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C++ Map::CanEnter方法代码示例

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


在下文中一共展示了Map::CanEnter方法的4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: HandleMoveWorldportAckOpcode

void WorldSession::HandleMoveWorldportAckOpcode()
{
    // ignore unexpected far teleports
    if (!GetPlayer()->IsBeingTeleportedFar())
        return;

    GetPlayer()->SetSemaphoreTeleportFar(0);

    // get the teleport destination
    WorldLocation const& loc = GetPlayer()->GetTeleportDest();

    // possible errors in the coordinate validity check
    if (!MapManager::IsValidMapCoord(loc))
    {
        KickPlayer();
        return;
    }

    // get the destination map entry, not the current one, this will fix homebind and reset greeting
    MapEntry const* mEntry = sMapStore.LookupEntry(loc.GetMapId());
    InstanceTemplate const* mInstance = sObjectMgr->GetInstanceTemplate(loc.GetMapId());

    Map* oldMap = GetPlayer()->GetMap();
    if (GetPlayer()->IsInWorld())
    {
        sLog->outError("Player (Name %s) is still in world when teleported from map %u to new map %u", GetPlayer()->GetName().c_str(), oldMap->GetId(), loc.GetMapId());
        oldMap->RemovePlayerFromMap(GetPlayer(), false);
    }

    // reset instance validity, except if going to an instance inside an instance
    if (GetPlayer()->m_InstanceValid == false && !mInstance)
    {
        GetPlayer()->m_InstanceValid = true;
        // pussywizard: m_InstanceValid can be false only by leaving a group in an instance => so remove temp binds that could not be removed because player was still on the map!
        if (!sInstanceSaveMgr->PlayerIsPermBoundToInstance(GetPlayer()->GetGUIDLow(), oldMap->GetId(), oldMap->GetDifficulty()))
            sInstanceSaveMgr->PlayerUnbindInstance(GetPlayer()->GetGUIDLow(), oldMap->GetId(), oldMap->GetDifficulty(), true);
    }

    // relocate the player to the teleport destination
    Map* newMap = sMapMgr->CreateMap(loc.GetMapId(), GetPlayer());
    // the CanEnter checks are done in TeleporTo but conditions may change
    // while the player is in transit, for example the map may get full
    if (!newMap || !newMap->CanEnter(GetPlayer()))
    {
        sLog->outError("Map %d could not be created for player %d, porting player to homebind", loc.GetMapId(), GetPlayer()->GetGUIDLow());
        GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
        return;
    }

    GetPlayer()->Relocate(loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), loc.GetOrientation());

    GetPlayer()->ResetMap();
    GetPlayer()->SetMap(newMap);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    if (!GetPlayer()->GetMap()->AddPlayerToMap(GetPlayer()))
    {
        sLog->outError("WORLD: failed to teleport player %s (%d) to map %d because of unknown reason!", GetPlayer()->GetName().c_str(), GetPlayer()->GetGUIDLow(), loc.GetMapId());
        GetPlayer()->ResetMap();
        GetPlayer()->SetMap(oldMap);
        GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
        return;
    }

    oldMap->AfterPlayerUnlinkFromMap();

    // pussywizard: transport teleport couldn't teleport us to the same map (some other teleport pending, reqs not met, etc.), but we still have transport set until player moves! clear it if map differs (crashfix)
    if (Transport* t = _player->GetTransport())
        if (!t->IsInMap(_player))
        {
            t->RemovePassenger(_player);
            _player->m_transport = NULL;
            _player->m_movementInfo.transport.Reset();
            _player->m_movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
        }

    if (!_player->getHostileRefManager().isEmpty())
        _player->getHostileRefManager().deleteReferences(); // pussywizard: multithreading crashfix

    CellCoord pair(Trinity::ComputeCellCoord(GetPlayer()->GetPositionX(), GetPlayer()->GetPositionY()));
    Cell cell(pair);
    if (!GridCoord(cell.GridX(), cell.GridY()).IsCoordValid())
    {
        KickPlayer();
        return;
    }
    newMap->LoadGrid(GetPlayer()->GetPositionX(), GetPlayer()->GetPositionY());

