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C++ AddCreature函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中AddCreature函数的典型用法代码示例。如果您正苦于以下问题:C++ AddCreature函数的具体用法?C++ AddCreature怎么用?C++ AddCreature使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了AddCreature函数的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: TC_LOG_ERROR

bool BattlegroundIC::SetupBattleground()
{
    for (uint8 i = 0; i < MAX_NORMAL_GAMEOBJECTS_SPAWNS; ++i)
    {
        if (!AddObject(BG_IC_ObjSpawnlocs[i].type, BG_IC_ObjSpawnlocs[i].entry, BG_IC_ObjSpawnlocs[i].x, BG_IC_ObjSpawnlocs[i].y, BG_IC_ObjSpawnlocs[i].z, BG_IC_ObjSpawnlocs[i].o, 0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning gameobject %u", BG_IC_ObjSpawnlocs[i].entry);
            return false;
        }
    }

    for (uint8 i = 0; i < MAX_FORTRESS_TELEPORTERS_SPAWNS; ++i)
    {
        if (!AddObject(BG_IC_Teleporters[i].type, BG_IC_Teleporters[i].entry, BG_IC_Teleporters[i].x, BG_IC_Teleporters[i].y, BG_IC_Teleporters[i].z, BG_IC_Teleporters[i].o, 0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "Isle of Conquest | Starting Event Open Doors: There was an error spawning gameobject %u", BG_IC_Teleporters[i].entry);
            return false;
        }
    }

    for (uint8 i = 0; i < MAX_FORTRESS_TELEPORTER_EFFECTS_SPAWNS; ++i)
    {
        if (!AddObject(BG_IC_TeleporterEffects[i].type, BG_IC_TeleporterEffects[i].entry, BG_IC_TeleporterEffects[i].x, BG_IC_TeleporterEffects[i].y, BG_IC_TeleporterEffects[i].z, BG_IC_TeleporterEffects[i].o, 0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "Isle of Conquest | Starting Event Open Doors: There was an error spawning gameobject %u", BG_IC_Teleporters[i].entry);
            return false;
        }
    }

    for (uint8 i = 2; i < MAX_NORMAL_NPCS_SPAWNS; ++i)
    {
        if (!AddCreature(BG_IC_NpcSpawnlocs[i].entry, BG_IC_NpcSpawnlocs[i].type, BG_IC_NpcSpawnlocs[i].x, BG_IC_NpcSpawnlocs[i].y, BG_IC_NpcSpawnlocs[i].z, BG_IC_NpcSpawnlocs[i].o, BG_IC_NpcSpawnlocs[i].team, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[i].entry);
            return false;
        }
    }

    if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+3, BG_IC_SpiritGuidePos[5], TEAM_ALLIANCE)
        || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+4, BG_IC_SpiritGuidePos[6], TEAM_HORDE)
        || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+5, BG_IC_SpiritGuidePos[7], TEAM_ALLIANCE)
        || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+6, BG_IC_SpiritGuidePos[8], TEAM_HORDE))
    {
        TC_LOG_ERROR("bg.battleground", "Isle of Conquest: Failed to spawn initial spirit guide!");
        return false;
    }

    gunshipHorde = sTransportMgr->CreateTransport(GO_HORDE_GUNSHIP, UI64LIT(0), GetBgMap());
    gunshipAlliance = sTransportMgr->CreateTransport(GO_ALLIANCE_GUNSHIP, UI64LIT(0), GetBgMap());

    if (!gunshipAlliance || !gunshipHorde)
    {
        TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error creating gunships!");
        return false;
    }

    gunshipHorde->EnableMovement(false);
    gunshipAlliance->EnableMovement(false);

    // setting correct factions for Keep Cannons
    for (uint8 i = BG_IC_NPC_KEEP_CANNON_1; i <= BG_IC_NPC_KEEP_CANNON_12; ++i)
        GetBGCreature(i)->setFaction(BG_IC_Factions[0]);
    for (uint8 i = BG_IC_NPC_KEEP_CANNON_13; i <= BG_IC_NPC_KEEP_CANNON_24; ++i)
        GetBGCreature(i)->setFaction(BG_IC_Factions[1]);

    // correcting spawn time for keeps bombs
    for (uint8 i = BG_IC_GO_HUGE_SEAFORIUM_BOMBS_A_1; i < BG_IC_GO_HUGE_SEAFORIUM_BOMBS_H_4; ++i)
        GetBGObject(i)->SetRespawnTime(10);

    return true;
}
开发者ID:Diyvol,项目名称:TrinityCore,代码行数:71,代码来源:BattlegroundIC.cpp


示例2: GetWorldStateFromGateEntry

void BattlegroundIC::DestroyGate(Player* player, GameObject* go)
{
    GateStatus[GetGateIDFromEntry(go->GetEntry())] = BG_IC_GATE_DESTROYED;
    uint32 uws_open = GetWorldStateFromGateEntry(go->GetEntry(), true);
    uint32 uws_close = GetWorldStateFromGateEntry(go->GetEntry(), false);
    if (uws_open)
    {
        UpdateWorldState(uws_close, 0);
        UpdateWorldState(uws_open, 1);
    }
    DoorOpen((player->GetTeamId() == TEAM_ALLIANCE ? BG_IC_GO_HORDE_KEEP_PORTCULLIS : BG_IC_GO_DOODAD_PORTCULLISACTIVE02));

    uint32 lang_entry = 0;

    switch (go->GetEntry())
    {
        case GO_HORDE_GATE_1:
            lang_entry = LANG_BG_IC_NORTH_GATE_DESTROYED;
            break;
        case GO_HORDE_GATE_2:
        case GO_ALLIANCE_GATE_1:
            lang_entry = LANG_BG_IC_WEST_GATE_DESTROYED;
            break;
        case GO_HORDE_GATE_3:
        case GO_ALLIANCE_GATE_2:
            lang_entry = LANG_BG_IC_EAST_GATE_DESTROYED;
            break;
        case GO_ALLIANCE_GATE_3:
            lang_entry = LANG_BG_IC_SOUTH_GATE_DESTROYED;
            break;
    default:
        break;
    }

    if (go->GetEntry() == GO_HORDE_GATE_1 || go->GetEntry() == GO_HORDE_GATE_2 || go->GetEntry() == GO_HORDE_GATE_3)
    {
        if (!GetBgMap()->GetCreature(BgCreatures[BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].type]) && !AddCreature(BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].entry, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].type, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].team, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].x, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].y, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].z, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].o, RESPAWN_ONE_DAY))
            sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].entry);
    }
    else if (go->GetEntry() == GO_ALLIANCE_GATE_1 || go->GetEntry() == GO_ALLIANCE_GATE_2 || go->GetEntry() == GO_ALLIANCE_GATE_3)
    {
        if (!GetBgMap()->GetCreature(BgCreatures[BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].type]) && !AddCreature(BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].entry, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].type, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].team, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].x, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].y, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].z, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].o, RESPAWN_ONE_DAY))
            sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].entry);
    }

