Exemplo n.º 1
0
uint32 GameEvent::Update()                                  // return the next event delay in ms
{
    uint32 nextEventDelay = max_ge_check_delay;             // 1 day
    uint32 calcDelay;
    for (uint16 itr = 1; itr < mGameEvent.size(); ++itr)
    {
        //sLog.outErrorDb("Checking event %u",itr);
        if (CheckOneGameEvent(itr))
        {
            //sLog.outDebug("GameEvent %u is active",itr->first);
            if (!IsActiveEvent(itr))
                StartEvent(itr);
        }
        else
        {
            //sLog.outDebug("GameEvent %u is not active",itr->first);
            if (IsActiveEvent(itr))
                StopEvent(itr);
            else
            {
                if (!isSystemInit)
                {
                    int16 event_nid = (-1) * (itr);
                    // spawn all negative ones for this event
                    GameEventSpawn(event_nid);
                }
            }
        }
        calcDelay = NextCheck(itr);
        if (calcDelay < nextEventDelay)
            nextEventDelay = calcDelay;
    }
    sLog.outBasic("Next game event check in %u seconds.", nextEventDelay + 1);
    return (nextEventDelay + 1) * 1000;                     // Add 1 second to be sure event has started/stopped at next call
}
Exemplo n.º 2
0
void BattleGroundAV::HandleKillUnit(Creature* creature, Player* killer)
{
    DEBUG_LOG("BattleGroundAV: HandleKillUnit %i", creature->GetEntry());
    if (GetStatus() != STATUS_IN_PROGRESS)
    {
        return;
    }
    uint8 event1 = (sBattleGroundMgr.GetCreatureEventIndex(creature->GetGUIDLow())).event1;
    if (event1 == BG_EVENT_NONE)
    {
        return;
    }
    switch (event1)
    {
    case BG_AV_BOSS_A:
        CastSpellOnTeam(BG_AV_BOSS_KILL_QUEST_SPELL, HORDE);   // this is a spell which finishes a quest where a player has to kill the boss
        RewardReputationToTeam(BG_AV_FACTION_H, m_RepBoss, HORDE);
        RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_BOSS), HORDE);
        SendYellToAll(LANG_BG_AV_A_GENERAL_DEAD, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0));
        EndBattleGround(HORDE);
        break;
    case BG_AV_BOSS_H:
        CastSpellOnTeam(BG_AV_BOSS_KILL_QUEST_SPELL, ALLIANCE); // this is a spell which finishes a quest where a player has to kill the boss
        RewardReputationToTeam(BG_AV_FACTION_A, m_RepBoss, ALLIANCE);
        RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_BOSS), ALLIANCE);
        SendYellToAll(LANG_BG_AV_H_GENERAL_DEAD, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0));
        EndBattleGround(ALLIANCE);
        break;
    case BG_AV_CAPTAIN_A:
        if (IsActiveEvent(BG_AV_NodeEventCaptainDead_A, 0))
        {
            return;
        }
        RewardReputationToTeam(BG_AV_FACTION_H, m_RepCaptain, HORDE);
        RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_CAPTAIN), HORDE);
        UpdateScore(BG_TEAM_ALLIANCE, (-1) * BG_AV_RES_CAPTAIN);
        // spawn destroyed aura
        SpawnEvent(BG_AV_NodeEventCaptainDead_A, 0, true);
        break;
    case BG_AV_CAPTAIN_H:
        if (IsActiveEvent(BG_AV_NodeEventCaptainDead_H, 0))
        {
            return;
        }
        RewardReputationToTeam(BG_AV_FACTION_A, m_RepCaptain, ALLIANCE);
        RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_CAPTAIN), ALLIANCE);
        UpdateScore(BG_TEAM_HORDE, (-1) * BG_AV_RES_CAPTAIN);
        // spawn destroyed aura
        SpawnEvent(BG_AV_NodeEventCaptainDead_H, 0, true);
        break;
    case BG_AV_MINE_BOSSES_NORTH:
        ChangeMineOwner(BG_AV_NORTH_MINE, GetAVTeamIndexByTeamId(killer->GetTeam()));
        break;
    case BG_AV_MINE_BOSSES_SOUTH:
        ChangeMineOwner(BG_AV_SOUTH_MINE, GetAVTeamIndexByTeamId(killer->GetTeam()));
        break;
    }
}
Exemplo n.º 3
0
// return the next event delay in ms
uint32 GameEventMgr::Update(ActiveEvents const* activeAtShutdown /*= nullptr*/)
{
    time_t currenttime = time(nullptr);

