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C++ Armor类代码示例

本文整理汇总了C++中Armor的典型用法代码示例。如果您正苦于以下问题:C++ Armor类的具体用法?C++ Armor怎么用?C++ Armor使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了Armor类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: switch

void BattleCharacterEquipment::removeEquipment(EquipmentPiece *equipment) {
	switch (equipment->getType()) {
	case EquipmentPiece::WEAPON:
		{
			Weapon *weapon = dynamic_cast<Weapon*>(equipment);
			switch (weapon->getSubtype()) {
			case Weapon::MAINHAND:
				setMainhand(0);
				break;
			case Weapon::OFFHAND:
				setOffhand(0);
				break;
			case Weapon::TWOHANDED:
				setTwohanded(0);
				break;
			}
		}
		break;
	case EquipmentPiece::ARMOR:
		{
			Armor *armor = dynamic_cast<Armor*>(equipment);
			switch (armor->getSubtype()) {
			case Armor::HELMET:
				setHelmet(0);
				break;
			case Armor::TORSO:
				setTorso(0);
				break;
			case Armor::LEGGINGS:
				setLeggings(0);
				break;
			case Armor::GLOVES:
				setGloves(0);
				break;
			case Armor::BOOTS:
				setBoots(0);
				break;
			}
		}
		break;
	case EquipmentPiece::ACCESSORY:
		{
			Accessory *accessory = dynamic_cast<Accessory*>(equipment);
			switch (accessory->getSubtype()) {
			case Accessory::EARRING:
				setEarring(0);
				break;
			case Accessory::NECKLACE:
				setNecklace(0);
				break;
			case Accessory::RING:
				setRing(0);
				break;
			}
		}
		break;
	}
}
开发者ID:juniordiscart,项目名称:RPGMaker,代码行数:58,代码来源:BattleCharacterEquipment.cpp

示例2: EquipArmor

void EquipArmor(Hero* aHero) {
    // Inventory empty?
    if (aHero->Inventory.Items() == 0) {
        cout << "Empty inventory. Must buy some weapons first." << endl;
        return;
    }

    // Armors on inventory?
    if (aHero->Inventory.Armors() == 0) {
        cout << "You are not carring any armor." << endl;
        return;
    }

    int choise;
    while (true) { // Choose armor from inventory loop
        // Display inventory to choose
        cout << aHero->GetName() << endl;
        aHero->Inventory.DisplayArmors();
        cout << "Give the item position of armor to use (0 to exit): ";
        cin >> choise;
        cin.ignore(); // Ignore new line character
        if (choise == 0)
            return; // Exit function

        // Our list of armors isn't in continues numbers,
        // so we examine if the choise is realy an armor
        if (aHero->Inventory.GetItemType(choise) != Item::Armor)
            cout << "Bad choise. Try again." << endl;
        else
            break; // Choise made
    }

    Armor* choosedArmor = (Armor*) aHero->Inventory.Remove(choise);
    // Check level
    if (choosedArmor->GetLevel() > aHero->GetLevel()) {
        cout << "You don't have the right level to wear " << choosedArmor->GetName() << endl;
        // Put armor back
        aHero->Inventory.Add(choosedArmor);
        delete choosedArmor;
        return;
    }
    // If hero doesn't wear any armor
    if (aHero->GetArmor() == 0) {
        aHero->SetArmor(choosedArmor);
        cout << "Now you are wearing " << choosedArmor->GetName() << endl;
    }
    else {
        cout << "You put " << aHero->GetArmor()->GetName() << " into inventory "
                << "and wear " << choosedArmor->GetName() << endl;
        aHero->Inventory.Add(aHero->GetArmor()); // Put wearing armor on inventory
        aHero->SetArmor(choosedArmor);
    }

    delete choosedArmor;
    return;
}
开发者ID:afergadis,项目名称:rpg,代码行数:56,代码来源:Equip.cpp

示例3: computeDamages

float CardboardArmor::computeDamages(const Armor& a){
    if(a.getSolidity() > solidity*2){
        state -= 30.f;
        return 30.f;
    }
    else if(a.getSolidity() > solidity){
        state -= 10.f;
        return 10.f;
    }
    else{
        return 0.f;
    }
}
开发者ID:Naviss,项目名称:StarWarsDesignePaternImplementation,代码行数:13,代码来源:CardboardArmor.cpp

