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C++ PlayerObject::recalculateForcePower方法代码示例

本文整理汇总了C++中PlayerObject::recalculateForcePower方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerObject::recalculateForcePower方法的具体用法?C++ PlayerObject::recalculateForcePower怎么用?C++ PlayerObject::recalculateForcePower使用的例子?那么恭喜您, 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PlayerObject的用法示例。


在下文中一共展示了PlayerObject::recalculateForcePower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: notifyObjectInserted

/**
 * Is called when this object has been inserted with an object
 * @param object object that has been inserted
 */
int PlayerContainerComponent::notifyObjectInserted(SceneObject* sceneObject, SceneObject* object) const {
	CreatureObject* creo = dynamic_cast<CreatureObject*>(sceneObject);

	if (creo == NULL) {
		return 0;
	}

	if (object->isArmorObject()) {
		PlayerManager* playerManager = sceneObject->getZoneServer()->getPlayerManager();
		playerManager->applyEncumbrancies(creo, cast<ArmorObject*>(object));
	}

	if (object->isTangibleObject()) {
		TangibleObject* tano = cast<TangibleObject*>(object);
		tano->applySkillModsTo(creo);
	}

	if (object->isInstrument() && creo->isEntertaining())
		creo->stopEntertaining();

	//this it to update the equipment list
	//we need a DeltaVector with all the slotted objects it seems
	/*CreatureObjectMessage6* msg6 = new CreatureObjectMessage6(creo);
	creo->broadcastMessage(msg6, true, true);*/

	if (object->isTangibleObject() && object->getArrangementDescriptorSize() != 0 && object->getArrangementDescriptor(0)->size() != 0) {
		const String& arrangement = object->getArrangementDescriptor(0)->get(0);

		if (arrangement != "mission_bag" && arrangement != "ghost" && arrangement != "bank") {
			creo->addWearableObject(object->asTangibleObject(), true);
		}
	}

	if (object->isTangibleObject()) {
		ManagedReference<TangibleObject*> tano = object->asTangibleObject();
		tano->addTemplateSkillMods(creo);
	}

	// Jedi stuff below.
	PlayerObject* ghost = creo->getPlayerObject();

	if (ghost && ghost->isJedi()) {

		if (object->isRobeObject()) {
			ghost->recalculateForcePower();
		} else if (object->isWeaponObject()) {
			WeaponObject* weaponObject = cast<WeaponObject*>(object);
			if (weaponObject->isJediWeapon()) {
				VisibilityManager::instance()->increaseVisibility(creo, VisibilityManager::SABERVISMOD);
			}
		}
	}

	return ContainerComponent::notifyObjectInserted(sceneObject, object);
}
开发者ID:ModTheGalaxy,项目名称:mtgserver,代码行数:59,代码来源:PlayerContainerComponent.cpp

示例2: notifyObjectRemoved

/**
 * Is called when an object was removed
 * @param object object that has been inserted
 */
int PlayerContainerComponent::notifyObjectRemoved(SceneObject* sceneObject, SceneObject* object, SceneObject* destination) const {
	CreatureObject* creo = dynamic_cast<CreatureObject*>(sceneObject);

	if (creo == NULL) {
		return 0;
	}

	if (object->isArmorObject()) {
		PlayerManager* playerManager = creo->getZoneServer()->getPlayerManager();
		playerManager->removeEncumbrancies(creo, cast<ArmorObject*>(object));
	}

	if (object->isTangibleObject()) {
		TangibleObject* tano = cast<TangibleObject*>(object);
		tano->removeSkillModsFrom(creo);
	}

	if (object->isInstrument()) {
		if (creo->isPlayingMusic())
			creo->stopEntertaining();
	}

	//this it to update the equipment list
	//we need a DeltaVector with all the slotted objects it seems
	/*CreatureObjectMessage6* msg6 = new CreatureObjectMessage6(creo);
	creo->broadcastMessage(msg6, true, true);*/

	if (object->isTangibleObject() && object->getArrangementDescriptorSize() != 0 && object->getArrangementDescriptor(0)->size() != 0) {
		const String& arrangement = object->getArrangementDescriptor(0)->get(0); //CHK

		if (arrangement != "mission_bag" && arrangement != "ghost" && arrangement != "bank") {
			creo->removeWearableObject(object->asTangibleObject(), true);
		}
	}

	if (object->isTangibleObject()) {
		ManagedReference<TangibleObject*> tano = object->asTangibleObject();
		tano->removeTemplateSkillMods(creo);
	}

	// Jedi stuff below.
	PlayerObject* ghost = creo->getPlayerObject();

	if (ghost && ghost->isJedi()) {
		if (object->isRobeObject()) {
			ghost->recalculateForcePower();
		}
	}

	return ContainerComponent::notifyObjectRemoved(sceneObject, object, destination);
}
开发者ID:ModTheGalaxy,项目名称:mtgserver,代码行数:55,代码来源:PlayerContainerComponent.cpp


注:本文中的PlayerObject::recalculateForcePower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。