本文整理汇总了C++中Map::AddToMap方法的典型用法代码示例。如果您正苦于以下问题:C++ Map::AddToMap方法的具体用法?C++ Map::AddToMap怎么用?C++ Map::AddToMap使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Map
的用法示例。
在下文中一共展示了Map::AddToMap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: SpawnGameObject
// Method for spawning gameobject on map
GameObject* Battlefield::SpawnGameObject(uint32 entry, float x, float y, float z, float o)
{
// Get map object
Map* map = sMapMgr->CreateBaseMap(571); // *vomits*
if (!map)
return 0;
// Create gameobject
GameObject* go = new GameObject;
if (!go->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT), entry, map, PHASEMASK_NORMAL, x, y, z, o, 0, 0, 0, 0, 100, GO_STATE_READY))
{
sLog->outError(LOG_FILTER_BATTLEFIELD, "Battlefield::SpawnGameObject: Gameobject template %u not found in database! Battlefield not created!", entry);
sLog->outError(LOG_FILTER_BATTLEFIELD, "Battlefield::SpawnGameObject: Cannot create gameobject template %u! Battlefield not created!", entry);
delete go;
return NULL;
}
// Add to world
map->AddToMap(go);
go->setActive(true);
return go;
}
示例2: SpawnGameObject
// Method for spawning gameobject on map
GameObject* Battlefield::SpawnGameObject(uint32 entry, float x, float y, float z, float o)
{
// Get map object
Map* map = sMapMgr->CreateBaseMap(571); // *vomits*
if (!map)
return 0;
// Create gameobject
GameObject* go = new GameObject;
if (!go->Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, PHASEMASK_NORMAL, x, y, z, o, 0, 0, 0, 0, 100, GO_STATE_READY))
{
TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnGameObject: Gameobject template %u could not be found in the database! Battlefield has not been created!", entry);
TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnGameObject: Could not create gameobject template %u! Battlefield has not been created!", entry);
delete go;
return NULL;
}
// Add to world
map->AddToMap(go);
go->setActive(true);
return go;
}
示例3:
void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
{
if (CreatureData const* data = sObjectMgr->GetCreatureData(obj->guid))
{
sObjectMgr->AddCreatureToGrid(obj->guid, data);
// Spawn if necessary (loaded grids only)
Map* map = const_cast<Map*>(sMapMgr->CreateBaseMap(data->mapid));
// We use spawn coords to spawn
if (!map->Instanceable() && map->IsGridLoaded(data->posX, data->posY))
{
Creature* pCreature = new Creature;
//sLog->outDebug(LOG_FILTER_POOLSYS, "Spawning creature %u", guid);
if (!pCreature->LoadFromDB(obj->guid, map))
{
delete pCreature;
return;
}
else
map->AddToMap(pCreature);
}
}
}
示例4: AddNPCPassengerInInstance
// gunship data
Creature* Transport::AddNPCPassengerInInstance(uint32 entry, float x, float y, float z, float o, uint32 anim)
{
Map* map = GetMap();
Creature* creature = new Creature;
if (!creature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, GetPhaseMask(), entry, 0, GetGOInfo()->faction, 0, 0, 0, 0))
{
delete creature;
return 0;
}
creature->SetTransport(this);
creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
creature->m_movementInfo.guid = GetGUID();
creature->m_movementInfo.transport.pos.Relocate(x, y, z, o);
creature->Relocate(
GetPositionX() + (x * cos(GetOrientation()) + y * sin(GetOrientation() + float(M_PI))),
GetPositionY() + (y * cos(GetOrientation()) + x * sin(GetOrientation())),
z + GetPositionZ(),
o + GetOrientation());
creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());
if (!creature->IsPositionValid())
{
delete creature;
return 0;
}
map->AddToMap(creature);
m_NPCPassengerSet.insert(creature);
creature->setActive(true);
sScriptMgr->OnAddCreaturePassenger(this, creature);
return creature;
}
示例5:
Creature *Battlefield::SpawnCreature(uint32 entry, float x, float y, float z, float o, TeamId team)
{
//Get map object
Map* map = const_cast<Map*>(sMapMgr->CreateBaseMap(_MapId));
if (!map)
{
sLog->outError("Can't create creature entry: %u map not found", entry);
return 0;
}
//Create creature
Creature* creature = new Creature;
if (!creature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, PHASEMASK_NORMAL, entry, 0, team, x, y, z, o))
{
sLog->outError("Can't create creature entry: %u", entry);
delete creature;
return NULL;
}
creature->SetHomePosition(x, y, z, o);
CreatureTemplate const* cinfo = sObjectMgr->GetCreatureTemplate(entry);
if (!cinfo)
{
sLog->outErrorDb("Battleground::AddCreature: entry %u does not exist.", entry);
return NULL;
}
// force using DB speeds -- do we really need this?
