本文整理汇总了C++中Weapon::getName方法的典型用法代码示例。如果您正苦于以下问题:C++ Weapon::getName方法的具体用法?C++ Weapon::getName怎么用?C++ Weapon::getName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::getName方法的9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: handleGameEvent
void DebriefMenu::handleGameEvent(GameEvent evt) {
if (evt.type_ == GameEvent::GE_SEARCH) {
// A research has ended
Research *pRes = static_cast<Research *> (evt.pCtxt_);
Weapon *pWeap = g_App.weapons().getWeapon(pRes->getSearchWeapon());
getStatic(txtSearchId_)->setTextFormated("#DEBRIEF_SEARCH", pWeap->getName());
}
}
示例2: randomWeapon
Weapon Weapon::randomWeapon(){
Weapon w = Weapon();
int price = 0;
w.setPrice(price);
w.loadRandomType();
w.addPower();
for (int i=0; i< w.getPower() ; i++){
w += w.loadRandomWeaponBuff();
}
w.setName(w.getName() + ", " + iTos(w.getDd1()) + "d" + iTos(w.getDd2()));
w.setName(w.getName() + (w.getRange() != 1 ? + ", " + iTos(w.getRange()) + "m" : "") );
return w;
}
示例3: equip
void Player::equip(Equipment * eq)
{
Armor * pArm = dynamic_cast<Armor*>(eq);
if (pArm != NULL)
{
vInventory.push_back(armor);
armor = pArm;
cout << "You have equipped a " << pArm->getName() << "!" << endl;
}
Weapon * pWeap = dynamic_cast<Weapon *>(eq);
if (pWeap != NULL)
{
vInventory.push_back(weapon);
weapon = pWeap;
cout << "You have equipped a " << pWeap->getName() << "!" << endl;
}
}
示例4: handleGameEvent
void DebriefMenu::handleGameEvent(GameEvent evt) {
if (evt.type_ == GameEvent::GE_SEARCH) {
// A research has ended, so check which type
Research *pRes = static_cast<Research *> (evt.pCtxt_);
// Is it equipment or mods research?
if (pRes->getType() == Research::EQUIPS) {
// Get researched weapon type
Weapon::WeaponType wt= pRes->getSearchWeapon();
assert(wt);
// Get weapon
Weapon *pWeap = g_App.weapons().getWeapon(wt);
assert(pWeap);
// Draw name of it
getStatic(txtSearchId_)->setTextFormated("#DEBRIEF_SEARCH", pWeap->getName());
} else {
// Must be mods research so draw it
getStatic(txtSearchId_)->setTextFormated("#DEBRIEF_SEARCH", pRes->getName().c_str());
}
}
}
示例5: getWeaponName
string getWeaponName() const
{// delegation of task to the weapon class
return weapon.getName();
}
示例6: getViewScreen
void MenuInventory::getViewScreen() {
DM::say("Gear:");
Player *player = _game->getPlayer();
Weapon *main = player->getMainWeapon();
if (main) {
int base = player->getStrength();
string type = "";
switch (main->getWeaponType()) {
case WeaponType::SIMPLE:
type = "Simple Weapon";
break;
case WeaponType::FINESSE:
if (player->getDexterity() > player->getStrength()) {
base = player->getDexterity();
}
type = "Finesse Weapon";
break;
case WeaponType::MARTIAL:
type = "Martial Weapon";
break;
case WeaponType::HEAVY:
type = "heavy Weapon";
break;
case WeaponType::SHIELD:
type = "Shield";
break;
}
DM::say("\t<Main> Weapon: " + main->getName() + " (" + to_string(main->getDiceAmount()) + "d" +
to_string(main->getDiceSize()) + "+" + to_string(base) + " " + type + ")");
} else {
DM::say("\t<Main> Weapon: None");
}
Weapon *off = player->getOffHandWeapon();
if (off) {
int base = player->getStrength();
string type = "";
switch (off->getWeaponType()) {
case WeaponType::SIMPLE:
type = "Simple Weapon";
break;
case WeaponType::FINESSE:
if (player->getDexterity() > player->getStrength()) {
base = player->getDexterity();
}
type = "Finesse Weapon";
break;
case WeaponType::MARTIAL:
type = "Martial Weapon";
break;
case WeaponType::HEAVY:
type = "heavy Weapon";
break;
case WeaponType::SHIELD:
type = "Shield (+2AC)";
break;
}
DM::say("\t<Off>hand Weapon: " + off->getName() + " (" + to_string(off->getDiceAmount()) + "d" +
to_string(off->getDiceSize()) + "+" + to_string(base) + " " + type + ")");
} else {
DM::say("\t<Off>hand Weapon: None");
}
Armor *armor = player->getArmor();
if (armor) {
string extra = "";
switch (armor->getArmorType()) {
case ArmorType::LIGHT:
extra = " + Dex ";
break;
case ArmorType::MEDIUM:
extra = " + max 2 Dex ";
break;
case ArmorType::HEAVY:
break;
}
DM::say("\t<Armor>: " + armor->getName() + " ( AC: " + to_string(armor->getBaseAC()) + extra + ")");
} else {
DM::say("\t<Armor>: None");
}
DM::say("\nInventory:");
int i = 1;
for (map<Item *, int>::iterator item = _inventory->begin(); item != _inventory->end(); ++item) {
switch (item->first->getItemType()) {
case ItemType::ARMOR: {
Armor *armor = (Armor *) item->first;
string extra = "";
switch (armor->getArmorType()) {
case ArmorType::LIGHT:
extra = " + Dex ";
break;
case ArmorType::MEDIUM:
extra = " + max 2 Dex ";
break;
case ArmorType::HEAVY:
break;
//.........这里部分代码省略.........
