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C++ CChar::IsStatFlag方法代码示例

本文整理汇总了C++中CChar::IsStatFlag方法的典型用法代码示例。如果您正苦于以下问题:C++ CChar::IsStatFlag方法的具体用法?C++ CChar::IsStatFlag怎么用?C++ CChar::IsStatFlag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CChar的用法示例。


在下文中一共展示了CChar::IsStatFlag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: RespawnDeadNPCs

void CSector::RespawnDeadNPCs()
{
	ADDTOCALLSTACK("CSector::RespawnDeadNPCs");
	// skip sectors in unsupported maps
	if ( !g_MapList.m_maps[m_map] ) return;

	// Respawn dead NPC's
	CChar * pCharNext;
	CChar * pChar = STATIC_CAST <CChar *>( m_Chars_Disconnect.GetHead());
	for ( ; pChar != NULL; pChar = pCharNext )
	{
		pCharNext = pChar->GetNext();
		if ( ! pChar->m_pNPC )
			continue;
		if ( ! pChar->m_ptHome.IsValidPoint())
			continue;
		if ( ! pChar->IsStatFlag( STATF_DEAD ))
			continue;

		// Restock them with npc stuff.
		pChar->NPC_LoadScript(true);

		// Res them back to their "home".
		int iDist = pChar->m_pNPC->m_Home_Dist_Wander;
		pChar->MoveNear( pChar->m_ptHome, ( iDist < SHRT_MAX ) ? iDist : 4 );
		pChar->NPC_CreateTrigger(); //Removed from NPC_LoadScript() and triggered after char placement
		pChar->Spell_Resurrection();
	}
}
开发者ID:MortalROs,项目名称:Source,代码行数:29,代码来源:CSector.cpp

示例2: SetLightNow

void CSector::SetLightNow( bool fFlash )
{
	ADDTOCALLSTACK("CSector::SetLightNow");
	// Set the light level for all the CClients here.

	CChar * pChar = STATIC_CAST <CChar*>( m_Chars_Active.GetHead());
	for ( ; pChar != NULL; pChar = pChar->GetNext())
	{
		if ( pChar->IsStatFlag( STATF_DEAD | STATF_NightSight ))
			continue;

		if ( pChar->IsClient())
		{
			CClient * pClient = pChar->GetClient();
			ASSERT(pClient);

			if ( fFlash )	// This does not seem to work predicably !
			{
				BYTE bPrvLight = m_Env.m_Light;
				m_Env.m_Light = LIGHT_BRIGHT;	// full bright.
				pClient->addLight();
				m_Env.m_Light = bPrvLight;	// back to previous.
			}
			pClient->addLight();
		}

		// don't fire trigger when server is loading or light is flashing
		if (( ! g_Serv.IsLoading() && fFlash == false ) && ( IsTrigUsed(TRIGGER_ENVIRONCHANGE) ))
		{
			pChar->OnTrigger( CTRIG_EnvironChange, pChar );
		}
	}
}
开发者ID:MortalROs,项目名称:Source,代码行数:33,代码来源:CSector.cpp

示例3: GetType

CChar *CItemCorpse::IsCorpseSleeping() const
{
	ADDTOCALLSTACK("CItemCorpse::IsCorpseSleeping");
	// Is this corpse really a sleeping person ?
	// CItemCorpse
	if ( !IsType(IT_CORPSE) )
	{
		DEBUG_ERR(("Corpse (0%x) doesn't have type T_CORPSE! (it has %d)\n", (dword)GetUID(), GetType()));
		return NULL;
	}

	CChar *pCharCorpse = m_uidLink.CharFind();
	if ( pCharCorpse && pCharCorpse->IsStatFlag(STATF_Sleeping) && !GetTimeStamp().IsTimeValid() )
		return pCharCorpse;

	return NULL;
}
开发者ID:nefthon,项目名称:Source,代码行数:17,代码来源:CItemCorpse.cpp

示例4: Cmd_Skill_Tracking

bool CClient::Cmd_Skill_Tracking( WORD track_sel, bool bExec )
{
	ADDTOCALLSTACK("CClient::Cmd_Skill_Tracking");
	// look around for stuff.

