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C++ GetBGObject函数代码示例

本文整理汇总了C++中GetBGObject函数的典型用法代码示例。如果您正苦于以下问题:C++ GetBGObject函数的具体用法?C++ GetBGObject怎么用?C++ GetBGObject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GetBGObject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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: SendTransportsRemove

bool BattlegroundSA::ResetObjs()
{
    for (int i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++)
        for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
            if (Player *plr = sObjectMgr->GetPlayer(itr->first))
                SendTransportsRemove(plr);

    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_BOAT_ONE; 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;
    }

    for (uint8 i = BG_SA_BOAT_ONE; i < BG_SA_SIGIL_1; 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;
        }
        if (!AddObject(i, boatid, BG_SA_ObjSpawnlocs[i][0],
          BG_SA_ObjSpawnlocs[i][1],
          BG_SA_ObjSpawnlocs[i][2]+(Attackers ? -3.750f: 0),
          BG_SA_ObjSpawnlocs[i][3], 0, 0, 0, 0, RESPAWN_ONE_DAY))
            return false;
    }
    for (uint8 i = BG_SA_SIGIL_1; 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;
    }

    // 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_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], 600))
        return false;
    }

    OverrideGunFaction();
    DemolisherStartState(true);

    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;

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

示例2: GetNextBanner

void BattlegroundIC::EventPlayerClickedOnFlag(Player* player, GameObject* target_obj)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    // All the node points are iterated to find the clicked one
    for (uint8 i = 0; i < MAX_NODE_TYPES; ++i)
    {
        if (nodePoint[i].gameobject_entry == target_obj->GetEntry())
        {
            // THIS SHOULD NEEVEER HAPPEN
            if (nodePoint[i].faction == player->GetTeamId())
                return;

            uint32 nextBanner = GetNextBanner(&nodePoint[i], player->GetTeamId(), false);

            // we set the new settings of the nodePoint
            nodePoint[i].faction = player->GetTeamId();
            nodePoint[i].last_entry = nodePoint[i].gameobject_entry;
            nodePoint[i].gameobject_entry = nextBanner;

            // this is just needed if the next banner is grey
            if (nodePoint[i].banners[BANNER_A_CONTESTED] == nextBanner ||
                nodePoint[i].banners[BANNER_H_CONTESTED] == nextBanner)
            {
                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]);

                // if we are here means that the point has been lost, or it is the first capture

                if (nodePoint[i].nodeType != NODE_TYPE_REFINERY && nodePoint[i].nodeType != NODE_TYPE_QUARRY)
                    if (BgCreatures[BG_IC_NPC_SPIRIT_GUIDE_1+(nodePoint[i].nodeType)-2])
                        DelCreature(BG_IC_NPC_SPIRIT_GUIDE_1+(nodePoint[i].nodeType)-2);

                UpdatePlayerScore(player, SCORE_BASES_ASSAULTED, 1);

                SendMessage2ToAll(LANG_BG_IC_TEAM_ASSAULTED_NODE_1, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, nodePoint[i].string);
                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])
                       // if we are going to spawn the definitve faction banner, we dont need the timer anymore
            {
                nodePoint[i].timer = BANNER_STATE_CHANGE_TIME;
                nodePoint[i].needChange = false;
                SendMessage2ToAll(LANG_BG_IC_TEAM_DEFENDED_NODE, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, nodePoint[i].string);
                HandleCapturedNodes(&nodePoint[i], true);
                UpdatePlayerScore(player, SCORE_BASES_DEFENDED, 1);
            }

            GameObject* banner = GetBGObject(nodePoint[i].gameobject_type);

            if (!banner) // this should never happen
                return;

            float cords[4] = {banner->GetPositionX(), banner->GetPositionY(), banner->GetPositionZ(), banner->GetOrientation() };

