本文整理汇总了C++中Craft::getVehicleCount方法的典型用法代码示例。如果您正苦于以下问题:C++ Craft::getVehicleCount方法的具体用法?C++ Craft::getVehicleCount怎么用?C++ Craft::getVehicleCount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类Craft
的用法示例。
在下文中一共展示了Craft::getVehicleCount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: lstEquipmentLeftArrowClick
/**
* Moves all the items to the base on right-click.
* @param action Pointer to an action.
*/
void CraftEquipmentState::lstEquipmentLeftArrowClick(Action *action)
{
if (action->getDetails()->button.button == SDL_BUTTON_RIGHT)
{
Craft *c = _base->getCrafts()->at(_craft);
RuleItem *item = _game->getRuleset()->getItem(_items[_sel]);
int cQty = 0;
if (item->isFixed())
{
cQty = c->getVehicleCount(_items[_sel]);
if (cQty > 0)
{
while (cQty > 0)
{
RuleItem *ammo = _game->getRuleset()->getItem(item->getCompatibleAmmo()->front());
for (std::vector<Vehicle*>::iterator i = c->getVehicles()->begin(); i != c->getVehicles()->end(); ++i)
{
if ((*i)->getRules() == item)
{
_base->getItems()->addItem(ammo->getType(), (*i)->getAmmo());
delete (*i);
c->getVehicles()->erase(i);
break;
}
}
_base->getItems()->addItem(_items[_sel]);
cQty = c->getVehicleCount(_items[_sel]);
}
updateQuantity();
}
}
else
{
cQty = c->getItems()->getItem(_items[_sel]);
if (cQty > 0)
{
_base->getItems()->addItem(_items[_sel], cQty);
c->getItems()->removeItem(_items[_sel], cQty);
updateQuantity();
}
}
}
}
示例2: 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);
c->getVehicles()->erase(i);
i = c->getVehicles()->begin(); // Since we erased the current iterator, we have to start over (to avoid a crash)
}
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);
c->getVehicles()->erase(i);
if (0 >= --change) break;
i = c->getVehicles()->begin(); // Since we erased the current iterator, we have to start over (to avoid a crash)
}
else ++i;
}
}
}
else
{
c->getItems()->removeItem(_items[_sel], change);
_base->getItems()->addItem(_items[_sel], change);
}
updateQuantity();
}
示例3: updateQuantity
/**
* Updates the displayed quantities of the
* selected item on the list.
*/
void CraftEquipmentState::updateQuantity()
{
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]);
}
std::wstringstream ss, ss2;
if (_game->getSavedGame()->getMonthsPassed() > -1)
{
ss << _base->getItems()->getItem(_items[_sel]);
}
else
{
ss << "-";
}
ss2 << cQty;
Uint8 color;
if (cQty == 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());
std::wstringstream ss3;
ss3 << tr("STR_SPACE_AVAILABLE") << L'\x01' << c->getSpaceAvailable();
_txtAvailable->setText(ss3.str());
std::wstringstream ss4;
ss4 << tr("STR_SPACE_USED") << L'\x01' << c->getSpaceUsed();
_txtUsed->setText(ss4.str());
}
示例4: updateQuantity
/**
* Updates the displayed quantities of the
* selected item on the list.
