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C++ KG_PROCESS_SUCCESS函数代码示例

本文整理汇总了C++中KG_PROCESS_SUCCESS函数的典型用法代码示例。如果您正苦于以下问题:C++ KG_PROCESS_SUCCESS函数的具体用法?C++ KG_PROCESS_SUCCESS怎么用?C++ KG_PROCESS_SUCCESS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KG_PROCESS_SUCCESS函数的15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: KG_PROCESS_ERROR

int KDumpModuleAnalyzer::GetModules(HANDLE hExceptionThread, PEXCEPTION_POINTERS pExceptionInfo, KDumpModuleInfoVector *pDumpModuleInfoVector)
{
	int nResult = false;
	int nRetCode = false;
	KDumpModuleInfo DefaultModuleInfo;

	KG_PROCESS_ERROR(hExceptionThread);
	KG_PROCESS_ERROR(pExceptionInfo);
	KG_PROCESS_ERROR(pDumpModuleInfoVector);

	nRetCode = GetFilteredModules(hExceptionThread, pExceptionInfo, pDumpModuleInfoVector);
	KG_PROCESS_SUCCESS(nRetCode);

	nRetCode = GetFirstModule(hExceptionThread, pExceptionInfo, pDumpModuleInfoVector);
	KG_PROCESS_SUCCESS(nRetCode);

	DefaultModuleInfo.dwModuleBase = 0;
	DefaultModuleInfo.dwStackAddress = (DWORD64)pExceptionInfo->ExceptionRecord->ExceptionAddress;
	strncpy(DefaultModuleInfo.szModuleName, UNKNOWN_MODULE_NAME, sizeof(DefaultModuleInfo.szModuleName) / sizeof(DefaultModuleInfo.szModuleName[0]));
	DefaultModuleInfo.szModuleName[sizeof(DefaultModuleInfo.szModuleName)  / sizeof(DefaultModuleInfo.szModuleName[0]) - 1] = '\0';
	 
	pDumpModuleInfoVector->push_back(DefaultModuleInfo);

Exit1:
	nResult = true;
Exit0:
	return nResult;
}
开发者ID:viticm,项目名称:pap2,代码行数:28,代码来源:KDumpFile.cpp

示例2: KG_PROCESS_SUCCESS

BOOL KBroadcastFunc::operator()(KHero* pHero)
{
    BOOL bResult  = false;
    BOOL bRetCode = false;
    int nConnIndex = -1;
    KPlayer* pPlayer = NULL;
   
    KG_PROCESS_SUCCESS(pHero->m_dwID == m_dwExcept);

    KG_PROCESS_SUCCESS(!pHero->IsMainHero());
    
    pPlayer = pHero->GetOwner();
    KG_PROCESS_SUCCESS(!pPlayer);

    nConnIndex = pPlayer->m_nConnIndex;
    KG_PROCESS_SUCCESS(nConnIndex == -1);

    if (m_dwExclusive != ERROR_ID && pHero->m_dwID != m_dwExclusive)
    {
        goto Exit1;
    }

    g_PlayerServer.Send(nConnIndex, m_pvData, m_uSize);

Exit1:
    bResult = true;
Exit0:
    return bResult;
}
开发者ID:zhengguo07q,项目名称:GameWorld,代码行数:29,代码来源:KPlayerServer.cpp

示例3: KG_PROCESS_SUCCESS

BOOL KBuffList::DelBuff(DWORD dwBuffID)
{
    BOOL    bResult     = false;
    KBuff*  pBuff       = NULL;
    KBuffTable::iterator it;

    KG_PROCESS_SUCCESS(!dwBuffID);

    it = m_BuffTable.find(dwBuffID);
    KG_PROCESS_SUCCESS(it == m_BuffTable.end());

    pBuff = g_pSO3World->m_BuffManager.GetBuff(dwBuffID);
    KGLOG_PROCESS_ERROR(pBuff);

    m_pSelf->UnApplyAttribute(pBuff->m_pRollBackAttr);

    m_BuffTable.erase(dwBuffID);

    g_PlayerServer.DoLoseBuffNotify(m_pSelf, dwBuffID);

