コード例 #1
0
void KoOdtFrameReportTextBox::createBody(KoXmlWriter *bodyWriter) const
{
    bodyWriter->startElement("draw:frame");
    bodyWriter->addAttribute("draw:id", itemName());
    bodyWriter->addAttribute("xml:id", itemName());
    bodyWriter->addAttribute("draw:name", itemName());
    bodyWriter->addAttribute("text:anchor-type", "page");
    bodyWriter->addAttribute("text:anchor-page-number", pageNumber());
    bodyWriter->addAttribute("draw:style-name", m_frameStyleName);

    commonAttributes(bodyWriter);

    bodyWriter->startElement("draw:text-box");

    bodyWriter->startElement("text:p");
    bodyWriter->addAttribute("text:style-name", m_paragraphStyleName);
    bodyWriter->startElement("text:span");
    bodyWriter->addAttribute("text:style-name", m_textStyleName);
    bodyWriter->addTextNode(textBox()->text());

    bodyWriter->endElement(); // text:span
    bodyWriter->endElement(); // text:p
    bodyWriter->endElement(); // draw:text-box
    bodyWriter->endElement(); // draw:frame
}
コード例 #2
0
void Character::AddItem(InventoryItemRef item)
{
    Inventory::AddItem( item );

    if( item->flag() == flagSkill
        || item->flag() == flagSkillInTraining )
    {
        // Skill has been added ...
        if( item->categoryID() != EVEDB::invCategories::Skill ) {
            _log( ITEM__WARNING, "%s (%u): %s has been added with flag %d.", itemName().c_str(), itemID(), item->category().name().c_str(), (int)item->flag() );
        } else
        {
            SkillRef skill = SkillRef::StaticCast( item );

            if( !skill->singleton() )
            {
                _log( ITEM__TRACE, "%s (%u): Injecting %s.", itemName().c_str(), itemID(), item->itemName().c_str() );

                // Make it singleton and set initial skill values.
                skill->ChangeSingleton( true );

                skill->SetAttribute(AttrSkillLevel, 0);
                skill->SetAttribute(AttrSkillPoints, 0);

                if( skill->flag() != flagSkillInTraining )
                    skill->SetAttribute(AttrExpiryTime, 0);
            }
        }
    }
}
コード例 #3
0
bool InventoryItem::Merge(InventoryItemRef to_merge, int32 qty, bool notify) {
    if(typeID() != to_merge->typeID()) {
        _log(ITEM__ERROR, "%s (%u): Asked to merge with %s (%u).", itemName().c_str(), itemID(), to_merge->itemName().c_str(), to_merge->itemID());
        return false;
    }
    if(locationID() != to_merge->locationID() || flag() != to_merge->flag()) {
        _log(ITEM__ERROR, "%s (%u) in location %u, flag %u: Asked to merge with item %u in location %u, flag %u.", itemName().c_str(), itemID(), locationID(), flag(), to_merge->itemID(), to_merge->locationID(), to_merge->flag());
        return false;
    }
    if(qty == 0)
        qty = to_merge->quantity();
    if(qty <= 0) {
        _log(ITEM__ERROR, "%s (%u): Asked to merge with %d units of item %u.", itemName().c_str(), itemID(), qty, to_merge->itemID());
        return false;
    }
    if(!AlterQuantity(qty, notify)) {
        _log(ITEM__ERROR, "%s (%u): Failed to add quantity %d.", itemName().c_str(), itemID(), qty);
        return false;
    }

    if(qty == to_merge->quantity()) {
        to_merge->Delete();
    } else if(!to_merge->AlterQuantity(-qty, notify)) {
        _log(ITEM__ERROR, "%s (%u): Failed to remove quantity %d.", to_merge->itemName().c_str(), to_merge->itemID(), qty);
        return false;
    }

    return true;
}
コード例 #4
0
ファイル: dbviewitem.cpp プロジェクト: rovshan-b/oraexp
QList<DbTreeItem*> DbViewItem::populateChildren()
{
    QList<DbTreeItem*> children;

    children.append(new DbTableColumnParentItem(QObject::tr("Columns"), itemName(), getModel(), this));
    children.append(new DbTableTriggerParentItem(QObject::tr("Triggers"), itemName(), getModel(), this));

    return children;
}
コード例 #5
0
void QReportTreeManager::on_actionDeleteParameter_triggered()
{
    bool b = _designer->removeParametere(itemName());

    if(b)
        nodeParameters->removeChild(currentItem());
}
コード例 #6
0
ファイル: MainWindow.hpp プロジェクト: adrijere/cpp_babel
    void refreshHistory(QString username) {
        MainMutex::mutex().lock();
        unsigned short id = this->getKeyOfMap(this->_client->getContactList(), username.toStdString());
        std::map<unsigned short, std::vector<std::pair<messageType, std::string> > > history = this->_client->getMessagesList();
        MainMutex::mutex().unlock();

        this->historyList->clear();
        if (history[id].empty()) {
            QString content(QString::fromUtf8("Vous n'avez encore rien envoyé à votre correspondant ! N'hésitez pas à lui envoyer un petit message pour lui dire bonjour ! :)"));
            QListWidgetItem *item = new QListWidgetItem(content);