    // pussywizard: player supposed to enter bg map
    if (_player->InBattleground())
    {
        // but landed on another map, cleanup data
        if (!mEntry->IsBattlegroundOrArena())
            _player->SetBattlegroundId(0, BATTLEGROUND_TYPE_NONE, PLAYER_MAX_BATTLEGROUND_QUEUES, false, false, TEAM_NEUTRAL);
        // everything ok
        else if (Battleground* bg = _player->GetBattleground())
        {
            if (_player->IsInvitedForBattlegroundInstance()) // GMs are not invited, so they are not added to participants
                bg->AddPlayer(_player);
        }
//.........这里部分代码省略.........
开发者ID:Keader,项目名称:Sunwell,代码行数:101,代码来源:MovementHandler.cpp

示例2: HandleMoveWorldportAckOpcode

void WorldSession::HandleMoveWorldportAckOpcode()
{
    // ignore unexpected far teleports
    if (!GetPlayer()->IsBeingTeleportedFar())
        return;

    // get the teleport destination
    WorldLocation &loc = GetPlayer()->GetTeleportDest();

    // possible errors in the coordinate validity check
    if (!MapManager::IsValidMapCoord(loc))
    {
        sLog.outError("WorldSession::HandleMoveWorldportAckOpcode: player %s (%d) was teleported far to a not valid location. (map:%u, x:%f, y:%f, "
            "z:%f) We port him to his homebind instead..", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ());
        // stop teleportation else we would try this again and again in LogoutPlayer...
        GetPlayer()->SetSemaphoreTeleportFar(false);
        // and teleport the player to a valid place
        GetPlayer()->TeleportToHomebind();
        return;
    }

    // get the destination map entry, not the current one, this will fix homebind and reset greeting
    MapEntry const* mEntry = sMapStore.LookupEntry(loc.GetMapId());
    InstanceTemplate const* mInstance = objmgr.GetInstanceTemplate(loc.GetMapId());

    // reset instance validity, except if going to an instance inside an instance
    if (GetPlayer()->m_InstanceValid == false && !mInstance)
        GetPlayer()->m_InstanceValid = true;

    GetPlayer()->SetSemaphoreTeleportFar(false);

    Map * oldMap = GetPlayer()->GetMap();
    ASSERT(oldMap);
    if (GetPlayer()->IsInWorld())
    {
        sLog.outCrash("Player is still in world when teleported from map %u! to new map %u", oldMap->GetId(), loc.GetMapId());
        oldMap->Remove(GetPlayer(), false);
    }

    // relocate the player to the teleport destination
    Map * newMap = MapManager::Instance().CreateMap(loc.GetMapId(), GetPlayer(), 0);
    // the CanEnter checks are done in TeleporTo but conditions may change
    // while the player is in transit, for example the map may get full
    if (!newMap || !newMap->CanEnter(GetPlayer()))
    {
        sLog.outError("Map %d could not be created for player %d, porting player to homebind", loc.GetMapId(), GetPlayer()->GetGUIDLow());
        GetPlayer()->TeleportToHomebind();
        return;
    }
    else
        GetPlayer()->Relocate(&loc);

    GetPlayer()->ResetMap();
    GetPlayer()->SetMap(newMap);

    // check this before Map::Add(player), because that will create the instance save!
    bool reset_notify = (GetPlayer()->GetBoundInstance(GetPlayer()->GetMapId(), GetPlayer()->GetDifficulty()) == NULL);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    if (!GetPlayer()->GetMap()->Add(GetPlayer()))
    {
        sLog.outError("WORLD: failed to teleport player %s (%d) to map %d because of unknown reason!", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.GetMapId());
        GetPlayer()->ResetMap();
        GetPlayer()->SetMap(oldMap);
        GetPlayer()->TeleportToHomebind();
        return;
    }

