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C++ GetTeamScore函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中GetTeamScore函数的典型用法代码示例。如果您正苦于以下问题:C++ GetTeamScore函数的具体用法?C++ GetTeamScore怎么用?C++ GetTeamScore使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了GetTeamScore函数的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: GetTeamScore

void BattlegroundEY::UpdateTeamScore(uint32 Team)
{
    uint32 score = GetTeamScore(Team);
    /// @todo there should be some sound played when one team is near victory!! - and define variables
    /*if (!m_IsInformedNearVictory && score >= BG_EY_WARNING_NEAR_VICTORY_SCORE)
    {
        if (Team == ALLIANCE)
            SendMessageToAll(LANG_BG_EY_A_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
        else
            SendMessageToAll(LANG_BG_EY_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
        PlaySoundToAll(BG_EY_SOUND_NEAR_VICTORY);
        m_IsInformedNearVictory = true;
    }*/

    if (score >= BG_EY_MAX_TEAM_SCORE)
    {
        score = BG_EY_MAX_TEAM_SCORE;
        if (Team == TEAM_ALLIANCE)
            EndBattleground(ALLIANCE);
        else
            EndBattleground(HORDE);
    }

    if (Team == TEAM_ALLIANCE)
        UpdateWorldState(EY_ALLIANCE_RESOURCES, score);
    else
        UpdateWorldState(EY_HORDE_RESOURCES, score);
}
开发者ID:blitztech,项目名称:rev4,代码行数:28,代码来源:BattlegroundEY.cpp


示例2: GetTeamScore

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

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

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

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

            m_UpdatePointsTimer = BG_KT_POINTS_UPDATE_TIME;
        }
        else
            m_UpdatePointsTimer -= diff;
    }
}
开发者ID:3DViking,项目名称:MistCore,代码行数:46,代码来源:BattlegroundKT.cpp


示例3: GetTeamScore

void BattlegroundTP::FillInitialWorldStates(WorldStateBuilder& builder)
{
    builder.AppendState(BG_TP_FLAG_CAPTURES_ALLIANCE, GetTeamScore(TEAM_ALLIANCE));
    builder.AppendState(BG_TP_FLAG_CAPTURES_HORDE, GetTeamScore(TEAM_HORDE));


    if (_flagState[TEAM_ALLIANCE] == BG_TP_FLAG_STATE_ON_GROUND)
        builder.AppendState(BG_TP_FLAG_UNK_ALLIANCE, -1);
    else if (_flagState[TEAM_ALLIANCE] == BG_TP_FLAG_STATE_ON_PLAYER)
        builder.AppendState(BG_TP_FLAG_UNK_ALLIANCE, 1);
    else
        builder.AppendState(BG_TP_FLAG_UNK_ALLIANCE, 0);


    if (_flagState[TEAM_HORDE] == BG_TP_FLAG_STATE_ON_GROUND)
        builder.AppendState(BG_TP_FLAG_UNK_HORDE, -1);
    else if (_flagState[TEAM_HORDE] == BG_TP_FLAG_STATE_ON_PLAYER)
        builder.AppendState(BG_TP_FLAG_UNK_HORDE, 1);
    else
        builder.AppendState(BG_TP_FLAG_UNK_HORDE, 0);


    builder.AppendState(BG_TP_FLAG_CAPTURES_MAX, BG_TP_MAX_TEAM_SCORE);


    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        builder.AppendState(BG_TP_STATE_TIMER_ACTIVE, 1);
        builder.AppendState(BG_TP_STATE_TIMER, 25-_minutesElapsed);
    }
    else
        builder.AppendState(BG_TP_STATE_TIMER_ACTIVE, 0);


    if (_flagState[TEAM_HORDE] == BG_TP_FLAG_STATE_ON_PLAYER)
        builder.AppendState(BG_TP_FLAG_STATE_HORDE, 2);
    else
        builder.AppendState(BG_TP_FLAG_STATE_HORDE, 1);


    if (_flagState[TEAM_ALLIANCE] == BG_TP_FLAG_STATE_ON_PLAYER)
        builder.AppendState(BG_TP_FLAG_STATE_ALLIANCE, 2);
    else
        builder.AppendState(BG_TP_FLAG_STATE_ALLIANCE, 1);
}
开发者ID:Allowed,项目名称:SkyFire_5xx,代码行数:45,代码来源:BattlegroundTP.cpp


