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670 lines
28 KiB
C++
670 lines
28 KiB
C++
/*
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* Copyright (C) 2005-2010 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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#ifndef __BATTLEGROUND_H
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#define __BATTLEGROUND_H
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#include "Common.h"
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#include "SharedDefines.h"
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#include "Map.h"
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#include "ByteBuffer.h"
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#include "ObjectGuid.h"
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// magic event-numbers
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#define BG_EVENT_NONE 255
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// those generic events should get a high event id
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#define BG_EVENT_DOOR 254
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// only arena event
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// cause this buff apears 90sec after start in every bg i implement it here
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#define ARENA_BUFF_EVENT 252
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class Creature;
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class GameObject;
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class Group;
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class Player;
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class WorldPacket;
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class BattleGroundMap;
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struct PvPDifficultyEntry;
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struct WorldSafeLocsEntry;
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struct BattleGroundEventIdx
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{
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uint8 event1;
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uint8 event2;
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};
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enum BattleGroundSounds
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{
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SOUND_HORDE_WINS = 8454,
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SOUND_ALLIANCE_WINS = 8455,
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SOUND_BG_START = 3439
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};
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enum BattleGroundQuests
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{
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SPELL_WS_QUEST_REWARD = 43483,
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SPELL_AB_QUEST_REWARD = 43484,
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SPELL_AV_QUEST_REWARD = 43475,
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SPELL_AV_QUEST_KILLED_BOSS = 23658,
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SPELL_EY_QUEST_REWARD = 43477,
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SPELL_AB_QUEST_REWARD_4_BASES = 24061,
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SPELL_AB_QUEST_REWARD_5_BASES = 24064
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};
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enum BattleGroundMarks
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{
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SPELL_WS_MARK_LOSER = 24950, // not create marks now
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SPELL_WS_MARK_WINNER = 24951, // not create marks now
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SPELL_AB_MARK_LOSER = 24952, // not create marks now
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SPELL_AB_MARK_WINNER = 24953, // not create marks now
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SPELL_AV_MARK_LOSER = 24954, // not create marks now
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SPELL_AV_MARK_WINNER = 24955, // not create marks now
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SPELL_WG_MARK_VICTORY = 24955, // honor + mark
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SPELL_WG_MARK_DEFEAT = 58494, // honor + mark
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};
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enum BattleGroundMarksCount
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{
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ITEM_WINNER_COUNT = 3,
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ITEM_LOSER_COUNT = 1
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};
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enum BattleGroundSpells
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{
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SPELL_ARENA_PREPARATION = 32727, // use this one, 32728 not correct
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SPELL_ALLIANCE_GOLD_FLAG = 32724,
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SPELL_ALLIANCE_GREEN_FLAG = 32725,
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SPELL_HORDE_GOLD_FLAG = 35774,
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SPELL_HORDE_GREEN_FLAG = 35775,
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SPELL_PREPARATION = 44521, // Preparation
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SPELL_RECENTLY_DROPPED_FLAG = 42792, // Recently Dropped Flag
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SPELL_AURA_PLAYER_INACTIVE = 43681 // Inactive
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};
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enum BattleGroundTimeIntervals
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{
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RESURRECTION_INTERVAL = 30000, // ms
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//REMIND_INTERVAL = 10000, // ms
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INVITATION_REMIND_TIME = 20000, // ms
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INVITE_ACCEPT_WAIT_TIME = 40000, // ms
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TIME_TO_AUTOREMOVE = 120000, // ms
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MAX_OFFLINE_TIME = 300, // secs
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RESPAWN_ONE_DAY = 86400, // secs
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RESPAWN_IMMEDIATELY = 0, // secs
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BUFF_RESPAWN_TIME = 180, // secs
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ARENA_SPAWN_BUFF_OBJECTS = 90000, // ms - 90sec after start
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};
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enum BattleGroundStartTimeIntervals
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{
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BG_START_DELAY_2M = 120000, // ms (2 minutes)
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BG_START_DELAY_1M = 60000, // ms (1 minute)
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BG_START_DELAY_30S = 30000, // ms (30 seconds)
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BG_START_DELAY_15S = 15000, // ms (15 seconds) Used only in arena
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BG_START_DELAY_NONE = 0, // ms
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};
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enum BattleGroundBuffObjects
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{
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BG_OBJECTID_SPEEDBUFF_ENTRY = 179871,
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BG_OBJECTID_REGENBUFF_ENTRY = 179904,
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BG_OBJECTID_BERSERKERBUFF_ENTRY = 179905
