本文整理汇总了C++中SetData函数的典型用法代码示例。如果您正苦于以下问题:C++ SetData函数的具体用法?C++ SetData怎么用?C++ SetData使用的例子?那么, 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SetData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: switch
void instance_stratholme::SetData(uint32 uiType, uint32 uiData)
{
// TODO: Remove the hard-coded indexes from array accessing
switch (uiType)
{
case TYPE_BARON_RUN:
switch (uiData)
{
case IN_PROGRESS:
if (m_auiEncounter[uiType] == IN_PROGRESS || m_auiEncounter[uiType] == FAIL)
{
break;
}
DoOrSimulateScriptTextForThisInstance(SAY_ANNOUNCE_RUN_START, NPC_BARON);
m_uiBaronRunTimer = 45 * MINUTE * IN_MILLISECONDS;
debug_log("SD2: Instance Stratholme: Baron run in progress.");
break;
case FAIL:
// may add code to remove aura from players, but in theory the time should be up already and removed.
break;
case DONE:
m_uiBaronRunTimer = 0;
break;
}
m_auiEncounter[uiType] = uiData;
break;
case TYPE_BARONESS:
case TYPE_NERUB:
case TYPE_PALLID:
m_auiEncounter[uiType] = uiData;
if (uiData == DONE)
{
DoSortZiggurats();
DoUseDoorOrButton(m_zigguratStorage[uiType - TYPE_BARONESS].m_doorGuid);
}
if (uiData == SPECIAL)
{
StartSlaugtherSquare();
}
break;
case TYPE_RAMSTEIN:
if (uiData == SPECIAL)
{
if (m_auiEncounter[uiType] != SPECIAL && m_auiEncounter[uiType] != DONE)
{
m_uiSlaugtherSquareTimer = 20000; // TODO - unknown, also possible that this is not the very correct place..
DoUseDoorOrButton(GO_PORT_GAUNTLET);
}
uint32 uiCount = m_sAbomnationGUID.size();
for (GuidSet::iterator itr = m_sAbomnationGUID.begin(); itr != m_sAbomnationGUID.end();)
{
if (Creature* pAbom = instance->GetCreature(*itr))
{
++itr;
if (!pAbom->IsAlive())
{
--uiCount;
}
}
else
{
// Remove obsolete guid from set and decrement count
m_sAbomnationGUID.erase(itr++);
--uiCount;
}
}
if (!uiCount)
{
// Old Comment: a bit itchy, it should close GO_ZIGGURAT_DOOR_4 door after 10 secs, but it doesn't. skipping it for now.
// However looks like that this door is no more closed
DoUseDoorOrButton(GO_ZIGGURAT_DOOR_4);
// No more handlng of Abomnations
m_uiSlaugtherSquareTimer = 0;
if (Creature* pBaron = GetSingleCreatureFromStorage(NPC_BARON))
{
DoScriptText(SAY_ANNOUNCE_RAMSTEIN, pBaron);
if (Creature* pRamstein = pBaron->SummonCreature(NPC_RAMSTEIN, aStratholmeLocation[2].m_fX, aStratholmeLocation[2].m_fY, aStratholmeLocation[2].m_fZ, aStratholmeLocation[2].m_fO, TEMPSUMMON_DEAD_DESPAWN, 0))
{
pRamstein->GetMotionMaster()->MovePoint(0, aStratholmeLocation[3].m_fX, aStratholmeLocation[3].m_fY, aStratholmeLocation[3].m_fZ);
}
debug_log("SD2: Instance Stratholme - Slaugther event: Ramstein spawned.");
}
}
else
{
debug_log("SD2: Instance Stratholme - Slaugther event: %u Abomnation left to kill.", uiCount);
}
}
// After fail aggroing Ramstein means wipe on Ramstein, so close door again
if (uiData == IN_PROGRESS && m_auiEncounter[uiType] == FAIL)
{
DoUseDoorOrButton(GO_PORT_GAUNTLET);
}
//.........这里部分代码省略.........
