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本文整理汇总了C++中ApplyModFlag函数的典型用法代码示例。如果您正苦于以下问题:C++ ApplyModFlag函数的具体用法?C++ ApplyModFlag怎么用?C++ ApplyModFlag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ApplyModFlag函数的4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: MAKE_NEW_GUIDbool Item::LoadFromDB(uint32 guid, uint64 owner_guid, QueryResult *result){ // create item before any checks for store correct guid // and allow use "FSetState(ITEM_REMOVED); SaveToDB();" for deleting item from DB Object::_Create(guid, 0, HIGHGUID_ITEM); bool delete_result = false; if(!result) { result = CharacterDatabase.PQuery("SELECT data FROM item_instance WHERE guid = '%u'", guid); delete_result = true; } if (!result) { sLog.outError("Item (GUID: %u owner: %u) not found in table `item_instance`, can't load. ",guid,GUID_LOPART(owner_guid)); return false; } Field *fields = result->Fetch(); if(!LoadValues(fields[0].GetString())) { sLog.outError("Item #%d have broken data in `data` field. Can't be loaded.",guid); if (delete_result) delete result; return false; } bool need_save = false; // need explicit save data at load fixes // overwrite possible wrong/corrupted guid uint64 new_item_guid = MAKE_NEW_GUID(guid,0, HIGHGUID_ITEM); if(GetUInt64Value(OBJECT_FIELD_GUID) != new_item_guid) { SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid,0, HIGHGUID_ITEM)); need_save = true; } if (delete_result) delete result; ItemPrototype const* proto = GetProto(); if(!proto) return false; // update max durability (and durability) if need if(proto->MaxDurability!= GetUInt32Value(ITEM_FIELD_MAXDURABILITY)) { SetUInt32Value(ITEM_FIELD_MAXDURABILITY,proto->MaxDurability); if(GetUInt32Value(ITEM_FIELD_DURABILITY) > proto->MaxDurability) SetUInt32Value(ITEM_FIELD_DURABILITY,proto->MaxDurability); need_save = true; } // recalculate suffix factor if(GetItemRandomPropertyId() < 0) { if(UpdateItemSuffixFactor()) need_save = true; } // Remove bind flag for items vs NO_BIND set if (IsSoulBound() && proto->Bonding == NO_BIND) { ApplyModFlag(ITEM_FIELD_FLAGS,ITEM_FLAGS_BINDED, false); need_save = true; } // update duration if need, and remove if not need if ((proto->Duration == 0) != (GetUInt32Value(ITEM_FIELD_DURATION) == 0)) { SetUInt32Value(ITEM_FIELD_DURATION, proto->Duration); need_save = true; } // set correct owner if (owner_guid != 0 && GetOwnerGUID() != owner_guid) { SetOwnerGUID(owner_guid); need_save = true; } if (need_save) // normal item changed state set not work at loading { std::ostringstream ss; ss << "UPDATE item_instance SET data = '"; for(uint16 i = 0; i < m_valuesCount; ++i ) ss << GetUInt32Value(i) << " "; ss << "', owner_guid = '" << GUID_LOPART(GetOwnerGUID()) << "' WHERE guid = '" << guid << "'"; CharacterDatabase.Execute( ss.str().c_str() ); } return true;}
开发者ID:1ATOM,项目名称:mangos,代码行数:95,
示例2: GetGuidStrbool Item::LoadFromDB(uint32 guidLow, Field* fields, ObjectGuid ownerGuid){ // create item before any checks for store correct guid // and allow use "FSetState(ITEM_REMOVED); SaveToDB();" for deleting item from DB Object::_Create(ObjectGuid(HIGHGUID_ITEM, guidLow)); if (!LoadValues(fields[0].GetString())) { sLog.outError("Item::LoadFromDB: %s have broken data in `data` field. Can't be loaded.", GetGuidStr().c_str()); return false; } SetText(fields[1].GetCppString()); bool needSave = false; // need explicit save data at load fixes // overwrite possible wrong/corrupted guid ObjectGuid new_item_guid = ObjectGuid(HIGHGUID_ITEM, guidLow); if (GetGuidValue(OBJECT_FIELD_GUID) != new_item_guid) { SetGuidValue(OBJECT_FIELD_GUID, new_item_guid); needSave = true; } ItemPrototype const* proto = GetProto(); if (!proto) return false; // update max durability (and durability) if need if (proto->MaxDurability != GetUInt32Value(ITEM_FIELD_MAXDURABILITY)) { SetUInt32Value(ITEM_FIELD_MAXDURABILITY, proto->MaxDurability); if (GetUInt32Value(ITEM_FIELD_DURABILITY) > proto->MaxDurability) SetUInt32Value(ITEM_FIELD_DURABILITY, proto->MaxDurability); needSave = true; } // recalculate