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C++ Player类代码示例

本文整理汇总了C++中Player的典型用法代码示例。如果您正苦于以下问题:C++ Player类的具体用法?C++ Player怎么用?C++ Player使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了Player类的15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: DEBUG_LOG

void WorldSession::HandleMessagechatOpcode(WorldPacket& recv_data)
{
    uint32 type;
    uint32 lang;

    recv_data >> type;
    recv_data >> lang;

    if (type >= MAX_CHAT_MSG_TYPE)
    {
        sLog.outError("CHAT: Wrong message type received: %u", type);
        return;
    }

    DEBUG_LOG("CHAT: packet received. type %u, lang %u", type, lang);

    // prevent talking at unknown language (cheating)
    LanguageDesc const* langDesc = GetLanguageDescByID(lang);
    if (!langDesc)
    {
        SendNotification(LANG_UNKNOWN_LANGUAGE);
        return;
    }
    if (langDesc->skill_id != 0 && !_player->HasSkill(langDesc->skill_id))
    {
        // also check SPELL_AURA_COMPREHEND_LANGUAGE (client offers option to speak in that language)
        Unit::AuraList const& langAuras = _player->GetAurasByType(SPELL_AURA_COMPREHEND_LANGUAGE);
        bool foundAura = false;
        for (Unit::AuraList::const_iterator i = langAuras.begin(); i != langAuras.end(); ++i)
        {
            if ((*i)->GetModifier()->m_miscvalue == int32(lang))
            {
                foundAura = true;
                break;
            }
        }
        if (!foundAura)
        {
            SendNotification(LANG_NOT_LEARNED_LANGUAGE);
            return;
        }
    }

    if (lang == LANG_ADDON)
    {
        // Disabled addon channel?
        if (!sWorld.getConfig(CONFIG_BOOL_ADDON_CHANNEL))
            return;
    }
    // LANG_ADDON should not be changed nor be affected by flood control
    else
    {
        // send in universal language if player in .gmon mode (ignore spell effects)
        if (_player->isGameMaster())
            lang = LANG_UNIVERSAL;
        else
        {
            // send in universal language in two side iteration allowed mode
            if (sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_CHAT))
                lang = LANG_UNIVERSAL;
            else
            {
                switch (type)
                {
                    case CHAT_MSG_PARTY:
                    case CHAT_MSG_RAID:
                    case CHAT_MSG_RAID_LEADER:
                    case CHAT_MSG_RAID_WARNING:
                        // allow two side chat at group channel if two side group allowed
                        if (sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_GROUP))
                            lang = LANG_UNIVERSAL;
                        break;
                    case CHAT_MSG_GUILD:
                    case CHAT_MSG_OFFICER:
                        // allow two side chat at guild channel if two side guild allowed
                        if (sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_GUILD))
                            lang = LANG_UNIVERSAL;
                        break;
                }
            }

            // but overwrite it by SPELL_AURA_MOD_LANGUAGE auras (only single case used)
            Unit::AuraList const& ModLangAuras = _player->GetAurasByType(SPELL_AURA_MOD_LANGUAGE);
            if (!ModLangAuras.empty())
                lang = ModLangAuras.front()->GetModifier()->m_miscvalue;
        }

        if (type != CHAT_MSG_AFK && type != CHAT_MSG_DND)
        {
            if (!_player->CanSpeak())
            {
                std::string timeStr = secsToTimeString(m_muteTime - time(nullptr));
                SendNotification(GetMangosString(LANG_WAIT_BEFORE_SPEAKING), timeStr.c_str());
                return;
            }

            GetPlayer()->UpdateSpeakTime();
        }
    }

//.........这里部分代码省略.........
开发者ID:natedahl32,项目名称:portal,代码行数:101,代码来源:ChatHandler.cpp

示例2: applyEffects

void MagicBottle::applyEffects(Player& entity) {
    entity.setMagic(100);
}
开发者ID:YangJJDD,项目名称:2013taller1c,代码行数:3,代码来源:MagicBottle.cpp

示例3: DEBUG_LOG

/*this procedure handles clients CMSG_REQUEST_PARTY_MEMBER_STATS request*/
void WorldSession::HandleRequestPartyMemberStatsOpcode( WorldPacket &recv_data )
{
    DEBUG_LOG("WORLD: Received CMSG_REQUEST_PARTY_MEMBER_STATS");
    uint64 Guid;
    recv_data >> Guid;

    Player *player = sObjectMgr.GetPlayer(Guid);
    if(!player)
    {
        WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 3+4+2);
        data.appendPackGUID(Guid);
        data << uint32(GROUP_UPDATE_FLAG_STATUS);
        data << uint8(MEMBER_STATUS_OFFLINE);
        SendPacket(&data);
        return;
    }

    Pet *pet = player->GetPet();

    WorldPacket data(SMSG_PARTY_MEMBER_STATS_FULL, 4+2+2+2+1+2*6+8+1+8);
    data << player->GetPackGUID();

    uint32 mask1 = 0x00040BFF;                              // common mask, real flags used 0x000040BFF
    if(pet)
        mask1 = 0x7FFFFFFF;                                 // for hunters and other classes with pets

