当前位置: 首页>>代码示例>>C++>>正文


C++ DoorOpen函数代码示例

本文整理汇总了C++中DoorOpen函数的典型用法代码示例。如果您正苦于以下问题:C++ DoorOpen函数的具体用法?C++ DoorOpen怎么用?C++ DoorOpen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DoorOpen函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: SpawnBGObject

void BattlegroundAB::StartingEventOpenDoors()
{
    // spawn neutral banners
    for (int banner = BG_AB_OBJECT_BANNER_NEUTRAL, i = 0; i < 5; banner += 8, ++i)
        SpawnBGObject(banner, RESPAWN_IMMEDIATELY);
    for (int i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
    {
        //randomly select buff to spawn
        uint8 buff = urand(0, 2);
        SpawnBGObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + buff + i * 3, RESPAWN_IMMEDIATELY);
    }
    DoorOpen(BG_AB_OBJECT_GATE_A);
    DoorOpen(BG_AB_OBJECT_GATE_H);

    // Achievement: Let's Get This Done
    StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, AB_EVENT_START_BATTLE);
}
开发者ID:redlaine,项目名称:TrinityCore,代码行数:17,代码来源:BattlegroundAB.cpp

示例2: DoorOpen

void BattlegroundNA::StartingEventOpenDoors()
{
    for (uint32 i = BG_NA_OBJECT_DOOR_1; i <= BG_NA_OBJECT_DOOR_2; ++i)
        DoorOpen(i);

    for (uint32 i = BG_NA_OBJECT_BUFF_1; i <= BG_NA_OBJECT_BUFF_2; ++i)
        SpawnBGObject(i, 60);
}
开发者ID:Cryostorm,项目名称:SunwellCore,代码行数:8,代码来源:BattlegroundNA.cpp

示例3: DoorOpen

void BattlegroundWS::StartingEventOpenDoors()
{
    for (uint32 i = BG_WS_OBJECT_DOOR_A_1; i <= BG_WS_OBJECT_DOOR_A_6; ++i)
        DoorOpen(i);
    for (uint32 i = BG_WS_OBJECT_DOOR_H_1; i <= BG_WS_OBJECT_DOOR_H_4; ++i)
        DoorOpen(i);

    for (uint32 i = BG_WS_OBJECT_A_FLAG; i <= BG_WS_OBJECT_BERSERKBUFF_2; ++i)
        SpawnBGObject(i, RESPAWN_IMMEDIATELY);

    SpawnBGObject(BG_WS_OBJECT_DOOR_A_5, RESPAWN_ONE_DAY);
    SpawnBGObject(BG_WS_OBJECT_DOOR_A_6, RESPAWN_ONE_DAY);
    SpawnBGObject(BG_WS_OBJECT_DOOR_H_3, RESPAWN_ONE_DAY);
    SpawnBGObject(BG_WS_OBJECT_DOOR_H_4, RESPAWN_ONE_DAY);

    // players joining later are not eligibles
}
开发者ID:aikon-com-cn,项目名称:Infinity-Core,代码行数:17,代码来源:BattlegroundWS.cpp

示例4: switch

void BattlegroundRV::PostUpdateImpl(uint32 diff)
{
    if(GetStatus() != STATUS_IN_PROGRESS)
        return;

