当前位置: 首页>>代码示例>>C++>>正文


C++ GameObject::GetMap方法代码示例

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;
        }
    }
开发者ID:Archives,项目名称:ro_core,代码行数:56,代码来源:instance_ulduar.cpp

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);
    }
}
开发者ID:samaelsacred,项目名称:4.3.4,代码行数:13,代码来源:ObjectGridLoader.cpp

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.........
开发者ID:Wowka321,项目名称:mangos,代码行数:101,代码来源:LootHandler.cpp

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.
开发者ID:090809,项目名称:TrinityCore,代码行数:67,代码来源:MapScripts.cpp

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.
开发者ID:3DViking,项目名称:MistCore,代码行数:67,代码来源:MapScripts.cpp

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;
    }
}
开发者ID:MICHAL53Q,项目名称:TrinityCore,代码行数:94,代码来源:Transport.cpp

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;
    }
开发者ID:Refuge89,项目名称:TrinityCore,代码行数:68,代码来源:cs_gobject.cpp

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;
    }
开发者ID:Refuge89,项目名称:TrinityCore,代码行数:63,代码来源:cs_gobject.cpp

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;
    }
}
开发者ID:BravadoToDeath,项目名称:ArkCORE-NG,代码行数:70,代码来源:Transport.cpp

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.........
开发者ID:Kretol,项目名称:TrinityCore,代码行数:101,代码来源:GOMove.cpp

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;
    }
开发者ID:boom8866,项目名称:azerothcore-wotlk,代码行数:64,代码来源:cs_gobject.cpp


注:本文中的GameObject::GetMap方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。