本文整理汇总了C++中IsPositionValid函数的典型用法代码示例。如果您正苦于以下问题:C++ IsPositionValid函数的具体用法?C++ IsPositionValid怎么用?C++ IsPositionValid使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了IsPositionValid函数的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: SetInstanceId
bool DynamicObject::Create( uint32 guidlow, Unit *caster, uint32 spellId, uint32 effIndex, float x, float y, float z, int32 duration, float radius )
{
SetInstanceId(caster->GetInstanceId());
WorldObject::_Create(guidlow, HIGHGUID_DYNAMICOBJECT, caster->GetMapId());
Relocate(x,y,z,0);
if(!IsPositionValid())
{
sLog.outError("ERROR: 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, 1 );
SetUInt64Value( DYNAMICOBJECT_CASTER, caster->GetGUID() );
SetUInt32Value( DYNAMICOBJECT_BYTES, 0x00000001 );
SetUInt32Value( DYNAMICOBJECT_SPELLID, spellId );
SetFloatValue( DYNAMICOBJECT_RADIUS, radius);
SetFloatValue( DYNAMICOBJECT_POS_X, x );
SetFloatValue( DYNAMICOBJECT_POS_Y, y );
SetFloatValue( DYNAMICOBJECT_POS_Z, z );
SetUInt32Value( DYNAMICOBJECT_CASTTIME, getMSTime() ); // new 2.4.0
m_aliveDuration = duration;
m_radius = radius;
m_effIndex = effIndex;
m_spellId = spellId;
m_casterGuid = caster->GetGUID();
return true;
}
开发者ID:Actionfox,项目名称:mangos,代码行数:31,代码来源:DynamicObject.cpp
示例2: ASSERT
bool Corpse::Create(uint32 guidlow, Player* owner, uint32 /*mapid*/, float x, float y, float z, float ang)
{
ASSERT(owner);
Relocate(x,y,z,ang);
if (!IsPositionValid())
{
sLog.outError("Corpse (guidlow %d, owner %s) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
guidlow, owner->GetName(), x, y);
return false;
}
//we need to assign owner's map for corpse
//in other way we will get a crash in Corpse::SaveToDB()
SetMap(owner->GetMap());
WorldObject::_Create(guidlow, HIGHGUID_CORPSE);
SetFloatValue(OBJECT_FIELD_SCALE_X, 1);
SetFloatValue(CORPSE_FIELD_POS_X, x);
SetFloatValue(CORPSE_FIELD_POS_Y, y);
SetFloatValue(CORPSE_FIELD_POS_Z, z);
SetFloatValue(CORPSE_FIELD_FACING, ang);
SetUInt64Value(CORPSE_FIELD_OWNER, owner->GetGUID());
m_grid = BlizzLike::ComputeGridPair(GetPositionX(), GetPositionY());
return true;
}
开发者ID:Suwai,项目名称:SunfireCore,代码行数:30,代码来源:Corpse.cpp
示例3: MANGOS_ASSERT
bool Corpse::Create(uint32 guidlow, Player* owner)
{
MANGOS_ASSERT(owner);
WorldObject::_Create(guidlow, HIGHGUID_CORPSE, owner->GetPhaseMask());
Relocate(owner->GetPositionX(), owner->GetPositionY(), owner->GetPositionZ(), owner->GetOrientation());
// we need to assign owner's map for corpse
// in other way we will get a crash in Corpse::SaveToDB()
SetMap(owner->GetMap());
if (!IsPositionValid())
{
sLog.outError("Corpse (guidlow %d, owner %s) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
guidlow, owner->GetName(), owner->GetPositionX(), owner->GetPositionY());
return false;
}
SetObjectScale(DEFAULT_OBJECT_SCALE);
SetGuidValue(CORPSE_FIELD_OWNER, owner->GetObjectGuid());
m_grid = MaNGOS::ComputeGridPair(GetPositionX(), GetPositionY());
return true;
}
开发者ID:AnthoDevMoP,项目名称:server,代码行数:25,代码来源:Corpse.cpp
示例4: SetInstanceId
bool Corpse::Create(uint32 guidlow, Player *owner)
{
SetInstanceId(owner->GetInstanceId());
