本文整理汇总了C++中cWorld类的典型用法代码示例。如果您正苦于以下问题:C++ cWorld类的具体用法?C++ cWorld怎么用?C++ cWorld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cWorld类的6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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: Lock
void cProtocol132::SendCompass(const cWorld & a_World)
{
cCSLock Lock(m_CSPacket);
WriteByte(PACKET_COMPASS);
WriteInt((int)(a_World.GetSpawnX()));
WriteInt((int)(a_World.GetSpawnY()));
WriteInt((int)(a_World.GetSpawnZ()));
Flush();
}
开发者ID:wang108,项目名称:MCServer,代码行数:9,代码来源:Protocol132.cpp
示例2: Initialize
bool cEntity::Initialize(cWorld & a_World)
{
if (cPluginManager::Get()->CallHookSpawningEntity(a_World, *this))
{
return false;
}
/*
// DEBUG:
LOGD("Initializing entity #%d (%s) at {%.02f, %.02f, %.02f}",
m_UniqueID, GetClass(), m_Pos.x, m_Pos.y, m_Pos.z
);
*/
m_IsInitialized = true;
m_World = &a_World;
m_World->AddEntity(this);
cPluginManager::Get()->CallHookSpawnedEntity(a_World, *this);
// Spawn the entity on the clients:
a_World.BroadcastSpawnEntity(*this);
return true;
}
开发者ID:Kortak,项目名称:MCServer,代码行数:25,代码来源:Entity.cpp
示例3: Lock
void cProtocol125::SendLogin(const cPlayer & a_Player, const cWorld & a_World)
{
UNUSED(a_World);
cCSLock Lock(m_CSPacket);
WriteByte (PACKET_LOGIN);
WriteInt (a_Player.GetUniqueID()); // EntityID of the player
WriteString(""); // Username, not used
WriteString("default"); // Level type
WriteInt ((int)a_Player.GetGameMode());
WriteInt ((int)(a_World.GetDimension()));
WriteByte (2); // TODO: Difficulty
WriteByte (0); // Unused
WriteByte (60); // Client list width or something
Flush();
m_LastSentDimension = a_World.GetDimension();
}
开发者ID:RedEnraged96,项目名称:MCServer-1,代码行数:17,代码来源:Protocol125.cpp
示例4: switch
cFinishGenFluidSprings::cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cIniFile & a_IniFile, const cWorld & a_World) :
m_Noise(a_Seed + a_Fluid * 100), // Need to take fluid into account, otherwise water and lava springs generate next to each other
m_HeightDistribution(255),
m_Fluid(a_Fluid)
{
bool IsWater = (a_Fluid == E_BLOCK_WATER);
AString SectionName = IsWater ? "WaterSprings" : "LavaSprings";
AString DefaultHeightDistribution;
int DefaultChance;
switch (a_World.GetDimension())
{
case dimNether:
{
DefaultHeightDistribution = IsWater ? DEF_NETHER_WATER_SPRINGS : DEF_NETHER_LAVA_SPRINGS;
DefaultChance = IsWater ? 0 : 15;
break;
}
case dimOverworld:
{
DefaultHeightDistribution = IsWater ? DEF_OVERWORLD_WATER_SPRINGS : DEF_OVERWORLD_LAVA_SPRINGS;
DefaultChance = IsWater ? 24 : 9;
break;
}
case dimEnd:
{
DefaultHeightDistribution = IsWater ? DEF_END_WATER_SPRINGS : DEF_END_LAVA_SPRINGS;
DefaultChance = 0;
break;
}
default:
{
ASSERT(!"Unhandled world dimension");
break;
}
} // switch (dimension)
AString HeightDistribution = a_IniFile.GetValueSet(SectionName, "HeightDistribution", DefaultHeightDistribution);
if (!m_HeightDistribution.SetDefString(HeightDistribution) || (m_HeightDistribution.GetSum() <= 0))
{
LOGWARNING("[%sSprings]: HeightDistribution is invalid, using the default of \"%s\".",
(a_Fluid == E_BLOCK_WATER) ? "Water" : "Lava",
DefaultHeightDistribution.c_str()
);
m_HeightDistribution.SetDefString(DefaultHeightDistribution);
}
m_Chance = a_IniFile.GetValueSetI(SectionName, "Chance", DefaultChance);
}
开发者ID:JoeClacks,项目名称:MCServer,代码行数:46,代码来源:FinishGen.cpp
示例5: OnPlayerPlace
bool cItemHandler::OnPlayerPlace(
cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ
)
{
if (a_BlockFace < 0)
{
// Clicked in air
return false;
}
if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
{
// The clicked block is outside the world, ignore this call altogether (#128)
return false;
}
BLOCKTYPE ClickedBlock;
NIBBLETYPE ClickedBlockMeta;
a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta);
// Check if the block ignores build collision (water, grass etc.):
if (
BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision() ||
BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision(&a_Player, ClickedBlockMeta)
)
{
cChunkInterface ChunkInterface(a_World.GetChunkMap());
BlockHandler(ClickedBlock)->OnDestroyedByPlayer(ChunkInterface, a_World, &a_Player, a_BlockX, a_BlockY, a_BlockZ);
}
else
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
{
// The block is being placed outside the world, ignore this packet altogether (#128)
return false;
}
NIBBLETYPE PlaceMeta;
BLOCKTYPE PlaceBlock;
a_World.GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, PlaceBlock, PlaceMeta);
// Clicked on side of block, make sure that placement won't be cancelled if there is a slab able to be double slabbed.
