Esempio n. 1
0
uint32 BattlefieldWG::GetData(uint32 data) const
{
    switch (data)
    {
        // Used to determine when the phasing spells must be casted
        // See: SpellArea::IsFitToRequirements
        case AREA_THE_SUNKEN_RING:
        case AREA_THE_BROKEN_TEMPLATE:
        case AREA_WESTPARK_WORKSHOP:
        case AREA_EASTPARK_WORKSHOP:
            // Graveyards and Workshops are controlled by the same team.
            if (BfGraveyard const* graveyard = GetGraveyardById(GetSpiritGraveyardId(data)))
                return graveyard->GetControlTeamId();
    }

    return Battlefield::GetData(data);
}
Esempio n. 2
0
bool Battlefield::Update(uint32 diff)
{
    if (m_Timer <= diff)
    {
        // Battlefield ends on time
        if (IsWarTime())
            EndBattle(true);
        else // Time to start a new battle!
            StartBattle();
    }
    else
        m_Timer -= diff;

    // Invite players a few minutes before the battle's beginning
    if (!IsWarTime() && !m_StartGrouping && m_Timer <= m_StartGroupingTimer)
    {
        m_StartGrouping = true;
        InvitePlayersInZoneToQueue();
        OnStartGrouping();
    }

    bool objective_changed = false;
    if (IsWarTime())
    {
        if (m_uiKickAfkPlayersTimer <= diff)
        {
            m_uiKickAfkPlayersTimer = 1000;
            KickAfkPlayers();
        }
        else
            m_uiKickAfkPlayersTimer -= diff;

        // Kick players who chose not to accept invitation to the battle
        if (m_uiKickDontAcceptTimer <= diff)
        {
            time_t now = time(NULL);
            for (int team = 0; team < 2; team++)
                for (PlayerTimerMap::iterator itr = m_InvitedPlayers[team].begin(); itr != m_InvitedPlayers[team].end(); ++itr)
                    if (itr->second <= now)
                        KickPlayerFromBattlefield(itr->first);

            InvitePlayersInZoneToWar();
            for (int team = 0; team < 2; team++)
                for (PlayerTimerMap::iterator itr = m_PlayersWillBeKick[team].begin(); itr != m_PlayersWillBeKick[team].end(); ++itr)
                    if (itr->second <= now)
                        KickPlayerFromBattlefield(itr->first);

            m_uiKickDontAcceptTimer = 1000;
        }
        else
            m_uiKickDontAcceptTimer -= diff;

        for (BfCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr)
            if (itr->second->Update(diff))
                objective_changed = true;
    }


    if (m_LastResurrectTimer <= diff)
    {
        for (uint8 i = 0; i < m_GraveyardList.size(); i++)
            if (GetGraveyardById(i))
                m_GraveyardList[i]->Resurrect();
        m_LastResurrectTimer = RESURRECTION_INTERVAL;
    }
    else
        m_LastResurrectTimer -= diff;

    return objective_changed;
}
void BattlefieldWG::OnBattleEnd(bool endByTimer)
{
    // Remove relic
    if (m_titansRelicGUID)
        if (GameObject* relic = GetGameObject(m_titansRelicGUID))
            relic->RemoveFromWorld();
    m_titansRelicGUID = 0;

    // Remove turret
    for (GuidSet::const_iterator itr = CanonList.begin(); itr != CanonList.end(); ++itr)
    {
        if (Creature* creature = GetCreature(*itr))
        {
            if (!endByTimer)
                creature->setFaction(WintergraspFaction[GetDefenderTeam()]);
            HideNpc(creature);
        }
    }

    if (!endByTimer) // One player triggered the relic
    {
        // Change all npc in keep
        for (GuidSet::const_iterator itr = KeepCreature[GetAttackerTeam()].begin(); itr != KeepCreature[GetAttackerTeam()].end(); ++itr)
            if (Creature* creature = GetCreature(*itr))
                HideNpc(creature);

        for (GuidSet::const_iterator itr = KeepCreature[GetDefenderTeam()].begin(); itr != KeepCreature[GetDefenderTeam()].end(); ++itr)
            if (Creature* creature = GetCreature(*itr))
                ShowNpc(creature, true);

