本文整理汇总了C++中GameObject::GetMap方法的典型用法代码示例。如果您正苦于以下问题:C++ GameObject::GetMap方法的具体用法?C++ GameObject::GetMap怎么用?C++ GameObject::GetMap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GameObject
的用法示例。
在下文中一共展示了GameObject::GetMap方法的11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: SetData
void SetData(uint32 id, uint32 value)
{
switch(id)
{
case DATA_LEVIATHAN_DOOR:
if (pLeviathanDoor)
pLeviathanDoor->SetGoState(GOState(value));
break;
case DATA_RUNIC_DOOR:
if (pRunicDoor)
pRunicDoor->SetGoState(GOState(value));
break;
case DATA_STONE_DOOR:
if (pStoneDoor)
pStoneDoor->SetGoState(GOState(value));
break;
case DATA_CALL_TRAM:
if (MimironTram && instance)
{
// Load Mimiron Tram (unfortunally only server side)
instance->LoadGrid(2307, 284.632);
if (value == 0)
MimironTram->SetGoState(GO_STATE_READY);
if (value == 1)
MimironTram->SetGoState(GO_STATE_ACTIVE);
// Send movement update to players
if (Map* pMap = MimironTram->GetMap())
if (pMap->IsDungeon())
{
Map::PlayerList const &PlayerList = pMap->GetPlayers();
if (!PlayerList.isEmpty())
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
if (i->getSource())
{
UpdateData data;
WorldPacket pkt;
MimironTram->BuildValuesUpdateBlockForPlayer(&data, i->getSource());
data.BuildPacket(&pkt);
i->getSource()->GetSession()->SendPacket(&pkt);
}
}
}
break;
case DATA_MIMIRON_ELEVATOR:
if (MimironElevator)
MimironElevator->SetGoState(GOState(value));
break;
case DATA_HODIR_RARE_CHEST:
if (HodirRareChest && value == GO_STATE_READY)
HodirRareChest->RemoveFlag(GAMEOBJECT_FLAGS,GO_FLAG_UNK1);
break;
}
}
示例2: Visit
void ObjectGridEvacuator::Visit(GameObjectMapType &m)
{
// gameobject in unloading grid can have respawn point in another grid
// if it will be unloaded then it will not respawn in original grid until unload/load original grid
// move to respawn point to prevent this case. For player view in respawn grid this will be normal respawn.
for (GameObjectMapType::iterator iter = m.begin(); iter != m.end();)
{
GameObject* go = iter->GetSource();
++iter;
go->GetMap()->GameObjectRespawnRelocation(go, true);
}
}
示例3: DoLootRelease
void WorldSession::DoLootRelease(ObjectGuid lguid)
{
Player *player = GetPlayer();
Loot *loot;
player->SetLootGUID(ObjectGuid());
player->SendLootRelease(lguid);
player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
if(!player->IsInWorld())
return;
switch(lguid.GetHigh())
{
case HIGHGUID_GAMEOBJECT:
{
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;
if (player->GetInstanceId())
{
Map *map = go->GetMap();
if (map->IsDungeon())
{
if (map->IsRaidOrHeroicDungeon())
{
((InstanceMap *)map)->PermBindAllPlayers(player);
}
else
{
// the reset time is set but not added to the scheduler
// until the players leave the instance
time_t resettime = go->GetRespawnTimeEx() + 2 * HOUR;
if(InstanceSave *save = player->GetMap()->GetInstanceSave())
if(save->GetResetTime() < resettime) save->SetResetTime(resettime);
}
}
}
// only vein pass this check
if(go_min != 0 && go_max > go_min)
{
float amount_rate = sWorld.getConfig(CONFIG_FLOAT_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.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT);
int32 ReqValue = 175;
LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
if(lockInfo)
ReqValue = lockInfo->Skill[0];
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(float(100.0f*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 at next tick
if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens))
{
//.........这里部分代码省略.........
示例4: ScriptsProcess
//.........这里部分代码省略.........
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;
float z = step.script->TempSummonCreature.PosZ;
float o = step.script->TempSummonCreature.Orientation;
if (!pSummoner->SummonCreature(step.script->TempSummonCreature.CreatureEntry, x, y, z, o, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, step.script->TempSummonCreature.DespawnDelay))
TC_LOG_ERROR("scripts", "%s creature was not spawned (entry: %u).", step.script->GetDebugInfo().c_str(), step.script->TempSummonCreature.CreatureEntry);
}
}
break;
}
case SCRIPT_COMMAND_OPEN_DOOR:
case SCRIPT_COMMAND_CLOSE_DOOR:
_ScriptProcessDoor(source, target, step.script);
break;
case SCRIPT_COMMAND_ACTIVATE_OBJECT:
// Source must be Unit.
