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C++ MapComposite::getMap方法代码示例

本文整理汇总了C++中MapComposite::getMap方法的典型用法代码示例。如果您正苦于以下问题:C++ MapComposite::getMap方法的具体用法?C++ MapComposite::getMap怎么用?C++ MapComposite::getMap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::getMap方法的1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: insert

bool GameState::insert(Entity *ptr)
{
    assert(!dbgLockObjects);
    MapComposite *map = ptr->getMap();
    assert(map && map->isActive());

    /* Non-visible objects have neither position nor public ID, so their
       insertion cannot fail. Take care of them first. */
    if (!ptr->isVisible())
    {
        map->insert(ptr);
        ptr->signal_inserted.emit(ptr);
        return true;
    }

    // Check that coordinates are actually valid.
    Actor *obj = static_cast< Actor * >(ptr);
    Map *mp = map->getMap();
    Point pos = obj->getPosition();
    if ((int)pos.x / mp->getTileWidth() >= mp->getWidth() ||
        (int)pos.y / mp->getTileHeight() >= mp->getHeight())
    {
        LOG_ERROR("Tried to insert an actor at position " << pos.x << ','
                  << pos.y << " outside map " << map->getID() << '.');
        // Set an arbitrary small position.
        pos = Point(100, 100);
        obj->setPosition(pos);
    }

    if (!map->insert(obj))
    {
        // The map is overloaded, no room to add a new actor
        LOG_ERROR("Too many actors on map " << map->getID() << '.');
        return false;
    }

    obj->signal_inserted.emit(obj);

    // DEBUG INFO
    switch (obj->getType())
    {
        case OBJECT_ITEM:
            LOG_DEBUG("Item inserted: "
                   << obj->getComponent<ItemComponent>()->getItemClass()->getDatabaseID());
            break;

        case OBJECT_NPC:
            LOG_DEBUG("NPC inserted: " << obj->getComponent<NpcComponent>()->getNpcId());
            break;

        case OBJECT_CHARACTER:
            LOG_DEBUG("Player inserted: "
                      << static_cast<Being*>(obj)->getName());
            break;

        case OBJECT_EFFECT:
            LOG_DEBUG("Effect inserted: "
                      << obj->getComponent<EffectComponent>()->getEffectId());
            break;

        case OBJECT_MONSTER:
            LOG_DEBUG("Monster inserted: "
                      << static_cast<Monster*>(obj)->getSpecy()->getId());
            break;

        case OBJECT_ACTOR:
        case OBJECT_OTHER:
        default:
            LOG_DEBUG("Entity inserted: " << obj->getType());
            break;
    }

    obj->raiseUpdateFlags(UPDATEFLAG_NEW_ON_MAP);
    if (obj->getType() != OBJECT_CHARACTER)
        return true;

    /* Since the player does not know yet where in the world its character is,
       we send a map-change message, even if it is the first time it
       connects to this server. */
    MessageOut mapChangeMessage(GPMSG_PLAYER_MAP_CHANGE);
    mapChangeMessage.writeString(map->getName());
    mapChangeMessage.writeInt16(pos.x);
    mapChangeMessage.writeInt16(pos.y);
    gameHandler->sendTo(static_cast< Character * >(obj), mapChangeMessage);

    // update the online state of the character
    accountHandler->updateOnlineStatus(
        static_cast< Character * >(obj)->getDatabaseID(), true);

    return true;
}
开发者ID:hanwujunlc,项目名称:manaserv,代码行数:91,代码来源:state.cpp


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