	ASSERT(m_pChar);
	if ( track_sel == USHRT_MAX )
	{
		// Unlike others skills, Tracking is used during menu setup
		m_pChar->Skill_Cleanup();	// clean up current skill

		CMenuItem item[6];
		item[0].m_sText = g_Cfg.GetDefaultMsg(DEFMSG_TRACKING_SKILLMENU_TITLE);

		item[1].m_id = ITEMID_TRACK_HORSE;
		item[1].m_color = 0;
		item[1].m_sText = g_Cfg.GetDefaultMsg(DEFMSG_TRACKING_SKILLMENU_ANIMALS);
		item[2].m_id = ITEMID_TRACK_OGRE;
		item[2].m_color = 0;
		item[2].m_sText = g_Cfg.GetDefaultMsg(DEFMSG_TRACKING_SKILLMENU_MONSTERS);
		item[3].m_id = ITEMID_TRACK_MAN;
		item[3].m_color = 0;
		item[3].m_sText = g_Cfg.GetDefaultMsg(DEFMSG_TRACKING_SKILLMENU_NPCS);
		item[4].m_id = ITEMID_TRACK_WOMAN;
		item[4].m_color = 0;
		item[4].m_sText = g_Cfg.GetDefaultMsg(DEFMSG_TRACKING_SKILLMENU_PLAYERS);

		m_tmMenu.m_Item[0] = 0;
		addItemMenu(CLIMODE_MENU_SKILL_TRACK_SETUP, item, 4);
		return true;
	}

	if ( track_sel > 0 ) // Not Cancelled
	{
		ASSERT(track_sel < COUNTOF(m_tmMenu.m_Item));
		if ( bExec )
		{
			// Tracking menu got us here. Start tracking the selected creature.
			m_pChar->SetTimeout(1 * TICK_PER_SEC);
			m_pChar->m_Act_Targ = static_cast<CGrayUID>(m_tmMenu.m_Item[track_sel]);
			m_pChar->Skill_Start(SKILL_TRACKING);
			return true;
		}

		static const NPCBRAIN_TYPE sm_Track_Brain[] =
		{
			NPCBRAIN_QTY,	// not used here
			NPCBRAIN_ANIMAL,
			NPCBRAIN_MONSTER,
			NPCBRAIN_HUMAN,
			NPCBRAIN_NONE	// players
		};

		if ( track_sel >= COUNTOF(sm_Track_Brain) )
			track_sel = COUNTOF(sm_Track_Brain) - 1;

		NPCBRAIN_TYPE track_type = sm_Track_Brain[track_sel];
		CMenuItem item[minimum(MAX_MENU_ITEMS, COUNTOF(m_tmMenu.m_Item))];
		size_t count = 0;

		item[0].m_sText = g_Cfg.GetDefaultMsg(DEFMSG_TRACKING_SKILLMENU_TITLE);
		m_tmMenu.m_Item[0] = track_sel;

		CWorldSearch AreaChars(m_pChar->GetTopPoint(), m_pChar->Skill_GetBase(SKILL_TRACKING) / 10 + 10);
		for (;;)
		{
			CChar *pChar = AreaChars.GetChar();
			if ( !pChar )
				break;
			if ( pChar == m_pChar )
				continue;

			if ( pChar->GetNPCBrain() != track_type )
				continue;
			if ( pChar->IsStatFlag(STATF_DEAD) )	// can't track ghosts
				continue;

			if ( pChar->m_pPlayer )
			{
				// Prevent track hidden GMs
				if ( pChar->IsStatFlag(STATF_Insubstantial) && (pChar->GetPrivLevel() > GetPrivLevel()) )
					continue;

				// Check action difficulty when trying to track players
				int tracking = m_pChar->Skill_GetBase(SKILL_TRACKING);
				int detectHidden = m_pChar->Skill_GetBase(SKILL_DETECTINGHIDDEN);
				if ( (g_Cfg.m_iRacialFlags & RACIALF_ELF_DIFFTRACK) && pChar->IsElf() )
					tracking /= 2;			// elves are more difficult to track (Difficult to Track racial trait)

				int hiding = pChar->Skill_GetBase(SKILL_HIDING);
				int stealth = pChar->Skill_GetBase(SKILL_STEALTH);
				int divisor = maximum(hiding + stealth, 1);

				int chance;
				if ( g_Cfg.m_iFeatureSE & FEATURE_SE_UPDATE )
					chance = 50 * (tracking * 2 + detectHidden) / divisor;
				else
					chance = 50 * (tracking + detectHidden + 10 * Calc_GetRandVal(20)) / divisor;

				if ( Calc_GetRandVal(100) > chance )
//.........这里部分代码省略.........
开发者ID:Sphereserver,项目名称:Source,代码行数:101,代码来源:CClientUse.cpp

示例5: OnTick


//.........这里部分代码省略.........
						else if ( iVal < 15 )
							sound = sm_SfxWind[ Calc_GetRandVal( COUNTOF( sm_SfxWind )) ];
					}
					break;

				default:
					break;
			}
		}
	}

	// regen all creatures and do AI

	ProfileTask charactersTask(PROFILE_CHARS);

