Ejemplo n.º 1
0
void Yeast::setInventoryQuanta( int var )
{
   if( var < 0.0 )
      Brewtarget::logW( QString("Yeast: inventory < 0: %1").arg(var) );
   else
      setInventory("inventory", "quanta", var);
}
Ejemplo n.º 2
0
void Fermentable::setInventoryAmount( double num )
{
   if( num < 0.0 )
   {
      Brewtarget::logW( QString("Fermentable: negative inventory: %1").arg(num) );
      return;
   }
   else
   {
      setInventory("inventory", "amount", num);
   }
}
Ejemplo n.º 3
0
void MenuVendor::setNPC(NPC* _npc) {
	npc = _npc;

	if (_npc == NULL) {
		visible = false;
		return;
	}

	setTab(0);
	setInventory();
	if (!visible) {
		visible = true;
		snd->play(sfx_open);
		npc->playSound(NPC_VOX_INTRO);
	}
}
Ejemplo n.º 4
0
Food::Food(istringstream & line)
{
	string id, name;
	double unitPrice;
	int inventory;
	line >> id >> name >> unitPrice >> inventory;

	string details, tmp;
	while (line >> tmp)
	{
		details += tmp;
		details += "\t";
	}
	setId(id);
	setName(name);
	setUnitPrice(unitPrice);
	setInventory(inventory);
	setDetails(details);
}
Ejemplo n.º 5
0
t_Signal BOSS_Synthesis::operator () (xercesc::DOMNode * sentence)
{
  setInventory(sentence);
  if (scheduler != NULL) {
    for (unsigned i=0; i<scheduler->size(); i++) {
      ModulePointer mp = (*scheduler)[i];
      BOSS::Module * module = mp.second;
      (*module)(sentence);
      if (cl("-v").optionflag) cerr << mp.first << " finished" << endl;
    }
   
  }
  
  t_Signal signal;
    DOM_UserData * user_data = (DOM_UserData*)BOSS::getUserData(sentence);
    if (user_data != 0) {
	    signal = user_data->getSignal();
	    if (cl("-v").optionflag) cerr << "Successful extraction of t_Signal signal" << endl;
   }
   return signal;
}
Ejemplo n.º 6
0
SharedPtr<Character> CharacterFactory::make(const String& pCharacterName, SharedPtr<Account> pAccount) {
	if (!pAccount) return false;

	auto character = std::make_shared<Character>();

	// Associate Account.
	character->setAccount(pAccount);

	// Associate Experience::Controller.
	auto expController = new Experience::Controller();
	character->setExperienceController(expController);

	if (!mDataStore->characterLoad(pCharacterName, character.get())) {
		mLog->error("Failed to load Character: " + pCharacterName);
		return nullptr;
	}

	//// Check: Data::Character loaded.
	////auto characterData = new Data::Character();
	//if (!mDataStore->characterLoad(pCharacterName, characterData)) {
	//	mLog->error("Failed to load data for Character: " + pCharacterName);
	//	delete characterData;
	//	return nullptr;
	//}

	// Create and initialise Inventory.
	auto inventory = std::make_shared<Inventory>();
	character->setInventory(inventory);
	// Load Inventory.

	auto taskController = std::make_shared<TaskController>();
	character->setTaskController(taskController);
	// Load Tasks.

	// Load Buffs.

	// Load Skills

	// Load Languages

	// Load Spell Book

	// Load Spell Bar

	// Load Disciplines

	// Load AA

	//if (!inventory->initialise(&characterData->mInventory, mItemFactory, mLogFactory, pCharacterName)) {
	//	mLog->error("Failed to initialise Inventory for Character: " + pCharacterName);
	//	return nullptr;
	//}

	// Create and initialise Experience::Controller.
	//auto experienceController = new Experience::Controller();
	//if (!experienceController->onLoad(&characterData->mExperience)) {
	//	mLog->error("Failed to initialise Experience::Controller for Character: " + pCharacterName);
	//	delete inventory;
	//	delete characterData;
	//	delete experienceController;
	//	return nullptr;
	//}

	//auto character = new Character(characterData);

	//// Create and initialise TaskController.
	//auto taskController = new TaskController();
	//if (!taskController->initialise(character, mTaskDataStore, mLogFactory)) {
	//	// TODO: Delete
	//	return false;
	//}
	//if (!taskController->onLoad(characterData->mCompletedTasks)) {
	//	// TODO: Delete.
	//	return false;
	//}

	//// Initialise Character.
	//if (!character->initialise(pAccount, inventory, experienceController, taskController)) {
	//	mLog->error("Failed to initialise Character: " + pCharacterName);
	//	delete inventory;
	//	delete characterData;
	//	delete experienceController;
	//	delete character;
	//	return nullptr;
	//}

	// Check: Is this the first time the Character has logged in.
	if (character->isNew()) {
		//mLog->info("")
	}

	return character;
}