本文整理汇总了C++中SortedVector::drop方法的典型用法代码示例。如果您正苦于以下问题:C++ SortedVector::drop方法的具体用法?C++ SortedVector::drop怎么用?C++ SortedVector::drop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SortedVector
的用法示例。
在下文中一共展示了SortedVector::drop方法的8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: togglePermission
int StructurePermissionList::togglePermission(const String& listName, const String& playerName, bool caseSensitive) {
Locker locker(&lock);
if(playerName == ownerName)
return CANTCHANGEOWNER;
if (!permissionLists.contains(listName))
return LISTNOTFOUND;
SortedVector<String>* list = &permissionLists.get(listName);
String name = "";
if (caseSensitive)
name = playerName;
else
name = playerName.toLowerCase();
//If they exist, remove them.
if (list->contains(name)) {
list->drop(name);
return REVOKED;
}
list->put(name);
return GRANTED;
}
示例2: revokeAllPermissions
int StructurePermissionList::revokeAllPermissions(const String& playerName, bool caseSensitive) {
Locker locker(&lock);
if(playerName == ownerName)
return CANTCHANGEOWNER;
for (int i = 0; i < permissionLists.size(); ++i) {
SortedVector<String>* list = &permissionLists.get(i);
if (caseSensitive)
list->drop(playerName);
else
list->drop(playerName.toLowerCase());
}
return REVOKED;
}
示例3: revokePermission
int StructurePermissionList::revokePermission(const String& listName, const String& playerName, bool caseSensitive) {
Locker locker(&lock);
if(playerName == ownerName)
return CANTCHANGEOWNER;
if (!permissionLists.contains(listName))
return LISTNOTFOUND;
SortedVector<String>* list = &permissionLists.get(listName);
if (caseSensitive)
list->drop(playerName);
else
list->drop(playerName.toLowerCase());
return REVOKED;
}
示例4: revokeAllPermissions
int StructurePermissionList::revokeAllPermissions(const uint64 objectID) {
Locker locker(&lock);
if(objectID == ownerID)
return CANTCHANGEOWNER;
for (int i = 0; i < idPermissionLists.size(); ++i) {
SortedVector<uint64>* list = &idPermissionLists.get(i);
list->drop(objectID);
}
return REVOKED;
}
示例5: revokePermission
int StructurePermissionList::revokePermission(const String& listName, const uint64 objectID) {
Locker locker(&lock);
if(objectID == ownerID)
return CANTCHANGEOWNER;
if (!idPermissionLists.contains(listName))
return LISTNOTFOUND;
SortedVector<uint64>* list = &idPermissionLists.get(listName);
list->drop(objectID);
return REVOKED;
}
示例6: togglePermission
int StructurePermissionList::togglePermission(const String& listName, const uint64 objectID) {
Locker locker(&lock);
if(objectID == ownerID)
return CANTCHANGEOWNER;
if (!idPermissionLists.contains(listName))
return LISTNOTFOUND;
SortedVector<uint64>* list = &idPermissionLists.get(listName);
//If they exist, remove them.
