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自学教程:C++ DoUseDoorOrButton函数代码示例

51自学网 2021-06-01 20:29:18
  C++
这篇教程C++ DoUseDoorOrButton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DoUseDoorOrButton函数的典型用法代码示例。如果您正苦于以下问题:C++ DoUseDoorOrButton函数的具体用法?C++ DoUseDoorOrButton怎么用?C++ DoUseDoorOrButton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DoUseDoorOrButton函数的28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: switch

void instance_blackrock_depths::SetData(uint32 uiType, uint32 uiData){    switch (uiType)    {        case TYPE_RING_OF_LAW:            // If finished the arena event after theldren fight            if (uiData == DONE && m_auiEncounter[0] == SPECIAL)                DoRespawnGameObject(GO_ARENA_SPOILS, HOUR);            else if (uiData == DONE)            {                for (GuidSet::const_iterator itr = m_sArenaCrowdNpcGuids.begin(); itr != m_sArenaCrowdNpcGuids.end(); ++itr)                {                    if (Creature* pSpectator = instance->GetCreature(*itr))                        pSpectator->SetFactionTemporary(FACTION_ARENA_NEUTRAL, TEMPFACTION_RESTORE_RESPAWN);                }            }            m_auiEncounter[0] = uiData;            break;        case TYPE_VAULT:            if (uiData == SPECIAL)            {                ++m_uiCofferDoorsOpened;                if (m_uiCofferDoorsOpened == MAX_RELIC_DOORS)                {                    SetData(TYPE_VAULT, IN_PROGRESS);                    Creature* pConstruct = NULL;                    // Activate vault constructs                    for (GuidSet::const_iterator itr = m_sVaultNpcGuids.begin(); itr != m_sVaultNpcGuids.end(); ++itr)                    {                        pConstruct = instance->GetCreature(*itr);                        if (pConstruct)                            pConstruct->RemoveAurasDueToSpell(SPELL_STONED);                    }                    if (!pConstruct)                        return;                    // Summon doomgrip                    pConstruct->SummonCreature(NPC_WATCHER_DOOMGRIP, aVaultPositions[0], aVaultPositions[1], aVaultPositions[2], aVaultPositions[3], TEMPSUMMON_DEAD_DESPAWN, 0);                }                // No need to store in this case                return;            }            if (uiData == DONE)            {                DoUseDoorOrButton(GO_SECRET_DOOR);                DoToggleGameObjectFlags(GO_SECRET_SAFE, GO_FLAG_NO_INTERACT, false);            }            m_auiEncounter[1] = uiData;            break;        case TYPE_ROCKNOT:            if (uiData == SPECIAL)                ++m_uiBarAleCount;            else            {                if (uiData == DONE)                {                    HandleBarPatrons(PATRON_PISSED);                    SetBarDoorIsOpen();                }                m_auiEncounter[2] = uiData;            }            break;        case TYPE_TOMB_OF_SEVEN:            // Don't set the same data twice            if (uiData == m_auiEncounter[3])                break;            // Combat door            DoUseDoorOrButton(GO_TOMB_ENTER);            // Start the event            if (uiData == IN_PROGRESS)                DoCallNextDwarf();            if (uiData == FAIL)            {                // Reset dwarfes                for (uint8 i = 0; i < MAX_DWARFS; ++i)                {                    if (Creature* pDwarf = GetSingleCreatureFromStorage(aTombDwarfes[i]))                    {                        if (!pDwarf->isAlive())                            pDwarf->Respawn();                    }                }                m_uiDwarfRound = 0;                m_uiDwarfFightTimer = 0;            }            if (uiData == DONE)            {                DoRespawnGameObject(GO_CHEST_SEVEN, HOUR);                DoUseDoorOrButton(GO_TOMB_EXIT);            }            m_auiEncounter[3] = uiData;            break;        case TYPE_LYCEUM:            if (uiData == DONE)            {//.........这里部分代码省略.........
开发者ID:ElunaLuaEngine,项目名称:ElunaMangosWotlk,代码行数:101,


示例2: switch

void instance_draktharon_keep::SetData(uint32 uiType, uint32 uiData){    switch(uiType)    {        case TYPE_TROLLGORE:            if (uiData == IN_PROGRESS)                m_bTrollgoreConsume = true;            if (uiData == SPECIAL)                m_bTrollgoreConsume = false;            m_auiEncounter[uiType] = uiData;            break;        case TYPE_NOVOS:            if (uiData == IN_PROGRESS)            {                // Sort the dummies                DoSortNovosDummies();                // Cast some visual spells                Creature* pTarget = instance->GetCreature(m_novosChannelGuid);                for (uint8 i = 0; i < MAX_CRYSTALS; ++i)                {                    Creature* pCaster = instance->GetCreature(m_aNovosCrystalInfo[i].m_channelGuid);                    if (pCaster && pTarget)                        pCaster->CastSpell(pTarget, SPELL_BEAM_CHANNEL, false);                    m_aNovosCrystalInfo[i].m_bWasUsed = false;                }                // Achievement related                m_bNovosAddGrounded = false;            }            else if (uiData == SPECIAL)            {                // Achievement related                m_bNovosAddGrounded = true;            }            else if (uiData == FAIL)            {                // Interrupt casted spells                for (uint8 i = 0; i < MAX_CRYSTALS; ++i)                {                    Creature* pDummy = instance->GetCreature(m_aNovosCrystalInfo[i].m_channelGuid);                    if (pDummy)                        pDummy->InterruptNonMeleeSpells(false);                    // And reset used crystals                    if (m_aNovosCrystalInfo[i].m_bWasUsed)                        DoUseDoorOrButton(m_aNovosCrystalInfo[i].m_crystalGuid);                }            }            m_auiEncounter[uiType] = uiData;            break;        case TYPE_KING_DRED:            if (uiData == IN_PROGRESS)                m_uiDreadAddsKilled = 0;            m_auiEncounter[uiType] = uiData;            break;        case TYPE_THARONJA:            m_auiEncounter[uiType] = 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_strInstData = saveStream.str();        SaveToDB();        OUT_SAVE_INST_DATA_COMPLETE;    }}
开发者ID:Calixa,项目名称:murlocs_434,代码行数:74,


示例3: SetData

    void SetData(uint32 uiType, uint32 uiData)    {        switch(uiType)        {            case TYPE_MAGTHERIDON_EVENT:                m_auiEncounter[0] = uiData;                if (uiData == NOT_STARTED)                    m_uiRespawnTimer = 10000;                if (uiData != IN_PROGRESS)                {                    if (GameObject* pDoor = instance->GetGameObject(m_uiDoorGUID))                        pDoor->SetGoState(GO_STATE_ACTIVE);                }                break;            case TYPE_CHANNELER_EVENT:                switch(uiData)                {                    case NOT_STARTED:                       // Reset all channelers once one is reset.                        if (m_auiEncounter[1] != NOT_STARTED)                        {                            m_auiEncounter[1] = NOT_STARTED;                            if (ChannelerGUID.empty())                            {                                debug_log("
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