bool bolt_vs_hero(MagicBolt* bolt, Coord start) { if (save(VS_MAGIC)) { msg("the %s whizzes by you", bolt->name().c_str()); return false; } if (bolt->is_frost()) { msg("You are frozen by a blast of frost."); if (game->hero().get_sleep_turns() < 20) game->hero().increase_sleep_turns(spread(7)); } else { game->log("battle", "Flame 6d6 damage to player"); if (!game->hero().decrease_hp(roll(6, 6), true)) { if (bolt->from_player) death('b'); else death(game->level().monster_at(start)->m_type); } msg("you are hit by the %s", bolt->name().c_str()); } return true; }
void move_asteroids(double astr[][5], double shots[][5], int x1ship, int y1ship, int x2ship, int y2ship, double *x, double *y, double *speed, double *theta, int score[]) { int i; double j; asteroids(astr); for(i=0; i<32; i++){ if(astr[i][3]!=0){ astr[i][0]=astr[i][0]+astr[i][4]*cos(astr[i][2]); //iterates asteroid coordinates astr[i][1]=astr[i][1]-astr[i][4]*sin(astr[i][2]); for(j=0; j<2*PI; j=j+PI/50){ //the line below checks whether ship has collided with an asteroid if((astr[i][0]+astr[i][3]*cos(j))<=x1ship && (astr[i][1]-astr[i][3]*sin(j))<=y1ship && (astr[i][0]+astr[i][3]*cos(j+PI))>=x2ship && (astr[i][1]-astr[i][3]*sin(j+PI))>=y2ship){ *speed=0; *theta=0; //resets theta and speed death(astr, shots, x, y, score); } } if(astr[i][0]>=740){ astr[i][0]=1; } else if(astr[i][0]<=-40){ astr[i][0]=699; } else if(astr[i][1]>=740){ //this keeps the ship from flying off the screen astr[i][1]=1; } else if(astr[i][1]<=-40){ astr[i][1]=699; } gfx_color(0, 170, 255); gfx_circle(astr[i][0], astr[i][1], astr[i][3]); gfx_color(255, 255, 255); } } }
//--------------------------------------------------- void Enemy::updateDodge(float time) { m_HurtTime+=time; ///旋转速度为每秒 float ra=m_Rotate*time; m_pNode->rotate(Ogre::Vector3(0.0f,1.0f,0.0f), Ogre::Radian(ra),Ogre::Node::TS_WORLD); m_pNode->rotate(Ogre::Vector3(0.0f,0.0f,1.0f), Ogre::Radian(ra*0.5f),Ogre::Node::TS_WORLD); m_Rotate-=ra; ////移动 Ogre::Vector3 tr=m_Trans*0.3f*time; //m_pNode->translate(tr,Ogre::Node::TS_WORLD); m_Trans-=tr; float speed=1.0f; Ogre::Vector3 gravity(0,-3,0); gravity=gravity*speed*time*(m_HurtTime+1); gravity+=tr; m_pNode->translate(gravity,Ogre::Node::TS_WORLD); Ogre::Vector3 pos=m_pNode->_getDerivedPosition(); ///如果受作超过三秒就死亡 if(m_HurtTime>=3.0f) { death(); } return ; }
fuse suffocate(fuse_arg *arg) { NOOP(arg); death(D_SUFFOCATION); }
int main(int argc, char*argv[]) { srand(time(NULL)); if ((argc == 3) && (argv[1][0] == 'd')) death(argv[2]); else if (argc == 4) { float mean, stdev; sscanf(argv[2], "%f", &mean); sscanf(argv[3], "%f", &stdev); if (argv[1][0] == 'h') gaussian(mean, stdev, DYSFUNCTION_HEIGHT); else if (argv[1][0] == 's') gaussian(mean, stdev, DYSFUNCTION_WIDTH); else if (argv[1][0] == 'f') gaussian(mean, stdev, DYSFUNCTION_FIRE); else { usage(argv[0]); return -1; } } else { usage(argv[0]); return -1; } return 0; }//main()
void GameObj::damage(int amount, SoundManager &sm) { // Process incoming damage if(getArmor() > amount) return; // armor negates all damage else amount -= getArmor(); setHP(getHP() - amount); // SFX t_damaged.Calculate_Ellapsed_Time(); if(t_damaged.TotalTime() >= TIMER_SOUND_DAMAGED) { SoundManager::Sounds soundID; switch(goSettings.getTypeID()) { case Settings::OBJ_ID_ARCHER: soundID = sm.SND_ARCHER_DAMAGED; break; case Settings::OBJ_ID_STONEWALL: soundID = sm.SND_STONEWALL_DAMAGED; break; // case settings.OBJ_T_DOG: soundID = sm.SND_DOG_MELEE; break; // case settings.OBJ_T_SPEARMAN: soundID = sm.SND_SPEARMAN_MELEE; break; // case settings.OBJ_ID_ARCHER: soundID = sm.SND_ARCHER_MELEE; break; default: soundID = sm.SND_ARCHER_DAMAGED; break; } sm.playSound(soundSourceID, soundID, body->GetPosition()); t_damaged.Reset(0.0); } // Special Behavior (defined in derived classes) damageSpecial(amount, sm); // Death sequence if(getHP() < 0) { death(sm); } }
