[7630] Implement MSG_BATTLEGROUND_PLAYER_POSITIONS sending for AB and AV battleground. Author: Triply

--HG--
branch : trunk
This commit is contained in:
megamage
2009-04-08 16:28:58 -05:00
parent 5f3947b62a
commit f48b123ebe
2 changed files with 56 additions and 31 deletions
+39 -17
View File
@@ -213,41 +213,63 @@ void WorldSession::HandleBattleGroundPlayerPositionsOpcode( WorldPacket & /*recv
if(!bg) // can't be received if player not in battleground
return;
if(bg->GetTypeID() == BATTLEGROUND_WS)
switch( bg->GetTypeID() )
{
uint32 count1 = 0;
uint32 count2 = 0;
case BATTLEGROUND_WS:
{
uint32 count1 = 0; //always constant zero?
uint32 count2 = 0; //count of next fields
Player *ap = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetAllianceFlagPickerGUID());
if(ap) ++count2;
Player *ali_plr = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetAllianceFlagPickerGUID());
if( ali_plr )
++count2;
Player *hp = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetHordeFlagPickerGUID());
if(hp) ++count2;
Player *horde_plr = objmgr.GetPlayer(((BattleGroundWS*)bg)->GetHordeFlagPickerGUID());
if( horde_plr )
++count2;
WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, (4+4+16*count1+16*count2));
data << count1; // alliance flag holders count
data << count1; // alliance flag holders count - obsolete, now always 0
/*for(uint8 i = 0; i < count1; i++)
{
data << uint64(0); // guid
data << (float)0; // x
data << (float)0; // y
}*/
data << count2; // horde flag holders count
if(ap)
data << count2; // horde flag holders count - obsolete, now count of next fields
if( ali_plr )
{
data << (uint64)ap->GetGUID();
data << (float)ap->GetPositionX();
data << (float)ap->GetPositionY();
data << (uint64)ali_plr->GetGUID();
data << (float)ali_plr->GetPositionX();
data << (float)ali_plr->GetPositionY();
}
if(hp)
if( horde_plr )
{
data << (uint64)hp->GetGUID();
data << (float)hp->GetPositionX();
data << (float)hp->GetPositionY();
data << (uint64)horde_plr->GetGUID();
data << (float)horde_plr->GetPositionX();
data << (float)horde_plr->GetPositionY();
}
SendPacket(&data);
}
break;
case BATTLEGROUND_EY:
//TODO : fix me!
break;
case BATTLEGROUND_AB:
case BATTLEGROUND_AV:
{
//for other BG types - send default
WorldPacket data(MSG_BATTLEGROUND_PLAYER_POSITIONS, (4+4));
data << uint32(0);
data << uint32(0);
SendPacket(&data);
}
break;
default:
//maybe it is sent also in arena - do nothing
break;
}
}
void WorldSession::HandleBattleGroundPVPlogdataOpcode( WorldPacket & /*recv_data*/ )
+5 -2
View File
@@ -19648,14 +19648,17 @@ WorldObject* Player::GetViewpoint() const
bool Player::CanUseBattleGroundObject()
{
// TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
// maybe gameobject code should handle that ForceReaction usage
// BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
return ( //InBattleGround() && // in battleground - not need, check in other cases
//!IsMounted() && - not correct, player is dismounted when he clicks on flag
//i'm not sure if these two are correct, because invisible players should get visible when they click on flag
//player cannot use object when he is invulnerable (immune)
!isTotalImmune() && // not totally immune
//i'm not sure if these two are correct, because invisible players should get visible when they click on flag
!HasStealthAura() && // not stealthed
!HasInvisibilityAura() && // not invisible
!HasAura(SPELL_RECENTLY_DROPPED_FLAG) && // can't pickup
//TODO player cannot use object when he is invulnerable (immune) - (ice block, divine shield, divine protection, divine intervention ...)
isAlive() // live player
);
}