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 "BattleGroundRL.h"
24 #include "ObjectMgr.h"
25 #include "MapManager.h"
28 BattleGroundRL::BattleGroundRL()
30 m_BgObjects
.resize(BG_RL_OBJECT_MAX
);
33 BattleGroundRL::~BattleGroundRL()
38 void BattleGroundRL::Update(uint32 diff
)
40 BattleGround::Update(diff
);
42 if (GetStatus() == STATUS_WAIT_JOIN
&& GetPlayersSize())
44 ModifyStartDelayTime(diff
);
46 if (!(m_Events
& 0x01))
50 // setup here, only when at least one player has ported to the map
51 if(!SetupBattleGround())
57 for(uint32 i
= BG_RL_OBJECT_DOOR_1
; i
<= BG_RL_OBJECT_DOOR_2
; i
++)
58 SpawnBGObject(i
, RESPAWN_IMMEDIATELY
);
60 SetStartDelayTime(START_DELAY1
);
61 SendMessageToAll(LANG_ARENA_ONE_MINUTE
);
63 // After 30 seconds, warning is signalled
64 else if (GetStartDelayTime() <= START_DELAY2
&& !(m_Events
& 0x04))
67 SendMessageToAll(LANG_ARENA_THIRTY_SECONDS
);
69 // After 15 seconds, warning is signalled
70 else if (GetStartDelayTime() <= START_DELAY3
&& !(m_Events
& 0x08))
73 SendMessageToAll(LANG_ARENA_FIFTEEN_SECONDS
);
75 // delay expired (1 minute)
76 else if (GetStartDelayTime() <= 0 && !(m_Events
& 0x10))
80 for(uint32 i
= BG_RL_OBJECT_DOOR_1
; i
<= BG_RL_OBJECT_DOOR_2
; i
++)
83 for(uint32 i
= BG_RL_OBJECT_BUFF_1
; i
<= BG_RL_OBJECT_BUFF_2
; i
++)
86 SendMessageToAll(LANG_ARENA_BEGUN
);
87 SetStatus(STATUS_IN_PROGRESS
);
90 for(BattleGroundPlayerMap::const_iterator itr
= GetPlayers().begin(); itr
!= GetPlayers().end(); ++itr
)
91 if(Player
*plr
= objmgr
.GetPlayer(itr
->first
))
92 plr
->RemoveAurasDueToSpell(SPELL_ARENA_PREPARATION
);
94 if(!GetPlayersCountByTeam(ALLIANCE
) && GetPlayersCountByTeam(HORDE
))
95 EndBattleGround(HORDE
);
96 else if(GetPlayersCountByTeam(ALLIANCE
) && !GetPlayersCountByTeam(HORDE
))
97 EndBattleGround(ALLIANCE
);
101 /*if(GetStatus() == STATUS_IN_PROGRESS)
107 void BattleGroundRL::AddPlayer(Player
*plr
)
109 BattleGround::AddPlayer(plr
);
110 //create score and add it to map, default values are set in constructor
111 BattleGroundRLScore
* sc
= new BattleGroundRLScore
;
113 m_PlayerScores
[plr
->GetGUID()] = sc
;
115 UpdateWorldState(0xbb8, GetAlivePlayersCountByTeam(ALLIANCE
));
116 UpdateWorldState(0xbb9, GetAlivePlayersCountByTeam(HORDE
));
119 void BattleGroundRL::RemovePlayer(Player
* /*plr*/, uint64
/*guid*/)
121 if(GetStatus() == STATUS_WAIT_LEAVE
)
124 UpdateWorldState(0xbb8, GetAlivePlayersCountByTeam(ALLIANCE
));
125 UpdateWorldState(0xbb9, GetAlivePlayersCountByTeam(HORDE
));
127 if(!GetAlivePlayersCountByTeam(ALLIANCE
) && GetPlayersCountByTeam(HORDE
))
128 EndBattleGround(HORDE
);
129 else if(GetPlayersCountByTeam(ALLIANCE
) && !GetAlivePlayersCountByTeam(HORDE
))
130 EndBattleGround(ALLIANCE
);
133 void BattleGroundRL::HandleKillPlayer(Player
*player
, Player
*killer
)
135 if(GetStatus() != STATUS_IN_PROGRESS
)
140 sLog
.outError("Killer player not found");
144 BattleGround::HandleKillPlayer(player
,killer
);
146 UpdateWorldState(0xbb8, GetAlivePlayersCountByTeam(ALLIANCE
));
147 UpdateWorldState(0xbb9, GetAlivePlayersCountByTeam(HORDE
));
149 if(!GetAlivePlayersCountByTeam(ALLIANCE
))
151 // all opponents killed
152 EndBattleGround(HORDE
);
154 else if(!GetAlivePlayersCountByTeam(HORDE
))
156 // all opponents killed
157 EndBattleGround(ALLIANCE
);
161 bool BattleGroundRL::HandlePlayerUnderMap(Player
*player
)
163 player
->TeleportTo(GetMapId(),1285.810547,1667.896851,39.957642,player
->GetOrientation(),false);
167 void BattleGroundRL::HandleAreaTrigger(Player
*Source
, uint32 Trigger
)
169 // this is wrong way to implement these things. On official it done by gameobject spell cast.
