bool BattlegroundIC::SetupBattleground() { for (uint8 i = 0; i < MAX_NORMAL_GAMEOBJECTS_SPAWNS; ++i) { if (!AddObject(BG_IC_ObjSpawnlocs[i].type, BG_IC_ObjSpawnlocs[i].entry, BG_IC_ObjSpawnlocs[i].x, BG_IC_ObjSpawnlocs[i].y, BG_IC_ObjSpawnlocs[i].z, BG_IC_ObjSpawnlocs[i].o, 0, 0, 0, 0, RESPAWN_ONE_DAY)) { TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning gameobject %u", BG_IC_ObjSpawnlocs[i].entry); return false; } } for (uint8 i = 0; i < MAX_FORTRESS_TELEPORTERS_SPAWNS; ++i) { if (!AddObject(BG_IC_Teleporters[i].type, BG_IC_Teleporters[i].entry, BG_IC_Teleporters[i].x, BG_IC_Teleporters[i].y, BG_IC_Teleporters[i].z, BG_IC_Teleporters[i].o, 0, 0, 0, 0, RESPAWN_ONE_DAY)) { TC_LOG_ERROR("bg.battleground", "Isle of Conquest | Starting Event Open Doors: There was an error spawning gameobject %u", BG_IC_Teleporters[i].entry); return false; } } for (uint8 i = 0; i < MAX_FORTRESS_TELEPORTER_EFFECTS_SPAWNS; ++i) { if (!AddObject(BG_IC_TeleporterEffects[i].type, BG_IC_TeleporterEffects[i].entry, BG_IC_TeleporterEffects[i].x, BG_IC_TeleporterEffects[i].y, BG_IC_TeleporterEffects[i].z, BG_IC_TeleporterEffects[i].o, 0, 0, 0, 0, RESPAWN_ONE_DAY)) { TC_LOG_ERROR("bg.battleground", "Isle of Conquest | Starting Event Open Doors: There was an error spawning gameobject %u", BG_IC_Teleporters[i].entry); return false; } } for (uint8 i = 2; i < MAX_NORMAL_NPCS_SPAWNS; ++i) { if (!AddCreature(BG_IC_NpcSpawnlocs[i].entry, BG_IC_NpcSpawnlocs[i].type, BG_IC_NpcSpawnlocs[i].x, BG_IC_NpcSpawnlocs[i].y, BG_IC_NpcSpawnlocs[i].z, BG_IC_NpcSpawnlocs[i].o, BG_IC_NpcSpawnlocs[i].team, RESPAWN_ONE_DAY)) { TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[i].entry); return false; } } if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+3, BG_IC_SpiritGuidePos[5], TEAM_ALLIANCE) || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+4, BG_IC_SpiritGuidePos[6], TEAM_HORDE) || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+5, BG_IC_SpiritGuidePos[7], TEAM_ALLIANCE) || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+6, BG_IC_SpiritGuidePos[8], TEAM_HORDE)) { TC_LOG_ERROR("bg.battleground", "Isle of Conquest: Failed to spawn initial spirit guide!"); return false; } gunshipHorde = sTransportMgr->CreateTransport(GO_HORDE_GUNSHIP, UI64LIT(0), GetBgMap()); gunshipAlliance = sTransportMgr->CreateTransport(GO_ALLIANCE_GUNSHIP, UI64LIT(0), GetBgMap()); if (!gunshipAlliance || !gunshipHorde) { TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error creating gunships!"); return false; } gunshipHorde->EnableMovement(false); gunshipAlliance->EnableMovement(false); // setting correct factions for Keep Cannons for (uint8 i = BG_IC_NPC_KEEP_CANNON_1; i <= BG_IC_NPC_KEEP_CANNON_12; ++i) GetBGCreature(i)->setFaction(BG_IC_Factions[0]); for (uint8 i = BG_IC_NPC_KEEP_CANNON_13; i <= BG_IC_NPC_KEEP_CANNON_24; ++i) GetBGCreature(i)->setFaction(BG_IC_Factions[1]); // correcting spawn time for keeps bombs for (uint8 i = BG_IC_GO_HUGE_SEAFORIUM_BOMBS_A_1; i < BG_IC_GO_HUGE_SEAFORIUM_BOMBS_H_4; ++i) GetBGObject(i)->SetRespawnTime(10); return true; }
void BattlegroundIC::DestroyGate(Player* player, GameObject* go) { GateStatus[GetGateIDFromEntry(go->GetEntry())] = BG_IC_GATE_DESTROYED; uint32 uws_open = GetWorldStateFromGateEntry(go->GetEntry(), true); uint32 uws_close = GetWorldStateFromGateEntry(go->GetEntry(), false); if (uws_open) { UpdateWorldState(uws_close, 0); UpdateWorldState(uws_open, 1); } DoorOpen((player->GetTeamId() == TEAM_ALLIANCE ? BG_IC_GO_HORDE_KEEP_PORTCULLIS : BG_IC_GO_DOODAD_PORTCULLISACTIVE02)); uint32 lang_entry = 0; switch (go->GetEntry()) { case GO_HORDE_GATE_1: lang_entry = LANG_BG_IC_NORTH_GATE_DESTROYED; break; case GO_HORDE_GATE_2: case GO_ALLIANCE_GATE_1: lang_entry = LANG_BG_IC_WEST_GATE_DESTROYED; break; case GO_HORDE_GATE_3: case GO_ALLIANCE_GATE_2: lang_entry = LANG_BG_IC_EAST_GATE_DESTROYED; break; case GO_ALLIANCE_GATE_3: lang_entry = LANG_BG_IC_SOUTH_GATE_DESTROYED; break; default: break; } if (go->GetEntry() == GO_HORDE_GATE_1 || go->GetEntry() == GO_HORDE_GATE_2 || go->GetEntry() == GO_HORDE_GATE_3) { if (!GetBgMap()->GetCreature(BgCreatures[BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].type]) && !AddCreature(BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].entry, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].type, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].team, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].x, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].y, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].z, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].o, RESPAWN_ONE_DAY)) sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].entry); } else if (go->GetEntry() == GO_ALLIANCE_GATE_1 || go->GetEntry() == GO_ALLIANCE_GATE_2 || go->GetEntry() == GO_ALLIANCE_GATE_3) { if (!GetBgMap()->GetCreature(BgCreatures[BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].type]) && !AddCreature(BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].entry, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].type, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].team, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].x, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].y, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].z, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].o, RESPAWN_ONE_DAY)) sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].entry); } SendMessage2ToAll(lang_entry, CHAT_MSG_BG_SYSTEM_NEUTRAL, NULL, (player->GetTeamId() == TEAM_ALLIANCE ? LANG_BG_IC_HORDE_KEEP : LANG_BG_IC_ALLIANCE_KEEP)); }
bool BattlegroundIC::SetupBattleground() { // Spawn all GameObjects for (uint8 i = 0 ; i < MAX_BG_IC_OBJ; i++) { //Coordinate of GameObject float x,y,z,o; x=BG_IC_OBJ[i].x; y=BG_IC_OBJ[i].y; z=BG_IC_OBJ[i].z; o=BG_IC_OBJ[i].o; //Id of GameObject (relative to this script) uint8 id=BG_IC_OBJ[i].id; switch(BG_IC_OBJ[i].type) { //If object is a flag there is 3 GameObject associate : // The flag (clickable) // The aura // The case IC_TYPE_FLAG: { //Node id: for identify witch flag is it (for know what happen when clicking on flag) uint8 NodeId=BG_IC_OBJ[i].nodeid; uint32 BanneAura=0; uint32 BannerFlag=0; m_IC_NodeData[NodeId].current=BG_IC_OBJ[i].state; m_IC_NodeData[NodeId].previous=BG_IC_OBJ[i].state; m_IC_NodeData[NodeId].object_aura=id+2; m_IC_NodeData[NodeId].object_flag=id+1; m_IC_NodeData[NodeId].timeleft=0; for(int ws=0 ;ws<5 ;ws++) m_IC_NodeData[NodeId].worldstate[ws]=IC_InitNodeData[NodeId].worldstate[ws]; for(int gobid=0 ;gobid<5 ;gobid++) m_IC_NodeData[NodeId].gobentry[gobid]=IC_InitNodeData[NodeId].gobentry[gobid]; uint8 state=BG_IC_OBJ[i].state; switch(state) { case STATE_NEUTRAL: BanneAura=BG_IC_OBJECTID_AURA_C;break; case STATE_BANNER_ALLY: BanneAura=BG_IC_OBJECTID_AURA_A;break; case STATE_BANNER_HORDE: BanneAura=BG_IC_OBJECTID_AURA_H;break; default: sLog.outError("BattlegroundIC::SetupBattleground() Object: %i, bad state: %u",i,BG_IC_OBJ[i].state); return false; } BannerFlag=m_IC_NodeData[NodeId].gobentry[state]; //Spawn the pillar if(!AddObject(id,BG_IC_OBJ[i].entry,x,y,z,o,0,0,0,0,RESPAWN_ONE_DAY)) return false; //Spaw the aura if(!AddObject(id+2,BanneAura,x,y,z,o,0,0,0,0,RESPAWN_ONE_DAY)) return false; //Spawn the Flag if(!AddObject(id+1,BannerFlag,x,y,z,o,0,0,0,0,RESPAWN_ONE_DAY)) return false; //Set flag faction GetBGObject(id+1)->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_OBJ[i].faction); //if flag is clickable or not on start (like flag in the keep): if(BG_IC_OBJ[i].usable) GetBGObject(id+1)->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE); else GetBGObject(id+1)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE); break; } //If door type: there are two GameObject: // Destructible object (building) // Door witch can be open close (for start) case IC_TYPE_DOOR_H: { // DoorId, for identify the door for event when destroy etc... uint8 DoorId=BG_IC_OBJ[i].nodeid; //Spawn destructible part if(!AddObject(id,BG_IC_OBJ[i].entry,x,y,z,o,0,0,0,0,RESPAWN_ONE_DAY)) return false; //Spawn door if(!AddObject(id+1,BG_IC_OBJECTID_GATE_H,x,y,z,o,0,0,0,0,RESPAWN_ONE_DAY)) return false; //Door faction GetBGObject(id)->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_OBJ[i].faction); GetBGObject(id)->SetGoState(GO_STATE_ACTIVE);//As on retail //Door must not be usable GetBGObject(id+1)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE); //Stock door data for use it in script after m_IC_DoorData[DoorId].object_door=id+1; m_IC_DoorData[DoorId].object_build=id; m_IC_DoorData[DoorId].state=IC_InitDoorData[DoorId].state; //Worldstate for(int ws=0 ;ws<2 ;ws++) m_IC_DoorData[DoorId].worldstate[ws]=IC_InitDoorData[DoorId].worldstate[ws]; break; } //If door type: there are two GameObject: // Destructible object (building) // Door witch can be open close (for start) case IC_TYPE_DOOR_A: { // DoorId, for identify the door for event when destroy etc... uint8 DoorId=BG_IC_OBJ[i].nodeid; //Spawn destructible part if(!AddObject(id,BG_IC_OBJ[i].entry,x,y,z,o,0,0,0,0,RESPAWN_ONE_DAY)) return false; //Spawn door if(!AddObject(id+1,BG_IC_OBJECTID_GATE_A,x,y,z,o,0,0,0,0,RESPAWN_ONE_DAY)) return false; //DoorFaction GetBGObject(id)->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_OBJ[i].faction); GetBGObject(id)->SetGoState(GO_STATE_ACTIVE);//As on retail //Door must not be usable