本文整理汇总了C++中ObjectGuid::IsCorpse方法的典型用法代码示例。如果您正苦于以下问题:C++ ObjectGuid::IsCorpse方法的具体用法?C++ ObjectGuid::IsCorpse怎么用?C++ ObjectGuid::IsCorpse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ObjectGuid
的用法示例。
在下文中一共展示了ObjectGuid::IsCorpse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: HandleAutostoreLootItemOpcode
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket& recvData)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
Player* player = GetPlayer();
ObjectGuid lguid = player->GetLootGUID();
Loot* loot = nullptr;
uint8 lootSlot = 0;
recvData >> lootSlot;
if (lguid.IsGameObject())
{
GameObject* go = player->GetMap()->GetGameObject(lguid);
// not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
{
player->SendLootRelease(lguid);
return;
}
loot = &go->loot;
}
else if (lguid.IsItem())
{
Item* pItem = player->GetItemByGuid(lguid);
if (!pItem)
{
player->SendLootRelease(lguid);
return;
}
loot = &pItem->loot;
}
else if (lguid.IsCorpse())
{
Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
if (!bones)
{
player->SendLootRelease(lguid);
return;
}
loot = &bones->loot;
}
else
{
Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);
bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->loot.loot_type == LOOT_PICKPOCKETING);
if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
{
player->SendLootError(lguid, lootAllowed ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL);
return;
}
loot = &creature->loot;
}
player->StoreLootItem(lootSlot, loot);
// If player is removing the last LootItem, delete the empty container.
if (loot->isLooted() && lguid.IsItem())
player->GetSession()->DoLootRelease(lguid);
}
示例2: HandleAutostoreLootItemOpcode
void WorldSession::HandleAutostoreLootItemOpcode(WorldPackets::Loot::AutoStoreLootItem& packet)
{
TC_LOG_DEBUG("network", "WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
Player* player = GetPlayer();
ObjectGuid lguid = player->GetLootGUID();
/// @todo Implement looting by LootObject guid
for (WorldPackets::Loot::LootRequest const& req : packet.Loot)
{
Loot* loot = NULL;
if (lguid.IsGameObject())
{
GameObject* go = player->GetMap()->GetGameObject(lguid);
// not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
{
player->SendLootRelease(lguid);
continue;
}
loot = &go->loot;
}
else if (lguid.IsItem())
{
Item* pItem = player->GetItemByGuid(lguid);
if (!pItem)
{
player->SendLootRelease(lguid);
continue;
}
loot = &pItem->loot;
}
else if (lguid.IsCorpse())
{
Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
if (!bones)
{
player->SendLootRelease(lguid);
continue;
}
loot = &bones->loot;
}
else
{
Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);
bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->loot.loot_type == LOOT_PICKPOCKETING);
if (!lootAllowed || !creature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
{
player->SendLootError(lguid, lootAllowed ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL);
continue;
}
loot = &creature->loot;
}
// Since 6.x client sends loot starting from 1 hence the -1
player->StoreLootItem(req.LootListID-1, loot);
// If player is removing the last LootItem, delete the empty container.
if (loot->isLooted() && lguid.IsItem())
player->GetSession()->DoLootRelease(lguid);
}
}
示例3: DoLootRelease
void WorldSession::DoLootRelease(ObjectGuid lguid)
{
Player *player = GetPlayer();
Loot *loot;
player->SetLootGUID(ObjectGuid::Empty);
player->SendLootRelease(lguid);
player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
if (!player->IsInWorld())
return;
if (lguid.IsGameObject())
{
GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid);
// not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
return;
loot = &go->loot;
if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
{
// locked doors are opened with spelleffect openlock, prevent remove its as looted
go->UseDoorOrButton();
}
else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
{
if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
{ // The fishing hole used once more
go->AddUse(); // if the max usage is reached, will be despawned in next tick
if (go->GetUseCount() >= go->GetGOValue()->FishingHole.MaxOpens)
go->SetLootState(GO_JUST_DEACTIVATED);
else
go->SetLootState(GO_READY);
}
else
go->SetLootState(GO_JUST_DEACTIVATED);
loot->clear();
}
else
{
// not fully looted object
go->SetLootState(GO_ACTIVATED, player);
// if the round robin player release, reset it.