示例4: uint32

void BattlegroundTP::FillInitialWorldStates(WorldPacket& data)
{
    data << uint32(BG_TP_FLAG_CAPTURES_ALLIANCE) << uint32(GetTeamScore(TEAM_ALLIANCE));
    data << uint32(BG_TP_FLAG_CAPTURES_HORDE) << uint32(GetTeamScore(TEAM_HORDE));


    if (_flagState[TEAM_ALLIANCE] == BG_TP_FLAG_STATE_ON_GROUND)
        data << uint32(BG_TP_FLAG_UNK_ALLIANCE) << uint32(-1);
    else if (_flagState[TEAM_ALLIANCE] == BG_TP_FLAG_STATE_ON_PLAYER)
        data << uint32(BG_TP_FLAG_UNK_ALLIANCE) << uint32(1);
    else
        data << uint32(BG_TP_FLAG_UNK_ALLIANCE) << uint32(0);


    if (_flagState[TEAM_HORDE] == BG_TP_FLAG_STATE_ON_GROUND)
        data << uint32(BG_TP_FLAG_UNK_HORDE) << uint32(-1);
    else if (_flagState[TEAM_HORDE] == BG_TP_FLAG_STATE_ON_PLAYER)
        data << uint32(BG_TP_FLAG_UNK_HORDE) << uint32(1);
    else
        data << uint32(BG_TP_FLAG_UNK_HORDE) << uint32(0);


    data << uint32(BG_TP_FLAG_CAPTURES_MAX) << uint32(BG_TP_MAX_TEAM_SCORE);


    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        data << uint32(BG_TP_STATE_TIMER_ACTIVE) << uint32(1);
        data << uint32(BG_TP_STATE_TIMER) << uint32(25-_minutesElapsed);
    }
    else
        data << uint32(BG_TP_STATE_TIMER_ACTIVE) << uint32(0);


    if (_flagState[TEAM_HORDE] == BG_TP_FLAG_STATE_ON_PLAYER)
        data << uint32(BG_TP_FLAG_STATE_HORDE) << uint32(2);
    else
        data << uint32(BG_TP_FLAG_STATE_HORDE) << uint32(1);


    if (_flagState[TEAM_ALLIANCE] == BG_TP_FLAG_STATE_ON_PLAYER)
        data << uint32(BG_TP_FLAG_STATE_ALLIANCE) << uint32(2);
    else
        data << uint32(BG_TP_FLAG_STATE_ALLIANCE) << uint32(1);
}
开发者ID:BOREMANSe,项目名称:SkyFire_5xx,代码行数:45,代码来源:BattlegroundTP.cpp


示例5: AddPoint

void BattleGroundAB::Update(time_t diff)
{
    BattleGround::Update(diff);
    //If BG-Status = WAIT_JOIN, we must start BG
    if(GetStatus() == STATUS_WAIT_JOIN)
    {

    }
    if(GetStatus() == STATUS_IN_PROGRESS)
    {
        for(int i = 0;i < 5; i++)
            if(m_Points[i])                                 //If point is controled
                AddPoint(m_Points[i], diff);
        if(GetTeamScore(ALLIANCE) >= (2000*1000))           //1 score/per second
            EndBattleGround(ALLIANCE);
        if(GetTeamScore(HORDE) >= (2000*1000))              //1 score/per second
            EndBattleGround(HORDE);
    }
}
开发者ID:Artea,项目名称:mangos-svn,代码行数:19,代码来源:BattleGroundAB.cpp


示例6: GetTeamScore

void game_sv_TeamDeathmatch::WriteGameState(CInifile& ini, LPCSTR sect, bool bRoundResult)
{
    inherited::WriteGameState(ini, sect, bRoundResult);

    for(u32 i=0; i<teams.size(); ++i )
    {
        string16		buf_name;
        sprintf_s		(buf_name,"team_%d_score",i);
        ini.w_u32		(sect,buf_name, GetTeamScore(i));
    }
}
开发者ID:OLR-xray,项目名称:OLR-3.0,代码行数:11,代码来源:game_sv_teamdeathmatch.cpp


