本文整理汇总了C++中AInventory::GetClass方法的典型用法代码示例。如果您正苦于以下问题:C++ AInventory::GetClass方法的具体用法?C++ AInventory::GetClass怎么用?C++ AInventory::GetClass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::GetClass方法的5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: C_PrintInv
void C_PrintInv(AActor *target)
{
AInventory *item;
int count = 0;
if (target == NULL)
{
Printf("No target found!\n");
return;
}
if (target->player)
Printf("Inventory for Player '%s':\n", target->player->userinfo.GetName());
else
Printf("Inventory for Target '%s':\n", target->GetClass()->TypeName.GetChars());
for (item = target->Inventory; item != NULL; item = item->Inventory)
{
Printf (" %s #%u (%d/%d)\n", item->GetClass()->TypeName.GetChars(),
item->InventoryID,
item->Amount, item->MaxAmount);
count++;
}
Printf (" List count: %d\n", count);
}
示例2: HandlePickup
bool ABackpackItem::HandlePickup (AInventory *item)
{
// Since you already have a backpack, that means you already have every
// kind of ammo in your inventory, so we don't need to look at the
// entire PClass list to discover what kinds of ammo exist, and we don't
// have to alter the MaxAmount either.
if (item->IsKindOf (RUNTIME_CLASS(ABackpackItem)))
{
for (AInventory *probe = Owner->Inventory; probe != NULL; probe = probe->Inventory)
{
if (probe->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo))
{
if (probe->Amount < probe->MaxAmount || sv_unlimited_pickup)
{
int amount = static_cast<AAmmo*>(probe->GetDefault())->BackpackAmount;
// extra ammo in baby mode and nightmare mode
if (!(item->ItemFlags&IF_IGNORESKILL))
{
amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
}
probe->Amount += amount;
if (probe->Amount > probe->MaxAmount && !sv_unlimited_pickup)
{
probe->Amount = probe->MaxAmount;
}
}
}
}
// The pickup always succeeds, even if you didn't get anything
item->ItemFlags |= IF_PICKUPGOOD;
return true;
}
return false;
}
示例3: DrawInventory
static void DrawInventory(player_t * CPlayer, int x,int y)
{
AInventory * rover;
int numitems = (hudwidth - 2*x) / 32;
int i;
CPlayer->mo->InvFirst = rover = StatusBar->ValidateInvFirst(numitems);
if (rover!=NULL)
{
if(rover->PrevInv())
{
screen->DrawTexture(invgems[!!(level.time&4)], x-10, y,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0x6666, TAG_DONE);
}
for(i=0;i<numitems && rover;rover=rover->NextInv())
{
if (rover->Amount>0)
{
FTextureID AltIcon = GetHUDIcon(rover->GetClass());
if (AltIcon.Exists() && (rover->Icon.isValid() || AltIcon.isValid()) )
{
int trans = rover==CPlayer->mo->InvSel ? FRACUNIT : 0x6666;
DrawImageToBox(TexMan[AltIcon.isValid()? AltIcon : rover->Icon], x, y, 19, 25, trans);
if (rover->Amount>1)
{
char buffer[10];
int xx;
mysnprintf(buffer, countof(buffer), "%d", rover->Amount);
if (rover->Amount>=1000) xx = 32 - IndexFont->StringWidth(buffer);
else xx = 22;
screen->DrawText(IndexFont, CR_GOLD, x+xx, y+20, buffer,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, trans, TAG_DONE);
}
x+=32;
i++;
}
}
}
if(rover)
{
screen->DrawTexture(invgems[2 + !!(level.time&4)], x-10, y,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, DTA_Alpha, 0x6666, TAG_DONE);
