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C++ GameobjectTypes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GameobjectTypes函数的典型用法代码示例。如果您正苦于以下问题:C++ GameobjectTypes函数的具体用法?C++ GameobjectTypes怎么用?C++ GameobjectTypes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GameobjectTypes函数的9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: Relocate

bool Transport::Create(uint32 guidlow, uint32 entry, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress, uint32 dynflags)
{
    Relocate(x, y, z, ang);

    if (!IsPositionValid())
    {
        sLog->outError("Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
            guidlow, x, y);
        return false;
    }

    Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);

    GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);

    if (!goinfo)
    {
        sLog->outErrorDb("Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f", guidlow, mapid, x, y, z, ang);
        return false;
    }

    m_goInfo = goinfo;

    TransportTemplate const* tInfo = sTransportMgr->GetTransportTemplate(entry);
    if (!tInfo)
    {
        sLog->outError("Transport %u (name: %s) will not be created, missing `transport_template` entry.", entry, goinfo->name.c_str());
        return false;
    }

    _transportInfo = tInfo;

    // initialize waypoints
    _nextFrame = tInfo->keyFrames.begin();
    _currentFrame = _nextFrame++;

    SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);
    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
    SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
    SetUInt32Value(GAMEOBJECT_LEVEL, tInfo->pathTime);
    SetEntry(goinfo->entry);

    SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);

    SetGoState(GO_STATE_READY);
    SetGoType(GameobjectTypes(goinfo->type));

    SetGoAnimProgress(animprogress);
    if (dynflags)
        SetUInt32Value(GAMEOBJECT_DYNAMIC, MAKE_PAIR32(0, dynflags));

    SetName(goinfo->name);
    return true;
}
开发者ID:Devilcleave,项目名称:TrilliumEMU,代码行数:54,代码来源:Transport.cpp


示例2: Relocate

bool MOTransport::Create(uint32 guidlow, uint32 mapid, float x, float y, float z, float ang, uint8 animprogress, uint16 dynamicLowValue)
{
    Relocate(WorldLocation(mapid, x, y, z, ang));
    // FIXME - instance id and phaseMask isn't set to values different from std.

    if(!IsPositionValid())
    {
        sLog.outError("Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
            guidlow,x,y);
        return false;
    }

    Object::_Create(ObjectGuid(HIGHGUID_MO_TRANSPORT, guidlow));

    GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(guidlow);

    if (!goinfo)
    {
        sLog.outErrorDb("Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f",guidlow, mapid, x, y, z, ang);
        return false;
    }

    m_goInfo = goinfo;

    SetObjectScale(goinfo->size);

    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
    //SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
    SetUInt32Value(GAMEOBJECT_FLAGS, (GO_FLAG_TRANSPORT | GO_FLAG_NODESPAWN));
    SetUInt32Value(GAMEOBJECT_LEVEL, GetPeriod(true));
    SetEntry(goinfo->id);

    SetDisplayId(goinfo->displayId);

    SetGoState(GO_STATE_READY);
    SetGoType(GameobjectTypes(goinfo->type));
    SetGoArtKit(0);
    SetGoAnimProgress(animprogress);

    SetUInt16Value(GAMEOBJECT_DYNAMIC, 0, dynamicLowValue);
    SetUInt16Value(GAMEOBJECT_DYNAMIC, 1, 0);

    SetName(goinfo->name);

    m_transportKit = new TransportKit(*this);

    m_anchorageTimer.SetInterval(0);
    m_anchorageTimer.Reset();

    return true;
}
开发者ID:beyourself,项目名称:RustEmu-Core,代码行数:51,代码来源:Transports.cpp


示例3: Relocate

bool Transport::Create(uint32 guidlow, uint32 mapid, float x, float y, float z, float ang, uint8 animprogress, uint16 dynamicHighValue)
{
    Relocate(x, y, z, ang);
    // instance id and phaseMask isn't set to values different from std.

    if (!IsPositionValid())
    {
        sLog.outError("Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
                      guidlow, x, y);
        return false;
    }

    Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);

    GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(guidlow);

    if (!goinfo)
    {
        sLog.outErrorDb("Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f", guidlow, mapid, x, y, z, ang);
        return false;
    }

    m_goInfo = goinfo;

