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C++ CalculatePassengerPosition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CalculatePassengerPosition函数的典型用法代码示例。如果您正苦于以下问题:C++ CalculatePassengerPosition函数的具体用法?C++ CalculatePassengerPosition怎么用?C++ CalculatePassengerPosition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CalculatePassengerPosition函数的15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: CalculatePassengerPosition

void Transport::UpdateNPCPositions()
{
    for (CreatureSet::iterator itr = m_NPCPassengerSet.begin(); itr != m_NPCPassengerSet.end(); ++itr)
    {
        Creature* npc = *itr;

        float x, y, z, o;

        npc->m_movementInfo.t_pos.GetPosition(x, y, z, o);
        CalculatePassengerPosition(x, y, z, o);
        GetMap()->CreatureRelocation(npc, x, y, z, o, false);
        npc->GetTransportHomePosition(x, y, z, o);
        CalculatePassengerPosition(x, y, z, o);
        npc->SetHomePosition(x, y, z, o);
    }
	
    for (PlayerSet::iterator itr = m_passengers.begin(); itr != m_passengers.end(); ++itr)
    {
        Player* plr = *itr;

        float x, y, z, o;
        o = GetOrientation() + plr->m_movementInfo.t_pos.m_orientation;
        MapManager::NormalizeOrientation(o);
        x = GetPositionX() + (plr->m_movementInfo.t_pos.m_positionX * cos(GetOrientation()) + plr->m_movementInfo.t_pos.m_positionY * sin(GetOrientation() + M_PI));
        y = GetPositionY() + (plr->m_movementInfo.t_pos.m_positionY * cos(GetOrientation()) + plr->m_movementInfo.t_pos.m_positionX * sin(GetOrientation()));
        z = GetPositionZ() + plr->m_movementInfo.t_pos.m_positionZ;
        plr->Relocate(x, y, z, o);
        UpdateData transData;
        WorldPacket packet;
        transData.BuildPacket(&packet);
        plr->SendDirectMessage(&packet);
    }
}
开发者ID:Nightprince,项目名称:Avalon,代码行数:33,代码来源:Transport.cpp


示例2: CalculatePassengerPosition

void Transport::UpdatePassengerPositions(PassengerSet& passengers)
{
    for (PassengerSet::iterator itr = passengers.begin(); itr != passengers.end(); ++itr)
    {
        WorldObject* passenger = *itr;
        // transport teleported but passenger not yet (can happen for players)
        if (passenger->GetMap() != GetMap())
            continue;

        // if passenger is on vehicle we have to assume the vehicle is also on transport
        // and its the vehicle that will be updating its passengers
        if (Unit* unit = passenger->ToUnit())
            if (unit->GetVehicle())
                continue;

        // Do not use Unit::UpdatePosition here, we don't want to remove auras
        // as if regular movement occurred
        float x, y, z, o;
        passenger->m_movementInfo.transport.pos.GetPosition(x, y, z, o);
        CalculatePassengerPosition(x, y, z, &o);
        switch (passenger->GetTypeId())
        {
            case TYPEID_UNIT:
            {
                Creature* creature = passenger->ToCreature();
                GetMap()->CreatureRelocation(creature, x, y, z, o, false);
                creature->GetTransportHomePosition(x, y, z, o);
                CalculatePassengerPosition(x, y, z, &o);
                creature->SetHomePosition(x, y, z, o);
                break;
            }
            case TYPEID_PLAYER:
                //relocate only passengers in world and skip any player that might be still logging in/teleporting
                if (passenger->IsInWorld())
                    GetMap()->PlayerRelocation(passenger->ToPlayer(), x, y, z, o);
                break;
            case TYPEID_GAMEOBJECT:
                GetMap()->GameObjectRelocation(passenger->ToGameObject(), x, y, z, o, false);
                passenger->ToGameObject()->RelocateStationaryPosition(x, y, z, o);
                break;
            case TYPEID_DYNAMICOBJECT:
                GetMap()->DynamicObjectRelocation(passenger->ToDynObject(), x, y, z, o);
                break;
            case TYPEID_AREATRIGGER:
                GetMap()->AreaTriggerRelocation(passenger->ToAreaTrigger(), x, y, z, o);
                break;
            default:
                break;
        }

        if (Unit* unit = passenger->ToUnit())
            if (Vehicle* vehicle = unit->GetVehicleKit())
                vehicle->RelocatePassengers();
    }
}
开发者ID:Asandru,项目名称:TrinityCore,代码行数:55,代码来源:Transport.cpp


