converted all tabs to 4 spaces

This commit is contained in:
Yehonal
2016-06-26 19:23:57 +02:00
parent 52f305111c
commit f6eefedcd5
717 changed files with 132388 additions and 132388 deletions

View File

@@ -56,7 +56,7 @@ BattlegroundIC::BattlegroundIC()
gunshipHorde = NULL;
gunshipAlliance = NULL;
respawnMap.clear();
respawnMap.clear();
}
BattlegroundIC::~BattlegroundIC()
@@ -71,14 +71,14 @@ void BattlegroundIC::DoAction(uint32 action, uint64 guid)
if (!gunshipAlliance || !gunshipHorde)
return;
Player* player = ObjectAccessor::GetPlayer(*gunshipAlliance, guid);
Player* player = ObjectAccessor::GetPlayer(*gunshipAlliance, guid);
if (!player)
return;
MotionTransport* transport = player->GetTeamId() == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde;
float x = BG_IC_HangarTrigger[player->GetTeamId()].GetPositionX();
float y = BG_IC_HangarTrigger[player->GetTeamId()].GetPositionY();
float z = BG_IC_HangarTrigger[player->GetTeamId()].GetPositionZ();
MotionTransport* transport = player->GetTeamId() == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde;
float x = BG_IC_HangarTrigger[player->GetTeamId()].GetPositionX();
float y = BG_IC_HangarTrigger[player->GetTeamId()].GetPositionY();
float z = BG_IC_HangarTrigger[player->GetTeamId()].GetPositionZ();
transport->CalculatePassengerPosition(x, y, z);
player->TeleportTo(GetMapId(), x, y, z, player->GetOrientation(), TELE_TO_NOT_LEAVE_TRANSPORT);
@@ -129,46 +129,46 @@ void BattlegroundIC::PostUpdateImpl(uint32 diff)
{
if (nodePoint[i].timer <= diff)
{
// we need to confirm this, i am not sure if this every 3 minutes
for (uint8 j = 0; j < MAX_CATAPULTS_SPAWNS_PER_FACTION; ++j)
{
uint8 type = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_A : BG_IC_NPC_CATAPULT_1_H)+j;
// we need to confirm this, i am not sure if this every 3 minutes
for (uint8 j = 0; j < MAX_CATAPULTS_SPAWNS_PER_FACTION; ++j)
{
uint8 type = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_A : BG_IC_NPC_CATAPULT_1_H)+j;
if (Creature* catapult = GetBGCreature(type))
if (!catapult->IsAlive())
{
// Check if creature respawn time is properly saved
RespawnMap::iterator itr = respawnMap.find(catapult->GetGUIDLow());
if (itr == respawnMap.end() || time(NULL) < itr->second)
continue;
{
// Check if creature respawn time is properly saved
RespawnMap::iterator itr = respawnMap.find(catapult->GetGUIDLow());
if (itr == respawnMap.end() || time(NULL) < itr->second)
continue;
catapult->Relocate(BG_IC_DocksVehiclesCatapults[j].GetPositionX(), BG_IC_DocksVehiclesCatapults[j].GetPositionY(), BG_IC_DocksVehiclesCatapults[j].GetPositionZ(), BG_IC_DocksVehiclesCatapults[j].GetOrientation());
catapult->Respawn(true);
respawnMap.erase(itr);
}
catapult->Relocate(BG_IC_DocksVehiclesCatapults[j].GetPositionX(), BG_IC_DocksVehiclesCatapults[j].GetPositionY(), BG_IC_DocksVehiclesCatapults[j].GetPositionZ(), BG_IC_DocksVehiclesCatapults[j].GetOrientation());
catapult->Respawn(true);
respawnMap.erase(itr);
}
}
// we need to confirm this is blizzlike, not sure if it is every 3 minutes
for (uint8 j = 0; j < MAX_GLAIVE_THROWERS_SPAWNS_PER_FACTION; ++j)
{
uint8 type = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H)+j;