GetBGObject(id+1)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE); //Stock door data for use it in script after m_IC_DoorData[DoorId].object_door=id+1; m_IC_DoorData[DoorId].object_build=id; m_IC_DoorData[DoorId].state=IC_InitDoorData[DoorId].state; //Worldstate for(int ws=0 ;ws<2 ;ws++) m_IC_DoorData[DoorId].worldstate[ws]=IC_InitDoorData[DoorId].worldstate[ws]; break; } //If object is teleporter: There are two GameObject // The teleporter // The aura case IC_TYPE_TELEPORT_H: { // Spawn teleporter if(!AddObject(id,BG_IC_OBJ[i].entry,x,y,z,o,0,0,0,0,RESPAWN_ONE_DAY)) return false; // Spawn Aura if(!AddObject(id+1,BG_IC_OBJECTID_AURA_TELEPORTER_H,x,y,z+0.2f,o,0,0,0,0,RESPAWN_ONE_DAY)) return false; //Disable teleporter, must be active on battle start. GetBGObject(id)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE); GetBGObject(id+1)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE); GetBGObject(id)->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_OBJ[i].faction); break; } //If object is teleporter: There are two GameObject // The teleporter // The aura case IC_TYPE_TELEPORT_A: { // Spawn teleporter if(!AddObject(id,BG_IC_OBJ[i].entry,x,y,z,o,0,0,0,0,RESPAWN_ONE_DAY)) return false; // Spawn Aura if(!AddObject(id+1,BG_IC_OBJECTID_AURA_TELEPORTER_A,x,y,z+0.000676f,o,0,0,0,0,RESPAWN_ONE_DAY)) return false; //Disable teleporter, must be active on battle start. GetBGObject(id)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE); GetBGObject(id+1)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE); GetBGObject(id)->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_OBJ[i].faction); break; } // if type is bomb: only one GameObject case IC_TYPE_BOMB: { //Spawn object if(!AddObject(id,BG_IC_OBJ[i].entry,x,y,z,o,0,0,0,0,RESPAWN_ONE_DAY)) return false; //Disable bomb, active on start GetBGObject(id)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE); //TODO: 10 sec respawn time ? break; } //Decoration like bonfire case IC_TYPE_DECORATION: { //Spawn GameObject if(!AddObject(id,BG_IC_OBJ[i].entry,x,y,z,o,0,0,0,0,RESPAWN_ONE_DAY)) return false; break; } //The door associate to keep case IC_TYPE_LAST_DOOR_H: //Open when one of three door of Horde keep is destroy case IC_TYPE_LAST_DOOR_A: //Open when one of three door of Alliance keep is destroy case IC_TYPE_TOWER_DOOR: //Open on battleground start { //Spawn GameObject if(!AddObject(id,BG_IC_OBJ[i].entry,x,y,z,o,0,0,0,0,RESPAWN_ONE_DAY)) return false; //Close door GetBGObject(id)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE); break; } } if(m_BgObjects[id] && GetBGObject(id)) GetBGObject(id)->setActive(true); } //GameObject are create but no spawn, now we must spawn (set visible) for (int obj = 0 ; obj < BG_IC_MAX_OBJECT; obj++) SpawnBGObject(obj, RESPAWN_IMMEDIATELY); //Spawn all spirit guide in each GY for(int i=BG_IC_ALLIANCE_KEEP;i<BG_IC_ALL_NODES_COUNT;i++) if (!AddSpiritGuide(i, BG_IC_SpiritGuidePos[i][0], BG_IC_SpiritGuidePos[i][1], BG_IC_SpiritGuidePos[i][2], BG_IC_SpiritGuidePos[i][3], BG_IC_graveInitTeam[i])) { sLog.outError("Failed to spawn spirit guide! point: %u, team: %u,", i, BG_IC_graveInitTeam[i]); return false; } //Npc spawning for (int i = 0 ; i < MAX_BG_IC_NPC; ++i) { float x,y,z,o; x=BG_IC_NPC[i].x; y=BG_IC_NPC[i].y; z=BG_IC_NPC[i].z; o=BG_IC_NPC[i].o; uint8 id=BG_IC_NPC[i].id; switch(BG_IC_NPC[i].type) { case IC_TYPE_NONE: case IC_TYPE_KEEP_GUN: if(!AddCreature(BG_IC_NPC[i].entry,id,BG_IC_NPC[i].faction,x,y,z,o,BG_IC_NPC[i].respawn)) return false; GetBGCreature(id)->setFaction(BG_IC_NPC[i].faction==FACTION_ALLIANCE?FACTION_NPC_ALLIANCE:FACTION_NPC_HORDE); break; } } //Spawning Gunship... in general system, there are spawn on server start and not on map loading... so for have // one transport for each battleground it's difficult without manual spawn m_GunshipA = MakeTransport(195121,120000,"IC - horde gunship"); m_GunshipH = MakeTransport(195276,120000,"IC - alliance gunship"); //Send transport init packet to all player in map for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end();itr++) { if (Player* p = sObjectMgr.GetPlayer(itr->first)) { SendTransportInit(p); } } return true; }
bool BattlegroundIC::SetupBattleground() { for (uint8 i = 0; i < MAX_NORMAL_GAMEOBJECTS_SPAWNS; ++i) { if (!AddObject(BG_IC_ObjSpawnlocs[i].type, BG_IC_ObjSpawnlocs[i].entry, BG_IC_ObjSpawnlocs[i].x, BG_IC_ObjSpawnlocs[i].y, BG_IC_ObjSpawnlocs[i].z, BG_IC_ObjSpawnlocs[i].o, 0, 0, 0, 0, RESPAWN_ONE_DAY)) { sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: There was an error spawning gameobject %u", BG_IC_ObjSpawnlocs[i].entry); return false; } } for (uint8 i = 2; i < MAX_NORMAL_NPCS_SPAWNS; ++i) { if (!AddCreature(BG_IC_NpcSpawnlocs[i].entry, BG_IC_NpcSpawnlocs[i].type, BG_IC_NpcSpawnlocs[i].team, BG_IC_NpcSpawnlocs[i].x, BG_IC_NpcSpawnlocs[i].y, BG_IC_NpcSpawnlocs[i].z, BG_IC_NpcSpawnlocs[i].o, RESPAWN_ONE_DAY)) { sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[i].entry); return false; } } if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+5, BG_IC_SpiritGuidePos[5][0], BG_IC_SpiritGuidePos[5][1], BG_IC_SpiritGuidePos[5][2], BG_IC_SpiritGuidePos[5][3], ALLIANCE) || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+6, BG_IC_SpiritGuidePos[6][0], BG_IC_SpiritGuidePos[6][1], BG_IC_SpiritGuidePos[6][2], BG_IC_SpiritGuidePos[6][3], HORDE) || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+3, BG_IC_SpiritGuidePos[7][0], BG_IC_SpiritGuidePos[7][1], BG_IC_SpiritGuidePos[7][2], BG_IC_SpiritGuidePos[7][3], ALLIANCE) || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+4, BG_IC_SpiritGuidePos[8][0], BG_IC_SpiritGuidePos[8][1], BG_IC_SpiritGuidePos[8][2], BG_IC_SpiritGuidePos[8][3], HORDE)) { sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: Failed to spawn initial spirit guide!"); return false; } gunshipHorde = CreateTransport(GO_HORDE_GUNSHIP, TRANSPORT_PERIOD_TIME); gunshipAlliance = CreateTransport(GO_ALLIANCE_GUNSHIP, TRANSPORT_PERIOD_TIME); if (!gunshipAlliance || !gunshipHorde) { sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: There was an error creating gunships!"); return false; } //Send transport init packet to all player in map for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr) { if (Player* player = ObjectAccessor::FindPlayer(itr->first)) SendTransportInit(player); } // setting correct factions for Keep Cannons for (uint8 i = BG_IC_NPC_KEEP_CANNON_1; i < BG_IC_NPC_KEEP_CANNON_12; ++i) GetBGCreature(i)->setFaction(BG_IC_Factions[0]); for (uint8 i = BG_IC_NPC_KEEP_CANNON_13; i < BG_IC_NPC_KEEP_CANNON_25; ++i) GetBGCreature(i)->setFaction(BG_IC_Factions[1]); // correcting spawn time for keeps bombs for (uint8 i = BG_IC_GO_HUGE_SEAFORIUM_BOMBS_A_1; i < BG_IC_GO_HUGE_SEAFORIUM_BOMBS_H_4; ++i) GetBGObject(i)->SetRespawnTime(10); return true; }
void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture) { if (nodePoint->nodeType != NODE_TYPE_REFINERY && nodePoint->nodeType != NODE_TYPE_QUARRY) { if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+nodePoint->nodeType-2, BG_IC_SpiritGuidePos[nodePoint->nodeType][0], BG_IC_SpiritGuidePos[nodePoint->nodeType][1], BG_IC_SpiritGuidePos[nodePoint->nodeType][2], BG_IC_SpiritGuidePos[nodePoint->nodeType][3], (nodePoint->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE))) sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: Failed to spawn spirit guide! point: %u, team: %u, ", nodePoint->nodeType, nodePoint->faction); } switch (nodePoint->gameobject_type) { case BG_IC_GO_HANGAR_BANNER: // all the players on the stopped transport should be teleported out if (!gunshipAlliance || !gunshipHorde) break; for (uint8 u = 0; u < MAX_HANGAR_TELEPORTERS_SPAWNS; ++u) { uint8 type = BG_IC_GO_HANGAR_TELEPORTER_1+u; AddObject(type, (nodePoint->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL : GO_HORDE_GUNSHIP_PORTAL), BG_IC_HangarTeleporters[u].GetPositionX(), BG_IC_HangarTeleporters[u].GetPositionY(), BG_IC_HangarTeleporters[u].GetPositionZ(), BG_IC_HangarTeleporters[u].GetOrientation(), 0, 0, 0, 0, RESPAWN_ONE_DAY); } //sLog->outError(LOG_FILTER_BATTLEGROUND, "BG_IC_GO_HANGAR_BANNER CAPTURED Faction: %u", nodePoint->faction); (nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde)->BuildStartMovePacket(GetBgMap()); (nodePoint->faction == TEAM_ALLIANCE ? gunshipHorde : gunshipAlliance)->BuildStopMovePacket(GetBgMap()); // we should spawn teleporters break; case BG_IC_GO_QUARRY_BANNER: RemoveAuraOnTeam(SPELL_QUARRY, (nodePoint->faction == TEAM_ALLIANCE ? HORDE : ALLIANCE)); CastSpellOnTeam(SPELL_QUARRY, (nodePoint->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE)); break; case BG_IC_GO_REFINERY_BANNER: RemoveAuraOnTeam(SPELL_OIL_REFINERY, (nodePoint->faction == TEAM_ALLIANCE ? HORDE : ALLIANCE)); CastSpellOnTeam(SPELL_OIL_REFINERY, (nodePoint->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE)); break; case BG_IC_GO_DOCKS_BANNER: if (recapture) break; if (docksTimer < DOCKS_UPDATE_TIME) docksTimer = DOCKS_UPDATE_TIME; // we must del opposing faction vehicles when the node is captured (unused ones) for (uint8 i = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_H : BG_IC_NPC_GLAIVE_THROWER_1_A); i < (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_2_H : BG_IC_NPC_GLAIVE_THROWER_2_A); ++i) { if (Creature* glaiveThrower = GetBGCreature(i)) { if (Vehicle* vehicleGlaive = glaiveThrower->GetVehicleKit()) { if (!vehicleGlaive->GetPassenger(0)) DelCreature(i); } } } for (uint8 i = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_H : BG_IC_NPC_CATAPULT_1_A); i < (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_4_H : BG_IC_NPC_CATAPULT_4_A); ++i) { if (Creature* catapult = GetBGCreature(i)) { if (Vehicle* vehicleGlaive = catapult->GetVehicleKit()) { if (!vehicleGlaive->GetPassenger(0)) DelCreature(i); } } } // spawning glaive throwers for (uint8 i = 0; i < MAX_GLAIVE_THROWERS_SPAWNS_PER_FACTION; ++i) { uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H)+i; if (GetBGCreature(type) && GetBGCreature(type)->isAlive()) continue; if (AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_GLAIVE_THROWER_A : NPC_GLAIVE_THROWER_H, type, nodePoint->faction, BG_IC_DocksVehiclesGlaives[i].GetPositionX(), BG_IC_DocksVehiclesGlaives[i].GetPositionY(), BG_IC_DocksVehiclesGlaives[i].GetPositionZ(), BG_IC_DocksVehiclesGlaives[i].GetOrientation(), RESPAWN_ONE_DAY)) GetBGCreature(type)->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]); } // spawning catapults for (uint8 i = 0; i < MAX_CATAPULTS_SPAWNS_PER_FACTION; ++i) { uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_A : BG_IC_NPC_CATAPULT_1_H)+i; if (GetBGCreature(type) && GetBGCreature(type)->isAlive()) continue; if (AddCreature(NPC_CATAPULT, type, nodePoint->faction, BG_IC_DocksVehiclesCatapults[i].GetPositionX(), BG_IC_DocksVehiclesCatapults[i].GetPositionY(), BG_IC_DocksVehiclesCatapults[i].GetPositionZ(), BG_IC_DocksVehiclesCatapults[i].GetOrientation(), RESPAWN_ONE_DAY)) GetBGCreature(type)->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]); } break; case BG_IC_GO_WORKSHOP_BANNER: { if (siegeEngineWorkshopTimer < WORKSHOP_UPDATE_TIME) siegeEngineWorkshopTimer = WORKSHOP_UPDATE_TIME; if (!recapture) { // we must del opposing faction vehicles when the node is captured (unused ones) for (uint8 i = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_H : BG_IC_NPC_DEMOLISHER_1_A); i < (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_4_H : BG_IC_NPC_DEMOLISHER_4_A); ++i) { if (Creature* demolisher = GetBGCreature(i)) { if (Vehicle* vehicleDemolisher = demolisher->GetVehicleKit()) { // is IsVehicleInUse working as expected? if (!vehicleDemolisher->IsVehicleInUse()) DelCreature(i); } } } for (uint8 i = 0; i < MAX_DEMOLISHERS_SPAWNS_PER_FACTION; ++i) { uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_A : BG_IC_NPC_DEMOLISHER_1_H)+i; if (GetBGCreature(type) && GetBGCreature(type)->isAlive()) continue; if (AddCreature(NPC_DEMOLISHER, type, nodePoint->faction, BG_IC_WorkshopVehicles[i].GetPositionX(), BG_IC_WorkshopVehicles[i].GetPositionY(), BG_IC_WorkshopVehicles[i].GetPositionZ(), BG_IC_WorkshopVehicles[i].GetOrientation(), RESPAWN_ONE_DAY)) GetBGCreature(type)->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]); } // we check if the opossing siege engine is in use int8 enemySiege = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_H : BG_IC_NPC_SIEGE_ENGINE_A); if (Creature* siegeEngine = GetBGCreature(enemySiege)) { if (Vehicle* vehicleSiege = siegeEngine->GetVehicleKit()) { // is VehicleInUse working as expected ? if (!vehicleSiege->IsVehicleInUse()) DelCreature(enemySiege); } } uint8 siegeType = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_A : BG_IC_NPC_SIEGE_ENGINE_H); if (!GetBGCreature(siegeType) || !GetBGCreature(siegeType)->isAlive()) { AddCreature((nodePoint->faction == TEAM_ALLIANCE ? NPC_SIEGE_ENGINE_A : NPC_SIEGE_ENGINE_H), siegeType, nodePoint->faction, BG_IC_WorkshopVehicles[4].GetPositionX(), BG_IC_WorkshopVehicles[4].GetPositionY(), BG_IC_WorkshopVehicles[4].GetPositionZ(), BG_IC_WorkshopVehicles[4].GetOrientation(), RESPAWN_ONE_DAY); if (Creature* siegeEngine = GetBGCreature(siegeType)) { siegeEngine->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_UNK_14|UNIT_FLAG_IMMUNE_TO_PC); siegeEngine->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]); } } } for (uint8 i = 0; i < MAX_WORKSHOP_BOMBS_SPAWNS_PER_FACTION; ++i) { AddObject(BG_IC_GO_SEAFORIUM_BOMBS_1+i, GO_SEAFORIUM_BOMBS, workshopBombs[i].GetPositionX(), workshopBombs[i].GetPositionY(), workshopBombs[i].GetPositionZ(), workshopBombs[i].GetOrientation(), 0, 0, 0, 0, 10); if (GameObject* seaforiumBombs = GetBGObject(BG_IC_GO_SEAFORIUM_BOMBS_1+i)) { seaforiumBombs->SetRespawnTime(10); seaforiumBombs->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]); } } break; } default: break; } }
void BattlegroundSA::CaptureGraveyard(BG_SA_Graveyards i, Player* Source) { if (GraveyardStatus[i] == Attackers) return; DelCreature(BG_SA_MAXNPC + i); GraveyardStatus[i] = Source->GetTeamId(); WorldSafeLocsEntry const* sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]); if (!sg) { TC_LOG_ERROR("bg.battleground", "BattlegroundSA::CaptureGraveyard: non-existant GY entry: %u", BG_SA_GYEntries[i]); return; } AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], GraveyardStatus[i]); uint32 npc = 0; uint32 flag = 0; switch (i) { case BG_SA_LEFT_CAPTURABLE_GY: flag = BG_SA_LEFT_FLAG; DelObject(flag); AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)), BG_SA_ObjSpawnlocs[flag], 0, 0, 0, 0, RESPAWN_ONE_DAY); npc = BG_SA_NPC_RIGSPARK; if (Creature* rigspark = AddCreature(BG_SA_NpcEntries[npc], npc, BG_SA_NpcSpawnlocs[npc], Attackers)) rigspark->AI()->Talk(TEXT_SPARKLIGHT_RIGSPARK_SPAWN); for (uint8 j = BG_SA_DEMOLISHER_7; j <= BG_SA_DEMOLISHER_8; j++) { AddCreature(BG_SA_NpcEntries[j], j, BG_SA_NpcSpawnlocs[j], (Attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE), 600); if (Creature* dem = GetBGCreature(j)) dem->setFaction(BG_SA_Factions[Attackers]); } UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE, GraveyardStatus[i] == TEAM_ALLIANCE); UpdateWorldState(BG_SA_LEFT_GY_HORDE, GraveyardStatus[i] == TEAM_HORDE); if (Creature* c = Source->FindNearestCreature(NPC_WORLD_TRIGGER, 500.0f)) SendChatMessage(c, Source->GetTeamId() == TEAM_ALLIANCE ? TEXT_WEST_GRAVEYARD_CAPTURED_A : TEXT_WEST_GRAVEYARD_CAPTURED_H, Source); break; case BG_SA_RIGHT_CAPTURABLE_GY: flag = BG_SA_RIGHT_FLAG; DelObject(flag); AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)), BG_SA_ObjSpawnlocs[flag], 0, 0, 0, 0, RESPAWN_ONE_DAY); npc = BG_SA_NPC_SPARKLIGHT; if (Creature* sparklight = AddCreature(BG_SA_NpcEntries[npc], npc, BG_SA_NpcSpawnlocs[npc], Attackers)) sparklight->AI()->Talk(TEXT_SPARKLIGHT_RIGSPARK_SPAWN); for (uint8 j = BG_SA_DEMOLISHER_5; j <= BG_SA_DEMOLISHER_6; j++) { AddCreature(BG_SA_NpcEntries[j], j, BG_SA_NpcSpawnlocs[j], Attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE, 600); if (Creature* dem = GetBGCreature(j)) dem->setFaction(BG_SA_Factions[Attackers]); } UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE, GraveyardStatus[i] == TEAM_ALLIANCE); UpdateWorldState(BG_SA_RIGHT_GY_HORDE, GraveyardStatus[i] == TEAM_HORDE); if (Creature* c = Source->FindNearestCreature(NPC_WORLD_TRIGGER, 500.0f)) SendChatMessage(c, Source->GetTeamId() == TEAM_ALLIANCE ? TEXT_EAST_GRAVEYARD_CAPTURED_A : TEXT_EAST_GRAVEYARD_CAPTURED_H, Source); break; case BG_SA_CENTRAL_CAPTURABLE_GY: flag = BG_SA_CENTRAL_FLAG; DelObject(flag); AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)), BG_SA_ObjSpawnlocs[flag], 0, 0, 0, 0, RESPAWN_ONE_DAY); UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE, GraveyardStatus[i] == TEAM_ALLIANCE); UpdateWorldState(BG_SA_CENTER_GY_HORDE, GraveyardStatus[i] == TEAM_HORDE); if (Creature* c = Source->FindNearestCreature(NPC_WORLD_TRIGGER, 500.0f)) SendChatMessage(c, Source->GetTeamId() == TEAM_ALLIANCE ? TEXT_SOUTH_GRAVEYARD_CAPTURED_A : TEXT_SOUTH_GRAVEYARD_CAPTURED_H, Source); break; default: ASSERT(false); break; }; }
bool BattlegroundSA::ResetObjs() { for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr) if (Player* player = ObjectAccessor::FindPlayer(itr->first)) SendTransportsRemove(player); uint32 atF = BG_SA_Factions[Attackers]; uint32 defF = BG_SA_Factions[Attackers ? TEAM_ALLIANCE : TEAM_HORDE]; for (uint8 i = 0; i < BG_SA_MAXOBJ; i++) DelObject(i); for (uint8 i = 0; i < BG_SA_MAXNPC; i++) DelCreature(i); for (uint8 i = BG_SA_MAXNPC; i < BG_SA_MAXNPC + BG_SA_MAX_GY; i++) DelCreature(i); for (uint8 i = 0; i < 6; i++) GateStatus[i] = BG_SA_GATE_OK; AddCreature(BG_SA_NpcEntries[BG_SA_NPC_KANRETHAD], BG_SA_NPC_KANRETHAD, BG_SA_NpcSpawnlocs[BG_SA_NPC_KANRETHAD]); for (uint8 i = 0; i <= BG_SA_PORTAL_DEFFENDER_RED; i++) { if (!AddObject(i, BG_SA_ObjEntries[i], BG_SA_ObjSpawnlocs[i], 0, 0, 0, 0, RESPAWN_ONE_DAY)) return false; } for (uint8 i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++) { uint32 boatid = 0; switch (i) { case BG_SA_BOAT_ONE: boatid = Attackers ? BG_SA_BOAT_ONE_H : BG_SA_BOAT_ONE_A; break; case BG_SA_BOAT_TWO: boatid = Attackers ? BG_SA_BOAT_TWO_H : BG_SA_BOAT_TWO_A; break; default: break; } if (!AddObject(i, boatid, BG_SA_ObjSpawnlocs[i].GetPositionX(), BG_SA_ObjSpawnlocs[i].GetPositionY(), BG_SA_ObjSpawnlocs[i].GetPositionZ() + (Attackers ? -3.750f: 0), BG_SA_ObjSpawnlocs[i].GetOrientation(), 0, 0, 0, 0, RESPAWN_ONE_DAY)) return false; } for (uint8 i = BG_SA_SIGIL_1; i <= BG_SA_LEFT_FLAGPOLE; i++) { if (!AddObject(i, BG_SA_ObjEntries[i], BG_SA_ObjSpawnlocs[i], 0, 0, 0, 0, RESPAWN_ONE_DAY)) return false; } // MAD props for Kiper for discovering those values - 4 hours of his work. GetBGObject(BG_SA_BOAT_ONE)->UpdateRotationFields(1.0f, 0.0002f); GetBGObject(BG_SA_BOAT_TWO)->UpdateRotationFields(1.0f, 0.00001f); SpawnBGObject(BG_SA_BOAT_ONE, RESPAWN_IMMEDIATELY); SpawnBGObject(BG_SA_BOAT_TWO, RESPAWN_IMMEDIATELY); //Cannons