本文整理汇总了C++中TileItemVector::addDownItemCount方法的典型用法代码示例。如果您正苦于以下问题:C++ TileItemVector::addDownItemCount方法的具体用法?C++ TileItemVector::addDownItemCount怎么用?C++ TileItemVector::addDownItemCount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TileItemVector
的用法示例。
在下文中一共展示了TileItemVector::addDownItemCount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: internalAddThing
void Tile::internalAddThing(uint32_t, Thing* thing)
{
thing->setParent(this);
Creature* creature = thing->getCreature();
if (creature) {
g_game.map.clearSpectatorCache();
CreatureVector* creatures = makeCreatures();
creatures->insert(creatures->begin(), creature);
} else {
Item* item = thing->getItem();
if (item == nullptr) {
return;
}
const ItemType& itemType = Item::items[item->getID()];
if (itemType.isGroundTile()) {
if (ground == nullptr) {
ground = item;
setTileFlags(item);
}
return;
}
TileItemVector* items = makeItemList();
if (items->size() >= 0xFFFF) {
return /*RETURNVALUE_NOTPOSSIBLE*/;
}
if (itemType.alwaysOnTop) {
bool isInserted = false;
for (ItemVector::iterator it = items->getBeginTopItem(), end = items->getEndTopItem(); it != end; ++it) {
if (Item::items[(*it)->getID()].alwaysOnTopOrder > itemType.alwaysOnTopOrder) {
items->insert(it, item);
isInserted = true;
break;
}
}
if (!isInserted) {
items->push_back(item);
}
} else {
items->insert(items->getBeginDownItem(), item);
items->addDownItemCount(1);
}
setTileFlags(item);
}
}
示例2: removeThing
void Tile::removeThing(Thing* thing, uint32_t count)
{
Creature* creature = thing->getCreature();
if (creature) {
CreatureVector* creatures = getCreatures();
if (creatures) {
CreatureVector::iterator it = std::find(creatures->begin(), creatures->end(), thing);
if (it != creatures->end()) {
g_game.map.clearSpectatorCache();
creatures->erase(it);
}
}
return;
}
Item* item = thing->getItem();
if (!item) {
return;
}
int32_t index = getThingIndex(item);
if (index == -1) {
return;
}
if (item == ground) {
ground->setParent(nullptr);
ground = nullptr;
SpectatorVec list;
g_game.map.getSpectators(list, getPosition(), true);
onRemoveTileItem(list, std::vector<int32_t>(list.size(), 0), item);
return;
}
TileItemVector* items = getItemList();
if (!items) {
return;
}
const ItemType& itemType = Item::items[item->getID()];
if (itemType.alwaysOnTop) {
auto it = std::find(items->getBeginTopItem(), items->getEndTopItem(), item);
if (it == items->getEndTopItem()) {
return;
}
std::vector<int32_t> oldStackPosVector;
SpectatorVec list;
g_game.map.getSpectators(list, getPosition(), true);
for (Creature* spectator : list) {
if (Player* tmpPlayer = spectator->getPlayer()) {
oldStackPosVector.push_back(getStackposOfItem(tmpPlayer, item));
}
}
item->setParent(nullptr);
items->erase(it);
onRemoveTileItem(list, oldStackPosVector, item);
} else {
auto it = std::find(items->getBeginDownItem(), items->getEndDownItem(), item);
if (it == items->getEndDownItem()) {
return;
}
if (itemType.stackable && count != item->getItemCount()) {
uint8_t newCount = static_cast<uint8_t>(std::max<int32_t>(0, static_cast<int32_t>(item->getItemCount() - count)));
item->setItemCount(newCount);
onUpdateTileItem(item, itemType, item, itemType);
} else {
std::vector<int32_t> oldStackPosVector;
SpectatorVec list;
g_game.map.getSpectators(list, getPosition(), true);
for (Creature* spectator : list) {
if (Player* tmpPlayer = spectator->getPlayer()) {
oldStackPosVector.push_back(getStackposOfItem(tmpPlayer, item));
}
}
item->setParent(nullptr);
items->erase(it);
items->addDownItemCount(-1);
onRemoveTileItem(list, oldStackPosVector, item);
}
}
}
示例3: addThing
//.........这里部分代码省略.........
creatures->insert(creatures->begin(), creature);
} else {
Item* item = thing->getItem();
if (item == nullptr) {
return /*RETURNVALUE_NOTPOSSIBLE*/;
}
TileItemVector* items = getItemList();
if (items && items->size() >= 0xFFFF) {
return /*RETURNVALUE_NOTPOSSIBLE*/;
}
item->setParent(this);
const ItemType& itemType = Item::items[item->getID()];
if (itemType.isGroundTile()) {
if (ground == nullptr) {
ground = item;
onAddTileItem(item);
} else {
const ItemType& oldType = Item::items[ground->getID()];
Item* oldGround = ground;
ground->setParent(nullptr);
g_game.ReleaseItem(ground);
ground = item;
resetTileFlags(oldGround);
setTileFlags(item);
onUpdateTileItem(oldGround, oldType, item, itemType);
postRemoveNotification(oldGround, nullptr, 0);
}
} else if (itemType.alwaysOnTop) {
if (itemType.isSplash() && items) {
//remove old splash if exists
for (ItemVector::const_iterator it = items->getBeginTopItem(), end = items->getEndTopItem(); it != end; ++it) {
Item* oldSplash = *it;
if (!Item::items[oldSplash->getID()].isSplash()) {
continue;
}
removeThing(oldSplash, 1);
oldSplash->setParent(nullptr);
g_game.ReleaseItem(oldSplash);
postRemoveNotification(oldSplash, nullptr, 0);
break;
}
}
bool isInserted = false;
if (items) {
for (ItemVector::iterator it = items->getBeginTopItem(), end = items->getEndTopItem(); it != end; ++it) {
//Note: this is different from internalAddThing
if (itemType.alwaysOnTopOrder <= Item::items[(*it)->getID()].alwaysOnTopOrder) {
items->insert(it, item);
isInserted = true;
break;
}
}
} else {
items = makeItemList();
}
if (!isInserted) {
items->push_back(item);
}
onAddTileItem(item);
} else {
if (itemType.isMagicField()) {
//remove old field item if exists
if (items) {
for (ItemVector::const_iterator it = items->getBeginDownItem(), end = items->getEndDownItem(); it != end; ++it) {
MagicField* oldField = (*it)->getMagicField();
if (oldField) {
if (oldField->isReplaceable()) {
removeThing(oldField, 1);
oldField->setParent(nullptr);
g_game.ReleaseItem(oldField);
postRemoveNotification(oldField, nullptr, 0);
break;
} else {
//This magic field cannot be replaced.
item->setParent(nullptr);
g_game.ReleaseItem(item);
return;
}
}
}
}
}
items = makeItemList();
items->insert(items->getBeginDownItem(), item);
items->addDownItemCount(1);
onAddTileItem(item);
}
}
}