本文整理汇总了C++中ZObject类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();
}
}
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);
}
}
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;
}
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);
}
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);
}
}
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;
}
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;
}
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;
}
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);
}
}
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;
}
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);
}
}
}
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));
}
}
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);
}
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);
}
}
}
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;
}