[8553] removed spiritguide from code

they basicaly should
*autocast 22011
*give player after gossiphello buff 2584
*port players away to another spiritguides, when they die

so this can be done by a script
and maybe eventai
This commit is contained in:
balrok 2009-09-21 19:25:22 +02:00
parent 2da82a8c68
commit 1f9b4ca4c3
12 changed files with 25 additions and 153 deletions

View file

@ -130,7 +130,6 @@ BattleGround::BattleGround()
m_Status = STATUS_NONE;
m_ClientInstanceID = 0;
m_EndTime = 0;
m_LastResurrectTime = 0;
m_QueueId = QUEUE_ID_MAX_LEVEL_19;
m_InvitedAlliance = 0;
m_InvitedHorde = 0;
@ -260,62 +259,6 @@ void BattleGround::Update(uint32 diff)
}
}
/*********************************************************/
/*** BATTLEGROUND RESSURECTION SYSTEM ***/
/*********************************************************/
//this should be handled by spell system
m_LastResurrectTime += diff;
if (m_LastResurrectTime >= RESURRECTION_INTERVAL)
{
if (GetReviveQueueSize())
{
for(std::map<uint64, std::vector<uint64> >::iterator itr = m_ReviveQueue.begin(); itr != m_ReviveQueue.end(); ++itr)
{
Creature *sh = NULL;
for(std::vector<uint64>::const_iterator itr2 = (itr->second).begin(); itr2 != (itr->second).end(); ++itr2)
{
Player *plr = objmgr.GetPlayer(*itr2);
if (!plr)
continue;
if (!sh && plr->IsInWorld())
{
sh = plr->GetMap()->GetCreature(itr->first);
// only for visual effect
if (sh)
// Spirit Heal, effect 117
sh->CastSpell(sh, SPELL_SPIRIT_HEAL, true);
}
// Resurrection visual
plr->CastSpell(plr, SPELL_RESURRECTION_VISUAL, true);
m_ResurrectQueue.push_back(*itr2);
}
(itr->second).clear();
}
m_ReviveQueue.clear();
m_LastResurrectTime = 0;
}
else
// queue is clear and time passed, just update last resurrection time
m_LastResurrectTime = 0;
}
else if (m_LastResurrectTime > 500) // Resurrect players only half a second later, to see spirit heal effect on NPC
{
for(std::vector<uint64>::const_iterator itr = m_ResurrectQueue.begin(); itr != m_ResurrectQueue.end(); ++itr)
{
Player *plr = objmgr.GetPlayer(*itr);
if (!plr)
continue;
plr->ResurrectPlayer(1.0f);
plr->CastSpell(plr, SPELL_SPIRIT_HEAL_MANA, true);
ObjectAccessor::Instance().ConvertCorpseForPlayer(*itr);
}
m_ResurrectQueue.clear();
}
/*********************************************************/
/*** BATTLEGROUND BALLANCE SYSTEM ***/
/*********************************************************/
@ -972,8 +915,6 @@ void BattleGround::RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPac
m_PlayerScores.erase(itr2);
}
RemovePlayerFromResurrectQueue(guid);
Player *plr = objmgr.GetPlayer(guid);
// should remove spirit of redemption
@ -1088,7 +1029,6 @@ void BattleGround::Reset()
SetStatus(STATUS_WAIT_QUEUE);
SetStartTime(0);
SetEndTime(0);
SetLastResurrectTime(0);
SetArenaType(0);
SetRated(false);
@ -1119,7 +1059,6 @@ void BattleGround::Reset()
void BattleGround::StartBattleGround()
{
SetStartTime(0);
SetLastResurrectTime(0);
// add BG to free slot queue
AddToBGFreeSlotQueue();
@ -1351,39 +1290,6 @@ void BattleGround::UpdatePlayerScore(Player *Source, uint32 type, uint32 value)
}
}
void BattleGround::AddPlayerToResurrectQueue(uint64 npc_guid, uint64 player_guid)
{
m_ReviveQueue[npc_guid].push_back(player_guid);
Player *plr = objmgr.GetPlayer(player_guid);
if (!plr)
return;
plr->CastSpell(plr, SPELL_WAITING_FOR_RESURRECT, true);
}
void BattleGround::RemovePlayerFromResurrectQueue(uint64 player_guid)
{
for(std::map<uint64, std::vector<uint64> >::iterator itr = m_ReviveQueue.begin(); itr != m_ReviveQueue.end(); ++itr)
{
for(std::vector<uint64>::iterator itr2 =(itr->second).begin(); itr2 != (itr->second).end(); ++itr2)
{
if (*itr2 == player_guid)
{
(itr->second).erase(itr2);
Player *plr = objmgr.GetPlayer(player_guid);
if (!plr)
return;
plr->RemoveAurasDueToSpell(SPELL_WAITING_FOR_RESURRECT);
return;
}
}
}
}
bool BattleGround::AddObject(uint32 type, uint32 entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime)
{
Map * map = MapManager::Instance().FindMap(GetMapId(),GetInstanceID());