本文整理汇总了C++中Inventory::removeItem方法的典型用法代码示例。如果您正苦于以下问题:C++ Inventory::removeItem方法的具体用法?C++ Inventory::removeItem怎么用?C++ Inventory::removeItem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::removeItem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: InventoryL_RemoveItem
static int InventoryL_RemoveItem(lua_State* luaVM)
{
bool success = false;
const int nargs = lua_gettop(luaVM);
Inventory* inv;
if(nargs > 1)
{
inv = luaW_to<Inventory>(luaVM, 1);
switch(nargs)
{
case 2:
{
success = inv->removeItem(lua_tonumber(luaVM, 2));
break;
}
case 3:
{
success = inv->removeItem(lua_tonumber(luaVM, 2), lua_tonumber(luaVM, 3));
break;
}
}
}
lua_pushboolean(luaVM, success);
return 1;
}
示例2: makeASale
void Employee::makeASale(Item *i, int amount) {
Inventory *inv = getInventory();
string name = i->getName();
if (inv->isInStock(i->getName())) {
inv->removeItem(i->getName(), amount);
totalSales += i->getPrice() * amount;
}
else {
cout << "Item " << i->getName() << " could not be found in the inventory" << endl;
}
}
示例3: Inventory_remove_item
/**
* Removes the given item from the inventory, returns true if the item was found in the inventory
* and removed.
*
* @param Item item The item to remove from the inventory.
* @returns boolean True if the item was removed.
*/
int Inventory_remove_item(lua_State *lua)
{
Inventory *inv = castUData<Inventory>(lua, 1);
if (inv)
{
Item *item = castUData<Item>(lua, 2);
if (item)
{
lua_pushboolean(lua, inv->removeItem(item));
return 1;
}
return LuaState::expectedArgs(lua, "remove_item", "Item item");
}
return LuaState::expectedContext(lua, "remove_item", "Inventory");
}
示例4: run
void StoreTab::run(Inventory &stationData)
{
//run through the store tab
//uis tend to have a ton of bloated code
loadInventories(playerData.getConvertedInventory(), stationData.getConvertedInventory());
playerCash->setText((stringw(L"Your Credits :") + stringw(playerData.getCredits())).c_str());
int index = playerInventory->getSelected();
//this is needed to maintain syncing between the index and objectmanager enum
std::vector<ObjectManager::E_ITEM_LIST> syncedInventory = playerData.getConvertedInventoryNoSpaces();
if (index != -1) {
//has something selected so we load its information
selectedValue->setText((stringw(L"Value :") + stringw(ObjectManager::itemList[syncedInventory[index]]->getPrice())).c_str());
selectedWeight->setText((stringw(L"Weight :") + stringw(ObjectManager::itemList[syncedInventory[index]]->getWeight())).c_str());
selectedDescription->setText(ObjectManager::itemList[syncedInventory[index]]->getDesc());
if (sellButton->isPressed()) {
//sell selected item
playerData.addCredits(ObjectManager::itemList[syncedInventory[index]]->getPrice());
playerData.removeItem(syncedInventory[index]);
stationData.addItem(syncedInventory[index], 1);
playerInventory->clear();
stationInventory->clear();
}
} else {
//reset text if nothing is selected
selectedValue->setText(L"Value :");
selectedWeight->setText(L"Weight :");
selectedDescription->setText(L"");
}
index = stationInventory->getSelected();
syncedInventory = stationData.getConvertedInventoryNoSpaces();
if (index != -1) {
//has something selected so we load its information
selectedValue->setText((stringw(L"Value :") + stringw(ObjectManager::itemList[syncedInventory[index]]->getPrice())).c_str());
selectedWeight->setText((stringw(L"Weight :") + stringw(ObjectManager::itemList[syncedInventory[index]]->getWeight())).c_str());
selectedDescription->setText(ObjectManager::itemList[syncedInventory[index]]->getDesc());
if (buyButton->isPressed()) {
//sell selected item
playerData.addCredits(-ObjectManager::itemList[syncedInventory[index]]->getPrice());
playerData.addItem(syncedInventory[index], 1);
stationData.removeItem(syncedInventory[index]);
playerInventory->clear();
stationInventory->clear();
}
}
}
示例5: main
//.........这里部分代码省略.........
}
}//end if west
else if (input ==""){}//fix seg fault
else if(input == "i"){
cout << "Inventory: " ;
inventory.getItems();
cout << endl;
}//end inventory
else if (input == "open exit"){
if (current_room->getType() == "exit") {
cout << "Game Over" << endl;
return 0;
}
else {
cout << "Error" << endl;
}
}
else{
input_vector = split(input, ' ');
if (input_vector[0] == "read" && input_vector.size() == 2){
inventory.read(input_vector[1]);
}
else if (input_vector[0] == "drop" && input_vector.size() == 2){
inventory.drop(input_vector[1],current_room);
}
else if (input_vector[0] == "put" && input_vector.size() == 4){
t_item = inventory.getItem(input_vector[1]);
if (t_item != NULL) {
temp_cont = current_room->getContainers();
for (int i = 0; i < temp_cont.size(); i++) {
if (temp_cont[i]->getName() == input_vector[3]) { // find the container that matches what you are trying to insert item into
if (temp_cont[i]->getAccept() == t_item->getName() || temp_cont[i]->getAccept() == "") {
temp_cont[i]->addItem(t_item);
inventory.removeItem(t_item->getName());
cout << "Item " <<t_item->getName() << " added to " << temp_cont[i]->getName() << endl;
temp_trigg = temp_cont[i]->getTriggers();
for (int j = 0; j < temp_trigg.size(); j++) {
if (temp_trigg[j]->getObject() == t_item->getName()) {
fixed_vector = temp_trigg[j]->getActions();
int size = fixed_vector.size();
for (int l = 0; l < size; l++) {
action_list.push_back( fixed_vector.back());
fixed_vector.pop_back();
}
cout << temp_trigg[j]->getPrint() << endl;
}
}
}
}
}
}
else {
cout << "Error" << endl;
}
}
else if (input_vector[0] == "Game" && input_vector[1] == "Over") {
found_exit = true;
}
else if (input_vector[0] == "turn" && input_vector[1] == "on" && input_vector.size() == 3){
if (inventory.hasa(input_vector[2])) {
Item * temp_item = inventory.getItem(input_vector[2]);
fixed_vector = temp_item->getActions();