WorldObject::_Create(guidlow, HIGHGUID_CORPSE, owner->GetMapId());
Relocate(owner->GetPositionX(), owner->GetPositionY(), owner->GetPositionZ(), owner->GetOrientation());
if (!IsPositionValid())
{
sLog.outLog(LOG_DEFAULT, "ERROR: Corpse (guidlow %d, owner %s) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
guidlow,owner->GetName(),owner->GetPositionX(), owner->GetPositionY());
return false;
}
SetFloatValue(OBJECT_FIELD_SCALE_X, 1);
SetFloatValue(CORPSE_FIELD_POS_X, GetPositionX());
SetFloatValue(CORPSE_FIELD_POS_Y, GetPositionY());
SetFloatValue(CORPSE_FIELD_POS_Z, GetPositionZ());
SetFloatValue(CORPSE_FIELD_FACING, GetOrientation());
SetUInt64Value(CORPSE_FIELD_OWNER, owner->GetGUID());
m_grid = Hellground::ComputeGridPair(GetPositionX(), GetPositionY());
return true;
}
开发者ID:Blumfield,项目名称:ptc2,代码行数:26,代码来源:Corpse.cpp
示例5: 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;
}
开发者ID:sc0rpio0o,项目名称:diamondcore,代码行数:31,代码来源:DynamicObject.cpp
示例6: ASSERT
bool Corpse::Create(ObjectGuid::LowType guidlow, Player* owner)
{
ASSERT(owner);
Relocate(owner->GetPositionX(), owner->GetPositionY(), owner->GetPositionZ(), owner->GetOrientation());
if (!IsPositionValid())
{
TC_LOG_ERROR("entities.player", "Corpse (guidlow " UI64FMTD ", owner %s) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
guidlow, owner->GetName().c_str(), owner->GetPositionX(), owner->GetPositionY());
return false;
}
//we need to assign owner's map for corpse
//in other way we will get a crash in Corpse::SaveToDB()
SetMap(owner->GetMap());
Object::_Create(ObjectGuid::Create<HighGuid::Corpse>(GetMapId(), 0, guidlow));
SetPhaseMask(owner->GetPhaseMask(), false);
SetObjectScale(1);
SetGuidValue(CORPSE_FIELD_OWNER, owner->GetGUID());
_gridCoord = Trinity::ComputeGridCoord(GetPositionX(), GetPositionY());
CopyPhaseFrom(owner);
return true;
}
开发者ID:DrYaling,项目名称:eluna-wod,代码行数:29,代码来源:Corpse.cpp
示例7: 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;
}
开发者ID:Myst,项目名称:ElunaTrinityCata,代码行数:31,代码来源:AreaTrigger.cpp
示例8: ASSERT
bool Corpse::Create(uint32 guidlow, Player* owner)
{
ASSERT(owner);
Relocate(owner->GetPositionX(), owner->GetPositionY(), owner->GetPositionZ(), owner->GetOrientation());
if (!IsPositionValid())
{
sLog->outError(LOG_FILTER_PLAYER, "Corpse (guidlow %d, owner %s) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
guidlow, owner->GetName().c_str(), owner->GetPositionX(), owner->GetPositionY());
return false;
}
//we need to assign owner's map for corpse
//in other way we will get a crash in Corpse::SaveToDB()
SetMap(owner->GetMap());
WorldObject::_Create(guidlow, HIGHGUID_CORPSE, owner->GetPhaseMask());
SetObjectScale(1);
SetUInt64Value(CORPSE_FIELD_OWNER, owner->GetGUID());
_gridCoord = Trinity::ComputeGridCoord(GetPositionX(), GetPositionY());
return true;
}
开发者ID:AnthoDevMoP,项目名称:InfinityCore,代码行数:26,代码来源:Corpse.cpp
示例9: SetInstanceId
bool Corpse::Create( uint32 guidlow, Player *owner, uint32 mapid, float x, float y, float z, float ang )
{
SetInstanceId(owner->GetInstanceId());
WorldObject::_Create(guidlow, HIGHGUID_CORPSE, mapid);
