server/src/game/BattleGroundAB.cpp
balrok 45f6a474bf [8608] implement BattleGround Alterac Valley
sql won't be included - please look at your database
providers forum

also note, that creature_loot_template id 0
is used for the loot of dead players in this bg
(after a player died and you remove insignia from him..
he not only drops money - he drops some random items too)

further work must be done in better code for adjusting right
levels to creatures - maybe using something similar like it's
done in heroic instances

also quests and creatures needs some scripts in future

thanks to:
netsky - initial start of this patch
bogie - 2nd person writing on this patch
triply, kapatejib, vladimir - code review and suggestions
arrai - for his great tool and help
and all testers / code contributers - I won't write
down a list, else I would forget most probably one ^^
2009-10-09 18:18:22 +02:00

568 lines
22 KiB
C++

/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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 "Object.h"
#include "Player.h"
#include "BattleGround.h"
#include "BattleGroundAB.h"
#include "Creature.h"
#include "GameObject.h"
#include "BattleGroundMgr.h"
#include "Language.h"
#include "Util.h"
#include "WorldPacket.h"
BattleGroundAB::BattleGroundAB()
{
m_BuffChange = true;
m_BgObjects.resize(BG_AB_OBJECT_MAX);
m_StartMessageIds[BG_STARTING_EVENT_FIRST] = LANG_BG_AB_START_TWO_MINUTES;
m_StartMessageIds[BG_STARTING_EVENT_SECOND] = LANG_BG_AB_START_ONE_MINUTE;
m_StartMessageIds[BG_STARTING_EVENT_THIRD] = LANG_BG_AB_START_HALF_MINUTE;
m_StartMessageIds[BG_STARTING_EVENT_FOURTH] = LANG_BG_AB_HAS_BEGUN;
}
BattleGroundAB::~BattleGroundAB()
{
}
void BattleGroundAB::Update(uint32 diff)
{
BattleGround::Update(diff);
if (GetStatus() == STATUS_IN_PROGRESS)
{
int team_points[BG_TEAMS_COUNT] = { 0, 0 };
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)
{
if (m_BannerTimers[node].timer > diff)
m_BannerTimers[node].timer -= diff;
else
{
m_BannerTimers[node].timer = 0;
_CreateBanner(node, m_BannerTimers[node].type, m_BannerTimers[node].teamIndex, false);
}
}
// 1-minute to occupy a node from contested state
if (m_NodeTimers[node])
{
if (m_NodeTimers[node] > diff)
m_NodeTimers[node] -= diff;
else
{
m_NodeTimers[node] = 0;
// Change from contested to occupied !
uint8 teamIndex = m_Nodes[node]-1;
m_prevNodes[node] = m_Nodes[node];
m_Nodes[node] += 2;
// create new occupied banner
_CreateBanner(node, BG_AB_NODE_TYPE_OCCUPIED, teamIndex, true);
_SendNodeUpdate(node);
_NodeOccupied(node,(teamIndex == 0) ? ALLIANCE:HORDE);
// Message to chatlog
if (teamIndex == 0)
{
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
{
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);
}
}
}
for (int team = 0; team < BG_TEAMS_COUNT; ++team)
if (m_Nodes[node] == team + BG_AB_NODE_TYPE_OCCUPIED)
++team_points[team];
}
// Accumulate points
for (int team = 0; team < BG_TEAMS_COUNT; ++team)
{
int points = team_points[team];
if (!points)
continue;
m_lastTick[team] += diff;
if (m_lastTick[team] > BG_AB_TickIntervals[points])
{
m_lastTick[team] -= BG_AB_TickIntervals[points];
m_TeamScores[team] += BG_AB_TickPoints[points];
m_HonorScoreTics[team] += BG_AB_TickPoints[points];
m_ReputationScoreTics[team] += BG_AB_TickPoints[points];
if (m_ReputationScoreTics[team] >= m_ReputationTics)
{
(team == BG_TEAM_ALLIANCE) ? RewardReputationToTeam(509, 10, ALLIANCE) : RewardReputationToTeam(510, 10, HORDE);
m_ReputationScoreTics[team] -= m_ReputationTics;
}
if (m_HonorScoreTics[team] >= m_HonorTics)
{
RewardHonorToTeam(GetBonusHonorFromKill(1), (team == BG_TEAM_ALLIANCE) ? ALLIANCE : HORDE);
m_HonorScoreTics[team] -= m_HonorTics;
}
if (!m_IsInformedNearVictory && m_TeamScores[team] > BG_AB_WARNING_NEAR_VICTORY_SCORE)
{
if (team == BG_TEAM_ALLIANCE)
SendMessageToAll(LANG_BG_AB_A_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
else
SendMessageToAll(LANG_BG_AB_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
PlaySoundToAll(BG_AB_SOUND_NEAR_VICTORY);