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};
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const uint32 Buff_Entries[3] = { BG_OBJECTID_SPEEDBUFF_ENTRY, BG_OBJECTID_REGENBUFF_ENTRY, BG_OBJECTID_BERSERKERBUFF_ENTRY };
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enum BattleGroundStatus
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{
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STATUS_NONE = 0, // first status, should mean bg is not instance
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STATUS_WAIT_QUEUE = 1, // means bg is empty and waiting for queue
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STATUS_WAIT_JOIN = 2, // this means, that BG has already started and it is waiting for more players
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STATUS_IN_PROGRESS = 3, // means bg is running
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STATUS_WAIT_LEAVE = 4 // means some faction has won BG and it is ending
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};
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struct BattleGroundPlayer
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{
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time_t OfflineRemoveTime; // for tracking and removing offline players from queue after 5 minutes
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Team PlayerTeam; // Player's team
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};
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struct BattleGroundObjectInfo
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{
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BattleGroundObjectInfo() : object(NULL), timer(0), spellid(0) {}
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GameObject *object;
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int32 timer;
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uint32 spellid;
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};
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// handle the queue types and bg types separately to enable joining queue for different sized arenas at the same time
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enum BattleGroundQueueTypeId
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{
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BATTLEGROUND_QUEUE_NONE = 0,
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BATTLEGROUND_QUEUE_AV = 1,
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BATTLEGROUND_QUEUE_WS = 2,
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BATTLEGROUND_QUEUE_AB = 3,
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BATTLEGROUND_QUEUE_EY = 4,
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BATTLEGROUND_QUEUE_SA = 5,
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BATTLEGROUND_QUEUE_IC = 6,
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BATTLEGROUND_QUEUE_2v2 = 7,
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BATTLEGROUND_QUEUE_3v3 = 8,
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BATTLEGROUND_QUEUE_5v5 = 9
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};
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#define MAX_BATTLEGROUND_QUEUE_TYPES 10
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enum ScoreType
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{
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SCORE_KILLING_BLOWS = 1,
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SCORE_DEATHS = 2,
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SCORE_HONORABLE_KILLS = 3,
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SCORE_BONUS_HONOR = 4,
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//EY, but in MSG_PVP_LOG_DATA opcode!
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SCORE_DAMAGE_DONE = 5,
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SCORE_HEALING_DONE = 6,
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//WS
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SCORE_FLAG_CAPTURES = 7,
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SCORE_FLAG_RETURNS = 8,
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//AB
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SCORE_BASES_ASSAULTED = 9,
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SCORE_BASES_DEFENDED = 10,
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//AV
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SCORE_GRAVEYARDS_ASSAULTED = 11,
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SCORE_GRAVEYARDS_DEFENDED = 12,
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SCORE_TOWERS_ASSAULTED = 13,
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SCORE_TOWERS_DEFENDED = 14,
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SCORE_SECONDARY_OBJECTIVES = 15
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};
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enum ArenaType
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{
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ARENA_TYPE_2v2 = 2,
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ARENA_TYPE_3v3 = 3,
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ARENA_TYPE_5v5 = 5
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};
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enum BattleGroundType
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{
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TYPE_BATTLEGROUND = 3,
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TYPE_ARENA = 4
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};
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enum BattleGroundWinner
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{
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WINNER_HORDE = 0,
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WINNER_ALLIANCE = 1,
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WINNER_NONE = 2
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};
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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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{
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BG_STARTING_EVENT_NONE = 0x00,
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BG_STARTING_EVENT_1 = 0x01,
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BG_STARTING_EVENT_2 = 0x02,
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BG_STARTING_EVENT_3 = 0x04,
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BG_STARTING_EVENT_4 = 0x08
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};
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enum BattleGroundStartingEventsIds
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{
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BG_STARTING_EVENT_FIRST = 0,
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BG_STARTING_EVENT_SECOND = 1,
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BG_STARTING_EVENT_THIRD = 2,
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BG_STARTING_EVENT_FOURTH = 3
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};
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#define BG_STARTING_EVENT_COUNT 4
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enum GroupJoinBattlegroundResult
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{
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// positive values are indexes in BattlemasterList.dbc
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ERR_GROUP_JOIN_BATTLEGROUND_FAIL = 0, // Your group has joined a battleground queue, but you are not eligible (showed for non existing BattlemasterList.dbc indexes)
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ERR_BATTLEGROUND_NONE = -1, // not show anything
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ERR_GROUP_JOIN_BATTLEGROUND_DESERTERS = -2, // You cannot join the battleground yet because you or one of your party members is flagged as a Deserter.
