Character::Character() { setName("Bro"); setHealth(300); setAttack(25); setDefence(5); setMoney(10); mana = 300; facingRight = true; attackingRight = true; entityRect.h = 100; entityRect.w = 100; healthBar.x = 5; healthBar.y = 10; healthBar.w = 300; healthBar.h = 25; manaBar.x = 5; manaBar.y = 40; manaBar.w = 300; manaBar.h = 25; }
bool G::CostMoney(int moneyCost){ if (moneyCost>getMoney()) { return false; } setMoney(getMoney()-moneyCost); return true; }
void BuyDialog::action(const gcn::ActionEvent &event) { if (event.getId() == "quit") { close(); return; } int selectedItem = mShopItemList->getSelected(); // The following actions require a valid selection if (selectedItem < 0 || selectedItem >= (int) mShopItems->getNumberOfElements()) { return; } if (event.getId() == "slider") { mAmountItems = (int) mSlider->getValue(); updateButtonsAndLabels(); } else if (event.getId() == "inc" && mAmountItems < mMaxItems) { mAmountItems++; mSlider->setValue(mAmountItems); updateButtonsAndLabels(); } else if (event.getId() == "dec" && mAmountItems > 1) { mAmountItems--; mSlider->setValue(mAmountItems); updateButtonsAndLabels(); } else if (event.getId() == "max") { mAmountItems = mMaxItems; mSlider->setValue(mAmountItems); updateButtonsAndLabels(); } // TODO: Actually we'd have a bug elsewhere if this check for the number // of items to be bought ever fails, Bertram removed the assertions, is // there a better way to ensure this fails in an _obvious_ way in C++? else if (event.getId() == "buy" && mAmountItems > 0 && mAmountItems <= mMaxItems) { Net::getNpcHandler()->buyItem(mNpcId, mShopItems->at(selectedItem)->getId(), mAmountItems); // Update money and adjust the max number of items that can be bought mMaxItems -= mAmountItems; int price = mShopItems->at(selectedItem)->getPrice(); if (price < 0) price = 0; setMoney(mMoney - mAmountItems * price); valueChanged(gcn::SelectionEvent(mShopItemList)); } }
void LayerBaCayAvatar::resetAll() { setFlag(kuser0, false); setFlag(kuser1, false); setFlag(kuser2, false); setFlag(kuser3, false); setFlag(kuser4, false); setFlag(kuser5, false); setFlag(kuser6, false); setName(kuser0, ""); setName(kuser1, ""); setName(kuser2, ""); setName(kuser3, ""); setName(kuser4, ""); setName(kuser5, ""); setName(kuser6, ""); setMoney(kuser0, ""); setMoney(kuser1, ""); setMoney(kuser2, ""); setMoney(kuser3, ""); setMoney(kuser4, ""); setMoney(kuser5, ""); setMoney(kuser6, ""); this->getUserByPos(kuser1)->setVisibleLayerInvite(true); this->getUserByPos(kuser2)->setVisibleLayerInvite(true); this->getUserByPos(kuser3)->setVisibleLayerInvite(true); this->getUserByPos(kuser4)->setVisibleLayerInvite(true); this->getUserByPos(kuser5)->setVisibleLayerInvite(true); this->getUserByPos(kuser6)->setVisibleLayerInvite(true); }
void BuyDialog::reset() { mShopItems->clear(); mShopItemList->adjustSize(); // Reset previous selected items to prevent failing asserts mShopItemList->setSelected(-1); mSlider->setValue(0); setMoney(0); }
void BuyDialog::updateSlider(const int selectedItem) { // Update money and adjust the max number of items // that can be bought mMaxItems -= mAmountItems; setMoney(mMoney - mAmountItems * mShopItems->at(selectedItem)->getPrice()); // Reset selection mAmountItems = 1; mSlider->setScale(1, mMaxItems); mSlider->setValue(1); }
void TradeWindow::reset() { mMyInventory->clear(); mPartnerInventory->clear(); mOkOther = false; mOkMe = false; setMoney(0); mMoneyField->setEnabled(true); mMoneyField->setText(""); mAddButton->setEnabled(true); mMoneyChangeButton->setEnabled(true); setStatus(PREPARING); }
