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C++ GetMapId函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中GetMapId函数的典型用法代码示例。如果您正苦于以下问题:C++ GetMapId函数的具体用法?C++ GetMapId怎么用?C++ GetMapId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GetMapId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: GetHeightStatic

GridMapLiquidStatus TerrainInfo::getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, GridMapLiquidData* data) const
{
    GridMapLiquidStatus result = LIQUID_MAP_NO_WATER;
    VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
    uint32 liquid_type = 0;
    float liquid_level = INVALID_HEIGHT_VALUE;
    float ground_level = GetHeightStatic(x, y, z, true, DEFAULT_WATER_SEARCH);

    if (vmgr->GetLiquidLevel(GetMapId(), x, y, z, ReqLiquidType, liquid_level, ground_level, liquid_type))
    {
        // DEBUG_LOG("getLiquidStatus(): vmap liquid level: %f ground: %f type: %u", liquid_level, ground_level, liquid_type);
        // Check water level and ground level
        if (liquid_level > ground_level && z > ground_level - 2)
        {
            // All ok in water -> store data
            if (data)
            {
                // hardcoded in client like this
                if (GetMapId() == 530 && liquid_type == 2)
                    liquid_type = 15;

                uint32 liquidFlagType = 0;
                if (LiquidTypeEntry const* liq = sLiquidTypeStore.LookupEntry(liquid_type))
                    liquidFlagType = liq->Type;

                if (liquid_type && liquid_type < 21)
                {
                    if (AreaTableEntry const* area = GetAreaEntryByAreaFlagAndMap(GetAreaFlag(x, y, z), GetMapId()))
                    {
                        uint32 overrideLiquid = area->LiquidTypeOverride[liquidFlagType];
                        if (!overrideLiquid && area->zone)
                        {
                            area = GetAreaEntryByAreaID(area->zone);
                            if (area)
                                overrideLiquid = area->LiquidTypeOverride[liquidFlagType];
                        }

                        if (LiquidTypeEntry const* liq = sLiquidTypeStore.LookupEntry(overrideLiquid))
                        {
                            liquid_type = overrideLiquid;
                            liquidFlagType = liq->Type;
                        }
                    }
                }

                data->level = liquid_level;
                data->depth_level = ground_level;

                data->entry = liquid_type;
                data->type_flags = 1 << liquidFlagType;
            }

            // For speed check as int values
            int delta = int((liquid_level - z) * 10);

            // Get position delta
            if (delta > 20)                   // Under water
                return LIQUID_MAP_UNDER_WATER;
            if (delta > 0)                    // In water
                return LIQUID_MAP_IN_WATER;
            if (delta > -1)                   // Walk on water
                return LIQUID_MAP_WATER_WALK;
            result = LIQUID_MAP_ABOVE_WATER;
        }
    }
    else if (GridMap* gmap = const_cast<TerrainInfo*>(this)->GetGrid(x, y))
    {
        GridMapLiquidData map_data;
        GridMapLiquidStatus map_result = gmap->getLiquidStatus(x, y, z, ReqLiquidType, &map_data);
        // Not override LIQUID_MAP_ABOVE_WATER with LIQUID_MAP_NO_WATER:
        if (map_result != LIQUID_MAP_NO_WATER && (map_data.level > ground_level))
        {
            if (data)
            {
                // hardcoded in client like this
                if (GetMapId() == 530 && map_data.entry == 2)
                    map_data.entry = 15;
                *data = map_data;
            }
            return map_result;
        }
    }
    return result;
}
开发者ID:StarCore,项目名称:mangos3,代码行数:84,代码来源:GridMap.cpp


示例2: HandlePlayerUnderMap

bool BattlegroundNA::HandlePlayerUnderMap(Player *player)
{
    player->TeleportTo(GetMapId(), 4055.504395f, 2919.660645f, 13.611241f, player->GetOrientation(), false);
    return true;
}
开发者ID:rexy,项目名称:ArkCORE,代码行数:5,代码来源:BattlegroundNA.cpp


示例3: HandlePlayerUnderMap

bool BattleGroundDS::HandlePlayerUnderMap(Player *player)
{
    player->TeleportTo(GetMapId(),1299.046f,784.825f,9.338f,player->GetOrientation(),false);
    return true;
}
开发者ID:MichaelFurth,项目名称:RCore,代码行数:5,代码来源:BattleGroundDS.cpp


示例4: GetTemplate

// to cache or not to cache, that is the question
InstanceTemplate const* DungeonPersistentState::GetTemplate() const
{
    return ObjectMgr::GetInstanceTemplate(GetMapId());
}
开发者ID:klyxmaster,项目名称:mangos-wotlk,代码行数:5,代码来源:MapPersistentStateMgr.cpp


示例5: HandlePlayerUnderMap

bool BattleGroundBE::HandlePlayerUnderMap(Player* player)
{
    player->TeleportTo(GetMapId(), 6238.930176f, 262.963470f, 0.889519f, player->GetOrientation());
    return true;
}
开发者ID:AlexHjelm,项目名称:Core,代码行数:5,代码来源:BattleGroundBE.cpp


