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C++ CUnit::KillUnit方法代码示例

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


在下文中一共展示了CUnit::KillUnit方法的9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: SelfDestruct

void CTeam::SelfDestruct()
{
	for (CUnitSet::iterator ui = units.begin(); ui != units.end(); ++ui) {
		CUnit* unit = (*ui);
		if (unit != NULL && unit->unitDef->canSelfD) {
			if (unit->beingBuilt) {
				unit->KillUnit(false, true, NULL); // kill units under construction without explosion
			} else {
				unit->KillUnit(true, false, NULL);
			}
		}
	}
	Died();
}
开发者ID:genxinzou,项目名称:svn-spring-archive,代码行数:14,代码来源:Team.cpp

示例2: KillUnit

void CTransportUnit::KillUnit(bool selfDestruct, bool reclaimed, CUnit* attacker, bool)
{
	std::list<TransportedUnit>::iterator ti;
	for (ti = transported.begin(); ti != transported.end(); ++ti) {
		CUnit* u = ti->unit;

		u->transporter = 0;
		u->DeleteDeathDependence(this);

		// prevent a position teleport on the next movetype update if
		// the transport died in a place that the unit being carried
		// could not get to on its own
		if (!u->pos.IsInBounds()) {
			u->KillUnit(false, false, 0x0, false);
			continue;
		} else {
			const float gh = ground->GetHeight2(u->pos.x, u->pos.z);

			if (gh < -u->unitDef->maxWaterDepth || gh > -u->unitDef->minWaterDepth) {
				// note: should also check movedef restraints?
				u->KillUnit(false, false, 0x0, false);
				continue;
			}
		}


		if (!unitDef->releaseHeld) {
			if (!selfDestruct) {
				// we don't want it to leave a corpse
				u->DoDamage(DamageArray() * 1000000, 0, ZeroVector);
			}
			u->KillUnit(selfDestruct, reclaimed, attacker);
		} else {
			u->stunned = (u->paralyzeDamage > u->health);
			if (CGroundMoveType* mt = dynamic_cast<CGroundMoveType*>(u->moveType)) {
				mt->StartFlying();
			}
			u->speed = speed;

			eventHandler.UnitUnloaded(u, this);
		}
	}

	CUnit::KillUnit(selfDestruct, reclaimed, attacker);
}
开发者ID:genxinzou,项目名称:svn-spring-archive,代码行数:45,代码来源:TransportUnit.cpp

示例3: GetUnitVal


//.........这里部分代码省略.........
	case KTAN:
		return int(1024*math::tanf(TAANG2RAD*(float)p1));
	case SQRT:
		return int(math::sqrt((float)p1));
	case FLANK_B_MODE:
		return unit->flankingBonusMode;
	case FLANK_B_DIR:
		switch (p1) {
			case 1: return int(unit->flankingBonusDir.x * COBSCALE);
			case 2: return int(unit->flankingBonusDir.y * COBSCALE);
			case 3: return int(unit->flankingBonusDir.z * COBSCALE);
			case 4: unit->flankingBonusDir.x = (p2/(float)COBSCALE); return 0;
			case 5: unit->flankingBonusDir.y = (p2/(float)COBSCALE); return 0;
			case 6: unit->flankingBonusDir.z = (p2/(float)COBSCALE); return 0;
			case 7: unit->flankingBonusDir = float3(p2/(float)COBSCALE, p3/(float)COBSCALE, p4/(float)COBSCALE).Normalize(); return 0;
			default: return(-1);
		}
	case FLANK_B_MOBILITY_ADD:
		return int(unit->flankingBonusMobilityAdd * COBSCALE);
	case FLANK_B_MAX_DAMAGE:
		return int((unit->flankingBonusAvgDamage + unit->flankingBonusDifDamage) * COBSCALE);
	case FLANK_B_MIN_DAMAGE:
		return int((unit->flankingBonusAvgDamage - unit->flankingBonusDifDamage) * COBSCALE);
	case KILL_UNIT: {
		//! ID 0 is reserved for the script's owner
		CUnit* u = (p1 > 0)? uh->GetUnit(p1): this->unit;

		if (u == NULL) {
			return 0;
		}

		if (u->beingBuilt) {
			// no explosions and no corpse for units under construction
			u->KillUnit(false, true, NULL);
		} else {
			u->KillUnit(p2 != 0, p3 != 0, NULL);
		}

