Files
azerothcore-wotlk/src/server/game/Battlegrounds/Zones/BattlegroundSA.cpp

1130 lines
40 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#include "BattlegroundSA.h"
#include "Language.h"
#include "Player.h"
#include "GameObject.h"
#include "ObjectMgr.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "GameGraveyard.h"
BattlegroundSA::BattlegroundSA()
{
StartMessageIds[BG_STARTING_EVENT_FIRST] = LANG_BG_SA_START_TWO_MINUTES;
StartMessageIds[BG_STARTING_EVENT_SECOND] = LANG_BG_SA_START_ONE_MINUTE;
StartMessageIds[BG_STARTING_EVENT_THIRD] = LANG_BG_SA_START_HALF_MINUTE;
StartMessageIds[BG_STARTING_EVENT_FOURTH] = LANG_BG_SA_HAS_BEGUN;
BgObjects.resize(BG_SA_MAXOBJ);
BgCreatures.resize(BG_SA_MAXNPC + BG_SA_MAX_GY);
TimerEnabled = false;
UpdateWaitTimer = 0;
SignaledRoundTwo = false;
SignaledRoundTwoHalfMin = false;
InitSecondRound = false;
Attackers = TEAM_ALLIANCE;
TotalTime = 0;
EndRoundTimer = 0;
ShipsStarted = false;
Status = BG_SA_NOTSTARTED;
for (uint8 i = 0; i < 6; i++)
GateStatus[i] = BG_SA_GATE_OK;
for (uint8 i = 0; i < 2; i++)
{
RoundScores[i].winner = TEAM_ALLIANCE;
RoundScores[i].time = 0;
}
//! This is here to prevent an uninitialised variable warning
//! The warning only occurs when SetUpBattleGround fails though.
//! In the future this function should be called BEFORE sending initial worldstates.
memset(&GraveyardStatus, 0, sizeof(GraveyardStatus));
}
BattlegroundSA::~BattlegroundSA()
{
}
void BattlegroundSA::Init()
{
Battleground::Init();
TotalTime = 0;
Attackers = ((urand(0, 1)) ? TEAM_ALLIANCE : TEAM_HORDE);
for (uint8 i = 0; i <= 5; i++)
GateStatus[i] = BG_SA_GATE_OK;
ShipsStarted = false;
_notEvenAScratch[TEAM_ALLIANCE] = true;
_notEvenAScratch[TEAM_HORDE] = true;
Status = BG_SA_WARMUP;
_relicClicked = false;
}
bool BattlegroundSA::SetupBattleground()
{
return ResetObjs();
}
bool BattlegroundSA::ResetObjs()
{
for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
SendTransportsRemove(itr->second);
uint32 atF = BG_SA_Factions[Attackers];
uint32 defF = BG_SA_Factions[Attackers ? TEAM_ALLIANCE : TEAM_HORDE];
for (uint8 i = 0; i < BG_SA_MAXOBJ; i++)
DelObject(i);
for (uint8 i = 0; i < BG_SA_MAXNPC; i++)
DelCreature(i);
for (uint8 i = BG_SA_MAXNPC; i < BG_SA_MAXNPC + BG_SA_MAX_GY; i++)
DelCreature(i);
for (uint8 i = 0; i < 6; ++i)
GateStatus[i] = BG_SA_GATE_OK;
for (uint8 i = 0; i < BG_SA_BOAT_ONE; i++)
{
if (!AddObject(i, BG_SA_ObjEntries[i], BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1], BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3], 0, 0, 0, 0, RESPAWN_ONE_DAY))
return false;
}
for (uint8 i = BG_SA_BOAT_ONE; i < BG_SA_SIGIL_1; i++)
{
uint32 boatid = 0;
switch (i)
{
case BG_SA_BOAT_ONE:
boatid = Attackers ? BG_SA_BOAT_ONE_H : BG_SA_BOAT_ONE_A;
break;
case BG_SA_BOAT_TWO:
boatid = Attackers ? BG_SA_BOAT_TWO_H : BG_SA_BOAT_TWO_A;
break;
}
if (!AddObject(i, boatid, BG_SA_ObjSpawnlocs[i][0],
BG_SA_ObjSpawnlocs[i][1],
BG_SA_ObjSpawnlocs[i][2] + (Attackers ? -3.750f : 0),
BG_SA_ObjSpawnlocs[i][3], 0, 0, 0, 0, RESPAWN_ONE_DAY))
return false;
}
for (uint8 i = BG_SA_SIGIL_1; i < BG_SA_CENTRAL_FLAG; i++)
{
if (!AddObject(i, BG_SA_ObjEntries[i],
BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
0, 0, 0, 0, RESPAWN_ONE_DAY))
return false;
}
// MAD props for Kiper for discovering those values - 4 hours of his work.
