本文整理汇总了C++中World::GetCharacterFactory方法的典型用法代码示例。如果您正苦于以下问题:C++ World::GetCharacterFactory方法的具体用法?C++ World::GetCharacterFactory怎么用?C++ World::GetCharacterFactory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World
的用法示例。
在下文中一共展示了World::GetCharacterFactory方法的3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: OnGMCommand_LoadMonster
int StateGame::OnGMCommand_LoadMonster (IPacket &packet)
{
uint32_t ID = packet.Read<uint32_t>();
uint8_t quantity = packet.Read<uint8_t>();
uint8_t type = packet.Read<uint8_t>();
if (!packet.EndOfStream())
return MSG_ERROR_SIZE;
if (!quantity)
quantity = 1;
boost::shared_ptr<Player> player = static_cast<srv::Connection*>(m_connection)->GetPlayer();
if (!player)
return MSG_ERROR;
if(m_server->GetWorld()->IsInsideTown(player->get_position()))
return MSG_SUCCESS;
boost::shared_ptr<NPC> mob;
std::vector<boost::shared_ptr<NPC> > list;
World *world = m_server->GetWorld();
for (uint16_t i = 0; i < quantity; ++i)
{
mob = world->GetCharacterFactory()->Create(ID);
if (!mob)
{
syslog(LOG_INFO,"Failed to create NPC with ID = %i",ID);
return MSG_SUCCESS;
}
mob->set_position(player->get_position());
list.push_back(mob);
}
world->InsertNPC(list,player->get_position());
return MSG_SUCCESS;
}
示例2: OnCreateCharacter
//.........这里部分代码省略.........
case ITEM_EU_AXE_01_A_DEF:
case ITEM_EU_CROSSBOW_01_A_DEF:
case ITEM_EU_DARKSTAFF_01_A_DEF:
case ITEM_EU_TSTAFF_01_A_DEF:
case ITEM_EU_HARP_01_A_DEF:
case ITEM_EU_STAFF_01_A_DEF:
break;
default:
return MSG_ERROR_ARG;
}
if (model >= 14477 && model <= 14489)
{
///CHECK FOR MEN MODEL AND ITEMS
if (items[0] > ITEM_EU_M_CLOTHES_01_FA_A_DEF)
return MSG_ERROR_ARG;
}
else
{
///CHECK FOR WOMEN MODEL AND ITEMS
if (items[0] < ITEM_EU_W_HEAVY_01_BA_A_DEF)
return MSG_ERROR_ARG;
}
}
else
return MSG_ERROR_ARG;
std::vector<Item> item_list;
for (int i = 0; i < 4; ++i)
{
Item itm = world->GetItemFactory()->Create(items[i]);
item_list.push_back(itm);
}
///Look if the initial weapon requires a shield or bolt or arrows.
uint32_t extraID = 0;
switch(items[POS_WEAPON])
{
case ITEM_CH_SWORD_01_A_DEF:
case ITEM_CH_BLADE_01_A_DEF:
extraID = ITEM_CH_SHIELD_01_A_DEF;
break;
case ITEM_EU_SWORD_01_A_DEF:
case ITEM_EU_DARKSTAFF_01_A_DEF:
case ITEM_EU_STAFF_01_A_DEF:
extraID = ITEM_EU_SHIELD_01_A_DEF;
break;
case ITEM_EU_CROSSBOW_01_A_DEF:
extraID = ITEM_ETC_AMMO_BOLT_01_DEF;
break;
case ITEM_CH_BOW_01_A_DEF:
extraID = ITEM_ETC_AMMO_ARROW_01_DEF;
break;
default:
break;
}
if (extraID)
{
try
{
Item extra = world->GetItemFactory()->Create(extraID);
if (extraID == ITEM_ETC_AMMO_ARROW_01_DEF || extraID == ITEM_ETC_AMMO_BOLT_01_DEF)
extra.set_quantity(extra.get_max_stack());
item_list.push_back(extra);
}
catch (const Exception::InvalidItemID &error)
{
syslog(LOG_INFO,"Failed to create item with ID = %i",extraID);
}
}
std::for_each(item_list.begin(),item_list.end(),boost::bind(&set_default_position,_1));
boost::shared_ptr<Player> player = world->GetCharacterFactory()->Create(model, volume, name, item_list);
if (!player)
{
syslog(LOG_INFO,"Failed to create player with model %i",model);
return MSG_ERROR;
}
m_player_list.push_back(player);
DB::PLAYER::Create create;
create(m_server->DBConnection(),static_cast<srv::Connection*>(m_connection)->AccountID(),player,name);
boost::shared_ptr<OPacket> pkt(new OPacket);
if (!pkt)
return MSG_ERROR_MEMORY;
srv_pkt::Lobby(pkt,srv_pkt::LOBBY_ACTION_CREATE);
m_connection->Send(pkt);
return MSG_SUCCESS;
}
示例3: LoadCharacters
void StateLobby::LoadCharacters ()
{
World *world = m_server->GetWorld();
DB::PLAYER::Select select;
std::vector<PlayerProperty> base_list = select(m_server->DBConnection(),
static_cast<srv::Connection*>(m_connection)->AccountID());
boost::shared_ptr<Player> new_player;
for (size_t i = 0; i < base_list.size(); ++i)
{
base_list[i].GM = static_cast<srv::Connection*>(m_connection)->SecurityLevel();
new_player = world->GetCharacterFactory()->Create(base_list[i]);
if (!new_player)
{
syslog(LOG_INFO,"StateLobby::LoadCharacters - Failed to create character - Name %s.",
base_list[i].Name.c_str());
continue;
}
m_player_list.push_back(new_player);
}
Item new_item;
for (size_t i = 0; i < m_player_list.size(); ++i)
{
DB::ITEM::Select iobj;
std::vector<Item::extended_type> item_list = iobj(m_server->DBConnection(),m_player_list[i]->ID(),
STORAGE_INVENTORY);
boost::shared_ptr<Storage> il = m_player_list[i]->get_storage(STORAGE_INVENTORY);
for (std::vector<Item::extended_type>::const_iterator j= item_list.begin(); j != item_list.end(); ++j)
{
try
{
new_item = world->GetItemFactory()->Create(j->id,*j);
il->InsertItem(new_item);
}
catch (Exception::InvalidItemID &error)
{
syslog(LOG_INFO,"Lobby::LoadCharacters() - Error while cloning item with ID = %i",j->id);
}
}
item_list = iobj(m_server->DBConnection(),m_player_list[i]->ID(),STORAGE_AVATAR);
boost::shared_ptr<Storage> al = m_player_list[i]->get_storage(STORAGE_AVATAR);
for (std::vector<Item::extended_type>::const_iterator j= item_list.begin(); j != item_list.end(); ++j)
{
try
{
new_item = world->GetItemFactory()->Create(j->id,*j);
al->InsertItem(new_item);
}
catch (Exception::InvalidItemID &error)
{
syslog(LOG_INFO,"Lobby::LoadCharacters() - Error while cloning item with ID = %i",j->id);
}
}
m_player_list[i]->RecalculateStats();
}
}