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/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef __BATTLEGROUNDDS_H
#define __BATTLEGROUNDDS_H
class BattleGround;
enum BattleGroundDSObjectTypes
{
BG_DS_OBJECT_DOOR_1 = 0,
BG_DS_OBJECT_DOOR_2 = 1,
BG_DS_OBJECT_WATER_1 = 2,
BG_DS_OBJECT_WATER_2 = 3,
BG_DS_OBJECT_BUFF_1 = 4,
BG_DS_OBJECT_BUFF_2 = 5,
BG_DS_OBJECT_MAX = 6
};
enum BattleGroundDSObjects
{
BG_DS_OBJECT_TYPE_DOOR_1 = 192642,
BG_DS_OBJECT_TYPE_DOOR_2 = 192643,
BG_DS_OBJECT_TYPE_WATER_1 = 194395,
BG_DS_OBJECT_TYPE_WATER_2 = 191877,
BG_DS_OBJECT_TYPE_BUFF_1 = 184663,
BG_DS_OBJECT_TYPE_BUFF_2 = 184664
};
enum BattleGroundDSData
{ // These values are NOT blizzlike... need the correct data!
BG_DS_WATERFALL_TIMER_MIN = 30000,
BG_DS_WATERFALL_TIMER_MAX = 60000,
BG_DS_WATERFALL_DURATION = 10000,
};
class BattleGroundDSScore : public BattleGroundScore
{
public:
BattleGroundDSScore() {};
virtual ~BattleGroundDSScore() {};
//TODO fix me
};
class BattleGroundDS : public BattleGround
{
friend class BattleGroundMgr;
public:
BattleGroundDS();
~BattleGroundDS();
void Update(uint32 diff);
/* inherited from BattlegroundClass */
virtual void AddPlayer(Player *plr);
virtual void StartingEventCloseDoors();
virtual void StartingEventOpenDoors();
void RemovePlayer(Player *plr, uint64 guid);
void HandleAreaTrigger(Player *Source, uint32 Trigger);
bool SetupBattleGround();
virtual void Reset();
virtual void FillInitialWorldStates(WorldPacket &d);
void HandleKillPlayer(Player* player, Player *killer);
bool HandlePlayerUnderMap(Player * plr);
private:
uint32 m_waterTimer;
bool m_waterfallActive;
protected:
bool isWaterFallActive() { return m_waterfallActive; };
void setWaterFallActive(bool active) { m_waterfallActive = active; };
void setWaterFallTimer(uint32 timer) { m_waterTimer = timer; };
uint32 getWaterFallTimer() { return m_waterTimer; };
};
#endif
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