        // Change all npc out of keep
        for (GuidSet::const_iterator itr = OutsideCreature[GetDefenderTeam()].begin(); itr != OutsideCreature[GetDefenderTeam()].end(); ++itr)
            if (Creature* creature = GetCreature(*itr))
                HideNpc(creature);

        for (GuidSet::const_iterator itr = OutsideCreature[GetAttackerTeam()].begin(); itr != OutsideCreature[GetAttackerTeam()].end(); ++itr)
            if (Creature* creature = GetCreature(*itr))
                ShowNpc(creature, true);
    }

    // Update all graveyard, control is to defender when no wartime
    for (uint8 i = 0; i < BATTLEFIELD_WG_GY_HORDE; i++)
        if (BfGraveyard* graveyard = GetGraveyardById(i))
            graveyard->GiveControlTo(GetDefenderTeam());

    for (GuidSet::const_iterator itr = m_KeepGameObject[GetDefenderTeam()].begin(); itr != m_KeepGameObject[GetDefenderTeam()].end(); ++itr)
        if (GameObject* object = GetGameObject(*itr))
            object->SetRespawnTime(RESPAWN_IMMEDIATELY);

    for (GuidSet::const_iterator itr = m_KeepGameObject[GetAttackerTeam()].begin(); itr != m_KeepGameObject[GetAttackerTeam()].end(); ++itr)
        if (GameObject* object = GetGameObject(*itr))
            object->SetRespawnTime(RESPAWN_ONE_DAY);

    // Update portal defender faction
    for (GuidSet::const_iterator itr = DefenderPortalList.begin(); itr != DefenderPortalList.end(); ++itr)
        if (GameObject* portal = GetGameObject(*itr))
            portal->SetFaction(WintergraspFaction[GetDefenderTeam()]);

    // Saving data
    for (GameObjectBuilding::const_iterator itr = BuildingsInZone.begin(); itr != BuildingsInZone.end(); ++itr)
        (*itr)->Save();
    for (Workshop::const_iterator itr = WorkshopsList.begin(); itr != WorkshopsList.end(); ++itr)
        (*itr)->Save();

    for (GuidSet::const_iterator itr = m_PlayersInWar[GetDefenderTeam()].begin(); itr != m_PlayersInWar[GetDefenderTeam()].end(); ++itr)
    {
        if (Player* player = sObjectAccessor->FindPlayer(*itr))
        {
            player->CastSpell(player, SPELL_ESSENCE_OF_WINTERGRASP, true);
            player->CastSpell(player, SPELL_VICTORY_REWARD, true);
            // Send Wintergrasp victory achievement
            DoCompleteOrIncrementAchievement(ACHIEVEMENTS_WIN_WG, player);
            // Award achievement for succeeding in Wintergrasp in 10 minutes or less
            if (!endByTimer && GetTimer() <= 10000)
                DoCompleteOrIncrementAchievement(ACHIEVEMENTS_WIN_WG_TIMER_10, player);
        }
    }

    for (GuidSet::const_iterator itr = m_PlayersInWar[GetAttackerTeam()].begin(); itr != m_PlayersInWar[GetAttackerTeam()].end(); ++itr)
        if (Player* player = sObjectAccessor->FindPlayer(*itr))
            player->CastSpell(player, SPELL_DEFEAT_REWARD, true);

    for (uint8 team = 0; team < 2; ++team)
    {
        for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
            if (Player* player = sObjectAccessor->FindPlayer(*itr))
                RemoveAurasFromPlayer(player);

        m_PlayersInWar[team].clear();