if (list->contains(objectID)) {
list->drop(objectID);
return REVOKED;
}
list->put(objectID);
return GRANTED;
}
示例7: sendTo
void StructurePermissionList::sendTo(CreatureObject* creature, const String& listName) {
ZoneServer* zoneServer = creature->getZoneServer();
ReadLocker locker(&lock);
if (!idPermissionLists.contains(listName)) {
return;
}
PermissionListCreateMessage* listMsg = new PermissionListCreateMessage(listName);
SortedVector<uint64>* list = &idPermissionLists.get(listName);
Vector<uint64> invalidIDs;
for (int i = 0; i < list->size(); ++i) {
Reference<SceneObject*> object = zoneServer->getObject(list->get(i));
if (object != NULL && object->isPlayerCreature()) {
CreatureObject* player = object.castTo<CreatureObject*>();
String name = player->getFirstName();
listMsg->addName(name);
} else if (object != NULL && object->isGuildObject()) {
GuildObject* guild = object.castTo<GuildObject*>();
String name = "guild:" + guild->getGuildAbbrev();
listMsg->addName(name);
} else {
invalidIDs.add(list->get(i));
}
}
for (int i = 0; i < invalidIDs.size(); i++) {
list->drop(invalidIDs.get(i));
}
listMsg->generateMessage();
creature->sendMessage(listMsg);
}
示例8: surrenderSkill
bool SkillManager::surrenderSkill(const String& skillName, CreatureObject* creature, bool notifyClient) {
Skill* skill = skillMap.get(skillName.hashCode());
if (skill == NULL)
return false;
Locker locker(creature);
SkillList* skillList = creature->getSkillList();
if(skillName == "force_title_jedi_novice" && getForceSensitiveSkillCount(creature, true) > 0) {
return false;
}
if(skillName.beginsWith("force_sensitive_") &&
getForceSensitiveSkillCount(creature, false) <= 24 &&
creature->hasSkill("force_title_jedi_rank_01"))
return false;
for (int i = 0; i < skillList->size(); ++i) {
Skill* checkSkill = skillList->get(i);
if (checkSkill->isRequiredSkillOf(skill))
return false;
}
if(creature->hasSkill("force_title_jedi_rank_03") && skillName.contains("force_discipline_") && !knightPrereqsMet(creature, skillName)) {
return false;
}
//If they have already surrendered the skill, then return true.
if (!creature->hasSkill(skill->getSkillName()))
return true;
creature->removeSkill(skill, notifyClient);
//Remove skill modifiers
VectorMap<String, int>* skillModifiers = skill->getSkillModifiers();
ManagedReference<PlayerObject*> ghost = creature->getPlayerObject();
for (int i = 0; i < skillModifiers->size(); ++i) {
VectorMapEntry<String, int>* entry = &skillModifiers->elementAt(i);
creature->removeSkillMod(SkillModManager::SKILLBOX, entry->getKey(), entry->getValue(), notifyClient);
}
if (ghost != NULL) {
//Give the player the used skill points back.
ghost->addSkillPoints(skill->getSkillPointsRequired());
//Remove abilities but only if the creature doesn't still have a skill that grants the
//ability. Some abilities are granted by multiple skills. For example Dazzle for dancers
//and musicians.
Vector<String>* skillAbilities = skill->getAbilities();
if (skillAbilities->size() > 0) {
SortedVector<String> abilitiesLost;
for (int i = 0; i < skillAbilities->size(); i++) {
abilitiesLost.put(skillAbilities->get(i));
}
for (int i = 0; i < skillList->size(); i++) {
Skill* remainingSkill = skillList->get(i);
Vector<String>* remainingAbilities = remainingSkill->getAbilities();
for(int j = 0; j < remainingAbilities->size(); j++) {
if (abilitiesLost.contains(remainingAbilities->get(j))) {
abilitiesLost.drop(remainingAbilities->get(j));
if (abilitiesLost.size() == 0) {
break;
}
}
}
}
if (abilitiesLost.size() > 0) {
removeAbilities(ghost, abilitiesLost, notifyClient);
}
}
//Remove draft schematic groups
Vector<String>* schematicsGranted = skill->getSchematicsGranted();
SchematicMap::instance()->removeSchematics(ghost, *schematicsGranted, notifyClient);
//Update maximum experience.
updateXpLimits(ghost);
/// Update Force Power Max
ghost->setForcePowerMax(creature->getSkillMod("jedi_force_power_max"), true);
SkillList* list = creature->getSkillList();
int totalSkillPointsWasted = 250;
for (int i = 0; i < list->size(); ++i) {
Skill* skill = list->get(i);
totalSkillPointsWasted -= skill->getSkillPointsRequired();
}
if (ghost->getSkillPoints() != totalSkillPointsWasted) {
creature->error("skill points mismatch calculated: " + String::valueOf(totalSkillPointsWasted) + " found: " + String::valueOf(ghost->getSkillPoints()));
ghost->setSkillPoints(totalSkillPointsWasted);
//.........这里部分代码省略.........