本文整理汇总了C++中ContainerStoreIterator::getType方法的典型用法代码示例。如果您正苦于以下问题:C++ ContainerStoreIterator::getType方法的具体用法?C++ ContainerStoreIterator::getType怎么用?C++ ContainerStoreIterator::getType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ContainerStoreIterator
的用法示例。
在下文中一共展示了ContainerStoreIterator::getType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
void MWWorld::InventoryStore::autoEquipArmor (const MWWorld::Ptr& actor, TSlots& slots_)
{
// Only NPCs can wear armor for now.
// For creatures we equip only shields.
if (!actor.getClass().isNpc())
{
autoEquipShield(actor, slots_);
return;
}
const MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Store<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
static float fUnarmoredBase1 = store.find("fUnarmoredBase1")->mValue.getFloat();
static float fUnarmoredBase2 = store.find("fUnarmoredBase2")->mValue.getFloat();
int unarmoredSkill = actor.getClass().getSkill(actor, ESM::Skill::Unarmored);
float unarmoredRating = (fUnarmoredBase1 * unarmoredSkill) * (fUnarmoredBase2 * unarmoredSkill);
for (ContainerStoreIterator iter (begin(ContainerStore::Type_Clothing | ContainerStore::Type_Armor)); iter!=end(); ++iter)
{
Ptr test = *iter;
if (!canActorAutoEquip(actor, test))
continue;
switch(test.getClass().canBeEquipped (test, actor).first)
{
case 0:
continue;
default:
break;
}
if (iter.getType() == ContainerStore::Type_Armor &&
test.getClass().getEffectiveArmorRating(test, actor) <= std::max(unarmoredRating, 0.f))
{
continue;
}
std::pair<std::vector<int>, bool> itemsSlots =
iter->getClass().getEquipmentSlots (*iter);
// checking if current item pointed by iter can be equipped
for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
iter2!=itemsSlots.first.end(); ++iter2)
{
// if true then it means slot is equipped already
// check if slot may require swapping if current item is more valuable
if (slots_.at (*iter2)!=end())
{
Ptr old = *slots_.at (*iter2);
if (iter.getType() == ContainerStore::Type_Armor)
{
if (old.getTypeName() == typeid(ESM::Armor).name())
{
if (old.get<ESM::Armor>()->mBase->mData.mType < test.get<ESM::Armor>()->mBase->mData.mType)
continue;
if (old.get<ESM::Armor>()->mBase->mData.mType == test.get<ESM::Armor>()->mBase->mData.mType)
{
if (old.getClass().getEffectiveArmorRating(old, actor) >= test.getClass().getEffectiveArmorRating(test, actor))
// old armor had better armor rating
continue;
}
}
// suitable armor should replace already equipped clothing
}
else if (iter.getType() == ContainerStore::Type_Clothing)
{
// if left ring is equipped
if (*iter2 == Slot_LeftRing)
{
// if there is a place for right ring dont swap it
if (slots_.at(Slot_RightRing) == end())
{
continue;
}
else // if right ring is equipped too
{
Ptr rightRing = *slots_.at(Slot_RightRing);
// we want to swap cheaper ring only if both are equipped
if (old.getClass().getValue (old) >= rightRing.getClass().getValue (rightRing))
continue;
}
}
if (old.getTypeName() == typeid(ESM::Clothing).name())
{
// check value
if (old.getClass().getValue (old) >= test.getClass().getValue (test))
// old clothing was more valuable
continue;
}
else
// suitable clothing should NOT replace already equipped armor
continue;
}
//.........这里部分代码省略.........
示例2: if
void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
{
TSlots slots_;
initSlots (slots_);
// Disable model update during auto-equip
mUpdatesEnabled = false;
for (ContainerStoreIterator iter (begin()); iter!=end(); ++iter)
{
Ptr test = *iter;
// Don't autoEquip lights. Handled in Actors::updateEquippedLight based on environment light.
if (test.getTypeName() == typeid(ESM::Light).name())
{
continue;
}
// Only autoEquip if we are the original owner of the item.
// This stops merchants from auto equipping anything you sell to them.
// ...unless this is a companion, he should always equip items given to him.
if (!Misc::StringUtils::ciEqual(test.getCellRef().getOwner(), actor.getCellRef().getRefId()) &&
(actor.getClass().getScript(actor).empty() ||
!actor.getRefData().getLocals().getIntVar(actor.getClass().getScript(actor), "companion"))
&& !actor.getClass().getCreatureStats(actor).isDead() // Corpses can be dressed up by the player as desired
)
{
continue;
}
int testSkill = test.getClass().getEquipmentSkill (test);
std::pair<std::vector<int>, bool> itemsSlots =
iter->getClass().getEquipmentSlots (*iter);
for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
iter2!=itemsSlots.first.end(); ++iter2)
{
if (*iter2 == Slot_CarriedRight) // Items in right hand are situational use, so don't equip them.