示例4: removeArmor

Armor Inventory::removeArmor(string itemName, int xCord, int yCord){
	Armor newArmor;
	for (int i = 0; i < armorSets.size(); ++i){
		if (armorSets[i].getName() == itemName) {
			//Invoke new Weapon
			newArmor = armorSets[i];
			newArmor.setCord(xCord, yCord);
			//Delete old weapon
			armorSets.erase(armorSets.begin() + i);
		}
	}
	return newArmor;
}
开发者ID:ddarveau,项目名称:CPlusPlusRPG,代码行数:13,代码来源:Inventory.cpp

示例5: switch

void Shop::ShopItem::choose(squadst& customers, int& buyer) const
{
   if (is_available())
   {
      ledger.subtract_funds(adjusted_price(), EXPENSE_SHOPPING);
      switch (itemclass_)
      {
         case WEAPON:
         {
            Weapon* i = new Weapon(*weapontype[getweapontype(itemtypename_)]);
            customers.squad[buyer]->give_weapon(*i, &location[customers.squad[0]->base]->loot);
            if (i->empty())
               delete i;
            else
               location[customers.squad[0]->base]->loot.push_back(i);
            break;
         }
         case CLIP:
         {
            Clip* i = new Clip(*cliptype[getcliptype(itemtypename_)]);
            customers.squad[buyer]->take_clips(*i, 1);
            if (i->empty())
               delete i;
            else
               location[customers.squad[0]->base]->loot.push_back(i);
            break;
         }
         case ARMOR:
         {
            Armor* i = new Armor(*armortype[getarmortype(itemtypename_)]);
            customers.squad[buyer]->give_armor(*i, &location[customers.squad[0]->base]->loot);
            if (i->empty())
               delete i;
            else
               location[customers.squad[0]->base]->loot.push_back(i);
            break;
         }
         case LOOT:
         {
            Loot* i = new Loot(*loottype[getloottype(itemtypename_)]);
            location[customers.squad[0]->base]->loot.push_back(i);
            break;
         }
      }
   }
}
开发者ID:TerminalHunter,项目名称:lunar-crime-squad,代码行数:46,代码来源:shop.cpp

示例6: equip

void Player::equip(Equipment * eq)
{
	Armor * pArm = dynamic_cast<Armor*>(eq);
	if (pArm != NULL)
	{
		vInventory.push_back(armor);
		armor = pArm;
		cout << "You have equipped a " << pArm->getName() << "!" << endl;
	}
	Weapon * pWeap = dynamic_cast<Weapon *>(eq);
	if (pWeap != NULL)
	{
		vInventory.push_back(weapon);
		weapon = pWeap;
		cout << "You have equipped a " << pWeap->getName() << "!" << endl;
	}
}
开发者ID:adhe223,项目名称:Nethack_Clone,代码行数:17,代码来源:Player.cpp

示例7: if

bool MenuEquipmentScreen::equipmentFilter(EquipmentPiece *equipment) {
	// Filter by type (Weapon, Armor or Accessory)
	EquipmentPiece::Type typeFilter;
	if (_equippedEquipmentItems.indexOf(_currentEquippedEquipmentItem) < 2)
		typeFilter = EquipmentPiece::WEAPON;
	else if (_equippedEquipmentItems.indexOf(_currentEquippedEquipmentItem) < 7)
		typeFilter = EquipmentPiece::ARMOR;
	else
		typeFilter = EquipmentPiece::ACCESSORY;

	if (equipment->getType() != typeFilter)
		return false;

	// Filter by subtype
	if (typeFilter == EquipmentPiece::WEAPON) {
		Weapon *weapon = dynamic_cast<Weapon*>(equipment);
		int subTypeFilter = _equippedEquipmentItems.indexOf(_currentEquippedEquipmentItem);

		if ((weapon->getSubtype() != Weapon::TWOHANDED) && (subTypeFilter != weapon->getSubtype()))
			return false;

	} else if (typeFilter == EquipmentPiece::ARMOR) {
		Armor *armor = dynamic_cast<Armor*>(equipment);
		int subTypeFilter = _equippedEquipmentItems.indexOf(_currentEquippedEquipmentItem);

		if (subTypeFilter != armor->getSubtype())
			return false;