		return 1;
	}
	case WEAPON_RELOADSTATE: {
		const int np1 = -p1;
		if (p1 > 0 && static_cast<size_t>(p1) <= unit->weapons.size()) {
			return unit->weapons[p1-1]->reloadStatus;
		}
		else if (np1 > 0 && static_cast<size_t>(np1) <= unit->weapons.size()) {
			const int old = unit->weapons[np1 - 1]->reloadStatus;
			unit->weapons[np1 - 1]->reloadStatus = p2;
			return old;
		}
		else {
			return -1;
		}
	}
	case WEAPON_RELOADTIME: {
		const int np1 = -p1;
		if (p1 > 0 && static_cast<size_t>(p1) <= unit->weapons.size()) {
			return unit->weapons[p1-1]->reloadTime;
		}
		else if (np1 > 0 && static_cast<size_t>(np1) <= unit->weapons.size()) {
			const int old = unit->weapons[np1 - 1]->reloadTime;
			unit->weapons[np1 - 1]->reloadTime = p2;
			return old;
		}
		else {
			return -1;
开发者ID:Arkazon,项目名称:spring,代码行数:67,代码来源:UnitScript.cpp

示例4: Update

void CUnitHandler::Update()
{
	auto UNIT_SANITY_CHECK = [](const CUnit* unit) {
		unit->pos.AssertNaNs();
		unit->midPos.AssertNaNs();
		unit->relMidPos.AssertNaNs();
		unit->speed.AssertNaNs();
		unit->deathSpeed.AssertNaNs();
		unit->rightdir.AssertNaNs();
		unit->updir.AssertNaNs();
		unit->frontdir.AssertNaNs();
		if (unit->unitDef->IsGroundUnit()) {
			assert(unit->pos.x >= -(float3::maxxpos * 16.0f));
			assert(unit->pos.x <=  (float3::maxxpos * 16.0f));
			assert(unit->pos.z >= -(float3::maxzpos * 16.0f));
			assert(unit->pos.z <=  (float3::maxzpos * 16.0f));
		}
	};

	DeleteUnitsNow();

	{
		SCOPED_TIMER("Unit::MoveType::Update");

		for (activeUpdateUnit = 0; activeUpdateUnit < activeUnits.size();++activeUpdateUnit) {
			CUnit* unit = activeUnits[activeUpdateUnit];
			AMoveType* moveType = unit->moveType;

			UNIT_SANITY_CHECK(unit);

			if (moveType->Update()) {
				eventHandler.UnitMoved(unit);
			}
			if (!unit->pos.IsInBounds() && (unit->speed.w > MAX_UNIT_SPEED)) {
				// this unit is not coming back, kill it now without any death
				// sequence (so deathScriptFinished becomes true immediately)
				unit->KillUnit(nullptr, false, true, false);
			}

			UNIT_SANITY_CHECK(unit);
			assert(activeUnits[activeUpdateUnit] == unit);
		}
	}

	{
		// Delete dead units
		for (activeUpdateUnit = 0; activeUpdateUnit < activeUnits.size();++activeUpdateUnit) {
			CUnit* unit = activeUnits[activeUpdateUnit];

			if (!unit->deathScriptFinished)
				continue;

			// there are many ways to fiddle with "deathScriptFinished", so a unit
			// may arrive here not having been properly killed (with isDead still
			// false)
			// make sure we always call Killed; no-op if isDead is already true
			unit->KillUnit(nullptr, false, true, true);
			DeleteUnit(unit);

			assert(activeUnits[activeUpdateUnit] == unit);
		}
	}

	{
		SCOPED_TIMER("Unit::UpdateLocalModel");
		for (CUnit* unit: activeUnits) {
			// UnitScript only applies piece-space transforms so
			// we apply the forward kinematics update separately
			// (only if we have any dirty pieces)
			// add ID as offset so the bounding-box update does
			// not run at the same time for every model
			unit->localModel.Update(gs->frameNum + unit->id);
		}
	}

	{
		SCOPED_TIMER("Unit::SlowUpdate");
		assert(activeSlowUpdateUnit >= 0);
		// reset the iterator every <UNIT_SLOWUPDATE_RATE> frames
		if ((gs->frameNum % UNIT_SLOWUPDATE_RATE) == 0) {
			activeSlowUpdateUnit = 0;
		}

		// stagger the SlowUpdate's
		unsigned int n = (activeUnits.size() / UNIT_SLOWUPDATE_RATE) + 1;

		for (; activeSlowUpdateUnit < activeUnits.size() && n != 0; ++activeSlowUpdateUnit) {
			CUnit* unit = activeUnits[activeSlowUpdateUnit];

