标签:style blog color os ar for div log sp
MoveManager:移动管理类 struct MoveOpt { int cur_seq; ObjecInfo* obj; }; std::map<ObjID, MoveOpt> m_move_objs;//主要容器 //加入移动标记 void MoveManager::add_mask(ObjecInfo* obj) { auto& objId = obj->objId; MoveOpt mov_opt = {m_move_seq++, obj}; m_move_objs[objId] = mov_opt; } 主要函数 //每个玩家都有std::vector<ObjTgtPos> tmpPos;临时位置 //用于保存附近玩家的移动信息,所有当一个玩家或者NPC移动时addMask()这样其就加入到m_move_objs void MoveManager::run() { time_t tb = GetTickCount(); if(m_move_objs.empty()) return ; //需要通知的player std::map<int, PlayerInfo*> tmpPlayers; for(auto it = m_move_objs.begin(); it != m_move_objs.end(); ++it)//遍历移动玩家列表 { auto objex = (ObjecInfoEx*)it->second.obj; ObjTgtPos pos; pos.seq = it->second.cur_seq; //顺序变量 pos.speed = objex->speed; pos.objId = objex->objId; pos.player.tgtPos = objex->tgtPos; pos.player.curPos = objex->curPos; pos.mov_face = objex->mov_face; pos.dir = objex->dir; if(it->first.type == ObjID_Player) { auto player = (PlayerInfo*)objex; auto& near_pls = player->nearby_players; for(auto p : near_pls) { //将玩家的移动位置和顺序变量加入到其附近玩家的tmpPos p.second->tmpPos.push_back(pos);//临时位置,我在想为什么要搞个向量保存,每次只保存一个还要向量? tmpPlayers[p.first] = p.second; } } else { //NPC也是将其位置加入到附近玩家的tmpPos auto monster = (I_NPC*)objex; auto& near_players = monster->map_nearby_player; for(auto p : near_players) { p.second->tmpPos.push_back(pos); tmpPlayers[p.first] = p.second; } } } //然后向附近玩家发送位置信息,然后客户端表现就行了 for(auto it = tmpPlayers.begin(); it != tmpPlayers.end(); it++) { it->second->send_mul_pos(it->second->tmpPos);//std::vector<playerTgtPos> tmpPos it->second->tmpPos.clear(); } this->clear();//清除本次移动记录将m_move_objs.clear()和m_move_seq这个m_move_seq到底什么用? time_t te = GetTickCount() - tb; }
标签:style blog color os ar for div log sp
原文地址:http://www.cnblogs.com/zzyoucan/p/3947603.html