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C++ CMoveShape类代码示例

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


在下文中一共展示了CMoveShape类的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: SetDestIntVar

//设置目标整形变量的值,$bound默认为0
double CScript::SetDestIntVar(const char* cmd, char* retStr)
{
	double dbRet = 0;
	CMoveShape* pMoveShape = dynamic_cast<CMoveShape*>(p_DesShape);
	if(!pMoveShape)	return dbRet;

	char* szValueName= GetStringParam(cmd,0);
	if(szValueName)
	{
		if( strlen(szValueName) >= 2 && szValueName[0]=='$')
		{
			long lValue =  GetIntParam(cmd,1);
			if(lValue != ERROR_CODE)
			{
				long lBound = GetIntParam(cmd,2);
				if(lBound == ERROR_CODE)
				{
					lBound = 0;
				}
				dbRet = pMoveShape->GetVariableList()->SetVarValue(szValueName,0,lValue);
			}
		}
		M_FREE( szValueName, sizeof(char)*MAX_VAR_LEN );
	}
	
	return dbRet;
}
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:28,代码来源:MoveShapeFun.cpp

示例2: RegisterTimer

//为当前对象注册一个定时器
double CScript::RegisterTimer(const char* cmd, char* retStr)
{
	int nRet = 0;
	long lfuturetime = static_cast<long>(GetIntParam(cmd, 0));
	if(lfuturetime != ERROR_CODE && lfuturetime != INVILID_VALUE)
	{
		long lInterTime = static_cast<long>(GetIntParam(cmd, 1));
		if(lInterTime != ERROR_CODE && lInterTime != INVILID_VALUE)
		{
			char* pszScriptName=GetStringParam(cmd,2);
			if( pszScriptName )
			{
				long lUserData = static_cast<long>(GetIntParam(cmd, 3));
				if(lUserData != ERROR_CODE && lUserData != INVILID_VALUE)
				{
					CMoveShape* pMoveShape = dynamic_cast<CMoveShape*>(p_SrcShape);
					if( pMoveShape )
					{
						//添加提示
						nRet = pMoveShape->RegisterScriptTimer(lfuturetime,lInterTime,
							pszScriptName,lUserData);
					}
				}
				M_FREE( pszScriptName, sizeof(char)*MAX_VAR_LEN );
			}
		}
	}
	return nRet;
}
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:30,代码来源:MoveShapeFun.cpp

示例3: operator

	/// return true to filter shape.
	bool operator() ( CShape *pShape )
	{
		CMoveShape *pDest = static_cast<CMoveShape*>( pShape );
		if( pDest->IsDied() )
		{
			return true;
		}
		if( pOwner->Distance( pShape ) > lRange )
		{
			return true;
		}

		if (!pDest->IsVisible(pOwner) )			// ÒþÐÎ
		{
			return true;
		}

		if(  pDest->GetExID() == pOwner->GetBefoolID() )
		{
			return true;
		}

		if( AIUtilities::IsInGodState( pShape ) )
		{
			return true;
		}

		return false;
	}
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:30,代码来源:Guard.cpp

示例4: GetGame

void Script::CallScriptByGUID(const CGUID& shapeGuid, const char* scriptFilename)
{
	CMoveShape* shape = GetGame()->FindShape(TYPE_PLAYER, shapeGuid);
	if(shape==NULL)
	{
		CServerRegion* region = dynamic_cast<CServerRegion*>(m_RunEnv.region);
		if(region != NULL)
			shape = dynamic_cast<CMoveShape*>(region->FindChildObject(TYPE_MONSTER, shapeGuid));
	}

	if(shape != NULL) // 本地调用脚本
	{
		RunEnv env;
		env.region = dynamic_cast<CRegion*>(shape->GetFather());
		env.srcShape = shape;
		GetInst(ScriptSys).RunScript(env, scriptFilename);
	}
	else // 跨服调用脚本
	{
		CMessage msg(MSG_S2W_QUEST_PlayerRunScript);
		msg.Add(shapeGuid); // call guid
		msg.Add(scriptFilename);	 // called script name
		msg.SendToSocket(GetGame()->GetWSSocket());
	}
}
开发者ID:xiongshaogang,项目名称:mmo-resourse,代码行数:25,代码来源:ScriptRgnFunc.cpp

