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本文整理汇总了C++中FillInitialWorldState函数的典型用法代码示例。如果您正苦于以下问题:C++ FillInitialWorldState函数的具体用法?C++ FillInitialWorldState怎么用?C++ FillInitialWorldState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FillInitialWorldState函数的25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: FillInitialWorldStatevoid BattlegroundKT::FillInitialWorldStates(WorldPacket& data, uint32& count){ FillInitialWorldState(data, count, BG_KT_ORB_POINTS_A, GetTeamScore(ALLIANCE)); FillInitialWorldState(data, count, BG_KT_ORB_POINTS_H, GetTeamScore(HORDE)); /*if (m_OrbState[BG_TEAM_ALLIANCE] == BG_KT_ORB_STATE_ON_GROUND) FillInitialWorldState(data, count, BG_KT_ICON_A, -1); else if (m_OrbState[BG_TEAM_ALLIANCE] == BG_KT_ORB_STATE_ON_PLAYER) FillInitialWorldState(data, count, BG_KT_ICON_A, 1); else FillInitialWorldState(data, count, BG_KT_ICON_A, 0); if (m_OrbState[BG_TEAM_HORDE] == BG_KT_ORB_STATE_ON_GROUND) FillInitialWorldState(data, count, BG_KT_ICON_H, -1); else if (m_OrbState[BG_TEAM_HORDE] == BG_KT_ORB_STATE_ON_PLAYER) FillInitialWorldState(data, count, BG_KT_ICON_H, 1); else FillInitialWorldState(data, count, BG_KT_ICON_H, 0);*/ FillInitialWorldState(data, count, BG_KT_ORB_POINTS_MAX, BG_KT_MAX_TEAM_SCORE); /*if (m_OrbState[BG_TEAM_HORDE] == BG_KT_ORB_STATE_ON_PLAYER) FillInitialWorldState(data, count, BG_KT_ORB_STATE, 2); else FillInitialWorldState(data, count, BG_KT_ORB_STATE, 1); if (m_OrbState[BG_TEAM_ALLIANCE] == BG_KT_ORB_STATE_ON_PLAYER) FillInitialWorldState(data, count, BG_KT_ORB_STATE, 2); else FillInitialWorldState(data, count, BG_KT_ORB_STATE, 1);*/ FillInitialWorldState(data, count, BG_KT_TIME_ENABLED, 1); FillInitialWorldState(data, count, BG_KT_TIME_REMAINING, GetRemainingTimeInMinutes());}
开发者ID:3DViking,项目名称:MistCore,代码行数:34,
示例2: FillInitialWorldStatevoid OutdoorPvPEP::FillInitialWorldStates(WorldPacket& data, uint32& count){ FillInitialWorldState(data, count, WORLD_STATE_EP_TOWER_COUNT_ALLIANCE, m_towersAlliance); FillInitialWorldState(data, count, WORLD_STATE_EP_TOWER_COUNT_HORDE, m_towersHorde); for (uint8 i = 0; i < MAX_EP_TOWERS; ++i) FillInitialWorldState(data, count, m_towerWorldState[i], WORLD_STATE_ADD);}
开发者ID:Blutban,项目名称:OneServer,代码行数:8,
示例3: FillInitialWorldStatevoid OutdoorPvPTF::FillInitialWorldStates(uint32 zoneId){ if (m_zoneWorldState == WORLD_STATE_TF_TOWERS_CONTROLLED) { FillInitialWorldState(zoneId, WORLD_STATE_TF_TOWER_COUNT_H, m_towersHorde); FillInitialWorldState(zoneId, WORLD_STATE_TF_TOWER_COUNT_A, m_towersAlliance); } else UpdateTimerWorldState();}