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ERR_ARENA_TEAM_PARTY_SIZE = -3, // Incorrect party size for this arena.
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ERR_BATTLEGROUND_TOO_MANY_QUEUES = -4, // You can only be queued for 2 battles at once
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ERR_BATTLEGROUND_CANNOT_QUEUE_FOR_RATED = -5, // You cannot queue for a rated match while queued for other battles
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ERR_BATTLEDGROUND_QUEUED_FOR_RATED = -6, // You cannot queue for another battle while queued for a rated arena match
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ERR_BATTLEGROUND_TEAM_LEFT_QUEUE = -7, // Your team has left the arena queue
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ERR_BATTLEGROUND_NOT_IN_BATTLEGROUND = -8, // You can't do that in a battleground.
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ERR_BATTLEGROUND_JOIN_XP_GAIN = -9, // wtf, doesn't exist in client...
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ERR_BATTLEGROUND_JOIN_RANGE_INDEX = -10, // Cannot join the queue unless all members of your party are in the same battleground level range.
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ERR_BATTLEGROUND_JOIN_TIMED_OUT = -11, // %s was unavailable to join the queue. (uint64 guid exist in client cache)
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ERR_BATTLEGROUND_JOIN_FAILED = -12, // Join as a group failed (uint64 guid doesn't exist in client cache)
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ERR_LFG_CANT_USE_BATTLEGROUND = -13, // You cannot queue for a battleground or arena while using the dungeon system.
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ERR_IN_RANDOM_BG = -14, // Can't do that while in a Random Battleground queue.
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ERR_IN_NON_RANDOM_BG = -15, // Can't queue for Random Battleground while in another Battleground queue.
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};
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class BattleGroundScore
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{
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public:
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BattleGroundScore() : KillingBlows(0), Deaths(0), HonorableKills(0),
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BonusHonor(0), DamageDone(0), HealingDone(0)
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{}
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virtual ~BattleGroundScore() {} //virtual destructor is used when deleting score from scores map
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uint32 KillingBlows;
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uint32 Deaths;
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uint32 HonorableKills;
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uint32 BonusHonor;
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uint32 DamageDone;
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uint32 HealingDone;
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};
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/*
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This class is used to:
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1. Add player to battleground
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2. Remove player from battleground
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3. some certain cases, same for all battlegrounds
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4. It has properties same for all battlegrounds
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*/
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class BattleGround
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{
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friend class BattleGroundMgr;
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public:
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/* Construction */
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BattleGround();
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/*BattleGround(const BattleGround& bg);*/
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virtual ~BattleGround();
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virtual void Update(uint32 diff); // must be implemented in BG subclass of BG specific update code, but must in begginning call parent version
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virtual bool SetupBattleGround() // must be implemented in BG subclass
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{
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return true;
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}
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virtual void Reset(); // resets all common properties for battlegrounds, must be implemented and called in BG subclass
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virtual void StartingEventCloseDoors() {}
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virtual void StartingEventOpenDoors() {}
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/* achievement req. */
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virtual bool IsAllNodesConrolledByTeam(Team /*team*/) const { return false; }
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bool IsTeamScoreInRange(Team team, uint32 minScore, uint32 maxScore) const;
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/* Battleground */
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// Get methods:
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char const* GetName() const { return m_Name; }
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BattleGroundTypeId GetTypeID() const { return m_TypeID; }
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BattleGroundBracketId GetBracketId() const { return m_BracketId; }
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// the instanceId check is also used to determine a bg-template
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// that's why the m_map hack is here..