示例7: int32

void BattlegroundWS::FillInitialWorldStates(WorldPackets::WorldState::InitWorldStates& packet)
{
    packet.Worldstates.emplace_back(uint32(BG_WS_FLAG_CAPTURES_ALLIANCE), int32(GetTeamScore(TEAM_ALLIANCE)));
    packet.Worldstates.emplace_back(uint32(BG_WS_FLAG_CAPTURES_HORDE), int32(GetTeamScore(TEAM_HORDE)));

    if (_flagState[TEAM_ALLIANCE] == BG_WS_FLAG_STATE_ON_GROUND)
        packet.Worldstates.emplace_back(uint32(BG_WS_FLAG_UNK_ALLIANCE), -1);
    else if (_flagState[TEAM_ALLIANCE] == BG_WS_FLAG_STATE_ON_PLAYER)
        packet.Worldstates.emplace_back(uint32(BG_WS_FLAG_UNK_ALLIANCE), 1);
    else
        packet.Worldstates.emplace_back(uint32(BG_WS_FLAG_UNK_ALLIANCE), 0);

    if (_flagState[TEAM_HORDE] == BG_WS_FLAG_STATE_ON_GROUND)
        packet.Worldstates.emplace_back(uint32(BG_WS_FLAG_UNK_HORDE), -1);
    else if (_flagState[TEAM_HORDE] == BG_WS_FLAG_STATE_ON_PLAYER)
        packet.Worldstates.emplace_back(uint32(BG_WS_FLAG_UNK_HORDE), 1);
    else
        packet.Worldstates.emplace_back(uint32(BG_WS_FLAG_UNK_HORDE), 0);

    packet.Worldstates.emplace_back(uint32(BG_WS_FLAG_CAPTURES_MAX), int32(BG_WS_MAX_TEAM_SCORE));

    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        packet.Worldstates.emplace_back(uint32(BG_WS_STATE_TIMER_ACTIVE), 1);
        packet.Worldstates.emplace_back(uint32(BG_WS_STATE_TIMER), int32(25 - _minutesElapsed));
    }
    else
        packet.Worldstates.emplace_back(uint32(BG_WS_STATE_TIMER_ACTIVE), 0);

    if (_flagState[TEAM_HORDE] == BG_WS_FLAG_STATE_ON_PLAYER)
        packet.Worldstates.emplace_back(uint32(BG_WS_FLAG_STATE_HORDE), 2);
    else
        packet.Worldstates.emplace_back(uint32(BG_WS_FLAG_STATE_HORDE), 1);

    if (_flagState[TEAM_ALLIANCE] == BG_WS_FLAG_STATE_ON_PLAYER)
        packet.Worldstates.emplace_back(uint32(BG_WS_FLAG_STATE_ALLIANCE), 2);
    else
        packet.Worldstates.emplace_back(uint32(BG_WS_FLAG_STATE_ALLIANCE), 1);
}
开发者ID:Diyvol,项目名称:TrinityCore,代码行数:39,代码来源:BattlegroundWS.cpp


示例8: int32

void BattlegroundEY::FillInitialWorldStates(WorldPackets::WorldState::InitWorldStates& packet)
{
    packet.Worldstates.emplace_back(uint32(EY_HORDE_BASE), int32(m_TeamPointsCount[TEAM_HORDE]));
    packet.Worldstates.emplace_back(uint32(EY_ALLIANCE_BASE), int32(m_TeamPointsCount[TEAM_ALLIANCE]));
    packet.Worldstates.emplace_back(0xAB6, 0x0);
    packet.Worldstates.emplace_back(0xAB5, 0x0);
    packet.Worldstates.emplace_back(0xAB4, 0x0);
    packet.Worldstates.emplace_back(0xAB3, 0x0);
    packet.Worldstates.emplace_back(0xAB2, 0x0);
    packet.Worldstates.emplace_back(0xAB1, 0x0);
    packet.Worldstates.emplace_back(0xAB0, 0x0);
    packet.Worldstates.emplace_back(0xAAF, 0x0);

