/* * Copyright (C) 2005-2009 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Player.h" #include "BattleGround.h" #include "BattleGroundAV.h" #include "BattleGroundMgr.h" #include "Creature.h" #include "GameObject.h" #include "Language.h" #include "WorldPacket.h" BattleGroundAV::BattleGroundAV() { m_StartMessageIds[BG_STARTING_EVENT_FIRST] = LANG_BG_AV_START_TWO_MINUTES; m_StartMessageIds[BG_STARTING_EVENT_SECOND] = LANG_BG_AV_START_ONE_MINUTE; m_StartMessageIds[BG_STARTING_EVENT_THIRD] = LANG_BG_AV_START_HALF_MINUTE; m_StartMessageIds[BG_STARTING_EVENT_FOURTH] = LANG_BG_AV_HAS_BEGUN; } BattleGroundAV::~BattleGroundAV() { } void BattleGroundAV::HandleKillPlayer(Player *player, Player *killer) { if (GetStatus() != STATUS_IN_PROGRESS) return; BattleGround::HandleKillPlayer(player, killer); UpdateScore(GetTeamIndexByTeamId(player->GetTeam()), -1); } void BattleGroundAV::HandleKillUnit(Creature *creature, Player *killer) { sLog.outDebug("BattleGroundAV: HandleKillUnit %i", creature->GetEntry()); if (GetStatus() != STATUS_IN_PROGRESS) return; uint8 event1 = (sBattleGroundMgr.GetCreatureEventIndex(creature->GetDBTableGUIDLow())).event1; if (event1 == BG_EVENT_NONE) return; switch(event1) { case BG_AV_BOSS_A: CastSpellOnTeam(BG_AV_BOSS_KILL_QUEST_SPELL, HORDE); // this is a spell which finishes a quest where a player has to kill the boss RewardReputationToTeam(BG_AV_FACTION_H, m_RepBoss, HORDE); RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_BOSS), HORDE); SendYellToAll(LANG_BG_AV_A_GENERAL_DEAD, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0)); EndBattleGround(HORDE); break; case BG_AV_BOSS_H: CastSpellOnTeam(BG_AV_BOSS_KILL_QUEST_SPELL, ALLIANCE); // this is a spell which finishes a quest where a player has to kill the boss RewardReputationToTeam(BG_AV_FACTION_A, m_RepBoss, ALLIANCE); RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_BOSS), ALLIANCE); SendYellToAll(LANG_BG_AV_H_GENERAL_DEAD, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0)); EndBattleGround(ALLIANCE); break; case BG_AV_CAPTAIN_A: if (IsActiveEvent(BG_AV_NodeEventCaptainDead_A, 0)) return; RewardReputationToTeam(BG_AV_FACTION_H, m_RepCaptain, HORDE); RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_CAPTAIN), HORDE); UpdateScore(BG_TEAM_ALLIANCE, (-1) * BG_AV_RES_CAPTAIN); // spawn destroyed aura SpawnEvent(BG_AV_NodeEventCaptainDead_A, 0, true); break; case BG_AV_CAPTAIN_H: if (IsActiveEvent(BG_AV_NodeEventCaptainDead_H, 0)) return; RewardReputationToTeam(BG_AV_FACTION_A, m_RepCaptain, ALLIANCE); RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_CAPTAIN), ALLIANCE); UpdateScore(BG_TEAM_HORDE, (-1) * BG_AV_RES_CAPTAIN); // spawn destroyed aura SpawnEvent(BG_AV_NodeEventCaptainDead_H, 0, true); break; case BG_AV_MINE_BOSSES_NORTH: ChangeMineOwner(BG_AV_NORTH_MINE, GetTeamIndexByTeamId(killer->GetTeam())); break; case BG_AV_MINE_BOSSES_SOUTH: ChangeMineOwner(BG_AV_SOUTH_MINE, GetTeamIndexByTeamId(killer->GetTeam())); break; } } void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player) { if (GetStatus() != STATUS_IN_PROGRESS) return; uint8 team = GetTeamIndexByTeamId(player->GetTeam()); uint32 reputation = 0; // reputation for the whole team (other