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自学教程:C++ BattleGroundTypeId函数代码示例

51自学网 2021-06-01 19:54:46
  C++
这篇教程C++ BattleGroundTypeId函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中BattleGroundTypeId函数的典型用法代码示例。如果您正苦于以下问题:C++ BattleGroundTypeId函数的具体用法?C++ BattleGroundTypeId怎么用?C++ BattleGroundTypeId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BattleGroundTypeId函数的13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: BattleGroundTypeId

BattleGround::BattleGround(){    m_TypeID            = BattleGroundTypeId(0);    m_Status            = STATUS_NONE;    m_ClientInstanceID  = 0;    m_EndTime           = 0;    m_BracketId         = BG_BRACKET_ID_TEMPLATE;    m_InvitedAlliance   = 0;    m_InvitedHorde      = 0;    m_Winner            = TEAM_NONE;    m_StartTime         = 0;    m_Events            = 0;    m_Name              = "";    m_LevelMin          = 0;    m_LevelMax          = 0;    m_InBGFreeSlotQueue = false;    m_MaxPlayersPerTeam = 0;    m_MaxPlayers        = 0;    m_MinPlayersPerTeam = 0;    m_MinPlayers        = 0;    m_MapId             = 0;    m_Map               = NULL;    m_TeamStartLocX[BG_TEAM_ALLIANCE]   = 0;    m_TeamStartLocX[BG_TEAM_HORDE]      = 0;    m_TeamStartLocY[BG_TEAM_ALLIANCE]   = 0;    m_TeamStartLocY[BG_TEAM_HORDE]      = 0;    m_TeamStartLocZ[BG_TEAM_ALLIANCE]   = 0;    m_TeamStartLocZ[BG_TEAM_HORDE]      = 0;    m_TeamStartLocO[BG_TEAM_ALLIANCE]   = 0;    m_TeamStartLocO[BG_TEAM_HORDE]      = 0;    m_BgRaids[BG_TEAM_ALLIANCE]         = NULL;    m_BgRaids[BG_TEAM_HORDE]            = NULL;    m_PlayersCount[BG_TEAM_ALLIANCE]    = 0;    m_PlayersCount[BG_TEAM_HORDE]       = 0;    m_TeamScores[BG_TEAM_ALLIANCE]      = 0;    m_TeamScores[BG_TEAM_HORDE]         = 0;    m_PrematureCountDown = false;    m_PrematureCountDownTimer = 0;    m_StartDelayTimes[BG_STARTING_EVENT_FIRST]  = BG_START_DELAY_2M;    m_StartDelayTimes[BG_STARTING_EVENT_SECOND] = BG_START_DELAY_1M;    m_StartDelayTimes[BG_STARTING_EVENT_THIRD]  = BG_START_DELAY_30S;    m_StartDelayTimes[BG_STARTING_EVENT_FOURTH] = BG_START_DELAY_NONE;    // we must set to some default existing values    m_StartMessageIds[BG_STARTING_EVENT_FIRST]  = 0;    m_StartMessageIds[BG_STARTING_EVENT_SECOND] = LANG_BG_WS_START_ONE_MINUTE;    m_StartMessageIds[BG_STARTING_EVENT_THIRD]  = LANG_BG_WS_START_HALF_MINUTE;    m_StartMessageIds[BG_STARTING_EVENT_FOURTH] = LANG_BG_WS_HAS_BEGUN;}
开发者ID:MonstermoshCOM,项目名称:server,代码行数:59,


示例2: BattleGroundTypeId

BattleGround::BattleGround(){    m_TypeID            = BattleGroundTypeId(0);    m_InstanceID        = 0;    m_Status            = STATUS_NONE;    m_EndTime           = 0;    m_BracketId         = MAX_BATTLEGROUND_BRACKETS;        // use as mark bg template    m_InvitedAlliance   = 0;    m_InvitedHorde      = 0;    m_Winner            = 2;    m_StartTime         = 0;    m_Events            = 0;    m_BuffChange        = false;    m_Name              = "";    m_LevelMin          = 0;    m_LevelMax          = 0;    m_InBGFreeSlotQueue = false;    m_SetDeleteThis     = false;    m_MaxPlayersPerTeam = 0;    m_MaxPlayers        = 0;    m_MinPlayersPerTeam = 0;    m_MinPlayers        = 0;    m_MapId             = 0;    m_Map               = NULL;    m_TeamStartLocX[BG_TEAM_ALLIANCE]   = 0;    m_TeamStartLocX[BG_TEAM_HORDE]      = 0;    m_TeamStartLocY[BG_TEAM_ALLIANCE]   = 0;    m_TeamStartLocY[BG_TEAM_HORDE]      = 0;    m_TeamStartLocZ[BG_TEAM_ALLIANCE]   = 0;    m_TeamStartLocZ[BG_TEAM_HORDE]      = 0;    m_TeamStartLocO[BG_TEAM_ALLIANCE]   = 0;    m_TeamStartLocO[BG_TEAM_HORDE]      = 0;    m_BgRaids[BG_TEAM_ALLIANCE]         = NULL;    m_BgRaids[BG_TEAM_HORDE]            = NULL;    m_PlayersCount[BG_TEAM_ALLIANCE]    = 0;    m_PlayersCount[BG_TEAM_HORDE]       = 0;    m_TeamScores[BG_TEAM_ALLIANCE]      = 0;    m_TeamScores[BG_TEAM_HORDE]         = 0;    m_PrematureCountDown = false;    m_PrematureCountDown = 0;}
开发者ID:magomags,项目名称:mangoszero,代码行数:51,


