本文整理汇总了C++中CMoveShape::GetFather方法的典型用法代码示例。如果您正苦于以下问题:C++ CMoveShape::GetFather方法的具体用法?C++ CMoveShape::GetFather怎么用?C++ CMoveShape::GetFather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CMoveShape
的用法示例。
在下文中一共展示了CMoveShape::GetFather方法的3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: CallScriptByGUID
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());
}
}
示例2: 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;
}
示例3: SearchEnemy
bool PetAI::SearchEnemy()
{
CPet *owner = (CPet*) m_Owner;
CMoveShape *host = owner->GetHost();
if(NULL == host)
{
LogError(AI_MODULE, "m_Owner->GetHost() error.");
return false;
}
CMoveShape *target = GetTarget();
// 当前有追踪目标
if(target != NULL)
{
long dis = owner->Distance(target);
long tracDis = owner->GetTrackRange();
if(!target->IsDied() &&
tracDis > dis &&
!target->IsGod())
{
return true;
}
}
// 寻找所在场景
CServerRegion *region = dynamic_cast<CServerRegion*>(host->GetFather());
if(NULL == region)
{
return false;
}
vector<CShape*> vOut;
region->FindAroundObject(owner, TYPE_PLAYER, vOut);
region->FindAroundObject(owner, TYPE_MONSTER, vOut);
region->FindAroundObject(owner, TYPE_PET, vOut);
bool ret = false;
map<long, CMoveShape*> AroundObjs;
long distance = 0;
for(size_t i=0; i < vOut.size(); ++i)
{
target = (CMoveShape*)vOut[i];
if(target != NULL &&
target->IsDied() &&
!target->IsGod() &&
target->IsAttackAble(owner))
{
distance = m_Owner->Distance(target->GetTileX(), target->GetTileY());
AroundObjs[distance] = target;
ret = true;
}
}
if(ret) // 满足条件设置对象
{
map<long, CMoveShape*>::iterator itr = AroundObjs.begin();
target = itr->second;
SetTarget(target->GetExID(), target->GetType());
//if(PET_TYPE_TRAP == owner->GetPetType())
//{
// owner->SetActTime(0, 0); // 避免寻敌后无法攻击
// owner->OnTrapSpring();
//}
}
return true;
}