本文整理汇总了C++中Heroes::GetCenter方法的典型用法代码示例。如果您正苦于以下问题:C++ Heroes::GetCenter方法的具体用法?C++ Heroes::GetCenter怎么用?C++ Heroes::GetCenter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Heroes
的用法示例。
在下文中一共展示了Heroes::GetCenter方法的6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: HeroesTownGate
bool HeroesTownGate(Heroes & hero, const Castle* castle)
{
if(castle)
{
Interface::Basic & I = Interface::Basic::Get();
const s32 src = hero.GetIndex();
const s32 dst = castle->GetIndex();
if(!Maps::isValidAbsIndex(src) || !Maps::isValidAbsIndex(dst))
return false;
AGG::PlaySound(M82::KILLFADE);
hero.GetPath().Hide();
hero.FadeOut();
Cursor::Get().Hide();
hero.Move2Dest(dst);
I.gameArea.SetCenter(hero.GetCenter());
GameFocus::SetRedraw();
I.Redraw();
AGG::PlaySound(M82::KILLFADE);
hero.GetPath().Hide();
hero.FadeIn();
// educate spells
if(! Settings::Get().ExtHeroLearnSpellsWithDay()) castle->MageGuildEducateHero(hero);
return true;
}
return false;
}
示例2: msg
int Interface::Basic::EventDigArtifact(void)
{
Heroes* hero = GetFocusHeroes();
if(hero)
{
if(hero->isShipMaster())
Dialog::Message("", _("Try looking on land!!!"), Font::BIG, Dialog::OK);
else
if(hero->GetMaxMovePoints() <= hero->GetMovePoints())
{
if(world.GetTiles(hero->GetIndex()).GoodForUltimateArtifact())
{
AGG::PlaySound(M82::DIGSOUND);
hero->ResetMovePoints();
if(world.DiggingForUltimateArtifact(hero->GetCenter()))
{
AGG::PlaySound(M82::TREASURE);
const Artifact & ultimate = world.GetUltimateArtifact().GetArtifact();
hero->PickupArtifact(ultimate);
std::string msg(_("After spending many hours digging here, you have uncovered the %{artifact}"));
StringReplace(msg, "%{artifact}", ultimate.GetName());
Dialog::ArtifactInfo(_("Congratulations!"), msg, ultimate());
// set all obelisks visited
Kingdom & kingdom = world.GetKingdom(hero->GetColor());
const MapsIndexes obelisks = Maps::GetObjectPositions(MP2::OBJ_OBELISK, true);
for(MapsIndexes::const_iterator
it = obelisks.begin(); it != obelisks.end(); ++it)
if(!hero->isVisited(world.GetTiles(*it), Visit::GLOBAL))
hero->SetVisited(*it, Visit::GLOBAL);
kingdom.PuzzleMaps().Update(kingdom.CountVisitedObjects(MP2::OBJ_OBELISK), world.CountObeliskOnMaps());
}
else
Dialog::Message("", _("Nothing here. Where could it be?"), Font::BIG, Dialog::OK);
Cursor::Get().Hide();
iconsPanel.RedrawIcons(ICON_HEROES);
Cursor::Get().Show();
Display::Get().Flip();
// check game over for ultimate artifact
return GameOver::Result::Get().LocalCheckGameOver();
}
else
Dialog::Message("", _("Try searching on clear ground."), Font::BIG, Dialog::OK);
}
}
else
Dialog::Message("", _("Digging for artifacts requires a whole day, try again tomorrow."), Font::BIG, Dialog::OK);
return Game::CANCEL;
}
示例3: ActionSpellDimensionDoor
bool ActionSpellDimensionDoor(Heroes & hero)
{
const u8 distance = Spell::CalculateDimensionDoorDistance(hero.GetPower(), hero.GetArmy().GetHitPoints());
Interface::Basic & I = Interface::Basic::Get();
Cursor & cursor = Cursor::Get();
// center hero
cursor.Hide();
I.gameArea.SetCenter(hero.GetCenter());
GameFocus::SetRedraw();
I.Redraw();
const s32 src = hero.GetIndex();
// get destination
const s32 dst = I.GetDimensionDoorDestination(src, distance, hero.isShipMaster());
if(Maps::isValidAbsIndex(src) && Maps::isValidAbsIndex(dst))
{
AGG::PlaySound(M82::KILLFADE);
hero.GetPath().Reset();
hero.FadeOut();
hero.SpellCasted(Spell::DIMENSIONDOOR);
cursor.Hide();
hero.Move2Dest(dst, true);
I.gameArea.SetCenter(hero.GetCenter());
GameFocus::SetRedraw();
I.Redraw();
AGG::PlaySound(M82::KILLFADE);
hero.FadeIn();
hero.ActionNewPosition();
return false; /* SpellCasted apply */
}
return false;
}
示例4: ActionSpellTownGate
bool ActionSpellTownGate(Heroes & hero)
{
const Kingdom & kingdom = world.GetKingdom(hero.GetColor());
const KingdomCastles & castles = kingdom.GetCastles();
KingdomCastles::const_iterator it;
const Castle* castle = NULL;
const s32 center = hero.GetIndex();
s32 min = -1;
// find the nearest castle
for(it = castles.begin(); it != castles.end(); ++it) if(*it && !(*it)->GetHeroes().Guest())
{
const u16 min2 = Maps::GetApproximateDistance(center, (*it)->GetIndex());
