本文整理汇总了C++中Equipment类的典型用法代码示例。如果您正苦于以下问题:C++ Equipment类的具体用法?C++ Equipment怎么用?C++ Equipment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Equipment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: Equipment
void Feats::on_btnNext_clicked()
{
Equipment* s = new Equipment();
_main->setCentralWidget(s);
s->show();
s->setMainWindow(_main);
}
示例2: Equipment
void MainWindow::on_actionEquipment_triggered()
{
Equipment* ar = new Equipment();
this->setCentralWidget(ar);
ar->show();
ar->setMainWindow(this);
}
示例3: buyLargePotion
/**
* @brief OknoBazaru::kupDuzaMiksture Przeprowadza kupno dużej mikstury zdrowia.
*/
void MarketWindow::buyLargePotion()
{
Equipment *equipment = player_->equipment();
equipment->setLargePotions(equipment->largePotions() + 1);
player_->setGold(player_->gold() - CENA_DUZEJ_MIKSTURY);
playerWindow_->update();
smallPotionCountLabel->setText(QString::number(player_->equipment()->largePotions()));
largePotionButton->setEnabled(player_->gold() >= CENA_DUZEJ_MIKSTURY);
smallPotionButton->setEnabled(player_->gold() >= CENA_MALEJ_MIKSTURY);
}
示例4: tr
void EquipmentEditor::newEquipment()
{
QString name = QInputDialog::getText(this, tr("Equipment name"),
tr("Equipment name:"));
if( name.isEmpty() )
return;
Equipment* e = Database::instance().newEquipment();
e->setName( name );
setEquipment(e);
show();
}
示例5: RETURN_IF_STR_EMPTY
bool ModelValidator::isValid(const Equipment& equipment, bool allowDefaults/* = false*/)
{
RETURN_IF_STR_EMPTY(equipment.GetManufacturerName(), "Equipment Manufacturer Name");
RETURN_IF_STR_EMPTY(equipment.GetManufacturerModelName(), "Equipment Manufacturer Model");
if (!allowDefaults)
{
RETURN_IF_STR_EMPTY(equipment.GetManufacturerModelName(), "Manafacturer Model Name");
RETURN_IF_STR_EMPTY(equipment.GetSoftwareVersion(), "Software Version");
}
return true;
}
示例6: dummy
void dummy() {
/*
*/
Equipment* component;
InventoryVisitor visitor;
component->Accept(visitor);
cout << "Inventory "
<< component->Name()
<< visitor.GetInventory();
/*
*/
}
示例7: while
bool QEquipmentView::fromXML(QDomDocument & dom)
{
//supprime le contenu en cours
this->reset();
//charge le contenu
QDomElement el = dom.documentElement().firstChildElement();
while(!el.isNull()){
Equipment equip;
equip.boundXML(el);
this->addEquipment(equip);
el = el.nextSiblingElement();
}
return QRESULT_OK();
}
示例8: equipItem
/*
* Equips the item specified by itemToEquip
* returns true if the item was equiped
*/
bool Character::equipItem(Equipment itemToEquip) {
int tempSlot = itemToEquip.getSlot();
if (equipedItems[tempSlot] == 0) {
*equipedItems[tempSlot] = itemToEquip;
return true;
}
return false;
};
示例9: addEntityInventoryItem
bool Inventory::addEntityInventoryItem(int i, Entity* ii)
{
if (slotList.size() < maxSlotListCount)
{
if (!hasEntityInventoryItem(i))
{
if (ii->getInventoryItem()->getType() == "INVENTORYEQUIPMENT")
{//is equipment
Equipment* eq = (Equipment*)ii->getInventoryItem()->getItem();
if (eq->occupiesBody())
{//is body armor
if (getSlotBody() == nullptr || getSlotBody()->getInventoryItem()->getCost() < ii->getInventoryItem()->getCost())
{//if new armor is better (more expensive)
slot_body = i;
}
}
else if (eq->occupiesHand())
{
if (eq->occupiesOffhand())
{//normal weapon
if (getSlotHand() == nullptr || getSlotHand()->getInventoryItem()->getCost() < ii->getInventoryItem()->getCost())
{//if new weapon is better (more expensive)
slot_hand = i;
}
}
}
else
{//shield
if (getSlotOffHand() == nullptr || getSlotOffHand()->getInventoryItem()->getCost() < ii->getInventoryItem()->getCost())
{//if new shield is better (more expensive)