m_IsInformedNearVictory = true;
}
if (m_TeamScores[team] > BG_AB_MAX_TEAM_SCORE)
m_TeamScores[team] = BG_AB_MAX_TEAM_SCORE;
if (team == BG_TEAM_ALLIANCE)
UpdateWorldState(BG_AB_OP_RESOURCES_ALLY, m_TeamScores[team]);
if (team == BG_TEAM_HORDE)
UpdateWorldState(BG_AB_OP_RESOURCES_HORDE, m_TeamScores[team]);
// update achievement flags
// we increased m_TeamScores[team] so we just need to check if it is 500 more than other teams resources
// horde will be a bit disadvantaged, but we can assume that points aren't updated for both team in same Update() call
uint8 otherTeam = (team + 1) % BG_TEAMS_COUNT;
if (m_TeamScores[team] > m_TeamScores[otherTeam] + 500)
m_TeamScores500Disadvantage[otherTeam] = true;
}
}
// Test win condition
if (m_TeamScores[BG_TEAM_ALLIANCE] >= BG_AB_MAX_TEAM_SCORE)
EndBattleGround(ALLIANCE);
if (m_TeamScores[BG_TEAM_HORDE] >= BG_AB_MAX_TEAM_SCORE)
EndBattleGround(HORDE);
}
}
void BattleGroundAB::StartingEventCloseDoors()
{
// 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);
}
void BattleGroundAB::StartingEventOpenDoors()
{
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);
}
OpenDoorEvent(BG_EVENT_DOOR);
}
void BattleGroundAB::AddPlayer(Player *plr)
{
BattleGround::AddPlayer(plr);
//create score and add it to map, default values are set in the constructor
BattleGroundABScore* sc = new BattleGroundABScore;
m_PlayerScores[plr->GetGUID()] = sc;
}
void BattleGroundAB::RemovePlayer(Player * /*plr*/, uint64 /*guid*/)
{
}
void BattleGroundAB::HandleAreaTrigger(Player *Source, uint32 Trigger)
{
switch(Trigger)
{
case 3948: // Arathi Basin Alliance Exit.
if (Source->GetTeam() != ALLIANCE)
Source->GetSession()->SendNotification(LANG_BATTLEGROUND_ONLY_ALLIANCE_USE);
else
Source->LeaveBattleground();
break;
case 3949: // Arathi Basin Horde Exit.
if (Source->GetTeam() != HORDE)
Source->GetSession()->SendNotification(LANG_BATTLEGROUND_ONLY_HORDE_USE);
else
Source->LeaveBattleground();
break;
case 3866: // Stables
case 3869: // Gold Mine
case 3867: // Farm
case 3868: // Lumber Mill
case 3870: // Black Smith
case 4020: // Unk1
case 4021: // Unk2
//break;
default:
//sLog.outError("WARNING: Unhandled AreaTrigger in Battleground: %u", Trigger);
//Source->GetSession()->SendAreaTriggerMessage("Warning: Unhandled AreaTrigger in Battleground: %u", Trigger);
break;
}
}
/* type: 0-neutral, 1-contested, 3-occupied
teamIndex: 0-ally, 1-horde */
void BattleGroundAB::_CreateBanner(uint8 node, uint8 type, uint8 teamIndex, bool delay)
{
// Just put it into the queue
if (delay)
{
m_BannerTimers[node].timer = 2000;
m_BannerTimers[node].type = type;
m_BannerTimers[node].teamIndex = teamIndex;
return;
}
// 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;
SpawnEvent(node, type, true); // will automaticly despawn other events
}
int32 BattleGroundAB::_GetNodeNameId(uint8 node)
{
switch (node)
{
case BG_AB_NODE_STABLES: return LANG_BG_AB_NODE_STABLES;
case BG_AB_NODE_BLACKSMITH: return LANG_BG_AB_NODE_BLACKSMITH;
case BG_AB_NODE_FARM: return LANG_BG_AB_NODE_FARM;
case BG_AB_NODE_LUMBER_MILL:return LANG_BG_AB_NODE_LUMBER_MILL;
case BG_AB_NODE_GOLD_MINE: return LANG_BG_AB_NODE_GOLD_MINE;
default:
ASSERT(0);
}
return 0;
}
void BattleGroundAB::FillInitialWorldStates(WorldPacket& data)
{
const uint8 plusArray[] = {0, 2, 3, 0, 1};
// Node icons
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_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_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)
++horde;
data << uint32(BG_AB_OP_OCCUPIED_BASES_ALLY) << uint32(ally);
data << uint32(BG_AB_OP_OCCUPIED_BASES_HORDE) << uint32(horde);
// Team scores
data << uint32(BG_AB_OP_RESOURCES_MAX) << uint32(BG_AB_MAX_TEAM_SCORE);
data << uint32(BG_AB_OP_RESOURCES_WARNING) << uint32(BG_AB_WARNING_NEAR_VICTORY_SCORE);
data << uint32(BG_AB_OP_RESOURCES_ALLY) << uint32(m_TeamScores[BG_TEAM_ALLIANCE]);
data << uint32(BG_AB_OP_RESOURCES_HORDE) << uint32(m_TeamScores[BG_TEAM_HORDE]);
// other unknown
