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C++ GetPositionX函数代码示例

本文整理汇总了C++中GetPositionX函数的典型用法代码示例。如果您正苦于以下问题:C++ GetPositionX函数的具体用法?C++ GetPositionX怎么用?C++ GetPositionX使用的例子?那么, 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GetPositionX函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: GetMap

Creature* Transport::AddNPCPassenger (uint32 tguid, uint32 entry, float x, float y, float z, float o, uint32 anim)
{
    Map* map = GetMap();
    Creature* pCreature = new Creature;

    if (!pCreature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, GetPhaseMask(), entry, 0, GetGOInfo()->faction, 0, 0, 0, 0))
    {
        delete pCreature;
        return 0;
    }

    pCreature->SetTransport(this);
    pCreature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
    pCreature->m_movementInfo.guid = GetGUID();
    pCreature->m_movementInfo.t_pos.Relocate(x, y, z, o);
    o += GetOrientation();
    MapManager::NormalizeOrientation(o);

    pCreature->Relocate(GetPositionX() + (x * cos(GetOrientation()) + y * sin(GetOrientation() + float(M_PI))), GetPositionY() + (y * cos(GetOrientation()) + x * sin(GetOrientation())), z + GetPositionZ(), o);

    pCreature->SetHomePosition(pCreature->GetPositionX(), pCreature->GetPositionY(), pCreature->GetPositionZ(), pCreature->GetOrientation());

    if (!pCreature->IsPositionValid())
    {
        sLog->outError("Creature (guidlow %d, entry %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)", pCreature->GetGUIDLow(), pCreature->GetEntry(), pCreature->GetPositionX(), pCreature->GetPositionY());
        delete pCreature;
        return 0;
    }

    map->Add(pCreature);
    m_NPCPassengerSet.insert(pCreature);

    pCreature->setActive(true);
    sScriptMgr->OnAddCreaturePassenger(this, pCreature);
    return pCreature;
}
开发者ID:BoThay,项目名称:ArkCORE,代码行数:36,代码来源:Transport.cpp

示例2: DeleteFromDB

void Corpse::SaveToDB()
{
    // prevent DB data inconsistence problems and duplicates
    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    DeleteFromDB(trans);

    uint16 index = 0;
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CORPSE);
    stmt->setUInt64(index++, GetOwnerGUID().GetCounter());                            // guid
    stmt->setFloat (index++, GetPositionX());                                         // posX
    stmt->setFloat (index++, GetPositionY());                                         // posY
    stmt->setFloat (index++, GetPositionZ());                                         // posZ
    stmt->setFloat (index++, GetOrientation());                                       // orientation
    stmt->setUInt16(index++, GetMapId());                                             // mapId
    stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_DISPLAY_ID));                // displayId
    stmt->setString(index++, _ConcatFields(CORPSE_FIELD_ITEM, EQUIPMENT_SLOT_END));   // itemCache
    stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_BYTES_1));                   // bytes1
    stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_BYTES_2));                   // bytes2
    stmt->setUInt8 (index++, GetUInt32Value(CORPSE_FIELD_FLAGS));                     // flags
    stmt->setUInt8 (index++, GetUInt32Value(CORPSE_FIELD_DYNAMIC_FLAGS));             // dynFlags
    stmt->setUInt32(index++, uint32(m_time));                                         // time
    stmt->setUInt8 (index++, GetType());                                              // corpseType
    stmt->setUInt32(index++, GetInstanceId());                                        // instanceId
    trans->Append(stmt);

    for (uint32 phaseId : GetPhases())
    {
        index = 0;
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CORPSE_PHASES);
        stmt->setUInt64(index++, GetOwnerGUID().GetCounter());                        // OwnerGuid
        stmt->setUInt32(index++, phaseId);                                            // PhaseId
        trans->Append(stmt);
    }

    CharacterDatabase.CommitTransaction(trans);
}
开发者ID:doriangray2,项目名称:TrinityCore-devil,代码行数:36,代码来源:Corpse.cpp