slot_offhand = i;
}
}
}
int row = i / inventoryColumns + 1;
int col = i % inventoryColumns + 1;
ii->setX(xDrawPosition + col*ii->getInventoryItem()->getItem()->getSpriteWidth() + magicPadding);
ii->setY(yDrawPosition + row*ii->getInventoryItem()->getItem()->getSpriteHeight() + magicPadding);
slotList[i] = ii;
return true;
}
}
return false;
}
示例10: POST
void LogIntoLayer::clickLogInto(CCObject* pSender)
{
map<string,string> post;
post["api"] = "login";
post["username"]=usernameText->getString();
post["password"]=passwordText->getString();
std::string jsonStr = POST(post);
JsonBox::Value data;
CCLOG(jsonStr.c_str());
data.loadFromString(jsonStr);
if(data["result"].getString()=="OK"){
CCLOG("Login Successfully!");
USER->setUserID(atoi(data["0"]["user_id"].getString().c_str()));
USER->setUsername(data["0"]["username"].getString());
USER->setPassword(data["0"]["password"].getString());
USER->setLevel(atoi(data["0"]["level"].getString().c_str()));
USER->setExp(atoi(data["0"]["exp"].getString().c_str()));
USER->setBasicAGI(atoi(data["0"]["basic_agi"].getString().c_str()));
USER->setBasicSTR(atoi(data["0"]["basic_str"].getString().c_str()));
USER->setBasicDEF(atoi(data["0"]["basic_def"].getString().c_str()));
Equipment* equipment = new Equipment();
equipment->setWeapon(Weapon(atoi(data["0"]["current_weapon"].getString().c_str())));
equipment->setBase(Base(atoi(data["0"]["current_base"].getString().c_str())));
equipment->setPlate(Plate(atoi(data["0"]["current_plate"].getString().c_str())));//
USER->setOpenChaptersNumber(atoi(data["0"]["open_chapters_number"].getString().c_str()));
USER->setWinOnlineGamesNumber(atoi(data["0"]["win_online_game_number"].getString().c_str()));
USER->setPlayOnlineGamesNumber(atoi(data["0"]["play_online_game_number"].getString().c_str()));
USER->setMoney(atoi(data["0"]["money"].getString().c_str()));
CCLOG(data["0"]["money"].getString().c_str());
USER->setHonor(atoi(data["0"]["honor"].getString().c_str()));
USER->setHasSignin(true);
USER->setIsBeginner(false);
USER->flush();
CCNode* parent = this->getParent();
this->removeFromParentAndCleanup();
INFORMATION_BOX("Login successfully!",parent);
}
else{
PopWindowsLayer::createInfomationBox("Login failed!",this);
}
}
示例11: LoadEquipment
void ItemFactory::LoadItem(Item::ItemType type, int id, Item* item)
{
if(item->GetItemType() == Item::ItemTypeEquipment)
{
Equipment* equipment = (Equipment*)item;
LoadEquipment(equipment->GetEquipmentPosition(), id, equipment);
}
else
{
switch(id)
{
//TODO: Init Item with Id itemId
default:
std::string msg("Invalid ItemId ");
msg.append(std::to_string(id));
msg.append(" given in LoadItem.");
throw GenericException(msg);
}
}
}
示例12: unequipItem
/**
* @brief zdejmijPrzedmiot W miarę możliwości zdejmuje dany przedmiot z gracza.
* @param rzecz Przedmiot do zdjęcia
* @param gracz gracz, który zdjejmuje przedmiot
*/
void unequipItem(const Item *item, Player *player)
{
if (!isEquipped(item, player) || item == nullptr)
return;
Equipment *equipment = player->equipment();
switch (item->type()) {
case bronDwureczna:
case bronJednoreczna:
equipment->setRightHand(nullptr);
break;
case tarcza:
equipment->setLeftHand(nullptr);
break;
case pancerz:
equipment->setTorso(nullptr);
break;
case helm:
equipment->setHead(nullptr);
break;
case artefakt:
equipment->removeArtifact(item);
break;
default:
qDebug() << QString::fromUtf8("Próbowano założyć nierozpoznany rodzaj ekwipunku.");
}
deactivateBonus(item, player);
}
示例13: buy
/**
* @brief OknoBazaru::kup Kupuje lub sprzedaje aktualnie zaznaczony przedmiot z listy przedmiotów na bazarze.