creature->SetSpeed(MOVE_WALK, cinfo->speed_walk);
creature->SetSpeed(MOVE_RUN, cinfo->speed_run);
// Set creature in world
map->AddToMap(creature);
creature->setActive(true);
return creature;
}
示例6: SpawnGameObject
// Method for spawning gameobject on map
GameObject* Battlefield::SpawnGameObject(uint32 entry, Position const& pos, QuaternionData const& rot)
{
// Get map object
Map* map = sMapMgr->CreateBaseMap(m_MapId);
if (!map)
return nullptr;
// Create gameobject
GameObject* go = new GameObject;
if (!go->Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, PHASEMASK_NORMAL, pos, rot, 255, GO_STATE_READY))
{
TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnGameObject: Gameobject template %u could not be found in the database! Battlefield has not been created!", entry);
TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnGameObject: Could not create gameobject template %u! Battlefield has not been created!", entry);
delete go;
return nullptr;
}
// Add to world
map->AddToMap(go);
go->setActive(true);
go->SetFarVisible(true);
return go;
}
示例7: SpawnCreature
Creature* Battlefield::SpawnCreature(uint32 entry, Position const& pos)
{
//Get map object
Map* map = sMapMgr->CreateBaseMap(m_MapId);
if (!map)
{
TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnCreature: Can't create creature entry: %u, map not found.", entry);
return nullptr;
}
CreatureTemplate const* cinfo = sObjectMgr->GetCreatureTemplate(entry);
if (!cinfo)
{
TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnCreature: entry %u does not exist.", entry);
return nullptr;
}
float x, y, z, o;
pos.GetPosition(x, y, z, o);
Creature* creature = new Creature();
if (!creature->Create(map->GenerateLowGuid<HighGuid::Creature>(), map, PHASEMASK_NORMAL, entry, x, y, z, o))
{
TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnCreature: Can't create creature entry: %u", entry);
delete creature;
return nullptr;
}
creature->SetHomePosition(x, y, z, o);
// Set creature in world
map->AddToMap(creature);
creature->setActive(true);
return creature;
}
示例8: ConvertCorpseForPlayer
Corpse* ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool insignia /*=false*/)
{
Corpse* corpse = GetCorpseForPlayerGUID(player_guid);
if (!corpse)
{
//in fact this function is called from several places
//even when player doesn't have a corpse, not an error
return NULL;
}
TC_LOG_DEBUG("misc", "Deleting Corpse and spawned bones.");
// Map can be NULL
Map* map = corpse->FindMap();
// remove corpse from player_guid -> corpse map and from current map
RemoveCorpse(corpse);
// remove corpse from DB
SQLTransaction trans = CharacterDatabase.BeginTransaction();
corpse->DeleteFromDB(trans);
CharacterDatabase.CommitTransaction(trans);
Corpse* bones = nullptr;
// create the bones only if the map and the grid is loaded at the corpse's location
// ignore bones creating option in case insignia
if (map && (insignia ||
(map->IsBattlegroundOrArena() ? sWorld->getBoolConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld->getBoolConfig(CONFIG_DEATH_BONES_WORLD))) &&
!map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
{
// Create bones, don't change Corpse
bones = new Corpse;
bones->Create(corpse->GetGUIDLow(), map);
for (uint8 i = OBJECT_FIELD_TYPE + 1; i < CORPSE_END; ++i) // don't overwrite guid and object type
bones->SetUInt32Value(i, corpse->GetUInt32Value(i));
bones->SetGridCoord(corpse->GetGridCoord());
// bones->m_time = m_time; // don't overwrite time
// bones->m_type = m_type; // don't overwrite type
bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation());
bones->CopyPhaseFrom(corpse);
bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES);
bones->SetUInt64Value(CORPSE_FIELD_OWNER, 0);
for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
if (corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i))
bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0);
}
// add bones in grid store if grid loaded where corpse placed