*/
void CraftEquipmentState::updateQuantity()
{
Craft *c = _base->getCrafts()->at(_craft);
RuleItem *item = _game->getMod()->getItem(_items[_sel]);
int cQty = 0;
if (item->isFixed())
{
cQty = c->getVehicleCount(_items[_sel]);
}
else
{
cQty = c->getItems()->getItem(_items[_sel]);
}
std::wostringstream ss, ss2;
if (_game->getSavedGame()->getMonthsPassed() > -1)
{
ss << _base->getStorageItems()->getItem(_items[_sel]);
}
else
{
ss << "-";
}
ss2 << cQty;
Uint8 color;
if (cQty == 0)
{
RuleItem *rule = _game->getMod()->getItem(_items[_sel]);
if (rule->getBattleType() == BT_AMMO)
{
color = _ammoColor;
}
else
{
color = _lstEquipment->getColor();
}
}
else
{
color = _lstEquipment->getSecondaryColor();
}
_lstEquipment->setRowColor(_sel, color);
_lstEquipment->setCellText(_sel, 1, ss.str());
_lstEquipment->setCellText(_sel, 2, ss2.str());
_txtAvailable->setText(tr("STR_SPACE_AVAILABLE").arg(c->getSpaceAvailable()));
_txtUsed->setText(tr("STR_SPACE_USED").arg(c->getSpaceUsed()));
}
示例5: moveLeft
/**
* Moves the selected item to the base.
*/
void CraftEquipmentState::moveLeft()
{
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 (cQty > 0)
{
RuleItem *item = _game->getRuleset()->getItem(_items[_sel]);
// Convert vehicle to item
if (item->isFixed())
{
RuleItem *ammo = _game->getRuleset()->getItem(item->getCompatibleAmmo()->front());
for (std::vector<Vehicle*>::iterator i = c->getVehicles()->begin(); i != c->getVehicles()->end(); ++i)
{
if ((*i)->getRules() == item)
{
_base->getItems()->addItem(ammo->getType(), (*i)->getAmmo());
delete (*i);
c->getVehicles()->erase(i);
break;
}
}
_base->getItems()->addItem(_items[_sel]);
}
else
{
_base->getItems()->addItem(_items[_sel]);
c->getItems()->removeItem(_items[_sel]);
}
updateQuantity();
}
}
示例6: State
//.........这里部分代码省略.........
_txtItem->setText(_game->getLanguage()->getString("STR_ITEM"));
_txtStores->setColor(Palette::blockOffset(15)+1);
_txtStores->setText(_game->getLanguage()->getString("STR_STORES"));
_txtAvailable->setColor(Palette::blockOffset(15)+1);
_txtAvailable->setSecondaryColor(Palette::blockOffset(13));
std::wstringstream ss;
ss << _game->getLanguage()->getString("STR_SPACE_AVAILABLE") << L'\x01'<< c->getSpaceAvailable();
_txtAvailable->setText(ss.str());
_txtUsed->setColor(Palette::blockOffset(15)+1);
_txtUsed->setSecondaryColor(Palette::blockOffset(13));
std::wstringstream ss2;
ss2 << _game->getLanguage()->getString("STR_SPACE_USED") << L'\x01'<< c->getSpaceUsed();
_txtUsed->setText(ss2.str());
_txtCrew->setColor(Palette::blockOffset(15)+1);
_txtCrew->setSecondaryColor(Palette::blockOffset(13));
std::wstringstream ss3;
ss3 << _game->getLanguage()->getString("STR_SOLDIERS_UC") << ">" << L'\x01'<< c->getNumSoldiers();
_txtCrew->setText(ss3.str());
_lstEquipment->setColor(Palette::blockOffset(13)+10);
_lstEquipment->setArrowColor(Palette::blockOffset(15)+1);
_lstEquipment->setArrowColumn(203, ARROW_HORIZONTAL);
_lstEquipment->setColumns(3, 154, 85, 41);
_lstEquipment->setSelectable(true);
_lstEquipment->setBackground(_window);
_lstEquipment->setMargin(8);
if (allowChangeListValuesByMouseWheel) _lstEquipment->setAllowScrollOnArrowButtons(false);
