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https://github.com/mangosfour/server.git
synced 2025-12-22 13:37:08 +00:00
replaced if( bla ) with if (bla) for applying mangos coding style
replaced it with sed -i 's/if( \(.*\) )$/if (\1)/' BattleGround* written by triply Signed-off-by: balrok <der-coole-carl@gmx.net>
This commit is contained in:
parent
c916f78abb
commit
73d12d7ccf
7 changed files with 207 additions and 207 deletions
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@ -46,16 +46,16 @@ void BattleGroundAB::Update(uint32 diff)
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{
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BattleGround::Update(diff);
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if( GetStatus() == STATUS_IN_PROGRESS )
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if (GetStatus() == STATUS_IN_PROGRESS)
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{
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int team_points[BG_TEAMS_COUNT] = { 0, 0 };
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for (int node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
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{
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// 3 sec delay to spawn new banner instead previous despawned one
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if( m_BannerTimers[node].timer )
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if (m_BannerTimers[node].timer)
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{
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if( m_BannerTimers[node].timer > diff )
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if (m_BannerTimers[node].timer > diff)
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m_BannerTimers[node].timer -= diff;
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else
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{
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@ -65,9 +65,9 @@ void BattleGroundAB::Update(uint32 diff)
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}
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// 1-minute to occupy a node from contested state
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if( m_NodeTimers[node] )
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if (m_NodeTimers[node])
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{
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if( m_NodeTimers[node] > diff )
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if (m_NodeTimers[node] > diff)
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m_NodeTimers[node] -= diff;
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else
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{
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@ -100,7 +100,7 @@ void BattleGroundAB::Update(uint32 diff)
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}
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for (int team = 0; team < BG_TEAMS_COUNT; ++team)
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if( m_Nodes[node] == team + BG_AB_NODE_TYPE_OCCUPIED )
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if (m_Nodes[node] == team + BG_AB_NODE_TYPE_OCCUPIED)
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++team_points[team];
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}
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@ -108,28 +108,28 @@ void BattleGroundAB::Update(uint32 diff)
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for (int team = 0; team < BG_TEAMS_COUNT; ++team)
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{
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int points = team_points[team];
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if( !points )
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if (!points)
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continue;
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m_lastTick[team] += diff;
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if( m_lastTick[team] > BG_AB_TickIntervals[points] )
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if (m_lastTick[team] > BG_AB_TickIntervals[points])
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{
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m_lastTick[team] -= BG_AB_TickIntervals[points];
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m_TeamScores[team] += BG_AB_TickPoints[points];
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m_HonorScoreTics[team] += BG_AB_TickPoints[points];
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m_ReputationScoreTics[team] += BG_AB_TickPoints[points];
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if( m_ReputationScoreTics[team] >= m_ReputationTics )
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if (m_ReputationScoreTics[team] >= m_ReputationTics)
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{
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(team == BG_TEAM_ALLIANCE) ? RewardReputationToTeam(509, 10, ALLIANCE) : RewardReputationToTeam(510, 10, HORDE);
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m_ReputationScoreTics[team] -= m_ReputationTics;
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}
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if( m_HonorScoreTics[team] >= m_HonorTics )
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if (m_HonorScoreTics[team] >= m_HonorTics)
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{
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RewardHonorToTeam(GetBonusHonorFromKill(1), (team == BG_TEAM_ALLIANCE) ? ALLIANCE : HORDE);
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m_HonorScoreTics[team] -= m_HonorTics;
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}
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if( !m_IsInformedNearVictory && m_TeamScores[team] > BG_AB_WARNING_NEAR_VICTORY_SCORE )
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if (!m_IsInformedNearVictory && m_TeamScores[team] > BG_AB_WARNING_NEAR_VICTORY_SCORE)
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{
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if( team == BG_TEAM_ALLIANCE )
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if (team == BG_TEAM_ALLIANCE)
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SendMessageToAll(LANG_BG_AB_A_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
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else
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SendMessageToAll(LANG_BG_AB_H_NEAR_VICTORY, CHAT_MSG_BG_SYSTEM_NEUTRAL);
