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C++ GetDownscaledMapDifficultyData函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中GetDownscaledMapDifficultyData函数的典型用法代码示例。如果您正苦于以下问题:C++ GetDownscaledMapDifficultyData函数的具体用法?C++ GetDownscaledMapDifficultyData怎么用?C++ GetDownscaledMapDifficultyData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GetDownscaledMapDifficultyData函数的13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: TRINITY_GUARD

InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave* save, Difficulty difficulty)
{
    // load/create a map
    TRINITY_GUARD(ACE_Thread_Mutex, Lock);

    // make sure we have a valid map id
    const MapEntry* entry = sMapStore.LookupEntry(GetId());
    if (!entry)
    {
        sLog->outError("CreateInstance: no entry for map %d", GetId());
        ASSERT(false);
    }
    const InstanceTemplate* iTemplate = sObjectMgr->GetInstanceTemplate(GetId());
    if (!iTemplate)
    {
        sLog->outError("CreateInstance: no instance template for map %d", GetId());
        ASSERT(false);
    }

    // some instances only have one difficulty
    GetDownscaledMapDifficultyData(GetId(), difficulty);

    sLog->outDebug(LOG_FILTER_MAPS, "MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %s", save?"":"new ", InstanceId, GetId(), difficulty?"heroic":"normal");

    InstanceMap* map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty, this);
    ASSERT(map->IsDungeon());

    bool load_data = save != NULL;
    map->CreateInstanceData(load_data);

    m_InstancedMaps[InstanceId] = map;
    return map;
}
开发者ID:Blackn7g,项目名称:Voodoo,代码行数:33,代码来源:MapInstanced.cpp


示例2: ForceGlobalReset

void InstanceSaveManager::ForceGlobalReset(uint32 mapId, Difficulty difficulty)
{
    if (!GetDownscaledMapDifficultyData(mapId, difficulty))
        return;
    // remove currently scheduled reset times
    ScheduleReset(false, 0, InstResetEvent(1, mapId, difficulty, 0));
    ScheduleReset(false, 0, InstResetEvent(4, mapId, difficulty, 0));
    // force global reset on the instance
    _ResetOrWarnAll(mapId, difficulty, false, GameTime::GetGameTime());
}
开发者ID:Refuge89,项目名称:TrinityCore,代码行数:10,代码来源:InstanceSaveMgr.cpp


示例3: Difficulty

InstancePlayerBind* InstanceSaveManager::PlayerGetBoundInstance(uint32 guidLow, uint32 mapid, Difficulty difficulty)
{
    Difficulty difficulty_fixed = (mapid == 631 || mapid == 724 ? Difficulty(difficulty%2) : difficulty);
    MapDifficulty const* mapDiff = GetDownscaledMapDifficultyData(mapid, difficulty_fixed);
    if (!mapDiff)
        return NULL;

    BoundInstancesMapWrapper* w = NULL;
    PlayerBindStorage::const_iterator itr = playerBindStorage.find(guidLow);
    if (itr != playerBindStorage.end())
        w = itr->second;
    else
        return NULL;

    BoundInstancesMap::iterator itr2 = w->m[difficulty_fixed].find(mapid);
    if (itr2 != w->m[difficulty_fixed].end())
        return &itr2->second;
    else
        return NULL;
}
开发者ID:AzerothShard-Dev,项目名称:azerothcore,代码行数:20,代码来源:InstanceSaveMgr.cpp


示例4: TRINITY_GUARD

InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave* save, Difficulty difficulty)
{ 
    // load/create a map
    TRINITY_GUARD(ACE_Thread_Mutex, Lock);

    // make sure we have a valid map id
    const MapEntry* entry = sMapStore.LookupEntry(GetId());
    if (!entry)
    {
        sLog->outError("CreateInstance: no entry for map %d", GetId());
        ASSERT(false);
    }
    const InstanceTemplate* iTemplate = sObjectMgr->GetInstanceTemplate(GetId());
    if (!iTemplate)
    {
        sLog->outError("CreateInstance: no instance template for map %d", GetId());
        ASSERT(false);
    }

    // some instances only have one difficulty
    GetDownscaledMapDifficultyData(GetId(), difficulty);

    ;//sLog->outDebug(LOG_FILTER_MAPS, "MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %s", save?"":"new ", InstanceId, GetId(), difficulty?"heroic":"normal");

    InstanceMap* map = new InstanceMap(GetId(), InstanceId, difficulty, this);
    ASSERT(map->IsDungeon());

    map->LoadRespawnTimes();

    if (save)
        map->CreateInstanceScript(true, save->GetInstanceData(), save->GetCompletedEncounterMask());
    else
        map->CreateInstanceScript(false, "", 0);

    if (!save) // this is for sure a dungeon (assert above), no need to check here
        sInstanceSaveMgr->AddInstanceSave(GetId(), InstanceId, difficulty);

    m_InstancedMaps[InstanceId] = map;
    return map;
}
开发者ID:AzerothShard-Dev,项目名称:azerothcore,代码行数:40,代码来源:MapInstanced.cpp


