当前位置: 首页>>代码示例>>C++>>正文


C++ Craft类代码示例

本文整理汇总了C++中Craft的典型用法代码示例。如果您正苦于以下问题:C++ Craft类的具体用法?C++ Craft怎么用?C++ Craft使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了Craft类的15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:

/**
 * Make sure our mission forget's us, and we only delete targets we own (waypoints).
 *
 */
Ufo::~Ufo()
{
	for (std::vector<Target*>::iterator i = _followers.begin(); i != _followers.end();)
	{
		Craft *c = dynamic_cast<Craft*>(*i);
		if (c)
		{
			c->returnToBase();
			i = _followers.begin();
		}
		else
		{
			++i;
		}
	}
	if (_mission)
	{
		_mission->decreaseLiveUfos();
	}
	if (_dest)
	{
		Waypoint *wp = dynamic_cast<Waypoint*>(_dest);
		if (wp != 0)
		{
			delete _dest;
			_dest = 0;
		}
	}
}
开发者ID:Tasoth,项目名称:OpenXcom,代码行数:33,代码来源:Ufo.cpp

示例2: if

/**
 * Shows the selected soldier's info.
 * @param action Pointer to an action.
 */
void CraftSoldiersState::lstSoldiersClick(Action *action)
{
	int row = _lstSoldiers->getSelectedRow();
	Craft *c = _base->getCrafts()->at(_craft);
	Soldier *s = _base->getSoldiers()->at(_lstSoldiers->getSelectedRow());
	Uint8 color = Palette::blockOffset(13)+10;
	if (s->getCraft() == c)
	{
		s->setCraft(0);
		_lstSoldiers->setCellText(row, 2, _game->getLanguage()->getString("STR_NONE_UC"));
		color = Palette::blockOffset(13)+10;
	}
	else if (c->getSpaceAvailable() > 0 && s->getWoundRecovery() == 0)
	{
		s->setCraft(c);
		_lstSoldiers->setCellText(row, 2, c->getName(_game->getLanguage()));
		color = Palette::blockOffset(13);
	}
	_lstSoldiers->setRowColor(row, color);

	std::wstringstream ss;
	ss << _game->getLanguage()->getString("STR_SPACE_AVAILABLE") << L'\x01' << c->getSpaceAvailable();
	_txtAvailable->setText(ss.str());
	std::wstringstream ss2;
	ss2 << _game->getLanguage()->getString("STR_SPACE_USED") << L'\x01' << c->getSpaceUsed();
	_txtUsed->setText(ss2.str());
}
开发者ID:DiegoVazquezNanini,项目名称:OpenXcom,代码行数:31,代码来源:CraftSoldiersState.cpp

示例3: tr

/**
 * Shows the soldiers in a list.
 */
void CraftSoldiersState::init()
{
	State::init();
	Craft *c = _base->getCrafts()->at(_craft);
	_lstSoldiers->clearList();

	int row = 0;
	for (std::vector<Soldier*>::iterator i = _base->getSoldiers()->begin(); i != _base->getSoldiers()->end(); ++i)
	{
		_lstSoldiers->addRow(3, (*i)->getName(true, 19).c_str(), tr((*i)->getRankString()).c_str(), (*i)->getCraftString(_game->getLanguage()).c_str());

		Uint8 color;
		if ((*i)->getCraft() == c)
		{
			color = Palette::blockOffset(13);
		}
		else if ((*i)->getCraft() != 0)
		{
			color = Palette::blockOffset(15)+6;
		}
		else
		{
			color = Palette::blockOffset(13)+10;
		}
		_lstSoldiers->setRowColor(row, color);
		row++;
	}
	_lstSoldiers->draw();

	_txtAvailable->setText(tr("STR_SPACE_AVAILABLE").arg(c->getSpaceAvailable()));
	_txtUsed->setText(tr("STR_SPACE_USED").arg(c->getSpaceUsed()));

