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C++ MAKE_PAIR32函数代码示例

本文整理汇总了C++中MAKE_PAIR32函数的典型用法代码示例。如果您正苦于以下问题:C++ MAKE_PAIR32函数的具体用法?C++ MAKE_PAIR32怎么用?C++ MAKE_PAIR32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MAKE_PAIR32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: Relocate

bool Transport::Create(uint32 guidlow, uint32 entry, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress, uint32 dynflags)
{
    Relocate(x, y, z, ang);
    // instance id and phaseMask isn't set to values different from std.

    if (!IsPositionValid())
    {
        sLog->outError("Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
            guidlow, x, y);
        return false;
    }

    Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);

    GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);

    if (!goinfo)
    {
        sLog->outErrorDb("Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f", guidlow, mapid, x, y, z, ang);
        return false;
    }

    m_goInfo = goinfo;

    SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);

    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
    //SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
    SetUInt32Value(GAMEOBJECT_FLAGS, MAKE_PAIR32(0x28, 0x64));
    SetUInt32Value(GAMEOBJECT_LEVEL, m_period);
    SetEntry(goinfo->entry);

    SetDisplayId(goinfo->displayId);

    SetGoState(GO_STATE_READY);
    SetGoType(GameobjectTypes(goinfo->type));

    SetGoAnimProgress(animprogress);
    if (dynflags)
        SetUInt32Value(GAMEOBJECT_DYNAMIC, MAKE_PAIR32(0, dynflags));

    SetName(goinfo->name);

    SetZoneScript();

    return true;
}
开发者ID:Kheos,项目名称:TrinityCore,代码行数:47,代码来源:Transport.cpp

示例2: 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3: Relocate

bool Transport::Create(uint32 guidlow, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress, uint32 dynflags)
{
    Relocate(x,y,z,ang);

    SetMapId(mapid);

    if(!IsPositionValid())
    {
        sLog.outError("ERROR: Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
            guidlow,x,y);
        return false;
    }

    Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);

    GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(guidlow);

    if (!goinfo)
    {
        sLog.outErrorDb("Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f",guidlow, mapid, x, y, z, ang);
        return false;
    }

    m_goInfo = goinfo;

    SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);

    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
    //SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
    SetUInt32Value(GAMEOBJECT_FLAGS, MAKE_PAIR32(0x28, 0x64));
    SetUInt32Value(GAMEOBJECT_LEVEL, m_period);
    SetEntry(goinfo->id);

    SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);

    SetGoState(1);
    SetGoType(GameobjectTypes(goinfo->type));

    SetGoAnimProgress(animprogress);
    if(dynflags)
        SetUInt32Value(GAMEOBJECT_DYNAMIC, MAKE_PAIR32(0, dynflags));

    return true;
}
开发者ID:Ledeet,项目名称:mangos,代码行数:44,代码来源:Transports.cpp

示例4: Relocate

bool Transport::Create(uint32 guidlow, uint32 entry, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress, uint32 dynflags)
{
    Relocate(x, y, z, ang);

    if (!IsPositionValid())
    {
        sLog->outError("Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
            guidlow, x, y);
        return false;
    }

    Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);

    GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);

    if (!goinfo)
    {
        sLog->outErrorDb("Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f", guidlow, mapid, x, y, z, ang);
        return false;
    }

    m_goInfo = goinfo;

    TransportTemplate const* tInfo = sTransportMgr->GetTransportTemplate(entry);
    if (!tInfo)
    {
        sLog->outError("Transport %u (name: %s) will not be created, missing `transport_template` entry.", entry, goinfo->name.c_str());
        return false;
    }

    _transportInfo = tInfo;

    // initialize waypoints
    _nextFrame = tInfo->keyFrames.begin();
    _currentFrame = _nextFrame++;

    SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);
    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
    SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
    SetUInt32Value(GAMEOBJECT_LEVEL, tInfo->pathTime);
    SetEntry(goinfo->entry);

    SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);

    SetGoState(GO_STATE_READY);
    SetGoType(GameobjectTypes(goinfo->type));

    SetGoAnimProgress(animprogress);
    if (dynflags)
        SetUInt32Value(GAMEOBJECT_DYNAMIC, MAKE_PAIR32(0, dynflags));

    SetName(goinfo->name);
    return true;
}
开发者ID:Devilcleave,项目名称:TrilliumEMU,代码行数:54,代码来源:Transport.cpp

示例5: SpawnEvent

void BattleGround::SpawnEvent(uint8 event1, uint8 event2, bool spawn)
{
    // stop if we want to spawn something which was already spawned
    // or despawn something which was already despawned
    if (event2 == BG_EVENT_NONE || (spawn && m_ActiveEvents[event1] == event2)
            || (!spawn && m_ActiveEvents[event1] != event2))
        return;

    if (spawn)
    {
        // if event gets spawned, the current active event mus get despawned
        SpawnEvent(event1, m_ActiveEvents[event1], false);
        m_ActiveEvents[event1] = event2;                    // set this event to active
    }
    else
        m_ActiveEvents[event1] = BG_EVENT_NONE;             // no event active if event2 gets despawned

