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自学教程:C++ GameEventSpawn函数代码示例

51自学网 2021-06-01 21:02:53
  C++
这篇教程C++ GameEventSpawn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GameEventSpawn函数的典型用法代码示例。如果您正苦于以下问题:C++ GameEventSpawn函数的具体用法?C++ GameEventSpawn怎么用?C++ GameEventSpawn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GameEventSpawn函数的11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: game_event_status

void GameEventMgr::ApplyNewEvent(uint16 event_id, bool resume){    m_ActiveEvents.insert(event_id);    CharacterDatabase.PExecute("INSERT INTO game_event_status (event) VALUES (%u)", event_id);    if (sWorld.getConfig(CONFIG_BOOL_EVENT_ANNOUNCE))    {        sWorld.SendWorldText(LANG_EVENTMESSAGE, mGameEvent[event_id].description.c_str());        if(sIRC.BOTMASK & 256)        {            std::string ircchan = std::string("#")+sIRC._irc_chan[sIRC.anchn];            sIRC.Send_IRC_Channel(ircchan, sIRC.MakeMsg("/00304,08/037/!///037/017/00304 Game Event /00304,08/037/!///037/017 %s", "%s", mGameEvent[event_id].description.c_str()), true);        }    }    sLog.outString("GameEvent %u /"%s/" started.", event_id, mGameEvent[event_id].description.c_str());    // spawn positive event tagget objects    GameEventSpawn(event_id);    // un-spawn negative event tagged objects    int16 event_nid = (-1) * event_id;    GameEventUnspawn(event_nid);    // Change equipement or model    UpdateCreatureData(event_id, true);    // Add quests that are events only to non event npc    UpdateEventQuests(event_id, true);    UpdateWorldStates(event_id, true);    // Not send mails at game event startup, if game event just resume after server shutdown (has been active at server before shutdown)    if (!resume)        SendEventMails(event_id);}
开发者ID:Iov,项目名称:mangos,代码行数:30,


示例2: game_event_status

void GameEventMgr::ApplyNewEvent(uint16 event_id, bool resume){    m_ActiveEvents.insert(event_id);    sLog.outString("GameEvent %u /"%s/" started.", event_id, mGameEvent[event_id].description.c_str());    if (event_id == 987) // daily restart event    {        sWorld.ShutdownServ(mGameEvent[event_id].length*60, SHUTDOWN_MASK_RESTART, 0);        return;    }    CharacterDatabase.PExecute("INSERT INTO game_event_status (event) VALUES (%u)", event_id);    if (sWorld.getConfig(CONFIG_BOOL_EVENT_ANNOUNCE))        sWorld.SendWorldText(LANG_EVENTMESSAGE, mGameEvent[event_id].description.c_str());    // spawn positive event tagget objects    GameEventSpawn(event_id);    // un-spawn negative event tagged objects    int16 event_nid = (-1) * event_id;    GameEventUnspawn(event_nid);    // Change equipement or model    UpdateCreatureData(event_id, true);    // Add quests that are events only to non event npc    UpdateEventQuests(event_id, true);    // Not send mails at game event startup, if game event just resume after server shutdown (has been active at server before shutdown)    if (!resume)        SendEventMails(event_id);}
开发者ID:tedvals,项目名称:portalclassic,代码行数:28,


示例3: StartEvent

uint32 GameEvent::Update()                                  // return the next event delay in ms{    uint32 nextEventDelay = max_ge_check_delay;             // 1 day    uint32 calcDelay;    for (uint16 itr = 1; itr < mGameEvent.size(); ++itr)    {        //sLog.outErrorDb("Checking event %u",itr);        if (CheckOneGameEvent(itr))        {            //sLog.outDebug("GameEvent %u is active",itr->first);            if (!IsActiveEvent(itr))                StartEvent(itr);        }        else        {            //sLog.outDebug("GameEvent %u is not active",itr->first);            if (IsActiveEvent(itr))                StopEvent(itr);            else            {                if (!isSystemInit)                {                    int16 event_nid = (-1) * (itr);                    // spawn all negative ones for this event                    GameEventSpawn(event_nid);                }            }        }        calcDelay = NextCheck(itr);        if (calcDelay < nextEventDelay)            nextEventDelay = calcDelay;    }    sLog.outBasic("Next game event check in %u seconds.", nextEventDelay + 1);    return (nextEventDelay + 1) * 1000;                     // Add 1 second to be sure event has started/stopped at next call}
开发者ID:Eddaholzbein,项目名称:mangos,代码行数:35,


