本文整理汇总了C++中GetTypeID函数的典型用法代码示例。如果您正苦于以下问题:C++ GetTypeID函数的具体用法?C++ GetTypeID怎么用?C++ GetTypeID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GetTypeID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: Reset
void BattlegroundEY::Reset()
{
//call parent's class reset
Battleground::Reset();
m_TeamScores[BG_TEAM_ALLIANCE] = 0;
m_TeamScores[BG_TEAM_HORDE] = 0;
m_TeamPointsCount[BG_TEAM_ALLIANCE] = 0;
m_TeamPointsCount[BG_TEAM_HORDE] = 0;
m_HonorScoreTics[BG_TEAM_ALLIANCE] = 0;
m_HonorScoreTics[BG_TEAM_HORDE] = 0;
m_FlagState = BG_EY_FLAG_STATE_ON_BASE;
m_FlagCapturedBgObjectType = 0;
m_FlagKeeper = 0;
m_DroppedFlagGUID = 0;
m_PointAddingTimer = 0;
m_TowerCapCheckTimer = 0;
bool isBGWeekend = sBattlegroundMgr->IsBGWeekend(GetTypeID());
m_HonorTics = (isBGWeekend) ? BG_EY_EYWeekendHonorTicks : BG_EY_NotEYWeekendHonorTicks;
for (uint8 i = 0; i < EY_POINTS_MAX; ++i)
{
m_PointOwnedByTeam[i] = EY_POINT_NO_OWNER;
m_PointState[i] = EY_POINT_STATE_UNCONTROLLED;
m_PointBarStatus[i] = BG_EY_PROGRESS_BAR_STATE_MIDDLE;
m_PlayersNearPoint[i].clear();
m_PlayersNearPoint[i].reserve(15); //tip size
}
m_PlayersNearPoint[EY_PLAYERS_OUT_OF_POINTS].clear();
m_PlayersNearPoint[EY_PLAYERS_OUT_OF_POINTS].reserve(30);
}
示例2: Reset
void BattleGroundWS::Reset()
{
// call parent's class reset
BattleGround::Reset();
// spiritguides and flags not spawned at beginning
m_ActiveEvents[WS_EVENT_SPIRITGUIDES_SPAWN] = BG_EVENT_NONE;
m_ActiveEvents[WS_EVENT_FLAG_A] = BG_EVENT_NONE;
m_ActiveEvents[WS_EVENT_FLAG_H] = BG_EVENT_NONE;
for (uint8 i = 0; i < BG_TEAMS_COUNT; ++i)
{
m_DroppedFlagGuid[i].Clear();
m_FlagState[i] = BG_WS_FLAG_STATE_ON_BASE;
m_TeamScores[i] = 0;
}
m_flagCarrierAlliance.Clear();
m_flagCarrierHorde.Clear();
bool isBGWeekend = BattleGroundMgr::IsBGWeekend(GetTypeID());
m_ReputationCapture = (isBGWeekend) ? 25 : 15;
m_HonorWinKills = (isBGWeekend) ? 3 : 1;
m_HonorEndKills = (isBGWeekend) ? 4 : 2;
}
示例3: RemoveFromBGFreeSlotQueue
void BattleGround::EndNow()
{
RemoveFromBGFreeSlotQueue();
SetStatus(STATUS_WAIT_LEAVE);
SetEndTime(TIME_TO_AUTOREMOVE);
// inform invited players about the removal
sBattleGroundMgr.m_BattleGroundQueues[BattleGroundMgr::BGQueueTypeId(GetTypeID())].BGEndedRemoveInvites(this);
}
示例4: switch
void BattleGround::RewardMark(Player *plr,uint32 count)
{
// 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
if(plr->GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
return;
BattleGroundMarks mark;
bool IsSpell;
switch(GetTypeID())
{
case BATTLEGROUND_AV:
IsSpell = true;
if(count == ITEM_WINNER_COUNT)
mark = SPELL_AV_MARK_WINNER;
else
mark = SPELL_AV_MARK_LOSER;
break;
case BATTLEGROUND_WS:
IsSpell = true;
if(count == ITEM_WINNER_COUNT)
mark = SPELL_WS_MARK_WINNER;
else
mark = SPELL_WS_MARK_LOSER;
