Merge pull request #5918 from GyxTom/master

Core/Misc: Various cleanups
This commit is contained in:
Shocker
2012-03-28 18:00:42 -07:00
86 changed files with 653 additions and 547 deletions
@@ -21,7 +21,6 @@
#include "ArenaTeamMgr.h"
#include "World.h"
#include "WorldPacket.h"
#include "ArenaTeam.h"
#include "Battleground.h"
#include "BattlegroundMgr.h"
@@ -259,9 +258,7 @@ void Battleground::Update(uint32 diff)
{
case STATUS_WAIT_JOIN:
if (GetPlayersSize())
{
_ProcessJoin(diff);
}
break;
case STATUS_IN_PROGRESS:
_ProcessOfflineQueue();
@@ -549,7 +549,7 @@ void BattlegroundAB::EventPlayerClickedOnFlag(Player* source, GameObject* /*targ
bool BattlegroundAB::SetupBattleground()
{
for (int i = 0 ; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
for (int i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
{
if (!AddObject(BG_AB_OBJECT_BANNER_NEUTRAL + 8*i, BG_AB_OBJECTID_NODE_BANNER_0 + i, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY)
|| !AddObject(BG_AB_OBJECT_BANNER_CONT_A + 8*i, BG_AB_OBJECTID_BANNER_CONT_A, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY)
@@ -1208,7 +1208,7 @@ bool BattlegroundAV::SetupBattleground()
}
//spawn node-objects
for (uint8 i = BG_AV_NODES_FIRSTAID_STATION ; i < BG_AV_NODES_MAX; ++i)
for (uint8 i = BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i)
{
if (i <= BG_AV_NODES_FROSTWOLF_HUT)
{
@@ -1293,7 +1293,7 @@ bool BattlegroundAV::SetupBattleground()
return false;
}
}
for (uint16 i= 0 ; i <= (BG_AV_OBJECT_MINE_SUPPLY_S_MAX-BG_AV_OBJECT_MINE_SUPPLY_S_MIN); i++)
for (uint16 i= 0; i <= (BG_AV_OBJECT_MINE_SUPPLY_S_MAX-BG_AV_OBJECT_MINE_SUPPLY_S_MIN); i++)
{
if (!AddObject(BG_AV_OBJECT_MINE_SUPPLY_S_MIN+i, BG_AV_OBJECTID_MINE_S, BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][0], BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][1], BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][2], BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3], 0, 0, sin(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3]/2), cos(BG_AV_ObjectPos[AV_OPLACE_MINE_SUPPLY_S_MIN+i][3]/2), RESPAWN_ONE_DAY))
{
@@ -1324,30 +1324,39 @@ bool BattlegroundAV::SetupBattleground()
// Initial Nodes
for (i = 0; i < BG_AV_OBJECT_MAX; i++)
SpawnBGObject(i, RESPAWN_ONE_DAY);
for (i = BG_AV_OBJECT_FLAG_A_FIRSTAID_STATION; i <= BG_AV_OBJECT_FLAG_A_STONEHEART_GRAVE ; i++){
for (i = BG_AV_OBJECT_FLAG_A_FIRSTAID_STATION; i <= BG_AV_OBJECT_FLAG_A_STONEHEART_GRAVE; i++)
{
SpawnBGObject(BG_AV_OBJECT_AURA_A_FIRSTAID_STATION+3*i, RESPAWN_IMMEDIATELY);
SpawnBGObject(i, RESPAWN_IMMEDIATELY);
}
for (i = BG_AV_OBJECT_FLAG_A_DUNBALDAR_SOUTH; i <= BG_AV_OBJECT_FLAG_A_STONEHEART_BUNKER ; i++)
for (i = BG_AV_OBJECT_FLAG_A_DUNBALDAR_SOUTH; i <= BG_AV_OBJECT_FLAG_A_STONEHEART_BUNKER; i++)
SpawnBGObject(i, RESPAWN_IMMEDIATELY);
for (i = BG_AV_OBJECT_FLAG_H_ICEBLOOD_GRAVE; i <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_WTOWER ; i++){
for (i = BG_AV_OBJECT_FLAG_H_ICEBLOOD_GRAVE; i <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_WTOWER; i++)
{
SpawnBGObject(i, RESPAWN_IMMEDIATELY);
if (i <= BG_AV_OBJECT_FLAG_H_FROSTWOLF_HUT)
SpawnBGObject(BG_AV_OBJECT_AURA_H_FIRSTAID_STATION+3*GetNodeThroughObject(i), RESPAWN_IMMEDIATELY);
}
for (i = BG_AV_OBJECT_TFLAG_A_DUNBALDAR_SOUTH; i <= BG_AV_OBJECT_TFLAG_A_STONEHEART_BUNKER; i+=2)
{
SpawnBGObject(i, RESPAWN_IMMEDIATELY); //flag
SpawnBGObject(i+16, RESPAWN_IMMEDIATELY); //aura
}
for (i = BG_AV_OBJECT_TFLAG_H_ICEBLOOD_TOWER; i <= BG_AV_OBJECT_TFLAG_H_FROSTWOLF_WTOWER; i+=2)
{
SpawnBGObject(i, RESPAWN_IMMEDIATELY); //flag
SpawnBGObject(i+16, RESPAWN_IMMEDIATELY); //aura
}
//snowfall and the doors
for (i = BG_AV_OBJECT_FLAG_N_SNOWFALL_GRAVE; i <= BG_AV_OBJECT_DOOR_A; i++)
SpawnBGObject(i, RESPAWN_IMMEDIATELY);
SpawnBGObject(BG_AV_OBJECT_AURA_N_SNOWFALL_GRAVE, RESPAWN_IMMEDIATELY);
//creatures
@@ -1472,7 +1481,7 @@ void BattlegroundAV::ResetBGSubclass()
{
for (uint8 j=0; j<9; j++)
m_Team_QuestStatus[i][j]=0;
m_Team_Scores[i]=BG_AV_SCORE_INITIAL_POINTS;
m_Team_Scores[i]=BG_AV_SCORE_INITIAL_POINTS;
m_IsInformedNearVictory[i]=false;
m_CaptainAlive[i] = true;
m_CaptainBuffTimer[i] = 120000 + urand(0, 4)* 60; //as far as i could see, the buff is randomly so i make 2minutes (thats the duration of the buff itself) + 0-4minutes TODO get the right times
@@ -1493,7 +1502,6 @@ void BattlegroundAV::ResetBGSubclass()
for (uint16 i = 0; i < AV_CPLACE_MAX+AV_STATICCPLACE_MAX; i++)
if (BgCreatures[i])
DelCreature(i);
}
bool BattlegroundAV::IsBothMinesControlledByTeam(uint32 team) const
@@ -1553,4 +1561,4 @@ bool BattlegroundAV::IsAllTowersControlledAndCaptainAlive(uint32 team) const
}
return false;
}
}
@@ -359,7 +359,7 @@ void BattlegroundIC::FillInitialWorldStates(WorldPacket& data)
data << uint32(uws) << uint32(1);
}
for (uint8 i = 0 ; i < MAX_NODE_TYPES ; i++)
for (uint8 i = 0; i < MAX_NODE_TYPES; i++)
data << uint32(nodePoint[i].worldStates[nodePoint[i].nodeState]) << uint32(1);
}