本文整理汇总了C++中StaticANIObject::getStaticsById方法的典型用法代码示例。如果您正苦于以下问题:C++ StaticANIObject::getStaticsById方法的具体用法?C++ StaticANIObject::getStaticsById怎么用?C++ StaticANIObject::getStaticsById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StaticANIObject
的用法示例。
在下文中一共展示了StaticANIObject::getStaticsById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: sceneHandler28_startWork1
void sceneHandler28_startWork1() {
debugC(2, kDebugSceneLogic, "scene28: startWork");
g_fp->_aniMan->hide();
StaticANIObject *man = g_fp->_currentScene->getStaticANIObject1ById(ANI_MAN_28, -1);
man->_statics = man->getStaticsById(ST_MAN28_RIGHT);
man->setOXY(g_fp->_aniMan->_ox, g_fp->_aniMan->_oy);
man->_priority = g_fp->_aniMan->_priority;
man->show1(-1, -1, -1, 0);
chainQueue(QU_SC28_LIFT1_WORK, 1);
}
示例2: scene06_initScene
void scene06_initScene(Scene *sc) {
g_vars->scene06_mumsy = sc->getStaticANIObject1ById(ANI_MAMASHA, -1);
g_vars->scene06_someBall = 0;
g_vars->scene06_invHandle = sc->getStaticANIObject1ById(ANI_INV_HANDLE, -1);
g_vars->scene06_liftButton = sc->getStaticANIObject1ById(ANI_BUTTON_6, -1);
g_vars->scene06_ballDrop = sc->getStaticANIObject1ById(ANI_BALLDROP, -1);
g_vars->scene06_arcadeEnabled = false;
g_vars->scene06_aimingBall = false;
g_vars->scene06_currentBall = 0;
g_vars->scene06_ballInHands = 0;
g_vars->scene06_flyingBall = 0;
g_vars->scene06_balls.clear();
g_vars->scene06_numBallsGiven = 0;
g_vars->scene06_mumsyNumBalls = 0;
g_vars->scene06_eggieTimeout = 0;
g_vars->scene06_eggieDirection = true;
StaticANIObject *ball = sc->getStaticANIObject1ById(ANI_NEWBALL, -1);
ball->hide();
ball->_statics = ball->getStaticsById(ST_NBL_NORM);
g_vars->scene06_balls.push_back(ball);
for (int i = 0; i < 3; i++) {
StaticANIObject *ball2 = new StaticANIObject(ball);
ball2->hide();
ball2->_statics = ball2->getStaticsById(ST_NBL_NORM);
sc->addStaticANIObject(ball2, 1);
g_vars->scene06_balls.push_back(ball2);
}
if (g_fp->getObjectState(sO_BigMumsy) == g_fp->getObjectEnumState(sO_BigMumsy, sO_IsPlaying))
g_fp->setObjectState(sO_BigMumsy, g_fp->getObjectEnumState(sO_BigMumsy, sO_IsSleeping));
if (g_fp->getObjectState(sO_BigMumsy) != g_fp->getObjectEnumState(sO_BigMumsy, sO_IsSleeping))
g_vars->scene06_mumsy->hide();
g_fp->lift_setButton(sO_Level3, ST_LBN_3N);
g_fp->lift_init(sc, QU_SC6_ENTERLIFT, QU_SC6_EXITLIFT);
g_fp->initArcadeKeys("SC_6");
sceneHandler06_setExits(sc);
g_fp->setArcadeOverlay(PIC_CSR_ARCADE2);
}
示例3: sceneHandler25_startBearders
void sceneHandler25_startBearders() {
g_vars->scene25_bearders.clear();
g_vars->scene25_beardersCounter = 0;
StaticANIObject *bearded = g_fp->accessScene(SC_COMMON)->getStaticANIObject1ById(ANI_BEARDED_CMN, -1);
for (int i = 0; i < 3; i++) {
StaticANIObject *ani = new StaticANIObject(bearded);
g_vars->scene25_bearders.push_back(ani);
ani->_statics = ani->getStaticsById(ST_BRDCMN_EMPTY);
g_fp->_currentScene->addStaticANIObject(ani, 1);
}
g_vars->scene25_beardersAreThere = true;
}
示例4: setPicAniInfo
bool GameObject::setPicAniInfo(PicAniInfo *picAniInfo) {
if (!(picAniInfo->type & 3)) {
warning("StaticANIObject::setPicAniInfo(): Wrong type: %d", picAniInfo->type);
return false;
}
if (picAniInfo->type & 3) {
setOXY(picAniInfo->ox, picAniInfo->oy);
_priority = picAniInfo->priority;
_okeyCode = picAniInfo->field_8;
setFlags(picAniInfo->flags);
_field_8 = picAniInfo->field_24;
