本文整理汇总了C++中TalentBitSize类的典型用法代码示例。如果您正苦于以下问题:C++ TalentBitSize类的具体用法?C++ TalentBitSize怎么用?C++ TalentBitSize使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了TalentBitSize类的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: LoadDBCStores
//.........这里部分代码省略.........
sPetFamilySpellsStore[i].insert(spellInfo->Id);
}
}
}
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellCastTimesStore, dbcPath,"SpellCastTimes.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellDurationStore, dbcPath,"SpellDuration.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellFocusObjectStore, dbcPath,"SpellFocusObject.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellItemEnchantmentStore,dbcPath,"SpellItemEnchantment.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellItemEnchantmentConditionStore,dbcPath,"SpellItemEnchantmentCondition.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellRadiusStore, dbcPath,"SpellRadius.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellRangeStore, dbcPath,"SpellRange.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellShapeshiftStore, dbcPath,"SpellShapeshiftForm.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sStableSlotPricesStore, dbcPath,"StableSlotPrices.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSummonPropertiesStore, dbcPath,"SummonProperties.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sTalentStore, dbcPath,"Talent.dbc");
// create talent spells set
for (unsigned int i = 0; i < sTalentStore.GetNumRows(); ++i)
{
TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
if (!talentInfo) continue;
for (int j = 0; j < 5; j++)
if (talentInfo->RankID[j])
sTalentSpellPosMap[talentInfo->RankID[j]] = TalentSpellPos(i,j);
}
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sTalentTabStore, dbcPath,"TalentTab.dbc");
// prepare fast data access to bit pos of talent ranks for use at inspecting
{
// fill table by amount of talent ranks and fill sTalentTabBitSizeInInspect
// store in with (row,col,talent)->size key for correct sorting by (row,col)
typedef std::map<uint32,uint32> TalentBitSize;
TalentBitSize sTalentBitSize;
for (uint32 i = 1; i < sTalentStore.GetNumRows(); ++i)
{
TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
if (!talentInfo) continue;
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab);
if (!talentTabInfo)
continue;
// find talent rank
uint32 curtalent_maxrank = 0;
for (uint32 k = 5; k > 0; --k)
{
if (talentInfo->RankID[k-1])
{
curtalent_maxrank = k;
break;
}
}
sTalentBitSize[(talentInfo->Row<<24) + (talentInfo->Col<<16)+talentInfo->TalentID] = curtalent_maxrank;
sTalentTabSizeInInspect[talentInfo->TalentTab] += curtalent_maxrank;
}
// now have all max ranks (and then bit amount used for store talent ranks in inspect)
for (uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId)
{
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentTabId);
if (!talentTabInfo)
continue;
示例2: LoadDBCStores
//.........这里部分代码省略.........
continue;
sPetFamilySpellsStore[i].insert(spellInfo->Id);
}
}
}
LoadDBC(availableDbcLocales, bar, bad_dbc_files, sSpellCastTimesStore, dbcPath, "SpellCastTimes.dbc");
LoadDBC(availableDbcLocales, bar, bad_dbc_files, sSpellDurationStore, dbcPath, "SpellDuration.dbc");
LoadDBC(availableDbcLocales, bar, bad_dbc_files, sSpellFocusObjectStore, dbcPath, "SpellFocusObject.dbc");
LoadDBC(availableDbcLocales, bar, bad_dbc_files, sSpellItemEnchantmentStore, dbcPath, "SpellItemEnchantment.dbc");
LoadDBC(availableDbcLocales, bar, bad_dbc_files, sSpellRadiusStore, dbcPath, "SpellRadius.dbc");
LoadDBC(availableDbcLocales, bar, bad_dbc_files, sSpellRangeStore, dbcPath, "SpellRange.dbc");
LoadDBC(availableDbcLocales, bar, bad_dbc_files, sSpellShapeshiftFormStore, dbcPath, "SpellShapeshiftForm.dbc");
LoadDBC(availableDbcLocales, bar, bad_dbc_files, sStableSlotPricesStore, dbcPath, "StableSlotPrices.dbc");
LoadDBC(availableDbcLocales, bar, bad_dbc_files, sTalentStore, dbcPath, "Talent.dbc");
// create talent spells set
for (unsigned int i = 0; i < sTalentStore.GetNumRows(); ++i)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(i);
