本文整理汇总了C++中Quest类的典型用法代码示例。如果您正苦于以下问题:C++ Quest类的具体用法?C++ Quest怎么用?C++ Quest使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Quest类的15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: GAMEDATAMGR
SBYTE CUIQuestBook::GetQuestType(const INDEX& iQuestIndex)
{
CUIManager* pUIManager = CUIManager::getSingleton();
Quest* pQuest = GAMEDATAMGR()->GetQuest();
if (pQuest == NULL)
return 0;
int iTempIndex = -1;
int count;
count = pQuest->GetCompleteQuestCount();
for( int iComplete = 0; iComplete < count; ++iComplete )
{
iTempIndex = pQuest->GetCompleteQuestIndex(iComplete);
if( iQuestIndex == iTempIndex )
return 2;
}
count = pQuest->GetProceedQuestCount();
for( int iNew = 0; iNew < count; ++iNew )
{
iTempIndex = pQuest->GetProceedQuestIndex(iNew);
if( iQuestIndex == iTempIndex )
return 1;
}
return 0;
}
示例2: process
CeGuiString SetProcessor::process(DOMNode* node,Match* match, const CeGuiString& str, NaturalLanguageProcessor* nlp)
{
CeGuiString propertyType = XmlHelper::getAttributeValueAsString(
static_cast<DOMElement*>(node), "type" );
CeGuiString propertyName = XmlHelper::getAttributeValueAsString(
static_cast<DOMElement*>(node), "name" );
CeGuiString propertyValue;
DOMNode* childNode = node->getFirstChild();
if( childNode->getNodeType() == DOMNode::TEXT_NODE )
{
propertyValue = XmlHelper::transcodeToString(
static_cast<DOMText*>(childNode)->getData());
}
if(propertyType == "quest")
{
Quest* quest = RulesSubsystem::getSingletonPtr()->getQuestBook()
->getQuest(propertyName);
if(quest != NULL)
{
Quest::State state = static_cast<Quest::State>(
Quest::getStateFromName(propertyValue));
quest->setState(state);
}
}
else
{
nlp->getPredicates().setPredicate(propertyName, "default", propertyValue);
}
return "";
}
示例3: finishQuest
void PlayerQuests::finishQuest(int16_t questid, int32_t npcid) {
Quest *questinfo = QuestDataProvider::Instance()->getInfo(questid);
if (!giveRewards(questid, false)) { // Failed, don't complete the quest yet
return;
}
if (questinfo->hasMobRequests()) {
for (MobRequests::iterator i = questinfo->getMobBegin(); i != questinfo->getMobEnd(); i++) {
for (size_t k = 0; k < m_mobtoquest[i->first].size(); k++) {
if (m_mobtoquest[i->first][k] == questid) {
if (m_mobtoquest[i->first].size() == 1) { // Only one quest for this mob
m_mobtoquest.erase(i->first);
}
else {
m_mobtoquest[i->first].erase(m_mobtoquest[i->first].begin() + k);
}
break;
}
}
}
}
m_quests.erase(questid);
int64_t endtime = TimeUtilities::getServerTime();
m_completed[questid] = endtime;
QuestsPacket::questFinish(m_player, questid, npcid, questinfo->getNextQuest(), endtime);
}
示例4: process
CeGuiString GetProcessor::process(DOMNode* node,Match* match, const CeGuiString& str, NaturalLanguageProcessor* nlp)
{
CeGuiString propertyType = XmlHelper::getAttributeValueAsString(
static_cast<DOMElement*>(node), "type" );
CeGuiString propertyName = XmlHelper::getAttributeValueAsString(
static_cast<DOMElement*>(node), "name" );
CeGuiString rVal;
if(propertyType == "quest")
{
Quest* quest = RulesSubsystem::getSingletonPtr()->getQuestBook()
->getQuest(propertyName);
if(quest != NULL)
{
rVal = quest->getState();
}
}
else
{
rVal = nlp->getPredicates().getPredicate(propertyName, "default");
}
return rVal;
}
示例5: QSortFilterProxyModel
/**
* @brief Creates a quest files model.
* @param parent Path of the quest to represent.
