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C++ BlueSystemMessage函數代碼示例

本文整理匯總了C++中BlueSystemMessage函數的典型用法代碼示例。如果您正苦於以下問題:C++ BlueSystemMessage函數的具體用法?C++ BlueSystemMessage怎麽用?C++ BlueSystemMessage使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。


在下文中一共展示了BlueSystemMessage函數的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。

示例1: RedSystemMessage

bool ChatHandler::HandleMountCommand(const char *args, WorldSession *m_session)
{
	if(!args)
	{
		RedSystemMessage(m_session, "No model specified");
		return true;
	}
	uint32 modelid = atol(args);
	if(!modelid)
	{
		RedSystemMessage(m_session, "No model specified");
		return true;
	}

	Unit *m_target = NULL;
	Player *m_plyr = getSelectedChar(m_session, false);
	if(m_plyr)
		m_target = m_plyr;
	else
	{
		Creature *m_crt = getSelectedCreature(m_session, false);
		if(m_crt)
			m_target = m_crt;
	}

	if(!m_target)
	{
		RedSystemMessage(m_session, "No target found.");
		return true;
	}
	
	if(m_target->GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID) != 0)
	{
		RedSystemMessage(m_session, "Target is already mounted.");
		return true;
	}

	m_target->SetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID , modelid);
	if(!m_target->HasFlag(UNIT_FIELD_FLAGS, U_FIELD_FLAG_MOUNT_SIT)) m_target->SetFlag( UNIT_FIELD_FLAGS , U_FIELD_FLAG_MOUNT_SIT );
	
	BlueSystemMessage(m_session, "Now mounted with model %d.", modelid);
	return true;
}
開發者ID:Sylica2013,項目名稱:Antrix,代碼行數:43,代碼來源:Level2.cpp

示例2: atol

bool ChatHandler::HandleDBItemCreateCommand(const char* args, WorldSession *m_session)
{
    uint32 entry = atol(args);
    if(entry == 0)
        return false;

    ItemPrototype* proto = ItemPrototypeStorage.LookupEntry(entry);
    if(proto)
        RedSystemMessage(m_session, "That item already exists");
    else
    {
        BlueSystemMessage(m_session, "Created item %u", entry);
        WorldDatabase.Execute("INSERT INTO items(entry, name1) VALUES(%u, \"New Item\")", entry);
        ItemPrototypeStorage.Reload();
    }

    m_session->SendItemInfo(entry);
    return true;
}
開發者ID:Refuge89,項目名稱:Hearthstone,代碼行數:19,代碼來源:DatabaseCommands.cpp

示例3: BlueSystemMessage

bool ChatHandler::HandleNpcExport(const char * args, WorldSession * m_session)
{
	Creature* target = m_session->GetPlayer()->GetMapMgr()->GetCreature(m_session->GetPlayer()->GetSelection());
	if (!target)
		return false;
	
	std::stringstream name;
	if (*args)
	{
		name << "NPC_" << args << ".sql";
	}
	else
	{
		name << "NPC_" << target->GetEntry() << ".sql";
	}
	target->SaveToFile(name);
	BlueSystemMessage(m_session, "Creature/npc saved to: %s", name.str().c_str());
	return true;
}
開發者ID:Sylica2013,項目名稱:Antrix,代碼行數:19,代碼來源:Level2.cpp

示例4: getSelectedUnit

bool ChatHandler::HandleCastSpellNECommand(const char* args, WorldSession *m_session)
{
    Unit* caster = m_session->GetPlayer();
    Unit* target = getSelectedUnit(m_session, false);
    if(!target)
        target = caster;

    uint32 spellId = atol(args);
    SpellEntry *spellentry = dbcSpell.LookupEntryForced(spellId);
    if(spellentry == NULL)
    {
        RedSystemMessage(m_session, "Invalid spell id!");
        return false;
    }
    BlueSystemMessage(m_session, "Casting spell %d on target.", spellId);

    WorldPacket data;

    data.Initialize( SMSG_SPELL_START );
    data << caster->GetNewGUID();
    data << caster->GetNewGUID();
    data << spellId;
    data << uint8(0);
    data << uint16(0);
    data << uint32(0);
    data << uint16(2);
    data << target->GetGUID();
    m_session->SendPacket( &data );
    data.clear();

    data.Initialize( SMSG_SPELL_GO );
    data << caster->GetNewGUID();
    data << caster->GetNewGUID();
    data << spellId;
    data << uint8(0) << uint8(1) << uint8(1);
    data << target->GetGUID();
    data << uint8(0);
    data << uint16(2);
    data << target->GetGUID();
    m_session->SendPacket( &data );
    return true;
}
開發者ID:Refuge89,項目名稱:Hearthstone,代碼行數:42,代碼來源:Level2.cpp

