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C++ RewardReputationToTeam函数代码示例

本文整理汇总了C++中RewardReputationToTeam函数的典型用法代码示例。如果您正苦于以下问题:C++ RewardReputationToTeam函数的具体用法?C++ RewardReputationToTeam怎么用?C++ RewardReputationToTeam使用的例子?那么, 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RewardReputationToTeam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: GetAVTeamIndexByTeamId


//.........这里部分代码省略.........
    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)
                    { DEBUG_LOG("BattleGroundAV: Quest %i completed (need to implement some events here - rider assault ready", questid); }
            }
            break;
        default:
            DEBUG_LOG("BattleGroundAV: Quest %i completed but is not interesting for us", questid);
            return;
            break;
    }
    if (reputation)
        { RewardReputationToTeam((player->GetTeam() == ALLIANCE) ? BG_AV_FACTION_A : BG_AV_FACTION_H, reputation, player->GetTeam()); }
}
开发者ID:Aincent,项目名称:server,代码行数:101,代码来源:BattleGroundAV.cpp

示例2: SetHordeFlagPicker

void BattleGroundWS::EventPlayerCapturedFlag(Player *Source)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    uint32 winner = 0;

    Source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
    if (Source->GetTeam() == ALLIANCE)
    {
        if (!IsHordeFlagPickedup())
            return;
        SetHordeFlagPicker(0);                              // must be before aura remove to prevent 2 events (drop+capture) at the same time
                                                            // horde flag in base (but not respawned yet)
        m_FlagState[BG_TEAM_HORDE] = BG_WS_FLAG_STATE_WAIT_RESPAWN;
                                                            // Drop Horde Flag from Player
        Source->RemoveAurasDueToSpell(BG_WS_SPELL_WARSONG_FLAG);
        if (GetTeamScore(ALLIANCE) < BG_WS_MAX_TEAM_SCORE)
            AddPoint(ALLIANCE, 1);
        PlaySoundToAll(BG_WS_SOUND_FLAG_CAPTURED_ALLIANCE);
        RewardReputationToTeam(890, m_ReputationCapture, ALLIANCE);
    }
    else
    {
        if (!IsAllianceFlagPickedup())
            return;
        SetAllianceFlagPicker(0);                           // must be before aura remove to prevent 2 events (drop+capture) at the same time
                                                            // alliance flag in base (but not respawned yet)
        m_FlagState[BG_TEAM_ALLIANCE] = BG_WS_FLAG_STATE_WAIT_RESPAWN;
                                                            // Drop Alliance Flag from Player
        Source->RemoveAurasDueToSpell(BG_WS_SPELL_SILVERWING_FLAG);
        if (GetTeamScore(HORDE) < BG_WS_MAX_TEAM_SCORE)
            AddPoint(HORDE, 1);
        PlaySoundToAll(BG_WS_SOUND_FLAG_CAPTURED_HORDE);
        RewardReputationToTeam(889, m_ReputationCapture, HORDE);
    }
    //for flag capture is reward 2 honorable kills
    RewardHonorToTeam(GetBonusHonorFromKill(2), Source->GetTeam());

    SpawnBGObject(BG_WS_OBJECT_H_FLAG, BG_WS_FLAG_RESPAWN_TIME);
    SpawnBGObject(BG_WS_OBJECT_A_FLAG, BG_WS_FLAG_RESPAWN_TIME);

    if (Source->GetTeam() == ALLIANCE)
        SendMessageToAll(LANG_BG_WS_CAPTURED_HF, CHAT_MSG_BG_SYSTEM_ALLIANCE, Source);
    else
        SendMessageToAll(LANG_BG_WS_CAPTURED_AF, CHAT_MSG_BG_SYSTEM_HORDE, Source);

    UpdateFlagState(Source->GetTeam(), 1);                  // flag state none
    UpdateTeamScore(Source->GetTeam());
    // only flag capture should be updated
    UpdatePlayerScore(Source, SCORE_FLAG_CAPTURES, 1);      // +1 flag captures

    if (GetTeamScore(ALLIANCE) == BG_WS_MAX_TEAM_SCORE)
        winner = ALLIANCE;

    if (GetTeamScore(HORDE) == BG_WS_MAX_TEAM_SCORE)
        winner = HORDE;

    if (winner)
    {
        UpdateWorldState(BG_WS_FLAG_UNK_ALLIANCE, 0);
        UpdateWorldState(BG_WS_FLAG_UNK_HORDE, 0);
        UpdateWorldState(BG_WS_FLAG_STATE_ALLIANCE, 1);
        UpdateWorldState(BG_WS_FLAG_STATE_HORDE, 1);

        EndBattleGround(winner);
    }
    else
    {
        m_FlagsTimer[GetTeamIndexByTeamId(Source->GetTeam()) ? 0 : 1] = BG_WS_FLAG_RESPAWN_TIME;
    }
}
开发者ID:Aemu,项目名称:mangos,代码行数:72,代码来源:BattleGroundWS.cpp

示例3: ClearHordeFlagCarrier

void BattleGroundWS::EventPlayerCapturedFlag(Player* source)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
    if (source->GetTeam() == ALLIANCE)
    {
        if (!IsHordeFlagPickedUp())
            return;
        ClearHordeFlagCarrier();                            // must be before aura remove to prevent 2 events (drop+capture) at the same time
        // horde flag in base (but not respawned yet)
        m_FlagState[BG_TEAM_HORDE] = BG_WS_FLAG_STATE_WAIT_RESPAWN;
        // Drop Horde Flag from Player
        source->RemoveAurasDueToSpell(BG_WS_SPELL_WARSONG_FLAG);
        if (m_TeamScores[BG_TEAM_ALLIANCE] < BG_WS_MAX_TEAM_SCORE)
            m_TeamScores[BG_TEAM_ALLIANCE] += 1;
        PlaySoundToAll(BG_WS_SOUND_FLAG_CAPTURED_ALLIANCE);
        RewardReputationToTeam(890, m_ReputationCapture, ALLIANCE);
    }
    else
    {
        if (!IsAllianceFlagPickedUp())
            return;
        ClearAllianceFlagCarrier();                         // must be before aura remove to prevent 2 events (drop+capture) at the same time
        // alliance flag in base (but not respawned yet)
        m_FlagState[BG_TEAM_ALLIANCE] = BG_WS_FLAG_STATE_WAIT_RESPAWN;
        // Drop Alliance Flag from Player
        source->RemoveAurasDueToSpell(BG_WS_SPELL_SILVERWING_FLAG);
        if (m_TeamScores[BG_TEAM_HORDE] < BG_WS_MAX_TEAM_SCORE)
            m_TeamScores[BG_TEAM_HORDE] += 1;
        PlaySoundToAll(BG_WS_SOUND_FLAG_CAPTURED_HORDE);
        RewardReputationToTeam(889, m_ReputationCapture, HORDE);
    }
    // for flag capture is reward distributed according level range
    RewardHonorToTeam(BG_WSG_FlagCapturedHonor[GetBracketId()], source->GetTeam());

    // despawn flags
    SpawnEvent(WS_EVENT_FLAG_A, 0, false);
    SpawnEvent(WS_EVENT_FLAG_H, 0, false);

    if (source->GetTeam() == ALLIANCE)
        SendMessageToAll(LANG_BG_WS_CAPTURED_HF, CHAT_MSG_BG_SYSTEM_ALLIANCE, source);
    else
        SendMessageToAll(LANG_BG_WS_CAPTURED_AF, CHAT_MSG_BG_SYSTEM_HORDE, source);

    UpdateFlagState(source->GetTeam(), 1);                  // flag state none
    UpdateTeamScore(source->GetTeam());
    // only flag capture should be updated
    UpdatePlayerScore(source, SCORE_FLAG_CAPTURES, 1);      // +1 flag captures

    Team winner = TEAM_NONE;
    if (m_TeamScores[BG_TEAM_ALLIANCE] == BG_WS_MAX_TEAM_SCORE)
        winner = ALLIANCE;
    else if (m_TeamScores[BG_TEAM_HORDE] == BG_WS_MAX_TEAM_SCORE)
        winner = HORDE;

    if (winner)
    {
        UpdateWorldState(BG_WS_FLAG_UNK_ALLIANCE, 0);
        UpdateWorldState(BG_WS_FLAG_UNK_HORDE, 0);
        UpdateWorldState(BG_WS_FLAG_STATE_ALLIANCE, 1);
        UpdateWorldState(BG_WS_FLAG_STATE_HORDE, 1);

        EndBattleGround(winner);
    }
    else
    {
        m_FlagsTimer[GetOtherTeamIndex(GetTeamIndexByTeamId(source->GetTeam()))] = BG_WS_FLAG_RESPAWN_TIME;
    }
}
开发者ID:Calixa,项目名称:server,代码行数:71,代码来源:BattleGroundWS.cpp

示例4: SetHordeFlagPicker

void BattleGroundWS::EventPlayerCapturedFlag(Player *Source)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    m_LastCapturedFlagTeam = Source->GetTeam();

    uint32 winner = 0;

    Source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
    if (Source->HasAura(BG_WS_SPELL_FOCUSED_ASSAULT))
        Source->RemoveAurasDueToSpell(BG_WS_SPELL_FOCUSED_ASSAULT);
    if (Source->HasAura(BG_WS_SPELL_BRUTAL_ASSAULT))
        Source->RemoveAurasDueToSpell(BG_WS_SPELL_BRUTAL_ASSAULT);
    if (Source->GetTeam() == ALLIANCE)
    {
        if (!IsHordeFlagPickedup())
            return;
        SetHordeFlagPicker(0);                              // must be before aura remove to prevent 2 events (drop+capture) at the same time
                                                            // horde flag in base (but not respawned yet)
        m_FlagState[BG_TEAM_HORDE] = BG_WS_FLAG_STATE_WAIT_RESPAWN;
                                                            // Drop Horde Flag from Player
        Source->RemoveAurasDueToSpell(BG_WS_SPELL_WARSONG_FLAG);
        if (GetTeamScore(ALLIANCE) < BG_WS_MAX_TEAM_SCORE)
            AddPoint(ALLIANCE, 1);
        PlaySoundToAll(BG_WS_SOUND_FLAG_CAPTURED_ALLIANCE);
        RewardReputationToTeam(BATTLEGROUND_WS, m_ReputationCapture, ALLIANCE);
    }
    else
    {
        if (!IsAllianceFlagPickedup())
            return;
        SetAllianceFlagPicker(0);                           // must be before aura remove to prevent 2 events (drop+capture) at the same time
                                                            // alliance flag in base (but not respawned yet)
        m_FlagState[BG_TEAM_ALLIANCE] = BG_WS_FLAG_STATE_WAIT_RESPAWN;
                                                            // Drop Alliance Flag from Player
        Source->RemoveAurasDueToSpell(BG_WS_SPELL_SILVERWING_FLAG);
        if (GetTeamScore(HORDE) < BG_WS_MAX_TEAM_SCORE)
            AddPoint(HORDE, 1);
        PlaySoundToAll(BG_WS_SOUND_FLAG_CAPTURED_HORDE);
        RewardReputationToTeam(BATTLEGROUND_WS, m_ReputationCapture, HORDE);
    }
    //for flag capture is reward 2 honorable kills
    RewardHonorToTeam(GetBonusHonorFromKill(sWorld.getConfig(CONFIG_UINT32_BONUS_HONOR_FLAG_WSG)), Source->GetTeam());
    RewardXpToTeam(0, 0.6f, Source->GetTeam());

    //flag carrier gets another 2 honorable kills
    Source->RewardHonor(NULL, 0, GetBonusHonorFromKill(sWorld.getConfig(CONFIG_UINT32_BONUS_HONOR_FLAG_WSG)));

    // despawn flags
    SpawnEvent(WS_EVENT_FLAG_A, 0, false);
    SpawnEvent(WS_EVENT_FLAG_H, 0, false);

    if (Source->GetTeam() == ALLIANCE)
        SendMessageToAll(LANG_BG_WS_CAPTURED_HF, CHAT_MSG_BG_SYSTEM_ALLIANCE, Source);
    else
        SendMessageToAll(LANG_BG_WS_CAPTURED_AF, CHAT_MSG_BG_SYSTEM_HORDE, Source);

    UpdateFlagState(Source->GetTeam(), 1);                  // flag state none
    UpdateTeamScore(Source->GetTeam());
    // only flag capture should be updated
    UpdatePlayerScore(Source, SCORE_FLAG_CAPTURES, 1);      // +1 flag captures
    Source->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE,1);

    if (GetTeamScore(ALLIANCE) == BG_WS_MAX_TEAM_SCORE)
        winner = ALLIANCE;

    if (GetTeamScore(HORDE) == BG_WS_MAX_TEAM_SCORE)
        winner = HORDE;

    if (winner)
    {
        UpdateWorldState(BG_WS_FLAG_UNK_ALLIANCE, 0);
        UpdateWorldState(BG_WS_FLAG_UNK_HORDE, 0);
        UpdateWorldState(BG_WS_FLAG_STATE_ALLIANCE, 1);
        UpdateWorldState(BG_WS_FLAG_STATE_HORDE, 1);

        EndBattleGround(winner);
    }
    else
    {
        m_FlagsTimer[GetTeamIndexByTeamId(Source->GetTeam()) ? 0 : 1] = BG_WS_FLAG_RESPAWN_TIME;
    }
}
开发者ID:Archives,项目名称:try,代码行数:84,代码来源:BattleGroundWS.cpp

示例5: SetHordeFlagPicker

void BattlegroundTP::EventPlayerCapturedFlag(Player* Source)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;


    uint32 winner = 0;


    Source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
    if (Source->GetTeam() == ALLIANCE)
    {
        if (!IsHordeFlagPickedup())
            return;
        SetHordeFlagPicker(0);                              // must be before aura remove to prevent 2 events (drop+capture) at the same time
                                                            // horde flag in base (but not respawned yet)
        _flagState[TEAM_HORDE] = BG_TP_FLAG_STATE_WAIT_RESPAWN;
                                                            // Drop Horde Flag from Player
        Source->RemoveAurasDueToSpell(BG_TP_SPELL_HORDE_FLAG);
        if (_flagDebuffState == 1)
          Source->RemoveAurasDueToSpell(TP_SPELL_FOCUSED_ASSAULT);
        if (_flagDebuffState == 2)
          Source->RemoveAurasDueToSpell(TP_SPELL_BRUTAL_ASSAULT);
        if (GetTeamScore(TEAM_ALLIANCE) < BG_TP_MAX_TEAM_SCORE)
            AddPoint(ALLIANCE, 1);
        PlaySoundToAll(BG_TP_SOUND_FLAG_CAPTURED_ALLIANCE);
        RewardReputationToTeam(1174, m_ReputationCapture, ALLIANCE);
    }
    else
    {
        if (!IsAllianceFlagPickedup())
            return;
        SetAllianceFlagPicker(0);                           // must be before aura remove to prevent 2 events (drop+capture) at the same time
                                                            // alliance flag in base (but not respawned yet)
        _flagState[TEAM_ALLIANCE] = BG_TP_FLAG_STATE_WAIT_RESPAWN;
                                                            // Drop Alliance Flag from Player
        Source->RemoveAurasDueToSpell(BG_TP_SPELL_ALLIANCE_FLAG);
        if (_flagDebuffState == 1)
          Source->RemoveAurasDueToSpell(TP_SPELL_FOCUSED_ASSAULT);
        if (_flagDebuffState == 2)
          Source->RemoveAurasDueToSpell(TP_SPELL_BRUTAL_ASSAULT);
        if (GetTeamScore(TEAM_HORDE) < BG_TP_MAX_TEAM_SCORE)
            AddPoint(HORDE, 1);
        PlaySoundToAll(BG_TP_SOUND_FLAG_CAPTURED_HORDE);
        RewardReputationToTeam(1172, m_ReputationCapture, HORDE);
    }
    //for flag capture is reward 2 honorable kills
    RewardHonorToTeam(GetBonusHonorFromKill(2), Source->GetTeam());


    SpawnBGObject(BG_TP_OBJECT_H_FLAG, BG_TP_FLAG_RESPAWN_TIME);
    SpawnBGObject(BG_TP_OBJECT_A_FLAG, BG_TP_FLAG_RESPAWN_TIME);


    if (Source->GetTeam() == ALLIANCE)
        SendMessageToAll(LANG_BG_TP_CAPTURED_HF, CHAT_MSG_BG_SYSTEM_ALLIANCE, Source);
    else
        SendMessageToAll(LANG_BG_TP_CAPTURED_AF, CHAT_MSG_BG_SYSTEM_HORDE, Source);


    UpdateFlagState(Source->GetTeam(), 1);                  // flag state none
    UpdateTeamScore(Source->GetTeamId());
    // only flag capture should be updated
    UpdatePlayerScore(Source, SCORE_FLAG_CAPTURES, 1);      // +1 flag captures


    // update last flag capture to be used if teamscore is equal
    SetLastFlagCapture(Source->GetTeam());


    if (GetTeamScore(TEAM_ALLIANCE) == BG_TP_MAX_TEAM_SCORE)
        winner = ALLIANCE;


    if (GetTeamScore(TEAM_HORDE) == BG_TP_MAX_TEAM_SCORE)
        winner = HORDE;


    if (winner)
    {
        UpdateWorldState(BG_TP_FLAG_UNK_ALLIANCE, 0);
        UpdateWorldState(BG_TP_FLAG_UNK_HORDE, 0);
        UpdateWorldState(BG_TP_FLAG_STATE_ALLIANCE, 1);
        UpdateWorldState(BG_TP_FLAG_STATE_HORDE, 1);
        UpdateWorldState(BG_TP_STATE_TIMER_ACTIVE, 0);


        RewardHonorToTeam(BG_TP_Honor[m_HonorMode][BG_TP_WIN], winner);
        EndBattleground(winner);
    }
    else
    {
        _flagsTimer[GetTeamIndexByTeamId(Source->GetTeam()) ? 0 : 1] = BG_TP_FLAG_RESPAWN_TIME;
    }
}
开发者ID:BOREMANSe,项目名称:SkyFire_5xx,代码行数:95,代码来源:BattlegroundTP.cpp

示例6: SetHordeFlagPicker

void BattleGroundWS::EventPlayerCapturedFlag(Player *Source)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    uint8 type = 0;
    uint32 winner = 0;
    const char *message = "";

    //TODO FIX reputation and honor gains for low level players!

    Source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
    if (Source->GetBGTeam() == ALLIANCE)
    {
        if (!this->IsHordeFlagPickedup())
            return;
        SetHordeFlagPicker(0);                              // must be before aura remove to prevent 2 events (drop+capture) at the same time
                                                            // horde flag in base (but not respawned yet)
        m_FlagState[BG_TEAM_HORDE] = BG_WS_FLAG_STATE_WAIT_RESPAWN;
                                                            // Drop Horde Flag from Player
        Source->RemoveAurasDueToSpell(BG_WS_SPELL_WARSONG_FLAG);
        if (m_FlagDebuffState == 1)
          Source->RemoveAurasDueToSpell(WS_SPELL_FOCUSED_ASSAULT);
        if (m_FlagDebuffState == 2)
          Source->RemoveAurasDueToSpell(WS_SPELL_BRUTAL_ASSAULT);
        message = GetTrinityString(LANG_BG_WS_CAPTURED_HF);
        type = CHAT_MSG_BG_SYSTEM_ALLIANCE;
        if (GetTeamScore(ALLIANCE) < BG_WS_MAX_TEAM_SCORE)
            AddPoint(ALLIANCE, 1);
        PlaySoundToAll(BG_WS_SOUND_FLAG_CAPTURED_ALLIANCE);
        RewardReputationToTeam(890, BG_WSG_Reputation[m_HonorMode][BG_WSG_FLAG_CAP], ALLIANCE);          // +35 reputation
        RewardHonorToTeam(BG_WSG_Honor[m_HonorMode][BG_WSG_FLAG_CAP], ALLIANCE);                    // +40 bonushonor
    }
    else
    {
        if (!this->IsAllianceFlagPickedup())
            return;
        SetAllianceFlagPicker(0);                           // must be before aura remove to prevent 2 events (drop+capture) at the same time
                                                            // alliance flag in base (but not respawned yet)
        m_FlagState[BG_TEAM_ALLIANCE] = BG_WS_FLAG_STATE_WAIT_RESPAWN;
                                                            // Drop Alliance Flag from Player
        Source->RemoveAurasDueToSpell(BG_WS_SPELL_SILVERWING_FLAG);
        if (m_FlagDebuffState == 1)
          Source->RemoveAurasDueToSpell(WS_SPELL_FOCUSED_ASSAULT);
        if (m_FlagDebuffState == 2)
          Source->RemoveAurasDueToSpell(WS_SPELL_BRUTAL_ASSAULT);
        message = GetTrinityString(LANG_BG_WS_CAPTURED_AF);
        type = CHAT_MSG_BG_SYSTEM_HORDE;
        if (GetTeamScore(HORDE) < BG_WS_MAX_TEAM_SCORE)
            AddPoint(HORDE, 1);
        PlaySoundToAll(BG_WS_SOUND_FLAG_CAPTURED_HORDE);
        RewardReputationToTeam(889, BG_WSG_Reputation[m_HonorMode][BG_WSG_FLAG_CAP], HORDE);             // +35 reputation
        RewardHonorToTeam(BG_WSG_Honor[m_HonorMode][BG_WSG_FLAG_CAP], HORDE);                       // +40 bonushonor
    }

    SpawnBGObject(BG_WS_OBJECT_H_FLAG, BG_WS_FLAG_RESPAWN_TIME);
    SpawnBGObject(BG_WS_OBJECT_A_FLAG, BG_WS_FLAG_RESPAWN_TIME);

    WorldPacket data;
    ChatHandler::FillMessageData(&data, Source->GetSession(), type, LANG_UNIVERSAL, NULL, Source->GetGUID(), message, NULL);
    SendPacketToAll(&data);

    UpdateFlagState(Source->GetBGTeam(), 1);                  // flag state none
    UpdateTeamScore(Source->GetBGTeam());
    // only flag capture should be updated
    UpdatePlayerScore(Source, SCORE_FLAG_CAPTURES, 1);      // +1 flag captures...

    if (GetTeamScore(ALLIANCE) == BG_WS_MAX_TEAM_SCORE)
        winner = ALLIANCE;

    if (GetTeamScore(HORDE) == BG_WS_MAX_TEAM_SCORE)
        winner = HORDE;

    if (winner)
    {
        UpdateWorldState(BG_WS_FLAG_UNK_ALLIANCE, 0);
        UpdateWorldState(BG_WS_FLAG_UNK_HORDE, 0);
        UpdateWorldState(BG_WS_FLAG_STATE_ALLIANCE, 1);
        UpdateWorldState(BG_WS_FLAG_STATE_HORDE, 1);

        RewardHonorToTeam(BG_WSG_Honor[m_HonorMode][BG_WSG_WIN], winner);
        EndBattleGround(winner);
    }
    else
    {
        m_FlagsTimer[GetTeamIndexByTeamId(Source->GetBGTeam()) ? 0 : 1] = BG_WS_FLAG_RESPAWN_TIME;
    }
}
开发者ID:Xadras,项目名称:looking4group-core,代码行数:88,代码来源:BattleGroundWS.cpp

示例7: _CreateBanner

void BattlegroundBG::Update(uint32 diff) // PostUpdateImpl...
{
    Battleground::Update(diff);

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

        for (int node = 0; node < GILNEAS_BG_DYNAMIC_NODES_COUNT; ++node)
        {
            // 3sec delay to spawn new a banner instead previous despawned one.
            if (_BannerTimers[node].timer)
            {
                if (_BannerTimers[node].timer > diff)
                    _BannerTimers[node].timer -= diff;
                else
                {
                    _BannerTimers[node].timer = 0;
                    _CreateBanner(node, _BannerTimers[node].type, _BannerTimers[node].teamIndex, false);
                }
            }
            // 1 minute cap timer on each node from a contested state.
            if (_NodeTimers[node])
            {
                if (_NodeTimers[node] > diff)
                    _NodeTimers[node] -= diff;
                else
                {
                    _NodeTimers[node] = 0;

                    // Change from contested to occupied !
                    uint8 teamIndex = _Nodes[node]-1;
                    _prevNodes[node] = _Nodes[node];
                    _Nodes[node] += 2;

                    // burn current contested banner
                    _DelBanner(node, GILNEAS_BG_NODE_TYPE_CONTESTED, teamIndex);

                    // create new occupied banner
                    _CreateBanner(node, GILNEAS_BG_NODE_TYPE_OCCUPIED, teamIndex, true);
                    _SendNodeUpdate(node);
                    _NodeOccupied(node, (teamIndex == 0) ? ALLIANCE:HORDE);

                    // Message to chatlog
                    if (teamIndex == 0)
                    {
                        // FIXME: need to fix Locales for team and nodes names.
                        SendMessage2ToAll(LANGUAGE_BG_BG_NODE_TAKEN, CHAT_MSG_BG_SYSTEM_ALLIANCE, NULL, LANGUAGE_BG_BG_ALLY, _GetNodeNameId(node));
                        PlaySoundToAll(GILNEAS_BG_SOUND_NODE_CAPTURED_ALLIANCE);
                    }
                    else
                    {
                        // FIXME: team and node names not localized
                        SendMessage2ToAll(LANGUAGE_BG_BG_NODE_TAKEN, CHAT_MSG_BG_SYSTEM_HORDE, NULL, LANGUAGE_BG_BG_HORDE, _GetNodeNameId(node));
                        PlaySoundToAll(GILNEAS_BG_SOUND_NODE_CAPTURED_HORDE);
                    }
                }
            }

            for (int team = 0; team < BG_TEAMS_COUNT; ++team)
                if (_Nodes[node] == team + GILNEAS_BG_NODE_TYPE_OCCUPIED)
                    ++team_points[team];
        }

        // Accumulate points
        for (int team = 0; team < BG_TEAMS_COUNT; ++team)
        {
            int points = team_points[team];
            if (!points)
                continue;

            _lastTick[team] += diff;
            if (_lastTick[team] > GILNEAS_BG_TickIntervals[points])
            {
                _lastTick[team] -= GILNEAS_BG_TickIntervals[points];
                _TeamScores[team] += GILNEAS_BG_TickPoints[points];
                _HonorScoreTicks[team] += GILNEAS_BG_TickPoints[points];
                _ReputationScoreTicks[team] += GILNEAS_BG_TickPoints[points];

                if (_ReputationScoreTicks[team] >= _ReputationTicks)
                {
                    (team == BG_TEAM_ALLIANCE) ? RewardReputationToTeam(509, 10, ALLIANCE) : RewardReputationToTeam(510, 10, HORDE);
                    _ReputationScoreTicks[team] -= _ReputationTicks;
                }

                if (_HonorScoreTicks[team] >= _HonorTicks)
                {
                    RewardHonorToTeam(GetBonusHonorFromKill(1), (team == BG_TEAM_ALLIANCE) ? ALLIANCE : HORDE);
                    _HonorScoreTicks[team] -= _HonorTicks;
                }

                if (!_IsInformedNearVictory && _TeamScores[team] > GILNEAS_BG_WARNING_NEAR_VICTORY_SCORE)
                {
                    if (team == BG_TEAM_ALLIANCE)
                        SendMessageToAll(LANGUAGE_BG_BG_A_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
                    else
                        SendMessageToAll(LANGUAGE_BG_BG_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);

                    PlaySoundToAll(GILNEAS_BG_SOUND_NEAR_VICTORY);
                    _IsInformedNearVictory = true;
//.........这里部分代码省略.........
开发者ID:Asandru,项目名称:Script-Land,代码行数:101,代码来源:BattlegroundBG.cpp

示例8: SetHordeFlagPicker

void BattleGroundWS::EventPlayerCapturedFlag(Player *Source)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    uint8 type = 0;
    uint32 winner = 0;
    const char *message = "";

    Source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
    if (Source->GetTeam() == ALLIANCE)
    {
        if (!IsHordeFlagPickedup())
            return;
        SetHordeFlagPicker(0);                              // must be before aura remove to prevent 2 events (drop+capture) at the same time
                                                            // horde flag in base (but not respawned yet)
        m_FlagState[BG_TEAM_HORDE] = BG_WS_FLAG_STATE_WAIT_RESPAWN;
                                                            // Drop Horde Flag from Player
        Source->RemoveAurasDueToSpell(BG_WS_SPELL_WARSONG_FLAG);
        message = GetMangosString(LANG_BG_WS_CAPTURED_HF);
        type = CHAT_MSG_BG_SYSTEM_ALLIANCE;
        if (GetTeamScore(ALLIANCE) < BG_WS_MAX_TEAM_SCORE)
            AddPoint(ALLIANCE, 1);
        PlaySoundToAll(BG_WS_SOUND_FLAG_CAPTURED_ALLIANCE);
        RewardReputationToTeam(890, m_ReputationCapture, ALLIANCE);
    }
    else
    {
        if (!IsAllianceFlagPickedup())
            return;
        SetAllianceFlagPicker(0);                           // must be before aura remove to prevent 2 events (drop+capture) at the same time
                                                            // alliance flag in base (but not respawned yet)
        m_FlagState[BG_TEAM_ALLIANCE] = BG_WS_FLAG_STATE_WAIT_RESPAWN;
                                                            // Drop Alliance Flag from Player
        Source->RemoveAurasDueToSpell(BG_WS_SPELL_SILVERWING_FLAG);
        message = GetMangosString(LANG_BG_WS_CAPTURED_AF);
        type = CHAT_MSG_BG_SYSTEM_HORDE;
        if (GetTeamScore(HORDE) < BG_WS_MAX_TEAM_SCORE)
            AddPoint(HORDE, 1);
        PlaySoundToAll(BG_WS_SOUND_FLAG_CAPTURED_HORDE);
        RewardReputationToTeam(889, m_ReputationCapture, HORDE);
    }
    //for flag capture is reward distributed according level range
    RewardHonorToTeamDepOnLvl(BG_WSG_FlagCapturedHonor, Source->GetTeam());

    // despawn flags
    SpawnEvent(WS_EVENT_FLAG_A, 0, false);
    SpawnEvent(WS_EVENT_FLAG_H, 0, false);

    WorldPacket data;
    ChatHandler::FillMessageData(&data, Source->GetSession(), type, LANG_UNIVERSAL, NULL, Source->GetGUID(), message, NULL);
    SendPacketToAll(&data);

    UpdateFlagState(Source->GetTeam(), 1);                  // flag state none
    UpdateTeamScore(Source->GetTeam());
    // only flag capture should be updated
    UpdatePlayerScore(Source, SCORE_FLAG_CAPTURES, 1);      // +1 flag captures

    if (GetTeamScore(ALLIANCE) == BG_WS_MAX_TEAM_SCORE)
        winner = ALLIANCE;

    if (GetTeamScore(HORDE) == BG_WS_MAX_TEAM_SCORE)
        winner = HORDE;

    if (winner)
    {
        UpdateWorldState(BG_WS_FLAG_UNK_ALLIANCE, 0);
        UpdateWorldState(BG_WS_FLAG_UNK_HORDE, 0);
        UpdateWorldState(BG_WS_FLAG_STATE_ALLIANCE, 1);
        UpdateWorldState(BG_WS_FLAG_STATE_HORDE, 1);

        EndBattleGround(winner);
    }
    else
    {
        m_FlagsTimer[GetTeamIndexByTeamId(Source->GetTeam()) ? 0 : 1] = BG_WS_FLAG_RESPAWN_TIME;
    }
}
开发者ID:magomags,项目名称:mangoszero,代码行数:78,代码来源:BattleGroundWS.cpp

示例9: while

void BattlegroundAB::PostUpdateImpl(uint32 diff)
{
    if (GetStatus() == STATUS_IN_PROGRESS)
    {
		_bgEvents.Update(diff);
		while (uint32 eventId =_bgEvents.ExecuteEvent())
			switch (eventId)
			{
				case BG_AB_EVENT_UPDATE_BANNER_STABLE:
				case BG_AB_EVENT_UPDATE_BANNER_FARM:
				case BG_AB_EVENT_UPDATE_BANNER_BLACKSMITH:
				case BG_AB_EVENT_UPDATE_BANNER_LUMBERMILL:
				case BG_AB_EVENT_UPDATE_BANNER_GOLDMINE:
					CreateBanner(eventId - BG_AB_EVENT_UPDATE_BANNER_STABLE, false);
					break;
				case BG_AB_EVENT_CAPTURE_STABLE:
				case BG_AB_EVENT_CAPTURE_FARM:
				case BG_AB_EVENT_CAPTURE_BLACKSMITH:
				case BG_AB_EVENT_CAPTURE_LUMBERMILL:
				case BG_AB_EVENT_CAPTURE_GOLDMINE:
				{
					uint8 node = eventId - BG_AB_EVENT_CAPTURE_STABLE;
					TeamId teamId = _capturePointInfo[node]._state == BG_AB_NODE_STATE_ALLY_CONTESTED ? TEAM_ALLIANCE : TEAM_HORDE;
					DeleteBanner(node);
					_capturePointInfo[node]._ownerTeamId = teamId;
					_capturePointInfo[node]._state = teamId == TEAM_ALLIANCE ? BG_AB_NODE_STATE_ALLY_OCCUPIED : BG_AB_NODE_STATE_HORDE_OCCUPIED;
					_capturePointInfo[node]._captured = true;

                    CreateBanner(node, false);
                    NodeOccupied(node);
                    SendNodeUpdate(node);

					SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN, teamId == TEAM_ALLIANCE ? CHAT_MSG_BG_SYSTEM_ALLIANCE : CHAT_MSG_BG_SYSTEM_HORDE, NULL, teamId == TEAM_ALLIANCE ? LANG_BG_AB_ALLY : LANG_BG_AB_HORDE, LANG_BG_AB_NODE_STABLES + node);
					PlaySoundToAll(teamId == TEAM_ALLIANCE ? BG_AB_SOUND_NODE_CAPTURED_ALLIANCE : BG_AB_SOUND_NODE_CAPTURED_HORDE);
					break;
				}
				case BG_AB_EVENT_ALLIANCE_TICK:
				case BG_AB_EVENT_HORDE_TICK:
				{
					TeamId teamId = TeamId(eventId - BG_AB_EVENT_ALLIANCE_TICK);
					uint8 controlledPoints = _controlledPoints[teamId];
					if (controlledPoints == 0)
					{
						_bgEvents.ScheduleEvent(eventId, 3000);
						break;
					}

					uint8 honorRewards = uint8(m_TeamScores[teamId] / _honorTics);
					uint8 reputationRewards = uint8(m_TeamScores[teamId] / _reputationTics);
					uint8 information = uint8(m_TeamScores[teamId] / BG_AB_WARNING_NEAR_VICTORY_SCORE);
					m_TeamScores[teamId] += BG_AB_TickPoints[controlledPoints];
					if (m_TeamScores[teamId] > BG_AB_MAX_TEAM_SCORE)
						m_TeamScores[teamId] = BG_AB_MAX_TEAM_SCORE;

					if (honorRewards < uint8(m_TeamScores[teamId] / _honorTics))
						RewardHonorToTeam(GetBonusHonorFromKill(1), teamId);
					if (reputationRewards < uint8(m_TeamScores[teamId] / _reputationTics))
						RewardReputationToTeam(teamId == TEAM_ALLIANCE ? 509 : 510, 10, teamId);
					if (information < uint8(m_TeamScores[teamId] / BG_AB_WARNING_NEAR_VICTORY_SCORE))
					{
						SendMessageToAll(teamId == TEAM_ALLIANCE ? LANG_BG_AB_A_NEAR_VICTORY : LANG_BG_AB_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
						PlaySoundToAll(BG_AB_SOUND_NEAR_VICTORY);
					}

					UpdateWorldState(teamId == TEAM_ALLIANCE ? BG_AB_OP_RESOURCES_ALLY : BG_AB_OP_RESOURCES_HORDE, m_TeamScores[teamId]);
					if (m_TeamScores[teamId] > m_TeamScores[GetOtherTeamId(teamId)] + 500)
						_teamScores500Disadvantage[GetOtherTeamId(teamId)] = true;
					if (m_TeamScores[teamId] >= BG_AB_MAX_TEAM_SCORE)
						EndBattleground(teamId);

					_bgEvents.ScheduleEvent(eventId, BG_AB_TickIntervals[controlledPoints]);
					break;
				}
			}
	}
}
开发者ID:AlexHjelm,项目名称:sunwell,代码行数:76,代码来源:BattlegroundAB.cpp

示例10: _CreateBanner

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

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

        for (int node = 0; node < BG_AB_NODES_MAX; ++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)
                    m_NodeTimers[node] -= diff;
                else
                {
                    m_NodeTimers[node] = 0;
                    // Change from contested to occupied !
                    uint8 teamIndex = m_Nodes[node]-1;
                    m_prevNodes[node] = m_Nodes[node];
                    m_Nodes[node] += 2;
                    // create new occupied banner
                    _CreateBanner(node, BG_AB_NODE_TYPE_OCCUPIED, teamIndex, true);
                    _SendNodeUpdate(node);
                    _NodeOccupied(node,(teamIndex == 0) ? ALLIANCE:HORDE);
                    // Message to chatlog

                    if (teamIndex == 0)
                    {
                        SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_ALLIANCE,NULL,LANG_BG_ALLY,_GetNodeNameId(node));
                        PlaySoundToAll(BG_AB_SOUND_NODE_CAPTURED_ALLIANCE);
                    }
                    else
                    {
                        SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN,CHAT_MSG_BG_SYSTEM_HORDE,NULL,LANG_BG_HORDE,_GetNodeNameId(node));
                        PlaySoundToAll(BG_AB_SOUND_NODE_CAPTURED_HORDE);
                    }
                }
            }

            for (int team = 0; team < BG_TEAMS_COUNT; ++team)
                if (m_Nodes[node] == team + BG_AB_NODE_TYPE_OCCUPIED)
                    ++team_points[team];
        }

        // Accumulate points
        for (int team = 0; team < BG_TEAMS_COUNT; ++team)
        {
            int points = team_points[team];
            if (!points)
                continue;
            m_lastTick[team] += diff;
            if (m_lastTick[team] > BG_AB_TickIntervals[points])
            {
                m_lastTick[team] -= BG_AB_TickIntervals[points];
                m_TeamScores[team] += BG_AB_TickPoints[points];
                m_HonorScoreTics[team] += BG_AB_TickPoints[points];
                m_ReputationScoreTics[team] += BG_AB_TickPoints[points];
                m_ExperiencesTicks[team] += BG_AB_TickPoints[points];
                if (m_ReputationScoreTics[team] >= m_ReputationTics)
                {
                    RewardReputationToTeam(BATTLEGROUND_AB, 10, team == BG_TEAM_ALLIANCE ? ALLIANCE :HORDE);
                    m_ReputationScoreTics[team] -= m_ReputationTics;
                }
                if (m_HonorScoreTics[team] >= m_HonorTics)
                {
                    RewardHonorToTeam(GetBonusHonorFromKill(sWorld.getConfig(CONFIG_UINT32_BONUS_HONOR_FLAG_AB)), (team == BG_TEAM_ALLIANCE) ? ALLIANCE : HORDE);
                    m_HonorScoreTics[team] -= m_HonorTics;
                }
                if (!m_IsInformedNearVictory && m_TeamScores[team] > BG_AB_WARNING_NEAR_VICTORY_SCORE)
                {
                    if (team == BG_TEAM_ALLIANCE)
                        SendMessageToAll(LANG_BG_AB_A_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
                    else
                        SendMessageToAll(LANG_BG_AB_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
                    PlaySoundToAll(BG_AB_SOUND_NEAR_VICTORY);
                    m_IsInformedNearVictory = true;
                }
                if (m_ExperiencesTicks[team] >= BG_AB_ExperiencesTicks)
                {
                    RewardXpToTeam(0, 0.8, (team == BG_TEAM_ALLIANCE) ? ALLIANCE : HORDE);
                    m_ExperiencesTicks[team] -= BG_AB_ExperiencesTicks;
                }

                if (m_TeamScores[team] > BG_AB_MAX_TEAM_SCORE)
                    m_TeamScores[team] = BG_AB_MAX_TEAM_SCORE;
                if (team == BG_TEAM_ALLIANCE)
//.........这里部分代码省略.........
开发者ID:Jaboo,项目名称:Valhalla-Project,代码行数:101,代码来源:BattleGroundAB.cpp

示例11: GetTeamIndexByTeamId

void BattleGroundSA::EventPlayerDamageGO(Player *player, GameObject* target_obj, uint32 eventId)
{
    BattleGroundTeamIndex teamIndex = GetTeamIndexByTeamId(player->GetTeam());

    uint32 type = NULL;
    switch (target_obj->GetEntry())
    {
        case BG_SA_GO_GATES_ROOM_ANCIENT_SHRINE:
        {
            type = BG_SA_GO_GATES_T_ROOM_ANCIENT_SHRINE;
            switch (eventId)
            {
                case 21630:
                    if (!GateRoomAncientShrineDamaged)
                    {
                        SendMessageSA(player, BG_SA_ATTACK, _GatesName(target_obj));
                        GateRoomAncientShrineDamaged = true;
                    }
                    break;
                case 19836:
                    // SendMessageSA(player, BG_SA_DAMAGE, _GatesName(target_obj));
                    SendWarningToAllSA(NULL, NULL, TEAM_NONE, true, type);
                    UpdateWorldState(BG_SA_GateStatus[type], GateStatus[type] = BG_SA_GO_GATES_DAMAGE);
                    break;
                case 19837:
                    // SendMessageSA(player, BG_SA_DESTROY, _GatesName(target_obj));
                    SendWarningToAllSA(NULL, NULL, TEAM_NONE, true, type, true);
                    UpdateWorldState(BG_SA_GateStatus[type], GateStatus[type] = BG_SA_GO_GATES_DESTROY);
                    UpdatePlayerScore(player, SCORE_GATES_DESTROYED, 1);
                    RewardHonorToTeam(100, (teamIndex == 0) ? ALLIANCE:HORDE);
                    RewardReputationToTeam((teamIndex == 0) ? 1050:1085, 75, (teamIndex == 0) ? ALLIANCE:HORDE);
                    relicGateDestroyed = true;
                    break;
            }
            break;
        }
        case BG_SA_GO_GATES_GREEN_EMERALD:
        {
            type = BG_SA_GO_GATES_T_GREEN_EMERALD;
            switch (eventId)
            {
                case 21630:
                    if (!GateGreenEmeraldDamaged)
                    {
                        SendMessageSA(player, BG_SA_ATTACK, _GatesName(target_obj));
                        GateGreenEmeraldDamaged = true;
                    }
                    break;
                case 19041:
                    // SendMessageSA(player, BG_SA_DAMAGE, _GatesName(target_obj));
                    SendWarningToAllSA(NULL, NULL, TEAM_NONE, true, type);
                    UpdateWorldState(BG_SA_GateStatus[type], GateStatus[type] = BG_SA_GO_GATES_DAMAGE);
                    break;
                case 19046:
                    // SendMessageSA(player, BG_SA_DESTROY, _GatesName(target_obj));
                    SendWarningToAllSA(NULL, NULL, TEAM_NONE, true, type, true);
                    UpdateWorldState(BG_SA_GateStatus[type], GateStatus[type] = BG_SA_GO_GATES_DESTROY);
                    UpdatePlayerScore(player, SCORE_GATES_DESTROYED, 1);
                    RewardHonorToTeam(85, (teamIndex == 0) ? ALLIANCE:HORDE);
                    RewardReputationToTeam((teamIndex == 0) ? 1050:1085, 65, (teamIndex == 0) ? ALLIANCE:HORDE);
                    break;
            }
            break;
        }
        case BG_SA_GO_GATES_BLUE_SAPHIRE:
        {
            type = BG_SA_GO_GATES_T_BLUE_SAPHIRE;
            switch (eventId)
            {
                case 21630:
                    if (!GateBlueSaphireDamaged)
                    {
                        SendMessageSA(player, BG_SA_ATTACK, _GatesName(target_obj));
                        GateBlueSaphireDamaged = true;
                    }
                   break;
                case 19040:
                    // SendMessageSA(player, BG_SA_DAMAGE, _GatesName(target_obj));
                    SendWarningToAllSA(NULL, NULL, TEAM_NONE, true, type);
                    UpdateWorldState(BG_SA_GateStatus[type], GateStatus[type] = BG_SA_GO_GATES_DAMAGE);
                    break;
                case 19045:
                    // SendMessageSA(player, BG_SA_DESTROY, _GatesName(target_obj));
                    SendWarningToAllSA(NULL, NULL, TEAM_NONE, true, type, true);
                    UpdateWorldState(BG_SA_GateStatus[type], GateStatus[type] = BG_SA_GO_GATES_DESTROY);
                    UpdatePlayerScore(player, SCORE_GATES_DESTROYED, 1);
                    RewardHonorToTeam(85, (teamIndex == 0) ? ALLIANCE:HORDE);
                    RewardReputationToTeam((teamIndex == 0) ? 1050:1085, 65, (teamIndex == 0) ? ALLIANCE:HORDE);
                    break;
            }
            break;
        }
        case BG_SA_GO_GATES_MAUVE_AMETHYST:
        {
            type = BG_SA_GO_GATES_T_MAUVE_AMETHYST;
            switch (eventId)
            {
                case 21630:
                    if (!GateMauveAmethystDamaged)
                    {
//.........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12: 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13: _CreateBanner

void BattlegroundAB::PostUpdateImpl(uint32 diff)
{
    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        int team_points[BG_TEAMS_COUNT] = { 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)
                    m_NodeTimers[node] -= diff;
                else
                {
                    m_NodeTimers[node] = 0;
                    // Change from contested to occupied !
                    uint8 teamIndex = m_Nodes[node]-1;
                    m_prevNodes[node] = m_Nodes[node];
                    m_Nodes[node] += 2;
                    // burn current contested banner
                    _DelBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex);
                    // create new occupied banner
                    _CreateBanner(node, BG_AB_NODE_TYPE_OCCUPIED, teamIndex, true);
                    _SendNodeUpdate(node);
                    _NodeOccupied(node, (teamIndex == 0) ? ALLIANCE:HORDE);
                    // Message to chatlog

                    if (teamIndex == 0)
                    {
                        // FIXME: team and node names not localized
                        SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN, CHAT_MSG_BG_SYSTEM_ALLIANCE, NULL, LANG_BG_AB_ALLY, _GetNodeNameId(node));
                        PlaySoundToAll(BG_AB_SOUND_NODE_CAPTURED_ALLIANCE);
                    }
                    else
                    {
                        // FIXME: team and node names not localized
                        SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN, CHAT_MSG_BG_SYSTEM_HORDE, NULL, LANG_BG_AB_HORDE, _GetNodeNameId(node));
                        PlaySoundToAll(BG_AB_SOUND_NODE_CAPTURED_HORDE);
                    }
                }
            }

            for (int team = 0; team < BG_TEAMS_COUNT; ++team)
                if (m_Nodes[node] == team + BG_AB_NODE_TYPE_OCCUPIED)
                    ++team_points[team];
        }

        // Accumulate points
        for (int team = 0; team < BG_TEAMS_COUNT; ++team)
        {
            int points = team_points[team];
            if (!points)
                continue;

            m_lastTick[team] += diff;

            if (m_lastTick[team] > BG_AB_TickIntervals[points])
            {
                m_lastTick[team] -= BG_AB_TickIntervals[points];
                m_TeamScores[team] += BG_AB_TickPoints[points];
                m_HonorScoreTics[team] += BG_AB_TickPoints[points];
                m_ReputationScoreTics[team] += BG_AB_TickPoints[points];

                if (m_ReputationScoreTics[team] >= m_ReputationTics)
                {
                    RewardReputationToTeam(509, 510, 10, team == ALLIANCE ? ALLIANCE : HORDE);
                    m_ReputationScoreTics[team] -= m_ReputationTics;
                }

                if (m_HonorScoreTics[team] >= m_HonorTics)
                {
                    RewardHonorToTeam(GetBonusHonorFromKill(1), (team == TEAM_ALLIANCE) ? ALLIANCE : HORDE);
                    m_HonorScoreTics[team] -= m_HonorTics;
                }

                if (!m_IsInformedNearVictory && m_TeamScores[team] > BG_AB_WARNING_NEAR_VICTORY_SCORE)
                {
                    if (team == TEAM_ALLIANCE)
                        SendMessageToAll(LANG_BG_AB_A_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
                    else
                        SendMessageToAll(LANG_BG_AB_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
                    PlaySoundToAll(BG_AB_SOUND_NEAR_VICTORY);
                    m_IsInformedNearVictory = true;
                }

                if (m_TeamScores[team] > BG_AB_MAX_TEAM_SCORE)
                    m_TeamScores[team] = BG_AB_MAX_TEAM_SCORE;
//.........这里部分代码省略.........
开发者ID:Brokentrojan,项目名称:TrinityCore,代码行数:101,代码来源:BattlegroundAB.cpp

示例14: ModifyStartDelayTime


//.........这里部分代码省略.........
        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 )
                    m_NodeTimers[node] -= diff;
                else
                {
                    m_NodeTimers[node] = 0;
                    // Change from contested to occupied !
                    uint8 teamIndex = m_Nodes[node]-1;
                    m_prevNodes[node] = m_Nodes[node];
                    m_Nodes[node] += 2;
                    // burn current contested banner
                    _DelBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex);
                    // create new occupied banner
                    _CreateBanner(node, BG_AB_NODE_TYPE_OCCUPIED, teamIndex, true);
                    _SendNodeUpdate(node);
                    _NodeOccupied(node,(teamIndex == 0) ? ALLIANCE:HORDE);
                    // Message to chatlog
                    char buf[256];
                    uint8 type = (teamIndex == 0) ? CHAT_MSG_BG_SYSTEM_ALLIANCE : CHAT_MSG_BG_SYSTEM_HORDE;
                    sprintf(buf, GetNeoString(LANG_BG_AB_NODE_TAKEN), (teamIndex == 0) ? GetNeoString(LANG_BG_AB_ALLY) : GetNeoString(LANG_BG_AB_HORDE), _GetNodeName(node));
                    WorldPacket data;
                    ChatHandler::FillMessageData(&data, NULL, type, LANG_UNIVERSAL, NULL, 0, buf, NULL);
                    SendPacketToAll(&data);
                    PlaySoundToAll((teamIndex == 0) ? SOUND_NODE_CAPTURED_ALLIANCE : SOUND_NODE_CAPTURED_HORDE);
                }
            }

            for (int team = 0; team < 2; ++team)
                if (m_Nodes[node] == team + BG_AB_NODE_TYPE_OCCUPIED )
                    ++team_points[team];
        }

        // Accumulate points
        for (int team = 0; team < 2; ++team)
        {
            int points = team_points[team];
            if (!points )
                continue;
            m_lastTick[team] += diff;
            if (m_lastTick[team] > BG_AB_TickIntervals[points] )
            {
                m_lastTick[team] -= BG_AB_TickIntervals[points];
                m_TeamScores[team] += BG_AB_TickPoints[points];
        m_score[team] = m_TeamScores[team];
                m_HonorScoreTics[team] += BG_AB_TickPoints[points];
                m_ReputationScoreTics[team] += BG_AB_TickPoints[points];
                if (m_ReputationScoreTics[team] >= BG_AB_ReputationScoreTicks[m_HonorMode] )
                {
                    (team == BG_TEAM_ALLIANCE) ? RewardReputationToTeam(509, 10, ALLIANCE) : RewardReputationToTeam(510, 10, HORDE);
                    m_ReputationScoreTics[team] -= BG_AB_ReputationScoreTicks[m_HonorMode];
                }
                if (m_HonorScoreTics[team] >= BG_AB_HonorScoreTicks[m_HonorMode] )
                {
                    (team == BG_TEAM_ALLIANCE) ? RewardHonorToTeam(20, ALLIANCE) : RewardHonorToTeam(20, HORDE);
                    m_HonorScoreTics[team] -= BG_AB_HonorScoreTicks[m_HonorMode];
                }
                if (!m_IsInformedNearVictory && m_TeamScores[team] > 1800 )
                {
                    if (team == BG_TEAM_ALLIANCE )
                        SendMessageToAll(GetNeoString(LANG_BG_AB_A_NEAR_VICTORY));
                    else
                        SendMessageToAll(GetNeoString(LANG_BG_AB_H_NEAR_VICTORY));
                    PlaySoundToAll(SOUND_NEAR_VICTORY);
                    m_IsInformedNearVictory = true;
                }

                if (m_TeamScores[team] > 2000 )
                    m_TeamScores[team] = 2000;
                if (team == BG_TEAM_ALLIANCE )
                    UpdateWorldState(BG_AB_OP_RESOURCES_ALLY, m_TeamScores[team]);
                if (team == BG_TEAM_HORDE )
                    UpdateWorldState(BG_AB_OP_RESOURCES_HORDE, m_TeamScores[team]);
            }
        }

        // Test win condition
        if (m_TeamScores[BG_TEAM_ALLIANCE] >= 2000 )
            EndBattleGround(ALLIANCE);
        if (m_TeamScores[BG_TEAM_HORDE] >= 2000 )
            EndBattleGround(HORDE);
    }
}
开发者ID:Zekom,项目名称:NeoCore,代码行数:101,代码来源:BattleGroundAB.cpp

示例15: _CreateBanner

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

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

        for (int node = 0; node < BG_AB_NODES_MAX; ++node)
        {
            // 3 sec delay to spawn new banner instead previous despawned one
            if (m_BannerTimers[node].timer)
            {
                if (m_BannerTimers[node].timer > int32(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] > int32(diff))
                    m_NodeTimers[node] -= diff;
                else
                {
                    m_NodeTimers[node] = 0;
                    // Change from contested to occupied !
                    uint8 teamIndex = m_Nodes[node]-1;
                    m_prevNodes[node] = m_Nodes[node];
                    m_Nodes[node] += 2;
                    // burn current contested banner
                    _DelBanner(node, BG_AB_NODE_TYPE_CONTESTED, teamIndex);
                    // create new occupied banner
                    _CreateBanner(node, BG_AB_NODE_TYPE_OCCUPIED, teamIndex, true);
                    _SendNodeUpdate(node);
                    _NodeOccupied(node,(teamIndex == 0) ? ALLIANCE:HORDE);
                    // Message to chatlog

                    if (teamIndex == 0)
                    {
                        SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN, CHAT_MSG_BG_SYSTEM_ALLIANCE, NULL, LANG_BG_AB_ALLY, _GetNodeNameId(node));
                        PlaySoundToAll(BG_AB_SOUND_NODE_CAPTURED_ALLIANCE);
                    }
                    else
                    {
                        SendMessage2ToAll(LANG_BG_AB_NODE_TAKEN, CHAT_MSG_BG_SYSTEM_HORDE, NULL, LANG_BG_AB_HORDE, _GetNodeNameId(node));
                        PlaySoundToAll(BG_AB_SOUND_NODE_CAPTURED_HORDE);
                    }
                }
            }

            for (int team = 0; team < BG_TEAMS_COUNT; ++team)
                if (m_Nodes[node] == team + BG_AB_NODE_TYPE_OCCUPIED)
                    ++team_points[team];
        }

        // Accumulate points
        for (int team = 0; team < BG_TEAMS_COUNT; ++team)
        {
            int points = team_points[team];
            if (!points)
                continue;
            m_lastTick[team] += diff;
            if (m_lastTick[team] > BG_AB_TickIntervals[points])
            {
                m_lastTick[team] -= BG_AB_TickIntervals[points];
                m_TeamScores[team] += BG_AB_TickPoints[points];
                m_score[team] = m_TeamScores[team];
                m_HonorScoreTics[team] += BG_AB_TickPoints[points];
                m_ReputationScoreTics[team] += BG_AB_TickPoints[points];
                if (m_ReputationScoreTics[team] >= BG_AB_ReputationScoreTicks[m_HonorMode])
                {
                    (team == BG_TEAM_ALLIANCE) ? RewardReputationToTeam(509, 10, ALLIANCE) : RewardReputationToTeam(510, 10, HORDE);
                    m_ReputationScoreTics[team] -= BG_AB_ReputationScoreTicks[m_HonorMode];
                }
                if (m_HonorScoreTics[team] >= BG_AB_HonorScoreTicks[m_HonorMode])
                {
                    (team == BG_TEAM_ALLIANCE) ? RewardHonorToTeam(20, ALLIANCE) : RewardHonorToTeam(20, HORDE);
                    m_HonorScoreTics[team] -= BG_AB_HonorScoreTicks[m_HonorMode];
                }
                if (!m_IsInformedNearVictory && m_TeamScores[team] > BG_AB_WARNING_NEAR_VICTORY_SCORE)
                {
                    if (team == BG_TEAM_ALLIANCE)
                        SendMessageToAll(LANG_BG_AB_A_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
                    else
                        SendMessageToAll(LANG_BG_AB_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
                    PlaySoundToAll(BG_AB_SOUND_NEAR_VICTORY);
                    m_IsInformedNearVictory = true;
                }

                if (m_TeamScores[team] > BG_AB_MAX_TEAM_SCORE)
                    m_TeamScores[team] = BG_AB_MAX_TEAM_SCORE;
                if (team == BG_TEAM_ALLIANCE)
                    UpdateWorldState(BG_AB_OP_RESOURCES_ALLY, m_TeamScores[team]);
                if (team == BG_TEAM_HORDE)
                    UpdateWorldState(BG_AB_OP_RESOURCES_HORDE, m_TeamScores[team]);
//.........这里部分代码省略.........
开发者ID:Anonymus123,项目名称:AtomicCore-2.4.3,代码行数:101,代码来源:BattleGroundAB.cpp


注:本文中的RewardReputationToTeam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。