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C++ WorldSession::SendLfgRoleChosen方法代码示例

本文整理汇总了C++中WorldSession::SendLfgRoleChosen方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldSession::SendLfgRoleChosen方法的具体用法?C++ WorldSession::SendLfgRoleChosen怎么用?C++ WorldSession::SendLfgRoleChosen使用的例子?那么恭喜您, 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WorldSession的用法示例。


在下文中一共展示了WorldSession::SendLfgRoleChosen方法的1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: UpdateRoleCheck

/// <summary>
/// Update the Role check info with the player selected role.
/// </summary>
/// <param name="grp">Group</param>
/// <param name="plr">Player</param>
void LFGMgr::UpdateRoleCheck(Group *grp, Player *plr /* = NULL*/)
{
    assert(grp);

    uint32 rolecheckId = GUID_LOPART(grp->GetGUID());
    LfgRoleCheck *pRoleCheck = NULL;
    LfgRolesMap check_roles;
    LfgRoleCheckMap::iterator itRoleCheck = m_RoleChecks.find(rolecheckId);
    bool newRoleCheck = itRoleCheck == m_RoleChecks.end();
    if (newRoleCheck)
    {
        if (!grp->IsLeader(plr->GetGUID()))
            return;

        pRoleCheck = new LfgRoleCheck();
        pRoleCheck->cancelTime = time_t(time(NULL)) + LFG_TIME_ROLECHECK;
        pRoleCheck->result = LFG_ROLECHECK_INITIALITING;
        pRoleCheck->leader = plr->GetGUID();
        
        for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
            if (Player *plrg = itr->getSource())
                pRoleCheck->roles[plrg->GetGUID()] = 0;

        pRoleCheck->dungeons = plr->m_lookingForGroup.applyDungeons;
    }
    else
        pRoleCheck = itRoleCheck->second;

    LfgLockStatusMap *playersLockMap = NULL;
    if (plr)
    {
        // Player selected no role.
        if (plr->m_lookingForGroup.roles < ROLE_TANK)
            pRoleCheck->result = LFG_ROLECHECK_NO_ROLE;
        else
        {
            // Check if all players have selected a role
            pRoleCheck->roles[plr->GetGUID()] = plr->m_lookingForGroup.roles;
            uint8 size = 0;
            for (LfgRolesMap::const_iterator itRoles = pRoleCheck->roles.begin(); itRoles != pRoleCheck->roles.end() && itRoles->second != ROLE_NONE; ++itRoles)
                ++size;

            if (pRoleCheck->roles.size() == size)
            {
                // use temporal var to check roles, CheckGroupRoles modifies the roles
                for (LfgRolesMap::const_iterator itRoles = pRoleCheck->roles.begin(); itRoles != pRoleCheck->roles.end(); ++itRoles)
                    check_roles[itRoles->first] = itRoles->second;

                if (!CheckGroupRoles(check_roles))              // Group is not posible
                    pRoleCheck->result = LFG_ROLECHECK_WRONG_ROLES;
                else
                {
                    // Check if we can find a dungeon for that group
                    pRoleCheck->result = LFG_ROLECHECK_FINISHED;
                    if (pRoleCheck->dungeons.size() > 1)
                        playersLockMap = GetPartyLockStatusDungeons(plr, &pRoleCheck->dungeons);
                    else
                    {
                        LfgDungeonSet::const_iterator it = pRoleCheck->dungeons.begin();
                        LFGDungeonEntry const *dungeon = sLFGDungeonStore.LookupEntry(*it);
                        if (dungeon && dungeon->type == LFG_TYPE_RANDOM)
                            playersLockMap = GetPartyLockStatusDungeons(plr, m_DungeonsMap[*it]);
                        else
                            playersLockMap = GetPartyLockStatusDungeons(plr, &pRoleCheck->dungeons);
                    }
                }
            }
        }
    }
    else
        pRoleCheck->result = LFG_ROLECHECK_ABORTED;

    WorldSession *session;
    WorldPacket data(SMSG_LFG_ROLE_CHECK_UPDATE, 4 + 1 + 1 + pRoleCheck->dungeons.size() * 4 + 1 + pRoleCheck->roles.size() * (8 + 1 + 4 + 1));
    DEBUG_LOG("SMSG_LFG_ROLE_CHECK_UPDATE");
    BuildLfgRoleCheck(data, pRoleCheck);

    Player *plrg = NULL;
    for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
    {
        plrg = itr->getSource();
        if (!plrg)
            continue;

        session = plrg->GetSession();
        if (!newRoleCheck && plr)
            session->SendLfgRoleChosen(plr->GetGUID(), plr->m_lookingForGroup.roles);
        session->SendPacket(&data);

        switch (pRoleCheck->result)
        {
        case LFG_ROLECHECK_INITIALITING:
            continue;
        case LFG_ROLECHECK_FINISHED:
            if (!playersLockMap)
//.........这里部分代码省略.........
开发者ID:Subv,项目名称:diamondcore,代码行数:101,代码来源:LFGMgr.cpp


注:本文中的WorldSession::SendLfgRoleChosen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。