mirror of
https://github.com/mangosfour/server.git
synced 2025-12-22 04:37:01 +00:00
changed battleground code for every bg
BattleGroundWS: changed warsong code for db-move BattleGroundAB: changed arathi basin code for db-move BattleGroundEY: changed eye of the storm code for db move also some cleanup like: renaming POINTS_MAX to NODES_MAX renamed "m_" -> should only be used for classmember BattleGroundAA: changed arena code for db move
This commit is contained in:
parent
c77683afbb
commit
d249e9550a
12 changed files with 278 additions and 867 deletions
|
|
@ -31,7 +31,6 @@ BattleGroundAB::BattleGroundAB()
|
|||
{
|
||||
m_BuffChange = true;
|
||||
m_BgObjects.resize(BG_AB_OBJECT_MAX);
|
||||
m_BgCreatures.resize(BG_AB_ALL_NODES_COUNT);
|
||||
|
||||
m_StartMessageIds[BG_STARTING_EVENT_FIRST] = LANG_BG_AB_START_TWO_MINUTES;
|
||||
m_StartMessageIds[BG_STARTING_EVENT_SECOND] = LANG_BG_AB_START_ONE_MINUTE;
|
||||
|
|
@ -51,7 +50,7 @@ void BattleGroundAB::Update(uint32 diff)
|
|||
{
|
||||
int team_points[BG_TEAMS_COUNT] = { 0, 0 };
|
||||
|
||||
for (int node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
|
||||
for (int node = 0; node < BG_AB_NODES_MAX; ++node)
|
||||
{
|
||||
// 3 sec delay to spawn new banner instead previous despawned one
|
||||
if (m_BannerTimers[node].timer)
|
||||
|
|
@ -77,8 +76,6 @@ void BattleGroundAB::Update(uint32 diff)
|
|||
uint8 teamIndex = m_Nodes[node]-1;
|
||||
m_prevNodes[node] = m_Nodes[node];
|
||||
m_Nodes[node] += 2;
|
||||
// burn current contested banner
|
||||
_DelBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex);
|
||||
// create new occupied banner
|
||||
_CreateBanner(node, BG_AB_NODE_TYPE_OCCUPIED, teamIndex, true);
|
||||
_SendNodeUpdate(node);
|
||||
|
|
@ -87,13 +84,11 @@ void BattleGroundAB::Update(uint32 diff)
|
|||
|
||||
if (teamIndex == 0)
|
||||
{
|
||||
// FIXME: team and node names not localized
|
||||
SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_ALLIANCE,NULL,LANG_BG_AB_ALLY,_GetNodeNameId(node));
|
||||
PlaySoundToAll(BG_AB_SOUND_NODE_CAPTURED_ALLIANCE);
|
||||
}
|
||||
else
|
||||
{
|
||||
// FIXME: team and node names not localized
|
||||
SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_HORDE,NULL,LANG_BG_AB_HORDE,_GetNodeNameId(node));
|
||||
PlaySoundToAll(BG_AB_SOUND_NODE_CAPTURED_HORDE);
|
||||
}
|
||||
|
|
@ -164,36 +159,20 @@ void BattleGroundAB::Update(uint32 diff)
|
|||
|
||||
void BattleGroundAB::StartingEventCloseDoors()
|
||||
{
|
||||
// despawn banners, auras and buffs
|
||||
for (int obj = BG_AB_OBJECT_BANNER_NEUTRAL; obj < BG_AB_DYNAMIC_NODES_COUNT * 8; ++obj)
|
||||
SpawnBGObject(m_BgObjects[obj], RESPAWN_ONE_DAY);
|
||||
for (int i = 0; i < BG_AB_DYNAMIC_NODES_COUNT * 3; ++i)
|
||||
// despawn buffs
|
||||
for (int i = 0; i < BG_AB_NODES_MAX * 3; ++i)
|
||||
SpawnBGObject(m_BgObjects[BG_AB_OBJECT_SPEEDBUFF_STABLES + i], RESPAWN_ONE_DAY);
|
||||
|
||||
// Starting doors
|
||||
DoorClose(m_BgObjects[BG_AB_OBJECT_GATE_A]);
|
||||
DoorClose(m_BgObjects[BG_AB_OBJECT_GATE_H]);
|
||||
SpawnBGObject(m_BgObjects[BG_AB_OBJECT_GATE_A], RESPAWN_IMMEDIATELY);
|
||||
SpawnBGObject(m_BgObjects[BG_AB_OBJECT_GATE_H], RESPAWN_IMMEDIATELY);
|
||||
|
||||
