/*
* Copyright (C) 2008-2010 TrinityCore
* 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, see .
*/
#include "Battlefield.h"
#include "BattlefieldMgr.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Map.h"
#include "MapManager.h"
#include "Group.h"
#include "WorldPacket.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "CellImpl.h"
#include "CreatureTextMgr.h"
#include "GroupMgr.h"
Battlefield::Battlefield()
{
m_Timer = 0;
m_IsEnabled = true;
m_isActive = false;
m_DefenderTeam = TEAM_NEUTRAL;
m_TypeId = 0;
m_BattleId = 0;
m_ZoneId = 0;
m_MapId = 0;
m_MaxPlayer = 0;
m_MinPlayer = 0;
m_BattleTime = 0;
m_NoWarBattleTime = 0;
m_TimeForAcceptInvite = 20;
m_uiKickDontAcceptTimer = 1000;
m_uiKickAfkPlayersTimer = 1000;
m_LastResurectTimer = 30 * IN_MILLISECONDS;
m_StartGroupingTimer = 0;
m_StartGrouping = false;
StalkerGuid = 0;
}
Battlefield::~Battlefield()
{
for (BfCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr)
delete itr->second;
for (GraveyardVect::const_iterator itr = m_GraveyardList.begin(); itr != m_GraveyardList.end(); ++itr)
delete *itr;
m_capturePoints.clear();
}
// Called when a player enters the zone
void Battlefield::HandlePlayerEnterZone(Player* player, uint32 /*zone*/)
{
// If battle is started,
// If not full of players > invite player to join the war
// If full of players > announce to player that BF is full and kick him after a few second if he desn't leave
if (IsWarTime())
{
if (m_PlayersInWar[player->GetTeamId()].size() + m_InvitedPlayers[player->GetTeamId()].size() < m_MaxPlayer) // Vacant spaces
InvitePlayerToWar(player);
else // No more vacant places
{
// TODO: Send a packet to announce it to player
m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = time(NULL) + 10;
InvitePlayerToQueue(player);
}
}
else
{
// If time left is < 15 minutes invite player to join queue
if (m_Timer <= m_StartGroupingTimer)
InvitePlayerToQueue(player);
}
// Add player in the list of player in zone
m_players[player->GetTeamId()].insert(player->GetGUID());
OnPlayerEnterZone(player);
}
// Called when a player leave the zone
void Battlefield::HandlePlayerLeaveZone(Player* player, uint32 /*zone*/)
{
if (IsWarTime())
{
// If the player is participating to the battle
if (m_PlayersInWar[player->GetTeamId()].find(player->GetGUID()) != m_PlayersInWar[player->GetTeamId()].end())
{
m_PlayersInWar[player->GetTeamId()].erase(player->GetGUID());
player->GetSession()->SendBfLeaveMessage(m_BattleId);
if (Group* group = player->GetGroup()) // Remove the player from the raid group
group->RemoveMember(player->GetGUID());
OnPlayerLeaveWar(player);
}
}
for (BfCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr)
itr->second->HandlePlayerLeave(player);
m_InvitedPlayers[player->GetTeamId()].erase(player->GetGUID());
m_PlayersWillBeKick[player->GetTeamId()].erase(player->GetGUID());
m_players[player->GetTeamId()].erase(player->GetGUID());
SendRemoveWorldStates(player);
RemovePlayerFromResurrectQueue(player->GetGUID());
OnPlayerLeaveZone(player);
}
bool Battlefield::Update(uint32 diff)
{
if (m_Timer <= diff)
{
// Battlefield ends on time
if (IsWarTime())
EndBattle(true);
else // Time to start a new battle!