            DelObject(nodePoint[i].gameobject_type);
            if (!AddObject(nodePoint[i].gameobject_type, nodePoint[i].gameobject_entry, cords[0], cords[1], cords[2], cords[3], 0, 0, 0, 0, RESPAWN_ONE_DAY))
            {
                TC_LOG_ERROR(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: There was an error spawning a banner (type: %u, entry: %u). Isle of Conquest BG cancelled.", nodePoint[i].gameobject_type, nodePoint[i].gameobject_entry);
                Battleground::EndBattleground(WINNER_NONE);
            }

            GetBGObject(nodePoint[i].gameobject_type)->SetUInt32Value(GAMEOBJECT_FACTION, nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_Factions[1] : BG_IC_Factions[0]);

            if (nodePoint[i].nodeType == NODE_TYPE_WORKSHOP)
            {
                DelObject(BG_IC_GO_SEAFORIUM_BOMBS_1);
                DelObject(BG_IC_GO_SEAFORIUM_BOMBS_2);
            }

            UpdateNodeWorldState(&nodePoint[i]);
            // we dont need iterating if we are here
            // If the needChange bool was set true, we will handle the rest in the Update Map function.
            return;
        }
    }
}
开发者ID:mynew2,项目名称:trinitycore-1,代码行数:81,代码来源:BattlegroundIC.cpp

示例3: TC_LOG_ERROR


//.........这里部分代码省略.........
            }

            // 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(),
                        RESPAWN_ONE_DAY))
                        GetBGCreature(type)->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]);
            }
            break;
        case BG_IC_GO_WORKSHOP_BANNER:
            {
                if (siegeEngineWorkshopTimer < WORKSHOP_UPDATE_TIME)
                    siegeEngineWorkshopTimer = WORKSHOP_UPDATE_TIME;

                if (!recapture)
                {
                    // we must del opposing faction vehicles when the node is captured (unused ones)
                    for (uint8 i = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_H : BG_IC_NPC_DEMOLISHER_1_A); i < (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_4_H : BG_IC_NPC_DEMOLISHER_4_A); ++i)
                    {
                        if (Creature* demolisher = GetBGCreature(i))
                        {
                            if (Vehicle* vehicleDemolisher = demolisher->GetVehicleKit())
                            {
                                // is IsVehicleInUse working as expected?
                                if (!vehicleDemolisher->IsVehicleInUse())
                                    DelCreature(i);
                            }
                        }
                    }

                    for (uint8 i = 0; i < MAX_DEMOLISHERS_SPAWNS_PER_FACTION; ++i)
                    {
                        uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_A : BG_IC_NPC_DEMOLISHER_1_H)+i;

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

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

                    // we check if the opossing siege engine is in use
                    int8 enemySiege = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_H : BG_IC_NPC_SIEGE_ENGINE_A);

                    if (Creature* siegeEngine = GetBGCreature(enemySiege))
                    {
                        if (Vehicle* vehicleSiege = siegeEngine->GetVehicleKit())
                        {
                            // is VehicleInUse working as expected ?
                            if (!vehicleSiege->IsVehicleInUse())
                                DelCreature(enemySiege);
                        }
                    }

                    uint8 siegeType = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_A : BG_IC_NPC_SIEGE_ENGINE_H);
                    if (!GetBGCreature(siegeType) || !GetBGCreature(siegeType)->IsAlive())
                    {
                        AddCreature((nodePoint->faction == TEAM_ALLIANCE ? NPC_SIEGE_ENGINE_A : NPC_SIEGE_ENGINE_H), siegeType, nodePoint->faction,
                            BG_IC_WorkshopVehicles[4].GetPositionX(), BG_IC_WorkshopVehicles[4].GetPositionY(),
                            BG_IC_WorkshopVehicles[4].GetPositionZ(), BG_IC_WorkshopVehicles[4].GetOrientation(),
                            RESPAWN_ONE_DAY);