    SendMessage2ToAll(lang_entry, CHAT_MSG_BG_SYSTEM_NEUTRAL, NULL, (player->GetTeamId() == TEAM_ALLIANCE ? LANG_BG_IC_HORDE_KEEP : LANG_BG_IC_ALLIANCE_KEEP));
}
开发者ID:ForesterDev,项目名称:trinitycore-m4a,代码行数:47,代码来源:BattlegroundIC.cpp


示例3: SetupBattleground

bool BattlegroundIC::SetupBattleground()
{
    for (uint8 i = 0; i < MAX_NORMAL_GAMEOBJECTS_SPAWNS; ++i)
    {
        if (!AddObject(BG_IC_ObjSpawnlocs[i].type, BG_IC_ObjSpawnlocs[i].entry,
            BG_IC_ObjSpawnlocs[i].x, BG_IC_ObjSpawnlocs[i].y,
            BG_IC_ObjSpawnlocs[i].z, BG_IC_ObjSpawnlocs[i].o,
            0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: There was an error spawning gameobject %u", BG_IC_ObjSpawnlocs[i].entry);
            return false;
        }
    }

    for (uint8 i = 2; i < MAX_NORMAL_NPCS_SPAWNS; ++i)
    {
        if (!AddCreature(BG_IC_NpcSpawnlocs[i].entry, BG_IC_NpcSpawnlocs[i].type, BG_IC_NpcSpawnlocs[i].team,
            BG_IC_NpcSpawnlocs[i].x, BG_IC_NpcSpawnlocs[i].y,
            BG_IC_NpcSpawnlocs[i].z, BG_IC_NpcSpawnlocs[i].o,
            RESPAWN_ONE_DAY))
        {
            sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[i].entry);
            return false;
        }
    }

    if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+5, BG_IC_SpiritGuidePos[5][0], BG_IC_SpiritGuidePos[5][1], BG_IC_SpiritGuidePos[5][2], BG_IC_SpiritGuidePos[5][3], ALLIANCE)
        || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+6, BG_IC_SpiritGuidePos[6][0], BG_IC_SpiritGuidePos[6][1], BG_IC_SpiritGuidePos[6][2], BG_IC_SpiritGuidePos[6][3], HORDE)
        || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+3, BG_IC_SpiritGuidePos[7][0], BG_IC_SpiritGuidePos[7][1], BG_IC_SpiritGuidePos[7][2], BG_IC_SpiritGuidePos[7][3], ALLIANCE)
        || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+4, BG_IC_SpiritGuidePos[8][0], BG_IC_SpiritGuidePos[8][1], BG_IC_SpiritGuidePos[8][2], BG_IC_SpiritGuidePos[8][3], HORDE))
    {
        sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: Failed to spawn initial spirit guide!");
        return false;
    }

    gunshipHorde = CreateTransport(GO_HORDE_GUNSHIP, TRANSPORT_PERIOD_TIME);
    gunshipAlliance = CreateTransport(GO_ALLIANCE_GUNSHIP, TRANSPORT_PERIOD_TIME);

    if (!gunshipAlliance || !gunshipHorde)
    {
        sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: There was an error creating gunships!");
        return false;
    }

    //Send transport init packet to all player in map
    for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
    {
        if (Player* player = ObjectAccessor::FindPlayer(itr->first))
            SendTransportInit(player);
    }

    // setting correct factions for Keep Cannons
    for (uint8 i = BG_IC_NPC_KEEP_CANNON_1; i < BG_IC_NPC_KEEP_CANNON_12; ++i)
        GetBGCreature(i)->setFaction(BG_IC_Factions[0]);
    for (uint8 i = BG_IC_NPC_KEEP_CANNON_13; i < BG_IC_NPC_KEEP_CANNON_25; ++i)
        GetBGCreature(i)->setFaction(BG_IC_Factions[1]);

    // correcting spawn time for keeps bombs
    for (uint8 i = BG_IC_GO_HUGE_SEAFORIUM_BOMBS_A_1; i < BG_IC_GO_HUGE_SEAFORIUM_BOMBS_H_4; ++i)
        GetBGObject(i)->SetRespawnTime(10);

    return true;
}
开发者ID:ForesterDev,项目名称:trinitycore-m4a,代码行数:63,代码来源:BattlegroundIC.cpp


示例4: switch

void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
{
    if (nodePoint->nodeType != NODE_TYPE_REFINERY && nodePoint->nodeType != NODE_TYPE_QUARRY)
    {
        if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+nodePoint->nodeType-2,
            BG_IC_SpiritGuidePos[nodePoint->nodeType][0], BG_IC_SpiritGuidePos[nodePoint->nodeType][1],
            BG_IC_SpiritGuidePos[nodePoint->nodeType][2], BG_IC_SpiritGuidePos[nodePoint->nodeType][3],
            (nodePoint->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE)))
            sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: Failed to spawn spirit guide! point: %u, team: %u, ", nodePoint->nodeType, nodePoint->faction);
    }

    switch (nodePoint->gameobject_type)
    {
        case BG_IC_GO_HANGAR_BANNER:
            // all the players on the stopped transport should be teleported out
            if (!gunshipAlliance || !gunshipHorde)
                break;

            for (uint8 u = 0; u < MAX_HANGAR_TELEPORTERS_SPAWNS; ++u)
            {
                uint8 type = BG_IC_GO_HANGAR_TELEPORTER_1+u;
                AddObject(type, (nodePoint->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL : GO_HORDE_GUNSHIP_PORTAL),
                    BG_IC_HangarTeleporters[u].GetPositionX(), BG_IC_HangarTeleporters[u].GetPositionY(),
                    BG_IC_HangarTeleporters[u].GetPositionZ(), BG_IC_HangarTeleporters[u].GetOrientation(),
                    0, 0, 0, 0, RESPAWN_ONE_DAY);
            }

            //sLog->outError(LOG_FILTER_BATTLEGROUND, "BG_IC_GO_HANGAR_BANNER CAPTURED Faction: %u", nodePoint->faction);

