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C++ MapCell::SetLoaded方法代码示例

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

// Spawns the object too, without which you can not interact with the object
GameObject* MapMgr::CreateAndSpawnGameObject(uint32 entryID, float x, float y, float z, float o, float scale)
{
	GameObjectInfo* goi = GameObjectNameStorage.LookupEntry(entryID);
	if(!goi)
	{
		LOG_DEBUG("Error looking up entry in CreateAndSpawnGameObject");
		return NULL;
	}

	LOG_DEBUG("CreateAndSpawnGameObject: By Entry '%u'", entryID);

	GameObject* go = CreateGameObject(entryID);

	//Player *chr = m_session->GetPlayer();
	uint32 mapid = GetMapId();
	// Setup game object
	go->CreateFromProto(entryID, mapid, x, y, z, o);
	go->SetScale(scale);
	go->InitAI();
	go->PushToWorld(this);

	// Create spawn instance
	GOSpawn* gs = new GOSpawn;
	gs->entry = go->GetEntry();
	gs->facing = go->GetOrientation();
	gs->faction = go->GetFaction();
	gs->flags = go->GetUInt32Value(GAMEOBJECT_FLAGS);
	gs->id = objmgr.GenerateGameObjectSpawnID();
	gs->o = 0.0f;
	gs->o1 = go->GetParentRotation(0);
	gs->o2 = go->GetParentRotation(2);
	gs->o3 = go->GetParentRotation(3);
	gs->scale = go->GetScale();
	gs->x = go->GetPositionX();
	gs->y = go->GetPositionY();
	gs->z = go->GetPositionZ();
	gs->state = go->GetByte(GAMEOBJECT_BYTES_1, 0);
	//gs->stateNpcLink = 0;
	gs->overrides = go->GetOverrides();

	uint32 cx = GetPosX(x);
	uint32 cy = GetPosY(y);

	GetBaseMap()->GetSpawnsListAndCreate(cx, cy)->GOSpawns.push_back(gs);
	go->m_spawn = gs;

	MapCell* mCell = GetCell(cx, cy);

	if(mCell != NULL)
		mCell->SetLoaded();

	return go;
}
开发者ID:Thomas195,项目名称:arcemu,代码行数:54,代码来源:MapMgr.cpp

示例2: HandleGOPhaseCommand

bool ChatHandler::HandleGOPhaseCommand(const char* args, WorldSession* m_session)
{
	char* sPhase = strtok((char*)args, " ");
	if(!sPhase)
		return false;

	uint32 newphase = atoi(sPhase);

	bool Save = false;
	char* pSave = strtok(NULL, " ");
	if(pSave)
		Save = (atoi(pSave) > 0 ? true : false);

	GameObject* go = m_session->GetPlayer()->GetSelectedGo();
	if(!go)
	{
		RedSystemMessage(m_session, "No selected GameObject...");
		return true;
	}

	go->Phase(PHASE_SET, newphase);

	GOSpawn* gs = go->m_spawn;
	if(gs == NULL)
	{
		RedSystemMessage(m_session, "The GameObject got no spawn, not saving and not logging...");
		return true;
	}
	//VLack: We have to have a spawn, or SaveToDB would write a 0 into the first column (ID), and would erroneously overwrite something in the DB.
	//The code which saves creatures is a bit more forgiving, as it creates a new spawn on-demand, but the gameobject code does not.

	gs->phase = go->GetPhase();

	uint32 cx = m_session->GetPlayer()->GetMapMgr()->GetPosX(m_session->GetPlayer()->GetPositionX());
	uint32 cy = m_session->GetPlayer()->GetMapMgr()->GetPosY(m_session->GetPlayer()->GetPositionY());

