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C++ CNpc::GetIndex方法代码示例

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


在下文中一共展示了CNpc::GetIndex方法的1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: HandleKey

void CAction::HandleKey(int actionKey, CTile *pTile)
{
	// If the key is the shop keeper key
	if(actionKey == kShopKeeperKey)
	{	


//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////		
		
		// Let's open a store and go to the shop menu by passing in the shop keeper npc
		g_Shop.OpenStore((CNpc*)pTile);

//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////


	}
	// If we are doing the first contact with Trendor
	else if(actionKey == kTrendorSceneKey)
	{
		// If we have not already done this, do the first dialog scene
		if(m_actionKeys[actionKey] != 1)
			DoTrendorCutScene();
		// Otherwise, add Trendor to our party if we already talked to the Governor
		else if(m_actionKeys[kGovernorSceneKey])
			HandleKey(kAddTrendorKey, pTile);
		else // Else encourage the player to talk to the Governor
			DisplayCutSceneDialog("Trendor: Quinn, let me know if there is anything I can do to help.  I am interested in what the Governor will say.");

		// Set this action key as "happened" (1)
		m_actionKeys[actionKey] = 1;
	}
	// If the key is to add Trendor 
	else if(actionKey == kAddTrendorKey)
	{
		// Check if we haven't added Trendor yet, then add him
		if(!m_actionKeys[actionKey])
		{
			DisplayCutSceneDialog("Trendor: You talked to the Governor?!?!?  That's great.  I am coming with you.  I don't want to just sit here and do nothing too.");
			
			// Cast the passed in tile to it's correct type, which is an npc, then add Trendor
			CNpc *pNpc = (CNpc*)pTile;
			AddTrendorToGroup(pNpc);
			m_actionKeys[actionKey] = 1;

			g_Menu.DrawMessageBox("Trendor Joined your party!");
		}
	}
	// If the action key is that we found the potion
	else if(actionKey == kPotionKey)
	{
		// Set the potion key to being accomplished
		m_actionKeys[actionKey] = 1;
	}
	// If we are meeting the Governor
	else if(actionKey == kGovernorSceneKey)
	{
		// If we haven't talked with the Governor yet, do the long dialog
		if(m_actionKeys[actionKey] != 1)
			DoGovernorCutScene();
		else	// Otherwise, see if the player needs permission and is good enough
		{
			// If the player has enough experience to get permission
			if(g_Player.GetExperience() >= kPermissionExpNeeded)
			{
				// If we already received permission, wish the player good luck
				if(m_actionKeys[kPermissionKey])
					DisplayCutSceneDialog("Governor: Good luck in the new world.  I hope you find the sage you seek.");
				else
				{	// Otherwise, let's give the player permission to go across the bridge
					DisplayCutSceneDialog("Governor: Wow Quinn, you have really improved.  I think with your experience and strength you should be fine.  You have my permission to enter the new world.");
					m_actionKeys[kPermissionKey] = 1;
				}
			}
			else	// We aren't experienced enough, give encouragement
				DisplayCutSceneDialog("Governor: I think you need to be a little stronger and with more experience.  Come back after you improve a bit more.");
		}
		
		// Set the action key to true so that we know we already talked with the Governor
		m_actionKeys[actionKey] = 1;
	}
	// If we are talking with the bridge guard
	else if(actionKey == kBridgeGuardKey)
	{
		// If we don't have permission, tell the player they need permission to pass
		if(m_actionKeys[kPermissionKey] == 0)
			DisplayCutSceneDialog("Guard: Nobody gets by me unless you have the Governor's permission.");
		else	// Otherwise, we got permission!
		{
			// Cast the tile as the guard npc
			CNpc *pGuard = (CNpc*)pTile;

			// If the player is on the left side of the bridge, say we received permission
			if(g_Player.GetPosition().x <= pGuard->GetIndex().x)
			{
				// Move the player past the guard and safely across the bridge
				POINT newPosition = {g_Player.GetPosition().x + 2, g_Player.GetPosition().y};

				// Tell the guard we received permission from the Governor and set new position
				DisplayCutSceneDialog("Quinn: I just received permission from the Governor to pass.");
				DisplayCutSceneDialog("Guard: Okay, you may pass.  Be carefull over there.");
//.........这里部分代码省略.........
开发者ID:Allenjonesing,项目名称:tutorials,代码行数:101,代码来源:ActionKeys.cpp


注:本文中的CNpc::GetIndex方法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。