本文整理汇总了C++中Transport::AddPassenger方法的典型用法代码示例。如果您正苦于以下问题:C++ Transport::AddPassenger方法的具体用法?C++ Transport::AddPassenger怎么用?C++ Transport::AddPassenger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Transport
的用法示例。
在下文中一共展示了Transport::AddPassenger方法的6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: CreateDynamicObject
bool DynamicObject::CreateDynamicObject(ObjectGuid::LowType guidlow, Unit* caster, uint32 spellId, Position const& pos, float radius, DynamicObjectType type)
{
SetMap(caster->GetMap());
Relocate(pos);
if (!IsPositionValid())
{
TC_LOG_ERROR("misc", "DynamicObject (spell %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)", spellId, GetPositionX(), GetPositionY());
return false;
}
WorldObject::_Create(guidlow, HighGuid::DynamicObject, caster->GetPhaseMask());
SetEntry(spellId);
SetObjectScale(1);
SetGuidValue(DYNAMICOBJECT_CASTER, caster->GetGUID());
// The lower word of DYNAMICOBJECT_BYTES must be 0x0001. This value means that the visual radius will be overriden
// by client for most of the "ground patch" visual effect spells and a few "skyfall" ones like Hurricane.
// If any other value is used, the client will _always_ use the radius provided in DYNAMICOBJECT_RADIUS, but
// precompensation is necessary (eg radius *= 2) for many spells. Anyway, blizz sends 0x0001 for all the spells
// I saw sniffed...
SetByteValue(DYNAMICOBJECT_BYTES, 0, type);
SetUInt32Value(DYNAMICOBJECT_SPELLID, spellId);
SetFloatValue(DYNAMICOBJECT_RADIUS, radius);
SetUInt32Value(DYNAMICOBJECT_CASTTIME, GameTime::GetGameTimeMS());
if (IsWorldObject())
setActive(true); //must before add to map to be put in world container
Transport* transport = caster->GetTransport();
if (transport)
{
float x, y, z, o;
pos.GetPosition(x, y, z, o);
transport->CalculatePassengerOffset(x, y, z, &o);
m_movementInfo.transport.pos.Relocate(x, y, z, o);
// This object must be added to transport before adding to map for the client to properly display it
transport->AddPassenger(this);
}
if (!GetMap()->AddToMap(this))
{
// Returning false will cause the object to be deleted - remove from transport
if (transport)
transport->RemovePassenger(this);
return false;
}
return true;
}
示例2: CreateDynamicObject
bool DynamicObject::CreateDynamicObject(ObjectGuid::LowType guidlow, Unit* caster, SpellInfo const* spell, Position const& pos, float radius, DynamicObjectType type, uint32 spellXSpellVisualId)
{
_spellXSpellVisualId = spellXSpellVisualId;
SetMap(caster->GetMap());
Relocate(pos);
if (!IsPositionValid())
{
TC_LOG_ERROR("misc", "DynamicObject (spell %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)", spell->Id, GetPositionX(), GetPositionY());
return false;
}
WorldObject::_Create(ObjectGuid::Create<HighGuid::DynamicObject>(GetMapId(), spell->Id, guidlow));
SetPhaseMask(caster->GetPhaseMask(), false);
SetEntry(spell->Id);
SetObjectScale(1.0f);
SetGuidValue(DYNAMICOBJECT_CASTER, caster->GetGUID());
SetUInt32Value(DYNAMICOBJECT_TYPE, type);
SetUInt32Value(DYNAMICOBJECT_SPELL_X_SPELL_VISUAL_ID, spellXSpellVisualId);
SetUInt32Value(DYNAMICOBJECT_SPELLID, spell->Id);
SetFloatValue(DYNAMICOBJECT_RADIUS, radius);
SetUInt32Value(DYNAMICOBJECT_CASTTIME, getMSTime());
if (IsWorldObject())
