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C++ Ship::GetRegion方法代码示例

本文整理汇总了C++中Ship::GetRegion方法的典型用法代码示例。如果您正苦于以下问题:C++ Ship::GetRegion方法的具体用法?C++ Ship::GetRegion怎么用?C++ Ship::GetRegion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Ship的用法示例。


在下文中一共展示了Ship::GetRegion方法的7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:

void
FltDlg::UpdateObjective()
{
	if (!objective_list || mission_type < 0 || !ship) return;

	Sim* sim = Sim::GetSim();
	char txt[32];

	for (int item = 0; item < objective_list->NumItems(); item++) {
		const char* obj_name = objective_list->GetItemText(item);

		Element* elem = sim->FindElement(obj_name);

		// if element has expired, remove it from the objective list
		if (!elem || !elem->IsActive() || elem->IsFinished()) {
			objective_list->RemoveItem(item);
			item--;
		}

		// otherwise, the element is still active, so update range/region
		else {
			Ship*    s   = elem->GetShip(1);
			double   r   = 0;
			bool     con = false;

			if (s) {
				Point s_loc = s->Location()    + s->GetRegion()->Location();
				Point h_loc = ship->Location() + ship->GetRegion()->Location();

				r = (s_loc - h_loc).length();

				con = ship->FindContact(s) != 0;

				if (con) {
					FormatNumber(txt, r);
				}
				else {
					strcpy_s(txt, Game::GetText("FltDlg.Unknown").data());
					r = 2e9;
				}
			}

			objective_list->SetItemText(item, 1, s->GetRegion()->Name());

			objective_list->SetItemText(item, 2, txt);
			objective_list->SetItemData(item, 2, (DWORD) r);
		}
	}
}
开发者ID:lightgemini78,项目名称:Starshatter-Rearmed,代码行数:49,代码来源:FltDlg.cpp

示例2: while

void
CameraDirector::SetViewObjectGroup(ListIter<Ship> group, bool quick)
{
    if (!ship) return;

    Starshatter* stars = Starshatter::GetInstance();

    if (!stars->InCutscene()) {
        // only view solid contacts:
        while (++group) {
            Ship* s = group.value();

            if (s->GetIFF() != ship->GetIFF()) {
                Contact* c = ship->FindContact(s);
                if (!c || !c->ActLock())
                return;
            }

            if (s->Life() == 0 || s->IsDying() || s->IsDead())
            return;
        }
    }

    group.reset();

    if (external_group.size() > 1 &&
            external_group.size() == group.size()) {

        bool same = true;

        for (int i = 0; same && i < external_group.size(); i++) {
            if (external_group[i] != group.container()[i])
            same = false;
        }

        if (same) {
            SetMode(MODE_ZOOM);
            return;
        }
    }

    ClearGroup();

    if (quick) {
        mode = MODE_ORBIT;
        transition = 0;
    }
    else {
        SetMode(MODE_TRANSLATE);
    }

    external_group.append(group.container());

    ListIter<Ship> iter = external_group;
    while (++iter) {
        Ship* s = iter.value();
        region = s->GetRegion();
        Observe(s);
    }
}
开发者ID:Banbury,项目名称:starshatter-open,代码行数:60,代码来源:CameraDirector.cpp

示例3: if

void
NetGameClient::DoObjDamage(NetMsg* msg)
{
	if (!msg) return;

	NetObjDamage obj_damage;
	obj_damage.Unpack(msg->Data());

