本文整理汇总了C++中Being::getName方法的典型用法代码示例。如果您正苦于以下问题:C++ Being::getName方法的具体用法?C++ Being::getName怎么用?C++ Being::getName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Being
的用法示例。
在下文中一共展示了Being::getName方法的13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: getPlayerNames
void BeingManager::getPlayerNames(std::vector<std::string> &names,
bool npcNames)
{
Beings::iterator i = mBeings.begin();
names.clear();
while (i != mBeings.end())
{
Being *being = (*i);
if ((being->getType() == Being::PLAYER
|| (being->getType() == Being::NPC && npcNames))
&& being->getName() != "")
{
names.push_back(being->getName());
}
++i;
}
}
示例2: updatePlayerNames
void BeingManager::updatePlayerNames()
{
Beings::iterator i = mBeings.begin();
while (i != mBeings.end())
{
Being *being = (*i);
if (being->getType() == Being::PLAYER && being->getName() != "")
being->updateName();
++i;
}
}
示例3:
Being *BeingManager::findBeingByName(const std::string &name,
Being::Type type) const
{
for (Beings::const_iterator i = mBeings.begin(), i_end = mBeings.end();
i != i_end; ++i)
{
Being *being = (*i);
if (being->getName() == name &&
(type == Being::UNKNOWN || type == being->getType()))
return being;
}
return NULL;
}
示例4: processPartyInvited
void PartyHandler::processPartyInvited(Net::MessageIn &msg)
{
int id = msg.readInt32();
std::string partyName = msg.readString(24);
std::string nick("");
Being *being;
if (actorSpriteManager)
{
if ((being = actorSpriteManager->findBeing(id)))
{
if (being && being->getType() == Being::PLAYER)
nick = being->getName();
}
}
if (socialWindow)
socialWindow->showPartyInvite(partyName, nick);
}
示例5: handleGameChatMessage
void ChatHandler::handleGameChatMessage(Net::MessageIn &msg)
{
short id = msg.readInt16();
std::string chatMsg = msg.readString();
if (id == 0)
{
localChatTab->chatLog(chatMsg, BY_SERVER);
return;
}
Being *being = beingManager->findBeing(id);
std::string mes;
if (being)
{
mes = being->getName() + " : " + chatMsg;
being->setSpeech(chatMsg, SPEECH_TIME);
}
else
mes = "Unknown : " + chatMsg;
localChatTab->chatLog(mes, being == player_node ? BY_PLAYER : BY_OTHER);
}
示例6: informPlayer
//.........这里部分代码省略.........
if (oold == opos)
{
// o does not move, nothing more to report.
continue;
}
}
if (!willBeInRange)
{
// o is no longer visible from p. Send leave message.
MessageOut leaveMsg(GPMSG_BEING_LEAVE);
leaveMsg.writeInt16(oid);
gameHandler->sendTo(p, leaveMsg);
continue;
}
if (!wereInRange)
{
// o is now visible by p. Send enter message.
MessageOut enterMsg(GPMSG_BEING_ENTER);
enterMsg.writeInt8(otype);
enterMsg.writeInt16(oid);
enterMsg.writeInt8(static_cast< Being *>(o)->getAction());
enterMsg.writeInt16(opos.x);
enterMsg.writeInt16(opos.y);
enterMsg.writeInt8(o->getDirection());
enterMsg.writeInt8(o->getGender());
switch (otype)
{
case OBJECT_CHARACTER:
{
Character *q = static_cast< Character * >(o);
enterMsg.writeString(q->getName());
enterMsg.writeInt8(q->getHairStyle());
enterMsg.writeInt8(q->getHairColor());
serializeLooks(q, enterMsg);
} break;
case OBJECT_MONSTER:
{
Monster *q = static_cast< Monster * >(o);
enterMsg.writeInt16(q->getSpecy()->getId());
enterMsg.writeString(q->getName());
} break;
case OBJECT_NPC:
{
NpcComponent *npcComponent = o->getComponent<NpcComponent>();
enterMsg.writeInt16(npcComponent->getNpcId());
enterMsg.writeString(o->getName());
} break;
default:
assert(false); // TODO
break;
}
gameHandler->sendTo(p, enterMsg);
}
if (opos != oold)
{
// Add position check coords every 5 seconds.
