本文整理汇总了C++中BedItem::updateAppearance方法的典型用法代码示例。如果您正苦于以下问题:C++ BedItem::updateAppearance方法的具体用法?C++ BedItem::updateAppearance怎么用?C++ BedItem::updateAppearance使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类BedItem
的用法示例。
在下文中一共展示了BedItem::updateAppearance方法的5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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: wakeUp
void BedItem::wakeUp()
{
if(!house)
return;
if(sleeper)
{
if(Player* player = g_game.getPlayerByGuidEx(sleeper))
{
regeneratePlayer(player);
if(player->isVirtual())
{
IOLoginData::getInstance()->savePlayer(player);
delete player;
}
else
g_game.addCreatureHealth(player);
}
}
Beds::getInstance().setBedSleeper(NULL, sleeper);
internalRemoveSleeper();
BedItem* nextBedItem = getNextBedItem();
if(nextBedItem)
nextBedItem->internalRemoveSleeper();
updateAppearance(NULL);
if(nextBedItem)
nextBedItem->updateAppearance(NULL);
}
示例2: sleep
void BedItem::sleep(Player* player)
{
if(!house || !player || player->isRemoved())
return;
if(!sleeper)
{
Beds::getInstance().setBedSleeper(this, player->getGUID());
internalSetSleeper(player);
BedItem* nextBedItem = getNextBedItem();
if(nextBedItem)
nextBedItem->internalSetSleeper(player);
updateAppearance(player);
if(nextBedItem)
nextBedItem->updateAppearance(player);
player->getTile()->moveCreature(NULL, player, getTile());
g_game.addMagicEffect(player->getPosition(), NM_ME_SLEEP);
Scheduler::getScheduler().addEvent(createSchedulerTask(SCHEDULER_MINTICKS, boost::bind(&Game::kickPlayer, &g_game, player->getID(), false)));
}
else if(Item::items[getID()].transformToFree)
{
wakeUp();
g_game.addMagicEffect(player->getPosition(), NM_ME_POFF);
}
else
player->sendCancelMessage(RET_NOTPOSSIBLE);
}
示例3: wakeUp
void BedItem::wakeUp(Player* player)
{
// avoid crashes
if (!house) {
return;
}
if (sleeperGUID != 0) {
if (!player) {
std::string name;
if (IOLoginData::getInstance()->getNameByGuid(sleeperGUID, name)) {
Player* _player = new Player(name, NULL);
if (IOLoginData::getInstance()->loadPlayer(_player, name)) {
regeneratePlayer(_player);
IOLoginData::getInstance()->savePlayer(_player);
}
delete _player;
_player = NULL;
}
} else {
regeneratePlayer(player);
g_game.addCreatureHealth(player);
}
}
// update the BedSleepersMap
Beds::getInstance().setBedSleeper(NULL, sleeperGUID);
BedItem* nextBedItem = getNextBedItem();
// unset sleep info
internalRemoveSleeper();
if (nextBedItem) {
nextBedItem->internalRemoveSleeper();
}
// change self and partner's appearance
updateAppearance(NULL);
if (nextBedItem) {
nextBedItem->updateAppearance(NULL);
}
}
示例4: sleep
bool BedItem::sleep(Player* player)
{
if (!house || !player || player->isRemoved()) {
return false;
}
if (sleeperGUID != 0) {
return false;
}
BedItem* nextBedItem = getNextBedItem();
internalSetSleeper(player);
if (nextBedItem) {
nextBedItem->internalSetSleeper(player);
}
// update the BedSleepersMap
Beds::getInstance().setBedSleeper(this, player->getGUID());
// make the player walk onto the bed
player->getTile()->moveCreature(player, getTile());
// display 'Zzzz'/sleep effect
g_game.addMagicEffect(player->getPosition(), NM_ME_SLEEP);
// kick player after he sees himself walk onto the bed and it change id
uint32_t playerId = player->getID();
g_scheduler.addEvent(createSchedulerTask(SCHEDULER_MINTICKS, boost::bind(&Game::kickPlayer, &g_game, playerId, false)));
// change self and partner's appearance
updateAppearance(player);
if (nextBedItem) {
nextBedItem->updateAppearance(player);
}
return true;
}
示例5: wakeUp
void BedItem::wakeUp(Player* player)
{
// avoid crashes
if (!house) {
return;
}
if (sleeperGUID != 0) {
if (!player) {
Player _player(nullptr);
if (IOLoginData::loadPlayerById(&_player, sleeperGUID)) {
regeneratePlayer(&_player);
IOLoginData::savePlayer(&_player);
}
} else {
regeneratePlayer(player);
g_game.addCreatureHealth(player);
}
}
// update the BedSleepersMap
Beds::getInstance().setBedSleeper(nullptr, sleeperGUID);
BedItem* nextBedItem = getNextBedItem();
// unset sleep info
internalRemoveSleeper();
if (nextBedItem) {
nextBedItem->internalRemoveSleeper();
}
// change self and partner's appearance
updateAppearance(nullptr);
if (nextBedItem) {
nextBedItem->updateAppearance(nullptr);
}
}