Some consistency-cleanups on the TC battleground (This means war?)
--HG-- branch : trunk rename : src/server/game/BattleGrounds/ArenaTeam.cpp => src/server/game/Battlegrounds/ArenaTeam.cpp rename : src/server/game/BattleGrounds/ArenaTeam.h => src/server/game/Battlegrounds/ArenaTeam.h rename : src/server/game/BattleGrounds/BattleGround.cpp => src/server/game/Battlegrounds/Battleground.cpp rename : src/server/game/BattleGrounds/BattleGround.h => src/server/game/Battlegrounds/Battleground.h rename : src/server/game/BattleGrounds/Zones/BattleGroundAA.cpp => src/server/game/Battlegrounds/Zones/BattlegroundAA.cpp rename : src/server/game/BattleGrounds/Zones/BattleGroundAA.h => src/server/game/Battlegrounds/Zones/BattlegroundAA.h rename : src/server/game/BattleGrounds/Zones/BattleGroundAB.cpp => src/server/game/Battlegrounds/Zones/BattlegroundAB.cpp rename : src/server/game/BattleGrounds/Zones/BattleGroundAB.h => src/server/game/Battlegrounds/Zones/BattlegroundAB.h rename : src/server/game/BattleGrounds/Zones/BattleGroundAV.cpp => src/server/game/Battlegrounds/Zones/BattlegroundAV.cpp rename : src/server/game/BattleGrounds/Zones/BattleGroundAV.h => src/server/game/Battlegrounds/Zones/BattlegroundAV.h rename : src/server/game/BattleGrounds/Zones/BattleGroundBE.cpp => src/server/game/Battlegrounds/Zones/BattlegroundBE.cpp rename : src/server/game/BattleGrounds/Zones/BattleGroundBE.h => src/server/game/Battlegrounds/Zones/BattlegroundBE.h rename : src/server/game/BattleGrounds/Zones/BattleGroundDS.cpp => src/server/game/Battlegrounds/Zones/BattlegroundDS.cpp rename : src/server/game/BattleGrounds/Zones/BattleGroundDS.h => src/server/game/Battlegrounds/Zones/BattlegroundDS.h rename : src/server/game/BattleGrounds/Zones/BattleGroundEY.cpp => src/server/game/Battlegrounds/Zones/BattlegroundEY.cpp rename : src/server/game/BattleGrounds/Zones/BattleGroundEY.h => src/server/game/Battlegrounds/Zones/BattlegroundEY.h rename : src/server/game/BattleGrounds/Zones/BattleGroundIC.cpp => src/server/game/Battlegrounds/Zones/BattlegroundIC.cpp rename : src/server/game/BattleGrounds/Zones/BattleGroundIC.h => src/server/game/Battlegrounds/Zones/BattlegroundIC.h rename : src/server/game/BattleGrounds/Zones/BattleGroundNA.cpp => src/server/game/Battlegrounds/Zones/BattlegroundNA.cpp rename : src/server/game/BattleGrounds/Zones/BattleGroundNA.h => src/server/game/Battlegrounds/Zones/BattlegroundNA.h rename : src/server/game/BattleGrounds/Zones/BattleGroundRB.cpp => src/server/game/Battlegrounds/Zones/BattlegroundRB.cpp rename : src/server/game/BattleGrounds/Zones/BattleGroundRB.h => src/server/game/Battlegrounds/Zones/BattlegroundRB.h rename : src/server/game/BattleGrounds/Zones/BattleGroundRL.cpp => src/server/game/Battlegrounds/Zones/BattlegroundRL.cpp rename : src/server/game/BattleGrounds/Zones/BattleGroundRL.h => src/server/game/Battlegrounds/Zones/BattlegroundRL.h rename : src/server/game/BattleGrounds/Zones/BattleGroundRV.cpp => src/server/game/Battlegrounds/Zones/BattlegroundRV.cpp rename : src/server/game/BattleGrounds/Zones/BattleGroundRV.h => src/server/game/Battlegrounds/Zones/BattlegroundRV.h rename : src/server/game/BattleGrounds/Zones/BattleGroundSA.cpp => src/server/game/Battlegrounds/Zones/BattlegroundSA.cpp rename : src/server/game/BattleGrounds/Zones/BattleGroundSA.h => src/server/game/Battlegrounds/Zones/BattlegroundSA.h rename : src/server/game/BattleGrounds/Zones/BattleGroundWS.cpp => src/server/game/Battlegrounds/Zones/BattlegroundWS.cpp rename : src/server/game/BattleGrounds/Zones/BattleGroundWS.h => src/server/game/Battlegrounds/Zones/BattlegroundWS.h
This commit is contained in:
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/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "BattleGround.h"
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#include "BattleGroundSA.h"
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#include "Language.h"
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#include "Player.h"
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#include "GameObject.h"
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#include "ObjectMgr.h"
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#include "WorldPacket.h"
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BattleGroundSA::BattleGroundSA()
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{
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m_StartMessageIds[BG_STARTING_EVENT_FIRST] = LANG_BG_SA_START_TWO_MINUTES;
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m_StartMessageIds[BG_STARTING_EVENT_SECOND] = LANG_BG_SA_START_ONE_MINUTE;
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m_StartMessageIds[BG_STARTING_EVENT_THIRD] = LANG_BG_SA_START_HALF_MINUTE;
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m_StartMessageIds[BG_STARTING_EVENT_FOURTH] = LANG_BG_SA_HAS_BEGUN;
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m_BgObjects.resize(BG_SA_MAXOBJ);
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m_BgCreatures.resize(BG_SA_MAXNPC + BG_SA_MAX_GY);
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TimerEnabled = false;
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UpdateWaitTimer = 0;
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SignaledRoundTwo = false;
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SignaledRoundTwoHalfMin = false;
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InitSecondRound = false;
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}
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BattleGroundSA::~BattleGroundSA()
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{
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}
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void BattleGroundSA::Reset()
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{
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TotalTime = 0;
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attackers = ((urand(0,1)) ? TEAM_ALLIANCE : TEAM_HORDE);
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for (uint8 i = 0; i <= 5; i++)
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GateStatus[i] = BG_SA_GATE_OK;
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ShipsStarted = false;
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status = BG_SA_WARMUP;
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}
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bool BattleGroundSA::SetupBattleGround()
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{
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return ResetObjs();
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}
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bool BattleGroundSA::ResetObjs()
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{
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uint32 atF = BG_SA_Factions[attackers];
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uint32 defF = BG_SA_Factions[attackers ? TEAM_ALLIANCE : TEAM_HORDE];
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for (uint8 i = 0; i <BG_SA_MAXOBJ; i++)
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DelObject(i);
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for (uint8 i = 0; i < BG_SA_MAXNPC; i++)
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DelCreature(i);
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for (uint8 i = BG_SA_MAXNPC; i < BG_SA_MAXNPC + BG_SA_MAX_GY; i++)
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DelCreature(i);
