Exemplo n.º 1
0
void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, BG_AV_Nodes node)
{
    // TODO implement quest 7101, 7081
    BattleGroundTeamIndex teamIdx  = GetTeamIndexByTeamId(player->GetTeam());
    DEBUG_LOG("BattleGroundAV: player assaults node %i", node);
    if (m_Nodes[node].Owner == BattleGroundAVTeamIndex(teamIdx) || BattleGroundAVTeamIndex(teamIdx) == m_Nodes[node].TotalOwner)
        return;

    AssaultNode(node, teamIdx);                                // update nodeinfo variables
    UpdateNodeWorldState(node);                             // send mapicon
    PopulateNode(node);

    if (IsTower(node))
    {
        SendYell2ToAll(LANG_BG_AV_TOWER_ASSAULTED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
            GetNodeName(node),
            ( teamIdx == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
        UpdatePlayerScore(player, SCORE_TOWERS_ASSAULTED, 1);
    }
    else
    {
        SendYell2ToAll(LANG_BG_AV_GRAVE_ASSAULTED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
            GetNodeName(node),
            ( teamIdx == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
        // update the statistic for the assaulting player
        UpdatePlayerScore(player, SCORE_GRAVEYARDS_ASSAULTED, 1);
    }

    PlaySoundToAll((teamIdx == BG_TEAM_ALLIANCE) ? BG_AV_SOUND_ALLIANCE_ASSAULTS : BG_AV_SOUND_HORDE_ASSAULTS);
}
Exemplo n.º 2
0
void BattleGroundAV::DefendNode(BG_AV_Nodes node, BattleGroundTeamIndex teamIdx)
{
    MANGOS_ASSERT(m_Nodes[node].TotalOwner == BattleGroundAVTeamIndex(teamIdx));
    MANGOS_ASSERT(m_Nodes[node].Owner != BattleGroundAVTeamIndex(teamIdx));
    MANGOS_ASSERT(m_Nodes[node].State != POINT_CONTROLLED);
    m_Nodes[node].PrevOwner  = m_Nodes[node].Owner;
    m_Nodes[node].Owner      = BattleGroundAVTeamIndex(teamIdx);
    m_Nodes[node].PrevState  = m_Nodes[node].State;
    m_Nodes[node].State      = POINT_CONTROLLED;
    m_Nodes[node].Timer      = 0;
}
Exemplo n.º 3
0
void BattleGroundAV::AssaultNode(BG_AV_Nodes node, BattleGroundTeamIndex teamIdx)
{
    MANGOS_ASSERT(m_Nodes[node].TotalOwner != BattleGroundAVTeamIndex(teamIdx));
    MANGOS_ASSERT(m_Nodes[node].Owner != BattleGroundAVTeamIndex(teamIdx));
    // only assault an assaulted node if no totalowner exists:
    MANGOS_ASSERT(m_Nodes[node].State != POINT_ASSAULTED || m_Nodes[node].TotalOwner == BG_AV_TEAM_NEUTRAL);
    // the timer gets another time, if the previous owner was 0 == Neutral
    m_Nodes[node].Timer      = (m_Nodes[node].PrevOwner != BG_AV_TEAM_NEUTRAL) ? BG_AV_CAPTIME : BG_AV_SNOWFALL_FIRSTCAP;
    m_Nodes[node].PrevOwner  = m_Nodes[node].Owner;
    m_Nodes[node].Owner      = BattleGroundAVTeamIndex(teamIdx);
    m_Nodes[node].PrevState  = m_Nodes[node].State;
    m_Nodes[node].State      = POINT_ASSAULTED;
}
Exemplo n.º 4
0
void BattleGroundAV::EventPlayerDefendsPoint(Player* player, BG_AV_Nodes node)
{
    MANGOS_ASSERT(GetStatus() == STATUS_IN_PROGRESS);

    BattleGroundTeamIndex teamIdx = GetTeamIndexByTeamId(player->GetTeam());

    if (m_Nodes[node].Owner == BattleGroundAVTeamIndex(teamIdx) || m_Nodes[node].State != POINT_ASSAULTED)
        return;
    if( m_Nodes[node].TotalOwner == BG_AV_TEAM_NEUTRAL )    // initial snowfall capture
    {
        // until snowfall doesn't belong to anyone it is better handled in assault - code (best would be to have a special function
        // for neutral nodes.. but doing this just for snowfall will be a bit to much i think
        MANGOS_ASSERT(node == BG_AV_NODES_SNOWFALL_GRAVE);  // currently the only neutral grave
        EventPlayerAssaultsPoint(player, node);
        return;
    }

    DEBUG_LOG("BattleGroundAV: player defends node: %i", node);
    if (m_Nodes[node].PrevOwner != BattleGroundAVTeamIndex(teamIdx))
    {
        sLog.outError("BattleGroundAV: player defends point which doesn't belong to his team %i", node);
        return;
    }

    DefendNode(node, teamIdx);                              // set the right variables for nodeinfo
    PopulateNode(node);                                     // spawn node-creatures (defender for example)
    UpdateNodeWorldState(node);                             // send new mapicon to the player

    if (IsTower(node))
    {
        SendYell2ToAll( LANG_BG_AV_TOWER_DEFENDED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
            GetNodeName(node),
            ( teamIdx == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
        UpdatePlayerScore(player, SCORE_TOWERS_DEFENDED, 1);
        player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE,1,64);
        PlaySoundToAll(BG_AV_SOUND_BOTH_TOWER_DEFEND);
    }
    else
    {
        SendYell2ToAll(LANG_BG_AV_GRAVE_DEFENDED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
            GetNodeName(node),
            ( teamIdx == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
        UpdatePlayerScore(player, SCORE_GRAVEYARDS_DEFENDED, 1);
        player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE,1,65);
    // update the statistic for the defending player
        PlaySoundToAll((teamIdx == BG_TEAM_ALLIANCE)?BG_AV_SOUND_ALLIANCE_GOOD:BG_AV_SOUND_HORDE_GOOD);
    }
}