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uint32 GetInstanceID() { return m_Map?GetBgMap()->GetInstanceId():0; }
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BattleGroundStatus GetStatus() const { return m_Status; }
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uint32 GetClientInstanceID() const { return m_ClientInstanceID; }
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uint32 GetStartTime() const { return m_StartTime; }
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uint32 GetEndTime() const { return m_EndTime; }
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uint32 GetMaxPlayers() const { return m_MaxPlayers; }
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uint32 GetMinPlayers() const { return m_MinPlayers; }
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uint32 GetMinLevel() const { return m_LevelMin; }
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uint32 GetMaxLevel() const { return m_LevelMax; }
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uint32 GetMaxPlayersPerTeam() const { return m_MaxPlayersPerTeam; }
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uint32 GetMinPlayersPerTeam() const { return m_MinPlayersPerTeam; }
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int32 GetStartDelayTime() const { return m_StartDelayTime; }
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uint8 GetArenaType() const { return m_ArenaType; }
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uint8 GetWinner() const { return m_Winner; }
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uint32 GetBattlemasterEntry() const;
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uint32 GetBonusHonorFromKill(uint32 kills) const;
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// Set methods:
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void SetName(char const* Name) { m_Name = Name; }
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void SetTypeID(BattleGroundTypeId TypeID) { m_TypeID = TypeID; }
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//here we can count minlevel and maxlevel for players
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void SetBracket(PvPDifficultyEntry const* bracketEntry);
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void SetStatus(BattleGroundStatus Status) { m_Status = Status; }
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void SetClientInstanceID(uint32 InstanceID) { m_ClientInstanceID = InstanceID; }
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void SetStartTime(uint32 Time) { m_StartTime = Time; }
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void SetEndTime(uint32 Time) { m_EndTime = Time; }
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void SetMaxPlayers(uint32 MaxPlayers) { m_MaxPlayers = MaxPlayers; }
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void SetMinPlayers(uint32 MinPlayers) { m_MinPlayers = MinPlayers; }
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void SetLevelRange(uint32 min, uint32 max) { m_LevelMin = min; m_LevelMax = max; }
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void SetRated(bool state) { m_IsRated = state; }
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void SetArenaType(uint8 type) { m_ArenaType = type; }
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void SetArenaorBGType(bool _isArena) { m_IsArena = _isArena; }
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void SetWinner(uint8 winner) { m_Winner = winner; }
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void ModifyStartDelayTime(int diff) { m_StartDelayTime -= diff; }
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void SetStartDelayTime(int Time) { m_StartDelayTime = Time; }
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void SetMaxPlayersPerTeam(uint32 MaxPlayers) { m_MaxPlayersPerTeam = MaxPlayers; }
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void SetMinPlayersPerTeam(uint32 MinPlayers) { m_MinPlayersPerTeam = MinPlayers; }
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void AddToBGFreeSlotQueue(); //this queue will be useful when more battlegrounds instances will be available
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void RemoveFromBGFreeSlotQueue(); //this method could delete whole BG instance, if another free is available
