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C++ GameObject::GetGoType方法代码示例

本文整理汇总了C++中GameObject::GetGoType方法的典型用法代码示例。如果您正苦于以下问题:C++ GameObject::GetGoType方法的具体用法?C++ GameObject::GetGoType怎么用?C++ GameObject::GetGoType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GameObject的用法示例。


在下文中一共展示了GameObject::GetGoType方法的15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: HandleMovementOpcodes


//.........这里部分代码省略.........
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }
            }
            else if (plrMover->GetTransport()->GetGUID() != movementInfo.t_guid)
            {
                bool foundNewTransport = false;
                plrMover->m_transport->RemovePassenger(plrMover);
                for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter)
                {
                    if ((*iter)->GetGUID() == movementInfo.t_guid)
                    {
                        foundNewTransport = true;
                        plrMover->m_transport = *iter;
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }

                if (!foundNewTransport)
                {
                    plrMover->m_transport = NULL;
                    movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
                    movementInfo.t_time = 0;
                    movementInfo.t_seat = -1;
                }
            }
        }

        if (!mover->GetTransport() && !mover->GetVehicle())
        {
            GameObject* go = mover->GetMap()->GetGameObject(movementInfo.t_guid);
            if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
                movementInfo.t_guid = 0;
        }
    }
    else if (plrMover && plrMover->GetTransport())                // if we were on a transport, leave
    {
        plrMover->m_transport->RemovePassenger(plrMover);
        plrMover->m_transport = NULL;
        movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
        movementInfo.t_time = 0;
        movementInfo.t_seat = -1;
        movementInfo.t_guid = 0LL;
    }

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    if (opcode == CMSG_MOVE_FALL_LAND && plrMover && !plrMover->isInFlight())
        plrMover->HandleFall(movementInfo);

    // now client does not include swimming flag in case of jumping under water.
    if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
        plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));

    //if (plrMover)
    //    sAnticheatMgr->StartHackDetection(plrMover, movementInfo, opcode);

    uint32 mstime = getMSTime();
    if (m_clientTimeDelay == 0)
        m_clientTimeDelay = mstime - movementInfo.time;

    movementInfo.time = movementInfo.time + m_clientTimeDelay + MOVEMENT_PACKET_TIME_DELAY;
    movementInfo.guid = mover->GetGUID();
    mover->m_movementInfo = movementInfo;
开发者ID:Expery,项目名称:Core,代码行数:66,代码来源:MovementHandler.cpp

示例2: ScriptsProcess


//.........这里部分代码省略.........
                    player->FailQuest(step.script->QuestExplored.QuestID);

                break;
            }

            case SCRIPT_COMMAND_KILL_CREDIT:
                // Source or target must be Player.
                if (Player* player = _GetScriptPlayerSourceOrTarget(source, target, step.script))
                {
                    if (step.script->KillCredit.Flags & SF_KILLCREDIT_REWARD_GROUP)
                        player->RewardPlayerAndGroupAtEvent(step.script->KillCredit.CreatureEntry, player);
                    else
                        player->KilledMonsterCredit(step.script->KillCredit.CreatureEntry, 0);
                }
                break;

            case SCRIPT_COMMAND_RESPAWN_GAMEOBJECT:
                if (!step.script->RespawnGameobject.GOGuid)
                {
                    sLog->outError("%s gameobject guid (datalong) is not specified.", step.script->GetDebugInfo().c_str());
                    break;
                }

                // Source or target must be WorldObject.
                if (WorldObject* pSummoner = _GetScriptWorldObject(source, true, step.script))
                {
                    GameObject* pGO = _FindGameObject(pSummoner, step.script->RespawnGameobject.GOGuid);
                    if (!pGO)
                    {
                        sLog->outError("%s gameobject was not found (guid: %u).", step.script->GetDebugInfo().c_str(), step.script->RespawnGameobject.GOGuid);
                        break;
                    }

                    if (pGO->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE ||
                        pGO->GetGoType() == GAMEOBJECT_TYPE_DOOR        ||
                        pGO->GetGoType() == GAMEOBJECT_TYPE_BUTTON      ||
                        pGO->GetGoType() == GAMEOBJECT_TYPE_TRAP)
                    {
                        sLog->outError("%s can not be used with gameobject of type %u (guid: %u).",
                            step.script->GetDebugInfo().c_str(), uint32(pGO->GetGoType()), step.script->RespawnGameobject.GOGuid);
                        break;
                    }

