本文整理汇总了C++中ListIter::GetIFF方法的典型用法代码示例。如果您正苦于以下问题:C++ ListIter::GetIFF方法的具体用法?C++ ListIter::GetIFF怎么用?C++ ListIter::GetIFF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ListIter
的用法示例。
在下文中一共展示了ListIter::GetIFF方法的5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: while
void
TacticalAI::FindSupport()
{
if (!ship_ai->GetThreat()) {
ship_ai->SetSupport(0);
return;
}
// pick the biggest friendly contact in the sector:
Ship* support = 0;
double support_dist = 1e9;
ListIter<Contact> contact = ship->ContactList();
while (++contact) {
if (contact->GetShip() && contact->GetIFF(ship) == ship->GetIFF()) {
Ship* c_ship = contact->GetShip();
if (c_ship != ship && c_ship->Class() >= ship->Class() && !c_ship->InTransition()) {
if (!support || c_ship->Class() > support->Class())
support = c_ship;
}
}
}
ship_ai->SetSupport(support);
}
示例2: ScoreDefensible
void
CampaignPlanStrategic::ScoreCombatant(Combatant* c)
{
// prep lists:
c->GetDefendList().clear();
c->GetTargetList().clear();
ScoreDefensible(c);
ListIter<Combatant> iter = campaign->GetCombatants();
while (++iter) {
if (iter->GetIFF() > 0 && iter->GetIFF() != c->GetIFF())
ScoreTargets(c, iter.value());
}
// sort lists:
c->GetDefendList().sort();
c->GetTargetList().sort();
}
示例3:
void
MsnPkgDlg::DrawPackages()
{
if (mission) {
if (pkg_list) {
pkg_list->ClearItems();
int i = 0;
int elem_index = 0;
ListIter<MissionElement> elem = mission->GetElements();
while (++elem) {
// display this element?
if (elem->GetIFF() == mission->Team() &&
!elem->IsSquadron() &&
elem->Region() == mission->GetRegion() &&
elem->GetDesign()->type < Ship::STATION) {
char txt[256];
if (elem->Player() > 0) {
sprintf_s(txt, "==>");
if (pkg_index < 0)
pkg_index = elem_index;
}
else {
strcpy_s(txt, " ");
}
pkg_list->AddItemWithData(txt, elem->ElementID());
pkg_list->SetItemText(i, 1, elem->Name());
pkg_list->SetItemText(i, 2, elem->RoleName());
const ShipDesign* design = elem->GetDesign();
if (elem->Count() > 1)
sprintf_s(txt, "%d %s", elem->Count(), design->abrv);
else
sprintf_s(txt, "%s %s", design->abrv, design->name);
pkg_list->SetItemText(i, 3, txt);
i++;
}
elem_index++;
}
}
}
}
示例4: if
void
TacticalAI::SelectTargetOpportunity()
{
// NON-COMBATANTS do not pick targets of opportunity:
if (ship->GetIFF() == 0)
return;
SimObject* potential_target = 0;
// pick the closest combatant ship with a different IFF code:
double target_dist = ship->Design()->commit_range;
SimObject* ward = ship_ai->GetWard();
// FRIGATES are primarily anti-air platforms, but may
// also attack smaller starships:
if (ship->Class() == Ship::CORVETTE || ship->Class() == Ship::FRIGATE) {
Ship* current_ship_target = 0;
Shot* current_shot_target = 0;
// if we are escorting a larger warship, it is good to attack
// the same target as our ward:
if (ward) {
Ship* s = (Ship*) ward;
if (s->Class() > ship->Class()) {
SimObject* obj = s->GetTarget();
if (obj && obj->Type() == SimObject::SIM_SHIP) {
current_ship_target = (Ship*) obj;
target_dist = (ship->Location() - obj->Location()).length();
}
}
}
ListIter<Contact> contact = ship->ContactList();
while (++contact) {
Ship* c_ship = contact->GetShip();
Shot* c_shot = contact->GetShot();
if (!c_ship && !c_shot)
continue;
int c_iff = contact->GetIFF(ship);
bool rogue = c_ship && c_ship->IsRogue();
bool tgt_ok = c_iff > 0 &&
c_iff != ship->GetIFF() &&
c_iff < 1000;
if (rogue || tgt_ok) {
if (c_ship && c_ship != ship && !c_ship->InTransition()) {
if (c_ship->Class() < Ship::DESTROYER ||
(c_ship->Class() >= Ship::MINE && c_ship->Class() <= Ship::DEFSAT)) {
// found an enemy, check distance:
double dist = (ship->Location() - c_ship->Location()).length();
if (dist < 0.75 * target_dist &&
(!current_ship_target || c_ship->Class() <= current_ship_target->Class())) {
current_ship_target = c_ship;
target_dist = dist;
}
}
}
else if (c_shot) {
// found an enemy shot, is there enough time to engage?
if (c_shot->GetEta() < 3)
continue;
// found an enemy shot, check distance:
double dist = (ship->Location() - c_shot->Location()).length();
if (!current_shot_target) {
current_shot_target = c_shot;
target_dist = dist;
}
// is this shot a better target than the one we've found?
else {
Ship* ward = ship_ai->GetWard();
if ((c_shot->IsTracking(ward) || c_shot->IsTracking(ship)) &&
(!current_shot_target->IsTracking(ward) ||
!current_shot_target->IsTracking(ship))) {
current_shot_target = c_shot;
target_dist = dist;
}
else if (dist < target_dist) {
current_shot_target = c_shot;
target_dist = dist;
}
}
}
}
}
if (current_shot_target)
potential_target = current_shot_target;
//.........这里部分代码省略.........
示例5: if
Menu*
RadioView::GetRadioMenu(Ship* s)
{
dst_elem = 0;
if (s && sim) {
if (s->IsStarship()) {
starship_menu->ClearItems();
int n = 0;
int page_offset = starship_page*PAGE_SIZE;
ListIter<Element> elem = sim->GetElements();
if (num_pages == 0) {
while (++elem) {
if (elem->IsFinished() || elem->IsSquadron() || elem->IsStatic())
continue;
if (ship->GetIFF() == elem->GetIFF() && ship->GetElement() != elem.value())
n++;
}
num_pages = (n/PAGE_SIZE) + (n%PAGE_SIZE > 0);
n = 0;
elem.reset();
}
while (++elem) {
if (elem->IsFinished() || elem->IsSquadron() || elem->IsStatic())
continue;
if (ship->GetIFF() == elem->GetIFF() && ship->GetElement() != elem.value()) {
if (n >= page_offset && n < page_offset+PAGE_SIZE) {
char text[64];
sprintf_s(text, "%d. %s", n+1 - page_offset, (const char*) elem->Name());
if (elem->IsActive()) {
starship_menu->AddMenu(text, elem_menu, (DWORD) elem.value());
}
else {
strcat_s(text, " ");
strcat_s(text, Game::GetText("RadioView.item.not-avail").data());
starship_menu->AddItem(text, 0, false);
}
}
n++;
}
}
if (num_pages > 1) {
char text[64];
sprintf_s(text, Game::GetText("RadioView.item.next-page").data(), starship_page + 1, num_pages);
starship_menu->AddItem(text);
}
return starship_menu;
}
else if (s->IsDropship()) {
return fighter_menu;
}
}
return 0;
}