示例7: Run
void AttackCommand::Run(list<string>* parameters, Game * game) {
if (game->getPlayer()->getCurrentRoom()->hasEnemy()) {
int trueDamage = game->getPlayer()->getMainHand()->getDamage();
int damage = trueDamage - game->getPlayer()->getCurrentRoom()->getEnemy()->getDefence();
if (damage < 0) {
damage = 0;
}
std::cout << "You hitted the enemy for " << damage << " damage" << std::endl;
game->getPlayer()->getCurrentRoom()->getEnemy()->takeDamage(trueDamage);
if (game->getPlayer()->getCurrentRoom()->getEnemy()->getHealth() == 0) {
delete game->getPlayer()->getCurrentRoom()->getEnemy();
game->getPlayer()->getCurrentRoom()->setEnemy(nullptr);
std::cout << "The enemy has died!" << std::endl;
std::cout << "You recieved 200xp!" << std::endl;
game->getPlayer()->setExperience(game->getPlayer()->getExperience() + 200);
int dropChance = 101;
int random = RandomInt::generateInt(0, 100);
if (dropChance >= random) {
int weaponShield = RandomInt::generateInt(0, 1);
if (weaponShield) {
Weapon* weapon = game->getItemFactory()->CreateWeapon(game->getPlayer()->getLevel());
std::cout << "The enemy dropped his weapon" << endl;
std::cout << "Weapon: " << weapon->getName() << " L" << weapon->getLevel() << endl;
std::cout << "Base Attack: " << weapon->getBaseDamage() << endl;
std::cout << " -- Critical Chance: " << weapon->getCriticalChance() << endl;
std::cout << " -- Miss Chance: " << weapon->getMissChance() << endl;
std::cout << "Current Weapon: " << game->getPlayer()->getMainHand()->getName() << " L" << game->getPlayer()->getMainHand()->getLevel() << endl;
std::cout << " -- Base Attack: " << game->getPlayer()->getMainHand()->getBaseDamage() << endl;
std::cout << " -- Critical Chance: " << game->getPlayer()->getMainHand()->getCriticalChance() << "%" << endl;
std::cout << " -- Miss Chance: " << game->getPlayer()->getMainHand()->getMissChance() << "%" << endl;
bool incorrect = true;
while (incorrect) {
std::cout << "Would you like to equip this weapon? (y/n)";
std::string input;
getline(cin, input);
if (input == "y") {
delete game->getPlayer()->getMainHand();
game->getPlayer()->setMainHand(weapon);
incorrect = false;
}
else if (input == "n") {
incorrect = false;
}
else {
std::cout << "Wrong input" << endl;
}
}
}
else {
Shield* shield = game->getItemFactory()->CreateShield(game->getPlayer()->getLevel());
std::cout << "The enemy dropped his shield" << endl;
std::cout << "Shield: " << shield->getName() << " L" << shield->getLevel() << endl;
std::cout << " -- Base Defence: " << shield->getBaseDefence() << endl;
std::cout << " -- Block Chance: " << shield->getBlockChance() << endl;
std::cout << "Current Shield: " << game->getPlayer()->getOffHand()->getName() << " L" << game->getPlayer()->getOffHand()->getLevel() << endl;
std::cout << " -- Base Defence: " << game->getPlayer()->getOffHand()->getBaseDefence() << endl;
std::cout << " -- Block Chance: " << game->getPlayer()->getOffHand()->getBlockChance() << "%" << endl;
bool incorrect = true;
while (incorrect) {
std::cout << "Would you like to equip this shield? (y/n)";
std::string input;
getline(cin, input);
if (input == "y") {
delete game->getPlayer()->getOffHand();
game->getPlayer()->setOffHand(shield);
incorrect = false;
}
else if (input == "n") {
incorrect = false;
}
else {
std::cout << "Wrong input" << endl;
}
}
}
}
}
else {
std::cout << "The enemy is alive and attacks you back!" << std::endl;
game->getPlayer()->TakeDamage(game->getPlayer()->getCurrentRoom()->getEnemy()->getDamage());
std::cout << "Your current health is now " + game->getPlayer()->getCurrentHealth() << endl;
if (game->getPlayer()->getCurrentHealth() < 0) {
std::cout << "Your died... GAME OVER!" << endl;
game->finish();
//.........这里部分代码省略.........
示例8: getWeaponName
string getWeaponName() const { return weapon.getName(); }
示例9: operator
bool operator()(Weapon thing)
{
return thing.getName() == name;
}