    GuidVector::const_iterator itr = m_EventObjects[MAKE_PAIR32(event1, event2)].creatures.begin();
    for (; itr != m_EventObjects[MAKE_PAIR32(event1, event2)].creatures.end(); ++itr)
        SpawnBGCreature(*itr, (spawn) ? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
    GuidVector::const_iterator itr2 = m_EventObjects[MAKE_PAIR32(event1, event2)].gameobjects.begin();
    for (; itr2 != m_EventObjects[MAKE_PAIR32(event1, event2)].gameobjects.end(); ++itr2)
        SpawnBGObject(*itr2, (spawn) ? RESPAWN_IMMEDIATELY : RESPAWN_ONE_DAY);
}
开发者ID:MonstermoshCOM,项目名称:server,代码行数:24,代码来源:BattleGround.cpp

示例6: ASSERT

/*
Transport::~Transport()
{
    ASSERT(_passengers.empty());
    UnloadStaticPassengers();
}
*/
bool Transport::Create(uint32 guidlow, uint32 entry, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress, uint32 dynflags)
{
    Relocate(x, y, z, ang);

    if (!IsPositionValid())
    {
        IC_LOG_ERROR("entities.transport", "Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
            guidlow, x, y);
        return false;
    }

    Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);

    GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);

    if (!goinfo)
    {
        IC_LOG_ERROR("sql.sql", "Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f", guidlow, mapid, x, y, z, ang);
        return false;
    }

    m_goInfo = goinfo;

    SetObjectScale(goinfo->size);

    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
    SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
    SetUInt32Value(GAMEOBJECT_LEVEL, m_period);
    SetEntry(goinfo->entry);

    SetDisplayId(goinfo->displayId);

    SetGoState(GO_STATE_READY);
    SetGoType(GameobjectTypes(goinfo->type));

    SetGoAnimProgress(animprogress);
    if (dynflags)
        SetUInt32Value(GAMEOBJECT_DYN_FLAGS, MAKE_PAIR32(0, dynflags));

    SetName(goinfo->name);

    SetZoneScript();

    return true;
}
开发者ID:aikon-com-cn,项目名称:Infinity-Core,代码行数:52,代码来源:Transport.cpp

示例7: LoadDBCStores


//.........这里部分代码省略.........

    LoadDBC(availableDbcLocales,bad_dbc_files,sGtBarberShopCostBaseStore,dbcPath,"gtBarberShopCostBase.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sGtCombatRatingsStore,     dbcPath,"gtCombatRatings.dbc");

    LoadDBC(availableDbcLocales,bad_dbc_files,sGtChanceToMeleeCritBaseStore, dbcPath,"gtChanceToMeleeCritBase.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sGtChanceToMeleeCritStore, dbcPath,"gtChanceToMeleeCrit.dbc");

    LoadDBC(availableDbcLocales,bad_dbc_files,sGtChanceToSpellCritBaseStore, dbcPath,"gtChanceToSpellCritBase.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sGtChanceToSpellCritStore, dbcPath,"gtChanceToSpellCrit.dbc");

    LoadDBC(availableDbcLocales,bad_dbc_files,sGtOCTClassCombatRatingScalarStore,dbcPath,"gtOCTClassCombatRatingScalar.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sGtOCTRegenHPStore,        dbcPath,"gtOCTRegenHP.dbc");
    //LoadDBC(availableDbcLocales,bad_dbc_files,sGtOCTRegenMPStore,        dbcPath,"gtOCTRegenMP.dbc");       -- not used currently
    LoadDBC(availableDbcLocales,bad_dbc_files,sGtRegenHPPerSptStore,     dbcPath,"gtRegenHPPerSpt.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sGtRegenMPPerSptStore,     dbcPath,"gtRegenMPPerSpt.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sHolidaysStore,            dbcPath,"Holidays.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sItemStore,                dbcPath,"Item.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sItemBagFamilyStore,       dbcPath,"ItemBagFamily.dbc");
    //LoadDBC(availableDbcLocales,bad_dbc_files,sItemDisplayInfoStore,     dbcPath,"ItemDisplayInfo.dbc");     -- not used currently
    //LoadDBC(availableDbcLocales,bad_dbc_files,sItemCondExtCostsStore,    dbcPath,"ItemCondExtCosts.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sItemExtendedCostStore,    dbcPath,"ItemExtendedCost.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sItemLimitCategoryStore,   dbcPath,"ItemLimitCategory.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sItemRandomPropertiesStore,dbcPath,"ItemRandomProperties.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sItemRandomSuffixStore,    dbcPath,"ItemRandomSuffix.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sItemSetStore,             dbcPath,"ItemSet.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sLockStore,                dbcPath,"Lock.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sMailTemplateStore,        dbcPath,"MailTemplate.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sMapStore,                 dbcPath,"Map.dbc");