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@ -137,19 +137,19 @@ void BattleGroundAB::Update(uint32 diff)
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m_IsInformedNearVictory = true;
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}
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if( m_TeamScores[team] > BG_AB_MAX_TEAM_SCORE )
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if (m_TeamScores[team] > BG_AB_MAX_TEAM_SCORE)
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m_TeamScores[team] = BG_AB_MAX_TEAM_SCORE;
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if( team == BG_TEAM_ALLIANCE )
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if (team == BG_TEAM_ALLIANCE)
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UpdateWorldState(BG_AB_OP_RESOURCES_ALLY, m_TeamScores[team]);
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if( team == BG_TEAM_HORDE )
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if (team == BG_TEAM_HORDE)
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UpdateWorldState(BG_AB_OP_RESOURCES_HORDE, m_TeamScores[team]);
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}
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}
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// Test win condition
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if( m_TeamScores[BG_TEAM_ALLIANCE] >= BG_AB_MAX_TEAM_SCORE )
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if (m_TeamScores[BG_TEAM_ALLIANCE] >= BG_AB_MAX_TEAM_SCORE)
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EndBattleGround(ALLIANCE);
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if( m_TeamScores[BG_TEAM_HORDE] >= BG_AB_MAX_TEAM_SCORE )
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if (m_TeamScores[BG_TEAM_HORDE] >= BG_AB_MAX_TEAM_SCORE)
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EndBattleGround(HORDE);
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}
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}
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@ -204,19 +204,19 @@ void BattleGroundAB::RemovePlayer(Player * /*plr*/, uint64 /*guid*/)
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void BattleGroundAB::HandleAreaTrigger(Player *Source, uint32 Trigger)
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{
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if( GetStatus() != STATUS_IN_PROGRESS )
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if (GetStatus() != STATUS_IN_PROGRESS)
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return;
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switch(Trigger)
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{
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case 3948: // Arathi Basin Alliance Exit.
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if( Source->GetTeam() != ALLIANCE )
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if (Source->GetTeam() != ALLIANCE)
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Source->GetSession()->SendAreaTriggerMessage("Only The Alliance can use that portal");
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else
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Source->LeaveBattleground();
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break;
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case 3949: // Arathi Basin Horde Exit.
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if( Source->GetTeam() != HORDE )
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if (Source->GetTeam() != HORDE)
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Source->GetSession()->SendAreaTriggerMessage("Only The Horde can use that portal");
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else
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Source->LeaveBattleground();
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@ -241,7 +241,7 @@ void BattleGroundAB::HandleAreaTrigger(Player *Source, uint32 Trigger)
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void BattleGroundAB::_CreateBanner(uint8 node, uint8 type, uint8 teamIndex, bool delay)
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{
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// Just put it into the queue
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if( delay )
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if (delay)
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{
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m_BannerTimers[node].timer = 2000;
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m_BannerTimers[node].type = type;
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@ -254,7 +254,7 @@ void BattleGroundAB::_CreateBanner(uint8 node, uint8 type, uint8 teamIndex, bool
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SpawnBGObject(obj, RESPAWN_IMMEDIATELY);
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// handle aura with banner
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if( !type )
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if (!type)
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return;
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obj = node * 8 + ((type == BG_AB_NODE_TYPE_OCCUPIED) ? (5 + teamIndex) : 7);
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SpawnBGObject(obj, RESPAWN_IMMEDIATELY);
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@ -266,7 +266,7 @@ void BattleGroundAB::_DelBanner(uint8 node, uint8 type, uint8 teamIndex)
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SpawnBGObject(obj, RESPAWN_ONE_DAY);
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// handle aura with banner
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if( !type )
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if (!type)
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return;
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obj = node * 8 + ((type == BG_AB_NODE_TYPE_OCCUPIED) ? (5 + teamIndex) : 7);
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SpawnBGObject(obj, RESPAWN_ONE_DAY);
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@ -303,9 +303,9 @@ void BattleGroundAB::FillInitialWorldStates(WorldPacket& data)
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// How many bases each team owns
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uint8 ally = 0, horde = 0;
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for (uint8 node = 0; node < BG_AB_DYNAMIC_NODES_COUNT; ++node)
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if( m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_OCCUPIED )