示例2: SetData
VectorBuffer::VectorBuffer(const PODVector<unsigned char>& data)
{
SetData(data);
}
示例3: CCryTBBitmap
tb::TBBitmap* CCryTBRenderer::CreateBitmap(int width, int height, tb::uint32* data)
{
auto pBM = new CCryTBBitmap(width, height);
pBM->SetData(data);
return pBM;
}
示例4: OnCreatureDeath
void OnCreatureDeath(Creature* pCreature)
{
switch (pCreature->GetEntry())
{
case NPC_GREYMIST_COASTRUNNNER:
if (pCreature->IsTemporarySummon()) // Only count the ones summoned for Murkdeep quest
{
++m_uiMurkdeepAdds_KilledAddCount;
// If all 3 coastrunners are killed, summon 2 warriors
if (m_uiMurkdeepAdds_KilledAddCount == 3)
{
float fX, fY, fZ;
for (uint8 i = 0; i < 2; ++i)
{
pCreature->GetRandomPoint(aSpawnLocations[POS_IDX_MURKDEEP_SPAWN][0], aSpawnLocations[POS_IDX_MURKDEEP_SPAWN][1], aSpawnLocations[POS_IDX_MURKDEEP_SPAWN][2], 5.0f, fX, fY, fZ);
if (Creature* pTemp = pCreature->SummonCreature(NPC_GREYMIST_WARRIOR, fX, fY, fZ, aSpawnLocations[POS_IDX_MURKDEEP_SPAWN][3], TEMPSPAWN_DEAD_DESPAWN, 0))
{
pTemp->SetWalk(false);
pTemp->GetRandomPoint(aSpawnLocations[POS_IDX_MURKDEEP_MOVE][0], aSpawnLocations[POS_IDX_MURKDEEP_MOVE][1], aSpawnLocations[POS_IDX_MURKDEEP_MOVE][2], 5.0f, fX, fY, fZ);
pTemp->GetMotionMaster()->MovePoint(0, fX, fY, fZ);
}
}
m_uiMurkdeepAdds_KilledAddCount = 0;
}
}
break;
case NPC_GREYMIST_WARRIOR:
if (pCreature->IsTemporarySummon()) // Only count the ones summoned for Murkdeep quest
{
++m_uiMurkdeepAdds_KilledAddCount;
// After the 2 warriors are killed, Murkdeep spawns, along with a hunter
if (m_uiMurkdeepAdds_KilledAddCount == 2)
{
float fX, fY, fZ;
for (uint8 i = 0; i < 2; ++i)
{
pCreature->GetRandomPoint(aSpawnLocations[POS_IDX_MURKDEEP_SPAWN][0], aSpawnLocations[POS_IDX_MURKDEEP_SPAWN][1], aSpawnLocations[POS_IDX_MURKDEEP_SPAWN][2], 5.0f, fX, fY, fZ);
if (Creature* pTemp = pCreature->SummonCreature(!i ? NPC_MURKDEEP : NPC_GREYMIST_HUNTER, fX, fY, fZ, aSpawnLocations[POS_IDX_MURKDEEP_SPAWN][3], TEMPSPAWN_DEAD_DESPAWN, 0))
{
pTemp->SetWalk(false);
pTemp->GetRandomPoint(aSpawnLocations[POS_IDX_MURKDEEP_MOVE][0], aSpawnLocations[POS_IDX_MURKDEEP_MOVE][1], aSpawnLocations[POS_IDX_MURKDEEP_MOVE][2], 5.0f, fX, fY, fZ);
pTemp->GetMotionMaster()->MovePoint(0, fX, fY, fZ);
}
}
m_uiMurkdeepAdds_KilledAddCount = 0;
}
}
break;
case NPC_OMEN:
SetData(TYPE_OMEN, DONE);
break;
case NPC_THE_WINDREAVER:
DoDespawnElementalRifts(ELEMENTAL_AIR);
break;
case NPC_PRINCESS_TEMPESTRIA:
DoDespawnElementalRifts(ELEMENTAL_WATER);
break;
case NPC_BARON_CHARR:
DoDespawnElementalRifts(ELEMENTAL_FIRE);
break;
case NPC_AVALANCHION:
DoDespawnElementalRifts(ELEMENTAL_EARTH);
break;
}
}
示例5: switch
