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397 lines
14 KiB
C++
397 lines
14 KiB
C++
/*
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* Copyright (C) 2005-2011 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 __BATTLEGROUNDAV_H
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#define __BATTLEGROUNDAV_H
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#include "Common.h"
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#include "BattleGround.h"
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#define BG_AV_MAX_NODE_DISTANCE 25 // distance in which players are still counted in range of a banner (for alliance towers this is calculated from the center of the tower)
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#define BG_AV_BOSS_KILL_QUEST_SPELL 23658
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#define BG_AV_CAPTIME 240000 // 4 minutes
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#define BG_AV_SNOWFALL_FIRSTCAP 300000 // 5 minutes but i also have seen 4:05
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#define BG_AV_SCORE_INITIAL_POINTS 600
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#define BG_AV_SCORE_NEAR_LOSE 120
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// description: KILL = bonushonor kill one kill is 21honor worth at 0
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// REP reputation, RES = ressources a team will lose
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#define BG_AV_KILL_BOSS 4
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#define BG_AV_REP_BOSS 350
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#define BG_AV_REP_BOSS_HOLIDAY 525
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#define BG_AV_KILL_CAPTAIN 3
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#define BG_AV_REP_CAPTAIN 125
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#define BG_AV_REP_CAPTAIN_HOLIDAY 185
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#define BG_AV_RES_CAPTAIN 100
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#define BG_AV_KILL_TOWER 3
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#define BG_AV_REP_TOWER 12
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#define BG_AV_REP_TOWER_HOLIDAY 18
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#define BG_AV_RES_TOWER 75
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#define BG_AV_KILL_GET_COMMANDER 1 // for a safely returned wingcommander TODO implement it
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// bonushonor at the end
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#define BG_AV_KILL_SURVIVING_TOWER 2
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#define BG_AV_REP_SURVIVING_TOWER 12
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#define BG_AV_REP_SURVIVING_TOWER_HOLIDAY 18
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#define BG_AV_KILL_SURVIVING_CAPTAIN 2
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#define BG_AV_REP_SURVIVING_CAPTAIN 125
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#define BG_AV_REP_SURVIVING_CAPTAIN_HOLIDAY 175
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#define BG_AV_KILL_MAP_COMPLETE 0
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#define BG_AV_KILL_MAP_COMPLETE_HOLIDAY 4
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#define BG_AV_REP_OWNED_GRAVE 12
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#define BG_AV_REP_OWNED_GRAVE_HOLIDAY 18
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#define BG_AV_REP_OWNED_MINE 24
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#define BG_AV_REP_OWNED_MINE_HOLIDAY 36
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enum BG_AV_Sounds
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{
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BG_AV_SOUND_NEAR_LOSE = 8456, // not confirmed yet
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BG_AV_SOUND_ALLIANCE_ASSAULTS = 8212, // tower,grave + enemy boss if someone tries to attack him
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BG_AV_SOUND_HORDE_ASSAULTS = 8174,
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BG_AV_SOUND_ALLIANCE_GOOD = 8173, // if something good happens for the team: wins(maybe only through killing the boss), captures mine or grave, destroys tower and defends grave
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BG_AV_SOUND_HORDE_GOOD = 8213,
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BG_AV_SOUND_BOTH_TOWER_DEFEND = 8192,
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BG_AV_SOUND_ALLIANCE_CAPTAIN = 8232, // gets called when someone attacks them and at the beginning after 3min + rand(x) * 10sec (maybe buff)
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BG_AV_SOUND_HORDE_CAPTAIN = 8333,
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};
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enum BG_AV_OTHER_VALUES
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{
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BG_AV_NORTH_MINE = 0,
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BG_AV_SOUTH_MINE = 1,
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BG_AV_MINE_TICK_TIMER = 45000,
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BG_AV_MINE_RECLAIM_TIMER = 1200000, // TODO: get the right value.. this is currently 20 minutes
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BG_AV_FACTION_A = 730,
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BG_AV_FACTION_H = 729,
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};
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#define BG_AV_MAX_MINES 2
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enum BG_AV_ObjectIds
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{
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// mine supplies
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BG_AV_OBJECTID_MINE_N = 178785,
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BG_AV_OBJECTID_MINE_S = 178784,
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};
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enum BG_AV_Nodes
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{
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BG_AV_NODES_FIRSTAID_STATION = 0,
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BG_AV_NODES_STORMPIKE_GRAVE = 1,
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BG_AV_NODES_STONEHEART_GRAVE = 2,
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BG_AV_NODES_SNOWFALL_GRAVE = 3,
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BG_AV_NODES_ICEBLOOD_GRAVE = 4,
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BG_AV_NODES_FROSTWOLF_GRAVE = 5,
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BG_AV_NODES_FROSTWOLF_HUT = 6,
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BG_AV_NODES_DUNBALDAR_SOUTH = 7,
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BG_AV_NODES_DUNBALDAR_NORTH = 8,
