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C++ Inventory::setId方法代码示例

本文整理汇总了C++中Inventory::setId方法的典型用法代码示例。如果您正苦于以下问题:C++ Inventory::setId方法的具体用法?C++ Inventory::setId怎么用?C++ Inventory::setId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Inventory的用法示例。


在下文中一共展示了Inventory::setId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: createNonPersistentNpc

NPCObject* NonPersistentNpcFactory::createNonPersistentNpc(DatabaseResult* result, uint64 templateId, uint64 npcNewId, uint32 familyId, uint64 controllingObject)
{
	NPCObject*		npc;

	switch(familyId)
	{
		case NpcFamily_Trainer:
		{
			npc	= new Trainer();
		}
		break;		

		case NpcFamily_Filler:
		{
			npc	= new FillerNPC();
		}
		break;

		case NpcFamily_QuestGiver:
		{
			npc	= new QuestGiver();
		}
		break;

		case NpcFamily_AttackableObject:
		{
			// Stuff like Debris.
			npc	= new AttackableStaticNpc();
		}
		break;

		case NpcFamily_AttackableCreatures:
		{
			// gLogger->logMsgF("NonPersistentNpcFactory::_createNonPersistentNpc() Created a NpcFamily_AttackableCreatures", MSG_NORMAL);
			// Stuff like npc's and womp rats :).
			npc	= new AttackableCreature(templateId);
		}
		break;

		case NpcFamily_NaturalLairs:
		{
			// First time lairs.
			// gLogger->logMsgF("NonPersistentNpcFactory::createNonPersistentNpc() Created a NpcFamily_NaturalLairs", MSG_NORMAL);

			//Lairs are not supported here, at least not yet.
			assert(false && "NonPersistentNpcFactory::createNonPersistent NpcFamily_NaturalLairs Lairs are not supported here yet.");
			npc	= new LairObject(templateId);
		}
		break;

		default:
		{
			gLogger->logMsgF("NonPersistentNpcFactory::createNonPersistent unknown Family %u",MSG_HIGH,familyId);
			assert(false && "NonPersistentNpcFactory::createNonPersistent unknown family");
			npc = new NPCObject();
		}
		break;
	}

	// Set the new temporarily id.
	npc->setId(npcNewId);

	// Register object with WorldManager.
	gWorldManager->addObject(npc, true);

	Inventory*	npcInventory = new Inventory();
	npcInventory->setCapacity(50);//we want to be able to fill something in our inventory
	npcInventory->setParent(npc);

	uint64 count = result->getRowCount();

	result->GetNextRow(mNonPersistentNpcBinding,(void*)npc);

	// The template for this creature, in case of a respawn.
	npc->mNpcTemplateId = templateId;

	// Should bet fetched from attributes, these will do as defaults.
	npc->mHam.mHealth.setCurrentHitPoints(500);
	npc->mHam.mAction.setCurrentHitPoints(500);
	npc->mHam.mMind.setCurrentHitPoints(500);
	npc->mHam.calcAllModifiedHitPoints();

	// inventory
	npcInventory->setId(npc->mId + 1);
	npcInventory->setParentId(npc->mId);
	npcInventory->setModelString("object/tangible/inventory/shared_creature_inventory.iff");
	
	npcInventory->setName("inventory");
	npcInventory->setNameFile("item_n");
	npcInventory->setTangibleGroup(TanGroup_Inventory);
	npcInventory->setTangibleType(TanType_CreatureInventory);
	npc->mEquipManager.addEquippedObject(CreatureEquipSlot_Inventory,npcInventory);

	if (npc->getNpcFamily() == NpcFamily_AttackableObject)
	{
		// Dynamic spawned pve-enabled "static" creatures like debris.
		npc->setType(ObjType_Creature);
		npc->setCreoGroup(CreoGroup_AttackableObject);

		npc->mTypeOptions = 0x0;
//.........这里部分代码省略.........
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:101,代码来源:NonPersistentNpcFactory.cpp

示例2: handleDatabaseJobComplete

void NonPersistentNpcFactory::handleDatabaseJobComplete(void* ref,DatabaseResult* result)
{
	