suffix factor if (GetItemRandomPropertyId() < 0) { if (UpdateItemSuffixFactor()) needSave = true; } // Remove bind flag for items vs NO_BIND set if (IsSoulBound() && proto->Bonding == NO_BIND) { ApplyModFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_BINDED, false); needSave = true; } // update duration if need, and remove if not need if ((proto->Duration == 0) != (GetUInt32Value(ITEM_FIELD_DURATION) == 0)) { SetUInt32Value(ITEM_FIELD_DURATION, proto->Duration); needSave = true; } // set correct owner if (ownerGuid && GetOwnerGuid() != ownerGuid) { SetOwnerGuid(ownerGuid); needSave = true; } // set correct wrapped state if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED)) { // wrapped item must be wrapper (used version that not stackable) if (!(proto->Flags & ITEM_FLAG_WRAPPER) || GetMaxStackCount() > 1) { RemoveFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED); needSave = true; // also cleanup for sure gift table DeleteGiftsFromDB(); } } if (needSave) // normal item changed state set not work at loading { std::ostringstream ss; for (uint16 i = 0; i < m_valuesCount; ++i) ss << GetUInt32Value(i) << " "; static SqlStatementID updItem; SqlStatement stmt = CharacterDatabase.CreateStatement(updItem, "UPDATE item_instance SET owner_guid = ?, data = ? WHERE guid = ?"); stmt.PExecute(GetOwnerGuid().GetCounter(), ss.str().c_str(), guidLow); } return true;}
开发者ID:Splash,项目名称:mangos,代码行数:93,
示例3: SetEntrybool Item::LoadFromDB(uint32 guid, uint64 owner_guid, Field* fields, uint32 entry){ // 0 1 2 3 4 5 6 7 8 9 10 //result = CharacterDatabase.PQuery("SELECT creatorGuid, giftCreatorGuid, count, duration, charges, flags, enchantments, randomPropertyId, durability, playedTime, text FROM item_instance WHERE guid = '%u'", guid); // create item before any checks for store correct guid // and allow use "FSetState(ITEM_REMOVED); SaveToDB();" for deleting item from DB Object::_Create(guid, 0, HIGHGUID_ITEM); // Set entry, MUST be before proto check SetEntry(entry); SetFloatValue(OBJECT_FIELD_SCALE_X, 1.0f); ItemPrototype const* proto = GetProto(); if (!proto) return false; // set owner (not if item is only loaded for gbank/auction/mail if (owner_guid != 0) SetOwnerGUID(owner_guid); bool need_save = false; // need explicit save data at load fixes SetUInt64Value(ITEM_FIELD_CREATOR, MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER)); SetUInt64Value(ITEM_FIELD_GIFTCREATOR, MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_PLAYER)); SetCount(fields[2].GetUInt32()); uint32 duration = fields[3].GetUInt32(); SetUInt32Value(ITEM_FIELD_DURATION, duration); // update duration if need, and remove if not need if ((proto->Duration == 0) != (duration == 0)) { SetUInt32Value(ITEM_FIELD_DURATION, abs(proto->Duration)); need_save = true; } Tokens tokens(fields[4].GetString(), ' ', MAX_ITEM_PROTO_SPELLS); if (tokens.size() == MAX_ITEM_PROTO_SPELLS) for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) SetSpellCharges(i, atoi(tokens[i])); SetUInt32Value(ITEM_FIELD_FLAGS, fields[5].GetUInt32()); // Remove bind flag for items vs NO_BIND set if (IsSoulBound() && proto->Bonding == NO_BIND) { ApplyModFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_SOULBOUND, false); need_save = true; } std::string enchants = fields[6].GetString(); //_LoadIntoDataField(enchants.c_str(), ITEM_FIELD_ENCHANTMENT_1_1, MAX_ENCHANTMENT_SLOT * MAX_ENCHANTMENT_OFFSET); { // NOTE: // in the recent update of reforge system, definition of EnchantmentSlot has been changed, // and MAX_ENCHANTMENT_SLOT has been changed from 13 to 14, // which makes enchantments column of item_instance table incompatible with previous version. // in this case we will load only first 9 enchantment slots (0-8, for permanent, temporary, sockets, bonus, prismatic and reforge) // and ignore the remaining ones (9-13, for random properties). // which means item random properties will be lost after this update. // after player logging in and saving the inventory, enchantments column will be properly