本文整理匯總了C++中GetPositionX函數的典型用法代碼示例。如果您正苦於以下問題:C++ GetPositionX函數的具體用法?C++ GetPositionX怎麽用?C++ GetPositionX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GetPositionX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: GetMap
Creature* Transport::AddNPCPassenger (uint32 tguid, uint32 entry, float x, float y, float z, float o, uint32 anim)
{
Map* map = GetMap();
Creature* pCreature = new Creature;
if (!pCreature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, GetPhaseMask(), entry, 0, GetGOInfo()->faction, 0, 0, 0, 0))
{
delete pCreature;
return 0;
}
pCreature->SetTransport(this);
pCreature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
pCreature->m_movementInfo.guid = GetGUID();
pCreature->m_movementInfo.t_pos.Relocate(x, y, z, o);
o += GetOrientation();
MapManager::NormalizeOrientation(o);
pCreature->Relocate(GetPositionX() + (x * cos(GetOrientation()) + y * sin(GetOrientation() + float(M_PI))), GetPositionY() + (y * cos(GetOrientation()) + x * sin(GetOrientation())), z + GetPositionZ(), o);
pCreature->SetHomePosition(pCreature->GetPositionX(), pCreature->GetPositionY(), pCreature->GetPositionZ(), pCreature->GetOrientation());
if (!pCreature->IsPositionValid())
{
sLog->outError("Creature (guidlow %d, entry %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)", pCreature->GetGUIDLow(), pCreature->GetEntry(), pCreature->GetPositionX(), pCreature->GetPositionY());
delete pCreature;
return 0;
}
map->Add(pCreature);
m_NPCPassengerSet.insert(pCreature);
pCreature->setActive(true);
sScriptMgr->OnAddCreaturePassenger(this, pCreature);
return pCreature;
}
示例2: DeleteFromDB
void Corpse::SaveToDB()
{
// prevent DB data inconsistence problems and duplicates
SQLTransaction trans = CharacterDatabase.BeginTransaction();
DeleteFromDB(trans);
uint16 index = 0;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CORPSE);
stmt->setUInt64(index++, GetOwnerGUID().GetCounter()); // guid
stmt->setFloat (index++, GetPositionX()); // posX
stmt->setFloat (index++, GetPositionY()); // posY
stmt->setFloat (index++, GetPositionZ()); // posZ
stmt->setFloat (index++, GetOrientation()); // orientation
stmt->setUInt16(index++, GetMapId()); // mapId
stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_DISPLAY_ID)); // displayId
stmt->setString(index++, _ConcatFields(CORPSE_FIELD_ITEM, EQUIPMENT_SLOT_END)); // itemCache
stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_BYTES_1)); // bytes1
stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_BYTES_2)); // bytes2
stmt->setUInt8 (index++, GetUInt32Value(CORPSE_FIELD_FLAGS)); // flags
stmt->setUInt8 (index++, GetUInt32Value(CORPSE_FIELD_DYNAMIC_FLAGS)); // dynFlags
stmt->setUInt32(index++, uint32(m_time)); // time
stmt->setUInt8 (index++, GetType()); // corpseType
stmt->setUInt32(index++, GetInstanceId()); // instanceId
trans->Append(stmt);
for (uint32 phaseId : GetPhases())
{
index = 0;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CORPSE_PHASES);
stmt->setUInt64(index++, GetOwnerGUID().GetCounter()); // OwnerGuid
stmt->setUInt32(index++, phaseId); // PhaseId
trans->Append(stmt);
}
CharacterDatabase.CommitTransaction(trans);
}
示例3: VALUES
void Creature::SaveToDB()
{
sDatabase.BeginTransaction();
sDatabase.PExecuteLog("DELETE FROM `creature` WHERE `guid` = '%u'", m_DBTableGuid);
std::ostringstream ss;
ss << "INSERT INTO `creature` VALUES ("
<< m_DBTableGuid << ","
<< GetEntry() << ","
<< GetMapId() <<","
<< GetPositionX() << ","
<< GetPositionY() << ","
<< GetPositionZ() << ","
<< GetOrientation() << ","
<< m_respawnDelay << "," //respawn time
<< (float) 0 << "," //spawn distance (float)
<< (uint32) (0) << "," //currentwaypoint
<< respawn_cord[0] << "," //spawn_position_x
<< respawn_cord[1] << "," //spawn_position_y
<< respawn_cord[2] << "," //spawn_position_z
<< (float)(0) << "," //spawn_orientation
<< GetHealth() << "," //curhealth
<< GetPower(POWER_MANA) << "," //curmana
<< (uint32)(m_deathState) << "," // is it really death state or just state?
