2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "BattleGround.h"
22 #include "BattleGroundAB.h"
25 #include "ObjectMgr.h"
26 #include "MapManager.h"
30 BattleGroundAB::BattleGroundAB()
33 m_BgObjects
.resize(BG_AB_OBJECT_MAX
);
34 m_BgCreatures
.resize(BG_AB_ALL_NODES_COUNT
);
37 BattleGroundAB::~BattleGroundAB()
41 void BattleGroundAB::Update(uint32 diff
)
43 BattleGround::Update(diff
);
45 if( GetStatus() == STATUS_WAIT_JOIN
&& GetPlayersSize() )
47 ModifyStartDelayTime(diff
);
49 if( !(m_Events
& 0x01) )
53 // setup here, only when at least one player has ported to the map
54 if(!SetupBattleGround())
60 sLog
.outDebug("Arathi Basin: entering state STATUS_WAIT_JOIN ...");
62 // despawn banners, auras and buffs
63 for (int obj
= BG_AB_OBJECT_BANNER_NEUTRAL
; obj
< BG_AB_DYNAMIC_NODES_COUNT
* 8; ++obj
)
64 SpawnBGObject(obj
, RESPAWN_ONE_DAY
);
65 for (int i
= 0; i
< BG_AB_DYNAMIC_NODES_COUNT
* 3; ++i
)
66 SpawnBGObject(BG_AB_OBJECT_SPEEDBUFF_STABLES
+ i
, RESPAWN_ONE_DAY
);
69 SpawnBGObject(BG_AB_OBJECT_GATE_A
, RESPAWN_IMMEDIATELY
);
70 SpawnBGObject(BG_AB_OBJECT_GATE_H
, RESPAWN_IMMEDIATELY
);
71 DoorClose(BG_AB_OBJECT_GATE_A
);
72 DoorClose(BG_AB_OBJECT_GATE_H
);
74 // Starting base spirit guides
75 _NodeOccupied(BG_AB_SPIRIT_ALIANCE
,ALLIANCE
);
76 _NodeOccupied(BG_AB_SPIRIT_HORDE
,HORDE
);
78 SetStartDelayTime(START_DELAY0
);
80 // After 1 minute, warning is signalled
81 else if( GetStartDelayTime() <= START_DELAY1
&& !(m_Events
& 0x04) )
84 SendMessageToAll(GetMangosString(LANG_BG_AB_ONEMINTOSTART
));
86 // After 1,5 minute, warning is signalled
87 else if( GetStartDelayTime() <= START_DELAY2
&& !(m_Events
& 0x08) )
90 SendMessageToAll(GetMangosString(LANG_BG_AB_HALFMINTOSTART
));
92 // After 2 minutes, gates OPEN ! x)
93 else if( GetStartDelayTime() < 0 && !(m_Events
& 0x10) )
96 SendMessageToAll(GetMangosString(LANG_BG_AB_STARTED
));
98 // spawn neutral banners
99 for (int banner
= BG_AB_OBJECT_BANNER_NEUTRAL
, i
= 0; i
< 5; banner
+= 8, ++i
)
100 SpawnBGObject(banner
, RESPAWN_IMMEDIATELY
);
101 for (int i
= 0; i
< BG_AB_DYNAMIC_NODES_COUNT
; ++i
)
103 //randomly select buff to spawn
104 uint8 buff
= urand(0, 2);
105 SpawnBGObject(BG_AB_OBJECT_SPEEDBUFF_STABLES
+ buff
+ i
* 3, RESPAWN_IMMEDIATELY
);
107 DoorOpen(BG_AB_OBJECT_GATE_A
);
108 DoorOpen(BG_AB_OBJECT_GATE_H
);
110 PlaySoundToAll(SOUND_BG_START
);
111 SetStatus(STATUS_IN_PROGRESS
);
113 for(BattleGroundPlayerMap::const_iterator itr
= GetPlayers().begin(); itr
!= GetPlayers().end(); ++itr
)
114 if(Player
* plr
= objmgr
.GetPlayer(itr
->first
))
115 plr
->RemoveAurasDueToSpell(SPELL_PREPARATION
);
119 else if( GetStatus() == STATUS_IN_PROGRESS
)
121 int team_points
[2] = { 0, 0 };
123 for (int node
= 0; node
< BG_AB_DYNAMIC_NODES_COUNT
; ++node
)
125 // 3 sec delay to spawn new banner instead previous despawned one
126 if( m_BannerTimers
[node
].timer
)
128 if( m_BannerTimers
[node
].timer
> diff
)
129 m_BannerTimers
[node
].timer
-= diff
;
132 m_BannerTimers
[node
].timer
= 0;
133 _CreateBanner(node
, m_BannerTimers
[node
].type
, m_BannerTimers
[node
].teamIndex
, false);
137 // 1-minute to occupy a node from contested state
138 if( m_NodeTimers
[node
] )
140 if( m_NodeTimers
[node
] > diff
)
141 m_NodeTimers
[node
] -= diff
;
144 m_NodeTimers
[node
] = 0;
145 // Change from contested to occupied !
