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玩家上线

时间:2014-12-14 00:39:12      阅读:203      评论:0      收藏:0      [点我收藏+]

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1.在GS这边发送(本地玩家信息)
 LocPlayerInfo info;
 InitLocalPlayer(rActorEx, info);
 SendCmd(s2c_local_player_info, &info, sizeof(info));
这个LocPlayerInfo好像内容比较多
struct LocPlayerInfo
{
 int id;
 wchar_t name[64];
 unsigned int nBodyID;
 int mapID;
 pos2d pos;
 ObjStat stat;
 SkillStat skillstats[100];    // 身上技能,最大个数
 int     nskill;     // 当前技能个数
 AttInfo     m_AttInfo;     // 属性值
};
2.进入map,初始化一些信息之后,发送
plchannel->m_fnSendLocalPlayerEnter(m_nMapId, plchannel->tgtPos);
这个位置是纠正后的位置,有可能玩家位置不正确,mapid和位置都已这个为准
3.客户端发送激活玩家的包
服务器在收到激活包之后
//这些都是相当重要的
void Map::ActivatePlayer(int mapChannelId) //激活玩家
{
 PlayerChannel* pPC = m_vecPlayerChannel[mapChannelId];
 if (pPC->m_bBeActived)
  return;
 pPC->m_bBeActived = true;
 auto& pActorInfoEx = pPC->m_pActorInfoEx;

 if (!pActorInfoEx->m_bGaming) 
 {//第一次进游戏
  pActorInfoEx->m_bGaming = true;
  StartGame(mapChannelId);//真心没看懂啥意思
 }     
 pos2d& cPlayerMapPos = m_spBase->GetMapPos(pPC->tgtPos); 
//    SetMapColl(mpos.x, mpos.y, true);
 GetAllPlayers()[pPC->objId.id] = pPC;//完全不知道干啥
 m_MapCellMgr.AddObj(cPlayerMapPos.x, cPlayerMapPos.y, pPC);//完全不知道干啥

 //在新进入块中通知
 pos2d newBlockPos = {pPC->m_nBlockX, pPC->m_nBlockY};
 pPC->m_fnSendStatChange(pPC->stat);//此处为什么发送状态包
 NotifyBlock(pos2d(), newBlockPos, pPC, true);

 //让玩家上线就能看到所有附近角色的动作。
 m_MapCellMgr.m_vecRolesBlock[pPC->m_nBlockX][pPC->m_nBlockY].Add(pPC);

 UpdateRegionInfo(pPC, cPlayerMapPos);//不知干啥的

 //判断罪恶值
 if(pPC->m_pActorInfoEx->GetSinValue() > 0)
 {
  m_spSinMgr->AddPlayer(pPC);
 }

 //宠物(现在主要是切图时宠物携带)
 if(pPC->m_pActorInfoEx->IsCarryTempPet())
 {
  const ShuiHu::PetInfo* pTempPetInfo = pPC->m_pActorInfoEx->GetTempPetInfoPtr();
  if (pTempPetInfo->m_nCurHP <= 0)
  {
   ShuiHu::GetLogger()->Warning("玩家(ID=%d)进入新地图(%d),带了个血量为<=0的宠物(ID=%d)!",
    pPC->objId.id, m_nMapId, pTempPetInfo->m_nID);
   return;
  }
  pos2d cPetMapPos = {0};
  if (!Round(1, cPlayerMapPos, cPetMapPos))
  {
   pPC->m_pActorInfoEx->SetNoneTempPet();
   return; 
  }

