Core/Battlefield: plr -> player

This commit is contained in:
thomas33
2012-08-20 13:49:14 -04:00
committed by Kandera
parent b04ad4401d
commit 547bb47575
6 changed files with 317 additions and 174 deletions
+135 -135
View File
@@ -63,62 +63,62 @@ Battlefield::~Battlefield()
{ {
} }
void Battlefield::HandlePlayerEnterZone(Player *plr, uint32 /*zone */ ) void Battlefield::HandlePlayerEnterZone(Player *player, uint32 /*zone */ )
{ {
//If battle is start, //If battle is start,
// if it not fully > invite player to join the war // if it not fully > invite player to join the war
// if it fully > announce to player that BF is full and kick after few second if he dont leave // if it fully > announce to player that BF is full and kick after few second if he dont leave
if (IsWarTime()) if (IsWarTime())
{ {
if (m_PlayersInWar[plr->GetTeamId()].size() + m_InvitedPlayers[plr->GetTeamId()].size() < m_MaxPlayer) //Not fully if (m_PlayersInWar[player->GetTeamId()].size() + m_InvitedPlayers[player->GetTeamId()].size() < m_MaxPlayer) //Not fully
{ {
InvitePlayerToWar(plr); InvitePlayerToWar(player);
} }
else //Full else //Full
{ {
//TODO:Send packet for announce it to player //TODO:Send packet for announce it to player
m_PlayersWillBeKick[plr->GetTeamId()][plr->GetGUID()] = time(NULL) + 10; m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = time(NULL) + 10;
InvitePlayerToQueue(plr); InvitePlayerToQueue(player);
} }
} }
else else
{ {
//If time left is <15 minutes invite player to join queue //If time left is <15 minutes invite player to join queue
if (m_Timer <= m_StartGroupingTimer) if (m_Timer <= m_StartGroupingTimer)
InvitePlayerToQueue(plr); InvitePlayerToQueue(player);
} }
//Add player in list of player in zone //Add player in list of player in zone
m_players[plr->GetTeamId()].insert(plr->GetGUID()); m_players[player->GetTeamId()].insert(player->GetGUID());
OnPlayerEnterZone(plr); //for scripting OnPlayerEnterZone(player); //for scripting
} }
//Called when a player leave the zone //Called when a player leave the zone
void Battlefield::HandlePlayerLeaveZone(Player *plr, uint32 /*zone */ ) void Battlefield::HandlePlayerLeaveZone(Player *player, uint32 /*zone */ )
{ {
if (IsWarTime()) if (IsWarTime())
{ {
//if player is in war list //if player is in war list
if (m_PlayersInWar[plr->GetTeamId()].find(plr->GetGUID()) != m_PlayersInWar[plr->GetTeamId()].end()) if (m_PlayersInWar[player->GetTeamId()].find(player->GetGUID()) != m_PlayersInWar[player->GetTeamId()].end())
{ {
m_PlayersInWar[plr->GetTeamId()].erase(plr->GetGUID()); m_PlayersInWar[player->GetTeamId()].erase(player->GetGUID());
plr->GetSession()->SendBfLeaveMessage(m_BattleId); player->GetSession()->SendBfLeaveMessage(m_BattleId);
if (Group* group = plr->GetGroup()) // remove from raid group if player is member if (Group* group = player->GetGroup()) // remove from raid group if player is member
group->RemoveMember(plr->GetGUID()); group->RemoveMember(player->GetGUID());
OnPlayerLeaveWar(plr); //For scripting OnPlayerLeaveWar(player); //For scripting
} }
} }
for (BfCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr) for (BfCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr)
itr->second->HandlePlayerLeave(plr); itr->second->HandlePlayerLeave(player);
m_InvitedPlayers[plr->GetTeamId()].erase(plr->GetGUID()); m_InvitedPlayers[player->GetTeamId()].erase(player->GetGUID());
m_PlayersWillBeKick[plr->GetTeamId()].erase(plr->GetGUID()); m_PlayersWillBeKick[player->GetTeamId()].erase(player->GetGUID());
m_players[plr->GetTeamId()].erase(plr->GetGUID()); m_players[player->GetTeamId()].erase(player->GetGUID());
SendRemoveWorldStates(plr); SendRemoveWorldStates(player);
RemovePlayerFromResurrectQueue(plr->GetGUID()); RemovePlayerFromResurrectQueue(player->GetGUID());
OnPlayerLeaveZone(plr); //For scripting OnPlayerLeaveZone(player); //For scripting
} }
bool Battlefield::Update(uint32 diff) bool Battlefield::Update(uint32 diff)
@@ -196,17 +196,17 @@ void Battlefield::InvitePlayerInZoneToQueue()
{ {
for (uint8 team = 0; team < 2; ++team) for (uint8 team = 0; team < 2; ++team)
for (GuidSet::const_iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr) for (GuidSet::const_iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
if (Player* plr = sObjectAccessor->FindPlayer(*itr)) if (Player* player = sObjectAccessor->FindPlayer(*itr))
InvitePlayerToQueue(plr); InvitePlayerToQueue(player);
} }
void Battlefield::InvitePlayerToQueue(Player *plr) void Battlefield::InvitePlayerToQueue(Player *player)
{ {
if (m_PlayersInQueue[plr->GetTeamId()].count(plr->GetGUID())) if (m_PlayersInQueue[player->GetTeamId()].count(player->GetGUID()))
return; return;
if (m_PlayersInQueue[plr->GetTeam()].size() <= m_MinPlayer || m_PlayersInQueue[plr->GetTeam() == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE].size() >= m_MinPlayer) if (m_PlayersInQueue[player->GetTeam()].size() <= m_MinPlayer || m_PlayersInQueue[player->GetTeam() == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE].size() >= m_MinPlayer)
