コード例 #1
0
ファイル: GameState.cs プロジェクト: Invertika/server
        public static bool insert(Thing ptr)
        {
            //assert(!dbgLockObjects);

            MapComposite map=ptr.getMap();
            //assert(map && map.isActive());

            /* Non-visible objects have neither position nor public ID, so their
               insertion cannot fail. Take care of them first. */
            if(!ptr.isVisible())
            {
                map.insert(ptr);
                ptr.inserted();
                return true;
            }

            // Check that coordinates are actually valid.
            Actor obj=(Actor)ptr;
            Map mp=map.getMap();

            Point pos=obj.getPosition();
            if((int)pos.x/mp.getTileWidth()>=mp.getWidth()||
                (int)pos.y/mp.getTileHeight()>=mp.getHeight())
            {
                Logger.Write(LogLevel.Error, "Tried to insert an actor at position {0}, {1} outside map {2}.", pos.x, pos.y, map.getID());

                // Set an arbitrary small position.
                pos=new Point(100, 100);
                obj.setPosition(pos);
            }

            if(!map.insert(obj))
            {
                // The map is overloaded, no room to add a new actor
                Logger.Write(LogLevel.Error, "Too many actors on map {0}.", map.getID());
                return false;
            }

            obj.inserted();

            // DEBUG INFO //TODO Implementieren
            //            switch(obj.getType())
            //            {
            //                case ThingType.OBJECT_ITEM:
            //                    Logger.Write(LogLevel.Debug, "Item inserted: "
            //                       (Item)(obj).getItemClass().getDatabaseID());
            //                    break;
            //
            //                case ThingType.OBJECT_NPC:
            //                    Logger.Write(LogLevel.Debug, "NPC inserted: "<<static_cast<NPC*>(obj).getNPC());
            //                    break;
            //
            //                case ThingType.OBJECT_CHARACTER:
            //                    Logger.Write(LogLevel.Debug, "Player inserted: "
            //                        <<static_cast<Being*>(obj).getName());
            //                    break;
            //
            //                case ThingType.OBJECT_EFFECT:
            //                    Logger.Write(LogLevel.Debug, "Effect inserted: "
            //                        <<static_cast<Effect*>(obj).getEffectId());
            //                    break;
            //
            //                case ThingType.OBJECT_MONSTER:
            //                    Logger.Write(LogLevel.Debug, "Monster inserted: "
            //                        <<static_cast<Monster*>(obj).getSpecy().getId());
            //                    break;
            //
            //                case ThingType.OBJECT_ACTOR:
            //                case ThingType.OBJECT_OTHER:
            //                default:
            //                    Logger.Write(LogLevel.Debug, "Thing inserted: "<<obj.getType());
            //            }

            obj.raiseUpdateFlags((byte)UpdateFlag.UPDATEFLAG_NEW_ON_MAP);
            if(obj.getType()!=ThingType.OBJECT_CHARACTER)
                return true;

            /* Since the player does not know yet where in the world its character is,
               we send a map-change message, even if it is the first time it
               connects to this server. */
            MessageOut mapChangeMessage=new MessageOut(Protocol.GPMSG_PLAYER_MAP_CHANGE);
            mapChangeMessage.writeString(map.getName());
            mapChangeMessage.writeInt16(pos.x);
            mapChangeMessage.writeInt16(pos.y);
            Program.gameHandler.sendTo((Character)(obj), mapChangeMessage);

            // update the online state of the character
            Program.accountHandler.updateOnlineStatus(((Character)obj).getDatabaseID(), true);

            return true;
        }
コード例 #2
0
ファイル: GameState.cs プロジェクト: Invertika/server
 public static bool insertOrDelete(Thing ptr)
 {
     //if (insert(ptr)) return true;
     //delete ptr;
     return false;
 }
コード例 #3
0
ファイル: GameState.cs プロジェクト: Invertika/server
        public static void remove(Thing ptr)
        {
            //assert(!dbgLockObjects);
            //MapComposite *map = ptr.getMap();
            //int visualRange = Configuration::getValue("game_visualRange", 448);

            //ptr.removed();