示例3: VALUES

void Creature::SaveToDB()
{
    sDatabase.BeginTransaction();

    sDatabase.PExecuteLog("DELETE FROM `creature` WHERE `guid` = '%u'", m_DBTableGuid);

    std::ostringstream ss;
    ss << "INSERT INTO `creature` VALUES ("
        << m_DBTableGuid << ","
        << GetEntry() << ","
        << GetMapId() <<","
        << GetPositionX() << ","
        << GetPositionY() << ","
        << GetPositionZ() << ","
        << GetOrientation() << ","
        << m_respawnDelay << ","                            //respawn time
        << (float) 0  << ","                                //spawn distance (float)
        << (uint32) (0) << ","                              //currentwaypoint
        << respawn_cord[0] << ","                           //spawn_position_x
        << respawn_cord[1] << ","                           //spawn_position_y
        << respawn_cord[2] << ","                           //spawn_position_z
        << (float)(0) << ","                                //spawn_orientation
        << GetHealth() << ","                               //curhealth
        << GetPower(POWER_MANA) << ","                      //curmana

        << (uint32)(m_deathState) << ","                    // is it really death state or just state?
    //or
    //<< (uint32)(m_state) << ","                     // is it really death state or just state?

        << GetDefaultMovementType() << ","                  // default movement generator type
        << "'')";                                           // should save auras

    sDatabase.PExecuteLog( ss.str( ).c_str( ) );

    sDatabase.CommitTransaction();
}
开发者ID:chrayn,项目名称:mangos-06,代码行数:36,代码来源:Creature.cpp

示例4: GetMainWindow

void PictureTextCBox::Draw(const Point2i &/*mousePosition*/)
{
  Surface & video_window = GetMainWindow();

  if (m_value) {
    uint enabled_x = GetPositionX() + (GetSizeX() - m_enabled.GetWidth())/2 ;
    uint enabled_y = GetPositionY();
    uint outside_x = std::max(uint(0), GetPositionX() - enabled_x);
    uint outside_y = std::max(uint(0), GetPositionY() - enabled_y);

    enabled_x += outside_x;
    enabled_y += outside_y;
    Rectanglei srcRect(outside_x, outside_y, m_enabled.GetWidth() - outside_x,
                       m_enabled.GetHeight() - outside_y);
    video_window.Blit(m_enabled, srcRect, Point2i(enabled_x, enabled_y));
  } else {
    uint disabled_x = GetPositionX() + (GetSizeX() - m_disabled_back.GetWidth())/2 ;
    uint disabled_y = GetPositionY();
    uint outside_x = std::max(uint(0), GetPositionX() - disabled_x);
    uint outside_y = std::max(uint(0), GetPositionY() - disabled_y);

    disabled_x += outside_x;
    disabled_y += outside_y;
    Rectanglei srcRect(outside_x, outside_y, m_disabled_back.GetWidth() - outside_x,
                       m_disabled_back.GetHeight() - outside_y);
    video_window.Blit(m_disabled_back, srcRect, Point2i(disabled_x, disabled_y));
  }

  // center the image
  uint tmp_x = GetPositionX() + (GetSizeX() - m_image.GetWidth())/2 ;
  uint tmp_y = GetPositionY() + (m_enabled.GetHeight() - m_image.GetHeight())/2;

  video_window.Blit(m_image, Point2i(tmp_x, tmp_y));

  Text::DrawCenterTop(GetPosition() + Point2i(GetSizeX()/2,
                      GetSizeY() - Text::GetHeight()));

  if (!m_value) {
    uint disabled_x = GetPositionX() + (GetSizeX() - m_disabled_front.GetWidth())/2 ;
    uint disabled_y = GetPositionY() + (m_enabled.GetHeight() - m_disabled_front.GetHeight())/2;
    video_window.Blit(m_disabled_front, Point2i(disabled_x, disabled_y));
  }
}
开发者ID:fluxer,项目名称:warmux,代码行数:43,代码来源:picture_text_cbox.cpp

示例5: switch

void GameObject::Use(Unit* user)
{
    // by default spell caster is user
    Unit* spellCaster = user;
    uint32 spellId = 0;

    switch(GetGoType())
    {
        case GAMEOBJECT_TYPE_DOOR:                          //0
        case GAMEOBJECT_TYPE_BUTTON:                        //1
            //doors/buttons never really despawn, only reset to default state/flags
            UseDoorOrButton();

