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C++ NPC::GetZ方法代码示例

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


在下文中一共展示了NPC::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: AETaunt

void EntityList::AETaunt(Client* taunter, float range) {
    LinkedListIterator<NPC*> iterator(npc_list);

    if(range == 0) {
        range = 100;		//arbitrary default...
    }

    range = range * range;

    iterator.Reset();
    while(iterator.MoreElements())
    {
        NPC * them = iterator.GetData();
        float zdiff = taunter->GetZ() - them->GetZ();
        if (zdiff < 0)
            zdiff *= -1;
        if (zdiff < 10
                && taunter->IsAttackAllowed(them)
                && taunter->DistNoRootNoZ(*them) <= range) {

            if (taunter->CheckLosFN(them)) {
                taunter->Taunt(them, true);
            }
        }
        iterator.Advance();
    }
}
开发者ID:regneq,项目名称:projecteqemu,代码行数:27,代码来源:effects.cpp

示例2: AETaunt

void EntityList::AETaunt(Client* taunter, float range)
{
	if (range == 0)
		range = 100;		//arbitrary default...

	range = range * range;

	auto it = npc_list.begin();
	while (it != npc_list.end()) {
		NPC *them = it->second;
		float zdiff = taunter->GetZ() - them->GetZ();
		if (zdiff < 0)
			zdiff *= -1;
		if (zdiff < 10
				&& taunter->IsAttackAllowed(them)
				&& DistanceSquaredNoZ(taunter->GetPosition(), them->GetPosition()) <= range) {
			if (taunter->CheckLosFN(them)) {
				taunter->Taunt(them, true);
			}
		}
		++it;
	}
}
开发者ID:gpanula,项目名称:Server,代码行数:23,代码来源:effects.cpp

示例3: AICheckCloseAggro


//.........这里部分代码省略.........
			&& mob != attacker
//			&& !mob->IsCorpse()
//			&& mob->IsAIControlled()
			&& mob->GetPrimaryFaction() != 0
			&& DistanceSquared(mob->GetPosition(), sender->GetPosition()) <= r
			&& !mob->IsEngaged()
			&& ((!mob->IsPet()) || (mob->IsPet() && mob->GetOwner() && !mob->GetOwner()->IsClient()))
				// If we're a pet we don't react to any calls for help if our owner is a client
			)
		{
			//if they are in range, make sure we are not green...
			//then jump in if they are our friend
			if(attacker->GetLevelCon(mob->GetLevel()) != CON_GREEN)
			{
				bool useprimfaction = false;
				if(mob->GetPrimaryFaction() == sender->CastToNPC()->GetPrimaryFaction())
				{
					const NPCFactionList *cf = database.GetNPCFactionEntry(mob->GetNPCFactionID());
					if(cf){
						if(cf->assistprimaryfaction != 0)
							useprimfaction = true;
					}
				}

				if(useprimfaction || sender->GetReverseFactionCon(mob) <= FACTION_AMIABLE )
				{
					//attacking someone on same faction, or a friend
					//Father Nitwit: make sure we can see them.
					if(mob->CheckLosFN(sender)) {
#if (EQDEBUG>=5)
						Log.Out(Logs::General, Logs::None, "AIYellForHelp(\"%s\",\"%s\") %s attacking %s Dist %f Z %f",
							sender->GetName(), attacker->GetName(), mob->GetName(),
							attacker->GetName(), DistanceSquared(mob->GetPosition(),
							sender->GetPosition()), fabs(sender->GetZ()+mob->GetZ()));
#endif
						mob->AddToHateList(attacker, 25, 0, false);
						sender->AddAssistCap();
					}
				}
			}
		}
	}
}

/*
returns false if attack should not be allowed
I try to list every type of conflict that's possible here, so it's easy
to see how the decision is made. Yea, it could be condensed and made
faster, but I'm doing it this way to make it readable and easy to modify
*/

bool Mob::IsAttackAllowed(Mob *target, bool isSpellAttack)
{

	Mob *mob1, *mob2, *tempmob;
	Client *c1, *c2, *becomenpc;
//	NPC *npc1, *npc2;
	int reverse;

	if(!zone->CanDoCombat())
		return false;

	// some special cases
	if(!target)
		return false;
开发者ID:AthrogatePEQ,项目名称:Server,代码行数:66,代码来源:aggro.cpp

示例4: AIYellForHelp

void EntityList::AIYellForHelp(Mob* sender, Mob* attacker) {
	if(!sender || !attacker)
		return;
	if (sender->GetPrimaryFaction() == 0 )
		return; // well, if we dont have a faction set, we're gonna be indiff to everybody

