本文整理汇总了C++中CreatureObject::getDisplayedName方法的典型用法代码示例。如果您正苦于以下问题:C++ CreatureObject::getDisplayedName方法的具体用法?C++ CreatureObject::getDisplayedName怎么用?C++ CreatureObject::getDisplayedName使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CreatureObject
的用法示例。
在下文中一共展示了CreatureObject::getDisplayedName方法的2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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: notifyObjectRemoved
int LootContainerComponent::notifyObjectRemoved(SceneObject* sceneObject, SceneObject* object, SceneObject* destination) {
if (destination != NULL) {
ManagedReference<SceneObject*> rootParent = destination->getParent();
if (rootParent != NULL && rootParent->isCreatureObject()) {
CreatureObject* creature = cast<CreatureObject*>(rootParent.get());
if (creature != NULL) {
ManagedReference<GroupObject*> group = creature->getGroup();
if (group != NULL) {
StringIdChatParameter params("group", "notify_single_loot"); //[GROUP] %TU looted %TO from %TT.
params.setTO(object->getDisplayedName());
params.setTU(creature->getDisplayedName());
params.setTT(sceneObject->getParent().get());
group->sendSystemMessage(params);
} else {
StringIdChatParameter params("base_player", "prose_item_looted_self"); //You looted: %TT.
params.setTT(object);
creature->sendSystemMessage(params);
}
}
}
}
return 0;
}
示例2: joinGroup
void GroupManager::joinGroup(CreatureObject* player) {
//Pre: player locked
//Post: player locked
uint64 inviterID = player->getGroupInviterID();
Zone* zone = player->getZone();
if (zone == NULL)
return;
ManagedReference<ZoneServer*> server = zone->getZoneServer();
ManagedReference<SceneObject*> object = server->getObject(inviterID);
if (object == NULL || !object->isPlayerCreature() || object == player)
return;
CreatureObject* inviter = cast<CreatureObject*>( object.get());
GroupObject* group = NULL;
Locker clocker(inviter, player);
group = inviter->getGroup();
if (group == NULL) {
group = createGroup(inviter);
if (group == NULL)
return;
}
Locker clocker2(group, player);
if (group->getGroupSize() >= 20) {
clocker.release();
player->updateGroupInviterID(0);
player->sendSystemMessage("The group is full.");
return;
}
// if inviter IS in the group but is not the leader
if (group->getLeader() != inviter && !playerIsInvitingOwnPet(inviter, player)) {
player->updateGroupInviterID(0);
StringIdChatParameter param("group", "prose_leader_changed"); // "%TU has abdicated group leadership to %TT."
param.setTU( inviter->getDisplayedName() );
param.setTT( group->getLeader()->getDisplayedName() ) ;
player->sendSystemMessage(param);
return;
}
player->info("joining group");
player->updateGroup(group);
group->addMember(player);
if (player->isPlayerCreature()) {
player->sendSystemMessage("@group:joined_self");
//Inform new member who the Master Looter is.
if (group->getLootRule() == MASTERLOOTER) {
StringIdChatParameter masterLooter("group","set_new_master_looter");
masterLooter.setTT(group->getMasterLooterID());
player->sendSystemMessage(masterLooter);
}
// clear invitee's LFG setting once a group is joined
Reference<PlayerObject*> ghost = player->getSlottedObject("ghost").castTo<PlayerObject*>();
if (ghost != NULL)
ghost->clearCharacterBit(PlayerObject::LFG, true);
ManagedReference<ChatRoom*> groupChannel = group->getGroupChannel();
if (groupChannel != NULL) {
groupChannel->sendTo(cast<CreatureObject*>(player));
groupChannel->addPlayer(cast<CreatureObject*>(player), false);
}
if (player->isPlayingMusic()) {
ManagedReference<Facade*> facade = player->getActiveSession(SessionFacadeType::ENTERTAINING);
ManagedReference<EntertainingSession*> session = dynamic_cast<EntertainingSession*> (facade.get());
if (session != NULL && session->isPlayingMusic()) {
String song = session->getPerformanceName();
String bandSong = group->getBandSong();
if (bandSong == "") {
Locker locker(group);
group->setBandSong(song);
} else {
if (bandSong != song) {
player->sendSystemMessage("@performance:music_join_band_stop"); // You must play the same song as the band.
session->stopPlayingMusic();
} else {
player->sendSystemMessage("@performance:music_join_band_self"); // You join with the band in the currently playing song.
}
}
}
}
}
//.........这里部分代码省略.........