当前位置: 首页>>代码示例>>C++>>正文


C++ PlayerObject::getKnownObjects方法代码示例

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?那么恭喜您, 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.........
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:101,代码来源:OCDataTransformhandlers.cpp

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.........
开发者ID:Kronos11,项目名称:mmoserver,代码行数:101,代码来源:OCDataTransformhandlers.cpp


注:本文中的PlayerObject::getKnownObjects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。