*/
void MarketWindow::buy()
{
Equipment *equipment = player_->equipment();
if (buyButton->text() == sellText) {
const Item *item = equipment->backpack().at(playerItemList->currentRow());
unequipItem(item, player_);
equipment->removeItem(item);
wares_.push_back(item);
player_->setGold(player_->gold() + item->value() / 2);
} else {
const Item *item = wares_.at(wareList->currentRow());
if (player_->gold() < item->value())
return;
equipment->addItem(item);
wares_.removeAt(wares_.indexOf(item));
player_->setGold(player_->gold() - item->value());
}
populateListWidgets();
playerWindow_->update();
largePotionButton->setEnabled(player_->gold() >= CENA_DUZEJ_MIKSTURY);
smallPotionButton->setEnabled(player_->gold() >= CENA_MALEJ_MIKSTURY);
}
示例14: clear
void EquipmentEditor::showChanges()
{
Equipment *e = obsEquip;
if( e == 0 )
{
clear();
return;
}
// Get weight and volume units for grain absorption.
Unit* weightUnit = 0;
Unit* volumeUnit = 0;
Brewtarget::getThicknessUnits( &volumeUnit, &weightUnit );
label_absorption->setText(tr("Grain absorption (%1/%2)").arg(volumeUnit->getUnitName()).arg(weightUnit->getUnitName()));
//equipmentComboBox->setIndexByEquipment(e);
lineEdit_name->setText(e->name());
lineEdit_name->setCursorPosition(0);
lineEdit_boilSize->setText(e);
checkBox_calcBoilVolume->blockSignals(true); // Keep next line from emitting a signal and changing e.
checkBox_calcBoilVolume->setCheckState( (e->calcBoilVolume())? Qt::Checked : Qt::Unchecked );
checkBox_calcBoilVolume->blockSignals(false);
lineEdit_batchSize->setText(e);
lineEdit_tunVolume->setText(e);
lineEdit_tunWeight->setText(e);
lineEdit_tunSpecificHeat->setText(e);
lineEdit_boilTime->setText(e);
lineEdit_evaporationRate->setText(e);
lineEdit_topUpKettle->setText(e);
lineEdit_topUpWater->setText(e);
lineEdit_trubChillerLoss->setText(e);
lineEdit_lauterDeadspace->setText(e);
textEdit_notes->setText( e->notes() );
double gaCustomUnits = e->grainAbsorption_LKg() * volumeUnit->fromSI(1.0) * weightUnit->toSI(1.0);
lineEdit_grainAbsorption->setText(gaCustomUnits);
lineEdit_boilingPoint->setText(e);
lineEdit_hopUtilization->setText(e);
checkBox_defaultEquipment->blockSignals(true);
if ( Brewtarget::option("defaultEquipmentKey",-1) == e->key() )
checkBox_defaultEquipment->setCheckState(Qt::Checked);
else
checkBox_defaultEquipment->setCheckState(Qt::Unchecked);
checkBox_defaultEquipment->blockSignals(false);
}
示例15: equipItem
/**
* @brief zalozPrzedmiot W miarę możliwości zakłada dany przedmiot na gracza
* @param rzecz przedmiot do założenia
* @param gracz gracz, który zakłada przedmiot
*/
void equipItem(const Item *item, Player *player)
{
Equipment *equipment = player->equipment();
if (item == nullptr || isEquipped(item, player) || (item->type() == artefakt && equipment->usedArtifacts().size() >= Item::ArtifactLimit))
return;
switch (item->type()) {
case bronDwureczna:
unequipItem(equipment->rightHand(), player);
unequipItem(equipment->leftHand(), player);
equipment->setRightHand(item);
break;
case bronJednoreczna:
unequipItem(equipment->rightHand(), player);
equipment->setRightHand(item);
break;
case tarcza:
if (equipment->rightHand()->type() == bronDwureczna)
unequipItem(equipment->rightHand(), player);
unequipItem(equipment->leftHand(), player);
equipment->setLeftHand(item);
break;
case pancerz:
unequipItem(equipment->torso(), player);
equipment->setTorso(item);
break;
case helm:
unequipItem(equipment->head(), player);
equipment->setHead(item);
break;
case artefakt:
if (equipment->usedArtifacts().size() < Item::ArtifactLimit)
equipment->addArtifact(item);
case mikstura:
qDebug() << "Proba zalozenia mikstury";
}
activateBonus(item, player);
}