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自学教程:C++ DoRespawnGameObject函数代码示例

51自学网 2021-06-01 20:29:05
  C++
这篇教程C++ DoRespawnGameObject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DoRespawnGameObject函数的典型用法代码示例。如果您正苦于以下问题:C++ DoRespawnGameObject函数的具体用法?C++ DoRespawnGameObject怎么用?C++ DoRespawnGameObject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DoRespawnGameObject函数的27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: SetData

    void SetData(uint32 uiType, uint32 uiData)    {        debug_log("SD2: Instance Ramparts: SetData received for type %u with data %u",uiType,uiData);        switch(uiType)        {            case TYPE_VAZRUDEN:                if (uiData == DONE && m_auiEncounter[1] == DONE)                    DoRespawnGameObject(instance->IsRegularDifficulty() ? m_uiChestNGUID : m_uiChestHGUID, HOUR*IN_MILISECONDS);                m_auiEncounter[0] = uiData;                break;            case TYPE_NAZAN:                if (uiData == SPECIAL)                {                    ++m_uiSentryCounter;                    if (m_uiSentryCounter == 2)                        m_auiEncounter[1] = uiData;                }                if (uiData == DONE && m_auiEncounter[0] == DONE)                {                    DoRespawnGameObject(instance->IsRegularDifficulty() ? m_uiChestNGUID : m_uiChestHGUID, HOUR*IN_MILISECONDS);                    m_auiEncounter[1] = uiData;                }                if (uiData == IN_PROGRESS)                    m_auiEncounter[1] = uiData;                break;        }    }
开发者ID:FLaM666,项目名称:evo-X,代码行数:29,


示例2: debug_log

void instance_ramparts::SetData(uint32 uiType, uint32 uiData){    debug_log("SD2: Instance Ramparts: SetData received for type %u with data %u",uiType,uiData);    switch (uiType)    {        case TYPE_VAZRUDEN:            if (uiData == DONE && m_auiEncounter[1] == DONE)                DoRespawnGameObject(instance->IsRegularDifficulty() ? GO_FEL_IRON_CHEST : GO_FEL_IRON_CHEST_H, HOUR);            if (uiData == FAIL && m_auiEncounter[0] != FAIL)                DoFailVazruden();            m_auiEncounter[0] = uiData;            break;        case TYPE_NAZAN:            if (uiData == SPECIAL)            {                ++m_uiSentryCounter;                if (m_uiSentryCounter == 2)                    m_auiEncounter[1] = uiData;                return;            }            if (uiData == DONE && m_auiEncounter[0] == DONE)                DoRespawnGameObject(instance->IsRegularDifficulty() ? GO_FEL_IRON_CHEST : GO_FEL_IRON_CHEST_H, HOUR);            if (uiData == FAIL && m_auiEncounter[1] != FAIL)                DoFailVazruden();            m_auiEncounter[1] = uiData;            break;    }}
开发者ID:przemratajczak,项目名称:scriptdev2,代码行数:32,


示例3: SetData

    void SetData(uint32 uiType, uint32 uiData)    {        switch(uiType)        {            case TYPE_MALYGOS:                m_auiEncounter[0] = uiData;                if(uiData == DONE)                {                    DoRespawnGameObject(m_uiGiftGUID, 30*MINUTE);					DoRespawnGameObject(m_uiGiftHeroGUID, 30*MINUTE);                }                break;            case TYPE_OUTRO_CHECK:                m_uiOutroCheck = uiData;                break;        }        OUT_SAVE_INST_DATA;        std::ostringstream saveStream;        saveStream << m_auiEncounter[0] << " " << m_uiOutroCheck;        strInstData = saveStream.str();        SaveToDB();        OUT_SAVE_INST_DATA_COMPLETE;    }
开发者ID:Apple15,项目名称:AppleCore,代码行数:25,


示例4: GetPlayerInMap

void instance_sunken_temple::DoSpawnAtalarionIfCan(){    // Return if already summoned    if (GetSingleCreatureFromStorage(NPC_ATALARION))    {        return;    }    Player* pPlayer = GetPlayerInMap();    if (!pPlayer)    {        return;    }    pPlayer->SummonCreature(NPC_ATALARION, aSunkenTempleLocation[0].m_fX, aSunkenTempleLocation[0].m_fY, aSunkenTempleLocation[0].m_fZ, aSunkenTempleLocation[0].m_fO, TEMPSUMMON_DEAD_DESPAWN, 0);    // Spawn the idol of Hakkar    DoRespawnGameObject(GO_IDOL_OF_HAKKAR, 30 * MINUTE);    // Spawn the big green lights    for (GuidList::const_iterator itr = m_luiBigLightGUIDs.begin(); itr != m_luiBigLightGUIDs.end(); ++itr)    {        DoRespawnGameObject(*itr, 30 * MINUTE);    }}
开发者ID:haidusg,项目名称:scripts,代码行数:25,


