void BattleGround::PlayerAddedToBGCheckIfBGIsRunning(Player* plr) { if (GetStatus() != STATUS_WAIT_LEAVE) return; WorldPacket data; BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID()); BlockMovement(plr); sBattleGroundMgr.BuildPvpLogDataPacket(&data, this); plr->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_IN_PROGRESS, GetEndTime(), GetStartTime()); plr->GetSession()->SendPacket(&data); }
void BattleGround::EndBattleGround(Team winner) { this->RemoveFromBGFreeSlotQueue(); uint32 loser_rating = 0; uint32 winner_rating = 0; WorldPacket data; int32 winmsg_id = 0; if (winner == ALLIANCE) { winmsg_id = LANG_BG_A_WINS; PlaySoundToAll(SOUND_ALLIANCE_WINS); // alliance wins sound } else if (winner == HORDE) { winmsg_id = LANG_BG_H_WINS; PlaySoundToAll(SOUND_HORDE_WINS); // horde wins sound } SetWinner(winner); SetStatus(STATUS_WAIT_LEAVE); // we must set it this way, because end time is sent in packet! m_EndTime = TIME_TO_AUTOREMOVE; for (BattleGroundPlayerMap::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { Team team = itr->second.PlayerTeam; if (itr->second.OfflineRemoveTime) continue; Player* plr = sObjectMgr.GetPlayer(itr->first); if (!plr) { sLog.outError("BattleGround:EndBattleGround %s not found!", itr->first.GetString().c_str()); continue; } // should remove spirit of redemption if (plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION)) plr->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT); if (!plr->isAlive()) { plr->ResurrectPlayer(1.0f); plr->SpawnCorpseBones(); } else { // needed cause else in av some creatures will kill the players at the end plr->CombatStop(); plr->getHostileRefManager().deleteReferences(); } // this line is obsolete - team is set ALWAYS // if(!team) team = plr->GetTeam(); if (team == winner) { RewardMark(plr, ITEM_WINNER_COUNT); RewardQuestComplete(plr); } else RewardMark(plr, ITEM_LOSER_COUNT); plr->CombatStopWithPets(true); BlockMovement(plr); sBattleGroundMgr.BuildPvpLogDataPacket(&data, this); plr->GetSession()->SendPacket(&data); BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID()); sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_IN_PROGRESS, TIME_TO_AUTOREMOVE, GetStartTime()); plr->GetSession()->SendPacket(&data); } if (winmsg_id) SendMessageToAll(winmsg_id, CHAT_MSG_BG_SYSTEM_NEUTRAL); }
void BattleGround::EndBattleGround(uint32 winner) { WorldPacket data; Player *Source = NULL; const char *winmsg = ""; if(winner == ALLIANCE) { winmsg = GetMangosString(LANG_BG_A_WINS); PlaySoundToAll(SOUND_ALLIANCE_WINS); // alliance wins sound SetWinner(WINNER_ALLIANCE); } else { winmsg = GetMangosString(LANG_BG_H_WINS); PlaySoundToAll(SOUND_HORDE_WINS); // horde wins sound SetWinner(WINNER_HORDE); } SetStatus(STATUS_WAIT_LEAVE); m_EndTime = 0; for(std::map<uint64, BattleGroundPlayer>::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { Player *plr = objmgr.GetPlayer(itr->first); if(!plr) { sLog.outError("BattleGround: Player " I64FMTD " not found!", itr->first); continue; } if(!plr->isAlive()) { plr->ResurrectPlayer(1.0f); plr->SpawnCorpseBones(); } if(plr->GetTeam() == winner) { if(!Source) Source = plr; RewardMark(plr,ITEM_WINNER_COUNT); UpdatePlayerScore(plr, SCORE_BONUS_HONOR, 20); RewardQuest(plr); } else { RewardMark(plr,ITEM_LOSER_COUNT); } plr->CombatStopWithPets(true); BlockMovement(plr); sBattleGroundMgr.BuildPvpLogDataPacket(&data, this); plr->GetSession()->SendPacket(&data); sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetTeam(), plr->GetBattleGroundQueueIndex(m_TypeID), STATUS_IN_PROGRESS, TIME_TO_AUTOREMOVE, GetStartTime()); plr->GetSession()->SendPacket(&data); } if(Source) { ChatHandler(Source).FillMessageData(&data, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, Source->GetGUID(), winmsg); SendPacketToAll(&data); } }