//or
//<< (uint32)(m_state) << "," // is it really death state or just state?
<< GetDefaultMovementType() << "," // default movement generator type
<< "'')"; // should save auras
sDatabase.PExecuteLog( ss.str( ).c_str( ) );
sDatabase.CommitTransaction();
}
示例4: GetMainWindow
void PictureTextCBox::Draw(const Point2i &/*mousePosition*/)
{
Surface & video_window = GetMainWindow();
if (m_value) {
uint enabled_x = GetPositionX() + (GetSizeX() - m_enabled.GetWidth())/2 ;
uint enabled_y = GetPositionY();
uint outside_x = std::max(uint(0), GetPositionX() - enabled_x);
uint outside_y = std::max(uint(0), GetPositionY() - enabled_y);
enabled_x += outside_x;
enabled_y += outside_y;
Rectanglei srcRect(outside_x, outside_y, m_enabled.GetWidth() - outside_x,
m_enabled.GetHeight() - outside_y);
video_window.Blit(m_enabled, srcRect, Point2i(enabled_x, enabled_y));
} else {
uint disabled_x = GetPositionX() + (GetSizeX() - m_disabled_back.GetWidth())/2 ;
uint disabled_y = GetPositionY();
uint outside_x = std::max(uint(0), GetPositionX() - disabled_x);
uint outside_y = std::max(uint(0), GetPositionY() - disabled_y);
disabled_x += outside_x;
disabled_y += outside_y;
Rectanglei srcRect(outside_x, outside_y, m_disabled_back.GetWidth() - outside_x,
m_disabled_back.GetHeight() - outside_y);
video_window.Blit(m_disabled_back, srcRect, Point2i(disabled_x, disabled_y));
}
// center the image
uint tmp_x = GetPositionX() + (GetSizeX() - m_image.GetWidth())/2 ;
uint tmp_y = GetPositionY() + (m_enabled.GetHeight() - m_image.GetHeight())/2;
video_window.Blit(m_image, Point2i(tmp_x, tmp_y));
Text::DrawCenterTop(GetPosition() + Point2i(GetSizeX()/2,
GetSizeY() - Text::GetHeight()));
if (!m_value) {
uint disabled_x = GetPositionX() + (GetSizeX() - m_disabled_front.GetWidth())/2 ;
uint disabled_y = GetPositionY() + (m_enabled.GetHeight() - m_disabled_front.GetHeight())/2;
video_window.Blit(m_disabled_front, Point2i(disabled_x, disabled_y));
}
}
示例5: switch
void GameObject::Use(Unit* user)
{
// by default spell caster is user
Unit* spellCaster = user;
uint32 spellId = 0;
switch(GetGoType())
{
case GAMEOBJECT_TYPE_DOOR: //0
case GAMEOBJECT_TYPE_BUTTON: //1
//doors/buttons never really despawn, only reset to default state/flags
UseDoorOrButton();
// activate script
sWorld.ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this);
return;
case GAMEOBJECT_TYPE_QUESTGIVER: //2
{
if(user->GetTypeId()!=TYPEID_PLAYER)
return;
Player* player = (Player*)user;
player->PrepareQuestMenu( GetGUID() );
player->SendPreparedQuest( GetGUID() );
return;
}
//Sitting: Wooden bench, chairs enzz
case GAMEOBJECT_TYPE_CHAIR: //7
{
GameObjectInfo const* info = GetGOInfo();
if(!info)
return;
if(user->GetTypeId()!=TYPEID_PLAYER)
return;
Player* player = (Player*)user;
// a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one
// check if the db is sane
if(info->chair.slots > 0)
{
float lowestDist = DEFAULT_VISIBILITY_DISTANCE;
float x_lowest = GetPositionX();
float y_lowest = GetPositionY();
// the object orientation + 1/2 pi
// every slot will be on that straight line
float orthogonalOrientation = GetOrientation()+M_PI*0.5f;
// find nearest slot
for(uint32 i=0; i<info->chair.slots; i++)
{
// the distance between this slot and the center of the go - imagine a 1D space
float relativeDistance = (info->size*i)-(info->size*(info->chair.slots-1)/2.0f);
float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation);
float y_i = GetPositionY() + relativeDistance * sin(orthogonalOrientation);
// calculate the distance between the player and this slot
float thisDistance = player->GetDistance2d(x_i, y_i);
/* debug code. It will spawn a npc on each slot to visualize them.