146 uint8 teamIndex
= m_Nodes
[node
]-1;
147 m_prevNodes
[node
] = m_Nodes
[node
];
149 // burn current contested banner
150 _DelBanner(node
, BG_AB_NODE_TYPE_CONTESTED
, teamIndex
);
151 // create new occupied banner
152 _CreateBanner(node
, BG_AB_NODE_TYPE_OCCUPIED
, teamIndex
, true);
153 _SendNodeUpdate(node
);
154 _NodeOccupied(node
,(teamIndex
== 0) ? ALLIANCE
:HORDE
);
155 // Message to chatlog
157 uint8 type
= (teamIndex
== 0) ? CHAT_MSG_BG_SYSTEM_ALLIANCE
: CHAT_MSG_BG_SYSTEM_HORDE
;
158 sprintf(buf
, GetMangosString(LANG_BG_AB_NODE_TAKEN
), (teamIndex
== 0) ? GetMangosString(LANG_BG_AB_ALLY
) : GetMangosString(LANG_BG_AB_HORDE
), _GetNodeName(node
));
160 ChatHandler::FillMessageData(&data
, NULL
, type
, LANG_UNIVERSAL
, NULL
, 0, buf
, NULL
);
161 SendPacketToAll(&data
);
162 PlaySoundToAll((teamIndex
== 0) ? SOUND_NODE_CAPTURED_ALLIANCE
: SOUND_NODE_CAPTURED_HORDE
);
166 for (int team
= 0; team
< 2; ++team
)
167 if( m_Nodes
[node
] == team
+ BG_AB_NODE_TYPE_OCCUPIED
)
172 for (int team
= 0; team
< 2; ++team
)
174 int points
= team_points
[team
];
177 m_lastTick
[team
] += diff
;
178 if( m_lastTick
[team
] > BG_AB_TickIntervals
[points
] )
180 m_lastTick
[team
] -= BG_AB_TickIntervals
[points
];
181 m_TeamScores
[team
] += BG_AB_TickPoints
[points
];
182 m_HonorScoreTics
[team
] += BG_AB_TickPoints
[points
];
183 m_ReputationScoreTics
[team
] += BG_AB_TickPoints
[points
];
184 if( m_ReputationScoreTics
[team
] >= 200 )
186 (team
== BG_TEAM_ALLIANCE
) ? RewardReputationToTeam(509, 10, ALLIANCE
) : RewardReputationToTeam(510, 10, HORDE
);
187 m_ReputationScoreTics
[team
] -= 200;
189 if( m_HonorScoreTics
[team
] >= BG_HONOR_SCORE_TICKS
)
191 (team
== BG_TEAM_ALLIANCE
) ? RewardHonorToTeam(20, ALLIANCE
) : RewardHonorToTeam(20, HORDE
);
192 m_HonorScoreTics
[team
] -= BG_HONOR_SCORE_TICKS
;
194 if( !m_IsInformedNearVictory
&& m_TeamScores
[team
] > 1800 )
196 if( team
== BG_TEAM_ALLIANCE
)
197 SendMessageToAll(GetMangosString(LANG_BG_AB_A_NEAR_VICTORY
));
199 SendMessageToAll(GetMangosString(LANG_BG_AB_H_NEAR_VICTORY
));
200 PlaySoundToAll(SOUND_NEAR_VICTORY
);
201 m_IsInformedNearVictory
= true;
204 if( m_TeamScores
[team
] > 2000 )
205 m_TeamScores
[team
] = 2000;
206 if( team
== BG_TEAM_ALLIANCE
)
207 UpdateWorldState(BG_AB_OP_RESOURCES_ALLY
, m_TeamScores
[team
]);
208 if( team
== BG_TEAM_HORDE
)
209 UpdateWorldState(BG_AB_OP_RESOURCES_HORDE
, m_TeamScores
[team
]);
213 // Test win condition
214 if( m_TeamScores
[BG_TEAM_ALLIANCE
] >= 2000 )
215 EndBattleGround(ALLIANCE
);
216 if( m_TeamScores
[BG_TEAM_HORDE
] >= 2000 )
217 EndBattleGround(HORDE
);
