• 设为首页
  • 点击收藏
  • 手机版
    手机扫一扫访问
    迪恩网络手机版
  • 关注官方公众号
    微信扫一扫关注
    公众号

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

 void OnGameObjectCreate(GameObject* go) override
 {
     switch (go->GetEntry())
     {
         case GO_FORCE_FIELD:
         case GO_BOSS_COLLISION_1:
         case GO_BOSS_COLLISION_2:
         case GO_FIRE_BARRIER:
         case GO_MURUS_GATE_1:
         case GO_MURUS_GATE_2:
             AddDoor(go, true);
             break;
         default:
             break;
     }
 }
开发者ID:Rastrian,项目名称:DeathCore_3.3.5,代码行数:16,代码来源:instance_sunwell_plateau.cpp


示例2: OnGameObjectCreate

		void OnGameObjectCreate(GameObject* go)
		{
			switch (go->GetEntry())
			{
				// Generic doors
			case GOB_ANTECHAMBER_DOOR_ENTRANCE:
			case GOB_ANTECHAMBER_DOOR_EXIT:
			case GOB_ATRIUM_DOOR_ENTRANCE:
			case GOB_ATRIUM_DOOR_EXIT:
				AddDoor(go, true);
				break;
				// Specific doors
			case GOB_ORATIUM_DOOR_ENTRANCE:
				AddDoor(go, true);
				zorlokEntranceDoorGuid = go->GetGUID();
				break;
			case GOB_QUARTERS_DOOR_ENTRANCE:
				AddDoor(go, true);
				tayakEntranceDoorGuid = go->GetGUID();
				break;
			case GOB_QUARTERS_DOOR_EXIT:
				AddDoor(go, true);
				tayakExitDoorGuid = go->GetGUID();
				break;
			case GOB_STAIRWAYS_DOOR_EXIT:
				AddDoor(go, true);
				garalonEntranceDoorGuid = go->GetGUID();
				break;
			case GOB_BALCONY_DOOR_EXIT:
				AddDoor(go, true);
				meljarakExitDoorGuid = go->GetGUID();
				break;
			case GOB_SANCTUM_DOOR_ENTRANCE:
				AddDoor(go, true);
				unsokEntranceDoorGuid = go->GetGUID();
				break;
			case GOB_HEARTOFFEAR_DOOR_ENTRANCE:
				AddDoor(go, true);
				shekzeerEntranceDoorGuid = go->GetGUID();
				break;
			default:
				break;
			}
		}
开发者ID:Mystiko,项目名称:MoPCore5.4.8,代码行数:44,代码来源:instance_heart_of_fear.cpp


示例3: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go)
 {
     switch (go->GetEntry())
     {
         case GO_STRANGE_GONG:
             StrangeGongGUID = go->GetGUID();
             break;
         case GO_MASSIVE_GATE:
             MasiveGateGUID = go->GetGUID();
             AddDoor(go, true);
             if (ZulAmanState != NOT_STARTED)
                 go->SetGoState(GO_STATE_ACTIVE);
             break;
         default:
             break;
     }
 }
开发者ID:Drasgon,项目名称:WoD,代码行数:17,代码来源:instance_zulaman.cpp


示例4: OnGameObjectRemove

 void OnGameObjectRemove(GameObject* gameObject)
 {
     switch (gameObject->GetEntry())
     {
         case GO_LEVIATHAN_DOOR:
         case GO_XT_002_DOOR:
         case GO_DOODAD_UL_SIGILDOOR_03:
         case GO_DOODAD_UL_UNIVERSEFLOOR_01:
         case GO_DOODAD_UL_UNIVERSEFLOOR_02:
         case GO_DOODAD_UL_UNIVERSEGLOBE01:
         case GO_DOODAD_UL_ULDUAR_TRAPDOOR_03:
             AddDoor(gameObject, false);
             break;
         default:
             break;
     }
 }
开发者ID:FirstCore,项目名称:GaryMoveOut_4.3.4,代码行数:17,代码来源:instance_ulduar.cpp