    SetObjectScale(goinfo->size);

    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
    // SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
    SetUInt32Value(GAMEOBJECT_FLAGS, (GO_FLAG_TRANSPORT | GO_FLAG_NODESPAWN));
    SetUInt32Value(GAMEOBJECT_LEVEL, m_period);
    SetEntry(goinfo->id);

    //SetDisplayId(goinfo->displayId);
    // Use SetDisplayId only if we have the GO assigned to a proper map!
    SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);
    m_displayInfo = sGameObjectDisplayInfoStore.LookupEntry(goinfo->displayId);

    SetGoState(GO_STATE_READY);
    SetGoType(GameobjectTypes(goinfo->type));
    SetGoArtKit(0);
    SetGoAnimProgress(animprogress);

    // low part always 0, dynamicHighValue is some kind of progression (not implemented)
    SetUInt16Value(GAMEOBJECT_DYNAMIC, 0, 0);
    SetUInt16Value(GAMEOBJECT_DYNAMIC, 1, dynamicHighValue);

    SetName(goinfo->name);

    return true;
}
开发者ID:Astoz,项目名称:mangos-wotlk,代码行数:50,代码来源:Transports.cpp


示例4: Relocate

bool Transport::Create(uint32 guidlow, uint32 entry, uint32 mapid, float x,
		float y, float z, float ang, uint32 animprogress, uint32 dynflags) {
	Relocate(x, y, z, ang);
	// instance id and phaseMask isn't set to values different from std.

	if (!IsPositionValid()) {
		sLog->outError(
				"Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
				guidlow, x, y);
		return false;
	}

	Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);

	GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(entry);

	if (!goinfo) {
		sLog->outErrorDb(
				"Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f",
				guidlow, mapid, x, y, z, ang);
		return false;
	}

	m_goInfo = goinfo;

	SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);

	SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
	//SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
	SetUInt32Value(GAMEOBJECT_FLAGS, MAKE_PAIR32(0x28, 0x64));
	SetUInt32Value(GAMEOBJECT_LEVEL, m_period);
	SetEntry(goinfo->id);

	SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);

	SetGoState(GO_STATE_READY);
	SetGoType(GameobjectTypes(goinfo->type));

	SetGoAnimProgress(animprogress);
	if (dynflags)
		SetUInt32Value(GAMEOBJECT_DYNAMIC, MAKE_PAIR32(0, dynflags));

	SetName(goinfo->name);

	SetZoneScript();

	return true;
}
开发者ID:FrenchCORE,项目名称:Server,代码行数:48,代码来源:Transport.cpp


示例5: Relocate

bool Transport::Create(uint32 guidlow, uint32 entry, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress, uint32 dynflags)
{
    Relocate(x, y, z, ang);
    // instance id and phaseMask isn't set to values different from std.

    if (!IsPositionValid())
    {
        TC_LOG_ERROR("entities.transport", "Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
            guidlow, x, y);
        return false;
    }

    Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);

    GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);

    if (!goinfo)
    {
        TC_LOG_ERROR("sql.sql", "Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f", guidlow, mapid, x, y, z, ang);
        return false;
    }

    m_goInfo = goinfo;

    SetObjectScale(goinfo->size);

    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
    //SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags); -- gunship
    SetUInt32Value(GAMEOBJECT_FLAGS, MAKE_PAIR32(0x28, 0x64));
    SetUInt32Value(GAMEOBJECT_LEVEL, m_period);
    SetEntry(goinfo->entry);

    SetDisplayId(goinfo->displayId);

    SetGoState(GO_STATE_READY);
    SetGoType(GameobjectTypes(goinfo->type));

    SetGoAnimProgress(animprogress);
    if (dynflags)
        SetUInt32Value(GAMEOBJECT_FIELD_ANIM_PROGRESS, MAKE_PAIR32(0, dynflags));

    SetName(goinfo->name);

    SetZoneScript();

    return true;
}
开发者ID:Exodius,项目名称:chuspi,代码行数:47,代码来源:Transport.cpp


示例6: Relocate

bool Transport::Create(uint32 guidlow, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress, uint32 dynflags)
{
    Relocate(x,y,z,ang);