            item->setTextAlignment(Qt::AlignCenter);
            this->historyList->addItem(item);
        } else {
            for (std::vector<std::pair<messageType, std::string> >::iterator it = history[id].begin(); it != history[id].end(); it++) {
                QString itemName(it->second.c_str());
                QListWidgetItem *item = new QListWidgetItem(itemName);
                if (it->first == FROM_ME)
                    item->setTextAlignment(Qt::AlignRight);
                else if (it->first == FROM_OTHER)
                    item->setTextAlignment(Qt::AlignLeft);
                else
                    item->setTextAlignment(Qt::AlignCenter);
                this->historyList->addItem(item);
            }
        }
    }
コード例 #7
0
void QReportTreeManager::on_actionEditDataTable_triggered()
{
    QReportDataTable *table = _designer->editDataTable(itemName());

    if(table)
        initTreeItems();
}
コード例 #8
0
/*
 * InventoryItem
 */
InventoryItem::InventoryItem(
    ItemFactory &_factory,
    uint32 _itemID,
    const ItemType &_type,
    const ItemData &_data)
: RefObject( 0 ),
  //attributes(_factory, *this, true, true),
  mAttributeMap(*this),
  mDefaultAttributeMap(*this,true),
  m_saveTimer(0,true),
  m_factory(_factory),
  m_itemID(_itemID),
  m_itemName(_data.name),
  m_type(_type),
  m_ownerID(_data.ownerID),
  m_locationID(_data.locationID),
  m_flag(_data.flag),
  m_contraband(_data.contraband),
  m_singleton(_data.singleton),
  m_quantity(_data.quantity),
  m_position(_data.position),
  m_customInfo(_data.customInfo)

{
    // assert for data consistency
    assert(_data.typeID == _type.id());

    //m_saveTimerExpiryTime = ITEM_DB_SAVE_TIMER_EXPIRY * 60 * 1000;      // 10 minutes in milliseconds
    //m_saveTimer.SetTimer(m_saveTimerExpiryTime);                        // set timer in milliseconds
    m_saveTimer.Disable();                                              // disable timer by default

    _log(ITEM__TRACE, "Created object %p for item %s (%u).", this, itemName().c_str(), itemID());
}
コード例 #9
0
void QReportTreeManager::on_actionNewDataTable_triggered()
{
    QReportDataTable *table = _designer->addDataTable(itemName());

    if(table)
        initTreeItems();

//    QReportDataTableDialog dialog(_report, itemName());

//    if(dialog.exec() == QDialog::Accepted){
//        QReportDataTable *table = dialog.createDataTable();
//        _report->addDataTable(table);

//        /*
//        QTreeWidgetItem *newTableItem = new QTreeWidgetItem;
//        newTableItem->setData(1, 0, TYPE_DataTable);
//        newTableItem->setText(0, table->objectName());
//        newTableItem->setIcon(0, QIcon(":/designer/table"));
//        currentItem()->addChild(newTableItem);

//        for(int i = 0; i < table->fields().count(); i++) {
//            QTreeWidgetItem *newFieldItem = new QTreeWidgetItem;
//            newFieldItem->setData(1, 0, TYPE_FIELD);
//            newFieldItem->setData(2, 0, table->fields().at(i)->type());
//            newFieldItem->setText(0, table->fields().at(i)->objectName());
//            newFieldItem->setIcon(0, QIcon(":/designer/field"));
//            newTableItem->addChild(newFieldItem);
//        }//for

//        newTableItem->setExpanded(true);
//        currentItem()->setExpanded(true);
//        */
//    }//if
}
コード例 #10
0
void QReportTreeManager::on_actionDeleteDataTable_triggered()
{
    bool b = _designer->removeDataTable(itemName());

    if(b)
        initTreeItems();
}
コード例 #11
0
void ProjectManager::onSaveRenderView(const QUrl& url)
{
    assert(QThread::currentThread() == thread());

    QString itemName("qoItem");
    QQuickWindow* window = mScenarioManager.getEngine()->getQQuickWindow();
    QOItem* item = window->findChild<QOItem*>(itemName);
    if(!item)
    {
        qFatal("ProjectManager.onSaveRenderView: "
               "Couldn't find ogre item with name (objectName=%s).",
               itemName.toLocal8Bit().constData());
    }

    QImage img = item->saveCurrentImage();

    if(img.isNull())
    {
        qWarning("ProjectManager.onSaveRenderView: The screenshot couldn't be allocated. "
                 "Out of memory.");
        return;
    }

    QString path = url.toLocalFile();
    if(!img.save(path + ".png", "PNG", 100))
    {
        qWarning("ProjectManager.onSaveRenderView: Failed to save current scene screenshot to %s",
                 path.toLocal8Bit().constData());
    }
}
コード例 #12
0
/// Refresh dependencies
void ctConfigToolDoc::RefreshDependencies(ctConfigItem* item)
{
    if (item==NULL)
        return;

    wxArrayString requiresArr;
    wxString requires = item->GetPropertyString(wxT("requires"));
    wxString precludes = item->GetPropertyString(wxT("precludes"));
    wxString enabledIf = item->GetPropertyString(wxT("enabled-if"));
    wxString enabledIfNot = item->GetPropertyString(wxT("enabled-if-not"));
    wxString indeterminateIf = item->GetPropertyString(wxT("indeterminate-if"));
    wxString context = item->GetPropertyString(wxT("context"));

    if (!requires.IsEmpty())
        item->StringToArray(requires, requiresArr);

    if (!precludes.IsEmpty())
        item->StringToArray(precludes, requiresArr);

    if (!enabledIfNot.IsEmpty())
        item->StringToArray(enabledIfNot, requiresArr);

    if (!enabledIf.IsEmpty())
        item->StringToArray(enabledIf, requiresArr);

    if (!indeterminateIf.IsEmpty())
        item->StringToArray(indeterminateIf, requiresArr);

