本文整理汇总了C++中CvPlot::nextUnitNode方法的典型用法代码示例。如果您正苦于以下问题:C++ CvPlot::nextUnitNode方法的具体用法?C++ CvPlot::nextUnitNode怎么用?C++ CvPlot::nextUnitNode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::nextUnitNode方法的2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: IsSlowedByZOC
// --------------------------------------------------------------------------------
bool CvUnitMovement::IsSlowedByZOC(const CvUnit* pUnit, const CvPlot* pFromPlot, const CvPlot* pToPlot)
{
if (pUnit->IsIgnoreZOC())
return false;
// Zone of Control
if(GC.getZONE_OF_CONTROL_ENABLED() <= 0)
return false;
TeamTypes eUnitTeam = pUnit->getTeam();
DomainTypes eUnitDomain = pUnit->getDomainType();
CvTeam& kUnitTeam = GET_TEAM(eUnitTeam);
//there are only two plots we need to check
DirectionTypes moveDir = directionXY(pFromPlot,pToPlot);
int eRight = (int(moveDir) + 1) % 6;
int eLeft = (int(moveDir) + 5) % 6;
CvPlot* aPlotsToCheck[2];
aPlotsToCheck[0] = plotDirection(pFromPlot->getX(),pFromPlot->getY(),(DirectionTypes)eRight);
aPlotsToCheck[1] = plotDirection(pFromPlot->getX(),pFromPlot->getY(),(DirectionTypes)eLeft);
for (int iCount=0; iCount<2; iCount++)
{
CvPlot* pAdjPlot = aPlotsToCheck[iCount];
if(!pAdjPlot)
continue;
// check city zone of control
if(pAdjPlot->isEnemyCity(*pUnit))
return true;
// Loop through all units to see if there's an enemy unit here
IDInfo* pAdjUnitNode = pAdjPlot->headUnitNode();
while(pAdjUnitNode != NULL)
{
CvUnit* pLoopUnit = NULL;
if((pAdjUnitNode->eOwner >= 0) && pAdjUnitNode->eOwner < MAX_PLAYERS)
pLoopUnit = (GET_PLAYER(pAdjUnitNode->eOwner).getUnit(pAdjUnitNode->iID));
pAdjUnitNode = pAdjPlot->nextUnitNode(pAdjUnitNode);
if(!pLoopUnit)
continue;
if(pLoopUnit->isInvisible(eUnitTeam,false))
continue;
// Combat unit?
if(!pLoopUnit->IsCombatUnit())
continue;
// Embarked units don't have ZOC
if(pLoopUnit->isEmbarked())
continue;
// At war with this unit's team?
TeamTypes eLoopUnitTeam = pLoopUnit->getTeam();
if(eLoopUnitTeam == BARBARIAN_TEAM || kUnitTeam.isAtWar(eLoopUnitTeam) || pLoopUnit->isAlwaysHostile(*pAdjPlot) )
{
// Same Domain?
DomainTypes eLoopUnitDomain = pLoopUnit->getDomainType();
if(eLoopUnitDomain != eUnitDomain)
{
// hovering units always exert a ZOC
if (pLoopUnit->IsHoveringUnit() || eLoopUnitDomain==DOMAIN_HOVER)
{
// continue on
}
// water unit can ZoC embarked land unit
else if(eLoopUnitDomain == DOMAIN_SEA && (pToPlot->needsEmbarkation(pUnit) || pFromPlot->needsEmbarkation(pUnit)) )
{
// continue on
}
else
{
// ignore this unit
continue;
}
}
else
{
//land units don't ZoC embarked units (if they stay embarked)
if(eLoopUnitDomain == DOMAIN_LAND && pToPlot->needsEmbarkation(pUnit) && pFromPlot->needsEmbarkation(pUnit))
{
continue;
}
}
//ok, all conditions fulfilled
return true;
}
}
}
return false;
}
示例2: IsSlowedByZOC
// --------------------------------------------------------------------------------
bool CvUnitMovement::IsSlowedByZOC(const CvUnit* pUnit, const CvPlot* pFromPlot, const CvPlot* pToPlot)
{
if (pUnit->IsIgnoreZOC() || CostsOnlyOne(pUnit, pFromPlot, pToPlot))
{
return false;
}
// Zone of Control
if(GC.getZONE_OF_CONTROL_ENABLED() > 0)
{
IDInfo* pAdjUnitNode;
CvUnit* pLoopUnit;
int iFromPlotX = pFromPlot->getX();
int iFromPlotY = pFromPlot->getY();
int iToPlotX = pToPlot->getX();
int iToPlotY = pToPlot->getY();
TeamTypes unit_team_type = pUnit->getTeam();
DomainTypes unit_domain_type = pUnit->getDomainType();
bool bIsVisibleEnemyUnit = pToPlot->isVisibleEnemyUnit(pUnit);
CvTeam& kUnitTeam = GET_TEAM(unit_team_type);
for(int iDirection0 = 0; iDirection0 < NUM_DIRECTION_TYPES; iDirection0++)
{
CvPlot* pAdjPlot = plotDirection(iFromPlotX, iFromPlotY, ((DirectionTypes)iDirection0));
if(NULL != pAdjPlot)
{
// check city zone of control
if(pAdjPlot->isEnemyCity(*pUnit))
{
// Loop through plots adjacent to the enemy city and see if it's the same as our unit's Destination Plot
for(int iDirection = 0; iDirection < NUM_DIRECTION_TYPES; iDirection++)
{
CvPlot* pEnemyAdjPlot = plotDirection(pAdjPlot->getX(), pAdjPlot->getY(), ((DirectionTypes)iDirection));
if(NULL != pEnemyAdjPlot)
{
// Destination adjacent to enemy city?
if(pEnemyAdjPlot->getX() == iToPlotX && pEnemyAdjPlot->getY() == iToPlotY)
{
return true;
}
}
}
}
pAdjUnitNode = pAdjPlot->headUnitNode();
// Loop through all units to see if there's an enemy unit here
while(pAdjUnitNode != NULL)
{
if((pAdjUnitNode->eOwner >= 0) && pAdjUnitNode->eOwner < MAX_PLAYERS)
{
pLoopUnit = (GET_PLAYER(pAdjUnitNode->eOwner).getUnit(pAdjUnitNode->iID));
}
else
{
pLoopUnit = NULL;
}
pAdjUnitNode = pAdjPlot->nextUnitNode(pAdjUnitNode);
if(!pLoopUnit) continue;
TeamTypes unit_loop_team_type = pLoopUnit->getTeam();
if(pLoopUnit->isInvisible(unit_team_type,false)) continue;
// Combat unit?
if(!pLoopUnit->IsCombatUnit())
{
continue;
}
// At war with this unit's team?
if(unit_loop_team_type == BARBARIAN_TEAM || kUnitTeam.isAtWar(unit_loop_team_type))
{
// Same Domain?
DomainTypes loop_unit_domain_type = pLoopUnit->getDomainType();
if(loop_unit_domain_type != unit_domain_type)
{
// this is valid
if(loop_unit_domain_type == DOMAIN_SEA && unit_domain_type)
{
// continue on
}
else
{
continue;
}
}
// Embarked?
if(unit_domain_type == DOMAIN_LAND && pLoopUnit->isEmbarked())
{
continue;
}
// Loop through plots adjacent to the enemy unit and see if it's the same as our unit's Destination Plot
//.........这里部分代码省略.........