本文整理汇总了C++中Nation::add_firm_info方法的典型用法代码示例。如果您正苦于以下问题:C++ Nation::add_firm_info方法的具体用法?C++ Nation::add_firm_info怎么用?C++ Nation::add_firm_info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Nation
的用法示例。
在下文中一共展示了Nation::add_firm_info方法的1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: change_nation
//.........这里部分代码省略.........
unitPtr->change_nation(newNationRecno);
//--- if this is a spy, chance its cloak ----//
if( unitPtr->spy_recno )
spy_array[unitPtr->spy_recno]->cloaked_nation_recno = newNationRecno;
}
//---------- stop all actions attacking this firm --------//
unit_array.stop_attack_obj(base_obj_recno);
//---- update nation_unit_count_array[] ----//
FirmInfo* firmInfo = firm_res[firm_id];
if( nation_recno )
firmInfo->dec_nation_firm_count(nation_recno);
if( newNationRecno )
firmInfo->inc_nation_firm_count(newNationRecno);
//---- reset should_close_flag -----//
if( is_ai )
{
if( should_close_flag )
{
if( oldNationPtr )
{
oldNationPtr->firm_should_close_array[firm_id-1]--;
err_when( oldNationPtr->firm_should_close_array[firm_id-1] < 0 );
}
should_close_flag = 0;
}
}
//------- update player_spy_count -------//
spy_array.update_firm_spy_count(firm_recno);
//--- update the cloaked_nation_recno of all spies in the firm ---//
spy_array.change_cloaked_nation(SPY_FIRM, firm_recno, nation_recno, newNationRecno); // check the cloaked nation recno of all spies in the firm
//-----------------------------------------//
if( oldNationPtr )
oldNationPtr->del_firm_info(firm_id, firm_recno);
//------ update power nation recno ----------//
if( should_set_power )
world.restore_power(loc_x1, loc_y1, loc_x2, loc_y2, 0, firm_recno);
should_set_power = get_should_set_power();
if( should_set_power )
world.set_power(loc_x1, loc_y1, loc_x2, loc_y2, newNationRecno); // set power of the new nation
//------------ update link --------------//
release_link(); // need to update link because firms are only linked to firms of the same nation
nation_recno = newNationRecno;
setup_link();
//---------------------------------------//
if (!newNationRecno)
is_ai = 1;
else
{
is_ai = nation_array[nation_recno]->is_ai();
newNationPtr->add_firm_info(firm_id, firm_recno);
}
//--- if a nation set up a town in a location that the player has explored, contact between the nation and the player is established ---//
establish_contact_with_player();
//---- reset the action mode of all spies in this town ----//
spy_array.set_action_mode( SPY_FIRM, firm_recno, SPY_IDLE ); // we need to reset it. e.g. when we have captured an enemy town, SPY_SOW_DISSENT action must be reset to SPY_IDLE
//-- refresh display if this firm is currently selected --//
if( firm_array.selected_recno == firm_recno )
info.disp();
// ####### begin Gilbert 5/7 ########//
if( explore_for_player() )
{
world.unveil( loc_x1, loc_y1, loc_x2, loc_y2 );
world.visit( loc_x1, loc_y1, loc_x2, loc_y2, EXPLORE_RANGE-1 );
}
// ####### end Gilbert 5/7 ########//
}