map->AddToMap(bones);
}
// all references to the corpse should be removed at this point
delete corpse;
return bones;
}
示例9: HandleDropFlag
bool OutdoorPvPSI::HandleDropFlag(Player* player, uint32 spellId)
{
if (spellId == SI_SILITHYST_FLAG)
{
// if it was dropped away from the player's turn-in point, then create a silithyst mound, if it was dropped near the areatrigger, then it was dispelled by the outdoorpvp, so do nothing
switch (player->GetTeam())
{
case ALLIANCE:
{
AreaTriggerEntry const* atEntry = sAreaTriggerStore.LookupEntry(SI_AREATRIGGER_A);
if (atEntry)
{
// 5.0f is safe-distance
if (player->GetDistance(atEntry->x, atEntry->y, atEntry->z) > 5.0f + atEntry->radius)
{
// he dropped it further, summon mound
GameObject* go = new GameObject;
Map* map = player->GetMap();
if (!map)
{
delete go;
return true;
}
if (!go->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT), SI_SILITHYST_MOUND, map, player->GetPhaseMask(), player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), player->GetOrientation(), 0, 0, 0, 0, 100, GO_STATE_READY))
{
delete go;
return true;
}
go->SetRespawnTime(0);
if (!map->AddToMap(go))
{
delete go;
return true;
}
}
}
}
break;
case HORDE:
{
AreaTriggerEntry const* atEntry = sAreaTriggerStore.LookupEntry(SI_AREATRIGGER_H);
if (atEntry)
{
// 5.0f is safe-distance
if (player->GetDistance(atEntry->x, atEntry->y, atEntry->z) > 5.0f + atEntry->radius)
{
// he dropped it further, summon mound
GameObject* go = new GameObject;
Map* map = player->GetMap();
if (!map)
{
delete go;
return true;
}
if (!go->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT), SI_SILITHYST_MOUND, map, player->GetPhaseMask(), player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), player->GetOrientation(), 0, 0, 0, 0, 100, GO_STATE_READY))
{
delete go;
return true;
}
go->SetRespawnTime(0);
if (!map->AddToMap(go))
{
delete go;
return true;
}
}
}
}
break;
}
return true;
}
return false;
}
示例10: 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11: LoadPetFromDB
bool Pet::LoadPetFromDB(Player* owner, uint32 petentry, uint32 petnumber, bool current)
{
m_loading = true;
uint32 ownerid = owner->GetGUIDLow();
QueryResult result;
if (petnumber)
// known petnumber entry 0 1 2(?) 3 4 5 6 7 8 9 10 11 12 13 14 15 16
result = CharacterDatabase.PQuery("SELECT id, entry, owner, modelid, level, exp, Reactstate, slot, name, renamed, curhealth, curmana, curhappiness, abdata, savetime, CreatedBySpell, PetType "
"FROM character_pet WHERE owner = '%u' AND id = '%u'",
ownerid, petnumber);
else if (current)
// current pet (slot 0) 0 1 2(?) 3 4 5 6 7 8 9 10 11 12 13 14 15 16
result = CharacterDatabase.PQuery("SELECT id, entry, owner, modelid, level, exp, Reactstate, slot, name, renamed, curhealth, curmana, curhappiness, abdata, savetime, CreatedBySpell, PetType "
"FROM character_pet WHERE owner = '%u' AND slot = '%u'",
ownerid, PET_SAVE_AS_CURRENT);
else if (petentry)
// known petentry entry (unique for summoned pet, but non unique for hunter pet (only from current or not stabled pets)
// 0 1 2(?) 3 4 5 6 7 8 9 10 11 12 13 14 15 16
result = CharacterDatabase.PQuery("SELECT id, entry, owner, modelid, level, exp, Reactstate, slot, name, renamed, curhealth, curmana, curhappiness, abdata, savetime, CreatedBySpell, PetType "
"FROM character_pet WHERE owner = '%u' AND entry = '%u' AND (slot = '%u' OR slot > '%u') ",
ownerid, petentry, PET_SAVE_AS_CURRENT, PET_SAVE_LAST_STABLE_SLOT);
else
// any current or other non-stabled pet (for hunter "call pet")
// 0 1 2(?) 3 4 5 6 7 8 9 10 11 12 13 14 15 16
result = CharacterDatabase.PQuery("SELECT id, entry, owner, modelid, level, exp, Reactstate, slot, name, renamed, curhealth, curmana, curhappiness, abdata, savetime, CreatedBySpell, PetType "
"FROM character_pet WHERE owner = '%u' AND (slot = '%u' OR slot > '%u') ",
ownerid, PET_SAVE_AS_CURRENT, PET_SAVE_LAST_STABLE_SLOT);
if (!result)
{
m_loading = false;
return false;
}
