当前位置: 首页>>代码示例>>C++>>正文


C++ GetPlayers函数代码示例

本文整理汇总了C++中GetPlayers函数的典型用法代码示例。如果您正苦于以下问题:C++ GetPlayers函数的具体用法?C++ GetPlayers怎么用?C++ GetPlayers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GetPlayers函数的15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: switch

void Game::clientsync(Command c)
{
	switch(c.GetMessageType())
	{
	case 0:
		{
			emit PlayerPointChanged(c.GetPlayerId(),c.GetMessage());
			break;
		}
	case 1://move
		{
			emit PlayerMoved(c.GetPlayerId(),c.GetMessage());
			break;
		}
	case 2://plant
		{
			emit BombPlanted((c.GetMessage()/256)%256,c.GetMessage()%256,c.GetPlayerId());
			break;
		}
	case 3://boom
		{
			if((c.GetMessage()/(256*256))%256==255)emit DeleteBomb((c.GetMessage()/256)%256,c.GetMessage()%256);
			emit FieldBlasted((c.GetMessage()/256)%256,c.GetMessage()%256,c.GetPlayerId(),(c.GetMessage()/(256*256))%256);
			break;
		}
	case 4://kioltas
		{
			emit FieldExcinted((c.GetMessage()/256)%256,c.GetMessage()%256);
			break;
		}
	case 5://die/blast
		{
			if(c.GetMessage()!=256){emit PlayerDied(c.GetPlayerId(),c.GetMessage());}
			else{emit PlayerBlasted(c.GetPlayerId());}
			break;
		}
	case 6://mezőváltozás
		{
			fields[(c.GetMessage()/256)%256][c.GetMessage()%256]=(c.GetMessage()/(256*256))%256;
			emit FieldChanged((c.GetMessage()/256)%256,c.GetMessage()%256,(c.GetMessage()/(256*256))%256);
			break;
		}
	case 7://bónuszok
		{
			switch(c.GetMessage()/(256*256*256))
			{
			case 1:
				emit BonusTurnVisible((c.GetMessage()/256)%256,c.GetMessage()%256,(c.GetMessage()/(256*256))%256);
				break;
			case 2:
				emit BonusTurnInvisible((c.GetMessage()/256)%256,c.GetMessage()%256,(c.GetMessage()/(256*256))%256);
				break;
			case 3:
				emit PlayerTurnVisible(c.GetPlayerId());
				break;
			case 4:
				emit PlayerTurnInvisible(c.GetPlayerId());
				break;
			default:
				break;
			}
			break;
		}
	case 248:
		{
			emit Disconnected();
		}
	case 249:
		{
			emit DeleteBomb((c.GetMessage()/256)%256,c.GetMessage()%256);
			break;
		}
	case 250://pályaszinkron
		{
			fields[(c.GetMessage()/256)%256][c.GetMessage()%256]=(c.GetMessage()/(256*256))%256;
			break;
		}
	case 251://játék kezdete
		{
			emit GameStarted(c.GetMessage());
			if(clientconnection && cup->GetPlayerName(1)=="")
			{
				for(uchar i=0;i<clientconnection->GetPlayers().size();i++)cup->AddPlayer(clientconnection->GetPlayers().at(i));
			}
			break;
		}
	case 252://játék vége
		{
			emit GameOver();
			break;
		}
	case 253://a győztes
		{
			switch(c.GetMessage())
			{
			case 0:
				emit PlayerWonTheCup(GetPlayers()[c.GetPlayerId()]);
				break;
			case 1:
				emit PlayerWonTheRound(GetPlayers()[c.GetPlayerId()]);
//.........这里部分代码省略.........
开发者ID:klimoqu,项目名称:Arawn,代码行数:101,代码来源:game.cpp

示例2: CreateTransport

bool BattlegroundIC::SetupBattleground()
{
    for (uint8 i = 0; i < MAX_NORMAL_GAMEOBJECTS_SPAWNS; ++i)
    {
        if (!AddObject(BG_IC_ObjSpawnlocs[i].type, BG_IC_ObjSpawnlocs[i].entry,
            BG_IC_ObjSpawnlocs[i].x, BG_IC_ObjSpawnlocs[i].y,
            BG_IC_ObjSpawnlocs[i].z, BG_IC_ObjSpawnlocs[i].o,
            0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: There was an error spawning gameobject %u", BG_IC_ObjSpawnlocs[i].entry);
            return false;
        }
    }

    for (uint8 i = 2; i < MAX_NORMAL_NPCS_SPAWNS; ++i)
    {
        if (!AddCreature(BG_IC_NpcSpawnlocs[i].entry, BG_IC_NpcSpawnlocs[i].type, BG_IC_NpcSpawnlocs[i].team,
            BG_IC_NpcSpawnlocs[i].x, BG_IC_NpcSpawnlocs[i].y,
            BG_IC_NpcSpawnlocs[i].z, BG_IC_NpcSpawnlocs[i].o,
            RESPAWN_ONE_DAY))
        {
            sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[i].entry);
            return false;
        }
    }

    if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+5, BG_IC_SpiritGuidePos[5][0], BG_IC_SpiritGuidePos[5][1], BG_IC_SpiritGuidePos[5][2], BG_IC_SpiritGuidePos[5][3], ALLIANCE)
        || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+6, BG_IC_SpiritGuidePos[6][0], BG_IC_SpiritGuidePos[6][1], BG_IC_SpiritGuidePos[6][2], BG_IC_SpiritGuidePos[6][3], HORDE)
        || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+3, BG_IC_SpiritGuidePos[7][0], BG_IC_SpiritGuidePos[7][1], BG_IC_SpiritGuidePos[7][2], BG_IC_SpiritGuidePos[7][3], ALLIANCE)
        || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+4, BG_IC_SpiritGuidePos[8][0], BG_IC_SpiritGuidePos[8][1], BG_IC_SpiritGuidePos[8][2], BG_IC_SpiritGuidePos[8][3], HORDE))
    {
        sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: Failed to spawn initial spirit guide!");
        return false;
    }

    gunshipHorde = CreateTransport(GO_HORDE_GUNSHIP, TRANSPORT_PERIOD_TIME);
    gunshipAlliance = CreateTransport(GO_ALLIANCE_GUNSHIP, TRANSPORT_PERIOD_TIME);

    if (!gunshipAlliance || !gunshipHorde)
    {
        sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: There was an error creating gunships!");
        return false;
    }

    //Send transport init packet to all player in map
    for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
    {
        if (Player* player = ObjectAccessor::FindPlayer(itr->first))
            SendTransportInit(player);
    }