void instance_blackwing_lair::Update(uint32 uiDiff)
{
// Scepter of the Shifting Sand epic quest line
if (m_uiScepterEpicTimer)
{
if (m_uiScepterEpicTimer <= uiDiff)
{
switch (m_uiScepterQuestStep)
{
case 0: // On quest acceptance
DoOrSimulateScriptTextForThisInstance(YELL_REDSHARD_TAUNT_1, NPC_LORD_VICTOR_NEFARIUS);
m_uiScepterEpicTimer = 2 * HOUR * IN_MILLISECONDS;
break;
case 1: // 2 hours time mark
switch (urand(0, 1))
{
case 0:
DoOrSimulateScriptTextForThisInstance(YELL_REDSHARD_TAUNT_2, NPC_LORD_VICTOR_NEFARIUS);
DoOrSimulateScriptTextForThisInstance(EMOTE_REDSHARD_TAUNT_1, NPC_LORD_VICTOR_NEFARIUS);
break;
case 1:
DoOrSimulateScriptTextForThisInstance(YELL_REDSHARD_TAUNT_3, NPC_LORD_VICTOR_NEFARIUS);
break;
}
m_uiScepterEpicTimer = 2 * HOUR * IN_MILLISECONDS;
break;
case 2: // 1 hour left
switch (urand(0, 1))
{
case 0:
DoOrSimulateScriptTextForThisInstance(YELL_REDSHARD_TAUNT_4, NPC_LORD_VICTOR_NEFARIUS);
break;
case 1:
DoOrSimulateScriptTextForThisInstance(YELL_REDSHARD_TAUNT_5, NPC_LORD_VICTOR_NEFARIUS);
break;
}
m_uiScepterEpicTimer = 30 * MINUTE * IN_MILLISECONDS;
break;
case 3: // 30 min left
DoOrSimulateScriptTextForThisInstance(YELL_REDSHARD_TAUNT_6, NPC_LORD_VICTOR_NEFARIUS);
m_uiScepterEpicTimer = 30 * MINUTE * IN_MILLISECONDS;
break;
case 4: // Failure
SetData(TYPE_QUEST_SCEPTER, FAIL);
if (GetData(TYPE_NEFARIAN) == NOT_STARTED)
{
DoOrSimulateScriptTextForThisInstance(EMOTE_REDSHARD_TAUNT_2, NPC_LORD_VICTOR_NEFARIUS);
DoOrSimulateScriptTextForThisInstance(YELL_REDSHARD_TAUNT_7, NPC_LORD_VICTOR_NEFARIUS);
}
default: // Something weird happened: stop timer and fail the event
m_uiScepterEpicTimer = 0;
SetData(TYPE_QUEST_SCEPTER, FAIL);
break;
}
m_uiScepterQuestStep++;
}
else
m_uiScepterEpicTimer -= uiDiff;
}
// Reset Razorgore in case of wipe
if (m_uiResetTimer)
{
if (m_uiResetTimer <= uiDiff)
{
// Respawn Razorgore
if (Creature* pRazorgore = GetSingleCreatureFromStorage(NPC_RAZORGORE))
{
if (!pRazorgore->isAlive())
pRazorgore->Respawn();
}
// Respawn the Dragon Eggs
for (GuidList::const_iterator itr = m_lDragonEggsGuids.begin(); itr != m_lDragonEggsGuids.end(); ++itr)
{
if (GameObject* pEgg = instance->GetGameObject(*itr))
{
if (!pEgg->isSpawned())
pEgg->Respawn();
}
}
m_uiResetTimer = 0;
}
else
m_uiResetTimer -= uiDiff;
}
if (GetData(TYPE_RAZORGORE) != IN_PROGRESS)
return;
if (m_uiDefenseTimer < uiDiff)
{
// Randomize generators
std::random_shuffle(m_vGeneratorGuids.begin(), m_vGeneratorGuids.end());
// Spawn the defenders
for (uint8 i = 0; i < MAX_EGGS_DEFENDERS; ++i)
{
Creature* pGenerator = instance->GetCreature(m_vGeneratorGuids[i]);
//.........这里部分代码省略.........
