本文整理汇总了C++中NextStep函数的典型用法代码示例。如果您正苦于以下问题:C++ NextStep函数的具体用法?C++ NextStep怎么用?C++ NextStep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NextStep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: SetData
void SetData(uint32 uiI, uint32 uiValue)
{
switch (uiI)
{
case 1:
SetEscortPaused(true);
DoScriptText(SAY_BLASTMASTER_0, me);
NextStep(1500, true);
break;
case 2:
if (!pInstance)
return;
switch (uiValue)
{
case 1:
pInstance->SetData(TYPE_EVENT, IN_PROGRESS);
break;
case 2:
pInstance->SetData(TYPE_EVENT, DONE);
NextStep(5000, false, 22);
break;
}
break;
}
}
示例2: UpdateAI
void UpdateAI(uint32 uiDiff)
{
ScriptedAI::UpdateAI(uiDiff);
if (uiTimer <= uiDiff)
{
switch (uiPhase)
{
case 1:
DoSummonGrandChampion(uiSecondBoss);
NextStep(10000, true);
break;
case 2:
DoSummonGrandChampion(uiThirdBoss);
NextStep(0, false);
break;
case 3:
if (!Champion1List.empty())
{
for (std::list<uint64>::const_iterator itr = Champion1List.begin(); itr != Champion1List.end(); ++itr)
if (Creature* summon = Unit::GetCreature(*me, *itr))
AggroAllPlayers(summon);
NextStep(0, false);
}
break;
}
} else uiTimer -= uiDiff;
if (!UpdateVictim())
return;
}
示例3: UpdateAI
void UpdateAI(const uint32 uiDiff)
{
if (m_bEventEnded || !m_bEventStarted)
return;
if (m_uiEventTimer <= uiDiff)
{
switch (m_uiEventPhase)
{
case 0:
DoScriptText(SAY_COUNCIL_INTRO_1, m_creature);
NextStep(15000);
break;
case 1:
DoScriptText(SAY_COUNCIL_INTRO_2, m_creature);
NextStep(5000);
break;
case 2:
// raise princes
if (m_pInstance)
{
if (Creature *pTaldaram = m_pInstance->GetSingleCreatureFromStorage(NPC_TALDARAM))
{
pTaldaram->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
pTaldaram->RemoveAurasDueToSpell(SPELL_FEIGN_DEATH);
pTaldaram->SetInCombatWithZone();
}
if (Creature *pKeleseth = m_pInstance->GetSingleCreatureFromStorage(NPC_KELESETH))
{
pKeleseth->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
pKeleseth->RemoveAurasDueToSpell(SPELL_FEIGN_DEATH);
pKeleseth->SetInCombatWithZone();
}
if (Creature *pValanar = m_pInstance->GetSingleCreatureFromStorage(NPC_VALANAR))
{
pValanar->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
pValanar->RemoveAurasDueToSpell(SPELL_FEIGN_DEATH);
pValanar->SetInCombatWithZone();
}
}
m_creature->SetVisibility(VISIBILITY_OFF);
m_bEventEnded = true;
break;
default:
break;
}
}
else
m_uiEventTimer -= uiDiff;
}
示例4: UpdateAI
void UpdateAI(const uint32 uiDiff)
{
if (!m_bIsEventStarted || m_bIsEventFinished)
return;
if (m_uiEventTimer <= uiDiff)
{
switch (m_uiStep)
{
case 0:
break;
case 1:
DoScriptText(SAY_SVALNA_1, m_creature);
NextStep(12000);
break;
case 2:
/*if (Unit* pCrok = m_pInstance->GetSingleCreatureFromStorage(NPC_CROK))
{
DoScriptText(SAY_CROK_1, pCrok);
pCrok->GetMotionMaster()->MovePoint(0, SpawnLoc[0].x, SpawnLoc[0].y, SpawnLoc[0].z, SpawnLoc[0].o);
}
if (Unit* pArnath = m_pInstance->GetSingleCreatureFromStorage(NPC_ARNATH))
pArnath->GetMotionMaster()->MovePoint(0, SpawnLoc[1].x, SpawnLoc[1].y, SpawnLoc[1].z, SpawnLoc[1].o);
if (Unit* pBrandon = m_pInstance->GetSingleCreatureFromStorage(NPC_BRANDON))
pBrandon->GetMotionMaster()->MovePoint(0, SpawnLoc[2].x, SpawnLoc[2].y, SpawnLoc[2].z, SpawnLoc[2].o);
if (Unit* pGrondel = m_pInstance->GetSingleCreatureFromStorage(NPC_GRONDEL))
pGrondel->GetMotionMaster()->MovePoint(0, SpawnLoc[3].x, SpawnLoc[3].y, SpawnLoc[3].z, SpawnLoc[3].o);
if (Unit* pRupert = m_pInstance->GetSingleCreatureFromStorage(NPC_RUPERT))
pRupert->GetMotionMaster()->MovePoint(0, SpawnLoc[4].x, SpawnLoc[4].y, SpawnLoc[4].z, SpawnLoc[4].o);*/
NextStep();
break;
case 3:
break;
case 4:
DoScriptText(SAY_SVALNA_2, m_creature);
NextStep(30000);
break;
case 5:
DoScriptText(SAY_SVALNA_3, m_creature);
NextStep();
break;
default:
break;
}
}
else
m_uiEventTimer -= uiDiff;
}
示例5: PlayGame
int PlayGame(int *Parameter){
Board gameBoard,nextBoard;
int i;
int maxLevel;
InitGame(gameBoard);
PrintBoard(gameBoard);
while (1){
NextStep(nextBoard,gameBoard, Parameter, COUNT_STEP, MoveLeft, MoveRight, MoveUp, MoveDown);
UpdateBoard(gameBoard,nextBoard);
maxLevel = FinishGame(gameBoard);
if ( maxLevel != 0){
break;
}
if (PLAY_MODE == 1)
if ( TotalScore > 1000)
Sleep(1000);
else
Sleep(100);
}
return maxLevel;
}
示例6: if
bool CFX_LedRandomAnimation::UpdateAnimation(int timeStep)
{
bool returnval = false;
m_stepIncrement++;
m_brightness += m_brightnessIncrement;
if (m_brightness > 255)
{
m_output->SetBrightness(255);
}
else if (m_brightness < 0)
{
m_output->SetBrightness(0);
}
else
{
m_output->SetBrightness(m_brightness);
}
if (m_stepIncrement >= m_totalIncrements)
{
NextStep();
returnval = true;
}
return returnval;
}
示例7: IsConfigInfoValid
/*
* NOTE: This function has an important side effect. If this machine
* is not the first in a new cell, then this function will get the
* cell name from the config info. The cell name may be needed in
* config calls that come later, and so this function must be called
* before they are.