221 void BattleGroundAB::AddPlayer(Player
*plr
)
223 BattleGround::AddPlayer(plr
);
224 //create score and add it to map, default values are set in the constructor
225 BattleGroundABScore
* sc
= new BattleGroundABScore
;
227 m_PlayerScores
[plr
->GetGUID()] = sc
;
230 void BattleGroundAB::RemovePlayer(Player
* /*plr*/, uint64
/*guid*/)
235 void BattleGroundAB::HandleAreaTrigger(Player
*Source
, uint32 Trigger
)
237 if( GetStatus() != STATUS_IN_PROGRESS
)
242 case 3948: // Arathi Basin Alliance Exit.
243 if( Source
->GetTeam() != ALLIANCE
)
244 Source
->GetSession()->SendAreaTriggerMessage("Only The Alliance can use that portal");
246 Source
->LeaveBattleground();
248 case 3949: // Arathi Basin Horde Exit.
249 if( Source
->GetTeam() != HORDE
)
250 Source
->GetSession()->SendAreaTriggerMessage("Only The Horde can use that portal");
252 Source
->LeaveBattleground();
254 case 3866: // Stables
255 case 3869: // Gold Mine
257 case 3868: // Lumber Mill
258 case 3870: // Black Smith
263 //sLog.outError("WARNING: Unhandled AreaTrigger in Battleground: %u", Trigger);
264 //Source->GetSession()->SendAreaTriggerMessage("Warning: Unhandled AreaTrigger in Battleground: %u", Trigger);
269 /* type: 0-neutral, 1-contested, 3-occupied
270 teamIndex: 0-ally, 1-horde */
271 void BattleGroundAB::_CreateBanner(uint8 node
, uint8 type
, uint8 teamIndex
, bool delay
)
273 // Just put it into the queue
276 m_BannerTimers
[node
].timer
= 2000;
277 m_BannerTimers
[node
].type
= type
;
278 m_BannerTimers
[node
].teamIndex
= teamIndex
;
282 uint8 obj
= node
*8 + type
+ teamIndex
;
284 SpawnBGObject(obj
, RESPAWN_IMMEDIATELY
);
286 // handle aura with banner
289 obj
= node
* 8 + ((type
== BG_AB_NODE_TYPE_OCCUPIED
) ? (5 + teamIndex
) : 7);
290 SpawnBGObject(obj
, RESPAWN_IMMEDIATELY
);
293 void BattleGroundAB::_DelBanner(uint8 node
, uint8 type
, uint8 teamIndex
)
295 uint8 obj
= node
*8 + type
+ teamIndex
;
296 SpawnBGObject(obj
, RESPAWN_ONE_DAY
);
298 // handle aura with banner
301 obj
= node
* 8 + ((type
== BG_AB_NODE_TYPE_OCCUPIED
) ? (5 + teamIndex
) : 7);
302 SpawnBGObject(obj
, RESPAWN_ONE_DAY
);
305 const char* BattleGroundAB::_GetNodeName(uint8 node
)
309 case BG_AB_NODE_STABLES
:
310 return GetMangosString(LANG_BG_AB_NODE_STABLES
);
311 case BG_AB_NODE_BLACKSMITH
:
312 return GetMangosString(LANG_BG_AB_NODE_BLACKSMITH
);
313 case BG_AB_NODE_FARM
:
314 return GetMangosString(LANG_BG_AB_NODE_FARM
);
315 case BG_AB_NODE_LUMBER_MILL
:
316 return GetMangosString(LANG_BG_AB_NODE_LUMBER_MILL
);
317 case BG_AB_NODE_GOLD_MINE
:
318 return GetMangosString(LANG_BG_AB_NODE_GOLD_MINE
);
325 void BattleGroundAB::FillInitialWorldStates(WorldPacket
