本文整理汇总了C++中THMap::getWidth方法的典型用法代码示例。如果您正苦于以下问题:C++ THMap::getWidth方法的具体用法?C++ THMap::getWidth怎么用?C++ THMap::getWidth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THMap
的用法示例。
在下文中一共展示了THMap::getWidth方法的9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: l_anim_get_tile
static int l_anim_get_tile(lua_State *L)
{
THAnimation* pAnimation = luaT_testuserdata<THAnimation>(L);
lua_settop(L, 1);
lua_getfenv(L, 1);
lua_getfield(L, 2, "map");
lua_replace(L, 2);
if(lua_isnil(L, 2))
{
return 0;
}
THMap* pMap = (THMap*)lua_touserdata(L, 2);
const THLinkList* pListNode = pAnimation->getPrevious();
while(pListNode->m_pPrev)
{
pListNode = pListNode->m_pPrev;
}
// Casting pListNode to a THMapNode* is slightly dubious, but it should
// work. If on the normal list, then pListNode will be a THMapNode*, and
// all is fine. However, if on the early list, pListNode will be pointing
// to a member of a THMapNode, so we're relying on pointer arithmetic
// being a subtract and integer divide by sizeof(THMapNode) to yield the
// correct map node.
const THMapNode *pRootNode = pMap->getNodeUnchecked(0, 0);
uintptr_t iDiff = reinterpret_cast<const char*>(pListNode) -
reinterpret_cast<const char*>(pRootNode);
int iIndex = (int)(iDiff / sizeof(THMapNode));
int iY = iIndex / pMap->getWidth();
int iX = iIndex - (iY * pMap->getWidth());
lua_pushinteger(L, iX + 1);
lua_pushinteger(L, iY + 1);
return 3; // map, x, y
}
示例2: _l_on_ui_scroll_map
int ScrollableGamePanel::_l_on_ui_scroll_map(lua_State *L)
{
ScrollableGamePanel *pThis = reinterpret_cast<ScrollableGamePanel*>(
lua_touserdata(L, lua_upvalueindex(2)));
// Make a copy of the "self" parameter at the bottom of the stack
lua_pushvalue(L, 1);
lua_insert(L, 1);
// Call original GameUI:scrollMap() function
lua_pushvalue(L, lua_upvalueindex(1));
lua_insert(L, 2);
lua_call(L, lua_gettop(L) - 2, LUA_MULTRET);
if(pThis->m_bShouldRespondToScroll)
{
int iPanelW, iPanelH;
pThis->m_pGamePanel->GetSize(&iPanelW, &iPanelH);
// Get world co-ordinates of window center
lua_checkstack(L, 4);
lua_getfield(L, 1, "ScreenToWorld");
lua_pushvalue(L, 1);
lua_pushinteger(L, iPanelW / 2);
lua_pushinteger(L, iPanelH / 2);
lua_call(L, 3, 2);
lua_Number fX = lua_tonumber(L, -2) - 1.0;
lua_Number fY = lua_tonumber(L, -1) - 1.0;
lua_pop(L, 2);
// Get map extents
THMap* pMap = pThis->m_pGamePanel->getMap();
int iMapH = pMap->getHeight();
int iTemp = pMap->getWidth();
pMap->worldToScreen(iTemp, iMapH);
int iMapW = pMap->getWidth();
iTemp = 0;
pMap->worldToScreen(iMapW, iTemp);
// Get screen co-ordinates of window center
// We could get these directly from the GameUI, but we'd be delving into
// its member variables, and also perhaps not properly accounting for zoom.
