本文整理汇总了C++中StaticANIObject::setFlags方法的典型用法代码示例。如果您正苦于以下问题:C++ StaticANIObject::setFlags方法的具体用法?C++ StaticANIObject::setFlags怎么用?C++ StaticANIObject::setFlags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::setFlags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: sceneSwitcher
bool FullpipeEngine::sceneSwitcher(EntranceInfo *entrance) {
GameVar *sceneVar;
Common::Point sceneDim;
Scene *scene = accessScene(entrance->_sceneId);
if (!scene)
return 0;
((PictureObject *)scene->_picObjList.front())->getDimensions(&sceneDim);
_sceneWidth = sceneDim.x;
_sceneHeight = sceneDim.y;
_sceneRect.top = 0;
_sceneRect.left = 0;
_sceneRect.right = 799;
_sceneRect.bottom = 599;
scene->_x = 0;
scene->_y = 0;
_aniMan->setOXY(0, 0);
_aniMan->clearFlags();
_aniMan->_callback1 = 0;
_aniMan->_callback2 = 0;
_aniMan->_shadowsOn = 1;
_scrollSpeed = 8;
_isSaveAllowed = true;
_updateFlag = true;
_flgCanOpenMap = true;
if (entrance->_sceneId == SC_DBGMENU) {
_inventoryScene = 0;
} else {
_gameLoader->loadScene(SC_INV);
getGameLoaderInventory()->rebuildItemRects();
_inventoryScene = getGameLoaderInventory()->getScene();
}
if (_soundEnabled) {
if (scene->_soundList) {
_currSoundListCount = 2;
_currSoundList1[0] = accessScene(SC_COMMON)->_soundList;
_currSoundList1[1] = scene->_soundList;
for (int i = 0; i < scene->_soundList->getCount(); i++) {
scene->_soundList->getSoundByIndex(i)->updateVolume();
}
} else {
_currSoundListCount = 1;
_currSoundList1[0] = accessScene(SC_COMMON)->_soundList;
}
}
getGameLoaderInteractionController()->sortInteractions(scene->_sceneId);
_currentScene = scene;
scene->addStaticANIObject(_aniMan, 1);
_scene2 = scene;
_aniMan->_movement = 0;
_aniMan->_statics = _aniMan->getStaticsById(ST_MAN_EMPTY);
_aniMan->setOXY(0, 0);
_aniMan2 = _aniMan;
MctlCompound *cmp = getSc2MctlCompoundBySceneId(entrance->_sceneId);
cmp->initMovGraph2();
cmp->addObject(_aniMan);
cmp->setEnabled();
getGameLoaderInteractionController()->enableFlag24();
setInputDisabled(0);
scene->setPictureObjectsFlag4();
for (PtrList::iterator s = scene->_staticANIObjectList1.begin(); s != scene->_staticANIObjectList1.end(); ++s) {
StaticANIObject *o = (StaticANIObject *)*s;
o->setFlags(o->_flags & 0xFE7F);
}
PictureObject *p = accessScene(SC_INV)->getPictureObjectById(PIC_INV_MENU, 0);
p->setFlags(p->_flags & 0xFFFB);
removeMessageHandler(2, -1);
_updateScreenCallback = 0;
switch (entrance->_sceneId) {
case SC_INTRO1:
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_INTRO1");
scene->preloadMovements(sceneVar);
sceneIntro_initScene(scene);
_behaviorManager->initBehavior(scene, sceneVar);
scene->initObjectCursors("SC_INTRO1");
setSceneMusicParameters(sceneVar);
addMessageHandler(sceneHandlerIntro, 2);
_updateCursorCallback = sceneIntro_updateCursor;
break;
case SC_1:
scene01_fixEntrance();
sceneVar = _gameLoader->_gameVar->getSubVarByName("SC_1");
scene->preloadMovements(sceneVar);
//.........这里部分代码省略.........