本文整理汇总了C++中BattleUnit::getId方法的典型用法代码示例。如果您正苦于以下问题:C++ BattleUnit::getId方法的具体用法?C++ BattleUnit::getId怎么用?C++ BattleUnit::getId使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类BattleUnit
的用法示例。
在下文中一共展示了BattleUnit::getId方法的5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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: init
/**
* Update soldier stats when the soldier changes.
*/
void InventoryState::init()
{
BattleUnit *unit = _battleGame->getSelectedUnit();
unit->setCache(0);
_soldier->clear();
_btnRank->clear();
_txtName->setText(unit->getName(_game->getLanguage()));
_inv->setSelectedUnit(unit);
Soldier *s = _game->getSavedGame()->getSoldier(unit->getId());
if (s)
{
SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
texture->getFrame(s->getRankSprite())->setX(0);
texture->getFrame(s->getRankSprite())->setY(0);
texture->getFrame(s->getRankSprite())->blit(_btnRank);
std::string look = s->getArmor()->getSpriteInventory();
if (s->getGender() == GENDER_MALE)
look += "M";
else
look += "F";
if (s->getLook() == LOOK_BLONDE)
look += "0";
if (s->getLook() == LOOK_BROWNHAIR)
look += "1";
if (s->getLook() == LOOK_ORIENTAL)
look += "2";
if (s->getLook() == LOOK_AFRICAN)
look += "3";
look += ".SPK";
if (!CrossPlatform::fileExists(CrossPlatform::getDataFile("UFOGRAPH/" + look)))
{
look = s->getArmor()->getSpriteInventory() + ".SPK";
}
_game->getResourcePack()->getSurface(look)->blit(_soldier);
}
if (_tu)
{
std::wstringstream ss;
ss << _game->getLanguage()->getString("STR_TUS") << L'\x01' << unit->getTimeUnits();
_txtTus->setText(ss.str());
}
}
示例2: init
/**
* Updates all soldier stats when the soldier changes.
*/
void InventoryState::init()
{
BattleUnit *unit = _battleGame->getSelectedUnit();
unit->setCache(0);
_soldier->clear();
_btnRank->clear();
_txtName->setText(unit->getName(_game->getLanguage()));
_inv->setSelectedUnit(unit);
Soldier *s = _game->getSavedGame()->getSoldier(unit->getId());
if (s)
{
SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
texture->getFrame(s->getRankSprite())->setX(0);
texture->getFrame(s->getRankSprite())->setY(0);
texture->getFrame(s->getRankSprite())->blit(_btnRank);
std::string look = s->getArmor()->getSpriteInventory();
if (s->getGender() == GENDER_MALE)
look += "M";
else
look += "F";
if (s->getLook() == LOOK_BLONDE)
look += "0";
if (s->getLook() == LOOK_BROWNHAIR)
look += "1";
if (s->getLook() == LOOK_ORIENTAL)
look += "2";
if (s->getLook() == LOOK_AFRICAN)
look += "3";
look += ".SPK";
if (!CrossPlatform::fileExists(CrossPlatform::getDataFile("UFOGRAPH/" + look)))
{
look = s->getArmor()->getSpriteInventory() + ".SPK";
}
_game->getResourcePack()->getSurface(look)->blit(_soldier);
}
if (_showMoreStatsInInventoryView && !_tu)
{
std::wstringstream ss2;
ss2 << _game->getLanguage()->getString("STR_FACCURACY") << L'\x01' << (int)(unit->getStats()->firing * unit->getAccuracyModifier());
_txtFAcc->setText(ss2.str());
std::wstringstream ss3;
ss3 << _game->getLanguage()->getString("STR_REACT") << L'\x01' << unit->getStats()->reactions;
_txtReact->setText(ss3.str());
if (unit->getStats()->psiSkill > 0)
{
std::wstringstream ss4;
ss4 << _game->getLanguage()->getString("STR_PSKILL") << L'\x01' << unit->getStats()->psiSkill;
_txtPSkill->setText(ss4.str());
std::wstringstream ss5;
ss5 << _game->getLanguage()->getString("STR_PSTRENGTH") << L'\x01' << unit->getStats()->psiStrength;
_txtPStr->setText(ss5.str());
}
else
{
_txtPSkill->setText(L"");
_txtPStr->setText(L"");
}
}
updateStats();
}
示例3: init
/**
* Updates all soldier stats when the soldier changes.
