本文整理汇总了C++中InventoryList类的典型用法代码示例。如果您正苦于以下问题:C++ InventoryList类的具体用法?C++ InventoryList怎么用?C++ InventoryList使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了InventoryList类的15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: push_inventory_list
void push_inventory_list(lua_State *L, Inventory *inv, const char *name)
{
InventoryList *invlist = inv->getList(name);
if(invlist == NULL){
lua_pushnil(L);
return;
}
std::vector<ItemStack> items;
for(u32 i=0; i<invlist->getSize(); i++)
items.push_back(invlist->getItem(i));
push_items(L, items);
}
示例2: inventory
Player::Player(const std::string & name, IItemDefManager *idef):
inventory(idef),
peer_id(PEER_ID_INEXISTENT),
keyPressed(0),
// protected
m_speed(0,0,0)
{
peer_id = PEER_ID_INEXISTENT;
m_name = name;
hotbar_image_items = 0;
inventory.clear();
inventory.addList("main", PLAYER_INVENTORY_SIZE);
inventory.addList("hand", 1);
InventoryList *craft = inventory.addList("craft", 9);
craft->setWidth(3);
inventory.addList("craftpreview", 1);
inventory.addList("craftresult", 1);
inventory.setModified(false);
// Can be redefined via Lua
inventory_formspec = "size[8,7.5]"
//"image[1,0.6;1,2;player.png]"
"list[current_player;main;0,3.5;8,4;]"
"list[current_player;craft;3,0;3,3;]"
"listring[]"
"list[current_player;craftpreview;7,1;1,1;]";
// Initialize movement settings at default values, so movement can work
// if the server fails to send them
movement_acceleration_default = 3 * BS;
movement_acceleration_air = 2 * BS;
movement_acceleration_fast = 10 * BS;
movement_speed_walk = 4 * BS;
movement_speed_crouch = 1.35 * BS;
movement_speed_fast = 20 * BS;
movement_speed_climb = 2 * BS;
movement_speed_jump = 6.5 * BS;
movement_liquid_fluidity = 1 * BS;
movement_liquid_fluidity_smooth = 0.5 * BS;
movement_liquid_sink = 10 * BS;
movement_gravity = 9.81 * BS;
movement_fall_aerodynamics = 110;
local_animation_speed = 0.0;
hud_flags =
HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
HUD_FLAG_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE;
hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
}
示例3: inventory
Player::Player(const char *name, IItemDefManager *idef):
inventory(idef)
{
strlcpy(m_name, name, PLAYERNAME_SIZE);
inventory.clear();
inventory.addList("main", PLAYER_INVENTORY_SIZE);
inventory.addList("hand", 1);
InventoryList *craft = inventory.addList("craft", 9);
craft->setWidth(3);
inventory.addList("craftpreview", 1);
inventory.addList("craftresult", 1);
inventory.setModified(false);
// Can be redefined via Lua
inventory_formspec = "size[8,7.5]"
//"image[1,0.6;1,2;player.png]"
"list[current_player;main;0,3.5;8,4;]"
"list[current_player;craft;3,0;3,3;]"
"listring[]"
"list[current_player;craftpreview;7,1;1,1;]";
// Initialize movement settings at default values, so movement can work
// if the server fails to send them
movement_acceleration_default = 3 * BS;
movement_acceleration_air = 2 * BS;
movement_acceleration_fast = 10 * BS;
movement_speed_walk = 4 * BS;
movement_speed_crouch = 1.35 * BS;
movement_speed_fast = 20 * BS;
movement_speed_climb = 2 * BS;
movement_speed_jump = 6.5 * BS;
movement_liquid_fluidity = 1 * BS;
movement_liquid_fluidity_smooth = 0.5 * BS;
movement_liquid_sink = 10 * BS;