reputation must be done in db) // TODO add events (including quest not available anymore, next quest availabe, go/npc de/spawning) sLog.outError("BattleGroundAV: Quest %i completed", questid); switch(questid) { case BG_AV_QUEST_A_SCRAPS1: case BG_AV_QUEST_A_SCRAPS2: case BG_AV_QUEST_H_SCRAPS1: case BG_AV_QUEST_H_SCRAPS2: m_Team_QuestStatus[team][0] += 20; reputation = 1; if( m_Team_QuestStatus[team][0] == 500 || m_Team_QuestStatus[team][0] == 1000 || m_Team_QuestStatus[team][0] == 1500 ) //25,50,75 turn ins { sLog.outDebug("BattleGroundAV: Quest %i completed starting with unit upgrading..", questid); for (BG_AV_Nodes 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) PopulateNode(i); } break; case BG_AV_QUEST_A_COMMANDER1: case BG_AV_QUEST_H_COMMANDER1: m_Team_QuestStatus[team][1]++; reputation = 1; if (m_Team_QuestStatus[team][1] == 120) sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid); break; case BG_AV_QUEST_A_COMMANDER2: case BG_AV_QUEST_H_COMMANDER2: m_Team_QuestStatus[team][2]++; reputation = 2; if (m_Team_QuestStatus[team][2] == 60) sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid); break; case BG_AV_QUEST_A_COMMANDER3: case BG_AV_QUEST_H_COMMANDER3: m_Team_QuestStatus[team][3]++; reputation = 5; RewardReputationToTeam(team, 1, player->GetTeam()); if (m_Team_QuestStatus[team][1] == 30) sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid); break; case BG_AV_QUEST_A_BOSS1: case BG_AV_QUEST_H_BOSS1: 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) reputation = 4; case BG_AV_QUEST_A_BOSS2: case BG_AV_QUEST_H_BOSS2: m_Team_QuestStatus[team][4]++; reputation += 1; if (m_Team_QuestStatus[team][4] >= 200) sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid); break; case BG_AV_QUEST_A_NEAR_MINE: case BG_AV_QUEST_H_NEAR_MINE: m_Team_QuestStatus[team][5]++; reputation = 2; if (m_Team_QuestStatus[team][5] == 28) { sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid); if (m_Team_QuestStatus[team][6] == 7) sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here - ground assault ready", questid); } break; case BG_AV_QUEST_A_OTHER_MINE: case BG_AV_QUEST_H_OTHER_MINE: m_Team_QuestStatus[team][6]++; reputation = 3; if (m_Team_QuestStatus[team][6] == 7) { sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid); if (m_Team_QuestStatus[team][5] == 20) sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here - ground assault ready", questid); } break; case BG_AV_QUEST_A_RIDER_HIDE: case BG_AV_QUEST_H_RIDER_HIDE: m_Team_QuestStatus[team][7]++; reputation = 1; if (m_Team_QuestStatus[team][7] == 25) { sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid); if (m_Team_QuestStatus[team][8] == 25) sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here - rider assault ready", questid); } break; case BG_AV_QUEST_A_RIDER_TAME: case BG_AV_QUEST_H_RIDER_TAME: m_Team_QuestStatus[team][8]++; reputation = 1; if (m_Team_QuestStatus[team][8] == 25) { sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here", questid); if (m_Team_QuestStatus[team][7] == 25) sLog.outDebug("BattleGroundAV: Quest %i completed (need to implement some events here - rider assault ready", questid); } break; default: sLog.outDebug("BattleGroundAV: Quest %i