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C++ unit::max_hitpoints方法代码示例

本文整理汇总了C++中unit::max_hitpoints方法的典型用法代码示例。如果您正苦于以下问题:C++ unit::max_hitpoints方法的具体用法?C++ unit::max_hitpoints怎么用?C++ unit::max_hitpoints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::max_hitpoints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: 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.........
开发者ID:ArtBears,项目名称:wesnoth,代码行数:101,代码来源:drawer.cpp

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.........
开发者ID:aquileia,项目名称:wesnoth,代码行数:101,代码来源:unit_preview_pane.cpp

示例6: attack_info

static int attack_info(reports::context & rc, const attack_type &at, config &res, const unit &u, const map_location &displayed_unit_hex)
{
	std::ostringstream str, tooltip;

	at.set_specials_context(displayed_unit_hex, u.side() == rc.screen().playing_side());
	int base_damage = at.damage();
	int specials_damage = at.modified_damage(false);
	int damage_multiplier = 100;
	int tod_bonus = combat_modifier(rc.units(), rc.map(), displayed_unit_hex, u.alignment(), u.is_fearless());
	damage_multiplier += tod_bonus;
	int leader_bonus = 0;
	if (under_leadership(rc.units(), displayed_unit_hex, &leader_bonus).valid())
		damage_multiplier += leader_bonus;

	bool slowed = u.get_state(unit::STATE_SLOWED);
	int damage_divisor = slowed ? 20000 : 10000;
	// Assume no specific resistance (i.e. multiply by 100).
	int damage = round_damage(specials_damage, damage_multiplier * 100, damage_divisor);

	// Hit points are used to calculate swarm, so they need to be bounded.
	unsigned max_hp = u.max_hitpoints();
	unsigned cur_hp = std::min<unsigned>(std::max(0, u.hitpoints()), max_hp);

	unsigned base_attacks = at.num_attacks();
	unsigned min_attacks, max_attacks;
	at.modified_attacks(false, min_attacks, max_attacks);
	unsigned num_attacks = swarm_blows(min_attacks, max_attacks, cur_hp, max_hp);

	SDL_Color dmg_color = font::weapon_color;
	if ( damage > specials_damage )
		dmg_color = font::good_dmg_color;
	else if ( damage < specials_damage )
		dmg_color = font::bad_dmg_color;

	str << span_color(dmg_color) << "  " << damage << naps << span_color(font::weapon_color)
		<< font::weapon_numbers_sep << num_attacks << ' ' << at.name()
		<< "</span>\n";
	tooltip << _("Weapon: ") << "<b>" << at.name() << "</b>\n"
		<< _("Damage: ") << "<b>" << damage << "</b>\n";

	if ( tod_bonus || leader_bonus || slowed || specials_damage != base_damage )
	{
		tooltip << '\t' << _("Base damage: ") << base_damage << '\n';
		if ( specials_damage != base_damage ) {
			tooltip << '\t' << _("With specials: ") << specials_damage << '\n';
		}
		if (tod_bonus) {
			tooltip << '\t' << _("Time of day: ")
				<< utils::signed_percent(tod_bonus) << '\n';
		}
		if (leader_bonus) {
			tooltip << '\t' << _("Leadership: ")
				<< utils::signed_percent(leader_bonus) << '\n';
		}
		if (slowed) {
			tooltip << '\t' << _("Slowed: ") << "/ 2" << '\n';
		}
	}

	tooltip << _("Attacks: ") << "<b>" << num_attacks << "</b>\n";
	if ( max_attacks != min_attacks  &&  cur_hp != max_hp ) {
		if ( max_attacks < min_attacks ) {
			// "Reverse swarm"
			tooltip << '\t' << _("Max swarm bonus: ") << (min_attacks-max_attacks) << '\n';
			tooltip << '\t' << _("Swarm: ") << "* "<< (100 - cur_hp*100/max_hp) << "%\n";
			tooltip << '\t' << _("Base attacks: ") << '+' << base_attacks << '\n';
			// The specials line will not necessarily match up with how the
			// specials are calculated, but for an unusual case, simple brevity
			// trumps complexities.
			if ( max_attacks != base_attacks ) {
				int attack_diff = int(max_attacks) - int(base_attacks);
				tooltip << '\t' << _("Specials: ") << utils::signed_value(attack_diff) << '\n';
			}
		}
		else {
			// Regular swarm
			tooltip << '\t' << _("Base attacks: ") << base_attacks << '\n';
			if ( max_attacks != base_attacks ) {
				tooltip << '\t' << _("With specials: ") << max_attacks << '\n';
			}
			if ( min_attacks != 0 ) {
				tooltip << '\t' << _("Subject to swarm: ") << (max_attacks-min_attacks) << '\n';
			}
			tooltip << '\t' << _("Swarm: ") << "* "<< (cur_hp*100/max_hp) << "%\n";
		}
	}
	else if ( num_attacks != base_attacks ) {
		tooltip << '\t' << _("Base attacks: ") << base_attacks << '\n';
		tooltip << '\t' << _("With specials: ") << num_attacks << '\n';
	}

	add_text(res, flush(str), flush(tooltip));

	std::string range = string_table["range_" + at.range()];
	std::string lang_type = string_table["type_" + at.type()];

	str << span_color(font::weapon_details_color) << "  " << "  "
		<< range << font::weapon_details_sep
		<< lang_type << "</span>\n";

//.........这里部分代码省略.........
开发者ID:CliffsDover,项目名称:wesnoth,代码行数:101,代码来源:reports.cpp


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