& data
)
327 const uint8 plusArray
[] = {0, 2, 3, 0, 1};
330 for (uint8 node
= 0; node
< BG_AB_DYNAMIC_NODES_COUNT
; ++node
)
331 data
<< uint32(BG_AB_OP_NODEICONS
[node
]) << uint32((m_Nodes
[node
]==0)?1:0);
333 // Node occupied states
334 for (uint8 node
= 0; node
< BG_AB_DYNAMIC_NODES_COUNT
; ++node
)
335 for (uint8 i
= 1; i
< BG_AB_DYNAMIC_NODES_COUNT
; ++i
)
336 data
<< uint32(BG_AB_OP_NODESTATES
[node
] + plusArray
[i
]) << uint32((m_Nodes
[node
]==i
)?1:0);
338 // How many bases each team owns
339 uint8 ally
= 0, horde
= 0;
340 for (uint8 node
= 0; node
< BG_AB_DYNAMIC_NODES_COUNT
; ++node
)
341 if( m_Nodes
[node
] == BG_AB_NODE_STATUS_ALLY_OCCUPIED
)
343 else if( m_Nodes
[node
] == BG_AB_NODE_STATUS_HORDE_OCCUPIED
)
346 data
<< uint32(BG_AB_OP_OCCUPIED_BASES_ALLY
) << uint32(ally
);
347 data
<< uint32(BG_AB_OP_OCCUPIED_BASES_HORDE
) << uint32(horde
);
350 data
<< uint32(BG_AB_OP_RESOURCES_MAX
) << uint32(BG_AB_MAX_TEAM_SCORE
);
351 data
<< uint32(BG_AB_OP_RESOURCES_WARNING
) << uint32(BG_AB_WARNING_SCORE
);
352 data
<< uint32(BG_AB_OP_RESOURCES_ALLY
) << uint32(m_TeamScores
[BG_TEAM_ALLIANCE
]);
353 data
<< uint32(BG_AB_OP_RESOURCES_HORDE
) << uint32(m_TeamScores
[BG_TEAM_HORDE
]);
356 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
359 void BattleGroundAB::_SendNodeUpdate(uint8 node
)
361 // Send node owner state update to refresh map icons on client
362 const uint8 plusArray
[] = {0, 2, 3, 0, 1};
364 if( m_prevNodes
[node
] )
365 UpdateWorldState(BG_AB_OP_NODESTATES
[node
] + plusArray
[m_prevNodes
[node
]], 0);
367 UpdateWorldState(BG_AB_OP_NODEICONS
[node
], 0);
369 UpdateWorldState(BG_AB_OP_NODESTATES
[node
] + plusArray
[m_Nodes
[node
]], 1);
371 // How many bases each team owns
372 uint8 ally
= 0, horde
= 0;
373 for (uint8 i
= 0; i
< BG_AB_DYNAMIC_NODES_COUNT
; ++i
)
374 if( m_Nodes
[i
] == BG_AB_NODE_STATUS_ALLY_OCCUPIED
)
376 else if( m_Nodes
[i
] == BG_AB_NODE_STATUS_HORDE_OCCUPIED
)
379 UpdateWorldState(BG_AB_OP_OCCUPIED_BASES_ALLY
, ally
);
380 UpdateWorldState(BG_AB_OP_OCCUPIED_BASES_HORDE
, horde
);
383 void BattleGroundAB::_NodeOccupied(uint8 node
,Team team
)
385 if( !AddSpiritGuide(node
, BG_AB_SpiritGuidePos
[node
][0], BG_AB_SpiritGuidePos
[node
][1], BG_AB_SpiritGuidePos
[node
][2], BG_AB_SpiritGuidePos
[node
][3], team
) )
386 sLog
.outError("Failed to spawn spirit guide! point: %u, team: %u,", node
, team
);
387 // SpawnBGCreature(node,RESPAWN_IMMEDIATELY);
389 uint8 capturedNodes
= 0;
390 for (uint8 i
= 0; i
< BG_AB_DYNAMIC_NODES_COUNT
; ++i
)
392 if( m_Nodes
[node
] == GetTeamIndexByTeamId(team
) + BG_AB_NODE_TYPE_OCCUPIED