Exit1:
    bResult = true;
Exit0:
    return bResult;
}
开发者ID:zhengguo85938406,项目名称:GameWorld,代码行数:25,代码来源:KBuffList.cpp

示例4: KG_PROCESS_SUCCESS

HRESULT KRLTarget::Hide()
{
	int nRetCode = false;
	HRESULT hr = E_FAIL;
    HRESULT hrResult = E_FAIL;
    IKG3DModel* p3DModel = NULL;

	nRetCode = m_nRLForceRelation == RL_FORCE_RELATION_INVALID;
	KG_PROCESS_SUCCESS(nRetCode);

    p3DModel = m_ap3DModel[m_nRLForceRelation];
	KG_PROCESS_SUCCESS(p3DModel == NULL);

	hr = KModel::PauseAnimation(p3DModel, TRUE);
	KGLOG_COM_PROCESS_ERROR(hr);

    hr = KModel::RemoveRenderEntity(m_pRLScene->m_p3DScene, p3DModel, FALSE);
	KGLOG_COM_PROCESS_ERROR(hr);

	m_nRLForceRelation = RL_FORCE_RELATION_INVALID;

Exit1:
	hrResult = S_OK;
Exit0:
	return hrResult;
}
开发者ID:1suming,项目名称:pap2,代码行数:26,代码来源:krltarget.cpp

示例5: KGLOG_PROCESS_ERROR

void KRLRemoteCharacter::UpdateLifeState(BOOL bUpdateDisplayData)
{
    int nRetCode = false;
    HRESULT hr = E_FAIL;
    BOOL bShowLifeBar = TRUE;
    int nCharacterType = CHARACTER_TYPE_REMOTE_PLAYER;
    KForceRelationModel const* pForceRelationModel = NULL;

    KGLOG_PROCESS_ERROR(m_FrameData.m_pCharacter);

    KG_PROCESS_SUCCESS(!m_FrameData.IsLifeChanged() && !bUpdateDisplayData);

    if (!IS_PLAYER(m_RLCharacter.GetObjectID()))
    {
        KNpc* pNPC = (KNpc*)m_FrameData.m_pCharacter;

        bShowLifeBar = pNPC->m_pTemplate->bCanSeeLifeBar;

        nCharacterType = CHARACTER_TYPE_NPC;
    }

    KG_PROCESS_SUCCESS(!g_pRL->m_Option.bHeadSFXEnabled[nCharacterType][CHARACTER_SFX_LIFE - CHARACTER_SFX_BBOX_BALLOON_BEGIN]);

    KG_PROCESS_SUCCESS(!bShowLifeBar);

    pForceRelationModel = GetForceRelationModel(m_RLCharacter.GetObjectID(), g_pRL->m_pSO3World->m_dwClientPlayerID);
    KGLOG_PROCESS_ERROR(pForceRelationModel);

    hr = m_RLCharacter.m_RenderData.SetPercentage(pForceRelationModel->dwColor, m_FrameData.m_Current.fLifePercentage);
    KGLOG_COM_PROCESS_ERROR(hr);

Exit1:
Exit0:
    return;
}
开发者ID:1suming,项目名称:pap2,代码行数:35,代码来源:krlremotecharacter.cpp

示例6: assert

BOOL KCheckHeroBlowupFunc::operator()(KHero* pHero)
{
    BOOL bResult    = false;
    BOOL bRetCode   = false;
    KLandMine* pLandMine = (KLandMine*)m_pLandMine;
    KVELOCITY vBlowupVelocity = {0};
    KPOSITION Src;
    KPOSITION Dest;
    int nDamage = 0;

    assert(m_pLandMine);

    KGLOG_PROCESS_ERROR(pLandMine->m_nBlowupRange > 0);

    bRetCode = pHero->CanBeAttacked();
    KG_PROCESS_SUCCESS(!bRetCode);

