/*
* Copyright (C) 2008-2014 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 .
*/
#ifndef __BATTLEGROUND_H
#define __BATTLEGROUND_H
#include "Common.h"
#include "SharedDefines.h"
#include "DBCEnums.h"
class Creature;
class GameObject;
class Group;
class Player;
class Unit;
class WorldObject;
class WorldPacket;
class BattlegroundMap;
struct Position;
struct PvPDifficultyEntry;
struct WorldSafeLocsEntry;
enum BattlegroundCriteriaId
{
BG_CRITERIA_CHECK_RESILIENT_VICTORY,
BG_CRITERIA_CHECK_SAVE_THE_DAY,
BG_CRITERIA_CHECK_EVERYTHING_COUNTS,
BG_CRITERIA_CHECK_AV_PERFECTION,
BG_CRITERIA_CHECK_DEFENSE_OF_THE_ANCIENTS,
BG_CRITERIA_CHECK_NOT_EVEN_A_SCRATCH,
};
enum BattlegroundSounds
{
SOUND_HORDE_WINS = 8454,
SOUND_ALLIANCE_WINS = 8455,
SOUND_BG_START = 3439,
SOUND_BG_START_L70ETC = 11803
};
enum BattlegroundQuests
{
SPELL_WS_QUEST_REWARD = 43483,
SPELL_AB_QUEST_REWARD = 43484,
SPELL_AV_QUEST_REWARD = 43475,
SPELL_AV_QUEST_KILLED_BOSS = 23658,
SPELL_EY_QUEST_REWARD = 43477,
SPELL_SA_QUEST_REWARD = 61213,
SPELL_AB_QUEST_REWARD_4_BASES = 24061,
SPELL_AB_QUEST_REWARD_5_BASES = 24064
};
enum BattlegroundMarks
{
SPELL_WS_MARK_LOSER = 24950,
SPELL_WS_MARK_WINNER = 24951,
SPELL_AB_MARK_LOSER = 24952,
SPELL_AB_MARK_WINNER = 24953,
SPELL_AV_MARK_LOSER = 24954,
SPELL_AV_MARK_WINNER = 24955,
SPELL_SA_MARK_WINNER = 61160,
SPELL_SA_MARK_LOSER = 61159,
ITEM_AV_MARK_OF_HONOR = 20560,
ITEM_WS_MARK_OF_HONOR = 20558,
ITEM_AB_MARK_OF_HONOR = 20559,
ITEM_EY_MARK_OF_HONOR = 29024,
ITEM_SA_MARK_OF_HONOR = 42425
};
enum BattlegroundMarksCount
{
ITEM_WINNER_COUNT = 3,
ITEM_LOSER_COUNT = 1
};
enum BattlegroundCreatures
{
BG_CREATURE_ENTRY_A_SPIRITGUIDE = 13116, // alliance
BG_CREATURE_ENTRY_H_SPIRITGUIDE = 13117 // horde
};
enum BattlegroundSpells
{
SPELL_WAITING_FOR_RESURRECT = 2584, // Waiting to Resurrect
SPELL_SPIRIT_HEAL_CHANNEL = 22011, // Spirit Heal Channel
SPELL_SPIRIT_HEAL = 22012, // Spirit Heal
SPELL_RESURRECTION_VISUAL = 24171, // Resurrection Impact Visual
SPELL_ARENA_PREPARATION = 32727, // use this one, 32728 not correct
SPELL_ALLIANCE_GOLD_FLAG = 32724,
SPELL_ALLIANCE_GREEN_FLAG = 32725,
SPELL_HORDE_GOLD_FLAG = 35774,
SPELL_HORDE_GREEN_FLAG = 35775,
SPELL_PREPARATION = 44521, // Preparation
SPELL_SPIRIT_HEAL_MANA = 44535, // Spirit Heal
