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C++ HandlePlayerLeave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HandlePlayerLeave函数的典型用法代码示例。如果您正苦于以下问题:C++ HandlePlayerLeave函数的具体用法?C++ HandlePlayerLeave怎么用?C++ HandlePlayerLeave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HandlePlayerLeave函数的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: HandlePlayerLeave

bool OPvPCapturePointEP::HandleGossipOption(Player *plr, uint64 guid, uint32 gossipid)
{
    std::map<uint64,uint32>::iterator itr = m_CreatureTypes.find(guid);
    if (itr != m_CreatureTypes.end())
    {
        Creature * cr = m_PvP->GetMap()->GetCreature(guid);
        if (!cr)
            return true;
        if (itr->second == EP_PWT_FLIGHTMASTER)
        {
            uint32 src = EP_TAXI_NODE[0];
            uint32 dst = EP_TAXI_NODE[gossipid+1];

            std::vector<uint32> nodes;
            nodes.resize(2);
            nodes[0] = src;
            nodes[1] = dst;

            plr->PlayerTalkClass->CloseGossip();
            plr->ActivateTaxiPathTo(nodes, 0, cr);
            // leave the opvp, seems like moveinlineofsight isn't called when entering a taxi
            HandlePlayerLeave(plr);
        }
        return true;
    }
    return false;
}
开发者ID:wow4all,项目名称:HGCore,代码行数:27,代码来源:OutdoorPvPEP.cpp


示例2: switch

bool OPvPCapturePointEP_PWT::HandleGossipOption(Player *plr, uint64 guid, uint32 gossipid)
{
    std::map<uint64,uint32>::iterator itr = m_CreatureTypes.find(guid);
    if(itr != m_CreatureTypes.end())
    {
        Creature * cr = HashMapHolder<Creature>::Find(guid);
        if(!cr)
            return true;
        if(itr->second == EP_PWT_FLIGHTMASTER)
        {
            uint32 src = EP_PWT_Taxi;
            uint32 dst = 0;
            switch(gossipid)
            {
            case 0:
                dst = EP_NPT_Taxi;
                break;
            case 1:
                dst = EP_EWT_Taxi;
                break;
            default:
                dst = EP_CGT_Taxi;
                break;
            }

            std::vector<uint32> nodes;
            nodes.resize(2);
            nodes[0] = src;
            nodes[1] = dst;

            plr->PlayerTalkClass->CloseGossip();
            plr->ActivateTaxiPathTo(nodes, cr);
            // leave the opvp, seems like moveinlineofsight isn't called when entering a taxi
            HandlePlayerLeave(plr);
        }
        return true;
    }
    return false;
}
开发者ID:lus5d,项目名称:cwcore,代码行数:39,代码来源:OutdoorPvPEP.cpp


示例3: HandlePlayerLeave

bool OPvPCapturePoint::Update(uint32 diff)
{
    if (!m_capturePoint)
        return false;

    float radius = (float)m_capturePoint->GetGOInfo()->controlZone.radius;

    for (uint32 team = 0; team < 2; ++team)
    {
        for (GuidSet::iterator itr = m_activePlayers[team].begin(); itr != m_activePlayers[team].end();)
        {
            ObjectGuid playerGuid = *itr;
            ++itr;

            if (Player* player = ObjectAccessor::FindPlayer(playerGuid))
                if (!m_capturePoint->IsWithinDistInMap(player, radius) || !player->IsOutdoorPvPActive())
                    HandlePlayerLeave(player);
        }
    }

    std::list<Player*> players;
    Trinity::AnyPlayerInObjectRangeCheck checker(m_capturePoint, radius);
    Trinity::PlayerListSearcher<Trinity::AnyPlayerInObjectRangeCheck> searcher(m_capturePoint, players, checker);
    Cell::VisitWorldObjects(m_capturePoint, searcher, radius);

    for (std::list<Player*>::iterator itr = players.begin(); itr != players.end(); ++itr)
    {
        Player* const player = *itr;
        if (player->IsOutdoorPvPActive())
        {
            if (m_activePlayers[player->GetTeamId()].insert(player->GetGUID()).second)
                HandlePlayerEnter(*itr);
        }
    }

    // get the difference of numbers
    float fact_diff = ((float)m_activePlayers[0].size() - (float)m_activePlayers[1].size()) * diff / OUTDOORPVP_OBJECTIVE_UPDATE_INTERVAL;
    if (!fact_diff)
        return false;

    uint32 Challenger = 0;
    float maxDiff = m_maxSpeed * diff;

    if (fact_diff < 0)
    {
        // horde is in majority, but it's already horde-controlled -> no change
        if (m_State == OBJECTIVESTATE_HORDE && m_value <= -m_maxValue)
            return false;

        if (fact_diff < -maxDiff)
            fact_diff = -maxDiff;

        Challenger = HORDE;
    }
    else
    {
        // ally is in majority, but it's already ally-controlled -> no change
        if (m_State == OBJECTIVESTATE_ALLIANCE && m_value >= m_maxValue)
            return false;

        if (fact_diff > maxDiff)
            fact_diff = maxDiff;