示例3: DEBUG_LOG

void WorldSession::HandleBattlefieldListOpcode(WorldPacket& recv_data){    DEBUG_LOG("WORLD: Received opcode CMSG_BATTLEFIELD_LIST");    uint32 bgTypeId;    recv_data >> bgTypeId;                                  // id from DBC    BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);    if (!bl)    {        sLog.outError("Battleground: invalid bgtype received.");        return;    }    WorldPacket data;    sBattleGroundMgr.BuildBattleGroundListPacket(&data, ObjectGuid(), _player, BattleGroundTypeId(bgTypeId));    SendPacket(&data);}
开发者ID:Adeer,项目名称:server,代码行数:18,


示例4: DEBUG_LOG

void WorldSession::HandleBattlefieldListOpcode( WorldPacket &recv_data ){    DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message");    uint32 mapId;    recv_data >> mapId;    BattleGroundTypeId bgTypeId = GetBattleGroundTypeIdByMapId(mapId);    if(bgTypeId == BATTLEGROUND_TYPE_NONE)    {        sLog.outError("Battleground: invalid bgtype received.");        return;    }    WorldPacket data;    sBattleGroundMgr.BuildBattleGroundListPacket(&data, _player->GetGUID(), _player, BattleGroundTypeId(bgTypeId));    SendPacket( &data );}
开发者ID:daemonaps,项目名称:mangoszero,代码行数:19,


示例5: CHECK_PACKET_SIZE

void WorldSession::HandleBattleGroundListOpcode( WorldPacket &recv_data ){    CHECK_PACKET_SIZE(recv_data, 4);    sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message");    uint32 bgTypeId;    recv_data >> bgTypeId;                                  // id from DBC    BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);    if(!bl)    {        sLog.outError("Battleground: invalid bgtype received.");        return;    }    WorldPacket data;    sBattleGroundMgr.BuildBattleGroundListPacket(&data, _player->GetGUID(), _player, BattleGroundTypeId(bgTypeId));    SendPacket( &data );}
开发者ID:Diaken,项目名称:mangos,代码行数:20,


示例6: BattleGroundTypeId

void WorldSession::HandleBattlefieldListOpcode( WorldPacket &recv_data ){    sLog.outDebug( "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message");    uint32 bgTypeId;    recv_data >> bgTypeId;                                  // id from DBC    uint8 fromWhere;    recv_data >> fromWhere;                                 // 0 - battlemaster, 1 - UI    BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);    if (!bl)    {        sLog.outError("Battleground: invalid bgtype received.");        return;    }    WorldPacket data;    sBattleGroundMgr.BuildBattleGroundListPacket(&data, 0, _player, BattleGroundTypeId(bgTypeId), fromWhere);    SendPacket( &data );}
开发者ID:executor,项目名称:riboncore,代码行数:21,


示例7: DEBUG_LOG

void WorldSession::HandleBattlefieldListOpcode( WorldPacket &recv_data ){    DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEFIELD_LIST Message");    uint32 bgTypeId;    recv_data >> bgTypeId;                                  // id from DBC    uint8 fromWhere;    recv_data >> fromWhere;                                 // 0 - battlemaster (lua: ShowBattlefieldList), 1 - UI (lua: RequestBattlegroundInstanceInfo)    uint8 unk1;    recv_data >> unk1;                                      // unknown 3.2.2    BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(bgTypeId);    if (!bl)    {        sLog.outError("Battleground: invalid bgtype received.");        return;    }    WorldPacket data;    sBattleGroundMgr.BuildBattleGroundListPacket(&data, ObjectGuid(), _player, BattleGroundTypeId(bgTypeId), fromWhere);    SendPacket( &data );}
开发者ID:kero99,项目名称:mangos_old,代码行数:24,


示例8: id

void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data ){    ObjectGuid guid;    uint32 bgTypeId_;    uint32 instanceId;    uint8 joinAsGroup;    bool isPremade = false;    Group * grp;    recv_data >> guid;                                      // battlemaster guid    recv_data >> bgTypeId_;                                 // battleground type id (DBC id)    recv_data >> instanceId;                                // instance id, 0 if First Available selected    recv_data >> joinAsGroup;                               // join as group    if (!sBattlemasterListStore.LookupEntry(bgTypeId_))    {        sLog.outError("Battleground: invalid bgtype (%u) received. possible cheater? player guid %u",bgTypeId_,_player->GetGUIDLow());        return;    }    BattleGroundTypeId bgTypeId = BattleGroundTypeId(bgTypeId_);    DEBUG_LOG( "WORLD: Recvd CMSG_BATTLEMASTER_JOIN Message from %s", guid.GetString().c_str());    // can do this, since it's battleground, not arena    BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(bgTypeId, 0);    BattleGroundQueueTypeId bgQueueTypeIdRandom = BattleGroundMgr::BGQueueTypeId(BATTLEGROUND_RB, 0);    // ignore if player is already in BG    if (_player->InBattleGround())        return;	// prevent joining from instances    uint32 mapid = _player->GetMapId();    if(mapid != 0 && mapid != 1 && mapid != 530 && mapid != 571)    {        SendNotification("
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