Relocate(x,y,z,ang);
if(!IsPositionValid())
{
sLog.outError("ERROR: Corpse (guidlow %d, owner %s) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
guidlow,owner->GetName(),x,y);
return false;
}
SetFloatValue( OBJECT_FIELD_SCALE_X, 1 );
SetFloatValue( CORPSE_FIELD_POS_X, x );
SetFloatValue( CORPSE_FIELD_POS_Y, y );
SetFloatValue( CORPSE_FIELD_POS_Z, z );
SetFloatValue( CORPSE_FIELD_FACING, ang );
SetUInt64Value( CORPSE_FIELD_OWNER, owner->GetGUID() );
m_grid = MaNGOS::ComputeGridPair(GetPositionX(), GetPositionY());
return true;
}
开发者ID:Anderss,项目名称:mangos,代码行数:26,代码来源:Corpse.cpp
示例10: 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;
}
开发者ID:GlassFace,项目名称:Skyfire-6.1.2-version,代码行数:29,代码来源:AreaTrigger.cpp
示例11: SetMap
bool DynamicObject::CreateDynamicObject(uint32 guidlow, Unit* caster, SpellInfo const* spell, Position const& pos, float radius, DynamicObjectType type)
{
SetMap(caster->GetMap());
Relocate(pos);
if (!IsPositionValid())
{
sLog->outError(LOG_FILTER_GENERAL, "DynamicObject (spell %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)", spell->Id, GetPositionX(), GetPositionY());
return false;
}
WorldObject::_Create(guidlow, HIGHGUID_DYNAMICOBJECT, caster->GetPhaseMask());
SetEntry(spell->Id);
SetObjectScale(1);
SetUInt64Value(DYNAMICOBJECT_CASTER, caster->GetGUID());
SetUInt32Value(DYNAMICOBJECT_BYTES, spell->SpellVisual[0] | (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
if (!GetMap()->AddToMap(this))
return false;
return true;
}
开发者ID:AtVirus,项目名称:Forgotten-Lands-Source,代码行数:28,代码来源:DynamicObject.cpp
示例12: SetMap
bool DynamicObject::CreateDynamicObject(uint32 guidlow, Unit* caster, uint32 spellId, Position const& pos, float radius, bool active, DynamicObjectType type)
{
SetMap(caster->GetMap());
Relocate(pos);
if (!IsPositionValid())
{
sLog->outError("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);
SetFloatValue(OBJECT_FIELD_SCALE_X, 1);
SetUInt64Value(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, getMSTime());
m_isWorldObject = active;
if (active)
setActive(true); //must before add to map to be put in world container
if (!GetMap()->AddToMap(this))
return false;
return true;
}
开发者ID:glararan,项目名称:TrinityCore,代码行数:35,代码来源:DynamicObject.cpp
示例13: ASSERT
bool Corpse::Create(ObjectGuid::LowType guidlow, Player* owner)
{
ASSERT(owner);
Relocate(owner->GetPositionX(), owner->GetPositionY(), owner->GetPositionZ(), owner->GetOrientation());
if (!IsPositionValid())
{
TC_LOG_ERROR("entities.player", "Corpse (guidlow " UI64FMTD ", owner %s) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
guidlow, owner->GetName().c_str(), owner->GetPositionX(), owner->GetPositionY());
return false;
}
Object::_Create(ObjectGuid::Create<HighGuid::Corpse>(GetMapId(), 0, guidlow));
SetPhaseMask(owner->GetPhaseMask(), false);
SetObjectScale(1.0f);
SetGuidValue(CORPSE_FIELD_OWNER, owner->GetGUID());
_cellCoord = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());
CopyPhaseFrom(owner);
return true;
}
开发者ID:doriangray2,项目名称:TrinityCore-devil,代码行数:25,代码来源:Corpse.cpp
示例14: Relocate