    // Add the parent to the list of dependencies, if the
    // parent is a check or radio group.
    ctConfigItem* parent = item->GetParent();
    if (parent &&
        (parent->GetType() == ctTypeCheckGroup ||
        parent->GetType() == ctTypeRadioGroup))
        requiresArr.Add(parent->GetName());

    // Also look in 'context' since these items
    // are another kind of dependency (switching to
    // a different platform may cause the dependencies
    // to be evaluated differently).
    if (!context.IsEmpty())
        item->StringToArray(context, requiresArr);

    size_t i;
    for (i = 0; i < requiresArr.GetCount(); i++)
    {
        wxString itemName(requiresArr[i]);
        ctConfigItem* otherItem = GetTopItem()->FindItem(itemName);
        if (otherItem && !otherItem->GetDependents().Member(item))
        {
            otherItem->GetDependents().Append(item);
        }
    }
    for ( wxObjectList::compatibility_iterator node = item->GetChildren().GetFirst(); node; node = node->GetNext() )
    {
        ctConfigItem* child = (ctConfigItem*) node->GetData();
        RefreshDependencies(child);
    }
}
コード例 #13
0
void QReportTreeManager::on_actionEditParameter_triggered()
{
    QReportParametere *p = _designer->editParametere(itemName());
    if(p){
        setItemText(p->objectName());
        setItemName(p->objectName());
    }//if
}
コード例 #14
0
ファイル: MainMenu.c プロジェクト: bleakley/web-brogue
void scum(unsigned long startingSeed, short numberOfSeedsToScan, short scanThroughDepth) {
    unsigned long theSeed;
    char path[BROGUE_FILENAME_MAX];
    item *theItem;
    creature *monst;
    char buf[500];
    FILE *logFile;
    
    logFile = fopen("Brogue seed catalog.txt", "w");
    rogue.nextGame = NG_NOTHING;
    
    getAvailableFilePath(path, LAST_GAME_NAME, GAME_SUFFIX);
    strcat(path, GAME_SUFFIX);
    
    fprintf(logFile, "Brogue seed catalog, seeds %li to %li, through depth %i.\n\n\
To play one of these seeds, press control-N from the title screen \
and enter the seed number. Knowing which items will appear on \
the first %i depths will, of course, make the game significantly easier.",
            startingSeed, startingSeed + numberOfSeedsToScan - 1, scanThroughDepth, scanThroughDepth);
    
    for (theSeed = startingSeed; theSeed < startingSeed + numberOfSeedsToScan; theSeed++) {
        fprintf(logFile, "\n\nSeed %li:", theSeed);
        printf("\nScanned seed %li.", theSeed);
        rogue.nextGamePath[0] = '\0';
        randomNumbersGenerated = 0;
        
        rogue.playbackMode = false;
        rogue.playbackFastForward = false;
        rogue.playbackBetweenTurns = false;
        
        strcpy(currentFilePath, path);
        initializeRogue(theSeed);
        rogue.playbackOmniscience = true;
        for (rogue.depthLevel = 1; rogue.depthLevel <= scanThroughDepth; rogue.depthLevel++) {
            startLevel(rogue.depthLevel == 1 ? 1 : rogue.depthLevel - 1, 1); // descending into level n
            fprintf(logFile, "\n    Depth %i:", rogue.depthLevel);
            for (theItem = floorItems->nextItem; theItem != NULL; theItem = theItem->nextItem) {
                itemName(theItem, buf, true, true, NULL);
                upperCase(buf);
                fprintf(logFile, "\n        %s", buf);
                if (pmap[theItem->xLoc][theItem->yLoc].machineNumber > 0) {
                    fprintf(logFile, " (vault %i)", pmap[theItem->xLoc][theItem->yLoc].machineNumber);
                }
            }
            for (monst = monsters->nextCreature; monst != NULL; monst = monst->nextCreature) {
                scumMonster(monst, logFile);
            }
            for (monst = dormantMonsters->nextCreature; monst != NULL; monst = monst->nextCreature) {
                scumMonster(monst, logFile);
            }
        }
        freeEverything();
        remove(currentFilePath); // Don't add a spurious LastGame file to the brogue folder.
    }
    fclose(logFile);
}
コード例 #15
0
ファイル: entity_table_redis.cpp プロジェクト: 0jpq0/kbengine
//-------------------------------------------------------------------------------------
bool EntityTableItemRedisBase::initialize(const PropertyDescription* pPropertyDescription, 
										  const DataType* pDataType, std::string name)
{
	itemName(name);