示例5: SetBossState

        bool SetBossState(uint32 type, EncounterState state)        {            if (!InstanceScript::SetBossState(type, state))                return false;            switch (type)            {            case DATA_DRAKOS_EVENT:                if (state == DONE)                {                    DoUpdateWorldState(WORLD_STATE_CENTRIFUGE_CONSTRUCT_SHOW,1);                    DoUpdateWorldState(WORLD_STATE_CENTRIFUGE_CONSTRUCT_AMOUNT,centrifugueConstructCounter);                    OpenCageDoors();                }                break;            case DATA_VAROS_EVENT:                if (state == DONE)                    DoUpdateWorldState(WORLD_STATE_CENTRIFUGE_CONSTRUCT_SHOW,0);                break;            case DATA_EREGOS_EVENT:                if (state == DONE)                {                    DoRespawnGameObject(eregosCache, 1*DAY);                    DoRespawnGameObject(Rampenlicht, 1*DAY);                }                break;            }            return true;        }
开发者ID:Nedj,项目名称:TrinityCore,代码行数:30,


示例6: switch

void instance_oculus::SetData(uint32 uiType, uint32 uiData){    m_auiEncounter[uiType] = uiData;    switch(uiType)    {        case TYPE_DRAKOS:            if (uiData == DONE)            {                if (!instance->IsRegularDifficulty())                    DoStartTimedAchievement(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, ACHIEV_MAKE_IT_COUNT);                CheckVarosCentrifugeConstructState();            }            break;        case TYPE_VAROS:            if (uiData == DONE)            {                if (Creature* pUrom = GetSingleCreatureFromStorage(NPC_UROM))                {                    pUrom->InterruptNonMeleeSpells(false);                    pUrom->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);                }            }            break;        case TYPE_UROM:            if (uiData == DONE)            {                if (Creature* pEregos = GetSingleCreatureFromStorage(NPC_EREGOS))                {                    pEregos->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);                }            }            break;        case TYPE_EREGOS:            if (uiData == DONE)            {                DoRespawnGameObject(instance->IsRegularDifficulty() ? GO_EREGOS_CACHE : GO_EREGOS_CACHE_H, 30*MINUTE);                DoRespawnGameObject(GO_SPOTLIGHT, 30*MINUTE);            }            break;                default:            break;    }    // Saving also SPECIAL for this instance    if (uiData == DONE)    {        OUT_SAVE_INST_DATA;        std::ostringstream saveStream;        saveStream << m_auiEncounter[0] << " " << m_auiEncounter[1] << " " << m_auiEncounter[2] << " " << m_auiEncounter[3];        m_strInstData = saveStream.str();        SaveToDB();        OUT_SAVE_INST_DATA_COMPLETE;    }}
开发者ID:Reamer,项目名称:scriptdev2,代码行数:57,


示例7: switch

void instance_oculus::SetData(uint32 type, uint32 data){    switch(type)    {        case TYPE_DRAKOS:            m_auiEncounter[type] = data;            if (data == IN_PROGRESS)                DoStartTimedAchievement(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, ACHIEV_START_EREGOS_ID);            break;        case TYPE_VAROS:        case TYPE_UROM:            m_auiEncounter[type] = data;            break;        case TYPE_EREGOS:            m_auiEncounter[type] = data;            if (data == DONE)            {                DoRespawnGameObject(m_bIsRegularMode ? GO_EREGOS_CACHE : GO_EREGOS_CACHE_H, HOUR);                DoRespawnGameObject(GO_SPOTLIGHT, HOUR);            }            break;        case TYPE_ROBOTS:            m_auiEncounter[type] = m_auiEncounter[type] - data;            if(m_auiEncounter[type] == 0)            {                if(Creature* pVaros = GetSingleCreatureFromStorage(NPC_VAROS))                {                    DoScriptText(SAY_VAROS_SPAWN, pVaros);                    pVaros->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);                    pVaros->InterruptNonMeleeSpells(false);                    pVaros->RemoveAurasDueToSpell(50053);                }            }            data = NOT_STARTED;            break;        case TYPE_UROM_PHASE:            m_auiEncounter[type] = data;            data = NOT_STARTED;            break;        default:            return;    }    if (data == DONE)    {        OUT_SAVE_INST_DATA;        std::ostringstream saveStream;        for(uint8 i = 0; i < MAX_ENCOUNTERS; ++i)            saveStream << m_auiEncounter[i] << " ";        strSaveData = saveStream.str();        SaveToDB();        OUT_SAVE_INST_DATA_COMPLETE;    }}
开发者ID:przemratajczak,项目名称:scriptdev2,代码行数:56,


