这篇教程C++ GetUInt32Value函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中GetUInt32Value函数的典型用法代码示例。如果您正苦于以下问题:C++ GetUInt32Value函数的具体用法?C++ GetUInt32Value怎么用?C++ GetUInt32Value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GetUInt32Value函数的29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: event_Relocatevoid GameObject::Update(uint32 p_time){ if(m_event_Instanceid != m_instanceId) { event_Relocate(); return; } if(!IsInWorld()) return; if(m_deleted) return; if(spell && (GetUInt32Value(GAMEOBJECT_STATE) == 1)) { if(checkrate > 1) { if(counter++%checkrate) return; } ObjectSet::iterator itr = GetInRangeSetBegin(); ObjectSet::iterator it2 = itr; ObjectSet::iterator iend = GetInRangeSetEnd(); Unit * pUnit; float dist; this->AquireInrangeLock(); //make sure to release lock before exit function ! for(; it2 != iend;) { itr = it2; ++it2; dist = GetDistanceSq((*itr)); if( (*itr) != m_summoner && (*itr)->IsUnit() && dist <= range) { pUnit = static_cast<Unit*>(*itr); if(m_summonedGo) { if(!m_summoner) { ExpireAndDelete(); return; } if(!isAttackable(m_summoner,pUnit))continue; } Spell * sp=SpellPool.PooledNew(); sp->Init((Object*)this,spell,true,NULL); SpellCastTargets tgt((*itr)->GetGUID()); tgt.m_destX = GetPositionX(); tgt.m_destY = GetPositionY(); tgt.m_destZ = GetPositionZ(); sp->prepare(&tgt); // proc on trap trigger if( pInfo->Type == GAMEOBJECT_TYPE_TRAP ) { if( m_summoner != NULL ) m_summoner->HandleProc( PROC_ON_TRAP_TRIGGER, pUnit, spell ); } if(m_summonedGo) { ExpireAndDelete(); this->ReleaseInrangeLock(); return; } if(spell->EffectImplicitTargetA[0] == 16 || spell->EffectImplicitTargetB[0] == 16) { this->ReleaseInrangeLock(); return; // on area dont continue. } } } this->ReleaseInrangeLock(); }}
开发者ID:Chero,项目名称:abcwow,代码行数:79,
示例2: 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() ); } //Set extended cost for refundable item if(HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE)) { QueryResult *result_ext = CharacterDatabase.PQuery("SELECT ExtendedCost, price FROM item_instance WHERE guid = '%u'", guid); if(result_ext) { m_ExtendedCostId = result_ext->Fetch()[0].GetUInt32();//.........这里部分代码省略.........
开发者ID:Nny,项目名称:Core,代码行数:101,
示例3: SetEntrybool Item::LoadFromDB(ObjectGuid::LowType guid, ObjectGuid 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); SetObjectScale(1.0f); ItemTemplate const* proto = GetTemplate(); if (!proto) return false; // set owner (not if item is only loaded for gbank/auction/mail if (owner_guid) SetOwnerGUID(owner_guid); bool need_save = false; // need explicit save data at load fixes SetGuidValue(ITEM_FIELD_CREATOR, ObjectGuid(HighGuid::Player, fields[0].GetUInt32())); SetGuidValue(ITEM_FIELD_GIFTCREATOR, ObjectGuid(HighGuid::Player, fields[1].GetUInt32())); 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, proto->Duration); need_save = true; } Tokenizer 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); 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_UPD_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:StormDev2ofiical,项目名称:CoreStorm,代码行数:80,
示例4: GetGUIDLowvoid Item::SaveToDB(){ uint32 guid = GetGUIDLow(); switch (uState) { case ITEM_NEW: { static SqlStatementID delItem ; static SqlStatementID insItem ; SqlStatement stmt = CharacterDatabase.CreateStatement(delItem, "DELETE FROM item_instance WHERE guid = ?"); stmt.PExecute(guid); std::ostringstream ss; for (uint16 i = 0; i < m_valuesCount; ++i) ss << GetUInt32Value(i) << " "; stmt = CharacterDatabase.CreateStatement(insItem, "INSERT INTO item_instance (guid,owner_guid,data) VALUES (?, ?, ?)"); stmt.PExecute(guid, GetOwnerGuid().GetCounter(), ss.str().c_str()); } break; case ITEM_CHANGED: { static SqlStatementID updInstance ; static SqlStatementID updGifts ; SqlStatement stmt = CharacterDatabase.CreateStatement(updInstance, "UPDATE item_instance SET data = ?, owner_guid = ? WHERE guid = ?"); std::ostringstream ss; for (uint16 i = 0; i < m_valuesCount; ++i) ss << GetUInt32Value(i) << " "; stmt.PExecute(ss.str().c_str(), GetOwnerGuid().GetCounter(), guid); if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED)) { stmt = CharacterDatabase.CreateStatement(updGifts, "UPDATE character_gifts SET guid = ? WHERE item_guid = ?"); stmt.PExecute(GetOwnerGuid().GetCounter(), GetGUIDLow()); } } break; case ITEM_REMOVED: { static SqlStatementID delItemText; static SqlStatementID delInst ; static SqlStatementID delGifts ; static SqlStatementID delLoot ; if (uint32 item_text_id = GetUInt32Value(ITEM_FIELD_ITEM_TEXT_ID)) { SqlStatement stmt = CharacterDatabase.CreateStatement(delItemText, "DELETE FROM item_text WHERE id = ?"); stmt.PExecute(item_text_id); } SqlStatement stmt = CharacterDatabase.CreateStatement(delInst, "DELETE FROM item_instance WHERE guid = ?"); stmt.PExecute(guid); if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED)) { stmt = CharacterDatabase.CreateStatement(delGifts, "DELETE FROM character_gifts WHERE item_guid = ?"); stmt.PExecute(GetGUIDLow()); } if (HasSavedLoot()) { stmt = CharacterDatabase.CreateStatement(delLoot, "DELETE FROM item_loot WHERE guid = ?"); stmt.PExecute(GetGUIDLow()); } delete this; return; } case ITEM_UNCHANGED: return; } if (m_lootState == ITEM_LOOT_CHANGED || m_lootState == ITEM_LOOT_REMOVED) { static SqlStatementID delLoot ; SqlStatement stmt = CharacterDatabase.CreateStatement(delLoot, "DELETE FROM item_loot WHERE guid = ?"); stmt.PExecute(GetGUIDLow()); } if (loot && (m_lootState == ITEM_LOOT_NEW || m_lootState == ITEM_LOOT_CHANGED)) { if (Player* owner = GetOwner()) { static SqlStatementID saveGold ; static SqlStatementID saveLoot ; // save money as 0 itemid data if (loot->GetGoldAmount()) { SqlStatement stmt = CharacterDatabase.CreateStatement(saveGold, "INSERT INTO item_loot (guid,owner_guid,itemid,amount,property) VALUES (?, ?, 0, ?, 0)"); stmt.PExecute(GetGUIDLow(), owner->GetGUIDLow(), loot->GetGoldAmount()); } SqlStatement stmt = CharacterDatabase.CreateStatement(saveLoot, "INSERT INTO item_loot (guid,owner_guid,itemid,amount,property) VALUES (?, ?, ?, ?, ?)"); // save items and quest items (at load its all will added as normal, but this not important for item loot case) LootItemList lootList;//.........这里部分代码省略.........