    if (getTimer() < diff)
    {
        switch (getState())
        {
        case BG_RV_STATE_OPEN_FENCES:
            setTimer(BG_RV_PILAR_TO_FIRE_TIMER);
            setState(BG_RV_STATE_CLOSE_FIRE);
            break;
        case BG_RV_STATE_CLOSE_FIRE:
            for (uint8 i = BG_RV_OBJECT_FIRE_1; i <= BG_RV_OBJECT_FIREDOOR_2; ++i)
                DoorClose(i);
            setTimer(BG_RV_FIRE_TO_PILAR_TIMER);
            setState(BG_RV_STATE_OPEN_PILARS);
            break;
        case BG_RV_STATE_OPEN_PILARS:
            for (uint8 i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_PULLEY_2; ++i)
                DoorOpen(i);
            setTimer(BG_RV_PILAR_TO_FIRE_TIMER);
            setState(BG_RV_STATE_OPEN_FIRE);
            SwitchDynLos();
            break;
        case BG_RV_STATE_OPEN_FIRE:
            // FIXME: after 3.2.0 it's only decorative and should be opened only one time at battle start
            for (uint8 i = BG_RV_OBJECT_FIRE_1; i <= BG_RV_OBJECT_FIREDOOR_2; ++i)
                DoorOpen(i);
            setTimer(BG_RV_FIRE_TO_PILAR_TIMER);
            setState(BG_RV_STATE_CLOSE_PILARS);
            break;
        case BG_RV_STATE_CLOSE_PILARS:
            for (uint8 i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_PULLEY_2; ++i)
                DoorOpen(i);
            setTimer(BG_RV_PILAR_TO_FIRE_TIMER);
            setState(BG_RV_STATE_CLOSE_FIRE);
            SwitchDynLos();
            break;
        }
    }
    else
        setTimer(getTimer() - diff);
}
开发者ID:Nedj,项目名称:HD-TCore,代码行数:45,代码来源:BattlegroundRV.cpp

示例5: switch

void BattlegroundRV::Update(uint32 diff)
{
    Battleground::Update(diff);

    if (getTimer() < diff)
    {
        uint32 i;
        switch(getState())
        {
        case BG_RV_STATE_OPEN_FENCES:
        {
            setTimer(BG_RV_PILAR_TO_FIRE_TIMER);
            setState(BG_RV_STATE_CLOSE_FIRE);
            break;
        }
        case BG_RV_STATE_CLOSE_FIRE:
            for (i = BG_RV_OBJECT_FIRE_1; i <= BG_RV_OBJECT_FIREDOOR_2; ++i)
                DoorClose(i);
            setTimer(BG_RV_FIRE_TO_PILAR_TIMER);
            setState(BG_RV_STATE_OPEN_PILARS);
            break;
        case BG_RV_STATE_OPEN_PILARS:
            for (i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_PULLEY_2; ++i)
                DoorOpen(i);
            setTimer(BG_RV_PILAR_TO_FIRE_TIMER);
            setState(BG_RV_STATE_OPEN_FIRE);
            break;
        case BG_RV_STATE_OPEN_FIRE:
            for (i = BG_RV_OBJECT_FIRE_1; i <= BG_RV_OBJECT_FIREDOOR_2; ++i)
                DoorOpen(i);
            setTimer(BG_RV_FIRE_TO_PILAR_TIMER);
            setState(BG_RV_STATE_CLOSE_PILARS);
            break;
        case BG_RV_STATE_CLOSE_PILARS:
            uint32 i;
            for (i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_PULLEY_2; ++i)
                DoorOpen(i);
            setTimer(BG_RV_PILAR_TO_FIRE_TIMER);
            setState(BG_RV_STATE_CLOSE_FIRE);
            break;
        }
    }
    else
        setTimer(getTimer() - diff);
}
开发者ID:sensibob,项目名称:tempestcore,代码行数:45,代码来源:BattlegroundRV.cpp

示例6: DoorOpen

void BattlegroundWS::StartingEventOpenDoors()
{
    for (uint32 i = BG_WS_OBJECT_DOOR_A_1; i <= BG_WS_OBJECT_DOOR_A_4; ++i)
        DoorOpen(i);
    for (uint32 i = BG_WS_OBJECT_DOOR_H_1; i <= BG_WS_OBJECT_DOOR_H_2; ++i)
        DoorOpen(i);

