本文整理汇总了C++中CvCity::getNumActiveBuilding方法的典型用法代码示例。如果您正苦于以下问题:C++ CvCity::getNumActiveBuilding方法的具体用法?C++ CvCity::getNumActiveBuilding怎么用?C++ CvCity::getNumActiveBuilding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CvCity
的用法示例。
在下文中一共展示了CvCity::getNumActiveBuilding方法的1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: hasGOM
bool CvGameObjectPlot::hasGOM(GOMTypes eType, int iID)
{
switch (eType)
{
case GOM_BUILDING:
{
// return true if the building is present in the city on this plot and active
BuildingTypes eBuilding = (BuildingTypes) iID;
CvCity* pCity = m_pPlot->getPlotCity();
if (pCity)
{
return pCity->getNumActiveBuilding(eBuilding) > 0;
}
else
{
return false;
}
break;
}
case GOM_PROMOTION:
{
// Defer to units on the plot, combine with OR
bool bHasGOM = false;
foreach(GAMEOBJECT_UNIT, boost::bind(aggregateHasGOM, _1, eType, iID, &bHasGOM));
return bHasGOM;
break;
}
case GOM_TRAIT:
{
// Return true if the owner has the trait
TraitTypes eTrait = (TraitTypes) iID;
PlayerTypes ePlayer = m_pPlot->getOwnerINLINE();
if (ePlayer != NO_PLAYER)
{
return GET_PLAYER(ePlayer).hasTrait(eTrait);
}
else
{
return false;
}
break;
}
case GOM_FEATURE:
{
// Check feature type
FeatureTypes eFeature = (FeatureTypes) iID;
#ifdef MULTI_FEATURE_MOD
return m_pPlot->getHasFeature(eFeature);
#else
return m_pPlot->getFeatureType() == eFeature;
#endif
break;
}
case GOM_OPTION:
{
GameOptionTypes eOption = (GameOptionTypes) iID;
return GC.getGameINLINE().isOption(eOption);
break;
}
case GOM_TERRAIN:
{
// Check terrain type
TerrainTypes eTerrain = (TerrainTypes) iID;
return m_pPlot->getTerrainType() == eTerrain;
break;
}
case GOM_GAMESPEED:
{
GameSpeedTypes eSpeed = (GameSpeedTypes) iID;
return GC.getGameINLINE().getGameSpeedType() == eSpeed;
break;
}
case GOM_ROUTE:
{
// Check route type
RouteTypes eRoute = (RouteTypes) iID;
return m_pPlot->getRouteType() == eRoute;
break;
}
case GOM_BONUS:
{
// Check bonus type
BonusTypes eBonus = (BonusTypes) iID;
return m_pPlot->getBonusType() == eBonus;
break;
}
case GOM_UNITTYPE:
{
// Defer to units on the plot, combine with OR
bool bHasGOM = false;
foreach(GAMEOBJECT_UNIT, boost::bind(aggregateHasGOM, _1, eType, iID, &bHasGOM));
//.........这里部分代码省略.........