StartBattle();
}
else
m_Timer -= diff;
// Invite players a few minutes before the battle's beginning
if (!IsWarTime() && !m_StartGrouping && m_Timer <= m_StartGroupingTimer)
{
m_StartGrouping = true;
InvitePlayersInZoneToQueue();
OnStartGrouping();
}
bool objective_changed = false;
if (IsWarTime())
{
if (m_uiKickAfkPlayersTimer <= diff)
{
m_uiKickAfkPlayersTimer = 1000;
KickAfkPlayers();
}
else
m_uiKickAfkPlayersTimer -= diff;
// Kick players who chose not to accept invitation to the battle
if (m_uiKickDontAcceptTimer <= diff)
{
for (int team = 0; team < 2; team++)
for (PlayerTimerMap::iterator itr = m_InvitedPlayers[team].begin(); itr != m_InvitedPlayers[team].end(); ++itr)
if ((*itr).second <= time(NULL))
KickPlayerFromBattlefield((*itr).first);
InvitePlayersInZoneToWar();
for (int team = 0; team < 2; team++)
for (PlayerTimerMap::iterator itr = m_PlayersWillBeKick[team].begin(); itr != m_PlayersWillBeKick[team].end(); ++itr)
if ((*itr).second <= time(NULL))
KickPlayerFromBattlefield((*itr).first);
m_uiKickDontAcceptTimer = 1000;
}
else
m_uiKickDontAcceptTimer -= diff;
for (BfCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr)
if (itr->second->Update(diff))
objective_changed = true;
}
if (m_LastResurectTimer <= diff)
{
for (uint8 i = 0; i < m_GraveyardList.size(); i++)
if (GetGraveyardById(i))
m_GraveyardList[i]->Resurrect();
m_LastResurectTimer = RESURRECTION_INTERVAL;
}
else
m_LastResurectTimer -= diff;
return objective_changed;
}
void Battlefield::InvitePlayersInZoneToQueue()
{
for (uint8 team = 0; team < 2; ++team)
for (GuidSet::const_iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
if (Player* player = sObjectAccessor->FindPlayer(*itr))
InvitePlayerToQueue(player);
}
void Battlefield::InvitePlayerToQueue(Player* player)
{
if (m_PlayersInQueue[player->GetTeamId()].count(player->GetGUID()))
return;
if (m_PlayersInQueue[player->GetTeamId()].size() <= m_MinPlayer || m_PlayersInQueue[GetOtherTeam(player->GetTeamId())].size() >= m_MinPlayer)
player->GetSession()->SendBfInvitePlayerToQueue(m_BattleId);
}
void Battlefield::InvitePlayersInQueueToWar()
{
for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
{
for (GuidSet::const_iterator itr = m_PlayersInQueue[team].begin(); itr != m_PlayersInQueue[team].end(); ++itr)
{
if (Player* player = sObjectAccessor->FindPlayer(*itr))
{
if (m_PlayersInWar[player->GetTeamId()].size() + m_InvitedPlayers[player->GetTeamId()].size() < m_MaxPlayer)
InvitePlayerToWar(player);
else
{
//Full
}
}
}
m_PlayersInQueue[team].clear();
}
}
void Battlefield::InvitePlayersInZoneToWar()
{
for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
for (GuidSet::const_iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
{
if (Player* player = sObjectAccessor->FindPlayer(*itr))
{
if (m_PlayersInWar[player->GetTeamId()].count(player->GetGUID()) || m_InvitedPlayers[player->GetTeamId()].count(player->GetGUID()))
continue;
if (m_PlayersInWar[player->GetTeamId()].size() + m_InvitedPlayers[player->GetTeamId()].size() < m_MaxPlayer)
InvitePlayerToWar(player);
else // Battlefield is full of players
m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = time(NULL) + 10;
}
}
}
void Battlefield::InvitePlayerToWar(Player* player)
{
if (!player)
return;
// TODO : needed ?