示例3: CalculatePassengerPosition

void Transport::UpdateNPCPositions()
{
    for (CreatureSet::iterator itr = m_NPCPassengerSet.begin(); itr != m_NPCPassengerSet.end(); ++itr)
    {
        Creature* npc = *itr;

        float x, y, z, o;
        npc->m_movementInfo.t_pos.GetPosition(x, y, z, o);
        CalculatePassengerPosition(x, y, z, o);
        GetMap()->CreatureRelocation(npc, x, y, z, o, false);
        npc->GetTransportHomePosition(x, y, z, o);
        CalculatePassengerPosition(x, y, z, o);
        npc->SetHomePosition(x, y, z, o);
    }
}
开发者ID:CashCZ,项目名称:TrinityCore,代码行数:15,代码来源:Transport.cpp


示例4: GetMap

Creature* Transport::CreateNPCPassenger(uint32 guid, CreatureData const* data)
{
    Map* map = GetMap();
    Creature* creature = new Creature();

    if (!creature->LoadCreatureFromDB(guid, map, false))
    {
        delete creature;
        return NULL;
    }

    float x = data->posX;
    float y = data->posY;
    float z = data->posZ;
    float o = data->orientation;

    creature->SetTransport(this);
    creature->m_movementInfo.transport.guid = GetGUID();
    creature->m_movementInfo.transport.pos.Relocate(x, y, z, o);    // m_movementInfo.transport.pos.m_positionX  x=offset
    CalculatePassengerPosition(x, y, z, &o);                        // This method transforms supplied transport offsets into global coordinates offset > worldpos
    creature->m_movementInfo.transport.seat = -1;
    GetMap()->CreatureRelocation(creature, x, y, z, o, false);
    creature->Relocate(x, y, z, o);                                 // me->m_positionX  x=worldpos

    creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());
    creature->SetTransportHomePosition(creature->m_movementInfo.transport.pos);

    /// @HACK - transport models are not added to map's dynamic LoS calculations
    ///         because the current GameObjectModel cannot be moved without recreating
    creature->AddUnitState(UNIT_STATE_IGNORE_PATHFINDING);

    if (!creature->IsPositionValid())
    {
        TC_LOG_ERROR("entities.transport", "Creature (guidlow %d, entry %d) not created. Suggested coordinates aren't valid (X: %f Y: %f)", creature->GetGUIDLow(), creature->GetEntry(), creature->GetPositionX(), creature->GetPositionY());
        delete creature;
        return NULL;
    }

    if (!data->phaseIds.empty())
    {
        for (uint16 ph : data->phaseIds)
            creature->SetInPhase(ph, false, true);
    }
    else
        creature->CopyPhaseFrom(this);

    if (!map->AddToMap(creature))
    {
        delete creature;
        return NULL;
    }

    _staticPassengers.insert(creature);
    sScriptMgr->OnAddCreaturePassenger(this, creature);
    return creature;
}
开发者ID:Exodius,项目名称:ArkCORE-NG,代码行数:56,代码来源:Transport.cpp


示例5: GetMap

Creature* Transport::CreateNPCPassenger(ObjectGuid::LowType guid, CreatureData const* data)
{
    Map* map = GetMap();
    Creature* creature = new Creature();

    if (!creature->LoadCreatureFromDB(guid, map, false))
    {
        delete creature;
        return NULL;
    }

    ASSERT(data);

    float x = data->posX;
    float y = data->posY;
    float z = data->posZ;
    float o = data->orientation;

    creature->SetTransport(this);
    creature->m_movementInfo.transport.guid = GetGUID();
    creature->m_movementInfo.transport.pos.Relocate(x, y, z, o);
    CalculatePassengerPosition(x, y, z, &o);
    creature->Relocate(x, y, z, o);
    creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());
    creature->SetTransportHomePosition(creature->m_movementInfo.transport.pos);