示例5: lock

InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave* save, Difficulty difficulty)
{
    // load/create a map
    std::lock_guard<std::mutex> lock(_mapLock);

    // make sure we have a valid map id
    const MapEntry* entry = sMapStore.LookupEntry(GetId());
    if (!entry)
    {
        TC_LOG_ERROR("maps", "CreateInstance: no entry for map %d", GetId());
        ABORT();
    }
    const InstanceTemplate* iTemplate = sObjectMgr->GetInstanceTemplate(GetId());
    if (!iTemplate)
    {
        TC_LOG_ERROR("maps", "CreateInstance: no instance template for map %d", GetId());
        ABORT();
    }

    // some instances only have one difficulty
    GetDownscaledMapDifficultyData(GetId(), difficulty);

    TC_LOG_DEBUG("maps", "MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %s", save?"":"new ", InstanceId, GetId(), difficulty?"heroic":"normal");

    InstanceMap* map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty, this);
    ASSERT(map->IsDungeon());

    map->LoadRespawnTimes();
    map->LoadCorpseData();

    bool load_data = save != NULL;
    map->CreateInstanceData(load_data);

    m_InstancedMaps[InstanceId] = map;
    return map;
}
开发者ID:cooler-SAI,项目名称:ElunaTrinityWotlk,代码行数:36,代码来源:MapInstanced.cpp


示例6: GetMapDifficultyData

bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)
{
    MapEntry const* entry = sMapStore.LookupEntry(mapid);
    if (!entry)
        return false;

    if (!entry->IsDungeon())
        return true;

    InstanceTemplate const* instance = sObjectMgr->GetInstanceTemplate(mapid);
    if (!instance)
        return false;

    Difficulty targetDifficulty = player->GetDifficulty(entry->IsRaid());
    //The player has a heroic mode and tries to enter into instance which has no a heroic mode
    MapDifficulty const* mapDiff = GetMapDifficultyData(entry->MapID, targetDifficulty);
    if (!mapDiff)
    {
        // Send aborted message for dungeons
        if (entry->IsNonRaidDungeon())
        {
            player->SendTransferAborted(mapid, TRANSFER_ABORT_DIFFICULTY, player->GetDungeonDifficulty());
            return false;
        }
        else    // attempt to downscale
            mapDiff = GetDownscaledMapDifficultyData(entry->MapID, targetDifficulty);
    }
    // FIXME: mapDiff is never used

    //Bypass checks for GMs
    if (player->IsGameMaster())
        return true;

    char const* mapName = entry->name;

    Group* group = player->GetGroup();
    if (entry->IsRaid())
    {
        // can only enter in a raid group
        if ((!group || !group->isRaidGroup()) && !sWorld->getBoolConfig(CONFIG_INSTANCE_IGNORE_RAID))
        {
            // probably there must be special opcode, because client has this string constant in GlobalStrings.lua
            /// @todo this is not a good place to send the message
            player->GetSession()->SendAreaTriggerMessage(player->GetSession()->GetTrinityString(LANG_INSTANCE_RAID_GROUP_ONLY), mapName);
            TC_LOG_DEBUG("maps", "MAP: Player '%s' must be in a raid group to enter instance '%s'", player->GetName().c_str(), mapName);
            return false;
        }
    }

    if (!player->IsAlive())
    {
        if (Corpse* corpse = player->GetCorpse())
        {
            // let enter in ghost mode in instance that connected to inner instance with corpse
            uint32 corpseMap = corpse->GetMapId();
            do
            {
                if (corpseMap == mapid)
                    break;

                InstanceTemplate const* corpseInstance = sObjectMgr->GetInstanceTemplate(corpseMap);
                corpseMap = corpseInstance ? corpseInstance->Parent : 0;
            } while (corpseMap);

            if (!corpseMap)
            {
                WorldPacket data(SMSG_CORPSE_NOT_IN_INSTANCE);
                player->GetSession()->SendPacket(&data);
                TC_LOG_DEBUG("maps", "MAP: Player '%s' does not have a corpse in instance '%s' and cannot enter.", player->GetName().c_str(), mapName);
                return false;
            }
            TC_LOG_DEBUG("maps", "MAP: Player '%s' has corpse in instance '%s' and can enter.", player->GetName().c_str(), mapName);
            player->ResurrectPlayer(0.5f, false);
            player->SpawnCorpseBones();
        }
        else
            TC_LOG_DEBUG("maps", "Map::CanPlayerEnter - player '%s' is dead but does not have a corpse!", player->GetName().c_str());
    }