_lstEquipment->onLeftArrowPress((ActionHandler)&CraftEquipmentState::lstEquipmentLeftArrowPress);
_lstEquipment->onLeftArrowRelease((ActionHandler)&CraftEquipmentState::lstEquipmentLeftArrowRelease);
_lstEquipment->onLeftArrowClick((ActionHandler)&CraftEquipmentState::lstEquipmentLeftArrowClick);
_lstEquipment->onRightArrowPress((ActionHandler)&CraftEquipmentState::lstEquipmentRightArrowPress);
_lstEquipment->onRightArrowRelease((ActionHandler)&CraftEquipmentState::lstEquipmentRightArrowRelease);
_lstEquipment->onRightArrowClick((ActionHandler)&CraftEquipmentState::lstEquipmentRightArrowClick);
if (allowChangeListValuesByMouseWheel) _lstEquipment->onMousePress((ActionHandler)&CraftEquipmentState::lstEquipmentMousePress);
int row = 0;
const std::vector<std::string> &items = _game->getRuleset()->getItemsList();
for (std::vector<std::string>::const_iterator i = items.begin(); i != items.end(); ++i)
{
// CHEAP HACK TO HIDE HWP AMMO
if ((*i).substr(0, 8) == "STR_HWP_")
continue;
RuleItem *rule = _game->getRuleset()->getItem(*i);
int cQty = 0;
if (rule->isFixed())
{
cQty = c->getVehicleCount(*i);
}
else
{
cQty = c->getItems()->getItem(*i);
}
if (rule->getBigSprite() > -1 && rule->getBattleType() != BT_NONE && rule->getBattleType() != BT_CORPSE &&
_game->getSavedGame()->isResearched(rule->getRequirements()) &&
(_base->getItems()->getItem(*i) > 0 || cQty > 0))
{
_items.push_back(*i);
std::wstringstream ss, ss2;
ss << _base->getItems()->getItem(*i);
ss2 << cQty;
std::wstring s = _game->getLanguage()->getString(*i);
if (rule->getBattleType() == BT_AMMO)
{
s.insert(0, L" ");
}
_lstEquipment->addRow(3, s.c_str(), ss.str().c_str(), ss2.str().c_str());
Uint8 color;
if (cQty == 0)
{
if (rule->getBattleType() == BT_AMMO)
{
color = Palette::blockOffset(15)+6;
}
else
{
color = Palette::blockOffset(13)+10;
}
}
else
{
color = Palette::blockOffset(13);
}
_lstEquipment->setRowColor(row, color);
++row;
}
}
_timerLeft = new Timer(50);
_timerLeft->onTimer((StateHandler)&CraftEquipmentState::moveLeft);
_timerRight = new Timer(50);
_timerRight->onTimer((StateHandler)&CraftEquipmentState::moveRight);
}
示例7: moveRight
/**
* Moves the given number of items (selected) to the craft.
*/
void CraftEquipmentState::moveRight(int change)
{
Craft *c = _base->getCrafts()->at(_craft);
RuleItem *item = _game->getRuleset()->getItem(_items[_sel]);
int bqty = _base->getItems()->getItem(_items[_sel]);
if (0 >= change || 0 >= bqty) return;
change = std::min(bqty, change);
// Do we need to convert item to vehicle?
if (item->isFixed())
{
// Check if there's enough room
int room = std::min(c->getRules()->getVehicles() - c->getNumVehicles(), c->getSpaceAvailable() / 4);
if (room > 0)
{
change = std::min(room, change);
if(item->getClipSize() != -1)
{
// We want to redistribute all the available ammo among the vehicles,
// so first we note the total number of vehicles we want in the craft
int oldVehiclesCount = c->getVehicleCount(_items[_sel]);
int newVehiclesCount = oldVehiclesCount + change;
// ...and we move back all of this vehicle-type to the base.
if (0 < oldVehiclesCount) moveLeft(INT_MAX);
// And now let's see if we can add the total number of vehicles.