if (currentTick % 50 == 0)
flags |= MOVING_POSITION;
示例7: handleLink
void PopupMenu::handleLink(const std::string &link)
{
Being *being = beingManager->findBeing(mBeingId);
// Talk To actiondar :
if (link == "talk" &&
being &&
being->getType() == Being::NPC &&
current_npc == 0)
{
dynamic_cast<NPC*>(being)->talk();
}
// Trade action
else if (link == "trade" &&
being &&
being->getType() == Being::PLAYER)
{
Net::getTradeHandler()->request(being);
tradePartnerName = being->getName();
}
// Attack action
else if (link == "attack" && being)
{
player_node->attack(being, true);
}
else if (link == "unignore" &&
being &&
being->getType() == Being::PLAYER)
{
player_relations.setRelation(being->getName(), PlayerRelation::NEUTRAL);
}
else if (link == "ignore" &&
being &&
being->getType() == Being::PLAYER)
{
player_relations.setRelation(being->getName(), PlayerRelation::IGNORED);
}
else if (link == "disregard" &&
being &&
being->getType() == Being::PLAYER)
{
player_relations.setRelation(being->getName(), PlayerRelation::DISREGARDED);
}
else if (link == "friend" &&
being &&
being->getType() == Being::PLAYER)
{
player_relations.setRelation(being->getName(), PlayerRelation::FRIEND);
}
#ifdef TMWSERV_SUPPORT
// Guild action
else if (link == "guild" &&
being != NULL &&
being->getType() == Being::PLAYER)
{
player_node->inviteToGuild(being);
}
#endif
/*
// Follow Player action
else if (link == "follow")
{
}*/
/*
// Add Buddy action
else if ((link == "buddy") && being && being->isPlayer())
{
if (!buddyWindow->isVisible())
buddyWindow->setVisible(true);
buddyWindow->addBuddy(being->getName());
}*/
// Pick Up Floor Item action
else if ((link == "pickup") && mFloorItem)
{
player_node->pickUp(mFloorItem);
}
// Look To action
else if (link == "look")
{
}
else if (link == "use")
{
assert(mItem);
if (mItem->isEquipment())
{
if (mItem->isEquipped())
Net::getInventoryHandler()->unequipItem(mItem);
else
Net::getInventoryHandler()->equipItem(mItem);
}
else
//.........这里部分代码省略.........
示例8: handleMessage
void TradeHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case GPMSG_TRADE_REQUEST:
{
Being *being = actorSpriteManager->findBeing(msg.readInt16());
if (!being || !mAcceptTradeRequests)
{
respond(false);
break;
}
mTrading = true;
tradePartnerName = being->getName();
tradePartnerID = being->getId();
ConfirmDialog *dlg = new ConfirmDialog(_("Request for Trade"),
strprintf(_("%s wants to trade with you, do you accept?"),
tradePartnerName.c_str()));
dlg->addActionListener(&listener);
} break;
case GPMSG_TRADE_ADD_ITEM:
{
int type = msg.readInt16();
int amount = msg.readInt8();
tradeWindow->addItem(type, false, amount);
} break;
case GPMSG_TRADE_SET_MONEY:
tradeWindow->setMoney(msg.readInt32());
break;
case GPMSG_TRADE_START:
tradeWindow->reset();
tradeWindow->setCaption(strprintf(_("Trading with %s"),
tradePartnerName.c_str()));
tradeWindow->setVisible(true);
break;
case GPMSG_TRADE_BOTH_CONFIRM:
tradeWindow->receivedOk(false);
break;
case GPMSG_TRADE_AGREED:
tradeWindow->receivedOk(false);
break;
case GPMSG_TRADE_CANCEL:
SERVER_NOTICE(_("Trade canceled."))
tradeWindow->setVisible(false);
tradeWindow->reset();
mTrading = false;
break;
case GPMSG_TRADE_COMPLETE:
SERVER_NOTICE(_("Trade completed."))
tradeWindow->setVisible(false);
tradeWindow->reset();
mTrading = false;
break;
}
}
示例9: handleSpawn
static void handleSpawn(Character *player, std::string &args)
{
MonsterClass *mc;
MapComposite *map = player->getMap();
const Point &pos = player->getPosition();
int value = 0;
// get the arguments
std::string monsterclass = getArgument(args);
std::string valuestr = getArgument(args);
// check all arguments are there
if (monsterclass.empty())
{
say("Invalid amount of arguments given.", player);
say("Usage: @spawn <monster> [number]", player);
return;
}
// identify the monster type
if (utils::isNumeric(monsterclass))
{
int id = utils::stringToInt(monsterclass);
mc = monsterManager->getMonster(id);
}
else
{
mc = monsterManager->getMonsterByName(monsterclass);
}
// check for valid monster
if (!mc)
{
say("Invalid monster", player);
return;
}
//identify the amount
if (valuestr.empty())
{
value = 1;
}
else if (utils::isNumeric(valuestr))
{
value = utils::stringToInt(valuestr);
}
// check for valid amount
if (value <= 0)
{
say("Invalid number of monsters", player);
return;
}
// create the monsters and put them on the map
for (int i = 0; i < value; ++i)
{
Being *monster = new Monster(mc);
monster->setMap(map);
monster->setPosition(pos);
monster->clearDestination();
if (!GameState::insertOrDelete(monster))
{
// The map is full. Break out.
