/* * 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(sMapMgr->CreateBaseMap(571)); // *vomits* if (!map) return 0; // Create gameobject GameObject* go = new GameObject; if (!go->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT), entry, map, PHASEMASK_NORMAL, x, y, z, o, 0, 0, 0, 0, 100, GO_STATE_READY)) { sLog->outError(LOG_FILTER_BATTLEFIELD, "Battlefield::SpawnGameObject: Gameobject template %u not found in database! Battlefield not created!", entry); sLog->outError(LOG_FILTER_BATTLEFIELD, "Battlefield::SpawnGameObject: Cannot create gameobject template %u! Battlefield not created!", entry); delete go; return NULL; } // Add to world map->AddToMap(go); go->setActive(true); return go; } // ******************************************************* // ******************* CapturePoint ********************** // ******************************************************* BfCapturePoint::BfCapturePoint(Battlefield* battlefield) : m_Bf(battlefield), m_capturePoint(NULL) { m_team = TEAM_NEUTRAL; m_value = 0; m_minValue = 0.0f; m_maxValue = 0.0f; m_State = BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL; m_OldState = BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL; m_capturePointEntry = 0; m_neutralValuePct = 0; m_maxSpeed = 0; } bool BfCapturePoint::HandlePlayerEnter(Player* player) { if (m_capturePoint) { player->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldState1, 1); player->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldstate2, uint32(ceil((m_value + m_maxValue) / (2 * m_maxValue) * 100.0f))); player->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldstate3, m_neutralValuePct); } return m_activePlayers[player->GetTeamId()].insert(player->GetGUID()).second; } GuidSet::iterator BfCapturePoint::HandlePlayerLeave(Player* player) { if (m_capturePoint) player->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldState1, 0); GuidSet::iterator current = m_activePlayers[player->GetTeamId()].find(player->GetGUID()); if (current == m_activePlayers[player->GetTeamId()].end()) return current; // return end() m_activePlayers[player->GetTeamId()].erase(current++); return current; } void BfCapturePoint::SendChangePhase() { if (!m_capturePoint) return; // send this too, sometimes the slider disappears, dunno why :( SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldState1, 1); // send these updates to only the ones in this objective SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldstate2, (uint32) ceil((m_value + m_maxValue) / (2 * m_maxValue) * 100.0f)); // send this too, sometimes it resets :S SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldstate3, m_neutralValuePct); } bool BfCapturePoint::SetCapturePointData(GameObject* capturePoint) { ASSERT(capturePoint); sLog->outDebug(LOG_FILTER_BATTLEFIELD, "Creating capture point %u", capturePoint->GetEntry()); m_capturePoint = capturePoint; // check info existence GameObjectTemplate const* goinfo = capturePoint->GetGOInfo(); if (goinfo->type != GAMEOBJECT_TYPE_CAPTURE_POINT) { sLog->outError(LOG_FILTER_GENERAL, "OutdoorPvP: GO %u is not capture point!", capturePoint->GetEntry()); return false; } // get the needed values from goinfo m_maxValue = goinfo->capturePoint.maxTime; m_maxSpeed = m_maxValue / (goinfo->capturePoint.minTime ? goinfo->capturePoint.minTime : 60); m_neutralValuePct = goinfo->capturePoint.neutralPercent; m_minValue = m_maxValue * goinfo->capturePoint.neutralPercent / 100; m_capturePointEntry = capturePoint->GetEntry(); if (m_team == TEAM_ALLIANCE) { m_value = m_maxValue; m_State = BF_CAPTUREPOINT_OBJECTIVESTATE_ALLIANCE; } else { m_value = -m_maxValue; m_State = BF_CAPTUREPOINT_OBJECTIVESTATE_HORDE; } return true; } bool BfCapturePoint::DelCapturePoint() { if (m_capturePoint) { m_capturePoint->SetRespawnTime(0); // not save respawn time m_capturePoint->Delete(); m_capturePoint = NULL; } return true; } bool BfCapturePoint::Update(uint32 diff) { if (!m_capturePoint) return false; float radius = m_capturePoint->GetGOInfo()->capturePoint.radius; for (uint8 team = 0; team < 2; ++team) { for (GuidSet::iterator itr = m_activePlayers[team].begin(); itr != m_activePlayers[team].end();) { if (Player* player = sObjectAccessor->FindPlayer(*itr)) { if (!m_capturePoint->IsWithinDistInMap(player, radius) || !player->IsOutdoorPvPActive()) itr = HandlePlayerLeave(player); else ++itr; } else ++itr; } } std::list players; Trinity::AnyPlayerInObjectRangeCheck checker(m_capturePoint, radius); Trinity::PlayerListSearcher searcher(m_capturePoint, players, checker); m_capturePoint->VisitNearbyWorldObject(radius, searcher); for (std::list::iterator itr = players.begin(); itr != players.end(); ++itr) if ((*itr)->IsOutdoorPvPActive()) if (m_activePlayers[(*itr)->GetTeamId()].insert((*itr)->GetGUID()).second) HandlePlayerEnter(*itr); // get the difference of numbers float fact_diff = ((float) m_activePlayers[0].size() - (float) m_activePlayers[1].size()) * diff / BATTLEFIELD_OBJECTIVE_UPDATE_INTERVAL; if (G3D::fuzzyEq(fact_diff, 0.0f)) return false; uint32 Challenger = 0; float maxDiff = m_maxSpeed * diff; if (fact_diff < 0) { // horde is in majority, but it's already horde-controlled -> no change if (m_State == BF_CAPTUREPOINT_OBJECTIVESTATE_HORDE && m_value <= -m_maxValue) return false; if (fact_diff < -maxDiff) fact_diff = -maxDiff; Challenger = HORDE; } else { // ally is in majority, but it's already ally-controlled -> no change if (m_State == BF_CAPTUREPOINT_OBJECTIVESTATE_ALLIANCE && m_value >= m_maxValue) return false; if (fact_diff > maxDiff) fact_diff = maxDiff; Challenger = ALLIANCE; } float oldValue = m_value; TeamId oldTeam = m_team; m_OldState = m_State; m_value += fact_diff; if (m_value < -m_minValue) // red { if (m_value < -m_maxValue) m_value = -m_maxValue; m_State = BF_CAPTUREPOINT_OBJECTIVESTATE_HORDE; m_team = TEAM_HORDE; } else if (m_value > m_minValue) // blue { if (m_value > m_maxValue) m_value = m_maxValue; m_State = BF_CAPTUREPOINT_OBJECTIVESTATE_ALLIANCE; m_team = TEAM_ALLIANCE; } else if (oldValue * m_value <= 0) // grey, go through mid point { // if challenger is ally, then n->a challenge if (Challenger == ALLIANCE) m_State = BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE; // if challenger is horde, then n->h challenge else if (Challenger == HORDE) m_State = BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE; m_team = TEAM_NEUTRAL; } else // grey, did not go through mid point { // old phase and current are on the same side, so one team challenges the other if (Challenger == ALLIANCE && (m_OldState == BF_CAPTUREPOINT_OBJECTIVESTATE_HORDE || m_OldState == BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE)) m_State = BF_CAPTUREPOINT_OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE; else if (Challenger == HORDE && (m_OldState == BF_CAPTUREPOINT_OBJECTIVESTATE_ALLIANCE || m_OldState == BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE)) m_State = BF_CAPTUREPOINT_OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE; m_team = TEAM_NEUTRAL; } if (G3D::fuzzyNe(m_value, oldValue)) SendChangePhase(); if (m_OldState != m_State) { //sLog->outError(LOG_FILTER_BATTLEFIELD, "%u->%u", m_OldState, m_State); if (oldTeam != m_team) ChangeTeam(oldTeam); return true; } return false; } void BfCapturePoint::SendUpdateWorldState(uint32 field, uint32 value) { for (uint8 team = 0; team < 2; ++team) for (GuidSet::iterator itr = m_activePlayers[team].begin(); itr != m_activePlayers[team].end(); ++itr) // send to all players present in the area if (Player* player = sObjectAccessor->FindPlayer(*itr)) player->SendUpdateWorldState(field, value); } void BfCapturePoint::SendObjectiveComplete(uint32 id, uint64 guid) { uint8 team; switch (m_State) { case BF_CAPTUREPOINT_OBJECTIVESTATE_ALLIANCE: team = 0; break; case BF_CAPTUREPOINT_OBJECTIVESTATE_HORDE: team = 1; break; default: return; } // send to all players present in the area for (GuidSet::iterator itr = m_activePlayers[team].begin(); itr != m_activePlayers[team].end(); ++itr) if (Player* player = sObjectAccessor->FindPlayer(*itr)) player->KilledMonsterCredit(id, guid); } bool BfCapturePoint::IsInsideObjective(Player* player) const { return m_activePlayers[player->GetTeamId()].find(player->GetGUID()) != m_activePlayers[player->GetTeamId()].end(); }