当前位置: 首页>>代码示例>>C++>>正文


C++ CVehicle::CallEvent方法代码示例

本文整理汇总了C++中CVehicle::CallEvent方法的典型用法代码示例。如果您正苦于以下问题:C++ CVehicle::CallEvent方法的具体用法?C++ CVehicle::CallEvent怎么用?C++ CVehicle::CallEvent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CVehicle的用法示例。


在下文中一共展示了CVehicle::CallEvent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: DoVehicleRespawning

void CMapManager::DoVehicleRespawning ( void )
{
    // TODO: needs speeding up (no good looping through thousands of vehicles each frame)

    CVehicleSpawnPacket VehicleSpawnPacket;
    CVehicle* pVehicle = NULL;

    // Grab the current time
    unsigned long ulTime = GetTime ();

    bool bRespawn, bExploded;
    unsigned long ulBlowTime, ulIdleTime;
    // Loop through all the vehicles
    list < CVehicle* > ::const_iterator iter = m_pVehicleManager->IterBegin ();
    for ( ; iter != m_pVehicleManager->IterEnd (); iter++ )
    {
        pVehicle = *iter;
        bRespawn = false, bExploded = false;

        // It's been set to respawn
        if ( pVehicle->GetRespawnEnabled () )
        {
            // Did we get deserted?
            bool bDeserted = ( !pVehicle->GetFirstOccupant () );

            // Grab when it blew and when it was last not touched
            ulBlowTime = pVehicle->GetBlowTime ();
            ulIdleTime = pVehicle->GetIdleTime ();

            // Been blown long enough?
            if ( ulBlowTime != 0 && ulTime >= ( ulBlowTime + pVehicle->GetRespawnTime () ) )
            {
                bRespawn = true;
                bExploded = true;
            }

            // Been deserted long enough?
            else if ( bDeserted && ulIdleTime != 0 &&
                      ulTime >= ( ulIdleTime + pVehicle->GetIdleRespawnTime () ) )
            {
                bRespawn = true;
            }
        }

        // Need to respawn?
        if ( bRespawn )
        {
            // Respawn it and add it to the packet
            pVehicle->Respawn ();
            VehicleSpawnPacket.Add ( pVehicle );

            // Call the respawn event
            CLuaArguments Arguments;
            Arguments.PushBoolean ( bExploded );
            pVehicle->CallEvent ( "onVehicleRespawn", Arguments );
        }
    }

    // Send it
    m_pPlayerManager->BroadcastOnlyJoined ( VehicleSpawnPacket );
}
开发者ID:EagleShen,项目名称:MTA,代码行数:61,代码来源:CMapManager.cpp

示例2: Read

bool CVehiclePuresyncPacket::Read ( NetBitStreamInterface& BitStream )
{
    // Got a player to read?
    if ( m_pSourceElement )
    {
        CPlayer * pSourcePlayer = static_cast < CPlayer * > ( m_pSourceElement );

        // Player is in a vehicle?
        CVehicle* pVehicle = pSourcePlayer->GetOccupiedVehicle ();
        if ( pVehicle )
        {
            // Read out the time context
            unsigned char ucTimeContext = 0;
            if ( !BitStream.Read ( ucTimeContext ) )
                return false;

            // Only read this packet if it matches the current time context that
            // player is in.
            if ( !pSourcePlayer->CanUpdateSync ( ucTimeContext ) )
            {
                return false;
            }

            // Read out the keysync data
            CControllerState ControllerState;
            if ( !ReadFullKeysync ( ControllerState, BitStream ) )
                return false;

            // Read out its position
            SPositionSync position ( false );
            if ( !BitStream.Read ( &position ) )
                return false;
            pSourcePlayer->SetPosition ( position.data.vecPosition );

            // Jax: don't allow any outdated packets through
            unsigned char ucSeat;
            if ( !BitStream.Read ( ucSeat ) )
                return false;
            if ( ucSeat != pSourcePlayer->GetOccupiedVehicleSeat () )
            {
                // Mis-matching seats can happen when we warp into a different one,
                // which will screw up the whole packet
                return false;
            }

            // Read out the vehicle matrix only if he's the driver
            unsigned int uiSeat = pSourcePlayer->GetOccupiedVehicleSeat ();
            if ( uiSeat == 0 )
            {
                // Read out the vehicle rotation in degrees
                SRotationDegreesSync rotation;
                if( !BitStream.Read ( &rotation ) )
                    return false;

