示例#1
0
bool BattlegroundSA::ResetObjs()
{
    for (int i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++)
        for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
            if (Player *plr = sObjectMgr->GetPlayer(itr->first))
                SendTransportsRemove(plr);

    uint32 atF = BG_SA_Factions[Attackers];
    uint32 defF = BG_SA_Factions[Attackers ? TEAM_ALLIANCE : TEAM_HORDE];

    for (uint8 i = 0; i <BG_SA_MAXOBJ; i++)
        DelObject(i);

    for (uint8 i = 0; i < BG_SA_MAXNPC; i++)
        DelCreature(i);

    for (uint8 i = BG_SA_MAXNPC; i < BG_SA_MAXNPC + BG_SA_MAX_GY; i++)
        DelCreature(i);

    for (uint8 i = 0; i < 6; i++)
        GateStatus[i] = BG_SA_GATE_OK;

    for (uint8 i = 0; i < BG_SA_BOAT_ONE; i++)
    {
        if (!AddObject(i, BG_SA_ObjEntries[i], BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1], BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3], 0, 0, 0, 0, RESPAWN_ONE_DAY))
            return false;
    }

    for (uint8 i = BG_SA_BOAT_ONE; i < BG_SA_SIGIL_1; i++)
    {
        uint32 boatid=0;
        switch (i)
        {
            case BG_SA_BOAT_ONE:
                boatid= Attackers ? BG_SA_BOAT_ONE_H : BG_SA_BOAT_ONE_A;
                break;
            case BG_SA_BOAT_TWO:
                boatid= Attackers ? BG_SA_BOAT_TWO_H : BG_SA_BOAT_TWO_A;
                break;
        }
        if (!AddObject(i, boatid, BG_SA_ObjSpawnlocs[i][0],
          BG_SA_ObjSpawnlocs[i][1],
          BG_SA_ObjSpawnlocs[i][2]+(Attackers ? -3.750f: 0),
          BG_SA_ObjSpawnlocs[i][3], 0, 0, 0, 0, RESPAWN_ONE_DAY))
            return false;
    }
    for (uint8 i = BG_SA_SIGIL_1; i < BG_SA_CENTRAL_FLAG; i++)
    {
        if (!AddObject(i, BG_SA_ObjEntries[i],
            BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
            BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
            0, 0, 0, 0, RESPAWN_ONE_DAY))
        return false;
    }

    // MAD props for Kiper for discovering those values - 4 hours of his work.
    GetBGObject(BG_SA_BOAT_ONE)->UpdateRotationFields(1.0f, 0.0002f);
    GetBGObject(BG_SA_BOAT_TWO)->UpdateRotationFields(1.0f, 0.00001f);
    SpawnBGObject(BG_SA_BOAT_ONE, RESPAWN_IMMEDIATELY);
    SpawnBGObject(BG_SA_BOAT_TWO, RESPAWN_IMMEDIATELY);

    //Cannons and demolishers - NPCs are spawned
    //By capturing GYs.
    for (uint8 i = 0; i < BG_SA_NPC_SPARKLIGHT; i++)
    {
        if (!AddCreature(BG_SA_NpcEntries[i], i, (Attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE),
              BG_SA_NpcSpawnlocs[i][0], BG_SA_NpcSpawnlocs[i][1],
              BG_SA_NpcSpawnlocs[i][2], BG_SA_NpcSpawnlocs[i][3], 600))
        return false;
    }

    OverrideGunFaction();
    DemolisherStartState(true);

    for (uint8 i = 0; i <= BG_SA_TITAN_RELIC; i++)
    {
        SpawnBGObject(i, RESPAWN_IMMEDIATELY);
        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, defF);
    }

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

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

    TotalTime = 0;
    ShipsStarted = false;

