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C++ MapCell::End方法代码示例

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


在下文中一共展示了MapCell::End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: SendChatMessageToCellPlayers

void MapMgr::SendChatMessageToCellPlayers(Object * obj, WorldPacket * packet, uint32 cell_radius, uint32 langpos, int32 lang, WorldSession * originator)
{
	uint32 cellX = GetPosX(obj->GetPositionX());
	uint32 cellY = GetPosY(obj->GetPositionY());
	uint32 endX = ((cellX+cell_radius) <= _sizeX) ? cellX + cell_radius : (_sizeX-1);
	uint32 endY = ((cellY+cell_radius) <= _sizeY) ? cellY + cell_radius : (_sizeY-1);
	uint32 startX = (cellX-cell_radius) > 0 ? cellX - cell_radius : 0;
	uint32 startY = (cellY-cell_radius) > 0 ? cellY - cell_radius : 0;

	uint32 posX, posY;
	MapCell *cell;
	MapCell::ObjectSet::iterator iter, iend;
	for (posX = startX; posX <= endX; ++posX )
	{
		for (posY = startY; posY <= endY; ++posY )
		{
			cell = GetCell(posX, posY);
			if (cell && cell->HasPlayers() )
			{
				iter = cell->Begin();
				iend = cell->End();
				for(; iter != iend; ++iter)
				{
					if((*iter)->IsPlayer())
					{
						//static_cast< Player* >(*iter)->GetSession()->SendPacket(packet);
						static_cast< Player* >(*iter)->GetSession()->SendChatPacket(packet, langpos, lang, originator);
					}
				}
			}
		}
	}
}
开发者ID:Chero,项目名称:abcwow,代码行数:33,代码来源:MapMgr.cpp

示例2: ChangeFarsightLocation

void MapMgr::ChangeFarsightLocation(Player *plr, DynamicObject *farsight)
{
	if(farsight == 0)
	{
		// We're clearing.
		for(ObjectSet::iterator itr = plr->m_visibleFarsightObjects.begin(); itr != plr->m_visibleFarsightObjects.end();
			++itr)
		{
			if(plr->IsVisible((*itr)) && !plr->CanSee((*itr)))
			{
				// Send destroy
				plr->PushOutOfRange((*itr)->GetNewGUID());
			}
		}
		plr->m_visibleFarsightObjects.clear();
	}
	else
	{
		uint32 cellX = GetPosX(farsight->GetPositionX());
		uint32 cellY = GetPosY(farsight->GetPositionY());
		uint32 endX = (cellX <= _sizeX) ? cellX + 1 : (_sizeX-1);
		uint32 endY = (cellY <= _sizeY) ? cellY + 1 : (_sizeY-1);
		uint32 startX = cellX > 0 ? cellX - 1 : 0;
		uint32 startY = cellY > 0 ? cellY - 1 : 0;
		uint32 posX, posY;
		MapCell *cell;
		Object *obj;
		MapCell::ObjectSet::iterator iter, iend;
		uint32 count;
		for (posX = startX; posX <= endX; ++posX )
		{
			for (posY = startY; posY <= endY; ++posY )
			{
				cell = GetCell(posX, posY);
				if (cell)
				{
					iter = cell->Begin();
					iend = cell->End();
					for(; iter != iend; ++iter)
					{
						obj = (*iter);
						if(!plr->IsVisible(obj) && plr->CanSee(obj) && farsight->GetDistance2dSq(obj) <= m_UpdateDistance)
						{
							ByteBuffer buf;
							count = obj->BuildCreateUpdateBlockForPlayer(&buf, plr);
							plr->PushCreationData(&buf, count);
							plr->m_visibleFarsightObjects.insert(obj);
						}
					}
					
				}
			}
		}
	}
}
开发者ID:Chero,项目名称:abcwow,代码行数:55,代码来源:MapMgr.cpp

示例3: GetPlayerCountInRadius

uint32 MapScriptInterface::GetPlayerCountInRadius(float x, float y, float z /* = 0.0f */, float radius /* = 5.0f */)
{
	// use a cell radius of 2
	uint32 PlayerCount = 0;
	uint32 cellX = mapMgr.GetPosX(x);
	uint32 cellY = mapMgr.GetPosY(y);

	uint32 endX = cellX < _sizeX ? cellX + 1 : _sizeX;
	uint32 endY = cellY < _sizeY ? cellY + 1 : _sizeY;
	uint32 startX = cellX > 0 ? cellX - 1 : 0;
	uint32 startY = cellY > 0 ? cellY - 1 : 0;
	MapCell* pCell;
	ObjectSet::iterator iter, iter_end;

