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C++ Heroes类代码示例

本文整理汇总了C++中Heroes的典型用法代码示例。如果您正苦于以下问题:C++ Heroes类的具体用法?C++ Heroes怎么用?C++ Heroes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Heroes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: SpriteFlag

Sprite SpriteFlag(const Heroes & hero, int index, bool reflect, bool rotate)
{
    int icn_flag = ICN::UNKNOWN;
    int index_sprite = 0;

    switch(hero.GetColor())
    {
        case Color::BLUE:       icn_flag = hero.isShipMaster() ? ICN::B_BFLG32 : ICN::B_FLAG32; break;
        case Color::GREEN:      icn_flag = hero.isShipMaster() ? ICN::G_BFLG32 : ICN::G_FLAG32; break;
        case Color::RED:        icn_flag = hero.isShipMaster() ? ICN::R_BFLG32 : ICN::R_FLAG32; break;
        case Color::YELLOW:     icn_flag = hero.isShipMaster() ? ICN::Y_BFLG32 : ICN::Y_FLAG32; break;
        case Color::ORANGE:     icn_flag = hero.isShipMaster() ? ICN::O_BFLG32 : ICN::O_FLAG32; break;
        case Color::PURPLE:     icn_flag = hero.isShipMaster() ? ICN::P_BFLG32 : ICN::P_FLAG32; break;

        default: DEBUG(DBG_GAME, DBG_WARN, "unknown color"); break;
    }

    if(rotate)				index_sprite = 45;
    else
    switch(hero.GetDirection())
    {
        case Direction::TOP:            index_sprite =  0; break;
        case Direction::TOP_RIGHT:      index_sprite =  9; break;
        case Direction::RIGHT:          index_sprite = 18; break;
        case Direction::BOTTOM_RIGHT:   index_sprite = 27; break;
        case Direction::BOTTOM:         index_sprite = 36; break;
        case Direction::BOTTOM_LEFT:    index_sprite = 27; break;
        case Direction::LEFT:           index_sprite = 18; break;
        case Direction::TOP_LEFT:       index_sprite =  9; break;

        default: DEBUG(DBG_GAME, DBG_WARN, "unknown direction"); break;
    }

    return AGG::GetICN(icn_flag, index_sprite + (index % 9), reflect);
}
开发者ID:mastermind-,项目名称:free-heroes,代码行数:35,代码来源:heroes_move.cpp

示例2: while

void AI::HeroesTurn(Heroes & hero)
{
   Interface::StatusWindow *status = Interface::NoGUI() ? NULL : &Interface::StatusWindow::Get();

    hero.ResetModes(HEROES_MOVED);

    while(AI::HeroesCanMove(hero))
    {
	// turn indicator
        if(status) status->RedrawTurnProgress(3);
        if(status) status->RedrawTurnProgress(4);

        // get task for heroes
        AI::HeroesGetTask(hero);

        // turn indicator
        if(status) status->RedrawTurnProgress(5);
        if(status) status->RedrawTurnProgress(6);

        // heroes AI turn
        AI::HeroesMove(hero);
	hero.SetModes(HEROES_MOVED);

        // turn indicator
        if(status) status->RedrawTurnProgress(7);
        if(status) status->RedrawTurnProgress(8);
    }

    DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", end");
}
开发者ID:infsega,项目名称:fheroes2-playbook,代码行数:30,代码来源:ai_empty.cpp

示例3: GetFocusHeroes

void Interface::Basic::EventDefaultAction(void)
{
    Heroes* hero = GetFocusHeroes();

    if(hero)
    {
	const Maps::Tiles & tile = world.GetTiles(hero->GetIndex());