// Equipping weapons is handled by AiCombat. Anything else (lockpicks, probes) can't be used by NPCs anyway (yet)
continue;
if (iter.getType() == MWWorld::ContainerStore::Type_Weapon)
continue;
if (slots_.at (*iter2)!=end())
{
Ptr old = *slots_.at (*iter2);
// check skill
int oldSkill = old.getClass().getEquipmentSkill (old);
bool use = false;
if (testSkill!=-1 && oldSkill==-1)
use = true;
else if (testSkill!=-1 && oldSkill!=-1 && testSkill!=oldSkill)
{
if (actor.getClass().getSkill(actor, oldSkill) > actor.getClass().getSkill (actor, testSkill))
continue; // rejected, because old item better matched the NPC's skills.
if (actor.getClass().getSkill(actor, oldSkill) < actor.getClass().getSkill (actor, testSkill))
use = true;
}
if (!use)
{
// check value
if (old.getClass().getValue (old)>=
test.getClass().getValue (test))
{
continue;
}
}
}
switch(test.getClass().canBeEquipped (test, actor).first)
{
case 0:
continue;
default:
break;
}
if (!itemsSlots.second) // if itemsSlots.second is true, item can stay stacked when equipped
{
// unstack item pointed to by iterator if required
if (iter->getRefData().getCount() > 1)
{
unstack(*iter, actor);
}
}
slots_[*iter2] = iter;
break;
}
}
bool changed = false;
for (std::size_t i=0; i<slots_.size(); ++i)
{
//.........这里部分代码省略.........
示例3: if
void MWWorld::InventoryStore::autoEquip (const MWWorld::Ptr& actor)
{
const MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Store<ESM::GameSetting> &store = world->getStore().get<ESM::GameSetting>();
MWMechanics::NpcStats& stats = actor.getClass().getNpcStats(actor);
static float fUnarmoredBase1 = store.find("fUnarmoredBase1")->mValue.getFloat();
static float fUnarmoredBase2 = store.find("fUnarmoredBase2")->mValue.getFloat();
int unarmoredSkill = stats.getSkill(ESM::Skill::Unarmored).getModified();
float unarmoredRating = (fUnarmoredBase1 * unarmoredSkill) * (fUnarmoredBase2 * unarmoredSkill);
TSlots slots_;
initSlots (slots_);
// Disable model update during auto-equip
mUpdatesEnabled = false;
// Autoequip clothing, armor and weapons.
// Equipping lights is handled in Actors::updateEquippedLight based on environment light.
for (ContainerStoreIterator iter (begin(ContainerStore::Type_Clothing | ContainerStore::Type_Armor)); iter!=end(); ++iter)
{
Ptr test = *iter;
if (!canActorAutoEquip(actor, test))
continue;
switch(test.getClass().canBeEquipped (test, actor).first)
{
case 0:
continue;
default:
break;
}
if (iter.getType() == ContainerStore::Type_Armor &&
test.getClass().getEffectiveArmorRating(test, actor) <= std::max(unarmoredRating, 0.f))
{
continue;
}
std::pair<std::vector<int>, bool> itemsSlots =
iter->getClass().getEquipmentSlots (*iter);
// checking if current item poited by iter can be equipped
for (std::vector<int>::const_iterator iter2 (itemsSlots.first.begin());
iter2!=itemsSlots.first.end(); ++iter2)
{
// if true then it means slot is equipped already
// check if slot may require swapping if current item is more valueable
if (slots_.at (*iter2)!=end())
{
Ptr old = *slots_.at (*iter2);
if (iter.getType() == ContainerStore::Type_Armor)
{
if (old.getTypeName() == typeid(ESM::Armor).name())
{
if (old.get<ESM::Armor>()->mBase->mData.mType < test.get<ESM::Armor>()->mBase->mData.mType)
continue;
if (old.get<ESM::Armor>()->mBase->mData.mType == test.get<ESM::Armor>()->mBase->mData.mType)
{
if (old.getClass().getEffectiveArmorRating(old, actor) >= test.getClass().getEffectiveArmorRating(test, actor))
// old armor had better armor rating
continue;
}
}
// suitable armor should replace already equipped clothing
}
else if (iter.getType() == ContainerStore::Type_Clothing)
{
// if left ring is equipped
if (*iter2 == Slot_LeftRing)
{
// if there is a place for right ring dont swap it
if (slots_.at(Slot_RightRing) == end())
{
continue;
}
else // if right ring is equipped too
{
Ptr rightRing = *slots_.at(Slot_RightRing);
// we want to swap cheaper ring only if both are equipped
if (old.getClass().getValue (old) >= rightRing.getClass().getValue (rightRing))
continue;
}
}
if (old.getTypeName() == typeid(ESM::Clothing).name())
{
// check value
if (old.getClass().getValue (old) >= test.getClass().getValue (test))
// old clothing was more valuable
continue;
}
else
// suitable clothing should NOT replace already equipped armor
continue;
//.........这里部分代码省略.........