                        if (Creature* siegeEngine = GetBGCreature(siegeType))
                        {
                            siegeEngine->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_UNK_14|UNIT_FLAG_IMMUNE_TO_PC);
                            siegeEngine->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]);
                        }
                    }
                }

                for (uint8 i = 0; i < MAX_WORKSHOP_BOMBS_SPAWNS_PER_FACTION; ++i)
                {
                    AddObject(BG_IC_GO_SEAFORIUM_BOMBS_1+i, GO_SEAFORIUM_BOMBS,
                    workshopBombs[i].GetPositionX(), workshopBombs[i].GetPositionY(),
                    workshopBombs[i].GetPositionZ(), workshopBombs[i].GetOrientation(),
                    0, 0, 0, 0, 10);

                    if (GameObject* seaforiumBombs = GetBGObject(BG_IC_GO_SEAFORIUM_BOMBS_1+i))
                    {
                        seaforiumBombs->SetRespawnTime(10);
                        seaforiumBombs->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]);
                    }
                }
                break;
            }
        default:
            break;
    }
}
开发者ID:mynew2,项目名称:trinitycore-1,代码行数:101,代码来源:BattlegroundIC.cpp

示例4: GetBGObject

void BattlegroundIC::PostUpdateImpl(uint32 diff)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    if (!doorsClosed)
    {
        if (closeFortressDoorsTimer <= diff)
        {
            GetBGObject(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR01)->RemoveFromWorld();
            GetBGObject(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR01)->RemoveFromWorld();
            GetBGObject(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR02)->RemoveFromWorld();
            GetBGObject(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR02)->RemoveFromWorld();
            GetBGObject(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR03)->RemoveFromWorld();
            GetBGObject(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR03)->RemoveFromWorld();

            GetBGObject(BG_IC_GO_ALLIANCE_GATE_1)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);
            GetBGObject(BG_IC_GO_HORDE_GATE_1)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);
            GetBGObject(BG_IC_GO_ALLIANCE_GATE_2)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);
            GetBGObject(BG_IC_GO_HORDE_GATE_2)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);
            GetBGObject(BG_IC_GO_ALLIANCE_GATE_3)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);
            GetBGObject(BG_IC_GO_HORDE_GATE_3)->SetDestructibleState(GO_DESTRUCTIBLE_DAMAGED);

            doorsClosed = true;
        } else closeFortressDoorsTimer -= diff;
    }

    for (uint8 i = NODE_TYPE_REFINERY; i < MAX_NODE_TYPES; ++i)
    {
        if (nodePoint[i].nodeType == NODE_TYPE_DOCKS)
        {
            if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
                nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
            {
                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;
                        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;

                                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;
                        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;

                                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);
                            }
                    }

                    docksTimer = DOCKS_UPDATE_TIME;
                }
                else
                    nodePoint[i].timer -= diff;
            }
        }

        if (nodePoint[i].nodeType == NODE_TYPE_WORKSHOP)
        {
            if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
                nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
            {
                if (siegeEngineWorkshopTimer <= diff)
                {
                    uint8 siegeType = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_A : BG_IC_NPC_SIEGE_ENGINE_H);
                    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;

                            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);
                        }

//.........这里部分代码省略.........
开发者ID:Matt-One,项目名称:azerothcore-wotlk,代码行数:101,代码来源:BattlegroundIC.cpp

示例5: AddCreature

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("Isle of Conquest: There was an error spawning gameobject %u", BG_IC_ObjSpawnlocs[i].entry);
            return false;
        }
    }

    for (uint8 i = 0; i < MAX_NORMAL_NPCS_SPAWNS; i++)
    {
        Creature *temp = 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);
        if (!temp)
        {
            sLog->outError("Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[i].entry);
            return false;
        }
        if (temp->GetEntry() == NPC_OVERLORD_AGMAR || temp->GetEntry() == NPC_HIGH_COMMANDER_HALFORD_WYRMBANE)
            temp->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
    }

    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("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("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 = sObjectMgr->GetPlayer(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:Akenyshka,项目名称:MythCore,代码行数:65,代码来源:BattlegroundIC.cpp

示例6: switch


//.........这里部分代码省略.........
        case BG_IC_GO_DOCKS_BANNER:
            if (recapture)
                break;

            if (docksTimer < DOCKS_UPDATE_TIME)
                docksTimer = DOCKS_UPDATE_TIME;