if(0 > min || min2 < min)
{
min = min2;
castle = *it;
}
}
Interface::Basic & I = Interface::Basic::Get();
Cursor & cursor = Cursor::Get();
// center hero
cursor.Hide();
I.gameArea.SetCenter(hero.GetCenter());
GameFocus::SetRedraw();
I.Redraw();
if(!castle)
{
Dialog::Message("", _("No avaialble town. Spell Failed!!!"), Font::BIG, Dialog::OK);
return false;
}
return HeroesTownGate(hero, castle);
}
示例5: switch
void Interface::Basic::MoveHeroFromArrowKeys(Heroes & hero, int direct)
{
if(Maps::isValidDirection(hero.GetIndex(), direct))
{
s32 dst = Maps::GetDirectionIndex(hero.GetIndex(), direct);
const Maps::Tiles & tile = world.GetTiles(dst);
bool allow = false;
switch(tile.GetObject())
{
case MP2::OBJN_CASTLE:
{
const Castle* to_castle = world.GetCastle(hero.GetCenter());
if(to_castle)
{
dst = to_castle->GetIndex();
allow = true;
}
break;
}
case MP2::OBJ_BOAT:
case MP2::OBJ_CASTLE:
case MP2::OBJ_HEROES:
case MP2::OBJ_MONSTER:
allow = true;
break;
default:
allow = (tile.isPassable(&hero, Direction::CENTER, false) ||
MP2::isActionObject(tile.GetObject(), hero.isShipMaster()));
break;
}
if(allow) ShowPathOrStartMoveHero(&hero, dst);
}
}
示例6: HeroesGetTask
bool AI::HeroesGetTask(Heroes & hero)
{
std::vector<s32> results;
results.reserve(5);
const Settings & conf = Settings::Get();
AIHero & ai_hero = AIHeroes::Get(hero);
AIKingdom & ai_kingdom = AIKingdoms::Get(hero.GetColor());
Queue & task = ai_hero.sheduled_visit;
IndexObjectMap & ai_objects = ai_kingdom.scans;
const u8 objs1[] = { MP2::OBJ_ARTIFACT, MP2::OBJ_RESOURCE, MP2::OBJ_CAMPFIRE, MP2::OBJ_TREASURECHEST, 0 };
const u8 objs2[] = { MP2::OBJ_SAWMILL, MP2::OBJ_MINES, MP2::OBJ_ALCHEMYLAB, 0 };
const u8 objs3[] = { MP2::OBJ_CASTLE, MP2::OBJ_HEROES, MP2::OBJ_MONSTER, 0 };
// rescan path
hero.RescanPath();
Castle* castle = hero.inCastle();
// if hero in castle
if(castle)
{
DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", in castle");
castle->RecruitAllMonster();
hero.GetArmy().UpgradeTroops(*castle);
// recruit army
if(hero.Modes(AI::HEROES_HUNTER))
hero.GetArmy().JoinStrongestFromArmy(castle->GetArmy());
else
if(hero.Modes(AI::HEROES_SCOUTER))
hero.GetArmy().KeepOnlyWeakestTroops(castle->GetArmy());
DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", " << hero.GetArmy().String());
}
// patrol task
if(hero.Modes(Heroes::PATROL))
{
DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", is patrol mode");
// goto patrol center
if(hero.GetCenterPatrol() != hero.GetCenter() &&
hero.GetPath().Calculate(Maps::GetIndexFromAbsPoint(hero.GetCenterPatrol())))
return true;
// scan enemy hero
if(hero.GetSquarePatrol())
{
const Maps::Indexes & results = Maps::ScanAroundObject(Maps::GetIndexFromAbsPoint(hero.GetCenterPatrol()),
hero.GetSquarePatrol(), MP2::OBJ_HEROES);
for(MapsIndexes::const_iterator
it = results.begin(); it != results.end(); ++it)
{
const Heroes* enemy = world.GetTiles(*it).GetHeroes();
if(enemy && ! enemy->isFriends(hero.GetColor()))
{
if(hero.GetPath().Calculate(enemy->GetIndex()))
{
DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", find enemy");
return true;
}
}
}
}
// can pickup objects
if(conf.ExtHeroPatrolAllowPickup())
{
const Maps::Indexes & results = Maps::ScanAroundObjects(hero.GetIndex(),
hero.GetSquarePatrol(), objs1);
for(MapsIndexes::const_iterator
it = results.begin(); it != results.end(); ++it)
if(AI::HeroesValidObject(hero, *it) &&
hero.GetPath().Calculate(*it))
{
ai_objects.erase(*it);
DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ": find object: " <<
MP2::StringObject(world.GetTiles(*it).GetObject()) << "(" << *it << ")");
return true;
}
}
// random move
/*
// disable move: https://sourceforge.net/tracker/?func=detail&aid=3157397&group_id=96859&atid=616180
{
Maps::ScanAroundObject(hero.GetIndex(), hero.GetSquarePatrol(), MP2::OBJ_ZERO);
if(results.size())
{
std::random_shuffle(results.begin(), results.end());
std::vector<s32>::const_iterator it = results.begin();
for(; it != results.end(); ++it)
if(world.GetTiles(*it).isPassable(&hero, Direction::CENTER, true) &&
hero.GetPath().Calculate(*it))
{
DEBUG(DBG_AI, Color::String(hero.GetColor()) <<
//.........这里部分代码省略.........