本文整理汇总了C++中Creature::ForceValuesUpdateAtIndex方法的典型用法代码示例。如果您正苦于以下问题:C++ Creature::ForceValuesUpdateAtIndex方法的具体用法?C++ Creature::ForceValuesUpdateAtIndex怎么用?C++ Creature::ForceValuesUpdateAtIndex使用的例子?那么, 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Creature
的用法示例。
在下文中一共展示了Creature::ForceValuesUpdateAtIndex方法的3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: DoLootRelease
//.........这里部分代码省略.........
else
go->SetLootState(GO_READY);
}
else
go->SetLootState(GO_JUST_DEACTIVATED);
loot->clear();
}
else
{
// not fully looted object
go->SetLootState(GO_ACTIVATED, player);
// if the round robin player release, reset it.
if (player->GetGUID() == loot->roundRobinPlayer)
loot->roundRobinPlayer = 0;
}
}
else if (IS_CORPSE_GUID(lguid)) // ONLY remove insignia at BG
{
Corpse* corpse = ObjectAccessor::GetCorpse(*player, lguid);
if (!corpse || !corpse->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
return;
loot = &corpse->loot;
if (loot->isLooted())
{
loot->clear();
corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
}
}
else if (IS_ITEM_GUID(lguid))
{
Item* pItem = player->GetItemByGuid(lguid);
if (!pItem)
return;
ItemTemplate const* proto = pItem->GetTemplate();
// destroy only 5 items from stack in case prospecting and milling
if (proto->Flags & (ITEM_PROTO_FLAG_PROSPECTABLE | ITEM_PROTO_FLAG_MILLABLE))
{
pItem->m_lootGenerated = false;
pItem->loot.clear();
uint32 count = pItem->GetCount();
// >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
if (count > 5)
count = 5;
player->DestroyItemCount(pItem, count, true);
}
else
{
if (pItem->loot.isLooted()) // Only delete item if no loot or money (unlooted loot is saved to db)
player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
}
return; // item can be looted only single player
}
else
{
Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);
bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);
if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
return;
loot = &creature->loot;
if (loot->isLooted())
{
// skip pickpocketing loot for speed, skinning timer reduction is no-op in fact
if (!creature->IsAlive())
creature->AllLootRemovedFromCorpse();
creature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
loot->clear();
}
else
{
// if the round robin player release, reset it.
if (player->GetGUID() == loot->roundRobinPlayer)
{
loot->roundRobinPlayer = 0;
if (Group* group = player->GetGroup())
{
group->SendLooter(creature, NULL);
// force update of dynamic flags, otherwise other group's players still not able to loot.
creature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS);
}
}
}
}
//Player is not looking at loot list, he doesn't need to see updates on the loot list
loot->RemoveLooter(player->GetGUID());
}
示例2: DoLootRelease
//.........这里部分代码省略.........
// if the round robin player release, reset it.
if (player->GetGUID() == loot->roundRobinPlayer)
{
if (Group* group = player->GetGroup())
{
if (group->GetLootMethod() != MASTER_LOOT)
{
loot->roundRobinPlayer = 0;
}
}
else
loot->roundRobinPlayer = 0;
}
}
}
else if (IS_CORPSE_GUID(lguid)) // ONLY remove insignia at BG
{
Corpse* corpse = ObjectAccessor::GetCorpse(*player, lguid);
if (!corpse || !corpse->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
return;
loot = &corpse->loot;
if (loot->isLooted())
{
loot->clear();
corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
}
}
else if (IS_ITEM_GUID(lguid))
{
Item* pItem = player->GetItemByGuid(lguid);
if (!pItem)
return;
ItemTemplate const* proto = pItem->GetTemplate();
// destroy only 5 items from stack in case prospecting and milling
if (proto->Flags & (ITEM_PROTO_FLAG_PROSPECTABLE | ITEM_PROTO_FLAG_MILLABLE))
{
pItem->m_lootGenerated = false;
pItem->loot.clear();
uint32 count = pItem->GetCount();
// >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
if (count > 5)
count = 5;
player->DestroyItemCount(pItem, count, true);
}
else
// FIXME: item must not be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or cheating possible.
player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
return; // item can be looted only single player
}
else
{
Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);
bool lootAllowed = creature && creature->isAlive() == (player->getClass() == CLASS_ROGUE && creature->lootForPickPocketed);
if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
return;
loot = &creature->loot;
if (loot->isLooted())
{
// skip pickpocketing loot for speed, skinning timer reduction is no-op in fact
if (!creature->isAlive())
creature->AllLootRemovedFromCorpse();
creature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
loot->clear();
}
else
{
// if the round robin player release, reset it.
if (player->GetGUID() == loot->roundRobinPlayer)
{
if (Group* group = player->GetGroup())
{
if (group->GetLootMethod() != MASTER_LOOT)
{
loot->roundRobinPlayer = 0;
group->SendLooter(creature, NULL);
// force update of dynamic flags, otherwise other group's players still not able to loot.
creature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS);
}
}
else
loot->roundRobinPlayer = 0;
}
}
}
//Player is not looking at loot list, he doesn't need to see updates on the loot list
loot->RemoveLooter(player->GetGUID());
}
示例3: DoLootRelease
//.........这里部分代码省略.........
{
Item *pItem = player->GetItemByGuid(lguid );
if (!pItem)
return;
switch (pItem->loot.loot_type)
{
// temporary loot in stacking items, clear loot state, no auto loot move
case LOOT_MILLING:
case LOOT_PROSPECTING:
{
uint32 count = pItem->GetCount();
// >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
if(count > 5)
count = 5;
// reset loot for allow repeat looting if stack > 5
pItem->loot.clear();
pItem->SetLootState(ITEM_LOOT_REMOVED);
player->DestroyItemCount(pItem, count, true);
break;
}
// temporary loot, auto loot move
case LOOT_DISENCHANTING:
{
if (!pItem->loot.isLooted())
player->AutoStoreLoot(pItem->loot); // can be lost if no space
pItem->loot.clear();
pItem->SetLootState(ITEM_LOOT_REMOVED);
player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true);
break;
}
// normal persistence loot
default:
{
// must be destroyed only if no loot
if (pItem->loot.isLooted())
{
pItem->SetLootState(ITEM_LOOT_REMOVED);
player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true);
}
break;
}
}
return; // item can be looted only single player
}
case HIGHGUID_UNIT:
case HIGHGUID_VEHICLE:
{
Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);
bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
if ( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
return;
loot = &pCreature->loot;
if (loot->isLooted())
{
// for example skinning after normal loot
pCreature->PrepareBodyLootState();
if(!pCreature->isAlive())
pCreature->AllLootRemovedFromCorpse();
pCreature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
loot->clear();
}
else
{
// if the round robin player release, reset it and allow rest of people looting.
if (player->GetObjectGuid() == loot->roundRobinPlayer)
{
if (Group* group = player->GetGroup())
{
// Loot is allowed at any loot-type on release, availability to get item is checked on threshold handling.
loot->roundRobinPlayer.Clear();
group->SendLooter(pCreature, NULL);
// Send forced update so rest of players can see creature as lootable again.
pCreature->ForceValuesUpdateAtIndex(UNIT_DYNAMIC_FLAGS);
}
else
loot->roundRobinPlayer.Clear();
}
}
break;
}
default:
{
sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str());
return;
}
}
//Player is not looking at loot list, he doesn't need to see updates on the loot list
loot->RemoveLooter(player->GetObjectGuid());
}