	Ship* ship = FindShipByObjID(obj_damage.GetObjID());
	if (ship) {
		Sim*        sim         = Sim::GetSim();
		Shot*       shot        = FindShotByObjID(obj_damage.GetShotID());
		const Ship* owner       = 0;
		const char* owner_name  = "[NET]";

		ship->InflictNetDamage(obj_damage.GetDamage(), shot);

		if (shot && sim) {
			if (shot->Owner()) {
				owner       = shot->Owner();
				owner_name  = owner->Name();
			}

			if (shot->IsMissile()) {
				SimRegion*  region = ship->GetRegion();
				float       scale  = ship->Design()->explosion_scale;

				if (scale <= 0)
				scale = ship->Design()->scale;

				if (owner) {
					const ShipDesign* owner_design = owner->Design();
					if (owner_design && owner_design->scale < scale)
					scale = (float) owner_design->scale;
				}

				sim->CreateExplosion(shot->Location(), Point(), Explosion::SHOT_BLAST, 20.0f * scale, scale, region);
			}

			if (!shot->IsBeam()) {
				if (owner) {
					ShipStats* stats = ShipStats::Find(owner_name);

					if (stats) {
						if (shot->IsPrimary())
						stats->AddGunHit();
						else if (shot->Damage() > 0)
						stats->AddMissileHit();
					}
				}

				shot->Destroy();
			}
		}
	}
}
开发者ID:The-E,项目名称:Starshatter-Experimental,代码行数:56,代码来源:NetGameClient.cpp

示例4: if


//.........这里部分代码省略.........
                ClearRadioOrders();
            }
            break;

        case RadioMessage::ESCORT:
        case RadioMessage::COVER_ME:
            {
                SimObject* tgt = orders->GetTarget();
                if (tgt && tgt->Type() == SimObject::SIM_SHIP) {
                    roe = DEFENSIVE;
                    ship_ai->SetWard((Ship*) tgt);
                    ship_ai->SetNavPoint(0);
                }
                else {
                    ClearRadioOrders();
                }
            }
            break;

        case RadioMessage::WEP_FREE:
            roe = AGRESSIVE;
            ship_ai->DropTarget(0.1);
            break;

        case RadioMessage::WEP_HOLD:
        case RadioMessage::FORM_UP:
            roe = NONE;
            ship_ai->DropTarget(5);
            break;

        case RadioMessage::MOVE_PATROL:
            roe = SELF_DEFENSIVE;
            ship_ai->SetPatrol(orders->Location());
            ship_ai->SetNavPoint(0);
            ship_ai->DropTarget(Random(5, 10));
            break;

        case RadioMessage::RTB:
        case RadioMessage::DOCK_WITH:
            roe = NONE;

            ship_ai->DropTarget(10);
            
            if (!ship->GetInbound()) {
                RadioMessage* msg = 0;
                Ship* controller = ship->GetController();

                if (orders->Action() == RadioMessage::DOCK_WITH && orders->GetTarget()) {
                    controller = (Ship*) orders->GetTarget();
                }

                if (!controller) {
                    Element* elem = ship->GetElement();
                    if (elem && elem->GetCommander()) {
                        Element* cmdr = elem->GetCommander();
                        controller    = cmdr->GetShip(1);
                    }
                }

                if (controller && controller->GetHangar() &&
                        controller->GetHangar()->CanStow(ship)) {
                    SimRegion*  self_rgn = ship->GetRegion();
                    SimRegion*  rtb_rgn  = controller->GetRegion();

                    if (self_rgn == rtb_rgn) {
                        double range = Point(controller->Location() - ship->Location()).length();

                        if (range < 50e3) {
                            msg = new(__FILE__,__LINE__) RadioMessage(controller, ship, RadioMessage::CALL_INBOUND);
                            RadioTraffic::Transmit(msg);
                        }
                    }
                }
                else {
                    ship->ClearRadioOrders();
                }

                ship_ai->SetNavPoint(0);
            }
            break;

        case RadioMessage::QUANTUM_TO:
        case RadioMessage::FARCAST_TO:
            roe = NONE;
            ship_ai->DropTarget(10);
            break;