bool Transport::Create(ObjectGuid::LowType guidlow, uint32 entry, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress)
{
Relocate(x, y, z, ang);
if (!IsPositionValid())
{
TC_LOG_ERROR("entities.transport", "Transport (GUID: " UI64FMTD ") not created. Suggested coordinates isn't valid (X: %f Y: %f)",
guidlow, x, y);
return false;
}
Object::_Create(ObjectGuid::Create<HighGuid::Transport>(guidlow));
GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);
if (!goinfo)
{
TC_LOG_ERROR("sql.sql", "Transport not created: entry in `gameobject_template` not found, guidlow: " UI64FMTD " map: %u (X: %f Y: %f Z: %f) ang: %f", guidlow, mapid, x, y, z, ang);
return false;
}
m_goInfo = goinfo;
m_goTemplateAddon = sObjectMgr->GetGameObjectTemplateAddon(entry);
TransportTemplate const* tInfo = sTransportMgr->GetTransportTemplate(entry);
if (!tInfo)
{
TC_LOG_ERROR("sql.sql", "Transport %u (name: %s) will not be created, missing `transport_template` entry.", entry, goinfo->name.c_str());
return false;
}
_transportInfo = tInfo;
// initialize waypoints
_nextFrame = tInfo->keyFrames.begin();
_currentFrame = _nextFrame++;
_triggeredArrivalEvent = false;
_triggeredDepartureEvent = false;
if (m_goTemplateAddon)
{
SetFaction(m_goTemplateAddon->faction);
SetUInt32Value(GAMEOBJECT_FLAGS, m_goTemplateAddon->flags);
}
m_goValue.Transport.PathProgress = 0;
SetObjectScale(goinfo->size);
SetPeriod(tInfo->pathTime);
SetEntry(goinfo->entry);
SetDisplayId(goinfo->displayId);
SetGoState(!goinfo->moTransport.allowstopping ? GO_STATE_READY : GO_STATE_ACTIVE);
SetGoType(GAMEOBJECT_TYPE_MAP_OBJ_TRANSPORT);
SetGoAnimProgress(animprogress);
SetName(goinfo->name);
SetWorldRotation(0.0f, 0.0f, 0.0f, 1.0f);
SetParentRotation(QuaternionData());
m_model = CreateModel();
return true;
}
开发者ID:Asandru,项目名称:TrinityCore,代码行数:59,代码来源:Transport.cpp
示例15: Relocate
bool Transport::Create(uint32 guidlow, uint32 entry, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress)
{
Relocate(x, y, z, ang);
if (!IsPositionValid())
{
TC_LOG_ERROR("entities.transport", "Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
guidlow, x, y);
return false;
}
Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);
GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);
if (!goinfo)
{
TC_LOG_ERROR("sql.sql", "Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u (X: %f Y: %f Z: %f) ang: %f", guidlow, mapid, x, y, z, ang);
return false;
}
m_goInfo = goinfo;
TransportTemplate const* tInfo = sTransportMgr->GetTransportTemplate(entry);
if (!tInfo)
{
TC_LOG_ERROR("sql.sql", "Transport %u (name: %s) will not be created, missing `transport_template` entry.", entry, goinfo->name.c_str());
return false;
}
_transportInfo = tInfo;
// initialize waypoints
_nextFrame = tInfo->keyFrames.begin();
_currentFrame = _nextFrame++;
_triggeredArrivalEvent = false;
_triggeredDepartureEvent = false;
m_goValue.Transport.PathProgress = 0;
SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);
SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
SetPeriod(tInfo->pathTime);
SetEntry(goinfo->entry);
SetDisplayId(goinfo->displayId);