示例5: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go) override
 {
     switch (go->GetEntry())
     {
         case GO_PRISON_DOOR_04:
             PrisonDoor4GUID = go->GetGUID();
             // no break
         case GO_PRISON_DOOR_01:
         case GO_PRISON_DOOR_02:
         case GO_PRISON_DOOR_03:
         case GO_PRISON_DOOR_05:
         case GO_SUMMON_DOOR:
             AddDoor(go, true);
             break;
         case GO_BROGGOK_LEVER:
             BroggokLeverGUID = go->GetGUID();
             break;
         case GO_PRISON_CELL_DOOR_1:
             PrisonCellGUIDs[DATA_PRISON_CELL1 - DATA_PRISON_CELL1] = go->GetGUID();
             break;
         case GO_PRISON_CELL_DOOR_2:
             PrisonCellGUIDs[DATA_PRISON_CELL2 - DATA_PRISON_CELL1] = go->GetGUID();
             break;
         case GO_PRISON_CELL_DOOR_3:
             PrisonCellGUIDs[DATA_PRISON_CELL3 - DATA_PRISON_CELL1] = go->GetGUID();
             break;
         case GO_PRISON_CELL_DOOR_4:
             PrisonCellGUIDs[DATA_PRISON_CELL4 - DATA_PRISON_CELL1] = go->GetGUID();
             break;
         case GO_PRISON_CELL_DOOR_5:
             PrisonCellGUIDs[DATA_PRISON_CELL5 - DATA_PRISON_CELL1] = go->GetGUID();
             break;
         case GO_PRISON_CELL_DOOR_6:
             PrisonCellGUIDs[DATA_PRISON_CELL6 - DATA_PRISON_CELL1] = go->GetGUID();
             break;
         case GO_PRISON_CELL_DOOR_7:
             PrisonCellGUIDs[DATA_PRISON_CELL7 - DATA_PRISON_CELL1] = go->GetGUID();
             break;
         case GO_PRISON_CELL_DOOR_8:
             PrisonCellGUIDs[DATA_PRISON_CELL8 - DATA_PRISON_CELL1] = go->GetGUID();
             break;
         default:
             break;
     }
 }
开发者ID:beyourself,项目名称:LordPsyanBots,代码行数:45,代码来源:instance_blood_furnace.cpp


示例6: OnGameObjectCreate

            void OnGameObjectCreate(GameObject* go)
            {
                switch (go->GetEntry())
                {
                    case GO_LADY_VASHJ_BRIDGE_CONSOLE:
					case GO_COILFANG_BRIDGE1:
					case GO_COILFANG_BRIDGE2:
					case GO_COILFANG_BRIDGE3:
                        AddDoor(go, true);
						break;
					case GO_SHIELD_GENERATOR1:
					case GO_SHIELD_GENERATOR2:
					case GO_SHIELD_GENERATOR3:
					case GO_SHIELD_GENERATOR4:
						ShieldGeneratorGUID[go->GetEntry()-GO_SHIELD_GENERATOR1] = go->GetGUID();
						break;
                }
            }
开发者ID:DSlayerMan,项目名称:Sunwell,代码行数:18,代码来源:instance_serpent_shrine.cpp


示例7: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go) override
 {
     switch (go->GetEntry())
     {
         case GO_FORCEFIELD:
             AddDoor(go, true);
             break;
         case GO_GONG_OF_BETHEKK:
             _goGongOfBethekkGUID = go->GetGUID();
             if (GetBossState(DATA_ARLOKK) == DONE)
                 go->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
             else
                 go->RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
             break;
         default:
             break;
     }
 }
开发者ID:mysql1,项目名称:TournamentCore,代码行数:18,代码来源:instance_zulgurub.cpp


示例8: OnGameObjectCreate

        void OnGameObjectCreate(GameObject* go)
        {
            if (go->GetGOInfo()->displayId == 6785 || go->GetGOInfo()->displayId == 1287)
            {
                uint32 section = GetEruptionSection(go->GetPositionX(), go->GetPositionY());
                heiganEruptionGUID[section].insert(go->GetGUID());

                return;
            }

            switch (go->GetEntry())
            {
                case GO_GOTHIK_GATE:
                    gothikGateGUID = go->GetGUID();
                    go->SetGoState(gothikDoorState);
                    break;
                case GO_HORSEMEN_CHEST:
                    horsemenChestGUID = go->GetGUID();
                    break;
                case GO_HORSEMEN_CHEST_HERO:
                    horsemenChestGUID = go->GetGUID();
                    break;
                case GO_KELTHUZAD_PORTAL01:
                    portalsGUID[0] = go->GetGUID();
                    break;
                case GO_KELTHUZAD_PORTAL02:
                    portalsGUID[1] = go->GetGUID();
                    break;
                case GO_KELTHUZAD_PORTAL03:
                    portalsGUID[2] = go->GetGUID();
                    break;
                case GO_KELTHUZAD_PORTAL04:
                    portalsGUID[3] = go->GetGUID();
                    break;
                case GO_KELTHUZAD_TRIGGER:
                    kelthuzadTriggerGUID = go->GetGUID();
                    break;
                default:
                    break;
            }