*/
QuestFilesModel::QuestFilesModel(Quest& quest):
QSortFilterProxyModel(nullptr),
quest(quest),
source_model(new QFileSystemModel) {
// Watch changes on the filesystem.
source_model->setRootPath(quest.get_data_path()); // Only watch changes in the data directory.
source_model->setReadOnly(false);
setSourceModel(source_model);
// Watch changes in resources.
connect(&quest.get_resources(), SIGNAL(element_added(ResourceType, QString, QString)),
this, SLOT(resource_element_added(ResourceType, QString, QString)));
connect(&quest.get_resources(), SIGNAL(element_removed(ResourceType, QString)),
this, SLOT(resource_element_removed(ResourceType, QString)));
connect(&quest.get_resources(), SIGNAL(element_renamed(ResourceType, QString, QString)),
this, SLOT(resource_element_renamed(ResourceType, QString, QString)));
connect(&quest.get_resources(), SIGNAL(element_description_changed(ResourceType, QString, QString)),
this, SLOT(resource_element_description_changed(ResourceType, QString, QString)));
// This model adds extra items for files missing on the filesystem.
// To ensure we have an extra item if and only if the file is missing,
// we need to watch files creations and destructions.
connect(source_model, SIGNAL(rowsInserted(QModelIndex, int, int)),
SLOT(source_model_rows_inserted(QModelIndex, int, int)));
connect(source_model, SIGNAL(rowsAboutToBeRemoved(QModelIndex, int, int)),
SLOT(source_model_rows_about_to_be_removed(QModelIndex, int, int)));
}
示例6: UE_LOG
//Quest
void UQuestManager::loadQuests(AActor* worldSource) {
UE_LOG(LogQuestSystem, Log, TEXT("start loading quests"));
QuestConverter* converter = QuestConverter::getInstance();
TArray<DDObject*> loaded = DDReg::load("quests");
if (loaded.Num() <= 0) {
UE_LOG(LogQuestSystem, Error, TEXT("No Quests have been loaded."));
UE_LOG(LogQuestSystem, Error, TEXT(" This might be because of errors in the JSON-File."));
UE_LOG(LogQuestSystem, Error, TEXT(" Check if there are missplaced commas, brackets or tags."));
}
for (DDObject* ddo : loaded) {
Quest* quest = static_cast<Quest*>(ddo);
UE_LOG(LogQuestSystem, Log, TEXT(" quests %s"), *quest->getID());
if (quest != NULL) {
UBlueprintQuest* bpQuest = quest->getBlueprint();
bpQuest->setWorld(worldSource->GetWorld());
_questsMap.Add(quest->getID(), quest->getBlueprint());
}
}
UE_LOG(LogQuestSystem, Log, TEXT("end loading quests"));
}
示例7: open_strings_editor
/**
* @brief Opens a file with a language strings list editor in a new tab.
* @param quest A Solarus quest.
* @param language_id Language id of the strings file to open.
*/
void EditorTabs::open_strings_editor(
Quest& quest, const QString& language_id) {
// Get the strings file path.
QString path = quest.get_strings_path(language_id);
if (!quest.is_in_root_path(path)) {
// Not a file of this quest.
return;
}
// Find the existing tab if any.
int index = find_editor(path);
if (index != -1) {
// Already open.
setCurrentIndex(index);
return;
}
try {
add_editor(new StringsEditor(quest, language_id));
}
catch (const EditorException& ex) {
ex.show_dialog();
}
}
示例8: Quest_finish_quest
/**
* Sets that the quest has been finished, this will return false is the quest has already
* been finished. If the quest is finished then the "finishQuest" event will be fired.
*
* @returns boolean True if the quest was finished, false indicates that the quest has alrady been finished.
*/
int Quest_finish_quest(lua_State *lua)
{
Quest *quest = castUData<Quest>(lua, 1);
if (quest)
{
lua_pushboolean(lua, quest->finishQuest());
return 1;
}
return LuaState::expectedContext(lua, "finish_quest", "am.quest");
}
示例9: Quest_has_event_listener
/**
* Returns true when there is an event listener for the given event name.
* @param string event_name The event type to look up.
* @returns boolean True if there is any event listener
* that will be trigged by this event type.
*/
int Quest_has_event_listener(lua_State *lua)
{
Quest *quest = castUData<Quest>(lua, 1);
if (quest && lua_isstr(lua, 2))
{
lua_pushboolean(lua, quest->hasEventListener(lua_tostring(lua, 2)));
return 1;
}
return LuaState::expectedContext(lua, "has_event_listener", "am.quest");
}
示例10: Quest_dtor
/**
* Releases the reference on the internal quest.
