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C++ InventoryList::addItem方法代码示例

本文整理汇总了C++中InventoryList::addItem方法的典型用法代码示例。如果您正苦于以下问题:C++ InventoryList::addItem方法的具体用法?C++ InventoryList::addItem怎么用?C++ InventoryList::addItem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InventoryList的用法示例。


在下文中一共展示了InventoryList::addItem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: MYMIN

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;
}
开发者ID:MultiCraftProject,项目名称:MultiCraft,代码行数:51,代码来源:database-sqlite3.cpp

示例2: l_add_item

// add_item(self, listname, itemstack or itemstring or table or nil) -> itemstack
// Returns the leftover stack
int InvRef::l_add_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, getServer(L)->idef());
	InventoryList *list = getlist(L, ref, listname);
	if(list){
		ItemStack leftover = list->addItem(item);
		if(leftover.count != item.count)
			reportInventoryChange(L, ref);
		LuaItemStack::create(L, leftover);
	} else {
		LuaItemStack::create(L, item);
	}
	return 1;
}
开发者ID:4Evergreen4,项目名称:minetest,代码行数:19,代码来源:l_inventory.cpp

示例3: applyRevert

bool RollbackAction::applyRevert(Map *map, InventoryManager *imgr, IGameDef *gamedef) const
{
	try {
		switch (type) {
		case TYPE_NOTHING:
			return true;
		case TYPE_SET_NODE: {
			INodeDefManager *ndef = gamedef->ndef();
			// Make sure position is loaded from disk
			map->emergeBlock(getContainerPos(p, MAP_BLOCKSIZE), false);
			// Check current node
			MapNode current_node = map->getNodeNoEx(p);
			std::string current_name = ndef->get(current_node).name;
			// If current node not the new node, it's bad
			if (current_name != n_new.name) {
				return false;
			}
			// Create rollback node
			MapNode n(ndef, n_old.name, n_old.param1, n_old.param2);
			// Set rollback node
			try {
				if (!map->addNodeWithEvent(p, n)) {
					infostream << "RollbackAction::applyRevert(): "
						<< "AddNodeWithEvent failed at "
						<< PP(p) << " for " << n_old.name
						<< std::endl;
					return false;
				}
				if (n_old.meta.empty()) {
					map->removeNodeMetadata(p);
				} else {
					NodeMetadata *meta = map->getNodeMetadata(p);
					if (!meta) {
						meta = new NodeMetadata(gamedef);
						if (!map->setNodeMetadata(p, meta)) {
							delete meta;
							infostream << "RollbackAction::applyRevert(): "
								<< "setNodeMetadata failed at "
								<< PP(p) << " for " << n_old.name
								<< std::endl;
							return false;
						}
					}
					std::istringstream is(n_old.meta, std::ios::binary);
					meta->deSerialize(is);
				}
				// Inform other things that the meta data has changed
				v3s16 blockpos = getContainerPos(p, MAP_BLOCKSIZE);
				MapEditEvent event;
				event.type = MEET_BLOCK_NODE_METADATA_CHANGED;
				event.p = blockpos;
				map->dispatchEvent(&event);
				// Set the block to be saved
				MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
				if (block) {
					block->raiseModified(MOD_STATE_WRITE_NEEDED,
						MOD_REASON_REPORT_META_CHANGE);
				}
			} catch (InvalidPositionException &e) {
				infostream << "RollbackAction::applyRevert(): "
					<< "InvalidPositionException: " << e.what()
					<< std::endl;
				return false;
			}
			// Success
			return true; }
		case TYPE_MODIFY_INVENTORY_STACK: {
			InventoryLocation loc;
			loc.deSerialize(inventory_location);
			std::string real_name = gamedef->idef()->getAlias(inventory_stack.name);
			Inventory *inv = imgr->getInventory(loc);
			if (!inv) {
				infostream << "RollbackAction::applyRevert(): Could not get "
					"inventory at " << inventory_location << std::endl;
				return false;
			}
			InventoryList *list = inv->getList(inventory_list);
			if (!list) {
				infostream << "RollbackAction::applyRevert(): Could not get "
					"inventory list \"" << inventory_list << "\" in "
					<< inventory_location << std::endl;
				return false;
			}
			if (list->getSize() <= inventory_index) {
				infostream << "RollbackAction::applyRevert(): List index "
					<< inventory_index << " too large in "
					<< "inventory list \"" << inventory_list << "\" in "
					<< inventory_location << std::endl;
			}
			// If item was added, take away item, otherwise add removed item
			if (inventory_add) {
				// Silently ignore different current item
				if (list->getItem(inventory_index).name != real_name)
					return false;
				list->takeItem(inventory_index, inventory_stack.count);
			} else {
				list->addItem(inventory_index, inventory_stack);
			}
			// Inventory was modified; send to clients
			imgr->setInventoryModified(loc);
//.........这里部分代码省略.........
开发者ID:4aiman,项目名称:MultiCraft,代码行数:101,代码来源:rollback_interface.cpp


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