    // setting correct factions for Keep Cannons
    for (uint8 i = BG_IC_NPC_KEEP_CANNON_1; i < BG_IC_NPC_KEEP_CANNON_12; ++i)
        GetBGCreature(i)->setFaction(BG_IC_Factions[0]);
    for (uint8 i = BG_IC_NPC_KEEP_CANNON_13; i < BG_IC_NPC_KEEP_CANNON_25; ++i)
        GetBGCreature(i)->setFaction(BG_IC_Factions[1]);

    // correcting spawn time for keeps bombs
    for (uint8 i = BG_IC_GO_HUGE_SEAFORIUM_BOMBS_A_1; i < BG_IC_GO_HUGE_SEAFORIUM_BOMBS_H_4; ++i)
        GetBGObject(i)->SetRespawnTime(10);

    return true;
}
开发者ID:Cryostorm,项目名称:InfinityCore,代码行数:63,代码来源:BattlegroundIC.cpp

示例3: SendTransportsRemove

bool BattlegroundSA::ResetObjs()
{
    for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
        if (Player* player = ObjectAccessor::FindPlayer(itr->first))
            SendTransportsRemove(player);

    uint32 atF = BG_SA_Factions[Attackers];
    uint32 defF = BG_SA_Factions[Attackers ? TEAM_ALLIANCE : TEAM_HORDE];

    for (uint8 i = 0; i < BG_SA_MAXOBJ; i++)
        DelObject(i);

    for (uint8 i = 0; i < BG_SA_MAXNPC; i++)
        DelCreature(i);

    for (uint8 i = BG_SA_MAXNPC; i < BG_SA_MAXNPC + BG_SA_MAX_GY; i++)
        DelCreature(i);

    for (uint8 i = 0; i < 6; i++)
        GateStatus[i] = BG_SA_GATE_OK;

    if (!AddCreature(BG_SA_NpcEntries[BG_SA_NPC_KANRETHAD], BG_SA_NPC_KANRETHAD, BG_SA_NpcSpawnlocs[BG_SA_NPC_KANRETHAD]))
    {
        TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn Kanrethad, aborted. Entry: %u", BG_SA_NpcEntries[BG_SA_NPC_KANRETHAD]);
        return false;
    }

    for (uint8 i = 0; i <= BG_SA_PORTAL_DEFFENDER_RED; i++)
    {
        if (!AddObject(i, BG_SA_ObjEntries[i], BG_SA_ObjSpawnlocs[i], 0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn BG_SA_PORTAL_DEFFENDER_RED, Entry: %u", BG_SA_ObjEntries[i]);
            continue;
        }
    }

    for (uint8 i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++)
    {
        uint32 boatid = 0;
        switch (i)
        {
            case BG_SA_BOAT_ONE:
                boatid = Attackers ? BG_SA_BOAT_ONE_H : BG_SA_BOAT_ONE_A;
                break;
            case BG_SA_BOAT_TWO:
                boatid = Attackers ? BG_SA_BOAT_TWO_H : BG_SA_BOAT_TWO_A;
                break;
            default:
                break;
        }
        if (!AddObject(i, boatid, BG_SA_ObjSpawnlocs[i].GetPositionX(),
          BG_SA_ObjSpawnlocs[i].GetPositionY(),
          BG_SA_ObjSpawnlocs[i].GetPositionZ() + (Attackers ? -3.750f: 0),
          BG_SA_ObjSpawnlocs[i].GetOrientation(), 0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn one of the BG_SA_BOAT, Entry: %u", boatid);
            continue;
        }
    }

    for (uint8 i = BG_SA_SIGIL_1; i <= BG_SA_LEFT_FLAGPOLE; i++)
    {
        if (!AddObject(i, BG_SA_ObjEntries[i], BG_SA_ObjSpawnlocs[i], 0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn Sigil, Entry: %u", BG_SA_ObjEntries[i]);
            continue;
        }
    }

    // MAD props for Kiper for discovering those values - 4 hours of his work.
    GetBGObject(BG_SA_BOAT_ONE)->UpdateRotationFields(1.0f, 0.0002f);
    GetBGObject(BG_SA_BOAT_TWO)->UpdateRotationFields(1.0f, 0.00001f);
    SpawnBGObject(BG_SA_BOAT_ONE, RESPAWN_IMMEDIATELY);
    SpawnBGObject(BG_SA_BOAT_TWO, RESPAWN_IMMEDIATELY);

    //Cannons and demolishers - NPCs are spawned
    //By capturing GYs.
    for (uint8 i = 0; i < BG_SA_DEMOLISHER_5; i++)
    {
        if (!AddCreature(BG_SA_NpcEntries[i], i, BG_SA_NpcSpawnlocs[i], Attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE, 600))
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn Cannon or demolisher, Entry: %u, Attackers: %s", BG_SA_NpcEntries[i], Attackers == TEAM_ALLIANCE ? "Horde(1)" : "Alliance(0)");
            continue;
        }
    }

    OverrideGunFaction();
    DemolisherStartState(true);

    for (uint8 i = 0; i <= BG_SA_PORTAL_DEFFENDER_RED; i++)
    {
        SpawnBGObject(i, RESPAWN_IMMEDIATELY);
        GetBGObject(i)->SetFaction(defF);
    }

    GetBGObject(BG_SA_TITAN_RELIC)->SetFaction(atF);
    GetBGObject(BG_SA_TITAN_RELIC)->Refresh();

    for (uint8 i = 0; i <= 5; i++)
        GateStatus[i] = BG_SA_GATE_OK;
//.........这里部分代码省略.........
开发者ID:redlaine,项目名称:TrinityCore,代码行数:101,代码来源:BattlegroundSA.cpp

示例4: GetPlayers

std::string CPlayerCoreFactory::SelectPlayerDialog(float posX, float posY) const
{
  std::vector<std::string>players;
  GetPlayers(players);
  return SelectPlayerDialog(players, posX, posY);
}
开发者ID:0xheart0,项目名称:xbmc,代码行数:6,代码来源:PlayerCoreFactory.cpp

示例5: GetArenaMatchmakerRating

void Arena::EndBattleground(uint32 winner)
{
    // arena rating calculation
    if (isRated())
    {
        uint32 loserTeamRating        = 0;
        uint32 loserMatchmakerRating  = 0;
        int32  loserChange            = 0;
        int32  loserMatchmakerChange  = 0;
        uint32 winnerTeamRating       = 0;
        uint32 winnerMatchmakerRating = 0;
        int32  winnerChange           = 0;
        int32  winnerMatchmakerChange = 0;