示例4: game_event_status

void GameEventMgr::ApplyNewEvent(uint16 event_id, bool resume){    m_ActiveEvents.insert(event_id);    static SqlStatementID saveStat;    CharacterDatabase.CreateStatement(saveStat, "REPLACE INTO game_event_status (event) VALUES (?)")        .PExecute(event_id);    if (sWorld.getConfig(CONFIG_BOOL_EVENT_ANNOUNCE) && (!mGameEvent[event_id].silent))        sWorld.SendWorldText(LANG_EVENTMESSAGE, mGameEvent[event_id].description.c_str());    sLog.outString("GameEvent %u /"%s/" started. %s", event_id, mGameEvent[event_id].description.c_str(), mGameEvent[event_id].silent ? "(hidden)" : "");    // spawn positive event tagget objects    GameEventSpawn(event_id);    // un-spawn negative event tagged objects    int16 event_nid = (-1) * event_id;    GameEventUnspawn(event_nid);    // Change equipement or model    UpdateCreatureData(event_id, true);    // Add quests that are events only to non event npc    UpdateEventQuests(event_id, true);    UpdateWorldStates(event_id, true);    // Not send mails at game event startup, if game event just resume after server shutdown (has been active at server before shutdown)    if (!resume)        SendEventMails(event_id);}
开发者ID:mangosR2,项目名称:mangos,代码行数:27,


示例5: GameEventUnspawn

void GameEventMgr::UnApplyEvent(uint16 event_id){    sLog.outString("GameEvent %u /"%s/" removed.", event_id, mGameEvent[event_id].description.c_str());    // un-spawn positive event tagged objects    GameEventUnspawn(event_id);    // spawn negative event tagget objects    int16 event_nid = (-1) * event_id;    GameEventSpawn(event_nid);    // restore equipment or model    ChangeEquipOrModel(event_id, false);    // Remove quests that are events only to non event npc    UpdateEventQuests(event_id, false);}
开发者ID:1ATOM,项目名称:mangos,代码行数:13,


示例6: GameEventSpawn

void GameEvent::ApplyNewEvent(uint16 event_id){    sLog.outString("GameEvent %u /"%s/" started.", event_id, mGameEvent[event_id].description.c_str());    // spawn positive event tagget objects    GameEventSpawn(event_id);    // un-spawn negative event tagged objects    int16 event_nid = (-1) * event_id;    GameEventUnspawn(event_nid);    // Change equipement or model    ChangeEquipOrModel(event_id, true);    // Add quests that are events only to non event npc    UpdateEventQuests(event_id, true);}
开发者ID:Artea,项目名称:mangos-svn,代码行数:13,


示例7: time

// return the next event delay in msuint32 GameEventMgr::Update(ActiveEvents const* activeAtShutdown /*= nullptr*/){    time_t currenttime = time(nullptr);    uint32 nextEventDelay = max_ge_check_delay;             // 1 day    uint32 calcDelay;    for (uint16 itr = 1; itr < mGameEvent.size(); ++itr)    {        if (mGameEvent[itr].occurence == 0)            continue;        // sLog.outErrorDb("Checking event %u",itr);        if (CheckOneGameEvent(itr, currenttime))        {            // DEBUG_LOG("GameEvent %u is active",itr->first);            if (!IsActiveEvent(itr))            {                if (mGameEvent[itr].linkedTo == 0 || IsActiveEvent(mGameEvent[itr].linkedTo))                {                    bool resume = activeAtShutdown && (activeAtShutdown->find(itr) != activeAtShutdown->end());                    StartEvent(itr, false, resume);                }            }        }        else        {            // DEBUG_LOG("GameEvent %u is not active",itr->first);            if (IsActiveEvent(itr))            {                StopEvent(itr);                if (mGameEvent[itr].linkedTo != 0)                    StopEvent(mGameEvent[itr].linkedTo);            }            else            {                if (!m_IsGameEventsInit)                {                    int16 event_nid = (-1) * (itr);                    // spawn all negative ones for this event                    GameEventSpawn(event_nid);                    UpdateWorldStates(itr, false);                }            }        }        calcDelay = NextCheck(itr);        if (calcDelay < nextEventDelay)            nextEventDelay = calcDelay;    }    BASIC_LOG("Next game event check in %u seconds.", nextEventDelay + 1);    return (nextEventDelay + 1) * IN_MILLISECONDS;          // Add 1 second to be sure event has started/stopped at next call}
开发者ID:HerrTrigger,项目名称:mangos-wotlk,代码行数:51,