示例6: GetArenaMatchmakerRating

void Arena::EndBattleground(uint32 winner)
{
    // arena rating calculation
    if (isRated())
    {
        uint32 loserTeamRating        = 0;
        uint32 loserMatchmakerRating  = 0;
        int32  loserChange            = 0;
        int32  loserMatchmakerChange  = 0;
        uint32 winnerTeamRating       = 0;
        uint32 winnerMatchmakerRating = 0;
        int32  winnerChange           = 0;
        int32  winnerMatchmakerChange = 0;

        ArenaTeam* winnerArenaTeam = sArenaTeamMgr->GetArenaTeamById(GetArenaTeamIdForTeam(winner));
        ArenaTeam* loserArenaTeam = sArenaTeamMgr->GetArenaTeamById(GetArenaTeamIdForTeam(GetOtherTeam(winner)));

        if (winnerArenaTeam && loserArenaTeam && winnerArenaTeam != loserArenaTeam)
        {
            loserTeamRating = loserArenaTeam->GetRating();
            loserMatchmakerRating = GetArenaMatchmakerRating(GetOtherTeam(winner));
            winnerTeamRating = winnerArenaTeam->GetRating();
            winnerMatchmakerRating = GetArenaMatchmakerRating(winner);

            if (winner != 0)
            {
                winnerMatchmakerChange = winnerArenaTeam->WonAgainst(winnerMatchmakerRating, loserMatchmakerRating, winnerChange);
                loserMatchmakerChange = loserArenaTeam->LostAgainst(loserMatchmakerRating, winnerMatchmakerRating, loserChange);

                TC_LOG_DEBUG("bg.arena", "match Type: %u --- Winner: old rating: %u, rating gain: %d, old MMR: %u, MMR gain: %d --- Loser: old rating: %u, rating loss: %d, old MMR: %u, MMR loss: %d ---",
                    GetArenaType(), winnerTeamRating, winnerChange, winnerMatchmakerRating, winnerMatchmakerChange,
                    loserTeamRating, loserChange, loserMatchmakerRating, loserMatchmakerChange);

                SetArenaMatchmakerRating(winner, winnerMatchmakerRating + winnerMatchmakerChange);
                SetArenaMatchmakerRating(GetOtherTeam(winner), loserMatchmakerRating + loserMatchmakerChange);

                // bg team that the client expects is different to TeamId
                // alliance 1, horde 0
                uint8 winnerTeam = winner == ALLIANCE ? BG_TEAM_ALLIANCE : BG_TEAM_HORDE;
                uint8 loserTeam = winner == ALLIANCE ? BG_TEAM_HORDE : BG_TEAM_ALLIANCE;

                _arenaTeamScores[winnerTeam].Assign(winnerChange, winnerMatchmakerRating, winnerArenaTeam->GetName());
                _arenaTeamScores[loserTeam].Assign(loserChange, loserMatchmakerRating, loserArenaTeam->GetName());

                TC_LOG_DEBUG("bg.arena", "Arena match Type: %u for Team1Id: %u - Team2Id: %u ended. WinnerTeamId: %u. Winner rating: +%d, Loser rating: %d",
                    GetArenaType(), GetArenaTeamIdByIndex(TEAM_ALLIANCE), GetArenaTeamIdByIndex(TEAM_HORDE), winnerArenaTeam->GetId(), winnerChange, loserChange);

                if (sWorld->getBoolConfig(CONFIG_ARENA_LOG_EXTENDED_INFO))
                    for (auto const& score : PlayerScores)
                        if (Player* player = ObjectAccessor::FindConnectedPlayer(ObjectGuid(HighGuid::Player, score.first)))
                        {
                            TC_LOG_DEBUG("bg.arena", "Statistics match Type: %u for %s (GUID: %u, Team: %d, IP: %s): %s",
                                GetArenaType(), player->GetName().c_str(), score.first, player->GetArenaTeamId(GetArenaType() == 5 ? 2 : GetArenaType() == 3),
                                player->GetSession()->GetRemoteAddress().c_str(), score.second->ToString().c_str());
                        }
            }
            // Deduct 16 points from each teams arena-rating if there are no winners after 45+2 minutes
            else
            {
                _arenaTeamScores[BG_TEAM_ALLIANCE].Assign(ARENA_TIMELIMIT_POINTS_LOSS, winnerMatchmakerRating, winnerArenaTeam->GetName());
                _arenaTeamScores[BG_TEAM_HORDE].Assign(ARENA_TIMELIMIT_POINTS_LOSS, loserMatchmakerRating, loserArenaTeam->GetName());

                winnerArenaTeam->FinishGame(ARENA_TIMELIMIT_POINTS_LOSS);
                loserArenaTeam->FinishGame(ARENA_TIMELIMIT_POINTS_LOSS);
            }

            uint8 aliveWinners = GetAlivePlayersCountByTeam(winner);

            for (auto const& i : GetPlayers())
            {
                uint32 team = i.second.Team;

                if (i.second.OfflineRemoveTime)
                {
                    // if rated arena match - make member lost!
                    if (team == winner)
                        winnerArenaTeam->OfflineMemberLost(i.first, loserMatchmakerRating, winnerMatchmakerChange);
                    else
                        loserArenaTeam->OfflineMemberLost(i.first, winnerMatchmakerRating, loserMatchmakerChange);
                    continue;
                }

