本文整理汇总了C++中CInventoryOwner::get_money方法的典型用法代码示例。如果您正苦于以下问题:C++ CInventoryOwner::get_money方法的具体用法?C++ CInventoryOwner::get_money怎么用?C++ CInventoryOwner::get_money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CInventoryOwner
的用法示例。
在下文中一共展示了CInventoryOwner::get_money方法的5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: GiveMoney
void CScriptGameObject::GiveMoney(int money)
{
CInventoryOwner* pOurOwner = smart_cast<CInventoryOwner*>(&object()); VERIFY(pOurOwner);
pOurOwner->set_money (pOurOwner->get_money() + money, true );
}
示例2: TransferMoney
void CScriptGameObject::TransferMoney(int money, CScriptGameObject* pForWho)
{
if (!pForWho) {
ai().script_engine().script_log (ScriptStorage::eLuaMessageTypeError,"cannot transfer money for NULL object");
return;
}
CInventoryOwner* pOurOwner = smart_cast<CInventoryOwner*>(&object()); VERIFY(pOurOwner);
CInventoryOwner* pOtherOwner = smart_cast<CInventoryOwner*>(&pForWho->object()); VERIFY(pOtherOwner);
if (pOurOwner->get_money()-money<0) {
ai().script_engine().script_log (ScriptStorage::eLuaMessageTypeError,"Character does not have enought money");
return;
}
pOurOwner->set_money (pOurOwner->get_money() - money, true );
pOtherOwner->set_money (pOtherOwner->get_money() + money, true );
}
示例3: Update
void CUIInventoryWnd::Update()
{
if(m_b_need_reinit)
InitInventory ();
CEntityAlive *pEntityAlive = smart_cast<CEntityAlive*>(Level().CurrentEntity());
if(pEntityAlive)
{
float v = pEntityAlive->conditions().GetHealth()*100.0f;
UIProgressBarHealth.SetProgressPos (v);
v = pEntityAlive->conditions().GetPsyHealth()*100.0f;
UIProgressBarPsyHealth.SetProgressPos (v);
v = pEntityAlive->conditions().GetRadiation()*100.0f;
UIProgressBarRadiation.SetProgressPos (v);
#ifdef INV_NEW_SLOTS_SYSTEM
if (GameID() == GAME_SINGLE){
CActor* m_pActor = smart_cast<CActor*>(Level().CurrentViewEntity());
v =(m_pActor->conditions().GetSatiety())*100.0f;
UIProgressBarSatiety.SetProgressPos (v);
}
#endif
CInventoryOwner* pOurInvOwner = smart_cast<CInventoryOwner*>(pEntityAlive);
u32 _money = 0;
if (GameID() != GAME_SINGLE){
game_PlayerState* ps = Game().GetPlayerByGameID(pEntityAlive->ID());
if (ps){
UIProgressBarRank.SetProgressPos(ps->experience_D*100);
_money = ps->money_for_round;
}
}else
{
_money = pOurInvOwner->get_money();
}
// update money
string64 sMoney;
//red_virus
sprintf_s (sMoney,"%d %s", _money, *CStringTable().translate("ui_st_money_regional"));
UIMoneyWnd.SetText (sMoney);
// update outfit parameters
CCustomOutfit* outfit = smart_cast<CCustomOutfit*>(pOurInvOwner->inventory().m_slots[OUTFIT_SLOT].m_pIItem);
UIOutfitInfo.Update (outfit);
}
UIStaticTimeString.SetText(*InventoryUtilities::GetGameTimeAsString(InventoryUtilities::etpTimeToMinutes));
CUIWindow::Update ();
}
示例4: Update
void CUIInventoryWnd::Update()
{
if(m_b_need_reinit)
InitInventory ();
CEntityAlive *pEntityAlive = smart_cast<CEntityAlive*>(Level().CurrentEntity());
if(pEntityAlive)
{
float v = pEntityAlive->conditions().GetHealth()*100.0f;
UIProgressBarHealth.SetProgressPos (v);
v = pEntityAlive->conditions().GetPsyHealth()*100.0f;
UIProgressBarPsyHealth.SetProgressPos (v);
v = pEntityAlive->conditions().GetRadiation()*100.0f;
UIProgressBarRadiation.SetProgressPos (v);
if (GameID() != GAME_SINGLE){
game_PlayerState* ps = Game().GetPlayerByGameID(pEntityAlive->ID());
if (ps)
UIProgressBarRank.SetProgressPos(ps->experience_D*100);
}
// update money
CInventoryOwner* pOurInvOwner = smart_cast<CInventoryOwner*>(pEntityAlive);
string64 sMoney;
sprintf (sMoney,"%d RU", pOurInvOwner->get_money());
UIMoneyWnd.SetText (sMoney);
// update outfit parameters
CCustomOutfit* outfit = smart_cast<CCustomOutfit*>(pOurInvOwner->inventory().m_slots[OUTFIT_SLOT].m_pIItem);
UIOutfitInfo.Update (outfit);
}
//. UITimeWnd.Update ();
UIStaticTimeString.SetText(*InventoryUtilities::GetGameTimeAsString(InventoryUtilities::etpTimeToMinutes));
CUIWindow::Update ();
}
示例5: VERIFY
u32 CScriptGameObject::Money ()
{
CInventoryOwner* pOurOwner = smart_cast<CInventoryOwner*>(&object()); VERIFY(pOurOwner);
return pOurOwner->get_money();
}