本文整理汇总了C++中IBattle::GameExists方法的典型用法代码示例。如果您正苦于以下问题:C++ IBattle::GameExists方法的具体用法?C++ IBattle::GameExists怎么用?C++ IBattle::GameExists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IBattle
的用法示例。
在下文中一共展示了IBattle::GameExists方法的2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: WhatContentForBattleIsRequired
ContentDownloadRequest ContentManager::WhatContentForBattleIsRequired(
const IBattle& battle) {
ContentDownloadRequest contentNeeded = ContentDownloadRequest();
const std::string engineVersion = battle.GetBattleOptions().engineVersion;
const std::string engineName = battle.GetBattleOptions().engineName;
/*Engine is needed*/
if (IsHavingSpringVersion(engineName, engineVersion) == false) {
contentNeeded.EngineRequired(engineVersion);
}
/*Map is needed*/
if (battle.MapExists() == false) {
contentNeeded.MapRequired(battle.GetHostMapName(), battle.GetHostMapHash());
}
/*Game is needed*/
if (battle.GameExists() == false) {
contentNeeded.GameRequired(battle.GetHostGameName(), battle.GetHostGameHash());
}
return contentNeeded;
}
示例2: FilterBattle
bool BattleListFilter::FilterBattle(IBattle& battle)
{
if (!m_activ)
return true;
if (m_filter_highlighted->IsChecked() |
m_filter_status_start->IsChecked() |
m_filter_status_locked->IsChecked() |
m_filter_status_pass->IsChecked() |
m_filter_status_full->IsChecked() |
m_filter_status_open->IsChecked()) {
bool bResult = false;
if (m_filter_highlighted->IsChecked()) {
try {
wxString host = TowxString(battle.GetFounder().GetNick());
bResult = useractions().DoActionOnUser(UserActions::ActHighlight, host);
if (!bResult)
for (unsigned int i = 0; i < battle.GetNumUsers(); ++i) {
wxString name = TowxString(battle.GetUser(i).GetNick());
if (useractions().DoActionOnUser(UserActions::ActHighlight, name)) {
bResult = true;
break;
}
}
} catch (...) {
}
}
//Battle Status Check
if (m_filter_status_start->GetValue())
bResult |= battle.GetInGame();
if (m_filter_status_locked->GetValue())
bResult |= battle.IsLocked();
if (m_filter_status_pass->GetValue())
bResult |= battle.IsPassworded();
if (m_filter_status_full->GetValue())
bResult |= battle.IsFull();
if (m_filter_status_open->GetValue())
bResult |= (!battle.IsPassworded() && !battle.IsLocked() && !battle.GetInGame() && !battle.IsFull());
if (bResult == false)
return false;
}
//Rank Check
/** @fixme Is `nonsenserank' useful, or can it be removed? Why is
* it here in the first place?
*/
/* `Nonsense', in this context, apparently means that the battle
* requires rank 100, exactly, AND we're filtering for values less
* than some number.
*/
bool nonsenserank = (m_filter_rank_mode == BUTTON_MODE_SMALLER) && (battle.GetRankNeeded() == 100);
if (m_filter_rank_choice_value != -1 /* don't have "all" selected */
&& !nonsenserank /* Nonsensical `nonsenserank' flag isn't set. */
&& !_IntCompare(battle.GetRankNeeded(), m_filter_rank_choice_value, m_filter_rank_mode))
return false;
//Player Check
if ((m_filter_player_choice_value != -1) && !_IntCompare(battle.GetNumUsers() - battle.GetSpectators(), m_filter_player_choice_value, m_filter_player_mode))
return false;
//MaxPlayer Check
if ((m_filter_maxplayer_choice_value != -1) && !_IntCompare(battle.GetMaxPlayers(), m_filter_maxplayer_choice_value, m_filter_maxplayer_mode))
return false;
//Spectator Check
if ((m_filter_spectator_choice_value != -1) && !_IntCompare(battle.GetSpectators(), m_filter_spectator_choice_value, m_filter_spectator_mode))
return false;
//Only Maps i have Check
if (m_filter_map_show->GetValue() && !battle.MapExists())
return false;
//Only Mods i have Check
if (m_filter_mod_show->GetValue() && !battle.GameExists())
return false;
//Strings Plain Text & RegEx Check (Case insensitiv)
//Description:
if (!StringMatches(TowxString(battle.GetDescription()),
m_filter_description_edit->GetValue(),
m_filter_description_expression))
return false;
//Host:
try { //!TODO
if (!StringMatches(TowxString(battle.GetFounder().GetNick()),
m_filter_host_edit->GetValue(),
m_filter_host_expression))
//.........这里部分代码省略.........