    uint32 nextEventDelay = max_ge_check_delay;             // 1 day
    uint32 calcDelay;
    for (uint16 itr = 1; itr < mGameEvent.size(); ++itr)
    {
        if (mGameEvent[itr].occurence == 0)
            continue;
        // sLog.outErrorDb("Checking event %u",itr);
        if (CheckOneGameEvent(itr, currenttime))
        {
            // DEBUG_LOG("GameEvent %u is active",itr->first);
            if (!IsActiveEvent(itr))
            {
                if (mGameEvent[itr].linkedTo == 0 || IsActiveEvent(mGameEvent[itr].linkedTo))
                {
                    bool resume = activeAtShutdown && (activeAtShutdown->find(itr) != activeAtShutdown->end());
                    StartEvent(itr, false, resume);
                }
            }
        }
        else
        {
            // DEBUG_LOG("GameEvent %u is not active",itr->first);
            if (IsActiveEvent(itr))
            {
                StopEvent(itr);
                if (mGameEvent[itr].linkedTo != 0)
                    StopEvent(mGameEvent[itr].linkedTo);
            }
            else
            {
                if (!m_IsGameEventsInit)
                {
                    int16 event_nid = (-1) * (itr);
                    // spawn all negative ones for this event
                    GameEventSpawn(event_nid);
                    UpdateWorldStates(itr, false);
                }
            }
        }
        calcDelay = NextCheck(itr);
        if (calcDelay < nextEventDelay)
            nextEventDelay = calcDelay;
    }
    BASIC_LOG("Next game event check in %u seconds.", nextEventDelay + 1);
    return (nextEventDelay + 1) * IN_MILLISECONDS;          // Add 1 second to be sure event has started/stopped at next call
}
Exemplo n.º 4
0
GameEventCreatureData const* GameEventMgr::GetCreatureUpdateDataForActiveEvent(uint32 lowguid) const
{
    // only for active event, creature can be listed for many so search all
    uint32 event_id = 0;
    GameEventCreatureDataPerGuidBounds bounds = mGameEventCreatureDataPerGuid.equal_range(lowguid);
    for (GameEventCreatureDataPerGuidMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
    {
        if (IsActiveEvent(itr->second))
        {
            event_id = itr->second;
            break;
        }
    }

    if (!event_id)
    {
        return NULL;
    }

    for (GameEventCreatureDataList::const_iterator itr = mGameEventCreatureData[event_id].begin(); itr != mGameEventCreatureData[event_id].end(); ++itr)
        if (itr->first == lowguid)
        {
            return &itr->second;
        }

    return NULL;
}
Exemplo n.º 5
0
void BattleGroundAV::EndBattleGround(uint32 winner)
{
    // calculate bonuskills for both teams:
    uint32 tower_survived[BG_TEAMS_COUNT]  = {0, 0};
    uint32 graves_owned[BG_TEAMS_COUNT]    = {0, 0};
    uint32 mines_owned[BG_TEAMS_COUNT]     = {0, 0};
    // towers all not destroyed:
    for(BG_AV_Nodes i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_STONEHEART_BUNKER; ++i)
        if (m_Nodes[i].State == POINT_CONTROLLED)
            if (m_Nodes[i].TotalOwner == BG_TEAM_ALLIANCE)
                ++tower_survived[BG_TEAM_ALLIANCE];
    for(BG_AV_Nodes i = BG_AV_NODES_ICEBLOOD_TOWER; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i)
        if (m_Nodes[i].State == POINT_CONTROLLED)
            if (m_Nodes[i].TotalOwner == BG_TEAM_HORDE)
                ++tower_survived[BG_TEAM_HORDE];