            //// DEBUG INFO
            //switch (ptr.getType())
            //{
            //    case OBJECT_ITEM:
            //        LOG_DEBUG("Item removed: "
            //               << static_cast<Item*>(ptr).getItemClass().getDatabaseID());
            //        break;

            //    case OBJECT_NPC:
            //        LOG_DEBUG("NPC removed: " << static_cast<NPC*>(ptr).getNPC());
            //        break;

            //    case OBJECT_CHARACTER:
            //        LOG_DEBUG("Player removed: "
            //                  << static_cast<Being*>(ptr).getName());
            //        break;

            //    case OBJECT_EFFECT:
            //        LOG_DEBUG("Effect removed: "
            //                  << static_cast<Effect*>(ptr).getEffectId());
            //        break;

            //    case OBJECT_MONSTER:
            //        LOG_DEBUG("Monster removed: "
            //                  << static_cast<Monster*>(ptr).getSpecy().getId());
            //        break;

            //    case OBJECT_ACTOR:
            //    case OBJECT_OTHER:
            //    default:
            //        LOG_DEBUG("Thing removed: " << ptr.getType());
            //}

            //if (ptr.canMove())
            //{
            //    if (ptr.getType() == OBJECT_CHARACTER)
            //    {
            //        static_cast< Character * >(ptr).cancelTransaction();

            //        // remove characters online status
            //        accountHandler.updateOnlineStatus(
            //            static_cast< Character * >(ptr).getDatabaseID(), false);
            //    }

            //    Actor *obj = static_cast< Actor * >(ptr);
            //    MessageOut msg(GPMSG_BEING_LEAVE);
            //    msg.writeInt16(obj.getPublicID());
            //    Point objectPos = obj.getPosition();

            //    for (CharacterIterator p(map.getAroundActorIterator(obj, visualRange));
            //         p; ++p)
            //    {
            //        if (*p != obj && objectPos.inRangeOf((*p).getPosition(),
            //            visualRange))
            //        {
            //            gameHandler.sendTo(*p, msg);
            //        }
            //    }
            //}
            //else if (ptr.getType() == OBJECT_ITEM)
            //{
            //    Item *obj = static_cast< Item * >(ptr);
            //    Point pos = obj.getPosition();
            //    MessageOut msg(GPMSG_ITEMS);
            //    msg.writeInt16(0);
            //    msg.writeInt16(pos.x);
            //    msg.writeInt16(pos.y);

            //    for (CharacterIterator p(map.getAroundActorIterator(obj, visualRange)); p; ++p)
            //    {
            //        if (pos.inRangeOf((*p).getPosition(), visualRange))
            //        {
            //            gameHandler.sendTo(*p, msg);
            //        }
            //    }
            //}

            //map.remove(ptr);
        }
コード例 #4
0
ファイル: MapComposite.cs プロジェクト: Postremus/server
        void remove(Thing ptr)
        {
            //for (std::vector<Thing*>::iterator i = mContent.things.begin(),
            //     i_end = mContent.things.end(); i != i_end; ++i)
            //{
            //    if ((*i).canFight())
            //    {
            //        Being *being = static_cast<Being*>(*i);
            //        if (being.getTarget() == ptr)
            //        {
            //            being.setTarget(NULL);
            //        }
            //    }
            //    if (*i == ptr)
            //    {
            //        i = mContent.things.erase(i);
            //    }
            //}

            //if (ptr.isVisible())
            //{
            //    Actor *obj = static_cast< Actor * >(ptr);
            //    mContent.getZone(obj.getPosition()).remove(obj);

            //    if (ptr.canMove())
            //    {
            //        mContent.deallocate(static_cast< Being * >(ptr));
            //    }
            //}
        }
コード例 #5
0
ファイル: MapComposite.cs プロジェクト: Postremus/server
        bool insert(Thing ptr)
        {
            //if (ptr.isVisible())
            //{
            //    if (ptr.canMove() && !mContent.allocate(static_cast< Being * >(ptr)))
            //    {
            //        return false;
            //    }

            //    Actor *obj = static_cast< Actor * >(ptr);
            //    mContent.getZone(obj.getPosition()).insert(obj);
            //}

