当前位置: 首页>>代码示例>>C++>>正文


C++ MapInfo::HasFlag方法代码示例

本文整理汇总了C++中MapInfo::HasFlag方法的典型用法代码示例。如果您正苦于以下问题:C++ MapInfo::HasFlag方法的具体用法?C++ MapInfo::HasFlag怎么用?C++ MapInfo::HasFlag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MapInfo的用法示例。


在下文中一共展示了MapInfo::HasFlag方法的4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: _HandleAreaTriggerOpcode


//.........这里部分代码省略.........
						}break;
					case AREA_TRIGGER_FAILURE_NO_ATTUNE_Q:
						{
							Quest * pQuest = QuestStorage.LookupEntry(pMi->required_quest);
							snprintf(msg, 200, pReason, pQuest ? pQuest->title : "UNKNOWN");

							data << msg;
						}break;
					case AREA_TRIGGER_FAILURE_NO_KEY:
						{
							string temp_msg[2];
							string tmp_msg;
							for(uint32 i = 0; i < 2; ++i) 
							{
								if (pMi->heroic_key[i] && _player->GetItemInterface()->GetItemCount(pMi->heroic_key[i], false)==0)
								{
									ItemPrototype * pKey = ItemPrototypeStorage.LookupEntry(pMi->heroic_key[i]);
									if(pKey)
										temp_msg[i] += pKey->Name1;
									else
										temp_msg[i] += "UNKNOWN";
								}
							}
							tmp_msg += temp_msg[0];
							if(temp_msg[0].size() && temp_msg[1].size())
								tmp_msg += "\" and \"";
							tmp_msg += temp_msg[1];

							snprintf(msg, 200, pReason, tmp_msg.c_str());
							data << msg;
						}break;
					case AREA_TRIGGER_FAILURE_LEVEL_HEROIC:
						{
							snprintf(msg, 200, pReason, pMi->HasFlag(WMI_INSTANCE_XPACK_02) ? 80 : 70);
							data << msg;
						}break;
					default:
						{
							data << pReason;
						}break;
					}

					data << uint8(0);
					SendPacket(&data);
					return;
				}

				if( _player->IsMounted())
					TO_UNIT(_player)->Dismount();

				uint32 InstanceID = 0;
				// Try to find a saved instance and
				// do not handle Hyjal Inn (trigger 4319), since we need a unique mapid when generating our instance_id.

				if( id != 4319 && pMi && ( map->israid() || _player->iRaidType >= MODE_NORMAL_25MEN && pMi->type == INSTANCE_MULTIMODE ) )
				{
					//Do we have a saved instance we should use?
					Instance * in = NULL;
					in = sInstanceMgr.GetSavedInstance( pMi->mapid,_player->GetLowGUID(), _player->iRaidType );
					if( in != NULL  && in->m_instanceId )
					{
						//If we are the first to enter this instance, also set our current group id.
						if( in->m_mapMgr == NULL || (!in->m_mapMgr->HasPlayers() && _player->GetGroupID() != in->m_creatorGroup))
							in->m_creatorGroup =_player->GetGroupID();
						InstanceID = in->m_instanceId;
					}
开发者ID:arcticdev,项目名称:arcticdev,代码行数:67,代码来源:AreaTrigger.cpp

示例2: _HandleAreaTriggerOpcode

void WorldSession::_HandleAreaTriggerOpcode(uint32 id)
{		
	sLog.outDebug("AreaTrigger: %u", id);

	WorldPacket data(80);
	AreaTrigger * pAreaTrigger = AreaTriggerStorage.LookupEntry(id);

	// Search quest log, find any exploration quests
	sQuestMgr.OnPlayerExploreArea(GetPlayer(),id);
	
	// if in BG handle is triggers
	if(GetPlayer()->m_bgInBattleground && GetPlayer()->GetCurrentBattleground() != NULL)
	{
		GetPlayer()->GetCurrentBattleground()->HandleBattlegroundAreaTrigger(GetPlayer(), id);
		return;
	}   

	if(GetPermissionCount())
	{
		sChatHandler.BlueSystemMessage(this, "[%sSystem%s] |rEntered areatrigger: %s%u.", MSG_COLOR_WHITE, MSG_COLOR_LIGHTBLUE, 
			MSG_COLOR_SUBWHITE, id);
	}