	} else if (typeFilter == EquipmentPiece::ACCESSORY) {
		Accessory *accessory = dynamic_cast<Accessory*>(equipment);
		int subTypeFilter = _equippedEquipmentItems.indexOf(_currentEquippedEquipmentItem);

		if (subTypeFilter != accessory->getSubtype())
			return false;
	}

	QVector<QPair<Class*, int>> classes = equipment->getClasses();
	for (int i = 0; i < classes.size(); i++) {
		QPair<Class*, int> it = classes.at(i);
		if ((it.first == _character->getClass()) && (it.second <= _character->getLevel()))
			return true;
	}

	return false;
}
开发者ID:juniordiscart,项目名称:RPGMaker,代码行数:45,代码来源:MenuEquipmentScreen.cpp

示例8: costDisplay

void Shop::buy(Human& human, Armor armor)
{
	display->showAttributes(armor);
	costDisplay(armor.getPrice(), human.getGold());
	display->ask("\n| Would you like to buy this item? [y/n]: ");
	if (strncmp("y", display->getInputBuffer(), 1) == 0)
	{
		if (armor.getPrice() <= human.getGold())
		{
			human.setArmor(armor);
			human.decreaseGoldBy(armor.getPrice());
		}
		else
		{
			display->text("\n[!]You cannot afford this item\n");
		}
	}
}
开发者ID:7h3rAm,项目名称:Exploit-Demos,代码行数:18,代码来源:Shop.cpp

示例9: SoldierArmorState

/**
 * Shows the Select Armor window.
 * @param action Pointer to an action.
 */
void CraftArmorState::lstSoldiersClick(Action *action)
{
	Soldier *s = _base->getSoldiers()->at(_lstSoldiers->getSelectedRow());
	if (!(s->getCraft() && s->getCraft()->getStatus() == "STR_OUT"))
	{
		if (action->getDetails()->button.button == SDL_BUTTON_LEFT)
		{
			_game->pushState(new SoldierArmorState(_base, _lstSoldiers->getSelectedRow()));
		}
		else if (action->getDetails()->button.button == SDL_BUTTON_RIGHT)
		{
			SavedGame *save;
			save = _game->getSavedGame();
			Armor *a = _game->getMod()->getArmor(save->getLastSelectedArmor());
			if (a && (a->getUnits().empty() || std::find(a->getUnits().begin(), a->getUnits().end(), s->getRules()->getType()) != a->getUnits().end()))
			{
				if (save->getMonthsPassed() != -1)
				{
					if (_base->getStorageItems()->getItem(a->getStoreItem()) > 0 || a->getStoreItem() == Armor::NONE)
					{
						if (s->getArmor()->getStoreItem() != Armor::NONE)
						{
							_base->getStorageItems()->addItem(s->getArmor()->getStoreItem());
						}
						if (a->getStoreItem() != Armor::NONE)
						{
							_base->getStorageItems()->removeItem(a->getStoreItem());
						}

						s->setArmor(a);
						_lstSoldiers->setCellText(_lstSoldiers->getSelectedRow(), 2, tr(a->getType()));
					}
				}
				else
				{
					s->setArmor(a);
					_lstSoldiers->setCellText(_lstSoldiers->getSelectedRow(), 2, tr(a->getType()));
				}
			}
		}
	}
}
开发者ID:R1dO,项目名称:OpenXcom,代码行数:46,代码来源:CraftArmorState.cpp

示例10: SoldierArmorState

/**
 * Shows the Select Armor window.
 * @param action Pointer to an action.
 */
void CraftArmorState::lstSoldiersClick(Action *action)
{	
	Soldier *s = _base->getSoldiers()->at(_lstSoldiers->getSelectedRow());
	if (!(s->getCraft() && s->getCraft()->getStatus() == "STR_OUT"))
	{
		if (action->getDetails()->button.button == SDL_BUTTON_LEFT)
		{
			_game->pushState(new SoldierArmorState(_base, _lstSoldiers->getSelectedRow()));
		}
		else
		{
			if (_game->getSavedGame()->getMonthsPassed() != -1)
			{
				SavedGame *_save;
				_save = _game->getSavedGame();
				Armor *a = _game->getRuleset()->getArmor(_save->getLastSelectedArmor());
				if (_base->getItems()->getItem(a->getStoreItem()) > 0 || a->getStoreItem() == "STR_NONE")
				{
					if (s->getArmor()->getStoreItem() != "STR_NONE")
					{
						_base->getItems()->addItem(s->getArmor()->getStoreItem());
					}
					if (a->getStoreItem() != "STR_NONE")
					{
						_base->getItems()->removeItem(a->getStoreItem());
					}
					
					s->setArmor(a);
					_lstSoldiers->setCellText(_lstSoldiers->getSelectedRow(), 2, tr(a->getType()));
				}
			}
		}
	}
}
开发者ID:FalkoOXC,项目名称:OpenXcom,代码行数:38,代码来源:CraftArmorState.cpp

