//프로그램의 전체적 흐름.
int main(void)
{
	int nResult = 0;

	nResult = GetResult();
	printf("당신의 학점은 '%c'(%d)입니다.\n", GetGrade(nResult), nResult);
	return 0;
}
Exemple #2
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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();
}
Exemple #3
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bool Student::valid_grade() const {
    return !(GetGrade() < 0);
}
Exemple #4
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string Student::Print_info() const {
    return "Name: " + GetName() + " | Surname: " + GetSurname() + " | Grade: " + to_string(GetGrade());
}
Exemple #5
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bool Student::AddGrade(int pnt) {
    return SetGrade(GetGrade() + pnt);
}
Exemple #6
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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;
}
Exemple #7
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float AWeapon::GetChangeAmount() {
	float tempDamage = settings.healthChange * (1 + (GetGrade() * 0.25));
	tempDamage *= (1 + (GetQuality() * 0.07));
	return tempDamage * GetItemOwner()->GetHealthChangeModifier();
}
Exemple #8
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AItem* AItem::Copy() {
	return CreateItem(GetWorld(), GetItemOwner(), GetName(), GetAmount(), GetGrade(), GetQuality(), GetStackSize());
}