    // graves all controlled
    for(BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i)
        if (m_Nodes[i].State == POINT_CONTROLLED)
            ++graves_owned[m_Nodes[i].Owner];

    for (uint32 i = 0; i < BG_AV_MAX_MINES; ++i)
        if (m_Mine_Owner[i] != BG_AV_NEUTRAL_TEAM)
            ++mines_owned[m_Mine_Owner[i]];

    // now we have the values give the honor/reputation to the teams:
    uint32 team[BG_TEAMS_COUNT]      = { ALLIANCE, HORDE };
    uint32 faction[BG_TEAMS_COUNT]   = { BG_AV_FACTION_A, BG_AV_FACTION_H };
    for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
    {
        if (tower_survived[i])
        {
            RewardReputationToTeam(BATTLEGROUND_AV, tower_survived[i] * m_RepSurviveTower, team[i]);
            RewardHonorToTeam(GetBonusHonorFromKill(tower_survived[i] * BG_AV_KILL_SURVIVING_TOWER), team[i]);
            RewardXpToTeam(0, 0.6, team[i]);
        }
        DEBUG_LOG("BattleGroundAV: EndbattleGround: bgteam: %u towers:%u honor:%u rep:%u", i, tower_survived[i], GetBonusHonorFromKill(tower_survived[i] * BG_AV_KILL_SURVIVING_TOWER), tower_survived[i] * BG_AV_REP_SURVIVING_TOWER);
        if (graves_owned[i])
            RewardReputationToTeam(BATTLEGROUND_AV, graves_owned[i] * m_RepOwnedGrave, team[i]);
        if (mines_owned[i])
            RewardReputationToTeam(BATTLEGROUND_AV, mines_owned[i] * m_RepOwnedMine, team[i]);
        // captain survived?:
        if (!IsActiveEvent(BG_AV_NodeEventCaptainDead_A + GetTeamIndexByTeamId(team[i]), 0))
        {
            RewardReputationToTeam(BATTLEGROUND_AV, m_RepSurviveCaptain, team[i]);
            RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_SURVIVING_CAPTAIN), team[i]);
        }
    }

    // both teams:
    if (m_HonorMapComplete)
    {
        RewardHonorToTeam(m_HonorMapComplete, ALLIANCE);
        RewardHonorToTeam(m_HonorMapComplete, HORDE);
    }

    BattleGround::EndBattleGround(winner);
}
Exemplo n.º 6
0
void BattleGround::OnObjectDBLoad(Creature* creature)
{
    const BattleGroundEventIdx eventId = sBattleGroundMgr.GetCreatureEventIndex(creature->GetGUIDLow());
    if (eventId.event1 == BG_EVENT_NONE)
        return;
    m_EventObjects[MAKE_PAIR32(eventId.event1, eventId.event2)].creatures.push_back(creature->GetObjectGuid());
    if (!IsActiveEvent(eventId.event1, eventId.event2))
        SpawnBGCreature(creature->GetObjectGuid(), RESPAWN_ONE_DAY);
}
Exemplo n.º 7
0
bool BattleGroundAV::hasAllTowers(int8 team)
{
    // if the winner team captain is dead, no need to check further
    if ((IsActiveEvent((team == BG_TEAM_ALLIANCE) ? BG_AV_NodeEventCaptainDead_A : BG_AV_NodeEventCaptainDead_H, 0)))
        return false;

    // all winner towers/bunkers have to be owned by the winners, enemy ones must be destroyed (none in conflict)
    for (int i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i)
        if (m_Nodes[i].Owner != team || m_Nodes[i].State != POINT_CONTROLLED)
            return false;

    return true;
}
Exemplo n.º 8
0
uint32 GameEventMgr::Update()                               // return the next event delay in ms
{
    uint32 nextEventDelay = max_ge_check_delay;             // 1 day
    uint32 calcDelay;
    for (uint16 itr = 1; itr < mGameEvent.size(); ++itr)
    {
        //sLog.outErrorDb("Checking event %u",itr);
        if (CheckOneGameEvent(itr))
        {
            //DEBUG_LOG("GameEvent %u is active",itr->first);
            if (!IsActiveEvent(itr))
                StartEvent(itr);
        }
        else
        {
            //DEBUG_LOG("GameEvent %u is not active",itr->first);
            if (IsActiveEvent(itr))
                StopEvent(itr);
            else
            {
                if (!m_IsGameEventsInit)
                {
                    int16 event_nid = (-1) * (itr);
                    // spawn all negative ones for this event
                    GameEventSpawn(event_nid);

