本文整理汇总了C++中map::has_furn方法的典型用法代码示例。如果您正苦于以下问题:C++ map::has_furn方法的具体用法?C++ map::has_furn怎么用?C++ map::has_furn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map
的用法示例。
在下文中一共展示了map::has_furn方法的4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: add_boardable
// check if tile at p should be boarded with some kind of furniture.
void add_boardable( map &m, const tripoint &p, std::vector<tripoint> &vec )
{
if( m.has_furn( p ) ) {
// Don't need to board this up, is already occupied
return;
}
if( m.ter( p ) != t_floor ) {
// Other terrain (door, wall, ...), not boarded either
return;
}
if( m.is_outside( p ) ) {
// Don't board up the outside
return;
}
if( std::find( vec.begin(), vec.end(), p ) != vec.end() ) {
// Already registered to be boarded
return;
}
vec.push_back( p );
}
示例2: board_up
void board_up( map &m, int sx, int sy, int dx, int dy )
{
std::vector<point> furnitures1;
std::vector<point> furnitures2;
std::vector<point> boardables;
for( int x = sx; x < sx + dx; x++ ) {
for( int y = sy; y < sy + dy; y++ ) {
bool must_board_around = false;
const ter_id t = m.ter( x, y );
if( t == t_window_domestic || t == t_window ) {
// Windows are always to the outside and must be boarded
must_board_around = true;
m.ter_set( x, y, t_window_boarded );
} else if( t == t_door_c || t == t_door_locked || t == t_door_c_peep ) {
// Only board up doors that lead to the outside
if( m.is_outside( x + 1, y ) || m.is_outside( x - 1, y ) ||
m.is_outside( x, y + 1 ) || m.is_outside( x, y - 1 ) ) {
m.ter_set( x, y, t_door_boarded );
must_board_around = true;
} else {
// internal doors are opened instead
m.ter_set( x, y, t_door_o );
}
}
if( must_board_around ) {
// Board up the surroundings of the door/window
add_boardable( m, point( x + 1, y ), boardables );
add_boardable( m, point( x - 1, y ), boardables );
add_boardable( m, point( x, y + 1 ), boardables );
add_boardable( m, point( x, y - 1 ), boardables );
add_boardable( m, point( x + 1, y + 1 ), boardables );
add_boardable( m, point( x - 1, y + 1 ), boardables );
add_boardable( m, point( x + 1, y - 1 ), boardables );
add_boardable( m, point( x - 1, y - 1 ), boardables );
}
}
}
// Find all furniture that can be used to board up some place
for( int x = sx; x < sx + dx; x++ ) {
for( int y = sy; y < sy + dy; y++ ) {
if( std::find( boardables.begin(), boardables.end(), point( x, y ) ) != boardables.end() ) {
continue;
}
if( !m.has_furn( x, y ) ) {
continue;
}
// If the furniture is movable and the character can move it, use it to barricade
// g->u is workable here as NPCs by definition are not starting the game. (Let's hope.)
if( (m.furn_at( x, y ).move_str_req > 0) && (m.furn_at( x, y ).move_str_req < g->u.get_str() )) {
if( m.furn_at( x, y ).movecost == 0 ) {
// Obstacles are better, prefer them
furnitures1.push_back( point( x, y ) );
} else {
furnitures2.push_back( point( x, y ) );
}
}
}
}
while( ( !furnitures1.empty() || !furnitures2.empty() ) && !boardables.empty() ) {
const point fp = furnitures1.empty() ?
get_random_from_vec( furnitures2 ) : get_random_from_vec( furnitures1 );
const point bp = get_random_from_vec( boardables );
m.furn_set( bp.x, bp.y, m.furn( fp.x, fp.y ) );
m.furn_set( fp.x, fp.y, f_null );
auto destination_items = m.i_at(bp.x, bp.y);
for( auto moved_item : m.i_at(fp.x, fp.y) ) {
destination_items.push_back( moved_item );
}
m.i_clear( fp.x, fp.y );
}
}
示例3: board_up
void board_up( map &m, const tripoint &start, const tripoint &end )
{
std::vector<tripoint> furnitures1;
std::vector<tripoint> furnitures2;
std::vector<tripoint> boardables;
tripoint p;
p.z = m.get_abs_sub().z;
int &x = p.x;
int &y = p.y;
int &z = p.z;
for( x = start.x; x < end.x; x++ ) {
for( y = start.y; y < end.y; y++ ) {
bool must_board_around = false;
const ter_id t = m.ter( x, y );
if( t == t_window_domestic || t == t_window || t == t_window_no_curtains ) {
// Windows are always to the outside and must be boarded
must_board_around = true;
m.ter_set( p, t_window_boarded );
} else if( t == t_door_c || t == t_door_locked || t == t_door_c_peep ) {
// Only board up doors that lead to the outside
if( m.is_outside( tripoint( x + 1, y, z ) ) ||
m.is_outside( tripoint( x - 1, y, z ) ) ||
m.is_outside( tripoint( x, y + 1, z ) ) ||
m.is_outside( tripoint( x, y - 1, z ) ) ) {
m.ter_set( p, t_door_boarded );
must_board_around = true;
} else {
// internal doors are opened instead
m.ter_set( p, t_door_o );
}
}
if( must_board_around ) {
// Board up the surroundings of the door/window
add_boardable( m, tripoint( x + 1, y, z ), boardables );
add_boardable( m, tripoint( x - 1, y, z ), boardables );
add_boardable( m, tripoint( x, y + 1, z ), boardables );
add_boardable( m, tripoint( x, y - 1, z ), boardables );
add_boardable( m, tripoint( x + 1, y + 1, z ), boardables );
add_boardable( m, tripoint( x - 1, y + 1, z ), boardables );
add_boardable( m, tripoint( x + 1, y - 1, z ), boardables );
add_boardable( m, tripoint( x - 1, y - 1, z ), boardables );
}
}
}
// Find all furniture that can be used to board up some place
for( x = start.x; x < end.x; x++ ) {
for( y = start.y; y < end.y; y++ ) {
if( std::find( boardables.begin(), boardables.end(), p ) != boardables.end() ) {
continue;
}
if( !m.has_furn( p ) ) {
continue;
}
// If the furniture is movable and the character can move it, use it to barricade
// g->u is workable here as NPCs by definition are not starting the game. (Let's hope.)