if (player->GetGUID() == loot->roundRobinPlayer)
loot->roundRobinPlayer.Clear();
}
}
else if (lguid.IsCorpse()) // ONLY remove insignia at BG
{
Corpse* corpse = ObjectAccessor::GetCorpse(*player, lguid);
if (!corpse || !corpse->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
return;
loot = &corpse->loot;
if (loot->isLooted())
{
loot->clear();
corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
}
}
else if (lguid.IsItem())
{
Item* pItem = player->GetItemByGuid(lguid);
if (!pItem)
return;
ItemTemplate const* proto = pItem->GetTemplate();
// destroy only 5 items from stack in case prospecting and milling
if (proto->Flags & (ITEM_FLAG_IS_PROSPECTABLE | ITEM_FLAG_IS_MILLABLE))
{
pItem->m_lootGenerated = false;
pItem->loot.clear();
uint32 count = pItem->GetCount();
// >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
if (count > 5)
count = 5;
player->DestroyItemCount(pItem, count, true);
}
else
{
// Only delete item if no loot or money (unlooted loot is saved to db) or if it isn't an openable item
if (pItem->loot.isLooted() || !(proto->Flags & ITEM_FLAG_HAS_LOOT))
player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
}
return; // item can be looted only single player
}
else
{
Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);
//.........这里部分代码省略.........
示例4: HandleAutostoreLootItemOpcode
void WorldSession::HandleAutostoreLootItemOpcode(WorldPackets::Loot::LootItem& packet)
{
Player* player = GetPlayer();
AELootResult aeResult;
AELootResult* aeResultPtr = player->GetAELootView().size() > 1 ? &aeResult : nullptr;
/// @todo Implement looting by LootObject guid
for (WorldPackets::Loot::LootRequest const& req : packet.Loot)
{
Loot* loot = nullptr;
ObjectGuid lguid = player->GetLootWorldObjectGUID(req.Object);
if (lguid.IsGameObject())
{
GameObject* go = player->GetMap()->GetGameObject(lguid);
// not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
{
player->SendLootRelease(lguid);
continue;
}
loot = &go->loot;
}
else if (lguid.IsItem())
{
Item* pItem = player->GetItemByGuid(lguid);
if (!pItem)
{
player->SendLootRelease(lguid);
continue;
}
loot = &pItem->loot;
}
else if (lguid.IsCorpse())
{
Corpse* bones = ObjectAccessor::GetCorpse(*player, lguid);
if (!bones)
{
player->SendLootRelease(lguid);
continue;
}
loot = &bones->loot;
}
else
{
Creature* creature = GetPlayer()->GetMap()->GetCreature(lguid);
bool lootAllowed = creature && creature->IsAlive() == (player->getClass() == CLASS_ROGUE && creature->loot.loot_type == LOOT_PICKPOCKETING);
if (!lootAllowed || !creature->IsWithinDistInMap(_player, AELootCreatureCheck::LootDistance))
{
player->SendLootError(req.Object, lguid, lootAllowed ? LOOT_ERROR_TOO_FAR : LOOT_ERROR_DIDNT_KILL);
continue;
}
loot = &creature->loot;
}
player->StoreLootItem(req.LootListID - 1, loot, aeResultPtr);
// If player is removing the last LootItem, delete the empty container.
if (loot->isLooted() && lguid.IsItem())
player->GetSession()->DoLootRelease(lguid);
}
if (aeResultPtr)
{
for (AELootResult::ResultValue const& resultValue : aeResult)
{
player->SendNewItem(resultValue.item, resultValue.count, false, false, true);
player->UpdateCriteria(CRITERIA_TYPE_LOOT_ITEM, resultValue.item->GetEntry(), resultValue.count);
player->UpdateCriteria(CRITERIA_TYPE_LOOT_TYPE, resultValue.item->GetEntry(), resultValue.count, resultValue.lootType);
player->UpdateCriteria(CRITERIA_TYPE_LOOT_EPIC_ITEM, resultValue.item->GetEntry(), resultValue.count);
}
}
}