            AddDoor(go, true);
        }
开发者ID:S-proyect,项目名称:Emu-S,代码行数:43,代码来源:instance_naxxramas.cpp


示例9: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go)
 {
     switch (go->GetEntry())
     {
     case GO_FACTORY_DOOR:
         m_ListOfGUID[DATA_FACTORY_DOOR] = go->GetGUID();
         AddDoor(go, true);
         break;
     case GO_FACTORY_DOOR_LEVER:
         m_ListOfGUID[DATA_FACTORY_DOOR_LEVER] = go->GetGUID();
         break;
     case GO_HEAVY_DOOR2:
         AddDoor(go, true);
         m_ListOfGUID[DATA_HEAVY_DOOR2] = go->GetGUID();
         break;
     case GO_MASTROOM_DOOR:
         AddDoor(go, true);
         m_ListOfGUID[DATA_MASTROOM_DOOR] = go->GetGUID();
         break;
     case GO_MASTROOM_DOOR_LEVER:
         m_ListOfGUID[DATA_MASTROOM_DOOR_LEVER] = go->GetGUID();
         break;
     case GO_HEAVY_DOOR4:
         AddDoor(go, true);
         m_ListOfGUID[DATA_HEAVY_DOOR4] = go->GetGUID();
         break;
     case GO_FOUNDRY_DOOR:
         m_ListOfGUID[DATA_FOUNDRY_DOOR] = go->GetGUID();
         AddDoor(go, true);
         break;
     case GO_FOUNDRY_DOOR_LEVER:
         m_ListOfGUID[DATA_FOUNDRY_DOOR_LEVER] = go->GetGUID();
         break;
     case GO_IRONCLAD_DOOR:
         m_ListOfGUID[DATA_IRONCLAD_DOOR] = go->GetGUID();
         AddDoor(go, true);
         break;
     case GO_IRONCLAD_DOOR_LEVER:
         m_ListOfGUID[DATA_IRONCLAD_DOOR_LEVER] = go->GetGUID();
         break;
     case GO_DEFIAS_CANNON:
         m_ListOfGUID[DATA_DEFIAS_CANNON] = go->GetGUID();
         break;
     case GO_MR_SMITE_CHEST:
         m_ListOfGUID[DATA_MR_SMITE_CHEST] = go->GetGUID();
         break;
     }
     if (!m_SpecialNpcSpawned)
         m_LoadingInstanceTimer = 3000;
 }
开发者ID:redlaine,项目名称:InfinityCore-Ark,代码行数:50,代码来源:instance_deadmines.cpp


示例10: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go) override
 {
     switch (go->GetEntry())
     {
         case GO_FIRE_FIELD:
             AddDoor(go, true);
             break;
         case GO_FLAME_WALLS:
             FlameWallsGUID = go->GetGUID();
             if (GetBossState(DATA_SAVIANA_RAGEFIRE) == DONE && GetBossState(DATA_BALTHARUS_THE_WARBORN) == DONE)
                 HandleGameObject(FlameWallsGUID, true, go);
             break;
         case GO_FLAME_RING:
             FlameRingGUID = go->GetGUID();
             break;
         case GO_TWILIGHT_FLAME_RING:
             TwilightFlameRingGUID = go->GetGUID();
             break;
         case GO_BURNING_TREE_1:
             BurningTreeGUID[0] = go->GetGUID();
             if (GetBossState(DATA_GENERAL_ZARITHRIAN) == DONE)
                 HandleGameObject(BurningTreeGUID[0], true);
             break;
         case GO_BURNING_TREE_2:
             BurningTreeGUID[1] = go->GetGUID();
             if (GetBossState(DATA_GENERAL_ZARITHRIAN) == DONE)
                 HandleGameObject(BurningTreeGUID[1], true);
             break;
         case GO_BURNING_TREE_3:
             BurningTreeGUID[2] = go->GetGUID();
             if (GetBossState(DATA_GENERAL_ZARITHRIAN) == DONE)
                 HandleGameObject(BurningTreeGUID[2], true);
             break;
         case GO_BURNING_TREE_4:
             BurningTreeGUID[3] = go->GetGUID();
             if (GetBossState(DATA_GENERAL_ZARITHRIAN) == DONE)
                 HandleGameObject(BurningTreeGUID[3], true);
             break;
         default:
             break;
     }
 }
开发者ID:Rastrian,项目名称:DeathCore_6.x-1,代码行数:42,代码来源:instance_ruby_sanctum.cpp