Creature* helper = player->SummonCreature(14496, x_i, y_i, GetPositionZ(), GetOrientation(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 10000);
std::ostringstream output;
output << i << ": thisDist: " << thisDistance;
helper->MonsterSay(output.str().c_str(), LANG_UNIVERSAL, 0);
*/
if(thisDistance <= lowestDist)
{
lowestDist = thisDistance;
x_lowest = x_i;
y_lowest = y_i;
}
}
player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
}
else
{
// fallback, will always work
player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
}
player->SetStandState(PLAYER_STATE_SIT_LOW_CHAIR+info->chair.height);
return;
}
//big gun, its a spell/aura
case GAMEOBJECT_TYPE_GOOBER: //10
{
GameObjectInfo const* info = GetGOInfo();
if(user->GetTypeId()==TYPEID_PLAYER)
{
Player* player = (Player*)user;
// show page
if(info->goober.pageId)
//.........這裏部分代碼省略.........
示例6: SetMap
bool AreaTrigger::CreateAreaTrigger(uint32 guidlow, uint32 triggerEntry, Unit* caster, SpellInfo const* spell, Position const& pos, float radius, uint32 duration)
{
SetMap(caster->GetMap());
Relocate(pos);
if (!IsPositionValid())
{
sLog->outError("misc", "AreaTrigger (spell %u) not created. Invalid coordinates (X: %f Y: %f)", spell->Id, GetPositionX(), GetPositionY());
return false;
}
WorldObject::_Create(guidlow, HIGHGUID_AREATRIGGER, caster->GetPhaseMask());
SetEntry(triggerEntry);
SetDuration(duration ? duration : spell->GetDuration());
SetObjectScale(1);
SetGuidValue(AREATRIGGER_FIELD_CASTER, caster->GetGUID128());
SetUInt32Value(AREATRIGGER_FIELD_SPELL_ID, spell->Id);
SetUInt32Value(AREATRIGGER_FIELD_SPELL_VISUAL_ID, spell->SpellVisual[0]);
SetUInt32Value(AREATRIGGER_FIELD_DURATION, spell->GetDuration());
SetFloatValue(AREATRIGGER_FIELD_EXPLICIT_SCALE, 1.f);
_radius = radius;
if (!GetMap()->AddToMap(this))
return false;
return true;
}
示例7: SetMap
bool DynamicObject::CreateDynamicObject(ObjectGuid::LowType guidlow, Unit* caster, SpellInfo const* spell, 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)", 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_BYTES, spell->GetSpellVisual(GetMap()->GetDifficultyID()) | (type << 28));
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8: Draw
void BonusTile::Update()
{
if (IsRemoved())
return;
if (GAME_STATE_PAUSED(sGame.GetGameState()))
{
Draw(animationFinished ? &imageUsed : NULL, true);
return;
}
SpecialTile::Update();
if (isUsed && animating && !animationFinished)
{
animating = true;
if (movingUp)
{
SetPositionY(GetPositionY() - 9.0f);
if (GetPositionY() < startPosition.y - 40.0f)
movingUp = false;
}
else
{
SetPositionY(GetPositionY() + 9.0f);
if (GetPositionY() >= startPosition.y)
{
SetPositionY(startPosition.y);
movingUp = true;
animating = false;
animationFinished = true;
sf::Texture imageCoin;
imageCoin.loadFromFile("Graphics/Tiles/coin_gold.png");
switch (urand(0, 1))
{
case 0:
sGame.AddCoin(new Coin(window, sf::Vector2f(GetPositionX(), GetPositionY() - 70.0f), imageCoin));
break;
case 1:
sGame.AddCoin(new Coin(window, sf::Vector2f(GetPositionX(), GetPositionY() - 70.0f), imageCoin));
break;
default:
std::cout << "Typo in BonusTile::Update switch (urand)" << std::endl;
break;
}
}
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::F2))
{
SetPosition(startPosition.x, startPosition.y);
animationFinished = false;
movingUp = true;
}
