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C++ MapCell::IsActive方法代码示例

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


在下文中一共展示了MapCell::IsActive方法的7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: LoadAllCells

void MapMgr::LoadAllCells()
{
	// eek
	MapCell * cellInfo;
	CellSpawns * spawns;

	for( uint32 x = 0 ; x < _sizeX ; x ++ )
	{
		for( uint32 y = 0 ; y < _sizeY ; y ++ )
		{
			cellInfo = GetCell( x , y );
			
			if( !cellInfo )
			{
				// Cell doesn't exist, create it.
				// There is no spoon. Err... cell.
				cellInfo = Create( x , y );
				cellInfo->Init( x , y , _mapId , this );
				sLog.outDetail( "Created cell [%u,%u] on map %d (instance %d)." , x , y , _mapId , m_instanceID );
				cellInfo->SetActivity( true );
				_map->CellGoneActive( x , y );
				ASSERT( !cellInfo->IsLoaded() );

				spawns = _map->GetSpawnsList( x , y );
				if( spawns )
					cellInfo->LoadObjects( spawns );
			}
			else
			{
				// Cell exists, but is inactive
				if ( !cellInfo->IsActive() )
				{
					sLog.outDetail("Activated cell [%u,%u] on map %d (instance %d).", x, y, _mapId, m_instanceID );
					_map->CellGoneActive( x , y );
					cellInfo->SetActivity( true );

					if (!cellInfo->IsLoaded())
					{
						//sLog.outDetail("Loading objects for Cell [%d][%d] on map %d (instance %d)...", 
						//	posX, posY, this->_mapId, m_instanceID);
						spawns = _map->GetSpawnsList( x , y );
						if( spawns )
							cellInfo->LoadObjects( spawns );
					}
				}
			}
		}
	}
}
开发者ID:Chero,项目名称:abcwow,代码行数:49,代码来源:MapMgr.cpp

示例2: ChangeObjectLocation


//.........这里部分代码省略.........
			Player* plr = static_cast< Player* >( obj );
			if(plr->GetBindMapId() != GetMapId())
			{
				plr->SafeTeleport(plr->GetBindMapId(),0,plr->GetBindPositionX(),plr->GetBindPositionY(),plr->GetBindPositionZ(),0);
				plr->GetSession()->SystemMessage("Teleported you to your hearthstone location as you were out of the map boundaries.");
				return;
			}
			else
			{
				obj->GetPositionV()->ChangeCoords(plr->GetBindPositionX(),plr->GetBindPositionY(),plr->GetBindPositionZ(),0);
				plr->GetSession()->SystemMessage("Teleported you to your hearthstone location as you were out of the map boundaries.");
				WorldPacket * data = plr->BuildTeleportAckMsg(plr->GetPosition());
				plr->GetSession()->SendPacket(data);
				delete data;
			}
		}
		else
		{
			obj->GetPositionV()->ChangeCoords(0,0,0,0);
		}
	}

	uint32 cellX = GetPosX(obj->GetPositionX());
	uint32 cellY = GetPosY(obj->GetPositionY());

	if(cellX >= _sizeX || cellY >= _sizeY)
	{
		return;
	}

	MapCell *objCell = GetCell(cellX, cellY);
	MapCell * pOldCell = obj->GetMapCell();
	if (!objCell)
	{
		objCell = Create(cellX,cellY);
		objCell->Init(cellX, cellY, _mapId, this);
	}

	// If object moved cell
	if (objCell != obj->GetMapCell())
	{
		// THIS IS A HACK!
		// Current code, if a creature on a long waypoint path moves from an active
		// cell into an inactive one, it will disable itself and will never return.
		// This is to prevent cpu leaks. I will think of a better solution very soon :P

		if(!objCell->IsActive() && !plObj && obj->Active)
			obj->Deactivate(this);

		if(obj->GetMapCell())
			obj->GetMapCell()->RemoveObject(obj);
	
		objCell->AddObject(obj);
		obj->SetMapCell(objCell);

		// if player we need to update cell activity
		// radius = 2 is used in order to update both
		// old and new cells
		if(obj->GetTypeId() == TYPEID_PLAYER)
		{
			// have to unlock/lock here to avoid a deadlock situation.
			UpdateCellActivity(cellX, cellY, 2);
			if( pOldCell != NULL )
			{
				// only do the second check if theres -/+ 2 difference
				if( abs( (int)cellX - (int)pOldCell->_x ) > 2 ||
					abs( (int)cellY - (int)pOldCell->_y ) > 2 )
				{
					UpdateCellActivity( pOldCell->_x, pOldCell->_y, 2 );
				}
			}
		}
	}


