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[8608] implement BattleGround Alterac Valley
sql won't be included - please look at your database providers forum also note, that creature_loot_template id 0 is used for the loot of dead players in this bg (after a player died and you remove insignia from him.. he not only drops money - he drops some random items too) further work must be done in better code for adjusting right levels to creatures - maybe using something similar like it's done in heroic instances also quests and creatures needs some scripts in future thanks to: netsky - initial start of this patch bogie - 2nd person writing on this patch triply, kapatejib, vladimir - code review and suggestions arrai - for his great tool and help and all testers / code contributers - I won't write down a list, else I would forget most probably one ^^
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20 changed files with 1795 additions and 139 deletions
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@ -34,6 +34,7 @@
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#include "CellImpl.h"
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#include "InstanceData.h"
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#include "BattleGround.h"
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#include "BattleGroundAV.h"
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#include "Util.h"
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GameObject::GameObject() : WorldObject()
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@ -744,7 +745,14 @@ bool GameObject::ActivateToQuest( Player *pTarget)const
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case GAMEOBJECT_TYPE_CHEST:
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{
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if(LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), pTarget))
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{
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//look for battlegroundAV for some objects which are only activated after mine gots captured by own team
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if (GetEntry() == BG_AV_OBJECTID_MINE_N || GetEntry() == BG_AV_OBJECTID_MINE_S)
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if (BattleGround *bg = pTarget->GetBattleGround())
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if (bg->GetTypeID() == BATTLEGROUND_AV && !(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(GetEntry(),pTarget->GetTeam())))
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return false;
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return true;
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}
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break;
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}
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case GAMEOBJECT_TYPE_GOOBER:
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