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C++ CItemType::GetNounPhrase方法代码示例

本文整理汇总了C++中CItemType::GetNounPhrase方法的典型用法代码示例。如果您正苦于以下问题:C++ CItemType::GetNounPhrase方法的具体用法?C++ CItemType::GetNounPhrase怎么用?C++ CItemType::GetNounPhrase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CItemType的用法示例。


在下文中一共展示了CItemType::GetNounPhrase方法的7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: SortTable

void SortTable (SItemTableCtx &Ctx, const TArray<CItemType *> &List, SItemTypeList *retSorted)
	{
	int i;

	//	Loop over all items that match and add them to
	//	a sorted table.

	retSorted->DeleteAll();
	for (i = 0; i < List.GetCount(); i++)
		{
		CItemType *pType = List[i];

		//	Add with sort key

		char szBuffer[1024];
		wsprintf(szBuffer, "%02d%s%02d%s", 
				pType->GetLevel(),
				g_szTypeCode[GetItemType(pType)], 
				GetItemFreq(pType), 
				pType->GetNounPhrase().GetASCIIZPointer());
		retSorted->Insert(CString(szBuffer), pType);
		}
	}
开发者ID:bmer,项目名称:Transmuter,代码行数:23,代码来源:ItemTable.cpp

示例2: GenerateWeaponEffectChart


//.........这里部分代码省略.........
			|| pSystem->CreateStation(pTargetType, NULL, CVector(), &pStation) != NOERROR)
		{
		printf("ERROR: Unable to create station.\n");
		return;
		}

	//	Create the weapon platform some distance away

	CSovereign *pPlatformSovereign = Universe.FindSovereign(PLAYER_SOVEREIGN_UNID);
	CShip *pPlatform;
	if (pPlatformSovereign == NULL
				|| pSystem->CreateShip(dwPlatformUNID,
					NULL,
					NULL,
					pPlatformSovereign,
					CVector(-5.0 * LIGHT_SECOND, 0.),
					CVector(),
					0,
					NULL,
					NULL,
					&pPlatform) != NOERROR)
		{
		printf("ERROR: Unable to create weapons platform.\n");
		return;
		}

	//	Set the attacker to hold

	IShipController *pController = pPlatform->GetController();
	if (pController == NULL)
		{
		printf("ERROR: No controller for ship.\n");
		return;
		}

	pController->AddOrder(IShipController::orderHold, NULL, IShipController::SData());
	pPlatform->SetControllerEnabled(false);

	//	Install the largest possible reactor on the ship

	CItemType *pReactorType = Universe.FindItemType(REACTOR_UNID);
	if (pReactorType)
		{
		CItem ReactorItem(pReactorType, 1);

		CItemListManipulator ItemList(pPlatform->GetItemList());
		ItemList.AddItem(ReactorItem);
		pPlatform->OnComponentChanged(comCargo);
		pPlatform->ItemsModified();
		pPlatform->InvalidateItemListAddRemove();

		pPlatform->InstallItemAsDevice(ItemList);
		}

	//	Set the POV

	Universe.SetPOV(pStation);
	pSystem->SetPOVLRS(pStation);

	//	Prepare system

	Universe.UpdateExtended();
	Universe.GarbageCollectLibraryBitmaps();
	Universe.StartGame(true);

	//	Output each weapon

	int xOrigin;
	int yOrigin;
	CG32bitImage &Image = Output.GetOutputImage(&xOrigin, &yOrigin);
	const CG16bitFont &TitleFont = Output.GetStyleFont(STYLE_TITLE);
	CG32bitPixel rgbTitleColor = Output.GetStyleColor(STYLE_TITLE);

	for (i = 0; i < Selection.GetCount(); i++)
		{
		CItemType *pType = Selection.GetItemType(i);

		//	Compute the metrics of this row

		int xRow = xOrigin + (i % iColumns) * cxRow;
		int yRow = yOrigin + (i / iColumns) * cyRow;

		//	Paint the weapon title

		Image.Fill(xRow, yRow, cxRow, cyRow, CG32bitPixel(0x40, 0x40, 0x40));
		TitleFont.DrawText(Image, xRow + 8, yRow, rgbTitleColor, pType->GetNounPhrase());