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void DecreaseInvitedCount(Team team) { (team == ALLIANCE) ? --m_InvitedAlliance : --m_InvitedHorde; }
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void IncreaseInvitedCount(Team team) { (team == ALLIANCE) ? ++m_InvitedAlliance : ++m_InvitedHorde; }
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uint32 GetInvitedCount(Team team) const
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{
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if (team == ALLIANCE)
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return m_InvitedAlliance;
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else
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return m_InvitedHorde;
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}
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bool HasFreeSlots() const;
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uint32 GetFreeSlotsForTeam(Team team) const;
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bool isArena() const { return m_IsArena; }
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bool isBattleGround() const { return !m_IsArena; }
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bool isRated() const { return m_IsRated; }
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typedef std::map<ObjectGuid, BattleGroundPlayer> BattleGroundPlayerMap;
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BattleGroundPlayerMap const& GetPlayers() const { return m_Players; }
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uint32 GetPlayersSize() const { return m_Players.size(); }
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typedef std::map<ObjectGuid, BattleGroundScore*> BattleGroundScoreMap;
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BattleGroundScoreMap::const_iterator GetPlayerScoresBegin() const { return m_PlayerScores.begin(); }
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BattleGroundScoreMap::const_iterator GetPlayerScoresEnd() const { return m_PlayerScores.end(); }
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uint32 GetPlayerScoresSize() const { return m_PlayerScores.size(); }
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void StartBattleGround();
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/* Location */
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void SetMapId(uint32 MapID) { m_MapId = MapID; }
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uint32 GetMapId() const { return m_MapId; }
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/* Map pointers */
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void SetBgMap(BattleGroundMap* map) { m_Map = map; }
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BattleGroundMap* GetBgMap()
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{
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MANGOS_ASSERT(m_Map);
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return m_Map;
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}
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void SetTeamStartLoc(Team team, float X, float Y, float Z, float O);
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void GetTeamStartLoc(Team team, float &X, float &Y, float &Z, float &O) const
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{
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BattleGroundTeamIndex idx = GetTeamIndexByTeamId(team);
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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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O = m_TeamStartLocO[idx];
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}
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/* Packet Transfer */
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// method that should fill worldpacket with actual world states (not yet implemented for all battlegrounds!)
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virtual void FillInitialWorldStates(WorldPacket& /*data*/, uint32& /*count*/) {}
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void SendPacketToTeam(Team team, WorldPacket *packet, Player *sender = NULL, bool self = true);