    SetMapId(mapid);

    if (!IsPositionValid())
    {
        sLog.outLog(LOG_DEFAULT, "ERROR: Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
            guidlow,x,y);
        return false;
    }

    Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);

    GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(guidlow);

    if (!goinfo)
    {
        sLog.outLog(LOG_DB_ERR, "Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f",guidlow, mapid, x, y, z, ang);
        return false;
    }

    m_goInfo = goinfo;

    SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);

    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
    SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);

    SetUInt32Value(OBJECT_FIELD_ENTRY, goinfo->id);

    SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);

    SetGoState(GO_STATE_READY);
    SetGoType(GameobjectTypes(goinfo->type));

    SetGoAnimProgress(animprogress);

    if (dynflags)
        SetUInt32Value(GAMEOBJECT_DYN_FLAGS, dynflags);

    SetName(goinfo->name);

    return true;
}
开发者ID:Blumfield,项目名称:ptc2,代码行数:46,代码来源:Transports.cpp


示例7: Relocate

bool Transport::Create(uint32 guidlow, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress, uint32 dynflags)
{
    Relocate(x,y,z,ang);

    SetMapId(mapid);

    if(!IsPositionValid())
    {
        sLog.outError("ERROR: Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
            guidlow,x,y);
        return false;
    }

    Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);

    GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(guidlow);

    if (!goinfo)
    {
        sLog.outErrorDb("Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f",guidlow, mapid, x, y, z, ang);
        return false;
    }

    m_goInfo = goinfo;

    SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);

    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
    //SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
    SetUInt32Value(GAMEOBJECT_FLAGS, MAKE_PAIR32(0x28, 0x64));
    SetUInt32Value(GAMEOBJECT_LEVEL, m_period);
    SetEntry(goinfo->id);

    SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);

    SetGoState(1);
    SetGoType(GameobjectTypes(goinfo->type));

    SetGoAnimProgress(animprogress);
    if(dynflags)
        SetUInt32Value(GAMEOBJECT_DYNAMIC, MAKE_PAIR32(0, dynflags));

    return true;
}
开发者ID:Ledeet,项目名称:mangos,代码行数:44,代码来源:Transports.cpp


示例8: Relocate

bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, uint32 go_state)
{
    Relocate(x,y,z,ang);
    SetMapId(map->GetId());
    SetInstanceId(map->GetInstanceId());

    if(!IsPositionValid())
    {
        sLog.outError("ERROR: Gameobject (GUID: %u Entry: %u ) not created. Suggested coordinates isn't valid (X: %f Y: %f)",guidlow,name_id,x,y);
        return false;
    }

    GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(name_id);
    if (!goinfo)
    {
        sLog.outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist entry in `gameobject_template`. Map: %u  (X: %f Y: %f Z: %f) ang: %f rotation0: %f rotation1: %f rotation2: %f rotation3: %f",guidlow, name_id, map->GetId(), x, y, z, ang, rotation0, rotation1, rotation2, rotation3);
        return false;
    }

    Object::_Create(guidlow, goinfo->id, HIGHGUID_GAMEOBJECT);

    m_goInfo = goinfo;

    if (goinfo->type >= MAX_GAMEOBJECT_TYPE)
    {
        sLog.outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist GO type '%u' in `gameobject_template`. It's will crash client if created.",guidlow,name_id,goinfo->type);
        return false;
    }

    SetFloatValue(GAMEOBJECT_POS_X, x);
    SetFloatValue(GAMEOBJECT_POS_Y, y);
    SetFloatValue(GAMEOBJECT_POS_Z, z);
    SetFloatValue(GAMEOBJECT_FACING, ang);                  //this is not facing angle

    int64 rotation = 0;

    float f_rot1 = sin(ang / 2.0f);
    int64 i_rot1 = f_rot1 / atan(pow(2.0f, -20.0f));
    rotation |= (i_rot1 << 43 >> 43) & 0x00000000001FFFFF;

    //float f_rot2 = sin(0.0f / 2.0f);
    //int64 i_rot2 = f_rot2 / atan(pow(2.0f, -20.0f));
    //rotation |= (((i_rot2 << 22) >> 32) >> 11) & 0x000003FFFFE00000;