                    // Check that GO is not spawned
                    if (!pGO->isSpawned())
                    {
                        int32 nTimeToDespawn = std::max(5, int32(step.script->RespawnGameobject.DespawnDelay));
                        pGO->SetLootState(GO_READY);
                        pGO->SetRespawnTime(nTimeToDespawn);

                        pGO->GetMap()->AddToMap(pGO);
                    }
                }
                break;

            case SCRIPT_COMMAND_TEMP_SUMMON_CREATURE:
            {
                // Source must be WorldObject.
                if (WorldObject* pSummoner = _GetScriptWorldObject(source, true, step.script))
                {
                    if (!step.script->TempSummonCreature.CreatureEntry)
                        sLog->outError("%s creature entry (datalong) is not specified.", step.script->GetDebugInfo().c_str());
                    else
                    {
                        uint32 entry = step.script->TempSummonCreature.CreatureEntry;
开发者ID:boom8866,项目名称:azerothcore-wotlk,代码行数:66,代码来源:MapScripts.cpp

示例3: HandleMovementOpcodes


//.........这里部分代码省略.........
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }
            }
            else if (plrMover->GetTransport()->GetGUID() != movementInfo.t_guid)
            {
                bool foundNewTransport = false;
                plrMover->m_transport->RemovePassenger(plrMover);
                for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter)
                {
                    if ((*iter)->GetGUID() == movementInfo.t_guid)
                    {
                        foundNewTransport = true;
                        plrMover->m_transport = *iter;
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }

                if (!foundNewTransport)
                {
                    plrMover->m_transport = NULL;
                    movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
                    movementInfo.t_time = 0;
                    movementInfo.t_seat = -1;
                }
            }
        }

        if (!mover->GetTransport() && !mover->GetVehicle())
        {
            GameObject* go = mover->GetMap()->GetGameObject(movementInfo.t_guid);
            if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
                movementInfo.flags &= ~MOVEMENTFLAG_ONTRANSPORT;
        }
    }
    else if (plrMover && plrMover->GetTransport())                // if we were on a transport, leave
    {
        plrMover->m_transport->RemovePassenger(plrMover);
        plrMover->m_transport = NULL;
        movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
        movementInfo.t_time = 0;
        movementInfo.t_seat = -1;
    }

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->isInFlight())
        plrMover->HandleFall(movementInfo);

    if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
    {
        // now client not include swimming flag in case jumping under water
        plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
    }

    /*----------------------*/

    /* process position-change */
    WorldPacket data(opcode, recvData.size());
    movementInfo.time = getMSTime();
    movementInfo.guid = mover->GetGUID();
    WriteMovementInfo(&data, &movementInfo);
    mover->SendMessageToSet(&data, _player);

    mover->m_movementInfo = movementInfo;
开发者ID:Flethcer,项目名称:FaceCore,代码行数:67,代码来源:MovementHandler.cpp

示例4: HandleAutostoreLootItemOpcode

void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
    Player*  player =   GetPlayer();
    ObjectGuid lguid = player->GetLootGuid();
    Loot*    loot;
    uint8    lootSlot;
    Item* pItem = NULL;

    recv_data >> lootSlot;

    switch (lguid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            GameObject* go = player->GetMap()->GetGameObject(lguid);

            // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
            if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &go->loot;
            break;
        }
        case HIGHGUID_ITEM:
        {
            pItem = player->GetItemByGuid(lguid);

            if (!pItem || !pItem->HasGeneratedLoot())
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pItem->loot;
            break;
        }
        case HIGHGUID_CORPSE:
        {
            Corpse* bones = player->GetMap()->GetCorpse(lguid);
            if (!bones)
            {
                player->SendLootRelease(lguid);
                return;
            }
            loot = &bones->loot;
            break;
        }
        case HIGHGUID_UNIT:
        {
            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))
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pCreature->loot;
            break;
        }
        default:
        {
            sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str());
            return;
        }
    }

    QuestItem* qitem = NULL;
    QuestItem* ffaitem = NULL;
    QuestItem* conditem = NULL;

    LootItem* item = loot->LootItemInSlot(lootSlot, player, &qitem, &ffaitem, &conditem);

    if (!item)
    {
        player->SendEquipError(EQUIP_ERR_ALREADY_LOOTED, NULL, NULL);
        return;
    }

    Group * group = player->GetGroup();