            // activate script
            sWorld.ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this);
            return;

        case GAMEOBJECT_TYPE_QUESTGIVER:                    //2
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            player->PrepareQuestMenu( GetGUID() );
            player->SendPreparedQuest( GetGUID() );
            return;
        }
        //Sitting: Wooden bench, chairs enzz
        case GAMEOBJECT_TYPE_CHAIR:                         //7
        {
            GameObjectInfo const* info = GetGOInfo();
            if(!info)
                return;

            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            // a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one

            // check if the db is sane
            if(info->chair.slots > 0)
            {
                float lowestDist = DEFAULT_VISIBILITY_DISTANCE;

                float x_lowest = GetPositionX();
                float y_lowest = GetPositionY();

                // the object orientation + 1/2 pi
                // every slot will be on that straight line
                float orthogonalOrientation = GetOrientation()+M_PI*0.5f;
                // find nearest slot
                for(uint32 i=0; i<info->chair.slots; i++)
                {
                    // the distance between this slot and the center of the go - imagine a 1D space
                    float relativeDistance = (info->size*i)-(info->size*(info->chair.slots-1)/2.0f);

                    float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation);
                    float y_i = GetPositionY() + relativeDistance * sin(orthogonalOrientation);

                    // calculate the distance between the player and this slot
                    float thisDistance = player->GetDistance2d(x_i, y_i);

                    /* debug code. It will spawn a npc on each slot to visualize them.
                    Creature* helper = player->SummonCreature(14496, x_i, y_i, GetPositionZ(), GetOrientation(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 10000);
                    std::ostringstream output;
                    output << i << ": thisDist: " << thisDistance;
                    helper->MonsterSay(output.str().c_str(), LANG_UNIVERSAL, 0);
                    */

                    if(thisDistance <= lowestDist)
                    {
                        lowestDist = thisDistance;
                        x_lowest = x_i;
                        y_lowest = y_i;
                    }
                }
                player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
            }
            else
            {
                // fallback, will always work
                player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
            }
            player->SetStandState(PLAYER_STATE_SIT_LOW_CHAIR+info->chair.height);
            return;
        }
        //big gun, its a spell/aura
        case GAMEOBJECT_TYPE_GOOBER:                        //10
        {
            GameObjectInfo const* info = GetGOInfo();

            if(user->GetTypeId()==TYPEID_PLAYER)
            {
                Player* player = (Player*)user;

                // show page
                if(info->goober.pageId)
//.........这里部分代码省略.........
开发者ID:Actionfox,项目名称:mangos,代码行数:101,代码来源:GameObject.cpp

示例6: SetMap

bool AreaTrigger::CreateAreaTrigger(uint32 guidlow, uint32 triggerEntry, Unit* caster, SpellInfo const* spell, Position const& pos, float radius, uint32 duration)
{
    SetMap(caster->GetMap());
    Relocate(pos);
    if (!IsPositionValid())
    {
        sLog->outError("misc", "AreaTrigger (spell %u) not created. Invalid coordinates (X: %f Y: %f)", spell->Id, GetPositionX(), GetPositionY());
        return false;
    }

    WorldObject::_Create(guidlow, HIGHGUID_AREATRIGGER, caster->GetPhaseMask());

    SetEntry(triggerEntry);
    SetDuration(duration ? duration : spell->GetDuration());
    SetObjectScale(1);

    SetGuidValue(AREATRIGGER_FIELD_CASTER, caster->GetGUID128());
    SetUInt32Value(AREATRIGGER_FIELD_SPELL_ID, spell->Id);
    SetUInt32Value(AREATRIGGER_FIELD_SPELL_VISUAL_ID, spell->SpellVisual[0]);
    SetUInt32Value(AREATRIGGER_FIELD_DURATION, spell->GetDuration());
    SetFloatValue(AREATRIGGER_FIELD_EXPLICIT_SCALE, 1.f);

    _radius = radius;

    if (!GetMap()->AddToMap(this))
        return false;

    return true;
}
开发者ID:GlassFace,项目名称:Skyfire-6.1.2-version,代码行数:29,代码来源:AreaTrigger.cpp