break;
case BATTLEGROUND_AB:
IsSpell = true;
if(count == ITEM_WINNER_COUNT)
mark = SPELL_AB_MARK_WINNER;
else
mark = SPELL_AB_MARK_LOSER;
break;/*
case BATTLEGROUND_EY:
IsSpell = false;
mark = ITEM_EY_MARK_OF_HONOR;
break;*/
default:
return;
}
if(IsSpell)
plr->CastSpell(plr, mark, true);
else if ( objmgr.GetItemPrototype( mark ) )
{
ItemPosCountVec dest;
uint32 no_space_count = 0;
uint8 msg = plr->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, mark, count, &no_space_count );
if( msg != EQUIP_ERR_OK ) // convert to possible store amount
count -= no_space_count;
if( count != 0 && !dest.empty()) // can add some
if(Item* item = plr->StoreNewItem( dest, mark, true, 0))
plr->SendNewItem(item,count,false,true);
if(no_space_count > 0)
SendRewardMarkByMail(plr,mark,no_space_count);
}
}
示例5: Reset
void BattlegroundIC::Reset()
{
//call parent's class reset
Battleground::Reset();
m_TeamScores[BG_TEAM_ALLIANCE] = 0;
m_TeamScores[BG_TEAM_HORDE] = 0;
bool isBGWeekend = sBattlegroundMgr.IsBGWeekend(GetTypeID());
}
示例6: switch
uint32 BattleGround::GetBattlemasterEntry() const
{
switch (GetTypeID())
{
case BATTLEGROUND_AV: return 15972;
case BATTLEGROUND_WS: return 14623;
case BATTLEGROUND_AB: return 14879;
default: return 0;
}
}
示例7: fTypeContext
DwarfType::DwarfType(DwarfTypeContext* typeContext, const BString& name,
const DIEType* entry)
:
fTypeContext(typeContext),
fName(name),
fByteSize(0)
{
fTypeContext->AcquireReference();
GetTypeID(entry, fID);
}
示例8: Reset
void BattleGroundAV::Reset()
{
BattleGround::Reset();
// set the reputation and honor variables:
bool isBGWeekend = BattleGroundMgr::IsBGWeekend(GetTypeID());
m_HonorMapComplete = (isBGWeekend) ? BG_AV_KILL_MAP_COMPLETE_HOLIDAY : BG_AV_KILL_MAP_COMPLETE;
m_RepTowerDestruction = (isBGWeekend) ? BG_AV_REP_TOWER_HOLIDAY : BG_AV_REP_TOWER;
m_RepCaptain = (isBGWeekend) ? BG_AV_REP_CAPTAIN_HOLIDAY : BG_AV_REP_CAPTAIN;
m_RepBoss = (isBGWeekend) ? BG_AV_REP_BOSS_HOLIDAY : BG_AV_REP_BOSS;
m_RepOwnedGrave = (isBGWeekend) ? BG_AV_REP_OWNED_GRAVE_HOLIDAY : BG_AV_REP_OWNED_GRAVE;
m_RepSurviveCaptain = (isBGWeekend) ? BG_AV_REP_SURVIVING_CAPTAIN_HOLIDAY : BG_AV_REP_SURVIVING_CAPTAIN;
m_RepSurviveTower = (isBGWeekend) ? BG_AV_REP_SURVIVING_TOWER_HOLIDAY : BG_AV_REP_SURVIVING_TOWER;
m_RepOwnedMine = (isBGWeekend) ? BG_AV_REP_OWNED_MINE_HOLIDAY : BG_AV_REP_OWNED_MINE;
for (uint8 i = 0; i < BG_TEAMS_COUNT; i++)
{
for (uint8 j = 0; j < 9; j++) // 9 quests getting tracked
m_Team_QuestStatus[i][j] = 0;
m_TeamScores[i] = BG_AV_SCORE_INITIAL_POINTS;
m_IsInformedNearLose[i] = false;
m_ActiveEvents[BG_AV_NodeEventCaptainDead_A + i] = BG_EVENT_NONE;
}
for (uint8 i = 0; i < BG_AV_MAX_MINES; i++)
{
m_Mine_Owner[i] = BG_AV_TEAM_NEUTRAL;