                Player* player = _GetPlayer(i.first, i.second.OfflineRemoveTime != 0, "Arena::EndBattleground");
                if (!player)
                    continue;

                // per player calculation
                if (team == winner)
                {
                    // update achievement BEFORE personal rating update
                    uint32 rating = player->GetArenaPersonalRating(winnerArenaTeam->GetSlot());
                    player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA, rating ? rating : 1);
                    player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA, GetMapId());

                    // Last standing - Rated 5v5 arena & be solely alive player
                    if (GetArenaType() == ARENA_TYPE_5v5 && aliveWinners == 1 && player->IsAlive())
                        player->CastSpell(player, SPELL_LAST_MAN_STANDING, true);

                    winnerArenaTeam->MemberWon(player, loserMatchmakerRating, winnerMatchmakerChange);
                }
//.........这里部分代码省略.........
开发者ID:boom8866,项目名称:MaddieCore,代码行数:101,代码来源:Arena.cpp


示例7: DEBUG_LOG

DungeonPersistentState::~DungeonPersistentState()
{
    DEBUG_LOG("Unloading DungeonPersistantState of map %u instance %u", GetMapId(), GetInstanceId());
    UnbindThisState();
}
开发者ID:klyxmaster,项目名称:mangos-wotlk,代码行数:5,代码来源:MapPersistentStateMgr.cpp


示例8: GetMapId

bool Game_Vehicle::IsInCurrentMap() const {
	return GetMapId() == Game_Map::GetMapId();
}
开发者ID:ChristianBreitwieser,项目名称:easyrpg-libretro,代码行数:3,代码来源:game_vehicle.cpp


示例9: if


//.........这里部分代码省略.........
				if( plObj )
					plObj->RemoveIfVisible(curObj);

				if( curObj->IsPlayer() )
					static_cast< Player* >( curObj )->RemoveIfVisible(obj);

				curObj->RemoveInRangeObject(obj);

				if( obj->GetMapMgr() != this )
				{
					/* Something removed us. */
					return;
				}
				obj->RemoveInRangeObject(iter2);
			}
		}
	}

	///////////////////////////
	// Get new cell coordinates
	///////////////////////////
	if(obj->GetMapMgr() != this)
	{
		/* Something removed us. */
		return;
	}

	if(obj->GetPositionX() >= _maxX || obj->GetPositionX() <= _minX ||
		obj->GetPositionY() >= _maxY || obj->GetPositionY() <= _minY)
	{
		if(obj->IsPlayer())
		{
			Player* plr = static_cast< Player* >( obj );
			if(plr->GetBindMapId() != GetMapId())
			{
				plr->SafeTeleport(plr->GetBindMapId(),0,plr->GetBindPositionX(),plr->GetBindPositionY(),plr->GetBindPositionZ(),0);
				plr->GetSession()->SystemMessage("Teleported you to your hearthstone location as you were out of the map boundaries.");
				return;
			}
			else
			{
				obj->GetPositionV()->ChangeCoords(plr->GetBindPositionX(),plr->GetBindPositionY(),plr->GetBindPositionZ(),0);
				plr->GetSession()->SystemMessage("Teleported you to your hearthstone location as you were out of the map boundaries.");
				WorldPacket * data = plr->BuildTeleportAckMsg(plr->GetPosition());
				plr->GetSession()->SendPacket(data);
				delete data;
			}
		}
		else
		{
			obj->GetPositionV()->ChangeCoords(0,0,0,0);
		}
	}

	uint32 cellX = GetPosX(obj->GetPositionX());
	uint32 cellY = GetPosY(obj->GetPositionY());

	if(cellX >= _sizeX || cellY >= _sizeY)
	{
		return;
	}

	MapCell *objCell = GetCell(cellX, cellY);
	MapCell * pOldCell = obj->GetMapCell();
	if (!objCell)
	{
开发者ID:Chero,项目名称:abcwow,代码行数:67,代码来源:MapMgr.cpp