示例8: SetData

    void SetData(uint32 uiType, uint32 uiData)    {        switch(uiType)        {            case DATA_CHAMPIONID_1:                m_uiChampionId1 = uiData;                break;            case DATA_CHAMPIONID_2:                m_uiChampionId2 = uiData;                break;            case DATA_CHAMPIONID_3:                m_uiChampionId3 = uiData;                break;            case DATA_ARGENT_CHALLENGER:                m_uiArgentChallengerID = uiData;                break;            case DATA_BLACK_KNIGHT_MINION:                m_uiBlackKnightMinionID = uiData;                break;            case TYPE_GRAND_CHAMPIONS:                m_auiEncounter[0] = uiData;                if (uiData == DONE && m_uiChampionsLootGUID)                    DoRespawnGameObject(m_uiChampionsLootGUID, 7*DAY);                break;            case TYPE_ARGENT_CHALLENGE:                m_auiEncounter[1] = uiData;                if (uiData == DONE)                {                    if (m_uiArgentChallenger == m_uiEadricGUID && m_uiEadricLootGUID)                        DoRespawnGameObject(m_uiEadricLootGUID, 7*DAY);                    if (m_uiArgentChallenger == m_uiPaletressGUID && m_uiPaletressLootGUID)                        DoRespawnGameObject(m_uiPaletressLootGUID, 7*DAY);                }                break;            case TYPE_BLACK_KNIGHT:                m_auiEncounter[2] = uiData;                break;        }        std::ostringstream saveStream;        for(uint32 i = 0; i < MAX_ENCOUNTER; ++i)   //FIXME: should save more stuff to properly load in case of crash            saveStream << m_auiEncounter[i] << " ";        m_strInstData = saveStream.str();        if (uiData == DONE)        {            OUT_SAVE_INST_DATA;            SaveToDB();            OUT_SAVE_INST_DATA_COMPLETE;        }    }
开发者ID:Archives,项目名称:pwow_scriptdev2,代码行数:51,


示例9: SetData

    void SetData(uint32 uiType, uint32 uiData)    {        switch(uiType)        {            case TYPE_MALYGOS:            {                if (uiData == NOT_STARTED)                {                    if (GameObject* pFocusingIris = GetSingleGameObjectFromStorage(m_uiFocusingIrisActualEntry))                    {                        pFocusingIris->SetGoState(GO_STATE_READY);                        pFocusingIris->SetPhaseMask(1, true);                    }                    if (GameObject* pExitPortal = GetSingleGameObjectFromStorage(GO_EXIT_PORTAL))                        pExitPortal->SetPhaseMask(1, true);                    if (GameObject* pPlatform = GetSingleGameObjectFromStorage(GO_PLATFORM))                        pPlatform->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DESTROYED);                }                if (uiData == IN_PROGRESS)                {                    if (GameObject* pFocusingIris = GetSingleGameObjectFromStorage(m_uiFocusingIrisActualEntry))                        pFocusingIris->SetPhaseMask(2, true);                    if (GameObject* pExitPortal = GetSingleGameObjectFromStorage(GO_EXIT_PORTAL))                        pExitPortal->SetPhaseMask(2, true);                }                if (uiData == DONE)                {                    if (GameObject* pExitPortal = GetSingleGameObjectFromStorage(GO_EXIT_PORTAL))                        pExitPortal->SetPhaseMask(1, true);                    DoRespawnGameObject(m_uiGiftActualGuid, HOUR*IN_MILLISECONDS);                    DoRespawnGameObject(m_uiHeartActualGuid, HOUR*IN_MILLISECONDS);                    //hack to make loot accessible                    if (GameObject* pPlatform = GetSingleGameObjectFromStorage(GO_PLATFORM))                    {                        pPlatform->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DESTROYED);                        pPlatform->Respawn();                    }                }                m_auiEncounter[0] = uiData;                break;            }        }        OUT_SAVE_INST_DATA;        std::ostringstream saveStream;        saveStream << m_auiEncounter[0];        strInstData = saveStream.str();        SaveToDB();        OUT_SAVE_INST_DATA_COMPLETE;    }
开发者ID:chiodino92,项目名称:scriptdev2,代码行数:51,


示例10: debug_log

void instance_karazhan::DoPrepareOperaStage(Creature* pOrganizer){    if (!pOrganizer)        return;    debug_log("SD2: Barnes Opera Event - Introduction complete - preparing encounter %d", GetData(TYPE_OPERA_PERFORMANCE));    // summon the bosses and respawn the stage background    switch (GetData(TYPE_OPERA_PERFORMANCE))    {        case OPERA_EVENT_WIZARD_OZ:            for (uint8 i = 0; i < MAX_OZ_OPERA_MOBS; ++i)                pOrganizer->SummonCreature(aOperaLocOz[i].uiEntry, aOperaLocOz[i].fX, aOperaLocOz[i].fY, aOperaLocOz[i].fZ, aOperaLocOz[i].fO, TEMPSPAWN_DEAD_DESPAWN, 0);            DoRespawnGameObject(GO_OZ_BACKDROP, 12 * HOUR);            for (GuidList::const_iterator itr = m_lOperaHayGuidList.begin(); itr != m_lOperaHayGuidList.end(); ++itr)                DoRespawnGameObject(*itr, 12 * HOUR);            break;        case OPERA_EVENT_RED_RIDING_HOOD:            pOrganizer->SummonCreature(aOperaLocWolf.uiEntry, aOperaLocWolf.fX, aOperaLocWolf.fY, aOperaLocWolf.fZ, aOperaLocWolf.fO, TEMPSPAWN_DEAD_DESPAWN, 0);            DoRespawnGameObject(GO_HOOD_BACKDROP, 12 * HOUR);            DoRespawnGameObject(GO_HOOD_HOUSE,    12 * HOUR);            for (GuidList::const_iterator itr = m_lOperaTreeGuidList.begin(); itr != m_lOperaTreeGuidList.end(); ++itr)                DoRespawnGameObject(*itr, 12 * HOUR);            break;        case OPERA_EVENT_ROMULO_AND_JUL:            pOrganizer->SummonCreature(aOperaLocJul.uiEntry, aOperaLocJul.fX, aOperaLocJul.fY, aOperaLocJul.fZ, aOperaLocJul.fO, TEMPSPAWN_DEAD_DESPAWN, 0);            DoRespawnGameObject(GO_RAJ_BACKDROP, 12 * HOUR);            DoRespawnGameObject(GO_RAJ_MOON,     12 * HOUR);            DoRespawnGameObject(GO_RAJ_BALCONY,  12 * HOUR);            break;    }    SetData(TYPE_OPERA, IN_PROGRESS);}
开发者ID:killerwife,项目名称:mangos-tbc,代码行数:34,


