コード例 #1
0
int main(){
   window w( vector( 128, 64 ), 2 );
   
   ball b( w, vector( 50, 20 ), 9, vector( 5, 5 ) );
   wall top(w, vector(4,0), vector(119,3), 1, vector(1,-1));
   wall right(w, vector(120,0), vector(124,60), 1 ,vector(-1,1));
   wall bottom(w, vector(4,61), vector(119,64), 1, vector(1,-1));
   wall left(w, vector(4,4), vector(8,60), 1, vector(-1, 1));
   wall box(w, vector(50,40), vector(90,40),1, vector(-1, 1));
   victim foe(w, vector(50,40), vector(60,50));
   drawable * objects[] = { &b,  &right, &bottom, &top, &left, &foe};
	
   for(;;){
	   
      w.clear();
      for( auto & p : objects ){
         p->draw();
		 
      }
      wait_ms( 200 );
      for( auto & p : objects ){
          p->update();
      }
      for( auto & p : objects ){
         for( auto & other : objects ){
            p->interact( *other );
         } 
      }
   }
}
コード例 #2
0
void QgsApplication::setFileOpenEventReceiver( QObject * receiver )
{
  // Set receiver for FileOpen events
  mFileOpenEventReceiver = receiver;
  // Propagate any events collected before the receiver has registered.
  if ( mFileOpenEventList.count() > 0 )
  {
    QStringListIterator i( mFileOpenEventList );
    while ( i.hasNext() )
    {
      QFileOpenEvent foe( i.next() );
      QgsApplication::sendEvent( mFileOpenEventReceiver, &foe );
    }
    mFileOpenEventList.clear();
  }
}
コード例 #3
0
ファイル: orc.cpp プロジェクト: Quanteek/land_of_cxx
// make the two Warriors ``self'' and ``other'' fight until one of the die
void fight(Warrior& self, Warrior& other)
{
    std::thread foe(start_fight, std::ref(other), std::ref(self));
    start_fight(std::ref(self), std::ref(other));
    foe.join();
}
コード例 #4
0
void BattleInput::dealWithCommandInfo(DataStream &in, uchar command, int spot)
{
    switch (command)
    {
    case BC::SendOut:
    {
        bool silent;
        quint8 prevIndex;
        auto poke = mk<ShallowBattlePoke>();
        in >> silent;
        in >> prevIndex;
        in >> *poke;
        output<BattleEnum::SendOut>(spot, prevIndex, &poke, silent);
        break;
    }
    case BC::SendBack:
    {
        bool silent;
        in >> silent;
        output<BattleEnum::SendBack>(spot, silent);
        break;
    }
    case BC::UseAttack:
    {
        qint16 attack;
        bool silent;
        bool special;
        in >> attack >> silent >> special;
        output<BattleEnum::UseAttack>(spot, attack, silent, special);
        break;
    }
    case BC::UsePP:
    {
        qint16 attack;
        quint8 ppsum;
        in >> attack >> ppsum;
        output<BattleEnum::UsePP>(spot, attack, ppsum);
        break;
    }
    case BC::BeginTurn:
    {
        int turn;
        in >> turn;
        output<BattleEnum::Turn>(turn);
        break;
    }
    case BC::ChangeHp:
    {
        quint16 newHp;
        in >> newHp;
        output<BattleEnum::NewHp>(spot, newHp);
        break;
    }
    case BC::Ko:
        output<BattleEnum::Ko>(spot);
        break;
    case BC::Hit:
    {
        quint8 number;
        in >> number;
        output<BattleEnum::Hits>(spot, number);
        break;
    }
    case BC::Effective:
    {
        quint8 eff;
        in >> eff;