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for (uint8 i = 0; i < 6; i++)
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GateStatus[i] = BG_SA_GATE_OK;
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for (uint8 i = 0; i < BG_SA_CENTRAL_FLAG; i++)
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{
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if (!AddObject(i,BG_SA_ObjEntries[i],
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BG_SA_ObjSpawnlocs[i][0],BG_SA_ObjSpawnlocs[i][1],
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BG_SA_ObjSpawnlocs[i][2],BG_SA_ObjSpawnlocs[i][3],
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0,0,0,0,RESPAWN_ONE_DAY))
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return false;
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}
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//Cannons and demolishers - NPCs are spawned
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//By capturing GYs.
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for (uint8 i = 0; i < BG_SA_NPC_SPARKLIGHT; i++)
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{
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if (!AddCreature(BG_SA_NpcEntries[i], i, (attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE),
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BG_SA_NpcSpawnlocs[i][0],BG_SA_NpcSpawnlocs[i][1],
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BG_SA_NpcSpawnlocs[i][2],BG_SA_NpcSpawnlocs[i][3],600))
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return false;
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}
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OverrideGunFaction();
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DemolisherStartState(true);
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for (uint8 i = 0; i <= BG_SA_TITAN_RELIC; i++)
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{
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SpawnBGObject(i, RESPAWN_IMMEDIATELY);
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GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, defF);
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}
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GetBGObject(BG_SA_TITAN_RELIC)->SetUInt32Value(GAMEOBJECT_FACTION, atF);
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GetBGObject(BG_SA_TITAN_RELIC)->Refresh();
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for (uint8 i = 0; i <= 5; i++)
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GateStatus[i] = BG_SA_GATE_OK;
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// MAD props for Kiper for discovering those values - 4 hours of his work.
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GetBGObject(BG_SA_BOAT_ONE)->UpdateRotationFields(1.0f, 0.0002f);
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GetBGObject(BG_SA_BOAT_TWO)->UpdateRotationFields(1.0f, 0.00001f);
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SpawnBGObject(BG_SA_BOAT_ONE, RESPAWN_IMMEDIATELY);
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SpawnBGObject(BG_SA_BOAT_TWO, RESPAWN_IMMEDIATELY);
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TotalTime = 0;
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ShipsStarted = false;
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//Graveyards!
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for (uint8 i = 0;i < BG_SA_MAX_GY; i++)
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{
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WorldSafeLocsEntry const *sg = NULL;
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sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]);
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if (!sg)
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{
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sLog.outError("SOTA: Can't find GY entry %u",BG_SA_GYEntries[i]);
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return false;
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}
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if (i == BG_SA_BEACH_GY)
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{
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GraveyardStatus[i] = attackers;
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AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((attackers == TEAM_HORDE)? HORDE : ALLIANCE));
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}
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else
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{
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GraveyardStatus[i] = ((attackers == TEAM_HORDE)? TEAM_ALLIANCE : TEAM_HORDE);
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if (!AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((attackers == TEAM_HORDE)? ALLIANCE : HORDE)))
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sLog.outError("SOTA: couldn't spawn GY: %u",i);
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}
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}
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//GY capture points
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for (uint8 i = BG_SA_CENTRAL_FLAG; i < BG_SA_PORTAL_DEFFENDER_BLUE; i++)
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{
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AddObject(i, (BG_SA_ObjEntries[i] - (attackers == TEAM_ALLIANCE ? 1:0)),
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BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
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BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
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0,0,0,0,RESPAWN_ONE_DAY);
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GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, atF);
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}
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for (uint8 i = BG_SA_PORTAL_DEFFENDER_BLUE; i < BG_SA_BOMB; i++)
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{
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AddObject(i, BG_SA_ObjEntries[i],
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BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
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BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
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0,0,0,0,RESPAWN_ONE_DAY);
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GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, defF);
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}
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for (uint8 i = BG_SA_BOMB; i < BG_SA_MAXOBJ; i++)
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{
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AddObject(i, BG_SA_ObjEntries[BG_SA_BOMB],
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BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
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BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
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0,0,0,0,RESPAWN_ONE_DAY);
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GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, atF);
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}
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//Player may enter BEFORE we set up bG - lets update his worldstates anyway...
