当前位置: 首页>>代码示例>>C++>>正文


C++ CUnit::Place方法代码示例

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

/**
**  Reappear unit on map.
**
**  @param unit  Unit to drop out.
**
**  @return      True if unit is unloaded.
**
**  @bug         FIXME: Place unit only on fields reachable from the transporter
*/
static int UnloadUnit(CUnit &transporter, CUnit &unit)
{
	const int maxRange = 1;
	Vec2i pos;

	Assert(unit.Removed);
	if (!FindUnloadPosition(transporter, unit, transporter.tilePos, maxRange, &pos)) {
		return false;
	}
	unit.Boarded = 0;
	unit.Place(pos);
	transporter.BoardCount -= unit.Type->BoardSize;
	return true;
}
开发者ID:onkrot,项目名称:stratagus,代码行数:23,代码来源:action_unload.cpp

示例2: CclCreateUnit

/**
**  Create a unit and place it on the map
**
**  @param l  Lua state.
**
**  @return   Returns the slot number of the made unit.
*/
static int CclCreateUnit(lua_State *l)
{
	LuaCheckArgs(l, 3);

	lua_pushvalue(l, 1);
	CUnitType *unittype = CclGetUnitType(l);
	if (unittype == NULL) {
		LuaError(l, "Bad unittype");
	}
	lua_pop(l, 1);
	Vec2i ipos;
	CclGetPos(l, &ipos.x, &ipos.y, 3);

	lua_pushvalue(l, 2);
	const int playerno = TriggerGetPlayer(l);
	lua_pop(l, 1);
	if (playerno == -1) {
		printf("CreateUnit: You cannot use \"any\" in create-unit, specify a player\n");
		LuaError(l, "bad player");
		return 0;
	}
	if (Players[playerno].Type == PlayerNobody) {
		printf("CreateUnit: player %d does not exist\n", playerno);
		LuaError(l, "bad player");
		return 0;
	}
	CUnit *unit = MakeUnit(*unittype, &Players[playerno]);
	if (unit == NULL) {
		DebugPrint("Unable to allocate unit");
		return 0;
	} else {
		if (UnitCanBeAt(*unit, ipos)
			|| (unit->Type->Building && CanBuildUnitType(NULL, *unit->Type, ipos, 0))) {
			unit->Place(ipos);
		} else {
			const int heading = SyncRand() % 256;

			unit->tilePos = ipos;
			DropOutOnSide(*unit, heading, NULL);
		}
		UpdateForNewUnit(*unit, 0);

		lua_pushnumber(l, UnitNumber(*unit));
		return 1;
	}
}
开发者ID:wangtianhang,项目名称:stratagus,代码行数:53,代码来源:script_unit.cpp

示例3: ParseAnimInt

/* virtual */ void CAnimation_SpawnUnit::Action(CUnit &unit, int &/*move*/, int /*scale*/) const
{
	Assert(unit.Anim.Anim == this);

	const int offX = ParseAnimInt(unit, this->offXStr.c_str());
	const int offY = ParseAnimInt(unit, this->offYStr.c_str());
	const int range = ParseAnimInt(unit, this->rangeStr.c_str());
	const int playerId = ParseAnimInt(unit, this->playerStr.c_str());
	const SpawnUnit_Flags flags = (SpawnUnit_Flags)(ParseAnimFlags(unit, this->flagsStr.c_str()));

	CPlayer &player = Players[playerId];
	const Vec2i pos(unit.tilePos.x + offX, unit.tilePos.y + offY);
	CUnitType *type = UnitTypeByIdent(this->unitTypeStr.c_str());
	Assert(type);
	Vec2i resPos;
	DebugPrint("Creating a %s\n" _C_ type->Name.c_str());
	FindNearestDrop(*type, pos, resPos, LookingW);
	if (SquareDistance(pos, resPos) <= square(range)) {
		CUnit *target = MakeUnit(*type, &player);
		if (target != NULL) {
			target->tilePos = resPos;
			target->Place(resPos);
			if (flags & SU_Summoned) {
				target->Summoned = 1;
			}
			if ((flags & SU_JoinToAIForce) && unit.Player->AiEnabled) {
				int force = unit.Player->Ai->Force.GetForce(unit);
				if (force != -1) {
					unit.Player->Ai->Force[force].Insert(*target);
					target->GroupId = unit.GroupId;
					CommandDefend(*target, unit, FlushCommands);
				}
			}
			//DropOutOnSide(*target, LookingW, NULL);
		} else {
			DebugPrint("Unable to allocate Unit");
		}
	}
}
开发者ID:AMDmi3,项目名称:Wyrmgus,代码行数:39,代码来源:animation_spawnunit.cpp