    Powers powerType = player->getPowerType();
    data << uint32(mask1);                                  // group update mask
    data << uint8(MEMBER_STATUS_ONLINE);                    // member's online status
    data << uint16(player->GetHealth());                    // GROUP_UPDATE_FLAG_CUR_HP
    data << uint16(player->GetMaxHealth());                 // GROUP_UPDATE_FLAG_MAX_HP
    data << uint8(powerType);                               // GROUP_UPDATE_FLAG_POWER_TYPE
    data << uint16(player->GetPower(powerType));            // GROUP_UPDATE_FLAG_CUR_POWER
    data << uint16(player->GetMaxPower(powerType));         // GROUP_UPDATE_FLAG_MAX_POWER
    data << uint16(player->getLevel());                     // GROUP_UPDATE_FLAG_LEVEL
    data << uint16(player->GetZoneId());                    // GROUP_UPDATE_FLAG_ZONE
    data << uint16(player->GetPositionX());                 // GROUP_UPDATE_FLAG_POSITION
    data << uint16(player->GetPositionY());                 // GROUP_UPDATE_FLAG_POSITION

    uint32 auramask = 0;
    size_t maskPos = data.wpos();
    data << uint32(auramask);                               // placeholder
    for(uint8 i = 0; i < MAX_AURAS; ++i)
    {
        if(uint32 aura = player->GetUInt32Value(UNIT_FIELD_AURA + i))
        {
            auramask |= (uint32(1) << i);
            data << uint16(aura);
        }
    }
    data.put<uint32>(maskPos,auramask);                     // GROUP_UPDATE_FLAG_AURAS

    if(pet)
    {
        Powers petpowertype = pet->getPowerType();
        data << uint64(pet->GetGUID());                     // GROUP_UPDATE_FLAG_PET_GUID
        data << pet->GetName();                             // GROUP_UPDATE_FLAG_PET_NAME
        data << uint16(pet->GetDisplayId());                // GROUP_UPDATE_FLAG_PET_MODEL_ID
        data << uint16(pet->GetHealth());                   // GROUP_UPDATE_FLAG_PET_CUR_HP
        data << uint16(pet->GetMaxHealth());                // GROUP_UPDATE_FLAG_PET_MAX_HP
        data << uint8(petpowertype);                        // GROUP_UPDATE_FLAG_PET_POWER_TYPE
        data << uint16(pet->GetPower(petpowertype));        // GROUP_UPDATE_FLAG_PET_CUR_POWER
        data << uint16(pet->GetMaxPower(petpowertype));     // GROUP_UPDATE_FLAG_PET_MAX_POWER

        uint32 petauramask = 0;
        size_t petMaskPos = data.wpos();
        data << uint32(petauramask);                        // placeholder
        for(uint8 i = 0; i < MAX_AURAS; ++i)
        {
            if(uint32 petaura = pet->GetUInt32Value(UNIT_FIELD_AURA + i))
            {
                petauramask |= (uint32(1) << i);
                data << uint16(petaura);
            }
        }
        data.put<uint32>(petMaskPos,petauramask);           // GROUP_UPDATE_FLAG_PET_AURAS
    }
    else
    {
        data << uint8(0);                                   // GROUP_UPDATE_FLAG_PET_NAME
        data << uint32(0);                                  // GROUP_UPDATE_FLAG_PET_AURAS
    }

    SendPacket(&data);
}
开发者ID:daemonaps,项目名称:mangoszero,代码行数:86,代码来源:GroupHandler.cpp

示例4: sendHome

void TaeTurn::doCombatTurn() {
    std::set<uint32_t>::iterator itcurr;

    Game* game = Game::getGame();
    OrderManager* ordermanager = game->getOrderManager();
    ObjectManager* objectmanager = game->getObjectManager();
    ObjectTypeManager* obtm = game->getObjectTypeManager();
    PlayerManager* playermanager = game->getPlayerManager();

    containerids.clear();

    // Do orders
    std::set<uint32_t> objects = objectmanager->getAllIds();
    for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
        IGObject * ob = objectmanager->getObject(*itcurr);
        if(ob->getType() == planettype || ob->getType() == fleettype){
            OrderQueueObjectParam* oqop = dynamic_cast<OrderQueueObjectParam*>(ob->getParameterByType(obpT_Order_Queue));
            if(oqop != NULL){
                OrderQueue* orderqueue = ordermanager->getOrderQueue(oqop->getQueueId());
                if(orderqueue != NULL){
                    Order * currOrder = orderqueue->getFirstOrder();
                    if(currOrder != NULL){
                        if(currOrder->doOrder(ob)) {
                            orderqueue->removeFirstOrder();
                        } else {
                            orderqueue->updateFirstOrder();
                        }
                    }
                    if(ob->getContainerType() >= 1){
                        containerids.insert(ob->getID());
                    }
                    objectmanager->doneWithObject((ob)->getID());
                }
            }
        }
    }

    
    //Determine winner
    uint32_t winner = 0;
    uint32_t loser = 0;
    for(map<uint32_t, int>::iterator i = strength.begin(); i != strength.end(); ++i) {
        if(winner == 0) {
            winner = i->first;
        } else {
            if(strength[winner] < i->second) {
                winner = i->first;
            } else {
                loser = i->first;
            }
        }
    }

