Example #1
0
void player::use(int index){
	//WEAPON,ARMOR,CONSUMABLE,ETC
	Item tmp = load::getItemData(getItemList()->at(index).getID());
	if(tmp.getItemType() == "WEAPON"){
		getStat()->addAll(0-getWeapon().getiAtk(),0-getWeapon().getiDef(),0-getWeapon().getiMaxHp());
		getItemList()->at(index) = load::getItemData(getWeapon().getID());
		if(getItemList()->at(index).getID() == 1)delItem(index);
		setWeapon(tmp.getID());
		getStat()->addAll(tmp.getiAtk(),tmp.getiDef(),tmp.getiMaxHp());
		cout << "\n\tEquipe "<<tmp.getName()<<endl;
	}else if(tmp.getItemType() == "ARMOR"){
		getStat()->addAll(0-getArmor().getiAtk(),0-getArmor().getiDef(),0-getArmor().getiMaxHp());
		getItemList()->at(index) = load::getItemData(getArmor().getID());
		if(getItemList()->at(index).getID() == 2)delItem(index);
		setArmor(tmp.getID());
		getStat()->addAll(tmp.getiAtk(),tmp.getiDef(),tmp.getiMaxHp());
		cout << "\n\tEquipe "<<tmp.getName()<<endl;
	}else if(tmp.getItemType() == "CONSUMABLE"){
		getStat()->addAll(tmp.getiAtk(),tmp.getiDef(),tmp.getiMaxHp());
		getStat()->addHp(tmp.getiHp());
		delItem(index);
		cout << "\tUse "<<tmp.getName()<<endl;
	}else{
		cout << "\n\tCannot use "<<tmp.getName()<<endl;
	}
	getch();
}
Example #2
0
void GameObj::damage(int amount, SoundManager &sm) {
	// Process incoming damage
	if(getArmor() > amount)
		return;				// armor negates all damage
	else amount -= getArmor();
	setHP(getHP() - amount);

	// SFX
	t_damaged.Calculate_Ellapsed_Time();
	if(t_damaged.TotalTime() >= TIMER_SOUND_DAMAGED) {
		SoundManager::Sounds soundID;
		switch(goSettings.getTypeID()) {
			case Settings::OBJ_ID_ARCHER: soundID = sm.SND_ARCHER_DAMAGED; break;
			case Settings::OBJ_ID_STONEWALL: soundID = sm.SND_STONEWALL_DAMAGED; break;
	//			case settings.OBJ_T_DOG: soundID = sm.SND_DOG_MELEE; break;
	//			case settings.OBJ_T_SPEARMAN: soundID = sm.SND_SPEARMAN_MELEE; break;
	//			case settings.OBJ_ID_ARCHER: soundID = sm.SND_ARCHER_MELEE; break;
			default: soundID = sm.SND_ARCHER_DAMAGED; break;
		}
		sm.playSound(soundSourceID, soundID, body->GetPosition());
		t_damaged.Reset(0.0);
	}

	// Special Behavior (defined in derived classes)
	damageSpecial(amount, sm);

	// Death sequence
	if(getHP() < 0) {
		death(sm);
	}
}
//end
void player_init(){
	int i = 0;
	
	Tile start = tile_start();
	Vec2d pos = {start.mBox.x,start.mBox.y};
	SDL_Rect bound = {PLAYER_FRAMEW*.2f,PLAYER_FRAMEW*.2f,PLAYER_FRAMEW*.6f, PLAYER_FRAMEH*.6f};

	Sprite *player_sprite = sprite_load(player_char_file,PLAYERW, PLAYERH, PLAYER_FRAMEW, PLAYER_FRAMEH);
	player_sprite->fpl = 9;
	animCurrent = WALK;
	player = entity_load(player_sprite,pos, 100, 100, 0 );
	slog("Player: X: %i Y: %i", player->position.x, player->position.y);

	playerBody.image = player->sprite;
	playerBody.image_slash = sprite_load("images/player/slash/body slash.png",PLAYERW, PLAYERH, PLAYER_FRAMEW, PLAYER_FRAMEH);
	playerBody.image_slash->fpl = 5;
	player->boundBox = bound;

	player->frame_horizontal = 1;
	player->frame_vertical = 2;
	player->think = player_think;
	player->update = player_update;
	player->player = true;
	player->team = TEAM_PLAYER;
	player->p_em = particle_em_new();

	weapon_load_all();
	armor_load_all();

	PlayerEquip.weapon = getWeapon("longsword");
	player->weapon = PlayerEquip.weapon;
	PlayerEquip.head = getArmor("head chain hood");
	PlayerEquip.chest = getArmor("chest chain");
}
Example #4
0
void ServerPlayer::throwAllEquips(){

    room->throwCard(getWeapon(), true);
    room->throwCard(getArmor(), true);
    room->throwCard(getDefensiveHorse(), true);
    room->throwCard(getOffensiveHorse(), true);
}
Example #5
0
BlockType_t Creature::blockHit(Creature* attacker, CombatType_t combatType, int32_t& damage,
                               bool checkDefense /* = false */, bool checkArmor /* = false */, bool /* field  = false */)
{
	BlockType_t blockType = BLOCK_NONE;

	if (isImmune(combatType)) {
		damage = 0;
		blockType = BLOCK_IMMUNITY;
	} else if (checkDefense || checkArmor) {
		bool hasDefense = false;

		if (blockCount > 0) {
			--blockCount;
			hasDefense = true;
		}

		if (checkDefense && hasDefense) {
			int32_t defense = getDefense();
			damage -= uniform_random(defense / 2, defense);
			if (damage <= 0) {
				damage = 0;
				blockType = BLOCK_DEFENSE;
				checkArmor = false;
			}
		}

		if (checkArmor) {
			int32_t armorValue = getArmor();
			if (armorValue > 1) {
				double armorFormula = armorValue * 0.475;
				int32_t armorReduction = static_cast<int32_t>(std::ceil(armorFormula));
				damage -= uniform_random(
					armorReduction,
					armorReduction + static_cast<int32_t>(std::floor(armorFormula))
				);
			} else if (armorValue == 1) {
				--damage;
			}

			if (damage <= 0) {
				damage = 0;
				blockType = BLOCK_ARMOR;
			}
		}

		if (hasDefense && blockType != BLOCK_NONE) {
			onBlockHit();
		}
	}

	if (attacker) {
		attacker->onAttackedCreature(this);
		attacker->onAttackedCreatureBlockHit(blockType);
	}

	onAttacked();
	return blockType;
}
Example #6
0
/**
 * Generates a brand new saved game with starting data.
 * @return A new saved game.
 */
SavedGame *Ruleset::newSave() const
{
	SavedGame *save = new SavedGame();