if (player->isInFlight())
return;
if (player->InArena() || player->GetBattleground())
{
m_PlayersInQueue[player->GetTeamId()].erase(player->GetGUID());
return;
}
// If the player does not match minimal level requirements for the battlefield, kick him
if (player->getLevel() < m_MinLevel)
{
if (m_PlayersWillBeKick[player->GetTeamId()].count(player->GetGUID()) == 0)
m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = time(NULL) + 10;
return;
}
// Check if player is not already in war
if (m_PlayersInWar[player->GetTeamId()].count(player->GetGUID()) || m_InvitedPlayers[player->GetTeamId()].count(player->GetGUID()))
return;
m_PlayersWillBeKick[player->GetTeamId()].erase(player->GetGUID());
m_InvitedPlayers[player->GetTeamId()][player->GetGUID()] = time(NULL) + m_TimeForAcceptInvite;
player->GetSession()->SendBfInvitePlayerToWar(m_BattleId, m_ZoneId, m_TimeForAcceptInvite);
}
void Battlefield::InitStalker(uint32 entry, float x, float y, float z, float o)
{
if (Creature* creature = SpawnCreature(entry, x, y, z, o, TEAM_NEUTRAL))
StalkerGuid = creature->GetGUID();
else
sLog->outError(LOG_FILTER_BATTLEFIELD, "Battlefield::InitStalker: could not spawn Stalker (Creature entry %u), zone messeges will be un-available", entry);
}
void Battlefield::KickAfkPlayers()
{
for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
if (Player* player = sObjectAccessor->FindPlayer(*itr))
if (player->isAFK())
KickPlayerFromBattlefield(*itr);
}
void Battlefield::KickPlayerFromBattlefield(uint64 guid)
{
if (Player* player = sObjectAccessor->FindPlayer(guid))
if (player->GetZoneId() == GetZoneId())
player->TeleportTo(KickPosition);
}
void Battlefield::StartBattle()
{
if (m_isActive)
return;
for (int team = 0; team < BG_TEAMS_COUNT; team++)
{
m_PlayersInWar[team].clear();
m_Groups[team].clear();
}
m_Timer = m_BattleTime;
m_isActive = true;
InvitePlayersInZoneToWar();
InvitePlayersInQueueToWar();
DoPlaySoundToAll(BF_START);
OnBattleStart();
}
void Battlefield::EndBattle(bool endByTimer)
{
if (!m_isActive)
return;
m_isActive = false;
m_StartGrouping = false;
if (!endByTimer)
SetDefenderTeam(GetAttackerTeam());
if (GetDefenderTeam() == TEAM_ALLIANCE)
DoPlaySoundToAll(BF_ALLIANCE_WINS);
else
DoPlaySoundToAll(BF_HORDE_WINS);
OnBattleEnd(endByTimer);
// Reset battlefield timer
m_Timer = m_NoWarBattleTime;
SendInitWorldStatesToAll();
}
void Battlefield::DoPlaySoundToAll(uint32 SoundID)
{
WorldPacket data;
data.Initialize(SMSG_PLAY_SOUND, 4);
data << uint32(SoundID);
for (int team = 0; team < BG_TEAMS_COUNT; team++)
for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
if (Player* player = sObjectAccessor->FindPlayer(*itr))
player->GetSession()->SendPacket(&data);
}
bool Battlefield::HasPlayer(Player* player) const
{
return m_players[player->GetTeamId()].find(player->GetGUID()) != m_players[player->GetTeamId()].end();
}
// Called in WorldSession::HandleBfQueueInviteResponse
void Battlefield::PlayerAcceptInviteToQueue(Player* player)
{
// Add player in queue
m_PlayersInQueue[player->GetTeamId()].insert(player->GetGUID());
// Send notification
player->GetSession()->SendBfQueueInviteResponse(m_BattleId, m_ZoneId);
}
// Called in WorldSession::HandleBfExitRequest
void Battlefield::AskToLeaveQueue(Player* player)
{
// Remove player from queue
m_PlayersInQueue[player->GetTeamId()].erase(player->GetGUID());
}
// Called in WorldSession::HandleBfEntryInviteResponse
void Battlefield::PlayerAcceptInviteToWar(Player* player)
{
if (!IsWarTime())
return;
if (AddOrSetPlayerToCorrectBfGroup(player))
{
player->GetSession()->SendBfEntered(m_BattleId);
m_PlayersInWar[player->GetTeamId()].insert(player->GetGUID());
m_InvitedPlayers[player->GetTeamId()].erase(player->GetGUID());
if (player->isAFK())
player->ToggleAFK();
OnPlayerJoinWar(player); //for scripting
}
}
void Battlefield::TeamCastSpell(TeamId team, int32 spellId)
{
if (spellId > 0)
for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
if (Player* player = sObjectAccessor->FindPlayer(*itr))
player->CastSpell(player, uint32(spellId), true);
else
for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
if (Player* player = sObjectAccessor->FindPlayer(*itr))
player->RemoveAuraFromStack(uint32(-spellId));
}
void Battlefield::BroadcastPacketToZone(WorldPacket& data) const
{
for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
for (GuidSet::const_iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
if (Player* player = sObjectAccessor->FindPlayer(*itr))
player->GetSession()->SendPacket(&data);
}
void Battlefield::BroadcastPacketToQueue(WorldPacket& data) const
{
for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
for (GuidSet::const_iterator itr = m_PlayersInQueue[team].begin(); itr != m_PlayersInQueue[team].end(); ++itr)
if (Player* player = sObjectAccessor->FindPlayer(*itr))
player->GetSession()->SendPacket(&data);
}
void Battlefield::BroadcastPacketToWar(WorldPacket& data) const
{
for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
if (Player* player = sObjectAccessor->FindPlayer(*itr))
player->GetSession()->SendPacket(&data);
}
WorldPacket Battlefield::BuildWarningAnnPacket(std::string const& msg)
{
WorldPacket data(SMSG_MESSAGECHAT, 200);
data << uint8(CHAT_MSG_RAID_BOSS_EMOTE);
data << uint32(LANG_UNIVERSAL);
data << uint64(0);
data << uint32(0); // 2.1.0
data << uint32(1);
data << uint8(0);
data << uint64(0);
data << uint32(msg.length() + 1);
data << msg;
data << uint8(0);
return data;
}
void Battlefield::SendWarningToAllInZone(uint32 entry)
{
if (Unit* unit = sObjectAccessor->FindUnit(StalkerGuid))
if (Creature* stalker = unit->ToCreature())
// FIXME: replaced CHAT_TYPE_END with CHAT_MSG_BG_SYSTEM_NEUTRAL to fix compile, it's a guessed change :/
sCreatureTextMgr->SendChat(stalker, (uint8) entry, 0, CHAT_MSG_BG_SYSTEM_NEUTRAL, LANG_ADDON, TEXT_RANGE_ZONE);
}
/*void Battlefield::SendWarningToAllInWar(int32 entry,...)
