/*
* Copyright (C) 2008-2016 TrinityCore
*
* 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 .
*/
#ifndef BATTLEFIELD_H_
#define BATTLEFIELD_H_
#include "SharedDefines.h"
#include "ZoneScript.h"
#include "Packets/WorldStatePackets.h"
enum BattlefieldTypes
{
BATTLEFIELD_WG, // Wintergrasp
BATTLEFIELD_TB // Tol Barad (cataclysm)
};
enum BattlefieldIDs
{
BATTLEFIELD_BATTLEID_WG = 1, // Wintergrasp battle
BATTLEFIELD_BATTLEID_TB = 21, // Tol Barad
BATTLEFIELD_BATTLEID_ASHRAN = 24 // Ashran
};
enum BattlefieldState : int8
{
BATTLEFIELD_INACTIVE = 0,
BATTLEFIELD_WARMUP = 1,
BATTLEFIELD_IN_PROGRESS = 2
};
enum BattlefieldObjectiveStates
{
BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL = 0,
BF_CAPTUREPOINT_OBJECTIVESTATE_ALLIANCE,
BF_CAPTUREPOINT_OBJECTIVESTATE_HORDE,
BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE,
BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE,
BF_CAPTUREPOINT_OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE,
BF_CAPTUREPOINT_OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE
};
enum BattlefieldSounds
{
BF_SOUND_HORDE_WINS = 8454,
BF_SOUND_ALLIANCE_WINS = 8455,
BF_SOUND_START = 3439
};
enum BattlefieldTimers
{
BATTLEFIELD_OBJECTIVE_UPDATE_INTERVAL = 1000
};
// some class predefs
class Player;
class GameObject;
class WorldPacket;
class Creature;
class Unit;
class Battlefield;
class BfGraveyard;
typedef std::vector GraveyardVect;
typedef std::map PlayerTimerMap;
class TC_GAME_API BfCapturePoint
{
public:
BfCapturePoint(Battlefield* bf);
virtual ~BfCapturePoint() { }
virtual void FillInitialWorldStates(WorldPackets::WorldState::InitWorldStates& /*packet*/) { }
// Send world state update to all players present
void SendUpdateWorldState(uint32 field, uint32 value);
// Send kill notify to players in the controlling faction
void SendObjectiveComplete(uint32 id, ObjectGuid guid);
// Used when player is activated/inactivated in the area
virtual bool HandlePlayerEnter(Player* player);
virtual GuidSet::iterator HandlePlayerLeave(Player* player);
//virtual void HandlePlayerActivityChanged(Player* player);
// Checks if player is in range of a capture credit marker
bool IsInsideObjective(Player* player) const;
// Returns true if the state of the objective has changed, in this case, the OutdoorPvP must send a world state ui update.
virtual bool Update(uint32 diff);
virtual void ChangeTeam(TeamId /*oldTeam*/) { }
virtual void SendChangePhase();
bool SetCapturePointData(GameObject* capturePoint);
bool DelCapturePoint();
GameObject* GetCapturePointGo();
uint32 GetCapturePointEntry() const { return m_capturePointEntry; }
TeamId GetTeamId() const { return m_team; }
BattlefieldObjectiveStates GetObjectiveState() const { return m_State; }
protected:
// active Players in the area of the objective, 0 - alliance, 1 - horde
GuidSet m_activePlayers[BG_TEAMS_COUNT];
// Total shift needed to capture the objective
float m_maxValue;
float m_minValue;
// Maximum speed of capture
float m_maxSpeed;
// The status of the objective
float m_value;
TeamId m_team;
// Objective states
BattlefieldObjectiveStates m_OldState;
BattlefieldObjectiveStates m_State;
// Neutral value on capture bar
uint32 m_neutralValuePct;
// Pointer to the Battlefield this objective belongs to
Battlefield* m_Bf;
// Capture point entry
uint32 m_capturePointEntry;
// Gameobject related to that capture point
ObjectGuid m_capturePointGUID;
};
class TC_GAME_API BfGraveyard
{
public:
BfGraveyard(Battlefield* Bf);
// Method to changing who controls the graveyard
void GiveControlTo(TeamId team);
TeamId GetControlTeamId() const { return m_ControlTeam; }
// Find the nearest graveyard to a player
float GetDistance(Player* player);
// Initialize the graveyard
void Initialize(TeamId startcontrol, uint32 gy);
// Set spirit service for the graveyard
void SetSpirit(Creature* spirit, TeamId team);
// Add a player to the graveyard
void AddPlayer(ObjectGuid player_guid);
// Remove a player from the graveyard
void RemovePlayer(ObjectGuid player_guid);
// Resurrect players
void Resurrect();
// Move players waiting to that graveyard on the nearest one
void RelocateDeadPlayers();
// Check if this graveyard has a spirit guide
bool HasNpc(ObjectGuid guid);
// Check if a player is in this graveyard's resurrect queue
bool HasPlayer(ObjectGuid guid) { return m_ResurrectQueue.find(guid) != m_ResurrectQueue.end(); }
// Get the graveyard's ID.