movement_gravity = 9.81 * BS;
local_animation_speed = 0.0;
hud_flags =
HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
HUD_FLAG_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE |
HUD_FLAG_MINIMAP_RADAR_VISIBLE;
hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
m_player_settings.readGlobalSettings();
// Register player setting callbacks
for (const std::string &name : m_player_settings.setting_names)
g_settings->registerChangedCallback(name,
&Player::settingsChangedCallback, &m_player_settings);
}
示例4: Contents
InventoryList Inventory::Contents() const
{
InventoryList list;
for (InventoryMap::const_iterator itr = inventory.begin();
itr != inventory.end();
itr++)
{
list.push_back((*(itr)).first);
}
return list;
}
示例5: checkobject
// get_stack(self, listname, i) -> itemstack
int InvRef::l_get_stack(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
InvRef *ref = checkobject(L, 1);
const char *listname = luaL_checkstring(L, 2);
int i = luaL_checknumber(L, 3) - 1;
InventoryList *list = getlist(L, ref, listname);
ItemStack item;
if(list != NULL && i >= 0 && i < (int) list->getSize())
item = list->getItem(i);
LuaItemStack::create(L, item);
return 1;
}
示例6: verifyDatabase
bool PlayerDatabaseSQLite3::loadPlayer(RemotePlayer *player, PlayerSAO *sao)
{
verifyDatabase();
str_to_sqlite(m_stmt_player_load, 1, player->getName());
if (sqlite3_step(m_stmt_player_load) != SQLITE_ROW) {
sqlite3_reset(m_stmt_player_load);
return false;
}
sao->setPitch(sqlite_to_float(m_stmt_player_load, 0));
sao->setYaw(sqlite_to_float(m_stmt_player_load, 1));
sao->setBasePosition(sqlite_to_v3f(m_stmt_player_load, 2));
sao->setHPRaw((s16) MYMIN(sqlite_to_int(m_stmt_player_load, 5), S16_MAX));
sao->setBreath((u16) MYMIN(sqlite_to_int(m_stmt_player_load, 6), U16_MAX), false);
sqlite3_reset(m_stmt_player_load);
// Load inventory
str_to_sqlite(m_stmt_player_load_inventory, 1, player->getName());
while (sqlite3_step(m_stmt_player_load_inventory) == SQLITE_ROW) {
InventoryList *invList = player->inventory.addList(
sqlite_to_string(m_stmt_player_load_inventory, 2),
sqlite_to_uint(m_stmt_player_load_inventory, 3));
invList->setWidth(sqlite_to_uint(m_stmt_player_load_inventory, 1));
u32 invId = sqlite_to_uint(m_stmt_player_load_inventory, 0);
str_to_sqlite(m_stmt_player_load_inventory_items, 1, player->getName());
int_to_sqlite(m_stmt_player_load_inventory_items, 2, invId);
while (sqlite3_step(m_stmt_player_load_inventory_items) == SQLITE_ROW) {
const std::string itemStr = sqlite_to_string(m_stmt_player_load_inventory_items, 1);
if (itemStr.length() > 0) {
ItemStack stack;
stack.deSerialize(itemStr);
invList->addItem(sqlite_to_uint(m_stmt_player_load_inventory_items, 0), stack);
}
}
sqlite3_reset(m_stmt_player_load_inventory_items);
}
sqlite3_reset(m_stmt_player_load_inventory);
str_to_sqlite(m_stmt_player_metadata_load, 1, sao->getPlayer()->getName());
while (sqlite3_step(m_stmt_player_metadata_load) == SQLITE_ROW) {
std::string attr = sqlite_to_string(m_stmt_player_metadata_load, 0);
std::string value = sqlite_to_string(m_stmt_player_metadata_load, 1);
sao->setExtendedAttribute(attr, value);
}
sqlite3_reset(m_stmt_player_metadata_load);
return true;
}
示例7: checkobject