            (nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde)->BuildStartMovePacket(GetBgMap());
            (nodePoint->faction == TEAM_ALLIANCE ? gunshipHorde : gunshipAlliance)->BuildStopMovePacket(GetBgMap());
            // we should spawn teleporters
            break;
        case BG_IC_GO_QUARRY_BANNER:
            RemoveAuraOnTeam(SPELL_QUARRY, (nodePoint->faction == TEAM_ALLIANCE ? HORDE : ALLIANCE));
            CastSpellOnTeam(SPELL_QUARRY, (nodePoint->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE));
            break;
        case BG_IC_GO_REFINERY_BANNER:
            RemoveAuraOnTeam(SPELL_OIL_REFINERY, (nodePoint->faction == TEAM_ALLIANCE ? HORDE : ALLIANCE));
            CastSpellOnTeam(SPELL_OIL_REFINERY, (nodePoint->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE));
            break;
        case BG_IC_GO_DOCKS_BANNER:

            if (recapture)
                break;

            if (docksTimer < DOCKS_UPDATE_TIME)
                docksTimer = DOCKS_UPDATE_TIME;

            // we must del opposing faction vehicles when the node is captured (unused ones)
            for (uint8 i = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_H : BG_IC_NPC_GLAIVE_THROWER_1_A); i < (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_2_H : BG_IC_NPC_GLAIVE_THROWER_2_A); ++i)
            {
                if (Creature* glaiveThrower = GetBGCreature(i))
                {
                    if (Vehicle* vehicleGlaive = glaiveThrower->GetVehicleKit())
                    {
                        if (!vehicleGlaive->GetPassenger(0))
                            DelCreature(i);
                    }
                }
            }

            for (uint8 i = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_H : BG_IC_NPC_CATAPULT_1_A); i < (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_4_H  : BG_IC_NPC_CATAPULT_4_A); ++i)
            {
                if (Creature* catapult = GetBGCreature(i))
                {
                    if (Vehicle* vehicleGlaive = catapult->GetVehicleKit())
                    {
                        if (!vehicleGlaive->GetPassenger(0))
                            DelCreature(i);
                    }
                }
            }

            // spawning glaive throwers
            for (uint8 i = 0; i < MAX_GLAIVE_THROWERS_SPAWNS_PER_FACTION; ++i)
            {
                uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H)+i;

                if (GetBGCreature(type) && GetBGCreature(type)->isAlive())
                    continue;

                if (AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_GLAIVE_THROWER_A : NPC_GLAIVE_THROWER_H, type, nodePoint->faction,
                        BG_IC_DocksVehiclesGlaives[i].GetPositionX(), BG_IC_DocksVehiclesGlaives[i].GetPositionY(),
                        BG_IC_DocksVehiclesGlaives[i].GetPositionZ(), BG_IC_DocksVehiclesGlaives[i].GetOrientation(),
                        RESPAWN_ONE_DAY))
                        GetBGCreature(type)->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]);
            }

            // spawning catapults
            for (uint8 i = 0; i < MAX_CATAPULTS_SPAWNS_PER_FACTION; ++i)
            {
                uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_A : BG_IC_NPC_CATAPULT_1_H)+i;

                if (GetBGCreature(type) && GetBGCreature(type)->isAlive())
                    continue;

                if (AddCreature(NPC_CATAPULT, type, nodePoint->faction,
                        BG_IC_DocksVehiclesCatapults[i].GetPositionX(), BG_IC_DocksVehiclesCatapults[i].GetPositionY(),
                        BG_IC_DocksVehiclesCatapults[i].GetPositionZ(), BG_IC_DocksVehiclesCatapults[i].GetOrientation(),
//.........这里部分代码省略.........
开发者ID:ForesterDev,项目名称:trinitycore-m4a,代码行数:101,代码来源:BattlegroundIC.cpp


示例5: DelCreature

void BattlegroundSA::CaptureGraveyard(BG_SA_Graveyards i, Player* Source)
{
    if (GraveyardStatus[i] == Attackers)
        return;

    DelCreature(BG_SA_MAXNPC + i);
    GraveyardStatus[i] = Source->GetTeamId();
    WorldSafeLocsEntry const* sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]);
    if (!sg)
    {
        TC_LOG_ERROR("bg.battleground", "BattlegroundSA::CaptureGraveyard: non-existant GY entry: %u", BG_SA_GYEntries[i]);
        return;
    }

    AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], GraveyardStatus[i]);
    uint32 npc = 0;
    uint32 flag = 0;

    switch (i)
    {
        case BG_SA_LEFT_CAPTURABLE_GY:
            flag = BG_SA_LEFT_FLAG;
            DelObject(flag);
            AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)),
                BG_SA_ObjSpawnlocs[flag], 0, 0, 0, 0, RESPAWN_ONE_DAY);

            npc = BG_SA_NPC_RIGSPARK;
            if (Creature* rigspark = AddCreature(BG_SA_NpcEntries[npc], npc, BG_SA_NpcSpawnlocs[npc], Attackers))
                rigspark->AI()->Talk(TEXT_SPARKLIGHT_RIGSPARK_SPAWN);

            for (uint8 j = BG_SA_DEMOLISHER_7; j <= BG_SA_DEMOLISHER_8; j++)
            {
                AddCreature(BG_SA_NpcEntries[j], j, BG_SA_NpcSpawnlocs[j], (Attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE), 600);

                if (Creature* dem = GetBGCreature(j))
                    dem->setFaction(BG_SA_Factions[Attackers]);
            }

            UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE, GraveyardStatus[i] == TEAM_ALLIANCE);
            UpdateWorldState(BG_SA_LEFT_GY_HORDE, GraveyardStatus[i] == TEAM_HORDE);

            if (Creature* c = Source->FindNearestCreature(NPC_WORLD_TRIGGER, 500.0f))
                SendChatMessage(c, Source->GetTeamId() == TEAM_ALLIANCE ? TEXT_WEST_GRAVEYARD_CAPTURED_A : TEXT_WEST_GRAVEYARD_CAPTURED_H, Source);

            break;
        case BG_SA_RIGHT_CAPTURABLE_GY:
            flag = BG_SA_RIGHT_FLAG;
            DelObject(flag);
            AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)),
                BG_SA_ObjSpawnlocs[flag], 0, 0, 0, 0, RESPAWN_ONE_DAY);

            npc = BG_SA_NPC_SPARKLIGHT;
            if (Creature* sparklight = AddCreature(BG_SA_NpcEntries[npc], npc, BG_SA_NpcSpawnlocs[npc], Attackers))
                sparklight->AI()->Talk(TEXT_SPARKLIGHT_RIGSPARK_SPAWN);

            for (uint8 j = BG_SA_DEMOLISHER_5; j <= BG_SA_DEMOLISHER_6; j++)
            {
                AddCreature(BG_SA_NpcEntries[j], j, BG_SA_NpcSpawnlocs[j], Attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE, 600);

                if (Creature* dem = GetBGCreature(j))
                    dem->setFaction(BG_SA_Factions[Attackers]);
            }

            UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE, GraveyardStatus[i] == TEAM_ALLIANCE);
            UpdateWorldState(BG_SA_RIGHT_GY_HORDE, GraveyardStatus[i] == TEAM_HORDE);

            if (Creature* c = Source->FindNearestCreature(NPC_WORLD_TRIGGER, 500.0f))
                SendChatMessage(c, Source->GetTeamId() == TEAM_ALLIANCE ? TEXT_EAST_GRAVEYARD_CAPTURED_A : TEXT_EAST_GRAVEYARD_CAPTURED_H, Source);

            break;
        case BG_SA_CENTRAL_CAPTURABLE_GY:
            flag = BG_SA_CENTRAL_FLAG;
            DelObject(flag);
            AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)),
              BG_SA_ObjSpawnlocs[flag], 0, 0, 0, 0, RESPAWN_ONE_DAY);

            UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE, GraveyardStatus[i] == TEAM_ALLIANCE);
            UpdateWorldState(BG_SA_CENTER_GY_HORDE, GraveyardStatus[i] == TEAM_HORDE);

            if (Creature* c = Source->FindNearestCreature(NPC_WORLD_TRIGGER, 500.0f))
                SendChatMessage(c, Source->GetTeamId() == TEAM_ALLIANCE ? TEXT_SOUTH_GRAVEYARD_CAPTURED_A : TEXT_SOUTH_GRAVEYARD_CAPTURED_H, Source);

            break;
        default:
            ASSERT(false);
            break;
    };
}
开发者ID:Allysia1,项目名称:TrinityCore,代码行数:88,代码来源:BattlegroundSA.cpp


示例6: SendTransportsRemove

bool BattlegroundSA::ResetObjs()
{
    for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
        if (Player* player = ObjectAccessor::FindPlayer(itr->first))
            SendTransportsRemove(player);

    uint32 atF = BG_SA_Factions[Attackers];
    uint32 defF = BG_SA_Factions[Attackers ? TEAM_ALLIANCE : TEAM_HORDE];

    for (uint8 i = 0; i < BG_SA_MAXOBJ; i++)
        DelObject(i);

    for (uint8 i = 0; i < BG_SA_MAXNPC; i++)
        DelCreature(i);

    for (uint8 i = BG_SA_MAXNPC; i < BG_SA_MAXNPC + BG_SA_MAX_GY; i++)
        DelCreature(i);

    for (uint8 i = 0; i < 6; i++)
        GateStatus[i] = BG_SA_GATE_OK;

    AddCreature(BG_SA_NpcEntries[BG_SA_NPC_KANRETHAD], BG_SA_NPC_KANRETHAD, BG_SA_NpcSpawnlocs[BG_SA_NPC_KANRETHAD]);

    for (uint8 i = 0; i <= BG_SA_PORTAL_DEFFENDER_RED; i++)
    {
        if (!AddObject(i, BG_SA_ObjEntries[i], BG_SA_ObjSpawnlocs[i], 0, 0, 0, 0, RESPAWN_ONE_DAY))
            return false;
    }

    for (uint8 i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++)
    {
        uint32 boatid = 0;
        switch (i)
        {
            case BG_SA_BOAT_ONE:
                boatid = Attackers ? BG_SA_BOAT_ONE_H : BG_SA_BOAT_ONE_A;
                break;
            case BG_SA_BOAT_TWO:
                boatid = Attackers ? BG_SA_BOAT_TWO_H : BG_SA_BOAT_TWO_A;
                break;
            default:
                break;
        }
        if (!AddObject(i, boatid, BG_SA_ObjSpawnlocs[i].GetPositionX(),
          BG_SA_ObjSpawnlocs[i].GetPositionY(),
          BG_SA_ObjSpawnlocs[i].GetPositionZ() + (Attackers ? -3.750f: 0),
          BG_SA_ObjSpawnlocs[i].GetOrientation(), 0, 0, 0, 0, RESPAWN_ONE_DAY))
            return false;
    }

    for (uint8 i = BG_SA_SIGIL_1; i <= BG_SA_LEFT_FLAGPOLE; i++)
    {
        if (!AddObject(i, BG_SA_ObjEntries[i], BG_SA_ObjSpawnlocs[i], 0, 0, 0, 0, RESPAWN_ONE_DAY))
            return false;
    }

    // MAD props for Kiper for discovering those values - 4 hours of his work.
    GetBGObject(BG_SA_BOAT_ONE)->UpdateRotationFields(1.0f, 0.0002f);
    GetBGObject(BG_SA_BOAT_TWO)->UpdateRotationFields(1.0f, 0.00001f);
    SpawnBGObject(BG_SA_BOAT_ONE, RESPAWN_IMMEDIATELY);
    SpawnBGObject(BG_SA_BOAT_TWO, RESPAWN_IMMEDIATELY);

    //Cannons and demolishers - NPCs are spawned
    //By capturing GYs.
    for (uint8 i = 0; i < BG_SA_DEMOLISHER_5; i++)
    {
        if (!AddCreature(BG_SA_NpcEntries[i], i, BG_SA_NpcSpawnlocs[i], Attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE, 600))
            return false;
    }

    OverrideGunFaction();
    DemolisherStartState(true);

    for (uint8 i = 0; i <= BG_SA_PORTAL_DEFFENDER_RED; i++)
    {
        SpawnBGObject(i, RESPAWN_IMMEDIATELY);
        GetBGObject(i)->SetFaction(defF);
    }

    GetBGObject(BG_SA_TITAN_RELIC)->SetFaction(atF);
    GetBGObject(BG_SA_TITAN_RELIC)->Refresh();

    for (uint8 i = 0; i <= 5; i++)
        GateStatus[i] = BG_SA_GATE_OK;

    TotalTime = 0;
    ShipsStarted = false;

    //Graveyards
    for (uint8 i = 0; i < BG_SA_MAX_GY; i++)
    {
        WorldSafeLocsEntry const* sg = NULL;
        sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]);

        if (!sg)
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: Can't find GY entry %u", BG_SA_GYEntries[i]);
            return false;
        }

//.........这里部分代码省略.........
开发者ID:Allysia1,项目名称:TrinityCore,代码行数:101,代码来源:BattlegroundSA.cpp


示例7: DelCreature

void BattlegroundSA::CaptureGraveyard(BG_SA_Graveyards i, Player* Source)
{
    if (GraveyardStatus[i] == Attackers)
        return;

    DelCreature(BG_SA_MAXNPC + i);
    GraveyardStatus[i] = Source->GetTeamId();
    WorldSafeLocsEntry const* sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]);
    if (!sg)
    {
        TC_LOG_ERROR("bg.battleground", "BattlegroundSA::CaptureGraveyard: non-existant GY entry: %u", BG_SA_GYEntries[i]);
        return;
    }

    AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], (GraveyardStatus[i] == TEAM_ALLIANCE?  ALLIANCE : HORDE));
    uint32 npc = 0;
    uint32 flag = 0;

    switch (i)
    {
        case BG_SA_LEFT_CAPTURABLE_GY:
            flag = BG_SA_LEFT_FLAG;
            DelObject(flag);
            AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)),
            BG_SA_ObjSpawnlocs[flag][0], BG_SA_ObjSpawnlocs[flag][1],
            BG_SA_ObjSpawnlocs[flag][2], BG_SA_ObjSpawnlocs[flag][3], 0, 0, 0, 0, RESPAWN_ONE_DAY);

            npc = BG_SA_NPC_RIGSPARK;
            AddCreature(BG_SA_NpcEntries[npc], npc, Attackers,
              BG_SA_NpcSpawnlocs[npc][0], BG_SA_NpcSpawnlocs[npc][1],
              BG_SA_NpcSpawnlocs[npc][2], BG_SA_NpcSpawnlocs[npc][3]);

            for (uint8 j = BG_SA_DEMOLISHER_7; j <= BG_SA_DEMOLISHER_8; j++)
            {
                AddCreature(BG_SA_NpcEntries[j], j, (Attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE),
                    BG_SA_NpcSpawnlocs[j][0], BG_SA_NpcSpawnlocs[j][1],
                    BG_SA_NpcSpawnlocs[j][2], BG_SA_NpcSpawnlocs[j][3], 600);

                if (Creature* dem = GetBGCreature(j))
                    dem->setFaction(BG_SA_Factions[Attackers]);
            }

            UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 1 : 0));
            UpdateWorldState(BG_SA_LEFT_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 0 : 1));
            if (Source->GetTeamId() == TEAM_ALLIANCE)
                SendWarningToAll(LANG_BG_SA_A_GY_WEST);
            else
                SendWarningToAll(LANG_BG_SA_H_GY_WEST);
            break;
        case BG_SA_RIGHT_CAPTURABLE_GY:
            flag = BG_SA_RIGHT_FLAG;
            DelObject(flag);
            AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)),
              BG_SA_ObjSpawnlocs[flag][0], BG_SA_ObjSpawnlocs[flag][1],
              BG_SA_ObjSpawnlocs[flag][2], BG_SA_ObjSpawnlocs[flag][3], 0, 0, 0, 0, RESPAWN_ONE_DAY);

            npc = BG_SA_NPC_SPARKLIGHT;
            AddCreature(BG_SA_NpcEntries[npc], npc, Attackers,
              BG_SA_NpcSpawnlocs[npc][0], BG_SA_NpcSpawnlocs[npc][1],
              BG_SA_NpcSpawnlocs[npc][2], BG_SA_NpcSpawnlocs[npc][3]);

            for (uint8 j = BG_SA_DEMOLISHER_5; j <= BG_SA_DEMOLISHER_6; j++)
            {
                AddCreature(BG_SA_NpcEntries[j], j, (Attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE),
                    BG_SA_NpcSpawnlocs[j][0], BG_SA_NpcSpawnlocs[j][1],
                    BG_SA_NpcSpawnlocs[j][2], BG_SA_NpcSpawnlocs[j][3], 600);

                if (Creature* dem = GetBGCreature(j))
                    dem->setFaction(BG_SA_Factions[Attackers]);
            }

            UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 1 : 0));
            UpdateWorldState(BG_SA_RIGHT_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 0 : 1));
            if (Source->GetTeamId() == TEAM_ALLIANCE)
                SendWarningToAll(LANG_BG_SA_A_GY_EAST);
            else
                SendWarningToAll(LANG_BG_SA_H_GY_EAST);
            break;
        case BG_SA_CENTRAL_CAPTURABLE_GY:
            flag = BG_SA_CENTRAL_FLAG;
            DelObject(flag);
            AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)),
              BG_SA_ObjSpawnlocs[flag][0], BG_SA_ObjSpawnlocs[flag][1],
              BG_SA_ObjSpawnlocs[flag][2], BG_SA_ObjSpawnlocs[flag][3], 0, 0, 0, 0, RESPAWN_ONE_DAY);

            UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 1 : 0));
            UpdateWorldState(BG_SA_CENTER_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 0 : 1));
            if (Source->GetTeamId() == TEAM_ALLIANCE)
                SendWarningToAll(LANG_BG_SA_A_GY_SOUTH);
            else
                SendWarningToAll(LANG_BG_SA_H_GY_SOUTH);
            break;
        default:
            ASSERT(false);
            break;
    };
}
开发者ID:Davuk,项目名称:SkyFire.548,代码行数:97,代码来源:BattlegroundSA.cpp


示例8: SpawnBGObject

void BattlegroundEY::EventTeamCapturedPoint(Player* Source, uint32 Point)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    uint32 Team = Source->GetTeam();

    SpawnBGObject(m_CapturingPointTypes[Point].DespawnNeutralObjectType, RESPAWN_ONE_DAY);
    SpawnBGObject(m_CapturingPointTypes[Point].DespawnNeutralObjectType + 1, RESPAWN_ONE_DAY);
    SpawnBGObject(m_CapturingPointTypes[Point].DespawnNeutralObjectType + 2, RESPAWN_ONE_DAY);

    if (Team == ALLIANCE)
    {
        m_TeamPointsCount[TEAM_ALLIANCE]++;
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeAlliance, RESPAWN_IMMEDIATELY);
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeAlliance + 1, RESPAWN_IMMEDIATELY);
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeAlliance + 2, RESPAWN_IMMEDIATELY);
    }
    else
    {
        m_TeamPointsCount[TEAM_HORDE]++;
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeHorde, RESPAWN_IMMEDIATELY);
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeHorde + 1, RESPAWN_IMMEDIATELY);
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeHorde + 2, RESPAWN_IMMEDIATELY);
    }

    //buff isn't respawned

    m_PointOwnedByTeam[Point] = Team;
    m_PointState[Point] = EY_POINT_UNDER_CONTROL;

    if (Team == ALLIANCE)
        SendMessageToAll(m_CapturingPointTypes[Point].MessageIdAlliance, CHAT_MSG_BG_SYSTEM_ALLIANCE, Source);
    else
        SendMessageToAll(m_CapturingPointTypes[Point].MessageIdHorde, CHAT_MSG_BG_SYSTEM_HORDE, Source);

    if (BgCreatures[Point])
        DelCreature(Point);