	// Add countries
	for (std::vector<std::string>::const_iterator i = _countriesIndex.begin(); i != _countriesIndex.end(); ++i)
	{
		save->getCountries()->push_back(new Country(getCountry(*i)));
	}
	// Adjust funding to total $6M
	int missing = ((6000 - save->getCountryFunding()/1000) / (int)save->getCountries()->size()) * 1000;
	for (std::vector<Country*>::iterator i = save->getCountries()->begin(); i != save->getCountries()->end(); ++i)
	{
		(*i)->setFunding((*i)->getFunding().back() + missing);
	}
	save->setFunds(save->getCountryFunding());

	// Add regions
	for (std::vector<std::string>::const_iterator i = _regionsIndex.begin(); i != _regionsIndex.end(); ++i)
	{
		save->getRegions()->push_back(new Region(getRegion(*i)));
	}

	// Set up IDs
	std::map<std::string, int> ids;
	for (std::vector<std::string>::const_iterator i = _craftsIndex.begin(); i != _craftsIndex.end(); ++i)
	{
		ids[*i] = 1;
	}
	save->initIds(ids);

	// Set up starting base
	Base *base = new Base(this);
	base->load(_startingBase, save, true);

	// Correct IDs
	for (std::vector<Craft*>::const_iterator i = base->getCrafts()->begin(); i != base->getCrafts()->end(); ++i)
	{
		save->getId((*i)->getRules()->getType());
	}

	// Generate soldiers
	int soldiers = _startingBase["randomSoldiers"].as<int>(0);
	for (int i = 0; i < soldiers; ++i)
	{
		Soldier *soldier = new Soldier(getSoldier("XCOM"), getArmor("STR_NONE_UC"), &_names, save->getId("STR_SOLDIER"));
		soldier->setCraft(base->getCrafts()->front());
		base->getSoldiers()->push_back(soldier);
	}

	save->getBases()->push_back(base);
	// Setup alien strategy
	save->getAlienStrategy().init(this);
	save->setTime(_startingTime);

	return save;
}
Example #7
0
int characterShell::getArmor(lua_State* pLua)
{
	auto pCharacter = worldShell::CWorldSingleton::instance()->getPlayer()->getCharacter();

	if(pCharacter != nullptr)
		lua_pushinteger(pLua, pCharacter->getArmor());

	return 1;
}
Example #8
0
BlockType_t Creature::blockHit(Creature* attacker, CombatType_t combatType, int32_t& damage,
                               bool checkDefense /* = false */, bool checkArmor /* = false */, bool /* field  = false */)
{
	BlockType_t blockType = BLOCK_NONE;

	if (isImmune(combatType)) {
		damage = 0;
		blockType = BLOCK_IMMUNITY;
	} else if (checkDefense || checkArmor) {
		bool hasDefense = false;

		if (blockCount > 0) {
			--blockCount;
			hasDefense = true;
		}

		if (checkDefense && hasDefense && canUseDefense) {
			int32_t defense = getDefense();
			damage -= uniform_random(defense / 2, defense);
			if (damage <= 0) {
				damage = 0;
				blockType = BLOCK_DEFENSE;
				checkArmor = false;
			}
		}

		if (checkArmor) {
			int32_t armor = getArmor();
			if (armor > 3) {
				damage -= uniform_random(armor / 2, armor - (armor % 2 + 1));
			} else if (armor > 0) {
				--damage;
			}

			if (damage <= 0) {
				damage = 0;
				blockType = BLOCK_ARMOR;
			}
		}

		if (hasDefense && blockType != BLOCK_NONE) {
			onBlockHit();
		}
	}

	if (attacker) {
		attacker->onAttackedCreature(this);
		attacker->onAttackedCreatureBlockHit(blockType);
	}

	onAttacked();
	return blockType;
}
Example #9
0
//Constructor from the code of AI and the level of the different capacities
Unit::Unit(std::string iaCode, int speedLevel, int lifeLevel, int armorLevel, int regenLevel, int damageLevel, int rangeLevel, int firerateLevel)
{
    init_();
    this->iaCode_ = iaCode;
	tree = std::shared_ptr<TreeElement>((TreeElement*)NodeConstructor::create(&iaCode));
    getSpeed().upgrade(speedLevel);
    getLife().upgrade(lifeLevel);
    getArmor().upgrade(armorLevel);
    getRegen().upgrade(regenLevel);
    getDamage().upgrade(damageLevel);
    getRange().upgrade(rangeLevel);
    getFirerate().upgrade(firerateLevel);
}
Example #10
0
void Arrow::removeBullet()
{
	bool isMissed = true;
    auto instance = GameManager::getInstance();
   
	auto bulletRect = Rect(this->getPositionX() +this->getParent()->getPositionX() - this->getContentSize().width /2,
                                this->getPositionY() +this->getParent()->getPositionY() - this->getContentSize().height/2,
								this->sprite->getContentSize().width,
                                this->sprite->getContentSize().height );
	
	auto monsterVector = instance->monsterVector;
    
	for (int j = 0; j < monsterVector.size(); j++)
	{
		auto monster = monsterVector.at(j);
		auto monsterRect = monster->baseSprite->getBoundingBox();
			
		if (monsterRect.intersectsRect(bulletRect) && monster->getAttackBySoldier())
		{
			auto currHp = monster->getCurrHp();

			currHp =  currHp - this->getMaxForce() + monster->getArmor();
                
			if(currHp <= 0){
				currHp = 0;
			}
			monster->setCurrHp( currHp );

			monster->getHpBar()->setPercentage((currHp/monster->getMaxHp())*100);
			monster->getHurt();
            isMissed = false;    
			if(currHp == 0){
				monster->death();
			}
			break;
		}
	}
	if(isMissed){

		sprite->setSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("decal_arrow.png"));

		sprite->runAction(Sequence::create(FadeOut::create(1.0f)
										,CallFuncN::create(CC_CALLBACK_0(Bullet::removeFromParent, this))
                                       , NULL));
	}else{
		this->removeFromParent();
	}
}
Example #11
0
/// <summary>
/// When this fighter died, he will give some item and some gold to the fighter who killed him.
/// </summary>
void Enemy::onDeath(Fighter &player)
{
	m_drop->addGold(Randomiser(1,10).getRandomNumber() * getLevel());

	if (Randomiser(1, 15).getRandomNumber() == Randomiser(1, 15).getRandomNumber())
	{
		m_drop->addWeapon(getWeapons());
	}
	if (Randomiser(1, 15).getRandomNumber() == Randomiser(1, 15).getRandomNumber())
	{
		m_drop->addArmor(getArmor());
	}

	player.setDrop(*m_drop);
	player.setExperiencePoints(m_experiencePoints + player.getExperiencePoints());
}
Example #12
0
/***********************************************************************
     * Character
     * damage