	// 1. action object
	if(MP2::isActionObject(hero->GetMapsObject(), hero->isShipMaster()) &&
	    (! MP2::isMoveObject(hero->GetMapsObject()) || hero->CanMove()))
	{
	    hero->Action(hero->GetIndex());
	    if(MP2::OBJ_STONELIGHTS == tile.GetObject(false) || MP2::OBJ_WHIRLPOOL == tile.GetObject(false))
		SetRedraw(REDRAW_HEROES);
	    SetRedraw(REDRAW_GAMEAREA);
	}
	else
	// 2. continue
        if(hero->GetPath().isValid())
    	    hero->SetMove(true);
	else
	// 3. hero dialog
	    Game::OpenHeroesDialog(*hero);
    }
    else
    // 4. town dialog
    if(GetFocusCastle())
    {
	Game::OpenCastleDialog(*GetFocusCastle());
    }
}
开发者ID:mastermind-,项目名称:free-heroes,代码行数:32,代码来源:interface_events.cpp

示例4: GetRandomHeroesPosition

s32  GetRandomHeroesPosition(Heroes & hero, u32 scoute)
{
    Maps::Indexes v = Maps::GetAroundIndexes(hero.GetIndex(), scoute, true);
    Maps::Indexes res;

    v.resize(std::distance(v.begin(),
	std::remove_if(v.begin(), v.end(), std::ptr_fun(&Maps::TileIsUnderProtection))));

#if defined(ANDROID)
    const MapsIndexes::const_reverse_iterator crend = v.rend();

    for(MapsIndexes::const_reverse_iterator
	it = v.rbegin(); it != crend && res.size() < 4; ++it)
#else
    for(MapsIndexes::const_reverse_iterator
	it = v.rbegin(); it != v.rend() && res.size() < 4; ++it)
#endif
    {
        if(world.GetTiles(*it).isPassable(&hero, Direction::CENTER, true) &&
	    hero.GetPath().Calculate(*it))
	    res.push_back(*it);
    }

    const s32 result = res.size() ? *Rand::Get(res) : -1;

    if(0 <= result)
    {
	DEBUG(DBG_AI, DBG_INFO, Color::String(hero.GetColor()) <<
                ", hero: " << hero.GetName() << ", added task: " << result);
    }

    return result;
}
开发者ID:gerstrong,项目名称:fheroes2plus,代码行数:33,代码来源:ai_heroes.cpp

示例5: DEBUG

void AI::HeroesTurn(Heroes & hero)
{
    DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", start: " <<
	    (hero.Modes(Heroes::SHIPMASTER) ? "SHIPMASTER," : "") <<
            (hero.Modes(AI::HEROES_SCOUTER) ? "SCOUTER," : "") <<
            (hero.Modes(AI::HEROES_HUNTER) ? "HUNTER," : "") <<
            (hero.Modes(Heroes::PATROL) ? "PATROL," : "") <<
            (hero.Modes(AI::HEROES_WAITING) ? "WAITING," : "") <<
            (hero.Modes(AI::HEROES_STUPID) ? "STUPID" : ""));

    Interface::StatusWindow & status = Interface::Basic::Get().GetStatusWindow();

    while(hero.MayStillMove() &&
	    !hero.Modes(AI::HEROES_WAITING|AI::HEROES_STUPID))
    {
        // turn indicator
        status.RedrawTurnProgress(3);

        // get task for heroes
        AI::HeroesGetTask(hero);

        // turn indicator
        status.RedrawTurnProgress(5);

        // heroes AI turn
        AI::HeroesMove(hero);

	// turn indicator
        status.RedrawTurnProgress(7);
    }

    DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", end");
}
开发者ID:gerstrong,项目名称:fheroes2plus,代码行数:33,代码来源:ai_heroes.cpp