                    // disable any event specific quest (for cases where creature is spawned, but event not active).
                    UpdateEventQuests(itr, false);
                    UpdateWorldStates(itr, false);
                }
            }
        }
        calcDelay = NextCheck(itr);
        if (calcDelay < nextEventDelay)
            nextEventDelay = calcDelay;
    }
    BASIC_LOG("Next game event check in %u seconds.", nextEventDelay + 1);
    return (nextEventDelay + 1) * IN_MILLISECONDS;           // Add 1 second to be sure event has started/stopped at next call
}
Exemplo n.º 9
0
void GameEventMgr::StopEvent(uint16 event_id, bool overwrite)
{
    UnApplyEvent(event_id);
    if (overwrite)
    {
        mGameEvent[event_id].start = time(NULL) - mGameEvent[event_id].length * MINUTE;
        if (mGameEvent[event_id].end <= mGameEvent[event_id].start)
            { mGameEvent[event_id].end = mGameEvent[event_id].start + mGameEvent[event_id].length; }
    }
#ifdef ENABLE_ELUNA
    if (!IsActiveEvent(event_id))
        sEluna->OnGameEventStop(event_id);
#endif
}
Exemplo n.º 10
0
void GameEventMgr::StartEvent(uint16 event_id, bool overwrite /*=false*/, bool resume /*=false*/)
{
    ApplyNewEvent(event_id, resume);
    if (overwrite)
    {
        mGameEvent[event_id].start = time(NULL);
        if (mGameEvent[event_id].end <= mGameEvent[event_id].start)
            { mGameEvent[event_id].end = mGameEvent[event_id].start + mGameEvent[event_id].length; }
    }
#ifdef ENABLE_ELUNA
    if (IsActiveEvent(event_id))
        sEluna->OnGameEventStart(event_id);
#endif
}
Exemplo n.º 11
0
void BattleGround::OpenDoorEvent(uint8 event1, uint8 event2 /*=0*/)
{
    if (!IsDoor(event1, event2))
    {
        sLog.outError("BattleGround:OpenDoorEvent this is no door event1:%u event2:%u", event1, event2);
        return;
    }
    if (!IsActiveEvent(event1, event2))                 // maybe already despawned (eye)
    {
        sLog.outError("BattleGround:OpenDoorEvent this event isn't active event1:%u event2:%u", event1, event2);
        return;
    }
    GuidVector::const_iterator itr = m_EventObjects[MAKE_PAIR32(event1, event2)].gameobjects.begin();
    for (; itr != m_EventObjects[MAKE_PAIR32(event1, event2)].gameobjects.end(); ++itr)
        DoorOpen(*itr);
}
Exemplo n.º 12
0
void BattleGround::OnObjectDBLoad(GameObject* obj)
{
    const BattleGroundEventIdx eventId = sBattleGroundMgr.GetGameObjectEventIndex(obj->GetGUIDLow());
    if (eventId.event1 == BG_EVENT_NONE)
        return;
    m_EventObjects[MAKE_PAIR32(eventId.event1, eventId.event2)].gameobjects.push_back(obj->GetObjectGuid());
    if (!IsActiveEvent(eventId.event1, eventId.event2))
    {
        SpawnBGObject(obj->GetObjectGuid(), RESPAWN_ONE_DAY);
    }
    else
    {
        // it's possible, that doors aren't spawned anymore (wsg)
        if (GetStatus() >= STATUS_IN_PROGRESS && IsDoor(eventId.event1, eventId.event2))
            DoorOpen(obj->GetObjectGuid());
    }
}
Exemplo n.º 13
0
void BattleGroundAV::EndBattleGround(Team winner)
{
    // calculate bonuskills for both teams:
    uint32 tower_survived[PVP_TEAM_COUNT]  = {0, 0};
    uint32 graves_owned[PVP_TEAM_COUNT]    = {0, 0};
    uint32 mines_owned[PVP_TEAM_COUNT]     = {0, 0};

    for (uint32 i = 0; i < PVP_TEAM_COUNT; ++i)
        m_PerfectionAV[i] = false;

