Core/Battlefield: Move SendInitWorldStatesTo to Battlefield class
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6 files changed
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@@ -34,6 +34,7 @@
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#include "ObjectMgr.h"
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#include "WorldPacket.h"
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#include "WorldSession.h"
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#include "WorldStatePackets.h"
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#include <G3D/g3dmath.h>
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Battlefield::Battlefield()
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@@ -451,6 +452,17 @@ void Battlefield::SendWarning(uint8 id, WorldObject const* target /*= nullptr*/)
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sCreatureTextMgr->SendChat(stalker, id, target);
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}
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void Battlefield::SendInitWorldStatesTo(Player* player)
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{
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WorldPackets::WorldState::InitWorldStates packet;
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packet.MapID = m_MapId;
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packet.AreaID = m_ZoneId;
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packet.SubareaID = player->GetAreaId();
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FillInitialWorldStates(packet);
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player->SendDirectMessage(packet.Write());
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}
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void Battlefield::SendUpdateWorldState(uint32 field, uint32 value)
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{
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for (uint8 i = 0; i < BG_TEAMS_COUNT; ++i)
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@@ -221,6 +221,8 @@ class TC_GAME_API Battlefield : public ZoneScript
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/// Call this to init the Battlefield
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virtual bool SetupBattlefield() { return true; }
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void SendInitWorldStatesTo(Player* player);
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/// Update data of a worldstate to all players present in zone
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void SendUpdateWorldState(uint32 field, uint32 value);
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@@ -587,18 +587,6 @@ void BattlefieldTB::FillInitialWorldStates(WorldPackets::WorldState::InitWorldSt
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packet.Worldstates.emplace_back(uint32(WS_BATTLEFIELD_TB_KEEP_HORDE), int32(GetDefenderTeam() == TEAM_HORDE ? 1 : 0));
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}
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void BattlefieldTB::SendInitWorldStatesTo(Player* player)
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{
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WorldPackets::WorldState::InitWorldStates packet;
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packet.AreaID = m_ZoneId;
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//packet.SubareaID = m_ZoneId;
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packet.MapID = m_MapId;
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FillInitialWorldStates(packet);
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player->SendDirectMessage(packet.Write());
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}
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void BattlefieldTB::SendInitWorldStatesToAll()
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{
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// Save
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@@ -374,7 +374,6 @@ class BattlefieldTB : public Battlefield
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bool SetupBattlefield() override;
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void SendInitWorldStatesTo(Player* player);
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void SendInitWorldStatesToAll() override;
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void FillInitialWorldStates(WorldPackets::WorldState::InitWorldStates& /*data*/) override;
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@@ -1170,25 +1170,6 @@ void BattlefieldWG::FillInitialWorldStates(WorldPackets::WorldState::InitWorldSt
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workshop->FillInitialWorldStates(packet);
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}
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void BattlefieldWG::SendInitWorldStatesTo(Player* player)
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{
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WorldPacket data(SMSG_INIT_WORLD_STATES, 4 + 4 + 4 + 2 + (14 + WG_MAX_OBJ + WG_MAX_WORKSHOP) * 8);
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WorldPackets::WorldState::InitWorldStates packet;
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packet.AreaID = m_ZoneId;
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//packet.SubareaID = m_ZoneId;
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packet.MapID = m_MapId;
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data << uint32(m_MapId);
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data << uint32(m_ZoneId);
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data << uint32(0); // AreaId
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data << uint16(14 + BuildingsInZone.size() + Workshops.size()); // Number of fields
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FillInitialWorldStates(packet);
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player->SendDirectMessage(packet.Write());
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}
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void BattlefieldWG::SendInitWorldStatesToAll()
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{
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for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
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@@ -338,7 +338,6 @@ class BattlefieldWG : public Battlefield
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void UpdateVehicleCountWG();
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void UpdateCounterVehicle(bool init);
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void SendInitWorldStatesTo(Player* player);
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void SendInitWorldStatesToAll() override;
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void FillInitialWorldStates(WorldPackets::WorldState::InitWorldStates& /*data*/) override;
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