本文整理汇总了C++中GameObjectPointer::CalcDistance方法的典型用法代码示例。如果您正苦于以下问题:C++ GameObjectPointer::CalcDistance方法的具体用法?C++ GameObjectPointer::CalcDistance怎么用?C++ GameObjectPointer::CalcDistance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GameObjectPointer
的用法示例。
在下文中一共展示了GameObjectPointer::CalcDistance方法的1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: HandleGOInfo
bool ChatHandler::HandleGOInfo(const char *args, WorldSession *m_session)
{
std::stringstream sstext;
GameObjectInfo *GOInfo = NULL;
GameObjectPointer GObj = NULLGOB;
GObj = m_session->GetPlayer()->m_GM_SelectedGO;
if( !GObj )
{
RedSystemMessage(m_session, "No selected GameObject...");
return true;
}
sstext
<< MSG_COLOR_SUBWHITE << "Informations:\n"
<< MSG_COLOR_GREEN << "Entry: " << MSG_COLOR_LIGHTBLUE << GObj->GetEntry() << "\n"
<< MSG_COLOR_GREEN << "Model: " << MSG_COLOR_LIGHTBLUE << GObj->GetUInt32Value(GAMEOBJECT_DISPLAYID)<< "\n"
<< MSG_COLOR_GREEN << "State: " << MSG_COLOR_LIGHTBLUE << (uint32)GObj->GetByte(GAMEOBJECT_BYTES_1, GAMEOBJECT_BYTES_STATE)<< "\n"
<< MSG_COLOR_GREEN << "flags: " << MSG_COLOR_LIGHTBLUE << GObj->GetUInt32Value(GAMEOBJECT_FLAGS)<< "\n"
<< MSG_COLOR_GREEN << "dynflags:" << MSG_COLOR_LIGHTBLUE << GObj->GetUInt32Value(GAMEOBJECT_DYNAMIC) << "\n"
<< MSG_COLOR_GREEN << "faction: " << MSG_COLOR_LIGHTBLUE << GObj->GetUInt32Value(GAMEOBJECT_FACTION)<< "\n"
<< MSG_COLOR_GREEN << "Type: " << MSG_COLOR_LIGHTBLUE << (uint32)GObj->GetByte(GAMEOBJECT_BYTES_1, GAMEOBJECT_BYTES_TYPE_ID) << " -- ";
switch( GObj->GetByte(GAMEOBJECT_BYTES_1, GAMEOBJECT_BYTES_TYPE_ID) )
{
case GAMEOBJECT_TYPE_DOOR: sstext << "Door"; break;
case GAMEOBJECT_TYPE_BUTTON: sstext << "Button"; break;
case GAMEOBJECT_TYPE_QUESTGIVER: sstext << "Quest Giver"; break;
case GAMEOBJECT_TYPE_CHEST: sstext << "Chest"; break;
case GAMEOBJECT_TYPE_BINDER: sstext << "Binder"; break;
case GAMEOBJECT_TYPE_GENERIC: sstext << "Generic"; break;
case GAMEOBJECT_TYPE_TRAP: sstext << "Trap"; break;
case GAMEOBJECT_TYPE_CHAIR: sstext << "Chair"; break;
case GAMEOBJECT_TYPE_SPELL_FOCUS: sstext << "Spell Focus"; break;
case GAMEOBJECT_TYPE_TEXT: sstext << "Text"; break;
case GAMEOBJECT_TYPE_GOOBER: sstext << "Goober"; break;
case GAMEOBJECT_TYPE_TRANSPORT: sstext << "Transport"; break;
case GAMEOBJECT_TYPE_AREADAMAGE: sstext << "Area Damage"; break;
case GAMEOBJECT_TYPE_CAMERA: sstext << "Camera"; break;
case GAMEOBJECT_TYPE_MAP_OBJECT: sstext << "Map Object"; break;
case GAMEOBJECT_TYPE_MO_TRANSPORT: sstext << "Mo Transport"; break;
case GAMEOBJECT_TYPE_DUEL_ARBITER: sstext << "Duel Arbiter"; break;
case GAMEOBJECT_TYPE_FISHINGNODE: sstext << "Fishing Node"; break;
case GAMEOBJECT_TYPE_RITUAL: sstext << "Ritual"; break;
case GAMEOBJECT_TYPE_MAILBOX: sstext << "Mailbox"; break;
case GAMEOBJECT_TYPE_AUCTIONHOUSE: sstext << "Auction House"; break;
case GAMEOBJECT_TYPE_GUARDPOST: sstext << "Guard Post"; break;
case GAMEOBJECT_TYPE_SPELLCASTER: sstext << "Spell Caster"; break;
case GAMEOBJECT_TYPE_MEETINGSTONE: sstext << "Meeting Stone"; break;
case GAMEOBJECT_TYPE_FLAGSTAND: sstext << "Flag Stand"; break;
case GAMEOBJECT_TYPE_FISHINGHOLE: sstext << "Fishing Hole"; break;
case GAMEOBJECT_TYPE_FLAGDROP: sstext << "Flag Drop"; break;
default: sstext << "Unknown."; break;
}
sstext
<< "\n"
<< MSG_COLOR_GREEN << "Distance: " << MSG_COLOR_LIGHTBLUE << GObj->CalcDistance(m_session->GetPlayer());
GOInfo = GameObjectNameStorage.LookupEntry(GObj->GetEntry());
if( !GOInfo )
{
RedSystemMessage(m_session, "This GameObject doesn't have template, you won't be able to get some informations nor to spawn a GO with this entry.");
sstext << "|r";
SystemMessage(m_session, sstext.str().c_str());
return true;
}
sstext
<< "\n"
<< MSG_COLOR_GREEN << "Name: " << MSG_COLOR_LIGHTBLUE << GOInfo->Name << "\n"
<< MSG_COLOR_GREEN << "Size: " << MSG_COLOR_LIGHTBLUE << GObj->GetFloatValue(OBJECT_FIELD_SCALE_X) << "\n"
<< "|r";
SystemMessage(m_session, sstext.str().c_str());
return true;
}