示例5: Execute

//执行
void COpGood::Execute(CMoveShape* pShape)
{
    CMoveShape *pMoveShape = NULL;
    if (m_Obj==Obj_Self)
    {
        pMoveShape = m_pParam->pUser;
    }
    else
    {
        pMoveShape = pShape;
    }
    if (m_Op == MODOP_Sub)
    {
        if (m_strOrigName.size()>0)
        {
            //根据原始名删除物品
            pMoveShape->DelGoods((char*)m_strOrigName.c_str(),m_nValue);

        }
        else if(m_nPlace!=0&&m_nPos!=0)
        {
            //根据容器id和pos删除物品
            pMoveShape->DelGoodsAndSendMsg(m_nPlace,m_nPos);
        }
        else
        {
            //根据容器id和物品类别删除物品
            pMoveShape->DeleteGoods((CS2CContainerObjectMove::PLAYER_EXTEND_ID)m_nPlace,(eGoodsBaseType)m_nGoodType,m_nWeaponType,m_nValue);
        }

    }
}
开发者ID:,项目名称:,代码行数:33,代码来源:

示例6: GetStringParam

//设置目标变量GUID的值
double CScript::SetDestGuidVar(const char* cmd, char* retStr)
{
	double dbRet = 0;
	CMoveShape* pMoveShape = dynamic_cast<CMoveShape*>(p_DesShape);
	if(!pMoveShape)	return dbRet;

	char* szValueName= GetStringParam(cmd,0);
	if(szValueName)
	{
		if( strlen(szValueName) >= 2 && szValueName[0]=='@')
		{
			char* szGuidName = GetStringParam(cmd,1);
			if(szGuidName )
			{
				if(p_SrcShape)
				{
					const CGUID& guid = GetScriptGuidValue((CMoveShape*)p_SrcShape, szGuidName);
					pMoveShape->GetVariableList()->SetGuidValue(szValueName,&guid);
				}
				M_FREE( szGuidName, sizeof(char)*MAX_VAR_LEN );
			}
		}
		M_FREE( szValueName, sizeof(char)*MAX_VAR_LEN );
	}

	return dbRet;
}
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:28,代码来源:MoveShapeFun.cpp

示例7: StepEndAI

bool NormalCloseInAttackAI::StepEndAI()
{
    if(m_pSkill)
    {
        CMoveShape* pMoveshape = dynamic_cast<CMoveShape*>(GetGame()->GetRegion()->FindChildObject(m_pSkill->GetSourType(), m_pSkill->GetSourID()));
        if(pMoveshape)
        {
            AnimInfo::tagActionInfo *pActionInfo = pMoveshape->GetAnimInfo()->GetActionInfo();
            if(pActionInfo && pMoveshape->GetAction() >= CShape::ACT_PERFORM)
            {
                pActionInfo->bCurActionLooped = FALSE;
            }
        }
        if (pMoveshape->GetType() == TYPE_PET)
        {
            CPet *pPet = (CPet*)pMoveshape;
            if (pPet->IsMainPlayerPet())
            {
                tagPetSkillInfo *pPetSkill = pPet->GetPetSkillInfoByID(m_pSkill->GetSkillID());
                if(pPetSkill)
                    pPetSkill->bIsSkillUsingEnd = true;
                //pPet->SkillSuccReceived();
            }
        }
        // 删除特效
        m_pSkill->DelAllEffectListByStep(CSkillXml::STEP_START);
        m_pSkill->DelAllEffectListByStep(CSkillXml::STEP_RUN);
        m_pSkill->DelAllEffectListByStep(CSkillXml::STEP_END);
        m_pSkill->SetIsDeleted(true);
        return true;
    }
    return false;
}
开发者ID:,项目名称:,代码行数:33,代码来源:

示例8: AI

void NormalCloseInAttackAI::AI()
{
    //CPlayer *pPlayer = GetGame()->GetMainPlayer();
    if(!m_pSkill)
        return;
    CMoveShape* pMoveshape = dynamic_cast<CMoveShape*>(GetGame()->GetRegion()->FindChildObject(m_pSkill->GetSourType(), m_pSkill->GetSourID()));
    // 开始阶段可能有吟唱动作
    if(pMoveshape && m_pSkill && m_pSkill->GetCurStep() != CSkillXml::STEP_START && m_pSkill->GetRunStepActExQueue())
    {
        /***********************************************************************/
        /* zhaohang fix */
        /***********************************************************************/
        // 非光环类技能
        CSkillListXml::tagSkill *pSkill = CSkillListXml::GetProperty(m_pSkill->GetSkillID());
        if (pSkill && (pSkill->bLockSkill || pSkill->dwSkillState == 0))
            //tagSkillIni* pSkill = SkillAttrIniSetup::GetSkillIni(m_pSkill->GetSkillID());
            //if( pSkill && pSkill->GetSkillBaseAttr() &&
            //	 pSkill->GetSkillBaseAttr()->IsLockSkill() )
        {
            // 释放阶段无后续动作
            if(m_pSkill->GetRunStepActExQueue()->empty())
            {
                if(pMoveshape->GetAction() == ACT_STAND || pMoveshape->GetAction() == ACT_IDLE)
                    StepEndAI();
            }
        }
    }
}
开发者ID:,项目名称:,代码行数:28,代码来源:

