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C++ StringIdChatParameter::setTU方法代码示例

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


在下文中一共展示了StringIdChatParameter::setTU方法的2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: makeLeader

void GroupManager::makeLeader(GroupObject* group, CreatureObject* player, CreatureObject* newLeader) {
	// Pre: player locked
	// Post: player locked
	player->unlock();

	try {
		group->wlock();

		if (group->getLeader() != player) {
			player->sendSystemMessage("@group:must_be_leader");
			group->unlock();
			player->wlock();
			return;
		}

		if (!group->hasMember(newLeader) || !newLeader->isPlayerCreature()) {
			group->unlock();
			player->wlock();
			return;
		}

		group->makeLeader(newLeader);

		String firstNameLeader;
		firstNameLeader = "[Offline player]";

		if (newLeader->isPlayerCreature()) {
			CreatureObject* playerLeader = cast<CreatureObject*>( newLeader);

			if (playerLeader->isOnline())
				firstNameLeader= playerLeader->getFirstName();
		}

		StringIdChatParameter message;
		message.setStringId("group", "new_leader"); // %TU is now the group leader.
		message.setTU(newLeader);

		for (int i = 0; i < group->getGroupSize(); i++) {
			Reference<CreatureObject*> play = ( group->getGroupMember(i)).castTo<CreatureObject*>();

			if (play->isPlayerCreature())
				play->sendSystemMessage(message);
		}

		group->unlock();
	} catch (...) {
		group->unlock();

		player->wlock();

		throw;
	}

	player->wlock();
}
开发者ID:newtempest,项目名称:mtgserver,代码行数:55,代码来源:GroupManager.cpp

示例2: awardSkill

bool SkillManager::awardSkill(const String& skillName, CreatureObject* creature, bool notifyClient, bool awardRequiredSkills, bool noXpRequired) {
	Skill* skill = skillMap.get(skillName.hashCode());

	if (skill == NULL)
		return false;

	Locker locker(creature);

	//Check for required skills.
	Vector<String>* requiredSkills = skill->getSkillsRequired();
	for (int i = 0; i < requiredSkills->size(); ++i) {
		String requiredSkillName = requiredSkills->get(i);
		Skill* requiredSkill = skillMap.get(requiredSkillName.hashCode());

		if (requiredSkill == NULL)
			continue;

		if (awardRequiredSkills)
			awardSkill(requiredSkillName, creature, notifyClient, awardRequiredSkills, noXpRequired);

		if (!creature->hasSkill(requiredSkillName))
			return false;
	}

	if (!canLearnSkill(skillName, creature, noXpRequired)) {
		return false;
	}

	//If they already have the skill, then return true.
	if (creature->hasSkill(skill->getSkillName()))
		return true;

	ManagedReference<PlayerObject*> ghost = creature->getPlayerObject();

	if (ghost != NULL) {
		//Withdraw skill points.
		ghost->addSkillPoints(-skill->getSkillPointsRequired());

		//Witdraw experience.
		if (!noXpRequired) {
			ghost->addExperience(skill->getXpType(), -skill->getXpCost(), true);
		}

		creature->addSkill(skill, notifyClient);

		//Add skill modifiers
		VectorMap<String, int>* skillModifiers = skill->getSkillModifiers();

		for (int i = 0; i < skillModifiers->size(); ++i) {
			VectorMapEntry<String, int>* entry = &skillModifiers->elementAt(i);
			creature->addSkillMod(SkillModManager::SKILLBOX, entry->getKey(), entry->getValue(), notifyClient);

		}

		//Add abilities
		Vector<String>* abilityNames = skill->getAbilities();
		addAbilities(ghost, *abilityNames, notifyClient);
		if (skill->isGodOnly()) {
			for (int i = 0; i < abilityNames->size(); ++i) {
				String ability = abilityNames->get(i);
				StringIdChatParameter params;
				params.setTU(ability);
				params.setStringId("ui", "skill_command_acquired_prose");

				creature->sendSystemMessage(params);
			}
		}

		//Add draft schematic groups
		Vector<String>* schematicsGranted = skill->getSchematicsGranted();
		SchematicMap::instance()->addSchematics(ghost, *schematicsGranted, notifyClient);

		//Update maximum experience.
		updateXpLimits(ghost);


		// Update Force Power Max.
		ghost->setForcePowerMax(creature->getSkillMod("jedi_force_power_max"), true);

		if (skillName.contains("master")) {
			ManagedReference<PlayerManager*> playerManager = creature->getZoneServer()->getPlayerManager();
			if (playerManager != NULL) {
				const Badge* badge = BadgeList::instance()->get(skillName);

				if (badge == NULL && skillName == "crafting_shipwright_master") {
					badge = BadgeList::instance()->get("crafting_shipwright");
				}

				if (badge != NULL) {
					playerManager->awardBadge(ghost, badge);
				}
			}
		}

		SkillList* list = creature->getSkillList();

		int totalSkillPointsWasted = 250;

		for (int i = 0; i < list->size(); ++i) {
			Skill* skill = list->get(i);
//.........这里部分代码省略.........
开发者ID:Marott1,项目名称:Core3,代码行数:101,代码来源:SkillManager.cpp


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