    LoadDBC(availableDbcLocales,bad_dbc_files,sMapDifficultyStore,       dbcPath,"MapDifficulty.dbc");
    // fill data
    for(uint32 i = 1; i < sMapDifficultyStore.GetNumRows(); ++i)
        if(MapDifficultyEntry const* entry = sMapDifficultyStore.LookupEntry(i))
            sMapDifficultyMap[MAKE_PAIR32(entry->MapId,entry->Difficulty)] = MapDifficulty(entry->resetTime,entry->maxPlayers);
    sMapDifficultyStore.Clear();

    LoadDBC(availableDbcLocales,bad_dbc_files,sMovieStore,               dbcPath,"Movie.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sQuestFactionRewardStore,  dbcPath,"QuestFactionReward.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sQuestSortStore,           dbcPath,"QuestSort.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sQuestXPLevelStore,        dbcPath,"QuestXP.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sPvPDifficultyStore,       dbcPath,"PvpDifficulty.dbc");
    for(uint32 i = 0; i < sPvPDifficultyStore.GetNumRows(); ++i)
        if (PvPDifficultyEntry const* entry = sPvPDifficultyStore.LookupEntry(i))
            if (entry->bracketId > MAX_BATTLEGROUND_BRACKETS)
                ASSERT(false && "Need update MAX_BATTLEGROUND_BRACKETS by DBC data");

    LoadDBC(availableDbcLocales,bad_dbc_files,sRandomPropertiesPointsStore, dbcPath,"RandPropPoints.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sScalingStatDistributionStore, dbcPath,"ScalingStatDistribution.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sScalingStatValuesStore,   dbcPath,"ScalingStatValues.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sSkillLineStore,           dbcPath,"SkillLine.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sSkillLineAbilityStore,    dbcPath,"SkillLineAbility.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sSoundEntriesStore,        dbcPath,"SoundEntries.dbc");
    LoadDBC(availableDbcLocales,bad_dbc_files,sSpellStore,               dbcPath,"Spell.dbc");
    for(uint32 i = 1; i < sSpellStore.GetNumRows(); ++i)
    {
        SpellEntry const * spell = sSpellStore.LookupEntry(i);
        if(spell && spell->Category)
            sSpellCategoryStore[spell->Category].insert(i);

        // DBC not support uint64 fields but SpellEntry have SpellFamilyFlags mapped at 2 uint32 fields
        // uint32 field already converted to bigendian if need, but must be swapped for correct uint64 bigendian view
        #if MANGOS_ENDIAN == MANGOS_BIGENDIAN
        std::swap(*((uint32*)(&spell->SpellFamilyFlags)),*(((uint32*)(&spell->SpellFamilyFlags))+1));
        #endif
    }
开发者ID:BACKUPLIB,项目名称:dbc_browser,代码行数:66,代码来源:DBCStores.cpp

示例8: LoadDBCStores


//.........这里部分代码省略.........
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtBarberShopCostBaseStore,   dbcPath, "gtBarberShopCostBase.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtCombatRatingsStore,        dbcPath, "gtCombatRatings.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtChanceToMeleeCritBaseStore, dbcPath, "gtChanceToMeleeCritBase.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtChanceToMeleeCritStore,    dbcPath, "gtChanceToMeleeCrit.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtChanceToSpellCritBaseStore, dbcPath, "gtChanceToSpellCritBase.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtChanceToSpellCritStore,    dbcPath, "gtChanceToSpellCrit.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtOCTClassCombatRatingScalarStore,    dbcPath, "gtOCTClassCombatRatingScalar.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtOCTRegenHPStore,           dbcPath, "gtOCTRegenHP.dbc");
    //LoadDBC(dbcCount, availableDbcLocales, bad_dbc_files, sGtOCTRegenMPStore,           dbcPath, "gtOCTRegenMP.dbc");       -- not used currently
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtRegenHPPerSptStore,        dbcPath, "gtRegenHPPerSpt.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sGtRegenMPPerSptStore,        dbcPath, "gtRegenMPPerSpt.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sHolidaysStore,               dbcPath, "Holidays.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sItemStore,                   dbcPath, "Item.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sItemBagFamilyStore,          dbcPath, "ItemBagFamily.dbc");
    //LoadDBC(dbcCount, availableDbcLocales, bad_dbc_files, sItemDisplayInfoStore,        dbcPath, "ItemDisplayInfo.dbc");     -- not used currently
    //LoadDBC(dbcCount, availableDbcLocales, bad_dbc_files, sItemCondExtCostsStore,       dbcPath, "ItemCondExtCosts.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sItemExtendedCostStore,       dbcPath, "ItemExtendedCost.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sItemLimitCategoryStore,      dbcPath, "ItemLimitCategory.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sItemRandomPropertiesStore,   dbcPath, "ItemRandomProperties.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sItemRandomSuffixStore,       dbcPath, "ItemRandomSuffix.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sItemSetStore,                dbcPath, "ItemSet.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sLFGDungeonStore,             dbcPath, "LFGDungeons.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sLockStore,                   dbcPath, "Lock.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sMailTemplateStore,           dbcPath, "MailTemplate.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sMapStore,                    dbcPath, "Map.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sMapDifficultyStore,          dbcPath, "MapDifficulty.dbc");
    // fill data
    for (uint32 i = 1; i < sMapDifficultyStore.GetNumRows(); ++i)
        if (MapDifficultyEntry const* entry = sMapDifficultyStore.LookupEntry(i))
            sMapDifficultyMap[MAKE_PAIR32(entry->MapId, entry->Difficulty)] = MapDifficulty(entry->resetTime, entry->maxPlayers, entry->areaTriggerText[0] != '\0');
    sMapDifficultyStore.Clear();

