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[10781] Use BattleGround(AV)TeamIndex enum types in AV battleground code.
* Added BattleGroundAVTeamIndex enum type for 3-case special team list fo AV. * Rename BattleGroundTeamId -> BattleGroundTeamIndex for clarify * Some safe checks added and dropped bogus call RewardReputationToTeam in BattleGroundAV::HandleQuestComplete for BattleGroundTeamIndex as faction. Unclear for what it expected used so dropped.
This commit is contained in:
parent
26668c067b
commit
c2331f58bc
7 changed files with 149 additions and 141 deletions
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@ -509,11 +509,11 @@ void BattleGround::Update(uint32 diff)
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void BattleGround::SetTeamStartLoc(uint32 TeamID, float X, float Y, float Z, float O)
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{
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BattleGroundTeamId idx = GetTeamIndexByTeamId(TeamID);
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m_TeamStartLocX[idx] = X;
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m_TeamStartLocY[idx] = Y;
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m_TeamStartLocZ[idx] = Z;
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m_TeamStartLocO[idx] = O;
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BattleGroundTeamIndex teamIdx = GetTeamIndexByTeamId(TeamID);
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m_TeamStartLocX[teamIdx] = X;
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m_TeamStartLocY[teamIdx] = Y;
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m_TeamStartLocZ[teamIdx] = Z;
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m_TeamStartLocO[teamIdx] = O;
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}
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void BattleGround::SendPacketToAll(WorldPacket *packet)
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@ -1822,7 +1822,7 @@ WorldSafeLocsEntry const* BattleGround::GetClosestGraveYard( Player* player )
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bool BattleGround::IsTeamScoreInRange(uint32 team, uint32 minScore, uint32 maxScore) const
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{
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BattleGroundTeamId team_idx = GetTeamIndexByTeamId(team);
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BattleGroundTeamIndex team_idx = GetTeamIndexByTeamId(team);
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uint32 score = (m_TeamScores[team_idx] < 0) ? 0 : uint32(m_TeamScores[team_idx]);
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return score >= minScore && score <= maxScore;
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}
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@ -214,11 +214,12 @@ enum BattleGroundWinner
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WINNER_NONE = 2
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};
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enum BattleGroundTeamId
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enum BattleGroundTeamIndex
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{
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BG_TEAM_ALLIANCE = 0,
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BG_TEAM_HORDE = 1
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};
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#define BG_TEAMS_COUNT 2
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enum BattleGroundStartingEvents
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@ -400,7 +401,7 @@ class BattleGround
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void SetTeamStartLoc(uint32 TeamID, float X, float Y, float Z, float O);
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void GetTeamStartLoc(uint32 TeamID, float &X, float &Y, float &Z, float &O) const
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{
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BattleGroundTeamId idx = GetTeamIndexByTeamId(TeamID);
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BattleGroundTeamIndex idx = GetTeamIndexByTeamId(TeamID);
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X = m_TeamStartLocX[idx];
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Y = m_TeamStartLocY[idx];
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Z = m_TeamStartLocZ[idx];
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@ -445,7 +446,7 @@ class BattleGround
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virtual void UpdatePlayerScore(Player *Source, uint32 type, uint32 value);
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static BattleGroundTeamId GetTeamIndexByTeamId(uint32 Team) { return Team == ALLIANCE ? BG_TEAM_ALLIANCE : BG_TEAM_HORDE; }
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static BattleGroundTeamIndex GetTeamIndexByTeamId(uint32 Team) { return Team == ALLIANCE ? BG_TEAM_ALLIANCE : BG_TEAM_HORDE; }
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uint32 GetPlayersCountByTeam(uint32 Team) const { return m_PlayersCount[GetTeamIndexByTeamId(Team)]; }
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uint32 GetAlivePlayersCountByTeam(uint32 Team) const; // used in arenas to correctly handle death in spirit of redemption / last stand etc. (killer = killed) cases
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void UpdatePlayersCountByTeam(uint32 Team, bool remove)
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@ -524,7 +525,8 @@ class BattleGround
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// since arenas can be AvA or Hvh, we have to get the "temporary" team of a player
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uint32 GetPlayerTeam(uint64 guid);
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uint32 GetOtherTeam(uint32 teamId){ return (teamId) ? ((teamId == ALLIANCE) ? HORDE : ALLIANCE) : 0; }
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static uint32 GetOtherTeam(uint32 teamId){ return (teamId) ? ((teamId == ALLIANCE) ? HORDE : ALLIANCE) : 0; }
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static BattleGroundTeamIndex GetOtherTeamIndex(BattleGroundTeamIndex teamIdx){ return teamIdx == BG_TEAM_ALLIANCE ? BG_TEAM_HORDE : BG_TEAM_ALLIANCE; }
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bool IsPlayerInBattleGround(uint64 guid);
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/* virtual score-array - get's used in bg-subclasses */
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@ -340,7 +340,7 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* target
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return;
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BG_AB_Nodes node = BG_AB_Nodes(event);
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BattleGroundTeamId teamIndex = GetTeamIndexByTeamId(source->GetTeam());
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BattleGroundTeamIndex teamIndex = GetTeamIndexByTeamId(source->GetTeam());
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// Check if player really could use this banner, not cheated
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if (!(m_Nodes[node] == 0 || teamIndex == m_Nodes[node] % 2))
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@ -500,7 +500,7 @@ void BattleGroundAB::EndBattleGround(uint32 winner)
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WorldSafeLocsEntry const* BattleGroundAB::GetClosestGraveYard(Player* player)
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{
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BattleGroundTeamId teamIndex = GetTeamIndexByTeamId(player->GetTeam());
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BattleGroundTeamIndex teamIndex = GetTeamIndexByTeamId(player->GetTeam());
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// Is there any occupied node for this team?