SPELL_RECENTLY_DROPPED_FLAG = 42792, // Recently Dropped Flag
SPELL_AURA_PLAYER_INACTIVE = 43681, // Inactive
SPELL_HONORABLE_DEFENDER_25Y = 68652, // +50% honor when standing at a capture point that you control, 25yards radius (added in 3.2)
SPELL_HONORABLE_DEFENDER_60Y = 66157, // +50% honor when standing at a capture point that you control, 60yards radius (added in 3.2), probably for 40+ player battlegrounds
SPELL_THE_LAST_STANDING = 26549 // Arena achievement related
};
enum BattlegroundTimeIntervals
{
CHECK_PLAYER_POSITION_INVERVAL = 1000, // ms
RESURRECTION_INTERVAL = 30000, // ms
//REMIND_INTERVAL = 10000, // ms
INVITATION_REMIND_TIME = 20000, // ms
INVITE_ACCEPT_WAIT_TIME = 60000, // ms
TIME_TO_AUTOREMOVE = 120000, // ms
MAX_OFFLINE_TIME = 300, // secs
RESPAWN_ONE_DAY = 86400, // secs
RESPAWN_IMMEDIATELY = 0, // secs
BUFF_RESPAWN_TIME = 180 // secs
};
enum BattlegroundStartTimeIntervals
{
BG_START_DELAY_2M = 120000, // ms (2 minutes)
BG_START_DELAY_1M = 60000, // ms (1 minute)
BG_START_DELAY_30S = 30000, // ms (30 seconds)
BG_START_DELAY_15S = 15000, // ms (15 seconds) Used only in arena
BG_START_DELAY_NONE = 0 // ms
};
enum BattlegroundBuffObjects
{
BG_OBJECTID_SPEEDBUFF_ENTRY = 179871,
BG_OBJECTID_REGENBUFF_ENTRY = 179904,
BG_OBJECTID_BERSERKERBUFF_ENTRY = 179905
};
const uint32 Buff_Entries[3] = { BG_OBJECTID_SPEEDBUFF_ENTRY, BG_OBJECTID_REGENBUFF_ENTRY, BG_OBJECTID_BERSERKERBUFF_ENTRY };
enum BattlegroundStatus
{
STATUS_NONE = 0, // first status, should mean bg is not instance
STATUS_WAIT_QUEUE = 1, // means bg is empty and waiting for queue
STATUS_WAIT_JOIN = 2, // this means, that BG has already started and it is waiting for more players
STATUS_IN_PROGRESS = 3, // means bg is running
STATUS_WAIT_LEAVE = 4 // means some faction has won BG and it is ending
};
struct BattlegroundPlayer
{
time_t OfflineRemoveTime; // for tracking and removing offline players from queue after 5 minutes
uint32 Team; // Player's team
};
struct BattlegroundObjectInfo
{
BattlegroundObjectInfo() : object(NULL), timer(0), spellid(0) { }
GameObject *object;
int32 timer;
uint32 spellid;
};
enum ScoreType
{
SCORE_KILLING_BLOWS = 1,
SCORE_DEATHS = 2,
SCORE_HONORABLE_KILLS = 3,
SCORE_BONUS_HONOR = 4,
//EY, but in MSG_PVP_LOG_DATA opcode!