// No need to do combinability (dblslab) checks, client will do that here.
if (
!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision() &&
!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision(&a_Player, PlaceMeta)
)
{
// Tried to place a block *into* another?
// Happens when you place a block aiming at side of block with a torch on it or stem beside it
return false;
}
}
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
if (!GetPlacementBlockTypeMeta(&a_World, &a_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta))
{
// Handler refused the placement, send that information back to the client:
a_World.SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, &a_Player);
a_Player.GetInventory().SendEquippedSlot();
return false;
}
if (!a_Player.PlaceBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta))
{
// The placement failed, the block has already been re-sent, re-send inventory:
a_Player.GetInventory().SendEquippedSlot();
return false;
}
AString PlaceSound = cBlockInfo::GetPlaceSound(BlockType);
float Volume = 1.0f, Pitch = 0.8f;
if (PlaceSound == "dig.metal")
{
Pitch = 1.2f;
PlaceSound = "dig.stone";
}
else if (PlaceSound == "random.anvil_land")
{
Volume = 0.65f;
}
a_World.BroadcastSoundEffect(PlaceSound, a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, Volume, Pitch);
// Remove the "placed" item:
if (a_Player.IsGameModeSurvival())
{
a_Player.GetInventory().RemoveOneEquippedItem();
}
return true;
}
开发者ID:jammet,项目名称:MCServer,代码行数:97,代码来源:ItemHandler.cpp
示例6: GetLargeTreeAdjustment
bool GetLargeTreeAdjustment(cWorld & a_World, int & a_X, int & a_Y, int & a_Z, NIBBLETYPE a_Meta)
{
bool IsLarge = true;
a_Meta = a_Meta & 0x07;
// Check to see if we are the northwest corner
for (int x = 0; x < 2; ++x)
{
for (int z = 0; z < 2; ++z)
{
NIBBLETYPE meta;
BLOCKTYPE type;
a_World.GetBlockTypeMeta(a_X + x, a_Y, a_Z + z, type, meta);
IsLarge = IsLarge && (type == E_BLOCK_SAPLING) && ((a_Meta & meta) == a_Meta);
}
}
if (IsLarge)
{
return true;
}
IsLarge = true;
// Check to see if we are the southwest corner
for (int x = 0; x < 2; ++x)
{
for (int z = 0; z > -2; --z)
{
NIBBLETYPE meta;
BLOCKTYPE type;
a_World.GetBlockTypeMeta(a_X + x, a_Y, a_Z + z, type, meta);
IsLarge = IsLarge && (type == E_BLOCK_SAPLING) && ((a_Meta & meta) == a_Meta);
}
}
if (IsLarge)
{
--a_Z;
return true;
}
IsLarge = true;
// Check to see if we are the southeast corner
for (int x = 0; x > -2; --x)
{
for (int z = 0; z > -2; --z)
{
NIBBLETYPE meta;
BLOCKTYPE type;
a_World.GetBlockTypeMeta(a_X + x, a_Y, a_Z + z, type, meta);
IsLarge = IsLarge && (type == E_BLOCK_SAPLING) && ((a_Meta & meta) == a_Meta);
}
}
if (IsLarge)
{
--a_Z;
--a_X;
return true;
}
IsLarge = true;
// Check to see if we are the northeast corner
for (int x = 0; x > -2; --x)
{
for (int z = 0; z < 2; ++z)
{
NIBBLETYPE meta;
BLOCKTYPE type;
a_World.GetBlockTypeMeta(a_X + x, a_Y, a_Z + z, type, meta);
IsLarge = IsLarge && (type == E_BLOCK_SAPLING) && ((a_Meta & meta) == a_Meta);
}
}
if (IsLarge)
{
--a_X;
}
return IsLarge;
}
开发者ID:Haxi52,项目名称:cuberite,代码行数:81,代码来源:Trees.cpp
注:本文中的cWorld类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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