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std::vector<uint8> nodes;
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@ -89,10 +89,10 @@ void BattleGroundAV::HandleKillUnit(Creature *creature, Player *killer)
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SpawnEvent(BG_AV_NodeEventCaptainDead_H, 0, true);
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break;
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case BG_AV_MINE_BOSSES_NORTH:
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ChangeMineOwner(BG_AV_NORTH_MINE, GetTeamIndexByTeamId(killer->GetTeam()));
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ChangeMineOwner(BG_AV_NORTH_MINE, GetAVTeamIndexByTeamId(killer->GetTeam()));
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break;
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case BG_AV_MINE_BOSSES_SOUTH:
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ChangeMineOwner(BG_AV_SOUTH_MINE, GetTeamIndexByTeamId(killer->GetTeam()));
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ChangeMineOwner(BG_AV_SOUTH_MINE, GetAVTeamIndexByTeamId(killer->GetTeam()));
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break;
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}
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}
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@ -101,7 +101,7 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
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{
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if (GetStatus() != STATUS_IN_PROGRESS)
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return;
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uint8 team = GetTeamIndexByTeamId(player->GetTeam());
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BattleGroundTeamIndex teamIdx = GetTeamIndexByTeamId(player->GetTeam());
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uint32 reputation = 0; // reputation for the whole team (other reputation must be done in db)
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// TODO add events (including quest not available anymore, next quest availabe, go/npc de/spawning)
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sLog.outError("BattleGroundAV: Quest %i completed", questid);
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@ -111,90 +111,89 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
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case BG_AV_QUEST_A_SCRAPS2:
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case BG_AV_QUEST_H_SCRAPS1:
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case BG_AV_QUEST_H_SCRAPS2:
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m_Team_QuestStatus[team][0] += 20;
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m_Team_QuestStatus[teamIdx][0] += 20;
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reputation = 1;
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if( m_Team_QuestStatus[team][0] == 500 || m_Team_QuestStatus[team][0] == 1000 || m_Team_QuestStatus[team][0] == 1500 ) //25,50,75 turn ins
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if( m_Team_QuestStatus[teamIdx][0] == 500 || m_Team_QuestStatus[teamIdx][0] == 1000 || m_Team_QuestStatus[teamIdx][0] == 1500 ) //25,50,75 turn ins
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{
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DEBUG_LOG("BattleGroundAV: Quest %i completed starting with unit upgrading..", questid);
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for (BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_FROSTWOLF_HUT; ++i)
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if (m_Nodes[i].Owner == team && m_Nodes[i].State == POINT_CONTROLLED)
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if (m_Nodes[i].Owner == teamIdx && m_Nodes[i].State == POINT_CONTROLLED)
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PopulateNode(i);
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}
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break;
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case BG_AV_QUEST_A_COMMANDER1:
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case BG_AV_QUEST_H_COMMANDER1:
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m_Team_QuestStatus[team][1]++;
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m_Team_QuestStatus[teamIdx][1]++;
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reputation = 1;
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if (m_Team_QuestStatus[team][1] == 120)
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if (m_Team_QuestStatus[teamIdx][1] == 120)
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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break;
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case BG_AV_QUEST_A_COMMANDER2:
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case BG_AV_QUEST_H_COMMANDER2:
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m_Team_QuestStatus[team][2]++;
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m_Team_QuestStatus[teamIdx][2]++;
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reputation = 2;
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if (m_Team_QuestStatus[team][2] == 60)
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if (m_Team_QuestStatus[teamIdx][2] == 60)
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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break;
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case BG_AV_QUEST_A_COMMANDER3:
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case BG_AV_QUEST_H_COMMANDER3:
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m_Team_QuestStatus[team][3]++;
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m_Team_QuestStatus[teamIdx][3]++;
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reputation = 5;
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RewardReputationToTeam(team, 1, player->GetTeam());
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if (m_Team_QuestStatus[team][1] == 30)
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if (m_Team_QuestStatus[teamIdx][1] == 30)
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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break;
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case BG_AV_QUEST_A_BOSS1:
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case BG_AV_QUEST_H_BOSS1:
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m_Team_QuestStatus[team][4] += 4; // there are 2 quests where you can turn in 5 or 1 item.. ( + 4 cause +1 will be done some lines below)
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m_Team_QuestStatus[teamIdx][4] += 4; // there are 2 quests where you can turn in 5 or 1 item.. ( + 4 cause +1 will be done some lines below)
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reputation = 4;
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case BG_AV_QUEST_A_BOSS2:
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case BG_AV_QUEST_H_BOSS2:
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m_Team_QuestStatus[team][4]++;
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m_Team_QuestStatus[teamIdx][4]++;
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reputation += 1;
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if (m_Team_QuestStatus[team][4] >= 200)
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if (m_Team_QuestStatus[teamIdx][4] >= 200)
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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break;
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case BG_AV_QUEST_A_NEAR_MINE:
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case BG_AV_QUEST_H_NEAR_MINE:
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m_Team_QuestStatus[team][5]++;
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m_Team_QuestStatus[teamIdx][5]++;
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reputation = 2;
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if (m_Team_QuestStatus[team][5] == 28)
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if (m_Team_QuestStatus[teamIdx][5] == 28)
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{
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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if (m_Team_QuestStatus[team][6] == 7)
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if (m_Team_QuestStatus[teamIdx][6] == 7)
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here - ground assault ready", questid);
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}
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break;
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case BG_AV_QUEST_A_OTHER_MINE:
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case BG_AV_QUEST_H_OTHER_MINE:
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m_Team_QuestStatus[team][6]++;
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m_Team_QuestStatus[teamIdx][6]++;
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reputation = 3;
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if (m_Team_QuestStatus[team][6] == 7)
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if (m_Team_QuestStatus[teamIdx][6] == 7)
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{
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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if (m_Team_QuestStatus[team][5] == 20)
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if (m_Team_QuestStatus[teamIdx][5] == 20)
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here - ground assault ready", questid);
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}
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break;
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case BG_AV_QUEST_A_RIDER_HIDE:
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case BG_AV_QUEST_H_RIDER_HIDE:
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m_Team_QuestStatus[team][7]++;
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m_Team_QuestStatus[teamIdx][7]++;
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reputation = 1;
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if (m_Team_QuestStatus[team][7] == 25)
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if (m_Team_QuestStatus[teamIdx][7] == 25)
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{
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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if (m_Team_QuestStatus[team][8] == 25)
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if (m_Team_QuestStatus[teamIdx][8] == 25)
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here - rider assault ready", questid);
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}
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break;
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case BG_AV_QUEST_A_RIDER_TAME:
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case BG_AV_QUEST_H_RIDER_TAME:
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m_Team_QuestStatus[team][8]++;
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m_Team_QuestStatus[teamIdx][8]++;
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reputation = 1;
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if (m_Team_QuestStatus[team][8] == 25)
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if (m_Team_QuestStatus[teamIdx][8] == 25)
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{
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
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if (m_Team_QuestStatus[team][7] == 25)
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if (m_Team_QuestStatus[teamIdx][7] == 25)
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DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here - rider assault ready", questid);
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}
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break;
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@ -207,29 +206,29 @@ void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
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RewardReputationToTeam((player->GetTeam() == ALLIANCE) ? BG_AV_FACTION_A : BG_AV_FACTION_H, reputation, player->GetTeam());
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}
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void BattleGroundAV::UpdateScore(BattleGroundTeamId team, int32 points )
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void BattleGroundAV::UpdateScore(BattleGroundTeamIndex teamIdx, int32 points )
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{