&& !m_NodeTimers
[i
])
395 if(capturedNodes
>= 5)
396 CastSpellOnTeam(SPELL_AB_QUEST_REWARD_5_BASES
, team
);
397 if(capturedNodes
>= 4)
398 CastSpellOnTeam(SPELL_AB_QUEST_REWARD_4_BASES
, team
);
401 void BattleGroundAB::_NodeDeOccupied(uint8 node
)
403 if( node
>= BG_AB_DYNAMIC_NODES_COUNT
)
406 // Those who are waiting to resurrect at this node are taken to the closest own node's graveyard
407 std::vector
<uint64
> ghost_list
= m_ReviveQueue
[m_BgCreatures
[node
]];
408 if( !ghost_list
.empty() )
410 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
412 for (std::vector
<uint64
>::iterator itr
= ghost_list
.begin(); itr
!= ghost_list
.end(); ++itr
)
414 plr
= objmgr
.GetPlayer(*ghost_list
.begin());
418 ClosestGrave
= GetClosestGraveYard(plr
->GetPositionX(), plr
->GetPositionY(), plr
->GetPositionZ(), plr
->GetTeam());
420 plr
->TeleportTo(GetMapId(), ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, plr
->GetOrientation());
424 if( m_BgCreatures
[node
] )
427 // buff object isn't despawned
430 /* Invoked if a player used a banner as a gameobject */
431 void BattleGroundAB::EventPlayerClickedOnFlag(Player
*source
, GameObject
* /*target_obj*/)
433 if( GetStatus() != STATUS_IN_PROGRESS
)
436 uint8 node
= BG_AB_NODE_STABLES
;
437 GameObject
* obj
=HashMapHolder
<GameObject
>::Find(m_BgObjects
[node
*8+7]);
438 while ( (node
< BG_AB_DYNAMIC_NODES_COUNT
) && ((!obj
) || (!source
->IsWithinDistInMap(obj
,10))))
441 obj
=HashMapHolder
<GameObject
>::Find(m_BgObjects
[node
*8+BG_AB_OBJECT_AURA_CONTESTED
]);
444 if( node
== BG_AB_DYNAMIC_NODES_COUNT
)
446 // this means our player isn't close to any of banners - maybe cheater ??
450 uint8 teamIndex
= GetTeamIndexByTeamId(source
->GetTeam());
452 // Message to chatlog
454 uint8 type
= (teamIndex
== 0) ? CHAT_MSG_BG_SYSTEM_ALLIANCE
: CHAT_MSG_BG_SYSTEM_HORDE
;
456 // Check if player really could use this banner, not cheated
457 if( !(m_Nodes
[node
] == 0 || teamIndex
== m_Nodes
[node
]%2) )
460 source
->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
462 // If node is neutral, change to contested
463 if( m_Nodes
[node
] == BG_AB_NODE_TYPE_NEUTRAL
)
465 UpdatePlayerScore(source
, SCORE_BASES_ASSAULTED
, 1);
466 m_prevNodes
[node
] = m_Nodes
[node
];
467 m_Nodes
[node
] = teamIndex
+ 1;
468 // burn current neutral banner
469 _DelBanner(node
, BG_AB_NODE_TYPE_NEUTRAL
, 0);
470 // create new contested banner
471 _CreateBanner(node
, BG_AB_NODE_TYPE_CONTESTED
, teamIndex
, true);
472 _SendNodeUpdate(node
);
473 m_NodeTimers
[node
] = BG_AB_FLAG_CAPTURING_TIME
;
474 sprintf(buf
, GetMangosString(LANG_BG_AB_NODE_CLAIMED