示例11: if

Armor* Armor::translateFromXML(QDomElement &armorElement) {
	QString name = armorElement.attributeNode("name").value();
	
	Armor::Subtype type;
	QString typeString = armorElement.attributeNode("type").value();
	if (typeString == "helmet")
		type = Armor::HELMET;
	else if (typeString == "torso")
		type = Armor::TORSO;
	else if (typeString == "leggings")
		type = Armor::LEGGINGS;
	else if (typeString == "gloves")
		type = Armor::GLOVES;
	else if (typeString == "boots")
		type = Armor::BOOTS;
	else
		throw ProjectException("No type " + typeString + " exist for armor.");

	Armor *armor = Armor::create(name, type);
	armor->setDescription(armorElement.firstChildElement("description").text());
	return armor;
}
开发者ID:juniordiscart,项目名称:RPGMaker,代码行数:22,代码来源:Armor.cpp

示例12: monsterHit

bool Actor::hit(int dmg, const DamageTypes_t damageType) {
  tracer << "Actor::hit()..." << endl;
  tracer << "Actor: Damage from parameter: " << dmg << endl;

  monsterHit(dmg);
  tracer << "Actor: Damage after monsterHit(): " << dmg << endl;

  dmg = max(1, dmg);

  //Filter damage through worn armor
  if(isHumanoid()) {
    Armor* armor = dynamic_cast<Armor*>(inventory_->getItemInSlot(slot_armorBody));
    if(armor != NULL) {
      tracer << "Actor: Has armor, running hit on armor" << endl;

      dmg = armor->takeDurabilityHitAndGetReducedDamage(dmg, damageType);

      if(armor->isDestroyed()) {
        tracer << "Actor: Armor was destroyed" << endl;
        if(this == eng->player) {
          eng->log->addMessage("My " + eng->itemData->getItemRef(armor, itemRef_plain) + " is torn apart!");
        }
        delete armor;
        armor = NULL;
        inventory_->getSlot(slot_armorBody)->item = NULL;
      }
    }
  }

  // Filter damage through intrinsic armor
  // TODO Stuff goes here

  statusEffectsHandler_->isHit();

  actorSpecific_hit(dmg);

  //Damage to corpses
  if(deadState != actorDeadState_alive) {
    if(dmg >= getHpMax(true) / 2) {
      deadState = actorDeadState_mangled;
      glyph_ = ' ';
      if(isHumanoid()) {
        eng->gore->makeGore(pos);
      }
    }
    tracer << "Actor::hit() [DONE]" << endl;
    return false;
  }

  if(this != eng->player || eng->config->BOT_PLAYING == false) {
    hp_ -= dmg;
  }

  const bool IS_ON_BOTTOMLESS = eng->map->featuresStatic[pos.x][pos.y]->isBottomless();
  const bool IS_MANGLED = IS_ON_BOTTOMLESS == true ? true : (dmg > ((getHpMax(true) * 5) / 4) ? true : false);
  if(getHp() <= 0) {
    die(IS_MANGLED, !IS_ON_BOTTOMLESS, !IS_ON_BOTTOMLESS);
    actorSpecificDie();
    tracer << "Actor::hit() [DONE]" << endl;
    return true;
  } else {
    tracer << "Actor::hit() [DONE]" << endl;
    return false;
  }
}
开发者ID:ronw23,项目名称:ia-osx,代码行数:65,代码来源:Actor.cpp

示例13: main

int main(int argc, char** argv){
    int num_objects = 10;
    int num_moving = 5;
    string name;
    int x, y;
    char command;
    int t=1;
	
    Player player("player");
    Player player2("player2");
	