Draw(animationFinished ? &imageUsed : NULL, true);
}
示例9: GetPositionX
bool AreaTrigger::CheckIsInPolygon2D(Position const* pos) const
{
float testX = pos->GetPositionX();
float testY = pos->GetPositionY();
//this method uses the ray tracing algorithm to determine if the point is in the polygon
bool locatedInPolygon = false;
for (std::size_t vertex = 0; vertex < _polygonVertices.size(); ++vertex)
{
std::size_t nextVertex;
//repeat loop for all sets of points
if (vertex == (_polygonVertices.size() - 1))
{
//if i is the last vertex, let j be the first vertex
nextVertex = 0;
}
else
{
//for all-else, let j=(i+1)th vertex
nextVertex = vertex + 1;
}
float vertX_i = GetPositionX() + _polygonVertices[vertex].GetPositionX();
float vertY_i = GetPositionY() + _polygonVertices[vertex].GetPositionY();
float vertX_j = GetPositionX() + _polygonVertices[nextVertex].GetPositionX();
float vertY_j = GetPositionY() + _polygonVertices[nextVertex].GetPositionY();
// following statement checks if testPoint.Y is below Y-coord of i-th vertex
bool belowLowY = vertY_i > testY;
// following statement checks if testPoint.Y is below Y-coord of i+1-th vertex
bool belowHighY = vertY_j > testY;
/* following statement is true if testPoint.Y satisfies either (only one is possible)
-->(i).Y < testPoint.Y < (i+1).Y OR
-->(i).Y > testPoint.Y > (i+1).Y
(Note)
Both of the conditions indicate that a point is located within the edges of the Y-th coordinate
of the (i)-th and the (i+1)- th vertices of the polygon. If neither of the above
conditions is satisfied, then it is assured that a semi-infinite horizontal line draw
to the right from the testpoint will NOT cross the line that connects vertices i and i+1
of the polygon
*/
bool withinYsEdges = belowLowY != belowHighY;
if (withinYsEdges)
{
// this is the slope of the line that connects vertices i and i+1 of the polygon
float slopeOfLine = (vertX_j - vertX_i) / (vertY_j - vertY_i);
// this looks up the x-coord of a point lying on the above line, given its y-coord
float pointOnLine = (slopeOfLine* (testY - vertY_i)) + vertX_i;
//checks to see if x-coord of testPoint is smaller than the point on the line with the same y-coord
bool isLeftToLine = testX < pointOnLine;
if (isLeftToLine)
{
//this statement changes true to false (and vice-versa)
locatedInPolygon = !locatedInPolygon;
}//end if (isLeftToLine)
}//end if (withinYsEdges
}
return locatedInPolygon;
}
示例10: SetMap
bool AreaTrigger::CreateAreaTrigger(uint32 guidlow, uint32 triggerEntry, Unit* caster, SpellInfo const* spell, Position const& pos)
{
SetMap(caster->GetMap());
Relocate(pos);
if (!IsPositionValid())
{
TC_LOG_ERROR("misc", "AreaTrigger (spell %u) not created. Invalid coordinates (X: %f Y: %f)", spell->Id, GetPositionX(), GetPositionY());
return false;
}
WorldObject::_Create(guidlow, HIGHGUID_AREATRIGGER, caster->GetPhaseMask());
SetEntry(triggerEntry);
SetDuration(spell->GetDuration());
SetObjectScale(1);
SetUInt32Value(AREATRIGGER_SPELLID, spell->Id);
SetUInt32Value(AREATRIGGER_SPELLVISUALID, spell->SpellVisual[0]);
SetUInt32Value(AREATRIGGER_DURATION, spell->GetDuration());
SetFloatValue(AREATRIGGER_FINAL_POS + 0, pos.GetPositionX());
SetFloatValue(AREATRIGGER_FINAL_POS + 1, pos.GetPositionY());
SetFloatValue(AREATRIGGER_FINAL_POS + 2, pos.GetPositionZ());
for (auto phase : caster->GetPhases())
SetInPhase(phase, false, true);