示例7: SetMap

bool DynamicObject::CreateDynamicObject(ObjectGuid::LowType guidlow, Unit* caster, SpellInfo const* spell, Position const& pos, float radius, DynamicObjectType type)
{
    SetMap(caster->GetMap());
    Relocate(pos);
    if (!IsPositionValid())
    {
        TC_LOG_ERROR("misc", "DynamicObject (spell %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)", spell->Id, GetPositionX(), GetPositionY());
        return false;
    }

    WorldObject::_Create(ObjectGuid::Create<HighGuid::DynamicObject>(GetMapId(), spell->Id, guidlow));
    SetPhaseMask(caster->GetPhaseMask(), false);

    SetEntry(spell->Id);
    SetObjectScale(1.0f);
    SetGuidValue(DYNAMICOBJECT_CASTER, caster->GetGUID());
    SetUInt32Value(DYNAMICOBJECT_BYTES, spell->GetSpellVisual(GetMap()->GetDifficultyID()) | (type << 28));
    SetUInt32Value(DYNAMICOBJECT_SPELLID, spell->Id);
    SetFloatValue(DYNAMICOBJECT_RADIUS, radius);
    SetUInt32Value(DYNAMICOBJECT_CASTTIME, getMSTime());

    if (IsWorldObject())
        setActive(true);    //must before add to map to be put in world container

    Transport* transport = caster->GetTransport();
    if (transport)
    {
        float x, y, z, o;
        pos.GetPosition(x, y, z, o);
        transport->CalculatePassengerOffset(x, y, z, &o);
        m_movementInfo.transport.pos.Relocate(x, y, z, o);

        // This object must be added to transport before adding to map for the client to properly display it
        transport->AddPassenger(this);
    }

    if (!GetMap()->AddToMap(this))
    {
        // Returning false will cause the object to be deleted - remove from transport
        if (transport)
            transport->RemovePassenger(this);
        return false;
    }

    return true;
}
开发者ID:gearsofdeath,项目名称:DeathCore_6.x-1,代码行数:46,代码来源:DynamicObject.cpp

示例8: Draw

void BonusTile::Update()
{
    if (IsRemoved())
        return;

    if (GAME_STATE_PAUSED(sGame.GetGameState()))
    {
        Draw(animationFinished ? &imageUsed : NULL, true);
        return;
    }

    SpecialTile::Update();

    if (isUsed && animating && !animationFinished)
    {
        animating = true;

        if (movingUp)
        {
            SetPositionY(GetPositionY() - 9.0f);

            if (GetPositionY() < startPosition.y - 40.0f)
                movingUp = false;
        }
        else
        {
            SetPositionY(GetPositionY() + 9.0f);

            if (GetPositionY() >= startPosition.y)
            {
                SetPositionY(startPosition.y);
                movingUp = true;
                animating = false;
                animationFinished = true;
                sf::Texture imageCoin;
                imageCoin.loadFromFile("Graphics/Tiles/coin_gold.png");

                switch (urand(0, 1))
                {
                    case 0:
                        sGame.AddCoin(new Coin(window, sf::Vector2f(GetPositionX(), GetPositionY() - 70.0f), imageCoin));
                        break;
                    case 1:
                        sGame.AddCoin(new Coin(window, sf::Vector2f(GetPositionX(), GetPositionY() - 70.0f), imageCoin));
                        break;
                    default:
                        std::cout << "Typo in BonusTile::Update switch (urand)" << std::endl;
                        break;
                }
            }
        }
    }

    if (sf::Keyboard::isKeyPressed(sf::Keyboard::F2))
    {
        SetPosition(startPosition.x, startPosition.y);
        animationFinished = false;
        movingUp = true;
    }

    Draw(animationFinished ? &imageUsed : NULL, true);
}
开发者ID:Discover-,项目名称:Platformer-SFML,代码行数:62,代码来源:bonustile.cpp

示例9: GetPositionX

bool AreaTrigger::CheckIsInPolygon2D(Position const* pos) const
{
    float testX = pos->GetPositionX();
    float testY = pos->GetPositionY();

