本文整理汇总了C++中Battleground::AddPlayerToResurrectQueue方法的典型用法代码示例。如果您正苦于以下问题:C++ Battleground::AddPlayerToResurrectQueue方法的具体用法?C++ Battleground::AddPlayerToResurrectQueue怎么用?C++ Battleground::AddPlayerToResurrectQueue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Battleground
的用法示例。
在下文中一共展示了Battleground::AddPlayerToResurrectQueue方法的6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: HandleAreaSpiritHealerQueueOpcode
void WorldSession::HandleAreaSpiritHealerQueueOpcode(WorldPacket & recv_data)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE");
Battleground* bg = _player->GetBattleground();
uint64 guid;
recv_data >> guid;
Creature* unit = GetPlayer()->GetMap()->GetCreature(guid);
if (!unit)
return;
if (!unit->isSpiritService()) // it's not spirit service
return;
if (bg)
bg->AddPlayerToResurrectQueue(guid, _player->GetGUID());
else
{ // Wintergrasp Hack till 3.3.5 and it's implemented as BG
if (GetPlayer()->GetZoneId() == 4197)
{
OutdoorPvPWG *pvpWG = (OutdoorPvPWG*)sOutdoorPvPMgr->GetOutdoorPvPToZoneId(4197);
if (pvpWG && pvpWG->isWarTime())
pvpWG->AddPlayerToResurrectQueue(guid, _player->GetGUID());
}
}
}
示例2: HandleAreaSpiritHealerQueueOpcode
void WorldSession::HandleAreaSpiritHealerQueueOpcode(WorldPacket & recv_data)
{
sLog->outDebug("WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE");
Battleground *bg = _player->GetBattleground();
uint64 guid;
recv_data >> guid;
Creature* unit = GetPlayer()->GetMap()->GetCreature(guid);
if (!unit)
return;
if (!unit->isSpiritService()) // it's not spirit service
return;
if (bg)
bg->AddPlayerToResurrectQueue(guid, _player->GetGUID());
else
{
// Wintergrasp Hack till 3.2 and it's implemented as BG
if (GetPlayer()->GetZoneId() == 4197)
{
OutdoorPvPWG *pvpWG = (OutdoorPvPWG*)sOutdoorPvPMgr->GetOutdoorPvPToZoneId(4197);
if (pvpWG && pvpWG != 0)
if (QueryResult result = CharacterDatabase.PQuery("SELECT value FROM worldstates WHERE value= '%u' AND entry = '%u'", 1, 31001))
pvpWG->SendAreaSpiritHealerQueryOpcode(_player, guid);
}
}
}
示例3: HandleGossipHelloOpcode
void WorldSession::HandleGossipHelloOpcode(WorldPacket & recvData)
{
;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_GOSSIP_HELLO");
uint64 guid;
recvData >> guid;
Creature* unit = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_NONE);
if (!unit)
{
;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleGossipHelloOpcode - Unit (GUID: %u) not found or you can not interact with him.", uint32(GUID_LOPART(guid)));
return;
}
// xinef: check if we have ANY npc flags
if (unit->GetUInt32Value(UNIT_NPC_FLAGS) == UNIT_NPC_FLAG_NONE)
return;
// xinef: do not allow to open gossip when npc is in combat
if (unit->GetUInt32Value(UNIT_NPC_FLAGS) == UNIT_NPC_FLAG_GOSSIP && unit->IsInCombat()) // should work on all flags?
return;
// set faction visible if needed
if (FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(unit->getFaction()))
_player->GetReputationMgr().SetVisible(factionTemplateEntry);
GetPlayer()->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK);
// remove fake death
//if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
// GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
// xinef: and if he has pure gossip or is banker and moves or is tabard designer?
