本文整理汇总了C++中Town::change_resistance方法的典型用法代码示例。如果您正苦于以下问题:C++ Town::change_resistance方法的具体用法?C++ Town::change_resistance怎么用?C++ Town::change_resistance使用的例子?那么恭喜您, 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Town
的用法示例。
在下文中一共展示了Town::change_resistance方法的3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: process_independent_town_worker
//------ Begin of function FirmWork::process_independent_town_worker -----//
//
// Process workers from independent towns.
//
// When workers work for a foreign firm, the overall resistance of
// the worker's town towards that nation decreases.
//
void FirmWork::process_independent_town_worker()
{
#define RESISTANCE_DECREASE_PER_WORKER float(0.2) // resistance decrease per month every 15 days
Town* townPtr;
for( int i=0 ; i<worker_count ; i++ )
{
err_when( !worker_array[i].town_recno );
townPtr = town_array[ worker_array[i].town_recno ];
if( townPtr->nation_recno==0 ) // if it's an independent town
{
townPtr->change_resistance( nation_recno, -RESISTANCE_DECREASE_PER_WORKER );
}
}
}
示例2: being_killed
//------- Begin of function Firm::being_killed ------//
//
// <BaseObj*> attackerObj - this can be NULL if the attacker no longer
// exists (the damage is caused by a bullet.)
//
void Firm::being_killed(BaseObj* attackerObj)
{
se_res.sound(center_x, center_y, 1, 'F', firm_id, "DIE" );
if( nation_recno == nation_array.player_recno && attackerObj ) //BUGHERE
news_array.firm_destroyed(firm_recno, attackerObj);
// ######## begin Gilbert 17/6 ########//
if( nation_recno == 0 && firm_id == FIRM_LAIR && is_monster() )
{
news_array.monster_firm_destroyed( monster_id(), center_x, center_y );
}
// ######## end Gilbert 17/6 ########//
if( nation_recno )
{
if( attackerObj && attackerObj->nation_recno )
nation_array[attackerObj->nation_recno]->enemy_firm_destroyed++;
if( nation_recno )
nation_array[nation_recno]->own_firm_destroyed++;
}
//-----------------------------------------//
if( attackerObj && attackerObj->nation_recno )
{
Nation* attackerNation = nation_array[attackerObj->nation_recno];
//-- destroying a monster firm raise the attacking nation's reputation --//
if( is_monster() )
{
float repIncrease = (float) max_hit_points() / 600;
//-- if the lair is enslaving the towns, increase the reputation bonus --//
if( cast_to_FirmLair() )
{
int tributeAmount = cast_to_FirmLair()->collect_town_tribute(0);
repIncrease += (float) tributeAmount / 600;
}
attackerNation->change_reputation(repIncrease);
//--- when destroying an enslaving Fryhtan lair, the independent towns enslaved by it will reduce its resistance towards you by 30 points ---//
if( cast_to_FirmLair() )
{
int i;
Town* townPtr;
for( i=0 ; i<linked_town_count ; i++ )
{
if(town_array.is_deleted(linked_town_array[i]))
continue;
townPtr = town_array[linked_town_array[i]];
//--- if it is a linked independent town ---//
if( townPtr->nation_recno == 0 &&
// ####### begin Gilbert 9/3 ########//
nation_recno &&
// ####### end Gilbert 9/3 ########//
townPtr->resistance(nation_recno) < MONSTER_COLLECT_TOWN_TRIBUTE_LOYALTY )
{
townPtr->change_resistance(attackerObj->nation_recno, -30);
}
}
}
}
//------ destroyng a building gives money ------//
float killMoney = (float) (firm_res[firm_id]->setup_cost + firm_recno%100) / 3; // add some randomness
attackerNation->add_income( INCOME_TREASURE, killMoney );
attackerNation->increased_cash = killMoney;
}
firm_array.del_firm(firm_recno);
}
示例3: cast_on_loc
//--------- Begin of function UnitGod::cast_on_loc ---------//
//
void UnitGod::cast_on_loc(int castXLoc, int castYLoc)
{
Location* locPtr = world.get_loc( castXLoc, castYLoc );
//--- if there is any unit on the location ---//
if( locPtr->has_unit(UNIT_LAND) )
{
cast_on_unit( locPtr->unit_recno(UNIT_LAND), 1 );
}
else if( locPtr->has_unit(UNIT_SEA) )
{
Unit* unitPtr = unit_array[ locPtr->unit_recno(UNIT_SEA) ];
//-- only heal human units belonging to our nation in ships --//
if( unitPtr->nation_recno == nation_recno &&
unit_res[unitPtr->unit_id]->unit_class == UNIT_CLASS_SHIP )
{
UnitMarine* unitMarine = (UnitMarine*) unitPtr;
for( int i=0 ; i<unitMarine->unit_count ; i++ )
{
int divider = 4; // the size of a ship is 4 locations (2x2)
cast_on_unit( unitMarine->unit_recno_array[i], divider ); // the effects are weaken on ship units, only 50% of the original effects
}
}
}
//--------- on firms ---------//
else if( locPtr->is_firm() )
{
Firm* firmPtr = firm_array[ locPtr->firm_recno() ];
int divider = (firmPtr->loc_x2-firmPtr->loc_x1+1) * (firmPtr->loc_y2-firmPtr->loc_y1+1);
if( god_id == GOD_ZULU )
divider = 1; // range of zulu god is 1, no need to divide
if( firmPtr->overseer_recno )
{
cast_on_unit( firmPtr->overseer_recno, divider );
}
if( firmPtr->worker_array && firm_res[firmPtr->firm_id]->live_in_town==0 )
{
Worker* workerPtr = firmPtr->worker_array;
for( int i=0 ; i<firmPtr->worker_count ; i++, workerPtr++ )
{
cast_on_worker(workerPtr, firmPtr->nation_recno, divider);
}
}
}
//--------- on towns ----------//
else if( locPtr->is_town() )
{
Town* townPtr = town_array[ locPtr->town_recno() ];
if( god_id == GOD_JAPANESE && townPtr->nation_recno != nation_recno)
{
int divider = STD_TOWN_LOC_WIDTH * STD_TOWN_LOC_HEIGHT;
for( int i=0 ; i<MAX_RACE ; i++ )
{
if( townPtr->race_pop_array[i]==0 )
continue;
float changePoints = (float)7 + misc.random(8); // decrease 7 to 15 loyalty points instantly
if( townPtr->nation_recno )
townPtr->change_loyalty(i+1, -changePoints/divider);
else
townPtr->change_resistance(i+1, nation_recno, -changePoints/divider);
}
}
else if( god_id == GOD_EGYPTIAN && townPtr->nation_recno == nation_recno)
{
int headCount;
int raceId;
for( headCount = 5; headCount > 0 && townPtr->population < MAX_TOWN_GROWTH_POPULATION
&& (raceId = townPtr->pick_random_race(1,1)); --headCount )
{
townPtr->inc_pop(raceId, 0, (int)townPtr->race_loyalty_array[raceId-1]);
}
}
}
}