示例9: GetIntParam

double CScript::ChangeAttr(const char* CmdStr, char* retStr)
{
	OBJECT_TYPE type;
	CGUID id;
	double value  = 0;
	double ret = INVILID_VALUE;

	int param = GetIntParam(CmdStr, 0);
	if(param != ERROR_CODE && param != INVILID_VALUE)
	{
		type = (OBJECT_TYPE)param;

		char* pIdName = GetStringParam(CmdStr, 1);
		if(NULL == pIdName) return ret;
		id = GetVariableList()->GetGuidValue(pIdName);
		if(id == NULL_GUID)
			id = GetGeneralVariableList()->GetGuidValue(pIdName);
		if(id == NULL_GUID)
			id = ((CPlayer*)p_SrcShape)->GetVariableList()->GetGuidValue(pIdName);

		CMoveShape* shape = GetGame()->FindShape(type, id);

		char* name = GetStringParam(CmdStr, 2);
		if(name)
		{
			value = GetIntParam(CmdStr, 3);
			if(value != ERROR_CODE && value != INVILID_VALUE)
			{

				if(NULL == shape) // 默认id=0时,直接调用SrcShape的SetAttr接口
				{
					CShape* cShape = GetSrcShape();
					if(cShape)
					{
						((CMoveShape*)cShape)->ChangeAttribute(string(name), value);
						((CMoveShape*)cShape)->UpdateAttribute();
						ret = 1;
					}
				}
				else
				{
					shape->ChangeAttribute(string(name), value);
					shape->UpdateAttribute();
					ret = 1;
				}
			}
		}

		M_FREE( pIdName, sizeof(char)*MAX_VAR_LEN );
		M_FREE( name, sizeof(char)*MAX_VAR_LEN );
	}
	else // 参数是字符串
	{
		AddErrorLogText(CStringReading::LoadString(IDS_GS_FUNCTION, STR_GS_FUNCTION_CHANGEATTRFIRSTVARISSTRING));
	}

	return ret;
}
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:58,代码来源:MoveShapeFun.cpp

示例10: Execute

    void GuardSearch::Execute( BaseType::EntityType *entity )
    {
        CMonster *pSelf = dynamic_cast<CMonster*>( entity->GetOwner() );
        ShapeListType player_list;
        ShapeListType monster_list;
        CServerRegion *pRegion = static_cast<CServerRegion*>( pSelf->GetFather() );
        CMoveShape *pTarget = NULL;

        if( CanAttackCurrent( pSelf, entity ) )
        {
            return;
        }

        // find the around players
        pRegion->FindAroundObject( pSelf, TYPE_PLAYER, player_list );
        // find the around monsters including the guards.
        pRegion->FindAroundObject( pSelf, TYPE_MONSTER, monster_list );

        // filter the result
        Filter filter( static_cast<CMonster*>( pSelf ) );
        filter_shape( player_list, filter );
        filter_shape( monster_list, filter );


        // retrieve the ai reference
        DWORD ai_ref = pSelf->GetAIReferrence( 0 );
        if( ai_ref >= 0 )
        {
            pTarget = SearchByAIRef1( pSelf, player_list, ai_ref );
        }

        if( pTarget == NULL && ( ai_ref = pSelf->GetAIReferrence( 1 ) ) > 0 )
        {
            pTarget = SearchByAIRef2( pSelf, player_list, ai_ref );
        }	

        if( pTarget == NULL && ( ai_ref = pSelf->GetAIReferrence( 2 ) ) > 0 )
        {
            pTarget = SearchByAIRef3( pSelf, monster_list, ai_ref );
        }

        if( pTarget == NULL && ( ai_ref = pSelf->GetAIReferrence( 3 ) ) > 0 )
        {
            pTarget = SearchByAIRef4( pSelf, monster_list, ai_ref );
        }

        if( pTarget != NULL )
        {
            // search successfully
            entity->SetTarget( pTarget->GetExID(), pTarget->GetType() );
        }
        else if( entity->HasTarget() )
        {
            AI_EVENT_SENDER( entity ).ReturnPeace();
        }
    }
开发者ID:yuanxiubin1128,项目名称:mmo-resourse,代码行数:56,代码来源:GuardSearch.cpp

