本文整理汇总了C++中OUT_LOAD_INST_DATA函数的典型用法代码示例。如果您正苦于以下问题:C++ OUT_LOAD_INST_DATA函数的具体用法?C++ OUT_LOAD_INST_DATA怎么用?C++ OUT_LOAD_INST_DATA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OUT_LOAD_INST_DATA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: OUT_LOAD_INST_DATA
void instance_vault_of_archavon::Load(const char* chrIn)
{
if (!chrIn)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(chrIn);
std::istringstream loadStream(chrIn);
loadStream >> m_auiEncounter[0] >> m_auiEncounter[1] >> m_auiEncounter[2] >> m_auiEncounter[3];
for (uint8 i = 0; i < MAX_ENCOUNTER; ++i)
{
if (m_auiEncounter[i] == IN_PROGRESS)
m_auiEncounter[i] = NOT_STARTED;
}
OUT_LOAD_INST_DATA_COMPLETE;
}
示例2: Load
void Load(const char* in)
{
if (!in)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(in);
char dataHead1, dataHead2;
uint16 data0, data1, data2, data3, data4, data5, data6, data7, data8;
std::istringstream loadStream(in);
loadStream >> dataHead1 >> dataHead2 >> data0 >> data1 >> data2 >> data3
>> data4 >> data5 >> data6 >> data7 >> data8;
if (dataHead1 == 'G' && dataHead2 == 'D')
{
m_auiEncounter[0] = data0;
m_auiEncounter[1] = data1;
m_auiEncounter[2] = data2;
m_auiEncounter[3] = data3;
m_auiEncounter[4] = data4;
uiSladRanStatueState = GOState(data5);
uiMoorabiStatueState = GOState(data6);
uiDrakkariColossusStatueState = GOState(data7);
uiGalDarahStatueState = GOState(data8);
if (uiSladRanStatueState == GO_STATE_ACTIVE_ALTERNATIVE && uiMoorabiStatueState == GO_STATE_ACTIVE_ALTERNATIVE
&& uiDrakkariColossusStatueState == GO_STATE_ACTIVE_ALTERNATIVE && uiGalDarahStatueState == GO_STATE_ACTIVE_ALTERNATIVE)
spawnSupport = true;
for (uint8 i = 0; i < MAX_ENCOUNTER; ++i)
if (m_auiEncounter[i] == IN_PROGRESS)
m_auiEncounter[i] = NOT_STARTED;
} else OUT_LOAD_INST_DATA_FAIL;
OUT_LOAD_INST_DATA_COMPLETE;
}
示例3: Load
void Load(const char* in)
{
if (!in)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(in);
char dataHead1, dataHead2;
uint16 data0,data1,data2,data3,data4,data5,data6,data7,data8,data9,data10,data11;
std::istringstream loadStream(in);
loadStream >> dataHead1 >> dataHead2 >> data0 >> data1 >> data2 >> data3 >> data4 >> data5 >> data6
>> data7 >> data8 >> data9 >> data10 >> data11;
if (dataHead1 == 'I' && dataHead2 == 'C')
{
auiEncounter[0] = data0;
auiEncounter[1] = data1;
auiEncounter[2] = data2;
auiEncounter[3] = data3;
auiEncounter[4] = data4;
auiEncounter[5] = data5;
auiEncounter[6] = data6;
auiEncounter[7] = data7;
auiEncounter[8] = data8;
auiEncounter[9] = data9;
auiEncounter[10] = data10;
auiEncounter[11] = data11;
for (uint8 i = 0; i < MAX_ENCOUNTER; ++i)
if (auiEncounter[i] == IN_PROGRESS)