and demolishers - NPCs are spawned //By capturing GYs. for (uint8 i = 0; i < BG_SA_DEMOLISHER_5; i++) { if (!AddCreature(BG_SA_NpcEntries[i], i, BG_SA_NpcSpawnlocs[i], Attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE, 600)) return false; } OverrideGunFaction(); DemolisherStartState(true); for (uint8 i = 0; i <= BG_SA_PORTAL_DEFFENDER_RED; i++) { SpawnBGObject(i, RESPAWN_IMMEDIATELY); GetBGObject(i)->SetFaction(defF); } GetBGObject(BG_SA_TITAN_RELIC)->SetFaction(atF); GetBGObject(BG_SA_TITAN_RELIC)->Refresh(); for (uint8 i = 0; i <= 5; i++) GateStatus[i] = BG_SA_GATE_OK; TotalTime = 0; ShipsStarted = false; //Graveyards for (uint8 i = 0; i < BG_SA_MAX_GY; i++) { WorldSafeLocsEntry const* sg = NULL; sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]); if (!sg) { TC_LOG_ERROR("bg.battleground", "SOTA: Can't find GY entry %u", BG_SA_GYEntries[i]); return false; } if (i == BG_SA_BEACH_GY) { GraveyardStatus[i] = Attackers; AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], Attackers); } else { GraveyardStatus[i] = ((Attackers == TEAM_HORDE)? TEAM_ALLIANCE : TEAM_HORDE); if (!AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], Attackers == TEAM_HORDE ? TEAM_ALLIANCE : TEAM_HORDE)) TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn GY: %u", i); } } //GY capture points for (uint8 i = BG_SA_CENTRAL_FLAG; i <= BG_SA_LEFT_FLAG; i++) { AddObject(i, (BG_SA_ObjEntries[i] - (Attackers == TEAM_ALLIANCE ? 1 : 0)), BG_SA_ObjSpawnlocs[i], 0, 0, 0, 0, RESPAWN_ONE_DAY); GetBGObject(i)->SetFaction(atF); } for (uint8 i = BG_SA_BOMB; i < BG_SA_MAXOBJ; i++) { AddObject(i, BG_SA_ObjEntries[BG_SA_BOMB], BG_SA_ObjSpawnlocs[i], 0, 0, 0, 0, RESPAWN_ONE_DAY); GetBGObject(i)->SetFaction(atF); } //Player may enter BEFORE we set up BG - lets update his worldstates anyway... UpdateWorldState(BG_SA_RIGHT_GY_HORDE, GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0); UpdateWorldState(BG_SA_LEFT_GY_HORDE, GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0); UpdateWorldState(BG_SA_CENTER_GY_HORDE, GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0); UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE, GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0); UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE, GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0); UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE, GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0); if (Attackers == TEAM_ALLIANCE) { UpdateWorldState(BG_SA_ALLY_ATTACKS, 1); UpdateWorldState(BG_SA_HORDE_ATTACKS, 0); UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 1); UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 1); UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 0); UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 0); UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN, 1); UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN, 0); } else { UpdateWorldState(BG_SA_HORDE_ATTACKS, 1); UpdateWorldState(BG_SA_ALLY_ATTACKS, 0); UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 0); UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 0); UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 1); UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 1); UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN, 0); UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN, 1); } UpdateWorldState(BG_SA_PURPLE_GATEWS, 1); UpdateWorldState(BG_SA_RED_GATEWS, 1); UpdateWorldState(BG_SA_BLUE_GATEWS, 1); UpdateWorldState(BG_SA_GREEN_GATEWS, 1); UpdateWorldState(BG_SA_YELLOW_GATEWS, 1); UpdateWorldState(BG_SA_ANCIENT_GATEWS, 1); for (int i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++) for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr) if (Player* player = ObjectAccessor::FindPlayer(itr->first)) SendTransportInit(player); // set status manually so preparation is cast correctly in 2nd round too SetStatus(STATUS_WAIT_JOIN); TeleportPlayers(); return true; }
void BattlegroundSA::CaptureGraveyard(BG_SA_Graveyards i, Player* Source) { if (GraveyardStatus[i] == Attackers) return; DelCreature(BG_SA_MAXNPC + i); GraveyardStatus[i] = Source->GetTeamId(); WorldSafeLocsEntry const* sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]); if (!sg) { TC_LOG_ERROR("bg.battleground", "BattlegroundSA::CaptureGraveyard: non-existant GY entry: %u", BG_SA_GYEntries[i]); return; } AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], (GraveyardStatus[i] == TEAM_ALLIANCE? ALLIANCE : HORDE)); uint32 npc = 0; uint32 flag = 0; switch (i) { case BG_SA_LEFT_CAPTURABLE_GY: flag = BG_SA_LEFT_FLAG; DelObject(flag); AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)), BG_SA_ObjSpawnlocs[flag][0], BG_SA_ObjSpawnlocs[flag][1], BG_SA_ObjSpawnlocs[flag][2], BG_SA_ObjSpawnlocs[flag][3], 0, 0, 0, 0, RESPAWN_ONE_DAY); npc = BG_SA_NPC_RIGSPARK; AddCreature(BG_SA_NpcEntries[npc], npc, Attackers, BG_SA_NpcSpawnlocs[npc][0], BG_SA_NpcSpawnlocs[npc][1], BG_SA_NpcSpawnlocs[npc][2], BG_SA_NpcSpawnlocs[npc][3]); for (uint8 j = BG_SA_DEMOLISHER_7; j <= BG_SA_DEMOLISHER_8; j++) { AddCreature(BG_SA_NpcEntries[j], j, (Attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE), BG_SA_NpcSpawnlocs[j][0], BG_SA_NpcSpawnlocs[j][1], BG_SA_NpcSpawnlocs[j][2], BG_SA_NpcSpawnlocs[j][3], 600); if (Creature* dem = GetBGCreature(j)) dem->setFaction(BG_SA_Factions[Attackers]); } UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 1 : 0)); UpdateWorldState(BG_SA_LEFT_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 0 : 1)); if (Source->GetTeamId() == TEAM_ALLIANCE) SendWarningToAll(LANG_BG_SA_A_GY_WEST); else SendWarningToAll(LANG_BG_SA_H_GY_WEST); break; case BG_SA_RIGHT_CAPTURABLE_GY: flag = BG_SA_RIGHT_FLAG; DelObject(flag); AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)), BG_SA_ObjSpawnlocs[flag][0], BG_SA_ObjSpawnlocs[flag][1], BG_SA_ObjSpawnlocs[flag][2], BG_SA_ObjSpawnlocs[flag][3], 0, 0, 0, 0, RESPAWN_ONE_DAY); npc = BG_SA_NPC_SPARKLIGHT; AddCreature(BG_SA_NpcEntries[npc], npc, Attackers, BG_SA_NpcSpawnlocs[npc][0], BG_SA_NpcSpawnlocs[npc][1], BG_SA_NpcSpawnlocs[npc][2], BG_SA_NpcSpawnlocs[npc][3]); for (uint8 j = BG_SA_DEMOLISHER_5; j <= BG_SA_DEMOLISHER_6; j++) { AddCreature(BG_SA_NpcEntries[j], j, (Attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE), BG_SA_NpcSpawnlocs[j][0], BG_SA_NpcSpawnlocs[j][1], BG_SA_NpcSpawnlocs[j][2], BG_SA_NpcSpawnlocs[j][3], 600); if (Creature* dem = GetBGCreature(j)) dem->setFaction(BG_SA_Factions[Attackers]); } UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 1 : 0)); UpdateWorldState(BG_SA_RIGHT_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 0 : 1)); if (Source->GetTeamId() == TEAM_ALLIANCE) SendWarningToAll(LANG_BG_SA_A_GY_EAST); else SendWarningToAll(LANG_BG_SA_H_GY_EAST); break; case BG_SA_CENTRAL_CAPTURABLE_GY: flag = BG_SA_CENTRAL_FLAG; DelObject(flag); AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)), BG_SA_ObjSpawnlocs[flag][0], BG_SA_ObjSpawnlocs[flag][1], BG_SA_ObjSpawnlocs[flag][2], BG_SA_ObjSpawnlocs[flag][3], 0, 0, 0, 0, RESPAWN_ONE_DAY); UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 1 : 0)); UpdateWorldState(BG_SA_CENTER_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 0 : 1)); if (Source->GetTeamId() == TEAM_ALLIANCE) SendWarningToAll(LANG_BG_SA_A_GY_SOUTH); else SendWarningToAll(LANG_BG_SA_H_GY_SOUTH); break; default: ASSERT(false); break; }; }
void BattlegroundEY::EventTeamCapturedPoint(Player* Source, uint32 Point) { if (GetStatus() != STATUS_IN_PROGRESS) return; uint32 Team = Source->GetTeam(); SpawnBGObject(m_CapturingPointTypes[Point].DespawnNeutralObjectType, RESPAWN_ONE_DAY); SpawnBGObject(m_CapturingPointTypes[Point].DespawnNeutralObjectType + 1, RESPAWN_ONE_DAY); SpawnBGObject(m_CapturingPointTypes[Point].DespawnNeutralObjectType + 2, RESPAWN_ONE_DAY); if (Team == ALLIANCE) { m_TeamPointsCount[TEAM_ALLIANCE]++; SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeAlliance, RESPAWN_IMMEDIATELY); SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeAlliance + 1, RESPAWN_IMMEDIATELY); SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeAlliance + 2, RESPAWN_IMMEDIATELY); } else { m_TeamPointsCount[TEAM_HORDE]++; SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeHorde, RESPAWN_IMMEDIATELY); SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeHorde + 1, RESPAWN_IMMEDIATELY); SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeHorde + 2, RESPAWN_IMMEDIATELY); } //buff isn't respawned m_PointOwnedByTeam[Point] = Team; m_PointState[Point] = EY_POINT_UNDER_CONTROL; if (Team == ALLIANCE) SendMessageToAll(m_CapturingPointTypes[Point].MessageIdAlliance, CHAT_MSG_BG_SYSTEM_ALLIANCE, Source); else SendMessageToAll(m_CapturingPointTypes[Point].MessageIdHorde, CHAT_MSG_BG_SYSTEM_HORDE, Source); if (BgCreatures[Point]) DelCreature(Point); WorldSafeLocsEntry const* sg = NULL; sg = sWorldSafeLocsStore.LookupEntry(m_CapturingPointTypes[Point].GraveYardId); if (!sg || !AddSpiritGuide(Point, sg->x, sg->y, sg->z, 3.124139f, Team)) sLog->outError(LOG_FILTER_BATTLEGROUND, "BatteGroundEY: Failed to spawn spirit guide! point: %u, team: %u, graveyard_id: %u", Point, Team, m_CapturingPointTypes[Point].GraveYardId); // SpawnBGCreature(Point, RESPAWN_IMMEDIATELY); UpdatePointsIcons(Team, Point); UpdatePointsCount(Team); if (Point >= EY_POINTS_MAX) return; Creature* trigger = GetBGCreature(Point + 6);//0-5 spirit guides if (!trigger) trigger = AddCreature(WORLD_TRIGGER, Point+6, Team, BG_EY_TriggerPositions[Point][0], BG_EY_TriggerPositions[Point][1], BG_EY_TriggerPositions[Point][2], BG_EY_TriggerPositions[Point][3]); //add bonus honor aura trigger creature when node is accupied //cast bonus aura (+50% honor in 25yards) //aura should only apply to players who have accupied the node, set correct faction for trigger if (trigger) { trigger->setFaction(Team == ALLIANCE ? 84 : 83); trigger->CastSpell(trigger, SPELL_HONORABLE_DEFENDER_25Y, false); } }
