本文整理汇总了C++中CNpc::GetZ方法的典型用法代码示例。如果您正苦于以下问题:C++ CNpc::GetZ方法的具体用法?C++ CNpc::GetZ怎么用?C++ CNpc::GetZ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CNpc
的用法示例。
在下文中一共展示了CNpc::GetZ方法的5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: RecvNpcInfo
void CAISocket::RecvNpcInfo(Packet & pkt)
{
std::string strName;
uint8 Mode, byDirection;
uint16 sNid;
bool bCreated = false;
pkt.SByte();
pkt >> Mode >> sNid;
CNpc *pNpc = g_pMain->GetNpcPtr(sNid);
if (pNpc == nullptr)
{
pNpc = new CNpc();
pNpc->m_sNid = sNid;
bCreated = true;
}
pkt >> pNpc->m_sSid >> pNpc->m_sPid >> pNpc->m_sSize >> pNpc->m_iWeapon_1 >> pNpc->m_iWeapon_2
>> pNpc->m_bZone >> strName >> pNpc->m_bNation >> pNpc->m_bLevel
>> pNpc->m_curx >> pNpc->m_curz >> pNpc->m_cury >> byDirection
>> pNpc->m_tNpcType >> pNpc->m_iSellingGroup >> pNpc->m_iMaxHP >> pNpc->m_iHP >> pNpc->m_byGateOpen
>> pNpc->m_fTotalHitrate >> pNpc->m_fTotalEvasionrate
>> pNpc->m_sTotalAc >> pNpc->m_sTotalHit
>> pNpc->m_byObjectType
>> pNpc->m_byTrapNumber >> pNpc->m_bMonster
>> pNpc->m_sFireR >> pNpc->m_sColdR >> pNpc->m_sLightningR
>> pNpc->m_sMagicR >> pNpc->m_sDiseaseR >> pNpc->m_sPoisonR;
if (strName.empty() || strName.length() > MAX_NPC_SIZE)
{
pNpc->DecRef();
return;
}
pNpc->m_NpcState = Mode;
pNpc->m_byDirection = byDirection;
pNpc->m_strName = strName;
pNpc->m_pMap = g_pMain->GetZoneByID(pNpc->GetZoneID());
if (pNpc->GetMap() == nullptr)
{
pNpc->DecRef();
return;
}
pNpc->RegisterRegion();
if (pNpc->m_byObjectType == SPECIAL_OBJECT)
{
_OBJECT_EVENT *pEvent = pNpc->GetMap()->GetObjectEvent( pNpc->m_sSid );
if (pEvent != nullptr)
pEvent->byLife = 1;
}
if (bCreated)
g_pMain->m_arNpcArray.PutData(pNpc->GetID(), pNpc);
if (pNpc->m_NpcState == NPC_DEAD)
{
TRACE("RecvNpcInfo - dead monster nid=%d, name=%s\n", pNpc->GetID(), pNpc->GetName().c_str());
return;
}
pNpc->SendInOut(INOUT_IN, pNpc->GetX(), pNpc->GetZ(), pNpc->GetY());
}
示例2: RecvNpcInfoAll
void CAISocket::RecvNpcInfoAll(Packet & pkt)
{
uint8 bCount = pkt.read<uint8>(); // max of 20
pkt.SByte();
for (int i = 0; i < bCount; i++)
{
uint8 bDirection;
std::string strName;
CNpc* pNpc = new CNpc();
pNpc->Initialize();
pkt >> pNpc->m_NpcState >> pNpc->m_sNid >> pNpc->m_sSid >> pNpc->m_sPid >> pNpc->m_sSize >> pNpc->m_iWeapon_1 >> pNpc->m_iWeapon_2
>> pNpc->m_bZone >> strName >> pNpc->m_bNation >> pNpc->m_bLevel
>> pNpc->m_curx >> pNpc->m_curz >> pNpc->m_cury >> bDirection
>> pNpc->m_tNpcType >> pNpc->m_iSellingGroup >> pNpc->m_iMaxHP >> pNpc->m_iHP >> pNpc->m_byGateOpen
>> pNpc->m_fTotalHitrate >> pNpc->m_fTotalEvasionrate
>> pNpc->m_sTotalAc >> pNpc->m_sTotalHit
>> pNpc->m_byObjectType
>> pNpc->m_byTrapNumber >> pNpc->m_bMonster