GetBGObject(BG_SA_BOAT_ONE)->SetTransportPathRotation(0.0f, 0.0f, 1.0f, 0.0002f);
GetBGObject(BG_SA_BOAT_TWO)->SetTransportPathRotation(0.0f, 0.0f, 1.0f, 0.00001f);
SpawnBGObject(BG_SA_BOAT_ONE, RESPAWN_IMMEDIATELY);
SpawnBGObject(BG_SA_BOAT_TWO, RESPAWN_IMMEDIATELY);
//Cannons and demolishers - NPCs are spawned
//By capturing GYs.
for (uint8 i = 0; i < BG_SA_DEMOLISHER_5; i++)
{
if (!AddCreature(BG_SA_NpcEntries[i], i,
BG_SA_NpcSpawnlocs[i][0], BG_SA_NpcSpawnlocs[i][1],
BG_SA_NpcSpawnlocs[i][2], BG_SA_NpcSpawnlocs[i][3], 600))
return false;
}
OverrideGunFaction();
DemolisherStartState(true);
for (uint8 i = BG_SA_GREEN_GATE; i <= BG_SA_TITAN_RELIC; i++)
{
SpawnBGObject(i, RESPAWN_IMMEDIATELY);
if (GameObject* go = GetBGObject(i))
{
go->setActive(true);
go->SetUInt32Value(GAMEOBJECT_FACTION, defF);
go->SetDestructibleBuildingModifyState(false);
}
}
GetBGObject(BG_SA_TITAN_RELIC)->SetUInt32Value(GAMEOBJECT_FACTION, atF);
GetBGObject(BG_SA_TITAN_RELIC)->Refresh();
TotalTime = 0;
ShipsStarted = false;
//Graveyards!
for (uint8 i = 0; i < BG_SA_MAX_GY; i++)
{
GraveyardStruct const* sg = nullptr;
sg = sGraveyard->GetGraveyard(BG_SA_GYEntries[i]);
if (!sg)
{
sLog->outError("SOTA: Can't find GY entry %u", BG_SA_GYEntries[i]);
return false;
}
if (i == BG_SA_BEACH_GY)
{
GraveyardStatus[i] = Attackers;
AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], Attackers);
}
else
{
GraveyardStatus[i] = GetOtherTeamId(Attackers);
if (!AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], GetOtherTeamId(Attackers)))
sLog->outError("SOTA: couldn't spawn GY: %u", i);
}
}
//GY capture points
for (uint8 i = BG_SA_CENTRAL_FLAG; i < BG_SA_PORTAL_DEFFENDER_BLUE; i++)
{
AddObject(i, (BG_SA_ObjEntries[i] - (Attackers == TEAM_ALLIANCE ? 1 : 0)),
BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
0, 0, 0, 0, RESPAWN_ONE_DAY);
GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, atF);
}
for (uint8 i = BG_SA_PORTAL_DEFFENDER_BLUE; i < BG_SA_BOMB; i++)
{
AddObject(i, BG_SA_ObjEntries[i],
BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
0, 0, 0, 0, RESPAWN_ONE_DAY);
GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, defF);
}
UpdateObjectInteractionFlags();
for (uint8 i = BG_SA_BOMB; i < BG_SA_MAXOBJ; i++)
{
AddObject(i, BG_SA_ObjEntries[BG_SA_BOMB],
BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
0, 0, 0, 0, RESPAWN_ONE_DAY);
GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, atF);
}
//Player may enter BEFORE we set up bG - lets update his worldstates anyway...
UpdateWorldState(BG_SA_RIGHT_GY_HORDE, GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);
UpdateWorldState(BG_SA_LEFT_GY_HORDE, GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);
UpdateWorldState(BG_SA_CENTER_GY_HORDE, GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);
UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE, GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);
UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE, GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);
UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE, GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);
if (Attackers == TEAM_ALLIANCE)
{
UpdateWorldState(BG_SA_ALLY_ATTACKS, 1);
UpdateWorldState(BG_SA_HORDE_ATTACKS, 0);
UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 1);
UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 1);
UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 0);
UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 0);
UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN, 1);
UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN, 0);
}
else
{
UpdateWorldState(BG_SA_HORDE_ATTACKS, 1);
UpdateWorldState(BG_SA_ALLY_ATTACKS, 0);
UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 0);
UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 0);
UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 1);
UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 1);
UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN, 0);
UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN, 1);
}
UpdateWorldState(BG_SA_PURPLE_GATEWS, 1);
UpdateWorldState(BG_SA_RED_GATEWS, 1);
UpdateWorldState(BG_SA_BLUE_GATEWS, 1);
UpdateWorldState(BG_SA_GREEN_GATEWS, 1);
UpdateWorldState(BG_SA_YELLOW_GATEWS, 1);
UpdateWorldState(BG_SA_ANCIENT_GATEWS, 1);
for (int i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++)
for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
SendTransportInit(itr->second);
// set status manually so preparation is cast correctly in 2nd round too
SetStatus(STATUS_WAIT_JOIN);
TeleportPlayers();
return true;
}
void BattlegroundSA::StartShips()
{
if (ShipsStarted)
return;
