mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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* fix\feat: (Core/PacketIO): updated sound and creature addon
updated SMSG_PLAY_SOUND, SMSG_PLAY_MUSIC and SMSG_PLAY_OBJECT_SOUND via tc cherry pick
https://github.com/TrinityCore/TrinityCore/pull/2363 and 0f1f7ef401 by @joschiwald and @ForesterDev
This so far a attempt to align atleast with sound with tc, and correct a potentional issue of hearing creature sounds that is not in visible range. I notice PlaySound was being defined in some weird dependency as it isnt with tc so I renamed it to Playsound. Notice a isLarge still being used in the creature addon when it was depreciated, so i removed that a that seem to of interfered with visibilitydistanceType.
Co-Authored-By: joschiwald <736792+joschiwald@users.noreply.github.com>
Co-Authored-By: ForesterDev <11771800+ForesterDev@users.noreply.github.com>
429 lines
15 KiB
C++
429 lines
15 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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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 Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* 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 "Battleground.h"
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#include "GameObject.h"
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#include "ObjectAccessor.h"
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#include "SharedDefines.h"
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#include "Utilities/Util.h"
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#include "WorldPacket.h"
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#include "ZoneScript.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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constexpr auto BATTLEFIELD_OBJECTIVE_UPDATE_INTERVAL = 1000;
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const uint32 BattlefieldFactions[PVP_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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class Battlefield;
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class BfGraveyard;
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typedef std::vector<BfGraveyard*> GraveyardVect;
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typedef std::map<ObjectGuid, time_t> PlayerTimerMap;
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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 ~BfCapturePoint() { }
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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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// Send kill notify to players in the controlling faction
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void SendObjectiveComplete(uint32 id, ObjectGuid guid);
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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 GuidUnorderedSet::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();
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GameObject* GetCapturePointGo(WorldObject* obj);
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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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GuidUnorderedSet 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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// Gameobject related to that capture point
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ObjectGuid m_capturePoint;
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};
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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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// Add a player to the graveyard
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void AddPlayer(ObjectGuid player_guid);
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// Remove a player from the graveyard
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void RemovePlayer(ObjectGuid player_guid);
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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
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bool HasNpc(ObjectGuid guid)
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{
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if (!m_SpiritGuide[0] && !m_SpiritGuide[1])
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return false;
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// performance
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/*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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return (m_SpiritGuide[0] == guid || m_SpiritGuide[1] == guid);
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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(ObjectGuid guid) const { return m_ResurrectQueue.find(guid) != m_ResurrectQueue.end(); }
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// Get the graveyard's ID.
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uint32 GetGraveyardId() const { return m_GraveyardId; }
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protected:
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TeamId m_ControlTeam;
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uint32 m_GraveyardId;
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ObjectGuid m_SpiritGuide[2];
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GuidUnorderedSet 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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public:
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/// Constructor
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Battlefield();
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/// Destructor
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~Battlefield() override;
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/// typedef of map witch store capturepoint and the associate gameobject entry
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typedef std::vector<BfCapturePoint*> BfCapturePointVector;
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/// Call this to init the Battlefield
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virtual bool SetupBattlefield() { return true; }
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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(ObjectGuid 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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uint64 GetData64(uint32 dataId) const override { return m_Data64[dataId]; }
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void SetData64(uint32 dataId, uint64 value) override { m_Data64[dataId] = value; }
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// All-purpose data storage 32 bit
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uint32 GetData(uint32 dataId) const override { return m_Data32[dataId]; }
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void SetData(uint32 dataId, uint32 value) override { 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(ObjectGuid 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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GraveyardStruct const* GetClosestGraveyard(Player* player);
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virtual void AddPlayerToResurrectQueue(ObjectGuid npc_guid, ObjectGuid player_guid);
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void RemovePlayerFromResurrectQueue(ObjectGuid player_guid);
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void SetGraveyardNumber(uint32 number) { m_GraveyardList.resize(number); }
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BfGraveyard* GetGraveyardById(uint32 id) const;
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// Misc methods
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Creature* SpawnCreature(uint32 entry, float x, float y, float z, float o, TeamId teamId);
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Creature* SpawnCreature(uint32 entry, Position pos, TeamId teamId);
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GameObject* SpawnGameObject(uint32 entry, float x, float y, float z, float o);
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Creature* GetCreature(ObjectGuid const guid);
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GameObject* GetGameObject(ObjectGuid const guid);
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// Script-methods
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/// Called on start
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virtual void OnBattleStart() {};
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/// 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
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virtual void OnStartGrouping() {};
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/// Called when a player accept to join the battle
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virtual void OnPlayerJoinWar(Player* /*player*/) {};
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/// Called when a player leave the battle
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virtual void OnPlayerLeaveWar(Player* /*player*/) {};
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/// Called when a player leave battlefield zone
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virtual void OnPlayerLeaveZone(Player* /*player*/) {};
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/// Called when a player enter in battlefield zone
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virtual void OnPlayerEnterZone(Player* /*player*/) {};
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void SendWarning(uint8 id, WorldObject const* target = nullptr);
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void PlayerAcceptInviteToQueue(Player* player);
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void PlayerAcceptInviteToWar(Player* player);
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uint32 GetBattleId() { return m_BattleId; }
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void AskToLeaveQueue(Player* player);
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void PlayerAskToLeave(Player* player);
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//virtual void DoCompleteOrIncrementAchievement(uint32 /*achievement*/, Player* /*player*/, uint8 /*incrementNumber = 1*/) {};
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/// Send all worldstate data to all player in zone.