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UpdateWorldState(BG_SA_RIGHT_GY_HORDE , GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_HORDE?1:0);
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UpdateWorldState(BG_SA_LEFT_GY_HORDE , GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_HORDE?1:0);
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UpdateWorldState(BG_SA_CENTER_GY_HORDE , GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_HORDE?1:0);
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UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE , GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0);
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UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE , GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0);
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UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE , GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0);
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if (attackers == TEAM_ALLIANCE)
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{
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UpdateWorldState(BG_SA_ALLY_ATTACKS, 1);
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UpdateWorldState(BG_SA_HORDE_ATTACKS, 0);
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UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 1);
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UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 1);
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UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 0);
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UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 0);
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UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN,1);
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UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN,0);
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}
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else
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{
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UpdateWorldState(BG_SA_HORDE_ATTACKS, 1);
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UpdateWorldState(BG_SA_ALLY_ATTACKS, 0);
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UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 0);
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UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 0);
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UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 1);
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UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 1);
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UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN,0);
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UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN,1);
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}
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UpdateWorldState(BG_SA_PURPLE_GATEWS, 1);
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UpdateWorldState(BG_SA_RED_GATEWS, 1);
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UpdateWorldState(BG_SA_BLUE_GATEWS, 1);
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UpdateWorldState(BG_SA_GREEN_GATEWS, 1);
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UpdateWorldState(BG_SA_YELLOW_GATEWS, 1);
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UpdateWorldState(BG_SA_ANCIENT_GATEWS, 1);
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TeleportPlayers();
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return true;
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}
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void BattleGroundSA::StartShips()
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{
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if (ShipsStarted)
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return;
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DoorOpen(BG_SA_BOAT_ONE);
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DoorOpen(BG_SA_BOAT_TWO);
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for (int i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++)
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{
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for (BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end();itr++)
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{
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if (Player* p = objmgr.GetPlayer(itr->first))
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{
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if (p->GetTeamId() != attackers)
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continue;
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UpdateData data;
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WorldPacket pkt;
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GetBGObject(i)->BuildValuesUpdateBlockForPlayer(&data, p);
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data.BuildPacket(&pkt);
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p->GetSession()->SendPacket(&pkt);
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}
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}
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}
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ShipsStarted = true;
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}
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void BattleGroundSA::Update(uint32 diff)
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{
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if (InitSecondRound)
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{
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if (UpdateWaitTimer < diff)
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{
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if (!SignaledRoundTwo)
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{
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SignaledRoundTwo = true;
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InitSecondRound = false;
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SendMessageToAll(LANG_BG_SA_ROUND_TWO_ONE_MINUTE, CHAT_MSG_BG_SYSTEM_NEUTRAL);
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}
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}else
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{
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UpdateWaitTimer -= diff;
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return;
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}
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}
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BattleGround::Update(diff);
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TotalTime += diff;
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if (status == BG_SA_WARMUP )
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{
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BG_SA_ENDROUNDTIME = BG_SA_ROUNDLENGTH;
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if (TotalTime >= BG_SA_WARMUPLENGTH)
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{
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TotalTime = 0;
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ToggleTimer();
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DemolisherStartState(false);
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status = BG_SA_ROUND_ONE;
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}
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if (TotalTime >= BG_SA_BOAT_START)
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StartShips();
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return;
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}
