本文整理汇总了C++中Monsters::reload方法的典型用法代码示例。如果您正苦于以下问题:C++ Monsters::reload方法的具体用法?C++ Monsters::reload怎么用?C++ Monsters::reload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Monsters
的用法示例。
在下文中一共展示了Monsters::reload方法的4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: reloadInfo
void Commands::reloadInfo(Player* player, const std::string& cmd, const std::string& param)
{
std::string tmpParam = asLowerCaseString(param);
if (tmpParam == "action" || tmpParam == "actions") {
g_actions->reload();
player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded actions.");
} else if (tmpParam == "config" || tmpParam == "configuration") {
g_config.reload();
player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded config.");
} else if (tmpParam == "command" || tmpParam == "commands") {
reload();
player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded commands.");
} else if (tmpParam == "creaturescript" || tmpParam == "creaturescripts") {
g_creatureEvents->reload();
player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded creature scripts.");
} else if (tmpParam == "monster" || tmpParam == "monsters") {
g_monsters.reload();
player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded monsters.");
} else if (tmpParam == "move" || tmpParam == "movement" || tmpParam == "movements"
|| tmpParam == "moveevents" || tmpParam == "moveevent") {
g_moveEvents->reload();
player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded movements.");
} else if (tmpParam == "npc" || tmpParam == "npcs") {
g_npcs.reload();
player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded npcs.");
} else if (tmpParam == "raid" || tmpParam == "raids") {
Raids::getInstance()->reload();
Raids::getInstance()->startup();
player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded raids.");
} else if (tmpParam == "spell" || tmpParam == "spells") {
g_spells->reload();
g_monsters.reload();
player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded spells.");
} else if (tmpParam == "talk" || tmpParam == "talkaction" || tmpParam == "talkactions") {
g_talkActions->reload();
player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded talk actions.");
} else if (tmpParam == "items") {
Item::items.reload();
player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded items.");
} else if (tmpParam == "weapon" || tmpParam == "weapons") {
g_weapons->reload();
g_weapons->loadDefaults();
player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded weapons.");
} else if (tmpParam == "quest" || tmpParam == "quests") {
Quests::getInstance()->reload();
player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded quests.");
} else if (tmpParam == "mount" || tmpParam == "mounts") {
Mounts::getInstance()->reload();
player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded mounts.");
} else if (tmpParam == "globalevents" || tmpParam == "globalevent") {
g_globalEvents->reload();
player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded globalevents.");
} else {
player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reload type not found.");
}
}
示例2: reloadInfo
void Commands::reloadInfo(Player& player, const std::string& param)
{
std::string tmpParam = asLowerCaseString(param);
if (tmpParam == "action" || tmpParam == "actions") {
g_actions->reload();
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded actions.");
} else if (tmpParam == "config" || tmpParam == "configuration") {
g_config.reload();
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded config.");
} else if (tmpParam == "command" || tmpParam == "commands") {
reload();
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded commands.");
} else if (tmpParam == "creaturescript" || tmpParam == "creaturescripts") {
g_creatureEvents->reload();
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded creature scripts.");
} else if (tmpParam == "monster" || tmpParam == "monsters") {
g_monsters.reload();
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded monsters.");
} else if (tmpParam == "move" || tmpParam == "movement" || tmpParam == "movements"
|| tmpParam == "moveevents" || tmpParam == "moveevent") {
g_moveEvents->reload();
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded movements.");
} else if (tmpParam == "npc" || tmpParam == "npcs") {
Npcs::reload();
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded npcs.");
} else if (tmpParam == "raid" || tmpParam == "raids") {
g_game.raids.reload();
g_game.raids.startup();
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded raids.");
} else if (tmpParam == "spell" || tmpParam == "spells") {
g_spells->reload();
g_monsters.reload();
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded spells.");
} else if (tmpParam == "talk" || tmpParam == "talkaction" || tmpParam == "talkactions") {
g_talkActions->reload();
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded talk actions.");
} else if (tmpParam == "items") {
Item::items.reload();
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded items.");
} else if (tmpParam == "weapon" || tmpParam == "weapons") {
