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自学教程:C++ sqinfo_has函数代码示例

51自学网 2021-06-03 08:12:08
  C++
这篇教程C++ sqinfo_has函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中sqinfo_has函数的典型用法代码示例。如果您正苦于以下问题:C++ sqinfo_has函数的具体用法?C++ sqinfo_has怎么用?C++ sqinfo_has使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了sqinfo_has函数的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: square_isno_esp

/** * True if cave square can't be detected by player ESP */bool square_isno_esp(struct chunk *c, int y, int x) {	assert(square_in_bounds(c, y, x));	return sqinfo_has(c->squares[y][x].info, SQUARE_NO_ESP);}
开发者ID:NickMcConnell,项目名称:FirstAgeAngband,代码行数:7,


示例2: square_isproject

/** * True if cave square is marked for projection processing */bool square_isproject(struct chunk *c, int y, int x) {	assert(square_in_bounds(c, y, x));	return sqinfo_has(c->squares[y][x].info, SQUARE_PROJECT);}
开发者ID:NickMcConnell,项目名称:FirstAgeAngband,代码行数:7,


示例3: square_ismon_restrict

/** * True if cave square has monster restrictions (generation) */bool square_ismon_restrict(struct chunk *c, int y, int x) {	assert(square_in_bounds(c, y, x));	return sqinfo_has(c->squares[y][x].info, SQUARE_MON_RESTRICT);}
开发者ID:NickMcConnell,项目名称:FirstAgeAngband,代码行数:7,


示例4: square_isno_teleport

/** * True if cave square can't be teleported from by the player */bool square_isno_teleport(struct chunk *c, int y, int x) {	assert(square_in_bounds(c, y, x));	return sqinfo_has(c->squares[y][x].info, SQUARE_NO_TELEPORT);}
开发者ID:NickMcConnell,项目名称:FirstAgeAngband,代码行数:7,


示例5: square_iswall_outer

/** * True if cave square is an outer wall (generation) */bool square_iswall_outer(struct chunk *c, int y, int x) {	assert(square_in_bounds(c, y, x));	return sqinfo_has(c->squares[y][x].info, SQUARE_WALL_OUTER);}
开发者ID:NickMcConnell,项目名称:FirstAgeAngband,代码行数:7,


示例6: square_iswall_solid

/** * True if cave square is a solid wall (generation) */bool square_iswall_solid(struct chunk *c, int y, int x) {	assert(square_in_bounds(c, y, x));	return sqinfo_has(c->squares[y][x].info, SQUARE_WALL_SOLID);}
开发者ID:NickMcConnell,项目名称:FirstAgeAngband,代码行数:7,


示例7: square_isdedge

/** * True if the square is on the trap detection edge */bool square_isdedge(struct chunk *c, int y, int x) {	assert(square_in_bounds(c, y, x));	return sqinfo_has(c->squares[y][x].info, SQUARE_DEDGE);}
开发者ID:NickMcConnell,项目名称:FirstAgeAngband,代码行数:7,


示例8: square_isinvis

/** * True if the square has an unknown trap */bool square_isinvis(struct chunk *c, int y, int x) {	assert(square_in_bounds(c, y, x));	return sqinfo_has(c->squares[y][x].info, SQUARE_INVIS);}
开发者ID:NickMcConnell,项目名称:FirstAgeAngband,代码行数:7,


示例9: square_isfeel

/** * True if cave square is a feeling trigger square  */bool square_isfeel(struct chunk *c, int y, int x) {	assert(square_in_bounds(c, y, x));	return sqinfo_has(c->squares[y][x].info, SQUARE_FEEL);}
开发者ID:NickMcConnell,项目名称:FirstAgeAngband,代码行数:7,


示例10: square_wasseen

/** * True if the cave square was seen before the current update */bool square_wasseen(struct chunk *c, int y, int x) {	assert(square_in_bounds(c, y, x));	return sqinfo_has(c->squares[y][x].info, SQUARE_WASSEEN);}
开发者ID:NickMcConnell,项目名称:FirstAgeAngband,代码行数:7,


示例11: square_isvault

/** * True if the square is part of a vault. * * This doesn't say what kind of square it is, just that it is part of a vault. */bool square_isvault(struct chunk *c, int y, int x) {	assert(square_in_bounds(c, y, x));	return sqinfo_has(c->squares[y][x].info, SQUARE_VAULT);}
开发者ID:NickMcConnell,项目名称:FirstAgeAngband,代码行数:9,