***********************************************************************/
void fired::Character::damage(int damage, sf::Vector2f shot, float knockback, fired::Character *owner) {
	char dmg[8];
	int taken = damage * (1.0f - armorReduction(getArmor()));
	if (taken <= 0) return;

	HP -= taken;
	if (HP <= 0) {
		dead = true;
		model->explode(shot - phys.pos, knockback);
		inventory->dropAll(world);

		if (owner) if (world->isCharExists(owner)) owner->gainXP(stats.maxHP);
	}

	snprintf(dmg, sizeof(dmg), "-%u", taken);
	world->addText(phys.pos, sf::Color(255, 0, 0, 255), 16, dmg);
}
void player::levelUp()
{
    //Assigns to a random value at this point
    int currentAttribute;
    int randomAttribute = rand() % 3;
    switch(randomAttribute)
    {
        //Increases Damage
        case 0:
            currentAttribute = getBaseDamage() + 1;
            setBaseDamage(currentAttribute);
            break;
        //Increases Armor
        case 1:
            currentAttribute = getArmor() + 1;
            setArmor(currentAttribute);
            break;
        //Increase Health
        case 2:
            currentAttribute = getMaxHealth() + 1;
            setHealth(currentAttribute);
            setMaxHealth(currentAttribute);
            break;
    }


    experience=xpToLevel%experience;
    if((xpToLevel%2)>0)
    {
        xpToLevel=xpToLevel*1.5;
        xpToLevel++;
    }
    else
    {
        xpToLevel=xpToLevel*1.5;
    }
    int levelHolder=getLevel();
    levelHolder++;
    setLevel(levelHolder);
    return;
}
Example #14
0
/************************************************************
 ** Henchman::defense
 ** Description: Generates a dice roll from DefenseDice and
 ** DefenseSides values and returns a final damage value
 ** after subtracting defense values. If achilles attack
 ** is successful, damage is halved.
 ** Parameters: int attkValue
 ************************************************************/
int Henchman::defense(int attkValue)
{
   if (getAchilles())  // Achilles attack is succesful
   {
      attkValue = (attkValue / 2);
      std::cout << "Damage is halved!\n";
   }

   int defenseTotal = 0,   // Reset accumulator
       attkFinal = 0;

   for (int d = 0; d < getDefenseDice(); d++)
   {
      defenseTotal += rollDice(getDefenseSides());
   }

   attkFinal = attkValue - defenseTotal - getArmor();

   if (attkFinal < 0)   // Don't allow negative attack values
      return 0;
   else
      return attkFinal;
}
Example #15
0
/**
 * Do an amount of damage.
 * @param position The position defines which part of armor and/or bodypart is hit.
 * @param power
 * @param type
 */
void BattleUnit::damage(Position position, int power, ItemDamageType type)
{
	int damage;
	UnitSide side;
	int impactheight;
	UnitBodyPart bodypart;

	if (power <= 0)
	{
		return;
	}

	power *= _unit->getArmor()->getDamageModifier(type);

	if (type == DT_STUN)
	{
		_stunlevel += power;
		return;
	}

	if (position == Position(0, 0, 0))
	{
		side = SIDE_UNDER;
	}
	else
	{
		// normalize x and y towards north
		int x = 8, y = 8;
		switch(_direction)
		{
		case 0: // heading north
			x = position.x;
			y = 15 - position.y;
			break;
		case 1: // somewhere in between 0 and 2
			x = (position.x + position.y)/2;
			y = ((15 - position.y) + position.x)/2;
			break;
		case 2: // heading east
			x = 15 - position.y;
			y = 15 - position.x;
			break;
		case 3:
			x = (position.y + (15 - position.x))/2;
			y = (position.x + position.y)/2;
			break;
		case 4: // heading south
			x = 15 - position.x;
			y = position.y;
			break;
		case 5:
			x = ((15 - position.x) + (15 - position.y))/2;
			y = (position.y + (15 - position.x))/2;
			break;
		case 6: // heading west
			x = 15 - position.y;
			y = 15 - position.x;
			break;
		case 7:
			x = ((15 - position.y) + position.x)/2;
			y = ((15 - position.x) + (15 - position.y))/2;
			break;
		}
		// determine side
		if (y > 9)
			side = SIDE_FRONT;
		else if (y < 6)
			side = SIDE_REAR;
		else if (x < 6)
			side = SIDE_LEFT;
		else if (x > 9)
			side = SIDE_RIGHT;
		else
			side = SIDE_FRONT;
	}

	impactheight = 10*position.z/getHeight();

	if (impactheight > 4 && impactheight < 7) // torso
	{
		if (side == SIDE_LEFT)
		{
			bodypart = BODYPART_LEFTARM;
		}else if (side == SIDE_RIGHT)
		{
			bodypart = BODYPART_RIGHTARM;
		}else
		{
			bodypart = BODYPART_TORSO;
		}
	}else if (impactheight >= 7) //head
	{
		bodypart = BODYPART_HEAD;
	}else if (impactheight <=4) //legs
	{
		if (side == SIDE_LEFT || side == SIDE_FRONT)
		{
			bodypart = BODYPART_LEFTLEG;
		}else
		{
			bodypart = BODYPART_RIGHTLEG;
		}
	}

	damage = (power - getArmor(side));

	if (damage > 0)
	{
		if (_unit->isWoundable())
		{
			// fatal wounds
			if (RNG::generate(0,damage) > 2)
				_fatalWounds[bodypart] += RNG::generate(1,3);

			if (_fatalWounds[bodypart])
				moraleChange(-_fatalWounds[bodypart]);
		}
		// armor damage
		setArmor(getArmor(side) - (damage/10) - 1, side);
		// health damage
		_health -= damage;
		if (_health < 0)
			_health = 0;
	}
	_needPainKiller = true;
}
// if you pass in -1's for x and y, we'll figure out where it can go, and return where it went
int LogisticsVariant::canAddComponent( LogisticsComponent* pComponent, long& x, long& y ) const
{
	/*  weight no longer matters
	int weight = getWeight();
	if ( weight + pComponent->getWeight() > chassis->maxWeight )
		return COMPONENT_TOO_HEAVY;*/