    // battleground state prepare (in case join to BG), at relogin/tele player not invited
    // only add to bg group and object, if the player was invited (else he entered through command)
    if (GetPlayer()->InBattleGround())
    {
        // cleanup setting if outdated
        if (!mEntry->IsBattleGroundOrArena())
        {
            // We're not in BG
            GetPlayer()->SetBattleGroundId(0);                          // We're not in BG.
            // reset destination bg team
            GetPlayer()->SetBGTeam(0);
        }
        // join to bg case
        else if (BattleGround *bg = GetPlayer()->GetBattleGround())
        {
            if (GetPlayer()->IsInvitedForBattleGroundInstance(GetPlayer()->GetBattleGroundId()))
                bg->AddPlayer(GetPlayer());
        }
    }

    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // flight fast teleport case
    if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
    {
        if (!GetPlayer()->InBattleGround())
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
            flight->Initialize(*GetPlayer());
            return;
        }
//.........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:MovementHandler.cpp

示例3: HandleMoveWorldportAckOpcode

void WorldSession::HandleMoveWorldportAckOpcode()
{
    // ignore unexpected far teleports
    if (!GetPlayer()->IsBeingTeleportedFar())
        return;

    GetPlayer()->SetSemaphoreTeleportFar(false);

    // get the teleport destination
    WorldLocation const& loc = GetPlayer()->GetTeleportDest();

    // possible errors in the coordinate validity check
    if (!MapManager::IsValidMapCoord(loc))
    {
        LogoutPlayer(false);
        return;
    }

    // get the destination map entry, not the current one, this will fix homebind and reset greeting
    MapEntry const* mEntry = sMapStore.LookupEntry(loc.GetMapId());
    InstanceTemplate const* mInstance = sObjectMgr->GetInstanceTemplate(loc.GetMapId());

    // reset instance validity, except if going to an instance inside an instance
    if (GetPlayer()->m_InstanceValid == false && !mInstance)
        GetPlayer()->m_InstanceValid = true;

    Map* oldMap = GetPlayer()->GetMap();
    Map* newMap = sMapMgr->CreateMap(loc.GetMapId(), GetPlayer());

    if (GetPlayer()->IsInWorld())
    {
        TC_LOG_ERROR(LOG_FILTER_NETWORKIO, "Player %s (GUID: %u) is still in world when teleported from map %s (%u) to new map %s (%u)", GetPlayer()->GetName().c_str(), GUID_LOPART(GetPlayer()->GetGUID()), oldMap->GetMapName(), oldMap->GetId(), newMap ? newMap->GetMapName() : "Unknown", loc.GetMapId());
        oldMap->RemovePlayerFromMap(GetPlayer(), false);
    }

    // relocate the player to the teleport destination
    // the CanEnter checks are done in TeleporTo but conditions may change
    // while the player is in transit, for example the map may get full
    if (!newMap || !newMap->CanEnter(GetPlayer()))
    {
        TC_LOG_ERROR(LOG_FILTER_NETWORKIO, "Map %d (%s) could not be created for player %d (%s), porting player to homebind", loc.GetMapId(), newMap ? newMap->GetMapName() : "Unknown", GetPlayer()->GetGUIDLow(), GetPlayer()->GetName().c_str());
        GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
        return;
    }
    else
        GetPlayer()->Relocate(&loc);

    GetPlayer()->ResetMap();
    GetPlayer()->SetMap(newMap);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    if (!GetPlayer()->GetMap()->AddPlayerToMap(GetPlayer()))
    {
        TC_LOG_ERROR(LOG_FILTER_NETWORKIO, "WORLD: failed to teleport player %s (%d) to map %d (%s) because of unknown reason!",
            GetPlayer()->GetName().c_str(), GetPlayer()->GetGUIDLow(), loc.GetMapId(), newMap ? newMap->GetMapName() : "Unknown");
        GetPlayer()->ResetMap();
        GetPlayer()->SetMap(oldMap);
        GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
        return;
    }

    // battleground state prepare (in case join to BG), at relogin/tele player not invited
    // only add to bg group and object, if the player was invited (else he entered through command)
    if (_player->InBattleground())
    {
        // cleanup setting if outdated
        if (!mEntry->IsBattlegroundOrArena())
        {
            // We're not in BG
            _player->SetBattlegroundId(0, BATTLEGROUND_TYPE_NONE);
            // reset destination bg team
            _player->SetBGTeam(0);
        }
        // join to bg case
        else if (Battleground* bg = _player->GetBattleground())
        {
            if (_player->IsInvitedForBattlegroundInstance(_player->GetBattlegroundId()))
                bg->AddPlayer(_player);
        }
    }