示例11: TombOfSevenEnd

		void TombOfSevenEnd() {			DoRespawnGameObject(GoChestGUID, DAY);			HandleGameObject(GoTombExitGUID, true); //event done, open exit door			HandleGameObject(GoTombEnterGUID, true); //event done, open entrance door			TombEventStarterGUID = 0;			SetData(TYPE_TOMB_OF_SEVEN, DONE);		}
开发者ID:Bootz,项目名称:DeepshjirRepack,代码行数:7,


示例12: SetData

 void SetData(uint32 uiType, uint32 uiData) {     switch(uiType)     {         case TYPE_QUEST:             m_auiEncounter[0] = uiData;             break;          case TYPE_CRATES_COUNT:             m_uiCratesCount = m_uiCratesCount + uiData;             if(m_uiCratesCount == 5)             {                m_auiEncounter[0] = DONE;                ChromiWhispers();             }             DoUpdateWorldState(WORLD_STATE_COS_CRATE_COUNT, m_uiCratesCount);             break;         case TYPE_INTRO:             m_auiEncounter[1] = uiData;             break;         case TYPE_PHASE:             m_auiEncounter[2] = uiData;             break;         case TYPE_ENCOUNTER:             m_auiEncounter[3] = uiData;             break;         case TYPE_WING:             m_auiEncounter[4] = uiData;             break;         case TYPE_BONUS:             m_auiEncounter[5] = uiData;             if(uiData == IN_PROGRESS)             {               if(Creature* Corruptor = GetSingleCreatureFromStorage(NPC_INFINITE_CORRUPTOR))                  Corruptor->SetPhaseMask(1, true);               DoUpdateWorldState(WORLD_STATE_COS_TIME_ON, 1);               DoUpdateWorldState(WORLD_STATE_COS_TIME_COUNT, 25);               }              break;         case TYPE_MALGANIS:             m_auiEncounter[6] = uiData;             if (uiData == DONE)             {                 DoRespawnGameObject(m_uiMalChestGUID, 30*MINUTE);                 if (GameObject* pGo = GetSingleGameObjectFromStorage(GO_MALGANIS_CHEST))                     pGo->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND);                 if (GameObject* pGo = GetSingleGameObjectFromStorage(GO_MALGANIS_CHEST_H))                     pGo->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND);                                     if (Creature* pChromi2 = GetSingleCreatureFromStorage(NPC_CHROMI02))                     pChromi2->SetVisibility(VISIBILITY_OFF);                 if (GameObject* pGo = GetSingleGameObjectFromStorage(GO_EXIT))                     pGo->SetGoState(GO_STATE_ACTIVE);             }             break;         case TYPE_ZOMBIEFEST:             {                 if(!m_bZombiefestInProgress)                                        m_bZombiefestInProgress = true;             }     } }
开发者ID:przemratajczak,项目名称:scriptdev2,代码行数:60,


示例13: SetBossState

        bool SetBossState(uint32 type, EncounterState state) override        {            if (!InstanceScript::SetBossState(type, state))                return false;            switch (type)            {                case DATA_OPERA_PERFORMANCE:                    if (state == DONE)                    {                        HandleGameObject(StageDoorLeftGUID, true);                        HandleGameObject(StageDoorRightGUID, true);                        if (GameObject* sideEntrance = instance->GetGameObject(SideEntranceDoor))                            sideEntrance->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_LOCKED);                        UpdateEncounterState(ENCOUNTER_CREDIT_KILL_CREATURE, 16812, NULL);                    }                    break;                case DATA_CHESS:                    if (state == DONE)                        DoRespawnGameObject(DustCoveredChest, DAY);                    break;                default:                    break;            }            return true;        }
开发者ID:AvariusProject,项目名称:AvariusCore,代码行数:27,