	/* if we don't have an areatrigger, create one on the stack to use for gm scripts :p */
	if(!pAreaTrigger)
	{
		AreaTrigger tmpTrigger;
		tmpTrigger.AreaTriggerID = id;

		ScriptSystem->OnActivateAreaTrigger(&tmpTrigger, _player);
		return;
	}

	/* script prerequsites */
	if(ScriptSystem->OnActivateAreaTrigger(pAreaTrigger, _player) == false)
		return;

	if(pAreaTrigger->Type == ATTYPE_BATTLEGROUND)
	{
		if(pAreaTrigger->Mapid == 489)		// hack fix
			pAreaTrigger->Mapid = 2;
		else if(pAreaTrigger->Mapid == 529)
			pAreaTrigger->Mapid = 3;
		else if(pAreaTrigger->Mapid == 30)
			pAreaTrigger->Mapid = 1;
			
		WorldPacket *pkt = sBattlegroundMgr.BuildBattlegroundListPacket(GetPlayer()->GetGUID(), _player,
			pAreaTrigger->Mapid);
		SendPacket(pkt);
		delete pkt;
		return;
	}

	bool bFailedPre = false;
	std::string failed_reason;

	if(pAreaTrigger->required_level)
	{
		if(GetPlayer()->getLevel() < pAreaTrigger->required_level)
		{
			bFailedPre = true;
			if(failed_reason.size() > 0)
				failed_reason += ", and ";
			else
				failed_reason = "You must be ";

			// mm hacky
			char lvltext[30];
			snprintf(lvltext, 30, "at least level %d", (int)pAreaTrigger->required_level);
			failed_reason += lvltext;
		}
	}
	if(bFailedPre)
	{
		failed_reason += " before you're allowed through here.";
		WorldPacket msg;
		msg.Initialize(SMSG_AREA_TRIGGER_MESSAGE);
		msg << uint32(0) << failed_reason << uint8(0);
		SendPacket(&msg);
		sLog.outDebug("Player %s failed areatrigger prereq - %s", GetPlayer()->GetName(), failed_reason.c_str());
		return;
	}
	switch(pAreaTrigger->Type)
	{
	case ATTYPE_INSTANCE:
		{
			if(GetPlayer()->GetPlayerStatus() != TRANSFER_PENDING) //only ports if player is out of pendings
			{
				GetPlayer()->SaveEntryPoint(pAreaTrigger->Mapid);

				//death system check.
				Corpse *pCorpse = NULL;
//					CorpseData *pCorpseData = NULL;
				MapInfo *pMapinfo = NULL;

				pMapinfo = WorldMapInfoStorage.LookupEntry(pAreaTrigger->Mapid);
				if(pMapinfo && !pMapinfo->HasFlag(WMI_INSTANCE_ENABLED))
				{
					WorldPacket msg;
					msg.Initialize(SMSG_AREA_TRIGGER_MESSAGE);
//.........这里部分代码省略.........
开发者ID:Sylica2013,项目名称:Antrix,代码行数:101,代码来源:AreaTrigger.cpp

示例3: HandleAreaTriggerOpcode

void WorldSession::HandleAreaTriggerOpcode(WorldPacket & recv_data)
{
    CHECK_PACKET_SIZE(recv_data, 4);
    uint32 id = 0;
    WorldPacket data(80);
    AreaTrigger *pAreaTrigger = NULL;
    recv_data >> id;
    sLog.outDebug("AreaTrigger: %u", id);

    pAreaTrigger = sWorld.GetAreaTrigger(id);

    // Search quest log, find any exploration quests
    sQuestMgr.OnPlayerExploreArea(GetPlayer(),id);
    