void BattleGround::EndBattleGround(uint32 winner) { this->RemoveFromBGFreeSlotQueue(); uint32 loser_rating = 0; uint32 winner_rating = 0; WorldPacket data; Player *Source = NULL; const char *winmsg = ""; if(winner == ALLIANCE) { winmsg = GetMangosString(LANG_BG_A_WINS); PlaySoundToAll(SOUND_ALLIANCE_WINS); // alliance wins sound SetWinner(WINNER_ALLIANCE); } else if(winner == HORDE) { winmsg = GetMangosString(LANG_BG_H_WINS); PlaySoundToAll(SOUND_HORDE_WINS); // horde wins sound SetWinner(WINNER_HORDE); } else { SetWinner(3); } SetStatus(STATUS_WAIT_LEAVE); m_EndTime = 0; for(std::map<uint64, BattleGroundPlayer>::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { Player *plr = sObjectMgr.GetPlayer(itr->first); if(!plr) { sLog.outError("BattleGround: Player (GUID: %u) not found!", GUID_LOPART(itr->first)); continue; } // should remove spirit of redemption if(plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION)) plr->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT); if(!plr->isAlive()) { plr->ResurrectPlayer(1.0f); plr->SpawnCorpseBones(); } else { //needed cause else in av some creatures will kill the players at the end plr->CombatStop(); plr->getHostileRefManager().deleteReferences(); } uint32 team = itr->second.Team; if(!team) team = plr->GetTeam(); if(team == winner) { if(!Source) Source = plr; RewardMark(plr,ITEM_WINNER_COUNT); RewardQuestComplete(plr); } else RewardMark(plr,ITEM_LOSER_COUNT); plr->CombatStopWithPets(true); BlockMovement(plr); sBattleGroundMgr.BuildPvpLogDataPacket(&data, this); plr->GetSession()->SendPacket(&data); uint32 bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID()); sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetTeam(), plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_IN_PROGRESS, TIME_TO_AUTOREMOVE, GetStartTime()); plr->GetSession()->SendPacket(&data); } // inform invited players about the removal sBattleGroundMgr.m_BattleGroundQueues[BattleGroundMgr::BGQueueTypeId(GetTypeID())].BGEndedRemoveInvites(this); if(Source) { ChatHandler(Source).FillMessageData(&data, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, Source->GetGUID(), winmsg); SendPacketToAll(&data); } }
void BattleGround::EndBattleGround(uint32 winner) { this->RemoveFromBGFreeSlotQueue(); uint32 almost_winning_team = HORDE; uint32 loser_rating = 0; uint32 winner_rating = 0; WorldPacket data; Player *Source = NULL; const char *winmsg = ""; if(winner == ALLIANCE) { winmsg = GetTrinityString(LANG_BG_A_WINS); PlaySoundToAll(SOUND_ALLIANCE_WINS); // alliance wins sound SetWinner(WINNER_ALLIANCE); } else if(winner == HORDE) { winmsg = GetTrinityString(LANG_BG_H_WINS); PlaySoundToAll(SOUND_HORDE_WINS); // horde wins sound SetWinner(WINNER_HORDE); } else { SetWinner(3); } SetStatus(STATUS_WAIT_LEAVE); m_EndTime = 0; for(std::map<uint64, BattleGroundPlayer>::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { Player *plr = objmgr.GetPlayer(itr->first); if(!plr) { sLog.outError("BattleGround: Player " I64FMTD " not found!", itr->first); continue; } // should remove spirit of redemption if(plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION)) plr->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT); if(!plr->isAlive()) { plr->ResurrectPlayer(1.0f); plr->SpawnCorpseBones(); } uint32 team = itr->second.Team; if(!team) team = plr->GetTeam(); if(team == winner) { if(!Source) Source = plr; RewardMark(plr,ITEM_WINNER_COUNT); UpdatePlayerScore(plr, SCORE_BONUS_HONOR, 20); RewardQuest(plr); } else if(winner !