		//	Paint the frames

		PaintWeaponFrames(Image, pType, pPlatform, iFramesPerItem, 
				xRow + ITEM_ICON_WIDTH + cxFrameHorzMargin,
				yRow + cyRowTitle, 
				cxMaxDistPerTick,
				cyFrame);
		}

	//	Done

	Output.Output();
	}
开发者ID:Arkheias,项目名称:Transcendence,代码行数:101,代码来源:WeaponEffectChart.cpp

示例3: OutputByShipClass

void OutputByShipClass (SItemTableCtx &Ctx, const SItemTypeList &ItemList, bool bShowUsage)
	{
	int i, j;

	//	Make a map of ship classes for each item

	TSortMap<DWORD, TArray<CShipClass *>> ItemToShipClass;
	for (i = 0; i < g_pUniverse->GetShipClassCount(); i++)
		{
		CShipClass *pClass = g_pUniverse->GetShipClass(i);

		//	Skip non-generic ones

		if (!pClass->HasLiteralAttribute(CONSTLIT("genericClass")))
			continue;

		//	Add the list of types used by the ship

		TSortMap<DWORD, bool> TypesUsed;
		pClass->AddTypesUsed(&TypesUsed);

		//	For each item type, add it to the map

		for (j = 0; j < TypesUsed.GetCount(); j++)
			{
			CDesignType *pType = g_pUniverse->FindDesignType(TypesUsed.GetKey(j));
			if (pType && pType->GetType() == designItemType)
				{
				TArray<CShipClass *> *pList = ItemToShipClass.SetAt(pType->GetUNID());
				pList->Insert(pClass);
				}
			}
		}

	//	If we want to show usage, then we print each item along with the 
	//	ship classes using each item.

	if (bShowUsage)
		{
		for (i = 0; i < ItemList.GetCount(); i++)
			{
			CItemType *pType = ItemList[i];
			printf("%s\n", (LPSTR)pType->GetNounPhrase());

			TArray<CShipClass *> *pList = ItemToShipClass.SetAt(pType->GetUNID());
			for (j = 0; j < pList->GetCount(); j++)
				printf("\t%s\n", (LPSTR)pList->GetAt(j)->GetName());

			if (pList->GetCount() == 0)
				printf("\t(none)\n");

			printf("\n");
			}
		}

	//	Otherwise we categorize by ship class

	else
		{
		//	Now make a list of all ship classes that have our items

		SByShipClassTypeList ByShipClassTable;
		for (i = 0; i < ItemList.GetCount(); i++)
			{
			const CString &sKey = ItemList.GetKey(i);
			CItemType *pType = ItemList[i];

			//	Loop over all ship classes

			TArray<CShipClass *> *pList = ItemToShipClass.SetAt(pType->GetUNID());
			for (j = 0; j < pList->GetCount(); j++)
				{
				CString sClassName = pList->GetAt(j)->GetName();

				bool bNew;
				SShipClassEntry *pEntry = ByShipClassTable.SetAt(sClassName, &bNew);
				if (bNew)
					pEntry->sShipClassName = sClassName;

				pEntry->ItemTable.Insert(sKey, pType);
				}

			//	If no ship class

			if (pList->GetCount() == 0)
				{
				bool bNew;
				SShipClassEntry *pEntry = ByShipClassTable.SetAt(CONSTLIT("(none)"), &bNew);
				if (bNew)
					pEntry->sShipClassName = CONSTLIT("(none)");

				pEntry->ItemTable.Insert(sKey, pType);
				}
			}

		//	Now loop over all attributes

		for (i = 0; i < ByShipClassTable.GetCount(); i++)
			{
			const SShipClassEntry &Entry = ByShipClassTable[i];
//.........这里部分代码省略.........
开发者ID:bmer,项目名称:Transmuter,代码行数:101,代码来源:ItemTable.cpp

示例4: GenerateShieldStats

void GenerateShieldStats (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i;