    packet.Worldstates.emplace_back(uint32(DRAENEI_RUINS_HORDE_CONTROL), int32(m_PointOwnedByTeam[DRAENEI_RUINS] == HORDE && m_PointState[DRAENEI_RUINS] == EY_POINT_UNDER_CONTROL));
    packet.Worldstates.emplace_back(uint32(DRAENEI_RUINS_ALLIANCE_CONTROL), int32(m_PointOwnedByTeam[DRAENEI_RUINS] == ALLIANCE && m_PointState[DRAENEI_RUINS] == EY_POINT_UNDER_CONTROL));
    packet.Worldstates.emplace_back(uint32(DRAENEI_RUINS_UNCONTROL), int32(m_PointState[DRAENEI_RUINS] != EY_POINT_UNDER_CONTROL));
    packet.Worldstates.emplace_back(uint32(MAGE_TOWER_ALLIANCE_CONTROL), int32(m_PointOwnedByTeam[MAGE_TOWER] == ALLIANCE && m_PointState[MAGE_TOWER] == EY_POINT_UNDER_CONTROL));
    packet.Worldstates.emplace_back(uint32(MAGE_TOWER_HORDE_CONTROL), int32(m_PointOwnedByTeam[MAGE_TOWER] == HORDE && m_PointState[MAGE_TOWER] == EY_POINT_UNDER_CONTROL));
    packet.Worldstates.emplace_back(uint32(MAGE_TOWER_UNCONTROL), int32(m_PointState[MAGE_TOWER] != EY_POINT_UNDER_CONTROL));
    packet.Worldstates.emplace_back(uint32(FEL_REAVER_HORDE_CONTROL), int32(m_PointOwnedByTeam[FEL_REAVER] == HORDE && m_PointState[FEL_REAVER] == EY_POINT_UNDER_CONTROL));
    packet.Worldstates.emplace_back(uint32(FEL_REAVER_ALLIANCE_CONTROL), int32(m_PointOwnedByTeam[FEL_REAVER] == ALLIANCE && m_PointState[FEL_REAVER] == EY_POINT_UNDER_CONTROL));
    packet.Worldstates.emplace_back(uint32(FEL_REAVER_UNCONTROL), int32(m_PointState[FEL_REAVER] != EY_POINT_UNDER_CONTROL));
    packet.Worldstates.emplace_back(uint32(BLOOD_ELF_HORDE_CONTROL), int32(m_PointOwnedByTeam[BLOOD_ELF] == HORDE && m_PointState[BLOOD_ELF] == EY_POINT_UNDER_CONTROL));
    packet.Worldstates.emplace_back(uint32(BLOOD_ELF_ALLIANCE_CONTROL), int32(m_PointOwnedByTeam[BLOOD_ELF] == ALLIANCE && m_PointState[BLOOD_ELF] == EY_POINT_UNDER_CONTROL));
    packet.Worldstates.emplace_back(uint32(BLOOD_ELF_UNCONTROL), int32(m_PointState[BLOOD_ELF] != EY_POINT_UNDER_CONTROL));
    packet.Worldstates.emplace_back(uint32(NETHERSTORM_FLAG), int32(m_FlagState == BG_EY_FLAG_STATE_ON_BASE));

    packet.Worldstates.emplace_back(0xAD2, 0x1);
    packet.Worldstates.emplace_back(0xAD1, 0x1);

    packet.Worldstates.emplace_back(0xABE, int32(GetTeamScore(TEAM_HORDE)));
    packet.Worldstates.emplace_back(0xABD, int32(GetTeamScore(TEAM_ALLIANCE)));

    packet.Worldstates.emplace_back(0xA05, 0x8E);
    packet.Worldstates.emplace_back(0xAA0, 0x0);
    packet.Worldstates.emplace_back(0xA9F, 0x0);
    packet.Worldstates.emplace_back(0xA9E, 0x0);
    packet.Worldstates.emplace_back(0xC0D, 0x17B);
}
开发者ID:Naios,项目名称:TrinityCore,代码行数:39,代码来源:BattlegroundEY.cpp


示例9: GetTeamScore

void BattleGroundEY::UpdateTeamScore(uint32 Team)
{
    uint32 score = GetTeamScore(Team);
    if(score >= EY_MAX_TEAM_SCORE)
    {
        score = EY_MAX_TEAM_SCORE;
        EndBattleGround(Team);
    }

    if(Team == ALLIANCE)
        UpdateWorldState(EY_ALLIANCE_RESOURCES, score);
    else
        UpdateWorldState(EY_HORDE_RESOURCES, score);
}
开发者ID:Canno,项目名称:mangos,代码行数:14,代码来源:BattleGroundEY.cpp


示例10: FillInitialWorldState

void BattleGroundAC::FillInitialWorldStates(WorldPacket& data, uint32& count)
{
    FillInitialWorldState(data, count, AC_HORDE_BASE,    m_TeamPointsCount[BG_TEAM_HORDE]);
    FillInitialWorldState(data, count, AC_ALLIANCE_BASE, m_TeamPointsCount[BG_TEAM_ALLIANCE]);
    FillInitialWorldState(data, count, 0xab6, 0x0);
    FillInitialWorldState(data, count, 0xab5, 0x0);
    FillInitialWorldState(data, count, 0xab4, 0x0);
    FillInitialWorldState(data, count, 0xab3, 0x0);
    FillInitialWorldState(data, count, 0xab2, 0x0);
    FillInitialWorldState(data, count, 0xab1, 0x0);
    FillInitialWorldState(data, count, 0xab0, 0x0);
    FillInitialWorldState(data, count, 0xaaf, 0x0);