开发者ID:beyourself,项目名称:RustEmu-Core,代码行数:10,
示例4: uint32void OPvPCapturePointTF::FillInitialWorldStates(WorldPacket& data, uint32& count){ data << uint32(TFTowerWorldStates[m_TowerType].n) << uint32(bool(m_TowerState & TF_TOWERSTATE_N)); data << uint32(TFTowerWorldStates[m_TowerType].h) << uint32(bool(m_TowerState & TF_TOWERSTATE_H)); data << uint32(TFTowerWorldStates[m_TowerType].a) << uint32(bool(m_TowerState & TF_TOWERSTATE_A)); FillInitialWorldState(data, count, TFTowerWorldStates[m_TowerType].n, bool(m_TowerState & TF_TOWERSTATE_N)); FillInitialWorldState(data, count, TFTowerWorldStates[m_TowerType].h, bool(m_TowerState & TF_TOWERSTATE_H)); FillInitialWorldState(data, count, TFTowerWorldStates[m_TowerType].a, bool(m_TowerState & TF_TOWERSTATE_A));}
开发者ID:Gengeru,项目名称:mangos,代码行数:10,
示例5: FillInitialWorldStatevoid BattleGroundAV::FillInitialWorldStates(){ bool stateok; for (uint8 i = BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i) { for (uint8 j = 0; j < BG_AV_MAX_STATES; ++j) { stateok = (m_Nodes[i].State == j); FillInitialWorldState(BG_AV_NodeWorldStates[i][GetWorldStateType(j, TEAM_INDEX_ALLIANCE)], m_Nodes[i].Owner == TEAM_INDEX_ALLIANCE && stateok); FillInitialWorldState(BG_AV_NodeWorldStates[i][GetWorldStateType(j, TEAM_INDEX_HORDE)], m_Nodes[i].Owner == TEAM_INDEX_HORDE && stateok); } } if (m_Nodes[BG_AV_NODES_SNOWFALL_GRAVE].Owner == TEAM_INDEX_NEUTRAL) // cause neutral teams aren't handled generic FillInitialWorldState(AV_SNOWFALL_N, WORLD_STATE_ADD); FillInitialWorldState(BG_AV_Alliance_Score, m_TeamScores[TEAM_INDEX_ALLIANCE]); FillInitialWorldState(BG_AV_Horde_Score, m_TeamScores[TEAM_INDEX_HORDE]); FillInitialWorldState(BG_AV_MineWorldStates[BG_AV_NORTH_MINE][m_Mine_Owner[BG_AV_NORTH_MINE]], WORLD_STATE_ADD); if (m_Mine_Owner[BG_AV_NORTH_MINE] != m_Mine_PrevOwner[BG_AV_NORTH_MINE]) FillInitialWorldState(BG_AV_MineWorldStates[BG_AV_NORTH_MINE][m_Mine_PrevOwner[BG_AV_NORTH_MINE]], WORLD_STATE_REMOVE); FillInitialWorldState( BG_AV_MineWorldStates[BG_AV_SOUTH_MINE][m_Mine_Owner[BG_AV_SOUTH_MINE]], WORLD_STATE_ADD); if (m_Mine_Owner[BG_AV_SOUTH_MINE] != m_Mine_PrevOwner[BG_AV_SOUTH_MINE]) FillInitialWorldState(BG_AV_MineWorldStates[BG_AV_SOUTH_MINE][m_Mine_PrevOwner[BG_AV_SOUTH_MINE]], WORLD_STATE_REMOVE);}
开发者ID:wuzhupc,项目名称:mangos,代码行数:29,
