Exemplo n.º 1
0
bool BattlegroundNA::PreUpdateImpl(uint32 diff)
{
    if (doordelete)
    {
        if (doordelete <= diff)
        {
            for (uint32 i = BG_NA_OBJECT_DOOR_1; i <= BG_NA_OBJECT_DOOR_2; ++i)
                DelObject(i);
            doordelete = 0;
        }
        else
            doordelete -= diff;
    }
    return true;
}
Exemplo n.º 2
0
void OPvPCapturePointEP_NPT::SummonGO(uint32 team)
{
    if (m_SummonedGOSide != team)
    {
        m_SummonedGOSide = team;
        DelObject(EP_NPT_BUFF);
        AddObject(EP_NPT_BUFF, EP_NPT_LordaeronShrine.entry, EP_NPT_LordaeronShrine.map, EP_NPT_LordaeronShrine.pos, EP_NPT_LordaeronShrine.rot);

        Map* map = sMapMgr->FindMap(0, 0);
        auto bounds = map->GetGameObjectBySpawnIdStore().equal_range(m_Objects[EP_NPT_BUFF]);
        for (auto itr = bounds.first; itr != bounds.second; ++itr)
            if (GameObject* go = itr->second)
                go->SetFaction(team == ALLIANCE ? FACTION_ALLIANCE_GENERIC : FACTION_HORDE_GENERIC);
    }
}
Exemplo n.º 3
0
void BattleGroundNA::Update(time_t diff)
{
    BattleGround::Update(diff);

    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        m_TimeElapsedSinceBeggining += diff;

        if (m_TimeElapsedSinceBeggining >= BG_NA_DOOR_DESPAWN_TIMER && !m_doorDespawned)
        {
            m_doorDespawned = true;
            for (uint32 i = BG_NA_OBJECT_DOOR_1; i <= BG_NA_OBJECT_DOOR_2; i++)
                DelObject(i);
        }
    }
}
Exemplo n.º 4
0
void BattlegroundIC::_NodeDeOccupied(uint8 node)
{
    if(!m_BgCreatures[node] || !GetBGCreature(node))
        return;

    std::vector<uint64> ghost_list = m_ReviveQueue[m_BgCreatures[node]];
    if (!ghost_list.empty())
    {
        WorldSafeLocsEntry const *ClosestGrave = NULL;
        for (std::vector<uint64>::const_iterator itr = ghost_list.begin(); itr != ghost_list.end(); ++itr)
        {
            Player* plr = sObjectMgr.GetPlayer(*itr);
            if (!plr)
                continue;

            if (!ClosestGrave)                              // cache
                ClosestGrave = GetClosestGraveYard(plr);

            if (ClosestGrave)
                plr->TeleportTo(GetMapId(), ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, plr->GetOrientation());
        }
    }
    //Remove spiritguide
    DelCreature(node);

    switch(node)
    {
    case BG_IC_NODE_WORKSHOP:
        DeSpawnNpcType(IC_TYPE_DEMOLISSER_H);
        DeSpawnNpcType(IC_TYPE_SIEGE_H);
        DeSpawnNpcType(IC_TYPE_DEMOLISSER_A);
        DeSpawnNpcType(IC_TYPE_SIEGE_A);
        break ;
    case BG_IC_NODE_DOCK:
        //pop de catapulte et lanceur de glaive
        DeSpawnNpcType(IC_TYPE_DOCKVEHICLE_A);
        DeSpawnNpcType(IC_TYPE_DOCKVEHICLE_H);
        break ;
    case BG_IC_NODE_HANGAR:
        for (int i = 0 ; i < MAX_BG_IC_OBJ; ++i)
        {
            if(BG_IC_OBJ[i].type == IC_TYPE_GUNSHIPTELEPORTER)
                DelObject(BG_IC_OBJ[i].id);
        }        
        break ;
    }
}
Exemplo n.º 5
0
void OPvPCapturePointEP_NPT::SummonGO(uint32 team) {
	if (m_SummonedGOSide != team) {
		m_SummonedGOSide = team;
		DelObject(EP_NPT_BUFF);
		AddObject(EP_NPT_BUFF, EP_NPT_LordaeronShrine.entry,
				EP_NPT_LordaeronShrine.map, EP_NPT_LordaeronShrine.x,
				EP_NPT_LordaeronShrine.y, EP_NPT_LordaeronShrine.z,
				EP_NPT_LordaeronShrine.o, EP_NPT_LordaeronShrine.rot0,
				EP_NPT_LordaeronShrine.rot1, EP_NPT_LordaeronShrine.rot2,
				EP_NPT_LordaeronShrine.rot3);
		GameObject * go = HashMapHolder<GameObject>::Find(
				m_Objects[EP_NPT_BUFF]);
		if (go)
			go->SetUInt32Value(GAMEOBJECT_FACTION,
					(team == ALLIANCE ? 84 : 83));
	}
}
Exemplo n.º 6
0
void BattlegroundSA::DestroyGate(Player* player, GameObject* go)
{
    uint32 i = getGateIdFromDamagedOrDestroyEventId(go->GetGOInfo()->building.destroyedEvent);
    if (!GateStatus[i])
        return;

    if (GameObject* g = GetBGObject(i))
    {
        if (g->GetGOValue()->Building.Health == 0)
        {
            GateStatus[i] = BG_SA_GATE_DESTROYED;
            uint32 uws = getWorldStateFromGateId(i);
            if (uws)
                UpdateWorldState(uws, GateStatus[i]);
            bool rewardHonor = true;
            gateDestroyed = true;
            switch (i)
            {
                case BG_SA_GREEN_GATE:
                    if (GateStatus[BG_SA_BLUE_GATE] == BG_SA_GATE_DESTROYED)
                        rewardHonor = false;
                    break;
                case BG_SA_BLUE_GATE:
                    if (GateStatus[BG_SA_GREEN_GATE] == BG_SA_GATE_DESTROYED)
                        rewardHonor = false;
                    break;
                case BG_SA_RED_GATE:
                    if (GateStatus[BG_SA_PURPLE_GATE] == BG_SA_GATE_DESTROYED)
                        rewardHonor = false;
                    break;
                case BG_SA_PURPLE_GATE:
                    if (GateStatus[BG_SA_RED_GATE] == BG_SA_GATE_DESTROYED)
                        rewardHonor = false;
                    break;
                default:
                    break;
            }

            if (i < 5)
                DelObject(i + 14);
            UpdatePlayerScore(player, SCORE_DESTROYED_WALL, 1);
            if (rewardHonor)
                UpdatePlayerScore(player, SCORE_BONUS_HONOR, GetBonusHonorFromKill(1));
        }
    }
}
Exemplo n.º 7
0
void BattleGroundSA::DestroyGate(uint32 i, Player* pl)
{
    if (!GateStatus[i])
        return;

    if (GameObject* g = GetBGObject(i))
    {
        if (g->GetGOValue()->building.health == 0)
        {
            GateStatus[i] = BG_SA_GATE_DESTROYED;
            uint32 uws = 0;
            switch(i)
            {
            case 0:
                uws = BG_SA_GREEN_GATEWS;
                break;
            case 1:
                uws = BG_SA_YELLOW_GATEWS;
                break;
            case 2:
                uws = BG_SA_BLUE_GATEWS;
                break;
            case 3:
                uws = BG_SA_RED_GATEWS;
                break;
            case 4:
                uws = BG_SA_PURPLE_GATEWS;
                break;
            case 5:
                uws = BG_SA_ANCIENT_GATEWS;
                break;
            default:
                ASSERT(false);
                break;
            }

            if (i < 5)
                DelObject(i+9);
            UpdateWorldState(uws, GateStatus[i]);
            UpdatePlayerScore(pl,SCORE_DESTROYED_WALL, 1);
        }
    }
}
Exemplo n.º 8
0
void BattlegroundSA::DestroyGate(Player* pl, GameObject* /*go*/, uint32 destroyedEvent)
{
    uint32 i = GetGateIDFromDestroyEventID(destroyedEvent);
    if (!GateStatus[i])
        return;