    /// @HACK - transport models are not added to map's dynamic LoS calculations
    ///         because the current GameObjectModel cannot be moved without recreating
    creature->AddUnitState(UNIT_STATE_IGNORE_PATHFINDING);

    if (!creature->IsPositionValid())
    {
        TC_LOG_ERROR("entities.transport", "Passenger %s not created. Suggested coordinates aren't valid (X: %f Y: %f)", creature->GetGUID().ToString().c_str(), creature->GetPositionX(), creature->GetPositionY());
        delete creature;
        return NULL;
    }

    if (data->phaseid)
        creature->SetInPhase(data->phaseid, false, true);
    else if (data->phaseGroup)
        for (auto phase : sDB2Manager.GetPhasesForGroup(data->phaseGroup))
            creature->SetInPhase(phase, false, true);
    else
        creature->CopyPhaseFrom(this);

    if (!map->AddToMap(creature))
    {
        delete creature;
        return NULL;
    }

    _staticPassengers.insert(creature);
    sScriptMgr->OnAddCreaturePassenger(this, creature);
    return creature;
}
开发者ID:beyourself,项目名称:DeathCore_6.x,代码行数:55,代码来源:Transport.cpp


示例6: GetMap

Creature* Transport::CreateNPCPassenger(ObjectGuid::LowType guid, CreatureData const* data)
{
    Map* map = GetMap();

    Creature* creature = Creature::CreateCreatureFromDB(guid, map, false);
    if (!creature)
        return nullptr;

    ASSERT(data);

    float x = data->posX;
    float y = data->posY;
    float z = data->posZ;
    float o = data->orientation;

    creature->SetTransport(this);
    creature->m_movementInfo.transport.guid = GetGUID();
    creature->m_movementInfo.transport.pos.Relocate(x, y, z, o);
    creature->m_movementInfo.transport.seat = -1;
    CalculatePassengerPosition(x, y, z, &o);
    creature->Relocate(x, y, z, o);
    creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());
    creature->SetTransportHomePosition(creature->m_movementInfo.transport.pos);

    /// @HACK - transport models are not added to map's dynamic LoS calculations
    ///         because the current GameObjectModel cannot be moved without recreating
    creature->AddUnitState(UNIT_STATE_IGNORE_PATHFINDING);

    if (!creature->IsPositionValid())
    {
        TC_LOG_ERROR("entities.transport", "Passenger %s not created. Suggested coordinates aren't valid (X: %f Y: %f)", creature->GetGUID().ToString().c_str(), creature->GetPositionX(), creature->GetPositionY());
        delete creature;
        return nullptr;
    }

    PhasingHandler::InitDbPhaseShift(creature->GetPhaseShift(), data->phaseUseFlags, data->phaseId, data->phaseGroup);
    PhasingHandler::InitDbVisibleMapId(creature->GetPhaseShift(), data->terrainSwapMap);

    if (!map->AddToMap(creature))
    {
        delete creature;
        return nullptr;
    }

    _staticPassengers.insert(creature);
    sScriptMgr->OnAddCreaturePassenger(this, creature);
    return creature;
}
开发者ID:Asandru,项目名称:TrinityCore,代码行数:48,代码来源:Transport.cpp


示例7: GetMap

Creature* Transport::CreateNPCPassenger(uint32 guid, CreatureData const* data)
{
    Map* map = GetMap();
    Creature* creature = new Creature();

    if (!creature->LoadCreatureFromDB(guid, map, false))
    {
        delete creature;
        return NULL;
    }

    float x = data->posX;
    float y = data->posY;
    float z = data->posZ;
    float o = data->orientation;

    creature->SetTransport(this);
    creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
    creature->m_movementInfo.transport.guid = GetGUID();
    creature->m_movementInfo.transport.pos.Relocate(x, y, z, o);
    CalculatePassengerPosition(x, y, z, &o);
    creature->Relocate(x, y, z, o);
    creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());
    creature->SetTransportHomePosition(creature->m_movementInfo.transport.pos);