    WorldSafeLocsEntry const* sg = NULL;
    sg = sWorldSafeLocsStore.LookupEntry(m_CapturingPointTypes[Point].GraveYardId);
    if (!sg || !AddSpiritGuide(Point, sg->x, sg->y, sg->z, 3.124139f, Team))
        sLog->outError(LOG_FILTER_BATTLEGROUND, "BatteGroundEY: Failed to spawn spirit guide! point: %u, team: %u, graveyard_id: %u",
            Point, Team, m_CapturingPointTypes[Point].GraveYardId);

//    SpawnBGCreature(Point, RESPAWN_IMMEDIATELY);

    UpdatePointsIcons(Team, Point);
    UpdatePointsCount(Team);

    if (Point >= EY_POINTS_MAX)
        return;

    Creature* trigger = GetBGCreature(Point + 6);//0-5 spirit guides
    if (!trigger)
       trigger = AddCreature(WORLD_TRIGGER, Point+6, Team, BG_EY_TriggerPositions[Point][0], BG_EY_TriggerPositions[Point][1], BG_EY_TriggerPositions[Point][2], BG_EY_TriggerPositions[Point][3]);

    //add bonus honor aura trigger creature when node is accupied
    //cast bonus aura (+50% honor in 25yards)
    //aura should only apply to players who have accupied the node, set correct faction for trigger
    if (trigger)
    {
        trigger->setFaction(Team == ALLIANCE ? 84 : 83);
        trigger->CastSpell(trigger, SPELL_HONORABLE_DEFENDER_25Y, false);
    }
}
开发者ID:Betaman2k,项目名称:TrinityCore,代码行数:66,代码来源:BattlegroundEY.cpp


示例9: AddCreature

void WintergraspWorkshopData::Init(uint8 team)
{
    // Outside Workshops
    if (m_workshopId < BATTLEFIELD_WG_WORKSHOP_KEEP_WEST)
    {
        // Set worldstate and nameId
        m_WorldState = CapturableWorkshops[m_workshopId].worldState;
        m_NameId = CapturableWorkshops[m_workshopId].nameId;

        // Spawning Workshop
        WintergraspObjectPositionData workshop = CapturableWorkshops[m_workshopId].GameObjectMain[0];
        GameObject* pWorkshop = m_WG->SpawnGameObject(workshop.entryHorde, workshop.x, workshop.y, workshop.z, workshop.o);
        if (!pWorkshop)
            return;

        // Spawning Engineer, save them separate
        WintergraspObjectPositionData engineer = CapturableWorkshops[m_workshopId].Engineer;
        if (Creature* pEngineer = m_WG->SpawnCreature(engineer.entryHorde, engineer.x, engineer.y, engineer.z, engineer.o, TEAM_HORDE))
            m_Engineer[TEAM_HORDE] = pEngineer->GetGUID();
        if (Creature* pEngineer = m_WG->SpawnCreature(engineer.entryAlliance, engineer.x, engineer.y, engineer.z, engineer.o, TEAM_ALLIANCE))
            m_Engineer[TEAM_ALLIANCE] = pEngineer->GetGUID();

        // Spawning Spirit Keeper and link him to the graveyard
        if (BfGraveyard* pGrave = m_WG->GetGraveyardById(m_workshopId))
        {
            WintergraspObjectPositionData spirit = CapturableWorkshops[m_workshopId].SpiritGuide;
            if (Creature* pSpirit = m_WG->SpawnCreature(spirit.entryHorde, spirit.x, spirit.y, spirit.z, spirit.o, TEAM_HORDE))
                // Link spirit to graveyard
                pGrave->SetSpirit(pSpirit, TEAM_HORDE);
            if (Creature* pSpirit = m_WG->SpawnCreature(spirit.entryAlliance, spirit.x, spirit.y, spirit.z, spirit.o, TEAM_ALLIANCE))
                // Link spirit to graveyard
                pGrave->SetSpirit(pSpirit, TEAM_ALLIANCE);
        }

        // Spawning Creature and NPC
        for (uint8 i = 0; i < CapturableWorkshops[m_workshopId].nbCreature; ++i)
            AddCreature(CapturableWorkshops[m_workshopId].Creature[i]);

        // Spawning Banner
        for (uint8 i = 0; i < CapturableWorkshops[m_workshopId].nbBanner; ++i)
            AddGameObject(CapturableWorkshops[m_workshopId].GameObjectBanner[i]);

        // Spawning Rocket Launcher
        for (uint8 i = 0; i < CapturableWorkshops[m_workshopId].nbRocketLauncher; ++i)
            AddRocketLauncher(CapturableWorkshops[m_workshopId].RocketLauncher[i]);
    }
    // Fortress Workshops
    else
    {
        // Array support (only 2 elements - 4, 5 are m_workshopIds)
        uint8 workshopId = m_workshopId - WG_CAPTURABLE_WORKSHOP;

        // Set worldstate
        m_WorldState = FortressWorkshops[workshopId].worldState;

        // Spawning Workshop
        WintergraspObjectPositionData workshop = FortressWorkshops[workshopId].Workshop;
        GameObject* pWorkshop = m_WG->SpawnGameObject(workshop.entryHorde, workshop.x, workshop.y, workshop.z, workshop.o);
        if (!pWorkshop)
            return;

        // Spawning Engineer
        WintergraspObjectPositionData engineer = FortressWorkshops[workshopId].Engineer;
        if (Creature* pEngineer = m_WG->SpawnCreature(engineer.entryHorde, engineer.x, engineer.y, engineer.z, engineer.o, TEAM_HORDE))
            m_Engineer[TEAM_HORDE] = pEngineer->GetGUID();
        if (Creature* pEngineer = m_WG->SpawnCreature(engineer.entryAlliance, engineer.x, engineer.y, engineer.z, engineer.o, TEAM_ALLIANCE))
            m_Engineer[TEAM_ALLIANCE] = pEngineer->GetGUID();

        // Spawning Spirit Keeper and link him to the graveyard (only one graveyard in the keep - linked to the west)
        if (m_workshopId == BATTLEFIELD_WG_WORKSHOP_KEEP_WEST)
        {
            if (BfGraveyard* pGrave = m_WG->GetGraveyardById(m_workshopId))
            {
                WintergraspObjectPositionData spirit = FortressWorkshops[workshopId].SpiritGuide;
                if (Creature* pSpirit = m_WG->SpawnCreature(spirit.entryHorde, spirit.x, spirit.y, spirit.z, spirit.o, TEAM_HORDE))
                    // Link spirit to graveyard
                    pGrave->SetSpirit(pSpirit, TEAM_HORDE);
                if (Creature* pSpirit = m_WG->SpawnCreature(spirit.entryAlliance, spirit.x, spirit.y, spirit.z, spirit.o, TEAM_ALLIANCE))
                    // Link spirit to graveyard
                    pGrave->SetSpirit(pSpirit, TEAM_ALLIANCE);
            }
        }
    }