            //ptr.setMap(this);
            //mContent.things.push_back(ptr);
            return true;
        }
コード例 #6
0
ファイル: MapComposite.cs プロジェクト: Invertika/server
        public bool insert(Thing ptr)
        {
            if(ptr.isVisible())
            {
                if(ptr.canMove()&&!mContent.allocate((Being)ptr))
                {
                    return false;
                }

                Actor obj=(Actor)ptr;
                mContent.getZone(obj.getPosition()).insert(obj);
            }

            ptr.setMap(this);
            mContent.things.Add(ptr);
            return true;
        }
コード例 #7
0
ファイル: SpawnArea.cs プロジェクト: Invertika/server
 public void decrease(Thing t)
 {
     //            --mNumBeings;
     //            t->removeListener(&mSpawnedListener);
 }
コード例 #8
0
ファイル: GameState.cs プロジェクト: Postremus/server
        static bool insert(Thing ptr)
        {
            //assert(!dbgLockObjects);
            //MapComposite *map = ptr.getMap();
            //assert(map && map.isActive());

            ///* Non-visible objects have neither position nor public ID, so their
            //   insertion cannot fail. Take care of them first. */
            //if (!ptr.isVisible())
            //{
            //    map.insert(ptr);
            //    ptr.inserted();
            //    return true;
            //}

            //// Check that coordinates are actually valid.
            //Actor *obj = static_cast< Actor * >(ptr);
            //Map *mp = map.getMap();
            //Point pos = obj.getPosition();
            //if ((int)pos.x / mp.getTileWidth() >= mp.getWidth() ||
            //    (int)pos.y / mp.getTileHeight() >= mp.getHeight())
            //{
            //    LOG_ERROR("Tried to insert an actor at position " << pos.x << ','
            //              << pos.y << " outside map " << map.getID() << '.');
            //    // Set an arbitrary small position.
            //    pos = Point(100, 100);
            //    obj.setPosition(pos);
            //}

            //if (!map.insert(obj))
            //{
            //    // The map is overloaded, no room to add a new actor
            //    LOG_ERROR("Too many actors on map " << map.getID() << '.');
            //    return false;
            //}

            //obj.inserted();

            //// DEBUG INFO
            //switch (obj.getType())
            //{
            //    case OBJECT_ITEM:
            //        LOG_DEBUG("Item inserted: "
            //               << static_cast<Item*>(obj).getItemClass().getDatabaseID());
            //        break;

            //    case OBJECT_NPC:
            //        LOG_DEBUG("NPC inserted: " << static_cast<NPC*>(obj).getNPC());
            //        break;

            //    case OBJECT_CHARACTER:
            //        LOG_DEBUG("Player inserted: "
            //                  << static_cast<Being*>(obj).getName());
            //        break;

            //    case OBJECT_EFFECT:
            //        LOG_DEBUG("Effect inserted: "
            //                  << static_cast<Effect*>(obj).getEffectId());
            //        break;

            //    case OBJECT_MONSTER:
            //        LOG_DEBUG("Monster inserted: "
            //                  << static_cast<Monster*>(obj).getSpecy().getId());
            //        break;

            //    case OBJECT_ACTOR:
            //    case OBJECT_OTHER:
            //    default:
            //        LOG_DEBUG("Thing inserted: " << obj.getType());
            //}

            //obj.raiseUpdateFlags(UPDATEFLAG_NEW_ON_MAP);
            //if (obj.getType() != OBJECT_CHARACTER)
            //    return true;

            ///* Since the player does not know yet where in the world its character is,
            //   we send a map-change message, even if it is the first time it
            //   connects to this server. */
            //MessageOut mapChangeMessage(GPMSG_PLAYER_MAP_CHANGE);
            //mapChangeMessage.writeString(map.getName());
            //mapChangeMessage.writeInt16(pos.x);
            //mapChangeMessage.writeInt16(pos.y);
            //gameHandler.sendTo(static_cast< Character * >(obj), mapChangeMessage);

            //// update the online state of the character
            //accountHandler.updateOnlineStatus(
            //    static_cast< Character * >(obj).getDatabaseID(), true);

            return true;
        }