    /// @HACK - transport models are not added to map's dynamic LoS calculations
    ///         because the current GameObjectModel cannot be moved without recreating
    creature->AddUnitState(UNIT_STATE_IGNORE_PATHFINDING);

    if (!creature->IsPositionValid())
    {
        TC_LOG_ERROR(LOG_FILTER_TRANSPORTS, "Creature (guidlow %d, entry %d) not created. Suggested coordinates aren't valid (X: %f Y: %f)",creature->GetGUIDLow(),creature->GetEntry(),creature->GetPositionX(),creature->GetPositionY());
        delete creature;
        return NULL;
    }

    if (!map->AddToMap(creature))
    {
        delete creature;
        return NULL;
    }

    _staticPassengers.insert(creature);
    sScriptMgr->OnAddCreaturePassenger(this, creature);
    return creature;
}
开发者ID:MICHAL53Q,项目名称:TrinityCore,代码行数:46,代码来源:Transport.cpp


示例8: ASSERT

void Vehicle::RelocatePassengers()
{
    ASSERT(_me->GetMap());

    // not sure that absolute position calculation is correct, it must depend on vehicle pitch angle
    for (SeatMap::const_iterator itr = Seats.begin(); itr != Seats.end(); ++itr)
    {
        if (Unit* passenger = ObjectAccessor::GetUnit(*GetBase(), itr->second.Passenger.Guid))
        {
            ASSERT(passenger->IsInWorld());

            float px, py, pz, po;
            passenger->m_movementInfo.transport.pos.GetPosition(px, py, pz, po);
            CalculatePassengerPosition(px, py, pz, &po);
            passenger->UpdatePosition(px, py, pz, po);
        }
    }
}
开发者ID:MICHAL53Q,项目名称:TrinityCore,代码行数:18,代码来源:Vehicle.cpp


示例9: GetMap

Creature* Transport::CreateNPCPassenger(uint32 guid, CreatureData const* data)
{
    Map* map = GetMap();
    Creature* creature = new Creature();

    if (!creature->LoadCreatureFromDB(guid, map, false))
    {
        delete creature;
        return NULL;
    }

    float x = data->posX;
    float y = data->posY;
    float z = data->posZ;
    float o = data->orientation;

    creature->SetTransport(this);
    creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
    creature->m_movementInfo.transport.guid = GetGUID();
    creature->m_movementInfo.transport.pos.Relocate(x, y, z, o);
    CalculatePassengerPosition(x, y, z, &o);
    creature->Relocate(x, y, z, o);
    creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());
    creature->SetTransportHomePosition(creature->m_movementInfo.transport.pos);

    if (!creature->IsPositionValid())
    {
        TC_LOG_ERROR(LOG_FILTER_TRANSPORTS, "Creature (guidlow %d, entry %d) not created. Suggested coordinates aren't valid (X: %f Y: %f)",creature->GetGUIDLow(),creature->GetEntry(),creature->GetPositionX(),creature->GetPositionY());
        delete creature;
        return NULL;
    }

    if (!map->AddToMap(creature))
    {
        delete creature;
        return NULL;
    }

    _staticPassengers.insert(creature);
    sScriptMgr->OnAddCreaturePassenger(this, creature);
    return creature;
}
开发者ID:LeGuybrush,项目名称:TrinityCore,代码行数:42,代码来源:Transport.cpp


示例10: GetMap

GameObject* Transport::CreateGOPassenger(ObjectGuid::LowType guid, GameObjectData const* data)
{
    Map* map = GetMap();
    GameObject* go = new GameObject();

    if (!go->LoadGameObjectFromDB(guid, map, false))
    {
        delete go;
        return NULL;
    }