    Src   = pLandMine->GetPosition();
    Dest  = pHero->GetPosition();
    Dest.nZ += pHero->m_nHeight / 2;

    bRetCode = g_InRange(Dest.nX, Dest.nY, Dest.nZ, Src.nX, Src.nY, Src.nZ, pLandMine->m_nBlowupRange);
    KG_PROCESS_SUCCESS(!bRetCode);

    bRetCode = pHero->ApplyGeneralAffect(pLandMine->m_dwAttakerID, pLandMine, pLandMine->m_pTemplate->m_dwAttackAffectID1);
    KGLOG_PROCESS_ERROR(bRetCode);

Exit1:
    bResult = true;
Exit0:
    return bResult;
}
开发者ID:zhengguo85938406,项目名称:GameWorld,代码行数:32,代码来源:KCollisionMgr.cpp

示例7: KG_PROCESS_SUCCESS

BOOL KRegion::CheckObstacle(int nXCell, int nYCell, int nLayer)
{
	BOOL bFound = FALSE;

	KG_PROCESS_SUCCESS(nXCell < 0);
	KG_PROCESS_SUCCESS(nXCell >= REGION_GRID_WIDTH);
	KG_PROCESS_SUCCESS(nYCell < 0);
	KG_PROCESS_SUCCESS(nYCell >= REGION_GRID_HEIGHT);

	KCell* pCell = &(m_Cells[nXCell][nYCell]);
	while (pCell)
	{
		if (nLayer >= pCell->m_wLowLayer)
		{
			if (nLayer < pCell->m_wHighLayer)
				return TRUE;
			else
				pCell = pCell->m_pNext;
		}
		else
		{
			return FALSE;
		}
	}

Exit0:
	return FALSE;

Exit1:
	// 非法区域全算障碍
	return TRUE;
}
开发者ID:viticm,项目名称:pap2,代码行数:32,代码来源:KRegion.cpp

示例8: CheckAttacked

void KAIBase::OnIdle(void)
{
	BOOL bRetCode	= FALSE;

	bRetCode = CheckAttacked();
	KG_PROCESS_SUCCESS(bRetCode);

	bRetCode = CheckTargetInAlertRange();
	KG_PROCESS_SUCCESS(bRetCode);

	bRetCode = CheckTargetInAttackRange();
	KG_PROCESS_SUCCESS(bRetCode);

	KGLOG_PROCESS_ERROR(m_pSelf);
	
	if (g_pSO3World->m_nGameLoop >= m_IdleData.nIdleFrameCount)
	{
		//根据之前的状态恢复工作
		switch(m_eAIMainState)
		{
        case aisInvalid:
            KGLOG_CHECK_ERROR(!"Invalid main state!");
            break;
		case aisIdle:
			//当Npc站立的时候,调整Npc的方向
			if (m_pSelf->m_eMoveState == cmsOnStand 
				&& m_pSelf->m_nFaceDirection != m_nOriginDirection) 
			{
				bRetCode = m_pSelf->Turn(m_nOriginDirection, true, true);
				KGLOG_PROCESS_ERROR(bRetCode);
			}
			break;
		case aisWander:
			DoWander();
			break;
		case aisPatrol:
			DoPatrol();
			break;
		case aisFollow:
			DoFollow();
			break;
		default:
			KGLOG_CHECK_ERROR(FALSE);
			DoIdle();
			break;
		}

		return;
	}
Exit1:
	return;
Exit0:
	return;
}
开发者ID:1suming,项目名称:pap2,代码行数:54,代码来源:KAIBase.cpp

示例9: ASSERT

int KTestCommon::ModifyVersionFile(const TCHAR cszFilePath[], const TCHAR cszVersion[])
{
	int nResult  = false;
	int nRetCode = false;
	FILE*  pVerFile = NULL;
	TCHAR* pszRet   = NULL;
	size_t uLength = 0;
	long lOffset = 0L;
	TCHAR szBuffer[MAX_PATH];

	ASSERT(cszFilePath);
	ASSERT(cszVersion);

