本文整理汇总了C++中BattleGroundMap::IsBattleGroundOrArena方法的典型用法代码示例。如果您正苦于以下问题:C++ BattleGroundMap::IsBattleGroundOrArena方法的具体用法?C++ BattleGroundMap::IsBattleGroundOrArena怎么用?C++ BattleGroundMap::IsBattleGroundOrArena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类BattleGroundMap
的用法示例。
在下文中一共展示了BattleGroundMap::IsBattleGroundOrArena方法的8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: CreateBattleGround
BattleGroundMap* MapInstanced::CreateBattleGround(uint32 InstanceId)
{
// load/create a map
Guard guard(*this);
sLog.outDebug("MapInstanced::CreateBattleGround: map bg %d for %d created.", InstanceId, GetId());
BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId);
assert(map->IsBattleGroundOrArena());
m_InstancedMaps[InstanceId] = map;
return map;
}
示例2: CreateBattleGroundMap
BattleGroundMap* MapManager::CreateBattleGroundMap(uint32 id, uint32 InstanceId, BattleGround* bg)
{
DEBUG_LOG("MapInstanced::CreateBattleGroundMap: instance:%d for map:%d and bgType:%d created.", InstanceId, id, bg->GetTypeID());
BattleGroundMap *map = new BattleGroundMap(id, i_gridCleanUpDelay, InstanceId, bg);
ASSERT(map->IsBattleGroundOrArena());
bg->SetMap(map);
//add map into map container
i_maps[MapID(id, InstanceId)] = map;
return map;
}
示例3: CreateBattleGround
BattleGroundMap* MapInstanced::CreateBattleGround(uint32 InstanceId, BattleGround* bg)
{
// load/create a map
Guard guard(*this);
sLog.outDebug("MapInstanced::CreateBattleGround: map bg %d for %d created.", InstanceId, GetId());
BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId, this);
ASSERT(map->IsBattleGroundOrArena());
map->SetBG(bg);
bg->SetBgMap(map);
m_InstancedMaps[InstanceId] = map;
return map;
}
示例4: CreateBattleGroundMap
BattleGroundMap* MapInstanced::CreateBattleGroundMap(uint32 InstanceId, BattleGround* bg)
{
// load/create a map
Guard guard(*this);
DEBUG_LOG("MapInstanced::CreateBattleGroundMap: instance:%d for map:%d and bgType:%d created.", InstanceId, GetId(), bg->GetTypeID());
BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId, this);
MANGOS_ASSERT(map->IsBattleGroundOrArena());
map->SetBG(bg);
bg->SetBgMap(map);
m_InstancedMaps[InstanceId] = map;
return map;
}
示例5: CreateBattleGroundMap
BattleGroundMap* MapManager::CreateBattleGroundMap(uint32 id, uint32 InstanceId, BattleGround* bg)
{
DEBUG_LOG("MapInstanced::CreateBattleGroundMap: instance:%d for map:%d and bgType:%d created.", InstanceId, id, bg->GetTypeID());
BattleGroundMap *map = new BattleGroundMap(id, i_gridCleanUpDelay, InstanceId);
MANGOS_ASSERT(map->IsBattleGroundOrArena());
map->SetBG(bg);
bg->SetBgMap(map);
//add map into map container
i_maps[MapID(id, InstanceId)] = map;
// BGs/Arenas not have saved instance data
map->CreateInstanceData(false);
return map;
}
示例6: CreateBattleGroundMap
BattleGroundMap* MapManager::CreateBattleGroundMap(uint32 id, uint32 InstanceId, BattleGround* bg)
{
DEBUG_LOG("MapInstanced::CreateBattleGroundMap: instance:%d for map:%d and bgType:%d created.", InstanceId, id, bg->GetTypeID());
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),bg->GetMinLevel());
uint8 spawnMode = bracketEntry ? bracketEntry->difficulty : REGULAR_DIFFICULTY;
BattleGroundMap *map = new BattleGroundMap(id, i_gridCleanUpDelay, InstanceId, spawnMode);
MANGOS_ASSERT(map->IsBattleGroundOrArena());
map->SetBG(bg);
bg->SetBgMap(map);
//add map into map container
i_maps[MapID(id, InstanceId)] = map;
return map;
}
示例7: CreateBattleGround
BattleGroundMap* MapInstanced::CreateBattleGround(uint32 InstanceId, BattleGround* bg)
{
// load/create a map
ACE_GUARD_RETURN(ACE_Thread_Mutex, Guard, Lock, NULL);
if (!bg)
return NULL;
sLog->outDebug("MapInstanced::CreateBattleGround: map bg %d for %d created.", InstanceId, GetId());
BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId, this);
ASSERT(map->IsBattleGroundOrArena());
map->SetBG(bg);
bg->SetBgMap(map);
m_InstancedMaps[InstanceId] = map;
return map;
}
示例8: CreateBattleGroundMap
BattleGroundMap* MapInstanced::CreateBattleGroundMap(uint32 InstanceId, BattleGround* bg)
{
// load/create a map
Guard guard(*this);
DEBUG_LOG("MapInstanced::CreateBattleGroundMap: instance:%d for map:%d and bgType:%d created.", InstanceId, GetId(), bg->GetTypeID());
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),bg->GetMinLevel());
uint8 spawnMode = bracketEntry ? bracketEntry->difficulty : REGULAR_DIFFICULTY;
BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId, this, spawnMode);
MANGOS_ASSERT(map->IsBattleGroundOrArena());
map->SetBG(bg);
bg->SetBgMap(map);
m_InstancedMaps[InstanceId] = map;
return map;
}