            // 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))
                    continue;

                if (AddCreature(nodePoint->faction == TEAM_ALLIANCE ? NPC_GLAIVE_THROWER_A : NPC_GLAIVE_THROWER_H, type,
                        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]);
            }

            // 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))
                    continue;

                if (AddCreature(NPC_CATAPULT, type,
                        BG_IC_DocksVehiclesCatapults[i].GetPositionX(), BG_IC_DocksVehiclesCatapults[i].GetPositionY(),
                        BG_IC_DocksVehiclesCatapults[i].GetPositionZ(), BG_IC_DocksVehiclesCatapults[i].GetOrientation(),
                        RESPAWN_ONE_DAY))
                        GetBGCreature(type)->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]);
            }
            break;
        case BG_IC_GO_WORKSHOP_BANNER:
            {
                if (siegeEngineWorkshopTimer < WORKSHOP_UPDATE_TIME)
                    siegeEngineWorkshopTimer = WORKSHOP_UPDATE_TIME;

                if (!recapture)
                {
                    for (uint8 i = 0; i < MAX_DEMOLISHERS_SPAWNS_PER_FACTION; ++i)
                    {
                        uint8 type = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_A : BG_IC_NPC_DEMOLISHER_1_H)+i;

                        if (GetBGCreature(type))
                            continue;

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

                    uint8 siegeType = (nodePoint->faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_A : BG_IC_NPC_SIEGE_ENGINE_H);
                    if (!GetBGCreature(siegeType))
                    {
                        AddCreature((nodePoint->faction == TEAM_ALLIANCE ? NPC_SIEGE_ENGINE_A : NPC_SIEGE_ENGINE_H), siegeType,
                            BG_IC_WorkshopVehicles[4].GetPositionX(), BG_IC_WorkshopVehicles[4].GetPositionY(),
                            BG_IC_WorkshopVehicles[4].GetPositionZ(), BG_IC_WorkshopVehicles[4].GetOrientation(),
                            RESPAWN_ONE_DAY);
                    }

                    if (Creature* siegeEngine = GetBGCreature(siegeType))
                    {
                        siegeEngine->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]);
                        siegeEngine->SetCorpseDelay(5*MINUTE);

                        if (siegeEngine->IsAlive())
                            if (Vehicle* siegeVehicle = siegeEngine->GetVehicleKit())
                                if (!siegeVehicle->IsVehicleInUse())
                                    Unit::Kill(siegeEngine, siegeEngine);

                        respawnMap[siegeEngine->GetGUIDLow()] = time(NULL) + VEHICLE_RESPAWN_TIME;
                    }
                }

                for (uint8 i = 0; i < MAX_WORKSHOP_BOMBS_SPAWNS_PER_FACTION; ++i)
                {
                    AddObject(BG_IC_GO_SEAFORIUM_BOMBS_1+i, GO_SEAFORIUM_BOMBS,
                    workshopBombs[i].GetPositionX(), workshopBombs[i].GetPositionY(),
                    workshopBombs[i].GetPositionZ(), workshopBombs[i].GetOrientation(),
                    0, 0, 0, 0, 10);

                    if (GameObject* seaforiumBombs = GetBGObject(BG_IC_GO_SEAFORIUM_BOMBS_1+i))
                    {
                        seaforiumBombs->SetRespawnTime(10);
                        seaforiumBombs->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]);
                    }
                }
                break;
            }
        default:
            break;
    }
}
开发者ID:Matt-One,项目名称:azerothcore-wotlk,代码行数:101,代码来源:BattlegroundIC.cpp

示例7: TC_LOG_ERROR


//.........这里部分代码省略.........
            {
                uint8 type = (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H)+i;

                if (GetBGCreature(type, false) && GetBGCreature(type)->IsAlive())
                    continue;

                if (AddCreature(node->faction == TEAM_ALLIANCE ? NPC_GLAIVE_THROWER_A : NPC_GLAIVE_THROWER_H, type, BG_IC_DocksVehiclesGlaives[i], node->faction, RESPAWN_ONE_DAY))
                    GetBGCreature(type)->setFaction(BG_IC_Factions[(node->faction == TEAM_ALLIANCE ? 0 : 1)]);
            }