    // Finally change faction
    GiveControlTo(team);
}
开发者ID:Allowed,项目名称:Strawberry335,代码行数:87,代码来源:Workshop_BattlefieldWG.cpp


示例10: DelObject

bool BattleGroundSA::ResetObjs()
{
    uint32 atF = BG_SA_Factions[attackers];
    uint32 defF = BG_SA_Factions[attackers ? TEAM_ALLIANCE : TEAM_HORDE];


    for (uint8 i = 0; i <BG_SA_MAXOBJ; i++)
        DelObject(i);

    for (uint8 i = 0; i < BG_SA_MAXNPC; i++)
        DelCreature(i);

    for (uint8 i = BG_SA_MAXNPC; i < BG_SA_MAXNPC + BG_SA_MAX_GY; i++)
        DelCreature(i);

    for (uint8 i = 0; i < 6; i++)
        GateStatus[i] = BG_SA_GATE_OK;

    for (uint8 i = 0; i < BG_SA_CENTRAL_FLAG; i++)
    {
        if (!AddObject(i,BG_SA_ObjEntries[i],
                       BG_SA_ObjSpawnlocs[i][0],BG_SA_ObjSpawnlocs[i][1],
                       BG_SA_ObjSpawnlocs[i][2],BG_SA_ObjSpawnlocs[i][3],
                       0,0,0,0,RESPAWN_ONE_DAY))
            return false;
    }

    //Cannons and demolishers - NPCs are spawned
    //By capturing GYs.
    for (uint8 i = 0; i < BG_SA_NPC_SPARKLIGHT; i++)
    {
        if (!AddCreature(BG_SA_NpcEntries[i], i, (attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE),
                         BG_SA_NpcSpawnlocs[i][0],BG_SA_NpcSpawnlocs[i][1],
                         BG_SA_NpcSpawnlocs[i][2],BG_SA_NpcSpawnlocs[i][3]))
            return false;
    }

    OverrideGunFaction();

    for (uint8 i = 0; i <= BG_SA_TITAN_RELIC; i++)
    {
        SpawnBGObject(i, RESPAWN_IMMEDIATELY);
        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, defF);
    }

    GetBGObject(BG_SA_TITAN_RELIC)->SetUInt32Value(GAMEOBJECT_FACTION, atF);
    GetBGObject(BG_SA_TITAN_RELIC)->Refresh();

    for (uint8 i = 0; i <= 5; i++)
        GateStatus[i] = BG_SA_GATE_OK;

    // MAD props for Kiper for discovering those values - 4 hours of his work.
    GetBGObject(BG_SA_BOAT_ONE)->UpdateRotationFields(1.0f, 0.0002f);
    GetBGObject(BG_SA_BOAT_TWO)->UpdateRotationFields(1.0f, 0.00001f);
    SpawnBGObject(BG_SA_BOAT_ONE, RESPAWN_IMMEDIATELY);
    SpawnBGObject(BG_SA_BOAT_TWO, RESPAWN_IMMEDIATELY);

    TotalTime = 0;
    ShipsStarted = false;

    //Graveyards!
    for (uint8 i = 0; i < BG_SA_MAX_GY; i++)
    {
        WorldSafeLocsEntry const *sg = NULL;
        sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]);

        if (!sg)
        {
            sLog.outError("SOTA: Can't find GY entry %u",BG_SA_GYEntries[i]);
            return false;
        }

        if (i == BG_SA_BEACH_GY)
        {
            GraveyardStatus[i] = attackers;
            AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((attackers == TEAM_HORDE)? HORDE : ALLIANCE));
        }
        else
        {
            GraveyardStatus[i] = ((attackers == TEAM_HORDE)? TEAM_ALLIANCE : TEAM_HORDE);
            if (!AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((attackers == TEAM_HORDE)? ALLIANCE : HORDE)))
                sLog.outError("SOTA: couldn't spawn GY: %u",i);
        }
    }

    //GY capture points
    for (uint8 i = BG_SA_CENTRAL_FLAG; i < BG_SA_MAXOBJ; i++)
    {
        AddObject(i, BG_SA_ObjEntries[i] - (attackers == TEAM_ALLIANCE ? 1:0),
                  BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
                  BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
                  0,0,0,0,RESPAWN_ONE_DAY);
        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, atF);
    }

    //Player may enter BEFORE we set up bG - lets update his worldstates anyway...
    UpdateWorldState(BG_SA_RIGHT_GY_HORDE , GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_HORDE?1:0);
    UpdateWorldState(BG_SA_LEFT_GY_HORDE , GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_HORDE?1:0);
    UpdateWorldState(BG_SA_CENTER_GY_HORDE , GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_HORDE?1:0);

//.........这里部分代码省略.........
开发者ID:Rhyuk,项目名称:Dev,代码行数:101,代码来源:BattleGroundSA.cpp


示例11: TC_LOG_ERROR

void BattlegroundIC::HandleCapturedNodes(ICNodePoint* node, bool recapture)
{
    if (node->nodeType != NODE_TYPE_REFINERY && node->nodeType != NODE_TYPE_QUARRY)
    {
        if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+node->nodeType-2, BG_IC_SpiritGuidePos[node->nodeType], node->faction))
            TC_LOG_ERROR("bg.battleground", "Isle of Conquest: Failed to spawn spirit guide! point: %u, team: %u, ", node->nodeType, node->faction);
    }

    switch (node->gameobject_type)
    {
        case BG_IC_GO_HANGAR_BANNER:
            {
                if (!gunshipAlliance || !gunshipHorde)
                    break;

                std::list<Creature*> cannons;
                if (node->faction == TEAM_ALLIANCE)
                    gunshipAlliance->GetCreatureListWithEntryInGrid(cannons, NPC_ALLIANCE_GUNSHIP_CANNON, 150.0f);
                else
                    gunshipHorde->GetCreatureListWithEntryInGrid(cannons, NPC_HORDE_GUNSHIP_CANNON, 150.0f);

                for (Creature* cannon : cannons)
                    cannon->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);

                for (uint8 u = 0; u < MAX_HANGAR_TELEPORTERS_SPAWNS; ++u)
                {
                    uint8 type = BG_IC_GO_HANGAR_TELEPORTER_1 + u;
                    if (!AddObject(type, (node->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL : GO_HORDE_GUNSHIP_PORTAL), BG_IC_HangarTeleporters[u], 0, 0, 0, 0, RESPAWN_ONE_DAY))
                        TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning a gunship portal. Type: %u", BG_IC_GO_HANGAR_TELEPORTER_1 + u);
                }

