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C++ TeleportTransport函数代码示例

本文整理汇总了C++中TeleportTransport函数的典型用法代码示例。如果您正苦于以下问题:C++ TeleportTransport函数的具体用法?C++ TeleportTransport怎么用?C++ TeleportTransport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TeleportTransport函数的10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: while

void Transporter::Update()
{
    if (m_WayPoints.size() <= 1)
        return;

    m_timer = Util::getMSTime() % m_period;

    while (((m_timer - mCurrentWaypoint->first) % m_pathTime) > ((mNextWaypoint->first - mCurrentWaypoint->first) % m_pathTime))
    {
        GetNextWaypoint();

        // first check help in case client-server transport coordinates de-synchronization
        if (mCurrentWaypoint->second.mapid != GetMapId() || mCurrentWaypoint->second.teleport)
        {
            TeleportTransport(mCurrentWaypoint->second.mapid, GetMapId(), mCurrentWaypoint->second.x, mCurrentWaypoint->second.y, mCurrentWaypoint->second.z);
            break;
        }
        else
        {
            SetPosition(mCurrentWaypoint->second.x, mCurrentWaypoint->second.y, mCurrentWaypoint->second.z, std::atan2(mNextWaypoint->second.x, mNextWaypoint->second.y) + float(M_PI), false);
            UpdatePlayerPositions(mCurrentWaypoint->second.x, mCurrentWaypoint->second.y, mCurrentWaypoint->second.z, std::atan2(mNextWaypoint->second.x, mNextWaypoint->second.y) + float(M_PI));
            // After a few tests (Durotar<->Northrend we need this, otherwise npc disappear on entering new map/zone/area DankoDJ
            // Update Creature Position with Movement Info from Gameobject too prevent coord changes from Transporter Waypoint and Gameobject Position Aaron02
#if VERSION_STRING != Cata
            UpdateNPCPositions(obj_movement_info.transport_data.relativePosition.x, obj_movement_info.transport_data.relativePosition.y, obj_movement_info.transport_data.relativePosition.z, std::atan2(obj_movement_info.transport_data.relativePosition.x, obj_movement_info.transport_data.relativePosition.y) + float(M_PI));
#else
            UpdateNPCPositions(obj_movement_info.getTransportPosition()->x, obj_movement_info.getTransportPosition()->y, obj_movement_info.getTransportPosition()->z, std::atan2(obj_movement_info.getTransportPosition()->x, obj_movement_info.getTransportPosition()->y) + float(M_PI));
#endif
        }
        if (mCurrentWaypoint->second.delayed)
        {
            switch (GetGameObjectProperties()->display_id)
            {
            case 3015:
            case 7087:
            {
                PlaySoundToSet(5154);        // ShipDocked LightHouseFogHorn.wav
            }
            break;
            case 3031:
            {
                PlaySoundToSet(11804);        // ZeppelinDocked    ZeppelinHorn.wav
            }
            break;
            default:
            {
                PlaySoundToSet(5495);        // BoatDockingWarning    BoatDockedWarning.wav
            }
            break;
            }
            TransportGossip(GetGameObjectProperties()->display_id);
        }
    }
}
开发者ID:armm77,项目名称:AscEmu,代码行数:54,代码来源:TransporterHandler.cpp

示例2: UpdateNPCPositions

void Transport::Update(uint32 p_diff)
{
    UpdateNPCPositions();

	if (!AI())
    {
		if (!AIM_Initialize())
			sLog->outError("Could not initialize GameObjectAI for Transport");
	}
    else
		AI()->UpdateAI(p_diff);

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

	m_timer = getMSTime() % m_period;
	while (((m_timer - m_curr->first) % m_pathTime)
	> ((m_next->first - m_curr->first) % m_pathTime))
    {
		DoEventIfAny(*m_curr, true);

		m_curr = GetNextWayPoint();
		m_next = GetNextWayPoint();

		DoEventIfAny(*m_curr, false);

