本文整理汇总了C++中PlayerObject::getKnownObjects方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerObject::getKnownObjects方法的具体用法?C++ PlayerObject::getKnownObjects怎么用?C++ PlayerObject::getKnownObjects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类PlayerObject
的用法示例。
在下文中一共展示了PlayerObject::getKnownObjects方法的2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: _destroyOutOfRangeObjects
bool ObjectController::_destroyOutOfRangeObjects(ObjectSet *inRangeObjects)
{
//TODO: when a container gets out of range
//we need to destroy the children, too!!!!!!!
// iterate our knowns
PlayerObject* player = dynamic_cast<PlayerObject*>(mObject);
ObjectSet* knownObjects = player->getKnownObjects();
ObjectSet::iterator objIt = knownObjects->begin();
PlayerObjectSet* knownPlayers = player->getKnownPlayers();
PlayerObjectSet::iterator playerIt = knownPlayers->begin();
const uint32 objectDestroyLimit = 5000;
// update players
while(playerIt != knownPlayers->end())
{
PlayerObject* playerObject = (*playerIt);
// if its not in the current inrange queries result, destroy it
if(inRangeObjects->find(playerObject) == inRangeObjects->end())
{
// send a destroy to us
gMessageLib->sendDestroyObject(playerObject->getId(),player);
//If player is mounted destroy his mount too
if(playerObject->checkIfMounted() && playerObject->getMount())
{
gMessageLib->sendDestroyObject(playerObject->getMount()->getId(),player);
player->removeKnownObject(playerObject->getMount());
playerObject->getMount()->removeKnownObject(player);
}
//send a destroy to him
gMessageLib->sendDestroyObject(player->getId(),playerObject);
//If we're mounted destroy our mount too
if(player->checkIfMounted() && playerObject->getMount())
{
gMessageLib->sendDestroyObject(player->getMount()->getId(),playerObject);
playerObject->removeKnownObject(player->getMount());
player->getMount()->removeKnownObject(playerObject);
}
// we don't know each other anymore
knownPlayers->erase(playerIt++);
playerObject->removeKnownObject(player);
continue;
}
++playerIt;
}
// We may want to limit the amount of messages sent in one session.
uint32 messageCount = 0;
// update objects
while(objIt != knownObjects->end())
{
Object* object = (*objIt);
// if its not in the current inrange queries result, destroy it
if(inRangeObjects->find(object) == inRangeObjects->end())
{
if(object->getType() == ObjType_Structure)
{
if(FactoryObject* factory = dynamic_cast<FactoryObject*>(object))
{
//delete the hoppers contents
TangibleObject* hopper = dynamic_cast<TangibleObject*>(gWorldManager->getObjectById(factory->getIngredientHopper()));
if(hopper)
{
ObjectIDList* ol = hopper->getObjects();
ObjectIDList::iterator it = ol->begin();
while(it != ol->end())
{
TangibleObject* tO = dynamic_cast<TangibleObject*>(gWorldManager->getObjectById((*it)));
if(!tO)
{
assert(false && "ObjectController::_destroyOutOfRangeObjects WorldManager unable to find TangibleObject instance");
}
tO->removeKnownObject(player);
player->removeKnownObject(tO);
gMessageLib->sendDestroyObject(tO->getId(),player);
it++;
}
hopper->removeKnownObject(player);
player->removeKnownObject(hopper);
gMessageLib->sendDestroyObject(hopper->getId(),player);
}
//.........这里部分代码省略.........
示例2: _destroyOutOfRangeObjects
bool ObjectController::_destroyOutOfRangeObjects(ObjectSet *inRangeObjects)
{
//TODO: when a container gets out of range
//we need to destroy the children, too!!!!!!!
// iterate our knowns
PlayerObject* player = dynamic_cast<PlayerObject*>(mObject);
ObjectSet* knownObjects = player->getKnownObjects();
ObjectSet::iterator objIt = knownObjects->begin();
PlayerObjectSet* knownPlayers = player->getKnownPlayers();
PlayerObjectSet::iterator playerIt = knownPlayers->begin();
const uint32 objectDestroyLimit = 5000;
// update players
while(playerIt != knownPlayers->end())
{
PlayerObject* playerObject = (*playerIt);
// if its not in the current inrange queries result, destroy it
if(inRangeObjects->find(playerObject) == inRangeObjects->end())
{
// send a destroy to us
gMessageLib->sendDestroyObject(playerObject->getId(),player);
//If player is mounted destroy his mount too
if(playerObject->checkIfMounted() && playerObject->getMount())
{
gMessageLib->sendDestroyObject(playerObject->getMount()->getId(),player);
player->removeKnownObject(playerObject->getMount());
playerObject->getMount()->removeKnownObject(player);
}
//send a destroy to him
gMessageLib->sendDestroyObject(player->getId(),playerObject);
//If we're mounted destroy our mount too
if(player->checkIfMounted() && playerObject->getMount())
{
gMessageLib->sendDestroyObject(player->getMount()->getId(),playerObject);
playerObject->removeKnownObject(player->getMount());
player->getMount()->removeKnownObject(playerObject);
}
// we don't know each other anymore
knownPlayers->erase(playerIt++);
playerObject->removeKnownObject(player);
continue;
}
++playerIt;
}
// We may want to limit the amount of messages sent in one session.
uint32 messageCount = 0;
// update objects
//for(ObjectSet::const_iterator objIt = knownObjects->begin(); objIt != knownObjects->end(); objIt++)
//we access the list above so it needs to be reset to the beginning
objIt = knownObjects->begin();
while(objIt != knownObjects->end())
{
Object* object = (*objIt);
// if its not in the current inrange queries result, destroy it
if(inRangeObjects->find(object) == inRangeObjects->end())
{
if(object->getType() == ObjType_Structure)//ObjType_Tangible
{
}
// send a destroy to us
gMessageLib->sendDestroyObject(object->getId(),player);
// we don't know each other anymore
knownObjects->erase(objIt++);
object->removeKnownObject(player);
if (++messageCount >= objectDestroyLimit)
{
break;
}
continue;
}
++objIt;
}
// For test
bool allDestroyed = false;
if (objIt == knownObjects->end())
{
allDestroyed = true;
}
return allDestroyed;
//.........这里部分代码省略.........