    if (GameObject* g = GetBGObject(i))
    {
        if (g->GetGOValue()->building.health == 0)
        {
            GateStatus[i] = BG_SA_GATE_DESTROYED;
            uint32 uws = GetWorldStateFromGateID(i);
            if (uws)
                UpdateWorldState(uws, GateStatus[i]);
            bool rewardHonor = true;
            switch(i)
            {
                case BG_SA_GREEN_GATE:
                    if (GateStatus[BG_SA_BLUE_GATE] == BG_SA_GATE_DESTROYED)
                        rewardHonor = false;
                    break;
                case BG_SA_BLUE_GATE:
                    if (GateStatus[BG_SA_GREEN_GATE] == BG_SA_GATE_DESTROYED)
                        rewardHonor = false;
                    break;
                case BG_SA_RED_GATE:
                    if (GateStatus[BG_SA_PURPLE_GATE] == BG_SA_GATE_DESTROYED)
                        rewardHonor = false;
                    break;
                case BG_SA_PURPLE_GATE:
                    if (GateStatus[BG_SA_RED_GATE] == BG_SA_GATE_DESTROYED)
                        rewardHonor = false;
                    break;
            }

            if (i < 5)
                DelObject(i+9);
            UpdatePlayerScore(pl,SCORE_DESTROYED_WALL, 1);
            if (rewardHonor)
                UpdatePlayerScore(pl,SCORE_BONUS_HONOR,(GetBonusHonorFromKill(1)));
        }
    }
}
Exemplo n.º 9
0
void
WeakHandleable::removeHandle()
{
	bool bDeleteSelf = false;
	{
		SyncHandle;

		m_iNumHandles--;

		if (m_iNumHandles == 0)
		{
			notifyDeleted();
			if (m_iNumHandles == 0)
				bDeleteSelf = true;
		}
	}

	if (bDeleteSelf)
		DelObject(this);
}
Exemplo n.º 10
0
LRESULT OnLButtonDblclk(HWND hWnd,WPARAM wParam,LPARAM lParam)
{
    int TempSel;
    TCHAR *pText;

    TempSel=FindObject(LOWORD(lParam),HIWORD(lParam));
    if (TempSel == -1) {
        return 0;
    }
    if (arObj[TempSel]->Type == DT_TEXT) {
        pText=arObj[TempSel]->Text;
        if (DialogBoxParam(g_hInst, MAKEINTRESOURCE(IDD_TEXT),hWnd,
                           TextDlgProc,(LPARAM)&pText) == IDOK) {
            if (lstrlen(pText) == 0) {
                DelObject(TempSel);
            } else {
                arObj[arNum-1]->Text=pText;
                arObj[arNum-1]->Len=lstrlen(pText)+1;
            }
            InvalidateRect(hWndMain,NULL,TRUE);
        }
    }
    return 0;
}
Exemplo n.º 11
0
void OPvPCapturePointEP_NPT::ChangeState() {
	// if changing from controlling alliance to horde or vice versa
	if (m_OldState == OBJECTIVESTATE_ALLIANCE && m_OldState != m_State) {
		sWorld->SendZoneText(
				EP_GraveYardZone,
				sObjectMgr->GetArkCoreStringForDBCLocale(
						LANG_OPVP_EP_LOOSE_NPT_A));
		((OutdoorPvPEP*) m_PvP)->EP_Controls[EP_NPT] = 0;
	} else if (m_OldState == OBJECTIVESTATE_HORDE && m_OldState != m_State) {
		sWorld->SendZoneText(
				EP_GraveYardZone,
				sObjectMgr->GetArkCoreStringForDBCLocale(
						LANG_OPVP_EP_LOOSE_NPT_H));
		((OutdoorPvPEP*) m_PvP)->EP_Controls[EP_NPT] = 0;
	}

	uint32 artkit = 21;

	switch (m_State) {
	case OBJECTIVESTATE_ALLIANCE:
		m_TowerState = EP_TS_A;
		artkit = 2;
		SummonGO(ALLIANCE);
		((OutdoorPvPEP*) m_PvP)->EP_Controls[EP_NPT] = ALLIANCE;
		if (m_OldState != m_State)
			sWorld->SendZoneText(
					EP_GraveYardZone,
					sObjectMgr->GetArkCoreStringForDBCLocale(
							LANG_OPVP_EP_CAPTURE_NPT_A));
		break;
	case OBJECTIVESTATE_HORDE:
		m_TowerState = EP_TS_H;
		artkit = 1;
		SummonGO(HORDE);
		((OutdoorPvPEP*) m_PvP)->EP_Controls[EP_NPT] = HORDE;
		if (m_OldState != m_State)
			sWorld->SendZoneText(
					EP_GraveYardZone,
					sObjectMgr->GetArkCoreStringForDBCLocale(
							LANG_OPVP_EP_CAPTURE_NPT_H));
		break;
	case OBJECTIVESTATE_NEUTRAL:
		m_TowerState = EP_TS_N;
		m_SummonedGOSide = 0;
		DelObject(EP_NPT_BUFF);
		break;
	case OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE:
		m_TowerState = EP_TS_N_A;
		break;
	case OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE:
		m_TowerState = EP_TS_N_A;
		m_SummonedGOSide = 0;
		DelObject(EP_NPT_BUFF);
		break;
	case OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE:
		m_TowerState = EP_TS_N_H;
		break;
	case OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE:
		m_TowerState = EP_TS_N_H;
		m_SummonedGOSide = 0;
		DelObject(EP_NPT_BUFF);
		break;
	}

	GameObject* flag = HashMapHolder<GameObject>::Find(m_capturePointGUID);
	GameObject* flag2 = HashMapHolder<GameObject>::Find(
			m_Objects[EP_NPT_FLAGS]);
	if (flag) {
		flag->SetGoArtKit(artkit);
	}
	if (flag2) {
		flag2->SetGoArtKit(artkit);
	}

	UpdateTowerState();

	// complete quest objective
	if (m_TowerState == EP_TS_A || m_TowerState == EP_TS_H)
		SendObjectiveComplete(EP_NPT_CM, 0);
}
Exemplo n.º 12
0
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;

    for (uint8 i = 0; i <= BG_SA_PORTAL_DEFFENDER_RED; 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_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][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_LEFT_FLAGPOLE; 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_DEMOLISHER_5; 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_PORTAL_DEFFENDER_RED; i++)
    {
        SpawnBGObject(i, RESPAWN_IMMEDIATELY);
        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FIELD_FACTION_TEMPLATE, defF);
    }

    GetBGObject(BG_SA_TITAN_RELIC)->SetUInt32Value(GAMEOBJECT_FIELD_FACTION_TEMPLATE, atF);
    GetBGObject(BG_SA_TITAN_RELIC)->Refresh();

    for (uint8 i = 0; i <= 5; i++)
        GateStatus[i] = BG_SA_GATE_OK;

    TotalTime = 0;
    ShipsStarted = false;
    gateDestroyed = 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)
            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);
            AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((Attackers == TEAM_HORDE)? ALLIANCE : HORDE));
        }
    }

    //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], 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_FIELD_FACTION_TEMPLATE, 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], 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_FIELD_FACTION_TEMPLATE, atF);
        if (i > 46)
            GetBGObject(i)->SetFlag(GAMEOBJECT_FIELD_FLAGS, GO_FLAG_NOT_SELECTABLE);
    }

    //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;
}
Exemplo n.º 13
0
void BattlegroundSA::ProcessEvent(WorldObject* obj, uint32 eventId, WorldObject* invoker /*= NULL*/)
{
    if (GameObject* go = obj->ToGameObject())
    {
        switch (go->GetGoType())
        {
            case GAMEOBJECT_TYPE_GOOBER:
                if (invoker)
                    if (eventId == BG_SA_EVENT_TITAN_RELIC_ACTIVATED)
                        TitanRelicActivated(invoker->ToPlayer());
                break;
            case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING:
            {
                if (GateInfo const* gate = GetGate(obj->GetEntry()))
                {
                    uint8 gateId = gate->GateId;

                    // damaged
                    if (eventId == go->GetGOInfo()->building.damagedEvent)
                    {
                        GateStatus[gateId] = BG_SA_GATE_DAMAGED;