    //If at least one command-line argument was provided, use it as the number of objects to create.
    if (argc > 1) {
        num_objects = atoi(argv[1]);
    }
	
    if (argc > 2) {
        num_moving = atoi(argv[2]);
    }
	
    //Create all the non-moving objects
    for (int i = 0; i < num_objects - num_moving; i++) {
        x = random() % 11;
        y = random() % 11;
        
        name = "random object";
        if (i < 7) {
            name = names[i];
        }
		
        collection.push_back(new Object(name, x, y));
    }
	
    for (int i = 0; i < num_moving; i++) {
        x = random() % 11;
        y = random() % 11;
		
        name = "random moving object";
        if (i < 5) {
            name = moving_names[i];
        }
		
        collection.push_back(new Monster(name,x,y));
    }
		
    //Create weapons.
    for (int i = 0; i < 3; i++) {
        x = random() % 11;
        y = random() % 11;

        name = "weapon";
        if (i < 3) {
            name = weapon_names[i];
        }

        collection.push_back(new Weapon(name,x,y));
    }

    //Create armor.
    for (int i = 0; i < 3; i++) {
        x = random() % 11;
        y = random() % 11;

        name = "armor";
        if (i < 3) {
            name = armor_names[i];
        }

        collection.push_back(new Armor(name,x,y));
    }

    do{ 
		
	
		
	while(t==1){
		cout << "__________________________________________________"<<endl;
		cout << "Player 1" << endl;
		cout << "[" << player.x() << ", " << player.y() << "]" << endl;
		cout << "Your score is: " << player.score() << endl;
		cout << "________________________________________"<<endl;
	        cout << "Enter a command:" << endl;
                cout << "   'i' to move up." << endl;
                cout << "   'm' to move down." << endl;
                cout << "   'j' to move left." << endl;
                cout << "   'k' to move right." << endl;
		cout << "   't' to take an item from this room." << endl;
		cout << "   'a' to attack a monster in this room." << endl;
                cout << "   'q' to quit." << endl;
		cout << "__________________________________________________"<<endl;
		
        //Process command and move player.
        cin >> command;
		
        switch (command) {
            case 'i':
                player.move_up();
                break;
            case 'm':
                player.move_down();
//.........这里部分代码省略.........
开发者ID:DevilMayChris,项目名称:RPG,代码行数:101,代码来源:main.cpp

示例14: State

/**
 * Initializes all the elements in the Soldier Armor window.
 * @param game Pointer to the core game.
 * @param base Pointer to the base to get info from.
 * @param soldier ID of the selected soldier.
 */
SoldierArmorState::SoldierArmorState(Game *game, Base *base, size_t soldier) : State(game), _base(base), _soldier(soldier)
{
	_screen = false;

	// Create objects
	_window = new Window(this, 192, 120, 64, 40, POPUP_BOTH);
	_btnCancel = new TextButton(140, 16, 90, 136);
	_txtTitle = new Text(182, 9, 69, 48);
	_txtSoldier = new Text(182, 9, 69, 56);
	_txtType = new Text(90, 9, 80, 72);
	_txtQuantity = new Text(70, 9, 177, 72);
	_lstArmor = new TextList(160, 48, 73, 88);

	// Set palette
	_game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(4)), Palette::backPos, 16);

	add(_window);
	add(_btnCancel);
	add(_txtTitle);
	add(_txtSoldier);
	add(_txtType);
	add(_txtQuantity);
	add(_lstArmor);

	centerAllSurfaces();

	// Set up objects
	_window->setColor(Palette::blockOffset(13)+10);
	_window->setBackground(_game->getResourcePack()->getSurface("BACK14.SCR"));

	_btnCancel->setColor(Palette::blockOffset(13)+5);
	_btnCancel->setText(_game->getLanguage()->getString("STR_CANCEL_UC"));
	_btnCancel->onMouseClick((ActionHandler)&SoldierArmorState::btnCancelClick);
	_btnCancel->onKeyboardPress((ActionHandler)&SoldierArmorState::btnCancelClick, (SDLKey)Options::getInt("keyCancel"));

	_txtTitle->setColor(Palette::blockOffset(13)+5);
	_txtTitle->setAlign(ALIGN_CENTER);
	_txtTitle->setText(_game->getLanguage()->getString("STR_SELECT_ARMOR_FOR"));

	_txtSoldier->setColor(Palette::blockOffset(13)+5);
	_txtSoldier->setAlign(ALIGN_CENTER);
	Soldier *s = _base->getSoldiers()->at(_soldier);
	_txtSoldier->setText(s->getName());

