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C++ BattleGround::GetBgRaid方法代码示例

本文整理汇总了C++中BattleGround::GetBgRaid方法的典型用法代码示例。如果您正苦于以下问题:C++ BattleGround::GetBgRaid方法的具体用法?C++ BattleGround::GetBgRaid怎么用?C++ BattleGround::GetBgRaid使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在BattleGround的用法示例。


在下文中一共展示了BattleGround::GetBgRaid方法的3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: HandleMoveWorldportAckOpcode

void WorldSession::HandleMoveWorldportAckOpcode( WorldPacket & /*recv_data*/ )
{
    sLog.outDebug( "WORLD: got MSG_MOVE_WORLDPORT_ACK." );

    MapEntry const* mEntry = sMapStore.LookupEntry(GetPlayer()->GetMapId());
    if(!mEntry || !MaNGOS::IsValidMapCoord(GetPlayer()->GetPositionX(),GetPlayer()->GetPositionY()))
    {
        LogoutPlayer(false);
        return;
    }

    // reset instance validity
    GetPlayer()->m_InstanceValid = true;

    GetPlayer()->SetSemaphoreTeleport(false);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    MapManager::Instance().GetMap(GetPlayer()->GetMapId(), GetPlayer())->Add(GetPlayer());
    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // flight fast teleport case
    if(GetPlayer()->GetMotionMaster()->top()->GetMovementGeneratorType()==FLIGHT_MOTION_TYPE)
    {
        if(!_player->InBattleGround())
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
            flight->Initialize(*GetPlayer());

            SendPath(flight->GetPath(),flight->GetCurrentNode(),flight->GetPathAtMapEnd());

            GetPlayer()->SetDontMove(false);
            return;
        }

        // battleground state prepre, stop flight
        GetPlayer()->GetMotionMaster()->MovementExpired();
        GetPlayer()->FlightComplete();
        GetPlayer()->ClearTaxiDestinations();
        GetPlayer()->StopMoving();
    }

    // resurrect character at enter into instance where his corpse exist after add to map
    Corpse *corpse = GetPlayer()->GetCorpse();
    if (corpse && corpse->GetType() == CORPSE_RESURRECTABLE && corpse->GetMapId() == GetPlayer()->GetMapId())
    {
        if( mEntry && (mEntry->map_type == MAP_INSTANCE || mEntry->map_type == MAP_RAID) )
        {
            GetPlayer()->ResurrectPlayer(0.5f,false);
            GetPlayer()->SpawnCorpseBones();
            GetPlayer()->SaveToDB();
        }
    }

    // mount allow check
    if(!_player->GetBaseMap()->IsMountAllowed())
        _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);

    // battleground state preper
    if(_player->InBattleGround())
    {
        BattleGround *bg = _player->GetBattleGround();
        if(bg)
        {
            if(bg->GetMapId() == _player->GetMapId())       // we teleported to bg
            {
                if(!bg->GetBgRaid(_player->GetTeam()))      // first player joined
                {
                    Group *group = new Group;
                    bg->SetBgRaid(_player->GetTeam(), group);
                    group->ConvertToRaid();
                    group->AddMember(_player->GetGUID(), _player->GetName());
                    group->ChangeLeader(_player->GetGUID());
                }
                else                                        // raid already exist
                {
                    bg->GetBgRaid(_player->GetTeam())->AddMember(_player->GetGUID(), _player->GetName());
                }
            }
        }
    }

    // honorless target
    if(GetPlayer()->pvpInfo.inHostileArea)
        GetPlayer()->CastSpell(GetPlayer(), 2479, true);

    // resummon pet
    if(GetPlayer()->m_oldpetnumber)
    {
        Pet* NewPet = new Pet(GetPlayer());
        if(!NewPet->LoadPetFromDB(GetPlayer(), 0, GetPlayer()->m_oldpetnumber, true))
            delete NewPet;

        GetPlayer()->m_oldpetnumber = 0;
    }

    GetPlayer()->SetDontMove(false);
}
开发者ID:Artea,项目名称:mangos-svn,代码行数:98,代码来源:MovementHandler.cpp

示例2: HandleMoveWorldportAckOpcode


//.........这里部分代码省略.........
    // relocate the player to the teleport destination
    GetPlayer()->SetMap(MapManager::Instance().CreateMap(loc.mapid, GetPlayer()));
    GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);

    // check this before Map::Add(player), because that will create the instance save!
    bool reset_notify = (GetPlayer()->GetBoundInstance(GetPlayer()->GetMapId()) == NULL);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    // the CanEnter checks are done in TeleporTo but conditions may change
    // while the player is in transit, for example the map may get full
    if(!GetPlayer()->GetMap()->Add(GetPlayer()))
    {
        //if player wasn't added to map, reset his map pointer!
        GetPlayer()->ResetMap();

        DEBUG_LOG("WORLD: teleport of player %s (%d) to location %d, %f, %f, %f, %f failed", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);
        // teleport the player home
        GetPlayer()->TeleportToHomebind();
        return;
    }
    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // flight fast teleport case
    if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
    {
        if(!_player->InBattleGround())
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
            flight->Reset(*GetPlayer());
            return;
        }

        // battleground state prepare, stop flight
        GetPlayer()->GetMotionMaster()->MovementExpired();
        GetPlayer()->m_taxi.ClearTaxiDestinations();
    }