SetGoState(!goinfo->moTransport.canBeStopped ? GO_STATE_READY : GO_STATE_ACTIVE);
SetGoType(GAMEOBJECT_TYPE_MO_TRANSPORT);
SetGoAnimProgress(animprogress);
SetName(goinfo->name);
UpdateRotationFields(0.0f, 1.0f);
m_model = GameObjectModel::Create(*this);
return true;
}
开发者ID:BravadoToDeath,项目名称:ArkCORE-NG,代码行数:54,代码来源:Transport.cpp
示例16: Relocate
bool Transport::Create(uint32 guidlow, uint32 entry, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress, uint32 dynflags)
{
Relocate(x, y, z, ang);
if (!IsPositionValid())
{
sLog->outError("Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
guidlow, x, y);
return false;
}
Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);
GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);
if (!goinfo)
{
sLog->outErrorDb("Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u (X: %f Y: %f Z: %f) ang: %f", guidlow, mapid, x, y, z, ang);
return false;
}
m_goInfo = goinfo;
TransportTemplate const* tInfo = sTransportMgr->GetTransportTemplate(entry);
if (!tInfo)
{
sLog->outError("Transport %u (name: %s) will not be created, missing `transport_template` entry.", entry, goinfo->name.c_str());
return false;
}
_transportInfo = tInfo;
// initialize waypoints
_nextFrame = tInfo->keyFrames.begin();
_currentFrame = _nextFrame++;
SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);
SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
SetUInt32Value(GAMEOBJECT_LEVEL, tInfo->pathTime);
SetEntry(goinfo->entry);
SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);
SetGoState(GO_STATE_READY);
SetGoType(GameobjectTypes(goinfo->type));
SetGoAnimProgress(animprogress);
if (dynflags)
SetUInt32Value(GAMEOBJECT_DYNAMIC, MAKE_PAIR32(0, dynflags));
SetName(goinfo->name);
return true;
}
开发者ID:Devilcleave,项目名称:TrilliumEMU,代码行数:54,代码来源:Transport.cpp
示例17: CorpseType
bool Corpse::LoadFromDB(uint32 guid, Field *fields) {
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
// SELECT posX, posY, posZ, orientation, mapId, displayId, itemCache, bytes1, bytes2, flags, dynFlags, time, corpseType, instanceId, phaseMask, corpseGuid, guid FROM corpse WHERE corpseType <> 0
uint32 ownerGuid = fields[16].GetUInt32();
m_type = CorpseType(fields[12].GetUInt8());
if (m_type >= MAX_CORPSE_TYPE) {
sLog->outError(
"Corpse (guid: %u, owner: %u) have wrong corpse type (%u), not loading.",
guid, ownerGuid, m_type);
return false;
}
if (m_type != CORPSE_BONES)
m_isWorldObject = true;
float posX = fields[0].GetFloat();
float posY = fields[1].GetFloat();
float posZ = fields[2].GetFloat();
float o = fields[3].GetFloat();
uint32 mapId = fields[4].GetUInt16();
Object::_Create(guid, 0, HIGHGUID_CORPSE);
SetUInt32Value(CORPSE_FIELD_DISPLAY_ID, fields[5].GetUInt32());
_LoadIntoDataField(fields[6].GetCString(), CORPSE_FIELD_ITEM,
EQUIPMENT_SLOT_END);
SetUInt32Value(CORPSE_FIELD_BYTES_1, fields[7].GetUInt32());
SetUInt32Value(CORPSE_FIELD_BYTES_2, fields[8].GetUInt32());
SetUInt32Value(CORPSE_FIELD_FLAGS, fields[9].GetUInt8());
SetUInt32Value(CORPSE_FIELD_DYNAMIC_FLAGS, fields[10].GetUInt8());
SetUInt64Value(CORPSE_FIELD_OWNER,
MAKE_NEW_GUID(ownerGuid, 0, HIGHGUID_PLAYER));
