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-rw-r--r--src/server/game/Battlefield/Battlefield.cpp14
-rw-r--r--src/server/game/Battlefield/Zones/BattlefieldWG.cpp54
2 files changed, 34 insertions, 34 deletions
diff --git a/src/server/game/Battlefield/Battlefield.cpp b/src/server/game/Battlefield/Battlefield.cpp
index bcf7da23d09..ba82138ff34 100644
--- a/src/server/game/Battlefield/Battlefield.cpp
+++ b/src/server/game/Battlefield/Battlefield.cpp
@@ -289,7 +289,7 @@ void Battlefield::InvitePlayerToWar(Player *plr)
void Battlefield::InitStalker(uint32 entry, float x, float y, float z, float o)
{
- if (Creature* creature = SpawnCreature(entry, x, y, z, o, TEAM_NEUTRAL))
+ if (Creature * creature = SpawnCreature(entry, x, y, z, o, TEAM_NEUTRAL))
StalkerGuid = creature->GetGUID();
else
sLog->outError("Battlefield::InitStalker: could not spawn Stalker (Creature entry %u), zone messeges will be un-available", entry);
@@ -507,7 +507,7 @@ void Battlefield::RegisterZone(uint32 zoneId)
sBattlefieldMgr.AddZone(zoneId, this);
}
-void Battlefield::HideNpc(Creature *p_Creature)
+void Battlefield::HideNpc(Creature * p_Creature)
{
p_Creature->CombatStop();
p_Creature->SetReactState(REACT_PASSIVE);
@@ -517,7 +517,7 @@ void Battlefield::HideNpc(Creature *p_Creature)
p_Creature->SetVisible(false);
}
-void Battlefield::ShowNpc(Creature *p_Creature, bool p_Aggressive)
+void Battlefield::ShowNpc(Creature * p_Creature, bool p_Aggressive)
{
p_Creature->SetPhaseMask(1, true);
p_Creature->SetVisible(true);
@@ -730,7 +730,7 @@ BfGraveYard::BfGraveYard(Battlefield *Bf)
void BfGraveYard::Init(uint32 horde_entry, uint32 alliance_entry, float x, float y, float z, float o, TeamId startcontrol, uint32 gy)
{
m_ControlTeam = startcontrol;
- if (Creature* cre = m_Bf->SpawnCreature(horde_entry, x, y, z, o, TEAM_HORDE))
+ if (Creature * cre = m_Bf->SpawnCreature(horde_entry, x, y, z, o, TEAM_HORDE))
{
m_SpiritGuide[TEAM_HORDE] = cre;
m_SpiritGuide[TEAM_HORDE]->SetReactState(REACT_PASSIVE);
@@ -740,7 +740,7 @@ void BfGraveYard::Init(uint32 horde_entry, uint32 alliance_entry, float x, float
else
sLog->outError("BfGraveYard::Init can't spawn horde spiritguide %u", horde_entry);
- if (Creature* cre = m_Bf->SpawnCreature(alliance_entry, x, y, z, o, TEAM_ALLIANCE))
+ if (Creature * cre = m_Bf->SpawnCreature(alliance_entry, x, y, z, o, TEAM_ALLIANCE))
{
m_SpiritGuide[TEAM_ALLIANCE] = cre;
m_SpiritGuide[TEAM_ALLIANCE]->SetReactState(REACT_PASSIVE);
@@ -896,12 +896,12 @@ Creature *Battlefield::SpawnCreature(uint32 entry, float x, float y, float z, fl
GameObject *Battlefield::SpawnGameObject(uint32 entry, float x, float y, float z, float o)
{
//Get map object
- Map* map = const_cast < Map * >(sMapMgr->CreateBaseMap(571));
+ Map *map = const_cast < Map * >(sMapMgr->CreateBaseMap(571));
if (!map)
return 0;
//Create gameobject
- GameObject* go = new GameObject;
+ GameObject *go = new GameObject;
if (!go->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT), entry, map, PHASEMASK_NORMAL, x, y, z, o, 0, 0, 0, 0, 100, GO_STATE_READY))
{
sLog->outErrorDb("Gameobject template %u not found in database! Battleground not created!", entry);