// room_for_item(self, listname, itemstack or itemstring or table or nil) -> true/false
// Returns true if the item completely fits into the list
int InvRef::l_room_for_item(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
InvRef *ref = checkobject(L, 1);
const char *listname = luaL_checkstring(L, 2);
ItemStack item = read_item(L, 3,STACK_TO_SERVER(L));
InventoryList *list = getlist(L, ref, listname);
if(list){
lua_pushboolean(L, list->roomForItem(item));
} else {
lua_pushboolean(L, false);
}
return 1;
}
示例8: getInventory
bool ServerActiveObject::setWieldedItem(const ItemStack &item)
{
Inventory *inv = getInventory();
if(inv)
{
InventoryList *list = inv->getList(getWieldList());
if (list)
{
list->changeItem(getWieldIndex(), item);
setInventoryModified();
return true;
}
}
return false;
}
示例9: getClient
int ModApiClient::l_get_wielded_item(lua_State *L)
{
Client *client = getClient(L);
Inventory local_inventory(client->idef());
client->getLocalInventory(local_inventory);
InventoryList *mlist = local_inventory.getList("main");
if (mlist && client->getPlayerItem() < mlist->getSize()) {
LuaItemStack::create(L, mlist->getItem(client->getPlayerItem()));
} else {
LuaItemStack::create(L, ItemStack());
}
return 1;
}
示例10: assert
void GUIInventoryMenu::drawList(const ListDrawSpec &s)
{
video::IVideoDriver* driver = Environment->getVideoDriver();
// Get font
gui::IGUIFont *font = NULL;
gui::IGUISkin* skin = Environment->getSkin();
if (skin)
font = skin->getFont();
Inventory *inv = m_invmgr->getInventory(m_c, s.inventoryname);
assert(inv);
InventoryList *ilist = inv->getList(s.listname);
core::rect<s32> imgrect(0,0,imgsize.X,imgsize.Y);
for(s32 i=0; i<s.geom.X*s.geom.Y; i++)
{
s32 x = (i%s.geom.X) * spacing.X;
s32 y = (i/s.geom.X) * spacing.Y;
v2s32 p(x,y);
core::rect<s32> rect = imgrect + s.pos + p;
InventoryItem *item = NULL;
if(ilist)
item = ilist->getItem(i);
if(m_selected_item != NULL && m_selected_item->listname == s.listname
&& m_selected_item->i == i)
{
s32 border = 2;
driver->draw2DRectangle(video::SColor(255,255,0,0),
core::rect<s32>(rect.UpperLeftCorner - v2s32(1,1)*border,
rect.LowerRightCorner + v2s32(1,1)*border),
&AbsoluteClippingRect);
}
video::SColor bgcolor(255,128,128,128);
driver->draw2DRectangle(bgcolor, rect, &AbsoluteClippingRect);
if(item)
{
drawInventoryItem(driver, font, item,
rect, &AbsoluteClippingRect);
}
}
}
示例11: touching_ground
Player::Player(IGameDef *gamedef):
touching_ground(false),
in_liquid(false),
in_liquid_stable(false),
liquid_viscosity(0),
is_climbing(false),
swimming_vertical(false),
camera_barely_in_ceiling(false),
inventory(gamedef->idef()),
hp(PLAYER_MAX_HP),
peer_id(PEER_ID_INEXISTENT),
// protected
m_gamedef(gamedef),
m_pitch(0),
m_yaw(0),
m_speed(0,0,0),
m_position(0,0,0)
{
updateName("<not set>");
inventory.clear();
inventory.addList("main", PLAYER_INVENTORY_SIZE);
InventoryList *craft = inventory.addList("craft", 9);
craft->setWidth(3);
inventory.addList("craftpreview", 1);
inventory.addList("craftresult", 1);
// Can be redefined via Lua
inventory_formspec = "size[8,7.5]"
//"image[1,0.6;1,2;player.png]"
"list[current_player;main;0,3.5;8,4;]"
"list[current_player;craft;3,0;3,3;]"
"list[current_player;craftpreview;7,1;1,1;]";