{
const char *format = sObjectMgr->GetTrinityStringForDBCLocale(entry);
va_list ap;
char str [1024];
va_start(ap, entry);
vsnprintf(str,1024,format, ap);
va_end(ap);
std::string msg = (std::string)str;
WorldPacket data = BuildWarningAnnPacket(msg);
BroadcastPacketWar(data);
}*/
void Battlefield::SendWarningToPlayer(Player* player, uint32 entry)
{
if (player)
if (Unit* unit = sObjectAccessor->FindUnit(StalkerGuid))
if (Creature* stalker = unit->ToCreature())
sCreatureTextMgr->SendChat(stalker, (uint8)entry, player->GetGUID());
}
void Battlefield::SendUpdateWorldState(uint32 field, uint32 value)
{
for (uint8 i = 0; i < BG_TEAMS_COUNT; ++i)
for (GuidSet::iterator itr = m_players[i].begin(); itr != m_players[i].end(); ++itr)
if (Player* player = sObjectAccessor->FindPlayer(*itr))
player->SendUpdateWorldState(field, value);
}
void Battlefield::RegisterZone(uint32 zoneId)
{
sBattlefieldMgr->AddZone(zoneId, this);
}
void Battlefield::HideNpc(Creature* creature)
{
creature->CombatStop();
creature->SetReactState(REACT_PASSIVE);
creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
creature->SetPhaseMask(2, true);
creature->DisappearAndDie();
creature->SetVisible(false);
}
void Battlefield::ShowNpc(Creature* creature, bool aggressive)
{
creature->SetPhaseMask(1, true);
creature->SetVisible(true);
creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
if (!creature->isAlive())
creature->Respawn(true);
if (aggressive)
creature->SetReactState(REACT_AGGRESSIVE);
else
{
creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
creature->SetReactState(REACT_PASSIVE);
}
}
// ****************************************************
// ******************* Group System *******************
// ****************************************************
Group* Battlefield::GetFreeBfRaid(TeamId TeamId)
{
for (GuidSet::const_iterator itr = m_Groups[TeamId].begin(); itr != m_Groups[TeamId].end(); ++itr)
if (Group* group = sGroupMgr->GetGroupByGUID(*itr))
if (!group->IsFull())
return group;
return NULL;
}
Group* Battlefield::GetGroupPlayer(uint64 guid, TeamId TeamId)
{
for (GuidSet::const_iterator itr = m_Groups[TeamId].begin(); itr != m_Groups[TeamId].end(); ++itr)
if (Group* group = sGroupMgr->GetGroupByGUID(*itr))
if (group->IsMember(guid))
return group;
return NULL;
}
bool Battlefield::AddOrSetPlayerToCorrectBfGroup(Player* player)
{
if (!player->IsInWorld())
return false;
if (Group* group = player->GetGroup())
group->RemoveMember(player->GetGUID());
Group* group = GetFreeBfRaid(player->GetTeamId());
if (!group)
{
group = new Group;
group->SetBattlefieldGroup(this);
group->Create(player);
sGroupMgr->AddGroup(group);
m_Groups[player->GetTeamId()].insert(group->GetGUID());
}
else if (group->IsMember(player->GetGUID()))
{
uint8 subgroup = group->GetMemberGroup(player->GetGUID());
player->SetBattlegroundOrBattlefieldRaid(group, subgroup);
}
else
group->AddMember(player);
return true;
}
//***************End of Group System*******************
//*****************************************************
//***************Spirit Guide System*******************
//*****************************************************
//--------------------
//-Battlefield Method-
//--------------------
BfGraveyard* Battlefield::GetGraveyardById(uint32 id)
{
if (id < m_GraveyardList.size())