diff --git a/src/server/game/Battlefield/Zones/BattlefieldWG.cpp b/src/server/game/Battlefield/Zones/BattlefieldWG.cpp
index d4d3a3c1d0d..8b0143331fe 100644
--- a/src/server/game/Battlefield/Zones/BattlefieldWG.cpp
+++ b/src/server/game/Battlefield/Zones/BattlefieldWG.cpp
@@ -129,34 +129,34 @@ bool BattlefieldWG::SetupBattlefield()
for (uint8 i = 0; i < WG_MAX_KEEP_NPC; i++)
{
// Horde npc
- if (Creature* creature = SpawnCreature(WGKeepNPC[i].entryh, WGKeepNPC[i].x, WGKeepNPC[i].y, WGKeepNPC[i].z, WGKeepNPC[i].o, TEAM_HORDE))
+ if (Creature * creature = SpawnCreature(WGKeepNPC[i].entryh, WGKeepNPC[i].x, WGKeepNPC[i].y, WGKeepNPC[i].z, WGKeepNPC[i].o, TEAM_HORDE))
KeepCreature[TEAM_HORDE].insert(creature->GetGUID());
// Alliance npc
- if (Creature* creature = SpawnCreature(WGKeepNPC[i].entrya, WGKeepNPC[i].x, WGKeepNPC[i].y, WGKeepNPC[i].z, WGKeepNPC[i].o, TEAM_ALLIANCE))
+ if (Creature * creature = SpawnCreature(WGKeepNPC[i].entrya, WGKeepNPC[i].x, WGKeepNPC[i].y, WGKeepNPC[i].z, WGKeepNPC[i].o, TEAM_ALLIANCE))
KeepCreature[TEAM_ALLIANCE].insert(creature->GetGUID());
}
// Hide keep npc
for (GuidSet::const_iterator itr = KeepCreature[GetAttackerTeam()].begin(); itr != KeepCreature[GetAttackerTeam()].end(); ++itr)
- if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
- if (Creature* creature = unit->ToCreature())
+ if (Unit * unit = sObjectAccessor->FindUnit((*itr)))
+ if (Creature * creature = unit->ToCreature())
HideNpc(creature);
// Spawn out of keep npc
// Horde npc
for (uint8 i = 0; i < WG_OUTSIDE_ALLIANCE_NPC; i++)
- if (Creature* creature = SpawnCreature(WGOutsideNPC[i].entryh, WGOutsideNPC[i].x, WGOutsideNPC[i].y, WGOutsideNPC[i].z, WGOutsideNPC[i].o, TEAM_HORDE))
+ if (Creature * creature = SpawnCreature(WGOutsideNPC[i].entryh, WGOutsideNPC[i].x, WGOutsideNPC[i].y, WGOutsideNPC[i].z, WGOutsideNPC[i].o, TEAM_HORDE))
OutsideCreature[TEAM_HORDE].insert(creature->GetGUID());
// Alliance npc
for (uint8 i = WG_OUTSIDE_ALLIANCE_NPC; i < WG_MAX_OUTSIDE_NPC; i++)
- if (Creature* creature = SpawnCreature(WGOutsideNPC[i].entrya, WGOutsideNPC[i].x, WGOutsideNPC[i].y, WGOutsideNPC[i].z, WGOutsideNPC[i].o, TEAM_ALLIANCE))
+ if (Creature * creature = SpawnCreature(WGOutsideNPC[i].entrya, WGOutsideNPC[i].x, WGOutsideNPC[i].y, WGOutsideNPC[i].z, WGOutsideNPC[i].o, TEAM_ALLIANCE))
OutsideCreature[TEAM_ALLIANCE].insert(creature->GetGUID());
// Hide outside npc
for (GuidSet::const_iterator itr = OutsideCreature[GetDefenderTeam()].begin(); itr != OutsideCreature[GetDefenderTeam()].end(); ++itr)
- if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
- if (Creature* creature = unit->ToCreature())
+ if (Unit * unit = sObjectAccessor->FindUnit((*itr)))
+ if (Creature * creature = unit->ToCreature())
HideNpc(creature);
for (uint8 i = 0; i < WG_MAX_TURRET; i++)
{
- if (Creature* creature = SpawnCreature(28366, WGTurret[i].x, WGTurret[i].y, WGTurret[i].z, WGTurret[i].o, TeamId(0)))
+ if (Creature * creature = SpawnCreature(28366, WGTurret[i].x, WGTurret[i].y, WGTurret[i].z, WGTurret[i].o, TeamId(0)))
{
CanonList.insert(creature->GetGUID());
HideNpc(creature);
@@ -165,7 +165,7 @@ bool BattlefieldWG::SetupBattlefield()