    //Graveyards!
    for (uint8 i = 0;i < BG_SA_MAX_GY; i++)
    {
        WorldSafeLocsEntry const *sg = NULL;
        sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]);

        if (!sg)
        {
            sLog->outError("SOTA: Can't find GY entry %u", BG_SA_GYEntries[i]);
            return false;
        }

        if (i == BG_SA_BEACH_GY)
        {
            GraveyardStatus[i] = Attackers;
            AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((Attackers == TEAM_HORDE)? HORDE : ALLIANCE));
        }
        else
        {
            GraveyardStatus[i] = ((Attackers == TEAM_HORDE)? TEAM_ALLIANCE : TEAM_HORDE);
            if (!AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((Attackers == TEAM_HORDE)? ALLIANCE : HORDE)))
                sLog->outError("SOTA: couldn't spawn GY: %u", i);
        }
    }

    //GY capture points
    for (uint8 i = BG_SA_CENTRAL_FLAG; i < BG_SA_PORTAL_DEFFENDER_BLUE; i++)
    {
        AddObject(i, (BG_SA_ObjEntries[i] - (Attackers == TEAM_ALLIANCE ? 1:0)),
            BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
            BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
            0, 0, 0, 0, RESPAWN_ONE_DAY);
        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, atF);
    }

    for (uint8 i = BG_SA_PORTAL_DEFFENDER_BLUE; i < BG_SA_BOMB; i++)
    {
        AddObject(i, BG_SA_ObjEntries[i],
            BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
            BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
            0, 0, 0, 0, RESPAWN_ONE_DAY);
        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, defF);
    }

    for (uint8 i = BG_SA_BOMB; i < BG_SA_MAXOBJ; i++)
    {
        AddObject(i, BG_SA_ObjEntries[BG_SA_BOMB],
            BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
            BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
            0, 0, 0, 0, RESPAWN_ONE_DAY);
        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, atF);
    }

    //Player may enter BEFORE we set up bG - lets update his worldstates anyway...
    UpdateWorldState(BG_SA_RIGHT_GY_HORDE , GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_HORDE?1:0);
    UpdateWorldState(BG_SA_LEFT_GY_HORDE , GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_HORDE?1:0);
    UpdateWorldState(BG_SA_CENTER_GY_HORDE , GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_HORDE?1:0);

    UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE , GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0);
    UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE , GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0);
    UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE , GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0);

    if (Attackers == TEAM_ALLIANCE)
    {
        UpdateWorldState(BG_SA_ALLY_ATTACKS, 1);
        UpdateWorldState(BG_SA_HORDE_ATTACKS, 0);

        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 1);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 1);
        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 0);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 0);

        UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN, 1);
        UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN, 0);
    }
    else
    {
        UpdateWorldState(BG_SA_HORDE_ATTACKS, 1);
        UpdateWorldState(BG_SA_ALLY_ATTACKS, 0);

        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 0);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 0);
        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 1);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 1);

        UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN, 0);
        UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN, 1);
    }

    UpdateWorldState(BG_SA_PURPLE_GATEWS, 1);
    UpdateWorldState(BG_SA_RED_GATEWS, 1);
    UpdateWorldState(BG_SA_BLUE_GATEWS, 1);
    UpdateWorldState(BG_SA_GREEN_GATEWS, 1);
    UpdateWorldState(BG_SA_YELLOW_GATEWS, 1);
    UpdateWorldState(BG_SA_ANCIENT_GATEWS, 1);

    for (int i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++)
        for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
            if (Player *plr = sObjectMgr->GetPlayer(itr->first))
                SendTransportInit(plr);