示例5: ScriptsProcess
//.........这里部分代码省略.........
if (!step.script->RespawnGameobject.GOGuid)
{
sLog->outError(LOG_FILTER_TSCR, "%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(LOG_FILTER_TSCR, "%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(LOG_FILTER_TSCR, "%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(LOG_FILTER_TSCR, "%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;
float z = step.script->TempSummonCreature.PosZ;
float o = step.script->TempSummonCreature.Orientation;
if (!pSummoner->SummonCreature(step.script->TempSummonCreature.CreatureEntry, x, y, z, o, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, step.script->TempSummonCreature.DespawnDelay))
sLog->outError(LOG_FILTER_TSCR, "%s creature was not spawned (entry: %u).", step.script->GetDebugInfo().c_str(), step.script->TempSummonCreature.CreatureEntry);
}
}
break;
}
case SCRIPT_COMMAND_OPEN_DOOR:
case SCRIPT_COMMAND_CLOSE_DOOR:
_ScriptProcessDoor(source, target, step.script);
break;
case SCRIPT_COMMAND_ACTIVATE_OBJECT:
// Source must be Unit.
示例6: TeleportTransport
bool Transport::TeleportTransport(uint32 newMapid, float x, float y, float z)
{
Map const* oldMap = GetMap();
if (oldMap->GetId() != newMapid)
{
Map* newMap = sMapMgr->CreateBaseMap(newMapid);
Map::PlayerList const& oldPlayers = GetMap()->GetPlayers();
if (!oldPlayers.isEmpty())
{
UpdateData data;
BuildOutOfRangeUpdateBlock(&data);
WorldPacket packet;
data.BuildPacket(&packet);
for (Map::PlayerList::const_iterator itr = oldPlayers.begin(); itr != oldPlayers.end(); ++itr)
if (itr->GetSource()->GetTransport() != this)
itr->GetSource()->SendDirectMessage(&packet);
}
UnloadStaticPassengers();
GetMap()->RemoveFromMap<Transport>(this, false);
SetMap(newMap);
Map::PlayerList const& newPlayers = GetMap()->GetPlayers();
if (!newPlayers.isEmpty())
{
for (Map::PlayerList::const_iterator itr = newPlayers.begin(); itr != newPlayers.end(); ++itr)
{
if (itr->GetSource()->GetTransport() != this)
{
UpdateData data;
BuildCreateUpdateBlockForPlayer(&data, itr->GetSource());
WorldPacket packet;
data.BuildPacket(&packet);
itr->GetSource()->SendDirectMessage(&packet);
}
}
}
for (std::set<WorldObject*>::iterator itr = _passengers.begin(); itr != _passengers.end();)
{
WorldObject* obj = (*itr++);
float destX, destY, destZ, destO;
obj->m_movementInfo.transport.pos.GetPosition(destX, destY, destZ, destO);
TransportBase::CalculatePassengerPosition(destX, destY, destZ, &destO, x, y, z, GetOrientation());
switch (obj->GetTypeId())
{
case TYPEID_UNIT:
if (!IS_PLAYER_GUID(obj->ToUnit()->GetOwnerGUID())) // pets should be teleported with player
obj->ToCreature()->FarTeleportTo(newMap, destX, destY, destZ, destO);
break;
case TYPEID_GAMEOBJECT:
{
GameObject* go = obj->ToGameObject();
go->GetMap()->RemoveFromMap(go, false);
go->Relocate(destX, destY, destZ, destO);
go->SetMap(newMap);
newMap->AddToMap(go);
break;
}
case TYPEID_PLAYER:
if (!obj->ToPlayer()->TeleportTo(newMapid, destX, destY, destZ, destO, TELE_TO_NOT_LEAVE_TRANSPORT))
_passengers.erase(obj);
break;
default:
break;
}
}
Relocate(x, y, z, GetOrientation());
GetMap()->AddToMap<Transport>(this);
return true;
}
else
{
// Teleport players, they need to know it
for (std::set<WorldObject*>::iterator itr = _passengers.begin(); itr != _passengers.end(); ++itr)
{
if ((*itr)->GetTypeId() == TYPEID_PLAYER)
{
float destX, destY, destZ, destO;
(*itr)->m_movementInfo.transport.pos.GetPosition(destX, destY, destZ, destO);
TransportBase::CalculatePassengerPosition(destX, destY, destZ, &destO, x, y, z, GetOrientation());
(*itr)->ToUnit()->NearTeleportTo(destX, destY, destZ, destO);