// we need to confirm this is blizzlike, not sure if it is every 3 minutes
for (uint8 j = 0; j < MAX_GLAIVE_THROWERS_SPAWNS_PER_FACTION; ++j)
{
uint8 type = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H)+j;
if (Creature* glaiveThrower = GetBGCreature(type))
if (!glaiveThrower->IsAlive())
{
// Check if creature respawn time is properly saved
RespawnMap::iterator itr = respawnMap.find(glaiveThrower->GetGUIDLow());
if (itr == respawnMap.end() || time(NULL) < itr->second)
continue;
{
// Check if creature respawn time is properly saved
RespawnMap::iterator itr = respawnMap.find(glaiveThrower->GetGUIDLow());
if (itr == respawnMap.end() || time(NULL) < itr->second)
continue;
glaiveThrower->Relocate(BG_IC_DocksVehiclesGlaives[j].GetPositionX(), BG_IC_DocksVehiclesGlaives[j].GetPositionY(), BG_IC_DocksVehiclesGlaives[j].GetPositionZ(), BG_IC_DocksVehiclesGlaives[j].GetOrientation());
glaiveThrower->Relocate(BG_IC_DocksVehiclesGlaives[j].GetPositionX(), BG_IC_DocksVehiclesGlaives[j].GetPositionY(), BG_IC_DocksVehiclesGlaives[j].GetPositionZ(), BG_IC_DocksVehiclesGlaives[j].GetOrientation());
glaiveThrower->Respawn(true);
respawnMap.erase(itr);
}
respawnMap.erase(itr);
}
}
docksTimer = DOCKS_UPDATE_TIME;
}
else
nodePoint[i].timer -= diff;
else
nodePoint[i].timer -= diff;
}
}
@@ -183,39 +183,39 @@ void BattlegroundIC::PostUpdateImpl(uint32 diff)
if (Creature* siege = GetBGCreature(siegeType)) // this always should be true
if (!siege->IsAlive())
{
// Check if creature respawn time is properly saved
RespawnMap::iterator itr = respawnMap.find(siege->GetGUIDLow());
if (itr == respawnMap.end() || time(NULL) < itr->second)
continue;
// Check if creature respawn time is properly saved
RespawnMap::iterator itr = respawnMap.find(siege->GetGUIDLow());
if (itr == respawnMap.end() || time(NULL) < itr->second)
continue;
siege->Relocate(BG_IC_WorkshopVehicles[4].GetPositionX(), BG_IC_WorkshopVehicles[4].GetPositionY(), BG_IC_WorkshopVehicles[4].GetPositionZ(), BG_IC_WorkshopVehicles[4].GetOrientation());
siege->Relocate(BG_IC_WorkshopVehicles[4].GetPositionX(), BG_IC_WorkshopVehicles[4].GetPositionY(), BG_IC_WorkshopVehicles[4].GetPositionZ(), BG_IC_WorkshopVehicles[4].GetOrientation());
siege->Respawn(true);
respawnMap.erase(itr);
}
respawnMap.erase(itr);
}
// we need to confirm this, i am not sure if this every 3 minutes
for (uint8 u = 0; u < MAX_DEMOLISHERS_SPAWNS_PER_FACTION; ++u)
{
uint8 type = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_A : BG_IC_NPC_DEMOLISHER_1_H)+u;
if (Creature* demolisher = GetBGCreature(type))
// we need to confirm this, i am not sure if this every 3 minutes
for (uint8 u = 0; u < MAX_DEMOLISHERS_SPAWNS_PER_FACTION; ++u)
{
uint8 type = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_A : BG_IC_NPC_DEMOLISHER_1_H)+u;
if (Creature* demolisher = GetBGCreature(type))
if (!demolisher->IsAlive())
{
// Check if creature respawn time is properly saved
RespawnMap::iterator itr = respawnMap.find(demolisher->GetGUIDLow());
if (itr == respawnMap.end() || time(NULL) < itr->second)
continue;
{
// Check if creature respawn time is properly saved
RespawnMap::iterator itr = respawnMap.find(demolisher->GetGUIDLow());
if (itr == respawnMap.end() || time(NULL) < itr->second)