	CString sUNID = pCmdLine->GetAttribute(CONSTLIT("unid"));
	DWORD dwUNID = strToInt(sUNID, 0, NULL);
	CItemType *pItem = Universe.FindItemType(dwUNID);
	if (pItem == NULL)
		{
		CItemCriteria Crit;
		CItem::InitCriteriaAll(&Crit);
		CItem Item = CItem::CreateItemByName(sUNID, Crit);
		pItem = Item.GetType();

		if (pItem == NULL)
			{
			printf("ERROR: Unknown item '%s'\n", sUNID.GetASCIIZPointer());
			return;
			}
		}

	if (pItem->GetCategory() != itemcatShields)
		{
		printf("ERROR: Item '%s' is not a shield generator\n", pItem->GetNounPhrase().GetASCIIZPointer());
		return;
		}

	bool bVerbose = pCmdLine->GetAttributeBool(CONSTLIT("verbose"));
	bool bEval = pCmdLine->GetAttributeBool(CONSTLIT("eval"));

	//	Get the stats for the shield

	Metric rHP = (Metric)pItem->GetDataFieldInteger(FIELD_HP);
	Metric rHPRegenPerTick = pItem->GetDataFieldInteger(FIELD_REGEN) / 1000.0;

	int iDamageAdj[damageCount];
	CString sDamageAdj = pItem->GetDataField(CONSTLIT("damageAdj"));
	char *pPos = sDamageAdj.GetASCIIZPointer();
	int iCount = 0;
	while (iCount < damageCount)
		{
		iDamageAdj[iCount] = strParseInt(pPos, 0, &pPos, NULL);
		if (*pPos != '\0')
			pPos++;
		iCount++;
		}

	//	Print header

	printf("%s\n\n", pItem->GetNounPhrase().GetASCIIZPointer());

	//	Loop over all weapons and sort them by level and then name

	CSymbolTable List(FALSE, TRUE);
	for (i = 0; i < Universe.GetItemTypeCount(); i++)
		{
		CItemType *pWeapon = Universe.GetItemType(i);
		if (pWeapon->GetCategory() != itemcatWeapon)
			continue;

		CString sLevel = (pWeapon->GetLevel() < 10 ? strPatternSubst(CONSTLIT("0%d"), pWeapon->GetLevel()) : strFromInt(pWeapon->GetLevel(), FALSE));
		CString sSortName = strPatternSubst(CONSTLIT("%s%s"), sLevel, pWeapon->GetNounPhrase());
		List.AddEntry(sSortName, (CObject *)pWeapon);
		}

	//	Loop over sorted list and output data

	for (i = 0; i < List.GetCount(); i++)
		{
		CItemType *pWeapon = (CItemType *)List.GetValue(i);

		//	Get the data for the weapon

		int iFireDelay = pWeapon->GetDataFieldInteger(CONSTLIT("fireDelay"));
		Metric rAverageDamage = pWeapon->GetDataFieldInteger(CONSTLIT("averageDamage")) / 1000.0;
		int iDamageType = pWeapon->GetDataFieldInteger(CONSTLIT("damageType"));
		if (iDamageType < 0 || iDamageType >= damageCount)
			iDamageType = 0;

		//	Adjust damage for type

		rAverageDamage = rAverageDamage * (iDamageAdj[iDamageType] / 100.0);
		if (rAverageDamage < 1.0)
			rAverageDamage = 0.0;

		//	Calculate how many shots it would take to pierce through the shields

		char szBuffer[256];
		Metric rShotsToDeplete;
		Metric rRegenPerShot = rHPRegenPerTick * (Metric)iFireDelay;
		if (rRegenPerShot >= rAverageDamage)
			{
			rShotsToDeplete = 1000000.0;
			lstrcpy(szBuffer, "ineffective");
			}
		else
			{
			Metric rDrainPerShot = rAverageDamage - rRegenPerShot;
			rShotsToDeplete = rHP / rDrainPerShot;
			sprintf(szBuffer, "%.2f", rShotsToDeplete);
//.........这里部分代码省略.........
开发者ID:alanhorizon,项目名称:Transport,代码行数:101,代码来源:ShieldStats.cpp

示例5: CreateClassInfoItem

void CUIHelper::CreateClassInfoItem (const CItem &Item, int x, int y, int cxWidth, DWORD dwOptions, const CString &sExtraDesc, int *retcyHeight, IAnimatron **retpInfo) const

//	CreateClassInfoItem
//
//	Creates an item info animation

	{
	const CVisualPalette &VI = m_HI.GetVisuals();
	const CG16bitFont &MediumFont = VI.GetFont(fontMedium);
	const CG16bitFont &MediumBoldFont = VI.GetFont(fontMediumBold);
	const CG16bitFont &SubTitleFont = VI.GetFont(fontSubTitle);