	if ( getHeat() + pComponent->getHeat() > getMaxHeat() )
		return COMPONENT_TOO_HOT;

	if ( pComponent->getType() == COMPONENT_FORM_JUMPJET  )
	{
		if ( !chassis->canHaveJumpJets )
			return JUMPJETS_NOT_ALLOWED;
		else if ( hasJumpJets() )
			return ONLY_ONE_JUMPJET_ALLOWED;
		else if ( ( x!= -1 && x != -2)
					|| ( y != -1 && y != -2 ) )
			return COMPONENT_SLOT_FULL;

		return 0;
	}
	else if ( x == -2 && y == -2 ) // trying to put something illegal in jump jet slot
		return COMPONENT_SLOT_FULL;
		 

	if ( x!= -1 && y != -1 )
	{
		for ( int i = 0; i < pComponent->getComponentWidth(); i++ )
		{
			for ( int j = 0; j < pComponent->getComponentHeight(); j++ )
			{
				if ( getComponentAtLocation( x + i, y  + j)
					|| x + i >= chassis->componentAreaWidth
					|| j + y >= chassis->componentAreaHeight )
					return COMPONENT_SLOT_FULL;
			}  
		}
	}
	else
	{
		for ( int j = 0; j < chassis->componentAreaHeight && x == -1; j++ )
		{
			for ( int i = 0; i < chassis->componentAreaWidth && x == -1; i++ )
			{
				if ( !getComponentAtLocation( i, j ) )
				{
					bool bAdd = true;
					for ( int l = 0; l < pComponent->getComponentHeight(); ++l )
					{
						for ( int k =0; k < pComponent->getComponentWidth(); ++k )
						{

 							if ( getComponentAtLocation( i +k, j + l ) 
								|| ( i + k >= chassis->componentAreaWidth )
								|| ( j +l >= chassis->componentAreaHeight ) )
							{
								bAdd = false;
								break;
								break;
							}
						}
					}

					if ( bAdd )
					{
						x = i;
						y = j;
			
					}
				}

				
			}
		}

		if ( x == -1 || y == -1 )
		{
			return ADD_COMPONENT_FAILED;
		}
	}

	if ( pComponent->getType() == COMPONENT_FORM_BULK )
	{
		if ( getArmor() + 32 > getMaxArmor() )
			return NO_MORE_ARMOR;
	}

	if ( pComponent->getType() == COMPONENT_FORM_SENSOR )
	{
		if ( !chassis->canHaveAdvSensor )
			return SENSORS_NOT_ALLOWED;
		else if ( hasSensor() )
			return ONLY_ONE_SENSOR_ALLOWED;
	}

	if ( pComponent->getType() == COMPONENT_FORM_ECM  )
	{
		if ( !chassis->canHaveECM )
			return ECM_NOT_ALLOWED;
		else if ( hasECM() )
			return ONLY_ONE_ECM_ALLOWED;
	}

	

	return 0;

}
Example #17
0
BlockType_t Creature::blockHit(Creature* attacker, CombatType_t combatType, int32_t& damage,
                               bool checkDefense /* = false */, bool checkArmor /* = false */)
{
	BlockType_t blockType = BLOCK_NONE;

	if (isImmune(combatType)) {
		damage = 0;
		blockType = BLOCK_IMMUNITY;
	} else if (checkDefense || checkArmor) {
		bool hasDefense = false;

		if (blockCount > 0) {
			--blockCount;
			hasDefense = true;
		}

		if (checkDefense && hasDefense) {
			int32_t maxDefense = getDefense();
			int32_t minDefense = maxDefense / 2;
			damage -= random_range(minDefense, maxDefense);

			if (damage <= 0) {
				damage = 0;
				blockType = BLOCK_DEFENSE;
				checkArmor = false;
			}
		}

		if (checkArmor) {
			int32_t armorValue = getArmor();
			int32_t minArmorReduction = 0;
			int32_t maxArmorReduction = 0;

			if (armorValue > 1) {
				minArmorReduction = (int32_t)std::ceil(armorValue * 0.475);
				maxArmorReduction = (int32_t)std::ceil(((armorValue * 0.475) - 1) + minArmorReduction);
			} else if (armorValue == 1) {
				minArmorReduction = 1;
				maxArmorReduction = 1;
			}

			damage -= random_range(minArmorReduction, maxArmorReduction);

			if (damage <= 0) {
				damage = 0;
				blockType = BLOCK_ARMOR;
			}
		}

		if (hasDefense && blockType != BLOCK_NONE) {
			onBlockHit(blockType);
		}
	}

	if (attacker) {
		attacker->onAttackedCreature(this);
		attacker->onAttackedCreatureBlockHit(this, blockType);
	}

	onAttacked();
	return blockType;
}
Example #18
0
/**
 * Sorts all our lists according to their weight.
 */
void Ruleset::sortLists()
{
	std::map<int, std::string> list;
	int offset = 0;

	for (std::vector<std::string>::const_iterator i = _itemsIndex.begin(); i != _itemsIndex.end(); ++i)
	{
		while (list.find(getItem(*i)->getListOrder() + offset) != list.end())
		{
			++offset;
		}
		list[getItem(*i)->getListOrder() + offset] = *i;
	}
	_itemsIndex.clear();
	for (std::map<int, std::string>::const_iterator i = list.begin(); i != list.end(); ++i)
	{
		_itemsIndex.push_back(i->second);
	}
	list.clear();
	offset = 0;

	for (std::vector<std::string>::const_iterator i = _craftsIndex.begin(); i != _craftsIndex.end(); ++i)
	{
		while (list.find(getCraft(*i)->getListOrder() + offset) != list.end())
		{
			++offset;
		}
		list[getCraft(*i)->getListOrder() + offset] = *i;
	}
	_craftsIndex.clear();
	for (std::map<int, std::string>::const_iterator i = list.begin(); i != list.end(); ++i)
	{
		_craftsIndex.push_back(i->second);
	}
	list.clear();
	offset = 0;
	
	for (std::vector<std::string>::const_iterator i = _facilitiesIndex.begin(); i != _facilitiesIndex.end(); ++i)
	{
		while (list.find(getBaseFacility(*i)->getListOrder() + offset) != list.end())
		{
			++offset;
		}
		list[getBaseFacility(*i)->getListOrder() + offset] = *i;
	}
	_facilitiesIndex.clear();
	for (std::map<int, std::string>::const_iterator i = list.begin(); i != list.end(); ++i)
	{
		_facilitiesIndex.push_back(i->second);
	}
	list.clear();
	offset = 0;
	