	pDataType_ = pDataType;
	pPropertyDescription_ = pPropertyDescription;
	indexType_ = pPropertyDescription->indexType();
	return true;
}
コード例 #16
0
void KoOdtFrameReportPicture::createBody(KoXmlWriter *bodyWriter) const
{
    bodyWriter->startElement("draw:frame");
    bodyWriter->addAttribute("draw:id", itemName());
    bodyWriter->addAttribute("xml:id", itemName());
    bodyWriter->addAttribute("draw:name", itemName());
    bodyWriter->addAttribute("text:anchor-type", "page");
    bodyWriter->addAttribute("text:anchor-page-number", pageNumber());
    bodyWriter->addAttribute("draw:style-name", m_frameStyleName);

    commonAttributes(bodyWriter);

    bodyWriter->startElement("draw:image");
    bodyWriter->addAttribute("xlink:href", "Pictures/" + pictureName());
    bodyWriter->addAttribute("xlink:type", "simple");
    bodyWriter->addAttribute("xlink:show", "embed");
    bodyWriter->addAttribute("xlink:actuate", "onLoad");
    bodyWriter->endElement();

    bodyWriter->endElement(); // draw:frame
}
コード例 #17
0
ファイル: MainWindow.hpp プロジェクト: adrijere/cpp_babel
    void refreshOnline(void) {
        MainMutex::mutex().lock();
        std::map<unsigned short, std::string> map = this->_client->getContactList();
        MainMutex::mutex().unlock();

        this->onlineList->clear();
        for (std::map<unsigned short, std::string>::iterator it = map.begin(); it != map.end(); it++) {
            QString itemName(it->second.c_str());
            QListWidgetItem *item = new QListWidgetItem(itemName);

            this->onlineList->addItem(item);
        }
    }
コード例 #18
0
InventoryItemRef InventoryItem::Split(int32 qty_to_take, bool notify) {
    if(qty_to_take <= 0) {
        _log(ITEM__ERROR, "%s (%u): Asked to split into a chunk of %d", itemName().c_str(), itemID(), qty_to_take);
        return InventoryItemRef();
    }
    if(!AlterQuantity(-qty_to_take, notify)) {
        _log(ITEM__ERROR, "%s (%u): Failed to remove quantity %d during split.", itemName().c_str(), itemID(), qty_to_take);
        return InventoryItemRef();
    }

    ItemData idata(
        typeID(),
        ownerID(),
        (notify ? 1 : locationID()), //temp location to cause the spawn via update
        flag(),
        qty_to_take
    );

    InventoryItemRef res = m_factory.SpawnItem(idata);
    if(notify)
        res->Move( locationID(), flag() );

    return( res );
}
コード例 #19
0
bool
CFileSystemDialogImp::OnItemDblClicked( const CEGUI::EventArgs& e )
{GUCE_TRACE;
            
    // Test if this was a left mouse click
    const CEGUI::MouseEventArgs& eData = static_cast< const CEGUI::MouseEventArgs& >( e );    
    if ( eData.button == CEGUI::LeftButton )
    {
        // Get some easy access to data
        CGridViewImp* fsView = static_cast< CGridViewImp* >( GetFileSystemGridView() );
        CEGUI::MultiColumnList* fsViewWidget = fsView->GetImplementationWidget();        

        UInt32 columnIndex = 0;
        UInt32 rowIndex = 0;
        if ( fsView->TestForItemHit( eData.position.d_x , 
                                     eData.position.d_y ,
                                     columnIndex        ,
                                     rowIndex           ) )
        {        
            CEGUI::ListboxItem* listItem = fsViewWidget->getItemAtGridReference( CEGUI::MCLGridRef( rowIndex, columnIndex ) );
            if ( NULL != listItem )
            {
                if ( listItem->getText() == ".." )
                {
                    // ".." means go up one dir
                    m_currentPath = GUCEF::CORE::StripLastSubDir( m_currentPath );
                    RefreshView();
                }
                else
                if ( IsItemADirectory( listItem->getText().c_str() ) )
                {
                    GUCEF::CORE::AppendToPath( m_currentPath, listItem->getText().c_str() );
                    RefreshView();
                }
                else
                if ( IsItemAnArchive( listItem->getText().c_str() ) )
                {
                    CString itemName( listItem->getText().c_str() );
                    CString realName = itemName.CutChars( 3, true );
                    GUCEF::CORE::AppendToPath( m_currentPath, realName );
                    RefreshView();
                }
            }
        }
    }
    
    return true;
}
コード例 #20
0
bool Character::InjectSkillIntoBrain(SkillRef skill, uint8 level)
{
    Client *c = m_factory.entity_list.FindCharacter( itemID() );
	

    SkillRef oldSkill = GetSkill( skill->typeID() );
    if( oldSkill )
    {

		//oldSkill->attributes.SetNotify(true);
		//oldSkill->Set_skillLevel( level );
		//oldSkill->Set_skillPoints( pow(2, ( 2.5 * level ) - 2.5 ) * SKILL_BASE_POINTS * ( oldSkill->attributes.GetInt( oldSkill->attributes.Attr_skillTimeConstant ) ) );
        
        oldSkill->SetAttribute(AttrSkillLevel, level);
        EvilNumber eTmp = skill->GetAttribute(AttrSkillTimeConstant) * ( pow(2,( 2.5 * level) - 2.5 ) * EVIL_SKILL_BASE_POINTS );
        oldSkill->SetAttribute(AttrSkillPoints, eTmp);
		return true;
    }