示例4: CclMoveUnit

/**
**  Move a unit on map.
**
**  @param l  Lua state.
**
**  @return   Returns the slot number of the made placed.
*/
static int CclMoveUnit(lua_State *l)
{
	LuaCheckArgs(l, 2);

	lua_pushvalue(l, 1);
	CUnit *unit = CclGetUnit(l);
	lua_pop(l, 1);

	Vec2i ipos;
	CclGetPos(l, &ipos.x, &ipos.y, 2);

	if (UnitCanBeAt(*unit, ipos)) {
		unit->Place(ipos);
	} else {
		const int heading = SyncRand() % 256;

		unit->tilePos = ipos;
		DropOutOnSide(*unit, heading, NULL);
	}
	lua_pushvalue(l, 1);
	return 1;
}
开发者ID:wangtianhang,项目名称:stratagus,代码行数:29,代码来源:script_unit.cpp

示例5:

/* virtual */ void COrder_Die::Execute(CUnit &unit)
{
	// Show death animation
	if (AnimateActionDie(unit) == false) {
		// some units has no death animation
		unit.Anim.Unbreakable = 0;
	}
	if (unit.Anim.Unbreakable) {
		return ;
	}
	const CUnitType &type = *unit.Type;

	// Die sequence terminated, generate corpse.
	if (type.CorpseType == NULL) {
		unit.Remove(NULL);
		unit.Release();
		return ;
	}

	const CUnitType &corpseType = *type.CorpseType;
	Assert(type.TileWidth >= corpseType.TileWidth && type.TileHeight >= corpseType.TileHeight);

	// Update sight for new corpse
	// We have to unmark BEFORE changing the type.
	// Always do that, since types can have different vision properties.

	unit.Remove(NULL);
	unit.Type = &corpseType;
	unit.Stats = &corpseType.Stats[unit.Player->Index];
	UpdateUnitSightRange(unit);
	//Wyrmgus start
//	unit.Place(unit.tilePos);
	unit.Place(unit.tilePos, unit.MapLayer);
	//Wyrmgus end

	unit.Frame = 0;
	UnitUpdateHeading(unit);
	AnimateActionDie(unit); // with new corpse.
}
开发者ID:KroArtem,项目名称:Wyrmgus,代码行数:39,代码来源:action_die.cpp

示例6: ClosestFreeDropZone

/**
**  Find the closest available drop zone for a transporter.
**  Fail if transporter don't transport any unit..
**
**  @param  transporter  the transporter
**  @param  startPos     start location for the search
**	@param  maxRange     The maximum distance from initial position to search...
**  @param  resPos       drop zone position
**
**  @return              1 if a location was found, 0 otherwise
*/
static int ClosestFreeDropZone(CUnit &transporter, const Vec2i &startPos, int maxRange, Vec2i *resPos)
{
	// Check there are units onboard
	if (!transporter.UnitInside) {
		return 0;
	}
	const bool isTransporterRemoved = transporter.Removed;
	const bool selected = transporter.Selected;

	if (!isTransporterRemoved) {
		// Remove transporter to avoid "collision" with itself.
		transporter.Remove(NULL);
	}
	const bool res = ClosestFreeDropZone_internal(transporter, startPos, maxRange, resPos);
	if (!isTransporterRemoved) {
		transporter.Place(transporter.tilePos);
		if (selected) {
			SelectUnit(transporter);
			SelectionChanged();
		}
	}
	return res;
}
开发者ID:onkrot,项目名称:stratagus,代码行数:34,代码来源:action_unload.cpp

示例7: StartBuilding

bool COrder_Build::StartBuilding(CUnit &unit, CUnit &ontop)
{
	const CUnitType &type = this->GetUnitType();

	unit.Player->SubUnitType(type);

	CUnit *build = MakeUnit(const_cast<CUnitType &>(type), unit.Player);

	// If unable to make unit, stop, and report message
	if (build == NULL) {
		// FIXME: Should we retry this?
		unit.Player->Notify(NotifyYellow, unit.tilePos,
							_("Unable to create building %s"), type.Name.c_str());
		if (unit.Player->AiEnabled) {
			AiCanNotBuild(unit, type);
		}
		return false;
	}
	build->Constructed = 1;
	build->CurrentSightRange = 0;