    ASSERT(data);

    float x = data->posX;
    float y = data->posY;
    float z = data->posZ;
    float o = data->orientation;

    go->SetTransport(this);
    go->m_movementInfo.transport.guid = GetGUID();
    go->m_movementInfo.transport.pos.Relocate(x, y, z, o);
    CalculatePassengerPosition(x, y, z, &o);
    go->Relocate(x, y, z, o);
    go->RelocateStationaryPosition(x, y, z, o);

    if (!go->IsPositionValid())
    {
        TC_LOG_ERROR("entities.transport", "GameObject (guidlow %d, entry %d) not created. Suggested coordinates aren't valid (X: %f Y: %f)", go->GetGUID().GetCounter(), go->GetEntry(), go->GetPositionX(), go->GetPositionY());
        delete go;
        return NULL;
    }

    if (!map->AddToMap(go))
    {
        delete go;
        return NULL;
    }

    _staticPassengers.insert(go);
    return go;
}
开发者ID:boom8866,项目名称:MaddieCore,代码行数:41,代码来源:Transport.cpp


示例11: ASSERT

//! Must be called after m_base::Relocate
void Vehicle::RelocatePassengers()
{
    ASSERT(_me->GetMap());

    // not sure that absolute position calculation is correct, it must depend on vehicle pitch angle
    for (SeatMap::const_iterator itr = Seats.begin(); itr != Seats.end(); ++itr)
    {
        if (Unit* passenger = ObjectAccessor::GetUnit(*GetBase(), itr->second.Passenger))
        {
            ASSERT(passenger->IsInWorld());

            VehicleSeatEntry const* veSeat = itr->second.SeatInfo;
            float px = veSeat->m_attachmentOffsetX;
            float py = veSeat->m_attachmentOffsetY;
            float pz = veSeat->m_attachmentOffsetZ;
            float po = 0.0f;
            //passenger->m_movementInfo.t_pos.GetPosition(px, py, pz, po);

            CalculatePassengerPosition(px, py, pz, po);
            passenger->UpdatePosition(px, py, pz, po);
        }
    }
}
开发者ID:sTaL1n7,项目名称:Core,代码行数:24,代码来源:Vehicle.cpp


示例12: ASSERT

void Vehicle::RelocatePassengers()
{
    ASSERT(_me->GetMap());

    std::vector<std::pair<Unit*, Position>> seatRelocation;
    seatRelocation.reserve(Seats.size());

    // not sure that absolute position calculation is correct, it must depend on vehicle pitch angle
    for (SeatMap::const_iterator itr = Seats.begin(); itr != Seats.end(); ++itr)
    {
        if (Unit* passenger = ObjectAccessor::GetUnit(*GetBase(), itr->second.Passenger.Guid))
        {
            ASSERT(passenger->IsInWorld());

            float px, py, pz, po;
            passenger->m_movementInfo.transport.pos.GetPosition(px, py, pz, po);
            CalculatePassengerPosition(px, py, pz, &po);
            seatRelocation.emplace_back(passenger, Position(px, py, pz, po));
        }
    }

    for (auto const& pair : seatRelocation)
        pair.first->UpdatePosition(pair.second);
}
开发者ID:Refuge89,项目名称:TrinityCore,代码行数:24,代码来源:Vehicle.cpp


示例13: FindMap

TempSummon* Transport::SummonPassenger(uint32 entry, Position const& pos, TempSummonType summonType, SummonPropertiesEntry const* properties /*= NULL*/, uint32 duration /*= 0*/, Unit* summoner /*= NULL*/, uint32 spellId /*= 0*/, uint32 vehId /*= 0*/)
{
    Map* map = FindMap();
    if (!map)
        return NULL;

