Пример #1
0
void BattlegroundAB::FillInitialWorldStates(WorldStateBuilder& builder)
{
    const uint8 plusArray[] = {0, 2, 3, 0, 1};

    // Node icons
    for (uint8 node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
        builder.AppendState(BG_AB_OP_NODEICONS[node], (m_Nodes[node] == 0) ? 1 : 0);

    // Node occupied states
    for (uint8 node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
        for (uint8 i = 1; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
            builder.AppendState(BG_AB_OP_NODESTATES[node] + plusArray[i], (m_Nodes[node] == i) ? 1 : 0);

    // How many bases each team owns
    uint8 ally = 0, horde = 0;
    for (uint8 node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
        if (m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_OCCUPIED)
            ++ally;
        else if (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_OCCUPIED)
            ++horde;

    builder.AppendState(BG_AB_OP_OCCUPIED_BASES_ALLY, ally);
    builder.AppendState(BG_AB_OP_OCCUPIED_BASES_HORDE, horde);

    // Team scores
    builder.AppendState(BG_AB_OP_RESOURCES_MAX, BG_AB_MAX_TEAM_SCORE);
    builder.AppendState(BG_AB_OP_RESOURCES_WARNING, BG_AB_WARNING_NEAR_VICTORY_SCORE);
    builder.AppendState(BG_AB_OP_RESOURCES_ALLY, m_TeamScores[TEAM_ALLIANCE]);
    builder.AppendState(BG_AB_OP_RESOURCES_HORDE, m_TeamScores[TEAM_HORDE]);

    // other unknown
    builder.AppendState(0x745, 0x2);           // 37 1861 unk
}
Пример #2
0
void OutdoorPvPZM::FillInitialWorldStates(WorldStateBuilder& builder)
{
    builder.AppendState(ZM_WORLDSTATE_UNK_1, 1);
 
    for (OPvPCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr)
    {
        itr->second->FillInitialWorldStates(builder);
    }
}
Пример #3
0
void OPvPCapturePointHP::FillInitialWorldStates(WorldStateBuilder& builder)
{
    switch (m_State)
    {
        case OBJECTIVESTATE_ALLIANCE:
        case OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE:
            builder.AppendState(HP_MAP_N[m_TowerType], 0);
            builder.AppendState(HP_MAP_A[m_TowerType], 1);
            builder.AppendState(HP_MAP_H[m_TowerType], 0);
            break;
        case OBJECTIVESTATE_HORDE:
        case OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE:
            builder.AppendState(HP_MAP_N[m_TowerType], 0);
            builder.AppendState(HP_MAP_A[m_TowerType], 0);
            builder.AppendState(HP_MAP_H[m_TowerType], 1);
            break;
        case OBJECTIVESTATE_NEUTRAL:
        case OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE:
        case OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE:
        default:
            builder.AppendState(HP_MAP_N[m_TowerType], 1);
            builder.AppendState(HP_MAP_A[m_TowerType], 0);
            builder.AppendState(HP_MAP_H[m_TowerType], 0);
            break;
    }
}
Пример #4
0
void BattlefieldWG::FillInitialWorldStates(WorldStateBuilder& builder)
{
    builder.AppendState(BATTLEFIELD_WG_WORLD_STATE_ATTACKER, GetAttackerTeam());
    builder.AppendState(BATTLEFIELD_WG_WORLD_STATE_DEFENDER, GetDefenderTeam());
    builder.AppendState(BATTLEFIELD_WG_WORLD_STATE_ACTIVE, IsWarTime() ? 0 : 1); // Note: cleanup these two, their names look awkward
    builder.AppendState(BATTLEFIELD_WG_WORLD_STATE_SHOW_WORLDSTATE, IsWarTime() ? 1 : 0);

    for (uint32 i = 0; i < 2; ++i)
        builder.AppendState(ClockWorldState[i], uint32(time(NULL) + (m_Timer / 1000)));

    builder.AppendState(BATTLEFIELD_WG_WORLD_STATE_VEHICLE_H, GetData(BATTLEFIELD_WG_DATA_VEHICLE_H));
    builder.AppendState(BATTLEFIELD_WG_WORLD_STATE_MAX_VEHICLE_H, GetData(BATTLEFIELD_WG_DATA_MAX_VEHICLE_H));
    builder.AppendState(BATTLEFIELD_WG_WORLD_STATE_VEHICLE_A, GetData(BATTLEFIELD_WG_DATA_VEHICLE_A));
    builder.AppendState(BATTLEFIELD_WG_WORLD_STATE_MAX_VEHICLE_A, GetData(BATTLEFIELD_WG_DATA_MAX_VEHICLE_A));