DoorOpen(BG_SA_BOAT_ONE);
DoorOpen(BG_SA_BOAT_TWO);
for (int i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++)
{
for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
{
UpdateData data;
WorldPacket pkt;
GetBGObject(i)->BuildValuesUpdateBlockForPlayer(&data, itr->second);
data.BuildPacket(&pkt);
itr->second->GetSession()->SendPacket(&pkt);
}
}
ShipsStarted = true;
}
void BattlegroundSA::PostUpdateImpl(uint32 diff)
{
if (InitSecondRound)
{
if (UpdateWaitTimer < diff)
{
if (!SignaledRoundTwo)
{
SignaledRoundTwo = true;
InitSecondRound = false;
SendMessageToAll(LANG_BG_SA_ROUND_TWO_ONE_MINUTE, CHAT_MSG_BG_SYSTEM_NEUTRAL);
}
}
else
{
UpdateWaitTimer -= diff;
return;
}
}
TotalTime += diff;
if (Status == BG_SA_WARMUP)
{
EndRoundTimer = BG_SA_ROUNDLENGTH;
if (TotalTime >= BG_SA_WARMUPLENGTH)
{
TotalTime = 0;
ToggleTimer();
DemolisherStartState(false);
Status = BG_SA_ROUND_ONE;
StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, (Attackers == TEAM_ALLIANCE) ? 23748 : 21702);
}
if (TotalTime >= BG_SA_BOAT_START)
StartShips();
return;
}
else if (Status == BG_SA_SECOND_WARMUP)
{
if (RoundScores[0].time < BG_SA_ROUNDLENGTH)
EndRoundTimer = RoundScores[0].time;
else
EndRoundTimer = BG_SA_ROUNDLENGTH;
if (TotalTime >= 60000)
{
SendWarningToAll(LANG_BG_SA_HAS_BEGUN);
TotalTime = 0;
ToggleTimer();
DemolisherStartState(false);
Status = BG_SA_ROUND_TWO;
StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, (Attackers == TEAM_ALLIANCE) ? 23748 : 21702);
// status was set to STATUS_WAIT_JOIN manually for Preparation, set it back now
SetStatus(STATUS_IN_PROGRESS);
for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
itr->second->RemoveAurasDueToSpell(SPELL_PREPARATION);
}
if (TotalTime >= 30000)
{
if (!SignaledRoundTwoHalfMin)
{
SignaledRoundTwoHalfMin = true;
SendMessageToAll(LANG_BG_SA_ROUND_TWO_START_HALF_MINUTE, CHAT_MSG_BG_SYSTEM_NEUTRAL);
}
}
StartShips();
return;
}
else if (GetStatus() == STATUS_IN_PROGRESS)
{
if (Status == BG_SA_ROUND_ONE)
{
if (TotalTime >= BG_SA_ROUNDLENGTH || _relicClicked)
{
if (_relicClicked)
{
RoundScores[0].winner = Attackers;
RoundScores[0].time = TotalTime;
//Achievement Storm the Beach (1310)
for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
if (itr->second->GetTeamId() == Attackers)
itr->second->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, 65246);
}
else
{
// cast this before Attackers variable is switched
// cast this spell only upon timer end, no other ability for defenders to win :)
for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
itr->second->CastSpell(itr->second, SPELL_SA_END_OF_ROUND, true);
RoundScores[0].winner = Attackers;
RoundScores[0].time = BG_SA_ROUNDLENGTH;
}
_relicClicked = false;
Attackers = (Attackers == TEAM_ALLIANCE) ? TEAM_HORDE : TEAM_ALLIANCE;
Status = BG_SA_SECOND_WARMUP;
TotalTime = 0;
ToggleTimer();
SendWarningToAll(LANG_BG_SA_ROUND_ONE_END);
UpdateWaitTimer = 5000;
SignaledRoundTwo = false;
SignaledRoundTwoHalfMin = false;
InitSecondRound = true;
ResetObjs();
return;
}
}
else if (Status == BG_SA_ROUND_TWO)
{
if (TotalTime >= EndRoundTimer)
{
// cast this spell only upon timer end, no other ability for defenders to win :)
for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
itr->second->CastSpell(itr->second, SPELL_SA_END_OF_ROUND, true);
RoundScores[1].time = BG_SA_ROUNDLENGTH;
RoundScores[1].winner = GetOtherTeamId(Attackers);
if (RoundScores[0].time == RoundScores[1].time)
EndBattleground(TEAM_NEUTRAL);
else if (RoundScores[0].time < RoundScores[1].time)
EndBattleground(RoundScores[0].winner);
else
EndBattleground(RoundScores[1].winner);
return;
}
}
if (Status == BG_SA_ROUND_ONE || Status == BG_SA_ROUND_TWO)
{
SendTime();
UpdateDemolisherSpawns();
}
}
}
void BattlegroundSA::StartingEventCloseDoors()
{
}
void BattlegroundSA::StartingEventOpenDoors()
{
}
void BattlegroundSA::FillInitialWorldStates(WorldPacket& data)
{
uint32 ally_attacks = uint32(Attackers == TEAM_ALLIANCE ? 1 : 0);
uint32 horde_attacks = uint32(Attackers == TEAM_HORDE ? 1 : 0);
data << uint32(BG_SA_ANCIENT_GATEWS) << uint32(GateStatus[BG_SA_ANCIENT_GATE]);
data << uint32(BG_SA_YELLOW_GATEWS) << uint32(GateStatus[BG_SA_YELLOW_GATE]);
data << uint32(BG_SA_GREEN_GATEWS) << uint32(GateStatus[BG_SA_GREEN_GATE]);
data << uint32(BG_SA_BLUE_GATEWS) << uint32(GateStatus[BG_SA_BLUE_GATE]);
data << uint32(BG_SA_RED_GATEWS) << uint32(GateStatus[BG_SA_RED_GATE]);
data << uint32(BG_SA_PURPLE_GATEWS) << uint32(GateStatus[BG_SA_PURPLE_GATE]);
data << uint32(BG_SA_BONUS_TIMER) << uint32(0);
data << uint32(BG_SA_HORDE_ATTACKS) << horde_attacks;
data << uint32(BG_SA_ALLY_ATTACKS) << ally_attacks;
//Time will be sent on first update...
