mirror of
https://github.com/mangosfour/server.git
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226 lines
7.4 KiB
C++
226 lines
7.4 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "Object.h"
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#include "Player.h"
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#include "BattleGround.h"
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#include "BattleGroundRL.h"
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#include "Creature.h"
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#include "ObjectMgr.h"
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#include "MapManager.h"
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#include "Language.h"
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BattleGroundRL::BattleGroundRL()
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{
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m_BgObjects.resize(BG_RL_OBJECT_MAX);
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}
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BattleGroundRL::~BattleGroundRL()
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{
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}
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void BattleGroundRL::Update(uint32 diff)
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{
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BattleGround::Update(diff);
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if (GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize())
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{
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ModifyStartDelayTime(diff);
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if (!(m_Events & 0x01))
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{
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m_Events |= 0x01;
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// setup here, only when at least one player has ported to the map
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if(!SetupBattleGround())
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{
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EndNow();
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return;
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}
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for(uint32 i = BG_RL_OBJECT_DOOR_1; i <= BG_RL_OBJECT_DOOR_2; i++)
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SpawnBGObject(i, RESPAWN_IMMEDIATELY);
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SetStartDelayTime(START_DELAY1);
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SendMessageToAll(LANG_ARENA_ONE_MINUTE);
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}
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// After 30 seconds, warning is signalled
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else if (GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x04))
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{
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m_Events |= 0x04;
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SendMessageToAll(LANG_ARENA_THIRTY_SECONDS);
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}
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// After 15 seconds, warning is signalled
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else if (GetStartDelayTime() <= START_DELAY3 && !(m_Events & 0x08))
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{
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m_Events |= 0x08;
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SendMessageToAll(LANG_ARENA_FIFTEEN_SECONDS);
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}
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// delay expired (1 minute)
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else if (GetStartDelayTime() <= 0 && !(m_Events & 0x10))
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{
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m_Events |= 0x10;
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for(uint32 i = BG_RL_OBJECT_DOOR_1; i <= BG_RL_OBJECT_DOOR_2; i++)
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DoorOpen(i);
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for(uint32 i = BG_RL_OBJECT_BUFF_1; i <= BG_RL_OBJECT_BUFF_2; i++)
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SpawnBGObject(i, 60);
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SendMessageToAll(LANG_ARENA_BEGUN);
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SetStatus(STATUS_IN_PROGRESS);
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SetStartDelayTime(0);
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for(BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
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if(Player *plr = objmgr.GetPlayer(itr->first))
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plr->RemoveAurasDueToSpell(SPELL_ARENA_PREPARATION);
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if(!GetPlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE))
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EndBattleGround(HORDE);
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else if(GetPlayersCountByTeam(ALLIANCE) && !GetPlayersCountByTeam(HORDE))
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EndBattleGround(ALLIANCE);
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}
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}
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/*if(GetStatus() == STATUS_IN_PROGRESS)
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{
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// update something
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}*/
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}
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void BattleGroundRL::AddPlayer(Player *plr)
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{
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BattleGround::AddPlayer(plr);
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//create score and add it to map, default values are set in constructor
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BattleGroundRLScore* sc = new BattleGroundRLScore;
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m_PlayerScores[plr->GetGUID()] = sc;
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UpdateWorldState(0xbb8, GetAlivePlayersCountByTeam(ALLIANCE));
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UpdateWorldState(0xbb9, GetAlivePlayersCountByTeam(HORDE));
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}
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void BattleGroundRL::RemovePlayer(Player* /*plr*/, uint64 /*guid*/)
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{
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if(GetStatus() == STATUS_WAIT_LEAVE)
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return;
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UpdateWorldState(0xbb8, GetAlivePlayersCountByTeam(ALLIANCE));
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UpdateWorldState(0xbb9, GetAlivePlayersCountByTeam(HORDE));
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if(!GetAlivePlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE))
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EndBattleGround(HORDE);
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else if(GetPlayersCountByTeam(ALLIANCE) && !GetAlivePlayersCountByTeam(HORDE))
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EndBattleGround(ALLIANCE);
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}
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void BattleGroundRL::HandleKillPlayer(Player *player, Player *killer)
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{
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if(GetStatus() != STATUS_IN_PROGRESS)
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return;
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if(!killer)
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{
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sLog.outError("Killer player not found");
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return;
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}
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BattleGround::HandleKillPlayer(player,killer);
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UpdateWorldState(0xbb8, GetAlivePlayersCountByTeam(ALLIANCE));
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UpdateWorldState(0xbb9, GetAlivePlayersCountByTeam(HORDE));
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if(!GetAlivePlayersCountByTeam(ALLIANCE))
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{
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// all opponents killed
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EndBattleGround(HORDE);
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}
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else if(!GetAlivePlayersCountByTeam(HORDE))
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{
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// all opponents killed
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EndBattleGround(ALLIANCE);
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}
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}
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bool BattleGroundRL::HandlePlayerUnderMap(Player *player)
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{
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player->TeleportTo(GetMapId(),1285.810547,1667.896851,39.957642,player->GetOrientation(),false);
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return true;
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}
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void BattleGroundRL::HandleAreaTrigger(Player *Source, uint32 Trigger)
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{
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// this is wrong way to implement these things. On official it done by gameobject spell cast.