// Starting base spirit guides
|
||||
_NodeOccupied(BG_AB_SPIRIT_ALIANCE,ALLIANCE);
|
||||
_NodeOccupied(BG_AB_SPIRIT_HORDE,HORDE);
|
||||
}
|
||||
|
||||
void BattleGroundAB::StartingEventOpenDoors()
|
||||
{
|
||||
// spawn neutral banners
|
||||
for (int banner = BG_AB_OBJECT_BANNER_NEUTRAL, i = 0; i < 5; banner += 8, ++i)
|
||||
SpawnBGObject(m_BgObjects[banner], RESPAWN_IMMEDIATELY);
|
||||
for (int i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
|
||||
for (int i = 0; i < BG_AB_NODES_MAX; ++i)
|
||||
{
|
||||
//randomly select buff to spawn
|
||||
uint8 buff = urand(0, 2);
|
||||
SpawnBGObject(m_BgObjects[BG_AB_OBJECT_SPEEDBUFF_STABLES + buff + i * 3], RESPAWN_IMMEDIATELY);
|
||||
}
|
||||
DoorOpen(m_BgObjects[BG_AB_OBJECT_GATE_A]);
|
||||
DoorOpen(m_BgObjects[BG_AB_OBJECT_GATE_H]);
|
||||
OpenDoorEvent(BG_EVENT_DOOR);
|
||||
}
|
||||
|
||||
void BattleGroundAB::AddPlayer(Player *plr)
|
||||
|
|
@ -257,27 +236,12 @@ void BattleGroundAB::_CreateBanner(uint8 node, uint8 type, uint8 teamIndex, bool
|
|||
return;
|
||||
}
|
||||
|
||||
uint8 obj = node*8 + type + teamIndex;
|
||||
// cause the node-type is in the generic form
|
||||
// please see in the headerfile for the ids
|
||||
if (type != BG_AB_NODE_TYPE_NEUTRAL)
|
||||
type += teamIndex;
|
||||
|
||||
SpawnBGObject(m_BgObjects[obj], RESPAWN_IMMEDIATELY);
|
||||
|
||||
// handle aura with banner
|
||||
if (!type)
|
||||
return;
|
||||
obj = node * 8 + ((type == BG_AB_NODE_TYPE_OCCUPIED) ? (5 + teamIndex) : 7);
|
||||
SpawnBGObject(m_BgObjects[obj], RESPAWN_IMMEDIATELY);
|
||||
}
|
||||
|
||||
void BattleGroundAB::_DelBanner(uint8 node, uint8 type, uint8 teamIndex)
|
||||
{
|
||||
uint8 obj = node*8 + type + teamIndex;
|
||||
SpawnBGObject(m_BgObjects[obj], RESPAWN_ONE_DAY);
|
||||
|
||||
// handle aura with banner
|
||||
if (!type)
|
||||
return;
|
||||
obj = node * 8 + ((type == BG_AB_NODE_TYPE_OCCUPIED) ? (5 + teamIndex) : 7);
|
||||
SpawnBGObject(m_BgObjects[obj], RESPAWN_ONE_DAY);
|
||||
SpawnEvent(node, type, true); // will automaticly despawn other events
|
||||
}
|
||||
|
||||
int32 BattleGroundAB::_GetNodeNameId(uint8 node)
|
||||
|
|
@ -300,17 +264,17 @@ void BattleGroundAB::FillInitialWorldStates(WorldPacket& data)
|
|||
const uint8 plusArray[] = {0, 2, 3, 0, 1};
|
||||
|
||||
// Node icons
|
||||
for (uint8 node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
|
||||
for (uint8 node = 0; node < BG_AB_NODES_MAX; ++node)
|
||||
data << uint32(BG_AB_OP_NODEICONS[node]) << uint32((m_Nodes[node]==0)?1:0);
|
||||
|
||||
// Node occupied states
|
||||
for (uint8 node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
|
||||
for (uint8 i = 1; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
|
||||
for (uint8 node = 0; node < BG_AB_NODES_MAX; ++node)
|
||||
for (uint8 i = 1; i < BG_AB_NODES_MAX; ++i)
|
||||
data << uint32(BG_AB_OP_NODESTATES[node] + plusArray[i]) << uint32((m_Nodes[node]==i)?1:0);
|
||||
|
||||
// How many bases each team owns
|
||||
uint8 ally = 0, horde = 0;
|
||||
for (uint8 node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
|
||||
for (uint8 node = 0; node < BG_AB_NODES_MAX; ++node)
|
||||
if (m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_OCCUPIED)