void Enemy::checkCollision(visualObj *star) { bool interact = isCollision(star); int healthColor = (105 + health * 50); ///Enemy interection with star if (interact == true) { if (collisionTimer == 0) health--; if (health == 0 && respawnTimer == 0) ///If enemy has no health left respawnTimer = rand_int(5, 8) * 1000; //Generates a random time for the enemy to respawn setColor(255, 0, 0); //Enemy Collision [Damage taken, changes Red] collisionTimer = 400; //Enemy turns red for certain period of time based on this } ///Collision Timer counts down/makes enemy red if (collisionTimer > 0) collisionTimer--; //Collision Timer count down else if (collisionTimer == 0) setColor(255, healthColor, healthColor); //Changes enemy's color back after certain period of time ///Respawn Timer if (respawnTimer > 0) respawnTimer--; //Counts Down else if (respawnTimer == 0 && dead == true) respawn(); //Respawns after timer is up death(); //If Health = 0, Enemy is Dead }
void CombatManager::HandleDeathEvent(MsgEntry *me,Client *client) { psDeathEvent death(me); Debug1(LOG_COMBAT,death.deadActor->GetClientID(),"Combat Manager handling Death Event\n"); // Stop any duels. if (death.deadActor->GetClient()) death.deadActor->GetClient()->ClearAllDuelClients(); // Stop actor moving. death.deadActor->StopMoving(); // Send out the notification of death, which plays the anim, etc. psCombatEventMessage die(death.deadActor->GetClientID(), psCombatEventMessage::COMBAT_DEATH, death.killer ? death.killer->GetEID() : 0, death.deadActor->GetEID(), -1, // no target location 0, // no dmg on a death (unsigned int)-1, // TODO: "killing blow" matrix of mob-types vs. weapon types (unsigned int)-1 ); // Death anim on client side is handled by the death mode message die.Multicast(death.deadActor->GetMulticastClients(),0,MAX_COMBAT_EVENT_RANGE); }
void EnemyTank::hit(const df::EventCollision *p_collision_event) { // If PlayerTank or PlayerCannonShot, create explosion and delete Tank if ((p_collision_event->getObject1()->getType() == "Tank") || (p_collision_event->getObject2()->getType() == "Tank") || (p_collision_event->getObject1()->getType() == "PlayerCannonShot") || (p_collision_event->getObject2()->getType() == "PlayerCannonShot")) { // Create an explosion. SmallExplosion *p_explosion = new SmallExplosion(getPosition()); // Play "explode" sound // Create "footsoldierdeath" event and send to interested Objects. df::WorldManager &world_manager = df::WorldManager::getInstance(); EventFootSoldierDeath death(this); world_manager.onEvent(&death); //Send Points for deletion df::EventView ev(SCORE_STRING, TANK_POINTS, true); world_manager.onEvent(&ev); //Delete this object world_manager.markForDelete(this); } }
void SpawnManager::HandleDeathEvent(MsgEntry *me,Client *notused) { Debug1(LOG_SPAWN,0, "Spawn Manager handling Death Event\n"); psDeathEvent death(me); death.deadActor->GetCharacterData()->KilledBy(death.killer ? death.killer->GetCharacterData() : NULL); if(death.killer) { death.killer->GetCharacterData()->Kills(death.deadActor->GetCharacterData()); } // Respawning is handled with ResurrectEvents for players and by SpawnManager for NPCs if ( death.deadActor->GetClientID() ) // Handle Human Player dying { ServerStatus::player_deathcount++; psResurrectEvent *event = new psResurrectEvent(0,20000,death.deadActor); psserver->GetEventManager()->Push(event); Debug2(LOG_COMBAT, death.deadActor->GetClientID(), "Queued resurrect event for %s.\n",death.deadActor->GetName()); } else // Handle NPC dying { Debug1(LOG_NPC, 0,"Killing npc in spawnmanager.\n"); // Remove NPC and queue for respawn KillNPC(death.deadActor, death.killer); } // Allow Actor to notify listeners of death death.deadActor->HandleDeath(); }