    /* Checking group conditions to be sure the player has the permissions to loot. */
    if(group)
    {
        Creature * pCreature = player->GetMap()->GetCreature(lguid);
        switch(group->GetLootMethod())
        {
            case GROUP_LOOT:
            case NEED_BEFORE_GREED:
            {
                if(item->winner && item->winner != player->GetObjectGuid() && !item->is_underthreshold && group->IsRollDoneForItem(pCreature, item))
                {
                    player->SendEquipError(EQUIP_ERR_LOOT_CANT_LOOT_THAT_NOW, NULL, NULL, item->itemid);
                    return;
//.........这里部分代码省略.........
开发者ID:Chuck5ta,项目名称:server-1,代码行数:101,代码来源:LootHandler.cpp

示例5: DoLootRelease

void WorldSession::DoLootRelease(uint64 lguid)
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(0);
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        return;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
            return;

        loot = &go->loot;

        if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
        {
            // locked doors are opened with spelleffect openlock, prevent remove its as looted
            go->UseDoorOrButton();
        }
        else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
        {
            if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
            {                                               // The fishing hole used once more
                go->AddUse();                               // if the max usage is reached, will be despawned in next tick
                if (go->GetUseCount() >= go->GetGOValue()->FishingHole.MaxOpens)
                    go->SetLootState(GO_JUST_DEACTIVATED);
                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)
            {
                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
//.........这里部分代码省略.........
开发者ID:Dekadencee,项目名称:trinityone,代码行数:101,代码来源:LootHandler.cpp

示例6: HandleAutostoreLootItemOpcode

void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket & recv_data)
{
    sLog.outDebug("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
    Player  *player =   GetPlayer();
    uint64   lguid =    player->GetLootGUID();
    Loot    *loot;
    uint8    lootSlot;

    recv_data >> lootSlot;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject *go = player->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &go->loot;
    }
    else if (IS_ITEM_GUID(lguid))
    {
        Item *pItem = player->GetItemByGuid(lguid);

        if (!pItem)
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &pItem->loot;
    }
    else if (IS_CORPSE_GUID(lguid))
    {
        Corpse *bones = ObjectAccessor::GetCorpse(*player, lguid);
        if (!bones)
        {
            player->SendLootRelease(lguid);
            return;
        }
        loot = &bones->loot;
    }
    else
    {
        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))
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &pCreature->loot;
    }

    QuestItem *qitem = NULL;
    QuestItem *ffaitem = NULL;
    QuestItem *conditem = NULL;

    LootItem *item = loot->LootItemInSlot(lootSlot,player,&qitem,&ffaitem,&conditem);

    if (!item)
    {
        player->SendEquipError(EQUIP_ERR_ALREADY_LOOTED, NULL, NULL);
        return;
    }

    // questitems use the blocked field for other purposes
    if (!qitem && item->is_blocked)
    {
        player->SendLootRelease(lguid);
        return;
    }

    ItemPosCountVec dest;
    uint8 msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item->itemid, item->count);
    if (msg == EQUIP_ERR_OK)
    {
        Item * newitem = player->StoreNewItem(dest, item->itemid, true, item->randomPropertyId);

        if (qitem)
        {
            qitem->is_looted = true;
            //freeforall is 1 if everyone's supposed to get the quest item.
            if (item->freeforall || loot->GetPlayerQuestItems().size() == 1)
                player->SendNotifyLootItemRemoved(lootSlot);
            else
                loot->NotifyQuestItemRemoved(qitem->index);
        }
        else
        {
            if (ffaitem)
            {
                //freeforall case, notify only one player of the removal
                ffaitem->is_looted=true;
//.........这里部分代码省略.........
开发者ID:Kerpele,项目名称:UnNamedWoW,代码行数:101,代码来源:LootHandler.cpp

示例7: ScriptsProcess


//.........这里部分代码省略.........
                    player->FailQuest(step.script->QuestExplored.QuestID);

                break;
            }

            case SCRIPT_COMMAND_KILL_CREDIT:
                // Source or target must be Player.
                if (Player* player = _GetScriptPlayerSourceOrTarget(source, target, step.script))
                {
                    if (step.script->KillCredit.Flags & SF_KILLCREDIT_REWARD_GROUP)
                        player->RewardPlayerAndGroupAtEvent(step.script->KillCredit.CreatureEntry, player);
                    else
                        player->KilledMonsterCredit(step.script->KillCredit.CreatureEntry);
                }
                break;

            case SCRIPT_COMMAND_RESPAWN_GAMEOBJECT:
                if (!step.script->RespawnGameobject.GOGuid)
                {
                    TC_LOG_ERROR("scripts", "%s gameobject guid (datalong) is not specified.", step.script->GetDebugInfo().c_str());
                    break;
                }