示例11: OnGameObjectRemove

 void OnGameObjectRemove(GameObject* go) override
 {
     switch (go->GetEntry())
     {
         case GO_NAJENTUS_GATE:
         case GO_SUPREMUS_GATE:
         case GO_SHADE_OF_AKAMA_DOOR:
         case GO_TERON_DOOR_1:
         case GO_TERON_DOOR_2:
         case GO_GURTOGG_DOOR:
         case GO_TEMPLE_DOOR:
         case GO_MOTHER_SHAHRAZ_DOOR:
         case GO_COUNCIL_DOOR_1:
         case GO_COUNCIL_DOOR_2:
             AddDoor(go, false);
             break;
         default:
             break;
     }
 }
开发者ID:AllThing,项目名称:TrinityCore,代码行数:20,代码来源:instance_black_temple.cpp


示例12: OnGameObjectRemove

 void OnGameObjectRemove(GameObject* go)
 {
     switch (go->GetEntry())
     {
         case GO_MAGTHERIDON_DOORS:
             AddDoor(go, false);
             break;
         case GO_MANTICRON_CUBE:
             _cubesSet.erase(go->GetGUID());
             break;
         case GO_MAGTHERIDON_HALL:
         case GO_MAGTHERIDON_COLUMN0:
         case GO_MAGTHERIDON_COLUMN1:
         case GO_MAGTHERIDON_COLUMN2:
         case GO_MAGTHERIDON_COLUMN3:
         case GO_MAGTHERIDON_COLUMN4:
         case GO_MAGTHERIDON_COLUMN5:
             _columnSet.erase(go->GetGUID());
             break;
     }
 }
开发者ID:AzerothShard-Dev,项目名称:azerothcore,代码行数:21,代码来源:instance_magtheridons_lair.cpp


示例13: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go) override
 {
     switch (go->GetEntry())
     {
         case GO_UTGARDE_MIRROR:
             UtgardeMirrorGUID = go->GetGUID();
             break;
         case GO_GORTOK_PALEHOOF_SPHERE:
             GortokPalehoofSphereGUID = go->GetGUID();
             if (GetBossState(DATA_GORTOK_PALEHOOF) == DONE)
             {
                 HandleGameObject(ObjectGuid::Empty, true, go);
                 go->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NOT_SELECTABLE);
             }
             break;
         case GO_SKADI_THE_RUTHLESS_DOOR:
         case GO_KING_YMIRON_DOOR:
             AddDoor(go, true);
             break;
         default:
             break;
     }
 }
开发者ID:Rastrian,项目名称:DeathCore_3.3.5,代码行数:23,代码来源:instance_utgarde_pinnacle.cpp


示例14: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go) override
 {
     switch (go->GetEntry())
     {
         case GO_VEXALLUS_DOOR:
         case GO_SELIN_DOOR:
         case GO_SELIN_ENCOUNTER_DOOR:
         case GO_DELRISSA_DOOR:
         case GO_KAEL_DOOR:
             AddDoor(go, true);
             break;
         case GO_KAEL_STATUE_1:
             KaelStatue[0] = go->GetGUID();
             break;
         case GO_KAEL_STATUE_2:
             KaelStatue[1] = go->GetGUID();
             break;
         case GO_ESCAPE_ORB:
             EscapeOrbGUID = go->GetGUID();
             break;
         default:
             break;
     }
 }
开发者ID:Abrek,项目名称:My-WoDCore-6.x.x,代码行数:24,代码来源:instance_magisters_terrace.cpp


示例15: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go) override
 {
      if (go->GetEntry() == GO_IKISS_DOOR)
          AddDoor(go, true);
 }
开发者ID:Rastrian,项目名称:DeathCore_3.3.5,代码行数:5,代码来源:instance_sethekk_halls.cpp