*/
void InventoryState::init()
{
State::init();
BattleUnit *unit = _battleGame->getSelectedUnit();
// no selected unit, close inventory
if (unit == 0)
{
btnOkClick(0);
return;
}
// skip to the first unit with inventory
if (!unit->hasInventory())
{
if (_parent)
{
_parent->selectNextPlayerUnit(false, false, true);
}
else
{
_battleGame->selectNextPlayerUnit(false, false, true);
}
// no available unit, close inventory
if (_battleGame->getSelectedUnit() == 0 || !_battleGame->getSelectedUnit()->hasInventory())
{
// starting a mission with just vehicles
btnOkClick(0);
return;
}
else
{
unit = _battleGame->getSelectedUnit();
}
}
if (_parent)
_parent->getMap()->getCamera()->centerOnPosition(unit->getPosition(), false);
unit->setCache(0);
_soldier->clear();
_btnRank->clear();
_txtName->setBig();
_txtName->setText(unit->getName(_game->getLanguage()));
_inv->setSelectedUnit(unit);
Soldier *s = _game->getSavedGame()->getSoldier(unit->getId());
if (s)
{
SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
texture->getFrame(s->getRankSprite())->setX(0);
texture->getFrame(s->getRankSprite())->setY(0);
texture->getFrame(s->getRankSprite())->blit(_btnRank);
std::string look = s->getArmor()->getSpriteInventory();
if (s->getGender() == GENDER_MALE)
look += "M";
else
look += "F";
if (s->getLook() == LOOK_BLONDE)
look += "0";
if (s->getLook() == LOOK_BROWNHAIR)
look += "1";
if (s->getLook() == LOOK_ORIENTAL)
look += "2";
if (s->getLook() == LOOK_AFRICAN)
look += "3";
look += ".SPK";
if (!CrossPlatform::fileExists(CrossPlatform::getDataFile("UFOGRAPH/" + look)) && !_game->getResourcePack()->getSurface(look))
{
look = s->getArmor()->getSpriteInventory() + ".SPK";
}
_game->getResourcePack()->getSurface(look)->blit(_soldier);
}
else
{
Surface *armorSurface = _game->getResourcePack()->getSurface(unit->getArmor()->getSpriteInventory());
if (armorSurface)
{
armorSurface->blit(_soldier);
}
}
updateStats();
}
示例4: init
/**
* Updates all soldier stats when the soldier changes.
*/
void InventoryState::init()
{
BattleUnit *unit = _battleGame->getSelectedUnit();
// no selected unit, close inventory
if (unit == 0)
{
btnOkClick(0);
return;
}
// skip to the first unit with inventory
if (!unit->hasInventory())
{
if (_parent)
{
_parent->selectNextPlayerUnit(false, false, true);
}
else
{
_battleGame->selectNextPlayerUnit(false, false, true);
}
// no available unit, close inventory
if (_battleGame->getSelectedUnit() == 0)
{
// starting a mission with just vehicles
btnOkClick(0);
return;
}
else
{
unit = _battleGame->getSelectedUnit();
}
}
if (_parent)
_parent->getMap()->getCamera()->centerOnPosition(unit->getPosition());
unit->setCache(0);
_soldier->clear();
_btnRank->clear();
_txtName->setBig();
_txtName->setText(unit->getName(_game->getLanguage()));
_inv->setSelectedUnit(unit);
Soldier *s = _game->getSavedGame()->getSoldier(unit->getId());
if (s)
{
SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
texture->getFrame(s->getRankSprite())->setX(0);
texture->getFrame(s->getRankSprite())->setY(0);
texture->getFrame(s->getRankSprite())->blit(_btnRank);
std::string look = s->getArmor()->getSpriteInventory();
if (s->getGender() == GENDER_MALE)