                        if (Creature* c = obj->FindNearestCreature(NPC_WORLD_TRIGGER, 500.0f))
                            SendChatMessage(c, gate->DamagedText, invoker);

                        PlaySoundToAll(Attackers == TEAM_ALLIANCE ? SOUND_WALL_ATTACKED_ALLIANCE : SOUND_WALL_ATTACKED_HORDE);
                    }
                    // destroyed
                    else if (eventId == go->GetGOInfo()->building.destroyedEvent)
                    {
                        GateStatus[gate->GateId] = BG_SA_GATE_DESTROYED;
                        _gateDestroyed = true;

                        if (gateId < 5)
                            DelObject(gateId + 14);

                        if (Creature* c = obj->FindNearestCreature(NPC_WORLD_TRIGGER, 500.0f))
                            SendChatMessage(c, gate->DestroyedText, invoker);

                        PlaySoundToAll(Attackers == TEAM_ALLIANCE ? SOUND_WALL_DESTROYED_ALLIANCE : SOUND_WALL_DESTROYED_HORDE);

                        bool rewardHonor = true;
                        switch (gateId)
                        {
                            case BG_SA_GREEN_GATE:
                                if (GateStatus[BG_SA_BLUE_GATE] == BG_SA_GATE_DESTROYED)
                                    rewardHonor = false;
                                break;
                            case BG_SA_BLUE_GATE:
                                if (GateStatus[BG_SA_GREEN_GATE] == BG_SA_GATE_DESTROYED)
                                    rewardHonor = false;
                                break;
                            case BG_SA_RED_GATE:
                                if (GateStatus[BG_SA_PURPLE_GATE] == BG_SA_GATE_DESTROYED)
                                    rewardHonor = false;
                                break;
                            case BG_SA_PURPLE_GATE:
                                if (GateStatus[BG_SA_RED_GATE] == BG_SA_GATE_DESTROYED)
                                    rewardHonor = false;
                                break;
                            default:
                                break;
                        }

                        if (invoker)
                        {
                            if (Unit* unit = invoker->ToUnit())
                            {
                                if (Player* player = unit->GetCharmerOrOwnerPlayerOrPlayerItself())
                                {
                                    UpdatePlayerScore(player, SCORE_DESTROYED_WALL, 1);
                                    if (rewardHonor)
                                        UpdatePlayerScore(player, SCORE_BONUS_HONOR, GetBonusHonorFromKill(1));
                                }
                            }
                        }
                    }
                    else
                        break;

                    UpdateWorldState(gate->WorldState, GateStatus[gateId]);
                }
                break;
            }
            default:
                break;
        }
    }
}
Exemplo n.º 14
0
void BattlegroundIC::EventPlayerClickedOnFlag(Player* player, GameObject* target_obj)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    // All the node points are iterated to find the clicked one
    for (uint8 i = 0; i < MAX_NODE_TYPES; ++i)
    {
        if (nodePoint[i].gameobject_entry == target_obj->GetEntry())
        {
            // THIS SHOULD NEEVEER HAPPEN
            if (nodePoint[i].faction == player->GetTeamId())
                return;

            uint32 nextBanner = GetNextBanner(&nodePoint[i], player->GetTeamId(), false);

            // we set the new settings of the nodePoint
            nodePoint[i].faction = player->GetTeamId();
            nodePoint[i].last_entry = nodePoint[i].gameobject_entry;
            nodePoint[i].gameobject_entry = nextBanner;

            // this is just needed if the next banner is grey
            if (nodePoint[i].banners[BANNER_A_CONTESTED] == nextBanner ||
                nodePoint[i].banners[BANNER_H_CONTESTED] == nextBanner)
            {
                nodePoint[i].timer = BANNER_STATE_CHANGE_TIME; // 1 minute for last change (real faction banner)
                nodePoint[i].needChange = true;

                RealocatePlayers(nodePoint[i].nodeType);

                // if we are here means that the point has been lost, or it is the first capture

                if (nodePoint[i].nodeType != NODE_TYPE_REFINERY && nodePoint[i].nodeType != NODE_TYPE_QUARRY)
                    if (BgCreatures[BG_IC_NPC_SPIRIT_GUIDE_1+(nodePoint[i].nodeType)-2])
                        DelCreature(BG_IC_NPC_SPIRIT_GUIDE_1+(nodePoint[i].nodeType)-2);

                UpdatePlayerScore(player, SCORE_BASES_ASSAULTED, 1);

                SendMessage2ToAll(LANG_BG_IC_TEAM_ASSAULTED_NODE_1, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, nodePoint[i].string);
                SendMessage2ToAll(LANG_BG_IC_TEAM_ASSAULTED_NODE_2, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, nodePoint[i].string, (player->GetTeamId() == TEAM_ALLIANCE ? LANG_BG_IC_ALLIANCE : LANG_BG_IC_HORDE));
                HandleContestedNodes(&nodePoint[i]);
            } else if (nextBanner == nodePoint[i].banners[BANNER_A_CONTROLLED] ||
                       nextBanner == nodePoint[i].banners[BANNER_H_CONTROLLED])
                       // if we are going to spawn the definitve faction banner, we dont need the timer anymore
            {
                nodePoint[i].timer = BANNER_STATE_CHANGE_TIME;
                nodePoint[i].needChange = false;
                SendMessage2ToAll(LANG_BG_IC_TEAM_DEFENDED_NODE, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, nodePoint[i].string);
                HandleCapturedNodes(&nodePoint[i], true);
                UpdatePlayerScore(player, SCORE_BASES_DEFENDED, 1);
            }

            GameObject* banner = GetBGObject(nodePoint[i].gameobject_type);

            if (!banner) // this should never happen
                return;

            float cords[4] = {banner->GetPositionX(), banner->GetPositionY(), banner->GetPositionZ(), banner->GetOrientation() };

            DelObject(nodePoint[i].gameobject_type);
            AddObject(nodePoint[i].gameobject_type, nodePoint[i].gameobject_entry, cords[0], cords[1], cords[2], cords[3], 0, 0, 0, 0, RESPAWN_ONE_DAY);

            GetBGObject(nodePoint[i].gameobject_type)->SetUInt32Value(GAMEOBJECT_FACTION, nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_Factions[1] : BG_IC_Factions[0]);

            if (nodePoint[i].nodeType == NODE_TYPE_WORKSHOP)
            {
                DelObject(BG_IC_GO_SEAFORIUM_BOMBS_1);
                DelObject(BG_IC_GO_SEAFORIUM_BOMBS_2);
            }

            UpdateNodeWorldState(&nodePoint[i]);
            // we dont need iterating if we are here
            // If the needChange bool was set true, we will handle the rest in the Update Map function.
            return;
        }
    }
}
Exemplo n.º 15
0
int32 OPvPCapturePointNA::HandleOpenGo(Player* player, GameObject* go)
{
    int32 retval = OPvPCapturePoint::HandleOpenGo(player, go);
    if (retval >= 0)
    {
        const go_type * gos = NULL;
        if (m_ControllingFaction == ALLIANCE)
            gos=AllianceControlGOs;
        else if (m_ControllingFaction == HORDE)
            gos=HordeControlGOs;
        else
            return -1;

        int32 del = -1;
        int32 del2 = -1;
        int32 add = -1;
        int32 add2 = -1;