示例16: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* go)
 {
     switch (go->GetEntry())
     {
         case GOB_STONE_GUARD_DOOR_ENTRANCE:
         case GOB_FENG_DOOR_FENCE:
         case GOB_FENG_DOOR_EXIT:
         case GOB_GARAJAL_FENCE:
         case GOB_GARAJAL_EXIT:
         case GOB_SPIRIT_KINGS_WIND_WALL:
         case GOB_SPIRIT_KINGS_EXIT:
         case GOB_CELESTIAL_DOOR:
             AddDoor(go, true);
             break;
         // Feng
         case GOB_SPEAR_STATUE:
         case GOB_FIST_STATUE:
         case GOB_STAFF_STATUE:
             fengStatuesGUIDs.push_back(go->GetGUID());
             break;
         case GOB_SHIELD_STATUE:
         {
             if (!instance->IsHeroic())
                 go->SetObjectScale(0.001f);
             else
                 fengStatuesGUIDs.push_back(go->GetGUID());
             break;
         }
         case GOB_STONE_GUARD_DOOR_EXIT:
             AddDoor(go, true);
             stoneGuardExit = go->GetGUID();
             break;
         case GOB_INVERSION:
             inversionGobGuid = go->GetGUID();
             break;
         case GOB_CANCEL:
             cancelGobGuid = go->GetGUID();
             break;
         case GOB_ENERGY_PLATFORM:
             energyPlatformGuid = go->GetGUID();
             go->SetGoState(GO_STATE_ACTIVE);
             break;
         case GOB_ELEGON_DOOR_ENTRANCE:
             ancientMoguDoorGuid = go->GetGUID();
             break;
         case GOB_WILL_OF_EMPEROR_ENTRANCE:
             emperorsDoorGuid = go->GetGUID();
             break;
         case GOB_ENERGY_TITAN_DISK:
             titanDiskGuid = go->GetGUID();
             break;
         case GOB_ENERGY_TITAN_CIRCLE_1:
         case GOB_ENERGY_TITAN_CIRCLE_2:
         case GOB_ENERGY_TITAN_CIRCLE_3:
             go->SetGoState(GO_STATE_ACTIVE);
             titanCirclesGuids.push_back(go->GetGUID());
             break;
         case GOB_CELESTIAL_COMMAND:
             celestialCommandGuid = go->GetGUID();
             break;
     }
 }
开发者ID:Mystiko,项目名称:MoPCore5.4.8,代码行数:62,代码来源:instance_mogu_shan_vault.cpp


示例17: AddObject

void InstanceScript::OnGameObjectCreate(GameObject* go)
{
    AddObject(go, true);
    AddDoor(go, true);
}
开发者ID:Refuge89,项目名称:TrinityCore,代码行数:5,代码来源:InstanceScript.cpp


示例18: in

//------------------------- LoadMap ------------------------------------
//
//  sets up the game environment from map file
//-----------------------------------------------------------------------------
bool Raven_Map::LoadMap(const std::string& filename)
{  
  std::ifstream in(filename.c_str());
  if (!in)
  {
    ErrorBox("Bad Map Filename");
    return false;
  }

  Clear();

  BaseGameEntity::ResetNextValidID();

  //first of all read and create the navgraph. This must be done before
  //the entities are read from the map file because many of the entities
  //will be linked to a graph node (the graph node will own a pointer
  //to an instance of the entity)
  m_pNavGraph = new NavGraph(false);
  
  m_pNavGraph->Load(in);

#ifdef LOG_CREATIONAL_STUFF
    debug_con << "NavGraph for " << filename << " loaded okay" << "";
#endif

  //determine the average distance between graph nodes so that we can
  //partition them efficiently
  m_dCellSpaceNeighborhoodRange = CalculateAverageGraphEdgeLength(*m_pNavGraph) + 1;

#ifdef LOG_CREATIONAL_STUFF
    debug_con << "Average edge length is " << CalculateAverageGraphEdgeLength(*m_pNavGraph) << "";
#endif

#ifdef LOG_CREATIONAL_STUFF
    debug_con << "Neighborhood range set to " << m_dCellSpaceNeighborhoodRange << "";
#endif


  //load in the map size and adjust the client window accordingly
  in >> m_iSizeX >> m_iSizeY;

#ifdef LOG_CREATIONAL_STUFF
    debug_con << "Partitioning navgraph nodes..." << "";
#endif

  //partition the graph nodes
  PartitionNavGraph();


  //get the handle to the game window and resize the client area to accommodate
  //the map
  extern char* g_szApplicationName;
  extern char* g_szWindowClassName;
  HWND hwnd = FindWindow(g_szWindowClassName, g_szApplicationName);
  const int ExtraHeightRqdToDisplayInfo = 50;
  ResizeWindow(hwnd, m_iSizeX, m_iSizeY+ExtraHeightRqdToDisplayInfo);

