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C++ unit::level方法代码示例

本文整理汇总了C++中unit::level方法的典型用法代码示例。如果您正苦于以下问题:C++ unit::level方法的具体用法?C++ unit::level怎么用?C++ unit::level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unit的用法示例。


在下文中一共展示了unit::level方法的6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: add_unit_entry

static stuff_list_adder add_unit_entry(stuff_list_adder& progress, const unit& u, const display_context& dc)
{

	Uint32 team_color = game_config::tc_info(dc.get_team(u.side()).color())[0];
	std::stringstream s;

	s << '(' << u.get_location() << ')';
	progress.widget("loc", s.str());

	s.str("");
	s << "<span color='#" << std::hex << team_color << std::dec;
	s << "'>side=" << u.side() << "</span>";
	progress.widget("side", s.str(), true);

	if(u.can_recruit()) {
		progress.widget("leader", "<span color='yellow'>LEADER</span> ", true);
	}

	s.str("");
	s << "id=\"" << u.id() << '"';
	progress.widget("id", s.str());

	progress.widget("type", u.type_id());

	s.str("");
	s << "L" << u.level();
	progress.widget("level", s.str());

	s.str("");
	s << u.experience() << '/' << u.max_experience() << " xp";
	progress.widget("xp", s.str());

	s.str("");
	s << u.hitpoints() << '/' << u.max_hitpoints() << " hp";
	progress.widget("hp", s.str());

	progress.widget("traits", utils::join(u.get_traits_list(), ", "));

	return progress;
}
开发者ID:doofus-01,项目名称:wesnoth,代码行数:40,代码来源:gamestate_inspector.cpp

示例2:

static std::string format_stats(const unit& u)
{
	const std::string name = "<span size='large'>" + (!u.name().empty() ? u.name() : " ") + "</span>";
	std::string traits;

	BOOST_FOREACH(const std::string& trait, u.get_traits_list()) {
		traits += (traits.empty() ? "" : ", ") + trait;
	}

	if (traits.empty()) {
		traits = " ";
	}

	std::stringstream str;

	str << name << "\n";

	str << "<small>";

	str << "<span color='#f5e6c1'>" << u.type_name() << "</span>" << "\n";

	str << "Lvl " << u.level() << "\n";

	str << u.alignment() << "\n";

	str << traits << "\n";

	str << font::span_color(u.hp_color()) 
		<< _("HP: ") << u.hitpoints() << "/" << u.max_hitpoints() << "</span>" << "\n";
	str << font::span_color(u.xp_color()) 
		<< _("XP: ") << u.experience() << "/" << u.max_experience() << "</span>" << "\n";

	str << "</small>" << "\n";

	return str.str();
}
开发者ID:MysteryPoo,项目名称:wesnoth,代码行数:36,代码来源:unit_attack.cpp

示例3: cth_effects

battle_context_unit_stats::battle_context_unit_stats(const unit &u,
		const map_location& u_loc, int u_attack_num, bool attacking,
		const unit &opp, const map_location& opp_loc,
		const attack_type *opp_weapon, const unit_map& units) :
	weapon(NULL),
	attack_num(u_attack_num),
	is_attacker(attacking),
	is_poisoned(u.get_state(unit::STATE_POISONED)),
	is_slowed(u.get_state(unit::STATE_SLOWED)),
	slows(false),
	drains(false),
	petrifies(false),
	plagues(false),
	poisons(false),
	backstab_pos(false),
	swarm(false),
	firststrike(false),
	experience(u.experience()),
	max_experience(u.max_experience()),
	level(u.level()),
	rounds(1),
	hp(0),
	max_hp(u.max_hitpoints()),
	chance_to_hit(0),
	damage(0),
	slow_damage(0),
	drain_percent(0),
	drain_constant(0),
	num_blows(0),
	swarm_min(0),
	swarm_max(0),
	plague_type()
{
	// Get the current state of the unit.
	if (attack_num >= 0) {
		weapon = &u.attacks()[attack_num];
	}
	if(u.hitpoints() < 0) {
		LOG_CF << "Unit with " << u.hitpoints() << " hitpoints found, set to 0 for damage calculations\n";
		hp = 0;
	} else if(u.hitpoints() > u.max_hitpoints()) {
		// If a unit has more hp than its maximum, the engine will fail
		// with an assertion failure due to accessing the prob_matrix
		// out of bounds.
		hp = u.max_hitpoints();
	} else {
		hp = u.hitpoints();
	}

