/* * Copyright (C) 2005-2009 MaNGOS * * 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 */ #ifndef __BATTLEGROUNDDS_H #define __BATTLEGROUNDDS_H class BattleGround; enum BattleGroundDSObjectTypes { BG_DS_OBJECT_DOOR_1 = 0, BG_DS_OBJECT_DOOR_2 = 1, BG_DS_OBJECT_WATER_1 = 2, BG_DS_OBJECT_WATER_2 = 3, BG_DS_OBJECT_BUFF_1 = 4, BG_DS_OBJECT_BUFF_2 = 5, BG_DS_OBJECT_MAX = 6 }; enum BattleGroundDSObjects { BG_DS_OBJECT_TYPE_DOOR_1 = 192642, BG_DS_OBJECT_TYPE_DOOR_2 = 192643, BG_DS_OBJECT_TYPE_WATER_1 = 194395, BG_DS_OBJECT_TYPE_WATER_2 = 191877, BG_DS_OBJECT_TYPE_BUFF_1 = 184663, BG_DS_OBJECT_TYPE_BUFF_2 = 184664 }; enum BattleGroundDSData { // These values are NOT blizzlike... need the correct data! BG_DS_WATERFALL_TIMER_MIN = 30000, BG_DS_WATERFALL_TIMER_MAX = 60000, BG_DS_WATERFALL_DURATION = 10000, }; class BattleGroundDSScore : public BattleGroundScore { public: BattleGroundDSScore() {}; virtual ~BattleGroundDSScore() {}; //TODO fix me }; class BattleGroundDS : public BattleGround { friend class BattleGroundMgr; public: BattleGroundDS(); ~BattleGroundDS(); void Update(uint32 diff); /* inherited from BattlegroundClass */ virtual void AddPlayer(Player *plr); virtual void StartingEventCloseDoors(); virtual void StartingEventOpenDoors(); void RemovePlayer(Player *plr, uint64 guid); void HandleAreaTrigger(Player *Source, uint32 Trigger); bool SetupBattleGround(); virtual void Reset(); virtual void FillInitialWorldStates(WorldPacket &d); void HandleKillPlayer(Player* player, Player *killer); bool HandlePlayerUnderMap(Player * plr); private: uint32 m_waterTimer; bool m_waterfallActive; protected: bool isWaterFallActive() { return m_waterfallActive; }; void setWaterFallActive(bool active) { m_waterfallActive = active; }; void setWaterFallTimer(uint32 timer) { m_waterTimer = timer; }; uint32 getWaterFallTimer() { return m_waterTimer; }; }; #endif