void BattlegroundSA::CaptureGraveyard(BG_SA_Graveyards i, Player *Source) { if (GraveyardStatus[i] == Attackers) return; DelCreature(BG_SA_MAXNPC + i); GraveyardStatus[i] = Source->GetTeamId(); WorldSafeLocsEntry const *sg = NULL; sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]); AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], (GraveyardStatus[i] == TEAM_ALLIANCE? ALLIANCE : HORDE)); uint32 npc = 0; uint32 flag = 0; switch(i) { case BG_SA_LEFT_CAPTURABLE_GY: flag = BG_SA_LEFT_FLAG; DelObject(flag); AddObject(flag,(BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0:1)), BG_SA_ObjSpawnlocs[flag][0],BG_SA_ObjSpawnlocs[flag][1], BG_SA_ObjSpawnlocs[flag][2],BG_SA_ObjSpawnlocs[flag][3],0,0,0,0,RESPAWN_ONE_DAY); npc = BG_SA_NPC_RIGSPARK; AddCreature(BG_SA_NpcEntries[npc], npc, Attackers, BG_SA_NpcSpawnlocs[npc][0], BG_SA_NpcSpawnlocs[npc][1], BG_SA_NpcSpawnlocs[npc][2], BG_SA_NpcSpawnlocs[npc][3]); UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE? 1:0)); UpdateWorldState(BG_SA_LEFT_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE? 0:1)); if (Source->GetTeamId() == TEAM_ALLIANCE) SendWarningToAll(LANG_BG_SA_A_GY_WEST); else SendWarningToAll(LANG_BG_SA_H_GY_WEST); break; case BG_SA_RIGHT_CAPTURABLE_GY: flag = BG_SA_RIGHT_FLAG; DelObject(flag); AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0:1)), BG_SA_ObjSpawnlocs[flag][0],BG_SA_ObjSpawnlocs[flag][1], BG_SA_ObjSpawnlocs[flag][2],BG_SA_ObjSpawnlocs[flag][3],0,0,0,0,RESPAWN_ONE_DAY); npc = BG_SA_NPC_SPARKLIGHT; AddCreature(BG_SA_NpcEntries[npc], npc, Attackers, BG_SA_NpcSpawnlocs[npc][0], BG_SA_NpcSpawnlocs[npc][1], BG_SA_NpcSpawnlocs[npc][2], BG_SA_NpcSpawnlocs[npc][3]); UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE? 1:0)); UpdateWorldState(BG_SA_RIGHT_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE? 0:1)); if (Source->GetTeamId() == TEAM_ALLIANCE) SendWarningToAll(LANG_BG_SA_A_GY_EAST); else SendWarningToAll(LANG_BG_SA_H_GY_EAST); break; case BG_SA_CENTRAL_CAPTURABLE_GY: flag = BG_SA_CENTRAL_FLAG; DelObject(flag); AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0:1)), BG_SA_ObjSpawnlocs[flag][0],BG_SA_ObjSpawnlocs[flag][1], BG_SA_ObjSpawnlocs[flag][2],BG_SA_ObjSpawnlocs[flag][3],0,0,0,0,RESPAWN_ONE_DAY); UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE? 1:0)); UpdateWorldState(BG_SA_CENTER_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE? 0:1)); if (Source->GetTeamId() == TEAM_ALLIANCE) SendWarningToAll(LANG_BG_SA_A_GY_SOUTH); else SendWarningToAll(LANG_BG_SA_H_GY_SOUTH); break; default: ASSERT(0); break; }; }
void WintergraspWorkshopData::Init(uint8 team) { // Outside Workshops if (m_workshopId < BATTLEFIELD_WG_WORKSHOP_KEEP_WEST) { // Set worldstate and nameId m_WorldState = CapturableWorkshops[m_workshopId].worldState; m_NameId = CapturableWorkshops[m_workshopId].nameId; // Spawning Workshop WintergraspObjectPositionData workshop = CapturableWorkshops[m_workshopId].GameObjectMain[0]; GameObject* pWorkshop = m_WG->SpawnGameObject(workshop.entryHorde, workshop.x, workshop.y, workshop.z, workshop.o); if (!pWorkshop) return; // Spawning Engineer, save them separate WintergraspObjectPositionData engineer = CapturableWorkshops[m_workshopId].Engineer; if (Creature* pEngineer = m_WG->SpawnCreature(engineer.entryHorde, engineer.x, engineer.y, engineer.z, engineer.o, TEAM_HORDE)) m_Engineer[TEAM_HORDE] = pEngineer->GetGUID(); if (Creature* pEngineer = m_WG->SpawnCreature(engineer.entryAlliance, engineer.x, engineer.y, engineer.z, engineer.o, TEAM_ALLIANCE)) m_Engineer[TEAM_ALLIANCE] = pEngineer->GetGUID(); // Spawning Spirit Keeper and link him to the graveyard if (BfGraveyard* pGrave = m_WG->GetGraveyardById(m_workshopId)) { WintergraspObjectPositionData spirit = CapturableWorkshops[m_workshopId].SpiritGuide; if (Creature* pSpirit = m_WG->SpawnCreature(spirit.entryHorde, spirit.x, spirit.y, spirit.z, spirit.o, TEAM_HORDE)) // Link spirit to graveyard pGrave->SetSpirit(pSpirit, TEAM_HORDE); if (Creature* pSpirit = m_WG->SpawnCreature(spirit.entryAlliance, spirit.x, spirit.y, spirit.z, spirit.o, TEAM_ALLIANCE)) // Link spirit to graveyard pGrave->SetSpirit(pSpirit, TEAM_ALLIANCE); } // Spawning Creature and NPC for (uint8 i = 0; i < CapturableWorkshops[m_workshopId].nbCreature; ++i) AddCreature(CapturableWorkshops[m_workshopId].Creature[i]); // Spawning Banner for (uint8 i = 0; i < CapturableWorkshops[m_workshopId].nbBanner; ++i) AddGameObject(CapturableWorkshops[m_workshopId].GameObjectBanner[i]); // Spawning Rocket Launcher for (uint8 i = 0; i < CapturableWorkshops[m_workshopId].nbRocketLauncher; ++i) AddRocketLauncher(CapturableWorkshops[m_workshopId].RocketLauncher[i]); } // Fortress Workshops else { // Array support (only 2 elements - 4, 5 are m_workshopIds) uint8 workshopId = m_workshopId - WG_CAPTURABLE_WORKSHOP; // Set worldstate m_WorldState = FortressWorkshops[workshopId].worldState; // Spawning Workshop WintergraspObjectPositionData workshop = FortressWorkshops[workshopId].Workshop; GameObject* pWorkshop = m_WG->SpawnGameObject(workshop.entryHorde, workshop.x, workshop.y, workshop.z, workshop.o); if (!pWorkshop) return; // Spawning Engineer WintergraspObjectPositionData engineer = FortressWorkshops[workshopId].Engineer; if (Creature* pEngineer = m_WG->SpawnCreature(engineer.entryHorde, engineer.x, engineer.y, engineer.z, engineer.o, TEAM_HORDE)) m_Engineer[TEAM_HORDE] = pEngineer->GetGUID(); if (Creature* pEngineer = m_WG->SpawnCreature(engineer.entryAlliance, engineer.x, engineer.y, engineer.z, engineer.o, TEAM_ALLIANCE)) m_Engineer[TEAM_ALLIANCE] = pEngineer->GetGUID(); // Spawning Spirit Keeper and link him to the graveyard (only one graveyard in the keep - linked to the west) if (m_workshopId == BATTLEFIELD_WG_WORKSHOP_KEEP_WEST) { if (BfGraveyard* pGrave = m_WG->GetGraveyardById(m_workshopId)) { WintergraspObjectPositionData spirit = FortressWorkshops[workshopId].SpiritGuide; if (Creature* pSpirit = m_WG->SpawnCreature(spirit.entryHorde, spirit.x, spirit.y, spirit.z, spirit.o, TEAM_HORDE)) // Link spirit to graveyard pGrave->SetSpirit(pSpirit, TEAM_HORDE); if (Creature* pSpirit = m_WG->SpawnCreature(spirit.entryAlliance, spirit.x, spirit.y, spirit.z, spirit.o, TEAM_ALLIANCE)) // Link spirit to graveyard pGrave->SetSpirit(pSpirit, TEAM_ALLIANCE); } } } // Finally change faction GiveControlTo(team); }
bool BattlegroundSA::ResetObjs() { for (int i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++) for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr) if (Player *plr = sObjectMgr->GetPlayer(itr->first)) SendTransportsRemove(plr); uint32 atF = BG_SA_Factions[Attackers]; uint32 defF = BG_SA_Factions[Attackers ? TEAM_ALLIANCE : TEAM_HORDE]; for (uint8 i = 0; i <BG_SA_MAXOBJ; i++) DelObject(i); for (uint8 i = 0; i < BG_SA_MAXNPC; i++) DelCreature(i); for (uint8 i = BG_SA_MAXNPC; i < BG_SA_MAXNPC + BG_SA_MAX_GY; i++) DelCreature(i); for (uint8 i = 0; i < 6; i++) GateStatus[i] = BG_SA_GATE_OK; for (uint8 i = 0; i < BG_SA_BOAT_ONE; i++) { if (!AddObject(i,BG_SA_ObjEntries[i],BG_SA_ObjSpawnlocs[i][0],BG_SA_ObjSpawnlocs[i][1], BG_SA_ObjSpawnlocs[i][2],BG_SA_ObjSpawnlocs[i][3],0,0,0,0,RESPAWN_ONE_DAY)) return false; } for (uint8 i = BG_SA_BOAT_ONE; i < BG_SA_SIGIL_1; i++) { uint32 boatid=0; switch (i) { case BG_SA_BOAT_ONE: boatid= Attackers ? BG_SA_BOAT_ONE_H : BG_SA_BOAT_ONE_A; break; case BG_SA_BOAT_TWO: boatid= Attackers ? BG_SA_BOAT_TWO_H : BG_SA_BOAT_TWO_A; break; } if (!AddObject(i,boatid,BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1], BG_SA_ObjSpawnlocs[i][2]+(Attackers ? -3.750f: 0), BG_SA_ObjSpawnlocs[i][3],0,0,0,0,RESPAWN_ONE_DAY)) return false; } for (uint8 i = BG_SA_SIGIL_1; i < BG_SA_CENTRAL_FLAG; i++) { if (!AddObject(i,BG_SA_ObjEntries[i], BG_SA_ObjSpawnlocs[i][0],BG_SA_ObjSpawnlocs[i][1], BG_SA_ObjSpawnlocs[i][2],BG_SA_ObjSpawnlocs[i][3], 0,0,0,0,RESPAWN_ONE_DAY)) return false; } // MAD props for Kiper for discovering those values - 4 hours of his work. GetBGObject(BG_SA_BOAT_ONE)->UpdateRotationFields(1.0f, 0.0002f); GetBGObject(BG_SA_BOAT_TWO)->UpdateRotationFields(1.0f, 0.00001f); SpawnBGObject(BG_SA_BOAT_ONE, RESPAWN_IMMEDIATELY); SpawnBGObject(BG_SA_BOAT_TWO, RESPAWN_IMMEDIATELY); //Cannons and demolishers - NPCs are spawned //By capturing GYs. for (uint8 i = 0; i < BG_SA_NPC_SPARKLIGHT; i++) { if (!AddCreature(BG_SA_NpcEntries[i], i, (Attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE), BG_SA_NpcSpawnlocs[i][0],BG_SA_NpcSpawnlocs[i][1], BG_SA_NpcSpawnlocs[i][2],BG_SA_NpcSpawnlocs[i][3],600)) return false; } OverrideGunFaction(); DemolisherStartState(true); for (uint8 i = 0; i <= BG_SA_TITAN_RELIC; i++) { SpawnBGObject(i, RESPAWN_IMMEDIATELY); GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, defF); } GetBGObject(BG_SA_TITAN_RELIC)->SetUInt32Value(GAMEOBJECT_FACTION, atF); GetBGObject(BG_SA_TITAN_RELIC)->Refresh(); for (uint8 i = 0; i <= 5; i++) GateStatus[i] = BG_SA_GATE_OK; TotalTime = 0; ShipsStarted = false; //Graveyards! for (uint8 i = 0;i < BG_SA_MAX_GY; i++) { WorldSafeLocsEntry const *sg = NULL; sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]); if (!sg) { sLog->outError("SOTA: Can't find GY entry %u",BG_SA_GYEntries[i]); return false; } if (i == BG_SA_BEACH_GY) { GraveyardStatus[i] = Attackers; AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((Attackers == TEAM_HORDE)? HORDE : ALLIANCE)); } else { GraveyardStatus[i] = ((Attackers == TEAM_HORDE)? TEAM_ALLIANCE : TEAM_HORDE); if (!AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((Attackers == TEAM_HORDE)? ALLIANCE : HORDE))) sLog->outError("SOTA: couldn't spawn GY: %u",i); } } //GY capture points for (uint8 i = BG_SA_CENTRAL_FLAG; i < BG_SA_PORTAL_DEFFENDER_BLUE; i++) { AddObject(i, (BG_SA_ObjEntries[i] - (Attackers == TEAM_ALLIANCE ? 