*/
int Quest_dtor(lua_State *lua)
{
Quest *quest = castUData<Quest>(lua, 1);
if (quest)
{
quest->release();
return 0;
}
return LuaState::expectedContext(lua, "__gc", "am.quest");
}
示例11: addQuestMobs
void PlayerQuests::addQuestMobs(int16_t questid) {
Quest *questinfo = QuestDataProvider::Instance()->getInfo(questid);
if (questinfo->hasMobRequests()) {
size_t index = 0;
for (MobRequests::iterator i = questinfo->getMobBegin(); i != questinfo->getMobEnd(); i++) {
m_quests[questid].kills[i->first] = 0;
m_mobtoquest[i->first].push_back(questid);
}
}
}
示例12: Quest
Quest* QuestManager::CreateQuest(string name, string startText, string completedText, string denyText)
{
Quest* pQuest = new Quest(name, startText, completedText, denyText);
pQuest->SetNPCManager(m_pNPCManager);
pQuest->SetInventoryManager(m_pInventoryManager);
pQuest->SetQuestJournal(m_pQuestJournal);
m_vpQuestList.push_back(pQuest);
return pQuest;
}
示例13: if
void PlayerQuests::checkDone(ActiveQuest &quest) {
Quest *questinfo = QuestDataProvider::Instance()->getInfo(quest.id);
quest.done = true;
if (!questinfo->hasRequests()) {
return;
}
if (questinfo->hasItemRequests()) {
int32_t iid = 0;
int16_t iamt = 0;
for (ItemRequests::iterator i = questinfo->getItemBegin(); i != questinfo->getItemEnd(); i++) {
iid = i->first;
iamt = i->second;
if ((m_player->getInventory()->getItemAmount(iid) < iamt && iamt > 0) || (iamt == 0 && m_player->getInventory()->getItemAmount(iid) != 0)) {
quest.done = false;
break;
}
}
}
else if (questinfo->hasMobRequests()) {
int32_t killed = 0;
for (MobRequests::iterator i = questinfo->getMobBegin(); i != questinfo->getMobEnd(); i++) {
if (quest.kills[i->first] < i->second) {
quest.done = false;
break;
}
}
}
if (quest.done) {
QuestsPacket::doneQuest(m_player, quest.id);
}
}
示例14: SendQuestEvent
void Map::SendQuestEvent(const std::string &obj, short type) {
for (auto it = quests.begin(); it != quests.end(); it++) {
Quest *q = *it;
if (q->GetType() == type && q->GetObjective() == obj) {
int progress = q->Progress();
if (progress == 0) {
it = quests.erase(it);
delete q;
if (it == quests.end())
return;
}
}
}
}
示例15: QDialog
/**
* @brief Creates a change source image dialog.
* @param initial_source_image Initial value of the source image.
* @param parent Parent object or nullptr.
*/
ChangeSourceImageDialog::ChangeSourceImageDialog(
const Quest &quest, const QString& initial_source_image,
QWidget* parent) :
QDialog(parent),
image_path(quest.get_sprite_image_path("")) {
ui.setupUi(this);
file_system_model.setRootPath(image_path);
file_system_model.setNameFilters(QStringList("*.png"));
file_system_model.setNameFilterDisables(false);
ui.file_tree_view->setModel(&file_system_model);
ui.file_tree_view->setRootIndex(file_system_model.index(image_path));
ui.file_tree_view->setSelectionMode(QAbstractItemView::SingleSelection);
ui.file_tree_view->setHeaderHidden(true);
ui.file_tree_view->setColumnHidden(1, true);
ui.file_tree_view->setColumnHidden(2, true);
ui.file_tree_view->setColumnHidden(3, true);
scene.addItem(&image_item);
ui.image_view->setScene(&scene);
set_source_image(initial_source_image);
connect(ui.tileset_value, SIGNAL(clicked()),
this, SLOT(change_is_tileset_requested()));
connect(ui.image_value, SIGNAL(clicked()),
this, SLOT(change_is_tileset_requested()));
connect(ui.file_tree_view->selectionModel(), SIGNAL(selectionChanged(QItemSelection,QItemSelection)),
this, SLOT(change_source_image_requested()));
}