    // are we injecting from a stack of skills?
    if( skill->quantity() > 1 )
    {
        // split the stack to obtain single item
        InventoryItemRef single_skill = skill->Split( 1 );
        if( !single_skill )
        {
            _log( ITEM__ERROR, "%s (%u): Unable to split stack of %s (%u).", itemName().c_str(), itemID(), skill->itemName().c_str(), skill->itemID() );
            return false;
        }

        // use single_skill ...
        single_skill->MoveInto( *this, flagSkill );
    }
    else
		skill->MoveInto( *this, flagSkill );

    skill->SetAttribute(AttrSkillLevel, level);
	//TODO: get right number of skill points
	
	//skill->Set_skillPoints( pow(2,( 2.5 * level) - 2.5 ) * SKILL_BASE_POINTS * ( skill->attributes.GetInt( skill->attributes.Attr_skillTimeConstant ) ) );

    EvilNumber tmp = pow(2,( 2.5 * level) - 2.5 ) * EVIL_SKILL_BASE_POINTS;
    EvilNumber eTmp = skill->GetAttribute(AttrSkillTimeConstant);
    eTmp = eTmp * tmp;
    skill->SetAttribute(AttrSkillPoints, eTmp);

    return true;
}
コード例 #21
0
bool Character::InjectSkillIntoBrain(SkillRef skill)
{
    Client *c = m_factory.entity_list.FindCharacter( itemID() );

    SkillRef oldSkill = GetSkill( skill->typeID() );
    if( oldSkill )
    {
        //TODO: build and send proper UserError for CharacterAlreadyKnowsSkill.
        if( c != NULL )
            c->SendNotifyMsg( "You already know this skill." );
        return false;
    }

    // TODO: based on config options later, check to see if another character, owned by this characters account,
    // is training a skill.  If so, return. (flagID=61).
    if( !skill->SkillPrereqsComplete( *this ) )
    {
        // TODO: need to send back a response to the client.  need packet specs.
        _log( ITEM__TRACE, "%s (%u): Requested to train skill %u item %u but prereq not complete.", itemName().c_str(), itemID(), skill->typeID(), skill->itemID() );

        if( c != NULL )
            c->SendNotifyMsg( "Injection failed!  Skill prerequisites incomplete." );
        return false;
    }

    // are we injecting from a stack of skills?
    if( skill->quantity() > 1 )
    {
        // split the stack to obtain single item
        InventoryItemRef single_skill = skill->Split( 1 );
        if( !single_skill )
        {
            _log( ITEM__ERROR, "%s (%u): Unable to split stack of %s (%u).", itemName().c_str(), itemID(), skill->itemName().c_str(), skill->itemID() );
            return false;
        }

        // use single_skill ...
        single_skill->MoveInto( *this, flagSkill );
    }
    else
        // use original skill
        skill->MoveInto( *this, flagSkill );

    if( c != NULL )
        c->SendNotifyMsg( "Injection of skill complete." );
    return true;
}
コード例 #22
0
void InventoryItem::SaveItem()
{
    //_log( ITEM__TRACE, "Saving item %u.", itemID() );

    SaveAttributes();

    m_factory.db().SaveItem(
        itemID(),
        ItemData(
            itemName().c_str(),
            typeID(),
            ownerID(),
            locationID(),
            flag(),
            contraband(),
            singleton(),
            quantity(),
            position(),
            customInfo().c_str()
        )
    );
}
コード例 #23
0
ファイル: HelperItemSet.cpp プロジェクト: jjiezheng/pap_full
void CHelperItemSet::InitPaihangTree(const char* worldid)
{

	if(m_worldIdList.size()>0 )
	{
		//for(int i=0;i<(int)m_worldIdList.size();i++)
		//{
		//	if(strcmp(((String)m_worldIdList[i]).c_str(),worldid)==0)
				return;
		//}
	}

	m_worldIdList.push_back(String(worldid));
	int ArryLenth=3;
	char *Anchors[]={"top50level.html","top50money.html","top50xinfa.html"};
	wchar_t *Names[]={L"高手排行(TOP50)", L"富豪排行(TOP50)", L"心法排行(TOP50)"};
	if(!m_rootItemPaihang) return;
	char *PathStart="http://tl.sohu.com/tlbbrank";
	char szPath[MAX_PATH];
	char szAnchor[MAX_PATH];
	for(int i=0;i<ArryLenth;i++)
	{
		memset(szAnchor, 0, MAX_PATH);
		memset(szPath, 0, MAX_PATH);
		strcpy(szPath, PathStart);
		strcat(szPath, "/");
		strcat(szPath,worldid);
		strcat(szPath,"/");
		strcat(szPath,Anchors[i]);
		WString itemName(Names[i]);
		strcpy(szAnchor,Anchors[i]);
		strcat(szAnchor,worldid);
		String itemAnchor(szAnchor);
		String itemUrl(szPath);
		itemUrl=CheckUrl(itemUrl);
		CHelperItem item(itemName, itemAnchor,itemUrl );
		m_rootItemPaihang->AddChildItem(item);
	}
}
コード例 #24
0
void Character::UpdateSkillQueue()
{
    Client *c = m_factory.entity_list.FindCharacter( itemID() );

    SkillRef currentTraining = GetSkillInTraining();
    if( currentTraining )
    {
        if( m_skillQueue.empty()
            || currentTraining->typeID() != m_skillQueue.front().typeID )
        {
            // either queue is empty or skill with different typeID is in training ...
            // stop training:
            _log( ITEM__ERROR, "%s (%u): Stopping training of skill %s (%u).", itemName().c_str(), itemID(), currentTraining->itemName().c_str(), currentTraining->itemID() );

