本文整理汇总了C++中MovementInfo::ResetTransport方法的典型用法代码示例。如果您正苦于以下问题:C++ MovementInfo::ResetTransport方法的具体用法?C++ MovementInfo::ResetTransport怎么用?C++ MovementInfo::ResetTransport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MovementInfo
的用法示例。
在下文中一共展示了MovementInfo::ResetTransport方法的1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: HandleMovementOpcodes
void WorldSession::HandleMovementOpcodes(WorldPacket& recvPacket)
{
uint16 opcode = recvPacket.GetOpcode();
Unit* mover = _player->m_mover;
ASSERT(mover != NULL); // there must always be a mover
Player* plrMover = mover->ToPlayer();
// ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
if (plrMover && plrMover->IsBeingTeleported())
{
recvPacket.rfinish(); // prevent warnings spam
return;
}
/* extract packet */
MovementInfo movementInfo;
GetPlayer()->ReadMovementInfo(recvPacket, &movementInfo);
// prevent tampered movement data
if (movementInfo.guid != mover->GetGUID())
{
TC_LOG_ERROR("network", "HandleMovementOpcodes: guid error");
return;
}
if (!movementInfo.pos.IsPositionValid())
{
TC_LOG_ERROR("network", "HandleMovementOpcodes: Invalid Position");
return;
}
// stop some emotes at player move
if (plrMover && (plrMover->GetUInt32Value(UNIT_NPC_EMOTESTATE) != 0))
plrMover->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
/* handle special cases */
if (movementInfo.transport.guid)
{
// transports size limited
// (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
if (movementInfo.transport.pos.GetPositionX() > 50 || movementInfo.transport.pos.GetPositionY() > 50 || movementInfo.transport.pos.GetPositionZ() > 100)
{
recvPacket.rfinish(); // prevent warnings spam
return;
}
if (!Trinity::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.transport.pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.transport.pos.GetPositionY(),
movementInfo.pos.GetPositionZ() + movementInfo.transport.pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.transport.pos.GetOrientation()))
{
recvPacket.rfinish(); // prevent warnings spam
return;
}
// if we boarded a transport, add us to it
if (plrMover)
{
if (!plrMover->GetTransport())
{
if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
transport->AddPassenger(plrMover);
}
else if (plrMover->GetTransport()->GetGUID() != movementInfo.transport.guid)
{
plrMover->GetTransport()->RemovePassenger(plrMover);
if (Transport* transport = plrMover->GetMap()->GetTransport(movementInfo.transport.guid))
transport->AddPassenger(plrMover);
else
movementInfo.ResetTransport();
}
}
if (!mover->GetTransport() && !mover->GetVehicle())
{
GameObject* go = mover->GetMap()->GetGameObject(movementInfo.transport.guid);
if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
movementInfo.transport.guid = 0;
}
}
else if (plrMover && plrMover->GetTransport()) // if we were on a transport, leave
plrMover->m_transport->RemovePassenger(plrMover);
// fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->IsInFlight())
plrMover->HandleFall(movementInfo);
if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
{
// now client not include swimming flag in case jumping under water
plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
}
uint32 mstime = getMSTime();
/*----------------------*/
if (m_clientTimeDelay == 0)
m_clientTimeDelay = mstime - movementInfo.time;
/* process position-change */
//.........这里部分代码省略.........