本文整理汇总了C++中PSendMessageToAll函数的典型用法代码示例。如果您正苦于以下问题:C++ PSendMessageToAll函数的具体用法?C++ PSendMessageToAll怎么用?C++ PSendMessageToAll使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了PSendMessageToAll函数的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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: UpdateWorldState
void BattlegroundEY::EventPlayerClickedOnFlag(Player *Source, GameObject* target_obj)
{
if (GetStatus() != STATUS_IN_PROGRESS || IsFlagPickedup() || !Source->IsWithinDistInMap(target_obj, 10))
return;
if (Source->GetTeam() == ALLIANCE)
{
UpdateWorldState(NETHERSTORM_FLAG_STATE_ALLIANCE, BG_EY_FLAG_STATE_ON_PLAYER);
PlaySoundToAll(BG_EY_SOUND_FLAG_PICKED_UP_ALLIANCE);
}
else
{
UpdateWorldState(NETHERSTORM_FLAG_STATE_HORDE, BG_EY_FLAG_STATE_ON_PLAYER);
PlaySoundToAll(BG_EY_SOUND_FLAG_PICKED_UP_HORDE);
}
if (m_FlagState == BG_EY_FLAG_STATE_ON_BASE)
UpdateWorldState(NETHERSTORM_FLAG, 0);
m_FlagState = BG_EY_FLAG_STATE_ON_PLAYER;
SpawnBGObject(BG_EY_OBJECT_FLAG_NETHERSTORM, RESPAWN_ONE_DAY);
SetFlagPicker(Source->GetGUID());
//get flag aura on player
Source->CastSpell(Source, BG_EY_NETHERSTORM_FLAG_SPELL, true);
Source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
if (Source->GetTeam() == ALLIANCE)
PSendMessageToAll(LANG_BG_EY_HAS_TAKEN_FLAG, CHAT_MSG_BG_SYSTEM_ALLIANCE, NULL, Source->GetName());
else
PSendMessageToAll(LANG_BG_EY_HAS_TAKEN_FLAG, CHAT_MSG_BG_SYSTEM_HORDE, NULL, Source->GetName());
}
开发者ID:Gamerzon94,项目名称:wowrean-emu,代码行数:31,代码来源:BattlegroundEY.cpp
示例2: UpdateWorldState
void BattleGroundAC::EventPlayerClickedOnFlag(Player *Source, GameObject* target_obj)
{
if (GetStatus() != STATUS_IN_PROGRESS || IsFlagPickedup() || !Source->IsWithinDistInMap(target_obj, 10))
return;
if (Source->GetTeam() == ALLIANCE)
{
UpdateWorldState(FLAG_1_FLAG_STATE_ALLIANCE, BG_AC_FLAG_STATE_ON_PLAYER);
PlaySoundToAll(BG_AC_SOUND_FLAG_PICKED_UP_ALLIANCE);
}
else
{
UpdateWorldState(FLAG_1_FLAG_STATE_HORDE, BG_AC_FLAG_STATE_ON_PLAYER);
PlaySoundToAll(BG_AC_SOUND_FLAG_PICKED_UP_HORDE);
}
if (m_FlagState == BG_AC_FLAG_STATE_ON_BASE)
UpdateWorldState(FLAG_1_FLAG, 0);
m_FlagState = BG_AC_FLAG_STATE_ON_PLAYER;
// despawn center-flag
SpawnEvent(BG_AC_EVENT_CAPTURE_FLAG, BG_AC_EVENT2_FLAG_CENTER, false);
SetFlagPicker(Source->GetObjectGuid());
//get flag aura on player
Source->CastSpell(Source, BG_AC_FLAG_1_FLAG_SPELL, true);
Source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
if (Source->GetTeam() == ALLIANCE)
PSendMessageToAll(LANG_BG_AC_HAS_TAKEN_FLAG, CHAT_MSG_BG_SYSTEM_ALLIANCE, NULL, Source->GetName());
else
PSendMessageToAll(LANG_BG_AC_HAS_TAKEN_FLAG, CHAT_MSG_BG_SYSTEM_HORDE, NULL, Source->GetName());
}
开发者ID:hodobaj,项目名称:DTD-Edition,代码行数:33,代码来源:BattleGroundAC.cpp
示例3: UpdateWorldState
void BattleGroundEY::EventPlayerClickedOnFlag(Player* source, GameObject* target_obj)
{
if (GetStatus() != STATUS_IN_PROGRESS || IsFlagPickedUp() || !source->IsWithinDistInMap(target_obj, 10))
return;
if (m_flagState == EY_FLAG_STATE_ON_BASE)
UpdateWorldState(WORLD_STATE_EY_NETHERSTORM_FLAG_READY, WORLD_STATE_REMOVE);
if (source->GetTeam() == ALLIANCE)
{
PlaySoundToAll(EY_SOUND_FLAG_PICKED_UP_ALLIANCE);
m_flagState = EY_FLAG_STATE_ON_ALLIANCE_PLAYER;
UpdateWorldState(WORLD_STATE_EY_NETHERSTORM_FLAG_STATE_ALLIANCE, 2);
}
else
{
PlaySoundToAll(EY_SOUND_FLAG_PICKED_UP_HORDE);
m_flagState = EY_FLAG_STATE_ON_HORDE_PLAYER;
UpdateWorldState(WORLD_STATE_EY_NETHERSTORM_FLAG_STATE_HORDE, 2);
}
// despawn center-flag
SpawnEvent(EY_EVENT_CAPTURE_FLAG, EY_EVENT2_FLAG_CENTER, false);
SetFlagCarrier(source->GetObjectGuid());
// get flag aura on player
source->CastSpell(source, EY_NETHERSTORM_FLAG_SPELL, true);
source->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
if (source->GetTeam() == ALLIANCE)
PSendMessageToAll(LANG_BG_EY_HAS_TAKEN_FLAG, CHAT_MSG_BG_SYSTEM_ALLIANCE, NULL, source->GetName());
