本文整理汇总了C++中GetGateIDFromEntry函数的典型用法代码示例。如果您正苦于以下问题:C++ GetGateIDFromEntry函数的具体用法?C++ GetGateIDFromEntry怎么用?C++ GetGateIDFromEntry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GetGateIDFromEntry函数的8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: DestroyGate
void BattlegroundIC::DestroyGate(Player* pl, GameObject* go, uint32 /*destroyedEvent*/)
{
GateStatus[GetGateIDFromEntry(go->GetEntry())] = BG_IC_GATE_DESTROYED;
uint32 uws_open = GetWorldStateFromGateEntry(go->GetEntry(), true);
uint32 uws_close = GetWorldStateFromGateEntry(go->GetEntry(), false);
if (uws_open)
{
UpdateWorldState(uws_close, 0);
UpdateWorldState(uws_open, 1);
}
DoorOpen((pl->GetTeamId() == TEAM_ALLIANCE ? BG_IC_GO_HORDE_KEEP_PORTCULLIS : BG_IC_GO_DOODAD_PORTCULLISACTIVE02));
uint32 lang_entry = 0;
switch(go->GetEntry())
{
case GO_HORDE_GATE_1:
lang_entry = LANG_BG_IC_NORTH_GATE_DESTROYED;
case GO_HORDE_GATE_2:
case GO_ALLIANCE_GATE_1:
lang_entry = LANG_BG_IC_WEST_GATE_DESTROYED;
break;
case GO_HORDE_GATE_3:
case GO_ALLIANCE_GATE_2:
lang_entry = LANG_BG_IC_EAST_GATE_DESTROYED;
break;
case GO_ALLIANCE_GATE_3:
lang_entry = LANG_BG_IC_SOUTH_GATE_DESTROYED;
break;
default:
break;
}
SendMessage2ToAll(lang_entry, CHAT_MSG_BG_SYSTEM_NEUTRAL, NULL, (pl->GetTeamId() == TEAM_ALLIANCE ? LANG_BG_IC_HORDE_KEEP : LANG_BG_IC_ALLIANCE_KEEP));
}
示例2: DestroyGate
void BattlegroundIC::DestroyGate(Player* player, GameObject* go)
{
GateStatus[GetGateIDFromEntry(go->GetEntry())] = BG_IC_GATE_DESTROYED;
uint32 uws_open = GetWorldStateFromGateEntry(go->GetEntry(), true);
uint32 uws_close = GetWorldStateFromGateEntry(go->GetEntry(), false);
if (uws_open)
{
UpdateWorldState(uws_close, 0);
UpdateWorldState(uws_open, 1);
}
if (player->GetTeamId() == TEAM_ALLIANCE)
{
DoorOpen(BG_IC_GO_HORDE_KEEP_PORTCULLIS);
GetBGObject(BG_IC_GO_HORDE_BANNER)->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
}
else
{
DoorOpen(BG_IC_GO_DOODAD_PORTCULLISACTIVE02);
GetBGObject(BG_IC_GO_ALLIANCE_BANNER)->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
}
uint32 lang_entry = 0;
switch (go->GetEntry())
{
case GO_HORDE_GATE_1:
lang_entry = LANG_BG_IC_NORTH_GATE_DESTROYED;
break;
case GO_HORDE_GATE_2:
case GO_ALLIANCE_GATE_1:
lang_entry = LANG_BG_IC_WEST_GATE_DESTROYED;
break;
case GO_HORDE_GATE_3:
case GO_ALLIANCE_GATE_2:
lang_entry = LANG_BG_IC_EAST_GATE_DESTROYED;
break;
case GO_ALLIANCE_GATE_3:
lang_entry = LANG_BG_IC_SOUTH_GATE_DESTROYED;
break;
default:
break;
}
if (go->GetEntry() == GO_HORDE_GATE_1 || go->GetEntry() == GO_HORDE_GATE_2 || go->GetEntry() == GO_HORDE_GATE_3)
{
if (!GetBgMap()->GetCreature(BgCreatures[BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].type]) && !AddCreature(BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].entry, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].type, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].x, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].y, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].z, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].o, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].team, RESPAWN_ONE_DAY))
TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].entry);
}
else if (go->GetEntry() == GO_ALLIANCE_GATE_1 || go->GetEntry() == GO_ALLIANCE_GATE_2 || go->GetEntry() == GO_ALLIANCE_GATE_3)
{
if (!GetBgMap()->GetCreature(BgCreatures[BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].type]) && !AddCreature(BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].entry, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].type, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].x, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].y, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].z, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].o, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].team, RESPAWN_ONE_DAY))
TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].entry);
