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C++ AddObject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AddObject函数的典型用法代码示例。如果您正苦于以下问题:C++ AddObject函数的具体用法?C++ AddObject怎么用?C++ AddObject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AddObject函数的20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: _HYLabel

//__________________________________________________________
_HYObjectInspector::_HYObjectInspector(void):_HYTWindow (objectInspectorTitle, false)
{
    _HYRect         canvasSettings = {30,50,30,50,HY_COMPONENT_NO_SCROLL};
    _HYLabel*       l1 = new _HYLabel (canvasSettings,GetOSWindowData());
    canvasSettings.left  = 110;
    canvasSettings.right = 10000;
    _HYPullDown*    p1 = new _HYPullDown (canvasSettings,GetOSWindowData());
    p1->EnableMenu(true);
    canvasSettings.left = canvasSettings.right = 90;
    _HYButtonBar*   b1 = new _HYButtonBar(canvasSettings,GetOSWindowData());

    canvasSettings.top = 20;
    canvasSettings.left = 250;
    canvasSettings.bottom = 10000;
    canvasSettings.width = HY_COMPONENT_V_SCROLL;
    _HYTable*   ot  = new _HYTable (canvasSettings,GetOSWindowData(),1,2,125,100,HY_TABLE_STATIC_TEXT);
    canvasSettings.width = HY_COMPONENT_NO_SCROLL|HY_COMPONENT_BORDER_B|HY_COMPONENT_BORDER_T;
    _HYTable*   ot2 = new _HYTable (canvasSettings,GetOSWindowData(),1,2,125,20,HY_TABLE_STATIC_TEXT);


    ot->SetMessageRecipient (this);
    ot2->SetMessageRecipient (this);
    b1->SetMessageRecipient (this);
    p1->SetMessageRecipient (this);

    _String toolTipText ("Open window with the object");
    b1->AddButton (ProcureIconResource(HY_DATAPANEL_ICON_ID+7),&toolTipText);
    toolTipText = "Delete selected object";
    b1->AddButton (ProcureIconResource(HY_DATAPANEL_ICON_ID+3),&toolTipText);
    toolTipText = "Read object from file";
    b1->AddButton (ProcureIconResource(HY_DATAPANEL_ICON_ID+8),&toolTipText);
    toolTipText = "Create new object";
    b1->AddButton (ProcureIconResource(HY_DATAPANEL_ICON_ID+9),&toolTipText);

    b1->EnableButton(0,false);
    b1->EnableButton(1,false);
    b1->EnableButton(2,false);
    b1->EnableButton(3,false);
    b1->SetButtonDim(16);

    AddObject (l1);
    AddObject (ot);
    AddObject (ot2);
    AddObject (p1);
    AddObject (b1);
    SetTableDimensions (3,3);
    SetCell (0,0,b1);
    SetCell (0,1,p1);
    SetCell (0,2,p1);
    SetCell (1,0,ot2);
    SetCell (1,1,ot2);
    SetCell (1,2,ot2);
    SetCell (2,0,ot);
    SetCell (2,1,ot);
    SetCell (2,2,ot);

    _HYFont  labelFont;
#ifdef __WINDOZE__
    labelFont.face = "MS Sans Serif";
    labelFont.size = 10;
#else
#ifdef __HYPHY_GTK__
    labelFont.face = _HY_SANS_FONT;
    labelFont.size = 12;
#else
    labelFont.face = "Geneva";
    labelFont.size = 14;
#endif
#endif
    labelFont.style = HY_FONT_PLAIN;
    l1->SetFont (labelFont);
#ifdef __MAC__
    labelFont.face = "Times";
    labelFont.size = 12;
#endif
    ot->SetFont (labelFont);
    ot2->SetFont (labelFont);
    l1->SetBackColor (boxBColor);
    p1->SetBackColor (boxBColor);
    b1->SetBackColor (boxBColor);
    l1->SetForeColor (boxFColor);
    l1->SetAlignFlags (HY_ALIGN_LEFT);
    l1->SetShadow(true);
    p1->SetAlignFlags (HY_ALIGN_LEFT);
    b1->SetAlignFlags (HY_ALIGN_LEFT);
    ot->selectionType = HY_TABLE_SEL_ROWS|HY_TABLE_DONT_SIZE|HY_TABLE_FOCUSABLE ;
    ot2->selectionType = HY_TABLE_SEL_ROWS|HY_TABLE_DONT_SIZE;

    _String cellValue ("Object ID");
    ot2->SetCellData (&cellValue,0,0,HY_TABLE_BOLD|HY_TABLE_STATIC_TEXT|HY_TABLE_BEVELED|HY_TABLE_CANTSELECT|HY_TABLE_PULLDOWN,true);
    cellValue = "Object Info";
    ot2->SetCellData (&cellValue,0,1,HY_TABLE_STATIC_TEXT|HY_TABLE_BEVELED|HY_TABLE_CANTSELECT|HY_TABLE_BOLD,true);

    l1->SetText (_String(" Class"));
    p1->AddMenuItem ("Trees",-1);
    p1->AddMenuItem ("Data Sets",-1);
    p1->AddMenuItem ("Models",-1);
    p1->AddMenuItem ("Likelihood Functions",-1);
    p1->ChangeSelection (objectInspectorObjClass,false);
//.........这里部分代码省略.........
开发者ID:Dietermielke,项目名称:hyphy,代码行数:101,代码来源:HYObjectInspector.cpp