        Challenger = ALLIANCE;
    }

    float oldValue = m_value;
    TeamId oldTeam = m_team;

    m_OldState = m_State;

    m_value += fact_diff;

    if (m_value < -m_minValue) // red
    {
        if (m_value < -m_maxValue)
            m_value = -m_maxValue;
        m_State = OBJECTIVESTATE_HORDE;
        m_team = TEAM_HORDE;
    }
    else if (m_value > m_minValue) // blue
    {
        if (m_value > m_maxValue)
            m_value = m_maxValue;
        m_State = OBJECTIVESTATE_ALLIANCE;
        m_team = TEAM_ALLIANCE;
    }
    else if (oldValue * m_value <= 0) // grey, go through mid point
    {
        // if challenger is ally, then n->a challenge
        if (Challenger == ALLIANCE)
            m_State = OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE;
        // if challenger is horde, then n->h challenge
        else if (Challenger == HORDE)
            m_State = OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE;
        m_team = TEAM_NEUTRAL;
    }
    else // grey, did not go through mid point
    {
        // old phase and current are on the same side, so one team challenges the other
//.........这里部分代码省略.........
开发者ID:Carbenium,项目名称:TrinityCore,代码行数:101,代码来源:OutdoorPvP.cpp


示例4: HandlePlayerLeave

bool BfCapturePoint::Update(uint32 diff)
{
    if (!m_capturePointGUID)
        return false;

    if (GameObject* capturePoint = m_Bf->GetGameObject(m_capturePointGUID))
    {
        float radius = capturePoint->GetGOInfo()->capturePoint.radius;

        for (uint8 team = 0; team < 2; ++team)
        {
            for (GuidSet::iterator itr = m_activePlayers[team].begin(); itr != m_activePlayers[team].end();)
            {
                if (Player* player = ObjectAccessor::FindPlayer(*itr))
                {
                    if (!capturePoint->IsWithinDistInMap(player, radius) || !player->IsOutdoorPvPActive())
                        itr = HandlePlayerLeave(player);
                    else
                        ++itr;
                }
                else
                    ++itr;
            }
        }

        std::list<Player*> players;
        Trinity::AnyPlayerInObjectRangeCheck checker(capturePoint, radius);
        Trinity::PlayerListSearcher<Trinity::AnyPlayerInObjectRangeCheck> searcher(capturePoint, players, checker);
        capturePoint->VisitNearbyWorldObject(radius, searcher);

        for (std::list<Player*>::iterator itr = players.begin(); itr != players.end(); ++itr)
            if ((*itr)->IsOutdoorPvPActive())
                if (m_activePlayers[(*itr)->GetTeamId()].insert((*itr)->GetGUID()).second)
                    HandlePlayerEnter(*itr);
    }

    // get the difference of numbers
    float fact_diff = ((float) m_activePlayers[0].size() - (float) m_activePlayers[1].size()) * diff / BATTLEFIELD_OBJECTIVE_UPDATE_INTERVAL;
    if (G3D::fuzzyEq(fact_diff, 0.0f))
        return false;

    uint32 Challenger = 0;
    float maxDiff = m_maxSpeed * diff;

    if (fact_diff < 0)
    {
        // horde is in majority, but it's already horde-controlled -> no change
        if (m_State == BF_CAPTUREPOINT_OBJECTIVESTATE_HORDE && m_value <= -m_maxValue)
            return false;

        if (fact_diff < -maxDiff)
            fact_diff = -maxDiff;

        Challenger = HORDE;
    }
    else
    {
        // ally is in majority, but it's already ally-controlled -> no change
        if (m_State == BF_CAPTUREPOINT_OBJECTIVESTATE_ALLIANCE && m_value >= m_maxValue)
            return false;

        if (fact_diff > maxDiff)
            fact_diff = maxDiff;

        Challenger = ALLIANCE;
    }

    float oldValue = m_value;
    TeamId oldTeam = m_team;

    m_OldState = m_State;

    m_value += fact_diff;

    if (m_value < -m_minValue)                              // red
    {
        if (m_value < -m_maxValue)
            m_value = -m_maxValue;
        m_State = BF_CAPTUREPOINT_OBJECTIVESTATE_HORDE;
        m_team = TEAM_HORDE;
    }
    else if (m_value > m_minValue)                          // blue
    {
        if (m_value > m_maxValue)
            m_value = m_maxValue;
        m_State = BF_CAPTUREPOINT_OBJECTIVESTATE_ALLIANCE;
        m_team = TEAM_ALLIANCE;
    }
    else if (oldValue * m_value <= 0)                       // grey, go through mid point
    {
        // if challenger is ally, then n->a challenge
        if (Challenger == ALLIANCE)
            m_State = BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE;
        // if challenger is horde, then n->h challenge
        else if (Challenger == HORDE)
            m_State = BF_CAPTUREPOINT_OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE;
        m_team = TEAM_NEUTRAL;
    }
    else                                                    // grey, did not go through mid point
    {
//.........这里部分代码省略.........
开发者ID:Regigicas,项目名称:TrinityCore434,代码行数:101,代码来源:Battlefield.cpp



注:本文中的HandlePlayerLeave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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