/*
 * Copyright (C) 2005-2009 MaNGOS 
 *
 * Copyright (C) 2008-2009 Trinity 
 *
 * 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, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */
#include "Player.h"
#include "BattleGround.h"
#include "BattleGroundAV.h"
#include "Language.h"
#include "SpellAuras.h"
#include "Formulas.h"
#include "WorldPacket.h"
#include "ObjectMgr.h"
#include "GameObject.h"
BattleGroundAV::BattleGroundAV()
{
    m_BgObjects.resize(BG_AV_OBJECT_MAX);
    m_BgCreatures.resize(AV_CPLACE_MAX+AV_STATICCPLACE_MAX);
    //TODO FIX ME!
    m_StartMessageIds[BG_STARTING_EVENT_FIRST]  = LANG_BG_EY_START_TWO_MINUTES;
    m_StartMessageIds[BG_STARTING_EVENT_SECOND] = LANG_BG_EY_START_ONE_MINUTE;
    m_StartMessageIds[BG_STARTING_EVENT_THIRD]  = LANG_BG_EY_START_HALF_MINUTE;
    m_StartMessageIds[BG_STARTING_EVENT_FOURTH] = LANG_BG_EY_HAS_BEGUN;
}
BattleGroundAV::~BattleGroundAV()
{
}
const uint16 BattleGroundAV::GetBonusHonor(uint8 kills) //TODO: move this function to Battleground.cpp (needs to find a way to get m_MaxLevel)
{
    return Trinity::Honor::hk_honor_at_level(m_MaxLevel, kills);
}
void BattleGroundAV::HandleKillPlayer(Player *player, Player *killer)
{
    if(GetStatus() != STATUS_IN_PROGRESS)
        return;
    BattleGround::HandleKillPlayer(player, killer);
    UpdateScore(player->GetTeam(),-1);
}
void BattleGroundAV::HandleKillUnit(Creature *unit, Player *killer)
{
    sLog.outDebug("bg_av HandleKillUnit %i",unit->GetEntry());
    if(GetStatus() != STATUS_IN_PROGRESS)
        return;
    uint32 entry = unit->GetEntry();
    if(entry == BG_AV_CreatureInfo[AV_NPC_A_BOSS][0])
    {
        CastSpellOnTeam(23658,HORDE); //this is a spell which finishes a quest where a player has to kill the boss
        RewardReputationToTeam(729,BG_AV_REP_BOSS,HORDE);
        RewardHonorToTeam(GetBonusHonor(BG_AV_KILL_BOSS),HORDE);
        EndBattleGround(HORDE);
    }
    else if ( entry == BG_AV_CreatureInfo[AV_NPC_H_BOSS][0] )
    {
        CastSpellOnTeam(23658,ALLIANCE); //this is a spell which finishes a quest where a player has to kill the boss
        RewardReputationToTeam(730,BG_AV_REP_BOSS,ALLIANCE);
        RewardHonorToTeam(GetBonusHonor(BG_AV_KILL_BOSS),ALLIANCE);
        EndBattleGround(ALLIANCE);
    }
    else if(entry == BG_AV_CreatureInfo[AV_NPC_A_CAPTAIN][0])
    {
        if(!m_CaptainAlive[0])
        {
            sLog.outError("Killed a Captain twice, please report this bug, if you haven't done \".respawn\"");
            return;
        }
        m_CaptainAlive[0]=false;
        RewardReputationToTeam(729,BG_AV_REP_CAPTAIN,HORDE);
        RewardHonorToTeam(GetBonusHonor(BG_AV_KILL_CAPTAIN),HORDE);
        UpdateScore(ALLIANCE,(-1)*BG_AV_RES_CAPTAIN);
        //spawn destroyed aura
        for(uint8 i=0; i<=9; i++)
            SpawnBGObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE+i,RESPAWN_IMMEDIATELY);
        Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
        if(creature)
            YellToAll(creature,GetTrinityString(LANG_BG_AV_A_CAPTAIN_DEAD),LANG_UNIVERSAL);
    }
    else if ( entry == BG_AV_CreatureInfo[AV_NPC_H_CAPTAIN][0] )
    {
        if(!m_CaptainAlive[1])
        {
            sLog.outError("Killed a Captain twice, please report this bug, if you haven't done \".respawn\"");
            return;
        }
        m_CaptainAlive[1]=false;
        RewardReputationToTeam(730,BG_AV_REP_CAPTAIN,ALLIANCE);
        RewardHonorToTeam(GetBonusHonor(BG_AV_KILL_CAPTAIN),ALLIANCE);
        UpdateScore(HORDE,(-1)*BG_AV_RES_CAPTAIN);
        //spawn destroyed aura
        for(uint8 i=0; i<=9; i++)
            SpawnBGObject(BG_AV_OBJECT_BURN_BUILDING_HORDE+i,RESPAWN_IMMEDIATELY);
        Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
        if(creature)
            YellToAll(creature,GetTrinityString(LANG_BG_AV_H_CAPTAIN_DEAD),LANG_UNIVERSAL);
    }
    else if ( entry == BG_AV_CreatureInfo[AV_NPC_N_MINE_N_4][0] || entry == BG_AV_CreatureInfo[AV_NPC_N_MINE_A_4][0] || entry == BG_AV_CreatureInfo[AV_NPC_N_MINE_H_4][0])
        ChangeMineOwner(AV_NORTH_MINE,killer->GetTeam());
    else if ( entry == BG_AV_CreatureInfo[AV_NPC_S_MINE_N_4][0] || entry == BG_AV_CreatureInfo[AV_NPC_S_MINE_A_4][0] || entry == BG_AV_CreatureInfo[AV_NPC_S_MINE_H_4][0])
        ChangeMineOwner(AV_SOUTH_MINE,killer->GetTeam());
}
void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;//maybe we should log this, cause this must be a cheater or a big bug
    uint8 team = GetTeamIndexByTeamId(player->GetTeam());
    //TODO add reputation, events (including quest not available anymore, next quest availabe, go/npc de/spawning)and maybe honor
    sLog.outDebug("BG_AV Quest %i completed",questid);
    switch(questid)
    {
        case AV_QUEST_A_SCRAPS1:
        case AV_QUEST_A_SCRAPS2:
        case AV_QUEST_H_SCRAPS1:
        case AV_QUEST_H_SCRAPS2:
            m_Team_QuestStatus[team][0]+=20;
            if(m_Team_QuestStatus[team][0] == 500 || m_Team_QuestStatus[team][0] == 1000 || m_Team_QuestStatus[team][0] == 1500) //25,50,75 turn ins
            {
                sLog.outDebug("BG_AV Quest %i completed starting with unit upgrading..",questid);
                for (BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_FROSTWOLF_HUT; ++i)
                    if (m_Nodes[i].Owner == player->GetTeam() && m_Nodes[i].State == POINT_CONTROLED)
                    {
                        DePopulateNode(i);
                        PopulateNode(i);
                            //maybe this is bad, because it will instantly respawn all creatures on every grave..
                     }
            }
            break;
        case AV_QUEST_A_COMMANDER1:
        case AV_QUEST_H_COMMANDER1:
            m_Team_QuestStatus[team][1]++;
            RewardReputationToTeam(team,1,player->GetTeam());
            if(m_Team_QuestStatus[team][1] == 30)
                sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
            break;
        case AV_QUEST_A_COMMANDER2:
        case AV_QUEST_H_COMMANDER2:
            m_Team_QuestStatus[team][2]++;
            RewardReputationToTeam(team,1,player->GetTeam());
            if(m_Team_QuestStatus[team][2] == 60)
                sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
            break;
        case AV_QUEST_A_COMMANDER3:
        case AV_QUEST_H_COMMANDER3:
            m_Team_QuestStatus[team][3]++;
            RewardReputationToTeam(team,1,player->GetTeam());
            if(m_Team_QuestStatus[team][1] == 120)
                sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
            break;
        case AV_QUEST_A_BOSS1:
        case AV_QUEST_H_BOSS1:
            m_Team_QuestStatus[team][4] += 9; //you can turn in 10 or 1 item..
