本文整理汇总了C++中ServerActiveObject::setHP方法的典型用法代码示例。如果您正苦于以下问题:C++ ServerActiveObject::setHP方法的具体用法?C++ ServerActiveObject::setHP怎么用?C++ ServerActiveObject::setHP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类ServerActiveObject
的用法示例。
在下文中一共展示了ServerActiveObject::setHP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: l_set_hp
// set_hp(self, hp)
// hp = number of hitpoints (2 * number of hearts)
// returns: nil
int ObjectRef::l_set_hp(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
luaL_checknumber(L, 2);
ServerActiveObject *co = getobject(ref);
if(co == NULL) return 0;
int hp = lua_tonumber(L, 2);
/*infostream<<"ObjectRef::l_set_hp(): id="<<co->getId()
<<" hp="<<hp<<std::endl;*/
// Do it
co->setHP(hp);
// Return
return 0;
}
示例2: l_set_hp
// set_hp(self, hp)
// hp = number of hitpoints (2 * number of hearts)
// returns: nil
int ObjectRef::l_set_hp(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
luaL_checknumber(L, 2);
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
int hp = lua_tonumber(L, 2);
/*infostream<<"ObjectRef::l_set_hp(): id="<<co->getId()
<<" hp="<<hp<<std::endl;*/
// Do it
co->setHP(hp);
if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER)
getServer(L)->SendPlayerHPOrDie((PlayerSAO *)co);
// Return
return 0;
}
示例3: l_set_properties
// set_properties(self, properties)
int ObjectRef::l_set_properties(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
ObjectProperties *prop = co->accessObjectProperties();
if (!prop)
return 0;
read_object_properties(L, 2, prop, getServer(L)->idef());
if (prop->hp_max < co->getHP()) {
PlayerHPChangeReason reason(PlayerHPChangeReason::SET_HP);
co->setHP(prop->hp_max, reason);
if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER)
getServer(L)->SendPlayerHPOrDie((PlayerSAO *)co, reason);
}
co->notifyObjectPropertiesModified();
return 0;
}
示例4: l_set_hp
// set_hp(self, hp)
// hp = number of hitpoints (2 * number of hearts)
// returns: nil
int ObjectRef::l_set_hp(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
// Get Object
ObjectRef *ref = checkobject(L, 1);
luaL_checknumber(L, 2);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
// Get HP
int hp = lua_tonumber(L, 2);
// Get Reason
PlayerHPChangeReason reason(PlayerHPChangeReason::SET_HP);
reason.from_mod = true;
if (lua_istable(L, 3)) {
lua_pushvalue(L, 3);
lua_getfield(L, -1, "type");
if (lua_isstring(L, -1) &&
!reason.setTypeFromString(readParam<std::string>(L, -1))) {
errorstream << "Bad type given!" << std::endl;
}
lua_pop(L, 1);
reason.lua_reference = luaL_ref(L, LUA_REGISTRYINDEX);
}
// Do it
co->setHP(hp, reason);
if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER)
getServer(L)->SendPlayerHPOrDie((PlayerSAO *)co, reason);
if (reason.hasLuaReference())
luaL_unref(L, LUA_REGISTRYINDEX, reason.lua_reference);
// Return
return 0;
}