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if (m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_OCCUPIED)
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++ally;
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else if( m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_OCCUPIED )
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else if (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_OCCUPIED)
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++horde;
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data << uint32(BG_AB_OP_OCCUPIED_BASES_ALLY) << uint32(ally);
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@ -326,7 +326,7 @@ void BattleGroundAB::_SendNodeUpdate(uint8 node)
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// Send node owner state update to refresh map icons on client
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const uint8 plusArray[] = {0, 2, 3, 0, 1};
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if( m_prevNodes[node] )
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if (m_prevNodes[node])
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UpdateWorldState(BG_AB_OP_NODESTATES[node] + plusArray[m_prevNodes[node]], 0);
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else
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UpdateWorldState(BG_AB_OP_NODEICONS[node], 0);
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@ -336,9 +336,9 @@ void BattleGroundAB::_SendNodeUpdate(uint8 node)
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// How many bases each team owns
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uint8 ally = 0, horde = 0;
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for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
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if( m_Nodes[i] == BG_AB_NODE_STATUS_ALLY_OCCUPIED )
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if (m_Nodes[i] == BG_AB_NODE_STATUS_ALLY_OCCUPIED)
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++ally;
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else if( m_Nodes[i] == BG_AB_NODE_STATUS_HORDE_OCCUPIED )
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else if (m_Nodes[i] == BG_AB_NODE_STATUS_HORDE_OCCUPIED)
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++horde;
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UpdateWorldState(BG_AB_OP_OCCUPIED_BASES_ALLY, ally);
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@ -347,7 +347,7 @@ void BattleGroundAB::_SendNodeUpdate(uint8 node)
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void BattleGroundAB::_NodeOccupied(uint8 node,Team team)
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{
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if( !AddSpiritGuide(node, BG_AB_SpiritGuidePos[node][0], BG_AB_SpiritGuidePos[node][1], BG_AB_SpiritGuidePos[node][2], BG_AB_SpiritGuidePos[node][3], team) )
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if (!AddSpiritGuide(node, BG_AB_SpiritGuidePos[node][0], BG_AB_SpiritGuidePos[node][1], BG_AB_SpiritGuidePos[node][2], BG_AB_SpiritGuidePos[node][3], team))
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sLog.outError("Failed to spawn spirit guide! point: %u, team: %u,", node, team);
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// SpawnBGCreature(node,RESPAWN_IMMEDIATELY);
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@ -370,7 +370,7 @@ void BattleGroundAB::_NodeDeOccupied(uint8 node)
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// Those who are waiting to resurrect at this node are taken to the closest own node's graveyard
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std::vector<uint64> ghost_list = m_ReviveQueue[m_BgCreatures[node]];
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if( !ghost_list.empty() )
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if (!ghost_list.empty())
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{
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WorldSafeLocsEntry const *ClosestGrave = NULL;
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for (std::vector<uint64>::const_iterator itr = ghost_list.begin(); itr != ghost_list.end(); ++itr)
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@ -387,7 +387,7 @@ void BattleGroundAB::_NodeDeOccupied(uint8 node)
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}
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}
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if( m_BgCreatures[node] )
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if (m_BgCreatures[node])
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DelCreature(node);
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// buff object isn't despawned
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@ -396,7 +396,7 @@ void BattleGroundAB::_NodeDeOccupied(uint8 node)
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/* Invoked if a player used a banner as a gameobject */
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void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*target_obj*/)
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{
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if( GetStatus() != STATUS_IN_PROGRESS )
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if (GetStatus() != STATUS_IN_PROGRESS)
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return;
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uint8 node = BG_AB_NODE_STABLES;
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@ -416,13 +416,13 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ
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uint8 teamIndex = GetTeamIndexByTeamId(source->GetTeam());
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// Check if player really could use this banner, not cheated
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if( !(m_Nodes[node] == 0 || teamIndex == m_Nodes[node]%2) )
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if (!(m_Nodes[node] == 0 || teamIndex == m_Nodes[node]%2))
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return;
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source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
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uint32 sound = 0;
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// If node is neutral, change to contested
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if( m_Nodes[node] == BG_AB_NODE_TYPE_NEUTRAL )
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if (m_Nodes[node] == BG_AB_NODE_TYPE_NEUTRAL)