示例6: TombOfSevenStart
void TombOfSevenStart()
{
HandleGameObject(GoTombExitGUID, false);//event started, close exit door
HandleGameObject(GoTombEnterGUID, false);//event started, close entrance door
SetData(TYPE_TOMB_OF_SEVEN, IN_PROGRESS);
}
示例7: SetData
void instance_blackrock_depths::OnCreatureEnterCombat(Creature* pCreature)
{
if (pCreature->GetEntry() == NPC_MAGMUS)
SetData(TYPE_IRON_HALL, IN_PROGRESS);
}
示例8: SpawnGameObject
void BattlefieldWG::OnBattleStart()
{
// Spawn titan relic
m_titansRelic = SpawnGameObject(GO_WINTERGRASP_TITAN_S_RELIC, 5440.0f, 2840.8f, 430.43f, 0);
if (m_titansRelic)
{
// Update faction of relic, only attacker can click on
m_titansRelic->SetUInt32Value(GAMEOBJECT_FACTION, WintergraspFaction[GetAttackerTeam()]);
// Set in use (not allow to click on before last door is broken)
m_titansRelic->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
}
else
sLog->outError(LOG_FILTER_BATTLEFIELD, "WG: Failed to spawn titan relic.");
// Update tower visibility and update faction
for (GuidSet::const_iterator itr = CanonList.begin(); itr != CanonList.end(); ++itr)
{
if (Unit* unit = sObjectAccessor->FindUnit(*itr))
{
if (Creature* creature = unit->ToCreature())
{
ShowNpc(creature, true);
creature->setFaction(WintergraspFaction[GetDefenderTeam()]);
}
}
}
// Rebuild all wall
for (GameObjectBuilding::const_iterator itr = BuildingsInZone.begin(); itr != BuildingsInZone.end(); ++itr)
{
if (*itr)
{
(*itr)->Rebuild();
(*itr)->UpdateTurretAttack(false);
}
}
SetData(BATTLEFIELD_WG_DATA_BROKEN_TOWER_ATT, 0);
SetData(BATTLEFIELD_WG_DATA_BROKEN_TOWER_DEF, 0);
SetData(BATTLEFIELD_WG_DATA_DAMAGED_TOWER_ATT, 0);
SetData(BATTLEFIELD_WG_DATA_DAMAGED_TOWER_DEF, 0);
// Update graveyard (in no war time all graveyard is to deffender, in war time, depend of base)
for (Workshop::const_iterator itr = WorkshopsList.begin(); itr != WorkshopsList.end(); ++itr)
if (*itr)
(*itr)->UpdateGraveyardAndWorkshop();
for (uint8 team = 0; team < 2; ++team)
for (GuidSet::const_iterator itr = m_players[team].begin(); itr != m_players[team].end(); ++itr)
{
// Kick player in orb room, TODO: offline player ?
if (Player* player = sObjectAccessor->FindPlayer(*itr))
{
float x, y, z;
player->GetPosition(x, y, z);
if (5500 > x && x > 5392 && y < 2880 && y > 2800 && z < 480)
player->TeleportTo(571, 5349.8686f, 2838.481f, 409.240f, 0.046328f);
SendInitWorldStatesTo(player);
}
}
// Initialize vehicle counter
UpdateCounterVehicle(true);
// Send start warning to all players
SendWarningToAllInZone(BATTLEFIELD_WG_TEXT_START);
}
示例9: SetData
CharArrayHolder::CharArrayHolder(std::string data)
{
SetData(data);
}
示例10: switch
void instance_blackrock_depths::SetData(uint32 uiType, uint32 uiData)
{
switch (uiType)
{
case TYPE_RING_OF_LAW:
// If finished the arena event after theldren fight
if (uiData == DONE && m_auiEncounter[0] == SPECIAL)
DoRespawnGameObject(GO_ARENA_SPOILS, HOUR);
else if (uiData == DONE)
{
for (GuidSet::const_iterator itr = m_sArenaCrowdNpcGuids.begin(); itr != m_sArenaCrowdNpcGuids.end(); ++itr)
{
if (Creature* pSpectator = instance->GetCreature(*itr))
pSpectator->SetFactionTemporary(FACTION_ARENA_NEUTRAL, TEMPFACTION_RESTORE_RESPAWN);
}
}
m_auiEncounter[0] = uiData;
break;
case TYPE_VAULT:
if (uiData == SPECIAL)