                // Source or target must be WorldObject.
                if (WorldObject* pSummoner = _GetScriptWorldObject(source, true, step.script))
                {
                    GameObject* pGO = _FindGameObject(pSummoner, step.script->RespawnGameobject.GOGuid);
                    if (!pGO)
                    {
                        TC_LOG_ERROR("scripts", "%s gameobject was not found (guid: %u).", step.script->GetDebugInfo().c_str(), step.script->RespawnGameobject.GOGuid);
                        break;
                    }

                    if (pGO->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE ||
                        pGO->GetGoType() == GAMEOBJECT_TYPE_DOOR        ||
                        pGO->GetGoType() == GAMEOBJECT_TYPE_BUTTON      ||
                        pGO->GetGoType() == GAMEOBJECT_TYPE_TRAP)
                    {
                        TC_LOG_ERROR("scripts", "%s can not be used with gameobject of type %u (guid: %u).",
                            step.script->GetDebugInfo().c_str(), uint32(pGO->GetGoType()), step.script->RespawnGameobject.GOGuid);
                        break;
                    }

                    // Check that GO is not spawned
                    if (!pGO->isSpawned())
                    {
                        int32 nTimeToDespawn = std::max(5, int32(step.script->RespawnGameobject.DespawnDelay));
                        pGO->SetLootState(GO_READY);
                        pGO->SetRespawnTime(nTimeToDespawn);

                        pGO->GetMap()->AddToMap(pGO);
                    }
                }
                break;

            case SCRIPT_COMMAND_TEMP_SUMMON_CREATURE:
            {
                // Source must be WorldObject.
                if (WorldObject* pSummoner = _GetScriptWorldObject(source, true, step.script))
                {
                    if (!step.script->TempSummonCreature.CreatureEntry)
                        TC_LOG_ERROR("scripts", "%s creature entry (datalong) is not specified.", step.script->GetDebugInfo().c_str());
                    else
                    {
                        float x = step.script->TempSummonCreature.PosX;
                        float y = step.script->TempSummonCreature.PosY;
开发者ID:lasyan3,项目名称:TrinityCore,代码行数:67,代码来源:MapScripts.cpp

示例8: HandleAutostoreLootItemOpcode

void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket & recvData)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AUTOSTORE_LOOT_ITEM");

    Player* player = GetPlayer();
    uint64 lguid = player->GetLootGUID();
    Loot* loot = NULL;
    uint8 lootSlot = 0;
    uint8 linkedLootSlot = 255;

    uint32 count = recvData.ReadBits(23);

    std::vector<ObjectGuid> guids;
    guids.resize(count);

    uint8 bitOrder[8] = { 2, 1, 5, 7, 4, 3, 0, 6 };
    for (uint32 i = 0; i < count; i++)
        recvData.ReadBitInOrder(guids[i], bitOrder);

    recvData.FlushBits();

    for (uint32 i = 0; i < count; i++)
    {
        recvData.ReadByteSeq(guids[i][0]);
        recvData.ReadByteSeq(guids[i][3]);
        recvData >> lootSlot;
        recvData.ReadByteSeq(guids[i][7]);
        recvData.ReadByteSeq(guids[i][2]);
        recvData.ReadByteSeq(guids[i][4]);
        recvData.ReadByteSeq(guids[i][1]);
        recvData.ReadByteSeq(guids[i][6]);
        recvData.ReadByteSeq(guids[i][5]);

        linkedLootSlot = 0xFF;

        if (IS_GAMEOBJECT_GUID(lguid))
        {
            GameObject* go = player->GetMap()->GetGameObject(lguid);

            // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
            if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &go->loot;
        }
        else if (IS_ITEM_GUID(lguid))
        {
            Item* pItem = player->GetItemByGuid(lguid);

            if (!pItem)
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pItem->loot;
        }
        else if (IS_CORPSE_GUID(lguid))
        {
            Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
            if (!bones)
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &bones->loot;
        }
        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) && !_player->HasSpell(125048)))
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &creature->loot;
            if (loot->isLinkedLoot(lootSlot))
            {
                LinkedLootInfo linkedLootInfo = loot->getLinkedLoot(lootSlot);
                creature = player->GetCreature(*player, linkedLootInfo.creatureGUID);
                if (!creature)
                {
                    player->SendLootRelease(lguid);
                    return;
                }

                loot = &creature->loot;
                linkedLootSlot = lootSlot;
                lootSlot = linkedLootInfo.slot;
            }
        }

//.........这里部分代码省略.........
开发者ID:Cailiaock,项目名称:5.4.7-Wow-source,代码行数:101,代码来源:LootHandler.cpp