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// note: to remove reinforcements points must be negative, for adding reinforcements points must be positive
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MANGOS_ASSERT( team == BG_TEAM_ALLIANCE || team == BG_TEAM_HORDE);
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m_TeamScores[team] += points; // m_TeamScores is int32 - so no problems here
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MANGOS_ASSERT( teamIdx == BG_TEAM_ALLIANCE || teamIdx == BG_TEAM_HORDE);
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m_TeamScores[teamIdx] += points; // m_TeamScores is int32 - so no problems here
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if (points < 0)
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{
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if (m_TeamScores[team] < 1)
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if (m_TeamScores[teamIdx] < 1)
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{
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m_TeamScores[team] = 0;
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m_TeamScores[teamIdx] = 0;
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// other team will win:
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EndBattleGround((team == BG_TEAM_ALLIANCE)? HORDE : ALLIANCE);
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EndBattleGround((teamIdx == BG_TEAM_ALLIANCE)? HORDE : ALLIANCE);
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}
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else if (!m_IsInformedNearLose[team] && m_TeamScores[team] < BG_AV_SCORE_NEAR_LOSE)
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else if (!m_IsInformedNearLose[teamIdx] && m_TeamScores[teamIdx] < BG_AV_SCORE_NEAR_LOSE)
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{
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SendMessageToAll((team == BG_TEAM_HORDE) ? LANG_BG_AV_H_NEAR_LOSE : LANG_BG_AV_A_NEAR_LOSE, CHAT_MSG_BG_SYSTEM_NEUTRAL);
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SendMessageToAll((teamIdx == BG_TEAM_HORDE) ? LANG_BG_AV_H_NEAR_LOSE : LANG_BG_AV_A_NEAR_LOSE, CHAT_MSG_BG_SYSTEM_NEUTRAL);
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PlaySoundToAll(BG_AV_SOUND_NEAR_LOSE);
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m_IsInformedNearLose[team] = true;
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m_IsInformedNearLose[teamIdx] = true;
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}
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}
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// must be called here, else it could display a negative value
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UpdateWorldState(((team == BG_TEAM_HORDE) ? BG_AV_Horde_Score : BG_AV_Alliance_Score), m_TeamScores[team]);
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UpdateWorldState(((teamIdx == BG_TEAM_HORDE) ? BG_AV_Horde_Score : BG_AV_Alliance_Score), m_TeamScores[teamIdx]);
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}
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void BattleGroundAV::Update(uint32 diff)
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@ -241,19 +240,19 @@ void BattleGroundAV::Update(uint32 diff)
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// add points from mine owning, and look if the neutral team can reclaim the mine
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for(uint8 mine = 0; mine < BG_AV_MAX_MINES; mine++)
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{
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if (m_Mine_Owner[mine] == BG_TEAM_ALLIANCE || m_Mine_Owner[mine] == BG_TEAM_HORDE)
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if (m_Mine_Owner[mine] != BG_AV_TEAM_NEUTRAL)
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{
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m_Mine_Timer[mine] -=diff;
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if (m_Mine_Timer[mine] <= 0)
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{
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UpdateScore(BattleGroundTeamId(m_Mine_Owner[mine]), 1);
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UpdateScore(BattleGroundTeamIndex(m_Mine_Owner[mine]), 1);
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m_Mine_Timer[mine] = BG_AV_MINE_TICK_TIMER;
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}
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if (m_Mine_Reclaim_Timer[mine] > diff)
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m_Mine_Reclaim_Timer[mine] -= diff;
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else
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ChangeMineOwner(mine, BG_AV_NEUTRAL_TEAM);
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ChangeMineOwner(mine, BG_AV_TEAM_NEUTRAL);
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}
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}
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@ -309,11 +308,11 @@ void BattleGroundAV::EndBattleGround(uint32 winner)
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// graves all controlled
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for(BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i)
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if (m_Nodes[i].State == POINT_CONTROLLED)
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if (m_Nodes[i].State == POINT_CONTROLLED && m_Nodes[i].Owner != BG_AV_TEAM_NEUTRAL)
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++graves_owned[m_Nodes[i].Owner];
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for (uint32 i = 0; i < BG_AV_MAX_MINES; ++i)
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if (m_Mine_Owner[i] != BG_AV_NEUTRAL_TEAM)
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if (m_Mine_Owner[i] != BG_AV_TEAM_NEUTRAL)
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++mines_owned[m_Mine_Owner[i]];
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// now we have the values give the honor/reputation to the teams:
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@ -417,22 +416,24 @@ void BattleGroundAV::UpdatePlayerScore(Player* Source, uint32 type, uint32 value