示例14: SetData

    void SetData(uint32 uiType, uint32 uiData)    {        switch(uiType)        {            case TYPE_TRIBUNAL:                m_auiEncounter[0] = uiData;                if (uiData == DONE)                    DoRespawnGameObject(m_uiTribunalChestGUID);                break;            case TYPE_MAIDEN:                m_auiEncounter[1] = uiData;                break;            case TYPE_KRYSTALLUS:                m_auiEncounter[2] = uiData;                break;            case TYPE_SJONNIR:                m_auiEncounter[3] = uiData;                break;        }        // should be opened by Brann Bronzebeard in escort event        if (m_auiEncounter[1] == DONE && m_auiEncounter[2] == DONE)        {            if (GameObject *pGo = instance->GetGameObject(m_uiSjonnirDoorGUID))                pGo->SetGoState(GO_STATE_ACTIVE);        }    }
开发者ID:Bearq,项目名称:mangos,代码行数:27,


示例15: DoRespawnGameObject

void instance_wailing_caverns::OnPlayerEnter(Player* pPlayer){    // Respawn the Mysterious chest if one of the players who enter the instance has the quest in his log    if (pPlayer->GetQuestStatus(QUEST_FORTUNE_AWAITS) == QUEST_STATUS_COMPLETE &&            !pPlayer->GetQuestRewardStatus(QUEST_FORTUNE_AWAITS))        DoRespawnGameObject(GO_MYSTERIOUS_CHEST, HOUR);}
开发者ID:SakhWoW,项目名称:blizzlikecore,代码行数:7,


示例16: SetBossState

            bool SetBossState(uint32 type, EncounterState state)            {			    if (!InstanceScript::SetBossState(type, state))				    return false;                switch (type)                {                    case DATA_MUROZOND:                        if (state == DONE)                            DoRespawnGameObject(uiMurozondCacheGUID, DAY);                        break;                    case DATA_ECHO_OF_JAINA:                    case DATA_ECHO_OF_BAINE:                    case DATA_ECHO_OF_TYRANDE:                    case DATA_ECHO_OF_SYLVANAS:                        if (state == DONE)                        {                            if (first_encounter != DONE)                                first_encounter = DONE;                            else                                second_encounter = DONE;                            SaveToDB();                        }                        break;                }			    return true;            }
开发者ID:UnstableZero,项目名称:AnotherMoPCore,代码行数:29,


示例17: switch

void instance_molten_core::SetData(uint32 uiType, uint32 uiData){    switch (uiType)    {        case TYPE_LUCIFRON:            m_auiEncounter[uiType] = uiData;            break;        case TYPE_MAGMADAR:        case TYPE_GEHENNAS:        case TYPE_GARR:        case TYPE_SHAZZRAH:        case TYPE_GEDDON:        case TYPE_GOLEMAGG:        case TYPE_SULFURON:            m_auiEncounter[uiType] = uiData;            if (uiData == DONE)            {                for (auto m_aMoltenCoreRune : m_aMoltenCoreRunes)                {                    if (m_aMoltenCoreRune.m_uiType == uiType)                    {                        if (GameObject* pGo = GetSingleGameObjectFromStorage(m_aMoltenCoreRune.m_uiFlamesCircleEntry))                            pGo->SetLootState(GO_JUST_DEACTIVATED);                        break;                    }                }            }            break;        case TYPE_MAJORDOMO:            m_auiEncounter[uiType] = uiData;            if (uiData == DONE)                DoRespawnGameObject(GO_CACHE_OF_THE_FIRE_LORD, HOUR);            break;        case TYPE_RAGNAROS:            m_auiEncounter[uiType] = uiData;            break;    }    // Check if Majordomo can be summoned    if (uiData == SPECIAL)        DoSpawnMajordomoIfCan(false);    if (uiData == DONE || uiData == SPECIAL)    {        OUT_SAVE_INST_DATA;        std::ostringstream saveStream;        saveStream << m_auiEncounter[0] << " " << m_auiEncounter[1] << " " << m_auiEncounter[2] << " "                   << m_auiEncounter[3] << " " << m_auiEncounter[4] << " " << m_auiEncounter[5] << " "                   << m_auiEncounter[6] << " " << m_auiEncounter[7] << " " << m_auiEncounter[8] << " "                   << m_auiEncounter[9];        m_strInstData = saveStream.str();        SaveToDB();        OUT_SAVE_INST_DATA_COMPLETE;    }}
开发者ID:Ghaster,项目名称:mangos-classic,代码行数:58,