        case AV_QUEST_A_BOSS2:
        case AV_QUEST_H_BOSS2:
            m_Team_QuestStatus[team][4]++;
            if(m_Team_QuestStatus[team][4] >= 200)
                sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
            break;
        case AV_QUEST_A_NEAR_MINE:
        case AV_QUEST_H_NEAR_MINE:
            m_Team_QuestStatus[team][5]++;
            if(m_Team_QuestStatus[team][5] == 28)
            {
                sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
                if(m_Team_QuestStatus[team][6] == 7)
                    sLog.outDebug("BG_AV Quest %i completed (need to implement some events here - ground assault ready",questid);
            }
            break;
        case AV_QUEST_A_OTHER_MINE:
        case AV_QUEST_H_OTHER_MINE:
            m_Team_QuestStatus[team][6]++;
            if(m_Team_QuestStatus[team][6] == 7)
            {
                sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
                if(m_Team_QuestStatus[team][5] == 20)
                    sLog.outDebug("BG_AV Quest %i completed (need to implement some events here - ground assault ready",questid);
            }
            break;
        case AV_QUEST_A_RIDER_HIDE:
        case AV_QUEST_H_RIDER_HIDE:
            m_Team_QuestStatus[team][7]++;
            if(m_Team_QuestStatus[team][7] == 25)
            {
                sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
                if(m_Team_QuestStatus[team][8] == 25)
                    sLog.outDebug("BG_AV Quest %i completed (need to implement some events here - rider assault ready",questid);
            }
            break;
        case AV_QUEST_A_RIDER_TAME:
        case AV_QUEST_H_RIDER_TAME:
            m_Team_QuestStatus[team][8]++;
            if(m_Team_QuestStatus[team][8] == 25)
            {
                sLog.outDebug("BG_AV Quest %i completed (need to implement some events here",questid);
                if(m_Team_QuestStatus[team][7] == 25)
                    sLog.outDebug("BG_AV Quest %i completed (need to implement some events here - rider assault ready",questid);
            }
            break;
        default:
            sLog.outDebug("BG_AV Quest %i completed but is not interesting at all",questid);
            return; //was no interesting quest at all
            break;
    }
}
void BattleGroundAV::UpdateScore(uint16 team, int16 points )
{ //note: to remove reinforcementpoints points must be negative, for adding reinforcements points must be positive
    assert( team == ALLIANCE || team == HORDE);
    uint8 teamindex = GetTeamIndexByTeamId(team); //0=ally 1=horde
    m_Team_Scores[teamindex] += points;
    UpdateWorldState(((teamindex==BG_TEAM_HORDE)?AV_Horde_Score:AV_Alliance_Score), m_Team_Scores[teamindex]);
    if( points < 0)
    {
        if( m_Team_Scores[teamindex] < 1)
        {
            m_Team_Scores[teamindex]=0;
            EndBattleGround(((teamindex==BG_TEAM_HORDE)?ALLIANCE:HORDE));
        }
        else if(!m_IsInformedNearVictory[teamindex] && m_Team_Scores[teamindex] < SEND_MSG_NEAR_LOSE)
        {
            SendMessageToAll(teamindex==BG_TEAM_HORDE?LANG_BG_AV_H_NEAR_LOSE:LANG_BG_AV_A_NEAR_LOSE, teamindex==BG_TEAM_HORDE ? CHAT_MSG_BG_SYSTEM_HORDE : CHAT_MSG_BG_SYSTEM_ALLIANCE);
            PlaySoundToAll(AV_SOUND_NEAR_VICTORY);
            m_IsInformedNearVictory[teamindex] = true;
        }
    }
}
Creature* BattleGroundAV::AddAVCreature(uint16 cinfoid, uint16 type )
{
    uint32 level;
    bool isStatic=false;
    Creature* creature = NULL;
    assert(type <= AV_CPLACE_MAX + AV_STATICCPLACE_MAX);
    if(type>=AV_CPLACE_MAX) //static
    {
        type-=AV_CPLACE_MAX;
        cinfoid=int(BG_AV_StaticCreaturePos[type][4]);
        creature = AddCreature(BG_AV_StaticCreatureInfo[cinfoid][0],(type+AV_CPLACE_MAX),BG_AV_StaticCreatureInfo[cinfoid][1],BG_AV_StaticCreaturePos[type][0],BG_AV_StaticCreaturePos[type][1],BG_AV_StaticCreaturePos[type][2],BG_AV_StaticCreaturePos[type][3]);
        level = ( BG_AV_StaticCreatureInfo[cinfoid][2] == BG_AV_StaticCreatureInfo[cinfoid][3] ) ? BG_AV_StaticCreatureInfo[cinfoid][2] : urand(BG_AV_StaticCreatureInfo[cinfoid][2],BG_AV_StaticCreatureInfo[cinfoid][3]);
        isStatic=true;
    }
    else
    {
        creature = AddCreature(BG_AV_CreatureInfo[cinfoid][0],type,BG_AV_CreatureInfo[cinfoid][1],BG_AV_CreaturePos[type][0],BG_AV_CreaturePos[type][1],BG_AV_CreaturePos[type][2],BG_AV_CreaturePos[type][3]);
        level = ( BG_AV_CreatureInfo[cinfoid][2] == BG_AV_CreatureInfo[cinfoid][3] ) ? BG_AV_CreatureInfo[cinfoid][2] : urand(BG_AV_CreatureInfo[cinfoid][2],BG_AV_CreatureInfo[cinfoid][3]);
    }
    if(!creature)
        return NULL;
    if(creature->GetEntry() == BG_AV_CreatureInfo[AV_NPC_A_CAPTAIN][0] || creature->GetEntry() == BG_AV_CreatureInfo[AV_NPC_H_CAPTAIN][0])
        creature->SetRespawnDelay(RESPAWN_ONE_DAY); // TODO: look if this can be done by database + also add this for the wingcommanders
    if((isStatic && cinfoid>=10 && cinfoid<=14) || (!isStatic && ((cinfoid >= AV_NPC_A_GRAVEDEFENSE0 && cinfoid<=AV_NPC_A_GRAVEDEFENSE3) ||
        (cinfoid>=AV_NPC_H_GRAVEDEFENSE0 && cinfoid<=AV_NPC_H_GRAVEDEFENSE3))))
    {
        if(!isStatic && ((cinfoid>=AV_NPC_A_GRAVEDEFENSE0 && cinfoid<=AV_NPC_A_GRAVEDEFENSE3)
            || (cinfoid>=AV_NPC_H_GRAVEDEFENSE0 && cinfoid<=AV_NPC_H_GRAVEDEFENSE3)))
        {
            CreatureData &data = objmgr.NewOrExistCreatureData(creature->GetDBTableGUIDLow());
            data.spawndist      = 5;
        }
        //else spawndist will be 15, so creatures move maximum=10
        //creature->SetDefaultMovementType(RANDOM_MOTION_TYPE);
        creature->GetMotionMaster()->Initialize();
        creature->setDeathState(JUST_DIED);
        creature->Respawn();
        //TODO: find a way to add a motionmaster without killing the creature (i
        //just copied this code from a gm-command
    }
    if(level != 0)
        level += m_MaxLevel-60; //maybe we can do this more generic for custom level-range.. actually it's blizzlike
    creature->SetLevel(level);
    return creature;
}
void BattleGroundAV::Update(uint32 diff)
{
    BattleGround::Update(diff);
    if (GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize())
    {
        ModifyStartDelayTime(diff);
        if (!(m_Events & 0x01))
        {
            m_Events |= 0x01;
            if(!SetupBattleGround())
            {
                EndNow();
                return;
            }
            uint16 i;
            sLog.outDebug("Alterac Valley: entering state STATUS_WAIT_JOIN ...");
            // Initial Nodes
            for(i = 0; i < BG_AV_OBJECT_MAX; i++)
                SpawnBGObject(i, RESPAWN_ONE_DAY);
            for(i = BG_AV_OBJECT_FLAG_A_FIRSTAID_STATION; i <= BG_AV_OBJECT_FLAG_A_STONEHEART_GRAVE ; i++){
                SpawnBGObject(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION+3*i,RESPAWN_IMMEDIATELY);
                SpawnBGObject(i, RESPAWN_IMMEDIATELY);
            }
            for(i = BG_AV_OBJECT_FLAG_A_DUNBALDAR_SOUTH; i <= BG_AV_OBJECT_FLAG_A_STONEHEART_BUNKER ; i++)
                SpawnBGObject(i, RESPAWN_IMMEDIATELY);
            for(i = BG_AV_OBJECT_FLAG_H_ICEBLOOD_GRAVE; i <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_WTOWER ; i++){
                SpawnBGObject(i, RESPAWN_IMMEDIATELY);
                if(i<=BG_AV_OBJECT_FLAG_H_FROSTWOLF_HUT)
                    SpawnBGObject(BG_AV_OBJECT_AURA_H_FIRSTAID_STATION+3*GetNodeThroughObject(i),RESPAWN_IMMEDIATELY);
            }
            for(i = BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH; i <= BG_AV_OBJECT_TFLAG_A_STONEHEART_BUNKER; i+=2)
            {
                SpawnBGObject(i, RESPAWN_IMMEDIATELY); //flag
                SpawnBGObject(i+16, RESPAWN_IMMEDIATELY); //aura
            }
            for(i = BG_AV_OBJECT_TFLAG_H_ICEBLOOD_TOWER; i <= BG_AV_OBJECT_TFLAG_H_FROSTWOLF_WTOWER; i+=2)
            {
                SpawnBGObject(i, RESPAWN_IMMEDIATELY); //flag
                SpawnBGObject(i+16, RESPAWN_IMMEDIATELY); //aura
            }
            //snowfall and the doors
            for(i = BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE; i <= BG_AV_OBJECT_DOOR_A; i++)
                SpawnBGObject(i, RESPAWN_IMMEDIATELY);
            SpawnBGObject(BG_AV_OBJECT_AURA_N_SNOWFALL_GRAVE,RESPAWN_IMMEDIATELY);
            //creatures
            sLog.outDebug("BG_AV start poputlating nodes");
            for(BG_AV_Nodes i= BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i )
            {
                if(m_Nodes[i].Owner)
                PopulateNode(i);
            }
            //all creatures which don't get despawned through the script are static
            sLog.outDebug("BG_AV: start spawning static creatures");
            for(i=0; i < AV_STATICCPLACE_MAX; i++ )