), _GetNodeName(node
), (teamIndex
== 0) ? GetMangosString(LANG_BG_AB_ALLY
) : GetMangosString(LANG_BG_AB_HORDE
));
475 sound
= SOUND_NODE_CLAIMED
;
477 // If node is contested
478 else if( (m_Nodes
[node
] == BG_AB_NODE_STATUS_ALLY_CONTESTED
) || (m_Nodes
[node
] == BG_AB_NODE_STATUS_HORDE_CONTESTED
) )
480 // If last state is NOT occupied, change node to enemy-contested
481 if( m_prevNodes
[node
] < BG_AB_NODE_TYPE_OCCUPIED
)
483 UpdatePlayerScore(source
, SCORE_BASES_ASSAULTED
, 1);
484 m_prevNodes
[node
] = m_Nodes
[node
];
485 m_Nodes
[node
] = teamIndex
+ BG_AB_NODE_TYPE_CONTESTED
;
486 // burn current contested banner
487 _DelBanner(node
, BG_AB_NODE_TYPE_CONTESTED
, !teamIndex
);
488 // create new contested banner
489 _CreateBanner(node
, BG_AB_NODE_TYPE_CONTESTED
, teamIndex
, true);
490 _SendNodeUpdate(node
);
491 m_NodeTimers
[node
] = BG_AB_FLAG_CAPTURING_TIME
;
492 sprintf(buf
, GetMangosString(LANG_BG_AB_NODE_ASSAULTED
), _GetNodeName(node
));
494 // If contested, change back to occupied
497 UpdatePlayerScore(source
, SCORE_BASES_DEFENDED
, 1);
498 m_prevNodes
[node
] = m_Nodes
[node
];
499 m_Nodes
[node
] = teamIndex
+ BG_AB_NODE_TYPE_OCCUPIED
;
500 // burn current contested banner
501 _DelBanner(node
, BG_AB_NODE_TYPE_CONTESTED
, !teamIndex
);
502 // create new occupied banner
503 _CreateBanner(node
, BG_AB_NODE_TYPE_OCCUPIED
, teamIndex
, true);
504 _SendNodeUpdate(node
);
505 m_NodeTimers
[node
] = 0;
506 _NodeOccupied(node
,(teamIndex
== 0) ? ALLIANCE
:HORDE
);
507 sprintf(buf
, GetMangosString(LANG_BG_AB_NODE_DEFENDED
), _GetNodeName(node
));
509 sound
= (teamIndex
== 0) ? SOUND_NODE_ASSAULTED_ALLIANCE
: SOUND_NODE_ASSAULTED_HORDE
;
511 // If node is occupied, change to enemy-contested
514 UpdatePlayerScore(source
, SCORE_BASES_ASSAULTED
, 1);
515 m_prevNodes
[node
] = m_Nodes
[node
];
516 m_Nodes
[node
] = teamIndex
+ BG_AB_NODE_TYPE_CONTESTED
;
517 // burn current occupied banner
518 _DelBanner(node
, BG_AB_NODE_TYPE_OCCUPIED
, !teamIndex
);
519 // create new contested banner
520 _CreateBanner(node
, BG_AB_NODE_TYPE_CONTESTED
, teamIndex
, true);
521 _SendNodeUpdate(node
);
522 _NodeDeOccupied(node
);
523 m_NodeTimers
[node
] = BG_AB_FLAG_CAPTURING_TIME
;
524 sprintf(buf
, GetMangosString(LANG_BG_AB_NODE_ASSAULTED
), _GetNodeName(node
));
525 sound
= (teamIndex
== 0) ? SOUND_NODE_ASSAULTED_ALLIANCE
: SOUND_NODE_ASSAULTED_HORDE
;
528 ChatHandler::FillMessageData(&data
, source
->GetSession(), type
, LANG_UNIVERSAL
, NULL
, source
->GetGUID(), buf
, NULL
);
529 SendPacketToAll(&data
);
530 // If node is occupied again, send "X has taken the Y" msg.