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virtual void SendInitWorldStatesToAll() = 0;
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virtual void FillInitialWorldStates(WorldPacket& /*data*/) = 0;
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/// Return if we can use mount in battlefield
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bool CanFlyIn() { return !m_isActive; }
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void SendAreaSpiritHealerQueryOpcode(Player* player, const ObjectGuid& guid);
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void StartBattle();
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void EndBattle(bool endByTimer);
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void HideNpc(Creature* creature);
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void ShowNpc(Creature* creature, bool aggressive);
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GraveyardVect GetGraveyardVector() { return m_GraveyardList; }
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uint32 GetTimer() { return m_Timer; }
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void SetTimer(uint32 timer) { m_Timer = timer; }
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void DoPlaySoundToAll(uint32 SoundID);
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void InvitePlayerToQueue(Player* player);
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void InvitePlayerToWar(Player* player);
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void InitStalker(uint32 entry, float x, float y, float z, float o);
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protected:
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ObjectGuid StalkerGuid;
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uint32 m_Timer; // Global timer for event
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bool m_IsEnabled;
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bool m_isActive;
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TeamId m_DefenderTeam;
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// Map of the objectives belonging to this OutdoorPvP
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BfCapturePointVector m_capturePoints;
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// Players info maps
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GuidUnorderedSet m_players[PVP_TEAMS_COUNT]; // Players in zone
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GuidUnorderedSet m_PlayersInQueue[PVP_TEAMS_COUNT]; // Players in the queue
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GuidUnorderedSet m_PlayersInWar[PVP_TEAMS_COUNT]; // Players in WG combat
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PlayerTimerMap m_InvitedPlayers[PVP_TEAMS_COUNT];
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PlayerTimerMap m_PlayersWillBeKick[PVP_TEAMS_COUNT];
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// Variables that must exist for each battlefield
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uint32 m_TypeId; // See enum BattlefieldTypes
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uint32 m_BattleId; // BattleID (for packet)
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uint32 m_ZoneId; // ZoneID of Wintergrasp = 4197
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uint32 m_MapId; // MapId where is Battlefield
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Map* m_Map;
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uint32 m_MaxPlayer; // Maximum number of player that participated to Battlefield
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uint32 m_MinPlayer; // Minimum number of player for Battlefield start
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uint32 m_MinLevel; // Required level to participate at Battlefield
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uint32 m_BattleTime; // Length of a battle
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uint32 m_NoWarBattleTime; // Time between two battles
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uint32 m_RestartAfterCrash; // Delay to restart Wintergrasp if the server crashed during a running battle.
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uint32 m_TimeForAcceptInvite;
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uint32 m_uiKickDontAcceptTimer;
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WorldLocation KickPosition; // Position where players are teleported if they switch to afk during the battle or if they don't accept invitation
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uint32 m_uiKickAfkPlayersTimer; // Timer for check Afk in war
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// Graveyard variables
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GraveyardVect m_GraveyardList; // Vector witch contain the different GY of the battle
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uint32 m_LastResurectTimer; // Timer for resurect player every 30 sec
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uint32 m_StartGroupingTimer; // Timer for invite players in area 15 minute before start battle
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bool m_StartGrouping; // bool for know if all players in area has been invited
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GuidUnorderedSet m_Groups[PVP_TEAMS_COUNT]; // Contain different raid group
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std::vector<uint64> m_Data64;
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std::vector<uint32> m_Data32;
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void KickAfkPlayers();
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// use for switch off all worldstate for client
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virtual void SendRemoveWorldStates(Player* /*player*/) {}
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// use for send a packet for all player list
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void BroadcastPacketToZone(WorldPacket const* data) const;
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void BroadcastPacketToQueue(WorldPacket const* data) const;
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void BroadcastPacketToWar(WorldPacket const* data) const;
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// CapturePoint system
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void AddCapturePoint(BfCapturePoint* cp) { m_capturePoints.push_back(cp); }
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void RegisterZone(uint32 zoneid);
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bool HasPlayer(Player* player) const;
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void TeamCastSpell(TeamId team, int32 spellId);
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};
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#endif
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