    TeleportPlayers();
    return true;
}
示例#2
0
void OPvPCapturePointNA::DeSpawnNPCs()
{
    for (int i = 0; i < NA_CONTROL_NPC_NUM; ++i)
        DelCreature(i);
}
示例#3
0
void OPvPCapturePointEP_PWT::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->GetCoreStringForDBCLocale(LANG_OPVP_EP_LOSE_PWT_A));
        ((OutdoorPvPEP*)m_PvP)->SetControlledState(EP_PWT, 0);
    }
    else if ( m_OldState == OBJECTIVESTATE_HORDE && m_OldState != m_State )
    {
        sWorld->SendZoneText(EP_GraveYardZone, sObjectMgr->GetCoreStringForDBCLocale(LANG_OPVP_EP_LOSE_PWT_H));
        ((OutdoorPvPEP*)m_PvP)->SetControlledState(EP_PWT, 0);
    }

    uint32 artkit = 21;

    switch (m_State)
    {
        case OBJECTIVESTATE_ALLIANCE:
            m_TowerState = EP_TS_A;
            SummonFlightMaster(ALLIANCE);
            artkit = 2;
            ((OutdoorPvPEP*)m_PvP)->SetControlledState(EP_PWT, ALLIANCE);
            if (m_OldState != m_State) sWorld->SendZoneText(EP_GraveYardZone, sObjectMgr->GetCoreStringForDBCLocale(LANG_OPVP_EP_CAPTURE_PWT_A));
            break;
        case OBJECTIVESTATE_HORDE:
            m_TowerState = EP_TS_H;
            SummonFlightMaster(HORDE);
            artkit = 1;
            ((OutdoorPvPEP*)m_PvP)->SetControlledState(EP_PWT, HORDE);
            if (m_OldState != m_State) sWorld->SendZoneText(EP_GraveYardZone, sObjectMgr->GetCoreStringForDBCLocale(LANG_OPVP_EP_CAPTURE_PWT_H));
            break;
        case OBJECTIVESTATE_NEUTRAL:
            m_TowerState = EP_TS_N;
            DelCreature(EP_PWT_FLIGHTMASTER);
            m_FlightMasterSpawned = 0;
            break;
        case OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE:
            m_TowerState = EP_TS_N_A;
            break;
        case OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE:
            m_TowerState = EP_TS_N_A;
            DelCreature(EP_PWT_FLIGHTMASTER);
            m_FlightMasterSpawned = 0;
            break;
        case OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE:
            m_TowerState = EP_TS_N_H;
            break;
        case OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE:
            m_TowerState = EP_TS_N_H;
            DelCreature(EP_PWT_FLIGHTMASTER);
            m_FlightMasterSpawned = 0;
            break;
    }

    GameObject* flag = HashMapHolder<GameObject>::Find(m_capturePointGUID);
    GameObject* flag2 = HashMapHolder<GameObject>::Find(m_Objects[EP_PWT_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_PWT_CM, 0);
}
示例#4
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;
    };
}
void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
{
    if (nodePoint->nodeType != NODE_TYPE_REFINERY && nodePoint->nodeType != NODE_TYPE_QUARRY)
    {
        if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+nodePoint->nodeType-2,
            BG_IC_SpiritGuidePos[nodePoint->nodeType][0], BG_IC_SpiritGuidePos[nodePoint->nodeType][1],
            BG_IC_SpiritGuidePos[nodePoint->nodeType][2], BG_IC_SpiritGuidePos[nodePoint->nodeType][3],
            (nodePoint->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE)))
            sLog->outError("Isle of Conquest: Failed to spawn spirit guide! point: %u, team: %u, ", nodePoint->nodeType, nodePoint->faction);
    }

    switch (nodePoint->gameobject_type)
    {
        case BG_IC_GO_HANGAR_BANNER:
            // all the players on the stopped transport should be teleported out
            if (!gunshipAlliance || !gunshipHorde)
                break;

            for (uint8 u = 0; u < MAX_HANGAR_TELEPORTERS_SPAWNS; u++)
            {
                uint8 type = BG_IC_GO_HANGAR_TELEPORTER_1+u;
                AddObject(type, (nodePoint->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL : GO_HORDE_GUNSHIP_PORTAL),
                    BG_IC_HangarTeleporters[u].GetPositionX(), BG_IC_HangarTeleporters[u].GetPositionY(),
                    BG_IC_HangarTeleporters[u].GetPositionZ(), BG_IC_HangarTeleporters[u].GetOrientation(),
                    0, 0, 0, 0, RESPAWN_ONE_DAY);
            }