示例9: HandleMovementOpcodes


//.........这里部分代码省略.........
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }
            }
            else if (plrMover->GetTransport()->GetGUID() != movementInfo.t_guid)
            {
                bool foundNewTransport = false;
                plrMover->m_transport->RemovePassenger(plrMover);
                for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter)
                {
                    if ((*iter)->GetGUID() == movementInfo.t_guid)
                    {
                        foundNewTransport = true;
                        plrMover->m_transport = *iter;
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }

                if (!foundNewTransport)
                {
                    plrMover->m_transport = NULL;
                    movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
                    movementInfo.t_time = 0;
                    movementInfo.t_seat = -1;
                }
            }
        }

        if (!mover->GetTransport() && !mover->GetVehicle())
        {
            GameObject* go = mover->GetMap()->GetGameObject(movementInfo.t_guid);
            if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
                movementInfo.t_guid = 0;
        }
    }
    else if (plrMover && plrMover->GetTransport())                // if we were on a transport, leave
    {
        plrMover->m_transport->RemovePassenger(plrMover);
        plrMover->m_transport = NULL;
        movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
        movementInfo.t_time = 0;
        movementInfo.t_seat = -1;
    }

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->isInFlight())
        plrMover->HandleFall(movementInfo);

    if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
    {
        // now client not include swimming flag in case jumping under water
        plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
    }

    movementInfo.time = getMSTime();
    movementInfo.guid = mover->GetGUID();
    mover->m_movementInfo = movementInfo;

    /*----------------------*/
    /* process position-change */
    
    // this is almost never true (not sure why it is sometimes, but it is), normally use mover->IsVehicle()
    if (mover->GetVehicle())
    {
开发者ID:Adeer,项目名称:Patchs,代码行数:67,代码来源:MovementHandler.cpp

示例10: exist

GameObject* Garrison::Plot::CreateGameObject(Map* map, GarrisonFactionIndex faction)
{
    uint32 entry = EmptyGameObjectId;
    if (BuildingInfo.PacketInfo)
    {
        GarrPlotInstanceEntry const* plotInstance = sGarrPlotInstanceStore.AssertEntry(PacketInfo.GarrPlotInstanceID);
        GarrPlotEntry const* plot = sGarrPlotStore.AssertEntry(plotInstance->GarrPlotID);
        GarrBuildingEntry const* building = sGarrBuildingStore.AssertEntry(BuildingInfo.PacketInfo->GarrBuildingID);
        entry = faction == GARRISON_FACTION_INDEX_HORDE ? plot->HordeConstructionGameObjectID : plot->AllianceConstructionGameObjectID;
        if (BuildingInfo.PacketInfo->Active || !entry)
            entry = faction == GARRISON_FACTION_INDEX_HORDE ? building->HordeGameObjectID : building->AllianceGameObjectID;
    }

    if (!sObjectMgr->GetGameObjectTemplate(entry))
    {
        TC_LOG_ERROR("garrison", "Garrison attempted to spawn gameobject whose template doesn't exist (%u)", entry);
        return nullptr;
    }

    Position const& pos = PacketInfo.PlotPos;
    GameObject* building = new GameObject();
    if (!building->Create(entry, map, 0, pos, G3D::Quat(), 255, GO_STATE_READY))
    {
        delete building;
        return nullptr;
    }

    if (BuildingInfo.CanActivate() && BuildingInfo.PacketInfo && !BuildingInfo.PacketInfo->Active)
    {
        if (FinalizeGarrisonPlotGOInfo const* finalizeInfo = sGarrisonMgr.GetPlotFinalizeGOInfo(PacketInfo.GarrPlotInstanceID))
        {
            Position const& pos2 = finalizeInfo->FactionInfo[faction].Pos;
            GameObject* finalizer = new GameObject();
            if (finalizer->Create(finalizeInfo->FactionInfo[faction].GameObjectId, map, 0, pos2, G3D::Quat(), 255, GO_STATE_READY))
            {
                // set some spell id to make the object delete itself after use
                finalizer->SetSpellId(finalizer->GetGOInfo()->goober.spell);
                finalizer->SetRespawnTime(0);

                if (uint16 animKit = finalizeInfo->FactionInfo[faction].AnimKitId)
                    finalizer->SetAnimKitId(animKit, false);

                map->AddToMap(finalizer);
            }
            else
                delete finalizer;
        }
    }

    if (building->GetGoType() == GAMEOBJECT_TYPE_GARRISON_BUILDING && building->GetGOInfo()->garrisonBuilding.SpawnMap)
    {
        for (CellObjectGuidsMap::value_type const& cellGuids : sObjectMgr->GetMapObjectGuids(building->GetGOInfo()->garrisonBuilding.SpawnMap, map->GetSpawnMode()))
        {
            for (ObjectGuid::LowType spawnId : cellGuids.second.creatures)
                if (Creature* spawn = BuildingSpawnHelper<Creature, &Creature::SetHomePosition>(building, spawnId, map))
                    BuildingInfo.Spawns.insert(spawn->GetGUID());

            for (ObjectGuid::LowType spawnId : cellGuids.second.gameobjects)
                if (GameObject* spawn = BuildingSpawnHelper<GameObject, &GameObject::RelocateStationaryPosition>(building, spawnId, map))
                    BuildingInfo.Spawns.insert(spawn->GetGUID());
        }
    }

