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自学教程:C++ FillInitialWorldState函数代码示例

51自学网 2021-06-01 20:46:20
  C++
这篇教程C++ FillInitialWorldState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: FillInitialWorldState

void 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: FillInitialWorldState

void 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: FillInitialWorldState

void 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: uint32

void 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: FillInitialWorldState

void 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: FillInitialWorldState

void 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: FillInitialWorldState

void 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: FillInitialWorldState

void 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: FillInitialWorldState

void 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: FillInitialWorldState

void 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: FillInitialWorldState

void 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: _GydOccupied

void 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: FillInitialWorldState

void 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: FillInitialWorldState

void 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: FillInitialWorldState

void 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: _GydOccupied

void 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: FillInitialWorldState

void 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: FillInitialWorldState

void 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: uint32

void 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: FillInitialWorldState

void 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: FillInitialWorldState

void 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: FillInitialWorldState

void 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: FillInitialWorldState

void 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: FillInitialWorldState

void 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。


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