g_weapons->reload();
g_weapons->loadDefaults();
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded weapons.");
} else if (tmpParam == "quest" || tmpParam == "quests") {
g_game.quests.reload();
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded quests.");
} else if (tmpParam == "mount" || tmpParam == "mounts") {
g_game.mounts.reload();
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded mounts.");
} else if (tmpParam == "globalevents" || tmpParam == "globalevent") {
g_globalEvents->reload();
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded globalevents.");
} else if (tmpParam == "events") {
g_events->load();
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded events.");
} else if (tmpParam == "chat" || tmpParam == "channel" || tmpParam == "chatchannels") {
g_chat->load();
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded chatchannels.");
} else if (tmpParam == "global") {
g_luaEnvironment.loadFile("data/global.lua");
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reloaded global.lua.");
} else {
player.sendTextMessage(MESSAGE_STATUS_CONSOLE_BLUE, "Reload type not found.");
}
lua_gc(g_luaEnvironment.getLuaState(), LUA_GCCOLLECT, 0);
}
示例3: reloadInfo
bool Commands::reloadInfo(Creature* creature, const std::string& cmd, const std::string& param)
{
Player* player = creature->getPlayer();
if(param == "actions" || param == "action"){
g_actions->reload();
if(player) player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded actions.");
}
else if(param == "commands" || param == "command"){
this->reload();
if(player) player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded commands.");
}
else if(param == "monsters" || param == "monster"){
g_monsters.reload();
if(player) player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded monsters.");
}
else if(param == "npc"){
g_npcs.reload();
if(player) player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded npcs.");
}
else if(param == "config"){
g_config.reload();
if(player) player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded config.");
}
else if(param == "talk" || param == "talkactions" || param == "talk actions" || param == "ta"){
g_talkactions->reload();
if(player) player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded talk actions.");
}
else if(param == "move" || param == "movement" || param == "movement actions"){
g_moveEvents->reload();
if(player) player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded movement actions.");
}
else if(param == "spells" || param == "spell"){
g_spells->reload();
g_monsters.reload();
if(player) player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded spells and monsters.");
}
else if(param == "raids" || param == "raid"){
Raids::getInstance()->reload();
Raids::getInstance()->startup();
if(player) player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded raids.");
}
/*
else if(param == "weapons"){
g_weapons->reload();
}
else if(param == "items"){
Item::items.reload();
}
*/
else if(param == "creaturescripts" || param == "creature scripts" || param == "cs"){
g_creatureEvents->reload();
if(player) player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded creature scripts.");
}
else if(param == "globalevent" || param == "global event" || param == "ge"){
g_globalEvents->reload();
if(player) player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Reloaded global events.");
}
else{
if(player) player->sendTextMessage(MSG_STATUS_CONSOLE_BLUE, "Option not found.");
}
return true;
}
示例4: sighupHandler
void Signals::sighupHandler()
{
//Dispatcher thread
std::cout << "SIGHUP received, reloading config files..." << std::endl;
g_actions->reload();
std::cout << "Reloaded actions." << std::endl;
g_config.reload();
std::cout << "Reloaded config." << std::endl;
g_game.reloadCommands();
std::cout << "Reloaded commands." << std::endl;
g_creatureEvents->reload();
std::cout << "Reloaded creature scripts." << std::endl;
g_moveEvents->reload();
std::cout << "Reloaded movements." << std::endl;
Npcs::reload();
std::cout << "Reloaded npcs." << std::endl;
g_game.raids.reload();
g_game.raids.startup();
std::cout << "Reloaded raids." << std::endl;
g_spells->reload();
std::cout << "Reloaded monsters." << std::endl;
g_monsters.reload();
std::cout << "Reloaded spells." << std::endl;
g_talkActions->reload();
std::cout << "Reloaded talk actions." << std::endl;
Item::items.reload();
std::cout << "Reloaded items." << std::endl;
g_weapons->reload();
g_weapons->loadDefaults();
std::cout << "Reloaded weapons." << std::endl;
g_game.quests.reload();
std::cout << "Reloaded quests." << std::endl;
g_game.mounts.reload();
std::cout << "Reloaded mounts." << std::endl;
g_globalEvents->reload();
std::cout << "Reloaded globalevents." << std::endl;
g_events->load();
std::cout << "Reloaded events." << std::endl;
g_chat->load();
std::cout << "Reloaded chatchannels." << std::endl;
g_luaEnvironment.loadFile("data/global.lua");
std::cout << "Reloaded global.lua." << std::endl;
lua_gc(g_luaEnvironment.getLuaState(), LUA_GCCOLLECT, 0);
}