    //float f_rot3 = sin(0.0f / 2.0f);
    //int64 i_rot3 = f_rot3 / atan(pow(2.0f, -21.0f));
    //rotation |= (i_rot3 >> 42) & 0x7FFFFC0000000000;

    SetUInt64Value(GAMEOBJECT_ROTATION, rotation);

    SetFloatValue(GAMEOBJECT_PARENTROTATION+0, rotation0);
    SetFloatValue(GAMEOBJECT_PARENTROTATION+1, rotation1);
    SetFloatValue(GAMEOBJECT_PARENTROTATION+2, rotation2);
    SetFloatValue(GAMEOBJECT_PARENTROTATION+3, rotation3);

    SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);

    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
    SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);

    SetEntry(goinfo->id);

    SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);

    SetGoState(go_state);
    SetGoType(GameobjectTypes(goinfo->type));

    SetGoAnimProgress(animprogress);

    // Spell charges for GAMEOBJECT_TYPE_SPELLCASTER (22)
    if (goinfo->type == GAMEOBJECT_TYPE_SPELLCASTER)
        m_charges = goinfo->spellcaster.charges;

    //Notify the map's instance data.
    //Only works if you create the object in it, not if it is moves to that map.
    //Normally non-players do not teleport to other maps.
    if(map->IsDungeon() && ((InstanceMap*)map)->GetInstanceData())
    {
        ((InstanceMap*)map)->GetInstanceData()->OnObjectCreate(this);
    }

    return true;
}
开发者ID:Actionfox,项目名称:mangos,代码行数:83,代码来源:GameObject.cpp


示例9: Relocate

bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, GOState go_state, uint32 ArtKit)
{
    Relocate(x,y,z,ang);
    SetMapId(map->GetId());
    SetInstanceId(map->GetInstanceId());

    if(!IsPositionValid())
    {
        sLog.outError("Gameobject (GUID: %u Entry: %u ) not created. Suggested coordinates isn't valid (X: %f Y: %f)",guidlow,name_id,x,y);
        return false;
    }

    GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(name_id);
    if (!goinfo)
    {
        sLog.outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist entry in `gameobject_template`. Map: %u  (X: %f Y: %f Z: %f) ang: %f rotation0: %f rotation1: %f rotation2: %f rotation3: %f",guidlow, name_id, map->GetId(), x, y, z, ang, rotation0, rotation1, rotation2, rotation3);
        return false;
    }

    Object::_Create(guidlow, goinfo->id, HIGHGUID_GAMEOBJECT);

    m_goInfo = goinfo;

    if (goinfo->type >= MAX_GAMEOBJECT_TYPE)
    {
        sLog.outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist GO type '%u' in `gameobject_template`. It's will crash client if created.",guidlow,name_id,goinfo->type);
        return false;
    }

    SetFloatValue(GAMEOBJECT_POS_X, x);
    SetFloatValue(GAMEOBJECT_POS_Y, y);
    SetFloatValue(GAMEOBJECT_POS_Z, z);

    SetFloatValue(GAMEOBJECT_ROTATION+0, rotation0);
    SetFloatValue(GAMEOBJECT_ROTATION+1, rotation1);

    UpdateRotationFields(rotation2,rotation3);              // GAMEOBJECT_FACING, GAMEOBJECT_ROTATION+2/3

    SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);

    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
    SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);

    SetEntry(goinfo->id);

    SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);

    SetGoState(go_state);
    SetGoType(GameobjectTypes(goinfo->type));

    SetGoAnimProgress(animprogress);

    SetUInt32Value (GAMEOBJECT_ARTKIT, ArtKit);

    // Spell charges for GAMEOBJECT_TYPE_SPELLCASTER (22)
    if (goinfo->type == GAMEOBJECT_TYPE_SPELLCASTER)
        m_charges = goinfo->spellcaster.charges;

    //Notify the map's instance data.
    //Only works if you create the object in it, not if it is moves to that map.
    //Normally non-players do not teleport to other maps.
    if(map->IsDungeon() && ((InstanceMap*)map)->GetInstanceData())
    {
        ((InstanceMap*)map)->GetInstanceData()->OnObjectCreate(this);
    }

    return true;
}
开发者ID:wk23,项目名称:tst,代码行数:68,代码来源:GameObject.cpp



注:本文中的GameobjectTypes函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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