SCORE_DAMAGE_DONE = 5,
SCORE_HEALING_DONE = 6,
//WS
SCORE_FLAG_CAPTURES = 7,
SCORE_FLAG_RETURNS = 8,
//AB and IC
SCORE_BASES_ASSAULTED = 9,
SCORE_BASES_DEFENDED = 10,
//AV
SCORE_GRAVEYARDS_ASSAULTED = 11,
SCORE_GRAVEYARDS_DEFENDED = 12,
SCORE_TOWERS_ASSAULTED = 13,
SCORE_TOWERS_DEFENDED = 14,
SCORE_MINES_CAPTURED = 15,
SCORE_LEADERS_KILLED = 16,
SCORE_SECONDARY_OBJECTIVES = 17,
//SOTA
SCORE_DESTROYED_DEMOLISHER = 18,
SCORE_DESTROYED_WALL = 19
};
enum ArenaType
{
ARENA_TYPE_2v2 = 2,
ARENA_TYPE_3v3 = 3,
ARENA_TYPE_5v5 = 5
};
enum BattlegroundType
{
TYPE_BATTLEGROUND = 3,
TYPE_ARENA = 4
};
enum BattlegroundWinner
{
WINNER_HORDE = 0,
WINNER_ALLIANCE = 1,
WINNER_NONE = 2
};
#define BG_TEAMS_COUNT 2
enum BattlegroundStartingEvents
{
BG_STARTING_EVENT_NONE = 0x00,
BG_STARTING_EVENT_1 = 0x01,
BG_STARTING_EVENT_2 = 0x02,
BG_STARTING_EVENT_3 = 0x04,
BG_STARTING_EVENT_4 = 0x08
};
enum BattlegroundStartingEventsIds
{
BG_STARTING_EVENT_FIRST = 0,
BG_STARTING_EVENT_SECOND = 1,
BG_STARTING_EVENT_THIRD = 2,
BG_STARTING_EVENT_FOURTH = 3
};
#define BG_STARTING_EVENT_COUNT 4
struct BattlegroundScore
{
BattlegroundScore() : KillingBlows(0), Deaths(0), HonorableKills(0), BonusHonor(0),
DamageDone(0), HealingDone(0)
{ }
virtual ~BattlegroundScore() { } //virtual destructor is used when deleting score from scores map
uint32 KillingBlows;
uint32 Deaths;
uint32 HonorableKills;
uint32 BonusHonor;
uint32 DamageDone;
uint32 HealingDone;
};
enum BGHonorMode
{
BG_NORMAL = 0,
BG_HOLIDAY,
BG_HONOR_MODE_NUM
};
#define BG_AWARD_ARENA_POINTS_MIN_LEVEL 71
#define ARENA_TIMELIMIT_POINTS_LOSS -16
/*
This class is used to:
1. Add player to battleground
2. Remove player from battleground
3. some certain cases, same for all battlegrounds
4. It has properties same for all battlegrounds
*/
class Battleground
{
public:
Battleground();
virtual ~Battleground();
void Update(uint32 diff);
virtual bool SetupBattleground() // must be implemented in BG subclass
{
return true;
}
virtual void Reset(); // resets all common properties for battlegrounds, must be implemented and called in BG subclass
virtual void StartingEventCloseDoors() { }
virtual void StartingEventOpenDoors() { }
virtual void ResetBGSubclass() { } // must be implemented in BG subclass
virtual void DestroyGate(Player* /*player*/, GameObject* /*go*/) { }
/* achievement req. */
virtual bool IsAllNodesControlledByTeam(uint32 /*team*/) const { return false; }
void StartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
virtual bool CheckAchievementCriteriaMeet(uint32 /*criteriaId*/, Player const* /*player*/, Unit const* /*target*/ = NULL, uint32 /*miscvalue1*/ = 0);
/* Battleground */
// Get methods:
char const* GetName() const { return m_Name; }
BattlegroundTypeId GetTypeID(bool GetRandom = false) const { return GetRandom ? m_RandomTypeID : m_TypeID; }
BattlegroundBracketId GetBracketId() const { return m_BracketId; }
uint32 GetInstanceID() const { return m_InstanceID; }
BattlegroundStatus GetStatus() const { return m_Status; }
uint32 GetClientInstanceID() const { return m_ClientInstanceID; }
uint32 GetStartTime() const { return m_StartTime; }
uint32 GetEndTime() const { return m_EndTime; }
uint32 GetLastResurrectTime() const { return m_LastResurrectTime; }