			UNIT_SANITY_CHECK(unit);
			unit->SlowUpdate();
			unit->SlowUpdateWeapons();
			UNIT_SANITY_CHECK(unit);

			n--;
		}
	}

	{
		SCOPED_TIMER("Unit::Update");
//.........这里部分代码省略.........
开发者ID:DoctorEmmettBrown,项目名称:spring,代码行数:101,代码来源:UnitHandler.cpp

示例5: Update

void CUnitHandler::Update()
{
	{
		GML_STDMUTEX_LOCK(runit); // Update

		if (!unitsToBeRemoved.empty()) {
			GML_RECMUTEX_LOCK(obj); // Update

			while (!unitsToBeRemoved.empty()) {
				eventHandler.DeleteSyncedObjects(); // the unit destructor may invoke eventHandler, so we need to call these for every unit to clear invaild references from the batching systems

				GML_RECMUTEX_LOCK(unit); // Update

				eventHandler.DeleteSyncedUnits();

				GML_RECMUTEX_LOCK(proj); // Update - projectile drawing may access owner() and lead to crash
				GML_RECMUTEX_LOCK(sel);  // Update - unit is removed from selectedUnits in ~CObject, which is too late.
				GML_RECMUTEX_LOCK(quad); // Update - make sure unit does not get partially deleted before before being removed from the quadfield

				CUnit* delUnit = unitsToBeRemoved.back();
				unitsToBeRemoved.pop_back();

				DeleteUnitNow(delUnit);
			}
		}

		eventHandler.UpdateUnits();
	}

	GML::UpdateTicks();

	#define VECTOR_SANITY_CHECK(v)                              \
		assert(!math::isnan(v.x) && !math::isinf(v.x)); \
		assert(!math::isnan(v.y) && !math::isinf(v.y)); \
		assert(!math::isnan(v.z) && !math::isinf(v.z));
	#define MAPPOS_SANITY_CHECK(unit)                          \
		if (unit->unitDef->IsGroundUnit()) {                   \
			assert(unit->pos.x >= -(float3::maxxpos * 16.0f)); \
			assert(unit->pos.x <=  (float3::maxxpos * 16.0f)); \
			assert(unit->pos.z >= -(float3::maxzpos * 16.0f)); \
			assert(unit->pos.z <=  (float3::maxzpos * 16.0f)); \
		}
	#define UNIT_SANITY_CHECK(unit)                 \
		VECTOR_SANITY_CHECK(unit->pos);             \
		VECTOR_SANITY_CHECK(unit->midPos);          \
		VECTOR_SANITY_CHECK(unit->relMidPos);       \
		VECTOR_SANITY_CHECK(unit->speed);           \
		VECTOR_SANITY_CHECK(unit->deathSpeed);      \
		VECTOR_SANITY_CHECK(unit->residualImpulse); \
		VECTOR_SANITY_CHECK(unit->rightdir);        \
		VECTOR_SANITY_CHECK(unit->updir);           \
		VECTOR_SANITY_CHECK(unit->frontdir);        \
		MAPPOS_SANITY_CHECK(unit);

	{
		SCOPED_TIMER("Unit::MoveType::Update");
		std::list<CUnit*>::iterator usi;
		for (usi = activeUnits.begin(); usi != activeUnits.end(); ++usi) {
			CUnit* unit = *usi;
			AMoveType* moveType = unit->moveType;

			UNIT_SANITY_CHECK(unit);

			if (moveType->Update()) {
				eventHandler.UnitMoved(unit);
			}
			if (!unit->pos.IsInBounds() && (unit->speed.SqLength() > (MAX_UNIT_SPEED * MAX_UNIT_SPEED))) {
				// this unit is not coming back, kill it now without any death
				// sequence (so deathScriptFinished becomes true immediately)
				unit->KillUnit(NULL, false, true, false);
			}

			UNIT_SANITY_CHECK(unit);
			GML::GetTicks(unit->lastUnitUpdate);
		}
	}

	{
		SCOPED_TIMER("Unit::Update");
		std::list<CUnit*>::iterator usi;
		for (usi = activeUnits.begin(); usi != activeUnits.end(); ++usi) {
			CUnit* unit = *usi;

			UNIT_SANITY_CHECK(unit);

			if (unit->deathScriptFinished) {
				// there are many ways to fiddle with "deathScriptFinished", so a unit may
				// arrive here without having been properly killed (and isDead still false),
				// which can result in MT deadlocking -- FIXME verify this
				// (KU returns early if isDead)
				unit->KillUnit(NULL, false, true);