}
开发者ID:ibanix,项目名称:OpenXcom,代码行数:36,代码来源:CraftSoldiersState.cpp

示例4: sCountModules

ValuePtr
sCountModules(EnvPtr env, ValuePtr args)
{
  using SSM::Craft;
  Craft* station = Craft::getSingleton();
  return new NumberValue(station->countUnits());
}
开发者ID:MrPhil,项目名称:ShortHike,代码行数:7,代码来源:Library.cpp

示例5: updateQuantity

/**
 * Updates the displayed quantities of the
 * selected item on the list.
 */
void CraftEquipmentState::updateQuantity()
{
	Craft *c = _base->getCrafts()->at(_craft);
	std::wstringstream ss, ss2;
	ss << _base->getItems()->getItem(_items[_sel]);
	ss2 << c->getItems()->getItem(_items[_sel]);

	Uint8 color;
	if (c->getItems()->getItem(_items[_sel]) == 0)
	{
		RuleItem *rule = _game->getRuleset()->getItem(_items[_sel]);
		if (rule->getBattleType() == BT_AMMO)
		{
			color = Palette::blockOffset(15)+6;
		}
		else
		{
			color = Palette::blockOffset(13)+10;
		}
	}
	else
	{
		color = Palette::blockOffset(13);
	}
	_lstEquipment->setRowColor(_sel, color);
	_lstEquipment->setCellText(_sel, 1, ss.str());
	_lstEquipment->setCellText(_sel, 2, ss2.str());
}
开发者ID:Gilligan-MN,项目名称:OpenXcom,代码行数:32,代码来源:CraftEquipmentState.cpp

示例6: lstCraftsClick

/**
 * Pick a target for the selected craft.
 * @param action Pointer to an action.
 */
void InterceptState::lstCraftsClick(Action *)
{
	Craft* c = _crafts[_lstCrafts->getSelectedRow()];
	if (c->getStatus() != "STR_OUT" && (c->getStatus() == "STR_READY" || Options::getBool("craftLaunchAlways")))
	{
		_game->popState();
		_game->pushState(new SelectDestinationState(_game, c, _globe));
	}
}
开发者ID:2xG,项目名称:OpenXcom,代码行数:13,代码来源:InterceptState.cpp

示例7: btnOkClick

/**
 * Returns to the previous screen.
 * @param action Pointer to an action.
 */
void CraftInfoState::btnOkClick(Action *)
{
    Craft *c = _base->getCrafts()->at(_craft);
    if (c->getName(_game->getLanguage()) != _edtCraft->getText())
    {
        c->setName(_edtCraft->getText());
    }
    _game->popState();
}
开发者ID:JoakimSoderberg,项目名称:OpenXcom,代码行数:13,代码来源:CraftInfoState.cpp

示例8: lstCraftsRightClick

/**
 * Centers on the selected craft.
 * @param action Pointer to an action.
 */
void InterceptState::lstCraftsRightClick(Action *)
{
	Craft* c = _crafts[_lstCrafts->getSelectedRow()];
	if (c->getStatus() == "STR_OUT")
	{
		_globe->center(c->getLongitude(), c->getLatitude());
		_game->popState();
	}
}
开发者ID:stavrossk,项目名称:OpenXcom,代码行数:13,代码来源:InterceptState.cpp

示例9: init

/**
 * Resets the savegame when coming back from the inventory.
 */
void CraftEquipmentState::init()
{
	State::init();

	_game->getSavedGame()->setBattleGame(0);

	Craft *c = _base->getCrafts()->at(_craft);
	c->setInBattlescape(false);
}
开发者ID:tspoff,项目名称:OpenXcom,代码行数:12,代码来源:CraftEquipmentState.cpp