uint32 GetMaxPlayers() const { return m_MaxPlayers; }
uint32 GetMinPlayers() const { return m_MinPlayers; }
uint32 GetMinLevel() const { return m_LevelMin; }
uint32 GetMaxLevel() const { return m_LevelMax; }
uint32 GetMaxPlayersPerTeam() const { return m_MaxPlayersPerTeam; }
uint32 GetMinPlayersPerTeam() const { return m_MinPlayersPerTeam; }
int32 GetStartDelayTime() const { return m_StartDelayTime; }
uint8 GetArenaType() const { return m_ArenaType; }
uint8 GetWinner() const { return m_Winner; }
uint32 GetScriptId() const { return ScriptId; }
uint32 GetBonusHonorFromKill(uint32 kills) const;
bool IsRandom() const { return m_IsRandom; }
// Set methods:
void SetName(char const* Name) { m_Name = Name; }
void SetTypeID(BattlegroundTypeId TypeID) { m_TypeID = TypeID; }
void SetRandomTypeID(BattlegroundTypeId TypeID) { m_RandomTypeID = TypeID; }
//here we can count minlevel and maxlevel for players
void SetBracket(PvPDifficultyEntry const* bracketEntry);
void SetInstanceID(uint32 InstanceID) { m_InstanceID = InstanceID; }
void SetStatus(BattlegroundStatus Status) { m_Status = Status; }
void SetClientInstanceID(uint32 InstanceID) { m_ClientInstanceID = InstanceID; }
void SetStartTime(uint32 Time) { m_StartTime = Time; }
void SetEndTime(uint32 Time) { m_EndTime = Time; }
void SetLastResurrectTime(uint32 Time) { m_LastResurrectTime = Time; }
void SetMaxPlayers(uint32 MaxPlayers) { m_MaxPlayers = MaxPlayers; }
void SetMinPlayers(uint32 MinPlayers) { m_MinPlayers = MinPlayers; }
void SetLevelRange(uint32 min, uint32 max) { m_LevelMin = min; m_LevelMax = max; }
void SetRated(bool state) { m_IsRated = state; }
void SetArenaType(uint8 type) { m_ArenaType = type; }
void SetArenaorBGType(bool _isArena) { m_IsArena = _isArena; }
void SetWinner(uint8 winner) { m_Winner = winner; }
void SetScriptId(uint32 scriptId) { ScriptId = scriptId; }
void ModifyStartDelayTime(int diff) { m_StartDelayTime -= diff; }
void SetStartDelayTime(int Time) { m_StartDelayTime = Time; }
void SetMaxPlayersPerTeam(uint32 MaxPlayers) { m_MaxPlayersPerTeam = MaxPlayers; }
void SetMinPlayersPerTeam(uint32 MinPlayers) { m_MinPlayersPerTeam = MinPlayers; }
void AddToBGFreeSlotQueue(); //this queue will be useful when more battlegrounds instances will be available
void RemoveFromBGFreeSlotQueue(); //this method could delete whole BG instance, if another free is available
void DecreaseInvitedCount(uint32 team) { (team == ALLIANCE) ? --m_InvitedAlliance : --m_InvitedHorde; }
void IncreaseInvitedCount(uint32 team) { (team == ALLIANCE) ? ++m_InvitedAlliance : ++m_InvitedHorde; }
void SetRandom(bool isRandom) { m_IsRandom = isRandom; }
uint32 GetInvitedCount(uint32 team) const { return (team == ALLIANCE) ? m_InvitedAlliance : m_InvitedHorde; }
bool HasFreeSlots() const;
uint32 GetFreeSlotsForTeam(uint32 Team) const;
bool isArena() const { return m_IsArena; }
bool isBattleground() const { return !m_IsArena; }
bool isRated() const { return m_IsRated; }
typedef std::map BattlegroundPlayerMap;
BattlegroundPlayerMap const& GetPlayers() const { return m_Players; }
uint32 GetPlayersSize() const { return m_Players.size(); }
typedef std::map BattlegroundScoreMap;
BattlegroundScoreMap::const_iterator GetPlayerScoresBegin() const { return PlayerScores.begin(); }