RuleItem *ammo = _game->getRuleset()->getItem(item->getCompatibleAmmo()->front());
int baqty = _base->getItems()->getItem(ammo->getType()); // Ammo Quantity for this vehicle-type on the base
int canBeAdded = std::min(newVehiclesCount, baqty);
if (canBeAdded > 0)
{
int newAmmoPerVehicle = std::min(baqty / canBeAdded, ammo->getClipSize());;
int remainder = 0;
if (ammo->getClipSize() > newAmmoPerVehicle) remainder = baqty - (canBeAdded * newAmmoPerVehicle);
int newAmmo;
for (int i=0; i < canBeAdded; ++i)
{
newAmmo = newAmmoPerVehicle;
if (i<remainder) ++newAmmo;
c->getVehicles()->push_back(new Vehicle(item, newAmmo));
_base->getItems()->removeItem(ammo->getType(), newAmmo);
_base->getItems()->removeItem(_items[_sel]);
}
}
if (oldVehiclesCount >= canBeAdded)
{
// So we haven't managed to increase the count of vehicles because of the ammo
_timerRight->stop();
LocalizedText msg(tr("STR_NOT_ENOUGH_ammotype_TO_ARM_HWP").arg(tr(ammo->getType())));
_game->pushState(new ErrorMessageState(_game, msg, Palette::blockOffset(15)+1, "BACK04.SCR", 2));
}
}
else
for (int i=0; i < change; ++i)
{
c->getVehicles()->push_back(new Vehicle(item, 255));
_base->getItems()->removeItem(_items[_sel]);
}
}
}
else
{
_base->getItems()->removeItem(_items[_sel],change);
c->getItems()->addItem(_items[_sel],change);
}
updateQuantity();
}
示例8: Window
/**
* Initializes all the elements in the Craft Equipment screen.
* @param game Pointer to the core game.
* @param base Pointer to the base to get info from.
* @param craft ID of the selected craft.
*/
CraftEquipmentState::CraftEquipmentState(Base *base, size_t craft) : _sel(0), _craft(craft), _base(base), _totalItems(0), _ammoColor(0)
{
Craft *c = _base->getCrafts()->at(_craft);
bool craftHasACrew = c->getNumSoldiers() > 0;
bool isNewBattle = _game->getSavedGame()->getMonthsPassed() == -1;
// Create objects
_window = new Window(this, 320, 200, 0, 0);
_btnOk = new TextButton((craftHasACrew || isNewBattle)? 148:288, 16, (craftHasACrew || isNewBattle)? 164:16, 176);
_btnClear = new TextButton(148, 16, 8, 176);
_btnInventory = new TextButton(148, 16, 8, 176);
_txtTitle = new Text(300, 17, 16, 7);
_txtItem = new Text(144, 9, 16, 32);
_txtStores = new Text(150, 9, 160, 32);
_txtAvailable = new Text(110, 9, 16, 24);
_txtUsed = new Text(110, 9, 130, 24);
_txtCrew = new Text(71, 9, 244, 24);
_lstEquipment = new TextList(288, 128, 8, 40);
// Set palette
setInterface("craftEquipment");
_ammoColor = _game->getMod()->getInterface("craftEquipment")->getElement("ammoColor")->color;
add(_window, "window", "craftEquipment");
add(_btnOk, "button", "craftEquipment");
add(_btnClear, "button", "craftEquipment");
add(_btnInventory, "button", "craftEquipment");
add(_txtTitle, "text", "craftEquipment");
add(_txtItem, "text", "craftEquipment");
add(_txtStores, "text", "craftEquipment");
add(_txtAvailable, "text", "craftEquipment");
add(_txtUsed, "text", "craftEquipment");
add(_txtCrew, "text", "craftEquipment");
add(_lstEquipment, "list", "craftEquipment");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK04.SCR"));
_btnOk->setText(tr("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&CraftEquipmentState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&CraftEquipmentState::btnOkClick, Options::keyCancel);
_btnClear->setText(tr("STR_UNLOAD_CRAFT"));
_btnClear->onMouseClick((ActionHandler)&CraftEquipmentState::btnClearClick);