        for (GuidSet::const_iterator itr = m_vehicles[team].begin(); itr != m_vehicles[team].end(); ++itr)
            if (Creature* creature = GetCreature(*itr))
                if (creature->IsVehicle())
                    creature->DespawnOrUnsummon();

        m_vehicles[team].clear();
    }

    if (!endByTimer)
    {
        for (uint8 team = 0; team < 2; ++team)
        {
            for (GuidSet::const_iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
            {
                if (Player* player = sObjectAccessor->FindPlayer(*itr))
                {
                    player->RemoveAurasDueToSpell(m_DefenderTeam == TEAM_ALLIANCE ? SPELL_HORDE_CONTROL_PHASE_SHIFT : SPELL_ALLIANCE_CONTROL_PHASE_SHIFT, player->GetGUID());
                    player->AddAura(m_DefenderTeam == TEAM_HORDE ? SPELL_HORDE_CONTROL_PHASE_SHIFT : SPELL_ALLIANCE_CONTROL_PHASE_SHIFT, player);
                }
            }
        }
    }

    if (!endByTimer) // win alli/horde
        SendWarningToAllInZone((GetDefenderTeam() == TEAM_ALLIANCE) ? BATTLEFIELD_WG_TEXT_WIN_KEEP : BATTLEFIELD_WG_TEXT_WIN_KEEP + 1);
    else // defend alli/horde
        SendWarningToAllInZone((GetDefenderTeam() == TEAM_ALLIANCE) ? BATTLEFIELD_WG_TEXT_DEFEND_KEEP : BATTLEFIELD_WG_TEXT_DEFEND_KEEP + 1);
}
Esempio n. 4
0
void BattlefieldTB::UpdateNPCsAndGameObjects()
{
    for (ObjectGuid guid : BattleInactiveNPCs)
        if (Creature* creature = GetCreature(guid))
            HideNpc(creature);

    for (ObjectGuid guid : BattleInactiveGOs)
        if (GameObject* gameobject = GetGameObject(guid))
            gameobject->SetRespawnTime(RESPAWN_ONE_DAY);

    for (ObjectGuid guid : TemporaryNPCs)
        if (Creature* creature = GetCreature(guid))
            creature->RemoveFromWorld();
    TemporaryNPCs.clear();

    for (ObjectGuid guid : TemporaryGOs)
        if (GameObject* gameobject = GetGameObject(guid))
            gameobject->Delete();
    TemporaryGOs.clear();

    // Tol Barad gates - closed during warmup
    if (GameObject* gates = GetGameObject(TBGatesGUID))
        gates->SetGoState(GetState() == BATTLEFIELD_WARMUP ? GO_STATE_READY : GO_STATE_ACTIVE);

    // Baradin Hold door - open when inactive
    if (GameObject* door = GetGameObject(TBDoorGUID))
        door->SetGoState(GetState() == BATTLEFIELD_INACTIVE ? GO_STATE_ACTIVE : GO_STATE_READY);

    // Decide which cellblock and questgiver will be active.
    m_iCellblockRandom = GetState() == BATTLEFIELD_INACTIVE ? urand(CELLBLOCK_THE_HOLE, CELLBLOCK_CURSED_DEPTHS) : uint8(CELLBLOCK_NONE);

    // To The Hole gate
    if (GameObject* door = GetGameObject(m_gateToTheHoleGUID))
        door->SetGoState(m_iCellblockRandom == CELLBLOCK_THE_HOLE ? GO_STATE_ACTIVE : GO_STATE_READY);

    // D-Block gate
    if (GameObject* door = GetGameObject(m_gateDBlockGUID))
        door->SetGoState(m_iCellblockRandom == CELLBLOCK_D_BLOCK ? GO_STATE_ACTIVE : GO_STATE_READY);