    uint32 mask = UNIT_MASK_SUMMON;
    if (properties)
    {
        switch (properties->Control)
        {
            case SUMMON_CATEGORY_PET:
                mask = UNIT_MASK_GUARDIAN;
                break;
            case SUMMON_CATEGORY_PUPPET:
                mask = UNIT_MASK_PUPPET;
                break;
            case SUMMON_CATEGORY_VEHICLE:
                mask = UNIT_MASK_MINION;
                break;
            case SUMMON_CATEGORY_WILD:
            case SUMMON_CATEGORY_ALLY:
            case SUMMON_CATEGORY_UNK:
            {
                switch (properties->Title)
                {
                    case SUMMON_TYPE_MINION:
                    case SUMMON_TYPE_GUARDIAN:
                    case SUMMON_TYPE_GUARDIAN2:
                        mask = UNIT_MASK_GUARDIAN;
                        break;
                    case SUMMON_TYPE_TOTEM:
                    case SUMMON_TYPE_LIGHTWELL:
                        mask = UNIT_MASK_TOTEM;
                        break;
                    case SUMMON_TYPE_VEHICLE:
                    case SUMMON_TYPE_VEHICLE2:
                        mask = UNIT_MASK_SUMMON;
                        break;
                    case SUMMON_TYPE_MINIPET:
                        mask = UNIT_MASK_MINION;
                        break;
                    default:
                        if (properties->Flags & 512) // Mirror Image, Summon Gargoyle
                            mask = UNIT_MASK_GUARDIAN;
                        break;
                }
                break;
            }
            default:
                return NULL;
        }
    }

    TempSummon* summon = nullptr;
    switch (mask)
    {
        case UNIT_MASK_SUMMON:
            summon = new TempSummon(properties, summoner, false);
            break;
        case UNIT_MASK_GUARDIAN:
            summon = new Guardian(properties, summoner, false);
            break;
        case UNIT_MASK_PUPPET:
            summon = new Puppet(properties, summoner);
            break;
        case UNIT_MASK_TOTEM:
            summon = new Totem(properties, summoner);
            break;
        case UNIT_MASK_MINION:
            summon = new Minion(properties, summoner, false);
            break;
    }

    float x, y, z, o;
    pos.GetPosition(x, y, z, o);
    CalculatePassengerPosition(x, y, z, &o);

    if (!summon->Create(map->GenerateLowGuid<HighGuid::Creature>(), map, entry, x, y, z, o, nullptr, vehId))
    {
        delete summon;
        return nullptr;
    }

    PhasingHandler::InheritPhaseShift(summon, summoner ? static_cast<WorldObject*>(summoner) : static_cast<WorldObject*>(this));

    summon->SetUInt32Value(UNIT_CREATED_BY_SPELL, spellId);

    summon->SetTransport(this);
    summon->m_movementInfo.transport.guid = GetGUID();
    summon->m_movementInfo.transport.pos.Relocate(pos);
    summon->Relocate(x, y, z, o);
    summon->SetHomePosition(x, y, z, o);
    summon->SetTransportHomePosition(pos);

    /// @HACK - transport models are not added to map's dynamic LoS calculations
    ///         because the current GameObjectModel cannot be moved without recreating
    summon->AddUnitState(UNIT_STATE_IGNORE_PATHFINDING);

    summon->InitStats(duration);
//.........这里部分代码省略.........
开发者ID:Asandru,项目名称:TrinityCore,代码行数:101,代码来源:Transport.cpp


示例14: FindMap

TempSummon* Transport::SummonPassenger(uint32 entry, Position const& pos, TempSummonType summonType, SummonPropertiesEntry const* properties /*= NULL*/, uint32 duration /*= 0*/, Unit* summoner /*= NULL*/, uint32 spellId /*= 0*/, uint32 vehId /*= 0*/)
{
    Map* map = FindMap();
    if (!map)
        return NULL;

    uint32 mask = UNIT_MASK_SUMMON;
    if (properties)
    {
        switch (properties->Category)
        {
            case SUMMON_CATEGORY_PET:
                mask = UNIT_MASK_GUARDIAN;
                break;
            case SUMMON_CATEGORY_PUPPET:
                mask = UNIT_MASK_PUPPET;
                break;
            case SUMMON_CATEGORY_VEHICLE:
                mask = UNIT_MASK_MINION;
                break;
            case SUMMON_CATEGORY_WILD:
            case SUMMON_CATEGORY_ALLY:
            case SUMMON_CATEGORY_UNK:
            {
                switch (properties->Type)
                {
                    case SUMMON_TYPE_MINION:
                    case SUMMON_TYPE_GUARDIAN:
                    case SUMMON_TYPE_GUARDIAN2:
                        mask = UNIT_MASK_GUARDIAN;
                        break;
                    case SUMMON_TYPE_TOTEM:
                    case SUMMON_TYPE_LIGHTWELL:
                        mask = UNIT_MASK_TOTEM;
                        break;
                    case SUMMON_TYPE_VEHICLE:
                    case SUMMON_TYPE_VEHICLE2:
                        mask = UNIT_MASK_SUMMON;
                        break;
                    case SUMMON_TYPE_MINIPET:
                        mask = UNIT_MASK_MINION;
                        break;
                    default:
                        if (properties->Flags & 512) // Mirror Image, Summon Gargoyle
                            mask = UNIT_MASK_GUARDIAN;
                        break;
                }
                break;
            }
            default:
                return NULL;
        }
    }