continue;
demolisher->Relocate(BG_IC_WorkshopVehicles[u].GetPositionX(), BG_IC_WorkshopVehicles[u].GetPositionY(), BG_IC_WorkshopVehicles[u].GetPositionZ(), BG_IC_WorkshopVehicles[u].GetOrientation());
demolisher->Respawn(true);
respawnMap.erase(itr);
}
demolisher->Relocate(BG_IC_WorkshopVehicles[u].GetPositionX(), BG_IC_WorkshopVehicles[u].GetPositionY(), BG_IC_WorkshopVehicles[u].GetPositionZ(), BG_IC_WorkshopVehicles[u].GetOrientation());
demolisher->Respawn(true);
respawnMap.erase(itr);
}
}
siegeEngineWorkshopTimer = WORKSHOP_UPDATE_TIME;
}
else
siegeEngineWorkshopTimer -= diff;
else
siegeEngineWorkshopTimer -= diff;
}
}
@@ -339,27 +339,27 @@ void BattlegroundIC::HandleAreaTrigger(Player* player, uint32 trigger)
if (GetStatus() != STATUS_IN_PROGRESS)
return;
switch (trigger)
{
case AREA_TRIGGER_HORDE_KEEP:
if (player->GetTeamId() != TEAM_ALLIANCE)
return;
for (uint8 i = BG_IC_H_FRONT; i < BG_IC_A_FRONT; ++i)
if (GateStatus[i] == BG_IC_GATE_DESTROYED)
return;
if (!player->HasAchieved(3854)) // ACHIEVEMENT_BACK_DOOR_JOB
player->CastSpell(player, SPELL_BACK_DOOR_JOB, true);
break;
case AREA_TRIGGER_ALLIANCE_KEEP:
if (player->GetTeamId() != TEAM_HORDE)
return;
for (uint8 i = BG_IC_A_FRONT; i < BG_IC_MAXDOOR; ++i)
if (GateStatus[i] == BG_IC_GATE_DESTROYED)
return;
if (!player->HasAchieved(3854)) // ACHIEVEMENT_BACK_DOOR_JOB
player->CastSpell(player, SPELL_BACK_DOOR_JOB, true);
break;
}
switch (trigger)
{
case AREA_TRIGGER_HORDE_KEEP:
if (player->GetTeamId() != TEAM_ALLIANCE)
return;
for (uint8 i = BG_IC_H_FRONT; i < BG_IC_A_FRONT; ++i)
if (GateStatus[i] == BG_IC_GATE_DESTROYED)
return;
if (!player->HasAchieved(3854)) // ACHIEVEMENT_BACK_DOOR_JOB
player->CastSpell(player, SPELL_BACK_DOOR_JOB, true);
break;
case AREA_TRIGGER_ALLIANCE_KEEP:
if (player->GetTeamId() != TEAM_HORDE)
return;
for (uint8 i = BG_IC_A_FRONT; i < BG_IC_MAXDOOR; ++i)
if (GateStatus[i] == BG_IC_GATE_DESTROYED)
return;
if (!player->HasAchieved(3854)) // ACHIEVEMENT_BACK_DOOR_JOB
player->CastSpell(player, SPELL_BACK_DOOR_JOB, true);
break;
}
}
@@ -373,11 +373,11 @@ void BattlegroundIC::UpdatePlayerScore(Player* player, uint32 type, uint32 value
{
case SCORE_BASES_ASSAULTED:
((BattlegroundICScore*)itr->second)->BasesAssaulted += value;
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE, IC_OBJECTIVE_ASSAULT_BASE);
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE, IC_OBJECTIVE_ASSAULT_BASE);
break;
case SCORE_BASES_DEFENDED:
((BattlegroundICScore*)itr->second)->BasesDefended += value;
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE, IC_OBJECTIVE_DEFEND_BASE);
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE, IC_OBJECTIVE_DEFEND_BASE);
break;
default:
Battleground::UpdatePlayerScore(player, type, value, doAddHonor);
@@ -412,9 +412,9 @@ bool BattlegroundIC::SetupBattleground()
return false;
}
// Horde / Alliance gates, set active
if (i < 6)
GetBGObject(BG_IC_ObjSpawnlocs[i].type)->setActive(true);
// Horde / Alliance gates, set active
if (i < 6)
GetBGObject(BG_IC_ObjSpawnlocs[i].type)->setActive(true);
}
for (uint8 i = 0; i < MAX_FORTRESS_TELEPORTERS_SPAWNS; ++i)
@@ -470,40 +470,40 @@ bool BattlegroundIC::SetupBattleground()