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

                if (GetBGCreature(type, false) && GetBGCreature(type)->IsAlive())
                    continue;

                if (AddCreature(NPC_CATAPULT, type, BG_IC_DocksVehiclesCatapults[i], node->faction, RESPAWN_ONE_DAY))
                    GetBGCreature(type)->setFaction(BG_IC_Factions[(node->faction == TEAM_ALLIANCE ? 0 : 1)]);
            }
            break;
        case BG_IC_GO_WORKSHOP_BANNER:
            {
                if (siegeEngineWorkshopTimer < WORKSHOP_UPDATE_TIME)
                    siegeEngineWorkshopTimer = WORKSHOP_UPDATE_TIME;

                if (!recapture)
                {
                    // we must del opposing faction vehicles when the node is captured (unused ones)
                    for (uint8 i = (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_H : BG_IC_NPC_DEMOLISHER_1_A); i < (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_4_H : BG_IC_NPC_DEMOLISHER_4_A); ++i)
                    {
                        if (Creature* demolisher = GetBGCreature(i, false))
                        {
                            if (Vehicle* vehicleDemolisher = demolisher->GetVehicleKit())
                            {
                                // is IsVehicleInUse working as expected?
                                if (!vehicleDemolisher->IsVehicleInUse())
                                    DelCreature(i);
                            }
                        }
                    }

                    for (uint8 i = 0; i < MAX_DEMOLISHERS_SPAWNS_PER_FACTION; ++i)
                    {
                        uint8 type = (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_A : BG_IC_NPC_DEMOLISHER_1_H)+i;

                        if (GetBGCreature(type, false) && GetBGCreature(type)->IsAlive())
                            continue;

                        if (AddCreature(NPC_DEMOLISHER, type, BG_IC_WorkshopVehicles[i], node->faction, RESPAWN_ONE_DAY))
                            GetBGCreature(type)->setFaction(BG_IC_Factions[(node->faction == TEAM_ALLIANCE ? 0 : 1)]);
                    }

                    // we check if the opossing siege engine is in use
                    int8 enemySiege = (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_H : BG_IC_NPC_SIEGE_ENGINE_A);

                    if (Creature* siegeEngine = GetBGCreature(enemySiege, false))
                    {
                        if (Vehicle* vehicleSiege = siegeEngine->GetVehicleKit())
                        {
                            // is VehicleInUse working as expected ?
                            if (!vehicleSiege->IsVehicleInUse())
                                DelCreature(enemySiege);
                        }
                    }

                    uint8 siegeType = (node->faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_A : BG_IC_NPC_SIEGE_ENGINE_H);
                    if (!GetBGCreature(siegeType, false) || !GetBGCreature(siegeType)->IsAlive())
                    {
                        AddCreature((node->faction == TEAM_ALLIANCE ? NPC_SIEGE_ENGINE_A : NPC_SIEGE_ENGINE_H), siegeType,
                            BG_IC_WorkshopVehicles[4], node->faction, RESPAWN_ONE_DAY);

                        if (Creature* siegeEngine = GetBGCreature(siegeType))
                        {
                            siegeEngine->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_CANNOT_SWIM|UNIT_FLAG_IMMUNE_TO_PC);
                            siegeEngine->setFaction(BG_IC_Factions[(node->faction == TEAM_ALLIANCE ? 0 : 1)]);
                        }
                    }
                }

                for (uint8 i = 0; i < MAX_WORKSHOP_BOMBS_SPAWNS_PER_FACTION; ++i)
                {
                    AddObject(BG_IC_GO_SEAFORIUM_BOMBS_1+i, GO_SEAFORIUM_BOMBS,
                    workshopBombs[i].GetPositionX(), workshopBombs[i].GetPositionY(),
                    workshopBombs[i].GetPositionZ(), workshopBombs[i].GetOrientation(),
                    0, 0, 0, 0, 10);