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BG_AV_NODES_ICEWING_BUNKER = 9,
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BG_AV_NODES_STONEHEART_BUNKER = 10,
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BG_AV_NODES_ICEBLOOD_TOWER = 11,
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BG_AV_NODES_TOWER_POINT = 12,
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BG_AV_NODES_FROSTWOLF_ETOWER = 13,
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BG_AV_NODES_FROSTWOLF_WTOWER = 14,
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BG_AV_NODES_ERROR = 255,
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};
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#define BG_AV_NODES_MAX 15
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// for nodeevents we will use event1=node
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// event2 is related to BG_AV_States
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// 0 = alliance assaulted
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// 1 = alliance control
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// 2 = horde assaulted
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// 3 = horde control
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// 4 = neutral assaulted
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// 5 = neutral control
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// graves have special creatures - their defenders can be in 4 different states
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// through some quests with armor scraps
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// so i use event1=BG_AV_NODES_MAX+node (15-21)
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// and event2=type
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#define BG_AV_MINE_BOSSES 46 // + mineid will be exact event
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#define BG_AV_MINE_BOSSES_NORTH 46
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#define BG_AV_MINE_BOSSES_SOUTH 47
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#define BG_AV_CAPTAIN_A 48
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#define BG_AV_CAPTAIN_H 49
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#define BG_AV_MINE_EVENT 50 // + mineid will be exact event
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#define BG_AV_MINE_EVENT_NORTH 50
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#define BG_AV_MINE_EVENT_SOUTH 51
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#define BG_AV_MARSHAL_A_SOUTH 52
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#define BG_AV_MARSHAL_A_NORTH 53
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#define BG_AV_MARSHAL_A_ICE 54
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#define BG_AV_MARSHAL_A_STONE 55
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#define BG_AV_MARSHAL_H_ICE 56
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#define BG_AV_MARSHAL_H_TOWER 57
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#define BG_AV_MARSHAL_H_ETOWER 58
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#define BG_AV_MARSHAL_H_WTOWER 59
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#define BG_AV_HERALD 60
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#define BG_AV_BOSS_A 61
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#define BG_AV_BOSS_H 62
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#define BG_AV_NodeEventCaptainDead_A 63
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#define BG_AV_NodeEventCaptainDead_H 64
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enum BG_AV_Graveyards
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{
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BG_AV_GRAVE_STORM_AID = 751,
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BG_AV_GRAVE_STORM_GRAVE = 689,
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BG_AV_GRAVE_STONE_GRAVE = 729,
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BG_AV_GRAVE_SNOWFALL = 169,
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BG_AV_GRAVE_ICE_GRAVE = 749,
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BG_AV_GRAVE_FROSTWOLF = 690,
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BG_AV_GRAVE_FROST_HUT = 750,
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BG_AV_GRAVE_MAIN_ALLIANCE = 611,
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BG_AV_GRAVE_MAIN_HORDE = 610
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};
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const uint32 BG_AV_GraveyardIds[9]= {
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BG_AV_GRAVE_STORM_AID,
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BG_AV_GRAVE_STORM_GRAVE,
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BG_AV_GRAVE_STONE_GRAVE,
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BG_AV_GRAVE_SNOWFALL,
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BG_AV_GRAVE_ICE_GRAVE,
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BG_AV_GRAVE_FROSTWOLF,
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BG_AV_GRAVE_FROST_HUT,
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BG_AV_GRAVE_MAIN_ALLIANCE,
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BG_AV_GRAVE_MAIN_HORDE
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};
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enum BG_AV_States
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{
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POINT_ASSAULTED = 0,
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POINT_CONTROLLED = 1
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};
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#define BG_AV_MAX_STATES 2
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enum BG_AV_WorldStates
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{
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BG_AV_Alliance_Score = 3127,
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BG_AV_Horde_Score = 3128,
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BG_AV_SHOW_H_SCORE = 3133,
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BG_AV_SHOW_A_SCORE = 3134,
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AV_SNOWFALL_N = 1966,
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};
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// special version with more wide values range that BattleGroundTeamIndex
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// BattleGroundAVTeamIndex <- BattleGroundTeamIndex cast safe
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// BattleGroundAVTeamIndex -> BattleGroundTeamIndex cast safe and array with BG_TEAMS_COUNT elements must checked != BG_AV_TEAM_NEUTRAL before used
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enum BattleGroundAVTeamIndex
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{
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BG_AV_TEAM_ALLIANCE = BG_TEAM_ALLIANCE,
