本文整理汇总了C++中MoverPtr::getObjectClass方法的典型用法代码示例。如果您正苦于以下问题:C++ MoverPtr::getObjectClass方法的具体用法?C++ MoverPtr::getObjectClass怎么用?C++ MoverPtr::getObjectClass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MoverPtr
的用法示例。
在下文中一共展示了MoverPtr::getObjectClass方法的4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: eject
void Team::eject(void)
{
for(size_t i = 0; i < rosterSize; i++)
{
MoverPtr mover = (MoverPtr)ObjectManager->getByWatchID(roster[i]);
if(mover)
{
if(mover->getObjectClass() == BATTLEMECH)
mover->getPilot()->orderEject(false, true, ORDER_ORIGIN_COMMANDER);
else
{
WeaponShotInfo shot;
shot.init(nullptr, -3, 254.0, 0, 0);
mover->handleWeaponHit(&shot, (MPlayer != nullptr));
}
}
}
}
示例2: findBestSpotter
SensorSystemPtr TeamSensorSystem::findBestSpotter (MoverPtr contact, long* status) {
ContactInfoPtr contactInfo = contact->getContactInfo();
if (!contactInfo) {
char s[256];
sprintf(s, "TeamSensorSystem.findBestSpotter: NULL contactInfo for objClass %d partID %d team %d", contact->getObjectClass(), contact->getPartId(), contact->getTeamId());
STOP((s));
}
SensorSystemPtr bestSensor = NULL;
long bestStatus = CONTACT_NONE;
for (long i = 0; i < MAX_SENSORS; i++)
if (contactInfo->sensors[i] != 255) {
SensorSystemPtr sensor = SensorManager->getSensor(i);
if (sensor && sensor->owner && (teamId == sensor->owner->getTeamId())) {
long status = sensor->calcContactStatus(contact);
if (status >= bestStatus) {
bestSensor = sensor;
bestStatus = status;
}
}
}
if (status)
*status = bestStatus;
return(bestSensor);
}
示例3: beginMission
//.........这里部分代码省略.........
MoverInitData data;
memset(&data, 0, sizeof(MoverInitData));
data.objNumber = MPlayer->mechData[i][j].objNumber;
data.rosterIndex = 255;
data.controlType = 2;
data.controlDataType = 1;
data.position.x = MPlayer->mechData[i][j].pos[0];
data.position.y = MPlayer->mechData[i][j].pos[1];
data.position.z = 0.0;
data.rotation = 0;
data.teamID = MPlayer->playerInfo[MPlayer->mechData[i][j].commanderID].team;
data.commanderID = MPlayer->mechData[i][j].commanderID;
data.baseColor = MPlayer->mechData[i][j].baseColor;
data.highlightColor1 = MPlayer->mechData[i][j].highlightColor1;
data.highlightColor2 = MPlayer->mechData[i][j].highlightColor2;
data.gestureID = 2;
data.active = 1;
data.exists = 1;
data.capturable = 0;
data.icon = 0;
strcpy(data.pilotFileName, MPlayer->mechData[i][j].pilotFile);
strcpy(data.brainFileName, "pbrain");
strcpy(data.csvFileName, MPlayer->mechData[i][j].mechFile);
data.numComponents = MPlayer->mechData[i][j].numComponents;
for (long k = 0; k < MPlayer->mechData[i][j].numComponents; k++)
data.components[k] = MPlayer->mechData[i][j].components[k];
long moverHandle = mission->addMover(&data);
if (moverHandle < 1)
STOP(("Logistics.beginMission: unable to addMover"));
MoverPtr mover = (MoverPtr)ObjectManager->get(moverHandle);
if (!mover)
STOP(("Logistics.beginMission: NULL mover"));
if (mover->getObjectClass() != BATTLEMECH)
STOP(("Logistics.beginMission: not a mech"));
((BattleMech*)mover)->cBills = MPlayer->mechData[i][j].cBills;
strcpy(((BattleMech*)mover)->variantName, MPlayer->mechData[i][j].variantName);
data.variant = MPlayer->mechData[i][j].variantNum;
}
}
}
}
}
else // gotta update pilot availability
{
long count = 256;
LogisticsPilot* pilots[256];
LogisticsData::instance->getPilots( pilots, count );
for ( int i = 0; i < count; i++ )
{
pilots[i]->setUsed(0);
}
Team* pTeam = Team::home;
if ( pTeam )
{
for ( i = pTeam->getRosterSize() - 1; i > -1; i-- )
{
Mover* pMover = (Mover*)pTeam->getMover( i );
if ( pMover && pMover->getCommander()->getId() == Commander::home->getId() )
{
LogisticsPilot* pPilot = LogisticsData::instance->getPilot( pMover->getPilot()->getName() );
if ( pPilot )
pPilot->setUsed( true );
示例4: calcJumpGoals
long MoverGroup::calcJumpGoals (Stuff::Vector3D goal, long numMovers, Stuff::Vector3D* goalList, GameObjectPtr DFATarget) {
long numJumping = 0;
//-----------------------------
// First, build the jump map...