示例10: urand

void BattleGroundDS::Update(uint32 diff)
{
    BattleGround::Update(diff);
    if (GetStatus() == STATUS_IN_PROGRESS)
    {
        // push people from the tubes
        if (pushbackCheck)
        {
            // knockback
            if (m_uiKnockback < diff)
            {
                for (BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                {
                    Player *plr = sObjectMgr.GetPlayer(itr->first);
                    if (!plr)
                        continue;

                    if (GameObject* obj = plr->GetGameObject(48018))                         // Remove Demonic Circle
                        obj->Delete();

                    if (plr->GetPositionZ() < 11.0f)
                        continue;

                    float angle = (plr->GetBGTeam() == ALLIANCE /*gold*/) ? plr->GetAngle(1259.58f, 764.43f) : plr->GetAngle(1325.84f, 817.304f);

                    plr->KnockBackPlayerWithAngle(angle, 45, 7);

                    if (plr->IsWithinDist2d(1214, 765, 50) && plr->IsWithinLOS(1214, 765, 14))
                        plr->KnockBackPlayerWithAngle(6.40f,55,7);

                    if (plr->IsWithinDist2d(1369, 817, 50) && plr->IsWithinLOS(1369, 817, 14))
                        plr->KnockBackPlayerWithAngle(3.03f,55,7);
                }
                pushbackCheck = false;
                m_uiKnockback = 1000;
            }
            else
                m_uiKnockback -= diff;
        }

        // in case pushback failed
        if (teleportCheck)
        {
            if (m_uiTeleport < diff)
            {
                for (BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                {
                    if (Player *plr = sObjectMgr.GetPlayer(itr->first))
                    {
                        if (plr->GetPositionZ() < 11.0f)
                            continue;

                        float x, y;
                        if (plr->GetBGTeam() == ALLIANCE)
                        {
                            x = 1259.58f;
                            y = 764.43f;
                        }
                        else
                        {
                            x = 1325.84f;
                            y = 817.304f;
                        }
                        plr->TeleportTo(GetMapId(), x + urand(0,2), y + urand(0,2), 3.15f, plr->GetOrientation());
                    }
                }

                teleportCheck = false;

                // close the gate
                OpenDoorEvent(BG_EVENT_DOOR);
            }
            else
                m_uiTeleport -= diff;
        }

        // Waterfall
        if (m_uiWaterfall < diff)
        {
            if (waterfallActivated)
            {
                SpawnEvent(WATERFALL_EVENT, 0, false);
                waterfallActivated = false;
            }
            else
            {
                SpawnEvent(WATERFALL_EVENT, 0, true);
                waterfallActivated = true;

                for (BattleGroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
                {
                    Player * plr = sObjectMgr.GetPlayer(itr->first);
                    if (plr && plr->GetDistance2d(1291, 790) <= 6)
                        plr->KnockBackFrom(plr, -20.0f, 9.0f);
                }
            }
            m_uiWaterfall = urand(30,45)*IN_MILLISECONDS;
        }
        else
            m_uiWaterfall -= diff;
//.........这里部分代码省略.........
开发者ID:BACKUPLIB,项目名称:mangos,代码行数:101,代码来源:BattleGroundDS.cpp


示例11: SetThreadName

bool MapMgr::Do()
{
#ifdef WIN32
	threadid=GetCurrentThreadId();
#endif
	thread_running = true;
	ThreadState =THREADSTATE_BUSY;
	SetThreadName("Map mgr - M%u|I%u",this->_mapId ,this->m_instanceID);
	ObjectSet::iterator i;
	uint32 last_exec=getMSTime();

	/* create static objects */
	for(GOSpawnList::iterator itr = _map->staticSpawns.GOSpawns.begin(); itr != _map->staticSpawns.GOSpawns.end(); ++itr)
	{
		GameObject * obj = CreateGameObject((*itr)->entry);
		obj->Load((*itr));
		_mapWideStaticObjects.insert(obj);
	}

	for(CreatureSpawnList::iterator itr = _map->staticSpawns.CreatureSpawns.begin(); itr != _map->staticSpawns.CreatureSpawns.end(); ++itr)
	{
		Creature * obj = CreateCreature((*itr)->entry);
		obj->Load(*itr, 0, pMapInfo);
		_mapWideStaticObjects.insert(obj);
	}

	/* add static objects */
	for(set<Object*>::iterator itr = _mapWideStaticObjects.begin(); itr != _mapWideStaticObjects.end(); ++itr)
		PushStaticObject(*itr);

	/* load corpses */
	objmgr.LoadCorpses(this);

	// always declare local variables outside of the loop!
	// otherwise theres a lot of sub esp; going on.

	uint32 exec_time, exec_start;
#ifdef WIN32
	HANDLE hThread = GetCurrentThread();
#endif
	while((ThreadState != THREADSTATE_TERMINATE) && !_shutdown)
	{
		exec_start=getMSTime();
		//first push to world new objects
		m_objectinsertlock.Acquire();//<<<<<<<<<<<<<<<<
		if(m_objectinsertpool.size())
		{
			for(i=m_objectinsertpool.begin();i!=m_objectinsertpool.end();i++)
			{
				//PushObject(*i);
				(*i)->PushToWorld(this);
			}
			m_objectinsertpool.clear();
		}
		m_objectinsertlock.Release();//>>>>>>>>>>>>>>>>
		//-------------------------------------------------------
				
		//Now update sessions of this map + objects
		_PerformObjectDuties();

		last_exec=getMSTime();
		exec_time=last_exec-exec_start;
		if(exec_time<MAP_MGR_UPDATE_PERIOD)
		{
			/*
				The common place I see this is waiting for a Win32 thread to exit. I used to come up with all sorts of goofy,
				elaborate event-based systems to do this myself until I discovered that thread handles are waitable. Just use
				WaitForSingleObject() on the thread handle and you're done. No risking race conditions with the thread exit code.
				I think pthreads has pthread_join() for this too.