    // towers all not destroyed:
    for (BG_AV_Nodes i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_STONEHEART_BUNKER; ++i)
        if (m_Nodes[i].State == POINT_CONTROLLED)
            if (m_Nodes[i].TotalOwner == TEAM_INDEX_ALLIANCE)
                ++tower_survived[TEAM_INDEX_ALLIANCE];
    for(BG_AV_Nodes i = BG_AV_NODES_ICEBLOOD_TOWER; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i)
        if (m_Nodes[i].State == POINT_CONTROLLED)
            if (m_Nodes[i].TotalOwner == TEAM_INDEX_HORDE)
                ++tower_survived[TEAM_INDEX_HORDE];

    // graves all controlled
    for(BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i)
        if (m_Nodes[i].State == POINT_CONTROLLED && m_Nodes[i].Owner != TEAM_INDEX_NEUTRAL)
            ++graves_owned[m_Nodes[i].Owner];

    for (uint32 i = 0; i < BG_AV_MAX_MINES; ++i)
        if (m_Mine_Owner[i] != TEAM_INDEX_NEUTRAL)
            ++mines_owned[m_Mine_Owner[i]];

    // achievement Stormpike/Frostwolf Perfection
    if(winner == ALLIANCE)
        if(tower_survived[TEAM_INDEX_ALLIANCE]==4)
            if(tower_survived[TEAM_INDEX_HORDE]==0)
                if(!IsActiveEvent(BG_AV_NodeEventCaptainDead_A, 0))
                    if (IsActiveEvent(BG_AV_BOSS_A, 0))
                        m_PerfectionAV[TEAM_INDEX_ALLIANCE] = true;

    if(winner == HORDE)
        if(tower_survived[TEAM_INDEX_HORDE]==4)
            if(tower_survived[TEAM_INDEX_ALLIANCE]==0)
                if(!IsActiveEvent(BG_AV_NodeEventCaptainDead_H, 0))
                    if (IsActiveEvent(BG_AV_BOSS_H, 0))
                        m_PerfectionAV[TEAM_INDEX_HORDE] = true;

    // now we have the values give the honor/reputation to the teams:
    Team team[PVP_TEAM_COUNT]      = { ALLIANCE, HORDE };
    uint32 faction[PVP_TEAM_COUNT]   = { BG_AV_FACTION_A, BG_AV_FACTION_H };
    for (uint32 i = 0; i < PVP_TEAM_COUNT; i++)
    {
        if (tower_survived[i])
        {
            RewardReputationToTeam(faction[i], tower_survived[i] * m_RepSurviveTower, team[i]);
            RewardHonorToTeam(GetBonusHonorFromKill(tower_survived[i] * BG_AV_KILL_SURVIVING_TOWER), team[i]);
            RewardXpToTeam(0, 0.6f, team[i]);
        }
        DEBUG_LOG("BattleGroundAV: EndbattleGround: bgteam: %u towers:%u honor:%u rep:%u", i, tower_survived[i], GetBonusHonorFromKill(tower_survived[i] * BG_AV_KILL_SURVIVING_TOWER), tower_survived[i] * BG_AV_REP_SURVIVING_TOWER);
        if (graves_owned[i])
            RewardReputationToTeam(faction[i], graves_owned[i] * m_RepOwnedGrave, team[i]);
        if (mines_owned[i])
            RewardReputationToTeam(faction[i], mines_owned[i] * m_RepOwnedMine, team[i]);
        // captain survived?:
        if (!IsActiveEvent(BG_AV_NodeEventCaptainDead_A + GetTeamIndex(team[i]), 0))
        {
            RewardReputationToTeam(faction[i], m_RepSurviveCaptain, team[i]);
            RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_SURVIVING_CAPTAIN), team[i]);
        }
    }

    // both teams:
    if (m_HonorMapComplete)
    {
        RewardHonorToTeam(m_HonorMapComplete, ALLIANCE);
        RewardHonorToTeam(m_HonorMapComplete, HORDE);
    }
    BattleGround::EndBattleGround(winner);
}
Exemplo n.º 14
0
void BattleGroundAV::Update(uint32 diff)
{
    BattleGround::Update(diff);