setActive(true); //must before add to map to be put in world container
Transport* transport = caster->GetTransport();
if (transport)
{
float x, y, z, o;
pos.GetPosition(x, y, z, o);
transport->CalculatePassengerOffset(x, y, z, &o);
m_movementInfo.transport.pos.Relocate(x, y, z, o);
// This object must be added to transport before adding to map for the client to properly display it
transport->AddPassenger(this);
}
if (!GetMap()->AddToMap(this))
{
// Returning false will cause the object to be deleted - remove from transport
if (transport)
transport->RemovePassenger(this);
return false;
}
return true;
}
示例3: HandleMoverRelocation
void WorldSession::HandleMoverRelocation(MovementInfo& movementInfo)
{
movementInfo.UpdateTime(getMSTime());
Unit *mover = _player->GetMover();
if (Player *plMover = mover->GetTypeId() == TYPEID_PLAYER ? (Player*)mover : NULL)
{
if (movementInfo.HasMovementFlag(MOVEFLAG_ONTRANSPORT))
{
if (!plMover->GetTransport())
{
float trans_rad = movementInfo.GetTransportPos()->x*movementInfo.GetTransportPos()->x + movementInfo.GetTransportPos()->y*movementInfo.GetTransportPos()->y + movementInfo.GetTransportPos()->z*movementInfo.GetTransportPos()->z;
if (trans_rad > 3600.0f) // transport radius = 60 yards //cheater with on_transport_flag
{
return;
}
// elevators also cause the client to send MOVEFLAG_ONTRANSPORT - just unmount if the guid can be found in the transport list
for (MapManager::TransportSet::const_iterator iter = sMapMgr.m_Transports.begin(); iter != sMapMgr.m_Transports.end(); ++iter)
{
Transport* transport = *iter;
if (transport->GetObjectGuid() == movementInfo.GetTransportGuid())
{
plMover->SetTransport(transport);
transport->AddPassenger(plMover);
if (plMover->GetVehicleKit())
plMover->GetVehicleKit()->RemoveAllPassengers();
break;
}
}
}
}
else if (plMover->GetTransport()) // if we were on a transport, leave
{
plMover->GetTransport()->RemovePassenger(plMover);
plMover->SetTransport(NULL);
movementInfo.ClearTransportData();
}
if (movementInfo.HasMovementFlag(MOVEFLAG_SWIMMING) != plMover->IsInWater())
{
// now client not include swimming flag in case jumping under water
plMover->SetInWater( !plMover->IsInWater() || plMover->GetTerrain()->IsUnderWater(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z) );
}
if(plMover->GetTerrain()->IsUnderWater(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z-7.0f))
{
plMover->m_anti_BeginFallZ=INVALID_HEIGHT;
}
plMover->SetPosition(movementInfo.GetPos()->x, movementInfo.GetPos()->y, movementInfo.GetPos()->z, movementInfo.GetPos()->o);
plMover->m_movementInfo = movementInfo;
if(movementInfo.GetPos()->z < -500.0f)
{
if(plMover->InBattleGround()
&& plMover->GetBattleGround()
&& plMover->GetBattleGround()->HandlePlayerUnderMap(_player))
{
// do nothing, the handle already did if returned true
}
else
{
// NOTE: this is actually called many times while falling
// even after the player has been teleported away
// TODO: discard movement packets after the player is rooted
if(plMover->isAlive())
{
plMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, plMover->GetMaxHealth());
// pl can be alive if GM/etc
if(!plMover->isAlive())
{
// change the death state to CORPSE to prevent the death timer from
// starting in the next player update
