本文整理汇总了C++中TMap::getLevelX方法的典型用法代码示例。如果您正苦于以下问题:C++ TMap::getLevelX方法的具体用法?C++ TMap::getLevelX怎么用?C++ TMap::getLevelX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TMap
的用法示例。
在下文中一共展示了TMap::getLevelX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: if
TNPC::TNPC(const CString& pImage, const CString& pScript, float pX, float pY, TLevel* pLevel, bool pLevelNPC, bool trimCode)
:
levelNPC(pLevelNPC),
x(pX), y(pY), hurtX(32.0f), hurtY(32.0f),
x2((int)(pX*16)), y2((int)(pY*16)),
gmaplevelx(0), gmaplevely(0),
id(0), rupees(0),
darts(0), bombs(0), glovePower(0), bombPower(0), swordPower(0), shieldPower(0),
visFlags(1), blockFlags(0), sprite(2), power(0), ap(50),
image(pImage), gani("idle"),
level(pLevel)
{
memset((void*)colors, 0, sizeof(colors));
memset((void*)saves, 0, sizeof(saves));
memset((void*)modTime, 0, sizeof(modTime));
// imagePart needs to be Graal-packed.
for (int i = 0; i < 6; i++)
imagePart.writeGChar(0);
// Set the gmap levels.
TMap* gmap = level->getMap();
if (gmap && gmap->getType() == MAPTYPE_GMAP)
{
gmaplevelx = (unsigned char)gmap->getLevelX(level->getLevelName());
gmaplevely = (unsigned char)gmap->getLevelY(level->getLevelName());
}
// We need to alter the modTime of the following props as they should be always sent.
// If we don't, they won't be sent until the prop gets modified.
modTime[NPCPROP_IMAGE] = modTime[NPCPROP_SCRIPT] = modTime[NPCPROP_X] = modTime[NPCPROP_Y]
= modTime[NPCPROP_VISFLAGS] = modTime[NPCPROP_ID] = modTime[NPCPROP_SPRITE]
= modTime[NPCPROP_GMAPLEVELX] = modTime[NPCPROP_GMAPLEVELY]
= modTime[NPCPROP_X2] = modTime[NPCPROP_Y2] = time(0);
// Search if the NPC is a sparringzone NPC.
if (pScript.subString(0, 12) == "sparringzone") pLevel->setSparringZone(true);
// Remove comments and separate clientside and serverside scripts.
std::vector<CString> parsedCode = TNPC::removeComments(pScript, trimCode);
if (parsedCode.size() == 1) clientScript = CString("//#CLIENTSIDE\xa7") << parsedCode[0];
else if (parsedCode.size() > 1)
{
serverScript = parsedCode[0];
clientScript = "//#CLIENTSIDE\xa7";
for (unsigned int i = 1; i < parsedCode.size(); ++i)
clientScript << parsedCode[i];
}
// Search for toweapons in the clientside code and extract the name of the weapon.
weaponName = toWeaponName(clientScript);
// Just a little warning for people who don't know.
if (clientScript.length() > 0x3FFF)
printf("WARNING: Clientside script of NPC (%s) exceeds the limit of 16383 bytes.\n", (weaponName.length() != 0 ? weaponName.text() : image.text()));
// TODO: Create plugin hook so NPCServer can acquire/format code.
}
示例2: y
TNPC::TNPC(const CString& pImage, const CString& pScript, float pX, float pY, TServer* pServer, TLevel* pLevel, bool pLevelNPC, bool trimCode)
:
levelNPC(pLevelNPC),
x(pX), y(pY), hurtX(32.0f), hurtY(32.0f),
x2((int)(pX*16)), y2((int)(pY*16)),
gmaplevelx(0), gmaplevely(0),
id(0), rupees(0),
darts(0), bombs(0), glovePower(0), bombPower(0), swordPower(0), shieldPower(0),
visFlags(1), blockFlags(0), sprite(2), power(0), ap(50),
image(pImage), gani("idle"),
level(pLevel), server(pServer)
{
memset((void*)colors, 0, sizeof(colors));
memset((void*)saves, 0, sizeof(saves));
memset((void*)modTime, 0, sizeof(modTime));
// bowImage for pre-2.x clients.
bowImage >> (char)0;
// imagePart needs to be Graal-packed.
for (int i = 0; i < 6; i++)
imagePart.writeGChar(0);
// Set the gmap levels.
TMap* gmap = level->getMap();
if (gmap && gmap->getType() == MAPTYPE_GMAP)
{
gmaplevelx = (unsigned char)gmap->getLevelX(level->getLevelName());
gmaplevely = (unsigned char)gmap->getLevelY(level->getLevelName());
}
// We need to alter the modTime of the following props as they should be always sent.
// If we don't, they won't be sent until the prop gets modified.
modTime[NPCPROP_IMAGE] = modTime[NPCPROP_SCRIPT] = modTime[NPCPROP_X] = modTime[NPCPROP_Y]
= modTime[NPCPROP_VISFLAGS] = modTime[NPCPROP_ID] = modTime[NPCPROP_SPRITE]
= modTime[NPCPROP_GMAPLEVELX] = modTime[NPCPROP_GMAPLEVELY]
= modTime[NPCPROP_X2] = modTime[NPCPROP_Y2] = time(0);
// See if the NPC sets the level as a sparring zone.
if (pScript.subString(0, 12) == "sparringzone")
pLevel->setSparringZone(true);
// See if the NPC sets the level as singleplayer.
if (pScript.subString(0, 12) == "singleplayer")
pLevel->setSingleplayer(true);
// Remove comments and separate clientside and serverside scripts.
CString nocomments = removeComments(pScript, "\xa7");
if (server->hasNPCServer() && nocomments.find("//#CLIENTSIDE") != -1)
{
serverScript = nocomments.readString("//#CLIENTSIDE");
clientScript = CString("//#CLIENTSIDE\xa7") << nocomments.readString("");
}
else clientScript = nocomments;
// Trim the code if specified.
if (trimCode)
{
if (!serverScript.isEmpty())
{
std::vector<CString> code = serverScript.tokenize("\xa7");
serverScript.clear();
for (std::vector<CString>::iterator i = code.begin(); i != code.end(); ++i)
serverScript << (*i).trim() << "\xa7";
}
if (!clientScript.isEmpty())
{
std::vector<CString> code = clientScript.tokenize("\xa7");
clientScript.clear();
for (std::vector<CString>::iterator i = code.begin(); i != code.end(); ++i)
clientScript << (*i).trim() << "\xa7";
}
}
// Do joins.
if (!serverScript.isEmpty()) serverScript = doJoins(serverScript, server->getFileSystem());
if (!clientScript.isEmpty()) clientScript = doJoins(clientScript, server->getFileSystem());
// Search for toweapons in the clientside code and extract the name of the weapon.
weaponName = toWeaponName(clientScript);
// Just a little warning for people who don't know.
if (clientScript.length() > 0x2FDF)
printf("WARNING: Clientside script of NPC (%s) exceeds the limit of 12255 bytes.\n", (weaponName.length() != 0 ? weaponName.text() : image.text()));
// TODO: Create plugin hook so NPCServer can acquire/format code.
}