#ifdef LOG_CREATIONAL_STUFF
    debug_con << "Loading map..." << "";
#endif

 
  //now create the environment entities
  while (!in.eof())
  {   
    //get type of next map object
    int EntityType;
    
    in >> EntityType;

#ifdef LOG_CREATIONAL_STUFF
    debug_con << "Creating a " << GetNameOfType(EntityType) << "";
#endif

    //create the object
    switch(EntityType)
    {
    case type_wall:
 
        AddWall(in); break;

    case type_sliding_door:
 
        AddDoor(in); break;

    case type_door_trigger:
 
        AddDoorTrigger(in); break;

   case type_spawn_point:
     
       AddSpawnPoint(in); break;

   case type_health:
     
       AddHealth_Giver(in); break;
//.........这里部分代码省略.........
开发者ID:BarcampRD,项目名称:Basic_Game_AI_Barcamp2014,代码行数:101,代码来源:Raven_Map.cpp


示例19: OnGameObjectRemove

        void OnGameObjectRemove(GameObject* go)
        {
            if (go->GetGOInfo()->displayId == 6785 || go->GetGOInfo()->displayId == 1287)
            {
                uint32 section = GetEruptionSection(go->GetPositionX(), go->GetPositionY());

                HeiganEruptionGUID[section].erase(go->GetGUID());
                return;
            }

