本文整理汇总了C++中BattleUnit::knockOut方法的典型用法代码示例。如果您正苦于以下问题:C++ BattleUnit::knockOut方法的具体用法?C++ BattleUnit::knockOut怎么用?C++ BattleUnit::knockOut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::knockOut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: think
//.........这里部分代码省略.........
bool hasFloor = t && !t->hasNoFloor(bt);
bool unitCanFly = unitBelow->getMovementType() == MT_FLY;
bool canMoveToTile = t && !alreadyOccupied && !alreadyTaken && !aboutToBeOccupiedFromAbove && !movementBlocked && (hasFloor || unitCanFly);
if (canMoveToTile)
{
// Check next section of the unit.
++bs;
}
else
{
// Try next direction.
break;
}
// If all sections of the fallen onto unit can be moved, then we move it.
if (bs == bodySections.end())
{
if (_parent->getSave()->addFallingUnit(unitBelow))
{
escapeFound = true;
// Now ensure no other unit escapes to here too.
for (int x = unitBelow->getArmor()->getSize() - 1; x >= 0; --x)
{
for (int y = unitBelow->getArmor()->getSize() - 1; y >= 0; --y)
{
Tile *et = _parent->getSave()->getTile(t->getPosition() + Position(x,y,0));
escapeTiles.push_back(et);
}
}
Tile *bu = _parent->getSave()->getTile(originalPosition + Position(0,0,-1));
unitBelow->startWalking(dir, unitBelow->getPosition() + offset, bu, onScreen);
ub = unitsToMove.erase(ub);
}
}
}
}
if (!escapeFound)
{
unitBelow->knockOut(_parent);
ub = unitsToMove.erase(ub);
}
}
_parent->checkForCasualties(0,*unit);
}
// we are just standing around, we are done falling.
if ((*unit)->getStatus() == STATUS_STANDING)
{
if (falling)
{
Position destination = (*unit)->getPosition() + Position(0,0,-1);
Tile *tileDest = _parent->getSave()->getTile(destination);
(*unit)->startWalking(Pathfinding::DIR_DOWN, destination, tileDest, onScreen);
(*unit)->setCache(0);
_parent->getMap()->cacheUnit(*unit);
++unit;
}
else
{
// if the unit burns floortiles, burn floortiles
if ((*unit)->getSpecialAbility() == SPECAB_BURNFLOOR || (*unit)->getSpecialAbility() == SPECAB_BURN_AND_EXPLODE)
{
(*unit)->getTile()->ignite(1);
Position groundVoxel = ((*unit)->getPosition() * Position(16,16,24)) + Position(8,8,-((*unit)->getTile()->getTerrainLevel()));
_parent->getTileEngine()->hit(groundVoxel, (*unit)->getBaseStats()->strength, DT_IN, (*unit));
if ((*unit)->getStatus() != STATUS_STANDING) // ie: we burned a hole in the floor and fell through it
{
_parent->getPathfinding()->abortPath();
}
}
// move our personal lighting with us
_terrain->calculateUnitLighting();
_parent->getMap()->cacheUnit(*unit);
(*unit)->setCache(0);
_terrain->calculateFOV(*unit);
_parent->checkForProximityGrenades(*unit);
if ((*unit)->getStatus() == STATUS_STANDING)
{
if (_parent->getTileEngine()->checkReactionFire(*unit))
_parent->getPathfinding()->abortPath();
unit = _parent->getSave()->getFallingUnits()->erase(unit);
}
}
}
else
{
++unit;
}
}
if (_parent->getSave()->getFallingUnits()->empty())
{
tilesToFallInto.clear();
unitsToMove.clear();
_parent->popState();
return;
}
}