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else if (status == BG_SA_SECOND_WARMUP)
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{
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if (RoundScores[0].time<BG_SA_ROUNDLENGTH)
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BG_SA_ENDROUNDTIME = RoundScores[0].time;
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else
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BG_SA_ENDROUNDTIME = BG_SA_ROUNDLENGTH;
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if (TotalTime >= 60000)
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{
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SendWarningToAll(LANG_BG_SA_HAS_BEGUN);
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TotalTime = 0;
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ToggleTimer();
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DemolisherStartState(false);
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status = BG_SA_ROUND_TWO;
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}
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if (TotalTime >= 30000)
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{
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if (!SignaledRoundTwoHalfMin)
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{
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SignaledRoundTwoHalfMin = true;
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SendMessageToAll(LANG_BG_SA_ROUND_TWO_START_HALF_MINUTE, CHAT_MSG_BG_SYSTEM_NEUTRAL);
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}
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}
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StartShips();
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return;
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}
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else if (GetStatus() == STATUS_IN_PROGRESS)
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{
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if (status == BG_SA_ROUND_ONE)
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{
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if (TotalTime >= BG_SA_ROUNDLENGTH)
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{
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RoundScores[0].winner = attackers;
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RoundScores[0].time = BG_SA_ROUNDLENGTH;
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TotalTime = 0;
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status = BG_SA_SECOND_WARMUP;
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attackers = (attackers == TEAM_ALLIANCE) ? TEAM_HORDE : TEAM_ALLIANCE;
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UpdateWaitTimer = 5000;
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SignaledRoundTwo = false;
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SignaledRoundTwoHalfMin = false;
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InitSecondRound = true;
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ToggleTimer();
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ResetObjs();
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return;
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}
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}
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else if (status == BG_SA_ROUND_TWO)
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{
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if (TotalTime >= BG_SA_ENDROUNDTIME)
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{
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RoundScores[1].time = BG_SA_ROUNDLENGTH;
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RoundScores[1].winner = (attackers == TEAM_ALLIANCE) ? TEAM_HORDE : TEAM_ALLIANCE;
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if (RoundScores[0].time == RoundScores[1].time)
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EndBattleGround(NULL);
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else if (RoundScores[0].time < RoundScores[1].time)
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EndBattleGround(RoundScores[0].winner == TEAM_ALLIANCE ? ALLIANCE : HORDE);
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else
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EndBattleGround(RoundScores[1].winner == TEAM_ALLIANCE ? ALLIANCE : HORDE);
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return;
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}
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}
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if (status == BG_SA_ROUND_ONE || status == BG_SA_ROUND_TWO)
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{
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SendTime();
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UpdateDemolisherSpawns();
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}
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}
|
||||
}
|
||||
|
||||
void BattleGroundSA::StartingEventCloseDoors()
|
||||
{
|
||||
}
|
||||
|
||||
void BattleGroundSA::StartingEventOpenDoors()
|
||||
{
|
||||
}
|
||||
|
||||
void BattleGroundSA::FillInitialWorldStates(WorldPacket& data)
|
||||
{
|
||||
uint32 ally_attacks = uint32(attackers == TEAM_ALLIANCE ? 1 : 0);
|
||||
uint32 horde_attacks = uint32(attackers == TEAM_HORDE ? 1 : 0);
|
||||
|
||||
data << uint32(BG_SA_ANCIENT_GATEWS) << uint32(GateStatus[BG_SA_ANCIENT_GATE]);
|
||||
data << uint32(BG_SA_YELLOW_GATEWS) << uint32(GateStatus[BG_SA_YELLOW_GATE]);
|
||||
data << uint32(BG_SA_GREEN_GATEWS) << uint32(GateStatus[BG_SA_GREEN_GATE]);
|
||||
data << uint32(BG_SA_BLUE_GATEWS) << uint32(GateStatus[BG_SA_BLUE_GATE]);
|
||||
data << uint32(BG_SA_RED_GATEWS) << uint32(GateStatus[BG_SA_RED_GATE]);
|
||||
data << uint32(BG_SA_PURPLE_GATEWS) << uint32(GateStatus[BG_SA_PURPLE_GATE]);
|
||||
|
||||
data << uint32(BG_SA_BONUS_TIMER) << uint32(0);
|
||||
|
||||
data << uint32(BG_SA_HORDE_ATTACKS)<< horde_attacks;
|
||||
data << uint32(BG_SA_ALLY_ATTACKS) << ally_attacks;
|
||||
|
||||
//Time will be sent on first update...
|
||||
data << uint32(BG_SA_ENABLE_TIMER) << ((TimerEnabled) ? uint32(1) : uint32(0));
|
||||
data << uint32(BG_SA_TIMER_MINS) << uint32(0);
|
||||
data << uint32(BG_SA_TIMER_SEC_TENS) << uint32(0);
|
||||
data << uint32(BG_SA_TIMER_SEC_DECS) << uint32(0);
|
||||
|
||||
data << uint32(BG_SA_RIGHT_GY_HORDE) << uint32(GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_HORDE?1:0);
|
||||
data << uint32(BG_SA_LEFT_GY_HORDE) << uint32(GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_HORDE?1:0);
|
||||
data << uint32(BG_SA_CENTER_GY_HORDE) << uint32(GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_HORDE?1:0);
|
||||
|
||||
data << uint32(BG_SA_RIGHT_GY_ALLIANCE) << uint32(GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0);
|
||||
data << uint32(BG_SA_LEFT_GY_ALLIANCE) << uint32(GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0);
|
||||
data << uint32(BG_SA_CENTER_GY_ALLIANCE) << uint32(GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_ALLIANCE?1:0);
|
||||
|
||||
data << uint32(BG_SA_HORDE_DEFENCE_TOKEN) << ally_attacks;
|
||||
data << uint32(BG_SA_ALLIANCE_DEFENCE_TOKEN) << horde_attacks;
|
||||
|
||||
data << uint32(BG_SA_LEFT_ATT_TOKEN_HRD) << horde_attacks;
|
||||
data << uint32(BG_SA_RIGHT_ATT_TOKEN_HRD) << horde_attacks;
|
||||
data << uint32(BG_SA_RIGHT_ATT_TOKEN_ALL) << ally_attacks;
|
||||
data << uint32(BG_SA_LEFT_ATT_TOKEN_ALL) << ally_attacks;
|
||||
}
|
||||
|
||||
void BattleGroundSA::AddPlayer(Player *plr)
|
||||
{
|
||||
BattleGround::AddPlayer(plr);
|
||||
//create score and add it to map, default values are set in constructor
|
||||
BattleGroundSAScore* sc = new BattleGroundSAScore;
|
||||
|
||||
if (!ShipsStarted)
|
||||
{
|
||||
if (plr->GetTeamId() == attackers)
|
||||
{
|
||||
plr->CastSpell(plr,12438,true);//Without this player falls before boat loads...