                AddAVCreature(0,i+AV_CPLACE_MAX);
        //mainspiritguides:
            sLog.outDebug("BG_AV: start spawning spiritguides creatures");
            AddSpiritGuide(7, BG_AV_CreaturePos[7][0], BG_AV_CreaturePos[7][1], BG_AV_CreaturePos[7][2], BG_AV_CreaturePos[7][3], ALLIANCE);
            AddSpiritGuide(8, BG_AV_CreaturePos[8][0], BG_AV_CreaturePos[8][1], BG_AV_CreaturePos[8][2], BG_AV_CreaturePos[8][3], HORDE);
            //spawn the marshals (those who get deleted, if a tower gets destroyed)
            sLog.outDebug("BG_AV: start spawning marshal creatures");
            for(i=AV_NPC_A_MARSHAL_SOUTH; i<= AV_NPC_H_MARSHAL_WTOWER; i++)
                AddAVCreature(i,AV_CPLACE_A_MARSHAL_SOUTH+(i-AV_NPC_A_MARSHAL_SOUTH));
            AddAVCreature(AV_NPC_HERALD,AV_CPLACE_HERALD);
            DoorClose(BG_AV_OBJECT_DOOR_A);
            DoorClose(BG_AV_OBJECT_DOOR_H);
            SetStartDelayTime(BG_START_DELAY_2M);
        }
        // After 1 minute, warning is signalled
        else if (GetStartDelayTime() <= BG_START_DELAY_1M && !(m_Events & 0x04))
        {
            m_Events |= 0x04;
            SendMessageToAll(LANG_BG_AV_ONEMINTOSTART, CHAT_MSG_BG_SYSTEM_NEUTRAL);
        }
        // After 1,5 minute, warning is signalled
        else if (GetStartDelayTime() <= BG_START_DELAY_1M + BG_START_DELAY_30S && !(m_Events & 0x08))
        {
            m_Events |= 0x08;
            SendMessageToAll(LANG_BG_AV_HALFMINTOSTART, CHAT_MSG_BG_SYSTEM_NEUTRAL);
        }
        // After 2 minutes, gates OPEN ! x)
        else if (GetStartDelayTime() <= 0 && !(m_Events & 0x10))
        {
            UpdateWorldState(AV_SHOW_H_SCORE, 1);
            UpdateWorldState(AV_SHOW_A_SCORE, 1);
            m_Events |= 0x10;
            SendMessageToAll(LANG_BG_AV_STARTED, CHAT_MSG_BG_SYSTEM_NEUTRAL);
            PlaySoundToAll(SOUND_BG_START);
            SetStatus(STATUS_IN_PROGRESS);
            sLog.outDebug("BG_AV: start spawning mine stuff");
            for(uint16 i= BG_AV_OBJECT_MINE_SUPPLY_N_MIN; i<=BG_AV_OBJECT_MINE_SUPPLY_N_MAX;i++)
                SpawnBGObject(i,RESPAWN_IMMEDIATELY);
            for(uint16 i= BG_AV_OBJECT_MINE_SUPPLY_S_MIN; i<=BG_AV_OBJECT_MINE_SUPPLY_S_MAX;i++)
                SpawnBGObject(i,RESPAWN_IMMEDIATELY);
            for(uint8 mine = AV_NORTH_MINE; mine <= AV_SOUTH_MINE; mine++) //mine population
                ChangeMineOwner(mine, AV_NEUTRAL_TEAM,true);
            DoorOpen(BG_AV_OBJECT_DOOR_H);
            DoorOpen(BG_AV_OBJECT_DOOR_A);
            for(BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                if(Player* plr = objmgr.GetPlayer(itr->first))
                    plr->RemoveAurasDueToSpell(SPELL_PREPARATION);
        }
    }
    else if(GetStatus() == STATUS_IN_PROGRESS)
    {
        for(uint8 i=0; i<=1;i++)//0=alliance, 1=horde
        {
            if(!m_CaptainAlive[i])
                continue;
            if(m_CaptainBuffTimer[i] > diff)
                m_CaptainBuffTimer[i] -= diff;
            else
            {
                if(i==0)
                {
                    CastSpellOnTeam(AV_BUFF_A_CAPTAIN,ALLIANCE);
                    Creature* creature = GetBGCreature(AV_CPLACE_MAX + 61);
                    if(creature)
                        YellToAll(creature,LANG_BG_AV_A_CAPTAIN_BUFF,LANG_COMMON);
                }
                else
                {
                    CastSpellOnTeam(AV_BUFF_H_CAPTAIN,HORDE);
                    Creature* creature = GetBGCreature(AV_CPLACE_MAX + 59); //TODO: make the captains a dynamic creature
                    if(creature)
                        YellToAll(creature,LANG_BG_AV_H_CAPTAIN_BUFF,LANG_ORCISH);
                }
                m_CaptainBuffTimer[i] = 120000 + urand(0,4)* 60000; //as far as i could see, the buff is randomly so i make 2minutes (thats the duration of the buff itself) + 0-4minutes TODO get the right times
            }
        }
        //add points from mine owning, and look if he neutral team wanrts to reclaim the mine
        m_Mine_Timer -=diff;
        for(uint8 mine=0; mine <2; mine++)
        {
            if(m_Mine_Owner[mine] == ALLIANCE || m_Mine_Owner[mine] == HORDE)
            {
                if( m_Mine_Timer <= 0)
                    UpdateScore(m_Mine_Owner[mine],1);
                if(m_Mine_Reclaim_Timer[mine] > diff)
                    m_Mine_Reclaim_Timer[mine] -= diff;
                else{ //we don't need to set this timer to 0 cause this codepart wont get called when this thing is 0
                    ChangeMineOwner(mine,AV_NEUTRAL_TEAM);
                }
            }
        }
        if( m_Mine_Timer <= 0)
            m_Mine_Timer=AV_MINE_TICK_TIMER; //this is at the end, cause we need to update both mines
        //looks for all timers of the nodes and destroy the building (for graveyards the building wont get destroyed, it goes just to the other team
        for(BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i)
            if(m_Nodes[i].State == POINT_ASSAULTED) //maybe remove this
            {
                if(m_Nodes[i].Timer > diff)
                    m_Nodes[i].Timer -= diff;
                else
                     EventPlayerDestroyedPoint( i);
            }
    }
}
void BattleGroundAV::StartingEventCloseDoors()
{
}
void BattleGroundAV::StartingEventOpenDoors()
{
}
void BattleGroundAV::AddPlayer(Player *plr)
{
    BattleGround::AddPlayer(plr);
    //create score and add it to map, default values are set in constructor
    BattleGroundAVScore* sc = new BattleGroundAVScore;
    m_PlayerScores[plr->GetGUID()] = sc;
    if(m_MaxLevel==0)
        m_MaxLevel=(plr->getLevel()%10 == 0)? plr->getLevel() : (plr->getLevel()-(plr->getLevel()%10))+10; //TODO: just look at the code \^_^/ --but queue-info should provide this information..
}
void BattleGroundAV::EndBattleGround(uint32 winner)
{
    //calculate bonuskills for both teams:
    //first towers:
    uint8 kills[2]={0,0}; //0=ally 1=horde
    uint8 rep[2]={0,0}; //0=ally 1=horde
    for(BG_AV_Nodes i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i)
    {
            if(m_Nodes[i].State == POINT_CONTROLED)
            {
                if(m_Nodes[i].Owner == ALLIANCE)
                {
                    rep[0]   += BG_AV_REP_SURVIVING_TOWER;
                    kills[0] += BG_AV_KILL_SURVIVING_TOWER;
                }
                else
                {
                    rep[0]   += BG_AV_KILL_SURVIVING_TOWER;
                    kills[1] += BG_AV_KILL_SURVIVING_TOWER;
                }
            }
    }
    for(int i=0; i<=1; i++) //0=ally 1=horde
    {
        if(m_CaptainAlive[i])
        {
            kills[i] += BG_AV_KILL_SURVIVING_CAPTAIN;
            rep[i]   += BG_AV_REP_SURVIVING_CAPTAIN;
        }
        if(rep[i] != 0)
            RewardReputationToTeam((i == 0)?730:729,rep[i],(i == 0)?ALLIANCE:HORDE);
        if(kills[i] != 0)
            RewardHonorToTeam(GetBonusHonor(kills[i]),(i == 0)?ALLIANCE:HORDE);
    }
    //TODO add enterevademode for all attacking creatures
    BattleGround::EndBattleGround(winner);
}
void BattleGroundAV::RemovePlayer(Player* plr,uint64 /*guid*/)
{
   if(!plr)
    {
        sLog.outError("bg_AV no player at remove");
        return;
    }
    //TODO search more buffs
    plr->RemoveAurasDueToSpell(AV_BUFF_ARMOR);
    plr->RemoveAurasDueToSpell(AV_BUFF_A_CAPTAIN);
    plr->RemoveAurasDueToSpell(AV_BUFF_H_CAPTAIN);
}
void BattleGroundAV::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;
    uint32 SpellId = 0;
    switch(Trigger)
    {
        case 95:
        case 2608:
            if(Source->GetTeam() != ALLIANCE)
                Source->GetSession()->SendAreaTriggerMessage("Only The Alliance can use that portal");
            else
                Source->LeaveBattleground();
            break;
        case 2606:
            if(Source->GetTeam() != HORDE)
                Source->GetSession()->SendAreaTriggerMessage("Only The Horde can use that portal");
            else
                Source->LeaveBattleground();
            break;
        case 3326:
        case 3327:
        case 3328:
        case 3329:
        case 3330:
        case 3331:
            //Source->Unmount();
            break;
        default:
            sLog.outDebug("WARNING: Unhandled AreaTrigger in Battleground: %u", Trigger);
//            Source->GetSession()->SendAreaTriggerMessage("Warning: Unhandled AreaTrigger in Battleground: %u", Trigger);
            break;
    }
    if(SpellId)
        Source->CastSpell(Source, SpellId, true);
}
void BattleGroundAV::UpdatePlayerScore(Player* Source, uint32 type, uint32 value)
{
    std::map::iterator itr = m_PlayerScores.find(Source->GetGUID());
    if(itr == m_PlayerScores.end())                         // player not found...