_btnClear->setVisible(isNewBattle);
_btnInventory->setText(tr("STR_INVENTORY"));
_btnInventory->onMouseClick((ActionHandler)&CraftEquipmentState::btnInventoryClick);
_btnInventory->setVisible(craftHasACrew && !isNewBattle);
_txtTitle->setBig();
_txtTitle->setText(tr("STR_EQUIPMENT_FOR_CRAFT").arg(c->getName(_game->getLanguage())));
_txtItem->setText(tr("STR_ITEM"));
_txtStores->setText(tr("STR_STORES"));
_txtAvailable->setText(tr("STR_SPACE_AVAILABLE").arg(c->getSpaceAvailable()));
_txtUsed->setText(tr("STR_SPACE_USED").arg(c->getSpaceUsed()));
std::wostringstream ss3;
ss3 << tr("STR_SOLDIERS_UC") << ">" << L'\x01'<< c->getNumSoldiers();
_txtCrew->setText(ss3.str());
_lstEquipment->setArrowColumn(203, ARROW_HORIZONTAL);
_lstEquipment->setColumns(3, 156, 83, 41);
_lstEquipment->setSelectable(true);
_lstEquipment->setBackground(_window);
_lstEquipment->setMargin(8);
_lstEquipment->onLeftArrowPress((ActionHandler)&CraftEquipmentState::lstEquipmentLeftArrowPress);
_lstEquipment->onLeftArrowRelease((ActionHandler)&CraftEquipmentState::lstEquipmentLeftArrowRelease);
_lstEquipment->onLeftArrowClick((ActionHandler)&CraftEquipmentState::lstEquipmentLeftArrowClick);
_lstEquipment->onRightArrowPress((ActionHandler)&CraftEquipmentState::lstEquipmentRightArrowPress);
_lstEquipment->onRightArrowRelease((ActionHandler)&CraftEquipmentState::lstEquipmentRightArrowRelease);
_lstEquipment->onRightArrowClick((ActionHandler)&CraftEquipmentState::lstEquipmentRightArrowClick);
_lstEquipment->onMousePress((ActionHandler)&CraftEquipmentState::lstEquipmentMousePress);
int row = 0;
const std::vector<std::string> &items = _game->getMod()->getItemsList();
for (std::vector<std::string>::const_iterator i = items.begin(); i != items.end(); ++i)
{
RuleItem *rule = _game->getMod()->getItem(*i);
int cQty = 0;
if (rule->isFixed())
{
cQty = c->getVehicleCount(*i);
}
else
{
cQty = c->getItems()->getItem(*i);
//.........这里部分代码省略.........
示例9: moveLeftByValue
/**
* Moves the given number of items (selected) to the base.
* @param change Item difference.
*/
void CraftEquipmentState::moveLeftByValue(int change)
{
Craft *c = _base->getCrafts()->at(_craft);
RuleItem *item = _game->getMod()->getItem(_items[_sel]);
int cQty = 0;
if (item->isFixed()) cQty = c->getVehicleCount(_items[_sel]);
else cQty = c->getItems()->getItem(_items[_sel]);
if (change <= 0 || cQty <= 0) return;
change = std::min(cQty, change);
// Convert vehicle to item
if (item->isFixed())
{
if (!item->getCompatibleAmmo()->empty())
{
// First we remove all vehicles because we want to redistribute the ammo
RuleItem *ammo = _game->getMod()->getItem(item->getCompatibleAmmo()->front());
for (std::vector<Vehicle*>::iterator i = c->getVehicles()->begin(); i != c->getVehicles()->end(); )
{
if ((*i)->getRules() == item)
{
_base->getStorageItems()->addItem(ammo->getType(), (*i)->getAmmo());
delete (*i);
i = c->getVehicles()->erase(i);
}
else ++i;
}
if (_game->getSavedGame()->getMonthsPassed() != -1)
{
_base->getStorageItems()->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) moveRightByValue(cQty - change);
}
else
{
if (_game->getSavedGame()->getMonthsPassed() != -1)
{
_base->getStorageItems()->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);
_totalItems -= change;
if (_game->getSavedGame()->getMonthsPassed() > -1)
{
_base->getStorageItems()->addItem(_items[_sel], change);
}
}
updateQuantity();
}