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void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node)
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{
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MANGOS_ASSERT(m_Nodes[node].Owner != BG_AV_TEAM_NEUTRAL)
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DEBUG_LOG("BattleGroundAV: player destroyed point node %i", node);
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BattleGroundTeamIndex owner = BattleGroundTeamIndex(m_Nodes[node].Owner);
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// despawn banner
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DestroyNode(node);
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PopulateNode(node);
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UpdateNodeWorldState(node);
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uint32 owner = m_Nodes[node].Owner;
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if (IsTower(node))
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{
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uint8 tmp = node - BG_AV_NODES_DUNBALDAR_SOUTH;
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// despawn marshal (one of those guys protecting the boss)
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SpawnEvent(BG_AV_MARSHAL_A_SOUTH + tmp, 0, false);
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UpdateScore(BattleGroundTeamId(owner^0x1), (-1) * BG_AV_RES_TOWER);
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UpdateScore(GetOtherTeamIndex(owner), (-1) * BG_AV_RES_TOWER);
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RewardReputationToTeam((owner == BG_TEAM_ALLIANCE) ? BG_AV_FACTION_A : BG_AV_FACTION_H, m_RepTowerDestruction, owner);
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RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_TOWER), owner);
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SendYell2ToAll(LANG_BG_AV_TOWER_TAKEN, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0), GetNodeName(node), ( owner == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY : LANG_BG_HORDE);
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@ -443,33 +444,30 @@ void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node)
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}
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||||
}
|
||||
|
||||
void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team)
|
||||
void BattleGroundAV::ChangeMineOwner(uint8 mine, BattleGroundAVTeamIndex teamIdx)
|
||||
{
|
||||
m_Mine_Timer[mine] = BG_AV_MINE_TICK_TIMER;
|
||||
// TODO implement quest 7122
|
||||
// mine=0 northmine, mine=1 southmine
|
||||
// TODO changing the owner should result in setting respawntime to infinite for current creatures (they should fight the new ones), spawning new mine owners creatures and changing the chest - objects so that the current owning team can use them
|
||||
MANGOS_ASSERT(mine == BG_AV_NORTH_MINE || mine == BG_AV_SOUTH_MINE);
|
||||
if (m_Mine_Owner[mine] == int8(team))
|
||||
if (m_Mine_Owner[mine] == teamIdx)
|
||||
return;
|
||||
|
||||
if (team != BG_TEAM_ALLIANCE && team != BG_TEAM_HORDE)
|
||||
team = BG_AV_NEUTRAL_TEAM;
|
||||
|
||||
m_Mine_PrevOwner[mine] = m_Mine_Owner[mine];
|
||||
m_Mine_Owner[mine] = team;
|
||||
m_Mine_Owner[mine] = teamIdx;
|
||||
|
||||
SendMineWorldStates(mine);
|
||||
|
||||
SpawnEvent(BG_AV_MINE_EVENT + mine, team, true);
|
||||
SpawnEvent(BG_AV_MINE_BOSSES + mine, team, true);
|
||||
SpawnEvent(BG_AV_MINE_EVENT + mine, teamIdx, true);
|
||||
SpawnEvent(BG_AV_MINE_BOSSES + mine, teamIdx, true);
|
||||
|
||||
if (team == BG_TEAM_ALLIANCE || team == BG_TEAM_HORDE)
|
||||
if (teamIdx != BG_AV_TEAM_NEUTRAL)
|
||||
{
|
||||
PlaySoundToAll((team == BG_TEAM_ALLIANCE) ? BG_AV_SOUND_ALLIANCE_GOOD : BG_AV_SOUND_HORDE_GOOD);
|
||||
PlaySoundToAll((teamIdx == BG_TEAM_ALLIANCE) ? BG_AV_SOUND_ALLIANCE_GOOD : BG_AV_SOUND_HORDE_GOOD);
|
||||
m_Mine_Reclaim_Timer[mine] = BG_AV_MINE_RECLAIM_TIMER;
|
||||
SendYell2ToAll(LANG_BG_AV_MINE_TAKEN , LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
|
||||
(team == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY : LANG_BG_HORDE,
|
||||
(teamIdx == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY : LANG_BG_HORDE,
|
||||
(mine == BG_AV_NORTH_MINE) ? LANG_BG_AV_MINE_NORTH : LANG_BG_AV_MINE_SOUTH);
|
||||
}
|
||||
}
|
||||
|
|
@ -487,25 +485,25 @@ bool BattleGroundAV::PlayerCanDoMineQuest(int32 GOId, uint32 team)
|
|||
/// more a wrapper around spawnevent cause graveyards are special
|
||||
void BattleGroundAV::PopulateNode(BG_AV_Nodes node)
|
||||
{
|
||||
uint32 team = m_Nodes[node].Owner;
|
||||
if (IsGrave(node) && team != BG_AV_NEUTRAL_TEAM)
|
||||
BattleGroundAVTeamIndex teamIdx = m_Nodes[node].Owner;
|
||||
if (IsGrave(node) && teamIdx != BG_AV_TEAM_NEUTRAL)
|
||||
{
|
||||
uint32 graveDefenderType;
|
||||
if (m_Team_QuestStatus[team][0] < 500 )
|
||||
if (m_Team_QuestStatus[teamIdx][0] < 500 )
|
||||
graveDefenderType = 0;
|
||||
else if (m_Team_QuestStatus[team][0] < 1000 )
|
||||
else if (m_Team_QuestStatus[teamIdx][0] < 1000 )
|
||||
graveDefenderType = 1;
|
||||
else if (m_Team_QuestStatus[team][0] < 1500 )
|
||||
else if (m_Team_QuestStatus[teamIdx][0] < 1500 )
|
||||
graveDefenderType = 2;
|
||||
else
|
||||
graveDefenderType = 3;
|
||||
|
||||
if (m_Nodes[node].State == POINT_CONTROLLED) // we can spawn the current owner event
|
||||
SpawnEvent(BG_AV_NODES_MAX + node, team * BG_AV_MAX_GRAVETYPES + graveDefenderType, true);
|
||||
SpawnEvent(BG_AV_NODES_MAX + node, teamIdx * BG_AV_MAX_GRAVETYPES + graveDefenderType, true);
|
||||
else // we despawn the event from the prevowner
|
||||
SpawnEvent(BG_AV_NODES_MAX + node, m_Nodes[node].PrevOwner * BG_AV_MAX_GRAVETYPES + graveDefenderType, false);
|
||||
}
|
||||
SpawnEvent(node, (team * BG_AV_MAX_STATES) + m_Nodes[node].State, true);
|
||||
SpawnEvent(node, (teamIdx * BG_AV_MAX_STATES) + m_Nodes[node].State, true);
|
||||
}
|
||||
|
||||
/// called when using a banner
|
||||
|
|
@ -535,11 +533,11 @@ void BattleGroundAV::EventPlayerDefendsPoint(Player* player, BG_AV_Nodes node)
|
|||
{
|
||||
MANGOS_ASSERT(GetStatus() == STATUS_IN_PROGRESS);
|
||||
|
||||
uint32 team = GetTeamIndexByTeamId(player->GetTeam());
|
||||
BattleGroundTeamIndex teamIdx = GetTeamIndexByTeamId(player->GetTeam());
|
||||
|
||||