				DeleteUnit(unit);
			} else {
				unit->Update();
			}

			UNIT_SANITY_CHECK(unit);
		}
	}
//.........这里部分代码省略.........
开发者ID:AlexDiede,项目名称:spring,代码行数:101,代码来源:UnitHandler.cpp

示例6: Update

void CUnitHandler::Update()
{
	{
		if (!unitsToBeRemoved.empty()) {
			while (!unitsToBeRemoved.empty()) {
				eventHandler.DeleteSyncedObjects(); // the unit destructor may invoke eventHandler, so we need to call these for every unit to clear invaild references from the batching systems

				eventHandler.DeleteSyncedUnits();

				CUnit* delUnit = unitsToBeRemoved.back();
				unitsToBeRemoved.pop_back();

				DeleteUnitNow(delUnit);
			}
		}

		eventHandler.UpdateUnits();
	}

	#define MAPPOS_SANITY_CHECK(unit)                          \
		if (unit->unitDef->IsGroundUnit()) {                   \
			assert(unit->pos.x >= -(float3::maxxpos * 16.0f)); \
			assert(unit->pos.x <=  (float3::maxxpos * 16.0f)); \
			assert(unit->pos.z >= -(float3::maxzpos * 16.0f)); \
			assert(unit->pos.z <=  (float3::maxzpos * 16.0f)); \
		}
	#define UNIT_SANITY_CHECK(unit)         \
		unit->pos.AssertNaNs();             \
		unit->midPos.AssertNaNs();          \
		unit->relMidPos.AssertNaNs();       \
		unit->speed.AssertNaNs();           \
		unit->deathSpeed.AssertNaNs();      \
		unit->rightdir.AssertNaNs();        \
		unit->updir.AssertNaNs();           \
		unit->frontdir.AssertNaNs();        \
		MAPPOS_SANITY_CHECK(unit);

	{
		SCOPED_TIMER("Unit::MoveType::Update");

		for (auto usi = activeUnits.begin(); usi != activeUnits.end(); ++usi) {
			CUnit* unit = *usi;
			AMoveType* moveType = unit->moveType;

			UNIT_SANITY_CHECK(unit);

			if (moveType->Update()) {
				eventHandler.UnitMoved(unit);
			}
			if (!unit->pos.IsInBounds() && (Square(unit->speed.w) > (MAX_UNIT_SPEED * MAX_UNIT_SPEED))) {
				// this unit is not coming back, kill it now without any death
				// sequence (so deathScriptFinished becomes true immediately)
				unit->KillUnit(NULL, false, true, false);
			}

			UNIT_SANITY_CHECK(unit);
		}
	}

	{
		// Delete dead units
		for (auto usi = activeUnits.begin(); usi != activeUnits.end(); ++usi) {
			CUnit* unit = *usi;

			if (unit->deathScriptFinished) {
				// there are many ways to fiddle with "deathScriptFinished", so a unit may
				// arrive here without having been properly killed (and isDead still false),
				// which can result in MT deadlocking -- FIXME verify this
				// (KU returns early if isDead)
				unit->KillUnit(NULL, false, true);
				DeleteUnit(unit);
			}
		}
	}

	{
		SCOPED_TIMER("Unit::UpdatePieceMatrices");

		for (auto usi = activeUnits.begin(); usi != activeUnits.end(); ++usi) {
			// UnitScript only applies piece-space transforms so
			// we apply the forward kinematics update separately
			// (only if we have any dirty pieces)
			CUnit* unit = *usi;
			unit->localModel->UpdatePieceMatrices();
		}
	}

	{
		SCOPED_TIMER("Unit::Update");

		for (auto usi = activeUnits.begin(); usi != activeUnits.end(); ++usi) {
			CUnit* unit = *usi;
			UNIT_SANITY_CHECK(unit);
			unit->Update();
			UNIT_SANITY_CHECK(unit);
		}
	}

	{
		SCOPED_TIMER("Unit::SlowUpdate");
//.........这里部分代码省略.........
开发者ID:9heart,项目名称:spring,代码行数:101,代码来源:UnitHandler.cpp

示例7: assert

void CTransportUnit::KillUnit(bool selfDestruct, bool reclaimed, CUnit* attacker, bool)
{
	if (!isDead) {
		// guard against recursive invocation via
		//     transportee->KillUnit
		//     helper->Explosion
		//     helper->DoExplosionDamage
		//     unit->DoDamage
		//     unit->KillUnit
		// in the case that unit == this
		isDead = true;