//if (unit->IsArmorer() || unit->IsCivilian() || unit->IsQuestGiver() || unit->IsServiceProvider() || unit->IsGuard())
{
//if (!unit->GetTransport()) // pussywizard: reverted with new spline (old: without this check, npc would stay in place and the transport would continue moving, so the npc falls off. NPCs on transports don't have waypoints, so stopmoving is not needed)
unit->StopMoving();
}
// If spiritguide, no need for gossip menu, just put player into resurrect queue
if (unit->IsSpiritGuide())
{
Battleground* bg = _player->GetBattleground();
if (bg)
{
bg->AddPlayerToResurrectQueue(unit->GetGUID(), _player->GetGUID());
sBattlegroundMgr->SendAreaSpiritHealerQueryOpcode(_player, bg, unit->GetGUID());
return;
}
}
if (!sScriptMgr->OnGossipHello(_player, unit))
{
// _player->TalkedToCreature(unit->GetEntry(), unit->GetGUID());
_player->PrepareGossipMenu(unit, unit->GetCreatureTemplate()->GossipMenuId, true);
_player->SendPreparedGossip(unit);
}
unit->AI()->sGossipHello(_player);
}
示例4: HandleGossipHelloOpcode
void WorldSession::HandleGossipHelloOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: Received CMSG_GOSSIP_HELLO");
ObjectGuid guid;
recvData.ReadGuidMask(guid, 2, 4, 0, 3, 6, 7, 5, 1);
recvData.ReadGuidBytes(guid, 4, 7, 1, 0, 5, 3, 6, 2);
Creature* unit = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_NONE);
if (!unit)
{
TC_LOG_DEBUG("network", "WORLD: HandleGossipHelloOpcode - Unit (GUID: %u) not found or you can not interact with him.", uint32(GUID_LOPART(guid)));
return;
}
// set faction visible if needed
if (FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(unit->getFaction()))
_player->GetReputationMgr().SetVisible(factionTemplateEntry);
GetPlayer()->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK);
// remove fake death
//if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
// GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
if (unit->IsArmorer() || unit->IsCivilian() || unit->IsQuestGiver() || unit->IsServiceProvider() || unit->IsGuard())
unit->StopMoving();
// If spiritguide, no need for gossip menu, just put player into resurrect queue
if (unit->IsSpiritGuide())
{
Battleground* bg = _player->GetBattleground();
if (bg)
{
bg->AddPlayerToResurrectQueue(unit->GetGUID(), _player->GetGUID());
sBattlegroundMgr->SendAreaSpiritHealerQueryOpcode(_player, bg, unit->GetGUID());
return;
}
}
if (!sScriptMgr->OnGossipHello(_player, unit))
{
// _player->TalkedToCreature(unit->GetEntry(), unit->GetGUID());
_player->PrepareGossipMenu(unit, unit->GetCreatureTemplate()->GossipMenuId, true);
_player->SendPreparedGossip(unit);
}
unit->AI()->sGossipHello(_player);
}
示例5: HandleGossipHelloOpcode
void WorldSession::HandleGossipHelloOpcode(WorldPacket & recv_data) {
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_GOSSIP_HELLO");
uint64 guid;
recv_data >> guid;
Creature *unit = GetPlayer()->GetNPCIfCanInteractWith(guid,
UNIT_NPC_FLAG_NONE);
if (!unit) {
sLog->outDebug(
LOG_FILTER_NETWORKIO,
"WORLD: HandleGossipHelloOpcode - Unit (GUID: %u) not found or you can not interact with him.",
uint32(GUID_LOPART(guid)));
return;
}
GetPlayer()->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK);
// remove fake death
//if (GetPlayer()->HasUnitState(UNIT_STAT_DIED))
// GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);
if (unit->isArmorer() || unit->isCivilian() || unit->isQuestGiver()
|| unit->isServiceProvider() || unit->isGuard()) {
unit->StopMoving();
}
// If spiritguide, no need for gossip menu, just put player into resurrect queue
if (unit->isSpiritGuide()) {
Battleground *bg = _player->GetBattleground();
if (bg) {
bg->AddPlayerToResurrectQueue(unit->GetGUID(), _player->GetGUID());
sBattlegroundMgr->SendAreaSpiritHealerQueryOpcode(_player, bg,
unit->GetGUID());
return;
}
}
if (!sScriptMgr->OnGossipHello(_player, unit)) {
// _player->TalkedToCreature(unit->GetEntry(), unit->GetGUID());
_player->PrepareGossipMenu(unit, unit->GetCreatureInfo()->GossipMenuId,
true);
_player->SendPreparedGossip(unit);
}
unit->AI()->sGossipHello(_player);
}
示例6: HandleAreaSpiritHealerQueueOpcode
void WorldSession::HandleAreaSpiritHealerQueueOpcode(WorldPacket & recv_data)
{
sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AREA_SPIRIT_HEALER_QUEUE");
Battleground *bg = _player->GetBattleground();
uint64 guid;
recv_data >> guid;
Creature *unit = GetPlayer()->GetMap()->GetCreature(guid);
if (!unit)
return;
if (!unit->isSpiritService()) // it's not spirit service
return;
if (bg)
bg->AddPlayerToResurrectQueue(guid, _player->GetGUID());
}