}
}
UpdatePosition(x, y, z, GetOrientation());
return false;
}
}
示例7: HandleGameObjectMoveCommand
//move selected object
static bool HandleGameObjectMoveCommand(ChatHandler* handler, char const* args)
{
// number or [name] Shift-click form |color|Hgameobject:go_guid|h[name]|h|r
char* id = handler->extractKeyFromLink((char*)args, "Hgameobject");
if (!id)
return false;
ObjectGuid::LowType guidLow = atoul(id);
if (!guidLow)
return false;
GameObject* object = handler->GetObjectFromPlayerMapByDbGuid(guidLow);
if (!object)
{
handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, guidLow);
handler->SetSentErrorMessage(true);
return false;
}
char* toX = strtok(nullptr, " ");
char* toY = strtok(nullptr, " ");
char* toZ = strtok(nullptr, " ");
float x, y, z;
if (!toX)
{
Player* player = handler->GetSession()->GetPlayer();
player->GetPosition(x, y, z);
}
else
{
if (!toY || !toZ)
return false;
x = (float)atof(toX);
y = (float)atof(toY);
z = (float)atof(toZ);
if (!MapManager::IsValidMapCoord(object->GetMapId(), x, y, z))
{
handler->PSendSysMessage(LANG_INVALID_TARGET_COORD, x, y, object->GetMapId());
handler->SetSentErrorMessage(true);
return false;
}
}
Map* map = object->GetMap();
object->Relocate(x, y, z, object->GetOrientation());
object->SaveToDB();
// Generate a completely new spawn with new guid
// 3.3.5a client caches recently deleted objects and brings them back to life
// when CreateObject block for this guid is received again
// however it entirely skips parsing that block and only uses already known location
object->Delete();
object = new GameObject();
if (!object->LoadFromDB(guidLow, map, true))
{
delete object;
return false;
}
handler->PSendSysMessage(LANG_COMMAND_MOVEOBJMESSAGE, object->GetSpawnId(), object->GetGOInfo()->name.c_str(), object->GetSpawnId());
return true;
}
示例8: HandleGameObjectTurnCommand
//turn selected object
static bool HandleGameObjectTurnCommand(ChatHandler* handler, char const* args)
{
// number or [name] Shift-click form |color|Hgameobject:go_id|h[name]|h|r
char* id = handler->extractKeyFromLink((char*)args, "Hgameobject");
if (!id)
return false;
ObjectGuid::LowType guidLow = atoul(id);
if (!guidLow)
return false;
GameObject* object = handler->GetObjectFromPlayerMapByDbGuid(guidLow);
if (!object)
{
handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, guidLow);
handler->SetSentErrorMessage(true);
return false;
}
char* orientation = strtok(nullptr, " ");
float oz = 0.f, oy = 0.f, ox = 0.f;
if (orientation)
{
oz = float(atof(orientation));
orientation = strtok(nullptr, " ");
if (orientation)
{
oy = float(atof(orientation));
orientation = strtok(nullptr, " ");
if (orientation)
ox = float(atof(orientation));
}
}
else
{
Player* player = handler->GetSession()->GetPlayer();
oz = player->GetOrientation();
}
Map* map = object->GetMap();
object->Relocate(object->GetPositionX(), object->GetPositionY(), object->GetPositionZ());
object->SetWorldRotationAngles(oz, oy, ox);
object->SaveToDB();
// Generate a completely new spawn with new guid
// 3.3.5a client caches recently deleted objects and brings them back to life
// when CreateObject block for this guid is received again
// however it entirely skips parsing that block and only uses already known location
object->Delete();
object = new GameObject();
if (!object->LoadFromDB(guidLow, map, true))
{
delete object;
return false;
}
handler->PSendSysMessage(LANG_COMMAND_TURNOBJMESSAGE, object->GetSpawnId(), object->GetGOInfo()->name.c_str(), object->GetSpawnId());
return true;
}
示例9: TeleportTransport
bool Transport::TeleportTransport(uint32 newMapid, float x, float y, float z, float o)