    BuildingInfo.Guid = building->GetGUID();
    return building;
}
开发者ID:blitztech,项目名称:TrinityCore,代码行数:66,代码来源:Garrison.cpp

示例11: HandleAutostoreLootItemOpcode

void WorldSession::HandleAutostoreLootItemOpcode(WorldPackets::Loot::LootItem& packet)
{
    Player* player = GetPlayer();
    AELootResult aeResult;
    AELootResult* aeResultPtr = player->GetAELootView().size() > 1 ? &aeResult : nullptr;

    /// @todo Implement looting by LootObject guid
    for (WorldPackets::Loot::LootRequest const& req : packet.Loot)
    {
        Loot* loot = nullptr;
        ObjectGuid lguid = player->GetLootWorldObjectGUID(req.Object);

        if (lguid.IsGameObject())
        {
            GameObject* go = player->GetMap()->GetGameObject(lguid);

            // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
            if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
            {
                player->SendLootRelease(lguid);
                continue;
            }

            loot = &go->loot;
        }
        else if (lguid.IsItem())
        {
            Item* pItem = player->GetItemByGuid(lguid);

            if (!pItem)
            {
                player->SendLootRelease(lguid);
                continue;
            }

            loot = &pItem->loot;
        }
        else if (lguid.IsCorpse())
        {
            Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
            if (!bones)
            {
                player->SendLootRelease(lguid);
                continue;
            }

            loot = &bones->loot;
        }
        else
        {
            Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);

            bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->loot.loot_type == LOOT_PICKPOCKETING);
            if (!lootAllowed || !creature->IsWithinDistInMap(_player, AELootCreatureCheck::LootDistance))
            {
                player->SendLootError(req.Object, lguid, lootAllowed ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL);
                continue;
            }

            loot = &creature->loot;
        }

        player->StoreLootItem(req.LootListID - 1, loot, aeResultPtr);

        // If player is removing the last LootItem, delete the empty container.
        if (loot->isLooted() && lguid.IsItem())
            player->GetSession()->DoLootRelease(lguid);
    }

    if (aeResultPtr)
    {
        for (AELootResult::ResultValue const& resultValue : aeResult)
        {
            player->SendNewItem(resultValue.item, resultValue.count, false, false, true);
            player->UpdateCriteria(CRITERIA_TYPE_LOOT_ITEM, resultValue.item->GetEntry(), resultValue.count);
            player->UpdateCriteria(CRITERIA_TYPE_LOOT_TYPE, resultValue.item->GetEntry(), resultValue.count, resultValue.lootType);
            player->UpdateCriteria(CRITERIA_TYPE_LOOT_EPIC_ITEM, resultValue.item->GetEntry(), resultValue.count);
        }
    }
}
开发者ID:Lyill,项目名称:TrinityCore,代码行数:80,代码来源:LootHandler.cpp

示例12: HandleMovementOpcodes

void WorldSession::HandleMovementOpcodes(WorldPacket& recvData)
{
    uint16 opcode = recvData.GetOpcode();

    Unit* mover = _player->m_mover;

    ASSERT(mover != NULL);                      // there must always be a mover

    Player* plrMover = mover->ToPlayer();

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plrMover && plrMover->IsBeingTeleported())
    {
        recvData.rfinish();                     // prevent warnings spam
        return;
    }

    /* extract packet */
    ObjectGuid guid;

    recvData >> guid.ReadAsPacked();

    MovementInfo movementInfo;
    movementInfo.guid = guid;
    ReadMovementInfo(recvData, &movementInfo);

    recvData.rfinish();                         // prevent warnings spam

    // prevent tampered movement data
    if (guid != mover->GetGUID())
        return;

    if (!movementInfo.pos.IsPositionValid())
    {
        recvData.rfinish();                     // prevent warnings spam
        return;
    }