plMover->KillPlayer();
plMover->BuildPlayerRepop();
}
}
// cancel the death timer here if started
plMover->RepopAtGraveyard();
}
}
}
}
示例4: Create
bool AreaTrigger::Create(uint32 spellMiscId, Unit* caster, Unit* target, SpellInfo const* spell, Position const& pos, int32 duration, uint32 spellXSpellVisualId, ObjectGuid const& castId, AuraEffect const* aurEff)
{
_targetGuid = target ? target->GetGUID() : ObjectGuid::Empty;
_aurEff = aurEff;
SetMap(caster->GetMap());
Relocate(pos);
if (!IsPositionValid())
{
TC_LOG_ERROR("entities.areatrigger", "AreaTrigger (spellMiscId %u) not created. Invalid coordinates (X: %f Y: %f)", spellMiscId, GetPositionX(), GetPositionY());
return false;
}
_areaTriggerMiscTemplate = sAreaTriggerDataStore->GetAreaTriggerMiscTemplate(spellMiscId);
if (!_areaTriggerMiscTemplate)
{
TC_LOG_ERROR("entities.areatrigger", "AreaTrigger (spellMiscId %u) not created. Invalid areatrigger miscid (%u)", spellMiscId, spellMiscId);
return false;
}
Object::_Create(ObjectGuid::Create<HighGuid::AreaTrigger>(GetMapId(), GetTemplate()->Id, caster->GetMap()->GenerateLowGuid<HighGuid::AreaTrigger>()));
SetEntry(GetTemplate()->Id);
SetDuration(duration);
SetObjectScale(1.0f);
SetGuidValue(AREATRIGGER_CASTER, caster->GetGUID());
SetGuidValue(AREATRIGGER_CREATING_EFFECT_GUID, castId);
SetUInt32Value(AREATRIGGER_SPELLID, spell->Id);
SetUInt32Value(AREATRIGGER_SPELL_FOR_VISUALS, spell->Id);
SetUInt32Value(AREATRIGGER_SPELL_X_SPELL_VISUAL_ID, spellXSpellVisualId);
SetUInt32Value(AREATRIGGER_TIME_TO_TARGET_SCALE, GetMiscTemplate()->TimeToTargetScale != 0 ? GetMiscTemplate()->TimeToTargetScale : GetUInt32Value(AREATRIGGER_DURATION));
SetFloatValue(AREATRIGGER_BOUNDS_RADIUS_2D, GetTemplate()->MaxSearchRadius);
SetUInt32Value(AREATRIGGER_DECAL_PROPERTIES_ID, GetMiscTemplate()->DecalPropertiesId);
for (uint8 scaleCurveIndex = 0; scaleCurveIndex < MAX_AREATRIGGER_SCALE; ++scaleCurveIndex)
if (GetMiscTemplate()->ExtraScale.Data.Raw[scaleCurveIndex])
SetUInt32Value(AREATRIGGER_EXTRA_SCALE_CURVE + scaleCurveIndex, GetMiscTemplate()->ExtraScale.Data.Raw[scaleCurveIndex]);
PhasingHandler::InheritPhaseShift(this, caster);
if (target && GetTemplate()->HasFlag(AREATRIGGER_FLAG_HAS_ATTACHED))
{
m_movementInfo.transport.guid = target->GetGUID();
}
UpdateShape();
uint32 timeToTarget = GetMiscTemplate()->TimeToTarget != 0 ? GetMiscTemplate()->TimeToTarget : GetUInt32Value(AREATRIGGER_DURATION);
if (GetTemplate()->HasFlag(AREATRIGGER_FLAG_HAS_CIRCULAR_MOVEMENT))
{
AreaTriggerCircularMovementInfo cmi = GetMiscTemplate()->CircularMovementInfo;
if (target && GetTemplate()->HasFlag(AREATRIGGER_FLAG_HAS_ATTACHED))
cmi.PathTarget = target->GetGUID();
else
cmi.Center = pos;
InitCircularMovement(cmi, timeToTarget);
}
else if (GetMiscTemplate()->HasSplines())
{
InitSplineOffsets(GetMiscTemplate()->SplinePoints, timeToTarget);
}
// movement on transport of areatriggers on unit is handled by themself
Transport* transport = m_movementInfo.transport.guid.IsEmpty() ? caster->GetTransport() : nullptr;
if (transport)
{
float x, y, z, o;
pos.GetPosition(x, y, z, o);
transport->CalculatePassengerOffset(x, y, z, &o);
m_movementInfo.transport.pos.Relocate(x, y, z, o);