    //Remove losing combatants
    uint32_t losingRegion;
    uint32_t winningRegion;
    set<uint32_t> removedSystems;
    if(isInternal) {
        //Internal combat removes losing leader and awards one point to the winner
        for(map<uint32_t, uint32_t>::iterator i = combatants.begin(); i != combatants.end(); ++i) {
            IGObject* ob = objectmanager->getObject(i->first);
            Fleet* f = (Fleet*) ob->getObjectBehaviour();
            if(f->getOwner() != winner) {
                sendHome(i->first);
                Player* p = playermanager->getPlayer(winner);
                p->setScore(2, p->getScore(2) + 1);
                losingRegion = i->second;
                winningRegion = losingRegion;
            }
        }
        objects = objectmanager->getAllIds();
        for(itcurr = objects.begin(); itcurr!= objects.end(); ++itcurr) {
            IGObject* ob = objectmanager->getObject(*itcurr);
            if(ob->getType() == obtm->getObjectTypeByName("Star System")) {
                StarSystem* sysData = (StarSystem*) ob->getObjectBehaviour();
                if(sysData->getRegion() == losingRegion) {
                    sysData->setRegion(0);
                    removedSystems.insert(*itcurr);
                }
            }
        }
    } else {
        //External combat removes the losing leader and losing colonies.
        //1 point is awarded for the leader and each colony removed
        string shipType;
        //set shiptype, losing/winning regions, and send home the losing leader
        for(map<uint32_t, uint32_t>::iterator i = combatants.begin(); i != combatants.end(); ++i) {
            IGObject* ob = objectmanager->getObject(i->first);
            Fleet* f = (Fleet*) ob->getObjectBehaviour();
            if(f->getOwner() != winner) {
                losingRegion = i->second;
                shipType = ob->getName();
                sendHome(i->first);
            } else {
                winningRegion = i->second;
            }
        }

        //set the correct resource type
        int resourceType;
//.........这里部分代码省略.........
开发者ID:AfrazHussain,项目名称:tpserver-cpp,代码行数:101,代码来源:taeturn.cpp

示例5: awardArtifacts

//Award artifacts to any players who have a merchant leader
//in a region with two artifacts
void TaeTurn::awardArtifacts() {
    Game* game = Game::getGame();
    ObjectTypeManager* obtm = game->getObjectTypeManager();
    ObjectManager* objectmanager = game->getObjectManager();
    
    std::set<uint32_t> artifacts;
    std::set<uint32_t> regions;
    std::set<uint32_t> objects = objectmanager->getAllIds();
    std::set<uint32_t>::iterator itcurr;

    //Find any regions with 2 or more alien artifacts
    for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
        IGObject * ob = objectmanager->getObject(*itcurr);
        if(ob->getType() == obtm->getObjectTypeByName("Planet")) {
            Planet* p = (Planet*) ob->getObjectBehaviour();
            if(p->getResource(3) > 0) {
                StarSystem* sys = (StarSystem*)(objectmanager->getObject(ob->getParent())->getObjectBehaviour());
                if(sys->getRegion() != 0) {
                    if(regions.count(sys->getRegion()) > 0) {
                        artifacts.insert(*itcurr);
                    } else {
                        regions.insert(sys->getRegion());
                    }
                }
            }
        }
    }
    
    if(!artifacts.empty()) {
        uint32_t type;
        DesignStore* ds = game->getDesignStore();
        PlayerManager* pm = game->getPlayerManager();
        std::set<unsigned int> designs = ds->getDesignIds();
        //get leader ID
        for(itcurr = designs.begin(); itcurr != designs.end(); ++itcurr) {
            if(ds->getDesign(*itcurr)->getName().compare("MerchantLeaderShip")) {
                type = *itcurr;
            }
        }
        //Search the objects for a merchant leader
        for(itcurr = objects.begin(); itcurr != objects.end(); ++itcurr) {
            IGObject * ob = objectmanager->getObject(*itcurr);
            if(ob->getType() == obtm->getObjectTypeByName("Fleet")) {
                Fleet* f = (Fleet*) (ob->getObjectBehaviour());
                if(f->getShips().count(type) > 0) {
                    IGObject* parent = objectmanager->getObject(ob->getParent());
                    if(parent->getType() == obtm->getObjectTypeByName("Star System")) {
                        StarSystem* parentData = (StarSystem*) (parent->getObjectBehaviour());
                        //See if this leader is in a region with
                        //2 or more alien artifacts
                        for(std::set<uint32_t>::iterator i = artifacts.begin(); i != artifacts.end(); ++i) {
                            IGObject* obj = objectmanager->getObject(*i);
                            Planet* p = (Planet*) obj->getObjectBehaviour();
                            StarSystem* sys = (StarSystem*)(objectmanager->getObject(obj->getParent())->getObjectBehaviour());
                            if(sys->getRegion() == parentData->getRegion()) {
                                //+1 to leader's owner's artifact score
                                Player* owner = pm->getPlayer(f->getOwner());
                                owner->setScore(5, owner->getScore(5) + 1);
                                p->removeResource(3, 1);
                                artifacts.erase(*i);
                            }
                        }
                    }
                }
            } 
        }
    }
}
开发者ID:AfrazHussain,项目名称:tpserver-cpp,代码行数:70,代码来源:taeturn.cpp

示例6:

void ConfusedMovementGenerator<Player>::Finalize(Player& unit)
{
    unit.clearUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_CONFUSED_MOVE);
    unit.StopMoving();
}
开发者ID:Atari007,项目名称:master,代码行数:5,代码来源:ConfusedMovementGenerator.cpp

示例7: MANGOS_ASSERT

/**
 * This function will Unboard a passenger
 *
 * @param passenger         MUST be provided. This Unit will be unboarded from the vehicle
 * @param changeVehicle     If set, the passenger is expected to be directly boarded to another vehicle,
 *                          and hence he will not be unboarded but only removed from this vehicle.
 */
void VehicleInfo::UnBoard(Unit* passenger, bool changeVehicle)
{
    MANGOS_ASSERT(passenger);

    DEBUG_LOG("VehicleInfo::Unboard: passenger: %s", passenger->GetGuidStr().c_str());

    PassengerMap::const_iterator itr = m_passengers.find(passenger);
    MANGOS_ASSERT(itr != m_passengers.end());

    VehicleSeatEntry const* seatEntry = GetSeatEntry(itr->second->GetTransportSeat());
    MANGOS_ASSERT(seatEntry);