pMap->worldToScreen(fX, fY);
int iX = (int)fX;
int iY = (int)fY;
// Update scrollbars
pThis->m_pMapScrollX->SetScrollbar(iX + iMapW, iPanelW, iMapW * 2 + iPanelW, iPanelW);
pThis->m_pMapScrollY->SetScrollbar(iY , iPanelH, iMapH + iPanelH, iPanelH);
}
// Return results from original call
return lua_gettop(L) - 1;
}
示例3: l_map_getsize
static int l_map_getsize(lua_State *L)
{
THMap* pMap = luaT_testuserdata<THMap>(L);
lua_pushinteger(L, pMap->getWidth());
lua_pushinteger(L, pMap->getHeight());
return 2;
}
示例4: l_map_unmark_room
static int l_map_unmark_room(lua_State *L)
{
THMap* pMap = luaT_testuserdata<THMap>(L);
int iX_ = static_cast<int>(luaL_checkinteger(L, 2) - 1);
int iY_ = static_cast<int>(luaL_checkinteger(L, 3) - 1);
int iW = static_cast<int>(luaL_checkinteger(L, 4));
int iH = static_cast<int>(luaL_checkinteger(L, 5));
if(iX_ < 0 || iY_ < 0 || (iX_ + iW) > pMap->getWidth() || (iY_ + iH) > pMap->getHeight())
luaL_argerror(L, 2, "Rectangle is out of bounds");
for(int iY = iY_; iY < iY_ + iH; ++iY)
{
for(int iX = iX_; iX < iX_ + iW; ++iX)
{
THMapNode *pNode = pMap->getNodeUnchecked(iX, iY);
pNode->iBlock[0] = pMap->getOriginalNodeUnchecked(iX, iY)->iBlock[0];
pNode->flags.room = false;
pNode->iRoomId = 0;
}
}
pMap->updatePathfinding();
pMap->updateShadows();
lua_settop(L, 1);
return 1;
}
示例5: l_map_mark_room
static int l_map_mark_room(lua_State *L)
{
THMap* pMap = luaT_testuserdata<THMap>(L);
int iX_ = static_cast<int>(luaL_checkinteger(L, 2) - 1);
int iY_ = static_cast<int>(luaL_checkinteger(L, 3) - 1);
int iW = static_cast<int>(luaL_checkinteger(L, 4));
int iH = static_cast<int>(luaL_checkinteger(L, 5));
uint16_t iTile = static_cast<uint16_t>(luaL_checkinteger(L, 6));
uint16_t iRoomId = static_cast<uint16_t>(luaL_optinteger(L, 7, 0));
if(iX_ < 0 || iY_ < 0 || (iX_ + iW) > pMap->getWidth() || (iY_ + iH) > pMap->getHeight())
luaL_argerror(L, 2, "Rectangle is out of bounds");
for(int iY = iY_; iY < iY_ + iH; ++iY)
{
for(int iX = iX_; iX < iX_ + iW; ++iX)
{
THMapNode *pNode = pMap->getNodeUnchecked(iX, iY);
pNode->iBlock[0] = iTile;
pNode->iBlock[3] = 0;
pNode->flags.room = true;
pNode->flags.passable |= pNode->flags.passable_if_not_for_blueprint;
pNode->flags.passable_if_not_for_blueprint = false;
pNode->iRoomId = iRoomId;
}
}
pMap->updatePathfinding();
pMap->updateShadows();
lua_settop(L, 1);
return 1;
}
示例6: l_map_get_litter_fraction
/* Compute the fraction of corridor tiles with litter, of the parcels owned by the given player. */
static int l_map_get_litter_fraction(lua_State *L)
{
THMap* pMap = luaT_testuserdata<THMap>(L);
int owner = static_cast<int>(luaL_checkinteger(L, 2));
if (owner == 0)
{
lua_pushnumber(L, 0.0); // Outside has no litter.
return 1;
}
double tile_count = 0;
double litter_count = 0;
for (int x = 0; x < pMap->getWidth(); x++)
{
for (int y = 0; y < pMap->getHeight(); y++)
{
const THMapNode* pNode = pMap->getNodeUnchecked(x, y);
if (pNode->iParcelId == 0 || owner != pMap->getParcelOwner(pNode->iParcelId) ||
pNode->iRoomId != 0)
{
continue;
}
tile_count++;
for(auto iter = pNode->objects.begin(); iter != pNode->objects.end(); iter++)
{
if(*iter == THObjectType::litter)
{
litter_count++;
break;
}
}
}
}
double fraction = (tile_count == 0) ? 0.0 : litter_count / tile_count;
lua_pushnumber(L, fraction);
return 1;
}
示例7: l_map_updateblueprint
static int l_map_updateblueprint(lua_State *L)
{
// NB: This function can be implemented in Lua, but is implemented in C for
// efficiency.
