本文整理汇总了C++中WorldObject::GetName方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldObject::GetName方法的具体用法?C++ WorldObject::GetName怎么用?C++ WorldObject::GetName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WorldObject
的用法示例。
在下文中一共展示了WorldObject::GetName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: HandleNameQuery
void PacketHandlers::HandleNameQuery(Session* sess, SmartPacket& packet)
{
uint64_t guid = packet.ReadUInt64();
SmartPacket pkt(SP_NAME_QUERY_RESPONSE);
pkt.WriteUInt64(guid);
// object has to exist and be in world
WorldObject* obj = sObjectAccessor->FindWorldObject(guid);
if (!obj)
pkt.WriteUInt8(0); // empty string if not found
else
pkt.WriteString(obj->GetName());
sess->SendPacket(pkt);
}
示例2: HandleGPSCommand
bool ChatHandler::HandleGPSCommand(const char* args)
{
WorldObject *obj = NULL;
if (*args)
{
uint64 guid = extractGuidFromLink((char*)args);
if (guid)
obj = (WorldObject*)ObjectAccessor::GetObjectByTypeMask(*m_session->GetPlayer(),guid,TYPEMASK_UNIT|TYPEMASK_GAMEOBJECT);
if (!obj)
{
SendSysMessage(LANG_PLAYER_NOT_FOUND);
SetSentErrorMessage(true);
return false;
}
}
else
{
obj = getSelectedUnit();
if (!obj)
{
SendSysMessage(LANG_SELECT_CHAR_OR_CREATURE);
SetSentErrorMessage(true);
return false;
}
}
CellPair cell_val = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
Cell cell(cell_val);
uint32 zone_id, area_id;
obj->GetZoneAndAreaId(zone_id,area_id);
MapEntry const* mapEntry = sMapStore.LookupEntry(obj->GetMapId());
AreaTableEntry const* zoneEntry = GetAreaEntryByAreaID(zone_id);
AreaTableEntry const* areaEntry = GetAreaEntryByAreaID(area_id);
float zone_x = obj->GetPositionX();
float zone_y = obj->GetPositionY();
Map2ZoneCoordinates(zone_x,zone_y,zone_id);
Map const *map = obj->GetMap();
float ground_z = map->GetHeight(obj->GetPositionX(), obj->GetPositionY(), MAX_HEIGHT);
float floor_z = map->GetHeight(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ());
GridPair p = Trinity::ComputeGridPair(obj->GetPositionX(), obj->GetPositionY());
// 63? WHY?
int gx = 63 - p.x_coord;
int gy = 63 - p.y_coord;
uint32 have_map = Map::ExistMap(obj->GetMapId(),gx,gy) ? 1 : 0;
uint32 have_vmap = Map::ExistVMap(obj->GetMapId(),gx,gy) ? 1 : 0;
if(have_vmap)
{
if(map->IsOutdoors(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ()))
PSendSysMessage("You are outdoors");
else
PSendSysMessage("You are indoors");
}
else PSendSysMessage("no VMAP available for area info");
PSendSysMessage(LANG_MAP_POSITION,
obj->GetMapId(), (mapEntry ? mapEntry->name[GetSessionDbcLocale()] : "<unknown>"),
zone_id, (zoneEntry ? zoneEntry->area_name[GetSessionDbcLocale()] : "<unknown>"),
area_id, (areaEntry ? areaEntry->area_name[GetSessionDbcLocale()] : "<unknown>"),
obj->GetPhaseMask(),
obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), obj->GetOrientation(),
cell.GridX(), cell.GridY(), cell.CellX(), cell.CellY(), obj->GetInstanceId(),
zone_x, zone_y, ground_z, floor_z, have_map, have_vmap);
sLog->outDebug("Player %s GPS call for %s '%s' (%s: %u):",
m_session ? GetNameLink().c_str() : GetTrinityString(LANG_CONSOLE_COMMAND),
(obj->GetTypeId() == TYPEID_PLAYER ? "player" : "creature"), obj->GetName(),
(obj->GetTypeId() == TYPEID_PLAYER ? "GUID" : "Entry"), (obj->GetTypeId() == TYPEID_PLAYER ? obj->GetGUIDLow(): obj->GetEntry()));
sLog->outDebug(GetTrinityString(LANG_MAP_POSITION),
obj->GetMapId(), (mapEntry ? mapEntry->name[sWorld->GetDefaultDbcLocale()] : "<unknown>"),
zone_id, (zoneEntry ? zoneEntry->area_name[sWorld->GetDefaultDbcLocale()] : "<unknown>"),
area_id, (areaEntry ? areaEntry->area_name[sWorld->GetDefaultDbcLocale()] : "<unknown>"),
obj->GetPhaseMask(),
obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), obj->GetOrientation(),
cell.GridX(), cell.GridY(), cell.CellX(), cell.CellY(), obj->GetInstanceId(),
zone_x, zone_y, ground_z, floor_z, have_map, have_vmap);
LiquidData liquid_status;
ZLiquidStatus res = map->getLiquidStatus(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), MAP_ALL_LIQUIDS, &liquid_status);
if (res)
{
PSendSysMessage(LANG_LIQUID_STATUS, liquid_status.level, liquid_status.depth_level, liquid_status.type, res);
}
return true;
}