示例6: FillInitialWorldStatevoid BattleGroundAB::FillInitialWorldStates(WorldPacket& data, uint32& count){ const uint8 plusArray[] = {0, 2, 3, 0, 1}; // Node icons for (uint8 node = 0; node < BG_AB_NODES_MAX; ++node) FillInitialWorldState(data, count, BG_AB_OP_NODEICONS[node], m_Nodes[node] == 0); // Node occupied states for (uint8 node = 0; node < BG_AB_NODES_MAX; ++node) for (uint8 i = 1; i < BG_AB_NODES_MAX; ++i) FillInitialWorldState(data, count, BG_AB_OP_NODESTATES[node] + plusArray[i], m_Nodes[node] == i); // How many bases each team owns uint8 ally = 0, horde = 0; for (uint8 node = 0; node < BG_AB_NODES_MAX; ++node) if (m_Nodes[node] == BG_AB_NODE_STATUS_ALLY_OCCUPIED) ++ally; else if (m_Nodes[node] == BG_AB_NODE_STATUS_HORDE_OCCUPIED) ++horde; FillInitialWorldState(data, count, BG_AB_OP_OCCUPIED_BASES_ALLY, ally); FillInitialWorldState(data, count, BG_AB_OP_OCCUPIED_BASES_HORDE, horde); // Team scores FillInitialWorldState(data, count, BG_AB_OP_RESOURCES_MAX, BG_AB_MAX_TEAM_SCORE); FillInitialWorldState(data, count, BG_AB_OP_RESOURCES_WARNING, BG_AB_WARNING_NEAR_VICTORY_SCORE); FillInitialWorldState(data, count, BG_AB_OP_RESOURCES_ALLY, m_TeamScores[BG_TEAM_ALLIANCE]); FillInitialWorldState(data, count, BG_AB_OP_RESOURCES_HORDE, m_TeamScores[BG_TEAM_HORDE]); // other unknown FillInitialWorldState(data, count, 0x745, 0x2); // 37 1861 unk}
开发者ID:bread-and-butter,项目名称:server,代码行数:33,
示例7: FillInitialWorldStatevoid OutdoorPvPEP::FillInitialWorldStates(WorldPacket& data, uint32& count){ FillInitialWorldState(data, count, EP_UI_TOWER_COUNT_A, m_AllianceTowersControlled); FillInitialWorldState(data, count, EP_UI_TOWER_COUNT_H, m_HordeTowersControlled); FillInitialWorldState(data, count, EP_UI_TOWER_SLIDER_DISPLAY, 0); FillInitialWorldState(data, count, EP_UI_TOWER_SLIDER_POS, 50); FillInitialWorldState(data, count, EP_UI_TOWER_SLIDER_N, 100); for (OPvPCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr) { itr->second->FillInitialWorldStates(data, count); }}
开发者ID:Subv,项目名称:diamondcore,代码行数:12,
示例8: FillInitialWorldStatevoid WorldPvPZM::FillInitialWorldStates(WorldPacket& data, uint32& count){ FillInitialWorldState(data, count, m_uiAllianceScoutWorldState, 1); FillInitialWorldState(data, count, m_uiHordeScoutWorldState, 1); FillInitialWorldState(data, count, m_uiGraveyardWorldState, 1); for (uint8 i = 0; i < MAX_ZM_TOWERS; ++i) { FillInitialWorldState(data, count, m_uiBeaconWorldState[i], 1); FillInitialWorldState(data, count, m_uiBeaconMapState[i], 1); }}
开发者ID:Agustin1010,项目名称:Mangos-Agustin,代码行数:12,
示例9: FillInitialWorldStatevoid OutdoorPvPZM::FillInitialWorldStates(WorldPacket& data, uint32& count){ FillInitialWorldState(data, count, m_scoutWorldStateAlliance, WORLD_STATE_ADD); FillInitialWorldState(data, count, m_scoutWorldStateHorde, WORLD_STATE_ADD); FillInitialWorldState(data, count, m_graveyardWorldState, WORLD_STATE_ADD); for (uint8 i = 0; i < MAX_ZM_TOWERS; ++i) { FillInitialWorldState(data, count, m_towerWorldState[i], WORLD_STATE_ADD); FillInitialWorldState(data, count, m_towerMapState[i], WORLD_STATE_ADD); }}