BattlegroundScoreMap::const_iterator GetPlayerScoresEnd() const { return PlayerScores.end(); }
uint32 GetPlayerScoresSize() const { return PlayerScores.size(); }
uint32 GetReviveQueueSize() const { return m_ReviveQueue.size(); }
void AddPlayerToResurrectQueue(uint64 npc_guid, uint64 player_guid);
void RemovePlayerFromResurrectQueue(uint64 player_guid);
/// Relocate all players in ReviveQueue to the closest graveyard
void RelocateDeadPlayers(uint64 queueIndex);
void StartBattleground();
GameObject* GetBGObject(uint32 type, bool logError = true);
Creature* GetBGCreature(uint32 type, bool logError = true);
// Location
void SetMapId(uint32 MapID) { m_MapId = MapID; }
uint32 GetMapId() const { return m_MapId; }
// Map pointers
void SetBgMap(BattlegroundMap* map) { m_Map = map; }
BattlegroundMap* GetBgMap() const { ASSERT(m_Map); return m_Map; }
BattlegroundMap* FindBgMap() const { return m_Map; }
void SetTeamStartLoc(uint32 TeamID, float X, float Y, float Z, float O);
void GetTeamStartLoc(uint32 TeamID, float &X, float &Y, float &Z, float &O) const
{
TeamId idx = GetTeamIndexByTeamId(TeamID);
X = m_TeamStartLocX[idx];
Y = m_TeamStartLocY[idx];
Z = m_TeamStartLocZ[idx];
O = m_TeamStartLocO[idx];
}
void SetStartMaxDist(float startMaxDist) { m_StartMaxDist = startMaxDist; }
float GetStartMaxDist() const { return m_StartMaxDist; }
// Packet Transfer
// method that should fill worldpacket with actual world states (not yet implemented for all battlegrounds!)
virtual void FillInitialWorldStates(WorldPacket& /*data*/) { }
void SendPacketToTeam(uint32 TeamID, WorldPacket* packet, Player* sender = NULL, bool self = true);
void SendPacketToAll(WorldPacket* packet);
void YellToAll(Creature* creature, const char* text, uint32 language);
void SendChatMessage(Creature* source, uint8 textId, WorldObject* target = NULL);
template
void BroadcastWorker(Do& _do);
void PlaySoundToTeam(uint32 SoundID, uint32 TeamID);
void PlaySoundToAll(uint32 SoundID);
void CastSpellOnTeam(uint32 SpellID, uint32 TeamID);
void RemoveAuraOnTeam(uint32 SpellID, uint32 TeamID);
void RewardHonorToTeam(uint32 Honor, uint32 TeamID);
void RewardReputationToTeam(uint32 faction_id, uint32 Reputation, uint32 TeamID);
void UpdateWorldState(uint32 Field, uint32 Value);
void UpdateWorldStateForPlayer(uint32 Field, uint32 Value, Player* player);
void EndBattleground(uint32 winner);
void BlockMovement(Player* player);
void SendWarningToAll(int32 entry, ...);
void SendMessageToAll(int32 entry, ChatMsg type, Player const* source = NULL);
void PSendMessageToAll(int32 entry, ChatMsg type, Player const* source, ...);
// specialized version with 2 string id args
void SendMessage2ToAll(int32 entry, ChatMsg type, Player const* source, int32 strId1 = 0, int32 strId2 = 0);
// Raid Group
Group* GetBgRaid(uint32 TeamID) const { return TeamID == ALLIANCE ? m_BgRaids[TEAM_ALLIANCE] : m_BgRaids[TEAM_HORDE]; }
void SetBgRaid(uint32 TeamID, Group* bg_raid);
virtual void UpdatePlayerScore(Player* player, uint32 type, uint32 value, bool doAddHonor = true);
static TeamId GetTeamIndexByTeamId(uint32 Team) { return Team == ALLIANCE ? TEAM_ALLIANCE : TEAM_HORDE; }
uint32 GetPlayersCountByTeam(uint32 Team) const { return m_PlayersCount[GetTeamIndexByTeamId(Team)]; }
