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24 QGridLayout*
layout =
new QGridLayout(
this);
27 layout->addWidget(
new QLabel(tr(
"First fighter:"),
this),
line, 0);
31 layout->addWidget(
new QLabel(tr(
"Second fighter:"),
this),
line, 0);
35 layout->addWidget(
new QLabel(tr(
"Number of fights:"),
this),
line, 0);
41 layout->addWidget(
new QLabel(tr(
"Maximum number of rounds:"),
this),
line, 0);
55 QDialogButtonBox*
box =
new QDialogButtonBox(QDialogButtonBox::Ok | QDialogButtonBox::Close, Qt::Horizontal,
this);
57 connect(
box, SIGNAL(rejected()),
this, SLOT(reject()));
60 setWindowTitle(tr(
"Combat simulator"));
82 while (limit-- > 0 && obfirst->
stats.
hp >= 0 && obsecond->
stats.
hp >= 0)
139 QApplication::setOverrideCursor(QCursor(Qt::WaitCursor));
175 myResult->setText(tr(
"Draw: %1 fights\n%2 victories: %3 (max hp: %4, min hp: %5)\n%6 victories: %7 (max hp: %8, min hp: %9)")
183 QApplication::restoreOverrideCursor();
#define object_was_destroyed(op, old_tag)
Install Bug reporting Credits so make sure you have version or later There are files involved in the automatic convert convertall and filelist py GuildList has the list of guilds for the server GuildLocations is what is used by the install script for setting up the maps It has columns in the first is the name of the no spaces The second is the region of the the third is the destination folder for the the fourth is the exit the fifth and sixth are the x and y coords within the exit the seventh eighth and ninth are the exit location for the storage hall If field seven is then it uses the same exit map as for the guild hall itself filelist py has a list of which files to process for each guild hall convert py takes all the files in filelist py and customises them to the specific guild then outputs them into a in the same order that they are listed in GuildLocations convertall py reads the lines from GuildLocations and runs line by line
mapstruct * get_empty_map(int sizex, int sizey)
void monster_do_living(object *op)
ArchetypeComboBox * mySecond
ArchetypeComboBox * myFirst
object * object_create_arch(archetype *at)
void object_free(object *ob, int flags)
void free_map(mapstruct *m)
object * object_insert_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y)
virtual ~CRECombatSimulator()
Crossfire Protocol most of the time after the actual code was already omit certain important and possibly make life miserable any new developer or curious player should be able to find most of the relevant information here If inconsistencies are found or this documentation proves to be consider the latest server side protocol code in the public source code repository as the authoritative reference Introduction If you were ever curious enough to telnet or netcat to a Crossfire chances are you were sorely disappointed While the protocol may seem to use plain text at first
void object_remove(object *op)
int attack_ob(object *op, object *hitter)