本文整理汇总了C++中AIInterface::WayPointsShowing方法的典型用法代码示例。如果您正苦于以下问题:C++ AIInterface::WayPointsShowing方法的具体用法?C++ AIInterface::WayPointsShowing怎么用?C++ AIInterface::WayPointsShowing使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AIInterface
的用法示例。
在下文中一共展示了AIInterface::WayPointsShowing方法的7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: HandleWPShowCommand
bool ChatHandler::HandleWPShowCommand(const char* args, WorldSession *m_session)
{
uint64 guid = m_session->GetPlayer()->GetSelection();
if (guid == 0)
{
SystemMessage(m_session, "No selection.");
return true;
}
Creature* pCreature = m_session->GetPlayer()->GetMapMgr()->GetCreature(GET_LOWGUID_PART(guid));
if(!pCreature)
{
SystemMessage(m_session, "You should select a Creature.");
return true;
}
if( pCreature->m_spawn == NULL )
{
SystemMessage(m_session, "You cannot add waypoints to a creature that is not saved.");
return true;
}
char* pBackwards = strtok((char*)args, " ");
bool Backwards = (pBackwards)? ((atoi(pBackwards)>0)?true:false) : false;
AIInterface* ai = pCreature->GetAIInterface();
Player* pPlayer = m_session->GetPlayer();
if(pPlayer->waypointunit != ai)
{
if(ai->WayPointsShowing() == true)
{
SystemMessage(m_session, "Some one else is also Viewing this Creatures WayPoints.");
SystemMessage(m_session, "Viewing WayPoints at the same time as some one else can cause undesireble results.");
return true;
}
if(pPlayer->waypointunit != NULL)
{
pPlayer->waypointunit->hideWayPoints(pPlayer);
}
pPlayer->waypointunit = ai;
ai->showWayPoints(pPlayer,Backwards);
ai->SetWayPointsShowingBackwards(Backwards);
}
else
{
if(ai->WayPointsShowing() == true)
{
SystemMessage(m_session, "Waypoints Already Showing.");
}
else
ai->showWayPoints(m_session->GetPlayer(),Backwards);
}
SystemMessage(m_session, "Showing waypoints for creature %u", pCreature->GetSQL_id());
return true;
}
示例2: HandleWPChangeNoCommand
bool ChatHandler::HandleWPChangeNoCommand(const char* args, WorldSession *m_session)
{
uint64 guid = m_session->GetPlayer()->GetSelection();
if (guid == 0)
{
SystemMessage(m_session, "No selection.");
return true;
}
if(GET_TYPE_FROM_GUID(guid) != HIGHGUID_TYPE_WAYPOINT)
{
SystemMessage(m_session, "You should select a Waypoint.");
return true;
}
Player* pPlayer = m_session->GetPlayer();
AIInterface* ai = pPlayer->waypointunit;
if(!ai || !ai->GetUnit())
{
SystemMessage(m_session, "Invalid Creature, please select another one.");
return true;
}
std::stringstream ss;
//get newid
char* pNewID = strtok((char*)args, " ");
uint32 NewID = (pNewID)? atoi(pNewID) : 0;
uint32 wpid = GUID_LOPART(guid);
if(NewID == wpid) return false;
if(wpid)
{
//Refresh client
//Hide all
bool show = ai->WayPointsShowing();
if(show == true)
ai->hideWayPoints(pPlayer);
//update to new id
ai->changeWayPointID(wpid, NewID);
//Show All again after update
if(show == true)
ai->showWayPoints(pPlayer,ai->WayPointsShowingBackwards());
ss << "Waypoint " << wpid << " changed to Waypoint " << NewID << ".";
SystemMessage(m_session, ss.str().c_str());
}
else
{
SystemMessage(m_session, "Invalid Waypoint.");
return true;
}
return true;
}
示例3: HandleWPMoveHereCommand
bool ChatHandler::HandleWPMoveHereCommand(const char* args, WorldSession *m_session)
{
uint64 guid = m_session->GetPlayer()->GetSelection();
if (guid == 0)
{
SystemMessage(m_session, "No selection.");
return true;
}
if(GET_TYPE_FROM_GUID(guid) != HIGHGUID_TYPE_WAYPOINT)
{
SystemMessage(m_session, "You should select a Waypoint.");
return true;
}
Player* pPlayer = m_session->GetPlayer();
AIInterface* ai = pPlayer->waypointunit;
if(!ai || !ai->GetUnit())
{
SystemMessage(m_session, "Invalid Creature, please select another one.");