plr->GetSession()->SendBfInvitePlayerToQueue(m_BattleId); player->GetSession()->SendBfInvitePlayerToQueue(m_BattleId);
} }
void Battlefield::InvitePlayerInQueueToWar() void Battlefield::InvitePlayerInQueueToWar()
@@ -215,10 +215,10 @@ void Battlefield::InvitePlayerInQueueToWar()
{ {
for (GuidSet::const_iterator itr = m_PlayersInQueue[team].begin(); itr != m_PlayersInQueue[team].end(); ++itr) for (GuidSet::const_iterator itr = m_PlayersInQueue[team].begin(); itr != m_PlayersInQueue[team].end(); ++itr)
{ {
if (Player* plr = sObjectAccessor->FindPlayer(*itr)) if (Player* player = sObjectAccessor->FindPlayer(*itr))
{ {
if (m_PlayersInWar[plr->GetTeamId()].size() + m_InvitedPlayers[plr->GetTeamId()].size() < m_MaxPlayer) if (m_PlayersInWar[player->GetTeamId()].size() + m_InvitedPlayers[player->GetTeamId()].size() < m_MaxPlayer)
InvitePlayerToWar(plr); InvitePlayerToWar(player);
else else
{ {
//Full //Full
@@ -234,49 +234,49 @@ void Battlefield::InvitePlayerInZoneToWar()
for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team) for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
for (GuidSet::const_iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr) for (GuidSet::const_iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
{ {
if (Player* plr = sObjectAccessor->FindPlayer(*itr)) if (Player* player = sObjectAccessor->FindPlayer(*itr))
{ {
if (m_PlayersInWar[plr->GetTeamId()].count(plr->GetGUID()) || m_InvitedPlayers[plr->GetTeamId()].count(plr->GetGUID())) if (m_PlayersInWar[player->GetTeamId()].count(player->GetGUID()) || m_InvitedPlayers[player->GetTeamId()].count(player->GetGUID()))
continue; continue;
if (m_PlayersInWar[plr->GetTeamId()].size() + m_InvitedPlayers[plr->GetTeamId()].size() < m_MaxPlayer) if (m_PlayersInWar[player->GetTeamId()].size() + m_InvitedPlayers[player->GetTeamId()].size() < m_MaxPlayer)
InvitePlayerToWar(plr); InvitePlayerToWar(player);
else else
{ {
//full //full
m_PlayersWillBeKick[plr->GetTeamId()][plr->GetGUID()] = time(NULL) + 10; m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = time(NULL) + 10;
} }
} }
} }
} }
void Battlefield::InvitePlayerToWar(Player *plr) void Battlefield::InvitePlayerToWar(Player *player)
{ {
if (!plr) if (!player)
return; return;
// TODO : needed ? // TODO : needed ?
if (plr->isInFlight()) if (player->isInFlight())
return; return;
if (plr->InArena() || plr->GetBattleground()) if (player->InArena() || player->GetBattleground())
{ {
m_PlayersInQueue[plr->GetTeamId()].erase(plr->GetGUID()); m_PlayersInQueue[player->GetTeamId()].erase(player->GetGUID());
return; return;
} }
if (plr->getLevel() < m_MinLevel) if (player->getLevel() < m_MinLevel)
{ {
if (m_PlayersWillBeKick[plr->GetTeamId()].count(plr->GetGUID()) == 0) if (m_PlayersWillBeKick[player->GetTeamId()].count(player->GetGUID()) == 0)
m_PlayersWillBeKick[plr->GetTeamId()][plr->GetGUID()] = time(NULL) + 10; m_PlayersWillBeKick[player->GetTeamId()][player->GetGUID()] = time(NULL) + 10;
return; return;
} }
//Check if player is not already in war //Check if player is not already in war
if (m_PlayersInWar[plr->GetTeamId()].count(plr->GetGUID()) || m_InvitedPlayers[plr->GetTeamId()].count(plr->GetGUID())) if (m_PlayersInWar[player->GetTeamId()].count(player->GetGUID()) || m_InvitedPlayers[player->GetTeamId()].count(player->GetGUID()))
return; return;
m_PlayersWillBeKick[plr->GetTeamId()].erase(plr->GetGUID()); m_PlayersWillBeKick[player->GetTeamId()].erase(player->GetGUID());
m_InvitedPlayers[plr->GetTeamId()][plr->GetGUID()] = time(NULL) + m_TimeForAcceptInvite; m_InvitedPlayers[player->GetTeamId()][player->GetGUID()] = time(NULL) + m_TimeForAcceptInvite;
plr->GetSession()->SendBfInvitePlayerToWar(m_BattleId, m_ZoneId, m_TimeForAcceptInvite); player->GetSession()->SendBfInvitePlayerToWar(m_BattleId, m_ZoneId, m_TimeForAcceptInvite);
} }
void Battlefield::InitStalker(uint32 entry, float x, float y, float z, float o) void Battlefield::InitStalker(uint32 entry, float x, float y, float z, float o)
@@ -291,16 +291,16 @@ void Battlefield::KickAfk()
{ {
for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team) for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr) for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
if (Player* plr = sObjectAccessor->FindPlayer(*itr)) if (Player* player = sObjectAccessor->FindPlayer(*itr))
if (plr->isAFK()) if (player->isAFK())
KickPlayerFromBf(*itr); KickPlayerFromBf(*itr);
} }
void Battlefield::KickPlayerFromBf(uint64 guid) void Battlefield::KickPlayerFromBf(uint64 guid)
{ {
if (Player* plr = sObjectAccessor->FindPlayer(guid)) if (Player* player = sObjectAccessor->FindPlayer(guid))
if (plr->GetZoneId() == GetZoneId()) if (player->GetZoneId() == GetZoneId())
plr->TeleportTo(KickPosition); player->TeleportTo(KickPosition);
} }
void Battlefield::StartBattle() void Battlefield::StartBattle()
@@ -358,47 +358,47 @@ void Battlefield::PlaySoundToAll(uint32 SoundID)