    UnBoardPassenger(passenger);                            // Use TransportBase to remove the passenger from storage list

    // Remove passenger modifications
    RemoveSeatMods(passenger, seatEntry->m_flags);

    if (!changeVehicle)                                     // Send expected unboarding packages
    {
        // Update movementInfo
        passenger->m_movementInfo.RemoveMovementFlag(MOVEFLAG_ONTRANSPORT);
        passenger->m_movementInfo.ClearTransportData();

        if (passenger->GetTypeId() == TYPEID_PLAYER)
        {
            Player* pPlayer = (Player*)passenger;
            pPlayer->ResummonPetTemporaryUnSummonedIfAny();
            pPlayer->SetFallInformation(0, pPlayer->GetPositionZ());

            // SMSG_PET_DISMISS_SOUND (?)
        }

        if (passenger->IsRooted())
            passenger->SetRoot(false);

        Movement::MoveSplineInit init(*passenger);
        // ToDo: Set proper unboard coordinates
        init.MoveTo(m_owner->GetPositionX(), m_owner->GetPositionY(), m_owner->GetPositionZ());
        init.SetExitVehicle();
        init.Launch();

        // Despawn if passenger was accessory
        if (passenger->GetTypeId() == TYPEID_UNIT && m_accessoryGuids.find(passenger->GetObjectGuid()) != m_accessoryGuids.end())
        {
            Creature* cPassenger = static_cast<Creature*>(passenger);
            // TODO Same TODO as in VehicleInfo::RemoveAccessoriesFromMap
            cPassenger->ForcedDespawn(5000);
            m_accessoryGuids.erase(passenger->GetObjectGuid());
        }
    }

    // Some creature vehicles get despawned after passenger unboarding
    if (m_owner->GetTypeId() == TYPEID_UNIT)
    {
        // TODO: Guesswork, but seems to be fairly near correct
        // Only if the passenger was on control seat? Also depending on some flags
        if ((seatEntry->m_flags & SEAT_FLAG_CAN_CONTROL) &&
                !(m_vehicleEntry->m_flags & (VEHICLE_FLAG_UNK4 | VEHICLE_FLAG_NOT_DISMISSED)))
        {
            if (((Creature*)m_owner)->IsTemporarySummon())
                ((Creature*)m_owner)->ForcedDespawn(1000);
        }
    }
}
开发者ID:Phatcat,项目名称:mangos-wotlk,代码行数:71,代码来源:Vehicle.cpp

示例8: if

/// Add control and such modifiers to a passenger if required
void VehicleInfo::ApplySeatMods(Unit* passenger, uint32 seatFlags)
{
    Unit* pVehicle = (Unit*)m_owner;                        // Vehicles are alawys Unit

    if (seatFlags & SEAT_FLAG_NOT_SELECTABLE)
        passenger->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);

    // ToDo: change passenger model id for SEAT_FLAG_HIDE_PASSENGER?

    if (passenger->GetTypeId() == TYPEID_PLAYER)
    {
        Player* pPlayer = (Player*)passenger;

        // group update
        if (pPlayer->GetGroup())
            pPlayer->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_VEHICLE_SEAT);

        if (seatFlags & SEAT_FLAG_CAN_CONTROL)
        {
            pPlayer->GetCamera().SetView(pVehicle);

            pPlayer->SetCharm(pVehicle);
            pVehicle->SetCharmer(pPlayer);

            pVehicle->GetMotionMaster()->Clear();
            pVehicle->GetMotionMaster()->MoveIdle();
            pVehicle->StopMoving(true);

            pVehicle->addUnitState(UNIT_STAT_POSSESSED);
            pVehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED);

            pVehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);

            pPlayer->UpdateClientControl(pVehicle, true);
            pPlayer->SetMover(pVehicle);

            // Unconfirmed - default speed handling
            if (pVehicle->GetTypeId() == TYPEID_UNIT)
            {
                if (!pPlayer->IsWalking() && pVehicle->IsWalking())
                {
                    ((Creature*)pVehicle)->SetWalk(false, true);
                }
                else if (pPlayer->IsWalking() && !pVehicle->IsWalking())
                {
                    ((Creature*)pVehicle)->SetWalk(true, true);
                }

                // set vehicle faction as per the controller faction
                ((Creature*)pVehicle)->SetFactionTemporary(pPlayer->getFaction(), TEMPFACTION_NONE);

                // set vehicle react state to passive; player will control the vehicle
                pVehicle->AI()->SetReactState(REACT_PASSIVE);
            }
        }

        if (seatFlags & SEAT_FLAG_CAN_CAST)
        {
            CharmInfo* charmInfo = pVehicle->InitCharmInfo(pVehicle);
            charmInfo->InitVehicleCreateSpells();

            pPlayer->PossessSpellInitialize();
        }
    }
    else if (passenger->GetTypeId() == TYPEID_UNIT)
    {
        if (seatFlags & SEAT_FLAG_CAN_CONTROL)
        {
            passenger->SetCharm(pVehicle);
            pVehicle->SetCharmer(passenger);

            // Change vehicle react state; ToDo: also change the vehicle faction?
            if (pVehicle->GetTypeId() == TYPEID_UNIT)
                pVehicle->AI()->SetReactState(passenger->AI()->GetReactState());
        }

        ((Creature*)passenger)->AI()->SetCombatMovement(false);
        // Not entirely sure how this must be handled in relation to CONTROL
        // But in any way this at least would require some changes in the movement system most likely
        passenger->GetMotionMaster()->Clear(false, true);
        passenger->GetMotionMaster()->MoveIdle();
    }
}
开发者ID:Phatcat,项目名称:mangos-wotlk,代码行数:84,代码来源:Vehicle.cpp

