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C++ Skill::isLoaded方法代码示例

本文整理汇总了C++中Skill::isLoaded方法的典型用法代码示例。如果您正苦于以下问题:C++ Skill::isLoaded方法的具体用法?C++ Skill::isLoaded怎么用?C++ Skill::isLoaded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Skill的用法示例。


在下文中一共展示了Skill::isLoaded方法的1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: autoStartGame


//.........这里部分代码省略.........
    ObjectList * pServerPlayers = pServer->getSolver()->getPlayersList();
    // Create neutral player
    char sName[NAME_MAX_CHARS];
    i18n->getText("NEUTRA", sName, NAME_MAX_CHARS);
    Player * pPlayer = new Player(0, 0, pServer->getSolver()->getGlobalSpellsPtr());
    wsafecpy(pPlayer->m_sProfileName, NAME_MAX_CHARS, sName);
    pPlayer->m_Color = rgb(0.5, 0.5, 0.5);
    wsafecpy(pPlayer->m_sBanner, 64, "blason1");
    pServer->getSolver()->setNeutralPlayer(pPlayer);
    // Human players
    int playerId = 1;
    for (int fdfdf = 0; fdfdf < 2; fdfdf++)
    {
        // Create player object
        pPlayer = new Player(playerId, 0, pServer->getSolver()->getGlobalSpellsPtr());
        snprintf(pPlayer->m_sProfileName, NAME_MAX_CHARS, "test%d", playerId);
        Profile * pProfile = m_pLocalClient->getDataFactory()->findProfile(pPlayer->m_sProfileName);
        AvatarData * pAvatar = (AvatarData*) pProfile->getAvatarsList()->getFirst(0);
        pPlayer->m_Color = rgb(1, 1, 1);
        pAvatar->getBanner(pPlayer->m_sBanner, 64);
        pServerPlayers->addLast(pPlayer);
        // Set Avatar
        CoordsMap pos = pMapReader->getPlayerPosition(playerId-1);
        pServer->getSolver()->setInitialAvatar(pAvatar->clone(m_pLocalClient), pPlayer, pos);
        // Add spells that are equipped
        Profile::SpellData * pSpellDesc = (Profile::SpellData*) pProfile->getSpellsList()->getFirst(0);
        while (pSpellDesc != NULL)
        {
            AvatarData * pOwner = pSpellDesc->m_pOwner;
            if (pOwner != NULL && strcmp(pAvatar->m_sEdition, pOwner->m_sEdition) == 0
                    && strcmp(pAvatar->m_sObjectId, pOwner->m_sObjectId) == 0)
                pServer->getSolver()->addInitialPlayerSpell(pPlayer, pSpellDesc->m_sEdition, pSpellDesc->m_sName);
            pSpellDesc = (Profile::SpellData*) pProfile->getSpellsList()->getNext(0);
        }
        // Add equipped artifacts
        Artifact * pArtifact = (Artifact*) pProfile->getArtifactsList()->getFirst(0);
        while (pArtifact != NULL)
        {
            AvatarData * pOwner = pArtifact->m_pOwner;
            if (pOwner != NULL && strcmp(pAvatar->m_sEdition, pOwner->m_sEdition) == 0
                    && strcmp(pAvatar->m_sObjectId, pOwner->m_sObjectId) == 0)
            {
                Unit * pAvatarInGame = pPlayer->getAvatar();
                assert(pAvatarInGame != NULL);
                ArtifactEffect * pEffect = (ArtifactEffect*) pArtifact->getArtifactEffects()->getFirst(0);
                while (pEffect != NULL)
                {
                    switch (pEffect->getType())
                    {
                    case ARTIFACT_EFFECT_CHARAC:
                    {
                        bool bFound = true;
                        long val = pAvatarInGame->getValue(((ArtifactEffect_Charac*)pEffect)->m_sKey, false, &bFound);
                        if (bFound)
                            pAvatarInGame->setBaseValue(((ArtifactEffect_Charac*)pEffect)->m_sKey, max(0, val + ((ArtifactEffect_Charac*)pEffect)->m_iModifier));
                        else
                        {
                            char sError[1024];
                            snprintf(sError, 1024, "Warning: artifact %s tries to modify characteristic that doesn't exist (%s)", pArtifact->m_sObjectId, ((ArtifactEffect_Charac*)pEffect)->m_sKey);
                            m_pLocalClient->getDebug()->notifyErrorMessage(sError);
                        }
                        break;
                    }
                    case ARTIFACT_EFFECT_SPELL:
                    {
                        Spell * pSpell = m_pLocalClient->getDataFactory()->findSpell(((ArtifactEffect_Spell*)pEffect)->m_sSpellEdition, ((ArtifactEffect_Spell*)pEffect)->m_sSpellName);
                        if (pSpell != NULL)
                            pServer->getSolver()->addInitialPlayerSpell(pPlayer, ((ArtifactEffect_Spell*)pEffect)->m_sSpellEdition, ((ArtifactEffect_Spell*)pEffect)->m_sSpellName);
                        else
                        {
                            char sError[1024];
                            snprintf(sError, 1024, "Warning: artifact %s tries to add spell that doesn't exist (%s)", pArtifact->m_sObjectId, ((ArtifactEffect_Spell*)pEffect)->m_sSpellName);
                            m_pLocalClient->getDebug()->notifyErrorMessage(sError);
                        }
                        break;
                    }
                    case ARTIFACT_EFFECT_SKILL:
                    {
                        Skill * pSkill = new Skill(((ArtifactEffect_Skill*)pEffect)->m_sSkillEdition, ((ArtifactEffect_Skill*)pEffect)->m_sSkillName, ((ArtifactEffect_Skill*)pEffect)->m_sSkillParameters, pServer->getDebug());
                        if (pSkill != NULL && pSkill->isLoaded())
                            pAvatarInGame->addSkill(pSkill);
                        else
                        {
                            char sError[1024];
                            snprintf(sError, 1024, "Warning: artifact %s tries to add skill that doesn't exist or that can't be loaded (%s)", pArtifact->m_sObjectId, ((ArtifactEffect_Skill*)pEffect)->m_sSkillName);
                            m_pLocalClient->getDebug()->notifyErrorMessage(sError);
                        }
                        break;
                    }
                    }
                    pEffect = (ArtifactEffect*) pArtifact->getArtifactEffects()->getNext(0);
                }
            }
            pArtifact = (Artifact*) pProfile->getArtifactsList()->getNext(0);
        }
        playerId++;
    }
    delete pMapReader;
    pServer->onInitFinished();
}
开发者ID:jotak,项目名称:shahnarman,代码行数:101,代码来源:DebugManager.cpp


注:本文中的Skill::isLoaded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。