if (!GetMap()->AddToMap(this))
return false;
return true;
}
示例11: Move
bool Ship::Move(float frametime)
{
Object::Move(m_Direction * (Definitions::DefShipSpeedX * frametime), Definitions::DefShipSinMult * std::sinf(GetPositionX()) * frametime);
return true;
}
示例12: AI
//.........這裏部分代碼省略.........
// Desired outcome: _currentFrame->DepartureTime < timer < _nextFrame->ArriveTime
// ... arrive | ... delay ... | departure
// event / event /
for (;;)
{
if (timer >= _currentFrame->ArriveTime)
{
if (!_triggeredArrivalEvent)
{
DoEventIfAny(*_currentFrame, false);
_triggeredArrivalEvent = true;
}
if (timer < _currentFrame->DepartureTime)
{
SetMoving(false);
justStopped = true;
if (_pendingStop && GetGoState() != GO_STATE_READY)
{
SetGoState(GO_STATE_READY);
m_goValue.Transport.PathProgress = (m_goValue.Transport.PathProgress / GetTransportPeriod());
m_goValue.Transport.PathProgress *= GetTransportPeriod();
m_goValue.Transport.PathProgress += _currentFrame->ArriveTime;
}
break; // its a stop frame and we are waiting
}
}
if (timer >= _currentFrame->DepartureTime && !_triggeredDepartureEvent)
{
DoEventIfAny(*_currentFrame, true); // departure event
_triggeredDepartureEvent = true;
}
// not waiting anymore
SetMoving(true);
// Enable movement
if (GetGOInfo()->moTransport.allowstopping)
SetGoState(GO_STATE_ACTIVE);
if (timer >= _currentFrame->DepartureTime && timer < _currentFrame->NextArriveTime)
break; // found current waypoint
MoveToNextWaypoint();
sScriptMgr->OnRelocate(this, _currentFrame->Node->NodeIndex, _currentFrame->Node->ContinentID, _currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z);
TC_LOG_DEBUG("entities.transport", "Transport %u (%s) moved to node %u %u %f %f %f", GetEntry(), GetName().c_str(), _currentFrame->Node->NodeIndex, _currentFrame->Node->ContinentID, _currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z);
// Departure event
if (_currentFrame->IsTeleportFrame())
if (TeleportTransport(_nextFrame->Node->ContinentID, _nextFrame->Node->Loc.X, _nextFrame->Node->Loc.Y, _nextFrame->Node->Loc.Z, _nextFrame->InitialOrientation))
return; // Update more in new map thread
}
// Add model to map after we are fully done with moving maps
if (_delayedAddModel)
{
_delayedAddModel = false;
if (m_model)
GetMap()->InsertGameObjectModel(*m_model);
}
// Set position
_positionChangeTimer.Update(diff);
if (_positionChangeTimer.Passed())
{
_positionChangeTimer.Reset(positionUpdateDelay);
if (IsMoving())
{
float t = !justStopped ? CalculateSegmentPos(float(timer) * 0.001f) : 1.0f;
G3D::Vector3 pos, dir;
_currentFrame->Spline->evaluate_percent(_currentFrame->Index, t, pos);
_currentFrame->Spline->evaluate_derivative(_currentFrame->Index, t, dir);
UpdatePosition(pos.x, pos.y, pos.z, std::atan2(dir.y, dir.x) + float(M_PI));
}
else if (justStopped)
UpdatePosition(_currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z, _currentFrame->InitialOrientation);
else
{
/* There are four possible scenarios that trigger loading/unloading passengers:
1. transport moves from inactive to active grid
2. the grid that transport is currently in becomes active
3. transport moves from active to inactive grid
4. the grid that transport is currently in unloads
*/
bool gridActive = GetMap()->IsGridLoaded(GetPositionX(), GetPositionY());
if (_staticPassengers.empty() && gridActive) // 2.