// Initialize movement settings at default values, so movement can work if the server fails to send them
movement_acceleration_default = 3 * BS;
movement_acceleration_air = 2 * BS;
movement_acceleration_fast = 10 * BS;
movement_speed_walk = 4 * BS;
movement_speed_crouch = 1.35 * BS;
movement_speed_fast = 20 * BS;
movement_speed_climb = 2 * BS;
movement_speed_jump = 6.5 * BS;
movement_liquid_fluidity = 1 * BS;
movement_liquid_fluidity_smooth = 0.5 * BS;
movement_liquid_sink = 10 * BS;
movement_gravity = 9.81 * BS;
}
示例12: getInventory
bool PlayerSAO::setWieldedItem(const ItemStack &item)
{
Inventory *inv = getInventory();
if (inv) {
InventoryList *mlist = inv->getList(getWieldList());
if (mlist) {
ItemStack olditem = mlist->getItem(getWieldIndex());
if (olditem.name.empty()) {
InventoryList *hlist = inv->getList("hand");
if (hlist) {
hlist->changeItem(0, item);
return true;
}
}
mlist->changeItem(getWieldIndex(), item);
return true;
}
}
return false;
}
示例13: checkobject
// set_lists(self, lists)
int InvRef::l_set_lists(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
InvRef *ref = checkobject(L, 1);
Inventory *inv = getinv(L, ref);
if (!inv) {
return 0;
}
lua_pushnil(L);
while (lua_next(L, 2)) {
const char* listname = lua_tostring(L, -2);
InventoryList *list = inv->getList(listname);
if (list) {
read_inventory_list(L, -1, inv, listname,
getServer(L), list->getSize());
} else {
read_inventory_list(L, -1, inv, listname,
getServer(L));
}
lua_pop(L, 1);
}
return 0;
}
示例14: assert
void GUIFormSpecMenu::drawSelectedItem()
{
if(!m_selected_item)
return;
video::IVideoDriver* driver = Environment->getVideoDriver();
// Get font
gui::IGUIFont *font = NULL;
gui::IGUISkin* skin = Environment->getSkin();
if (skin)
font = skin->getFont();
Inventory *inv = m_invmgr->getInventory(m_selected_item->inventoryloc);
assert(inv);
InventoryList *list = inv->getList(m_selected_item->listname);
assert(list);
ItemStack stack = list->getItem(m_selected_item->i);
stack.count = m_selected_amount;
core::rect<s32> imgrect(0,0,imgsize.X,imgsize.Y);
core::rect<s32> rect = imgrect + (m_pointer - imgrect.getCenter());
drawItemStack(driver, font, stack, rect, NULL, m_gamedef);
}
示例15: getCraftingResult
// Crafting helper
bool getCraftingResult(Inventory *inv, ItemStack& result,
std::vector<ItemStack> &output_replacements,
bool decrementInput, IGameDef *gamedef)
{
DSTACK(__FUNCTION_NAME);
result.clear();
// Get the InventoryList in which we will operate
InventoryList *clist = inv->getList("craft");
if(!clist)
return false;
// Mangle crafting grid to an another format
CraftInput ci;
ci.method = CRAFT_METHOD_NORMAL;
ci.width = clist->getWidth() ? clist->getWidth() : 3;
for(u16 i=0; i<clist->getSize(); i++)
ci.items.push_back(clist->getItem(i));
// Find out what is crafted and add it to result item slot
CraftOutput co;
bool found = gamedef->getCraftDefManager()->getCraftResult(
ci, co, output_replacements, decrementInput, gamedef);
if(found)
result.deSerialize(co.item, gamedef->getItemDefManager());
if(found && decrementInput)
{
// CraftInput has been changed, apply changes in clist
for(u16 i=0; i<clist->getSize(); i++)
{
clist->changeItem(i, ci.items[i]);
}
}
return found;
}