{
++m_uiCofferDoorsOpened;
if (m_uiCofferDoorsOpened == MAX_RELIC_DOORS)
{
SetData(TYPE_VAULT, IN_PROGRESS);
Creature* pConstruct = NULL;
// Activate vault constructs
for (GuidSet::const_iterator itr = m_sVaultNpcGuids.begin(); itr != m_sVaultNpcGuids.end(); ++itr)
{
pConstruct = instance->GetCreature(*itr);
if (pConstruct)
pConstruct->RemoveAurasDueToSpell(SPELL_STONED);
}
if (!pConstruct)
return;
// Summon doomgrip
pConstruct->SummonCreature(NPC_WATCHER_DOOMGRIP, aVaultPositions[0], aVaultPositions[1], aVaultPositions[2], aVaultPositions[3], TEMPSUMMON_DEAD_DESPAWN, 0);
}
// No need to store in this case
return;
}
if (uiData == DONE)
{
DoUseDoorOrButton(GO_SECRET_DOOR);
DoToggleGameObjectFlags(GO_SECRET_SAFE, GO_FLAG_NO_INTERACT, false);
}
m_auiEncounter[1] = uiData;
break;
case TYPE_BAR:
if (uiData == SPECIAL)
++m_uiBarAleCount;
else
m_auiEncounter[2] = uiData;
break;
case TYPE_TOMB_OF_SEVEN:
// Don't set the same data twice
if (uiData == m_auiEncounter[3])
break;
// Combat door
DoUseDoorOrButton(GO_TOMB_ENTER);
// Start the event
if (uiData == IN_PROGRESS)
DoCallNextDwarf();
if (uiData == FAIL)
{
// Reset dwarfes
for (uint8 i = 0; i < MAX_DWARFS; ++i)
{
if (Creature* pDwarf = GetSingleCreatureFromStorage(aTombDwarfes[i]))
{
if (!pDwarf->isAlive())
pDwarf->Respawn();
}
}
m_uiDwarfRound = 0;
m_uiDwarfFightTimer = 0;
}
if (uiData == DONE)
{
DoRespawnGameObject(GO_CHEST_SEVEN, HOUR);
DoUseDoorOrButton(GO_TOMB_EXIT);
}
m_auiEncounter[3] = uiData;
break;
case TYPE_LYCEUM:
if (uiData == DONE)
{
DoUseDoorOrButton(GO_GOLEM_ROOM_N);
DoUseDoorOrButton(GO_GOLEM_ROOM_S);
}
m_auiEncounter[4] = uiData;
break;
case TYPE_IRON_HALL:
switch (uiData)
//.........这里部分代码省略.........
示例11: Update
virtual void Update(uint32 diff)
{
switch (PyramidPhase)
{
case PYRAMID_NOT_STARTED:
case PYRAMID_KILLED_ALL_TROLLS:
break;
case PYRAMID_ARRIVED_AT_STAIR:
SpawnPyramidWave(1);
SetData(EVENT_PYRAMID, PYRAMID_WAVE_1);
major_wave_Timer = 120000;
minor_wave_Timer = 0;
addGroupSize = 2;
break;
case PYRAMID_WAVE_1:
if (IsWaveAllDead())
{
SetData(EVENT_PYRAMID, PYRAMID_PRE_WAVE_2);
major_wave_Timer = 10000; //give players a few seconds before wave 2 starts to rebuff
}
else if (minor_wave_Timer < diff)
{
SendAddsUpStairs(addGroupSize++);
minor_wave_Timer = 10000;
}
else
minor_wave_Timer -= diff;
break;
case PYRAMID_PRE_WAVE_2:
if (major_wave_Timer < diff)
{
// beginning 2nd wave!
SpawnPyramidWave(2);
SetData(EVENT_PYRAMID, PYRAMID_WAVE_2);
minor_wave_Timer = 0;
addGroupSize = 2;
}
else
major_wave_Timer -= diff;
break;
case PYRAMID_WAVE_2:
if (IsWaveAllDead())
{
SpawnPyramidWave(3);
SetData(EVENT_PYRAMID, PYRAMID_PRE_WAVE_3);
major_wave_Timer = 5000; //give NPCs time to return to their home spots
}
else if (minor_wave_Timer < diff)
{
SendAddsUpStairs(addGroupSize++);
minor_wave_Timer = 10000;
}
else
minor_wave_Timer -= diff;
break;
case PYRAMID_PRE_WAVE_3:
if (major_wave_Timer < diff)
{
// move NPCs to bottom of stair
MoveNPCIfAlive(ENTRY_BLY, 1887.92f, 1228.179f, 9.98f, 4.78f);
MoveNPCIfAlive(ENTRY_MURTA, 1891.57f, 1228.68f, 9.69f, 4.78f);
MoveNPCIfAlive(ENTRY_ORO, 1897.23f, 1228.34f, 9.43f, 4.78f);
MoveNPCIfAlive(ENTRY_RAVEN, 1883.68f, 1227.95f, 9.543f, 4.78f);
MoveNPCIfAlive(ENTRY_WEEGLI, 1878.02f, 1227.65f, 9.485f, 4.78f);
