本文整理汇总了C++中BattleUnit::getPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ BattleUnit::getPosition方法的具体用法?C++ BattleUnit::getPosition怎么用?C++ BattleUnit::getPosition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::getPosition方法的4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: btnNextSoldierClick
/**
* Select next soldier.
* @param action Pointer to an action.
*/
void BattlescapeState::btnNextSoldierClick(Action *action)
{
if (_popup) return;
BattleUnit *unit = _battleGame->selectNextPlayerUnit();
updateSoldierInfo(unit);
if (unit) _map->centerOnPosition(unit->getPosition());
}
示例2: 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3: 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4: think
/**
* Runs state functionality every cycle.
* Progresses the fall, updates the battlescape, ...
*/
void UnitFallBState::think()
{
for (std::list<BattleUnit*>::iterator unit = _parent->getSave()->getFallingUnits()->begin(); unit != _parent->getSave()->getFallingUnits()->end();)
{
if ((*unit)->getStatus() == STATUS_TURNING)
{
(*unit)->abortTurn();
}
bool largeCheck = true;
bool falling = true;
int size = (*unit)->getArmor()->getSize() - 1;
if ((*unit)->getHealth() == 0 || (*unit)->getStunlevel() >= (*unit)->getHealth())
{
unit = _parent->getSave()->getFallingUnits()->erase(unit);
continue;
}
bool onScreen = ((*unit)->getVisible() && _parent->getMap()->getCamera()->isOnScreen((*unit)->getPosition(), true, size, false));
Tile *tileBelow = _parent->getSave()->getTile((*unit)->getPosition() + Position(0,0,-1));
for (int x = size; x >= 0; x--)
{
for (int y = size; y >= 0; y--)
{
Tile *otherTileBelow = _parent->getSave()->getTile((*unit)->getPosition() + Position(x,y,-1));
if (!_parent->getSave()->getTile((*unit)->getPosition() + Position(x,y,0))->hasNoFloor(otherTileBelow) || (*unit)->getMovementType() == MT_FLY)
{
largeCheck = false;
}
}
}
if ((*unit)->getStatus() == STATUS_WALKING || (*unit)->getStatus() == STATUS_FLYING)
{
(*unit)->keepWalking(tileBelow, true); // advances the phase
_parent->getMap()->cacheUnit(*unit); // make sure the unit sprites are up to date
if ((*unit)->getPosition() != (*unit)->getLastPosition())
{
// Reset tiles moved from.
for (int x = size; x >= 0; x--)
{
for (int y = size; y >= 0; y--)
{
// A falling unit might have already taken up this position so check that this unit is still here.
if (_parent->getSave()->getTile((*unit)->getLastPosition() + Position(x,y,0))->getUnit() == (*unit))
{
_parent->getSave()->getTile((*unit)->getLastPosition() + Position(x,y,0))->setUnit(0);
}
}
}
// Update tiles moved to.
for (int x = size; x >= 0; x--)
{
for (int y = size; y >= 0; y--)
{
_parent->getSave()->getTile((*unit)->getPosition() + Position(x,y,0))->setUnit((*unit), _parent->getSave()->getTile((*unit)->getPosition() + Position(x,y,-1)));
}
}
}
++unit;
continue;
}
falling = largeCheck
&& (*unit)->getPosition().z != 0
&& (*unit)->getTile()->hasNoFloor(tileBelow)
&& (*unit)->getMovementType() != MT_FLY
&& (*unit)->getWalkingPhase() == 0;
if (falling)
{
// Tile(s) unit is falling into.
for (int x = (*unit)->getArmor()->getSize() - 1; x >= 0; --x)
{
for (int y = (*unit)->getArmor()->getSize() - 1; y >= 0; --y)
{
Tile *tileTarget = _parent->getSave()->getTile((*unit)->getPosition() + Position(x,y,-1));
tilesToFallInto.push_back(tileTarget);
}
}
// Check each tile for units that need moving out of the way.
for (std::vector<Tile*>::iterator i = tilesToFallInto.begin(); i < tilesToFallInto.end(); ++i)
{
BattleUnit *unitBelow = (*i)->getUnit();
if (unitBelow
&& (*unit) != unitBelow // falling units do not fall on themselves
&& !(std::find(unitsToMove.begin(), unitsToMove.end(), unitBelow) != unitsToMove.end())) // already added
{
unitsToMove.push_back(unitBelow);
}
}
}
falling = largeCheck
&& (*unit)->getPosition().z != 0
//.........这里部分代码省略.........