|
||||
|
||||
if (urand(0,1))
|
||||
plr->TeleportTo(607, 2682.936f, -830.368f, 50.0f, 2.895f, 0);
|
||||
else
|
||||
plr->TeleportTo(607, 2577.003f, 980.261f, 50.0f, 0.807f, 0);
|
||||
|
||||
}
|
||||
else
|
||||
plr->TeleportTo(607, 1209.7f, -65.16f, 70.1f, 0.0f, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (plr->GetTeamId() == attackers)
|
||||
plr->TeleportTo(607, 1600.381f, -106.263f, 8.8745f, 3.78f, 0);
|
||||
else
|
||||
plr->TeleportTo(607, 1209.7f, -65.16f, 70.1f, 0.0f, 0);
|
||||
}
|
||||
|
||||
m_PlayerScores[plr->GetGUID()] = sc;
|
||||
}
|
||||
|
||||
void BattleGroundSA::RemovePlayer(Player* /*plr*/,uint64 /*guid*/)
|
||||
{
|
||||
}
|
||||
|
||||
void BattleGroundSA::HandleAreaTrigger(Player * /*Source*/, uint32 /*Trigger*/)
|
||||
{
|
||||
// this is wrong way to implement these things. On official it done by gameobject spell cast.
|
||||
if (GetStatus() != STATUS_IN_PROGRESS)
|
||||
return;
|
||||
}
|
||||
|
||||
void BattleGroundSA::UpdatePlayerScore(Player* Source, uint32 type, uint32 value, bool doAddHonor)
|
||||
{
|
||||
BattleGroundScoreMap::iterator itr = m_PlayerScores.find(Source->GetGUID());
|
||||
if (itr == m_PlayerScores.end()) // player not found...
|
||||
return;
|
||||
|
||||
if (type == SCORE_DESTROYED_DEMOLISHER)
|
||||
((BattleGroundSAScore*)itr->second)->demolishers_destroyed += value;
|
||||
else if (type == SCORE_DESTROYED_WALL)
|
||||
((BattleGroundSAScore*)itr->second)->gates_destroyed += value;
|
||||
else
|
||||
BattleGround::UpdatePlayerScore(Source,type,value, doAddHonor);
|
||||
}
|
||||
|
||||
void BattleGroundSA::TeleportPlayers()
|
||||
{
|
||||
for (BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
|
||||
{
|
||||
if (Player *plr = objmgr.GetPlayer(itr->first))
|
||||
{
|
||||
// should remove spirit of redemption
|
||||
if (plr->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION))
|
||||
plr->RemoveAurasByType(SPELL_AURA_MOD_SHAPESHIFT);
|
||||
|
||||
if (!plr->isAlive())
|
||||
{
|
||||
plr->ResurrectPlayer(1.0f);
|
||||
plr->SpawnCorpseBones();
|
||||
}
|
||||
|
||||
plr->SetHealth(plr->GetMaxHealth());
|
||||
plr->SetPower(POWER_MANA, plr->GetMaxPower(POWER_MANA));
|
||||
plr->CombatStopWithPets(true);
|
||||
|
||||
if (plr->GetTeamId() == attackers)
|
||||
{
|
||||
plr->CastSpell(plr,12438,true); //Without this player falls before boat loads...
|
||||
|
||||
if (urand(0,1))
|
||||
plr->TeleportTo(607, 2682.936f, -830.368f, 50.0f, 2.895f, 0);
|
||||
else
|
||||
plr->TeleportTo(607, 2577.003f, 980.261f, 50.0f, 0.807f, 0);
|
||||
}
|
||||
else
|
||||
plr->TeleportTo(607, 1209.7f, -65.16f, 70.1f, 0.0f, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BattleGroundSA::EventPlayerDamagedGO(Player* plr, GameObject* go, uint8 hitType, uint32 destroyedEvent)
|
||||
{
|
||||
if (!go || !go->GetGOInfo())
|
||||
return;
|
||||
|
||||
switch(hitType)
|
||||
{
|
||||
case BG_OBJECT_DMG_HIT_TYPE_JUST_DAMAGED://under attack
|
||||
SendWarningToAll(LANG_BG_SA_IS_UNDER_ATTACK, go->GetGOInfo()->name);
|
||||
break;
|
||||
case BG_OBJECT_DMG_HIT_TYPE_DAMAGED:
|
||||
break;
|
||||
case BG_OBJECT_DMG_HIT_TYPE_JUST_HIGH_DAMAGED:
|
||||
{
|
||||
uint32 i = GetGateIDFromDestroyEventID(destroyedEvent);
|
||||
GateStatus[i] = BG_SA_GATE_DAMAGED;
|
||||
uint32 uws = GetWorldStateFromGateID(i);
|
||||
if (uws)
|
||||
UpdateWorldState(uws, GateStatus[i]);
|
||||
break;
|
||||
}
|
||||
case BG_OBJECT_DMG_HIT_TYPE_HIGH_DAMAGED:
|
||||
break;
|
||||
case BG_OBJECT_DMG_HIT_TYPE_JUST_DESTROYED://handled at DestroyGate()
|
||||
if (destroyedEvent == 19837)
|
||||
SendWarningToAll(LANG_BG_SA_CHAMBER_BREACHED);
|
||||
else
|
||||
SendWarningToAll(LANG_BG_SA_WAS_DESTROYED, go->GetGOInfo()->name);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void BattleGroundSA::HandleKillUnit(Creature* unit, Player* killer)
|
||||
{
|
||||
if (!unit)
|
||||
return;
|
||||
|
||||
if (unit->GetEntry() == 28781) //Demolisher
|
||||
UpdatePlayerScore(killer, SCORE_DESTROYED_DEMOLISHER, 1);
|
||||
}
|
||||
|
||||
/*
|
||||
You may ask what the fuck does it do?
|
||||
Prevents owner overwriting guns faction with own.