	//pChar = STATIC_CAST <CChar*>( m_Chars_Active.GetHead());
	CChar * pCharNext = NULL;
	CChar * pChar = dynamic_cast <CChar*>( m_Chars_Active.GetHead());
	for ( ; pChar != NULL; pChar = pCharNext )
	{
		EXC_TRYSUB("TickChar");

		pCharNext = pChar->GetNext();
		if (( fEnvironChange ) && ( IsTrigUsed(TRIGGER_ENVIRONCHANGE) ))
			pChar->OnTrigger(CTRIG_EnvironChange, pChar);

		if ( pChar->IsClient())
		{
			CClient * pClient = pChar->GetClient();
			ASSERT( pClient );
			if ( sound )
				pClient->addSound(sound, pChar);

			if ( fLightChange && ! pChar->IsStatFlag( STATF_DEAD | STATF_NightSight ))
				pClient->addLight();

			if ( fWeatherChange )
				pClient->addWeather(GetWeather());

			if ( iRegionPeriodic && pChar->m_pArea )
			{
				if (( iRegionPeriodic == 2 )&&( IsTrigUsed(TRIGGER_REGPERIODIC) ))
				{
					pChar->m_pArea->OnRegionTrigger( pChar, RTRIG_REGPERIODIC );
					iRegionPeriodic--;
				}
				if ( IsTrigUsed(TRIGGER_CLIPERIODIC) )
					pChar->m_pArea->OnRegionTrigger( pChar, RTRIG_CLIPERIODIC );
			}
		}
		// Can only die on your own tick.
		if ( !pChar->OnTick() )
			pChar->Delete();

		EXC_CATCHSUB("Sector");

		EXC_DEBUGSUB_START;
		CPointMap pt = GetBasePoint();
		g_Log.EventDebug("char 0%lx '%s'\n", static_cast<DWORD>(pChar->GetUID()), pChar->GetName());
		g_Log.EventDebug("sector #%d [%d,%d,%d,%d]\n", GetIndex(),  pt.m_x, pt.m_y, pt.m_z, pt.m_map);
		EXC_DEBUGSUB_END;
	}

	// decay items on ground = time out spells / gates etc.. etc..
	// No need to check these so often !
开发者ID:MortalROs,项目名称:Source,代码行数:66,代码来源:CSector.cpp

示例6: r_Verb

bool CWebPageDef::r_Verb( CScript & s, CTextConsole * pSrc )	// some command on this object as a target
{
	ADDTOCALLSTACK("CWebPageDef::r_Verb");
	EXC_TRY("Verb");
	ASSERT(pSrc);
	sm_iListIndex = 0;
	TCHAR *pszTmp2 = Str_GetTemp();

	WV_TYPE iHeadKey = (WV_TYPE) FindTableSorted( s.GetKey(), sm_szVerbKeys, COUNTOF(sm_szVerbKeys)-1 );
	switch ( iHeadKey )
	{
		case WV_WEBPAGE:
		{
			// serv a web page to the pSrc
			CClient *pClient = dynamic_cast<CClient *>(pSrc);
			if ( !pClient )
				return false;
			return ServPage(pClient, s.GetArgStr(), NULL);
		}
	
		case WV_CLIENTLIST:
		{
			ClientIterator it;
			for ( CClient *pClient = it.next(); pClient != NULL; pClient = it.next() )
			{
				CChar *pChar = pClient->GetChar();
				if ( !pChar )
					continue;
				if ( pChar->IsStatFlag(STATF_Insubstantial) && (pClient->GetPrivLevel() > PLEVEL_Player) )
					continue;

				sm_iListIndex++;

				LPCTSTR pszArgs = s.GetArgStr();
				if ( pszArgs[0] == '\0' )
					pszArgs = "<tr><td>%NAME%</td><td>%REGION.NAME%</td></tr>\n";
				strcpy(pszTmp2, pszArgs);
				pChar->ParseText(Str_MakeFiltered(pszTmp2), &g_Serv, 1);
				pSrc->SysMessage(pszTmp2);
			}
			break;
		}
	
		case WV_GUILDLIST:
		case WV_TOWNLIST:
		{
			if ( !s.HasArgs() )
				return false;

			IT_TYPE	needtype = (iHeadKey == WV_GUILDLIST) ? IT_STONE_GUILD : IT_STONE_TOWN;

			for ( size_t i = 0; i < g_World.m_Stones.GetCount(); i++ )
			{
				CItemStone *pStone = g_World.m_Stones[i];
				if ( !pStone || !pStone->IsType(needtype) )
					continue;

				sm_iListIndex++;

				strcpy(pszTmp2, s.GetArgStr());
				pStone->ParseText(Str_MakeFiltered(pszTmp2), &g_Serv, 1);
				pSrc->SysMessage(pszTmp2);
			}
			break;
		}

		case WV_GMPAGELIST:
		{
			if ( !s.HasArgs() )
				return false;
			CGMPage *pPage = static_cast<CGMPage *>(g_World.m_GMPages.GetHead());
			for ( ; pPage != NULL; pPage = pPage->GetNext() )
			{
				sm_iListIndex++;
				strcpy(pszTmp2, s.GetArgStr());
				pPage->ParseText(Str_MakeFiltered(pszTmp2), &g_Serv, 1);
				pSrc->SysMessage(pszTmp2);
			}
			break;
		}
	
		default:
			return CResourceLink::r_Verb(s, pSrc);
	}
	return true;
	EXC_CATCH;