示例2: StateDB

void State::Load(Serializer& s){
    StateDB(1,"myType");
    s>>myType;
    ///State::ID
    StateDB(1,"ID");
    s>>ID;
    ///State::Images
    unsigned int stateimagesize=0u;
    StateDB(1,"stateimagesize");
    s>>stateimagesize;
    for(unsigned int a=0;a<stateimagesize;a++){
        StateDB(1,"Image");
        string img="";
        s>>img;
        ///cout<<"Loading Image \'"<<img<<"\'"<<endl;
        LoadImage(img);
    }
    ///State::Fonts
    unsigned int statefontsize=0u;
    StateDB(1,"statefontsize");
    s>>statefontsize;
    for(unsigned int a=0;a<statefontsize;a++){
        StateDB(1,"Font");
        string font="";
        s>>font;
        ///cout<<"Saving Font \'"<<font<<"\'"<<endl;
        LoadFont(font);
    }
    ///State::StateObjects
    Game->GameStates[ID]=this;
    ///cout<<"Top of State Load"<<endl;
    ///cout<<"State Objects"<<endl;
    unsigned int sos=0;
    StateDB(1,"State Object Size");
    s>>sos;
    for(unsigned int a=0;a<sos;a++){
        string Type;
        s>>Type;
        StateDB(1,"State Object \'"+Type+"\'");
        ///cout<<"Load Obj "<<a<<"/"<<sos<<"'" << Type << "'" <<endl;
        s.Reader(s.Reader()-Type.size()-4u);
        if(!Engine::Loaders.count(Type)){
            cout<<"Unknown Object Type \'"<<Type<<"\' !"<<endl;
            exit(1);
        }
        auto A=Engine::Loaders[Type];
        if(A==NULL){
            cout<<"NULL Function!"<<endl;
            exit(1);
        }
        Object* O=new Object();
        O=A(this,s);
        O->DefEvents();
        StateObjects.push_back(O);
    }
    ///cout<<"State Adding Objects"<<endl;
    StateDB(1,"Adding Object Size");
    unsigned int aos=0;
    s>>aos;
    for(unsigned int a=0;a<aos;a++){
        StateDB(1,"Adding Object");
        Object* O=new Object(NULL,'D');
        O->Load(s);
        AddObject(O);
    }
    ///cout<<"State Collision Objects"<<endl;
    unsigned int cos=0;
    StateDB(1,"Collision Object Size");
    s>>cos;
    for(unsigned int a=0;a<cos;a++){
        StateDB(1,"Collision Object");
        unsigned int id=0;
        s>>id;
        CollidingObjects.push_back(It2Ptr(id));
    }
    ///cout<<"State Removing Objects"<<endl;
    unsigned int ros=0;
    StateDB(1,"Removing Object Size");
    s>>ros;
    for(unsigned int a=0;a<ros;a++){
        StateDB(1,"Removing Object");
        unsigned int id=0;
        s>>id;
        RemovingObjects.push_back(It2Ptr(id));
    }
    StateDB(1,"CLS");
    ///cout<<"State Other"<<endl;
    s>>cls;
    StateDB(1,"CellSize");
    s>>CellSize;
    StateDB(1,"Persistance");
    s>>Persistance;
}
开发者ID:Zeatherann,项目名称:GameEngine,代码行数:93,代码来源:State.cpp


示例3: sin

bool BattleGroundAB::SetupBattleGround()
{
    for (int i = 0 ; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
    {
        if(    !AddObject(BG_AB_OBJECT_BANNER_NEUTRAL + 8*i,BG_AB_OBJECTID_NODE_BANNER_0 + i,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_BANNER_CONT_A + 8*i,BG_AB_OBJECTID_BANNER_CONT_A,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_BANNER_CONT_H + 8*i,BG_AB_OBJECTID_BANNER_CONT_H,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_BANNER_ALLY + 8*i,BG_AB_OBJECTID_BANNER_A,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_BANNER_HORDE + 8*i,BG_AB_OBJECTID_BANNER_H,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_AURA_ALLY + 8*i,BG_AB_OBJECTID_AURA_A,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_AURA_HORDE + 8*i,BG_AB_OBJECTID_AURA_H,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_AURA_CONTESTED + 8*i,BG_AB_OBJECTID_AURA_C,BG_AB_NodePositions[i][0],BG_AB_NodePositions[i][1],BG_AB_NodePositions[i][2],BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2),RESPAWN_ONE_DAY)
        )
        {
            sLog.outErrorDb("BatteGroundAB: Failed to spawn some object BattleGround not created!");
            return false;
        }
    }
    if(    !AddObject(BG_AB_OBJECT_GATE_A,BG_AB_OBJECTID_GATE_A,BG_AB_DoorPositions[0][0],BG_AB_DoorPositions[0][1],BG_AB_DoorPositions[0][2],BG_AB_DoorPositions[0][3],BG_AB_DoorPositions[0][4],BG_AB_DoorPositions[0][5],BG_AB_DoorPositions[0][6],BG_AB_DoorPositions[0][7],RESPAWN_IMMEDIATELY)
        || !AddObject(BG_AB_OBJECT_GATE_H,BG_AB_OBJECTID_GATE_H,BG_AB_DoorPositions[1][0],BG_AB_DoorPositions[1][1],BG_AB_DoorPositions[1][2],BG_AB_DoorPositions[1][3],BG_AB_DoorPositions[1][4],BG_AB_DoorPositions[1][5],BG_AB_DoorPositions[1][6],BG_AB_DoorPositions[1][7],RESPAWN_IMMEDIATELY)
        )
    {
        sLog.outErrorDb("BatteGroundAB: Failed to spawn door object BattleGround not created!");
        return false;
    }
    //buffs
    for (int i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
    {
        if(    !AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i, Buff_Entries[0], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i + 1, Buff_Entries[1], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY)
            || !AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i + 2, Buff_Entries[2], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY)
            )
            sLog.outErrorDb("BatteGroundAB: Failed to spawn buff object!");
    }

    return true;
}
开发者ID:Ledeet,项目名称:mangos,代码行数:37,代码来源:BattleGroundAB.cpp


示例4: OPvPCapturePoint

OPvPCapturePointEP_EWT::OPvPCapturePointEP_EWT(OutdoorPvP *pvp)
: OPvPCapturePoint(pvp), m_TowerState(EP_TS_N), m_UnitsSummonedSide(0)
{
    SetCapturePointData(EPCapturePoints[EP_EWT].entry, EPCapturePoints[EP_EWT].map, EPCapturePoints[EP_EWT].x, EPCapturePoints[EP_EWT].y, EPCapturePoints[EP_EWT].z, EPCapturePoints[EP_EWT].o, EPCapturePoints[EP_EWT].rot0, EPCapturePoints[EP_EWT].rot1, EPCapturePoints[EP_EWT].rot2, EPCapturePoints[EP_EWT].rot3);
    AddObject(EP_EWT_FLAGS, EPTowerFlags[EP_EWT].entry, EPTowerFlags[EP_EWT].map, EPTowerFlags[EP_EWT].x, EPTowerFlags[EP_EWT].y, EPTowerFlags[EP_EWT].z, EPTowerFlags[EP_EWT].o, EPTowerFlags[EP_EWT].rot0, EPTowerFlags[EP_EWT].rot1, EPTowerFlags[EP_EWT].rot2, EPTowerFlags[EP_EWT].rot3);
}
开发者ID:caedus,项目名称:ArkCORE,代码行数:6,代码来源:OutdoorPvPEP.cpp