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if(GetStatus() != STATUS_IN_PROGRESS)
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return;
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//uint32 SpellId = 0;
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//uint64 buff_guid = 0;
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switch(Trigger)
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{
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case 4696: // buff trigger?
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case 4697: // buff trigger?
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break;
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default:
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sLog.outError("WARNING: Unhandled AreaTrigger in Battleground: %u", Trigger);
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Source->GetSession()->SendAreaTriggerMessage("Warning: Unhandled AreaTrigger in Battleground: %u", Trigger);
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break;
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}
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//if(buff_guid)
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// HandleTriggerBuff(buff_guid,Source);
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}
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void BattleGroundRL::FillInitialWorldStates(WorldPacket &data)
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{
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data << uint32(0xbb8) << uint32(GetAlivePlayersCountByTeam(ALLIANCE)); // 7
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data << uint32(0xbb9) << uint32(GetAlivePlayersCountByTeam(HORDE)); // 8
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data << uint32(0xbba) << uint32(1); // 9
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}
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void BattleGroundRL::ResetBGSubclass()
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{
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}
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bool BattleGroundRL::SetupBattleGround()
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{
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// gates
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if( !AddObject(BG_RL_OBJECT_DOOR_1, BG_RL_OBJECT_TYPE_DOOR_1, 1293.561, 1601.938, 31.60557, -1.457349, 0, 0, -0.6658813, 0.7460576, RESPAWN_IMMEDIATELY)
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|| !AddObject(BG_RL_OBJECT_DOOR_2, BG_RL_OBJECT_TYPE_DOOR_2, 1278.648, 1730.557, 31.60557, 1.684245, 0, 0, 0.7460582, 0.6658807, RESPAWN_IMMEDIATELY)
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// buffs
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|| !AddObject(BG_RL_OBJECT_BUFF_1, BG_RL_OBJECT_TYPE_BUFF_1, 1328.719971, 1632.719971, 36.730400, -1.448624, 0, 0, 0.6626201, -0.7489557, 120)
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|| !AddObject(BG_RL_OBJECT_BUFF_2, BG_RL_OBJECT_TYPE_BUFF_2, 1243.300049, 1699.170044, 34.872601, -0.06981307, 0, 0, 0.03489945, -0.9993908, 120))
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{
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sLog.outErrorDb("BatteGroundRL: Failed to spawn some object!");
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return false;
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}
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return true;
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}
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/*
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Packet S->C, id 600, SMSG_INIT_WORLD_STATES (706), len 86
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0000: 3C 02 00 00 80 0F 00 00 00 00 00 00 09 00 BA 0B | <...............
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0010: 00 00 01 00 00 00 B9 0B 00 00 02 00 00 00 B8 0B | ................
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0020: 00 00 00 00 00 00 D8 08 00 00 00 00 00 00 D7 08 | ................
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0030: 00 00 00 00 00 00 D6 08 00 00 00 00 00 00 D5 08 | ................
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0040: 00 00 00 00 00 00 D3 08 00 00 00 00 00 00 D4 08 | ................
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0050: 00 00 00 00 00 00 | ......
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*/
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