本文整理汇总了C++中ObjectGuid::IsPlayer方法的典型用法代码示例。如果您正苦于以下问题:C++ ObjectGuid::IsPlayer方法的具体用法?C++ ObjectGuid::IsPlayer怎么用?C++ ObjectGuid::IsPlayer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::IsPlayer方法的2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: BuildChatPacket
size_t ChatHandler::BuildChatPacket(WorldPacket& data, ChatMsg chatType, Language language, ObjectGuid senderGUID, ObjectGuid receiverGUID, std::string const& message, uint8 chatTag,
std::string const& senderName /*= ""*/, std::string const& receiverName /*= ""*/,
uint32 achievementId /*= 0*/, bool gmMessage /*= false*/, std::string const& channelName /*= ""*/)
{
size_t receiverGUIDPos = 0;
data.Initialize(!gmMessage ? SMSG_MESSAGECHAT : SMSG_GM_MESSAGECHAT);
data << uint8(chatType);
data << int32(language);
data << uint64(senderGUID);
data << uint32(0); // some flags
switch (chatType)
{
case CHAT_MSG_MONSTER_SAY:
case CHAT_MSG_MONSTER_PARTY:
case CHAT_MSG_MONSTER_YELL:
case CHAT_MSG_MONSTER_WHISPER:
case CHAT_MSG_MONSTER_EMOTE:
case CHAT_MSG_RAID_BOSS_EMOTE:
case CHAT_MSG_RAID_BOSS_WHISPER:
case CHAT_MSG_BATTLENET:
data << uint32(senderName.length() + 1);
data << senderName;
receiverGUIDPos = data.wpos();
data << uint64(receiverGUID);
if (receiverGUID && !receiverGUID.IsPlayer() && !receiverGUID.IsPet())
{
data << uint32(receiverName.length() + 1);
data << receiverName;
}
break;
case CHAT_MSG_WHISPER_FOREIGN:
data << uint32(senderName.length() + 1);
data << senderName;
receiverGUIDPos = data.wpos();
data << uint64(receiverGUID);
break;
case CHAT_MSG_BG_SYSTEM_NEUTRAL:
case CHAT_MSG_BG_SYSTEM_ALLIANCE:
case CHAT_MSG_BG_SYSTEM_HORDE:
receiverGUIDPos = data.wpos();
data << uint64(receiverGUID);
if (receiverGUID && !receiverGUID.IsPlayer())
{
data << uint32(receiverName.length() + 1);
data << receiverName;
}
break;
case CHAT_MSG_ACHIEVEMENT:
case CHAT_MSG_GUILD_ACHIEVEMENT:
receiverGUIDPos = data.wpos();
data << uint64(receiverGUID);
break;
default:
if (gmMessage)
{
data << uint32(senderName.length() + 1);
data << senderName;
}
if (chatType == CHAT_MSG_CHANNEL)
{
ASSERT(channelName.length() > 0);
data << channelName;
}
receiverGUIDPos = data.wpos();
data << uint64(receiverGUID);
break;
}
data << uint32(message.length() + 1);
data << message;
data << uint8(chatTag);
if (chatType == CHAT_MSG_ACHIEVEMENT || chatType == CHAT_MSG_GUILD_ACHIEVEMENT)
data << uint32(achievementId);
return receiverGUIDPos;
}
示例2: HandleQuestgiverAcceptQuestOpcode
void WorldSession::HandleQuestgiverAcceptQuestOpcode(WorldPacket& recvData)
{
ObjectGuid guid;
uint32 questId;
uint32 startCheat;
recvData >> guid >> questId >> startCheat;
TC_LOG_DEBUG("network", "WORLD: Received CMSG_QUESTGIVER_ACCEPT_QUEST %s, quest = %u, startCheat = %u", guid.ToString().c_str(), questId, startCheat);
Object* object;
if (!guid.IsPlayer())
object = ObjectAccessor::GetObjectByTypeMask(*_player, guid, TYPEMASK_UNIT | TYPEMASK_GAMEOBJECT | TYPEMASK_ITEM);
else
object = ObjectAccessor::FindPlayer(guid);
#define CLOSE_GOSSIP_CLEAR_DIVIDER() \
do { \
_player->PlayerTalkClass->SendCloseGossip(); \
_player->SetDivider(ObjectGuid::Empty); \
} while (0)
// no or incorrect quest giver
if (!object)
{
CLOSE_GOSSIP_CLEAR_DIVIDER();
return;
}
if (Player* playerQuestObject = object->ToPlayer())
{
if ((_player->GetDivider() && _player->GetDivider() != guid) || !playerQuestObject->CanShareQuest(questId))
{
CLOSE_GOSSIP_CLEAR_DIVIDER();
return;
}
if (!_player->IsInSameRaidWith(playerQuestObject))
{
CLOSE_GOSSIP_CLEAR_DIVIDER();
return;
}
}
else
{
if (!object->hasQuest(questId))
{
CLOSE_GOSSIP_CLEAR_DIVIDER();
return;
}
}
// some kind of WPE protection
if (!_player->CanInteractWithQuestGiver(object))
{
CLOSE_GOSSIP_CLEAR_DIVIDER();
return;
}
if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId))
{
// prevent cheating
if (!GetPlayer()->CanTakeQuest(quest, true))
{
CLOSE_GOSSIP_CLEAR_DIVIDER();
return;
}
if (!_player->GetDivider().IsEmpty())
{
Player* player = ObjectAccessor::FindPlayer(_player->GetDivider());
if (player)
{
player->SendPushToPartyResponse(_player, QUEST_PARTY_MSG_ACCEPT_QUEST);
_player->SetDivider(ObjectGuid::Empty);
}
}
if (_player->CanAddQuest(quest, true))
{
_player->AddQuestAndCheckCompletion(quest, object);
if (quest->HasFlag(QUEST_FLAGS_PARTY_ACCEPT))
{
if (Group* group = _player->GetGroup())
{
for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* player = itr->GetSource();
if (!player || player == _player) // not self
continue;
if (player->CanTakeQuest(quest, true))
{
player->SetDivider(_player->GetGUID());
// need confirmation that any gossip window will close
player->PlayerTalkClass->SendCloseGossip();
_player->SendQuestConfirmAccept(quest, player);
}
//.........这里部分代码省略.........