    /* handle special cases */
    if (movementInfo.HasMovementFlag(MOVEMENTFLAG_ONTRANSPORT))
    {
        // transports size limited
        // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if (movementInfo.transport.pos.GetPositionX() > 50 || movementInfo.transport.pos.GetPositionY() > 50 || movementInfo.transport.pos.GetPositionZ() > 50)
        {
            recvData.rfinish();                 // prevent warnings spam
            return;
        }

        if (!Trinity::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.transport.pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.transport.pos.GetPositionY(),
            movementInfo.pos.GetPositionZ() + movementInfo.transport.pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.transport.pos.GetOrientation()))
        {
            recvData.rfinish();                 // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
        if (plrMover)
        {
            if (!plrMover->GetTransport())
            {
                if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
                    transport->AddPassenger(plrMover);
            }
            else if (plrMover->GetTransport()->GetGUID() != movementInfo.transport.guid)
            {
                plrMover->GetTransport()->RemovePassenger(plrMover);
                if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
                    transport->AddPassenger(plrMover);
                else
                    movementInfo.transport.Reset();
            }
        }

        if (!mover->GetTransport() && !mover->GetVehicle())
        {
            GameObject* go = mover->GetMap()->GetGameObject(movementInfo.transport.guid);
            if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
                movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
        }
    }
    else if (plrMover && plrMover->GetTransport())                // if we were on a transport, leave
    {
        plrMover->GetTransport()->RemovePassenger(plrMover);
        movementInfo.transport.Reset();
    }

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->IsInFlight())
        plrMover->HandleFall(movementInfo);

    if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
    {
        // now client not include swimming flag in case jumping under water
        plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
    }

    uint32 mstime = getMSTime();
    /*----------------------*/
    if (m_clientTimeDelay == 0)
//.........这里部分代码省略.........
开发者ID:DanielBallaSZTE,项目名称:TrinityCorePreWOTLK,代码行数:101,代码来源:MovementHandler.cpp

示例13: HandleMovementOpcodes

void WorldSession::HandleMovementOpcodes(WorldPacket& recvPacket)
{
    uint16 opcode = recvPacket.GetOpcode();

    Unit* mover = _player->m_mover;

    ASSERT(mover != NULL);                      // there must always be a mover

    Player* plrMover = mover->ToPlayer();

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plrMover && plrMover->IsBeingTeleported())
    {
        recvPacket.rfinish();                     // prevent warnings spam
        return;
    }

    /* extract packet */
    MovementInfo movementInfo;
    GetPlayer()->ReadMovementInfo(recvPacket, &movementInfo);

    // prevent tampered movement data
    if (movementInfo.guid != mover->GetGUID())
    {
        SF_LOG_ERROR("network", "HandleMovementOpcodes: guid error");
        return;
    }
    if (!movementInfo.pos.IsPositionValid())
    {
        SF_LOG_ERROR("network", "HandleMovementOpcodes: Invalid Position");
        return;
    }

    /* handle special cases */
    if (movementInfo.transport.guid)
    {
        // transports size limited
        // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if (movementInfo.transport.pos.GetPositionX() > 50 || movementInfo.transport.pos.GetPositionY() > 50 || movementInfo.transport.pos.GetPositionZ() > 50)
        {
            recvPacket.rfinish();                 // prevent warnings spam
            return;
        }

        if (!Skyfire::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.transport.pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.transport.pos.GetPositionY(),
            movementInfo.pos.GetPositionZ() + movementInfo.transport.pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.transport.pos.GetOrientation()))
        {
            recvPacket.rfinish();                 // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
        if (plrMover)
        {
            if (!plrMover->GetTransport())
            {
                if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
                {
                    plrMover->m_transport = transport;
                    transport->AddPassenger(plrMover);
                }
            }
            else if (plrMover->GetTransport()->GetGUID() != movementInfo.transport.guid)
            {
                bool foundNewTransport = false;
                plrMover->m_transport->RemovePassenger(plrMover);
                if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
                {
                    foundNewTransport = true;
                    plrMover->m_transport = transport;
                    transport->AddPassenger(plrMover);
                }

                if (!foundNewTransport)
                {
                    plrMover->m_transport = NULL;
                    movementInfo.ResetTransport();
                }
            }
        }

        if (!mover->GetTransport() && !mover->GetVehicle())
        {
            GameObject* go = mover->GetMap()->GetGameObject(movementInfo.transport.guid);
            if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
                movementInfo.transport.guid = 0;
        }
    }
    else if (plrMover && plrMover->GetTransport())                // if we were on a transport, leave
    {
        plrMover->m_transport->RemovePassenger(plrMover);
        plrMover->m_transport = NULL;
        movementInfo.ResetTransport();
    }