{
Map const* oldMap = GetMap();
if (oldMap->GetId() != newMapid)
{
Map* newMap = sMapMgr->CreateBaseMap(newMapid);
UnloadStaticPassengers();
GetMap()->RemoveFromMap<Transport>(this, false);
SetMap(newMap);
for (std::set<WorldObject*>::iterator itr = _passengers.begin(); itr != _passengers.end();)
{
WorldObject* obj = (*itr++);
float destX, destY, destZ, destO;
obj->m_movementInfo.transport.pos.GetPosition(destX, destY, destZ, destO);
TransportBase::CalculatePassengerPosition(destX, destY, destZ, &destO, x, y, z, o);
switch (obj->GetTypeId())
{
case TYPEID_UNIT:
if (!IS_PLAYER_GUID(obj->ToUnit()->GetOwnerGUID())) // pets should be teleported with player
obj->ToCreature()->FarTeleportTo(newMap, destX, destY, destZ, destO);
break;
case TYPEID_GAMEOBJECT:
{
GameObject* go = obj->ToGameObject();
go->GetMap()->RemoveFromMap(go, false);
go->Relocate(destX, destY, destZ, destO);
go->SetMap(newMap);
newMap->AddToMap(go);
break;
}
case TYPEID_PLAYER:
if (!obj->ToPlayer()->TeleportTo(newMapid, destX, destY, destZ, destO, TELE_TO_NOT_LEAVE_TRANSPORT))
_passengers.erase(obj);
break;
case TYPEID_DYNAMICOBJECT:
obj->AddObjectToRemoveList();
break;
default:
break;
}
}
Relocate(x, y, z, o);
UpdateModelPosition();
GetMap()->AddToMap<Transport>(this);
return true;
}
else
{
// Teleport players, they need to know it
for (std::set<WorldObject*>::iterator itr = _passengers.begin(); itr != _passengers.end(); ++itr)
{
if ((*itr)->GetTypeId() == TYPEID_PLAYER)
{
float destX, destY, destZ, destO;
(*itr)->m_movementInfo.transport.pos.GetPosition(destX, destY, destZ, destO);
TransportBase::CalculatePassengerPosition(destX, destY, destZ, &destO, x, y, z, o);
(*itr)->ToUnit()->NearTeleportTo(destX, destY, destZ, destO);
}
}
UpdatePosition(x, y, z, o);
return false;
}
}
示例10: GOMove_Command
static bool GOMove_Command(ChatHandler* handler, const char* args)
{
if (!args)
return false;
char* ID_t = strtok((char*)args, " ");
if (!ID_t)
return false;
uint32 ID = (uint32)atol(ID_t);
char* GObjectID_C = strtok(NULL, " ");
uint32 GObjectID = 0;
bool isHex = false;
if (GObjectID_C)
{
GObjectID = strtoul(GObjectID_C, NULL, 0); // can take in hex as well as dec
isHex = (std::string(GObjectID_C).find("0x") != std::string::npos);
}
char* ARG_t = strtok(NULL, " ");
uint32 ARG = 0;
if (ARG_t)
ARG = (uint32)atol(ARG_t);
WorldSession* session = handler->GetSession();
Player* player = session->GetPlayer();
uint64 playerGUID = player->GetGUID();
if (ID < SPAWN) // no args
{
if (ID >= DELET && ID <= GOTO) // has target (needs retrieve gameobject)
{
GameObject* target = GetObjectByGObjectID(player, GObjectID, isHex);
if (!target)
ChatHandler(player->GetSession()).PSendSysMessage("Object GUID: %u not found. Temp(%u)", GObjectID, isHex ? 1 : 0);
else
{
float x,y,z,o;
target->GetPosition(x,y,z,o);
uint32 p = target->GetPhaseMask();
switch(ID)
{
case DELET: DeleteObject(target/*, isHex ? GObjectID : 0*/); SendSelectionInfo(player, GObjectID, isHex, false); break;
case X: SpawnObject(player,player->GetPositionX(),y,z,o,p,true,GObjectID, isHex); break;
case Y: SpawnObject(player,x,player->GetPositionY(),z,o,p,true,GObjectID, isHex); break;
case Z: SpawnObject(player,x,y,player->GetPositionZ(),o,p,true,GObjectID, isHex); break;
case O: SpawnObject(player,x,y,z,player->GetOrientation(),p,true,GObjectID, isHex); break;
case GOTO: player->TeleportTo(target->GetMapId(), x,y,z,o); break;
case RESPAWN: SpawnObject(player,x,y,z,o,p,false,target->GetEntry(), isHex); break;
case GROUND:
{
float ground = target->GetMap()->GetHeight(target->GetPhaseMask(), x, y, MAX_HEIGHT);
if(ground != INVALID_HEIGHT)