LoadStaticPassengers();
else if (!_staticPassengers.empty() && !gridActive)
// 4. - if transports stopped on grid edge, some passengers can remain in active grids
// unload all static passengers otherwise passengers won't load correctly when the grid that transport is currently in becomes active
UnloadStaticPassengers();
}
}
sScriptMgr->OnTransportUpdate(this, diff);
}
示例13: AI
void Transport::Update(uint32 diff)
{
uint32 const positionUpdateDelay = 200;
if (AI())
AI()->UpdateAI(diff);
else if (!AIM_Initialize())
TC_LOG_ERROR("entities.transport", "Could not initialize GameObjectAI for Transport");
if (GetKeyFrames().size() <= 1)
return;
if (IsMoving() || !_pendingStop)
m_goValue.Transport.PathProgress += diff;
uint32 timer = m_goValue.Transport.PathProgress % GetPeriod();
// Set current waypoint
// Desired outcome: _currentFrame->DepartureTime < timer < _nextFrame->ArriveTime
// ... arrive | ... delay ... | departure
// event / event /
for (;;)
{
if (timer >= _currentFrame->ArriveTime)
{
if (!_triggeredArrivalEvent)
{
DoEventIfAny(*_currentFrame, false);
_triggeredArrivalEvent = true;
}
if (timer < _currentFrame->DepartureTime)
{
SetMoving(false);
if (_pendingStop && GetGoState() != GO_STATE_READY)
{
SetGoState(GO_STATE_READY);
m_goValue.Transport.PathProgress = (m_goValue.Transport.PathProgress / GetPeriod());
m_goValue.Transport.PathProgress *= GetPeriod();
m_goValue.Transport.PathProgress += _currentFrame->ArriveTime;
}
break; // its a stop frame and we are waiting
}
}
if (timer >= _currentFrame->DepartureTime && !_triggeredDepartureEvent)
{
DoEventIfAny(*_currentFrame, true); // departure event
_triggeredDepartureEvent = true;
}
// not waiting anymore
SetMoving(true);
// Enable movement
if (GetGOInfo()->moTransport.canBeStopped)
SetGoState(GO_STATE_ACTIVE);
if (timer >= _currentFrame->DepartureTime && timer < _currentFrame->NextArriveTime)
break; // found current waypoint
MoveToNextWaypoint();
sScriptMgr->OnRelocate(this, _currentFrame->Node->index, _currentFrame->Node->mapid, _currentFrame->Node->x, _currentFrame->Node->y, _currentFrame->Node->z);
TC_LOG_DEBUG("entities.transport", "Transport %u (%s) moved to node %u %u %f %f %f", GetEntry(), GetName().c_str(), _currentFrame->Node->index, _currentFrame->Node->mapid, _currentFrame->Node->x, _currentFrame->Node->y, _currentFrame->Node->z);
// Departure event
if (_currentFrame->IsTeleportFrame())
if (TeleportTransport(_nextFrame->Node->mapid, _nextFrame->Node->x, _nextFrame->Node->y, _nextFrame->Node->z, _nextFrame->InitialOrientation))
return; // Update more in new map thread
}
// Set position
_positionChangeTimer.Update(diff);
if (_positionChangeTimer.Passed())
{
_positionChangeTimer.Reset(positionUpdateDelay);
if (IsMoving())
{
float t = CalculateSegmentPos(float(timer) * 0.001f);
G3D::Vector3 pos, dir;
_currentFrame->Spline->evaluate_percent(_currentFrame->Index, t, pos);
_currentFrame->Spline->evaluate_derivative(_currentFrame->Index, t, dir);
UpdatePosition(pos.x, pos.y, pos.z, atan2(dir.y, dir.x) + M_PI);
}
else
{
/* There are four possible scenarios that trigger loading/unloading passengers:
1. transport moves from inactive to active grid
2. the grid that transport is currently in becomes active
3. transport moves from active to inactive grid
4. the grid that transport is currently in unloads
*/
if (_staticPassengers.empty() && GetMap()->IsGridLoaded(GetPositionX(), GetPositionY())) // 2.