	MapCell* mCell = m_session->GetPlayer()->GetMapMgr()->GetCell(cx, cy);

	if(mCell != NULL)
		mCell->SetLoaded();

	if(Save == true)
	{
		// If we're saving, create template and add index
		go->SaveToDB();
		go->m_loadedFromDB = true;
	}
	sGMLog.writefromsession(m_session, "phased gameobject %s to %u, entry %u at %u %f %f %f%s", GameObjectNameStorage.LookupEntry(gs->entry)->Name, newphase, gs->entry, m_session->GetPlayer()->GetMapId(), gs->x, gs->y, gs->z, Save ? ", saved in DB" : "");
	return true;
}
开发者ID:Ikesters,项目名称:ArcPro,代码行数:50,代码来源:Level2.cpp

示例3: HandleGOSpawn

bool ChatHandler::HandleGOSpawn(const char* args, WorldSession* m_session)
{
	std::stringstream sstext;

	char* pEntryID = strtok((char*)args, " ");
	if(!pEntryID)
		return false;

	uint32 EntryID  = atoi(pEntryID);

	bool Save = false;
	char* pSave = strtok(NULL, " ");
	if(pSave)
		Save = (atoi(pSave) > 0 ? true : false);

	GameObjectInfo* goi = GameObjectNameStorage.LookupEntry(EntryID);
	if(!goi)
	{
		sstext << "GameObject Info '" << EntryID << "' Not Found" << '\0';
		SystemMessage(m_session, sstext.str().c_str());
		return true;
	}

	LOG_DEBUG("Spawning GameObject By Entry '%u'", EntryID);
	sstext << "Spawning GameObject By Entry '" << EntryID << "'" << '\0';
	SystemMessage(m_session, sstext.str().c_str());

	Player* chr = m_session->GetPlayer();

	GameObject* go = chr->GetMapMgr()->CreateGameObject(EntryID);

	uint32 mapid = chr->GetMapId();
	float x = chr->GetPositionX();
	float y = chr->GetPositionY();
	float z = chr->GetPositionZ();
	float o = chr->GetOrientation();

	go->CreateFromProto(EntryID, mapid, x, y, z, o);
	go->PushToWorld(chr->GetMapMgr());
	go->Phase(PHASE_SET, chr->GetPhase());
	// Create spawn instance
	GOSpawn* gs = new GOSpawn;
	gs->entry = go->GetEntry();
	gs->facing = go->GetOrientation();
	gs->faction = go->GetFaction();
	gs->flags = go->GetUInt32Value(GAMEOBJECT_FLAGS);
	gs->id = objmgr.GenerateGameObjectSpawnID();
	gs->o = 0.0f;
	gs->o1 = go->GetParentRotation(0);
	gs->o2 = go->GetParentRotation(2);
	gs->o3 = go->GetParentRotation(3);
	gs->scale = go->GetScale();
	gs->x = go->GetPositionX();
	gs->y = go->GetPositionY();
	gs->z = go->GetPositionZ();
	gs->state = go->GetByte(GAMEOBJECT_BYTES_1, 0);
	//gs->stateNpcLink = 0;
	gs->phase = go->GetPhase();
	gs->overrides = go->GetOverrides();

	uint32 cx = chr->GetMapMgr()->GetPosX(chr->GetPositionX());
	uint32 cy = chr->GetMapMgr()->GetPosY(chr->GetPositionY());

	chr->GetMapMgr()->GetBaseMap()->GetSpawnsListAndCreate(cx, cy)->GOSpawns.push_back(gs);
	go->m_spawn = gs;

	MapCell* mCell = chr->GetMapMgr()->GetCell(cx, cy);

	if(mCell != NULL)
		mCell->SetLoaded();

	if(Save == true)
	{
		// If we're saving, create template and add index
		go->SaveToDB();
		go->m_loadedFromDB = true;
	}
	sGMLog.writefromsession(m_session, "spawned gameobject %s, entry %u at %u %f %f %f%s", GameObjectNameStorage.LookupEntry(gs->entry)->Name, gs->entry, chr->GetMapId(), gs->x, gs->y, gs->z, Save ? ", saved in DB" : "");
	return true;
}
开发者ID:Ikesters,项目名称:ArcPro,代码行数:80,代码来源:Level2.cpp

