本文整理汇总了C++中GameObjectPointer::SetByte方法的典型用法代码示例。如果您正苦于以下问题:C++ GameObjectPointer::SetByte方法的具体用法?C++ GameObjectPointer::SetByte怎么用?C++ GameObjectPointer::SetByte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::SetByte方法的6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: SpawnObjects
void SpawnObjects(shared_ptr<MapMgr> pmgr)
{
if(!pmgr || pmgr->GetMapId() != 530)
return;
const static sgodata godata[] =
{
{ 182173, -290.016f, 3702.42f, 56.6729f, 0.0349066f, 0, 0, 0.0174524f, 0.999848f, 1, 32, 0, 1 }, // stadium
{ 182174, -184.889f, 3476.93f, 38.205f, -0.0174535f, 0, 0, 0.00872664f, -0.999962f, 1, 32, 0, 1 }, // overlook
{ 182175, -471.462f, 3451.09f, 34.6432f, 0.174533f, 0, 0, 0.0871557f, 0.996195f, 1, 32, 0, 1 }, // brokenhill
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
};
const static sgodata godata_banner[] =
{
{ 183515, -289.61f, 3696.83f, 75.9447f, 3.12414f, 0, 0, 0.999962f, 0.00872656f, 1, 32, 1375, 1 }, // stadium
{ 182525, -187.887f, 3459.38f, 60.0403f, -3.12414f, 0, 0, 0.999962f, -0.00872653f, 1, 32, 1375, 1 }, // overlook
{ 183514, -467.078f, 3528.17f, 64.7121f, 3.14159f, 0, 0, 1, -4.37114E-8f, 1, 32, 1375, 1 }, // brokenhill
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
};
uint32 i;
const sgodata* p, *p2;
for(i = 0; i < 3; ++i)
{
p = &godata[i];
p2 = &godata_banner[i];
GameObjectPointer pGo = pmgr->GetInterface()->SpawnGameObject(p->entry, p->posx, p->posy, p->posz, p->facing, false, 0, 0);
if(pGo == NULL)
continue;
GameObjectPointer pGo2 = pmgr->GetInterface()->SpawnGameObject(p2->entry, p2->posx, p2->posy, p2->posz, p2->facing, false, 0, 0);
if(pGo2 == NULL)
continue;
pGo->SetByte(GAMEOBJECT_BYTES_1, GAMEOBJECT_BYTES_STATE, p->state);
pGo2->SetByte(GAMEOBJECT_BYTES_1, GAMEOBJECT_BYTES_STATE, p2->state);
pGo->SetUInt32Value(GAMEOBJECT_FLAGS, p->flags);
pGo2->SetUInt32Value(GAMEOBJECT_FLAGS, p2->flags);
pGo->SetUInt32Value(GAMEOBJECT_FACTION, p->faction);
pGo2->SetUInt32Value(GAMEOBJECT_FACTION, p2->faction);
for(uint32 j = 0; j < 4; ++j)
{
pGo->SetFloatValue(GAMEOBJECT_ROTATION + j, p->orientation[j]);
pGo2->SetFloatValue(GAMEOBJECT_ROTATION + j, p2->orientation[j]);
}
// now make his script
pGo->SetScript(new HellfirePeninsulaBannerAI(pGo));
((HellfirePeninsulaBannerAI*)pGo->GetScript())->pBanner = pGo2;
pGo->PushToWorld(pmgr);
pGo2->PushToWorld(pmgr);
pGo->GetScript()->OnSpawn();
printf("Spawned gameobject entry %u for world pvp on hellfire.\n", p->entry);
}
}
示例2: HandleGOActivate
bool ChatHandler::HandleGOActivate(const char* args, WorldSession *m_session)
{
GameObjectPointer GObj = NULLGOB;
GObj = m_session->GetPlayer()->m_GM_SelectedGO;
if( !GObj )
{
RedSystemMessage(m_session, "No selected GameObject...");
return true;
}
if(GObj->GetByte(GAMEOBJECT_BYTES_1, GAMEOBJECT_BYTES_STATE) == 1)
{
// Close/Deactivate
GObj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 0);
GObj->SetUInt32Value(GAMEOBJECT_FLAGS, (GObj->GetUInt32Value(GAMEOBJECT_FLAGS)-1));
} else {
// Open/Activate
GObj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 1);
GObj->SetUInt32Value(GAMEOBJECT_FLAGS, (GObj->GetUInt32Value(GAMEOBJECT_FLAGS)+1));
}
BlueSystemMessage(m_session, "Gameobject opened/closed.");
return true;
}
示例3: TFSpawnObjects
void TFSpawnObjects(shared_ptr<MapMgr> pmgr)
{
if(!pmgr || pmgr->GetMapId() != 530)
return;
const static sgodata godata[] =
{