            //sLog->outError("BG_IC_GO_HANGAR_BANNER CAPTURED Faction: %u", nodePoint->faction);

            (nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde)->BuildStartMovePacket(GetBgMap());
            (nodePoint->faction == TEAM_ALLIANCE ? gunshipHorde : gunshipAlliance)->BuildStopMovePacket(GetBgMap());
            // we should spawn teleporters
            break;
        case BG_IC_GO_QUARRY_BANNER:
            RemoveAuraOnTeam(SPELL_QUARRY, (nodePoint->faction == TEAM_ALLIANCE ? HORDE : ALLIANCE));
            CastSpellOnTeam(SPELL_QUARRY, (nodePoint->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE));
            break;
        case BG_IC_GO_REFINERY_BANNER:
            RemoveAuraOnTeam(SPELL_OIL_REFINERY, (nodePoint->faction == TEAM_ALLIANCE ? HORDE : ALLIANCE));
            CastSpellOnTeam(SPELL_OIL_REFINERY, (nodePoint->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE));
            break;
        case BG_IC_GO_DOCKS_BANNER:

            if (recapture)
                break;

            if (docksTimer < DOCKS_UPDATE_TIME)
                docksTimer = DOCKS_UPDATE_TIME;

            // we must del opposing faction vehicles when the node is captured (unused ones)
            for (uint8 i = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_H : BG_IC_NPC_GLAIVE_THROWER_1_A); i < (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_2_H : BG_IC_NPC_GLAIVE_THROWER_2_A); i++)
            {
                if (Creature* glaiveThrower = GetBGCreature(i))
                {
                    if (Vehicle* vehicleGlaive = glaiveThrower->GetVehicleKit())
                    {
                        if (!vehicleGlaive->GetPassenger(0))
                            DelCreature(i);
                    }
                }
            }

            for (uint8 i = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_H : BG_IC_NPC_CATAPULT_1_A); i < (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_4_H  : BG_IC_NPC_CATAPULT_4_A); i++)
            {
                if (Creature* catapult = GetBGCreature(i))
                {
                    if (Vehicle* vehicleGlaive = catapult->GetVehicleKit())
                    {
                        if (!vehicleGlaive->GetPassenger(0))
                            DelCreature(i);
                    }
                }
            }

            // spawning glaive throwers
            for (uint8 i = 0; i < MAX_GLAIVE_THROWERS_SPAWNS_PER_FACTION; i++)
            {
                uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H)+i;

                if (GetBGCreature(type) && GetBGCreature(type)->isAlive())
                    continue;

                if (AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_GLAIVE_THROWER_A : NPC_GLAIVE_THROWER_H, type, nodePoint->faction,
                        BG_IC_DocksVehiclesGlaives[i].GetPositionX(), BG_IC_DocksVehiclesGlaives[i].GetPositionY(),
                        BG_IC_DocksVehiclesGlaives[i].GetPositionZ(), BG_IC_DocksVehiclesGlaives[i].GetOrientation(),
                        RESPAWN_ONE_DAY))
                        GetBGCreature(type)->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]);
            }

            // spawning catapults
            for (uint8 i = 0; i < MAX_CATAPULTS_SPAWNS_PER_FACTION; i++)
            {
                uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_A : BG_IC_NPC_CATAPULT_1_H)+i;

                if (GetBGCreature(type) && GetBGCreature(type)->isAlive())
                    continue;

                if (AddCreature(NPC_CATAPULT, type, nodePoint->faction,
                        BG_IC_DocksVehiclesCatapults[i].GetPositionX(), BG_IC_DocksVehiclesCatapults[i].GetPositionY(),
                        BG_IC_DocksVehiclesCatapults[i].GetPositionZ(), BG_IC_DocksVehiclesCatapults[i].GetOrientation(),
                        RESPAWN_ONE_DAY))
                        GetBGCreature(type)->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]);
            }
            break;
        case BG_IC_GO_WORKSHOP_BANNER:
            {
                if (siegeEngineWorkshopTimer < WORKSHOP_UPDATE_TIME)
                    siegeEngineWorkshopTimer = WORKSHOP_UPDATE_TIME;