    LoadDBC(availableDbcLocales, bad_dbc_files, sMovieStore,                  dbcPath, "Movie.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sOverrideSpellDataStore,      dbcPath, "OverrideSpellData.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sPvPDifficultyStore,          dbcPath, "PvpDifficulty.dbc");
    for (uint32 i = 0; i < sPvPDifficultyStore.GetNumRows(); ++i)
        if (PvPDifficultyEntry const* entry = sPvPDifficultyStore.LookupEntry(i))
            if (entry->bracketId > MAX_BATTLEGROUND_BRACKETS)
                ASSERT(false && "Need update MAX_BATTLEGROUND_BRACKETS by DBC data");

    LoadDBC(availableDbcLocales, bad_dbc_files, sQuestXPStore,                dbcPath, "QuestXP.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sQuestFactionRewardStore,     dbcPath, "QuestFactionReward.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sQuestSortStore,              dbcPath, "QuestSort.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sRandomPropertiesPointsStore, dbcPath, "RandPropPoints.dbc");

    LoadDBC(availableDbcLocales, bad_dbc_files, sScalingStatDistributionStore, dbcPath, "ScalingStatDistribution.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sScalingStatValuesStore,      dbcPath, "ScalingStatValues.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sSkillLineStore,              dbcPath, "SkillLine.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sSkillLineAbilityStore,       dbcPath, "SkillLineAbility.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sSoundEntriesStore,           dbcPath, "SoundEntries.dbc");
    LoadDBC(availableDbcLocales, bad_dbc_files, sSpellStore,                  dbcPath, "Spell.dbc", &CustomSpellEntryfmt, &CustomSpellEntryIndex);
    for (uint32 i = 1; i < sSpellStore.GetNumRows(); ++i)
    {
        SpellEntry const* spell = sSpellStore.LookupEntry(i);
        if (spell && spell->Category)
            sSpellCategoryStore[spell->Category].insert(i);
    }

    for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j)
开发者ID:Atreyos,项目名称:FaceCore,代码行数:67,代码来源:DBCStores.cpp

示例9: LoadDBCStores


//.........这里部分代码省略.........
            sCharFacialHairMap.insert({ entry->Race | (entry->Gender << 8) | (entry->Variation << 16), entry });

    for (CharSectionsEntry const* entry : sCharSectionsStore)
        if (entry->Race && ((1 << (entry->Race - 1)) & RACEMASK_ALL_PLAYABLE) != 0) // ignore nonplayable races
            sCharSectionMap.insert({ entry->GenType | (entry->Gender << 8) | (entry->Race << 16), entry });

    for (CharStartOutfitEntry const* outfit : sCharStartOutfitStore)
        sCharStartOutfitMap[outfit->Race | (outfit->Class << 8) | (outfit->Gender << 16)] = outfit;

    for (EmotesTextSoundEntry const* entry : sEmotesTextSoundStore)
        sEmotesTextSoundMap[EmotesTextSoundKey(entry->EmotesTextId, entry->RaceId, entry->SexId)] = entry;

    for (FactionEntry const* faction : sFactionStore)
    {
        if (faction->team)
        {
            SimpleFactionsList& flist = sFactionTeamMap[faction->team];
            flist.push_back(faction->ID);
        }
    }

    for (GameObjectDisplayInfoEntry const* info : sGameObjectDisplayInfoStore)
    {
        if (info->maxX < info->minX)
            std::swap(*(float*)(&info->maxX), *(float*)(&info->minX));
        if (info->maxY < info->minY)
            std::swap(*(float*)(&info->maxY), *(float*)(&info->minY));
        if (info->maxZ < info->minZ)
            std::swap(*(float*)(&info->maxZ), *(float*)(&info->minZ));
    }