开发者ID:chinshou,项目名称:server,代码行数:12,
示例10: FillInitialWorldStatevoid WorldPvPTF::FillInitialWorldStates(WorldPacket& data, uint32& count){ FillInitialWorldState(data, count, m_uiControllerWorldState, 1); if (m_uiControllerWorldState == WORLD_STATE_TF_TOWERS_CONTROLLED) { FillInitialWorldState(data, count, WORLD_STATE_TF_TOWER_COUNT_H, m_uiTowersHorde); FillInitialWorldState(data, count, WORLD_STATE_TF_TOWER_COUNT_A, m_uiTowersAlly); } else UpdateTimerWorldState(); for (uint8 i = 0; i < MAX_TF_TOWERS; ++i) FillInitialWorldState(data, count, m_uiTowerWorldState[i], 1);}
开发者ID:BACKUPLIB,项目名称:mangos,代码行数:14,
示例11: FillInitialWorldStatevoid OutdoorPvPTF::FillInitialWorldStates(WorldPacket& data, uint32& count){ FillInitialWorldState(data, count, m_uiZoneWorldState, WORLD_STATE_ADD); if (m_uiZoneWorldState == WORLD_STATE_TF_TOWERS_CONTROLLED) { FillInitialWorldState(data, count, WORLD_STATE_TF_TOWER_COUNT_H, m_uiTowersHorde); FillInitialWorldState(data, count, WORLD_STATE_TF_TOWER_COUNT_A, m_uiTowersAlliance); } else UpdateTimerWorldState(); for (uint8 i = 0; i < MAX_TF_TOWERS; ++i) FillInitialWorldState(data, count, m_uiTowerWorldState[i], WORLD_STATE_ADD);}
开发者ID:kramnik,项目名称:server,代码行数:14,
示例12: _GydOccupiedvoid BattleGroundSA::FillInitialWorldStates(){ for (uint8 i = 0; i < BG_SA_GRY_MAX; ++i) { if (m_Gyd[i] == BG_SA_GRAVE_STATUS_HORDE_OCCUPIED || m_Gyd[i] == BG_SA_GRAVE_STATUS_HORDE_CONTESTED) _GydOccupied(i, HORDE); else if (m_Gyd[i] == BG_SA_GRAVE_STATUS_ALLY_OCCUPIED || m_Gyd[i] == BG_SA_GRAVE_STATUS_ALLY_CONTESTED) _GydOccupied(i, ALLIANCE); } for (uint8 i = 0; i < BG_SA_MAX_WS; ++i) { FillInitialWorldState(BG_SA_WorldStatusA[i], (GetDefender() == HORDE) ? 1 : 0); FillInitialWorldState(BG_SA_WorldStatusH[i], (GetDefender() == HORDE) ? 0 : 1); } for (uint32 z = 0; z < BG_SA_GATE_MAX; ++z) { FillInitialWorldState(BG_SA_GateStatus[z], GateStatus[z]); if ((z == 0) && (GetDefender() == HORDE)) // Ancient gate changes color depending on the defender FillInitialWorldState(BG_SA_GateStatus[z], (GateStatus[z] + 3)); } //Time will be sent on first update... FillInitialWorldState(BG_SA_ENABLE_TIMER, TimerEnabled ? uint32(1) : uint32(0)); FillInitialWorldState(BG_SA_TIMER_MINUTES, uint32(0)); FillInitialWorldState(BG_SA_TIMER_10SEC, uint32(0)); FillInitialWorldState(BG_SA_TIMER_SEC, uint32(0));}
开发者ID:Sar777,项目名称:mangos,代码行数:29,
