411 Battlefield::BfCapturePointMap::const_iterator itr =
m_capturePoints.find(lowguid);
std::vector< BfGraveyard * > GraveyardVect
@ BATTLEFIELD_OBJECTIVE_UPDATE_INTERVAL
std::set< uint64 > GuidSet
BattlefieldObjectiveStates
@ NEUTRAL_ALLIANCE_CHALLENGE
@ NEUTRAL_HORDE_CHALLENGE
@ ALLIANCE_HORDE_CHALLENGE
@ HORDE_ALLIANCE_CHALLENGE
std::map< uint64, time_t > PlayerTimerMap
@ BATTLEFIELD_BATTLEID_WG
GuidSet m_PlayersInQueue[BG_TEAMS_COUNT]
friend class BattlefieldMgr
void BroadcastPacketToQueue(WorldPacket &data) const
GraveyardVect m_GraveyardList
void ShowNpc(Creature *creature, bool aggressive)
uint32 GetBattleId() const
void BroadcastPacketToZone(WorldPacket &data) const
void DoPlaySoundToAll(uint32 SoundID)
GuidSet m_players[BG_TEAMS_COUNT]
PlayerTimerMap m_InvitedPlayers[BG_TEAMS_COUNT]
void AddCapturePoint(BfCapturePoint *cp)
std::vector< uint32 > m_Data32
void SetTimer(uint32 timer)
void SendWarningToPlayer(Player *player, uint32 entry)
BfCapturePoint * GetCapturePoint(uint32 lowguid) const
virtual ~Battlefield()
Destructor.
virtual void SendInitWorldStatesToAll()=0
Send all worldstate data to all player in zone.
void EndBattle(bool endByTimer)
virtual void OnBattleEnd(bool)
Called at the end of battle.
void RemovePlayerFromResurrectQueue(uint64 player_guid)
bool IsWarTime() const
Return true if battle is start, false if battle is not started.
virtual void UpdateData(uint32 index, int32 pad)
Group * GetGroupPlayer(uint64 guid, TeamId TeamId)
Return battlefield group where player is.
virtual void SetData(uint32 dataId, uint32 value)
virtual void DoCompleteOrIncrementAchievement(uint32, Player *, uint8)
void InvitePlayersInQueueToWar()
Invite all players in queue to join battle on battle start.
virtual bool SetupBattlefield()
Call this to init the Battlefield.
void BroadcastPacketToWar(WorldPacket &data) const
virtual void SendRemoveWorldStates(Player *)
uint32 m_StartGroupingTimer
uint32 m_LastResurectTimer
WorldSafeLocsEntry const * GetClosestGraveYard(Player *player)
virtual bool Update(uint32 diff)
Called every time for update bf data and time.
void InvitePlayersInZoneToQueue()
Invite all players in zone to join the queue, called x minutes before battle start in Update().
GameObject * GetGameObject(uint64 GUID)
void InvitePlayerToQueue(Player *player)
TeamId GetOtherTeam(TeamId team)
void RegisterZone(uint32 zoneid)
void SetDefenderTeam(TeamId team)
void InvitePlayerToWar(Player *player)
GuidSet m_PlayersInWar[BG_TEAMS_COUNT]
uint32 m_uiKickAfkPlayersTimer
void PlayerAcceptInviteToWar(Player *player)
Group * GetFreeBfRaid(TeamId TeamId)
Find a not full battlefield group, if there is no, create one.
virtual void OnPlayerJoinWar(Player *)
Called when a player accept to join the battle.
uint32 m_TimeForAcceptInvite
BfGraveyard * GetGraveyardById(uint32 id) const
virtual void FillInitialWorldStates(WorldStateBuilder &)=0
std::vector< uint64 > m_Data64
virtual void OnBattleStart()
Called on start.
void SendAreaSpiritHealerQueryOpcode(Player *player, uint64 guid)
void InvitePlayersInZoneToWar()
Invite all players in zone to join battle on battle start.