    // fill data
    for (MapDifficultyEntry const* entry : sMapDifficultyStore)
        sMapDifficultyMap[MAKE_PAIR32(entry->MapId, entry->Difficulty)] = MapDifficulty(entry->resetTime, entry->maxPlayers, entry->areaTriggerText[0] != '\0');

    for (NamesProfanityEntry const* namesProfanity : sNamesProfanityStore)
    {
        ASSERT(namesProfanity->Language < TOTAL_LOCALES || namesProfanity->Language == -1);
        std::wstring wname;
        bool conversionResult = Utf8toWStr(namesProfanity->Name, wname);
        ASSERT(conversionResult);

        if (namesProfanity->Language != -1)
            NamesProfaneValidators[namesProfanity->Language].emplace_back(wname, Trinity::regex::perl | Trinity::regex::icase | Trinity::regex::optimize);
        else
            for (uint32 i = 0; i < TOTAL_LOCALES; ++i)
                NamesProfaneValidators[i].emplace_back(wname, Trinity::regex::perl | Trinity::regex::icase | Trinity::regex::optimize);
    }

    for (NamesReservedEntry const* namesReserved : sNamesReservedStore)
    {
        ASSERT(namesReserved->Language < TOTAL_LOCALES || namesReserved->Language == -1);
        std::wstring wname;
        bool conversionResult = Utf8toWStr(namesReserved->Name, wname);
        ASSERT(conversionResult);

        if (namesReserved->Language != -1)
            NamesReservedValidators[namesReserved->Language].emplace_back(wname, Trinity::regex::perl | Trinity::regex::icase | Trinity::regex::optimize);
        else
            for (uint32 i = 0; i < TOTAL_LOCALES; ++i)
                NamesReservedValidators[i].emplace_back(wname, Trinity::regex::perl | Trinity::regex::icase | Trinity::regex::optimize);
    }

    for (PvPDifficultyEntry const* entry : sPvPDifficultyStore)
    {
        ASSERT(entry->bracketId < MAX_BATTLEGROUND_BRACKETS, "PvpDifficulty bracket (%d) exceeded max allowed value (%d)", entry->bracketId, MAX_BATTLEGROUND_BRACKETS);
开发者ID:lasyan3,项目名称:TrinityCore,代码行数:67,代码来源:DBCStores.cpp

示例10: time

void InstanceResetScheduler::LoadResetTimes()
{
    time_t now = time(NULL);
    time_t today = (now / DAY) * DAY;
    time_t oldest_reset_time = now;

    // NOTE: Use DirectPExecute for tables that will be queried later

    // get the current reset times for normal instances (these may need to be updated)
    // these are only kept in memory for InstanceSaves that are loaded later
    // resettime = 0 in the DB for raid/heroic instances so those are skipped
    typedef std::pair<uint32 /*PAIR32(map,difficulty)*/, time_t> ResetTimeMapDiffType;
    typedef std::map<uint32, ResetTimeMapDiffType> InstResetTimeMapDiffType;
    InstResetTimeMapDiffType instResetTime;

    QueryResult *result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance WHERE resettime > 0");
    if( result )
    {
        do
        {
            if(time_t resettime = time_t((*result)[3].GetUInt64()))
            {
                uint32 id = (*result)[0].GetUInt32();
                uint32 mapid = (*result)[1].GetUInt32();
                uint32 difficulty = (*result)[2].GetUInt32();
                instResetTime[id] = ResetTimeMapDiffType(MAKE_PAIR32(mapid,difficulty), resettime);
            }
        }
        while (result->NextRow());
        delete result;

        // update reset time for normal instances with the max creature respawn time + X hours
        result = CharacterDatabase.Query("SELECT MAX(respawntime), instance FROM creature_respawn WHERE instance > 0 GROUP BY instance");
        if( result )
        {
            do
            {
                Field *fields = result->Fetch();
                uint32 instance = fields[1].GetUInt32();
                time_t resettime = time_t(fields[0].GetUInt64() + 2 * HOUR);
                InstResetTimeMapDiffType::iterator itr = instResetTime.find(instance);
                if(itr != instResetTime.end() && itr->second.second != resettime)
                {
                    CharacterDatabase.DirectPExecute("UPDATE instance SET resettime = '"UI64FMTD"' WHERE id = '%u'", uint64(resettime), instance);
                    itr->second.second = resettime;
                }
            }
            while (result->NextRow());
            delete result;
        }