示例9: TC_LOG_ERROR

void WorldSession::HandleMessagechatOpcode(WorldPacket& recvData)
{
    uint32 type;
    uint32 lang;

    recvData >> type;
    recvData >> lang;

    if (type >= MAX_CHAT_MSG_TYPE)
    {
        TC_LOG_ERROR("network", "CHAT: Wrong message type received: %u", type);
        recvData.rfinish();
        return;
    }

    if (lang == LANG_UNIVERSAL && type != CHAT_MSG_AFK && type != CHAT_MSG_DND)
    {
        TC_LOG_ERROR("network", "CMSG_MESSAGECHAT: Possible hacking-attempt: %s tried to send a message in universal language", GetPlayerInfo().c_str());
        SendNotification(LANG_UNKNOWN_LANGUAGE);
        recvData.rfinish();
        return;
    }

    Player* sender = GetPlayer();

    //TC_LOG_DEBUG("CHAT: packet received. type %u, lang %u", type, lang);

    // prevent talking at unknown language (cheating)
    LanguageDesc const* langDesc = GetLanguageDescByID(lang);
    if (!langDesc)
    {
        SendNotification(LANG_UNKNOWN_LANGUAGE);
        recvData.rfinish();
        return;
    }

    if (langDesc->skill_id != 0 && !sender->HasSkill(langDesc->skill_id))
    {
        // also check SPELL_AURA_COMPREHEND_LANGUAGE (client offers option to speak in that language)
        Unit::AuraEffectList const& langAuras = sender->GetAuraEffectsByType(SPELL_AURA_COMPREHEND_LANGUAGE);
        bool foundAura = false;
        for (Unit::AuraEffectList::const_iterator i = langAuras.begin(); i != langAuras.end(); ++i)
        {
            if ((*i)->GetMiscValue() == int32(lang))
            {
                foundAura = true;
                break;
            }
        }
        if (!foundAura)
        {
            SendNotification(LANG_NOT_LEARNED_LANGUAGE);
            recvData.rfinish();
            return;
        }
    }

    if (lang == LANG_ADDON)
    {
        // LANG_ADDON is only valid for the following message types
        switch (type)
        {
            case CHAT_MSG_PARTY:
            case CHAT_MSG_RAID:
            case CHAT_MSG_GUILD:
            case CHAT_MSG_BATTLEGROUND:
            case CHAT_MSG_WHISPER:
                // check if addon messages are disabled
                if (!sWorld->getBoolConfig(CONFIG_ADDON_CHANNEL))
                {
                    recvData.rfinish();
                    return;
                }
                break;
            default:
                TC_LOG_ERROR("network", "Player %s (GUID: %u) sent a chatmessage with an invalid language/message type combination",
                                                     GetPlayer()->GetName().c_str(), GetPlayer()->GetGUIDLow());

                recvData.rfinish();
                return;
        }
    }
    // LANG_ADDON should not be changed nor be affected by flood control
    else
    {
        // send in universal language if player in .gmon mode (ignore spell effects)
        if (sender->IsGameMaster())
            lang = LANG_UNIVERSAL;
        else
        {
            Unit::AuraEffectList const& ModLangAuras = sender->GetAuraEffectsByType(SPELL_AURA_MOD_LANGUAGE);
            if (!ModLangAuras.empty())
                lang = ModLangAuras.front()->GetMiscValue();
            else if (HasPermission(rbac::RBAC_PERM_TWO_SIDE_INTERACTION_CHAT))
                lang = LANG_UNIVERSAL;
            else
            {
                switch (type)
                {
                    case CHAT_MSG_PARTY:
//.........这里部分代码省略.........
开发者ID:BlackWolfsDen,项目名称:BWD_335a,代码行数:101,代码来源:ChatHandler.cpp

示例10: UpdateAI

    void UpdateAI(const uint32 uiDiff)
    {
        if (!m_creature->SelectHostileTarget() || !m_creature->getVictim())
            return;

        if (!m_bIsEnraged && m_creature->GetHealthPercent() < 25.0f)
        {
            if (!m_creature->IsNonMeleeSpellCasted(false))
            {
                m_bIsEnraged = true;
                DoScriptText(SAY_ENRAGE, m_creature);
                DoCastSpellIfCan(m_creature, SPELL_ENRAGE);
            }
        }

        if (uiCrystalChainTimer < uiDiff)
        {
            if (!m_creature->IsNonMeleeSpellCasted(false))
            {
                if (m_bIsRegularMode)
                {
                    if (Unit* pTarget = m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 1))
                    {
                        if (Player* pPlayer = pTarget->GetCharmerOrOwnerPlayerOrPlayerItself())
                            DoCastSpellIfCan(pPlayer, SPELL_CRYSTAL_CHAINS);

                        uiCrystalChainTimer = 30000;
                    }
                }
                else
                {
                    if (Unit* pSource = m_creature->getVictim())
                    {
                        uiCrystalChainTimer = 15000;

                        Player* pPlayer = pSource->GetCharmerOrOwnerPlayerOrPlayerItself();

                        if (!pPlayer)
                            return;