示例10: getRow

/**
 * Increases or decreases the quantity of the selected item to sell.
 * @param change How much we want to add or remove.
 * @param dir Direction to change, +1 to increase or -1 to decrease.
 */
void SellState::changeByValue(int change, int dir)
{
	if (dir > 0)
	{
		if (0 >= change || getRow().qtySrc <= getRow().amount) return;
		change = std::min(getRow().qtySrc - getRow().amount, change);
	}
	else
	{
		if (0 >= change || 0 >= getRow().amount) return;
		change = std::min(getRow().amount, change);
	}
	getRow().amount += dir * change;
	_total += dir * getRow().cost * change;

	// Calculate the change in storage space.
	Craft *craft;
	Soldier *soldier;
	RuleItem *armor, *item, *weapon, *ammo;
	double total = 0.0;
	switch (getRow().type)
	{
	case TRANSFER_SOLDIER:
		soldier = (Soldier*)getRow().rule;
		if (soldier->getArmor()->getStoreItem() != Armor::NONE)
		{
			armor = _game->getMod()->getItem(soldier->getArmor()->getStoreItem(), true);
			_spaceChange += dir * armor->getSize();
		}
		break;
	case TRANSFER_CRAFT:
		craft = (Craft*)getRow().rule;
		for (std::vector<CraftWeapon*>::iterator w = craft->getWeapons()->begin(); w != craft->getWeapons()->end(); ++w)
		{
			if (*w)
			{
				weapon = _game->getMod()->getItem((*w)->getRules()->getLauncherItem(), true);
				total += weapon->getSize();
				ammo = _game->getMod()->getItem((*w)->getRules()->getClipItem());
				if (ammo)
					total += ammo->getSize() * (*w)->getClipsLoaded(_game->getMod());
			}
		}
		_spaceChange += dir * total;
		break;
	case TRANSFER_ITEM:
		item = (RuleItem*)getRow().rule;
		_spaceChange -= dir * change * item->getSize();
		break;
	default:
		//TRANSFER_SCIENTIST and TRANSFER_ENGINEER do not own anything that takes storage
		break;
	}

	updateItemStrings();
}
开发者ID:MeridianOXC,项目名称:OpenXcom,代码行数:61,代码来源:SellState.cpp

示例11: moveRight

/**
 * Moves the selected item to the craft.
 */
void CraftEquipmentState::moveRight()
{
	Craft *c = _base->getCrafts()->at(_craft);
	if (_base->getItems()->getItem(_items[_sel]) > 0)
	{
		_base->getItems()->removeItem(_items[_sel]);
		c->getItems()->addItem(_items[_sel]);
		updateQuantity();
	}
}
开发者ID:Gilligan-MN,项目名称:OpenXcom,代码行数:13,代码来源:CraftEquipmentState.cpp

示例12: init

/**
* Resets the savegame when coming back from the inventory.
*/
void CraftEquipmentState::init()
{
	// Set palette
	_game->setPalette(_game->getResourcePack()->getPalette("PALETTES.DAT_1")->getColors());
	_game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(2)), Palette::backPos, 16);

	_game->getSavedGame()->setBattleGame(0);

	Craft *c = _base->getCrafts()->at(_craft);
	c->setInBattlescape(false);
}
开发者ID:2xG,项目名称:OpenXcom,代码行数:14,代码来源:CraftEquipmentState.cpp

示例13:

/**
 * Make sure no crafts are chasing this target.
 */
Target::~Target()
{
	for (size_t i = 0; i < _followers.size(); ++i)
	{
		Craft *craft = dynamic_cast<Craft*>(_followers[i]);
		if (craft)
		{
			craft->returnToBase();
		}
	}
}
开发者ID:MartinDC,项目名称:OpenXcom-m,代码行数:14,代码来源:Target.cpp

示例14: getPrice

/**
 * Increases or decreases the quantity of the selected item to sell.
 * @param change How much we want to add or remove.
 * @param dir Direction to change, +1 to increase or -1 to decrease.
 */
void SellState::changeByValue(int change, int dir)
{
	if (dir > 0)
	{
		if (0 >= change || getQuantity() <=_qtys[_sel]) return;
		change = std::min(getQuantity() - _qtys[_sel], change);
	}
	else
	{
		if (0 >= change || 0 >= _qtys[_sel]) return;
		change = std::min(_qtys[_sel], change);
	}
	_qtys[_sel] += dir * change;
	_total += dir * getPrice() * change;