        // schedule the reset times
        for(InstResetTimeMapDiffType::iterator itr = instResetTime.begin(); itr != instResetTime.end(); ++itr)
            if(itr->second.second > now)
                ScheduleReset(true, itr->second.second, InstanceResetEvent(RESET_EVENT_DUNGEON, PAIR32_LOPART(itr->second.first),Difficulty(PAIR32_HIPART(itr->second.first)),itr->first));
    }

    // load the global respawn times for raid/heroic instances
    uint32 diff = sWorld.getConfig(CONFIG_UINT32_INSTANCE_RESET_TIME_HOUR) * HOUR;
    result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset");
    if(result)
    {
        do
        {
            Field *fields = result->Fetch();
            uint32 mapid = fields[0].GetUInt32();
            Difficulty difficulty = Difficulty(fields[1].GetUInt32());
            uint64 oldresettime = fields[2].GetUInt64();

            MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
            if(!mapDiff)
            {
                sLog.outError("InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, difficulty);
                CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u' AND difficulty = '%u'", mapid,difficulty);
                continue;
            }

            // update the reset time if the hour in the configs changes
            uint32 offset = sMapStore.LookupEntry(mapid)->instanceResetOffset;
            uint64 start_point = INSTANCE_RESET_SCHEDULE_START_TIME + offset + diff;
            uint64 newresettime = start_point + uint32((oldresettime - start_point) / DAY) * DAY;
            if(oldresettime != newresettime)
                CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty = '%u'", newresettime, mapid, difficulty);

            SetResetTimeFor(mapid,difficulty,newresettime);
        } while(result->NextRow());
        delete result;
    }

    // clean expired instances, references to them will be deleted in CleanupInstances
    // must be done before calculating new reset times
    m_InstanceSaves._CleanupExpiredInstancesAtTime(now);

    // calculate new global reset times for expired instances and those that have never been reset yet
    // add the global reset times to the priority queue
    for(MapDifficultyMap::const_iterator itr = sMapDifficultyMap.begin(); itr != sMapDifficultyMap.end(); ++itr)
    {
        uint32 map_diff_pair = itr->first;
        uint32 mapid = PAIR32_LOPART(map_diff_pair);
        Difficulty difficulty = Difficulty(PAIR32_HIPART(map_diff_pair));
//.........这里部分代码省略.........
开发者ID:nos4r2zod,项目名称:mangos,代码行数:101,代码来源:InstanceSaveMgr.cpp

示例11: AddMenuItem

/**
 * @name AddMenuItem
 * @brief Adds a localized gossip menu item from db by menu id and menu item id.
 * @param menuId Gossip menu id.
 * @param menuItemId Gossip menu item id.
 * @param sender Identifier of the current menu.
 * @param action Custom action given to OnGossipHello.
 */
void GossipMenu::AddMenuItem(uint32 menuId, uint32 menuItemId, uint32 sender, uint32 action)
{
    /// Find items for given menu id.
    GossipMenuItemsMapBounds bounds = sObjectMgr->GetGossipMenuItemsMapBounds(menuId);
    /// Return if there are none.
    if (bounds.first == bounds.second)
        return;

    /// Iterate over each of them.
    for (GossipMenuItemsContainer::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
    {
        /// Find the one with the given menu item id.
        if (itr->second.OptionIndex != menuItemId)
            continue;

        /// Store texts for localization.
        std::string strOptionText = itr->second.OptionText;
        std::string strBoxText = itr->second.BoxText;

        /// Check need of localization.
        if (GetLocale() > LOCALE_enUS)
            /// Find localizations from database.
            if (GossipMenuItemsLocale const* no = sObjectMgr->GetGossipMenuItemsLocale(MAKE_PAIR32(menuId, menuItemId)))
            {
                /// Translate texts if there are any.
                ObjectMgr::GetLocaleString(no->OptionText, GetLocale(), strOptionText);
                ObjectMgr::GetLocaleString(no->BoxText, GetLocale(), strBoxText);
            }

        /// Add menu item with existing method. Menu item id -1 is also used in ADD_GOSSIP_ITEM macro.
        AddMenuItem(-1, itr->second.OptionIcon, strOptionText, sender, action, strBoxText, itr->second.BoxMoney, itr->second.BoxCoded);
    }
}
开发者ID:Exodius,项目名称:chuspi,代码行数:41,代码来源:GossipDef.cpp

示例12: GetMapDifficultyData

MapDifficulty const* GetMapDifficultyData(uint32 mapId, Difficulty difficulty)
{
    MapDifficultyMap::const_iterator itr = sMapDifficultyMap.find(MAKE_PAIR32(mapId,difficulty));
    return itr != sMapDifficultyMap.end() ? &itr->second : NULL;
}
开发者ID:ZajicekDuracel,项目名称:mangos,代码行数:5,代码来源:DBCStores.cpp