  // 召唤正式宠物
  m_pSkill->CallPetByPos(pPC, *pTempPetInfo, cPetMapPos);
 }
}


void Map::NotifyBlock(pos2d OlDBlockPos, pos2d NewBlockPos, PlayerInfo* pPlayer, bool bOnlyNewBlock)
{
    std::vector<pos2d> vecLeaveBlock;
    std::vector<pos2d> vecEnterBlock;
    if (bOnlyNewBlock)//玩家进入地图
    {
        getXxX(5, NewBlockPos.x, NewBlockPos.y, vecEnterBlock);//获取玩家所在格子为中心的5*5的格子
    }
    else//玩家移动
    {
        GetLeaveAndEnterBlocks(OlDBlockPos, NewBlockPos, vecLeaveBlock, vecEnterBlock);//针对移动,获取新进入的和离开的格子用于通知,对于没有离开和进入的格子待会再说
    }
    std::vector<ObjecInfo> vecLeaveObj;
    for (auto it : vecLeaveBlock)
    {
        NotifyItem(it, pPlayer, false);//物品通知
        NotifyOrnamental(it, pPlayer, false); //装饰物通知
        for (auto it2 : *m_MapCellMgr.m_vecRolesBlock[it.x][it.y].GetAllobj())
        {
            int id = it2.first.id;
            vecLeaveObj.push_back(*it2.second);
            if(it2.first.type == ObjID_Player)
            {
                pPlayer->m_mapNearbyPlayers.erase(id);
                //让对方玩家也能看到自己离开
                auto pDestPlayer = (PlayerInfo*)it2.second;
                pDestPlayer->m_mapNearbyPlayers.erase(pPlayer->objId.id);
                if(!pPlayer->m_bHide)//如果是隐身无需此通知
                {
                    std::vector<ObjecInfo> vecLeaveDestView;
                    vecLeaveDestView.push_back(*pPlayer);
                    pDestPlayer->m_fnSendObjLeave(vecLeaveDestView);
                }
            }
            else
            {//非玩家不需要表现,不用发送消息。
                auto pDestNpc = (I_NPC*)it2.second;
                pDestNpc->m_mapNearbyPlayers.erase(pPlayer->objId.id);
                pPlayer->m_mapNearbyMonsters.erase(id);
            }
        }
    }    
    if(vecLeaveObj.size())
        pPlayer->m_fnSendObjLeave(vecLeaveObj);

    std::vector<ObjecInfo> vecNewEnterObj;
    for (auto it : vecEnterBlock)
    {
        NotifyItem(it, pPlayer, true);  //掉落物品通知
        NotifyOrnamental(it, pPlayer, true); //装饰物通知
        for (auto it2 : *m_MapCellMgr.m_vecRolesBlock[it.x][it.y].GetAllobj())
        {
            ObjecInfoEx* obj_ex = (ObjecInfoEx*)it2.second;
            int id = it2.first.id;
            vecNewEnterObj.push_back(*it2.second);
            if(it2.first.type == ObjID_Player)
            {
                auto pDestPlayer = (PlayerInfo*)it2.second;
                pPlayer->m_mapNearbyPlayers[id] = pDestPlayer;
                //让对方玩家也能看到自己进入(针对:对方不移出当前Block格时也能看对方进入)
                pDestPlayer->m_mapNearbyPlayers[pPlayer->objId.id] = pPlayer;
                if(!pPlayer->m_bHide)
                {
                    std::vector<ObjecInfo> vecEnterDestViewObj;
                    vecEnterDestViewObj.push_back(*pPlayer);
                    pDestPlayer->m_fnSendObjEnter(vecEnterDestViewObj);
                }
            }
            else
            {//非玩家不需要表现,不用发送消息。
                auto pDestNpc = (I_NPC*)it2.second;
                pDestNpc->m_mapNearbyPlayers[pPlayer->objId.id] = pPlayer;
                pPlayer->m_mapNearbyMonsters[id] = pDestNpc;
            }
        }
    }
    if (vecNewEnterObj.size() > 1000)
    {
        Plug::PlugMessageBox("vecNewEnterObj出错");
    }
    if(vecNewEnterObj.size())
        pPlayer->m_fnSendObjEnter(vecNewEnterObj);
}

 

玩家上线

标签:des   style   blog   io   ar   color   os   sp   for   

原文地址:http://www.cnblogs.com/zzyoucan/p/4162026.html

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