本文整理汇总了C++中ItemBase::Description方法的典型用法代码示例。如果您正苦于以下问题:C++ ItemBase::Description方法的具体用法?C++ ItemBase::Description怎么用?C++ ItemBase::Description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ItemBase
的用法示例。
在下文中一共展示了ItemBase::Description方法的2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: SetRefineInfo
// Major hack until we get good item information
// TODO: we have got good item info now, we can do this properly
void ItemBaseManager::SetRefineInfo()
{
ItemBase * item = 0;
ItemBase * refines_into = 0;
char name_buffer[128];
char * name_end;
for (int i=0; i<MAX_ITEMBASE_ITEMS; i++)
{
if (item = GetItem(i))
{
if (strstr(item->Description(), "Refines to: ") != 0)
{
if (name_end = strchr(item->Description(), '\\'))
{
memcpy(name_buffer, item->Description() + 12, name_end - item->Description() - 12);
name_buffer[name_end - item->Description() - 12] = '\0';
}
else if(name_end = strchr(item->Description(), '\n'))
{
memcpy(name_buffer, item->Description() + 12, name_end - item->Description() - 12);
name_buffer[name_end - item->Description() - 12] = '\0';
}
else
{
strcpy(name_buffer, item->Description() + 12);
}
//printf("SetRefineInfo - Refines Into: %s\n",name_buffer);
if (refines_into = GetItem(name_buffer))
{
item->SetRefinesInto(refines_into->ItemTemplateID());
refines_into->SetComponent(0, item->ItemTemplateID());
refines_into->SetComponent(1, item->ItemTemplateID());
refines_into->SetComponent(2, -2);
refines_into->SetComponent(3, -2);
refines_into->SetComponent(4, -2);
refines_into->SetComponent(5, -2);
}
}
}
}
printf("Refining information parsed\n");
}
示例2: CheckForItem
bool Equipable::CheckForItem(const char *description, const char *search)
{
long skill_count = 0;
bool no_duplicate = true;
bool retval = false;
if (strstr(description, search))
{
retval = true;
//check to see if there's already an item like this installed
for(int i=0;i<6;i++)
{
_Item *item = m_Player->ShipIndex()->Inventory.EquipInv.EquipItem[9+i].GetItemData();
if (item->ItemTemplateID > 0)
{
ItemBase *itembase = g_ItemBaseMgr->GetItem(item->ItemTemplateID);
//protect against equipping a null item, but how can that happen?
if(itembase)
{
//what have we here?
char *item_desc = itembase->Description();
if (strstr(item_desc, search))
{
//already equipped this item, don't allow it to affect stats again
skill_count++;
if (skill_count > 1)
{
no_duplicate = false;
break;
}
}
}
}
}
}
return (retval && no_duplicate);
}