示例5: switch

		bool System::mouseReleased( const OIS::MouseEvent &arg, OIS::MouseButtonID id )
		{
			if(!m_bEnableInput){
				return true;
			}
			if(id==OIS::MB_Left){
				Engine::Scene* pScene	=	GameSystem::GetSingleton()->GetCurrentSection()->GetScene();
				switch(m_CM){
					case enCM_Select:{
						Ray ray = BuildRay(arg.state.X.abs,arg.state.Y.abs);
						Engine::MovableObject* pObj=NULL;
						if(pScene->GetStaticSceneNode()->RayCast(ray,pObj)){
							m_pRayCastMesh	=	dynamic_cast<Engine::MeshEntity*>(pObj);
							S8*	pKey = Engine::GetGlobalSetting().m_pInputSystem->m_KeyArray;
							if(	pKey[OIS::KC_LCONTROL]	==	0	&&
								pKey[OIS::KC_RCONTROL]	==	0)
							{
								m_lstSelectObj.clear();
							}
							if(m_pRayCastMesh!=NULL){
								m_lstSelectObj.push_back(m_pRayCastMesh);
								Engine::SceneNode* pNode = m_pRayCastMesh->GetParentSceneNode();
								if(pNode!=NULL){
									const Float3 vObjPos = pNode->GetGlobalPosition();
	
									m_pObjController->SetPosition(pNode->GetGlobalPosition());
								}
								m_pObjController->SetSelectObjectBoundingBox( m_pRayCastMesh->GetWorldBoundingBox());
							}else {
								Engine::SceneNode* pNode = pObj->GetParentSceneNode();
								if(pNode!=NULL){
									m_lstSelectObj.push_back(m_pRayCastMesh);
									m_pObjController->SetPosition(pNode->GetGlobalPosition());
									m_pObjController->SetSelectObjectBoundingBox(pObj->GetWorldBoundingBox());
								}
							}
						}
						

						break;}
					case enCM_SelectList:{

						break;}
					case enCM_Move:
					case enCM_Rotate:
					case enCM_Scale:{
						m_bIsControl	=	false;
						m_MoveType		=	Engine::eMRCT_None;
						m_MoveDir		=	Float2(arg.state.X.abs,arg.state.Y.abs);
						break;}
					case enCM_Create:{
						Ray ray = BuildRay(arg.state.X.abs,arg.state.Y.abs);
						Engine::MovableObject* pObj=NULL;
						float fDis=999999.0f;
						if(pScene->GetStaticSceneNode()->RayCast(ray,pObj,&fDis)){
							m_vRayCastPoint	=	ray.m_vStart	+	ray.m_vDirection*fDis;
							switch(m_CT){
								case enCT_Object:{
									AddObject(m_strCreateObjectName,m_vRayCastPoint);
									}break;
								case enCT_Actor:{
									AddActor(m_strCreateObjectName,m_vRayCastPoint);
									}break;
							}
						}
									 
						break;}
				}
			}
			return true;
		}
开发者ID:ingeyu,项目名称:airengine,代码行数:71,代码来源:AirEditorSystem.cpp


示例6: GetNextBanner

void BattlegroundIC::EventPlayerClickedOnFlag(Player* player, GameObject* target_obj)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    // All the node points are iterated to find the clicked one
    for (uint8 i = 0; i < MAX_NODE_TYPES; ++i)
    {
        if (nodePoint[i].gameobject_entry == target_obj->GetEntry())
        {
            // THIS SHOULD NEEVEER HAPPEN
            if (nodePoint[i].faction == player->GetTeamId())
                return;

            uint32 nextBanner = GetNextBanner(&nodePoint[i], player->GetTeamId(), false);

            // we set the new settings of the nodePoint
            nodePoint[i].faction = player->GetTeamId();
            nodePoint[i].last_entry = nodePoint[i].gameobject_entry;
            nodePoint[i].gameobject_entry = nextBanner;

            // this is just needed if the next banner is grey
            if (nodePoint[i].banners[BANNER_A_CONTESTED] == nextBanner || nodePoint[i].banners[BANNER_H_CONTESTED] == nextBanner)
            {
                nodePoint[i].timer = BANNER_STATE_CHANGE_TIME; // 1 minute for last change (real faction banner)
                nodePoint[i].needChange = true;

                RelocateDeadPlayers(BgCreatures[BG_IC_NPC_SPIRIT_GUIDE_1 + nodePoint[i].nodeType - 2]);

                // if we are here means that the point has been lost, or it is the first capture

                if (nodePoint[i].nodeType != NODE_TYPE_REFINERY && nodePoint[i].nodeType != NODE_TYPE_QUARRY)
                    if (BgCreatures[BG_IC_NPC_SPIRIT_GUIDE_1+(nodePoint[i].nodeType)-2])
                        DelCreature(BG_IC_NPC_SPIRIT_GUIDE_1+(nodePoint[i].nodeType)-2);

                UpdatePlayerScore(player, SCORE_BASES_ASSAULTED, 1);

                SendMessage2ToAll(LANG_BG_IC_TEAM_ASSAULTED_NODE_1, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, nodePoint[i].string);
                SendMessage2ToAll(LANG_BG_IC_TEAM_ASSAULTED_NODE_2, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, nodePoint[i].string, (player->GetTeamId() == TEAM_ALLIANCE ? LANG_BG_IC_ALLIANCE : LANG_BG_IC_HORDE));
                HandleContestedNodes(&nodePoint[i]);
            }
            else if (nextBanner == nodePoint[i].banners[BANNER_A_CONTROLLED] || nextBanner == nodePoint[i].banners[BANNER_H_CONTROLLED]) // if we are going to spawn the definitve faction banner, we dont need the timer anymore
            {
                nodePoint[i].timer = BANNER_STATE_CHANGE_TIME;
                nodePoint[i].needChange = false;
                SendMessage2ToAll(LANG_BG_IC_TEAM_DEFENDED_NODE, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, nodePoint[i].string);
                HandleCapturedNodes(&nodePoint[i], true);
                UpdatePlayerScore(player, SCORE_BASES_DEFENDED, 1);
            }

            GameObject* banner = GetBGObject(nodePoint[i].gameobject_type);

            if (!banner) // this should never happen
                return;

            float cords[4] = {banner->GetPositionX(), banner->GetPositionY(), banner->GetPositionZ(), banner->GetOrientation() };

            DelObject(nodePoint[i].gameobject_type);
            if (!AddObject(nodePoint[i].gameobject_type, nodePoint[i].gameobject_entry, cords[0], cords[1], cords[2], cords[3], 0, 0, 0, 0, RESPAWN_ONE_DAY))
            {
                TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning a banner (type: %u, entry: %u). Isle of Conquest BG cancelled.", nodePoint[i].gameobject_type, nodePoint[i].gameobject_entry);
                EndBattleground(0);
            }