    // if in BG handle is triggers
    if(GetPlayer()->m_bgInBattleground && GetPlayer()->GetCurrentBattleground() != NULL)
    {
        GetPlayer()->GetCurrentBattleground()->HandleBattlegroundAreaTrigger(GetPlayer(), id);
        return;
    }   

    if(pAreaTrigger && pAreaTrigger->Type == ATTYPE_BATTLEGROUND)
    {
        if(pAreaTrigger->Mapid == 489)        // hack fix
            pAreaTrigger->Mapid = 2;
        else if(pAreaTrigger->Mapid == 529)
            pAreaTrigger->Mapid = 3;
        else if(pAreaTrigger->Mapid == 30)
            pAreaTrigger->Mapid = 1;
            
        WorldPacket *pkt = sBattlegroundMgr.BuildBattlegroundListPacket(GetPlayer()->GetGUID(), _player,
            pAreaTrigger->Mapid);
        SendPacket(pkt);
        delete pkt;
        return;
    }

    if(pAreaTrigger)
    {
        bool bFailedPre = false;
        std::string failed_reason;

        if(pAreaTrigger->required_level)
        {
            if(GetPlayer()->getLevel() < pAreaTrigger->required_level)
            {
                bFailedPre = true;
                if(failed_reason.size() > 0)
                    failed_reason += ", and ";
                else
                    failed_reason = "You must be ";

                // mm hacky
                char lvltext[30];
                sprintf(lvltext, "at least level %d", pAreaTrigger->required_level);
                failed_reason += lvltext;
            }
        }
        if(bFailedPre)
        {
            failed_reason += " before you're allowed through here.";
            WorldPacket msg;
            msg.Initialize(SMSG_AREA_TRIGGER_MESSAGE);
            msg << uint32(0) << failed_reason << uint8(0);
            SendPacket(&msg);
            sLog.outDebug("Player %s failed areatrigger prereq - %s", GetPlayer()->GetName(), failed_reason.c_str());
            return;
        }
        switch(pAreaTrigger->Type)
        {
        case ATTYPE_INSTANCE:
            {
                if(GetPlayer()->GetPlayerStatus() != TRANSFER_PENDING) //only ports if player is out of pendings
                {
                    GetPlayer()->SaveEntryPoint();
                    //death system check.
                    Corpse *pCorpse = NULL;
                    CorpseData *pCorpseData = NULL;
                    MapInfo *pMapinfo = NULL;

                    pMapinfo = sWorld.GetMapInformation(pAreaTrigger->Mapid);
                    if(pMapinfo && !pMapinfo->HasFlag(WMI_INSTANCE_ENABLED))
                    {
                        WorldPacket msg;
                        msg.Initialize(SMSG_AREA_TRIGGER_MESSAGE);
                        msg << uint32(0) << "This instance is currently unavailable." << uint8(0) << uint8(0);
                        SendPacket(&msg);
                        return;
                    }

                    if(pMapinfo && pMapinfo->HasFlag(WMI_INSTANCE_XPACK_01) && !HasFlag(ACCOUNT_FLAG_XPACK_01))
                    {
                        WorldPacket msg;
                        msg.Initialize(SMSG_BROADCAST_MSG);
                        msg << uint32(3) << "You must have The Burning Crusade Expansion to access this content." << uint8(0);
                        SendPacket(&msg);
                        return;
                    }

                    if(!GetPlayer()->isAlive())
//.........这里部分代码省略.........
开发者ID:AwkwardDev,项目名称:WoWD,代码行数:101,代码来源:AreaTrigger.cpp

示例4: PreTeleport

uint32 InstanceMgr::PreTeleport(uint32 mapid, Player* plr, uint32 instanceid)
{
	// preteleport is where all the magic happens :P instance creation, etc.
	MapInfo * inf = LimitedMapInfoStorage.LookupEntry(mapid);
	MapEntry* map = dbcMap.LookupEntry(mapid);
	InstanceMap * instancemap;
	Instance * in = NULL;

	//is the map vaild?
	if(inf == NULL || mapid >= NUM_MAPS)
		return INSTANCE_ABORT_NOT_FOUND;