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void SendPacketToAll(WorldPacket *packet);
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template<class Do>
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void BroadcastWorker(Do& _do);
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void PlaySoundToTeam(uint32 SoundID, Team team);
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void PlaySoundToAll(uint32 SoundID);
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void CastSpellOnTeam(uint32 SpellID, Team team);
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void RewardHonorToTeam(uint32 Honor, Team team);
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void RewardReputationToTeam(uint32 faction_id, uint32 Reputation, Team team);
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void RewardMark(Player *plr,uint32 count);
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void SendRewardMarkByMail(Player *plr,uint32 mark, uint32 count);
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void RewardItem(Player *plr, uint32 item_id, uint32 count);
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void RewardQuestComplete(Player *plr);
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void RewardSpellCast(Player *plr, uint32 spell_id);
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void UpdateWorldState(uint32 Field, uint32 Value);
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void UpdateWorldStateForPlayer(uint32 Field, uint32 Value, Player *Source);
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virtual void EndBattleGround(Team winner);
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void BlockMovement(Player *plr);
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void SendMessageToAll(int32 entry, ChatMsg type, Player const* source = NULL);
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void SendYellToAll(int32 entry, uint32 language, ObjectGuid guid);
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void PSendMessageToAll(int32 entry, ChatMsg type, Player const* source, ... );
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// specialized version with 2 string id args
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void SendMessage2ToAll(int32 entry, ChatMsg type, Player const* source, int32 strId1 = 0, int32 strId2 = 0);
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void SendYell2ToAll(int32 entry, uint32 language, ObjectGuid guid, int32 arg1, int32 arg2);
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/* Raid Group */
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Group *GetBgRaid(Team team) const { return m_BgRaids[GetTeamIndexByTeamId(team)]; }
|
|
void SetBgRaid(Team team, Group *bg_raid);
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|
|
|
virtual void UpdatePlayerScore(Player *Source, uint32 type, uint32 value);
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|
|
|
static BattleGroundTeamIndex GetTeamIndexByTeamId(Team team) { return team == ALLIANCE ? BG_TEAM_ALLIANCE : BG_TEAM_HORDE; }
|
|
uint32 GetPlayersCountByTeam(Team team) const { return m_PlayersCount[GetTeamIndexByTeamId(team)]; }
|
|
uint32 GetAlivePlayersCountByTeam(Team team) const; // used in arenas to correctly handle death in spirit of redemption / last stand etc. (killer = killed) cases
|
|
void UpdatePlayersCountByTeam(Team team, bool remove)
|
|
{
|
|
if (remove)
|
|
--m_PlayersCount[GetTeamIndexByTeamId(team)];
|
|
else
|
|
++m_PlayersCount[GetTeamIndexByTeamId(team)];
|
|
}
|
|
|
|
// used for rated arena battles
|
|
void SetArenaTeamIdForTeam(Team team, uint32 ArenaTeamId) { m_ArenaTeamIds[GetTeamIndexByTeamId(team)] = ArenaTeamId; }
|
|
uint32 GetArenaTeamIdForTeam(Team team) const { return m_ArenaTeamIds[GetTeamIndexByTeamId(team)]; }
|
|
void SetArenaTeamRatingChangeForTeam(Team team, int32 RatingChange) { m_ArenaTeamRatingChanges[GetTeamIndexByTeamId(team)] = RatingChange; }
|
|
int32 GetArenaTeamRatingChangeForTeam(Team team) const { return m_ArenaTeamRatingChanges[GetTeamIndexByTeamId(team)]; }
|
|
void CheckArenaWinConditions();
|
|
|
|
/* Triggers handle */
|
|
// must be implemented in BG subclass
|
|
virtual void HandleAreaTrigger(Player* /*Source*/, uint32 /*Trigger*/) {}
|
|