    //Get instance where player's group is bound & its map
    if (group)
    {
        InstanceGroupBind* boundInstance = group->GetBoundInstance(entry);
        if (boundInstance && boundInstance->save)
            if (Map* boundMap = sMapMgr->FindMap(mapid, boundInstance->save->GetInstanceId()))
                if (!loginCheck && !boundMap->CanEnter(player))
                    return false;
            /*
                This check has to be moved to InstanceMap::CanEnter()
                // Player permanently bounded to different instance than groups one
                InstancePlayerBind* playerBoundedInstance = player->GetBoundInstance(mapid, player->GetDifficulty(entry->IsRaid()));
                if (playerBoundedInstance && playerBoundedInstance->perm && playerBoundedInstance->save &&
                    boundedInstance->save->GetInstanceId() != playerBoundedInstance->save->GetInstanceId())
                {
                    /// @todo send some kind of error message to the player
                    return false;
                }*/
    }

    // players are only allowed to enter 5 instances per hour
//.........这里部分代码省略.........
开发者ID:Davuk,项目名称:ArkCORE-NG,代码行数:101,代码来源:MapManager.cpp


示例7: IsDisabledFor

bool IsDisabledFor(DisableType type, uint32 entry, Unit const* unit, uint8 flags)
{
    ASSERT(type < MAX_DISABLE_TYPES);
    if (m_DisableMap[type].empty())
        return false;

    DisableTypeMap::iterator itr = m_DisableMap[type].find(entry);
    if (itr == m_DisableMap[type].end())    // not disabled
        return false;

    switch (type)
    {
        case DISABLE_TYPE_SPELL:
        {
            uint8 spellFlags = itr->second.flags;
            if (unit)
            {
                if ((spellFlags & SPELL_DISABLE_PLAYER && unit->GetTypeId() == TYPEID_PLAYER) ||
                    (unit->GetTypeId() == TYPEID_UNIT && ((unit->ToCreature()->isPet() && spellFlags & SPELL_DISABLE_PET) || spellFlags & SPELL_DISABLE_CREATURE)))
                {
                    if (spellFlags & SPELL_DISABLE_MAP)
                    {
                        std::set<uint32> const& mapIds = itr->second.params[0];
                        if (mapIds.find(unit->GetMapId()) != mapIds.end())
                            return true;                                        // Spell is disabled on current map

                        if (!(spellFlags & SPELL_DISABLE_AREA))
                            return false;                                       // Spell is disabled on another map, but not this one, return false

                        // Spell is disabled in an area, but not explicitly our current mapId. Continue processing.
                    }

                    if (spellFlags & SPELL_DISABLE_AREA)
                    {
                        std::set<uint32> const& areaIds = itr->second.params[1];
                        if (areaIds.find(unit->GetAreaId()) != areaIds.end())
                            return true;                                        // Spell is disabled in this area
                        return false;                                           // Spell is disabled in another area, but not this one, return false
                    }
                    else
                        return true;                                            // Spell disabled for all maps
                }

                return false;
            }
            else if (spellFlags & SPELL_DISABLE_DEPRECATED_SPELL)    // call not from spellcast
                return true;
            else if (flags & SPELL_DISABLE_LOS)
                return spellFlags & SPELL_DISABLE_LOS;

            break;
        }
        case DISABLE_TYPE_MAP:
            if (Player const* player = unit->ToPlayer())
            {
                MapEntry const* mapEntry = sMapStore.LookupEntry(entry);
                if (mapEntry->IsDungeon())
                {
                    uint8 disabledModes = itr->second.flags;
                    Difficulty targetDifficulty = player->GetDifficulty(mapEntry->IsRaid());
                    GetDownscaledMapDifficultyData(entry, targetDifficulty);
                    switch (targetDifficulty)
                    {
                        case DUNGEON_DIFFICULTY_NORMAL:
                            return disabledModes & DUNGEON_STATUSFLAG_NORMAL;
                        case DUNGEON_DIFFICULTY_HEROIC:
                            return disabledModes & DUNGEON_STATUSFLAG_HEROIC;
                        case RAID_DIFFICULTY_10MAN_HEROIC:
                            return disabledModes & RAID_STATUSFLAG_10MAN_HEROIC;
                        case RAID_DIFFICULTY_25MAN_HEROIC:
                            return disabledModes & RAID_STATUSFLAG_25MAN_HEROIC;
                    }
                }
                else if (mapEntry->map_type == MAP_COMMON)
                    return true;
            }
            return false;
        case DISABLE_TYPE_QUEST:
            if (!unit)
                return true;
            if (Player const* player = unit->ToPlayer())
                if (player->isGameMaster())
                    return false;
            return true;
        case DISABLE_TYPE_BATTLEGROUND:
        case DISABLE_TYPE_OUTDOORPVP:
        case DISABLE_TYPE_ACHIEVEMENT_CRITERIA:
        case DISABLE_TYPE_MMAP:
            return true;
        case DISABLE_TYPE_VMAP:
           return flags & itr->second.flags;
    }

    return false;
}
开发者ID:Deewad,项目名称:TrinityCore,代码行数:95,代码来源:DisableMgr.cpp


示例8: GetDownscaledMapDifficultyData

Map::EnterState MapManager::PlayerCannotEnter(uint32 mapid, Player* player, bool loginCheck)
{
    MapEntry const* entry = sMapStore.LookupEntry(mapid);
    if (!entry)
        return Map::CANNOT_ENTER_NO_ENTRY;

    if (!entry->IsDungeon())
        return Map::CAN_ENTER;