Field* fields = result->Fetch();
// update for case of current pet "slot = 0"
petentry = fields[1].GetUInt32();
if (!petentry)
return false;
uint32 summon_spell_id = fields[15].GetUInt32();
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(summon_spell_id);
bool is_temporary_summoned = spellInfo && spellInfo->GetDuration() > 0;
// check temporary summoned pets like mage water elemental
if (current && is_temporary_summoned)
return false;
PetType pet_type = PetType(fields[16].GetUInt8());
if (pet_type == HUNTER_PET)
{
CreatureTemplate const* creatureInfo = sObjectMgr->GetCreatureTemplate(petentry);
if (!creatureInfo || !creatureInfo->isTameable(owner->CanTameExoticPets()))
return false;
}
uint32 pet_number = fields[0].GetUInt32();
if (current && owner->IsPetNeedBeTemporaryUnsummoned())
{
owner->SetTemporaryUnsummonedPetNumber(pet_number);
return false;
}
Map* map = owner->GetMap();
uint32 guid = sObjectMgr->GenerateLowGuid(HIGHGUID_PET);
if (!Create(guid, map, owner->GetPhaseMask(), petentry, pet_number))
return false;
float px, py, pz;
owner->GetClosePoint(px, py, pz, GetObjectSize(), PET_FOLLOW_DIST, GetFollowAngle());
Relocate(px, py, pz, owner->GetOrientation());
if (!IsPositionValid())
{
sLog->outError("Pet (guidlow %d, entry %d) not loaded. Suggested coordinates isn't valid (X: %f Y: %f)",
GetGUIDLow(), GetEntry(), GetPositionX(), GetPositionY());
return false;
}
setPetType(pet_type);
setFaction(owner->getFaction());
SetUInt32Value(UNIT_CREATED_BY_SPELL, summon_spell_id);
CreatureTemplate const* cinfo = GetCreatureInfo();
if (cinfo->type == CREATURE_TYPE_CRITTER)
{
map->AddToMap(this->ToCreature());
return true;
}
m_charmInfo->SetPetNumber(pet_number, IsPermanentPetFor(owner));
SetDisplayId(fields[3].GetUInt32());
SetNativeDisplayId(fields[3].GetUInt32());
//.........这里部分代码省略.........
示例12: 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13: HandleWpShowCommand
//.........这里部分代码省略.........
handler->PSendSysMessage(LANG_WAYPOINT_TOOFAR2);
handler->PSendSysMessage(LANG_WAYPOINT_TOOFAR3);
}
}
do
{
Field* fields = result->Fetch();
uint32 point = fields[0].GetUInt32();
float x = fields[1].GetFloat();
float y = fields[2].GetFloat();
float z = fields[3].GetFloat();
uint32 id = VISUAL_WAYPOINT;
Player* chr = handler->GetSession()->GetPlayer();
Map *map = chr->GetMap();
float o = chr->GetOrientation();
Creature* wpCreature = new Creature;
if (!wpCreature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, chr->GetPhaseMaskForSpawn(), id, 0, 0, x, y, z, o))
{
handler->PSendSysMessage(LANG_WAYPOINT_VP_NOTCREATED, id);
delete wpCreature;
return false;
}
// set "wpguid" column to the visual waypoint
WorldDatabase.PExecute("UPDATE waypoint_data SET wpguid = '%u' WHERE id = '%u' and point = '%u'", wpCreature->GetGUIDLow(), pathid, point);
wpCreature->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()), chr->GetPhaseMaskForSpawn());
// To call _LoadGoods(); _LoadQuests(); CreateTrainerSpells();
wpCreature->LoadFromDB(wpCreature->GetDBTableGUIDLow(), map);
map->AddToMap(wpCreature);
if (target)
{
wpCreature->SetDisplayId(target->GetDisplayId());
wpCreature->SetFloatValue(OBJECT_FIELD_SCALE_X, 0.5);
wpCreature->SetLevel(point > STRONG_MAX_LEVEL ? STRONG_MAX_LEVEL : point);
}
}
while (result->NextRow());
handler->SendSysMessage("|cff00ff00Showing the current creature's path.|r");
return true;
}
if (show == "first")
{
handler->PSendSysMessage("|cff00ff00DEBUG: wp first, GUID: %u|r", pathid);
QueryResult result = WorldDatabase.PQuery("SELECT position_x, position_y, position_z FROM waypoint_data WHERE point='1' AND id = '%u'", pathid);
if (!result)
{
handler->PSendSysMessage(LANG_WAYPOINT_NOTFOUND, pathid);
handler->SetSentErrorMessage(true);
return false;
}
Field* fields = result->Fetch();
float x = fields[0].GetFloat();
float y = fields[1].GetFloat();
float z = fields[2].GetFloat();
uint32 id = VISUAL_WAYPOINT;
示例14: HandleWpModifyCommand
//.........这里部分代码省略.........
