本文整理汇总了C++中Ufo::getAlienRace方法的典型用法代码示例。如果您正苦于以下问题:C++ Ufo::getAlienRace方法的具体用法?C++ Ufo::getAlienRace怎么用?C++ Ufo::getAlienRace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Ufo
的用法示例。
在下文中一共展示了Ufo::getAlienRace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: btnYesClick
/**
* Enters the mission.
* @param action Pointer to an action.
*/
void ConfirmLandingState::btnYesClick(Action *action)
{
_game->popState();
Ufo* u = dynamic_cast<Ufo*>(_craft->getDestination());
TerrorSite* t = dynamic_cast<TerrorSite*>(_craft->getDestination());
AlienBase* b = dynamic_cast<AlienBase*>(_craft->getDestination());
if (u != 0)
{
SavedBattleGame *bgame = new SavedBattleGame();
_game->getSavedGame()->setBattleGame(bgame);
if(u->getStatus() == Ufo::CRASHED)
bgame->setMissionType("STR_UFO_CRASH_RECOVERY");
else
bgame->setMissionType("STR_UFO_GROUND_ASSAULT");
BattlescapeGenerator bgen = BattlescapeGenerator(_game);
bgen.setWorldTexture(_texture);
bgen.setWorldShade(_shade);
bgen.setCraft(_craft);
bgen.setUfo(u);
bgen.setAlienRace(u->getAlienRace());
bgen.setAlienItemlevel(0);
bgen.run();
_game->pushState(new BriefingState(_game, _craft));
}
else if (t != 0)
{
SavedBattleGame *bgame = new SavedBattleGame();
_game->getSavedGame()->setBattleGame(bgame);
bgame->setMissionType("STR_TERROR_MISSION");
BattlescapeGenerator bgen = BattlescapeGenerator(_game);
bgen.setWorldTexture(_texture);
bgen.setWorldShade(_shade);
bgen.setCraft(_craft);
bgen.setTerrorSite(t);
bgen.setAlienRace(t->getAlienRace());
bgen.setAlienItemlevel(0);
bgen.run();
_game->pushState(new BriefingState(_game, _craft));
}
else if (b != 0)
{
SavedBattleGame *bgame = new SavedBattleGame();
_game->getSavedGame()->setBattleGame(bgame);
bgame->setMissionType("STR_ALIEN_BASE_ASSAULT");
BattlescapeGenerator bgen = BattlescapeGenerator(_game);
bgen.setWorldTexture(_texture);
bgen.setWorldShade(_shade);
bgen.setCraft(_craft);
bgen.setAlienBase(b);
bgen.setAlienRace(b->getAlienRace());
bgen.setAlienItemlevel(0);
bgen.run();
_game->pushState(new BriefingState(_game, _craft));
}
}
示例2: btnYesClick
/**
* Enters the mission.
* @param action Pointer to an action.
*/
void ConfirmLandingState::btnYesClick(Action *)
{
_game->popState();
_state->musicStop();
Ufo* u = dynamic_cast<Ufo*>(_craft->getDestination());
TerrorSite* t = dynamic_cast<TerrorSite*>(_craft->getDestination());
AlienBase* b = dynamic_cast<AlienBase*>(_craft->getDestination());
size_t month = _game->getSavedGame()->getMonthsPassed();
if (month > _game->getRuleset()->getAlienItemLevels().size()-1)
month = _game->getRuleset()->getAlienItemLevels().size()-1;
SavedBattleGame *bgame = new SavedBattleGame();
_game->getSavedGame()->setBattleGame(bgame);
BattlescapeGenerator bgen = BattlescapeGenerator(_game);
bgen.setWorldTexture(_texture);
bgen.setWorldShade(_shade);
bgen.setCraft(_craft);
if (u != 0)
{
if(u->getStatus() == Ufo::CRASHED)
bgame->setMissionType("STR_UFO_CRASH_RECOVERY");
else
bgame->setMissionType("STR_UFO_GROUND_ASSAULT");
bgen.setUfo(u);
bgen.setAlienRace(u->getAlienRace());
}
else if (t != 0)
{
bgame->setMissionType("STR_TERROR_MISSION");
bgen.setTerrorSite(t);
bgen.setAlienRace(t->getAlienRace());
}
else if (b != 0)
{
bgame->setMissionType("STR_ALIEN_BASE_ASSAULT");
bgen.setAlienBase(b);
bgen.setAlienRace(b->getAlienRace());
}
else
{
throw Exception("No mission available!");
}
bgen.setAlienItemlevel(_game->getRuleset()->getAlienItemLevels().at(month).at(RNG::generate(0,9)));
bgen.run();
_game->pushState(new BriefingState(_game, _craft));
}
示例3: btnYesClick
/**
* Enters the mission.
* @param action Pointer to an action.
*/
void ConfirmLandingState::btnYesClick(Action *)
{
_game->popState();
Ufo* u = dynamic_cast<Ufo*>(_craft->getDestination());
MissionSite* m = dynamic_cast<MissionSite*>(_craft->getDestination());
AlienBase* b = dynamic_cast<AlienBase*>(_craft->getDestination());
SavedBattleGame *bgame = new SavedBattleGame();
_game->getSavedGame()->setBattleGame(bgame);
BattlescapeGenerator bgen(_game);
bgen.setWorldTexture(_texture);
bgen.setWorldShade(_shade);
bgen.setCraft(_craft);
if (u != 0)
{
if (u->getStatus() == Ufo::CRASHED)
bgame->setMissionType("STR_UFO_CRASH_RECOVERY");
else
bgame->setMissionType("STR_UFO_GROUND_ASSAULT");
bgen.setUfo(u);
bgen.setAlienRace(u->getAlienRace());
}
else if (m != 0)
{
bgame->setMissionType(m->getDeployment()->getType());
bgen.setMissionSite(m);
bgen.setAlienRace(m->getAlienRace());
}
else if (b != 0)
{
bgame->setMissionType(b->getDeployment()->getType());
bgen.setAlienBase(b);
bgen.setAlienRace(b->getAlienRace());
bgen.setWorldTexture(0);
}
else
{
throw Exception("No mission available!");
}
bgen.run();
_game->pushState(new BriefingState(_craft));
}