>> pNpc->m_sFireR >> pNpc->m_sColdR >> pNpc->m_sLightningR
>> pNpc->m_sMagicR >> pNpc->m_sDiseaseR >> pNpc->m_sPoisonR;
if (strName.empty())
strName = "<the spawn with no name>";
if (strName.length() > MAX_NPC_SIZE)
{
pNpc->DecRef();
continue;
}
pNpc->m_pMap = g_pMain->GetZoneByID(pNpc->GetZoneID());
if (pNpc->GetMap() == nullptr)
{
pNpc->DecRef();
continue;
}
//TRACE("Recv --> NpcUserInfo : uid = %d, x=%f, z=%f.. \n", nid, fPosX, fPosZ);
pNpc->m_strName = strName;
pNpc->m_byDirection = bDirection;
pNpc->SetRegion(pNpc->GetNewRegionX(), pNpc->GetNewRegionZ());
if (pNpc->m_byObjectType == SPECIAL_OBJECT)
{
_OBJECT_EVENT* pEvent = pNpc->GetMap()->GetObjectEvent(pNpc->m_sSid);
if (pEvent != nullptr)
pEvent->byLife = 1;
}
// TRACE("Recv --> NpcUserInfoAll : uid=%d, sid=%d, name=%s, x=%f, z=%f. gate=%d, objecttype=%d \n", nid, sPid, szName, fPosX, fPosZ, byGateOpen, byObjectType);
if (!g_pMain->m_arNpcArray.PutData(pNpc->GetID(), pNpc))
{
TRACE("Npc PutData Fail - %d\n", pNpc->GetID());
pNpc->DecRef();
continue;
}
if (pNpc->m_NpcState == NPC_DEAD)
{
TRACE("Recv --> NpcUserInfoAll : nid=%d, sid=%d, name=%s\n", pNpc->GetID(), pNpc->m_sSid, strName.c_str());
continue;
}
pNpc->SendInOut(INOUT_IN, pNpc->GetX(), pNpc->GetZ(), pNpc->GetY());
}
}
示例3: RecvNpcInfoAll
void CAISocket::RecvNpcInfoAll(Packet & pkt)
{
uint8 bCount = pkt.read<uint8>(); // max of 20
pkt.SByte();
for (int i = 0; i < bCount; i++)
{
uint8 bType, bDirection;
std::string strName;
CNpc* pNpc = new CNpc();
pNpc->Initialize();
pkt >> bType >> pNpc->m_sNid >> pNpc->m_sSid >> pNpc->m_sPid >> pNpc->m_sSize >> pNpc->m_iWeapon_1 >> pNpc->m_iWeapon_2
>> pNpc->m_bZoneID >> strName >> pNpc->m_byGroup >> pNpc->m_byLevel >> pNpc->m_fCurX >> pNpc->m_fCurZ >> pNpc->m_fCurY
>> bDirection >> pNpc->m_tNpcType >> pNpc->m_iSellingGroup >> pNpc->m_iMaxHP >> pNpc->m_iHP >> pNpc->m_byGateOpen
>> pNpc->m_sTotalHitrate >> pNpc->m_sTotalEvasionrate >> pNpc->m_sTotalAc >> pNpc->m_byObjectType;
if (strName.empty() || strName.length() > MAX_NPC_SIZE)
{
delete pNpc;
continue;
}
//TRACE("Recv --> NpcUserInfo : uid = %d, x=%f, z=%f.. \n", nid, fPosX, fPosZ);
strcpy(pNpc->m_strName, strName.c_str());
pNpc->m_pMap = g_pMain->GetZoneByID(pNpc->GetZoneID());
pNpc->m_NpcState = NPC_LIVE;
pNpc->m_byDirection = bDirection;
pNpc->SetRegion(pNpc->GetNewRegionX(), pNpc->GetNewRegionZ());
if (pNpc->GetMap() == NULL)
{
delete pNpc;
pNpc = NULL;
continue;
}
if (pNpc->m_byObjectType == SPECIAL_OBJECT)
{
_OBJECT_EVENT* pEvent = pNpc->GetMap()->GetObjectEvent(pNpc->m_sSid);
if (pEvent != NULL)
pEvent->byLife = 1;
}
// TRACE("Recv --> NpcUserInfoAll : uid=%d, sid=%d, name=%s, x=%f, z=%f. gate=%d, objecttype=%d \n", nid, sPid, szName, fPosX, fPosZ, byGateOpen, byObjectType);