long jumpMap[JUMPMAP_CELL_DIM][JUMPMAP_CELL_DIM];
//------------------------------------------------------------
// The initial goal tile is placed at the center of the map...
long goalCell[2] = {0, 0};
land->worldToCell(goal, goalCell[0], goalCell[1]);
long mapCellUL[2] = {0, 0};
mapCellUL[0] = goalCell[0] - JUMPMAP_CELL_DIM / 2;
mapCellUL[1] = goalCell[1] - JUMPMAP_CELL_DIM / 2;
// -1 = OPEN
// -2 = BLOCKED
// 0 thru # = already selected for that # mover in the group
for (long r = 0; r < JUMPMAP_CELL_DIM; r++)
for (long c = 0; c < JUMPMAP_CELL_DIM; c++) {
long cellRow = mapCellUL[0] + r;
long cellCol = mapCellUL[1] + c;
if (GameMap->inBounds(cellRow, cellCol)) {
MapCellPtr mapCell = GameMap->getCell(cellRow, cellCol);
//-----------------------
// Tile (terrain) type...
//long tileType = curTile.getTileType();
if (!mapCell->getPassable())
jumpMap[r][c] = -2;
else
jumpMap[r][c] = -1;
#ifdef USE_OVERLAYS_IN_MC2
long overlay = mapCell->getOverlay();
if (OverlayIsBridge[overlay]) {
switch (overlay) {
case OVERLAY_WATER_BRIDGE_NS:
case OVERLAY_RAILROAD_WATER_BRIDGE_NS:
jumpMap[row][col] = -2;
jumpMap[row][col + 2] = -2;
jumpMap[row + 1][col] = -2;
jumpMap[row + 1][col + 2] = -2;
jumpMap[row + 2][col] = -2;
jumpMap[row + 2][col + 2] = -2;
break;
case OVERLAY_WATER_BRIDGE_EW:
case OVERLAY_RAILROAD_WATER_BRIDGE_EW:
jumpMap[row][col] = -2;
jumpMap[row][col + 1] = -2;
jumpMap[row][col + 2] = -2;
jumpMap[row + 2][col] = -2;
jumpMap[row + 2][col + 1] = -2;
jumpMap[row + 2][col + 2] = -2;
break;
case OVERLAY_WATER_BRIDGE_NS_DESTROYED:
case OVERLAY_RAILROAD_WATER_BRIDGE_NS_DESTROYED:
case OVERLAY_WATER_BRIDGE_EW_DESTROYED:
case OVERLAY_RAILROAD_WATER_BRIDGE_EW_DESTROYED:
jumpMap[row][col] = -2;
jumpMap[row][col + 1] = -2;
jumpMap[row][col + 2] = -2;
jumpMap[row + 1][col] = -2;
jumpMap[row + 1][col + 1] = -2;
jumpMap[row + 1][col + 2] = -2;
jumpMap[row + 2][col] = -2;
jumpMap[row + 2][col + 1] = -2;
jumpMap[row + 2][col + 2] = -2;
break;
}
}
#endif
}
else
jumpMap[r][c] = -2;
}
long moverCount = ObjectManager->getNumMovers();
for (long i = 0; i < moverCount; i++) {
MoverPtr mover = ObjectManager->getMover(i);
if ((mover->getObjectClass() != ELEMENTAL) && (mover != DFATarget) && !mover->isDisabled()) {
long mapCellRow, mapCellCol;
mover->getCellPosition(mapCellRow, mapCellCol);
mapCellRow -= mapCellUL[0];
mapCellCol -= mapCellUL[1];
if (inMapBounds(mapCellRow, mapCellCol, JUMPMAP_CELL_DIM, JUMPMAP_CELL_DIM))
jumpMap[mapCellRow][mapCellCol] = -2;
}
}
#ifdef _DEBUG
#if DEBUGJUMPGOALS
char debugStr[256];
sprintf(debugStr, "GROUP JUMP(%.2f,%.2f,%.2f)--UL = %d,%d: ", goal.x, goal.y, goal.z,mapCellUL[0], mapCellUL[1]);
#endif
#endif
//-----------------------------------------------------------------
//.........这里部分代码省略.........