示例13: FillInitialWorldStatevoid OutdoorPvPNA::FillInitialWorldStates(WorldPacket& data, uint32& count){ if (m_zoneOwner != TEAM_NONE) { FillInitialWorldState(data, count, m_zoneWorldState, WORLD_STATE_ADD); // map states for (uint8 i = 0; i < MAX_NA_ROOSTS; ++i) FillInitialWorldState(data, count, m_roostWorldState[i], WORLD_STATE_ADD); } FillInitialWorldState(data, count, m_zoneMapState, WORLD_STATE_ADD); FillInitialWorldState(data, count, WORLD_STATE_NA_GUARDS_MAX, MAX_NA_GUARDS); FillInitialWorldState(data, count, WORLD_STATE_NA_GUARDS_LEFT, m_guardsLeft);}
开发者ID:Calixa,项目名称:murlocs_434,代码行数:15,
示例14: FillInitialWorldStatevoid WorldPvPNA::FillInitialWorldStates(uint32 zoneId){ if (m_uiZoneController != NEUTRAL) { FillInitialWorldState(zoneId, WORLD_STATE_NA_GUARDS_LEFT, m_uiGuardsLeft); }}
开发者ID:alolo,项目名称:mangos,代码行数:7,
示例15: FillInitialWorldStatevoid OutdoorPvPZM::FillInitialWorldStates(WorldPacket& data, uint32& count){ FillInitialWorldState(data, count, ZM_WORLDSTATE_UNK_1, 1); for (OPvPCapturePointMap::iterator itr = m_capturePoints.begin(); itr != m_capturePoints.end(); ++itr) { itr->second->FillInitialWorldStates(data, count); }}
开发者ID:Ancient,项目名称:mangos,代码行数:8,
示例16: _GydOccupiedvoid BattleGroundSA::FillInitialWorldStates(WorldPacket& data, uint32& count){ for (uint8 i = 0; i < BG_SA_GRY_MAX; ++i) { if (m_Gyd[i] == BG_SA_GARVE_STATUS_HORDE_OCCUPIED) _GydOccupied(i,HORDE); else if (m_Gyd[i] == BG_SA_GARVE_STATUS_ALLY_OCCUPIED) _GydOccupied(i,ALLIANCE); } if (GetDefender() == HORDE) _GydOccupied(3,HORDE); else _GydOccupied(3,ALLIANCE); for (uint32 z = 0; z <= BG_SA_GATE_MAX; ++z) FillInitialWorldState(data, count, BG_SA_GateStatus[z], GateStatus[z]); //Time will be sent on first update... FillInitialWorldState(data, count, BG_SA_ENABLE_TIMER, TimerEnabled ? uint32(1) : uint32(0)); FillInitialWorldState(data, count, BG_SA_TIMER_MINUTES, uint32(0)); FillInitialWorldState(data, count, BG_SA_TIMER_10SEC, uint32(0)); FillInitialWorldState(data, count, BG_SA_TIMER_SEC, uint32(0));}
开发者ID:xXNembiXx,项目名称:mangos_335,代码行数:23,
示例17: FillInitialWorldStatevoid WorldPvPEP::FillInitialWorldStates(WorldPacket& data, uint32& count){ FillInitialWorldState(data, count, WORLD_STATE_TOWER_COUNT_ALY, m_uiTowersAlly); FillInitialWorldState(data, count, WORLD_STATE_TOWER_COUNT_HORDE, m_uiTowersHorde); FillInitialWorldState(data, count, m_uiPlaguewoodWorldState, 1); FillInitialWorldState(data, count, m_uiNorthpassWorldState, 1); FillInitialWorldState(data, count, m_uiEastwallWorldState, 1); FillInitialWorldState(data, count, m_uiCrownguardWorldState, 1);}
开发者ID:Archives,项目名称:OutdoorPVP,代码行数:10,