if (!g_pMain->m_arNpcArray.PutData(pNpc->GetID(), pNpc))
{
TRACE("Npc PutData Fail - %d\n", pNpc->GetID());
delete pNpc;
continue;
}
if (bType == 0)
{
TRACE("Recv --> NpcUserInfoAll : nid=%d, sid=%d, name=%s\n", pNpc->GetID(), pNpc->m_sSid, strName.c_str());
continue;
}
// RegionNpcAdd()
pNpc->SendInOut(INOUT_IN, pNpc->GetX(), pNpc->GetZ(), pNpc->GetY());
}
}
示例4: RecvNpcInfo
void CAISocket::RecvNpcInfo(Packet & pkt)
{
std::string strName;
uint8 Mode, byDirection;
uint16 sNid;
pkt.SByte();
pkt >> Mode >> sNid;
CNpc *pNpc = g_pMain->m_arNpcArray.GetData(sNid);
if (pNpc == NULL)
return;
pkt >> pNpc->m_sSid >> pNpc->m_sPid >> pNpc->m_sSize >> pNpc->m_iWeapon_1 >> pNpc->m_iWeapon_2
>> pNpc->m_bZoneID >> strName >> pNpc->m_byGroup >> pNpc->m_byLevel
>> pNpc->m_fCurX >> pNpc->m_fCurZ >> pNpc->m_fCurY >> byDirection >> pNpc->m_NpcState
>> pNpc->m_tNpcType >> pNpc->m_iSellingGroup >> pNpc->m_iMaxHP >> pNpc->m_iHP >> pNpc->m_byGateOpen
>> pNpc->m_sTotalHitrate >> pNpc->m_sTotalEvasionrate >> pNpc->m_sTotalAc >> pNpc->m_byObjectType;
if (strName.empty() || strName.length() > MAX_NPC_SIZE)
{
delete pNpc;
return;
}
pNpc->m_byDirection = byDirection;
strcpy(pNpc->m_strName, strName.c_str());
// Bug? Test?
// pNpc->m_NpcState = NPC_DEAD;
if (pNpc->m_NpcState == NPC_LIVE)
{
char strLog[256];
CTime t = CTime::GetCurrentTime();
sprintf_s(strLog, sizeof(strLog), "## time(%d:%d-%d) npc regen check(%d) : nid=%d, name=%s, x=%d, z=%d, rx=%d, rz=%d ## \r\n", t.GetHour(), t.GetMinute(), t.GetSecond(),
pNpc->m_NpcState, pNpc->GetID(), pNpc->m_strName, (int)pNpc->m_fCurX, (int)pNpc->m_fCurZ, pNpc->GetRegionX(), pNpc->GetRegionZ());
EnterCriticalSection( &g_LogFile_critical );
g_pMain->m_RegionLogFile.Write( strLog, strlen(strLog) );
LeaveCriticalSection( &g_LogFile_critical );
TRACE(strLog);
// to-do: replace with g_pMain->WriteRegionLog(...);
}
if (pNpc->GetMap() == NULL)
return;
pNpc->InsertRegion(pNpc->GetNewRegionX(), pNpc->GetNewRegionZ());
pNpc->SetRegion(pNpc->GetNewRegionX(), pNpc->GetNewRegionZ());
if (pNpc->m_byObjectType == SPECIAL_OBJECT)
{
_OBJECT_EVENT *pEvent = pNpc->GetMap()->GetObjectEvent( pNpc->m_sSid );
if (pEvent != NULL)
pEvent->byLife = 1;
}
if (Mode == 0)
{
TRACE("RecvNpcInfo - dead monster nid=%d, name=%s\n", pNpc->GetID(), pNpc->m_strName);
return;
}
pNpc->SendInOut(INOUT_IN, pNpc->GetX(), pNpc->GetZ(), pNpc->GetY());
}
示例5: AreaAttackDamage
void CMagicProcess::AreaAttackDamage(int magictype, int rx, int rz, int magicid, int moral, int data1, int data2, int data3, int dexpoint, int righthand_damage)
{
MAP* pMap = m_pSrcUser->GetMap();
if (pMap == nullptr) return;
// 자신의 region에 있는 UserArray을 먼저 검색하여,, 가까운 거리에 유저가 있는지를 판단..
