本文整理汇总了C++中creaturemaptype::iterator::GetSource方法的典型用法代码示例。如果您正苦于以下问题:C++ iterator::GetSource方法的具体用法?C++ iterator::GetSource怎么用?C++ iterator::GetSource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creaturemaptype::iterator
的用法示例。
在下文中一共展示了iterator::GetSource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: Visit
void VisibleChangesNotifier::Visit(CreatureMapType &m)
{
for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
if (iter->GetSource()->HasSharedVision())
for (SharedVisionList::const_iterator i = iter->GetSource()->GetSharedVisionList().begin(); i != iter->GetSource()->GetSharedVisionList().end(); ++i)
if ((*i)->m_seer == iter->GetSource())
(*i)->UpdateVisibilityOf(&i_object);
}
示例2: Visit
void ObjectGridStoper::Visit(CreatureMapType &m)
{
// stop any fights at grid de-activation and remove dynobjects created at cast by creatures
for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
iter->GetSource()->RemoveAllDynObjects();
if (iter->GetSource()->IsInCombat())
{
iter->GetSource()->CombatStop();
iter->GetSource()->DeleteThreatList();
iter->GetSource()->AI()->EnterEvadeMode();
}
}
}
示例3: Visit
void ObjectGridEvacuator::Visit(CreatureMapType &m)
{
// creature in unloading grid can have respawn point in another grid
// if it will be unloaded then it will not respawn in original grid until unload/load original grid
// move to respawn point to prevent this case. For player view in respawn grid this will be normal respawn.
for (CreatureMapType::iterator iter = m.begin(); iter != m.end();)
{
Creature* c = iter->GetSource();
++iter;
ASSERT(!c->IsPet() && "ObjectGridRespawnMover don't must be called for pets");
Cell const& cur_cell = c->GetCurrentCell();
float resp_x, resp_y, resp_z;
c->GetRespawnPosition(resp_x, resp_y, resp_z);
CellCoord resp_val = Oregon::ComputeCellCoord(resp_x, resp_y);
Cell resp_cell(resp_val);
if (cur_cell.DiffGrid(resp_cell))
{
c->GetMap()->CreatureRespawnRelocation(c);
// false result ignored: will be unload with other creatures at grid
}
}
}
示例4: SendPacket
void
MessageDistDeliverer::Visit(CreatureMapType& m)
{
for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
if (iter->GetSource()->GetExactDist2dSq(i_source) > i_distSq)
continue;
// Send packet to all who are sharing the creature's vision
if (!iter->GetSource()->GetSharedVisionList().empty())
{
SharedVisionList::const_iterator i = iter->GetSource()->GetSharedVisionList().begin();
for (; i != iter->GetSource()->GetSharedVisionList().end(); ++i)
if ((*i)->m_seer == iter->GetSource())
SendPacket(*i);
}
}
}
示例5: Visit
void AIRelocationNotifier::Visit(CreatureMapType &m)
{
for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
Creature* c = iter->GetSource();
CreatureUnitRelocationWorker(c, &i_unit);
if (isCreature)
CreatureUnitRelocationWorker((Creature*)&i_unit, c);
}
}
示例6: Visit
void PlayerRelocationNotifier::Visit(CreatureMapType& m)
{
bool relocated_for_ai = (&i_player == i_player.m_seer);
for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
Creature* c = iter->GetSource();
vis_guids.erase(c->GetGUID());
i_player.UpdateVisibilityOf(c, i_data, i_visibleNow);
if (relocated_for_ai && !c->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
CreatureUnitRelocationWorker(c, &i_player);
}
}