uint32 GetAlivePlayersCountByTeam(uint32 Team) const; // used in arenas to correctly handle death in spirit of redemption / last stand etc. (killer = killed) cases
void UpdatePlayersCountByTeam(uint32 Team, bool remove)
{
if (remove)
--m_PlayersCount[GetTeamIndexByTeamId(Team)];
else
++m_PlayersCount[GetTeamIndexByTeamId(Team)];
}
// used for rated arena battles
void SetArenaTeamIdForTeam(uint32 Team, uint32 ArenaTeamId) { m_ArenaTeamIds[GetTeamIndexByTeamId(Team)] = ArenaTeamId; }
uint32 GetArenaTeamIdForTeam(uint32 Team) const { return m_ArenaTeamIds[GetTeamIndexByTeamId(Team)]; }
uint32 GetArenaTeamIdByIndex(uint32 index) const { return m_ArenaTeamIds[index]; }
void SetArenaTeamRatingChangeForTeam(uint32 Team, int32 RatingChange) { m_ArenaTeamRatingChanges[GetTeamIndexByTeamId(Team)] = RatingChange; }
int32 GetArenaTeamRatingChangeForTeam(uint32 Team) const { return m_ArenaTeamRatingChanges[GetTeamIndexByTeamId(Team)]; }
int32 GetArenaTeamRatingChangeByIndex(uint32 index) const { return m_ArenaTeamRatingChanges[index]; }
void SetArenaMatchmakerRating(uint32 Team, uint32 MMR){ m_ArenaTeamMMR[GetTeamIndexByTeamId(Team)] = MMR; }
uint32 GetArenaMatchmakerRating(uint32 Team) const { return m_ArenaTeamMMR[GetTeamIndexByTeamId(Team)]; }
uint32 GetArenaMatchmakerRatingByIndex(uint32 index) const { return m_ArenaTeamMMR[index]; }
void CheckArenaAfterTimerConditions();
void CheckArenaWinConditions();
void UpdateArenaWorldState();
// Triggers handle
// must be implemented in BG subclass
virtual void HandleAreaTrigger(Player* /*player*/, uint32 /*Trigger*/);
// must be implemented in BG subclass if need AND call base class generic code
virtual void HandleKillPlayer(Player* player, Player* killer);
virtual void HandleKillUnit(Creature* /*unit*/, Player* /*killer*/);
// Battleground events
virtual void EventPlayerDroppedFlag(Player* /*player*/) { }
virtual void EventPlayerClickedOnFlag(Player* /*player*/, GameObject* /*target_obj*/) { }
void EventPlayerLoggedIn(Player* player);
void EventPlayerLoggedOut(Player* player);
virtual void ProcessEvent(WorldObject* /*obj*/, uint32 /*eventId*/, WorldObject* /*invoker*/ = NULL) { }
// this function can be used by spell to interact with the BG map
virtual void DoAction(uint32 /*action*/, uint64 /*var*/) { }
virtual void HandlePlayerResurrect(Player* /*player*/) { }
// Death related
virtual WorldSafeLocsEntry const* GetClosestGraveYard(Player* player);
virtual void AddPlayer(Player* player); // must be implemented in BG subclass
void AddOrSetPlayerToCorrectBgGroup(Player* player, uint32 team);
virtual void RemovePlayerAtLeave(uint64 guid, bool Transport, bool SendPacket);
// can be extended in in BG subclass
void HandleTriggerBuff(uint64 go_guid);
void SetHoliday(bool is_holiday);
/// @todo make this protected:
typedef std::vector BGObjects;
typedef std::vector BGCreatures;
BGObjects BgObjects;
BGCreatures BgCreatures;
void SpawnBGObject(uint32 type, uint32 respawntime);
virtual bool AddObject(uint32 type, uint32 entry, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime = 0);
bool AddObject(uint32 type, uint32 entry, Position const& pos, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime = 0);