				- http://www.virtualdub.org/blog/pivot/entry.php?id=62
			*/

#ifdef WIN32
			WaitForSingleObject(hThread, MAP_MGR_UPDATE_PERIOD-exec_time);
#else
			Sleep(MAP_MGR_UPDATE_PERIOD-exec_time);
#endif
		}

		//////////////////////////////////////////////////////////////////////////
		// Check if we have to die :P
		//////////////////////////////////////////////////////////////////////////
		if(InactiveMoveTime && UNIXTIME >= InactiveMoveTime)
			break;
	}

	// Clear the instance's reference to us.
	if(m_battleground)
	{
		BattlegroundManager.DeleteBattleground(m_battleground);
		sInstanceMgr.DeleteBattlegroundInstance( GetMapId(), GetInstanceID() );
	}

	if(pInstance)
	{
		// check for a non-raid instance, these expire after 10 minutes.
		if(GetMapInfo()->type == INSTANCE_NONRAID || pInstance->m_isBattleground)
		{
			pInstance->m_mapMgr = NULL;
//.........这里部分代码省略.........
开发者ID:Chero,项目名称:abcwow,代码行数:101,代码来源:MapMgr.cpp


示例12: ASSERT

void MapMgr::PushObject(Object *obj)
{
	/////////////
	// Assertions
	/////////////
	ASSERT(obj);
	
	// That object types are not map objects. TODO: add AI groups here?
	if(obj->GetTypeId() == TYPEID_ITEM || obj->GetTypeId() == TYPEID_CONTAINER)
	{
		// mark object as updatable and exit
		return;
	}

	if(obj->GetTypeId() == TYPEID_CORPSE)
	{
		m_corpses.insert(((Corpse*)obj));
	}	
	
	obj->ClearInRangeSet();
	ASSERT(obj->GetMapId() == _mapId);
	if(!(obj->GetPositionX() < _maxX && obj->GetPositionX() > _minX) || 
	   !(obj->GetPositionY() < _maxY && obj->GetPositionY() > _minY))
	{
		if(obj->IsPlayer())
		{
			Player * plr = static_cast< Player* >( obj );
			if(plr->GetBindMapId() != GetMapId())
			{
				plr->SafeTeleport(plr->GetBindMapId(),0,plr->GetBindPositionX(),plr->GetBindPositionY(),plr->GetBindPositionZ(),0);
				plr->GetSession()->SystemMessage("Teleported you to your hearthstone location as you were out of the map boundaries.");
				return;
			}
			else
			{
				obj->GetPositionV()->ChangeCoords(plr->GetBindPositionX(),plr->GetBindPositionY(),plr->GetBindPositionZ(),0);
				plr->GetSession()->SystemMessage("Teleported you to your hearthstone location as you were out of the map boundaries.");
				WorldPacket * data = plr->BuildTeleportAckMsg(plr->GetPosition());
				plr->GetSession()->SendPacket(data);
				delete data;
			}
		}
		else
		{
			obj->GetPositionV()->ChangeCoords(0,0,0,0);
		}
	}

	ASSERT(obj->GetPositionY() < _maxY && obj->GetPositionY() > _minY);
	ASSERT(_cells);

	///////////////////////
	// Get cell coordinates
	///////////////////////

	uint32 x = GetPosX(obj->GetPositionX());
	uint32 y = GetPosY(obj->GetPositionY());

	if(x >= _sizeX || y >= _sizeY)
	{
		if(obj->IsPlayer())
		{
			Player * plr = static_cast< Player* >( obj );
			if(plr->GetBindMapId() != GetMapId())
			{
				plr->SafeTeleport(plr->GetBindMapId(),0,plr->GetBindPositionX(),plr->GetBindPositionY(),plr->GetBindPositionZ(),0);
				plr->GetSession()->SystemMessage("Teleported you to your hearthstone location as you were out of the map boundaries.");
				return;
			}
			else
			{
				obj->GetPositionV()->ChangeCoords(plr->GetBindPositionX(),plr->GetBindPositionY(),plr->GetBindPositionZ(),0);
				plr->GetSession()->SystemMessage("Teleported you to your hearthstone location as you were out of the map boundaries.");
				WorldPacket * data = plr->BuildTeleportAckMsg(plr->GetPosition());
				plr->GetSession()->SendPacket(data);
				delete data;
			}
		}
		else
		{
			obj->GetPositionV()->ChangeCoords(0,0,0,0);
		}

		x = GetPosX(obj->GetPositionX());
		y = GetPosY(obj->GetPositionY());
	}

	MapCell *objCell = GetCell(x,y);
	if (!objCell)
	{
		objCell = Create(x,y);
		objCell->Init(x, y, _mapId, this);
	}

	uint32 endX = (x <= _sizeX) ? x + 1 : (_sizeX-1);
	uint32 endY = (y <= _sizeY) ? y + 1 : (_sizeY-1);
	uint32 startX = x > 0 ? x - 1 : 0;
	uint32 startY = y > 0 ? y - 1 : 0;
	uint32 posX, posY;
	MapCell *cell;
//.........这里部分代码省略.........
开发者ID:Chero,项目名称:abcwow,代码行数:101,代码来源:MapMgr.cpp