    //this method uses the ray tracing algorithm to determine if the point is in the polygon
    bool locatedInPolygon = false;

    for (std::size_t vertex = 0; vertex < _polygonVertices.size(); ++vertex)
    {
        std::size_t nextVertex;

        //repeat loop for all sets of points
        if (vertex == (_polygonVertices.size() - 1))
        {
            //if i is the last vertex, let j be the first vertex
            nextVertex = 0;
        }
        else
        {
            //for all-else, let j=(i+1)th vertex
            nextVertex = vertex + 1;
        }

        float vertX_i = GetPositionX() + _polygonVertices[vertex].GetPositionX();
        float vertY_i = GetPositionY() + _polygonVertices[vertex].GetPositionY();
        float vertX_j = GetPositionX() + _polygonVertices[nextVertex].GetPositionX();
        float vertY_j = GetPositionY() + _polygonVertices[nextVertex].GetPositionY();

        // following statement checks if testPoint.Y is below Y-coord of i-th vertex
        bool belowLowY = vertY_i > testY;
        // following statement checks if testPoint.Y is below Y-coord of i+1-th vertex
        bool belowHighY = vertY_j > testY;

        /* following statement is true if testPoint.Y satisfies either (only one is possible)
        -->(i).Y < testPoint.Y < (i+1).Y        OR
        -->(i).Y > testPoint.Y > (i+1).Y

        (Note)
        Both of the conditions indicate that a point is located within the edges of the Y-th coordinate
        of the (i)-th and the (i+1)- th vertices of the polygon. If neither of the above
        conditions is satisfied, then it is assured that a semi-infinite horizontal line draw
        to the right from the testpoint will NOT cross the line that connects vertices i and i+1
        of the polygon
        */
        bool withinYsEdges = belowLowY != belowHighY;

        if (withinYsEdges)
        {
            // this is the slope of the line that connects vertices i and i+1 of the polygon
            float slopeOfLine = (vertX_j - vertX_i) / (vertY_j - vertY_i);

            // this looks up the x-coord of a point lying on the above line, given its y-coord
            float pointOnLine = (slopeOfLine* (testY - vertY_i)) + vertX_i;

            //checks to see if x-coord of testPoint is smaller than the point on the line with the same y-coord
            bool isLeftToLine = testX < pointOnLine;

            if (isLeftToLine)
            {
                //this statement changes true to false (and vice-versa)
                locatedInPolygon = !locatedInPolygon;
            }//end if (isLeftToLine)
        }//end if (withinYsEdges
    }

    return locatedInPolygon;
}
开发者ID:Rochet2,项目名称:TrinityCore,代码行数:68,代码来源:AreaTrigger.cpp

示例10: SetMap

bool AreaTrigger::CreateAreaTrigger(uint32 guidlow, uint32 triggerEntry, Unit* caster, SpellInfo const* spell, Position const& pos)
{
    SetMap(caster->GetMap());
    Relocate(pos);
    if (!IsPositionValid())
    {
        TC_LOG_ERROR("misc", "AreaTrigger (spell %u) not created. Invalid coordinates (X: %f Y: %f)", spell->Id, GetPositionX(), GetPositionY());
        return false;
    }

    WorldObject::_Create(guidlow, HIGHGUID_AREATRIGGER, caster->GetPhaseMask());

    SetEntry(triggerEntry);
    SetDuration(spell->GetDuration());
    SetObjectScale(1);

    SetUInt32Value(AREATRIGGER_SPELLID, spell->Id);
    SetUInt32Value(AREATRIGGER_SPELLVISUALID, spell->SpellVisual[0]);
    SetUInt32Value(AREATRIGGER_DURATION, spell->GetDuration());
    SetFloatValue(AREATRIGGER_FINAL_POS + 0, pos.GetPositionX());
    SetFloatValue(AREATRIGGER_FINAL_POS + 1, pos.GetPositionY());
    SetFloatValue(AREATRIGGER_FINAL_POS + 2, pos.GetPositionZ());

    for (auto phase : caster->GetPhases())
        SetInPhase(phase, false, true);

    if (!GetMap()->AddToMap(this))
        return false;

    return true;
}
开发者ID:Myst,项目名称:ElunaTrinityCata,代码行数:31,代码来源:AreaTrigger.cpp

示例11: Move

bool Ship::Move(float frametime)
{
    Object::Move(m_Direction * (Definitions::DefShipSpeedX * frametime), Definitions::DefShipSinMult * std::sinf(GetPositionX()) * frametime);
    return true;
}
开发者ID:ftbmynameis,项目名称:SpaceInvaders,代码行数:5,代码来源:Ship.cpp