            /*
            uint64 timeEndTrain = currentTraining->expiryTime();
            if(timeEndTrain != 0)
            {
                double nextLevelSP = currentTraining->GetSPForLevel( currentTraining->skillLevel() + 1 );
                double SPPerMinute = GetSPPerMin( currentTraining );
                double minRemaining = (double)(timeEndTrain - Win32TimeNow()) / (double)Win32Time_Minute;

                currentTraining->Set_skillPoints( nextLevelSP - (minRemaining * SPPerMinute) );
            }

            currentTraining->Clear_expiryTime();
            */

            EvilNumber timeEndTrain = currentTraining->GetAttribute(AttrExpiryTime);
            if (timeEndTrain != 0) {
                EvilNumber nextLevelSP = currentTraining->GetSPForLevel( currentTraining->GetAttribute(AttrSkillLevel) + 1 );
                EvilNumber SPPerMinute = GetSPPerMin( currentTraining );
                EvilNumber minRemaining = (timeEndTrain - EvilNumber(Win32TimeNow())) / (double)Win32Time_Minute;

                //currentTraining->Set_skillPoints( nextLevelSP - (minRemaining * SPPerMinute) );
                EvilNumber skillPointsTrained = nextLevelSP - (minRemaining * SPPerMinute);
                currentTraining->SetAttribute(AttrSkillPoints, skillPointsTrained);
                sLog.Debug( "", "Skill %s (%u) trained %u skill points before termination from training queue", currentTraining->itemName().c_str(), currentTraining->itemID(), skillPointsTrained.get_float() );
            }

            currentTraining->SetAttribute(AttrExpiryTime, 0);

            currentTraining->MoveInto( *this, flagSkill, true );

            if( c != NULL )
            {
                OnSkillTrainingStopped osst;
                osst.itemID = currentTraining->itemID();
                osst.endOfTraining = 0;

                PyTuple* tmp = osst.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }

            // nothing currently in training
            currentTraining = SkillRef();
        }
    }

    EvilNumber nextStartTime = EvilTimeNow();
    
    while( !m_skillQueue.empty() )
    {
        if( !currentTraining )
        {
            // something should be trained, get desired skill
            uint32 skillTypeID = m_skillQueue.front().typeID;

            currentTraining = GetSkill( skillTypeID );
            if( !currentTraining )
            {
                _log( ITEM__ERROR, "%s (%u): Skill %u to train was not found.", itemName().c_str(), itemID(), skillTypeID );
                break;
            }

            sLog.Debug( "Character::UpdateSkillQueue()", "%s (%u): Starting training of skill %s (%u)",  m_itemName.c_str(), m_itemID, currentTraining->itemName().c_str(), currentTraining->itemID() );

            EvilNumber SPPerMinute = GetSPPerMin( currentTraining );
            EvilNumber NextLevel = currentTraining->GetAttribute(AttrSkillLevel) + 1;
            EvilNumber SPToNextLevel = currentTraining->GetSPForLevel( NextLevel ) - currentTraining->GetAttribute(AttrSkillPoints);
            sLog.Debug( "    ", "Training skill at %f SP/min", SPPerMinute.get_float() );
            sLog.Debug( "    ", "%f SP to next Level of %d", SPToNextLevel.get_float(), NextLevel.get_int() );

            SPPerMinute.to_float();
            SPToNextLevel.to_float();
            nextStartTime.to_float();
            EvilNumber timeTraining = nextStartTime + EvilTime_Minute * SPToNextLevel / SPPerMinute;

            currentTraining->MoveInto( *this, flagSkillInTraining );
            double dbl_timeTraining = timeTraining.get_float() + (double)(Win32Time_Second * 10);
            currentTraining->SetAttribute(AttrExpiryTime, dbl_timeTraining);    // Set server-side
                                                                                // skill expiry + 10 sec

            sLog.Debug( "    ", "Calculated time to complete training = %s", Win32TimeToString((uint64)dbl_timeTraining).c_str() );

            if( c != NULL )
            {
                OnSkillStartTraining osst;
                osst.itemID = currentTraining->itemID();
                osst.endOfTraining = timeTraining.get_float();

                PyTuple* tmp = osst.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }
        }

        if( currentTraining->GetAttribute(AttrExpiryTime) <= EvilTimeNow() ) {
            // training has been finished:
            sLog.Debug( "Character::UpdateSkillQueue()", "%s (%u): Finishing training of skill %s (%u).", itemName().c_str(), itemID(), currentTraining->itemName().c_str(), currentTraining->itemID() );

            currentTraining->SetAttribute(AttrSkillLevel, currentTraining->GetAttribute(AttrSkillLevel) + 1 );
            currentTraining->SetAttribute(AttrSkillPoints, currentTraining->GetSPForLevel( currentTraining->GetAttribute(AttrSkillLevel) ), true);

            nextStartTime = currentTraining->GetAttribute(AttrExpiryTime);
            currentTraining->SetAttribute(AttrExpiryTime, 0);

            currentTraining->MoveInto( *this, flagSkill, true );

            if( c != NULL )
            {
                OnSkillTrained ost;
                ost.itemID = currentTraining->itemID();