if (m_Nodes[node].Owner == team || m_Nodes[node].State != POINT_ASSAULTED)
|
||||
if (m_Nodes[node].Owner == teamIdx || m_Nodes[node].State != POINT_ASSAULTED)
|
||||
return;
|
||||
if( m_Nodes[node].TotalOwner == BG_AV_NEUTRAL_TEAM ) // initial snowfall capture
|
||||
if( m_Nodes[node].TotalOwner == BG_AV_TEAM_NEUTRAL ) // initial snowfall capture
|
||||
{
|
||||
// until snowfall doesn't belong to anyone it is better handled in assault - code (best would be to have a special function
|
||||
// for neutral nodes.. but doing this just for snowfall will be a bit to much i think
|
||||
|
|
@ -547,14 +545,15 @@ void BattleGroundAV::EventPlayerDefendsPoint(Player* player, BG_AV_Nodes node)
|
|||
EventPlayerAssaultsPoint(player, node);
|
||||
return;
|
||||
}
|
||||
|
||||
DEBUG_LOG("BattleGroundAV: player defends node: %i", node);
|
||||
if (m_Nodes[node].PrevOwner != team)
|
||||
if (m_Nodes[node].PrevOwner != teamIdx)
|
||||
{
|
||||
sLog.outError("BattleGroundAV: player defends point which doesn't belong to his team %i", node);
|
||||
return;
|
||||
}
|
||||
|
||||
DefendNode(node, team); // set the right variables for nodeinfo
|
||||
DefendNode(node, teamIdx); // set the right variables for nodeinfo
|
||||
PopulateNode(node); // spawn node-creatures (defender for example)
|
||||
UpdateNodeWorldState(node); // send new mapicon to the player
|
||||
|
||||
|
|
@ -562,7 +561,7 @@ void BattleGroundAV::EventPlayerDefendsPoint(Player* player, BG_AV_Nodes node)
|
|||
{
|
||||
SendYell2ToAll( LANG_BG_AV_TOWER_DEFENDED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
|
||||
GetNodeName(node),
|
||||
( team == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
|
||||
( teamIdx == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
|
||||
UpdatePlayerScore(player, SCORE_TOWERS_DEFENDED, 1);
|
||||
PlaySoundToAll(BG_AV_SOUND_BOTH_TOWER_DEFEND);
|
||||
}
|
||||
|
|
@ -570,22 +569,22 @@ void BattleGroundAV::EventPlayerDefendsPoint(Player* player, BG_AV_Nodes node)
|
|||
{
|
||||
SendYell2ToAll(LANG_BG_AV_GRAVE_DEFENDED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
|
||||
GetNodeName(node),
|
||||
( team == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
|
||||
( teamIdx == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
|
||||
UpdatePlayerScore(player, SCORE_GRAVEYARDS_DEFENDED, 1);
|
||||
// update the statistic for the defending player
|
||||
PlaySoundToAll((team == BG_TEAM_ALLIANCE)?BG_AV_SOUND_ALLIANCE_GOOD:BG_AV_SOUND_HORDE_GOOD);
|
||||
PlaySoundToAll((teamIdx == BG_TEAM_ALLIANCE)?BG_AV_SOUND_ALLIANCE_GOOD:BG_AV_SOUND_HORDE_GOOD);
|
||||
}
|
||||
}
|
||||
|
||||
void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, BG_AV_Nodes node)
|
||||
{
|
||||
// TODO implement quest 7101, 7081
|
||||
uint32 team = GetTeamIndexByTeamId(player->GetTeam());
|
||||
BattleGroundTeamIndex teamIdx = GetTeamIndexByTeamId(player->GetTeam());
|
||||
DEBUG_LOG("BattleGroundAV: player assaults node %i", node);
|
||||
if (m_Nodes[node].Owner == team || team == m_Nodes[node].TotalOwner)
|
||||
if (m_Nodes[node].Owner == teamIdx || teamIdx == m_Nodes[node].TotalOwner)
|
||||
return;
|
||||
|
||||
AssaultNode(node, team); // update nodeinfo variables
|
||||
AssaultNode(node, teamIdx); // update nodeinfo variables
|
||||
UpdateNodeWorldState(node); // send mapicon
|
||||
PopulateNode(node);
|
||||
|
||||
|
|
@ -593,19 +592,19 @@ void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, BG_AV_Nodes node)
|
|||
{
|
||||
SendYell2ToAll(LANG_BG_AV_TOWER_ASSAULTED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
|
||||
GetNodeName(node),
|
||||
( team == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
|
||||
( teamIdx == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
|
||||
UpdatePlayerScore(player, SCORE_TOWERS_ASSAULTED, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
SendYell2ToAll(LANG_BG_AV_GRAVE_ASSAULTED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
|
||||
GetNodeName(node),
|
||||
( team == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
|
||||
( teamIdx == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
|
||||
// update the statistic for the assaulting player
|
||||
UpdatePlayerScore(player, SCORE_GRAVEYARDS_ASSAULTED, 1);
|
||||
}
|
||||
|
||||
PlaySoundToAll((team == BG_TEAM_ALLIANCE) ? BG_AV_SOUND_ALLIANCE_ASSAULTS : BG_AV_SOUND_HORDE_ASSAULTS);
|
||||
PlaySoundToAll((teamIdx == BG_TEAM_ALLIANCE) ? BG_AV_SOUND_ALLIANCE_ASSAULTS : BG_AV_SOUND_HORDE_ASSAULTS);
|
||||
}
|
||||
|
||||
void BattleGroundAV::FillInitialWorldStates(WorldPacket& data, uint32& count)
|
||||
|
|
@ -616,14 +615,14 @@ void BattleGroundAV::FillInitialWorldStates(WorldPacket& data, uint32& count)
|
|||
for (uint8 j = 0; j < BG_AV_MAX_STATES; j++)
|
||||
{
|
||||
stateok = (m_Nodes[i].State == j);
|
||||
FillInitialWorldState(data, count, BG_AV_NodeWorldStates[i][GetWorldStateType(j, BG_TEAM_ALLIANCE)],
|
||||
FillInitialWorldState(data, count, BG_AV_NodeWorldStates[i][GetWorldStateType(j, BG_AV_TEAM_ALLIANCE)],
|
||||
m_Nodes[i].Owner == BG_TEAM_ALLIANCE && stateok);
|
||||
FillInitialWorldState(data, count, BG_AV_NodeWorldStates[i][GetWorldStateType(j, BG_TEAM_HORDE)],
|
||||
FillInitialWorldState(data, count, BG_AV_NodeWorldStates[i][GetWorldStateType(j, BG_AV_TEAM_HORDE)],
|
||||
m_Nodes[i].Owner == BG_TEAM_HORDE && stateok);
|
||||
}
|
||||
}
|
||||
|
||||
if( m_Nodes[BG_AV_NODES_SNOWFALL_GRAVE].Owner == BG_AV_NEUTRAL_TEAM ) // cause neutral teams aren't handled generic
|
||||
if( m_Nodes[BG_AV_NODES_SNOWFALL_GRAVE].Owner == BG_AV_TEAM_NEUTRAL ) // cause neutral teams aren't handled generic
|
||||
FillInitialWorldState(data, count, AV_SNOWFALL_N, 1);
|
||||
|
||||
FillInitialWorldState(data, count, BG_AV_Alliance_Score, m_TeamScores[BG_TEAM_ALLIANCE]);
|
||||
|
|
@ -651,7 +650,7 @@ void BattleGroundAV::FillInitialWorldStates(WorldPacket& data, uint32& count)
|
|||
void BattleGroundAV::UpdateNodeWorldState(BG_AV_Nodes node)
|
||||
{
|
||||
UpdateWorldState(BG_AV_NodeWorldStates[node][GetWorldStateType(m_Nodes[node].State,m_Nodes[node].Owner)], 1);
|
||||
if( m_Nodes[node].PrevOwner == BG_AV_NEUTRAL_TEAM ) // currently only snowfall is supported as neutral node
|
||||
if( m_Nodes[node].PrevOwner == BG_AV_TEAM_NEUTRAL ) // currently only snowfall is supported as neutral node
|
||||
UpdateWorldState(AV_SNOWFALL_N, 0);
|
||||
else
|
||||