531 if( m_Nodes
[node
] >= BG_AB_NODE_TYPE_OCCUPIED
)
533 sprintf(buf
, GetMangosString(LANG_BG_AB_NODE_TAKEN
), (teamIndex
== 0) ? GetMangosString(LANG_BG_AB_ALLY
) : GetMangosString(LANG_BG_AB_HORDE
), _GetNodeName(node
));
534 ChatHandler::FillMessageData(&data
, NULL
, type
, LANG_UNIVERSAL
, NULL
, 0, buf
, NULL
);
535 SendPacketToAll(&data
);
537 PlaySoundToAll(sound
);
540 bool BattleGroundAB::SetupBattleGround()
542 for (int i
= 0 ; i
< BG_AB_DYNAMIC_NODES_COUNT
; ++i
)
544 if( !AddObject(BG_AB_OBJECT_BANNER_NEUTRAL
+ 8*i
,BG_AB_OBJECTID_NODE_BANNER_0
+ i
,BG_AB_NodePositions
[i
][0],BG_AB_NodePositions
[i
][1],BG_AB_NodePositions
[i
][2],BG_AB_NodePositions
[i
][3], 0, 0, sin(BG_AB_NodePositions
[i
][3]/2), cos(BG_AB_NodePositions
[i
][3]/2),RESPAWN_ONE_DAY
)
545 || !AddObject(BG_AB_OBJECT_BANNER_CONT_A
+ 8*i
,BG_AB_OBJECTID_BANNER_CONT_A
,BG_AB_NodePositions
[i
][0],BG_AB_NodePositions
[i
][1],BG_AB_NodePositions
[i
][2],BG_AB_NodePositions
[i
][3], 0, 0, sin(BG_AB_NodePositions
[i
][3]/2), cos(BG_AB_NodePositions
[i
][3]/2),RESPAWN_ONE_DAY
)
546 || !AddObject(BG_AB_OBJECT_BANNER_CONT_H
+ 8*i
,BG_AB_OBJECTID_BANNER_CONT_H
,BG_AB_NodePositions
[i
][0],BG_AB_NodePositions
[i
][1],BG_AB_NodePositions
[i
][2],BG_AB_NodePositions
[i
][3], 0, 0, sin(BG_AB_NodePositions
[i
][3]/2), cos(BG_AB_NodePositions
[i
][3]/2),RESPAWN_ONE_DAY
)
547 || !AddObject(BG_AB_OBJECT_BANNER_ALLY
+ 8*i
,BG_AB_OBJECTID_BANNER_A
,BG_AB_NodePositions
[i
][0],BG_AB_NodePositions
[i
][1],BG_AB_NodePositions
[i
][2],BG_AB_NodePositions
[i
][3], 0, 0, sin(BG_AB_NodePositions
[i
][3]/2), cos(BG_AB_NodePositions
[i
][3]/2),RESPAWN_ONE_DAY
)
548 || !AddObject(BG_AB_OBJECT_BANNER_HORDE
+ 8*i
,BG_AB_OBJECTID_BANNER_H
,BG_AB_NodePositions
[i
][0],BG_AB_NodePositions
[i
][1],BG_AB_NodePositions
[i
][2],BG_AB_NodePositions
[i
][3], 0, 0, sin(BG_AB_NodePositions
[i
][3]/2), cos(BG_AB_NodePositions
[i
][3]/2),RESPAWN_ONE_DAY
)
549 || !AddObject(BG_AB_OBJECT_AURA_ALLY
+ 8*i
,BG_AB_OBJECTID_AURA_A
,BG_AB_NodePositions
[i
][0],BG_AB_NodePositions
[i
][1],BG_AB_NodePositions
[i
][2],BG_AB_NodePositions
[i
][3], 0, 0, sin(BG_AB_NodePositions
[i
][3]/2), cos(BG_AB_NodePositions
[i
][3]/2),RESPAWN_ONE_DAY
)
550 || !AddObject(BG_AB_OBJECT_AURA_HORDE
+ 8*i
,BG_AB_OBJECTID_AURA_H
,BG_AB_NodePositions
[i
][0],BG_AB_NodePositions
[i
][1],BG_AB_NodePositions
[i
][2],BG_AB_NodePositions
[i
][3], 0, 0, sin(BG_AB_NodePositions
[i
][3]/2), cos(BG_AB_NodePositions
[i
][3]/2),RESPAWN_ONE_DAY
)
551 || !AddObject(BG_AB_OBJECT_AURA_CONTESTED
+ 8*i
,BG_AB_OBJECTID_AURA_C
,BG_AB_NodePositions
[i
][0],BG_AB_NodePositions
[i
][1],BG_AB_NodePositions
[i
][2],BG_AB_NodePositions
[i
][3], 0, 0, sin(BG_AB_NodePositions
[i
][3]/2), cos(BG_AB_NodePositions
[i
][3]/2),RESPAWN_ONE_DAY
)
554 sLog
.outErrorDb("BatteGroundAB: Failed to spawn some object BattleGround not created!");
558 if( !AddObject(BG_AB_OBJECT_GATE_A
