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C++ cItem::IsEmpty方法代码示例

本文整理汇总了C++中cItem::IsEmpty方法的典型用法代码示例。如果您正苦于以下问题:C++ cItem::IsEmpty方法的具体用法?C++ cItem::IsEmpty怎么用?C++ cItem::IsEmpty使用的例子?那么恭喜您, 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cItem的用法示例。


在下文中一共展示了cItem::IsEmpty方法的7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: DistributeStack

void cSlotAreaAnvil::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
{
	for (int i = 0; i < 2; i++)
	{
		const cItem * Slot = GetSlot(i, a_Player);
		if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
		{
			// Different items
			continue;
		}
		int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
		if (NumFit <= 0)
		{
			// Full stack already
			continue;
		}
		if (NumFit > a_ItemStack.m_ItemCount)
		{
			NumFit = a_ItemStack.m_ItemCount;
		}
		if (a_ShouldApply)
		{
			cItem NewSlot(a_ItemStack);
			NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
			SetSlot(i, a_Player, NewSlot);
		}
		a_ItemStack.m_ItemCount -= NumFit;
		if (a_ItemStack.IsEmpty())
		{
			UpdateResult(a_Player);
			return;
		}
	}  // for i - Slots
	UpdateResult(a_Player);
}
开发者ID:RedEnraged96,项目名称:MCServer-1,代码行数:35,代码来源:SlotArea.cpp

示例2:

void cProtocol125::WriteItem(const cItem & a_Item)
{
	short ItemType = a_Item.m_ItemType;
	ASSERT(ItemType >= -1);  // Check validity of packets in debug runtime
	if (ItemType <= 0)
	{
		// Fix, to make sure no invalid values are sent.
		ItemType = -1;
	}
	
	WriteShort(ItemType);
	if (a_Item.IsEmpty())
	{
		return;
	}
	
	WriteChar (a_Item.m_ItemCount);
	WriteShort(a_Item.m_ItemDamage);
	
	if (cItem::IsEnchantable(a_Item.m_ItemType))
	{
		// TODO: Implement enchantments
		WriteShort(-1);
	}
}
开发者ID:FX-Master,项目名称:MCServer,代码行数:25,代码来源:Protocol125.cpp

示例3: DistributeStack

void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply)
{
	// Ask each slot area to take as much of the stack as it can.
	// First ask only slots that already have the same kind of item
	// Then ask any remaining slots
	for (int Pass = 0; Pass < 2; ++Pass)
	{
		if (m_ShouldDistributeToHotbarFirst)
		{
			// First distribute into the hotbar:
			if (a_ExcludeArea != m_SlotAreas.back())
			{
				m_SlotAreas.back()->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
				if (a_ItemStack.IsEmpty())
				{
					// Distributed it all
					return;
				}
			}
		}
		
		// The distribute to all other areas:
		cSlotAreas::iterator end = m_ShouldDistributeToHotbarFirst ? (m_SlotAreas.end() - 1) : m_SlotAreas.end();
		for (cSlotAreas::iterator itr = m_SlotAreas.begin(); itr != end; ++itr)
		{
			if (*itr == a_ExcludeArea)
			{
				continue;
			}
			(*itr)->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
			if (a_ItemStack.IsEmpty())
			{
				// Distributed it all
				return;
			}
		}  // for itr - m_SlotAreas[]
	}  // for Pass - repeat twice
}
开发者ID:Solexid,项目名称:MCServer,代码行数:38,代码来源:Window.cpp

示例4: SetHorseArmor

void cHorse::SetHorseArmor(cItem a_Armor)
{
	if (ItemCategory::IsHorseArmor(a_Armor.m_ItemType))
	{
		m_World->BroadcastSoundEffect("entity.horse.armor", GetPosition(), 1.0f, 0.8f);
	}
	else if (!a_Armor.IsEmpty())
	{
		return;  // Invalid item
	}

	m_Armor = std::move(a_Armor);
	m_World->BroadcastEntityMetadata(*this);
}
开发者ID:changyongGuo,项目名称:cuberite,代码行数:14,代码来源:Horse.cpp

示例5: SetHorseSaddle

void cHorse::SetHorseSaddle(cItem a_Saddle)
{
	if (a_Saddle.m_ItemType == E_ITEM_SADDLE)
	{
		m_World->BroadcastSoundEffect("entity.horse.saddle", GetPosition(), 1.0f, 0.8f);
	}
	else if (!a_Saddle.IsEmpty())
	{
		return;  // Invalid item
	}

	m_Saddle = std::move(a_Saddle);
	m_World->BroadcastEntityMetadata(*this);
}
开发者ID:changyongGuo,项目名称:cuberite,代码行数:14,代码来源:Horse.cpp

示例6: DistributeStackToAreas

void cWindow::DistributeStackToAreas(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill)
{
	/* Ask each slot area to take as much of the stack as it can.
	First ask only slots that already have the same kind of item
	Then ask any remaining slots */
	for (size_t Pass = 0; Pass < 2; Pass++)
	{
		for (auto SlotArea : a_AreasInOrder)
		{
			SlotArea->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0), a_BackFill);
			if (a_ItemStack.IsEmpty())
			{
				// Distributed it all
				return;
			}
		}
	}
}
开发者ID:UltraCoderRU,项目名称:MCServer,代码行数:18,代码来源:Window.cpp

示例7:

void cProtocol132::WriteItem(const cItem & a_Item)
{
	short ItemType = a_Item.m_ItemType;
	ASSERT(ItemType >= -1);  // Check validity of packets in debug runtime
	if (ItemType <= 0)
	{
		// Fix, to make sure no invalid values are sent.
		ItemType = -1;
	}
	
	if (a_Item.IsEmpty())
	{
		WriteShort(-1);
		return;
	}
	
	WriteShort(ItemType);
	WriteChar (a_Item.m_ItemCount);
	WriteShort(a_Item.m_ItemDamage);
	
	if (a_Item.m_Enchantments.IsEmpty())
	{
		WriteShort(-1);
		return;
	}

	// Send the enchantments:
	cFastNBTWriter Writer;
	const char * TagName = (a_Item.m_ItemType == E_ITEM_BOOK) ? "StoredEnchantments" : "ench";
	EnchantmentSerializer::WriteToNBTCompound(a_Item.m_Enchantments, Writer, TagName);
	Writer.Finish();
	AString Compressed;
	CompressStringGZIP(Writer.GetResult().data(), Writer.GetResult().size(), Compressed);
	WriteShort((short)Compressed.size());
	SendData(Compressed.data(), Compressed.size());
}
开发者ID:wang108,项目名称:MCServer,代码行数:36,代码来源:Protocol132.cpp


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