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C++ Inventory::setCredits方法代码示例

本文整理汇总了C++中Inventory::setCredits方法的典型用法代码示例。如果您正苦于以下问题:C++ Inventory::setCredits方法的具体用法?C++ Inventory::setCredits怎么用?C++ Inventory::setCredits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Inventory的用法示例。


在下文中一共展示了Inventory::setCredits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: handleUIEvent

void PlayerStructure::handleUIEvent(BString strCharacterCash, BString strHarvesterCash, UIWindow* window)
{

    PlayerObject* player = window->getOwner();

    if(!player)
    {
        return;
    }

    switch(window->getWindowType())
    {
    case SUI_Window_Deposit_Power:
    {
        strCharacterCash.convert(BSTRType_ANSI);
        BString characterPower = strCharacterCash;

        strHarvesterCash.convert(BSTRType_ANSI);
        BString harvesterPower = strHarvesterCash;

        int32 harvesterPowerDelta = atoi(harvesterPower.getAnsi());

        gStructureManager->deductPower(player,harvesterPowerDelta);
        this->setCurrentPower(getCurrentPower()+harvesterPowerDelta);

        gWorldManager->getDatabase()->executeSqlAsync(0,0,"UPDATE %s.structure_attributes SET value='%u' WHERE structure_id=%" PRIu64 " AND attribute_id=384",gWorldManager->getDatabase()->galaxy(),getCurrentPower(),this->getId());
        
    }
    break;

    case SUI_Window_Pay_Maintenance:
    {
        strCharacterCash.convert(BSTRType_ANSI);
        strHarvesterCash.convert(BSTRType_ANSI);

        Bank* bank = dynamic_cast<Bank*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Bank));
        Inventory* inventory = dynamic_cast<Inventory*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));
        int32 bankFunds = bank->credits();
        int32 inventoryFunds = inventory->getCredits();

        int32 funds = inventoryFunds + bankFunds;

        int32 characterMoneyDelta = atoi(strCharacterCash.getAnsi()) - funds;
        int32 harvesterMoneyDelta = atoi(strHarvesterCash.getAnsi()) - this->getCurrentMaintenance();

        // the amount transfered must be greater than zero
        if(harvesterMoneyDelta == 0 || characterMoneyDelta == 0)
        {
            return;
        }

        //lets get the money from the bank first
        if((bankFunds +characterMoneyDelta)< 0)
        {
            characterMoneyDelta += bankFunds;
            bankFunds = 0;

            inventoryFunds += characterMoneyDelta;

        }
        else
        {
            bankFunds += characterMoneyDelta;
        }

        if(inventoryFunds < 0)
        {
            return;
        }

        int32 maintenance = this->getCurrentMaintenance() + harvesterMoneyDelta;

        if(maintenance < 0)
        {
            return;
        }

        bank->credits(bankFunds);
        inventory->setCredits(inventoryFunds);

        gWorldManager->getDatabase()->destroyResult(gWorldManager->getDatabase()->executeSynchSql("UPDATE %s.banks SET credits=%u WHERE id=%" PRIu64 "",gWorldManager->getDatabase()->galaxy(),bank->credits(),bank->getId()));
        gWorldManager->getDatabase()->destroyResult(gWorldManager->getDatabase()->executeSynchSql("UPDATE %s.inventories SET credits=%u WHERE id=%" PRIu64 "",gWorldManager->getDatabase()->galaxy(),inventory->getCredits(),inventory->getId()));

        //send the appropriate deltas.
        gMessageLib->sendInventoryCreditsUpdate(player);
        gMessageLib->sendBankCreditsUpdate(player);

        //get the structures conditiondamage and see whether it needs repair
        uint32 damage = this->getDamage();

        if(damage)
        {
            uint32 cost = this->getRepairCost();
            uint32 all = cost*damage;
            if(maintenance <= (int32)all)
            {
                all -= (uint32)maintenance;
                damage = (uint32)(all/cost);
                maintenance = 0;
            }
//.........这里部分代码省略.........
开发者ID:gregomy,项目名称:mmoserver,代码行数:101,代码来源:PlayerStructure.cpp

示例2: createNonPersistentNpc


//.........这里部分代码省略.........
		npc->setType(ObjType_Creature);

