本文整理汇总了C++中Weapon::addSpell方法的典型用法代码示例。如果您正苦于以下问题:C++ Weapon::addSpell方法的具体用法?C++ Weapon::addSpell怎么用?C++ Weapon::addSpell使用的例子?那么恭喜您, 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Weapon
的用法示例。
在下文中一共展示了Weapon::addSpell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: loadEquipmentItems
void CharacterCore::loadEquipmentItems()
{
clearEquippedItems();
Weapon* eqWeapon = nullptr;
Item* eqBack = nullptr;
Item* eqBody = nullptr;
Item* eqHead = nullptr;
Item* eqNeck = nullptr;
Item* eqRing1 = nullptr;
Item* eqRing2 = nullptr;
if (!m_data.equippedWeapon.empty() && g_resourceManager->getItemBean(m_data.equippedWeapon) != nullptr)
{
eqWeapon = new Weapon(*g_resourceManager->getItemBean(m_data.equippedWeapon));
// add equipped spells and their modifiers
for (int slot = 0; slot < m_data.equippedWeaponSlots.size(); slot++)
{
eqWeapon->addSpell(slot, m_data.equippedWeaponSlots[slot].first, false);
for (auto& it : m_data.equippedWeaponSlots[slot].second)
{
eqWeapon->addModifier(slot, it, false);
}
}
}
if (!m_data.equippedBack.empty() && g_resourceManager->getItemBean(m_data.equippedBack) != nullptr)
{
eqBack = new Item(*g_resourceManager->getItemBean(m_data.equippedBack));
}
if (!m_data.equippedBody.empty() && g_resourceManager->getItemBean(m_data.equippedBody) != nullptr)
{
eqBody = new Item(*g_resourceManager->getItemBean(m_data.equippedBody));
}
if (!m_data.equippedHead.empty() && g_resourceManager->getItemBean(m_data.equippedHead) != nullptr)
{
eqHead = new Item(*g_resourceManager->getItemBean(m_data.equippedHead));
}
if (!m_data.equippedNeck.empty() && g_resourceManager->getItemBean(m_data.equippedNeck) != nullptr)
{
eqNeck = new Item(*g_resourceManager->getItemBean(m_data.equippedNeck));
}
if (!m_data.equippedRing1.empty() && g_resourceManager->getItemBean(m_data.equippedRing1) != nullptr)
{
eqRing1 = new Item(*g_resourceManager->getItemBean(m_data.equippedRing1));
}
if (!m_data.equippedRing2.empty() && g_resourceManager->getItemBean(m_data.equippedRing2) != nullptr)
{
eqRing2 = new Item(*g_resourceManager->getItemBean(m_data.equippedRing2));
}
m_equippedItems.insert({ ItemType::Equipment_weapon, eqWeapon });
m_equippedItems.insert({ ItemType::Equipment_back, eqBack });
m_equippedItems.insert({ ItemType::Equipment_body, eqBody });
m_equippedItems.insert({ ItemType::Equipment_head, eqHead });
m_equippedItems.insert({ ItemType::Equipment_neck, eqNeck });
m_equippedItems.insert({ ItemType::Equipment_ring_1, eqRing1 });
m_equippedItems.insert({ ItemType::Equipment_ring_2, eqRing2 });
}
示例2: reloadWeaponSlots
void CharacterCore::reloadWeaponSlots() {
Weapon* wep = dynamic_cast<Weapon*>(m_equippedItems.at(ItemType::Equipment_weapon));
if (wep == nullptr) return;
wep->reload();
for (int slot = 0; slot < m_data.equippedWeaponSlots.size(); slot++) {
wep->addSpell(slot, m_data.equippedWeaponSlots[slot].first, false);
for (int i = 0; i < m_data.equippedWeaponSlots[slot].second.size(); ++i) {
wep->addModifier(slot, i, m_data.equippedWeaponSlots[slot].second[i], false);
}
}
}