本文整理汇总了C++中TileItemVector::end方法的典型用法代码示例。如果您正苦于以下问题:C++ TileItemVector::end方法的具体用法?C++ TileItemVector::end怎么用?C++ TileItemVector::end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::end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: transferToDepot
bool House::transferToDepot()
{
if(!townId)
return false;
Player* player = NULL;
if(owner)
{
uint32_t tmp = owner;
if(isGuild() && !IOGuild::getInstance()->swapGuildIdToOwner(tmp))
tmp = 0;
if(tmp)
player = g_game.getPlayerByGuidEx(tmp);
}
Container* tmpContainer = NULL;
TileItemVector* items = NULL;
ItemList moveList;
for(HouseTileList::iterator it = houseTiles.begin(); it != houseTiles.end(); ++it)
{
if(!(items = (*it)->getItemList()))
continue;
for(ItemVector::iterator iit = items->begin(); iit != items->end(); ++iit)
{
if((*iit)->isPickupable())
moveList.push_back(*iit);
else if((tmpContainer = (*iit)->getContainer()))
{
for(ItemList::const_iterator cit = tmpContainer->getItems(); cit != tmpContainer->getEnd(); ++cit)
moveList.push_back(*cit);
}
}
}
if(player)
{
for(ItemList::iterator it = moveList.begin(); it != moveList.end(); ++it)
g_game.internalMoveItem(NULL, (*it)->getParent(), player->getInbox(), INDEX_WHEREEVER, (*it), (*it)->getItemCount(), NULL, FLAG_NOLIMIT);
if(player->isVirtual())
{
IOLoginData::getInstance()->savePlayer(player);
delete player;
}
}
else
{
for(ItemList::iterator it = moveList.begin(); it != moveList.end(); ++it)
g_game.internalRemoveItem(NULL, (*it), (*it)->getItemCount(), false, FLAG_NOLIMIT);
}
return true;
}
示例2: __removeThing
void Tile::__removeThing(Thing* thing, uint32_t count)
{
Creature* creature = thing->getCreature();
if(creature)
{
if(CreatureVector* creatures = getCreatures())
{
CreatureVector::iterator it = std::find(creatures->begin(), creatures->end(), thing);
if(it == creatures->end())
{
#ifdef __DEBUG_MOVESYS__
std::clog << "[Failure - Tile::__removeThing] creature not found" << std::endl;
#endif
return/* RET_NOTPOSSIBLE*/;
}
g_game.clearSpectatorCache();
creatures->erase(it);
--thingCount;
}
#ifdef __DEBUG_MOVESYS__
else
std::clog << "[Failure - Tile::__removeThing] creature not found" << std::endl;
#endif
return;
}
Item* item = thing->getItem();
if(!item)
{
#ifdef __DEBUG_MOVESYS__
std::clog << "[Failure - Tile::__removeThing] item == NULL" << std::endl;
#endif
return/* RET_NOTPOSSIBLE*/;
}
int32_t index = __getIndexOfThing(item);
if(index == -1)
{
#ifdef __DEBUG_MOVESYS__
std::clog << "[Failure - Tile::__removeThing] index == -1" << std::endl;
#endif
return/* RET_NOTPOSSIBLE*/;
}
if(item == ground)
{
const SpectatorVec& list = g_game.getSpectators(pos);
std::vector<int32_t> oldStackposVector;
Player* tmpPlayer = NULL;
for(SpectatorVec::const_iterator it = list.begin(); it != list.end(); ++it)
{
if((tmpPlayer = (*it)->getPlayer()))
oldStackposVector.push_back(getClientIndexOfThing(tmpPlayer, ground));
}
#ifdef __GROUND_CACHE__
std::map<Item*, int32_t>::iterator it = g_game.grounds.find(ground);
bool erase = it == g_game.grounds.end();
if(!erase)
{
it->second--;
erase = it->second < 1;
if(erase)
g_game.grounds.erase(it);
}
if(erase)
{
#endif
ground->setParent(NULL);
g_game.freeThing(ground);
#ifdef __GROUND_CACHE__
}
#endif
ground = NULL;
--thingCount;
onRemoveTileItem(list, oldStackposVector, item);
return/* RET_NOERROR*/;
}
TileItemVector* items = getItemList();
if(!items)
return;
if(item->isAlwaysOnTop())
{
ItemVector::iterator it = std::find(items->getBeginTopItem(), items->getEndTopItem(), item);
if(it != items->end())
{
const SpectatorVec& list = g_game.getSpectators(pos);
std::vector<int32_t> oldStackposVector;
Player* tmpPlayer = NULL;
for(SpectatorVec::const_iterator iit = list.begin(); iit != list.end(); ++iit)
{
//.........这里部分代码省略.........