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自学教程:C++ GameobjectTypes函数代码示例

51自学网 2021-06-01 21:03:00
  C++
这篇教程C++ GameobjectTypes函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中GameobjectTypes函数的典型用法代码示例。如果您正苦于以下问题:C++ GameobjectTypes函数的具体用法?C++ GameobjectTypes怎么用?C++ GameobjectTypes使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了GameobjectTypes函数的9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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: Relocate

bool Transport::Create(uint32 guidlow, uint32 entry, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress, uint32 dynflags){    Relocate(x, y, z, ang);    if (!IsPositionValid())    {        sLog->outError("Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",            guidlow, x, y);        return false;    }    Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);    GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);    if (!goinfo)    {        sLog->outErrorDb("Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f", guidlow, mapid, x, y, z, ang);        return false;    }    m_goInfo = goinfo;    TransportTemplate const* tInfo = sTransportMgr->GetTransportTemplate(entry);    if (!tInfo)    {        sLog->outError("Transport %u (name: %s) will not be created, missing `transport_template` entry.", entry, goinfo->name.c_str());        return false;    }    _transportInfo = tInfo;    // initialize waypoints    _nextFrame = tInfo->keyFrames.begin();    _currentFrame = _nextFrame++;    SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);    SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);    SetUInt32Value(GAMEOBJECT_LEVEL, tInfo->pathTime);    SetEntry(goinfo->entry);    SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);    SetGoState(GO_STATE_READY);    SetGoType(GameobjectTypes(goinfo->type));    SetGoAnimProgress(animprogress);    if (dynflags)        SetUInt32Value(GAMEOBJECT_DYNAMIC, MAKE_PAIR32(0, dynflags));    SetName(goinfo->name);    return true;}
开发者ID:Devilcleave,项目名称:TrilliumEMU,代码行数:54,


示例2: Relocate

bool MOTransport::Create(uint32 guidlow, uint32 mapid, float x, float y, float z, float ang, uint8 animprogress, uint16 dynamicLowValue){    Relocate(WorldLocation(mapid, x, y, z, ang));    // FIXME - instance id and phaseMask isn't set to values different from std.    if(!IsPositionValid())    {        sLog.outError("Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",            guidlow,x,y);        return false;    }    Object::_Create(ObjectGuid(HIGHGUID_MO_TRANSPORT, guidlow));    GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(guidlow);    if (!goinfo)    {        sLog.outErrorDb("Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f",guidlow, mapid, x, y, z, ang);        return false;    }    m_goInfo = goinfo;    SetObjectScale(goinfo->size);    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);    //SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);    SetUInt32Value(GAMEOBJECT_FLAGS, (GO_FLAG_TRANSPORT | GO_FLAG_NODESPAWN));    SetUInt32Value(GAMEOBJECT_LEVEL, GetPeriod(true));    SetEntry(goinfo->id);    SetDisplayId(goinfo->displayId);    SetGoState(GO_STATE_READY);    SetGoType(GameobjectTypes(goinfo->type));    SetGoArtKit(0);    SetGoAnimProgress(animprogress);    SetUInt16Value(GAMEOBJECT_DYNAMIC, 0, dynamicLowValue);    SetUInt16Value(GAMEOBJECT_DYNAMIC, 1, 0);    SetName(goinfo->name);    m_transportKit = new TransportKit(*this);    m_anchorageTimer.SetInterval(0);    m_anchorageTimer.Reset();    return true;}
开发者ID:beyourself,项目名称:RustEmu-Core,代码行数:51,