	// Get the weapon characteristics, if any.
	if (weapon) {
		weapon->set_specials_context(u_loc, opp_loc, attacking, opp_weapon);
		if (opp_weapon)
			opp_weapon->set_specials_context(opp_loc, u_loc, !attacking, weapon);
		slows = weapon->get_special_bool("slow");
		drains = !opp.get_state("undrainable") && weapon->get_special_bool("drains");
		petrifies = weapon->get_special_bool("petrifies");
		poisons = !opp.get_state("unpoisonable") && weapon->get_special_bool("poison") && !opp.get_state(unit::STATE_POISONED);
		backstab_pos = is_attacker && backstab_check(u_loc, opp_loc, units, *resources::teams);
		rounds = weapon->get_specials("berserk").highest("value", 1).first;
		firststrike = weapon->get_special_bool("firststrike");

		// Handle plague.
		unit_ability_list plague_specials = weapon->get_specials("plague");
		plagues = !opp.get_state("unplagueable") && !plague_specials.empty() &&
			strcmp(opp.undead_variation().c_str(), "null") && !resources::game_map->is_village(opp_loc);

		if (plagues) {
			plague_type = (*plague_specials.front().first)["type"].str();
			if (plague_type.empty())
				plague_type = u.type().base_id();
		}

		// Compute chance to hit.
		chance_to_hit = opp.defense_modifier(
			resources::game_map->get_terrain(opp_loc)) + weapon->accuracy() -
			(opp_weapon ? opp_weapon->parry() : 0);
		if(chance_to_hit > 100) {
			chance_to_hit = 100;
		}

		unit_ability_list cth_specials = weapon->get_specials("chance_to_hit");
		unit_abilities::effect cth_effects(cth_specials, chance_to_hit, backstab_pos);
		chance_to_hit = cth_effects.get_composite_value();

		// Compute base damage done with the weapon.
		int base_damage = weapon->modified_damage(backstab_pos);

		// Get the damage multiplier applied to the base damage of the weapon.
		int damage_multiplier = 100;
		// Time of day bonus.
		damage_multiplier += combat_modifier(u_loc, u.alignment(), u.is_fearless());
		// Leadership bonus.
		int leader_bonus = 0;
		if (under_leadership(units, u_loc, &leader_bonus).valid())
			damage_multiplier += leader_bonus;
		// Resistance modifier.
		damage_multiplier *= opp.damage_from(*weapon, !attacking, opp_loc);

		// Compute both the normal and slowed damage.
//.........这里部分代码省略.........
开发者ID:Coffee--,项目名称:wesnoth-old,代码行数:101,代码来源:attack.cpp

示例4: internal_matches_filter


//.........这里部分代码省略.........
		if(!has_weapon) {
			return false;
		}
	} else if (!vcfg["has_weapon"].blank()) {
		std::string weapon = vcfg["has_weapon"];
		bool has_weapon = false;
		for(const attack_type& a : u.attacks()) {
			if(a.id() == weapon) {
				has_weapon = true;
				break;
			}
		}
		if(!has_weapon) {
			return false;
		}
	}

	if (!vcfg["role"].blank() && vcfg["role"].str() != u.get_role()) {
		return false;
	}

	if (!vcfg["ai_special"].blank() && ((vcfg["ai_special"].str() == "guardian") != u.get_state(unit::STATE_GUARDIAN))) {
		return false;
	}

	if (!vcfg["canrecruit"].blank() && vcfg["canrecruit"].to_bool() != u.can_recruit()) {
		return false;
	}

	if (!vcfg["recall_cost"].blank() && vcfg["recall_cost"].to_int(-1) != u.recall_cost()) {
		return false;
	}

	if (!vcfg["level"].blank() && vcfg["level"].to_int(-1) != u.level()) {
		return false;
	}

	if (!vcfg["defense"].blank() && vcfg["defense"].to_int(-1) != u.defense_modifier(fc_.get_disp_context().map().get_terrain(loc))) {
		return false;
	}

	if (!vcfg["movement_cost"].blank() && vcfg["movement_cost"].to_int(-1) != u.movement_cost(fc_.get_disp_context().map().get_terrain(loc))) {
		return false;
	}