const unsigned short iFloorTileGood = 24 + (THDF_Alpha50 << 8);
const unsigned short iFloorTileGoodCenter = 37 + (THDF_Alpha50 << 8);
const unsigned short iFloorTileBad = 67 + (THDF_Alpha50 << 8);
const unsigned int iWallAnimTopCorner = 124;
const unsigned int iWallAnim = 120;
THMap* pMap = luaT_testuserdata<THMap>(L);
int iOldX = static_cast<int>(luaL_checkinteger(L, 2)) - 1;
int iOldY = static_cast<int>(luaL_checkinteger(L, 3)) - 1;
int iOldW = static_cast<int>(luaL_checkinteger(L, 4));
int iOldH = static_cast<int>(luaL_checkinteger(L, 5));
int iNewX = static_cast<int>(luaL_checkinteger(L, 6)) - 1;
int iNewY = static_cast<int>(luaL_checkinteger(L, 7)) - 1;
int iNewW = static_cast<int>(luaL_checkinteger(L, 8));
int iNewH = static_cast<int>(luaL_checkinteger(L, 9));
luaL_checktype(L, 10, LUA_TTABLE); // Animation list
THAnimationManager* pAnims = luaT_testuserdata<THAnimationManager>(L, 11, luaT_upvalueindex(1));
bool entire_invalid = lua_toboolean(L, 12) != 0;
bool valid = !entire_invalid;
if(iOldX < 0 || iOldY < 0 || (iOldX + iOldW) > pMap->getWidth() || (iOldY + iOldH) > pMap->getHeight())
luaL_argerror(L, 2, "Old rectangle is out of bounds");
if(iNewX < 0 || iNewY < 0 || (iNewX + iNewW) >= pMap->getWidth() || (iNewY + iNewH) >= pMap->getHeight())
luaL_argerror(L, 6, "New rectangle is out of bounds");
// Clear blueprint flag from previous selected floor tiles (copying it to the passable flag).
for(int iY = iOldY; iY < iOldY + iOldH; ++iY)
{
for(int iX = iOldX; iX < iOldX + iOldW; ++iX)
{
THMapNode *pNode = pMap->getNodeUnchecked(iX, iY);
pNode->iBlock[3] = 0;
uint32_t iFlags = pNode->iFlags;
iFlags |= ((iFlags & THMN_PassableIfNotForBlueprint) != 0) ? THMN_Passable : 0;
iFlags &= ~THMN_PassableIfNotForBlueprint;
pNode->iFlags = iFlags;
}
}
// Add blueprint flag to new floor tiles.
for(int iY = iNewY; iY < iNewY + iNewH; ++iY)
{
for(int iX = iNewX; iX < iNewX + iNewW; ++iX)
{
THMapNode *pNode = pMap->getNodeUnchecked(iX, iY);
if(is_valid(entire_invalid, pNode))
pNode->iBlock[3] = iFloorTileGood;
else
{
pNode->iBlock[3] = iFloorTileBad;
valid = false;
}
pNode->iFlags |= ((pNode->iFlags & THMN_Passable) != 0) ? THMN_PassableIfNotForBlueprint : 0;
}
}
// Set center floor tiles
if(iNewW >= 2 && iNewH >= 2)
{
int iCenterX = iNewX + (iNewW - 2) / 2;
int iCenterY = iNewY + (iNewH - 2) / 2;
THMapNode *pNode = pMap->getNodeUnchecked(iCenterX, iCenterY);
if(pNode->iBlock[3] == iFloorTileGood)
pNode->iBlock[3] = iFloorTileGoodCenter + 2;
pNode = pMap->getNodeUnchecked(iCenterX + 1, iCenterY);
if(pNode->iBlock[3] == iFloorTileGood)
pNode->iBlock[3] = iFloorTileGoodCenter + 1;
pNode = pMap->getNodeUnchecked(iCenterX, iCenterY + 1);
if(pNode->iBlock[3] == iFloorTileGood)
pNode->iBlock[3] = iFloorTileGoodCenter + 0;
pNode = pMap->getNodeUnchecked(iCenterX + 1, iCenterY + 1);
if(pNode->iBlock[3] == iFloorTileGood)
pNode->iBlock[3] = iFloorTileGoodCenter + 3;
}
// Set wall animations
int iNextAnim = 1;
THAnimation *pAnim = l_map_updateblueprint_getnextanim(L, iNextAnim);
THMapNode *pNode = pMap->getNodeUnchecked(iNewX, iNewY);
pAnim->setAnimation(pAnims, iWallAnimTopCorner);
pAnim->setFlags(THDF_ListBottom | (is_valid(entire_invalid, pNode) ? 0 : THDF_AltPalette));
pAnim->attachToTile(pNode, 0);
for(int iX = iNewX; iX < iNewX + iNewW; ++iX)
{
if(iX != iNewX)
{
pAnim = l_map_updateblueprint_getnextanim(L, iNextAnim);
pNode = pMap->getNodeUnchecked(iX, iNewY);
pAnim->setAnimation(pAnims, iWallAnim);
pAnim->setFlags(THDF_ListBottom | (is_valid(entire_invalid, pNode) ? 0 : THDF_AltPalette));
pAnim->attachToTile(pNode, 0);
//.........这里部分代码省略.........