// Spawning Buiding
for (uint8 i = 0; i < WG_MAX_OBJ; i++)
{
- GameObject* go =
+ GameObject *go =
SpawnGameObject(WGGameObjectBuillding[i].entry, WGGameObjectBuillding[i].x, WGGameObjectBuillding[i].y, WGGameObjectBuillding[i].z, WGGameObjectBuillding[i].o);
BfWGGameObjectBuilding *b = new BfWGGameObjectBuilding(this);
b->Init(go, WGGameObjectBuillding[i].type, WGGameObjectBuillding[i].WorldState, WGGameObjectBuillding[i].nameid);
@@ -174,7 +174,7 @@ bool BattlefieldWG::SetupBattlefield()
// Spawning portal defender
for (uint8 i = 0; i < WG_MAX_TELEPORTER; i++)
{
- GameObject* go = SpawnGameObject(WGPortalDefenderData[i].entry, WGPortalDefenderData[i].x, WGPortalDefenderData[i].y, WGPortalDefenderData[i].z, WGPortalDefenderData[i].o);
+ GameObject *go = SpawnGameObject(WGPortalDefenderData[i].entry, WGPortalDefenderData[i].x, WGPortalDefenderData[i].y, WGPortalDefenderData[i].z, WGPortalDefenderData[i].o);
DefenderPortalList.insert(go);
go->SetUInt32Value(GAMEOBJECT_FACTION, WintergraspFaction[GetDefenderTeam()]);
}
@@ -182,12 +182,12 @@ bool BattlefieldWG::SetupBattlefield()
// Spawn banner in keep
for (uint8 i = 0; i < WG_KEEPGAMEOBJECT_MAX; i++)
{
- if (GameObject* go = SpawnGameObject(WGKeepGameObject[i].entryh, WGKeepGameObject[i].x, WGKeepGameObject[i].y, WGKeepGameObject[i].z, WGKeepGameObject[i].o))
+ if (GameObject * go = SpawnGameObject(WGKeepGameObject[i].entryh, WGKeepGameObject[i].x, WGKeepGameObject[i].y, WGKeepGameObject[i].z, WGKeepGameObject[i].o))
{
go->SetRespawnTime(GetDefenderTeam()? RESPAWN_ONE_DAY : RESPAWN_IMMEDIATELY);
m_KeepGameObject[1].insert(go);
}
- if (GameObject* go = SpawnGameObject(WGKeepGameObject[i].entrya, WGKeepGameObject[i].x, WGKeepGameObject[i].y, WGKeepGameObject[i].z, WGKeepGameObject[i].o))
+ if (GameObject * go = SpawnGameObject(WGKeepGameObject[i].entrya, WGKeepGameObject[i].x, WGKeepGameObject[i].y, WGKeepGameObject[i].z, WGKeepGameObject[i].o))
{
go->SetRespawnTime(GetDefenderTeam()? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
m_KeepGameObject[0].insert(go);
@@ -300,9 +300,9 @@ void BattlefieldWG::OnBattleStart()
// Update tower visibility and update faction
for (GuidSet::const_iterator itr = CanonList.begin(); itr != CanonList.end(); ++itr)
{
- if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
+ if (Unit * unit = sObjectAccessor->FindUnit((*itr)))
{
- if (Creature* creature = unit->ToCreature())
+ if (Creature * creature = unit->ToCreature())
{
ShowNpc(creature, true);
creature->setFaction(WintergraspFaction[GetDefenderTeam()]);
@@ -403,20 +403,20 @@ void BattlefieldWG::OnBattleEnd(bool endbytimer)
for (GuidSet::const_iterator itr = KeepCreature[GetAttackerTeam()].begin(); itr != KeepCreature[GetAttackerTeam()].end(); ++itr)
{
if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
- if (Creature* creature = unit->ToCreature())
+ if (Creature * creature = unit->ToCreature())
HideNpc(creature);
}
for (GuidSet::const_iterator itr = KeepCreature[GetDefenderTeam()].begin(); itr != KeepCreature[GetDefenderTeam()].end(); ++itr)
{
if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
- if (Creature* creature = unit->ToCreature())
+ if (Creature * creature = unit->ToCreature())
ShowNpc(creature, true);
}
// Change all npc out of keep
for (GuidSet::const_iterator itr = OutsideCreature[GetDefenderTeam()].begin(); itr != OutsideCreature[GetDefenderTeam()].end(); ++itr)
{
if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
- if (Creature* creature = unit->ToCreature())
+ if (Creature * creature = unit->ToCreature())
HideNpc(creature);
}
for (GuidSet::const_iterator itr = OutsideCreature[GetAttackerTeam()].begin(); itr != OutsideCreature[GetAttackerTeam()].end(); ++itr)
@@ -612,7 +612,7 @@ void BattlefieldWG::OnStartGrouping()
SendWarningToAllInZone(BATTLEFIELD_WG_TEXT_WILL_START);
}
-void BattlefieldWG::OnCreatureCreate(Creature *creature, bool add)
+void BattlefieldWG::OnCreatureCreate(Creature * creature, bool add)
{
if (IsWarTime())
{
@@ -703,9 +703,9 @@ void BattlefieldWG::HandleKill(Player* killer, Unit* victim)
for (GuidSet::const_iterator itr = m_vehicles[killer->GetTeamId()? TEAM_ALLIANCE : TEAM_HORDE].begin();
itr != m_vehicles[killer->GetTeamId()? TEAM_ALLIANCE : TEAM_HORDE].end(); ++itr)
{
- if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
+ if (Unit * unit = sObjectAccessor->FindUnit((*itr)))
{
- if (Creature* creature = unit->ToCreature())
+ if (Creature * creature = unit->ToCreature())
{
if (victim->GetEntry() == creature->GetEntry() && !again)
{
@@ -723,9 +723,9 @@ void BattlefieldWG::HandleKill(Player* killer, Unit* victim)
for (GuidSet::const_iterator itr = KeepCreature[killer->GetTeamId()? TEAM_ALLIANCE : TEAM_HORDE].begin();
itr != KeepCreature[killer->GetTeamId()? TEAM_ALLIANCE : TEAM_HORDE].end(); ++itr)
{
- if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
+ if (Unit * unit = sObjectAccessor->FindUnit((*itr)))
{
- if (Creature* creature = unit->ToCreature())
+ if (Creature * creature = unit->ToCreature())
{
if (victim->GetEntry() == creature->GetEntry() && !again)
{
@@ -751,7 +751,7 @@ void BattlefieldWG::PromotePlayer(Player* killer)
if (!m_BattlefieldActive)
return;
// Updating rank of player
- if (Aura* aur = killer->GetAura(SPELL_RECRUIT))
+ if (Aura * aur = killer->GetAura(SPELL_RECRUIT))
{
if (aur->GetStackAmount() >= 5) // 7 or more TODO:
{
@@ -762,7 +762,7 @@ void BattlefieldWG::PromotePlayer(Player* killer)
else
killer->CastSpell(killer, SPELL_RECRUIT, true);
}
- else if (Aura* aur = killer->GetAura(SPELL_CORPORAL))
+ else if (Aura * aur = killer->GetAura(SPELL_CORPORAL))
{
if (aur->GetStackAmount() >= 5) // 7 or more TODO:
{
@@ -995,7 +995,7 @@ void BattlefieldWG::AddBrokenTower(TeamId team)
}
}
-void BattlefieldWG::ProcessEvent(GameObject *obj, uint32 eventId)
+void BattlefieldWG::ProcessEvent(GameObject * obj, uint32 eventId)
{
if (!obj || !IsWarTime())
return;
@@ -1106,7 +1106,7 @@ void BattlefieldWG::UpdateTenacity()
player->SetAuraStack(SPELL_TENACITY, player, newStack);
for (GuidSet::const_iterator itr = m_vehicles[team].begin(); itr != m_vehicles[team].end(); ++itr)
if (Unit* unit = sObjectAccessor->FindUnit((*itr)))
- if (Creature* creature = unit->ToCreature())
+ if (Creature * creature = unit->ToCreature())
creature->SetAuraStack(SPELL_TENACITY_VEHICLE, creature, newStack);
if (buff_honor != 0)