break;
}
// log transaction
std::string msg = "User created monster " + monster->getName();
accountHandler->sendTransaction(player->getDatabaseID(), TRANS_CMD_SPAWN, msg);
}
}
示例10: handleMessage
//.........这里部分代码省略.........
return;
if (player_relations.hasPermission(nick, PlayerRelation::WHISPER))
{
Event event(Event::Whisper);
event.setString("nick", nick);
event.setString("message", chatMsg);
event.trigger(Event::ChatChannel);
}
}
else
{
SERVER_NOTICE(chatMsg)
}
break;
// Received speech from being
case SMSG_BEING_CHAT:
{
chatMsgLength = msg.readInt16() - 8;
int beingId = msg.readInt32();
being = actorSpriteManager->findBeing(beingId);
if (!being || chatMsgLength <= 0)
break;
chatMsg = msg.readString(chatMsgLength);
std::string::size_type pos = chatMsg.find(" : ", 0);
std::string sender_name = ((pos == std::string::npos)
? "" : chatMsg.substr(0, pos));
if (sender_name != being->getName()
&& being->getType() == Being::PLAYER)
{
if (!being->getName().empty())
sender_name = being->getName();
}
else
{
chatMsg.erase(0, pos + 3);
}
int perms;
if (being->getType() == Being::PLAYER)
{
perms = player_relations.checkPermissionSilently(sender_name,
PlayerRelation::SPEECH_LOG | PlayerRelation::SPEECH_FLOAT);
}
else
{
perms = player_relations.getDefault()
& (PlayerRelation::SPEECH_LOG
| PlayerRelation::SPEECH_FLOAT);
}
trim(chatMsg);
std::string reducedMessage = chatMsg;
chatMsg = removeColors(sender_name) + " : " + reducedMessage;
Event event(Event::Being);
event.setString("message", chatMsg);
event.setString("text", reducedMessage);
示例11: handleMessage
void PartyHandler::handleMessage(MessageIn *msg)
{
switch (msg->getId())
{
case SMSG_PARTY_CREATE:
mParty->createResponse(msg->readInt8());
break;
case SMSG_PARTY_INFO:
break;
case SMSG_PARTY_INVITE:
{
std::string nick = msg->readString(24);
int status = msg->readInt8();
mParty->inviteResponse(nick, status);
break;
}
case SMSG_PARTY_INVITED:
{
int id = msg->readInt32();
Being *being = beingManager->findBeing(id);
if (!being)
{
break;
}
std::string nick;
int gender = 0;
std::string partyName = "";
if (being->getType() != Being::PLAYER)
{
nick = "";
}
else
{
nick = being->getName();
gender = being->getGender();
partyName = msg->readString(24);
}
mParty->invitedAsk(nick, gender, partyName);
break;
}
case SMSG_PARTY_SETTINGS:
break;
case SMSG_PARTY_MEMBER_INFO:
break;
case SMSG_PARTY_LEAVE:
{
/*int id = */msg->readInt32();
std::string nick = msg->readString(24);
/*int fail = */msg->readInt8();
mParty->leftResponse(nick);
break;
}
case SMSG_PARTY_UPDATE_HP:
break;
case SMSG_PARTY_UPDATE_COORDS:
break;
case SMSG_PARTY_MESSAGE:
{ // new block to enable local variables
int msgLength = msg->readInt16() - 8;
if (msgLength <= 0)
return;
int id = msg->readInt32();
Being *being = beingManager->findBeing(id);
std::string chatMsg = msg->readString(msgLength);
mParty->receiveChat(being, chatMsg);
}
break;
}
}
示例12: logic
void TargetDebugTab::logic()
{
if (player_node && player_node->getTarget())
{
Being *target = player_node->getTarget();
mTargetLabel->setCaption(strprintf("%s %s (%d, %d)", _("Target:"),
target->getName().c_str(), target->getTileX(),
target->getTileY()));
mTargetIdLabel->setCaption(strprintf("%s %d",
_("Target Id:"), target->getId()));
if (target->getLevel())
{
mTargetLevelLabel->setCaption(strprintf("%s %d",
_("Target Level:"), target->getLevel()));
}
else
{
mTargetLevelLabel->setCaption(strprintf("%s ?",
_("Target Level:")));
}
mTargetRaceLabel->setCaption(strprintf("%s %s",
_("Target race:"), target->getRaceName().c_str()));
mTargetPartyLabel->setCaption(strprintf("%s %s", _("Target Party:"),