开发者ID:Ghaster,项目名称:mangos-classic,代码行数:101,
示例5: GetGUIDLowvoid Item::SaveToDB(SQLTransaction& trans){ uint32 guid = GetGUIDLow(); switch (uState) { case ITEM_NEW: case ITEM_CHANGED: { uint8 index = 0; PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(uState == ITEM_NEW ? CHAR_ADD_ITEM_INSTANCE : CHAR_UPDATE_ITEM_INSTANCE); stmt->setUInt32( index, GetEntry()); stmt->setUInt32(++index, GUID_LOPART(GetOwnerGUID())); stmt->setUInt32(++index, GUID_LOPART(GetUInt64Value(ITEM_FIELD_CREATOR))); stmt->setUInt32(++index, GUID_LOPART(GetUInt64Value(ITEM_FIELD_GIFTCREATOR))); stmt->setUInt32(++index, GetCount()); stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_DURATION)); std::ostringstream ssSpells; for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) ssSpells << GetSpellCharges(i) << " "; stmt->setString(++index, ssSpells.str()); stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_FLAGS)); std::ostringstream ssEnchants; for (uint8 i = 0; i < MAX_ENCHANTMENT_SLOT; ++i) { ssEnchants << GetEnchantmentId(EnchantmentSlot(i)) << " "; ssEnchants << GetEnchantmentDuration(EnchantmentSlot(i)) << " "; ssEnchants << GetEnchantmentCharges(EnchantmentSlot(i)) << " "; } stmt->setString(++index, ssEnchants.str()); stmt->setInt32 (++index, GetItemRandomPropertyId()); stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_DURABILITY)); stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME)); stmt->setString(++index, m_text); stmt->setUInt32(++index, guid); trans->Append(stmt); if ((uState == ITEM_CHANGED) && HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED)) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPDATE_GIFT_OWNER); stmt->setUInt32(0, GUID_LOPART(GetOwnerGUID())); stmt->setUInt32(1, guid); trans->Append(stmt); } break; } case ITEM_REMOVED: { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE); stmt->setUInt32(0, guid); trans->Append(stmt); if (HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED)) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT); stmt->setUInt32(0, guid); trans->Append(stmt); } delete this; return; } case ITEM_UNCHANGED: break; } SetState(ITEM_UNCHANGED);}
开发者ID:H4D3S,项目名称:DarkmoonCore-Cataclysm,代码行数:70,
示例6: memsetvoid Creature::generateLoot(){ memset(item_list, 0, 8*128); itemcount = 0; int LootValue = 0, MaxLootValue = 0; int itemsToGet = 0; int creature_level = getLevel(); if(creature_level < 10) { itemsToGet = rand()%2; } else if(creature_level < 25) { itemsToGet = rand()%3; } else if(creature_level < 40) { itemsToGet = rand()%4; } else if(creature_level < 60) { itemsToGet = rand()%5; } else if(creature_level < 80) { itemsToGet = rand()%6; } else { itemsToGet = rand()%7; } m_lootMoney = (uint32)(creature_level * (rand()%5 + 1)*sWorld.getRate(RATE_DROP)); if( itemsToGet == 0 ) return; MaxLootValue = (int)(((creature_level * (rand()%40+50))/5)*sWorld.getRate(RATE_DROP)+rand()%5+5); const LootMgr::LootList &loot_list(LootManager.getCreaturesLootList(GetUInt32Value(OBJECT_FIELD_ENTRY))); bool not_done = (loot_list.size() && itemsToGet); std::vector<short> indexes(loot_list.size()); std::generate(indexes.begin(), indexes.end(), SequenceGen()); sLog.outDebug("Number of items to get %d", itemsToGet); while (not_done) { int idx = rand()%indexes.size(); const LootItem &item(loot_list[indexes[idx]]); indexes.erase(indexes.begin()+idx); ItemPrototype *pCurItem = objmgr.GetItemPrototype(item.itemid); if( pCurItem != NULL && item.chance >= (rand()%100) ) { if( !(LootValue > MaxLootValue) ) { LootValue += pCurItem->BuyPrice; addItem(item.itemid, 1); --itemsToGet; } } not_done = (itemsToGet && indexes.size() && !(LootValue > MaxLootValue)); }}
开发者ID:Artea,项目名称:mangos-svn,代码行数:71,
示例7: GetGUIDLowvoid Item::SaveToDB(){ uint32 guid = GetGUIDLow(); switch (uState) { case ITEM_NEW: { static SqlStatementID delItem ; static SqlStatementID insItem ; SqlStatement stmt = CharacterDatabase.CreateStatement(delItem, "DELETE FROM item_instance WHERE guid = ?"); stmt.PExecute(guid); std::ostringstream ss; for (uint16 i = 0; i < m_valuesCount; ++i) ss << GetUInt32Value(i) << " "; stmt = CharacterDatabase.CreateStatement(insItem, "INSERT INTO item_instance (guid,owner_guid,data) VALUES (?, ?, ?)"); stmt.PExecute(guid, GetOwnerGuid().GetCounter(), ss.str().c_str()); } break; case ITEM_CHANGED: { static SqlStatementID updInstance ; static SqlStatementID updGifts ; SqlStatement stmt = CharacterDatabase.CreateStatement(updInstance, "UPDATE item_instance SET data = ?, owner_guid = ? WHERE guid = ?"); std::ostringstream ss; for (uint16 i = 0; i < m_valuesCount; ++i) ss << GetUInt32Value(i) << " "; stmt.PExecute(ss.str().c_str(), GetOwnerGuid().GetCounter(), guid); if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED)) { stmt = CharacterDatabase.CreateStatement(updGifts, "UPDATE character_gifts SET guid = ? WHERE item_guid = ?"); stmt.PExecute(GetOwnerGuid().GetCounter(), GetGUIDLow()); } } break; case ITEM_REMOVED: { static SqlStatementID delItemText; static SqlStatementID delInst ; static SqlStatementID delGifts ; static SqlStatementID delLoot ; if (uint32 item_text_id = GetUInt32Value(ITEM_FIELD_ITEM_TEXT_ID)) { SqlStatement stmt = CharacterDatabase.CreateStatement(delItemText, "DELETE FROM item_text WHERE id = ?"); stmt.PExecute(item_text_id); } SqlStatement stmt = CharacterDatabase.CreateStatement(delInst, "DELETE FROM item_instance WHERE guid = ?"); stmt.PExecute(guid); if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED)) { stmt = CharacterDatabase.CreateStatement(delGifts, "DELETE FROM character_gifts WHERE item_guid = ?"); stmt.PExecute(GetGUIDLow()); } if (HasSavedLoot()) { stmt = CharacterDatabase.CreateStatement(delLoot, "DELETE FROM item_loot WHERE guid = ?"); stmt.PExecute(GetGUIDLow()); } delete this; return; } case ITEM_UNCHANGED: return; } if (m_lootState == ITEM_LOOT_CHANGED || m_lootState == ITEM_LOOT_REMOVED) { static SqlStatementID delLoot ; SqlStatement stmt = CharacterDatabase.CreateStatement(delLoot, "DELETE FROM item_loot WHERE guid = ?"); stmt.PExecute(GetGUIDLow()); } if (m_lootState == ITEM_LOOT_NEW || m_lootState == ITEM_LOOT_CHANGED) { if (Player* owner = GetOwner()) { static SqlStatementID saveGold ; static SqlStatementID saveLoot ; // save money as 0 itemid data if (loot.gold) { SqlStatement stmt = CharacterDatabase.CreateStatement(saveGold, "INSERT INTO item_loot (guid,owner_guid,itemid,amount,property) VALUES (?, ?, 0, ?, 0)"); stmt.PExecute(GetGUIDLow(), owner->GetGUIDLow(), loot.gold); } SqlStatement stmt = CharacterDatabase.CreateStatement(saveLoot, "INSERT INTO item_loot (guid,owner_guid,itemid,amount,property) VALUES (?, ?, ?, ?, ?)"); // save items and quest items (at load its all will added as normal, but this not important for item loot case) for (size_t i = 0; i < loot.GetMaxSlotInLootFor(owner); ++i)//.........这里部分代码省略.........
