void GameObjectInfo_Boat::createAllBoats( GameObjectList& gameObjects ) { GameObjectInfo_Boat* veh = 0; // Patrolboat veh = dynamic_cast<GameObjectInfo_Boat*>(createVehicle(GameObjectInfo::GO_CAT_BOAT)); veh->descriptiveName_ = "Patrolboat"; veh->tinyName_ = "PBR31"; veh->modelName_ = "pbr31mk2"; veh->gameSet_ = MF_GAMESET_MODERN; veh->category_ = GameObjectInfo::GO_CAT_BOAT; veh->class_ = CLASS_BOAT_PATROL; veh->flags_ = 0; veh->caps_ = HC_DUALGUNS; veh->renderFlags_ = 0; VectorSet( veh->turnSpeed_, 50, 100, 20 ); VectorSet( veh->camDist_, 0, 100, 70 ); VectorSet( veh->camHeight_ , 0, 100, 20); veh->maxHealth_ = 350; veh->shadowShader_ = SHADOW_DEFAULT; Vector4Set( veh->shadowCoords_, 4, 0, 34, 24 ); Vector4Set( veh->shadowAdjusts_, 0, 0, 0, 0 ); VectorSet( veh->gunoffset_, 5, 0, 8 ); VectorSet( veh->cockpitview_, 0, 0, 6 ); veh->airRadar_ = new VehicleRadarInfo(-1, 8000, CAT_PLANE|CAT_HELO); veh->groundRadar_ = new VehicleRadarInfo(0, 7000, CAT_GROUND|CAT_BOAT); veh->minThrottle_ = -5; veh->maxThrottle_ = 10; veh->acceleration_ = 15; veh->maxFuel_ = 150; veh->sonarInfo_ = new VehicleRadarInfo(0, 3000, CAT_BOAT); veh->maxSpeed_ = 50; gameObjects.push_back(veh); //8, // max angle to lean when turning <- gearheight //-5, // bowangle (depends on speeed) <-tailangle }
void instance_gnomeregan::SetData(uint32 uiType, uint32 uiData) { switch (uiType) { case TYPE_GRUBBIS: m_auiEncounter[0] = uiData; if (uiData == IN_PROGRESS) { // Sort the explosive charges if needed if (!m_luiExplosiveChargeGUIDs.empty()) { GameObjectList lExplosiveCharges; for (GuidList::const_iterator itr = m_luiExplosiveChargeGUIDs.begin(); itr != m_luiExplosiveChargeGUIDs.end(); ++itr) { if (GameObject* pCharge = instance->GetGameObject(*itr)) lExplosiveCharges.push_back(pCharge); } m_luiExplosiveChargeGUIDs.clear(); // Sort from east to west lExplosiveCharges.sort(sortFromEastToWest); // Sort to south and north uint8 uiCounterSouth = 0; uint8 uiCounterNorth = 0; GameObject* pCaveInSouth = GetSingleGameObjectFromStorage(GO_CAVE_IN_SOUTH); GameObject* pCaveInNorth = GetSingleGameObjectFromStorage(GO_CAVE_IN_NORTH); if (pCaveInSouth && pCaveInNorth) { for (auto& lExplosiveCharge : lExplosiveCharges) { if (lExplosiveCharge->GetDistanceOrder(pCaveInSouth, pCaveInNorth) && uiCounterSouth < MAX_EXPLOSIVES_PER_SIDE) { m_aExplosiveSortedGuids[0][uiCounterSouth] = lExplosiveCharge->GetObjectGuid(); ++uiCounterSouth; } else if (uiCounterNorth < MAX_EXPLOSIVES_PER_SIDE) { m_aExplosiveSortedGuids[1][uiCounterNorth] = lExplosiveCharge->GetObjectGuid(); ++uiCounterNorth; } } } } } if (uiData == FAIL) { // Despawn possible spawned explosive charges SetData(TYPE_EXPLOSIVE_CHARGE, DATA_EXPLOSIVE_CHARGE_USE); } if (uiData == DONE) { for (GuidList::const_iterator itr = m_lRedRocketGUIDs.begin(); itr != m_lRedRocketGUIDs.end(); ++itr) DoRespawnGameObject(*itr, HOUR); } break; case TYPE_EXPLOSIVE_CHARGE: switch (uiData) { case DATA_EXPLOSIVE_CHARGE_1: DoRespawnGameObject(m_aExplosiveSortedGuids[0][0], HOUR); m_luiSpawnedExplosiveChargeGUIDs.push_back(m_aExplosiveSortedGuids[0][0]); break; case DATA_EXPLOSIVE_CHARGE_2: DoRespawnGameObject(m_aExplosiveSortedGuids[0][1], HOUR); m_luiSpawnedExplosiveChargeGUIDs.push_back(m_aExplosiveSortedGuids[0][1]); break; case DATA_EXPLOSIVE_CHARGE_3: DoRespawnGameObject(m_aExplosiveSortedGuids[1][0], HOUR); m_luiSpawnedExplosiveChargeGUIDs.push_back(m_aExplosiveSortedGuids[1][0]); break; case DATA_EXPLOSIVE_CHARGE_4: DoRespawnGameObject(m_aExplosiveSortedGuids[1][1], HOUR); m_luiSpawnedExplosiveChargeGUIDs.push_back(m_aExplosiveSortedGuids[1][1]); break; case DATA_EXPLOSIVE_CHARGE_USE: Creature* pBlastmaster = GetSingleCreatureFromStorage(NPC_BLASTMASTER_SHORTFUSE); if (!pBlastmaster) break; for (GuidList::const_iterator itr = m_luiSpawnedExplosiveChargeGUIDs.begin(); itr != m_luiSpawnedExplosiveChargeGUIDs.end(); ++itr) { if (GameObject* pExplosive = instance->GetGameObject(*itr)) pExplosive->Use(pBlastmaster); } m_luiSpawnedExplosiveChargeGUIDs.clear(); break; } return; case TYPE_THERMAPLUGG: m_auiEncounter[1] = uiData; if (uiData == IN_PROGRESS) { // Make Door locked if (GameObject* pDoor = GetSingleGameObjectFromStorage(GO_THE_FINAL_CHAMBER)) { pDoor->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_LOCKED); if (pDoor->GetLootState() == GO_ACTIVATED) pDoor->ResetDoorOrButton(); } // Always directly activates this bomb-face DoActivateBombFace(2); } else if (uiData == DONE || uiData == FAIL) { // Make Door unlocked again if (GameObject* pDoor = GetSingleGameObjectFromStorage(GO_THE_FINAL_CHAMBER)) { pDoor->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_LOCKED); if (pDoor->GetLootState() == GO_READY) pDoor->UseDoorOrButton(); } // Deactivate all remaining BombFaces for (uint8 i = 0; i < MAX_GNOME_FACES; ++i) DoDeactivateBombFace(i); } break; } if (uiData == DONE) { OUT_SAVE_INST_DATA; std::ostringstream saveStream; saveStream << m_auiEncounter[0] << " " << m_auiEncounter[1]; m_strInstData = saveStream.str(); SaveToDB(); OUT_SAVE_INST_DATA_COMPLETE; } }