170 if(GetStatus() != STATUS_IN_PROGRESS
)
173 //uint32 SpellId = 0;
174 //uint64 buff_guid = 0;
177 case 4696: // buff trigger?
178 case 4697: // buff trigger?
181 sLog
.outError("WARNING: Unhandled AreaTrigger in Battleground: %u", Trigger
);
182 Source
->GetSession()->SendAreaTriggerMessage("Warning: Unhandled AreaTrigger in Battleground: %u", Trigger
);
187 // HandleTriggerBuff(buff_guid,Source);
190 void BattleGroundRL::FillInitialWorldStates(WorldPacket
&data
)
192 data
<< uint32(0xbb8) << uint32(GetAlivePlayersCountByTeam(ALLIANCE
)); // 7
193 data
<< uint32(0xbb9) << uint32(GetAlivePlayersCountByTeam(HORDE
)); // 8
194 data
<< uint32(0xbba) << uint32(1); // 9
197 void BattleGroundRL::ResetBGSubclass()
202 bool BattleGroundRL::SetupBattleGround()
205 if( !AddObject(BG_RL_OBJECT_DOOR_1
, BG_RL_OBJECT_TYPE_DOOR_1
, 1293.561, 1601.938, 31.60557, -1.457349, 0, 0, -0.6658813, 0.7460576, RESPAWN_IMMEDIATELY
)
206 || !AddObject(BG_RL_OBJECT_DOOR_2
, BG_RL_OBJECT_TYPE_DOOR_2
, 1278.648, 1730.557, 31.60557, 1.684245, 0, 0, 0.7460582, 0.6658807, RESPAWN_IMMEDIATELY
)
208 || !AddObject(BG_RL_OBJECT_BUFF_1
, BG_RL_OBJECT_TYPE_BUFF_1
, 1328.719971, 1632.719971, 36.730400, -1.448624, 0, 0, 0.6626201, -0.7489557, 120)
209 || !AddObject(BG_RL_OBJECT_BUFF_2
, BG_RL_OBJECT_TYPE_BUFF_2
, 1243.300049, 1699.170044, 34.872601, -0.06981307, 0, 0, 0.03489945, -0.9993908, 120))
211 sLog
.outErrorDb("BatteGroundRL: Failed to spawn some object!");
219 Packet S->C, id 600, SMSG_INIT_WORLD_STATES (706), len 86
220 0000: 3C 02 00 00 80 0F 00 00 00 00 00 00 09 00 BA 0B | <...............
221 0010: 00 00 01 00 00 00 B9 0B 00 00 02 00 00 00 B8 0B | ................
222 0020: 00 00 00 00 00 00 D8 08 00 00 00 00 00 00 D7 08 | ................
223 0030: 00 00 00 00 00 00 D6 08 00 00 00 00 00 00 D5 08 | ................
224 0040: 00 00 00 00 00 00 D3 08 00 00 00 00 00 00 D4 08 | ................
225 0050: 00 00 00 00 00 00 | ......