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BG_AV_TEAM_HORDE = BG_TEAM_HORDE,
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BG_AV_TEAM_NEUTRAL = 2, // this is the neutral owner of snowfall
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};
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#define BG_AV_TEAMS_COUNT 3
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// alliance_control horde_control neutral_control
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const uint32 BG_AV_MineWorldStates[2][BG_AV_TEAMS_COUNT] = {
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{1358, 1359, 1360},
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{1355, 1356, 1357}
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};
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// alliance_control alliance_assault h_control h_assault
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const uint32 BG_AV_NodeWorldStates[BG_AV_NODES_MAX][4] = {
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// Stormpike first aid station
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{1326,1325,1328,1327},
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// Stormpike Graveyard
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{1335,1333,1336,1334},
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// Stoneheart Grave
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{1304,1302,1303,1301},
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// Snowfall Grave
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{1343,1341,1344,1342},
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// Iceblood grave
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{1348,1346,1349,1347},
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// Frostwolf Grave
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{1339,1337,1340,1338},
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// Frostwolf Hut
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{1331,1329,1332,1330},
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// Dunbaldar South Bunker
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{1375,1361,1378,1370},
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// Dunbaldar North Bunker
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{1374,1362,1379,1371},
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// Icewing Bunker
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{1376,1363,1380,1372},
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// Stoneheart Bunker
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{1377,1364,1381,1373},
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// Iceblood Tower
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{1390,1368,1395,1385},
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// Tower Point
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{1389,1367,1394,1384},
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// Frostwolf East
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{1388,1366,1393,1383},
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// Frostwolf West
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{1387,1365,1392,1382},
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};
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// through the armorscap-quest 4 different gravedefender exist
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#define BG_AV_MAX_GRAVETYPES 4
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enum BG_AV_QuestIds
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{
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BG_AV_QUEST_A_SCRAPS1 = 7223, // first quest
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BG_AV_QUEST_A_SCRAPS2 = 6781, // repeatable
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BG_AV_QUEST_H_SCRAPS1 = 7224,
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BG_AV_QUEST_H_SCRAPS2 = 6741,
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BG_AV_QUEST_A_COMMANDER1 = 6942, // soldier
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BG_AV_QUEST_H_COMMANDER1 = 6825,
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BG_AV_QUEST_A_COMMANDER2 = 6941, // leutnant
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BG_AV_QUEST_H_COMMANDER2 = 6826,
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BG_AV_QUEST_A_COMMANDER3 = 6943, // commander
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BG_AV_QUEST_H_COMMANDER3 = 6827,
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BG_AV_QUEST_A_BOSS1 = 7386, // 5 cristal/blood
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BG_AV_QUEST_H_BOSS1 = 7385,
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BG_AV_QUEST_A_BOSS2 = 6881, // 1
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BG_AV_QUEST_H_BOSS2 = 6801,
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BG_AV_QUEST_A_NEAR_MINE = 5892, // the mine near start location of team
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BG_AV_QUEST_H_NEAR_MINE = 5893,
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BG_AV_QUEST_A_OTHER_MINE = 6982, // the other mine ;)
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BG_AV_QUEST_H_OTHER_MINE = 6985,
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BG_AV_QUEST_A_RIDER_HIDE = 7026,
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BG_AV_QUEST_H_RIDER_HIDE = 7002,
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BG_AV_QUEST_A_RIDER_TAME = 7027,
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BG_AV_QUEST_H_RIDER_TAME = 7001
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};
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struct BG_AV_NodeInfo
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{
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BattleGroundAVTeamIndex TotalOwner;
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BattleGroundAVTeamIndex Owner;
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BattleGroundAVTeamIndex PrevOwner;
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BG_AV_States State;
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BG_AV_States PrevState;
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uint32 Timer;
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bool Tower;
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};
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inline BG_AV_Nodes &operator++(BG_AV_Nodes &i)
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{
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return i = BG_AV_Nodes(i + 1);
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}
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class BattleGroundAVScore : public BattleGroundScore
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{
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public:
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BattleGroundAVScore() : GraveyardsAssaulted(0), GraveyardsDefended(0), TowersAssaulted(0), TowersDefended(0), SecondaryObjectives(0) {};
