本文整理汇总了C++中Ufo::setId方法的典型用法代码示例。如果您正苦于以下问题:C++ Ufo::setId方法的具体用法?C++ Ufo::setId怎么用?C++ Ufo::setId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::setId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: btnOkClick
/**
* Starts the battle.
* @param action Pointer to an action.
*/
void NewBattleState::btnOkClick(Action *)
{
save();
if (_missionTypes[_cbxMission->getSelected()] != "STR_BASE_DEFENSE" && _craft->getNumSoldiers() == 0 && _craft->getNumVehicles() == 0)
{
return;
}
SavedBattleGame *bgame = new SavedBattleGame();
_game->getSavedGame()->setBattleGame(bgame);
bgame->setMissionType(_missionTypes[_cbxMission->getSelected()]);
BattlescapeGenerator bgen = BattlescapeGenerator(_game);
Base *base = 0;
bgen.setTerrain(_game->getMod()->getTerrain(_terrainTypes[_cbxTerrain->getSelected()]));
// base defense
if (_missionTypes[_cbxMission->getSelected()] == "STR_BASE_DEFENSE")
{
base = _craft->getBase();
bgen.setBase(base);
_craft = 0;
}
// alien base
else if (_game->getMod()->getDeployment(bgame->getMissionType())->isAlienBase())
{
AlienBase *b = new AlienBase(_game->getMod()->getDeployment(bgame->getMissionType()));
b->setId(1);
b->setAlienRace(_alienRaces[_cbxAlienRace->getSelected()]);
_craft->setDestination(b);
bgen.setAlienBase(b);
_game->getSavedGame()->getAlienBases()->push_back(b);
}
// ufo assault
else if (_craft && _game->getMod()->getUfo(_missionTypes[_cbxMission->getSelected()]))
{
Ufo *u = new Ufo(_game->getMod()->getUfo(_missionTypes[_cbxMission->getSelected()]));
u->setId(1);
_craft->setDestination(u);
bgen.setUfo(u);
// either ground assault or ufo crash
if (RNG::generate(0,1) == 1)
{
u->setStatus(Ufo::LANDED);
bgame->setMissionType("STR_UFO_GROUND_ASSAULT");
}
else
{
u->setStatus(Ufo::CRASHED);
bgame->setMissionType("STR_UFO_CRASH_RECOVERY");
}
_game->getSavedGame()->getUfos()->push_back(u);
}
// mission site
else
{
const AlienDeployment *deployment = _game->getMod()->getDeployment(bgame->getMissionType());
const RuleAlienMission *mission = _game->getMod()->getAlienMission(_game->getMod()->getAlienMissionList().front()); // doesn't matter
MissionSite *m = new MissionSite(mission, deployment);
m->setId(1);
m->setAlienRace(_alienRaces[_cbxAlienRace->getSelected()]);
_craft->setDestination(m);
bgen.setMissionSite(m);
_game->getSavedGame()->getMissionSites()->push_back(m);
}
if (_craft)
{
_craft->setSpeed(0);
bgen.setCraft(_craft);
}
_game->getSavedGame()->setDifficulty((GameDifficulty)_cbxDifficulty->getSelected());
bgen.setWorldShade(_slrDarkness->getValue());
bgen.setAlienRace(_alienRaces[_cbxAlienRace->getSelected()]);
bgen.setAlienItemlevel(_slrAlienTech->getValue());
bgame->setDepth(_slrDepth->getValue());
bgen.run();
_game->popState();
_game->popState();
_game->pushState(new BriefingState(_craft, base));
_craft = 0;
}