本文整理汇总了C++中GetZoneId函数的典型用法代码示例。如果您正苦于以下问题:C++ GetZoneId函数的具体用法?C++ GetZoneId怎么用?C++ GetZoneId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GetZoneId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: DeleteFromDB
void Corpse::SaveToDB()
{
// prevent DB data inconsistence problems and duplicates
CharacterDatabase.BeginTransaction();
DeleteFromDB();
std::ostringstream ss;
ss << "INSERT INTO corpse (guid,player,position_x,position_y,position_z,orientation,zone,map,data,time,corpse_type,instance,phaseMask) VALUES ("
<< GetGUIDLow() << ", "
<< GUID_LOPART(GetOwnerGUID()) << ", "
<< GetPositionX() << ", "
<< GetPositionY() << ", "
<< GetPositionZ() << ", "
<< GetOrientation() << ", "
<< GetZoneId() << ", "
<< GetMapId() << ", '";
for (uint16 i = 0; i < m_valuesCount; ++i)
ss << GetUInt32Value(i) << " ";
ss << "',"
<< uint64(m_time) <<", "
<< uint32(GetType()) << ", "
<< int(GetInstanceId()) << ", "
<< uint16(GetPhaseMask()) << ")"; // prevent out of range error
CharacterDatabase.Execute(ss.str().c_str());
CharacterDatabase.CommitTransaction();
}
示例2: MANGOS_ASSERT
void Corpse::SaveToDB()
{
// bones should not be saved to DB (would be deleted on startup anyway)
MANGOS_ASSERT(GetType() != CORPSE_BONES);
// prevent DB data inconsistence problems and duplicates
CharacterDatabase.BeginTransaction();
DeleteFromDB();
std::ostringstream ss;
ss << "INSERT INTO corpse (guid,player,position_x,position_y,position_z,orientation,zone,map,data,time,corpse_type,instance) VALUES ("
<< GetGUIDLow() << ", "
<< GUID_LOPART(GetOwnerGUID()) << ", "
<< GetPositionX() << ", "
<< GetPositionY() << ", "
<< GetPositionZ() << ", "
<< GetOrientation() << ", "
<< GetZoneId() << ", "
<< GetMapId() << ", '";
for(uint16 i = 0; i < m_valuesCount; ++i)
ss << GetUInt32Value(i) << " ";
ss << "',"
<< uint64(m_time) <<", "
<< uint32(GetType()) << ", "
<< int(GetInstanceId()) << ")";
CharacterDatabase.Execute( ss.str().c_str() );
CharacterDatabase.CommitTransaction();
}
示例3: GetGUIDLow
void Creature::SaveToDB()
{
std::stringstream ss;
ss << "DELETE FROM creatures WHERE id=" << GetGUIDLow();
sDatabase.Execute(ss.str().c_str());
ss.rdbuf()->str("");
ss << "INSERT INTO creatures (id, mapId, zoneId, name_id, positionX, positionY, positionZ, orientation, data) VALUES ( "
<< GetGUIDLow() << ", "
<< GetMapId() << ", "
<< GetZoneId() << ", "
<< GetUInt32Value(OBJECT_FIELD_ENTRY) << ", "
<< m_positionX << ", "
<< m_positionY << ", "
<< m_positionZ << ", "
<< m_orientation << ", '";
for( uint16 index = 0; index < m_valuesCount; index ++ )
ss << GetUInt32Value(index) << " ";
ss << "\")";
sDatabase.Execute( ss.str( ).c_str( ) );
}
示例4: DeleteFromDB
void Corpse::SaveToDB()
{
// prevent DB data inconsistence problems and duplicates
RealmDataDatabase.BeginTransaction();
DeleteFromDB();
static SqlStatementID saveCorpse;
SqlStatement stmt = RealmDataDatabase.CreateStatement(saveCorpse, "INSERT INTO corpse (guid,player,position_x,position_y,position_z,orientation,zone,map,data,time,corpse_type,instance) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)");
stmt.addUInt64(GetGUIDLow());
stmt.addUInt64(GUID_LOPART(GetOwnerGUID()));
stmt.addFloat(GetPositionX());
stmt.addFloat(GetPositionY());
stmt.addFloat(GetPositionZ());
stmt.addFloat(GetOrientation());
stmt.addUInt32(GetZoneId());
stmt.addUInt32(GetMapId());
stmt.addString(GetUInt32ValuesString());
stmt.addUInt64(m_time);
stmt.addUInt32(GetType());
stmt.addInt32(GetInstanceId());
stmt.Execute();
RealmDataDatabase.CommitTransaction();
}
示例5: DeleteFromDB
void Corpse::SaveToDB()
{
// prevent DB data inconsistence problems and duplicates
SQLTransaction trans = CharacterDatabase.BeginTransaction();
DeleteFromDB(trans);
std::ostringstream ss;