	//	Handle some edge conditions

	CItemType *pType = Item.GetType();
	if (pType == NULL)
		{
		if (retcyHeight)
			*retcyHeight = 0;

		CAniSequencer::Create(CVector(x, y), (CAniSequencer **)retpInfo);
		return;
		}

	//	Figure out some dimensions and metrics. Everything is relative to x, y.

	bool bRightAlign = ((dwOptions & OPTION_ITEM_RIGHT_ALIGN) ? true : false);
	int cxIcon = SMALL_ICON_WIDTH;
	int cyIcon = SMALL_ICON_HEIGHT;
	int xIcon = (bRightAlign ? -cxIcon : 0);
	int yIcon = 0;

	int cxText = cxWidth - (cxIcon + ITEM_INFO_SPACING_HORZ);
	int xText = (bRightAlign ? -cxWidth : cxIcon + ITEM_INFO_SPACING_HORZ);
	int yText = 0;

	//	Create a sequencer to hold all the controls

	CAniSequencer *pRoot;
	CAniSequencer::Create(CVector(x, y), &pRoot);

	//	Create a small item icon

	const CObjectImageArray &Image = pType->GetImage();
	RECT rcImage = Image.GetImageRect();
	if (!Image.IsEmpty())
		{
		CG16bitImage *pIcon = new CG16bitImage;
		pIcon->CreateFromImageTransformed(Image.GetImage(), 
				rcImage.left, 
				rcImage.top, 
				RectWidth(rcImage), 
				RectHeight(rcImage), 
				(Metric)SMALL_ICON_WIDTH / RectWidth(rcImage),
				(Metric)SMALL_ICON_HEIGHT / RectHeight(rcImage),
				0.0);

		IAnimatron *pImageFrame = new CAniRect;
		pImageFrame->SetPropertyVector(PROP_POSITION, CVector(xIcon, yIcon));
		pImageFrame->SetPropertyVector(PROP_SCALE, CVector(SMALL_ICON_WIDTH, SMALL_ICON_HEIGHT));
		pImageFrame->SetFillMethod(new CAniImageFill(pIcon, true));

		pRoot->AddTrack(pImageFrame, 0);
		}

	//	Create text

	int cyText = 0;

	IAnimatron *pName = new CAniText;
	pName->SetPropertyVector(PROP_POSITION, CVector(xText, yText + cyText));
	pName->SetPropertyVector(PROP_SCALE, CVector(cxText, 1000));
	pName->SetPropertyColor(PROP_COLOR, VI.GetColor(colorTextDialogInput));
	pName->SetPropertyFont(PROP_FONT, &MediumBoldFont);
	pName->SetPropertyString(PROP_TEXT, pType->GetNounPhrase(nounActual));
	if (bRightAlign)
		pName->SetPropertyString(PROP_TEXT_ALIGN_HORZ, ALIGN_RIGHT);

	pRoot->AddTrack(pName, 0);
	cyText += MediumBoldFont.GetHeight();

	//	Add the damage type adjustment

	CItemDataAnimatron *pDamageDesc = new CItemDataAnimatron(VI, Item);
	if (!pDamageDesc->IsEmpty())
		{
		pDamageDesc->SetPropertyVector(PROP_POSITION, CVector(xText, yText + cyText));
		pDamageDesc->SetPropertyVector(PROP_SCALE, CVector(cxText, 1000));
		if (bRightAlign)
			pDamageDesc->SetPropertyString(PROP_TEXT_ALIGN_HORZ, ALIGN_RIGHT);

		pRoot->AddTrack(pDamageDesc, 0);

		RECT rcRect;
		pDamageDesc->GetSpacingRect(&rcRect);
		cyText += RectHeight(rcRect);
		}
	else
		delete pDamageDesc;

//.........这里部分代码省略.........
开发者ID:Sdw195,项目名称:Transcendence,代码行数:101,代码来源:ClassInfoHelpers.cpp

示例6: GenerateItemTable

void GenerateItemTable (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j;

	//	Compute the criteria

	CItemCriteria Crit;
	CString sCriteria;
	if (pCmdLine->FindAttribute(CRITERIA_ATTRIB, &sCriteria))
		CItem::ParseCriteria(sCriteria, &Crit);
	else
		CItem::InitCriteriaAll(&Crit);