else
PSendMessageToAll(LANG_BG_EY_HAS_TAKEN_FLAG, CHAT_MSG_BG_SYSTEM_HORDE, NULL, source->GetName());
}
开发者ID:mangosfour,项目名称:server,代码行数:36,代码来源:BattleGroundEY.cpp
示例4: RemovePlayerAtLeave
void BattleGround::Update(uint32 diff)
{
if (!GetPlayersSize())
{
// BG is empty
// if there are no players invited, delete BG
// this will delete arena or bg object, where any player entered
// [[ but if you use battleground object again (more battles possible to be played on 1 instance)
// then this condition should be removed and code:
// if (!GetInvitedCount(HORDE) && !GetInvitedCount(ALLIANCE))
// this->AddToFreeBGObjectsQueue(); // not yet implemented
// should be used instead of current
// ]]
// BattleGround Template instance cannot be updated, because it would be deleted
if (!GetInvitedCount(HORDE) && !GetInvitedCount(ALLIANCE))
delete this;
return;
}
// remove offline players from bg after 5 minutes
if (!m_OfflineQueue.empty())
{
BattleGroundPlayerMap::iterator itr = m_Players.find(*(m_OfflineQueue.begin()));
if (itr != m_Players.end())
{
if (itr->second.OfflineRemoveTime <= sWorld.GetGameTime())
{
RemovePlayerAtLeave(itr->first, true, true);// remove player from BG
m_OfflineQueue.pop_front(); // remove from offline queue
// do not use itr for anything, because it is erased in RemovePlayerAtLeave()
}
}
}
/*********************************************************/
/*** BATTLEGROUND BALLANCE SYSTEM ***/
/*********************************************************/
// if less then minimum players are in on one side, then start premature finish timer
if (GetStatus() == STATUS_IN_PROGRESS && sBattleGroundMgr.GetPrematureFinishTime() && (GetPlayersCountByTeam(ALLIANCE) < GetMinPlayersPerTeam() || GetPlayersCountByTeam(HORDE) < GetMinPlayersPerTeam()))
{
if (!m_PrematureCountDown)
{
m_PrematureCountDown = true;
m_PrematureCountDownTimer = sBattleGroundMgr.GetPrematureFinishTime();
}
else if (m_PrematureCountDownTimer < diff)
{
// time's up!
Team winner = TEAM_NONE;
if (GetPlayersCountByTeam(ALLIANCE) >= GetMinPlayersPerTeam())
winner = ALLIANCE;
else if (GetPlayersCountByTeam(HORDE) >= GetMinPlayersPerTeam())
winner = HORDE;
EndBattleGround(winner);
m_PrematureCountDown = false;
}
else if (!sBattleGroundMgr.isTesting())
{
uint32 newtime = m_PrematureCountDownTimer - diff;
// announce every minute
if (newtime > (MINUTE * IN_MILLISECONDS))
{
if (newtime / (MINUTE * IN_MILLISECONDS) != m_PrematureCountDownTimer / (MINUTE * IN_MILLISECONDS))
PSendMessageToAll(LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING, CHAT_MSG_SYSTEM, NULL, (uint32)(m_PrematureCountDownTimer / (MINUTE * IN_MILLISECONDS)));
}
else
{
// announce every 15 seconds
if (newtime / (15 * IN_MILLISECONDS) != m_PrematureCountDownTimer / (15 * IN_MILLISECONDS))
PSendMessageToAll(LANG_BATTLEGROUND_PREMATURE_FINISH_WARNING_SECS, CHAT_MSG_SYSTEM, NULL, (uint32)(m_PrematureCountDownTimer / IN_MILLISECONDS));
}
m_PrematureCountDownTimer = newtime;
}
}
else if (m_PrematureCountDown)
m_PrematureCountDown = false;
/*********************************************************/
/*** BATTLEGROUND STARTING SYSTEM ***/
/*********************************************************/
if (GetStatus() == STATUS_WAIT_JOIN && GetPlayersSize())
{
ModifyStartDelayTime(diff);
if (!(m_Events & BG_STARTING_EVENT_1))
{
m_Events |= BG_STARTING_EVENT_1;
StartingEventCloseDoors();
SetStartDelayTime(m_StartDelayTimes[BG_STARTING_EVENT_FIRST]);
// first start warning - 2 or 1 minute, only if defined
if (m_StartMessageIds[BG_STARTING_EVENT_FIRST])
SendMessageToAll(m_StartMessageIds[BG_STARTING_EVENT_FIRST], CHAT_MSG_BG_SYSTEM_NEUTRAL);
}
// After 1 minute or 30 seconds, warning is signalled
//.........这里部分代码省略.........
开发者ID:MonstermoshCOM,项目名称:server,代码行数:101,代码来源:BattleGround.cpp
注:本文中的PSendMessageToAll函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。 |
请发表评论