        return;
    switch(type)
    {
        case SCORE_GRAVEYARDS_ASSAULTED:
            ((BattleGroundAVScore*)itr->second)->GraveyardsAssaulted += value;
            break;
        case SCORE_GRAVEYARDS_DEFENDED:
            ((BattleGroundAVScore*)itr->second)->GraveyardsDefended += value;
            break;
        case SCORE_TOWERS_ASSAULTED:
            ((BattleGroundAVScore*)itr->second)->TowersAssaulted += value;
            break;
        case SCORE_TOWERS_DEFENDED:
            ((BattleGroundAVScore*)itr->second)->TowersDefended += value;
            break;
        case SCORE_MINES_CAPTURED:
            ((BattleGroundAVScore*)itr->second)->MinesCaptured += value;
            break;
        case SCORE_LEADERS_KILLED:
            ((BattleGroundAVScore*)itr->second)->LeadersKilled += value;
            break;
        case SCORE_SECONDARY_OBJECTIVES:
            ((BattleGroundAVScore*)itr->second)->SecondaryObjectives += value;
            break;
        default:
            BattleGround::UpdatePlayerScore(Source,type,value);
            break;
    }
}
void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node)
{
    uint32 object = GetObjectThroughNode(node);
    sLog.outDebug("bg_av: player destroyed point node %i object %i",node,object);
    //despawn banner
    SpawnBGObject(object, RESPAWN_ONE_DAY);
    DestroyNode(node);
    UpdateNodeWorldState(node);
    uint32 owner = m_Nodes[node].Owner;
    if( IsTower(node) )
    {
        uint8 tmp = node-BG_AV_NODES_DUNBALDAR_SOUTH;
        //despawn marshal
        if(m_BgCreatures[AV_CPLACE_A_MARSHAL_SOUTH + tmp])
            DelCreature(AV_CPLACE_A_MARSHAL_SOUTH + tmp);
        else
            sLog.outError("BG_AV: playerdestroyedpoint: marshal %i doesn't exist",AV_CPLACE_A_MARSHAL_SOUTH + tmp);
        //spawn destroyed aura
        for(uint8 i=0; i<=9; i++)
            SpawnBGObject(BG_AV_OBJECT_BURN_DUNBALDAR_SOUTH + i + (tmp * 10),RESPAWN_IMMEDIATELY);
        UpdateScore((owner == ALLIANCE) ? HORDE : ALLIANCE, (-1)*BG_AV_RES_TOWER);
        RewardReputationToTeam((owner == ALLIANCE)?730:729,BG_AV_REP_TOWER,owner);
        RewardHonorToTeam(GetBonusHonor(BG_AV_KILL_TOWER),owner);
        SpawnBGObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+GetTeamIndexByTeamId(owner)+(2*tmp),RESPAWN_ONE_DAY);
        SpawnBGObject(BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH+GetTeamIndexByTeamId(owner)+(2*tmp),RESPAWN_ONE_DAY);
    }
    else
    {
        if( owner == ALLIANCE )
            SpawnBGObject(object-11, RESPAWN_IMMEDIATELY);
        else
            SpawnBGObject(object+11, RESPAWN_IMMEDIATELY);
        SpawnBGObject(BG_AV_OBJECT_AURA_N_FIRSTAID_STATION+3*node,RESPAWN_ONE_DAY);
        SpawnBGObject(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION+GetTeamIndexByTeamId(owner)+3*node,RESPAWN_IMMEDIATELY);
        PopulateNode(node);
        if(node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall eyecandy
        {
            for(uint8 i = 0; i < 4; i++)
            {
                SpawnBGObject(((owner==ALLIANCE)?BG_AV_OBJECT_SNOW_EYECANDY_PA : BG_AV_OBJECT_SNOW_EYECANDY_PH)+i,RESPAWN_ONE_DAY);
                SpawnBGObject(((owner==ALLIANCE)?BG_AV_OBJECT_SNOW_EYECANDY_A  : BG_AV_OBJECT_SNOW_EYECANDY_H )+i,RESPAWN_IMMEDIATELY);
            }
        }
    }
    //send a nice message to all :)
    char buf[256];
    if(IsTower(node))
        sprintf(buf, GetTrinityString(LANG_BG_AV_TOWER_TAKEN) , GetNodeName(node),( owner == ALLIANCE ) ? GetTrinityString(LANG_BG_AV_ALLY) : GetTrinityString(LANG_BG_AV_HORDE)  );
    else
        sprintf(buf, GetTrinityString(LANG_BG_AV_GRAVE_TAKEN) , GetNodeName(node),( owner == ALLIANCE ) ? GetTrinityString(LANG_BG_AV_ALLY) :GetTrinityString(LANG_BG_AV_HORDE)  );
    Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
    if(creature)
        YellToAll(creature,buf,LANG_UNIVERSAL);
}
void BattleGroundAV::ChangeMineOwner(uint8 mine, uint32 team, bool initial)
{ //mine=0 northmine mine=1 southmin
//changing the owner results in setting respawntim to infinite for current creatures, spawning new mine owners creatures and changing the chest-objects so that the current owning team can use them
    assert(mine == AV_NORTH_MINE || mine == AV_SOUTH_MINE);
    if(team != ALLIANCE && team != HORDE)
        team = AV_NEUTRAL_TEAM;
    else
        PlaySoundToAll((team==ALLIANCE)?AV_SOUND_ALLIANCE_GOOD:AV_SOUND_HORDE_GOOD);
    if(m_Mine_Owner[mine] == team && !initial)
        return;
    m_Mine_PrevOwner[mine] = m_Mine_Owner[mine];
    m_Mine_Owner[mine] = team;
    if(!initial)
    {
        sLog.outDebug("bg_av depopulating mine %i (0=north,1=south)",mine);
        if(mine==AV_SOUTH_MINE)
            for(uint16 i=AV_CPLACE_MINE_S_S_MIN; i <= AV_CPLACE_MINE_S_S_MAX; i++)
                if( m_BgCreatures[i] )
                    DelCreature(i); //TODO just set the respawntime to 999999
        for(uint16 i=((mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_1_MIN:AV_CPLACE_MINE_S_1_MIN); i <= ((mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_3:AV_CPLACE_MINE_S_3); i++)
            if( m_BgCreatures[i] )
                DelCreature(i); //TODO here also
    }
    SendMineWorldStates(mine);
    sLog.outDebug("bg_av populating mine %i (0=north,1=south)",mine);
    uint16 miner;
    //also neutral team exists.. after a big time, the neutral team tries to conquer the mine
    if(mine==AV_NORTH_MINE)
    {
        if(team == ALLIANCE)
            miner = AV_NPC_N_MINE_A_1;
        else if (team == HORDE)
            miner = AV_NPC_N_MINE_H_1;
        else
            miner = AV_NPC_N_MINE_N_1;
    }
    else
    {
        uint16 cinfo;
        if(team == ALLIANCE)
            miner = AV_NPC_S_MINE_A_1;
        else if (team == HORDE)
            miner = AV_NPC_S_MINE_H_1;
        else
            miner = AV_NPC_S_MINE_N_1;
       //vermin
        sLog.outDebug("spawning vermin");
        if(team == ALLIANCE)
            cinfo = AV_NPC_S_MINE_A_3;
        else if (team == HORDE)
            cinfo = AV_NPC_S_MINE_H_3;
        else
            cinfo = AV_NPC_S_MINE_N_S;
        for(uint16 i=AV_CPLACE_MINE_S_S_MIN; i <= AV_CPLACE_MINE_S_S_MAX; i++)
            AddAVCreature(cinfo,i);
    }
    for(uint16 i=( (mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_1_MIN:AV_CPLACE_MINE_S_1_MIN ); i <= ((mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_1_MAX:AV_CPLACE_MINE_S_1_MAX); i++)
        AddAVCreature(miner,i);
    //the next chooses randomly between 2 cretures
    for(uint16 i=((mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_2_MIN:AV_CPLACE_MINE_S_2_MIN); i <= ((mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_2_MAX:AV_CPLACE_MINE_S_2_MAX); i++)
        AddAVCreature(miner+(urand(1,2)),i);
    AddAVCreature(miner+3,(mine==AV_NORTH_MINE)?AV_CPLACE_MINE_N_3:AV_CPLACE_MINE_S_3);
    //because the gameobjects in this mine have changed, update all surrounding players:
//    for(uint16 i = ((mine==AV_NORTH_MINE)?BG_AV_OBJECT_MINE_SUPPLY_N_MIN:BG_AV_OBJECT_MINE_SUPPLY_N_MIN); i <= ((mine==AV_NORTH_MINE)?BG_AV_OBJECT_MINE_SUPPLY_N_MAX:BG_AV_OBJECT_MINE_SUPPLY_N_MAX); i++)
//    {
        //TODO: add gameobject-update code
//    }
    if(team == ALLIANCE || team == HORDE)
    {
        m_Mine_Reclaim_Timer[mine]=AV_MINE_RECLAIM_TIMER;
    char buf[256];
        sprintf(buf, GetTrinityString(LANG_BG_AV_MINE_TAKEN), GetTrinityString(( mine == AV_NORTH_MINE ) ? LANG_BG_AV_MINE_NORTH : LANG_BG_AV_MINE_SOUTH), ( team == ALLIANCE ) ?  GetTrinityString(LANG_BG_AV_ALLY) : GetTrinityString(LANG_BG_AV_HORDE));
        Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
        if(creature)
            YellToAll(creature,buf,LANG_UNIVERSAL);
    }
    else
    {
        if(mine==AV_SOUTH_MINE) //i think this gets called all the time
        {
            Creature* creature = GetBGCreature(AV_CPLACE_MINE_S_3);
            YellToAll(creature,LANG_BG_AV_S_MINE_BOSS_CLAIMS,LANG_UNIVERSAL);
        }
    }
    return;
}
bool BattleGroundAV::PlayerCanDoMineQuest(int32 GOId,uint32 team)
{
    if(GOId == BG_AV_OBJECTID_MINE_N)
         return (m_Mine_Owner[AV_NORTH_MINE]==team);
    if(GOId == BG_AV_OBJECTID_MINE_S)
         return (m_Mine_Owner[AV_SOUTH_MINE]==team);
    return true; //cause it's no mine'object it is ok if this is true
}
void BattleGroundAV::PopulateNode(BG_AV_Nodes node)
{