// This object must be added to transport before adding to map for the client to properly display it
transport->AddPassenger(this);
}
AI_Initialize();
// Relocate areatriggers with circular movement again
if (HasCircularMovement())
Relocate(CalculateCircularMovementPosition());
if (!GetMap()->AddToMap(this))
{
// Returning false will cause the object to be deleted - remove from transport
if (transport)
transport->RemovePassenger(this);
return false;
}
caster->_RegisterAreaTrigger(this);
_ai->OnCreate();
return true;
}
示例5: HandleGoCreatureCommand
//teleport to creature
static bool HandleGoCreatureCommand(ChatHandler* handler, char const* args)
{
if (!*args)
return false;
Player* player = handler->GetSession()->GetPlayer();
// "id" or number or [name] Shift-click form |color|Hcreature_entry:creature_id|h[name]|h|r
char* param1 = handler->extractKeyFromLink((char*)args, "Hcreature");
if (!param1)
return false;
std::ostringstream whereClause;
// User wants to teleport to the NPC's template entry
if (strcmp(param1, "id") == 0)
{
// Get the "creature_template.entry"
// number or [name] Shift-click form |color|Hcreature_entry:creature_id|h[name]|h|r
char* tail = strtok(NULL, "");
if (!tail)
return false;
char* id = handler->extractKeyFromLink(tail, "Hcreature_entry");
if (!id)
return false;
int32 entry = atoi(id);
if (!entry)
return false;
whereClause << "WHERE id = '" << entry << '\'';
}
else
{
int32 guid = atoi(param1);
// Number is invalid - maybe the user specified the mob's name
if (!guid)
{
std::string name = param1;
WorldDatabase.EscapeString(name);
whereClause << ", creature_template WHERE creature.id = creature_template.entry AND creature_template.name " _LIKE_" '" << name << '\'';
}
else
whereClause << "WHERE guid = '" << guid << '\'';
}
QueryResult result = WorldDatabase.PQuery("SELECT position_x, position_y, position_z, orientation, map, guid, id FROM creature %s", whereClause.str().c_str());
if (!result)
{
handler->SendSysMessage(LANG_COMMAND_GOCREATNOTFOUND);
handler->SetSentErrorMessage(true);
return false;
}
if (result->GetRowCount() > 1)
handler->SendSysMessage(LANG_COMMAND_GOCREATMULTIPLE);
Field* fields = result->Fetch();
float x = fields[0].GetFloat();
float y = fields[1].GetFloat();
float z = fields[2].GetFloat();
float o = fields[3].GetFloat();
uint32 mapId = fields[4].GetUInt16();
uint32 guid = fields[5].GetUInt32();
uint32 id = fields[6].GetUInt32();
Transport* transport = NULL;
if (Creature* creature = ObjectAccessor::GetObjectInWorld(ObjectGuid(HIGHGUID_UNIT, id, guid), (Creature*)NULL))
{
x = creature->GetPositionX();
y = creature->GetPositionY();
z = creature->GetPositionZ();
o = creature->GetOrientation();
mapId = creature->GetMapId();
transport = creature->GetTransport();
}
if (!MapManager::IsValidMapCoord(mapId, x, y, z, o) || sObjectMgr->IsTransportMap(mapId))
{
handler->PSendSysMessage(LANG_INVALID_TARGET_COORD, x, y, mapId);
handler->SetSentErrorMessage(true);
return false;
}
// stop flight if need
if (player->IsInFlight())
{
player->GetMotionMaster()->MovementExpired();
player->CleanupAfterTaxiFlight();
}
// save only in non-flight case
else
player->SaveRecallPosition();
if (player->TeleportTo(mapId, x, y, z, o))
{
if (transport)
transport->AddPassenger(player);
//.........这里部分代码省略.........