	//修改版本信息文件中的版本号,用于测试需要
	nRetCode = _tfopen_s(&pVerFile, cszFilePath, _T("r+"));
	KGLOG_PROCESS_ERROR(nRetCode == 0);
	uLength = _tcslen(PRODUCT_VERSION_KEY);
	while (TRUE)
	{
		pszRet = _fgetts(szBuffer, sizeof(szBuffer) / sizeof(TCHAR), pVerFile);
		if (!pszRet)
		{
			nRetCode = ferror(pVerFile);
			KGLOG_PROCESS_ERROR(nRetCode == 0);
			KG_PROCESS_SUCCESS(nRetCode == 0);
		}
		szBuffer[sizeof(szBuffer) / sizeof(TCHAR) - 1] = _T('\0');
		if (szBuffer[0] != _T('#'))
		{
			nRetCode = _tcsncicmp(szBuffer, PRODUCT_VERSION_KEY, uLength);
			if (!nRetCode && szBuffer[uLength] == _T('='))
			{
				lOffset += (long)uLength + 1;
				nRetCode = fseek(pVerFile, lOffset, SEEK_SET); 
				KGLOG_PROCESS_ERROR(nRetCode == 0);
				nRetCode = _fputts(cszVersion, pVerFile);
				KGLOG_PROCESS_ERROR(nRetCode != EOF && nRetCode != WEOF);
				KG_PROCESS_SUCCESS(true);
			}
		}
		lOffset += (long)_tcslen(szBuffer) + 1;
	}

Exit1:
	nResult = true;
Exit0:
	if (pVerFile)
	{
		fclose(pVerFile);
		pVerFile = NULL;
	}
	return nResult;
}
开发者ID:viticm,项目名称:pap2,代码行数:53,代码来源:KTestCommon.cpp

示例10: StartProfile

int KRLTarget::Update(double /* fTime */, double /* fTimeLast */, DWORD /* dwGameLoop */, BOOL /* bFrame */)
{
	int nRetCode = false;
    int nResult = false;
	HRESULT hr = E_FAIL;

    StartProfile(&g_pRL->m_Profile, KRLPROFILE_TARGET);

    nRetCode = m_nObjectType == RL_OBJECT_UNKNOWN;
	KG_PROCESS_SUCCESS(nRetCode);

	nRetCode = m_ap3DModel[m_nRLForceRelation] == NULL;
	KG_PROCESS_SUCCESS(nRetCode);

    switch (m_nObjectType)
    {
    case RL_OBJECT_PLAYER:
    case RL_OBJECT_NPC:
        {
            KRLRemoteCharacter* pRLRemoteCharacter = NULL;

            pRLRemoteCharacter = m_pRLScene->m_CharacterMgr.Lookup(m_dwObjectID);
            if (pRLRemoteCharacter)
            {
                pRLRemoteCharacter->m_RLCharacter.GetPosition(m_vPosition);
            }
            else
            {
                m_vPosition = D3DXVECTOR3(0.0f, 0.0f, 0.0f);

                hr = Hide();
                KGLOG_COM_PROCESS_ERROR(hr);
            }
        }
        break;
    case RL_OBJECT_DOODAD:
    case RL_OBJECT_RIDES:
        break;
    default:
        ASSERT(0);
        break;
    }

	hr = KModel::SetPosition(m_ap3DModel[m_nRLForceRelation], m_vPosition);
	KGLOG_COM_PROCESS_ERROR(hr);

Exit1:
	nResult = true;
Exit0:
    StopProfile(&g_pRL->m_Profile, KRLPROFILE_TARGET);
	return nResult;
}
开发者ID:1suming,项目名称:pap2,代码行数:52,代码来源:krltarget.cpp

示例11: KG_PROCESS_ERROR

void KAIBase::OnAlert(void)
{
	KCharacter* pTarget     = NULL;
	BOOL        bRetCode    = FALSE;

    bRetCode = m_pSelf->m_SelectTarget.GetTarget(&pTarget);
    KG_PROCESS_ERROR(bRetCode && pTarget);

	if (pTarget)
	{
		//目标超出范围
		int nDistance2 = g_GetDistance2(m_pSelf->m_nX, m_pSelf->m_nY, pTarget->m_nX, pTarget->m_nY);

		//按等级修正距离
		int nCheckDistance2 = (int)(m_pAIParam->nAlertRange * m_pAIParam->nAlertRange);