	// Now start with the new WML based comparison.
	// If a key is in the unit and in the filter, they should match
	// filter only => not for us
	// unit only => not filtered
	config unit_cfg; // No point in serializing the unit once for each [filter_wml]!
	for (const vconfig& wmlcfg : vcfg.get_children("filter_wml")) {
			config fwml = wmlcfg.get_parsed_config();
			/* Check if the filter only cares about variables.
			   If so, no need to serialize the whole unit. */
			config::all_children_itors ci = fwml.all_children_range();
			if (fwml.all_children_count() == 1 && 
				fwml.attribute_count() == 1 &&
			    ci.front().key == "variables") {
				if (!u.variables().matches(ci.front().cfg))
					return false;
			} else {
				if (unit_cfg.empty())
					u.write(unit_cfg);
				if (!unit_cfg.matches(fwml))
					return false;
			}
开发者ID:aquileia,项目名称:wesnoth,代码行数:67,代码来源:filter.cpp

示例5: redraw_unit


//.........这里部分代码省略.........
				if (preferences::show_enemy_orb() && !u.incapacitated())
					orb_img = &enemy_orb;
				else
					orb_img = nullptr;
			} else {
				if (preferences::show_allied_orb())
					orb_img = &ally_orb;
				else orb_img = nullptr;
			}
		} else {
			if (preferences::show_moved_orb())
				orb_img = &moved_orb;
			else orb_img = nullptr;

			if(playing_team == viewing_team && !u.user_end_turn()) {
				if (movement_left == total_movement) {
					if (preferences::show_unmoved_orb())
						orb_img = &unmoved_orb;
					else orb_img = nullptr;
				} else if ( dc.unit_can_move(u) ) {
					if (preferences::show_partial_orb())
						orb_img = &partmoved_orb;
					else orb_img = nullptr;
				}
			}
		}

		if (orb_img != nullptr) {
			surface orb(image::get_image(*orb_img,image::SCALED_TO_ZOOM));
			disp.drawing_buffer_add(display::LAYER_UNIT_BAR,
				loc, xsrc + xoff, ysrc + yoff + adjusted_params.y, orb);
		}

		double unit_energy = 0.0;
		if(max_hitpoints > 0) {
			unit_energy = double(hitpoints)/double(max_hitpoints);
		}
		const int bar_shift = static_cast<int>(-5*zoom_factor);
		const int hp_bar_height = static_cast<int>(max_hitpoints * u.hp_bar_scaling());

		const fixed_t bar_alpha = (loc == mouse_hex || loc == sel_hex) ? ftofxp(1.0): ftofxp(0.8);

		draw_bar(*energy_file, xsrc+xoff+bar_shift, ysrc+yoff+adjusted_params.y,
			loc, hp_bar_height, unit_energy,hp_color, bar_alpha);

		if(experience > 0 && can_advance) {
			const double filled = double(experience)/double(max_experience);

			const int xp_bar_height = static_cast<int>(max_experience * u.xp_bar_scaling() / std::max<int>(u.level(),1));

			draw_bar(*energy_file, xsrc+xoff, ysrc+yoff+adjusted_params.y,
				loc, xp_bar_height, filled, xp_color, bar_alpha);
		}

		if (can_recruit) {
			surface crown(image::get_image(u.leader_crown(),image::SCALED_TO_ZOOM));
			if(!crown.null()) {
				//if(bar_alpha != ftofxp(1.0)) {
				//	crown = adjust_surface_alpha(crown, bar_alpha);
				//}
				disp.drawing_buffer_add(display::LAYER_UNIT_BAR,
					loc, xsrc+xoff, ysrc+yoff+adjusted_params.y, crown);
			}
		}

		for(std::vector<std::string>::const_iterator ov = u.overlays().begin(); ov != u.overlays().end(); ++ov) {
#ifdef SDL_GPU
			const sdl::timage ov_img(image::get_texture(*ov, image::SCALED_TO_ZOOM));
			if(!ov_img.null()) {
				disp.drawing_buffer_add(display::LAYER_UNIT_BAR,
					loc, xsrc, ysrc +adjusted_params.y, ov_img);
			}
#else
			const surface ov_img(image::get_image(*ov, image::SCALED_TO_ZOOM));
			if(ov_img != nullptr) {
				disp.drawing_buffer_add(display::LAYER_UNIT_BAR,
					loc, xsrc+xoff, ysrc+yoff+adjusted_params.y, ov_img);
			}
#endif
		}
	}