SetData(EVENT_PYRAMID, PYRAMID_WAVE_3);
}
else
major_wave_Timer -= diff;
break;
case PYRAMID_WAVE_3:
if (IsWaveAllDead()) // move NPCS to their final positions
{
SetData(EVENT_PYRAMID, PYRAMID_KILLED_ALL_TROLLS);
MoveNPCIfAlive(ENTRY_BLY, 1883.82f, 1200.83f, 8.87f, 1.32f);
MoveNPCIfAlive(ENTRY_MURTA, 1891.83f, 1201.45f, 8.87f, 1.32f);
MoveNPCIfAlive(ENTRY_ORO, 1894.50f, 1204.40f, 8.87f, 1.32f);
MoveNPCIfAlive(ENTRY_RAVEN, 1874.11f, 1206.17f, 8.87f, 1.32f);
MoveNPCIfAlive(ENTRY_WEEGLI, 1877.52f, 1199.63f, 8.87f, 1.32f);
}
break;
};
}
示例12: GetSingleCreatureFromStorage
void instance_stratholme::Update(uint32 uiDiff)
{
if (m_uiBarthilasRunTimer)
{
if (m_uiBarthilasRunTimer <= uiDiff)
{
Creature* pBarthilas = GetSingleCreatureFromStorage(NPC_BARTHILAS);
if (pBarthilas && pBarthilas->IsAlive() && !pBarthilas->IsInCombat())
{
pBarthilas->NearTeleportTo(aStratholmeLocation[1].m_fX, aStratholmeLocation[1].m_fY, aStratholmeLocation[1].m_fZ, aStratholmeLocation[1].m_fO);
}
SetData(TYPE_BARTHILAS_RUN, DONE);
m_uiBarthilasRunTimer = 0;
}
else
{
m_uiBarthilasRunTimer -= uiDiff;
}
}
if (m_uiBaronRunTimer)
{
if (m_uiYellCounter == 0 && m_uiBaronRunTimer <= 10 * MINUTE * IN_MILLISECONDS)
{
DoOrSimulateScriptTextForThisInstance(SAY_ANNOUNCE_RUN_10_MIN, NPC_BARON);
++m_uiYellCounter;
}
else if (m_uiYellCounter == 1 && m_uiBaronRunTimer <= 5 * MINUTE * IN_MILLISECONDS)
{
DoOrSimulateScriptTextForThisInstance(SAY_ANNOUNCE_RUN_5_MIN, NPC_BARON);
++m_uiYellCounter;
}
if (m_uiBaronRunTimer <= uiDiff)
{
SetData(TYPE_BARON_RUN, FAIL);
DoOrSimulateScriptTextForThisInstance(SAY_ANNOUNCE_RUN_FAIL, NPC_BARON);
m_uiBaronRunTimer = 0;
debug_log("SD2: Instance Stratholme: Baron run event reached end. Event has state %u.", GetData(TYPE_BARON_RUN));
}
else
{
m_uiBaronRunTimer -= uiDiff;
}
}
if (m_uiMindlessSummonTimer)
{
if (m_uiMindlessCount < 30)
{
if (m_uiMindlessSummonTimer <= uiDiff)
{
if (Creature* pBaron = GetSingleCreatureFromStorage(NPC_BARON))
{
// Summon mindless skeletons and move them to random point in the center of the square
if (Creature* pTemp = pBaron->SummonCreature(NPC_MINDLESS_UNDEAD, aStratholmeLocation[4].m_fX, aStratholmeLocation[4].m_fY, aStratholmeLocation[4].m_fZ, aStratholmeLocation[4].m_fO, TEMPSUMMON_DEAD_DESPAWN, 0))
{
float fX, fY, fZ;
pBaron->GetRandomPoint(aStratholmeLocation[5].m_fX, aStratholmeLocation[5].m_fY, aStratholmeLocation[5].m_fZ, 20.0f, fX, fY, fZ);
pTemp->GetMotionMaster()->MovePoint(0, fX, fY, fZ);
m_luiUndeadGUIDs.push_back(pTemp->GetObjectGuid());
++m_uiMindlessCount;
}
}
m_uiMindlessSummonTimer = 400;
}
else
{
m_uiMindlessSummonTimer -= uiDiff;
}
}
else
{
m_uiMindlessSummonTimer = 0;
}
}
if (m_uiSlaugtherSquareTimer)
{
if (m_uiSlaugtherSquareTimer <= uiDiff)
{
// Call next Abomnations
for (GuidSet::const_iterator itr = m_sAbomnationGUID.begin(); itr != m_sAbomnationGUID.end(); ++itr)
{
Creature* pAbom = instance->GetCreature(*itr);
// Skip killed and already walking Abomnations
if (!pAbom || !pAbom->IsAlive() || pAbom->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
{
continue;
}
// Let Move to somewhere in the middle
if (!pAbom->IsInCombat())
{
if (GameObject* pDoor = GetSingleGameObjectFromStorage(GO_PORT_SLAUGTHER))
{
float fX, fY, fZ;
//.........这里部分代码省略.........