    SpawnBGObject(BG_WS_OBJECT_DOOR_A_5, RESPAWN_ONE_DAY);
    SpawnBGObject(BG_WS_OBJECT_DOOR_A_6, RESPAWN_ONE_DAY);
    SpawnBGObject(BG_WS_OBJECT_DOOR_H_3, RESPAWN_ONE_DAY);
    SpawnBGObject(BG_WS_OBJECT_DOOR_H_4, RESPAWN_ONE_DAY);

    for (uint32 i = BG_WS_OBJECT_A_FLAG; i <= BG_WS_OBJECT_BERSERKBUFF_2; ++i)
        SpawnBGObject(i, RESPAWN_IMMEDIATELY);

    // players joining later are not egible
    StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, WS_EVENT_START_BATTLE);
}
开发者ID:JiniaTS,项目名称:ArkCORE2,代码行数:18,代码来源:BattlegroundWS.cpp

示例7: DoorOpen

void BattlegroundDS::StartingEventOpenDoors()
{
    for (uint32 i = BG_DS_OBJECT_DOOR_1; i <= BG_DS_OBJECT_DOOR_2; ++i)
        DoorOpen(i);

    for (uint32 i = BG_DS_OBJECT_BUFF_1; i <= BG_DS_OBJECT_BUFF_2; ++i)
        SpawnBGObject(i, 60);

    setWaterFallTimer(urand(BG_DS_WATERFALL_TIMER_MIN, BG_DS_WATERFALL_TIMER_MAX));
    setWaterFallStatus(BG_DS_WATERFALL_STATUS_OFF);

    SpawnBGObject(BG_DS_OBJECT_WATER_2, RESPAWN_IMMEDIATELY);
    DoorOpen(BG_DS_OBJECT_WATER_2);

    // Turn off collision
    if (GameObject* gob = GetBgMap()->GetGameObject(BgObjects[BG_DS_OBJECT_WATER_1]))
        gob->SetGoState(GO_STATE_ACTIVE);
}
开发者ID:SkyFireArchives,项目名称:SkyFireEMU_434,代码行数:18,代码来源:BattlegroundDS.cpp

示例8: DoorOpen

void BattlegroundDS::StartingEventOpenDoors()
{
    for(uint32 i = BG_DS_OBJECT_DOOR_1; i <= BG_DS_OBJECT_DOOR_2; ++i)
        DoorOpen(i);

    for(uint32 i = BG_DS_OBJECT_BUFF_1; i <= BG_DS_OBJECT_BUFF_2; ++i)
        SpawnBGObject(i, 60);

    SpawnBGObject(BG_DS_OBJECT_WATER_1, RESPAWN_ONE_DAY);
    SpawnBGObject(BG_DS_OBJECT_WATER_2, RESPAWN_IMMEDIATELY);
    DoorOpen(BG_DS_OBJECT_WATER_2);

    setWaterFallTimer(urand(BG_DS_WATERFALL_TIMER_MIN, BG_DS_WATERFALL_TIMER_MAX));
    setWaterFallStatus(BG_DS_WATERFALL_STATUS_OFF);

    setPipeKnockBackTimer(BG_DS_PIPE_KNOCKBACK_FIRST_DELAY);
    setPipeKnockBackCount(0);
}
开发者ID:Darkelmo,项目名称:MythCore,代码行数:18,代码来源:BattlegroundDS.cpp

示例9: OpenDoorEvent

void BattleGroundIC::StartingEventOpenDoors()
{
    OpenDoorEvent(BG_EVENT_DOOR);                        // used for activating teleport effects + opening tower gates
    for (int i = BG_IC_GO_T_ALLIANCE_WEST; i <= BG_IC_GO_T_HORDE_FRONT; ++i)
        DoorOpen(m_BgObjects[i]);

    // make teleporters clickable
    MakeInteractive(IC_EVENT_ADD_TELEPORT, 0, true);
}
开发者ID:BACKUPLIB,项目名称:Infinity_MaNGOS,代码行数:9,代码来源:BattleGroundIC.cpp