m_Mine_PrevOwner[i] = m_Mine_Owner[i];
m_ActiveEvents[BG_AV_MINE_BOSSES+ i] = BG_AV_TEAM_NEUTRAL;
m_ActiveEvents[BG_AV_MINE_EVENT + i] = BG_AV_TEAM_NEUTRAL;
m_Mine_Timer[i] = BG_AV_MINE_TICK_TIMER;
}
m_ActiveEvents[BG_AV_CAPTAIN_A] = 0;
m_ActiveEvents[BG_AV_CAPTAIN_H] = 0;
m_ActiveEvents[BG_AV_HERALD] = 0;
m_ActiveEvents[BG_AV_BOSS_A] = 0;
m_ActiveEvents[BG_AV_BOSS_H] = 0;
for (BG_AV_Nodes i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i) // towers
m_ActiveEvents[BG_AV_MARSHAL_A_SOUTH + i - BG_AV_NODES_DUNBALDAR_SOUTH] = 0;
for (BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i <= BG_AV_NODES_STONEHEART_GRAVE; ++i) // alliance graves
InitNode(i, BG_AV_TEAM_ALLIANCE, false);
for (BG_AV_Nodes i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_STONEHEART_BUNKER; ++i) // alliance towers
InitNode(i, BG_AV_TEAM_ALLIANCE, true);
for (BG_AV_Nodes i = BG_AV_NODES_ICEBLOOD_GRAVE; i <= BG_AV_NODES_FROSTWOLF_HUT; ++i) // horde graves
InitNode(i, BG_AV_TEAM_HORDE, false);
for (BG_AV_Nodes i = BG_AV_NODES_ICEBLOOD_TOWER; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i) // horde towers
InitNode(i, BG_AV_TEAM_HORDE, true);
InitNode(BG_AV_NODES_SNOWFALL_GRAVE, BG_AV_TEAM_NEUTRAL, false); // give snowfall neutral owner
}
示例9: SetStartTime
void BattleGround::StartBattleGround()
{
SetStartTime(0);
// add BG to free slot queue
AddToBGFreeSlotQueue();
// add bg to update list
// This must be done here, because we need to have already invited some players when first BG::Update() method is executed
// and it doesn't matter if we call StartBattleGround() more times, because m_BattleGrounds is a map and instance id never changes
sBattleGroundMgr.AddBattleGround(GetInstanceID(), GetTypeID(), this);
}
示例10: GetTypeID
BattleGround::~BattleGround()
{
// remove objects and creatures
// (this is done automatically in mapmanager update, when the instance is reset after the reset time)
sBattleGroundMgr.RemoveBattleGround(GetInstanceID(), GetTypeID());
// skip template bgs as they were never added to visible bg list
BattleGroundBracketId bracketId = GetBracketId();
if (bracketId != BG_BRACKET_ID_TEMPLATE)
sBattleGroundMgr.DeleteClientVisibleInstanceId(GetTypeID(), bracketId, GetClientInstanceID());
// unload map
// map can be null at bg destruction
if (m_Map)
m_Map->SetUnload();
// remove from bg free slot queue
this->RemoveFromBGFreeSlotQueue();
for (BattleGroundScoreMap::const_iterator itr = m_PlayerScores.begin(); itr != m_PlayerScores.end(); ++itr)
delete itr->second;
}
示例11: PlayerAddedToBGCheckIfBGIsRunning
void BattleGround::PlayerAddedToBGCheckIfBGIsRunning(Player* plr)
{
if (GetStatus() != STATUS_WAIT_LEAVE)
return;
WorldPacket data;
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(GetTypeID());
