本文整理汇总了C++中TilePtr::limitsFloorsView方法的典型用法代码示例。如果您正苦于以下问题:C++ TilePtr::limitsFloorsView方法的具体用法?C++ TilePtr::limitsFloorsView怎么用?C++ TilePtr::limitsFloorsView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TilePtr
的用法示例。
在下文中一共展示了TilePtr::limitsFloorsView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: calcFirstVisibleFloor
int MapView::calcFirstVisibleFloor()
{
int z = 7;
// return forced first visible floor
if(m_lockedFirstVisibleFloor != -1) {
z = m_lockedFirstVisibleFloor;
} else {
Position cameraPosition = getCameraPosition();
// this could happens if the player is not known yet
if(cameraPosition.isValid()) {
// avoid rendering multifloors in far views
if(!m_multifloor) {
z = cameraPosition.z;
} else {
// if nothing is limiting the view, the first visible floor is 0
int firstFloor = 0;
// limits to underground floors while under sea level
if(cameraPosition.z > Otc::SEA_FLOOR)
firstFloor = std::max(cameraPosition.z - Otc::AWARE_UNDEGROUND_FLOOR_RANGE, (int)Otc::UNDERGROUND_FLOOR);
// loop in 3x3 tiles around the camera
for(int ix = -1; ix <= 1 && firstFloor < cameraPosition.z; ++ix) {
for(int iy = -1; iy <= 1 && firstFloor < cameraPosition.z; ++iy) {
Position pos = cameraPosition.translated(ix, iy);
// process tiles that we can look through, e.g. windows, doors
if((ix == 0 && iy == 0) || (/*(std::abs(ix) != std::abs(iy)) && */g_map.isLookPossible(pos))) {
Position upperPos = pos;
Position coveredPos = pos;
while(coveredPos.coveredUp() && upperPos.up() && upperPos.z >= firstFloor) {
// check tiles physically above
TilePtr tile = g_map.getTile(upperPos);
if(tile && tile->limitsFloorsView()) {
firstFloor = upperPos.z + 1;
break;
}
// check tiles geometrically above
tile = g_map.getTile(coveredPos);
if(tile && tile->limitsFloorsView()) {
firstFloor = coveredPos.z + 1;
break;
}
}
}
}
}
z = firstFloor;
}
}
}
// just ensure the that the floor is in the valid range
z = std::min(std::max(z, 0), (int)Otc::MAX_Z);
return z;
}