示例5: RedSystemMessage

bool ChatHandler::HandleGMOnCommand(const char* args, WorldSession* m_session)
{
	Player* _player = m_session->GetPlayer();
	if(_player->HasFlag(PLAYER_FLAGS, PLAYER_FLAG_GM))
		RedSystemMessage(m_session, "GM Flag is already set on.");
	else
	{
		_player->SetFlag(PLAYER_FLAGS, PLAYER_FLAG_GM);	// <GM>

		_player->SetFaction(35);
		_player->RemovePvPFlag();
		_player->TriggerpassCheat = true;

		BlueSystemMessage(m_session, "GM flag set.");

		_player->UpdateVisibility();
	}

	return true;
}
開發者ID:Lbniese,項目名稱:ArcEmu_MoP,代碼行數:20,代碼來源:Level1.cpp

示例6: RedSystemMessage

bool ChatHandler::HandleGOEnable(const char *args, WorldSession *m_session)
{
	GameObject *GObj = m_session->GetPlayer()->GetSelectedGo();
	if( !GObj )
	{
		RedSystemMessage(m_session, "No selected GameObject...");
		return true;
	}
	if(GObj->GetUInt32Value(GAMEOBJECT_DYN_FLAGS) == 1)
	{
		// Deactivate
		GObj->SetUInt32Value(GAMEOBJECT_DYN_FLAGS, 0);
	} else {
		// /Activate
		GObj->SetUInt32Value(GAMEOBJECT_DYN_FLAGS, 1);
	}
	BlueSystemMessage(m_session, "Gameobject activate/deactivated.");
	sGMLog.writefromsession( m_session, "activated/deactivated gameobject %s, entry %u", GameObjectNameStorage.LookupEntry( GObj->GetEntry() )->Name, GObj->GetEntry() );
	return true;
}
開發者ID:Chero,項目名稱:abcwow,代碼行數:20,代碼來源:Level2.cpp

示例7: GetSelectedPlayer

//.guild listmembers
bool ChatHandler::HandleGuildListMembersCommand(const char* /*args*/, WorldSession* m_session)
{
    Player* selected_player = GetSelectedPlayer(m_session, true, true);
    if (selected_player == nullptr)
        return true;

#if VERSION_STRING != Cata
    if (selected_player->IsInGuild())
    {
        RedSystemMessage(m_session, "%s not in a guild.", selected_player->GetName());
        return true;
    }
#else
    if (selected_player->GetGuild())
    {
        RedSystemMessage(m_session, "%s not in a guild.", selected_player->GetName());
        return true;
    }
#endif

#if VERSION_STRING != Cata
    GreenSystemMessage(m_session, "Now showing guild members for %s", selected_player->GetGuild()->getGuildName());
#else
    GreenSystemMessage(m_session, "Now showing guild members for %s", selected_player->GetGuild()->getName().c_str());
#endif

#if VERSION_STRING != Cata
    selected_player->GetGuild()->Lock();
    for (GuildMemberMap::iterator itr = selected_player->GetGuild()->GetGuildMembersBegin(); itr != selected_player->GetGuild()->GetGuildMembersEnd(); ++itr)
    {
        GuildMember* member = itr->second;
        if (!member || !member->pPlayer)
            continue;

        BlueSystemMessage(m_session, "%s (Rank: %s)", member->pPlayer->name, member->pRank->szRankName);
    }
    selected_player->GetGuild()->Unlock();
#endif

    return true;
}
開發者ID:armm77,項目名稱:AscEmu,代碼行數:42,代碼來源:GuildCommands.cpp

示例8: GreenSystemMessage

bool ChatHandler::HandleGMOnCommand(const char* args, WorldSession *m_session)
{
	/*uint32 newbytes = m_session->GetPlayer( )->GetUInt32Value(PLAYER_BYTES_2) | 0x8;
	m_session->GetPlayer( )->SetUInt32Value( PLAYER_BYTES_2, newbytes);