开发者ID:ArgentPrawn,项目名称:server,代码行数:101,
示例8: Removevoid AreaTrigger::Update(uint32 p_time){ if (GetDuration() > int32(p_time)) _duration -= p_time; else Remove(); // expired WorldObject::Update(p_time); SpellInfo const* m_spellInfo = sSpellMgr->GetSpellInfo(GetUInt32Value(AREATRIGGER_SPELLID)); if (!m_spellInfo) return; if (!GetCaster()) { Remove(); return; } Unit* caster = GetCaster(); float radius = 0.0f; // Custom MoP Script switch (m_spellInfo->Id) { case 102793:// Ursol's Vortex { std::list<Unit*> targetList; radius = 8.0f; SurgeCore::NearestAttackableUnitInObjectRangeCheck u_check(this, caster, radius); SurgeCore::UnitListSearcher<SurgeCore::NearestAttackableUnitInObjectRangeCheck> searcher(this, targetList, u_check); VisitNearbyObject(radius, searcher); if (!targetList.empty()) for (auto itr : targetList) if (!itr->HasAura(127797)) caster->CastSpell(itr, 127797, true); break; } case 115460:// Healing Sphere { std::list<Unit*> targetList; radius = 1.0f; SurgeCore::AnyFriendlyUnitInObjectRangeCheck u_check(this, caster, radius); SurgeCore::UnitListSearcher<SurgeCore::AnyFriendlyUnitInObjectRangeCheck> searcher(this, targetList, u_check); VisitNearbyObject(radius, searcher); if (!targetList.empty()) { for (auto itr : targetList) { caster->CastSpell(itr, 115464, true); // Healing Sphere heal SetDuration(0); return; } } break; } case 115817:// Cancel Barrier { std::list<Unit*> targetList; radius = 6.0f; SurgeCore::AnyFriendlyUnitInObjectRangeCheck u_check(this, caster, radius); SurgeCore::UnitListSearcher<SurgeCore::AnyFriendlyUnitInObjectRangeCheck> searcher(this, targetList, u_check); VisitNearbyObject(radius, searcher); if (!targetList.empty()) for (auto itr : targetList) itr->CastSpell(itr, 115856, true); break; } case 116011:// Rune of Power { std::list<Unit*> targetList; bool affected = false; radius = 2.25f; SurgeCore::AnyFriendlyUnitInObjectRangeCheck u_check(this, caster, radius); SurgeCore::UnitListSearcher<SurgeCore::AnyFriendlyUnitInObjectRangeCheck> searcher(this, targetList, u_check); VisitNearbyObject(radius, searcher); if (!targetList.empty()) { for (auto itr : targetList) { if (itr->GetGUID() == caster->GetGUID()) { caster->CastSpell(itr, 116014, true); // Rune of Power affected = true; if (caster->ToPlayer()) caster->ToPlayer()->UpdateManaRegen(); return;//.........这里部分代码省略.........
开发者ID:AwkwardDev,项目名称:SurgeCore-505,代码行数:101,
示例9: GetGUIDLowvoid Item::SaveToDB(){ uint32 guid = GetGUIDLow(); switch (uState) { case ITEM_NEW: { std::string text = m_text; CharacterDatabase.escape_string(text); CharacterDatabase.PExecute( "DELETE FROM item_instance WHERE guid = '%u'", guid ); std::ostringstream ss; ss << "INSERT INTO item_instance (guid,owner_guid,data,text) VALUES (" << guid << "," << GetOwnerGuid().GetCounter() << ",'"; for(uint16 i = 0; i < m_valuesCount; ++i ) ss << GetUInt32Value(i) << " "; ss << "', '" << text << "')"; CharacterDatabase.Execute( ss.str().c_str() ); } break; case ITEM_CHANGED: { std::string text = m_text; CharacterDatabase.escape_string(text); std::ostringstream ss; ss << "UPDATE item_instance SET data = '"; for(uint16 i = 0; i < m_valuesCount; ++i ) ss << GetUInt32Value(i) << " "; ss << "', owner_guid = '" << GetOwnerGuid().GetCounter(); ss << "', text = '" << text << "' WHERE guid = '" << guid << "'"; CharacterDatabase.Execute( ss.str().c_str() ); if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED)) CharacterDatabase.PExecute("UPDATE character_gifts SET guid = '%u' WHERE item_guid = '%u'", GetOwnerGuid().GetCounter(), GetGUIDLow()); } break; case ITEM_REMOVED: { CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", guid); if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED)) CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", GetGUIDLow()); if (HasSavedLoot()) CharacterDatabase.PExecute("DELETE FROM item_loot WHERE guid = '%u'", GetGUIDLow()); delete this; return; } case ITEM_UNCHANGED: return; } if (m_lootState == ITEM_LOOT_CHANGED || m_lootState == ITEM_LOOT_REMOVED) CharacterDatabase.PExecute("DELETE FROM item_loot WHERE guid = '%u'", GetGUIDLow()); if (m_lootState == ITEM_LOOT_NEW || m_lootState == ITEM_LOOT_CHANGED) { if(Player* owner = GetOwner()) { // save money as 0 itemid data if (loot.gold) CharacterDatabase.PExecute("INSERT INTO item_loot (guid,owner_guid,itemid,amount,suffix,property) " "VALUES (%u, %u, 0, %u, 0, 0)", GetGUIDLow(), owner->GetGUIDLow(), loot.gold); // save items and quest items (at load its all will added as normal, but this not important for item loot case) for (size_t i = 0; i < loot.GetMaxSlotInLootFor(owner); ++i) { QuestItem *qitem = NULL; LootItem *item = loot.LootItemInSlot(i,owner,&qitem); if(!item) continue; // questitems use the blocked field for other purposes if (!qitem && item->is_blocked) continue; CharacterDatabase.PExecute("INSERT INTO item_loot (guid,owner_guid,itemid,amount,suffix,property) " "VALUES (%u, %u, %u, %u, %u, %i)", GetGUIDLow(), owner->GetGUIDLow(), item->itemid, item->count, item->randomSuffix, item->randomPropertyId); } } } if (m_lootState != ITEM_LOOT_NONE && m_lootState != ITEM_LOOT_TEMPORARY) SetLootState(ITEM_LOOT_UNCHANGED); SetState(ITEM_UNCHANGED);}
开发者ID:z3usleo,项目名称:easy-mangos,代码行数:88,
示例10: assertvoid Vehicle::_AddToSlot(Unit* pPassenger, uint8 slot){ assert( slot < m_seatSlotMax ); if(pPassenger->IsPlayer() && TO_PLAYER(pPassenger)->m_CurrentCharm) return; if(pPassenger->IsPlayer() && TO_PLAYER(pPassenger)->m_isGmInvisible) { sChatHandler.GreenSystemMessage(TO_PLAYER(pPassenger)->GetSession(), "Please turn off invis before entering vehicle."); return; } CreatureProtoVehicle* vehicleproto = CreatureProtoVehicleStorage.LookupEntry(GetEntry()); m_passengers[slot] = pPassenger; LocationVector v; v.x = m_vehicleSeats[slot]->m_attachmentOffsetX; /* pPassenger->m_TransporterX = */ v.y = m_vehicleSeats[slot]->m_attachmentOffsetY; /* pPassenger->m_TransporterY = */ v.z = m_vehicleSeats[slot]->m_attachmentOffsetZ; /* pPassenger->m_TransporterZ = */ v.o = 0; /* pPassenger->m_TransporterO = */ //pPassenger->m_transportPosition =& v; // This is handled elsewhere, do not initialize here. pPassenger->movement_info.flags |= MOVEFLAG_TAXI; pPassenger->movement_info.transX = v.x; pPassenger->movement_info.transY = v.y; pPassenger->movement_info.transZ = v.z; pPassenger->movement_info.transO = GetOrientation(); pPassenger->movement_info.transSeat = slot; pPassenger->movement_info.transGuid = WoWGuid(GetGUID()); pPassenger->SetSeatID(slot); pPassenger->m_TransporterGUID = GetGUID(); if( m_CastSpellOnMount ) pPassenger->CastSpell( pPassenger, m_CastSpellOnMount, true ); RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SELF_RES); // This is where the real magic happens if( pPassenger->IsPlayer() ) { Player* pPlayer = TO_PLAYER(pPassenger); //pPlayer->Root(); //Dismount if(pPlayer->m_MountSpellId && pPlayer->m_MountSpellId != m_mountSpell) pPlayer->RemoveAura(pPlayer->m_MountSpellId); //Remove morph spells if(pPlayer->GetUInt32Value(UNIT_FIELD_DISPLAYID) != pPlayer->GetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID)) { pPlayer->RemoveAllAurasOfType(SPELL_AURA_TRANSFORM); pPlayer->RemoveAllAurasOfType(SPELL_AURA_MOD_SHAPESHIFT); } //Dismiss any pets if(pPlayer->GetSummon()) { if(pPlayer->GetSummon()->GetUInt32Value(UNIT_CREATED_BY_SPELL) > 0) pPlayer->GetSummon()->Dismiss(false); // warlock summon -> dismiss else pPlayer->GetSummon()->Remove(false, true, true); // hunter pet -> just remove for later re-call } pPlayer->SetVehicle(this); pPlayer->SetUInt64Value(PLAYER_FARSIGHT, GetGUID()); pPlayer->SetPlayerStatus(TRANSFER_PENDING); sEventMgr.AddEvent(pPlayer, &Player::CheckPlayerStatus, (uint8)TRANSFER_PENDING, EVENT_PLAYER_CHECK_STATUS_Transfer, 5000, 0, 0); pPlayer->m_sentTeleportPosition.ChangeCoords(GetPositionX(), GetPositionY(), GetPositionZ()); WorldPacket data(SMSG_MONSTER_MOVE_TRANSPORT, 100); data << pPlayer->GetNewGUID(); // Passengerguid data << GetNewGUID(); // Transporterguid (vehicleguid) data << uint8(slot); // Vehicle Seat ID data << uint8(0); // Unknown data << GetPositionX() - pPlayer->GetPositionX(); // OffsetTransporterX data << GetPositionY() - pPlayer->GetPositionY(); // OffsetTransporterY data << GetPositionZ() - pPlayer->GetPositionZ(); // OffsetTransporterZ data << getMSTime(); // Timestamp data << uint8(0x04); // Flags data << float(0); // Orientation Offset data << uint32(MOVEFLAG_TB_MOVED); // MovementFlags data << uint32(0); // MoveTime data << uint32(1); // Points data << v.x; // GetTransOffsetX(); data << v.y; // GetTransOffsetY(); data << v.z; // GetTransOffsetZ(); SendMessageToSet(&data, true); if(vehicleproto) { // We have proto, no accessory in slot, and slot sets unselectable, unlike some seats if(!vehicleproto->seats[slot].accessoryentry && vehicleproto->seats[slot].unselectableaccessory) pPlayer->SetFlag(UNIT_FIELD_FLAGS, (UNIT_FLAG_UNKNOWN_5 | UNIT_FLAG_PREPARATION | UNIT_FLAG_NOT_SELECTABLE)); } else pPlayer->SetFlag(UNIT_FIELD_FLAGS, (UNIT_FLAG_UNKNOWN_5 | UNIT_FLAG_PREPARATION | UNIT_FLAG_NOT_SELECTABLE)); if(slot == 0) { if(m_vehicleSeats[slot]->IsControllable()) { m_redirectSpellPackets = pPlayer;//.........这里部分代码省略.........