{
if (m_GraveyardList[id])
return m_GraveyardList[id];
else
sLog->outError(LOG_FILTER_BATTLEFIELD, "Battlefield::GetGraveyardById Id:%u not existed", id);
}
else
sLog->outError(LOG_FILTER_BATTLEFIELD, "Battlefield::GetGraveyardById Id:%u cant be found", id);
return NULL;
}
WorldSafeLocsEntry const * Battlefield::GetClosestGraveYard(Player* player)
{
BfGraveyard* closestGY = NULL;
float maxdist = -1;
for (uint8 i = 0; i < m_GraveyardList.size(); i++)
{
if (m_GraveyardList[i])
{
if (m_GraveyardList[i]->GetControlTeamId() != player->GetTeamId())
continue;
float dist = m_GraveyardList[i]->GetDistance(player);
if (dist < maxdist || maxdist < 0)
{
closestGY = m_GraveyardList[i];
maxdist = dist;
}
}
}
if (closestGY)
return sWorldSafeLocsStore.LookupEntry(closestGY->GetGraveyardId());
return NULL;
}
void Battlefield::AddPlayerToResurrectQueue(uint64 npcGuid, uint64 playerGuid)
{
for (uint8 i = 0; i < m_GraveyardList.size(); i++)
{
if (!m_GraveyardList[i])
continue;
if (m_GraveyardList[i]->HasNpc(npcGuid))
{
m_GraveyardList[i]->AddPlayer(playerGuid);
break;
}
}
}
void Battlefield::RemovePlayerFromResurrectQueue(uint64 playerGuid)
{
for (uint8 i = 0; i < m_GraveyardList.size(); i++)
{
if (!m_GraveyardList[i])
continue;
if (m_GraveyardList[i]->HasPlayer(playerGuid))
{
m_GraveyardList[i]->RemovePlayer(playerGuid);
break;
}
}
}
void Battlefield::SendAreaSpiritHealerQueryOpcode(Player* player, const uint64 &guid)
{
WorldPacket data(SMSG_AREA_SPIRIT_HEALER_TIME, 12);
uint32 time = m_LastResurectTimer; // resurrect every 30 seconds
data << guid << time;
ASSERT(player && player->GetSession());
player->GetSession()->SendPacket(&data);
}
// ----------------------
// - BfGraveyard Method -
// ----------------------
BfGraveyard::BfGraveyard(Battlefield* battlefield)
{
m_Bf = battlefield;
m_GraveyardId = 0;
m_ControlTeam = TEAM_NEUTRAL;
m_SpiritGuide[0] = 0;
m_SpiritGuide[1] = 0;
m_ResurrectQueue.clear();
}
void BfGraveyard::Initialize(TeamId startControl, uint32 graveyardId)
{
m_ControlTeam = startControl;
m_GraveyardId = graveyardId;
}
void BfGraveyard::SetSpirit(Creature* spirit, TeamId team)
{
if (!spirit)
{
sLog->outError(LOG_FILTER_BATTLEFIELD, "BfGraveyard::SetSpirit: Invalid Spirit.");
return;
}
m_SpiritGuide[team] = spirit->GetGUID();
spirit->SetReactState(REACT_PASSIVE);
}
float BfGraveyard::GetDistance(Player* player)
{
const WorldSafeLocsEntry* safeLoc = sWorldSafeLocsStore.LookupEntry(m_GraveyardId);
return player->GetDistance2d(safeLoc->x, safeLoc->y);
}
void BfGraveyard::AddPlayer(uint64 playerGuid)
{
if (!m_ResurrectQueue.count(playerGuid))
{
m_ResurrectQueue.insert(playerGuid);
if (Player* player = sObjectAccessor->FindPlayer(playerGuid))
player->CastSpell(player, SPELL_WAITING_FOR_RESURRECT, true);
}
}
void BfGraveyard::RemovePlayer(uint64 playerGuid)
{
m_ResurrectQueue.erase(m_ResurrectQueue.find(playerGuid));
if (Player* player = sObjectAccessor->FindPlayer(playerGuid))
player->RemoveAurasDueToSpell(SPELL_WAITING_FOR_RESURRECT);
}
void BfGraveyard::Resurrect()
{
if (m_ResurrectQueue.empty())
return;
for (GuidSet::const_iterator itr = m_ResurrectQueue.begin(); itr != m_ResurrectQueue.end(); ++itr)
{
// Get player object from his guid
Player* player = sObjectAccessor->FindPlayer(*itr);
if (!player)
continue;