	GreenSystemMessage(m_session, "GM Flag Set.");*/
	if(m_session->GetPlayer()->bGMTagOn)
		RedSystemMessage(m_session, "GM Status Is Already On. Use !gmoff To Disable It.");
	else
	{
		m_session->GetPlayer()->setFaction(35);
		m_session->GetPlayer()->GodModeCheat = true;
		m_session->GetPlayer()->bInvincible = true;
		m_session->GetPlayer()->bGMTagOn = true;
		m_session->GetPlayer()->bCTagOn = true;
		m_session->GetPlayer()->SetFlag(PLAYER_FLAGS, PLAYER_FLAG_GM);	// <GM>
		BlueSystemMessage(m_session, "GM Flag Set. It will appear above your name and in chat messages until you use !gmoff.");
	}

	return true;
}
開發者ID:pfchrono,項目名稱:rs-ascent,代碼行數:21,代碼來源:Level1.cpp

示例9: RedSystemMessage

bool ChatHandler::HandleGOEnable(const char *args, WorldSession *m_session)
{
	GameObject *GObj = NULL;

	GObj = m_session->GetPlayer()->m_GM_SelectedGO;
	if( !GObj )
	{
		RedSystemMessage(m_session, "No selected GameObject...");
		return true;
	}
	if(GObj->GetUInt32Value(GAMEOBJECT_DYN_FLAGS) == 1)
	{
		// Deactivate
		GObj->SetUInt32Value(GAMEOBJECT_DYN_FLAGS, 0);
	} else {
		// /Activate
		GObj->SetUInt32Value(GAMEOBJECT_DYN_FLAGS, 1);
	}
	BlueSystemMessage(m_session, "Gameobject activate/deactivated.");
	return true;
}
開發者ID:Chero,項目名稱:abcwow,代碼行數:21,代碼來源:Level2.cpp

示例10: GreenSystemMessage

bool ChatHandler::HandleGMOnCommand(const char* args, WorldSession* m_session)
{
	GreenSystemMessage(m_session, "Setting GM Flag on yourself.");

	Player* _player = m_session->GetPlayer();
	if(_player->HasFlag(PLAYER_FLAGS, PLAYER_FLAG_GM))
		RedSystemMessage(m_session, "GM Flag is already set on. Use .gm off to disable it.");
	else
	{
		_player->SetFlag(PLAYER_FLAGS, PLAYER_FLAG_GM);	// <GM>

		_player->SetFaction(35);
		_player->RemovePvPFlag();

		BlueSystemMessage(m_session, "GM flag set. It will now appear above your name and in chat messages until you use .gm off.");

		_player->UpdateVisibility();
	}

	return true;
}
開發者ID:dberga,項目名稱:arcbliz,代碼行數:21,代碼來源:Level1.cpp

示例11: getSelectedChar

bool ChatHandler::HandleCastSpellCommand(const char* args, WorldSession* m_session)
{
	Unit* caster = m_session->GetPlayer();
	Unit* target = getSelectedChar(m_session, false);
	if(!target)
		target = getSelectedCreature(m_session, false);
	if(!target)
	{
		RedSystemMessage(m_session, "Must select a char or creature.");
		return false;
	}

	uint32 spellid = atol(args);
	SpellEntry* spellentry = dbcSpell.LookupEntryForced(spellid);
	if(!spellentry)
	{
		RedSystemMessage(m_session, "Invalid spell id!");
		return false;
	}

	Spell* sp = sSpellFactoryMgr.NewSpell(caster, spellentry, false, NULL);

	BlueSystemMessage(m_session, "Casting spell %d on target.", spellid);
	SpellCastTargets targets;
	targets.m_unitTarget = target->GetGUID();
	sp->prepare(&targets);

	switch(target->GetTypeId())
	{
		case TYPEID_PLAYER:
			if(caster != target)
				sGMLog.writefromsession(m_session, "cast spell %d on PLAYER %s", spellid, TO< Player* >(target)->GetName());
			break;
		case TYPEID_UNIT:
			sGMLog.writefromsession(m_session, "cast spell %d on CREATURE %u [%s], sqlid %u", spellid, TO< Creature* >(target)->GetEntry(), TO< Creature* >(target)->GetCreatureInfo()->Name, TO< Creature* >(target)->GetSQL_id());
			break;
	}

	return true;
}
開發者ID:Ikesters,項目名稱:ArcPro,代碼行數:40,代碼來源:Level2.cpp

示例12: SystemMessage

bool ChatHandler::HandleDeleteCommand(const char* args, WorldSession *m_session)
{

	uint64 guid = m_session->GetPlayer()->GetSelection();
	if (guid == 0)
	{
		SystemMessage(m_session, "No selection.");
		return true;
	}