            switch (go->GetEntry())
            {
                case GO_BIRTH:
                    if (SapphironGUID)
                    {
                        if (Creature* pSapphiron = instance->GetCreature(SapphironGUID))
                            pSapphiron->AI()->DoAction(DATA_SAPPHIRON_BIRTH);
                        return;
                    }
                case GO_ROOM_ANUBREKHAN:
                    uiNaxxDoors[DOOR_ROOM_ANUBREKHAN] = go->GetGUID();
                    go->SetGoState(m_auiEncounter[BOSS_ANUBREKHAN] != IN_PROGRESS ? GO_STATE_ACTIVE : GO_STATE_READY);
                    break;
                case GO_PASSAGE_ANUBREKHAN:
                    uiNaxxDoors[DOOR_PASSAGE_ANUBREKHAN] = go->GetGUID();
                    go->SetGoState(m_auiEncounter[BOSS_ANUBREKHAN] == DONE ? GO_STATE_ACTIVE : GO_STATE_READY);
                    break;
                case GO_PASSAGE_FAERLINA:
                    uiNaxxDoors[DOOR_PASSAGE_FAERLINA] = go->GetGUID();
                    go->SetGoState(m_auiEncounter[BOSS_FAERLINA] == DONE ? GO_STATE_ACTIVE : GO_STATE_READY);
                    break;
                case GO_ROOM_MAEXXNA:
                    uiNaxxDoors[DOOR_ROOM_MAEXXNA] = go->GetGUID();
                    go->SetGoState((m_auiEncounter[BOSS_FAERLINA] == DONE && m_auiEncounter[BOSS_MAEXXNA] != IN_PROGRESS) ? GO_STATE_ACTIVE : GO_STATE_READY);
                    break;
                case GO_ROOM_NOTH:
                    uiNaxxDoors[DOOR_ROOM_NOTH] = go->GetGUID();
                    go->SetGoState(m_auiEncounter[BOSS_FAERLINA] != IN_PROGRESS ? GO_STATE_ACTIVE : GO_STATE_READY);
                    break;
                case GO_PASSAGE_NOTH:
                    uiNaxxDoors[DOOR_PASSAGE_NOTH] = go->GetGUID();
                    go->SetGoState(m_auiEncounter[BOSS_NOTH] == DONE ? GO_STATE_ACTIVE : GO_STATE_READY);
                    break;
                case GO_ROOM_HEIGAN:
                    uiNaxxDoors[DOOR_ROOM_HEIGAN] = go->GetGUID();
                    go->SetGoState(m_auiEncounter[BOSS_HEIGAN] != IN_PROGRESS ? GO_STATE_ACTIVE : GO_STATE_READY);
                    break;
                case GO_PASSAGE_HEIGAN:
                    uiNaxxDoors[DOOR_PASSAGE_HEIGAN] = go->GetGUID();
                    go->SetGoState(m_auiEncounter[BOSS_HEIGAN] == DONE ? GO_STATE_ACTIVE : GO_STATE_READY);
                    break;
                case GO_ROOM_LOATHEB:
                    uiNaxxDoors[DOOR_ROOM_LOATHEB] = go->GetGUID();
                    go->SetGoState((m_auiEncounter[BOSS_HEIGAN] == DONE && m_auiEncounter[BOSS_LOATHEB] != IN_PROGRESS) ? GO_STATE_ACTIVE : GO_STATE_READY);
                    break;
                case GO_ROOM_GROBBULUS:
                    uiNaxxDoors[DOOR_ROOM_GROBBULUS] = go->GetGUID();
                    go->SetGoState((m_auiEncounter[BOSS_PATCHWERK] == DONE && m_auiEncounter[BOSS_GROBBULUS] != IN_PROGRESS) ? GO_STATE_ACTIVE : GO_STATE_READY);
                    break;
                case GO_PASSAGE_GLUTH:
                    uiNaxxDoors[DOOR_PASSAGE_GLUTH] = go->GetGUID();
                    go->SetGoState(m_auiEncounter[BOSS_GLUTH] == DONE ? GO_STATE_ACTIVE : GO_STATE_READY);
                    break;
                case GO_ROOM_THADDIUS:
                    uiNaxxDoors[DOOR_ROOM_THADDIUS] = go->GetGUID();
                    go->SetGoState((m_auiEncounter[BOSS_GLUTH] == DONE && m_auiEncounter[BOSS_THADDIUS] != IN_PROGRESS) ? GO_STATE_ACTIVE : GO_STATE_READY);
                    break;
                case GO_ROOM_GOTHIK:
                    uiNaxxDoors[DOOR_ROOM_GOTHIK] = go->GetGUID();
                    go->SetGoState((m_auiEncounter[BOSS_RAZUVIOUS] == DONE && m_auiEncounter[BOSS_GOTHIK] != IN_PROGRESS) ? GO_STATE_ACTIVE : GO_STATE_READY);
                    break;
                case GO_PASSAGE_GOTHIK:
                    uiNaxxDoors[DOOR_PASSAGE_GOTHIK] = go->GetGUID();
                    go->SetGoState(m_auiEncounter[BOSS_GOTHIK] == DONE ? GO_STATE_ACTIVE : GO_STATE_READY);
                    break;
                case GO_ROOM_HORSEMEN:
                    uiNaxxDoors[DOOR_ROOM_HORSEMEN] = go->GetGUID();
                    go->SetGoState((m_auiEncounter[BOSS_GOTHIK] == DONE && m_auiEncounter[BOSS_HORSEMEN] != IN_PROGRESS) ? GO_STATE_ACTIVE : GO_STATE_READY);
                    break;
                case GO_PASSAGE_SAPPHIRON:
                    uiNaxxDoors[DOOR_PASSAGE_SAPPHIRON] = go->GetGUID();
                    go->SetGoState(m_auiEncounter[BOSS_SAPPHIRON] == DONE ? GO_STATE_ACTIVE : GO_STATE_READY);
                    break;
                case GO_ROOM_KELTHUZAD:
                    uiNaxxDoors[DOOR_ROOM_KELTHUZAD] = go->GetGUID();
                    go->SetGoState(m_auiEncounter[BOSS_KELTHUZAD] != IN_PROGRESS ? GO_STATE_ACTIVE : GO_STATE_READY);
                    break;
            }

            AddDoor(go, false);
        }
开发者ID:Archives,项目名称:TrinityCore,代码行数:91,代码来源:instance_naxxramas.cpp