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]);
// Flags
if (GameObject* go = GetBGObject(BG_IC_GO_ALLIANCE_BANNER))
{
go->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_Factions[1]);
go->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
}
if (GameObject* go = GetBGObject(BG_IC_GO_HORDE_BANNER))
{
go->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_Factions[0]);
go->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
}
// Flags
if (GameObject* go = GetBGObject(BG_IC_GO_ALLIANCE_BANNER))
{
go->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_Factions[1]);
go->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
}
if (GameObject* go = GetBGObject(BG_IC_GO_HORDE_BANNER))
{
go->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_Factions[0]);
go->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
}
// 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);
TurnBosses(false);
TurnBosses(false);
return true;
}
void BattlegroundIC::TurnBosses(bool on)
{
// Make Bosses invisible and passive
// or visible and active
if (Creature* boss = GetBGCreature(BG_IC_NPC_OVERLORD_AGMAR))
{
boss->SetVisible(on);
boss->SetReactState(on ? REACT_AGGRESSIVE : REACT_PASSIVE);
}
if (Creature* boss = GetBGCreature(BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE))
{
boss->SetVisible(on);
boss->SetReactState(on ? REACT_AGGRESSIVE : REACT_PASSIVE);
}
// Make Bosses invisible and passive
// or visible and active
if (Creature* boss = GetBGCreature(BG_IC_NPC_OVERLORD_AGMAR))
{
boss->SetVisible(on);
boss->SetReactState(on ? REACT_AGGRESSIVE : REACT_PASSIVE);
}
if (Creature* boss = GetBGCreature(BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE))
{
boss->SetVisible(on);
boss->SetReactState(on ? REACT_AGGRESSIVE : REACT_PASSIVE);
}
}
void BattlegroundIC::HandleKillUnit(Creature* unit, Player* killer)
@@ -526,14 +526,14 @@ void BattlegroundIC::HandleKillUnit(Creature* unit, Player* killer)
//Achievement Mowed Down
// TO-DO: This should be done on the script of each vehicle of the BG.
if (unit->IsVehicle())
{
{
killer->CastSpell(killer, SPELL_DESTROYED_VEHICLE_ACHIEVEMENT, true);
// Xinef: Add to respawn list
if (entry == NPC_DEMOLISHER || entry == NPC_SIEGE_ENGINE_H || entry == NPC_SIEGE_ENGINE_A ||
entry == NPC_GLAIVE_THROWER_A || entry == NPC_GLAIVE_THROWER_H || entry == NPC_CATAPULT)
respawnMap[unit->GetGUIDLow()] = time(NULL) + VEHICLE_RESPAWN_TIME;
}
// Xinef: Add to respawn list
if (entry == NPC_DEMOLISHER || entry == NPC_SIEGE_ENGINE_H || entry == NPC_SIEGE_ENGINE_A ||
entry == NPC_GLAIVE_THROWER_A || entry == NPC_GLAIVE_THROWER_H || entry == NPC_CATAPULT)
respawnMap[unit->GetGUIDLow()] = time(NULL) + VEHICLE_RESPAWN_TIME;
}
}
void BattlegroundIC::HandleKillPlayer(Player* player, Player* killer)
@@ -572,21 +572,21 @@ void BattlegroundIC::EventPlayerClickedOnFlag(Player* player, GameObject* gameOb
if (nodePoint[i].faction == player->GetTeamId())
return;
// Prevent capturing of keep if none of gates was destroyed
if (nodePoint[i].gameobject_entry == GO_ALLIANCE_BANNER)
{
if (GateStatus[BG_IC_A_FRONT] != BG_IC_GATE_DESTROYED &&
GateStatus[BG_IC_A_WEST] != BG_IC_GATE_DESTROYED &&
GateStatus[BG_IC_A_EAST] != BG_IC_GATE_DESTROYED)
