Example #1
0
BOOL CVirusKillerDlg::OnInitDialog()
{
	CDialog::OnInitDialog();
	// Set the icon for this dialog.  The framework does this automatically
	//  when the application's main window is not a dialog
	SetIcon(m_hIcon, TRUE);			// Set big icon
	SetIcon(m_hIcon, FALSE);		// Set small icon
	// TODO: Add extra initialization here
	

	//宏定义函数指针类型 
	typedef int ( WINAPI *SKINH_ATTACHEX)(LPCTSTR strSkinFile,LPCTSTR strPassword);
	// 取得SKINH_ATTACHEX函数的地址
		SKINH_ATTACHEX pFunc = (SKINH_ATTACHEX)::GetProcAddress(::LoadLibrary("SkinH.dll"), "SkinH_AttachEx");
		if(pFunc)
		{
			pFunc(_T("skin\\dogmax.she"), NULL);
		}
		else
		{
			MessageBox(_T("皮肤库加载失败!"),_T("缺少SkinH.dll"));
		}
	InitItem();
	return TRUE;  // return TRUE  unless you set the focus to a control
}
Example #2
0
void DataValueIterator::advance() {
  CurRepeatOffset++;
  if(CurRepeatOffset >= CurRepeatCount) {
    ValueOffset++;
    if(ValueOffset < Values.size())
      InitItem();
  }
}
Example #3
0
void FLGameBlock::InitBlock(int type)
{
    CCAssert(type >= 0 && type < 7 , "type error!");
    InitItem((const int*)BLOCK_TYPE_VALUE[type]);

    SetBlockXY(8,0);
    setVisible(true);

}
Example #4
0
File: map.cpp Project: f3yagi/mysrc
void CreateObject(Map *map)
{
    int i;

    InitEnemy();
    InitItem();
    InitBomb();
    InitEffect();
    for (i = 0; i < map->objectNum; i++) {
        float x = (float)map->object[i].x * BLOCK_WIDTH;
        float y = (float)map->object[i].y * BLOCK_HEIGHT;
        char type = map->object[i].type;
        int r;
        if (type == PLAYER) {
            InitPlayer(x, y);
        }
        r = CreateEnemy(type, x, y);
        if (r) {
            continue;
        }
        CreateItem(type, x, y);
    }
    MoveMap(map);
}    
Example #5
0
 DataValueIterator(ArrayRef<Expr*> Vals)
   : Values(Vals), ValueOffset(0) {
   InitItem();
 }
Example #6
0
BOOL CGambleSystem::DefaultItemToStore(playerCharacter_t* pPc, storeStruct_t* pMakestore)
{
	if ( pMakestore == NULL)
		return FALSE;				
	
	
	int ItemPos				=0;	
	
	for( int StorePageIdx = 0; StorePageIdx < MAX_NUMBER_OF_STORE_ITEM_PAGE; StorePageIdx ++ )
	{	
		
		int PageRegCount	=0;
		
		
		for( int SlotIdx = 0; SlotIdx < MAX_NUMBER_OF_STORE_GENERATE_ITEM ; SlotIdx ++ )
		{
			ItemPos = pMakestore->itemNumber;
			
			if ( ItemPos < 0 || ItemPos >= MAX_NUMBER_OF_STORE_ITEM)				
				return FALSE;
			
			InitItem( &pMakestore->item[ItemPos].item );			
			int itemTableIdx = pMakestore->defaultItem[StorePageIdx].itemIndex[SlotIdx];
			
			if ( itemTableIdx < 0 || itemTableIdx >= MAX_NUMBER_OF_ITEM_TABLE)
				continue;	
			
			SpawnItem ( &pMakestore->item[ItemPos].item, itemTableIdx );
			
			pMakestore->item[ItemPos].page		= StorePageIdx;			
			pMakestore->item[ItemPos].maxNumber = pMakestore->defaultItem[StorePageIdx].itemNumber[SlotIdx];
			pMakestore->item[ItemPos].curNumber = pMakestore->defaultItem[StorePageIdx].itemNumber[SlotIdx];			
			
			
			int Selecteditemidx = SelectCollectedItem(&pMakestore->item[ItemPos]);					
			
			
			
			float AddPrice = (rand() %( (int)g_logic.GamblePriceRate ) )* 0.01;								
			int CalPrice = 0;
			
			
			
			if ( pMakestore->item[ItemPos].item.itemTableIdx == QUESTION_MARK_ITEM_TABLE_IDX)
			{												
				pPc->RegGamblePrice[ItemPos]	= g_itemTable[QUESTION_MARK_ITEM_TABLE_IDX].gambleCost;
				pMakestore->item[ItemPos].price = g_itemTable[QUESTION_MARK_ITEM_TABLE_IDX].gambleCost;
			}
			else
			{						
				if ( GTH_Random() > 0.5 )											
				{
					CalPrice = g_itemTable[Selecteditemidx].gambleCost + 
						(int)( ((float)(g_itemTable[Selecteditemidx].gambleCost) * AddPrice ) + 0.5f);
				}
				else
				{
					CalPrice = g_itemTable[Selecteditemidx].gambleCost - 
						(int)( ((float)(g_itemTable[Selecteditemidx].gambleCost) * AddPrice ) + 0.5f);
				}
				
				
				if ( CalPrice < 0)
					CalPrice = 1;
				
				pPc->RegGamblePrice[ItemPos]	= CalPrice;				
				pMakestore->item[ItemPos].price = CalPrice;		
				
			}
			PageRegCount++;
			pPc->RegGambleItems[ItemPos]		= Selecteditemidx;			
			pMakestore->itemNumber++;
			
		}			
	}	 
	return TRUE;
}