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C++ CShipClass::GetMaxDevices方法代码示例

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


在下文中一共展示了CShipClass::GetMaxDevices方法的2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: SetRegionsFromWeapons


//.........这里部分代码省略.........
            pEntry->rcRect.right = pEntry->rcRect.left + ITEM_ENTRY_WIDTH;
            pEntry->rcRect.bottom = pEntry->rcRect.top + ITEM_ENTRY_HEIGHT;

            SlotStatus[iIndex] = false;
            }
        }

    //	Create a region for each weapon.

    for (i = 0; i < pShip->GetDeviceCount(); i++)
        {
        CInstalledDevice *pDevice = pShip->GetDevice(i);
        if (pDevice->IsEmpty() 
                || (pDevice->GetCategory() != itemcatWeapon 
                    && pDevice->GetCategory() != itemcatLauncher))
            continue;

        if (pDevice->GetCategory() == itemcatLauncher)
            bHasLauncher = true;

        //	If the device already has a position index, then use that (assuming
        //	it's free).

        iIndex = pDevice->GetSlotPosIndex();
        if (iIndex < 0 || iIndex >= SlotStatus.GetCount() || !SlotStatus[iIndex])
            iIndex = -1;

        //	If we don't have an assigned slot, figure it out.

        if (iIndex == -1)
            {
            if (!FindLayoutForPos(pDevice->GetPosOffset(pShip), SlotStatus, &iIndex))
                continue;

            //	Remember so we stay in this location.

            pDevice->SetSlotPosIndex(iIndex);
            }

        //	Create the region

        const SLayoutDesc *pLayout = &g_MiscDevicesLayout[iIndex];

        SEntry *pEntry = m_Regions.Insert();
        pEntry->iType = typeInstalledItem;
        pEntry->pItemCtx = new CItemCtx(pShip, pDevice);

        pEntry->iSlotPosIndex = iIndex;
        pEntry->rcRect.left = pLayout->xLeft;
        pEntry->rcRect.top = pLayout->yTop;
        pEntry->rcRect.right = pEntry->rcRect.left + ITEM_ENTRY_WIDTH;
        pEntry->rcRect.bottom = pEntry->rcRect.top + ITEM_ENTRY_HEIGHT;

        //	Mark the layout as used

        SlotStatus[iIndex] = false;
        }

    //	Figure out how many empty weapon slots we should create. We add one 
    //	empty slot for each weapon slot, but we subtract one if we don't have
    //	a launcher and we always have at least 1 empty slot, in case the player
    //	finds a slot-less weapon.

#ifdef SINGLE_FREE_SLOT
    int iEmptySlots = 1;
#else
    int iWeaponSlotsInUse;
    int iTotalSlotsInUse = pShip->CalcDeviceSlotsInUse(&iWeaponSlotsInUse);
    int iEmptySlots = Max(1, Min((pClass->GetMaxDevices() - iTotalSlotsInUse), (pClass->GetMaxWeapons() - iWeaponSlotsInUse)) - (bHasLauncher ? 0 : 1));
#endif

    //	Try to position the empty slots

    CVector vWeaponPos;
    SDeviceDesc DeviceDesc;
    if (pClass->FindDeviceSlotDesc(devPrimaryWeapon, &DeviceDesc))
        vWeaponPos = pClass->GetPosOffset(DeviceDesc.iPosAngle, DeviceDesc.iPosRadius, DeviceDesc.iPosZ, DeviceDesc.b3DPosition);

    for (i = 0; i < iEmptySlots; i++)
        {
        //	Find a position

        if (FindLayoutForPos(vWeaponPos, SlotStatus, &iIndex))
            {
            const SLayoutDesc *pLayout = &g_MiscDevicesLayout[iIndex];

            SEntry *pEntry = m_Regions.Insert();
            pEntry->iType = typeEmptySlot;
            pEntry->iSlotType = devPrimaryWeapon;

            pEntry->iSlotPosIndex = iIndex;
            pEntry->rcRect.left = pLayout->xLeft;
            pEntry->rcRect.top = pLayout->yTop;
            pEntry->rcRect.right = pEntry->rcRect.left + ITEM_ENTRY_WIDTH;
            pEntry->rcRect.bottom = pEntry->rcRect.top + ITEM_ENTRY_HEIGHT;

            SlotStatus[iIndex] = false;
            }
        }
    }
开发者ID:AvanWolf,项目名称:Transcendence,代码行数:101,代码来源:CGSelectorArea.cpp

示例2: SetRegionsFromMiscDevices


//.........这里部分代码省略.........
            case itemcatReactor:
                pLayout = &g_MiscDevicesLayout[REACTOR_SLOT_INDEX];
                bHasReactor = true;
                break;
            }