示例6: ActionSpellSetGuardian

bool ActionSpellSetGuardian(Heroes & hero, const Spell & spell, u8 id)
{
    Maps::Tiles & tile = world.GetTiles(hero.GetIndex());

    if(MP2::OBJ_MINES != tile.GetObject(false))
    {
        Dialog::Message("", _("You must be standing on the entrance to a mine (sawmills and alchemists don't count) to cast this spell."), Font::BIG, Dialog::OK);
        return false;
    }

    const u16 count = hero.GetPower() * spell.ExtraValue();

    if(count)
    {
        Maps::TilesAddon* addon = tile.FindObject(MP2::OBJ_MINES);

        if(addon)
            addon->tmp = spell();

        if(spell == Spell::HAUNT)
        {
            world.CaptureObject(tile.GetIndex(), Color::UNUSED);
            tile.SetObject(MP2::OBJ_ABANDONEDMINE);
        }

        Army::Troop troop = world.GetCapturedObject(tile.GetIndex()).GetTroop();
        troop.Set(Monster(spell), count);
    }

    return false;
}
开发者ID:asimonov-im,项目名称:fheroes2,代码行数:31,代码来源:heroes_spell.cpp

示例7: Init

    void Init(Heroes* ptr)
    {
	hero = ptr;

	Clear();

	armyBar = new ArmyBar(&hero->GetArmy(), true, false);
	armyBar->SetBackground(41, 53, 0x82);
	armyBar->SetColRows(5, 1);
	armyBar->SetHSpace(-1);

	artifactsBar = new ArtifactsBar(hero, true, false);
	artifactsBar->SetColRows(7, 2);
	artifactsBar->SetHSpace(1);
	artifactsBar->SetVSpace(8);
	artifactsBar->SetContent(hero->GetBagArtifacts());

	secskillsBar = new SecondarySkillsBar();
	secskillsBar->SetColRows(4, 2);
        secskillsBar->SetHSpace(-1);
        secskillsBar->SetVSpace(8);
        secskillsBar->SetContent(hero->GetSecondarySkills());

	primskillsBar = new PrimarySkillsBar(ptr, true);
	primskillsBar->SetColRows(4, 1);
	primskillsBar->SetHSpace(2);
	primskillsBar->SetTextOff(20, -13);
    }
开发者ID:mastermind-,项目名称:free-heroes,代码行数:28,代码来源:kingdom_overview.cpp

示例8: ActionSpellSummonBoat

bool ActionSpellSummonBoat(Heroes & hero)
{
    u8 chance = 0;

    switch(hero.GetLevelSkill(Skill::Secondary::WISDOM))
    {
    case Skill::Level::BASIC:
        chance = 50;
        break;
    case Skill::Level::ADVANCED:
        chance = 75;
        break;
    case Skill::Level::EXPERT:
        chance = 100;
        break;
    default:
        chance = 30;
        break;
    }

    const s32 center = hero.GetIndex();

    // find water
    s32 dst_water = -1;
    const MapsIndexes & v = Maps::ScanAroundObject(center, MP2::OBJ_ZERO);
    for(MapsIndexes::const_iterator
            it = v.begin(); it != v.end(); ++it)
    {
        if(world.GetTiles(*it).isWater()) {
            dst_water = *it;
            break;
        }
    }

    const MapsIndexes & boats = Maps::GetObjectPositions(center, MP2::OBJ_BOAT, false);

    if(boats.empty())
    {
        DEBUG(DBG_GAME, DBG_WARN, "free boat: " << "not found");
    }
    else
    {
        const s32 & src = boats.front();

        if(Rand::Get(1, 100) <= chance &&
                Maps::isValidAbsIndex(src) && Maps::isValidAbsIndex(dst_water))
        {
            world.GetTiles(src).SetObject(MP2::OBJ_ZERO);
            world.GetTiles(dst_water).SetObject(MP2::OBJ_BOAT);
        }
        else
            DialogSpellFailed(Spell::SUMMONBOAT);
    }

    return true;
}
开发者ID:asimonov-im,项目名称:fheroes2,代码行数:56,代码来源:heroes_spell.cpp

示例9: ApplyPlayWithStartingHero

void Kingdom::ApplyPlayWithStartingHero(void)
{
    if(isPlay() && castles.size())
    {
	// get first castle
	Castle* first = castles.GetFirstCastle();
	if(NULL == first) first = castles.front();