|
||||
++ally;
|
||||
else if (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_OCCUPIED)
|
||||
|
|
@ -343,7 +307,7 @@ void BattleGroundAB::_SendNodeUpdate(uint8 node)
|
|||
|
||||
// How many bases each team owns
|
||||
uint8 ally = 0, horde = 0;
|
||||
for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
|
||||
for (uint8 i = 0; i < BG_AB_NODES_MAX; ++i)
|
||||
if (m_Nodes[i] == BG_AB_NODE_STATUS_ALLY_OCCUPIED)
|
||||
++ally;
|
||||
else if (m_Nodes[i] == BG_AB_NODE_STATUS_HORDE_OCCUPIED)
|
||||
|
|
@ -355,12 +319,8 @@ void BattleGroundAB::_SendNodeUpdate(uint8 node)
|
|||
|
||||
void BattleGroundAB::_NodeOccupied(uint8 node,Team team)
|
||||
{
|
||||
if (!AddSpiritGuide(node, BG_AB_SpiritGuidePos[node][0], BG_AB_SpiritGuidePos[node][1], BG_AB_SpiritGuidePos[node][2], BG_AB_SpiritGuidePos[node][3], team))
|
||||
sLog.outError("Failed to spawn spirit guide! point: %u, team: %u,", node, team);
|
||||
// SpawnBGCreature(node,RESPAWN_IMMEDIATELY);
|
||||
|
||||
uint8 capturedNodes = 0;
|
||||
for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
|
||||
for (uint8 i = 0; i < BG_AB_NODES_MAX; ++i)
|
||||
{
|
||||
if (m_Nodes[node] == GetTeamIndexByTeamId(team) + BG_AB_NODE_TYPE_OCCUPIED && !m_NodeTimers[i])
|
||||
++capturedNodes;
|
||||
|
|
@ -371,78 +331,39 @@ void BattleGroundAB::_NodeOccupied(uint8 node,Team team)
|
|||
CastSpellOnTeam(SPELL_AB_QUEST_REWARD_4_BASES, team);
|
||||
}
|
||||
|
||||
void BattleGroundAB::_NodeDeOccupied(uint8 node)
|
||||
{
|
||||
if (node >= BG_AB_DYNAMIC_NODES_COUNT)
|
||||
return;
|
||||
|
||||
// Those who are waiting to resurrect at this node are taken to the closest own node's graveyard
|
||||
std::vector<uint64> ghost_list = m_ReviveQueue[m_BgCreatures[node]];
|
||||
if (!ghost_list.empty())
|
||||
{
|
||||
WorldSafeLocsEntry const *ClosestGrave = NULL;
|
||||
for (std::vector<uint64>::const_iterator itr = ghost_list.begin(); itr != ghost_list.end(); ++itr)
|
||||
{
|
||||
Player* plr = objmgr.GetPlayer(*itr);
|
||||
if (!plr)
|
||||
continue;
|
||||
|
||||
if (!ClosestGrave) // cache
|
||||
ClosestGrave = GetClosestGraveYard(plr);
|
||||
|
||||
if (ClosestGrave)
|
||||
plr->TeleportTo(GetMapId(), ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, plr->GetOrientation());
|
||||
}
|
||||
}
|
||||
|
||||
if (m_BgCreatures[node])
|
||||
DelCreature(node);
|
||||
|
||||
// buff object isn't despawned
|
||||
}
|
||||
|
||||
/* Invoked if a player used a banner as a gameobject */
|
||||
void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*target_obj*/)
|
||||
void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* target_obj)
|
||||
{
|
||||
if (GetStatus() != STATUS_IN_PROGRESS)
|
||||
return;
|
||||
|
||||
uint8 node = BG_AB_NODE_STABLES;
|
||||
GameObject* obj=HashMapHolder<GameObject>::Find(m_BgObjects[node*8+7]);
|
||||
while ( (node < BG_AB_DYNAMIC_NODES_COUNT) && ((!obj) || (!source->IsWithinDistInMap(obj,10))))
|
||||
{
|
||||
++node;
|
||||
obj=HashMapHolder<GameObject>::Find(m_BgObjects[node*8+BG_AB_OBJECT_AURA_CONTESTED]);
|
||||
}
|
||||
|
||||
if (node == BG_AB_DYNAMIC_NODES_COUNT)
|
||||
{
|
||||
// this means our player isn't close to any of banners - maybe cheater ??