/* * unphase: * Player can no longer walk through walls */ void unphase(void) { turn_off(player, CANINWALL); msg("Your dizzy feeling leaves you."); if (!step_ok(hero.y, hero.x, NOMONST, &player)) death(D_PETRIFY); }
/* * stomach: * Digest the hero's food */ stomach() { register int oldfood; //MDK_LOG("status: food_left=%d\n", food_left); if (food_left <= 0) { if (food_left-- < -STARVETIME) death('s'); /* * the hero is fainting */ if (no_command || rnd(5) != 0) return; no_command += rnd(8) + 4; player.t_flags &= ~ISRUN; running = FALSE; count = 0; hungry_state = 3; if (on(player, ISTrip)) { if (!terse) addmsg("the munchies overpower your motor capabilities. "); msg("You freak out"); } else { if (!terse) addmsg("you feel too weak from lack of food. "); msg("You faint"); } } else { oldfood = food_left; food_left -= ring_eat(LEFT) + ring_eat(RIGHT) + 1 - amulet; if (food_left < MORETIME && oldfood >= MORETIME) { hungry_state = 2; if (on(player, ISTrip)) msg("the munchies are interfering with your motor capabilites"); else msg("you are starting to feel weak"); } else if (food_left < 2 * MORETIME && oldfood >= 2 * MORETIME) { hungry_state = 1; if (on(player, ISTrip)) { if (!terse) addmsg("you are "); msg("getting the munchies"); } else if (!terse) msg("you are starting to get hungry"); else msg("getting hungry"); } } }
void KSANEOCR::finishedOCRVisible( bool success ) { bool doSpellcheck = m_wantKSpell; if( m_ocrProcessDia ) { m_ocrProcessDia->stopOCR(); doSpellcheck = m_ocrProcessDia->wantSpellCheck(); } if( success ) { QString goof = ocrResultText(); emit newOCRResultText(goof); if( m_imgCanvas ) { if( m_resultImage != 0 ) delete m_resultImage; kdDebug(28000) << "Result image name: " << m_ocrResultImage << endl; m_resultImage = new QImage( m_ocrResultImage, "BMP" ); kdDebug(28000) << "New result image has dimensions: " << m_resultImage->width() << "x" << m_resultImage->height()<< endl; /* The image canvas is non-zero. Set it to our image */ m_imgCanvas->newImageHoldZoom( m_resultImage ); m_imgCanvas->setReadOnly(true); /* now handle double clicks to jump to the word */ m_applyFilter=true; } /** now it is time to invoke the dictionary if required **/ emit readOnlyEditor( false ); if( doSpellcheck ) { m_ocrCurrLine = 0; /* * create a new kspell object, based on the config of the base dialog */ connect( new KSpell( m_parent, i18n("Kooka OCR Dictionary Check"), this, SLOT( slSpellReady(KSpell*)), m_ocrProcessDia->spellConfig() ), SIGNAL( death()), this, SLOT(slSpellDead())); } delete m_ocrProcessDia; m_ocrProcessDia = 0L; } visibleOCRRunning = false; cleanUpFiles(); kdDebug(28000) << "# ocr finished #" << endl; }
long recallplayer(void) { long loc = 0L; /* location in player file */ int loop; /* loop counter */ int ch; /* input */ clear(); mvprintw(10, 0, "What was your character's name ? "); getstring(Databuf, SZ_NAME); truncstring(Databuf); if ((loc = findname(Databuf, &Player)) >= 0L) /* found character */ { Echo = FALSE; for (loop = 0; loop < 2; ++loop) { /* prompt for password */ mvaddstr(11, 0, "Password ? "); getstring(Databuf, SZ_PASSWORD); if (strcmp(Databuf, Player.p_password) == 0) /* password good */ { Echo = TRUE; if (Player.p_status != S_OFF) /* player did not exit normally last * time */ { clear(); addstr("Your character did not exit normally last time.