当前位置: 首页>>代码示例>>C++>>正文


C++ MapComposite::getAroundPointIterator方法代码示例

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


在下文中一共展示了MapComposite::getAroundPointIterator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: handlePickup

void GameHandler::handlePickup(GameClient &client, MessageIn &message)
{
    const int x = message.readInt16();
    const int y = message.readInt16();
    const Point ppos =
            client.character->getComponent<ActorComponent>()->getPosition();

    // TODO: use a less arbitrary value.
    if (std::abs(x - ppos.x) + std::abs(y - ppos.y) < 48)
    {
        MapComposite *map = client.character->getMap();
        Point ipos(x, y);
        for (FixedActorIterator i(map->getAroundPointIterator(ipos, 0)); i; ++i)
        {
            Entity *o = *i;
            Point opos = o->getComponent<ActorComponent>()->getPosition();

            if (o->getType() == OBJECT_ITEM && opos.x == x && opos.y == y)
            {
                ItemComponent *item = o->getComponent<ItemComponent>();
                ItemClass *ic = item->getItemClass();
                int amount = item->getAmount();

                if (!Inventory(client.character).insert(ic->getDatabaseID(),
                                                        amount))
                {
                    GameState::remove(o);

                    // We only do this when items are to be kept in memory
                    // between two server restart.
                    if (!Configuration::getValue("game_floorItemDecayTime", 0))
                    {
                        // Remove the floor item from map
                        accountHandler->removeFloorItems(map->getID(),
                                                         ic->getDatabaseID(),
                                                         amount, x, y);
                    }

                    // log transaction
                    std::stringstream str;
                    str << "User picked up item " << ic->getDatabaseID()
                        << " at " << opos.x << "x" << opos.y;
                    auto *characterComponent = client.character
                            ->getComponent<CharacterComponent>();
                    accountHandler->sendTransaction(
                            characterComponent->getDatabaseID(),
                            TRANS_ITEM_PICKUP, str.str()
                                                   );
                }
                break;
            }
        }
    }
}
开发者ID:EscenarioDeJuego,项目名称:manaserv,代码行数:54,代码来源:gamehandler.cpp

示例2:

static Being *findBeingNear(Actor *p, int id)
{
    MapComposite *map = p->getMap();
    const Point &ppos = p->getPosition();
    // See map.h for tiles constants
    const int pixelDist = DEFAULT_TILE_LENGTH * TILES_TO_BE_NEAR;
    for (BeingIterator i(map->getAroundPointIterator(ppos, pixelDist)); i; ++i)
    {
        Being *b = *i;
        if (b->getPublicID() != id)
            continue;
        return ppos.inRangeOf(b->getPosition(), pixelDist) ? b : 0;
    }
    return 0;
}
开发者ID:hanwujunlc,项目名称:manaserv,代码行数:15,代码来源:gamehandler.cpp

示例3:

static Actor *findActorNear(Actor *p, int id)
{
    MapComposite *map = p->getMap();
    const Point &ppos = p->getPosition();
    // See map.hpp for tiles constants
    const int pixelDist = DEFAULT_TILE_WIDTH * TILES_TO_BE_NEAR;
    for (ActorIterator i(map->getAroundPointIterator(ppos, pixelDist)); i; ++i)
    {
        Actor *a = *i;
        if (a->getPublicID() != id)
            continue;
        return ppos.inRangeOf(a->getPosition(), pixelDist) ? a : 0;
    }
    return 0;
}
开发者ID:Ablu,项目名称:invertika,代码行数:15,代码来源:gamehandler.cpp