	QueryNonPersistentNpcFactory* asyncContainer = reinterpret_cast<QueryNonPersistentNpcFactory*>(ref);

	switch(asyncContainer->mQueryType)
	{
		case NonPersistentNpcQuery_Attributes:
		{
			// gLogger->logMsgF("NonPersistentNpcFactory::handleDatabaseJobComplete() AT NonPersistentNpcQuery_Attributes:", MSG_NORMAL);
			Object* object = gWorldManager->getObjectById(asyncContainer->mId);
			if (object)
			{
				_buildAttributeMap(object,result);
				if (object->getLoadState() == LoadState_Loaded && asyncContainer->mOfCallback)
				{
					// gLogger->logMsgF("NonPersistentNpcFactory::handleDatabaseJobComplete() Invoking mOfCallback->handleObjectReady(npc)", MSG_NORMAL);
					asyncContainer->mOfCallback->handleObjectReady(object);
				}
				else
				{
					// gLogger->logMsgF("NonPersistentNpcFactory::handleDatabaseJobComplete() Invoking NOTHING", MSG_NORMAL);
				}
			}
			else
			{
				gLogger->logMsgF("NonPersistentNpcFactory::handleDatabaseJobComplete() Object is GONE", MSG_NORMAL);
			}
		}
		break;
//=============================================================================
//
//	Upgrade version for use of the correct DB.
//
//=============================================================================

		case NonPersistentNpcQuery_LairTemplate:
		{
			// gLogger->logMsgF("NonPersistentNpcFactory::handleDatabaseJobComplete() AT NonPersistentNpcQuery_LairTemplate:", MSG_NORMAL);

			NpcLairEntityEx lair;

			DataBinding* lairSpawnBinding = mDatabase->CreateDataBinding(9);
			lairSpawnBinding->addField(DFT_uint64,offsetof(NpcLairEntityEx,mCreatureSpwanRegion),8,0);
			lairSpawnBinding->addField(DFT_uint64,offsetof(NpcLairEntityEx,mTemplateId),8,1);
			lairSpawnBinding->addField(DFT_uint32,offsetof(NpcLairEntityEx,mCreatureGroup),4,2);
			lairSpawnBinding->addField(DFT_uint32,offsetof(NpcLairEntityEx,mNumberOfLairs),4,3);
			lairSpawnBinding->addField(DFT_float,offsetof(NpcLairEntityEx,mSpawnPosX),4,4);
			lairSpawnBinding->addField(DFT_float,offsetof(NpcLairEntityEx,mSpawnPosZ),4,5);
			lairSpawnBinding->addField(DFT_float,offsetof(NpcLairEntityEx,mSpawnDirY),4,6);
			lairSpawnBinding->addField(DFT_float,offsetof(NpcLairEntityEx,mSpawnDirW),4,7);
			lairSpawnBinding->addField(DFT_uint32,offsetof(NpcLairEntityEx,mFamily),4,8);
			
			DataBinding* lairSpawnNpcBinding = mDatabase->CreateDataBinding(4);
			lairSpawnNpcBinding->addField(DFT_bstring,offsetof(NPCObject,mModel),255,9);
			lairSpawnNpcBinding->addField(DFT_bstring,offsetof(NPCObject,mSpecies),255,10);
			lairSpawnNpcBinding->addField(DFT_bstring,offsetof(NPCObject,mSpeciesGroup),255,11);
			lairSpawnNpcBinding->addField(DFT_bstring,offsetof(NPCObject,mFaction),32,12);
					
			uint64 count = result->getRowCount();

			result->GetNextRow(lairSpawnBinding,&lair);

			// Let's create the lair.
		
			// We save the lairs-type... that's kinda a template for the complete lair.
			LairObject* npc	= new LairObject(asyncContainer->mTemplateId);

			// Set the new if of this temp object.
			npc->setId(asyncContainer->mId);

			// Register object with WorldManager.
			gWorldManager->addObject(npc, true);

			// May need the height also, in case of pre set (fixed) spawn position.
			npc->mPosition.x = lair.mSpawnPosX;
			npc->mPosition.z = lair.mSpawnPosZ;

			if (npc->getParentId() == 0)
			{
				// Heightmap only works outside.
				npc->mPosition.y = npc->getHeightAt2DPosition(lair.mSpawnPosX, lair.mSpawnPosZ, true);
			}
			else
			{
				// We do not have support for handling creatures inside.
				assert(false && "NonPersistentNpcFactory::handleDatabaseJobComplete NonPersistentNpcQuery_LairTemplate No support for handling creatures inside");
				npc->mPosition.y = 0;
			}
			
			npc->mDirection.y = lair.mSpawnDirY;
			npc->mDirection.w = lair.mSpawnDirW;

			// Let's get the spawn area.
			const Anh_Math::Rectangle spawnArea = gWorldManager->getSpawnArea(lair.mCreatureSpwanRegion);

			// lair.mCreatureSpwanRegion
			npc->setSpawnArea(spawnArea); 

			result->ResetRowIndex();
//.........这里部分代码省略.........
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:101,代码来源:NonPersistentNpcFactory.cpp


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