		// ::KillUnit might be called multiple times while !deathScriptFinished,
		// but it makes no sense to kill/detach our transportees more than once
		std::list<TransportedUnit>::iterator ti;

		for (ti = transportedUnits.begin(); ti != transportedUnits.end(); ++ti) {
			CUnit* transportee = ti->unit;
			assert(transportee != this);

			if (transportee->isDead)
				continue;

			const float gh = ground->GetHeightReal(transportee->pos.x, transportee->pos.z);

			transportee->transporter = NULL;
			transportee->DeleteDeathDependence(this, DEPENDENCE_TRANSPORTER);

			// prevent a position teleport on the next movetype update if
			// the transport died in a place that the unit being carried
			// could not get to on its own
			if (!transportee->pos.IsInBounds()) {
				transportee->KillUnit(false, false, NULL, false);
				continue;
			} else {
				// immobile units can still be transported
				// via script trickery, guard against this
				if (!transportee->unitDef->IsAllowedTerrainHeight(gh)) {
					transportee->KillUnit(false, false, NULL, false);
					continue;
				}
			}

			if (!unitDef->releaseHeld) {
				if (!selfDestruct) {
					// we don't want it to leave a corpse
					transportee->DoDamage(DamageArray(1e6f), ZeroVector, NULL, -DAMAGE_EXTSOURCE_KILLED);
				}

				transportee->KillUnit(selfDestruct, reclaimed, attacker);
			} else {
				// place unit near the place of death of the transport
				// if it's a ground transport and uses a piece-in-ground method
				// to hide units
				if (transportee->pos.y < gh) {
					const float k = (transportee->radius + radius) * std::max(unitDef->unloadSpread, 1.0f);

					// try to unload in a presently unoccupied spot
					// unload on a wreck if suitable position not found
					for (int i = 0; i < 10; ++i) {
						float3 pos = transportee->pos;
						pos.x += (gs->randFloat() * 2 * k - k);
						pos.z += (gs->randFloat() * 2 * k - k);
						pos.y = ground->GetHeightReal(transportee->pos.x, transportee->pos.z);

						if (qf->GetUnitsExact(pos, transportee->radius + 2).empty()) {
							transportee->Move3D(pos, false);
							break;
						}
					}
				} else if (CGroundMoveType* mt = dynamic_cast<CGroundMoveType*>(transportee->moveType)) {
					mt->StartFlying();
				}

				transportee->moveType->SlowUpdate();
				transportee->moveType->LeaveTransport();

				// issue a move order so that unit won't try to return to pick-up pos in IdleCheck()
				if (unitDef->canfly && transportee->unitDef->canmove) {
					Command c(CMD_MOVE);
					c.params.push_back(transportee->pos.x);
					c.params.push_back(ground->GetHeightAboveWater(transportee->pos.x, transportee->pos.z));
					c.params.push_back(transportee->pos.z);
					transportee->commandAI->GiveCommand(c);
				}

				transportee->stunned = (transportee->paralyzeDamage > (modInfo.paralyzeOnMaxHealth? transportee->maxHealth: transportee->health));
				transportee->speed = speed * (0.5f + 0.5f * gs->randFloat());

				if (CBuilding* building = dynamic_cast<CBuilding*>(transportee)) {
					// this building may end up in a strange position, so kill it
					building->KillUnit(selfDestruct, reclaimed, attacker);
				}

				eventHandler.UnitUnloaded(transportee, this);
			}
		}

		transportedUnits.clear();

//.........这里部分代码省略.........
开发者ID:Finkky,项目名称:spring,代码行数:101,代码来源:TransportUnit.cpp

示例8: if

void CTransportUnit::KillUnit(bool selfDestruct, bool reclaimed, CUnit* attacker, bool)
{
	std::list<TransportedUnit>::iterator ti;
	for (ti = transported.begin(); ti != transported.end(); ++ti) {
		CUnit* u = ti->unit;
		const float gh = ground->GetHeight2(u->pos.x, u->pos.z);

		u->transporter = 0;
		u->DeleteDeathDependence(this);