}
if (picAniInfo->type & 1) {
StaticANIObject *ani = (StaticANIObject *)this;
ani->_messageQueueId = (picAniInfo->type >> 16) & 0xffff;
if (picAniInfo->staticsId) {
ani->_statics = ani->getStaticsById(picAniInfo->staticsId);
} else {
ani->_statics = 0;
}
if (picAniInfo->movementId) {
ani->_movement = ani->getMovementById(picAniInfo->movementId);
if (ani->_movement)
ani->_movement->setDynamicPhaseIndex(picAniInfo->dynamicPhaseIndex);
} else {
ani->_movement = 0;
}
ani->setSomeDynamicPhaseIndex(picAniInfo->someDynamicPhaseIndex);
}
示例5: scene29_initScene
void scene29_initScene(Scene *sc) {
g_vars->scene29_porter = sc->getStaticANIObject1ById(ANI_PORTER, -1);
g_vars->scene29_shooter1 = sc->getStaticANIObject1ById(ANI_SHOOTER1, -1);
g_vars->scene29_shooter2 = sc->getStaticANIObject1ById(ANI_SHOOTER2, -1);
g_vars->scene29_ass = sc->getStaticANIObject1ById(ANI_ASS, -1);
g_vars->scene29_balls.numBalls = 0;
g_vars->scene29_balls.pTail = 0;
g_vars->scene29_balls.field_8 = 0;
g_vars->scene29_balls.pHead = 0;
free(g_vars->scene29_balls.cPlex);
g_vars->scene29_balls.cPlex = 0;
StaticANIObject *ani;
g_vars->scene29_greenBalls.numBalls = 0;
g_vars->scene29_greenBalls.pTail = 0;
g_vars->scene29_greenBalls.field_8 = 0;
g_vars->scene29_greenBalls.pHead = 0;
free(g_vars->scene29_greenBalls.cPlex);
g_vars->scene29_greenBalls.cPlex = 0;
ani = sc->getStaticANIObject1ById(ANI_SHELL_GREEN, -1);
Ball *b = g_vars->scene29_balls.sub04(g_vars->scene29_balls.field_8, 0);
b->ani = ani;
if (g_vars->scene29_balls.field_8)
g_vars->scene29_balls.field_8->p0 = b;
else
g_vars->scene29_balls.pHead = b;
g_vars->scene29_balls.field_8 = b;
for (int i = 0; i < 2; i++) {
StaticANIObject *newani = new StaticANIObject(ani);
sc->addStaticANIObject(newani, 1);
b = g_vars->scene29_balls.sub04(g_vars->scene29_balls.field_8, 0);
b->ani = ani;
if (g_vars->scene29_balls.field_8)
g_vars->scene29_balls.field_8->p0 = b;
else
g_vars->scene29_balls.pHead = b;
g_vars->scene29_balls.field_8 = b;
}
g_vars->scene29_redBalls.numBalls = 0;
g_vars->scene29_redBalls.pTail = 0;
g_vars->scene29_redBalls.field_8 = 0;
g_vars->scene29_redBalls.pHead = 0;
free(g_vars->scene29_redBalls.cPlex);
g_vars->scene29_redBalls.cPlex = 0;
g_vars->scene29_flyingRedBalls.numBalls = 0;
g_vars->scene29_flyingRedBalls.pTail = 0;
g_vars->scene29_flyingRedBalls.field_8 = 0;
g_vars->scene29_flyingRedBalls.pHead = 0;
free(g_vars->scene29_flyingRedBalls.cPlex);
g_vars->scene29_flyingRedBalls.cPlex = 0;
ani = sc->getStaticANIObject1ById(ANI_SHELL_RED, -1);
b = g_vars->scene29_redBalls.sub04(g_vars->scene29_redBalls.field_8, 0);
b->ani = ani;
if (g_vars->scene29_redBalls.field_8)
g_vars->scene29_redBalls.field_8->p0 = b;
else
g_vars->scene29_redBalls.pHead = b;
g_vars->scene29_redBalls.field_8 = b;
for (int i = 0; i < 2; i++) {
StaticANIObject *newani = new StaticANIObject(ani);
sc->addStaticANIObject(newani, 1);
b = g_vars->scene29_redBalls.sub04(g_vars->scene29_redBalls.field_8, 0);
b->ani = ani;
if (g_vars->scene29_redBalls.field_8)
g_vars->scene29_redBalls.field_8->p0 = b;
else
g_vars->scene29_redBalls.pHead = b;
g_vars->scene29_redBalls.field_8 = b;
}
g_vars->scene29_bearders.clear();
ani = new StaticANIObject(g_fp->accessScene(SC_COMMON)->getStaticANIObject1ById(ANI_BEARDED_CMN, -1));
ani->_statics = ani->getStaticsById(ST_BRDCMN_EMPTY);
//.........这里部分代码省略.........