1:0)), BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1], BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3], 0,0,0,0,RESPAWN_ONE_DAY); GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, atF); } for (uint8 i = BG_SA_PORTAL_DEFFENDER_BLUE; i < BG_SA_BOMB; i++) { AddObject(i, BG_SA_ObjEntries[i], BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1], BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3], 0,0,0,0,RESPAWN_ONE_DAY); GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, defF); } for (uint8 i = BG_SA_BOMB; i < BG_SA_MAXOBJ; i++) { AddObject(i, BG_SA_ObjEntries[BG_SA_BOMB], BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1], BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3], 0,0,0,0,RESPAWN_ONE_DAY); GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, atF); } //Player may enter BEFORE we set up bG - lets update his worldstates anyway... UpdateWorldState(BG_SA_RIGHT_GY_HORDE , GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_HORDE?1:0); UpdateWorldState(BG_SA_LEFT_GY_HORDE , GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_HORDE?1:0); UpdateWorldState(BG_SA_CENTER_GY_HORDE , GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_HORDE?1:0); UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE , GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0); UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE , GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0); UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE , GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0); if (Attackers == TEAM_ALLIANCE) { UpdateWorldState(BG_SA_ALLY_ATTACKS, 1); UpdateWorldState(BG_SA_HORDE_ATTACKS, 0); UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 1); UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 1); UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 0); UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 0); UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN,1); UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN,0); } else { UpdateWorldState(BG_SA_HORDE_ATTACKS, 1); UpdateWorldState(BG_SA_ALLY_ATTACKS, 0); UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 0); UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 0); UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 1); UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 1); UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN,0); UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN,1); } UpdateWorldState(BG_SA_PURPLE_GATEWS, 1); UpdateWorldState(BG_SA_RED_GATEWS, 1); UpdateWorldState(BG_SA_BLUE_GATEWS, 1); UpdateWorldState(BG_SA_GREEN_GATEWS, 1); UpdateWorldState(BG_SA_YELLOW_GATEWS, 1); UpdateWorldState(BG_SA_ANCIENT_GATEWS, 1); for (int i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++) for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr) if (Player *plr = sObjectMgr->GetPlayer(itr->first)) SendTransportInit(plr); TeleportPlayers(); return true; }
bool BattleGroundSA::ResetObjs() { uint32 atF = BG_SA_Factions[attackers]; uint32 defF = BG_SA_Factions[attackers ? TEAM_ALLIANCE : TEAM_HORDE]; for (uint8 i = 0; i <BG_SA_MAXOBJ; i++) DelObject(i); for (uint8 i = 0; i < BG_SA_MAXNPC; i++) DelCreature(i); for (uint8 i = BG_SA_MAXNPC; i < BG_SA_MAXNPC + BG_SA_MAX_GY; i++) DelCreature(i); for (uint8 i = 0; i < 6; i++) GateStatus[i] = BG_SA_GATE_OK; for (uint8 i = 0; i < BG_SA_CENTRAL_FLAG; i++) { if (!AddObject(i,BG_SA_ObjEntries[i], BG_SA_ObjSpawnlocs[i][0],BG_SA_ObjSpawnlocs[i][1], BG_SA_ObjSpawnlocs[i][2],BG_SA_ObjSpawnlocs[i][3], 0,0,0,0,RESPAWN_ONE_DAY)) return false; } //Cannons and demolishers - NPCs are spawned //By capturing GYs. for (uint8 i = 0; i < BG_SA_NPC_SPARKLIGHT; i++) { if (!AddCreature(BG_SA_NpcEntries[i], i, (attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE), BG_SA_NpcSpawnlocs[i][0],BG_SA_NpcSpawnlocs[i][1], BG_SA_NpcSpawnlocs[i][2],BG_SA_NpcSpawnlocs[i][3])) return false; } OverrideGunFaction(); for (uint8 i = 0; i <= BG_SA_TITAN_RELIC; i++) { SpawnBGObject(i, RESPAWN_IMMEDIATELY); GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, defF); } GetBGObject(BG_SA_TITAN_RELIC)->SetUInt32Value(GAMEOBJECT_FACTION, atF); GetBGObject(BG_SA_TITAN_RELIC)->Refresh(); for (uint8 i = 0; i <= 5; i++) GateStatus[i] = BG_SA_GATE_OK; // MAD props for Kiper for discovering those values - 4 hours of his work. GetBGObject(BG_SA_BOAT_ONE)->UpdateRotationFields(1.0f, 0.0002f); GetBGObject(BG_SA_BOAT_TWO)->UpdateRotationFields(1.0f, 0.00001f); SpawnBGObject(BG_SA_BOAT_ONE, RESPAWN_IMMEDIATELY); SpawnBGObject(BG_SA_BOAT_TWO, RESPAWN_IMMEDIATELY); TotalTime = 0; ShipsStarted = false; //Graveyards! for (uint8 i = 0; i < BG_SA_MAX_GY; i++) { WorldSafeLocsEntry const *sg = NULL; sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]); if (!sg) { sLog.outError("SOTA: Can't find GY entry %u",BG_SA_GYEntries[i]); return false; } if (i == BG_SA_BEACH_GY) { GraveyardStatus[i] = attackers; AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((attackers == TEAM_HORDE)? HORDE : ALLIANCE)); } else { GraveyardStatus[i] = ((attackers == TEAM_HORDE)? TEAM_ALLIANCE : TEAM_HORDE); if (!AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((attackers == TEAM_HORDE)? ALLIANCE : HORDE))) sLog.outError("SOTA: couldn't spawn GY: %u",i); } } //GY capture points for (uint8 i = BG_SA_CENTRAL_FLAG; i < BG_SA_MAXOBJ; i++) { AddObject(i, BG_SA_ObjEntries[i] - (attackers == TEAM_ALLIANCE ? 1:0), BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1], BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3], 0,0,0,0,RESPAWN_ONE_DAY); GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, atF); } //Player may enter BEFORE we set up bG - lets update his worldstates anyway... UpdateWorldState(BG_SA_RIGHT_GY_HORDE , GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_HORDE?1:0); UpdateWorldState(BG_SA_LEFT_GY_HORDE , GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_HORDE?1:0); UpdateWorldState(BG_SA_CENTER_GY_HORDE , GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_HORDE?1:0); UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE , GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0); UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE , GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0); UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE , GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0); if (attackers == TEAM_ALLIANCE) { UpdateWorldState(BG_SA_ALLY_ATTACKS, 1); UpdateWorldState(BG_SA_HORDE_ATTACKS, 0); UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 1); UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 1); UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 0); UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 0); UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN,1); UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN,0); } else { UpdateWorldState(BG_SA_HORDE_ATTACKS, 1); UpdateWorldState(BG_SA_ALLY_ATTACKS, 0); UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 0); UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 0); UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 1); UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 1); UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN,0); UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN,1); } UpdateWorldState(BG_SA_PURPLE_GATEWS, 1); UpdateWorldState(BG_SA_RED_GATEWS, 1); UpdateWorldState(BG_SA_BLUE_GATEWS, 1); UpdateWorldState(BG_SA_GREEN_GATEWS, 1); UpdateWorldState(BG_SA_YELLOW_GATEWS, 1); UpdateWorldState(BG_SA_ANCIENT_GATEWS, 1); TeleportPlayers(); return true; }
