本文整理汇总了C++中Craft::getVehicles方法的典型用法代码示例。如果您正苦于以下问题:C++ Craft::getVehicles方法的具体用法?C++ Craft::getVehicles怎么用?C++ Craft::getVehicles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::getVehicles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: 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2: 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3: 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4: lstEquipmentRightArrowClick
/**
* Moves all the items (as much as possible) to the craft on right-click.
* @param action Pointer to an action.
*/
void CraftEquipmentState::lstEquipmentRightArrowClick(Action *action)
{
if (action->getDetails()->button.button == SDL_BUTTON_RIGHT)
{
Craft *c = _base->getCrafts()->at(_craft);
RuleItem *item = _game->getRuleset()->getItem(_items[_sel]);
int bqty = _base->getItems()->getItem(_items[_sel]);
if (bqty > 0)
{
// 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)
{
RuleItem *ammo = _game->getRuleset()->getItem(item->getCompatibleAmmo()->front());
int baqty = _base->getItems()->getItem(ammo->getType());
int vehiclesCount = std::min(std::min(bqty, room), baqty);
if (vehiclesCount > 0)
{
int newAmmoPerVehicle = std::min(baqty / vehiclesCount, ammo->getClipSize());;
int remainder = baqty - (vehiclesCount * newAmmoPerVehicle);
if (ammo->getClipSize() == newAmmoPerVehicle) remainder = 0;
int newAmmo;
for (int i=0; i < vehiclesCount; ++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]);
}
}
}
}
else
{
_base->getItems()->removeItem(_items[_sel],bqty);
c->getItems()->addItem(_items[_sel],bqty);
}
updateQuantity();
}
}
}
示例5: moveRight
/**
* Moves the selected item to the craft.
*/
void CraftEquipmentState::moveRight()
{
Craft *c = _base->getCrafts()->at(_craft);
RuleItem *item = _game->getRuleset()->getItem(_items[_sel]);
if (_base->getItems()->getItem(_items[_sel]) > 0)
{
// Convert item to vehicle
if (item->isFixed())
{
// Check if there's enough room
if (c->getNumVehicles() < c->getRules()->getVehicles() && c->getSpaceAvailable() >= 4)
{
RuleItem *ammo = _game->getRuleset()->getItem(item->getCompatibleAmmo()->front());
int qty = _base->getItems()->getItem(ammo->getType());
if (qty == 0)
{
std::wstringstream ss;
ss << _game->getLanguage()->getString("STR_NOT_ENOUGH");
ss << _game->getLanguage()->getString(ammo->getType());
ss << _game->getLanguage()->getString("STR_TO_ARM_HWP");
_game->pushState(new ErrorMessageState(_game, ss.str(), Palette::blockOffset(15)+1, "BACK04.SCR", 2));
_timerRight->stop();
}
else
{
int newAmmo = std::min(qty, ammo->getClipSize());
c->getVehicles()->push_back(new Vehicle(item, newAmmo));
_base->getItems()->removeItem(ammo->getType(), newAmmo);
_base->getItems()->removeItem(_items[_sel]);
}
}
}
else
{
_base->getItems()->removeItem(_items[_sel]);
c->getItems()->addItem(_items[_sel]);
}
updateQuantity();
}
}
示例6: 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7: btnOkClick
/**
* Sells the selected items.
* @param action Pointer to an action.
*/
void SellState::btnOkClick(Action *)
{
_game->getSavedGame()->setFunds(_game->getSavedGame()->getFunds() + _total);
for (size_t i = 0; i < _qtys.size(); ++i)
{
if (_qtys[i] > 0)
{
switch (getType(i))
{
case SELL_SOLDIER:
for (std::vector<Soldier*>::iterator s = _base->getSoldiers()->begin(); s != _base->getSoldiers()->end(); ++s)
{
if (*s == _soldiers[i])
{
if ((*s)->getArmor()->getStoreItem() != "STR_NONE")
{
_base->getItems()->addItem((*s)->getArmor()->getStoreItem());
}
_base->getSoldiers()->erase(s);
break;
}
}
delete _soldiers[i];
break;
case SELL_CRAFT:
{
Craft *craft = _crafts[getCraftIndex(i)];
// Remove weapons from craft
for (std::vector<CraftWeapon*>::iterator w = craft->getWeapons()->begin(); w != craft->getWeapons()->end(); ++w)
{
if ((*w) != 0)
{
_base->getItems()->addItem((*w)->getRules()->getLauncherItem());
_base->getItems()->addItem((*w)->getRules()->getClipItem(), (*w)->getClipsLoaded(_game->getRuleset()));
}
}
// Remove items from craft
for (std::map<std::string, int>::iterator it = craft->getItems()->getContents()->begin(); it != craft->getItems()->getContents()->end(); ++it)
{
_base->getItems()->addItem(it->first, it->second);
}
// Remove vehicles from craft
for (std::vector<Vehicle*>::iterator v = craft->getVehicles()->begin(); v != craft->getVehicles()->end(); ++v)
{
_base->getItems()->addItem((*v)->getRules()->getType());
_base->getItems()->addItem((*v)->getRules()->getCompatibleAmmo()->front(), (*v)->getAmmo());
}
// Remove soldiers from craft
for (std::vector<Soldier*>::iterator s = _base->getSoldiers()->begin(); s != _base->getSoldiers()->end(); ++s)
{
if ((*s)->getCraft() == craft)
{
(*s)->setCraft(0);
}
}
// Clear Hangar
for (std::vector<BaseFacility*>::iterator f = _base->getFacilities()->begin(); f != _base->getFacilities()->end(); ++f)
{
if ((*f)->getCraft() == craft)
{
(*f)->setCraft(0);
break;
}
}
// Remove craft
for (std::vector<Craft*>::iterator c = _base->getCrafts()->begin(); c != _base->getCrafts()->end(); ++c)
{
if (*c == craft)
{
_base->getCrafts()->erase(c);
break;
}
}
delete craft;
}
break;
case SELL_SCIENTIST:
_base->setScientists(_base->getScientists() - _qtys[i]);
break;
case SELL_ENGINEER:
_base->setEngineers(_base->getEngineers() - _qtys[i]);
break;
case SELL_ITEM:
if (_base->getItems()->getItem(_items[getItemIndex(i)]) < _qtys[i])
{
const std::string itemName = _items[getItemIndex(i)];
//.........这里部分代码省略.........