示例12: AI


//.........这里部分代码省略.........
    // Desired outcome: _currentFrame->DepartureTime < timer < _nextFrame->ArriveTime
    // ... arrive | ... delay ... | departure
    //      event /         event /
    for (;;)
    {
        if (timer >= _currentFrame->ArriveTime)
        {
            if (!_triggeredArrivalEvent)
            {
                DoEventIfAny(*_currentFrame, false);
                _triggeredArrivalEvent = true;
            }

            if (timer < _currentFrame->DepartureTime)
            {
                SetMoving(false);
                justStopped = true;
                if (_pendingStop && GetGoState() != GO_STATE_READY)
                {
                    SetGoState(GO_STATE_READY);
                    m_goValue.Transport.PathProgress = (m_goValue.Transport.PathProgress / GetTransportPeriod());
                    m_goValue.Transport.PathProgress *= GetTransportPeriod();
                    m_goValue.Transport.PathProgress += _currentFrame->ArriveTime;
                }
                break;  // its a stop frame and we are waiting
            }
        }

        if (timer >= _currentFrame->DepartureTime && !_triggeredDepartureEvent)
        {
            DoEventIfAny(*_currentFrame, true); // departure event
            _triggeredDepartureEvent = true;
        }

        // not waiting anymore
        SetMoving(true);

        // Enable movement
        if (GetGOInfo()->moTransport.allowstopping)
            SetGoState(GO_STATE_ACTIVE);

        if (timer >= _currentFrame->DepartureTime && timer < _currentFrame->NextArriveTime)
            break;  // found current waypoint

        MoveToNextWaypoint();

        sScriptMgr->OnRelocate(this, _currentFrame->Node->NodeIndex, _currentFrame->Node->ContinentID, _currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z);

        TC_LOG_DEBUG("entities.transport", "Transport %u (%s) moved to node %u %u %f %f %f", GetEntry(), GetName().c_str(), _currentFrame->Node->NodeIndex, _currentFrame->Node->ContinentID, _currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z);

        // Departure event
        if (_currentFrame->IsTeleportFrame())
            if (TeleportTransport(_nextFrame->Node->ContinentID, _nextFrame->Node->Loc.X, _nextFrame->Node->Loc.Y, _nextFrame->Node->Loc.Z, _nextFrame->InitialOrientation))
                return; // Update more in new map thread
    }

    // Add model to map after we are fully done with moving maps
    if (_delayedAddModel)
    {
        _delayedAddModel = false;
        if (m_model)
            GetMap()->InsertGameObjectModel(*m_model);
    }

    // Set position
    _positionChangeTimer.Update(diff);
    if (_positionChangeTimer.Passed())
    {
        _positionChangeTimer.Reset(positionUpdateDelay);
        if (IsMoving())
        {
            float t = !justStopped ? CalculateSegmentPos(float(timer) * 0.001f) : 1.0f;
            G3D::Vector3 pos, dir;
            _currentFrame->Spline->evaluate_percent(_currentFrame->Index, t, pos);
            _currentFrame->Spline->evaluate_derivative(_currentFrame->Index, t, dir);
            UpdatePosition(pos.x, pos.y, pos.z, std::atan2(dir.y, dir.x) + float(M_PI));
        }
        else if (justStopped)
            UpdatePosition(_currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z, _currentFrame->InitialOrientation);
        else
        {
            /* There are four possible scenarios that trigger loading/unloading passengers:
              1. transport moves from inactive to active grid
              2. the grid that transport is currently in becomes active
              3. transport moves from active to inactive grid
              4. the grid that transport is currently in unloads
            */
            bool gridActive = GetMap()->IsGridLoaded(GetPositionX(), GetPositionY());