        switch (retval)
        {
        case NA_DESTROYED_ROOST_S:
            del = NA_DESTROYED_ROOST_S;
            add = NA_ROOST_S;
            add2 = NA_BOMB_WAGON_S;
            if (m_ControllingFaction == HORDE)
                m_WyvernStateSouth = WYVERN_ALLIANCE;
            else
                m_WyvernStateSouth = WYVERN_HORDE;
            UpdateWyvernRoostWorldState(NA_ROOST_S);
            break;
        case NA_DESTROYED_ROOST_N:
            del = NA_DESTROYED_ROOST_N;
            add = NA_ROOST_N;
            add2 = NA_BOMB_WAGON_N;
            if (m_ControllingFaction == HORDE)
                m_WyvernStateNorth = WYVERN_ALLIANCE;
            else
                m_WyvernStateNorth = WYVERN_HORDE;
            UpdateWyvernRoostWorldState(NA_ROOST_N);
            break;
        case NA_DESTROYED_ROOST_W:
            del = NA_DESTROYED_ROOST_W;
            add = NA_ROOST_W;
            add2 = NA_BOMB_WAGON_W;
            if (m_ControllingFaction == HORDE)
                m_WyvernStateWest = WYVERN_ALLIANCE;
            else
                m_WyvernStateWest = WYVERN_HORDE;
            UpdateWyvernRoostWorldState(NA_ROOST_W);
            break;
        case NA_DESTROYED_ROOST_E:
            del = NA_DESTROYED_ROOST_E;
            add = NA_ROOST_E;
            add2 = NA_BOMB_WAGON_E;
            if (m_ControllingFaction == HORDE)
                m_WyvernStateEast = WYVERN_ALLIANCE;
            else
                m_WyvernStateEast = WYVERN_HORDE;
            UpdateWyvernRoostWorldState(NA_ROOST_E);
            break;
        case NA_BOMB_WAGON_S:
            del = NA_BOMB_WAGON_S;
            del2 = NA_ROOST_S;
            add = NA_DESTROYED_ROOST_S;
            if (m_ControllingFaction == HORDE)
                m_WyvernStateSouth = WYVERN_NEU_ALLIANCE;
            else
                m_WyvernStateSouth = WYVERN_NEU_HORDE;
            UpdateWyvernRoostWorldState(NA_ROOST_S);
            break;
        case NA_BOMB_WAGON_N:
            del = NA_BOMB_WAGON_N;
            del2 = NA_ROOST_N;
            add = NA_DESTROYED_ROOST_N;
            if (m_ControllingFaction == HORDE)
                m_WyvernStateNorth = WYVERN_NEU_ALLIANCE;
            else
                m_WyvernStateNorth = WYVERN_NEU_HORDE;
            UpdateWyvernRoostWorldState(NA_ROOST_N);
            break;
        case NA_BOMB_WAGON_W:
            del = NA_BOMB_WAGON_W;
            del2 = NA_ROOST_W;
            add = NA_DESTROYED_ROOST_W;
            if (m_ControllingFaction == HORDE)
                m_WyvernStateWest = WYVERN_NEU_ALLIANCE;
            else
                m_WyvernStateWest = WYVERN_NEU_HORDE;
            UpdateWyvernRoostWorldState(NA_ROOST_W);
            break;
        case NA_BOMB_WAGON_E:
            del = NA_BOMB_WAGON_E;
            del2 = NA_ROOST_E;
            add = NA_DESTROYED_ROOST_E;
            if (m_ControllingFaction == HORDE)
                m_WyvernStateEast = WYVERN_NEU_ALLIANCE;
            else
                m_WyvernStateEast = WYVERN_NEU_HORDE;
            UpdateWyvernRoostWorldState(NA_ROOST_E);
            break;
        default:
            return -1;
            break;
        }

        if (del>-1)
            DelObject(del);

        if (del2>-1)
            DelObject(del2);

        if (add>-1)
            AddObject(add, gos[add].entry, gos[add].map, gos[add].x, gos[add].y, gos[add].z, gos[add].o, gos[add].rot0, gos[add].rot1, gos[add].rot2, gos[add].rot3);

        if (add2>-1)
            AddObject(add2, gos[add2].entry, gos[add2].map, gos[add2].x, gos[add2].y, gos[add2].z, gos[add2].o, gos[add2].rot0, gos[add2].rot1, gos[add2].rot2, gos[add2].rot3);

        return retval;
    }
    return -1;
}
Exemplo n.º 16
0
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;
    };
}
Exemplo n.º 17
0
void OPvPCapturePointEP_NPT::ChangeState()
{
    // if changing from controlling alliance to horde or vice versa
    if (m_OldState == OBJECTIVESTATE_ALLIANCE || m_OldState == OBJECTIVESTATE_HORDE)
        ((OutdoorPvPEP*)m_PvP)->SetControlledState(EP_NPT, 0);

    uint32 artkit = 21;

    switch (m_State)
    {
        case OBJECTIVESTATE_ALLIANCE:
            m_TowerState = EP_TS_A;
            artkit = 2;
            SummonGO(ALLIANCE);
            ((OutdoorPvPEP*)m_PvP)->SetControlledState(EP_NPT, ALLIANCE);
            m_PvP->SendDefenseMessage(EP_GraveYardZone, TEXT_NORTHPASS_TOWER_TAKEN_ALLIANCE);
            break;
        case OBJECTIVESTATE_HORDE:
            m_TowerState = EP_TS_H;
            artkit = 1;
            SummonGO(HORDE);
            ((OutdoorPvPEP*)m_PvP)->SetControlledState(EP_NPT, HORDE);
            m_PvP->SendDefenseMessage(EP_GraveYardZone, TEXT_NORTHPASS_TOWER_TAKEN_HORDE);
            break;
        case OBJECTIVESTATE_NEUTRAL:
            m_TowerState = EP_TS_N;
            m_SummonedGOSide = 0;
            DelObject(EP_NPT_BUFF);
            break;
        case OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE:
            m_TowerState = EP_TS_N_A;
            break;
        case OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE:
            m_TowerState = EP_TS_N_A;
            m_SummonedGOSide = 0;
            DelObject(EP_NPT_BUFF);
            break;
        case OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE:
            m_TowerState = EP_TS_N_H;
            break;
        case OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE:
            m_TowerState = EP_TS_N_H;
            m_SummonedGOSide = 0;
            DelObject(EP_NPT_BUFF);
            break;
    }

    GameObject* flag = HashMapHolder<GameObject>::Find(m_capturePointGUID);
    GameObject* flag2 = HashMapHolder<GameObject>::Find(m_Objects[EP_NPT_FLAGS]);
    if (flag)
    {
        flag->SetGoArtKit(artkit);
    }
    if (flag2)
    {
        flag2->SetGoArtKit(artkit);
    }

    UpdateTowerState();

    // complete quest objective
    if (m_TowerState == EP_TS_A || m_TowerState == EP_TS_H)
        SendObjectiveComplete(EP_NPT_CM, ObjectGuid::Empty);
}
Exemplo n.º 18
0
void BattlegroundIC::PostUpdateImpl(uint32 diff)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    if (!doorsClosed)
    {
        if (closeFortressDoorsTimer <= diff)
        {
            GetBGObject(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR01)->RemoveFromWorld();
            GetBGObject(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR01)->RemoveFromWorld();
            GetBGObject(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR02)->RemoveFromWorld();
            GetBGObject(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR02)->RemoveFromWorld();
            GetBGObject(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR03)->RemoveFromWorld();
            GetBGObject(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR03)->RemoveFromWorld();

            GetBGObject(BG_IC_GO_ALLIANCE_GATE_1)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);
            GetBGObject(BG_IC_GO_HORDE_GATE_1)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);
            GetBGObject(BG_IC_GO_ALLIANCE_GATE_2)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);
            GetBGObject(BG_IC_GO_HORDE_GATE_2)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);
            GetBGObject(BG_IC_GO_ALLIANCE_GATE_3)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);
            GetBGObject(BG_IC_GO_HORDE_GATE_3)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);

            doorsClosed = true;
        } else closeFortressDoorsTimer -= diff;
    }

    for (uint8 i = NODE_TYPE_REFINERY; i < MAX_NODE_TYPES; ++i)
    {
        if (nodePoint[i].nodeType == NODE_TYPE_DOCKS)
        {
            if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
                nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
            {
                if (nodePoint[i].timer <= diff)
                {
					// we need to confirm this, i am not sure if this every 3 minutes
					for (uint8 j = 0; j < MAX_CATAPULTS_SPAWNS_PER_FACTION; ++j)
					{
						uint8 type = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_A : BG_IC_NPC_CATAPULT_1_H)+j;
                        if (Creature* catapult = GetBGCreature(type))
                            if (!catapult->IsAlive())
							{
								// Check if creature respawn time is properly saved
								RespawnMap::iterator itr = respawnMap.find(catapult->GetGUIDLow());
								if (itr == respawnMap.end() || time(NULL) < itr->second)
									continue;

								catapult->Relocate(BG_IC_DocksVehiclesCatapults[j].GetPositionX(), BG_IC_DocksVehiclesCatapults[j].GetPositionY(), BG_IC_DocksVehiclesCatapults[j].GetPositionZ(), BG_IC_DocksVehiclesCatapults[j].GetOrientation());
								catapult->Respawn(true);
								respawnMap.erase(itr);
							}
                    }

