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First Commit
For Azeroth!
This commit is contained in:
1109
src/server/game/Battlefield/Battlefield.cpp
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1109
src/server/game/Battlefield/Battlefield.cpp
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File diff suppressed because it is too large
Load Diff
436
src/server/game/Battlefield/Battlefield.h
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436
src/server/game/Battlefield/Battlefield.h
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/*
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* Copyright (C)
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* Copyright (C)
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*
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||||
* This program is free software; you can redistribute it and/or modify it
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||||
* 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.
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||||
*
|
||||
* 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, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef BATTLEFIELD_H_
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#define BATTLEFIELD_H_
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#include "Utilities/Util.h"
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#include "SharedDefines.h"
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#include "ZoneScript.h"
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#include "WorldPacket.h"
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#include "GameObject.h"
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#include "Battleground.h"
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#include "ObjectAccessor.h"
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enum BattlefieldTypes
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{
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BATTLEFIELD_WG, // Wintergrasp
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BATTLEFIELD_TB, // Tol Barad (cataclysm)
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};
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enum BattlefieldIDs
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{
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BATTLEFIELD_BATTLEID_WG = 1, // Wintergrasp battle
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};
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enum BattlefieldObjectiveStates
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{
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BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL = 0,
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BF_CAPTUREPOINT_OBJECTIVESTATE_ALLIANCE,
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BF_CAPTUREPOINT_OBJECTIVESTATE_HORDE,
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BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE,
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BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE,
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BF_CAPTUREPOINT_OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE,
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BF_CAPTUREPOINT_OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE,
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};
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enum BattlefieldSounds
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{
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BF_HORDE_WINS = 8454,
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BF_ALLIANCE_WINS = 8455,
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BF_START = 3439
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};
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||||
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enum BattlefieldTimers
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{
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BATTLEFIELD_OBJECTIVE_UPDATE_INTERVAL = 1000
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};
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||||
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||||
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||||
const uint32 BattlefieldFactions[BG_TEAMS_COUNT] =
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{
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1732, // Alliance
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1735 // Horde
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};
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// some class predefs
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||||
class Player;
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class GameObject;
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class WorldPacket;
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class Creature;
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class Unit;
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||||
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class Battlefield;
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||||
class BfGraveyard;
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||||
typedef UNORDERED_SET<uint64> GuidSet;
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typedef std::vector<BfGraveyard*> GraveyardVect;
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typedef std::map<uint64, time_t> PlayerTimerMap;
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||||
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||||
class BfCapturePoint
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{
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||||
public:
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BfCapturePoint(Battlefield* bf);
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virtual void FillInitialWorldStates(WorldPacket& /*data*/) {}
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// Send world state update to all players present
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void SendUpdateWorldState(uint32 field, uint32 value);
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||||
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// Send kill notify to players in the controlling faction
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void SendObjectiveComplete(uint32 id, uint64 guid);
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||||
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// Used when player is activated/inactivated in the area
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virtual bool HandlePlayerEnter(Player* player);
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||||
virtual GuidSet::iterator HandlePlayerLeave(Player* player);
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||||
//virtual void HandlePlayerActivityChanged(Player* player);
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// Checks if player is in range of a capture credit marker
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bool IsInsideObjective(Player* player) const;
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// Returns true if the state of the objective has changed, in this case, the OutdoorPvP must send a world state ui update.
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virtual bool Update(uint32 diff);
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virtual void ChangeTeam(TeamId /*oldTeam*/) {}
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virtual void SendChangePhase();
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bool SetCapturePointData(GameObject* capturePoint);
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GameObject* GetCapturePointGo() { return ObjectAccessor::GetObjectInWorld(m_capturePoint, (GameObject*)NULL); }
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GameObject* GetCapturePointGo(WorldObject* obj) { return ObjectAccessor::GetGameObject(*obj, m_capturePoint); }
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||||
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TeamId GetTeamId() { return m_team; }
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protected:
|
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bool DelCapturePoint();
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// active Players in the area of the objective, 0 - alliance, 1 - horde
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GuidSet m_activePlayers[2];
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// Total shift needed to capture the objective
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float m_maxValue;
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||||
float m_minValue;
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// Maximum speed of capture
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float m_maxSpeed;
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// The status of the objective
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float m_value;
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TeamId m_team;
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// Objective states
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BattlefieldObjectiveStates m_OldState;
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BattlefieldObjectiveStates m_State;
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// Neutral value on capture bar
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uint32 m_neutralValuePct;
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// Pointer to the Battlefield this objective belongs to
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Battlefield* m_Bf;
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// Capture point entry
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uint32 m_capturePointEntry;
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||||
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// Gameobject related to that capture point
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uint64 m_capturePoint;
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};
|
||||
|
||||
class BfGraveyard
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||||
{
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||||
public:
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||||
BfGraveyard(Battlefield* Bf);
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// Method to changing who controls the graveyard
|
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void GiveControlTo(TeamId team);
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TeamId GetControlTeamId() const { return m_ControlTeam; }
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// Find the nearest graveyard to a player
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float GetDistance(Player* player);
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// Initialize the graveyard
|
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void Initialize(TeamId startcontrol, uint32 gy);
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// Set spirit service for the graveyard
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void SetSpirit(Creature* spirit, TeamId team);
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||||
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// Add a player to the graveyard
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void AddPlayer(uint64 player_guid);
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// Remove a player from the graveyard
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void RemovePlayer(uint64 player_guid);
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||||
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||||
// Resurrect players
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||||
void Resurrect();
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// Move players waiting to that graveyard on the nearest one
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void RelocateDeadPlayers();
|
||||
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||||
// Check if this graveyard has a spirit guide
|
||||
bool HasNpc(uint64 guid)
|
||||
{
|
||||
if (!m_SpiritGuide[0] && !m_SpiritGuide[1])
|
||||
return false;
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||||
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||||
// performance
|
||||
/*if (!ObjectAccessor::FindUnit(m_SpiritGuide[0]) &&
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||||
!ObjectAccessor::FindUnit(m_SpiritGuide[1]))
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||||
return false;*/
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||||
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||||
return (m_SpiritGuide[0] == guid || m_SpiritGuide[1] == guid);
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||||
}
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||||
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||||
// Check if a player is in this graveyard's resurrect queue
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bool HasPlayer(uint64 guid) const { return m_ResurrectQueue.find(guid) != m_ResurrectQueue.end(); }
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||||
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||||
// Get the graveyard's ID.
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uint32 GetGraveyardId() const { return m_GraveyardId; }
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||||
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||||
protected:
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TeamId m_ControlTeam;
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||||
uint32 m_GraveyardId;
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||||
uint64 m_SpiritGuide[2];
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||||
GuidSet m_ResurrectQueue;
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||||
Battlefield* m_Bf;
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};
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class Battlefield : public ZoneScript
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{
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friend class BattlefieldMgr;
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||||
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||||
public:
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||||
/// Constructor
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||||
Battlefield();
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||||
/// Destructor
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||||
virtual ~Battlefield();
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/// typedef of map witch store capturepoint and the associate gameobject entry
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typedef std::map<uint32 /*lowguid */, BfCapturePoint*> BfCapturePointMap;
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/// Call this to init the Battlefield
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virtual bool SetupBattlefield() { return true; }
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||||
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||||
/// Update data of a worldstate to all players present in zone
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void SendUpdateWorldState(uint32 field, uint32 value);
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/**
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||||
* \brief Called every time for update bf data and time
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* - Update timer for start/end battle
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||||
* - Invite player in zone to queue m_StartGroupingTimer minutes before start
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* - Kick Afk players
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* \param diff : time ellapsed since last call (in ms)
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||||
*/
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virtual bool Update(uint32 diff);
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/// Invite all players in zone to join the queue, called x minutes before battle start in Update()
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void InvitePlayersInZoneToQueue();
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/// Invite all players in queue to join battle on battle start
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void InvitePlayersInQueueToWar();
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/// Invite all players in zone to join battle on battle start
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void InvitePlayersInZoneToWar();
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/// Called when a Unit is kill in battlefield zone
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virtual void HandleKill(Player* /*killer*/, Unit* /*killed*/) {};
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uint32 GetTypeId() { return m_TypeId; }
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uint32 GetZoneId() { return m_ZoneId; }
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void TeamApplyBuff(TeamId team, uint32 spellId, uint32 spellId2 = 0);
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/// Return true if battle is start, false if battle is not started
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bool IsWarTime() { return m_isActive; }
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/// Enable or Disable battlefield
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void ToggleBattlefield(bool enable) { m_IsEnabled = enable; }
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/// Return if battlefield is enable
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bool IsEnabled() { return m_IsEnabled; }
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/**
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* \brief Kick player from battlefield and teleport him to kick-point location
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* \param guid : guid of player who must be kick
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*/
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void KickPlayerFromBattlefield(uint64 guid);
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/// Called when player (player) enter in zone
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void HandlePlayerEnterZone(Player* player, uint32 zone);
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/// Called when player (player) leave the zone
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void HandlePlayerLeaveZone(Player* player, uint32 zone);
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// All-purpose data storage 64 bit
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virtual uint64 GetData64(uint32 dataId) const { return m_Data64[dataId]; }
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virtual void SetData64(uint32 dataId, uint64 value) { m_Data64[dataId] = value; }
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// All-purpose data storage 32 bit
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virtual uint32 GetData(uint32 dataId) const { return m_Data32[dataId]; }
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virtual void SetData(uint32 dataId, uint32 value) { m_Data32[dataId] = value; }
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virtual void UpdateData(uint32 index, int32 pad) { m_Data32[index] += pad; }
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// Battlefield - generic methods
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TeamId GetDefenderTeam() { return m_DefenderTeam; }
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TeamId GetAttackerTeam() { return TeamId(1 - m_DefenderTeam); }
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TeamId GetOtherTeam(TeamId team) { return (team == TEAM_HORDE ? TEAM_ALLIANCE : TEAM_HORDE); }
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void SetDefenderTeam(TeamId team) { m_DefenderTeam = team; }
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// Group methods
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/**
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* \brief Find a not full battlefield group, if there is no, create one
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* \param TeamId : Id of player team for who we search a group (player->GetTeamId())
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*/
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Group* GetFreeBfRaid(TeamId TeamId);
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/// Return battlefield group where player is.
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Group* GetGroupPlayer(uint64 guid, TeamId TeamId);
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||||
/// Force player to join a battlefield group
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bool AddOrSetPlayerToCorrectBfGroup(Player* player);
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|
||||
// Graveyard methods
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// Find which graveyard the player must be teleported to to be resurrected by spiritguide
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WorldSafeLocsEntry const * GetClosestGraveyard(Player* player);
|
||||
|
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virtual void AddPlayerToResurrectQueue(uint64 npc_guid, uint64 player_guid);
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void RemovePlayerFromResurrectQueue(uint64 player_guid);
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void SetGraveyardNumber(uint32 number) { m_GraveyardList.resize(number); }
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BfGraveyard* GetGraveyardById(uint32 id) const;
|
||||
|
||||
// Misc methods
|
||||
Creature* SpawnCreature(uint32 entry, float x, float y, float z, float o, TeamId teamId);
|
||||
Creature* SpawnCreature(uint32 entry, Position pos, TeamId teamId);
|
||||
GameObject* SpawnGameObject(uint32 entry, float x, float y, float z, float o);
|
||||
|
||||
// Script-methods
|
||||
|
||||
/// Called on start
|
||||
virtual void OnBattleStart() {};
|
||||
/// Called at the end of battle
|
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virtual void OnBattleEnd(bool /*endByTimer*/) {};
|
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/// Called x minutes before battle start when player in zone are invite to join queue
|
||||
virtual void OnStartGrouping() {};
|
||||
/// Called when a player accept to join the battle
|
||||
virtual void OnPlayerJoinWar(Player* /*player*/) {};
|
||||
/// Called when a player leave the battle
|
||||
virtual void OnPlayerLeaveWar(Player* /*player*/) {};
|
||||
/// Called when a player leave battlefield zone
|
||||
virtual void OnPlayerLeaveZone(Player* /*player*/) {};
|
||||
/// Called when a player enter in battlefield zone
|
||||
virtual void OnPlayerEnterZone(Player* /*player*/) {};
|
||||
|
||||
void SendWarningToAllInZone(uint32 entry);
|
||||
void SendWarningToPlayer(Player* player, uint32 entry);
|
||||
|
||||
void PlayerAcceptInviteToQueue(Player* player);
|
||||
void PlayerAcceptInviteToWar(Player* player);
|
||||
uint32 GetBattleId() { return m_BattleId; }
|
||||
void AskToLeaveQueue(Player* player);
|
||||
|
||||
//virtual void DoCompleteOrIncrementAchievement(uint32 /*achievement*/, Player* /*player*/, uint8 /*incrementNumber = 1*/) {};
|
||||
|
||||
/// Send all worldstate data to all player in zone.
|
||||
virtual void SendInitWorldStatesToAll() = 0;
|
||||
virtual void FillInitialWorldStates(WorldPacket& /*data*/) = 0;
|
||||
|
||||
/// Return if we can use mount in battlefield
|
||||
bool CanFlyIn() { return !m_isActive; }
|
||||
|
||||
void SendAreaSpiritHealerQueryOpcode(Player* player, const uint64 & guid);
|
||||
|
||||
void StartBattle();
|
||||
void EndBattle(bool endByTimer);
|
||||
|
||||
void HideNpc(Creature* creature);
|
||||
void ShowNpc(Creature* creature, bool aggressive);
|
||||
|
||||
GraveyardVect GetGraveyardVector() { return m_GraveyardList; }
|
||||
|
||||
uint32 GetTimer() { return m_Timer; }
|
||||
void SetTimer(uint32 timer) { m_Timer = timer; }
|
||||
|
||||
void DoPlaySoundToAll(uint32 SoundID);
|
||||
|
||||
void InvitePlayerToQueue(Player* player);
|
||||
void InvitePlayerToWar(Player* player);
|
||||
|
||||
void InitStalker(uint32 entry, float x, float y, float z, float o);
|
||||
|
||||
protected:
|
||||
uint64 StalkerGuid;
|
||||
uint32 m_Timer; // Global timer for event
|
||||
bool m_IsEnabled;
|
||||
bool m_isActive;
|
||||
TeamId m_DefenderTeam;
|
||||
|
||||
// Map of the objectives belonging to this OutdoorPvP
|
||||
BfCapturePointMap m_capturePoints;
|
||||
|
||||
// Players info maps
|
||||
GuidSet m_players[BG_TEAMS_COUNT]; // Players in zone
|
||||
GuidSet m_PlayersInQueue[BG_TEAMS_COUNT]; // Players in the queue
|
||||
GuidSet m_PlayersInWar[BG_TEAMS_COUNT]; // Players in WG combat
|
||||
PlayerTimerMap m_InvitedPlayers[BG_TEAMS_COUNT];
|
||||
PlayerTimerMap m_PlayersWillBeKick[BG_TEAMS_COUNT];
|
||||
|
||||
// Variables that must exist for each battlefield
|
||||
uint32 m_TypeId; // See enum BattlefieldTypes
|
||||
uint32 m_BattleId; // BattleID (for packet)
|
||||
uint32 m_ZoneId; // ZoneID of Wintergrasp = 4197
|
||||
uint32 m_MapId; // MapId where is Battlefield
|
||||
uint32 m_MaxPlayer; // Maximum number of player that participated to Battlefield
|
||||
uint32 m_MinPlayer; // Minimum number of player for Battlefield start
|
||||
uint32 m_MinLevel; // Required level to participate at Battlefield
|
||||
uint32 m_BattleTime; // Length of a battle
|
||||
uint32 m_NoWarBattleTime; // Time between two battles
|
||||
uint32 m_RestartAfterCrash; // Delay to restart Wintergrasp if the server crashed during a running battle.
|
||||
uint32 m_TimeForAcceptInvite;
|
||||
uint32 m_uiKickDontAcceptTimer;
|
||||
WorldLocation KickPosition; // Position where players are teleported if they switch to afk during the battle or if they don't accept invitation
|
||||
|
||||
uint32 m_uiKickAfkPlayersTimer; // Timer for check Afk in war
|
||||
|
||||
// Graveyard variables
|
||||
GraveyardVect m_GraveyardList; // Vector witch contain the different GY of the battle
|
||||
uint32 m_LastResurectTimer; // Timer for resurect player every 30 sec
|
||||
|
||||
uint32 m_StartGroupingTimer; // Timer for invite players in area 15 minute before start battle
|
||||
bool m_StartGrouping; // bool for know if all players in area has been invited
|
||||
|
||||
GuidSet m_Groups[BG_TEAMS_COUNT]; // Contain different raid group
|
||||
|
||||
std::vector<uint64> m_Data64;
|
||||
std::vector<uint32> m_Data32;
|
||||
|
||||
void KickAfkPlayers();
|
||||
|
||||
// use for switch off all worldstate for client
|
||||
virtual void SendRemoveWorldStates(Player* /*player*/) {}
|
||||
|
||||
// use for send a packet for all player list
|
||||
void BroadcastPacketToZone(WorldPacket& data) const;
|
||||
void BroadcastPacketToQueue(WorldPacket& data) const;
|
||||
void BroadcastPacketToWar(WorldPacket& data) const;
|
||||
|
||||
// CapturePoint system
|
||||
void AddCapturePoint(BfCapturePoint* cp, GameObject* go) { m_capturePoints[go->GetEntry()] = cp; }
|
||||
|
||||
BfCapturePoint* GetCapturePoint(uint32 lowguid) const
|
||||
{
|
||||
Battlefield::BfCapturePointMap::const_iterator itr = m_capturePoints.find(lowguid);
|
||||
if (itr != m_capturePoints.end())
|
||||
return itr->second;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void RegisterZone(uint32 zoneid);
|
||||
bool HasPlayer(Player* player) const;
|
||||
void TeamCastSpell(TeamId team, int32 spellId);
|
||||
};
|
||||
|
||||
#endif
|
||||
151
src/server/game/Battlefield/BattlefieldHandler.cpp
Normal file
151
src/server/game/Battlefield/BattlefieldHandler.cpp
Normal file
@@ -0,0 +1,151 @@
|
||||
/*
|
||||
* Copyright (C)
|
||||
* Copyright (C)
|
||||
*
|
||||
* 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, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#include "Common.h"
|
||||
#include "ObjectAccessor.h"
|
||||
#include "ObjectMgr.h"
|
||||
#include "WorldPacket.h"
|
||||
#include "WorldSession.h"
|
||||
|
||||
#include "Battlefield.h"
|
||||
#include "BattlefieldMgr.h"
|
||||
#include "Opcodes.h"
|
||||
#include "Player.h"
|
||||
|
||||
//This send to player windows for invite player to join the war
|
||||
//Param1:(BattleId) the BattleId of Bf
|
||||
//Param2:(ZoneId) the zone where the battle is (4197 for wg)
|
||||
//Param3:(time) Time in second that the player have for accept
|
||||
void WorldSession::SendBfInvitePlayerToWar(uint32 BattleId, uint32 ZoneId, uint32 p_time)
|
||||
{
|
||||
//Send packet
|
||||
WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTRY_INVITE, 12);
|
||||
data << uint32(BattleId);
|
||||
data << uint32(ZoneId);
|
||||
data << uint32((time(NULL) + p_time));
|
||||
|
||||
//Sending the packet to player
|
||||
SendPacket(&data);
|
||||
}
|
||||
|
||||
//This send invitation to player to join the queue
|
||||
//Param1:(BattleId) the BattleId of Bf
|
||||
void WorldSession::SendBfInvitePlayerToQueue(uint32 BattleId)
|
||||
{
|
||||
WorldPacket data(SMSG_BATTLEFIELD_MGR_QUEUE_INVITE, 5);
|
||||
|
||||
data << uint32(BattleId);
|
||||
data << uint8(1); //warmup ? used ?
|
||||
|
||||
//Sending packet to player
|
||||
SendPacket(&data);
|
||||
}
|
||||
|
||||
//This send packet for inform player that he join queue
|
||||
//Param1:(BattleId) the BattleId of Bf
|
||||
//Param2:(ZoneId) the zone where the battle is (4197 for wg)
|
||||
//Param3:(CanQueue) if able to queue
|
||||
//Param4:(Full) on log in is full
|
||||
void WorldSession::SendBfQueueInviteResponse(uint32 BattleId,uint32 ZoneId, bool CanQueue, bool Full)
|
||||
{
|
||||
WorldPacket data(SMSG_BATTLEFIELD_MGR_QUEUE_REQUEST_RESPONSE, 11);
|
||||
data << uint32(BattleId);
|
||||
data << uint32(ZoneId);
|
||||
data << uint8((CanQueue ? 1 : 0)); //Accepted //0 you cannot queue wg //1 you are queued
|
||||
data << uint8((Full ? 0 : 1)); //Logging In //0 wg full //1 queue for upcoming
|
||||
data << uint8(1); //Warmup
|
||||
SendPacket(&data);
|
||||
}
|
||||
|
||||
//This is call when player accept to join war
|
||||
//Param1:(BattleId) the BattleId of Bf
|
||||
void WorldSession::SendBfEntered(uint32 BattleId)
|
||||
{
|
||||
// m_PlayerInWar[player->GetTeamId()].insert(player->GetGUID());
|
||||
WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTERED, 7);
|
||||
data << uint32(BattleId);
|
||||
data << uint8(1); //unk
|
||||
data << uint8(1); //unk
|
||||
data << uint8(_player->isAFK() ? 1 : 0); //Clear AFK
|
||||
SendPacket(&data);
|
||||
}
|
||||
|
||||
void WorldSession::SendBfLeaveMessage(uint32 BattleId, BFLeaveReason reason)
|
||||
{
|
||||
WorldPacket data(SMSG_BATTLEFIELD_MGR_EJECTED, 7);
|
||||
data << uint32(BattleId);
|
||||
data << uint8(reason);//byte Reason
|
||||
data << uint8(2);//byte BattleStatus
|
||||
data << uint8(0);//bool Relocated
|
||||
SendPacket(&data);
|
||||
}
|
||||
|
||||
//Send by client when he click on accept for queue
|
||||
void WorldSession::HandleBfQueueInviteResponse(WorldPacket & recvData)
|
||||
{
|
||||
uint32 BattleId;
|
||||
uint8 Accepted;
|
||||
|
||||
recvData >> BattleId >> Accepted;
|
||||
//sLog->outError("HandleQueueInviteResponse: BattleID:%u Accepted:%u", BattleId, Accepted);
|
||||
Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
|
||||
if (!Bf)
|
||||
return;
|
||||
|
||||
if (Accepted)
|
||||
{
|
||||
Bf->PlayerAcceptInviteToQueue(_player);
|
||||
}
|
||||
}
|
||||
|
||||
//Send by client on clicking in accept or refuse of invitation windows for join game
|
||||
void WorldSession::HandleBfEntryInviteResponse(WorldPacket & recvData)
|
||||
{
|
||||
uint32 BattleId;
|
||||
uint8 Accepted;
|
||||
|
||||
recvData >> BattleId >> Accepted;
|
||||
//sLog->outError("HandleBattlefieldInviteResponse: BattleID:%u Accepted:%u", BattleId, Accepted);
|
||||
Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
|
||||
if (!Bf)
|
||||
return;
|
||||
|
||||
//If player accept invitation
|
||||
if (Accepted)
|
||||
{
|
||||
Bf->PlayerAcceptInviteToWar(_player);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_player->GetZoneId() == Bf->GetZoneId())
|
||||
Bf->KickPlayerFromBattlefield(_player->GetGUID());
|
||||
}
|
||||
}
|
||||
|
||||
void WorldSession::HandleBfExitRequest(WorldPacket & recvData)
|
||||
{
|
||||
uint32 BattleId;
|
||||
|
||||
recvData >> BattleId;
|
||||
//sLog->outError("HandleBfExitRequest: BattleID:%u ", BattleId);
|
||||
Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BattleId);
|
||||
if (!Bf)
|
||||
return;
|
||||
|
||||
Bf->AskToLeaveQueue(_player);
|
||||
}
|
||||
142
src/server/game/Battlefield/BattlefieldMgr.cpp
Normal file
142
src/server/game/Battlefield/BattlefieldMgr.cpp
Normal file
@@ -0,0 +1,142 @@
|
||||
/*
|
||||
* Copyright (C)
|
||||
* Copyright (C)
|
||||
*
|
||||
* 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, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#include "BattlefieldMgr.h"
|
||||
#include "Zones/BattlefieldWG.h"
|
||||
#include "ObjectMgr.h"
|
||||
#include "Player.h"
|
||||
|
||||
BattlefieldMgr::BattlefieldMgr()
|
||||
{
|
||||
m_UpdateTimer = 0;
|
||||
//sLog->outDebug(LOG_FILTER_BATTLEFIELD, "Instantiating BattlefieldMgr");
|
||||
}
|
||||
|
||||
BattlefieldMgr::~BattlefieldMgr()
|
||||
{
|
||||
//sLog->outDebug(LOG_FILTER_BATTLEFIELD, "Deleting BattlefieldMgr");
|
||||
for (BattlefieldSet::iterator itr = m_BattlefieldSet.begin(); itr != m_BattlefieldSet.end(); ++itr)
|
||||
delete *itr;
|
||||
}
|
||||
|
||||
void BattlefieldMgr::InitBattlefield()
|
||||
{
|
||||
Battlefield* pBf = new BattlefieldWG;
|
||||
// respawn, init variables
|
||||
if (!pBf->SetupBattlefield())
|
||||
{
|
||||
sLog->outString();
|
||||
sLog->outString("Battlefield : Wintergrasp init failed.");
|
||||
delete pBf;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_BattlefieldSet.push_back(pBf);
|
||||
sLog->outString();
|
||||
sLog->outString("Battlefield : Wintergrasp successfully initiated.");
|
||||
}
|
||||
|
||||
/* For Cataclysm: Tol Barad
|
||||
pBf = new BattlefieldTB;
|
||||
// respawn, init variables
|
||||
if(!pBf->SetupBattlefield())
|
||||
{
|
||||
;//sLog->outDebug(LOG_FILTER_BATTLEFIELD, "Battlefield : Tol Barad init failed.");
|
||||
delete pBf;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_BattlefieldSet.push_back(pBf);
|
||||
;//sLog->outDebug(LOG_FILTER_BATTLEFIELD, "Battlefield : Tol Barad successfully initiated.");
|
||||
} */
|
||||
}
|
||||
|
||||
void BattlefieldMgr::AddZone(uint32 zoneid, Battlefield *handle)
|
||||
{
|
||||
m_BattlefieldMap[zoneid] = handle;
|
||||
}
|
||||
|
||||
void BattlefieldMgr::HandlePlayerEnterZone(Player * player, uint32 zoneid)
|
||||
{
|
||||
BattlefieldMap::iterator itr = m_BattlefieldMap.find(zoneid);
|
||||
if (itr == m_BattlefieldMap.end())
|
||||
return;
|
||||
|
||||
if (itr->second->HasPlayer(player) || !itr->second->IsEnabled())
|
||||
return;
|
||||
|
||||
itr->second->HandlePlayerEnterZone(player, zoneid);
|
||||
;//sLog->outDebug(LOG_FILTER_BATTLEFIELD, "Player %u entered outdoorpvp id %u", player->GetGUIDLow(), itr->second->GetTypeId());
|
||||
}
|
||||
|
||||
void BattlefieldMgr::HandlePlayerLeaveZone(Player * player, uint32 zoneid)
|
||||
{
|
||||
BattlefieldMap::iterator itr = m_BattlefieldMap.find(zoneid);
|
||||
if (itr == m_BattlefieldMap.end())
|
||||
return;
|
||||
|
||||
// teleport: remove once in removefromworld, once in updatezone
|
||||
if (!itr->second->HasPlayer(player))
|
||||
return;
|
||||
itr->second->HandlePlayerLeaveZone(player, zoneid);
|
||||
;//sLog->outDebug(LOG_FILTER_BATTLEFIELD, "Player %u left outdoorpvp id %u", player->GetGUIDLow(), itr->second->GetTypeId());
|
||||
}
|
||||
|
||||
Battlefield *BattlefieldMgr::GetBattlefieldToZoneId(uint32 zoneid)
|
||||
{
|
||||
BattlefieldMap::iterator itr = m_BattlefieldMap.find(zoneid);
|
||||
if (itr == m_BattlefieldMap.end())
|
||||
{
|
||||
// no handle for this zone, return
|
||||
return NULL;
|
||||
}
|
||||
if (!itr->second->IsEnabled())
|
||||
return NULL;
|
||||
return itr->second;
|
||||
}
|
||||
|
||||
Battlefield *BattlefieldMgr::GetBattlefieldByBattleId(uint32 battleid)
|
||||
{
|
||||
for (BattlefieldSet::iterator itr = m_BattlefieldSet.begin(); itr != m_BattlefieldSet.end(); ++itr)
|
||||
{
|
||||
if ((*itr)->GetBattleId() == battleid)
|
||||
return (*itr);
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void BattlefieldMgr::Update(uint32 diff)
|
||||
{
|
||||
m_UpdateTimer += diff;
|
||||
if (m_UpdateTimer > BATTLEFIELD_OBJECTIVE_UPDATE_INTERVAL)
|
||||
{
|
||||
for (BattlefieldSet::iterator itr = m_BattlefieldSet.begin(); itr != m_BattlefieldSet.end(); ++itr)
|
||||
//if ((*itr)->IsEnabled())
|
||||
(*itr)->Update(m_UpdateTimer);
|
||||
m_UpdateTimer = 0;
|
||||
}
|
||||
}
|
||||
|
||||
ZoneScript *BattlefieldMgr::GetZoneScript(uint32 zoneId)
|
||||
{
|
||||
BattlefieldMap::iterator itr = m_BattlefieldMap.find(zoneId);
|
||||
if (itr != m_BattlefieldMap.end())
|
||||
return itr->second;
|
||||
else
|
||||
return NULL;
|
||||
}
|
||||
79
src/server/game/Battlefield/BattlefieldMgr.h
Normal file
79
src/server/game/Battlefield/BattlefieldMgr.h
Normal file
@@ -0,0 +1,79 @@
|
||||
/*
|
||||
* Copyright (C)
|
||||
* Copyright (C)
|
||||
*
|
||||
* 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, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef BATTLEFIELD_MGR_H_
|
||||
#define BATTLEFIELD_MGR_H_
|
||||
|
||||
#include "Battlefield.h"
|
||||
#include "ace/Singleton.h"
|
||||
|
||||
class Player;
|
||||
class GameObject;
|
||||
class Creature;
|
||||
class ZoneScript;
|
||||
struct GossipMenuItems;
|
||||
|
||||
// class to handle player enter / leave / areatrigger / GO use events
|
||||
class BattlefieldMgr
|
||||
{
|
||||
public:
|
||||
// ctor
|
||||
BattlefieldMgr();
|
||||
// dtor
|
||||
~BattlefieldMgr();
|
||||
|
||||
// create battlefield events
|
||||
void InitBattlefield();
|
||||
// called when a player enters an battlefield area
|
||||
void HandlePlayerEnterZone(Player * player, uint32 areaflag);
|
||||
// called when player leaves an battlefield area
|
||||
void HandlePlayerLeaveZone(Player * player, uint32 areaflag);
|
||||
// called when player resurrects
|
||||
void HandlePlayerResurrects(Player * player, uint32 areaflag);
|
||||
// return assigned battlefield
|
||||
Battlefield* GetBattlefieldToZoneId(uint32 zoneid);
|
||||
Battlefield* GetBattlefieldByBattleId(uint32 battleid);
|
||||
|
||||
ZoneScript* GetZoneScript(uint32 zoneId);
|
||||
|
||||
void AddZone(uint32 zoneid, Battlefield * handle);
|
||||
|
||||
void Update(uint32 diff);
|
||||
|
||||
void HandleGossipOption(Player * player, uint64 guid, uint32 gossipid);
|
||||
|
||||
bool CanTalkTo(Player * player, Creature * creature, GossipMenuItems gso);
|
||||
|
||||
void HandleDropFlag(Player * player, uint32 spellId);
|
||||
|
||||
typedef std::vector < Battlefield * >BattlefieldSet;
|
||||
typedef std::map < uint32 /* zoneid */ , Battlefield * >BattlefieldMap;
|
||||
private:
|
||||
// contains all initiated battlefield events
|
||||
// used when initing / cleaning up
|
||||
BattlefieldSet m_BattlefieldSet;
|
||||
// maps the zone ids to an battlefield event
|
||||
// used in player event handling
|
||||
BattlefieldMap m_BattlefieldMap;
|
||||
// update interval
|
||||
uint32 m_UpdateTimer;
|
||||
};
|
||||
|
||||
#define sBattlefieldMgr ACE_Singleton<BattlefieldMgr, ACE_Null_Mutex>::instance()
|
||||
|
||||
#endif
|
||||
1169
src/server/game/Battlefield/Zones/BattlefieldWG.cpp
Normal file
1169
src/server/game/Battlefield/Zones/BattlefieldWG.cpp
Normal file
File diff suppressed because it is too large
Load Diff
1522
src/server/game/Battlefield/Zones/BattlefieldWG.h
Normal file
1522
src/server/game/Battlefield/Zones/BattlefieldWG.h
Normal file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user