本文整理汇总了C++中Inventory::addObjectSecure方法的典型用法代码示例。如果您正苦于以下问题:C++ Inventory::addObjectSecure方法的具体用法?C++ Inventory::addObjectSecure怎么用?C++ Inventory::addObjectSecure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Inventory
的用法示例。
在下文中一共展示了Inventory::addObjectSecure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: handleObjectReady
void InventoryFactory::handleObjectReady(Object* object,DispatchClient* client)
{
//we either have the ID of the inventory or of the player
//the inventory of course is stored under its own Id
InLoadingContainer* ilc = _getObject(object->getParentId());
assert(ilc && "InventoryFactory::handleObjectReady unable to find InLoadingContainer");
if (! ilc) {
return;
}
Inventory* inventory = dynamic_cast<Inventory*>(ilc->mObject);
gWorldManager->addObject(object,true);
//for unequipped items only
inventory->addObjectSecure(object);
if(inventory->getObjectLoadCounter() == (inventory->getObjects())->size())
{
gLogger->logMsgF("InventoryFactory: remove inventory %I64u from loadmap",MSG_HIGH,inventory->getId());
inventory->setLoadState(LoadState_Loaded);
if(!(_removeFromObjectLoadMap(inventory->getId())))
gLogger->logMsg("InventoryFactory: Failed removing object from loadmap");
ilc->mOfCallback->handleObjectReady(inventory,ilc->mClient);
mILCPool.free(ilc);
}
}
示例2: itemPopulateInventory
// TODO: Fix this
void ScriptSupport::itemPopulateInventory(uint64 itemId, uint64 npcId, uint64 playerId)
{
// NOTE: For now we only check and validates TangibleObject.
CreatureObject* creature = dynamic_cast<CreatureObject*>(gWorldManager->getObjectById(npcId));
Object* itemObject = gWorldManager->getObjectById(itemId);
PlayerObject* playerObject = dynamic_cast<PlayerObject*>(gWorldManager->getObjectById(playerId));
if (creature && itemObject && playerObject)
{
Inventory* inventory = dynamic_cast<Inventory*>(creature->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));
if (inventory)
{
// and (tutorial:getRoom() < 7)
inventory->addObjectSecure(itemObject);
itemObject->setParentId(npcId+1);
}
}
}