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类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.........