m_time = time_t(fields[11].GetUInt32());
uint32 instanceId = fields[13].GetUInt32();
uint32 phaseMask = fields[14].GetUInt16();
// place
SetLocationInstanceId(instanceId);
SetLocationMapId(mapId);
SetPhaseMask(phaseMask, false);
Relocate(posX, posY, posZ, o);
if (!IsPositionValid()) {
sLog->outError(
"Corpse (guid: %u, owner: %u) is not created, given coordinates are not valid (X: %f, Y: %f, Z: %f)",
GetGUIDLow(), GUID_LOPART(GetOwnerGUID()), posX, posY, posZ);
return false;
}
m_grid = Trinity::ComputeGridPair(GetPositionX(), GetPositionY());
return true;
}
开发者ID:Bootz,项目名称:DeepshjirRepack,代码行数:53,代码来源:Corpse.cpp
示例18: SetMap
bool DynamicObject::Create(uint32 guidlow, Unit* caster, uint32 spellId, SpellEffectIndex effIndex, float x, float y, float z, int32 duration, float radius, DynamicObjectType type)
{
WorldObject::_Create(guidlow, HIGHGUID_DYNAMICOBJECT);
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);
SetObjectScale(DEFAULT_OBJECT_SCALE);
SetGuidValue(DYNAMICOBJECT_CASTER, caster->GetObjectGuid());
/* Bytes field, so it's really 4 bit fields. These flags are unknown, but we do know that 0x00000001 is set for most.
Farsight for example, does not have this flag, instead it has 0x80000002.
Flags are set dynamically with some conditions, so one spell may have different flags set, depending on those conditions.
The size of the visual may be controlled to some degree with these flags.
uint32 bytes = 0x00000000;
bytes |= 0x01;
bytes |= 0x00 << 8;
bytes |= 0x00 << 16;
bytes |= 0x00 << 24;
*/
SetByteValue(DYNAMICOBJECT_BYTES, 0, type);
SetUInt32Value(DYNAMICOBJECT_SPELLID, spellId);
SetFloatValue(DYNAMICOBJECT_RADIUS, radius);
SetFloatValue(DYNAMICOBJECT_POS_X, x);
SetFloatValue(DYNAMICOBJECT_POS_Y, y);
SetFloatValue(DYNAMICOBJECT_POS_Z, z);
SetUInt32Value(DYNAMICOBJECT_CASTTIME, WorldTimer::getMSTime()); // new 2.4.0
SpellEntry const* spellProto = sSpellStore.LookupEntry(spellId);
if (!spellProto)
{
sLog.outError("DynamicObject (spell %u) not created. Spell not exist!", spellId);
return false;
}
m_aliveDuration = duration;
m_radius = radius;
m_effIndex = effIndex;
m_spellId = spellId;
m_positive = IsPositiveEffect(spellProto, m_effIndex);
return true;
}
开发者ID:Celtus,项目名称:portalone,代码行数:52,代码来源:DynamicObject.cpp
示例19: SetUInt32Value
bool Corpse::LoadFromDB(uint32 guid, Field *fields)
{
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
//SELECT position_x, position_y, position_z, orientation, map, displayId, itemCache, bytes1, bytes2, guild, flags, dynFlags, time, corpse_type, instance, phaseMask, guid, player FROM corpse WHERE corpse_type <> 0
float positionX = fields[0].GetFloat();
float positionY = fields[1].GetFloat();
float positionZ = fields[2].GetFloat();
float ort = fields[3].GetFloat();
uint32 mapid = fields[4].GetUInt32();
Object::_Create(guid, 0, HIGHGUID_CORPSE);
SetUInt32Value(CORPSE_FIELD_DISPLAY_ID, fields[5].GetUInt32());
_LoadIntoDataField(fields[6].GetCString(), CORPSE_FIELD_ITEM, EQUIPMENT_SLOT_END);
SetUInt32Value(CORPSE_FIELD_BYTES_1, fields[7].GetUInt32());
SetUInt32Value(CORPSE_FIELD_BYTES_2, fields[8].GetUInt32());