    InstanceTemplate const* instance = sObjectMgr->GetInstanceTemplate(mapid);
    if (!instance)
        return Map::CANNOT_ENTER_UNINSTANCED_DUNGEON;

    Difficulty targetDifficulty, requestedDifficulty;
    targetDifficulty = requestedDifficulty = player->GetDifficulty(entry->IsRaid());
    // Get the highest available difficulty if current setting is higher than the instance allows
    MapDifficulty const* mapDiff = GetDownscaledMapDifficultyData(entry->MapID, targetDifficulty);
    if (!mapDiff)
        return Map::CANNOT_ENTER_DIFFICULTY_UNAVAILABLE;

    //Bypass checks for GMs
    if (player->IsGameMaster())
        return Map::CAN_ENTER;

    char const* mapName = entry->name[player->GetSession()->GetSessionDbcLocale()];

    Group* group = player->GetGroup();
    if (entry->IsRaid()) // can only enter in a raid group
        if ((!group || !group->isRaidGroup()) && !sWorld->getBoolConfig(CONFIG_INSTANCE_IGNORE_RAID))
            return Map::CANNOT_ENTER_NOT_IN_RAID;

    if (!player->IsAlive())
    {
        if (player->HasCorpse())
        {
            // let enter in ghost mode in instance that connected to inner instance with corpse
            uint32 corpseMap = player->GetCorpseLocation().GetMapId();
            do
            {
                if (corpseMap == mapid)
                    break;

                InstanceTemplate const* corpseInstance = sObjectMgr->GetInstanceTemplate(corpseMap);
                corpseMap = corpseInstance ? corpseInstance->Parent : 0;
            } while (corpseMap);

            if (!corpseMap)
                return Map::CANNOT_ENTER_CORPSE_IN_DIFFERENT_INSTANCE;

            TC_LOG_DEBUG("maps", "MAP: Player '%s' has corpse in instance '%s' and can enter.", player->GetName().c_str(), mapName);
        }
        else
            TC_LOG_DEBUG("maps", "Map::CanPlayerEnter - player '%s' is dead but does not have a corpse!", player->GetName().c_str());
    }

    //Get instance where player's group is bound & its map
    if (!loginCheck && group)
    {
        InstanceGroupBind* boundInstance = group->GetBoundInstance(entry);
        if (boundInstance && boundInstance->save)
            if (Map* boundMap = sMapMgr->FindMap(mapid, boundInstance->save->GetInstanceId()))
                if (Map::EnterState denyReason = boundMap->CannotEnter(player))
                    return denyReason;
    }

    // players are only allowed to enter 5 instances per hour
    if (entry->IsDungeon() && (!player->GetGroup() || (player->GetGroup() && !player->GetGroup()->isLFGGroup())))
    {
        uint32 instanceIdToCheck = 0;
        if (InstanceSave* save = player->GetInstanceSave(mapid, entry->IsRaid()))
            instanceIdToCheck = save->GetInstanceId();

        // instanceId can never be 0 - will not be found
        if (!player->CheckInstanceCount(instanceIdToCheck) && !player->isDead())
            return Map::CANNOT_ENTER_TOO_MANY_INSTANCES;
    }

    //Other requirements
    if (player->Satisfy(sObjectMgr->GetAccessRequirement(mapid, targetDifficulty), mapid, true))
        return Map::CAN_ENTER;
    else
        return Map::CANNOT_ENTER_UNSPECIFIED_REASON;
}
开发者ID:Refuge89,项目名称:TrinityCore,代码行数:83,代码来源:MapManager.cpp


示例9: GetMapDifficultyData

bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)
{
    const MapEntry *entry = sMapStore.LookupEntry(mapid);
    if (!entry)
       return false;

    if (!entry->IsDungeon())
        return true;

    InstanceTemplate const* instance = sObjectMgr.GetInstanceTemplate(mapid);
    if (!instance)
        return false;

