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C++ UI64LIT函数代码示例

本文整理汇总了C++中UI64LIT函数的典型用法代码示例。如果您正苦于以下问题:C++ UI64LIT函数的具体用法?C++ UI64LIT怎么用?C++ UI64LIT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UI64LIT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: TC_LOG_DEBUG

void WorldSession::HandleGuildDeclineInvitation(WorldPackets::Guild::GuildDeclineInvitation& /*decline*/)
{
    TC_LOG_DEBUG("guild", "CMSG_GUILD_DECLINE_INVITATION [%s]", GetPlayerInfo().c_str());

    GetPlayer()->SetGuildIdInvited(UI64LIT(0));
    GetPlayer()->SetInGuild(UI64LIT(0));
}
开发者ID:DrYaling,项目名称:eluna-wod,代码行数:7,代码来源:GuildHandler.cpp

示例2: m_stationery

MailSender::MailSender(Object* sender, MailStationery stationery) : m_stationery(stationery)
{
    switch (sender->GetTypeId())
    {
        case TYPEID_UNIT:
            m_messageType = MAIL_CREATURE;
            m_senderId = uint64(sender->GetEntry());
            break;
        case TYPEID_GAMEOBJECT:
            m_messageType = MAIL_GAMEOBJECT;
            m_senderId = uint64(sender->GetEntry());
            break;
        /*case TYPEID_ITEM:
            m_messageType = MAIL_ITEM;
            m_senderId = sender->GetEntry();
            break;*/
        case TYPEID_PLAYER:
            m_messageType = MAIL_NORMAL;
            m_senderId = sender->GetGUID().GetCounter();
            break;
        default:
            m_messageType = MAIL_NORMAL;
            m_senderId = UI64LIT(0);                                 // will show mail from not existed player
            TC_LOG_ERROR("misc", "MailSender::MailSender - Mail have unexpected sender typeid (%u)", sender->GetTypeId());
            break;
    }
}
开发者ID:GlassFace,项目名称:LegacyCore_6.x.x,代码行数:27,代码来源:Mail.cpp

示例3: HandleProcTriggerSpell

bool WarriorSpellHandler::HandleProcTriggerSpell(Unit *u, const SpellEntry* auraSpellInfo, uint32 &trig_sp_id, int32* basepoints)
{
	// Deep Wounds (replace triggered spells to directly apply DoT), dot spell have finilyflags
    if (auraSpellInfo->SpellFamilyFlags == UI64LIT(0x0) && auraSpellInfo->SpellIconID == 243)
    {
        float weaponDamage;
        // DW should benefit of attack power, damage percent mods etc.
        // TODO: check if using offhand damage is correct and if it should be divided by 2
        if (u->haveOffhandWeapon() && u->getAttackTimer(BASE_ATTACK) > u->getAttackTimer(OFF_ATTACK))
            weaponDamage = (u->GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE) + u->GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE))/2;
        else
            weaponDamage = (u->GetFloatValue(UNIT_FIELD_MINDAMAGE) + u->GetFloatValue(UNIT_FIELD_MAXDAMAGE))/2;

        switch (auraSpellInfo->Id)
        {
            case 12834: basepoints[0] = int32(weaponDamage * 16 / 100); break;
            case 12849: basepoints[0] = int32(weaponDamage * 32 / 100); break;
            case 12867: basepoints[0] = int32(weaponDamage * 48 / 100); break;
            // Impossible case
            default:
                sLog.outError("Unit::HandleProcTriggerSpell: DW unknown spell rank %u",auraSpellInfo->Id);
                return false;
        }

        // 1 tick/sec * 6 sec = 6 ticks
        basepoints[0] /= 6;
        trig_sp_id = 12721;
    }
	return true;
}
开发者ID:AwkwardDev,项目名称:MangosFX,代码行数:30,代码来源:WarriorSpellHandler.cpp