	EXC_DEBUG_START;
	EXC_ADD_SCRIPTSRC;
	EXC_DEBUG_END;
	return false;
}
开发者ID:Sphereserver,项目名称:Source,代码行数:92,代码来源:CWebPage.cpp

示例7: OnTick


//.........这里部分代码省略.........

		// Lightning ?	// wind, rain,
		switch ( GetWeather() )
		{
			case WEATHER_CLOUDY:
				break;

			case WEATHER_SNOW:
				if ( ! Calc_GetRandVal(5) )
					sound = sm_SfxWind[ Calc_GetRandVal( CountOf( sm_SfxWind )) ];
				break;

			case WEATHER_RAIN:
				{
					int iVal = Calc_GetRandVal(30);
					if ( iVal < 5 )
					{
						// Mess up the light levels for a sec..
						LightFlash();
						sound = sm_SfxThunder[ Calc_GetRandVal( CountOf( sm_SfxThunder )) ];
					}
					else if ( iVal < 10 )
						sound = sm_SfxRain[ Calc_GetRandVal( CountOf( sm_SfxRain )) ];
					else if ( iVal < 15 )
						sound = sm_SfxWind[ Calc_GetRandVal( CountOf( sm_SfxWind )) ];
				}
				break;

			default:
				break;
		}
	}

    // Check environ changes and inform clients of it.
	ProfileTask charactersTask(PROFILE_CHARS);

	CChar * pCharNext = nullptr;
	CChar * pChar = static_cast <CChar*>( m_Chars_Active.GetHead());
	for ( ; pChar != nullptr; pChar = pCharNext )
	{
		EXC_TRYSUB("TickChar");

		pCharNext = pChar->GetNext();

		if (( fEnvironChange ) && ( IsTrigUsed(TRIGGER_ENVIRONCHANGE) ))
			pChar->OnTrigger(CTRIG_EnvironChange, pChar);

		if ( pChar->IsClient())
		{
			CClient * pClient = pChar->GetClient();
			ASSERT( pClient );
			if ( sound )
				pClient->addSound(sound, pChar);

			if ( fLightChange && ! pChar->IsStatFlag( STATF_DEAD | STATF_NIGHTSIGHT ))
				pClient->addLight();

			if ( fWeatherChange )
				pClient->addWeather(GetWeather());

			if ( iRegionPeriodic && pChar->m_pArea )
			{
				if ( ( iRegionPeriodic == 2 ) && IsTrigUsed(TRIGGER_REGPERIODIC))
				{
					pChar->m_pArea->OnRegionTrigger( pChar, RTRIG_REGPERIODIC );
					--iRegionPeriodic;
				}
				if ( IsTrigUsed(TRIGGER_CLIPERIODIC) )
					pChar->m_pArea->OnRegionTrigger( pChar, RTRIG_CLIPERIODIC );
			}
		}

		EXC_CATCHSUB("Sector");

		EXC_DEBUGSUB_START;
		CPointMap pt = GetBasePoint();
		g_Log.EventDebug("#0 char 0%x '%s'\n", (dword)(pChar->GetUID()), pChar->GetName());
		g_Log.EventDebug("#0 sector #%d [%d,%d,%d,%d]\n", GetIndex(),  pt.m_x, pt.m_y, pt.m_z, pt.m_map);
		EXC_DEBUGSUB_END;
	}

	ProfileTask overheadTask(PROFILE_OVERHEAD);

	EXC_SET_BLOCK("check map cache");
	if (fCanSleep && m_iMapBlockCacheTime < iCurTime)     // Only if the sector can sleep.
	{
		// delete the static CServerMapBlock items that have not been used recently.
		m_iMapBlockCacheTime = CServerTime::GetCurrentTime().GetTimeRaw() + g_Cfg.m_iMapCacheTime ;
		CheckMapBlockCache();
	}
	EXC_CATCH;

    SetTimeoutS(30);  // Sector is Awake, make it tick after 30 seconds.

	EXC_DEBUG_START;
	CPointMap pt = GetBasePoint();
	g_Log.EventError("#4 sector #%d [%hd,%hd,%hhd,%hhu]\n", GetIndex(), pt.m_x, pt.m_y, pt.m_z, pt.m_map);
	EXC_DEBUG_END;
    return true;
}
开发者ID:Sphereserver,项目名称:Source2,代码行数:101,代码来源:CSector.cpp


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