	// main continent check.
	if(inf->type == INSTANCE_NULL) // we can check if the destination world server is online or not and then cancel them before they load.
		return (m_singleMaps[mapid] != NULL) ? INSTANCE_OK : INSTANCE_ABORT_NOT_FOUND;

	// shouldn't happen
	if(inf->type == INSTANCE_PVP)
		return INSTANCE_ABORT_NOT_FOUND;

	if(map->israid()) // check that heroic mode is available if the player has requested it.
	{
		if(plr->iRaidType > 1 && inf->type != INSTANCE_MULTIMODE)
			return INSTANCE_ABORT_HEROIC_MODE_NOT_AVAILABLE;
	}
	else if(plr->iInstanceType && inf->type != INSTANCE_MULTIMODE)
		return INSTANCE_ABORT_HEROIC_MODE_NOT_AVAILABLE;

	//do we need addition raid/heroic checks?
	Group * pGroup = plr->GetGroup() ;
	if( !plr->triggerpass_cheat )
	{
		// players without groups cannot enter raid instances (no soloing them:P)
		if( pGroup == NULL && (map->israid() || inf->type == INSTANCE_MULTIMODE))
			return INSTANCE_ABORT_NOT_IN_RAID_GROUP;

		//and has the required level
		if( plr->getLevel() < 80)
		{
			if(!map->israid())
			{
				//otherwise we still need to be lvl 70/80 for heroic.
				if( plr->iInstanceType && plr->getLevel() < uint32(inf->HasFlag(WMI_INSTANCE_XPACK_02) ? 80 : 70))
					return INSTANCE_ABORT_HEROIC_MODE_NOT_AVAILABLE;
			}
			else
				//otherwise we still need to be lvl 70/80 for heroic.
				if( plr->iRaidType > 1 && plr->getLevel() < uint32(inf->HasFlag(WMI_INSTANCE_XPACK_02) ? 80 : 70))
					return INSTANCE_ABORT_HEROIC_MODE_NOT_AVAILABLE;

			//and we might need a key too.
			bool reqkey = (inf->heroic_key[0] || inf->heroic_key[1])? true : false;
			bool haskey = (plr->GetItemInterface()->GetItemCount(inf->heroic_key[0], false) || plr->GetItemInterface()->GetItemCount(inf->heroic_key[1], false))? true : false;
			if(reqkey && !haskey)
				return INSTANCE_ABORT_HEROIC_MODE_NOT_AVAILABLE;
		}
	}

	// if we are here, it means:
	// 1) we're a non-raid instance
	// 2) we're a raid instance, and the person is in a group.
	// so, first we have to check if they have an instance on this map already, if so, allow them to teleport to that.
	// next we check if there is a saved instance belonging to him.
	// otherwise, we can create them a new one.

	m_mapLock.Acquire();

	//find all instances for our map
	instancemap = m_instances[mapid];
	if(instancemap)
	{
		InstanceMap::iterator itr;
		// do we have a specific instance id we should enter (saved or active).
		// don't bother looking for saved instances, if we had one we found it in areatrigger.cpp
		if(instanceid != 0)
		{
			itr = instancemap->find(instanceid);
			if(itr != instancemap->end())
			{
				in = itr->second;
				//we have an instance,but can we enter it?
				uint8 owns = PlayerOwnsInstance( in, plr );
				if( owns >= OWNER_CHECK_OK )
				{
					// If the map is active and has players
					if(in->m_mapMgr && in->m_mapMgr->HasPlayers() && !plr->triggerpass_cheat)
					{
						//check if combat is in progress
						if( in->m_mapMgr->IsCombatInProgress())
						{
							m_mapLock.Release();
							return INSTANCE_ABORT_ENCOUNTER;
						}

						// check if we are full
						if( in->m_mapMgr->GetPlayerCount() >= inf->playerlimit )
						{
							m_mapLock.Release();
							return INSTANCE_ABORT_FULL;
						}
//.........这里部分代码省略.........
开发者ID:SkyFire,项目名称:sandshroud,代码行数:101,代码来源:WorldCreator.cpp


注:本文中的MapInfo::HasFlag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。