\n"); addstr("If you think you have good cause to have your character saved,\n"); printw("you may quit and mail your reason to 'root'.\n"); addstr("Otherwise, continuing spells certain death.\n"); addstr("Do you want to quit ? "); ch = getanswer("YN", FALSE); if (ch == 'Y') { Player.p_status = S_HUNGUP; writerecord(&Player, loc); cleanup(TRUE); } death("Stupidity"); } return (loc); } else mvaddstr(12, 0, "No good.\n"); } Echo = TRUE; } else mvaddstr(11, 0, "Not found.\n"); more(13); return (-1L); }
//------------------------------------------------------------ void Enemy::updateSmoke(float time) { m_HurtTime+=time; ///如果受作超过三秒就死亡 if(m_HurtTime>=3.0f) { death(); } }
void longhelp(void) { fprintf(stderr, "Functions in program:\n"); fprintf(stderr, "ESC\t\t-> quits views and returns to shell\n"); fprintf(stderr, "F\t\t-> turns fullscreen on\n"); fprintf(stderr, "N\t\t-> returns to normal window screen (turns fullscreen off)\n"); fprintf(stderr, "PAGEDOWN\t-> search for next (supported format) file and opens it\n"); fprintf(stderr, "PAGEUP\t\t-> search for last (supported format) file and opens it\n"); death(); }
/*============================================================================ * tick *========================================================================== */ void org::environment::tick(){ std::vector<org::entity*>::iterator current,end; death(); entities.reserve(entities.size()*2);//reserve memory for more efficient resizing end=entities.end(); for (current=entities.begin(); current<end; current++){ this->addEntity((*current)->asex()); } this->log(); }
void minion_boss::spawn_slime() { if (slime_number < 10){ vulnerable = false; slime* minion = new slime(); minion->setPos(x()+100,y()+100); minion->setScale(0.4); scene()->addItem(minion); slime_number++; connect(minion,SIGNAL(death()),this,SLOT(slime_death())); } }
fuse unphase(fuse_arg *arg) { NOOP(arg); turn_off(player, CANINWALL); msg("Your dizzy feeling leaves you."); if (!step_ok(hero.y, hero.x, NOMONST, &player)) death(D_PETRIFY); }
int main() { maybe<int> q(1); maybe<int> x; maybe<get_fucked> death( 1 ); // boom maybe<get_fucked> deathagain; // have fun~ std::cout << std::boolalpha; std::cout << (q != nothing) << ' ' << (nothing != q) << ' '; std::cout << (x != q) << ' ' << (q != x) << ' ' << (q == q); std::cout << ' ' << (q == just(1)) << ' ' << (just(1) == q); std::cout << ' ' << (x == x) << ' ' << (x == nothing) << ' '; std::cout << ' ' << (nothing == x); }
intrupt(fd_set * readfds) { time_t time(time_t *); unsigned long t; udcounter++; #ifdef RECORDGAME if (playback) needredraw |= readFromFile(); else #endif needredraw |= readFromServer(readfds); t = msetime(); if (needredraw && (t >= lastredraw + redrawDelay * 100)) { lastredraw = t; needredraw = 0; lastread = time(NULL); redraw(); updateMaxStats(0); /* Update the max stats * * * <isae> */ #ifdef WIN32 W_FlushScrollingWindow(messwa); W_FlushScrollingWindow(messwt); W_FlushScrollingWindow(messwi); W_FlushScrollingWindow(messwk); W_FlushScrollingWindow(reviewWin); W_FlushScrollingWindow(phaserwin); #endif UpdatePlayerList(); } if (reinitPlanets) { initPlanets(); reinitPlanets = 0; } if (me->p_status == POUTFIT) { death(); } }
void help(void) { fprintf(stderr, "Help for %s:\n", PACKAGE); fprintf(stderr, "%s [OPTIONS] [image|directory]\n\n", PACKAGE); #ifdef HAVE_WGET fprintf(stderr, "\t-u, --url\topens (supported format) file after successful fetch with wget\n"); #endif fprintf(stderr, "\t-f, --fs\tstarts views in fullscreen\n"); fprintf(stderr, "\t-l, --longhelp\tprints long help for views\n"); fprintf(stderr, "\t-v, --version \tprints version info\n"); fprintf(stderr, "\t-h, --help \tprints this\n\n"); author(); death(); }