	//	Generate a table

	CSymbolTable Table(FALSE, TRUE);

	//	Loop over all items that match and add them to
	//	a sorted table.

	for (j = 0; j < Universe.GetItemTypeCount(); j++)
		{
		CItemType *pType = Universe.GetItemType(j);
		CItem Item(pType, 1);

		if (!Item.MatchesCriteria(Crit))
			continue;

		//	Figure out the sort order

		char szBuffer[1024];
		wsprintf(szBuffer, "%02d%s%02d%s", 
				pType->GetLevel(),
				g_szTypeCode[GetItemType(pType)], 
				GetItemFreq(pType), 
				pType->GetNounPhrase().GetASCIIZPointer());
		Table.AddEntry(CString(szBuffer), (CObject *)pType);
		}

	//	If we need to output total count, then load the table

	CSymbolTable TotalCount(TRUE, TRUE);
	if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT))
		{
		if (error = LoadTotalCount(TOTAL_COUNT_FILENAME, TotalCount))
			return;
		}

	//	If we've got any entries in the table, output now

	if (Table.GetCount())
		{
		//	Generate a list of columns to display

		CStringArray Cols;
		Cols.AppendString(FIELD_LEVEL);
		Cols.AppendString(FIELD_TYPE);
		Cols.AppendString(FIELD_FREQUENCY);
		Cols.AppendString(FIELD_NAME);

		//	More columns from command-line

		if (pCmdLine->GetAttributeBool(FIELD_AVERAGE_COUNT))
			Cols.AppendString(FIELD_AVERAGE_COUNT);
		if (pCmdLine->GetAttributeBool(FIELD_BALANCE))
			Cols.AppendString(FIELD_BALANCE);
		if (pCmdLine->GetAttributeBool(FIELD_COST))
			Cols.AppendString(FIELD_COST);
		if (pCmdLine->GetAttributeBool(FIELD_INSTALL_COST))
			Cols.AppendString(FIELD_INSTALL_COST);
		if (pCmdLine->GetAttributeBool(FIELD_MASS))
			Cols.AppendString(FIELD_MASS);
		if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT))
			Cols.AppendString(FIELD_TOTAL_COUNT);
		if (pCmdLine->GetAttributeBool(FIELD_REFERENCE))
			Cols.AppendString(FIELD_REFERENCE);

		if (pCmdLine->GetAttributeBool(FIELD_HP))
			Cols.AppendString(FIELD_HP);
		if (pCmdLine->GetAttributeBool(FIELD_HP_BONUS))
			Cols.AppendString(FIELD_HP_BONUS);
		if (pCmdLine->GetAttributeBool(FIELD_REGEN))
			Cols.AppendString(FIELD_REGEN);
		if (pCmdLine->GetAttributeBool(FIELD_FIRE_DELAY))
			Cols.AppendString(FIELD_FIRE_DELAY);
		if (pCmdLine->GetAttributeBool(FIELD_THRUST))
			Cols.AppendString(FIELD_THRUST);
		if (pCmdLine->GetAttributeBool(FIELD_POWER))
			Cols.AppendString(FIELD_POWER);

		if (pCmdLine->GetAttributeBool(FIELD_POWER_PER_SHOT))
			Cols.AppendString(FIELD_POWER_PER_SHOT);
		if (pCmdLine->GetAttributeBool(FIELD_AVERAGE_DAMAGE))
			Cols.AppendString(FIELD_AVERAGE_DAMAGE);
		if (pCmdLine->GetAttributeBool(FIELD_MAX_SPEED))
			Cols.AppendString(FIELD_MAX_SPEED);

		//	Output the header

//.........这里部分代码省略.........
开发者ID:alanhorizon,项目名称:Transport,代码行数:101,代码来源:ItemTable.cpp

示例7: GenerateGameStats

void CPlayerGameStats::GenerateGameStats (CGameStats &Stats, CSpaceObject *pPlayerShip, bool bGameOver) const

//	GenerateGameStats
//
//	Generates a stats for everything we track

	{
	int j;

	CShip *pShip = (pPlayerShip ? pPlayerShip->AsShip() : NULL);
	if (pShip == NULL)
		return;

	CPlayerShipController *pPlayer = (CPlayerShipController *)pShip->GetController();
	if (pPlayer == NULL)
		return;