data << uint32(BG_SA_ENABLE_TIMER) << ((TimerEnabled) ? uint32(1) : uint32(0));
data << uint32(BG_SA_TIMER_MINS) << uint32(0);
data << uint32(BG_SA_TIMER_SEC_TENS) << uint32(0);
data << uint32(BG_SA_TIMER_SEC_DECS) << uint32(0);
data << uint32(BG_SA_RIGHT_GY_HORDE) << uint32(GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);
data << uint32(BG_SA_LEFT_GY_HORDE) << uint32(GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);
data << uint32(BG_SA_CENTER_GY_HORDE) << uint32(GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);
data << uint32(BG_SA_RIGHT_GY_ALLIANCE) << uint32(GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);
data << uint32(BG_SA_LEFT_GY_ALLIANCE) << uint32(GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);
data << uint32(BG_SA_CENTER_GY_ALLIANCE) << uint32(GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);
data << uint32(BG_SA_HORDE_DEFENCE_TOKEN) << ally_attacks;
data << uint32(BG_SA_ALLIANCE_DEFENCE_TOKEN) << horde_attacks;
data << uint32(BG_SA_LEFT_ATT_TOKEN_HRD) << horde_attacks;
data << uint32(BG_SA_RIGHT_ATT_TOKEN_HRD) << horde_attacks;
data << uint32(BG_SA_RIGHT_ATT_TOKEN_ALL) << ally_attacks;
data << uint32(BG_SA_LEFT_ATT_TOKEN_ALL) << ally_attacks;
}
void BattlegroundSA::AddPlayer(Player* player)
{
Battleground::AddPlayer(player);
//create score and add it to map, default values are set in constructor
BattlegroundSAScore* sc = new BattlegroundSAScore(player);
SendTransportInit(player);
PlayerScores[player->GetGUID()] = sc;
TeleportToEntrancePosition(player);
}
void BattlegroundSA::RemovePlayer(Player* /*player*/)
{
}
void BattlegroundSA::HandleAreaTrigger(Player* /*Source*/, uint32 /*Trigger*/)
{
// this is wrong way to implement these things. On official it done by gameobject spell cast.
if (GetStatus() != STATUS_IN_PROGRESS)
return;
}
void BattlegroundSA::UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor)
{
BattlegroundScoreMap::iterator itr = PlayerScores.find(player->GetGUID());
if (itr == PlayerScores.end())
return;
if (type == SCORE_DESTROYED_DEMOLISHER)
((BattlegroundSAScore*)itr->second)->demolishers_destroyed += value;
else if (type == SCORE_DESTROYED_WALL)
((BattlegroundSAScore*)itr->second)->gates_destroyed += value;
else
Battleground::UpdatePlayerScore(player, type, value, doAddHonor);
}
void BattlegroundSA::TeleportPlayers()
{
for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
{
if (Player* player = itr->second)
{
// should remove spirit of redemption
if (player->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION))
player->RemoveAurasByType(SPELL_AURA_MOD_SHAPESHIFT);
if (!player->IsAlive())
{
player->ResurrectPlayer(1.0f);
player->SpawnCorpseBones();
}
if (Status == BG_SA_SECOND_WARMUP)
{
player->CastSpell(player, SPELL_PREPARATION, true);
player->GetMotionMaster()->MovementExpired();
}
player->ResetAllPowers();
player->CombatStopWithPets(true);
TeleportToEntrancePosition(player);
// xinef: one more time, just to be sure
if (Status == BG_SA_SECOND_WARMUP)
player->GetMotionMaster()->Clear(false);
}
}
}
void BattlegroundSA::TeleportToEntrancePosition(Player* player)
{
if (player->GetTeamId() != Attackers)
{
player->TeleportTo(607, 1209.7f, -65.16f, 70.1f, 0.0f, 0);
}
else
{
if (!ShipsStarted)
{
player->CastSpell(player, 12438, true);//Without this player falls before boat loads...