                PyTuple* tmp = ost.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }

            // erase first element in skill queue
            m_skillQueue.erase( m_skillQueue.begin() );

            // nothing currently in training
            currentTraining = SkillRef();
        }
        // else the skill is in training ...
        else
            break;
    }

    // Re-Calculate total SP trained and store in internal variable:
    _CalculateTotalSPTrained();

    // Save character and skill data:
    SaveCharacter();
    SaveSkillQueue();
}
コード例 #25
0
	virtual bool isSameKey(std::string key){ return itemName() == key; }
コード例 #26
0
/*************************************************************************
SAX2 Handler methods
*************************************************************************/
void CHelperItemSet_xmlHandler::elementStart(const String& element, const CHelperXMLAttributes& attributes)
{
    // handle an ItemSet element.
    if (element == HelperItemSetElement)
    {
        // do nothing...
    }
    // handle an item element
    else if(element == ItemElement)
    {
        // get name of item.
        String itemName(attributes.getValueAsString(ItemNameAttribute));

        // get anchor for new item
        String itemAnchor(attributes.getValueAsString(ItemAnchorAttribute));

        // get url for new item
        String itemUrl(attributes.getValueAsString(ItemUrlAttribute));

        // url convert(MFC)
        if(!itemUrl.empty())
        {
            DWORD dwServiceType;
            CString strServer, strObject;
            INTERNET_PORT nPort;

            String strFullURL;
            AfxParseURL(itemUrl.c_str(), dwServiceType, strServer, strObject, nPort);
            if(AFX_INET_SERVICE_UNK == dwServiceType)
            {
                //local file
                itemUrl = CHelperSystem::GetMe()->GetWorkDictory() + itemUrl;
            }
            else
            {
                itemUrl = itemUrl;
            }
        }

        // create new item
        CHelperItem item(itemName, itemAnchor, itemUrl);

        // add this item to the current parent (if any)
        if (!m_stack.empty())
        {
            m_stack.push_back(m_stack.back()->AddChildItem(item));
        }
        else
        {
            throw std::exception("HelperItemSet::xmlHandler::startElement item hiberarchy error!");
        }
    }
    else
    {
        char szException[MAX_PATH];
        _snprintf(szException, MAX_PATH,
                  "HelperItemSet::xmlHandler::startElement - Unexpected data was found while parsing the Imageset file: '%s' is unknown.",
                  element.c_str());

        throw std::exception(szException);
    }
}
コード例 #27
0
void Character::UpdateSkillQueue()
{
    Client *c = m_factory.entity_list.FindCharacter( itemID() );

    SkillRef currentTraining = GetSkillInTraining();
    if( currentTraining )
    {
        if( m_skillQueue.empty()
            || currentTraining->typeID() != m_skillQueue.front().typeID )
        {
            // either queue is empty or skill with different typeID is in training ...
            // stop training:
            _log( ITEM__ERROR, "%s (%u): Stopping training of skill %s (%u).", itemName().c_str(), itemID(), currentTraining->itemName().c_str(), currentTraining->itemID() );

            /*
            uint64 timeEndTrain = currentTraining->expiryTime();
            if(timeEndTrain != 0)
            {
                double nextLevelSP = currentTraining->GetSPForLevel( currentTraining->skillLevel() + 1 );
                double SPPerMinute = GetSPPerMin( currentTraining );
                double minRemaining = (double)(timeEndTrain - Win32TimeNow()) / (double)Win32Time_Minute;

                currentTraining->Set_skillPoints( nextLevelSP - (minRemaining * SPPerMinute) );
            }

            currentTraining->Clear_expiryTime();
            */

            EvilNumber timeEndTrain = currentTraining->GetAttribute(AttrExpiryTime);
            if (timeEndTrain != 0) {
                EvilNumber nextLevelSP = currentTraining->GetSPForLevel( currentTraining->GetAttribute(AttrSkillLevel) + 1 );
                EvilNumber SPPerMinute = GetSPPerMin( currentTraining );
                EvilNumber minRemaining = (timeEndTrain - EvilNumber(Win32TimeNow())) / (double)Win32Time_Minute;

                //currentTraining->Set_skillPoints( nextLevelSP - (minRemaining * SPPerMinute) );
                currentTraining->SetAttribute(AttrSkillPoints, nextLevelSP - (minRemaining * SPPerMinute));
            }

            currentTraining->SetAttribute(AttrExpiryTime, 0);

            currentTraining->MoveInto( *this, flagSkill, true );

            if( c != NULL )
            {
                OnSkillTrainingStopped osst;
                osst.itemID = currentTraining->itemID();
                osst.endOfTraining = 0;

                PyTuple* tmp = osst.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }

            // nothing currently in training
            currentTraining = SkillRef();
        }
    }

    EvilNumber nextStartTime = EvilTimeNow();
    
    while( !m_skillQueue.empty() )
    {
        if( !currentTraining )
        {
            // something should be trained, get desired skill
            uint32 skillTypeID = m_skillQueue.front().typeID;

            currentTraining = GetSkill( skillTypeID );
            if( !currentTraining )
            {
                _log( ITEM__ERROR, "%s (%u): Skill %u to train was not found.", itemName().c_str(), itemID(), skillTypeID );
                break;
            }

