//프로그램의 전체적 흐름. int main(void) { int nResult = 0; nResult = GetResult(); printf("당신의 학점은 '%c'(%d)입니다.\n", GetGrade(nResult), nResult); return 0; }
bool HighScore::operator>=( const HighScore& other ) const { /* Make sure we treat AAAA as higher than AAA, even though the score * is the same. */ if( PREFSMAN->m_bPercentageScoring ) { if( GetPercentDP() != other.GetPercentDP() ) return GetPercentDP() >= other.GetPercentDP(); } else { if( GetScore() != other.GetScore() ) return GetScore() >= other.GetScore(); } return GetGrade() >= other.GetGrade(); }
bool Student::valid_grade() const { return !(GetGrade() < 0); }
string Student::Print_info() const { return "Name: " + GetName() + " | Surname: " + GetSurname() + " | Grade: " + to_string(GetGrade()); }
bool Student::AddGrade(int pnt) { return SetGrade(GetGrade() + pnt); }
CSkillCastValue * CSkillDataGlobal::GetCastValue(void *pPc,void *pMon,int nSkillID,BYTE _Type,int nLevel,int _nMySkillIdx) { CSkilTable *pSkillTable = g_SkillTableDB.FindDB(nSkillID); if(pSkillTable==NULL) return NULL; CSkillDataFormat *pDataFormat = pSkillTable->GetDataFormat(); if(pDataFormat == NULL) return NULL; CSkillCastValue *pTable =NULL; int i; int GenLevel=CHARACTER_DEFAULT_GEN_LEVEL,MaxGenLevel=CHARACTER_DEFAULT_GEN_LEVEL; for(i=0;i<MAX_SKILL_VALUE_LIST;i++) { if(pDataFormat->m_ValueList[i].m_Type) { if(pDataFormat->m_ValueList[i].m_Type == SKILL_CAST_TABLE_INDEX) continue; if(pPc) { playerCharacter_t *pc = static_cast<playerCharacter_t*>(pPc); int nGrade = GetGrade(pc->pcJob); if(nGrade <0) continue; if(_nMySkillIdx > -1 && _nMySkillIdx < MAX_NUMBER_OF_SKILL) { if(pc) GenLevel = pc->skill[_nMySkillIdx].level.gen[nGrade]; } else if(pPc != NULL) { if(pc) { for(int j=0;j<MAX_NUMBER_OF_SKILL;j++) { if(pc->skill[j].tableIdx == nSkillID) { GenLevel = pc->skill[j].level.gen[nGrade]; break; } } } } else { GenLevel=nLevel; } } else { GenLevel=CHARACTER_DEFAULT_GEN_LEVEL; } if(GenLevel <= 0) GenLevel=CHARACTER_DEFAULT_GEN_LEVEL; if(MaxGenLevel < GenLevel) { MaxGenLevel = GenLevel; } } else if(!pDataFormat->m_ValueList[i].m_Type) { break; } } for(i=0;i<MAX_SKILL_VALUE_LIST;i++) { if(pDataFormat->m_ValueList[i].m_Type == _Type) { pTable = g_SkillCastDataList.Get(pDataFormat->m_ValueList[i].m_nIndex); if(pTable == NULL) { return NULL; } CSkillCastValue *pLevelValue = g_SkillCastDataList.Get(pDataFormat->m_ValueList[i].m_nIndex+(MaxGenLevel-CHARACTER_DEFAULT_GEN_LEVEL)); if(pLevelValue == NULL) return pTable; return pLevelValue; } else if(!pDataFormat->m_ValueList[i].m_Type) { break; } } #ifdef SKILL_TEST_VERSION TRACE("Error! GetCastValue nSkillID %d, _Type %d\n", nSkillID , _Type ); #endif return NULL; }
float AWeapon::GetChangeAmount() { float tempDamage = settings.healthChange * (1 + (GetGrade() * 0.25)); tempDamage *= (1 + (GetQuality() * 0.07)); return tempDamage * GetItemOwner()->GetHealthChangeModifier(); }
AItem* AItem::Copy() { return CreateItem(GetWorld(), GetItemOwner(), GetName(), GetAmount(), GetGrade(), GetQuality(), GetStackSize()); }