void Battlefield::EndBattle(bool endByTimer) { if (!m_isActive) return; m_isActive = false; m_StartGrouping = false; if (!endByTimer) SetDefenderTeam(GetAttackerTeam()); OnBattleEnd(endByTimer); // Reset battlefield timer m_Timer = m_NoWarBattleTime; SendInitWorldStatesToAll(); }
void Battlefield::EndBattle(bool endbytimer) { m_WarTime = false; m_StartGrouping = false; if (!endbytimer) SetDefenderTeam(GetAttackerTeam()); if (GetDefenderTeam() == TEAM_ALLIANCE) PlaySoundToAll(BF_ALLIANCE_WINS); // alliance wins sound else PlaySoundToAll(BF_HORDE_WINS); // horde wins sound OnBattleEnd(endbytimer); //reset battlefield timer m_Timer = m_NoWarBattleTime; SendInitWorldStatesToAll(); }
void Battlefield::EndBattle(bool endByTimer) { if (!m_isActive) return; m_isActive = false; m_StartGrouping = false; if (!endByTimer) SetDefenderTeam(GetAttackerTeam()); if (GetDefenderTeam() == TEAM_ALLIANCE) DoPlaySoundToAll(BF_ALLIANCE_WINS); else DoPlaySoundToAll(BF_HORDE_WINS); OnBattleEnd(endByTimer); // Reset battlefield timer m_Timer = m_NoWarBattleTime; SendInitWorldStatesToAll(); }
bool BattlefieldTB::SetupBattlefield() { m_TypeId = BATTLEFIELD_TB; // See enum BattlefieldTypes m_BattleId = BATTLEFIELD_BATTLEID_TB; m_ZoneId = BATTLEFIELD_TB_ZONEID; m_MapId = BATTLEFIELD_TB_MAPID; m_Map = sMapMgr->CreateBaseMap(m_MapId); InitStalker(NPC_DEBUG_ANNOUNCER, TolBaradDebugAnnouncerPos); m_MaxPlayer = sWorld->getIntConfig(CONFIG_TOLBARAD_PLR_MAX); m_IsEnabled = sWorld->getBoolConfig(CONFIG_TOLBARAD_ENABLE); m_MinPlayer = sWorld->getIntConfig(CONFIG_TOLBARAD_PLR_MIN); m_MinLevel = sWorld->getIntConfig(CONFIG_TOLBARAD_PLR_MIN_LVL); m_BattleTime = sWorld->getIntConfig(CONFIG_TOLBARAD_BATTLETIME) * MINUTE * IN_MILLISECONDS; m_BonusTime = sWorld->getIntConfig(CONFIG_TOLBARAD_BONUSTIME) * MINUTE * IN_MILLISECONDS; m_NoWarBattleTime = sWorld->getIntConfig(CONFIG_TOLBARAD_NOBATTLETIME) * MINUTE * IN_MILLISECONDS; m_RestartAfterCrash = sWorld->getIntConfig(CONFIG_TOLBARAD_RESTART_AFTER_CRASH) * MINUTE * IN_MILLISECONDS; m_TimeForAcceptInvite = 20; m_StartGroupingTimer = 15 * MINUTE * IN_MILLISECONDS; m_StartGrouping = false; m_isActive = false; KickPosition.Relocate(-605.5f, 1181.31f, 95.96f, 6.177155f); KickPosition.m_mapId = m_MapId; RegisterZone(m_ZoneId); m_Data32.resize(BATTLEFIELD_TB_DATA_MAX); m_saveTimer = 5 * MINUTE * IN_MILLISECONDS; updatedNPCAndObjects = true; m_updateObjectsTimer = 0; // Was there a battle going on or time isn't set yet? Then use m_RestartAfterCrash if (sWorld->getWorldState(TB_WS_STATE_BATTLE) == 1 || sWorld->getWorldState(TB_WS_TIME_NEXT_BATTLE) == 0) sWorld->setWorldState(TB_WS_TIME_NEXT_BATTLE, m_RestartAfterCrash); // Set timer m_Timer = sWorld->getWorldState(TB_WS_TIME_NEXT_BATTLE); // Defending team isn't set yet? Choose randomly. if (sWorld->getWorldState(TB_WS_FACTION_CONTROLLING) == 0) sWorld->setWorldState(TB_WS_FACTION_CONTROLLING, uint32(urand(1, 2))); // Set defender team SetDefenderTeam(TeamId(sWorld->getWorldState(TB_WS_FACTION_CONTROLLING) - 1)); // Just to save world states SendInitWorldStatesToAll(); // Create capture points for (uint8 i = 0; i < TB_BASE_COUNT; i++) { TolBaradCapturePoint* capturePoint = new TolBaradCapturePoint(this, GetDefenderTeam()); //Spawn flag pole if (GameObject* go = SpawnGameObject(TBCapturePoints[i].entryFlagPole[GetDefenderTeam()], TBCapturePoints[i].pos, QuaternionData())) { go->SetGoArtKit(GetDefenderTeam() == TEAM_ALLIANCE ? TB_GO_ARTKIT_FLAG_ALLIANCE : TB_GO_ARTKIT_FLAG_HORDE); capturePoint->SetCapturePointData(go); } AddCapturePoint(capturePoint); } // Spawn towers for (uint8 i = 0; i < TB_TOWERS_COUNT; i++) if (GameObject* go = SpawnGameObject(TBTowers[i].entry, TBTowers[i].pos, QuaternionData())) Towers.insert(go->GetGUID()); // Init Graveyards SetGraveyardNumber(BATTLEFIELD_TB_GRAVEYARD_MAX); // Graveyards for (uint8 i = 0; i < BATTLEFIELD_TB_GRAVEYARD_MAX; i++) { BfGraveyard* graveyard = new BfGraveyard(this); // When between games, the graveyard is controlled by the defending team graveyard->Initialize(GetDefenderTeam(), TBGraveyards[i].gyid); // Spawn spirits for (uint8 team = 0; team < 2; team++) if (Creature* creature = SpawnCreature(TBGraveyards[i].spiritEntry[team], TBGraveyards[i].pos)) graveyard->SetSpirit(creature, TeamId(team)); m_GraveyardList[i] = graveyard; } // Time warning vars warnedFiveMinutes = false; warnedTwoMinutes = false; warnedOneMinute = false; UpdateNPCsAndGameObjects(); return true; }