	LinkedListIterator<NPC*> iterator(npc_list);

	for(iterator.Reset(); iterator.MoreElements(); iterator.Advance()) {
		NPC* mob = iterator.GetData();
		if(!mob){
			continue;
		}
		float r = mob->GetAssistRange();
		r = r * r;

		if (
			mob != sender
			&& mob != attacker
//			&& !mob->IsCorpse()
//			&& mob->IsAIControlled()
			&& mob->GetPrimaryFaction() != 0
			&& mob->DistNoRoot(*sender) <= r
			&& !mob->IsEngaged()
			&& ((!mob->IsPet()) || (mob->IsPet() && mob->GetOwner() && !mob->GetOwner()->IsClient()))
				// If we're a pet we don't react to any calls for help if our owner is a client
			)
		{
			//if they are in range, make sure we are not green...
			//then jump in if they are our friend
			if(attacker->GetLevelCon(mob->GetLevel()) != CON_GREEN)
			{
				bool useprimfaction = false;
				if(mob->GetPrimaryFaction() == sender->CastToNPC()->GetPrimaryFaction())
				{
					const NPCFactionList *cf = database.GetNPCFactionEntry(mob->GetNPCFactionID());
					if(cf){
						if(cf->assistprimaryfaction != 0)
							useprimfaction = true;
					}
				}

				if(useprimfaction || sender->GetReverseFactionCon(mob) <= FACTION_AMIABLE )
				{
					//attacking someone on same faction, or a friend
					//Father Nitwit: make sure we can see them.
					if(mob->CheckLosFN(sender)) {
#if (EQDEBUG>=5)
						LogFile->write(EQEMuLog::Debug, "AIYellForHelp(\"%s\",\"%s\") %s attacking %s Dist %f Z %f",
						sender->GetName(), attacker->GetName(), mob->GetName(), attacker->GetName(), mob->DistNoRoot(*sender), fabs(sender->GetZ()+mob->GetZ()));
#endif
						mob->AddToHateList(attacker, 1, 0, false);
					}
				}
			}
		}
	}
}
开发者ID:badcaptain,项目名称:Server,代码行数:58,代码来源:aggro.cpp

示例5: AIYellForHelp

void EntityList::AIYellForHelp(Mob* sender, Mob* attacker) {
	if(!sender || !attacker)
		return;
	if (sender->GetPrimaryFaction() == 0 )
		return; // well, if we dont have a faction set, we're gonna be indiff to everybody

	if (sender->HasAssistAggro())
		return;

	for (auto it = npc_list.begin(); it != npc_list.end(); ++it) {
		NPC *mob = it->second;
		if (!mob)
			continue;

		if (mob->CheckAggro(attacker))
			continue;

		if (sender->NPCAssistCap() >= RuleI(Combat, NPCAssistCap))
			break;

		float r = mob->GetAssistRange();
		r = r * r;

		if (
			mob != sender
			&& mob != attacker
//			&& !mob->IsCorpse()
//			&& mob->IsAIControlled()
			&& mob->GetPrimaryFaction() != 0
			&& DistanceSquared(mob->GetPosition(), sender->GetPosition()) <= r
			&& !mob->IsEngaged()
			&& ((!mob->IsPet()) || (mob->IsPet() && mob->GetOwner() && !mob->GetOwner()->IsClient()))
				// If we're a pet we don't react to any calls for help if our owner is a client
			)
		{
			//if they are in range, make sure we are not green...
			//then jump in if they are our friend
			if(mob->GetLevel() >= 50 || attacker->GetLevelCon(mob->GetLevel()) != CON_GRAY)
			{
				bool useprimfaction = false;
				if(mob->GetPrimaryFaction() == sender->CastToNPC()->GetPrimaryFaction())
				{
					const NPCFactionList *cf = database.GetNPCFactionEntry(mob->GetNPCFactionID());
					if(cf){
						if(cf->assistprimaryfaction != 0)
							useprimfaction = true;
					}
				}

				if(useprimfaction || sender->GetReverseFactionCon(mob) <= FACTION_AMIABLE )
				{
					//attacking someone on same faction, or a friend
					//Father Nitwit: make sure we can see them.
					if(mob->CheckLosFN(sender)) {
#if (EQDEBUG>=5)
						Log(Logs::General, Logs::None, "AIYellForHelp(\"%s\",\"%s\") %s attacking %s Dist %f Z %f",
							sender->GetName(), attacker->GetName(), mob->GetName(),
							attacker->GetName(), DistanceSquared(mob->GetPosition(),
							sender->GetPosition()), fabs(sender->GetZ()+mob->GetZ()));
#endif
						mob->AddToHateList(attacker, 25, 0, false);
						sender->AddAssistCap();
					}
				}
			}
		}
	}
}
开发者ID:j883376,项目名称:Server,代码行数:68,代码来源:aggro.cpp


注:本文中的NPC::GetZ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。