            GetBGObject(nodePoint[i].gameobject_type)->SetUInt32Value(GAMEOBJECT_FACTION, nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_Factions[1] : BG_IC_Factions[0]);

            UpdateNodeWorldState(&nodePoint[i]);
            // we dont need iterating if we are here
            // If the needChange bool was set true, we will handle the rest in the Update Map function.
            return;
        }
    }
}
开发者ID:Rastrian,项目名称:DeathCore_3.3.5,代码行数:73,代码来源:BattlegroundIC.cpp


示例7: GetBGObject


//.........这里部分代码省略.........
                    for (uint8 u = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H); u < (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_2_A : BG_IC_NPC_GLAIVE_THROWER_2_H); ++u)
                    {
                        if (Creature* glaiveThrower = GetBGCreature(u))
                        {
                            if (!glaiveThrower->IsAlive())
                                glaiveThrower->Respawn(true);
                        }
                    }

                    docksTimer = DOCKS_UPDATE_TIME;
                } else docksTimer -= diff;
            }
        }

        if (nodePoint[i].nodeType == NODE_TYPE_WORKSHOP)
        {
            if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
                nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
            {
                if (siegeEngineWorkshopTimer <= diff)
                {
                    uint8 siegeType = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_A : BG_IC_NPC_SIEGE_ENGINE_H);

                    if (Creature* siege = GetBGCreature(siegeType)) // this always should be true
                    {
                        if (siege->IsAlive())
                        {
                            if (siege->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_UNK_14|UNIT_FLAG_IMMUNE_TO_PC))
                                // following sniffs the vehicle always has UNIT_FLAG_UNK_14
                                siege->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_IMMUNE_TO_PC);
                            else
                                siege->SetHealth(siege->GetMaxHealth());
                        }
                        else
                            siege->Respawn(true);
                    }

                    // we need to confirm if it is every 3 minutes
                    for (uint8 u = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_A : BG_IC_NPC_DEMOLISHER_1_H); u < (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_4_A : BG_IC_NPC_DEMOLISHER_4_H); ++u)
                    {
                        if (Creature* demolisher = GetBGCreature(u))
                        {
                            if (!demolisher->IsAlive())
                                demolisher->Respawn(true);
                        }
                    }
                    siegeEngineWorkshopTimer = WORKSHOP_UPDATE_TIME;
                } else siegeEngineWorkshopTimer -= diff;
            }
        }

        // the point is waiting for a change on its banner
        if (nodePoint[i].needChange)
        {
            if (nodePoint[i].timer <= diff)
            {
                uint32 nextBanner = GetNextBanner(&nodePoint[i], nodePoint[i].faction, true);

                nodePoint[i].last_entry = nodePoint[i].gameobject_entry;
                nodePoint[i].gameobject_entry = nextBanner;
                // nodePoint[i].faction = the faction should be the same one...

                GameObject* banner = GetBGObject(nodePoint[i].gameobject_type);

                if (!banner) // this should never happen
                    return;

                float cords[4] = {banner->GetPositionX(), banner->GetPositionY(), banner->GetPositionZ(), banner->GetOrientation() };

                DelObject(nodePoint[i].gameobject_type);
                AddObject(nodePoint[i].gameobject_type, nodePoint[i].gameobject_entry, cords[0], cords[1], cords[2], cords[3], 0, 0, 0, 0, RESPAWN_ONE_DAY);

                GetBGObject(nodePoint[i].gameobject_type)->SetUInt32Value(GAMEOBJECT_FACTION, nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_Factions[1] : BG_IC_Factions[0]);

                UpdateNodeWorldState(&nodePoint[i]);
                HandleCapturedNodes(&nodePoint[i], false);

                SendMessage2ToAll(LANG_BG_IC_TEAM_HAS_TAKEN_NODE, CHAT_MSG_BG_SYSTEM_NEUTRAL, NULL, (nodePoint[i].faction == TEAM_ALLIANCE ? LANG_BG_IC_ALLIANCE : LANG_BG_IC_HORDE), nodePoint[i].string);

                nodePoint[i].needChange = false;
                nodePoint[i].timer = BANNER_STATE_CHANGE_TIME;
            } else nodePoint[i].timer -= diff;
        }
    }

    if (resourceTimer <= diff)
    {
        for (uint8 i = 0; i < NODE_TYPE_DOCKS; ++i)
        {
            if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
                nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
            {
                factionReinforcements[nodePoint[i].faction] += 1;
                RewardHonorToTeam(RESOURCE_HONOR_AMOUNT, nodePoint[i].faction == TEAM_ALLIANCE ? ALLIANCE : HORDE);
                UpdateWorldState((nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_ALLIANCE_RENFORT : BG_IC_HORDE_RENFORT), factionReinforcements[nodePoint[i].faction]);
            }
        }
        resourceTimer = IC_RESOURCE_TIME;
    } else resourceTimer -= diff;
}
开发者ID:Rastrian,项目名称:DeathCore_3.3.5,代码行数:101,代码来源:BattlegroundIC.cpp


示例8: AddObject

bool BattlegroundAB::SetupBattleground()
{
    for (uint32 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
    {
		AddObject(BG_AB_OBJECT_BANNER_NEUTRAL + BG_AB_OBJECTS_PER_NODE*i, BG_AB_OBJECTID_NODE_BANNER_0 + i, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY);
        AddObject(BG_AB_OBJECT_BANNER_ALLY + BG_AB_OBJECTS_PER_NODE*i, BG_AB_OBJECTID_BANNER_A, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY);
        AddObject(BG_AB_OBJECT_BANNER_HORDE + BG_AB_OBJECTS_PER_NODE*i, BG_AB_OBJECTID_BANNER_H, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY);
        AddObject(BG_AB_OBJECT_BANNER_CONT_A + BG_AB_OBJECTS_PER_NODE*i, BG_AB_OBJECTID_BANNER_CONT_A, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY);
        AddObject(BG_AB_OBJECT_BANNER_CONT_H + BG_AB_OBJECTS_PER_NODE*i, BG_AB_OBJECTID_BANNER_CONT_H, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY);
        AddObject(BG_AB_OBJECT_AURA_ALLY + BG_AB_OBJECTS_PER_NODE*i, BG_AB_OBJECTID_AURA_A, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY);
        AddObject(BG_AB_OBJECT_AURA_HORDE + BG_AB_OBJECTS_PER_NODE*i, BG_AB_OBJECTID_AURA_H, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY);
        AddObject(BG_AB_OBJECT_AURA_CONTESTED + BG_AB_OBJECTS_PER_NODE*i, BG_AB_OBJECTID_AURA_C, BG_AB_NodePositions[i][0], BG_AB_NodePositions[i][1], BG_AB_NodePositions[i][2], BG_AB_NodePositions[i][3], 0, 0, sin(BG_AB_NodePositions[i][3]/2), cos(BG_AB_NodePositions[i][3]/2), RESPAWN_ONE_DAY);
    }