		// first check help in case client-server transport coordinates de-synchronization
		if (m_curr->second.mapid != GetMapId() || m_curr->second.teleport) 
        {
			TeleportTransport(m_curr->second.mapid, m_curr->second.x,
			m_curr->second.y, m_curr->second.z);
		} 
        else 
        {
			Relocate(m_curr->second.x, m_curr->second.y, m_curr->second.z, GetAngle(m_next->second.x, m_next->second.y) + float(M_PI));
		}

		sScriptMgr->OnRelocate(this, m_curr->first, m_curr->second.mapid,
		m_curr->second.x, m_curr->second.y, m_curr->second.z);

		m_nextNodeTime = m_curr->first;

		if (m_curr == m_WayPoints.begin())
			sLog->outDebug(LOG_FILTER_TRANSPORTS,
					" ************ BEGIN ************** %s", m_name.c_str());

		sLog->outDebug(LOG_FILTER_TRANSPORTS, "%s moved to %d %f %f %f %d",
		m_name.c_str(), m_curr->second.id, m_curr->second.x,
		m_curr->second.y, m_curr->second.z, m_curr->second.mapid);
	}
	sScriptMgr->OnTransportUpdate(this, p_diff);
}
开发者ID:FrenchCORE,项目名称:Server,代码行数:52,代码来源:Transport.cpp

示例3: TC_LOG_ERROR

void Transport::Update(uint32 p_diff)
{
    if (!AI())
    {
        if (!AIM_Initialize())
            TC_LOG_ERROR("entities.transport", "Could not initialize GameObjectAI for Transport");
    }
    else
        AI()->UpdateAI(p_diff);

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

    if (!m_period)
        return;

    m_timer = getMSTime() % m_period;
    while (((m_timer - m_curr->first) % m_pathTime) > ((m_next->first - m_curr->first) % m_pathTime))
    {
        DoEventIfAny(*m_curr, true);

        m_curr = GetNextWayPoint();
        m_next = GetNextWayPoint();

        DoEventIfAny(*m_curr, false);

        // first check help in case client-server transport coordinates de-synchronization
        if (m_curr->second.mapid != GetMapId() || m_curr->second.teleport)
        {
            TeleportTransport(m_curr->second.mapid, m_curr->second.x, m_curr->second.y, m_curr->second.z);
        }
        else
        {
            Relocate(m_curr->second.x, m_curr->second.y, m_curr->second.z, GetAngle(m_next->second.x, m_next->second.y) + float(M_PI));
            UpdateNPCPositions(); // COME BACK MARKER
            // This forces the server to update positions in transportation for players -- gunship
            UpdatePlayerPositions();
        }

        sScriptMgr->OnRelocate(this, m_curr->first, m_curr->second.mapid, m_curr->second.x, m_curr->second.y, m_curr->second.z);

        m_nextNodeTime = m_curr->first;

        if (m_curr == m_WayPoints.begin())
            TC_LOG_DEBUG("entities.transport", " ************ BEGIN ************** %s", m_name.c_str());

        TC_LOG_DEBUG("entities.transport", "%s moved to %d %f %f %f %d", m_name.c_str(), m_curr->second.id, m_curr->second.x, m_curr->second.y, m_curr->second.z, m_curr->second.mapid);
    }

    sScriptMgr->OnTransportUpdate(this, p_diff);
}
开发者ID:Exodius,项目名称:chuspi,代码行数:51,代码来源:Transport.cpp

示例4: getMSTime

void Transport::Update(uint32 p_time) {
    if (m_WayPoints.size() <= 1)
        return;

    m_timer = getMSTime() % m_period;
    while (((m_timer - m_curr->first) % m_pathTime) > ((m_next->first - m_curr->first) % m_pathTime)) {
        m_lastMovement = getMSTime();

        m_curr = GetNextWayPoint();
        m_next = GetNextWayPoint();

        if (m_curr->second.teleport == true) {
            map <uint32, WayPoint>::iterator iterPrev = m_curr;
            TeleportTransport(GetMapId(), m_curr->second.mapid, m_curr->second.x, m_curr->second.y, m_curr->second.z);
        } else {
            //MapManager::Instance().GetMap(m_curr->second.mapid)->GameobjectRelocation((GameObject *)this, m_curr->second.x, m_curr->second.y, m_curr->second.z, this->m_orientation);
            this->Relocate(m_curr->second.x, m_curr->second.y, m_curr->second.z, m_curr->second.o);
        }

         

        m_curMap = m_curr->second.mapid;

        for(set<Player *>::iterator itr = m_passengers.begin(); itr != m_passengers.end();)
        {
            set<Player *>::iterator it2 = itr;
            ++itr;
            //(*it2)->SetPosition( m_curr->second.x + (*it2)->m_transX, m_curr->second.y + (*it2)->m_transY, m_curr->second.z + (*it2)->m_transZ, (*it2)->GetOrientation() );
        }

        


        m_nextNodeTime = m_curr->first;
        
        if (m_curr == m_WayPoints.begin() && (sWorld.getLogFilter() & LOG_FILTER_TRANSPORT_MOVES)==0)
            sLog.outDetail(" >>>>>>>>>>>> BEGIN <<<<<<<<<<<<<< %s", this->m_name.c_str());