if (urand(0, 1))
player->TeleportTo(607, 2682.936f, -830.368f, 15.0f, 2.895f, 0);
else
player->TeleportTo(607, 2577.003f, 980.261f, 15.0f, 0.807f, 0);
}
else
player->TeleportTo(607, 1600.381f, -106.263f, 8.8745f, 3.78f, 0);
}
}
void BattlegroundSA::DefendersPortalTeleport(GameObject* portal, Player* plr)
{
if (plr->GetTeamId() == Attackers)
return;
uint32 portal_num = 0;
//get it via X
switch( (uint32)portal->GetPositionX() )
{
case 1394:
portal_num = 0;
break;
case 1065:
portal_num = 1;
break;
case 1468:
portal_num = 2;
break;
case 1255:
portal_num = 3;
break;
case 1216:
portal_num = 4;
break;
}
plr->TeleportTo( plr->GetMapId(), SOTADefPortalDest[portal_num][0], SOTADefPortalDest[portal_num][1], SOTADefPortalDest[portal_num][2], SOTADefPortalDest[portal_num][3], TELE_TO_SPELL );
}
void BattlegroundSA::EventPlayerDamagedGO(Player* /*player*/, GameObject* go, uint32 eventType)
{
if (!go || !go->GetGOInfo())
return;
if (eventType == go->GetGOInfo()->building.damagedEvent)
{
uint32 i = GetGateIDFromEntry(go->GetEntry());
GateStatus[i] = BG_SA_GATE_DAMAGED;
uint32 uws = GetWorldStateFromGateID(i);
if (uws)
UpdateWorldState(uws, GateStatus[i]);
}
if (eventType == go->GetGOInfo()->building.destroyedEvent)
{
if (go->GetGOInfo()->building.destroyedEvent == 19837)
SendWarningToAll(LANG_BG_SA_CHAMBER_BREACHED);
else
SendWarningToAll(LANG_BG_SA_WAS_DESTROYED, go->GetGOInfo()->name.c_str());
uint32 i = GetGateIDFromEntry(go->GetEntry());
switch (i)
{
case BG_SA_BLUE_GATE:
case BG_SA_GREEN_GATE:
{
GameObject* go = nullptr;
if ((go = GetBGObject(BG_SA_RED_GATE)))
go->SetDestructibleBuildingModifyState(true);
if ((go = GetBGObject(BG_SA_PURPLE_GATE)))
go->SetDestructibleBuildingModifyState(true);
break;
}
case BG_SA_RED_GATE:
case BG_SA_PURPLE_GATE:
if (GameObject* go = GetBGObject(BG_SA_YELLOW_GATE))
go->SetDestructibleBuildingModifyState(true);
break;
case BG_SA_YELLOW_GATE:
if (GameObject* go = GetBGObject(BG_SA_ANCIENT_GATE))
go->SetDestructibleBuildingModifyState(true);
break;
}
}
if (eventType == go->GetGOInfo()->building.damageEvent)
SendWarningToAll(LANG_BG_SA_IS_UNDER_ATTACK, go->GetGOInfo()->name.c_str());
}
void BattlegroundSA::HandleKillUnit(Creature* creature, Player* killer)
{
if (creature->GetEntry() == NPC_DEMOLISHER_SA)
{
UpdatePlayerScore(killer, SCORE_DESTROYED_DEMOLISHER, 1);
_notEvenAScratch[Attackers] = false;
creature->SetVisible(false);
}
}
/*
You may ask what the fuck does it do?
Prevents owner overwriting guns faction with own.
*/
void BattlegroundSA::OverrideGunFaction()
{
if (!BgCreatures[0])
return;
for (uint8 i = BG_SA_GUN_1; i <= BG_SA_GUN_10; i++)
{
if (Creature* gun = GetBGCreature(i))
gun->setFaction(BG_SA_Factions[Attackers ? TEAM_ALLIANCE : TEAM_HORDE]);
}
for (uint8 i = BG_SA_DEMOLISHER_1; i <= BG_SA_DEMOLISHER_4; i++)
{
if (Creature* dem = GetBGCreature(i))
dem->setFaction(BG_SA_Factions[Attackers]);
}
}
void BattlegroundSA::DemolisherStartState(bool start)
{
if (!BgCreatures[0])
return;
for (uint8 i = BG_SA_DEMOLISHER_1; i <= BG_SA_DEMOLISHER_4; i++)
if (Creature* dem = GetBGCreature(i))
{
if (start)
dem->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
else
dem->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
}
for (uint8 i = BG_SA_GUN_1; i <= BG_SA_GUN_10; i++)
if (Creature* gun = GetBGCreature(i))
{
if (start)
gun->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
else
gun->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
}
// xinef: enable first gates damaging at start
if (!start)
{
if (GameObject* go = GetBGObject(BG_SA_GREEN_GATE))
go->SetDestructibleBuildingModifyState(true);
if (GameObject* go = GetBGObject(BG_SA_BLUE_GATE))
go->SetDestructibleBuildingModifyState(true);
}
}
