Пример #1
0
void StrandOfTheAncient::SpawnControlPoint(SOTAControlPoints point, SOTACPStates state)
{
    if (state >= MAX_SOTA_CP_STATES)
        return;

    SOTAControlPoint &cp = controlpoint[point];

    if (cp.worldstate != 0)
        SetWorldState(cp.worldstate, 0);

    uint32 team = TEAM_ALLIANCE;
    uint32 faction = 0;

    switch (state)
    {
        case SOTA_CP_STATE_ALLY_CONTROL:
            team = TEAM_ALLIANCE;
            faction = 2;
            break;

        case SOTA_CP_STATE_HORDE_CONTROL:
            team = TEAM_HORDE;
            faction = 1;
            break;

        default:
            return;
            break;
    }

    // First time spawning
    if (cp.pole == NULL)
    {
        cp.pole = SpawnGameObject(SOTA_FLAGPOLE_ID, FlagPolePositions[point], 0, 35, 1.0f);
        cp.pole->PushToWorld(m_mapMgr);
    }
    else
    {
        if (cp.banner->IsInWorld())
            cp.banner->RemoveFromWorld(false);
    }

    cp.banner = SpawnGameObject(FlagIDs[point][team], FlagPositions[point], 0, faction, 1.0f);
    cp.banner->PushToWorld(m_mapMgr);

    cp.state = state;
    cp.worldstate = CPWorldstates[point][team];
    SetWorldState(cp.worldstate, 1);

    //Spawn graveyard
    SpawnGraveyard(SOTAGraveyards(uint32(point)), team);
}
void StrandOfTheAncient::PrepareRound(){
	roundprogress = SOTA_ROUND_PREPARATION;

	if( BattleRound == 1 ){
		Attackers = RandomUInt( 1 );

		if( Attackers == TEAM_ALLIANCE )
			Defenders = TEAM_HORDE;
		else
			Defenders = TEAM_ALLIANCE;
	}else{
		std::swap( Attackers, Defenders );
	}

	for( uint32 i = 0; i < GATE_COUNT; i++ ){
		m_gates[ i ]->Rebuild();
		m_gates[ i ]->SetFaction( TeamFactions[ Defenders ] );
	}

	m_endgate->Rebuild();
	m_endgate->SetFaction( TeamFactions[ Defenders ] );

	m_relic->SetFaction( TeamFactions[ Attackers ] );

	for( uint32 i = 0; i < GATE_COUNT; i++ )
		m_gateTransporters[ i ]->SetFaction( TeamFactions[ Defenders ] );

	for( uint32 i = 0; i < SOTA_NUM_CANONS; i++ ){
		if( canon[ i ] != NULL )
			canon[ i ]->Despawn( 0, 0 );
		canon[ i ] = SpawnCreature( 27894, CanonLocations[ i ], TeamFactions[ Defenders ] );
	}

	for( uint32 i = 0; i < SOTA_NUM_DOCK_DEMOLISHERS; i++ ){
		Creature *c = demolisher[ i ];
		demolisher[ i ] = SpawnCreature( 28781, DemolisherLocations[ i ], TeamFactions[ Attackers ] );
		if( c != NULL )
			c->Despawn( 0, 0 );
	}

	for( uint32 i = SOTA_WEST_WS_DEMOLISHER_INDEX; i < SOTA_NUM_DEMOLISHERS; i++ ){
		if( demolisher[ i ] != NULL ){
			demolisher[ i ]->Despawn( 0, 0 );
			demolisher[ i ] = NULL;
		}
	}
	
	SOTACPStates state;