completed but is not interesting for us", questid); return; break; } if (reputation) RewardReputationToTeam((player->GetTeam() == ALLIANCE) ? BG_AV_FACTION_A : BG_AV_FACTION_H, reputation, player->GetTeam()); } void BattleGroundAV::UpdateScore(BattleGroundTeamId team, int32 points ) { // note: to remove reinforcements points must be negative, for adding reinforcements points must be positive assert( team == BG_TEAM_ALLIANCE || team == BG_TEAM_HORDE); m_TeamScores[team] += points; // m_TeamScores is int32 - so no problems here if (points < 0) { if (m_TeamScores[team] < 1) { m_TeamScores[team] = 0; // other team will win: EndBattleGround((team == BG_TEAM_ALLIANCE)? HORDE : ALLIANCE); } else if (!m_IsInformedNearLose[team] && m_TeamScores[team] < BG_AV_SCORE_NEAR_LOSE) { SendMessageToAll((team == BG_TEAM_HORDE) ? LANG_BG_AV_H_NEAR_LOSE : LANG_BG_AV_A_NEAR_LOSE, CHAT_MSG_BG_SYSTEM_NEUTRAL); PlaySoundToAll(BG_AV_SOUND_NEAR_LOSE); m_IsInformedNearLose[team] = true; } } // must be called here, else it could display a negative value UpdateWorldState(((team == BG_TEAM_HORDE) ? BG_AV_Horde_Score : BG_AV_Alliance_Score), m_TeamScores[team]); } void BattleGroundAV::Update(uint32 diff) { BattleGround::Update(diff); if (GetStatus() != STATUS_IN_PROGRESS) return; // add points from mine owning, and look if the neutral team can reclaim the mine for(uint8 mine = 0; mine < BG_AV_MAX_MINES; mine++) { if (m_Mine_Owner[mine] == BG_TEAM_ALLIANCE || m_Mine_Owner[mine] == BG_TEAM_HORDE) { m_Mine_Timer[mine] -=diff; if (m_Mine_Timer[mine] <= 0) { UpdateScore(BattleGroundTeamId(m_Mine_Owner[mine]), 1); m_Mine_Timer[mine] = BG_AV_MINE_TICK_TIMER; } if (m_Mine_Reclaim_Timer[mine] > diff) m_Mine_Reclaim_Timer[mine] -= diff; else ChangeMineOwner(mine, BG_AV_NEUTRAL_TEAM); } } // looks for all timers of the nodes and destroy the building (for graveyards the building wont get destroyed, it goes just to the other team for(BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i) { if (m_Nodes[i].State == POINT_ASSAULTED) { if (m_Nodes[i].Timer > diff) m_Nodes[i].Timer -= diff; else EventPlayerDestroyedPoint(i); } } } void BattleGroundAV::StartingEventCloseDoors() { sLog.outDebug("BattleGroundAV: entering state STATUS_WAIT_JOIN ..."); } void BattleGroundAV::StartingEventOpenDoors() { UpdateWorldState(BG_AV_SHOW_H_SCORE, 1); UpdateWorldState(BG_AV_SHOW_A_SCORE, 1); OpenDoorEvent(BG_EVENT_DOOR); } void BattleGroundAV::AddPlayer(Player *plr) { BattleGround::AddPlayer(plr); // create score and add it to map, default values are set in constructor BattleGroundAVScore* sc = new BattleGroundAVScore; m_PlayerScores[plr->GetGUID()] = sc; } void BattleGroundAV::EndBattleGround(uint32 winner) { // calculate bonuskills for both teams: uint32 tower_survived[BG_TEAMS_COUNT] = {0, 0}; uint32 graves_owned[BG_TEAMS_COUNT] = {0, 0}; uint32 mines_owned[BG_TEAMS_COUNT] = {0, 0}; // towers all not destroyed: for(BG_AV_Nodes i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_STONEHEART_BUNKER; ++i) if (m_Nodes[i].State == POINT_CONTROLLED) if (m_Nodes[i].TotalOwner == BG_TEAM_ALLIANCE) ++tower_survived[BG_TEAM_ALLIANCE]; for(BG_AV_Nodes i = BG_AV_NODES_ICEBLOOD_TOWER; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i) if (m_Nodes[i].State == POINT_CONTROLLED) if (m_Nodes[i].TotalOwner == BG_TEAM_HORDE) ++tower_survived[BG_TEAM_HORDE]; // graves all controlled for(BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i) if (m_Nodes[i].State == POINT_CONTROLLED) ++graves_owned[m_Nodes[i].Owner]; for (uint32 i = 0; i < BG_AV_MAX_MINES; ++i) if (m_Mine_Owner[i] != BG_AV_NEUTRAL_TEAM) ++mines_owned[m_Mine_Owner[i]]; // now we have the values give the honor/reputation to the teams: uint32 team[BG_TEAMS_COUNT] = { ALLIANCE, HORDE }; uint32 faction[BG_TEAMS_COUNT] = { BG_AV_FACTION_A, BG_AV_FACTION_H }; for (uint32 i = 0; i < BG_TEAMS_COUNT; i++) { if (tower_survived[i]) { RewardReputationToTeam(faction[i], tower_survived[i] * m_RepSurviveTower, team[i]); RewardHonorToTeam(GetBonusHonorFromKill(tower_survived[i] * BG_AV_KILL_SURVIVING_TOWER), team[i]); } sLog.outDebug("BattleGroundAV: EndbattleGround: bgteam: %u towers:%u honor:%u rep:%u", i, tower_survived[i], GetBonusHonorFromKill(tower_survived[i] * BG_AV_KILL_SURVIVING_TOWER), tower_survived[i] * BG_AV_REP_SURVIVING_TOWER); if (graves_owned[i]) RewardReputationToTeam(faction[i], graves_owned[i] * m_RepOwnedGrave, team[i]); if (mines_owned[i]) RewardReputationToTeam(faction[i], mines_owned[i] * m_RepOwnedMine, team[i]); // captain survived?: if (!IsActiveEvent(BG_AV_NodeEventCaptainDead_A + GetTeamIndexByTeamId(team[i]), 0)) { RewardReputationToTeam(faction[i], m_RepSurviveCaptain, team[i]); RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_SURVIVING_CAPTAIN), team[i]); } } // both teams: if (m_HonorMapComplete) { RewardHonorToTeam(m_HonorMapComplete, ALLIANCE); RewardHonorToTeam(m_HonorMapComplete, HORDE); } BattleGround::EndBattleGround(winner); } void BattleGroundAV::RemovePlayer(Player* plr,uint64 /*guid*/) { } void BattleGroundAV::HandleAreaTrigger(Player *Source, uint32 Trigger) { // this is wrong way to implement these things. On official it done by gameobject spell cast. switch(Trigger) { case 95: case 2608: if (Source->GetTeam() != ALLIANCE) Source->GetSession()->SendNotification(LANG_BATTLEGROUND_ONLY_ALLIANCE_USE); else Source->LeaveBattleground(); break; case 2606: if (Source->GetTeam() != HORDE) Source->GetSession()->SendNotification(LANG_BATTLEGROUND_ONLY_HORDE_USE); else Source->LeaveBattleground(); break; case 3326: case 3327: case 3328: case 3329: case 3330: case 3331: //Source->Unmount(); break; default: sLog.outDebug("BattleGroundAV: WARNING: Unhandled AreaTrigger in Battleground: %u", Trigger); // Source->GetSession()->SendAreaTriggerMessage("Warning: Unhandled AreaTrigger in Battleground: %u", Trigger); break; } } void BattleGroundAV::UpdatePlayerScore(Player* Source, uint32 type, uint32 value) { BattleGroundScoreMap::iterator itr = m_PlayerScores.find(Source->GetGUID()); if(itr == m_PlayerScores.end()) // player not found... return; switch(type) { case SCORE_GRAVEYARDS_ASSAULTED: ((BattleGroundAVScore*)itr->second)->GraveyardsAssaulted += value; break; case SCORE_GRAVEYARDS_DEFENDED: ((BattleGroundAVScore*)itr->second)->GraveyardsDefended += value; break; case SCORE_TOWERS_ASSAULTED: ((BattleGroundAVScore*)itr->second)->TowersAssaulted += value; break; case SCORE_TOWERS_DEFENDED: ((BattleGroundAVScore*)itr->second)->TowersDefended += value; break; case SCORE_SECONDARY_OBJECTIVES: ((BattleGroundAVScore*)itr->second)->SecondaryObjectives += value; break; default: BattleGround::UpdatePlayerScore(Source, type, value); break; } } void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node) { sLog.outDebug("BattleGroundAV: player destroyed point node %i", node); // despawn banner DestroyNode(node); PopulateNode(node); UpdateNodeWorldState(node); uint32 owner = m_Nodes[node].Owner; if (IsTower(node)) { uint8 tmp = node - BG_AV_NODES_DUNBALDAR_SOUTH; // despawn marshal (one of those guys protecting the boss) SpawnEvent(BG_AV_MARSHAL_A_SOUTH + tmp, 0, false); UpdateScore(BattleGroundTeamId(owner^0x1), (-1) * BG_AV_RES_TOWER); RewardReputationToTeam((owner == BG_TEAM_ALLIANCE) ? BG_AV_FACTION_A : BG_AV_FACTION_H, m_RepTowerDestruction, owner); RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_TOWER), owner); SendYell2ToAll(LANG_BG_AV_TOWER_TAKEN, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0), GetNodeName(node), ( owner == BG_TEAM_ALLIANCE ) ? LANG_BG_AV_ALLY : LANG_BG_AV_HORDE); } else { SendYell2ToAll(LANG_BG_AV_GRAVE_TAKEN, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0), GetNodeName(node), ( owner == BG_TEAM_ALLIANCE ) ? LANG_BG_AV_ALLY : LANG_BG_AV_HORDE); } } void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team) { 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 assert(mine == BG_AV_NORTH_MINE || mine == BG_AV_SOUTH_MINE); if (m_Mine_Owner[mine] == int8(team)) 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; SendMineWorldStates(mine); SpawnEvent(BG_AV_MINE_EVENT + mine, team, true); SpawnEvent(BG_AV_MINE_BOSSES + mine, team, true); if (team == BG_TEAM_ALLIANCE || team == BG_TEAM_HORDE) { PlaySoundToAll((team == 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_AV_ALLY : LANG_BG_AV_HORDE, (mine == BG_AV_NORTH_MINE) ? LANG_BG_AV_MINE_NORTH : LANG_BG_AV_MINE_SOUTH); } } bool BattleGroundAV::PlayerCanDoMineQuest(int32 GOId, uint32 team) { if (GOId == BG_AV_OBJECTID_MINE_N) return (m_Mine_Owner[BG_AV_NORTH_MINE] == GetTeamIndexByTeamId(team)); if (GOId == BG_AV_OBJECTID_MINE_S) return (m_Mine_Owner[BG_AV_SOUTH_MINE] == GetTeamIndexByTeamId(team)); return true; // cause it's no mine'object it is ok if this is true } /// will spawn and despawn creatures around a node /// 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) { uint32 graveDefenderType; if (m_Team_QuestStatus[team][0] < 500 ) graveDefenderType = 0; else if (m_Team_QuestStatus[team][0] < 1000 ) graveDefenderType = 1; else if (m_Team_QuestStatus[team][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); 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); } /// called when using a banner void BattleGroundAV::EventPlayerClickedOnFlag(Player *source, GameObject* target_obj) { if (GetStatus() != STATUS_IN_PROGRESS) return; sLog.outDebug("BattleGroundAV: using gameobject %i", target_obj->GetEntry()); uint8 event = (sBattleGroundMgr.GetGameObjectEventIndex(target_obj->GetDBTableGUIDLow())).event1; if (event >= BG_AV_NODES_MAX) // not a node return; BG_AV_Nodes node = BG_AV_Nodes(event); switch ((sBattleGroundMgr.GetGameObjectEventIndex(target_obj->GetDBTableGUIDLow())).event2 % BG_AV_MAX_STATES) { case POINT_CONTROLLED: EventPlayerAssaultsPoint(source, node); break; case POINT_ASSAULTED: EventPlayerDefendsPoint(source, node); break; default: break; } } void BattleGroundAV::EventPlayerDefendsPoint(Player* player, BG_AV_Nodes node) { assert(GetStatus() == STATUS_IN_PROGRESS); uint32 team = GetTeamIndexByTeamId(player->GetTeam()); if (m_Nodes[node].Owner == team || m_Nodes[node].State != POINT_ASSAULTED) return; if( m_Nodes[node].TotalOwner == BG_AV_NEUTRAL_TEAM ) // 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 assert(node == BG_AV_NODES_SNOWFALL_GRAVE); // currently the only neutral grave EventPlayerAssaultsPoint(player, node); return; } sLog.outDebug("BattleGroundAV: player defends node: %i", node); if (m_Nodes[node].PrevOwner != team) { 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 PopulateNode(node); // spawn node-creatures (defender for example) UpdateNodeWorldState(node); // send new mapicon to the player if (IsTower(node)) { SendYell2ToAll( LANG_BG_AV_TOWER_DEFENDED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0), GetNodeName(node), ( team == BG_TEAM_ALLIANCE ) ? LANG_BG_AV_ALLY:LANG_BG_AV_HORDE); UpdatePlayerScore(player, SCORE_TOWERS_DEFENDED, 1); PlaySoundToAll(BG_AV_SOUND_BOTH_TOWER_DEFEND); } else { SendYell2ToAll(LANG_BG_AV_GRAVE_DEFENDED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0), GetNodeName(node), ( team == BG_TEAM_ALLIANCE ) ? LANG_BG_AV_ALLY:LANG_BG_AV_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); } } void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, BG_AV_Nodes node) { // TODO implement quest 7101, 7081 uint32 team = GetTeamIndexByTeamId(player->GetTeam()); sLog.outDebug("BattleGroundAV: player assaults node %i", node); if (m_Nodes[node].Owner == team || team == m_Nodes[node].TotalOwner) return; AssaultNode(node, team); // update nodeinfo variables UpdateNodeWorldState(node); // send mapicon PopulateNode(node); if (IsTower(node)) { SendYell2ToAll(LANG_BG_AV_TOWER_ASSAULTED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0), GetNodeName(node), ( team == BG_TEAM_ALLIANCE ) ? LANG_BG_AV_ALLY:LANG_BG_AV_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_AV_ALLY:LANG_BG_AV_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); } void BattleGroundAV::FillInitialWorldStates(WorldPacket& data) { bool stateok; for (uint32 i = BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i) { for (uint8 j = 0; j < BG_AV_MAX_STATES; j++) { stateok = (m_Nodes[i].State == j); data << uint32(BG_AV_NodeWorldStates[i][GetWorldStateType(j, BG_TEAM_ALLIANCE)]) << uint32((m_Nodes[i].Owner == BG_TEAM_ALLIANCE && stateok) ? 1 : 0); data << uint32(BG_AV_NodeWorldStates[i][GetWorldStateType(j, BG_TEAM_HORDE)]) << uint32((m_Nodes[i].Owner == BG_TEAM_HORDE && stateok) ? 