// must be implemented in BG subclass if need AND call base class generic code
|
|
virtual void HandleKillPlayer(Player *player, Player *killer);
|
|
virtual void HandleKillUnit(Creature* /*unit*/, Player* /*killer*/) { return; };
|
|
|
|
/* Battleground events */
|
|
virtual void EventPlayerDroppedFlag(Player* /*player*/) {}
|
|
virtual void EventPlayerClickedOnFlag(Player* /*player*/, GameObject* /*target_obj*/) {}
|
|
virtual void EventPlayerCapturedFlag(Player* /*player*/) {}
|
|
void EventPlayerLoggedIn(Player* player, ObjectGuid plr_guid);
|
|
void EventPlayerLoggedOut(Player* player);
|
|
|
|
/* Death related */
|
|
virtual WorldSafeLocsEntry const* GetClosestGraveYard(Player* player);
|
|
|
|
virtual void AddPlayer(Player *plr); // must be implemented in BG subclass
|
|
|
|
void AddOrSetPlayerToCorrectBgGroup(Player *plr, ObjectGuid plr_guid, Team team);
|
|
|
|
virtual void RemovePlayerAtLeave(ObjectGuid guid, bool Transport, bool SendPacket);
|
|
// can be extended in in BG subclass
|
|
|
|
/* event related */
|
|
// called when a creature gets added to map (NOTE: only triggered if
|
|
// a player activates the cell of the creature)
|
|
void OnObjectDBLoad(Creature* /*creature*/);
|
|
void OnObjectDBLoad(GameObject* /*obj*/);
|
|
// (de-)spawns creatures and gameobjects from an event
|
|
void SpawnEvent(uint8 event1, uint8 event2, bool spawn);
|
|
bool IsActiveEvent(uint8 event1, uint8 event2)
|
|
{
|
|
if (m_ActiveEvents.find(event1) == m_ActiveEvents.end())
|
|
return false;
|
|
return m_ActiveEvents[event1] == event2;
|
|
}
|
|
ObjectGuid GetSingleCreatureGuid(uint8 event1, uint8 event2);
|
|
|
|
void OpenDoorEvent(uint8 event1, uint8 event2 = 0);
|
|
bool IsDoor(uint8 event1, uint8 event2);
|
|
|
|
void HandleTriggerBuff(ObjectGuid go_guid);
|
|
|
|
// TODO: make this protected:
|
|
typedef std::vector<ObjectGuid> BGObjects;
|
|
typedef std::vector<ObjectGuid> BGCreatures;
|
|
// TODO drop m_BGObjects
|
|
BGObjects m_BgObjects;
|
|
void SpawnBGObject(ObjectGuid guid, uint32 respawntime);
|
|
bool AddObject(uint32 type, uint32 entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime = 0);
|
|
void SpawnBGCreature(ObjectGuid guid, uint32 respawntime);
|
|
bool DelObject(uint32 type);
|
|
|
|
void DoorOpen(ObjectGuid guid);
|
|
void DoorClose(ObjectGuid guid);
|
|
|
|
virtual bool HandlePlayerUnderMap(Player * /*plr*/) { return false; }
|
|
|
|
// since arenas can be AvA or Hvh, we have to get the "temporary" team of a player
|
|
Team GetPlayerTeam(ObjectGuid guid);
|
|
static Team GetOtherTeam(Team team){ return team ? ((team == ALLIANCE) ? HORDE : ALLIANCE) : TEAM_NONE; }
|
|
static BattleGroundTeamIndex GetOtherTeamIndex(BattleGroundTeamIndex teamIdx){ return teamIdx == BG_TEAM_ALLIANCE ? BG_TEAM_HORDE : BG_TEAM_ALLIANCE; }
|
|
bool IsPlayerInBattleGround(ObjectGuid guid);
|
|
|
|
/* virtual score-array - get's used in bg-subclasses */
|
|
int32 m_TeamScores[BG_TEAMS_COUNT];
|
|
|
|
struct EventObjects
|
|
{
|
|
BGObjects gameobjects;
|
|
BGCreatures creatures;
|
|
};
|
|
|
|
// cause we create it dynamicly i use a map - to avoid resizing when
|
|
// using vector - also it contains 2*events concatenated with PAIR32
|
|
// this is needed to avoid overhead of a 2dimensional std::map
|
|
std::map<uint32, EventObjects> m_EventObjects;
|
|
// this must be filled first in BattleGroundXY::Reset().. else
|
|
// creatures will get added wrong
|
|
// door-events are automaticly added - but _ALL_ other must be in this vector
|
|
std::map<uint8, uint8> m_ActiveEvents;
|
|
|
|
|
|
protected:
|
|
//this method is called, when BG cannot spawn its own spirit guide, or something is wrong, It correctly ends BattleGround
|
|
void EndNow();
|
|
void PlayerAddedToBGCheckIfBGIsRunning(Player* plr);
|
|
|
|
/* Scorekeeping */
|
|
|
|
BattleGroundScoreMap m_PlayerScores; // Player scores
|
|
// must be implemented in BG subclass
|
|
virtual void RemovePlayer(Player * /*player*/, ObjectGuid /*guid*/) {}
|
|
|
|
/* Player lists, those need to be accessible by inherited classes */
|
|
BattleGroundPlayerMap m_Players;
|
|
|
|
/*
|
|
these are important variables used for starting messages
|
|
*/
|
|
uint8 m_Events;
|
|
BattleGroundStartTimeIntervals m_StartDelayTimes[BG_STARTING_EVENT_COUNT];
|
|
//this must be filled in constructors!