void Creature::onDeath() { bool lastHitUnjustified = false; bool mostDamageUnjustified = false; Creature* _lastHitCreature = g_game.getCreatureByID(lastHitCreature); Creature* lastHitCreatureMaster; if (_lastHitCreature) { lastHitUnjustified = _lastHitCreature->onKilledCreature(this); lastHitCreatureMaster = _lastHitCreature->getMaster(); } else { lastHitCreatureMaster = nullptr; } Creature* mostDamageCreature = nullptr; const int64_t timeNow = OTSYS_TIME(); const uint32_t inFightTicks = g_config.getNumber(ConfigManager::PZ_LOCKED); int32_t mostDamage = 0; for (const auto& it : damageMap) { if (Creature* attacker = g_game.getCreatureByID(it.first)) { CountBlock_t cb = it.second; if ((cb.total > mostDamage && (timeNow - cb.ticks <= inFightTicks))) { mostDamage = cb.total; mostDamageCreature = attacker; } attacker->onAttackedCreatureKilled(this); } } if (mostDamageCreature) { if (mostDamageCreature != _lastHitCreature && mostDamageCreature != lastHitCreatureMaster) { Creature* mostDamageCreatureMaster = mostDamageCreature->getMaster(); if (_lastHitCreature != mostDamageCreatureMaster && (lastHitCreatureMaster == nullptr || mostDamageCreatureMaster != lastHitCreatureMaster)) { mostDamageUnjustified = mostDamageCreature->onKilledCreature(this, false); } } } bool droppedCorpse = dropCorpse(_lastHitCreature, mostDamageCreature, lastHitUnjustified, mostDamageUnjustified); death(_lastHitCreature); if (master) { master->removeSummon(this); } if (droppedCorpse) { g_game.removeCreature(this, false); } }
void XeenEngine::play() { _interface->setup(); _screen->loadBackground("back.raw"); _screen->loadPalette("mm4.pal"); if (getGameID() == GType_DarkSide && !_map->_loadCcNum) { _map->_loadCcNum = 1; _party->_mazeId = 29; _party->_mazeDirection = DIR_NORTH; _party->_mazePosition.x = 25; _party->_mazePosition.y = 21; } _map->clearMaze(); if (_loadSaveSlot >= 0) { _saves->newGame(); _saves->loadGameState(_loadSaveSlot); _loadSaveSlot = -1; } else { _map->load(_party->_mazeId); } _interface->startup(); if (_mode == MODE_STARTUP) { // _screen->fadeOut(); } (*_windows)[0].update(); _interface->mainIconsPrint(); (*_windows)[0].update(); _events->setCursor(0); _combat->_moveMonsters = true; if (_mode == MODE_STARTUP) { _mode = MODE_INTERACTIVE; _screen->fadeIn(); } _combat->_moveMonsters = true; gameLoop(); if (_party->_dead) death(); _mode = MODE_STARTUP; _gameMode = GMODE_MENU; }
void Arrow::removeBullet() { bool isMissed = true; auto instance = GameManager::getInstance(); auto bulletRect = Rect(this->getPositionX() +this->getParent()->getPositionX() - this->getContentSize().width /2, this->getPositionY() +this->getParent()->getPositionY() - this->getContentSize().height/2, this->sprite->getContentSize().width, this->sprite->getContentSize().height ); auto monsterVector = instance->monsterVector; for (int j = 0; j < monsterVector.size(); j++) { auto monster = monsterVector.at(j); auto monsterRect = monster->baseSprite->getBoundingBox(); if (monsterRect.intersectsRect(bulletRect) && monster->getAttackBySoldier()) { auto currHp = monster->getCurrHp(); currHp = currHp - this->getMaxForce() + monster->getArmor(); if(currHp <= 0){ currHp = 0; } monster->setCurrHp( currHp ); monster->getHpBar()->setPercentage((currHp/monster->getMaxHp())*100); monster->getHurt(); isMissed = false; if(currHp == 0){ monster->death(); } break; } } if(isMissed){ sprite->setSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("decal_arrow.png")); sprite->runAction(Sequence::create(FadeOut::create(1.0f) ,CallFuncN::create(CC_CALLBACK_0(Bullet::removeFromParent, this)) , NULL)); }else{ this->removeFromParent(); } }