示例8: l_town_map_draw
static int l_town_map_draw(lua_State *L)
{
luaL_checktype(L, 1, LUA_TTABLE);
THMap *pMap = luaT_testuserdata<THMap>(L, 2);
THRenderTarget *pCanvas = luaT_testuserdata<THRenderTarget>(L, 3);
int iCanvasXBase = luaL_checkint(L, 4);
int iCanvasYBase = luaL_checkint(L, 5);
bool bShowHeat = lua_toboolean(L, 6) != 0;
uint32_t iColourMyHosp = pCanvas->mapColour(0, 0, 70);
uint32_t iColourWall = pCanvas->mapColour(255, 255, 255);
uint32_t iColourDoor = pCanvas->mapColour(200, 200, 200);
uint32_t iColourPurchasable = pCanvas->mapColour(255, 0, 0);
const THMapNode *pNode = pMap->getNodeUnchecked(0, 0);
const THMapNode *pOriginalNode = pMap->getOriginalNodeUnchecked(0, 0);
int iCanvasY = iCanvasYBase + 3;
for(int iY = 0; iY < pMap->getHeight(); ++iY, iCanvasY += 3)
{
int iCanvasX = iCanvasXBase;
for(int iX = 0; iX < pMap->getWidth(); ++iX, ++pNode, ++pOriginalNode, iCanvasX += 3)
{
if(pOriginalNode->iFlags & THMN_Hospital)
{
uint32_t iColour = iColourMyHosp;
if(!(pNode->iFlags & THMN_Hospital))
{
// TODO: Replace 1 with player number
if(pMap->isParcelPurchasable(pNode->iParcelId, 1))
iColour = iColourPurchasable;
else
goto dont_paint_tile;
}
else if(bShowHeat)
{
uint16_t iTemp = pMap->getNodeTemperature(pNode);
if(iTemp < 5200) // Less than 4 degrees
iTemp = 0;
else if(iTemp > 32767) // More than 25 degrees
iTemp = 255;
else // NB: 108 == (32767 - 5200) / 255
iTemp = (iTemp - 5200) / 108;
iColour = pCanvas->mapColour(static_cast<uint8_t>(iTemp), 0, 70);
}
pCanvas->fillRect(iColour, iCanvasX, iCanvasY, 3, 3);
}
dont_paint_tile:
#define IsWall(blk) ((82 <= ((blk) & 0xFF)) && (((blk) & 0xFF) <= 164))
#define IsWallDrawn(n) pMap->getNodeOwner(pNode) != 0 ? \
IsWall(pNode->iBlock[n]) : IsWall(pOriginalNode->iBlock[n])
if(IsWallDrawn(1))
pCanvas->fillRect(iColourWall, iCanvasX, iCanvasY, 3, 1);
if(IsWallDrawn(2))
pCanvas->fillRect(iColourWall, iCanvasX, iCanvasY, 1, 3);
#undef IsWallDrawn
#undef IsWall
if(pNode->iFlags & THMN_DoorNorth)
pCanvas->fillRect(iColourDoor, iCanvasX, iCanvasY - 2, 2, 3);
if(pNode->iFlags & THMN_DoorWest)
pCanvas->fillRect(iColourDoor, iCanvasX - 3, iCanvasY, 3, 2);
}
}
return 0;
}
示例9: l_town_map_draw
static int l_town_map_draw(lua_State *L)
{
luaL_checktype(L, 1, LUA_TTABLE);
THMap *pMap = luaT_testuserdata<THMap>(L, 2);
THRenderTarget *pCanvas = luaT_testuserdata<THRenderTarget>(L, 3);
int iCanvasXBase = luaL_checkint(L, 4);
int iCanvasYBase = luaL_checkint(L, 5);
bool bShowHeat = lua_toboolean(L, 6) != 0;
uint32_t iColourMyHosp = pCanvas->mapColour(0, 0, 70);
uint32_t iColourWall = pCanvas->mapColour(255, 255, 255);
uint32_t iColourDoor = pCanvas->mapColour(200, 200, 200);