    AddObject(BG_AB_OBJECT_GATE_A, BG_AB_OBJECTID_GATE_A, BG_AB_DoorPositions[0][0], BG_AB_DoorPositions[0][1], BG_AB_DoorPositions[0][2], BG_AB_DoorPositions[0][3], BG_AB_DoorPositions[0][4], BG_AB_DoorPositions[0][5], BG_AB_DoorPositions[0][6], BG_AB_DoorPositions[0][7], RESPAWN_IMMEDIATELY);
    AddObject(BG_AB_OBJECT_GATE_H, BG_AB_OBJECTID_GATE_H, BG_AB_DoorPositions[1][0], BG_AB_DoorPositions[1][1], BG_AB_DoorPositions[1][2], BG_AB_DoorPositions[1][3], BG_AB_DoorPositions[1][4], BG_AB_DoorPositions[1][5], BG_AB_DoorPositions[1][6], BG_AB_DoorPositions[1][7], RESPAWN_IMMEDIATELY);

    for (uint32 i = 0; i < BG_AB_DYNAMIC_NODES_COUNT; ++i)
    {
        AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i, Buff_Entries[0], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY);
        AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i + 1, Buff_Entries[1], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY);
        AddObject(BG_AB_OBJECT_SPEEDBUFF_STABLES + 3 * i + 2, Buff_Entries[2], BG_AB_BuffPositions[i][0], BG_AB_BuffPositions[i][1], BG_AB_BuffPositions[i][2], BG_AB_BuffPositions[i][3], 0, 0, sin(BG_AB_BuffPositions[i][3]/2), cos(BG_AB_BuffPositions[i][3]/2), RESPAWN_ONE_DAY);
    }

	AddSpiritGuide(BG_AB_SPIRIT_ALIANCE, BG_AB_SpiritGuidePos[BG_AB_SPIRIT_ALIANCE][0], BG_AB_SpiritGuidePos[BG_AB_SPIRIT_ALIANCE][1], BG_AB_SpiritGuidePos[BG_AB_SPIRIT_ALIANCE][2], BG_AB_SpiritGuidePos[BG_AB_SPIRIT_ALIANCE][3], TEAM_ALLIANCE);
	AddSpiritGuide(BG_AB_SPIRIT_HORDE, BG_AB_SpiritGuidePos[BG_AB_SPIRIT_HORDE][0], BG_AB_SpiritGuidePos[BG_AB_SPIRIT_HORDE][1], BG_AB_SpiritGuidePos[BG_AB_SPIRIT_HORDE][2], BG_AB_SpiritGuidePos[BG_AB_SPIRIT_HORDE][3], TEAM_HORDE);

	for (uint32 i = BG_AB_OBJECT_BANNER_NEUTRAL; i < BG_AB_OBJECT_MAX; ++i)
		if (BgObjects[i] == 0)
		{
			sLog->outErrorDb("BatteGroundAB: Failed to spawn some object Battleground not created!");
			return false;
		}

	for (uint32 i = BG_AB_SPIRIT_ALIANCE; i <= BG_AB_SPIRIT_HORDE; ++i)
		if (BgCreatures[i] == 0)
		{
			sLog->outErrorDb("BatteGroundAB: Failed to spawn spirit guides Battleground not created!");
			return false;
		}

    return true;
}
开发者ID:Cryostorm,项目名称:SunwellCore,代码行数:43,代码来源:BattlegroundAB.cpp


示例9: CreateBitmap


//.........这里部分代码省略.........
                     0x00, 0x00,
                     0x00, 0x00,
                     0x00, 0x00,
                     0x00, 0x00,
                     0x00, 0x00
                    };

    BYTE bPlay[]  = {0x3F, 0x3F, 0x3F, 0x3F, 0x3F, 0x3F, 0x3F, 0x3F,
                     0x0F, 0x0F, 0x0F, 0x0F, 0x0F, 0x0F, 0x0F, 0x0F,
                     0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
                     0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01,
                     0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
                     0x0F, 0x0F, 0x0F, 0x0F, 0x0F, 0x0F, 0x0F, 0x0F,
                     0x3F, 0x3F, 0x3F, 0x3F, 0x3F, 0x3F, 0x3F, 0x3F
                    };

    hBmp[PS_PLAY]  = CreateBitmap(56, 7, 1, 1, bPlay);
    hBmp[PS_PAUSE] = CreateBitmap(14, 7, 1, 1, bPause);
    hBmp[PS_STOP]  = CreateBitmap(8, 7, 1, 1, bStop);


    // Initialize the text control (media)
    m_Text1.Initialize();
    m_Text1.SetOrigin(x, y);
    m_Text1.SetSize(320 - x, 26);
    m_Text1.SetAlignment(DT_CENTER | DT_VCENTER);
    m_Text1.SetWordWrap(false);
    m_Text1.SetText(_T(""));
    m_Text1.SetFontPointSize(16);
    m_Text1.SetStartDelay(5000);
    m_Text1.SetEndDelay(2000);
    m_Text1.EnableRepeat(true);
    m_Text1.SetScrollDirection(SCROLL_HORZ);
    m_Text1.SetSpeed(24);

    // Initialize the progressbar control (media progress)
    y += 30;
    m_ProgBar[1].Initialize();
    m_ProgBar[1].SetOrigin(x + 20, y);
    m_ProgBar[1].SetSize(320 - x - 20, 14);
    m_ProgBar[1].SetPos(0);
    m_ProgBar[1].SetRange(0, 100);
    m_ProgBar[1].SetProgressStyle(CLCDMyProgressBar::STYLE_FILLED_H);

    // gfx
    m_PlayState.Initialize();
    m_PlayState.SetOrigin(x, y);
    m_PlayState.SetSize(14, 14);
    m_PlayState.SetBitmap(hBmp[PS_PLAY]);
    m_PlayState.ResetUpdate();
    m_PlayState.SetZoomLevel(2);
    m_PlayState.SetSubpicWidth(7);
    m_PlayState.SetAnimationRate(300);
    m_PlayState.SetAlpha(false);
    m_PlayState.GetSize();