BlockMovement(plr);
sBattleGroundMgr.BuildPvpLogDataPacket(&data, this);
plr->GetSession()->SendPacket(&data);
sBattleGroundMgr.BuildBattleGroundStatusPacket(&data, this, plr->GetBattleGroundQueueIndex(bgQueueTypeId), STATUS_IN_PROGRESS, GetEndTime(), GetStartTime());
plr->GetSession()->SendPacket(&data);
}
示例12: Reset
void BattlegroundKT::Reset()
{
//call parent's class reset
Battleground::Reset();
BgObjects.resize(BG_KT_OBJECT_MAX);
BgCreatures.resize(BG_KT_CREATURE_MAX);
for(uint32 i = 0; i < MAX_ORBS; ++i)
m_OrbKeepers[i] = 0;
bool isBGWeekend = BattlegroundMgr::IsBGWeekend(GetTypeID());
m_ReputationCapture = (isBGWeekend) ? 45 : 35;
m_HonorWinKills = (isBGWeekend) ? 3 : 1;
m_HonorEndKills = (isBGWeekend) ? 4 : 2;
m_EndTimer = BG_KT_TIME_LIMIT;
m_LastCapturedOrbTeam = TEAM_NONE;
}
示例13: LOG_ERROR
Resource* ResourceManager::CreateResource(std::string resourceType, std::string resourceName)
{
auto facIt = m_FactoryFunctions.find(resourceType);
if (facIt == m_FactoryFunctions.end())
{
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": Type not registered", resourceName.c_str(), resourceType.c_str());
return nullptr;
}
// Call the factory function
Resource* resource = facIt->second(resourceName);
// Store IDs
resource->TypeID = GetTypeID(resourceType);
resource->ResourceID = GetNewResourceID(resource->TypeID);
// Cache
m_ResourceCache[std::make_pair(resourceType, resourceName)] = resource;
return resource;
}
开发者ID:Stiffly,项目名称:Return-to-the-Return-of-Return-Fire-2-Returngeance,代码行数:19,代码来源:ResourceManager.cpp
示例14: ResetBGSubclass
void BattleGroundWS::ResetBGSubclass()
{
// spiritguides and flags not spawned at beginning
m_ActiveEvents[WS_EVENT_SPIRITGUIDES_SPAWN] = BG_EVENT_NONE;
m_ActiveEvents[WS_EVENT_FLAG_A] = BG_EVENT_NONE;
m_ActiveEvents[WS_EVENT_FLAG_H] = BG_EVENT_NONE;
for(uint32 i = 0; i < BG_TEAMS_COUNT; ++i)
{
m_DroppedFlagGUID[i] = 0;
m_FlagKeepers[i] = 0;
m_FlagState[i] = BG_WS_FLAG_STATE_ON_BASE;
m_TeamScores[i] = 0;
}
bool isBGWeekend = sBattleGroundMgr.IsBGWeekend(GetTypeID());
m_ReputationCapture = (isBGWeekend) ? 25 : 15;
m_HonorWinKills = (isBGWeekend) ? 3 : 1;
m_HonorEndKills = (isBGWeekend) ? 4 : 2;
}
示例15: EndBattleGround
void BattleGroundWS::EndBattleGround(Team winner)
{
if (BattleGroundMgr::IsBGWeekend(GetTypeID()))
{
if (winner == ALLIANCE)
{
RewardHonorToTeam(BG_WSG_WinMatchHonor_Holiday[GetBracketId()], ALLIANCE);
RewardHonorToTeam(BG_WSG_LoseMatchHonor_Holiday[GetBracketId()], HORDE);
}
if (winner == HORDE)
{
RewardHonorToTeam(BG_WSG_WinMatchHonor_Holiday[GetBracketId()], HORDE);
RewardHonorToTeam(BG_WSG_LoseMatchHonor_Holiday[GetBracketId()], ALLIANCE);
}
}
else
RewardHonorToTeam(BG_WSG_WinMatchHonor[GetBracketId()], winner);
BattleGround::EndBattleGround(winner);
}