}
SendMessage2ToAll(lang_entry, CHAT_MSG_BG_SYSTEM_NEUTRAL, NULL, (player->GetTeamId() == TEAM_ALLIANCE ? LANG_BG_IC_HORDE_KEEP : LANG_BG_IC_ALLIANCE_KEEP));
}
示例3: DestroyGate
void BattlegroundIC::DestroyGate(Player* player, GameObject* go)
{
GateStatus[GetGateIDFromEntry(go->GetEntry())] = BG_IC_GATE_DESTROYED;
uint32 uws_open = GetWorldStateFromGateEntry(go->GetEntry(), true);
uint32 uws_close = GetWorldStateFromGateEntry(go->GetEntry(), false);
if (uws_open)
{
UpdateWorldState(uws_close, 0);
UpdateWorldState(uws_open, 1);
}
TeamId teamId = TEAM_ALLIANCE;
uint32 lang_entry = 0;
switch (go->GetEntry())
{
case GO_HORDE_GATE_1:
lang_entry = LANG_BG_IC_NORTH_GATE_DESTROYED;
break;
case GO_HORDE_GATE_2:
lang_entry = LANG_BG_IC_EAST_GATE_DESTROYED;
break;
case GO_HORDE_GATE_3:
lang_entry = LANG_BG_IC_WEST_GATE_DESTROYED;
break;
case GO_ALLIANCE_GATE_1:
teamId = TEAM_HORDE;
lang_entry = LANG_BG_IC_WEST_GATE_DESTROYED;
break;
case GO_ALLIANCE_GATE_2:
teamId = TEAM_HORDE;
lang_entry = LANG_BG_IC_EAST_GATE_DESTROYED;
break;
case GO_ALLIANCE_GATE_3:
teamId = TEAM_HORDE;
lang_entry = LANG_BG_IC_SOUTH_GATE_DESTROYED;
break;
default:
break;
}
if (teamId == TEAM_ALLIANCE)
{
DoorOpen(BG_IC_GO_HORDE_KEEP_PORTCULLIS);
GetBGObject(BG_IC_GO_HORDE_BANNER)->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
}
else
{
DoorOpen(BG_IC_GO_DOODAD_PORTCULLISACTIVE02);
GetBGObject(BG_IC_GO_ALLIANCE_BANNER)->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
}
TurnBosses(true);
SendMessage2ToAll(lang_entry, CHAT_MSG_BG_SYSTEM_NEUTRAL, NULL, (teamId == TEAM_ALLIANCE ? LANG_BG_IC_HORDE_KEEP : LANG_BG_IC_ALLIANCE_KEEP));
}
示例4: DestroyGate
void BattlegroundIC::DestroyGate(Player* player, GameObject* go)
{
GateStatus[GetGateIDFromEntry(go->GetEntry())] = BG_IC_GATE_DESTROYED;
uint32 uws_open = GetWorldStateFromGateEntry(go->GetEntry(), true);
uint32 uws_close = GetWorldStateFromGateEntry(go->GetEntry(), false);
if (uws_open)
{
UpdateWorldState(uws_close, 0);
UpdateWorldState(uws_open, 1);
}
DoorOpen((player->GetTeamId() == TEAM_ALLIANCE ? BG_IC_GO_HORDE_KEEP_PORTCULLIS : BG_IC_GO_DOODAD_PORTCULLISACTIVE02));
uint32 lang_entry = 0;
switch (go->GetEntry())
{
case GO_HORDE_GATE_1:
if (!AddCreature(BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].entry, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].type, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].team,
BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].x, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].y, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].z, BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].o,
RESPAWN_ONE_DAY))
{
sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[BG_IC_NPC_OVERLORD_AGMAR].entry);
}
lang_entry = LANG_BG_IC_NORTH_GATE_DESTROYED;
break;
case GO_HORDE_GATE_2:
case GO_ALLIANCE_GATE_1:
lang_entry = LANG_BG_IC_WEST_GATE_DESTROYED;
break;
case GO_HORDE_GATE_3:
case GO_ALLIANCE_GATE_2:
lang_entry = LANG_BG_IC_EAST_GATE_DESTROYED;
break;
case GO_ALLIANCE_GATE_3:
if (!AddCreature(BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].entry, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].type, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].team,
BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].x, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].y, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].z, BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].o,
RESPAWN_ONE_DAY))
{
sLog->outError(LOG_FILTER_BATTLEGROUND, "Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE].entry);
}
lang_entry = LANG_BG_IC_SOUTH_GATE_DESTROYED;
break;
default:
break;
}
SendMessage2ToAll(lang_entry, CHAT_MSG_BG_SYSTEM_NEUTRAL, NULL, (player->GetTeamId() == TEAM_ALLIANCE ? LANG_BG_IC_HORDE_KEEP : LANG_BG_IC_ALLIANCE_KEEP));
}
示例5: uint32
void BattlegroundIC::FillInitialWorldStates(WorldPacket& data)
{
data << uint32(BG_IC_ALLIANCE_RENFORT_SET) << uint32(1);