    Difficulty targetDifficulty = player->GetDifficulty(entry->IsRaid());
    //The player has a heroic mode and tries to enter into instance which has no a heroic mode
    MapDifficulty const* mapDiff = GetMapDifficultyData(entry->MapID, targetDifficulty);
    if (!mapDiff)
    {
        // Send aborted message for dungeons
        if (entry->IsNonRaidDungeon())
        {
            player->SendTransferAborted(mapid, TRANSFER_ABORT_DIFFICULTY, player->GetDungeonDifficulty());
            return false;
        }
        else    // attempt to downscale
            mapDiff = GetDownscaledMapDifficultyData(entry->MapID, targetDifficulty);
    }

    //Bypass checks for GMs
    if (player->isGameMaster())
        return true;

    const char *mapName = entry->name[player->GetSession()->GetSessionDbcLocale()];

    Group* pGroup = player->GetGroup();
    if (entry->IsRaid())
    {
        // can only enter in a raid group
        if ((!pGroup || !pGroup->isRaidGroup()) && !sWorld.getBoolConfig(CONFIG_INSTANCE_IGNORE_RAID))
        {
            // probably there must be special opcode, because client has this string constant in GlobalStrings.lua
            // TODO: this is not a good place to send the message
            player->GetSession()->SendAreaTriggerMessage(player->GetSession()->GetTrinityString(LANG_INSTANCE_RAID_GROUP_ONLY), mapName);
            sLog.outDebug("MAP: Player '%s' must be in a raid group to enter instance '%s'", player->GetName(), mapName);
            return false;
        }
    }

    if (!player->isAlive())
    {
        if (Corpse *corpse = player->GetCorpse())
        {
            // let enter in ghost mode in instance that connected to inner instance with corpse
            uint32 instance_map = corpse->GetMapId();
            do
            {
                if (instance_map == mapid)
                    break;

                InstanceTemplate const* instance = sObjectMgr.GetInstanceTemplate(instance_map);
                instance_map = instance ? instance->parent : 0;
            }
            while (instance_map);

            if (!instance_map)
            {
                WorldPacket data(SMSG_CORPSE_NOT_IN_INSTANCE);
                player->GetSession()->SendPacket(&data);
                sLog.outDebug("MAP: Player '%s' does not have a corpse in instance '%s' and cannot enter.", player->GetName(), mapName);
                return false;
            }
            sLog.outDebug("MAP: Player '%s' has corpse in instance '%s' and can enter.", player->GetName(), mapName);
        }
        else
            sLog.outDebug("Map::CanPlayerEnter - player '%s' is dead but does not have a corpse!", player->GetName());
    }

    //Get instance where player's group is bound & its map
    if (pGroup)
    {
        InstanceGroupBind* boundedInstance = pGroup->GetBoundInstance(entry);
        if (boundedInstance && boundedInstance->save)
            if (Map *boundedMap = sMapMgr.FindMap(mapid,boundedInstance->save->GetInstanceId()))
                if (!loginCheck && !boundedMap->CanEnter(player))
                    return false;
            /*
                This check has to be moved to InstanceMap::CanEnter()
                // Player permanently bounded to different instance than groups one
                InstancePlayerBind* playerBoundedInstance = player->GetBoundInstance(mapid, player->GetDifficulty(entry->IsRaid()));
                if (playerBoundedInstance && playerBoundedInstance->perm && playerBoundedInstance->save &&
                    boundedInstance->save->GetInstanceId() != playerBoundedInstance->save->GetInstanceId())
                {
                    //TODO: send some kind of error message to the player
                    return false;
                }*/
    }

    //Other requirements
    return player->Satisfy(sObjectMgr.GetAccessRequirement(mapid, targetDifficulty), mapid, true);
}
开发者ID:ice74,项目名称:blizzwow,代码行数:100,代码来源:MapManager.cpp


示例10: GetDownscaledMapDifficultyData

bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)
{
    MapEntry const* entry = sMapStore.LookupEntry(mapid);
    if (!entry)
       return false;

    if (!entry->IsDungeon())
        return true;

    InstanceTemplate const* instance = sObjectMgr->GetInstanceTemplate(mapid);
    if (!instance)
        return false;

    Difficulty targetDifficulty, requestedDifficulty;
    targetDifficulty = requestedDifficulty = player->GetDifficulty(entry->IsRaid());
    // Get the highest available difficulty if current setting is higher than the instance allows
    MapDifficulty const* mapDiff = GetDownscaledMapDifficultyData(entry->MapID, targetDifficulty);
    if (!mapDiff)
    {
        player->SendTransferAborted(mapid, TRANSFER_ABORT_DIFFICULTY, requestedDifficulty);
        return false;
    }

    //Bypass checks for GMs
    if (player->IsGameMaster())
        return true;

    char const* mapName = entry->name[player->GetSession()->GetSessionDbcLocale()];

