本文整理汇总了C++中TileItemVector::size方法的典型用法代码示例。如果您正苦于以下问题:C++ TileItemVector::size方法的具体用法?C++ TileItemVector::size怎么用?C++ TileItemVector::size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::size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: __internalAddThing
void Tile::__internalAddThing(uint32_t, Thing* thing)
{
thing->setParent(this);
if(Creature* creature = thing->getCreature())
{
g_game.clearSpectatorCache();
CreatureVector* creatures = makeCreatures();
creatures->insert(creatures->begin(), creature);
++thingCount;
return;
}
Item* item = thing->getItem();
if(!item)
return;
TileItemVector* items = makeItemList();
if(items && items->size() >= 0xFFFF)
return/* RET_NOTPOSSIBLE*/;
if(item->isGroundTile())
{
if(!ground)
{
ground = item;
++thingCount;
}
}
else if(item->isAlwaysOnTop())
{
bool isInserted = false;
for(ItemVector::iterator it = items->getBeginTopItem(); it != items->getEndTopItem(); ++it)
{
if(Item::items[(*it)->getID()].alwaysOnTopOrder <= Item::items[item->getID()].alwaysOnTopOrder)
continue;
items->insert(it, item);
++thingCount;
isInserted = true;
break;
}
if(!isInserted)
{
items->push_back(item);
++thingCount;
}
}
else
{
items->insert(items->getBeginDownItem(), item);
++items->downItemCount;
++thingCount;
}
updateTileFlags(item, false);
}
示例2: 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3: addThing
void Tile::addThing(int32_t, Thing* thing)
{
Creature* creature = thing->getCreature();
if (creature) {
g_game.map.clearSpectatorCache();
creature->setParent(this);
CreatureVector* creatures = makeCreatures();
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;
}
}
}
}
}
//.........这里部分代码省略.........
示例4: __addThing
void Tile::__addThing(int32_t index, Thing* thing)
{
Creature* creature = thing->getCreature();
if (creature)
{
g_game.clearSpectatorCache();
creature->setParent(this);
CreatureVector* creatures = makeCreatures();
creatures->insert(creatures->begin(), creature);
++thingCount;
}
else
{
Item* item = thing->getItem();
if (!item)
{
#ifdef __DEBUG__MOVESYS__
std::cout << "Failure: [Tile::__addThing] item == NULL" << std::endl;
DEBUG_REPORT
#endif
return /*RET_NOTPOSSIBLE*/;
}
TileItemVector* items = getItemList();
if (items && items->size() > 0xFFFF)
{
return /*RET_NOTPOSSIBLE*/;
}
item->setParent(this);
if (item->isGroundTile())
{
if (!ground)
{
ground = item;
++thingCount;
onAddTileItem(item);
}
else
{
const ItemType& oldType = Item::items[ground->getID()];
const ItemType& newType = Item::items[item->getID()];
int32_t oldGroundIndex = __getIndexOfThing(ground);
Item* oldGround = ground;
ground->setParent(NULL);
g_game.FreeThing(ground);
ground = item;
updateTileFlags(oldGround, true);
updateTileFlags(item, false);
onUpdateTileItem(oldGround, oldType, item, newType);
postRemoveNotification(oldGround, NULL, oldGroundIndex, true);
}
}
else if (item->isAlwaysOnTop())
{
if (item->isSplash())
{
//remove old splash if exists
if (items)
{
for (ItemVector::iterator it = items->getBeginTopItem(); it != items->getEndTopItem(); ++it)
{
if ((*it)->isSplash())
{
int32_t oldSplashIndex = __getIndexOfThing(*it);
Item* oldSplash = *it;
__removeThing(oldSplash, 1);
oldSplash->setParent(NULL);
g_game.FreeThing(oldSplash);
postRemoveNotification(oldSplash, NULL, oldSplashIndex, true);
break;
}
}
}
}
bool isInserted = false;
if (items)
{
for (ItemVector::iterator it = items->getBeginTopItem(); it != items->getEndTopItem(); ++it)
{
//Note: this is different from internalAddThing
if (Item::items[item->getID()].alwaysOnTopOrder <= Item::items[(*it)->getID()].alwaysOnTopOrder)
{
items->insert(it, item);
++thingCount;
isInserted = true;
break;
}
}
}
else
{
items = makeItemList();
}
//.........这里部分代码省略.........
示例5: __addThing
void Tile::__addThing(Creature* actor, int32_t, Thing* thing)
{
if(Creature* creature = thing->getCreature())
{
g_game.clearSpectatorCache();
creature->setParent(this);
CreatureVector* creatures = makeCreatures();
creatures->insert(creatures->begin(), creature);
++thingCount;
return;
}
Item* item = thing->getItem();
if(!item)
{
#ifdef __DEBUG_MOVESYS__
std::clog << "[Failure - Tile::__addThing] item == NULL" << std::endl;
#endif
return/* RET_NOTPOSSIBLE*/;
}
TileItemVector* items = getItemList();
if(items && items->size() >= 0xFFFF)
return/* RET_NOTPOSSIBLE*/;
if(g_config.getBool(ConfigManager::STORE_TRASH) && !hasFlag(TILESTATE_TRASHED))
{
g_game.addTrash(pos);
setFlag(TILESTATE_TRASHED);
}
item->setParent(this);
if(item->isGroundTile())
{
if(ground)
{
int32_t oldGroundIndex = __getIndexOfThing(ground);
Item* oldGround = ground;
updateTileFlags(oldGround, true);
updateTileFlags(item, false);
ground = item;
#ifdef __GROUND_CACHE__
std::map<Item*, int32_t>::iterator it = g_game.grounds.find(oldGround);
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
oldGround->setParent(NULL);
g_game.freeThing(oldGround);
#ifdef __GROUND_CACHE__
}
#endif
postRemoveNotification(actor, oldGround, NULL, oldGroundIndex, true);
onUpdateTile();
}
else
{
ground = item;
++thingCount;
onAddTileItem(item);
}
}
else if(item->isAlwaysOnTop())
{
if(item->isSplash())
{
//remove old splash if exists
if(items)
{
for(ItemVector::iterator it = items->getBeginTopItem(); it != items->getEndTopItem(); ++it)
{
if(!(*it)->isSplash())
continue;
int32_t oldSplashIndex = __getIndexOfThing(*it);
Item* oldSplash = *it;
__removeThing(oldSplash, 1);
oldSplash->setParent(NULL);
g_game.freeThing(oldSplash);
postRemoveNotification(actor, oldSplash, NULL, oldSplashIndex, true);
break;
}
}
}
//.........这里部分代码省略.........