look += "M";
else
look += "F";
if (s->getLook() == LOOK_BLONDE)
look += "0";
if (s->getLook() == LOOK_BROWNHAIR)
look += "1";
if (s->getLook() == LOOK_ORIENTAL)
look += "2";
if (s->getLook() == LOOK_AFRICAN)
look += "3";
look += ".SPK";
if (!CrossPlatform::fileExists(CrossPlatform::getDataFile("UFOGRAPH/" + look)) && !_game->getResourcePack()->getSurface(look))
{
look = s->getArmor()->getSpriteInventory() + ".SPK";
}
_game->getResourcePack()->getSurface(look)->blit(_soldier);
}
else
{
Surface *armorSurface = _game->getResourcePack()->getSurface(unit->getArmor()->getSpriteInventory());
if (armorSurface)
{
armorSurface->blit(_soldier);
}
}
if (_showMoreStatsInInventoryView && !_tu)
{
std::wstringstream ss2;
ss2 << tr("STR_FACCURACY") << L'\x01' << (int)(unit->getStats()->firing * unit->getAccuracyModifier());
_txtFAcc->setText(ss2.str());
std::wstringstream ss3;
ss3 << tr("STR_REACT") << L'\x01' << unit->getStats()->reactions;
_txtReact->setText(ss3.str());
if (unit->getStats()->psiSkill > 0)
{
std::wstringstream ss4;
ss4 << tr("STR_PSKILL") << L'\x01' << unit->getStats()->psiSkill;
_txtPSkill->setText(ss4.str());
//.........这里部分代码省略.........
示例5: load
/**
* Loads the saved battle game from a YAML file.
* @param node YAML node.
*/
void SavedBattleGame::load(const YAML::Node &node, Ruleset *rule, SavedGame* savedGame)
{
int a;
int selectedUnit = 0;
node["width"] >> _width;
node["length"] >> _length;
node["height"] >> _height;
node["missionType"] >> _missionType;
node["globalshade"] >> _globalShade;
node["turn"] >> _turn;
node["selectedUnit"] >> selectedUnit;
for (YAML::Iterator i = node["mapdatasets"].begin(); i != node["mapdatasets"].end(); ++i)
{
std::string name;
*i >> name;
MapDataSet *mds = new MapDataSet(name);
_mapDataSets.push_back(mds);
}
initMap(_width, _length, _height);
for (YAML::Iterator i = node["tiles"].begin(); i != node["tiles"].end(); ++i)
{
Position pos;
(*i)["position"][0] >> pos.x;
(*i)["position"][1] >> pos.y;
(*i)["position"][2] >> pos.z;
getTile(pos)->load((*i));
}
for (YAML::Iterator i = node["nodes"].begin(); i != node["nodes"].end(); ++i)
{
Node *n = new Node();
n->load(*i);
_nodes.push_back(n);
}
for (YAML::Iterator i = node["units"].begin(); i != node["units"].end(); ++i)
{
UnitFaction faction;
(*i)["faction"] >> a;
faction = (UnitFaction)a;
(*i)["soldierId"] >> a;
BattleUnit *b;
if (a < BattleUnit::MAX_SOLDIER_ID) // Unit is linked to a geoscape soldier
{
// look up the matching soldier
b = new BattleUnit(savedGame->getSoldier(a), faction);
}
else
{
std::string type, armor;
(*i)["genUnitType"] >> type;
(*i)["genUnitArmor"] >> armor;
// create a new Unit.
b = new BattleUnit(rule->getUnit(type), faction, a, rule->getArmor(armor));
}
b->load(*i);
_units.push_back(b);
if (faction == FACTION_PLAYER)
{
if (b->getId() == selectedUnit)
_selectedUnit = b;
}
else if (b->getStatus() != STATUS_DEAD)
{
std::string state;
BattleAIState *aiState;
(*i)["AI"]["state"] >> state;
if (state == "PATROL")
{
aiState = new PatrolBAIState(this, b, 0);
}
else if (state == "AGGRO")
{
aiState = new AggroBAIState(this, b);
}
else
{
continue;
}
aiState->load((*i)["AI"]);
b->setAIState(aiState);
}
}