void BattlegroundRV::StartingEventOpenDoors()
{
    // Buff respawn
    SpawnBGObject(BG_RV_OBJECT_BUFF_1, 90);
    SpawnBGObject(BG_RV_OBJECT_BUFF_2, 90);
    // Elevators
    DoorOpen(BG_RV_OBJECT_ELEVATOR_1);
    DoorOpen(BG_RV_OBJECT_ELEVATOR_2);

    setState(BG_RV_STATE_OPEN_FENCES);
    setTimer(BG_RV_FIRST_TIMER);
	
    // Add all DynLoS to the map
    m_DynLos[0] = GetBgMap()->AddDynLOSObject(763.632385f, -306.162384f, 25.909504f, BG_RV_PILLAR_SMALL_RADIUS, BG_RV_PILLAR_SMALL_HEIGHT);
    m_DynLos[1] = GetBgMap()->AddDynLOSObject(763.611145f, -261.856750f, 25.909504f, BG_RV_PILLAR_SMALL_RADIUS, BG_RV_PILLAR_SMALL_HEIGHT);
    m_DynLos[2] = GetBgMap()->AddDynLOSObject(723.644287f, -284.493256f, 24.648525f, BG_RV_PILLAR_BIG_RADIUS, BG_RV_PILLAR_BIG_RADIUS);
    m_DynLos[3] = GetBgMap()->AddDynLOSObject(802.211609f, -284.493256f, 24.648525f, BG_RV_PILLAR_BIG_RADIUS, BG_RV_PILLAR_BIG_HEIGHT);

    // Activate the small ones
    for (uint8 i = 0; i <= 1; i++)
         GetBgMap()->SetDynLOSObjectState(m_DynLos[i], true);

    // Should be false at first, TogglePillarCollision will do it.
    SetPillarCollision(true);
    TogglePillarCollision();
}
void BattlegroundRV::TogglePillarCollision()
{
    bool apply = GetPillarCollision();

    // Toggle visual pillars, pulley, gear, and collision based on previous state
    for (uint8 i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_GEAR_2; ++i)
        apply ? DoorOpen(i) : DoorClose(i);

    for (uint8 i = BG_RV_OBJECT_PILAR_2; i <= BG_RV_OBJECT_PULLEY_2; ++i)
        apply ? DoorClose(i) : DoorOpen(i);

    for (uint8 i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_PILAR_COLLISION_4; ++i)
    {
        if (GameObject* gob = GetBgMap()->GetGameObject(BgObjects[i]))
        {
            if (i >= BG_RV_OBJECT_PILAR_COLLISION_1)
            {
                uint32 _state = GO_STATE_READY;
                if (gob->GetGOInfo()->door.startOpen)
                    _state = GO_STATE_ACTIVE;
                gob->SetGoState(apply ? (GOState)_state : (GOState)(!_state));

                if (gob->GetGOInfo()->door.startOpen)
                    gob->EnableCollision(!apply); // Forced collision toggle
            }

            for (BattlegroundPlayerMap::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
                if (Player* player = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER)))
                    gob->SendUpdateToPlayer(player);
        }
    }

    SetPillarCollision(!apply);
}
Esempio n. 3
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void BattlegroundRV::StartingEventOpenDoors()
{
    // Buff respawn
    SpawnBGObject(BG_RV_OBJECT_BUFF_1, 90);
    SpawnBGObject(BG_RV_OBJECT_BUFF_2, 90);
    // Elevators
    DoorOpen(BG_RV_OBJECT_ELEVATOR_1);
    DoorOpen(BG_RV_OBJECT_ELEVATOR_2);

    setState(BG_RV_STATE_OPEN_FENCES);
    setTimer(BG_RV_FIRST_TIMER);

    // Should be false at first, TogglePillarCollision will do it.
    SetPillarCollision(true);
    TogglePillarCollision();
}