					// we need to confirm this is blizzlike, not sure if it is every 3 minutes
					for (uint8 j = 0; j < MAX_GLAIVE_THROWERS_SPAWNS_PER_FACTION; ++j)
					{
						uint8 type = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H)+j;
                        if (Creature* glaiveThrower = GetBGCreature(type))
                            if (!glaiveThrower->IsAlive())
							{
								// Check if creature respawn time is properly saved
								RespawnMap::iterator itr = respawnMap.find(glaiveThrower->GetGUIDLow());
								if (itr == respawnMap.end() || time(NULL) < itr->second)
									continue;

								glaiveThrower->Relocate(BG_IC_DocksVehiclesGlaives[j].GetPositionX(), BG_IC_DocksVehiclesGlaives[j].GetPositionY(), BG_IC_DocksVehiclesGlaives[j].GetPositionZ(), BG_IC_DocksVehiclesGlaives[j].GetOrientation());
                                glaiveThrower->Respawn(true);
								respawnMap.erase(itr);
							}
                    }

                    docksTimer = DOCKS_UPDATE_TIME;
                }
				else
					nodePoint[i].timer -= diff;
            }
        }

        if (nodePoint[i].nodeType == NODE_TYPE_WORKSHOP)
        {
            if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
                nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
            {
                if (siegeEngineWorkshopTimer <= diff)
                {
                    uint8 siegeType = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_A : BG_IC_NPC_SIEGE_ENGINE_H);
                    if (Creature* siege = GetBGCreature(siegeType)) // this always should be true
                        if (!siege->IsAlive())
                        {
							// Check if creature respawn time is properly saved
							RespawnMap::iterator itr = respawnMap.find(siege->GetGUIDLow());
							if (itr == respawnMap.end() || time(NULL) < itr->second)
								continue;

							siege->Relocate(BG_IC_WorkshopVehicles[4].GetPositionX(), BG_IC_WorkshopVehicles[4].GetPositionY(), BG_IC_WorkshopVehicles[4].GetPositionZ(), BG_IC_WorkshopVehicles[4].GetOrientation());
                            siege->Respawn(true);
							respawnMap.erase(itr);
						}

					// we need to confirm this, i am not sure if this every 3 minutes
					for (uint8 u = 0; u < MAX_DEMOLISHERS_SPAWNS_PER_FACTION; ++u)
					{
						
						uint8 type = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_A : BG_IC_NPC_DEMOLISHER_1_H)+u;
						if (Creature* demolisher = GetBGCreature(type))
                            if (!demolisher->IsAlive())
							{
								// Check if creature respawn time is properly saved
								RespawnMap::iterator itr = respawnMap.find(demolisher->GetGUIDLow());
								if (itr == respawnMap.end() || time(NULL) < itr->second)
									continue;

								demolisher->Relocate(BG_IC_WorkshopVehicles[u].GetPositionX(), BG_IC_WorkshopVehicles[u].GetPositionY(), BG_IC_WorkshopVehicles[u].GetPositionZ(), BG_IC_WorkshopVehicles[u].GetOrientation());
								demolisher->Respawn(true);
								respawnMap.erase(itr);
							}
                    }

                    siegeEngineWorkshopTimer = WORKSHOP_UPDATE_TIME;
                }
				else
					siegeEngineWorkshopTimer -= diff;
            }
        }

        // the point is waiting for a change on its banner
        if (nodePoint[i].needChange)
        {
            if (nodePoint[i].timer <= diff)
            {
                uint32 nextBanner = GetNextBanner(&nodePoint[i], nodePoint[i].faction, true);

                nodePoint[i].last_entry = nodePoint[i].gameobject_entry;
                nodePoint[i].gameobject_entry = nextBanner;
                // nodePoint[i].faction = the faction should be the same one...

                GameObject* banner = GetBGObject(nodePoint[i].gameobject_type);

                if (!banner) // this should never happen
                    return;

                float cords[4] = {banner->GetPositionX(), banner->GetPositionY(), banner->GetPositionZ(), banner->GetOrientation() };

                DelObject(nodePoint[i].gameobject_type);
                AddObject(nodePoint[i].gameobject_type, nodePoint[i].gameobject_entry, cords[0], cords[1], cords[2], cords[3], 0, 0, 0, 0, RESPAWN_ONE_DAY);

                GetBGObject(nodePoint[i].gameobject_type)->SetUInt32Value(GAMEOBJECT_FACTION, nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_Factions[1] : BG_IC_Factions[0]);

                UpdateNodeWorldState(&nodePoint[i]);
                HandleCapturedNodes(&nodePoint[i], false);

                SendMessage2ToAll(LANG_BG_IC_TEAM_HAS_TAKEN_NODE, CHAT_MSG_BG_SYSTEM_NEUTRAL, NULL, (nodePoint[i].faction == TEAM_ALLIANCE ? LANG_BG_IC_ALLIANCE : LANG_BG_IC_HORDE), nodePoint[i].string);

                nodePoint[i].needChange = false;
                nodePoint[i].timer = BANNER_STATE_CHANGE_TIME;
            } else nodePoint[i].timer -= diff;
        }
    }

    if (resourceTimer <= diff)
    {
        for (uint8 i = 0; i < NODE_TYPE_DOCKS; ++i)
        {
            if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
                nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
            {
                factionReinforcements[nodePoint[i].faction] += 1;
                RewardHonorToTeam(RESOURCE_HONOR_AMOUNT, nodePoint[i].faction);
                UpdateWorldState((nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_ALLIANCE_RENFORT : BG_IC_HORDE_RENFORT), factionReinforcements[nodePoint[i].faction]);
            }
        }
        resourceTimer = IC_RESOURCE_TIME;
    } else resourceTimer -= diff;
}
Exemplo n.º 19
0
void OPvPCapturePointEP_NPT::ChangeState()
{
    // if changing from controlling alliance to horde or vice versa
    if (m_OldState == OBJECTIVESTATE_ALLIANCE || m_OldState == OBJECTIVESTATE_HORDE)
        ((OutdoorPvPEP*)m_PvP)->SetControlledState(EP_NPT, 0);

    uint32 artkit = 21;

    switch (m_State)
    {
        case OBJECTIVESTATE_ALLIANCE:
            m_TowerState = EP_TS_A;
            artkit = 2;
            SummonGO(ALLIANCE);
            ((OutdoorPvPEP*)m_PvP)->SetControlledState(EP_NPT, ALLIANCE);
            m_PvP->SendDefenseMessage(EP_GraveYardZone, TEXT_NORTHPASS_TOWER_TAKEN_ALLIANCE);
            break;
        case OBJECTIVESTATE_HORDE:
            m_TowerState = EP_TS_H;
            artkit = 1;
            SummonGO(HORDE);
            ((OutdoorPvPEP*)m_PvP)->SetControlledState(EP_NPT, HORDE);
            m_PvP->SendDefenseMessage(EP_GraveYardZone, TEXT_NORTHPASS_TOWER_TAKEN_HORDE);
            break;
        case OBJECTIVESTATE_NEUTRAL:
            m_TowerState = EP_TS_N;
            m_SummonedGOSide = 0;
            DelObject(EP_NPT_BUFF);
            break;
        case OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE:
            m_TowerState = EP_TS_N_A;
            break;
        case OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE:
            m_TowerState = EP_TS_N_A;
            m_SummonedGOSide = 0;
            DelObject(EP_NPT_BUFF);
            break;
        case OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE:
            m_TowerState = EP_TS_N_H;
            break;
        case OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE:
            m_TowerState = EP_TS_N_H;
            m_SummonedGOSide = 0;
            DelObject(EP_NPT_BUFF);
            break;
    }