for (int team = 0; team < BG_TEAMS_COUNT; team++) for (int team = 0; team < BG_TEAMS_COUNT; team++)
for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr) for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
{ {
if (Player* plr = sObjectAccessor->FindPlayer(*itr)) if (Player* player = sObjectAccessor->FindPlayer(*itr))
plr->GetSession()->SendPacket(&data); player->GetSession()->SendPacket(&data);
} }
} }
bool Battlefield::HasPlayer(Player *plr) const bool Battlefield::HasPlayer(Player *player) const
{ {
return m_players[plr->GetTeamId()].find(plr->GetGUID()) != m_players[plr->GetTeamId()].end(); return m_players[player->GetTeamId()].find(player->GetGUID()) != m_players[player->GetTeamId()].end();
} }
// Called in WorldSession::HandleBfQueueInviteResponse // Called in WorldSession::HandleBfQueueInviteResponse
void Battlefield::PlayerAcceptInviteToQueue(Player *plr) void Battlefield::PlayerAcceptInviteToQueue(Player *player)
{ {
// Add player in queueVenez // Add player in queueVenez
m_PlayersInQueue[plr->GetTeamId()].insert(plr->GetGUID()); m_PlayersInQueue[player->GetTeamId()].insert(player->GetGUID());
// Send notification // Send notification
plr->GetSession()->SendBfQueueInviteResponce(m_BattleId, m_ZoneId); player->GetSession()->SendBfQueueInviteResponce(m_BattleId, m_ZoneId);
} }
// Called in WorldSession::HandleBfExitRequest // Called in WorldSession::HandleBfExitRequest
void Battlefield::AskToLeaveQueue(Player *plr) void Battlefield::AskToLeaveQueue(Player *player)
{ {
// Remove player from queue // Remove player from queue
m_PlayersInQueue[plr->GetTeamId()].erase(plr->GetGUID()); m_PlayersInQueue[player->GetTeamId()].erase(player->GetGUID());
} }
// Called in WorldSession::HandleBfEntryInviteResponse // Called in WorldSession::HandleBfEntryInviteResponse
void Battlefield::PlayerAcceptInviteToWar(Player *plr) void Battlefield::PlayerAcceptInviteToWar(Player *player)
{ {
if (!IsWarTime()) if (!IsWarTime())
return; return;
if (AddOrSetPlayerToCorrectBfGroup(plr)) if (AddOrSetPlayerToCorrectBfGroup(player))
{ {
plr->GetSession()->SendBfEntered(m_BattleId); player->GetSession()->SendBfEntered(m_BattleId);
m_PlayersInWar[plr->GetTeamId()].insert(plr->GetGUID()); m_PlayersInWar[player->GetTeamId()].insert(player->GetGUID());
m_InvitedPlayers[plr->GetTeamId()].erase(plr->GetGUID()); m_InvitedPlayers[player->GetTeamId()].erase(player->GetGUID());
//Remove player AFK //Remove player AFK
if (plr->isAFK()) if (player->isAFK())
plr->ToggleAFK(); player->ToggleAFK();
OnPlayerJoinWar(plr); //for scripting OnPlayerJoinWar(player); //for scripting
} }
} }
@@ -406,36 +406,36 @@ void Battlefield::TeamCastSpell(TeamId team, int32 spellId)
{ {
if (spellId > 0) if (spellId > 0)
for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr) for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
if (Player* plr = sObjectAccessor->FindPlayer(*itr)) if (Player* player = sObjectAccessor->FindPlayer(*itr))
plr->CastSpell(plr, (uint32) spellId, true); player->CastSpell(player, (uint32) spellId, true);
else else
for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr) for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
if (Player* plr = sObjectAccessor->FindPlayer(*itr)) if (Player* player = sObjectAccessor->FindPlayer(*itr))
plr->RemoveAuraFromStack((uint32) - spellId); player->RemoveAuraFromStack((uint32) - spellId);
} }
void Battlefield::BroadcastPacketZone(WorldPacket & data) const void Battlefield::BroadcastPacketZone(WorldPacket & data) const
{ {
for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team) for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
for (GuidSet::const_iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr) for (GuidSet::const_iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
if (Player* plr = sObjectAccessor->FindPlayer(*itr)) if (Player* player = sObjectAccessor->FindPlayer(*itr))
plr->GetSession()->SendPacket(&data); player->GetSession()->SendPacket(&data);
} }
void Battlefield::BroadcastPacketQueue(WorldPacket & data) const void Battlefield::BroadcastPacketQueue(WorldPacket & data) const
{ {
for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team) for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
for (GuidSet::const_iterator itr = m_PlayersInQueue[team].begin(); itr != m_PlayersInQueue[team].end(); ++itr) for (GuidSet::const_iterator itr = m_PlayersInQueue[team].begin(); itr != m_PlayersInQueue[team].end(); ++itr)
if (Player* plr = sObjectAccessor->FindPlayer(*itr)) if (Player* player = sObjectAccessor->FindPlayer(*itr))
plr->GetSession()->SendPacket(&data); player->GetSession()->SendPacket(&data);
} }
void Battlefield::BroadcastPacketWar(WorldPacket & data) const void Battlefield::BroadcastPacketWar(WorldPacket & data) const
{ {
for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team) for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr) for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