|
||||
uint8 event = (sBattleGroundMgr.GetGameObjectEventIndex(target_obj->GetDBTableGUIDLow())).event1;
|
||||
if (event >= BG_AB_NODES_MAX) // not a node
|
||||
return;
|
||||
}
|
||||
BG_AB_Nodes node = BG_AB_Nodes(event);
|
||||
|
||||
BattleGroundTeamId teamIndex = GetTeamIndexByTeamId(source->GetTeam());
|
||||
|
||||
// Check if player really could use this banner, not cheated
|
||||
if (!(m_Nodes[node] == 0 || teamIndex == m_Nodes[node]%2))
|
||||
if (!(m_Nodes[node] == 0 || teamIndex == m_Nodes[node] % 2))
|
||||
return;
|
||||
|
||||
source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
|
||||
uint32 sound = 0;
|
||||
|
||||
// TODO in the following code we should restructure a bit to avoid
|
||||
// duplication (or maybe write functions?)
|
||||
// If node is neutral, change to contested
|
||||
if (m_Nodes[node] == BG_AB_NODE_TYPE_NEUTRAL)
|
||||
{
|
||||
UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
|
||||
m_prevNodes[node] = m_Nodes[node];
|
||||
m_Nodes[node] = teamIndex + 1;
|
||||
// burn current neutral banner
|
||||
_DelBanner(node, BG_AB_NODE_TYPE_NEUTRAL, 0);
|
||||
// create new contested banner
|
||||
_CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
|
||||
_SendNodeUpdate(node);
|
||||
m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
|
||||
|
||||
// FIXME: team and node names not localized
|
||||
if (teamIndex == 0)
|
||||
SendMessage2ToAll(LANG_BG_AB_NODE_CLAIMED,CHAT_MSG_BG_SYSTEM_ALLIANCE, source, _GetNodeNameId(node), LANG_BG_AB_ALLY);
|
||||
else
|
||||
|
|
@ -459,14 +380,11 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ
|
|||
UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
|
||||
m_prevNodes[node] = m_Nodes[node];
|
||||
m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_CONTESTED;
|
||||
// burn current contested banner
|
||||
_DelBanner(node, BG_AB_NODE_TYPE_CONTESTED, !teamIndex);
|
||||
// create new contested banner
|
||||
_CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
|
||||
_SendNodeUpdate(node);
|
||||
m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
|
||||
|
||||
// FIXME: node names not localized
|
||||
if (teamIndex == BG_TEAM_ALLIANCE)
|
||||
SendMessage2ToAll(LANG_BG_AB_NODE_ASSAULTED,CHAT_MSG_BG_SYSTEM_ALLIANCE, source, _GetNodeNameId(node));
|
||||
else
|
||||
|
|
@ -478,15 +396,12 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ
|
|||
UpdatePlayerScore(source, SCORE_BASES_DEFENDED, 1);
|
||||
m_prevNodes[node] = m_Nodes[node];
|
||||
m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_OCCUPIED;
|
||||
// burn current contested banner
|
||||
_DelBanner(node, BG_AB_NODE_TYPE_CONTESTED, !teamIndex);
|
||||
// create new occupied banner
|
||||
_CreateBanner(node, BG_AB_NODE_TYPE_OCCUPIED, teamIndex, true);
|
||||
_SendNodeUpdate(node);
|
||||
m_NodeTimers[node] = 0;
|
||||
_NodeOccupied(node,(teamIndex == BG_TEAM_ALLIANCE) ? ALLIANCE:HORDE);
|
||||
|
||||
// FIXME: node names not localized
|
||||
if (teamIndex == BG_TEAM_ALLIANCE)
|
||||
SendMessage2ToAll(LANG_BG_AB_NODE_DEFENDED,CHAT_MSG_BG_SYSTEM_ALLIANCE, source, _GetNodeNameId(node));
|
||||
else
|
||||
|
|
@ -500,15 +415,11 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ
|
|||
UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
|
||||
m_prevNodes[node] = m_Nodes[node];
|
||||
m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_CONTESTED;
|
||||
// burn current occupied banner
|
||||
_DelBanner(node, BG_AB_NODE_TYPE_OCCUPIED, !teamIndex);
|
||||
// create new contested banner
|
||||
_CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
|
||||
_SendNodeUpdate(node);
|
||||
_NodeDeOccupied(node);
|
||||
m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
|
||||
|
||||
// FIXME: node names not localized
|
||||
if (teamIndex == BG_TEAM_ALLIANCE)
|
||||
SendMessage2ToAll(LANG_BG_AB_NODE_ASSAULTED,CHAT_MSG_BG_SYSTEM_ALLIANCE, source, _GetNodeNameId(node));
|
||||
else
|
||||
|
|
@ -520,7 +431,6 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ
|
|||
// If node is occupied again, send "X has taken the Y" msg.
