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C++ ZObject类代码示例

本文整理汇总了C++中ZObject的典型用法代码示例。如果您正苦于以下问题:C++ ZObject类的具体用法?C++ ZObject怎么用?C++ ZObject使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了ZObject类的15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: timeGetTime

void ZSurvival::UpdateNavMeshWeight(float fDelta)
{
	// NavMesh 가중치 업데이트
	if ((ZGetGame()->GetTime() - m_fLastWeightTime) >= 1.0f)
	{
#ifdef _DEBUG
		unsigned long int nLastTime = timeGetTime();
#endif

		RNavigationMesh* pNavMesh = ZGetGame()->GetWorld()->GetBsp()->GetNavigationMesh();		
		if (pNavMesh != NULL)
		{
			pNavMesh->ClearAllNodeWeight();
			ZNPCObjectMap* pNPCObjectMap = ZGetObjectManager()->GetNPCObjectMap();
			for(ZNPCObjectMap::iterator i = pNPCObjectMap->begin();i!=pNPCObjectMap->end();i++)
			{
				ZObject* pNPCObject = i->second;
				RNavigationNode* pNode = pNavMesh->FindClosestNode(pNPCObject->GetPosition());
				if (pNode)
				{
					float fWeight = pNode->GetWeight() + 1.0f;
					pNode->SetWeight(fWeight);
				}
			}
		}
		m_fLastWeightTime = ZGetGame()->GetTime();

	}

}
开发者ID:MagistrAVSH,项目名称:node3d,代码行数:30,代码来源:ZSurvival.cpp

示例2: GetObjectFromID

void ZBot::destroy_object_event(char *data, int size, int dummy) {
	destroy_object_packet *pi = (destroy_object_packet*) data;

	//good packet?
	if (size < sizeof(destroy_object_packet)) {
		return;
	}

	ZObject *obj = GetObjectFromID(pi->ref_id);

	if (!obj) {
		return;
	}

	//good packet (double check)?
	if (size != sizeof(destroy_object_packet) + (sizeof(fire_missile_info) * pi->fire_missile_amount)) {
		return;
	}

	obj->SetHealth(0, zmap);
	//obj->DoDeathEffect();

	for (int i = 0; i < pi->fire_missile_amount; i++) {
		fire_missile_info missile_info;

		memcpy((char*) &missile_info, data + sizeof(destroy_object_packet) + (sizeof(fire_missile_info) * i), sizeof(fire_missile_info));
		//obj->FireTurrentMissile(missile_info.missile_x, missile_info.missile_y, missile_info.missile_offset_time);
	}

	//delete it?
	if (pi->destroy_object) {
		ZObject::RemoveObjectFromList(obj, object_list);
		DeleteObjectCleanUp(obj);
	}
}
开发者ID:sebhd,项目名称:zod,代码行数:35,代码来源:zbot.cpp

示例3: memset

ZObject* ZObjectManager::Pick(ZObject* pMyObject,rvector& pos,rvector& dir, RPickInfo* pInfo)
{
	ZObject* pPickObject = NULL;
	float best_dist = 10000.f;
	RPickInfo PickInfo;

	memset(&PickInfo,0,sizeof(RPickInfo));

	ZObject* pObject;

	for (iterator itor = begin(); itor != end(); ++itor) {

		pObject = (*itor).second;

		if(pObject != pMyObject) {

			if(pObject->Pick(pos, dir, &PickInfo)) {

				if(PickInfo.t < best_dist) {
					pPickObject = pObject;
					*pInfo = PickInfo;
					best_dist = PickInfo.t;
				}
			}

		}
	}
	return pPickObject;
}
开发者ID:Asunaya,项目名称:RefinedGunz,代码行数:29,代码来源:ZObjectManager.cpp

示例4: MStaticCast

// 초기화 할때 저항치를 계산해 둔다
void ZModule_Resistance::InitStatus()
{
	m_nFR = 0;
	m_nCR = 0;
	m_nPR = 0;
	m_nLR = 0;

	// 캐릭터가 아니라면 적절한방법으로 구해놓는다
	ZObject *pThisObj = MStaticCast(ZObject,m_pContainer);
	ZCharacterItem *pItems = pThisObj->GetItems();
	for(int i=0;i<MMCIP_END;i++)
	{
		ZItem *pItem = pItems->GetItem((CCMatchCharItemParts)i);
		if(pItem) {
			CCMatchItemDesc *pDesc = pItem->GetDesc();
			if(pDesc) {
				m_nFR += pDesc->m_nFR.Ref();
				m_nCR += pDesc->m_nCR.Ref();
				m_nLR += pDesc->m_nLR.Ref();
				m_nPR += pDesc->m_nPR.Ref();
			}
		}
	}

	m_nFR = max(min(m_nFR,100),0);
	m_nCR = max(min(m_nCR,100),0);
	m_nPR = max(min(m_nPR,100),0);
	m_nLR = max(min(m_nLR,100),0);
}
开发者ID:Kallontz,项目名称:gunz-the-tps-mmorpg,代码行数:30,代码来源:ZModule_Resistance.cpp