        }

        action = orders->Action();
        return true;
    }

    // if we had an action before, this must be a "cancel orders" 
    else if (action) {
        ClearRadioOrders();
    }

    return false;
}
开发者ID:Banbury,项目名称:starshatter-open,代码行数:101,代码来源:TacticalAI.cpp

示例5: if


//.........这里部分代码省略.........
			}
		}
		break;

	case IFF:
		if (elem) {
			elem->SetIFF(event_param[0]);
		}

		else if (ship) {
			ship->SetIFF(event_param[0]);
		}
		break;

	case DAMAGE:
		if (ship) {
			ship->InflictDamage(event_param[0]);

			if (ship->Integrity() < 1) {
				NetUtil::SendObjKill(ship, 0, NetObjKill::KILL_MISC);
				ship->DeathSpiral();
				Print("    %s Killed By Scripted Event %d (%s)\n", (const char*) ship->Name(), id, FormatGameTime());
			}
		}
		else {
			Print("   EVENT %d: Could not apply damage to ship '%s' (not found).\n", id, (const char*) event_ship);
		}
		break;

	case JUMP:
		if (ship) {
			SimRegion* rgn = sim->FindRegion(event_target);

			if (rgn && ship->GetRegion() != rgn) {
				if (rgn->IsOrbital()) {
					QuantumDrive* quantum_drive = ship->GetQuantumDrive();
					if (quantum_drive) {
						quantum_drive->SetDestination(rgn, Point(0,0,0));
						quantum_drive->Engage(true); // request immediate jump
					}

					else if (ship->IsAirborne()) {
						ship->MakeOrbit();
					}
				}

				else {
					ship->DropOrbit();
				}
			}

		}
		break;

	case HOLD:
		if (elem)
		elem->SetHoldTime(event_param[0]);
		break;

	case SKIP: {
			for (int i = 0; i < event_nparams; i++) {
				int skip_id = event_param[i];

				ListIter<MissionEvent> iter = sim->GetEvents();
				while (++iter) {
					MissionEvent* e = iter.value();
开发者ID:The-E,项目名称:Starshatter-Experimental,代码行数:67,代码来源:MissionEvent.cpp

示例6: FindPlayerByObjID

bool
NetGameClient::DoJoinBacklog(NetJoinAnnounce* join_ann)
{
	bool finished = false;

	if (!join_ann)
	return finished;

	Sim* sim = Sim::GetSim();
	if (!sim)
	return finished;

	DWORD nid       = join_ann->GetNetID();
	DWORD oid       = join_ann->GetObjID();
	Text  name      = join_ann->GetName();
	Text  elem_name = join_ann->GetElement();
	Text  region    = join_ann->GetRegion();
	Point loc       = join_ann->GetLocation();
	Point velocity  = join_ann->GetVelocity();
	int   index     = join_ann->GetIndex();
	int   shld_lvl  = join_ann->GetShield();
	Ship* ship      = 0;
	char  ship_name[128];

	strcpy_s(ship_name, Game::GetText("NetGameClient.no-ship").data());

	if (nid && oid) {
		NetPlayer* remote_player = FindPlayerByObjID(oid);
		if (remote_player) {
			remote_player->SetName(name);
			remote_player->SetObjID(oid);

			if (index > 0)
			sprintf_s(ship_name, "%s %d", elem_name.data(), index);
			else
			sprintf_s(ship_name, "%s", elem_name.data());
		}
		else {
			Element* element = sim->FindElement(elem_name);

			if (element) {
				ship = element->GetShip(index);
			}

			if (ship) {
				strcpy_s(ship_name, ship->Name());

				SimRegion* rgn = ship->GetRegion();
				if (rgn && region != rgn->Name()) {
					SimRegion* dst = sim->FindRegion(region);
					if (dst) dst->InsertObject(ship);
				}

				ship->MoveTo(loc);
				ship->SetVelocity(velocity);

				Shield* shield = ship->GetShield();
				if (shield)
				shield->SetNetShieldLevel(shld_lvl);