    FillInitialWorldState(data, count, TOWER_1_HORDE_CONTROL, m_PointOwnedByTeam[BG_AC_NODE_TOWER_1] == HORDE && m_PointState[BG_AC_NODE_TOWER_1] == AC_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, TOWER_1_ALLIANCE_CONTROL, m_PointOwnedByTeam[BG_AC_NODE_TOWER_1] == ALLIANCE && m_PointState[BG_AC_NODE_TOWER_1] == AC_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, TOWER_1_UNCONTROL, m_PointState[BG_AC_NODE_TOWER_1] != AC_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, TOWER_2_ALLIANCE_CONTROL, m_PointOwnedByTeam[BG_AC_NODE_TOWER_2] == ALLIANCE && m_PointState[BG_AC_NODE_TOWER_2] == AC_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, TOWER_2_HORDE_CONTROL, m_PointOwnedByTeam[BG_AC_NODE_TOWER_2] == HORDE && m_PointState[BG_AC_NODE_TOWER_2] == AC_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, TOWER_2_UNCONTROL, m_PointState[BG_AC_NODE_TOWER_2] != AC_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, TOWER_3_HORDE_CONTROL, m_PointOwnedByTeam[BG_AC_NODE_TOWER_3] == HORDE && m_PointState[BG_AC_NODE_TOWER_3] == AC_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, TOWER_3_ALLIANCE_CONTROL, m_PointOwnedByTeam[BG_AC_NODE_TOWER_3] == ALLIANCE && m_PointState[BG_AC_NODE_TOWER_3] == AC_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, TOWER_3_UNCONTROL, m_PointState[BG_AC_NODE_TOWER_3] != AC_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, TOWER_4_HORDE_CONTROL, m_PointOwnedByTeam[BG_AC_NODE_TOWER_4] == HORDE && m_PointState[BG_AC_NODE_TOWER_4] == AC_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, TOWER_4_ALLIANCE_CONTROL, m_PointOwnedByTeam[BG_AC_NODE_TOWER_4] == ALLIANCE && m_PointState[BG_AC_NODE_TOWER_4] == AC_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, TOWER_4_UNCONTROL, m_PointState[BG_AC_NODE_TOWER_4] != AC_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, FLAG_1_FLAG, m_FlagState == BG_AC_FLAG_STATE_ON_BASE);
    FillInitialWorldState(data, count, 0xad2, 0x1);
    FillInitialWorldState(data, count, 0xad1, 0x1);
    FillInitialWorldState(data, count, 0xabe, GetTeamScore(HORDE));
    FillInitialWorldState(data, count, 0xabd, GetTeamScore(ALLIANCE));
    FillInitialWorldState(data, count, 0xa05, 0x8e);
    FillInitialWorldState(data, count, 0xaa0, 0x0);
    FillInitialWorldState(data, count, 0xa9f, 0x0);
    FillInitialWorldState(data, count, 0xa9e, 0x0);
    FillInitialWorldState(data, count, 0xc0d, 0x17b);
}
开发者ID:hodobaj,项目名称:DTD-Edition,代码行数:36,代码来源:BattleGroundAC.cpp


示例11: GetTeamScore

void BattleGroundBG::UpdateTeamScore(Team team)
{
    uint32 score = GetTeamScore(team);

    if (score >= BG_BG_MAX_TEAM_SCORE)
    {
        score = BG_BG_MAX_TEAM_SCORE;
        EndBattleGround(team);
    }

    if (team == ALLIANCE)
        UpdateWorldState(BG_ALLIANCE_RESOURCES, score);
    else
        UpdateWorldState(BG_HORDE_RESOURCES, score);
}
开发者ID:Jojo2323,项目名称:mangos3,代码行数:15,代码来源:BattleGroundBG.cpp


