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C++ CInventory::GetAmmoPackCount方法代码示例

本文整理汇总了C++中CInventory::GetAmmoPackCount方法的典型用法代码示例。如果您正苦于以下问题:C++ CInventory::GetAmmoPackCount方法的具体用法?C++ CInventory::GetAmmoPackCount怎么用?C++ CInventory::GetAmmoPackCount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CInventory的用法示例。


在下文中一共展示了CInventory::GetAmmoPackCount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: if


//.........这里部分代码省略.........
								for(SWeaponAmmo weaponAmmo = pWeapon->GetFirstAmmo(); weaponAmmo.pAmmoClass ; weaponAmmo = pWeapon->GetNextAmmo())
								{
									int ammoCount = weaponAmmo.count;
									string ammoClass;
									if(weaponAmmo.pAmmoClass && (ammoClass = weaponAmmo.pAmmoClass->GetName()))
									{
										TAmmoContainer& recAmmo = recItem.Ammo;

										if(recAmmo.find(ammoClass) == recAmmo.end())
											recAmmo.insert(std::make_pair(ammoClass,0));
										int recAmmoCount = recAmmo[ammoClass];
										if(ammoCount!=recAmmoCount)
										{
											GameplayEvent event;
											event.event = eGE_AmmoCount;
											event.value = (float)ammoCount;
											event.extra = (void*)(ammoClass.c_str());
											event.description = (const char*)szItemName;
											//eventHandler(pActor,event);
											SendGamePlayEvent(pActor->GetEntity(),event);

										}
									}
								}
								// current fire mode
								int curFireModeIdx = pWeapon->GetCurrentFireMode();
								int recFireModeIdx = recItem.fireMode;
								if(curFireModeIdx!= recFireModeIdx)
								{
									GameplayEvent event;
									event.event = eGE_WeaponFireModeChanged;
									event.value = (float)curFireModeIdx;
									event.description = (const char*)szItemName;
									//eventHandler(pActor,event);
									SendGamePlayEvent(pActor->GetEntity(),event);
								}
							}
						}
					}
				}

				/// Accessories

				int nInvAccessories = pInventory->GetAccessoryCount();

				TAccessoryContainer& Accessories = gstate.Accessories;
				int nRecAccessories = Accessories.size();

				for(int j=0 ; j< nInvAccessories; j++)
				{
					const char* accessory = pInventory->GetAccessory(j);
					if(accessory && strlen(accessory))	
					{
						IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(accessory);
						if(pClass)
						{
							TItemName itemClass = pClass->GetName();
							TAccessoryContainer::iterator it = Accessories.find(itemClass);
							if(it==Accessories.end())
							{
								GameplayEvent event;
								event.event = eGE_AccessoryPickedUp;
								//event.value = accIdx;
								event.description = itemClass;
//								eventHandler(pActor,event);
								SendGamePlayEvent(pActor->GetEntity(),event);
							}
						}
					}
				}

				/// Ammo

				TAmmoContainer& Ammo = gstate.AmmoMags;
				int nRecAmmo = Ammo.size();
				int nInvAmmo = pInventory->GetAmmoPackCount();
				pInventory->AmmoIteratorFirst();
				for(int j=0 ; !pInventory->AmmoIteratorEnd(); j++, pInventory->AmmoIteratorNext())
				{
					TAmmoContainer& Mags = gstate.AmmoMags;
					const IEntityClass* pAmmoClass = pInventory->AmmoIteratorGetClass();
					if(pAmmoClass)
					{
						const char* ammoClassName = pAmmoClass->GetName();
						int ammoCount = pInventory->AmmoIteratorGetCount();
						if(Mags.find(ammoClassName) == Mags.end() || ammoCount!= Mags[ammoClassName])
						{
							GameplayEvent event;
							event.event = eGE_AmmoPickedUp;
							event.description = ammoClassName;
							event.value = (float)ammoCount;
//							eventHandler(pActor,event);
							SendGamePlayEvent(pActor->GetEntity(),event);
						}
					}
				}
			}
		}
	}
}
开发者ID:kitnet,项目名称:project-o,代码行数:101,代码来源:GameStateRecorder.cpp

示例2: DumpWholeGameState

void CGameStateRecorder::DumpWholeGameState(const CActor* pActor)
{
	GameplayEvent event;
	IEntity* pEntity = pActor->GetEntity();
	
	// health
	float health = (float)pActor->GetHealth();
	event.event = eGE_HealthChanged;
	event.value = health;
	SendGamePlayEvent(pEntity,event);
	
	// Inventory
	CInventory *pInventory = (CInventory*)(pActor->GetInventory());
	if(!pInventory)
		return;

	int count = pInventory->GetCount();
	for(int i=0; i<count; ++i)
	{
		EntityId itemId = pInventory->GetItem(i);
		
		CItem* pItem=NULL;
		TItemName itemName = GetItemName(itemId,&pItem);
		if(pItem && itemName)	
		{
			event.event = eGE_ItemPickedUp;
			event.description = itemName;
			SendGamePlayEvent(pEntity,event);

			if(pActor->GetCurrentItem() == pItem)
			{
				event.event = eGE_ItemSelected;
				event.description = itemName;
				event.value = 1; // for initialization
				SendGamePlayEvent(pEntity,event);
			}
			
			CWeapon* pWeapon = (CWeapon*)(pItem->GetIWeapon());
			if(pWeapon)
			{
				IEntityClass* pItemClass = pWeapon->GetEntity()->GetClass();
				if(pItemClass && !strcmpi(pItemClass->GetName(),"binoculars"))
					continue; // no fire mode or ammo recorded for binocular (which is a weapon)

