本文整理汇总了C++中PlayerObject::removeKnownObject方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerObject::removeKnownObject方法的具体用法?C++ PlayerObject::removeKnownObject怎么用?C++ PlayerObject::removeKnownObject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::removeKnownObject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: destroyKnownObjects
void Object::destroyKnownObjects()
{
ObjectSet::iterator objIt = mKnownObjects.begin();
PlayerObjectSet::iterator playerIt = mKnownPlayers.begin();
// objects
while(objIt != mKnownObjects.end())
{
(*objIt)->removeKnownObject(this);
mKnownObjects.erase(objIt++);
}
// players
while(playerIt != mKnownPlayers.end())
{
PlayerObject* targetPlayer = (*playerIt);
gMessageLib->sendDestroyObject(mId,targetPlayer);
targetPlayer->removeKnownObject(this);
mKnownPlayers.erase(playerIt++);
}
}
示例2: destroyObjectForKnownPlayers
void WorldManager::destroyObjectForKnownPlayers(Object* object)
{
PlayerObjectSet* knownPlayers = object->getKnownPlayers();
PlayerObjectSet::iterator it = knownPlayers->begin();
while(it != knownPlayers->end())
{
PlayerObject* targetObject = (*it);
gMessageLib->sendDestroyObject(object->getId(),targetObject);
targetObject->removeKnownObject(object);
++it;
}
object->destroyKnownObjects();
}
示例3: destroyObject
//.........这里部分代码省略.........
{
TangibleObject* tangibleObject = dynamic_cast<TangibleObject*>(object);
// items
if(Item* item = dynamic_cast<Item*>(tangibleObject))
{
// Does the item have a owner?
/*
if (item->getOwner() != 0)
{
gLogger->logMsgF("ObjController::handleDestroyObject: OwnerId = %"PRIu64", playerId = %"PRIu64"", MSG_NORMAL, item->getOwner(), playerObject->getId());
// Yes, is it my item?
if (item->getOwner() != playerObject->getId())
{
// Not allowed to delete this item.
gMessageLib->sendSystemMessage(playerObject,L"","error_message","insufficient_permissions");
return;
}
}
*/
// handle any family specifics
switch(item->getItemFamily())
{
case ItemFamily_CraftingTools:
_handleDestroyCraftingTool(dynamic_cast<CraftingTool*>(item));
break;
case ItemFamily_Instrument:
_handleDestroyInstrument(item);
break;
default:
break;
}
// destroy it for the player
gMessageLib->sendDestroyObject(objectId,playerObject);
// Also update the world...if the object is not private.
if ((item->getParentId() != playerObject->getId()) && (item->getParentId() != dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))->getId()))
{
PlayerObjectSet* inRangePlayers = playerObject->getKnownPlayers();
PlayerObjectSet::iterator it = inRangePlayers->begin();
while(it != inRangePlayers->end())
{
PlayerObject* targetObject = (*it);
gMessageLib->sendDestroyObject(tangibleObject->getId(),targetObject);
targetObject->removeKnownObject(tangibleObject);
++it;
}
tangibleObject->destroyKnownObjects();
}
// update the equiplist, if its an equipable item
CreatureObject* creature = dynamic_cast<CreatureObject*>(gWorldManager->getObjectById(item->getParentId()));
if(creature)
{
// remove from creatures slotmap
playerObject->getEquipManager()->removeEquippedObject(object);
// send out the new equiplist
gMessageLib->sendEquippedListUpdate_InRange(playerObject);
// destroy it for players in range
PlayerObjectSet* objList = playerObject->getKnownPlayers();
PlayerObjectSet::iterator it = objList->begin();
while(it != objList->end())
{
gMessageLib->sendDestroyObject(objectId,(*it));
++it;
}
}
}
else if(ResourceContainer* container = dynamic_cast<ResourceContainer*>(object))
{
//gLogger->logMsg("destroy ressourcecontainer");
gMessageLib->sendDestroyObject(container->getId(),playerObject);
}
// reset pending ui callbacks
playerObject->resetUICallbacks(object);
// delete from db CAVE :: mark if its an Object saved in the db!!!!
// temporary placed instruments are not saved in the db
gObjectFactory->deleteObjectFromDB(object);
// remove from inventory
if(object->getParentId() == dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))->getId())
{
dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))->deleteObject(object);
}
// remove from world
else
{
gWorldManager->destroyObject(object);
}
}
}
示例4: _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5: _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.........