                        if (Group* pGroup = pPlayer->GetGroup())
                        {
                            for(GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
                            {
                                if (Player* pMember = pRef->getSource())
                                {
                                    if (pMember->isAlive() && pMember->IsWithinDistInMap(m_creature, 50.0f))
                                        m_creature->CastSpell(pMember, SPELL_CRYSTAL_CHAINS, true);
                                }
                            }
                        }
                        else
                            m_creature->CastSpell(pPlayer, SPELL_CRYSTAL_CHAINS, false);
                    }
                }
            }
        }
        else
            uiCrystalChainTimer -= uiDiff;

        if (uiTailSweepTimer < uiDiff)
        {
            if (DoCastSpellIfCan(m_creature, SPELL_TAIL_SWEEP) == CAST_OK)
                uiTailSweepTimer = urand(2500, 7500);
        }
        else
            uiCrystalChainTimer -= uiDiff;

        if (uiCrystalfireBreathTimer < uiDiff)
        {
            if (DoCastSpellIfCan(m_creature, m_bIsRegularMode ? SPELL_CRYSTALFIRE_BREATH : SPELL_CRYSTALFIRE_BREATH_H) == CAST_OK)
                uiCrystalfireBreathTimer = urand(15000, 20000);
        }
        else
            uiCrystalfireBreathTimer -= uiDiff;

        if (!m_bIsRegularMode)
        {
            if (uiCrystallizeTimer < uiDiff)
            {
                if (DoCastSpellIfCan(m_creature, SPELL_CRYSTALLIZE) == CAST_OK)
                {
                    uiCrystallizeTimer = urand(15000, 25000);
                    DoScriptText(SAY_CRYSTAL_NOVA, m_creature);
                }
            }
            else
                uiCrystallizeTimer -= uiDiff;
        }

        DoMeleeAttackIfReady();
    }
开发者ID:Area52,项目名称:scriptdev2,代码行数:92,代码来源:boss_keristrasza.cpp

示例11: GUID_LOPART

bool ArenaTeam::AddMember(const uint64& PlayerGuid)
{
    std::string plName;
    uint8 plClass;
    uint32 plPRating;
    uint32 plMMRating;

    // arena team is full (can't have more than type * 2 players!)
    if (GetMembersSize() >= GetType() * 2)
        return false;

    Player *pl = sObjectMgr->GetPlayer(PlayerGuid);
    if (pl)
    {
        if (pl->GetArenaTeamId(GetSlot()))
        {
            sLog->outError("Arena::AddMember() : player already in this sized team");
            return false;
        }

        plClass = pl->getClass();
        plName = pl->GetName();
    }
    else
    {
        //                                                     0     1
        QueryResult result = CharacterDatabase.PQuery("SELECT name, class FROM characters WHERE guid='%u'", GUID_LOPART(PlayerGuid));
        if (!result)
            return false;

        plName = (*result)[0].GetString();
        plClass = (*result)[1].GetUInt8();

        // check if player already in arenateam of that size
        if (Player::GetArenaTeamIdFromDB(PlayerGuid, GetType()) != 0)
        {
            sLog->outError("Arena::AddMember() : player already in this sized team");
            return false;
        }
    }

    plMMRating = sWorld->getIntConfig(CONFIG_ARENA_START_MATCHMAKER_RATING);
    plPRating = 0;

    if (sWorld->getIntConfig(CONFIG_ARENA_START_PERSONAL_RATING) > 0)
        plPRating = sWorld->getIntConfig(CONFIG_ARENA_START_PERSONAL_RATING);
    else if (GetRating() >= 1000)
        plPRating = 1000;

    sWorld->getIntConfig(CONFIG_ARENA_START_PERSONAL_RATING);

    QueryResult result = CharacterDatabase.PQuery("SELECT matchmaker_rating FROM character_arena_stats WHERE guid='%u' AND slot='%u'", GUID_LOPART(PlayerGuid), GetSlot());
    if (result)
        plMMRating = (*result)[0].GetUInt32();

    // remove all player signs from another petitions
    // this will be prevent attempt joining player to many arenateams and corrupt arena team data integrity
    Player::RemovePetitionsAndSigns(PlayerGuid, GetType());

    ArenaTeamMember newmember;
    newmember.name              = plName;
    newmember.guid              = PlayerGuid;
    newmember.Class             = plClass;
    newmember.games_season      = 0;
    newmember.games_week        = 0;
    newmember.wins_season       = 0;
    newmember.wins_week         = 0;
    newmember.personal_rating   = plPRating;
    newmember.matchmaker_rating = plMMRating;

    m_members.push_back(newmember);

    CharacterDatabase.PExecute("INSERT INTO arena_team_member (arenateamid, guid) VALUES ('%u', '%u')", m_TeamId, GUID_LOPART(newmember.guid));

    if (pl)
    {
        pl->SetInArenaTeam(m_TeamId, GetSlot(), GetType());
        pl->SetArenaTeamIdInvited(0);

        // hide promote/remove buttons
        if (m_CaptainGuid != PlayerGuid)
            pl->SetArenaTeamInfoField(GetSlot(), ARENA_TEAM_MEMBER, 1);
        sLog->outArena("Player: %s [GUID: %u] joined arena team type: %u [Id: %u].", pl->GetName(), pl->GetGUIDLow(), GetType(), GetId());
    }
    return true;
}
开发者ID:Jekls,项目名称:trinity,代码行数:86,代码来源:ArenaTeam.cpp