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virtual ~BattleGroundAVScore() {};
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uint32 GraveyardsAssaulted;
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uint32 GraveyardsDefended;
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uint32 TowersAssaulted;
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uint32 TowersDefended;
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uint32 SecondaryObjectives;
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};
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class BattleGroundAV : public BattleGround
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{
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friend class BattleGroundMgr;
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public:
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BattleGroundAV();
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~BattleGroundAV();
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void Update(uint32 diff);
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/* inherited from BattlegroundClass */
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virtual void AddPlayer(Player *plr);
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virtual void StartingEventCloseDoors();
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virtual void StartingEventOpenDoors();
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// world states
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virtual void FillInitialWorldStates(WorldPacket& data, uint32& count);
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void RemovePlayer(Player *plr, ObjectGuid guid);
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void HandleAreaTrigger(Player *Source, uint32 Trigger);
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virtual void Reset();
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/*general stuff*/
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void UpdateScore(BattleGroundTeamIndex teamIdx, int32 points);
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void UpdatePlayerScore(Player *Source, uint32 type, uint32 value);
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/*handle stuff*/ // these are functions which get called from extern scripts
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virtual void EventPlayerClickedOnFlag(Player *source, GameObject* target_obj);
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void HandleKillPlayer(Player* player, Player *killer);
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void HandleKillUnit(Creature *creature, Player *killer);
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void HandleQuestComplete(uint32 questid, Player *player);
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bool PlayerCanDoMineQuest(int32 GOId, Team team);
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void EndBattleGround(Team winner);
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virtual WorldSafeLocsEntry const* GetClosestGraveYard(Player *plr);
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static BattleGroundAVTeamIndex GetAVTeamIndexByTeamId(Team team) { return BattleGroundAVTeamIndex(GetTeamIndexByTeamId(team)); }
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private:
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/* Nodes occupying */
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void EventPlayerAssaultsPoint(Player* player, BG_AV_Nodes node);
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void EventPlayerDefendsPoint(Player* player, BG_AV_Nodes node);
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void EventPlayerDestroyedPoint(BG_AV_Nodes node);
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void AssaultNode(BG_AV_Nodes node, BattleGroundTeamIndex teamIdx);
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void DestroyNode(BG_AV_Nodes node);
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void InitNode(BG_AV_Nodes node, BattleGroundAVTeamIndex teamIdx, bool tower);
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void DefendNode(BG_AV_Nodes node, BattleGroundTeamIndex teamIdx);
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void PopulateNode(BG_AV_Nodes node);
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uint32 GetNodeName(BG_AV_Nodes node);
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const bool IsTower(BG_AV_Nodes node) { return (node == BG_AV_NODES_ERROR)? false : m_Nodes[node].Tower; }
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const bool IsGrave(BG_AV_Nodes node) { return (node == BG_AV_NODES_ERROR)? false : !m_Nodes[node].Tower; }
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/*mine*/
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void ChangeMineOwner(uint8 mine, BattleGroundAVTeamIndex teamIdx);
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/*worldstates*/
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uint8 GetWorldStateType(uint8 state, BattleGroundAVTeamIndex teamIdx) const { return teamIdx * BG_AV_MAX_STATES + state; }
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void SendMineWorldStates(uint32 mine);
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void UpdateNodeWorldState(BG_AV_Nodes node);
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/*variables */
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uint32 m_Team_QuestStatus[BG_TEAMS_COUNT][9]; // [x][y] x=team y=questcounter
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BG_AV_NodeInfo m_Nodes[BG_AV_NODES_MAX];
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// only for worldstates needed
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BattleGroundAVTeamIndex m_Mine_Owner[BG_AV_MAX_MINES];
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BattleGroundAVTeamIndex m_Mine_PrevOwner[BG_AV_MAX_MINES];
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int32 m_Mine_Timer[BG_AV_MAX_MINES];
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uint32 m_Mine_Reclaim_Timer[BG_AV_MAX_MINES];
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bool m_IsInformedNearLose[BG_TEAMS_COUNT];
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uint32 m_HonorMapComplete;
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uint32 m_RepTowerDestruction;
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uint32 m_RepCaptain;
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uint32 m_RepBoss;
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uint32 m_RepOwnedGrave;
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uint32 m_RepOwnedMine;
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uint32 m_RepSurviveCaptain;
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uint32 m_RepSurviveTower;
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};
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#endif
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