本文整理汇总了C++中BattleGroundAVTeamIndex函数的典型用法代码示例。如果您正苦于以下问题:C++ BattleGroundAVTeamIndex函数的具体用法?C++ BattleGroundAVTeamIndex怎么用?C++ BattleGroundAVTeamIndex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BattleGroundAVTeamIndex函数的3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: GetTeamIndexByTeamId
void BattleGroundAV::EventPlayerAssaultsPoint(Player* player, BG_AV_Nodes node)
{
// TODO implement quest 7101, 7081
BattleGroundTeamIndex teamIdx = GetTeamIndexByTeamId(player->GetTeam());
DEBUG_LOG("BattleGroundAV: player assaults node %i", node);
if (m_Nodes[node].Owner == BattleGroundAVTeamIndex(teamIdx) || BattleGroundAVTeamIndex(teamIdx) == m_Nodes[node].TotalOwner)
return;
AssaultNode(node, teamIdx); // update nodeinfo variables
UpdateNodeWorldState(node); // send mapicon
PopulateNode(node);
if (IsTower(node))
{
SendYell2ToAll(LANG_BG_AV_TOWER_ASSAULTED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
GetNodeName(node),
( teamIdx == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
UpdatePlayerScore(player, SCORE_TOWERS_ASSAULTED, 1);
}
else
{
SendYell2ToAll(LANG_BG_AV_GRAVE_ASSAULTED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
GetNodeName(node),
( teamIdx == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
// update the statistic for the assaulting player
UpdatePlayerScore(player, SCORE_GRAVEYARDS_ASSAULTED, 1);
}
PlaySoundToAll((teamIdx == BG_TEAM_ALLIANCE) ? BG_AV_SOUND_ALLIANCE_ASSAULTS : BG_AV_SOUND_HORDE_ASSAULTS);
}
示例2: MANGOS_ASSERT
void BattleGroundAV::DefendNode(BG_AV_Nodes node, BattleGroundTeamIndex teamIdx)
{
MANGOS_ASSERT(m_Nodes[node].TotalOwner == BattleGroundAVTeamIndex(teamIdx));
MANGOS_ASSERT(m_Nodes[node].Owner != BattleGroundAVTeamIndex(teamIdx));
MANGOS_ASSERT(m_Nodes[node].State != POINT_CONTROLLED);
m_Nodes[node].PrevOwner = m_Nodes[node].Owner;
m_Nodes[node].Owner = BattleGroundAVTeamIndex(teamIdx);
m_Nodes[node].PrevState = m_Nodes[node].State;
m_Nodes[node].State = POINT_CONTROLLED;
m_Nodes[node].Timer = 0;
}
示例3: MANGOS_ASSERT
void BattleGroundAV::EventPlayerDefendsPoint(Player* player, BG_AV_Nodes node)
{
MANGOS_ASSERT(GetStatus() == STATUS_IN_PROGRESS);
BattleGroundTeamIndex teamIdx = GetTeamIndexByTeamId(player->GetTeam());
if (m_Nodes[node].Owner == BattleGroundAVTeamIndex(teamIdx) || m_Nodes[node].State != POINT_ASSAULTED)
return;
if( m_Nodes[node].TotalOwner == BG_AV_TEAM_NEUTRAL ) // initial snowfall capture
{
// until snowfall doesn't belong to anyone it is better handled in assault - code (best would be to have a special function
// for neutral nodes.. but doing this just for snowfall will be a bit to much i think
MANGOS_ASSERT(node == BG_AV_NODES_SNOWFALL_GRAVE); // currently the only neutral grave
EventPlayerAssaultsPoint(player, node);
return;
}
DEBUG_LOG("BattleGroundAV: player defends node: %i", node);
if (m_Nodes[node].PrevOwner != BattleGroundAVTeamIndex(teamIdx))
{
sLog.outError("BattleGroundAV: player defends point which doesn't belong to his team %i", node);
return;
}
DefendNode(node, teamIdx); // set the right variables for nodeinfo
PopulateNode(node); // spawn node-creatures (defender for example)
UpdateNodeWorldState(node); // send new mapicon to the player
if (IsTower(node))
{
SendYell2ToAll( LANG_BG_AV_TOWER_DEFENDED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
GetNodeName(node),
( teamIdx == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
UpdatePlayerScore(player, SCORE_TOWERS_DEFENDED, 1);
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE,1,64);
PlaySoundToAll(BG_AV_SOUND_BOTH_TOWER_DEFEND);
}
else
{
SendYell2ToAll(LANG_BG_AV_GRAVE_DEFENDED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
GetNodeName(node),
( teamIdx == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY:LANG_BG_HORDE);
UpdatePlayerScore(player, SCORE_GRAVEYARDS_DEFENDED, 1);
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE,1,65);
// update the statistic for the defending player
PlaySoundToAll((teamIdx == BG_TEAM_ALLIANCE)?BG_AV_SOUND_ALLIANCE_GOOD:BG_AV_SOUND_HORDE_GOOD);
}
}