	//////////////////////////////////////
	// Update in-range set for new objects
	//////////////////////////////////////

	uint32 endX = cellX <= _sizeX ? cellX + 1 : (_sizeX-1);
	uint32 endY = cellY <= _sizeY ? cellY + 1 : (_sizeY-1);
	uint32 startX = cellX > 0 ? cellX - 1 : 0;
	uint32 startY = cellY > 0 ? cellY - 1 : 0;
	uint32 posX, posY;
	MapCell *cell;
	MapCell::ObjectSet::iterator iter;

	for (posX = startX; posX <= endX; ++posX )
	{
		for (posY = startY; posY <= endY; ++posY )
		{
			cell = GetCell(posX, posY);
			if (cell)
			UpdateInRangeSet(obj, plObj, cell, &buf);
		}
	}

	if(buf)
		delete buf;
}
开发者ID:Chero,项目名称:abcwow,代码行数:101,代码来源:MapMgr.cpp

示例3: PushObject


//.........这里部分代码省略.........

	if(plObj)
	{
		sLog.outDetail("Creating player "I64FMT" for himself.", obj->GetGUID());
		ByteBuffer pbuf(10000);
		count = plObj->BuildCreateUpdateBlockForPlayer(&pbuf, plObj);
		plObj->PushCreationData(&pbuf, count);
	}

	//////////////////////
	// Build in-range data
	//////////////////////

	for (posX = startX; posX <= endX; posX++ )
	{
		for (posY = startY; posY <= endY; posY++ )
		{
			cell = GetCell(posX, posY);
			if (cell)
			{
				UpdateInRangeSet(obj, plObj, cell, &buf);
			}
		}
	}

	//Add to the cell's object list
	objCell->AddObject(obj);

	obj->SetMapCell(objCell);
	 //Add to the mapmanager's object list
	if(plObj)
	{
	   m_PlayerStorage[plObj->GetLowGUID()] = plObj;
	   UpdateCellActivity(x, y, 2);
	}
	else
	{
		switch(obj->GetTypeFromGUID())
		{
		case HIGHGUID_TYPE_PET:
			m_PetStorage[obj->GetUIdFromGUID()] = static_cast< Pet* >( obj );
			break;

		case HIGHGUID_TYPE_UNIT:
			{
				ASSERT((obj->GetUIdFromGUID()) <= m_CreatureHighGuid);
				m_CreatureStorage[obj->GetUIdFromGUID()] = (Creature*)obj;
				if(((Creature*)obj)->m_spawn != NULL)
				{
					_sqlids_creatures.insert(make_pair( ((Creature*)obj)->m_spawn->id, ((Creature*)obj) ) );
				}
			}break;

		case HIGHGUID_TYPE_GAMEOBJECT:
			{
				m_GOStorage[obj->GetUIdFromGUID()] = (GameObject*)obj;
				if(((GameObject*)obj)->m_spawn != NULL)
				{
					_sqlids_gameobjects.insert(make_pair( ((GameObject*)obj)->m_spawn->id, ((GameObject*)obj) ) );
				}
			}break;

		case HIGHGUID_TYPE_DYNAMICOBJECT:
			m_DynamicObjectStorage[obj->GetLowGUID()] = (DynamicObject*)obj;
			break;
		}
	}

	// Handle activation of that object.
	if(objCell->IsActive() && obj->CanActivate())
		obj->Activate(this);

	// Add the session to our set if it is a player.
	if(plObj)
	{
		Sessions.insert(plObj->GetSession());

		// Change the instance ID, this will cause it to be removed from the world thread (return value 1)
		plObj->GetSession()->SetInstance(GetInstanceID());

		/* Add the map wide objects */
		if(_mapWideStaticObjects.size())
		{
			if(!buf)
				buf = new ByteBuffer(300);

			for(set<Object*>::iterator itr = _mapWideStaticObjects.begin(); itr != _mapWideStaticObjects.end(); ++itr)
			{
				count = (*itr)->BuildCreateUpdateBlockForPlayer(buf, plObj);
				plObj->PushCreationData(buf, count);
			}
		}
	}

	if(buf)
		delete buf;

	if(plObj && InactiveMoveTime && !forced_expire)
		InactiveMoveTime = 0;
}
开发者ID:Chero,项目名称:abcwow,代码行数:101,代码来源:MapMgr.cpp

