本文整理汇总了C++中PlayerEntity::getPre方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerEntity::getPre方法的具体用法?C++ PlayerEntity::getPre怎么用?C++ PlayerEntity::getPre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PlayerEntity
的用法示例。
在下文中一共展示了PlayerEntity::getPre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: ChongYing
//【充盈】
int MoQiang::ChongYing(Action* action)
{
//检查客户端返回的是否为魔法牌&&雷系牌
int cardID = action->card_ids(0);
CardEntity* card = getCardByID(cardID);
if( card->getType() != TYPE_MAGIC&&card->getElement()!=ELEMENT_THUNDER ){
return GE_SUCCESS;
}
cardCount=0;
used_ChongYing=true;
SkillMsg skill_msg;
//丢弃魔法牌&&雷系牌
Coder::skillNotice(id, id, CHONG_YING, skill_msg);
engine->sendMessage(-1, MSG_SKILL, skill_msg);
CardMsg show_card;
Coder::showCardNotice(id, 1, cardID, show_card);
engine->sendMessage(-1, MSG_CARD, show_card);
//所有移牌操作都要用setStateMoveXXXX,ToHand的话要填好HARM,就算不是伤害
PlayerEntity* it = this->getPre();
HARM chongying;
chongying.cause =CHONG_YING;
chongying.point = 1;
chongying.srcID = id;
chongying.type = HARM_NONE;
HARM chongying_discard;
chongying_discard.cause =CHONG_YING_DISCARD;
chongying_discard.point = 1;
chongying_discard.srcID = id;
chongying_discard.type = HARM_NONE;
//先进后出,所以逆出牌顺序压,最后才是魔枪自己明弃法牌
while(it != this){
//bool isShown = false, bool canGiveUp = false
if(it->getColor()!=color)
engine->pushGameState(new StateRequestHand(it->getID(),chongying, -1, DECK_DISCARD, true, false)); //不能不弃牌
else
engine->pushGameState(new StateRequestHand(it->getID(),chongying_discard, -1, DECK_DISCARD, true, true));
it = it->getPre();
}
engine->pushGameState(new StateRequestHand(this->getID(),chongying_discard, -1, DECK_DISCARD, true, true));
engine->setStateMoveOneCardNotToHand(id, DECK_HAND, -1, DECK_DISCARD, cardID, id, CHONG_YING, true);
addAction(ACTION_ATTACK,CHONG_YING);
return GE_URGENT;
}
示例2: BaiGuiYeXing_Effect
int LingFu::BaiGuiYeXing_Effect()
{
HARM baiGui;
baiGui.cause = BAI_GUI_YE_XING;
baiGui.point = using_LingLiBengJie ? 2 : 1;
baiGui.srcID = id;
baiGui.type = HARM_MAGIC;
if(isExposed){
PlayerEntity* it = this->getPre();
//先进后出,所以逆出牌顺序压
do{
if(it->getID() != dstIDs[0] && it->getID() != dstIDs[1]){
engine->setStateTimeline3(it->getID(), baiGui);
}
it = it->getPre();
}while(it != this->getPre());
}
else{
engine->setStateTimeline3(dstIDs[0], baiGui);
}
return GE_URGENT;
}
示例3: LeiMing_Effect
int LingFu::LeiMing_Effect(Action *action)
{
int dst1ID = action->dst_ids(0);
int dst2ID = action->dst_ids(1);
//填写伤害结构
HARM leiMing;
leiMing.cause = LEI_MING;
leiMing.point = using_LingLiBengJie ? 2 : 1;
leiMing.srcID = id;
leiMing.type = HARM_MAGIC;
//先进后出,所以逆出牌顺序压
PlayerEntity* start = this->getPre();
PlayerEntity* it = start;
do{
if(it->getID() == dst1ID || it->getID() == dst2ID){
engine->setStateTimeline3(it->getID(), leiMing);
}
it = it->getPre();
}while(it != start);
//插入了新状态,请return GE_URGENT
return GE_URGENT;
}
示例4: FengXing
int LingFu::FengXing(Action *action)
{
int cardID = action->card_ids(0);
int dst1ID = action->dst_ids(0);
int dst2ID = action->dst_ids(1);
list<int> dstIDs;
dstIDs.push_back(dst1ID);
dstIDs.push_back(dst2ID);
//宣告技能
network::SkillMsg skill;
Coder::skillNotice(id, dstIDs, FENG_XING, skill);
engine->sendMessage(-1, MSG_SKILL, skill);
//所有移牌操作都要用setStateMoveXXXX,ToHand的话要填好HARM,就算不是伤害
HARM fengXing;
fengXing.cause = FENG_XING;
fengXing.point = 1;
fengXing.srcID = id;
fengXing.type = HARM_NONE;
//先进后出,所以逆出牌顺序压,由自己开始明弃牌
PlayerEntity* start = this->getPre();
PlayerEntity* it = start;
do{
//没有手牌就不用弃
if(it->getHandCardNum() > 0 && (it->getID() == dst1ID || it->getID() == dst2ID)){
engine->pushGameState(new StateRequestHand(it->getID(), fengXing, -1, DECK_DISCARD, false, false));
}
it = it->getPre();
}while(it != start);
NianZhou();
CardMsg show_card;
Coder::showCardNotice(id, 1, cardID, show_card);
engine->sendMessage(-1, MSG_CARD, show_card);
engine->setStateMoveOneCardNotToHand(id, DECK_HAND, -1, DECK_DISCARD, cardID, id, FENG_XING, true);
//插入了新状态,请return GE_URGENT
return GE_URGENT;
}