示例12: WaypointReached

    void WaypointReached(uint32 i)
    {
        Player* pPlayer = GetPlayerForEscort();

        if (!pPlayer)
            return;

        switch(i)
        {
            case 23:
                DoScriptText(SAY_OOX_AMBUSH, me);
                break;
            case 24:
                for (uint8 i = 0; i < 3; ++i)
                {
                    float x, y, z;
                    switch (i)
                    {
                        case 0:
                            me->GetNearPoint(x, y, z, 0.0f, 15.0f, 0.0f);
                            me->SummonCreature(SPAWN_FIRST, x, y, z, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
                            break;
                        case 1:
                            me->GetNearPoint(x, y, z, 0.0f, 15.0f, 2.0f);
                            me->SummonCreature(SPAWN_FIRST, x, y, z, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
                            break;
                        case 2:
                            me->GetNearPoint(x, y, z, 0.0f, 15.0f, 4.0f);
                            me->SummonCreature(SPAWN_FIRST, x, y, z, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
                            break;
                    }
                }
                break;
            case 57:
                DoScriptText(SAY_OOX_AMBUSH, me);
                break;
            case 58:
                for (uint8 i = 0; i < 3; ++i)
                {
                    float x, y, z;
                    switch (i)
                    {
                        case 0:
                            me->GetNearPoint(x, y, z, 0.0f, 15.0f, 0.0f);
                            me->SummonCreature(SPAWN_SECOND_1, x, y, z, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
                            break;
                        case 1:
                            me->GetNearPoint(x, y, z, 0.0f, 15.0f, 2.0f);
                            me->SummonCreature(SPAWN_SECOND_2, x, y, z, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
                            break;
                        case 2:
                            me->GetNearPoint(x, y, z, 0.0f, 15.0f, 4.0f);
                            me->SummonCreature(SPAWN_SECOND_2, x, y, z, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 30000);
                            break;
                    }
                }
                break;
            case 88:
                if (pPlayer)
                {
                    DoScriptText(SAY_OOX_END, me);
                    pPlayer->GroupEventHappens(Q_OOX17, me);
                }
                break;
        }
    }
开发者ID:Blumfield,项目名称:ptc2,代码行数:66,代码来源:tanaris.cpp

示例13: ObjectGuid

/**
 * Handles the packet sent by the client when taking an item from the mail.
 */
void WorldSession::HandleMailTakeItem(WorldPacket& recv_data)
{
    ObjectGuid mailboxGuid;
    uint32 mailId;
    recv_data >> mailboxGuid;
    recv_data >> mailId;

    if (!CheckMailBox(mailboxGuid))
        return;

    Player* pl = _player;

    Mail* m = pl->GetMail(mailId);
    if (!m || m->state == MAIL_STATE_DELETED || m->deliver_time > time(nullptr))
    {
        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_INTERNAL_ERROR);
        return;
    }

    // prevent cheating with skip client money check
    if (pl->GetMoney() < m->COD)
    {
        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    uint32 itemId = m->items[0].item_template;
    uint32 itemGuid = m->items[0].item_guid;

    Item* it = pl->GetMItem(itemGuid);

    ItemPosCountVec dest;
    InventoryResult msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, it, false);
    if (msg == EQUIP_ERR_OK)
    {
        m->RemoveItem(itemGuid);
        m->removedItems.push_back(itemGuid);

        if (m->COD > 0)                                     // if there is COD, take COD money from player and send them to sender by mail
        {
            ObjectGuid sender_guid = ObjectGuid(HIGHGUID_PLAYER, m->sender);
            Player* sender = sObjectMgr.GetPlayer(sender_guid);

            uint32 sender_accId = 0;

            if (GetSecurity() > SEC_PLAYER && sWorld.getConfig(CONFIG_BOOL_GM_LOG_TRADE))
            {
                std::string sender_name;
                if (sender)
                {
                    sender_accId = sender->GetSession()->GetAccountId();
                    sender_name = sender->GetName();
                }
                else if (sender_guid)
                {
                    // can be calculated early
                    sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid);

                    if (!sObjectMgr.GetPlayerNameByGUID(sender_guid, sender_name))
                        sender_name = sObjectMgr.GetMangosStringForDBCLocale(LANG_UNKNOWN);
                }
                sLog.outCommand(GetAccountId(), "GM %s (Account: %u) receive mail item: %s (Entry: %u Count: %u) and send COD money: %u to player: %s (Account: %u)",
                                GetPlayerName(), GetAccountId(), it->GetProto()->Name1, it->GetEntry(), it->GetCount(), m->COD, sender_name.c_str(), sender_accId);
            }
            else if (!sender)
                sender_accId = sObjectMgr.GetPlayerAccountIdByGUID(sender_guid);

            // check player existence
            if (sender || sender_accId)
            {
                MailDraft(m->subject)
                .SetMoney(m->COD)
                .SendMailTo(MailReceiver(sender, sender_guid), _player, MAIL_CHECK_MASK_COD_PAYMENT);
            }

            pl->ModifyMoney(-int32(m->COD));
        }
        m->COD = 0;
        m->state = MAIL_STATE_CHANGED;
        pl->m_mailsUpdated = true;
        pl->RemoveMItem(it->GetGUIDLow());

        uint32 count = it->GetCount();                      // save counts before store and possible merge with deleting
        pl->MoveItemToInventory(dest, it, true);

        CharacterDatabase.BeginTransaction();
        pl->SaveInventoryAndGoldToDB();
        pl->_SaveMail();
        CharacterDatabase.CommitTransaction();

        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_OK, 0, itemId, count);
    }
    else
        pl->SendMailResult(mailId, MAIL_ITEM_TAKEN, MAIL_ERR_EQUIP_ERROR, msg);
}
开发者ID:520lly,项目名称:mangos-classic,代码行数:98,代码来源:MailHandler.cpp

示例14: RemoveSeatMods

/// Remove control and such modifiers to a passenger if they were added
void VehicleInfo::RemoveSeatMods(Unit* passenger, uint32 seatFlags)
{
    Unit* pVehicle = (Unit*)m_owner;

    if (seatFlags & SEAT_FLAG_NOT_SELECTABLE)
        passenger->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);