|
||||
if (m_Nodes[node] >= BG_AB_NODE_TYPE_OCCUPIED)
|
||||
{
|
||||
// FIXME: team and node names not localized
|
||||
if (teamIndex == BG_TEAM_ALLIANCE)
|
||||
SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_ALLIANCE, NULL, LANG_BG_AB_ALLY, _GetNodeNameId(node));
|
||||
else
|
||||
|
|
@ -531,31 +441,8 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ
|
|||
|
||||
bool BattleGroundAB::SetupBattleGround()
|
||||
{
|
||||
for (int i = 0 ; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
|
||||
{
|
||||
if (!AddObject(BG_AB_OBJECT_BANNER_NEUTRAL + 8*i,BG_AB_OBJECTID_NODE_BANNER_0 + i,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
|
||||
|| !AddObject(BG_AB_OBJECT_BANNER_CONT_A + 8*i,BG_AB_OBJECTID_BANNER_CONT_A,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
|
||||
|| !AddObject(BG_AB_OBJECT_BANNER_CONT_H + 8*i,BG_AB_OBJECTID_BANNER_CONT_H,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
|
||||
|| !AddObject(BG_AB_OBJECT_BANNER_ALLY + 8*i,BG_AB_OBJECTID_BANNER_A,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
|
||||
|| !AddObject(BG_AB_OBJECT_BANNER_HORDE + 8*i,BG_AB_OBJECTID_BANNER_H,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
|
||||
|| !AddObject(BG_AB_OBJECT_AURA_ALLY + 8*i,BG_AB_OBJECTID_AURA_A,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
|
||||
|| !AddObject(BG_AB_OBJECT_AURA_HORDE + 8*i,BG_AB_OBJECTID_AURA_H,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
|
||||
|| !AddObject(BG_AB_OBJECT_AURA_CONTESTED + 8*i,BG_AB_OBJECTID_AURA_C,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
|
||||
)
|
||||
{
|
||||
sLog.outErrorDb("BatteGroundAB: Failed to spawn some object BattleGround not created!");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if (!AddObject(BG_AB_OBJECT_GATE_A,BG_AB_OBJECTID_GATE_A,BG_AB_DoorPositions[0][0],BG_AB_DoorPositions[0][1],BG_AB_DoorPositions[0][2],BG_AB_DoorPositions[0][3],BG_AB_DoorPositions[0][4],BG_AB_DoorPositions[0][5],BG_AB_DoorPositions[0][6],BG_AB_DoorPositions[0][7],RESPAWN_IMMEDIATELY)
|
||||
|| !AddObject(BG_AB_OBJECT_GATE_H,BG_AB_OBJECTID_GATE_H,BG_AB_DoorPositions[1][0],BG_AB_DoorPositions[1][1],BG_AB_DoorPositions[1][2],BG_AB_DoorPositions[1][3],BG_AB_DoorPositions[1][4],BG_AB_DoorPositions[1][5],BG_AB_DoorPositions[1][6],BG_AB_DoorPositions[1][7],RESPAWN_IMMEDIATELY)
|
||||
)
|
||||
{
|
||||
sLog.outErrorDb("BatteGroundAB: Failed to spawn door object BattleGround not created!");
|
||||
return false;
|
||||
}
|
||||
//buffs
|
||||
for (int i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
|
||||
for (int i = 0; i < BG_AB_NODES_MAX; ++i)
|
||||
{
|
||||
if (!AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i, Buff_Entries[0], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY)
|
||||
|| !AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i + 1, Buff_Entries[1], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY)
