本文整理汇总了C++中AInventory::DepleteOrDestroy方法的典型用法代码示例。如果您正苦于以下问题:C++ AInventory::DepleteOrDestroy方法的具体用法?C++ AInventory::DepleteOrDestroy怎么用?C++ AInventory::DepleteOrDestroy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AInventory
的用法示例。
在下文中一共展示了AInventory::DepleteOrDestroy方法的2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: cht_Take
void cht_Take (player_t *player, const char *name, int amount)
{
bool takeall;
PClassActor *type;
if (player->mo == NULL || player->health <= 0)
{
return;
}
takeall = (stricmp (name, "all") == 0);
if (!takeall && stricmp (name, "health") == 0)
{
if (player->mo->health - amount <= 0
|| player->health - amount <= 0
|| amount == 0)
{
cht_Suicide (player);
if (player == &players[consoleplayer])
C_HideConsole ();
return;
}
if (amount > 0)
{
if (player->mo)
{
player->mo->health -= amount;
player->health = player->mo->health;
}
else
{
player->health -= amount;
}
}
if (!takeall)
return;
}
if (takeall || stricmp (name, "backpack") == 0)
{
// Take away all types of backpacks the player might own.
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
{
PClass *type = PClassActor::AllActorClasses[i];
if (type->IsDescendantOf(RUNTIME_CLASS (ABackpackItem)))
{
AInventory *pack = player->mo->FindInventory(static_cast<PClassActor *>(type));
if (pack)
pack->Destroy();
}
}
if (!takeall)
return;
}
if (takeall || stricmp (name, "ammo") == 0)
{
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
{
PClass *type = PClassActor::AllActorClasses[i];
if (type->ParentClass == RUNTIME_CLASS (AAmmo))
{
AInventory *ammo = player->mo->FindInventory(static_cast<PClassActor *>(type));
if (ammo)
ammo->DepleteOrDestroy();
}
}
if (!takeall)
return;
}
if (takeall || stricmp (name, "armor") == 0)
{
for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
{
type = PClassActor::AllActorClasses[i];
if (type->IsDescendantOf (RUNTIME_CLASS (AArmor)))
{
AInventory *armor = player->mo->FindInventory(static_cast<PClassActor *>(type));
if (armor)
armor->DepleteOrDestroy();
}
}
if (!takeall)
return;
//.........这里部分代码省略.........
示例2: P_MorphPlayer
//.........这里部分代码省略.........
{ // Make a super chicken
p->mo->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2));
}
return false;
}
if (p->health <= 0)
{ // Dead players cannot morph
return false;
}
if (spawntype == NULL)
{
return false;
}
if (!spawntype->IsDescendantOf (RUNTIME_CLASS(APlayerPawn)))
{
return false;
}
if (spawntype == p->mo->GetClass())
{
return false;
}
morphed = static_cast<APlayerPawn *>(Spawn (spawntype, actor->Pos(), NO_REPLACE));
EndAllPowerupEffects(actor->Inventory);
DObject::StaticPointerSubstitution (actor, morphed);
if ((actor->tid != 0) && (style & MORPH_NEWTIDBEHAVIOUR))
{
morphed->tid = actor->tid;
morphed->AddToHash ();
actor->RemoveFromHash ();
actor->tid = 0;
}
morphed->angle = actor->angle;
morphed->target = actor->target;
morphed->tracer = actor;
morphed->Score = actor->Score;
p->PremorphWeapon = p->ReadyWeapon;
morphed->special2 = actor->flags & ~MF_JUSTHIT;
morphed->player = p;
if (actor->renderflags & RF_INVISIBLE)
{
morphed->special2 |= MF_JUSTHIT;
}
if (morphed->ViewHeight > p->viewheight && p->deltaviewheight == 0)
{ // If the new view height is higher than the old one, start moving toward it.
p->deltaviewheight = p->GetDeltaViewHeight();
}
morphed->flags |= actor->flags & (MF_SHADOW|MF_NOGRAVITY);
morphed->flags2 |= actor->flags2 & MF2_FLY;
morphed->flags3 |= actor->flags3 & MF3_GHOST;
AActor *eflash = Spawn(((enter_flash) ? enter_flash : RUNTIME_CLASS(ATeleportFog)), actor->PosPlusZ(TELEFOGHEIGHT), ALLOW_REPLACE);
actor->player = NULL;
actor->flags &= ~(MF_SOLID|MF_SHOOTABLE);
actor->flags |= MF_UNMORPHED;
actor->renderflags |= RF_INVISIBLE;
p->morphTics = (duration) ? duration : MORPHTICS;
// [MH] Used by SBARINFO to speed up face drawing
p->MorphedPlayerClass = spawntype;
p->MorphStyle = style;
p->MorphExitFlash = (exit_flash) ? exit_flash : RUNTIME_CLASS(ATeleportFog);
p->health = morphed->health;
p->mo = morphed;
p->velx = p->vely = 0;
morphed->ObtainInventory (actor);
// Remove all armor
for (item = morphed->Inventory; item != NULL; )
{
AInventory *next = item->Inventory;
if (item->IsKindOf (RUNTIME_CLASS(AArmor)))
{
if (item->IsKindOf (RUNTIME_CLASS(AHexenArmor)))
{
// Set the HexenArmor slots to 0, except the class slot.
AHexenArmor *hxarmor = static_cast<AHexenArmor *>(item);
hxarmor->Slots[0] = 0;
hxarmor->Slots[1] = 0;
hxarmor->Slots[2] = 0;
hxarmor->Slots[3] = 0;
hxarmor->Slots[4] = spawntype->HexenArmor[0];
}
else
{
item->DepleteOrDestroy();
}
}
item = next;
}
InitAllPowerupEffects(morphed->Inventory);
morphed->ActivateMorphWeapon ();
if (p->camera == actor)
{
p->camera = morphed;
}
morphed->ScoreIcon = actor->ScoreIcon; // [GRB]
if (eflash)
eflash->target = p->mo;
return true;
}