uint32 GetGraveyardId() const { return m_GraveyardId; }
protected:
TeamId m_ControlTeam;
uint32 m_GraveyardId;
ObjectGuid m_SpiritGuide[BG_TEAMS_COUNT];
GuidSet m_ResurrectQueue;
Battlefield* m_Bf;
};
class TC_GAME_API Battlefield : public ZoneScript
{
friend class BattlefieldMgr;
public:
/// Constructor
Battlefield();
/// Destructor
virtual ~Battlefield();
/// typedef of map witch store capturepoint and the associate gameobject entry
typedef std::map BfCapturePointMap;
/// Call this to init the Battlefield
virtual bool SetupBattlefield() { return true; }
/// Update data of a worldstate to all players present in zone
void SendUpdateWorldState(uint32 variable, uint32 value, bool hidden = false);
/**
* \brief Called every time for update bf data and time
* - Update timer for start/end battle
* - Invite player in zone to queue m_StartGroupingTimer minutes before start
* - Kick Afk players
* \param diff : time ellapsed since last call (in ms)
*/
virtual bool Update(uint32 diff);
/// Invite all players in zone to join the queue, called x minutes before battle start in Update()
void InvitePlayersInZoneToQueue();
/// Invite all players in queue to join battle on battle start
void InvitePlayersInQueueToWar();
/// Invite all players in zone to join battle on battle start
void InvitePlayersInZoneToWar();
/// Called when a Unit is kill in battlefield zone
virtual void HandleKill(Player* /*killer*/, Unit* /*killed*/) { };
uint32 GetTypeId() const { return m_TypeId; }
uint32 GetZoneId() const { return m_ZoneId; }
uint64 GetQueueId() const { return MAKE_PAIR64(m_BattleId | 0x20000, 0x1F100000); }
void TeamApplyBuff(TeamId team, uint32 spellId, uint32 spellId2 = 0);
/// Return true if battle is start, false if battle is not started
bool IsWarTime() const { return m_isActive; }
int8 GetState() const { return m_isActive ? BATTLEFIELD_IN_PROGRESS : (m_Timer <= m_StartGroupingTimer ? BATTLEFIELD_WARMUP : BATTLEFIELD_INACTIVE); }
/// Enable or Disable battlefield
void ToggleBattlefield(bool enable) { m_IsEnabled = enable; }
/// Return if battlefield is enable
bool IsEnabled() const { return m_IsEnabled; }
/**
* \brief Kick player from battlefield and teleport him to kick-point location
* \param guid : guid of player who must be kick
*/
void KickPlayerFromBattlefield(ObjectGuid guid);
/// Called when player (player) enter in zone
void HandlePlayerEnterZone(Player* player, uint32 zone);
/// Called when player (player) leave the zone
void HandlePlayerLeaveZone(Player* player, uint32 zone);
// All-purpose data storage 64 bit
virtual uint64 GetData64(uint32 dataId) const override { return m_Data64[dataId]; }
virtual void SetData64(uint32 dataId, uint64 value) override { m_Data64[dataId] = value; }
// All-purpose data storage 32 bit
virtual uint32 GetData(uint32 dataId) const override { return m_Data32[dataId]; }
virtual void SetData(uint32 dataId, uint32 value) override { m_Data32[dataId] = value; }
virtual void UpdateData(uint32 index, int32 pad) { m_Data32[index] += pad; }
// Battlefield - generic methods
TeamId GetDefenderTeam() const { return m_DefenderTeam; }
TeamId GetAttackerTeam() const { return TeamId(1 - m_DefenderTeam); }
TeamId GetOtherTeam(TeamId team) const { return (team == TEAM_HORDE ? TEAM_ALLIANCE : TEAM_HORDE); }
void SetDefenderTeam(TeamId team) { m_DefenderTeam = team; }
// Group methods
/**
* \brief Find a not full battlefield group, if there is no, create one
* \param TeamId : Id of player team for who we search a group (player->GetTeamId())
*/
Group* GetFreeBfRaid(TeamId TeamId);
/// Return battlefield group where player is.