示例13: GetCaster

void DynamicObject::Update(uint32 p_time)
{
    // caster can be not in world at time dynamic object update, but dynamic object not yet deleted in Unit destructor
    Unit* caster = GetCaster();
    if(!caster)
    {
        Delete();
        return;
    }

    bool deleteThis = false;

    if(m_aliveDuration > int32(p_time))
        m_aliveDuration -= p_time;
    else
        deleteThis = true;

    // TODO: make a timer and update this in larger intervals
    CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
    Cell cell = RedZone::GetZone(p);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();

    MaNGOS::DynamicObjectUpdater notifier(*this,caster);

    TypeContainerVisitor<MaNGOS::DynamicObjectUpdater, WorldTypeMapContainer > world_object_notifier(notifier);
    TypeContainerVisitor<MaNGOS::DynamicObjectUpdater, GridTypeMapContainer > grid_object_notifier(notifier);

    CellLock<GridReadGuard> cell_lock(cell, p);
    cell_lock->Visit(cell_lock, world_object_notifier, *MapManager::Instance().GetMap(GetMapId(), this));
    cell_lock->Visit(cell_lock, grid_object_notifier,  *MapManager::Instance().GetMap(GetMapId(), this));

    if(deleteThis)
    {
        caster->RemoveDynObjectWithGUID(GetGUID());
        Delete();
    }
}
开发者ID:Artea,项目名称:mangos-svn,代码行数:38,代码来源:DynamicObject.cpp


示例14: switch


//.........这里部分代码省略.........
                    {
                        case GAMEOBJECT_TYPE_FISHINGNODE:   //  can't fish now
                        {
                            Unit* caster = GetOwner();
                            if(caster && caster->GetTypeId()==TYPEID_PLAYER)
                            {
                                if(caster->m_currentSpells[CURRENT_CHANNELED_SPELL])
                                {
                                    caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0);
                                    caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish(false);
                                }

                                WorldPacket data(SMSG_FISH_NOT_HOOKED,0);
                                ((Player*)caster)->GetSession()->SendPacket(&data);
                            }
                            // can be delete
                            m_lootState = GO_JUST_DEACTIVATED;
                            return;
                        }
                        case GAMEOBJECT_TYPE_DOOR:
                        case GAMEOBJECT_TYPE_BUTTON:
                            //we need to open doors if they are closed (add there another condition if this code breaks some usage, but it need to be here for battlegrounds)
                            if( !GetGoState() )
                                SwitchDoorOrButton(false);
                            //flags in AB are type_button and we need to add them here so no break!
                        default:
                            if(!m_spawnedByDefault)         // despawn timer
                            {
                                                            // can be despawned or destroyed
                                SetLootState(GO_JUST_DEACTIVATED);
                                return;
                            }
                                                            // respawn timer
                            MapManager::Instance().GetMap(GetMapId(), this)->Add(this);
                            break;
                    }
                }
            }

            // traps can have time and can not have
            GameObjectInfo const* goInfo = GetGOInfo();
            if(goInfo->type == GAMEOBJECT_TYPE_TRAP)
            {
                // traps
                Unit* owner = GetOwner();
                Unit* ok = NULL;                            // pointer to appropriate target if found any

                if(m_cooldownTime >= time(NULL))
                    return;

                bool IsBattleGroundTrap = false;
                //FIXME: this is activation radius (in different casting radius that must be selected from spell data)
                //TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state
                float radius = goInfo->trap.radius;

                if(!radius)
                {
                    if(goInfo->trap.cooldown != 3)            // cast in other case (at some triggering/linked go/etc explicit call)
                    {
                        // try to read radius from trap spell
                        if(const SpellEntry *spellEntry = sSpellStore.LookupEntry(goInfo->trap.spellId))
                            radius = GetSpellRadius(spellEntry,0,false);
                        //    radius = GetSpellRadius(sSpellRadiusStore.LookupEntry(spellEntry->EffectRadiusIndex[0]));

                        if(!radius)
                            break;
开发者ID:de-dima,项目名称:243,代码行数:67,代码来源:GameObject.cpp


示例15: HandlePlayerUnderMap

bool BattleGroundRV::HandlePlayerUnderMap(Player *player)
{
    player->TeleportTo(GetMapId(), 763.5f, -284, 28.276f, player->GetOrientation(), false);
    return true;
}
开发者ID:Agustin1010,项目名称:Mangos-Agustin,代码行数:5,代码来源:BattleGroundRV.cpp