示例3: Relocate

bool Transport::Create(uint32 guidlow, uint32 mapid, float x, float y, float z, float ang, uint8 animprogress, uint16 dynamicHighValue){    Relocate(x, y, z, ang);    // instance id and phaseMask isn't set to values different from std.    if (!IsPositionValid())    {        sLog.outError("Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",                      guidlow, x, y);        return false;    }    Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);    GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(guidlow);    if (!goinfo)    {        sLog.outErrorDb("Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f", guidlow, mapid, x, y, z, ang);        return false;    }    m_goInfo = goinfo;    SetObjectScale(goinfo->size);    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);    // SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);    SetUInt32Value(GAMEOBJECT_FLAGS, (GO_FLAG_TRANSPORT | GO_FLAG_NODESPAWN));    SetUInt32Value(GAMEOBJECT_LEVEL, m_period);    SetEntry(goinfo->id);    //SetDisplayId(goinfo->displayId);    // Use SetDisplayId only if we have the GO assigned to a proper map!    SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);    m_displayInfo = sGameObjectDisplayInfoStore.LookupEntry(goinfo->displayId);    SetGoState(GO_STATE_READY);    SetGoType(GameobjectTypes(goinfo->type));    SetGoArtKit(0);    SetGoAnimProgress(animprogress);    // low part always 0, dynamicHighValue is some kind of progression (not implemented)    SetUInt16Value(GAMEOBJECT_DYNAMIC, 0, 0);    SetUInt16Value(GAMEOBJECT_DYNAMIC, 1, dynamicHighValue);    SetName(goinfo->name);    return true;}
开发者ID:Astoz,项目名称:mangos-wotlk,代码行数:50,


示例4: Relocate

bool Transport::Create(uint32 guidlow, uint32 entry, uint32 mapid, float x,		float y, float z, float ang, uint32 animprogress, uint32 dynflags) {	Relocate(x, y, z, ang);	// instance id and phaseMask isn't set to values different from std.	if (!IsPositionValid()) {		sLog->outError(				"Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",				guidlow, x, y);		return false;	}	Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);	GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(entry);	if (!goinfo) {		sLog->outErrorDb(				"Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f",				guidlow, mapid, x, y, z, ang);		return false;	}	m_goInfo = goinfo;	SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);	SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);	//SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);	SetUInt32Value(GAMEOBJECT_FLAGS, MAKE_PAIR32(0x28, 0x64));	SetUInt32Value(GAMEOBJECT_LEVEL, m_period);	SetEntry(goinfo->id);	SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);	SetGoState(GO_STATE_READY);	SetGoType(GameobjectTypes(goinfo->type));	SetGoAnimProgress(animprogress);	if (dynflags)		SetUInt32Value(GAMEOBJECT_DYNAMIC, MAKE_PAIR32(0, dynflags));	SetName(goinfo->name);	SetZoneScript();	return true;}
开发者ID:FrenchCORE,项目名称:Server,代码行数:48,


示例5: Relocate

bool Transport::Create(uint32 guidlow, uint32 entry, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress, uint32 dynflags){    Relocate(x, y, z, ang);    // instance id and phaseMask isn't set to values different from std.    if (!IsPositionValid())    {        TC_LOG_ERROR("entities.transport", "Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",            guidlow, x, y);        return false;    }    Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);    GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);    if (!goinfo)    {        TC_LOG_ERROR("sql.sql", "Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f", guidlow, mapid, x, y, z, ang);        return false;    }    m_goInfo = goinfo;    SetObjectScale(goinfo->size);    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);    //SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags); -- gunship    SetUInt32Value(GAMEOBJECT_FLAGS, MAKE_PAIR32(0x28, 0x64));    SetUInt32Value(GAMEOBJECT_LEVEL, m_period);    SetEntry(goinfo->entry);    SetDisplayId(goinfo->displayId);    SetGoState(GO_STATE_READY);    SetGoType(GameobjectTypes(goinfo->type));    SetGoAnimProgress(animprogress);    if (dynflags)        SetUInt32Value(GAMEOBJECT_FIELD_ANIM_PROGRESS, MAKE_PAIR32(0, dynflags));    SetName(goinfo->name);    SetZoneScript();    return true;}
开发者ID:Exodius,项目名称:chuspi,代码行数:47,


