本文整理汇总了C++中ListIter::GetShip方法的典型用法代码示例。如果您正苦于以下问题:C++ ListIter::GetShip方法的具体用法?C++ ListIter::GetShip怎么用?C++ ListIter::GetShip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::GetShip方法的3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::SelectTargetDirected(Ship* tgt)
{
Ship* potential_target = tgt;
// try to target one of the element's objectives
// (if it shows up in the contact list)
if (!tgt) {
Element* elem = ship->GetElement();
if (elem) {
Instruction* objective = elem->GetTargetObjective();
if (objective) {
SimObject* obj_sim_obj = objective->GetTarget();
Ship* obj_tgt = 0;
if (obj_sim_obj && obj_sim_obj->Type() == SimObject::SIM_SHIP)
obj_tgt = (Ship*) obj_sim_obj;
if (obj_tgt) {
ListIter<Contact> contact = ship->ContactList();
while (++contact && !potential_target) {
Ship* test = contact->GetShip();
if (obj_tgt == test) {
potential_target = test;
}
}
}
}
}
}
if (!CanTarget(potential_target))
potential_target = 0;
ship_ai->SetTarget(potential_target);
if (tgt && tgt == ship_ai->GetTarget())
directed_tgtid = tgt->Identity();
else
directed_tgtid = 0;
}
示例2: if
void
TacticalAI::FindThreat()
{
// pick the closest contact on Threat Warning System:
Ship* threat = 0;
Shot* threat_missile = 0;
Ship* rumor = 0;
double threat_dist = 1e9;
const DWORD THREAT_REACTION_TIME = 1000; // 1 second
ListIter<Contact> iter = ship->ContactList();
while (++iter) {
Contact* contact = iter.value();
if (contact->Threat(ship) &&
(Game::GameTime() - contact->AcquisitionTime()) > THREAT_REACTION_TIME) {
if (contact->GetShot()) {
threat_missile = contact->GetShot();
rumor = (Ship*) threat_missile->Owner();
}
else {
double rng = contact->Range(ship);
Ship* c_ship = contact->GetShip();
if (c_ship && !c_ship->InTransition() &&
c_ship->Class() != Ship::FREIGHTER &&
c_ship->Class() != Ship::FARCASTER) {
if (c_ship->GetTarget() == ship) {
if (!threat || c_ship->Class() > threat->Class()) {
threat = c_ship;
threat_dist = 0;
}
}
else if (rng < threat_dist) {
threat = c_ship;
threat_dist = rng;
}
}
}
}
}
if (rumor && !rumor->InTransition()) {
iter.reset();
while (++iter) {
if (iter->GetShip() == rumor) {
rumor = 0;
ship_ai->ClearRumor();
break;
}
}
}
else {
rumor = 0;
ship_ai->ClearRumor();
}
ship_ai->SetRumor(rumor);
ship_ai->SetThreat(threat);
ship_ai->SetThreatMissile(threat_missile);
}
示例3: ZeroAim
void
Weapon::SelectTarget()
{
bool select_locked = false;
SimObject* targ = 0;
double dist = 1e9;
double az = 0;
double el = 0;
if (ammo && enabled && (availability > crit_level)) {
ZeroAim();
ListIter<Contact> contact = ship->ContactList();
// lock onto any threatening shots first (if we can):
if (design->target_type & Ship::DRONE) {
while (++contact) {
Shot* c_shot = contact->GetShot();
if (c_shot && contact->Threat(ship)) {
// distance from self to target:
double distance = Point(c_shot->Location() - muzzle_pts[0]).length();
if (distance > design->min_range &&
distance < design->max_range &&
distance < dist) {
// check aim basket:
select_locked = CanLockPoint(c_shot->Location(), az, el);
if (select_locked) {
targ = c_shot;
dist = distance;
}
}
}
}
}
// lock onto a threatening ship only if it is (much) closer:
dist *= 0.2;
contact.reset();
while (++contact) {
Ship* c_ship = contact->GetShip();
if (!c_ship) continue;
// can we lock onto this target?
if ((c_ship->IsRogue() || c_ship->GetIFF() > 0 && c_ship->GetIFF() != ship->GetIFF()) &&
(c_ship->Class() & design->target_type) &&
c_ship->Weapons().size() > 0) {
// distance from self to target:
double distance = Point(c_ship->Location() - muzzle_pts[0]).length();
if (distance < design->max_range && distance < dist) {
// check aim basket:
select_locked = CanLockPoint(c_ship->Location(), az, el);
if (select_locked) {
targ = c_ship;
dist = distance;
}
}
}
}
}
if (!ammo || !enabled) {
SetTarget(0,0);
locked = false;
}
else {
SetTarget(targ, 0);
}
}