	CSovereign *pPlayerSovereign = g_pUniverse->FindSovereign(g_PlayerSovereignUNID);
	if (pPlayerSovereign == NULL)
		return;

	//	Base stats

	Stats.Insert(CONSTLIT("Genome"), strCapitalize(GetGenomeName(pPlayer->GetPlayerGenome())));
	Stats.Insert(CONSTLIT("Score"), strFormatInteger(CalcEndGameScore(), -1, FORMAT_THOUSAND_SEPARATOR | FORMAT_UNSIGNED));
	Stats.Insert(CONSTLIT("Ship class"), pShip->GetNounPhrase(0));

	CTimeSpan Time = GetPlayTime();
	if (!Time.IsBlank())
		Stats.Insert(CONSTLIT("Time played"), Time.Format(NULL_STR));

#ifdef REAL_TIME
	Time = GetGameTime();
	if (!Time.IsBlank())
		Stats.Insert(CONSTLIT("Time elapsed in game"), Time.Format(NULL_STR));
#endif

	//	Some combat stats

	CString sDestroyed = GetStat(ENEMY_SHIPS_DESTROYED_STAT);
	if (!sDestroyed.IsBlank())
		Stats.Insert(CONSTLIT("Enemy ships destroyed"), sDestroyed, CONSTLIT("combat"));

	sDestroyed = GetStat(FRIENDLY_SHIPS_DESTROYED_STAT);
	if (!sDestroyed.IsBlank())
		Stats.Insert(CONSTLIT("Friendly ships destroyed"), sDestroyed, CONSTLIT("combat"));

	sDestroyed = GetStat(ENEMY_STATIONS_DESTROYED_STAT);
	if (!sDestroyed.IsBlank())
		Stats.Insert(CONSTLIT("Enemy stations destroyed"), sDestroyed, CONSTLIT("combat"));

	sDestroyed = GetStat(FRIENDLY_STATIONS_DESTROYED_STAT);
	if (!sDestroyed.IsBlank())
		Stats.Insert(CONSTLIT("Friendly stations destroyed"), sDestroyed, CONSTLIT("combat"));

	//	Add stat for every station destroyed

	CStatCounterArray CounterArray;

	CMapIterator i;
	m_StationStats.Reset(i);
	while (m_StationStats.HasMore(i))
		{
		SStationTypeStats *pStats;
		DWORD dwUNID = m_StationStats.GetNext(i, &pStats);
		CStationType *pType = g_pUniverse->FindStationType(dwUNID);
		if (pType == NULL)
			continue;

		CString sName = pType->GetNounPhrase(0);
		CString sSort = strPatternSubst(CONSTLIT("%03d%s"), 100 - pType->GetLevel(), sName);

		if (pType->GetSovereign()->IsEnemy(pPlayerSovereign))
			CounterArray.Insert(sName, pStats->iDestroyed, CONSTLIT("Enemy stations destroyed"), sSort);
		else
			CounterArray.Insert(sName, pStats->iDestroyed, CONSTLIT("Friendly stations destroyed"), sSort);
		}

	CounterArray.GenerateGameStats(Stats);
		
	//	Add stat for every ship class destroyed

	CounterArray.DeleteAll();
	m_ShipStats.Reset(i);
	while (m_ShipStats.HasMore(i))
		{
		SShipClassStats *pStats;
		DWORD dwUNID = m_ShipStats.GetNext(i, &pStats);
		CShipClass *pClass = g_pUniverse->FindShipClass(dwUNID);
		if (pClass == NULL)
			continue;

		CString sName = pClass->GetNounPhrase(0);
		CString sSort = strPatternSubst(CONSTLIT("%09d%s"), 100000000 - pClass->GetScore(), sName);

		if (pStats->iEnemyDestroyed > 0)
			CounterArray.Insert(sName, pStats->iEnemyDestroyed, CONSTLIT("Enemy ships destroyed"), sSort);

		if (pStats->iFriendDestroyed > 0)
			CounterArray.Insert(sName, pStats->iFriendDestroyed, CONSTLIT("Friendly ships destroyed"), sSort);
//.........这里部分代码省略.........
开发者ID:Sdw195,项目名称:Transcendence,代码行数:101,代码来源:CPlayerGameStats.cpp


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