示例4: TC_LOG_ERROR

bool Vehicle::AddPassenger(Unit* unit, int8 seatId)
{
    /// @Prevent adding passengers when vehicle is uninstalling. (Bad script in OnUninstall/OnRemovePassenger/PassengerBoarded hook.)
    if (_status == STATUS_UNINSTALLING)
    {
        TC_LOG_ERROR("entities.vehicle", "Passenger %s, Entry: %u, attempting to board %s, Entry: %u during uninstall! SeatId: %d",
            unit->GetGUID().ToString().c_str(), unit->GetEntry(), _me->GetGUID().ToString().c_str(), _me->GetEntry(), (int32)seatId);
        return false;
    }

    TC_LOG_DEBUG("entities.vehicle", "Unit %s scheduling enter vehicle (entry: %u, vehicleId: %u, %s (dbguid: " UI64FMTD ") on seat %d",
        unit->GetName().c_str(), _me->GetEntry(), _vehicleInfo->ID, _me->GetGUID().ToString().c_str(),
        uint64(_me->GetTypeId() == TYPEID_UNIT ? _me->ToCreature()->GetSpawnId() : UI64LIT(0)), (int32)seatId);

    // The seat selection code may kick other passengers off the vehicle.
    // While the validity of the following may be arguable, it is possible that when such a passenger
    // exits the vehicle will dismiss. That's why the actual adding the passenger to the vehicle is scheduled
    // asynchronously, so it can be cancelled easily in case the vehicle is uninstalled meanwhile.
    SeatMap::iterator seat;
    VehicleJoinEvent* e = new VehicleJoinEvent(this, unit);
    unit->m_Events.AddEvent(e, unit->m_Events.CalculateTime(0));

    if (seatId < 0) // no specific seat requirement
    {
        for (seat = Seats.begin(); seat != Seats.end(); ++seat)
            if (seat->second.IsEmpty() && (seat->second.SeatInfo->CanEnterOrExit() || seat->second.SeatInfo->IsUsableByOverride()))
                break;

        if (seat == Seats.end()) // no available seat
        {
            e->to_Abort = true;
            return false;
        }

        e->Seat = seat;
        _pendingJoinEvents.push_back(e);
    }
    else
    {
        seat = Seats.find(seatId);
        if (seat == Seats.end())
        {
            e->to_Abort = true;
            return false;
        }

        e->Seat = seat;
        _pendingJoinEvents.push_back(e);
        if (!seat->second.IsEmpty())
        {
            Unit* passenger = ObjectAccessor::GetUnit(*GetBase(), seat->second.Passenger.Guid);
            ASSERT(passenger);
            passenger->ExitVehicle();
        }

        ASSERT(seat->second.IsEmpty());
    }

    return true;
}
开发者ID:Mathias-Nolam,项目名称:wtfisthis,代码行数:60,代码来源:Vehicle.cpp

示例5: switch

bool Totem::IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index, bool castOnSelf) const
{
    // Check for Mana Spring & Healing Stream totems
    switch (spellInfo->SpellFamilyName)
    {
        case SPELLFAMILY_SHAMAN:
            if (spellInfo->IsFitToFamilyMask(UI64LIT(0x00000002000)) ||
                    spellInfo->IsFitToFamilyMask(UI64LIT(0x00000004000)))
                return false;
            break;
        default:
            break;
    }

    switch (spellInfo->Effect[index])
    {
        case SPELL_EFFECT_ATTACK_ME:
            // immune to any type of regeneration effects hp/mana etc.
        case SPELL_EFFECT_HEAL:
        case SPELL_EFFECT_HEAL_MAX_HEALTH:
        case SPELL_EFFECT_HEAL_MECHANICAL:
        case SPELL_EFFECT_HEAL_PCT:
        case SPELL_EFFECT_ENERGIZE:
        case SPELL_EFFECT_ENERGIZE_PCT:
            return true;
        default:
            break;
    }

    if (!IsPositiveSpell(spellInfo))
    {
        // immune to all negative auras
        if (IsAuraApplyEffect(spellInfo, index))
            return true;
    }
    else
    {
        // immune to any type of regeneration auras hp/mana etc.
        if (IsPeriodicRegenerateEffect(spellInfo, index))
            return true;
    }

    return Creature::IsImmuneToSpellEffect(spellInfo, index, castOnSelf);
}
开发者ID:249CAAFE40,项目名称:mangos-tbc,代码行数:44,代码来源:Totem.cpp