	for (std::vector<std::string>::const_iterator i = _craftWeaponsIndex.begin(); i != _craftWeaponsIndex.end(); ++i)
	{
		while (list.find(getItem(getCraftWeapon(*i)->getLauncherItem())->getListOrder() + offset) != list.end())
		{
			++offset;
		}
		list[getItem(getCraftWeapon(*i)->getLauncherItem())->getListOrder() + offset] = *i;
	}
	_craftWeaponsIndex.clear();
	for (std::map<int, std::string>::const_iterator i = list.begin(); i != list.end(); ++i)
	{
		_craftWeaponsIndex.push_back(i->second);
	}
	list.clear();
	offset = 0;
	
	int alternateEntry = 0;
	for (std::vector<std::string>::const_iterator i = _armorsIndex.begin(); i != _armorsIndex.end(); ++i)
	{
		if (getItem(getArmor(*i)->getStoreItem()))
		{
			while (list.find(getItem(getArmor(*i)->getStoreItem())->getListOrder() + offset) != list.end())
			{
				++offset;
			}
			list[getItem(getArmor(*i)->getStoreItem())->getListOrder() + offset] = *i;
		}
		else
		{
			list[alternateEntry] = *i;
			alternateEntry += 1;
		}
	}
	_armorsIndex.clear();
	for (std::map<int, std::string>::const_iterator i = list.begin(); i != list.end(); ++i)
	{
		_armorsIndex.push_back(i->second);
	}
	list.clear();
	offset = 0;
	
	for (std::vector<std::string>::const_iterator i = _ufopaediaIndex.begin(); i != _ufopaediaIndex.end(); ++i)
	{
		while (list.find(getUfopaediaArticle(*i)->getListOrder() + offset) != list.end())
		{
			++offset;
		}
		list[getUfopaediaArticle(*i)->getListOrder() + offset] = *i;
	}
	_ufopaediaIndex.clear();
	for (std::map<int, std::string>::const_iterator i = list.begin(); i != list.end(); ++i)
	{
		_ufopaediaIndex.push_back(i->second);
	}
	list.clear();
	offset = 0;
	
	for (std::vector<std::string>::const_iterator i = _researchIndex.begin(); i != _researchIndex.end(); ++i)
	{
		while (list.find(getResearch(*i)->getListOrder() + offset) != list.end())
		{
			++offset;
		}
		list[getResearch(*i)->getListOrder() + offset] = *i;
	}
	_researchIndex.clear();
	for (std::map<int, std::string>::const_iterator i = list.begin(); i != list.end(); ++i)
	{
		_researchIndex.push_back(i->second);
	}
	list.clear();
	offset = 0;
	
	for (std::vector<std::string>::const_iterator i = _manufactureIndex.begin(); i != _manufactureIndex.end(); ++i)
	{
		while (list.find(getManufacture(*i)->getListOrder() + offset) != list.end())
		{
			++offset;
		}
		list[getManufacture(*i)->getListOrder() + offset] = *i;
	}
	_manufactureIndex.clear();
	for (std::map<int, std::string>::const_iterator i = list.begin(); i != list.end(); ++i)
	{
		_manufactureIndex.push_back(i->second);
	}
	list.clear();
	offset = 0;
}
Example #19
0
/**
 * Do an amount of damage.
 * @param position The position defines which part of armor and/or bodypart is hit.
 * @param power
 */
void BattleUnit::damage(Position position, int power)
{
	int damage;
	UnitSide side;
	int impactheight;
	UnitBodyPart bodypart;

	if (power <= 0)
	{
		return;
	}

	if (position == Position(0, 0, 0))
	{
		side = SIDE_UNDER;
	}
	else
	{
		// normalize x and y
		int x = 8, y = 8;
		switch(_direction)
		{
		case 0: // heading north, all is the same
			x = position.x;
			y = position.y;
			break;
		case 1: // somewhere in between 0 and 2
			x = (position.x + (15 - position.y))/2;
			y = (position.y + position.x)/2;
			break;
		case 2: // heading east
			x = 15 - position.y;
			y = position.x;
			break;
		case 3:
			x = ((15 - position.y) + (15 - position.x))/2;
			y = (position.x + (15 - position.y))/2;
			break;
		case 4: // heading south, both axis inversed
			x = 15 - position.x;
			y = 15 - position.y;
			break;
		case 5:
			x = ((15 - position.x) + position.y)/2;
			y = ((15 - position.y) + (15 - position.x))/2;
			break;
		case 6: // heading west
			x = position.y;
			y = 15 - position.x;
			break;
		case 7:
			x = (position.y + position.x)/2;
			y = ((15 - position.x) + position.y)/2;
			break;
		}
		// determine side
		if (y > 9)
			side = SIDE_FRONT;
		else if (y < 6)
			side = SIDE_REAR;
		else if (x < 6)
			side = SIDE_LEFT;
		else if (x > 9)
			side = SIDE_RIGHT;
		else
			side = SIDE_FRONT;
	}

	impactheight = 10*position.z/getHeight();

	if (impactheight > 4 && impactheight < 7) // torso
	{
		if (side == SIDE_LEFT)
		{
			bodypart = BODYPART_LEFTARM;
		}else if (side == SIDE_RIGHT)
		{
			bodypart = BODYPART_RIGHTARM;
		}else
		{
			bodypart = BODYPART_TORSO;
		}
	}else if (impactheight >= 7) //head
	{
		bodypart = BODYPART_HEAD;
	}else if (impactheight <=4) //legs
	{
		if (side == SIDE_LEFT || side == SIDE_FRONT)
		{
			bodypart = BODYPART_LEFTLEG;
		}else
		{
			bodypart = BODYPART_RIGHTLEG;
		}
	}

	damage = (power - getArmor(side));

	if (damage > 0)
	{
		// fatal wounds
		if (RNG::generate(0,damage) > 2)
			_fatalWounds[bodypart] += RNG::generate(1,3);

		if (_fatalWounds[bodypart])
			moraleChange(-_fatalWounds[bodypart]);

		// armor damage
		setArmor(getArmor(side) - (damage+5)/10, side);
		// health damage
		_health -= damage;
		if (_health < 0)
			_health = 0;
	}
}
Example #20
0
void VEquipScreen::Render()
{
	this->equippedItems.clear();
	this->inventoryItems.clear();

	fw().Stage_GetPrevious(this->shared_from_this())->Render();

	fw().renderer->setPalette(this->pal);

	fw().renderer->drawFilledRect({0, 0}, fw().Display_GetSize(), Colour{0, 0, 0, 128});