    // resurrect character at enter into instance where his corpse exist after add to map
    Corpse *corpse = GetPlayer()->GetCorpse();
    if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId())
    {
        if( mEntry->IsDungeon() )
        {
            GetPlayer()->ResurrectPlayer(0.5f);
            GetPlayer()->SpawnCorpseBones();
        }
    }

    if(mEntry->IsRaid() && mInstance)
    {
        if(reset_notify)
        {
            uint32 timeleft = sInstanceSaveMgr.GetResetTimeFor(GetPlayer()->GetMapId()) - time(NULL);
            GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), timeleft); // greeting at the entrance of the resort raid instance
        }
    }

    // mount allow check
    if(!mEntry->IsMountAllowed())
        _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);

    // battleground state prepare
    // only add to bg group and object, if the player was invited (else he entered through command)
    if(_player->InBattleGround() && _player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId()))
    {
        BattleGround *bg = _player->GetBattleGround();
        if(bg)
        {
            bg->AddPlayer(_player);
            if(bg->GetMapId() == _player->GetMapId())       // we teleported to bg
            {
                // get the team this way, because arenas might 'override' the teams.
                uint32 team = bg->GetPlayerTeam(_player->GetGUID());
                if(!team)
                    team = _player->GetTeam();
                if(!bg->GetBgRaid(team))      // first player joined
                {
                    Group *group = new Group;
                    bg->SetBgRaid(team, group);
                    group->Create(_player->GetGUIDLow(), _player->GetName());
                }
                else                                        // raid already exist
                {
                    bg->GetBgRaid(team)->AddMember(_player->GetGUID(), _player->GetName());
                }
            }
        }
    }

    // honorless target
    if(GetPlayer()->pvpInfo.inHostileArea)
        GetPlayer()->CastSpell(GetPlayer(), 2479, true);

    // resummon pet
    GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();

    //lets process all delayed operations on successful teleport
    GetPlayer()->ProcessDelayedOperations();
}
开发者ID:daemonaps,项目名称:mangoszero,代码行数:101,代码来源:MovementHandler.cpp

示例3: HandleMoveWorldportAckOpcode


//.........这里部分代码省略.........
    {
        sLog.outDebug("WORLD: teleport of player %s (%d) to location %d,%f,%f,%f,%f failed", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.x, loc.y, loc.z, loc.o);
        // teleport the player home
        GetPlayer()->SetDontMove(false);
        if(!GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation()))
        {
            // the player must always be able to teleport home
            sLog.outError("WORLD: failed to teleport player %s (%d) to homebind location %d,%f,%f,%f,%f!", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
            assert(false);
        }
        return;
    }
    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // flight fast teleport case
    if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType()==FLIGHT_MOTION_TYPE)
    {
        if(!_player->InBattleGround())
        {
            // short preparations to continue flight
            GetPlayer()->SetDontMove(false);
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
            flight->Initialize(*GetPlayer());
            return;
        }

        // battleground state prepare, stop flight
        GetPlayer()->GetMotionMaster()->MovementExpired();
        GetPlayer()->m_taxi.ClearTaxiDestinations();
    }

    // resurrect character at enter into instance where his corpse exist after add to map
    Corpse *corpse = GetPlayer()->GetCorpse();
    if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId())
    {
        if( mEntry->IsDungeon() )
        {
            GetPlayer()->ResurrectPlayer(0.5f);
            GetPlayer()->SpawnCorpseBones();
            GetPlayer()->SaveToDB();
        }
    }

    if(mEntry->IsRaid() && mInstance)
    {
        if(reset_notify)
        {
            uint32 timeleft = sInstanceSaveManager.GetResetTimeFor(GetPlayer()->GetMapId()) - time(NULL);
            GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), timeleft); // greeting at the entrance of the resort raid instance
        }
    }

    // mount allow check
    if(!mEntry->IsMountAllowed())
        _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);

    // battleground state prepare
    // only add to bg group and object, if the player was invited (else he entered through command)
    if(_player->InBattleGround() && _player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId()))
    {
        BattleGround *bg = _player->GetBattleGround();
        if(bg)
        {
            bg->AddPlayer(_player);
            if(bg->GetMapId() == _player->GetMapId())       // we teleported to bg
            {
                // get the team this way, because arenas might 'override' the teams.
                uint32 team = bg->GetPlayerTeam(_player->GetGUID());
                if(!team)
                    team = _player->GetTeam();
                if(!bg->GetBgRaid(team))      // first player joined
                {
                    Group *group = new Group;
                    bg->SetBgRaid(team, group);
                    group->Create(_player->GetGUIDLow(), _player->GetName());
                }
                else                                        // raid already exist
                {
                    bg->GetBgRaid(team)->AddMember(_player->GetGUID(), _player->GetName());
                }
            }
        }
    }

    // honorless target
    if(GetPlayer()->pvpInfo.inHostileArea)
        GetPlayer()->CastSpell(GetPlayer(), 2479, true);

    // resummon pet
    if(GetPlayer()->m_temporaryUnsummonedPetNumber)
    {
        Pet* NewPet = new Pet;
        if(!NewPet->LoadPetFromDB(GetPlayer(), 0, GetPlayer()->m_temporaryUnsummonedPetNumber, true))
            delete NewPet;

        GetPlayer()->m_temporaryUnsummonedPetNumber = 0;
    }

    GetPlayer()->SetDontMove(false);
}
开发者ID:Eddaholzbein,项目名称:mangos,代码行数:101,代码来源:MovementHandler.cpp


注:本文中的BattleGround::GetBgRaid方法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。