	for(uint32 cx = startX; cx < endX; ++cx)
	{
		for(uint32 cy = startY; cy < endY; ++cy)
		{
			pCell = mapMgr.GetCell(cx, cy);
			if(pCell == 0 || pCell->GetPlayerCount() == 0)
				continue;

			iter = pCell->Begin();
			iter_end = pCell->End();

			for(; iter != iter_end; ++iter)
			{
				if((*iter)->IsPlayer() &&
				        (*iter)->CalcDistance(x, y, (z == 0.0f ? (*iter)->GetPositionZ() : z)) < radius)
				{
					++PlayerCount;
				}
			}
		}
	}

	return PlayerCount;
}
开发者ID:Selenah,项目名称:ArcEmu,代码行数:38,代码来源:MapScriptInterface.cpp

示例4: AddObject

void MapMgr::AddObject(Object *obj)
{
    ASSERT(obj);
    // make sure object is a virgin
    ASSERT(obj->GetInRangeSetBegin() == obj->GetInRangeSetEnd());
    ASSERT(obj->GetMapId() == _mapId);
    ASSERT(obj->GetPositionX() < _maxX && obj->GetPositionX() > _minX);
    ASSERT(obj->GetPositionY() < _maxY && obj->GetPositionY() > _minY);
    ASSERT(_cells);

    // That object types are not map objects. TODO: add AI groups here?
    if(obj->GetTypeId() == TYPEID_ITEM || obj->GetTypeId() == TYPEID_CONTAINER)
    {
    // mark object as updatable and exit
        obj->AddToWorld();
        return;
    }

    uint32 x = (uint32)(obj->GetPositionX() > 0 ? abs(_minX) + obj->GetPositionX() :
    abs(_minX) - abs(obj->GetPositionX()));
    uint32 y = (uint32)(obj->GetPositionY() > 0 ? abs(_minY) + obj->GetPositionY() :
    abs(_minY) - abs(obj->GetPositionY()));
    x /= _sizeX;
    y /= _sizeY;

/*
    sLog.outDetail("Obj position: %f %f Cell position: %u %u",
    obj->GetPositionX(), obj->GetPositionY(), x, y);
*/

    MapCell *objCell = &(_cells[x][y]);

    uint32 endX = x < _sizeX ? x + 1 : _sizeX;
    uint32 endY = y < _sizeY ? y + 1 : _sizeY;
    uint32 startX = x > 0 ? x - 1 : 0;
    uint32 startY = y > 0 ? y - 1 : 0;
    uint32 posX, posY;
    MapCell *cell;
    MapCell::ObjectSet::iterator iter;

    WorldPacket packet;
    UpdateData data;
    UpdateData playerData;

    for (posX = startX; posX <= endX; posX++ )
    {
        for (posY = startY; posY <= endY; posY++ )
        {
            cell = &(_cells[posX][posY]);
            ASSERT(cell);

            for (iter = cell->Begin(); iter != cell->End(); iter++)
            {
                if ((*iter)->GetDistance2dSq(obj) <= UPDATE_DISTANCE*UPDATE_DISTANCE)
                {
                    // Object in range, add to set
                    if((*iter)->GetTypeId() == TYPEID_PLAYER)
                    {
                        sLog.outDetail("Creating object "I64FMT" for player "I64FMT".",
                            obj->GetGUID(), (*iter)->GetGUID());

                        data.Clear();
                        obj->BuildCreateUpdateBlockForPlayer( &data, (Player*)*iter );
                        data.BuildPacket(&packet);

                        ((Player*)*iter)->GetSession()->SendPacket( &packet );
                    }

                    (*iter)->AddInRangeObject(obj);

                    if(obj->GetTypeId() == TYPEID_PLAYER)
                    {
                        sLog.outDetail("Creating object "I64FMT" for player "I64FMT".",
                            (*iter)->GetGUID(), obj->GetGUID());

                        (*iter)->BuildCreateUpdateBlockForPlayer( &playerData, (Player*)obj );
                    }

                    obj->AddInRangeObject(*iter);
                }
            }
        }
    }

    if(obj->GetTypeId() == TYPEID_PLAYER)
    {
        sLog.outDetail("Creating player "I64FMT" for himself.", obj->GetGUID());
        obj->BuildCreateUpdateBlockForPlayer( &playerData, (Player*)obj );

        playerData.BuildPacket( &packet );
        ((Player*)obj)->GetSession()->SendPacket( &packet );
    }

    objCell->AddObject(obj);