示例12: FillInitialWorldState

void BattleGroundEY::FillInitialWorldStates(WorldPacket& data, uint32& count)
{
    FillInitialWorldState(data, count, EY_HORDE_BASE,    m_TeamPointsCount[BG_TEAM_HORDE]);
    FillInitialWorldState(data, count, EY_ALLIANCE_BASE, m_TeamPointsCount[BG_TEAM_ALLIANCE]);
    FillInitialWorldState(data, count, 0xab6, 0x0);
    FillInitialWorldState(data, count, 0xab5, 0x0);
    FillInitialWorldState(data, count, 0xab4, 0x0);
    FillInitialWorldState(data, count, 0xab3, 0x0);
    FillInitialWorldState(data, count, 0xab2, 0x0);
    FillInitialWorldState(data, count, 0xab1, 0x0);
    FillInitialWorldState(data, count, 0xab0, 0x0);
    FillInitialWorldState(data, count, 0xaaf, 0x0);

    FillInitialWorldState(data, count, DRAENEI_RUINS_HORDE_CONTROL, m_PointOwnedByTeam[BG_EY_NODE_DRAENEI_RUINS] == HORDE && m_PointState[BG_EY_NODE_DRAENEI_RUINS] == EY_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, DRAENEI_RUINS_ALLIANCE_CONTROL, m_PointOwnedByTeam[BG_EY_NODE_DRAENEI_RUINS] == ALLIANCE && m_PointState[BG_EY_NODE_DRAENEI_RUINS] == EY_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, DRAENEI_RUINS_UNCONTROL, m_PointState[BG_EY_NODE_DRAENEI_RUINS] != EY_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, MAGE_TOWER_ALLIANCE_CONTROL, m_PointOwnedByTeam[BG_EY_NODE_MAGE_TOWER] == ALLIANCE && m_PointState[BG_EY_NODE_MAGE_TOWER] == EY_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, MAGE_TOWER_HORDE_CONTROL, m_PointOwnedByTeam[BG_EY_NODE_MAGE_TOWER] == HORDE && m_PointState[BG_EY_NODE_MAGE_TOWER] == EY_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, MAGE_TOWER_UNCONTROL, m_PointState[BG_EY_NODE_MAGE_TOWER] != EY_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, FEL_REAVER_HORDE_CONTROL, m_PointOwnedByTeam[BG_EY_NODE_FEL_REAVER] == HORDE && m_PointState[BG_EY_NODE_FEL_REAVER] == EY_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, FEL_REAVER_ALLIANCE_CONTROL, m_PointOwnedByTeam[BG_EY_NODE_FEL_REAVER] == ALLIANCE && m_PointState[BG_EY_NODE_FEL_REAVER] == EY_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, FEL_REAVER_UNCONTROL, m_PointState[BG_EY_NODE_FEL_REAVER] != EY_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, BLOOD_ELF_HORDE_CONTROL, m_PointOwnedByTeam[BG_EY_NODE_BLOOD_ELF] == HORDE && m_PointState[BG_EY_NODE_BLOOD_ELF] == EY_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, BLOOD_ELF_ALLIANCE_CONTROL, m_PointOwnedByTeam[BG_EY_NODE_BLOOD_ELF] == ALLIANCE && m_PointState[BG_EY_NODE_BLOOD_ELF] == EY_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, BLOOD_ELF_UNCONTROL, m_PointState[BG_EY_NODE_BLOOD_ELF] != EY_POINT_UNDER_CONTROL);
    FillInitialWorldState(data, count, NETHERSTORM_FLAG, m_FlagState == BG_EY_FLAG_STATE_ON_BASE);
    FillInitialWorldState(data, count, 0xad2, 0x1);
    FillInitialWorldState(data, count, 0xad1, 0x1);
    FillInitialWorldState(data, count, 0xabe, GetTeamScore(HORDE));
    FillInitialWorldState(data, count, 0xabd, GetTeamScore(ALLIANCE));
    FillInitialWorldState(data, count, 0xa05, 0x8e);
    FillInitialWorldState(data, count, 0xaa0, 0x0);
    FillInitialWorldState(data, count, 0xa9f, 0x0);
    FillInitialWorldState(data, count, 0xa9e, 0x0);
    FillInitialWorldState(data, count, 0xc0d, 0x17b);
}
开发者ID:christof69,项目名称:fusion,代码行数:36,代码来源:BattleGroundEY.cpp


