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C++ SetGoState函数代码示例

本文整理汇总了C++中SetGoState函数的典型用法代码示例。如果您正苦于以下问题:C++ SetGoState函数的具体用法?C++ SetGoState怎么用?C++ SetGoState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SetGoState函数的8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: Relocate

bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, uint32 go_state)
{
    Relocate(x,y,z,ang);
    SetMapId(map->GetId());
    SetInstanceId(map->GetInstanceId());

    if(!IsPositionValid())
    {
        sLog.outError("ERROR: Gameobject (GUID: %u Entry: %u ) not created. Suggested coordinates isn't valid (X: %f Y: %f)",guidlow,name_id,x,y);
        return false;
    }

    GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(name_id);
    if (!goinfo)
    {
        sLog.outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist entry in `gameobject_template`. Map: %u  (X: %f Y: %f Z: %f) ang: %f rotation0: %f rotation1: %f rotation2: %f rotation3: %f",guidlow, name_id, map->GetId(), x, y, z, ang, rotation0, rotation1, rotation2, rotation3);
        return false;
    }

    Object::_Create(guidlow, goinfo->id, HIGHGUID_GAMEOBJECT);

    m_goInfo = goinfo;

    if (goinfo->type >= MAX_GAMEOBJECT_TYPE)
    {
        sLog.outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist GO type '%u' in `gameobject_template`. It's will crash client if created.",guidlow,name_id,goinfo->type);
        return false;
    }

    SetFloatValue(GAMEOBJECT_POS_X, x);
    SetFloatValue(GAMEOBJECT_POS_Y, y);
    SetFloatValue(GAMEOBJECT_POS_Z, z);
    SetFloatValue(GAMEOBJECT_FACING, ang);                  //this is not facing angle

    SetFloatValue (GAMEOBJECT_ROTATION, rotation0);
    SetFloatValue (GAMEOBJECT_ROTATION+1, rotation1);
    SetFloatValue (GAMEOBJECT_ROTATION+2, rotation2);
    SetFloatValue (GAMEOBJECT_ROTATION+3, rotation3);

    SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);

    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
    SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);

    SetEntry(goinfo->id);

    SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);

    SetGoState(go_state);
    SetGoType(GameobjectTypes(goinfo->type));

    SetGoAnimProgress(animprogress);

    // Spell charges for GAMEOBJECT_TYPE_SPELLCASTER (22)
    if (goinfo->type == GAMEOBJECT_TYPE_SPELLCASTER)
        m_charges = goinfo->spellcaster.charges;

    //Notify the map's instance data.
    //Only works if you create the object in it, not if it is moves to that map.
    //Normally non-players do not teleport to other maps.
    if(map->IsDungeon() && ((InstanceMap*)map)->GetInstanceData())
    {
        ((InstanceMap*)map)->GetInstanceData()->OnObjectCreate(this);
    }

    return true;
}
开发者ID:Poppei,项目名称:mangos,代码行数:67,代码来源:GameObject.cpp

示例2: RemoveFlag

void Transport::BuildStopMovePacket(Map const* targetMap)
{
    RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
    SetGoState(GO_STATE_READY);
    UpdateForMap(targetMap);
}
开发者ID:AwkwardDev,项目名称:WoWSource434,代码行数:6,代码来源:Transport.cpp

示例3: switch

void GameObject::Update(uint32 /*p_time*/)
{
    if (IS_MO_TRANSPORT(GetGUID()))
    {
        //((Transport*)this)->Update(p_time);
        return;
    }

    switch (m_lootState)
    {
        case GO_NOT_READY:
        {
            switch(GetGoType())
            {
                case GAMEOBJECT_TYPE_TRAP:
                {
                    // Arming Time for GAMEOBJECT_TYPE_TRAP (6)
                    Unit* owner = GetOwner();
                    if (owner && ((Player*)owner)->isInCombat())
                        m_cooldownTime = time(NULL) + GetGOInfo()->trap.startDelay;
                    m_lootState = GO_READY;
                    break;
                }
                case GAMEOBJECT_TYPE_FISHINGNODE:
                {
                    // fishing code (bobber ready)
                    if( time(NULL) > m_respawnTime - FISHING_BOBBER_READY_TIME )
                    {
                        // splash bobber (bobber ready now)
                        Unit* caster = GetOwner();
                        if(caster && caster->GetTypeId()==TYPEID_PLAYER)
                        {
                            SetGoState(0);
                            SetUInt32Value(GAMEOBJECT_FLAGS, 32);

