本文整理汇总了C++中GameObject::GetDisplayId方法的典型用法代码示例。如果您正苦于以下问题:C++ GameObject::GetDisplayId方法的具体用法?C++ GameObject::GetDisplayId怎么用?C++ GameObject::GetDisplayId使用的例子?那么恭喜您, 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GameObject
的用法示例。
在下文中一共展示了GameObject::GetDisplayId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: Relocate
bool GameObjectModel::Relocate(const GameObject& go)
{
if (!iModel)
return false;
ModelList::const_iterator it = model_list.find(go.GetDisplayId());
if (it == model_list.end())
return false;
G3D::AABox mdl_box(it->second.bound);
// ignore models with no bounds
if (mdl_box == G3D::AABox::zero())
{
VMAP_ERROR_LOG("misc", "GameObject model %s has zero bounds, loading skipped", it->second.name.c_str());
return false;
}
iPos = Vector3(go.GetPositionX(), go.GetPositionY(), go.GetPositionZ());
G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(go.GetOrientation(), 0, 0);
iInvRot = iRotation.inverse();
// transform bounding box:
mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
AABox rotated_bounds;
for (int i = 0; i < 8; ++i)
rotated_bounds.merge(iRotation * mdl_box.corner(i));
iBound = rotated_bounds + iPos;
#ifdef SPAWN_CORNERS
// test:
for (int i = 0; i < 8; ++i)
{
Vector3 pos(iBound.corner(i));
go.SummonCreature(1, pos.x, pos.y, pos.z, 0, TEMPSUMMON_MANUAL_DESPAWN);
}
#endif
return true;
}
示例2: HandleGOInfo
bool ChatHandler::HandleGOInfo(const char *args, WorldSession *m_session)
{
std::stringstream sstext;
GameObject *GObj = NULL;
GObj = m_session->GetPlayer()->m_GM_SelectedGO;
if( !GObj )
{
RedSystemMessage(m_session, "No selected GameObject...");
return true;
}
WhiteSystemMessage(m_session, "Information:");
if(GObj->m_spawn)
GreenSystemMessage(m_session, "SpawnID: %s%u|r", MSG_COLOR_LIGHTBLUE, GObj->m_spawn->id);
GreenSystemMessage(m_session, "Entry: %s%u|r", MSG_COLOR_LIGHTBLUE, GObj->GetEntry());
GreenSystemMessage(m_session, "Model: %s%u|r", MSG_COLOR_LIGHTBLUE, GObj->GetDisplayId());
GreenSystemMessage(m_session, "State: %s%u|r", MSG_COLOR_LIGHTBLUE, GObj->GetState());
GreenSystemMessage(m_session, "flags: %s%u|r", MSG_COLOR_LIGHTBLUE, GObj->GetFlags());
GreenSystemMessage(m_session, "dynflags: %s%u|r", MSG_COLOR_LIGHTBLUE, GObj->GetUInt32Value(GAMEOBJECT_DYNAMIC));
GreenSystemMessage(m_session, "faction: %s%u|r", MSG_COLOR_LIGHTBLUE, GObj->GetUInt32Value(GAMEOBJECT_FACTION));
std::stringstream gottext;
uint8 type = GObj->GetByte(GAMEOBJECT_BYTES_1, GAMEOBJECT_BYTES_TYPE_ID);
switch(type)
{
case GAMEOBJECT_TYPE_DOOR:
gottext << "Door";
break;
case GAMEOBJECT_TYPE_BUTTON:
gottext << "Button";
break;
case GAMEOBJECT_TYPE_QUESTGIVER:
gottext << "Quest Giver";
break;
case GAMEOBJECT_TYPE_CHEST:
gottext << "Chest";
break;
case GAMEOBJECT_TYPE_BINDER:
gottext << "Binder";
break;
case GAMEOBJECT_TYPE_GENERIC:
gottext << "Generic";
break;
case GAMEOBJECT_TYPE_TRAP:
gottext << "Trap";
break;
case GAMEOBJECT_TYPE_CHAIR:
gottext << "Chair";
break;
case GAMEOBJECT_TYPE_SPELL_FOCUS:
gottext << "Spell Focus";
break;
case GAMEOBJECT_TYPE_TEXT:
gottext << "Text";
break;
case GAMEOBJECT_TYPE_GOOBER:
gottext << "Goober";
break;
case GAMEOBJECT_TYPE_TRANSPORT:
gottext << "Transport";
break;
case GAMEOBJECT_TYPE_AREADAMAGE:
gottext << "Area Damage";
break;
case GAMEOBJECT_TYPE_CAMERA:
gottext << "Camera";
break;
case GAMEOBJECT_TYPE_MAP_OBJECT:
gottext << "Map Object";
break;
case GAMEOBJECT_TYPE_MO_TRANSPORT:
gottext << "Mo Transport";
break;
case GAMEOBJECT_TYPE_DUEL_ARBITER:
gottext << "Duel Arbiter";
break;
case GAMEOBJECT_TYPE_FISHINGNODE:
gottext << "Fishing Node";
break;
case GAMEOBJECT_TYPE_RITUAL:
gottext << "Ritual";
break;
case GAMEOBJECT_TYPE_MAILBOX:
gottext << "Mailbox";
break;
case GAMEOBJECT_TYPE_AUCTIONHOUSE:
gottext << "Auction House";
break;
case GAMEOBJECT_TYPE_GUARDPOST:
gottext << "Guard Post";
break;
case GAMEOBJECT_TYPE_SPELLCASTER:
gottext << "Spell Caster";
break;
case GAMEOBJECT_TYPE_MEETINGSTONE:
gottext << "Meeting Stone";
break;
case GAMEOBJECT_TYPE_FLAGSTAND:
gottext << "Flag Stand";
//.........这里部分代码省略.........