本文整理汇总了C++中AIInterface::addWayPoint方法的典型用法代码示例。如果您正苦于以下问题:C++ AIInterface::addWayPoint方法的具体用法?C++ AIInterface::addWayPoint怎么用?C++ AIInterface::addWayPoint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::addWayPoint方法的2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: HandleWPAddCommand
bool ChatHandler::HandleWPAddCommand(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 = NULL;
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;
}
if( pCreature->m_spawn == NULL )
{
SystemMessage(m_session, "You cannot add waypoints to a creature that is not saved.");
return true;
}
ai = pCreature->GetAIInterface();
}
char* pWaitTime = strtok((char*)args, " ");
uint32 WaitTime = (pWaitTime)? atoi(pWaitTime) : 10000;
char* pFlags = strtok(NULL, " ");
uint32 Flags = (pFlags)? atoi(pFlags) : 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->m_WayPointsShowing;
wp->id = (uint32)ai->GetWayPointsCount()+1;
wp->x = p->GetPositionX();
wp->y = p->GetPositionY();
wp->z = p->GetPositionZ();
wp->o = p->GetOrientation();
wp->waittime = WaitTime;
wp->flags = Flags;
wp->forwardemoteoneshot = (ForwardEmoteOneShot>0)?true:false;
wp->forwardemoteid = ForwardEmoteId;
wp->backwardemoteoneshot = (BackwardEmoteOneShot>0)?true:false;
wp->backwardemoteid = BackwardEmoteId;
wp->forwardskinid = ForwardSkinId;
wp->backwardskinid = BackwardSkinId;
wp->forwardStandState = ForwardStandState > 8 ? 0 : ForwardStandState ;
wp->backwardStandState = BackwardStandState > 8 ? 0 : BackwardStandState ;
wp->forwardSpellToCast = ForwardSpellToCast;
wp->backwardSpellToCast = BackwardSpellToCast;
wp->forwardSayText = "";
wp->backwardSayText = "";
if(showing)
ai->hideWayPoints(p);
ai->addWayPoint(wp);
ai->saveWayPoints();
if(showing)
//.........这里部分代码省略.........
示例2: 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.........