LoadStaticPassengers();
}
}
sScriptMgr->OnTransportUpdate(this, diff);
//.........這裏部分代碼省略.........
示例14: event_Relocate
void GameObject::Update(uint32 p_time)
{
if(m_event_Instanceid != m_instanceId)
{
event_Relocate();
return;
}
if(!IsInWorld())
return;
if(m_deleted)
return;
if(spell && (GetUInt32Value(GAMEOBJECT_STATE) == 1))
{
if(checkrate > 1)
{
if(counter++%checkrate)
return;
}
ObjectSet::iterator itr = GetInRangeSetBegin();
ObjectSet::iterator it2 = itr;
ObjectSet::iterator iend = GetInRangeSetEnd();
Unit * pUnit;
float dist;
for(; it2 != iend;)
{
itr = it2;
++it2;
dist = GetDistanceSq((*itr));
if( (*itr) != m_summoner && (*itr)->IsUnit() && dist <= range)
{
pUnit = static_cast<Unit*>(*itr);
if(m_summonedGo)
{
if(!m_summoner)
{
ExpireAndDelete();
return;
}
if(!isAttackable(m_summoner,pUnit))continue;
}
Spell * sp=new Spell((Object*)this,spell,true,NULL);
SpellCastTargets tgt((*itr)->GetGUID());
tgt.m_destX = GetPositionX();
tgt.m_destY = GetPositionY();
tgt.m_destZ = GetPositionZ();
sp->prepare(&tgt);
if(m_summonedGo)
{
ExpireAndDelete();
return;
}
if(spell->EffectImplicitTargetA[0] == 16 ||
spell->EffectImplicitTargetB[0] == 16)
return; // on area dont continue.
}
}
}
}
示例15: SetMap
bool DynamicObject::Create( uint32 guidlow, Unit *caster, uint32 spellId, SpellEffectIndex effIndex, float x, float y, float z, int32 duration, float radius )
{
WorldObject::_Create(guidlow, HIGHGUID_DYNAMICOBJECT, caster->GetPhaseMask());
SetMap(caster->GetMap());
Relocate(x, y, z, 0);
if(!IsPositionValid())
{
sLog.outError("DynamicObject (spell %u eff %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",spellId,effIndex,GetPositionX(),GetPositionY());
return false;
}
SetEntry(spellId);
SetFloatValue( OBJECT_FIELD_SCALE_X, 2 );
SetUInt64Value( DYNAMICOBJECT_CASTER, caster->GetGUID() );
SetUInt32Value( DYNAMICOBJECT_BYTES, 0x00000001 );
SetUInt32Value( DYNAMICOBJECT_SPELLID, spellId );
SetFloatValue( DYNAMICOBJECT_RADIUS, radius);
SetUInt32Value( DYNAMICOBJECT_CASTTIME, getMSTime() ); // new 2.4.0
m_aliveDuration = duration;
m_radius = radius;
m_effIndex = effIndex;
m_spellId = spellId;
// set to active for far sight case
if(SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellId))
m_isActiveObject = IsSpellHaveEffect(spellEntry,SPELL_EFFECT_ADD_FARSIGHT);
return true;
}