示例16: GetTeam

void Player::Reputation_OnKilledUnit(Unit* pUnit, bool InnerLoop)
{
	// add rep for on kill
	if(pUnit->GetTypeId() != TYPEID_UNIT || pUnit->IsPet())
		return;

	Group * m_Group = m_playerInfo->m_Group;
	if(!InnerLoop && m_Group)
	{
		/* loop the rep for group members */
		m_Group->getLock().Acquire();
		GroupMembersSet::iterator it;
		for(uint32 i = 0; i < m_Group->GetSubGroupCount(); ++i)
		{
			for(it = m_Group->GetSubGroup(i)->GetGroupMembersBegin(); it != m_Group->GetSubGroup(i)->GetGroupMembersEnd(); ++it)
			{
				if((*it)->m_loggedInPlayer && (*it)->m_loggedInPlayer->isInRange(TO_PLAYER(this),100.0f))
					(*it)->m_loggedInPlayer->Reputation_OnKilledUnit(pUnit, true);
			}
		}
		m_Group->getLock().Release();
		return;
	}

	int team = GetTeam();
	ReputationModifier * modifier = objmgr.GetReputationModifier(pUnit->GetEntry(), pUnit->m_factionDBC->ID);
	if(modifier != 0)
	{
		// Apply this data.
		for(vector<ReputationMod>::iterator itr = modifier->mods.begin(); itr != modifier->mods.end(); ++itr)
		{
			if(!(*itr).faction[team])
				continue;

			/* rep limit? */
			if (!IS_INSTANCE(GetMapId()) || (IS_INSTANCE(GetMapId()) && this->iInstanceType != MODE_5PLAYER_HEROIC))
			{
				if((*itr).replimit)
				{
					if(GetStanding((*itr).faction[team]) >= (int32)(*itr).replimit)
						continue;
				}
			}

			int32 value = int32(float(itr->value) * sWorld.getRate(RATE_KILLREPUTATION));
			//value *= sWorld.getRate(RATE_KILLREPUTATION);
			ModStanding(itr->faction[team], value);
		}
	}
	else
	{
		if(IS_INSTANCE(GetMapId()) && objmgr.HandleInstanceReputationModifiers(TO_PLAYER(this), pUnit))
			return;

		if(pUnit->m_factionDBC->RepListId < 0)
			return;

		// decrease rep by 5.
		int change = -5;
		change = int32((float(change) * sWorld.getRate(RATE_KILLREPUTATION)));
		ModStanding(pUnit->m_factionDBC->ID, change);
	}
}
开发者ID:AscNHalf,项目名称:AscNHalf,代码行数:63,代码来源:ReputationHandler.cpp


示例17: GenerateResearchSiteInMap

void Player::UseResearchSite(uint32 id)
{
    _researchSites.erase(id);
    GenerateResearchSiteInMap(GetMapId());
}
开发者ID:Jojo2323,项目名称:mangos3,代码行数:5,代码来源:Archaeology.cpp


示例18: GetHeight

float TerrainInfo::GetHeight(float x, float y, float z, bool pUseVmaps, float maxSearchDist) const
{
    // find raw .map surface under Z coordinates
    float mapHeight;
    float z2 = z + 2.f;
    if (GridMap *gmap = const_cast<TerrainInfo*>(this)->GetGrid(x, y))
    {
        float _mapheight = gmap->getHeight(x,y);

        // look from a bit higher pos to find the floor, ignore under surface case
        if (z2 > _mapheight)
            mapHeight = _mapheight;
        else
            mapHeight = VMAP_INVALID_HEIGHT_VALUE;
    }
    else
        mapHeight = VMAP_INVALID_HEIGHT_VALUE;

    float vmapHeight;
    if (pUseVmaps)
    {
        VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
        if (vmgr->isHeightCalcEnabled())
        {
            // if mapHeight has been found search vmap height at least until mapHeight point
            // this prevent case when original Z "too high above ground and vmap height search fail"
            // this will not affect most normal cases (no map in instance, or stay at ground at continent)
            if (mapHeight > INVALID_HEIGHT && z2 - mapHeight > maxSearchDist)
                maxSearchDist = z2 - mapHeight + 1.0f;      // 1.0 make sure that we not fail for case when map height near but above for vamp height

            // look from a bit higher pos to find the floor
            vmapHeight = vmgr->getHeight(GetMapId(), x, y, z2, maxSearchDist);
        }
        else
            vmapHeight = VMAP_INVALID_HEIGHT_VALUE;
    }
    else
        vmapHeight = VMAP_INVALID_HEIGHT_VALUE;

    //hack for LK frozen throne true height
    if (GetAreaId(x,y,z) == 4859)
    {
        mapHeight  += 200.0f;
        vmapHeight += 200.0f;
    }

