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, 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;
}
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();
}
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.........
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;
}
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;
}
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.........