return;
}
else if (nodePoint[i].gameobject_entry == GO_HORDE_BANNER)
{
if (GateStatus[BG_IC_H_FRONT] != BG_IC_GATE_DESTROYED &&
GateStatus[BG_IC_H_WEST] != BG_IC_GATE_DESTROYED &&
GateStatus[BG_IC_H_EAST] != BG_IC_GATE_DESTROYED)
return;
}
// Prevent capturing of keep if none of gates was destroyed
if (nodePoint[i].gameobject_entry == GO_ALLIANCE_BANNER)
{
if (GateStatus[BG_IC_A_FRONT] != BG_IC_GATE_DESTROYED &&
GateStatus[BG_IC_A_WEST] != BG_IC_GATE_DESTROYED &&
GateStatus[BG_IC_A_EAST] != BG_IC_GATE_DESTROYED)
return;
}
else if (nodePoint[i].gameobject_entry == GO_HORDE_BANNER)
{
if (GateStatus[BG_IC_H_FRONT] != BG_IC_GATE_DESTROYED &&
GateStatus[BG_IC_H_WEST] != BG_IC_GATE_DESTROYED &&
GateStatus[BG_IC_H_EAST] != BG_IC_GATE_DESTROYED)
return;
}
uint32 nextBanner = GetNextBanner(&nodePoint[i], player->GetTeamId(), false);
@@ -601,7 +601,7 @@ void BattlegroundIC::EventPlayerClickedOnFlag(Player* player, GameObject* gameOb
nodePoint[i].timer = BANNER_STATE_CHANGE_TIME; // 1 minute for last change (real faction banner)
nodePoint[i].needChange = true;
RelocateDeadPlayers(BgCreatures[BG_IC_NPC_SPIRIT_GUIDE_1 + nodePoint[i].nodeType - 2]);
RelocateDeadPlayers(BgCreatures[BG_IC_NPC_SPIRIT_GUIDE_1 + nodePoint[i].nodeType - 2]);
// if we are here means that the point has been lost, or it is the first capture
@@ -615,7 +615,7 @@ void BattlegroundIC::EventPlayerClickedOnFlag(Player* player, GameObject* gameOb
SendMessage2ToAll(LANG_BG_IC_TEAM_ASSAULTED_NODE_2, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, nodePoint[i].string, (player->GetTeamId() == TEAM_ALLIANCE ? LANG_BG_IC_ALLIANCE : LANG_BG_IC_HORDE));
HandleContestedNodes(&nodePoint[i]);
}
else if (nextBanner == nodePoint[i].banners[BANNER_A_CONTROLLED] || nextBanner == nodePoint[i].banners[BANNER_H_CONTROLLED])
else if (nextBanner == nodePoint[i].banners[BANNER_A_CONTROLLED] || nextBanner == nodePoint[i].banners[BANNER_H_CONTROLLED])
// if we are going to spawn the definitve faction banner, we dont need the timer anymore
{
nodePoint[i].timer = BANNER_STATE_CHANGE_TIME;
@@ -718,7 +718,7 @@ void BattlegroundIC::HandleContestedNodes(ICNodePoint* nodePoint)
else
gunshipHorde->GetCreatureListWithEntryInGrid(cannons, NPC_HORDE_GUNSHIP_CANNON, 150.0f);
for (std::list<Creature*>::const_iterator itr = cannons.begin(); itr != cannons.end(); ++itr)
for (std::list<Creature*>::const_iterator itr = cannons.begin(); itr != cannons.end(); ++itr)
{
(*itr)->GetVehicleKit()->RemoveAllPassengers();
(*itr)->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
@@ -755,26 +755,26 @@ void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
else
gunshipHorde->GetCreatureListWithEntryInGrid(cannons, NPC_HORDE_GUNSHIP_CANNON, 150.0f);
for (std::list<Creature*>::const_iterator itr = cannons.begin(); itr != cannons.end(); ++itr)
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))
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 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, (nodePoint->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL_EFFECTS : GO_HORDE_GUNSHIP_PORTAL_EFFECTS), BG_IC_HangarTeleporterEffects[u].GetPositionX(), BG_IC_HangarTeleporterEffects[u].GetPositionY(), BG_IC_HangarTeleporterEffects[u].GetPositionZ(), BG_IC_HangarTeleporterEffects[u].GetOrientation(), 0, 0, 0, 0, RESPAWN_ONE_DAY, GO_STATE_ACTIVE))