    uint32 phase = PHASEMASK_NORMAL;
    uint32 team = 0;
    if (summoner)
    {
        phase = summoner->GetPhaseMask();
        if (summoner->GetTypeId() == TYPEID_PLAYER)
            team = summoner->ToPlayer()->GetTeam();
    }

    TempSummon* summon = NULL;
    switch (mask)
    {
        case UNIT_MASK_SUMMON:
            summon = new TempSummon(properties, summoner, false);
            break;
        case UNIT_MASK_GUARDIAN:
            summon = new Guardian(properties, summoner, false);
            break;
        case UNIT_MASK_PUPPET:
            summon = new Puppet(properties, summoner);
            break;
        case UNIT_MASK_TOTEM:
            summon = new Totem(properties, summoner);
            break;
        case UNIT_MASK_MINION:
            summon = new Minion(properties, summoner, false);
            break;
    }

    float x, y, z, o;
    pos.GetPosition(x, y, z, o);
    CalculatePassengerPosition(x, y, z, &o);

    if (!summon->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, phase, entry, vehId, team, x, y, z, o))
    {
        delete summon;
        return NULL;
    }

    summon->SetUInt32Value(UNIT_CREATED_BY_SPELL, spellId);

    summon->SetTransport(this);
    summon->m_movementInfo.transport.guid = GetGUID();
    summon->m_movementInfo.transport.pos.Relocate(pos);
    summon->Relocate(x, y, z, o);
    summon->SetHomePosition(x, y, z, o);
//.........这里部分代码省略.........
开发者ID:BravadoToDeath,项目名称:ArkCORE-NG,代码行数:101,代码来源:Transport.cpp


示例15: defined


//.........这里部分代码省略.........
        ASSERT(seat->second.IsEmpty());
    }

#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
    sLog->outDebug(LOG_FILTER_VEHICLES, "Unit %s enter vehicle entry %u id %u dbguid %u seat %d", unit->GetName().c_str(), _me->GetEntry(), _vehicleInfo->m_ID, _me->GetGUIDLow(), (int32)seat->first);
#endif

    seat->second.Passenger.Guid = unit->GetGUID();
    seat->second.Passenger.IsUnselectable = unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
    
    if (seat->second.SeatInfo->CanEnterOrExit())
    {
        ASSERT(_usableSeatNum);
        --_usableSeatNum;
        if (!_usableSeatNum)
        {
            if (_me->GetTypeId() == TYPEID_PLAYER)
                _me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PLAYER_VEHICLE);
            else
                _me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
        }
    }

    if (!_me->IsInWorld() || _me->IsDuringRemoveFromWorld())
        return false;

    // Xinef: moved from unit.cpp, if aura passes seatId == -1 (choose automaticly) we wont get appropriate flags
    if (unit->GetTypeId() == TYPEID_PLAYER && !(seat->second.SeatInfo->m_flagsB & VEHICLE_SEAT_FLAG_B_KEEP_PET))
        unit->ToPlayer()->UnsummonPetTemporaryIfAny();

    if (seat->second.SeatInfo->m_flags & VEHICLE_SEAT_FLAG_PASSENGER_NOT_SELECTABLE)
        unit->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);

    unit->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
    VehicleSeatEntry const* veSeat = seat->second.SeatInfo;
    unit->m_movementInfo.transport.pos.Relocate(veSeat->m_attachmentOffsetX, veSeat->m_attachmentOffsetY, veSeat->m_attachmentOffsetZ);
    unit->m_movementInfo.transport.time = 0;
    unit->m_movementInfo.transport.seat = seat->first;
    unit->m_movementInfo.transport.guid = _me->GetGUID();

