本文整理汇总了C++中CvPlot::getGameObject方法的典型用法代码示例。如果您正苦于以下问题:C++ CvPlot::getGameObject方法的具体用法?C++ CvPlot::getGameObject怎么用?C++ CvPlot::getGameObject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CvPlot
的用法示例。
在下文中一共展示了CvPlot::getGameObject方法的3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: foreachNear
void CvGameObjectPlot::foreachNear(GameObjectTypes eType, boost::function<void(CvGameObject *)> func, int iDistance)
{
int iPlotX = m_pPlot->getX_INLINE();
int iPlotY = m_pPlot->getY_INLINE();
for (int iX=iPlotX - iDistance; iX <= iPlotX + iDistance; iX++)
{
for (int iY=iPlotY - iDistance; iY <= iPlotY + iDistance; iY++)
{
CvPlot* pPlot = GC.getMapINLINE().plotINLINE(iX, iY);
if (pPlot)
pPlot->getGameObject()->foreachOn(eType, func);
}
}
}
示例2: foreach
void CvGameObjectTeam::foreach(GameObjectTypes eType, boost::function<void (CvGameObject*)> func)
{
switch(eType)
{
case GAMEOBJECT_GAME:
func(GC.getGameINLINE().getGameObject());
break;
case GAMEOBJECT_PLAYER:
for (int iPlayer = 0; iPlayer < MAX_CIV_PLAYERS; ++iPlayer)
{
CvPlayer& kLoopPlayer = GET_PLAYER((PlayerTypes)iPlayer);
if (kLoopPlayer.isAlive())
{
if (kLoopPlayer.getTeam() == m_pTeam->getID())
{
func((CvGameObject*)&CvGameObjectPlayer(&kLoopPlayer));
}
}
}
break;
case GAMEOBJECT_CITY:
foreach(GAMEOBJECT_PLAYER, boost::bind(callForeach, _1, GAMEOBJECT_CITY, func));
break;
case GAMEOBJECT_UNIT:
foreach(GAMEOBJECT_PLAYER, boost::bind(callForeach, _1, GAMEOBJECT_UNIT, func));
break;
case GAMEOBJECT_PLOT:
for (int iI = 0; iI < GC.getMapINLINE().numPlotsINLINE(); iI++)
{
CvPlot* pLoopPlot = GC.getMapINLINE().plotByIndexINLINE(iI);
if (pLoopPlot->getTeam() == m_pTeam->getID())
{
func(pLoopPlot->getGameObject());
}
}
break;
case GAMEOBJECT_TEAM:
func(this);
break;
}
}
示例3: foreachRelated
void CvGameObjectCity::foreachRelated(GameObjectTypes eType, RelationTypes eRelation, boost::function<void(CvGameObject *)> func, int iData)
{
if (eRelation == RELATION_TRADE)
{
if (eType == GAMEOBJECT_CITY)
{
int iRoutes = m_pCity->getTradeRoutes();
for (int i=0; i<iRoutes; i++)
{
CvCity* pTradeCity = m_pCity->getTradeCity(i);
if (pTradeCity)
{
func(pTradeCity->getGameObject());
}
}
}
}
else if (eRelation == RELATION_WORKING)
{
if (eType == GAMEOBJECT_PLOT)
{
for (int iI = 0; iI < m_pCity->getNumCityPlots(); iI++)
{
CvPlot* pLoopPlot = plotCity(m_pCity->getX_INLINE(), m_pCity->getY_INLINE(), iI);
if (pLoopPlot)
{
if (pLoopPlot->getWorkingCity() == m_pCity)
{
func(pLoopPlot->getGameObject());
}
}
}
}
}
else
{
CvGameObject::foreachRelated(eType, eRelation, func, iData);
}
}