                for (uint8 u = 0; u < MAX_HANGAR_TELEPORTER_EFFECTS_SPAWNS; ++u)
                {
                    uint8 type = BG_IC_GO_HANGAR_TELEPORTER_EFFECT_1 + u;
                    if (!AddObject(type, (node->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL_EFFECTS : GO_HORDE_GUNSHIP_PORTAL_EFFECTS), BG_IC_HangarTeleporterEffects[u], 0, 0, 0, 0, RESPAWN_ONE_DAY, GO_STATE_ACTIVE))
                        TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning a gunship portal effects. Type: %u", BG_IC_GO_HANGAR_TELEPORTER_1 + u);
                }

                for (uint8 u = 0; u < MAX_TRIGGER_SPAWNS_PER_FACTION; ++u)
                {
                    if (!AddCreature(NPC_WORLD_TRIGGER_NOT_FLOATING, BG_IC_NPC_WORLD_TRIGGER_NOT_FLOATING, BG_IC_HangarTrigger[node->faction], node->faction, RESPAWN_ONE_DAY, node->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde))
                        TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning a world trigger. Type: %u", BG_IC_NPC_WORLD_TRIGGER_NOT_FLOATING);
                }

                for (uint8 u = 0; u < MAX_CAPTAIN_SPAWNS_PER_FACTION; ++u)
                {
                    uint8 type = BG_IC_NPC_GUNSHIP_CAPTAIN_1 + u;

                    if (type == BG_IC_NPC_GUNSHIP_CAPTAIN_1)
                        if (AddCreature(node->faction == TEAM_ALLIANCE ? NPC_ALLIANCE_GUNSHIP_CAPTAIN : NPC_HORDE_GUNSHIP_CAPTAIN, type, BG_IC_HangarCaptains[node->faction == TEAM_ALLIANCE ? 2 : 0], node->faction, RESPAWN_ONE_DAY))
                            GetBGCreature(BG_IC_NPC_GUNSHIP_CAPTAIN_1)->GetAI()->DoAction(ACTION_GUNSHIP_READY);

                    if (type == BG_IC_NPC_GUNSHIP_CAPTAIN_2)
                        if (!AddCreature(node->faction == TEAM_ALLIANCE ? NPC_ALLIANCE_GUNSHIP_CAPTAIN : NPC_HORDE_GUNSHIP_CAPTAIN, type, BG_IC_HangarCaptains[node->faction == TEAM_ALLIANCE ? 3 : 1], node->faction, RESPAWN_ONE_DAY, node->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde))
                            TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning a world trigger. Type: %u", BG_IC_NPC_GUNSHIP_CAPTAIN_2);
                }

                (node->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde)->EnableMovement(true);
                break;
            }
        case BG_IC_GO_QUARRY_BANNER:
            RemoveAuraOnTeam(SPELL_QUARRY, (node->faction == TEAM_ALLIANCE ? HORDE : ALLIANCE));
            CastSpellOnTeam(SPELL_QUARRY, (node->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE));
            break;
        case BG_IC_GO_REFINERY_BANNER:
            RemoveAuraOnTeam(SPELL_OIL_REFINERY, (node->faction == TEAM_ALLIANCE ? HORDE : ALLIANCE));
            CastSpellOnTeam(SPELL_OIL_REFINERY, (node->faction == TEAM_ALLIANCE ? ALLIANCE : HORDE));
            break;
        case BG_IC_GO_DOCKS_BANNER:
            if (recapture)
                break;

            if (docksTimer < DOCKS_UPDATE_TIME)
                docksTimer = DOCKS_UPDATE_TIME;

            // we must del opposing faction vehicles when the node is captured (unused ones)
            for (uint8 i = (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_H : BG_IC_NPC_GLAIVE_THROWER_1_A); i < (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_2_H : BG_IC_NPC_GLAIVE_THROWER_2_A); ++i)
            {
                if (Creature* glaiveThrower = GetBGCreature(i, false))
                {
                    if (Vehicle* vehicleGlaive = glaiveThrower->GetVehicleKit())
                    {
                        if (!vehicleGlaive->GetPassenger(0))
                            DelCreature(i);
                    }
                }
            }

            for (uint8 i = (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_H : BG_IC_NPC_CATAPULT_1_A); i < (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_4_H  : BG_IC_NPC_CATAPULT_4_A); ++i)
            {
                if (Creature* catapult = GetBGCreature(i, false))
                {
                    if (Vehicle* vehicleGlaive = catapult->GetVehicleKit())
                    {
                        if (!vehicleGlaive->GetPassenger(0))
                            DelCreature(i);
                    }
                }
            }

//.........这里部分代码省略.........
开发者ID:mynew4,项目名称:Testrealm-Core,代码行数:101,代码来源:BattlegroundIC.cpp


示例12: switch

void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
{
    if (nodePoint->nodeType != NODE_TYPE_REFINERY && nodePoint->nodeType != NODE_TYPE_QUARRY)
    {
        if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+nodePoint->nodeType-2,
            BG_IC_SpiritGuidePos[nodePoint->nodeType][0], BG_IC_SpiritGuidePos[nodePoint->nodeType][1],
            BG_IC_SpiritGuidePos[nodePoint->nodeType][2], BG_IC_SpiritGuidePos[nodePoint->nodeType][3],
            nodePoint->faction))
            sLog->outError("Isle of Conquest: Failed to spawn spirit guide! point: %u, team: %u, ", nodePoint->nodeType, nodePoint->faction);
    }

    switch (nodePoint->gameobject_type)
    {
        case BG_IC_GO_HANGAR_BANNER:
        {
            if (!gunshipAlliance || !gunshipHorde)
                break;

            std::list<Creature*> cannons;
            if (nodePoint->faction == TEAM_ALLIANCE)
                gunshipAlliance->GetCreatureListWithEntryInGrid(cannons, NPC_ALLIANCE_GUNSHIP_CANNON, 150.0f);
            else
                gunshipHorde->GetCreatureListWithEntryInGrid(cannons, NPC_HORDE_GUNSHIP_CANNON, 150.0f);

            for (std::list<Creature*>::const_iterator itr = cannons.begin(); itr != cannons.end(); ++itr)
                (*itr)->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);

            for (uint8 u = 0; u < MAX_HANGAR_TELEPORTERS_SPAWNS; ++u)
            {
                uint8 type = BG_IC_GO_HANGAR_TELEPORTER_1 + u;
                if (!AddObject(type, (nodePoint->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL : GO_HORDE_GUNSHIP_PORTAL), BG_IC_HangarTeleporters[u].GetPositionX(), BG_IC_HangarTeleporters[u].GetPositionY(), BG_IC_HangarTeleporters[u].GetPositionZ(), BG_IC_HangarTeleporters[u].GetOrientation(), 0, 0, 0, 0, RESPAWN_ONE_DAY))
                    sLog->outError("Isle of Conque 

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