data << uint32(0x745) << uint32(0x2); // 37 1861 unk
}
void BattleGroundAB::_SendNodeUpdate(uint8 node)
{
// Send node owner state update to refresh map icons on client
const uint8 plusArray[] = {0, 2, 3, 0, 1};
if (m_prevNodes[node])
UpdateWorldState(BG_AB_OP_NODESTATES[node] + plusArray[m_prevNodes[node]], 0);
else
UpdateWorldState(BG_AB_OP_NODEICONS[node], 0);
UpdateWorldState(BG_AB_OP_NODESTATES[node] + plusArray[m_Nodes[node]], 1);
// How many bases each team owns
uint8 ally = 0, horde = 0;
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)
++horde;
UpdateWorldState(BG_AB_OP_OCCUPIED_BASES_ALLY, ally);
UpdateWorldState(BG_AB_OP_OCCUPIED_BASES_HORDE, horde);
}
void BattleGroundAB::_NodeOccupied(uint8 node,Team team)
{
uint8 capturedNodes = 0;
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;
}
if (capturedNodes >= 5)
CastSpellOnTeam(SPELL_AB_QUEST_REWARD_5_BASES, team);
if (capturedNodes >= 4)
CastSpellOnTeam(SPELL_AB_QUEST_REWARD_4_BASES, team);
}
/* Invoked if a player used a banner as a gameobject */
void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* target_obj)
{
if (GetStatus() != STATUS_IN_PROGRESS)
return;
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))
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;
// create new contested banner
_CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
_SendNodeUpdate(node);
m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
if (teamIndex == 0)
SendMessage2ToAll(LANG_BG_AB_NODE_CLAIMED,CHAT_MSG_BG_SYSTEM_ALLIANCE, source, _GetNodeNameId(node), LANG_BG_AB_ALLY);
else
SendMessage2ToAll(LANG_BG_AB_NODE_CLAIMED,CHAT_MSG_BG_SYSTEM_HORDE, source, _GetNodeNameId(node), LANG_BG_AB_HORDE);
sound = BG_AB_SOUND_NODE_CLAIMED;
}
// If node is contested
else if ((m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_CONTESTED) || (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_CONTESTED))
{
// If last state is NOT occupied, change node to enemy-contested
if (m_prevNodes[node] < BG_AB_NODE_TYPE_OCCUPIED)
{
UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
m_prevNodes[node] = m_Nodes[node];
m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_CONTESTED;
// create new contested banner
_CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
_SendNodeUpdate(node);
m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
if (teamIndex == BG_TEAM_ALLIANCE)
SendMessage2ToAll(LANG_BG_AB_NODE_ASSAULTED,CHAT_MSG_BG_SYSTEM_ALLIANCE, source, _GetNodeNameId(node));
else
SendMessage2ToAll(LANG_BG_AB_NODE_ASSAULTED,CHAT_MSG_BG_SYSTEM_HORDE, source, _GetNodeNameId(node));
}
// If contested, change back to occupied
else
{
UpdatePlayerScore(source, SCORE_BASES_DEFENDED, 1);
m_prevNodes[node] = m_Nodes[node];
m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_OCCUPIED;
// 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);
if (teamIndex == BG_TEAM_ALLIANCE)
SendMessage2ToAll(LANG_BG_AB_NODE_DEFENDED,CHAT_MSG_BG_SYSTEM_ALLIANCE, source, _GetNodeNameId(node));
else
SendMessage2ToAll(LANG_BG_AB_NODE_DEFENDED,CHAT_MSG_BG_SYSTEM_HORDE, source, _GetNodeNameId(node));
}
sound = (teamIndex == BG_TEAM_ALLIANCE) ? BG_AB_SOUND_NODE_ASSAULTED_ALLIANCE : BG_AB_SOUND_NODE_ASSAULTED_HORDE;
}
// If node is occupied, change to enemy-contested
else
{
UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
m_prevNodes[node] = m_Nodes[node];
m_Nodes[node] = teamIndex + BG_AB_NODE_TYPE_CONTESTED;
// create new contested banner
_CreateBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex, true);
_SendNodeUpdate(node);
m_NodeTimers[node] = BG_AB_FLAG_CAPTURING_TIME;
if (teamIndex == BG_TEAM_ALLIANCE)
SendMessage2ToAll(LANG_BG_AB_NODE_ASSAULTED,CHAT_MSG_BG_SYSTEM_ALLIANCE, source, _GetNodeNameId(node));
else
SendMessage2ToAll(LANG_BG_AB_NODE_ASSAULTED,CHAT_MSG_BG_SYSTEM_HORDE, source, _GetNodeNameId(node));
sound = (teamIndex == BG_TEAM_ALLIANCE) ? BG_AB_SOUND_NODE_ASSAULTED_ALLIANCE : BG_AB_SOUND_NODE_ASSAULTED_HORDE;
}
// If node is occupied again, send "X has taken the Y" msg.