Group* GetGroupPlayer(ObjectGuid guid, TeamId TeamId);
/// Force player to join a battlefield group
bool AddOrSetPlayerToCorrectBfGroup(Player* player);
// Graveyard methods
// Find which graveyard the player must be teleported to to be resurrected by spiritguide
WorldSafeLocsEntry const* GetClosestGraveYard(Player* player);
virtual void AddPlayerToResurrectQueue(ObjectGuid npc_guid, ObjectGuid player_guid);
void RemovePlayerFromResurrectQueue(ObjectGuid player_guid);
void SetGraveyardNumber(uint32 number) { m_GraveyardList.resize(number); }
BfGraveyard* GetGraveyardById(uint32 id) const;
// Misc methods
virtual Creature* SpawnCreature(uint32 entry, float x, float y, float z, float o, TeamId /*teamId*/);
Creature* SpawnCreature(uint32 entry, Position const& pos, TeamId /*teamId*/);
GameObject* SpawnGameObject(uint32 entry, float x, float y, float z, float o);
Creature* GetCreature(ObjectGuid guid);
GameObject* GetGameObject(ObjectGuid guid);
// Script-methods
/// Called on start
virtual void OnBattleStart() { }
/// Called at the end of battle
virtual void OnBattleEnd(bool /*endByTimer*/) { }
/// Called x minutes before battle start when player in zone are invite to join queue
virtual void OnStartGrouping() { }
/// Called when a player accept to join the battle
virtual void OnPlayerJoinWar(Player* /*player*/) { }
/// Called when a player leave the battle
virtual void OnPlayerLeaveWar(Player* /*player*/) { }
/// Called when a player leave battlefield zone
virtual void OnPlayerLeaveZone(Player* /*player*/) { }
/// Called when a player enter in battlefield zone
virtual void OnPlayerEnterZone(Player* /*player*/) { }
void SendWarning(uint8 id, WorldObject const* target = nullptr);
void PlayerAcceptInviteToQueue(Player* player);
void PlayerAcceptInviteToWar(Player* player);
uint32 GetBattleId() const { return m_BattleId; }
void AskToLeaveQueue(Player* player);
virtual void DoCompleteOrIncrementAchievement(uint32 /*achievement*/, Player* /*player*/, uint8 /*incrementNumber = 1*/) { }
/// Send all worldstate data to all player in zone.
virtual void SendInitWorldStatesToAll() = 0;
virtual void FillInitialWorldStates(WorldPackets::WorldState::InitWorldStates& /*packet*/) = 0;
/// Return if we can use mount in battlefield
bool CanFlyIn() { return !m_isActive; }
void SendAreaSpiritHealerQueryOpcode(Player* player, ObjectGuid const& guid);
void StartBattle();
void EndBattle(bool endByTimer);
void HideNpc(Creature* creature);
void ShowNpc(Creature* creature, bool aggressive);
GraveyardVect GetGraveyardVector() const { return m_GraveyardList; }
uint32 GetTimer() const { return m_Timer; }
void SetTimer(uint32 timer) { m_Timer = timer; }
void DoPlaySoundToAll(uint32 SoundID);
void InvitePlayerToQueue(Player* player);
void InvitePlayerToWar(Player* player);
void InitStalker(uint32 entry, Position const& pos);
protected:
ObjectGuid StalkerGuid;
uint32 m_Timer; // Global timer for event
bool m_IsEnabled;
bool m_isActive;
TeamId m_DefenderTeam;
// Map of the objectives belonging to this OutdoorPvP
BfCapturePointMap m_capturePoints;
// Players info maps
GuidSet m_players[BG_TEAMS_COUNT]; // Players in zone
GuidSet m_PlayersInQueue[BG_TEAMS_COUNT]; // Players in the queue
GuidSet m_PlayersInWar[BG_TEAMS_COUNT]; // Players in WG combat
PlayerTimerMap m_InvitedPlayers[BG_TEAMS_COUNT];
PlayerTimerMap m_PlayersWillBeKick[BG_TEAMS_COUNT];
// Variables that must exist for each battlefield
uint32 m_TypeId; // See enum BattlefieldTypes
uint32 m_BattleId; // BattleID (for packet)
uint32 m_ZoneId; // ZoneID of Wintergrasp = 4197
uint32 m_MapId; // MapId where is Battlefield
Map* m_Map;
uint32 m_MaxPlayer; // Maximum number of player that participated to Battlefield
uint32 m_MinPlayer; // Minimum number of player for Battlefield start
uint32 m_MinLevel; // Required level to participate at Battlefield
uint32 m_BattleTime; // Length of a battle
uint32 m_NoWarBattleTime; // Time between two battles
uint32 m_RestartAfterCrash; // Delay to restart Wintergrasp if the server crashed during a running battle.
uint32 m_TimeForAcceptInvite;
uint32 m_uiKickDontAcceptTimer;
WorldLocation KickPosition; // Position where players are teleported if they switch to afk during the battle or if they don't accept invitation
uint32 m_uiKickAfkPlayersTimer; // Timer for check Afk in war
// Graveyard variables
GraveyardVect m_GraveyardList; // Vector witch contain the different GY of the battle
uint32 m_LastResurrectTimer; // Timer for resurrect player every 30 sec
uint32 m_StartGroupingTimer; // Timer for invite players in area 15 minute before start battle
bool m_StartGrouping; // bool for know if all players in area has been invited
GuidSet m_Groups[BG_TEAMS_COUNT]; // Contain different raid group
std::vector m_Data64;
std::vector m_Data32;
void KickAfkPlayers();
// use for switch off all worldstate for client
virtual void SendRemoveWorldStates(Player* /*player*/) { }
// use for send a packet for all player list
void BroadcastPacketToZone(WorldPacket const* data) const;
void BroadcastPacketToQueue(WorldPacket const* data) const;
void BroadcastPacketToWar(WorldPacket const* data) const;
// CapturePoint system
void AddCapturePoint(BfCapturePoint* cp);
BfCapturePoint* GetCapturePoint(uint32 entry) const;
void RegisterZone(uint32 zoneid);
bool HasPlayer(Player* player) const;
void TeamCastSpell(TeamId team, int32 spellId);
};
#endif