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Ailwyn / Game-Server

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dynamicObject.h 2.99 KB
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denntono 提交于 2011-12-07 19:18 . Signed-off-by: denntono marasovic@gmx.de
void dynamicObject_init(mapChannel_t *mapChannel);
void dynamicObject_recv_RequestUseObject(mapChannelClient_t *client, unsigned char *pyString, int pyStringLen);
bool _dynamicObject_controlpoint_callback(mapChannel_t *mapChannel, void *param, int timePassed);
void dynamicObject_createLogosObject(mapChannel_t *mapChannel, float x, float y, float z);
void dynamicObject_createHumanDropship(mapChannel_t *mapChannel, float x, float y, float z);
void dynamicObject_forceState(clientGamemain_t* cgm, unsigned int entityId, int state);
void dynamicObject_recv_RequestActionInterrupt(mapChannelClient_t *client, unsigned char *pyString, int pyStringLen);
typedef struct
{
int phaseTimeleft;
char phase;
spawnPool_t *spawnPool; // spawnPool the dropship belongs to
char spawnCount;
creatureType_t *spawnTypeList[24]; // maximal 24 creatures can be spawned at once
}dynObject_baneDropship_t;
typedef struct _dynObject_t
{
unsigned long long entityId;
unsigned short objectType;
unsigned long long entityClassId;
void *objectData;
// universal position data
float x;
float y;
float z;
float rotX;
float rotY;
float rotZ;
//float velocity;
//float viewX;
//float viewY;
// useable data
int stateId;
// todo: rotation quarterninion
mapCellLocation_t cellLocation;
}dynObject_t;
typedef struct
{
int period;
int timeLeft;
dynObject_t *object;
unsigned long long entityId;
}dynObject_workEntry_t;
void dynamicObject_cellIntroduceObjectToClients(mapChannel_t *mapChannel, dynObject_t *dynObj, mapChannelClient_t **playerList, int playerCount);
void dynamicObject_cellIntroduceObjectsToClient(mapChannel_t *mapChannel, mapChannelClient_t *client, dynObject_t **objectList, int objectCount);
void dynamicObject_cellDiscardObjectToClients(mapChannel_t *mapChannel, dynObject_t *dynObj, mapChannelClient_t **playerList, int playerCount);
void dynamicObject_cellDiscardObjectsToClient(mapChannel_t *mapChannel, mapChannelClient_t *client, dynObject_t **objectList, int objectCount);
void dynamicObject_check(mapChannel_t *mapChannel, int timePassed);
bool dynamicObject_process(mapChannel_t *mapChannel, dynObject_t *dynObject, int timePassed);
// developer / testing
void dynamicObject_developer_createFootlocker(mapChannel_t *mapChannel, float x, float y, float z);
void dynamicObject_developer_createControlPoint(mapChannel_t *mapChannel, float x, float y, float z);
void dynamicObject_developer_createCustom(mapChannel_t *mapChannel, int classId, float x, float y, float z);
void dynamicObject_createBaneDropship(mapChannel_t *mapChannel, float x, float y, float z, int spawnCount, creatureType_t **spawnTypeList, spawnPool_t *spawnPool);
void dynamicObject_createBaneDropship(mapChannel_t *mapChannel, float x, float y, float z, int spawnCount, creatureType_t **spawnTypeList);
dynObject_t *_dynamicObject_create(unsigned int classId, unsigned short objectType);
void dynamicObject_setPosition(dynObject_t *dynamicObject, float x, float y, float z);
void dynamicObject_destroy(mapChannel_t *mapChannel, dynObject_t *dynObject);
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Game-Server
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