本文整理汇总了C++中Slayer::getExtraInfo方法的典型用法代码示例。如果您正苦于以下问题:C++ Slayer::getExtraInfo方法的具体用法?C++ Slayer::getExtraInfo怎么用?C++ Slayer::getExtraInfo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Slayer
的用法示例。
在下文中一共展示了Slayer::getExtraInfo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: execute
//.........这里部分代码省略.........
{
pItem->save("", STORAGE_ZONE, pZone->getZoneID(), pt.x, pt.y);
}
else
{
pItem->destroy();
SAFE_DELETE(pItem);
}
}
}
}
pItem = pVampire->getExtraInventorySlotItem();
if (pItem != NULL)
{
pVampire->deleteItemFromExtraInventorySlot();
// 인벤토리에 자리가 있으면 인벤토리에 더하고...
if (pInventory->getEmptySlot(pItem, point))
{
pInventory->addItem(point.x, point.y, pItem);
pItem->save(pNewSlayer->getName(), STORAGE_INVENTORY, 0, point.x, point.y);
}
// 자리가 없으면 바닥에 떨어뜨린다.
else
{
TPOINT pt;
ZoneCoord_t ZoneX = pVampire->getX();
ZoneCoord_t ZoneY = pVampire->getY();
pt = pZone->addItem(pItem, ZoneX , ZoneY);
if (pt.x != -1)
{
pItem->save("", STORAGE_ZONE, pZone->getZoneID(), pt.x, pt.y);
}
else
{
pItem->destroy();
SAFE_DELETE(pItem);
}
}
}
// 뱀파이어 가지고 있던 돈을 슬레이어로 옮겨준다.
pNewSlayer->setGoldEx(pVampire->getGold());
// 스킬 정보를 전송한다.
pNewSlayer->sendSlayerSkillInfo();
_GCMorph1.setPCInfo2(pNewSlayer->getSlayerInfo2());
_GCMorph1.setInventoryInfo(pNewSlayer->getInventoryInfo());
_GCMorph1.setGearInfo(pNewSlayer->getGearInfo());
_GCMorph1.setExtraInfo(pNewSlayer->getExtraInfo());
_GCMorphSlayer2.setSlayerInfo(pNewSlayer->getSlayerInfo3());
pFromPlayer->sendPacket(&_GCMorph1);
//pFromGamePlayer->deleteEvent(Event::EVENT_CLASS_REGENERATION);
pZone->broadcastPacket(x, y, &_GCMorphSlayer2, pNewSlayer);
// 타일 및 존에서 기존 뱀파이어를 삭제하고, 새로운 슬레이어를 더한다.
tile.deleteCreature(pFromCreature->getObjectID());
pZone->deletePC(pFromCreature);
TPOINT pt = findSuitablePosition(pZone, x, y, Creature::MOVE_MODE_WALKING);
Tile& newtile = pZone->getTile(pt.x, pt.y);
newtile.addCreature(pNewSlayer);
pNewSlayer->setXYDir(pt.x, pt.y, dir);
pZone->addPC(pNewSlayer);
pNewSlayer->tinysave("Race='SLAYER'");
SAFE_DELETE(pFromCreature);
// 시야 update..
pZone->updateHiddenScan(pNewSlayer);
_GCSkillToObjectOK1.setSkillType(SkillType);
_GCSkillToObjectOK1.setCEffectID(CEffectID);
_GCSkillToObjectOK1.setTargetObjectID(TargetObjectID);
_GCSkillToObjectOK1.setDuration(0);
pPlayer->sendPacket(&_GCSkillToObjectOK1);
pSkillSlot->setRunTime(0);
EffectRestore* pEffectRestore = new EffectRestore(pNewSlayer);
pEffectRestore->setDeadline(60*60*24*7*10); // 7일
pNewSlayer->addEffect(pEffectRestore);
pNewSlayer->setFlag(Effect::EFFECT_CLASS_RESTORE);
pEffectRestore->create(pNewSlayer->getName());
}
else
{
executeSkillFailNormal(pSlayer, getSkillType(), pFromCreature);
}
}