	if( Attackers == TEAM_ALLIANCE ){
		state = SOTA_CP_STATE_HORDE_CONTROL;
		SetWorldState( WORLDSTATE_SOTA_HORDE_ATTACKER, 0 );
		SetWorldState( WORLDSTATE_SOTA_ALLIANCE_ATTACKER, 1 );
		SetWorldState( WORLDSTATE_SOTA_SHOW_ALLY_ROUND, 1 );
		SetWorldState( WORLDSTATE_SOTA_SHOW_HORDE_ROUND, 0 );
		SetWorldState( WORLDSTATE_SOTA_SHOW_ALLY_DEFENSE, 0 );
		SetWorldState( WORLDSTATE_SOTA_SHOW_HORDE_DEFENSE, 1 );
		SetWorldState( WORLDSTATE_SOTA_SHOW_ALLY_BEACHHEAD1, 1 );
		SetWorldState( WORLDSTATE_SOTA_SHOW_ALLY_BEACHHEAD2, 1 );
		SetWorldState( WORLDSTATE_SOTA_SHOW_HORDE_BEACHHEAD1, 0 );
		SetWorldState( WORLDSTATE_SOTA_SHOW_HORDE_BEACHHEAD2, 0 );
	}else{
		state = SOTA_CP_STATE_ALLY_CONTROL;
		SetWorldState( WORLDSTATE_SOTA_HORDE_ATTACKER, 1 );
		SetWorldState( WORLDSTATE_SOTA_ALLIANCE_ATTACKER, 0 );
		SetWorldState( WORLDSTATE_SOTA_SHOW_ALLY_ROUND, 0 );
		SetWorldState( WORLDSTATE_SOTA_SHOW_HORDE_ROUND, 1 );
		SetWorldState( WORLDSTATE_SOTA_SHOW_ALLY_DEFENSE, 1 );
		SetWorldState( WORLDSTATE_SOTA_SHOW_HORDE_DEFENSE, 0 );
		SetWorldState( WORLDSTATE_SOTA_SHOW_ALLY_BEACHHEAD1, 0 );
		SetWorldState( WORLDSTATE_SOTA_SHOW_ALLY_BEACHHEAD2, 0 );
		SetWorldState( WORLDSTATE_SOTA_SHOW_HORDE_BEACHHEAD1, 1 );
		SetWorldState( WORLDSTATE_SOTA_SHOW_HORDE_BEACHHEAD2, 1 );
	}

	SpawnControlPoint( SOTA_CONTROL_POINT_EAST_GY,  state );
	SpawnControlPoint( SOTA_CONTROL_POINT_WEST_GY,  state );
	SpawnControlPoint( SOTA_CONTROL_POINT_SOUTH_GY, state );
	SpawnGraveyard( SOTA_GY_ATTACKER_BEACH, Attackers );
	SpawnGraveyard( SOTA_GY_DEFENDER, Defenders );

	if( BattleRound == 2 ){
		// Teleport players to their place and cast preparation on them
		m_mainLock.Acquire();

		for( std::set< Player* >::iterator itr = m_players[ Attackers ].begin(); itr != m_players[ Attackers ].end(); ++itr ){
			Player *p = *itr;
			p->SafeTeleport( p->GetMapId(), p->GetInstanceID(), sotaAttackerStartingPosition[ 0 ] );
			p->CastSpell( p, BG_PREPARATION, true );
		}

		for( std::set< Player* >::iterator itr = m_players[ Defenders ].begin(); itr != m_players[ Defenders ].end(); ++itr ){
			Player *p = *itr;
			p->SafeTeleport( p->GetMapId(), p->GetInstanceID(), sotaDefenderStartingPosition );
			p->CastSpell( p, BG_PREPARATION, true );
		}

		m_mainLock.Release();

		sEventMgr.AddEvent( this, &StrandOfTheAncient::StartRound, EVENT_SOTA_START_ROUND, 1 * 10 * 1000, 1, 0 );
	}
};
Пример #3
0
void IsleOfConquest::SpawnControlPoint(uint32 Id, uint32 Type)
{
    if( Id >= IOC_NUM_CONTROL_POINTS )
        return;

        GameObjectInfo * gi, * gi_aura;
        gi = GameObjectNameStorage.LookupEntry(ControlPointGoIds[Id][Type]);
        if(gi == NULL)
                return;

        controlpoint[ Id ].state = ControlPointTypes( Type );
        // remove old worldstate
        if( controlpoint[ Id ].worldstate != 0 )
            SetWorldState( controlpoint[ Id ].worldstate, 0 );

        gi_aura = gi->sound3 ? GameObjectNameStorage.LookupEntry(gi->sound3) : NULL;

        if( controlpoint[ Id ].banner == NULL)
        {
                controlpoint[ Id ].banner = SpawnGameObject(gi->ID, m_mapMgr->GetMapId(), ControlPointCoordinates[Id][0], ControlPointCoordinates[Id][1],
                ControlPointCoordinates[Id][2], ControlPointCoordinates[Id][3], 0, 35, 1.0f);