示例13: EndBattleground

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

    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        if (GetStartTime() >= 25*MINUTE*IN_MILLISECONDS)
        {
            if (GetTeamScore(ALLIANCE) == 0)
            {
                if (GetTeamScore(HORDE) == 0)        // No one scored - result is tie
                    EndBattleground(NULL);
                else                                 // Horde has more points and thus wins
                    EndBattleground(HORDE);
            }

            else if (GetTeamScore(HORDE) == 0)
                EndBattleground(ALLIANCE);           // Alliance has > 0, Horde has 0, alliance wins

            else if (GetTeamScore(HORDE) == GetTeamScore(ALLIANCE)) // Team score equal, winner is team that scored the last flag
                EndBattleground(m_LastFlagCaptureTeam);

            else if (GetTeamScore(HORDE) > GetTeamScore(ALLIANCE))  // Last but not least, check who has the higher score
                EndBattleground(HORDE);
            else
                EndBattleground(ALLIANCE);
        }
        else if (GetStartTime() > uint32(m_minutesElapsed * MINUTE * IN_MILLISECONDS))
        {
            ++m_minutesElapsed;
            UpdateWorldState(BG_TP_STATE_TIMER, 25 - m_minutesElapsed);
        }

        if (m_FlagState[BG_TEAM_ALLIANCE] == BG_TP_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_TP_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_TP_FLAG_STATE_WAIT_RESPAWN)
        {
            m_FlagsTimer[BG_TEAM_HORDE] -= diff;

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

            if (m_FlagsDropTimer[BG_TEAM_HORDE] < 0)
            {
                m_FlagsDropTimer[BG_TEAM_HORDE] = 0;
                RespawnFlagAfterDrop(HORDE);
                m_BothFlagsKept = false;
            }
        }
        if (m_BothFlagsKept)
        {
          m_FlagSpellForceTimer += diff;
          if (m_FlagDebuffState == 0 && m_FlagSpellForceTimer >= 600000)  //10 minutes
          {
            if (Player * plr = sObjectMgr->GetPlayer(m_FlagKeepers[0]))
              plr->CastSpell(plr, TP_SPELL_FOCUSED_ASSAULT, true);
            if (Player * plr = sObjectMgr->GetPlayer(m_FlagKeepers[1]))
              plr->CastSpell(plr, TP_SPELL_FOCUSED_ASSAULT, true);
            m_FlagDebuffState = 1;
          }
          else if (m_FlagDebuffState == 1 && m_FlagSpellForceTimer >= 900000) //15 minutes
          {
            if (Player * plr = sObjectMgr->GetPlayer(m_FlagKeepers[0]))
            {
              plr->RemoveAurasDueToSpell(TP_SPELL_FOCUSED_ASSAULT);
              plr->CastSpell(plr, TP_SPELL_BRUTAL_ASSAULT, true);
            }
            if (Player * plr = sObjectMgr->GetPlayer(m_FlagKeepers[1]))
            {
              plr->RemoveAurasDueToSpell(TP_SPELL_FOCUSED_ASSAULT);
              plr->CastSpell(plr, TP_SPELL_BRUTAL_ASSAULT, true);
            }
            m_FlagDebuffState = 2;
          }
//.........这里部分代码省略.........
开发者ID:Ekmek,项目名称:Antiker,代码行数:101,代码来源:BattlegroundTP.cpp


示例14: 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 (!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_TP_FLAG_STATE_WAIT_RESPAWN;
                                                            // Drop Horde Flag from Player
        Source->RemoveAurasDueToSpell(BG_TP_SPELL_HORDE_FLAG);
        if (m_FlagDebuffState == 1)
          Source->RemoveAurasDueToSpell(TP_SPELL_FOCUSED_ASSAULT);
        if (m_FlagDebuffState == 2)
          Source->RemoveAurasDueToSpell(TP_SPELL_BRUTAL_ASSAULT);
        if (GetTeamScore(ALLIANCE) < BG_TP_MAX_TEAM_SCORE)
            AddPoint(ALLIANCE, 1);
        PlaySoundToAll(BG_TP_SOUND_FLAG_CAPTURED_ALLIANCE);
        RewardReputationToTeam(890, m_ReputationCapture, ALLIANCE);
    }
    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_TP_FLAG_STATE_WAIT_RESPAWN;
                                                            // Drop Alliance Flag from Player
        Source->RemoveAurasDueToSpell(BG_TP_SPELL_ALLIANCE_FLAG);
        if (m_FlagDebuffState == 1)
          Source->RemoveAurasDueToSpell(TP_SPELL_FOCUSED_ASSAULT);
        if (m_FlagDebuffState == 2)
          Source->RemoveAurasDueToSpell(TP_SPELL_BRUTAL_ASSAULT);
        if (GetTeamScore(HORDE) < BG_TP_MAX_TEAM_SCORE)
            AddPoint(HORDE, 1);
        PlaySoundToAll(BG_TP_SOUND_FLAG_CAPTURED_HORDE);
        RewardReputationToTeam(889, 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->GetTeam());
    // 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(ALLIANCE) == BG_TP_MAX_TEAM_SCORE)
        winner = ALLIANCE;