if (Player* plr = sObjectAccessor->FindPlayer(*itr)) if (Player* player = sObjectAccessor->FindPlayer(*itr))
plr->GetSession()->SendPacket(&data); player->GetSession()->SendPacket(&data);
} }
WorldPacket Battlefield::BuildWarningAnnPacket(std::string msg) WorldPacket Battlefield::BuildWarningAnnPacket(std::string msg)
@@ -477,22 +477,22 @@ void Battlefield::SendWarningToAllInZone(uint32 entry)
WorldPacket data = BuildWarningAnnPacket(msg); WorldPacket data = BuildWarningAnnPacket(msg);
BroadcastPacketWar(data); BroadcastPacketWar(data);
}*/ }*/
void Battlefield::SendWarningToPlayer(Player *plr, uint32 entry) void Battlefield::SendWarningToPlayer(Player *player, uint32 entry)
{ {
if (!plr) if (!player)
return; return;
if (Unit* unit = sObjectAccessor->FindUnit(StalkerGuid)) if (Unit* unit = sObjectAccessor->FindUnit(StalkerGuid))
if (Creature* stalker = unit->ToCreature()) if (Creature* stalker = unit->ToCreature())
sCreatureTextMgr->SendChat(stalker, (uint8)entry, plr->GetGUID()); sCreatureTextMgr->SendChat(stalker, (uint8)entry, player->GetGUID());
} }
void Battlefield::SendUpdateWorldState(uint32 field, uint32 value) void Battlefield::SendUpdateWorldState(uint32 field, uint32 value)
{ {
for (uint8 i = 0; i < BG_TEAMS_COUNT; ++i) for (uint8 i = 0; i < BG_TEAMS_COUNT; ++i)
for (GuidSet::iterator itr = m_players[i].begin(); itr != m_players[i].end(); ++itr) for (GuidSet::iterator itr = m_players[i].begin(); itr != m_players[i].end(); ++itr)
if (Player* plr = sObjectAccessor->FindPlayer(*itr)) if (Player* player = sObjectAccessor->FindPlayer(*itr))
plr->SendUpdateWorldState(field, value); player->SendUpdateWorldState(field, value);
} }
void Battlefield::RegisterZone(uint32 zoneId) void Battlefield::RegisterZone(uint32 zoneId)
@@ -550,30 +550,30 @@ Group *Battlefield::GetGroupPlayer(uint64 guid, TeamId TeamId)
return NULL; return NULL;
} }
bool Battlefield::AddOrSetPlayerToCorrectBfGroup(Player *plr) bool Battlefield::AddOrSetPlayerToCorrectBfGroup(Player *player)
{ {
if (!plr->IsInWorld()) if (!player->IsInWorld())
return false; return false;
if (Group* group = plr->GetGroup()) if (Group* group = player->GetGroup())
group->RemoveMember(plr->GetGUID()); group->RemoveMember(player->GetGUID());
Group* group = GetFreeBfRaid(plr->GetTeamId()); Group* group = GetFreeBfRaid(player->GetTeamId());
if (!group) if (!group)
{ {
group = new Group; group = new Group;
group->SetBattlefieldGroup(this); group->SetBattlefieldGroup(this);
group->Create(plr); group->Create(player);
sGroupMgr->AddGroup(group); sGroupMgr->AddGroup(group);
m_Groups[plr->GetTeamId()].insert(group->GetGUID()); m_Groups[player->GetTeamId()].insert(group->GetGUID());
} }
else if (group->IsMember(plr->GetGUID())) else if (group->IsMember(player->GetGUID()))
{ {
uint8 subgroup = group->GetMemberGroup(plr->GetGUID()); uint8 subgroup = group->GetMemberGroup(player->GetGUID());
plr->SetBattlegroundOrBattlefieldRaid(group, subgroup); player->SetBattlegroundOrBattlefieldRaid(group, subgroup);
} }
else else
group->AddMember(plr); group->AddMember(player);
return true; return true;
} }
@@ -601,7 +601,7 @@ BfGraveYard *Battlefield::GetGraveYardById(uint32 id)
return NULL; return NULL;
} }
WorldSafeLocsEntry const *Battlefield::GetClosestGraveYard(Player *plr) WorldSafeLocsEntry const *Battlefield::GetClosestGraveYard(Player *player)
{ {
BfGraveYard* closestGY = NULL; BfGraveYard* closestGY = NULL;
float maxdist = -1; float maxdist = -1;
@@ -609,10 +609,10 @@ WorldSafeLocsEntry const *Battlefield::GetClosestGraveYard(Player *plr)
{ {
if (m_GraveYardList[i]) if (m_GraveYardList[i])
{ {
if (m_GraveYardList[i]->GetControlTeamId() != plr->GetTeamId()) if (m_GraveYardList[i]->GetControlTeamId() != player->GetTeamId())
continue; continue;
float dist = m_GraveYardList[i]->GetDistance(plr); float dist = m_GraveYardList[i]->GetDistance(player);
if (dist < maxdist || maxdist < 0) if (dist < maxdist || maxdist < 0)
{ {
closestGY = m_GraveYardList[i]; closestGY = m_GraveYardList[i];
@@ -699,10 +699,10 @@ void BfGraveYard::SetSpirit(Creature* spirit, TeamId team)
spirit->SetReactState(REACT_PASSIVE); spirit->SetReactState(REACT_PASSIVE);
} }
float BfGraveYard::GetDistance(Player *plr) float BfGraveYard::GetDistance(Player *player)
{ {
const WorldSafeLocsEntry* ws = sWorldSafeLocsStore.LookupEntry(m_GraveyardId); const WorldSafeLocsEntry* ws = sWorldSafeLocsStore.LookupEntry(m_GraveyardId);
return plr->GetDistance2d(ws->x, ws->y); return player->GetDistance2d(ws->x, ws->y);
} }
void BfGraveYard::AddPlayer(uint64 player_guid) void BfGraveYard::AddPlayer(uint64 player_guid)
@@ -711,8 +711,8 @@ void BfGraveYard::AddPlayer(uint64 player_guid)
{ {
m_ResurrectQueue.insert(player_guid); m_ResurrectQueue.insert(player_guid);
if (Player* plr = sObjectAccessor->FindPlayer(player_guid)) if (Player* player = sObjectAccessor->FindPlayer(player_guid))
plr->CastSpell(plr, SPELL_WAITING_FOR_RESURRECT, true); player->CastSpell(player, SPELL_WAITING_FOR_RESURRECT, true);
} }
} }