    // ToDo: reset passenger model id for SEAT_FLAG_HIDE_PASSENGER?

    if (passenger->GetTypeId() == TYPEID_PLAYER)
    {
        Player* pPlayer = (Player*)passenger;

        // group update
        if (pPlayer->GetGroup())
            pPlayer->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_VEHICLE_SEAT);

        if (seatFlags & SEAT_FLAG_CAN_CONTROL)
        {
            pPlayer->SetCharm(nullptr);
            pVehicle->SetCharmer(nullptr);

            pPlayer->UpdateClientControl(pVehicle, false);
            pPlayer->SetMover(nullptr);

            pVehicle->StopMoving(true);
            pVehicle->GetMotionMaster()->Clear();

            pVehicle->clearUnitState(UNIT_STAT_POSSESSED);
            pVehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED);

            pVehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);

            // must be called after movement control unapplying
            pPlayer->GetCamera().ResetView();

            if (pVehicle->GetTypeId() == TYPEID_UNIT)
            {
                // reset vehicle faction
                ((Creature*)pVehicle)->ClearTemporaryFaction();

                // Reset react state
                if (!(GetVehicleEntry()->m_flags & VEHICLE_FLAG_PASSIVE))
                    pVehicle->AI()->SetReactState(REACT_AGGRESSIVE);
            }
        }

        if (seatFlags & SEAT_FLAG_CAN_CAST)
            pPlayer->RemovePetActionBar();
    }
    else if (passenger->GetTypeId() == TYPEID_UNIT)
    {
        if (seatFlags & SEAT_FLAG_CAN_CONTROL)
        {
            passenger->SetCharm(nullptr);
            pVehicle->SetCharmer(nullptr);
        }

        // Reinitialize movement
        if (((Creature*)passenger)->AI())
            ((Creature*)passenger)->AI()->SetCombatMovement(true, true);
        if (!passenger->getVictim())
            passenger->GetMotionMaster()->Initialize();
    }
}
开发者ID:Phatcat,项目名称:mangos-wotlk,代码行数:66,代码来源:Vehicle.cpp

示例15: DETAIL_LOG

/**
 * Handles the Packet sent by the client when sending a mail.
 *
 * This methods takes the packet sent by the client and performs the following actions:
 * - Checks whether the mail is valid: i.e. can he send the selected items,
 *   does he have enough money, etc.
 * - Creates a MailDraft and adds the needed items, money, cost data.
 * - Sends the mail.
 *
 * Depending on the outcome of the checks performed the player will recieve a different
 * MailResponseResult.
 *
 * @see MailResponseResult
 * @see SendMailResult()
 *
 * @param recv_data the WorldPacket containing the data sent by the client.
 */
void WorldSession::HandleSendMail(WorldPacket& recv_data)
{
    ObjectGuid mailboxGuid;
    ObjectGuid itemGuid;
    uint64 unk3;
    std::string receiver, subject, body;
    uint32 unk1, unk2, money, COD;
    uint8 unk4;
    recv_data >> mailboxGuid;
    recv_data >> receiver;

    recv_data >> subject;

    recv_data >> body;

    recv_data >> unk1;                                      // stationery?
    recv_data >> unk2;                                      // 0x00000000

    recv_data >> itemGuid;

    recv_data >> money >> COD;                              // money and cod
    recv_data >> unk3;                                      // const 0
    recv_data >> unk4;                                      // const 0

    // packet read complete, now do check

    if (!CheckMailBox(mailboxGuid))
        return;

    if (receiver.empty())
        return;

    Player* pl = _player;

    ObjectGuid rc;
    if (normalizePlayerName(receiver))
        rc = sObjectMgr.GetPlayerGuidByName(receiver);

    if (!rc)
    {
        DETAIL_LOG("%s is sending mail to %s (GUID: nonexistent!) with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u",
                   pl->GetGuidStr().c_str(), receiver.c_str(), subject.c_str(), body.c_str(), itemGuid ? 1 : 0, money, COD, unk1, unk2);
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_RECIPIENT_NOT_FOUND);
        return;
    }

    DETAIL_LOG("%s is sending mail to %s with subject %s and body %s includes %u items, %u copper and %u COD copper with unk1 = %u, unk2 = %u",
               pl->GetGuidStr().c_str(), rc.GetString().c_str(), subject.c_str(), body.c_str(), itemGuid ? 1 : 0, money, COD, unk1, unk2);

    if (pl->GetObjectGuid() == rc)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_CANNOT_SEND_TO_SELF);
        return;
    }

    uint32 reqmoney = money + 30;

    if (pl->GetMoney() < reqmoney)
    {
        pl->SendMailResult(0, MAIL_SEND, MAIL_ERR_NOT_ENOUGH_MONEY);
        return;
    }

    Player* receive = sObjectMgr.GetPlayer(rc);

    Team rc_team;
    uint8 mails_count = 0;                                  // do not allow to send to one player more than 100 mails

    if (receive)
    {
        rc_team = receive->GetTeam();
        mails_count = receive->GetMailSize();
    }
    else
    {
        rc_team = sObjectMgr.GetPlayerTeamByGUID(rc);
        if (QueryResult* result = CharacterDatabase.PQuery("SELECT COUNT(*) FROM mail WHERE receiver = '%u'", rc.GetCounter()))
        {
            Field* fields = result->Fetch();
            mails_count = fields[0].GetUInt32();
            delete result;
        }
    }
//.........这里部分代码省略.........
开发者ID:520lly,项目名称:mangos-classic,代码行数:101,代码来源:MailHandler.cpp


注:本文中的Player类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。