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Imported MaNGOS revision 6767 from http://mangos.svn.sourceforge.net/svnroot/mangos/trunk/
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120
src/game/BattleGroundAV.cpp
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120
src/game/BattleGroundAV.cpp
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "Object.h"
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#include "Player.h"
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#include "BattleGround.h"
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#include "BattleGroundAV.h"
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#include "Creature.h"
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#include "MapManager.h"
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#include "Language.h"
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BattleGroundAV::BattleGroundAV()
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{
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}
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BattleGroundAV::~BattleGroundAV()
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{
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}
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void BattleGroundAV::Update(time_t diff)
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{
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BattleGround::Update(diff);
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}
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void BattleGroundAV::AddPlayer(Player *plr)
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{
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BattleGround::AddPlayer(plr);
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//create score and add it to map, default values are set in constructor
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BattleGroundAVScore* sc = new BattleGroundAVScore;
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m_PlayerScores[plr->GetGUID()] = sc;
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}
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void BattleGroundAV::RemovePlayer(Player* /*plr*/,uint64 /*guid*/)
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{
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}
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void BattleGroundAV::HandleAreaTrigger(Player *Source, uint32 Trigger)
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{
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// this is wrong way to implement these things. On official it done by gameobject spell cast.
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if(GetStatus() != STATUS_IN_PROGRESS)
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return;
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uint32 SpellId = 0;
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switch(Trigger)
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{
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case 95:
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case 2606:
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case 2608:
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case 3326:
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case 3327:
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case 3328:
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case 3329:
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case 3330:
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case 3331:
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break;
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default:
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sLog.outError("WARNING: Unhandled AreaTrigger in Battleground: %u", Trigger);
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Source->GetSession()->SendAreaTriggerMessage("Warning: Unhandled AreaTrigger in Battleground: %u", Trigger);
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break;
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}
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if(SpellId)
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Source->CastSpell(Source, SpellId, true);
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}
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void BattleGroundAV::UpdatePlayerScore(Player* Source, uint32 type, uint32 value)
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{
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std::map<uint64, BattleGroundScore*>::iterator itr = m_PlayerScores.find(Source->GetGUID());
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if(itr == m_PlayerScores.end()) // player not found...
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return;
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switch(type)
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{
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case SCORE_GRAVEYARDS_ASSAULTED:
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((BattleGroundAVScore*)itr->second)->GraveyardsAssaulted += value;
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break;
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case SCORE_GRAVEYARDS_DEFENDED:
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((BattleGroundAVScore*)itr->second)->GraveyardsDefended += value;
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break;
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case SCORE_TOWERS_ASSAULTED:
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((BattleGroundAVScore*)itr->second)->TowersAssaulted += value;
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break;
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case SCORE_TOWERS_DEFENDED:
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((BattleGroundAVScore*)itr->second)->TowersDefended += value;
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break;
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case SCORE_MINES_CAPTURED:
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((BattleGroundAVScore*)itr->second)->MinesCaptured += value;
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break;
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case SCORE_LEADERS_KILLED:
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((BattleGroundAVScore*)itr->second)->LeadersKilled += value;
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break;
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case SCORE_SECONDARY_OBJECTIVES:
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((BattleGroundAVScore*)itr->second)->SecondaryObjectives += value;
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break;
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default:
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BattleGround::UpdatePlayerScore(Source,type,value);
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break;
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}
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}
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