示例8: GameEventSpawn

void GameEventMgr::ApplyNewEvent(uint16 event_id){    if (sWorld.getConfig(CONFIG_BOOL_EVENT_ANNOUNCE))        sWorld.SendWorldText(LANG_EVENTMESSAGE, mGameEvent[event_id].description.c_str());    sLog.outString("GameEvent %u /"%s/" started.", event_id, mGameEvent[event_id].description.c_str());    // spawn positive event tagget objects    GameEventSpawn(event_id);    // un-spawn negative event tagged objects    int16 event_nid = (-1) * event_id;    GameEventUnspawn(event_nid);    // Change equipement or model    ChangeEquipOrModel(event_id, true);    // Add quests that are events only to non event npc    UpdateEventQuests(event_id, true);}
开发者ID:1ATOM,项目名称:mangos,代码行数:16,


示例9: GameEventUnspawn

void GameEventMgr::UnApplyEvent(uint16 event_id){    m_ActiveEvents.erase(event_id);    CharacterDatabase.PExecute("DELETE FROM game_event_status WHERE event = %u", event_id);    sLog.outString("GameEvent %u /"%s/" removed.", event_id, mGameEvent[event_id].description.c_str());    // un-spawn positive event tagged objects    GameEventUnspawn(event_id);    // spawn negative event tagget objects    int16 event_nid = (-1) * event_id;    GameEventSpawn(event_nid);    // restore equipment or model    UpdateCreatureData(event_id, false);    // Remove quests that are events only to non event npc    UpdateEventQuests(event_id, false);    SendEventMails(event_nid);}
开发者ID:tedvals,项目名称:portalclassic,代码行数:17,


示例10: StartEvent

uint32 GameEventMgr::Update()                               // return the next event delay in ms{    uint32 nextEventDelay = max_ge_check_delay;             // 1 day    uint32 calcDelay;    for (uint16 itr = 1; itr < mGameEvent.size(); ++itr)    {        //sLog.outErrorDb("Checking event %u",itr);        if (CheckOneGameEvent(itr))        {            //DEBUG_LOG("GameEvent %u is active",itr->first);            if (!IsActiveEvent(itr))                StartEvent(itr);        }        else        {            //DEBUG_LOG("GameEvent %u is not active",itr->first);            if (IsActiveEvent(itr))                StopEvent(itr);            else            {                if (!m_IsGameEventsInit)                {                    int16 event_nid = (-1) * (itr);                    // spawn all negative ones for this event                    GameEventSpawn(event_nid);                    // disable any event specific quest (for cases where creature is spawned, but event not active).                    UpdateEventQuests(itr, false);                    UpdateWorldStates(itr, false);                }            }        }        calcDelay = NextCheck(itr);        if (calcDelay < nextEventDelay)            nextEventDelay = calcDelay;    }    BASIC_LOG("Next game event check in %u seconds.", nextEventDelay + 1);    return (nextEventDelay + 1) * IN_MILLISECONDS;           // Add 1 second to be sure event has started/stopped at next call}
开发者ID:Archives,项目名称:try,代码行数:39,


示例11: switch

void GameEvent::ApplyNewEvent(uint16 event_id){    switch(sWorld.getConfig(CONFIG_EVENT_ANNOUNCE))    {        case 0:                                             // disable            break;        case 1:                                             // announce events            char str[1024];            sprintf(str, objmgr.GetMangosString(LANG_EVENTMESSAGE), mGameEvent[event_id].description.c_str());            sWorld.SendWorldText(str, NULL);            break;    }    sLog.outString("GameEvent %u /"%s/" started.", event_id, mGameEvent[event_id].description.c_str());    // spawn positive event tagget objects    GameEventSpawn(event_id);    // un-spawn negative event tagged objects    int16 event_nid = (-1) * event_id;    GameEventUnspawn(event_nid);    // Change equipement or model    ChangeEquipOrModel(event_id, true);    // Add quests that are events only to non event npc    UpdateEventQuests(event_id, true);}
开发者ID:Artea,项目名称:mangos-svn,代码行数:24,



注:本文中的GameEventSpawn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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