        ArenaTeam* winnerArenaTeam = sArenaTeamMgr->GetArenaTeamById(GetArenaTeamIdForTeam(winner));
        ArenaTeam* loserArenaTeam = sArenaTeamMgr->GetArenaTeamById(GetArenaTeamIdForTeam(GetOtherTeam(winner)));

        if (winnerArenaTeam && loserArenaTeam && winnerArenaTeam != loserArenaTeam)
        {
            loserTeamRating = loserArenaTeam->GetRating();
            loserMatchmakerRating = GetArenaMatchmakerRating(GetOtherTeam(winner));
            winnerTeamRating = winnerArenaTeam->GetRating();
            winnerMatchmakerRating = GetArenaMatchmakerRating(winner);

            if (winner != 0)
            {
                winnerMatchmakerChange = winnerArenaTeam->WonAgainst(winnerMatchmakerRating, loserMatchmakerRating, winnerChange);
                loserMatchmakerChange = loserArenaTeam->LostAgainst(loserMatchmakerRating, winnerMatchmakerRating, loserChange);

                TC_LOG_DEBUG("bg.arena", "match Type: %u --- Winner: old rating: %u, rating gain: %d, old MMR: %u, MMR gain: %d --- Loser: old rating: %u, rating loss: %d, old MMR: %u, MMR loss: %d ---",
                    GetArenaType(), winnerTeamRating, winnerChange, winnerMatchmakerRating, winnerMatchmakerChange,
                    loserTeamRating, loserChange, loserMatchmakerRating, loserMatchmakerChange);

                SetArenaMatchmakerRating(winner, winnerMatchmakerRating + winnerMatchmakerChange);
                SetArenaMatchmakerRating(GetOtherTeam(winner), loserMatchmakerRating + loserMatchmakerChange);

                // bg team that the client expects is different to TeamId
                // alliance 1, horde 0
                uint8 winnerTeam = winner == ALLIANCE ? BG_TEAM_ALLIANCE : BG_TEAM_HORDE;
                uint8 loserTeam = winner == ALLIANCE ? BG_TEAM_HORDE : BG_TEAM_ALLIANCE;

                _arenaTeamScores[winnerTeam].Assign(winnerChange, winnerMatchmakerRating, winnerArenaTeam->GetName());
                _arenaTeamScores[loserTeam].Assign(loserChange, loserMatchmakerRating, loserArenaTeam->GetName());

                TC_LOG_DEBUG("bg.arena", "Arena match Type: %u for Team1Id: %u - Team2Id: %u ended. WinnerTeamId: %u. Winner rating: +%d, Loser rating: %d",
                    GetArenaType(), GetArenaTeamIdByIndex(TEAM_ALLIANCE), GetArenaTeamIdByIndex(TEAM_HORDE), winnerArenaTeam->GetId(), winnerChange, loserChange);

                if (sWorld->getBoolConfig(CONFIG_ARENA_LOG_EXTENDED_INFO))
                    for (auto const& score : PlayerScores)
                        if (Player* player = ObjectAccessor::FindConnectedPlayer(ObjectGuid(HighGuid::Player, score.first)))
                        {
                            TC_LOG_DEBUG("bg.arena", "Statistics match Type: %u for %s (GUID: %u, Team: %d, IP: %s): %s",
                                GetArenaType(), player->GetName().c_str(), score.first, player->GetArenaTeamId(GetArenaType() == 5 ? 2 : GetArenaType() == 3),
                                player->GetSession()->GetRemoteAddress().c_str(), score.second->ToString().c_str());
                        }
            }
            // Deduct 16 points from each teams arena-rating if there are no winners after 45+2 minutes
            else
            {
                _arenaTeamScores[BG_TEAM_ALLIANCE].Assign(ARENA_TIMELIMIT_POINTS_LOSS, winnerMatchmakerRating, winnerArenaTeam->GetName());
                _arenaTeamScores[BG_TEAM_HORDE].Assign(ARENA_TIMELIMIT_POINTS_LOSS, loserMatchmakerRating, loserArenaTeam->GetName());

                winnerArenaTeam->FinishGame(ARENA_TIMELIMIT_POINTS_LOSS);
                loserArenaTeam->FinishGame(ARENA_TIMELIMIT_POINTS_LOSS);
            }

            uint8 aliveWinners = GetAlivePlayersCountByTeam(winner);

            for (auto const& i : GetPlayers())
            {
                uint32 team = i.second.Team;

                if (i.second.OfflineRemoveTime)
                {
                    // if rated arena match - make member lost!
                    if (team == winner)
                        winnerArenaTeam->OfflineMemberLost(i.first, loserMatchmakerRating, winnerMatchmakerChange);
                    else
                        loserArenaTeam->OfflineMemberLost(i.first, winnerMatchmakerRating, loserMatchmakerChange);
                    continue;
                }

                Player* player = _GetPlayer(i.first, i.second.OfflineRemoveTime != 0, "Arena::EndBattleground");
                if (!player)
                    continue;

                // per player calculation
                if (team == winner)
                {
                    // update achievement BEFORE personal rating update
                    uint32 rating = player->GetArenaPersonalRating(winnerArenaTeam->GetSlot());
                    player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA, rating ? rating : 1);
                    player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA, GetMapId());

                    // Last standing - Rated 5v5 arena & be solely alive player
                    if (GetArenaType() == ARENA_TYPE_5v5 && aliveWinners == 1 && player->IsAlive())
                        player->CastSpell(player, SPELL_LAST_MAN_STANDING, true);

                    winnerArenaTeam->MemberWon(player, loserMatchmakerRating, winnerMatchmakerChange);
                }
//.........这里部分代码省略.........
开发者ID:boom8866,项目名称:MaddieCore,代码行数:101,代码来源:Arena.cpp

示例6: UpdateArenaWorldState

void BattlegroundRV::Update(uint32 diff)
{
    Battleground::Update(diff);