    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // flight fast teleport case
    if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
    {
        if (!_player->InBattleground())
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
            flight->Initialize(GetPlayer());
            return;
        }

        // battleground state prepare, stop flight
        GetPlayer()->GetMotionMaster()->MovementExpired();
        GetPlayer()->CleanupAfterTaxiFlight();
    }

    // resurrect character at enter into instance where his corpse exist after add to map
//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:

示例4: HandleMoveWorldportAckOpcode

void WorldSession::HandleMoveWorldportAckOpcode()
{
    // ignore unexpected far teleports
    if(!GetPlayer()->IsBeingTeleportedFar())
        return;

    // get the teleport destination
    WorldLocation &loc = GetPlayer()->GetTeleportDest();

    // possible errors in the coordinate validity check
    if(!MapManager::IsValidMapCoord(loc))
    {
        LogoutPlayer(false);
        return;
    }

    // get the destination map entry, not the current one, this will fix homebind and reset greeting
    MapEntry const* mEntry = sMapStore.LookupEntry(loc.GetMapId());
    InstanceTemplate const* mInstance = objmgr.GetInstanceTemplate(loc.GetMapId());

    // reset instance validity, except if going to an instance inside an instance
    if(GetPlayer()->m_InstanceValid == false && !mInstance)
        GetPlayer()->m_InstanceValid = true;

    GetPlayer()->SetSemaphoreTeleportFar(false);

    Map * oldMap = GetPlayer()->GetMap();
    assert(oldMap);
    if(GetPlayer()->IsInWorld())
    {
        sLog.outCrash("Player is still in world when teleported out of map %u! to new map %u", oldMap->GetId(), loc.GetMapId());
        oldMap->Remove(GetPlayer(), false);
    }

    // relocate the player to the teleport destination
    Map * newMap = MapManager::Instance().CreateMap(loc.GetMapId(), GetPlayer(), 0);
    // the CanEnter checks are done in TeleporTo but conditions may change
    // while the player is in transit, for example the map may get full
    if (!newMap || !newMap->CanEnter(GetPlayer()))
    {
        sLog.outError("Map %d could not be created for player %d, porting player to homebind", loc.GetMapId(), GetPlayer()->GetGUIDLow());
        GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
        return;
    }
    else
        GetPlayer()->Relocate(&loc);

    GetPlayer()->ResetMap();
    GetPlayer()->SetMap(newMap);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    if(!GetPlayer()->GetMap()->Add(GetPlayer()))
    {
        sLog.outError("WORLD: failed to teleport player %s (%d) to map %d because of unknown reason!", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.GetMapId());
        GetPlayer()->ResetMap();
        GetPlayer()->SetMap(oldMap);
        GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation());
        return;
    }

    // battleground state prepare (in case join to BG), at relogin/tele player not invited
    // only add to bg group and object, if the player was invited (else he entered through command)
    if(_player->InBattleGround())
    {
        // cleanup setting if outdated
        if(!mEntry->IsBattleGroundOrArena())
        {
            // We're not in BG
            _player->SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE);
            // reset destination bg team
            _player->SetBGTeam(0);
        }
        // join to bg case
        else if(BattleGround *bg = _player->GetBattleGround())
        {
            if(_player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId()))
                bg->AddPlayer(_player);
        }
    }

    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // flight fast teleport case
    if(GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE)
    {
        if(!_player->InBattleGround())
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
            flight->Initialize(*GetPlayer());
            return;
        }

        // battleground state prepare, stop flight
        GetPlayer()->GetMotionMaster()->MovementExpired();
        GetPlayer()->m_taxi.ClearTaxiDestinations();
    }

    // resurrect character at enter into instance where his corpse exist after add to map
    Corpse *corpse = GetPlayer()->GetCorpse();
//.........这里部分代码省略.........
开发者ID:keyshuwen,项目名称:TrinityCore-mmaps-313,代码行数:101,代码来源:MovementHandler.cpp


注:本文中的Map::CanEnter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。