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C++ BattleUnit::getUnitRules方法代码示例

本文整理汇总了C++中BattleUnit::getUnitRules方法的典型用法代码示例。如果您正苦于以下问题:C++ BattleUnit::getUnitRules方法的具体用法?C++ BattleUnit::getUnitRules怎么用?C++ BattleUnit::getUnitRules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BattleUnit的用法示例。


在下文中一共展示了BattleUnit::getUnitRules方法的1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: explode

/**
 * Calculates the effects of the explosion.
 */
void ExplosionBState::explode()
{
	bool terrainExplosion = false;
	SavedBattleGame *save = _parent->getSave();
	// after the animation is done, the real explosion/hit takes place
	if (_item)
	{
		if (!_unit && _item->getPreviousOwner())
		{
			_unit = _item->getPreviousOwner();
		}

		BattleUnit *victim = 0;

		if (_areaOfEffect)
		{
			save->getTileEngine()->explode(_center, _power, _item->getRules()->getDamageType(), _item->getRules()->getExplosionRadius(), _unit);
		}
		else if (!_cosmetic)
		{
			ItemDamageType type = _item->getRules()->getDamageType();

			victim = save->getTileEngine()->hit(_center, _power, type, _unit);
		}
		// check if this unit turns others into zombies
		if (!_item->getRules()->getZombieUnit().empty()
			&& victim
			&& victim->getArmor()->getSize() == 1
			&& (victim->getGeoscapeSoldier() || victim->getUnitRules()->getRace() == "STR_CIVILIAN")
			&& victim->getSpawnUnit().empty())
		{
			// converts the victim to a zombie on death
			victim->setRespawn(true);
			victim->setSpawnUnit(_item->getRules()->getZombieUnit());
		}
	}
	if (_tile)
	{
		ItemDamageType DT;
		switch (_tile->getExplosiveType())
		{
		case 0:
			DT = DT_HE;
			break;
		case 5:
			DT = DT_IN;
			break;
		case 6:
			DT = DT_STUN;
			break;
		default:
			DT = DT_SMOKE;
			break;
		}
		if (DT != DT_HE)
		{
			_tile->setExplosive(0,0,true);
		}
		save->getTileEngine()->explode(_center, _power, DT, _power/10);
		terrainExplosion = true;
	}
	if (!_tile && !_item)
	{
		int radius = 6;
		// explosion not caused by terrain or an item, must be by a unit (cyberdisc)
		if (_unit && (_unit->getSpecialAbility() == SPECAB_EXPLODEONDEATH || _unit->getSpecialAbility() == SPECAB_BURN_AND_EXPLODE))
		{
			radius = _parent->getMod()->getItem(_unit->getArmor()->getCorpseGeoscape())->getExplosionRadius();
		}
		save->getTileEngine()->explode(_center, _power, DT_HE, radius);
		terrainExplosion = true;
	}

	if (!_cosmetic)
	{
		// now check for new casualties
		_parent->checkForCasualties(_item, _unit, false, terrainExplosion);
	}

	// if this explosion was caused by a unit shooting, now it's the time to put the gun down
	if (_unit && !_unit->isOut() && _lowerWeapon)
	{
		_unit->aim(false);
		_unit->setCache(0);
	}
	_parent->getMap()->cacheUnits();
	_parent->popState();

	// check for terrain explosions
	Tile *t = save->getTileEngine()->checkForTerrainExplosions();
	if (t)
	{
		Position p = Position(t->getPosition().x * 16, t->getPosition().y * 16, t->getPosition().z * 24);
		p += Position(8,8,0);
		_parent->statePushFront(new ExplosionBState(_parent, p, 0, _unit, t));
	}

//.........这里部分代码省略.........
开发者ID:0x90sled,项目名称:OpenXcom,代码行数:101,代码来源:ExplosionBState.cpp


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