示例13: SetData
void instance_draktharon_keep::OnCreatureEvade(Creature* pCreature)
{
if (pCreature->GetEntry() == NPC_KING_DRED)
SetData(TYPE_KING_DRED, FAIL);
}
示例14: switch
/* Keyword メッセージ処理 */
INT_PTR CPropKeyword::DispatchEvent(
HWND hwndDlg, // handle to dialog box
UINT uMsg, // message
WPARAM wParam, // first message parameter
LPARAM lParam // second message parameter
)
{
WORD wNotifyCode;
WORD wID;
HWND hwndCtl;
NMHDR* pNMHDR;
int nIndex1;
int i;
LV_COLUMN lvc;
LV_ITEM* plvi;
static HWND hwndCOMBO_SET;
static HWND hwndLIST_KEYWORD;
RECT rc;
CDlgInput1 cDlgInput1;
wchar_t szKeyWord[MAX_KEYWORDLEN + 1];
LONG_PTR lStyle;
LV_DISPINFO* plvdi;
LV_KEYDOWN* pnkd;
switch( uMsg ){
case WM_INITDIALOG:
/* ダイアログデータの設定 Keyword */
SetData( hwndDlg );
// Modified by KEITA for WIN64 2003.9.6
::SetWindowLongPtr( hwndDlg, DWLP_USER, lParam );
if( wParam == IDOK ){ // 独立ウィンドウ
hwndCtl = ::GetDlgItem( hwndDlg, IDOK );
GetWindowRect( hwndCtl, &rc );
i = rc.bottom; // OK,CANCELボタンの下端
GetWindowRect( hwndDlg, &rc );
SetWindowPos( hwndDlg, NULL, 0, 0, rc.right-rc.left, i-rc.top+10, SWP_NOZORDER|SWP_NOMOVE );
std::tstring title = LS(STR_PROPCOMMON);
title += _T(" - ");
title += LS(STR_PROPCOMMON_KEYWORD);
SetWindowText( hwndDlg, title.c_str() );
hwndCOMBO_SET = ::GetDlgItem( hwndDlg, IDC_COMBO_SET );
Combo_SetCurSel( hwndCOMBO_SET, m_nKeywordSet1 );
}
else{
hwndCtl = ::GetDlgItem( hwndDlg, IDOK );
ShowWindow( hwndCtl, SW_HIDE );
hwndCtl = ::GetDlgItem( hwndDlg, IDCANCEL );
ShowWindow( hwndCtl, SW_HIDE );
}
/* コントロールのハンドルを取得 */
hwndCOMBO_SET = ::GetDlgItem( hwndDlg, IDC_COMBO_SET );
hwndLIST_KEYWORD = ::GetDlgItem( hwndDlg, IDC_LIST_KEYWORD );
::GetWindowRect( hwndLIST_KEYWORD, &rc );
lvc.mask = LVCF_FMT | LVCF_WIDTH | LVCF_TEXT | LVCF_SUBITEM;
lvc.fmt = LVCFMT_LEFT;
lvc.cx = rc.right - rc.left;
lvc.pszText = const_cast<TCHAR*>(_T(""));
lvc.iSubItem = 0;
ListView_InsertColumn( hwndLIST_KEYWORD, 0, &lvc );
lStyle = ::GetWindowLongPtr( hwndLIST_KEYWORD, GWL_STYLE );
::SetWindowLongPtr( hwndLIST_KEYWORD, GWL_STYLE, lStyle | LVS_SHOWSELALWAYS );
/* コントロール更新のタイミング用のタイマーを起動 */
::SetTimer( hwndDlg, 1, 300, NULL );
return TRUE;
case WM_NOTIFY:
pNMHDR = (NMHDR*)lParam;
pnkd = (LV_KEYDOWN *)lParam;
plvdi = (LV_DISPINFO*)lParam;
plvi = &plvdi->item;
if( hwndLIST_KEYWORD == pNMHDR->hwndFrom ){
switch( pNMHDR->code ){
case NM_DBLCLK:
// MYTRACE( _T("NM_DBLCLK \n") );
/* リスト中で選択されているキーワードを編集する */
Edit_List_KeyWord( hwndDlg, hwndLIST_KEYWORD );
return TRUE;
case LVN_BEGINLABELEDIT:
#ifdef _DEBUG
MYTRACE( _T("LVN_BEGINLABELEDIT\n") );
MYTRACE( _T(" plvi->mask =[%xh]\n"), plvi->mask );
MYTRACE( _T(" plvi->iItem =[%d]\n"), plvi->iItem );
MYTRACE( _T(" plvi->iSubItem =[%d]\n"), plvi->iSubItem );
if (plvi->mask & LVIF_STATE) MYTRACE( _T(" plvi->state =[%xf]\n"), plvi->state );
MYTRACE( _T(" plvi->stateMask =[%xh]\n"), plvi->stateMask );
if (plvi->mask & LVIF_TEXT) MYTRACE( _T(" plvi->pszText =[%ts]\n"), plvi->pszText );
MYTRACE( _T(" plvi->cchTextMax=[%d]\n"), plvi->cchTextMax );
if (plvi->mask & LVIF_IMAGE) MYTRACE( _T(" plvi->iImage=[%d]\n"), plvi->iImage );
if (plvi->mask & LVIF_PARAM) MYTRACE( _T(" plvi->lParam=[%xh(%d)]\n"), plvi->lParam, plvi->lParam );
#endif
return TRUE;
//.........这里部分代码省略.........