                controlpoint[ Id ].banner->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 1);
                controlpoint[ Id ].banner->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_TYPE_ID, gi->Type);
                controlpoint[ Id ].banner->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_ANIMPROGRESS, 100);
                controlpoint[ Id ].banner->SetUInt32Value(GAMEOBJECT_DYNAMIC, 1);
                controlpoint[ Id ].banner->SetUInt32Value(GAMEOBJECT_DISPLAYID, gi->DisplayID);

                switch(Type)
                {
                case IOC_SPAWN_TYPE_ALLIANCE_ASSAULT:
                case IOC_SPAWN_TYPE_ALLIANCE_CONTROLLED:
                        controlpoint[ Id ].banner->SetUInt32Value(GAMEOBJECT_FACTION, 2);
                        break;

                case IOC_SPAWN_TYPE_HORDE_ASSAULT:
                case IOC_SPAWN_TYPE_HORDE_CONTROLLED:
                        controlpoint[ Id ].banner->SetUInt32Value(GAMEOBJECT_FACTION, 1);
                        break;

                default:
                        controlpoint[ Id ].banner->SetUInt32Value(GAMEOBJECT_FACTION, 35);         // neutral
                        break;
                }

                controlpoint[ Id ].banner->bannerslot = static_cast<uint8>( Id );
                controlpoint[ Id ].banner->PushToWorld(m_mapMgr);
        }
        else
        {
                if(controlpoint[ Id ].banner->IsInWorld())
                        controlpoint[ Id ].banner->RemoveFromWorld(false);

                // assign it a new guid (client needs this to see the entry change?)
                controlpoint[ Id ].banner->SetNewGuid(m_mapMgr->GenerateGameobjectGuid());
                controlpoint[ Id ].banner->SetUInt32Value(OBJECT_FIELD_ENTRY, gi->ID);
                controlpoint[ Id ].banner->SetUInt32Value(GAMEOBJECT_DISPLAYID, gi->DisplayID);
                controlpoint[ Id ].banner->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_TYPE_ID, gi->Type);

                switch(Type)
                {
                case IOC_SPAWN_TYPE_ALLIANCE_ASSAULT:
                case IOC_SPAWN_TYPE_ALLIANCE_CONTROLLED:
                        controlpoint[ Id ].banner->SetUInt32Value(GAMEOBJECT_FACTION, 2);
                        break;

                case IOC_SPAWN_TYPE_HORDE_ASSAULT:
                case IOC_SPAWN_TYPE_HORDE_CONTROLLED:
                        controlpoint[ Id ].banner->SetUInt32Value(GAMEOBJECT_FACTION, 1);
                        break;

                default:
                        controlpoint[ Id ].banner->SetUInt32Value(GAMEOBJECT_FACTION, 35);         // neutral
                        break;
                }

                controlpoint[ Id ].banner->SetInfo(gi);
                controlpoint[ Id ].banner->PushToWorld(m_mapMgr);
        }

        switch( Type ){
            case IOC_SPAWN_TYPE_NEUTRAL:
                controlpoint[ Id ].worldstate = NeutralFields[ Id ];
                break;

            case IOC_SPAWN_TYPE_ALLIANCE_ASSAULT:
                controlpoint[ Id ].worldstate = AssaultFields[ Id ][ TEAM_ALLIANCE ];
                break;

            case IOC_SPAWN_TYPE_HORDE_ASSAULT:
                controlpoint[ Id ].worldstate = AssaultFields[ Id ][ TEAM_HORDE ];
                break;

            case IOC_SPAWN_TYPE_ALLIANCE_CONTROLLED:
                controlpoint[ Id ].worldstate = OwnedFields[ Id ][ TEAM_ALLIANCE ];
                SpawnGraveyard( cptogy[ Id ], TEAM_ALLIANCE );
                break;

            case IOC_SPAWN_TYPE_HORDE_CONTROLLED:
                controlpoint[ Id ].worldstate = OwnedFields[ Id ][ TEAM_HORDE ];
                SpawnGraveyard( cptogy[ Id ], TEAM_HORDE );
                break;
        }

        // set new worldstate
        SetWorldState( controlpoint[ Id ].worldstate, 1 );

        if(gi_aura==NULL)
        {
                // remove it if it exists
                if(controlpoint[ Id ].aura!=NULL && controlpoint[ Id ].aura->IsInWorld())
                        controlpoint[ Id ].aura->RemoveFromWorld(false);
                        
                return;
        }

        if(controlpoint[ Id ].aura == NULL)
        {
                controlpoint[ Id ].aura = SpawnGameObject(gi_aura->ID, 628, ControlPointCoordinates[Id][0], ControlPointCoordinates[Id][1],
                ControlPointCoordinates[Id][2], ControlPointCoordinates[Id][3], 0, 35, 5.0f);

                controlpoint[ Id ].aura->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 1);
                controlpoint[ Id ].aura->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_TYPE_ID, 6);
                controlpoint[ Id ].aura->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_ANIMPROGRESS, 100);
                controlpoint[ Id ].aura->bannerauraslot = Id;
                controlpoint[ Id ].aura->PushToWorld(m_mapMgr);
        }
        else
        {
                if(controlpoint[ Id ].aura->IsInWorld())
                        controlpoint[ Id ].aura->RemoveFromWorld(false);

                // re-spawn the aura
                controlpoint[ Id ].aura->SetNewGuid(m_mapMgr->GenerateGameobjectGuid());
                controlpoint[ Id ].aura->SetUInt32Value(OBJECT_FIELD_ENTRY, gi_aura->ID);
                controlpoint[ Id ].aura->SetUInt32Value(GAMEOBJECT_DISPLAYID, gi_aura->DisplayID);
                controlpoint[ Id ].aura->SetInfo(gi_aura);
                controlpoint[ Id ].aura->PushToWorld(m_mapMgr);
        }       
}
Пример #4
0
void IsleOfConquest::OnCreate(){
    // generals/leaders!
    generals[ TEAM_ALLIANCE ] = SpawnCreature(34924, 214.77f, -830.73f, 60.81f, 0.07f, 1 ); // High Commander Halford Wyrmbane (ALLIANCE)
    generals[ TEAM_HORDE ]   = SpawnCreature(34922, 1296.57f, -765.78f, 69.98f, 6.22f, 2 ); // Overlord Agmar (not sure this is the good general) (HORDE)
    
    // Spawn const spiritguides
    SpawnGraveyard( IOC_GY_ALLIANCE, TEAM_ALLIANCE );
    SpawnGraveyard( IOC_GY_HORDE, TEAM_HORDE );
    
    // Spawn Teleporters
    for( uint32 i = 0; i < 3; i++ ){
        teleporter[ i ].teleporter = SpawnGameObject( IOC_TELEPORTER_A_IN, 628, iocTransporterLocation[i][0], iocTransporterLocation[i][1], iocTransporterLocation[i][2], iocTransporterLocation[i][3], 0, 1, 1.0f);
        teleporter[ i ].teleporter->PushToWorld(m_mapMgr);
    }
    
    for( uint32 i = 3; i < 6; i++ ){
        teleporter[ i ].teleporter = SpawnGameObject( IOC_TELEPORTER_A_OUT, 628, iocTransporterLocation[i][0], iocTransporterLocation[i][1], iocTransporterLocation[i][2], iocTransporterLocation[i][3], 0, 1, 1.0f);
        teleporter[ i ].teleporter->PushToWorld(m_mapMgr);
    }
    
    for( uint32 i = 6; i < 9; i++ ){
        teleporter[ i ].teleporter = SpawnGameObject( IOC_TELEPORTER_H_IN, 628, iocTransporterLocation[i][0], iocTransporterLocation[i][1], iocTransporterLocation[i][2], iocTransporterLocation[i][3], 0, 2, 1.0f);
        teleporter[ i ].teleporter->PushToWorld(m_mapMgr);
    }
    
    for( uint32 i = 9; i < 12; i++ ){
        teleporter[ i ].teleporter = SpawnGameObject( IOC_TELEPORTER_H_OUT, 628, iocTransporterLocation[i][0], iocTransporterLocation[i][1], iocTransporterLocation[i][2], iocTransporterLocation[i][3], 0, 2, 1.0f);
        teleporter[ i ].teleporter->PushToWorld(m_mapMgr);
    }
    
    // spawn teleporter effects
    for( uint32 i = 0; i < 6; i++ ){
        teleporter[ i ].effect = SpawnGameObject(TELEPORTER_EFFECT_A, 628, iocTransporterLocation[i][0], iocTransporterLocation[i][1], iocTransporterLocation[i][2], iocTransporterLocation[i][3], 0, 1, 1.0f);
        teleporter[ i ].effect->PushToWorld(m_mapMgr);
    }
    
    for( uint32 i = 6; i < 12; i++ ){
        teleporter[ i ].effect = SpawnGameObject(TELEPORTER_EFFECT_H, 628, iocTransporterLocation[i][0], iocTransporterLocation[i][1], iocTransporterLocation[i][2], iocTransporterLocation[i][3], 0, 1, 1.0f);
        teleporter[ i ].effect->PushToWorld(m_mapMgr);
    }
    
    // Spawn Alliance gates
    for( uint32 i = 0; i < 3; i++ ){
        gates[ TEAM_ALLIANCE ][ i ].gate = SpawnGameObject( allygateids[ i ], 628, allygatelocations[ i ][ 0 ],  allygatelocations[ i ][ 1 ], allygatelocations[ i ][ 2 ], allygatelocations[ i ][ 3 ], 0, 1, 1.0f );
        gates[ TEAM_ALLIANCE ][ i ].gate->PushToWorld( m_mapMgr );
        gates[ TEAM_ALLIANCE ][ i ].dyngate = SpawnGameObject( IOC_DYNAMIC_GATE_ALLY, 628, allygatelocations[ i ][ 0 ],  allygatelocations[ i ][ 1 ], allygatelocations[ i ][ 2 ], allygatelocations[ i ][ 3 ], 0, 1, 1.0f );
        gates[ TEAM_ALLIANCE ][ i ].dyngate->SetFlags( GAMEOBJECT_FLAG_UNTARGETABLE );
        gates[ TEAM_ALLIANCE ][ i ].dyngate->PushToWorld( m_mapMgr );
    }
    
    //Spawn Horde gates
    for( uint32 i = 0; i < 3; i++ ){
        gates[ TEAM_HORDE ][ i ].gate = SpawnGameObject( hordegateids[ i ], 628, hordegatelocations[ i ][ 0 ],  hordegatelocations[ i ][ 1 ], hordegatelocations[ i ][ 2 ], hordegatelocations[ i ][ 3 ], 0, 2, 1.0f );
        gates[ TEAM_HORDE ][ i ].gate->PushToWorld( m_mapMgr );
        gates[ TEAM_HORDE ][ i ].dyngate = SpawnGameObject( IOC_DYNAMIC_GATE_HORDE, 628, hordegatelocations[ i ][ 0 ],  hordegatelocations[ i ][ 1 ], hordegatelocations[ i ][ 2 ], hordegatelocations[ i ][ 3 ], 0, 2, 1.0f );
        gates[ TEAM_HORDE ][ i ].dyngate->SetFlags( GAMEOBJECT_FLAG_UNTARGETABLE );
        gates[ TEAM_HORDE ][ i ].dyngate->PushToWorld( m_mapMgr );
    }

    //Spawn ally towergates
    for( uint32 i = 0; i < 2; i++ ){
        towergates[ TEAM_ALLIANCE ][ i ] = SpawnGameObject( 195436, AllyTowerGates[ i ], 0, 35, 1.0f );
        towergates[ TEAM_ALLIANCE ][ i ]->SetFlags( GAMEOBJECT_FLAG_UNTARGETABLE );
        towergates[ TEAM_ALLIANCE ][ i ]->PushToWorld( m_mapMgr );
    }

    //Spawn horde towergates
    for( uint32 i = 0; i < 2; i++ ){
        towergates[ TEAM_HORDE ][ i ] = SpawnGameObject( 195437, HordeTowerGates[ i ], 0, 35, 0.5f );
        towergates[ TEAM_HORDE ][ i ]->SetFlags( GAMEOBJECT_FLAG_UNTARGETABLE );
        towergates[ TEAM_HORDE ][ i ]->PushToWorld( m_mapMgr );
    }

    //Spawn Alliance keep canons
    for( uint32 i = 0; i < 12; i++ )
        SpawnCreature( 34944, AllyKeepCanons[ i ], 1 );

    //Spawn Horde keep canons
    for( uint32 i = 0; i < 13; i++ )
        SpawnCreature( 34944, HordeKeepCanons[ i ], 2 );

    //Spawn Alliance Keep guards
    for( uint32 i = 0; i < 4; i++ )
        SpawnCreature( 34919, AllyGuards[ i ], 1 );

    //Spawn Horde Keep guards
    for( uint32 i = 0; i < 4; i++ )
        SpawnCreature( 34918, HordeGuards[ i ], 2 );
    
    // Flagpole
    for( uint32 i = 0; i < IOC_NUM_CONTROL_POINTS; ++i ){
        controlpoint[ i ].pole = SpawnGameObject(IOC_FLAGPOLE, 628, ControlPointCoordinates[i][0], ControlPointCoordinates[i][1], ControlPointCoordinates[i][2], ControlPointCoordinates[i][3], 0, 35, 1.0f);
        controlpoint[ i ].pole->PushToWorld(m_mapMgr);
    }
    
    SpawnControlPoint(IOC_CONTROL_POINT_REFINERY,           IOC_SPAWN_TYPE_NEUTRAL);
    SpawnControlPoint(IOC_CONTROL_POINT_QUARRY,             IOC_SPAWN_TYPE_NEUTRAL);
    SpawnControlPoint(IOC_CONTROL_POINT_DOCKS,              IOC_SPAWN_TYPE_NEUTRAL);
    SpawnControlPoint(IOC_CONTROL_POINT_HANGAR,             IOC_SPAWN_TYPE_NEUTRAL);
    SpawnControlPoint(IOC_CONTROL_POINT_WORKSHOP,           IOC_SPAWN_TYPE_NEUTRAL);
    SpawnControlPoint(IOC_CONTROL_POINT_ALLIANCE_KEEP,      IOC_SPAWN_TYPE_ALLIANCE_CONTROLLED);
    SpawnControlPoint(IOC_CONTROL_POINT_HORDE_KEEP,         IOC_SPAWN_TYPE_HORDE_CONTROLLED);
}
Пример #5
0
void IsleOfConquest::SpawnControlPoint(uint32 Id, uint32 Type)
{
    if (Id >= IOC_NUM_CONTROL_POINTS)
        return;

    auto gameobject_info = sMySQLStore.GetGameObjectInfo(ControlPointGoIds[Id][Type]);
    if (gameobject_info == nullptr)
        return;

    controlpoint[Id].state = ControlPointTypes(Type);
    // remove old worldstate
    if (controlpoint[Id].worldstate != 0)
        SetWorldState(controlpoint[Id].worldstate, 0);

    auto gi_aura = gameobject_info->raw.parameter_3 ? sMySQLStore.GetGameObjectInfo(gameobject_info->raw.parameter_3) : nullptr;

    if (controlpoint[Id].banner == nullptr)
    {
        controlpoint[Id].banner = SpawnGameObject(gameobject_info->entry, m_mapMgr->GetMapId(), ControlPointCoordinates[Id][0], ControlPointCoordinates[Id][1],
            ControlPointCoordinates[Id][2], ControlPointCoordinates[Id][3], 0, 35, 1.0f);

        controlpoint[Id].banner->SetState(GO_STATE_CLOSED);
        controlpoint[Id].banner->SetType(static_cast<uint8>(gameobject_info->type));
        controlpoint[Id].banner->SetAnimProgress(100);
        controlpoint[Id].banner->Activate();
        controlpoint[Id].banner->SetDisplayId(gameobject_info->display_id);

        switch (Type)
        {
            case IOC_SPAWN_TYPE_ALLIANCE_ASSAULT:
            case IOC_SPAWN_TYPE_ALLIANCE_CONTROLLED:
                controlpoint[Id].banner->SetFaction(2);
                break;

            case IOC_SPAWN_TYPE_HORDE_ASSAULT:
            case IOC_SPAWN_TYPE_HORDE_CONTROLLED:
                controlpoint[Id].banner->SetFaction(1);
                break;

            default:
                controlpoint[Id].banner->SetFaction(35);         // neutral
                break;
        }

        controlpoint[Id].banner->PushToWorld(m_mapMgr);
    }
    else
    {
        if (controlpoint[Id].banner->IsInWorld())
            controlpoint[Id].banner->RemoveFromWorld(false);

        // assign it a new guid (client needs this to see the entry change?)
        controlpoint[Id].banner->SetNewGuid(m_mapMgr->GenerateGameobjectGuid());
        controlpoint[Id].banner->SetEntry(gameobject_info->entry);
        controlpoint[Id].banner->SetDisplayId(gameobject_info->display_id);
        controlpoint[Id].banner->SetType(static_cast<uint8>(gameobject_info->type));

        switch (Type)
        {
            case IOC_SPAWN_TYPE_ALLIANCE_ASSAULT:
            case IOC_SPAWN_TYPE_ALLIANCE_CONTROLLED:
                controlpoint[Id].banner->SetUInt32Value(GAMEOBJECT_FACTION, 2);
                break;

            case IOC_SPAWN_TYPE_HORDE_ASSAULT:
            case IOC_SPAWN_TYPE_HORDE_CONTROLLED:
                controlpoint[Id].banner->SetUInt32Value(GAMEOBJECT_FACTION, 1);
                break;

            default:
                controlpoint[Id].banner->SetUInt32Value(GAMEOBJECT_FACTION, 35);         // neutral
                break;
        }

        controlpoint[Id].banner->SetInfo(gameobject_info);
        controlpoint[Id].banner->PushToWorld(m_mapMgr);
    }

    switch (Type)
    {
        case IOC_SPAWN_TYPE_NEUTRAL:
            controlpoint[Id].worldstate = NeutralFields[Id];
            break;

        case IOC_SPAWN_TYPE_ALLIANCE_ASSAULT:
            controlpoint[Id].worldstate = AssaultFields[Id][TEAM_ALLIANCE];
            break;

        case IOC_SPAWN_TYPE_HORDE_ASSAULT:
            controlpoint[Id].worldstate = AssaultFields[Id][TEAM_HORDE];
            break;

        case IOC_SPAWN_TYPE_ALLIANCE_CONTROLLED:
            controlpoint[Id].worldstate = OwnedFields[Id][TEAM_ALLIANCE];
            SpawnGraveyard(cptogy[Id], TEAM_ALLIANCE);
            break;

        case IOC_SPAWN_TYPE_HORDE_CONTROLLED:
            controlpoint[Id].worldstate = OwnedFields[Id][TEAM_HORDE];
            SpawnGraveyard(cptogy[Id], TEAM_HORDE);
            break;
    }

    // set new worldstate
    SetWorldState(controlpoint[Id].worldstate, 1);

    if (gi_aura == nullptr)
    {
        // remove it if it exists
        if (controlpoint[Id].aura != nullptr && controlpoint[Id].aura->IsInWorld())
            controlpoint[Id].aura->RemoveFromWorld(false);

        return;
    }

    if (controlpoint[Id].aura == nullptr)
    {
        controlpoint[Id].aura = SpawnGameObject(gi_aura->entry, 628, ControlPointCoordinates[Id][0], ControlPointCoordinates[Id][1],
            ControlPointCoordinates[Id][2], ControlPointCoordinates[Id][3], 0, 35, 5.0f);

        controlpoint[Id].aura->SetState(GO_STATE_CLOSED);
        controlpoint[Id].aura->SetType(GAMEOBJECT_TYPE_TRAP);
        controlpoint[Id].aura->SetAnimProgress(100);
        controlpoint[Id].aura->PushToWorld(m_mapMgr);
    }
    else
    {
        if (controlpoint[Id].aura->IsInWorld())
            controlpoint[Id].aura->RemoveFromWorld(false);

        // re-spawn the aura
        controlpoint[Id].aura->SetNewGuid(m_mapMgr->GenerateGameobjectGuid());
        controlpoint[Id].aura->SetEntry(gi_aura->entry);
        controlpoint[Id].aura->SetDisplayId(gi_aura->display_id);
        controlpoint[Id].aura->SetInfo(gi_aura);
        controlpoint[Id].aura->PushToWorld(m_mapMgr);
    }
}