示例4: HandleGOSpawn

bool ChatHandler::HandleGOSpawn(const char *args, WorldSession *m_session)
{
	std::stringstream sstext;

	char* pEntryID = strtok((char*)args, " ");
	if (!pEntryID)
		return false;

	uint32 EntryID  = atoi(pEntryID);

	bool Save = false;
	char* pSave = strtok(NULL, " ");
	if (pSave)
		Save = (atoi(pSave)>0?true:false);

	GameObjectInfo* goi = GameObjectNameStorage.LookupEntry(EntryID);
	if(!goi)
	{
		sstext << "GameObject Info '" << EntryID << "' Not Found" << '\0';
		SystemMessage(m_session, sstext.str().c_str());
		return true;
	}

	sLog.outDebug("Spawning GameObject By Entry '%u'", EntryID);
	sstext << "Spawning GameObject By Entry '" << EntryID << "'" << '\0';
	SystemMessage(m_session, sstext.str().c_str());

	GameObject *go = m_session->GetPlayer()->GetMapMgr()->CreateGameObject(EntryID);

	Player *chr = m_session->GetPlayer();
	uint32 mapid = chr->GetMapId();
	float x = chr->GetPositionX();
	float y = chr->GetPositionY();
	float z = chr->GetPositionZ();
	float o = chr->GetOrientation();

	go->SetInstanceID(chr->GetInstanceID());
	go->CreateFromProto(EntryID,mapid,x,y,z,o);

	/* fuck blizz coordinate system */
	go->SetFloatValue(GAMEOBJECT_ROTATION_02, sinf(o / 2));
	go->SetFloatValue(GAMEOBJECT_ROTATION_03, cosf(o / 2));
	go->PushToWorld(m_session->GetPlayer()->GetMapMgr());

	// Create sapwn instance
	GOSpawn * gs = new GOSpawn;
	gs->entry = go->GetEntry();
	gs->facing = go->GetOrientation();
	gs->faction = go->GetUInt32Value(GAMEOBJECT_FACTION);
	gs->flags = go->GetUInt32Value(GAMEOBJECT_FLAGS);
	gs->id = objmgr.GenerateGameObjectSpawnID();
	gs->o = go->GetFloatValue(GAMEOBJECT_ROTATION);
	gs->o1 = go->GetFloatValue(GAMEOBJECT_ROTATION_01);
	gs->o2 = go->GetFloatValue(GAMEOBJECT_ROTATION_02);
	gs->o3 = go->GetFloatValue(GAMEOBJECT_ROTATION_03);
	gs->scale = go->GetFloatValue(OBJECT_FIELD_SCALE_X);
	gs->x = go->GetPositionX();
	gs->y = go->GetPositionY();
	gs->z = go->GetPositionZ();
	gs->state = go->GetUInt32Value(GAMEOBJECT_STATE);
	//gs->stateNpcLink = 0;

	uint32 cx = m_session->GetPlayer()->GetMapMgr()->GetPosX(m_session->GetPlayer()->GetPositionX());
	uint32 cy = m_session->GetPlayer()->GetMapMgr()->GetPosY(m_session->GetPlayer()->GetPositionY());

	m_session->GetPlayer()->GetMapMgr()->GetBaseMap()->GetSpawnsListAndCreate(cx,cy)->GOSpawns.push_back(gs);
	go->m_spawn = gs;

	MapCell * mCell = m_session->GetPlayer()->GetMapMgr()->GetCell( cx, cy );

	if( mCell != NULL )
		mCell->SetLoaded();

	if(Save == true)
	{
		// If we're saving, create template and add index
		go->SaveToDB();
		go->m_loadedFromDB = true;
	}
	sGMLog.writefromsession( m_session, "spawned gameobject %s, entry %u at %u %f %f %f%s", GameObjectNameStorage.LookupEntry(gs->entry)->Name, gs->entry, m_session->GetPlayer()->GetMapId(), gs->x, gs->y, gs->z, Save ? ", saved in DB" : "" );
	return true;
}
开发者ID:AegisEmu,项目名称:AegisEmu,代码行数:82,代码来源:Level2.cpp


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