示例10: DoorOpen

void BattlegroundDS::StartingEventOpenDoors()
{
    for (uint32 i = BG_DS_OBJECT_DOOR_1; i <= BG_DS_OBJECT_DOOR_2; ++i)
        DoorOpen(i);

    for (uint32 i = BG_DS_OBJECT_BUFF_1; i <= BG_DS_OBJECT_BUFF_2; ++i)
        SpawnBGObject(i, 60);

    SpawnBGObject(BG_DS_OBJECT_WATER_1, RESPAWN_ONE_DAY);
    SpawnBGObject(BG_DS_OBJECT_WATER_2, RESPAWN_IMMEDIATELY);
    DoorOpen(BG_DS_OBJECT_WATER_2);

    m_knockback = 15 * IN_MILLISECONDS;
    m_teleport = 5 * IN_MILLISECONDS;
    m_waterFallStatus = 0;
    m_waterFall = urand(BG_DS_WATERFALL_TIMER_MIN, BG_DS_WATERFALL_TIMER_MAX);
    m_dynamicLOSid = GetBgMap()->AddDynLOSObject(1291.56f, 790.837f, BG_DS_WATERFALL_RADIUS);
}
开发者ID:Aero100,项目名称:ReanEmu,代码行数:18,代码来源:BattlegroundDS.cpp

示例11: ModifyStartDelayTime

void BattleGroundNA::Update(time_t diff)
{
    BattleGround::Update(diff);

    // after bg start we get there
    if (GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize())
    {
        ModifyStartDelayTime(diff);

        if (!(m_Events & 0x01))
        {
            m_Events |= 0x01;
            for(uint32 i = BG_NA_OBJECT_DOOR_1; i <= BG_NA_OBJECT_DOOR_4; i++)
                SpawnBGObject(i, RESPAWN_IMMEDIATELY);

            SetStartDelayTime(START_DELAY1);
            SendMessageToAll(LANG_ARENA_ONE_MINUTE);
        }
        // After 30 seconds, warning is signalled
        else if (GetStartDelayTime() <= START_DELAY2 && !(m_Events & 0x04))
        {
            m_Events |= 0x04;
            SendMessageToAll(LANG_ARENA_THIRTY_SECONDS);
        }
        // After 15 seconds, warning is signalled
        else if (GetStartDelayTime() <= START_DELAY3 && !(m_Events & 0x08))
        {
            m_Events |= 0x08;
            SendMessageToAll(LANG_ARENA_FIFTEEN_SECONDS);
        }
        // delay expired (1 minute)
        else if (GetStartDelayTime() <= 0 && !(m_Events & 0x10))
        {
            m_Events |= 0x10;

            for(uint32 i = BG_NA_OBJECT_DOOR_1; i <= BG_NA_OBJECT_DOOR_2; i++)
                DoorOpen(i);

            SendMessageToAll(LANG_ARENA_BEGUN);
            SetStatus(STATUS_IN_PROGRESS);
            SetStartDelayTime(0);

            for(std::map<uint64, BattleGroundPlayer>::const_iterator itr = GetPlayers()->begin(); itr != GetPlayers()->end(); ++itr)
            {
                Player *plr = objmgr.GetPlayer(itr->first);
                if(plr)
                    plr->RemoveAurasDueToSpell(SPELL_ARENA_PREPARATION);
            }
        }
    }

    /*if(GetStatus() == STATUS_IN_PROGRESS)
    {
        // update something
    }*/
}
开发者ID:Artea,项目名称:mangos-svn,代码行数:56,代码来源:BattleGroundNA.cpp

示例12: DoorOpen

void BattleGroundNA::StartingEventOpenDoors()
{
    for (uint32 i = BG_NA_OBJECT_DOOR_1; i <= BG_NA_OBJECT_DOOR_2; ++i)
        DoorOpen(i);

    for (uint32 i = BG_NA_OBJECT_BUFF_1; i <= BG_NA_OBJECT_BUFF_2; ++i)
        SpawnBGObject(i, 60);

    m_TimeElapsedSinceBeggining = 0;
}
开发者ID:Blumfield,项目名称:TBCPvP,代码行数:10,代码来源:BattlegroundNA.cpp