    // xinef: removed retarded seat->first == 0 check...
    if (_me->GetTypeId() == TYPEID_UNIT
        && unit->GetTypeId() == TYPEID_PLAYER
        && seat->second.SeatInfo->m_flags & VEHICLE_SEAT_FLAG_CAN_CONTROL)
    {
        try
        {
        if (!_me->SetCharmedBy(unit, CHARM_TYPE_VEHICLE))
            ASSERT(false);
        }
        catch (...)
        {
            sLog->outString("ZOMG! CRASH! Try-catch in Unit::SetCharmedBy()!");
            sLog->outString("ZOMG! CRASH! Try-catch in Unit::SetCharmedBy(). not null: %u", _me ? 1 : 0);
            if (!_me)
                return false;
            sLog->outString("ZOMG! CRASH! Try-catch in Unit::SetCharmedBy(). Is: %u!", _me->IsInWorld());
            sLog->outString("ZOMG! CRASH! Try-catch in Unit::SetCharmedBy(). Is2: %u!", _me->IsDuringRemoveFromWorld());
            sLog->outString("ZOMG! CRASH! Try-catch in Unit::SetCharmedBy(). Unit %s!", _me->GetName().c_str());
            sLog->outString("ZOMG! CRASH! Try-catch in Unit::SetCharmedBy(). typeid: %u!", _me->GetTypeId());
            sLog->outString("ZOMG! CRASH! Try-catch in Unit::SetCharmedBy(). Unit %s, typeid: %u, in world: %u, duringremove: %u has wrong CharmType! Charmer %s, typeid: %u, in world: %u, duringremove: %u.", _me->GetName().c_str(), _me->GetTypeId(), _me->IsInWorld(), _me->IsDuringRemoveFromWorld(), unit->GetName().c_str(), unit->GetTypeId(), unit->IsInWorld(), unit->IsDuringRemoveFromWorld());
            return false;
        }
    }

    if (_me->IsInWorld())
    {
        unit->SendClearTarget();                                // SMSG_BREAK_TARGET
        unit->SetControlled(true, UNIT_STATE_ROOT);              // SMSG_FORCE_ROOT - In some cases we send SMSG_SPLINE_MOVE_ROOT here (for creatures)
                                                                // also adds MOVEMENTFLAG_ROOT
        Movement::MoveSplineInit init(unit);
        init.DisableTransportPathTransformations();
        init.MoveTo(veSeat->m_attachmentOffsetX, veSeat->m_attachmentOffsetY, veSeat->m_attachmentOffsetZ);
        // Xinef: did not found anything unique in dbc, maybe missed something
        if (veSeat->m_ID == 3566 || veSeat->m_ID == 3567 || veSeat->m_ID == 3568 || veSeat->m_ID == 3570)
        {
            float x = veSeat->m_attachmentOffsetX, y = veSeat->m_attachmentOffsetY, z = veSeat->m_attachmentOffsetZ, o;
            CalculatePassengerPosition(x, y, z, &o);
            init.SetFacing(_me->GetAngle(x, y));
        }
        else
            init.SetFacing(0.0f);

        init.SetTransportEnter();
        init.Launch();

        if (_me->GetTypeId() == TYPEID_UNIT)
        {
            if (_me->ToCreature()->IsAIEnabled)
                _me->ToCreature()->AI()->PassengerBoarded(unit, seat->first, true);
        }
    }

    if (GetBase()->GetTypeId() == TYPEID_UNIT)
        sScriptMgr->OnAddPassenger(this, unit, seatId);

    // Remove parachute on vehicle switch
    unit->RemoveAurasDueToSpell(VEHICLE_SPELL_PARACHUTE);
    return true;
}
开发者ID:Helias,项目名称:azerothcore-wotlk,代码行数:101,代码来源:Vehicle.cpp



注:本文中的CalculatePassengerPosition函数示例整理自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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