📄 item.h
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// ============================================================================
// Item.h
// Contains the item class
// ============================================================================
#ifndef ITEM_H
#define ITEM_H
#include "Object.h"
// ============================================================================
// Item Class
// ============================================================================
class Item : public Object
{
protected:
// =======================================================
// Data
// =======================================================
// -------------------------------------------------------
// Name: m_type
// Description: The type of the item.
// -------------------------------------------------------
int m_type;
// -------------------------------------------------------
// Name: m_graphic
// Description: The graphic of the item
// -------------------------------------------------------
SDL_Surface* m_graphic;
// -------------------------------------------------------
// Name: m_speed
// Description: The number of milliseconds between
// attacks that this item has.
// -------------------------------------------------------
int m_speed;
// -------------------------------------------------------
// Name: m_strength
// Description: The strength of the item.
// -------------------------------------------------------
int m_strength;
// -------------------------------------------------------
// Name: m_canBlock
// Description: determines if an item can block the path
// -------------------------------------------------------
bool m_canBlock;
// -------------------------------------------------------
// Name: m_isArmor
// Description: determines if an item is armor
// -------------------------------------------------------
bool m_isArmor;
// -------------------------------------------------------
// Name: m_canGet
// Description: determines if a person can get this item
// -------------------------------------------------------
bool m_canGet;
// -------------------------------------------------------
// Name: m_isExit
// Description: determines if this item is an exit
// -------------------------------------------------------
bool m_isExit;
// -------------------------------------------------------
// Name: m_whichExit
// Description: which exit number is valid for this item
// if it is an exit
// -------------------------------------------------------
int m_whichExit;
public:
// =======================================================
// Functions
// =======================================================
// -------------------------------------------------------
// Name: Item
// Description: constructs an empty item
// -------------------------------------------------------
Item()
{
m_type = -1;
m_graphic = 0;
m_canBlock = false;
m_isArmor = false;
m_canGet = true;
m_isExit = false;
m_whichExit = -1;
}
int GetType() { return m_type; }
void SetType( int p_type ) { m_type = p_type; }
int GetSpeed() { return m_speed; }
void SetSpeed( int p_speed ) { m_speed = p_speed; }
int GetStrength() { return m_strength; }
void SetStrength( int p_strength ) { m_strength = p_strength; }
void SetGraphic( SDL_Surface* p_graphic )
{
m_graphic = p_graphic;
}
SDL_Surface* GetGraphic()
{
return m_graphic;
}
void SetBlock( bool p_block ) { m_canBlock = p_block; }
bool CanBlock()
{
return m_canBlock;
}
void SetArmor( bool p_armor ) { m_isArmor = p_armor; }
bool IsArmor()
{
return m_isArmor;
}
void SetGet( bool p_get ) { m_canGet = p_get; }
bool CanGet()
{
return m_canGet;
}
void SetExit( bool p_exit ) { m_isExit = p_exit; }
bool IsExit()
{
return m_isExit;
}
void SetExitNumber( int p_exit ) { m_whichExit = p_exit; }
int GetExitNumber()
{
return m_whichExit;
}
};
Item g_itemtemplates[32];
Item* MakeItem( int p_type, int p_x, int p_y, int p_cell )
{
Item* i = new Item;
*i = g_itemtemplates[p_type];
i->SetX( p_x );
i->SetY( p_y );
i->SetCell( p_cell );
return i;
}
#endif
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