@@ -720,8 +720,8 @@ void BfGraveYard::RemovePlayer(uint64 player_guid)
{ {
m_ResurrectQueue.erase(m_ResurrectQueue.find(player_guid)); m_ResurrectQueue.erase(m_ResurrectQueue.find(player_guid));
if (Player* plr = sObjectAccessor->FindPlayer(player_guid)) if (Player* player = sObjectAccessor->FindPlayer(player_guid))
plr->RemoveAurasDueToSpell(SPELL_WAITING_FOR_RESURRECT); player->RemoveAurasDueToSpell(SPELL_WAITING_FOR_RESURRECT);
} }
void BfGraveYard::Resurrect() void BfGraveYard::Resurrect()
@@ -732,22 +732,22 @@ void BfGraveYard::Resurrect()
for (GuidSet::const_iterator itr = m_ResurrectQueue.begin(); itr != m_ResurrectQueue.end(); ++itr) for (GuidSet::const_iterator itr = m_ResurrectQueue.begin(); itr != m_ResurrectQueue.end(); ++itr)
{ {
// Get player object from his guid // Get player object from his guid
Player* plr = sObjectAccessor->FindPlayer(*itr); Player* player = sObjectAccessor->FindPlayer(*itr);
if (!plr) if (!player)
continue; continue;
// Check player isinworld and player is on good graveyard // Check player isinworld and player is on good graveyard
if (plr->IsInWorld()) if (player->IsInWorld())
if (Unit* spirit = sObjectAccessor->FindUnit(m_SpiritGuide[m_ControlTeam])) if (Unit* spirit = sObjectAccessor->FindUnit(m_SpiritGuide[m_ControlTeam]))
spirit->CastSpell(spirit, SPELL_SPIRIT_HEAL, true); spirit->CastSpell(spirit, SPELL_SPIRIT_HEAL, true);
// Resurect player // Resurect player
plr->CastSpell(plr, SPELL_RESURRECTION_VISUAL, true); player->CastSpell(player, SPELL_RESURRECTION_VISUAL, true);
plr->ResurrectPlayer(1.0f); player->ResurrectPlayer(1.0f);
plr->CastSpell(plr, 6962, true); player->CastSpell(player, 6962, true);
plr->CastSpell(plr, SPELL_SPIRIT_HEAL_MANA, true); player->CastSpell(player, SPELL_SPIRIT_HEAL_MANA, true);
sObjectAccessor->ConvertCorpseForPlayer(plr->GetGUID()); sObjectAccessor->ConvertCorpseForPlayer(player->GetGUID());
} }
m_ResurrectQueue.clear(); m_ResurrectQueue.clear();
@@ -773,17 +773,17 @@ void BfGraveYard::RelocateDeadPlayers()
WorldSafeLocsEntry const* ClosestGrave = NULL; WorldSafeLocsEntry const* ClosestGrave = NULL;
for (GuidSet::const_iterator itr = m_ResurrectQueue.begin(); itr != m_ResurrectQueue.end(); ++itr) for (GuidSet::const_iterator itr = m_ResurrectQueue.begin(); itr != m_ResurrectQueue.end(); ++itr)
{ {
Player* plr = sObjectAccessor->FindPlayer(*itr); Player* player = sObjectAccessor->FindPlayer(*itr);
if (!plr) if (!player)
continue; continue;
if (ClosestGrave) if (ClosestGrave)
plr->TeleportTo(plr->GetMapId(), ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, plr->GetOrientation()); player->TeleportTo(player->GetMapId(), ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, player->GetOrientation());
else else
{ {
ClosestGrave = m_Bf->GetClosestGraveYard(plr); ClosestGrave = m_Bf->GetClosestGraveYard(player);
if (ClosestGrave) if (ClosestGrave)
plr->TeleportTo(plr->GetMapId(), ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, plr->GetOrientation()); player->TeleportTo(player->GetMapId(), ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, player->GetOrientation());
} }
} }
} }
@@ -877,22 +877,22 @@ BfCapturePoint::BfCapturePoint(Battlefield *Bf):m_Bf(Bf), m_capturePoint(NULL)
m_maxSpeed = 0; m_maxSpeed = 0;
} }
bool BfCapturePoint::HandlePlayerEnter(Player *plr) bool BfCapturePoint::HandlePlayerEnter(Player *player)
{ {
if (m_capturePoint) if (m_capturePoint)
{ {
plr->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldState1, 1); player->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldState1, 1);
plr->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldstate2, (uint32) ceil((m_value + m_maxValue) / (2 * m_maxValue) * 100.0f)); player->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldstate2, (uint32) ceil((m_value + m_maxValue) / (2 * m_maxValue) * 100.0f));
plr->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldstate3, m_neutralValuePct); player->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldstate3, m_neutralValuePct);
} }
return m_activePlayers[plr->GetTeamId()].insert(plr->GetGUID()).second; return m_activePlayers[player->GetTeamId()].insert(player->GetGUID()).second;
} }
void BfCapturePoint::HandlePlayerLeave(Player *plr) void BfCapturePoint::HandlePlayerLeave(Player *player)
{ {
if (m_capturePoint) if (m_capturePoint)
plr->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldState1, 0); player->SendUpdateWorldState(m_capturePoint->GetGOInfo()->capturePoint.worldState1, 0);
m_activePlayers[plr->GetTeamId()].erase(plr->GetGUID()); m_activePlayers[player->GetTeamId()].erase(player->GetGUID());
} }
void BfCapturePoint::SendChangePhase() void BfCapturePoint::SendChangePhase()
@@ -965,9 +965,9 @@ bool BfCapturePoint::Update(uint32 diff)
for (uint8 team = 0; team < 2; ++team) for (uint8 team = 0; team < 2; ++team)
for (GuidSet::iterator itr = m_activePlayers[team].begin(); itr != m_activePlayers[team].end(); ++itr) for (GuidSet::iterator itr = m_activePlayers[team].begin(); itr != m_activePlayers[team].end(); ++itr)