示例18: FillInitialWorldStatevoid BattleGroundIC::FillInitialWorldStates(){ FillInitialWorldState(BG_TEAM_ALLIANCE_REINFORC_SET, BG_TEAM_ALLIANCE_REINFORC_SET); FillInitialWorldState(BG_TEAM_HORDE_RENFORC_SET, BG_TEAM_HORDE_RENFORC_SET); FillInitialWorldState(BG_TEAM_ALLIANCE_REINFORC, m_TeamScores[TEAM_INDEX_ALLIANCE]); FillInitialWorldState(BG_TEAM_HORDE_REINFORC, m_TeamScores[TEAM_INDEX_HORDE]); // Gate icons for (uint8 z = 0; z < BG_IC_GATE_MAX; ++z) FillInitialWorldState(BG_IC_GateStatus[z][GateStatus[z] == BG_IC_GO_GATES_DAMAGE ? 1 : 0], 1); // Node icons for (uint8 node = 0; node < BG_IC_NODES_MAX; ++node) FillInitialWorldState( BG_IC_OP_NODEICONS[node], m_Nodes[node] == 0); for (uint8 i = 0; i < BG_IC_NODES_MAX; ++i) for (uint8 j = 0; j < 4; j++) FillInitialWorldState(BG_IC_NodeWorldStates[i][j], m_Nodes[i] == (j + 1));}
开发者ID:BACKUPLIB,项目名称:Infinity_MaNGOS,代码行数:19,
示例19: uint32void OPvPCapturePointZM_Beacon::FillInitialWorldStates(WorldPacket& data, uint32& count){ data << uint32(ZMBeaconInfo[m_TowerType].ui_tower_n) << uint32(bool(m_TowerState & ZM_TOWERSTATE_N)); data << uint32(ZMBeaconInfo[m_TowerType].map_tower_n) << uint32(bool(m_TowerState & ZM_TOWERSTATE_N)); data << uint32(ZMBeaconInfo[m_TowerType].ui_tower_a) << uint32(bool(m_TowerState & ZM_TOWERSTATE_A)); data << uint32(ZMBeaconInfo[m_TowerType].map_tower_a) << uint32(bool(m_TowerState & ZM_TOWERSTATE_A)); data << uint32(ZMBeaconInfo[m_TowerType].ui_tower_h) << uint32(bool(m_TowerState & ZM_TOWERSTATE_H)); data << uint32(ZMBeaconInfo[m_TowerType].map_tower_h) << uint32(bool(m_TowerState & ZM_TOWERSTATE_H)); FillInitialWorldState(data, count, ZMBeaconInfo[m_TowerType].ui_tower_n, bool(m_TowerState & ZM_TOWERSTATE_N)); FillInitialWorldState(data, count, ZMBeaconInfo[m_TowerType].map_tower_n, bool(m_TowerState & ZM_TOWERSTATE_N)); FillInitialWorldState(data, count, ZMBeaconInfo[m_TowerType].ui_tower_a, bool(m_TowerState & ZM_TOWERSTATE_A)); FillInitialWorldState(data, count, ZMBeaconInfo[m_TowerType].map_tower_a, bool(m_TowerState & ZM_TOWERSTATE_A)); FillInitialWorldState(data, count, ZMBeaconInfo[m_TowerType].ui_tower_h, bool(m_TowerState & ZM_TOWERSTATE_H)); FillInitialWorldState(data, count, ZMBeaconInfo[m_TowerType].map_tower_h, bool(m_TowerState & ZM_TOWERSTATE_H));}
开发者ID:Ancient,项目名称:mangos,代码行数:17,
