本文整理汇总了C++中Artifact::GetName方法的典型用法代码示例。如果您正苦于以下问题:C++ Artifact::GetName方法的具体用法?C++ Artifact::GetName怎么用?C++ Artifact::GetName使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Artifact
的用法示例。
在下文中一共展示了Artifact::GetName方法的3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: DialogWins
void GameOver::DialogWins(u16 cond)
{
const Settings & conf = Settings::Get();
std::string body;
switch(cond)
{
case WINS_ALL:
break;
case WINS_TOWN:
{
body = _("You captured %{name}!\nYou are victorious.");
const Castle* town = world.GetCastle(conf.WinsMapsIndexObject());
if(town) String::Replace(body, "%{name}", town->GetName());
}
break;
case WINS_HERO:
{
body = _("You have captured the enemy hero %{name}!\nYour quest is complete.");
const Heroes* hero = world.GetHeroesCondWins();
if(hero) String::Replace(body, "%{name}", hero->GetName());
break;
}
case WINS_ARTIFACT:
{
body = _("You have found the %{name}.\nYour quest is complete.");
if(conf.WinsFindUltimateArtifact())
String::Replace(body, "%{name}", "Ultimate Artifact");
else
{
const Artifact art = conf.WinsFindArtifactID();
String::Replace(body, "%{name}", art.GetName());
}
break;
}
case WINS_SIDE:
body = _("The enemy is beaten.\nYour side has triumphed!");
break;
case WINS_GOLD:
{
body = _("You have built up over %{count} gold in your treasury.\nAll enemies bow before your wealth and power.");
String::Replace(body, "%{count}", conf.WinsAccumulateGold());
break;
}
default: break;
}
AGG::PlayMusic(MUS::VICTORY, false);
if(body.size()) Dialog::Message("", body, Font::BIG, Dialog::OK);
}
示例2: GetActualDescription
std::string GameOver::GetActualDescription(u16 cond)
{
const Settings & conf = Settings::Get();
std::string msg;
if(WINS_ALL == cond || WINS_SIDE == cond)
msg = GetString(WINS_ALL);
else
if(WINS_TOWN & cond)
{
const Castle* town = world.GetCastle(conf.WinsMapsIndexObject());
if(town)
{
msg = town->isCastle() ? _("Capture the castle '%{name}'") : _("Capture the town '%{name}'");;
String::Replace(msg, "%{name}", town->GetName());
}
}
else
if(WINS_HERO & cond)
{
const Heroes* hero = world.GetHeroesCondWins();
if(hero)
{
msg = _("Defeat the hero '%{name}'");
String::Replace(msg, "%{name}", hero->GetName());
}
}
else
if(WINS_ARTIFACT & cond)
{
if(conf.WinsFindUltimateArtifact())
msg = _("Find the ultimate artifact");
else
{
const Artifact art = conf.WinsFindArtifactID();
msg = _("Find the '%{name}' artifact");
String::Replace(msg, "%{name}", art.GetName());
}
}
else
if(WINS_GOLD & cond)
{
msg = _("Accumulate %{count} gold");
String::Replace(msg, "%{count}", conf.WinsAccumulateGold());
}
if(WINS_ALL != cond && (WINS_ALL & cond)) msg.append(_(", or you may win by defeating all enemy heroes and capturing all enemy towns and castles."));
if(LOSS_ALL == cond)
msg = GetString(WINS_ALL);
else
if(LOSS_TOWN & cond)
{
const Castle* town = world.GetCastle(conf.LossMapsIndexObject());
if(town)
{
msg = town->isCastle() ? _("Lose the castle '%{name}'.") : _("Lose the town '%{name}'.");
String::Replace(msg, "%{name}", town->GetName());
}
}
else
if(LOSS_HERO & cond)
{
const Heroes* hero = world.GetHeroesCondLoss();
if(hero)
{
msg = _("Lose the hero: %{name}.");
String::Replace(msg, "%{name}", hero->GetName());
}
}
else
if(LOSS_TIME & cond)
{
msg = _("Fail to win by the end of month %{month}, week %{week}, day %{day}.");
String::Replace(msg, "%{day}", (conf.LossCountDays() % DAYOFWEEK));
String::Replace(msg, "%{week}", (conf.LossCountDays() / DAYOFWEEK) + 1);
String::Replace(msg, "%{month}", (conf.LossCountDays() / (DAYOFWEEK * WEEKOFMONTH)) + 1);
}
if(conf.ExtWorldStartHeroLossCond4Humans())
{
const std::string names = world.GetKingdom(conf.CurrentColor()).GetNamesHeroStartCondLoss();
std::string str = std::string::npos == names.find(',') ? _("Lose the hero: %{name}.") : _("Lose the heroes: %{name}.");
String::Replace(str, "%{name}", names);
msg.append("\n");
msg.append(str);
}
return msg;
}
示例3: DialogLoss
void GameOver::DialogLoss(u16 cond)
{
const Settings & conf = Settings::Get();
std::string body;
switch(cond)
{
case WINS_ARTIFACT:
{
body = _("The enemy has found the %{name}.\nYour quest is a failure.");
const Artifact art = conf.WinsFindArtifactID();
String::Replace(body, "%{name}", art.GetName());
break;
}
case WINS_SIDE:
{
body = _("%{color} has fallen!\nAll is lost.");
String::Replace(body, "%{color}", Color::String(conf.CurrentColor()));
break;
}
case WINS_GOLD:
{
body = _("The enemy has built up over %{count} gold in his treasury.\nYou must bow done in defeat before his wealth and power.");
String::Replace(body, "%{count}", conf.WinsAccumulateGold());
break;
}
case LOSS_ALL:
body = _("You have been eliminated from the game!!!");
break;
case LOSS_TOWN:
{
body = _("The enemy has captured %{name}!\nThey are triumphant.");
const Castle* town = world.GetCastle(conf.WinsMapsIndexObject());
if(town) String::Replace(body, "%{name}", town->GetName());
}
case LOSS_STARTHERO:
{
const Heroes* hero = world.GetKingdom(conf.CurrentColor()).GetFirstHeroStartCondLoss();
body = _("You have lost the hero %{name}.\nYour quest is over.");
if(hero) String::Replace(body, "%{name}", hero->GetName());
break;
}
case LOSS_HERO:
{
body = _("You have lost the hero %{name}.\nYour quest is over.");
const Heroes* hero = world.GetHeroesCondLoss();
if(hero) String::Replace(body, "%{name}", hero->GetName());
break;
}
case LOSS_TIME:
body = _("You have failed to complete your quest in time.\nAll is lost.");
break;
default: break;
}
AGG::PlayMusic(MUS::LOSTGAME, false);
if(body.size()) Dialog::Message("", body, Font::BIG, Dialog::OK);
}