                    if (GameObject* seaforiumBombs = GetBGObject(BG_IC_GO_SEAFORIUM_BOMBS_1+i))
                    {
                        seaforiumBombs->SetRespawnTime(10);
                        seaforiumBombs->SetFaction(BG_IC_Factions[(node->faction == TEAM_ALLIANCE ? 0 : 1)]);
                    }
                }
                break;
            }
        default:
            break;
    }
}
开发者ID:Carbenium,项目名称:TrinityCore,代码行数:101,代码来源:BattlegroundIC.cpp

示例8: 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);
    }
    if (player->GetTeamId() == TEAM_ALLIANCE)
    {
        DoorOpen(BG_IC_GO_HORDE_KEEP_PORTCULLIS);
        GetBGObject(BG_IC_GO_HORDE_BANNER)->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
    }
    else
    {
        DoorOpen(BG_IC_GO_DOODAD_PORTCULLISACTIVE02);
        GetBGObject(BG_IC_GO_ALLIANCE_BANNER)->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
    }

    uint32 textId;
    ChatMsg msgType;
    switch (go->GetEntry())
    {
        case GO_HORDE_GATE_1:
            textId = BG_IC_TEXT_FRONT_GATE_HORDE_DESTROYED;
            msgType = CHAT_MSG_BG_SYSTEM_ALLIANCE;
            break;
        case GO_HORDE_GATE_2:
            textId = BG_IC_TEXT_WEST_GATE_HORDE_DESTROYED;
            msgType = CHAT_MSG_BG_SYSTEM_ALLIANCE;
            break;
        case GO_HORDE_GATE_3:
            textId = BG_IC_TEXT_EAST_GATE_HORDE_DESTROYED;
            msgType = CHAT_MSG_BG_SYSTEM_ALLIANCE;
            break;
        case GO_ALLIANCE_GATE_1:
            textId = BG_IC_TEXT_WEST_GATE_ALLIANCE_DESTROYED;
            msgType = CHAT_MSG_BG_SYSTEM_HORDE;
            break;
        case GO_ALLIANCE_GATE_2:
            textId = BG_IC_TEXT_EAST_GATE_ALLIANCE_DESTROYED;
            msgType = CHAT_MSG_BG_SYSTEM_HORDE;
            break;
        case GO_ALLIANCE_GATE_3:
            textId = BG_IC_TEXT_FRONT_GATE_ALLIANCE_DESTROYED;
            msgType = CHAT_MSG_BG_SYSTEM_HORDE;
            break;
        default:
            return;
    }

    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].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, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].team, RESPAWN_ONE_DAY))
            TC_LOG_ERROR("bg.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].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, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].team, RESPAWN_ONE_DAY))
            TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].entry);
    }

    SendBroadcastText(textId, msgType);
}
开发者ID:Carbenium,项目名称:TrinityCore,代码行数:66,代码来源:BattlegroundIC.cpp

示例9: GetBGObject

void BattleGroundIC::Update(uint32 diff)
{
    BattleGround::Update(diff);

    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    if (!doorsClosed)
    {
        if (closeFortressDoorsTimer <= diff)
        {
            // correct visual of closed gates is at "damaged" flag
            for (int i = BG_IC_GO_T_ALLIANCE_GATE_1; i <= BG_IC_GO_T_HORDE_GATE_3; ++i)
                GetBGObject(i)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED);

            for (int i = BG_IC_GO_T_ALLIANCE_WEST; i <= BG_IC_GO_T_HORDE_FRONT; ++i)
                DelObject(i);

            doorsClosed = true;
        } else closeFortressDoorsTimer -= diff;
    }

    for (int node = 0; node < BG_IC_NODES_MAX; ++node)
    {
        // 3 sec delay to spawn new banner instead previous despawned one
        if (m_BannerTimers[node].timer)
        {
            if (m_BannerTimers[node].timer > diff)
                m_BannerTimers[node].timer -= diff;
            else
            {
                m_BannerTimers[node].timer = 0;
                _CreateBanner(node, m_BannerTimers[node].type, m_BannerTimers[node].teamIndex, false);
            }
        }