auiEncounter[i] = NOT_STARTED;
} else OUT_LOAD_INST_DATA_FAIL;
OUT_LOAD_INST_DATA_COMPLETE;
}
示例4: Load
void Load(const char* in)
{
if (!in)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(in);
char dataHead1, dataHead2;
uint16 data0, data1, data2, data3, data4, data5;
std::istringstream loadStream(in);
loadStream >> dataHead1 >> dataHead2 >> data0 >> data1 >> data2 >> data3 >> data4 >> data5;
if (dataHead1 == 'T' && dataHead2 == 'C')
{
m_auiEncounter[0] = data0;
m_auiEncounter[1] = data1;
m_auiEncounter[2] = data2;
m_auiEncounter[3] = data3;
for (uint8 i = 0; i < MAX_ENCOUNTER; ++i)
if (m_auiEncounter[i] == IN_PROGRESS)
m_auiEncounter[i] = NOT_STARTED;
uiGrandChampionsDeaths = data4;
uiMovementDone = data5;
} else OUT_LOAD_INST_DATA_FAIL;
OUT_LOAD_INST_DATA_COMPLETE;
}
示例5: Load
void Load(char const* str)
{
if (!str)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(str);
char dataHead1, dataHead2;
std::istringstream loadStream(str);
loadStream >> dataHead1 >> dataHead2;
if (dataHead1 == 'Z' && dataHead2 == 'A')
{
for (uint8 i = 0; i < EncounterCount; ++i)
{
uint32 tmpState;
loadStream >> tmpState;
if (tmpState == IN_PROGRESS || tmpState > SPECIAL)
tmpState = NOT_STARTED;
SetBossState(i, EncounterState(tmpState));
}
loadStream >> ZulAmanState;
loadStream >> SpeedRunTimer;
loadStream >> ZulAmanBossCount;
if (ZulAmanState == IN_PROGRESS && SpeedRunTimer && SpeedRunTimer <= 15)
{
events.ScheduleEvent(EVENT_UPDATE_ZULAMAN_TIMER, 60000);
DoUpdateWorldState(WORLD_STATE_ZULAMAN_TIMER_ENABLED, 1);
DoUpdateWorldState(WORLD_STATE_ZULAMAN_TIMER, SpeedRunTimer);
}
}
else
示例6: OUT_LOAD_INST_DATA
void instance_scholomance::Load(const char* chrIn)
{
if (!chrIn)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(chrIn);
std::istringstream loadStream(chrIn);
loadStream >> m_auiEncounter[0] >> m_auiEncounter[1] >> m_auiEncounter[2] >> m_auiEncounter[3] >> m_auiEncounter[4]
>> m_auiEncounter[5] >> m_auiEncounter[6] >> m_auiEncounter[7] >> m_auiEncounter[8] >> m_auiEncounter[9];
for (uint8 i = 0; i < MAX_ENCOUNTER; ++i)
if (m_auiEncounter[i] == IN_PROGRESS)
{
m_auiEncounter[i] = NOT_STARTED;
}
OUT_LOAD_INST_DATA_COMPLETE;
}
示例7: Load
void Load(const char* chrIn)
{
if (!chrIn)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(chrIn);
std::istringstream loadStream(chrIn);
loadStream >> m_auiEncounter[0] >> m_auiEncounter[1] >> m_auiEncounter[2] >> m_auiEncounter[3]
>> m_auiEncounter[4] >> m_auiEncounter[5] >> m_auiEncounter[6] >> m_auiEncounter[7]
>> m_auiEncounter[8] >> m_auiEncounter[9];
for (uint8 i = 0; i < MAX_ENCOUNTER; ++i)
if (m_auiEncounter[i] == IN_PROGRESS) // Do not load an encounter as "In Progress" - reset it instead.