if (Player* plr = sObjectAccessor->FindPlayer(*itr)) if (Player* player = sObjectAccessor->FindPlayer(*itr))
if (!m_capturePoint->IsWithinDistInMap(plr, radius) || !plr->IsOutdoorPvPActive()) if (!m_capturePoint->IsWithinDistInMap(player, radius) || !player->IsOutdoorPvPActive())
HandlePlayerLeave(plr); HandlePlayerLeave(player);
std::list < Player * >players; std::list < Player * >players;
Trinity::AnyPlayerInObjectRangeCheck checker(m_capturePoint, radius); Trinity::AnyPlayerInObjectRangeCheck checker(m_capturePoint, radius);
@@ -1069,8 +1069,8 @@ void BfCapturePoint::SendUpdateWorldState(uint32 field, uint32 value)
{ {
for (uint8 team = 0; team < 2; ++team) for (uint8 team = 0; team < 2; ++team)
for (GuidSet::iterator itr = m_activePlayers[team].begin(); itr != m_activePlayers[team].end(); ++itr) // send to all players present in the area for (GuidSet::iterator itr = m_activePlayers[team].begin(); itr != m_activePlayers[team].end(); ++itr) // send to all players present in the area
if (Player* plr = sObjectAccessor->FindPlayer(*itr)) if (Player* player = sObjectAccessor->FindPlayer(*itr))
plr->SendUpdateWorldState(field, value); player->SendUpdateWorldState(field, value);
} }
void BfCapturePoint::SendObjectiveComplete(uint32 id, uint64 guid) void BfCapturePoint::SendObjectiveComplete(uint32 id, uint64 guid)
@@ -1090,11 +1090,11 @@ void BfCapturePoint::SendObjectiveComplete(uint32 id, uint64 guid)
// send to all players present in the area // send to all players present in the area
for (GuidSet::iterator itr = m_activePlayers[team].begin(); itr != m_activePlayers[team].end(); ++itr) for (GuidSet::iterator itr = m_activePlayers[team].begin(); itr != m_activePlayers[team].end(); ++itr)
if (Player* plr = sObjectAccessor->FindPlayer(*itr)) if (Player* player = sObjectAccessor->FindPlayer(*itr))
plr->KilledMonsterCredit(id, guid); player->KilledMonsterCredit(id, guid);
} }
bool BfCapturePoint::IsInsideObjective(Player *plr) const bool BfCapturePoint::IsInsideObjective(Player *player) const
{ {
return m_activePlayers[plr->GetTeamId()].find(plr->GetGUID()) != m_activePlayers[plr->GetTeamId()].end(); return m_activePlayers[player->GetTeamId()].find(player->GetGUID()) != m_activePlayers[player->GetTeamId()].end();
} }
+24 -24
View File
@@ -88,12 +88,12 @@ public:
void SendObjectiveComplete(uint32 id, uint64 guid); void SendObjectiveComplete(uint32 id, uint64 guid);
// used when player is activated/inactivated in the area // used when player is activated/inactivated in the area
virtual bool HandlePlayerEnter(Player * plr); virtual bool HandlePlayerEnter(Player * player);
virtual void HandlePlayerLeave(Player * plr); virtual void HandlePlayerLeave(Player * player);
//virtual void HandlePlayerActivityChanged(Player * plr); //virtual void HandlePlayerActivityChanged(Player * player);
// checks if player is in range of a capture credit marker // checks if player is in range of a capture credit marker
bool IsInsideObjective(Player * plr) const; 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. // 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 Update(uint32 diff);
@@ -144,7 +144,7 @@ public:
TeamId GetControlTeamId() { return m_ControlTeam; } TeamId GetControlTeamId() { return m_ControlTeam; }
// use for found the nearest graveyard // use for found the nearest graveyard
float GetDistance(Player * plr); float GetDistance(Player * player);
void Initialize(TeamId startcontrol, uint32 gy); void Initialize(TeamId startcontrol, uint32 gy);
void SetSpirit(Creature* spirit, TeamId team); void SetSpirit(Creature* spirit, TeamId team);
void AddPlayer(uint64 player_guid); void AddPlayer(uint64 player_guid);
@@ -237,10 +237,10 @@ class Battlefield:public ZoneScript
*/ */
void KickPlayerFromBf(uint64 guid); void KickPlayerFromBf(uint64 guid);
/// Called when player (plr) enter in zone /// Called when player (player) enter in zone
void HandlePlayerEnterZone(Player * plr, uint32 zone); void HandlePlayerEnterZone(Player * player, uint32 zone);
/// Called when player (plr) leave the zone /// Called when player (player) leave the zone
void HandlePlayerLeaveZone(Player * plr, uint32 zone); void HandlePlayerLeaveZone(Player * player, uint32 zone);
// All-purpose data storage 64 bit // All-purpose data storage 64 bit
virtual uint64 GetData64(uint32 DataId) { return m_Data64[DataId]; } virtual uint64 GetData64(uint32 DataId) { return m_Data64[DataId]; }
@@ -258,17 +258,17 @@ class Battlefield:public ZoneScript
// Group methods // Group methods
/** /**
* \brief Find a not full battlefield group, if there is no, create one * \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 (plr->GetTeamId()) * \param TeamId : Id of player team for who we search a group (player->GetTeamId())
*/ */
Group *GetFreeBfRaid(TeamId TeamId); Group *GetFreeBfRaid(TeamId TeamId);
/// Return battlefield group where player is. /// Return battlefield group where player is.