1 : 0); } } if( m_Nodes[BG_AV_NODES_SNOWFALL_GRAVE].Owner == BG_AV_NEUTRAL_TEAM ) // cause neutral teams aren't handled generic data << uint32(AV_SNOWFALL_N) << uint32(1); data << uint32(BG_AV_Alliance_Score) << uint32(m_TeamScores[BG_TEAM_ALLIANCE]); data << uint32(BG_AV_Horde_Score) << uint32(m_TeamScores[BG_TEAM_HORDE]); if( GetStatus() == STATUS_IN_PROGRESS ) // only if game is running the teamscores are displayed { data << uint32(BG_AV_SHOW_A_SCORE) << uint32(1); data << uint32(BG_AV_SHOW_H_SCORE) << uint32(1); } else { data << uint32(BG_AV_SHOW_A_SCORE) << uint32(0); data << uint32(BG_AV_SHOW_H_SCORE) << uint32(0); } SendMineWorldStates(BG_AV_NORTH_MINE); SendMineWorldStates(BG_AV_SOUTH_MINE); } 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 UpdateWorldState(AV_SNOWFALL_N, 0); else UpdateWorldState(BG_AV_NodeWorldStates[node][GetWorldStateType(m_Nodes[node].PrevState,m_Nodes[node].PrevOwner)], 0); } void BattleGroundAV::SendMineWorldStates(uint32 mine) { assert(mine == BG_AV_NORTH_MINE || mine == BG_AV_SOUTH_MINE); assert(m_Mine_PrevOwner[mine] == BG_TEAM_ALLIANCE || m_Mine_PrevOwner[mine] == BG_TEAM_HORDE || m_Mine_PrevOwner[mine] == BG_AV_NEUTRAL_TEAM); 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]) UpdateWorldState(BG_AV_MineWorldStates[mine][m_Mine_PrevOwner[mine]], 0); } WorldSafeLocsEntry const* BattleGroundAV::GetClosestGraveYard(Player *plr) { float x = plr->GetPositionX(); float y = plr->GetPositionY(); uint32 team = GetTeamIndexByTeamId(plr->GetTeam()); WorldSafeLocsEntry const* good_entry = NULL; if (GetStatus() == STATUS_IN_PROGRESS) { // Is there any occupied node for this team? 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) continue; WorldSafeLocsEntry const * entry = sWorldSafeLocsStore.LookupEntry( BG_AV_GraveyardIds[i] ); if (!entry) continue; float dist = (entry->x - x) * (entry->x - x) + (entry->y - y) * (entry->y - y); if (mindist > dist) { mindist = dist; good_entry = entry; } } } // If not, place ghost in the starting-cave if (!good_entry) good_entry = sWorldSafeLocsStore.LookupEntry( BG_AV_GraveyardIds[team + 7] ); return good_entry; } uint32 BattleGroundAV::GetNodeName(BG_AV_Nodes node) { switch (node) { case BG_AV_NODES_FIRSTAID_STATION: return LANG_BG_AV_NODE_GRAVE_STORM_AID; case BG_AV_NODES_DUNBALDAR_SOUTH: return LANG_BG_AV_NODE_TOWER_DUN_S; case BG_AV_NODES_DUNBALDAR_NORTH: return LANG_BG_AV_NODE_TOWER_DUN_N; case BG_AV_NODES_STORMPIKE_GRAVE: return LANG_BG_AV_NODE_GRAVE_STORMPIKE; case BG_AV_NODES_ICEWING_BUNKER: return LANG_BG_AV_NODE_TOWER_ICEWING; case BG_AV_NODES_STONEHEART_GRAVE: return LANG_BG_AV_NODE_GRAVE_STONE; case BG_AV_NODES_STONEHEART_BUNKER: return LANG_BG_AV_NODE_TOWER_STONE; case BG_AV_NODES_SNOWFALL_GRAVE: return LANG_BG_AV_NODE_GRAVE_SNOW; case BG_AV_NODES_ICEBLOOD_TOWER: return LANG_BG_AV_NODE_TOWER_ICE; case BG_AV_NODES_ICEBLOOD_GRAVE: return LANG_BG_AV_NODE_GRAVE_ICE; case BG_AV_NODES_TOWER_POINT: return LANG_BG_AV_NODE_TOWER_POINT; case BG_AV_NODES_FROSTWOLF_GRAVE: return LANG_BG_AV_NODE_GRAVE_FROST; case BG_AV_NODES_FROSTWOLF_ETOWER: return LANG_BG_AV_NODE_TOWER_FROST_E; case BG_AV_NODES_FROSTWOLF_WTOWER: return LANG_BG_AV_NODE_TOWER_FROST_W; case BG_AV_NODES_FROSTWOLF_HUT: return LANG_BG_AV_NODE_GRAVE_FROST_HUT; default: return 0; break; } } void BattleGroundAV::AssaultNode(BG_AV_Nodes node, uint32 team) { assert(team < 3); // alliance:0, horde:1, neutral:2 assert(m_Nodes[node].TotalOwner != team); assert(m_Nodes[node].Owner != team); // only assault an assaulted node if no totalowner exists: assert(m_Nodes[node].State != POINT_ASSAULTED || m_Nodes[node].TotalOwner == BG_AV_NEUTRAL_TEAM); // 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].PrevOwner = m_Nodes[node].Owner; m_Nodes[node].Owner = team; m_Nodes[node].PrevState = m_Nodes[node].State; m_Nodes[node].State = POINT_ASSAULTED; } void BattleGroundAV::DestroyNode(BG_AV_Nodes node) { assert(m_Nodes[node].State == POINT_ASSAULTED); m_Nodes[node].TotalOwner = m_Nodes[node].Owner; m_Nodes[node].PrevOwner = m_Nodes[node].Owner; m_Nodes[node].PrevState = m_Nodes[node].State; m_Nodes[node].State = POINT_CONTROLLED; m_Nodes[node].Timer = 0; } void BattleGroundAV::InitNode(BG_AV_Nodes node, uint32 team, bool tower) { 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].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; if (IsGrave(node)) // grave-creatures are special cause of a quest m_ActiveEvents[node + BG_AV_NODES_MAX] = team * BG_AV_MAX_GRAVETYPES; } void BattleGroundAV::DefendNode(BG_AV_Nodes node, uint32 team) { assert(team < 3); // alliance:0, horde:1, neutral:2 assert(m_Nodes[node].TotalOwner == team); assert(m_Nodes[node].Owner != team); assert(m_Nodes[node].State != POINT_CONTROLLED); m_Nodes[node].PrevOwner = m_Nodes[node].Owner; m_Nodes[node].Owner = team; m_Nodes[node].PrevState = m_Nodes[node].State; m_Nodes[node].State = POINT_CONTROLLED; m_Nodes[node].Timer = 0; } void BattleGroundAV::Reset() { BattleGround::Reset(); // set the reputation and honor variables: bool isBGWeekend = sBattleGroundMgr.IsBGWeekend(GetTypeID()); m_HonorMapComplete = (isBGWeekend) ? BG_AV_KILL_MAP_COMPLETE_HOLIDAY : BG_AV_KILL_MAP_COMPLETE; m_RepTowerDestruction = (isBGWeekend) ? BG_AV_REP_TOWER_HOLIDAY : BG_AV_REP_TOWER; m_RepCaptain = (isBGWeekend) ? BG_AV_REP_CAPTAIN_HOLIDAY : BG_AV_REP_CAPTAIN; m_RepBoss = (isBGWeekend) ? BG_AV_REP_BOSS_HOLIDAY : BG_AV_REP_BOSS; m_RepOwnedGrave = (isBGWeekend) ? BG_AV_REP_OWNED_GRAVE_HOLIDAY : BG_AV_REP_OWNED_GRAVE; m_RepSurviveCaptain = (isBGWeekend) ? BG_AV_REP_SURVIVING_CAPTAIN_HOLIDAY : BG_AV_REP_SURVIVING_CAPTAIN; m_RepSurviveTower = (isBGWeekend) ? BG_AV_REP_SURVIVING_TOWER_HOLIDAY : BG_AV_REP_SURVIVING_TOWER; m_RepOwnedMine = (isBGWeekend) ? BG_AV_REP_OWNED_MINE_HOLIDAY : BG_AV_REP_OWNED_MINE; for(uint8 i = 0; i < BG_TEAMS_COUNT; i++) { for(uint8 j = 0; j < 9; j++) // 9 quests getting tracked m_Team_QuestStatus[i][j] = 0; m_TeamScores[i] = BG_AV_SCORE_INITIAL_POINTS; m_IsInformedNearLose[i] = false; m_ActiveEvents[BG_AV_NodeEventCaptainDead_A + i] = BG_EVENT_NONE; } for(uint8 i = 0; i < BG_AV_MAX_MINES; i++) { m_Mine_Owner[i] = BG_AV_NEUTRAL_TEAM; 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_Mine_Timer[i] = BG_AV_MINE_TICK_TIMER; } m_ActiveEvents[BG_AV_CAPTAIN_A] = 0; m_ActiveEvents[BG_AV_CAPTAIN_H] = 0; m_ActiveEvents[BG_AV_HERALD] = 0; m_ActiveEvents[BG_AV_BOSS_A] = 0; m_ActiveEvents[BG_AV_BOSS_H] = 0; for(BG_AV_Nodes i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i) // towers 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); 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); 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); 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(BG_AV_NODES_SNOWFALL_GRAVE, BG_AV_NEUTRAL_TEAM, false); // give snowfall neutral owner }