m_auiEncounter[i] = NOT_STARTED;
OUT_LOAD_INST_DATA_COMPLETE;
}
示例8: OUT_LOAD_INST_DATA
void instance_icecrown_citadel::Load(const char* chrIn)
{
if (!chrIn)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(chrIn);
std::istringstream loadStream(chrIn);
for(uint8 i = 0; i < MAX_ENCOUNTERS; ++i)
{
loadStream >> m_auiEncounter[i];
if (m_auiEncounter[i] == IN_PROGRESS && i >= 1)
m_auiEncounter[i] = NOT_STARTED;
}
OUT_LOAD_INST_DATA_COMPLETE;
}
示例9: Load
void Load(const char* chrIn)
{
if (!chrIn)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(chrIn);
std::istringstream loadStream(chrIn);
for(uint8 i = 0; i < MAX_ENCOUNTERS; ++i)
{
loadStream >> m_auiEncounter[i];
if (m_auiEncounter[i] == IN_PROGRESS
|| m_auiEncounter[i] == FAIL)
m_auiEncounter[i] = NOT_STARTED;
}
m_auiEncounter[TYPE_XERESTRASZA] = NOT_STARTED;
OUT_LOAD_INST_DATA_COMPLETE;
OpenAllDoors();
}
示例10: OUT_LOAD_INST_DATA
void InstanceScript::Load(char const* data)
{
if (!data)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(data);
std::istringstream loadStream(data);
if (ReadSaveDataHeaders(loadStream))
{
ReadSaveDataBossStates(loadStream);
ReadSaveDataMore(loadStream);
}
else
OUT_LOAD_INST_DATA_FAIL;
OUT_LOAD_INST_DATA_COMPLETE;
}
示例11: Load
void Load(const char* strIn)
{
if (!strIn)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(strIn);
std::istringstream loadStream(strIn);
for(uint8 i = 0; i < MAX_ENCOUNTER; ++i)
{
loadStream >> m_auiEncounter[i];
if (m_auiEncounter[i] == IN_PROGRESS)
m_auiEncounter[i] = NOT_STARTED;
}
OUT_LOAD_INST_DATA_COMPLETE;
}
示例12: OUT_LOAD_INST_DATA
void instance_sunwell_plateau::Load(const char* in)
{
if (!in)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(in);
std::istringstream loadStream(in);
loadStream >> m_auiEncounter[0] >> m_auiEncounter[1] >> m_auiEncounter[2] >>
m_auiEncounter[3] >> m_auiEncounter[4] >> m_auiEncounter[5];
for (uint8 i = 0; i < MAX_ENCOUNTER; ++i)
{
if (m_auiEncounter[i] == IN_PROGRESS)
m_auiEncounter[i] = NOT_STARTED;
}
OUT_LOAD_INST_DATA_COMPLETE;
}
示例13: OUT_LOAD_INST_DATA
void instance_sunken_temple::Load(const char* chrIn)
{
if (!chrIn)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(chrIn);
std::istringstream loadStream(chrIn);
loadStream >> m_auiEncounter[0] >> m_auiEncounter[1] >> m_auiEncounter[2] >> m_auiEncounter[3] >> m_auiEncounter[4];
for (uint8 i = 0; i < MAX_ENCOUNTER; ++i)
{
// Here a bit custom, to have proper mechanics for the statue events
if (m_auiEncounter[i] != DONE)
m_auiEncounter[i] = NOT_STARTED;
}
OUT_LOAD_INST_DATA_COMPLETE;
}
示例14: OUT_LOAD_INST_DATA
void instance_blackrock_depths::Load(const char* chrIn)
{
if (!chrIn)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(chrIn);
std::istringstream loadStream(chrIn);
loadStream >> m_auiEncounter[0] >> m_auiEncounter[1] >> m_auiEncounter[2] >> m_auiEncounter[3]
>> m_auiEncounter[4] >> m_auiEncounter[5] >> m_auiEncounter[6] >> m_auiEncounter[7]
>> m_auiEncounter[8] >> m_auiEncounter[9] >> m_auiEncounter[10] >> m_auiEncounter[11]
>> m_auiEncounter[12];
for (uint8 i = 0; i < MAX_ENCOUNTER; ++i)
if (m_auiEncounter[i] == IN_PROGRESS && i != TYPE_IRON_HALL) // specific check for Iron Hall event: once started, it never stops, the Ironhall Guardians switch to flamethrower mode and never stop even after event completion, i.e. the event remains started if Magmus resets
m_auiEncounter[i] = NOT_STARTED;
OUT_LOAD_INST_DATA_COMPLETE;
}
示例15: Load
void Load(const char* in)
{
if (!in)
{
OUT_LOAD_INST_DATA_FAIL;
return;
}
OUT_LOAD_INST_DATA(in);
std::istringstream loadStream(in);
loadStream >> Encounters[0] >> Encounters[1] >> Encounters[2] >> Encounters[3];
for(uint8 i = 0; i < ENCOUNTERS; ++i)
{
if (Encounters[i] == IN_PROGRESS)
Encounters[i] = NOT_STARTED;
}
OUT_LOAD_INST_DATA_COMPLETE;
}