    // Cursed Depths gate
    if (GameObject* door = GetGameObject(m_gateCursedDepthsGUID))
        door->SetGoState(m_iCellblockRandom == CELLBLOCK_CURSED_DEPTHS ? GO_STATE_ACTIVE : GO_STATE_READY);

    if (GetState() == BATTLEFIELD_INACTIVE)
    {
        // Delete capture points
        for (BfCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr)
            itr->second->DelCapturePoint();
        m_capturePoints.clear();

        // Create capture points
        for (uint8 i = 0; i < TB_BASE_COUNT; i++)
        {
            TolBaradCapturePoint* capturePoint = new TolBaradCapturePoint(this, GetDefenderTeam());

            //Spawn flag pole
            if (GameObject* go = SpawnGameObject(TBCapturePoints[i].entryFlagPole[GetDefenderTeam()], TBCapturePoints[i].pos, QuaternionData()))
            {
                go->SetGoArtKit(GetDefenderTeam() == TEAM_ALLIANCE ? TB_GO_ARTKIT_FLAG_ALLIANCE : TB_GO_ARTKIT_FLAG_HORDE);
                capturePoint->SetCapturePointData(go);
            }

            AddCapturePoint(capturePoint);
        }

        for (ObjectGuid guid : BattleInactiveNPCs)
            if (Creature* creature = GetCreature(guid))
                ShowNpc(creature, true);

        for (ObjectGuid guid : BattleInactiveGOs)
            if (GameObject* gameobject = GetGameObject(guid))
                gameobject->SetRespawnTime(RESPAWN_IMMEDIATELY);

        for (uint8 i = 0; i < TB_QUEST_INFANTRY_MAX; i++)
        {
            uint32 entry = TB_QUEST_INFANTRY[GetDefenderTeam()][urand(0,3)];
            if (Creature* creature = SpawnCreature(entry, TBQuestInfantrySpawnData[i]))
                TemporaryNPCs.insert(creature->GetGUID());
        }

        for (uint8 i = 0; i < TB_GUARDS_MAX; i++)
            if (Creature* creature = SpawnCreature(GetDefenderTeam() == TEAM_ALLIANCE ? NPC_BARADIN_GUARD : NPC_HELLSCREAMS_SENTRY, GuardNPCSpawns[i]))
                TemporaryNPCs.insert(creature->GetGUID());

        for (uint8 i = 0; i < TB_FACTION_NPC_MAX; i++)
            if (Creature* creature = SpawnCreature(GetDefenderTeam() == TEAM_ALLIANCE ? FactionNPCSpawns[i].entryAlliance : FactionNPCSpawns[i].entryHorde, FactionNPCSpawns[i].pos))
                TemporaryNPCs.insert(creature->GetGUID());

        if (Creature* creature = SpawnCreature(RandomQuestgivers[GetDefenderTeam()][m_iCellblockRandom], RandomQuestgiverPos))
            TemporaryNPCs.insert(creature->GetGUID());

        // Spawn portals
        for (uint8 i = 0; i < TB_PORTAL_MAX; i++)
            if (GameObject* go = SpawnGameObject(TBPortalEntry[GetDefenderTeam()], TBPortals[i], QuaternionData()))
                TemporaryGOs.insert(go->GetGUID());

        // Update towers
        for (ObjectGuid guid : Towers)
            if (GameObject* go = GetGameObject(guid))
                go->SetDestructibleState(GO_DESTRUCTIBLE_REBUILDING);
    }
    else if (GetState() == BATTLEFIELD_IN_PROGRESS)
    {
        for (uint8 i = 0; i < TB_ABANDONED_SIEGE_ENGINE_COUNT; i++)
            if (Creature* creature = SpawnCreature(NPC_ABANDONED_SIEGE_ENGINE, TBAbandonedSiegeEngineSpawnData[i]))
                TemporaryNPCs.insert(creature->GetGUID());

        for (ObjectGuid guid : Towers)
        {
            if (GameObject* go = GetGameObject(guid))
            {
                go->SetDestructibleState(GO_DESTRUCTIBLE_INTACT);
                go->ModifyHealth(go->GetGOValue()->Building.MaxHealth);
            }
        }
    }

    // Spawn banners
    for (uint8 i = 0; i < TB_BANNER_MAX; i++)
        if (GameObject* go = SpawnGameObject(TBBannerEntry[GetDefenderTeam()], TBBanners[i], QuaternionData()))
            TemporaryGOs.insert(go->GetGUID());

    // Set graveyard controls
    for (uint8 i = 0; i < BATTLEFIELD_TB_GRAVEYARD_MAX; i++)
        if (BfGraveyard* graveyard = GetGraveyardById(i))
            graveyard->GiveControlTo(!IsWarTime() || TBGraveyards[i].defenderControls ? GetDefenderTeam() : GetAttackerTeam());
};
Esempio n. 5
0
void BattlefieldTB::OnBattleEnd(bool endbytimer)
{
    if(!endbytimer)
    {
        //Change all npc in keep
        for(GuidSet::const_iterator itr = KeepCreature[GetAttackerTeam()].begin(); itr != KeepCreature[GetAttackerTeam()].end(); ++itr)
        {
            if (Unit* unit = ObjectAccessor::FindUnit((*itr)))
                if (Creature* creature = unit->ToCreature())
                    HideNpc(creature);
        }
        for(GuidSet::const_iterator itr = KeepCreature[GetDefenderTeam()].begin(); itr != KeepCreature[GetDefenderTeam()].end(); ++itr)
        {
            if (Unit* unit = ObjectAccessor::FindUnit((*itr)))
                if (Creature* creature = unit->ToCreature())
                    ShowNpc(creature,true);
        }
        // Hide creatures that should be visible only when battle is on.
        for(GuidSet::const_iterator itr = WarCreature[GetAttackerTeam()].begin(); itr != WarCreature[GetAttackerTeam()].end(); ++itr)
        {
            if (Unit* unit = ObjectAccessor::FindUnit((*itr)))
                if (Creature* creature = unit->ToCreature())
                    HideNpc(creature);
        }
        for(GuidSet::const_iterator itr = WarCreature[GetDefenderTeam()].begin(); itr != WarCreature[GetDefenderTeam()].end(); ++itr)
        {
            if (Unit* unit = ObjectAccessor::FindUnit((*itr)))
                if (Creature* creature = unit->ToCreature())
                    HideNpc(creature);
        }
        /*//Change all npc out of keep
        for(GuidSet::const_iterator itr = OutsideCreature[GetDefenderTeam()].begin(); itr != OutsideCreature[GetDefenderTeam()].end(); ++itr)
        {
            if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
                if (Creature* creature = unit->ToCreature())
                    HideNpc(creature);
        }
        for(GuidSet::const_iterator itr = OutsideCreature[GetAttackerTeam()].begin(); itr != OutsideCreature[GetAttackerTeam()].end(); ++itr)
        {
            if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
                if (Creature* creature = unit->ToCreature())
                    ShowNpc(creature,true);
        }*/
    }

    for(TBGameObjectBuilding::const_iterator itr = BuildingsInZone.begin(); itr != BuildingsInZone.end(); ++itr)
        if ((*itr))
            if (!endbytimer)
                (*itr)->Rebuild();

    // Update all graveyard, control is to defender when no wartime
    for(uint8 i = 0; i<BATTLEFIELD_TB_GY_HORDE; i++)
    {
        if(GetGraveyardById(i))
        {
            GetGraveyardById(i)->GiveControlTo(GetDefenderTeam());
        }
    }

    for(TBGameObjectSet::const_iterator itr = m_KeepGameObject[GetDefenderTeam()].begin(); itr != m_KeepGameObject[GetDefenderTeam()].end(); ++itr)
        (*itr)->SetRespawnTime(RESPAWN_IMMEDIATELY);

    for(TBGameObjectSet::const_iterator itr = m_KeepGameObject[GetAttackerTeam()].begin(); itr != m_KeepGameObject[GetAttackerTeam()].end(); ++itr)
        (*itr)->SetRespawnTime(RESPAWN_ONE_DAY);