// Check if the player is in world and on the good graveyard
if (player->IsInWorld())
if (Unit* spirit = sObjectAccessor->FindUnit(m_SpiritGuide[m_ControlTeam]))
spirit->CastSpell(spirit, SPELL_SPIRIT_HEAL, true);
// Resurect player
player->CastSpell(player, SPELL_RESURRECTION_VISUAL, true);
player->ResurrectPlayer(1.0f);
player->CastSpell(player, 6962, true);
player->CastSpell(player, SPELL_SPIRIT_HEAL_MANA, true);
sObjectAccessor->ConvertCorpseForPlayer(player->GetGUID());
}
m_ResurrectQueue.clear();
}
// For changing graveyard control
void BfGraveyard::GiveControlTo(TeamId team)
{
// Guide switching
// Note: Visiblity changes are made by phasing
/*if (m_SpiritGuide[1 - team])
m_SpiritGuide[1 - team]->SetVisible(false);
if (m_SpiritGuide[team])
m_SpiritGuide[team]->SetVisible(true);*/
m_ControlTeam = team;
// Teleport to other graveyard, player witch were on this graveyard
RelocateDeadPlayers();
}
void BfGraveyard::RelocateDeadPlayers()
{
WorldSafeLocsEntry const* closestGrave = NULL;
for (GuidSet::const_iterator itr = m_ResurrectQueue.begin(); itr != m_ResurrectQueue.end(); ++itr)
{
Player* player = sObjectAccessor->FindPlayer(*itr);
if (!player)
continue;
if (closestGrave)
player->TeleportTo(player->GetMapId(), closestGrave->x, closestGrave->y, closestGrave->z, player->GetOrientation());
else
{
closestGrave = m_Bf->GetClosestGraveYard(player);
if (closestGrave)
player->TeleportTo(player->GetMapId(), closestGrave->x, closestGrave->y, closestGrave->z, player->GetOrientation());
}
}
}
// *******************************************************
// *************** End Spirit Guide system ***************
// *******************************************************
// ********************** Misc ***************************
// *******************************************************
Creature* Battlefield::SpawnCreature(uint32 entry, Position pos, TeamId team)
{
return SpawnCreature(entry, pos.m_positionX, pos.m_positionY, pos.m_positionZ, pos.m_orientation, team);
}
Creature* Battlefield::SpawnCreature(uint32 entry, float x, float y, float z, float o, TeamId team)
{
//Get map object
Map* map = const_cast < Map * >(sMapMgr->CreateBaseMap(m_MapId));
if (!map)
{
sLog->outError(LOG_FILTER_BATTLEFIELD, "Battlefield::SpawnCreature: Can't create creature entry: %u map not found", entry);
return 0;
}
Creature* creature = new Creature;
if (!creature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, PHASEMASK_NORMAL, entry, 0, team, x, y, z, o))
{
sLog->outError(LOG_FILTER_BATTLEFIELD, "Battlefield::SpawnCreature: Can't create creature entry: %u", entry);
delete creature;
return NULL;
}
creature->SetHomePosition(x, y, z, o);
CreatureTemplate const* cinfo = sObjectMgr->GetCreatureTemplate(entry);
if (!cinfo)
{
sLog->outError(LOG_FILTER_BATTLEFIELD, "Battlefield::SpawnCreature: entry %u does not exist.", entry);
return NULL;
}
// force using DB speeds -- do we really need this?
creature->SetSpeed(MOVE_WALK, cinfo->speed_walk);
creature->SetSpeed(MOVE_RUN, cinfo->speed_run);
// Set creature in world
map->AddToMap(creature);
creature->setActive(true);
return creature;
}
// Method for spawning gameobject on map
GameObject* Battlefield::SpawnGameObject(uint32 entry, float x, float y, float z, float o)
{
// Get map object
Map* map = const_cast