	// The labels/values in the stats column are used for lots of different things, so keep them
	// around clear them and keep them around in a vector so we don't have 5 copies of the same
	// "reset unused entries" code around
	std::vector<sp<Label>> statsLabels;
	std::vector<sp<Label>> statsValues;
	for (int i = 0; i < 9; i++)
	{
		auto labelName = UString::format("LABEL_%d", i + 1);
		auto label = form->FindControlTyped<Label>(labelName);
		if (!label)
		{
			LogError("Failed to find UI control matching \"%s\"", labelName.c_str());
		}
		label->SetText("");
		statsLabels.push_back(label);

		auto valueName = UString::format("VALUE_%d", i + 1);
		auto value = form->FindControlTyped<Label>(valueName);
		if (!value)
		{
			LogError("Failed to find UI control matching \"%s\"", valueName.c_str());
		}
		value->SetText("");
		statsValues.push_back(value);
	}
	auto nameLabel = form->FindControlTyped<Label>("NAME");
	auto iconGraphic = form->FindControlTyped<Graphic>("SELECTED_ICON");
	// If no vehicle/equipment is highlighted (mouse-over), or if we're dragging equipment around
	// show the currently selected vehicle stats.
	//
	// Otherwise we show the stats of the vehicle/equipment highlighted.

	if (highlightedEquipment)
	{
		iconGraphic->SetImage(highlightedEquipment->equipscreen_sprite);
		nameLabel->SetText(tr(highlightedEquipment->name));
		int statsCount = 0;

		// All equipment has a weight
		statsLabels[statsCount]->SetText(tr("Weight"));
		statsValues[statsCount]->SetText(UString::format("%d", highlightedEquipment->weight));
		statsCount++;

		// Draw equipment stats
		switch (highlightedEquipment->type)
		{
			case VEquipmentType::Type::Engine:
			{
				auto &engineType = static_cast<const VEngineType &>(*highlightedEquipment);
				statsLabels[statsCount]->SetText(tr("Top Speed"));
				statsValues[statsCount]->SetText(UString::format("%d", engineType.top_speed));
				statsCount++;
				statsLabels[statsCount]->SetText(tr("Power"));
				statsValues[statsCount]->SetText(UString::format("%d", engineType.power));
				break;
			}
			case VEquipmentType::Type::Weapon:
			{
				auto &weaponType = static_cast<const VWeaponType &>(*highlightedEquipment);
				statsLabels[statsCount]->SetText(tr("Damage"));
				statsValues[statsCount]->SetText(UString::format("%d", weaponType.damage));
				statsCount++;
				statsLabels[statsCount]->SetText(tr("Range"));
				statsValues[statsCount]->SetText(UString::format("%d", weaponType.range));
				statsCount++;
				statsLabels[statsCount]->SetText(tr("Accuracy"));
				statsValues[statsCount]->SetText(UString::format("%d", weaponType.accuracy));
				statsCount++;

				// Only show rounds if non-zero (IE not infinite ammo)
				if (highlightedEquipment->max_ammo)
				{
					statsLabels[statsCount]->SetText(tr("Rounds"));
					statsValues[statsCount]->SetText(
					    UString::format("%d", highlightedEquipment->max_ammo));
					statsCount++;
				}
				break;
			}
			case VEquipmentType::Type::General:
			{
				auto &generalType =
				    static_cast<const VGeneralEquipmentType &>(*highlightedEquipment);
				if (generalType.accuracy_modifier)
				{
					statsLabels[statsCount]->SetText(tr("Accuracy"));
					statsValues[statsCount]->SetText(
					    UString::format("%d", generalType.accuracy_modifier));
					statsCount++;
				}
				if (generalType.cargo_space)
				{
					statsLabels[statsCount]->SetText(tr("Cargo"));
					statsValues[statsCount]->SetText(
					    UString::format("%d", generalType.cargo_space));
					statsCount++;
				}
				if (generalType.passengers)
				{
					statsLabels[statsCount]->SetText(tr("Passengers"));
					statsValues[statsCount]->SetText(UString::format("%d", generalType.passengers));
					statsCount++;
				}
				if (generalType.alien_space)
				{
					statsLabels[statsCount]->SetText(tr("Aliens Held"));
					statsValues[statsCount]->SetText(
					    UString::format("%d", generalType.alien_space));
					statsCount++;
				}
				if (generalType.missile_jamming)
				{
					statsLabels[statsCount]->SetText(tr("Jamming"));
					statsValues[statsCount]->SetText(
					    UString::format("%d", generalType.missile_jamming));
					statsCount++;
				}
				if (generalType.shielding)
				{
					statsLabels[statsCount]->SetText(tr("Shielding"));
					statsValues[statsCount]->SetText(UString::format("%d", generalType.shielding));
					statsCount++;
				}
				if (generalType.cloaking)
				{
					statsLabels[statsCount]->SetText(tr("Cloaks Craft"));
					statsCount++;
				}
				if (generalType.teleporting)
				{
					statsLabels[statsCount]->SetText(tr("Teleports"));
					statsCount++;
				}

				break;
			}
		}
	}
	else
	{
		auto vehicle = this->highlightedVehicle;
		if (!vehicle)
			vehicle = this->selected;

		nameLabel->SetText(vehicle->name);

		// FIXME: These stats would be great to have a generic (string?) referenced list
		statsLabels[0]->SetText(tr("Constitution"));
		if (vehicle->getConstitution() == vehicle->getMaxConstitution())
		{
			statsValues[0]->SetText(UString::format("%d", vehicle->getConstitution()));
		}
		else
		{
			statsValues[0]->SetText(UString::format("%d/%d", vehicle->getConstitution(),
			                                        vehicle->getMaxConstitution()));
		}

		statsLabels[1]->SetText(tr("Armor"));
		statsValues[1]->SetText(UString::format("%d", vehicle->getArmor()));

