mirror of
https://github.com/araxiaonline/TrinityCore2.git
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13fd9ea601
*Fix the bug that tenacity is not applied on horde players. --HG-- branch : trunk
162 lines
4.7 KiB
C++
162 lines
4.7 KiB
C++
/*
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* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
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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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#ifndef TRINITY_WINTERGRASP_H
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#define TRINITY_WINTERGRASP_H
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#include "OutdoorPvPImpl.h"
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#define ZONE_WINTERGRASP 4197
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const uint16 GameEventWintergraspDefender[2] = {50, 51};
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const uint32 WintergraspFaction[2] = {1732, 1735};
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#define POS_X_CENTER 4700
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#define SPELL_RECRUIT 37795
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#define SPELL_CORPORAL 33280
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#define SPELL_LIEUTENANT 55629
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#define SPELL_TENACITY 58549
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#define SPELL_TENACITY_VEHICLE 59911
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#define SPELL_VICTORY_REWARD 56902
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#define SPELL_DEFEAT_REWARD 58494
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#define SPELL_SHUTDOWN_VEHICLE 21247
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const uint32 WG_KEEP_CM = 0; //Need data
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const uint32 WG_RULERS_BUFF = 52108;
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//some cosmetics :D
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const uint32 WG_VICTORY_AURA = 60044;
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enum OutdoorPvP_WG_Sounds
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{
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/*TODO OutdoorPvP_WG_SOUND_KEEP_CLAIMED = 8192,
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OutdoorPvP_WG_SOUND_KEEP_CAPTURED_ALLIANCE = 8173,
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OutdoorPvP_WG_SOUND_KEEP_CAPTURED_HORDE = 8213,
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OutdoorPvP_WG_SOUND_KEEP_ASSAULTED_ALLIANCE = 8212,
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OutdoorPvP_WG_SOUND_KEEP_ASSAULTED_HORDE = 8174,
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OutdoorPvP_WG_SOUND_NEAR_VICTORY = 8456
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*/
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};
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enum OutdoorPvP_WG_KeepStatus
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{
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OutdoorPvP_WG_KEEP_TYPE_NEUTRAL = 0,
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OutdoorPvP_WG_KEEP_TYPE_CONTESTED = 1,
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OutdoorPvP_WG_KEEP_STATUS_ALLY_CONTESTED = 1,
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OutdoorPvP_WG_KEEP_STATUS_HORDE_CONTESTED = 2,
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OutdoorPvP_WG_KEEP_TYPE_OCCUPIED = 3,
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OutdoorPvP_WG_KEEP_STATUS_ALLY_OCCUPIED = 3,
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OutdoorPvP_WG_KEEP_STATUS_HORDE_OCCUPIED = 4
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};
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enum DamageState
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{
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DAMAGE_INTACT,
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DAMAGE_DAMAGED,
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DAMAGE_DESTROYED,
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};
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const uint32 AreaPOIIconId[3][3] = {{7,8,9},{4,5,6},{1,2,3}};
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struct BuildingState
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{
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explicit BuildingState(uint32 _worldState, TeamId _team, bool asDefault)
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: worldState(_worldState), health(0)
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, defaultTeam(asDefault ? _team : OTHER_TEAM(_team)), team(_team), damageState(DAMAGE_INTACT)
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, building(NULL)
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{}
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uint32 worldState;
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uint32 health;
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TeamId team, defaultTeam;
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DamageState damageState;
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GameObject *building;
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void SendUpdate(Player *player)
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{
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player->SendUpdateWorldState(worldState, AreaPOIIconId[team][damageState]);
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}
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void FillData(WorldPacket &data)
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{
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data << worldState << AreaPOIIconId[team][damageState];
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}
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};
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typedef std::map<uint32, uint32> TeamPairMap;
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class OPvPWintergrasp : public OutdoorPvP
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{
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protected:
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typedef std::map<uint32, BuildingState *> BuildingStateMap;
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typedef std::set<Creature*> CreatureSet;
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typedef std::set<Vehicle*> VehicleSet;
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typedef std::set<GameObject*> GameObjectSet;
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public:
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explicit OPvPWintergrasp() : m_tenacityStack(0) {}
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bool SetupOutdoorPvP();
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uint32 GetCreatureEntry(uint32 guidlow, const CreatureData *data);
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//uint32 GetGameObjectEntry(uint32 guidlow, uint32 entry);
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void OnCreatureCreate(Creature *creature, bool add);
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void OnGameObjectCreate(GameObject *go, bool add);
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void ProcessEvent(GameObject *obj, uint32 eventId);
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void HandlePlayerEnterZone(Player *plr, uint32 zone);
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void HandlePlayerLeaveZone(Player *plr, uint32 zone);
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void HandleKill(Player *killer, Unit *victim);
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void SendInitWorldStatesTo(Player *player = NULL);
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bool Update(uint32 diff);
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protected:
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TeamId m_defender;
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int32 m_tenacityStack;
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BuildingStateMap m_buildingStates;
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CreatureSet m_creatures;
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VehicleSet m_vehicles[2];
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GameObjectSet m_gobjects;
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TeamPairMap m_creEntryPair, m_goDisplayPair;
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bool m_wartime;
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uint32 m_timer;
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void ChangeDefender();
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void UpdateTenacityStack();
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bool UpdateCreatureInfo(Creature *creature);
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void UpdateAllWorldObject();
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bool UpdateGameObjectInfo(GameObject *go);
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void RebuildAllBuildings();
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void StartBattle();
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void EndBattle();
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void GiveReward();
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void VehicleCastSpell(TeamId team, int32 spellId);
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};
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#endif
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