	// Calculate the change in storage space.
	Craft *craft;
	RuleItem *armor, *item, *weapon, *ammo;
	double total = 0.0;
	switch (getType(_sel))
	{
	case SELL_SOLDIER:
		if (_soldiers[_sel]->getArmor()->getStoreItem() != "STR_NONE")
		{
			armor = _game->getRuleset()->getItem(_soldiers[_sel]->getArmor()->getStoreItem());
			_spaceChange += dir * armor->getSize();
		}
		break;
	case SELL_CRAFT:
		craft = _crafts[getCraftIndex(_sel)];
		for (std::vector<CraftWeapon*>::iterator w = craft->getWeapons()->begin(); w != craft->getWeapons()->end(); ++w)
		{
			if (*w)
			{
				weapon = _game->getRuleset()->getItem((*w)->getRules()->getLauncherItem());
				total += weapon->getSize();
				ammo = _game->getRuleset()->getItem((*w)->getRules()->getClipItem());
				if (ammo)
					total += ammo->getSize() * (*w)->getClipsLoaded(_game->getRuleset());
			}
		}
		_spaceChange += dir * total;
		break;
	case SELL_ITEM:
		item = _game->getRuleset()->getItem(_items[getItemIndex(_sel)]);
		_spaceChange -= dir * change * item->getSize();
		break;
	default:
		break;
	}

	updateItemStrings();
}
开发者ID:ryanwhitehouse,项目名称:OpenXcom,代码行数:58,代码来源:SellState.cpp

示例15: moveLeft

/**
 * Moves the given number of items (selected) to the base.
 */
void CraftEquipmentState::moveLeft(int change)
{
	Craft *c = _base->getCrafts()->at(_craft);
	RuleItem *item = _game->getRuleset()->getItem(_items[_sel]);
	int cQty = 0;
	if (item->isFixed()) cQty = c->getVehicleCount(_items[_sel]);
	else cQty = c->getItems()->getItem(_items[_sel]);
	if (0 >= change || 0 >= cQty) return;
	change = std::min(cQty, change);
	// Convert vehicle to item
	if (item->isFixed())
	{
		if(item->getClipSize() != -1)
		{
			// First we remove all vehicles because we want to redistribute the ammo
			RuleItem *ammo = _game->getRuleset()->getItem(item->getCompatibleAmmo()->front());
			for (std::vector<Vehicle*>::iterator i = c->getVehicles()->begin(); i != c->getVehicles()->end(); )
			{
				if ((*i)->getRules() == item)
				{
					_base->getItems()->addItem(ammo->getType(), (*i)->getAmmo());
					delete (*i);
					i = c->getVehicles()->erase(i);
				}
				else ++i;
			}
			_base->getItems()->addItem(_items[_sel], cQty);
			// And now reAdd the count we want to keep in the craft (and redistribute the ammo among them)
			if (cQty > change) moveRight(cQty - change);
		}
		else
		{
			_base->getItems()->addItem(_items[_sel], change);
			for (std::vector<Vehicle*>::iterator i = c->getVehicles()->begin(); i != c->getVehicles()->end(); )
			{
				if ((*i)->getRules() == item)
				{
					delete (*i);
					i = c->getVehicles()->erase(i);
					if (0 >= --change) break;
				}
				else ++i;
			}
		}
	}
	else
	{
		c->getItems()->removeItem(_items[_sel], change);
		_base->getItems()->addItem(_items[_sel], change);
	}
	updateQuantity();
}
开发者ID:hmaon,项目名称:OpenXcom,代码行数:55,代码来源:CraftEquipmentState.cpp


注:本文中的Craft类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。