GameObject * SpawnGameObject(uint32 entry, float x, float y, float z, float o)
void HideNpc(Creature *creature)
uint32 m_RestartAfterCrash
virtual void SetData64(uint32 dataId, uint64 value)
TeamId GetAttackerTeam() const
virtual void HandleKill(Player *, Unit *)
Called when a Unit is kill in battlefield zone.
void InitStalker(uint32 entry, float x, float y, float z, float o)
bool AddOrSetPlayerToCorrectBfGroup(Player *player)
Force player to join a battlefield group.
TeamId GetDefenderTeam() const
virtual uint32 GetData(uint32 dataId) const
void TeamCastSpell(TeamId team, int32 spellId)
GuidSet m_Groups[BG_TEAMS_COUNT]
virtual void AddPlayerToResurrectQueue(uint64 npc_guid, uint64 player_guid)
virtual void OnPlayerLeaveZone(Player *)
Called when a player leave battlefield zone.
Creature * GetCreature(uint64 GUID)
void PlayerAcceptInviteToQueue(Player *player)
BfCapturePointMap m_capturePoints
uint32 m_uiKickDontAcceptTimer
void ToggleBattlefield(bool enable)
Enable or Disable battlefield.
virtual uint64 GetData64(uint32 dataId) const
void SendWarningToAllInZone(uint32 entry)
GraveyardVect GetGraveyardVector()
virtual void OnStartGrouping()
Called x minutes before battle start when player in zone are invite to join queue.
WorldLocation KickPosition
virtual void OnPlayerLeaveWar(Player *)
Called when a player leave the battle.
bool HasPlayer(Player *player) const
void SetGraveyardNumber(uint32 number)
void TeamApplyBuff(TeamId team, uint32 spellId, uint32 spellId2=0)
void AskToLeaveQueue(Player *player)
PlayerTimerMap m_PlayersWillBeKick[BG_TEAMS_COUNT]
bool IsEnabled() const
Return if battlefield is enable.
Creature * SpawnCreature(uint32 entry, float x, float y, float z, float o, TeamId team)
void HandlePlayerLeaveZone(Player *player, uint32 zone)
Called when player (player) leave the zone.
virtual void OnPlayerEnterZone(Player *)
Called when a player enter in battlefield zone.
void KickPlayerFromBattlefield(uint64 guid)
Kick player from battlefield and teleport him to kick-point location.
void SendUpdateWorldState(uint32 field, uint32 value)
Update data of a worldstate to all players present in zone.
std::map< uint32, BfCapturePoint * > BfCapturePointMap
typedef of map witch store capturepoint and the associate gameobject entry
Battlefield()
Constructor.
void HandlePlayerEnterZone(Player *player, uint32 zone)
Called when player (player) enter in zone.
bool CanFlyIn() const
Return if we can use mount in battlefield.
virtual GuidSet::iterator HandlePlayerLeave(Player *player)
uint32 GetCapturePointEntry() const
virtual bool HandlePlayerEnter(Player *player)
BfCapturePoint(Battlefield *bf)
virtual ~BfCapturePoint()
virtual bool Update(uint32 diff)
BattlefieldObjectiveStates m_OldState
bool SetCapturePointData(GameObject *capturePoint)
virtual void ChangeTeam(TeamId)
void SendObjectiveComplete(uint32 id, uint64 guid)
bool IsInsideObjective(Player *player) const
GameObject * GetCapturePointGo()
virtual void FillInitialWorldStates(WorldStateBuilder &)
virtual void SendChangePhase()
void SendUpdateWorldState(uint32 field, uint32 value)
uint32 m_capturePointEntry
uint64 m_capturePointGUID
GuidSet m_activePlayers[2]
BattlefieldObjectiveStates m_State
bool HasPlayer(uint64 guid)
void RemovePlayer(uint64 player_guid)
BfGraveyard(Battlefield *Bf)
void AddPlayer(uint64 player_guid)
void GiveControlTo(TeamId team)
void SetSpirit(Creature *spirit, TeamId team)
TeamId GetControlTeamId() const
uint32 GetGraveyardId() const
void Initialize(TeamId startcontrol, uint32 gy)
void RelocateDeadPlayers()
float GetDistance(Player *player)