target->getPartyName().c_str()));
mTargetGuildLabel->setCaption(strprintf("%s %s", _("Target Guild:"),
target->getGuildName().c_str()));
mMinHitLabel->setCaption(strprintf("%s %d",
_("Minimal hit:"), target->getMinHit()));
mMaxHitLabel->setCaption(strprintf("%s %d",
_("Maximum hit:"), target->getMaxHit()));
mCriticalHitLabel->setCaption(strprintf("%s %d",
_("Critical hit:"), target->getCriticalHit()));
const int delay = target->getAttackDelay();
if (delay)
{
mAttackDelayLabel->setCaption(strprintf("%s %d",
_("Attack delay:"), delay));
}
else
{
mAttackDelayLabel->setCaption(strprintf(
"%s ?", _("Attack delay:")));
}
}
else
{
mTargetLabel->setCaption(strprintf("%s ?", _("Target:")));
mTargetIdLabel->setCaption(strprintf("%s ?", _("Target Id:")));
mTargetLevelLabel->setCaption(strprintf("%s ?", _("Target Level:")));
mTargetPartyLabel->setCaption(strprintf("%s ?", _("Target Party:")));
mTargetGuildLabel->setCaption(strprintf("%s ?", _("Target Guild:")));
mAttackDelayLabel->setCaption(strprintf("%s ?", _("Attack delay:")));
mMinHitLabel->setCaption(strprintf("%s ?", _("Minimal hit:")));
mMaxHitLabel->setCaption(strprintf("%s ?", _("Maximum hit:")));
mCriticalHitLabel->setCaption(strprintf("%s ?", _("Critical hit:")));
}
mTargetLabel->adjustSize();
mTargetIdLabel->adjustSize();
mTargetLevelLabel->adjustSize();
mTargetPartyLabel->adjustSize();
mTargetGuildLabel->adjustSize();
mAttackDelayLabel->adjustSize();
}
示例13: handleLink
void PopupMenu::handleLink(const std::string &link)
{
Being *being = actorSpriteManager->findBeing(mBeingId);
// Talk To action
if (link == "talk" && being && being->canTalk())
{
being->talkTo();
}
// Trade action
else if (link == "trade" && being &&
being->getType() == ActorSprite::PLAYER)
{
Net::getTradeHandler()->request(being);
tradePartnerName = being->getName();
}
// Attack action
else if (link == "attack" && being)
{
player_node->attack(being, true);
}
else if (link == "whisper" && being)
{
chatWindow->addInputText("/w \"" + being->getName() + "\" ");
}
else if (link == "unignore" && being &&
being->getType() == ActorSprite::PLAYER)
{
player_relations.setRelation(being->getName(), PlayerRelation::NEUTRAL);
}
else if (link == "ignore" && being &&
being->getType() == ActorSprite::PLAYER)
{
player_relations.setRelation(being->getName(), PlayerRelation::IGNORED);
}
else if (link == "disregard" && being &&
being->getType() == ActorSprite::PLAYER)
{
player_relations.setRelation(being->getName(), PlayerRelation::DISREGARDED);
}
else if (link == "friend" && being &&
being->getType() == ActorSprite::PLAYER)
{
player_relations.setRelation(being->getName(), PlayerRelation::FRIEND);
}
// Guild action
else if (link == "guild" && being &&
being->getType() == ActorSprite::PLAYER)
{
player_node->inviteToGuild(being);
}
// Follow Player action
else if (link == "follow" && being)
{
player_node->setFollow(being->getName());
}
// Pick Up Floor Item action
else if ((link == "pickup") && mFloorItem)
{
player_node->pickUp(mFloorItem);
}
// Look To action
else if (link == "look")
{
}
else if (link == "use")
{
assert(mItem);
if (mItem->isEquipment())
{
if (mItem->isEquipped())
Net::getInventoryHandler()->unequipItem(mItem);
else
Net::getInventoryHandler()->equipItem(mItem);
}
else
{
Net::getInventoryHandler()->useItem(mItem);
}
}
else if (link == "chat")
{
if (mItem)
chatWindow->addItemText(mItem->getInfo().getName());
else if (mFloorItem)
chatWindow->addItemText(mFloorItem->getInfo().getName());
}
else if (link == "split")
{
ItemAmountWindow::showWindow(ItemAmountWindow::ItemSplit,
//.........这里部分代码省略.........