data << uint32(BG_IC_HORDE_RENFORT_SET) << uint32(1);
data << uint32(BG_IC_ALLIANCE_RENFORT) << uint32(factionReinforcements[TEAM_ALLIANCE]);
data << uint32(BG_IC_HORDE_RENFORT) << uint32(factionReinforcements[TEAM_HORDE]);
for (uint8 i = 0; i < MAX_FORTRESS_GATES_SPAWNS; i++)
{
uint32 uws = GetWorldStateFromGateEntry(BG_IC_ObjSpawnlocs[i].entry,(GateStatus[GetGateIDFromEntry(BG_IC_ObjSpawnlocs[i].entry)] == BG_IC_GATE_DESTROYED ? true : false));
data << uint32(uws) << uint32(1);
}
for (uint8 i = 0 ; i < MAX_NODE_TYPES ; i++)
data << uint32(nodePoint[i].worldStates[nodePoint[i].nodeState]) << uint32(1);
}
示例6: GetBGCreature
void BattlegroundIC::DestroyGate(Player* player, GameObject* go)
{
Creature * halford = GetBGCreature(BG_IC_NPC_HIGH_COMMANDER_HALFORD_WYRMBANE);
Creature * agmar = GetBGCreature(BG_IC_NPC_OVERLORD_AGMAR);
GateStatus[GetGateIDFromEntry(go->GetEntry())] = BG_IC_GATE_DESTROYED;
uint32 uws_open = GetWorldStateFromGateEntry(go->GetEntry(), true);
uint32 uws_close = GetWorldStateFromGateEntry(go->GetEntry(), false);
if(uws_open)
{
UpdateWorldState(uws_close, 0);
UpdateWorldState(uws_open, 1);
}
DoorOpen((player->GetTeamId() == TEAM_ALLIANCE ? BG_IC_GO_HORDE_KEEP_PORTCULLIS : BG_IC_GO_DOODAD_PORTCULLISACTIVE02));
uint32 lang_entry = 0;
switch(go->GetEntry())
{
case GO_HORDE_GATE_1:
lang_entry = LANG_BG_IC_NORTH_GATE_DESTROYED;
agmar->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
break;
case GO_HORDE_GATE_2:
case GO_ALLIANCE_GATE_1:
lang_entry = LANG_BG_IC_WEST_GATE_DESTROYED;
go->GetEntry() == GO_HORDE_GATE_2 ? agmar->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE)
: halford->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
break;
case GO_HORDE_GATE_3:
case GO_ALLIANCE_GATE_2:
lang_entry = LANG_BG_IC_EAST_GATE_DESTROYED;
go->GetEntry() == GO_HORDE_GATE_3 ? agmar->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE)
: halford->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
break;
case GO_ALLIANCE_GATE_3:
lang_entry = LANG_BG_IC_SOUTH_GATE_DESTROYED;
halford->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE);
break;
default:
break;
}
SendMessage2ToAll(lang_entry, CHAT_MSG_BG_SYSTEM_NEUTRAL, NULL, (player->GetTeamId() == TEAM_ALLIANCE ? LANG_BG_IC_HORDE_KEEP : LANG_BG_IC_ALLIANCE_KEEP));
}
示例7: int32
void BattlegroundIC::FillInitialWorldStates(WorldPackets::WorldState::InitWorldStates& packet)
{
packet.Worldstates.emplace_back(uint32(BG_IC_ALLIANCE_RENFORT_SET), 1);
packet.Worldstates.emplace_back(uint32(BG_IC_HORDE_RENFORT_SET), 1);
packet.Worldstates.emplace_back(uint32(BG_IC_ALLIANCE_RENFORT), int32(factionReinforcements[TEAM_ALLIANCE]));
packet.Worldstates.emplace_back(uint32(BG_IC_HORDE_RENFORT), int32(factionReinforcements[TEAM_HORDE]));
for (uint8 i = 0; i < MAX_FORTRESS_GATES_SPAWNS; ++i)
{
uint32 uws = GetWorldStateFromGateEntry(BG_IC_ObjSpawnlocs[i].entry, (GateStatus[GetGateIDFromEntry(BG_IC_ObjSpawnlocs[i].entry)] == BG_IC_GATE_DESTROYED ? true : false));
packet.Worldstates.emplace_back(uint32(uws), 1);
}
for (uint8 i = 0; i < MAX_NODE_TYPES; ++i)
packet.Worldstates.emplace_back(uint32(nodePoint[i].worldStates[nodePoint[i].nodeState]), 1);
}
示例8: GetWorldStateFromGateEntry
void BattlegroundIC::FillInitialWorldStates(WorldStateBuilder& builder)
{
builder.AppendState(BG_IC_ALLIANCE_RENFORT_SET, 1);
builder.AppendState(BG_IC_HORDE_RENFORT_SET, 1);
builder.AppendState(BG_IC_ALLIANCE_RENFORT, factionReinforcements[TEAM_ALLIANCE]);
builder.AppendState(BG_IC_HORDE_RENFORT, factionReinforcements[TEAM_HORDE]);
for (uint8 i = 0; i < MAX_FORTRESS_GATES_SPAWNS; ++i)
{
uint32 uws = GetWorldStateFromGateEntry(BG_IC_ObjSpawnlocs[i].entry, GateStatus[GetGateIDFromEntry(BG_IC_ObjSpawnlocs[i].entry)] == BG_IC_GATE_DESTROYED ? true : false);
builder.AppendState(uws, 1);
}
for (uint8 i = 0; i < MAX_NODE_TYPES; ++i)
builder.AppendState(nodePoint[i].worldStates[nodePoint[i].nodeState], 1);
}