本文整理汇总了C++中Firm::cast_to_FirmWork方法的典型用法代码示例。如果您正苦于以下问题:C++ Firm::cast_to_FirmWork方法的具体用法?C++ Firm::cast_to_FirmWork怎么用?C++ Firm::cast_to_FirmWork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Firm
的用法示例。
在下文中一共展示了Firm::cast_to_FirmWork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: setup_link
//------- Begin of function Town::setup_link ---------//
//
void Town::setup_link()
{
//-----------------------------------------------------------------------------//
// check the connected firms location and structure if ai_link_checked is true
//-----------------------------------------------------------------------------//
if(ai_town)
ai_link_checked = 0;
//----- build town-to-firm link relationship -------//
int firmRecno;
Firm* firmPtr;
FirmInfo* firmInfo;
linked_firm_count = 0;
for( firmRecno=firm_array.size() ; firmRecno>0 ; firmRecno-- )
{
if( firm_array.is_deleted(firmRecno) )
continue;
firmPtr = firm_array[firmRecno];
firmInfo = firm_res[firmPtr->firm_id];
if( !firmInfo->is_linkable_to_town )
continue;
//----- only linkable if the firm and the town belong to the same nation or the firm can influence a foreign town, i.e. Camp, Fort and Fryhtan Lair,
if( nation_recno==0 )
{
//--- independent towns can linked to work firms and markets ---//
if( !firmPtr->cast_to_FirmWork() && !firmPtr->cast_to_FirmMarket()
&& !firmPtr->cast_to_FirmCamp() )
{
continue;
}
}
else
{
//--- nation towns can only linked to own firms or camps -------//
if( firmPtr->nation_recno != nation_recno && !firmPtr->cast_to_FirmCamp() )
continue;
}
//---------- check if the firm is close enough to this firm -------//
if( m.points_distance( firmPtr->center_x, firmPtr->center_y, center_x, center_y )
> world.effective_distance(firmPtr->firm_id, 0) )
{
continue;
}
//------ check if both are on the same terrain type ------//
if( (world.get_loc(firmPtr->loc_x1, firmPtr->loc_y1)->is_plateau()==1)
!= (world.get_loc(loc_x1, loc_y1)->is_plateau()==1) )
{
continue;
}
//----- if the firm requires same race -------//
if( !firm_res.is_linkable_to_town(firmPtr->firm_id, firmPtr->race_id, race_id) )
continue;
//------- determine default link flag -------//
int defaultLinkStatus = LINK_EE;
if( nation_recno==0 ) // if this is an independent town
{
if( firmPtr->nation_recno==0 || resistance(firmPtr->nation_recno) > INDEPENDENT_LINK_RESISTANCE )
defaultLinkStatus = LINK_DD;
}
//-------- add the link now -------//
if( linked_firm_count < MAX_LINKED_FIRM_TOWN )
{
err_when( linked_firm_count>0 && linked_firm_array[linked_firm_count-1] == firmRecno ); // BUGHERE - check double linking error
linked_firm_array[linked_firm_count] = firmRecno;
linked_firm_enable_array[linked_firm_count] = defaultLinkStatus;
linked_firm_count++;
}
else
{
err_here();
}
if( firmPtr->linked_town_count < MAX_LINKED_TOWN_TOWN )
{
firmPtr->linked_town_array[firmPtr->linked_town_count] = town_recno;
//.........这里部分代码省略.........
示例2: catch_spy
//-------- Begin of function SpyArray::catch_spy ------//
//
// <int> spyPlace - either SPY_TOWN or SPY_FIRM
// <int> spyPlacePara - town_recno or firm_recno
//
int SpyArray::catch_spy(int spyPlace, int spyPlacePara)
{
int nationRecno, totalPop;
if( spyPlace == SPY_TOWN )
{
Town* townPtr = town_array[spyPlacePara];
nationRecno = townPtr->nation_recno;
totalPop = townPtr->population;
}
else if( spyPlace == SPY_FIRM )
{
Firm* firmPtr = firm_array[spyPlacePara];
nationRecno = firmPtr->nation_recno;
if( firmPtr->cast_to_FirmCamp() )
{
FirmCamp *firmCamp = firmPtr->cast_to_FirmCamp();
totalPop = firmCamp->soldier_count + (firmCamp->overseer_recno>0);
}
else if( firmPtr->cast_to_FirmWork() )
{
FirmWork *firmWork = firmPtr->cast_to_FirmWork();
totalPop = firmWork->worker_count;
}
else if( firmPtr->cast_to_FirmTrain() )
{
totalPop = firmPtr->cast_to_FirmTrain()->trainee_count;
return 0; // don't catch spy
}
else if( firmPtr->cast_to_FirmInn() )
{
totalPop = firmPtr->cast_to_FirmInn()->inn_unit_count;
return 0; // don't catch spy
}
else if( firmPtr->cast_to_FirmMarket() )
{
totalPop = 0;
return 0;
}
else if( firmPtr->cast_to_FirmMonsterTrain() )
{
totalPop = firmPtr->cast_to_FirmMonsterTrain()->trainee_count;
return 0; // don't catch spy
}
else if( firmPtr->cast_to_FirmMonsterAlchemy() )
{
totalPop = 0;
return 0;
}
else if( firmPtr->cast_to_FirmLishorr() )
{
totalPop = 0;
return 0;
}
else if( firmPtr->cast_to_FirmMonsterFortress() )
{
FirmMonsterFortress *firmMonsterFortress = firmPtr->cast_to_FirmMonsterFortress();
totalPop = firmMonsterFortress->archer_count + firmMonsterFortress->extra_builder_count;
}
else if( firmPtr->cast_to_FirmAnimal() )
{
totalPop = 0;
return 0;
}
else if( firmPtr->cast_to_FirmIncubator() )
{
totalPop = 0;
return 0;
}
else if( firmPtr->cast_to_FirmMagic() )
{
totalPop = 0;
return 0;
}
else if( firmPtr->cast_to_FirmOffensive() )
{
totalPop = 0;
return 0;
}
else if( firmPtr->cast_to_FirmOffensive2() )
{
totalPop = 0;
return 0;
}
else
{
err_here();
totalPop = 0;
}
}
else
err_here();
//.........这里部分代码省略.........