示例6: _L

CESipItcTerminateDialogRefresh1Step::CESipItcTerminateDialogRefresh1Step()
/** Each test step initialises it's own name
*/
	{
	// store the name of this test case
	// this is the name that is used by the script file
	//DEF iTestStepName = _L("CESipItcTerminateDialogRefresh1Step");

	//The server name and IPC number is obtained and all messages are checked Sync
	SR_ServerName		= _L("SipServer");
	SR_MESSAGE_TYPE		=	2;
	SR_MESSAGE_ID		= 2;
	SR_MESSAGE_MASK		= UI64LIT(2147483648);

	//The iServer_Panic is a unique name from Server,but always truncated to KMaxExitCategoryName
	
	iServer_Panic		=	_L("SipCSServer");

	TCapability cap[] = {ECapability_None, ECapability_Limit};
	
	TSecurityInfo info;
	info.Set(RProcess());
	TBool result = EFalse;
	
	for (TInt i = 0; cap[i] != ECapability_Limit; i++) 
	{
	
		if (!(info.iCaps.HasCapability(cap[i])))
		{
			result=ETrue;
		
		}
		
	}
	
	
	iExpect_Rejection = result;
	
	iStepCap			= UI64LIT(2147483648);

	//Get a unique thread name
	ChildThread_SR.Format(_L("ChildThread_%S_%d"),&SR_ServerName,SR_MESSAGE_ID);

	}
开发者ID:kuailexs,项目名称:symbiandump-mw1,代码行数:44,代码来源:ESipItcTerminateDialogRefresh1_CStep.cpp

示例7: CreateTransport

void TransportMgr::CreateInstanceTransports(Map* map)
{
    TransportInstanceMap::const_iterator mapTransports = _instanceTransports.find(map->GetId());

    // no transports here
    if (mapTransports == _instanceTransports.end() || mapTransports->second.empty())
        return;

    // create transports
    for (std::set<uint32>::const_iterator itr = mapTransports->second.begin(); itr != mapTransports->second.end(); ++itr)
        CreateTransport(*itr, UI64LIT(0), map);
}
开发者ID:Jildor,项目名称:TrinityCore,代码行数:12,代码来源:TransportMgr.cpp

示例8: uint32

uint32 WorldTimer::getMSTime_internal()
{
    // get current time
    const ACE_Time_Value currTime = ACE_OS::gettimeofday();
    // calculate time diff between two world ticks
    // special case: curr_time < old_time - we suppose that our time has not ticked at all
    // this should be constant value otherwise it is possible that our time can start ticking backwards until next world tick!!!
    uint64 diff = 0;
    (currTime - g_SystemTickTime).msec(diff);

    // lets calculate current world time
    uint32 iRes = uint32(diff % UI64LIT(0x00000000FFFFFFFF));
    return iRes;
}
开发者ID:Chuck5ta,项目名称:server-1,代码行数:14,代码来源:Util.cpp

示例9: SpellHit

    void SpellHit(Unit* pCaster, const SpellEntry* pSpell) override
    {
        if (pSpell->IsFitToFamilyMask(UI64LIT(0x0000000000000000), 0x080000000))
        {
            m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
            m_creature->SetStandState(UNIT_STAND_STATE_STAND);

            m_creature->CastSpell(m_creature, SPELL_STUNNED, true);

            m_casterGuid = pCaster->GetObjectGuid();

            m_uiSayThanksTimer = 5000;
        }
    }
开发者ID:AwkwardDev,项目名称:mangos-d3,代码行数:14,代码来源:azuremyst_isle.cpp