    Map* map = sMapMgr->FindMap(0, 0);
    auto bounds = map->GetGameObjectBySpawnIdStore().equal_range(m_capturePointSpawnId);
    for (auto itr = bounds.first; itr != bounds.second; ++itr)
        itr->second->SetGoArtKit(artkit);

    bounds = map->GetGameObjectBySpawnIdStore().equal_range(m_Objects[EP_NPT_FLAGS]);
    for (auto itr = bounds.first; itr != bounds.second; ++itr)
        itr->second->SetGoArtKit(artkit);

    UpdateTowerState();

    // complete quest objective
    if (m_TowerState == EP_TS_A || m_TowerState == EP_TS_H)
        SendObjectiveComplete(EP_NPT_CM, ObjectGuid::Empty);
}
Exemplo n.º 20
0
void BattleGroundIC::Update(uint32 diff)
{
    BattleGround::Update(diff);

    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    if (!doorsClosed)
    {
        if (closeFortressDoorsTimer <= diff)
        {
            // correct visual of closed gates is at "damaged" flag
            for (int i = BG_IC_GO_T_ALLIANCE_GATE_1; i <= BG_IC_GO_T_HORDE_GATE_3; ++i)
                GetBGObject(i)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED);

            for (int i = BG_IC_GO_T_ALLIANCE_WEST; i <= BG_IC_GO_T_HORDE_FRONT; ++i)
                DelObject(i);

            doorsClosed = true;
        } else closeFortressDoorsTimer -= diff;
    }

    for (int node = 0; node < BG_IC_NODES_MAX; ++node)
    {
        // 3 sec delay to spawn new banner instead previous despawned one
        if (m_BannerTimers[node].timer)
        {
            if (m_BannerTimers[node].timer > diff)
                m_BannerTimers[node].timer -= diff;
            else
            {
                m_BannerTimers[node].timer = 0;
                _CreateBanner(node, m_BannerTimers[node].type, m_BannerTimers[node].teamIndex, false);
            }
        }

        // 1-minute to occupy a node from contested state
        if (m_NodeTimers[node])
        {
            if (m_NodeTimers[node] > diff)
                m_NodeTimers[node] -= diff;
            else
            {
                m_NodeTimers[node] = 0;
                // Change from contested to occupied !
                uint8 teamIndex = m_Nodes[node]-1;
                m_prevNodes[node] = m_Nodes[node];
                m_Nodes[node] += 2;
                // create new occupied banner
                _CreateBanner(node, BG_IC_NODE_TYPE_OCCUPIED, teamIndex, true);
                _SendNodeUpdate(node);
                // Message to chatlog
                if (teamIndex == TEAM_INDEX_ALLIANCE)
                {
                    SendMessage2ToAll(LANG_BG_IC_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_ALLIANCE,NULL,LANG_BG_ALLY,_GetNodeNameId(node));
                    PlaySoundToAll(BG_IC_SOUND_NODE_CAPTURED_ALLIANCE);
                }
                else
                {
                    SendMessage2ToAll(LANG_BG_IC_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_HORDE,NULL,LANG_BG_HORDE,_GetNodeNameId(node));
                    PlaySoundToAll(BG_IC_SOUND_NODE_CAPTURED_HORDE);
                }

                // gunship starting
                if (node == BG_IC_NODE_HANGAR)
                    (teamIndex == TEAM_INDEX_ALLIANCE ? gunshipAlliance : gunshipHorde)->BuildStartMovePacket(GetBgMap());
            }
        }
    }

    // add a point every 45 secs to quarry/refinery owner
    for (uint8 node = BG_IC_NODE_QUARRY; node <= BG_IC_NODE_REFINERY; node++)
    {
        if (m_Nodes[node] >= BG_IC_NODE_TYPE_OCCUPIED)
        {
            if (m_resource_Timer[node] <= diff)
            {
                UpdateScore(TeamIndex(m_Nodes[node] - BG_IC_NODE_TYPE_OCCUPIED) , 1);
                RewardHonorToTeam(GetBonusHonorFromKill(1), (m_Nodes[node] - BG_IC_NODE_TYPE_OCCUPIED == 0 ? ALLIANCE : HORDE));
                m_resource_Timer[node] = BG_IC_RESOURCE_TICK_TIMER;
            }
            else
                m_resource_Timer[node] -= diff;
        }
    }
    HandleBuffs();
}
Exemplo n.º 21
0
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;

    if (!AddCreature(BG_SA_NpcEntries[BG_SA_NPC_KANRETHAD], BG_SA_NPC_KANRETHAD, BG_SA_NpcSpawnlocs[BG_SA_NPC_KANRETHAD]))
    {
        TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn Kanrethad, aborted. Entry: %u", BG_SA_NpcEntries[BG_SA_NPC_KANRETHAD]);
        return false;
    }

    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))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn BG_SA_PORTAL_DEFFENDER_RED, Entry: %u", BG_SA_ObjEntries[i]);
            continue;
        }
    }

    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))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn one of the BG_SA_BOAT, Entry: %u", boatid);
            continue;
        }
    }

    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))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn Sigil, Entry: %u", BG_SA_ObjEntries[i]);
            continue;
        }
    }

    // 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))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn Cannon or demolisher, Entry: %u, Attackers: %s", BG_SA_NpcEntries[i], Attackers == TEAM_ALLIANCE ? "Horde(1)" : "Alliance(0)");
            continue;
        }
    }

    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++)
    {
        if (!AddObject(i, (BG_SA_ObjEntries[i] - (Attackers == TEAM_ALLIANCE ? 1 : 0)), BG_SA_ObjSpawnlocs[i], 0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn Central Flag Entry: %u", BG_SA_ObjEntries[i] - (Attackers == TEAM_ALLIANCE ? 1 : 0));
            continue;
        }
        GetBGObject(i)->SetFaction(atF);
    }

    for (uint8 i = BG_SA_BOMB; i < BG_SA_MAXOBJ; i++)
    {
        if (!AddObject(i, BG_SA_ObjEntries[BG_SA_BOMB], BG_SA_ObjSpawnlocs[i], 0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn SA Bomb Entry: %u", BG_SA_ObjEntries[BG_SA_BOMB] + i);
            continue;
        }
        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;
}
Exemplo n.º 22
0
void BattlegroundSA::CaptureGraveyard(BG_SA_Graveyards i, Player* Source)
{
    if (GraveyardStatus[i] == Attackers)
        return;

    DelCreature(BG_SA_MAXNPC + i);
    GraveyardStatus[i] = Source->GetBGTeamId();
    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->GetBGTeamId() == 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->GetBGTeamId() == 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->GetBGTeamId() == 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->GetBGTeamId() == 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->GetBGTeamId() == 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->GetBGTeamId() == TEAM_ALLIANCE ? TEXT_SOUTH_GRAVEYARD_CAPTURED_A : TEXT_SOUTH_GRAVEYARD_CAPTURED_H, Source);

            break;
        default:
            ASSERT(false);
            break;
    };
}
Exemplo n.º 23
0
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],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;

    // 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_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);