示例20: FillInitialWorldStatevoid BattleGroundWS::FillInitialWorldStates(){ FillInitialWorldState(BG_WS_FLAG_CAPTURES_ALLIANCE, GetTeamScore(ALLIANCE)); FillInitialWorldState(BG_WS_FLAG_CAPTURES_HORDE, GetTeamScore(HORDE)); if (m_FlagState[TEAM_INDEX_ALLIANCE] == BG_WS_FLAG_STATE_ON_GROUND) FillInitialWorldState(BG_WS_FLAG_UNK_ALLIANCE, -1); else if (m_FlagState[TEAM_INDEX_ALLIANCE] == BG_WS_FLAG_STATE_ON_PLAYER) FillInitialWorldState(BG_WS_FLAG_UNK_ALLIANCE, 1); else FillInitialWorldState(BG_WS_FLAG_UNK_ALLIANCE, 0); if (m_FlagState[TEAM_INDEX_HORDE] == BG_WS_FLAG_STATE_ON_GROUND) FillInitialWorldState(BG_WS_FLAG_UNK_HORDE, -1); else if (m_FlagState[TEAM_INDEX_HORDE] == BG_WS_FLAG_STATE_ON_PLAYER) FillInitialWorldState(BG_WS_FLAG_UNK_HORDE, 1); else FillInitialWorldState(BG_WS_FLAG_UNK_HORDE, 0); FillInitialWorldState(BG_WS_FLAG_CAPTURES_MAX, BG_WS_MAX_TEAM_SCORE); if (m_FlagState[TEAM_INDEX_HORDE] == BG_WS_FLAG_STATE_ON_PLAYER) FillInitialWorldState(BG_WS_FLAG_STATE_HORDE, 2); else FillInitialWorldState(BG_WS_FLAG_STATE_HORDE, 1); if (m_FlagState[TEAM_INDEX_ALLIANCE] == BG_WS_FLAG_STATE_ON_PLAYER) FillInitialWorldState(BG_WS_FLAG_STATE_ALLIANCE, 2); else FillInitialWorldState(BG_WS_FLAG_STATE_ALLIANCE, 1);}
开发者ID:zeroR2,项目名称:mangos,代码行数:31,
示例21: FillInitialWorldStatevoid BattleGroundBG::FillInitialWorldStates(WorldPacket& data, uint32& count){ FillInitialWorldState(data, count, BG_HORDE_BASE, m_TeamPointsCount[TEAM_INDEX_HORDE]); FillInitialWorldState(data, count, BG_ALLIANCE_BASE, m_TeamPointsCount[TEAM_INDEX_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, LIGHTHOUSE_HORDE_CONTROL, m_PointOwnedByTeam[BG_BG_NODE_LIGHTHOUSE] == HORDE && m_PointState[BG_BG_NODE_LIGHTHOUSE] == BG_POINT_UNDER_CONTROL); FillInitialWorldState(data, count, LIGHTHOUSE_ALLIANCE_CONTROL, m_PointOwnedByTeam[BG_BG_NODE_LIGHTHOUSE] == ALLIANCE && m_PointState[BG_BG_NODE_LIGHTHOUSE] == BG_POINT_UNDER_CONTROL); FillInitialWorldState(data, count, LIGHTHOUSE_UNCONTROL, m_PointState[BG_BG_NODE_LIGHTHOUSE] != BG_POINT_UNDER_CONTROL); FillInitialWorldState(data, count, WATERWORKS_ALLIANCE_CONTROL, m_PointOwnedByTeam[BG_BG_NODE_WATERWORKS] == ALLIANCE && m_PointState[BG_BG_NODE_WATERWORKS] == BG_POINT_UNDER_CONTROL); FillInitialWorldState(data, count, WATERWORKS_HORDE_CONTROL, m_PointOwnedByTeam[BG_BG_NODE_WATERWORKS] == HORDE && m_PointState[BG_BG_NODE_WATERWORKS] == BG_POINT_UNDER_CONTROL); FillInitialWorldState(data, count, WATERWORKS_UNCONTROL, m_PointState[BG_BG_NODE_WATERWORKS] != BG_POINT_UNDER_CONTROL); FillInitialWorldState(data, count, MINES_HORDE_CONTROL, m_PointOwnedByTeam[BG_BG_NODE_MINES] == HORDE && m_PointState[BG_BG_NODE_MINES] == BG_POINT_UNDER_CONTROL); FillInitialWorldState(data, count, MINES_ALLIANCE_CONTROL, m_PointOwnedByTeam[BG_BG_NODE_MINES] == ALLIANCE && m_PointState[BG_BG_NODE_MINES] == BG_POINT_UNDER_CONTROL); FillInitialWorldState(data, count, MINES_UNCONTROL, m_PointState[BG_BG_NODE_MINES] != BG_POINT_UNDER_CONTROL); 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:Jojo2323,项目名称:mangos3,代码行数:32,