}
}
}
示例4: DetachFromOwner
void ABackpackItem::DetachFromOwner ()
{
// When removing a backpack, drop the player's ammo maximums to normal
AInventory *item;
for (item = Owner->Inventory; item != NULL; item = item->Inventory)
{
if (item->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo) &&
item->MaxAmount == static_cast<AAmmo*>(item)->BackpackMaxAmount)
{
item->MaxAmount = static_cast<AInventory*>(item->GetDefault())->MaxAmount;
if (item->Amount > item->MaxAmount)
{
item->Amount = item->MaxAmount;
}
}
}
}
示例5: DrawPopScreen
void DrawPopScreen (int bottom)
{
char buff[64];
const char *label;
int i;
AInventory *item;
int xscale, yscale, left, top;
int bars = (CurrentPop == POP_Status) ? imgINVPOP : imgINVPOP2;
int back = (CurrentPop == POP_Status) ? imgINVPBAK : imgINVPBAK2;
// Extrapolate the height of the popscreen for smoother movement
int height = clamp<int> (PopHeight + FixedMul (r_TicFrac, PopHeightChange), -POP_HEIGHT, 0);
xscale = CleanXfac;
yscale = CleanYfac;
left = screen->GetWidth()/2 - 160*CleanXfac;
top = bottom + height * yscale;
screen->DrawTexture (Images[back], left, top, DTA_CleanNoMove, true, DTA_Alpha, FRACUNIT*3/4, TAG_DONE);
screen->DrawTexture (Images[bars], left, top, DTA_CleanNoMove, true, TAG_DONE);
screen->SetFont (SmallFont2);
switch (CurrentPop)
{
case POP_Log:
// Draw the latest log message.
sprintf (buff, "%02d:%02d:%02d",
(level.time/TICRATE)/3600,
((level.time/TICRATE)%3600)/60,
(level.time/TICRATE)%60);
screen->DrawText (CR_UNTRANSLATED, left+210*xscale, top+8*yscale, buff,
DTA_CleanNoMove, true, TAG_DONE);
if (CPlayer->LogText != NULL)
{
brokenlines_t *lines = V_BreakLines (272, CPlayer->LogText);
for (i = 0; lines[i].width >= 0; ++i)
{
screen->DrawText (CR_UNTRANSLATED, left+24*xscale, top+(18+i*12)*yscale,
lines[i].string, DTA_CleanNoMove, true, TAG_DONE);
}
V_FreeBrokenLines (lines);
}
break;
case POP_Keys:
// List the keys the player has.
int pos, endpos, leftcol;
int clipleft, clipright;
pos = KeyPopPos;
endpos = pos + 10;
leftcol = 20;
clipleft = left + 17*xscale;
clipright = left + (320-17)*xscale;
if (KeyPopScroll > 0)
{
// Extrapolate the scroll position for smoother scrolling
int scroll = MAX<int> (0,KeyPopScroll - FixedMul (r_TicFrac, 280/KEY_TIME));
pos -= 10;
leftcol = leftcol - 280 + scroll;
}
for (i = 0, item = CPlayer->mo->Inventory;
i < endpos && item != NULL;
item = item->Inventory)
{
if (!item->IsKindOf (RUNTIME_CLASS(AKey)))
continue;
if (i < pos)
{
i++;
continue;
}
label = item->GetClass()->Meta.GetMetaString (AMETA_StrifeName);
if (label == NULL)
{
label = item->GetClass()->Name + 1;
}
int colnum = ((i-pos) / 5) & (KeyPopScroll > 0 ? 3 : 1);
int rownum = (i % 5) * 18;
screen->DrawTexture (TexMan(item->Icon),
left + (colnum * 140 + leftcol)*xscale,
top + (6 + rownum)*yscale,
DTA_CleanNoMove, true,
DTA_ClipLeft, clipleft,
DTA_ClipRight, clipright,
TAG_DONE);
screen->DrawText (CR_UNTRANSLATED,
left + (colnum * 140 + leftcol + 17)*xscale,
top + (11 + rownum)*yscale,
label,
DTA_CleanNoMove, true,
DTA_ClipLeft, clipleft,
DTA_ClipRight, clipright,
TAG_DONE);
i++;
//.........这里部分代码省略.........