		// FIXME: This value doesn't seem to be the same as the %age shown in the ui?
		statsLabels[2]->SetText(tr("Accuracy"));
		statsValues[2]->SetText(UString::format("%d", vehicle->getAccuracy()));

		statsLabels[3]->SetText(tr("Top Speed"));
		statsValues[3]->SetText(UString::format("%d", vehicle->getTopSpeed()));

		statsLabels[4]->SetText(tr("Acceleration"));
		statsValues[4]->SetText(UString::format("%d", vehicle->getAcceleration()));

		statsLabels[5]->SetText(tr("Weight"));
		statsValues[5]->SetText(UString::format("%d", vehicle->getWeight()));

		statsLabels[6]->SetText(tr("Fuel"));
		statsValues[6]->SetText(UString::format("%d", vehicle->getFuel()));

		statsLabels[7]->SetText(tr("Passengers"));
		statsValues[7]->SetText(
		    UString::format("%d/%d", vehicle->getPassengers(), vehicle->getMaxPassengers()));

		statsLabels[8]->SetText(tr("Cargo"));
		statsValues[8]->SetText(
		    UString::format("%d/%d", vehicle->getCargo(), vehicle->getMaxCargo()));

		iconGraphic->SetImage(vehicle->type.equip_icon_small);
	}
	// Now draw the form, the actual equipment is then drawn on top
	form->Render();

	auto paperDollControl = form->FindControlTyped<Graphic>("PAPER_DOLL");
	Vec2<int> equipOffset = paperDollControl->Location + form->Location;
	// Draw the equipment grid
	{
		for (auto &slot : selected->type.equipment_layout_slots)
		{
			Vec2<int> p00 = (slot.bounds.p0 * EQUIP_GRID_SLOT_SIZE) + equipOffset;
			Vec2<int> p11 = (slot.bounds.p1 * EQUIP_GRID_SLOT_SIZE) + equipOffset;
			Vec2<int> p01 = {p00.x, p11.y};
			Vec2<int> p10 = {p11.x, p00.y};
			if (slot.type == selectionType)
			{
				// Scale the sin curve from (-1, 1) to (0, 1)
				float glowFactor = (sin(this->glowCounter) + 1.0f) / 2.0f;
				Colour equipColour;
				switch (selectionType)
				{
					case VEquipmentType::Type::Engine:
						equipColour = EQUIP_GRID_COLOUR_ENGINE;
						break;
					case VEquipmentType::Type::Weapon:
						equipColour = EQUIP_GRID_COLOUR_WEAPON;
						break;
					case VEquipmentType::Type::General:
						equipColour = EQUIP_GRID_COLOUR_GENERAL;
						break;
				}
				Colour selectedColour;
				selectedColour.r = mix(equipColour.r, EQUIP_GRID_COLOUR.r, glowFactor);
				selectedColour.g = mix(equipColour.g, EQUIP_GRID_COLOUR.g, glowFactor);
				selectedColour.b = mix(equipColour.b, EQUIP_GRID_COLOUR.b, glowFactor);
				selectedColour.a = 255;
				fw().renderer->drawLine(p00, p01, selectedColour, 2);
				fw().renderer->drawLine(p01, p11, selectedColour, 2);
				fw().renderer->drawLine(p11, p10, selectedColour, 2);
				fw().renderer->drawLine(p10, p00, selectedColour, 2);
			}
			else
			{
				fw().renderer->drawLine(p00, p01, EQUIP_GRID_COLOUR, 2);
				fw().renderer->drawLine(p01, p11, EQUIP_GRID_COLOUR, 2);
				fw().renderer->drawLine(p11, p10, EQUIP_GRID_COLOUR, 2);
				fw().renderer->drawLine(p10, p00, EQUIP_GRID_COLOUR, 2);
			}
		}
	}
	// Draw the equipped stuff
	for (auto &e : selected->equipment)
	{
		auto pos = e->equippedPosition;

		VehicleType::AlignmentX alignX = VehicleType::AlignmentX::Left;
		VehicleType::AlignmentY alignY = VehicleType::AlignmentY::Top;
		Rect<int> slotBounds;
		bool slotFound = false;

		for (auto &slot : this->selected->type.equipment_layout_slots)
		{
			if (slot.bounds.p0 == pos)
			{
				alignX = slot.align_x;
				alignY = slot.align_y;
				slotBounds = slot.bounds;
				slotFound = true;
				break;
			}
		}

		if (!slotFound)
		{
			LogError("No matching slot for equipment at {%d,%d}", pos.x, pos.y);
		}

		if (pos.x >= EQUIP_GRID_SLOTS.x || pos.y >= EQUIP_GRID_SLOTS.y)
		{
			LogError("Equipment at {%d,%d} outside grid", pos.x, pos.y);
		}
		pos *= EQUIP_GRID_SLOT_SIZE;
		pos += equipOffset;

		int diffX = slotBounds.getWidth() - e->type.equipscreen_size.x;
		int diffY = slotBounds.getHeight() - e->type.equipscreen_size.y;

		switch (alignX)
		{
			case VehicleType::AlignmentX::Left:
				pos.x += 0;
				break;
			case VehicleType::AlignmentX::Right:
				pos.x += diffX * EQUIP_GRID_SLOT_SIZE.x;
				break;
			case VehicleType::AlignmentX::Centre:
				pos.x += (diffX * EQUIP_GRID_SLOT_SIZE.x) / 2;
				break;
		}

		switch (alignY)
		{
			case VehicleType::AlignmentY::Top:
				pos.y += 0;
				break;
			case VehicleType::AlignmentY::Bottom:
				pos.y += diffY * EQUIP_GRID_SLOT_SIZE.y;

				break;
			case VehicleType::AlignmentY::Centre:
				pos.y += (diffY * EQUIP_GRID_SLOT_SIZE.y) / 2;
				break;
		}

		fw().renderer->draw(e->type.equipscreen_sprite, pos);
		Vec2<int> endPos = pos;
		endPos.x += e->type.equipscreen_sprite->size.x;
		endPos.y += e->type.equipscreen_sprite->size.y;
		this->equippedItems.emplace_back(std::make_pair(Rect<int>{pos, endPos}, e));
	}

	// Only draw inventory that can be used by this type of craft
	VEquipmentType::User allowedEquipmentUser;
	switch (this->selected->type.type)
	{
		case VehicleType::Type::Flying:
			allowedEquipmentUser = VEquipmentType::User::Air;
			break;
		case VehicleType::Type::Ground:
			allowedEquipmentUser = VEquipmentType::User::Ground;
			break;
		default:
			LogError(
			    "Trying to draw equipment screen of unsupported vehicle type for vehicle \"%s\"",
			    this->selected->name.c_str());
			allowedEquipmentUser = VEquipmentType::User::Air;
	}
	// Draw the inventory if the selected is in a building, and that is a base
	auto bld = this->selected->building.lock();
	sp<Base> base;
	if (bld)
	{
		base = bld->base;
	}
	if (base)
	{
		auto inventoryControl = form->FindControlTyped<Graphic>("INVENTORY");
		Vec2<int> inventoryPosition = inventoryControl->Location + form->Location;
		for (auto &invPair : base->inventory)
		{
			// The gap between the bottom of the inventory image and the count label
			static const int INVENTORY_COUNT_Y_GAP = 4;
			// The gap between the end of one inventory image and the start of the next
			static const int INVENTORY_IMAGE_X_GAP = 4;
			auto equipIt = state->getRules().getVehicleEquipmentTypes().find(invPair.first);
			if (equipIt == state->getRules().getVehicleEquipmentTypes().end())
			{
				// It's not vehicle equipment, skip
				continue;
			}
			auto &equipmentType = *equipIt->second;
			if (equipmentType.type != this->selectionType)
			{
				// Skip equipment of different types
				continue;
			}
			if (!equipmentType.users.count(allowedEquipmentUser))
			{
				// The selected vehicle is not a valid user of the equipment, don't draw
				continue;
			}
			int count = invPair.second;
			if (count == 0)
			{
				// Not in stock
				continue;
			}
			auto countImage = labelFont->getString(UString::format("%d", count));
			auto &equipmentImage = equipmentType.equipscreen_sprite;
			fw().renderer->draw(equipmentImage, inventoryPosition);

