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: 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());
}
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);
}
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();
}
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));
}
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);
}
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
}
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);
}
}
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);
}
}
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);
}
}
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);
}
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);
}
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));
}
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);
}
示例14: FillInitialWorldState
void WorldPvPNA::FillInitialWorldStates(uint32 zoneId)
{
if (m_uiZoneController != NEUTRAL)
{
FillInitialWorldState(zoneId, WORLD_STATE_NA_GUARDS_LEFT, m_uiGuardsLeft);
}
}
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);
}
}