开发者ID:SkyFire,项目名称:sandshroud,代码行数:101,
示例11: WorldGetUnit//.........这里部分代码省略......... case SPELL_AURA_MOD_POSSESS_PET: { sLog.outDebug ("ApplyModifier: Unsupported SPELL_AURA_MOD_POSSESS_PET"); break; } case SPELL_AURA_MOD_INCREASE_SPEED_ALWAYS: { unit = WorldGetUnit (GetGUID()); if (unit != NULL) { if (apply) unit->ModifySpeedMod (mod->GetAmount() / 100.0f); else { if (mod->GetAmount() != 0) unit->ModifySpeedMod (100.0f / mod->GetAmount()); else unit->SetSpeedMod (1.0f); } } else { sLog.outDebug ("ApplyModifier SPELL_AURA_MOD_INCREASE_SPEED_ALWAYS: Unit %X not found", GetGUIDLow()); } break; } case SPELL_AURA_MOD_DAMAGE_DONE: { sLog.outDebug ("ApplyModifier: Unsupported SPELL_AURA_MOD_DAMAGE_DONE"); break; } case SPELL_AURA_MOD_MOUNTED_SPEED_ALWAYS: { sLog.outDebug ("ApplyModifier: Unsupported SPELL_AURA_MOD_MOUNTED_SPEED_ALWAYS"); break; } case SPELL_AURA_MOD_CREATURE_RANGED_ATTACK_POWER: { sLog.outDebug ("ApplyModifier: Unsupported SPELL_AURA_MOD_CREATURE_RANGED_ATTACK_POWER"); break; } case SPELL_AURA_MOD_INCREASE_ENERGY_PERCENT: { uint32 percent = mod->GetAmount(); uint32 current = GetUInt32Value(UNIT_FIELD_POWER4); apply ? SetUInt32Value(UNIT_FIELD_POWER4,current+current/100*percent) : SetUInt32Value(UNIT_FIELD_POWER4,current-current/(100+percent)*100); break; } case SPELL_AURA_MOD_INCREASE_HEALTH_PERCENT: { uint32 percent = mod->GetAmount(); uint32 current = GetUInt32Value(UNIT_FIELD_MAXHEALTH); apply ? SetUInt32Value(UNIT_FIELD_MAXHEALTH,current+current/100*percent) : SetUInt32Value(UNIT_FIELD_MAXHEALTH,current-current/(100+percent)*100); break; } case SPELL_AURA_MOD_MANA_REGEN_INTERRUPT: { sLog.outDebug ("ApplyModifier: Unsupported SPELL_AURA_MOD_MANA_REGEN_INTERRUPT"); break; } case SPELL_AURA_MOD_HEALING_DONE: { sLog.outDebug ("ApplyModifier: Unsupported SPELL_AURA_MOD_HEALING_DONE"); break; } case SPELL_AURA_MOD_HEALING_DONE_PERCENT: { sLog.outDebug ("ApplyModifier: Unsupported SPELL_AURA_MOD_HEALING_DONE_PERCENT"); break; } case SPELL_AURA_MOD_TOTAL_STAT_PERCENTAGE: { sLog.outDebug ("ApplyModifier: Unsupported SPELL_AURA_MOD_TOTAL_STAT_PERCENTAGE"); break; } case SPELL_AURA_MOD_HASTE: { sLog.outDebug ("ApplyModifier: Unsupported SPELL_AURA_MOD_HASTE"); break; }
开发者ID:vata,项目名称:prebcwow,代码行数:67,
示例12: datavoid Vehicle::RemovePassenger(Unit* pPassenger){ if(pPassenger == NULL) // We have enough problems that we need to do this :( return; uint8 slot = pPassenger->GetSeatID(); pPassenger->SetVehicle(NULL); pPassenger->SetSeatID(NULL); pPassenger->RemoveFlag(UNIT_FIELD_FLAGS, (UNIT_FLAG_UNKNOWN_5 | UNIT_FLAG_PREPARATION | UNIT_FLAG_NOT_SELECTABLE)); if( pPassenger->IsPlayer() && TO_PLAYER(pPassenger)->m_MountSpellId != m_mountSpell ) pPassenger->RemoveAura(TO_PLAYER(pPassenger)->m_MountSpellId); if( m_mountSpell ) pPassenger->RemoveAura( m_mountSpell ); if( m_CastSpellOnMount ) pPassenger->RemoveAura( m_CastSpellOnMount ); WorldPacket data(SMSG_MONSTER_MOVE, 85); data << pPassenger->GetNewGUID(); // PlayerGUID data << uint8(0x40); // Unk - blizz uses 0x40 data << pPassenger->GetPosition(); // Player Position xyz data << getMSTime(); // Timestamp data << uint8(0x4); // Flags data << pPassenger->GetOrientation(); // Orientation data << uint32(MOVEFLAG_AIR_SUSPENSION); // MovementFlags data << uint32(0); // MovementTime data << uint32(1); // Pointcount data << GetPosition(); // Vehicle Position xyz SendMessageToSet(&data, false); pPassenger->movement_info.flags &= ~MOVEFLAG_TAXI; pPassenger->movement_info.transX = 0; pPassenger->movement_info.transY = 0; pPassenger->movement_info.transZ = 0; pPassenger->movement_info.transO = 0; pPassenger->movement_info.transTime = 0; pPassenger->movement_info.transSeat = 0; pPassenger->movement_info.transGuid = WoWGuid(uint64(NULL)); if(pPassenger->IsPlayer()) { Player* plr = TO_PLAYER(pPassenger); if(plr == GetControllingUnit()) { plr->m_CurrentCharm = NULL; data.Initialize(SMSG_CLIENT_CONTROL_UPDATE); data << GetNewGUID() << (uint8)0; plr->GetSession()->SendPacket(&data); } RemoveFlag(UNIT_FIELD_FLAGS, (UNIT_FLAG_PLAYER_CONTROLLED_CREATURE | UNIT_FLAG_PLAYER_CONTROLLED)); plr->SetPlayerStatus(TRANSFER_PENDING); // We get an ack later, if we don't set this now, we get disconnected. sEventMgr.AddEvent(plr, &Player::CheckPlayerStatus, (uint8)TRANSFER_PENDING, EVENT_PLAYER_CHECK_STATUS_Transfer, 5000, 0, 0); plr->m_sentTeleportPosition.ChangeCoords(GetPositionX(), GetPositionY(), GetPositionZ()); plr->SetPosition(GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); data.Initialize(MSG_MOVE_TELEPORT_ACK); data << plr->GetNewGUID(); data << plr->m_teleportAckCounter; plr->m_teleportAckCounter++; data << uint32(MOVEFLAG_FLYING); data << uint16(0x40); data << getMSTime(); data << GetPositionX(); data << GetPositionY(); data << GetPositionZ(); data << GetOrientation(); data << uint32(0); plr->GetSession()->SendPacket(&data); plr->SetUInt64Value( PLAYER_FARSIGHT, 0 ); data.Initialize(SMSG_PET_DISMISS_SOUND); data << uint32(m_vehicleSeats[slot]->m_exitUISoundID); data << plr->GetPosition(); plr->GetSession()->SendPacket(&data); data.Initialize(SMSG_PET_SPELLS); data << uint64(0); data << uint32(0); plr->GetSession()->SendPacket(&data); CreatureProtoVehicle* vehicleproto = CreatureProtoVehicleStorage.LookupEntry(GetEntry()); if(vehicleproto && vehicleproto->healthfromdriver) { if(slot == 0) { uint32 health = GetUInt32Value(UNIT_FIELD_HEALTH); uint32 maxhealth = GetUInt32Value(UNIT_FIELD_MAXHEALTH); uint32 protomaxhealth = GetProto()->MaxHealth; uint32 healthdiff = maxhealth - health; uint32 plritemlevel = plr->GetTotalItemLevel(); uint32 convrate = vehicleproto->healthunitfromitemlev; if(plritemlevel != 0 && convrate != 0) { uint32 healthloss = healthdiff+plritemlevel*convrate; SetUInt32Value(UNIT_FIELD_HEALTH, GetProto()->MaxHealth - healthloss);//.........这里部分代码省略.........