		// prevent a position teleport on the next movetype update if
		// the transport died in a place that the unit being carried
		// could not get to on its own
		if (!u->pos.IsInBounds()) {
			u->KillUnit(false, false, NULL, false);
			continue;
		} else {
			// immobile units can still be transported
			// via script trickery, guard against this
			if (u->unitDef->movedata != NULL && gh < -u->unitDef->movedata->depth) {
				// always treat depth as maxWaterDepth (fails if
				// the transportee is a ship, but so does using
				// UnitDef::{min, max}WaterDepth)
				u->KillUnit(false, false, NULL, false);
				continue;
			}
		}


		if (!unitDef->releaseHeld) {
			if (!selfDestruct) {
				// we don't want it to leave a corpse
				u->DoDamage(DamageArray() * 1000000, 0, ZeroVector);
			}
			u->KillUnit(selfDestruct, reclaimed, attacker);
		} else {
			// place unit near the place of death of the transport
			// if it's a ground transport and uses a piece-in-ground method
			// to hide units
			if (u->pos.y < gh) {
				const float k = (u->radius + radius)*std::max(unitDef->unloadSpread, 1.f);
				// try to unload in a presently unoccupied spot
				// unload on a wreck if suitable position not found
				for (int i = 0; i<10; ++i) {
					float3 pos = u->pos;
					pos.x += gs->randFloat()*2*k - k;
					pos.z += gs->randFloat()*2*k - k;
					pos.y = ground->GetHeight2(u->pos.x, u->pos.z);
					if (qf->GetUnitsExact(pos, u->radius + 2).empty()) {
						u->pos = pos;
						break;
					}
				}
				u->UpdateMidPos();
			} else if (CGroundMoveType* mt = dynamic_cast<CGroundMoveType*>(u->moveType)) {
				mt->StartFlying();
			}

			u->stunned = (u->paralyzeDamage > u->health);
			u->moveType->LeaveTransport();
			u->speed = speed*(0.5f + 0.5f*gs->randFloat());

			eventHandler.UnitUnloaded(u, this);
		}
	}

	CUnit::KillUnit(selfDestruct, reclaimed, attacker);
}
开发者ID:SocietalEclipse,项目名称:spring-Societal,代码行数:68,代码来源:TransportUnit.cpp

示例9: Update

void CUnitHandler::Update()
{
	{
		GML_STDMUTEX_LOCK(runit); // Update

		if (!toBeRemoved.empty()) {
			GML_RECMUTEX_LOCK(unit); // Update - for anti-deadlock purposes.
			GML_RECMUTEX_LOCK(sel);  // Update - unit is removed from selectedUnits in ~CObject, which is too late.
			GML_RECMUTEX_LOCK(quad); // Update - make sure unit does not get partially deleted before before being removed from the quadfield
			GML_STDMUTEX_LOCK(proj); // Update - projectile drawing may access owner() and lead to crash

			eventHandler.DeleteSyncedUnits();

			while (!toBeRemoved.empty()) {
				CUnit* delUnit = toBeRemoved.back();
				toBeRemoved.pop_back();

				DeleteUnitNow(delUnit);
			}
		}

		eventHandler.UpdateUnits();
	}

	GML_UPDATE_TICKS();

	{
		SCOPED_TIMER("Unit Movetype update");
		std::list<CUnit*>::iterator usi;
		for (usi = activeUnits.begin(); usi != activeUnits.end(); ++usi) {
			CUnit* unit = *usi;
			AMoveType* moveType = unit->moveType;

			if (moveType->Update()) {
				eventHandler.UnitMoved(unit);
			}

			GML_GET_TICKS(unit->lastUnitUpdate);
		}
	}

	{
		SCOPED_TIMER("Unit update");
		std::list<CUnit*>::iterator usi;
		for (usi = activeUnits.begin(); usi != activeUnits.end(); ++usi) {
			CUnit* unit = *usi;

			if (unit->deathScriptFinished) {
				// there are many ways to fiddle with "deathScriptFinished", so a unit may
				// arrive here without having been properly killed (and isDead still false),
				// which can result in MT deadlocking -- FIXME verify this
				// (KU returns early if isDead)
				unit->KillUnit(false, true, NULL);

				DeleteUnit(unit);
			} else {
				unit->Update();
			}
		}
	}

	{
		SCOPED_TIMER("Unit slow update");
		if (!(gs->frameNum & (UNIT_SLOWUPDATE_RATE - 1))) {
			slowUpdateIterator = activeUnits.begin();
		}

		int n = (activeUnits.size() / UNIT_SLOWUPDATE_RATE) + 1;
		for (; slowUpdateIterator != activeUnits.end() && n != 0; ++ slowUpdateIterator) {
			(*slowUpdateIterator)->SlowUpdate(); n--;
		}
	} // for timer destruction
}
开发者ID:mistletoe,项目名称:spring,代码行数:73,代码来源:UnitHandler.cpp


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