|
||||
*/
|
||||
void BattleGroundSA::OverrideGunFaction()
|
||||
{
|
||||
if (!m_BgCreatures[0])
|
||||
return;
|
||||
|
||||
for (uint8 i = BG_SA_GUN_1; i <= BG_SA_GUN_10;i++)
|
||||
{
|
||||
if (Creature* gun = GetBGCreature(i))
|
||||
gun->setFaction(BG_SA_Factions[attackers? TEAM_ALLIANCE : TEAM_HORDE]);
|
||||
}
|
||||
|
||||
for (uint8 i = BG_SA_DEMOLISHER_1; i <= BG_SA_DEMOLISHER_4;i++)
|
||||
{
|
||||
if (Creature* dem = GetBGCreature(i))
|
||||
dem->setFaction(BG_SA_Factions[attackers]);
|
||||
}
|
||||
}
|
||||
|
||||
void BattleGroundSA::DemolisherStartState(bool start)
|
||||
{
|
||||
if (!m_BgCreatures[0])
|
||||
return;
|
||||
|
||||
for (uint8 i = BG_SA_DEMOLISHER_1; i <= BG_SA_DEMOLISHER_4; i++)
|
||||
{
|
||||
if (Creature* dem = GetBGCreature(i))
|
||||
{
|
||||
if (start)
|
||||
dem->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
|
||||
else
|
||||
dem->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BattleGroundSA::DestroyGate(Player* pl, GameObject* /*go*/, uint32 destroyedEvent)
|
||||
{
|
||||
uint32 i = GetGateIDFromDestroyEventID(destroyedEvent);
|
||||
if (!GateStatus[i])
|
||||
return;
|
||||
|
||||
if (GameObject* g = GetBGObject(i))
|
||||
{
|
||||
if (g->GetGOValue()->building.health == 0)
|
||||
{
|
||||
GateStatus[i] = BG_SA_GATE_DESTROYED;
|
||||
uint32 uws = GetWorldStateFromGateID(i);
|
||||
if (uws)
|
||||
UpdateWorldState(uws, GateStatus[i]);
|
||||
bool rewardHonor = true;
|
||||
switch(i)
|
||||
{
|
||||
case BG_SA_GREEN_GATE:
|
||||
if (GateStatus[BG_SA_BLUE_GATE] == BG_SA_GATE_DESTROYED)
|
||||
rewardHonor = false;
|
||||
break;
|
||||
case BG_SA_BLUE_GATE:
|
||||
if (GateStatus[BG_SA_GREEN_GATE] == BG_SA_GATE_DESTROYED)
|
||||
rewardHonor = false;
|
||||
break;
|
||||
case BG_SA_RED_GATE:
|
||||
if (GateStatus[BG_SA_PURPLE_GATE] == BG_SA_GATE_DESTROYED)
|
||||
rewardHonor = false;
|
||||
break;
|
||||
case BG_SA_PURPLE_GATE:
|
||||
if (GateStatus[BG_SA_RED_GATE] == BG_SA_GATE_DESTROYED)
|
||||
rewardHonor = false;
|
||||
break;
|
||||
}
|
||||
|
||||
if (i < 5)
|
||||
DelObject(i+9);
|
||||
UpdatePlayerScore(pl,SCORE_DESTROYED_WALL, 1);
|
||||
if (rewardHonor)
|
||||
UpdatePlayerScore(pl,SCORE_BONUS_HONOR,(GetBonusHonorFromKill(1)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
WorldSafeLocsEntry const* BattleGroundSA::GetClosestGraveYard(Player* player)
|
||||
{
|
||||
uint32 safeloc = 0;
|
||||
WorldSafeLocsEntry const* ret;
|
||||
WorldSafeLocsEntry const* closest;
|
||||
float dist, nearest;
|
||||
float x,y,z;
|
||||
|
||||
player->GetPosition(x,y,z);
|
||||
|
||||
if (player->GetTeamId() == attackers)
|
||||
safeloc = BG_SA_GYEntries[BG_SA_BEACH_GY];
|
||||
else
|
||||
safeloc = BG_SA_GYEntries[BG_SA_DEFENDER_LAST_GY];
|
||||
|
||||
closest = sWorldSafeLocsStore.LookupEntry(safeloc);
|
||||
nearest = sqrt((closest->x - x)*(closest->x - x) + (closest->y - y)*(closest->y - y)+(closest->z - z)*(closest->z - z));
|
||||
|
||||
for (uint8 i = BG_SA_RIGHT_CAPTURABLE_GY; i < BG_SA_MAX_GY; i++)
|
||||
{
|
||||
if (GraveyardStatus[i] != player->GetTeamId())
|
||||
continue;
|
||||
|
||||
ret = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]);
|
||||
dist = sqrt((ret->x - x)*(ret->x - x) + (ret->y - y)*(ret->y - y)+(ret->z - z)*(ret->z - z));
|
||||
if (dist < nearest)
|
||||
{
|
||||
closest = ret;
|
||||
nearest = dist;
|
||||
}
|
||||
}
|
||||
|
||||
return closest;
|
||||
}
|
||||
|
||||
void BattleGroundSA::SendTime()
|
||||
{
|
||||
uint32 end_of_round = (BG_SA_ENDROUNDTIME - TotalTime);
|
||||
UpdateWorldState(BG_SA_TIMER_MINS, end_of_round/60000);
|
||||
UpdateWorldState(BG_SA_TIMER_SEC_TENS, (end_of_round%60000)/10000);