if (m_Nodes[node] >= BG_AB_NODE_TYPE_OCCUPIED)
{
if (teamIndex == BG_TEAM_ALLIANCE)
SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_ALLIANCE, NULL, LANG_BG_AB_ALLY, _GetNodeNameId(node));
else
SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_HORDE, NULL, LANG_BG_AB_HORDE, _GetNodeNameId(node));
}
PlaySoundToAll(sound);
}
bool BattleGroundAB::SetupBattleGround()
{
//buffs
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)
|| !AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i + 2, Buff_Entries[2], 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)
)
sLog.outErrorDb("BatteGroundAB: Failed to spawn buff object!");
}
return true;
}
void BattleGroundAB::Reset()
{
//call parent's class reset
BattleGround::Reset();
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 = BattleGroundMgr::IsBGWeekend(GetTypeID());
m_HonorTics = (isBGWeekend) ? BG_AB_ABBGWeekendHonorTicks : BG_AB_NotABBGWeekendHonorTicks;
m_ReputationTics = (isBGWeekend) ? BG_AB_ABBGWeekendReputationTicks : BG_AB_NotABBGWeekendReputationTicks;
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;
}
}
void BattleGroundAB::EndBattleGround(uint32 winner)
{
//win reward
if (winner == ALLIANCE)
RewardHonorToTeam(GetBonusHonorFromKill(1), ALLIANCE);
if (winner == HORDE)
RewardHonorToTeam(GetBonusHonorFromKill(1), HORDE);
//complete map_end rewards (even if no team wins)
RewardHonorToTeam(GetBonusHonorFromKill(1), HORDE);
RewardHonorToTeam(GetBonusHonorFromKill(1), ALLIANCE);
BattleGround::EndBattleGround(winner);
}
WorldSafeLocsEntry const* BattleGroundAB::GetClosestGraveYard(Player* player)
{
BattleGroundTeamId teamIndex = GetTeamIndexByTeamId(player->GetTeam());
// Is there any occupied node for this team?
std::vector<uint8> nodes;
for (uint8 i = 0; i < BG_AB_NODES_MAX; ++i)
if (m_Nodes[i] == teamIndex + 3)
nodes.push_back(i);
WorldSafeLocsEntry const* good_entry = NULL;
// If so, select the closest node to place ghost on
if (!nodes.empty())
{
float plr_x = player->GetPositionX();
float plr_y = player->GetPositionY();
float mindist = 999999.0f;
for (uint8 i = 0; i < nodes.size(); ++i)
{
WorldSafeLocsEntry const*entry = sWorldSafeLocsStore.LookupEntry( BG_AB_GraveyardIds[nodes[i]] );
if (!entry)
continue;
float dist = (entry->x - plr_x)*(entry->x - plr_x)+(entry->y - plr_y)*(entry->y - plr_y);
if (mindist > dist)
{
mindist = dist;
good_entry = entry;
}
}
nodes.clear();
}
// If not, place ghost on starting location
if (!good_entry)
good_entry = sWorldSafeLocsStore.LookupEntry( BG_AB_GraveyardIds[teamIndex+5] );
return good_entry;
}
void BattleGroundAB::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_BASES_ASSAULTED:
((BattleGroundABScore*)itr->second)->BasesAssaulted += value;
break;
case SCORE_BASES_DEFENDED:
((BattleGroundABScore*)itr->second)->BasesDefended += value;
break;
default:
BattleGround::UpdatePlayerScore(Source,type,value);
break;
}
}
bool BattleGroundAB::IsAllNodesConrolledByTeam(uint32 team) const
{
uint32 count = 0;
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_NODES_MAX;
}