|
|
uint32 m_StartMessageIds[BG_STARTING_EVENT_COUNT];
|
|
|
|
bool m_BuffChange;
|
|
|
|
private:
|
|
/* Battleground */
|
|
BattleGroundTypeId m_TypeID;
|
|
BattleGroundStatus m_Status;
|
|
uint32 m_ClientInstanceID; //the instance-id which is sent to the client and without any other internal use
|
|
uint32 m_StartTime;
|
|
bool m_ArenaBuffSpawned; // to cache if arenabuff event is started (cause bool is faster than checking IsActiveEvent)
|
|
int32 m_EndTime; // it is set to 120000 when bg is ending and it decreases itself
|
|
BattleGroundBracketId m_BracketId;
|
|
uint8 m_ArenaType; // 2=2v2, 3=3v3, 5=5v5
|
|
bool m_InBGFreeSlotQueue; // used to make sure that BG is only once inserted into the BattleGroundMgr.BGFreeSlotQueue[bgTypeId] deque
|
|
bool m_IsArena;
|
|
uint8 m_Winner; // 0=alliance, 1=horde, 2=none
|
|
int32 m_StartDelayTime;
|
|
bool m_IsRated; // is this battle rated?
|
|
bool m_PrematureCountDown;
|
|
uint32 m_PrematureCountDownTimer;
|
|
char const *m_Name;
|
|
|
|
/* Player lists */
|
|
typedef std::deque<ObjectGuid> OfflineQueue;
|
|
OfflineQueue m_OfflineQueue; // Player GUID
|
|
|
|
/* Invited counters are useful for player invitation to BG - do not allow, if BG is started to one faction to have 2 more players than another faction */
|
|
/* Invited counters will be changed only when removing already invited player from queue, removing player from battleground and inviting player to BG */
|
|
/* Invited players counters*/
|
|
uint32 m_InvitedAlliance;
|
|
uint32 m_InvitedHorde;
|
|
|
|
/* Raid Group */
|
|
Group *m_BgRaids[BG_TEAMS_COUNT]; // 0 - alliance, 1 - horde
|
|
|
|
/* Players count by team */
|
|
uint32 m_PlayersCount[BG_TEAMS_COUNT];
|
|
|
|
/* Arena team ids by team */
|
|
uint32 m_ArenaTeamIds[BG_TEAMS_COUNT];
|
|
|
|
int32 m_ArenaTeamRatingChanges[BG_TEAMS_COUNT];
|
|
|
|
/* Limits */
|
|
uint32 m_LevelMin;
|
|
uint32 m_LevelMax;
|
|
uint32 m_MaxPlayersPerTeam;
|
|
uint32 m_MaxPlayers;
|
|
uint32 m_MinPlayersPerTeam;
|
|
uint32 m_MinPlayers;
|
|
|
|
/* Start location */
|
|
uint32 m_MapId;
|
|
BattleGroundMap* m_Map;
|
|
float m_TeamStartLocX[BG_TEAMS_COUNT];
|
|
float m_TeamStartLocY[BG_TEAMS_COUNT];
|
|
float m_TeamStartLocZ[BG_TEAMS_COUNT];
|
|
float m_TeamStartLocO[BG_TEAMS_COUNT];
|
|
};
|
|
|
|
// helper functions for world state list fill
|
|
inline void FillInitialWorldState(ByteBuffer& data, uint32& count, uint32 state, uint32 value)
|
|
{
|
|
data << uint32(state);
|
|
data << uint32(value);
|
|
++count;
|
|
}
|
|
|
|
inline void FillInitialWorldState(ByteBuffer& data, uint32& count, uint32 state, int32 value)
|
|
{
|
|
data << uint32(state);
|
|
data << int32(value);
|
|
++count;
|
|
}
|
|
|
|
inline void FillInitialWorldState(ByteBuffer& data, uint32& count, uint32 state, bool value)
|
|
{
|
|
data << uint32(state);
|
|
data << uint32(value?1:0);
|
|
++count;
|
|
}
|
|
|
|
struct WorldStatePair
|
|
{
|
|
uint32 state;
|
|
uint32 value;
|
|
};
|
|
|
|
inline void FillInitialWorldState(ByteBuffer& data, uint32& count, WorldStatePair const* array)
|
|
{
|
|
for(WorldStatePair const* itr = array; itr->state; ++itr)
|
|
{
|
|
data << uint32(itr->state);
|
|
data << uint32(itr->value);
|
|
++count;
|
|
}
|
|
}
|
|
|
|
#endif
|