                            UpdateData udata;
                            WorldPacket packet;
                            BuildValuesUpdateBlockForPlayer(&udata,((Player*)caster));
                            udata.BuildPacket(&packet);
                            ((Player*)caster)->GetSession()->SendPacket(&packet);

                            WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM,8+4);
                            data << GetGUID();
                            data << (uint32)(0);
                            ((Player*)caster)->SendMessageToSet(&data,true);
                        }

                        m_lootState = GO_READY;                 // can be successfully open with some chance
                    }
                    return;
                }
                default:
                    m_lootState = GO_READY;                         // for other GOis same switched without delay to GO_READY
                    break;
            }
            // NO BREAK for switch (m_lootState)
        }
        case GO_READY:
        {
            if (m_respawnTime > 0)                          // timer on
            {
                if (m_respawnTime <= time(NULL))            // timer expired
                {
                    m_respawnTime = 0;
                    m_SkillupList.clear();
                    m_usetimes = 0;

                    switch (GetGoType())
                    {
                        case GAMEOBJECT_TYPE_FISHINGNODE:   //  can't fish now
                        {
                            Unit* caster = GetOwner();
                            if(caster && caster->GetTypeId()==TYPEID_PLAYER)
                            {
                                if(caster->m_currentSpells[CURRENT_CHANNELED_SPELL])
                                {
                                    caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0);
                                    caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish(false);
                                }

                                WorldPacket data(SMSG_FISH_NOT_HOOKED,0);
                                ((Player*)caster)->GetSession()->SendPacket(&data);
                            }
                            // can be delete
                            m_lootState = GO_JUST_DEACTIVATED;
                            return;
                        }
                        case GAMEOBJECT_TYPE_DOOR:
                        case GAMEOBJECT_TYPE_BUTTON:
                            //we need to open doors if they are closed (add there another condition if this code breaks some usage, but it need to be here for battlegrounds)
                            if( !GetGoState() )
                                SwitchDoorOrButton(false);
                            //flags in AB are type_button and we need to add them here so no break!
                        default:
                            if(!m_spawnedByDefault)         // despawn timer
                            {
                                                            // can be despawned or destroyed
                                SetLootState(GO_JUST_DEACTIVATED);
                                return;
                            }
//.........这里部分代码省略.........
开发者ID:Poppei,项目名称:mangos,代码行数:101,代码来源:GameObject.cpp

示例4: SetFlag

void Transport::BuildStartMovePacket(Map const* targetMap)
{
    SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
    SetGoState(GO_STATE_ACTIVE);
    UpdateForMap(targetMap);
}
开发者ID:AwkwardDev,项目名称:WoWSource434,代码行数:6,代码来源:Transport.cpp

示例5: 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 % GetTransportPeriod();
    bool justStopped = false;

    // 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);
                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
        {
//.........这里部分代码省略.........
开发者ID:Asandru,项目名称:TrinityCore,代码行数:101,代码来源:Transport.cpp

示例6: 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7: AI

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

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

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

    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)
                    SetGoState(GO_STATE_READY);
                break;  // its a stop frame and we are waiting
            }
        }

        if (_pendingStop && timer >= _currentFrame->DepartureTime && GetGoState() == GO_STATE_READY)
        {
            m_goValue.Transport.PathProgress = (m_goValue.Transport.PathProgress / GetPeriod());
            m_goValue.Transport.PathProgress *= GetPeriod();
            m_goValue.Transport.PathProgress += _currentFrame->ArriveTime;
            break;
        }

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

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

        MoveToNextWaypoint();

        // not waiting anymore
        SetMoving(true);

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

        // Departure event
        if (_currentFrame->IsTeleportFrame())
            TeleportTransport(_nextFrame->Node->mapid, _nextFrame->Node->x, _nextFrame->Node->y, _nextFrame->Node->z);

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

        TC_LOG_DEBUG(LOG_FILTER_TRANSPORTS, "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);
    }

    // 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.x, dir.y));
        }
    }

    sScriptMgr->OnTransportUpdate(this, diff);
}
开发者ID:LeGuybrush,项目名称:TrinityCore,代码行数:91,代码来源:Transport.cpp

示例8: SetGoState

void Transport::BuildWaitMovePacket(Map const* targetMap)
{
    m_WayPoints.clear();
    SetGoState(GO_STATE_READY);
    UpdateForMap(targetMap);
}
开发者ID:Fordman,项目名称:GunshipCore,代码行数:6,代码来源:Transport.cpp


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