	// Building on top of something, may remove what is beneath it
	if (&ontop != &unit) {
		CBuildRestrictionOnTop *b;

		b = static_cast<CBuildRestrictionOnTop *>(OnTopDetails(*build, ontop.Type));
		Assert(b);
		if (b->ReplaceOnBuild) {
			build->ResourcesHeld = ontop.ResourcesHeld; // We capture the value of what is beneath.
			build->Variable[GIVERESOURCE_INDEX].Value = ontop.Variable[GIVERESOURCE_INDEX].Value;
			build->Variable[GIVERESOURCE_INDEX].Max = ontop.Variable[GIVERESOURCE_INDEX].Max;
			build->Variable[GIVERESOURCE_INDEX].Enable = ontop.Variable[GIVERESOURCE_INDEX].Enable;
			ontop.Remove(NULL); // Destroy building beneath
			UnitLost(ontop);
			UnitClearOrders(ontop);
			ontop.Release();
		}
	}

	// Must set action before placing, otherwise it will incorrectly mark radar
	delete build->CurrentOrder();
	build->Orders[0] = COrder::NewActionBuilt(unit, *build);

	UpdateUnitSightRange(*build);
	// Must place after previous for map flags
	build->Place(this->goalPos);

	// HACK: the building is not ready yet
	build->Player->UnitTypesCount[type.Slot]--;
	if (build->Active) {
		build->Player->UnitTypesAiActiveCount[type.Slot]--;
	}

	// We need somebody to work on it.
	if (!type.BoolFlag[BUILDEROUTSIDE_INDEX].value) {
		UnitShowAnimation(unit, unit.Type->Animations->Still);
		unit.Remove(build);
		this->State = State_BuildFromInside;
		if (unit.Selected) {
			SelectedUnitChanged();
		}
	} else {
		this->State = State_BuildFromOutside;
		this->BuildingUnit = build;
		unit.Direction = DirectionToHeading(build->tilePos - unit.tilePos);
		UnitUpdateHeading(unit);
	}
	return true;
}
开发者ID:onkrot,项目名称:stratagus,代码行数:69,代码来源:action_build.cpp

示例8: TransformUnitIntoType

//Wyrmgus start
//static int TransformUnitIntoType(CUnit &unit, const CUnitType &newtype)
int TransformUnitIntoType(CUnit &unit, const CUnitType &newtype)
//Wyrmgus end
{
	const CUnitType &oldtype = *unit.Type;
	if (&oldtype == &newtype) { // nothing to do
		return 1;
	}
	const Vec2i pos = unit.tilePos + oldtype.GetHalfTileSize() - newtype.GetHalfTileSize();
	CUnit *container = unit.Container;

	//Wyrmgus start
	/*
	if (container) {
		MapUnmarkUnitSight(unit);
	} else {
		SaveSelection();
		unit.Remove(NULL);
		if (!UnitTypeCanBeAt(newtype, pos)) {
			unit.Place(unit.tilePos);
			RestoreSelection();
			// FIXME unit is not modified, try later ?
			return 0;
		}
	}
	*/
	if (!SaveGameLoading) {
		if (container) {
			MapUnmarkUnitSight(unit);
		} else {
			SaveSelection();
			unit.Remove(NULL);
			if (!UnitTypeCanBeAt(newtype, pos)) {
				unit.Place(unit.tilePos);
				RestoreSelection();
				// FIXME unit is not modified, try later ?
				return 0;
			}
		}
	}
	//Wyrmgus end
	CPlayer &player = *unit.Player;
	player.UnitTypesCount[oldtype.Slot]--;
	player.UnitTypesCount[newtype.Slot]++;
	if (unit.Active) {
		player.UnitTypesAiActiveCount[oldtype.Slot]--;
		player.UnitTypesAiActiveCount[newtype.Slot]++;
	}
	//Wyrmgus start
	if (unit.Character == NULL) {
		player.UnitTypesNonHeroCount[oldtype.Slot]--;
		player.UnitTypesNonHeroCount[newtype.Slot]++;
	}
	//Wyrmgus end

	player.Demand += newtype.Stats[player.Index].Variables[DEMAND_INDEX].Value - oldtype.Stats[player.Index].Variables[DEMAND_INDEX].Value;
	player.Supply += newtype.Stats[player.Index].Variables[SUPPLY_INDEX].Value - oldtype.Stats[player.Index].Variables[SUPPLY_INDEX].Value;

	// Change resource limit
	for (int i = 0; i < MaxCosts; ++i) {
		if (player.MaxResources[i] != -1) {
			player.MaxResources[i] += newtype.Stats[player.Index].Storing[i] - oldtype.Stats[player.Index].Storing[i];
			player.SetResource(i, player.StoredResources[i], STORE_BUILDING);
		}
	}