示例15: SetData
void instance_karazhan::Update(uint32 uiDiff)
{
if (m_uiChessResetTimer)
{
// respawn all chess pieces and side stalkers on the original position
if (m_uiChessResetTimer <= uiDiff)
{
for (GuidList::const_iterator itr = m_lChessPiecesAlliance.begin(); itr != m_lChessPiecesAlliance.end(); ++itr)
{
if (Creature* pTemp = instance->GetCreature(*itr))
pTemp->Respawn();
}
for (GuidList::const_iterator itr = m_lChessPiecesHorde.begin(); itr != m_lChessPiecesHorde.end(); ++itr)
{
if (Creature* pTemp = instance->GetCreature(*itr))
pTemp->Respawn();
}
for (GuidList::const_iterator itr = m_lChessAllianceStalkerList.begin(); itr != m_lChessAllianceStalkerList.end(); ++itr)
{
if (Creature* pTemp = instance->GetCreature(*itr))
{
pTemp->Respawn();
pTemp->HandleEmote(EMOTE_STATE_NONE);
}
}
for (GuidList::const_iterator itr = m_lChessHordeStalkerList.begin(); itr != m_lChessHordeStalkerList.end(); ++itr)
{
if (Creature* pTemp = instance->GetCreature(*itr))
{
pTemp->Respawn();
pTemp->HandleEmote(EMOTE_STATE_NONE);
}
}
if (GetData(TYPE_CHESS) == FAIL)
SetData(TYPE_CHESS, NOT_STARTED);
else if (GetData(TYPE_CHESS) == DONE)
m_bFriendlyGame = true;
m_uiChessResetTimer = 0;
}
else
m_uiChessResetTimer -= uiDiff;
}
if (m_uiChessEndingTimer)
{
if (m_uiChessEndingTimer <= uiDiff)
{
m_uiChessEndingTimer = 0;
}
else
{
if (m_uiChessEndingTimer == 30000) // pick first 4 spots for visual
{
m_uiVictoryControllerTimer = 1000;
bool tools[8];
for (uint32 i = 0; i < 8; ++i)
{
m_uiVictoryToolTimers[i] = 0;
tools[i] = false;
m_uiVictoryTimersPhase[i] = false;
}
if (Creature* pController = GetSingleCreatureFromStorage(NPC_CHESS_VICTORY_CONTROLLER))
pController->CastSpell(pController, SPELL_VICTORY_VISUAL, TRIGGERED_OLD_TRIGGERED);
uint8 previous = 0;
for (uint32 i = 0; i < 4; ++i)
{
int k;
previous = (previous + urand(0, 7)) % 8;
for (k = previous; tools[k % 8] && k < 16; ++k);
previous = k % 8;
tools[previous] = true;
m_uiVictoryToolTimers[previous] = urand(4, 6) * 500;
}
for (uint32 i = 0; i < 8; i++)
{
if (tools[i])
{
if (Creature* tool = instance->GetCreature(m_vVictoryDummyTools[i]))
tool->CastSpell(tool, SPELL_BOARD_VISUAL, TRIGGERED_OLD_TRIGGERED);
}
else
m_uiVictoryToolTimers[i] = urand(4, 6) * 500;
}
}
else
{
if (m_uiVictoryControllerTimer <= uiDiff) // randomized visual all over the chess board
{
m_uiVictoryControllerTimer = 1000;
if (Creature* pController = GetSingleCreatureFromStorage(NPC_CHESS_VICTORY_CONTROLLER))
pController->CastSpell(pController, SPELL_VICTORY_VISUAL, TRIGGERED_NONE);
}
else
//.........这里部分代码省略.........