//        MapManager::Instance().GetMap(m_curr->second.mapid)->Add(&this); // -> // ->Add(t);        
        //MapManager::Instance().GetMap(m_curr->second.mapid)->Remove((GameObject *)this, false); // -> // ->Add(t);        
        //MapManager::Instance().GetMap(m_curr->second.mapid)->Add((GameObject *)this); // -> // ->Add(t);        

        if ((sWorld.getLogFilter() & LOG_FILTER_TRANSPORT_MOVES)==0)
            sLog.outDetail("%s moved to %f %f %f", this->m_name.c_str(), m_curr->second.x, m_curr->second.y, m_curr->second.z);
    }
}
开发者ID:Artea,项目名称:mangos-svn,代码行数:46,代码来源:Transports.cpp

示例5: getMSTime

void Transport::Update(uint32 p_time)
{
    if (m_WayPoints.size() <= 1)
        return;

    m_timer = getMSTime() % m_period;
    while (((m_timer - m_curr->first) % m_pathTime) > ((m_next->first - m_curr->first) % m_pathTime))
    {
        m_lastMovement = getMSTime();

        m_curr = GetNextWayPoint();
        m_next = GetNextWayPoint();

        // first check help in case client-server transport coordinates de-synchronization
        if (m_curr->second.mapid != GetMapId() || m_curr->second.teleport)
        {
            TeleportTransport(GetMapId(), m_curr->second.mapid, m_curr->second.x, m_curr->second.y, m_curr->second.z);
        }
        else
        {
            //MapManager::Instance().GetMap(m_curr->second.mapid)->GameobjectRelocation((GameObject *)this, m_curr->second.x, m_curr->second.y, m_curr->second.z, this->m_orientation);
            Relocate(m_curr->second.x, m_curr->second.y, m_curr->second.z);
        }

        /*
        for(PlayerSet::iterator itr = m_passengers.begin(); itr != m_passengers.end();)
        {
            PlayerSet::iterator it2 = itr;
            ++itr;
            //(*it2)->SetPosition( m_curr->second.x + (*it2)->GetTransOffsetX(), m_curr->second.y + (*it2)->GetTransOffsetY(), m_curr->second.z + (*it2)->GetTransOffsetZ(), (*it2)->GetTransOffsetO() );
        }
        */

        m_nextNodeTime = m_curr->first;

        if (m_curr == m_WayPoints.begin() && (sLog.getLogFilter() & LOG_FILTER_TRANSPORT_MOVES)==0)
            sLog.outDetail(" >>>>>>>>>>>> BEGIN <<<<<<<<<<<<<< %s", this->m_name.c_str());

        //        MapManager::Instance().GetMap(m_curr->second.mapid)->Add(&this); // -> // ->Add(t);
        //MapManager::Instance().GetMap(m_curr->second.mapid)->Remove((GameObject *)this, false); // -> // ->Add(t);
        //MapManager::Instance().GetMap(m_curr->second.mapid)->Add((GameObject *)this); // -> // ->Add(t);

        if ((sLog.getLogFilter() & LOG_FILTER_TRANSPORT_MOVES)==0)
            sLog.outDetail("%s moved to %f %f %f %d", this->m_name.c_str(), m_curr->second.x, m_curr->second.y, m_curr->second.z, m_curr->second.mapid);
    }
}
开发者ID:Artea,项目名称:mangos-svn,代码行数:46,代码来源:Transports.cpp

示例6: getMSTime

void Transport::Update(uint32 /*p_time*/)
{
    if (m_WayPoints.size() <= 1)
        return;

    m_timer = getMSTime() % m_period;
    while (((m_timer - m_curr->first) % m_pathTime) > ((m_next->first - m_curr->first) % m_pathTime))
    {
        m_curr = GetNextWayPoint();
        m_next = GetNextWayPoint();

        // first check help in case client-server transport coordinates de-synchronization
        if (m_curr->second.mapid != GetMapId() || m_curr->second.teleport)
        {
            TeleportTransport(m_curr->second.mapid, m_curr->second.x, m_curr->second.y, m_curr->second.z);
        }
        else
        {
            Relocate(m_curr->second.x, m_curr->second.y, m_curr->second.z);
        }