ss << "INSERT INTO corpse (guid,player,position_x,position_y,position_z,orientation,zone,map,displayId,itemCache,bytes1,bytes2,guild,flags,dynFlags,time,corpse_type,instance,phaseMask) VALUES ("
<< GetGUIDLow() << ", "
<< GUID_LOPART(GetOwnerGUID()) << ", "
<< GetPositionX() << ", "
<< GetPositionY() << ", "
<< GetPositionZ() << ", "
<< GetOrientation() << ", "
<< GetZoneId() << ", "
<< GetMapId() << ", "
<< GetUInt32Value(CORPSE_FIELD_DISPLAY_ID) << ", '";
for (uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i)
ss << GetUInt32Value(CORPSE_FIELD_ITEM+i) << " ";
ss << "', "
<< GetUInt32Value(CORPSE_FIELD_BYTES_1) << ", "
<< GetUInt32Value(CORPSE_FIELD_BYTES_2) << ", "
<< GetUInt32Value(CORPSE_FIELD_GUILD) << ", "
<< GetUInt32Value(CORPSE_FIELD_FLAGS) << ", "
<< GetUInt32Value(CORPSE_FIELD_DYNAMIC_FLAGS) << ", "
<< uint64(m_time) << ", "
<< uint32(GetType()) << ", "
<< int(GetInstanceId()) << ", "
<< uint16(GetPhaseMask()) << ")"; // prevent out of range error
trans->Append(ss.str().c_str());
CharacterDatabase.CommitTransaction(trans);
}
示例6: KickPlayerFromBattlefield
void Battlefield::KickPlayerFromBattlefield(uint64 guid)
{
if (Player* player = ObjectAccessor::FindPlayer(guid))
{
if (player->GetZoneId() == GetZoneId() && !player->IsGameMaster())
player->TeleportTo(KickPosition);
}
}
示例7: KickAfkPlayers
void Battlefield::KickAfkPlayers()
{
// xinef: optimization, dont lookup player twice
for (uint8 team = 0; team < BG_TEAMS_COUNT; ++team)
for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
if (Player* player = ObjectAccessor::FindPlayer(*itr))
if (player->isAFK() && player->GetZoneId() == GetZoneId() && !player->IsGameMaster())
player->TeleportTo(KickPosition);
}
示例8: OUT_DEBUG
/////////////////
// Summoned Go's
//guardians are temporary spawn that will inherit master faction and will follow them. Apart from that they have their own mind
Unit* GameObject::CreateTemporaryGuardian(uint32 guardian_entry,uint32 duration,float angle, Unit* u_caster, uint8 Slot)
{
CreatureProto * proto = CreatureProtoStorage.LookupEntry(guardian_entry);
CreatureInfo * info = CreatureNameStorage.LookupEntry(guardian_entry);
if(!proto || !info)
{
OUT_DEBUG("Warning : Missing summon creature template %u !",guardian_entry);
return NULL;
}
uint32 lvl = u_caster->getLevel();
LocationVector v = GetPositionNC();
float m_followAngle = angle + v.o;
float x = v.x +(3*(cosf(m_followAngle)));
float y = v.y +(3*(sinf(m_followAngle)));
Creature* p = NULL;
p = GetMapMgr()->CreateCreature(guardian_entry);
if(p == NULL)
return NULL;
p->SetInstanceID(GetMapMgr()->GetInstanceID());
p->Load(proto, x, y, v.z, angle);
if (lvl != 0)
{
/* power */
p->SetPowerType(POWER_TYPE_MANA);
p->SetUInt32Value(UNIT_FIELD_MAXPOWER1,p->GetUInt32Value(UNIT_FIELD_MAXPOWER1)+28+10*lvl);
p->SetUInt32Value(UNIT_FIELD_POWER1,p->GetUInt32Value(UNIT_FIELD_POWER1)+28+10*lvl);
/* health */
p->SetUInt32Value(UNIT_FIELD_MAXHEALTH,p->GetUInt32Value(UNIT_FIELD_MAXHEALTH)+28+30*lvl);
p->SetUInt32Value(UNIT_FIELD_HEALTH,p->GetUInt32Value(UNIT_FIELD_HEALTH)+28+30*lvl);
/* level */
p->SetUInt32Value(UNIT_FIELD_LEVEL, lvl);
}
p->SetSummonedByGUID(GetGUID());
p->SetCreatedByGUID(GetGUID());
p->SetZoneId(GetZoneId());
p->SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE,u_caster->GetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE));
p->_setFaction();
p->GetAIInterface()->Init(p,AITYPE_PET,MOVEMENTTYPE_NONE,u_caster);
p->GetAIInterface()->SetUnitToFollow(TO_UNIT(this));
p->GetAIInterface()->SetUnitToFollowAngle(angle);
p->GetAIInterface()->SetFollowDistance(3.0f);
p->PushToWorld(GetMapMgr());
if(duration)
sEventMgr.AddEvent(TO_UNIT(this), &Unit::SummonExpireSlot,Slot, EVENT_SUMMON_EXPIRE, duration, 1,EVENT_FLAG_DO_NOT_EXECUTE_IN_WORLD_CONTEXT );
return p;
}
示例9: GetAreaId
void GameObject::getFishLoot(Loot *fishloot)