示例10: switch

bool Totem::IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index) const
{
    switch (spellInfo->SpellFamilyName)
    {
        //Check for Shaman Mana Spring & Healing Stream totems
        //They have periodic regenerate effect, but function close before it get
        //that check. This check - better way to fix this problem.
        case SPELLFAMILY_SHAMAN:
            if ( spellInfo->IsFitToFamilyMask(UI64LIT(0x000260CE000)))
                return false;
            break;
        default:
            break;
    }

    switch (spellInfo->Effect[index])
    {
        case SPELL_EFFECT_ATTACK_ME:
            // immune to any type of regeneration effects hp/mana etc.
        case SPELL_EFFECT_HEAL:
        case SPELL_EFFECT_HEAL_MAX_HEALTH:
        case SPELL_EFFECT_HEAL_MECHANICAL:
        case SPELL_EFFECT_HEAL_PCT:
        case SPELL_EFFECT_ENERGIZE:
        case SPELL_EFFECT_ENERGIZE_PCT:
            return true;
        default:
            break;
    }

    if (!IsPositiveSpell(spellInfo))
    {
        // immune to all negative auras
        if (IsAuraApplyEffect(spellInfo, index))
            return true;
    }
    else
    {
        // immune to any type of regeneration auras hp/mana etc.
        if (IsPeriodicRegenerateEffect(spellInfo, index))
            return true;
    }

    return Creature::IsImmuneToSpellEffect(spellInfo, index);
}
开发者ID:mynew3,项目名称:server,代码行数:45,代码来源:Totem.cpp

示例11: uint32

uint32 WorldTimer::getMSTime_internal(bool savetime /*= false*/)
{
    // get current time
    //const ACE_Time_Value currTime = ACE_OS::gettimeofday();
    const boost::posix_time::ptime currTime = boost::posix_time::microsec_clock::universal_time();
    // calculate time diff between two world ticks
    // special case: curr_time < old_time - we suppose that our time has not ticked at all
    // this should be constant value otherwise it is possible that our time can start ticking backwards until next world tick!!!
    //uint64 diff = 0;
    //(currTime - g_SystemTickTime).msec(diff);
    uint64 diff = 0;

    boost::posix_time::millisec_posix_time_system_config::time_duration_type time_elapse;
    time_elapse = currTime - g_SystemTickTime;

    diff = time_elapse.total_microseconds();

    // lets calculate current world time
    uint32 iRes = uint32(diff % UI64LIT(0x00000000FFFFFFFF));
    return iRes;
}
开发者ID:gexiannan1,项目名称:newfriut,代码行数:21,代码来源:Util.cpp

示例12: HandleAuraDummyWithApply

void WarriorSpellHandler::HandleAuraDummyWithApply(Aura* aura,Unit* caster,Unit* target)
{
	SpellEntry const* m_spellProto = aura->GetSpellProto();
	Unit* m_target = target;
	// Overpower
    if(m_spellProto->SpellFamilyFlags & UI64LIT(0x0000000000000004))
    {
        // Must be casting target
        if (!m_target->IsNonMeleeSpellCasted(false))
            return;

        Unit* caster = aura->GetCaster();
        if (!caster)
            return;

        Unit::AuraList const& modifierAuras = caster->GetAurasByType(SPELL_AURA_ADD_FLAT_MODIFIER);
        for(Unit::AuraList::const_iterator itr = modifierAuras.begin(); itr != modifierAuras.end(); ++itr)
        {
            // Unrelenting Assault
            if((*itr)->GetSpellProto()->SpellFamilyName==SPELLFAMILY_WARRIOR && (*itr)->GetSpellProto()->SpellIconID == 2775)
            {
                switch ((*itr)->GetSpellProto()->Id)
                {
                    case 46859:                 // Unrelenting Assault, rank 1
                        m_target->CastSpell(m_target,64849,true,NULL,(*itr));
                        break;
                    case 46860:                 // Unrelenting Assault, rank 2
                        m_target->CastSpell(m_target,64850,true,NULL,(*itr));
                        break;
                    default:
                        break;
                }
                break;
            }
        }
        return;
    }
}
开发者ID:AwkwardDev,项目名称:MangosFX,代码行数:38,代码来源:WarriorSpellHandler.cpp