return true;
}
std::stringstream ss;
uint32 wpid = GUID_LOPART(guid);
if(wpid)
{
WayPoint* wp = ai->getWayPoint(wpid);
if(wp)
{
wp->x = pPlayer->GetPositionX();
wp->y = pPlayer->GetPositionY();
wp->z = pPlayer->GetPositionZ();
wp->orientation = pPlayer->GetOrientation();
//save wp
ai->saveWayPoints();
}
//Refresh client
if(ai->WayPointsShowing() == true)
{
ai->hideWayPoints(pPlayer);
ai->showWayPoints(pPlayer,ai->WayPointsShowingBackwards());
}
ss << "Waypoint " << wpid << " has been moved.";
SystemMessage(m_session, ss.str().c_str());
}
else
{
SystemMessage(m_session, "Invalid Waypoint.");
return true;
}
return true;
}
示例4: HandleWPDeleteCommand
bool ChatHandler::HandleWPDeleteCommand(const char* args, WorldSession *m_session)
{
uint64 guid = m_session->GetPlayer()->GetSelection();
if (guid == 0)
{
SystemMessage(m_session, "No selection.");
return true;
}
if(GET_TYPE_FROM_GUID(guid) != HIGHGUID_TYPE_WAYPOINT)
{
SystemMessage(m_session, "You should select a Waypoint.");
return true;
}
Player* pPlayer = m_session->GetPlayer();
AIInterface* ai = pPlayer->waypointunit;
if(!ai || !ai->GetUnit())
{
SystemMessage(m_session, "Invalid Creature, please select another one.");
return true;
}
std::stringstream ss;
uint32 wpid = GUID_LOPART(guid);
if(wpid)
{
//Refresh client
//Hide all
bool show = ai->WayPointsShowing();
if(show == true)
ai->hideWayPoints(pPlayer);
ai->deleteWayPoint(wpid);
//Show All again after delete
if(show == true)
ai->showWayPoints(pPlayer, ai->WayPointsShowingBackwards());
SystemMessage(m_session, "Waypoint %u deleted.", wpid);
}
else
{
SystemMessage(m_session, "Invalid Waypoint.");
return true;
}
return true;
}
示例5: HandleWaypointSetOrientationCommand
bool ChatHandler::HandleWaypointSetOrientationCommand(const char* args, WorldSession *m_session)
{
uint64 guid = m_session->GetPlayer()->GetSelection();
if (guid == 0)
{
SystemMessage(m_session, "No selection.");
return true;
}
if(GET_TYPE_FROM_GUID(guid) != HIGHGUID_TYPE_WAYPOINT)
{
SystemMessage(m_session, "You should select a Waypoint.");
return true;
}
Player* pPlayer = m_session->GetPlayer();
AIInterface* ai = pPlayer->waypointunit;
if(!ai || !ai->GetUnit())
{
SystemMessage(m_session, "Invalid Creature, please select another one.");
return true;
}
bool showing = ai->WayPointsShowing();
uint32 wpid = GUID_LOPART(guid);
if(wpid)
{
WayPoint* wp = ai->getWayPoint(wpid);
if(wp)
{
if(showing)
ai->hideWayPoints(pPlayer);
wp->orientation = pPlayer->GetOrientation();
//save wp
ai->saveWayPoints();
}
else return false;
}
else return false;
if(showing)
ai->showWayPoints(pPlayer, ai->WayPointsShowingBackwards());
return true;
}
示例6: HandleWPHideCommand
bool ChatHandler::HandleWPHideCommand(const char* args, WorldSession *m_session)
{
uint64 guid = m_session->GetPlayer()->GetSelection();
if (guid == 0)
{
SystemMessage(m_session, "No selection.");
return true;
}
Creature* pCreature = m_session->GetPlayer()->GetMapMgr()->GetCreature(GET_LOWGUID_PART(guid));
if(!pCreature)
{
SystemMessage(m_session, "You should select a Creature.");
return true;
}
if( pCreature->m_spawn == NULL )
{
SystemMessage(m_session, "You cannot add waypoints to a creature that is not saved.");
return true;
}
AIInterface* ai = pCreature->GetAIInterface();
Player* pPlayer = m_session->GetPlayer();
if(pPlayer->waypointunit == ai)
{
if(ai->WayPointsShowing() == true)
pPlayer->waypointunit->hideWayPoints(pPlayer);
pPlayer->waypointunit = NULL;
}
else
{
SystemMessage(m_session, "Waypoints for that Unit are not Visible.");
return true;
}
std::stringstream ss;
ss << "Hiding Waypoints for " << pCreature->GetSQL_id();
SystemMessage(m_session, ss.str().c_str());