示例18: switch

void instance_molten_core::SetData(uint32 uiType, uint32 uiData){    switch (uiType)    {        case TYPE_LUCIFRON:            m_auiEncounter[uiType] = uiData;            break;        case TYPE_MAGMADAR:            m_auiEncounter[uiType] = uiData;            break;        case TYPE_GEHENNAS:            m_auiEncounter[uiType] = uiData;            break;        case TYPE_GARR:            m_auiEncounter[uiType] = uiData;            break;        case TYPE_SHAZZRAH:            m_auiEncounter[uiType] = uiData;            break;        case TYPE_GEDDON:            m_auiEncounter[uiType] = uiData;            break;        case TYPE_GOLEMAGG:            m_auiEncounter[uiType] = uiData;            break;        case TYPE_SULFURON:            m_auiEncounter[uiType] = uiData;            break;        case TYPE_MAJORDOMO:            m_auiEncounter[uiType] = uiData;            if (uiData == DONE)                DoRespawnGameObject(GO_CACHE_OF_THE_FIRE_LORD, HOUR);            break;        case TYPE_RAGNAROS:            m_auiEncounter[uiType] = uiData;            break;    }    // Check if Majordomo can be summoned    if (uiData == SPECIAL)        DoSpawnMajordomoIfCan(false);    if (uiData == DONE || uiData == SPECIAL)    {        OUT_SAVE_INST_DATA;        std::ostringstream saveStream;        saveStream << m_auiEncounter[0] << " " << m_auiEncounter[1] << " " << m_auiEncounter[2] << " "                   << m_auiEncounter[3] << " " << m_auiEncounter[4] << " " << m_auiEncounter[5] << " "                   << m_auiEncounter[6] << " " << m_auiEncounter[7] << " " << m_auiEncounter[8] << " "                   << m_auiEncounter[9];        m_strInstData = saveStream.str();        SaveToDB();        OUT_SAVE_INST_DATA_COMPLETE;    }}
开发者ID:Stylerdk,项目名称:GaryMoveOut_2.4.3_Backup,代码行数:58,


示例19: SetData

    void SetData(uint32 uiType, uint32 uiData)    {        sLog.outDebug("TSCR: Instance Ramparts: SetData received for type %u with data %u",uiType,uiData);        switch(uiType)        {            case TYPE_VAZRUDEN:                if (uiData == DONE && m_auiEncounter[1] == DONE)                    DoRespawnGameObject(instance->IsHeroic() ? m_uiChestHGUID : m_uiChestNGUID, HOUR*IN_MILLISECONDS);                m_auiEncounter[0] = uiData;                break;            case TYPE_NAZAN:                if (uiData == DONE && m_auiEncounter[0] == DONE)                    DoRespawnGameObject(instance->IsHeroic() ? m_uiChestHGUID : m_uiChestNGUID, HOUR*IN_MILLISECONDS);                m_auiEncounter[1] = uiData;                break;        }    }
开发者ID:Archives,项目名称:ro_core,代码行数:18,


示例20: DoRespawnGameObject

/// Function that respawns a despawned GO that is stored in m_mGoEntryGuidStorevoid ScriptedInstance::DoRespawnGameObject(uint32 uiEntry, uint32 uiTimeToDespawn){    EntryGuidMap::iterator find = m_mGoEntryGuidStore.find(uiEntry);    if (find != m_mGoEntryGuidStore.end())        DoRespawnGameObject(find->second, uiTimeToDespawn);    else        // Output log, possible reason is not added GO to storage, or not yet loaded;        debug_log("SD2: Script call DoRespawnGameObject(by Entry), but no gameobject of entry %u was created yet, or it was not stored by script for map %u.", uiEntry, instance->GetId());}
开发者ID:alikoth,项目名称:easy-scriptdev2,代码行数:10,


示例21: GetPlayerInMap

void instance_sunken_temple::DoSpawnAtalarionIfCan(){    // return if already summoned    if (m_uiAtalarionGUID)        return;    Player* pPlayer = GetPlayerInMap();    if (!pPlayer)        return;    pPlayer->SummonCreature(NPC_ATALARION, aSunkenTempleLocation[0].m_fX, aSunkenTempleLocation[0].m_fY, aSunkenTempleLocation[0].m_fZ, aSunkenTempleLocation[0].m_fO, TEMPSUMMON_DEAD_DESPAWN, 0);    // Spawn the idol of Hakkar    DoRespawnGameObject(m_uiIdolOfHakkarGUID, 30 * MINUTE);    // Spawn the big green lights    for (std::list<uint64>::const_iterator itr = m_luiBigLightGUIDs.begin(); itr != m_luiBigLightGUIDs.end(); ++itr)        DoRespawnGameObject(*itr, 30*MINUTE*IN_MILLISECONDS);}
开发者ID:portunus,项目名称:scriptdev2,代码行数:19,


示例22: SetData

    void SetData(uint32 uiType, uint32 uiData)    {        switch (uiType)        {            case TYPE_SULFURON:                m_auiEncounter[0] = uiData;                break;            case TYPE_GEDDON:                m_auiEncounter[1] = uiData;                break;            case TYPE_SHAZZRAH:                m_auiEncounter[2] = uiData;                break;            case TYPE_GOLEMAGG:                m_auiEncounter[3] = uiData;                break;            case TYPE_GARR:                m_auiEncounter[4] = uiData;                break;            case TYPE_MAGMADAR:                m_auiEncounter[5] = uiData;                break;            case TYPE_GEHENNAS:                m_auiEncounter[6] = uiData;                break;            case TYPE_LUCIFRON:                m_auiEncounter[7] = uiData;                break;            case TYPE_MAJORDOMO:                if (uiData == DONE)                    DoRespawnGameObject(m_uiFirelordCacheGUID);                m_auiEncounter[8] = uiData;                break;            case TYPE_RAGNAROS:                m_auiEncounter[9] = uiData;                break;        }        if (uiData == DONE)        {            OUT_SAVE_INST_DATA;            std::ostringstream saveStream;            saveStream << m_auiEncounter[0] << " " << m_auiEncounter[1] << " " << m_auiEncounter[2] << " "                << m_auiEncounter[3] << " " << m_auiEncounter[4] << " " << m_auiEncounter[5] << " "                << m_auiEncounter[6] << " " << m_auiEncounter[7] << " " << m_auiEncounter[8] << " "                << m_auiEncounter[9];            strInstData = saveStream.str();            SaveToDB();            OUT_SAVE_INST_DATA_COMPLETE;        }    }
开发者ID:Subv,项目名称:diamondcore,代码行数:54,