		// This will ensure the use of the single H(am) bar.
		npc->setCreoGroup(CreoGroup_AttackableObject);	
		npc->mTypeOptions = 0x0;
		npc->togglePvPStateOn((CreaturePvPStatus)(CreaturePvPStatus_Attackable));

		// npc->mHam.mHealth.setCurrentHitPoints(5000);
		// npc->mHam.mHealth.setMaxHitPoints(5000);
		// npc->mHam.mHealth.setBaseHitPoints(5000);
		// npc->mHam.calcAllModifiedHitPoints();

		// Let's put some credits in the inventory.
		// npcInventory->setCredits((gRandom->getRand()%25) + 10);
		// gLogger->logMsgF("NonPersistentNpcFactory::createNonPersistentNpc() WOW, I'm a lair", MSG_NORMAL);
	}
	else if (npc->getNpcFamily() == NpcFamily_AttackableCreatures)
	{
		// Dynamic spawned pve-enabled creatures.
		npc->setType(ObjType_Creature);
		npc->setCreoGroup(CreoGroup_Creature);

		npc->mTypeOptions = 0x0;

		if (gWorldConfig->isTutorial())
		{
			npc->togglePvPStateOn((CreaturePvPStatus)(CreaturePvPStatus_Attackable + CreaturePvPStatus_Aggressive + CreaturePvPStatus_Enemy ));
		}
		else
		{
			npc->togglePvPStateOn((CreaturePvPStatus)(CreaturePvPStatus_Attackable));
		}

		AttackableCreature* attackableNpc = dynamic_cast<AttackableCreature*>(npc);
		assert(attackableNpc && "NonPersistentNpcFactory::createNonPersistent unable to cast npc to AttackableCreature instance");

		// Fix this later
		// Also set the owner (lair) who's controlling this creature.
		attackableNpc->setLairId(controllingObject);

		Weapon* defaultWeapon = new Weapon();
		defaultWeapon->setId(gWorldManager->getRandomNpId());

		defaultWeapon->setParentId(npc->mId);
		defaultWeapon->setModelString("object/weapon/melee/unarmed/shared_unarmed_default_player.iff");
		defaultWeapon->setGroup(WeaponGroup_Unarmed);
		defaultWeapon->setEquipSlotMask(CreatureEquipSlot_Weapon);
		defaultWeapon->addInternalAttribute("weapon_group","1");
 
		npc->mEquipManager.setDefaultWeapon(defaultWeapon);
		npc->mEquipManager.equipDefaultWeapon();

// Weapon to use should be gotten from attibutes or whereever we find that kind of info.
		// This little fellow may need a gun.
		Weapon* pistol = new Weapon();
		pistol->setId(gWorldManager->getRandomNpId());

		pistol->setParentId(npc->mId);
		pistol->setModelString("object/weapon/ranged/pistol/shared_pistol_cdef.iff");
		pistol->setGroup(WeaponGroup_Pistol);
		pistol->setEquipSlotMask(CreatureEquipSlot_Weapon);
		pistol->addInternalAttribute("weapon_group","32");
		attackableNpc->setPrimaryWeapon(pistol);

		
		// A saber can be handy, too.
		Weapon* saber = new Weapon();
		saber->setId(gWorldManager->getRandomNpId());

		saber->setParentId(npc->mId);
		saber->setModelString("object/weapon/melee/sword/shared_sword_lightsaber_vader.iff");
		saber->setGroup(WeaponGroup_2h);
		saber->setEquipSlotMask(CreatureEquipSlot_Weapon);
		saber->addInternalAttribute("weapon_group","4");
		attackableNpc->setSecondaryWeapon(saber);

		if (gWorldConfig->isTutorial())
		{
			attackableNpc->equipPrimaryWeapon();
		}
		else
		{
			// attackableNpc->equipSecondaryWeapon();
		}

// Should be handle by "loot manager"
		// Let's put some credits in the inventory.
		npcInventory->setCredits((gRandom->getRand()%25) + 10);
	}
	else
	{
		npc->mTypeOptions = 0x108;
	}
	npc->setLoadState(LoadState_Attributes);

	// Save default direction, since player can make the npc change heading.
	// Can't apply this to a dynamically created npc.
	// npc->storeDefaultDirection();
	return npc;
}
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:101,代码来源:NonPersistentNpcFactory.cpp


注:本文中的Inventory::setCredits方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。