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{
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UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
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m_prevNodes[node] = m_Nodes[node];
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@ -443,10 +443,10 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ
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sound = BG_AB_SOUND_NODE_CLAIMED;
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}
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// If node is contested
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else if( (m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_CONTESTED) || (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_CONTESTED) )
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else if ((m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_CONTESTED) || (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_CONTESTED))
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{
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// If last state is NOT occupied, change node to enemy-contested
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if( m_prevNodes[node] < BG_AB_NODE_TYPE_OCCUPIED )
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if (m_prevNodes[node] < BG_AB_NODE_TYPE_OCCUPIED)
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{
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UpdatePlayerScore(source, SCORE_BASES_ASSAULTED, 1);
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m_prevNodes[node] = m_Nodes[node];
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@ -510,7 +510,7 @@ void BattleGroundAB::EventPlayerClickedOnFlag(Player *source, GameObject* /*targ
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}
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// If node is occupied again, send "X has taken the Y" msg.
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if( m_Nodes[node] >= BG_AB_NODE_TYPE_OCCUPIED )
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if (m_Nodes[node] >= BG_AB_NODE_TYPE_OCCUPIED)
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{
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// FIXME: team and node names not localized
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if(teamIndex == 0)
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@ -593,9 +593,9 @@ void BattleGroundAB::Reset()
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void BattleGroundAB::EndBattleGround(uint32 winner)
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{
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//win reward
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if( winner == ALLIANCE )
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if (winner == ALLIANCE)
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RewardHonorToTeam(GetBonusHonorFromKill(1), ALLIANCE);
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if( winner == HORDE )
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if (winner == HORDE)
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RewardHonorToTeam(GetBonusHonorFromKill(1), HORDE);
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//complete map_end rewards (even if no team wins)
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RewardHonorToTeam(GetBonusHonorFromKill(1), HORDE);
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@ -611,12 +611,12 @@ WorldSafeLocsEntry const* BattleGroundAB::GetClosestGraveYard(Player* player)
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// Is there any occupied node for this team?
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std::vector<uint8> nodes;
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for (uint8 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
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if( m_Nodes[i] == teamIndex + 3 )
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if (m_Nodes[i] == teamIndex + 3)
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nodes.push_back(i);
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WorldSafeLocsEntry const* good_entry = NULL;
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// If so, select the closest node to place ghost on
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if( !nodes.empty() )
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if (!nodes.empty())
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{
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float plr_x = player->GetPositionX();
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float plr_y = player->GetPositionY();
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@ -625,10 +625,10 @@ WorldSafeLocsEntry const* BattleGroundAB::GetClosestGraveYard(Player* player)
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for (uint8 i = 0; i < nodes.size(); ++i)
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{
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WorldSafeLocsEntry const*entry = sWorldSafeLocsStore.LookupEntry( BG_AB_GraveyardIds[nodes[i]] );
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if( !entry )
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if (!entry)
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continue;
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float dist = (entry->x - plr_x)*(entry->x - plr_x)+(entry->y - plr_y)*(entry->y - plr_y);
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if( mindist > dist )
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if (mindist > dist)
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{
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mindist = dist;
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good_entry = entry;
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@ -637,7 +637,7 @@ WorldSafeLocsEntry const* BattleGroundAB::GetClosestGraveYard(Player* player)
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nodes.clear();
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}
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// If not, place ghost on starting location
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if( !good_entry )
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if (!good_entry)
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good_entry = sWorldSafeLocsStore.LookupEntry( BG_AB_GraveyardIds[teamIndex+5] );
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return good_entry;
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