		KG_PROCESS_ERROR(nDistance2 <= nCheckDistance2);

		//朝向目标
		int nDirection  = g_GetDirection(m_pSelf->m_nX, m_pSelf->m_nY, pTarget->m_nX, pTarget->m_nY);
		if (m_pSelf->m_nFaceDirection != nDirection)
		{
			m_pSelf->Turn(nDirection, true, true);
		}
	

		//目标未丢失, 看是否超时
		if (g_pSO3World->m_nGameLoop > m_AlertData.nAlartFrame)
		{
			//超时,进行攻击
			m_pSelf->m_ThreatList.ModifyThreat(pTarget, 0);
			TurnToFight();
			return;
		}
	}
	
	bRetCode = CheckTargetInAttackRange();
	KG_PROCESS_SUCCESS(bRetCode);

	return;
Exit0:
	bRetCode = CheckTargetInAttackRange();
	KG_PROCESS_SUCCESS(bRetCode);
	 
	//什么都没有了,出警戒状态,开始发呆
	ClearTarget();
	DoIdle(1);

	return; 
Exit1:
	return;
}
开发者ID:1suming,项目名称:pap2,代码行数:52,代码来源:KAIBase.cpp

示例12: IS_PLAYER

void KAIBase::OnClearThreat(KCharacter* pCharater)
{
	BOOL bResult = FALSE;

	bResult = IS_PLAYER(m_pSelf->m_dwID);
	KG_PROCESS_SUCCESS(bResult == TRUE);

	// Npc仇恨链接时,会连锁清空仇恨
	if (m_pNpcTeam)
	{
		KNpc* pNpc = NULL;
		int nIndex = 0;
		int nMemberCount = m_pNpcTeam->GetMemberCount();

		for (nIndex = 0; nIndex < nMemberCount; nIndex++)
		{
			pNpc = m_pNpcTeam->GetMember(nIndex);
			if (pNpc && pNpc != m_pSelf && pNpc != pCharater)
			{
				bResult = pNpc->m_ThreatList.ClearThreat(pCharater);
				KGLOG_PROCESS_ERROR(bResult);
			}
		}
	}

Exit1:
	return;
Exit0:
	return;
}
开发者ID:1suming,项目名称:pap2,代码行数:30,代码来源:KAIBase.cpp

示例13: KG_PROCESS_SUCCESS

HRESULT KG3DEnvEffDWController::FrameMove()
{
    KG_PROCESS_SUCCESS(NULL == m_pObj);
    if (m_bIsBlending)	///正在渐变
    {
        _ASSERTE(m_fBlendPercent > 0- FLT_EPSILON);
        DWORD dwNowTime = g_cGraphicsTool.GetNowTime();
        _ASSERTE(dwNowTime > 0.0f);

        m_fBlendPercent = (dwNowTime - m_dwBlendStartMiliSecond) / (m_fNextBlendGap);
        _ASSERTE(m_fBlendPercent >= 0.0f);

        if (m_fBlendPercent < 1.0f)
        {
            m_pObj->AllEnvEff_SetPercent(m_fBlendPercent);
            goto Exit1;
        }

        m_fBlendPercent = 0;///归0

        _ASSERTE(m_BlendQueue.size() == 1);
        m_BlendQueue.pop();

        m_pObj->AllEnvEff_RequestPopFrontState();
        this->UnInitBlendData();
    }///if (m_bIsBlending)	///正在渐变
Exit1:
    return S_OK;
}
开发者ID:viticm,项目名称:pap2,代码行数:29,代码来源:KG3DEnvEffDWController.cpp

示例14: ASSERT

int KCircleMissileProcessor::Start(double fTime, KRLMissile* pRLMissile)
{
	int nRetCode = false;
    int nResult = false;
	KSkill const* pSkill = NULL;
    KMissilePhaseCircleModel* pCircleModel = NULL;
	KCircleMissileParam BeginParam;
	KCircleMissileParam EndParam;

	float fBulletVelocity = 0.0f;