    _objects[obj->GetGUID()] = obj;

    obj->SetMapCell(objCell);
    obj->AddToWorld();
}
开发者ID:Artea,项目名称:mangos-svn,代码行数:100,代码来源:MapMgr.cpp

示例5: ChangeObjectLocation

void MapMgr::ChangeObjectLocation(Object *obj)
{
    ASSERT(obj);
    ASSERT(obj->GetMapId() == _mapId);
    ASSERT(_cells);

    if(obj->GetTypeId() == TYPEID_ITEM || obj->GetTypeId() == TYPEID_CONTAINER)
        return;

    WorldPacket packet;
    UpdateData data;
    UpdateData playerData;

    Object* curObj;

    for (Object::InRangeSet::iterator iter = obj->GetInRangeSetBegin();
        iter != obj->GetInRangeSetEnd();)
    {
        curObj = *iter;
        iter++;

        if (curObj->GetDistance2dSq(obj) > UPDATE_DISTANCE*UPDATE_DISTANCE)
        {
            sLog.outDetail("Object "I64FMT" no longer in field of view of object "I64FMT".",
                obj->GetGUID(), (curObj)->GetGUID());

            if( obj->GetTypeId() == TYPEID_PLAYER )
                curObj->BuildOutOfRangeUpdateBlock( &playerData );

            obj->RemoveInRangeObject(curObj);

            if( curObj->GetTypeId() == TYPEID_PLAYER )
            {
                data.Clear();
                obj->BuildOutOfRangeUpdateBlock( &data );
                data.BuildPacket(&packet);
                ((Player*)curObj)->GetSession()->SendPacket( &packet );
            }

            curObj->RemoveInRangeObject(obj);
        }
    }

    uint32 cellX = (uint32)(obj->GetPositionX() > 0 ? abs(_minX) + obj->GetPositionX() :
    abs(_minX) - abs(obj->GetPositionX()));
    uint32 cellY = (uint32)(obj->GetPositionY() > 0 ? abs(_minY) + obj->GetPositionY() :
    abs(_minY) - abs(obj->GetPositionY()));
    cellX /= _sizeX;
    cellY /= _sizeY;

/*
    sLog.outDetail("Obj position: %f %f Cell position: %u %u",
    obj->GetPositionX(), obj->GetPositionY(), cellX, cellY);
*/

    MapCell *objCell = &(_cells[cellX][cellY]);

    if (objCell != obj->GetMapCell())
    {
        obj->GetMapCell()->RemoveObject(obj);
        objCell->AddObject(obj);
        obj->SetMapCell(objCell);
    }

    uint32 endX = cellX < _sizeX ? cellX + 1 : _sizeX;
    uint32 endY = cellY < _sizeY ? cellY + 1 : _sizeY;
    uint32 startX = cellX > 0 ? cellX - 1 : 0;
    uint32 startY = cellY > 0 ? cellY - 1 : 0;
    uint32 posX, posY;
    MapCell *cell;
    MapCell::ObjectSet::iterator iter;

    for (posX = startX; posX <= endX; posX++ )
    {
        for (posY = startY; posY <= endY; posY++ )
        {
            cell = &(_cells[posX][posY]);
            ASSERT(cell);

            for (iter = cell->Begin(); iter != cell->End(); iter++)
            {
                curObj = *iter;
                if (curObj != obj &&
                    (curObj)->GetDistance2dSq(obj) <= UPDATE_DISTANCE*UPDATE_DISTANCE &&
                    !obj->IsInRangeSet(curObj))
                {
                    // Object in range, add to set
                    if((curObj)->GetTypeId() == TYPEID_PLAYER)
                    {
                        sLog.outDetail("Creating object "I64FMT" for player "I64FMT".",
                            obj->GetGUID(), (curObj)->GetGUID());

                        data.Clear();
                        obj->BuildCreateUpdateBlockForPlayer( &data, (Player*)curObj );
                        data.BuildPacket(&packet);

                        ((Player*)curObj)->GetSession()->SendPacket( &packet );
                    }

                    (curObj)->AddInRangeObject(obj);
//.........这里部分代码省略.........
开发者ID:Artea,项目名称:mangos-svn,代码行数:101,代码来源:MapMgr.cpp


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