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C++ Weapon::getWeaponType方法代码示例

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);
}
开发者ID:spippolatore,项目名称:freesynd,代码行数:30,代码来源:weaponmanager.cpp

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;
}
开发者ID:spippolatore,项目名称:freesynd,代码行数:10,代码来源:weaponmanager.cpp

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.........
开发者ID:Yorick666,项目名称:The-Elder-Codes,代码行数:101,代码来源:MenuInventory.cpp


注:本文中的Weapon::getWeaponType方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。