示例13: DoorOpen

void BattlegroundBE::StartBattleground()
{
    BattlegroundMap::StartBattleground();

    for (uint32 i = BG_BE_OBJECT_DOOR_1; i <= BG_BE_OBJECT_DOOR_2; ++i)
        DoorOpen(i);

    for (uint32 i = BG_BE_OBJECT_BUFF_1; i <= BG_BE_OBJECT_BUFF_2; ++i)
        SpawnGameObject(i, 60);
}
开发者ID:TrueWoW,项目名称:TrinityCore,代码行数:10,代码来源:BattlegroundBE.cpp

示例14: SpawnBGObject

void BattlegroundRV::StartingEventOpenDoors()
{
    // Buff respawn
    SpawnBGObject(BG_RV_OBJECT_BUFF_1, 90);
    SpawnBGObject(BG_RV_OBJECT_BUFF_2, 90);
    // Open Fences
    DoorOpen(BG_RV_OBJECT_FENCE_1);
    DoorOpen(BG_RV_OBJECT_FENCE_2);
    // Elevators
    DoorOpen(BG_RV_OBJECT_ELEVATOR_1);
    DoorOpen(BG_RV_OBJECT_ELEVATOR_2);

    setState(BG_RV_STATE_OPEN_FENCES);
    setTimer(BG_RV_FIRST_TIMER);

    // Should be false at first, TogglePillarCollision will do it.
    SetPillarCollision(true);
    TogglePillarCollision();
}
开发者ID:cooler-SAI,项目名称:PandaFire,代码行数:19,代码来源:BattlegroundRV.cpp

示例15: switch

void BattlegroundRV::PostUpdateImpl(uint32 diff)
{
    if (getTimer() < diff)
    {
        switch (getState())
        {
            case BG_RV_STATE_OPEN_FENCES:
                setTimer(BG_RV_PILAR_TO_FIRE_TIMER);
                setState(BG_RV_STATE_CLOSE_FIRE);
                break;
            case BG_RV_STATE_CLOSE_FIRE:
                for (uint8 i = BG_RV_OBJECT_FIRE_1; i <= BG_RV_OBJECT_FIREDOOR_2; ++i)
                    DoorClose(i);
                setTimer(BG_RV_FIRE_TO_PILAR_TIMER);
                setState(BG_RV_STATE_OPEN_PILARS);
                break;
            case BG_RV_STATE_OPEN_PILARS:
                for (uint8 i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_PULLEY_2; ++i)
                    DoorOpen(i);
                TogglePillarCollision(false);
                setTimer(BG_RV_PILAR_TO_FIRE_TIMER);
                setState(BG_RV_STATE_OPEN_FIRE);
                break;
            case BG_RV_STATE_OPEN_FIRE:
                // FIXME: after 3.2.0 it's only decorative and should be opened only one time at battle start
                for (uint8 i = BG_RV_OBJECT_FIRE_1; i <= BG_RV_OBJECT_FIREDOOR_2; ++i)
                    DoorOpen(i);
                setTimer(BG_RV_FIRE_TO_PILAR_TIMER);
                setState(BG_RV_STATE_CLOSE_PILARS);
                break;
            case BG_RV_STATE_CLOSE_PILARS:
                for (uint8 i = BG_RV_OBJECT_PILAR_1; i <= BG_RV_OBJECT_PULLEY_2; ++i)
                    DoorOpen(i);
                TogglePillarCollision(true);
                setTimer(BG_RV_PILAR_TO_FIRE_TIMER);
                setState(BG_RV_STATE_CLOSE_FIRE);
                break;
        }
    }
    else
        setTimer(getTimer() - diff);
}
开发者ID:Albis,项目名称:TrinityCore,代码行数:42,代码来源:BattlegroundRV.cpp


注:本文中的DoorOpen函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。