Group *GetGroupPlayer(uint64 guid, TeamId TeamId); Group *GetGroupPlayer(uint64 guid, TeamId TeamId);
/// Force player to join a battlefield group /// Force player to join a battlefield group
bool AddOrSetPlayerToCorrectBfGroup(Player * plr); bool AddOrSetPlayerToCorrectBfGroup(Player * player);
// Graveyard methods // Graveyard methods
// Find which graveyard the player must be teleported to to be resurrected by spiritguide // Find which graveyard the player must be teleported to to be resurrected by spiritguide
WorldSafeLocsEntry const *GetClosestGraveYard(Player * plr); WorldSafeLocsEntry const *GetClosestGraveYard(Player * player);
virtual void AddPlayerToResurrectQueue(uint64 npc_guid, uint64 player_guid); virtual void AddPlayerToResurrectQueue(uint64 npc_guid, uint64 player_guid);
void RemovePlayerFromResurrectQueue(uint64 player_guid); void RemovePlayerFromResurrectQueue(uint64 player_guid);
@@ -289,23 +289,23 @@ class Battlefield:public ZoneScript
/// Called x minutes before battle start when player in zone are invite to join queue /// Called x minutes before battle start when player in zone are invite to join queue
virtual void OnStartGrouping() {}; virtual void OnStartGrouping() {};
/// Called when a player accept to join the battle /// Called when a player accept to join the battle
virtual void OnPlayerJoinWar(Player * /*plr */ ) {}; virtual void OnPlayerJoinWar(Player * /*player */ ) {};
/// Called when a player leave the battle /// Called when a player leave the battle
virtual void OnPlayerLeaveWar(Player * /*plr */ ) {}; virtual void OnPlayerLeaveWar(Player * /*player */ ) {};
/// Called when a player leave battlefield zone /// Called when a player leave battlefield zone
virtual void OnPlayerLeaveZone(Player * /*plr */ ) {}; virtual void OnPlayerLeaveZone(Player * /*player */ ) {};
/// Called when a player enter in battlefield zone /// Called when a player enter in battlefield zone
virtual void OnPlayerEnterZone(Player * /*plr */ ) {}; virtual void OnPlayerEnterZone(Player * /*player */ ) {};
WorldPacket BuildWarningAnnPacket(std::string msg); WorldPacket BuildWarningAnnPacket(std::string msg);
void SendWarningToAllInZone(uint32 entry); void SendWarningToAllInZone(uint32 entry);
//void SendWarningToAllInWar(int32 entry, ...); -- UNUSED //void SendWarningToAllInWar(int32 entry, ...); -- UNUSED
void SendWarningToPlayer(Player * plr, uint32 entry); void SendWarningToPlayer(Player * player, uint32 entry);
void PlayerAcceptInviteToQueue(Player * plr); void PlayerAcceptInviteToQueue(Player * player);
void PlayerAcceptInviteToWar(Player * plr); void PlayerAcceptInviteToWar(Player * player);
uint32 GetBattleId() { return m_BattleId; } uint32 GetBattleId() { return m_BattleId; }
void AskToLeaveQueue(Player * plr); void AskToLeaveQueue(Player * player);
virtual void DoCompleteOrIncrementAchievement(uint32 /*achievement */ , Player * /*player */ , uint8 /*incrementNumber = 1 */ ) {}; virtual void DoCompleteOrIncrementAchievement(uint32 /*achievement */ , Player * /*player */ , uint8 /*incrementNumber = 1 */ ) {};
@@ -329,8 +329,8 @@ class Battlefield:public ZoneScript
void PlaySoundToAll(uint32 SoundID); void PlaySoundToAll(uint32 SoundID);
void InvitePlayerToQueue(Player * plr); void InvitePlayerToQueue(Player * player);
void InvitePlayerToWar(Player * plr); void InvitePlayerToWar(Player * player);
void InitStalker(uint32 entry, float x, float y, float z, float o); void InitStalker(uint32 entry, float x, float y, float z, float o);
@@ -382,7 +382,7 @@ protected:
void KickAfk(); void KickAfk();
// use for switch off all worldstate for client // use for switch off all worldstate for client
virtual void SendRemoveWorldStates(Player * /*plr */ ) {} virtual void SendRemoveWorldStates(Player * /*player */ ) {}
// use for send a packet for all player list // use for send a packet for all player list
void BroadcastPacketZone(WorldPacket & data) const; void BroadcastPacketZone(WorldPacket & data) const;
@@ -401,7 +401,7 @@ protected:
} }
void RegisterZone(uint32 zoneid); void RegisterZone(uint32 zoneid);
bool HasPlayer(Player * plr) const; bool HasPlayer(Player * player) const;
void TeamCastSpell(TeamId team, int32 spellId); void TeamCastSpell(TeamId team, int32 spellId);
}; };
@@ -75,7 +75,7 @@ void WorldSession::SendBfQueueInviteResponce(uint32 BattleId,uint32 ZoneId, bool
//Param1:(BattleId) the BattleId of Bf //Param1:(BattleId) the BattleId of Bf
void WorldSession::SendBfEntered(uint32 BattleId) void WorldSession::SendBfEntered(uint32 BattleId)
{ {
// m_PlayerInWar[plr->GetTeamId()].insert(plr->GetGUID()); // m_PlayerInWar[player->GetTeamId()].insert(player->GetGUID());
WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTERED, 7); WorldPacket data(SMSG_BATTLEFIELD_MGR_ENTERED, 7);
data << uint32(BattleId); data << uint32(BattleId);
data << uint8(1); //unk data << uint8(1); //unk
@@ -0,0 +1,143 @@
/*
* Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
* 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, see <http://www.gnu.org/licenses/>.
*/
#include "BattlefieldMgr.h"
#include "Zones/BattlefieldWG.h"
#include "ObjectMgr.h"
#include "Player.h"
BattlefieldMgr::BattlefieldMgr()
{
m_UpdateTimer = 0;
//sLog->outDebug(LOG_FILTER_BATTLEFIELD, "Instantiating BattlefieldMgr");
}
BattlefieldMgr::~BattlefieldMgr()
{
//sLog->outDebug(LOG_FILTER_BATTLEFIELD, "Deleting BattlefieldMgr");
for (BattlefieldSet::iterator itr = m_BattlefieldSet.begin(); itr != m_BattlefieldSet.end(); ++itr)
delete *itr;
}
void BattlefieldMgr::InitBattlefield()
{
Battlefield* pBf = new BattlefieldWG;
// respawn, init variables
if (!pBf->SetupBattlefield())
{
sLog->outString();
sLog->outString("Battlefield : Wintergrasp init failed.");
delete pBf;
}
else
{
m_BattlefieldSet.push_back(pBf);
sLog->outString();
sLog->outString("Battlefield : Wintergrasp successfully initiated.");
}
/* For Cataclysm: Tol Barad
pBf = new BattlefieldTB;
// respawn, init variables