示例23: SetBossState

        bool SetBossState(uint32 id, EncounterState state)        {            if (!InstanceScript::SetBossState(id, state))                return false;            switch (id)            {                case BOSS_KOLOGARN:                    if (state == DONE)                        HandleGameObject(uiKologarnBridge, false);                    break;                case BOSS_HODIR:                    CheckKeepersState();                    break;                case BOSS_THORIM:                    if (GameObject* pThorimLever = instance->GetGameObject(uiThorimLever))                    {                        if (state == IN_PROGRESS)                            pThorimLever->RemoveFlag(GAMEOBJECT_FLAGS,GO_FLAG_UNK1);                    }                    CheckKeepersState();                    break;                case BOSS_MIMIRON:                    CheckKeepersState();                    break;                case BOSS_FREYA:                    CheckKeepersState();                    break;                case BOSS_VEZAX:                    if (state == DONE)                    {                        // Keeper's Images                        if (Creature* pFreya = instance->GetCreature(uiFreyaImage))                            pFreya->SetVisible(true);                        if (Creature* pThorim = instance->GetCreature(uiThorimImage))                            pThorim->SetVisible(true);                        if (Creature* pMimiron = instance->GetCreature(uiMimironImage))                            pMimiron->SetVisible(true);                        if (Creature* pHodir = instance->GetCreature(uiHodirImage))                            pHodir->SetVisible(true);                    }                    break;                case BOSS_ALGALON:                    if (GameObject* pCelestialDoor = instance->GetGameObject(uiCelestialDoor))                        pCelestialDoor->SetGoState(GO_STATE_READY);                    if (GameObject* pUniverseFloorCelestial = instance->GetGameObject(uiUniverseFloorCelestial))                        pUniverseFloorCelestial->SetGoState(GO_STATE_READY);                    if (state == DONE)                        DoRespawnGameObject(uiAlagonLoot, 30*MINUTE);                    break;            }            return true;        }
开发者ID:Archives,项目名称:TrinityCore,代码行数:54,


示例24: SetData

        void SetData(uint32 type, uint32 Data)        {            switch (type)            {                case TYPE_ATTUMEN:              Encounter[0] = Data; break;                case TYPE_MOROES:                    if (Encounter[1] == DONE)                        break;                    Encounter[1] = Data;                    break;                case TYPE_MAIDEN:               Encounter[2] = Data; break;                case TYPE_OPTIONAL_BOSS:        Encounter[3] = Data; break;                case TYPE_OPERA:                    Encounter[4] = Data;                    if (Data == DONE)                        UpdateEncounterState(ENCOUNTER_CREDIT_KILL_CREATURE, 16812, NULL);                    break;                case TYPE_CURATOR:              Encounter[5] = Data; break;                case TYPE_ARAN:                 Encounter[6] = Data; break;                case TYPE_TERESTIAN:            Encounter[7] = Data; break;                case TYPE_NETHERSPITE:          Encounter[8] = Data; break;                case TYPE_CHESS:                    if (Data == DONE)                        DoRespawnGameObject(DustCoveredChest, DAY);                    Encounter[9]  = Data;                    break;                case TYPE_MALCHEZZAR:           Encounter[10] = Data; break;                case TYPE_NIGHTBANE:                    if (Encounter[11] != DONE)                        Encounter[11] = Data;                    break;                case DATA_OPERA_OZ_DEATHCOUNT:                    if (Data == SPECIAL)                        ++OzDeathCount;                    else if (Data == IN_PROGRESS)                        OzDeathCount = 0;                    break;            }            if (Data == DONE)            {                OUT_SAVE_INST_DATA;                std::ostringstream saveStream;                saveStream << Encounter[0] << ' ' << Encounter[1] << ' ' << Encounter[2] << ' '                    << Encounter[3] << ' ' << Encounter[4] << ' ' << Encounter[5] << ' ' << Encounter[6] << ' '                    << Encounter[7] << ' ' << Encounter[8] << ' ' << Encounter[9] << ' ' << Encounter[10] << ' ' << Encounter[11];                strSaveData = saveStream.str();                SaveToDB();                OUT_SAVE_INST_DATA_COMPLETE;            }        }
开发者ID:Exodius,项目名称:Atlantiss,代码行数:54,