	//  adjust Variables with percent.
	const CUnitStats &newstats = newtype.Stats[player.Index];
	//Wyrmgus start
	const CUnitStats &oldstats = oldtype.Stats[player.Index];
	//Wyrmgus end

	for (unsigned int i = 0; i < UnitTypeVar.GetNumberVariable(); ++i) {
		//Wyrmgus start
		/*
		if (unit.Variable[i].Max && unit.Variable[i].Value) {
			unit.Variable[i].Value = newstats.Variables[i].Max *
									 unit.Variable[i].Value / unit.Variable[i].Max;
		} else {
			unit.Variable[i].Value = newstats.Variables[i].Value;
		}
		if (i == KILL_INDEX || i == XP_INDEX) {
			unit.Variable[i].Value = unit.Variable[i].Max;
		} else {
			unit.Variable[i].Max = newstats.Variables[i].Max;
			unit.Variable[i].Increase = newstats.Variables[i].Increase;
			unit.Variable[i].Enable = newstats.Variables[i].Enable;
		}
		*/
		if (i == LEVEL_INDEX) { //if the unit's level changed in accordance to the difference between the levels of the two unit types, then its level change would be duplicated when leveling up, so let's skip the level variable here
			continue;
		}
		
		if (unit.Variable[i].Max && unit.Variable[i].Value) {
			unit.Variable[i].Value += newstats.Variables[i].Max - oldstats.Variables[i].Max;
		} else {
			unit.Variable[i].Value += newstats.Variables[i].Value - oldstats.Variables[i].Value;
		}
		if (i == KILL_INDEX || i == XP_INDEX) {
//.........这里部分代码省略.........
开发者ID:hastinbe,项目名称:Wyrmgus,代码行数:101,代码来源:action_upgradeto.cpp

示例9: TransformUnitIntoType

/**
**  Transform a unit in another.
**
**  @param unit     unit to transform.
**  @param newtype  new type of the unit.
**
**  @return 0 on error, 1 if nothing happens, 2 else.
*/
static int TransformUnitIntoType(CUnit &unit, const CUnitType &newtype)
{
	const CUnitType &oldtype = *unit.Type;
	if (&oldtype == &newtype) { // nothing to do
		return 1;
	}
	const Vec2i pos = unit.tilePos + oldtype.GetHalfTileSize() - newtype.GetHalfTileSize();
	CUnit *container = unit.Container;

	if (container) {
		MapUnmarkUnitSight(unit);
	} else {
		SaveSelection();
		unit.Remove(NULL);
		if (!UnitTypeCanBeAt(newtype, pos)) {
			unit.Place(unit.tilePos);
			RestoreSelection();
			// FIXME unit is not modified, try later ?
			return 0;
		}
	}
	CPlayer &player = *unit.Player;
	player.UnitTypesCount[oldtype.Slot]--;
	player.UnitTypesCount[newtype.Slot]++;

	player.Demand += newtype.Demand - oldtype.Demand;
	player.Supply += newtype.Supply - oldtype.Supply;

	// Change resource limit
	for (int i = 0; i < MaxCosts; ++i) {
		if (player.MaxResources[i] != -1) {
			player.MaxResources[i] += newtype.Stats[player.Index].Storing[i] - oldtype.Stats[player.Index].Storing[i];
			player.SetResource(i, player.StoredResources[i], STORE_BUILDING);
		}
	}

	//  adjust Variables with percent.
	const CUnitStats &newstats = newtype.Stats[player.Index];

	for (unsigned int i = 0; i < UnitTypeVar.GetNumberVariable(); ++i) {
		if (unit.Variable[i].Max && unit.Variable[i].Value) {
			unit.Variable[i].Value = newstats.Variables[i].Max *
									 unit.Variable[i].Value / unit.Variable[i].Max;
		} else {
			unit.Variable[i].Value = newstats.Variables[i].Value;
		}
		unit.Variable[i].Max = newstats.Variables[i].Max;
		unit.Variable[i].Increase = newstats.Variables[i].Increase;
		unit.Variable[i].Enable = newstats.Variables[i].Enable;
	}

	unit.Type = const_cast<CUnitType *>(&newtype);
	unit.Stats = &unit.Type->Stats[player.Index];

	if (newtype.CanCastSpell && !unit.AutoCastSpell) {
		unit.AutoCastSpell = new char[SpellTypeTable.size()];
		memset(unit.AutoCastSpell, 0, SpellTypeTable.size() * sizeof(char));
	}

	UpdateForNewUnit(unit, 1);
	//  Update Possible sight range change
	UpdateUnitSightRange(unit);
	if (!container) {
		unit.Place(pos);
		RestoreSelection();
	} else {
		MapMarkUnitSight(unit);
	}
	//
	// Update possible changed buttons.
	//
	if (IsOnlySelected(unit) || &player == ThisPlayer) {
		// could affect the buttons of any selected unit
		SelectedUnitChanged();
	}
	return 1;
}
开发者ID:ajaykon,项目名称:Stratagus,代码行数:85,代码来源:action_upgradeto.cpp


注:本文中的CUnit::Place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。