///\EFFECT_STR determines what furniture might be used as a starting area barricade
if( m.furn( p ).obj().move_str_req > 0 && m.furn( p ).obj().move_str_req < g->u.get_str() ) {
if( m.furn( p ).obj().movecost == 0 ) {
// Obstacles are better, prefer them
furnitures1.push_back( p );
} else {
furnitures2.push_back( p );
}
}
}
}
while( ( !furnitures1.empty() || !furnitures2.empty() ) && !boardables.empty() ) {
const tripoint fp = random_entry_removed( furnitures1.empty() ? furnitures2 : furnitures1 );
const tripoint bp = random_entry_removed( boardables );
m.furn_set( bp, m.furn( fp ) );
m.furn_set( fp, f_null );
auto destination_items = m.i_at( bp );
for( auto moved_item : m.i_at( fp ) ) {
destination_items.push_back( moved_item );
}
m.i_clear( fp );
}
}
示例4: form_from_map
void inventory::form_from_map( map &m, const tripoint &origin, int range, bool assign_invlet,
bool clear_path )
{
items.clear();
for( const tripoint &p : m.points_in_radius( origin, range ) ) {
// can not reach this -> can not access its contents
if( clear_path ) {
if( origin != p && !m.clear_path( origin, p, range, 1, 100 ) ) {
continue;
}
}
if( m.has_furn( p ) ) {
const furn_t &f = m.furn( p ).obj();
const itype *type = f.crafting_pseudo_item_type();
if( type != nullptr ) {
const itype *ammo = f.crafting_ammo_item_type();
item furn_item( type, calendar::turn, 0 );
furn_item.item_tags.insert( "PSEUDO" );
furn_item.charges = ammo ? count_charges_in_list( ammo, m.i_at( p ) ) : 0;
add_item( furn_item );
}
}
if( m.accessible_items( p ) ) {
for( auto &i : m.i_at( p ) ) {
if( !i.made_of( LIQUID ) ) {
add_item( i, false, assign_invlet );
}
}
}
// Kludges for now!
if( m.has_nearby_fire( p, 0 ) ) {
item fire( "fire", 0 );
fire.charges = 1;
add_item( fire );
}
// Handle any water from infinite map sources.
item water = m.water_from( p );
if( !water.is_null() ) {
add_item( water );
}
// kludge that can probably be done better to check specifically for toilet water to use in
// crafting
if( m.furn( p ).obj().examine == &iexamine::toilet ) {
// get water charges at location
auto toilet = m.i_at( p );
auto water = toilet.end();
for( auto candidate = toilet.begin(); candidate != toilet.end(); ++candidate ) {
if( candidate->typeId() == "water" ) {
water = candidate;
break;
}
}
if( water != toilet.end() && water->charges > 0 ) {
add_item( *water );
}
}
// keg-kludge
if( m.furn( p ).obj().examine == &iexamine::keg ) {
auto liq_contained = m.i_at( p );
for( auto &i : liq_contained ) {
if( i.made_of( LIQUID ) ) {
add_item( i );
}
}
}
// WARNING: The part below has a bug that's currently quite minor
// When a vehicle has multiple faucets in range, available water is
// multiplied by the number of faucets.
// Same thing happens for all other tools and resources, but not cargo
const optional_vpart_position vp = m.veh_at( p );
if( !vp ) {
continue;
}
vehicle *const veh = &vp->vehicle();
//Adds faucet to kitchen stuff; may be horribly wrong to do such....
//ShouldBreak into own variable
const cata::optional<vpart_reference> kpart = vp.part_with_feature( "KITCHEN", true );
const cata::optional<vpart_reference> faupart = vp.part_with_feature( "FAUCET", true );
const cata::optional<vpart_reference> weldpart = vp.part_with_feature( "WELDRIG", true );
const cata::optional<vpart_reference> craftpart = vp.part_with_feature( "CRAFTRIG", true );
const cata::optional<vpart_reference> forgepart = vp.part_with_feature( "FORGE", true );
const cata::optional<vpart_reference> kilnpart = vp.part_with_feature( "KILN", true );
const cata::optional<vpart_reference> chempart = vp.part_with_feature( "CHEMLAB", true );
const cata::optional<vpart_reference> cargo = vp.part_with_feature( "CARGO", true );
if( cargo ) {
const auto items = veh->get_items( cargo->part_index() );
*this += std::list<item>( items.begin(), items.end() );
}
if( faupart ) {
for( const auto &it : veh->fuels_left() ) {
item fuel( it.first, 0 );
if( fuel.made_of( LIQUID ) ) {
fuel.charges = it.second;
add_item( fuel );
}
//.........这里部分代码省略.........