示例13: SpellHit

        void SpellHit(Unit* pCaster, const SpellEntry* pSpell) override
        {
#if defined (CLASSIC) || defined (TBC)
            if (pSpell->Id == 28880)
#endif
#if defined (WOTLK)
                if (pSpell->IsFitToFamilyMask(UI64LIT(0x0000000000000000), 0x080000000))
#endif
                {
#if defined (CLASSIC) || defined (TBC)
                    m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP);
#endif
#if defined (WOTLK)
                    m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
#endif
                    m_creature->SetStandState(UNIT_STAND_STATE_STAND);

                    m_creature->CastSpell(m_creature, SPELL_STUNNED, true);

                    m_casterGuid = pCaster->GetObjectGuid();

                    m_uiSayThanksTimer = 5000;
                }
        }
开发者ID:jviljoen82,项目名称:ScriptDev3,代码行数:24,代码来源:azuremyst_isle.cpp

示例14: int32

void PaladinSpellHandler::HandleSchoolDmg(Spell *spell,int32 &damage,SpellEffectIndex i)
{
	const SpellEntry* m_spellInfo = spell->m_spellInfo;
	Unit* m_caster = spell->GetCaster();
	Unit* unitTarget = spell->getUnitTarget();
	
	// Judgement of Righteousness - receive benefit from Spell Damage and Attack power
	if (m_spellInfo->Id == SPELL_JUDGEMENT_OF_RIGHTEOUSNESS)
	{
		float ap = m_caster->GetTotalAttackPowerValue(BASE_ATTACK);
		int32 holy = m_caster->SpellBaseDamageBonus(GetSpellSchoolMask(m_spellInfo)) +
		m_caster->SpellBaseDamageBonusForVictim(GetSpellSchoolMask(m_spellInfo), unitTarget);
		damage += int32(ap * 0.2f) + int32(holy * 32 / 100);
	}
	// Judgement of Vengeance/Corruption ${1+0.22*$SPH+0.14*$AP} + 10% for each application of Holy Vengeance/Blood Corruption on the target
	else if ((m_spellInfo->SpellFamilyFlags & UI64LIT(0x800000000)) && m_spellInfo->SpellIconID==2292)
	{
		uint32 debuf_id;
		switch(m_spellInfo->Id)
		{
			case 53733: debuf_id = 53742; break;// Judgement of Corruption -> Blood Corruption
			case 31804: debuf_id = 31803; break;// Judgement of Vengeance -> Holy Vengeance
			default: return;
		}
		