示例11: ReturnPeace

void FightObj::ReturnPeace()
{
    CMoveShape *target = m_AI->GetTarget();
    if(target)
    {
        TauntEvents events(m_Owner->GetTauntHandler());
        events.TargetLost(target->GetExID(), target->GetType());
    }
    m_AI->ChangeState(ST_RETURN, ReturnEvent(m_EnterFightPos.x, m_EnterFightPos.y));
}
开发者ID:Caoxuyang,项目名称:klcommon,代码行数:10,代码来源:FightObj.cpp

示例12: GetCurrentSpeed

double CScript::GetCurrentSpeed(const char* cmd, char* retStr)
{
	double dbRet = 0.0;
	CMoveShape* pMoveShape = dynamic_cast<CMoveShape*>(p_SrcShape);
	if(pMoveShape)
	{
		dbRet =  pMoveShape->GetSpeed();// SetChangeSpeed(nSpeed);
	}
	return dbRet;
}
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:10,代码来源:MoveShapeFun.cpp

示例13: Run

    int SkillTracer::Run(BaseAI *ai)
    {
        if(timeGetTime() >= m_EndTime)
        {
            return TIMEOUT;
        }
        CMoveShape *self = ai->GetOwner();
        CServerRegion *rgn = dynamic_cast<CServerRegion*>(self->GetFather());
        CMoveShape *target = AIUtils::FindShape(rgn, m_TargetID);
        if(target == NULL)
        {
            return FAILED;
        }
#ifdef MONSTER_DIS_FLOAT
        float dis = self->RealDistanceF(target);
#else
        long dis = self->Distance(target);
#endif
        long dx = target->GetTileX();
        long dy = target->GetTileY();
        if(dis > m_SkillMaxDis)
        {
            ai->Move(dx, dy);
        }
        else if(dis < m_SkillMinDis)
        {
            long dir = GetLineDir(dx, dy, self->GetTileX(), self->GetTileY());
            ai->Move(dir);
        }
        else
        {
            return Okay;
        }
        return RUNNING;
    }
开发者ID:Caoxuyang,项目名称:klcommon,代码行数:35,代码来源:ScriptStateImpl.cpp

示例14: GetTarget

BOOL Guard::CanAttackCurrent()
{
	if( !HasTarget() )
	{
		return FALSE;
	}

	CMoveShape *pTarget = GetTarget();
	long dis = m_pOwner->Distance( pTarget );
	long attack_range = static_cast<CMonster*>( m_pOwner )->GetAttribute( string( "C_GuardRange" ) );

	if( dis > attack_range )
	{
		return FALSE;
	}

	CMonster *pSelf = static_cast<CMonster*>( m_pOwner );
	DWORD ai_ref = 0;
	
	if( pTarget->GetType() == TYPE_PLAYER )
	{
		CPlayer *pPlayer = static_cast<CPlayer*>( pTarget );
		// ai reference 1
		ai_ref = pSelf->GetAIReferrence( 0 );
		if( ai_ref >= 0 )
		{
			if( pPlayer->GetPVPValue() >= ai_ref && !IsSameCamp( pPlayer, pSelf ) )
			{
				return TRUE;
			}
		}
		// ai reference 2
		ai_ref = pSelf->GetAIReferrence( 1 );
		if( ai_ref > 0 )
		{
			if( pPlayer->GetPkValue() >= ai_ref )
			{
				return TRUE;
			}
		}
	}
	
	// actually, it's not necessary to judge monsters, that because the property for the monsters will
	// not changed .So ignored here.
	// ...

	return FALSE;
}
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:48,代码来源:Guard.cpp

示例15: UpdateVisualEffect

VOID CExState1::End()
{
	if( m_pCurrentVisualEffect )
	{
		m_pCurrentVisualEffect -> UpdateVisualEffect( this, 1 );
	}
	CMoveShape* pShape = GetSufferer();
	if( pShape )
	{
		pShape->RemoveState( this );
	}
	else
	{
		//##获取不到承载者,有可能。
	}
}
开发者ID:xiongshaogang,项目名称:mmo-resourse,代码行数:16,代码来源:ExState1.cpp


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