return true;
}
示例7: HandleWaypointAddFlyCommand
bool ChatHandler::HandleWaypointAddFlyCommand(const char * args, WorldSession * m_session)
{
uint64 guid = m_session->GetPlayer()->GetSelection();
if (guid == 0)
{
SystemMessage(m_session, "No Selection");
return true;
}
AIInterface* ai = NULL;
Creature* pCreature = NULLCREATURE;
Player* p = m_session->GetPlayer();
if(p->waypointunit != NULL)
{
SystemMessage(m_session, "Using Previous Unit.");
ai = p->waypointunit;
if(!ai)
{
SystemMessage(m_session, "Invalid Creature, please select another one.");
return true;
}
pCreature = TO_CREATURE(ai->GetUnit());
if(!pCreature)
{
SystemMessage(m_session, "Invalid Creature, please select another one.");
return true;
}
}
else
{
pCreature = m_session->GetPlayer()->GetMapMgr()->GetCreature(GET_LOWGUID_PART(guid));
if(!pCreature)
{
SystemMessage(m_session, "You should select a creature.");
return true;
}
ai = pCreature->GetAIInterface();
}
char* pWaitTime = strtok((char*)args, " ");
uint32 WaitTime = (pWaitTime)? atoi(pWaitTime) : 0;
char* pForwardEmoteId = strtok(NULL, " ");
uint32 ForwardEmoteId = (pForwardEmoteId)? atoi(pForwardEmoteId) : 0;
char* pBackwardEmoteId = strtok(NULL, " ");
uint32 BackwardEmoteId = (pBackwardEmoteId)? atoi(pBackwardEmoteId) : 0;
char* pForwardSkinId = strtok(NULL, " ");
uint32 ForwardSkinId = (pForwardSkinId)? atoi(pForwardSkinId) : pCreature->GetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID);
char* pBackwardSkinId = strtok(NULL, " ");
uint32 BackwardSkinId = (pBackwardSkinId)? atoi(pBackwardSkinId) : pCreature->GetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID);
char* pForwardEmoteOneShot = strtok(NULL, " ");
uint32 ForwardEmoteOneShot = (pForwardEmoteOneShot)? atoi(pForwardEmoteOneShot) : 1;
char* pBackwardEmoteOneShot = strtok(NULL, " ");
uint32 BackwardEmoteOneShot = (pBackwardEmoteOneShot)? atoi(pBackwardEmoteOneShot) : 1;
char* pForwardStandState = strtok(NULL, " ");
uint32 ForwardStandState = (pForwardStandState)? atoi(pForwardStandState) : 0;
char* pBackwardStandState = strtok(NULL, " ");
uint32 BackwardStandState = (pBackwardStandState)? atoi(pBackwardStandState) : 0;
char* pForwardSpellToCast = strtok(NULL, " ");
uint32 ForwardSpellToCast = (pForwardSpellToCast)? atoi(pForwardSpellToCast) : 0;
char* pBackwardSpellToCast = strtok(NULL, " ");
uint32 BackwardSpellToCast = (pBackwardSpellToCast)? atoi(pBackwardSpellToCast) : 0;
WayPoint* wp = new WayPoint;
bool showing = ai->WayPointsShowing();
wp->id = (uint32)ai->GetWayPointsCount()+1;
wp->x = p->GetPositionX();
wp->y = p->GetPositionY();
wp->z = p->GetPositionZ();
wp->orientation = p->GetOrientation();
wp->waittime = WaitTime;
wp->flags = 768;
wp->forwardInfo = new ConditionalData(((ForwardEmoteOneShot > 0) ? true : false), ForwardEmoteId, ForwardSkinId, (ForwardStandState > 8 ? 0 : ForwardStandState), ForwardSpellToCast, "");
if(wp->forwardInfo->EmoteID == 0
&& wp->forwardInfo->SkinID == 0
&& wp->forwardInfo->StandState == 0
&& wp->forwardInfo->SpellToCast == 0
&& wp->forwardInfo->SayText.length() == 0)
{
delete wp->forwardInfo;
wp->forwardInfo = NULL;
}
wp->backwardInfo = new ConditionalData(((BackwardEmoteOneShot > 0) ? true : false), BackwardEmoteId, BackwardSkinId, (BackwardStandState > 8 ? 0 : BackwardStandState), BackwardSpellToCast, "");
if(wp->backwardInfo->EmoteID == 0
&& wp->backwardInfo->SkinID == 0
&& wp->backwardInfo->StandState == 0
&& wp->backwardInfo->SpellToCast == 0
&& wp->backwardInfo->SayText.length() == 0)
{
delete wp->backwardInfo;
wp->backwardInfo = NULL;
}
if(showing)
ai->hideWayPoints(p);
ai->addWayPoint(wp);
ai->saveWayPoints();
if(showing)
//.........这里部分代码省略.........