示例22: FillInitialWorldStatevoid BattleGroundWS::FillInitialWorldStates(WorldPacket& data, uint32& count){ FillInitialWorldState(data, count, BG_WS_FLAG_CAPTURES_ALLIANCE, m_TeamScores[TEAM_INDEX_ALLIANCE]); FillInitialWorldState(data, count, BG_WS_FLAG_CAPTURES_HORDE, m_TeamScores[TEAM_INDEX_HORDE]); if (m_FlagState[TEAM_INDEX_ALLIANCE] == BG_WS_FLAG_STATE_ON_GROUND) FillInitialWorldState(data, count, BG_WS_FLAG_UNK_ALLIANCE, -1); else if (m_FlagState[TEAM_INDEX_ALLIANCE] == BG_WS_FLAG_STATE_ON_PLAYER) FillInitialWorldState(data, count, BG_WS_FLAG_UNK_ALLIANCE, 1); else FillInitialWorldState(data, count, BG_WS_FLAG_UNK_ALLIANCE, 0); if (m_FlagState[TEAM_INDEX_HORDE] == BG_WS_FLAG_STATE_ON_GROUND) FillInitialWorldState(data, count, BG_WS_FLAG_UNK_HORDE, -1); else if (m_FlagState[TEAM_INDEX_HORDE] == BG_WS_FLAG_STATE_ON_PLAYER) FillInitialWorldState(data, count, BG_WS_FLAG_UNK_HORDE, 1); else FillInitialWorldState(data, count, BG_WS_FLAG_UNK_HORDE, 0); FillInitialWorldState(data, count, BG_WS_FLAG_CAPTURES_MAX, BG_WS_MAX_TEAM_SCORE); if (m_FlagState[TEAM_INDEX_HORDE] == BG_WS_FLAG_STATE_ON_PLAYER) FillInitialWorldState(data, count, BG_WS_FLAG_STATE_HORDE, 2); else FillInitialWorldState(data, count, BG_WS_FLAG_STATE_HORDE, 1); if (m_FlagState[TEAM_INDEX_ALLIANCE] == BG_WS_FLAG_STATE_ON_PLAYER) FillInitialWorldState(data, count, BG_WS_FLAG_STATE_ALLIANCE, 2); else FillInitialWorldState(data, count, BG_WS_FLAG_STATE_ALLIANCE, 1);}
开发者ID:natedahl32,项目名称:portalclassic,代码行数:31,
示例23: FillInitialWorldState// Send initial world statesvoid OutdoorPvPSI::FillInitialWorldStates(uint32 zoneId){ FillInitialWorldState(zoneId, WORLD_STATE_SI_GATHERED_A, m_resourcesAlliance); FillInitialWorldState(zoneId, WORLD_STATE_SI_GATHERED_H, m_resourcesHorde); // FillInitialWorldState(zoneId, WORLD_STATE_SI_SILITHYST_MAX, MAX_SILITHYST); -- check in DB}
开发者ID:AnthoDevMoP,项目名称:mangos4,代码行数:7,
示例24: FillInitialWorldStatevoid BattleGroundRL::FillInitialWorldStates(){ FillInitialWorldState(0xbb8, GetAlivePlayersCountByTeam(ALLIANCE)); FillInitialWorldState(0xbb9, GetAlivePlayersCountByTeam(HORDE)); FillInitialWorldState(0xbba, 1);}
开发者ID:120239197a,项目名称:SingleCore,代码行数:6,
示例25: FillInitialWorldStatevoid 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,
注:本文中的FillInitialWorldState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。 C++ FillList函数代码示例 C++ FillConsoleOutputCharacter函数代码示例 |