示例6: Relocate

bool Transport::Create(uint32 guidlow, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress, uint32 dynflags){    Relocate(x,y,z,ang);    SetMapId(mapid);    if (!IsPositionValid())    {        sLog.outLog(LOG_DEFAULT, "ERROR: Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",            guidlow,x,y);        return false;    }    Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);    GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(guidlow);    if (!goinfo)    {        sLog.outLog(LOG_DB_ERR, "Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f",guidlow, mapid, x, y, z, ang);        return false;    }    m_goInfo = goinfo;    SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);    SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);    SetUInt32Value(OBJECT_FIELD_ENTRY, goinfo->id);    SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);    SetGoState(GO_STATE_READY);    SetGoType(GameobjectTypes(goinfo->type));    SetGoAnimProgress(animprogress);    if (dynflags)        SetUInt32Value(GAMEOBJECT_DYN_FLAGS, dynflags);    SetName(goinfo->name);    return true;}
开发者ID:Blumfield,项目名称:ptc2,代码行数:46,


示例7: Relocate

bool Transport::Create(uint32 guidlow, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress, uint32 dynflags){    Relocate(x,y,z,ang);    SetMapId(mapid);    if(!IsPositionValid())    {        sLog.outError("ERROR: Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",            guidlow,x,y);        return false;    }    Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);    GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(guidlow);    if (!goinfo)    {        sLog.outErrorDb("Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f",guidlow, mapid, x, y, z, ang);        return false;    }    m_goInfo = goinfo;    SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);    //SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);    SetUInt32Value(GAMEOBJECT_FLAGS, MAKE_PAIR32(0x28, 0x64));    SetUInt32Value(GAMEOBJECT_LEVEL, m_period);    SetEntry(goinfo->id);    SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);    SetGoState(1);    SetGoType(GameobjectTypes(goinfo->type));    SetGoAnimProgress(animprogress);    if(dynflags)        SetUInt32Value(GAMEOBJECT_DYNAMIC, MAKE_PAIR32(0, dynflags));    return true;}
开发者ID:Ledeet,项目名称:mangos,代码行数:44,


示例8: Relocate

bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, uint32 go_state){    Relocate(x,y,z,ang);    SetMapId(map->GetId());    SetInstanceId(map->GetInstanceId());    if(!IsPositionValid())    {        sLog.outError("ERROR: Gameobject (GUID: %u Entry: %u ) not created. Suggested coordinates isn't valid (X: %f Y: %f)",guidlow,name_id,x,y);        return false;    }    GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(name_id);    if (!goinfo)    {        sLog.outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist entry in `gameobject_template`. Map: %u  (X: %f Y: %f Z: %f) ang: %f rotation0: %f rotation1: %f rotation2: %f rotation3: %f",guidlow, name_id, map->GetId(), x, y, z, ang, rotation0, rotation1, rotation2, rotation3);        return false;    }    Object::_Create(guidlow, goinfo->id, HIGHGUID_GAMEOBJECT);    m_goInfo = goinfo;    if (goinfo->type >= MAX_GAMEOBJECT_TYPE)    {        sLog.outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist GO type '%u' in `gameobject_template`. It's will crash client if created.",guidlow,name_id,goinfo->type);        return false;    }    SetFloatValue(GAMEOBJECT_POS_X, x);    SetFloatValue(GAMEOBJECT_POS_Y, y);    SetFloatValue(GAMEOBJECT_POS_Z, z);    SetFloatValue(GAMEOBJECT_FACING, ang);                  //this is not facing angle    int64 rotation = 0;    float f_rot1 = sin(ang / 2.0f);    int64 i_rot1 = f_rot1 / atan(pow(2.0f, -20.0f));    rotation |= (i_rot1 << 43 >> 43) & 0x00000000001FFFFF;    //float f_rot2 = sin(0.0f / 2.0f);    //int64 i_rot2 = f_rot2 / atan(pow(2.0f, -20.0f));    //rotation |= (((i_rot2 << 22) >> 32) >> 11) & 0x000003FFFFE00000;    //float f_rot3 = sin(0.0f / 2.0f);    //int64 i_rot3 = f_rot3 / atan(pow(2.0f, -21.0f));    //rotation |= (i_rot3 >> 42) & 0x7FFFFC0000000000;    SetUInt64Value(GAMEOBJECT_ROTATION, rotation);    SetFloatValue(GAMEOBJECT_PARENTROTATION+0, rotation0);    SetFloatValue(GAMEOBJECT_PARENTROTATION+1, rotation1);    SetFloatValue(GAMEOBJECT_PARENTROTATION+2, rotation2);    SetFloatValue(GAMEOBJECT_PARENTROTATION+3, rotation3);    SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);    SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);    SetEntry(goinfo->id);    SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);    SetGoState(go_state);    SetGoType(GameobjectTypes(goinfo->type));    SetGoAnimProgress(animprogress);    // Spell charges for GAMEOBJECT_TYPE_SPELLCASTER (22)    if (goinfo->type == GAMEOBJECT_TYPE_SPELLCASTER)        m_charges = goinfo->spellcaster.charges;    //Notify the map's instance data.    //Only works if you create the object in it, not if it is moves to that map.    //Normally non-players do not teleport to other maps.    if(map->IsDungeon() && ((InstanceMap*)map)->GetInstanceData())    {        ((InstanceMap*)map)->GetInstanceData()->OnObjectCreate(this);    }    return true;}
开发者ID:Actionfox,项目名称:mangos,代码行数:83,