    Group* group = player->GetGroup();
    if (entry->IsRaid())
    {
        // can only enter in a raid group
        if ((!group || !group->isRaidGroup()) && !sWorld->getBoolConfig(CONFIG_INSTANCE_IGNORE_RAID))
        {
            // probably there must be special opcode, because client has this string constant in GlobalStrings.lua
            // TODO: this is not a good place to send the message
            player->GetSession()->SendAreaTriggerMessage(player->GetSession()->GetTrinityString(LANG_INSTANCE_RAID_GROUP_ONLY), mapName);
            ;//sLog->outDebug(LOG_FILTER_MAPS, "MAP: Player '%s' must be in a raid group to enter instance '%s'", player->GetName().c_str(), mapName);
            return false;
        }
    }

	// xinef: dont allow LFG Group to enter other instance that is selected
	if (group)
		if (group->isLFGGroup())
			if (!sLFGMgr->inLfgDungeonMap(group->GetGUID(), mapid, targetDifficulty))
			{
				player->SendTransferAborted(mapid, TRANSFER_ABORT_MAP_NOT_ALLOWED);
				return false;
			}

    if (!player->IsAlive())
    {
        if (Corpse* corpse = player->GetCorpse())
        {
            // let enter in ghost mode in instance that connected to inner instance with corpse
            uint32 corpseMap = corpse->GetMapId();
            do
            {
                if (corpseMap == mapid)
                    break;

                InstanceTemplate const* corpseInstance = sObjectMgr->GetInstanceTemplate(corpseMap);
                corpseMap = corpseInstance ? corpseInstance->Parent : 0;
            } while (corpseMap);

            if (!corpseMap)
            {
                WorldPacket data(SMSG_CORPSE_NOT_IN_INSTANCE, 0);
                player->GetSession()->SendPacket(&data);
                ;//sLog->outDebug(LOG_FILTER_MAPS, "MAP: Player '%s' does not have a corpse in instance '%s' and cannot enter.", player->GetName().c_str(), mapName);
                return false;
            }
            ;//sLog->outDebug(LOG_FILTER_MAPS, "MAP: Player '%s' has corpse in instance '%s' and can enter.", player->GetName().c_str(), mapName);
            player->ResurrectPlayer(0.5f, false);
            player->SpawnCorpseBones();
        }
        else
            ;//sLog->outDebug(LOG_FILTER_MAPS, "Map::CanPlayerEnter - player '%s' is dead but does not have a corpse!", player->GetName().c_str());
    }

    // if map exists - check for being full, etc.
	if (!loginCheck) // for login this is done by the calling function
    {
		uint32 destInstId = sInstanceSaveMgr->PlayerGetDestinationInstanceId(player, mapid, targetDifficulty);
        if (destInstId)
            if (Map* boundMap = sMapMgr->FindMap(mapid, destInstId))
                if (!boundMap->CanEnter(player, loginCheck))
                    return false;
    }

    // players are only allowed to enter 5 instances per hour
    if (entry->IsDungeon() && (!group || !group->isLFGGroup() || !group->IsLfgRandomInstance()))
    {
        uint32 instaceIdToCheck = 0;
		if (InstanceSave* save = sInstanceSaveMgr->PlayerGetInstanceSave(player->GetGUIDLow(), mapid, player->GetDifficulty(entry->IsRaid())))
            instaceIdToCheck = save->GetInstanceId();

        // instaceIdToCheck can be 0 if save not found - means no bind so the instance is new
//.........这里部分代码省略.........
开发者ID:AlexHjelm,项目名称:sunwell,代码行数:101,代码来源:MapManager.cpp


示例11: GetDownscaledMapDifficultyData

bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)
{
    MapEntry const* entry = sMapStore.LookupEntry(mapid);
    if (!entry)
        return false;

    if (!entry->IsDungeon())
        return true;

    InstanceTemplate const* instance = sObjectMgr->GetInstanceTemplate(mapid);
    if (!instance)
        return false;

    Difficulty targetDifficulty, requestedDifficulty;
    targetDifficulty = requestedDifficulty = player->GetDifficultyID(entry);
    // Get the highest available difficulty if current setting is higher than the instance allows
    MapDifficultyEntry const* mapDiff = GetDownscaledMapDifficultyData(entry->ID, targetDifficulty);
    if (!mapDiff)
    {
        player->SendTransferAborted(mapid, TRANSFER_ABORT_DIFFICULTY, requestedDifficulty);
        return false;
    }

    //Bypass checks for GMs
    if (player->IsGameMaster())
        return true;

    char const* mapName = entry->MapName_lang;

    Group* group = player->GetGroup();
    if (entry->IsRaid())
    {
        // can only enter in a raid group
        if ((!group || !group->isRaidGroup()) && !sWorld->getBoolConfig(CONFIG_INSTANCE_IGNORE_RAID))
        {
            /// @todo this is not a good place to send the message
            WorldPacket data(SMSG_RAID_GROUP_ONLY);
            data << uint32(0) << uint32(2);
            player->GetSession()->SendPacket(&data);
            TC_LOG_DEBUG("maps", "MAP: Player '%s' must be in a raid group to enter instance '%s'", player->GetName().c_str(), mapName);
            return false;
        }
    }

    if (!player->IsAlive())
    {
        if (Corpse* corpse = player->GetCorpse())
        {
            // let enter in ghost mode in instance that connected to inner instance with corpse
            uint32 corpseMap = corpse->GetMapId();
            do
            {
                if (corpseMap == mapid)
                    break;