        // 1-minute to occupy a node from contested state
        if (m_NodeTimers[node])
        {
            if (m_NodeTimers[node] > diff)
                m_NodeTimers[node] -= diff;
            else
            {
                m_NodeTimers[node] = 0;
                // Change from contested to occupied !
                uint8 teamIndex = m_Nodes[node]-1;
                m_prevNodes[node] = m_Nodes[node];
                m_Nodes[node] += 2;
                // create new occupied banner
                _CreateBanner(node, BG_IC_NODE_TYPE_OCCUPIED, teamIndex, true);
                _SendNodeUpdate(node);
                // Message to chatlog
                if (teamIndex == TEAM_INDEX_ALLIANCE)
                {
                    SendMessage2ToAll(LANG_BG_IC_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_ALLIANCE,NULL,LANG_BG_ALLY,_GetNodeNameId(node));
                    PlaySoundToAll(BG_IC_SOUND_NODE_CAPTURED_ALLIANCE);
                }
                else
                {
                    SendMessage2ToAll(LANG_BG_IC_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_HORDE,NULL,LANG_BG_HORDE,_GetNodeNameId(node));
                    PlaySoundToAll(BG_IC_SOUND_NODE_CAPTURED_HORDE);
                }

                // gunship starting
                if (node == BG_IC_NODE_HANGAR)
                    (teamIndex == TEAM_INDEX_ALLIANCE ? gunshipAlliance : gunshipHorde)->Start();
            }
        }
    }

    // add a point every 45 secs to quarry/refinery owner
    for (uint8 node = BG_IC_NODE_QUARRY; node <= BG_IC_NODE_REFINERY; node++)
    {
        if (m_Nodes[node] >= BG_IC_NODE_TYPE_OCCUPIED)
        {
            if (m_resource_Timer[node] <= diff)
            {
                UpdateScore(TeamIndex(m_Nodes[node] - BG_IC_NODE_TYPE_OCCUPIED) , 1);
                RewardHonorToTeam(GetBonusHonorFromKill(1), (m_Nodes[node] - BG_IC_NODE_TYPE_OCCUPIED == 0 ? ALLIANCE : HORDE));
                m_resource_Timer[node] = BG_IC_RESOURCE_TICK_TIMER;
            }
            else
                m_resource_Timer[node] -= diff;
        }
    }
    HandleBuffs();
}
开发者ID:jobba,项目名称:mangos3,代码行数:87,代码来源:BattleGroundIC.cpp

示例10: 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;

    if (!AddCreature(BG_SA_NpcEntries[BG_SA_NPC_KANRETHAD], BG_SA_NPC_KANRETHAD, BG_SA_NpcSpawnlocs[BG_SA_NPC_KANRETHAD]))
    {
        TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn Kanrethad, aborted. Entry: %u", BG_SA_NpcEntries[BG_SA_NPC_KANRETHAD]);
        return false;
    }

    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))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn BG_SA_PORTAL_DEFFENDER_RED, Entry: %u", BG_SA_ObjEntries[i]);
            continue;
        }
    }

    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))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn one of the BG_SA_BOAT, Entry: %u", boatid);
            continue;
        }
    }

    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))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn Sigil, Entry: %u", BG_SA_ObjEntries[i]);
            continue;
        }
    }

    // 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))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn Cannon or demolisher, Entry: %u, Attackers: %s", BG_SA_NpcEntries[i], Attackers == TEAM_ALLIANCE ? "Horde(1)" : "Alliance(0)");
            continue;
        }
    }

    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;
//.........这里部分代码省略.........
开发者ID:Agyla,项目名称:ArkCORE4,代码行数:101,代码来源:BattlegroundSA.cpp