    //Saving data
    for(TBGameObjectBuilding::const_iterator itr = BuildingsInZone.begin(); itr != BuildingsInZone.end(); ++itr)
        (*itr)->Save();
    for(TBWorkShop::const_iterator itr = WorkShopList.begin(); itr != WorkShopList.end(); ++itr)
        (*itr)->Save();

    for(GuidSet::const_iterator itr = m_PlayersInWar[GetDefenderTeam()].begin(); itr != m_PlayersInWar[GetDefenderTeam()].end(); ++itr)
    {
        if (Player* player = sObjectAccessor->FindPlayer((*itr)))
        {
            if (player->GetTeamId() == TEAM_HORDE)
            {
                player->CastSpell(player, SPELL_TOL_BARAD_VICTORY_HORDE, true);
                player->CastSpell(player, SPELL_TOL_BARAD_QUEST_HORDE, true);
            }
            else
            {
                player->CastSpell(player, SPELL_TOL_BARAD_VICTORY_ALLIANCE, true);
                player->CastSpell(player, SPELL_TOL_BARAD_QUEST_ALLIANCE, true);
            }
            // Victory, TB TODO
            //DoCompleteOrIncrementAchievement(ACHIEVEMENTS_WIN_TB, player);
            // Ployez sous notre joug
            /*if (GetTimer() <= 10000 && !endbytimer)
                DoCompleteOrIncrementAchievement(ACHIEVEMENTS_WIN_TB_TIMER_10, player);*/
        }
    }
    for(GuidSet::const_iterator itr = m_PlayersInWar[GetAttackerTeam()].begin(); itr != m_PlayersInWar[GetAttackerTeam()].end(); ++itr)
    {
        if (Player* player = sObjectAccessor->FindPlayer((*itr)))
        {
            player->CastSpell(player, SPELL_TOL_BARAD_DEFEAT, true);
        }
    }

    for(uint8 team = 0; team < 2; ++team)
    {
        for(GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
        {
            if (Player* player = sObjectAccessor->FindPlayer((*itr)))
            {
                player->RemoveAura(SPELL_TOWER_BONUS);
                player->RemoveAurasDueToSpell(SPELL_VETERAN);
                player->RemoveAurasDueToSpell(SPELL_SPIRITUAL_IMMUNITY_TB);
            }
        }
        m_PlayersInWar[team].clear();

        for(GuidSet::const_iterator itr = m_vehicles[team].begin(); itr != m_vehicles[team].end(); ++itr)
        {
            if (Unit* unit = ObjectAccessor::FindUnit((*itr)))
                if (Creature* creature = unit->ToCreature())
                    if (creature->IsVehicle())
                        creature->GetVehicleKit()->Dismiss();
        }
        m_vehicles[team].clear();
    }

    if(!endbytimer)
    {
        SendWarningToAllInZone(BATTLEFIELD_TB_TEXT_WIN_KEEP,
            sObjectMgr->GetTrinityStringForDBCLocale((GetDefenderTeam() == TEAM_ALLIANCE) ? BATTLEFIELD_TB_TEXT_ALLIANCE : BATTLEFIELD_TB_TEXT_HORDE));
    }
    else
    {
        SendWarningToAllInZone(BATTLEFIELD_TB_TEXT_DEFEND_KEEP,
            sObjectMgr->GetTrinityStringForDBCLocale((GetDefenderTeam() == TEAM_ALLIANCE) ? BATTLEFIELD_TB_TEXT_ALLIANCE : BATTLEFIELD_TB_TEXT_HORDE));
    }
}