        //	Create the region (but only if we have a layout position
        //	for it).

        if (pLayout)
            {
            SEntry *pEntry = m_Regions.Insert();
            pEntry->iType = typeInstalledItem;
            pEntry->pItemCtx = new CItemCtx(pShip, pDevice);

            pEntry->iSlotPosIndex = iIndex;
            pEntry->rcRect.left = pLayout->xLeft;
            pEntry->rcRect.top = pLayout->yTop;
            pEntry->rcRect.right = pEntry->rcRect.left + ITEM_ENTRY_WIDTH;
            pEntry->rcRect.bottom = pEntry->rcRect.top + ITEM_ENTRY_HEIGHT;
            }
        }

    //	Add empty slots, if necessary

    if (!bHasReactor)
        {
        const SLayoutDesc *pLayout = &g_MiscDevicesLayout[REACTOR_SLOT_INDEX];

        SEntry *pEntry = m_Regions.Insert();
        pEntry->iType = typeEmptySlot;
        pEntry->iSlotType = devReactor;

        pEntry->rcRect.left = pLayout->xLeft;
        pEntry->rcRect.top = pLayout->yTop;
        pEntry->rcRect.right = pEntry->rcRect.left + ITEM_ENTRY_WIDTH;
        pEntry->rcRect.bottom = pEntry->rcRect.top + ITEM_ENTRY_HEIGHT;
        }

    if (!bHasDrive)
        {
        const SLayoutDesc *pLayout = &g_MiscDevicesLayout[DRIVE_SLOT_INDEX];

        SEntry *pEntry = m_Regions.Insert();
        pEntry->iType = typeEmptySlot;
        pEntry->iSlotType = devDrive;

        pEntry->rcRect.left = pLayout->xLeft;
        pEntry->rcRect.top = pLayout->yTop;
        pEntry->rcRect.right = pEntry->rcRect.left + ITEM_ENTRY_WIDTH;
        pEntry->rcRect.bottom = pEntry->rcRect.top + ITEM_ENTRY_HEIGHT;
        }

    if (!bHasCargo)
        {
        const SLayoutDesc *pLayout = &g_MiscDevicesLayout[CARGO_SLOT_INDEX];

        SEntry *pEntry = m_Regions.Insert();
        pEntry->iType = typeEmptySlot;
        pEntry->iSlotType = devCargo;

        pEntry->rcRect.left = pLayout->xLeft;
        pEntry->rcRect.top = pLayout->yTop;
        pEntry->rcRect.right = pEntry->rcRect.left + ITEM_ENTRY_WIDTH;
        pEntry->rcRect.bottom = pEntry->rcRect.top + ITEM_ENTRY_HEIGHT;
        }

    //	Figure out how many empty weapon slots we should create. We add one 
    //	empty slot for each weapon slot, but we subtract one if we don't have
    //	a launcher and we always have at least 1 empty slot, in case the player
    //	finds a slot-less weapon.

#ifdef SINGLE_FREE_SLOT
    int iEmptySlots = 1;
#else
    int iNonWeaponSlotsInUse;
    int iTotalSlotsInUse = pShip->CalcDeviceSlotsInUse(NULL, &iNonWeaponSlotsInUse);
    int iEmptySlots = Max(1, Min((pClass->GetMaxDevices() - iTotalSlotsInUse), (pClass->GetMaxNonWeapons() - iNonWeaponSlotsInUse)) - (bHasReactor ? 0 : 1) - (bHasDrive ? 0 : 1) - (bHasCargo ? 0 : 1));
#endif

    for (i = 0; i < iEmptySlots; i++)
        {
        if (FindLayoutForPos(CVector(), SlotStatus, &iIndex))
            {
            const SLayoutDesc *pLayout = &g_MiscDevicesLayout[iIndex];

            SEntry *pEntry = m_Regions.Insert();
            pEntry->iType = typeEmptySlot;
            pEntry->iSlotType = devNone;

            pEntry->iSlotPosIndex = iIndex;
            pEntry->rcRect.left = pLayout->xLeft;
            pEntry->rcRect.top = pLayout->yTop;
            pEntry->rcRect.right = pEntry->rcRect.left + ITEM_ENTRY_WIDTH;
            pEntry->rcRect.bottom = pEntry->rcRect.top + ITEM_ENTRY_HEIGHT;

            SlotStatus[iIndex] = false;
            }
        }
    }
开发者ID:AvanWolf,项目名称:Transcendence,代码行数:101,代码来源:CGSelectorArea.cpp


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