{ 183104, -3081.65f, 5335.03f, 17.1853f, -2.14675f, 0, 0, 0.878817f, -0.477159f, 1, 32, 0, 1 },
{ 183411, -2939.9f, 4788.73f, 18.987f, 2.77507f, 0, 0, 0.983255f, 0.182236f, 1, 32, 0, 1 },
{ 183412, -3174.94f, 4440.97f, 16.2281f, 1.86750f, 0, 0, 0.803857f, 0.594823f, 1, 32, 0, 1 },
{ 183413, -3603.31f, 4529.15f, 20.9077f, 0.994838f, 0, 0, 0.477159f, 0.878817f, 1, 32, 0, 1 },
{ 183414, -3812.37f, 4899.3f, 17.7249f, 0.087266f, 0, 0, 0.043619f, 0.999048f, 1, 32, 0, 1 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
};
uint32 i;
const sgodata* p;
for(i = 0; i < 5; ++i)
{
p = &godata[i];
GameObjectPointer pGo = NULLGOB;
pGo = pmgr->GetInterface()->SpawnGameObject(p->entry, p->posx, p->posy, p->posz, p->facing, false, 0, 0);
if(!pGo)
continue;
pGo->SetByte(GAMEOBJECT_BYTES_1, GAMEOBJECT_BYTES_STATE, p->state);
pGo->SetUInt32Value(GAMEOBJECT_FLAGS, p->flags);
pGo->SetUInt32Value(GAMEOBJECT_FACTION, p->faction);
for(uint32 j = 0; j < 4; ++j)
{
pGo->SetFloatValue(GAMEOBJECT_ROTATION + j, p->orientation[j]);
}
// now make his script
pGo->SetScript(new TerokkarForestBannerAI(pGo));
pGo->PushToWorld(pmgr);
pGo->GetScript()->OnSpawn();
}
}
示例4: OnActivate
void OnActivate(PlayerPointer pPlayer)
{
CreaturePointer Ulag = NULLCREATURE;
GameObjectPointer pDoor = NULLGOB;
Ulag = pPlayer->GetMapMgr()->GetInterface()->GetCreatureNearestCoords(2390.101807f, 336.676788f, 40.015614f, 6390);
pDoor = pPlayer->GetMapMgr()->GetInterface()->GetGameObjectNearestCoords(2388.480029f, 338.3901f, 40.092899f, 176594);
QuestLogEntry * en = pPlayer->GetQuestLogForEntry(1819);
if(!en || pDoor==NULL || Ulag)
return;
CreaturePointer NewCreature = pPlayer->GetMapMgr()->GetInterface()->SpawnCreature(6390, 2390.101807f, 336.676788f, 40.015614f, 2.259590f, true, false, 0, 0);
if ( NewCreature != NULL )
{
NewCreature->Despawn(180000, 0);
NewCreature->GetAIInterface()->SetNextTarget(pPlayer);
NewCreature->GetAIInterface()->AttackReaction(pPlayer, 1);
pDoor->SetUInt32Value(GAMEOBJECT_FLAGS, 33);
pDoor->SetByte(GAMEOBJECT_BYTES_1, 0, 0);
};
}
示例5: OnCreate
void ArathiBasin::OnCreate()
{
// Alliance Gate
GameObjectPointer gate = SpawnGameObject(180255, 1284.597290f, 1281.166626f, -15.977916f, 0.76f, 32, 114, 1.5799990f);
gate->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_ANIMPROGRESS, 100);
gate->PushToWorld(m_mapMgr);
m_gates.push_back(gate);
// horde gate
gate = SpawnGameObject(180256, 708.0902710f, 708.4479370f, -17.3898964f, 3.92f, 32, 114, 1.5699990f);
gate->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_ANIMPROGRESS, 100);
gate->PushToWorld(m_mapMgr);
m_gates.push_back(gate);
// spawn (default) control points
SpawnControlPoint(AB_CONTROL_POINT_STABLE, AB_SPAWN_TYPE_NEUTRAL);
SpawnControlPoint(AB_CONTROL_POINT_BLACKSMITH, AB_SPAWN_TYPE_NEUTRAL);
SpawnControlPoint(AB_CONTROL_POINT_LUMBERMILL, AB_SPAWN_TYPE_NEUTRAL);
SpawnControlPoint(AB_CONTROL_POINT_MINE, AB_SPAWN_TYPE_NEUTRAL);
SpawnControlPoint(AB_CONTROL_POINT_FARM, AB_SPAWN_TYPE_NEUTRAL);
// spawn buffs
SpawnBuff(AB_BUFF_STABLES);
SpawnBuff(AB_BUFF_BLACKSMITH);
SpawnBuff(AB_BUFF_LUMBERMILL);
SpawnBuff(AB_BUFF_MINE);
SpawnBuff(AB_BUFF_FARM);
// spawn the h/a base spirit guides
AddSpiritGuide(SpawnSpiritGuide(NoBaseGYLocations[0][0],NoBaseGYLocations[0][1],NoBaseGYLocations[0][2], 0.0f, 0));
AddSpiritGuide(SpawnSpiritGuide(NoBaseGYLocations[1][0],NoBaseGYLocations[1][1],NoBaseGYLocations[1][2], 0.0f, 1));
// w00t
