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📄 items.h

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/*    BladeMaster 2, a text, rougelike(kinda), arena combat simulation game.   Copyright (C) 2002 Blademaster 2 Team, see CREDITS   Clone of BladeMaster by Logicom, Inc. Copyright(C) 1990/1993   In no means affliated with the original Blademaster or the original   Blademaster creators/programmers.   This program is free software; you can redistribute it and/or modify   it under the terms of the GNU General Public License as published by   the Free Software Foundation; either version 2 of the License, or   (at your option) any later version.   This program is distributed in the hope that it will be useful,   but WITHOUT ANY WARRANTY; without even the implied warranty of   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the   GNU General Public License for more details.      You should have received a copy of the GNU General Public License   along with this program; if not, write to the Free Software   Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA   Useful contact information:       Website: blademaster2.sourceforge.net       Project page: www.sf.net/projects/blademaster2/   Project Lead (see CREDITS for other members of the developement team)       E-Mail: ilswyn@users.sourceforge.net       AIM: ilswyn*/#ifndef ITEMS_H#define ITEMS_H// Virtual Base Class.// getRating can be used for calculating certain things. // Eg. A weapon with a high rating may slow down a fighter  // with a low experience levelclass Item{ protected:  // Not in use yet:  /*    int retail;    int rating;  */ public:  // Not in use yet:  /*    enum Special { POISON, DISEASE, PARALYSIS,     A_POISON, A_DISEASE, A_PARALYSIS } = 0;  */  virtual const string getName() const = 0;  // Not in use yet:    /*      virtual const int getRetail() const = 0; // Retail value in gp      virtual const int getRating() const = 0; // This is used for calculations      virtual const Special getSpecial() const = 0;    */};//Used for Melee Weapons.class Weapon : virtual public Item{ protected:  string weapon_name;  int min_damage;  int max_damage;  //int accuracy; // Not in use public:    virtual const string getName() const { return weapon_name; }  const int getMinDmg() { return min_damage; }  const int getMaxDmg() { return max_damage; }  //const int getAccuracy() const ; // Not in use  void setWeaponName(string data) { weapon_name = data; }  void setMinDmg(int data) { min_damage = data; }  void setMaxDmg(int data) { max_damage = data; }  int do_attack(ArenaObject*);};class RangeWeapon : public Weapon{  /* enum AmmoType { SLING_BULLET, ARROW };  const AmmoType getAmmoType() const ;*/};class Armor : virtual public Item{ protected:  string armor_name;  int ac; public:  Armor();  ~Armor();  const string getName() const { return armor_name; }  const int getAC() { return ac; }  void setArmorName(string data) { armor_name = data; }  void setArmorClass(int data) { ac = data; }};// No range weapons yet../*class Ammo : virtual public Item{ public:  const AmmoType getAmmoType() const;}*/#endif

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