SetUInt32Value(CORPSE_FIELD_GUILD, fields[9].GetUInt32());
SetUInt32Value(CORPSE_FIELD_FLAGS, fields[10].GetUInt32());
SetUInt32Value(CORPSE_FIELD_DYNAMIC_FLAGS, fields[11].GetUInt32());
SetUInt64Value(CORPSE_FIELD_OWNER, MAKE_NEW_GUID(fields[17].GetUInt32(), 0, HIGHGUID_PLAYER));
m_time = time_t(fields[12].GetUInt64());
m_type = CorpseType(fields[13].GetUInt32());
if (m_type >= MAX_CORPSE_TYPE)
{
sLog.outError("Corpse (guidlow %d, owner %d) have wrong corpse type, not load.",GetGUIDLow(),GUID_LOPART(GetOwnerGUID()));
return false;
}
if (m_type != CORPSE_BONES)
m_isWorldObject = true;
uint32 instanceid = fields[14].GetUInt32();
uint32 phaseMask = fields[15].GetUInt32();
// place
SetLocationInstanceId(instanceid);
SetLocationMapId(mapid);
SetPhaseMask(phaseMask, false);
Relocate(positionX, positionY, positionZ, ort);
if (!IsPositionValid())
{
sLog.outError("Corpse (guidlow %d, owner %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
GetGUIDLow(), GUID_LOPART(GetOwnerGUID()), GetPositionX(), GetPositionY());
return false;
}
m_grid = Trinity::ComputeGridPair(GetPositionX(), GetPositionY());
return true;
}
开发者ID:ice74,项目名称:blizzwow,代码行数:52,代码来源:Corpse.cpp
示例20: Relocate
bool GameObject::Create(uint32 guidlow, uint32 name_id, uint32 mapid, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, uint32 dynflags)
{
Relocate(x,y,z,ang);
SetMapId(mapid);
if(!IsPositionValid())
{
sLog.outError("ERROR: Gameobject (GUID: %u Entry: %u ) not created. Suggested coordinates isn't valid (X: %d Y: ^%d)",guidlow,name_id,x,y);
return false;
}
Object::_Create(guidlow, HIGHGUID_GAMEOBJECT);
m_DBTableGuid = guidlow;
GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(name_id);
if (!goinfo)
{
sLog.outErrorDb("Gameobject not created: it have not exist entry in `gameobject_template`. guidlow: %u id: %u map: %u (X: %f Y: %f Z: %f) ang: %f rotation0: %f rotation1: %f rotation2: %f rotation3: %f",guidlow, name_id, mapid, x, y, z, ang, rotation0, rotation1, rotation2, rotation3);
return false;
}
// SetUInt32Value(GAMEOBJECT_TIMESTAMP, (uint32)time(NULL));
SetFloatValue(GAMEOBJECT_POS_X, x);
SetFloatValue(GAMEOBJECT_POS_Y, y);
SetFloatValue(GAMEOBJECT_POS_Z, z);
SetFloatValue(GAMEOBJECT_FACING, ang); //this is not facing angle
SetFloatValue (GAMEOBJECT_ROTATION, rotation0);
SetFloatValue (GAMEOBJECT_ROTATION+1, rotation1);
SetFloatValue (GAMEOBJECT_ROTATION+2, rotation2);
SetFloatValue (GAMEOBJECT_ROTATION+3, rotation3);
SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);
SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
m_flags = goinfo->flags;
SetUInt32Value (OBJECT_FIELD_ENTRY, goinfo->id);
SetUInt32Value (GAMEOBJECT_DISPLAYID, goinfo->displayId);
SetUInt32Value (GAMEOBJECT_STATE, 1);
SetUInt32Value (GAMEOBJECT_TYPE_ID, goinfo->type);
SetUInt32Value (GAMEOBJECT_ANIMPROGRESS, animprogress);
SetUInt32Value (GAMEOBJECT_DYN_FLAGS, dynflags);
return true;
}
开发者ID:Aion,项目名称:caldari,代码行数:52,代码来源:GameObject.cpp
注:本文中的IsPositionValid函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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