本文整理汇总了C++中unit::max_experience方法的典型用法代码示例。如果您正苦于以下问题:C++ unit::max_experience方法的具体用法?C++ unit::max_experience怎么用?C++ unit::max_experience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::max_experience方法的5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: redraw_unit
void unit_drawer::redraw_unit (const unit & u) const
{
unit_animation_component & ac = u.anim_comp();
map_location loc = u.get_location();
int side = u.side();
bool hidden = u.get_hidden();
bool is_flying = u.is_flying();
map_location::DIRECTION facing = u.facing();
int hitpoints = u.hitpoints();
int max_hitpoints = u.max_hitpoints();
int movement_left = u.movement_left();
int total_movement = u.total_movement();
bool can_recruit = u.can_recruit();
bool can_advance = u.can_advance();
int experience = u.experience();
int max_experience = u.max_experience();
bool emit_zoc = u.emits_zoc();
SDL_Color hp_color=u.hp_color();
SDL_Color xp_color=u.xp_color();
std::string ellipse=u.image_ellipse();
if ( hidden || is_blindfolded || !u.is_visible_to_team(viewing_team_ref,map, show_everything) )
{
ac.clear_haloes();
if(ac.anim_) {
ac.anim_->update_last_draw_time();
}
return;
}
if (!ac.anim_) {
ac.set_standing();
if (!ac.anim_) return;
}
if (ac.refreshing_) return;
ac.refreshing_ = true;
ac.anim_->update_last_draw_time();
frame_parameters params;
const t_translation::t_terrain terrain = map.get_terrain(loc);
const terrain_type& terrain_info = map.get_terrain_info(terrain);
// do not set to 0 so we can distinguish the flying from the "not on submerge terrain"
// instead use -1.0 (as in "negative depth", it will be ignored by rendering)
params.submerge= is_flying ? -1.0 : terrain_info.unit_submerge();
if (u.invisible(loc) &&
params.highlight_ratio > 0.5) {
params.highlight_ratio = 0.5;
}
if (loc == sel_hex && params.highlight_ratio == 1.0) {
params.highlight_ratio = 1.5;
}
int height_adjust = static_cast<int>(terrain_info.unit_height_adjust() * zoom_factor);
if (is_flying && height_adjust < 0) {
height_adjust = 0;
}
params.y -= height_adjust;
params.halo_y -= height_adjust;
int red = 0,green = 0,blue = 0,tints = 0;
double blend_ratio = 0;
// Add future colored states here
if(u.poisoned()) {
green += 255;
blend_ratio += 0.25;
tints += 1;
}
if(u.slowed()) {
red += 191;
green += 191;
blue += 255;
blend_ratio += 0.25;
tints += 1;
}
if(tints > 0) {
params.blend_with = disp.rgb((red/tints),(green/tints),(blue/tints));
params.blend_ratio = ((blend_ratio/tints));
}
//hackish : see unit_frame::merge_parameters
// we use image_mod on the primary image
// and halo_mod on secondary images and all haloes
params.image_mod = u.image_mods();
params.halo_mod = u.TC_image_mods();
params.image= u.default_anim_image();
if(u.incapacitated()) params.image_mod +="~GS()";
params.primary_frame = t_true;
//.........这里部分代码省略.........
示例5: 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.........