}
while (result->NextRow());
// We have the waypoint number and the GUID of the "master npc"
// Text is enclosed in "<>", all other arguments not
arg_str = strtok((char*)NULL, " ");
// Check for argument
if (show != "del" && show != "move" && arg_str == NULL)
{
handler->PSendSysMessage(LANG_WAYPOINT_ARGUMENTREQ, show_str);
return false;
}
if (show == "del" && target)
{
handler->PSendSysMessage("|cff00ff00DEBUG: wp modify del, PathID: |r|cff00ffff%u|r", pathid);
// wpCreature
Creature* wpCreature = NULL;
if (wpGuid != 0)
{
wpCreature = handler->GetSession()->GetPlayer()->GetMap()->GetCreature(MAKE_NEW_GUID(wpGuid, VISUAL_WAYPOINT, HIGHGUID_UNIT));
wpCreature->CombatStop();
wpCreature->DeleteFromDB();
wpCreature->AddObjectToRemoveList();
}
WorldDatabase.PExecute("DELETE FROM waypoint_data WHERE id='%u' AND point='%u'",
pathid, point);
WorldDatabase.PExecute("UPDATE waypoint_data SET point=point-1 WHERE id='%u' AND point>'%u'",
pathid, point);
handler->PSendSysMessage(LANG_WAYPOINT_REMOVED);
return true;
} // del
if (show == "move" && target)
{
handler->PSendSysMessage("|cff00ff00DEBUG: wp move, PathID: |r|cff00ffff%u|r", pathid);
Player* chr = handler->GetSession()->GetPlayer();
Map *map = chr->GetMap();
{
// wpCreature
Creature* wpCreature = NULL;
// What to do:
// Move the visual spawnpoint
// Respawn the owner of the waypoints
if (wpGuid != 0)
{
wpCreature = handler->GetSession()->GetPlayer()->GetMap()->GetCreature(MAKE_NEW_GUID(wpGuid, VISUAL_WAYPOINT, HIGHGUID_UNIT));
wpCreature->CombatStop();
wpCreature->DeleteFromDB();
wpCreature->AddObjectToRemoveList();
// re-create
Creature* wpCreature2 = new Creature;
if (!wpCreature2->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, chr->GetPhaseMaskForSpawn(), VISUAL_WAYPOINT, 0, 0, chr->GetPositionX(), chr->GetPositionY(), chr->GetPositionZ(), chr->GetOrientation()))
{
handler->PSendSysMessage(LANG_WAYPOINT_VP_NOTCREATED, VISUAL_WAYPOINT);
delete wpCreature2;
return false;
}
wpCreature2->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()), chr->GetPhaseMaskForSpawn());
// To call _LoadGoods(); _LoadQuests(); CreateTrainerSpells();
wpCreature2->LoadFromDB(wpCreature2->GetDBTableGUIDLow(), map);
map->AddToMap(wpCreature2);
//sMapMgr->GetMap(npcCreature->GetMapId())->Add(wpCreature2);
}
WorldDatabase.PExecute("UPDATE waypoint_data SET position_x = '%f', position_y = '%f', position_z = '%f' where id = '%u' AND point='%u'",
chr->GetPositionX(), chr->GetPositionY(), chr->GetPositionZ(), pathid, point);
handler->PSendSysMessage(LANG_WAYPOINT_CHANGED);
}
return true;
} // move
const char *text = arg_str;
if (text == 0)
{
// show_str check for present in list of correct values, no sql injection possible
WorldDatabase.PExecute("UPDATE waypoint_data SET %s=NULL WHERE id='%u' AND point='%u'",
show_str, pathid, point);
}
else
{
// show_str check for present in list of correct values, no sql injection possible
std::string text2 = text;
WorldDatabase.EscapeString(text2);
WorldDatabase.PExecute("UPDATE waypoint_data SET %s='%s' WHERE id='%u' AND point='%u'",
show_str, text2.c_str(), pathid, point);
}
handler->PSendSysMessage(LANG_WAYPOINT_CHANGED_NO, show_str);
return true;
}
示例15: HandleLoadPetFromDBFirstCallback
uint8 WorldSession::HandleLoadPetFromDBFirstCallback(PreparedQueryResult result, uint8 asynchLoadType)
{
if (!GetPlayer() || GetPlayer()->GetPet() || GetPlayer()->GetVehicle() || GetPlayer()->IsSpectator())
return PET_LOAD_ERROR;
if (!result)
return PET_LOAD_NO_RESULT;
Field* fields = result->Fetch();
// Xinef: this can happen if fetch is called twice, impossibru.