				// fire mode
				int fireModeIdx = pWeapon->GetCurrentFireMode();

				event.event = eGE_WeaponFireModeChanged;
				event.value = (float)fireModeIdx;
				event.description = itemName;
				SendGamePlayEvent(pEntity,event);
				// count ammo
				for(SWeaponAmmo weaponAmmo = pWeapon->GetFirstAmmo(); weaponAmmo.pAmmoClass ; weaponAmmo = pWeapon->GetNextAmmo())
				{
					const char* ammoClass;
					if(weaponAmmo.pAmmoClass && (ammoClass = weaponAmmo.pAmmoClass->GetName()))
					{
						event.event = eGE_AmmoCount;
						event.value = (float)weaponAmmo.count;
						event.extra = (void*)ammoClass;
						event.description = (const char*)itemName;
						SendGamePlayEvent(pEntity,event);
					}
				}
			}
		}
	}

	count = pInventory->GetAccessoryCount();

	for(int i=0; i< count; i++)
	{
		const char* accessory = pInventory->GetAccessory(i);
		if(accessory && strlen(accessory))	
		{
			IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(accessory);
			if(pClass)
			{
				TItemName classItem = pClass->GetName();
				event.event = eGE_AccessoryPickedUp;
				//event.value = classIdx;
				event.description = classItem;
				SendGamePlayEvent(pEntity,event);
			}
		}
	}

	int nInvAmmo = pInventory->GetAmmoPackCount();
	pInventory->AmmoIteratorFirst();
	for(int j=0 ; !pInventory->AmmoIteratorEnd(); j++, pInventory->AmmoIteratorNext())
	{
		const IEntityClass* pAmmoClass = pInventory->AmmoIteratorGetClass();
		if(pAmmoClass)
		{
			const char* ammoClassName = pAmmoClass->GetName();
			int ammoCount = pInventory->AmmoIteratorGetCount();
			GameplayEvent event;
			event.event = eGE_AmmoPickedUp;
			event.description = ammoClassName;
			event.value = (float)ammoCount;
//.........这里部分代码省略.........
开发者ID:kitnet,项目名称:project-o,代码行数:101,代码来源:GameStateRecorder.cpp

示例3: RenderInfo


//.........这里部分代码省略.........
								}
							}

						}
						retY +=15;
					}

					/// Accessories

					int nInvAccessories = pInventory->GetAccessoryCount();

					TAccessoryContainer& Accessories = gstate.Accessories;
					int nRecAccessories = Accessories.size();
					if(nRecAccessories)
					{
						pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false," Accessories");
						retY +=15;
					}

					for(int j=0 ; j< nInvAccessories; j++,i++)
					{
						const char* accessory = pInventory->GetAccessory(j);
						if(accessory && strlen(accessory))	
						{

							IEntityClass* pClass = gEnv->pEntitySystem->GetClassRegistry()->FindClass(accessory);
							if(pClass)
							{
								TItemName szItemName = pClass->GetName();
								TAccessoryContainer::iterator it = Accessories.find(szItemName);
								bError = it==Accessories.end();
								pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false," %2d)",i+1);

								char itemName[32];
								int length = strlen(accessory);
								length = min(length,31);
								strncpy(itemName,accessory,length);
								itemName[length]=0;
								pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false,"     %s",itemName);

								if(bError)
									pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColorWarning, false, "Missing");
								else
									pRenderer->Draw2dLabel( xp,y+retY, 1.3f, fColor, false, "Ok");

								retY +=15;
							}
						}

					}
					/// Ammo Mags
					TAmmoContainer& Ammo = gstate.AmmoMags;
					int nRecAmmo = Ammo.size();
					int nInvAmmo = pInventory->GetAmmoPackCount();
					if(nInvAmmo)
					{
						pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false," Ammo Packs");
						retY +=15;
					}

					pInventory->AmmoIteratorFirst();
					for(int j=0 ; !pInventory->AmmoIteratorEnd(); j++, pInventory->AmmoIteratorNext())
					{
						TAmmoContainer& Mags = gstate.AmmoMags;
						const IEntityClass* pAmmoClass = pInventory->AmmoIteratorGetClass();
						if(pAmmoClass)
						{
							int invAmmoCount = pInventory->AmmoIteratorGetCount();
							const char* ammoClassName = pAmmoClass->GetName();
							bool bNotFound = Mags.find(ammoClassName) == Mags.end();
							int recAmmoCount = bNotFound ? 0 :Mags[ammoClassName];
							bool bError =  bNotFound || invAmmoCount!= recAmmoCount;

							pRenderer->Draw2dLabel( 1,y+retY, 1.3f, bError? fColorWarning : fColor, false,"  %s:",ammoClassName);
							pRenderer->Draw2dLabel( xp,y+retY, 1.3f, bError? fColorWarning : fColor, false,"%d",invAmmoCount);
							if(bNotFound)
								pRenderer->Draw2dLabel( xr,y+retY, 1.3f, fColorWarning, false,"NotRecd");
							else
								pRenderer->Draw2dLabel( xr,y+retY, 1.3f, bError? fColorWarning : fColor, false,"%d",recAmmoCount);
							retY +=15;

						}
					}
				}
			}
			else // m_itSingleActorGameState != m_GameStates.end()
			{
				pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false, "<<Not Recorded>>");
				retY +=15;
			}
		}
		else // pActor
		{
			pRenderer->Draw2dLabel( 1,y+retY, 1.3f, fColor,false, "<<Actor %s not in the map>>",actorName ? actorName:"(no name)");
			retY +=15;		
		}

	}
	return retY;
}
开发者ID:kitnet,项目名称:project-o,代码行数:101,代码来源:GameStateRecorder.cpp


注:本文中的CInventory::GetAmmoPackCount方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。