    uint32 owner = m_Nodes[node].Owner;
    assert(owner);
    uint32 c_place = AV_CPLACE_DEFENSE_STORM_AID + ( 4 * node );
    uint32 creatureid;
    if(IsTower(node))
        creatureid=(owner==ALLIANCE)?AV_NPC_A_TOWERDEFENSE:AV_NPC_H_TOWERDEFENSE;
    else
    {
        uint8 team2 = GetTeamIndexByTeamId(owner);
    if (m_Team_QuestStatus[team2][0] < 500 )
            creatureid = ( owner == ALLIANCE )? AV_NPC_A_GRAVEDEFENSE0 : AV_NPC_H_GRAVEDEFENSE0;
        else if ( m_Team_QuestStatus[team2][0] < 1000 )
            creatureid = ( owner == ALLIANCE )? AV_NPC_A_GRAVEDEFENSE1 : AV_NPC_H_GRAVEDEFENSE1;
        else if ( m_Team_QuestStatus[team2][0] < 1500 )
            creatureid = ( owner == ALLIANCE )? AV_NPC_A_GRAVEDEFENSE2 : AV_NPC_H_GRAVEDEFENSE2;
        else
           creatureid = ( owner == ALLIANCE )? AV_NPC_A_GRAVEDEFENSE3 : AV_NPC_H_GRAVEDEFENSE3;
        //spiritguide
        if( m_BgCreatures[node] )
            DelCreature(node);
        if( !AddSpiritGuide(node, BG_AV_CreaturePos[node][0], BG_AV_CreaturePos[node][1], BG_AV_CreaturePos[node][2], BG_AV_CreaturePos[node][3], owner))
            sLog.outError("AV: couldn't spawn spiritguide at node %i",node);
    }
    for(uint8 i=0; i<4; i++)
    {
        Creature* cr = AddAVCreature(creatureid,c_place+i);
    }
}
void BattleGroundAV::DePopulateNode(BG_AV_Nodes node)
{
    uint32 c_place = AV_CPLACE_DEFENSE_STORM_AID + ( 4 * node );
    for(uint8 i=0; i<4; i++)
        if( m_BgCreatures[c_place+i] )
            DelCreature(c_place+i);
    //spiritguide
    if( !IsTower(node) && m_BgCreatures[node] )
        DelCreature(node);
}
const BG_AV_Nodes BattleGroundAV::GetNodeThroughObject(uint32 object)
{
    sLog.outDebug("bg_AV getnodethroughobject %i",object);
    if( object <= BG_AV_OBJECT_FLAG_A_STONEHEART_BUNKER )
        return BG_AV_Nodes(object);
    if( object <= BG_AV_OBJECT_FLAG_C_A_FROSTWOLF_HUT )
        return BG_AV_Nodes(object - 11);
    if( object <= BG_AV_OBJECT_FLAG_C_A_FROSTWOLF_WTOWER )
        return BG_AV_Nodes(object - 7);
    if( object <= BG_AV_OBJECT_FLAG_C_H_STONEHEART_BUNKER )
        return BG_AV_Nodes(object -22);
    if( object <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_HUT )
        return BG_AV_Nodes(object - 33);
    if( object <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_WTOWER )
        return BG_AV_Nodes(object - 29);
    if( object == BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE )
        return BG_AV_NODES_SNOWFALL_GRAVE;
    sLog.outError("BattleGroundAV: ERROR! GetPlace got a wrong object :(");
    assert(false);
    return BG_AV_Nodes(0);
}
const uint32 BattleGroundAV::GetObjectThroughNode(BG_AV_Nodes node)
{ //this function is the counterpart to GetNodeThroughObject()
    sLog.outDebug("bg_AV GetObjectThroughNode %i",node);
    if( m_Nodes[node].Owner == ALLIANCE )
    {
        if( m_Nodes[node].State == POINT_ASSAULTED )
        {
            if( node <= BG_AV_NODES_FROSTWOLF_HUT )
                return node+11;
            if( node >= BG_AV_NODES_ICEBLOOD_TOWER && node <= BG_AV_NODES_FROSTWOLF_WTOWER)
                return node+7;
        }
        else if ( m_Nodes[node].State == POINT_CONTROLED )
            if( node <= BG_AV_NODES_STONEHEART_BUNKER )
                return node;
    }
    else if ( m_Nodes[node].Owner == HORDE )
    {
        if( m_Nodes[node].State == POINT_ASSAULTED )
            if( node <= BG_AV_NODES_STONEHEART_BUNKER )
                return node+22;
        else if ( m_Nodes[node].State == POINT_CONTROLED )
        {
            if( node <= BG_AV_NODES_FROSTWOLF_HUT )
                return node+33;
            if( node >= BG_AV_NODES_ICEBLOOD_TOWER && node <= BG_AV_NODES_FROSTWOLF_WTOWER)
                return node+29;
        }
    }
    else if ( m_Nodes[node].Owner == AV_NEUTRAL_TEAM )
        return BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE;
    sLog.outError("BattleGroundAV: Error! GetPlaceNode couldn't resolve node %i",node);
    assert(false);
    return 0;
}
//called when using banner
void BattleGroundAV::EventPlayerClickedOnFlag(Player *source, GameObject* target_obj)
{
    if(GetStatus() != STATUS_IN_PROGRESS)
        return;
    int32 object = GetObjectType(target_obj->GetGUID());
    sLog.outDebug("BG_AV using gameobject %i with type %i",target_obj->GetEntry(),object);
    if(object < 0)
        return;
    switch(target_obj->GetEntry())
    {
        case BG_AV_OBJECTID_BANNER_A:
        case BG_AV_OBJECTID_BANNER_A_B:
        case BG_AV_OBJECTID_BANNER_H:
        case BG_AV_OBJECTID_BANNER_H_B:
        case BG_AV_OBJECTID_BANNER_SNOWFALL_N:
            EventPlayerAssaultsPoint(source, object);
            break;
        case BG_AV_OBJECTID_BANNER_CONT_A:
        case BG_AV_OBJECTID_BANNER_CONT_A_B:
        case BG_AV_OBJECTID_BANNER_CONT_H:
        case BG_AV_OBJECTID_BANNER_CONT_H_B:
            EventPlayerDefendsPoint(source, object);
            break;
        default:
            break;
    }
}
void BattleGroundAV::EventPlayerDefendsPoint(Player* player, uint32 object)
{
    assert(GetStatus() == STATUS_IN_PROGRESS);
    BG_AV_Nodes node = GetNodeThroughObject(object);
    uint32 owner = m_Nodes[node].Owner; //maybe should name it prevowner
    uint32 team = player->GetTeam();
    if(owner == player->GetTeam() || m_Nodes[node].State != POINT_ASSAULTED)
        return;
    if(m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM)
    { //until snowfall doesn't belong to anyone it is better handled in assault-code
        assert(node == BG_AV_NODES_SNOWFALL_GRAVE); //currently the only neutral grave
        EventPlayerAssaultsPoint(player,object);
        return;
    }
    sLog.outDebug("player defends point object: %i node: %i",object,node);
    if(m_Nodes[node].PrevOwner != team)
    {
        sLog.outError("BG_AV: player defends point which doesn't belong to his team %i",node);
        return;
    }
   //spawn new go :)
    if(m_Nodes[node].Owner == ALLIANCE)
        SpawnBGObject(object+22, RESPAWN_IMMEDIATELY); //spawn horde banner
    else
        SpawnBGObject(object-22, RESPAWN_IMMEDIATELY); //spawn alliance banner
    if(!IsTower(node))
    {
        SpawnBGObject(BG_AV_OBJECT_AURA_N_FIRSTAID_STATION+3*node,RESPAWN_ONE_DAY);
        SpawnBGObject(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION+GetTeamIndexByTeamId(team)+3*node,RESPAWN_IMMEDIATELY);
    }
        // despawn old go
    SpawnBGObject(object, RESPAWN_ONE_DAY);
    DefendNode(node,team);
    PopulateNode(node);
    UpdateNodeWorldState(node);
    if(IsTower(node))
    {
        //spawn big flag+aura on top of tower
        SpawnBGObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team == ALLIANCE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
        SpawnBGObject(BG_AV_OBJECT_TAURA_H_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team == HORDE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
        SpawnBGObject(BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team == ALLIANCE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
        SpawnBGObject(BG_AV_OBJECT_TFLAG_H_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team == HORDE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
    }
    else if(node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall eyecandy
    {
        for(uint8 i = 0; i < 4; i++)
        {
            SpawnBGObject(((owner==ALLIANCE)?BG_AV_OBJECT_SNOW_EYECANDY_PA : BG_AV_OBJECT_SNOW_EYECANDY_PH)+i,RESPAWN_ONE_DAY);
            SpawnBGObject(((team==ALLIANCE)?BG_AV_OBJECT_SNOW_EYECANDY_A : BG_AV_OBJECT_SNOW_EYECANDY_H)+i,RESPAWN_IMMEDIATELY);
        }
    }
    //send a nice message to all :)
    char buf[256];
    sprintf(buf, GetTrinityString(( IsTower(node) ) ? LANG_BG_AV_TOWER_DEFENDED : LANG_BG_AV_GRAVE_DEFENDED), GetNodeName(node),( team == ALLIANCE ) ?  GetTrinityString(LANG_BG_AV_ALLY) : GetTrinityString(LANG_BG_AV_HORDE));
    Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
    if(creature)
        YellToAll(creature,buf,LANG_UNIVERSAL);
    //update the statistic for the defending player
    UpdatePlayerScore(player, ( IsTower(node) ) ? SCORE_TOWERS_DEFENDED : SCORE_GRAVEYARDS_DEFENDED, 1);
    if(IsTower(node))
        PlaySoundToAll(AV_SOUND_BOTH_TOWER_DEFEND);
    else
        PlaySoundToAll((team==ALLIANCE)?AV_SOUND_ALLIANCE_GOOD:AV_SOUND_HORDE_GOOD);
}