                if (!recapture)
                {
                    // we must del opposing faction vehicles when the node is captured (unused ones)
                    for (uint8 i = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_H : BG_IC_NPC_DEMOLISHER_1_A); i < (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_4_H : BG_IC_NPC_DEMOLISHER_4_A); i++)
                    {
                        if (Creature* demolisher = GetBGCreature(i))
                        {
                            if (Vehicle* vehicleDemolisher = demolisher->GetVehicleKit())
                            {
                                // is IsVehicleInUse working as expected?
                                if (!vehicleDemolisher->IsVehicleInUse())
                                    DelCreature(i);
                            }
                        }
                    }

                    for (uint8 i = 0; i < MAX_DEMOLISHERS_SPAWNS_PER_FACTION; i++)
                    {
                        uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_A : BG_IC_NPC_DEMOLISHER_1_H)+i;

                        if (GetBGCreature(type) && GetBGCreature(type)->isAlive())
                            continue;

                        if (AddCreature(NPC_DEMOLISHER, type, nodePoint->faction,
                            BG_IC_WorkshopVehicles[i].GetPositionX(), BG_IC_WorkshopVehicles[i].GetPositionY(),
                            BG_IC_WorkshopVehicles[i].GetPositionZ(), BG_IC_WorkshopVehicles[i].GetOrientation(),
                            RESPAWN_ONE_DAY))
                            GetBGCreature(type)->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]);
                    }

                    // we check if the opossing siege engine is in use
                    int8 enemySiege = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_H : BG_IC_NPC_SIEGE_ENGINE_A);

                    if (Creature* siegeEngine = GetBGCreature(enemySiege))
                    {
                        if (Vehicle* vehicleSiege = siegeEngine->GetVehicleKit())
                        {
                            // is VehicleInUse working as expected ?
                            if (!vehicleSiege->IsVehicleInUse())
                                DelCreature(enemySiege);
                        }
                    }

                    uint8 siegeType = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_A : BG_IC_NPC_SIEGE_ENGINE_H);
                    if (!GetBGCreature(siegeType) || !GetBGCreature(siegeType)->isAlive())
                    {
                        AddCreature((nodePoint->faction == TEAM_ALLIANCE ? NPC_SIEGE_ENGINE_A : NPC_SIEGE_ENGINE_H), siegeType, nodePoint->faction,
                            BG_IC_WorkshopVehicles[4].GetPositionX(), BG_IC_WorkshopVehicles[4].GetPositionY(),
                            BG_IC_WorkshopVehicles[4].GetPositionZ(), BG_IC_WorkshopVehicles[4].GetOrientation(),
                            RESPAWN_ONE_DAY);

                        if (Creature* siegeEngine = GetBGCreature(siegeType))
                        {
                            siegeEngine->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_UNK_14|UNIT_FLAG_OOC_NOT_ATTACKABLE);
                            siegeEngine->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]);
                        }
                    }
                }

                for (uint8 i = 0; i < MAX_WORKSHOP_BOMBS_SPAWNS_PER_FACTION; i++)
                {
                    AddObject(BG_IC_GO_SEAFORIUM_BOMBS_1+i, GO_SEAFORIUM_BOMBS,
                    workshopBombs[i].GetPositionX(), workshopBombs[i].GetPositionY(),
                    workshopBombs[i].GetPositionZ(), workshopBombs[i].GetOrientation(),
                    0, 0, 0, 0, 10);