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->IsInFlight())
        plrMover->HandleFall(movementInfo);

    if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
//.........这里部分代码省略.........
开发者ID:Shoxxo,项目名称:SkyFire.548,代码行数:101,代码来源:MovementHandler.cpp

示例14: HandleAutostoreLootItemOpcode

void WorldSession::HandleAutostoreLootItemOpcode( WorldPacket & recv_data )
{
    DEBUG_LOG("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
    Player  *player =   GetPlayer();
    ObjectGuid lguid = player->GetLootGUID();
    Loot    *loot;
    uint8    lootSlot;
    Item* pItem = NULL;

    recv_data >> lootSlot;

    switch( lguid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            GameObject *go = player->GetMap()->GetGameObject(lguid);

            // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
            if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &go->loot;
            break;
        }
        case HIGHGUID_ITEM:
        {
            pItem = player->GetItemByGuid( lguid );

            if (!pItem || !pItem->HasGeneratedLoot())
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pItem->loot;
            break;
        }
        case HIGHGUID_CORPSE:
        {
            Corpse *bones = player->GetMap()->GetCorpse(lguid);
            if (!bones)
            {
                player->SendLootRelease(lguid);
                return;
            }
            loot = &bones->loot;
            break;
        }
        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) )
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pCreature->loot;
            break;
        }
        default:
        {
            sLog.outError("%s is unsupported for looting.",lguid.GetString().c_str());
            return;
        }
    }

    QuestItem *qitem = NULL;
    QuestItem *ffaitem = NULL;
    QuestItem *conditem = NULL;

    LootItem *item = loot->LootItemInSlot(lootSlot,player,&qitem,&ffaitem,&conditem);

    if(!item)
    {
        player->SendEquipError( EQUIP_ERR_ALREADY_LOOTED, NULL, NULL );
        return;
    }

    // questitems use the blocked field for other purposes
    if (!qitem && item->is_blocked)
    {
        player->SendLootRelease(lguid);
        return;
    }

    if (pItem)
        pItem->SetLootState(ITEM_LOOT_CHANGED);

    ItemPosCountVec dest;
    InventoryResult msg = player->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, item->itemid, item->count );
    if ( msg == EQUIP_ERR_OK )
    {
//.........这里部分代码省略.........
开发者ID:xiaojie,项目名称:mangos,代码行数:101,代码来源:LootHandler.cpp

示例15: DoLootRelease

void WorldSession::DoLootRelease(uint64 lguid)
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(0);
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        return;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject *go = GetPlayer()->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
            return;

        loot = &go->loot;

        if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
        {
            // locked doors are opened with spelleffect openlock, prevent remove its as looted
            go->UseDoorOrButton();
        }
        else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
        {
            // GO is mineral vein? so it is not removed after its looted
            if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
            {
                uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
                uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;

                // only vein pass this check
                if (go_min != 0 && go_max > go_min)
                {
                    float amount_rate = sWorld.getRate(RATE_MINING_AMOUNT);
                    float min_amount = go_min*amount_rate;
                    float max_amount = go_max*amount_rate;

                    go->AddUse();
                    float uses = float(go->GetUseCount());

                    if (uses < max_amount)
                    {
                        if (uses >= min_amount)
                        {
                            float chance_rate = sWorld.getRate(RATE_MINING_NEXT);

                            int32 ReqValue = 175;
                            LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
                            if (lockInfo)
                                ReqValue = lockInfo->requiredminingskill;
                            float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25);
                            double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses));
                            if (roll_chance_f(100*chance+skill))
                            {
                                go->SetLootState(GO_READY);
                            }
                            else                            // not have more uses
                                go->SetLootState(GO_JUST_DEACTIVATED);
                        }
                        else                                // 100% chance until min uses
                            go->SetLootState(GO_READY);
                    }
                    else                                    // max uses already
                        go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else                                        // not vein
                    go->SetLootState(GO_JUST_DEACTIVATED);
            }
            else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
            {                                               // The fishing hole used once more
                go->AddUse();                               // if the max usage is reached, will be despawned in next tick
                if (go->GetUseCount() >= irand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens))
                {
                    go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else
                    go->SetLootState(GO_READY);
            }
            else // not chest (or vein/herb/etc)
                go->SetLootState(GO_JUST_DEACTIVATED);

            loot->clear();
        }
        else
            // not fully looted object
            go->SetLootState(GO_ACTIVATED);
    }
    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;
//.........这里部分代码省略.........
开发者ID:Kerpele,项目名称:UnNamedWoW,代码行数:101,代码来源:LootHandler.cpp


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