|
||||
UpdateWorldState(BG_SA_TIMER_SEC_DECS, ((end_of_round%60000)%10000)/1000);
|
||||
}
|
||||
|
||||
void BattleGroundSA::EventPlayerClickedOnFlag(Player *Source, GameObject* target_obj)
|
||||
{
|
||||
switch(target_obj->GetEntry())
|
||||
{
|
||||
case 191307:
|
||||
case 191308:
|
||||
if (GateStatus[BG_SA_GREEN_GATE] == BG_SA_GATE_DESTROYED || GateStatus[BG_SA_BLUE_GATE] == BG_SA_GATE_DESTROYED)
|
||||
CaptureGraveyard(BG_SA_LEFT_CAPTURABLE_GY, Source);
|
||||
break;
|
||||
case 191305:
|
||||
case 191306:
|
||||
if (GateStatus[BG_SA_GREEN_GATE] == BG_SA_GATE_DESTROYED || GateStatus[BG_SA_BLUE_GATE] == BG_SA_GATE_DESTROYED)
|
||||
CaptureGraveyard(BG_SA_RIGHT_CAPTURABLE_GY, Source);
|
||||
break;
|
||||
case 191310:
|
||||
case 191309:
|
||||
if ((GateStatus[BG_SA_GREEN_GATE] == BG_SA_GATE_DESTROYED || GateStatus[BG_SA_BLUE_GATE] == BG_SA_GATE_DESTROYED) && (GateStatus[BG_SA_RED_GATE] == BG_SA_GATE_DESTROYED || GateStatus[BG_SA_PURPLE_GATE] == BG_SA_GATE_DESTROYED))
|
||||
CaptureGraveyard(BG_SA_CENTRAL_CAPTURABLE_GY, Source);
|
||||
break;
|
||||
default:
|
||||
return;
|
||||
};
|
||||
}
|
||||
|
||||
void BattleGroundSA::CaptureGraveyard(BG_SA_Graveyards i, Player *Source)
|
||||
{
|
||||
if (GraveyardStatus[i] == attackers)
|
||||
return;
|
||||
|
||||
DelCreature(BG_SA_MAXNPC + i);
|
||||
GraveyardStatus[i] = Source->GetTeamId();
|
||||
WorldSafeLocsEntry const *sg = NULL;
|
||||
sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]);
|
||||
AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], (GraveyardStatus[i] == TEAM_ALLIANCE? ALLIANCE : HORDE));
|
||||
uint32 npc = 0;
|
||||
uint32 flag = 0;
|
||||
|
||||
switch(i)
|
||||
{
|
||||
case BG_SA_LEFT_CAPTURABLE_GY:
|
||||
flag = BG_SA_LEFT_FLAG;
|
||||
DelObject(flag);
|
||||
AddObject(flag,(BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0:1)),
|
||||
BG_SA_ObjSpawnlocs[flag][0],BG_SA_ObjSpawnlocs[flag][1],
|
||||
BG_SA_ObjSpawnlocs[flag][2],BG_SA_ObjSpawnlocs[flag][3],0,0,0,0,RESPAWN_ONE_DAY);
|
||||
|
||||
npc = BG_SA_NPC_RIGSPARK;
|
||||
AddCreature(BG_SA_NpcEntries[npc], npc, attackers,
|
||||
BG_SA_NpcSpawnlocs[npc][0], BG_SA_NpcSpawnlocs[npc][1],
|
||||
BG_SA_NpcSpawnlocs[npc][2], BG_SA_NpcSpawnlocs[npc][3]);
|
||||
|
||||
UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE? 1:0));
|
||||
UpdateWorldState(BG_SA_LEFT_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE? 0:1));
|
||||
if (Source->GetTeamId() == TEAM_ALLIANCE)
|
||||
SendWarningToAll(LANG_BG_SA_A_GY_WEST);
|
||||
else
|
||||
SendWarningToAll(LANG_BG_SA_H_GY_WEST);
|
||||
break;
|
||||
case BG_SA_RIGHT_CAPTURABLE_GY:
|
||||
flag = BG_SA_RIGHT_FLAG;
|
||||
DelObject(flag);
|
||||
AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0:1)),
|
||||
BG_SA_ObjSpawnlocs[flag][0],BG_SA_ObjSpawnlocs[flag][1],
|
||||
BG_SA_ObjSpawnlocs[flag][2],BG_SA_ObjSpawnlocs[flag][3],0,0,0,0,RESPAWN_ONE_DAY);
|
||||
|
||||
npc = BG_SA_NPC_SPARKLIGHT;
|
||||
AddCreature(BG_SA_NpcEntries[npc], npc, attackers,
|
||||
BG_SA_NpcSpawnlocs[npc][0], BG_SA_NpcSpawnlocs[npc][1],
|
||||
BG_SA_NpcSpawnlocs[npc][2], BG_SA_NpcSpawnlocs[npc][3]);
|
||||
|
||||
UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE? 1:0));
|
||||
UpdateWorldState(BG_SA_RIGHT_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE? 0:1));
|
||||
if (Source->GetTeamId() == TEAM_ALLIANCE)
|
||||
SendWarningToAll(LANG_BG_SA_A_GY_EAST);
|
||||
else
|
||||
SendWarningToAll(LANG_BG_SA_H_GY_EAST);
|
||||
break;
|
||||
case BG_SA_CENTRAL_CAPTURABLE_GY:
|
||||
flag = BG_SA_CENTRAL_FLAG;
|
||||
DelObject(flag);
|
||||
AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0:1)),