示例11: GetBGObject

void BattlegroundIC::PostUpdateImpl(uint32 diff)
{

    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    if (!doorsClosed)
    {
        if (closeFortressDoorsTimer <= diff)
        {
            GetBGObject(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR01)->RemoveFromWorld();
            GetBGObject(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR01)->RemoveFromWorld();

            GetBGObject(BG_IC_GO_ALLIANCE_GATE_3)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED); // Alliance door
            GetBGObject(BG_IC_GO_HORDE_GATE_1)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED); // Horde door

            doorsClosed = true;
        } else closeFortressDoorsTimer -= diff;
    }

    for (uint8 i = NODE_TYPE_REFINERY; i < MAX_NODE_TYPES; ++i)
    {
        if (nodePoint[i].nodeType == NODE_TYPE_DOCKS)
        {
            if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
                nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
            {
                if (docksTimer <= diff)
                {
                    // we need to confirm this, i am not sure if this every 3 minutes
                    for (uint8 u = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_A : BG_IC_NPC_CATAPULT_1_H); u < (nodePoint[i].faction  == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_4_A : BG_IC_NPC_CATAPULT_4_H); ++u)
                    {
                        if (Creature* catapult = GetBGCreature(u))
                        {
                            if (!catapult->isAlive())
                                catapult->Respawn(true);
                        }
                    }

                    // we need to confirm this is blizzlike, not sure if it is every 3 minutes
                    for (uint8 u = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H); u < (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_2_A : BG_IC_NPC_GLAIVE_THROWER_2_H); ++u)
                    {
                        if (Creature* glaiveThrower = GetBGCreature(u))
                        {
                            if (!glaiveThrower->isAlive())
                                glaiveThrower->Respawn(true);
                        }
                    }

                    docksTimer = DOCKS_UPDATE_TIME;
                } else docksTimer -= diff;
            }
        }

        if (nodePoint[i].nodeType == NODE_TYPE_WORKSHOP)
        {
            if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
                nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
            {
                if (siegeEngineWorkshopTimer <= diff)
                {
                    uint8 siegeType = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_A : BG_IC_NPC_SIEGE_ENGINE_H);

                    if (Creature* siege = GetBGCreature(siegeType)) // this always should be true
                    {
                        if (siege->isAlive())
                        {
                            if (siege->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_UNK_14|UNIT_FLAG_IMMUNE_TO_PC))
                                // following sniffs the vehicle always has UNIT_FLAG_UNK_14
                                siege->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_IMMUNE_TO_PC);
                            else
                                siege->SetHealth(siege->GetMaxHealth());
                        }
                        else
                            siege->Respawn(true);
                    }

                    // we need to confirm if it is every 3 minutes
                    for (uint8 u = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_A : BG_IC_NPC_DEMOLISHER_1_H); u < (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_4_A : BG_IC_NPC_DEMOLISHER_4_H); ++u)
                    {
                        if (Creature* demolisher = GetBGCreature(u))
                        {
                            if (!demolisher->isAlive())
                                demolisher->Respawn(true);
                        }
                    }
                    siegeEngineWorkshopTimer = WORKSHOP_UPDATE_TIME;
                } else siegeEngineWorkshopTimer -= diff;
            }
        }

        // the point is waiting for a change on its banner
        if (nodePoint[i].needChange)
        {
            if (nodePoint[i].timer <= diff)
            {
                uint32 nextBanner = GetNextBanner(&nodePoint[i], nodePoint[i].faction, true);

                nodePoint[i].last_entry = nodePoint[i].gameobject_entry;
                nodePoint[i].gameobject_entry = nextBanner;
//.........这里部分代码省略.........
开发者ID:bobbyxz,项目名称:TrinityCore,代码行数:101,代码来源:BattlegroundIC.cpp

示例12: CreateTransport

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:bobbyxz,项目名称:TrinityCore,代码行数:63,代码来源:BattlegroundIC.cpp

示例13: 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


注:本文中的GetBGObject函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。