        /*
        for (PlayerSet::iterator itr = m_passengers.begin(); itr != m_passengers.end();)
        {
            PlayerSet::iterator it2 = itr;
            ++itr;
            //(*it2)->SetPosition(m_curr->second.x + (*it2)->GetTransOffsetX(), m_curr->second.y + (*it2)->GetTransOffsetY(), m_curr->second.z + (*it2)->GetTransOffsetZ(), (*it2)->GetTransOffsetO());
        }
        */

        m_nextNodeTime = m_curr->first;

        if (m_curr == m_WayPoints.begin() && (sLog->getLogFilter() & LOG_FILTER_TRANSPORT_MOVES) == 0)
            sLog->outDebug(" ************ BEGIN ************** %s", this->m_name.c_str());

        if ((sLog->getLogFilter() & LOG_FILTER_TRANSPORT_MOVES) == 0)
            sLog->outDebug("%s moved to %d %f %f %f %d", this->m_name.c_str(), m_curr->second.id, m_curr->second.x, m_curr->second.y, m_curr->second.z, m_curr->second.mapid);

        //Transport Event System
        CheckForEvent(this->GetEntry(), m_curr->second.id);
    }
}
开发者ID:Bootz,项目名称:SF1,代码行数:42,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("entities.transport", "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);

        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))
                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 = 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:Caydan,项目名称:WoWSCore548,代码行数:100,代码来源:Transport.cpp

示例8: 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9: 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10: AI

void Transport::Update(uint32 diff)
{
    if (!AI())
    {
        if (!AIM_Initialize())
            sLog->outError("Could not initialize GameObjectAI for Transport");
    }
    else
        AI()->UpdateAI(diff);

    if (_isStopped)
        return;

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

    //_moveTimer = getMSTime() % _transportInfo->pathTime;
    _moveTimer += diff;
    _moveTimer %= _transportInfo->pathTime;
    // need restart path from beginning
    /* if (m_timer < m_curr->pathTime)
    {
        m_curr = keyFrames.begin();
        m_next = m_curr + 1;
    } */
    while (_moveTimer > _nextFrame->pathTime || _moveTimer < _currentFrame->departureTime)
    {
        // arrived at next stop point
        if (_transportInfo->pathTime > _nextFrame->pathTime && _moveTimer < _nextFrame->departureTime)
        {
            if (IsMoving())
            {
                SetMoving(false);
                DoEventIfAny(*_currentFrame, false);
            }
            break;
        }

        MoveToNextWayPoint();

        SetMoving(true);

        DoEventIfAny(*_currentFrame, true);

        // first check help in case client-server transport coordinates de-synchronization
        if (_currentFrame->IsTeleportFrame())
            TeleportTransport(_nextFrame->node->mapid, _nextFrame->node->x, _nextFrame->node->y, _nextFrame->node->z);

        ASSERT(_nextFrame != GetKeyFrames().begin());

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

        sLog->outDebug(LOG_FILTER_TRANSPORTS, "%s moved to %f %f %f %d", GetName(), GetPositionX(), GetPositionY(), GetPositionZ(), _currentFrame->node->mapid);
    }

    if (IsMoving())
    {
        if (_moveTimer < _currentFrame->departureTime || _moveTimer > _nextFrame->pathTime)
            sLog->outError("strange times, c.dep:%u, n.pt:%u (%s, %u)", _currentFrame->departureTime, _nextFrame->pathTime, GetName(), m_goInfo->moTransport.mapID);
        float t = CalculateSegmentPos((float)_moveTimer/(float)IN_MILLISECONDS);
        //if (t < -0.01f || t > 1.01f)
        //    sLog.outError("strange t=%f (%s, %u)", t, GetName(), m_goInfo->moTransport.mapID);
        //G3D::Vector3 pos;
        //m_spline->Evaluate(m_curr->node->index - 1, t, pos);
        //G3D::Vector3 dir;
        //m_spline->EvaluateDerivative(m_curr->node->index - 1, t, dir);
        //dir.z = 0.0f;
        //dir = -dir.direction();
        //Relocate(pos.x, pos.y, pos.z);
        float x = _currentFrame->node->x * (1.0f - t) + _nextFrame->node->x * t;
        float y = _currentFrame->node->y * (1.0f - t) + _nextFrame->node->y * t;
        float z = _currentFrame->node->z * (1.0f - t) + _nextFrame->node->z * t;
        float o = GetAngle(_nextFrame->node->x, _nextFrame->node->y) + float(M_PI);
        Relocate(x, y, z, o);
        UpdatePassengerPositions();
    }

    sScriptMgr->OnTransportUpdate(this, diff);
}
开发者ID:Devilcleave,项目名称:TrilliumEMU,代码行数:79,代码来源:Transport.cpp


注:本文中的TeleportTransport函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。