void BattlegroundSA::DestroyGate(Player* player, GameObject* go)
{
uint32 i = GetGateIDFromEntry(go->GetEntry());
if (!GateStatus[i])
return;
if (GameObject* g = GetBGObject(i))
{
if (g->GetGOValue()->Building.Health == 0)
{
GateStatus[i] = BG_SA_GATE_DESTROYED;
if (uint32 uws = GetWorldStateFromGateID(i))
UpdateWorldState(uws, GateStatus[i]);
bool rewardHonor = true;
switch (i)
{
case BG_SA_GREEN_GATE:
if (GateStatus[BG_SA_BLUE_GATE] == BG_SA_GATE_DESTROYED)
rewardHonor = false;
break;
case BG_SA_BLUE_GATE:
if (GateStatus[BG_SA_GREEN_GATE] == BG_SA_GATE_DESTROYED)
rewardHonor = false;
break;
case BG_SA_RED_GATE:
if (GateStatus[BG_SA_PURPLE_GATE] == BG_SA_GATE_DESTROYED)
rewardHonor = false;
break;
case BG_SA_PURPLE_GATE:
if (GateStatus[BG_SA_RED_GATE] == BG_SA_GATE_DESTROYED)
rewardHonor = false;
break;
}
UpdateObjectInteractionFlags();
if (i < 5)
DelObject(i + 9);
if (player)
{
UpdatePlayerScore(player, SCORE_DESTROYED_WALL, 1);
if (rewardHonor)
UpdatePlayerScore(player, SCORE_BONUS_HONOR, GetBonusHonorFromKill(1));
}
}
}
}
GraveyardStruct const* BattlegroundSA::GetClosestGraveyard(Player* player)
{
GraveyardStruct const* closest = nullptr;
float mindist = 999999.0f;
float x, y;
player->GetPosition(x, y);
for (uint8 i = BG_SA_BEACH_GY; i < BG_SA_MAX_GY; i++)
{
if (GraveyardStatus[i] != player->GetTeamId())
continue;
GraveyardStruct const* ret = sGraveyard->GetGraveyard(BG_SA_GYEntries[i]);
// if on beach
if (i == BG_SA_BEACH_GY)
{
if (x > 1400)
return ret;
continue;
}
float dist = sqrt(pow(ret->x - x, 2) * pow(ret->y - y, 2));
if (dist < mindist)
{
mindist = dist;
closest = ret;
}
}
if (!closest && GraveyardStatus[BG_SA_BEACH_GY] == player->GetTeamId())
return sGraveyard->GetGraveyard(BG_SA_GYEntries[BG_SA_BEACH_GY]);
return closest;
}
void BattlegroundSA::SendTime()
{
uint32 end_of_round = (EndRoundTimer - TotalTime);
UpdateWorldState(BG_SA_TIMER_MINS, end_of_round / 60000);
UpdateWorldState(BG_SA_TIMER_SEC_TENS, (end_of_round % 60000) / 10000);
UpdateWorldState(BG_SA_TIMER_SEC_DECS, ((end_of_round % 60000) % 10000) / 1000);
}
bool BattlegroundSA::CanInteractWithObject(uint32 objectId)
{
switch (objectId)
{
case BG_SA_TITAN_RELIC:
if (GateStatus[BG_SA_ANCIENT_GATE] != BG_SA_GATE_DESTROYED || GateStatus[BG_SA_YELLOW_GATE] != BG_SA_GATE_DESTROYED)
{
return false;
}
[[fallthrough]];
case BG_SA_CENTRAL_FLAG:
if (GateStatus[BG_SA_RED_GATE] != BG_SA_GATE_DESTROYED && GateStatus[BG_SA_PURPLE_GATE] != BG_SA_GATE_DESTROYED)
{
return false;
}
[[fallthrough]];
case BG_SA_LEFT_FLAG:
case BG_SA_RIGHT_FLAG:
if (GateStatus[BG_SA_GREEN_GATE] != BG_SA_GATE_DESTROYED && GateStatus[BG_SA_BLUE_GATE] != BG_SA_GATE_DESTROYED)
{
return false;
}
break;
default:
ABORT();
break;
}
return true;
}
void BattlegroundSA::UpdateObjectInteractionFlags(uint32 objectId)
{
if (GameObject* go = GetBGObject(objectId))
{
if (CanInteractWithObject(objectId))
go->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE | GO_FLAG_INTERACT_COND | GO_FLAG_IN_USE);
else
go->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
}
}
void BattlegroundSA::UpdateObjectInteractionFlags()
{
for (uint8 i = BG_SA_CENTRAL_FLAG; i <= BG_SA_LEFT_FLAG; ++i)
UpdateObjectInteractionFlags(i);
UpdateObjectInteractionFlags(BG_SA_TITAN_RELIC);
}
void BattlegroundSA::EventPlayerClickedOnFlag(Player* Source, GameObject* gameObject)
{
switch (gameObject->GetEntry())
{
case 191307:
case 191308:
if (CanInteractWithObject(BG_SA_LEFT_FLAG))
CaptureGraveyard(BG_SA_LEFT_CAPTURABLE_GY, Source);
break;
case 191305:
case 191306:
if (CanInteractWithObject(BG_SA_RIGHT_FLAG))
CaptureGraveyard(BG_SA_RIGHT_CAPTURABLE_GY, Source);
break;
case 191310:
case 191309:
if (CanInteractWithObject(BG_SA_CENTRAL_FLAG))