            if (_staticPassengers.empty() && gridActive) // 2.
                LoadStaticPassengers();
            else if (!_staticPassengers.empty() && !gridActive)
                // 4. - if transports stopped on grid edge, some passengers can remain in active grids
                //      unload all static passengers otherwise passengers won't load correctly when the grid that transport is currently in becomes active
                UnloadStaticPassengers();
        }
    }

    sScriptMgr->OnTransportUpdate(this, diff);
}
开发者ID:Asandru,项目名称:TrinityCore,代码行数:101,代码来源:Transport.cpp

示例13: AI

void Transport::Update(uint32 diff)
{
    uint32 const positionUpdateDelay = 200;

    if (AI())
        AI()->UpdateAI(diff);
    else if (!AIM_Initialize())
        TC_LOG_ERROR("entities.transport", "Could not initialize GameObjectAI for Transport");

    if (GetKeyFrames().size() <= 1)
        return;

    if (IsMoving() || !_pendingStop)
        m_goValue.Transport.PathProgress += diff;

    uint32 timer = m_goValue.Transport.PathProgress % GetPeriod();

    // Set current waypoint
    // Desired outcome: _currentFrame->DepartureTime < timer < _nextFrame->ArriveTime
    // ... arrive | ... delay ... | departure
    //      event /         event /
    for (;;)
    {
        if (timer >= _currentFrame->ArriveTime)
        {
            if (!_triggeredArrivalEvent)
            {
                DoEventIfAny(*_currentFrame, false);
                _triggeredArrivalEvent = true;
            }

            if (timer < _currentFrame->DepartureTime)
            {
                SetMoving(false);
                if (_pendingStop && GetGoState() != GO_STATE_READY)
                {
                    SetGoState(GO_STATE_READY);
                    m_goValue.Transport.PathProgress = (m_goValue.Transport.PathProgress / GetPeriod());
                    m_goValue.Transport.PathProgress *= GetPeriod();
                    m_goValue.Transport.PathProgress += _currentFrame->ArriveTime;
                }
                break;  // its a stop frame and we are waiting
            }
        }

        if (timer >= _currentFrame->DepartureTime && !_triggeredDepartureEvent)
        {
            DoEventIfAny(*_currentFrame, true); // departure event
            _triggeredDepartureEvent = true;
        }

        // not waiting anymore
        SetMoving(true);

        // Enable movement
        if (GetGOInfo()->moTransport.canBeStopped)
            SetGoState(GO_STATE_ACTIVE);

        if (timer >= _currentFrame->DepartureTime && timer < _currentFrame->NextArriveTime)
            break;  // found current waypoint

        MoveToNextWaypoint();

        sScriptMgr->OnRelocate(this, _currentFrame->Node->index, _currentFrame->Node->mapid, _currentFrame->Node->x, _currentFrame->Node->y, _currentFrame->Node->z);

        TC_LOG_DEBUG("entities.transport", "Transport %u (%s) moved to node %u %u %f %f %f", GetEntry(), GetName().c_str(), _currentFrame->Node->index, _currentFrame->Node->mapid, _currentFrame->Node->x, _currentFrame->Node->y, _currentFrame->Node->z);

        // Departure event
        if (_currentFrame->IsTeleportFrame())
            if (TeleportTransport(_nextFrame->Node->mapid, _nextFrame->Node->x, _nextFrame->Node->y, _nextFrame->Node->z, _nextFrame->InitialOrientation))
                return; // Update more in new map thread
    }

