本文整理汇总了C++中CItem::GetActionKey方法的典型用法代码示例。如果您正苦于以下问题:C++ CItem::GetActionKey方法的具体用法?C++ CItem::GetActionKey怎么用?C++ CItem::GetActionKey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CItem
的用法示例。
在下文中一共展示了CItem::GetActionKey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: CheckForItem
void CMap::CheckForItem(int x, int y)
{
// Go through all of the items to check if we have a match
for(int i = 0; i < (int)m_vItems.size(); i++)
{
CItem *pItem = &m_vItems[i];
// Check if the player position is the same as the current item
if(x == pItem->GetIndex().X && y == pItem->GetIndex().Y)
{
// Create a new item and then copy the current item's data to the new item
CItem newItem;
memcpy(&newItem, pItem, sizeof(CItem));
// Check if this item has a special key with it
g_ActionKeys.HandleKey(pItem->GetActionKey());
// If our inventory isn't full, let's add it, otherwise do nothing
if(g_Player.GetInventorySize() < kMaxItems)
{
// Let's add the new item and then delete it from the map
g_Player.AddItem(newItem);
m_vItems.erase(m_vItems.begin() + i);
}
return;
}
}
}
示例2: DeleteTakenItems
void CMap::DeleteTakenItems()
{
// There are going to be items on the ground that we want to pick up, but
// we don't want these items to still be there when we come back to that map.
// To make sure they are gone when we come back, we assign an action key to
// each item that we put on the map. Then, when we load a map and HandleMaps()
// is called, this function is called to delete taken items. What we do is just
// go through the items on the map and check to see if their action key is
// already set to true (or 1 - we use numbers instead of bools for more functionality).
// If the item's action key is already set, then we delete it from the map.
// Whenever we pick up an item it's action key is set. When creating your maps
// you need to be sure and give an item an action key, or else this won't work.
// Go through backwards for all of the items and see if they were taken already
for(int i = (int)m_vItems.size()-1; i >= 0 ; i--)
{
// Get the current item
CItem *pItem = &m_vItems[i];
// Check if the item's action key was already set (meaning taken), if so, erase it
if(g_ActionKeys.GetActionKey(pItem->GetActionKey()) != 0)
m_vItems.erase(m_vItems.begin() + i);
}
}