示例6: Launch
int32 MoveSplineInit::Launch()
{
float realSpeedRun = 0.0f;
MoveSpline& move_spline = *unit.movespline;
Transport* newTransport = NULL;
if (args.transportGuid)
newTransport = HashMapHolder<Transport>::Find(ObjectGuid(HIGHGUID_MO_TRANSPORT, args.transportGuid));
Vector3 real_position(unit.GetPositionX(), unit.GetPositionY(), unit.GetPositionZ());
// there is a big chance that current position is unknown if current state is not finalized, need compute it
// this also allows calculate spline position and update map position in much greater intervals
if (!move_spline.Finalized())
{
real_position = move_spline.ComputePosition();
Transport* oldTransport = NULL;
if (move_spline.GetTransportGuid())
oldTransport = HashMapHolder<Transport>::Find(ObjectGuid(HIGHGUID_MO_TRANSPORT, move_spline.GetTransportGuid()));
if (oldTransport)
oldTransport->CalculatePassengerPosition(real_position.x, real_position.y, real_position.z);
}
if (newTransport)
newTransport->CalculatePassengerOffset(real_position.x, real_position.y, real_position.z);
if (args.path.empty())
{
// should i do the things that user should do?
MoveTo(real_position);
}
// corrent first vertex
args.path[0] = real_position;
uint32 moveFlags = unit.m_movementInfo.GetMovementFlags();
uint32 oldMoveFlags = moveFlags;
if (args.flags.done)
{
args.flags = MoveSplineFlag::Done;
moveFlags &= ~(MOVEFLAG_SPLINE_ENABLED | MOVEFLAG_MASK_MOVING);
}
else
{
moveFlags |= (MOVEFLAG_SPLINE_ENABLED | MOVEFLAG_FORWARD);
if (args.flags.runmode)
moveFlags &= ~MOVEFLAG_WALK_MODE;
else
moveFlags |= MOVEFLAG_WALK_MODE;
}
if (newTransport)
moveFlags |= MOVEFLAG_ONTRANSPORT;
else
moveFlags &= ~MOVEFLAG_ONTRANSPORT;
if (args.velocity == 0.f)
realSpeedRun = args.velocity = unit.GetSpeed(SelectSpeedType(moveFlags));
else
realSpeedRun = unit.GetSpeed(MOVE_RUN);
if (!args.Validate(&unit))
return 0;
unit.m_movementInfo.SetMovementFlags((MovementFlags)moveFlags);
unit.clearUnitState(UNIT_STAT_CLIENT_ROOT);
move_spline.SetMovementOrigin(movementType);
move_spline.Initialize(args);
WorldPacket data(SMSG_MONSTER_MOVE, 64);
data << unit.GetPackGUID();
if (newTransport)
{
data.SetOpcode(SMSG_MONSTER_MOVE_TRANSPORT);
data << newTransport->GetPackGUID();
}
if (unit.GetTransport() && unit.GetTransport() != newTransport)
unit.GetTransport()->RemovePassenger(&unit);
if (newTransport && unit.GetTransport() != newTransport)
newTransport->AddPassenger(&unit);
// Stop packet
if (args.flags.done)
{
data << real_position.x << real_position.y << real_position.z;
data << move_spline.GetId();
data << uint8(1); // MonsterMoveStop=1
}
else
move_spline.setLastPointSent(PacketBuilder::WriteMonsterMove(move_spline, data));
// Compress data or not ?
bool compress = false;
if (!args.flags.done && args.velocity > 4 * realSpeedRun)
compress = true;
else if ((data.wpos() + 2) > 0x10)
compress = true;
else if (unit.hasUnitState(UNIT_STAT_CLIENT_ROOT))
compress = true;
// Since packet size is stored with an uint8, packet size is limited for compressed packets
if ((data.wpos() + 2) > 0xFF)
compress = false;
MovementData mvtData(compress ? NULL : &unit);
//.........这里部分代码省略.........