{
fishloot->clear();
uint32 subzone = GetAreaId();
// if subzone loot exist use it
if(LootTemplates_Fishing.HaveLootFor(subzone))
fishloot->FillLoot(subzone, LootTemplates_Fishing, NULL);
// else use zone loot
else
fishloot->FillLoot(GetZoneId(), LootTemplates_Fishing, NULL);
}
示例10: GetAreaId
void GameObject::getFishLoot(Loot *fishloot)
{
fishloot->clear();
uint32 subzone = GetAreaId();
// if subzone loot exist use it
if(LootTemplates_Fishing.find(subzone) != LootTemplates_Fishing.end())
FillLoot(fishloot, subzone, LootTemplates_Fishing, NULL);
// else use zone loot
else
FillLoot(fishloot, GetZoneId(), LootTemplates_Fishing, NULL);
}
示例11: KickPlayerFromBattlefield
void Battlefield::KickPlayerFromBattlefield(uint64 guid)
{
if (Player* player = sObjectAccessor->FindPlayer(guid))
{
if (player->GetZoneId() == GetZoneId())
player->TeleportTo(KickPosition);
if (player->GetTeamId() >= 2)
return;
m_InvitedPlayers[player->GetTeamId()].erase(player->GetGUID());
m_PlayersInWar[player->GetTeamId()].erase(player->GetGUID());
}
}
示例12: GetZoneId
// Called in WorldSession::HandleBfEntryInviteResponse
void Battlefield::PlayerAcceptInviteToWar(Player* player)
{
if (!IsWarTime())
return;
if (AddOrSetPlayerToCorrectBfGroup(player))
{
player->GetSession()->SendBfEntered(GetQueueId(), player->GetZoneId() != GetZoneId(), player->GetTeamId() == GetAttackerTeam());
m_PlayersInWar[player->GetTeamId()].insert(player->GetGUID());
m_InvitedPlayers[player->GetTeamId()].erase(player->GetGUID());
if (player->isAFK())
player->ToggleAFK();
OnPlayerJoinWar(player); //for scripting
}
}
示例13: GetZoneId
uint32 TerrainInfo::GetZoneId(GridPair const& gridPair) const
{
float x = ((float)gridPair.x_coord - CENTER_GRID_ID - 0.5) * SIZE_OF_GRIDS + CENTER_GRID_OFFSET;
float y = ((float)gridPair.y_coord - CENTER_GRID_ID - 0.5) * SIZE_OF_GRIDS + CENTER_GRID_OFFSET;
return GetZoneId(x, y, 0.0f);
}
示例14: data
void Player::SendInitialWorldstates(){
WorldPacket data( SMSG_INIT_WORLD_STATES, 100 );
m_mapMgr->GetWorldStatesHandler().BuildInitWorldStatesForZone( GetZoneId(), GetAreaID(), data );
m_session->SendPacket( &data );
}
示例15: switch
//.........这里部分代码省略.........
Player* player = (Player*)user;
if(info->camera.cinematicId)
{
WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
data << info->camera.cinematicId;
player->GetSession()->SendPacket(&data);
}
return;
}
//fishing bobber
case GAMEOBJECT_TYPE_FISHINGNODE: //17
{
if(user->GetTypeId()!=TYPEID_PLAYER)
return;
Player* player = (Player*)user;
if(player->GetGUID() != GetOwnerGUID())
return;
switch(getLootState())
{
case GO_READY: // ready for loot
{
// 1) skill must be >= base_zone_skill
// 2) if skill == base_zone_skill => 5% chance
// 3) chance is linear dependence from (base_zone_skill-skill)
uint32 subzone = GetAreaId();
int32 zone_skill = objmgr.GetFishingBaseSkillLevel( subzone );
if(!zone_skill)
zone_skill = objmgr.GetFishingBaseSkillLevel( GetZoneId() );
//provide error, no fishable zone or area should be 0
if(!zone_skill)
sLog.outErrorDb("Fishable areaId %u are not properly defined in `skill_fishing_base_level`.",subzone);
int32 skill = player->GetSkillValue(SKILL_FISHING);
int32 chance = skill - zone_skill + 5;
int32 roll = irand(1,100);
DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i",skill,zone_skill,chance,roll);
if(skill >= zone_skill && chance >= roll)
{
// prevent removing GO at spell cancel
player->RemoveGameObject(this,false);
SetOwnerGUID(player->GetGUID());
//fish catched
player->UpdateFishingSkill();
GameObject* ok = LookupFishingHoleAround(DEFAULT_VISIBILITY_DISTANCE);
if (ok)
{
player->SendLoot(ok->GetGUID(),LOOT_FISHINGHOLE);
SetLootState(GO_JUST_DEACTIVATED);
}
else
player->SendLoot(GetGUID(),LOOT_FISHING);
}
else
{
// fish escaped, can be deleted now