MoveManager管理类

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;
}

 玩家或者NPC移动,加入到m_mapMoveObjs中,然后map定时50ms遍历这map,将位置信息加入到附近玩家的临时位置中,最后通知这些玩家,感觉有点蛋疼啊

posted @ 2014-08-31 13:38  zzyoucan  阅读(343)  评论(0编辑  收藏  举报