    // mapHeight set for any above raw ground Z or <= INVALID_HEIGHT
    // vmapheight set for any under Z value or <= INVALID_HEIGHT

    if (vmapHeight > INVALID_HEIGHT)
    {
        if (mapHeight > INVALID_HEIGHT)
        {
            // we have mapheight and vmapheight and must select more appropriate

            // we are already under the surface or vmap height above map heigt
            // or if the distance of the vmap height is less the land height distance
            if (z < mapHeight || vmapHeight > mapHeight || fabs(mapHeight-z) > fabs(vmapHeight-z))
                return vmapHeight;
            else
                return mapHeight;                           // better use .map surface height

        }
        else
            return vmapHeight;                              // we have only vmapHeight (if have)
    }

    return mapHeight;
}
开发者ID:Archives,项目名称:easy-mangos,代码行数:69,代码来源:GridMap.cpp


示例19: VALUES

/*
    Called from AddPersistentState
*/
void DungeonPersistentState::SaveToDB()
{
    // state instance data too
    std::string data;

    if (Map* map = GetMap())
    {
        InstanceData* iData = map->GetInstanceData();
        if (iData && iData->Save())
        {
            data = iData->Save();
            CharacterDatabase.escape_string(data);
        }
    }

    CharacterDatabase.PExecute("INSERT INTO instance VALUES ('%u', '%u', '" UI64FMTD "', '%u', '%u', '%s')", GetInstanceId(), GetMapId(), (uint64)GetResetTimeForDB(), GetDifficulty(), GetCompletedEncountersMask(), data.c_str());
}
开发者ID:klyxmaster,项目名称:mangos-wotlk,代码行数:20,代码来源:MapPersistentStateMgr.cpp


示例20: SetUInt32Value


//.........这里部分代码省略.........
	SetUInt32Value(UNIT_FIELD_FLAGS, spawn->flags);
	SetUInt32Value(UNIT_NPC_EMOTESTATE, spawn->emote_state);
	SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, proto->BoundingRadius);
	SetFloatValue(UNIT_FIELD_COMBATREACH, proto->CombatReach);
	original_emotestate = spawn->emote_state;
	// set position
	m_position.ChangeCoords( spawn->x, spawn->y, spawn->z, spawn->o );
	m_spawnLocation.ChangeCoords(spawn->x, spawn->y, spawn->z, spawn->o);
	m_aiInterface->setMoveType(spawn->movetype);	
	m_aiInterface->m_waypoints = objmgr.GetWayPointMap(spawn->id);

	m_faction = dbcFactionTemplate.LookupEntry(spawn->factionid);
	if(m_faction)
	{
		m_factionDBC = dbcFaction.LookupEntry(m_faction->Faction);
		// not a neutral creature
		if(!(m_factionDBC->RepListId == -1 && m_faction->HostileMask == 0 && m_faction->FriendlyMask == 0))
		{
			GetAIInterface()->m_canCallForHelp = true;
		}
	}


//SETUP NPC FLAGS
	SetUInt32Value(UNIT_NPC_FLAGS,proto->NPCFLags);

	if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR ) )
		m_SellItems = objmgr.GetVendorList(GetEntry());

	if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER ) )
		_LoadQuests();

	if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TAXIVENDOR) )
		m_TaxiNode = sTaxiMgr.GetNearestTaxiNode( m_position.x, m_position.y, m_position.z, GetMapId() );

	if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER) || HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER_PROF))
		mTrainer = objmgr.GetTrainer(GetEntry());

	if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_AUCTIONEER ) )
		auctionHouse = sAuctionMgr.GetAuctionHouse(GetEntry());

//NPC FLAGS
	 m_aiInterface->m_waypoints=objmgr.GetWayPointMap(spawn->id);

	//load resistances
	for(uint32 x=0;x<7;x++)
		BaseResistance[x]=GetUInt32Value(UNIT_FIELD_RESISTANCES+x);
	for(uint32 x=0;x<5;x++)
		BaseStats[x]=GetUInt32Value(UNIT_FIELD_STAT0+x);

	BaseDamage[0]=GetFloatValue(UNIT_FIELD_MINDAMAGE);
	BaseDamage[1]=GetFloatValue(UNIT_FIELD_MAXDAMAGE);
	BaseOffhandDamage[0]=GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE);
	BaseOffhandDamage[1]=GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE);
	BaseRangedDamage[0]=GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE);
	BaseRangedDamage[1]=GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE);
	BaseAttackType=proto->AttackType;

	SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);   // better set this one
	SetUInt32Value(UNIT_FIELD_BYTES_0, spawn->bytes);
	SetUInt32Value(UNIT_FIELD_BYTES_2, spawn->bytes2);

////////////AI
	
	// kek
	for(list<AI_Spell*>::iterator itr = proto->spells.begin(); itr != proto->spells.end(); ++itr)
开发者ID:AwkwardDev,项目名称:ascent_classic,代码行数:67,代码来源:Creature.cpp



注:本文中的GetMapId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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