    // Set position
    _positionChangeTimer.Update(diff);
    if (_positionChangeTimer.Passed())
    {
        _positionChangeTimer.Reset(positionUpdateDelay);
        if (IsMoving())
        {
            float t = CalculateSegmentPos(float(timer) * 0.001f);
            G3D::Vector3 pos, dir;
            _currentFrame->Spline->evaluate_percent(_currentFrame->Index, t, pos);
            _currentFrame->Spline->evaluate_derivative(_currentFrame->Index, t, dir);
            UpdatePosition(pos.x, pos.y, pos.z, atan2(dir.y, dir.x) + M_PI);
        }
        else
        {
            /* There are four possible scenarios that trigger loading/unloading passengers:
              1. transport moves from inactive to active grid
              2. the grid that transport is currently in becomes active
              3. transport moves from active to inactive grid
              4. the grid that transport is currently in unloads
            */
            if (_staticPassengers.empty() && GetMap()->IsGridLoaded(GetPositionX(), GetPositionY())) // 2.
                LoadStaticPassengers();
        }
    }

    sScriptMgr->OnTransportUpdate(this, diff);
//.........这里部分代码省略.........
开发者ID:BravadoToDeath,项目名称:ArkCORE-NG,代码行数:101,代码来源:Transport.cpp

示例14: event_Relocate

void GameObject::Update(uint32 p_time)
{
	if(m_event_Instanceid != m_instanceId)
	{
		event_Relocate();
		return;
	}

	if(!IsInWorld())
		return;

	if(m_deleted)
		return;

	if(spell && (GetUInt32Value(GAMEOBJECT_STATE) == 1))
	{
		if(checkrate > 1)
		{
			if(counter++%checkrate)
				return;
		}
		ObjectSet::iterator itr = GetInRangeSetBegin();
		ObjectSet::iterator it2 = itr;
		ObjectSet::iterator iend = GetInRangeSetEnd();
		Unit * pUnit;
		float dist;
		for(; it2 != iend;)
		{
			itr = it2;
			++it2;
			dist = GetDistanceSq((*itr));
			if( (*itr) != m_summoner && (*itr)->IsUnit() && dist <= range)
			{
				pUnit = static_cast<Unit*>(*itr);

				if(m_summonedGo)
				{
					if(!m_summoner)
					{
						ExpireAndDelete();
						return;
					}
					if(!isAttackable(m_summoner,pUnit))continue;
				}
				
				Spell * sp=new Spell((Object*)this,spell,true,NULL);
				SpellCastTargets tgt((*itr)->GetGUID());
				tgt.m_destX = GetPositionX();
				tgt.m_destY = GetPositionY();
				tgt.m_destZ = GetPositionZ();
				sp->prepare(&tgt);
				if(m_summonedGo)
				{
					ExpireAndDelete();
					return;
				}

				if(spell->EffectImplicitTargetA[0] == 16 ||
					spell->EffectImplicitTargetB[0] == 16)
					return;	 // on area dont continue.
			}
		}
	}
}
开发者ID:Sylica2013,项目名称:Antrix,代码行数:64,代码来源:GameObject.cpp

示例15: SetMap

bool DynamicObject::Create( uint32 guidlow, Unit *caster, uint32 spellId, SpellEffectIndex effIndex, float x, float y, float z, int32 duration, float radius )
{
    WorldObject::_Create(guidlow, HIGHGUID_DYNAMICOBJECT, caster->GetPhaseMask());
    SetMap(caster->GetMap());
    Relocate(x, y, z, 0);

    if(!IsPositionValid())
    {
        sLog.outError("DynamicObject (spell %u eff %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",spellId,effIndex,GetPositionX(),GetPositionY());
        return false;
    }

    SetEntry(spellId);
    SetFloatValue( OBJECT_FIELD_SCALE_X, 2 );
    SetUInt64Value( DYNAMICOBJECT_CASTER, caster->GetGUID() );
    SetUInt32Value( DYNAMICOBJECT_BYTES, 0x00000001 );
    SetUInt32Value( DYNAMICOBJECT_SPELLID, spellId );
    SetFloatValue( DYNAMICOBJECT_RADIUS, radius);
    SetUInt32Value( DYNAMICOBJECT_CASTTIME, getMSTime() );  // new 2.4.0

    m_aliveDuration = duration;
    m_radius = radius;
    m_effIndex = effIndex;
    m_spellId = spellId;

    // set to active for far sight case
    if(SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellId))
        m_isActiveObject = IsSpellHaveEffect(spellEntry,SPELL_EFFECT_ADD_FARSIGHT);

    return true;
}
开发者ID:sc0rpio0o,项目名称:diamondcore,代码行数:31,代码来源:DynamicObject.cpp


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