if (!talentInfo) continue;
for (int j = 0; j < 5; ++j)
if (talentInfo->RankID[j])
sTalentSpellPosMap[talentInfo->RankID[j]] = TalentSpellPos(i, j);
}
LoadDBC(availableDbcLocales, bar, bad_dbc_files, sTalentTabStore, dbcPath, "TalentTab.dbc");
// prepare fast data access to bit pos of talent ranks for use at inspecting
{
// fill table by amount of talent ranks and fill sTalentTabBitSizeInInspect
// store in with (row,col,talent)->size key for correct sorting by (row,col)
typedef std::map<uint32, uint32> TalentBitSize;
TalentBitSize sTalentBitSize;
for (uint32 i = 1; i < sTalentStore.GetNumRows(); ++i)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(i);
if (!talentInfo) continue;
TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (!talentTabInfo)
continue;
// find talent rank
uint32 curtalent_maxrank = 0;
for (uint32 k = 5; k > 0; --k)
{
if (talentInfo->RankID[k - 1])
{
curtalent_maxrank = k;
break;
}
}
sTalentBitSize[(talentInfo->Row << 24) + (talentInfo->Col << 16) + talentInfo->TalentID] = curtalent_maxrank;
sTalentTabSizeInInspect[talentInfo->TalentTab] += curtalent_maxrank;
}
// now have all max ranks (and then bit amount used for store talent ranks in inspect)
for (uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId)
{
TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentTabId);
if (!talentTabInfo)
continue;
示例3: LoadDBCStores
//.........这里部分代码省略.........
}
}
}
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellCastTimesStore, dbcPath,"SpellCastTimes.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellDurationStore, dbcPath,"SpellDuration.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellFocusObjectStore, dbcPath,"SpellFocusObject.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellItemEnchantmentStore,dbcPath,"SpellItemEnchantment.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellItemEnchantmentConditionStore,dbcPath,"SpellItemEnchantmentCondition.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellRadiusStore, dbcPath,"SpellRadius.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellRangeStore, dbcPath,"SpellRange.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellRuneCostStore, dbcPath,"SpellRuneCost.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSpellShapeshiftStore, dbcPath,"SpellShapeshiftForm.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sStableSlotPricesStore, dbcPath,"StableSlotPrices.dbc");
//LoadDBC(availableDbcLocales,bar,bad_dbc_files,sSummonPropertiesStore, dbcPath,"SummonProperties.dbc");
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sTalentStore, dbcPath,"Talent.dbc");
// create talent spells set
for (unsigned int i = 0; i < sTalentStore.GetNumRows(); ++i)
{
TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
if (!talentInfo) continue;
for (int j = 0; j < 5; j++)
if(talentInfo->RankID[j])
sTalentSpellPosMap[talentInfo->RankID[j]] = TalentSpellPos(i,j);
}
LoadDBC(availableDbcLocales,bar,bad_dbc_files,sTalentTabStore, dbcPath,"TalentTab.dbc");
// prepare fast data access to bit pos of talent ranks for use at inspecting
{
// fill table by amount of talent ranks and fill sTalentTabBitSizeInInspect
// store in with (row,col,talent)->size key for correct sorting by (row,col)
typedef std::map<uint32,uint32> TalentBitSize;
TalentBitSize sTalentBitSize;
for(uint32 i = 1; i < sTalentStore.GetNumRows(); ++i)
{
TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
if (!talentInfo) continue;
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
if(!talentTabInfo)
continue;
// find talent rank
uint32 curtalent_maxrank = 0;
for(uint32 k = 5; k > 0; --k)
{
if(talentInfo->RankID[k-1])
{
curtalent_maxrank = k;
break;
}
}
sTalentBitSize[(talentInfo->Row<<24) + (talentInfo->Col<<16)+talentInfo->TalentID] = curtalent_maxrank;
sTalentTabSizeInInspect[talentInfo->TalentTab] += curtalent_maxrank;
}
// now have all max ranks (and then bit amount used for store talent ranks in inspect)
for(uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId)
{
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentTabId );
if(!talentTabInfo)
continue;