示例4: UpdateCellActivity

void MapMgr::UpdateCellActivity(uint32 x, uint32 y, int radius)
{
	CellSpawns * sp;
	uint32 endX = (x + radius) <= _sizeX ? x + radius : (_sizeX-1);
	uint32 endY = (y + radius) <= _sizeY ? y + radius : (_sizeY-1);
	uint32 startX = x - radius > 0 ? x - radius : 0;
	uint32 startY = y - radius > 0 ? y - radius : 0;
	uint32 posX, posY;

	MapCell *objCell;

	for (posX = startX; posX <= endX; posX++ )
	{
		for (posY = startY; posY <= endY; posY++ )
		{
			objCell = GetCell(posX, posY);

			if (!objCell)
			{
				if (_CellActive(posX, posY))
				{
					objCell = Create(posX, posY);
					objCell->Init(posX, posY, _mapId, this);

					sLog.outDetail("Cell [%d,%d] on map %d (instance %d) is now active.", 
						posX, posY, this->_mapId, m_instanceID);
					objCell->SetActivity(true);
					_map->CellGoneActive(posX, posY);

					ASSERT(!objCell->IsLoaded());

					sLog.outDetail("Loading objects for Cell [%d][%d] on map %d (instance %d)...", 
						posX, posY, this->_mapId, m_instanceID);

					sp = _map->GetSpawnsList(posX, posY);
					if(sp) objCell->LoadObjects(sp);
				}
			}
			else
			{
				//Cell is now active
				if (_CellActive(posX, posY) && !objCell->IsActive())
				{
					sLog.outDetail("Cell [%d,%d] on map %d (instance %d) is now active.", 
						posX, posY, this->_mapId, m_instanceID);
					_map->CellGoneActive(posX, posY);
					objCell->SetActivity(true);

					if (!objCell->IsLoaded())
					{
						sLog.outDetail("Loading objects for Cell [%d][%d] on map %d (instance %d)...", 
							posX, posY, this->_mapId, m_instanceID);
						sp = _map->GetSpawnsList(posX, posY);
						if(sp) objCell->LoadObjects(sp);
					}
				}
				//Cell is no longer active
				else if (!_CellActive(posX, posY) && objCell->IsActive())
				{
					sLog.outDetail("Cell [%d,%d] on map %d (instance %d) is now idle.", 
						posX, posY, this->_mapId, m_instanceID);
					_map->CellGoneIdle(posX, posY);
					objCell->SetActivity(false);
				}
			}
		}
	}

}
开发者ID:Chero,项目名称:abcwow,代码行数:69,代码来源:MapMgr.cpp

示例5: ChangeObjectLocation


//.........这里部分代码省略.........
			{
				obj->GetPositionV()->ChangeCoords(plObj->GetBindPositionX(), plObj->GetBindPositionY(), plObj->GetBindPositionZ(), 0);
				plObj->GetSession()->SystemMessage("Teleported you to your hearthstone location as you were out of the map boundaries.");
				plObj->SendTeleportAckMsg(plObj->GetPosition());
			}
		}
		else
		{
			obj->GetPositionV()->ChangeCoords(0, 0, 0, 0);
		}
	}

	uint32 cellX = GetPosX(obj->GetPositionX());
	uint32 cellY = GetPosY(obj->GetPositionY());

	if(cellX >= _sizeX || cellY >= _sizeY)
	{
		return;
	}

	MapCell* objCell = GetCell(cellX, cellY);
	MapCell* pOldCell = obj->GetMapCell();
	if(objCell == NULL)
	{
		objCell = Create(cellX, cellY);
		objCell->Init(cellX, cellY, this);
	}

	ARCEMU_ASSERT(objCell != NULL);

	// If object moved cell
	if(objCell != pOldCell)
	{
		// THIS IS A HACK!
		// Current code, if a creature on a long waypoint path moves from an active
		// cell into an inactive one, it will disable itself and will never return.
		// This is to prevent cpu leaks. I will think of a better solution very soon :P

		if(!objCell->IsActive() && !plObj && obj->IsActive())
			obj->Deactivate(this);

		if(pOldCell != NULL)
			pOldCell->RemoveObject(obj);

		objCell->AddObject(obj);
		obj->SetMapCell(objCell);