if(rx < 0 || rz < 0 || rx > pMap->GetXRegionMax() || rz > pMap->GetZRegionMax()) {
TRACE("#### CMagicProcess-AreaAttackDamage() Fail : [nid=%d, name=%s], nRX=%d, nRZ=%d #####\n", m_pSrcUser->m_iUserId, m_pSrcUser->m_strUserID, rx, rz);
return;
}
_MAGIC_TYPE3* pType3 = nullptr;
_MAGIC_TYPE4* pType4 = nullptr;
_MAGIC_TABLE* pMagic = nullptr;
int damage = 0, tid = 0, target_damage = 0, attribute = 0;
float fRadius = 0;
pMagic = g_pMain->m_MagictableArray.GetData( magicid ); // Get main magic table.
if( !pMagic ) {
TRACE("#### CMagicProcess-AreaAttackDamage Fail : magic maintable error ,, magicid=%d\n", magicid);
return;
}
if(magictype == 3) {
pType3 = g_pMain->m_Magictype3Array.GetData( magicid ); // Get magic skill table type 3.
if( !pType3 ) {
TRACE("#### CMagicProcess-AreaAttackDamage Fail : magic table3 error ,, magicid=%d\n", magicid);
return;
}
target_damage = pType3->sFirstDamage;
attribute = pType3->bAttribute;
fRadius = (float)pType3->bRadius;
}
else if(magictype == 4) {
pType4 = g_pMain->m_Magictype4Array.GetData( magicid ); // Get magic skill table type 3.
if( !pType4 ) {
TRACE("#### CMagicProcess-AreaAttackDamage Fail : magic table4 error ,, magicid=%d\n", magicid);
return;
}
fRadius = (float)pType4->bRadius;
}
if( fRadius <= 0 ) {
TRACE("#### CMagicProcess-AreaAttackDamage Fail : magicid=%d, radius = %d\n", magicid, fRadius);
return;
}
__Vector3 vStart, vEnd;
CNpc* pNpc = nullptr ; // Pointer initialization!
float fDis = 0.0f;
vStart.Set((float)data1, (float)0, (float)data3);
int count = 0, total_mon = 0, attack_type=0;
int* pNpcIDList = nullptr;
bool bResult = true;
pMap->m_lock.Acquire();
CRegion *pRegion = &pMap->m_ppRegion[rx][rz];
total_mon = pRegion->m_RegionNpcArray.GetSize();
pNpcIDList = new int[total_mon];
foreach_stlmap (itr, pRegion->m_RegionNpcArray)
pNpcIDList[count++] = *itr->second;
pMap->m_lock.Release();
for(int i = 0; i < total_mon; i++)
{
int nid = pNpcIDList[i];
if( nid < NPC_BAND ) continue;
pNpc = g_pMain->m_arNpc.GetData(nid);
if (pNpc == nullptr || pNpc->m_NpcState == NPC_DEAD)
continue;
if( m_pSrcUser->m_bNation == pNpc->m_byGroup ) continue;
vEnd.Set(pNpc->GetX(), pNpc->GetY(), pNpc->GetZ());
fDis = pNpc->GetDistance(vStart, vEnd);
if(fDis > fRadius)
continue;
if (magictype == 3)
{
damage = GetMagicDamage(pNpc->GetID(), target_damage, attribute, dexpoint, righthand_damage);
TRACE("Area magictype3 ,, magicid=%d, damage=%d\n", magicid, damage);
if(damage >= 0) {
bResult = pNpc->SetHMagicDamage(damage);
}
else {
damage = abs(damage);
if(pType3->bAttribute == 3) attack_type = 3; // 기절시키는 마법이라면.....
else attack_type = magicid;
if(pNpc->SetDamage(attack_type, damage, m_pSrcUser->m_iUserId + USER_BAND) == false) {
m_pSrcUser->SendAttackSuccess(pNpc->GetID(), MAGIC_ATTACK_TARGET_DEAD, damage, pNpc->m_iHP);
}
else {
m_pSrcUser->SendAttackSuccess(pNpc->GetID(), ATTACK_SUCCESS, damage, pNpc->m_iHP);
}
}
//.........这里部分代码省略.........