bool plague_update( char_data* ch ) { affect_data* aff; int con; if( !is_set( ch->affected_by, AFF_PLAGUE ) ) return FALSE; for( int i = 0; ; i++ ) { if( i >= ch->affected ) { bug( "%s has the plague with no affect??", ch->real_name( ) ); return FALSE; } aff = ch->affected[i]; if( aff->type == AFF_PLAGUE ) break; } con = ch->Constitution( ); ch->mod_con--; aff->level++; update_max_hit( ch ); update_max_move( ch ); if( con == 3 ) { death( ch, NULL, "the plague" ); return TRUE; } if( aff->level < 3 ) { send( *ch->array, "%s coughs violently.\r\n", ch ); if( aff->level == 1 ) send( ch, "You cough violently.\r\n" ); else send( "You cough, your throat burning in pain.\r\nThis is much worse than any cold, you have the plague!\r\n", ch ); return FALSE; } send( "The plague continues to destroy your body.\r\n", ch ); send( *ch->array, "%s coughs violently, %s has obviously contracted the plague!\r\n", ch, ch->He_She( ) ); return FALSE; }
bool spell_acid_blast( char_data* ch, char_data* victim, void* vo, int level, int duration ) { obj_data* obj = (obj_data*) vo; int save; /* Quaff */ if( ch == NULL && obj == NULL ) { fsend( victim, "You feel incredible pain as the acid eats away at your\ stomach and throat. Luckily you don't feel it for long." ); fsend_seen( victim, "%s grasps %s throat and spasms in pain - %s does\ not survive long.", victim, victim->His_Her( ), victim->He_She( ) ); death_message( victim ); death( victim, NULL, "drinking acid" ); return TRUE; }
void Enemy::updateSwallowBall(float time) { m_HurtTime+=time; ///如果受作超过三秒就死亡 if(m_HurtTime>=3.0f) { death(); } // }
void ShipGraphicsObject::gotHit(GameObject* hitter) { QGraphicsPixmapItem* pixmapItem; switch(hitter->getType()) { case PROJECTILE: if(!((GOM_Ship*)this->getGameObject())->takeDamage(((GOM_Projectile*)hitter)->getDamage())) { emit death(); } break; case POWERUP: //get powerup //((GOM_Ship*)this->getGameObject())->applyPowerUp(((GOS_PowerUp*)hitter)->getBonus()); break; } }
GameWidget::GameWidget(QWidget *parent): QWidget(parent), m_scene(new QGraphicsScene(this)), m_view(new QGraphicsView(m_scene, this)){ count_ref = 0; ref = false; QGridLayout *layout = new QGridLayout(NULL); m_timer = new QTimer(this); m_scene->setSceneRect(0,0,400,220); m_view->setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff); m_view->setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff); layout->setMargin(0); m_view->setFixedSize(400,220); layout->addWidget(m_view, 0, 0, 1, 1); settings = new QSettings("gameSettings"); m_pet = new Pet(); m_pet->move(150,60); m_pet->action(Nothing); connect(m_pet, SIGNAL(chHealthSgn(int)), this,SLOT(chHealthSlt(int))); connect(m_pet, SIGNAL(chEnSgn(int)), this, SLOT(chEnSlt(int))); connect(m_pet, SIGNAL(chHapSgn(int)), this, SLOT(chHapSlt(int))); connect(m_pet, SIGNAL(chSatSgn(int)), this, SLOT(chSatSlt(int))); connect(m_timer, SIGNAL(timeout()), this, SLOT(setRefuse())); connect(m_pet, SIGNAL(death()), this, SLOT(toKillPet())); connect(m_pet, SIGNAL(count_ref(int)), this, SLOT(setRefuses(int))); m_scene->addWidget(m_pet); m_timer->start(1800000); setStyleSheet( "* { background-color: rgba(176, 196, 222, 255); }" ); settings = new QSettings("gameSettings"); // count_ref = settings->value(m_pet->getPlayer() + "/count_ref").toInt(); // qDebug() <<"ffffffffff"<< settings->allKeys(); // for(int i = 0; i < count_ref; i++) // setRefuse(); }