uint32_t iColourPurchasable = pCanvas->mapColour(255, 0, 0);
const THMapNode *pNode = pMap->getNodeUnchecked(0, 0);
const THMapNode *pOriginalNode = pMap->getOriginalNodeUnchecked(0, 0);
int iCanvasY = iCanvasYBase + 3;
int iMapWidth = pMap->getWidth();
for(int iY = 0; iY < pMap->getHeight(); ++iY, iCanvasY += 3)
{
int iCanvasX = iCanvasXBase;
for(int iX = 0; iX < iMapWidth; ++iX, ++pNode, ++pOriginalNode, iCanvasX += 3)
{
if(pOriginalNode->iFlags & THMN_Hospital)
{
uint32_t iColour = iColourMyHosp;
if(!(pNode->iFlags & THMN_Hospital))
{
// TODO: Replace 1 with player number
if(pMap->isParcelPurchasable(pNode->iParcelId, 1))
iColour = iColourPurchasable;
else
goto dont_paint_tile;
}
else if(bShowHeat)
{
uint16_t iTemp = pMap->getNodeTemperature(pNode);
if(iTemp < 5200) // Less than 4 degrees
iTemp = 0;
else if(iTemp > 32767) // More than 25 degrees
iTemp = 255;
else // NB: 108 == (32767 - 5200) / 255
iTemp = (iTemp - 5200) / 108;
#define MIN_OK_TEMP 140
#define MAX_OK_TEMP 180
#define RangeScale(low, high, val, start, end) \
Clamp8(start + (end - start) * (val - low) / (high - low))
switch(pMap->getTemperatureDisplay())
{
case THMT_MultiColour:
{
uint8_t iR = 0;
uint8_t iG = 0;
uint8_t iB = 70;
if(iTemp < MIN_OK_TEMP)
iB = RangeScale(0, MIN_OK_TEMP - 1, iTemp, 200, 60);
else if(iTemp < MAX_OK_TEMP)
iG = RangeScale(MIN_OK_TEMP, MAX_OK_TEMP - 1, iTemp, 140, 224);
else
iR = RangeScale(MAX_OK_TEMP, 255, iTemp, 224, 255);
iColour = pCanvas->mapColour(iR, iG, iB);
break;
}
case THMT_YellowRed:
if(iTemp < MIN_OK_TEMP) // Below 11 degrees
{
uint8_t iR = RangeScale(0, MIN_OK_TEMP - 1, iTemp, 100, 213);
uint8_t iG = RangeScale(0, MIN_OK_TEMP - 1, iTemp, 80, 180);
iColour = pCanvas->mapColour(iR, iG, 0);
}
else
{
uint8_t iR = RangeScale(MIN_OK_TEMP, 255, iTemp, 223, 235);
uint8_t iG = RangeScale(MIN_OK_TEMP, 255, iTemp, 184, 104);
uint8_t iB = RangeScale(MIN_OK_TEMP, 255, iTemp, 0, 53);
iColour = pCanvas->mapColour(iR, iG, iB);
}
break;
default:
case THMT_Red:
iColour = pCanvas->mapColour(static_cast<uint8_t>(iTemp), 0, 70);
break;
}
#undef RangeScale
}
pCanvas->fillRect(iColour, iCanvasX, iCanvasY, 3, 3);
}
dont_paint_tile:
#define IsWall(blk) ((82 <= ((blk) & 0xFF)) && (((blk) & 0xFF) <= 164))
#define IsWallDrawn(n) pMap->getNodeOwner(pNode) != 0 ? \
IsWall(pNode->iBlock[n]) : IsWall(pOriginalNode->iBlock[n])
if(IsWallDrawn(1)) {
pCanvas->fillRect(iColourWall, iCanvasX, iCanvasY, 3, 1);
// Draw entrance door
if((pNode-1)->iFlags >> 24 == THOB_EntranceRightDoor) {
if (pNode->iFlags & THMN_Hospital) {
pCanvas->fillRect(iColourDoor, iCanvasX-6, iCanvasY-2, 9, 3);
} else {
//.........这里部分代码省略.........