        output<BattleEnum::Effectiveness>(spot, eff);
        break;
    }
    case BC::CriticalHit:
        output<BattleEnum::CriticalHit>(spot);
        break;
    case BC::Miss:
    {
        output<BattleEnum::Miss>(spot);
        break;
    }
    case BC::Avoid:
    {
        output<BattleEnum::Avoid>(spot);
        break;
    }
    case BC::StatChange:
    {
        qint8 stat, boost;
        bool silent;
        in >> stat >> boost >> silent;
        output<BattleEnum::StatChange>(spot, stat, boost, silent);
        break;
    }
    case BC::CappedStat:
    {
        qint8 stat;
        bool maxi;
        in >> stat >> maxi;
        output<BattleEnum::CappedStat>(spot, stat, maxi);
        break;
    }
    case BC::StatusChange:
    {
        qint8 status;
        in >> status;
        bool multipleTurns, silent;
        in >> multipleTurns >> silent;

        output<BattleEnum::ClassicStatusChange>(spot, status, multipleTurns, silent);
        break;
    }
    case BC::AbsStatusChange:
    {
        qint8 poke, status;
        in >> poke >> status;

        if (poke < 0 || poke >= 6)
            break;

        output<BattleEnum::AbsoluteStatusChange>(spot,poke,status);
        break;
    }
    case BC::AlreadyStatusMessage:
    {
        quint8 status;
        in >> status;
        output<BattleEnum::AlreadyStatusMessage>(spot,status);
        break;
    }
    case BC::StatusMessage:
    {
        qint8 status;
        in >> status;
        static const QPair<BattleEnum, int> corr[]= {
            QPair<BattleEnum, int>(BattleEnum::StatusFeel, Pokemon::Confused),
            QPair<BattleEnum, int>(BattleEnum::StatusHurt, Pokemon::Confused),
            QPair<BattleEnum, int>(BattleEnum::StatusFree, Pokemon::Confused),
            QPair<BattleEnum, int>(BattleEnum::StatusFeel, Pokemon::Paralysed),
            QPair<BattleEnum, int>(BattleEnum::StatusFeel, Pokemon::Frozen),
            QPair<BattleEnum, int>(BattleEnum::StatusFree, Pokemon::Frozen),
            QPair<BattleEnum, int>(BattleEnum::StatusFeel, Pokemon::Asleep),
            QPair<BattleEnum, int>(BattleEnum::StatusFree, Pokemon::Asleep),
            QPair<BattleEnum, int>(BattleEnum::StatusHurt, Pokemon::Burnt),
            QPair<BattleEnum, int>(BattleEnum::StatusHurt, Pokemon::Poisoned)
        };
        static const int num = sizeof(corr)/sizeof(*corr);

        if (status >= 0 && status < num) {
            switch (corr[status].first) {
            case BattleEnum::StatusFeel:
                output<BattleEnum::StatusFeel>(spot, corr[status].second);
                break;
            case BattleEnum::StatusFree:
                output<BattleEnum::StatusFree>(spot, corr[status].second);
                break;
            case BattleEnum::StatusHurt:
                output<BattleEnum::StatusHurt>(spot, corr[status].second);
            default:
                break;
            }
        }
        break;
    }
    case BC::Failed:
    {
        bool silent;
        in >> silent;
        output<BattleEnum::Fail>(spot, silent);
        break;
    }
    case BC::BattleChat:
    {
        auto message = mk<QString>();
        in >> *message;
        output<BattleEnum::PlayerMessage>(spot, &message, false);
        break;
    }
    case BC::EndMessage:
    {
        auto message = mk<QString>();
        in >> *message;
        output<BattleEnum::PlayerMessage>(spot, &message, true);
        break;
    }
    case BC::Spectating:
    {
        bool come;
        qint32 id;
        in >> come >> id;

