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TCPlayerbotCore/src/game/OutdoorPvP.h
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/*
* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
*
* 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
*/
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#ifndef OUTDOOR_PVP_H_
#define OUTDOOR_PVP_H_
#include "Util.h"
#include <map>
#include <set>
#define OPVP_TRIGGER_CREATURE_ENTRY 12999
enum ObjectiveStates{
OBJECTIVESTATE_NEUTRAL = 0,
OBJECTIVESTATE_ALLIANCE = 1,
OBJECTIVESTATE_HORDE = 2,
OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE = 3,
OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE = 4,
OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE = 5,
OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE = 6
};
enum OutdoorPvPTypes{
OUTDOOR_PVP_HP = 1,
OUTDOOR_PVP_NA = 2,
OUTDOOR_PVP_TF = 3,
OUTDOOR_PVP_ZM = 4,
OUTDOOR_PVP_SI = 5,
OUTDOOR_PVP_EP = 6
};
// struct for go spawning
struct go_type{
uint32 entry;
uint32 map;
float x;
float y;
float z;
float o;
float rot0;
float rot1;
float rot2;
float rot3;
};
// struct for creature spawning
struct creature_type{
uint32 entry;
uint32 teamval;
uint32 map;
float x;
float y;
float z;
float o;
};
// some class predefs
class Player;
class GameObject;
class WorldPacket;
class Creature;
class Unit;
struct GossipOption;
class OutdoorPvP;
class OutdoorPvPObjective
{
public:
OutdoorPvPObjective(OutdoorPvP * pvp);
virtual void FillInitialWorldStates(WorldPacket & data) {}
// send world state update to all players present
virtual void SendUpdateWorldState(uint32 field, uint32 value);
// send kill notify to players in the controlling faction
virtual void SendObjectiveComplete(uint32 id, uint64 guid);
// used when player is activated/inactivated in the area
virtual bool HandlePlayerEnter(Player * plr);
virtual void HandlePlayerLeave(Player * plr);
virtual void HandlePlayerActivityChanged(Player * plr);
// checks if player is in range of a capture credit marker
virtual bool IsInsideObjective(Player * plr);
virtual bool HandleCustomSpell(Player *plr, uint32 spellId, GameObject * go);
virtual int32 HandleOpenGo(Player *plr, uint64 guid);
// 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 bool HandleCapturePointEvent(Player * plr, uint32 eventId) { return false; }
virtual bool HandleCaptureCreaturePlayerMoveInLos(Player * p, Creature * c);
virtual bool HandleGossipOption(Player *plr, uint64 guid, uint32 gossipid);
virtual bool CanTalkTo(Player * plr, Creature * c, GossipOption &gso);
virtual bool HandleDropFlag(Player * plr, uint32 spellId);
virtual void DeleteSpawns();
protected:
virtual bool AddCapturePoint(uint32 entry, uint32 map, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3);
virtual bool AddObject(uint32 type, uint32 entry, uint32 map, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3);
virtual bool AddCreature(uint32 type, uint32 entry, uint32 teamval, uint32 map, float x, float y, float z, float o, uint32 spawntimedelay = 0);
virtual bool DelCreature(uint32 type);
virtual bool DelObject(uint32 type);
virtual bool DelCapturePoint();
virtual void UpdateActivePlayerProximityCheck();
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protected:
// active players in the area of the objective, 0 - alliance, 1 - horde
std::set<uint64> m_ActivePlayerGuids[2];
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// total shift needed to capture the objective
float m_ShiftMaxPhase;
// maximum speed of capture
float m_ShiftMaxCaptureSpeed;
// the status of the objective
float m_ShiftPhase;
// phase before update, used to check which faction is in conquer / control
float m_OldPhase;
// objective states
uint32 m_OldState;
uint32 m_State;
// neutral value on capture bar
uint32 m_NeutralValue;
// pointer to the OutdoorPvP this objective belongs to
OutdoorPvP* m_PvP;
// map to store the various gameobjects and creatures spawned by the objective
// type , guid
std::map<uint32,uint64> m_Objects;
std::map<uint32,uint64> m_Creatures;
std::map<uint64,uint32> m_ObjectTypes;
std::map<uint64,uint32> m_CreatureTypes;
uint64 m_CapturePoint;
uint64 m_CapturePointCreature;
};
// base class for specific outdoor pvp handlers
class OutdoorPvP
{
public:
// ctor
OutdoorPvP();
// dtor
~OutdoorPvP();
// deletes all gos/creatures spawned by the pvp
void DeleteSpawns();
typedef std::vector<OutdoorPvPObjective *> OutdoorPvPObjectiveSet;
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// called from Player::UpdateZone to add / remove buffs given by outdoor pvp events
virtual void HandlePlayerEnterZone(Player * plr, uint32 zone);
virtual void HandlePlayerLeaveZone(Player * plr, uint32 zone);
virtual void HandlePlayerActivityChanged(Player * plr);
// called when a player triggers an areatrigger
virtual bool HandleAreaTrigger(Player * plr, uint32 trigger);
// called on custom spell
virtual bool HandleCustomSpell(Player *plr, uint32 spellId, GameObject * go);
// called on go use
virtual bool HandleOpenGo(Player *plr, uint64 guid);
// called from moveinlineofsight
virtual bool HandleCaptureCreaturePlayerMoveInLos(Player * p, Creature * c);
// setup stuff
virtual bool SetupOutdoorPvP() {return true;}
// world state stuff
virtual void SendRemoveWorldStates(Player * plr) {}
virtual void FillInitialWorldStates(WorldPacket & data) {}
// send world state update to all players present
virtual void SendUpdateWorldState(uint32 field, uint32 value);
// called by OutdoorPvPMgr, updates the objectives and if needed, sends new worldstateui information
virtual bool Update(uint32 diff);
// handle npc/player kill
virtual void HandleKill(Player * killer, Unit * killed);
virtual void HandleKillImpl(Player * killer, Unit * killed) {}
// checks if player is in range of a capture credit marker
virtual bool IsInsideObjective(Player * plr);
// awards rewards for player kill
virtual void AwardKillBonus(Player * plr) {}
uint32 GetTypeId() {return m_TypeId;}
virtual bool HandleDropFlag(Player * plr, uint32 spellId);
virtual bool HandleGossipOption(Player *plr, uint64 guid, uint32 gossipid);
virtual bool CanTalkTo(Player * plr, Creature * c, GossipOption &gso);
protected:
// the map of the objectives belonging to this outdoorpvp
OutdoorPvPObjectiveSet m_OutdoorPvPObjectives;
// players in the zones of this outdoorpvp, 0 - alliance, 1 - horde
std::set<uint64> m_PlayerGuids[2];
uint32 m_TypeId;
};
#endif /*OUTDOOR_PVP_H_*/