示例5: Update

void ZObjectManager::Update(float fDelta)
{
	for (iterator itor = begin(); itor != end(); ++itor)
	{
		ZObject* pObject = (*itor).second;
		pObject->UpdateModules(fDelta);
		pObject->Update(fDelta);
	}
}
开发者ID:Asunaya,项目名称:RefinedGunz,代码行数:9,代码来源:ZObjectManager.cpp

示例6: rvector

bool ZSurvival::OnPeerNPCAttackRange(MCommand* pCommand)
{
	MUID uidOwner;
	pCommand->GetParameter(&uidOwner,	0, MPT_UID);

	MCommandParameter* pParam = pCommand->GetParameter(1);
	if(pParam->GetType()!=MPT_BLOB) return false;	// 문제가 있다

	ZPACKEDSHOTINFO *pinfo =(ZPACKEDSHOTINFO*)pParam->GetPointer();
	rvector pos = rvector(pinfo->posx,pinfo->posy,pinfo->posz);
	rvector to = rvector(pinfo->tox,pinfo->toy,pinfo->toz);


	// rocket 테스트로 넣어봤다.
	ZObject* pOwner = ZGetGame()->m_ObjectManager.GetObject(uidOwner);
	MMatchItemDesc* pDesc = NULL;

	if(pOwner==NULL) return false; // 보통 치트키를 쓸경우...

	if( pOwner->GetItems() )
		if( pOwner->GetItems()->GetSelectedWeapon() )
			pDesc = pOwner->GetItems()->GetSelectedWeapon()->GetDesc();
	if (pDesc)
	{
		if (pDesc->m_nWeaponType.Ref() == MWT_ROCKET)
		{
			rvector dir = to - pos;
			Normalize(dir);
			ZGetGame()->m_WeaponManager.AddRocket(pos,dir,pOwner);
			ZApplication::GetSoundEngine()->PlaySEFire(pDesc, pos.x, pos.y, pos.z, false);

			return true;
		}
		else if (pDesc->m_nWeaponType.Ref() == MWT_SKILL)
		{
			rvector dir = to - pos;
			Normalize(dir);

			ZSkill skill;
			skill.Init(pDesc->m_nGadgetID.Ref(), pOwner);

			ZApplication::GetSoundEngine()->PlaySEFire(pDesc, pos.x, pos.y, pos.z, false);

			ZGetGame()->m_WeaponManager.AddMagic(&skill, pos, dir, pOwner);
			return true;
		}

	}
	else
		return false;

	ZGetGame()->OnPeerShot_Range((MMatchCharItemParts)pinfo->sel_type,uidOwner,ZGetGame()->GetTime(),pos,to);
	

	return true;
}
开发者ID:MagistrAVSH,项目名称:node3d,代码行数:56,代码来源:ZSurvival.cpp

示例7: ZGetObjectManager

bool ZEffectIcon::Draw(unsigned long int nTime)
{
    ZObject* pObj = ZGetObjectManager()->GetObject(m_uid);

    if(pObj) {
        m_Pos = pObj->GetVisualMesh()->GetHeadPosition()+rvector(0,0,60);
        return ZEffectAniMesh::Draw(nTime);
    }
    return false;
}
开发者ID:constantinbogdan,项目名称:node3d,代码行数:10,代码来源:ZEffectAniMesh.cpp

示例8: MDynamicCast

bool ZModule_PoisonDamage::Update(float fElapsed)
{
	ZObject* pObj = MDynamicCast(ZObject, m_pContainer);
	if (!pObj)
		_ASSERT(0);
	else
	{
		// ������ ���� DAMAGE_DELAY
		if(ZGetGame()->GetTime()>m_fNextDamageTime) {
			m_fNextDamageTime+=DAMAGE_DELAY;

			// ������ �ް� �ִ� ����Ʈ �׾����� ������ ���������� ���� ���¿����� ���δ�..
			if(pObj->IsDie()) {

				if( pObj->m_pVMesh->GetVisibility() < 0.5f ) {//����Ʈ�� Life Ÿ�ӵ� �����ϱ�...
					m_bOnDamage = false;
					return false;
				}