			Vec2<int> countLabelPosition = inventoryPosition;
			countLabelPosition.y += INVENTORY_COUNT_Y_GAP + equipmentImage->size.y;
			// FIXME: Center in X?
			fw().renderer->draw(countImage, countLabelPosition);

			Vec2<int> inventoryEndPosition = inventoryPosition;
			inventoryEndPosition.x += equipmentImage->size.x;
			inventoryEndPosition.y += equipmentImage->size.y;

			this->inventoryItems.emplace_back(Rect<int>{inventoryPosition, inventoryEndPosition},
			                                  equipmentType);

			// Progress inventory offset by width of image + gap
			inventoryPosition.x += INVENTORY_IMAGE_X_GAP + equipmentImage->size.x;
		}
	}
	if (this->drawHighlightBox)
	{
		Vec2<int> p00 = highlightBox.p0;
		Vec2<int> p11 = highlightBox.p1;
		Vec2<int> p01 = {p00.x, p11.y};
		Vec2<int> p10 = {p11.x, p00.y};
		fw().renderer->drawLine(p00, p01, highlightBoxColour, 1);
		fw().renderer->drawLine(p01, p11, highlightBoxColour, 1);
		fw().renderer->drawLine(p11, p10, highlightBoxColour, 1);
		fw().renderer->drawLine(p10, p00, highlightBoxColour, 1);
	}
	if (this->draggedEquipment)
	{
		// Draw equipment we're currently dragging (snapping to the grid if possible)
		Vec2<int> equipmentPos =
		    fw().gamecore->MouseCursor->getPosition() + this->draggedEquipmentOffset;
		// If this is within the grid try to snap it
		Vec2<int> equipmentGridPos = equipmentPos - equipOffset;
		equipmentGridPos /= EQUIP_GRID_SLOT_SIZE;
		if (equipmentGridPos.x < 0 || equipmentGridPos.x >= EQUIP_GRID_SLOTS.x ||
		    equipmentGridPos.y < 0 || equipmentGridPos.y >= EQUIP_GRID_SLOTS.y)
		{
			// This is outside thge grid
		}
		else
		{
			// Inside the grid, snap
			equipmentPos = equipmentGridPos * EQUIP_GRID_SLOT_SIZE;
			equipmentPos += equipOffset;
		}
		fw().renderer->draw(this->draggedEquipment->equipscreen_sprite, equipmentPos);
	}
	fw().gamecore->MouseCursor->Render();
}
Example #21
0
std::string Item::getDescription(int32_t lookDistance) const
{
	std::stringstream s;
	const ItemType& it = items[id];

	if (it.name.length()) {
		if(isStackable() && count > 1){
			s << (int)count << " " << it.name << "s.";

			if(lookDistance <= 1) {
				s << std::endl << "They weight " << std::fixed << std::setprecision(2) << ((double) count * it.weight) << " oz.";
			}
		}		
		else{
			if(items[id].runeMagLevel != -1)
			{
				s << "a spell rune for level " << it.runeMagLevel << "." << std::endl;

				s << "It's an \"" << it.name << "\" spell (";
				if(getItemCharge())
					s << (int)getItemCharge();
				else
					s << "1";

				s << "x).";
			}
			else if(isWeapon() && (getAttack() || getDefense()))
			{
				if(getAttack()){
					s << "a " << it.name << " (Atk:" << (int)getAttack() << " Def:" << (int)getDefense() << ").";
				}
				else{
					s << "a " << it.name << " (Def:" << (int)getDefense() << ").";	
				}
			}
			else if(getArmor()){
				s << "a " << it.name << " (Arm:" << (int)getArmor() << ").";
			}
			else if(isFluidContainer()){
				s << "a " << it.name;
				if(fluid == 0){
					s << ". It is empty.";
				}
				else{
					s << " of " << items[fluid].name << ".";
				}
			}
			else if(isSplash()){
				s << "a " << it.name << " of ";
				if(fluid == 0){
					s << items[1].name << ".";
				}
				else{
					s << items[fluid].name << ".";
				}
			}
			else if(it.isKey()){
				s << "a " << it.name << " (Key:" << actionId << ").";
			}
			else if(it.isGroundTile()){
				s << it.name << ".";
			}
			else if(it.isContainer()){
				s << "a " << it.name << " (Vol:" << getContainer()->capacity() << ").";
			}
			else if(it.allowDistRead){
				s << it.name << "." << std::endl;

				if(lookDistance <= 4){
					if(text && text->length() > 0){
						s << "You read: " << *text;
					}
					else
						s << "Nothing is written on it.";
				}
				else
					s << "You are too far away to read it.";
			}
			else{
				s << "a " << it.name << ".";
			}

			if(lookDistance <= 1){
				double weight = getWeight();
				if(weight > 0)
					s << std::endl << "It weighs " << std::fixed << std::setprecision(2) << weight << " oz.";
			}

			if(specialDescription)
				s << std::endl << specialDescription->c_str();
			else if(lookDistance <= 1 && it.description.length()){
				s << std::endl << it.description;
			}
		}
	}
	else
		s << "an item of type " << id <<".";
	
	return s.str();
}
Example #22
0
bool Player::isNude() const{
    return getHandcardNum() == 0 && getWeapon() == NULL && getArmor() == NULL
            && getDefensiveHorse() == NULL && getOffensiveHorse() == NULL;
}
Example #23
0
uint16_t Player::getModifiedArmor() const
{
	return getModifiedAttribute( inventory, this, getArmor(), &getItemArmorHelper, &getSpellArmorHelper, NULLABLE_ATTRIBUTE_MIN ) + StatsSystem::getStatsSystem()->calculateDamageReductionPoints( this );
}