示例12: move_player

/** * Move player in the given direction, with the given "pickup" flag. * * This routine should only be called when energy has been expended. * * Note that this routine handles monsters in the destination grid, * and also handles attempting to move into walls/doors/etc. */void move_player(int dir){	int py = p_ptr->py;	int px = p_ptr->px;	byte str_escape, dex_escape;	/* Permit the player to move? */	bool can_move = FALSE;	/* Player is jumping off a cliff */	bool falling = FALSE;	/* Player hits a trap (always unless flying) */	bool trapped = TRUE;	int temp;	int y, x;	feature_type *f_ptr;	/* Find the result of moving */	y = py + ddy[dir];	x = px + ddx[dir];	f_ptr = &f_info[cave_feat[y][x]];	/* Hack -- attack monsters */	if (cave_m_idx[y][x] > 0) {		/* Attack */		if (py_attack(y, x, TRUE))			return;	}	/* It takes some dexterity, or failing that strength, to get out of pits */	if (cave_feat[py][px] == FEAT_PIT) {		str_escape = adj_dex_dis[p_ptr->state.stat_ind[A_STR]];		dex_escape = adj_dex_dis[p_ptr->state.stat_ind[A_DEX]];		/* First attempt to leap out of the pit, */		if ((dex_escape + 1) * 2 < randint1(16)) {			/* then attempt to climb out of the pit. */			if (str_escape + 3 < randint1(16)) {				/* Failure costs a turn. */				msg("You remain stuck in the pit.");				return;			} else				msg("You clamber out of the pit.");		} else			msg("You leap out of the pit.");	}	/* Option to disarm a visible trap. -TNB- */	/* Hack - Rogues can walk over their own trap - BR */	if (OPT(easy_alter) && cave_visible_trap(y, x)		&& cave_player_trap(y, x)) {		bool more = FALSE;		/* Auto-repeat if not already repeating */		if (cmd_get_nrepeats() == 0)			cmd_set_repeat(99);		more = do_cmd_disarm_aux(y, x);		/* Cancel repeat unless we may continue */		if (!more)			disturb(0, 0);		return;	}	/* Some terrain is impassable for the player, such as stone walls. */	else if (!tf_has(f_ptr->flags, TF_PASSABLE)) {		/* Disturb the player */		disturb(0, 0);		/* Notice unknown obstacles */		if (!sqinfo_has(cave_info[y][x], SQUARE_MARK)) {			/* Closed door */			if (tf_has(f_ptr->flags, TF_DOOR_CLOSED)) {				msgt(MSG_HITWALL, "You feel a door blocking your way.");				sqinfo_on(cave_info[y][x], SQUARE_MARK);				light_spot(y, x);			}			/* Wall (or secret door) */			else {				msgt(MSG_HITWALL, "You feel a wall blocking your way.");				sqinfo_on(cave_info[y][x], SQUARE_MARK);				light_spot(y, x);			}		}//.........这里部分代码省略.........
开发者ID:NickMcConnell,项目名称:FAangband,代码行数:101,


示例13: move_player

//.........这里部分代码省略.........	{		can_move = FALSE;		msg("You are rooted to the ground and can't move.");				/* Prevent repeated attempts */		disturb(0, 0);				return;	}		/* Option to disarm a visible trap. -TNB- */	/* Hack - Rogues can walk over their own trap - BR */	else if (cave_visible_trap(y, x) && cave_player_trap(y, x)			&& OPT(easy_alter)) {		bool more = FALSE;		/* Auto-repeat if not already repeating */		if (cmd_get_nrepeats() == 0)			cmd_set_repeat(99);		more = do_cmd_disarm_aux(y, x);		/* Cancel repeat unless we may continue */		if (!more)			disturb(0, 0);		return;	}	/* Some terrain is impassable for the player, such as stone walls. */	else if (!tf_has(f_ptr->flags, TF_PASSABLE)) {		/* Disturb the player */		disturb(0, 0);		/* Notice unknown obstacles */		if (!sqinfo_has(cave_info[y][x], SQUARE_MARK)) {			/* Closed door */			if (tf_has(f_ptr->flags, TF_DOOR_CLOSED)) {				msgt(MSG_HITWALL, "You feel a door blocking your way.");				sqinfo_on(cave_info[y][x], SQUARE_MARK);				light_spot(y, x);			}			/* Wall (or secret door) */			else {				msgt(MSG_HITWALL, "You feel a wall blocking your way.");				sqinfo_on(cave_info[y][x], SQUARE_MARK);				light_spot(y, x);			}		}		/* Mention known obstacles */		else {			/* Closed door */			if (tf_has(f_ptr->flags, TF_DOOR_CLOSED)) {				/* Option to automatically open doors. -TNB- */				if (OPT(easy_alter)) {					bool more = FALSE;					/* Auto-repeat if not already repeating */					if (cmd_get_nrepeats() == 0)						cmd_set_repeat(99);					/* Open the door */					more = do_cmd_open_aux(y, x);					/* Cancel repeat unless we may continue */					if (!more)
开发者ID:Rydelfox,项目名称:Ponyband,代码行数:67,



注:本文中的sqinfo_has函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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