本文整理汇总了C++中PopulateNode函数的典型用法代码示例。如果您正苦于以下问题:C++ PopulateNode函数的具体用法?C++ PopulateNode怎么用?C++ PopulateNode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PopulateNode函数的6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: DEBUG_LOG
void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node)
{
DEBUG_LOG("BattleGroundAV: player destroyed point node %i", node);
MANGOS_ASSERT(m_Nodes[node].Owner != BG_AV_TEAM_NEUTRAL)
BattleGroundTeamIndex ownerTeamIdx = BattleGroundTeamIndex(m_Nodes[node].Owner);
Team ownerTeam = ownerTeamIdx == BG_TEAM_ALLIANCE ? ALLIANCE : HORDE;
// despawn banner
DestroyNode(node);
PopulateNode(node);
UpdateNodeWorldState(node);
if (IsTower(node))
{
uint8 tmp = node - BG_AV_NODES_DUNBALDAR_SOUTH;
// despawn marshal (one of those guys protecting the boss)
SpawnEvent(BG_AV_MARSHAL_A_SOUTH + tmp, 0, false);
UpdateScore(GetOtherTeamIndex(ownerTeamIdx), (-1) * BG_AV_RES_TOWER);
RewardReputationToTeam((ownerTeam == ALLIANCE) ? BG_AV_FACTION_A : BG_AV_FACTION_H, m_RepTowerDestruction, ownerTeam);
RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_TOWER), ownerTeam);
SendYell2ToAll(LANG_BG_AV_TOWER_TAKEN, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0), GetNodeName(node), (ownerTeam == ALLIANCE) ? LANG_BG_ALLY : LANG_BG_HORDE);
}
else
{
SendYell2ToAll(LANG_BG_AV_GRAVE_TAKEN, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0), GetNodeName(node), (ownerTeam == ALLIANCE) ? LANG_BG_ALLY : LANG_BG_HORDE);
}
}
示例2: 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3: DEBUG_LOG
void BattleGroundAV::EventPlayerDestroyedPoint(BG_AV_Nodes node)
{
DEBUG_LOG("BattleGroundAV: player destroyed point node %i", node);
// despawn banner
DestroyNode(node);
PopulateNode(node);
UpdateNodeWorldState(node);
uint32 owner = m_Nodes[node].Owner;
if (IsTower(node))
{
uint8 tmp = node - BG_AV_NODES_DUNBALDAR_SOUTH;
// despawn marshal (one of those guys protecting the boss)
SpawnEvent(BG_AV_MARSHAL_A_SOUTH + tmp, 0, false);
UpdateScore(BattleGroundTeamId(owner^0x1), (-1) * BG_AV_RES_TOWER);
RewardReputationToTeam(BATTLEGROUND_AV, m_RepTowerDestruction, owner);
RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_TOWER), owner);
RewardXpToTeam(0, 0.91, owner);
SendYell2ToAll(LANG_BG_AV_TOWER_TAKEN, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0), GetNodeName(node), ( owner == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY : LANG_BG_HORDE);
}
else
{
SendYell2ToAll(LANG_BG_AV_GRAVE_TAKEN, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0), GetNodeName(node), ( owner == BG_TEAM_ALLIANCE ) ? LANG_BG_ALLY : LANG_BG_HORDE);
}
}
示例4: MANGOS_ASSERT
void BattleGroundAV::EventPlayerDefendsPoint(Player* player, BG_AV_Nodes node)
{
MANGOS_ASSERT(GetStatus() == STATUS_IN_PROGRESS);
TeamIndex teamIdx = GetTeamIndex(player->GetTeam());
if (m_Nodes[node].Owner == TeamIndex(teamIdx) || m_Nodes[node].State != POINT_ASSAULTED)
return;
if (m_Nodes[node].TotalOwner == TEAM_INDEX_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 != TeamIndex(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 == TEAM_INDEX_ALLIANCE) ? LANG_BG_ALLY : LANG_BG_HORDE);
UpdatePlayerScore(player, SCORE_TOWERS_DEFENDED, 1);
PlaySoundToAll(BG_AV_SOUND_BOTH_TOWER_DEFEND);
}
else
{
SendYell2ToAll(LANG_BG_AV_GRAVE_DEFENDED, LANG_UNIVERSAL, GetSingleCreatureGuid(BG_AV_HERALD, 0),
GetNodeName(node),
(teamIdx == TEAM_INDEX_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 == TEAM_INDEX_ALLIANCE) ? BG_AV_SOUND_ALLIANCE_GOOD : BG_AV_SOUND_HORDE_GOOD);
}
}
示例5: GetAVTeamIndexByTeamId
void BattleGroundAV::HandleQuestComplete(uint32 questid, Player *player)
{
if (GetStatus() != STATUS_IN_PROGRESS)
return;
BattleGroundAVTeamIndex teamIdx = GetAVTeamIndexByTeamId(player->GetTeam());
MANGOS_ASSERT(teamIdx != BG_AV_TEAM_NEUTRAL);
uint32 reputation = 0; // reputation for the whole team (other reputation must be done in db)
// TODO add events (including quest not available anymore, next quest availabe, go/npc de/spawning)
sLog.outError("BattleGroundAV: Quest %i completed", questid);
switch(questid)
{
case BG_AV_QUEST_A_SCRAPS1:
case BG_AV_QUEST_A_SCRAPS2:
case BG_AV_QUEST_H_SCRAPS1:
case BG_AV_QUEST_H_SCRAPS2:
m_Team_QuestStatus[teamIdx][0] += 20;
reputation = 1;
if (m_Team_QuestStatus[teamIdx][0] == 500 || m_Team_QuestStatus[teamIdx][0] == 1000 || m_Team_QuestStatus[teamIdx][0] == 1500) //25,50,75 turn ins
{
DEBUG_LOG("BattleGroundAV: Quest %i completed starting with unit upgrading..", questid);
for (BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_FROSTWOLF_HUT; ++i)
if (m_Nodes[i].Owner == teamIdx && m_Nodes[i].State == POINT_CONTROLLED)
PopulateNode(i);
}
break;
case BG_AV_QUEST_A_COMMANDER1:
case BG_AV_QUEST_H_COMMANDER1:
m_Team_QuestStatus[teamIdx][1]++;
reputation = 1;
if (m_Team_QuestStatus[teamIdx][1] == 120)
DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
break;
case BG_AV_QUEST_A_COMMANDER2:
case BG_AV_QUEST_H_COMMANDER2:
m_Team_QuestStatus[teamIdx][2]++;
reputation = 2;
if (m_Team_QuestStatus[teamIdx][2] == 60)
DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
break;
case BG_AV_QUEST_A_COMMANDER3:
case BG_AV_QUEST_H_COMMANDER3:
m_Team_QuestStatus[teamIdx][3]++;
reputation = 5;
if (m_Team_QuestStatus[teamIdx][1] == 30)
DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
break;
case BG_AV_QUEST_A_BOSS1:
case BG_AV_QUEST_H_BOSS1:
m_Team_QuestStatus[teamIdx][4] += 4; // there are 2 quests where you can turn in 5 or 1 item.. ( + 4 cause +1 will be done some lines below)
reputation = 4;
case BG_AV_QUEST_A_BOSS2:
case BG_AV_QUEST_H_BOSS2:
m_Team_QuestStatus[teamIdx][4]++;
reputation += 1;
if (m_Team_QuestStatus[teamIdx][4] >= 200)
DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
break;
case BG_AV_QUEST_A_NEAR_MINE:
case BG_AV_QUEST_H_NEAR_MINE:
m_Team_QuestStatus[teamIdx][5]++;
reputation = 2;
if (m_Team_QuestStatus[teamIdx][5] == 28)
{
DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
if (m_Team_QuestStatus[teamIdx][6] == 7)
DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here - ground assault ready", questid);
}
break;
case BG_AV_QUEST_A_OTHER_MINE:
case BG_AV_QUEST_H_OTHER_MINE:
m_Team_QuestStatus[teamIdx][6]++;
reputation = 3;
if (m_Team_QuestStatus[teamIdx][6] == 7)
{
DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
if (m_Team_QuestStatus[teamIdx][5] == 20)
DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here - ground assault ready", questid);
}
break;
case BG_AV_QUEST_A_RIDER_HIDE:
case BG_AV_QUEST_H_RIDER_HIDE:
m_Team_QuestStatus[teamIdx][7]++;
reputation = 1;
if (m_Team_QuestStatus[teamIdx][7] == 25)
{
DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
if (m_Team_QuestStatus[teamIdx][8] == 25)
DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here - rider assault ready", questid);
}
break;
case BG_AV_QUEST_A_RIDER_TAME:
case BG_AV_QUEST_H_RIDER_TAME:
m_Team_QuestStatus[teamIdx][8]++;
reputation = 1;
if (m_Team_QuestStatus[teamIdx][8] == 25)
{
DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here", questid);
if (m_Team_QuestStatus[teamIdx][7] == 25)
//.........这里部分代码省略.........
示例6: PopulateNode
void wxGenericDirCtrl::ExpandDir(wxTreeItemId parentId)
{
// ExpandDir() will not actually expand the tree node, just populate it
PopulateNode(parentId);
}