void BattlegroundIC::HandleCapturedNodes(ICNodePoint* node, bool recapture) { if (node->nodeType != NODE_TYPE_REFINERY && node->nodeType != NODE_TYPE_QUARRY) { if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+node->nodeType-2, BG_IC_SpiritGuidePos[node->nodeType], node->faction)) TC_LOG_ERROR("bg.battleground", "Isle of Conquest: Failed to spawn spirit guide! point: %u, team: %u, ", node->nodeType, node->faction); } switch (node->gameobject_type) { case BG_IC_GO_HANGAR_BANNER: { if (!gunshipAlliance || !gunshipHorde) break; std::list<Creature*> cannons; if (node->faction == TEAM_ALLIANCE) gunshipAlliance->GetCreatureListWithEntryInGrid(cannons, NPC_ALLIANCE_GUNSHIP_CANNON, 150.0f); else gunshipHorde->GetCreatureListWithEntryInGrid(cannons, NPC_HORDE_GUNSHIP_CANNON, 150.0f); for (Creature* cannon : cannons) cannon->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); for (uint8 u = 0; u < MAX_HANGAR_TELEPORTERS_SPAWNS; ++u) { uint8 type = BG_IC_GO_HANGAR_TELEPORTER_1 + u; if (!AddObject(type, (node->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL : GO_HORDE_GUNSHIP_PORTAL), BG_IC_HangarTeleporters[u], 0, 0, 0, 0, RESPAWN_ONE_DAY)) TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning a gunship portal. Type: %u", BG_IC_GO_HANGAR_TELEPORTER_1 + u); } for (uint8 u = 0; u < MAX_HANGAR_TELEPORTER_EFFECTS_SPAWNS; ++u) { uint8 type = BG_IC_GO_HANGAR_TELEPORTER_EFFECT_1 + u; if (!AddObject(type, (node->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL_EFFECTS : GO_HORDE_GUNSHIP_PORTAL_EFFECTS), BG_IC_HangarTeleporterEffects[u], 0, 0, 0, 0, RESPAWN_ONE_DAY, GO_STATE_ACTIVE)) TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning a gunship portal effects. Type: %u", BG_IC_GO_HANGAR_TELEPORTER_1 + u); } for (uint8 u = 0; u < MAX_TRIGGER_SPAWNS_PER_FACTION; ++u) { if (!AddCreature(NPC_WORLD_TRIGGER_NOT_FLOATING, BG_IC_NPC_WORLD_TRIGGER_NOT_FLOATING, BG_IC_HangarTrigger[node->faction], node->faction, RESPAWN_ONE_DAY, node->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde)) TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning a world trigger. Type: %u", BG_IC_NPC_WORLD_TRIGGER_NOT_FLOATING); } for (uint8 u = 0; u < MAX_CAPTAIN_SPAWNS_PER_FACTION; ++u) { uint8 type = BG_IC_NPC_GUNSHIP_CAPTAIN_1 + u; if (type == BG_IC_NPC_GUNSHIP_CAPTAIN_1) if (AddCreature(node->faction == TEAM_ALLIANCE ? NPC_ALLIANCE_GUNSHIP_CAPTAIN : NPC_HORDE_GUNSHIP_CAPTAIN, type, BG_IC_HangarCaptains[node->faction == TEAM_ALLIANCE ? 2 : 0], node->faction, RESPAWN_ONE_DAY)) GetBGCreature(BG_IC_NPC_GUNSHIP_CAPTAIN_1)->GetAI()->DoAction(ACTION_GUNSHIP_READY); if (type == BG_IC_NPC_GUNSHIP_CAPTAIN_2) if (!AddCreature(node->faction == TEAM_ALLIANCE ? NPC_ALLIANCE_GUNSHIP_CAPTAIN : NPC_HORDE_GUNSHIP_CAPTAIN, type, BG_IC_HangarCaptains[node->faction == TEAM_ALLIANCE ? 3 : 1], node->faction, RESPAWN_ONE_DAY, node->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde)) TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning a world trigger. Type: %u", BG_IC_NPC_GUNSHIP_CAPTAIN_2); } (node->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde)->EnableMovement(true); break; } case BG_IC_GO_QUARRY_BANNER: RemoveAuraOnTeam(SPELL_QUARRY, (node->faction == TEAM_ALLIANCE ? HORDE : ALLIANCE)); CastSpellOnTeam(SPELL_QUARRY, (node->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE)); break; case BG_IC_GO_REFINERY_BANNER: RemoveAuraOnTeam(SPELL_OIL_REFINERY, (node->faction == TEAM_ALLIANCE ? HORDE : ALLIANCE)); CastSpellOnTeam(SPELL_OIL_REFINERY, (node->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE)); break; case BG_IC_GO_DOCKS_BANNER: if (recapture) break; if (docksTimer < DOCKS_UPDATE_TIME) docksTimer = DOCKS_UPDATE_TIME; // we must del opposing faction vehicles when the node is captured (unused ones) for (uint8 i = (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_H : BG_IC_NPC_GLAIVE_THROWER_1_A); i < (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_2_H : BG_IC_NPC_GLAIVE_THROWER_2_A); ++i) { if (Creature* glaiveThrower = GetBGCreature(i, false)) { if (Vehicle* vehicleGlaive = glaiveThrower->GetVehicleKit()) { if (!vehicleGlaive->GetPassenger(0)) DelCreature(i); } } } for (uint8 i = (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_H : BG_IC_NPC_CATAPULT_1_A); i < (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_4_H : BG_IC_NPC_CATAPULT_4_A); ++i) { if (Creature* catapult = GetBGCreature(i, false)) { if (Vehicle* vehicleGlaive = catapult->GetVehicleKit()) { if (!vehicleGlaive->GetPassenger(0)) DelCreature(i); } } } // spawning glaive throwers for (uint8 i = 0; i < MAX_GLAIVE_THROWERS_SPAWNS_PER_FACTION; ++i) { uint8 type = (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H)+i; if (GetBGCreature(type, false) && GetBGCreature(type)->IsAlive()) continue; if (AddCreature(node->faction == TEAM_ALLIANCE ? NPC_GLAIVE_THROWER_A : NPC_GLAIVE_THROWER_H, type, BG_IC_DocksVehiclesGlaives[i], node->faction, RESPAWN_ONE_DAY)) GetBGCreature(type)->setFaction(BG_IC_Factions[(node->faction == TEAM_ALLIANCE ? 0 : 1)]); } // spawning catapults for (uint8 i = 0; i < MAX_CATAPULTS_SPAWNS_PER_FACTION; ++i) { uint8 type = (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_A : BG_IC_NPC_CATAPULT_1_H)+i; if (GetBGCreature(type, false) && GetBGCreature(type)->IsAlive()) continue; if (AddCreature(NPC_CATAPULT, type, BG_IC_DocksVehiclesCatapults[i], node->faction, RESPAWN_ONE_DAY)) GetBGCreature(type)->setFaction(BG_IC_Factions[(node->faction == TEAM_ALLIANCE ? 0 : 1)]); } break; case BG_IC_GO_WORKSHOP_BANNER: { if (siegeEngineWorkshopTimer < WORKSHOP_UPDATE_TIME) siegeEngineWorkshopTimer = WORKSHOP_UPDATE_TIME; if (!recapture) { // we must del opposing faction vehicles when the node is captured (unused ones) for (uint8 i = (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_H : BG_IC_NPC_DEMOLISHER_1_A); i < (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_4_H : BG_IC_NPC_DEMOLISHER_4_A); ++i) { if (Creature* demolisher = GetBGCreature(i, false)) { if (Vehicle* vehicleDemolisher = demolisher->GetVehicleKit()) { // is IsVehicleInUse working as expected? if (!vehicleDemolisher->IsVehicleInUse()) DelCreature(i); } } } for (uint8 i = 0; i < MAX_DEMOLISHERS_SPAWNS_PER_FACTION; ++i) { uint8 type = (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_A : BG_IC_NPC_DEMOLISHER_1_H)+i; if (GetBGCreature(type, false) && GetBGCreature(type)->IsAlive()) continue; if (AddCreature(NPC_DEMOLISHER, type, BG_IC_WorkshopVehicles[i], node->faction, RESPAWN_ONE_DAY)) GetBGCreature(type)->setFaction(BG_IC_Factions[(node->faction == TEAM_ALLIANCE ? 0 : 1)]); } // we check if the opossing siege engine is in use int8 enemySiege = (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_H : BG_IC_NPC_SIEGE_ENGINE_A); if (Creature* siegeEngine = GetBGCreature(enemySiege, false)) { if (Vehicle* vehicleSiege = siegeEngine->GetVehicleKit()) { // is VehicleInUse working as expected ? if (!vehicleSiege->IsVehicleInUse()) DelCreature(enemySiege); } } uint8 siegeType = (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_A : BG_IC_NPC_SIEGE_ENGINE_H); if (!GetBGCreature(siegeType, false) || !GetBGCreature(siegeType)->IsAlive()) { AddCreature((node->faction == TEAM_ALLIANCE ? NPC_SIEGE_ENGINE_A : NPC_SIEGE_ENGINE_H), siegeType, BG_IC_WorkshopVehicles[4], node->faction, RESPAWN_ONE_DAY); if (Creature* siegeEngine = GetBGCreature(siegeType)) { siegeEngine->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_UNK_14|UNIT_FLAG_IMMUNE_TO_PC); siegeEngine->setFaction(BG_IC_Factions[(node->faction == TEAM_ALLIANCE ? 0 : 1)]); } } } for (uint8 i = 0; i < MAX_WORKSHOP_BOMBS_SPAWNS_PER_FACTION; ++i) { AddObject(BG_IC_GO_SEAFORIUM_BOMBS_1+i, GO_SEAFORIUM_BOMBS, workshopBombs[i].GetPositionX(), workshopBombs[i].GetPositionY(), workshopBombs[i].GetPositionZ(), workshopBombs[i].GetOrientation(), 0, 0, 0, 0, 10); if (GameObject* seaforiumBombs = GetBGObject(BG_IC_GO_SEAFORIUM_BOMBS_1+i)) { seaforiumBombs->SetRespawnTime(10); seaforiumBombs->SetFaction(BG_IC_Factions[(node->faction == TEAM_ALLIANCE ? 0 : 1)]); } } break; } default: break; } }
void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture) { if (nodePoint->nodeType != NODE_TYPE_REFINERY && nodePoint->nodeType != NODE_TYPE_QUARRY) { if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+nodePoint->nodeType-2, BG_IC_SpiritGuidePos[nodePoint->nodeType][0], BG_IC_SpiritGuidePos[nodePoint->nodeType][1], BG_IC_SpiritGuidePos[nodePoint->nodeType][2], BG_IC_SpiritGuidePos[nodePoint->nodeType][3], nodePoint->faction)) sLog->outError("Isle of Conquest: Failed to spawn spirit guide! point: %u, team: %u, ", nodePoint->nodeType, nodePoint->faction); } switch (nodePoint->gameobject_type) { case BG_IC_GO_HANGAR_BANNER: { if (!gunshipAlliance || !gunshipHorde) break; std::list<Creature*> cannons; if (nodePoint->faction == TEAM_ALLIANCE) gunshipAlliance->GetCreatureListWithEntryInGrid(cannons, NPC_ALLIANCE_GUNSHIP_CANNON, 150.0f); else gunshipHorde->GetCreatureListWithEntryInGrid(cannons, NPC_HORDE_GUNSHIP_CANNON, 150.0f); for (std::list<Creature*>::const_iterator itr = cannons.begin(); itr != cannons.end(); ++itr) (*itr)->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE); for (uint8 u = 0; u < MAX_HANGAR_TELEPORTERS_SPAWNS; ++u) { uint8 type = BG_IC_GO_HANGAR_TELEPORTER_1 + u; if (!AddObject(type, (nodePoint->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL : GO_HORDE_GUNSHIP_PORTAL), BG_IC_HangarTeleporters[u].GetPositionX(), BG_IC_HangarTeleporters[u].GetPositionY(), BG_IC_HangarTeleporters[u].GetPositionZ(), BG_IC_HangarTeleporters[u].GetOrientation(), 0, 0, 0, 0, RESPAWN_ONE_DAY)) sLog->outError("Isle of Conquest: There was an error spawning a gunship portal. Type: %u", BG_IC_GO_HANGAR_TELEPORTER_1 + u); } for (uint8 u = 0; u < MAX_HANGAR_TELEPORTER_EFFECTS_SPAWNS; ++u) { uint8 type = BG_IC_GO_HANGAR_TELEPORTER_EFFECT_1 + u; if (!AddObject(type, (nodePoint->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL_EFFECTS : GO_HORDE_GUNSHIP_PORTAL_EFFECTS), BG_IC_HangarTeleporterEffects[u].GetPositionX(), BG_IC_HangarTeleporterEffects[u].GetPositionY(), BG_IC_HangarTeleporterEffects[u].GetPositionZ(), BG_IC_HangarTeleporterEffects[u].GetOrientation(), 0, 0, 0, 0, RESPAWN_ONE_DAY, GO_STATE_ACTIVE)) sLog->outError("Isle of Conquest: There was an error spawning