=0) { RewardMark(plr,ITEM_LOSER_COUNT); } else if(winner == 0) { if(sWorld.getConfig(CONFIG_PREMATURE_BG_REWARD)) // We're feeling generous, giving rewards to people who not earned them ;) { //nested ifs for the win! its boring writing that, forgive me my unfunniness if(almost_winning_team == team) //player's team had more points RewardMark(plr,ITEM_WINNER_COUNT); else RewardMark(plr,ITEM_LOSER_COUNT); // if scores were the same, each team gets 1 mark. } } plr->CombatStopWithPets(true); BlockMovement(plr); sBattleGroundMgr.BuildPvpLogDataPacket(&data, this); plr->GetSession()->SendPacket(&data); uint32 bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(GetTypeID()); sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetTeam(), plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_IN_PROGRESS, TIME_TO_AUTOREMOVE, GetStartTime()); plr->GetSession()->SendPacket(&data); } // inform invited players about the removal sBattleGroundMgr.m_BattleGroundQueues[sBattleGroundMgr.BGQueueTypeId(GetTypeID())].BGEndedRemoveInvites(this); if(Source) { ChatHandler(Source).FillMessageData(&data, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_UNIVERSAL, Source->GetGUID(), winmsg); SendPacketToAll(&data); } }
// 리턴값 TRUE가 무엇인가가 있다 BOOL CInstanceBase::CheckAdvancing() { #ifdef __MOVIE_MODE__ if (IsMovieMode()) return FALSE; #endif if (!__IsMainInstance() && !IsAttacking()) { if (IsPC() && IsWalking()) { CPythonCharacterManager& rkChrMgr=CPythonCharacterManager::Instance(); for(CPythonCharacterManager::CharacterIterator i = rkChrMgr.CharacterInstanceBegin(); i!=rkChrMgr.CharacterInstanceEnd();++i) { CInstanceBase* pkInstEach=*i; if (pkInstEach==this) continue; if (!pkInstEach->IsDoor()) continue; if (m_GraphicThingInstance.TestActorCollision(pkInstEach->GetGraphicThingInstanceRef())) { BlockMovement(); return true; } } } return FALSE; } if (m_GraphicThingInstance.CanSkipCollision()) { //Tracenf("%x VID %d 충돌 스킵", ELTimer_GetMSec(), GetVirtualID()); return FALSE; } BOOL bUsingSkill = m_GraphicThingInstance.IsUsingSkill(); m_dwAdvActorVID = 0; UINT uCollisionCount=0; CPythonCharacterManager& rkChrMgr=CPythonCharacterManager::Instance(); for(CPythonCharacterManager::CharacterIterator i = rkChrMgr.CharacterInstanceBegin(); i!=rkChrMgr.CharacterInstanceEnd();++i) { CInstanceBase* pkInstEach=*i; if (pkInstEach==this) continue; CActorInstance& rkActorSelf=m_GraphicThingInstance; CActorInstance& rkActorEach=pkInstEach->GetGraphicThingInstanceRef(); //NOTE : Skil을 쓰더라도 Door Type과는 Collision체크 한다. if( bUsingSkill && !rkActorEach.IsDoor() ) continue; // 앞으로 전진할수 있는가? if (rkActorSelf.TestActorCollision(rkActorEach)) { uCollisionCount++; if (uCollisionCount==2) { rkActorSelf.BlockMovement(); return TRUE; } rkActorSelf.AdjustDynamicCollisionMovement(&rkActorEach); if (rkActorSelf.TestActorCollision(rkActorEach)) { rkActorSelf.BlockMovement(); return TRUE; } else { NEW_MoveToDestPixelPositionDirection(NEW_GetDstPixelPositionRef()); } } } // 맵속성 체크 CPythonBackground& rkBG=CPythonBackground::Instance(); const D3DXVECTOR3 & rv3Position = m_GraphicThingInstance.GetPosition(); const D3DXVECTOR3 & rv3MoveDirection = m_GraphicThingInstance.GetMovementVectorRef(); // NOTE : 만약 이동 거리가 크다면 쪼개서 구간 별로 속성을 체크해 본다 // 현재 설정해 놓은 10.0f는 임의의 거리 - [levites] int iStep = int(D3DXVec3Length(&rv3MoveDirection) / 10.0f); D3DXVECTOR3 v3CheckStep = rv3MoveDirection / float(iStep); D3DXVECTOR3 v3CheckPosition = rv3Position; for (int j = 0; j < iStep; ++j) { v3CheckPosition += v3CheckStep; // Check if (rkBG.isAttrOn(v3CheckPosition.x, -v3CheckPosition.y, CTerrainImpl::ATTRIBUTE_BLOCK)) { BlockMovement(); //return TRUE; } } // Check D3DXVECTOR3 v3NextPosition = rv3Position + rv3MoveDirection; if (rkBG.isAttrOn(v3NextPosition.x, -v3NextPosition.y, CTerrainImpl::ATTRIBUTE_BLOCK)) { BlockMovement(); return TRUE; } return FALSE; }