updated. uint32 count = MAX_ENCHANTMENT_SLOT * MAX_ENCHANTMENT_OFFSET; Tokens tokens(enchants, ' ', count); if (tokens.size() < MAX_ENCHANTMENT_SLOT * MAX_ENCHANTMENT_OFFSET) count = REFORGE_ENCHANTMENT_SLOT * MAX_ENCHANTMENT_OFFSET; for (uint32 index = 0; index < count; ++index) m_uint32Values[ITEM_FIELD_ENCHANTMENT_1_1 + index] = index < tokens.size() ? atol(tokens[index]) : 0; } SetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID, fields[7].GetInt16()); // recalculate suffix factor if (GetItemRandomPropertyId() < 0) UpdateItemSuffixFactor(); uint32 durability = fields[8].GetUInt16(); SetUInt32Value(ITEM_FIELD_DURABILITY, durability); // update max durability (and durability) if need SetUInt32Value(ITEM_FIELD_MAXDURABILITY, proto->MaxDurability); if (durability > proto->MaxDurability) { SetUInt32Value(ITEM_FIELD_DURABILITY, proto->MaxDurability); need_save = true; } SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, fields[9].GetUInt32()); SetText(fields[10].GetString()); if (need_save) // normal item changed state set not work at loading { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPDATE_ITEM_INSTANCE_ON_LOAD); stmt->setUInt32(0, GetUInt32Value(ITEM_FIELD_DURATION)); stmt->setUInt32(1, GetUInt32Value(ITEM_FIELD_FLAGS)); stmt->setUInt32(2, GetUInt32Value(ITEM_FIELD_DURABILITY)); stmt->setUInt32(3, guid); CharacterDatabase.Execute(stmt); } return true;}
开发者ID:H4D3S,项目名称:DarkmoonCore-Cataclysm,代码行数:99,
示例4: ObjectGuidbool Item::LoadFromDB(uint32 guidLow, uint64 owner_guid, Field *fields){ // create item before any checks for store correct guid // and allow use "FSetState(ITEM_REMOVED); SaveToDB();" for deleting item from DB Object::_Create(guidLow, 0, HIGHGUID_ITEM); if (!LoadValues(fields[0].GetString())) { sLog.outError("Item #%d have broken data in `data` field. Can't be loaded.", guidLow); return false; } bool need_save = false; // need explicit save data at load fixes // overwrite possible wrong/corrupted guid ObjectGuid new_item_guid = ObjectGuid(HIGHGUID_ITEM, guidLow); if (GetGuidValue(OBJECT_FIELD_GUID) != new_item_guid) { SetGuidValue(OBJECT_FIELD_GUID, new_item_guid); need_save = true; } ItemPrototype const* proto = GetProto(); if(!proto) return false; // update max durability (and durability) if need if(proto->MaxDurability!= GetUInt32Value(ITEM_FIELD_MAXDURABILITY)) { SetUInt32Value(ITEM_FIELD_MAXDURABILITY,proto->MaxDurability); if(GetUInt32Value(ITEM_FIELD_DURABILITY) > proto->MaxDurability) SetUInt32Value(ITEM_FIELD_DURABILITY,proto->MaxDurability); need_save = true; } // Remove bind flag for items vs NO_BIND set if (IsSoulBound() && proto->Bonding == NO_BIND) { ApplyModFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_BINDED, false); need_save = true; } // update duration if need, and remove if not need if ((proto->Duration == 0) != (GetUInt32Value(ITEM_FIELD_DURATION) == 0)) { SetUInt32Value(ITEM_FIELD_DURATION, proto->Duration); need_save = true; } // set correct owner if (owner_guid != 0 && GetOwnerGUID() != owner_guid) { SetOwnerGUID(owner_guid); need_save = true; } // set correct wrapped state if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED)) { // wrapped item must be wrapper (used version that not stackable) if (!(proto->Flags & ITEM_FLAG_WRAPPER) || GetMaxStackCount() > 1) { RemoveFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED); need_save = true; // also cleanup for sure gift table CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", GetGUIDLow()); } } if (need_save) // normal item changed state set not work at loading { std::ostringstream ss; ss << "UPDATE item_instance SET data = '"; for(uint16 i = 0; i < m_valuesCount; ++i ) ss << GetUInt32Value(i) << " "; ss << "', owner_guid = '" << GUID_LOPART(GetOwnerGUID()) << "' WHERE guid = '" << guidLow << "'"; CharacterDatabase.Execute( ss.str().c_str() ); } return true;}
开发者ID:Scergo,项目名称:zero,代码行数:84,
注:本文中的ApplyModFlag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。 C++ ApplyMultiDamage函数代码示例 C++ ApplyLanguage函数代码示例 |