        if (conf && conf->isInBattle(id)) {
            if (come) {
                output<BattleEnum::Reconnect>(id);
            } else {
                output<BattleEnum::Disconnect>(id);
            }
        } else {
            if (come) {
                auto name = mk<QString>();
                in >> *name;
                output<BattleEnum::SpectatorEnter>(id, &name);
            } else {
                output<BattleEnum::SpectatorLeave>(id);
            }
        }
        break;
    }
    case BC::SpectatorChat:
    {
        qint32 id;
        auto message = mk<QString>();
        in >> id >> *message;
        output<BattleEnum::SpectatorMessage>(id, &message);
        break;
    }
    case BC::MoveMessage:
    {
        quint16 move=0;
        uchar part=0;
        qint8 type(0), foe(0);
        qint16 other(0);
        auto q = mk<QString>();
        in >> move >> part >> type >> foe >> other >> *q;
        if (move == 57) {
            output<BattleEnum::StartWeather>(spot, part+1, false); //False for non-ability weather
        } else {
            output<BattleEnum::MoveMessage>(spot, move, part, type, foe, other, &q);
        }
        break;
    }
    case BC::NoOpponent:
        output<BattleEnum::NoTargetMessage>(spot);
        break;
    case BC::ItemMessage:
    {
        quint16 item=0;
        uchar part=0;
        qint8 foe = 0;
        qint32 other=0;
        qint16 berry = 0;
        in >> item >> part >> foe >> berry >> other;
        output<BattleEnum::ItemMessage>(spot, item, part, foe, berry, other);
        break;
    }
    case BC::Flinch:
    {
        output<BattleEnum::Flinch>(spot);
        break;
    }
    case BC::Recoil:
    {
        bool damage;
        in >> damage;

        if (damage)
            output<BattleEnum::Recoil>(spot);
        else
            output<BattleEnum::Drained>(spot);
        break;
    }
    case BC::WeatherMessage: {
        qint8 wstatus, weather;
        in >> wstatus >> weather;
        if (weather == BC::NormalWeather)
            break;

        switch(wstatus) {
        case BC::EndWeather:
            output<BattleEnum::EndWeather>(weather);
            break;
        case BC::HurtWeather:
            output<BattleEnum::WeatherDamage>(spot, weather);
            break;
        case BC::ContinueWeather:
            output<BattleEnum::WeatherMessage>(weather);
            break;
        }
    } break;
    case BC::StraightDamage:
    {
        qint16 damage;
        in >> damage;

        output<BattleEnum::Damaged>(spot, damage);
        break;
    }
    case BC::AbilityMessage:
    {
        quint16 ab=0;
        uchar part=0;
        qint8 type(0), foe(0);
        qint16 other(0);
        in >> ab >> part >> type >> foe >> other;

        if (ab == 14) {
            /* Weather message */
            output<BattleEnum::StartWeather>(spot, part+1, true); //true is for ability-weather
        } else if (ab == 126 && other < 1) {
            output<BattleEnum::StartWeather>(spot, part+5, true); //true is for ability-weather
        } else {
            output<BattleEnum::AbilityMessage>(spot, ab, part, type, foe, other);
        }
        break;
    }
    case BC::Substitute:
    {
        bool sub;
        in >> sub;
        output<BattleEnum::SubstituteStatus>(spot, sub);
        break;
    }
    case BC::BattleEnd:
    {
        qint8 res;
        in >> res;
        output<BattleEnum::BattleEnd>(res, spot);
        break;
    }
    case BC::BlankMessage: {
        output<BattleEnum::BlankMessage>();
        break;
    }
    case BC::Clause:
    {
        output<BattleEnum::ClauseMessage>(spot);
        break;
    }
    case BC::Rated:
    {
        bool rated;
        in >> rated;

        output<BattleEnum::RatedInfo>(rated);
        break;
    }
    case BC::TierSection:
    {
        auto tier = mk<QString>();
        in >> *tier;
        output<BattleEnum::TierInfo>(&tier);
        break;
    }
    case BC::DynamicInfo:
    {
        BattleDynamicInfo info;
        in >> info;
        output<BattleEnum::StatBoostsAndField>(spot, info);
        break;
    }
    case BC::ChangeTempPoke:
    {
        quint8 type;
        in >> type;
        if (type == BC::TempMove || type == BC::DefMove) {
            qint8 slot;
            quint16 move;
            in >> slot >> move;

            output<BattleEnum::MoveChange>(spot, slot, move, type==BC::DefMove);
        } else if (type == BC::TempAbility) {