本文整理汇总了C++中WorldObject::AddObjectToRemoveList方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldObject::AddObjectToRemoveList方法的具体用法?C++ WorldObject::AddObjectToRemoveList怎么用?C++ WorldObject::AddObjectToRemoveList使用的例子?那么恭喜您, 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WorldObject
的用法示例。
在下文中一共展示了WorldObject::AddObjectToRemoveList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: switch
void Garrison::Plot::DeleteGameObject(Map* map)
{
if (BuildingInfo.Guid.IsEmpty())
return;
for (ObjectGuid const& guid : BuildingInfo.Spawns)
{
WorldObject* object = nullptr;
switch (guid.GetHigh())
{
case HighGuid::Creature:
object = map->GetCreature(guid);
break;
case HighGuid::GameObject:
object = map->GetGameObject(guid);
break;
default:
continue;
}
if (object)
object->AddObjectToRemoveList();
}
BuildingInfo.Spawns.clear();
if (GameObject* oldBuilding = map->GetGameObject(BuildingInfo.Guid))
oldBuilding->Delete();
BuildingInfo.Guid.Clear();
}
示例2: UnloadStaticPassengers
void Transport::UnloadStaticPassengers()
{
while (!_staticPassengers.empty())
{
WorldObject* obj = *_staticPassengers.begin();
obj->AddObjectToRemoveList(); // also removes from _staticPassengers
}
}
示例3: DelayedTeleportTransport
void Transport::DelayedTeleportTransport()
{
if (!_delayedTeleport)
return;
_delayedTeleport = false;
Map* newMap = sMapMgr->CreateBaseMap(_nextFrame->Node->ContinentID);
GetMap()->RemoveFromMap<Transport>(this, false);
SetMap(newMap);
float x = _nextFrame->Node->Loc.X,
y = _nextFrame->Node->Loc.Y,
z = _nextFrame->Node->Loc.Z,
o =_nextFrame->InitialOrientation;
for (_passengerTeleportItr = _passengers.begin(); _passengerTeleportItr != _passengers.end();)
{
WorldObject* obj = (*_passengerTeleportItr++);
float destX, destY, destZ, destO;
obj->m_movementInfo.transport.pos.GetPosition(destX, destY, destZ, destO);
TransportBase::CalculatePassengerPosition(destX, destY, destZ, &destO, x, y, z, o);
switch (obj->GetTypeId())
{
case TYPEID_PLAYER:
if (!obj->ToPlayer()->TeleportTo(_nextFrame->Node->ContinentID, destX, destY, destZ, destO, TELE_TO_NOT_LEAVE_TRANSPORT))
RemovePassenger(obj);
break;
case TYPEID_DYNAMICOBJECT:
case TYPEID_AREATRIGGER:
obj->AddObjectToRemoveList();
break;
default:
RemovePassenger(obj);
break;
}
}
Relocate(x, y, z, o);
GetMap()->AddToMap<Transport>(this);
}
示例4: TeleportTransport
bool Transport::TeleportTransport(uint32 newMapid, float x, float y, float z, float o)
{
Map const* oldMap = GetMap();
if (oldMap->GetId() != newMapid)
{
Map* newMap = sMapMgr->CreateBaseMap(newMapid);
UnloadStaticPassengers();
GetMap()->RemoveFromMap<Transport>(this, false);
SetMap(newMap);
for (std::set<WorldObject*>::iterator itr = _passengers.begin(); itr != _passengers.end();)
{
WorldObject* obj = (*itr++);
float destX, destY, destZ, destO;
obj->m_movementInfo.transport.pos.GetPosition(destX, destY, destZ, destO);
TransportBase::CalculatePassengerPosition(destX, destY, destZ, &destO, x, y, z, o);
switch (obj->GetTypeId())
{
case TYPEID_UNIT:
if (!IS_PLAYER_GUID(obj->ToUnit()->GetOwnerGUID())) // pets should be teleported with player
obj->ToCreature()->FarTeleportTo(newMap, destX, destY, destZ, destO);
break;
case TYPEID_GAMEOBJECT:
{
GameObject* go = obj->ToGameObject();
go->GetMap()->RemoveFromMap(go, false);
go->Relocate(destX, destY, destZ, destO);
go->SetMap(newMap);
newMap->AddToMap(go);
break;
}
case TYPEID_PLAYER:
if (!obj->ToPlayer()->TeleportTo(newMapid, destX, destY, destZ, destO, TELE_TO_NOT_LEAVE_TRANSPORT))
_passengers.erase(obj);
break;
case TYPEID_DYNAMICOBJECT:
obj->AddObjectToRemoveList();
break;
default:
break;
}
}
Relocate(x, y, z, o);
UpdateModelPosition();
GetMap()->AddToMap<Transport>(this);
return true;
}
else
{
// Teleport players, they need to know it
for (std::set<WorldObject*>::iterator itr = _passengers.begin(); itr != _passengers.end(); ++itr)
{
if ((*itr)->GetTypeId() == TYPEID_PLAYER)
{
float destX, destY, destZ, destO;
(*itr)->m_movementInfo.transport.pos.GetPosition(destX, destY, destZ, destO);
TransportBase::CalculatePassengerPosition(destX, destY, destZ, &destO, x, y, z, o);
(*itr)->ToUnit()->NearTeleportTo(destX, destY, destZ, destO);
}
}
UpdatePosition(x, y, z, o);
return false;
}
}