UpdateWorldState(BG_AV_NodeWorldStates[node][GetWorldStateType(m_Nodes[node].PrevState,m_Nodes[node].PrevOwner)], 0);
|
||||
|
|
@ -660,8 +659,6 @@ void BattleGroundAV::UpdateNodeWorldState(BG_AV_Nodes node)
|
|||
void BattleGroundAV::SendMineWorldStates(uint32 mine)
|
||||
{
|
||||
MANGOS_ASSERT(mine == BG_AV_NORTH_MINE || mine == BG_AV_SOUTH_MINE);
|
||||
MANGOS_ASSERT(m_Mine_PrevOwner[mine] == BG_TEAM_ALLIANCE || m_Mine_PrevOwner[mine] == BG_TEAM_HORDE || m_Mine_PrevOwner[mine] == BG_AV_NEUTRAL_TEAM);
|
||||
MANGOS_ASSERT(m_Mine_Owner[mine] == BG_TEAM_ALLIANCE || m_Mine_Owner[mine] == BG_TEAM_HORDE || m_Mine_Owner[mine] == BG_AV_NEUTRAL_TEAM);
|
||||
|
||||
UpdateWorldState(BG_AV_MineWorldStates[mine][m_Mine_Owner[mine]], 1);
|
||||
if (m_Mine_Owner[mine] != m_Mine_PrevOwner[mine])
|
||||
|
|
@ -672,7 +669,7 @@ WorldSafeLocsEntry const* BattleGroundAV::GetClosestGraveYard(Player *plr)
|
|||
{
|
||||
float x = plr->GetPositionX();
|
||||
float y = plr->GetPositionY();
|
||||
uint32 team = GetTeamIndexByTeamId(plr->GetTeam());
|
||||
BattleGroundAVTeamIndex teamIdx = GetAVTeamIndexByTeamId(plr->GetTeam());
|
||||
WorldSafeLocsEntry const* good_entry = NULL;
|
||||
if (GetStatus() == STATUS_IN_PROGRESS)
|
||||
{
|
||||
|
|
@ -680,7 +677,7 @@ WorldSafeLocsEntry const* BattleGroundAV::GetClosestGraveYard(Player *plr)
|
|||
float mindist = 9999999.0f;
|
||||
for(uint8 i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_FROSTWOLF_HUT; ++i)
|
||||
{
|
||||
if (m_Nodes[i].Owner != team || m_Nodes[i].State != POINT_CONTROLLED)
|
||||
if (m_Nodes[i].Owner != teamIdx || m_Nodes[i].State != POINT_CONTROLLED)
|
||||
continue;
|
||||
WorldSafeLocsEntry const * entry = sWorldSafeLocsStore.LookupEntry( BG_AV_GraveyardIds[i] );
|
||||
if (!entry)
|
||||
|
|
@ -695,7 +692,7 @@ WorldSafeLocsEntry const* BattleGroundAV::GetClosestGraveYard(Player *plr)
|
|||
}
|
||||
// If not, place ghost in the starting-cave
|
||||
if (!good_entry)
|
||||
good_entry = sWorldSafeLocsStore.LookupEntry( BG_AV_GraveyardIds[team + 7] );
|
||||
good_entry = sWorldSafeLocsStore.LookupEntry( BG_AV_GraveyardIds[teamIdx + 7] );
|
||||
|
||||
return good_entry;
|
||||
}
|
||||
|
|
@ -723,17 +720,16 @@ uint32 BattleGroundAV::GetNodeName(BG_AV_Nodes node)
|
|||
}
|
||||
}
|
||||
|
||||
void BattleGroundAV::AssaultNode(BG_AV_Nodes node, uint32 team)
|
||||
void BattleGroundAV::AssaultNode(BG_AV_Nodes node, BattleGroundTeamIndex teamIdx)
|
||||
{
|
||||
MANGOS_ASSERT(team < 3); // alliance:0, horde:1, neutral:2
|
||||
MANGOS_ASSERT(m_Nodes[node].TotalOwner != team);
|
||||
MANGOS_ASSERT(m_Nodes[node].Owner != team);
|
||||
MANGOS_ASSERT(m_Nodes[node].TotalOwner != teamIdx);
|
||||
MANGOS_ASSERT(m_Nodes[node].Owner != teamIdx);
|
||||
// only assault an assaulted node if no totalowner exists:
|
||||
MANGOS_ASSERT(m_Nodes[node].State != POINT_ASSAULTED || m_Nodes[node].TotalOwner == BG_AV_NEUTRAL_TEAM);
|
||||
MANGOS_ASSERT(m_Nodes[node].State != POINT_ASSAULTED || m_Nodes[node].TotalOwner == BG_AV_TEAM_NEUTRAL);
|
||||
// the timer gets another time, if the previous owner was 0 == Neutral
|
||||
m_Nodes[node].Timer = (m_Nodes[node].PrevOwner != BG_AV_NEUTRAL_TEAM) ? BG_AV_CAPTIME : BG_AV_SNOWFALL_FIRSTCAP;
|
||||
m_Nodes[node].Timer = (m_Nodes[node].PrevOwner != BG_AV_TEAM_NEUTRAL) ? BG_AV_CAPTIME : BG_AV_SNOWFALL_FIRSTCAP;
|
||||
m_Nodes[node].PrevOwner = m_Nodes[node].Owner;
|
||||
m_Nodes[node].Owner = team;
|
||||
m_Nodes[node].Owner = BattleGroundAVTeamIndex(teamIdx);
|
||||
m_Nodes[node].PrevState = m_Nodes[node].State;
|
||||
m_Nodes[node].State = POINT_ASSAULTED;
|
||||
}
|
||||
|
|
@ -749,30 +745,28 @@ void BattleGroundAV::DestroyNode(BG_AV_Nodes node)
|
|||
m_Nodes[node].Timer = 0;
|
||||
}
|
||||
|
||||
void BattleGroundAV::InitNode(BG_AV_Nodes node, uint32 team, bool tower)
|
||||
void BattleGroundAV::InitNode(BG_AV_Nodes node, BattleGroundAVTeamIndex teamIdx, bool tower)
|
||||
{
|
||||
MANGOS_ASSERT(team < 3); // alliance:0, horde:1, neutral:2
|
||||
m_Nodes[node].TotalOwner = team;
|
||||
m_Nodes[node].Owner = team;
|
||||
m_Nodes[node].PrevOwner = team;
|
||||
m_Nodes[node].TotalOwner = teamIdx;
|
||||
m_Nodes[node].Owner = teamIdx;
|
||||
m_Nodes[node].PrevOwner = teamIdx;
|
||||
m_Nodes[node].State = POINT_CONTROLLED;
|
||||
m_Nodes[node].PrevState = m_Nodes[node].State;
|
||||
m_Nodes[node].State = POINT_CONTROLLED;
|
||||
m_Nodes[node].Timer = 0;
|
||||
m_Nodes[node].Tower = tower;
|
||||
m_ActiveEvents[node] = team * BG_AV_MAX_STATES + m_Nodes[node].State;
|
||||
m_ActiveEvents[node] = teamIdx * BG_AV_MAX_STATES + m_Nodes[node].State;
|
||||
if (IsGrave(node)) // grave-creatures are special cause of a quest
|
||||
m_ActiveEvents[node + BG_AV_NODES_MAX] = team * BG_AV_MAX_GRAVETYPES;
|
||||
m_ActiveEvents[node + BG_AV_NODES_MAX] = teamIdx * BG_AV_MAX_GRAVETYPES;
|
||||
}
|
||||
|
||||
void BattleGroundAV::DefendNode(BG_AV_Nodes node, uint32 team)
|
||||
void BattleGroundAV::DefendNode(BG_AV_Nodes node, BattleGroundTeamIndex teamIdx)
|
||||
{
|
||||
MANGOS_ASSERT(team < 3); // alliance:0, horde:1, neutral:2
|
||||
MANGOS_ASSERT(m_Nodes[node].TotalOwner == team);
|
||||
MANGOS_ASSERT(m_Nodes[node].Owner != team);
|
||||
MANGOS_ASSERT(m_Nodes[node].TotalOwner == teamIdx);
|
||||
MANGOS_ASSERT(m_Nodes[node].Owner != teamIdx);
|
||||
MANGOS_ASSERT(m_Nodes[node].State != POINT_CONTROLLED);
|
||||
m_Nodes[node].PrevOwner = m_Nodes[node].Owner;
|
||||
m_Nodes[node].Owner = team;
|
||||
m_Nodes[node].Owner = BattleGroundAVTeamIndex(teamIdx);
|
||||
m_Nodes[node].PrevState = m_Nodes[node].State;
|
||||
m_Nodes[node].State = POINT_CONTROLLED;
|
||||
m_Nodes[node].Timer = 0;
|
||||
|
|
@ -804,10 +798,10 @@ void BattleGroundAV::Reset()
|
|||
|
||||
for(uint8 i = 0; i < BG_AV_MAX_MINES; i++)
|
||||
{
|
||||
m_Mine_Owner[i] = BG_AV_NEUTRAL_TEAM;
|
||||
m_Mine_Owner[i] = BG_AV_TEAM_NEUTRAL;
|
||||
m_Mine_PrevOwner[i] = m_Mine_Owner[i];
|
||||
m_ActiveEvents[BG_AV_MINE_BOSSES+ i] = BG_AV_NEUTRAL_TEAM;
|
||||
m_ActiveEvents[BG_AV_MINE_EVENT + i] = BG_AV_NEUTRAL_TEAM;
|
||||
m_ActiveEvents[BG_AV_MINE_BOSSES+ i] = BG_AV_TEAM_NEUTRAL;
|
||||
m_ActiveEvents[BG_AV_MINE_EVENT + i] = BG_AV_TEAM_NEUTRAL;
|
||||
m_Mine_Timer[i] = BG_AV_MINE_TICK_TIMER;
|
||||
}
|
||||
|
||||
|
|
@ -820,15 +814,15 @@ void BattleGroundAV::Reset()
|
|||
m_ActiveEvents[BG_AV_MARSHAL_A_SOUTH + i - BG_AV_NODES_DUNBALDAR_SOUTH] = 0;
