void environment::spawn_player(point2 location) { // player props auto weapon = std::make_shared<body_component::item_type>(); weapon->add({ rl::effect::weapon_damage, 0x00, 50 }); weapon->add({ rl::effect::equipment, static_cast<unsigned int>(rl::equipment_slot::hand_main) }); weapon->set_name("Copper Sword"); weapon->set_tag("copper_sword"); // make player auto task = m_factory->produce(); auto img = task->add_appearance('@', { 1, 1, 1 }); auto pawn = task->add_location(location); auto body = task->add_body(100, 100); auto character = task->add_character(); // setup body->set_name("You"); body->set_tag("player"); body->join_faction(1); body->add(weapon); body->equip(weapon); character->add_skill("sk_bash"); character->add_skill("sk_panacea"); character->add_skill("sk_teleport"); character->add_skill("sk_fireball"); character->add_skill("sk_indigo"); m_terrain.add(task->assemble(persistency::permanent)); impersonate(pawn); }
void notify_ops(CHANNEL * chan, const char *fmt, ...) { LIST *list; CHANUSER *chanUser; char buf[256]; int len; va_list ap; va_start(ap, fmt); vsnprintf(buf + 4, sizeof(buf) - 4, fmt, ap); va_end(ap); len = strlen(buf + 4); set_len(buf, len); set_tag(buf, MSG_SERVER_NOSUCH); for (list = chan->users; list; list = list->next) { chanUser = list->data; ASSERT(chanUser->magic == MAGIC_CHANUSER); if(ISUSER(chanUser->user->con) && ((chanUser->flags & ON_CHANNEL_OPERATOR) || chanUser->user->level > LEVEL_USER)) { queue_data(chanUser->user->con, buf, 4 + len); } } }
void tags_box_widget::set_tags(const std::list<uint>& l) { reset_tags(); std::list<uint>::const_iterator iter; for (iter = l.begin(); iter != l.end(); iter++) { set_tag((int)*iter); } }
/** * Create new guarded memory. * * Wraps, starting at the given "base_ptr" with guards. Allows reuse of stack allocated helper. * * @param base_ptr allocation wishing to be wrapped, must be at least "GuardedMemory::get_total_size()" bytes. * @param user_size the size of the user data to be wrapped. * @param tag optional general purpose tag. * * @return user data pointer (inner pointer to supplied "base_ptr"). */ void* wrap_with_guards(void* base_ptr, size_t user_size, const void* tag = NULL) { assert(base_ptr != NULL, "Attempt to wrap NULL with memory guard"); _base_addr = (u_char*)base_ptr; get_head_guard()->build(); get_head_guard()->set_user_size(user_size); get_tail_guard()->build(); set_tag(tag); set_user_bytes(uninitBlockPad); assert(verify_guards(), "Expected valid memory guards"); return get_user_ptr(); }
void LoginScene::loginRelease( CCObject* sender ) { auto pWidget = dynamic_cast<UIWidget*>(dynamic_cast<UIButton*>(sender)->getParent()); auto pTBName = dynamic_cast<UITextField*>(pWidget->getChildByName("name_TextField")); auto pTBPassword = dynamic_cast<UITextField*>(pWidget->getChildByName("password_TextField")); boost::shared_ptr<common::Login> pMsgLogin(new common::Login); pMsgLogin->set_username(pTBName->getStringValue()); pMsgLogin->set_password(pTBPassword->getStringValue()); auto pConnection = game_network::get_instance()->create_connection("127.0.0.1", "1991"); pConnection->set_tag(GAME_SESSION); game_network::get_instance()->send_message_after_connected_send(SESSIONS::GAME_SESSION, pMsgLogin); }
static void push_node(lua_State *L, const GumboNode *node) { luaL_checkstack(L, 10, "Unable to allocate Lua stack space"); switch (node->type) { case GUMBO_NODE_ELEMENT: { const GumboElement *element = &node->v.element; lua_createtable(L, 0, 7); set_tag(L, element); set_sourcepos(L, element->start_pos); if (node->parse_flags != GUMBO_INSERTION_NORMAL) { set_integer(L, "parseFlags", node->parse_flags); } set_attributes(L, &element->attributes); set_children(L, &element->children, 1); setmetatable(L, Element); return; } case GUMBO_NODE_TEMPLATE: { const GumboElement *element = &node->v.element; lua_createtable(L, 0, 8); set_literal(L, "localName", "template"); set_sourcepos(L, element->start_pos); set_attributes(L, &element->attributes); lua_createtable(L, 0, 0); setmetatable(L, NodeList); lua_setfield(L, -2, "childNodes"); lua_createtable(L, 0, 1); set_children(L, &element->children, 1); setmetatable(L, DocumentFragment); lua_setfield(L, -2, "content"); setmetatable(L, Element); return; } case GUMBO_NODE_TEXT: create_text_node(L, &node->v.text, Text); return; case GUMBO_NODE_WHITESPACE: create_text_node(L, &node->v.text, Text); set_literal(L, "type", "whitespace"); return; case GUMBO_NODE_COMMENT: create_text_node(L, &node->v.text, Comment); return; case GUMBO_NODE_CDATA: create_text_node(L, &node->v.text, Text); set_literal(L, "type", "cdata"); return; default: luaL_error(L, "GumboNodeType value out of bounds: %d", node->type); return; } }
/* SensorSettings with arguments */ SensorSettings::SensorSettings (const Glib::ustring& tag, bool online, const gdouble x, const gdouble y, const guint adata, const Glib::ustring& type) { set_tag (tag); set_online (online); set_x_coord (x); set_y_coord (y); set_amount_data (adata); set_type (type); }
void environment::start() { end(); m_time = 0; m_running = true; m_world.resize(settings::world_width, settings::world_height); m_world.generate(m_settings.seed()); spawn_player(m_world.spawn() * point2(settings::cell_width, settings::cell_height)); // ui tie_map(); m_ui->deactivate("title"); m_ui->activate("ingame"); // make chest auto chest = m_factory->produce(); chest->add_appearance('$', { 1, 1, 1 }); chest->add_location({ 2, 2 }); auto body = chest->add_body(250, 150); body->set_name("Iron chest"); chest->add_container(); m_terrain.add(*chest); auto ore = std::make_shared<body_component::item_type>(); ore->add({ rl::effect::ore_power, 0x00, 10 }); ore->add({ rl::effect::value, 0x00, 5 }); ore->add({ rl::effect::weight, 0x00, 1 }); ore->set_name("Copper ore"); ore->set_tag("ore_copper"); auto vein = m_factory->produce(); vein->add_appearance('0'); vein->add_location({ 3, 3 }); vein->add_body(); auto v = vein->add_resource(); v->deposit(ore); m_terrain.add(*vein); auto anvil = m_factory->produce(); anvil->add_appearance('t'); anvil->add_location({ 3, 0 }); anvil->add_body(); anvil->add_container(); m_terrain.add(*anvil); }
inline set_tag container_category(const TestSet&) { return set_tag(); }
set_tag container_category(const BOOST_STD_EXTENSION_NAMESPACE::hash_set<Key,Eq,Hash,Alloc>&) { return set_tag(); }
set_tag container_category(const std::set<Key,Cmp,Alloc>&) { return set_tag(); }
inline explicit tagged_ptr(value_type* ptr, tag_type tag) : tagged_ptr(ptr) { set_tag(tag); }
inline void reset(value_t* ptr, tag_type tag) { ptr_ = ptr; set_tag(tag); }
inline void reset(tag_type tag) { ptr_ = nullptr; set_tag(tag); }