void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, uint32 object)
{
    assert(GetStatus() == STATUS_IN_PROGRESS);
    BG_AV_Nodes node = GetNodeThroughObject(object);
    uint32 owner = m_Nodes[node].Owner; //maybe name it prevowner
    uint32 team  = player->GetTeam();
    sLog.outDebug("bg_av: player assaults point object %i node %i",object,node);
    if(owner == team || team == m_Nodes[node].TotalOwner)
        return; //surely a gm used this object
    if(node == BG_AV_NODES_SNOWFALL_GRAVE) //snowfall is a bit special in capping + it gets eyecandy stuff
    {
        if(object == BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE) //initial capping
        {
            assert(owner == AV_NEUTRAL_TEAM && m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM);
            if( team == ALLIANCE )
                SpawnBGObject(BG_AV_OBJECT_FLAG_C_A_SNOWFALL_GRAVE, RESPAWN_IMMEDIATELY);
            else
                SpawnBGObject(BG_AV_OBJECT_FLAG_C_H_SNOWFALL_GRAVE, RESPAWN_IMMEDIATELY);
            SpawnBGObject(BG_AV_OBJECT_AURA_N_FIRSTAID_STATION+3*node,RESPAWN_IMMEDIATELY); //neutral aura spawn
        }
        else if(m_Nodes[node].TotalOwner == AV_NEUTRAL_TEAM) //recapping, when no team owns this node realy
        {
            assert(m_Nodes[node].State != POINT_CONTROLED);
            if(team == ALLIANCE)
                SpawnBGObject(object-11, RESPAWN_IMMEDIATELY);
            else
                SpawnBGObject(object+11, RESPAWN_IMMEDIATELY);
        }
        //eyecandy
        uint32 spawn,despawn;
        if(team == ALLIANCE)
        {
            despawn = ( m_Nodes[node].State == POINT_ASSAULTED )?BG_AV_OBJECT_SNOW_EYECANDY_PH : BG_AV_OBJECT_SNOW_EYECANDY_H;
            spawn = BG_AV_OBJECT_SNOW_EYECANDY_PA;
        }
        else
        {
            despawn = ( m_Nodes[node].State == POINT_ASSAULTED )?BG_AV_OBJECT_SNOW_EYECANDY_PA : BG_AV_OBJECT_SNOW_EYECANDY_A;
            spawn = BG_AV_OBJECT_SNOW_EYECANDY_PH;
        }
        for(uint8 i = 0; i < 4; i++)
        {
            SpawnBGObject(despawn+i,RESPAWN_ONE_DAY);
            SpawnBGObject(spawn+i,RESPAWN_IMMEDIATELY);
        }
    }
    //if snowfall gots capped it can be handled like all other graveyards
    if( m_Nodes[node].TotalOwner != AV_NEUTRAL_TEAM)
    {
        assert(m_Nodes[node].Owner != AV_NEUTRAL_TEAM);
        if(team == ALLIANCE)
            SpawnBGObject(object-22, RESPAWN_IMMEDIATELY);
        else
            SpawnBGObject(object+22, RESPAWN_IMMEDIATELY);
        if(IsTower(node))
        { //spawning/despawning of bigflag+aura
            SpawnBGObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team==ALLIANCE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
            SpawnBGObject(BG_AV_OBJECT_TAURA_H_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team==HORDE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
            SpawnBGObject(BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team==ALLIANCE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
            SpawnBGObject(BG_AV_OBJECT_TFLAG_H_DUNBALDAR_SOUTH+(2*(node-BG_AV_NODES_DUNBALDAR_SOUTH)),(team==HORDE)? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
        }
        else
        {
            //spawning/despawning of aura
            SpawnBGObject(BG_AV_OBJECT_AURA_N_FIRSTAID_STATION+3*node,RESPAWN_IMMEDIATELY); //neutral aura spawn
            SpawnBGObject(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION+GetTeamIndexByTeamId(owner)+3*node,RESPAWN_ONE_DAY); //teeamaura despawn
            // Those who are waiting to resurrect at this object are taken to the closest own object's graveyard
            std::vector ghost_list = m_ReviveQueue[m_BgCreatures[node]];
            if( !ghost_list.empty() )
            {
                Player *plr;
                WorldSafeLocsEntry const *ClosestGrave = NULL;
                for (std::vector::iterator itr = ghost_list.begin(); itr != ghost_list.end(); ++itr)
                {
                    plr = objmgr.GetPlayer(*ghost_list.begin());
                    if( !plr )
                        continue;
                    if(!ClosestGrave)
                        ClosestGrave = GetClosestGraveYard(plr->GetPositionX(), plr->GetPositionY(), plr->GetPositionZ(), team);
                    else
                        plr->TeleportTo(GetMapId(), ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, plr->GetOrientation());
                }
                m_ReviveQueue[m_BgCreatures[node]].clear();
            }
        }
        DePopulateNode(node);
    }
    SpawnBGObject(object, RESPAWN_ONE_DAY); //delete old banner
    AssaultNode(node,team);
    UpdateNodeWorldState(node);
    //send a nice message to all :)
    char buf[256];
    sprintf(buf, ( IsTower(node) ) ? GetTrinityString(LANG_BG_AV_TOWER_ASSAULTED) : GetTrinityString(LANG_BG_AV_GRAVE_ASSAULTED), GetNodeName(node),  ( team == ALLIANCE ) ?  GetTrinityString(LANG_BG_AV_ALLY) : GetTrinityString(LANG_BG_AV_HORDE ));
    Creature* creature = GetBGCreature(AV_CPLACE_HERALD);
    if(creature)
        YellToAll(creature,buf,LANG_UNIVERSAL);
    //update the statistic for the assaulting player
    UpdatePlayerScore(player, ( IsTower(node) ) ? SCORE_TOWERS_ASSAULTED : SCORE_GRAVEYARDS_ASSAULTED, 1);
    PlaySoundToAll((team==ALLIANCE)?AV_SOUND_ALLIANCE_ASSAULTS:AV_SOUND_HORDE_ASSAULTS);
}
void BattleGroundAV::FillInitialWorldStates(WorldPacket& data)
{
    bool stateok;
    //graveyards
    for (uint8 i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_FROSTWOLF_HUT; i++)
    {
        for (uint8 j =1; j <= 3; j+=2)
        {//j=1=assaulted j=3=controled
            stateok = (m_Nodes[i].State == j);
            data << uint32(BG_AV_NodeWorldStates[i][GetWorldStateType(j,ALLIANCE)]) << uint32((m_Nodes[i].Owner == ALLIANCE && stateok)?1:0);
            data << uint32(BG_AV_NodeWorldStates[i][GetWorldStateType(j,HORDE)]) << uint32((m_Nodes[i].Owner == HORDE && stateok)?1:0);
        }
    }
    //towers
    for (uint8 i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_MAX; i++)
        for (uint8 j =1; j <= 3; j+=2)
        {//j=1=assaulted j=3=controled //i dont have j=2=destroyed cause destroyed is the same like enemy-team controll
            stateok = (m_Nodes[i].State == j || (m_Nodes[i].State == POINT_DESTROYED && j==3));
            data << uint32(BG_AV_NodeWorldStates[i][GetWorldStateType(j,ALLIANCE)]) << uint32((m_Nodes[i].Owner == ALLIANCE && stateok)?1:0);
            data << uint32(BG_AV_NodeWorldStates[i][GetWorldStateType(j,HORDE)]) << uint32((m_Nodes[i].Owner == HORDE && stateok)?1:0);
        }
    if(m_Nodes[BG_AV_NODES_SNOWFALL_GRAVE].Owner == AV_NEUTRAL_TEAM) //cause neutral teams aren't handled generic
        data << uint32(AV_SNOWFALL_N) << uint32(1);
    data << uint32(AV_Alliance_Score)  << uint32(m_Team_Scores[0]);
    data << uint32(AV_Horde_Score) << uint32(m_Team_Scores[1]);
    if(GetStatus() == STATUS_IN_PROGRESS){ //only if game started the teamscores are displayed
        data << uint32(AV_SHOW_A_SCORE) << uint32(1);
        data << uint32(AV_SHOW_H_SCORE) << uint32(1);
    }
    else
    {
        data << uint32(AV_SHOW_A_SCORE) << uint32(0);
        data << uint32(AV_SHOW_H_SCORE) << uint32(0);
    }
    SendMineWorldStates(AV_NORTH_MINE);
    SendMineWorldStates(AV_SOUTH_MINE);
}
const uint8 BattleGroundAV::GetWorldStateType(uint8 state, uint16 team) //this is used for node worldstates and returns values which fit good into the worldstatesarray
{
    //neutral stuff cant get handled (currently its only snowfall)
    assert(team != AV_NEUTRAL_TEAM);
//a_c a_a h_c h_a the positions in worldstate-array
    if(team == ALLIANCE)
    {
        if(state==POINT_CONTROLED || state==POINT_DESTROYED)
            return 0;
        if(state==POINT_ASSAULTED)
            return 1;
    }
    if(team == HORDE)
    {
        if(state==POINT_DESTROYED || state==POINT_CONTROLED)
            return 2;
        if(state==POINT_ASSAULTED)
            return 3;
    }
    sLog.outError("BG_AV: should update a strange worldstate state:%i team:%i",state,team);
    return 5; //this will crash the game, but i want to know if something is wrong here
}
void BattleGroundAV::UpdateNodeWorldState(BG_AV_Nodes node)
{
    UpdateWorldState(BG_AV_NodeWorldStates[node][GetWorldStateType(m_Nodes[node].State,m_Nodes[node].Owner)],1);