    TeleportPlayers();
    return true;
}
Exemplo n.º 24
0
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;
    };
}
Exemplo n.º 25
0
bool OutdoorPvPObjectiveEP_NPT::Update(uint32 diff)
{
    if (OutdoorPvPObjective::Update(diff))
    {
        if (m_OldState != m_State || fabs(m_ShiftPhase) == m_ShiftMaxPhase)  // state won't change, only phase when maxed out!
        {
            // if changing from controlling alliance to horde or vice versa
            if (m_OldState == OBJECTIVESTATE_ALLIANCE && m_OldState != m_State )
            {
                sWorld.SendZoneText(EP_GraveYardZone,objmgr.GetNeoStringForDBCLocale(LANG_OPVP_EP_LOOSE_NPT_A));
                ((OutdoorPvPEP*)m_PvP)->EP_Controls[EP_NPT] = 0;
            }
            else if (m_OldState == OBJECTIVESTATE_HORDE && m_OldState != m_State )
            {
                sWorld.SendZoneText(EP_GraveYardZone,objmgr.GetNeoStringForDBCLocale(LANG_OPVP_EP_LOOSE_NPT_H));
                ((OutdoorPvPEP*)m_PvP)->EP_Controls[EP_NPT] = 0;
            }

            uint32 artkit = 21;

            switch(m_State)
            {
            case OBJECTIVESTATE_ALLIANCE:
                if (m_ShiftPhase == m_ShiftMaxPhase)
                    m_TowerState = EP_TS_A;
                else
                    m_TowerState = EP_TS_A_P;
                artkit = 2;
                SummonGO(ALLIANCE);
                ((OutdoorPvPEP*)m_PvP)->EP_Controls[EP_NPT] = ALLIANCE;
                if (m_OldState != m_State) sWorld.SendZoneText(EP_GraveYardZone,objmgr.GetNeoStringForDBCLocale(LANG_OPVP_EP_CAPTURE_NPT_A));
                break;
            case OBJECTIVESTATE_HORDE:
                if (m_ShiftPhase == -m_ShiftMaxPhase)
                    m_TowerState = EP_TS_H;
                else
                    m_TowerState = EP_TS_H_P;
                artkit = 1;
                SummonGO(HORDE);
                ((OutdoorPvPEP*)m_PvP)->EP_Controls[EP_NPT] = HORDE;
                if (m_OldState != m_State) sWorld.SendZoneText(EP_GraveYardZone,objmgr.GetNeoStringForDBCLocale(LANG_OPVP_EP_CAPTURE_NPT_H));
                break;
            case OBJECTIVESTATE_NEUTRAL:
                m_TowerState = EP_TS_N;
                m_SummonedGOSide = 0;
                DelObject(EP_NPT_BUFF);
                break;
            case OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE:
            case OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE:
                m_TowerState = EP_TS_N_A;
                break;
            case OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE:
            case OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE:
                m_TowerState = EP_TS_N_H;
                break;
            }

            GameObject* flag = HashMapHolder<GameObject>::Find(m_CapturePoint);
            GameObject* flag2 = HashMapHolder<GameObject>::Find(m_Objects[EP_NPT_FLAGS]);
            if (flag)
            {
                flag->SetGoArtKit(artkit);
                flag->SendUpdateObjectToAllExcept(NULL);
            }
            if (flag2)
            {
                flag2->SetGoArtKit(artkit);
                flag2->SendUpdateObjectToAllExcept(NULL);
            }

            UpdateTowerState();

            // complete quest objective
            if (m_TowerState == EP_TS_A || m_TowerState == EP_TS_H)
                SendObjectiveComplete(EP_NPT_CM, 0);
        }

        if (m_ShiftPhase != m_OldPhase)
        {
            // send this too, sometimes the slider disappears, dunno why :(
            SendUpdateWorldState(EP_UI_TOWER_SLIDER_DISPLAY, 1);
            // send these updates to only the ones in this objective
            uint32 phase = (uint32)ceil((m_ShiftPhase + m_ShiftMaxPhase) / (2 * m_ShiftMaxPhase ) * 100.0f);
            SendUpdateWorldState(EP_UI_TOWER_SLIDER_POS, phase);
            // send this too, sometimes it resets :S
            SendUpdateWorldState(EP_UI_TOWER_SLIDER_N, m_NeutralValue);
        }
        return m_OldState != m_State;
    }
    return false;
}
Exemplo n.º 26
0
void OPvPCapturePointEP::UnsummonShrine()
{
    DelObject(EP_NPT_SHRINE);
    DelObject(EP_NPT_SHRINE_AURA);
    EP_TOWER_EVENT_TEAM[EP_TOWER_NORTHPASS] = 0;
}
Exemplo n.º 27
0
void BattlegroundIC::PostUpdateImpl(uint32 diff)
{

    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    if (!doorsClosed)
    {
        if (closeFortressDoorsTimer <= diff)
        {
            GetBGObject(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR01)->RemoveFromWorld();
            GetBGObject(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR01)->RemoveFromWorld();

            GetBGObject(BG_IC_GO_ALLIANCE_GATE_3)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED); // Alliance door
            GetBGObject(BG_IC_GO_HORDE_GATE_1)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED); // Horde door

            doorsClosed = true;
        } else closeFortressDoorsTimer -= diff;
    }

    for (uint8 i = NODE_TYPE_REFINERY; i < MAX_NODE_TYPES; ++i)
    {
        if (nodePoint[i].nodeType == NODE_TYPE_DOCKS)
        {
            if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
                nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
            {
                if (docksTimer <= diff)
                {
                    // we need to confirm this, i am not sure if this every 3 minutes
                    for (uint8 u = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_A : BG_IC_NPC_CATAPULT_1_H); u < (nodePoint[i].faction  == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_4_A : BG_IC_NPC_CATAPULT_4_H); ++u)
                    {
                        if (Creature* catapult = GetBGCreature(u))
                        {
                            if (!catapult->isAlive())
                                catapult->Respawn(true);
                        }
                    }

                    // we need to confirm this is blizzlike, not sure if it is every 3 minutes
                    for (uint8 u = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H); u < (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_2_A : BG_IC_NPC_GLAIVE_THROWER_2_H); ++u)
                    {
                        if (Creature* glaiveThrower = GetBGCreature(u))
                        {
                            if (!glaiveThrower->isAlive())
                                glaiveThrower->Respawn(true);
                        }
                    }

                    docksTimer = DOCKS_UPDATE_TIME;
                } else docksTimer -= diff;
            }
        }

        if (nodePoint[i].nodeType == NODE_TYPE_WORKSHOP)
        {
            if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
                nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
            {
                if (siegeEngineWorkshopTimer <= diff)
                {
                    uint8 siegeType = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_A : BG_IC_NPC_SIEGE_ENGINE_H);

                    if (Creature* siege = GetBGCreature(siegeType)) // this always should be true
                    {
                        if (siege->isAlive())
                        {
                            if (siege->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_UNK_14|UNIT_FLAG_IMMUNE_TO_PC))
                                // following sniffs the vehicle always has UNIT_FLAG_UNK_14
                                siege->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_IMMUNE_TO_PC);
                            else
                                siege->SetHealth(siege->GetMaxHealth());
                        }
                        else
                            siege->Respawn(true);
                    }

                    // we need to confirm if it is every 3 minutes
                    for (uint8 u = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_A : BG_IC_NPC_DEMOLISHER_1_H); u < (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_4_A : BG_IC_NPC_DEMOLISHER_4_H); ++u)
                    {
                        if (Creature* demolisher = GetBGCreature(u))
                        {
                            if (!demolisher->isAlive())
                                demolisher->Respawn(true);
                        }
                    }
                    siegeEngineWorkshopTimer = WORKSHOP_UPDATE_TIME;
                } else siegeEngineWorkshopTimer -= diff;
            }
        }

        // the point is waiting for a change on its banner
        if (nodePoint[i].needChange)
        {
            if (nodePoint[i].timer <= diff)
            {
                uint32 nextBanner = GetNextBanner(&nodePoint[i], nodePoint[i].faction, true);

                nodePoint[i].last_entry = nodePoint[i].gameobject_entry;
                nodePoint[i].gameobject_entry = nextBanner;
                // nodePoint[i].faction = the faction should be the same one...