                // Set it
                pVehicle->SetPosition ( position.data.vecPosition );
                pVehicle->SetRotationDegrees ( rotation.data.vecRotation );

                // Move speed vector
                SVelocitySync velocity;
                if ( !BitStream.Read ( &velocity ) )
                    return false;

                pVehicle->SetVelocity ( velocity.data.vecVelocity );
                pSourcePlayer->SetVelocity ( velocity.data.vecVelocity );

                // Turn speed vector
                SVelocitySync turnSpeed;
                if ( !BitStream.Read ( &turnSpeed ) )
                    return false;

                pVehicle->SetTurnSpeed ( turnSpeed.data.vecVelocity );

                // Health
                SVehicleHealthSync health;
                if ( !BitStream.Read ( &health ) )
                    return false;
                float fPreviousHealth = pVehicle->GetHealth ();                
                float fHealth = health.data.fValue;

                // Less than last time?
                if ( fHealth < fPreviousHealth )
                {                 
                    // Grab the delta health
                    float fDeltaHealth = fPreviousHealth - fHealth;

					if ( fDeltaHealth > 0.0f )
					{
						// Call the onVehicleDamage event
						CLuaArguments Arguments;
						Arguments.PushNumber ( fDeltaHealth );
						pVehicle->CallEvent ( "onVehicleDamage", Arguments );
					}
                }
                pVehicle->SetHealth ( fHealth );

                // Trailer chain
                CVehicle* pTowedByVehicle = pVehicle;
                CVehicle* pTrailer = NULL;
                ElementID TrailerID;
//.........这里部分代码省略.........
开发者ID:50p,项目名称:multitheftauto,代码行数:101,代码来源:CVehiclePuresyncPacket.cpp

示例3: DoVehicleRespawning

void CMapManager::DoVehicleRespawning ( void )
{
    CVehicleSpawnPacket VehicleSpawnPacket;

    // Loop through all vehicles with respawn enabled
    list < CVehicle* >& respawnEnabledList = m_pVehicleManager->GetRespawnEnabledVehicles ( );

    list < CVehicle* > ::const_iterator iter = respawnEnabledList.begin ( );
    for ( ; iter != respawnEnabledList.end ( ); ++iter )
    {
        CVehicle* pVehicle = *iter;

        // No need to respawn vehicles if they're being deleted anyway
        if ( pVehicle->IsBeingDeleted ( ) )
            continue;

        // Did we get deserted?
        bool bDeserted = ( !pVehicle->GetFirstOccupant ( ) );
        bool bRespawn = false;
        bool bExploded = false;

        if ( bDeserted )
        {
            // If moved, or idle timer not running, restart idle timer
            if ( !pVehicle->IsStationary ( ) || !pVehicle->IsIdleTimerRunning ( ) )
                pVehicle->RestartIdleTimer ( );
        }
        else
        {
            // Stop idle timer if car is occupied
            pVehicle->StopIdleTimer ( );
        }


        // Been blown long enough?
        if ( pVehicle->IsBlowTimerFinished ( ) )
        {
            bRespawn = true;
            bExploded = true;
        }

        // Been deserted long enough?
        else if ( bDeserted && pVehicle->IsIdleTimerFinished ( ) )
        {
            // Check is far enough away from respawn point (Ignore first 20 units on z)
            CVector vecDif = pVehicle->GetRespawnPosition ( ) - pVehicle->GetPosition ( );
            vecDif.fZ = Max ( 0.f, fabsf ( vecDif.fZ ) - 20.f );
            if ( vecDif.LengthSquared ( ) > 2 * 2 )
                bRespawn = true;
            pVehicle->StopIdleTimer ( );
        }

        // Need to respawn?
        if ( bRespawn )
        {
            // Respawn it and add it to the packet
            pVehicle->Respawn ( );
            VehicleSpawnPacket.Add ( pVehicle );

            // Call the respawn event
            CLuaArguments Arguments;
            Arguments.PushBoolean ( bExploded );
            pVehicle->CallEvent ( "onVehicleRespawn", Arguments );
        }
    }

    // Send it
    m_pPlayerManager->BroadcastOnlyJoined ( VehicleSpawnPacket );
}
开发者ID:AdiBoy,项目名称:mtasa-blue,代码行数:69,代码来源:CMapManager.cpp


注:本文中的CVehicle::CallEvent方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。