Event Event::doNextEvent(bool which) //if which == true the player clicked yes { if(which) { return loadEvent(yesEventNum); } else { return loadEvent(noEventNum); } }
void Functionality::loadVectorsFromFile() { EventStorage tempEvent; ifstream fileRead("EventStorage.txt"); string eventStore; string tempPriority; while(getline(fileRead, eventStore)) { if(eventStore.size() > 0) { if(eventStore[0] == '#') { loadEvent(tempEvent, eventStore.substr(1, eventStore.size() - 1)); tempPriority = tempEvent.getPriority(); if(tempPriority[0] == '1') highPriority.push_back(tempEvent); else if(tempPriority[0] == '2') normalPriority.push_back(tempEvent); } } } fileRead.close(); if(highPriority.size() != 0) undoHighVector.push_back(highPriority); if(normalPriority.size() != 0) undoNormalVector.push_back(normalPriority); }
void CWorld::LoadLOD() { loadMob(); loadShop(); loadSkill(); loadSkillTree(); loadArmorPreview(); loadSSkill(); loadAction(); loadItemData(); loadSetItemData(); loadAffinity(); loadMakeItem(); loadCatalog(); loadEvent(); loadNPCHelp(); loadCombo(); loadBigpet(); loadRareOption(); loadOption(); loadTitleData(); loadQuest(); loadLacarette(); loadZone(); loadNotice(); loadEntity(); loadZoneData(); loadTEventString(); loadLevelUpGuide(); loadChangeEquipment(); LoadItemCollection(); LoadItemCompose(); }
void QmlProfilerTimelineModel::announceFeatures(quint64 features) { m_modelManager->announceFeatures( features, [this](const QmlEvent &event, const QmlEventType &type) { loadEvent(event, type); }, [this]() { finalize(); }); }
// New event list from a glob events *newEventList(glob_t *glb, stations * ss) { events *evs; int j, file; evs = malloc(sizeof(events)); evs->n = 0; evs->elist = NULL; /* Make event list */ for (j = 0; j < glb->gl_pathc; j++) { glob_t *glbs = filelist(glb->gl_pathv[j],"*Z.SAC"); if (collectorVerbose) fprintf(stdout, "%s: [ ] [ ] ", glb->gl_pathv[j]); event *ev = NULL; for (file = 0; file < glbs->gl_pathc; file++) { if (file == 0) { ev = loadEvent(glbs->gl_pathv[file]); if (ev == NULL) { fprintf(stderr, "Could not get event.\n"); exit(-1); } } pick *p = loadPick(glbs->gl_pathv[file], ss); if (p != NULL) { addpick(ev, p); if (collectorVerbose) fprintf(stdout, "."); } else { if (collectorVerbose) fprintf(stdout, "x"); } } if (ev->n != 0) { addev(evs, ev); if (collectorVerbose) fprintf(stdout, "\r%s: [A] [%03d] \n", glb->gl_pathv[j], ev->n); } else { killEvent(ev); if (collectorVerbose) fprintf(stdout, "\r%s: [D] [%03d] \n", glb->gl_pathv[j], ev->n); } glbs = killGlob(glbs); } calculateEventMean(evs); calculateResiduals(evs); return evs; }
void PGM_KICAD::MacOpenFile( const wxString& aFileName ) { #if defined(__WXMAC__) KICAD_MANAGER_FRAME* frame = (KICAD_MANAGER_FRAME*) App().GetTopWindow(); frame->SetProjectFileName( aFileName ); wxCommandEvent loadEvent( 0, wxID_ANY ); frame->OnLoadProject( loadEvent ); #endif }
void Info::onIDViewSelectionChanged() { m_SelectedUnitId.clear(); mp_TreeViewIDs->get_selection()->selected_foreach_iter( sigc::mem_fun(*this, &Info::loadSelectedID)); std::set<int>::iterator it; for (it = m_SelectedUnitId.begin(); it != m_SelectedUnitId.end(); it++) { loadInfo(*it, m_SelectedUnitId.size()); loadInputData(*it, m_SelectedUnitId.size()); //TODO les evenements à faire loadEvent(*it, m_SelectedUnitId.size()); } }
int Map::load(std::string filename) { FileParser infile; maprow *cur_layer = NULL; clearEvents(); clearLayers(); clearQueues(); if (!infile.open("maps/" + filename)) return 0; while (infile.next()) { if (infile.new_section) { // for sections that are stored in collections, add a new object here if (infile.section == "enemy") enemies.push(Map_Enemy()); else if (infile.section == "enemygroup") enemy_groups.push(Map_Group()); else if (infile.section == "npc") npcs.push(Map_NPC()); else if (infile.section == "event") events.push_back(Map_Event()); } if (infile.section == "header") loadHeader(infile); else if (infile.section == "layer") loadLayer(infile, &cur_layer); else if (infile.section == "enemy") loadEnemy(infile); else if (infile.section == "enemygroup") loadEnemyGroup(infile, &enemy_groups.back()); else if (infile.section == "npc") loadNPC(infile); else if (infile.section == "event") loadEvent(infile); } infile.close(); return 0; }