    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        if (GetStartTime() >= 47*MINUTE*IN_MILLISECONDS)    // after 47 minutes without one team losing, the arena closes with no winner and no rating change
        {
            UpdateArenaWorldState();
            CheckArenaAfterTimerConditions();
        }
        // teleport buggers
        if(m_uiTeleport < diff)
        {
            for(BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
            {
                Player * plr = sObjectMgr->GetPlayer(itr->first);
                if (plr && plr->GetPositionZ() < 27)
                    plr->TeleportTo(plr->GetMapId(), plr->GetPositionX(), plr->GetPositionY(), 29, plr->GetOrientation(), false);
                if (plr && plr->GetPositionZ() < 27)
                    plr->TeleportTo(plr->GetMapId(), plr->GetPositionX(), plr->GetPositionY(), 29, plr->GetOrientation(), false);
            }
            m_uiTeleport = 1000;
        }
        else
            m_uiTeleport -= diff;
    }

    if (getTimer() < diff)
    {
        uint32 i;
        switch(getState())
        {
        case BG_RV_STATE_OPEN_FENCES:
        {
            setTimer(BG_RV_PILAR_TO_FIRE_TIMER);
            setState(BG_RV_STATE_CLOSE_FIRE);
            break;
        }
        case BG_RV_STATE_CLOSE_FIRE:
            //uint32 i;
            for (i = BG_RV_OBJECT_FIRE_1; i <= BG_RV_OBJECT_FIREDOOR_2; ++i)
                DoorOpen(i);
            setTimer(BG_RV_FIRE_TO_PILAR_TIMER);
            setState(BG_RV_STATE_OPEN_PILARS);
            break;
        case BG_RV_STATE_OPEN_PILARS:
            for (i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_PULLEY_2; ++i)
                DoorOpen(i);
            setTimer(BG_RV_PILAR_TO_FIRE_TIMER);
            setState(BG_RV_STATE_OPEN_FIRE);
            break;
        case BG_RV_STATE_OPEN_FIRE:
            for (i = BG_RV_OBJECT_FIRE_1; i <= BG_RV_OBJECT_FIREDOOR_2; ++i)
                DoorOpen(i);
            setTimer(BG_RV_FIRE_TO_PILAR_TIMER);
            setState(BG_RV_STATE_CLOSE_PILARS);
            break;
        case BG_RV_STATE_CLOSE_PILARS:
            //uint32 i;
            for (i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_PULLEY_2; ++i)
                DoorOpen(i);
            setTimer(BG_RV_PILAR_TO_FIRE_TIMER);
            setState(BG_RV_STATE_CLOSE_FIRE);
            break;
        }
    }
    else
        setTimer(getTimer() - diff);
}
开发者ID:Nedj,项目名称:TrinityCore,代码行数:70,代码来源:BattlegroundRV.cpp

示例7: ModifyStartDelayTime

void BattleGroundWS::Update(uint32 diff)
{
    BattleGround::Update(diff);

    // after bg start we get there (once)
    if (GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize())
    {
        ModifyStartDelayTime(diff);

        if (!(m_Events & 0x01))
        {
            m_Events |= 0x01;

            // setup here, only when at least one player has ported to the map
            if (!SetupBattleGround())
            {
                EndNow();
                return;
            }

            SetStartDelayTime(START_DELAY0);
        }
        // After 1 minute, warning is signalled
        else if (GetStartDelayTime() <= START_DELAY1 && !(m_Events & 0x04))
        {
            m_Events |= 0x04;
            SendMessageToAll(GetMangosString(LANG_BG_WS_ONE_MINUTE));
        }
        // After 1,5 minute, warning is signalled
        else if (GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x08))
        {
            m_Events |= 0x08;
            SendMessageToAll(GetMangosString(LANG_BG_WS_HALF_MINUTE));
        }
        // After 2 minutes, gates OPEN ! x)
        else if (GetStartDelayTime() < 0 && !(m_Events & 0x10))
        {
            m_Events |= 0x10;
            // TODO implement timer to despawn doors after a short while
            OpenDoorEvent(BG_EVENT_DOOR);

            SpawnEvent(WS_EVENT_SPIRITGUIDES_SPAWN, 0, true);
            SpawnEvent(WS_EVENT_FLAG_A, 0, true);
            SpawnEvent(WS_EVENT_FLAG_H, 0, true);

            SendMessageToAll(GetMangosString(LANG_BG_WS_BEGIN));

            PlaySoundToAll(SOUND_BG_START);
            SetStatus(STATUS_IN_PROGRESS);

            for(BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                if (Player* plr = sObjectMgr.GetPlayer(itr->first))
                    plr->RemoveAurasDueToSpell(SPELL_PREPARATION);
        }
    }
    else if (GetStatus() == STATUS_IN_PROGRESS)
    {
        if (m_FlagState[BG_TEAM_ALLIANCE] == BG_WS_FLAG_STATE_WAIT_RESPAWN)
        {
            m_FlagsTimer[BG_TEAM_ALLIANCE] -= diff;

            if (m_FlagsTimer[BG_TEAM_ALLIANCE] < 0)
            {
                m_FlagsTimer[BG_TEAM_ALLIANCE] = 0;
                RespawnFlag(ALLIANCE, true);
            }
        }
        if (m_FlagState[BG_TEAM_ALLIANCE] == BG_WS_FLAG_STATE_ON_GROUND)
        {
            m_FlagsDropTimer[BG_TEAM_ALLIANCE] -= diff;

            if (m_FlagsDropTimer[BG_TEAM_ALLIANCE] < 0)
            {
                m_FlagsDropTimer[BG_TEAM_ALLIANCE] = 0;
                RespawnFlagAfterDrop(ALLIANCE);
            }
        }
        if (m_FlagState[BG_TEAM_HORDE] == BG_WS_FLAG_STATE_WAIT_RESPAWN)
        {
            m_FlagsTimer[BG_TEAM_HORDE] -= diff;

            if (m_FlagsTimer[BG_TEAM_HORDE] < 0)
            {
                m_FlagsTimer[BG_TEAM_HORDE] = 0;
                RespawnFlag(HORDE, true);
            }
        }
        if (m_FlagState[BG_TEAM_HORDE] == BG_WS_FLAG_STATE_ON_GROUND)
        {
            m_FlagsDropTimer[BG_TEAM_HORDE] -= diff;

            if (m_FlagsDropTimer[BG_TEAM_HORDE] < 0)
            {
                m_FlagsDropTimer[BG_TEAM_HORDE] = 0;
                RespawnFlagAfterDrop(HORDE);
            }
        }
    }
}
开发者ID:Corenex,项目名称:mangoszero,代码行数:99,代码来源:BattleGroundWS.cpp

示例8: AddPoints

void BattlegroundEY::PostUpdateImpl(uint32 diff)
{
    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        m_PointAddingTimer -= diff;

        if (m_PointAddingTimer <= 0)
        {
            m_PointAddingTimer = BG_EY_FPOINTS_TICK_TIME;

            if (m_TeamPointsCount[BG_TEAM_ALLIANCE] > 0)
                AddPoints(ALLIANCE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_ALLIANCE] - 1]);
            if (m_TeamPointsCount[BG_TEAM_HORDE] > 0)
                AddPoints(HORDE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_HORDE] - 1]);
        }

        if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN || m_FlagState == BG_EY_FLAG_STATE_ON_GROUND)
        {
            m_FlagsTimer -= diff;

            if (m_FlagsTimer < 0)
            {
                m_FlagsTimer = 0;

                if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN)
                    RespawnFlag(true);
                else
                    RespawnFlagAfterDrop();
            }
        }

        m_TowerCapCheckTimer -= diff;

        if (m_TowerCapCheckTimer <= 0)
        {
            // Check if the player joined the point.
            CheckSomeoneJoinedPoint();
            // Check if the player left the point.
            CheckSomeoneLeftPoint();

            UpdatePointStatuses();

            m_TowerCapCheckTimer = BG_EY_FPOINTS_TICK_TIME;
        }
    }

    // Check for players below map / cheaters.
    if (GetStatus() == STATUS_WAIT_JOIN)
    {
        m_CheatersCheckTimer -= diff;

        if (m_CheatersCheckTimer <= 0)
        {
            if (!GetPlayers().empty())
            {
                for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                {
                    Player * plr = ObjectAccessor::FindPlayer(itr->first);
                    if (!plr || !plr->IsInWorld())
                        continue;

                    if (plr->GetPositionZ() < 1244.0f)
                    {
                        if (plr->GetBGTeam() == HORDE)
                            plr->TeleportTo(566, 1807.98f, 1539.42f, 1247.52f, plr->GetOrientation(), 0);
                        else
                            plr->TeleportTo(566, 2527.18f, 1597.31f, 1248.78f, plr->GetOrientation(), 0);
                    }
                }
            }

            m_CheatersCheckTimer = 4000;
        }
    }
}
开发者ID:Expery,项目名称:Core,代码行数:75,代码来源:BattlegroundEY.cpp

示例9: StartShips

void BattleGroundSA::Update(uint32 diff)
{
    BattleGround::Update(diff);

    if (GetStatus() == STATUS_WAIT_JOIN && !shipsStarted)
        if (Phase == SA_ROUND_ONE) // Round one not started yet
            if (shipsTimer <= diff)
                StartShips();
            else
                shipsTimer -= diff;

    if (GetStatus() == STATUS_IN_PROGRESS) // Battleground already in progress
    {
        if (Round_timer >= BG_SA_ROUNDLENGTH)
        {
            if(Phase == SA_ROUND_ONE) // Timeout of first round
            {
                PlaySoundToAll(BG_SA_SOUND_GYD_VICTORY);
                SendMessageToAll(defender == ALLIANCE ? LANG_BG_SA_ALLIANCE_TIMEOUT_END_1ROUND : LANG_BG_SA_HORDE_TIMEOUT_END_1ROUND, CHAT_MSG_BG_SYSTEM_NEUTRAL, NULL);
                RoundScores[0].winner = GetDefender();
                RoundScores[0].time = 601000;

                for (BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                {
                    if (Player *plr = sObjectMgr.GetPlayer(itr->first))
                        plr->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, 52459);
                }

                ResetBattle(0, defender);
            }
            else // Timeout of second round
            {
                SendMessageToAll(defender == ALLIANCE ? LANG_BG_SA_ALLIANCE_TIMEOUT_END_2ROUND : LANG_BG_SA_HORDE_TIMEOUT_END_2ROUND, CHAT_MSG_BG_SYSTEM_NEUTRAL, NULL);
                RoundScores[1].winner = GetDefender();
                RoundScores[1].time = 601000;

                for (BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                {
                    if (Player *plr = sObjectMgr.GetPlayer(itr->first))
                        plr->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, 52459);
                }

                BattleGroundSA::EndBattleGround(defender);
                return;
            }
        }
        else
            Round_timer += diff;

        for (int gyd = 0; gyd < BG_SA_GRY_MAX; ++gyd)
        {
            // 3 sec delay to spawn new banner instead previous despawned one
            if (m_BannerTimers[gyd].timer)
            {
                if (m_BannerTimers[gyd].timer > diff)
                    m_BannerTimers[gyd].timer -= diff;
                else
                {
                    m_BannerTimers[gyd].timer = 0;
                    _CreateBanner(gyd, m_BannerTimers[gyd].type, m_BannerTimers[gyd].teamIndex, false);
                }
            }
            // 1-minute to occupy a node from contested state
            if (m_GydTimers[gyd])
            {
                if (m_GydTimers[gyd] > diff)
                    m_GydTimers[gyd] -= diff;
                else
                {
                    m_GydTimers[gyd] = 0;
                    // Change from contested to occupied !
                    uint8 teamIndex = m_Gyd[gyd]-1;
                    m_prevGyd[gyd] = m_Gyd[gyd];
                    m_Gyd[gyd] += 2;
                    // create new occupied banner
                    _CreateBanner(gyd, BG_SA_GARVE_TYPE_OCCUPIED, teamIndex, true);
                    SpawnEvent(gyd+11, teamIndex, true);
                    //_SendNodeUpdate(node);
                    _GydOccupied(gyd,(teamIndex == 0) ? ALLIANCE:HORDE);
                    // Message to chatlog
                    RewardHonorToTeam(85, (teamIndex == 0) ? ALLIANCE:HORDE);
                    RewardXpToTeam(0, 0.6f, (teamIndex == 0) ? ALLIANCE:HORDE);
                    RewardReputationToTeam((teamIndex == 0) ? 1050:1085, 65, (teamIndex == 0) ? ALLIANCE:HORDE);
                    switch(gyd)
                    {
                        case 0: SpawnEvent(SA_EVENT_ADD_VECH_W, 0, true);break;
                        case 1: SpawnEvent(SA_EVENT_ADD_VECH_E, 0, true);break;
                    }
                    if (teamIndex == 0)
                    {
                        // SendMessage2ToAll(LANG_BG_SA_AH_SEIZES_GRAVEYARD,CHAT_MSG_BG_SYSTEM_ALLIANCE,NULL,LANG_BG_ALLY,_GydName(gyd));
                        PlaySoundToAll(BG_SA_SOUND_GYD_CAPTURED_ALLIANCE);
                        SendWarningToAllSA(gyd, STATUS_CONQUESTED, ALLIANCE);
                    }
                    else
                    {
                        // SendMessage2ToAll(LANG_BG_SA_AH_SEIZES_GRAVEYARD,CHAT_MSG_BG_SYSTEM_HORDE,NULL,LANG_BG_HORDE,_GydName(gyd));
                        PlaySoundToAll(BG_SA_SOUND_GYD_CAPTURED_HORDE);
                        SendWarningToAllSA(gyd, STATUS_CONQUESTED, HORDE);
                    }
//.........这里部分代码省略.........
开发者ID:Nedj,项目名称:mangos,代码行数:101,代码来源:BattleGroundSA.cpp

示例10: PostUpdateImpl

void BattlegroundKT::PostUpdateImpl(uint32 diff)
{
    if (GetStatus() == STATUS_WAIT_JOIN)
    {
        m_CheatersCheckTimer -= diff;
        if (m_CheatersCheckTimer <= 0)
        {
            for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
            {
                Player * plr = ObjectAccessor::FindPlayer(itr->first);
                if (!plr || !plr->IsInWorld())
                    continue;

                if (plr->GetPositionZ() < 24.0f)
                {
                    if (plr->GetBGTeam() == HORDE)
                        plr->TeleportTo(998, 1781.31f, 1597.76f, 33.61f, plr->GetOrientation(), 0);
                    else
                        plr->TeleportTo(998, 1784.42f, 1072.73f, 29.88f, plr->GetOrientation(), 0);
                }
            }

            m_CheatersCheckTimer = 4000;
        }
    }

    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        if (m_EndTimer <= diff)
        {
            uint32 allianceScore = GetTeamScore(ALLIANCE);
            uint32 hordeScore    = GetTeamScore(HORDE);

            if (allianceScore > hordeScore)
                EndBattleground(ALLIANCE);
            else if (allianceScore < hordeScore)
                EndBattleground(HORDE);
            else
                EndBattleground(m_LastCapturedOrbTeam); // if 0 => tie
        }
        else
        {
            uint32 minutesLeftPrev = GetRemainingTimeInMinutes();
            m_EndTimer -= diff;
            uint32 minutesLeft = GetRemainingTimeInMinutes();

            if (minutesLeft != minutesLeftPrev)
                UpdateWorldState(BG_KT_TIME_REMAINING, minutesLeft);
        }

        if (m_UpdatePointsTimer <= diff)
        {
            for (uint8 i = 0; i < MAX_ORBS; ++i)
            {
                if (uint64 guid = m_OrbKeepers[i])
                {
                    if (m_playersZone.find(guid) != m_playersZone.end())
                    {
                        if (Player* player = ObjectAccessor::FindPlayer(guid))
                        {
                            AccumulateScore(player->GetBGTeam() == ALLIANCE ? BG_TEAM_ALLIANCE : BG_TEAM_HORDE, m_playersZone[guid]);
                            UpdatePlayerScore(player, SCORE_ORB_SCORE, m_playersZone[guid]);
                        }
                    }
                }
            }

            m_UpdatePointsTimer = BG_KT_POINTS_UPDATE_TIME;
        }
        else
            m_UpdatePointsTimer -= diff;
    }
}
开发者ID:lukaasm,项目名称:Core,代码行数:73,代码来源:BattlegroundKT.cpp

示例11: GetPlayers

uchar Game::GetPlaysersNumber()
{
	return GetPlayers().size();
}
开发者ID:klimoqu,项目名称:Arawn,代码行数:4,代码来源:game.cpp

示例12: ModifyStartDelayTime

void BattleGroundEY::Update(time_t diff)
{
    BattleGround::Update(diff);
    // after bg start we get there (once)
    if (GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize())
    {
        ModifyStartDelayTime(diff);

        if(!(m_Events & 0x01))
        {
            m_Events |= 0x01;

            SpawnBGObject(BG_EY_OBJECT_DOOR_A, RESPAWN_IMMEDIATELY);
            SpawnBGObject(BG_EY_OBJECT_DOOR_H, RESPAWN_IMMEDIATELY);

            for(uint32 i = BG_EY_OBJECT_A_BANNER_FEL_REALVER_CENTER; i < BG_EY_OBJECT_MAX; ++i)
                SpawnBGObject(i, RESPAWN_ONE_DAY);

            SetStartDelayTime(START_DELAY0);
        }
        // After 1 minute, warning is signalled
        else if(GetStartDelayTime() <= START_DELAY1 && !(m_Events & 0x04))
        {
            m_Events |= 0x04;
            SendMessageToAll(GetMangosString(LANG_BG_EY_ONE_MINUTE));
        }
        // After 1,5 minute, warning is signalled
        else if(GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x08))
        {
            m_Events |= 0x08;
            SendMessageToAll(GetMangosString(LANG_BG_EY_HALF_MINUTE));
        }
        // After 2 minutes, gates OPEN ! x)
        else if(GetStartDelayTime() < 0 && !(m_Events & 0x10))
        {
            m_Events |= 0x10;
            SpawnBGObject(BG_EY_OBJECT_DOOR_A, RESPAWN_ONE_DAY);
            SpawnBGObject(BG_EY_OBJECT_DOOR_H, RESPAWN_ONE_DAY);

            for(uint32 i = BG_EY_OBJECT_N_BANNER_FEL_REALVER_CENTER; i <= BG_EY_OBJECT_FLAG_NETHERSTORM; ++i)
                SpawnBGObject(i, RESPAWN_IMMEDIATELY);
            for(uint32 i = 0; i < EY_POINTS_MAX; ++i)
            {
                //randomly spawn buff
                uint8 buff = urand(0, 2);
                SpawnBGObject(BG_EY_OBJECT_SPEEDBUFF_FEL_REALVER + buff + i * 3, RESPAWN_IMMEDIATELY);
            }

            SendMessageToAll(GetMangosString(LANG_BG_EY_BEGIN));

            PlaySoundToAll(SOUND_BG_START);
            SetStatus(STATUS_IN_PROGRESS);

            for(BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                if(Player *plr = objmgr.GetPlayer(itr->first))
                    plr->RemoveAurasDueToSpell(SPELL_PREPARATION);
        }
    }
    else if(GetStatus() == STATUS_IN_PROGRESS)
    {
        m_PointAddingTimer -= diff;
        if(m_PointAddingTimer <= 0)
        {
            m_PointAddingTimer = BG_EY_FPOINTS_TICK_TIME;
            if (m_TeamPointsCount[BG_TEAM_ALLIANCE] > 0)
                AddPoints(ALLIANCE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_ALLIANCE] - 1]);
            if (m_TeamPointsCount[BG_TEAM_HORDE] > 0)
                AddPoints(HORDE, BG_EY_TickPoints[m_TeamPointsCount[BG_TEAM_HORDE] - 1]);
        }

        if(m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN || m_FlagState == BG_EY_FLAG_STATE_ON_GROUND)
        {
            m_FlagsTimer -= diff;

            if(m_FlagsTimer < 0)
            {
                m_FlagsTimer = 0;
                if (m_FlagState == BG_EY_FLAG_STATE_WAIT_RESPAWN)
                    RespawnFlag(true);
                else
                    RespawnFlagAfterDrop();
            }
        }

        m_TowerCapCheckTimer -= diff;
        if(m_TowerCapCheckTimer <= 0)
        {
            //check if player joined point
            /*I used this order of calls, because although we will check if one player is in gameobject's distance 2 times
              but we can count of players on current point in CheckSomeoneLeftPoint
            */
            this->CheckSomeoneJoinedPoint();
            //check if player left point
            this->CheckSomeoneLeftPoint();
            this->UpdatePointStatuses();
            m_TowerCapCheckTimer = BG_EY_FPOINTS_TICK_TIME;
        }
    }
}
开发者ID:yunishaa,项目名称:mangos-112,代码行数:99,代码来源:BattleGroundEY.cpp

示例13: ModifyStartDelayTime

void BattleGroundAB::Update(uint32 diff)
{
    BattleGround::Update(diff);

    if( GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize() )
    {
        ModifyStartDelayTime(diff);

        if( !(m_Events & 0x01) )
        {
            m_Events |= 0x01;

            // setup here, only when at least one player has ported to the map
            if(!SetupBattleGround())
            {
                EndNow();
                return;
            }

            sLog.outDebug("Arathi Basin: entering state STATUS_WAIT_JOIN ...");

            // despawn banners, auras and buffs
            for (int obj = BG_AB_OBJECT_BANNER_NEUTRAL; obj < BG_AB_DYNAMIC_NODES_COUNT * 8; ++obj)
                SpawnBGObject(obj, RESPAWN_ONE_DAY);
            for (int i = 0; i < BG_AB_DYNAMIC_NODES_COUNT * 3; ++i)
                SpawnBGObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + i, RESPAWN_ONE_DAY);

            // Starting doors
            SpawnBGObject(BG_AB_OBJECT_GATE_A, RESPAWN_IMMEDIATELY);
            SpawnBGObject(BG_AB_OBJECT_GATE_H, RESPAWN_IMMEDIATELY);
            DoorClose(BG_AB_OBJECT_GATE_A);
            DoorClose(BG_AB_OBJECT_GATE_H);

            // Starting base spirit guides
            _NodeOccupied(BG_AB_SPIRIT_ALIANCE,ALLIANCE);
            _NodeOccupied(BG_AB_SPIRIT_HORDE,HORDE);

            SetStartDelayTime(START_DELAY0);
        }
        // After 1 minute, warning is signalled
        else if( GetStartDelayTime() <= START_DELAY1 && !(m_Events & 0x04) )
        {
            m_Events |= 0x04;
            SendMessageToAll(GetMangosString(LANG_BG_AB_ONEMINTOSTART));
        }
        // After 1,5 minute, warning is signalled
        else if( GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x08) )
        {
            m_Events |= 0x08;
            SendMessageToAll(GetMangosString(LANG_BG_AB_HALFMINTOSTART));
        }
        // After 2 minutes, gates OPEN ! x)
        else if( GetStartDelayTime() < 0 && !(m_Events & 0x10) )
        {
            m_Events |= 0x10;
            SendMessageToAll(GetMangosString(LANG_BG_AB_STARTED));

            // spawn neutral banners
            for (int banner = BG_AB_OBJECT_BANNER_NEUTRAL, i = 0; i < 5; banner += 8, ++i)
                SpawnBGObject(banner, RESPAWN_IMMEDIATELY);
            for (int i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
            {
                //randomly select buff to spawn
                uint8 buff = urand(0, 2);
                SpawnBGObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + buff + i * 3, RESPAWN_IMMEDIATELY);
            }
            DoorOpen(BG_AB_OBJECT_GATE_A);
            DoorOpen(BG_AB_OBJECT_GATE_H);

            PlaySoundToAll(SOUND_BG_START);
            SetStatus(STATUS_IN_PROGRESS);

            for(BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                if(Player* plr = objmgr.GetPlayer(itr->first))
                    plr->RemoveAurasDueToSpell(SPELL_PREPARATION);
        }

    }
    else if( GetStatus() == STATUS_IN_PROGRESS )
    {
        int team_points[2] = { 0, 0 };

        for (int node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
        {
            // 3 sec delay to spawn new banner instead previous despawned one
            if( m_BannerTimers[node].timer )
            {
                if( m_BannerTimers[node].timer > diff )
                    m_BannerTimers[node].timer -= diff;
                else
                {
                    m_BannerTimers[node].timer = 0;
                    _CreateBanner(node, m_BannerTimers[node].type, m_BannerTimers[node].teamIndex, false);
                }
            }

            // 1-minute to occupy a node from contested state
            if( m_NodeTimers[node] )
            {
                if( m_NodeTimers[node] > diff )
//.........这里部分代码省略.........
开发者ID:jendeanlone,项目名称:mangos,代码行数:101,代码来源:BattleGroundAB.cpp

示例14: switch


//.........这里部分代码省略.........

                // Spawn Aura
                if(!AddObject(id+1,BG_IC_OBJECTID_AURA_TELEPORTER_A,x,y,z+0.000676f,o,0,0,0,0,RESPAWN_ONE_DAY))
                    return false;

                //Disable teleporter, must be active on battle start.
                GetBGObject(id)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
                GetBGObject(id+1)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
                GetBGObject(id)->SetUInt32Value(GAMEOBJECT_FACTION, BG_IC_OBJ[i].faction);

                break;
            }
			// if type is bomb: only one GameObject
			case IC_TYPE_BOMB:
            {
                //Spawn object
                if(!AddObject(id,BG_IC_OBJ[i].entry,x,y,z,o,0,0,0,0,RESPAWN_ONE_DAY))
                    return false;

                //Disable bomb, active on start
                GetBGObject(id)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
                //TODO: 10 sec respawn time ?

                break;
            }
            //Decoration like bonfire
			case IC_TYPE_DECORATION:
            {
                //Spawn GameObject
                if(!AddObject(id,BG_IC_OBJ[i].entry,x,y,z,o,0,0,0,0,RESPAWN_ONE_DAY))
                    return false;

                break;
            }
            //The door associate to keep
			case IC_TYPE_LAST_DOOR_H:	//Open when one of three door of Horde keep is destroy
			case IC_TYPE_LAST_DOOR_A:	//Open when one of three door of Alliance keep is destroy
			case IC_TYPE_TOWER_DOOR:	//Open on battleground start
            {
            	//Spawn GameObject
                if(!AddObject(id,BG_IC_OBJ[i].entry,x,y,z,o,0,0,0,0,RESPAWN_ONE_DAY))
                    return false;

                //Close door
                GetBGObject(id)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);

                break;
            }
        }
        if(m_BgObjects[id] && GetBGObject(id))
            GetBGObject(id)->setActive(true);
    }

    //GameObject are create but no spawn, now we must spawn (set visible)
    for (int obj = 0 ; obj < BG_IC_MAX_OBJECT; obj++)
        SpawnBGObject(obj, RESPAWN_IMMEDIATELY);

    //Spawn all spirit guide in each GY
    for(int i=BG_IC_ALLIANCE_KEEP;i<BG_IC_ALL_NODES_COUNT;i++)
        if (!AddSpiritGuide(i, BG_IC_SpiritGuidePos[i][0], BG_IC_SpiritGuidePos[i][1], BG_IC_SpiritGuidePos[i][2], BG_IC_SpiritGuidePos[i][3], BG_IC_graveInitTeam[i]))
        {
            sLog.outError("Failed to spawn spirit guide! point: %u, team: %u,", i, BG_IC_graveInitTeam[i]);
            return false;    
        }
    
    //Npc spawning
    for (int i = 0 ; i < MAX_BG_IC_NPC; ++i)
    {
        float x,y,z,o;
        x=BG_IC_NPC[i].x;
        y=BG_IC_NPC[i].y;
        z=BG_IC_NPC[i].z;
        o=BG_IC_NPC[i].o;
        uint8 id=BG_IC_NPC[i].id;
        switch(BG_IC_NPC[i].type)
        {
        case IC_TYPE_NONE:
        case IC_TYPE_KEEP_GUN:
            if(!AddCreature(BG_IC_NPC[i].entry,id,BG_IC_NPC[i].faction,x,y,z,o,BG_IC_NPC[i].respawn))
                return false;
            GetBGCreature(id)->setFaction(BG_IC_NPC[i].faction==FACTION_ALLIANCE?FACTION_NPC_ALLIANCE:FACTION_NPC_HORDE);
            break;
        }
    }

    //Spawning Gunship... in general system, there are spawn on server start and not on map loading... so for have
    // one transport for each battleground it's difficult without manual spawn
    m_GunshipA = MakeTransport(195121,120000,"IC - horde gunship");
    m_GunshipH = MakeTransport(195276,120000,"IC - alliance gunship");

    //Send transport init packet to all player in map
    for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end();itr++)
        {
            if (Player* p = sObjectMgr.GetPlayer(itr->first))
            {
                SendTransportInit(p);
            }
        }
    return true;
}
开发者ID:sensibob,项目名称:tempestcore,代码行数:101,代码来源:BattlegroundIC.cpp

示例15: AddCreature

bool BattlegroundIC::SetupBattleground()
{
    for (uint8 i = 0; i < MAX_NORMAL_GAMEOBJECTS_SPAWNS; i++)
    {
        if (!AddObject(BG_IC_ObjSpawnlocs[i].type, BG_IC_ObjSpawnlocs[i].entry,
            BG_IC_ObjSpawnlocs[i].x, BG_IC_ObjSpawnlocs[i].y,
            BG_IC_ObjSpawnlocs[i].z, BG_IC_ObjSpawnlocs[i].o,
            0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            sLog->outError("Isle of Conquest: There was an error spawning gameobject %u", BG_IC_ObjSpawnlocs[i].entry);
            return false;
        }
    }

    for (uint8 i = 0; i < MAX_NORMAL_NPCS_SPAWNS; i++)
    {
        Creature *temp = AddCreature(BG_IC_NpcSpawnlocs[i].entry, BG_IC_NpcSpawnlocs[i].type, BG_IC_NpcSpawnlocs[i].team,
                                     BG_IC_NpcSpawnlocs[i].x, BG_IC_NpcSpawnlocs[i].y, BG_IC_NpcSpawnlocs[i].z, BG_IC_NpcSpawnlocs[i].o, 
                                     RESPAWN_ONE_DAY);
        if (!temp)
        {
            sLog->outError("Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[i].entry);
            return false;
        }
        if (temp->GetEntry() == NPC_OVERLORD_AGMAR || temp->GetEntry() == NPC_HIGH_COMMANDER_HALFORD_WYRMBANE)
            temp->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
    }

    if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+5, BG_IC_SpiritGuidePos[5][0], BG_IC_SpiritGuidePos[5][1], BG_IC_SpiritGuidePos[5][2], BG_IC_SpiritGuidePos[5][3], ALLIANCE)
        || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+6, BG_IC_SpiritGuidePos[6][0], BG_IC_SpiritGuidePos[6][1], BG_IC_SpiritGuidePos[6][2], BG_IC_SpiritGuidePos[6][3], HORDE)
        || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+3, BG_IC_SpiritGuidePos[7][0], BG_IC_SpiritGuidePos[7][1], BG_IC_SpiritGuidePos[7][2], BG_IC_SpiritGuidePos[7][3], ALLIANCE)
        || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+4, BG_IC_SpiritGuidePos[8][0], BG_IC_SpiritGuidePos[8][1], BG_IC_SpiritGuidePos[8][2], BG_IC_SpiritGuidePos[8][3], HORDE))
    {
        sLog->outError("Isle of Conquest: Failed to spawn initial spirit guide!");
        return false;
    }

    gunshipHorde = CreateTransport(GO_HORDE_GUNSHIP, TRANSPORT_PERIOD_TIME);
    gunshipAlliance = CreateTransport(GO_ALLIANCE_GUNSHIP, TRANSPORT_PERIOD_TIME);

    if (!gunshipAlliance || !gunshipHorde)
    {
        sLog->outError("Isle of Conquest: There was an error creating gunships!");
        return false;
    }

    //Send transport init packet to all player in map
    for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end();itr++)
    {
        if (Player* player = sObjectMgr->GetPlayer(itr->first))
            SendTransportInit(player);
    }

    // setting correct factions for Keep Cannons
    for (uint8 i = BG_IC_NPC_KEEP_CANNON_1; i < BG_IC_NPC_KEEP_CANNON_12; i++)
        GetBGCreature(i)->setFaction(BG_IC_Factions[0]);
    for (uint8 i = BG_IC_NPC_KEEP_CANNON_13; i < BG_IC_NPC_KEEP_CANNON_25; i++)
        GetBGCreature(i)->setFaction(BG_IC_Factions[1]);

    // correcting spawn time for keeps bombs
    for (uint8 i = BG_IC_GO_HUGE_SEAFORIUM_BOMBS_A_1; i < BG_IC_GO_HUGE_SEAFORIUM_BOMBS_H_4; i++)
        GetBGObject(i)->SetRespawnTime(10);

    return true;
}
开发者ID:Akenyshka,项目名称:MythCore,代码行数:65,代码来源:BattlegroundIC.cpp


注:本文中的GetPlayers函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。