			}
			else //�����������..
			{
				// ������� ������Ʈ�� ���⼭ �����Ϸ��������� ����� ������ �ȵ� �ϴ� �ּ�ó���Ѵ�
				// 5 * (1.f-fPR) �̺κж����� zitem.xml���� damage="1"�κκ��� damage="6"�� �ϴ� ����
				//float fPR = 0;
				//float fDamage = 5 * (1.f-fPR) + (float)m_nDamage;

				pObj->OnDamaged(m_pOwner, pObj->GetPosition(), ZD_LIGHTNING, MWT_NONE, m_fDamage, 1);
				/*ZModule_HPAP *pModule = (ZModule_HPAP*)m_pContainer->GetModule(ZMID_HPAP);
				if(pModule) {
					pModule->OnDamage(m_pOwner,m_fDamage,1);
//					pObj->OnScream();
				}*/
			}
		}

		if(ZGetGame()->GetTime()>m_fNextEffectTime) {

			if(!pObj->IsDie())
			{
				int nEffectLevel = GetEffectLevel()+1;

				m_fNextEffectTime+=EFFECT_DELAY * nEffectLevel;

				ZGetEffectManager()->AddEnchantPoison2( pObj );
			}
		}
	}

	if(m_fNextDamageTime-m_fBeginTime>m_fDuration) {
		m_bOnDamage = false;
		return false;
	}
	return true;
}
开发者ID:TheChayo,项目名称:gunz-the-tps-mmorpg,代码行数:55,代码来源:ZModule_PoisonDamage.cpp

示例9:

void ZBot::CollectOurUnits_3(vector<ZObject*> &units_list, vector<ZObject*> &targeted_list) {
	for (vector<ZObject*>::iterator o = ols.mobile_olist.begin(); o != ols.mobile_olist.end(); o++)
		if ((*o)->GetOwner() == our_team) {
			unsigned char ot, oid;

			(*o)->GetObjectID(ot, oid);

			//minions can't be given waypoints
			if (ot == ROBOT_OBJECT && (*o)->IsMinion())
				continue;

			//already got a target?
			if ((*o)->GetWayPointList().size()) {
				int ref_id;
				ZObject *tobj;

				ref_id = (*o)->GetWayPointList().begin()->ref_id;

				tobj = this->GetObjectFromID(ref_id);

				//if we have a target skip this unit
				//unless it is going to a flag we own
				if (tobj) {
					unsigned char tot, toid;

					tobj->GetObjectID(tot, toid);

					if (tot == MAP_ITEM_OBJECT && toid == FLAG_ITEM) {
						if (tobj->GetOwner() != our_team) {
							targeted_list.push_back(tobj);
							continue;
						}
					} else {
						//do not flag a repair station as "targeted"
						//(and therefor to be possibly ignored)
						if (!(tot == BUILDING_OBJECT && toid == REPAIR))
							targeted_list.push_back(tobj);
						continue;
					}
				}

				//if this is a dodge wp then let the unit be
				if ((*o)->GetWayPointList().begin()->mode == DODGE_WP)
					continue;
			}

			units_list.push_back(*o);
		}
}
开发者ID:sebhd,项目名称:zod,代码行数:49,代码来源:zbot.cpp

示例10: Pick

ZObject* ZObjectManager::Pick( rvector& pos, float Radius )
{
	ZObject* pPickObject = NULL;
	ZObject* pObject = NULL;
	float best_dist = Radius;

	for( iterator iter = begin(); iter != end(); ++iter )
	{
		pObject	= iter->second;

		auto vec = pObject->GetPosition() - pos;
		if (Magnitude(vec) < best_dist)
		{
			pPickObject	= pObject;
		}
	}
	return pPickObject;
}
开发者ID:Asunaya,项目名称:RefinedGunz,代码行数:18,代码来源:ZObjectManager.cpp

示例11: ProcessNewObject

void ZBot::add_new_object_event(char *data, int size, int dummy) {

	ZObject *obj = ProcessNewObject(data, size);

	if (!obj)
		return;

	//add to short flag list?
	unsigned char ot, oid;

	obj->GetObjectID(ot, oid);

	if (ot == MAP_ITEM_OBJECT) {
		if (oid == FLAG_ITEM || oid == GRENADES_ITEM)
			flag_object_list.push_back(obj);
		else {
			//we don't care about the rest of the map object garbage
			ols.DeleteObject(obj);
		}
	}
}
开发者ID:sebhd,项目名称:zod,代码行数:21,代码来源:zbot.cpp

示例12: replace_building_event

void ZServer::replace_building_event(ZServer *p, char *data, int size, int player) {
	start_building_packet *pi = (start_building_packet*) data;
	ZObject *obj;

	//good packet?
	if (size != sizeof(start_building_packet))
		return;

	obj = p->GetObjectFromID(pi->ref_id, p->object_list);

	if (!obj)
		return;

	//is this a building that can build?
	if (!obj->ProducesUnits())
		return;
	//unsigned char ot, oid;
	//obj->GetObjectID(ot, oid);
	//if(ot != BUILDING_OBJECT) return;
	//if(!(oid == FORT_FRONT || oid == FORT_BACK || oid == ROBOT_FACTORY || oid == VEHICLE_FACTORY)) return;