示例4:

static Entity *findCharacterNear(Entity *p, int id)
{
    MapComposite *map = p->getMap();
    const Point &ppos = p->getComponent<ActorComponent>()->getPosition();
    // See map.h for tiles constants
    const int pixelDist = DEFAULT_TILE_LENGTH * TILES_TO_BE_NEAR;
    for (CharacterIterator i(map->getAroundPointIterator(ppos,
                                                         pixelDist)); i; ++i)
    {
        Entity *c = *i;
        if (c->getComponent<ActorComponent>()->getPublicID() != id)
            continue;

        if (ppos.inRangeOf(c->getComponent<ActorComponent>()->getPosition(),
                           pixelDist))
            return c;

        return  0;
    }
    return 0;
}
开发者ID:EscenarioDeJuego,项目名称:manaserv,代码行数:21,代码来源:gamehandler.cpp

示例5: processMessage

void GameHandler::processMessage(NetComputer *comp, MessageIn &message)
{
    GameClient &computer = *static_cast< GameClient * >(comp);
    MessageOut result;

    if (computer.status == CLIENT_LOGIN)
    {
        if (message.getId() != PGMSG_CONNECT)
            return;

        std::string magic_token = message.readString(MAGIC_TOKEN_LENGTH);
        computer.status = CLIENT_QUEUED; // Before the addPendingClient
        mTokenCollector.addPendingClient(magic_token, &computer);
        return;
    }
    else if (computer.status != CLIENT_CONNECTED)
    {
        return;
    }

    switch (message.getId())
    {
        case PGMSG_SAY:
        {
            std::string say = message.readString();
            if (say.empty()) break;

            if (say[0] == '@')
            {
                CommandHandler::handleCommand(computer.character, say);
                break;
            }
            GameState::sayAround(computer.character, say);
            std::string msg = computer.character->getName() + " said " + say;
            accountHandler->sendTransaction(computer.character->getDatabaseID(), TRANS_MSG_PUBLIC, msg);
        } break;

        case PGMSG_NPC_TALK:
        case PGMSG_NPC_TALK_NEXT:
        case PGMSG_NPC_SELECT:
        case PGMSG_NPC_NUMBER:
        case PGMSG_NPC_STRING:
        {
            int id = message.readShort();
            Actor *o = findActorNear(computer.character, id);
            if (!o || o->getType() != OBJECT_NPC)
            {
                sendError(comp, id, "Not close enough to NPC\n");
                break;
            }

            NPC *q = static_cast< NPC * >(o);
            if (message.getId() == PGMSG_NPC_SELECT)
            {
                q->select(computer.character, message.readByte());
            }
            else if (message.getId() == PGMSG_NPC_NUMBER)
            {
                q->integerReceived(computer.character, message.readLong());
            }
            else if (message.getId() == PGMSG_NPC_STRING)
            {
                q->stringReceived(computer.character, message.readString());
            }
            else
            {
                q->prompt(computer.character, message.getId() == PGMSG_NPC_TALK);
            }
        } break;

        case PGMSG_PICKUP:
        {
            int x = message.readShort();
            int y = message.readShort();
            Point ppos = computer.character->getPosition();

            // TODO: use a less arbitrary value.
            if (std::abs(x - ppos.x) + std::abs(y - ppos.y) < 48)
            {
                MapComposite *map = computer.character->getMap();
                Point ipos(x, y);
                for (FixedActorIterator i(map->getAroundPointIterator(ipos, 0)); i; ++i)
                {
                    Actor *o = *i;
                    Point opos = o->getPosition();
                    if (o->getType() == OBJECT_ITEM && opos.x == x && opos.y == y)
                    {
                        Item *item = static_cast< Item * >(o);
                        ItemClass *ic = item->getItemClass();
                        Inventory(computer.character)
                            .insert(ic->getDatabaseID(), item->getAmount());
                        GameState::remove(item);
                        // log transaction
                        std::stringstream str;
                        str << "User picked up item " << ic->getDatabaseID()
                            << " at " << opos.x << "x" << opos.y;
                        accountHandler->sendTransaction(computer.character->getDatabaseID(),
                            TRANS_ITEM_PICKUP, str.str());
                        break;
                    }
//.........这里部分代码省略.........
开发者ID:Ablu,项目名称:invertika,代码行数:101,代码来源:gamehandler.cpp


注:本文中的MapComposite::getAroundPointIterator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。