示例13: ResetTimeMapDiffType

void InstanceSaveManager::LoadResetTimes()
{
    time_t now = GameTime::GetGameTime();
    time_t today = (now / DAY) * DAY;

    // NOTE: Use DirectPExecute for tables that will be queried later

    // get the current reset times for normal instances (these may need to be updated)
    // these are only kept in memory for InstanceSaves that are loaded later
    // resettime = 0 in the DB for raid/heroic instances so those are skipped
    typedef std::pair<uint32 /*PAIR32(map, difficulty)*/, time_t> ResetTimeMapDiffType;
    typedef std::map<uint32, ResetTimeMapDiffType> InstResetTimeMapDiffType;
    InstResetTimeMapDiffType instResetTime;

    // index instance ids by map/difficulty pairs for fast reset warning send
    typedef std::multimap<uint32 /*PAIR32(map, difficulty)*/, uint32 /*instanceid*/ > ResetTimeMapDiffInstances;
    typedef std::pair<ResetTimeMapDiffInstances::const_iterator, ResetTimeMapDiffInstances::const_iterator> ResetTimeMapDiffInstancesBounds;
    ResetTimeMapDiffInstances mapDiffResetInstances;

    if (QueryResult result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance ORDER BY id ASC"))
    {
        do
        {
            Field* fields = result->Fetch();

            uint32 instanceId = fields[0].GetUInt32();

            // Mark instance id as being used
            sMapMgr->RegisterInstanceId(instanceId);

            if (time_t resettime = time_t(fields[3].GetUInt64()))
            {
                uint32 mapid = fields[1].GetUInt16();
                uint32 difficulty = fields[2].GetUInt8();

                instResetTime[instanceId] = ResetTimeMapDiffType(MAKE_PAIR32(mapid, difficulty), resettime);
                mapDiffResetInstances.insert(ResetTimeMapDiffInstances::value_type(MAKE_PAIR32(mapid, difficulty), instanceId));
            }
        }
        while (result->NextRow());

        // schedule the reset times
        for (InstResetTimeMapDiffType::iterator itr = instResetTime.begin(); itr != instResetTime.end(); ++itr)
            if (itr->second.second > now)
                ScheduleReset(true, itr->second.second, InstResetEvent(0, PAIR32_LOPART(itr->second.first), Difficulty(PAIR32_HIPART(itr->second.first)), itr->first));
    }

    // load the global respawn times for raid/heroic instances
    uint32 diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
    if (QueryResult result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset"))
    {
        do
        {
            Field* fields = result->Fetch();
            uint32 mapid = fields[0].GetUInt16();
            Difficulty difficulty = Difficulty(fields[1].GetUInt8());
            uint64 oldresettime = fields[2].GetUInt64();

            MapDifficulty const* mapDiff = GetMapDifficultyData(mapid, difficulty);
            if (!mapDiff)
            {
                TC_LOG_ERROR("misc", "InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, difficulty);

                PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GLOBAL_INSTANCE_RESETTIME);
                stmt->setUInt16(0, uint16(mapid));
                stmt->setUInt8(1, uint8(difficulty));
                CharacterDatabase.DirectExecute(stmt);
                continue;
            }

            // update the reset time if the hour in the configs changes
            uint64 newresettime = (oldresettime / DAY) * DAY + diff;
            if (oldresettime != newresettime)
            {
                PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
                stmt->setUInt64(0, uint64(newresettime));
                stmt->setUInt16(1, uint16(mapid));
                stmt->setUInt8(2, uint8(difficulty));
                CharacterDatabase.DirectExecute(stmt);
            }

            InitializeResetTimeFor(mapid, difficulty, newresettime);
        } while (result->NextRow());
    }

    // calculate new global reset times for expired instances and those that have never been reset yet
    // add the global reset times to the priority queue
    for (MapDifficultyMap::const_iterator itr = sMapDifficultyMap.begin(); itr != sMapDifficultyMap.end(); ++itr)
    {
        uint32 map_diff_pair = itr->first;
        uint32 mapid = PAIR32_LOPART(map_diff_pair);
        Difficulty difficulty = Difficulty(PAIR32_HIPART(map_diff_pair));
        MapDifficulty const* mapDiff = &itr->second;
        if (!mapDiff->resetTime)
            continue;

        // the reset_delay must be at least one day
        uint32 period = uint32(((mapDiff->resetTime * sWorld->getRate(RATE_INSTANCE_RESET_TIME))/DAY) * DAY);
        if (period < DAY)
            period = DAY;
//.........这里部分代码省略.........
开发者ID:Refuge89,项目名称:TrinityCore,代码行数:101,代码来源:InstanceSaveMgr.cpp

示例14: time

void InstanceSaveManager::LoadResetTimes()
{
    time_t now = time(NULL);
    time_t today = (now / DAY) * DAY;

