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📄 items.cpp

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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*/#include <ncurses.h>// #include <string.h> doesnt seem to work in a UNIX environment but string does#include <string> // for strlen() -Sairax#include "textgfx.h"#include "arena.h"#include "items.h"#include "players.h"#include "shops.h"#include "globals.h"// Deals damage to the player and then returns the amount// of damage dealt.int Weapon::do_attack(ArenaObject* obj){  ArenaObject* nearest_comp;  nearest_comp = main_arena->get_nearest_type(arena_obj_list[0]->getObjPos(), COMP);  // int damage = getrandom(getMinDmg(), getMaxDmg()); <- This cores BladeMaster   int damage = getrandom(min_damage, max_damage);  // obj->current_health -= damage;  obj->setCurrentHealth(obj->getCurrentHealth() - damage);   wattron(charsheet, COLOR_PAIR(3));  wattron(charsheet, A_BOLD);  wattron(estats, COLOR_PAIR(1));  wattron(estats, A_BOLD);  mvwprintw(charsheet, 5, 16, "%d ", ((HumanPlayer*)(arena_obj_list[0]))->getHealth());  mvwprintw(estats, 5, 16, "%d ", ((CompPlayer*)(nearest_comp))->getHealth());  wrefresh(charsheet);  wattroff(estats, COLOR_PAIR(1));  wattroff(estats, A_BOLD);  wattroff(charsheet, A_BOLD);  wattroff(charsheet, COLOR_PAIR(3));  return damage;}Armor::Armor(){   armor_name = "leather";}Armor::~Armor() {}// No need for this now that we use string/*void Armor::setArmorName(string data){  armor_name = new char [strlen(data)+1];  strcpy(armor_name,data);}*/

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