*/
static int IsConfigInfoValid(BOOL& bValid, afs_status_t& nStatus)
{
if (bCancel)
return FALSE;
afs_status_t configStatus;
char *pszCellName = 0;
NextStep(IDS_CHECK_CONFIG_INFO);
bValid = FALSE;
g_LogFile.Write("Is there valid configuration information on this machine: ");
int nResult = cfg_HostQueryStatus(GetHostnameA(), &configStatus, &pszCellName, &nStatus);
if (!nResult)
return FALSE;
g_LogFile.WriteBoolResult((configStatus == 0));
if (configStatus == 0)
lstrncpy(g_CfgData.szCellName, A2S(pszCellName), MAX_CELL_NAME_LEN);
else
g_LogFile.WriteError("The configuration information on this host is not valid", configStatus);
bValid = (BOOL)(configStatus == 0);
return TRUE;
}
示例8: UpdateAI
void UpdateAI(const uint32 diff)
{
if (YellTimer <= diff)
{
if (EventStarted)
YellTimer = NextStep(Step++);
} else YellTimer -= diff;
if (Step >= 7 && Step <= 12)
{
Unit* arca = Unit::GetUnit(*me, ArcanagosGUID);
if (FireArcanagosTimer <= diff)
{
if (arca)
arca->CastSpell(me, SPELL_FIRE_BALL, false);
FireArcanagosTimer = 6000;
} else FireArcanagosTimer -= diff;
if (FireMedivhTimer <= diff)
{
if (arca)
DoCast(arca, SPELL_FIRE_BALL);
FireMedivhTimer = 5000;
} else FireMedivhTimer -= diff;
}
}
示例9: SetData
void SetData(uint32 uiType, uint32 uiData)
{
switch (uiType)
{
case DATA_START:
if (GameObject* pGO = GameObject::GetGameObject(*me, pInstance->GetData64(DATA_MAIN_GATE)))
pInstance->HandleGameObject(pGO->GetGUID(),true);
if (GameObject* pGO = GameObject::GetGameObject(*me, pInstance->GetData64(DATA_MAIN_GATE1)))
pInstance->HandleGameObject(pGO->GetGUID(),false);
DoScriptText(SAY_START, me);
DoSummonGrandChampion(uiFirstBoss);
NextStep(10000,false,1);
break;
case DATA_IN_POSITION: //movement done.
me->SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE);
me->GetMotionMaster()->MovePoint(1,735.898, 651.961, 411.93);
DoScriptText(SAY_START2, me);
if (GameObject* pGO = GameObject::GetGameObject(*me, pInstance->GetData64(DATA_MAIN_GATE)))
pInstance->HandleGameObject(pGO->GetGUID(),false);
NextStep(20000,false,3);
break;
case DATA_LESSER_CHAMPIONS_DEFEATED:
{
++uiLesserChampions;
std::list<uint64> TempList;
if (uiLesserChampions == 3 || uiLesserChampions == 6)
{
switch(uiLesserChampions)
{
case 3:
TempList = Champion2List;
break;
case 6:
TempList = Champion3List;
break;
}
for (std::list<uint64>::const_iterator itr = TempList.begin(); itr != TempList.end(); ++itr)
if (Creature* pSummon = Unit::GetCreature(*me, *itr))
AggroAllPlayers(pSummon);
}else if (uiLesserChampions == 9)
StartGrandChampionsAttack();
break;
}
}
}
示例10: UpdateAI
void UpdateAI(const uint32 diff) {
if (SayTimer <= diff) {
if (EventStarted) {
SayTimer = NextStep(Step++);
}
} else
SayTimer -= diff;
}
示例11: switch
DWORD ISequence::Next(void)
{
switch(m_seq_type)
{
case SEQ_STEP: NextStep(); break;
case SEQ_FUNCTION: sequence_func(); break;
}
return m_dwNumber;
}
示例12: UpdateAI
void UpdateAI(const uint32 diff)
{
if (StepsTimer <= diff)
{
if (Intro)
StepsTimer = NextStep(++Steps);
}
else StepsTimer -= diff;
}
示例13: UpdateAI
void UpdateAI(const uint32 diff)
{
if (SayTimer <= diff)
{
if (EventStarted)
SayTimer = NextStep(++Step);
}
else SayTimer -= diff;
}
示例14: UpdateAI
void UpdateAI(uint32 diff) override
{
if (SayTimer <= diff)
{
if (EventStarted)
SayTimer = NextStep(Step++);
}
else
SayTimer -= diff;
}
示例15: NextStep
void AntennaMissionState::Retry(std::uint8_t limit)
{
if ((this->_retryCount + 1) == limit)
{
NextStep();
}
else
{
++this->_retryCount;
}
}