    for (GameObjectBuilding::const_iterator itr = BuildingsInZone.begin(); itr != BuildingsInZone.end(); ++itr)
        builder.AppendState((*itr)->m_WorldState, (*itr)->m_State);

    for (Workshop::const_iterator itr = WorkshopsList.begin(); itr != WorkshopsList.end(); ++itr)
        if (*itr)
            builder.AppendState(WorkshopsData[(*itr)->workshopId].worldstate, (*itr)->state);
}
Пример #5
0
void OPvPCapturePointZM_Beacon::FillInitialWorldStates(WorldStateBuilder& builder)
{
    builder.AppendState(ZMBeaconInfo[m_TowerType].ui_tower_n, bool(m_TowerState & ZM_TOWERSTATE_N));
    builder.AppendState(ZMBeaconInfo[m_TowerType].map_tower_n, bool(m_TowerState & ZM_TOWERSTATE_N));
    builder.AppendState(ZMBeaconInfo[m_TowerType].ui_tower_a, bool(m_TowerState & ZM_TOWERSTATE_A));
    builder.AppendState(ZMBeaconInfo[m_TowerType].map_tower_a, bool(m_TowerState & ZM_TOWERSTATE_A));
    builder.AppendState(ZMBeaconInfo[m_TowerType].ui_tower_h, bool(m_TowerState & ZM_TOWERSTATE_H));
    builder.AppendState(ZMBeaconInfo[m_TowerType].map_tower_h, bool(m_TowerState & ZM_TOWERSTATE_H));
}
Пример #6
0
void OPvPCapturePointZM_GraveYard::FillInitialWorldStates(WorldStateBuilder& builder)
{
    builder.AppendState(ZM_MAP_GRAVEYARD_N, bool(m_GraveYardState & ZM_GRAVEYARD_N));
    builder.AppendState(ZM_MAP_GRAVEYARD_H, bool(m_GraveYardState & ZM_GRAVEYARD_H));
    builder.AppendState(ZM_MAP_GRAVEYARD_A, bool(m_GraveYardState & ZM_GRAVEYARD_A));

    builder.AppendState(ZM_MAP_ALLIANCE_FLAG_READY, m_BothControllingFaction == ALLIANCE);
    builder.AppendState(ZM_MAP_ALLIANCE_FLAG_NOT_READY, m_BothControllingFaction != ALLIANCE);
    builder.AppendState(ZM_MAP_HORDE_FLAG_READY, m_BothControllingFaction == HORDE);
    builder.AppendState(ZM_MAP_HORDE_FLAG_NOT_READY, m_BothControllingFaction != HORDE);
}
Пример #7
0
void OutdoorPvPHP::FillInitialWorldStates(WorldStateBuilder& builder)
{
    builder.AppendState(HP_UI_TOWER_DISPLAY_A, 1);
    builder.AppendState(HP_UI_TOWER_DISPLAY_H, 1);
    builder.AppendState(HP_UI_TOWER_COUNT_A, m_AllianceTowersControlled);
    builder.AppendState(HP_UI_TOWER_COUNT_H, m_HordeTowersControlled);
    builder.AppendState(HP_UI_TOWER_SLIDER_DISPLAY, 0);
    builder.AppendState(HP_UI_TOWER_SLIDER_POS, 50);
    builder.AppendState(HP_UI_TOWER_SLIDER_N, 100);

    for (OPvPCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr)
    {
        itr->second->FillInitialWorldStates(builder);
    }
}
Пример #8
0
void BattlegroundIC::FillInitialWorldStates(WorldStateBuilder& builder)
{
    builder.AppendState(BG_IC_ALLIANCE_RENFORT_SET, 1);
    builder.AppendState(BG_IC_HORDE_RENFORT_SET, 1);
    builder.AppendState(BG_IC_ALLIANCE_RENFORT, factionReinforcements[TEAM_ALLIANCE]);
    builder.AppendState(BG_IC_HORDE_RENFORT, factionReinforcements[TEAM_HORDE]);

    for (uint8 i = 0; i < MAX_FORTRESS_GATES_SPAWNS; ++i)
    {
        uint32 uws = GetWorldStateFromGateEntry(BG_IC_ObjSpawnlocs[i].entry, GateStatus[GetGateIDFromEntry(BG_IC_ObjSpawnlocs[i].entry)] == BG_IC_GATE_DESTROYED ? true : false);
        builder.AppendState(uws, 1);
    }

    for (uint8 i = 0; i < MAX_NODE_TYPES; ++i)
        builder.AppendState(nodePoint[i].worldStates[nodePoint[i].nodeState], 1);
}
Пример #9
0
void OPvPCapturePointTF::FillInitialWorldStates(WorldStateBuilder& builder)
{
    builder.AppendState(TFTowerWorldStates[m_TowerType].n, bool(m_TowerState & TF_TOWERSTATE_N));
    builder.AppendState(TFTowerWorldStates[m_TowerType].h, bool(m_TowerState & TF_TOWERSTATE_H));
    builder.AppendState(TFTowerWorldStates[m_TowerType].a, bool(m_TowerState & TF_TOWERSTATE_A));
}
Пример #10
0
void BattlegroundWS::FillInitialWorldStates(WorldStateBuilder& builder)
{
    builder.AppendState(BG_WS_FLAG_CAPTURES_ALLIANCE, GetTeamScore(TEAM_ALLIANCE));
    builder.AppendState(BG_WS_FLAG_CAPTURES_HORDE, GetTeamScore(TEAM_HORDE));

    if (_flagState[TEAM_ALLIANCE] == BG_WS_FLAG_STATE_ON_GROUND)
        builder.AppendState(BG_WS_FLAG_UNK_ALLIANCE, -1);
    else if (_flagState[TEAM_ALLIANCE] == BG_WS_FLAG_STATE_ON_PLAYER)
        builder.AppendState(BG_WS_FLAG_UNK_ALLIANCE, 1);
    else
        builder.AppendState(BG_WS_FLAG_UNK_ALLIANCE, 0);

    if (_flagState[TEAM_HORDE] == BG_WS_FLAG_STATE_ON_GROUND)
        builder.AppendState(BG_WS_FLAG_UNK_HORDE, -1);
    else if (_flagState[TEAM_HORDE] == BG_WS_FLAG_STATE_ON_PLAYER)
        builder.AppendState(BG_WS_FLAG_UNK_HORDE, 1);
    else
        builder.AppendState(BG_WS_FLAG_UNK_HORDE, 0);

    builder.AppendState(BG_WS_FLAG_CAPTURES_MAX, BG_WS_MAX_TEAM_SCORE);

    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        builder.AppendState(BG_WS_STATE_TIMER_ACTIVE, 1);
        builder.AppendState(BG_WS_STATE_TIMER, 25-_minutesElapsed);
    }
    else
        builder.AppendState(BG_WS_STATE_TIMER_ACTIVE, 0);

    if (_flagState[TEAM_HORDE] == BG_WS_FLAG_STATE_ON_PLAYER)
        builder.AppendState(BG_WS_FLAG_STATE_HORDE, 2);
    else
        builder.AppendState(BG_WS_FLAG_STATE_HORDE, 1);

    if (_flagState[TEAM_ALLIANCE] == BG_WS_FLAG_STATE_ON_PLAYER)
        builder.AppendState(BG_WS_FLAG_STATE_ALLIANCE, 2);
    else
        builder.AppendState(BG_WS_FLAG_STATE_ALLIANCE, 1);
}
Пример #11
0
void BattlegroundRV::FillInitialWorldStates(WorldStateBuilder& builder)
{
    builder.AppendState(BG_RV_WORLD_STATE_A, GetAlivePlayersCountByTeam(ALLIANCE));
    builder.AppendState(BG_RV_WORLD_STATE_H, GetAlivePlayersCountByTeam(HORDE));
    builder.AppendState(BG_RV_WORLD_STATE, 1);
}
Пример #12
0
void BattlegroundEY::FillInitialWorldStates(WorldStateBuilder& builder)
{
    builder.AppendState(EY_HORDE_BASE, m_TeamPointsCount[TEAM_HORDE]);
    builder.AppendState(EY_ALLIANCE_BASE, m_TeamPointsCount[TEAM_ALLIANCE]);
    builder.AppendState(0xab6, 0x0);
    builder.AppendState(0xab5, 0x0);
    builder.AppendState(0xab4, 0x0);
    builder.AppendState(0xab3, 0x0);
    builder.AppendState(0xab2, 0x0);
    builder.AppendState(0xab1, 0x0);
    builder.AppendState(0xab0, 0x0);
    builder.AppendState(0xaaf, 0x0);

    builder.AppendState(DRAENEI_RUINS_HORDE_CONTROL,      m_PointOwnedByTeam[DRAENEI_RUINS] == HORDE && m_PointState[DRAENEI_RUINS] == EY_POINT_UNDER_CONTROL);

    builder.AppendState(DRAENEI_RUINS_ALLIANCE_CONTROL,   m_PointOwnedByTeam[DRAENEI_RUINS] == ALLIANCE && m_PointState[DRAENEI_RUINS] == EY_POINT_UNDER_CONTROL);

    builder.AppendState(DRAENEI_RUINS_UNCONTROL,          m_PointState[DRAENEI_RUINS] != EY_POINT_UNDER_CONTROL);

    builder.AppendState(MAGE_TOWER_ALLIANCE_CONTROL,      m_PointOwnedByTeam[MAGE_TOWER] == ALLIANCE && m_PointState[MAGE_TOWER] == EY_POINT_UNDER_CONTROL);

    builder.AppendState(MAGE_TOWER_HORDE_CONTROL,         m_PointOwnedByTeam[MAGE_TOWER] == HORDE && m_PointState[MAGE_TOWER] == EY_POINT_UNDER_CONTROL);

    builder.AppendState(MAGE_TOWER_UNCONTROL,             m_PointState[MAGE_TOWER] != EY_POINT_UNDER_CONTROL);

    builder.AppendState(FEL_REAVER_HORDE_CONTROL,         m_PointOwnedByTeam[FEL_REAVER] == HORDE && m_PointState[FEL_REAVER] == EY_POINT_UNDER_CONTROL);

    builder.AppendState(FEL_REAVER_ALLIANCE_CONTROL,      m_PointOwnedByTeam[FEL_REAVER] == ALLIANCE && m_PointState[FEL_REAVER] == EY_POINT_UNDER_CONTROL);

    builder.AppendState(FEL_REAVER_UNCONTROL,             m_PointState[FEL_REAVER] != EY_POINT_UNDER_CONTROL);

    builder.AppendState(BLOOD_ELF_HORDE_CONTROL,          m_PointOwnedByTeam[BLOOD_ELF] == HORDE && m_PointState[BLOOD_ELF] == EY_POINT_UNDER_CONTROL);

    builder.AppendState(BLOOD_ELF_ALLIANCE_CONTROL,       m_PointOwnedByTeam[BLOOD_ELF] == ALLIANCE && m_PointState[BLOOD_ELF] == EY_POINT_UNDER_CONTROL);

    builder.AppendState(BLOOD_ELF_UNCONTROL,              m_PointState[BLOOD_ELF] != EY_POINT_UNDER_CONTROL);

    builder.AppendState(NETHERSTORM_FLAG,                 m_FlagState == BG_EY_FLAG_STATE_ON_BASE);

    builder.AppendState(0xad2, 0x1);
    builder.AppendState(0xad1, 0x1);
    builder.AppendState(0xabe, GetTeamScore(TEAM_HORDE));
    builder.AppendState(0xabd, GetTeamScore(TEAM_ALLIANCE));
    builder.AppendState(0xa05, 0x8e);
    builder.AppendState(0xaa0, 0x0);
    builder.AppendState(0xa9f, 0x0);
    builder.AppendState(0xa9e, 0x0);
    builder.AppendState(0xc0d, 0x17b);
}
Пример #13
0
void BattlegroundDS::FillInitialWorldStates(WorldStateBuilder& builder)
{
    builder.AppendState(3610, 1);                                              // 9 show
    UpdateArenaWorldState();
}
Пример #14
0
void BattlegroundNA::FillInitialWorldStates(WorldStateBuilder &builder)
{
    builder.AppendState(0xa11, 1);           // 9
    UpdateArenaWorldState();
}
Пример #15
0
void OutdoorPvPSI::FillInitialWorldStates(WorldStateBuilder& builder)
{
    builder.AppendState(SI_GATHERED_A, m_Gathered_A);
    builder.AppendState(SI_GATHERED_H, m_Gathered_H);
    builder.AppendState(SI_SILITHYST_MAX, SI_MAX_RESOURCES);
}
Пример #16
0
void OutdoorPvPTF::FillInitialWorldStates(WorldStateBuilder& builder)
{
    builder.AppendState(TF_UI_TOWER_SLIDER_POS, 50);
    builder.AppendState(TF_UI_TOWER_SLIDER_N, 100);
    builder.AppendState(TF_UI_TOWER_SLIDER_DISPLAY, 0);

    builder.AppendState(TF_UI_TOWER_COUNT_H, m_HordeTowersControlled);
    builder.AppendState(TF_UI_TOWER_COUNT_A, m_AllianceTowersControlled);
    builder.AppendState(TF_UI_TOWERS_CONTROLLED_DISPLAY, !m_IsLocked);

    builder.AppendState(TF_UI_LOCKED_TIME_MINUTES_FIRST_DIGIT, first_digit);
    builder.AppendState(TF_UI_LOCKED_TIME_MINUTES_SECOND_DIGIT, second_digit);
    builder.AppendState(TF_UI_LOCKED_TIME_HOURS, hours_left);

    builder.AppendState(TF_UI_LOCKED_DISPLAY_NEUTRAL, m_IsLocked && !m_HordeTowersControlled && !m_AllianceTowersControlled);
    builder.AppendState(TF_UI_LOCKED_DISPLAY_HORDE, m_IsLocked && (m_HordeTowersControlled > m_AllianceTowersControlled));
    builder.AppendState(TF_UI_LOCKED_DISPLAY_ALLIANCE, m_IsLocked && (m_HordeTowersControlled < m_AllianceTowersControlled));

    for (OPvPCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr)
    {
        itr->second->FillInitialWorldStates(builder);
    }
}
Пример #17
0
void BattlegroundSA::FillInitialWorldStates(WorldStateBuilder& builder)
{
  uint32 ally_attacks = uint32(Attackers == TEAM_ALLIANCE ? 1 : 0);
  uint32 horde_attacks = uint32(Attackers == TEAM_HORDE ? 1 : 0);

  builder.AppendState(BG_SA_ANCIENT_GATEWS, GateStatus[BG_SA_ANCIENT_GATE]);
  builder.AppendState(BG_SA_YELLOW_GATEWS, GateStatus[BG_SA_YELLOW_GATE]);
  builder.AppendState(BG_SA_GREEN_GATEWS, GateStatus[BG_SA_GREEN_GATE]);
  builder.AppendState(BG_SA_BLUE_GATEWS, GateStatus[BG_SA_BLUE_GATE]);
  builder.AppendState(BG_SA_RED_GATEWS, GateStatus[BG_SA_RED_GATE]);
  builder.AppendState(BG_SA_PURPLE_GATEWS, GateStatus[BG_SA_PURPLE_GATE]);

  builder.AppendState(BG_SA_BONUS_TIMER, 0);

  builder.AppendState(BG_SA_HORDE_ATTACKS, horde_attacks);
  builder.AppendState(BG_SA_ALLY_ATTACKS, ally_attacks);

  //Time will be sent on first update...
  builder.AppendState(BG_SA_ENABLE_TIMER, TimerEnabled ? 1 : 0);
  builder.AppendState(BG_SA_TIMER_MINS, 0);
  builder.AppendState(BG_SA_TIMER_SEC_TENS, 0);
  builder.AppendState(BG_SA_TIMER_SEC_DECS, 0);

  builder.AppendState(BG_SA_RIGHT_GY_HORDE, GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);
  builder.AppendState(BG_SA_LEFT_GY_HORDE, GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);
  builder.AppendState(BG_SA_CENTER_GY_HORDE, GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);

  builder.AppendState(BG_SA_RIGHT_GY_ALLIANCE, GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);
  builder.AppendState(BG_SA_LEFT_GY_ALLIANCE, GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);
  builder.AppendState(BG_SA_CENTER_GY_ALLIANCE, GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);

  builder.AppendState(BG_SA_HORDE_DEFENCE_TOKEN, ally_attacks);
  builder.AppendState(BG_SA_ALLIANCE_DEFENCE_TOKEN, horde_attacks);

  builder.AppendState(BG_SA_LEFT_ATT_TOKEN_HRD, horde_attacks);
  builder.AppendState(BG_SA_RIGHT_ATT_TOKEN_HRD, horde_attacks);
  builder.AppendState(BG_SA_RIGHT_ATT_TOKEN_ALL, ally_attacks);
  builder.AppendState(BG_SA_LEFT_ATT_TOKEN_ALL, ally_attacks);
}
Пример #18
0
void OPvPCapturePointNA::FillInitialWorldStates(WorldStateBuilder& builder)
{
    if (m_ControllingFaction == ALLIANCE)
    {
        builder.AppendState(NA_UI_HORDE_GUARDS_SHOW, 0);
        builder.AppendState(NA_UI_ALLIANCE_GUARDS_SHOW, 1);
    }
    else if (m_ControllingFaction == HORDE)
    {
        builder.AppendState(NA_UI_HORDE_GUARDS_SHOW, 1);
        builder.AppendState(NA_UI_ALLIANCE_GUARDS_SHOW, 0);
    }
    else
    {
        builder.AppendState(NA_UI_HORDE_GUARDS_SHOW, 0);
        builder.AppendState(NA_UI_ALLIANCE_GUARDS_SHOW, 0);
    }

    builder.AppendState(NA_UI_GUARDS_MAX,  NA_GUARDS_MAX);
    builder.AppendState(NA_UI_GUARDS_LEFT, m_GuardsAlive);

    builder.AppendState(NA_UI_TOWER_SLIDER_DISPLAY, 0);
    builder.AppendState(NA_UI_TOWER_SLIDER_POS, 50);
    builder.AppendState(NA_UI_TOWER_SLIDER_N, 100);

    builder.AppendState(NA_MAP_WYVERN_NORTH_NEU_H, bool(m_WyvernStateNorth & WYVERN_NEU_HORDE));
    builder.AppendState(NA_MAP_WYVERN_NORTH_NEU_A, bool(m_WyvernStateNorth & WYVERN_NEU_ALLIANCE));
    builder.AppendState(NA_MAP_WYVERN_NORTH_H, bool(m_WyvernStateNorth & WYVERN_HORDE));
    builder.AppendState(NA_MAP_WYVERN_NORTH_A, bool(m_WyvernStateNorth & WYVERN_ALLIANCE));

    builder.AppendState(NA_MAP_WYVERN_SOUTH_NEU_H, bool(m_WyvernStateSouth & WYVERN_NEU_HORDE));
    builder.AppendState(NA_MAP_WYVERN_SOUTH_NEU_A, bool(m_WyvernStateSouth & WYVERN_NEU_ALLIANCE));
    builder.AppendState(NA_MAP_WYVERN_SOUTH_H, bool(m_WyvernStateSouth & WYVERN_HORDE));
    builder.AppendState(NA_MAP_WYVERN_SOUTH_A, bool(m_WyvernStateSouth & WYVERN_ALLIANCE));

    builder.AppendState(NA_MAP_WYVERN_WEST_NEU_H, bool(m_WyvernStateWest & WYVERN_NEU_HORDE));
    builder.AppendState(NA_MAP_WYVERN_WEST_NEU_A, bool(m_WyvernStateWest & WYVERN_NEU_ALLIANCE));
    builder.AppendState(NA_MAP_WYVERN_WEST_H, bool(m_WyvernStateWest & WYVERN_HORDE));
    builder.AppendState(NA_MAP_WYVERN_WEST_A, bool(m_WyvernStateWest & WYVERN_ALLIANCE));

    builder.AppendState(NA_MAP_WYVERN_EAST_NEU_H, bool(m_WyvernStateEast & WYVERN_NEU_HORDE));
    builder.AppendState(NA_MAP_WYVERN_EAST_NEU_A, bool(m_WyvernStateEast & WYVERN_NEU_ALLIANCE));
    builder.AppendState(NA_MAP_WYVERN_EAST_H, bool(m_WyvernStateEast & WYVERN_HORDE));
    builder.AppendState(NA_MAP_WYVERN_EAST_A, bool(m_WyvernStateEast & WYVERN_ALLIANCE));

    builder.AppendState(NA_MAP_HALAA_NEUTRAL, bool(m_HalaaState & HALAA_N));
    builder.AppendState(NA_MAP_HALAA_NEU_A, bool(m_HalaaState & HALAA_N_A));
    builder.AppendState(NA_MAP_HALAA_NEU_H, bool(m_HalaaState & HALAA_N_H));
    builder.AppendState(NA_MAP_HALAA_HORDE, bool(m_HalaaState & HALAA_H));
    builder.AppendState(NA_MAP_HALAA_ALLIANCE, bool(m_HalaaState & HALAA_A));
}