    if(m_Nodes[node].PrevOwner == AV_NEUTRAL_TEAM) //currently only snowfall is supported as neutral node (i don't want to make an extra row (neutral states) in worldstatesarray just for one node
        UpdateWorldState(AV_SNOWFALL_N,0);
    else
        UpdateWorldState(BG_AV_NodeWorldStates[node][GetWorldStateType(m_Nodes[node].PrevState,m_Nodes[node].PrevOwner)],0);
}
void BattleGroundAV::SendMineWorldStates(uint32 mine)
{
    assert(mine == AV_NORTH_MINE || mine==AV_SOUTH_MINE);
// currently i'm sure, that this works (:
//    assert(m_Mine_PrevOwner[mine] == ALLIANCE || m_Mine_PrevOwner[mine] == HORDE || m_Mine_PrevOwner[mine] == AV_NEUTRAL_TEAM);
//    assert(m_Mine_Owner[mine] == ALLIANCE || m_Mine_Owner[mine] == HORDE || m_Mine_Owner[mine] == AV_NEUTRAL_TEAM);
    uint8 owner,prevowner,mine2; //those variables are needed to access the right worldstate in the BG_AV_MineWorldStates array
    mine2 = (mine==AV_NORTH_MINE)?0:1;
    if(m_Mine_PrevOwner[mine] == ALLIANCE)
        prevowner = 0;
    else if(m_Mine_PrevOwner[mine] == HORDE)
        prevowner = 2;
    else
        prevowner = 1;
    if(m_Mine_Owner[mine] == ALLIANCE)
        owner = 0;
    else if(m_Mine_Owner[mine] == HORDE)
        owner = 2;
    else
        owner = 1;
    UpdateWorldState(BG_AV_MineWorldStates[mine2][owner],1);
    if( prevowner != owner)
        UpdateWorldState(BG_AV_MineWorldStates[mine2][prevowner],0);
}
WorldSafeLocsEntry const* BattleGroundAV::GetClosestGraveYard(float x, float y, float z, uint32 team)
{
    WorldSafeLocsEntry const* good_entry = NULL;
    if( GetStatus() == STATUS_IN_PROGRESS)
    {
        // Is there any occupied node for this team?
        float mindist = 9999999.0f;
        for (uint8 i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_FROSTWOLF_HUT; ++i)
        {
            if (m_Nodes[i].Owner != team || m_Nodes[i].State != POINT_CONTROLED)
                continue;
            WorldSafeLocsEntry const*entry = sWorldSafeLocsStore.LookupEntry( BG_AV_GraveyardIds[i] );
            if( !entry )
                continue;
            float dist = (entry->x - x)*(entry->x - x)+(entry->y - y)*(entry->y - y);
            if( mindist > dist )
            {
                mindist = dist;
                good_entry = entry;
            }
        }
    }
    // If not, place ghost on starting location
    if( !good_entry )
        good_entry = sWorldSafeLocsStore.LookupEntry( BG_AV_GraveyardIds[GetTeamIndexByTeamId(team)+7] );
    return good_entry;
}
bool BattleGroundAV::SetupBattleGround()
{
    // Create starting objects
    if(
       // alliance gates
        !AddObject(BG_AV_OBJECT_DOOR_A, BG_AV_OBJECTID_GATE_A, BG_AV_DoorPositons[0][0],BG_AV_DoorPositons[0][1],BG_AV_DoorPositons[0][2],BG_AV_DoorPositons[0][3],0,0,sin(BG_AV_DoorPositons[0][3]/2),cos(BG_AV_DoorPositons[0][3]/2),RESPAWN_IMMEDIATELY)
        // horde gates
        || !AddObject(BG_AV_OBJECT_DOOR_H, BG_AV_OBJECTID_GATE_H, BG_AV_DoorPositons[1][0],BG_AV_DoorPositons[1][1],BG_AV_DoorPositons[1][2],BG_AV_DoorPositons[1][3],0,0,sin(BG_AV_DoorPositons[1][3]/2),cos(BG_AV_DoorPositons[1][3]/2),RESPAWN_IMMEDIATELY))
    {
        sLog.outErrorDb("BatteGroundAV: Failed to spawn some object BattleGround not created!1");
        return false;
    }
//spawn node-objects
    for (uint8 i = BG_AV_NODES_FIRSTAID_STATION ; i < BG_AV_NODES_MAX; ++i)
    {
        if( i <= BG_AV_NODES_FROSTWOLF_HUT )
        {
            if(    !AddObject(i,BG_AV_OBJECTID_BANNER_A_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
                || !AddObject(i+11,BG_AV_OBJECTID_BANNER_CONT_A_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
                || !AddObject(i+33,BG_AV_OBJECTID_BANNER_H_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
                || !AddObject(i+22,BG_AV_OBJECTID_BANNER_CONT_H_B,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
                //aura
                || !AddObject(BG_AV_OBJECT_AURA_N_FIRSTAID_STATION+i*3,BG_AV_OBJECTID_AURA_N,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
                || !AddObject(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION+i*3,BG_AV_OBJECTID_AURA_A,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
                || !AddObject(BG_AV_OBJECT_AURA_H_FIRSTAID_STATION+i*3,BG_AV_OBJECTID_AURA_H,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY))
            {
                sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!2");
                return false;
            }
        }
        else //towers
        {
            if( i <= BG_AV_NODES_STONEHEART_BUNKER ) //alliance towers
            {
                if(   !AddObject(i,BG_AV_OBJECTID_BANNER_A,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
                    || !AddObject(i+22,BG_AV_OBJECTID_BANNER_CONT_H,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
                    || !AddObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_AURA_A,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY)
                    || !AddObject(BG_AV_OBJECT_TAURA_H_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_AURA_N,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY)
                    || !AddObject(BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_TOWER_BANNER_A,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY)
                    || !AddObject(BG_AV_OBJECT_TFLAG_H_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_TOWER_BANNER_PH,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY))
                {
                    sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!3");
                    return false;
                }
            }
            else //horde towers
            {
                if(     !AddObject(i+7,BG_AV_OBJECTID_BANNER_CONT_A,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
                    || !AddObject(i+29,BG_AV_OBJECTID_BANNER_H,BG_AV_ObjectPos[i][0],BG_AV_ObjectPos[i][1],BG_AV_ObjectPos[i][2],BG_AV_ObjectPos[i][3], 0, 0, sin(BG_AV_ObjectPos[i][3]/2), cos(BG_AV_ObjectPos[i][3]/2),RESPAWN_ONE_DAY)
                    || !AddObject(BG_AV_OBJECT_TAURA_A_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_AURA_N,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY)
                    || !AddObject(BG_AV_OBJECT_TAURA_H_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_AURA_H,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY)
                    || !AddObject(BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_TOWER_BANNER_PA,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY)
                    || !AddObject(BG_AV_OBJECT_TFLAG_H_DUNBALDAR_SOUTH+(2*(i-BG_AV_NODES_DUNBALDAR_SOUTH)),BG_AV_OBJECTID_TOWER_BANNER_H,BG_AV_ObjectPos[i+8][0],BG_AV_ObjectPos[i+8][1],BG_AV_ObjectPos[i+8][2],BG_AV_ObjectPos[i+8][3], 0, 0, sin(BG_AV_ObjectPos[i+8][3]/2), cos(BG_AV_ObjectPos[i+8][3]/2),RESPAWN_ONE_DAY))
                {
                    sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!4");
                    return false;
                }
            }
            for(uint8 j=0; j<=9; j++) //burning aura
            {
                if(!AddObject(BG_AV_OBJECT_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j,BG_AV_OBJECTID_FIRE,BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_DUNBALDAR_SOUTH+((i-BG_AV_NODES_DUNBALDAR_SOUTH)*10)+j][3]/2),RESPAWN_ONE_DAY))
                {
                    sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!5.%i",i);
                    return false;
                }
            }
        }
    }
    for(uint8 i=0;i<2;i++) //burning aura for buildings
    {
        for(uint8 j=0; j<=9; j++)
        {
            if(j<5)
            {
                if(!AddObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE+(i*10)+j,BG_AV_OBJECTID_SMOKE,BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2),RESPAWN_ONE_DAY))
                {
                    sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!6.%i",i);
                    return false;
                }
            }
            else
            {
                if(!AddObject(BG_AV_OBJECT_BURN_BUILDING_ALLIANCE+(i*10)+j,BG_AV_OBJECTID_FIRE,BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][0],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][1],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][2],BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_BURN_BUILDING_A+(i*10)+j][3]/2),RESPAWN_ONE_DAY))