    // Initialize the text control (time / mpc messages)
    y += 14;
    m_Text[0].Initialize();
    m_Text[0].SetOrigin(x, y);
    m_Text[0].SetSize(320 - x, /*13*/50);
    m_Text[0].SetAlignment(DT_CENTER);
    m_Text[0].SetWordWrap(false);
    m_Text[0].SetText(_T(""));
    m_Text[0].SetFontPointSize(14);
    hFont = m_Text[0].GetFont();
    GetObject(hFont, sizeof(LOGFONT), &lf);
    wcscpy_s(lf.lfFaceName, LF_FACESIZE, _T("Microsoft Sans Serif"));
    m_Text[0].SetFont(lf);

    y += 22;
    m_Text[1].Initialize();
    m_Text[1].SetOrigin(x, y);
    m_Text[1].SetSize(320 - x, /*13*/50);
    m_Text[1].SetAlignment(DT_CENTER);
    m_Text[1].SetWordWrap(false);
    m_Text[1].SetText(_T(""));
    m_Text[1].SetFontPointSize(14);
    hFont = m_Text[1].GetFont();
    GetObject(hFont, sizeof(LOGFONT), &lf);
    wcscpy_s(lf.lfFaceName, LF_FACESIZE, _T("Microsoft Sans Serif"));
    m_Text[1].SetFont(lf);

    // Initialize the progressbar control (volume)
    m_ProgBar[0].Initialize();
    m_ProgBar[0].SetOrigin(0, 0);
    m_ProgBar[0].SetSize(14, 86);
    m_ProgBar[0].SetPos(0);
    m_ProgBar[0].SetRange(0, 100);
    m_ProgBar[0].SetProgressStyle(CLCDMyProgressBar::STYLE_FILLED_V);

    AddObject(&m_Text1);
    AddObject(&m_Text[0]);
    AddObject(&m_Text[1]);
    AddObject(&m_ProgBar[0]);
    AddObject(&m_ProgBar[1]);
    AddObject(&m_PlayState);

    return CLCDPage::Initialize();
}
开发者ID:AeonAxan,项目名称:mpc-hc,代码行数:101,代码来源:LcdSupport.cpp


示例10: AddObject

void InstanceScript::OnGameObjectCreate(GameObject* go)
{
    AddObject(go, true);
    AddDoor(go, true);
}
开发者ID:BlackWolfsDen,项目名称:BWD_335a,代码行数:5,代码来源:InstanceScript.cpp


示例11: SetupBattleground

bool BattlegroundTP::SetupBattleground()
{
    // flags                                                          X           Y        Z     Orientation       Rotation2   Rotation3
    if (!AddObject(BG_TP_OBJECT_A_FLAG, BG_OBJECT_A_FLAG_TP_ENTRY, 2118.210f, 191.621f, 44.052f, 5.741259f, 0, 0, 0.9996573f, 0.02617699f, BG_TP_FLAG_RESPAWN_TIME/1000)            // Cata
        || !AddObject(BG_TP_OBJECT_H_FLAG, BG_OBJECT_H_FLAG_TP_ENTRY, 1578.380f, 344.037f, 2.419f, 3.055978f, 0, 0, 0.008726535f, 0.9999619f, BG_TP_FLAG_RESPAWN_TIME/1000)         // Cata
        // buffs
        || !AddObject(BG_TP_OBJECT_SPEEDBUFF_1, BG_OBJECTID_SPEEDBUFF_ENTRY, 1545.402f, 304.028f, 0.5923f, -1.64061f, 0, 0, 0.7313537f, -0.6819983f, BUFF_RESPAWN_TIME)             // Cata
        || !AddObject(BG_TP_OBJECT_SPEEDBUFF_2, BG_OBJECTID_SPEEDBUFF_ENTRY, 2171.279f, 222.334f, 43.8001f, 2.663309f, 0, 0, 0.7313537f, 0.6819984f, BUFF_RESPAWN_TIME)             // Cata
        || !AddObject(BG_TP_OBJECT_REGENBUFF_1, BG_OBJECTID_REGENBUFF_ENTRY, 1753.957f, 242.092f, -14.1170f, 1.105848f, 0, 0, 0.1305263f, -0.9914448f, BUFF_RESPAWN_TIME)           // Cata
        || !AddObject(BG_TP_OBJECT_REGENBUFF_2, BG_OBJECTID_REGENBUFF_ENTRY, 1952.121f, 383.857f, -10.2870f, 4.192612f, 0, 0, 0.333807f, -0.9426414f, BUFF_RESPAWN_TIME)            // Cata
        || !AddObject(BG_TP_OBJECT_BERSERKBUFF_1, BG_OBJECTID_BERSERKERBUFF_ENTRY, 1934.369f, 226.064f, -17.0441f, 2.499154f, 0, 0, 0.5591929f, 0.8290376f, BUFF_RESPAWN_TIME)      // Cata
        || !AddObject(BG_TP_OBJECT_BERSERKBUFF_2, BG_OBJECTID_BERSERKERBUFF_ENTRY, 1725.240f, 446.431f, -7.8327f, 5.709677f, 0, 0, 0.9396926f, -0.3420201f, BUFF_RESPAWN_TIME)      // Cata
        // alliance gates
        || !AddObject(BG_TP_OBJECT_DOOR_A_1, BG_OBJECT_DOOR_A_1_TP_ENTRY, 2115.399f, 150.175f, 43.526f, 2.62f, 0, 0, 0, 0, RESPAWN_IMMEDIATELY)              // Cata
        || !AddObject(BG_TP_OBJECT_DOOR_A_2, BG_OBJECT_DOOR_A_2_TP_ENTRY, 2156.803f, 220.331f, 43.482f, 5.76f, 0, 0, 0, 0, RESPAWN_IMMEDIATELY)              // Cata
        || !AddObject(BG_TP_OBJECT_DOOR_A_3, BG_OBJECT_DOOR_A_3_TP_ENTRY, 2126.760f, 224.051f, 43.647f, 2.63f, 0, 0, 0, 0, RESPAWN_IMMEDIATELY)              // Cata
        // horde gates
        || !AddObject(BG_TP_OBJECT_DOOR_H_1, BG_OBJECT_DOOR_H_1_TP_ENTRY, 1556.595f, 314.502f, 1.223f, 3.04f, 0, 0, 0, 0, RESPAWN_IMMEDIATELY)
        || !AddObject(BG_TP_OBJECT_DOOR_H_2, BG_OBJECT_DOOR_H_2_TP_ENTRY, 1587.415f, 319.935f, 1.522f, 6.20f, 0, 0, 0, 0, RESPAWN_IMMEDIATELY)
        || !AddObject(BG_TP_OBJECT_DOOR_H_3, BG_OBJECT_DOOR_H_3_TP_ENTRY, 1558.315f, 372.709f, 1.484f, 6.12f, 0, 0, 0, 0, RESPAWN_IMMEDIATELY)
       )
    {
        sLog->outError(LOG_FILTER_SQL,"BatteGroundTP: Failed to spawn some object Battleground not created!");
        return false;
    }