示例8: moveRightByValue
/**
* Moves the given number of items (selected) to the craft.
* @param change Item difference.
*/
void CraftEquipmentState::moveRightByValue(int change)
{
Craft *c = _base->getCrafts()->at(_craft);
RuleItem *item = _game->getMod()->getItem(_items[_sel]);
int bqty = _base->getStorageItems()->getItem(_items[_sel]);
if (_game->getSavedGame()->getMonthsPassed() == -1)
{
if (change == INT_MAX)
{
change = 10;
}
bqty = change;
}
if (0 >= change || 0 >= bqty) return;
change = std::min(bqty, change);
// Do we need to convert item to vehicle?
if (item->isFixed())
{
int size = 4;
if (_game->getMod()->getUnit(item->getType()))
{
size = _game->getMod()->getArmor(_game->getMod()->getUnit(item->getType())->getArmor())->getSize();
size *= size;
}
// Check if there's enough room
int room = std::min(c->getRules()->getVehicles() - c->getNumVehicles(), c->getSpaceAvailable() / size);
if (room > 0)
{
change = std::min(room, change);
if (!item->getCompatibleAmmo()->empty())
{
// And now let's see if we can add the total number of vehicles.
RuleItem *ammo = _game->getMod()->getItem(item->getCompatibleAmmo()->front());
int ammoPerVehicle, clipSize;
if (ammo->getClipSize() > 0 && item->getClipSize() > 0)
{
clipSize = item->getClipSize();
ammoPerVehicle = clipSize / ammo->getClipSize();
}
else
{
clipSize = ammo->getClipSize();
ammoPerVehicle = clipSize;
}
int baseQty = _base->getStorageItems()->getItem(ammo->getType()) / ammoPerVehicle;
if (_game->getSavedGame()->getMonthsPassed() == -1)
baseQty = 1;
int canBeAdded = std::min(change, baseQty);
if (canBeAdded > 0)
{
for (int i=0; i < canBeAdded; ++i)
{
if (_game->getSavedGame()->getMonthsPassed() != -1)
{
_base->getStorageItems()->removeItem(ammo->getType(), ammoPerVehicle);
_base->getStorageItems()->removeItem(_items[_sel]);
}
c->getVehicles()->push_back(new Vehicle(item, clipSize, size));
}
}
else
{
// So we haven't managed to increase the count of vehicles because of the ammo
_timerRight->stop();
LocalizedText msg(tr("STR_NOT_ENOUGH_AMMO_TO_ARM_HWP").arg(tr(ammo->getType())));
_game->pushState(new ErrorMessageState(msg, _palette, _game->getMod()->getInterface("craftEquipment")->getElement("errorMessage")->color, "BACK04.SCR", _game->getMod()->getInterface("craftEquipment")->getElement("errorPalette")->color));
}
}
else
for (int i=0; i < change; ++i)
{
c->getVehicles()->push_back(new Vehicle(item, item->getClipSize(), size));
if (_game->getSavedGame()->getMonthsPassed() != -1)
{
_base->getStorageItems()->removeItem(_items[_sel]);
}
}
}
}
else
{
if (c->getRules()->getMaxItems() > 0 && _totalItems + change > c->getRules()->getMaxItems())
{
_timerRight->stop();
LocalizedText msg(tr("STR_NO_MORE_EQUIPMENT_ALLOWED", c->getRules()->getMaxItems()));
_game->pushState(new ErrorMessageState(msg, _palette, _game->getMod()->getInterface("craftEquipment")->getElement("errorMessage")->color, "BACK04.SCR", _game->getMod()->getInterface("craftEquipment")->getElement("errorPalette")->color));
change = c->getRules()->getMaxItems() - _totalItems;
}
c->getItems()->addItem(_items[_sel],change);
_totalItems += change;
if (_game->getSavedGame()->getMonthsPassed() > -1)
{
_base->getStorageItems()->removeItem(_items[_sel],change);
}
}
//.........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();
}