WorldStateManager &sm = m_mapMgr->GetStateManager();
// urrrgh worldstates
sm.CreateWorldState(0x8D8, 0x00);
sm.CreateWorldState(0x8D7, 0x00);
sm.CreateWorldState(0x8D6, 0x00);
sm.CreateWorldState(0x8D5, 0x00);
sm.CreateWorldState(0x8D4, 0x00);
sm.CreateWorldState(0x8D3, 0x00);
// AB world state's
// unknowns, need more research
sm.CreateWorldState(0x7A3, 1800); // unknown
sm.CreateWorldState(0x745, 0x02); // unknown
// Icon stuff for on the map
sm.CreateWorldState(WORLDSTATE_AB_SHOW_BACKSMITH_ICON, 0x01);
sm.CreateWorldState(WORLDSTATE_AB_SHOW_FARM_ICON, 0x01);
sm.CreateWorldState(WORLDSTATE_AB_SHOW_LUMBERMILL_ICON, 0x01);
sm.CreateWorldState(WORLDSTATE_AB_SHOW_GOLDMINE_ICON, 0x01);
sm.CreateWorldState(WORLDSTATE_AB_SHOW_STABLE_ICON, 0x01);
// LumberMill
sm.CreateWorldState(WORLDSTATE_AB_CAPTURING_LUMBERMILL_HORDE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_CAPTURING_LUMBERMILL_ALLIANCE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_CAPTURED_LUMBERMILL_HORDE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_CAPTURED_LUMBERMILL_ALLIANCE, 0x00);
// GoldMine
sm.CreateWorldState(WORLDSTATE_AB_CAPTURING_GOLDMINE_HORDE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_CAPTURING_GOLDMINE_ALLIANCE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_CAPTURED_GOLDMINE_HORDE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_CAPTURED_GOLDMINE_ALLIANCE, 0x00);
// BlackSmith
sm.CreateWorldState(WORLDSTATE_AB_CAPTURING_BLACKSMITH_HORDE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_CAPTURING_BLACKSMITH_ALLIANCE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_CAPTURED_BLACKSMITH_HORDE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_CAPTURED_BLACKSMITH_ALLIANCE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_MAX_SCORE, RESOURCES_WINVAL);
sm.CreateWorldState(WORLDSTATE_AB_ALLIANCE_CAPTUREBASE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_HORDE_CAPTUREBASE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_HORDE_RESOURCES, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_ALLIANCE_RESOURCES, 0x00);
// Farm
sm.CreateWorldState(WORLDSTATE_AB_CAPTURING_FARM_ALLIANCE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_CAPTURING_FARM_HORDE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_CAPTURED_FARM_HORDE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_CAPTURED_FARM_ALLIANCE, 0x00);
// Stables
sm.CreateWorldState(WORLDSTATE_AB_CAPTURING_STABLES_HORDE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_CAPTURING_STABLES_ALLIANCE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_CAPTURED_STABLES_HORDE, 0x00);
sm.CreateWorldState(WORLDSTATE_AB_CAPTURED_STABLES_ALLIANCE, 0x00);
}
示例6: OnCreate
void Arena::OnCreate()
{
GameObjectPointer obj;
WorldStateManager &sm = m_mapMgr->GetStateManager();
switch(m_mapMgr->GetMapId())
{
/* loraedeon */
case 572:
{
obj = SpawnGameObject(185917, 1278.647705f, 1730.556641f, 31.605574f, 1.68f, 32, 1375, 1.0f);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 1);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_ANIMPROGRESS, 100);
m_gates.insert(obj);
obj = SpawnGameObject(185918, 1293.560791f, 1601.937988f, 31.605574f, 4.86f, 32, 1375, 1.0f);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 1);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_ANIMPROGRESS, 100);
m_gates.insert(obj);
m_pcWorldStates[GREEN_TEAM] = WORLDSTATE_ARENA_LORDAERON_GREEN_PLAYER_COUNT;