	// Smooth unit movements from terrain of different elevation.
	// Do this separately from above so that the health bar doesn't go up and down.

	const t_translation::t_terrain terrain_dst = map.get_terrain(dst);
	const terrain_type& terrain_dst_info = map.get_terrain_info(terrain_dst);

	int height_adjust_unit = static_cast<int>((terrain_info.unit_height_adjust() * (1.0 - adjusted_params.offset) +
											  terrain_dst_info.unit_height_adjust() * adjusted_params.offset) *
											  zoom_factor);
	if (is_flying && height_adjust_unit < 0) {
		height_adjust_unit = 0;
	}
	params.y -= height_adjust_unit - height_adjust;
	params.halo_y -= height_adjust_unit - height_adjust;

	ac.anim_->redraw(params, halo_man);
	ac.refreshing_ = false;
}
开发者ID:ArtBears,项目名称:wesnoth,代码行数:101,代码来源:drawer.cpp

示例6: set_displayed_unit

void tunit_preview_pane::set_displayed_unit(const unit& u)
{
	// Sets the current type id for the profile button callback to use
	current_type_ = u.type_id();

	if(icon_type_) {
		std::string mods = u.image_mods();

		if(u.can_recruit()) {
			mods += "~BLIT(" + unit::leader_crown() + ")";
		}

		for(const std::string& overlay : u.overlays()) {
			mods += "~BLIT(" + overlay + ")";
		}

		mods += "~SCALE_INTO_SHARP(144,144)" + image_mods_;

		icon_type_->set_label(u.absolute_image() + mods);
	}

	if(label_name_) {
		std::string name;
		if(!u.name().empty()) {
			name = "<span size='large'>" + u.name() + "</span>" + "\n" + "<small><span color='#a69275'>" + u.type_name() + "</span></small>";
		} else {
			name = "<span size='large'>" + u.type_name() + "</span>\n";
		}

		label_name_->set_label(name);
		label_name_->set_use_markup(true);
	}

	if(label_level_) {
		std::string l_str = vgettext("Lvl $lvl", {{"lvl", std::to_string(u.level())}});

		label_level_->set_label("<b>" + l_str + "</b>");
		label_level_->set_use_markup(true);
	}

	if(icon_race_) {
		icon_race_->set_label("icons/unit-groups/race_" + u.race()->id() + "_30.png");
		icon_race_->set_tooltip(u.race()->name(u.gender()));
	}

	if(icon_alignment_) {
		const std::string& alignment_name = u.alignment().to_string();

		icon_alignment_->set_label("icons/alignments/alignment_" + alignment_name + "_30.png");
		icon_alignment_->set_tooltip(unit_type::alignment_description(
			u.alignment(),
			u.gender()));
	}

	if(label_details_minimal_) {
		std::stringstream str;

		const std::string name = "<span size='large'>" + (!u.name().empty() ? u.name() : " ") + "</span>";
		str << name << "\n";

		str << "<span color='#a69275'>" << u.type_name() << "</span>" << "\n";

		str << "Lvl " << u.level() << "\n";

		str << u.alignment() << "\n";

		str << utils::join(u.trait_names(), ", ") << "\n";

		str << font::span_color(u.hp_color())
			<< _("HP: ") << u.hitpoints() << "/" << u.max_hitpoints() << "</span>" << "\n";

		str << font::span_color(u.xp_color())
			<< _("XP: ") << u.experience() << "/" << u.max_experience() << "</span>";

		label_details_minimal_->set_label(str.str());
		label_details_minimal_->set_use_markup(true);
	}

	if(tree_details_) {
		std::stringstream str;
		str << "<small>";

		str << font::span_color(u.hp_color())
			<< "<b>" << _("HP: ") << "</b>" << u.hitpoints() << "/" << u.max_hitpoints() << "</span>" << " | ";

		str << font::span_color(u.xp_color())
			<< "<b>" << _("XP: ") << "</b>" << u.experience() << "/" << u.max_experience() << "</span>" << " | ";

		str << "<b>" << _("MP: ") << "</b>"
			<< u.movement_left() << "/" << u.total_movement();

		str << "</small>";

		tree_details_->clear();

		add_name_tree_node(
			tree_details_->get_root_node(),
			"item",
			str.str()
		);
//.........这里部分代码省略.........
开发者ID:aquileia,项目名称:wesnoth,代码行数:101,代码来源:unit_preview_pane.cpp


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