                GameObject* banner = GetBGObject(nodePoint[i].gameobject_type);

                if (!banner) // this should never happen
                    return;

                float cords[4] = {banner->GetPositionX(), banner->GetPositionY(), banner->GetPositionZ(), banner->GetOrientation() };

                DelObject(nodePoint[i].gameobject_type);
                AddObject(nodePoint[i].gameobject_type, nodePoint[i].gameobject_entry, cords[0], cords[1], cords[2], cords[3], 0, 0, 0, 0, RESPAWN_ONE_DAY);

                GetBGObject(nodePoint[i].gameobject_type)->SetUInt32Value(GAMEOBJECT_FACTION, nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_Factions[1] : BG_IC_Factions[0]);

                UpdateNodeWorldState(&nodePoint[i]);
                HandleCapturedNodes(&nodePoint[i], false);

                SendMessage2ToAll(LANG_BG_IC_TEAM_HAS_TAKEN_NODE, CHAT_MSG_BG_SYSTEM_NEUTRAL, NULL, (nodePoint[i].faction == TEAM_ALLIANCE ? LANG_BG_IC_ALLIANCE : LANG_BG_IC_HORDE), nodePoint[i].string);

                nodePoint[i].needChange = false;
                nodePoint[i].timer = BANNER_STATE_CHANGE_TIME;
            } else nodePoint[i].timer -= diff;
        }
    }

    if (resourceTimer <= diff)
    {
        for (uint8 i = 0; i < NODE_TYPE_DOCKS; ++i)
        {
            if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
                nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
            {
                factionReinforcements[nodePoint[i].faction] += 1;
                RewardHonorToTeam(RESOURCE_HONOR_AMOUNT, nodePoint[i].faction == TEAM_ALLIANCE ? ALLIANCE : HORDE);
                UpdateWorldState((nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_ALLIANCE_RENFORT : BG_IC_HORDE_RENFORT), factionReinforcements[nodePoint[i].faction]);
            }
        }
        resourceTimer = IC_RESOURCE_TIME;
    } else resourceTimer -= diff;
}
Exemplo n.º 28
0
void BattlegroundSA::DestroyGate(Player* player, GameObject* go)
{
    uint32 i = getGateIdFromDamagedOrDestroyEventId(go->GetGOInfo()->building.destroyedEvent);
    if (!GateStatus[i])
        return;

    if (GameObject* g = GetBGObject(i))
    {
        if (g->GetGOValue()->Building.Health == 0)
        {
            GateStatus[i] = BG_SA_GATE_DESTROYED;
            uint32 uws = getWorldStateFromGateId(i);
            if (uws)
                UpdateWorldState(uws, GateStatus[i]);
            bool rewardHonor = true;
            gateDestroyed = true;
            switch (i)
            {
                case BG_SA_GREEN_GATE:
                    if (GateStatus[BG_SA_BLUE_GATE] == BG_SA_GATE_DESTROYED)
                        rewardHonor = false;
                    for (uint8 bombIndex = 47; bombIndex < 59; bombIndex++)
                    {
                        if (GetBGObject(bombIndex))
                            GetBGObject(bombIndex)->RemoveFlag(GAMEOBJECT_FIELD_FLAGS, GO_FLAG_NOT_SELECTABLE);
                    }
                    break;
                case BG_SA_BLUE_GATE:
                    if (GateStatus[BG_SA_GREEN_GATE] == BG_SA_GATE_DESTROYED)
                        rewardHonor = false;
                    for (uint8 bombIndex = 59; bombIndex < 68; bombIndex++)
                    {
                        if (GetBGObject(bombIndex))
                            GetBGObject(bombIndex)->RemoveFlag(GAMEOBJECT_FIELD_FLAGS, GO_FLAG_NOT_SELECTABLE);
                    }
                    break;
                case BG_SA_RED_GATE:
                    if (GateStatus[BG_SA_PURPLE_GATE] == BG_SA_GATE_DESTROYED)
                        rewardHonor = false;
                    for (uint8 bombIndex = 68; bombIndex < 77; bombIndex++)
                    {
                        if (GetBGObject(bombIndex))
                            GetBGObject(bombIndex)->RemoveFlag(GAMEOBJECT_FIELD_FLAGS, GO_FLAG_NOT_SELECTABLE);
                    }
                    break;
                case BG_SA_PURPLE_GATE:
                    if (GateStatus[BG_SA_RED_GATE] == BG_SA_GATE_DESTROYED)
                        rewardHonor = false;
                    for (uint8 bombIndex = 68; bombIndex < 77; bombIndex++)
                    {
                        if (GetBGObject(bombIndex))
                            GetBGObject(bombIndex)->RemoveFlag(GAMEOBJECT_FIELD_FLAGS, GO_FLAG_NOT_SELECTABLE);
                    }
                    break;
                case BG_SA_YELLOW_GATE:
                    for (uint8 bombIndex = 77; bombIndex < 93; bombIndex++)
                    {
                        if (GetBGObject(bombIndex))
                            GetBGObject(bombIndex)->RemoveFlag(GAMEOBJECT_FIELD_FLAGS, GO_FLAG_NOT_SELECTABLE);
                    }
                    break;
                default:
                    break;
            }

            if (i < 5)
                DelObject(i + 14);
            UpdatePlayerScore(player, SCORE_DESTROYED_WALL, 1);
            if (rewardHonor)
                UpdatePlayerScore(player, SCORE_BONUS_HONOR, GetBonusHonorFromKill(1));
        }
    }
}
Exemplo n.º 29
0
void OPvPCapturePointEP_NPT::ChangeState()
{
    if(fabs(m_value) == m_maxValue)  // state won't change, only phase when maxed out!
    {
        // if changing from controlling alliance to horde or vice versa
        if( m_OldState == OBJECTIVESTATE_ALLIANCE && m_OldState != m_State )
        {
            sWorld.SendZoneText(EP_GraveYardZone,objmgr.GetCWStringForDBCLocale(LANG_OPVP_EP_LOOSE_NPT_A));
            ((OutdoorPvPEP*)m_PvP)->EP_Controls[EP_NPT] = 0;
        }
        else if ( m_OldState == OBJECTIVESTATE_HORDE && m_OldState != m_State )
        {
            sWorld.SendZoneText(EP_GraveYardZone,objmgr.GetCWStringForDBCLocale(LANG_OPVP_EP_LOOSE_NPT_H));
            ((OutdoorPvPEP*)m_PvP)->EP_Controls[EP_NPT] = 0;
        }

        uint32 artkit = 21;

        switch(m_State)
        {
        case OBJECTIVESTATE_ALLIANCE:
            if(m_value == m_maxValue)
                m_TowerState = EP_TS_A;
            else
                m_TowerState = EP_TS_A_P;
            artkit = 2;
            SummonGO(ALLIANCE);
            ((OutdoorPvPEP*)m_PvP)->EP_Controls[EP_NPT] = ALLIANCE;
            if(m_OldState != m_State) sWorld.SendZoneText(EP_GraveYardZone,objmgr.GetCWStringForDBCLocale(LANG_OPVP_EP_CAPTURE_NPT_A));
            break;
        case OBJECTIVESTATE_HORDE:
            if(m_value == -m_maxValue)
                m_TowerState = EP_TS_H;
            else
                m_TowerState = EP_TS_H_P;
            artkit = 1;
            SummonGO(HORDE);
            ((OutdoorPvPEP*)m_PvP)->EP_Controls[EP_NPT] = HORDE;
            if(m_OldState != m_State) sWorld.SendZoneText(EP_GraveYardZone,objmgr.GetCWStringForDBCLocale(LANG_OPVP_EP_CAPTURE_NPT_H));
            break;
        case OBJECTIVESTATE_NEUTRAL:
            m_TowerState = EP_TS_N;
            m_SummonedGOSide = 0;
            DelObject(EP_NPT_BUFF);
            break;
        case OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE:
        case OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE:
            m_TowerState = EP_TS_N_A;
            break;
        case OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE:
        case OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE:
            m_TowerState = EP_TS_N_H;
            break;
        }

        GameObject* flag = HashMapHolder<GameObject>::Find(m_capturePointGUID);
        GameObject* flag2 = HashMapHolder<GameObject>::Find(m_Objects[EP_NPT_FLAGS]);
        if(flag)
        {
            flag->SetGoArtKit(artkit);
            flag->SendUpdateObjectToAllExcept(NULL);
        }
        if(flag2)
        {
            flag2->SetGoArtKit(artkit);
            flag2->SendUpdateObjectToAllExcept(NULL);
        }

        UpdateTowerState();

        // complete quest objective
        if(m_TowerState == EP_TS_A || m_TowerState == EP_TS_H)
            SendObjectiveComplete(EP_NPT_CM, 0);
    }
}
Exemplo n.º 30
0
void BattlegroundIC::_DelBanner(uint8 node,uint8 type,uint8 teamIndex)
{
    DelObject(m_IC_NodeData[node].object_flag);
    DelObject(m_IC_NodeData[node].object_aura);
}