SpawnObject(player,x,y,ground,o,p,true,GObjectID, isHex);
} break;
}
}
}
else
{
switch(ID)
{
case TEST: session->SendAreaTriggerMessage(player->GetName().c_str()); break;
case FACE: { float piper2 = M_PI/2; float multi = player->GetOrientation()/piper2; float multi_int = floor(multi); float new_ori = (multi-multi_int > 0.5f) ? (multi_int+1)*piper2 : multi_int*piper2; player->SetFacingTo(new_ori); } break;
case SAVE: SaveObject(player, GObjectID, isHex); break;
case SELECTNEAR:
{
GameObject* object = handler->GetNearbyGameObject();
object = GetClosestGObjectID(player, object);
if (!object)
ChatHandler(player->GetSession()).PSendSysMessage("No objects found");
else
{
bool isHex = (object->GetGUIDHigh() != HIGHGUID_GAMEOBJECT);
SendSelectionInfo(player, isHex ? object->GetGUIDHigh() : object->GetDBTableGUIDLow() ? object->GetDBTableGUIDLow() : object->GetGUIDLow(), isHex, true);
session->SendAreaTriggerMessage("Selected %s", object->GetName().c_str());
}
} break;
}
}
}
else if (ARG && ID >= SPAWN)
{
if (ID >= NORTH && ID <= PHASE)
{
GameObject* target = GetObjectByGObjectID(player, GObjectID, isHex);
if (!target)
ChatHandler(player->GetSession()).PSendSysMessage("Object GUID: %u not found. Temporary: %s", GObjectID, isHex ? "true" : "false");
else
{
float x,y,z,o;
target->GetPosition(x,y,z,o);
uint32 p = target->GetPhaseMask();
switch(ID)
{
case NORTH: SpawnObject(player,x+((float)ARG/100),y,z,o,p,true,GObjectID, isHex); break;
case EAST: SpawnObject(player,x,y-((float)ARG/100),z,o,p,true,GObjectID, isHex); break;
case SOUTH: SpawnObject(player,x-((float)ARG/100),y,z,o,p,true,GObjectID, isHex); break;
case WEST: SpawnObject(player,x,y+((float)ARG/100),z,o,p,true,GObjectID, isHex); break;
case NORTHEAST: SpawnObject(player,x+((float)ARG/100),y-((float)ARG/100),z,o,p,true,GObjectID, isHex); break;
//.........这里部分代码省略.........
示例11: HandleGameObjectMoveCommand
//move selected object
static bool HandleGameObjectMoveCommand(ChatHandler* handler, char const* args)
{
// number or [name] Shift-click form |color|Hgameobject:go_guid|h[name]|h|r
char* id = handler->extractKeyFromLink((char*)args, "Hgameobject");
if (!id)
return false;
uint32 guidLow = atoi(id);
if (!guidLow)
return false;
GameObject* object = nullptr;
// by DB guid
if (GameObjectData const* gameObjectData = sObjectMgr->GetGOData(guidLow))
object = handler->GetObjectGlobalyWithGuidOrNearWithDbGuid(guidLow, gameObjectData->id);
if (!object)
{
handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, guidLow);
handler->SetSentErrorMessage(true);
return false;
}
char* toX = strtok(nullptr, " ");
char* toY = strtok(nullptr, " ");
char* toZ = strtok(nullptr, " ");
if (!toX)
{
Player* player = handler->GetSession()->GetPlayer();
object->GetMap()->GameObjectRelocation(object, player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), object->GetOrientation());
object->DestroyForNearbyPlayers();
object->UpdateObjectVisibility();
}
else
{
if (!toY || !toZ)
return false;
float x = (float)atof(toX);
float y = (float)atof(toY);
float z = (float)atof(toZ);
if (!MapManager::IsValidMapCoord(object->GetMapId(), x, y, z))
{
handler->PSendSysMessage(LANG_INVALID_TARGET_COORD, x, y, object->GetMapId());
handler->SetSentErrorMessage(true);
return false;
}
object->GetMap()->GameObjectRelocation(object, x, y, z, object->GetOrientation());
object->DestroyForNearbyPlayers();
object->UpdateObjectVisibility();
}
object->SaveToDB();
object->Refresh();
handler->PSendSysMessage(LANG_COMMAND_MOVEOBJMESSAGE, object->GetGUIDLow(), object->GetGOInfo()->name.c_str(), object->GetGUIDLow());
return true;
}