a gunship portal effects. Type: %u", BG_IC_GO_HANGAR_TELEPORTER_1 + u); } for (uint8 u = 0; u < MAX_TRIGGER_SPAWNS_PER_FACTION; ++u) { if (!AddCreature(NPC_WORLD_TRIGGER_NOT_FLOATING, BG_IC_NPC_WORLD_TRIGGER_NOT_FLOATING, BG_IC_HangarTrigger[nodePoint->faction].GetPositionX(), BG_IC_HangarTrigger[nodePoint->faction].GetPositionY(), BG_IC_HangarTrigger[nodePoint->faction].GetPositionZ(), BG_IC_HangarTrigger[nodePoint->faction].GetOrientation(), RESPAWN_ONE_DAY, nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde)) sLog->outError("Isle of Conquest: There was an error spawning a world trigger. Type: %u", BG_IC_NPC_WORLD_TRIGGER_NOT_FLOATING); } for (uint8 u = 0; u < MAX_CAPTAIN_SPAWNS_PER_FACTION; ++u) { uint8 type = BG_IC_NPC_GUNSHIP_CAPTAIN_1 + u; if (type == BG_IC_NPC_GUNSHIP_CAPTAIN_1) if (AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_ALLIANCE_GUNSHIP_CAPTAIN : NPC_HORDE_GUNSHIP_CAPTAIN, type, BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetPositionX(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetPositionY(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetPositionZ(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetOrientation(), RESPAWN_ONE_DAY)) GetBGCreature(BG_IC_NPC_GUNSHIP_CAPTAIN_1)->GetAI()->DoAction(ACTION_GUNSHIP_READY); if (type == BG_IC_NPC_GUNSHIP_CAPTAIN_2) if (!AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_ALLIANCE_GUNSHIP_CAPTAIN : NPC_HORDE_GUNSHIP_CAPTAIN, type, BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetPositionX(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetPositionY(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetPositionZ(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetOrientation(), RESPAWN_ONE_DAY, nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde)) sLog->outError("Isle of Conquest: There was an error spawning a world trigger. Type: %u", BG_IC_NPC_GUNSHIP_CAPTAIN_2); } (nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde)->EnableMovement(true); break; } case BG_IC_GO_QUARRY_BANNER: RemoveAuraOnTeam(SPELL_QUARRY, GetOtherTeamId(nodePoint->faction)); CastSpellOnTeam(SPELL_QUARRY, nodePoint->faction); break; case BG_IC_GO_REFINERY_BANNER: RemoveAuraOnTeam(SPELL_OIL_REFINERY, GetOtherTeamId(nodePoint->faction)); CastSpellOnTeam(SPELL_OIL_REFINERY, nodePoint->faction); break; case BG_IC_GO_DOCKS_BANNER: if (recapture) break; if (docksTimer < DOCKS_UPDATE_TIME) docksTimer = DOCKS_UPDATE_TIME; // spawning glaive throwers for (uint8 i = 0; i < MAX_GLAIVE_THROWERS_SPAWNS_PER_FACTION; ++i) { uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H)+i; if (GetBGCreature(type)) continue; if (AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_GLAIVE_THROWER_A : NPC_GLAIVE_THROWER_H, type, BG_IC_DocksVehiclesGlaives[i].GetPositionX(), BG_IC_DocksVehiclesGlaives[i].GetPositionY(), BG_IC_DocksVehiclesGlaives[i].GetPositionZ(), BG_IC_DocksVehiclesGlaives[i].GetOrientation(), RESPAWN_ONE_DAY)) GetBGCreature(type)->setFaction(BG_IC_Factions[nodePoint->faction]); } // spawning catapults for (uint8 i = 0; i < MAX_CATAPULTS_SPAWNS_PER_FACTION; ++i) { uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_A : BG_IC_NPC_CATAPULT_1_H)+i; if (GetBGCreature(type)) continue; if (AddCreature(NPC_CATAPULT, type, BG_IC_DocksVehiclesCatapults[i].GetPositionX(), BG_IC_DocksVehiclesCatapults[i].GetPositionY(), BG_IC_DocksVehiclesCatapults[i].GetPositionZ(), BG_IC_DocksVehiclesCatapults[i].GetOrientation(), RESPAWN_ONE_DAY)) GetBGCreature(type)->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]); } break; case BG_IC_GO_WORKSHOP_BANNER: { if (siegeEngineWorkshopTimer < WORKSHOP_UPDATE_TIME) siegeEngineWorkshopTimer = WORKSHOP_UPDATE_TIME; if (!recapture) { for (uint8 i = 0; i < MAX_DEMOLISHERS_SPAWNS_PER_FACTION; ++i) { uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_A : BG_IC_NPC_DEMOLISHER_1_H)+i; if (GetBGCreature(type)) continue; if (AddCreature(NPC_DEMOLISHER, type, BG_IC_WorkshopVehicles[i].GetPositionX(), BG_IC_WorkshopVehicles[i].GetPositionY(), BG_IC_WorkshopVehicles[i].GetPositionZ(), BG_IC_WorkshopVehicles[i].GetOrientation(), RESPAWN_ONE_DAY)) GetBGCreature(type)->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]); } uint8 siegeType = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_A : BG_IC_NPC_SIEGE_ENGINE_H); if (!GetBGCreature(siegeType)) { AddCreature((nodePoint->faction == TEAM_ALLIANCE ? NPC_SIEGE_ENGINE_A : NPC_SIEGE_ENGINE_H), siegeType, BG_IC_WorkshopVehicles[4].GetPositionX(), BG_IC_WorkshopVehicles[4].GetPositionY(), BG_IC_WorkshopVehicles[4].GetPositionZ(), BG_IC_WorkshopVehicles[4].GetOrientation(), RESPAWN_ONE_DAY); } if (Creature* siegeEngine = GetBGCreature(siegeType)) { siegeEngine->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]); siegeEngine->SetCorpseDelay(5*MINUTE); if (siegeEngine->IsAlive()) if (Vehicle* siegeVehicle = siegeEngine->GetVehicleKit()) if (!siegeVehicle->IsVehicleInUse()) Unit::Kill(siegeEngine, siegeEngine); respawnMap[siegeEngine->GetGUIDLow()] = time(NULL) + VEHICLE_RESPAWN_TIME; } } for (uint8 i = 0; i < MAX_WORKSHOP_BOMBS_SPAWNS_PER_FACTION; ++i) { AddObject(BG_IC_GO_SEAFORIUM_BOMBS_1+i, GO_SEAFORIUM_BOMBS, workshopBombs[i].GetPositionX(), workshopBombs[i].GetPositionY(), workshopBombs[i].GetPositionZ(), workshopBombs[i].GetOrientation(), 0, 0, 0, 0, 10); if (GameObject* seaforiumBombs = GetBGObject(BG_IC_GO_SEAFORIUM_BOMBS_1+i)) { seaforiumBombs->SetRespawnTime(10); seaforiumBombs->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]); } } break; } default: break; } }
bool BattlegroundIC::SetupBattleground() { for (uint8 i = 0; i < MAX_NORMAL_GAMEOBJECTS_SPAWNS; ++i) { if (!AddObject(BG_IC_ObjSpawnlocs[i].type, BG_IC_ObjSpawnlocs[i].entry, BG_IC_ObjSpawnlocs[i].x, BG_IC_ObjSpawnlocs[i].y, BG_IC_ObjSpawnlocs[i].z, BG_IC_ObjSpawnlocs[i].o, 0, 0, 0, 0, RESPAWN_ONE_DAY)) { sLog->outError("Isle of Conquest: There was an error spawning gameobject %u", BG_IC_ObjSpawnlocs[i].entry); return false; } // Horde / Alliance gates, set active if (i < 6) GetBGObject(BG_IC_ObjSpawnlocs[i].type)->setActive(true); } for (uint8 i = 0; i < MAX_FORTRESS_TELEPORTERS_SPAWNS; ++i) { if (!AddObject(BG_IC_Teleporters[i].type, BG_IC_Teleporters[i].entry, BG_IC_Teleporters[i].x, BG_IC_Teleporters[i].y, BG_IC_Teleporters[i].z, BG_IC_Teleporters[i].o, 0, 0, 0, 0, RESPAWN_ONE_DAY)) { sLog->outError("Isle of Conquest | Starting Event Open Doors: There was an error spawning gameobject %u", BG_IC_Teleporters[i].entry); return false; } } for (uint8 i = 0; i < MAX_FORTRESS_TELEPORTER_EFFECTS_SPAWNS; ++i) { if (!AddObject(BG_IC_TeleporterEffects[i].type, BG_IC_TeleporterEffects[i].entry, BG_IC_TeleporterEffects[i].x, BG_IC_TeleporterEffects[i].y, BG_IC_TeleporterEffects[i].z, BG_IC_TeleporterEffects[i].o, 0, 0, 0, 0, RESPAWN_ONE_DAY)) { sLog->outError("Isle of Conquest | Starting Event Open Doors: There was an error spawning gameobject %u", BG_IC_Teleporters[i].entry); return false; } } for (uint8 i = 0; i < MAX_NORMAL_NPCS_SPAWNS; ++i) { if (!AddCreature(BG_IC_NpcSpawnlocs[i].entry, BG_IC_NpcSpawnlocs[i].type, BG_IC_NpcSpawnlocs[i].x, BG_IC_NpcSpawnlocs[i].y, BG_IC_NpcSpawnlocs[i].z, BG_IC_NpcSpawnlocs[i].o, RESPAWN_ONE_DAY)) { sLog->outError("Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[i].entry); return false; } } if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+3, BG_IC_SpiritGuidePos[5][0], BG_IC_SpiritGuidePos[5][1], BG_IC_SpiritGuidePos[5][2], BG_IC_SpiritGuidePos[5][3], TEAM_ALLIANCE) || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+4, BG_IC_SpiritGuidePos[6][0], BG_IC_SpiritGuidePos[6][1], BG_IC_SpiritGuidePos[6][2], BG_IC_SpiritGuidePos[6][3], TEAM_HORDE) || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+5, BG_IC_SpiritGuidePos[7][0], BG_IC_SpiritGuidePos[7][1], BG_IC_SpiritGuidePos[7][2], BG_IC_SpiritGuidePos[7][3], TEAM_ALLIANCE) || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+6, BG_IC_SpiritGuidePos[8][0], BG_IC_SpiritGuidePos[8][1], BG_IC_SpiritGuidePos[8][2], BG_IC_SpiritGuidePos[8][3], TEAM_HORDE)) { sLog->outError("Isle of Conquest: Failed to spawn initial spirit guide!"); return false; } gunshipHorde = sTransportMgr->CreateTransport(GO_HORDE_GUNSHIP, 0, GetBgMap()); gunshipAlliance = sTransportMgr->CreateTransport(GO_ALLIANCE_GUNSHIP, 0, GetBgMap()); if (!gunshipAlliance || !gunshipHorde) { sLog->outError("Isle of Conquest: There was an error creating gunships!"); return false; } gunshipHorde->EnableMovement(false); gunshipAlliance->EnableMovement(false); // setting correct factions for Keep Cannons for (uint8 i = BG_IC_NPC_KEEP_CANNON_1; i <= BG_IC_NPC_KEEP_CANNON_12; ++i) GetBGCreature(i)->setFaction(BG_IC_Factions[0]); for (uint8 i = BG_IC_NPC_KEEP_CANNON_13; i <= BG_IC_NPC_KEEP_CANNON_25; ++i) GetBGCreature(i)->setFaction(BG_IC_Factions[1]); // Flags if (GameObject* go = GetBGObject(BG_IC_GO_ALLIANCE_BANNER)) { go->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_Factions[1]); go->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE); } if (GameObject* go = GetBGObject(BG_IC_GO_HORDE_BANNER)) { go->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_Factions[0]); go->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE); } // correcting spawn time for keeps bombs for (uint8 i = BG_IC_GO_HUGE_SEAFORIUM_BOMBS_A_1; i < BG_IC_GO_HUGE_SEAFORIUM_BOMBS_H_4; ++i) GetBGObject(i)->SetRespawnTime(10); TurnBosses(false); return true; }