示例6: scene29_initScene
//.........这里部分代码省略.........
ani = sc->getStaticANIObject1ById(ANI_SHELL_GREEN, -1);
Ball *b = g_vars->scene29_var05.sub04(g_vars->scene29_var05.field_8, 0);
b->ani = ani;
if (g_vars->scene29_var05.field_8)
g_vars->scene29_var05.field_8->p0 = b;
else
g_vars->scene29_var05.pHead = b;
g_vars->scene29_var05.field_8 = b;
for (int i = 0; i < 2; i++) {
StaticANIObject *newani = new StaticANIObject(ani);
sc->addStaticANIObject(newani, 1);
b = g_vars->scene29_var05.sub04(g_vars->scene29_var05.field_8, 0);
b->ani = ani;
if (g_vars->scene29_var05.field_8)
g_vars->scene29_var05.field_8->p0 = b;
else
g_vars->scene29_var05.pHead = b;
g_vars->scene29_var05.field_8 = b;
}
g_vars->scene29_var06.numBalls = 0;
g_vars->scene29_var06.pTail = 0;
g_vars->scene29_var06.field_8 = 0;
g_vars->scene29_var06.pHead = 0;
free(g_vars->scene29_var06.cPlex);
g_vars->scene29_var06.cPlex = 0;
g_vars->scene29_var07.numBalls = 0;
g_vars->scene29_var07.pTail = 0;
g_vars->scene29_var07.field_8 = 0;
g_vars->scene29_var07.pHead = 0;
free(g_vars->scene29_var07.cPlex);
g_vars->scene29_var07.cPlex = 0;
ani = sc->getStaticANIObject1ById(ANI_SHELL_RED, -1);
b = g_vars->scene29_var06.sub04(g_vars->scene29_var06.field_8, 0);
b->ani = ani;
if (g_vars->scene29_var06.field_8)
g_vars->scene29_var06.field_8->p0 = b;
else
g_vars->scene29_var06.pHead = b;
g_vars->scene29_var06.field_8 = b;
for (int i = 0; i < 2; i++) {
StaticANIObject *newani = new StaticANIObject(ani);
sc->addStaticANIObject(newani, 1);
b = g_vars->scene29_var06.sub04(g_vars->scene29_var06.field_8, 0);
b->ani = ani;
if (g_vars->scene29_var06.field_8)
g_vars->scene29_var06.field_8->p0 = b;
else
g_vars->scene29_var06.pHead = b;
g_vars->scene29_var06.field_8 = b;
}
g_vars->scene29_var19.clear();
ani = new StaticANIObject(g_fp->accessScene(SC_COMMON)->getStaticANIObject1ById(ANI_BEARDED_CMN, -1));
ani->_statics = ani->getStaticsById(ST_BRDCMN_EMPTY);
sc->addStaticANIObject(ani, 1);
WalkingBearder *wb = new WalkingBearder;
wb->ani = ani;
wb->wbflag = 0;
wb->wbcounter = 0;
g_vars->scene29_var19.push_back(wb);
g_vars->scene29_var09 = 0;
g_vars->scene29_var10 = 0;
g_vars->scene29_var11 = 0;
g_vars->scene29_var12 = 0;
g_vars->scene29_var13 = 0;
g_vars->scene29_var14 = 75;
g_vars->scene29_var15 = 0;
g_vars->scene29_var16 = 0;
g_vars->scene29_var17 = 0;
g_vars->scene29_var18 = 0;
g_fp->setArcadeOverlay(PIC_CSR_ARCADE8);
}