		// if player we need to update cell activity
		// radius = 2 is used in order to update both
		// old and new cells
		if(obj->IsPlayer())
		{
			// have to unlock/lock here to avoid a deadlock situation.
			UpdateCellActivity(cellX, cellY, 2);
			if(pOldCell != NULL)
			{
				// only do the second check if there's -/+ 2 difference
				if(abs((int)cellX - (int)pOldCell->_x) > 2 ||
				        abs((int)cellY - (int)pOldCell->_y) > 2)
				{
					UpdateCellActivity(pOldCell->_x, pOldCell->_y, 2);
				}
			}
		}
	}


	//////////////////////////////////////
	// Update in-range set for new objects
	//////////////////////////////////////

	uint32 endX = cellX <= _sizeX ? cellX + 1 : (_sizeX - 1);
	uint32 endY = cellY <= _sizeY ? cellY + 1 : (_sizeY - 1);
	uint32 startX = cellX > 0 ? cellX - 1 : 0;
	uint32 startY = cellY > 0 ? cellY - 1 : 0;
	uint32 posX, posY;
	MapCell* cell;

	//If the object announcing it's position is a special one, then it should do so in a much wider area - like the distance between the two transport towers in Orgrimmar, or more. - By: VLack
	if(obj->IsGameObject() && (TO< GameObject* >(obj)->GetOverrides() & GAMEOBJECT_ONMOVEWIDE))
	{
		endX = cellX + 5 <= _sizeX ? cellX + 6 : (_sizeX - 1);
		endY = cellY + 5 <= _sizeY ? cellY + 6 : (_sizeY - 1);
		startX = cellX > 5 ? cellX - 6 : 0;
		startY = cellY > 5 ? cellY - 6 : 0;
	}

	for(posX = startX; posX <= endX; ++posX)
	{
		for(posY = startY; posY <= endY; ++posY)
		{
			cell = GetCell(posX, posY);
			if(cell)
				UpdateInRangeSet(obj, plObj, cell, &buf);
		}
	}

	if(buf)
		delete buf;
}
开发者ID:Thomas195,项目名称:arcemu,代码行数:101,代码来源:MapMgr.cpp

示例6: PushObject


//.........这里部分代码省略.........

	//////////////////////
	// Build in-range data
	//////////////////////

	for(posX = startX; posX <= endX; posX++)
	{
		for(posY = startY; posY <= endY; posY++)
		{
			cell = GetCell(posX, posY);
			if(cell)
			{
				UpdateInRangeSet(obj, plObj, cell, &buf);
			}
		}
	}

	//Add to the cell's object list
	objCell->AddObject(obj);

	obj->SetMapCell(objCell);
	//Add to the mapmanager's object list
	if(plObj != NULL)
	{
		m_PlayerStorage[plObj->GetLowGUID()] = plObj;
		UpdateCellActivity(x, y, 2);
	}
	else
	{
		switch(obj->GetTypeFromGUID())
		{
			case HIGHGUID_TYPE_PET:
				m_PetStorage[obj->GetUIdFromGUID()] = TO< Pet* >(obj);
				break;

			case HIGHGUID_TYPE_UNIT:
			case HIGHGUID_TYPE_VEHICLE:
				{
					ARCEMU_ASSERT(obj->GetUIdFromGUID() <= m_CreatureHighGuid);
					CreatureStorage[ obj->GetUIdFromGUID() ] = TO< Creature* >(obj);
					if(TO_CREATURE(obj)->m_spawn != NULL)
					{
						_sqlids_creatures.insert(make_pair(TO_CREATURE(obj)->m_spawn->id, TO_CREATURE(obj)));
					}
				}
				break;

			case HIGHGUID_TYPE_GAMEOBJECT:
				{
					GOStorage[ obj->GetUIdFromGUID() ] = TO< GameObject* >(obj);
					if(TO_GAMEOBJECT(obj)->m_spawn != NULL)
					{
						_sqlids_gameobjects.insert(make_pair(TO_GAMEOBJECT(obj)->m_spawn->id, TO_GAMEOBJECT(obj)));
					}
				}
				break;

			case HIGHGUID_TYPE_DYNAMICOBJECT:
				m_DynamicObjectStorage[obj->GetLowGUID()] = (DynamicObject*)obj;
				break;
		}
	}