	// check manual set hero (castle position + point(0, 1))?
	const Point & cp = (first)->GetCenter();
	Heroes* hero = world.GetTiles(cp.x, cp.y + 1).GetHeroes();

    	// and move manual set hero to castle
	if(hero && hero->GetColor() == GetColor())
	{
		bool patrol = hero->Modes(Heroes::PATROL);
    		hero->SetFreeman(0);
    		hero->Recruit(*first);

		if(patrol)
		{
		    hero->SetModes(Heroes::PATROL);
		    hero->SetCenterPatrol(cp);
		}
	}
	else
	if(Settings::Get().GameStartWithHeroes())
	{
    	    Heroes* hero = world.GetFreemanHeroes(first->GetRace());
	    if(hero && AllowRecruitHero(false, 0)) hero->Recruit(*first);
	}
    }
}
开发者ID:infsega,项目名称:fheroes2-playbook,代码行数:33,代码来源:kingdom.cpp

示例10: AIHeroesPriorityObject

// get priority object for AI independent of distance (1 day)
bool AIHeroesPriorityObject(const Heroes & hero, s32 index)
{
    Maps::Tiles & tile = world.GetTiles(index);

    if(MP2::OBJ_CASTLE == tile.GetObject())
    {
	const Castle* castle = world.GetCastle(Maps::GetPoint(index));
	if(castle)
	{
	    if(hero.GetColor() == castle->GetColor())
	    {
		// maybe need join army
		return hero.Modes(AI::HEROES_HUNTER) &&
		    castle->GetArmy().isValid() &&
		    ! hero.isVisited(world.GetTiles(castle->GetIndex()));
	    }
	    else
	    if(! hero.isFriends(castle->GetColor()))
		return AI::HeroesValidObject(hero, index);
	}
    }
    else
    if(MP2::OBJ_HEROES == tile.GetObject())
    {
	// kill enemy hero
	const Heroes* hero2 = tile.GetHeroes();
	return hero2 &&
		! hero.isFriends(hero2->GetColor()) &&
		AI::HeroesValidObject(hero, index);
    }

    switch(tile.GetObject())
    {
	case MP2::OBJ_MONSTER:
	case MP2::OBJ_SAWMILL:
	case MP2::OBJ_MINES:
	case MP2::OBJ_ALCHEMYLAB:

	case MP2::OBJ_ARTIFACT:
	case MP2::OBJ_RESOURCE:
	case MP2::OBJ_CAMPFIRE:
	case MP2::OBJ_TREASURECHEST:

	return AI::HeroesValidObject(hero, index);

	default: break;
    }

    return false;
}
开发者ID:gerstrong,项目名称:fheroes2plus,代码行数:51,代码来源:ai_heroes.cpp

示例11: ActionSpellIdentifyHero

bool ActionSpellIdentifyHero(Heroes & hero)
{
    world.GetKingdom(hero.GetColor()).SetModes(Kingdom::IDENTIFYHERO);
    Message("", _("Enemy heroes are now fully identifiable."), Font::BIG, Dialog::OK);

    return true;
}
开发者ID:asimonov-im,项目名称:fheroes2,代码行数:7,代码来源:heroes_spell.cpp

示例12: isNeedStayFrontObject

bool isNeedStayFrontObject(const Heroes & hero, const Maps::Tiles & next)
{
    if(next.GetObject() == MP2::OBJ_CASTLE)
    {
	const Castle* castle = world.GetCastle(next.GetCenter());

	return (castle &&
		! hero.isFriends(castle->GetColor()));
    }
    else
    // to coast action
    if(hero.isShipMaster() &&
	next.GetObject() == MP2::OBJ_COAST)
	return true;

    return MP2::isNeedStayFront(next.GetObject());
}
开发者ID:mastermind-,项目名称:free-heroes,代码行数:17,代码来源:heroes_move.cpp