                InstanceTemplate const* corpseInstance = sObjectMgr->GetInstanceTemplate(corpseMap);
                corpseMap = corpseInstance ? corpseInstance->Parent : 0;
            } while (corpseMap);

            if (!corpseMap)
            {
                WorldPackets::Misc::AreaTriggerNoCorpse packet;
                player->GetSession()->SendPacket(packet.Write());
                TC_LOG_DEBUG("maps", "MAP: Player '%s' does not have a corpse in instance '%s' and cannot enter.", player->GetName().c_str(), mapName);
                return false;
            }
            TC_LOG_DEBUG("maps", "MAP: Player '%s' has corpse in instance '%s' and can enter.", player->GetName().c_str(), mapName);
            player->ResurrectPlayer(0.5f, false);
            player->SpawnCorpseBones();
        }
        else
            TC_LOG_DEBUG("maps", "Map::CanPlayerEnter - player '%s' is dead but does not have a corpse!", player->GetName().c_str());
    }

    //Get instance where player's group is bound & its map
    if (group)
    {
        InstanceGroupBind* boundInstance = group->GetBoundInstance(entry);
        if (boundInstance && boundInstance->save)
            if (Map* boundMap = sMapMgr->FindMap(mapid, boundInstance->save->GetInstanceId()))
                if (!loginCheck && !boundMap->CanEnter(player))
                    return false;
            /*
                This check has to be moved to InstanceMap::CanEnter()
                // Player permanently bounded to different instance than groups one
                InstancePlayerBind* playerBoundedInstance = player->GetBoundInstance(mapid, player->GetDifficultyID(entry));
                if (playerBoundedInstance && playerBoundedInstance->perm && playerBoundedInstance->save &&
                    boundedInstance->save->GetInstanceId() != playerBoundedInstance->save->GetInstanceId())
                {
                    /// @todo send some kind of error message to the player
                    return false;
                }*/
    }

    // players are only allowed to enter 5 instances per hour
    if (entry->IsDungeon() && (!player->GetGroup() || (player->GetGroup() && !player->GetGroup()->isLFGGroup())))
    {
        uint32 instanceIdToCheck = 0;
        if (InstanceSave* save = player->GetInstanceSave(mapid))
            instanceIdToCheck = save->GetInstanceId();
//.........这里部分代码省略.........
开发者ID:Rastrian,项目名称:DeathCore_6.x-1,代码行数:101,代码来源:MapManager.cpp


示例12: GetMapDifficultyData

bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)
{
    MapEntry const* entry = sMapStore.LookupEntry(mapid);
    if (!entry)
       return false;

    if (!entry->IsDungeon())
        return true;

    InstanceTemplate const* instance = ObjectMgr::GetInstanceTemplate(mapid);
    if (!instance)
        return false;

    Difficulty targetDifficulty = player->GetDifficulty(entry->IsRaid());
    //The player has a heroic mode and tries to enter into instance which has no a heroic mode
    MapDifficulty const* mapDiff = GetMapDifficultyData(entry->MapID, targetDifficulty);
    if (!mapDiff)
    {
        // Send aborted message for dungeons
        if (entry->IsNonRaidDungeon())
        {
            player->SendTransferAborted(mapid, TRANSFER_ABORT_DIFFICULTY, player->GetDungeonDifficulty());
            return false;
        }
        else    // attempt to downscale
            mapDiff = GetDownscaledMapDifficultyData(entry->MapID, targetDifficulty);
    }

    //Bypass checks for GMs
    if (player->isGameMaster())
        return true;

    char const* mapName = entry->name;

    Group* group = player->GetGroup();
    if (entry->IsRaid())
    {
        // can only enter in a raid group
        if ((!group || !group->isRaidGroup()) && !sWorld->getBoolConfig(CONFIG_INSTANCE_IGNORE_RAID))
        {
            // probably there must be special opcode, because client has this string constant in GlobalStrings.lua
            // TODO: this is not a good place to send the message
            player->GetSession()->SendAreaTriggerMessage(player->GetSession()->GetTrinityString(LANG_INSTANCE_RAID_GROUP_ONLY), mapName);
            sLog->outDebug("MAP: Player '%s' must be in a raid group to enter instance '%s'", player->GetName(), mapName);
            return false;
        }
    }

    if (!player->isAlive())
    {
        if (Corpse* corpse = player->GetCorpse())
        {
            // let enter in ghost mode in instance that connected to inner instance with corpse
            uint32 corpseMap = corpse->GetMapId();
            do
            {
                if (corpseMap == mapid)
                    break;