m_pcWorldStates[GOLD_TEAM] = WORLDSTATE_ARENA_LORDAERON_GOLD_PLAYER_COUNT;
sm.CreateWorldState(WORLDSTATE_ARENA_LORDAERON_SCORE_SHOW, 1);
}break;
/* blades edge arena */
case 562:
{
obj = SpawnGameObject(183972, 6177.707520f, 227.348145f, 3.604374f, -2.260201f, 32, 1375, 1.0f);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 1);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_ANIMPROGRESS, 100);
obj->PushToWorld(m_mapMgr);
obj = SpawnGameObject(183973, 6189.546387f, 241.709854f, 3.101481f, 0.881392f, 32, 1375, 1.0f);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 1);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_ANIMPROGRESS, 100);
m_gates.insert(obj);
obj = SpawnGameObject(183970, 6299.115723f, 296.549438f, 3.308032f, 0.881392f, 32, 1375, 1.0f);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 1);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_ANIMPROGRESS, 100);
obj->PushToWorld(m_mapMgr);
obj = SpawnGameObject(183971, 6287.276855f, 282.187714f, 3.810925f, -2.260201f, 32, 1375, 1.0f);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 1);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_ANIMPROGRESS, 100);
m_gates.insert(obj);
m_pcWorldStates[GREEN_TEAM] = WORLDSTATE_ARENA_BLADESEDGE_GREEN_PLAYER_COUNT;
m_pcWorldStates[GOLD_TEAM] = WORLDSTATE_ARENA_BLADESEDGE_GOLD_PLAYER_COUNT;
sm.CreateWorldState(WORLDSTATE_ARENA_BLADESEDGE_SCORE_SHOW, 1);
}break;
/* nagrand arena */
case 559:
{
obj = SpawnGameObject(183979, 4090.064453f, 2858.437744f, 10.236313f, 0.492805f, 32, 1375, 1.0f);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 1);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_ANIMPROGRESS, 100);
obj->PushToWorld(m_mapMgr);
obj = SpawnGameObject(183980, 4081.178955f, 2874.970459f, 12.391714f, 0.492805f, 32, 1375, 1.0f);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 1);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_ANIMPROGRESS, 100);
m_gates.insert(obj);
obj = SpawnGameObject(183977, 4023.709473f, 2981.776611f, 10.701169f, -2.648788f, 32, 1375, 1.0f);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 1);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_ANIMPROGRESS, 100);
obj->PushToWorld(m_mapMgr);
obj = SpawnGameObject(183978, 4031.854248f, 2966.833496f, 12.646200f, -2.648788f, 32, 1375, 1.0f);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 1);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_ANIMPROGRESS, 100);
m_gates.insert(obj);
m_pcWorldStates[GREEN_TEAM] = WORLDSTATE_ARENA_NAGRAND_GREEN_PLAYER_COUNT;
m_pcWorldStates[GOLD_TEAM] = WORLDSTATE_ARENA_NAGRAND_GOLD_PLAYER_COUNT;
sm.CreateWorldState(WORLDSTATE_ARENA_NAGRAND_SCORE_SHOW, 1);
}break;
/* Dalaran Sewers */
case 617:
{
obj = SpawnGameObject(192643, 1256.33996582031f, 770.06201171875f, 20.5f, 0.0f, 32, 1375, 2.0f);
if(obj)
{
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 1);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_ANIMPROGRESS, 100);
m_gates.insert(obj);
}
obj = SpawnGameObject(192642, 1327.2099609375f, 813.239990234375f, 20.5f, 0.0f, 32, 1375, 2.0f);
if(obj)
{
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_STATE, 1);
obj->SetByte(GAMEOBJECT_BYTES_1,GAMEOBJECT_BYTES_ANIMPROGRESS, 100);
m_gates.insert(obj);
}
// not rly blizzlike, should be spawn later, not on create, but who cares, will fix it later
//.........这里部分代码省略.........