	Creature *unit = m_session->GetPlayer()->GetMapMgr()->GetCreature(guid);
	if(!unit)
	{
		SystemMessage(m_session, "You should select a creature.");
		return true;
	}
	sGMLog.writefromsession(m_session, "used npc delete, sqlid %u, creature %s, pos %f %f %f",
		unit->GetSQL_id(), unit->GetCreatureName()->Name, unit->GetPositionX(), unit->GetPositionY(),
		unit->GetPositionZ());
	if(unit->m_spawn == 0)
		return false;
	BlueSystemMessage(m_session, "Deleted creature ID %u", unit->spawnid);

	if(unit->IsInWorld())
	{
		if(unit->m_spawn)
		{
			uint32 cellx=float2int32(((_maxX-unit->m_spawn->x)/_cellSize));
			uint32 celly=float2int32(((_maxY-unit->m_spawn->y)/_cellSize));
			unit->GetMapMgr()->GetBaseMap()->GetSpawnsListAndCreate(cellx, celly)->CreatureSpawns.erase(unit->m_spawn);
		}
		
		unit->RemoveFromWorld(false);
	}
	unit->DeleteFromDB();

	delete unit;

	return true;
}
開發者ID:Sylica2013,項目名稱:Antrix,代碼行數:40,代碼來源:Level2.cpp

示例13: RedSystemMessage

bool ChatHandler::HandleDBItemSetBondingCommand(const char* args, WorldSession *m_session)
{
    uint32 entry, subclass;
    if(sscanf(args, "%u %u", &entry, &subclass) != 2)
        return false;

    ItemPrototype* proto = ItemPrototypeStorage.LookupEntry(entry);
    if(proto == NULL)
    {
        RedSystemMessage(m_session, "Item does not exist.");
        return true;
    }

    m_lock.Acquire();
    BlueSystemMessage(m_session, "Changing item subclass from %u to %u", proto->SubClass, subclass);
    proto->SubClass = subclass;
    WorldDatabase.Execute("UPDATE items SET subclass = '%u' WHERE entry = '%u'", subclass, entry);
    m_lock.Release();

    m_session->SendItemInfo(entry);
    return true;
}
開發者ID:Refuge89,項目名稱:Hearthstone,代碼行數:22,代碼來源:DatabaseCommands.cpp

示例14: getSelectedCreature

bool ChatHandler::HandleNPCSetOnObjectCommand(const char * args, WorldSession * m_session)
{
    Creature* crt = getSelectedCreature(m_session, false);
    if(crt == NULL)
    {
        RedSystemMessage(m_session, "Please select a creature before using this command.");
        return true;
    }

    if(crt->m_spawn == NULL)
    {
        RedSystemMessage(m_session, "Creature must be a valid spawn.");
        return true;
    }

    crt->m_spawn->CanMove |= LIMIT_ON_OBJ;
    crt->SaveToDB();

    BlueSystemMessage(m_session, "Setting creature on Object(%u)", crt->GetCanMove());
    sWorld.LogGM(m_session, "Set npc %s, spawn id %u on object", crt->GetName(), crt->m_spawn->id);
    return true;
}
開發者ID:Refuge89,項目名稱:Hearthstone,代碼行數:22,代碼來源:Level2.cpp

示例15: sscanf

bool ChatHandler::HandleNpcSpawnLinkCommand(const char* args, WorldSession *m_session)
{
    uint32 id;
    char sql[512];
    Creature* target = m_session->GetPlayer()->GetMapMgr()->GetCreature(GET_LOWGUID_PART(m_session->GetPlayer()->GetSelection()));
    if (!target)
        return false;

    int valcount = sscanf(args, "%u", (unsigned int*)&id);
    if (valcount)
    {
        snprintf(sql, 512, "UPDATE creature_spawns SET npc_respawn_link = '%u' WHERE id = '%u'", (unsigned int)id, (unsigned int)target->GetSQL_id());
        WorldDatabase.Execute(sql);
        BlueSystemMessage(m_session, "Spawn linking for this NPC has been updated: %u", id);
    }
    else
    {
        RedSystemMessage(m_session, "Sql entry invalid %u", id);
    }

    return true;
}
開發者ID:Nupper,項目名稱:AscEmu_Vanilla,代碼行數:22,代碼來源:Level1.cpp


注:本文中的BlueSystemMessage函數示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。