	//is the team business kosher?
	if (obj->GetOwner() == NULL_TEAM)
		return;
	if (p->player_info[player].team != obj->GetOwner())
		return;

	//logged in?
	//if(p->psettings.require_login && !p->player_info[player].logged_in)
	if (p->LoginCheckDenied(player)) {
		p->SendNews(player, "start production error: login required, please type /help", 0, 0, 0);
		return;
	}

	//ignored?
	if (p->player_info[player].ignored) {
		p->SendNews(player, "start production error: player currently ignored", 0, 0, 0);
		return;
	}

	// Cancel current production:
	obj->StopBuildingProduction();

	//ok it is a building that can build so lets set its new production
	if (obj->SetBuildingProduction(pi->ot, pi->oid)) {
		//now let us tell everyone the building's new state
		p->RelayBuildingState(obj);

		//tell the person who did it
		computer_msg_packet send_data;
		send_data.ref_id = obj->GetRefID();
		send_data.sound = COMP_STARTING_MANUFACTURE_SND;
		p->server_socket.SendMessage(player, COMP_MSG, (char*) &send_data, sizeof(computer_msg_packet));
	}
}
开发者ID:sebhd,项目名称:zod,代码行数:55,代码来源:zserver_events.cpp

示例13: cancel_building_queue_event

void ZServer::cancel_building_queue_event(ZServer *p, char *data, int size, int player) {
	cancel_building_queue_packet *pi = (cancel_building_queue_packet*) data;
	ZObject *obj;

	//good packet?
	if (size != sizeof(cancel_building_queue_packet))
		return;

	obj = p->GetObjectFromID(pi->ref_id, p->object_list);

	if (!obj)
		return;

	//is the team business kosher?
	if (obj->GetOwner() == NULL_TEAM)
		return;
	if (p->player_info[player].team != obj->GetOwner())
		return;

	//produces units?
	if (!obj->ProducesUnits())
		return;

	//logged in?
	if (p->LoginCheckDenied(player)) {
		p->SendNews(player, "cancel queue error: login required, please type /help", 0, 0, 0);
		return;
	}

	//ignored?
	if (p->player_info[player].ignored) {
		p->SendNews(player, "cancel queue error: player currently ignored", 0, 0, 0);
		return;
	}

	if (obj->CancelBuildingQueue(pi->list_i, pi->ot, pi->oid))
		p->RelayObjectBuildingQueue(obj);
}
开发者ID:sebhd,项目名称:zod,代码行数:38,代码来源:zserver_events.cpp

示例14: Draw

void ZObjectManager::Draw()
{
	m_nRenderedCnt = 0;
	m_nOnDrawCnt = 0;

	ZObject* pMyCharacter = (ZObject*)g_pGame->m_pMyCharacter;

	for (iterator itor = begin(); itor != end(); ++itor) 
	{
		ZObject* pObject = (*itor).second;
		if (pObject == NULL)			continue;
		if (pObject == pMyCharacter)	continue;

		DrawObject(pObject);

	}

	if( pMyCharacter ) 
	{ 
		RVisualMesh* pVMesh = pMyCharacter->GetVisualMesh();

		if(pVMesh) {
		
			if(pVMesh->GetVisibility() != 1.f) {

				pVMesh->SetSpRenderMode(1);

				DrawObject( pMyCharacter );

				pVMesh->SetSpRenderMode(2);
			}

			pMyCharacter->m_bRendered = DrawObject( pMyCharacter );

			pVMesh->SetSpRenderMode(0);
		}
	}
}
开发者ID:Asunaya,项目名称:RefinedGunz,代码行数:38,代码来源:ZObjectManager.cpp

示例15: ZGetGame

bool ZEffectDash::Draw(unsigned long int nTime)
{
    ZObject *pTarget = ZGetGame()->m_ObjectManager.GetObject(m_uid);

    if(pTarget) {
        ZObserver *pObserver = ZGetGameInterface()->GetCombatInterface()->GetObserver();
        if(pObserver->IsVisible())
        {
            rvector pos,dir;
            pTarget->GetHistory(&pos,&dir,ZGetGame()->GetTime()-pObserver->GetDelay());
            m_Pos = pos;
        } else
            m_Pos = pTarget->GetPosition();
        return ZEffectAniMesh::Draw(nTime);
    }
    /*
    	if(m_pObj) {
    		m_Pos = m_pObj->GetPosition();
    	}

    	return ZEffectSlash::Draw(nTime);
    */
    return false;
}
开发者ID:constantinbogdan,项目名称:node3d,代码行数:24,代码来源:ZEffectAniMesh.cpp


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