if (!fields)
return PET_LOAD_ERROR;
Player* owner = GetPlayer();
// update for case of current pet "slot = 0"
uint32 petentry = fields[1].GetUInt32();
if (!petentry)
return PET_LOAD_NO_RESULT;
uint8 petSlot = fields[7].GetUInt8();
bool current = petSlot == PET_SAVE_AS_CURRENT;
uint32 summon_spell_id = fields[15].GetUInt32();
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(summon_spell_id); // CANT BE NULL
bool is_temporary_summoned = spellInfo && spellInfo->GetDuration() > 0;
uint32 pet_number = fields[0].GetUInt32();
uint32 savedhealth = fields[10].GetUInt32();
uint32 savedmana = fields[11].GetUInt32();
PetType pet_type = PetType(fields[16].GetUInt8());
// xinef: BG resurrect, overwrite saved value
if (asynchLoadType == PET_LOAD_BG_RESURRECT)
savedhealth = 1;
if (pet_type == HUNTER_PET && savedhealth == 0 && asynchLoadType != PET_LOAD_SUMMON_DEAD_PET)
{
WorldPacket data(SMSG_CAST_FAILED, 1+4+1+4);
data << uint8(0);
data << uint32(883);
data << uint8(SPELL_FAILED_TARGETS_DEAD);
SendPacket(&data);
owner->RemoveSpellCooldown(883, false);
return PET_LOAD_ERROR;
}
// check temporary summoned pets like mage water elemental
if (current && is_temporary_summoned)
return PET_LOAD_ERROR;
if (pet_type == HUNTER_PET)
{
CreatureTemplate const* creatureInfo = sObjectMgr->GetCreatureTemplate(petentry);
if (!creatureInfo || !creatureInfo->IsTameable(owner->CanTameExoticPets()))
return PET_LOAD_ERROR;
}
Map* map = owner->GetMap();
uint32 guid = sObjectMgr->GenerateLowGuid(HIGHGUID_PET);
Pet* pet = new Pet(owner, pet_type);
LoadPetFromDBQueryHolder* holder = new LoadPetFromDBQueryHolder(pet_number, current, uint32(time(NULL) - fields[14].GetUInt32()), fields[13].GetString(), savedhealth, savedmana);
if (!pet->Create(guid, map, owner->GetPhaseMask(), petentry, pet_number) || !holder->Initialize())
{
delete pet;
delete holder;
return PET_LOAD_ERROR;
}
float px, py, pz;
owner->GetClosePoint(px, py, pz, pet->GetObjectSize(), PET_FOLLOW_DIST, pet->GetFollowAngle());
if (!pet->IsPositionValid())
{
sLog->outError("Pet (guidlow %d, entry %d) not loaded. Suggested coordinates isn't valid (X: %f Y: %f)", pet->GetGUIDLow(), pet->GetEntry(), pet->GetPositionX(), pet->GetPositionY());
delete pet;
delete holder;
return PET_LOAD_ERROR;
}
pet->SetLoading(true);
pet->Relocate(px, py, pz, owner->GetOrientation());
pet->setPetType(pet_type);
pet->setFaction(owner->getFaction());
pet->SetUInt32Value(UNIT_CREATED_BY_SPELL, summon_spell_id);
if (pet->IsCritter())
{
map->AddToMap(pet->ToCreature(), true);
pet->SetLoading(false); // xinef, mine
delete holder;
return PET_LOAD_OK;
}
pet->GetCharmInfo()->SetPetNumber(pet_number, pet->IsPermanentPetFor(owner));
pet->SetDisplayId(fields[3].GetUInt32());
pet->SetNativeDisplayId(fields[3].GetUInt32());
uint32 petlevel = fields[4].GetUInt8();
pet->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
pet->SetName(fields[8].GetString());
//.........这里部分代码省略.........