    WorldSafeLocsEntry const* sg = sWorldSafeLocsStore.LookupEntry(TP_GRAVEYARD_MIDDLE_ALLIANCE);
    if (!sg || !AddSpiritGuide(TP_SPIRIT_ALLIANCE, sg->x, sg->y, sg->z, 3.641396f, ALLIANCE))
    {
        sLog->outError(LOG_FILTER_SQL,"BatteGroundTP: Failed to spawn Alliance spirit guide! Battleground not created!");
        return false;
    }

    sg = sWorldSafeLocsStore.LookupEntry(TP_GRAVEYARD_START_ALLIANCE);
    if (!sg || !AddSpiritGuide(TP_SPIRIT_ALLIANCE, sg->x, sg->y, sg->z, 3.641396f, ALLIANCE))
    {
        sLog->outError(LOG_FILTER_SQL,"BatteGroundTP: Failed to spawn Alliance start spirit guide! Battleground not created!");
        return false;
    }

    sg = sWorldSafeLocsStore.LookupEntry(TP_GRAVEYARD_MIDDLE_HORDE);
    if (!sg || !AddSpiritGuide(TP_SPIRIT_HORDE, sg->x, sg->y, sg->z, 3.641396f, HORDE))
    {
        sLog->outError(LOG_FILTER_SQL,"BatteGroundTP: Failed to spawn Horde spirit guide! Battleground not created!");
        return false;
    }

    sg = sWorldSafeLocsStore.LookupEntry(TP_GRAVEYARD_START_HORDE);
    if (!sg || !AddSpiritGuide(TP_SPIRIT_ALLIANCE, sg->x, sg->y, sg->z, 3.641396f, HORDE))
    {
        sLog->outError(LOG_FILTER_SQL,"BatteGroundTP: Failed to spawn Horde start spirit guide! Battleground not created!");
        return false;
    }

    sLog->outDebug(LOG_FILTER_BATTLEGROUND, "BatteGroundTP: BG objects and spirit guides spawned");

    return true;
}
开发者ID:GlassFace,项目名称:Mist-Eria-Core510,代码行数:58,代码来源:BattlegroundTP.cpp


示例12: DelCreature

void BattlegroundSA::CaptureGraveyard (BG_SA_Graveyards i, Player *Source)
{
    if (GraveyardStatus[i] == Attackers)
        return;

    DelCreature(BG_SA_MAXNPC + i);
    GraveyardStatus[i] = Source->GetTeamId();
    WorldSafeLocsEntry const *sg = NULL;
    sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]);
    AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], (GraveyardStatus[i] == TEAM_ALLIANCE ? ALLIANCE : HORDE));
    uint32 npc = 0;
    uint32 flag = 0;

    switch (i)
    {
    case BG_SA_LEFT_CAPTURABLE_GY:
        flag = BG_SA_LEFT_FLAG;
        DelObject(flag);
        AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)), BG_SA_ObjSpawnlocs[flag][0], BG_SA_ObjSpawnlocs[flag][1], BG_SA_ObjSpawnlocs[flag][2], BG_SA_ObjSpawnlocs[flag][3], 0, 0, 0, 0, RESPAWN_ONE_DAY);

        npc = BG_SA_NPC_RIGSPARK;
        AddCreature(BG_SA_NpcEntries[npc], npc, Attackers, BG_SA_NpcSpawnlocs[npc][0], BG_SA_NpcSpawnlocs[npc][1], BG_SA_NpcSpawnlocs[npc][2], BG_SA_NpcSpawnlocs[npc][3]);

        UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 1 : 0));
        UpdateWorldState(BG_SA_LEFT_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 0 : 1));
        if (Source->GetTeamId() == TEAM_ALLIANCE)
            SendWarningToAll(LANG_BG_SA_A_GY_WEST);
        else
            SendWarningToAll(LANG_BG_SA_H_GY_WEST);
        break;
    case BG_SA_RIGHT_CAPTURABLE_GY:
        flag = BG_SA_RIGHT_FLAG;
        DelObject(flag);
        AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)), BG_SA_ObjSpawnlocs[flag][0], BG_SA_ObjSpawnlocs[flag][1], BG_SA_ObjSpawnlocs[flag][2], BG_SA_ObjSpawnlocs[flag][3], 0, 0, 0, 0, RESPAWN_ONE_DAY);

        npc = BG_SA_NPC_SPARKLIGHT;
        AddCreature(BG_SA_NpcEntries[npc], npc, Attackers, BG_SA_NpcSpawnlocs[npc][0], BG_SA_NpcSpawnlocs[npc][1], BG_SA_NpcSpawnlocs[npc][2], BG_SA_NpcSpawnlocs[npc][3]);

        UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 1 : 0));
        UpdateWorldState(BG_SA_RIGHT_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 0 : 1));
        if (Source->GetTeamId() == TEAM_ALLIANCE)
            SendWarningToAll(LANG_BG_SA_A_GY_EAST);
        else
            SendWarningToAll(LANG_BG_SA_H_GY_EAST);
        break;
    case BG_SA_CENTRAL_CAPTURABLE_GY:
        flag = BG_SA_CENTRAL_FLAG;
        DelObject(flag);
        AddObject(flag, (BG_SA_ObjEntries[flag] - (Source->GetTeamId() == TEAM_ALLIANCE ? 0 : 1)), BG_SA_ObjSpawnlocs[flag][0], BG_SA_ObjSpawnlocs[flag][1], BG_SA_ObjSpawnlocs[flag][2], BG_SA_ObjSpawnlocs[flag][3], 0, 0, 0, 0, RESPAWN_ONE_DAY);

        UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 1 : 0));
        UpdateWorldState(BG_SA_CENTER_GY_HORDE, (GraveyardStatus[i] == TEAM_ALLIANCE ? 0 : 1));
        if (Source->GetTeamId() == TEAM_ALLIANCE)
            SendWarningToAll(LANG_BG_SA_A_GY_SOUTH);
        else
            SendWarningToAll(LANG_BG_SA_H_GY_SOUTH);
        break;
    default:
        ASSERT(0)
        ;
        break;
    };
}
开发者ID:55887MX,项目名称:CCORE,代码行数:63,代码来源:BattlegroundSA.cpp


示例13: TC_LOG_ERROR

bool BattlegroundIC::SetupBattleground()
{
    for (uint8 i = 0; i < MAX_NORMAL_GAMEOBJECTS_SPAWNS; ++i)
    {
        if (!AddObject(BG_IC_ObjSpawnlocs[i].type, BG_IC_ObjSpawnlocs[i].entry, BG_IC_ObjSpawnlocs[i].x, BG_IC_ObjSpawnlocs[i].y, BG_IC_ObjSpawnlocs[i].z, BG_IC_ObjSpawnlocs[i].o, 0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning gameobject %u", BG_IC_ObjSpawnlocs[i].entry);
            return false;
        }
    }

    for (uint8 i = 0; i < MAX_FORTRESS_TELEPORTERS_SPAWNS; ++i)
    {
        if (!AddObject(BG_IC_Teleporters[i].type, BG_IC_Teleporters[i].entry, BG_IC_Teleporters[i].x, BG_IC_Teleporters[i].y, BG_IC_Teleporters[i].z, BG_IC_Teleporters[i].o, 0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "Isle of Conquest | Starting Event Open Doors: There was an error spawning gameobject %u", BG_IC_Teleporters[i].entry);
            return false;
        }
    }

    for (uint8 i = 0; i < MAX_FORTRESS_TELEPORTER_EFFECTS_SPAWNS; ++i)
    {
        if (!AddObject(BG_IC_TeleporterEffects[i].type, BG_IC_TeleporterEffects[i].entry, BG_IC_TeleporterEffects[i].x, BG_IC_TeleporterEffects[i].y, BG_IC_TeleporterEffects[i].z, BG_IC_TeleporterEffects[i].o, 0, 0, 0, 0, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "Isle of Conquest | Starting Event Open Doors: There was an error spawning gameobject %u", BG_IC_Teleporters[i].entry);
            return false;
        }
    }

    for (uint8 i = 2; i < MAX_NORMAL_NPCS_SPAWNS; ++i)
    {
        if (!AddCreature(BG_IC_NpcSpawnlocs[i].entry, BG_IC_NpcSpawnlocs[i].type, BG_IC_NpcSpawnlocs[i].x, BG_IC_NpcSpawnlocs[i].y, BG_IC_NpcSpawnlocs[i].z, BG_IC_NpcSpawnlocs[i].o, BG_IC_NpcSpawnlocs[i].team, RESPAWN_ONE_DAY))
        {
            TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error spawning creature %u", BG_IC_NpcSpawnlocs[i].entry);
            return false;
        }
    }

    if (!AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+3, BG_IC_SpiritGuidePos[5], TEAM_ALLIANCE)
        || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+4, BG_IC_SpiritGuidePos[6], TEAM_HORDE)
        || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+5, BG_IC_SpiritGuidePos[7], TEAM_ALLIANCE)
        || !AddSpiritGuide(BG_IC_NPC_SPIRIT_GUIDE_1+6, BG_IC_SpiritGuidePos[8], TEAM_HORDE))
    {
        TC_LOG_ERROR("bg.battleground", "Isle of Conquest: Failed to spawn initial spirit guide!");
        return false;
    }

    gunshipHorde = sTransportMgr->CreateTransport(GO_HORDE_GUNSHIP, 0, GetBgMap());
    gunshipAlliance = sTransportMgr->CreateTransport(GO_ALLIANCE_GUNSHIP, 0, GetBgMap());

    if (!gunshipAlliance || !gunshipHorde)
    {
        TC_LOG_ERROR("bg.battleground", "Isle of Conquest: There was an error creating gunships!");
        return false;
    }

    gunshipHorde->EnableMovement(false);
    gunshipAlliance->EnableMovement(false);

    // setting correct factions for Keep Cannons
    for (uint8 i = BG_IC_NPC_KEEP_CANNON_1; i <= BG_IC_NPC_KEEP_CANNON_12; ++i)
        GetBGCreature(i)->setFaction(BG_IC_Factions[0]);
    for (uint8 i = BG_IC_NPC_KEEP_CANNON_13; i <= BG_IC_NPC_KEEP_CANNON_25; ++i)
        GetBGCreature(i)->setFaction(BG_IC_Factions[1]);

    // correcting spawn time for keeps bombs
    for (uint8 i = BG_IC_GO_HUGE_SEAFORIUM_BOMBS_A_1; i < BG_IC_GO_HUGE_SEAFORIUM_BOMBS_H_4; ++i)
        GetBGObject(i)->SetRespawnTime(10);

    return true;
}
开发者ID:Rastrian,项目名称:DeathCore_3.3.5,代码行数:71,代码来源:BattlegroundIC.cpp


示例14: SendTransportsRemove

bool BattlegroundSA::ResetObjs ()
{
    for (int i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++)
        for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
            if (Player * plr = sObjectMgr->GetPlayer(itr->first))
                SendTransportsRemove (plr);

    uint32 atF = BG_SA_Factions[Attackers];
    uint32 defF = BG_SA_Factions[Attackers ? TEAM_ALLIANCE : TEAM_HORDE];

    for (uint8 i = 0; i < BG_SA_MAXOBJ; i++)
        DelObject(i);

    for (uint8 i = 0; i < BG_SA_MAXNPC; i++)
        DelCreature(i);

    for (uint8 i = BG_SA_MAXNPC; i < BG_SA_MAXNPC + BG_SA_MAX_GY; i++)
        DelCreature(i);

    for (uint8 i = 0; i < 6; i++)
        GateStatus[i] = BG_SA_GATE_OK;

    for (uint8 i = 0; i < BG_SA_BOAT_ONE; i++)
    {
        if (!AddObject(i, BG_SA_ObjEntries[i], BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1], BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3], 0, 0, 0, 0, RESPAWN_ONE_DAY))
            return false;
    }

    for (uint8 i = BG_SA_BOAT_ONE; i < BG_SA_SIGIL_1; i++)
    {
        uint32 boatid = 0;
        switch (i)
        {
        case BG_SA_BOAT_ONE:
            boatid = Attackers ? BG_SA_BOAT_ON 

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