    // NOTE: Use DirectPExecute for tables that will be queried later

    // get the current reset times for normal instances (these may need to be updated)
    // these are only kept in memory for InstanceSaves that are loaded later
    // resettime = 0 in the DB for raid/heroic instances so those are skipped
    typedef std::pair<uint32 /*PAIR32(map, difficulty)*/, time_t> ResetTimeMapDiffType;
    typedef std::map<uint32, ResetTimeMapDiffType> InstResetTimeMapDiffType;
    InstResetTimeMapDiffType instResetTime;

    // index instance ids by map/difficulty pairs for fast reset warning send
    typedef std::multimap<uint32 /*PAIR32(map, difficulty)*/, uint32 /*instanceid*/ > ResetTimeMapDiffInstances;
    ResetTimeMapDiffInstances mapDiffResetInstances;

    QueryResult result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance ORDER BY id ASC");
    if (result)
    {
        do
        {
            Field* fields = result->Fetch();

            uint32 instanceId = fields[0].GetUInt32();

            // Instances are pulled in ascending order from db and nextInstanceId is initialized with 1,
            // so if the instance id is used, increment until we find the first unused one for a potential new instance
            if (sMapMgr->GetNextInstanceId() == instanceId)
                sMapMgr->SetNextInstanceId(instanceId + 1);

            // Mark instance id as being used
            sMapMgr->RegisterInstanceId(instanceId);

            if (time_t resettime = time_t(fields[3].GetUInt32()))
            {
                uint32 mapid = fields[1].GetUInt16();
                uint32 difficulty = fields[2].GetUInt8();

                instResetTime[instanceId] = ResetTimeMapDiffType(MAKE_PAIR32(mapid, difficulty), resettime);
                mapDiffResetInstances.insert(ResetTimeMapDiffInstances::value_type(MAKE_PAIR32(mapid, difficulty), instanceId));
            }
        }
        while (result->NextRow());

        // update reset time for normal instances with the max creature respawn time + X hours
        if (PreparedQueryResult result2 = CharacterDatabase.Query(CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAX_CREATURE_RESPAWNS)))
        {
            do
            {
                Field* fields = result2->Fetch();
                uint32 instance = fields[1].GetUInt32();
                time_t resettime = time_t(fields[0].GetUInt32() + 2 * HOUR);
                InstResetTimeMapDiffType::iterator itr = instResetTime.find(instance);
                if (itr != instResetTime.end() && itr->second.second != resettime)
                {
                    CharacterDatabase.DirectPExecute("UPDATE instance SET resettime = '"UI64FMTD"' WHERE id = '%u'", uint64(resettime), instance);
                    itr->second.second = resettime;
                }
            }
            while (result->NextRow());
        }

        // schedule the reset times
        for (InstResetTimeMapDiffType::iterator itr = instResetTime.begin(); itr != instResetTime.end(); ++itr)
            if (itr->second.second > now)
                ScheduleReset(true, itr->second.second, InstResetEvent(0, PAIR32_LOPART(itr->second.first), Difficulty(PAIR32_HIPART(itr->second.first)), itr->first));
    }

    // load the global respawn times for raid/heroic instances
    uint32 diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
    result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset");
    if (result)
    {
        do
        {
            Field* fields = result->Fetch();
            uint32 mapid = fields[0].GetUInt16();
            Difficulty difficulty = Difficulty(fields[1].GetUInt8());
            uint64 oldresettime = fields[2].GetUInt32();

            MapDifficulty const* mapDiff = GetMapDifficultyData(mapid, difficulty);
            if (!mapDiff)
            {
                sLog->outError("InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, difficulty);
                CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u' AND difficulty = '%u'", mapid, difficulty);
                continue;
            }

            // update the reset time if the hour in the configs changes
            uint64 newresettime = (oldresettime / DAY) * DAY + diff;
            if (oldresettime != newresettime)
                CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '%u' WHERE mapid = '%u' AND difficulty = '%u'", uint32(newresettime), mapid, difficulty);

            SetResetTimeFor(mapid, difficulty, newresettime);
        } while (result->NextRow());
    }

    ResetTimeMapDiffInstances::const_iterator in_itr;
//.........这里部分代码省略.........
开发者ID:Krill156,项目名称:FreyaCore,代码行数:101,代码来源:InstanceSaveMgr.cpp

示例15: SetResetTimeFor

void InstanceSaveManager::SetResetTimeFor(uint32 mapid, Difficulty d, time_t t)
{
    ResetTimeByMapDifficultyMap::iterator itr = m_resetTimeByMapDifficulty.find(MAKE_PAIR32(mapid, d));
    ASSERT(itr != m_resetTimeByMapDifficulty.end());
    itr->second = t;
}
开发者ID:Refuge89,项目名称:TrinityCore,代码行数:6,代码来源:InstanceSaveMgr.cpp


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