    if (GetTeamScore(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
    {
        m_FlagsTimer[GetTeamIndexByTeamId(Source->GetTeam()) ? 0 : 1] = BG_TP_FLAG_RESPAWN_TIME;
    }
}
开发者ID:Ekmek,项目名称:Antiker,代码行数:85,代码来源:BattlegroundTP.cpp


示例15: RespawnFlag

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

    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        if (m_FlagState[BG_TEAM_ALLIANCE] == BG_WS_FLAG_STATE_WAIT_RESPAWN)
        {
            m_FlagsTimer[BG_TEAM_ALLIANCE] -= diff;

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

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

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

            if (m_FlagsDropTimer[BG_TEAM_HORDE] < 0)
            {
                m_FlagsDropTimer[BG_TEAM_HORDE] = 0;
                RespawnFlagAfterDrop(HORDE);
            }
        }

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

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

            if (minutesLeft != minutesLeftPrev)
                UpdateWorldState(BG_WS_TIME_REMAINING, minutesLeft);
        }
    }
}
开发者ID:DaemonCantor,项目名称:mangos,代码行数:73,代码来源:BattleGroundWS.cpp


示例16: RespawnFlag

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

    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        if (m_FlagState[BG_TEAM_ALLIANCE] == BG_WS_FLAG_STATE_WAIT_RESPAWN)
        {
            m_FlagsTimer[BG_TEAM_ALLIANCE] -= diff;

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

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

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

            if (m_FlagsDropTimer[BG_TEAM_HORDE] < 0)
            {
                m_FlagsDropTimer[BG_TEAM_HORDE] = 0;
                RespawnFlagAfterDrop(HORDE);
            }
        }
        if (m_FlagState[BG_TEAM_ALLIANCE] >= BG_WS_FLAG_STATE_ON_PLAYER && m_FlagState[BG_TEAM_HORDE] >= BG_WS_FLAG_STATE_ON_PLAYER)
        {
            if (m_FocusedAssault < BG_WS_FIVE_MINUTES)
            {
                for(uint8 i = 0; i < BG_TEAMS_COUNT; i++)
                {
                    Player* carrier = sObjectMgr.GetPlayer(m_FlagKeepers[i]);
                    if (!carrier)
                        continue;

                    if ((!carrier->HasAura(BG_WS_SPELL_FOCUSED_ASSAULT) && !carrier->HasAura(BG_WS_SPELL_BRUTAL_ASSAULT)) || 
                        (m_FocusedAssaultExtra && m_FocusedAssault < diff))
                        carrier->CastSpell(carrier, (m_FocusedAssault < diff) ? BG_WS_SPELL_BRUTAL_ASSAULT : BG_WS_SPELL_FOCUSED_ASSAULT, true);
                }
                if (m_FocusedAssault < BG_WS_FIVE_MINUTES && m_FocusedAssaultExtra)
                    m_FocusedAssaultExtra = false;

            }else m_FocusedAssault -= diff;
        }else
        {
            m_FocusedAssault = BG_WS_CARRIER_DEBUFF;
            m_FocusedAssaultExtra = true;
        }

        if (m_EndTimer > 0)

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

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

            if (minutesLeft != minutesLeftPrev)
                UpdateWorldState(BG_WS_TIME_REMAINING, minutesLeft);
        }
    }
}
开发者ID:Archives,项目名称:try,代码行数:98,代码来源:BattleGroundWS.cpp


示例17: 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18: return

bool game_sv_TeamDeathmatch::HasChampion()
{
    return (GetTeamScore(0)!=GetTeamScore(1) || g_sv_Skip_Winner_Waiting);
}
开发者ID:OLR-xray,项目名称:OLR-3.0,代码行数:4,代码来源:game_sv_teamdeathmatch.cpp


示例19: GetTeamScore

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

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

            m_CheatersCheckTimer = 4000;
        }
    }

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

            if (allianceScore > hordeScore)
                EndBattleground(ALLIANCE);
            else if (allianceScore < hordeScore)
                EndBattleground(HORDE);
            else
                EndBattleg 

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