    ASSERT(m_pRLMissile);
    ASSERT(m_pMissilePhaseModel);

    pCircleModel = (KMissilePhaseCircleModel*)m_pMissilePhaseModel;

    pSkill = g_pRL->m_pSO3WorldClient->GetSkill(m_pRLMissile->m_Param.Result.dwSkillID, m_pRLMissile->m_Param.Result.dwSkillLevel);
	KGLOG_PROCESS_ERROR(pSkill);

	// begin
    BeginParam.fLineHeight = ToSceneLength(pCircleModel->nLineHeightBegin);
	BeginParam.fCircleRadius = ToSceneLength(pCircleModel->nCircleRadiusBegin);
	BeginParam.fTerrainOffset = ToSceneLength(pCircleModel->nTerrainOffsetBegin);
	BeginParam.fFOV = ToSceneAngle(pCircleModel->nFOVBegin);
	BeginParam.fFOVAngleVelocity = ToSceneAngleVelocity(pCircleModel->nFOVAngleVelocityBegin);

	// end
    EndParam.fLineHeight = ToSceneLength(pCircleModel->nLineHeightEnd);
	EndParam.fCircleRadius = ToSceneLength(pCircleModel->nCircleRadiusEnd);
	EndParam.fTerrainOffset = ToSceneLength(pCircleModel->nTerrainOffsetEnd);
	EndParam.fFOV = ToSceneAngle(pCircleModel->nFOVEnd);
	EndParam.fFOVAngleVelocity = ToSceneAngleVelocity(pCircleModel->nFOVAngleVelocityEnd);

	// Bullet
	fBulletVelocity = ToSceneVelocity(pSkill->m_nBulletVelocity);

    nRetCode = abs(fBulletVelocity) > FLT_EPSILON;
    KG_PROCESS_SUCCESS(!nRetCode);

    // Track Parameter
    m_fMeteorSpeed = fBulletVelocity * pCircleModel->fSpeedScale;
    m_fMeteorRadius = ToSceneLength(pCircleModel->nMeteorRadius);
    m_fTotalModelScale = pCircleModel->fModelScaleEnd - pCircleModel->fModelScaleBegin;
    m_fParabolaAngle = ToSceneAngle(pCircleModel->nParabolaAngle);

	m_fTotalDistance = EndParam.fLineHeight - BeginParam.fLineHeight;

	nRetCode = InitCircleMissileOrientationData(BeginParam, EndParam);
	KGLOG_PROCESS_ERROR(nRetCode);

    if (m_fTotalDistance <= FLT_EPSILON)
        SetTimeTotal(pCircleModel->fPervasionTime);
    else
        SetTimeTotal(m_fTotalDistance / fBulletVelocity);

Exit1:
	nResult = true;
Exit0:
	return nResult;
}
开发者ID:1suming,项目名称:pap2,代码行数:60,代码来源:kcirclemissileprocessor.cpp

示例15: int

BOOL KAwardMgr::GetRoomSizeToAwardAll(DWORD dwAwardTableID, int(&RoomSize)[eppiTotal])
{
    BOOL            bResult     = false;
    BOOL            bRetCode    = false;
    KAwardTable*    pAwardTable = NULL;
    KAWARD_ITEM*    pAwardItem  = NULL;
    int             nPackageIndex   = 0;

    memset(RoomSize, 0, sizeof(RoomSize));
    KG_PROCESS_SUCCESS(dwAwardTableID == ERROR_ID);

    pAwardTable = GetAwardTable(dwAwardTableID);
    KGLOG_PROCESS_ERROR(pAwardTable);

    for (KAWARD_ITEM_MAP::iterator it = pAwardTable->m_mapAwardItem.begin(); it != pAwardTable->m_mapAwardItem.end(); ++it)
    {
        pAwardItem = &it->second;

        if (pAwardItem->dwTabType == 0)
            continue;

        RoomSize[eppiPlayerItemBox] += 1;
    }

Exit1:
    bResult = true;
Exit0:
    return bResult;
}
开发者ID:zhengguo07q,项目名称:GameWorld,代码行数:29,代码来源:KAwardMgr.cpp


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