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7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,
Battleground* bg) {
// load/create a map
ACE_GUARD_RETURN(ACE_Thread_Mutex, Guard, Lock, NULL);
sLog->outDebug(LOG_FILTER_MAPS,
"MapInstanced::CreateBattleground: map bg %d for %d created.",
InstanceId, GetId());
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(
bg->GetMapId(), bg->GetMinLevel());
uint8 spawnMode;
if (bracketEntry)
spawnMode = bracketEntry->difficulty;
else
spawnMode = REGULAR_DIFFICULTY;
BattlegroundMap *map = new BattlegroundMap(GetId(), GetGridExpiry(),
InstanceId, this, spawnMode);
ASSERT(map->IsBattlegroundOrArena());
map->SetBG(bg);
bg->SetBgMap(map);
m_InstancedMaps[InstanceId] = map;
return map;
}
示例2: CreateBattleground
BattlegroundMap* MapInstanced::CreateBattleground(uint32 InstanceId, Battleground* pBg)
{
if(!pBg)
return NULL;
// load/create map
ACE_GUARD_RETURN(ACE_Thread_Mutex, Guard, Lock, NULL);
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(pBg->GetMapId(), pBg->GetMinLevel());
uint8 spawnMode;
if(bracketEntry)
spawnMode = bracketEntry->difficulty;
else
spawnMode = REGULAR_DIFFICULTY;
BattlegroundMap* pMap = new BattlegroundMap(GetId(), GetGridExpiry(), InstanceId, this, spawnMode);
ASSERT(pMap->IsBattlegroundOrArena());
pMap->SetBG(pBg);
pBg->SetBgMap(pMap);
m_InstancedMaps[InstanceId] = pMap;
return pMap;
}
示例3: CreateBattleground
BattlegroundMap* MapInstanced::CreateBattleground(uint32 InstanceId, Battleground* bg)
{
// load/create a map
std::lock_guard<std::mutex> lock(_mapLock);
TC_LOG_DEBUG("maps", "MapInstanced::CreateBattleground: map bg %d for %d created.", InstanceId, GetId());
BattlegroundMap* map = new BattlegroundMap(GetId(), GetGridExpiry(), InstanceId, this, DIFFICULTY_NONE);
ASSERT(map->IsBattlegroundOrArena());
map->SetBG(bg);
bg->SetBgMap(map);
m_InstancedMaps[InstanceId] = map;
return map;
}
示例4: CreateBattleground
BattlegroundMap* MapInstanced::CreateBattleground(uint32 InstanceId, Battleground* bg)
{
// load/create a map
ACE_GUARD_RETURN(ACE_Thread_Mutex, Guard, Lock, NULL);
sLog->outDebug (LOG_FILTER_NETWORKIO, "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5: 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6: CreateBattleground
BattlegroundMap* MapInstanced::CreateBattleground(uint32 InstanceId, Battleground* bg)
{
// load/create a map
INFINITY_GUARD(ACE_Thread_Mutex, Lock);
IC_LOG_DEBUG("maps", "MapInstanced::CreateBattleground: map bg %d for %d created.", InstanceId, GetId());
uint8 spawnMode;
spawnMode = REGULAR_DIFFICULTY;
BattlegroundMap* map = new BattlegroundMap(GetId(), GetGridExpiry(), InstanceId, this, spawnMode);
ASSERT(map->IsBattlegroundOrArena());
map->SetBG(bg);
bg->SetBgMap(map);
m_InstancedMaps[InstanceId] = map;
return map;
}
示例7: CreateBattleground
BattlegroundMap* MapInstanced::CreateBattleground(uint32 InstanceId, Battleground* bg)
{
// load/create a map
std::lock_guard<std::mutex> lock(_mapLock);
TC_LOG_DEBUG("maps", "MapInstanced::CreateBattleground: map bg %d for %d created.", InstanceId, GetId());
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), bg->GetMinLevel());
uint8 spawnMode;
if (bracketEntry)
spawnMode = bracketEntry->difficulty;
else
spawnMode = REGULAR_DIFFICULTY;
BattlegroundMap* map = new BattlegroundMap(GetId(), GetGridExpiry(), InstanceId, this, spawnMode);
ASSERT(map->IsBattlegroundOrArena());
map->SetBG(bg);
bg->SetBgMap(map);
m_InstancedMaps[InstanceId] = map;
return map;
}