CaptureGraveyard(BG_SA_CENTRAL_CAPTURABLE_GY, Source);
break;
default:
return;
};
}
void BattlegroundSA::CaptureGraveyard(BG_SA_Graveyards i, Player* Source)
{
if (GraveyardStatus[i] == Attackers || Source->GetTeamId() != Attackers)
return;
GraveyardStatus[i] = Source->GetTeamId();
// Those who are waiting to resurrect at this node are taken to the closest own node's graveyard
std::vector<uint64> ghost_list = m_ReviveQueue[BgCreatures[BG_SA_MAXNPC + i]];
if (!ghost_list.empty())
{
GraveyardStruct const* ClosestGrave = nullptr;
for (std::vector<uint64>::const_iterator itr = ghost_list.begin(); itr != ghost_list.end(); ++itr)
{
Player* player = ObjectAccessor::FindPlayer(*itr);
if (!player)
continue;
if (!ClosestGrave) // cache
ClosestGrave = GetClosestGraveyard(player);
if (ClosestGrave)
player->TeleportTo(GetMapId(), ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, player->GetOrientation());
}
// xinef: clear resurrect queue for this creature
m_ReviveQueue[BgCreatures[BG_SA_MAXNPC + i]].clear();
}
DelCreature(BG_SA_MAXNPC + i);
GraveyardStruct const* sg = sGraveyard->GetGraveyard(BG_SA_GYEntries[i]);
if (!sg)
{
sLog->outError("BattlegroundSA::CaptureGraveyard: non-existant GY entry: %u", BG_SA_GYEntries[i]);
return;
}
AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], GraveyardStatus[i]);
uint32 npc = 0;
uint32 flag = 0;
switch(i)
{
case BG_SA_LEFT_CAPTURABLE_GY:
flag = BG_SA_LEFT_FLAG;
DelObject(flag);
AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)),
BG_SA_ObjSpawnlocs[flag][0], BG_SA_ObjSpawnlocs[flag][1],
BG_SA_ObjSpawnlocs[flag][2], BG_SA_ObjSpawnlocs[flag][3], 0, 0, 0, 0, RESPAWN_ONE_DAY);
npc = BG_SA_NPC_RIGSPARK;
AddCreature(BG_SA_NpcEntries[npc], npc, Attackers,
BG_SA_NpcSpawnlocs[npc][0], BG_SA_NpcSpawnlocs[npc][1],
BG_SA_NpcSpawnlocs[npc][2], BG_SA_NpcSpawnlocs[npc][3]);
for (uint8 j = BG_SA_DEMOLISHER_7; j <= BG_SA_DEMOLISHER_8; j++)
{
AddCreature(BG_SA_NpcEntries[j], j,
BG_SA_NpcSpawnlocs[j][0], BG_SA_NpcSpawnlocs[j][1],
BG_SA_NpcSpawnlocs[j][2], BG_SA_NpcSpawnlocs[j][3], 600);
if (Creature* dem = GetBGCreature(j))
dem->setFaction(BG_SA_Factions[Attackers]);
}
UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 1 : 0));
UpdateWorldState(BG_SA_LEFT_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 0 : 1));
if (Source->GetTeamId() == TEAM_ALLIANCE)
SendWarningToAll(LANG_BG_SA_A_GY_WEST);
else
SendWarningToAll(LANG_BG_SA_H_GY_WEST);
break;
case BG_SA_RIGHT_CAPTURABLE_GY:
flag = BG_SA_RIGHT_FLAG;
DelObject(flag);
AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)),
BG_SA_ObjSpawnlocs[flag][0], BG_SA_ObjSpawnlocs[flag][1],
BG_SA_ObjSpawnlocs[flag][2], BG_SA_ObjSpawnlocs[flag][3], 0, 0, 0, 0, RESPAWN_ONE_DAY);
npc = BG_SA_NPC_SPARKLIGHT;
AddCreature(BG_SA_NpcEntries[npc], npc,
BG_SA_NpcSpawnlocs[npc][0], BG_SA_NpcSpawnlocs[npc][1],
BG_SA_NpcSpawnlocs[npc][2], BG_SA_NpcSpawnlocs[npc][3]);
for (uint8 j = BG_SA_DEMOLISHER_5; j <= BG_SA_DEMOLISHER_6; j++)
{
AddCreature(BG_SA_NpcEntries[j], j, BG_SA_NpcSpawnlocs[j][0], BG_SA_NpcSpawnlocs[j][1],
BG_SA_NpcSpawnlocs[j][2], BG_SA_NpcSpawnlocs[j][3], 600);
if (Creature* dem = GetBGCreature(j))
dem->setFaction(BG_SA_Factions[Attackers]);
}
UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 1 : 0));
UpdateWorldState(BG_SA_RIGHT_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 0 : 1));
if (Source->GetTeamId() == TEAM_ALLIANCE)
SendWarningToAll(LANG_BG_SA_A_GY_EAST);
else
SendWarningToAll(LANG_BG_SA_H_GY_EAST);
break;
case BG_SA_CENTRAL_CAPTURABLE_GY:
flag = BG_SA_CENTRAL_FLAG;
DelObject(flag);
AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)),
BG_SA_ObjSpawnlocs[flag][0], BG_SA_ObjSpawnlocs[flag][1],
BG_SA_ObjSpawnlocs[flag][2], BG_SA_ObjSpawnlocs[flag][3], 0, 0, 0, 0, RESPAWN_ONE_DAY);
UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 1 : 0));
UpdateWorldState(BG_SA_CENTER_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 0 : 1));
if (Source->GetTeamId() == TEAM_ALLIANCE)
SendWarningToAll(LANG_BG_SA_A_GY_SOUTH);
else
SendWarningToAll(LANG_BG_SA_H_GY_SOUTH);
break;
default:
ABORT();
break;
};
}
void BattlegroundSA::EventPlayerUsedGO(Player* Source, GameObject* object)
{
if (object->GetEntry() == BG_SA_ObjEntries[BG_SA_TITAN_RELIC] && CanInteractWithObject(BG_SA_TITAN_RELIC))
{
if (Source->GetTeamId() == Attackers)
{
if (Source->GetTeamId() == TEAM_ALLIANCE)
SendMessageToAll(LANG_BG_SA_ALLIANCE_CAPTURED_RELIC, CHAT_MSG_BG_SYSTEM_NEUTRAL);
else SendMessageToAll(LANG_BG_SA_HORDE_CAPTURED_RELIC, CHAT_MSG_BG_SYSTEM_NEUTRAL);
if (Status == BG_SA_ROUND_ONE)
{
_relicClicked = true;
}
else if (Status == BG_SA_ROUND_TWO)
{
RoundScores[1].winner = Attackers;
RoundScores[1].time = TotalTime;
ToggleTimer();
//Achievement Storm the Beach (1310)
for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
if (itr->second->GetTeamId() == Attackers && RoundScores[1].winner == Attackers)
itr->second->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, 65246);
if (RoundScores[0].time == RoundScores[1].time)
EndBattleground(TEAM_NEUTRAL);
else if (RoundScores[0].time < RoundScores[1].time)
EndBattleground(RoundScores[0].winner);
else
EndBattleground(RoundScores[1].winner);
}
}
}
}
void BattlegroundSA::ToggleTimer()
{
TimerEnabled = !TimerEnabled;
UpdateWorldState(BG_SA_ENABLE_TIMER, (TimerEnabled) ? 1 : 0);
}
void BattlegroundSA::EndBattleground(TeamId winnerTeamId)
{
//honor reward for winning
RewardHonorToTeam(GetBonusHonorFromKill(1), winnerTeamId);
//complete map_end rewards (even if no team wins)
RewardHonorToTeam(GetBonusHonorFromKill(2), TEAM_ALLIANCE);
RewardHonorToTeam(GetBonusHonorFromKill(2), TEAM_HORDE);
Battleground::EndBattleground(winnerTeamId);
}
void BattlegroundSA::UpdateDemolisherSpawns()
{
for (uint8 i = BG_SA_DEMOLISHER_1; i <= BG_SA_DEMOLISHER_8; i++)
{
if (BgCreatures[i])
{
if (Creature* Demolisher = GetBGCreature(i))
{
if (Demolisher->isDead())
{
// Demolisher is not in list
if (DemoliserRespawnList.find(i) == DemoliserRespawnList.end())
{
DemoliserRespawnList[i] = World::GetGameTimeMS() + 30000;
}
else
{
if (DemoliserRespawnList[i] < World::GetGameTimeMS())
{
Demolisher->Relocate(BG_SA_NpcSpawnlocs[i][0], BG_SA_NpcSpawnlocs[i][1],
BG_SA_NpcSpawnlocs[i][2], BG_SA_NpcSpawnlocs[i][3]);
Demolisher->SetVisible(true);
Demolisher->Respawn();
DemoliserRespawnList.erase(i);
}
}
}
}
}
}
}
void BattlegroundSA::SendTransportInit(Player* player)
{
if (BgObjects[BG_SA_BOAT_ONE] || BgObjects[BG_SA_BOAT_TWO])
{
UpdateData transData;
if (BgObjects[BG_SA_BOAT_ONE])
GetBGObject(BG_SA_BOAT_ONE)->BuildCreateUpdateBlockForPlayer(&transData, player);
if (BgObjects[BG_SA_BOAT_TWO])
GetBGObject(BG_SA_BOAT_TWO)->BuildCreateUpdateBlockForPlayer(&transData, player);
WorldPacket packet;
transData.BuildPacket(&packet);
player->GetSession()->SendPacket(&packet);
}
}
void BattlegroundSA::SendTransportsRemove(Player* player)
{
if (BgObjects[BG_SA_BOAT_ONE] || BgObjects[BG_SA_BOAT_TWO])
{
UpdateData transData;
if (BgObjects[BG_SA_BOAT_ONE])
GetBGObject(BG_SA_BOAT_ONE)->BuildOutOfRangeUpdateBlock(&transData);
if (BgObjects[BG_SA_BOAT_TWO])
GetBGObject(BG_SA_BOAT_TWO)->BuildOutOfRangeUpdateBlock(&transData);
WorldPacket packet;
transData.BuildPacket(&packet);
player->GetSession()->SendPacket(&packet);
}
}
bool BattlegroundSA::AllowDefenseOfTheAncients(Player* source)
{
if (source->GetTeamId() == Attackers)
return false;
for (uint8 i = 0; i <= 5; i++)
{
if (GateStatus[i] == BG_SA_GATE_DESTROYED)
return false;
}
return true;
}