virtual Creature* AddCreature(uint32 entry, uint32 type, float x, float y, float z, float o, TeamId teamId = TEAM_NEUTRAL, uint32 respawntime = 0);
Creature* AddCreature(uint32 entry, uint32 type, Position const& pos, TeamId teamId = TEAM_NEUTRAL, uint32 respawntime = 0);
bool DelCreature(uint32 type);
bool DelObject(uint32 type);
virtual bool AddSpiritGuide(uint32 type, float x, float y, float z, float o, TeamId teamId = TEAM_NEUTRAL);
bool AddSpiritGuide(uint32 type, Position const& pos, TeamId teamId = TEAM_NEUTRAL);
int32 GetObjectType(uint64 guid);
void DoorOpen(uint32 type);
void DoorClose(uint32 type);
//to be removed
const char* GetTrinityString(int32 entry);
virtual bool HandlePlayerUnderMap(Player* /*player*/) { return false; }
// since arenas can be AvA or Hvh, we have to get the "temporary" team of a player
uint32 GetPlayerTeam(uint64 guid) const;
uint32 GetOtherTeam(uint32 teamId) const;
bool IsPlayerInBattleground(uint64 guid) const;
bool ToBeDeleted() const { return m_SetDeleteThis; }
void SetDeleteThis() { m_SetDeleteThis = true; }
void RewardXPAtKill(Player* killer, Player* victim);
bool CanAwardArenaPoints() const { return m_LevelMin >= BG_AWARD_ARENA_POINTS_MIN_LEVEL; }
virtual uint64 GetFlagPickerGUID(int32 /*team*/ = -1) const { return 0; }
virtual void SetDroppedFlagGUID(uint64 /*guid*/, int32 /*team*/ = -1) { }
virtual void HandleQuestComplete(uint32 /*questid*/, Player* /*player*/) { }
virtual bool CanActivateGO(int32 /*entry*/, uint32 /*team*/) const { return true; }
virtual bool IsSpellAllowed(uint32 /*spellId*/, Player const* /*player*/) const { return true; }
uint32 GetTeamScore(uint32 TeamID) const;
virtual uint32 GetPrematureWinner();
protected:
// this method is called, when BG cannot spawn its own spirit guide, or something is wrong, It correctly ends Battleground
void EndNow();
void PlayerAddedToBGCheckIfBGIsRunning(Player* player);
Player* _GetPlayer(uint64 guid, bool offlineRemove, const char* context) const;
Player* _GetPlayer(BattlegroundPlayerMap::iterator itr, const char* context);
Player* _GetPlayer(BattlegroundPlayerMap::const_iterator itr, const char* context) const;
Player* _GetPlayerForTeam(uint32 teamId, BattlegroundPlayerMap::const_iterator itr, const char* context) const;
void _ProcessOfflineQueue();
void _ProcessRessurect(uint32 diff);
void _ProcessProgress(uint32 diff);
void _ProcessLeave(uint32 diff);
void _ProcessJoin(uint32 diff);
void _CheckSafePositions(uint32 diff);
// Scorekeeping
BattlegroundScoreMap PlayerScores; // Player scores
// must be implemented in BG subclass
virtual void RemovePlayer(Player* /*player*/, uint64 /*guid*/, uint32 /*team*/) { }
// Player lists, those need to be accessible by inherited classes
BattlegroundPlayerMap m_Players;
// Spirit Guide guid + Player list GUIDS
std::map > m_ReviveQueue;
// these are important variables used for starting messages
uint8 m_Events;
BattlegroundStartTimeIntervals StartDelayTimes[BG_STARTING_EVENT_COUNT];
// this must be filled in constructors!
uint32 StartMessageIds[BG_STARTING_EVENT_COUNT];
bool m_BuffChange;
bool m_IsRandom;
BGHonorMode m_HonorMode;
int32 m_TeamScores[BG_TEAMS_COUNT];
private:
// Battleground
BattlegroundTypeId m_TypeID;
BattlegroundTypeId m_RandomTypeID;
uint32 m_InstanceID; // Battleground Instance's GUID!