//Dragon class Dragon::Dragon(string name, int health, int attack, int defence, int money) { setName(name); setHealth(health); setAttack(attack); setDefence(defence); setMoney(money); entityRect.x = 0; entityRect.y = 0; entityRect.h = 100; entityRect.w = 100; }
bool EnemyTest::init() { if (!Sprite::init()) { return false; } instance = GameManager::getInstance(); sprite = Sprite::create("monster/monster1/right1.png"); //怪物本身的图片,初始化显示 addChild(sprite); iceSprite = Sprite::create("ice.png"); //冰块图片 iceSprite->setPosition(sprite->getPosition()); addChild(iceSprite, 2); iceSprite->setVisible(false); setType(1);//这是第一种敌人 setIsVisible(true); setRunSpeed(3); setHpPercentage(100); setMoney(2);//只值2元钱 animationRight = createAnimation("monster/monster1/right", 4, 0.1f,95,84); AnimationCache::getInstance()->addAnimation(animationRight, "monster1_right"); //这个cache里存有各种做好的动画,重要,以便后来取出用动画 animationLeft = createAnimation("monster/monster1/left", 4, 0.1f,95,84); AnimationCache::getInstance()->addAnimation(animationLeft, "monster1_left"); createAndSetHpBar(); schedule(schedule_selector(EnemyTest::changeDirection), 0.4f); schedule(schedule_selector(EnemyTest::deFroze), 0.2f); //每隔0.2秒执行一次检测是否减速函数 ////设置schduler来减缓敌人速度 //CCScheduler *defaultScheduler = CCDirector::sharedDirector()->getScheduler(); //// Create a new scheduler, and link it to the main scheduler //sched1 = new CCScheduler(); //defaultScheduler->scheduleUpdateForTarget(sched1, 0, false); //// Create a new ActionManager, and link it to the new scheudler //actionManager1 = new CCActionManager(); //sched1->scheduleUpdateForTarget(actionManager1, 0, false); //// Replace the default ActionManager with the new one. //this->setActionManager(actionManager1); return true; }
void TradeWindow::reset() { mMyInventory->clear(); mPartnerInventory->clear(); mOkOther = false; mOkMe = false; setMoney(0); mMoneyField->setEnabled(true); mMoneyField->setText(""); mMoneyLabel->setForegroundColorAll(getThemeColor( static_cast<int>(Theme::LABEL)), getThemeColor( static_cast<int>(Theme::LABEL_OUTLINE))); mAddButton->setEnabled(true); mMoneyChangeButton->setEnabled(true); mGotMoney = 0; mGotMaxMoney = 0; setStatus(PREPARING); }
bool EnemyDisableTower::init() /*override*/ { if (!Sprite::init()) { return false; } instance = GameManager::getInstance(); sprite = Sprite::create("monster/monster_disable_tower/right1.png"); //怪物本身的图片,初始化显 addChild(sprite); iceSprite = Sprite::create("ice.png"); //冰块图片 iceSprite->setPosition(sprite->getPosition()); addChild(iceSprite, 2); iceSprite->setVisible(false); disableRing = Sprite::create("disableRing.png"); disableRing->setScale(2); addChild(disableRing, 10); auto fo = FadeOut::create(1); disableRing->runAction(RepeatForever::create(Sequence::create(fo, fo->reverse(), NULL))); setType(3);//这是第3种敌人 setIsVisible(true);//不是隐形单位 setRunSpeed(4); setHpPercentage(100); setMoney(8);//只值4元钱 animationRight = createAnimation("monster/monster_disable_tower/right", 4, 0.1f, 100, 100); AnimationCache::getInstance()->addAnimation(animationRight, "monster_disable_right"); //这个cache里存有各种做好的动画,重要,以便后来取出用动画 animationLeft = createAnimation("monster/monster_disable_tower/left", 4, 0.1f, 100, 100); AnimationCache::getInstance()->addAnimation(animationLeft, "monster_disable_left"); createAndSetHpBar(); schedule(schedule_selector(EnemyDisableTower::changeDirection), 0.4f); schedule(schedule_selector(EnemyDisableTower::deFroze), 0.2f); //每隔0.2秒执行一次检测是否减速函数 //schedule(schedule_selector(EnemyDisableTower::disableNearbyTower), 0.2f);//每隔0.2秒沉默敌人一次,有问题:不能在敌人这判断,要在炮塔那判断才行,否则会图片会闪烁 return true; }