|
||||
BG_SA_ObjSpawnlocs[flag][0],BG_SA_ObjSpawnlocs[flag][1],
|
||||
BG_SA_ObjSpawnlocs[flag][2],BG_SA_ObjSpawnlocs[flag][3],0,0,0,0,RESPAWN_ONE_DAY);
|
||||
|
||||
UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE? 1:0));
|
||||
UpdateWorldState(BG_SA_CENTER_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE? 0:1));
|
||||
if (Source->GetTeamId() == TEAM_ALLIANCE)
|
||||
SendWarningToAll(LANG_BG_SA_A_GY_SOUTH);
|
||||
else
|
||||
SendWarningToAll(LANG_BG_SA_H_GY_SOUTH);
|
||||
break;
|
||||
default:
|
||||
ASSERT(0);
|
||||
break;
|
||||
};
|
||||
}
|
||||
|
||||
void BattleGroundSA::EventPlayerUsedGO(Player* Source, GameObject* object)
|
||||
{
|
||||
if (object->GetEntry() == BG_SA_ObjEntries[BG_SA_TITAN_RELIC] && GateStatus[BG_SA_ANCIENT_GATE] == BG_SA_GATE_DESTROYED)
|
||||
{
|
||||
if (Source->GetTeamId() == attackers)
|
||||
{
|
||||
if (Source->GetTeamId() == ALLIANCE)
|
||||
SendMessageToAll(LANG_BG_SA_ALLIANCE_CAPTURED_RELIC, CHAT_MSG_BG_SYSTEM_NEUTRAL);
|
||||
else SendMessageToAll(LANG_BG_SA_HORDE_CAPTURED_RELIC, CHAT_MSG_BG_SYSTEM_NEUTRAL);
|
||||
|
||||
if (status == BG_SA_ROUND_ONE)
|
||||
{
|
||||
RoundScores[0].winner = attackers;
|
||||
RoundScores[0].time = TotalTime;
|
||||
attackers = (attackers == TEAM_ALLIANCE) ? TEAM_HORDE : TEAM_ALLIANCE;
|
||||
status = BG_SA_SECOND_WARMUP;
|
||||
TotalTime = 0;
|
||||
ToggleTimer();
|
||||
SendWarningToAll(LANG_BG_SA_ROUND_ONE_END);
|
||||
UpdateWaitTimer = 5000;
|
||||
SignaledRoundTwo = false;
|
||||
SignaledRoundTwoHalfMin = false;
|
||||
InitSecondRound = true;
|
||||
ResetObjs();
|
||||
}
|
||||
else if (status == BG_SA_ROUND_TWO)
|
||||
{
|
||||
RoundScores[1].winner = attackers;
|
||||
RoundScores[1].time = TotalTime;ToggleTimer();
|
||||
if (RoundScores[0].time == RoundScores[1].time)
|
||||
EndBattleGround(NULL);
|
||||
else if (RoundScores[0].time < RoundScores[1].time)
|
||||
EndBattleGround(RoundScores[0].winner == TEAM_ALLIANCE ? ALLIANCE : HORDE);
|
||||
else
|
||||
EndBattleGround(RoundScores[1].winner == TEAM_ALLIANCE ? ALLIANCE : HORDE);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BattleGroundSA::ToggleTimer()
|
||||
{
|
||||
TimerEnabled = !TimerEnabled;
|
||||
UpdateWorldState(BG_SA_ENABLE_TIMER, (TimerEnabled) ? 1 : 0);
|
||||
}
|
||||
|
||||
void BattleGroundSA::EndBattleGround(uint32 winner)
|
||||
{
|
||||
//honor reward for winning
|
||||
if (winner == ALLIANCE)
|
||||
RewardHonorToTeam(GetBonusHonorFromKill(1), ALLIANCE);
|
||||
else if (winner == HORDE)
|
||||
RewardHonorToTeam(GetBonusHonorFromKill(1), HORDE);
|
||||
|
||||
//complete map_end rewards (even if no team wins)
|
||||
RewardHonorToTeam(GetBonusHonorFromKill(2), ALLIANCE);
|
||||
RewardHonorToTeam(GetBonusHonorFromKill(2), HORDE);
|
||||
|
||||
BattleGround::EndBattleGround(winner);
|
||||
}
|
||||
|
||||
void BattleGroundSA::UpdateDemolisherSpawns()
|
||||
{
|
||||
for (uint8 i = BG_SA_DEMOLISHER_1; i <= BG_SA_DEMOLISHER_4; i++)
|
||||
{
|
||||
if (m_BgCreatures[i])
|
||||
{
|
||||
if (Creature *Demolisher = GetBGCreature(i))
|
||||
{
|
||||
if (Demolisher->isDead())
|
||||
{
|
||||
uint8 gy = (i >= BG_SA_DEMOLISHER_3 ? 3 : 2);
|
||||
if (GraveyardStatus[gy] == attackers)
|
||||
Demolisher->Relocate(BG_SA_NpcSpawnlocs[i + 11][0], BG_SA_NpcSpawnlocs[i + 11][1],
|
||||
BG_SA_NpcSpawnlocs[i + 11][2], BG_SA_NpcSpawnlocs[i + 11][3]);
|
||||
else
|
||||
Demolisher->Relocate(BG_SA_NpcSpawnlocs[i][0], BG_SA_NpcSpawnlocs[i][1],
|
||||
BG_SA_NpcSpawnlocs[i][2], BG_SA_NpcSpawnlocs[i][3]);
|
||||
|
||||
Demolisher->Respawn();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user