if(!pBf->SetupBattlefield())
{
sLog->outDebug(LOG_FILTER_BATTLEFIELD, "Battlefield : Tol Barad init failed.");
delete pBf;
}
else
{
m_BattlefieldSet.push_back(pBf);
sLog->outDebug(LOG_FILTER_BATTLEFIELD, "Battlefield : Tol Barad successfully initiated.");
} */
}
void BattlefieldMgr::AddZone(uint32 zoneid, Battlefield *handle)
{
m_BattlefieldMap[zoneid] = handle;
}
void BattlefieldMgr::HandlePlayerEnterZone(Player * player, uint32 zoneid)
{
BattlefieldMap::iterator itr = m_BattlefieldMap.find(zoneid);
if (itr == m_BattlefieldMap.end())
return;
if (itr->second->HasPlayer(player))
return;
if (itr->second->GetEnable() == false)
return;
itr->second->HandlePlayerEnterZone(player, zoneid);
sLog->outDebug(LOG_FILTER_BATTLEFIELD, "Player %u entered outdoorpvp id %u", player->GetGUIDLow(), itr->second->GetTypeId());
}
void BattlefieldMgr::HandlePlayerLeaveZone(Player * player, uint32 zoneid)
{
BattlefieldMap::iterator itr = m_BattlefieldMap.find(zoneid);
if (itr == m_BattlefieldMap.end())
return;
// teleport: remove once in removefromworld, once in updatezone
if (!itr->second->HasPlayer(player))
return;
itr->second->HandlePlayerLeaveZone(player, zoneid);
sLog->outDebug(LOG_FILTER_BATTLEFIELD, "Player %u left outdoorpvp id %u", player->GetGUIDLow(), itr->second->GetTypeId());
}
Battlefield *BattlefieldMgr::GetBattlefieldToZoneId(uint32 zoneid)
{
BattlefieldMap::iterator itr = m_BattlefieldMap.find(zoneid);
if (itr == m_BattlefieldMap.end())
{
// no handle for this zone, return
return NULL;
}
if (itr->second->GetEnable() == false)
return NULL;
return itr->second;
}
Battlefield *BattlefieldMgr::GetBattlefieldByBattleId(uint32 battleid)
{
for (BattlefieldSet::iterator itr = m_BattlefieldSet.begin(); itr != m_BattlefieldSet.end(); ++itr)
{
if ((*itr)->GetBattleId() == battleid)
return (*itr);
}
return NULL;
}
void BattlefieldMgr::Update(uint32 diff)
{
m_UpdateTimer += diff;
if (m_UpdateTimer > BATTLEFIELD_OBJECTIVE_UPDATE_INTERVAL)
{
for (BattlefieldSet::iterator itr = m_BattlefieldSet.begin(); itr != m_BattlefieldSet.end(); ++itr)
if ((*itr)->GetEnable())
(*itr)->Update(m_UpdateTimer);
m_UpdateTimer = 0;
}
}
ZoneScript *BattlefieldMgr::GetZoneScript(uint32 zoneId)
{
BattlefieldMap::iterator itr = m_BattlefieldMap.find(zoneId);
if (itr != m_BattlefieldMap.end())
return itr->second;
else
return NULL;
}
+4 -4
View File
@@ -40,11 +40,11 @@ class BattlefieldMgr
// create battlefield events // create battlefield events
void InitBattlefield(); void InitBattlefield();
// called when a player enters an battlefield area // called when a player enters an battlefield area
void HandlePlayerEnterZone(Player * plr, uint32 areaflag); void HandlePlayerEnterZone(Player * player, uint32 areaflag);
// called when player leaves an battlefield area // called when player leaves an battlefield area
void HandlePlayerLeaveZone(Player * plr, uint32 areaflag); void HandlePlayerLeaveZone(Player * player, uint32 areaflag);
// called when player resurrects // called when player resurrects
void HandlePlayerResurrects(Player * plr, uint32 areaflag); void HandlePlayerResurrects(Player * player, uint32 areaflag);
// return assigned battlefield // return assigned battlefield
Battlefield *GetBattlefieldToZoneId(uint32 zoneid); Battlefield *GetBattlefieldToZoneId(uint32 zoneid);
Battlefield *GetBattlefieldByBattleId(uint32 battleid); Battlefield *GetBattlefieldByBattleId(uint32 battleid);
@@ -59,7 +59,7 @@ class BattlefieldMgr
bool CanTalkTo(Player * player, Creature * creature, GossipMenuItems gso); bool CanTalkTo(Player * player, Creature * creature, GossipMenuItems gso);
void HandleDropFlag(Player * plr, uint32 spellId); void HandleDropFlag(Player * player, uint32 spellId);
typedef std::vector < Battlefield * >BattlefieldSet; typedef std::vector < Battlefield * >BattlefieldSet;
typedef std::map < uint32 /* zoneid */ , Battlefield * >BattlefieldMap; typedef std::map < uint32 /* zoneid */ , Battlefield * >BattlefieldMap;
@@ -315,30 +315,30 @@ class BattlefieldWG : public Battlefield
* -Teleport if it needed * -Teleport if it needed
* -Update worldstate * -Update worldstate
* -Update tenacity * -Update tenacity
* \param plr: Player who accept invite * \param player: Player who accept invite
*/ */
void OnPlayerJoinWar(Player *plr); void OnPlayerJoinWar(Player *player);
/** /**
* \brief Called when player leave battle * \brief Called when player leave battle
* -Update player aura * -Update player aura
* \param plr : Player who leave battle * \param player : Player who leave battle
*/ */
void OnPlayerLeaveWar(Player *plr); void OnPlayerLeaveWar(Player *player);
/** /**
* \brief Called when player leave WG zone * \brief Called when player leave WG zone
* \param plr : Player who leave zone * \param player : Player who leave zone
*/ */
void OnPlayerLeaveZone(Player *plr); void OnPlayerLeaveZone(Player *player);
/** /**
* \brief Called when player enter in WG zone * \brief Called when player enter in WG zone
* -Update aura * -Update aura
* -Update worldstate * -Update worldstate
* \param plr : Player who leave zone * \param player : Player who leave zone
*/ */
void OnPlayerEnterZone(Player *plr); void OnPlayerEnterZone(Player *player);
/** /**
* \brief Called for update battlefield data * \brief Called for update battlefield data
@@ -415,13 +415,13 @@ class BattlefieldWG : public Battlefield
m_CanClickOnOrb = allow; m_CanClickOnOrb = allow;
} }
void RewardMarkOfHonor(Player *plr, uint32 count); void RewardMarkOfHonor(Player *player, uint32 count);
void UpdateVehicleCountWG(); void UpdateVehicleCountWG();
void UpdateCounterVehicle(bool init); void UpdateCounterVehicle(bool init);
WorldPacket BuildInitWorldStates(); WorldPacket BuildInitWorldStates();
void SendInitWorldStatesTo(Player * plr); void SendInitWorldStatesTo(Player * player);
void SendInitWorldStatesToAll(); void SendInitWorldStatesToAll();
void HandleKill(Player *killer, Unit *victim); void HandleKill(Player *killer, Unit *victim);