示例13: HeroesTownGate

bool HeroesTownGate(Heroes & hero, const Castle* castle)
{
    if(castle)
    {
        Interface::Basic & I = Interface::Basic::Get();

        const s32 src = hero.GetIndex();
        const s32 dst = castle->GetIndex();

        if(!Maps::isValidAbsIndex(src) || !Maps::isValidAbsIndex(dst))
            return false;

        AGG::PlaySound(M82::KILLFADE);
        hero.GetPath().Hide();
        hero.FadeOut();

        Cursor::Get().Hide();
        hero.Move2Dest(dst);

        I.gameArea.SetCenter(hero.GetCenter());
        GameFocus::SetRedraw();
        I.Redraw();

        AGG::PlaySound(M82::KILLFADE);
        hero.GetPath().Hide();
        hero.FadeIn();

        // educate spells
        if(! Settings::Get().ExtHeroLearnSpellsWithDay()) castle->MageGuildEducateHero(hero);

        return true;
    }
    return false;
}
开发者ID:asimonov-im,项目名称:fheroes2,代码行数:34,代码来源:heroes_spell.cpp

示例14: HeroesActionNewPosition

void AI::HeroesActionNewPosition(Heroes & hero)
{
    AIHero & ai_hero = AIHeroes::Get(hero);
    //AIKingdom & ai_kingdom = AIKingdoms::Get(hero.GetColor());
    Queue & task = ai_hero.sheduled_visit;

    const u8 objs[] = { MP2::OBJ_ARTIFACT, MP2::OBJ_RESOURCE, MP2::OBJ_CAMPFIRE, MP2::OBJ_TREASURECHEST, 0 };
    Maps::Indexes pickups = Maps::ScanAroundObjects(hero.GetIndex(), objs);

    if(pickups.size() && hero.GetPath().isValid() &&
	pickups.end() == std::find(pickups.begin(), pickups.end(), hero.GetPath().GetDestinationIndex()))
	hero.GetPath().Reset();

    for(MapsIndexes::const_iterator
	it = pickups.begin(); it != pickups.end(); ++it)
	if(*it != hero.GetPath().GetDestinationIndex())
	    task.push_front(*it);
}
开发者ID:gerstrong,项目名称:fheroes2plus,代码行数:18,代码来源:ai_heroes.cpp

示例15: PassableToTile

bool PassableToTile(const Heroes & hero, const Maps::Tiles & toTile, int direct, s32 dst)
{
    // check end point
    if(toTile.GetIndex() == dst)
    {
	// fix toTilePassable with action object
	if(MP2::isPickupObject(toTile.GetObject()))
	    return true;

	// check direct to object
	if(MP2::isActionObject(toTile.GetObject(false), hero.isShipMaster()))
	    return Direction::Reflect(direct) & toTile.GetPassable();

	if(MP2::OBJ_HEROES == toTile.GetObject())
	    return toTile.isPassable(NULL, Direction::Reflect(direct), (hero.isControlAI() ? AI::HeroesSkipFog() : false));
    }

    // check to tile direct
    if(! toTile.isPassable(&hero, Direction::Reflect(direct), (hero.isControlAI() ? AI::HeroesSkipFog() : false)))
	return false;

    if(toTile.GetIndex() != dst)
    {
	if(MP2::isPickupObject(toTile.GetObject()) ||
	    MP2::isActionObject(toTile.GetObject(false), hero.isShipMaster()))
	    return false;

	// check hero/monster on route
	switch(toTile.GetObject())
	{
	    case MP2::OBJ_HEROES:
	    case MP2::OBJ_MONSTER:
		return false;

	    default: break;
	}

	// check monster protection
	if(CheckMonsterProtectionAndNotDst(toTile.GetIndex(), dst))
	    return false;
    }

    return true;
}
开发者ID:gerstrong,项目名称:fheroes2plus,代码行数:44,代码来源:route_pathfind.cpp


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