		float ap = m_caster->GetTotalAttackPowerValue(BASE_ATTACK);
		int32 holy = m_caster->SpellBaseDamageBonus(GetSpellSchoolMask(m_spellInfo)) +
		m_caster->SpellBaseDamageBonusForVictim(GetSpellSchoolMask(m_spellInfo), unitTarget);
		damage+=int32(ap * 0.14f) + int32(holy * 22 / 100);
		// Get stack of Holy Vengeance on the target added by caster
		uint32 stacks = 0;
		Unit::AuraList const& auras = unitTarget->GetAurasByType(SPELL_AURA_PERIODIC_DAMAGE);
		for(Unit::AuraList::const_iterator itr = auras.begin(); itr!=auras.end(); ++itr)
		{
			if( ((*itr)->GetId() == debuf_id) && (*itr)->GetCasterGUID()==m_caster->GetGUID())
			{
				stacks = (*itr)->GetStackAmount();
				break;
			}
		}
		// + 10% for each application of Holy Vengeance on the target
		if(stacks)
			damage += damage * stacks * 10 /100;
	}
	// Avenger's Shield ($m1+0.07*$SPH+0.07*$AP) - ranged sdb for future
	else if (m_spellInfo->SpellFamilyFlags & FLAG_AVENGER_SHIELD)
	{
		float ap = m_caster->GetTotalAttackPowerValue(BASE_ATTACK);
		int32 holy = m_caster->SpellBaseDamageBonus(GetSpellSchoolMask(m_spellInfo)) +
		m_caster->SpellBaseDamageBonusForVictim(GetSpellSchoolMask(m_spellInfo), unitTarget);
		damage += int32(ap * 0.07f) + int32(holy * 7 / 100);
	}
	// Hammer of Wrath ($m1+0.15*$SPH+0.15*$AP) - ranged type sdb future fix
	else if (m_spellInfo->SpellFamilyFlags & FLAG_HAMMER_OF_WRATH)
	{
		float ap = m_caster->GetTotalAttackPowerValue(BASE_ATTACK);
		int32 holy = m_caster->SpellBaseDamageBonus(GetSpellSchoolMask(m_spellInfo)) +
		m_caster->SpellBaseDamageBonusForVictim(GetSpellSchoolMask(m_spellInfo), unitTarget);
		damage += int32(ap * 0.15f) + int32(holy * 15 / 100);
	}
	// Hammer of the Righteous
	else if (m_spellInfo->SpellFamilyFlags & FLAG_HAMMER_OF_THE_RIGHTEOUS)
	{
		// Add main hand dps * effect[2] amount
		float average = (m_caster->GetFloatValue(UNIT_FIELD_MINDAMAGE) + m_caster->GetFloatValue(UNIT_FIELD_MAXDAMAGE)) / 2;
		int32 count = m_caster->CalculateSpellDamage(m_spellInfo, 2, m_spellInfo->EffectBasePoints[2], unitTarget);
		damage += count * int32(average * IN_MILLISECONDS) / m_caster->GetAttackTime(BASE_ATTACK);
	}
	// Shield of Righteousness
	else if (m_spellInfo->SpellFamilyFlags & FLAG_SHIELD_OF_RIGHTEOUSNESS)
	{
		damage+=int32(m_caster->GetShieldBlockValue());
	}
	// Judgement
	else if (m_spellInfo->Id == SPELL_JUDGEMENT)
	{
		// [1 + 0.25 * SPH + 0.16 * AP]
		float ap = m_caster->GetTotalAttackPowerValue(BASE_ATTACK);
		int32 holy = m_caster->SpellBaseDamageBonus(GetSpellSchoolMask(m_spellInfo)) +
		m_caster->SpellBaseDamageBonusForVictim(GetSpellSchoolMask(m_spellInfo), unitTarget);
		damage += int32(ap * 0.16f) + int32(holy * 25 / 100);
	}
}
开发者ID:AwkwardDev,项目名称:MangosFX,代码行数:83,代码来源:PaladinSpellHandler.cpp

示例15: IsImmuneToSpellEffect

bool Totem::IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index, bool castOnSelf) const
{
    // Totem may affected by some specific spells
    // Mana Spring, Healing stream, Mana tide
    // Flags : 0x00000002000 | 0x00000004000 | 0x00004000000 -> 0x00004006000
    if (spellInfo->SpellFamilyName == SPELLFAMILY_SHAMAN && spellInfo->IsFitToFamilyMask(UI64LIT(0x00004006000)))
        return false;

    switch (spellInfo->Effect[index])
    {
        case SPELL_EFFECT_ATTACK_ME:
            // immune to any type of regeneration effects hp/mana etc.
        case SPELL_EFFECT_HEAL:
        case SPELL_EFFECT_HEAL_MAX_HEALTH:
        case SPELL_EFFECT_HEAL_MECHANICAL:
        case SPELL_EFFECT_ENERGIZE:
            return true;
        default:
            break;
    }

    if (!IsPositiveSpell(spellInfo))
    {
        // immune to all negative auras
        if (IsAuraApplyEffect(spellInfo, index))
            { return true; }
    }
    else
    {
        // immune to any type of regeneration auras hp/mana etc.
        if (IsPeriodicRegenerateEffect(spellInfo, index))
            { return true; }
    }

    return Creature::IsImmuneToSpellEffect(spellInfo, index, castOnSelf);
}
开发者ID:billy1arm,项目名称:MangosMC,代码行数:36,代码来源:Totem.cpp


注:本文中的UI64LIT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。