	_txtType->setColor(Palette::blockOffset(13)+5);
	_txtType->setText(_game->getLanguage()->getString("STR_TYPE"));

	_txtQuantity->setColor(Palette::blockOffset(13)+5);
	_txtQuantity->setText(_game->getLanguage()->getString("STR_QUANTITY_UC"));

	_lstArmor->setColor(Palette::blockOffset(13));
	_lstArmor->setArrowColor(Palette::blockOffset(13)+5);
	_lstArmor->setColumns(2, 112, 41);
	_lstArmor->setSelectable(true);
	_lstArmor->setBackground(_window);
	_lstArmor->setMargin(8);

	const std::vector<std::string> &armors = _game->getRuleset()->getArmorsList();
	for (std::vector<std::string>::const_iterator i = armors.begin(); i != armors.end(); ++i)
	{
		Armor *a = _game->getRuleset()->getArmor(*i);
		if (_base->getItems()->getItem(a->getStoreItem()) > 0)
		{
			_armors.push_back(a);
			std::wstringstream ss;
			ss << _base->getItems()->getItem(a->getStoreItem());
			_lstArmor->addRow(2, _game->getLanguage()->getString(a->getType()).c_str(), ss.str().c_str());
		}
		else if (a->getStoreItem() == "STR_NONE")
		{
			_armors.push_back(a);
			_lstArmor->addRow(1, _game->getLanguage()->getString(a->getType()).c_str());
		}
	}
	_lstArmor->onMouseClick((ActionHandler)&SoldierArmorState::lstArmorClick);
}
开发者ID:Arthur1994,项目名称:OpenXcom,代码行数:82,代码来源:SoldierArmorState.cpp

示例15: ArticleStateTFTD

	ArticleStateTFTDArmor::ArticleStateTFTDArmor(ArticleDefinitionTFTD *defs) : ArticleStateTFTD(defs), _row(0)
	{
		Armor *armor = _game->getMod()->getArmor(defs->id, true);

		_lstInfo = new TextList(150, 64, 168, 110);
		add(_lstInfo);

		_lstInfo->setColor(Palette::blockOffset(0)+2);
		_lstInfo->setColumns(2, 125, 25);
		_lstInfo->setDot(true);

		// Add armor values
		addStat("STR_FRONT_ARMOR", armor->getFrontArmor());
		addStat("STR_LEFT_ARMOR", armor->getLeftSideArmor());
		addStat("STR_RIGHT_ARMOR", armor->getRightSideArmor());
		addStat("STR_REAR_ARMOR", armor->getRearArmor());
		addStat("STR_UNDER_ARMOR", armor->getUnderArmor());

		_lstInfo->addRow(0);
		++_row;

		// Add damage modifiers
		for (int i = 0; i < DAMAGE_TYPES; ++i)
		{
			ItemDamageType dt = (ItemDamageType)i;
			int percentage = (int)Round(armor->getDamageModifier(dt) * 100.0f);
			std::string damage = getDamageTypeText(dt);
			if (percentage != 100 && damage != "STR_UNKNOWN")
			{
				addStat(damage, Text::formatPercentage(percentage));
			}
		}

		_lstInfo->addRow(0);
		++_row;

		// Add unit stats
		addStat("STR_TIME_UNITS", armor->getStats()->tu, true);
		addStat("STR_STAMINA", armor->getStats()->stamina, true);
		addStat("STR_HEALTH", armor->getStats()->health, true);
		addStat("STR_BRAVERY", armor->getStats()->bravery, true);
		addStat("STR_REACTIONS", armor->getStats()->reactions, true);
		addStat("STR_FIRING_ACCURACY", armor->getStats()->firing, true);
		addStat("STR_THROWING_ACCURACY", armor->getStats()->throwing, true);
		addStat("STR_MELEE_ACCURACY", armor->getStats()->melee, true);
		addStat("STR_STRENGTH", armor->getStats()->strength, true);
		addStat("STR_PSIONIC_STRENGTH", armor->getStats()->psiStrength, true);
		addStat("STR_PSIONIC_SKILL", armor->getStats()->psiSkill, true);

		centerAllSurfaces();
	}
开发者ID:Darineth,项目名称:OpenXcom,代码行数:51,代码来源:ArticleStateTFTDArmor.cpp


注:本文中的Armor类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。