Raider* Raider::createMonster(std::vector<Point> points) { auto monster = new Raider(); if (monster && monster->init()) { monster->setPointsVector(points); monster->setMaxHp(160); monster->setCurrHp(160); monster->setMoney(30); monster->setRunSpeed(40); monster->setArmor(10); monster->setForce(8); monster->setAttackBySoldier(true); monster->runNextPoint(); monster->autorelease(); return monster; } CC_SAFE_DELETE(monster); return NULL; }
//Spider class Spider::Spider() { setName("spider"); setHealth(100); setAttack(10); setDefence(5); setMoney(10); facingRight = false; attackingRight = false; attackRect.x = 1000; attackRect.y = 0; entityRect.x = 0; entityRect.y = 0; entityRect.h = 100; entityRect.w = 100; }
Quetzal* Quetzal::createMonster(std::vector<Point> points) { auto monster = new Quetzal(); if (monster && monster->init()) { monster->setPointsVector(points); monster->setMaxHp(500); monster->setCurrHp(500); monster->setMoney(20); monster->setForce(45); monster->setArmor(10); monster->setAttackBySoldier(false); monster->setRunSpeed(60); monster->runNextPoint(); monster->autorelease(); return monster; } CC_SAFE_DELETE(monster); return NULL; }
Gorilla* Gorilla::createMonster(std::vector<Point> points) { auto monster = new Gorilla(); if (monster && monster->init()) { monster->setPointsVector(points); monster->setMaxHp(2500); monster->setCurrHp(2500); monster->setMoney(500); monster->setForce(60); monster->setArmor(0); monster->setAttackBySoldier(true); monster->setRunSpeed(30); monster->runNextPoint(); monster->autorelease(); return monster; } CC_SAFE_DELETE(monster); return NULL; }
Wolf* Wolf::createMonster(std::vector<Point> points) { auto monster = new Wolf(); if (monster && monster->init()) { monster->setPointsVector(points); monster->setMaxHp(35); monster->setCurrHp(35); monster->setRunSpeed(100); monster->runNextPoint(); monster->setMoney(20); monster->setArmor(0); monster->setForce(2); monster->setAttackBySoldier(true); monster->autorelease(); return monster; } CC_SAFE_DELETE(monster); return NULL; }
Boss_Efreeti* Boss_Efreeti::createMonster(std::vector<Point> points,std::vector<std::vector<std::vector<Point>>> sonpath) { auto monster = new Boss_Efreeti(); if (monster && monster->init()) { monster->setPointsVector(points); monster->setMaxHp(5550); monster->setCurrHp(5550); monster->setMoney(1500); monster->sonPath = sonpath; monster->setForce(50); monster->setArmor(10); monster->setAttackByTower(true); monster->setAttackBySoldier(true); monster->setRunSpeed(20); monster->runNextPoint(); monster->autorelease(); return monster; } CC_SAFE_DELETE(monster); return NULL; }
Tremor* Tremor::createMonster(std::vector<Point> points) { auto monster = new Tremor(); if (monster && monster->init()) { monster->setPointsVector(points); monster->setMaxHp(35); monster->setCurrHp(35); monster->setMoney(10); monster->setForce(4); monster->setArmor(0); monster->setForce(8); monster->setAttackByTower(false); monster->setAttackBySoldier(true); monster->setRunSpeed(50); monster->runNextPoint(); monster->autorelease(); return monster; } CC_SAFE_DELETE(monster); return NULL; }