开发者ID:SkyFire,项目名称:sandshroud,代码行数:101,
示例13: GetUInt32Valuebool Item::IsRefundOrSoulboundTradeExpired(Player* owner) const{ return GetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME) + (2 * HOUR) < owner->GetTotalPlayedTime();}
开发者ID:120239197a,项目名称:SingleCore,代码行数:4,
示例14: EndFishingvoid GameObject::UseFishingNode(Player *player){ sEventMgr.RemoveEvents( this ); if( GetUInt32Value( GAMEOBJECT_FLAGS ) != 32 ) // Clicking on the bobber before something is hooked { player->GetSession()->OutPacket( SMSG_FISH_NOT_HOOKED ); EndFishing( player, true ); return; } /* Unused code: sAreaStore.LookupEntry(GetMapMgr()->GetAreaID(GetPositionX(),GetPositionY()))->ZoneId*/ uint32 zone = player->GetAreaID(); if( zone == 0 ) // If the player's area ID is 0, use the zone ID instead zone = player->GetZoneId(); FishingZoneEntry *entry = FishingZoneStorage.LookupEntry( zone ); if( entry == NULL ) // No fishing information found for area or zone, log an error, and end fishing { sLog.outError( "ERROR: Fishing zone information for zone %d not found!", zone ); EndFishing( player, true ); return; } uint32 maxskill = entry->MaxSkill; uint32 minskill = entry->MinSkill; if( player->_GetSkillLineCurrent( SKILL_FISHING, false ) < maxskill ) player->_AdvanceSkillLine( SKILL_FISHING, float2int32( 1.0f * sWorld.getRate( RATE_SKILLRATE ) ) ); GameObject * school = NULL; this->AquireInrangeLock(); //make sure to release lock before exit function ! for ( InRangeSet::iterator it = GetInRangeSetBegin(); it != GetInRangeSetEnd(); ++it ) { if ( (*it) == NULL || (*it)->GetTypeId() != TYPEID_GAMEOBJECT || (*it)->GetUInt32Value(GAMEOBJECT_TYPE_ID) != GAMEOBJECT_TYPE_FISHINGHOLE) continue; school = static_cast<GameObject *>( *it ); if ( !isInRange( school, (float)school->GetInfo()->sound1 ) ) { school = NULL; continue; } else break; } this->ReleaseInrangeLock(); if ( school != NULL ) // open school loot if school exists { lootmgr.FillGOLoot( &school->loot, school->GetEntry(), school->GetMapMgr() ? ( school->GetMapMgr()->iInstanceMode ? true : false ) : false ); player->SendLoot( school->GetGUID(), LOOT_FISHING ); EndFishing( player, false ); school->CatchFish(); if ( !school->CanFish() ) sEventMgr.AddEvent( school, &GameObject::Despawn, ( 1800000 + RandomUInt( 3600000 ) ), EVENT_GAMEOBJECT_EXPIRE, 10000, 1, EVENT_FLAG_DO_NOT_EXECUTE_IN_WORLD_CONTEXT ); // respawn in 30 - 90 minutes } else if( Rand( ( ( player->_GetSkillLineCurrent( SKILL_FISHING, true ) - minskill ) * 100 ) / maxskill ) ) // Open loot on success, otherwise FISH_ESCAPED. { lootmgr.FillFishingLoot( &loot, zone ); player->SendLoot( GetGUID(), LOOT_FISHING ); EndFishing( player, false ); } else // Failed { player->GetSession()->OutPacket( SMSG_FISH_ESCAPED ); EndFishing( player, true ); }}
开发者ID:Chero,项目名称:abcwow,代码行数:67,
示例15: VALUESvoid Item::SaveToDB( int16 containerslot, int16 slot, bool firstsave, QueryBuffer* buf ){ if( !m_isDirty && !firstsave ) return; std::stringstream ss; ss << "REPLACE INTO playeritems VALUES("; ss << m_uint32Values[ITEM_FIELD_OWNER] << ","; ss << m_uint32Values[OBJECT_FIELD_GUID] << ","; ss << m_uint32Values[OBJECT_FIELD_ENTRY] << ","; ss << wrapped_item_id << ","; ss << m_uint32Values[ITEM_FIELD_GIFTCREATOR] << ","; ss << m_uint32Values[ITEM_FIELD_CREATOR] << ","; ss << GetUInt32Value(ITEM_FIELD_STACK_COUNT) << ","; ss << (int32)GetChargesLeft() << ","; ss << GetUInt32Value(ITEM_FIELD_FLAGS) << ","; ss << random_prop << "," << random_suffix << ","; ss << GetTextID() << ","; ss << GetUInt32Value(ITEM_FIELD_DURABILITY) << ","; ss << static_cast<int>(containerslot) << ","; ss << static_cast<int>(slot) << ",'"; // Pack together enchantment fields if( Enchantments.size() > 0 ) { EnchantmentMap::iterator itr = Enchantments.begin(); for(; itr != Enchantments.end(); itr++) { if( itr->second.RemoveAtLogout ) continue; uint32 elapsed_duration = uint32( UNIXTIME - itr->second.ApplyTime ); int32 remaining_duration = itr->second.Duration - elapsed_duration; if( remaining_duration < 0 ) remaining_duration = 0; if( itr->second.Enchantment && ( remaining_duration && remaining_duration > 5 ) || ( itr->second.Duration == 0 ) ) { ss << itr->second.Enchantment->Id << ","; ss << remaining_duration << ","; ss << itr->second.Slot << ","; ss << uint32(itr->second.Dummy ? 1 : 0) << ";"; } } } ss << "','"; if(Gems[0] || Gems[1] || Gems[2]) { // We get socket. for(uint32 g = 0; g < 3; g++) { // Socket screen turn on. if(Gems[g]) { ss << g; // All your gem are belong to us. ss << ":" << Gems[g] << ";"; } } } ss << "')"; if( firstsave ) CharacterDatabase.WaitExecute( ss.str().c_str() ); else { if( buf == NULL ) CharacterDatabase.Execute( ss.str().c_str() ); else buf->AddQueryStr( ss.str() ); } m_isDirty = false;}
开发者ID:WowDevs,项目名称:Sandshroud,代码行数:76,
示例16: SetIsPetvoid Pet::CreateAsSummon(uint32 entry, CreatureInfo *ci, Creature* created_from_creature, Unit *owner, SpellEntry* created_by_spell, uint32 type, uint32 expiretime){ SetIsPet(true); std::string myname = sWorld.GenerateName(); if(!ci) return; m_Owner = static_cast<Player*>(owner); m_OwnerGuid = m_Owner->GetGUID(); // Create ourself Create(myname.c_str(), owner->GetMapId(), owner->GetPositionX(), owner->GetPositionY(), owner->GetPositionZ(), owner->GetOrientation()); creature_info = ci; SetUInt32Value(OBJECT_FIELD_ENTRY, entry); SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // better set this one // Fields common to both lock summons and pets if(type & 0x2 && created_from_creature != NULL) SetUInt32Value(UNIT_FIELD_LEVEL, created_from_creature->getLevel()); else SetUInt32Value(UNIT_FIELD_LEVEL,owner->GetUInt32Value(UNIT_FIELD_LEVEL)); SetUInt32Value(UNIT_FIELD_DISPLAYID, ci->DisplayID); SetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID, ci->DisplayID); SetUInt64Value(UNIT_FIELD_SUMMONEDBY, owner->GetGUID()); SetUInt64Value(UNIT_FIELD_CREATEDBY, owner->GetGUID()); if(type & 0x1 && created_by_spell != NULL) SetUInt64Value(UNIT_CREATED_BY_SPELL, created_by_spell->Id); BaseStats[0] = uint32(20+getLevel()*1.55); BaseStats[1] = uint32(20+getLevel()*0.64); BaseStats[2] = uint32(20+getLevel()*1.27); BaseStats[3] = uint32(20+getLevel()*0.18); BaseStats[4] = uint32(20+getLevel()*0.36); if(type & 0x1 || created_from_creature == NULL) { Summon = true; float scale = 1.0f; switch(GetEntry()) { case 416: //Imp { scale = 0.4f; }break; case 417: //Felhunter { scale = 0.7f; }break; case 1860: //VoidWalker { scale = 0.75f; }break; case 1863: //Succubus { scale = 1.0f; }break; } SetFloatValue(OBJECT_FIELD_SCALE_X, scale); uint32 hp=uint32(28 + 10 * getLevel()); SetUInt32Value(UNIT_FIELD_MAXHEALTH, hp); SetUInt32Value(UNIT_FIELD_BASE_HEALTH,hp); uint32 mp=uint32(28 + 10 * getLevel()); SetUInt32Value(UNIT_FIELD_MAXPOWER1,mp ); SetUInt32Value(UNIT_FIELD_BASE_MANA,mp); SetFloatValue(OBJECT_FIELD_SCALE_X, scale); SetUInt32Value(UNIT_FIELD_BYTES_0, 2048 | (0 << 24)); SetUInt32Value(UNIT_FIELD_FLAGS, 8); SetUInt32Value(UNIT_FIELD_BASEATTACKTIME, 2000); SetUInt32Value(UNIT_FIELD_BASEATTACKTIME_01, 2000); SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, 0.5f); SetFloatValue(UNIT_FIELD_COMBATREACH, 0.75f); SetFloatValue(UNIT_FIELD_MINDAMAGE,float(getLevel() * 1.88)); SetFloatValue(UNIT_FIELD_MAXDAMAGE,float(getLevel() * 3)); SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, float(GetFloatValue(UNIT_FIELD_MINDAMAGE)*0.5)); SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, float(GetFloatValue(UNIT_FIELD_MAXDAMAGE)*0.5)); SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE,float((getLevel() * 1.88)/2)); SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE,float((getLevel() * 3)/2)); SetUInt32Value(UNIT_FIELD_ATTACK_POWER, uint32(getLevel() * 1.7)); SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, uint32(getLevel() * 2.4)); for(int x=0;x<5;x++) SetUInt32Value(UNIT_FIELD_STAT0 + x, BaseStats[x]); SetUInt32Value(UNIT_FIELD_RESISTANCES, 180); SetUInt32Value(UNIT_FIELD_BYTES_2, 0x01); SetUInt32Value(UNIT_FIELD_MAXPOWER1, uint32(28 + 10 * getLevel())); SetUInt32Value(UNIT_FIELD_PETNUMBER, GetGUIDLow()); } else { uint32 hp=created_from_creature->GetUInt32Value(UNIT_FIELD_MAXHEALTH); SetUInt32Value(UNIT_FIELD_MAXHEALTH, hp); SetUInt32Value(UNIT_FIELD_BASE_HEALTH,hp);//.........这里部分代码省略.........
开发者ID:AwkwardDev,项目名称:WoWD,代码行数:101,
示例17: VALUESvoid Item::SaveToDB( int8 containerslot, int8 slot, bool firstsave, QueryBuffer* buf ){ if( !m_isDirty && !firstsave ) return; std::stringstream ss; ss << "REPLACE INTO playeritems VALUES("; ss << m_uint32Values[ITEM_FIELD_OWNER] << ","; ss << m_uint32Values[OBJECT_FIELD_GUID] << ","; ss << m_uint32Values[OBJECT_FIELD_ENTRY] << ","; ss << wrapped_item_id << ","; ss << m_uint32Values[ITEM_FIELD_GIFTCREATOR] << ","; ss << m_uint32Values[ITEM_FIELD_CREATOR] << ","; ss << GetUInt32Value(ITEM_FIELD_STACK_COUNT) << ","; ss << GetChargesLeft() << ","; ss << GetUInt32Value(ITEM_FIELD_FLAGS) << ","; ss << random_prop << ", " << random_suffix << ", "; ss << GetUInt32Value(ITEM_FIELD_ITEM_TEXT_ID) << ","; ss << GetUInt32Value(ITEM_FIELD_DURABILITY) << ","; ss << static_cast<int>(containerslot) << ","; ss << static_cast<int>(slot) << ",'"; // Pack together enchantment fields if( Enchantments.size() > 0 ) { EnchantmentMap::iterator itr = Enchantments.begin(); for(; itr != Enchantments.end(); ++itr) { if( itr->second.RemoveAtLogout ) continue; uint32 elapsed_duration = uint32( UNIXTIME - itr->second.ApplyTime ); int32 remaining_duration = itr->second.Duration - elapsed_duration; if( remaining_duration < 0 ) remaining_duration = 0; /* if( !itr->second.RemoveAtLogout && (remaining_duration > 5 && itr->second.Slot != 2) || itr->second.Slot == 2) // no point saving stuff with < 5 seconds... unless is perm enchant { ss << itr->second.Enchantment->Id << ","; ss << remaining_duration << ","; ss << itr->second.Slot << ";"; } */ if( itr->second.Enchantment && ( remaining_duration && remaining_duration > 5 ) || ( itr->second.Duration == 0 ) ) { ss << itr->second.Enchantment->Id << ","; ss << remaining_duration << ","; ss << itr->second.Slot << ";"; } } } ss << "')"; if( firstsave ) CharacterDatabase.WaitExecute( ss.str().c_str() ); else { if( buf == NULL ) CharacterDatabase.Execute( ss.str().c_str() ); else buf->AddQueryStr( ss.str() ); } m_isDirty = false;}
开发者ID:Vanj-crew,项目名称:HearthStone-Emu,代码行数:70,
示例18: event_Relocatevoid GameObject::Update(uint32 p_time){ if(m_event_Instanceid != m_instanceId) { event_Relocate(); return; } if(!IsInWorld()) return; if(m_deleted) return; if(spell && (GetUInt32Value(GAMEOBJECT_STATE) == 1)) { if(checkrate > 1) { if(counter++%checkrate) return; } ObjectSet::iterator itr = GetInRangeSetBegin(); ObjectSet::iterator it2 = itr; ObjectSet::iterator iend = GetInRangeSetEnd(); Unit * pUnit; float dist; for(; it2 != iend;) { itr = it2; ++it2; dist = GetDistanceSq((*itr)); if( (*itr) != m_summoner && (*itr)->IsUnit() && dist <= range) { pUnit = static_cast<Unit*>(*itr); if(m_summonedGo) { if(!m_summoner) { ExpireAndDelete(); return; } if(!isAttackable(m_summoner,pUnit))continue; } Spell * sp=new Spell((Object*)this,spell,true,NULL); SpellCastTargets tgt((*itr)->GetGUID()); tgt.m_destX = GetPositionX(); tgt.m_destY = GetPositionY(); tgt.m_destZ = GetPositionZ(); sp->prepare(&tgt); if(m_summonedGo) { ExpireAndDelete(); return; } if(spell->EffectImplicitTargetA[0] == 16 || spell->EffectImplicitTargetB[0] == 16) return; // on area dont continue. } } }}
开发者ID:Sylica2013,项目名称:Antrix,代码行数:64,
示例19: GetGUIDLowvoid Item::SaveToDB(SQLTransaction& trans){ bool isInTransaction = !(trans.null()); if (!isInTransaction) trans = CharacterDatabase.BeginTransaction(); uint32 guid = GetGUIDLow(); switch (uState) { case ITEM_NEW: case ITEM_CHANGED: { uint8 index = 0; PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(uState == ITEM_NEW ? CHAR_REP_ITEM_INSTANCE : CHAR_UPD_ITEM_INSTANCE); stmt->setUInt32( index, GetEntry()); stmt->setUInt32(++index, GUID_LOPART(GetOwnerGUID())); stmt->setUInt32(++index, GUID_LOPART(GetUInt64Value(ITEM_FIELD_CREATOR))); stmt->setUInt32(++index, GUID_LOPART(GetUInt64Value(ITEM_FIELD_GIFTCREATOR))); stmt->setUInt32(++index, GetCount()); stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_DURATION)); std::ostringstream ssSpells; for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) ssSpells << GetSpellCharges(i) << ' '; stmt->setString(++index, ssSpells.str()); stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_FLAGS)); std::ostringstream ssEnchants; for (uint8 i = 0; i < MAX_ENCHANTMENT_SLOT; ++i) { ssEnchants << GetEnchantmentId(EnchantmentSlot(i)) << ' '; ssEnchants << GetEnchantmentDuration(EnchantmentSlot(i)) << ' '; ssEnchants << GetEnchantmentCharges(EnchantmentSlot(i)) << ' '; } stmt->setString(++index, ssEnchants.str()); stmt->setInt16 (++index, GetItemRandomPropertyId()); stmt->setUInt16(++index, GetUInt32Value(ITEM_FIELD_DURABILITY)); stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME)); stmt->setString(++index, m_text); stmt->setUInt32(++index, guid); trans->Append(stmt); if ((uState == ITEM_CHANGED) && HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED)) trans->PAppend("UPDATE character_gifts SET guid = '%u' WHERE item_guid = '%u'", GUID_LOPART(GetOwnerGUID()), guid); break; } case ITEM_REMOVED: { trans->PAppend("DELETE FROM item_instance WHERE guid = '%u'", guid); if (HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED)) trans->PAppend("DELETE FROM character_gifts WHERE item_guid = '%u'", GetGUIDLow()); if (!isInTransaction) CharacterDatabase.CommitTransaction(trans); CharacterDatabase.PExecute("UPDATE character_donate SET state = 1 WHERE itemguid = '%u'", guid); delete this; return; } case ITEM_UNCHANGED: break; } SetState(ITEM_UNCHANGED); if (!isInTransaction) CharacterDatabase.CommitTransaction(trans);}
开发者ID:Lbniese,项目名称:WoWCircle434,代码行数:72,
示例20: ItemPrototype const *Item::GetProto() const{ return objmgr.GetItemPrototype(GetUInt32Value(OBJECT_FIELD_ENTRY));}
开发者ID:AwkwardDev,项目名称:mangos-svn,代码行数:4,
示例21: VALUESvoid Item::SaveToDB( int8 containerslot, int8 slot, bool firstsave, QueryBuffer* buf ){ if( !m_isDirty && !firstsave ) return; std::stringstream ss; ss << "REPLACE INTO playeritems VALUES("; ss << m_uint32Values[ITEM_FIELD_OWNER] << ","; ss << m_uint32Values[OBJECT_FIELD_GUID] << ","; ss << m_uint32Values[OBJECT_FIELD_ENTRY] << ","; ss << wrapped_item_id << ","; ss << m_uint32Values[ITEM_FIELD_GIFTCREATOR] << ","; ss << m_uint32Values[ITEM_FIELD_CREATOR] << ","; ss << GetUInt32Value(ITEM_FIELD_STACK_COUNT) << ","; ss << GetChargesLeft() << ","; ss << GetUInt32Value(ITEM_FIELD_FLAGS) << ","; ss << random_prop << ", " << random_suffix << ", "; ss << GetUInt32Value(ITEM_FIELD_ITEM_TEXT_ID) << ","; ss << GetUInt32Value(ITEM_FIELD_DURABILITY) << ","; ss << static_cast<int>(containerslot) << ","; ss << static_cast<int>(slot) << ",'"; // Pack together enchantment fields if( Enchantments.size() > 0 ) { EnchantmentMap::iterator itr = Enchantments.begin(); for(; itr != Enchantments.end(); ++itr) { if( itr->second.RemoveAtLogout ) continue; uint32 elapsed_duration = uint32( UNIXTIME - itr->second.ApplyTime ); int32 remaining_duration = itr->second.Duration - elapsed_duration; if( remaining_duration < 0 ) remaining_duration = 0; /* if( !itr->second.RemoveAtLogout && (remaining_duration > 5 && itr->second.Slot != 2) || itr->second.Slot == 2) // no point saving stuff with < 5 seconds... unless is perm enchant { ss << itr->second.Enchantment->Id << ","; ss << remaining_duration << ","; ss << itr->second.Slot << ";"; } */ if( itr->second.Enchantment && ( remaining_duration && remaining_duration > 5 || itr->second.Duration == 0 ) ) { ss << itr->second.Enchantment->Id << ","; ss << remaining_duration << ","; ss << itr->second.Slot << ";"; } } } ss << "','"; ss << ItemExpiresOn << "','";////////////////////////////////////////////////// Refund stuff ///////////////////////////////// // Check if the owner is instantiated. When sending mail he/she obviously will not be :P if( this->GetOwner() != NULL ){ std::pair< time_t, uint32 > refundentry; refundentry.first = 0; refundentry.second = 0; refundentry = this->GetOwner()->GetItemInterface()->LookupRefundable( this->GetGUID() ); ss << uint32( refundentry.first ) << "','"; ss << uint32( refundentry.second ); }else{ ss << uint32( 0 ) << "','"; ss << uint32( 0 ); }///////////////////////////////////////////////////////////////////////////////////////////////// ss << "')"; if( firstsave ) CharacterDatabase.WaitExecute( ss.str().c_str() ); else { if( buf == NULL ) CharacterDatabase.Execute( ss.str().c_str() ); else buf->AddQueryStr( ss.str() ); } m_isDirty = false;}
开发者ID:xiaofeng,项目名称:Arcemu,代码行数:93,
示例22: ObjectGuidbool 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(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 (ownerGuid && GetOwnerGuid() != ownerGuid) { SetOwnerGuid(ownerGuid); 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_IS_WRAPPER) || GetMaxStackCount() > 1) { RemoveFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED); need_save = true; static SqlStatementID delGifts ; // also cleanup for sure gift table SqlStatement stmt = CharacterDatabase.CreateStatement(delGifts, "DELETE FROM character_gifts WHERE item_guid = ?"); stmt.PExecute(GetGUIDLow()); } } if (need_save) // normal item changed state set not work at loading { static SqlStatementID updItem ; SqlStatement stmt = CharacterDatabase.CreateStatement(updItem, "UPDATE item_instance SET data = ?, owner_guid = ? WHERE guid = ?"); std::ostringstream ss; for (uint16 i = 0; i < m_valuesCount; ++i) ss << GetUInt32Value(i) << " "; stmt.addString(ss); stmt.addUInt32(GetOwnerGuid().GetCounter()); stmt.addUInt32(guidLow); stmt.Execute(); } return true;}
开发者ID:Ghaster,项目名称:mangos-classic,代码行数:92,
示例23: switchvoid GameObject::Update(uint32 /*p_time*/){ if (IS_MO_TRANSPORT(GetGUID())) { //((Transport*)this)->Update(p_time); return; } switch (m_lootState) { case GO_NOT_READY: if (GetGoType()==GAMEOBJECT_TYPE_FISHINGNODE) { // fishing code (bobber ready) if( time(NULL) > m_respawnTime - FISHING_BOBBER_READY_TIME ) { // splash bobber (bobber ready now) Unit* caster = GetOwner(); if(caster && caster->GetTypeId()==TYPEID_PLAYER) { SetUInt32Value(GAMEOBJECT_STATE, 0); SetUInt32Value(GAMEOBJECT_FLAGS, 32); UpdateData udata; WorldPacket packet; BuildValuesUpdateBlockForPlayer(&udata,((Player*)caster)); udata.BuildPacket(&packet); ((Player*)caster)->GetSession()->SendPacket(&packet); WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM,8+4); data << GetGUID(); data << (uint32)(0); ((Player*)caster)->SendMessageToSet(&data,true); } m_lootState = GO_READY; // can be succesfully open with some chance } return; } m_lootState = GO_READY; // for other GOis same switched without delay to GO_READY // NO BREAK case GO_READY: { if (m_respawnTime > 0) // timer on { if (m_respawnTime <= time(NULL)) // timer expired { m_respawnTime = 0; m_SkillupList.clear(); m_usetimes = 0; switch (GetGoType()) { 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( !GetUInt32Value(GAMEOBJECT_STATE) ) 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//.........这里部分代码省略.........