                    if (GameObject* seaforiumBombs = GetBGObject(BG_IC_GO_SEAFORIUM_BOMBS_1+i))
                    {
                        seaforiumBombs->SetRespawnTime(10);
                        seaforiumBombs->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]);
                    }
                }
                break;
            }
        default:
            break;
    }
}
void 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 (m_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;
        }
    }
}
示例#7
0
void OPvPCapturePointEP::UnsummonFlightMaster()
{
    DelCreature(EP_PWT_FLIGHTMASTER);
    EP_TOWER_EVENT_TEAM[EP_TOWER_PLAGUEWOOD] = 0;
}
示例#8
0
void OPvPCapturePointEP::UnsummonSupportUnits()
{
    for (uint8 i = 0; i < EP_EWT_NUM_CREATURES; ++i)
        DelCreature(i);
    EP_TOWER_EVENT_TEAM[EP_TOWER_EASTWALL] = 0;
}
void BattlegroundEY::EventTeamCapturedPoint(Player *Source, uint32 Point)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    uint32 Team = Source->GetTeam();

    SpawnBGObject(m_CapturingPointTypes[Point].DespawnNeutralObjectType, RESPAWN_ONE_DAY);
    SpawnBGObject(m_CapturingPointTypes[Point].DespawnNeutralObjectType + 1, RESPAWN_ONE_DAY);
    SpawnBGObject(m_CapturingPointTypes[Point].DespawnNeutralObjectType + 2, RESPAWN_ONE_DAY);

    if (Team == ALLIANCE)
    {
        m_TeamPointsCount[BG_TEAM_ALLIANCE]++;
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeAlliance, RESPAWN_IMMEDIATELY);
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeAlliance + 1, RESPAWN_IMMEDIATELY);
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeAlliance + 2, RESPAWN_IMMEDIATELY);
    }
    else
    {
        m_TeamPointsCount[BG_TEAM_HORDE]++;
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeHorde, RESPAWN_IMMEDIATELY);
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeHorde + 1, RESPAWN_IMMEDIATELY);
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeHorde + 2, RESPAWN_IMMEDIATELY);
    }

    //buff isn't respawned

    m_PointOwnedByTeam[Point] = Team;
    m_PointState[Point] = EY_POINT_UNDER_CONTROL;

    if (Team == ALLIANCE)
        SendMessageToAll(m_CapturingPointTypes[Point].MessageIdAlliance,CHAT_MSG_BG_SYSTEM_ALLIANCE, Source);
    else
        SendMessageToAll(m_CapturingPointTypes[Point].MessageIdHorde,CHAT_MSG_BG_SYSTEM_HORDE, Source);

    if (m_BgCreatures[Point])
        DelCreature(Point);

    WorldSafeLocsEntry const *sg = NULL;
    sg = sWorldSafeLocsStore.LookupEntry(m_CapturingPointTypes[Point].GraveYardId);
    if (!sg || !AddSpiritGuide(Point, sg->x, sg->y, sg->z, 3.124139f, Team))
        sLog.outError("BatteGroundEY: Failed to spawn spirit guide! point: %u, team: %u, graveyard_id: %u",
            Point, Team, m_CapturingPointTypes[Point].GraveYardId);

//    SpawnBGCreature(Point,RESPAWN_IMMEDIATELY);

    UpdatePointsIcons(Team, Point);
    UpdatePointsCount(Team);

    if (Point >= EY_POINTS_MAX)
        return;

    Creature* trigger = GetBGCreature(Point + 6);//0-5 spirit guides
    if (!trigger)
       trigger = AddCreature(WORLD_TRIGGER,Point+6,Team,BG_EY_TriggerPositions[Point][0],BG_EY_TriggerPositions[Point][1],BG_EY_TriggerPositions[Point][2],BG_EY_TriggerPositions[Point][3]);

    //add bonus honor aura trigger creature when node is accupied
    //cast bonus aura (+50% honor in 25yards)
    //aura should only apply to players who have accupied the node, set correct faction for trigger
    if (trigger)
    {
        trigger->setFaction(Team == ALLIANCE ? 84 : 83);
        trigger->CastSpell(trigger, SPELL_HONORABLE_DEFENDER_25Y, false);
    }
}