				NetPlayer* remote_player = new(__FILE__,__LINE__) NetPlayer(nid);
				remote_player->SetName(name);
				remote_player->SetObjID(oid);
				remote_player->SetShip(ship);

				players.append(remote_player);
				finished = true;

				if (name == "Server A.I. Ship") {
					Print("NetGameClient::DoJoinBacklog() Remote Player '%s' has joined as '%s' with ID %d\n", name.data(), ship_name, oid);
				}
				else {
					HUDView::Message(Game::GetText("NetGameClient.remote-join").data(), name.data(), ship_name);
				}
			}
		}
	}

	return finished;
}
开发者ID:The-E,项目名称:Starshatter-Experimental,代码行数:80,代码来源:NetGameClient.cpp

示例7: new

void
NetGameClient::DoJoinAnnounce(NetMsg* msg)
{
	if (!msg) return;

	Sim* sim = Sim::GetSim();
	if (!sim) return;

	NetJoinAnnounce*  join_ann = new(__FILE__,__LINE__) NetJoinAnnounce;
	bool              saved    = false;

	if (join_ann->Unpack(msg->Data())) {
		DWORD nid       = msg->NetID();
		DWORD oid       = join_ann->GetObjID();
		Text  name      = join_ann->GetName();
		Text  elem_name = join_ann->GetElement();
		Text  region    = join_ann->GetRegion();
		Point loc       = join_ann->GetLocation();
		Point velocity  = join_ann->GetVelocity();
		int   index     = join_ann->GetIndex();
		int   shld_lvl  = join_ann->GetShield();
		join_ann->SetNetID(nid);
		Ship* ship      = 0;
		char  ship_name[128];

		strcpy_s(ship_name, Game::GetText("NetGameClient.no-ship").data());

		if (local_player && player_name == name) {
			HUDView::Message(Game::GetText("NetGameClient.local-accept"), name.data(), local_player->Name());

			objid = oid;
			netid = nid;
			local_player->SetObjID(oid);
			local_player->SetNetObserver(false);
			Observe(local_player);

			SimRegion* rgn = local_player->GetRegion();
			if (rgn && region != rgn->Name()) {
				SimRegion* dst = sim->FindRegion(region);
				if (dst) dst->InsertObject(local_player);
			}

			local_player->MoveTo(loc);
			local_player->SetVelocity(velocity);

			Shield* shield = local_player->GetShield();
			if (shield)
			shield->SetNetShieldLevel(shld_lvl);
		}
		else {
			NetPlayer* remote_player = FindPlayerByObjID(oid);
			if (remote_player) {
				remote_player->SetName(name);
				remote_player->SetObjID(oid);

				if (index > 0)
				sprintf_s(ship_name, "%s %d", elem_name.data(), index);
				else
				sprintf_s(ship_name, "%s", elem_name.data());
			}
			else {
				Element* element = sim->FindElement(elem_name);

				if (element) {
					ship = element->GetShip(index);
				}
				else {
					Print("NetGameClient::DoJoinAnnounce() could not find elem %s for player '%s' objid %d\n",
					elem_name.data(), name.data(), oid);

					NetUtil::SendElemRequest(elem_name.data());
				}

				if (!ship) {
					// save it for later:
					join_backlog.append(join_ann);
					saved = true;
				}
				else {
					strcpy_s(ship_name, ship->Name());

					SimRegion* rgn = ship->GetRegion();
					if (rgn && region != rgn->Name()) {
						SimRegion* dst = sim->FindRegion(region);
						if (dst) dst->InsertObject(ship);
					}

					ship->MoveTo(loc);
					ship->SetVelocity(velocity);

					Shield* shield = ship->GetShield();
					if (shield)
					shield->SetNetShieldLevel(shld_lvl);

					NetPlayer* remote_player = new(__FILE__,__LINE__) NetPlayer(nid);
					remote_player->SetName(name);
					remote_player->SetObjID(oid);
					remote_player->SetShip(ship);

					players.append(remote_player);
//.........这里部分代码省略.........
开发者ID:The-E,项目名称:Starshatter-Experimental,代码行数:101,代码来源:NetGameClient.cpp


注:本文中的Ship::GetRegion方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。