                InstanceTemplate const* instance = ObjectMgr::GetInstanceTemplate(corpseMap);
                corpseMap = instance ? instance->parent : 0;
            } while (corpseMap);

            if (!corpseMap)
            {
                WorldPacket data(SMSG_CORPSE_NOT_IN_INSTANCE);
                player->GetSession()->SendPacket(&data);
                sLog->outDebug("MAP: Player '%s' does not have a corpse in instance '%s' and cannot enter.", player->GetName(), mapName);
                return false;
            }
            sLog->outDebug("MAP: Player '%s' has corpse in instance '%s' and can enter.", player->GetName(), mapName);
        }
        else
            sLog->outDebug("Map::CanPlayerEnter - player '%s' is dead but does not have a corpse!", player->GetName());
    }

    // players are only allowed to enter 5 instances per hour
    if (entry->IsDungeon() && (!player->GetGroup() || (player->GetGroup() && !player->GetGroup()->isLFGGroup())))
    {
        uint32 instaceIdToCheck = 0;
        if (InstanceSave* save = player->GetInstanceSave(mapid, entry->IsRaid()))
            instaceIdToCheck = save->GetInstanceId();

        // instanceId can never be 0 - will not be found
        if (!player->CheckInstanceCount(instaceIdToCheck))
        {
            player->SendTransferAborted(mapid, TRANSFER_ABORT_TOO_MANY_INSTANCES);
            return false;
        }
    }

    //Other requirements
    return player->Satisfy(sObjectMgr->GetAccessRequirement(mapid, targetDifficulty), mapid, true);
}
开发者ID:BaseAdrian,项目名称:SkyFireEMU,代码行数:94,代码来源:MapManager.cpp


示例13: ASSERT

bool DisableMgr::IsDisabledFor(DisableType type, uint32 entry, Unit const* pUnit)
{
    ASSERT(type < MAX_DISABLE_TYPES);
    if (m_DisableMap[type].empty())
        return false;

    DisableTypeMap::iterator itr = m_DisableMap[type].find(entry);
    if (itr == m_DisableMap[type].end())    // not disabled
        return false;

    switch (type)
    {
        case DISABLE_TYPE_SPELL:
        {
            uint8 flags = itr->second;
            if (pUnit)
            {
                if (flags & SPELL_DISABLE_PLAYER && pUnit->GetTypeId() == TYPEID_PLAYER)
                    return true;
                else if (pUnit->GetTypeId() == TYPEID_UNIT)
                {
                    if (pUnit->ToCreature()->isPet())
                    {
                        if (flags & SPELL_DISABLE_PET)
                            return true;
                    }
                    else if (flags & SPELL_DISABLE_CREATURE)
                        return true;
                }
                return false;
            }
            else if (flags & SPELL_DISABLE_DEPRECATED_SPELL)    // call not from spellcast
                return true;
        }
        case DISABLE_TYPE_MAP:
            if (Player const* pPlayer = pUnit->ToPlayer())
            {
                MapEntry const* mapEntry = sMapStore.LookupEntry(entry);
                if (mapEntry->IsDungeon())
                {
                    uint8 disabledModes = itr->second;
                    Difficulty targetDifficulty = pPlayer->GetDifficulty(mapEntry->IsRaid());
                    GetDownscaledMapDifficultyData(entry, targetDifficulty);
                    switch(targetDifficulty)
                    {
                        case DUNGEON_DIFFICULTY_NORMAL:
                            return disabledModes & DUNGEON_STATUSFLAG_NORMAL;
                        case DUNGEON_DIFFICULTY_HEROIC:
                            return disabledModes & DUNGEON_STATUSFLAG_HEROIC;
                        case RAID_DIFFICULTY_10MAN_HEROIC:
                            return disabledModes & RAID_STATUSFLAG_10MAN_HEROIC;
                        case RAID_DIFFICULTY_25MAN_HEROIC:
                            return disabledModes & RAID_STATUSFLAG_25MAN_HEROIC;
                    }
                }
                else if (mapEntry->map_type == MAP_COMMON)
                    return true;
            }
            return false;
        case DISABLE_TYPE_QUEST:
            if (!pUnit)
                return true;
            if (Player const* pPlayer = pUnit->ToPlayer())
                if (pPlayer->isGameMaster())
                    return false;
            return true;
        case DISABLE_TYPE_BATTLEGROUND:
        case DISABLE_TYPE_OUTDOORPVP:
        case DISABLE_TYPE_ACHIEVEMENT_CRITERIA:
            return true;
    }

    return false;
}
开发者ID:InkVisible,项目名称:wow,代码行数:74,代码来源:DisableMgr.cpp



注:本文中的GetDownscaledMapDifficultyData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。


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