            _log( ITEM__TRACE, "%s (%u): Starting training of skill %s (%u).", m_itemName.c_str(), m_itemID, currentTraining->itemName().c_str(), currentTraining->itemID() );

            EvilNumber SPPerMinute = GetSPPerMin( currentTraining );
            //  double SPToNextLevel = currentTraining->GetSPForLevel( currentTraining->skillLevel() + 1 ) - currentTraining->skillPoints();
            EvilNumber SPToNextLevel = currentTraining->GetSPForLevel( currentTraining->GetAttribute(AttrSkillLevel) + 1) - currentTraining->GetAttribute(AttrSkillPoints);

            //uint64 timeTraining = nextStartTime + Win32Time_Minute * SPToNextLevel / SPPerMinute;
            EvilNumber timeTraining = nextStartTime + EvilTime_Minute * SPToNextLevel / SPPerMinute;

            currentTraining->MoveInto( *this, flagSkillInTraining );
            //currentTraining->Set_expiryTime( timeTraining );
            currentTraining->SetAttribute(AttrExpiryTime, timeTraining);

            if( c != NULL )
            {
                OnSkillStartTraining osst;
                osst.itemID = currentTraining->itemID();
                osst.endOfTraining = timeTraining.get_int();

                PyTuple* tmp = osst.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }
        }

        //if( currentTraining->expiryTime() <= Win32TimeNow() )
        if( currentTraining->GetAttribute(AttrExpiryTime) <= EvilTimeNow() ) {
            // training has been finished:
            _log( ITEM__ERROR, "%s (%u): Finishing training of skill %s (%u).", itemName().c_str(), itemID(), currentTraining->itemName().c_str(), currentTraining->itemID() );

            //currentTraining->Set_skillLevel( currentTraining->skillLevel() + 1 );
            //currentTraining->Set_skillPoints( currentTraining->GetSPForLevel( currentTraining->skillLevel() ) );

            //nextStartTime = currentTraining->expiryTime();
            //currentTraining->Clear_expiryTime();

            currentTraining->SetAttribute(AttrSkillLevel, currentTraining->GetAttribute(AttrSkillLevel) + 1 );
            currentTraining->SetAttribute(AttrSkillPoints,  currentTraining->GetSPForLevel( currentTraining->GetAttribute(AttrSkillLevel) ) );

            nextStartTime = currentTraining->GetAttribute(AttrExpiryTime);
            currentTraining->SetAttribute(AttrExpiryTime, 0);

            currentTraining->MoveInto( *this, flagSkill, true );

            if( c != NULL )
            {
                OnSkillTrained ost;
                ost.itemID = currentTraining->itemID();

                PyTuple* tmp = ost.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }

            // erase first element in skill queue
            m_skillQueue.erase( m_skillQueue.begin() );

            // nothing currently in training
            currentTraining = SkillRef();
        }
        // else the skill is in training ...
        else
            break;
    }

    // Re-Calculate total SP trained and store in internal variable:
    _CalculateTotalSPTrained();

    // Save character and skill data:
    SaveCharacter();
    SaveSkillQueue();
}
コード例 #28
0
bool ItemLibraryItemModel::operator<(const ItemLibraryItemModel &other) const
{
    return itemName() < other.itemName();
}
コード例 #29
0
void Character::SaveCharacter()
{
    _log( ITEM__TRACE, "Saving character %u.", itemID() );

    // Calculate total Skill Points trained at this time to save to DB:
    _CalculateTotalSPTrained();

    sLog.Debug( "Character::SaveCharacter()", "Saving all character info and skill attribute info to DB for character %s...", itemName().c_str() );
    // character data
    m_factory.db().SaveCharacter(
        itemID(),
        CharacterData(
            accountID(),
            title().c_str(),
            description().c_str(),
            gender(),
            bounty(),
            balance(),
            aurBalance(),
            securityRating(),
            logonMinutes(),
            m_totalSPtrained.get_float(),
            corporationID(),
            allianceID(),
            warFactionID(),
            stationID(),
            solarSystemID(),
            constellationID(),
            regionID(),
            ancestryID(),
            careerID(),
            schoolID(),
            careerSpecialityID(),
            startDateTime(),
            createDateTime(),
            corporationDateTime()
        )
    );

    // corporation data
    m_factory.db().SaveCorpMemberInfo(
        itemID(),
        CorpMemberInfo(
            corporationHQ(),
            corpRole(),
            rolesAtAll(),
            rolesAtBase(),
            rolesAtHQ(),
            rolesAtOther()
        )
    );

    // Save this character's own attributes:
    SaveAttributes();

    // Loop through all skills and invoke mAttributeMap.SaveAttributes() for each
    std::vector<InventoryItemRef> skills;
    GetSkillsList( skills );
    std::vector<InventoryItemRef>::iterator cur, end;
    cur = skills.begin();
    end = skills.end();
    for(; cur != end; cur++)
        cur->get()->SaveAttributes();
        //cur->get()->mAttributeMap.Save();
	SaveCertificates();
}
コード例 #30
0
ファイル: contenttab.cpp プロジェクト: BGmot/Qt
void ContentTab::populateListWidget()
{
    QFileInfoList fileList = m_ContentDir.entryInfoList(QDir::Files, QDir::Time);
    foreach(QFileInfo item, fileList) {
        new QListWidgetItem(m_Icon, itemName(item), this);
    }