    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    if (m_PlayerCheckTimer < diff)
    {
        BattleGroundAV::CheckPlayerSize();
        m_PlayerCheckTimer = 1000;
    }
    else
        m_PlayerCheckTimer -= diff;

    // add points from mine owning, and look if the neutral team can reclaim the mine
    for(uint8 mine = 0; mine < BG_AV_MAX_MINES; mine++)
    {
        if (m_Mine_Owner[mine] != BG_AV_TEAM_NEUTRAL)
        {
            m_Mine_Timer[mine] -=diff;
            if (m_Mine_Timer[mine] <= 0)
            {
                m_Mine_Timer[mine] = BG_AV_MINE_TICK_TIMER;
            }

            if (m_Mine_Reclaim_Timer[mine] > diff)
                m_Mine_Reclaim_Timer[mine] -= diff;
            else
                ChangeMineOwner(mine, BG_AV_TEAM_NEUTRAL);
        }
    }

    // looks for all timers of the nodes and destroy the building (for graveyards the building wont get destroyed, it goes just to the other team
    for(BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i)
    {
        if (m_Nodes[i].State == POINT_ASSAULTED)
        {
            if (m_Nodes[i].Timer > diff)
                m_Nodes[i].Timer -= diff;
            else
                EventPlayerDestroyedPoint(i);
        }
    }

    for (uint8 i = 0; i < 2; i++)
    {
        //handle team captain buffs every 3 + random minutes until they are dead
        if (m_CaptainBuffTimer[i] != 0)
        {
            if (m_CaptainBuffTimer[i] <= diff)
            {
                if (i > 0)
                {
                    if(!IsActiveEvent(BG_AV_NodeEventCaptainDead_H, 0))
                    {
                        //text is missing / we cannot handle DoScriptText in core -> alterac valley/galvangar -> yell_buff
                        CastSpellOnTeam(BG_AV_CAPTAIN_H_BUFF, HORDE);
                        //PlaySoundToAll(); //probably wrong sound
                    }
                }
                else
                {
                    if(!IsActiveEvent(BG_AV_NodeEventCaptainDead_A, 0))
                    {
                        //text is missing / we cannot handle DoScriptText in core -> alterac valley/balinda -> yell_buff
                        CastSpellOnTeam(BG_AV_CAPTAIN_A_BUFF, ALLIANCE);
                        //PlaySoundToAll(); //probably wrong sound
                    }
                }

                m_CaptainBuffTimer[i] = (180000 + (urand(0,6) * 10000));
            }
            else
                m_CaptainBuffTimer[i] -= diff;
        }

        //handle general warcry buff every 3 minutes + random if enough armor scraps are gathered
        if (m_GeneralBuffTimer[i] != 0)
        {
            if (m_GeneralBuffTimer[i] <= diff)
            {
                Team team[2] = {ALLIANCE, HORDE};
                GossipIndex Channel;
                if (i > 0)
                {
                    //text is missing / we cannot handle DoScriptText in core -> alterac valley/drekthar -> yell_random
                    //PlaySoundToAll(); //probably wrong sound
                    Channel = GOSSIP_CHANNEL2;
                }
                else
                {
                    //text is missing / we cannot handle DoScriptText in core -> alterac valley/vanndar -> yell_random
                    //PlaySoundToAll(); //probably wrong sound
                    Channel = GOSSIP_CHANNEL1;
                }

                if (GetGossipStatus(Channel) == STATUS_ACTION1)
                    CastSpellOnTeam(BG_AV_WARCRY_BUFF_1, team[i]);
                else if (GetGossipStatus(Channel) == STATUS_ACTION2)
                    CastSpellOnTeam(BG_AV_WARCRY_BUFF_2, team[i]);
                else if (GetGossipStatus(Channel) == STATUS_ACTION3)
                    CastSpellOnTeam(BG_AV_WARCRY_BUFF_3, team[i]);

                m_GeneralBuffTimer[i] = (180000 + (urand(0,6) * 10000));
            }
            else
                m_GeneralBuffTimer[i] -= diff;
        }
    }
}