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C++ IsActiveEvent函数代码示例

本文整理汇总了C++中IsActiveEvent函数的典型用法代码示例。如果您正苦于以下问题:C++ IsActiveEvent函数的具体用法?C++ IsActiveEvent怎么用?C++ IsActiveEvent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IsActiveEvent函数的10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: 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,代码来源:GameEvent.cpp

示例2: time

// return the next event delay in ms
uint32 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,代码来源:GameEventMgr.cpp

示例3: GetCreatureUpdateDataForActiveEvent

GameEventCreatureData const* GameEventMgr::GetCreatureUpdateDataForActiveEvent(uint32 lowguid) const
{
    // only for active event, creature can be listed for many so search all
    uint32 event_id = 0;
    GameEventCreatureDataPerGuidBounds bounds = mGameEventCreatureDataPerGuid.equal_range(lowguid);
    for (GameEventCreatureDataPerGuidMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
    {
        if (IsActiveEvent(itr->second))
        {
            event_id = itr->second;
            break;
        }
    }

    if (!event_id)
    {
        return NULL;
    }

    for (GameEventCreatureDataList::const_iterator itr = mGameEventCreatureData[event_id].begin(); itr != mGameEventCreatureData[event_id].end(); ++itr)
        if (itr->first == lowguid)
        {
            return &itr->second;
        }

    return NULL;
}
开发者ID:billy1arm,项目名称:MangosMC,代码行数:27,代码来源:GameEventMgr.cpp

示例4: RewardReputationToTeam

void BattleGroundAV::EndBattleGround(uint32 winner)
{
    // calculate bonuskills for both teams:
    uint32 tower_survived[BG_TEAMS_COUNT]  = {0, 0};
    uint32 graves_owned[BG_TEAMS_COUNT]    = {0, 0};
    uint32 mines_owned[BG_TEAMS_COUNT]     = {0, 0};
    // towers all not destroyed:
    for(BG_AV_Nodes i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_STONEHEART_BUNKER; ++i)
        if (m_Nodes[i].State == POINT_CONTROLLED)
            if (m_Nodes[i].TotalOwner == BG_TEAM_ALLIANCE)
                ++tower_survived[BG_TEAM_ALLIANCE];
    for(BG_AV_Nodes i = BG_AV_NODES_ICEBLOOD_TOWER; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i)
        if (m_Nodes[i].State == POINT_CONTROLLED)
            if (m_Nodes[i].TotalOwner == BG_TEAM_HORDE)
                ++tower_survived[BG_TEAM_HORDE];

    // graves all controlled
    for(BG_AV_Nodes i = BG_AV_NODES_FIRSTAID_STATION; i < BG_AV_NODES_MAX; ++i)
        if (m_Nodes[i].State == POINT_CONTROLLED)
            ++graves_owned[m_Nodes[i].Owner];

    for (uint32 i = 0; i < BG_AV_MAX_MINES; ++i)
        if (m_Mine_Owner[i] != BG_AV_NEUTRAL_TEAM)
            ++mines_owned[m_Mine_Owner[i]];

    // now we have the values give the honor/reputation to the teams:
    uint32 team[BG_TEAMS_COUNT]      = { ALLIANCE, HORDE };
    uint32 faction[BG_TEAMS_COUNT]   = { BG_AV_FACTION_A, BG_AV_FACTION_H };
    for (uint32 i = 0; i < BG_TEAMS_COUNT; i++)
    {
        if (tower_survived[i])
        {
            RewardReputationToTeam(BATTLEGROUND_AV, tower_survived[i] * m_RepSurviveTower, team[i]);
            RewardHonorToTeam(GetBonusHonorFromKill(tower_survived[i] * BG_AV_KILL_SURVIVING_TOWER), team[i]);
            RewardXpToTeam(0, 0.6, team[i]);
        }
        DEBUG_LOG("BattleGroundAV: EndbattleGround: bgteam: %u towers:%u honor:%u rep:%u", i, tower_survived[i], GetBonusHonorFromKill(tower_survived[i] * BG_AV_KILL_SURVIVING_TOWER), tower_survived[i] * BG_AV_REP_SURVIVING_TOWER);
        if (graves_owned[i])
            RewardReputationToTeam(BATTLEGROUND_AV, graves_owned[i] * m_RepOwnedGrave, team[i]);
        if (mines_owned[i])
            RewardReputationToTeam(BATTLEGROUND_AV, mines_owned[i] * m_RepOwnedMine, team[i]);
        // captain survived?:
        if (!IsActiveEvent(BG_AV_NodeEventCaptainDead_A + GetTeamIndexByTeamId(team[i]), 0))
        {
            RewardReputationToTeam(BATTLEGROUND_AV, m_RepSurviveCaptain, team[i]);
            RewardHonorToTeam(GetBonusHonorFromKill(BG_AV_KILL_SURVIVING_CAPTAIN), team[i]);
        }
    }