	// Handle activation of that object.
	if(objCell->IsActive() && obj->CanActivate())
		obj->Activate(this);

	// Add the session to our set if it is a player.
	if(plObj != NULL)
	{
		Sessions.insert(plObj->GetSession());

		// Change the instance ID, this will cause it to be removed from the world thread (return value 1)
		plObj->GetSession()->SetInstance(GetInstanceID());

		/* Add the map wide objects */
		if(_mapWideStaticObjects.size())
		{
			uint32 globalcount = 0;
			if(!buf)
				buf = new ByteBuffer(300);

			for(set<Object*>::iterator itr = _mapWideStaticObjects.begin(); itr != _mapWideStaticObjects.end(); ++itr)
			{
				count = (*itr)->BuildCreateUpdateBlockForPlayer(buf, plObj);
				globalcount += count;
			}
			//VLack: It seems if we use the same buffer then it is a BAD idea to try and push created data one by one, add them at once!
			//       If you try to add them one by one, then as the buffer already contains data, they'll end up repeating some object.
			//       Like 6 object updates for Deeprun Tram, but the built package will contain these entries: 2AFD0, 2AFD0, 2AFD1, 2AFD0, 2AFD1, 2AFD2
			if(globalcount > 0) plObj->PushCreationData(buf, globalcount);
		}
	}

	if(buf)
		delete buf;

	if(plObj != NULL && InactiveMoveTime && !forced_expire)
		InactiveMoveTime = 0;
}
开发者ID:Thomas195,项目名称:arcemu,代码行数:101,代码来源:MapMgr.cpp

示例7: UpdateCellActivity

void MapMgr::UpdateCellActivity(uint32 x, uint32 y, uint32 radius)
{
	CellSpawns* sp;
	uint32 endX = (x + radius) <= _sizeX ? x + radius : (_sizeX - 1);
	uint32 endY = (y + radius) <= _sizeY ? y + radius : (_sizeY - 1);
	uint32 startX = x > radius ? x - radius : 0;
	uint32 startY = y > radius ? y - radius : 0;
	uint32 posX, posY;

	MapCell* objCell;

	for(posX = startX; posX <= endX; posX++)
	{
		for(posY = startY; posY <= endY; posY++)
		{
			objCell = GetCell(posX, posY);

			if(!objCell)
			{
				if(_CellActive(posX, posY))
				{
					objCell = Create(posX, posY);
					objCell->Init(posX, posY, this);

					LOG_DETAIL("Cell [%u,%u] on map %u (instance %u) is now active.",
					           posX, posY, this->_mapId, m_instanceID);
					objCell->SetActivity(true);
					_map->CellGoneActive(posX, posY);
					_terrain->LoadTile((int32)posX / 8, (int32)posY / 8);

					ARCEMU_ASSERT(!objCell->IsLoaded());

					LOG_DETAIL("Loading objects for Cell [%u][%u] on map %u (instance %u)...",
					           posX, posY, this->_mapId, m_instanceID);

					sp = _map->GetSpawnsList(posX, posY);
					if(sp) objCell->LoadObjects(sp);
				}
			}
			else
			{
				//Cell is now active
				if(_CellActive(posX, posY) && !objCell->IsActive())
				{
					LOG_DETAIL("Cell [%u,%u] on map %u (instance %u) is now active.",
					           posX, posY, this->_mapId, m_instanceID);
					_map->CellGoneActive(posX, posY);
					_terrain->LoadTile((int32)posX / 8, (int32)posY / 8);
					objCell->SetActivity(true);

					if(!objCell->IsLoaded())
					{
						LOG_DETAIL("Loading objects for Cell [%u][%u] on map %u (instance %u)...",
						           posX, posY, this->_mapId, m_instanceID);
						sp = _map->GetSpawnsList(posX, posY);
						if(sp) objCell->LoadObjects(sp);
					}
				}
				//Cell is no longer active
				else if(!_CellActive(posX, posY) && objCell->IsActive())
				{
					LOG_DETAIL("Cell [%u,%u] on map %u (instance %u) is now idle.", posX, posY, _mapId, m_instanceID);
					_map->CellGoneIdle(posX, posY);
					objCell->SetActivity(false);
					_terrain->UnloadTile((int32)posX / 8, (int32)posY / 8);
				}
			}
		}
	}

}
开发者ID:Thomas195,项目名称:arcemu,代码行数:71,代码来源:MapMgr.cpp


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