if (!AddObject(type, (nodePoint->faction == TEAM_ALLIANCE ? GO_ALLIANCE_GUNSHIP_PORTAL_EFFECTS : GO_HORDE_GUNSHIP_PORTAL_EFFECTS), BG_IC_HangarTeleporterEffects[u].GetPositionX(), BG_IC_HangarTeleporterEffects[u].GetPositionY(), BG_IC_HangarTeleporterEffects[u].GetPositionZ(), BG_IC_HangarTeleporterEffects[u].GetOrientation(), 0, 0, 0, 0, RESPAWN_ONE_DAY, GO_STATE_ACTIVE))
sLog->outError("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[nodePoint->faction].GetPositionX(), BG_IC_HangarTrigger[nodePoint->faction].GetPositionY(), BG_IC_HangarTrigger[nodePoint->faction].GetPositionZ(), BG_IC_HangarTrigger[nodePoint->faction].GetOrientation(), RESPAWN_ONE_DAY, nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde))
if (!AddCreature(NPC_WORLD_TRIGGER_NOT_FLOATING, BG_IC_NPC_WORLD_TRIGGER_NOT_FLOATING, BG_IC_HangarTrigger[nodePoint->faction].GetPositionX(), BG_IC_HangarTrigger[nodePoint->faction].GetPositionY(), BG_IC_HangarTrigger[nodePoint->faction].GetPositionZ(), BG_IC_HangarTrigger[nodePoint->faction].GetOrientation(), RESPAWN_ONE_DAY, nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde))
sLog->outError("Isle of Conquest: There was an error spawning a world trigger. Type: %u", BG_IC_NPC_WORLD_TRIGGER_NOT_FLOATING);
}
@@ -783,11 +783,11 @@ void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
uint8 type = BG_IC_NPC_GUNSHIP_CAPTAIN_1 + u;
if (type == BG_IC_NPC_GUNSHIP_CAPTAIN_1)
if (AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_ALLIANCE_GUNSHIP_CAPTAIN : NPC_HORDE_GUNSHIP_CAPTAIN, type, BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetPositionX(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetPositionY(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetPositionZ(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetOrientation(), RESPAWN_ONE_DAY))
if (AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_ALLIANCE_GUNSHIP_CAPTAIN : NPC_HORDE_GUNSHIP_CAPTAIN, type, BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetPositionX(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetPositionY(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetPositionZ(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 2 : 0].GetOrientation(), 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(nodePoint->faction == TEAM_ALLIANCE ? NPC_ALLIANCE_GUNSHIP_CAPTAIN : NPC_HORDE_GUNSHIP_CAPTAIN, type, BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetPositionX(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetPositionY(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetPositionZ(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetOrientation(), RESPAWN_ONE_DAY, nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde))
if (!AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_ALLIANCE_GUNSHIP_CAPTAIN : NPC_HORDE_GUNSHIP_CAPTAIN, type, BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetPositionX(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetPositionY(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetPositionZ(), BG_IC_HangarCaptains[nodePoint->faction == TEAM_ALLIANCE ? 3 : 1].GetOrientation(), RESPAWN_ONE_DAY, nodePoint->faction == TEAM_ALLIANCE ? gunshipAlliance : gunshipHorde))
sLog->outError("Isle of Conquest: There was an error spawning a world trigger. Type: %u", BG_IC_NPC_GUNSHIP_CAPTAIN_2);
}
@@ -869,17 +869,17 @@ void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
RESPAWN_ONE_DAY);
}
if (Creature* siegeEngine = GetBGCreature(siegeType))
if (Creature* siegeEngine = GetBGCreature(siegeType))
{
siegeEngine->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]);
siegeEngine->SetCorpseDelay(5*MINUTE);
siegeEngine->SetCorpseDelay(5*MINUTE);
if (siegeEngine->IsAlive())
if (Vehicle* siegeVehicle = siegeEngine->GetVehicleKit())
if (!siegeVehicle->IsVehicleInUse())
Unit::Kill(siegeEngine, siegeEngine);
if (siegeEngine->IsAlive())
if (Vehicle* siegeVehicle = siegeEngine->GetVehicleKit())
if (!siegeVehicle->IsVehicleInUse())
Unit::Kill(siegeEngine, siegeEngine);
respawnMap[siegeEngine->GetGUIDLow()] = time(NULL) + VEHICLE_RESPAWN_TIME;
respawnMap[siegeEngine->GetGUIDLow()] = time(NULL) + VEHICLE_RESPAWN_TIME;
}
}
@@ -914,33 +914,33 @@ void BattlegroundIC::DestroyGate(Player* player, GameObject* go)
UpdateWorldState(uws_open, 1);
}
TeamId teamId = TEAM_ALLIANCE;
TeamId teamId = TEAM_ALLIANCE;
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:
break;
case GO_HORDE_GATE_2:
lang_entry = LANG_BG_IC_EAST_GATE_DESTROYED;
break;
case GO_HORDE_GATE_3:
lang_entry = LANG_BG_IC_WEST_GATE_DESTROYED;
break;
case GO_ALLIANCE_GATE_1:
teamId = TEAM_HORDE;
teamId = TEAM_HORDE;
lang_entry = LANG_BG_IC_WEST_GATE_DESTROYED;
break;
case GO_ALLIANCE_GATE_2:
teamId = TEAM_HORDE;
teamId = TEAM_HORDE;
lang_entry = LANG_BG_IC_EAST_GATE_DESTROYED;
break;
case GO_ALLIANCE_GATE_3:
teamId = TEAM_HORDE;
teamId = TEAM_HORDE;
lang_entry = LANG_BG_IC_SOUTH_GATE_DESTROYED;
break;
default:
break;
default:
break;
}
if (teamId == TEAM_ALLIANCE)
@@ -954,7 +954,7 @@ void BattlegroundIC::DestroyGate(Player* player, GameObject* go)
GetBGObject(BG_IC_GO_ALLIANCE_BANNER)->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
}
TurnBosses(true);
TurnBosses(true);
SendMessage2ToAll(lang_entry, CHAT_MSG_BG_SYSTEM_NEUTRAL, NULL, (teamId == TEAM_ALLIANCE ? LANG_BG_IC_HORDE_KEEP : LANG_BG_IC_ALLIANCE_KEEP));
}
@@ -968,7 +968,7 @@ WorldSafeLocsEntry const* BattlegroundIC::GetClosestGraveyard(Player* player)
// Is there any occupied node for this team?
std::vector<uint8> nodes;
for (uint8 i = 0; i < MAX_NODE_TYPES; ++i)
if (nodePoint[i].faction == player->GetTeamId() && !nodePoint[i].needChange) // xinef: controlled by faction and not contested!
if (nodePoint[i].faction == player->GetTeamId() && !nodePoint[i].needChange) // xinef: controlled by faction and not contested!
nodes.push_back(i);
WorldSafeLocsEntry const* good_entry = NULL;
@@ -995,7 +995,7 @@ WorldSafeLocsEntry const* BattlegroundIC::GetClosestGraveyard(Player* player)
}
// If not, place ghost on starting location
if (!good_entry)
good_entry = sWorldSafeLocsStore.LookupEntry(BG_IC_GraveyardIds[player->GetTeamId()+MAX_NODE_TYPES]);
good_entry = sWorldSafeLocsStore.LookupEntry(BG_IC_GraveyardIds[player->GetTeamId()+MAX_NODE_TYPES]);
return good_entry;
}