|
||||
|
|
@ -572,32 +459,31 @@ void BattleGroundAB::Reset()
|
|||
//call parent's class reset
|
||||
BattleGround::Reset();
|
||||
|
||||
m_TeamScores[BG_TEAM_ALLIANCE] = 0;
|
||||
m_TeamScores[BG_TEAM_HORDE] = 0;
|
||||
m_lastTick[BG_TEAM_ALLIANCE] = 0;
|
||||
m_lastTick[BG_TEAM_HORDE] = 0;
|
||||
m_HonorScoreTics[BG_TEAM_ALLIANCE] = 0;
|
||||
m_HonorScoreTics[BG_TEAM_HORDE] = 0;
|
||||
m_ReputationScoreTics[BG_TEAM_ALLIANCE] = 0;
|
||||
m_ReputationScoreTics[BG_TEAM_HORDE] = 0;
|
||||
for (uint8 i = 0; i <= BG_TEAMS_COUNT; ++i)
|
||||
{
|
||||
m_TeamScores[i] = 0;
|
||||
m_lastTick[i] = 0;
|
||||
m_HonorScoreTics[i] = 0;
|
||||
m_ReputationScoreTics[i] = 0;
|
||||
m_TeamScores500Disadvantage[i] = false;
|
||||
}
|
||||
|
||||
m_IsInformedNearVictory = false;
|
||||
bool isBGWeekend = sBattleGroundMgr.IsBGWeekend(GetTypeID());
|
||||
m_HonorTics = (isBGWeekend) ? BG_AB_ABBGWeekendHonorTicks : BG_AB_NotABBGWeekendHonorTicks;
|
||||
m_ReputationTics = (isBGWeekend) ? BG_AB_ABBGWeekendReputationTicks : BG_AB_NotABBGWeekendReputationTicks;
|
||||
m_TeamScores500Disadvantage[BG_TEAM_ALLIANCE] = false;
|
||||
m_TeamScores500Disadvantage[BG_TEAM_HORDE] = false;
|
||||
|
||||
for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
|
||||
for (uint8 i = 0; i < BG_AB_NODES_MAX; ++i)
|
||||
{
|
||||
m_Nodes[i] = 0;
|
||||
m_prevNodes[i] = 0;
|
||||
m_NodeTimers[i] = 0;
|
||||
m_BannerTimers[i].timer = 0;
|
||||
|
||||
// all nodes owned by neutral team at beginning
|
||||
m_ActiveEvents[i] = BG_AB_NODE_TYPE_NEUTRAL;
|
||||
}
|
||||
|
||||
for (uint8 i = 0; i < BG_AB_ALL_NODES_COUNT; ++i)
|
||||
if (m_BgCreatures[i])
|
||||
DelCreature(i);
|
||||
}
|
||||
|
||||
void BattleGroundAB::EndBattleGround(uint32 winner)
|
||||
|
|
@ -620,7 +506,7 @@ WorldSafeLocsEntry const* BattleGroundAB::GetClosestGraveYard(Player* player)
|
|||
|
||||
// Is there any occupied node for this team?
|
||||
std::vector<uint8> nodes;
|
||||
for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
|
||||
for (uint8 i = 0; i < BG_AB_NODES_MAX; ++i)
|
||||
if (m_Nodes[i] == teamIndex + 3)
|
||||
nodes.push_back(i);
|
||||
|
||||
|
|
@ -676,10 +562,10 @@ void BattleGroundAB::UpdatePlayerScore(Player *Source, uint32 type, uint32 value
|
|||
bool BattleGroundAB::IsAllNodesConrolledByTeam(uint32 team) const
|
||||
{
|
||||
uint32 count = 0;
|
||||
for(int i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
|
||||
for (int i = 0; i < BG_AB_NODES_MAX; ++i)
|
||||
if ((team == ALLIANCE && m_Nodes[i] == BG_AB_NODE_STATUS_ALLY_OCCUPIED) ||
|
||||
(team == HORDE && m_Nodes[i] == BG_AB_NODE_STATUS_HORDE_OCCUPIED))
|
||||
++count;
|
||||
|
||||
return count == BG_AB_DYNAMIC_NODES_COUNT;
|
||||
return count == BG_AB_NODES_MAX;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue