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C++ SpawnBGObject函数代码示例

本文整理汇总了C++中SpawnBGObject函数的典型用法代码示例。如果您正苦于以下问题:C++ SpawnBGObject函数的具体用法?C++ SpawnBGObject怎么用?C++ SpawnBGObject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SpawnBGObject函数的14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: SpawnBGObject

void BattlegroundRL::StartingEventCloseDoors()
{
    for (uint32 i = BG_RL_OBJECT_DOOR_1; i <= BG_RL_OBJECT_DOOR_2; ++i)
        SpawnBGObject(i, RESPAWN_IMMEDIATELY);
}
开发者ID:Xanvial,项目名称:TrinityCore,代码行数:5,代码来源:BattlegroundRL.cpp

示例2: 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;

    AddCreature(BG_SA_NpcEntries[BG_SA_NPC_KANRETHAD], BG_SA_NPC_KANRETHAD, BG_SA_NpcSpawnlocs[BG_SA_NPC_KANRETHAD]);

    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))
            return false;
    }

    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))
            return false;
    }

    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))
            return false;
    }

    // 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))
            return false;
    }

    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;

    TotalTime = 0;
    ShipsStarted = false;

    //Graveyards
    for (uint8 i = 0; i < BG_SA_MAX_GY; i++)
    {
        WorldSafeLocsEntry const* sg = NULL;
        sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]);

        if (!sg)
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: Can't find GY entry %u", BG_SA_GYEntries[i]);
            return false;
        }

//.........这里部分代码省略.........
开发者ID:Allysia1,项目名称:TrinityCore,代码行数:101,代码来源:BattlegroundSA.cpp

示例3: PlaySoundToAll

void BattlegroundWS::EventPlayerClickedOnFlag(Player* Source, GameObject* target_obj)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    int32 message_id = 0;
    ChatMsg type = CHAT_MSG_BG_SYSTEM_NEUTRAL;

    //alliance flag picked up from base
    if (Source->GetTeam() == HORDE && GetFlagState(ALLIANCE) == BG_WS_FLAG_STATE_ON_BASE
        && BgObjects[BG_WS_OBJECT_A_FLAG] == target_obj->GetGUID())
    {
        message_id = LANG_BG_WS_PICKEDUP_AF;
        type = CHAT_MSG_BG_SYSTEM_HORDE;
        PlaySoundToAll(BG_WS_SOUND_ALLIANCE_FLAG_PICKED_UP);
        SpawnBGObject(BG_WS_OBJECT_A_FLAG, RESPAWN_ONE_DAY);
        SetAllianceFlagPicker(Source->GetGUID());
        _flagState[BG_TEAM_ALLIANCE] = BG_WS_FLAG_STATE_ON_PLAYER;
        //update world state to show correct flag carrier
        UpdateFlagState(HORDE, BG_WS_FLAG_STATE_ON_PLAYER);
        UpdateWorldState(BG_WS_FLAG_UNK_ALLIANCE, 1);
        Source->CastSpell(Source, BG_WS_SPELL_SILVERWING_FLAG, true);
        Source->GetAchievementMgr().StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_SPELL_TARGET, BG_WS_SPELL_SILVERWING_FLAG_PICKED);
        if (_flagState[1] == BG_WS_FLAG_STATE_ON_PLAYER)
          _bothFlagsKept = true;
    }

    //horde flag picked up from base
    if (Source->GetTeam() == ALLIANCE && GetFlagState(HORDE) == BG_WS_FLAG_STATE_ON_BASE
        && BgObjects[BG_WS_OBJECT_H_FLAG] == target_obj->GetGUID())
    {
        message_id = LANG_BG_WS_PICKEDUP_HF;
        type = CHAT_MSG_BG_SYSTEM_ALLIANCE;
        PlaySoundToAll(BG_WS_SOUND_HORDE_FLAG_PICKED_UP);
        SpawnBGObject(BG_WS_OBJECT_H_FLAG, RESPAWN_ONE_DAY);
        SetHordeFlagPicker(Source->GetGUID());
        _flagState[BG_TEAM_HORDE] = BG_WS_FLAG_STATE_ON_PLAYER;
        //update world state to show correct flag carrier
        UpdateFlagState(ALLIANCE, BG_WS_FLAG_STATE_ON_PLAYER);
        UpdateWorldState(BG_WS_FLAG_UNK_HORDE, 1);
        Source->CastSpell(Source, BG_WS_SPELL_WARSONG_FLAG, true);
        Source->GetAchievementMgr().StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_SPELL_TARGET, BG_WS_SPELL_WARSONG_FLAG_PICKED);
        if (_flagState[0] == BG_WS_FLAG_STATE_ON_PLAYER)
          _bothFlagsKept = true;
    }

    //Alliance flag on ground(not in base) (returned or picked up again from ground!)
    if (GetFlagState(ALLIANCE) == BG_WS_FLAG_STATE_ON_GROUND && Source->IsWithinDistInMap(target_obj, 10) && target_obj->GetGOInfo()->entry == BG_OBJECT_A_FLAG_GROUND_WS_ENTRY)
    {
        if (Source->GetTeam() == ALLIANCE)
        {
            message_id = LANG_BG_WS_RETURNED_AF;
            type = CHAT_MSG_BG_SYSTEM_ALLIANCE;
            UpdateFlagState(HORDE, BG_WS_FLAG_STATE_WAIT_RESPAWN);
            RespawnFlag(ALLIANCE, false);
            SpawnBGObject(BG_WS_OBJECT_A_FLAG, RESPAWN_IMMEDIATELY);
            PlaySoundToAll(BG_WS_SOUND_FLAG_RETURNED);
            UpdatePlayerScore(Source, SCORE_FLAG_RETURNS, 1);
            _bothFlagsKept = false;
        }
        else
        {
            message_id = LANG_BG_WS_PICKEDUP_AF;
            type = CHAT_MSG_BG_SYSTEM_HORDE;
            PlaySoundToAll(BG_WS_SOUND_ALLIANCE_FLAG_PICKED_UP);
            SpawnBGObject(BG_WS_OBJECT_A_FLAG, RESPAWN_ONE_DAY);
            SetAllianceFlagPicker(Source->GetGUID());
            Source->CastSpell(Source, BG_WS_SPELL_SILVERWING_FLAG, true);
            _flagState[BG_TEAM_ALLIANCE] = BG_WS_FLAG_STATE_ON_PLAYER;
            UpdateFlagState(HORDE, BG_WS_FLAG_STATE_ON_PLAYER);
            if (_flagDebuffState == 1)
              Source->CastSpell(Source, WS_SPELL_FOCUSED_ASSAULT, true);
            if (_flagDebuffState == 2)
              Source->CastSpell(Source, WS_SPELL_BRUTAL_ASSAULT, true);
            UpdateWorldState(BG_WS_FLAG_UNK_ALLIANCE, 1);
        }
        //called in HandleGameObjectUseOpcode:
        //target_obj->Delete();
    }

    //Horde flag on ground(not in base) (returned or picked up again)
    if (GetFlagState(HORDE) == BG_WS_FLAG_STATE_ON_GROUND && Source->IsWithinDistInMap(target_obj, 10) && target_obj->GetGOInfo()->entry == BG_OBJECT_H_FLAG_GROUND_WS_ENTRY)
    {
        if (Source->GetTeam() == HORDE)
        {
            message_id = LANG_BG_WS_RETURNED_HF;
            type = CHAT_MSG_BG_SYSTEM_HORDE;
            UpdateFlagState(ALLIANCE, BG_WS_FLAG_STATE_WAIT_RESPAWN);
            RespawnFlag(HORDE, false);
            SpawnBGObject(BG_WS_OBJECT_H_FLAG, RESPAWN_IMMEDIATELY);
            PlaySoundToAll(BG_WS_SOUND_FLAG_RETURNED);
            UpdatePlayerScore(Source, SCORE_FLAG_RETURNS, 1);
            _bothFlagsKept = false;
        }
        else
        {
            message_id = LANG_BG_WS_PICKEDUP_HF;
            type = CHAT_MSG_BG_SYSTEM_ALLIANCE;
            PlaySoundToAll(BG_WS_SOUND_HORDE_FLAG_PICKED_UP);
            SpawnBGObject(BG_WS_OBJECT_H_FLAG, RESPAWN_ONE_DAY);
//.........这里部分代码省略.........
开发者ID:boom8866,项目名称:new,代码行数:101,代码来源:BattlegroundWS.cpp

示例4: SpawnBGObject

void BattlegroundEY::EventTeamCapturedPoint(Player* Source, uint32 Point)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    uint32 Team = Source->GetTeam();

    SpawnBGObject(m_CapturingPointTypes[Point].DespawnNeutralObjectType, RESPAWN_ONE_DAY);
    SpawnBGObject(m_CapturingPointTypes[Point].DespawnNeutralObjectType + 1, RESPAWN_ONE_DAY);
    SpawnBGObject(m_CapturingPointTypes[Point].DespawnNeutralObjectType + 2, RESPAWN_ONE_DAY);

    if (Team == ALLIANCE)
    {
        m_TeamPointsCount[TEAM_ALLIANCE]++;
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeAlliance, RESPAWN_IMMEDIATELY);
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeAlliance + 1, RESPAWN_IMMEDIATELY);
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeAlliance + 2, RESPAWN_IMMEDIATELY);
    }
    else
    {
        m_TeamPointsCount[TEAM_HORDE]++;
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeHorde, RESPAWN_IMMEDIATELY);
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeHorde + 1, RESPAWN_IMMEDIATELY);
        SpawnBGObject(m_CapturingPointTypes[Point].SpawnObjectTypeHorde + 2, RESPAWN_IMMEDIATELY);
    }

    //buff isn't respawned

    m_PointOwnedByTeam[Point] = Team;
    m_PointState[Point] = EY_POINT_UNDER_CONTROL;

    if (Team == ALLIANCE)
        SendMessageToAll(m_CapturingPointTypes[Point].MessageIdAlliance, CHAT_MSG_BG_SYSTEM_ALLIANCE, Source);
    else
        SendMessageToAll(m_CapturingPointTypes[Point].MessageIdHorde, CHAT_MSG_BG_SYSTEM_HORDE, Source);

    if (BgCreatures[Point])
        DelCreature(Point);

    WorldSafeLocsEntry const* sg = NULL;
    sg = sWorldSafeLocsStore.LookupEntry(m_CapturingPointTypes[Point].GraveYardId);
    if (!sg || !AddSpiritGuide(Point, sg->x, sg->y, sg->z, 3.124139f, Team))
        sLog->outError(LOG_FILTER_BATTLEGROUND, "BatteGroundEY: Failed to spawn spirit guide! point: %u, team: %u, graveyard_id: %u",
            Point, Team, m_CapturingPointTypes[Point].GraveYardId);

//    SpawnBGCreature(Point, RESPAWN_IMMEDIATELY);

    UpdatePointsIcons(Team, Point);
    UpdatePointsCount(Team);

    if (Point >= EY_POINTS_MAX)
        return;

    Creature* trigger = GetBGCreature(Point + 6);//0-5 spirit guides
    if (!trigger)
       trigger = AddCreature(WORLD_TRIGGER, Point+6, Team, BG_EY_TriggerPositions[Point][0], BG_EY_TriggerPositions[Point][1], BG_EY_TriggerPositions[Point][2], BG_EY_TriggerPositions[Point][3]);

    //add bonus honor aura trigger creature when node is accupied
    //cast bonus aura (+50% honor in 25yards)
    //aura should only apply to players who have accupied the node, set correct faction for trigger
    if (trigger)
    {
        trigger->setFaction(Team == ALLIANCE ? 84 : 83);
        trigger->CastSpell(trigger, SPELL_HONORABLE_DEFENDER_25Y, false);
    }
}
开发者ID:Betaman2k,项目名称:TrinityCore,代码行数:66,代码来源:BattlegroundEY.cpp

示例5: DelObject

bool BattleGroundSA::ResetObjs()
{
    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;

    for (uint8 i = 0; i < BG_SA_CENTRAL_FLAG; i++)
    {
        if (!AddObject(i,BG_SA_ObjEntries[i],
                       BG_SA_ObjSpawnlocs[i][0],BG_SA_ObjSpawnlocs[i][1],
                       BG_SA_ObjSpawnlocs[i][2],BG_SA_ObjSpawnlocs[i][3],
                       0,0,0,0,RESPAWN_ONE_DAY))
            return false;
    }

    //Cannons and demolishers - NPCs are spawned
    //By capturing GYs.
    for (uint8 i = 0; i < BG_SA_NPC_SPARKLIGHT; i++)
    {
        if (!AddCreature(BG_SA_NpcEntries[i], i, (attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE),
                         BG_SA_NpcSpawnlocs[i][0],BG_SA_NpcSpawnlocs[i][1],
                         BG_SA_NpcSpawnlocs[i][2],BG_SA_NpcSpawnlocs[i][3]))
            return false;
    }

    OverrideGunFaction();

    for (uint8 i = 0; i <= BG_SA_TITAN_RELIC; i++)
    {
        SpawnBGObject(i, RESPAWN_IMMEDIATELY);
        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, defF);
    }

    GetBGObject(BG_SA_TITAN_RELIC)->SetUInt32Value(GAMEOBJECT_FACTION, atF);
    GetBGObject(BG_SA_TITAN_RELIC)->Refresh();

    for (uint8 i = 0; i <= 5; i++)
        GateStatus[i] = BG_SA_GATE_OK;

    // 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);

    TotalTime = 0;
    ShipsStarted = false;

    //Graveyards!
    for (uint8 i = 0; i < BG_SA_MAX_GY; i++)
    {
        WorldSafeLocsEntry const *sg = NULL;
        sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]);

        if (!sg)
        {
            sLog.outError("SOTA: Can't find GY entry %u",BG_SA_GYEntries[i]);
            return false;
        }

        if (i == BG_SA_BEACH_GY)
        {
            GraveyardStatus[i] = attackers;
            AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((attackers == TEAM_HORDE)? HORDE : ALLIANCE));
        }
        else
        {
            GraveyardStatus[i] = ((attackers == TEAM_HORDE)? TEAM_ALLIANCE : TEAM_HORDE);
            if (!AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((attackers == TEAM_HORDE)? ALLIANCE : HORDE)))
                sLog.outError("SOTA: couldn't spawn GY: %u",i);
        }
    }

    //GY capture points
    for (uint8 i = BG_SA_CENTRAL_FLAG; i < BG_SA_MAXOBJ; i++)
    {
        AddObject(i, BG_SA_ObjEntries[i] - (attackers == TEAM_ALLIANCE ? 1:0),
                  BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
                  BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
                  0,0,0,0,RESPAWN_ONE_DAY);
        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FACTION, atF);
    }

    //Player may enter BEFORE we set up bG - lets update his worldstates anyway...
    UpdateWorldState(BG_SA_RIGHT_GY_HORDE , GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_HORDE?1:0);
    UpdateWorldState(BG_SA_LEFT_GY_HORDE , GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_HORDE?1:0);
    UpdateWorldState(BG_SA_CENTER_GY_HORDE , GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_HORDE?1:0);

//.........这里部分代码省略.........
开发者ID:Rhyuk,项目名称:Dev,代码行数:101,代码来源:BattleGroundSA.cpp

示例6: SpawnBGObject

void BattleGroundAB::StartingEventCloseDoors()
{
    // despawn buffs
    for (int i = 0; i < BG_AB_NODES_MAX * 3; ++i)
        SpawnBGObject(m_BgObjects[BG_AB_OBJECT_SPEEDBUFF_STABLES + i], RESPAWN_ONE_DAY);
}
开发者ID:Jaboo,项目名称:Valhalla-Project,代码行数:6,代码来源:BattleGroundAB.cpp

示例7: 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->GetTeam() == 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->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);

        RewardHonorToTeam(BG_WSG_Honor[m_HonorMode][BG_WSG_WIN], winner);
        EndBattleGround(winner);
    }
    else
    {
        m_FlagsTimer[GetTeamIndexByTeamId(Source->GetTeam()) ? 0 : 1] = BG_WS_FLAG_RESPAWN_TIME;
    }
}
开发者ID:de-dima,项目名称:243,代码行数:88,代码来源:BattleGroundWS.cpp

示例8: GetTrinityString

void BattleGroundWS::EventPlayerClickedOnFlag(Player *Source, GameObject* target_obj)
{
    if(GetStatus() != STATUS_IN_PROGRESS)
        return;

    const char *message;
    uint8 type = 0;

    //alliance flag picked up from base
    if(Source->GetTeam() == HORDE && this->GetFlagState(ALLIANCE) == BG_WS_FLAG_STATE_ON_BASE
        && this->m_BgObjects[BG_WS_OBJECT_A_FLAG] == target_obj->GetGUID())
    {
        message = GetTrinityString(LANG_BG_WS_PICKEDUP_AF);
        type = CHAT_MSG_BG_SYSTEM_HORDE;
        PlaySoundToAll(BG_WS_SOUND_ALLIANCE_FLAG_PICKED_UP);
        SpawnBGObject(BG_WS_OBJECT_A_FLAG, RESPAWN_ONE_DAY);
        SetAllianceFlagPicker(Source->GetGUID());
        m_FlagState[BG_TEAM_ALLIANCE] = BG_WS_FLAG_STATE_ON_PLAYER;
        //update world state to show correct flag carrier
        UpdateFlagState(HORDE, BG_WS_FLAG_STATE_ON_PLAYER);
        UpdateWorldState(BG_WS_FLAG_UNK_ALLIANCE, 1);
        Source->CastSpell(Source, BG_WS_SPELL_SILVERWING_FLAG, true);
        if(m_FlagState[1] == BG_WS_FLAG_STATE_ON_PLAYER)
          m_BothFlagsKept = true;
    }

    //horde flag picked up from base
    if (Source->GetTeam() == ALLIANCE && this->GetFlagState(HORDE) == BG_WS_FLAG_STATE_ON_BASE
        && this->m_BgObjects[BG_WS_OBJECT_H_FLAG] == target_obj->GetGUID())
    {
        message = GetTrinityString(LANG_BG_WS_PICKEDUP_HF);
        type = CHAT_MSG_BG_SYSTEM_ALLIANCE;
        PlaySoundToAll(BG_WS_SOUND_HORDE_FLAG_PICKED_UP);
        SpawnBGObject(BG_WS_OBJECT_H_FLAG, RESPAWN_ONE_DAY);
        SetHordeFlagPicker(Source->GetGUID());
        m_FlagState[BG_TEAM_HORDE] = BG_WS_FLAG_STATE_ON_PLAYER;
        //update world state to show correct flag carrier
        UpdateFlagState(ALLIANCE, BG_WS_FLAG_STATE_ON_PLAYER);
        UpdateWorldState(BG_WS_FLAG_UNK_HORDE, 1);
        Source->CastSpell(Source, BG_WS_SPELL_WARSONG_FLAG, true);
        if(m_FlagState[0] == BG_WS_FLAG_STATE_ON_PLAYER)
          m_BothFlagsKept = true;
    }

    //Alliance flag on ground(not in base) (returned or picked up again from ground!)
    if(this->GetFlagState(ALLIANCE) == BG_WS_FLAG_STATE_ON_GROUND && Source->IsWithinDistInMap(target_obj, 10) && target_obj->GetGOInfo()->id == BG_OBJECT_A_FLAG_GROUND_WS_ENTRY)
    {
        if(Source->GetTeam() == ALLIANCE)
        {
            message = GetTrinityString(LANG_BG_WS_RETURNED_AF);
            type = CHAT_MSG_BG_SYSTEM_ALLIANCE;
            UpdateFlagState(HORDE, BG_WS_FLAG_STATE_WAIT_RESPAWN);
            RespawnFlag(ALLIANCE, false);
            SpawnBGObject(BG_WS_OBJECT_A_FLAG, RESPAWN_IMMEDIATELY);
            PlaySoundToAll(BG_WS_SOUND_FLAG_RETURNED);
            UpdatePlayerScore(Source, SCORE_FLAG_RETURNS, 1);
            m_BothFlagsKept = false;
        }
        else
        {
            message = GetTrinityString(LANG_BG_WS_PICKEDUP_AF);
            type = CHAT_MSG_BG_SYSTEM_HORDE;
            PlaySoundToAll(BG_WS_SOUND_ALLIANCE_FLAG_PICKED_UP);
            SpawnBGObject(BG_WS_OBJECT_A_FLAG, RESPAWN_ONE_DAY);
            SetAllianceFlagPicker(Source->GetGUID());
            Source->CastSpell(Source, BG_WS_SPELL_SILVERWING_FLAG, true);
            m_FlagState[BG_TEAM_ALLIANCE] = BG_WS_FLAG_STATE_ON_PLAYER;
            UpdateFlagState(HORDE, BG_WS_FLAG_STATE_ON_PLAYER);
            if(m_FlagDebuffState == 1)
              Source->CastSpell(Source,WS_SPELL_FOCUSED_ASSAULT,true);
            if(m_FlagDebuffState == 2)
              Source->CastSpell(Source,WS_SPELL_BRUTAL_ASSAULT,true);
            UpdateWorldState(BG_WS_FLAG_UNK_ALLIANCE, 1);
        }
        //called in HandleGameObjectUseOpcode:
        //target_obj->Delete();
    }

    //Horde flag on ground(not in base) (returned or picked up again)
    if(this->GetFlagState(HORDE) == BG_WS_FLAG_STATE_ON_GROUND && Source->IsWithinDistInMap(target_obj, 10) && target_obj->GetGOInfo()->id == BG_OBJECT_H_FLAG_GROUND_WS_ENTRY)
    {
        if(Source->GetTeam() == HORDE)
        {
            message = GetTrinityString(LANG_BG_WS_RETURNED_HF);
            type = CHAT_MSG_BG_SYSTEM_HORDE;
            UpdateFlagState(ALLIANCE, BG_WS_FLAG_STATE_WAIT_RESPAWN);
            RespawnFlag(HORDE, false);
            SpawnBGObject(BG_WS_OBJECT_H_FLAG, RESPAWN_IMMEDIATELY);
            PlaySoundToAll(BG_WS_SOUND_FLAG_RETURNED);
            UpdatePlayerScore(Source, SCORE_FLAG_RETURNS, 1);
            m_BothFlagsKept = false;
        }
        else
        {
            message = GetTrinityString(LANG_BG_WS_PICKEDUP_HF);
            type = CHAT_MSG_BG_SYSTEM_ALLIANCE;
            PlaySoundToAll(BG_WS_SOUND_HORDE_FLAG_PICKED_UP);
            SpawnBGObject(BG_WS_OBJECT_H_FLAG, RESPAWN_ONE_DAY);
            SetHordeFlagPicker(Source->GetGUID());
            Source->CastSpell(Source, BG_WS_SPELL_WARSONG_FLAG, true);
//.........这里部分代码省略.........
开发者ID:de-dima,项目名称:243,代码行数:101,代码来源:BattleGroundWS.cpp

示例9: ModifyStartDelayTime

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

    // after bg start we get there
    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;
            }
            for(uint32 i = BG_BE_OBJECT_DOOR_1; i <= BG_BE_OBJECT_DOOR_4; i++)
                SpawnBGObject(i, RESPAWN_IMMEDIATELY);

            for(uint32 i = BG_BE_OBJECT_BUFF_1; i <= BG_BE_OBJECT_BUFF_2; i++)
                SpawnBGObject(i, RESPAWN_ONE_DAY);

            SetStartDelayTime(START_DELAY1);
            SendMessageToAll(LANG_ARENA_ONE_MINUTE);
        }
        // After 30 seconds, warning is signalled
        else if (GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x04))
        {
            m_Events |= 0x04;
            SendMessageToAll(LANG_ARENA_THIRTY_SECONDS);
        }
        // After 15 seconds, warning is signalled
        else if (GetStartDelayTime() <= START_DELAY3 && !(m_Events & 0x08))
        {
            m_Events |= 0x08;
            SendMessageToAll(LANG_ARENA_FIFTEEN_SECONDS);
        }
        // delay expired (1 minute)
        else if (GetStartDelayTime() <= 0 && !(m_Events & 0x10))
        {
            m_Events |= 0x10;

            for(uint32 i = BG_BE_OBJECT_DOOR_1; i <= BG_BE_OBJECT_DOOR_2; i++)
                DoorOpen(i);

            for(uint32 i = BG_BE_OBJECT_BUFF_1; i <= BG_BE_OBJECT_BUFF_2; i++)
                SpawnBGObject(i, 60);

            SendMessageToAll(LANG_ARENA_BEGUN);
            SetStatus(STATUS_IN_PROGRESS);
            SetStartDelayTime(0);

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

            if(!GetPlayersCountByTeam(ALLIANCE) && GetPlayersCountByTeam(HORDE))
                EndBattleGround(HORDE);
            else if(GetPlayersCountByTeam(ALLIANCE) && !GetPlayersCountByTeam(HORDE))
                EndBattleGround(ALLIANCE);
        }
    }

    /*if(GetStatus() == STATUS_IN_PROGRESS)
    {
        // update something
    }*/
}
开发者ID:Anarchy,项目名称:mangos,代码行数:70,代码来源:BattleGroundBE.cpp

示例10: 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(GetTrinityString(LANG_BG_AB_ONEMINTOSTART));
        }
        // After 1,5 minute, warning is signalled
        else if (GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x08))
        {
            m_Events |= 0x08;
            SendMessageToAll(GetTrinityString(LANG_BG_AB_HALFMINTOSTART));
        }
        // After 2 minutes, gates OPEN ! x)
        else if (GetStartDelayTime() < 0 && !(m_Events & 0x10))
        {
            m_Events |= 0x10;
            SendMessageToAll(GetTrinityString(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);
            if (sWorld.getConfig(CONFIG_BG_START_MUSIC))
                PlaySoundToAll(SOUND_BG_START_L70ETC); //MUSIC
            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)
    {
        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])
//.........这里部分代码省略.........
开发者ID:Xadras,项目名称:looking4group-core,代码行数:101,代码来源:BattleGroundAB.cpp

示例11: 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;

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

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

//            SpawnBGCreature(EY_SPIRIT_MAIN_ALLIANCE, RESPAWN_IMMEDIATELY);
//            SpawnBGCreature(EY_SPIRIT_MAIN_HORDE, 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(GetTrinityString(LANG_BG_EY_ONE_MINUTE));
        }
        // After 1,5 minute, warning is signalled
        else if(GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x08))
        {
            m_Events |= 0x08;
            SendMessageToAll(GetTrinityString(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(GetTrinityString(LANG_BG_EY_BEGIN));

            PlaySoundToAll(SOUND_BG_START);
            if(sWorld.getConfig(CONFIG_BG_START_MUSIC))
                PlaySoundToAll(SOUND_BG_START_L70ETC); //MUSIC
            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
//.........这里部分代码省略.........
开发者ID:Bootz,项目名称:TC-One,代码行数:101,代码来源:BattleGroundEY.cpp

示例12: ModifyStartDelayTime

void BattleGroundWS::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;

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

//            for(uint32 i = WS_SPIRIT_MAIN_ALLIANCE; i <= WS_SPIRIT_MAIN_HORDE; i++)
//                SpawnBGCreature(i, RESPAWN_IMMEDIATELY);

            for(uint32 i = BG_WS_OBJECT_DOOR_A_1; i <= BG_WS_OBJECT_DOOR_H_4; i++)
            {
                SpawnBGObject(i, RESPAWN_IMMEDIATELY);
                DoorClose(i);
            }
            for(uint32 i = BG_WS_OBJECT_A_FLAG; i <= BG_WS_OBJECT_BERSERKBUFF_2; 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(GetTrinityString(LANG_BG_WS_ONE_MINUTE));
        }
        // After 1,5 minute, warning is signalled
        else if(GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x08))
        {
            m_Events |= 0x08;
            SendMessageToAll(GetTrinityString(LANG_BG_WS_HALF_MINUTE));
        }
        // After 2 minutes, gates OPEN ! x)
        else if(GetStartDelayTime() < 0 && !(m_Events & 0x10))
        {
            m_Events |= 0x10;
            for(uint32 i = BG_WS_OBJECT_DOOR_A_1; i <= BG_WS_OBJECT_DOOR_A_4; i++)
                DoorOpen(i);
            for(uint32 i = BG_WS_OBJECT_DOOR_H_1; i <= BG_WS_OBJECT_DOOR_H_2; i++)
                DoorOpen(i);

            SpawnBGObject(BG_WS_OBJECT_DOOR_A_5, RESPAWN_ONE_DAY);
            SpawnBGObject(BG_WS_OBJECT_DOOR_A_6, RESPAWN_ONE_DAY);
            SpawnBGObject(BG_WS_OBJECT_DOOR_H_3, RESPAWN_ONE_DAY);
            SpawnBGObject(BG_WS_OBJECT_DOOR_H_4, RESPAWN_ONE_DAY);

            for(uint32 i = BG_WS_OBJECT_A_FLAG; i <= BG_WS_OBJECT_BERSERKBUFF_2; i++)
                SpawnBGObject(i, RESPAWN_IMMEDIATELY);

            SendMessageToAll(GetTrinityString(LANG_BG_WS_BEGIN));

            PlaySoundToAll(SOUND_BG_START);
            if(sWorld.getConfig(CONFIG_BG_START_MUSIC))
                PlaySoundToAll(SOUND_BG_START_L70ETC); //MUSIC - Custom config
            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)
    {
        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);
                m_BothFlagsKept = false;
            }
        }
        if(m_FlagState[BG_TEAM_HORDE] == BG_WS_FLAG_STATE_WAIT_RESPAWN)
        {
            m_FlagsTimer[BG_TEAM_HORDE] -= diff;
//.........这里部分代码省略.........
开发者ID:de-dima,项目名称:243,代码行数:101,代码来源:BattleGroundWS.cpp

示例13: SetHordeFlagPicker

void BattlegroundWS::EventPlayerCapturedFlag(Player* player)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    uint32 winner = 0;

    player->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
    if (player->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_WS_FLAG_STATE_WAIT_RESPAWN;
        // Drop Horde Flag from Player
        player->RemoveAurasDueToSpell(BG_WS_SPELL_WARSONG_FLAG);
        if (_flagDebuffState == 1)
            player->RemoveAurasDueToSpell(WS_SPELL_FOCUSED_ASSAULT);
        else if (_flagDebuffState == 2)
            player->RemoveAurasDueToSpell(WS_SPELL_BRUTAL_ASSAULT);

        if (GetTeamScore(TEAM_ALLIANCE) < BG_WS_MAX_TEAM_SCORE)
            AddPoint(ALLIANCE, 1);
        PlaySoundToAll(BG_WS_SOUND_FLAG_CAPTURED_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_WS_FLAG_STATE_WAIT_RESPAWN;
        // Drop Alliance Flag from Player
        player->RemoveAurasDueToSpell(BG_WS_SPELL_SILVERWING_FLAG);
        if (_flagDebuffState == 1)
            player->RemoveAurasDueToSpell(WS_SPELL_FOCUSED_ASSAULT);
        else if (_flagDebuffState == 2)
            player->RemoveAurasDueToSpell(WS_SPELL_BRUTAL_ASSAULT);

        if (GetTeamScore(TEAM_HORDE) < BG_WS_MAX_TEAM_SCORE)
            AddPoint(HORDE, 1);
        PlaySoundToAll(BG_WS_SOUND_FLAG_CAPTURED_HORDE);
    }
    RewardReputationToTeam(890, 889, m_ReputationCapture, player->GetTeam());
    //for flag capture is reward 2 honorable kills
    RewardHonorToTeam(GetBonusHonorFromKill(2), player->GetTeam());

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

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

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

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

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

    if (GetTeamScore(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);
        UpdateWorldState(BG_WS_STATE_TIMER_ACTIVE, 0);

        RewardHonorToTeam(BG_WSG_Honor[m_HonorMode][BG_WSG_WIN], winner);
        EndBattleground(winner);
    }
    else
    {
        _flagsTimer[GetTeamIndexByTeamId(player->GetTeam()) ? 0 : 1] = BG_WS_FLAG_RESPAWN_TIME;
    }
}
开发者ID:cristal,项目名称:Core,代码行数:86,代码来源:BattlegroundWS.cpp

示例14: if

void BattlegroundDS::PostUpdateImpl(uint32 diff)
{
    if (m_knockback)
    {
        if (m_knockback <= diff)
        {
            for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
            {
                Player *plr = ObjectAccessor::FindPlayer(itr->first);
                if (!plr)
                    continue;

                if (plr->GetDistance2d(1214.0f, 765.0f) <= 50.0f && plr->GetPositionZ() > 13.0f)
                    plr->KnockBackWithAngle(0.0f, 55.0f, 9.0f);
                else if (plr->GetDistance2d(1369.0f, 817.0f) <= 50.0f && plr->GetPositionZ() > 13.0f)
                    plr->KnockBackWithAngle(M_PI, 55.0f, 9.0f);
            }
            m_knockback = 0;
        }
        else
            m_knockback -= diff;
    }

    if (!m_knockback && m_teleport)
    {
        if (m_teleport <= diff)
        {
            for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
            {
                Player* plr = ObjectAccessor::FindPlayer(itr->first);
                if (!plr)
                    continue;

                if (plr->GetPositionZ() > 13.0f)
                    HandlePlayerUnderMap(plr);
            }
            m_teleport = 5 * IN_MILLISECONDS;
        }
        else
            m_teleport -= diff;
    }

    if (m_waterFall <= diff)
    {
        if (m_waterFallStatus == 0) // Add the water
        {
            DoorClose(BG_DS_OBJECT_WATER_2);
            m_waterFall = 7 * IN_MILLISECONDS;
            m_waterFallStatus = 1;
        }
        else if (m_waterFallStatus == 1) // Knockback, spawn the LOS object
        {
            for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
            {
                Player *plr = ObjectAccessor::FindPlayer(itr->first);
                if (!plr)
                    continue;

                if (plr->GetDistance2d(1291.56f, 790.837f) <= BG_DS_WATERFALL_RADIUS)
                    plr->KnockbackFrom(1291.56f, 790.837f, 20.0f, 7.0f);
            }
            SpawnBGObject(BG_DS_OBJECT_WATER_1, RESPAWN_IMMEDIATELY);
            GetBgMap()->SetDynLOSObjectState(m_dynamicLOSid, true);
            m_waterFall = BG_DS_WATERFALL_DURATION;
            m_waterFallStatus = 2;
        }
        else // remove LOS and water
        {
            DoorOpen(BG_DS_OBJECT_WATER_2);
            SpawnBGObject(BG_DS_OBJECT_WATER_1, RESPAWN_ONE_DAY);
            GetBgMap()->SetDynLOSObjectState(m_dynamicLOSid, false);
            m_waterFall = urand(BG_DS_WATERFALL_TIMER_MIN, BG_DS_WATERFALL_TIMER_MAX);
            m_waterFallStatus = 0;
        }
    }
    else
        m_waterFall -= diff;
}
开发者ID:Aero100,项目名称:ReanEmu,代码行数:78,代码来源:BattlegroundDS.cpp


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