local void setMoneyCommand(const char *command, const char *params, Player *p, const Target *target) { int force = 0; int quiet = 0; char *next; char *message; int amount; while (params != NULL) //get the flags { if (strncmp(params, "-f", 2) == 0) { force = 1; } else if (strncmp(params, "-q", 2) == 0) { quiet = 1; } else { break; } params = strchr(params, ' '); if (params) //check so that params can still == NULL { params++; //we want *after* the space } } if (params == NULL) { chat->SendMessage(p, "Grantexp: invalid usage."); return; } amount = strtol(params, &next, 0); if (next == params) { chat->SendMessage(p, "Grantexp: bad amount."); return; } while (*next == ' ') next++; //remove whitespace before the message message = next; if (message[0] == '\0') { message = NULL; } //all the parsing is now complete if (target->type == T_PLAYER) //private command { Player *t = target->u.p; if (!force) { if (database->isLoaded(t)) { int oldAmount = getMoney(t); mysql->Query(NULL, NULL, 0, "INSERT INTO hs_transactions (srcplayer, tgtplayer, action, amount) VALUES(#,#,#,#)", database->getPerPlayerData(p)->id, database->getPerPlayerData(t)->id, MONEY_TYPE_GRANT, amount - oldAmount); setMoney(t, amount, MONEY_TYPE_GRANT); if (quiet) { chat->SendMessage(p, "Quietly set player %s's money to $%i (from %i).", t->name, amount, oldAmount); } else { if (message == NULL) { chat->SendMessage(t, "Your money was set to $%i.", amount); } else { chat->SendMessage(t, "Your money was set to $%i %s", amount, message); } chat->SendMessage(p, "Set player %s's money to $%i (from %i).", t->name, amount, oldAmount); } } else { chat->SendMessage(p, "Player %s has no data loaded.", t->name); } } else { chat->SendMessage(p, "Whoa there, bud. The -f is only for arena and freq messages."); } } else //not private { if (force) { LinkedList set = LL_INITIALIZER; Link *link; int count; pd->TargetToSet(target, &set); for (link = LLGetHead(&set); link; link = link->next) { Player *t = link->data; if (database->isLoaded(t)) { mysql->Query(NULL, NULL, 0, "INSERT INTO hs_transactions (srcplayer, tgtplayer, action, amount) VALUES(#,#,#,#)", database->getPerPlayerData(p)->id, database->getPerPlayerData(t)->id, MONEY_TYPE_GRANT, amount - getMoney(t)); setMoney(t, amount, MONEY_TYPE_GRANT); if (!quiet) { if (message == NULL) { chat->SendMessage(t, "Your money was set to $%i.", amount); } else { chat->SendMessage(t, "Your money was set to $%i %s", amount, message); } } } else { chat->SendMessage(p, "Player %s has no data loaded.", t->name); } } count = LLCount(&set); LLEmpty(&set); chat->SendMessage(p, "You set %i players money to $%i.", count, amount); } else { chat->SendMessage(p, "For typo safety, the -f must be specified for arena and freq targets."); } } }
void G::AddMoney(int moneyAdd){ setMoney(getMoney()+moneyAdd); }
Chusky::Chusky(CWnd* pParent /*=NULL*/) : CDialogEx(Chusky::IDD, pParent) , m_directRadioGroup(0) , m_makeRadioGroup(0) , m_num_of_topic_edit(0) , m_price_of_topic_edit(0) , pThread(NULL) { m_pChart = NULL; m_pCandleChart = NULL; FILE *userSelectFile; while(!(userSelectFile = fopen("userName.txt", "r"))); int user; fscanf(userSelectFile, "%d", &user); fscanf(userSelectFile, "%d", &needLine); fclose(userSelectFile); strcpy(BrokerID, "1004"); if (user == 0){ strcpy(UserID, "0193755301"); strcpy(Password, "b82c5d504683007ac12478e703b19531"); } if (user == 1){ strcpy(UserID, "0193755302"); strcpy(Password, "bad4d60aef1a060441dbbe47977d0dd1"); } if (user == 2){ strcpy(UserID, "0193755303"); strcpy(Password, "f99a47bd147441718d35939f1c38a766"); } pUserApi = CUstpFtdcMduserApi::CreateFtdcMduserApi(); CLoginHandler tempLoginHandler(pUserApi); loginHandler = tempLoginHandler; loginHandler.getIns(numOfIns, contracts); loginHandler.getData(InsData); pUserApi -> RegisterSpi(&loginHandler); if (needLine) pUserApi -> SubscribeMarketDataTopic(100, USTP_TERT_RESTART); else pUserApi -> SubscribeMarketDataTopic(100, USTP_TERT_QUICK); pUserApi -> RegisterFront("tcp://117.185.125.4:17199"); pUserApi -> Init(); pTraderApi = CUstpFtdcTraderApi::CreateFtdcTraderApi(); CTraderHandler tempTraderHandler(pTraderApi); traderHandler = tempTraderHandler; pTraderApi -> RegisterSpi(&traderHandler); pTraderApi -> SubscribePrivateTopic(USTP_TERT_RESTART); pTraderApi -> SubscribePublicTopic(USTP_TERT_RESTART); pTraderApi -> RegisterFront("tcp://117.185.125.4:17198"); pTraderApi -> Init(); CUstpFtdcQryInvestorAccountField qryInvestorAccount; strcpy(qryInvestorAccount.BrokerID, BrokerID); strcpy(qryInvestorAccount.InvestorID, UserID); strcpy(qryInvestorAccount.UserID, Password); ++g_UserOrderLocalID; int loopTime = 0; while (!traderHandler.getStatus()){ ++loopTime; if (loopTime > 50000000) break; } if (loopTime > 50000000){ MessageBox(CString("登陆系统失败,请检查网络是否通畅及是否在系统开放时间"), CString("登陆失败"), MB_OK); OnClose(); } setMoney(); g_UserOrderLocalID = traderHandler.getUserOrderLocalID(); }
void Mechanoid::addMoney(float m) { setMoney(getMoney() + m); }
void Player::muchCheat(){ setMoney(getMoney() + 10000); }
void BuyDialog::action(const gcn::ActionEvent &event) { const std::string &eventId = event.getId(); if (eventId == "quit") { close(); return; } else if (eventId == "sort") { sort(); if (mSortDropDown) config.setValue("buySortOrder", mSortDropDown->getSelected()); return; } const int selectedItem = mShopItemList->getSelected(); // The following actions require a valid selection if (selectedItem < 0 || selectedItem >= mShopItems->getNumberOfElements()) return; if (eventId == "slider") { mAmountItems = static_cast<int>(mSlider->getValue()); mAmountField->setValue(mAmountItems); updateButtonsAndLabels(); } else if (eventId == "inc" && mAmountItems < mMaxItems) { mAmountItems++; mSlider->setValue(mAmountItems); mAmountField->setValue(mAmountItems); updateButtonsAndLabels(); } else if (eventId == "dec" && mAmountItems > 1) { mAmountItems--; mSlider->setValue(mAmountItems); mAmountField->setValue(mAmountItems); updateButtonsAndLabels(); } else if (eventId == "max") { mAmountItems = mMaxItems; mSlider->setValue(mAmountItems); mAmountField->setValue(mAmountItems); updateButtonsAndLabels(); } else if (eventId == "amount") { mAmountItems = mAmountField->getValue(); mSlider->setValue(mAmountItems); updateButtonsAndLabels(); } else if (eventId == "buy" && mAmountItems > 0 && mAmountItems <= mMaxItems) { if (mNpcId == -2) { const ShopItem *const item = mShopItems->at(selectedItem); Net::getAdminHandler()->createItems(item->getId(), mAmountItems, item->getColor()); } else if (mNpcId != -1) { const ShopItem *const item = mShopItems->at(selectedItem); Net::getNpcHandler()->buyItem(mNpcId, item->getId(), item->getColor(), mAmountItems); // Update money and adjust the max number of items // that can be bought mMaxItems -= mAmountItems; setMoney(mMoney - mAmountItems * mShopItems->at(selectedItem)->getPrice()); // Reset selection mAmountItems = 1; mSlider->setValue(1); mSlider->setScale(1, mMaxItems); } else if (tradeWindow) { const ShopItem *const item = mShopItems->at(selectedItem); if (item) { Net::getBuySellHandler()->sendBuyRequest(mNick, item, mAmountItems); tradeWindow->addAutoMoney(mNick, item->getPrice() * mAmountItems); } } } }