当前位置: 首页>>代码示例>>C++>>正文


C++ CShipClass::GetMaxWeapons方法代码示例

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


注:本文中的CShipClass::GetMaxWeapons方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。