,BG_AB_OBJECTID_GATE_A
,BG_AB_DoorPositions
[0][0],BG_AB_DoorPositions
[0][1],BG_AB_DoorPositions
[0][2],BG_AB_DoorPositions
[0][3],BG_AB_DoorPositions
[0][4],BG_AB_DoorPositions
[0][5],BG_AB_DoorPositions
[0][6],BG_AB_DoorPositions
[0][7],RESPAWN_IMMEDIATELY
)
559 || !AddObject(BG_AB_OBJECT_GATE_H
,BG_AB_OBJECTID_GATE_H
,BG_AB_DoorPositions
[1][0],BG_AB_DoorPositions
[1][1],BG_AB_DoorPositions
[1][2],BG_AB_DoorPositions
[1][3],BG_AB_DoorPositions
[1][4],BG_AB_DoorPositions
[1][5],BG_AB_DoorPositions
[1][6],BG_AB_DoorPositions
[1][7],RESPAWN_IMMEDIATELY
)
562 sLog
.outErrorDb("BatteGroundAB: Failed to spawn door object BattleGround not created!");
566 for (int i
= 0; i
< BG_AB_DYNAMIC_NODES_COUNT
; ++i
)
568 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
)
569 || !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
)
570 || !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
)
572 sLog
.outErrorDb("BatteGroundAB: Failed to spawn buff object!");
578 void BattleGroundAB::ResetBGSubclass()
580 m_TeamScores
[BG_TEAM_ALLIANCE
] = 0;
581 m_TeamScores
[BG_TEAM_HORDE
] = 0;
582 m_lastTick
[BG_TEAM_ALLIANCE
] = 0;
583 m_lastTick
[BG_TEAM_HORDE
] = 0;
584 m_HonorScoreTics
[BG_TEAM_ALLIANCE
] = 0;
585 m_HonorScoreTics
[BG_TEAM_HORDE
] = 0;
586 m_ReputationScoreTics
[BG_TEAM_ALLIANCE
] = 0;
587 m_ReputationScoreTics
[BG_TEAM_HORDE
] = 0;
588 m_IsInformedNearVictory
= false;
589 for (uint8 i
= 0; i
< BG_AB_DYNAMIC_NODES_COUNT
; ++i
)
594 m_BannerTimers
[i
].timer
= 0;
597 for (uint8 i
= 0; i
< BG_AB_ALL_NODES_COUNT
; ++i
)
602 WorldSafeLocsEntry
const* BattleGroundAB::GetClosestGraveYard(float x
, float y
, float /*z*/, uint32 team
)
604 uint8 teamIndex
= GetTeamIndexByTeamId(team
);
606 // Is there any occupied node for this team?
607 std::vector
<uint8
> nodes
;
608 for (uint8 i
= 0; i
< BG_AB_DYNAMIC_NODES_COUNT
; ++i
)
609 if( m_Nodes
[i
] == teamIndex
+ 3 )
612 WorldSafeLocsEntry
const* good_entry
= NULL
;
613 // If so, select the closest node to place ghost on
616 float mindist
= 999999.0f
;
617 for (uint8 i
= 0; i
< nodes
.size(); ++i
)
619 WorldSafeLocsEntry
const*entry
= sWorldSafeLocsStore
.LookupEntry( BG_AB_GraveyardIds
[nodes
[i
]] );
622 float dist
= (entry
->x
- x
)*(entry
->x
- x
)+(entry
->y
- y
)*(entry
->y
- y
);
631 // If not, place ghost on starting location
633 good_entry
= sWorldSafeLocsStore
.LookupEntry( BG_AB_GraveyardIds
[teamIndex
+5] );
638 void BattleGroundAB::UpdatePlayerScore(Player
*Source
, uint32 type
, uint32 value
)
640 std::map
<uint64
, BattleGroundScore
*>::iterator itr
= m_PlayerScores
.find(Source
->GetGUID());
642 if( itr
== m_PlayerScores
.end() ) // player not found...
647 case SCORE_BASES_ASSAULTED
:
648 ((BattleGroundABScore
*)itr
->second
)->BasesAssaulted
+= value
;
650 case SCORE_BASES_DEFENDED
:
651 ((BattleGroundABScore
*)itr
->second
)->BasesDefended
+= value
;
654 BattleGround::UpdatePlayerScore(Source
,type
,value
);