|
||||
|
||||
for(BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_STONEHEART_GRAVE; ++i) // alliance graves
|
||||
InitNode(i, BG_TEAM_ALLIANCE, false);
|
||||
InitNode(i, BG_AV_TEAM_ALLIANCE, false);
|
||||
for(BG_AV_Nodes i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_STONEHEART_BUNKER; ++i) // alliance towers
|
||||
InitNode(i, BG_TEAM_ALLIANCE, true);
|
||||
InitNode(i, BG_AV_TEAM_ALLIANCE, true);
|
||||
|
||||
for(BG_AV_Nodes i = BG_AV_NODES_ICEBLOOD_GRAVE; i <= BG_AV_NODES_FROSTWOLF_HUT; ++i) // horde graves
|
||||
InitNode(i, BG_TEAM_HORDE, false);
|
||||
InitNode(i, BG_AV_TEAM_HORDE, false);
|
||||
for(BG_AV_Nodes i = BG_AV_NODES_ICEBLOOD_TOWER; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i) // horde towers
|
||||
InitNode(i, BG_TEAM_HORDE, true);
|
||||
InitNode(i, BG_AV_TEAM_HORDE, true);
|
||||
|
||||
InitNode(BG_AV_NODES_SNOWFALL_GRAVE, BG_AV_NEUTRAL_TEAM, false); // give snowfall neutral owner
|
||||
InitNode(BG_AV_NODES_SNOWFALL_GRAVE, BG_AV_TEAM_NEUTRAL, false); // give snowfall neutral owner
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -88,7 +88,6 @@ enum BG_AV_OTHER_VALUES
|
|||
BG_AV_SOUTH_MINE = 1,
|
||||
BG_AV_MINE_TICK_TIMER = 45000,
|
||||
BG_AV_MINE_RECLAIM_TIMER = 1200000, // TODO: get the right value.. this is currently 20 minutes
|
||||
BG_AV_NEUTRAL_TEAM = 2, // this is the neutral owner of snowfall
|
||||
BG_AV_FACTION_A = 730,
|
||||
BG_AV_FACTION_H = 729,
|
||||
};
|
||||
|
|
@ -202,8 +201,20 @@ enum BG_AV_WorldStates
|
|||
AV_SNOWFALL_N = 1966,
|
||||
};
|
||||
|
||||
// special version with more wide values range that BattleGroundTeamIndex
|
||||
// BattleGroundAVTeamIndex <- BattleGroundTeamIndex cast safe
|
||||
// BattleGroundAVTeamIndex -> BattleGroundTeamIndex cast safe and array with BG_TEAMS_COUNT elements must checked != BG_AV_TEAM_NEUTRAL before used
|
||||
enum BattleGroundAVTeamIndex
|
||||
{
|
||||
BG_AV_TEAM_ALLIANCE = BG_TEAM_ALLIANCE,
|
||||
BG_AV_TEAM_HORDE = BG_TEAM_HORDE,
|
||||
BG_AV_TEAM_NEUTRAL = 2, // this is the neutral owner of snowfall
|
||||
};
|
||||
|
||||
#define BG_AV_TEAMS_COUNT 3
|
||||
|
||||
// alliance_control horde_control neutral_control
|
||||
const uint32 BG_AV_MineWorldStates[2][3] = {
|
||||
const uint32 BG_AV_MineWorldStates[2][BG_AV_TEAMS_COUNT] = {
|
||||
{1358, 1359, 1360},
|
||||
{1355, 1356, 1357}
|
||||
};
|
||||
|
|
@ -272,9 +283,9 @@ enum BG_AV_QuestIds
|
|||
|
||||
struct BG_AV_NodeInfo
|
||||
{
|
||||
uint32 TotalOwner;
|
||||
uint32 Owner;
|
||||
uint32 PrevOwner;
|
||||
BattleGroundAVTeamIndex TotalOwner;
|
||||
BattleGroundAVTeamIndex Owner;
|
||||
BattleGroundAVTeamIndex PrevOwner;
|
||||
BG_AV_States State;
|
||||
BG_AV_States PrevState;
|
||||
uint32 Timer;
|
||||
|
|
@ -320,7 +331,7 @@ class BattleGroundAV : public BattleGround
|
|||
virtual void Reset();
|
||||
|
||||
/*general stuff*/
|
||||
void UpdateScore(BattleGroundTeamId team, int32 points);
|
||||
void UpdateScore(BattleGroundTeamIndex teamIdx, int32 points);
|
||||
void UpdatePlayerScore(Player *Source, uint32 type, uint32 value);
|
||||
|
||||
/*handle stuff*/ // these are functions which get called from extern scripts
|
||||
|
|
@ -334,16 +345,17 @@ class BattleGroundAV : public BattleGround
|
|||
|
||||
virtual WorldSafeLocsEntry const* GetClosestGraveYard(Player *plr);
|
||||
|
||||
static BattleGroundAVTeamIndex GetAVTeamIndexByTeamId(uint32 Team) { return BattleGroundAVTeamIndex(GetTeamIndexByTeamId(Team)); }
|
||||
private:
|
||||
/* Nodes occupying */
|
||||
void EventPlayerAssaultsPoint(Player* player, BG_AV_Nodes node);
|
||||
void EventPlayerDefendsPoint(Player* player, BG_AV_Nodes node);
|
||||
void EventPlayerDestroyedPoint(BG_AV_Nodes node);
|
||||
|
||||
void AssaultNode(BG_AV_Nodes node, uint32 team);
|
||||
void AssaultNode(BG_AV_Nodes node, BattleGroundTeamIndex teamIdx);
|
||||
void DestroyNode(BG_AV_Nodes node);
|
||||
void InitNode(BG_AV_Nodes node, uint32 team, bool tower);
|
||||
void DefendNode(BG_AV_Nodes node, uint32 team);
|
||||
void InitNode(BG_AV_Nodes node, BattleGroundAVTeamIndex teamIdx, bool tower);
|
||||
void DefendNode(BG_AV_Nodes node, BattleGroundTeamIndex teamIdx);
|
||||
|
||||
void PopulateNode(BG_AV_Nodes node);
|
||||
|
||||
|
|
@ -352,10 +364,10 @@ class BattleGroundAV : public BattleGround
|
|||
const bool IsGrave(BG_AV_Nodes node) { return (node == BG_AV_NODES_ERROR)? false : !m_Nodes[node].Tower; }
|
||||
|
||||
/*mine*/
|
||||
void ChangeMineOwner(uint8 mine, uint32 team);
|
||||
void ChangeMineOwner(uint8 mine, BattleGroundAVTeamIndex teamIdx);
|
||||
|
||||
/*worldstates*/
|
||||
uint8 GetWorldStateType(uint8 state, uint32 team) const { return team * BG_AV_MAX_STATES + state; }
|
||||
uint8 GetWorldStateType(uint8 state, BattleGroundAVTeamIndex teamIdx) const { return teamIdx * BG_AV_MAX_STATES + state; }
|
||||
void SendMineWorldStates(uint32 mine);
|
||||
void UpdateNodeWorldState(BG_AV_Nodes node);
|
||||
|
||||
|
|
@ -364,13 +376,13 @@ class BattleGroundAV : public BattleGround
|
|||
|
||||
BG_AV_NodeInfo m_Nodes[BG_AV_NODES_MAX];
|
||||
|
||||
int8 m_Mine_Owner[BG_AV_MAX_MINES];
|
||||
int8 m_Mine_PrevOwner[BG_AV_MAX_MINES]; // only for worldstates needed
|
||||
// only for worldstates needed
|
||||
BattleGroundAVTeamIndex m_Mine_Owner[BG_AV_MAX_MINES];
|
||||
BattleGroundAVTeamIndex m_Mine_PrevOwner[BG_AV_MAX_MINES];
|
||||
int32 m_Mine_Timer[BG_AV_MAX_MINES];
|
||||
uint32 m_Mine_Reclaim_Timer[BG_AV_MAX_MINES];
|
||||
|
||||
bool m_IsInformedNearLose[BG_TEAMS_COUNT];
|
||||
bool m_captainAlive[BG_TEAMS_COUNT];
|
||||
|
||||
uint32 m_HonorMapComplete;
|
||||
uint32 m_RepTowerDestruction;
|
||||
|
|
|
|||
|
|
@ -113,7 +113,7 @@ void BattleGroundEY::StartingEventOpenDoors()
|
|||
|
||||
void BattleGroundEY::AddPoints(uint32 Team, uint32 Points)
|
||||
{
|
||||
BattleGroundTeamId team_index = GetTeamIndexByTeamId(Team);
|
||||
BattleGroundTeamIndex team_index = GetTeamIndexByTeamId(Team);
|
||||
m_TeamScores[team_index] += Points;
|
||||
m_HonorScoreTics[team_index] += Points;
|
||||
if (m_HonorScoreTics[team_index] >= m_HonorTics )
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
#ifndef __REVISION_NR_H__
|
||||
#define __REVISION_NR_H__
|
||||
#define REVISION_NR "10780"
|
||||
#define REVISION_NR "10781"
|
||||
#endif // __REVISION_NR_H__
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue