/* * 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 . */ #ifndef __BATTLEGROUND_H #define __BATTLEGROUND_H #include "Common.h" #include "SharedDefines.h" #include "DBCEnums.h" #include "GameObject.h" class Creature; class GameObject; class Group; class Player; class WorldPacket; class BattlegroundMap; class BattlegroundAV; class BattlegroundWS; class BattlegroundAB; class BattlegroundNA; class BattlegroundBE; class BattlegroundEY; class BattlegroundRL; class BattlegroundSA; class BattlegroundDS; class BattlegroundRV; class BattlegroundIC; struct PvPDifficultyEntry; struct WorldSafeLocsEntry; enum BattlegroundDesertionType { BG_DESERTION_TYPE_LEAVE_BG = 0, // player leaves the BG BG_DESERTION_TYPE_OFFLINE = 1, // player is kicked from BG because offline BG_DESERTION_TYPE_LEAVE_QUEUE = 2, // player is invited to join and refuses to do it BG_DESERTION_TYPE_NO_ENTER_BUTTON = 3, // player is invited to join and do nothing (time expires) BG_DESERTION_TYPE_INVITE_LOGOUT = 4, // player is invited to join and logs out }; enum BattlegroundSounds { SOUND_HORDE_WINS = 8454, SOUND_ALLIANCE_WINS = 8455, SOUND_BG_START = 3439, SOUND_BG_START_L70ETC = 11803, }; enum BattlegroundQuests { SPELL_WS_QUEST_REWARD = 43483, SPELL_AB_QUEST_REWARD = 43484, SPELL_AV_QUEST_REWARD = 43475, SPELL_AV_QUEST_KILLED_BOSS = 23658, SPELL_EY_QUEST_REWARD = 43477, SPELL_SA_QUEST_REWARD = 61213, SPELL_AB_QUEST_REWARD_4_BASES = 24061, SPELL_AB_QUEST_REWARD_5_BASES = 24064 }; enum BattlegroundMarks { SPELL_WS_MARK_LOSER = 24950, SPELL_WS_MARK_WINNER = 24951, SPELL_AB_MARK_LOSER = 24952, SPELL_AB_MARK_WINNER = 24953, SPELL_AV_MARK_LOSER = 24954, SPELL_AV_MARK_WINNER = 24955, SPELL_SA_MARK_WINNER = 61160, SPELL_SA_MARK_LOSER = 61159, SPELL_WG_MARK_WINNER = 56902, ITEM_AV_MARK_OF_HONOR = 20560, ITEM_WS_MARK_OF_HONOR = 20558, ITEM_AB_MARK_OF_HONOR = 20559, ITEM_EY_MARK_OF_HONOR = 29024, ITEM_SA_MARK_OF_HONOR = 42425, ITEM_IC_MARK_OF_HONOR = 47395, }; enum BattlegroundMarksCount { ITEM_WINNER_COUNT = 3, ITEM_LOSER_COUNT = 1 }; enum BattlegroundCreatures { BG_CREATURE_ENTRY_A_SPIRITGUIDE = 13116, // alliance BG_CREATURE_ENTRY_H_SPIRITGUIDE = 13117, // horde }; enum BattlegroundSpells { SPELL_WAITING_FOR_RESURRECT = 2584, // Waiting to Resurrect SPELL_SPIRIT_HEAL_CHANNEL = 22011, // Spirit Heal Channel SPELL_SPIRIT_HEAL = 22012, // Spirit Heal SPELL_RESURRECTION_VISUAL = 24171, // Resurrection Impact Visual SPELL_ARENA_PREPARATION = 32727, // use this one, 32728 not correct SPELL_ALLIANCE_GOLD_FLAG = 32724, SPELL_ALLIANCE_GREEN_FLAG = 32725, SPELL_HORDE_GOLD_FLAG = 35774, SPELL_HORDE_GREEN_FLAG = 35775, SPELL_PREPARATION = 44521, // Preparation SPELL_SPIRIT_HEAL_MANA = 44535, // Spirit Heal SPELL_RECENTLY_DROPPED_FLAG = 42792, // Recently Dropped Flag SPELL_AURA_PLAYER_INACTIVE = 43681, // Inactive SPELL_HONORABLE_DEFENDER_25Y = 68652, // +50% honor when standing at a capture point that you control, 25yards radius (added in 3.2) SPELL_HONORABLE_DEFENDER_60Y = 66157, // +50% honor when standing at a capture point that you control, 60yards radius (added in 3.2), probably for 40+ player battlegrounds SPELL_THE_LAST_STANDING = 26549, // Arena achievement related }; enum BattlegroundReputations { BG_REP_AV_HORDE = 729, BG_REP_AV_ALLIANCE = 730, BG_REP_AB_HORDE = 510, BG_REP_AB_ALLIANCE = 509, BG_REP_WS_HORDE = 889, BG_REP_WS_ALLIANCE = 890, }; enum BattlegroundTimeIntervals { CHECK_PLAYER_POSITION_INVERVAL = 9000, // ms RESURRECTION_INTERVAL = 30000, // ms //REMIND_INTERVAL = 10000, // ms INVITATION_REMIND_TIME = 20000, // ms INVITE_ACCEPT_WAIT_TIME = 60000, // ms TIME_TO_AUTOREMOVE = 120000, // ms MAX_OFFLINE_TIME = 300, // secs RESPAWN_ONE_DAY = 86400, // secs RESPAWN_IMMEDIATELY = 0, // secs BUFF_RESPAWN_TIME = 180, // secs }; enum BattlegroundStartTimeIntervals { BG_START_DELAY_2M = 120000, // ms (2 minutes) BG_START_DELAY_1M = 60000, // ms (1 minute) BG_START_DELAY_30S = 30000, // ms (30 seconds) BG_START_DELAY_15S = 15000, // ms (15 seconds) Used only in arena BG_START_DELAY_NONE = 0, // ms }; #define BATTLEGROUND_UPDATE_INTERVAL 1000 enum BattlegroundBuffObjects { BG_OBJECTID_SPEEDBUFF_ENTRY = 179871, BG_OBJECTID_REGENBUFF_ENTRY = 179904, BG_OBJECTID_BERSERKERBUFF_ENTRY = 179905 }; enum BattlegroundRandomRewards { BG_REWARD_WINNER_HONOR_FIRST = 30, BG_REWARD_WINNER_ARENA_FIRST = 25, BG_REWARD_WINNER_HONOR_LAST = 15, BG_REWARD_WINNER_ARENA_LAST = 0, BG_REWARD_LOSER_HONOR_FIRST = 5, BG_REWARD_LOSER_HONOR_LAST = 5 }; const uint32 Buff_Entries[3] = { BG_OBJECTID_SPEEDBUFF_ENTRY, BG_OBJECTID_REGENBUFF_ENTRY, BG_OBJECTID_BERSERKERBUFF_ENTRY }; enum BattlegroundStatus { STATUS_NONE = 0, // first status, should mean bg is not instance STATUS_WAIT_QUEUE = 1, // means bg is empty and waiting for queue STATUS_WAIT_JOIN = 2, // this means, that BG has already started and it is waiting for more players STATUS_IN_PROGRESS = 3, // means bg is running STATUS_WAIT_LEAVE = 4 // means some faction has won BG and it is ending }; enum BattlegroundTeams { BG_TEAMS_COUNT = 2 }; struct BattlegroundObjectInfo { BattlegroundObjectInfo() : object(NULL), timer(0), spellid(0) {} GameObject *object; int32 timer; uint32 spellid; }; enum ScoreType { SCORE_KILLING_BLOWS = 1, SCORE_DEATHS = 2, SCORE_HONORABLE_KILLS = 3, SCORE_BONUS_HONOR = 4, //EY, but in MSG_PVP_LOG_DATA opcode! SCORE_DAMAGE_DONE = 5, SCORE_HEALING_DONE = 6, //WS SCORE_FLAG_CAPTURES = 7, SCORE_FLAG_RETURNS = 8, //AB and IC SCORE_BASES_ASSAULTED = 9, SCORE_BASES_DEFENDED = 10, //AV SCORE_GRAVEYARDS_ASSAULTED = 11, SCORE_GRAVEYARDS_DEFENDED = 12, SCORE_TOWERS_ASSAULTED = 13, SCORE_TOWERS_DEFENDED = 14, SCORE_MINES_CAPTURED = 15, SCORE_LEADERS_KILLED = 16, SCORE_SECONDARY_OBJECTIVES = 17, //SOTA SCORE_DESTROYED_DEMOLISHER = 18, SCORE_DESTROYED_WALL = 19, }; enum ArenaType { ARENA_TYPE_2v2 = 2, ARENA_TYPE_3v3 = 3, ARENA_TYPE_5v5 = 5 }; enum BattlegroundType { TYPE_BATTLEGROUND = 3, TYPE_ARENA = 4 }; enum BattlegroundStartingEvents { BG_STARTING_EVENT_NONE = 0x00, BG_STARTING_EVENT_1 = 0x01, BG_STARTING_EVENT_2 = 0x02, BG_STARTING_EVENT_3 = 0x04, BG_STARTING_EVENT_4 = 0x08 }; enum BattlegroundStartingEventsIds { BG_STARTING_EVENT_FIRST = 0, BG_STARTING_EVENT_SECOND = 1, BG_STARTING_EVENT_THIRD = 2, BG_STARTING_EVENT_FOURTH = 3 }; #define BG_STARTING_EVENT_COUNT 4 struct BattlegroundScore { BattlegroundScore(Player* player) : KillingBlows(0), Deaths(0), HonorableKills(0), BonusHonor(0), DamageDone(0), HealingDone(0), player(player) { } virtual ~BattlegroundScore() { } //virtual destructor is used when deleting score from scores map uint32 KillingBlows; uint32 Deaths; uint32 HonorableKills; uint32 BonusHonor; uint32 DamageDone; uint32 HealingDone; Player* player; uint32 GetKillingBlows() const { return KillingBlows; } uint32 GetDeaths() const { return Deaths; } uint32 GetHonorableKills() const { return HonorableKills; } uint32 GetBonusHonor() const { return BonusHonor; } uint32 GetDamageDone() const { return DamageDone; } uint32 GetHealingDone() const { return HealingDone; } virtual uint32 GetAttr1() const { return 0; } virtual uint32 GetAttr2() const { return 0; } virtual uint32 GetAttr3() const { return 0; } virtual uint32 GetAttr4() const { return 0; } virtual uint32 GetAttr5() const { return 0; } }; class ArenaLogEntryData { public: ArenaLogEntryData() : Guid(0), ArenaTeamId(0), DamageDone(0), HealingDone(0), KillingBlows(0) {} void Fill(const char* name, uint32 guid, uint32 acc, uint32 arenaTeamId, std::string ip) { Name = std::string(name); Guid = guid; Acc = acc; ArenaTeamId = arenaTeamId; IP = ip; } std::string Name; uint32 Guid; uint32 Acc; uint32 ArenaTeamId; std::string IP; uint32 DamageDone; uint32 HealingDone; uint32 KillingBlows; }; enum BGHonorMode { BG_NORMAL = 0, BG_HOLIDAY, BG_HONOR_MODE_NUM }; #define BG_AWARD_ARENA_POINTS_MIN_LEVEL 71 #define ARENA_TIMELIMIT_POINTS_LOSS -16 #define ARENA_READY_MARKER_ENTRY 301337 /* This class is used to: 1. Add player to battleground 2. Remove player from battleground 3. some certain cases, same for all battlegrounds 4. It has properties same for all battlegrounds */ enum BattlegroundQueueInvitationType { BG_QUEUE_INVITATION_TYPE_NO_BALANCE = 0, // no balance: N+M vs N players BG_QUEUE_INVITATION_TYPE_BALANCED = 1, // teams balanced: N+1 vs N players BG_QUEUE_INVITATION_TYPE_EVEN = 2 // teams even: N vs N players }; class Battleground { public: Battleground(); virtual ~Battleground(); void Update(uint32 diff); virtual bool SetupBattleground() // must be implemented in BG subclass { return true; } virtual void Init(); virtual void StartingEventCloseDoors() { } virtual void StartingEventOpenDoors() { } virtual void ResetBGSubclass() { } // must be implemented in BG subclass virtual void DestroyGate(Player* /*player*/, GameObject* /*go*/) {} /* achievement req. */ virtual bool AllNodesConrolledByTeam(TeamId /*teamId*/) const { return false; } void StartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry); /* Battleground */ // Get methods: char const* GetName() const { return m_Name; } BattlegroundTypeId GetBgTypeID() const { return m_RealTypeID; } uint32 GetInstanceID() const { return m_InstanceID; } BattlegroundStatus GetStatus() const { return m_Status; } uint32 GetClientInstanceID() const { return m_ClientInstanceID; } uint32 GetStartTime() const { return m_StartTime; } uint32 GetEndTime() const { return m_EndTime; } uint32 GetLastResurrectTime() const { return m_LastResurrectTime; } uint32 GetMinLevel() const { return m_LevelMin; } uint32 GetMaxLevel() const { return m_LevelMax; } uint32 GetMaxPlayersPerTeam() const { return m_MaxPlayersPerTeam; } uint32 GetMinPlayersPerTeam() const { return m_MinPlayersPerTeam; } int32 GetStartDelayTime() const { return m_StartDelayTime; } uint8 GetArenaType() const { return m_ArenaType; } TeamId GetWinner() const { return m_WinnerId; } uint32 GetScriptId() const { return ScriptId; } uint32 GetBonusHonorFromKill(uint32 kills) const; // Set methods: void SetName(char const* Name) { m_Name = Name; } void SetBgTypeID(BattlegroundTypeId TypeID) { m_RealTypeID = TypeID; } void SetInstanceID(uint32 InstanceID) { m_InstanceID = InstanceID; } void SetStatus(BattlegroundStatus Status) { m_Status = Status; } void SetClientInstanceID(uint32 InstanceID) { m_ClientInstanceID = InstanceID; } void SetStartTime(uint32 Time) { m_StartTime = Time; } void SetEndTime(uint32 Time) { m_EndTime = Time; } void SetLastResurrectTime(uint32 Time) { m_LastResurrectTime = Time; } void SetLevelRange(uint32 min, uint32 max) { m_LevelMin = min; m_LevelMax = max; } void SetRated(bool state) { m_IsRated = state; } void SetArenaType(uint8 type) { m_ArenaType = type; } void SetArenaorBGType(bool _isArena) { m_IsArena = _isArena; } void SetWinner(TeamId winner) { m_WinnerId = winner; } void SetScriptId(uint32 scriptId) { ScriptId = scriptId; } void ModifyStartDelayTime(int32 diff) { m_StartDelayTime -= diff; } void SetStartDelayTime(int32 Time) { m_StartDelayTime = Time; } void SetMaxPlayersPerTeam(uint32 MaxPlayers) { m_MaxPlayersPerTeam = MaxPlayers; } void SetMinPlayersPerTeam(uint32 MinPlayers) { m_MinPlayersPerTeam = MinPlayers; } void DecreaseInvitedCount(TeamId teamId) { ASSERT(m_BgInvitedPlayers[teamId] > 0); --m_BgInvitedPlayers[teamId]; } void IncreaseInvitedCount(TeamId teamId) { ++m_BgInvitedPlayers[teamId]; } uint32 GetInvitedCount(TeamId teamId) const { return m_BgInvitedPlayers[teamId]; } bool HasFreeSlots() const; uint32 GetFreeSlotsForTeam(TeamId teamId) const; uint32 GetMaxFreeSlots() const; typedef std::set SpectatorList; typedef std::map ToBeTeleportedMap; void AddSpectator(Player* p) { m_Spectators.insert(p); } void RemoveSpectator(Player* p) { m_Spectators.erase(p); } bool HaveSpectators() { return !m_Spectators.empty(); } const SpectatorList& GetSpectators() const { return m_Spectators; } void AddToBeTeleported(uint64 spectator, uint64 participant) { m_ToBeTeleported[spectator] = participant; } void RemoveToBeTeleported(uint64 spectator) { ToBeTeleportedMap::iterator itr = m_ToBeTeleported.find(spectator); if (itr != m_ToBeTeleported.end()) m_ToBeTeleported.erase(itr); } void SpectatorsSendPacket(WorldPacket& data); bool isArena() const { return m_IsArena; } bool isBattleground() const { return !m_IsArena; } bool isRated() const { return m_IsRated; } typedef std::map BattlegroundPlayerMap; BattlegroundPlayerMap const& GetPlayers() const { return m_Players; } uint32 GetPlayersSize() const { return m_Players.size(); } void ReadyMarkerClicked(Player* p); // pussywizard std::set readyMarkerClickedSet; // pussywizard typedef std::map BattlegroundScoreMap; typedef std::map ArenaLogEntryDataMap;// pussywizard ArenaLogEntryDataMap ArenaLogEntries; // pussywizard BattlegroundScoreMap::const_iterator GetPlayerScoresBegin() const { return PlayerScores.begin(); } BattlegroundScoreMap::const_iterator GetPlayerScoresEnd() const { return PlayerScores.end(); } uint32 GetPlayerScoresSize() const { return PlayerScores.size(); } uint32 GetReviveQueueSize() const { return m_ReviveQueue.size(); } void AddPlayerToResurrectQueue(uint64 npc_guid, uint64 player_guid); void RemovePlayerFromResurrectQueue(Player* player); /// Relocate all players in ReviveQueue to the closest graveyard void RelocateDeadPlayers(uint64 queueIndex); void StartBattleground(); GameObject* GetBGObject(uint32 type); Creature* GetBGCreature(uint32 type); // Location void SetMapId(uint32 MapID) { m_MapId = MapID; } uint32 GetMapId() const { return m_MapId; } // Map pointers void SetBgMap(BattlegroundMap* map) { m_Map = map; } BattlegroundMap* GetBgMap() const { ASSERT(m_Map); return m_Map; } BattlegroundMap* FindBgMap() const { return m_Map; } void SetTeamStartLoc(TeamId teamId, float X, float Y, float Z, float O); void GetTeamStartLoc(TeamId teamId, float &X, float &Y, float &Z, float &O) const { X = m_TeamStartLocX[teamId]; Y = m_TeamStartLocY[teamId]; Z = m_TeamStartLocZ[teamId]; O = m_TeamStartLocO[teamId]; } void SetStartMaxDist(float startMaxDist) { m_StartMaxDist = startMaxDist; } float GetStartMaxDist() const { return m_StartMaxDist; } // Packet Transfer // method that should fill worldpacket with actual world states (not yet implemented for all battlegrounds!) virtual void FillInitialWorldStates(WorldPacket& /*data*/) {} void SendPacketToTeam(TeamId teamId, WorldPacket* packet, Player* sender = NULL, bool self = true); void SendPacketToAll(WorldPacket* packet); void YellToAll(Creature* creature, const char* text, uint32 language); template void BroadcastWorker(Do& _do); void PlaySoundToAll(uint32 soundId); void CastSpellOnTeam(uint32 spellId, TeamId teamId); void RemoveAuraOnTeam(uint32 spellId, TeamId teamId); void RewardHonorToTeam(uint32 honor, TeamId teamId); void RewardReputationToTeam(uint32 factionId, uint32 reputation, TeamId teamId); uint32 GetRealRepFactionForPlayer(uint32 factionId, Player* player); void UpdateWorldState(uint32 Field, uint32 Value); void UpdateWorldStateForPlayer(uint32 Field, uint32 Value, Player* player); void EndBattleground(TeamId winnerTeamId); void BlockMovement(Player* player); void SendWarningToAll(int32 entry, ...); void SendMessageToAll(int32 entry, ChatMsg type, Player const* source = NULL); void PSendMessageToAll(int32 entry, ChatMsg type, Player const* source, ...); // specialized version with 2 string id args void SendMessage2ToAll(int32 entry, ChatMsg type, Player const* source, int32 strId1 = 0, int32 strId2 = 0); // Raid Group Group* GetBgRaid(TeamId teamId) const { return m_BgRaids[teamId]; } void SetBgRaid(TeamId teamId, Group* bg_raid); virtual void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true); uint32 GetPlayersCountByTeam(TeamId teamId) const { return m_PlayersCount[teamId]; } uint32 GetAlivePlayersCountByTeam(TeamId teamId) const; // used in arenas to correctly handle death in spirit of redemption / last stand etc. (killer = killed) cases void UpdatePlayersCountByTeam(TeamId teamId, bool remove) { if (remove) --m_PlayersCount[teamId]; else ++m_PlayersCount[teamId]; } // used for rated arena battles void SetArenaTeamIdForTeam(TeamId teamId, uint32 ArenaTeamId) { m_ArenaTeamIds[teamId] = ArenaTeamId; } uint32 GetArenaTeamIdForTeam(TeamId teamId) const { return m_ArenaTeamIds[teamId]; } void SetArenaTeamRatingChangeForTeam(TeamId teamId, int32 RatingChange) { m_ArenaTeamRatingChanges[teamId] = RatingChange; } int32 GetArenaTeamRatingChangeForTeam(TeamId teamId) const { return m_ArenaTeamRatingChanges[teamId]; } void SetArenaMatchmakerRating(TeamId teamId, uint32 MMR) { m_ArenaTeamMMR[teamId] = MMR; } uint32 GetArenaMatchmakerRating(TeamId teamId) const { return m_ArenaTeamMMR[teamId]; } void CheckArenaAfterTimerConditions(); void CheckArenaWinConditions(); virtual void UpdateArenaWorldState(); // Triggers handle // must be implemented in BG subclass virtual void HandleAreaTrigger(Player* /*player*/, uint32 /*trigger*/) {} // must be implemented in BG subclass if need AND call base class generic code virtual void HandleKillPlayer(Player* player, Player* killer); virtual void HandleKillUnit(Creature* /*unit*/, Player* /*killer*/); // Battleground events virtual void EventPlayerDroppedFlag(Player* /*player*/) {} virtual void EventPlayerClickedOnFlag(Player* /*player*/, GameObject* /*gameObject*/) {} virtual void EventPlayerDamagedGO(Player* /*player*/, GameObject* /*go*/, uint32 /*eventType*/) {} virtual void EventPlayerUsedGO(Player* /*player*/, GameObject* /*go*/){} // this function can be used by spell to interact with the BG map virtual void DoAction(uint32 /*action*/, uint64 /*var*/) {} virtual void HandlePlayerResurrect(Player* /*player*/) {} // Death related virtual WorldSafeLocsEntry const* GetClosestGraveyard(Player* player); virtual void AddPlayer(Player* player); // must be implemented in BG subclass void AddOrSetPlayerToCorrectBgGroup(Player* player, TeamId teamId); void RemovePlayerAtLeave(Player* player); // can be extended in in BG subclass void HandleTriggerBuff(GameObject* gameObject); void SetHoliday(bool is_holiday); // TODO: make this protected: typedef std::vector BGObjects; typedef std::vector BGCreatures; BGObjects BgObjects; BGCreatures BgCreatures; void SpawnBGObject(uint32 type, uint32 respawntime); bool AddObject(uint32 type, uint32 entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime = 0, GOState goState = GO_STATE_READY); Creature* AddCreature(uint32 entry, uint32 type, float x, float y, float z, float o, uint32 respawntime = 0, MotionTransport* transport = NULL); bool DelCreature(uint32 type); bool DelObject(uint32 type); bool AddSpiritGuide(uint32 type, float x, float y, float z, float o, TeamId teamId); int32 GetObjectType(uint64 guid); void DoorOpen(uint32 type); void DoorClose(uint32 type); //to be removed const char* GetTrinityString(int32 entry); virtual bool HandlePlayerUnderMap(Player* /*player*/) { return false; } // since arenas can be AvA or Hvh, we have to get the "temporary" team of a player static TeamId GetOtherTeamId(TeamId teamId); bool IsPlayerInBattleground(uint64 guid) const; bool ToBeDeleted() const { return m_SetDeleteThis; } //void SetDeleteThis() { m_SetDeleteThis = true; } void RewardXPAtKill(Player* killer, Player* victim); virtual uint64 GetFlagPickerGUID(TeamId /*teamId*/ = TEAM_NEUTRAL) const { return 0; } virtual void SetDroppedFlagGUID(uint64 /*guid*/, TeamId /*teamId*/ = TEAM_NEUTRAL) {} uint32 GetTeamScore(TeamId teamId) const; virtual TeamId GetPrematureWinner(); // because BattleGrounds with different types and same level range has different m_BracketId uint8 GetUniqueBracketId() const; BattlegroundAV* ToBattlegroundAV() { if (GetBgTypeID() == BATTLEGROUND_AV) return reinterpret_cast(this); else return NULL; } BattlegroundAV const* ToBattlegroundAV() const { if (GetBgTypeID() == BATTLEGROUND_AV) return reinterpret_cast(this); else return NULL; } BattlegroundWS* ToBattlegroundWS() { if (GetBgTypeID() == BATTLEGROUND_WS) return reinterpret_cast(this); else return NULL; } BattlegroundWS const* ToBattlegroundWS() const { if (GetBgTypeID() == BATTLEGROUND_WS) return reinterpret_cast(this); else return NULL; } BattlegroundAB* ToBattlegroundAB() { if (GetBgTypeID() == BATTLEGROUND_AB) return reinterpret_cast(this); else return NULL; } BattlegroundAB const* ToBattlegroundAB() const { if (GetBgTypeID() == BATTLEGROUND_AB) return reinterpret_cast(this); else return NULL; } BattlegroundNA* ToBattlegroundNA() { if (GetBgTypeID() == BATTLEGROUND_NA) return reinterpret_cast(this); else return NULL; } BattlegroundNA const* ToBattlegroundNA() const { if (GetBgTypeID() == BATTLEGROUND_NA) return reinterpret_cast(this); else return NULL; } BattlegroundBE* ToBattlegroundBE() { if (GetBgTypeID() == BATTLEGROUND_BE) return reinterpret_cast(this); else return NULL; } BattlegroundBE const* ToBattlegroundBE() const { if (GetBgTypeID() == BATTLEGROUND_BE) return reinterpret_cast(this); else return NULL; } BattlegroundEY* ToBattlegroundEY() { if (GetBgTypeID() == BATTLEGROUND_EY) return reinterpret_cast(this); else return NULL; } BattlegroundEY const* ToBattlegroundEY() const { if (GetBgTypeID() == BATTLEGROUND_EY) return reinterpret_cast(this); else return NULL; } BattlegroundRL* ToBattlegroundRL() { if (GetBgTypeID() == BATTLEGROUND_RL) return reinterpret_cast(this); else return NULL; } BattlegroundRL const* ToBattlegroundRL() const { if (GetBgTypeID() == BATTLEGROUND_RL) return reinterpret_cast(this); else return NULL; } BattlegroundSA* ToBattlegroundSA() { if (GetBgTypeID() == BATTLEGROUND_SA) return reinterpret_cast(this); else return NULL; } BattlegroundSA const* ToBattlegroundSA() const { if (GetBgTypeID() == BATTLEGROUND_SA) return reinterpret_cast(this); else return NULL; } BattlegroundDS* ToBattlegroundDS() { if (GetBgTypeID() == BATTLEGROUND_DS) return reinterpret_cast(this); else return NULL; } BattlegroundDS const* ToBattlegroundDS() const { if (GetBgTypeID() == BATTLEGROUND_DS) return reinterpret_cast(this); else return NULL; } BattlegroundRV* ToBattlegroundRV() { if (GetBgTypeID() == BATTLEGROUND_RV) return reinterpret_cast(this); else return NULL; } BattlegroundRV const* ToBattlegroundRV() const { if (GetBgTypeID() == BATTLEGROUND_RV) return reinterpret_cast(this); else return NULL; } BattlegroundIC* ToBattlegroundIC() { if (GetBgTypeID() == BATTLEGROUND_IC) return reinterpret_cast(this); else return NULL; } BattlegroundIC const* ToBattlegroundIC() const { if (GetBgTypeID() == BATTLEGROUND_IC) return reinterpret_cast(this); else return NULL; } protected: // this method is called, when BG cannot spawn its own spirit guide, or something is wrong, It correctly ends Battleground void EndNow(); void PlayerAddedToBGCheckIfBGIsRunning(Player* player); void _ProcessResurrect(uint32 diff); void _ProcessProgress(uint32 diff); void _ProcessLeave(uint32 diff); void _ProcessJoin(uint32 diff); void _CheckSafePositions(uint32 diff); // Scorekeeping BattlegroundScoreMap PlayerScores; // Player scores // must be implemented in BG subclass virtual void RemovePlayer(Player* /*player*/) {} // Player lists, those need to be accessible by inherited classes BattlegroundPlayerMap m_Players; // Spirit Guide guid + Player list GUIDS std::map > m_ReviveQueue; // these are important variables used for starting messages uint8 m_Events; BattlegroundStartTimeIntervals StartDelayTimes[BG_STARTING_EVENT_COUNT]; // this must be filled in constructors! uint32 StartMessageIds[BG_STARTING_EVENT_COUNT]; bool m_BuffChange; BGHonorMode m_HonorMode; int32 m_TeamScores[BG_TEAMS_COUNT]; // pussywizard: uint32 m_UpdateTimer; private: // Battleground BattlegroundTypeId m_RealTypeID; uint32 m_InstanceID; // Battleground Instance's GUID! BattlegroundStatus m_Status; uint32 m_ClientInstanceID; // the instance-id which is sent to the client and without any other internal use uint32 m_StartTime; uint32 m_ResetStatTimer; uint32 m_ValidStartPositionTimer; int32 m_EndTime; // it is set to 120000 when bg is ending and it decreases itself uint32 m_LastResurrectTime; uint8 m_ArenaType; // 2=2v2, 3=3v3, 5=5v5 bool m_SetDeleteThis; // used for safe deletion of the bg after end / all players leave bool m_IsArena; TeamId m_WinnerId; int32 m_StartDelayTime; bool m_IsRated; // is this battle rated? bool m_PrematureCountDown; uint32 m_PrematureCountDownTimer; char const* m_Name; /* Pre- and post-update hooks */ /** * @brief Pre-update hook. * * Will be called before battleground update is started. Depending on * the result of this call actual update body may be skipped. * * @param diff a time difference between two worldserver update loops in * milliseconds. * * @return @c true if update must be performed, @c false otherwise. * * @see Update(), PostUpdateImpl(). */ virtual bool PreUpdateImpl(uint32 /* diff */) { return true; } /** * @brief Post-update hook. * * Will be called after battleground update has passed. May be used to * implement custom update effects in subclasses. * * @param diff a time difference between two worldserver update loops in * milliseconds. * * @see Update(), PreUpdateImpl(). */ virtual void PostUpdateImpl(uint32 /* diff */) { } // Player lists std::vector m_ResurrectQueue; // Player GUID std::deque m_OfflineQueue; // Player GUID // Invited counters are useful for player invitation to BG - do not allow, if BG is started to one faction to have 2 more players than another faction // Invited counters will be changed only when removing already invited player from queue, removing player from battleground and inviting player to BG // Invited players counters uint32 m_BgInvitedPlayers[BG_TEAMS_COUNT]; // Raid Group Group* m_BgRaids[BG_TEAMS_COUNT]; // 0 - alliance, 1 - horde SpectatorList m_Spectators; ToBeTeleportedMap m_ToBeTeleported; // Players count by team uint32 m_PlayersCount[BG_TEAMS_COUNT]; // Arena team ids by team uint32 m_ArenaTeamIds[BG_TEAMS_COUNT]; int32 m_ArenaTeamRatingChanges[BG_TEAMS_COUNT]; uint32 m_ArenaTeamMMR[BG_TEAMS_COUNT]; // Limits uint32 m_LevelMin; uint32 m_LevelMax; uint32 m_MaxPlayersPerTeam; uint32 m_MinPlayersPerTeam; // Start location uint32 m_MapId; BattlegroundMap* m_Map; float m_TeamStartLocX[BG_TEAMS_COUNT]; float m_TeamStartLocY[BG_TEAMS_COUNT]; float m_TeamStartLocZ[BG_TEAMS_COUNT]; float m_TeamStartLocO[BG_TEAMS_COUNT]; float m_StartMaxDist; uint32 ScriptId; }; #endif