示例20: OnGameObjectCreate

 void OnGameObjectCreate(GameObject* gameObject)
 {
     switch (gameObject->GetEntry())
     {
         case GO_KOLOGARN_CHEST_HERO:
         case GO_KOLOGARN_CHEST:
             KologarnChestGUID = gameObject->GetGUID();
             break;
         case GO_KOLOGARN_BRIDGE:
             KologarnBridgeGUID = gameObject->GetGUID();
             if (GetBossState(BOSS_KOLOGARN) == DONE)
                 HandleGameObject(0, false, gameObject);
             break;
         case GO_KOLOGARN_DOOR:
             KologarnDoorGUID = gameObject->GetGUID();
             break;
         case GO_THORIM_CHEST_HERO:
         case GO_THORIM_CHEST:
             ThorimChestGUID = gameObject->GetGUID();
             break;
         case GO_HODIR_RARE_CACHE_OF_WINTER_HERO:
         case GO_HODIR_RARE_CACHE_OF_WINTER:
             HodirRareCacheGUID = gameObject->GetGUID();
             break;
         case GO_HODIR_CHEST_HERO:
         case GO_HODIR_CHEST:
             HodirChestGUID = gameObject->GetGUID();
             break;
         case GO_LEVIATHAN_DOOR:
             AddDoor(gameObject, true);
             break;
         case GO_LEVIATHAN_GATE:
             LeviathanGateGUID = gameObject->GetGUID();
             if (GetBossState(BOSS_LEVIATHAN) == DONE)
                 gameObject->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
             break;
         case GO_XT_002_DOOR:
             AddDoor(gameObject, true);
             break;
         case GO_VEZAX_DOOR:
             VezaxDoorGUID = gameObject->GetGUID();
             HandleGameObject(0, false, gameObject);
             break;
         case GO_RAZOR_HARPOON_1:
             RazorHarpoonGUIDs[0] = gameObject->GetGUID();
             break;
         case GO_RAZOR_HARPOON_2:
             RazorHarpoonGUIDs[1] = gameObject->GetGUID();
             break;
         case GO_RAZOR_HARPOON_3:
             RazorHarpoonGUIDs[2] = gameObject->GetGUID();
             break;
         case GO_RAZOR_HARPOON_4:
             RazorHarpoonGUIDs[3] = gameObject->GetGUID();
             break;
         case GO_MOLE_MACHINE:
             if (GetBossState(BOSS_RAZORSCALE) == IN_PROGRESS)
                 gameObject->SetGoState(GO_STATE_ACTIVE);
         case GO_HODIR_DOOR:
             HodirDoorGUID = gameObject->GetGUID();
             break;
         case GO_HODIR_ICE_DOOR:
             HodirIceDoorGUID = gameObject->GetGUID();
             break;
         case GO_ARCHIVUM_DOOR:
             ArchivumDoorGUID = gameObject->GetGUID();
             if (GetBossState(BOSS_ASSEMBLY_OF_IRON) != DONE)
                 HandleGameObject(ArchivumDoorGUID, false);
             break;
         case GO_CELESTIAL_PLANETARIUM_ACCESS_10:
         case GO_CELESTIAL_PLANETARIUM_ACCESS_25:
             if (_algalonSummoned)
                 gameObject->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
             break;
         case GO_DOODAD_UL_SIGILDOOR_01:
             AlgalonSigilDoorGUID[0] = gameObject->GetGUID();
             if (_algalonSummoned)
                 gameObject->SetGoState(GO_STATE_ACTIVE);
             break;
         case GO_DOODAD_UL_SIGILDOOR_02:
             AlgalonSigilDoorGUID[1] = gameObject->GetGUID();
             if (_algalonSummoned)
                 gameObject->SetGoState(GO_STATE_ACTIVE);
             break;
         case GO_DOODAD_UL_SIGILDOOR_03:
             AlgalonSigilDoorGUID[2] = gameObject->GetGUID();
             AddDoor(gameObject, true);
             break;
         case GO_DOODAD_UL_UNIVERSEFLOOR_01:
             AlgalonFloorGUID[0] = gameObject->GetGUID();
             AddDoor(gameObject, true);
             break;
         case GO_DOODAD_UL_UNIVERSEFLOOR_02:
             AlgalonFloorGUID[1] = gameObject->GetGUID();
             AddDoor(gameObject, true);
             break;
         case GO_DOODAD_UL_UNIVERSEGLOBE01:
             AlgalonUniverseGUID = gameObject->GetGUID();
             AddDoor(gameObject, true);
             break;
//.........这里部分代码省略.........
开发者ID:FirstCore,项目名称:GaryMoveOut_4.3.4,代码行数:101,代码来源:instance_ulduar.cpp



注:本文中的AddDoor函数示例整理自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。


鲜花

握手

雷人

路过

鸡蛋
该文章已有0人参与评论

请发表评论

全部评论

专题导读
上一篇:
C++ AddEFlags函数代码示例发布时间:2022-05-30
下一篇:
C++ AddDocTemplate函数代码示例发布时间:2022-05-30
热门推荐
阅读排行榜

扫描微信二维码

查看手机版网站

随时了解更新最新资讯

139-2527-9053

在线客服(服务时间 9:00~18:00)

在线QQ客服
地址:深圳市南山区西丽大学城创智工业园
电邮:jeky_zhao#qq.com
移动电话:139-2527-9053

Powered by 互联科技 X3.4© 2001-2213 极客世界.|Sitemap