示例25: switch

void instance_mount_hyjal::SetData(uint32 uiType, uint32 uiData){    switch (uiType)    {        case TYPE_WINTERCHILL:        case TYPE_ANETHERON:        case TYPE_KAZROGAL:            m_auiEncounter[uiType] = uiData;            break;        case TYPE_AZGALOR:            m_auiEncounter[uiType] = uiData;            if (uiData == DONE)                DoSpawnArchimonde();            break;        case TYPE_ARCHIMONDE:            m_auiEncounter[uiType] = uiData;            break;        case TYPE_TRASH_COUNT:            m_uiTrashCount = uiData;            DoUpdateWorldState(WORLD_STATE_ENEMYCOUNT, m_uiTrashCount);            break;        case TYPE_RETREAT:            if (uiData == SPECIAL)            {                if (!lAncientGemGuidList.empty())                {                    for (GuidList::const_iterator itr = lAncientGemGuidList.begin(); itr != lAncientGemGuidList.end(); ++itr)                    {                        // don't know how long it expected                        DoRespawnGameObject(*itr, DAY);                    }                }            }            break;    }    debug_log("SD2: Instance Hyjal: Instance data updated for event %u (Data=%u)", uiType, uiData);    if (uiData == DONE)    {        OUT_SAVE_INST_DATA;        std::ostringstream saveStream;        saveStream << m_auiEncounter[0] << " " << m_auiEncounter[1] << " " << m_auiEncounter[2] << " "                   << m_auiEncounter[3] << " " << m_auiEncounter[4];        m_strSaveData = saveStream.str();        SaveToDB();        OUT_SAVE_INST_DATA_COMPLETE;    }}
开发者ID:Naincapable,项目名称:scriptdev2,代码行数:54,


示例26: SetData

 void SetData(uint32 uiType, uint32 uiData) {     switch(uiType)     {         case TYPE_QUEST:             m_auiEncounter[0] = uiData;             break;          case TYPE_CRATES_COUNT:             m_uiCratesCount = m_uiCratesCount + uiData;             if(m_uiCratesCount == 5)             {                m_auiEncounter[0] = DONE;                ChromiWhispers();             }             DoUpdateWorldState(WORLD_STATE_COS_CRATE_COUNT, m_uiCratesCount);             break;         case TYPE_INTRO:             m_auiEncounter[1] = uiData;             break;         case TYPE_PHASE:             m_auiEncounter[2] = uiData;             break;         case TYPE_ENCOUNTER:             m_auiEncounter[3] = uiData;             break;         case TYPE_WING:             m_auiEncounter[4] = uiData;             break;         case TYPE_BONUS:             m_auiEncounter[5] = uiData;             if(uiData == IN_PROGRESS)             {               if(Creature* Corruptor = instance->GetCreature(m_uiCorruptorGUID))                  Corruptor->SetPhaseMask(1, true);               DoUpdateWorldState(WORLD_STATE_COS_TIME_ON, 1);               DoUpdateWorldState(WORLD_STATE_COS_TIME_COUNT, 25);               }              break;         case TYPE_MALGANIS:             m_auiEncounter[6] = uiData;             if (uiData == DONE)             {                 DoRespawnGameObject(m_uiMalChestGUID, 30*MINUTE);                 if (GameObject* pGo = instance->GetGameObject(m_uiMalChestGUID))                     pGo->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_INTERACT_COND);                 if (Creature* pChromi2 = instance->GetCreature(m_uiChromi02GUID))                     pChromi2->SetVisibility(VISIBILITY_OFF);                 if (GameObject* pGo = instance->GetGameObject(m_uiExitGUID))                     pGo->SetGoState(GO_STATE_ACTIVE);             }             break;     } }
开发者ID:Ankso,项目名称:scriptdev2,代码行数:53,


示例27: switch

void instance_eye_of_eternity::JustDidDialogueStep(int32 iEntry){    switch (iEntry)    {        case SPELL_ALEXSTRASZAS_GIFT_BEAM:            if (Creature* pAlextrasza = GetSingleCreatureFromStorage(NPC_ALEXSTRASZA))                pAlextrasza->CastSpell(pAlextrasza, SPELL_ALEXSTRASZAS_GIFT_BEAM, TRIGGERED_NONE);            break;        case NPC_ALEXSTRASZAS_GIFT:            if (Creature* pGift = GetSingleCreatureFromStorage(NPC_ALEXSTRASZAS_GIFT))                pGift->CastSpell(pGift, SPELL_ALEXSTRASZAS_GIFT_VISUAL, TRIGGERED_NONE);            DoRespawnGameObject(instance->IsRegularDifficulty() ? GO_ALEXSTRASZAS_GIFT : GO_ALEXSTRASZAS_GIFT_H, 30 * MINUTE);            break;        case GO_PLATFORM:            // ToDo: respawn the portal            if (GameObject* pPlatform = GetSingleGameObjectFromStorage(GO_PLATFORM))                pPlatform->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_UNK_11);            // Spawn the Heart of Malygos            DoRespawnGameObject(instance->IsRegularDifficulty() ? GO_HEART_OF_MAGIC : GO_HEART_OF_MAGIC_H, 30 * MINUTE);            break;    }}
开发者ID:dvdvideo1234,项目名称:mangos-wotlk,代码行数:22,



注:本文中的DoRespawnGameObject函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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