    // both teams:
    if (m_HonorMapComplete)
    {
        RewardHonorToTeam(m_HonorMapComplete, ALLIANCE);
        RewardHonorToTeam(m_HonorMapComplete, HORDE);
    }

    BattleGround::EndBattleGround(winner);
}
开发者ID:Jaboo,项目名称:Valhalla-Project,代码行数:58,代码来源:BattleGroundAV.cpp

示例5: OnObjectDBLoad

void BattleGround::OnObjectDBLoad(Creature* creature)
{
    const BattleGroundEventIdx eventId = sBattleGroundMgr.GetCreatureEventIndex(creature->GetGUIDLow());
    if (eventId.event1 == BG_EVENT_NONE)
        return;
    m_EventObjects[MAKE_PAIR32(eventId.event1, eventId.event2)].creatures.push_back(creature->GetObjectGuid());
    if (!IsActiveEvent(eventId.event1, eventId.event2))
        SpawnBGCreature(creature->GetObjectGuid(), RESPAWN_ONE_DAY);
}
开发者ID:MonstermoshCOM,项目名称:server,代码行数:9,代码来源:BattleGround.cpp

示例6: hasAllTowers

bool BattleGroundAV::hasAllTowers(int8 team)
{
    // if the winner team captain is dead, no need to check further
    if ((IsActiveEvent((team == BG_TEAM_ALLIANCE) ? BG_AV_NodeEventCaptainDead_A : BG_AV_NodeEventCaptainDead_H, 0)))
        return false;

    // all winner towers/bunkers have to be owned by the winners, enemy ones must be destroyed (none in conflict)
    for (int i = BG_AV_NODES_DUNBALDAR_SOUTH; i <= BG_AV_NODES_FROSTWOLF_WTOWER; ++i)
        if (m_Nodes[i].Owner != team || m_Nodes[i].State != POINT_CONTROLLED)
            return false;

    return true;
}
开发者ID:BACKUPLIB,项目名称:Darkportalwow,代码行数:13,代码来源:BattleGroundAV.cpp

示例7: 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,代码来源:GameEventMgr.cpp

示例8: UnApplyEvent

void GameEventMgr::StopEvent(uint16 event_id, bool overwrite)
{
    UnApplyEvent(event_id);
    if (overwrite)
    {
        mGameEvent[event_id].start = time(NULL) - mGameEvent[event_id].length * MINUTE;
        if (mGameEvent[event_id].end <= mGameEvent[event_id].start)
            { mGameEvent[event_id].end = mGameEvent[event_id].start + mGameEvent[event_id].length; }
    }
#ifdef ENABLE_ELUNA
    if (!IsActiveEvent(event_id))
        sEluna->OnGameEventStop(event_id);
#endif
}
开发者ID:mangosone,项目名称:server,代码行数:14,代码来源:GameEventMgr.cpp

示例9: ApplyNewEvent

void GameEventMgr::StartEvent(uint16 event_id, bool overwrite /*=false*/, bool resume /*=false*/)
{
    ApplyNewEvent(event_id, resume);
    if (overwrite)
    {
        mGameEvent[event_id].start = time(NULL);
        if (mGameEvent[event_id].end <= mGameEvent[event_id].start)
            { mGameEvent[event_id].end = mGameEvent[event_id].start + mGameEvent[event_id].length; }
    }
#ifdef ENABLE_ELUNA
    if (IsActiveEvent(event_id))
        sEluna->OnGameEventStart(event_id);
#endif
}
开发者ID:mangosone,项目名称:server,代码行数:14,代码来源:GameEventMgr.cpp

示例10: OpenDoorEvent

void BattleGround::OpenDoorEvent(uint8 event1, uint8 event2 /*=0*/)
{
    if (!IsDoor(event1, event2))
    {
        sLog.outError("BattleGround:OpenDoorEvent this is no door event1:%u event2:%u", event1, event2);
        return;
    }
    if (!IsActiveEvent(event1, event2))                 // maybe already despawned (eye)
    {
        sLog.outError("BattleGround:OpenDoorEvent this event isn't active event1:%u event2:%u", event1, event2);
        return;
    }
    GuidVector::const_iterator itr = m_EventObjects[MAKE_PAIR32(event1, event2)].gameobjects.begin();
    for (; itr != m_EventObjects[MAKE_PAIR32(event1, event2)].gameobjects.end(); ++itr)
        DoorOpen(*itr);
}
开发者ID:MonstermoshCOM,项目名称:server,代码行数:16,代码来源:BattleGround.cpp


注:本文中的IsActiveEvent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。