开发者ID:Artea,项目名称:mangos-svn,代码行数:101,
示例24: 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25: GameObjectInfo const *GameObject::GetGOInfo() const{ return objmgr.GetGameObjectInfo(GetUInt32Value (OBJECT_FIELD_ENTRY));}
开发者ID:Artea,项目名称:mangos-svn,代码行数:4,
示例26: boolvoid Item::SaveToDB(SQLTransaction& trans){ bool isInTransaction = bool(trans); if (!isInTransaction) trans = CharacterDatabase.BeginTransaction(); ObjectGuid::LowType guid = GetGUID().GetCounter(); switch (uState) { case ITEM_NEW: case ITEM_CHANGED: { uint8 index = 0; PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(uState == ITEM_NEW ? CHAR_REP_ITEM_INSTANCE : CHAR_UPD_ITEM_INSTANCE); stmt->setUInt32( index, GetEntry()); stmt->setUInt32(++index, GetOwnerGUID().GetCounter()); stmt->setUInt32(++index, GetGuidValue(ITEM_FIELD_CREATOR).GetCounter()); stmt->setUInt32(++index, GetGuidValue(ITEM_FIELD_GIFTCREATOR).GetCounter()); stmt->setUInt32(++index, GetCount()); stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_DURATION)); std::ostringstream ssSpells; for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) ssSpells << GetSpellCharges(i) << ' '; stmt->setString(++index, ssSpells.str()); stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_FLAGS)); std::ostringstream ssEnchants; for (uint8 i = 0; i < MAX_ENCHANTMENT_SLOT; ++i) { ssEnchants << GetEnchantmentId(EnchantmentSlot(i)) << ' '; ssEnchants << GetEnchantmentDuration(EnchantmentSlot(i)) << ' '; ssEnchants << GetEnchantmentCharges(EnchantmentSlot(i)) << ' '; } stmt->setString(++index, ssEnchants.str()); stmt->setInt16 (++index, GetItemRandomPropertyId()); stmt->setUInt16(++index, GetUInt32Value(ITEM_FIELD_DURABILITY)); stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME)); stmt->setString(++index, m_text); stmt->setUInt32(++index, guid); trans->Append(stmt); if ((uState == ITEM_CHANGED) && HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED)) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GIFT_OWNER); stmt->setUInt32(0, GetOwnerGUID().GetCounter()); stmt->setUInt32(1, guid); trans->Append(stmt); } break; } case ITEM_REMOVED: { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE); stmt->setUInt32(0, guid); trans->Append(stmt); if (HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED)) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT); stmt->setUInt32(0, guid); trans->Append(stmt); } if (!isInTransaction) CharacterDatabase.CommitTransaction(trans); // Delete the items if this is a container if (!loot.isLooted()) ItemContainerDeleteLootMoneyAndLootItemsFromDB(); delete this; return; } case ITEM_UNCHANGED: break; } SetState(ITEM_UNCHANGED); if (!isInTransaction) CharacterDatabase.CommitTransaction(trans);}
开发者ID:StormDev2ofiical,项目名称:CoreStorm,代码行数:86,
示例27: SetUInt32Value//.........这里部分代码省略......... { 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) { m_aiInterface->addSpellToList(*itr); } //m_aiInterface->m_canCallForHelp = proto->m_canCallForHelp; //m_aiInterface->m_CallForHelpHealth = proto->m_callForHelpHealth; m_aiInterface->m_canFlee = proto->m_canFlee; m_aiInterface->m_FleeHealth = proto->m_fleeHealth; m_aiInterface->m_FleeDuration = proto->m_fleeDuration; //these fields are always 0 in db GetAIInterface()->setMoveType(0); GetAIInterface()->setMoveRunFlag(0);
开发者ID:AwkwardDev,项目名称:ascent_classic,代码行数:66,
示例28: timeuint32 Item::GetPlayedTime(){ time_t curtime = time(NULL); uint32 elapsed = uint32(curtime - m_lastPlayedTimeUpdate); return GetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME) + elapsed;}
开发者ID:winetaster,项目名称:InfinityCore,代码行数:6,
示例29: OCTRegenMPPerSpiritvoid Player::UpdateManaRegen(){ // Mana regen from spirit float spirit_regen = OCTRegenMPPerSpirit(); spirit_regen *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_POWER_REGEN_PERCENT, POWER_MANA); float HastePct = 1.0f + GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_HASTE_MELEE) * GetRatingMultiplier(CR_HASTE_MELEE) / 100.0f; float combat_regen = 0.004f * GetMaxPower(POWER_MANA) + spirit_regen + (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f); float base_regen = 0.004f * GetMaxPower(POWER_MANA) + (GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA) / 5.0f); if (getClass() == CLASS_WARLOCK) { combat_regen = 0.01f * GetMaxPower(POWER_MANA) + spirit_regen + GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA); base_regen = 0.01f * GetMaxPower(POWER_MANA) + GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, POWER_MANA); } // Mana Meditation && Meditation if (HasAuraType(SPELL_AURA_MOD_MANA_REGEN_INTERRUPT)) base_regen += 0.5 * spirit_regen; // Allows 50% of your mana regeneration from Spirit to continue while in combat. // Rune of Power : Increase Mana regeneration by 100% if (HasAura(116014)) { combat_regen *= 2; base_regen *= 2; } // Incanter's Ward : Increase Mana regen by 65% if (HasAura(118858)) { combat_regen *= 1.65f; base_regen *= 1.65f; } // Chaotic Energy : Increase Mana regen by 625% if (HasAura(111546)) { // haste also increase your mana regeneration HastePct = 1.0f + GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_HASTE_MELEE) * GetRatingMultiplier(CR_HASTE_MELEE) / 100.0f; combat_regen = combat_regen + (combat_regen * 6.25f); combat_regen *= HastePct; base_regen = base_regen + (base_regen * 6.25f); base_regen *= HastePct; } // Nether Attunement - 117957 : Haste also increase your mana regeneration if (HasAura(117957)) { HastePct = 1.0f + GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_HASTE_MELEE) * GetRatingMultiplier(CR_HASTE_MELEE) / 100.0f; combat_regen *= HastePct; base_regen *= HastePct; } // Mana Attunement : Increase Mana regen by 50% if (HasAura(121039)) { combat_regen = combat_regen + (combat_regen * 0.5f); combat_regen *= HastePct; base_regen = base_regen + (base_regen * 0.5f); base_regen *= HastePct; } // Invocation : Decrease your mana regen by 50% if (HasAura(114003)) { combat_regen *= 0.5f; base_regen *= 0.5f; } // Not In Combat : 2% of base mana + spirit_regen SetStatFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER, base_regen); // In Combat : 2% of base mana SetStatFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER, combat_regen);}
开发者ID:AlucardVoss,项目名称:Patchs,代码行数:70,
注:本文中的GetUInt32Value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++ GetURI函数代码示例 C++ GetUID函数代码示例 |