示例9: Relocate

bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, GOState go_state, uint32 ArtKit){    Relocate(x,y,z,ang);    SetMapId(map->GetId());    SetInstanceId(map->GetInstanceId());    if(!IsPositionValid())    {        sLog.outError("Gameobject (GUID: %u Entry: %u ) not created. Suggested coordinates isn't valid (X: %f Y: %f)",guidlow,name_id,x,y);        return false;    }    GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(name_id);    if (!goinfo)    {        sLog.outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist entry in `gameobject_template`. Map: %u  (X: %f Y: %f Z: %f) ang: %f rotation0: %f rotation1: %f rotation2: %f rotation3: %f",guidlow, name_id, map->GetId(), x, y, z, ang, rotation0, rotation1, rotation2, rotation3);        return false;    }    Object::_Create(guidlow, goinfo->id, HIGHGUID_GAMEOBJECT);    m_goInfo = goinfo;    if (goinfo->type >= MAX_GAMEOBJECT_TYPE)    {        sLog.outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist GO type '%u' in `gameobject_template`. It's will crash client if created.",guidlow,name_id,goinfo->type);        return false;    }    SetFloatValue(GAMEOBJECT_POS_X, x);    SetFloatValue(GAMEOBJECT_POS_Y, y);    SetFloatValue(GAMEOBJECT_POS_Z, z);    SetFloatValue(GAMEOBJECT_ROTATION+0, rotation0);    SetFloatValue(GAMEOBJECT_ROTATION+1, rotation1);    UpdateRotationFields(rotation2,rotation3);              // GAMEOBJECT_FACING, GAMEOBJECT_ROTATION+2/3    SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);    SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);    SetEntry(goinfo->id);    SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);    SetGoState(go_state);    SetGoType(GameobjectTypes(goinfo->type));    SetGoAnimProgress(animprogress);    SetUInt32Value (GAMEOBJECT_ARTKIT, ArtKit);    // Spell charges for GAMEOBJECT_TYPE_SPELLCASTER (22)    if (goinfo->type == GAMEOBJECT_TYPE_SPELLCASTER)        m_charges = goinfo->spellcaster.charges;    //Notify the map's instance data.    //Only works if you create the object in it, not if it is moves to that map.    //Normally non-players do not teleport to other maps.    if(map->IsDungeon() && ((InstanceMap*)map)->GetInstanceData())    {        ((InstanceMap*)map)->GetInstanceData()->OnObjectCreate(this);    }    return true;}
开发者ID:wk23,项目名称:tst,代码行数:68,



注:本文中的GameobjectTypes函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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