                {
                    sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!7.%i",i);
                    return false;
                }
            }
        }
    }
    for(uint16 i= 0; i<=(BG_AV_OBJECT_MINE_SUPPLY_N_MAX-BG_AV_OBJECT_MINE_SUPPLY_N_MIN);i++)
    {
        if(!AddObject(BG_AV_OBJECT_MINE_SUPPLY_N_MIN+i,BG_AV_OBJECTID_MINE_N,BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][0],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][1],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][2],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_N_MIN+i][3]/2),RESPAWN_ONE_DAY))
        {
            sLog.outError("BatteGroundAV: Failed to spawn some mine supplies BattleGround not created!7.5.%i",i);
            return false;
        }
    }
    for(uint16 i= 0 ; i<=(BG_AV_OBJECT_MINE_SUPPLY_S_MAX-BG_AV_OBJECT_MINE_SUPPLY_S_MIN);i++)
    {
        if(!AddObject(BG_AV_OBJECT_MINE_SUPPLY_S_MIN+i,BG_AV_OBJECTID_MINE_S,BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][0],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][1],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][2],BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3]/2),RESPAWN_ONE_DAY))
        {
            sLog.outError("BatteGroundAV: Failed to spawn some mine supplies BattleGround not created!7.6.%i",i);
            return false;
        }
    }
    if(!AddObject(BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE, BG_AV_OBJECTID_BANNER_SNOWFALL_N ,BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][0],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][1],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][2],BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3],0,0,sin(BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3]/2), cos(BG_AV_ObjectPos[BG_AV_NODES_SNOWFALL_GRAVE][3]/2), RESPAWN_ONE_DAY))
    {
        sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!8");
        return false;
    }
    for(uint8 i = 0; i < 4; i++)
    {
        if(!AddObject(BG_AV_OBJECT_SNOW_EYECANDY_A+i, BG_AV_OBJECTID_SNOWFALL_CANDY_A ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY)
            || !AddObject(BG_AV_OBJECT_SNOW_EYECANDY_PA+i, BG_AV_OBJECTID_SNOWFALL_CANDY_PA ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY)
            || !AddObject(BG_AV_OBJECT_SNOW_EYECANDY_H+i, BG_AV_OBJECTID_SNOWFALL_CANDY_H ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY)
            || !AddObject(BG_AV_OBJECT_SNOW_EYECANDY_PH+i, BG_AV_OBJECTID_SNOWFALL_CANDY_PH ,BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][0],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][1],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][2],BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3],0,0,sin(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_SNOW_1+i][3]/2), RESPAWN_ONE_DAY))
        {
            sLog.outError("BatteGroundAV: Failed to spawn some object BattleGround not created!9.%i",i);
            return false;
        }
    }
    return true;
}
const char* BattleGroundAV::GetNodeName(BG_AV_Nodes node)
{
    switch (node)
    {
        case BG_AV_NODES_FIRSTAID_STATION:  return GetTrinityString(LANG_BG_AV_NODE_GRAVE_STORM_AID);
        case BG_AV_NODES_DUNBALDAR_SOUTH:   return GetTrinityString(LANG_BG_AV_NODE_TOWER_DUN_S);
        case BG_AV_NODES_DUNBALDAR_NORTH:   return GetTrinityString(LANG_BG_AV_NODE_TOWER_DUN_N);
        case BG_AV_NODES_STORMPIKE_GRAVE:   return GetTrinityString(LANG_BG_AV_NODE_GRAVE_STORMPIKE);
        case BG_AV_NODES_ICEWING_BUNKER:    return GetTrinityString(LANG_BG_AV_NODE_TOWER_ICEWING);
        case BG_AV_NODES_STONEHEART_GRAVE:  return GetTrinityString(LANG_BG_AV_NODE_GRAVE_STONE);
        case BG_AV_NODES_STONEHEART_BUNKER: return GetTrinityString(LANG_BG_AV_NODE_TOWER_STONE);
        case BG_AV_NODES_SNOWFALL_GRAVE:    return GetTrinityString(LANG_BG_AV_NODE_GRAVE_SNOW);
        case BG_AV_NODES_ICEBLOOD_TOWER:    return GetTrinityString(LANG_BG_AV_NODE_TOWER_ICE);
        case BG_AV_NODES_ICEBLOOD_GRAVE:    return GetTrinityString(LANG_BG_AV_NODE_GRAVE_ICE);
        case BG_AV_NODES_TOWER_POINT:       return GetTrinityString(LANG_BG_AV_NODE_TOWER_POINT);
        case BG_AV_NODES_FROSTWOLF_GRAVE:   return GetTrinityString(LANG_BG_AV_NODE_GRAVE_FROST);
        case BG_AV_NODES_FROSTWOLF_ETOWER:  return GetTrinityString(LANG_BG_AV_NODE_TOWER_FROST_E);
        case BG_AV_NODES_FROSTWOLF_WTOWER:  return GetTrinityString(LANG_BG_AV_NODE_TOWER_FROST_W);
        case BG_AV_NODES_FROSTWOLF_HUT:     return GetTrinityString(LANG_BG_AV_NODE_GRAVE_FROST_HUT);
        default:
            {
            sLog.outError("tried to get name for node %u%",node);
            return "Unknown";
            break;
            }
    }
}
void BattleGroundAV::AssaultNode(BG_AV_Nodes node, uint16 team)
{
    assert(m_Nodes[node].TotalOwner != team);
    assert(m_Nodes[node].Owner != team);
    assert(m_Nodes[node].State != POINT_DESTROYED);
    assert(m_Nodes[node].State != POINT_ASSAULTED || !m_Nodes[node].TotalOwner ); //only assault an assaulted node if no totalowner exists
    //the timer gets another time, if the previous owner was 0==Neutral
    m_Nodes[node].Timer      = (m_Nodes[node].PrevOwner)? BG_AV_CAPTIME : BG_AV_SNOWFALL_FIRSTCAP;
    m_Nodes[node].PrevOwner  = m_Nodes[node].Owner;
    m_Nodes[node].Owner      = team;
    m_Nodes[node].PrevState  = m_Nodes[node].State;
    m_Nodes[node].State      = POINT_ASSAULTED;
}
void BattleGroundAV::DestroyNode(BG_AV_Nodes node)
{
    assert(m_Nodes[node].State == POINT_ASSAULTED);
    m_Nodes[node].TotalOwner = m_Nodes[node].Owner;
    m_Nodes[node].PrevOwner  = m_Nodes[node].Owner;
    m_Nodes[node].PrevState  = m_Nodes[node].State;
    m_Nodes[node].State      = (m_Nodes[node].Tower)? POINT_DESTROYED : POINT_CONTROLED;
    m_Nodes[node].Timer      = 0;
}
void BattleGroundAV::InitNode(BG_AV_Nodes node, uint16 team, bool tower)
{
    m_Nodes[node].TotalOwner = team;
    m_Nodes[node].Owner      = team;
    m_Nodes[node].PrevOwner  = 0;
    m_Nodes[node].State      = POINT_CONTROLED;
    m_Nodes[node].PrevState  = m_Nodes[node].State;
    m_Nodes[node].State      = POINT_CONTROLED;
    m_Nodes[node].Timer      = 0;
    m_Nodes[node].Tower      = tower;
}
void BattleGroundAV::DefendNode(BG_AV_Nodes node, uint16 team)
{
    assert(m_Nodes[node].TotalOwner == team);
    assert(m_Nodes[node].Owner != team);
    assert(m_Nodes[node].State != POINT_CONTROLED && m_Nodes[node].State != POINT_DESTROYED);
    m_Nodes[node].PrevOwner  = m_Nodes[node].Owner;
    m_Nodes[node].Owner      = team;
    m_Nodes[node].PrevState  = m_Nodes[node].State;
    m_Nodes[node].State      = POINT_CONTROLED;
    m_Nodes[node].Timer      = 0;
}
void BattleGroundAV::ResetBGSubclass()
{
    m_MaxLevel=0;
    for(uint8 i=0; i<2; i++) //forloop for both teams (it just make 0==alliance and 1==horde also for both mines 0=north 1=south
    {
        for(uint8 j=0; j<9; j++)
            m_Team_QuestStatus[i][j]=0;
    m_Team_Scores[i]=BG_AV_SCORE_INITIAL_POINTS;
        m_IsInformedNearVictory[i]=false;
        m_CaptainAlive[i] = true;
        m_CaptainBuffTimer[i] = 120000 + urand(0,4)* 60; //as far as i could see, the buff is randomly so i make 2minutes (thats the duration of the buff itself) + 0-4minutes TODO get the right times
        m_Mine_Owner[i] = AV_NEUTRAL_TEAM;
        m_Mine_PrevOwner[i] = m_Mine_Owner[i];
    }
    for(BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_STONEHEART_GRAVE; ++i) //alliance graves
        InitNode(i,ALLIANCE,false);
    for(BG_AV_Nodes i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_STONEHEART_BUNKER; ++i) //alliance towers
        InitNode(i,ALLIANCE,true);
    for(BG_AV_Nodes i = BG_AV_NODES_ICEBLOOD_GRAVE; i <= BG_AV_NODES_FROSTWOLF_HUT; ++i) //horde graves
        InitNode(i,HORDE,false);
    for(BG_AV_Nodes i = BG_AV_NODES_ICEBLOOD_TOWER; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i) //horde towers
        InitNode(i,HORDE,true);
    InitNode(BG_AV_NODES_SNOWFALL_GRAVE,AV_NEUTRAL_TEAM,false); //give snowfall neutral owner
    m_Mine_Timer=AV_MINE_TICK_TIMER;
    for(uint16 i = 0; i < AV_CPLACE_MAX+AV_STATICCPLACE_MAX; i++)
        if(m_BgCreatures[i])
            DelCreature(i);
}