本文整理汇总了C++中Fleet::Name方法的典型用法代码示例。如果您正苦于以下问题:C++ Fleet::Name方法的具体用法?C++ Fleet::Name怎么用?C++ Fleet::Name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Fleet
的用法示例。
在下文中一共展示了Fleet::Name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: button_clicked_fleet
void button_clicked_fleet(int button) {
Fleet *flt = (Fleet*)cur_object;
if(button == BUTTON_LAND) {
if(!flt->CanLand()) return;
if(!flt->Location()) return;
if(!flt->Location()->Represents()) return;
if(((Planet*)flt->Location()->Represents())->colonies.size() < 1) {
((Planet*)flt->Location()->Represents())->colonies.push_back(
new Colony(flt->Owner(), ((Planet*)flt->Location()->Represents()))
);
}
int which = 0;
while(!flt->GetShip(which)->CanLand()) ++which;
((Planet*)flt->Location()->Represents())->colonies[0]->LandShip(flt->GetShip(which));
if(flt->NumShips() <= 1) clear_sprites(1, 10);
flt->DestroyShip(which);
panel_draw();
page_draw();
}
if(button == BUTTON_SPLIT) {
/*
if(!flt->Location()) return;
if(!flt->Location()->Represents()) return;
for(int shp=1; shp < flt->NumShips(); ++shp) {
Fleet *newfleet = new Fleet(flt->Location()->Represents(), flt->Name());
newfleet->AddShip(flt->GetShip(shp));
newfleet->Location()->Represents()->Sys()->objects.push_back(newfleet);
}
*/
for(int shp=1; shp < flt->NumShips(); ++shp) {
Fleet *newfleet = new Fleet();
newfleet->CopyFrom(flt);
newfleet->SetName(flt->Name());
newfleet->AddShip(flt->GetShip(shp));
flt->Sys()->objects.push_back(newfleet);
}
flt->RemoveShips(1);
page_draw();
panel_init();
}
}
示例2: panel_draw_fleet
void panel_draw_fleet() {
int line = 0;
char buf[80];
Fleet *flt = (Fleet*)cur_object;
int col = cur_game->players[flt->Owner()]->color;
SDL_Rect screenrec = {800, 12, 224, 24*23};
screenrec.h = min(int(screenrec.h), 24*(flt->NumShips()+SKIP));
SDL_FillRect(screen, &screenrec, black);
sprintf(buf, "Fleet: %s", flt->Name());
string_draw(screen, 816, 13+24*(line++), cur_font_black[col], buf);
if(flt->Target() && flt->Distance() >= 0) {
sprintf(buf, "Course to %s", flt->Target()->Name());
string_draw(screen, 816, 13+24*(line++), cur_font_black[col], buf);
int eta = flt->Distance();
if(eta > 1) sprintf(buf, "ETA: %d Days", eta);
else if(eta == 1) sprintf(buf, "ETA: 1 Day");
else sprintf(buf, "Would Arrive Today");
string_draw(screen, 816, 13+24*(line++), cur_font_black[col], buf);
}
else if(flt->Target()) {
sprintf(buf, "Invalid Course");
string_draw(screen, 816, 13+24*(line++), cur_font_black[col], buf);
int eta = -flt->Distance();
if(eta > 1) sprintf(buf, "ETA: %d Days", eta);
else if(eta == 1) sprintf(buf, "ETA: 1 Day");
else sprintf(buf, "Would Arrive Today");
string_draw(screen, 816, 13+24*(line++), cur_font_black[col], buf);
}
else if((!flt->Location()) && (!flt->Destination())) {
sprintf(buf, "Orbiting Star");
string_draw(screen, 816, 13+24*(line++), cur_font_black[col], buf);
sprintf(buf, "%d-Day Orbit", (flt->Period()+255)/256);
string_draw(screen, 816, 13+24*(line++), cur_font_black[col], buf);
}
else if(!flt->Destination()) {
sprintf(buf, "Orbiting %s", flt->Location()->Name());
string_draw(screen, 816, 13+24*(line++), cur_font_black[col], buf);
sprintf(buf, "16 Orbits/Day");
string_draw(screen, 816, 13+24*(line++), cur_font_black[col], buf);
}
else {
sprintf(buf, "Going to %s", flt->Destination()->Name());
string_draw(screen, 816, 13+24*(line++), cur_font_black[col], buf);
int eta = flt->ArriveTurn() - cur_game->turn;
if(eta > 1) sprintf(buf, "ETA: %d Days", eta);
else if(eta == 1) sprintf(buf, "ETA: 1 Day");
else sprintf(buf, "Arriving Today");
string_draw(screen, 816, 13+24*(line++), cur_font_black[col], buf);
}
for(int ctr=0; ctr < min(int(flt->NumShips()), 23-SKIP); ++ctr) {
int clr = cur_game->players[flt->GetShip(ctr)->Owner()]->color;
if(ctr == selection) clr = 8;
sprintf(buf, " %s: %s",
flt->GetShip(ctr)->CName(), flt->GetShip(ctr)->Name());
string_draw(screen, 816, 13+24*(line++), cur_font_black[clr], buf);
}
if(flt->NumShips() > 1) {
buttlist[PANEL_FLEET][BUTTON_SPLIT] = 9;
}
else {
buttlist[PANEL_FLEET][BUTTON_SPLIT] = 0;
}
if(flt->CanLand() && (!flt->Destination())) {
buttlist[PANEL_FLEET][BUTTON_LAND] = 10;
mo[BUTTON_LAND] = -1;
}
else {
buttlist[PANEL_FLEET][BUTTON_LAND] = 0;
SDL_Rect canrec = {800, 768-64*2, 224, 64};
SDL_FillRect(screen, &canrec, black);
update(&canrec);
}
}