本文整理汇总了C++中Weapon::getWeaponType方法的典型用法代码示例。如果您正苦于以下问题:C++ Weapon::getWeaponType方法的具体用法?C++ Weapon::getWeaponType怎么用?C++ Weapon::getWeaponType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::getWeaponType方法的3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: enableWeapon
void WeaponManager::enableWeapon(Weapon::WeaponType wt) {
// First check if weapon is not already available
for (unsigned i = 0; i != availableWeapons_.size(); ++i) {
if (wt == availableWeapons_.get(i)->getWeaponType())
return;
}
// Then get weapon
Weapon *pWeapon = getWeapon(wt);
// removes it from cache
for (std::vector < Weapon * >::iterator it = preFetch_.begin();
it != preFetch_.end(); it++) {
if (pWeapon == *it) {
preFetch_.erase(it);
break;
}
}
// make it available
for (unsigned i = 0; i != availableWeapons_.size(); ++i) {
if (pWeapon->getWeaponType() < availableWeapons_.get(i)->getWeaponType()) {
// The new weapon is inserted in the order of the WeaponType constants
availableWeapons_.insertAt(i, pWeapon);
return;
}
}
// If we're here, it's because the new weapon comes at the end of the list
availableWeapons_.add(pWeapon);
}
示例2: saveToFile
bool WeaponManager::saveToFile(PortableFile &file) {
file.write32(availableWeapons_.size());
for(unsigned int i=0; i<availableWeapons_.size(); i++) {
Weapon *pWeapon = availableWeapons_.get(i);
file.write32(pWeapon->getWeaponType());
}
return true;
}
示例3: 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.........