BattlegroundStatus m_Status;
uint32 m_ClientInstanceID; // the instance-id which is sent to the client and without any other internal use
uint32 m_StartTime;
uint32 m_ResetStatTimer;
uint32 m_ValidStartPositionTimer;
int32 m_EndTime; // it is set to 120000 when bg is ending and it decreases itself
uint32 m_LastResurrectTime;
BattlegroundBracketId m_BracketId;
uint8 m_ArenaType; // 2=2v2, 3=3v3, 5=5v5
bool m_InBGFreeSlotQueue; // used to make sure that BG is only once inserted into the BattlegroundMgr.BGFreeSlotQueue[bgTypeId] deque
bool m_SetDeleteThis; // used for safe deletion of the bg after end / all players leave
bool m_IsArena;
uint8 m_Winner; // 0=alliance, 1=horde, 2=none
int32 m_StartDelayTime;
bool m_IsRated; // is this battle rated?
bool m_PrematureCountDown;
uint32 m_PrematureCountDownTimer;
char const* m_Name;
/* Pre- and post-update hooks */
/**
* @brief Pre-update hook.
*
* Will be called before battleground update is started. Depending on
* the result of this call actual update body may be skipped.
*
* @param diff a time difference between two worldserver update loops in
* milliseconds.
*
* @return @c true if update must be performed, @c false otherwise.
*
* @see Update(), PostUpdateImpl().
*/
virtual bool PreUpdateImpl(uint32 /* diff */) { return true; }
/**
* @brief Post-update hook.
*
* Will be called after battleground update has passed. May be used to
* implement custom update effects in subclasses.
*
* @param diff a time difference between two worldserver update loops in
* milliseconds.
*
* @see Update(), PreUpdateImpl().
*/
virtual void PostUpdateImpl(uint32 /* diff */) { }
// Player lists
std::vector m_ResurrectQueue; // Player GUID
std::deque m_OfflineQueue; // Player GUID
// Invited counters are useful for player invitation to BG - do not allow, if BG is started to one faction to have 2 more players than another faction
// Invited counters will be changed only when removing already invited player from queue, removing player from battleground and inviting player to BG
// Invited players counters
uint32 m_InvitedAlliance;
uint32 m_InvitedHorde;
// Raid Group
Group* m_BgRaids[BG_TEAMS_COUNT]; // 0 - alliance, 1 - horde
// Players count by team
uint32 m_PlayersCount[BG_TEAMS_COUNT];
// Arena team ids by team
uint32 m_ArenaTeamIds[BG_TEAMS_COUNT];
int32 m_ArenaTeamRatingChanges[BG_TEAMS_COUNT];
uint32 m_ArenaTeamMMR[BG_TEAMS_COUNT];
// Limits
uint32 m_LevelMin;
uint32 m_LevelMax;
uint32 m_MaxPlayersPerTeam;
uint32 m_MaxPlayers;
uint32 m_MinPlayersPerTeam;
uint32 m_MinPlayers;
// Start location
uint32 m_MapId;
BattlegroundMap* m_Map;
float m_TeamStartLocX[BG_TEAMS_COUNT];
float m_TeamStartLocY[BG_TEAMS_COUNT];
float m_TeamStartLocZ[BG_TEAMS_COUNT];
float m_TeamStartLocO[BG_TEAMS_COUNT];
float m_StartMaxDist;
uint32 ScriptId;
};
#endif