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C++ CChar::OnAttackedBy方法代码示例

本文整理汇总了C++中CChar::OnAttackedBy方法的典型用法代码示例。如果您正苦于以下问题:C++ CChar::OnAttackedBy方法的具体用法?C++ CChar::OnAttackedBy怎么用?C++ CChar::OnAttackedBy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::OnAttackedBy方法的3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: NPC_OnHearPetCmdTarg

bool CChar::NPC_OnHearPetCmdTarg(int iCmd, CChar *pSrc, CObjBase *pObj, const CPointMap &pt, LPCTSTR pszArgs)
{
	ADDTOCALLSTACK("CChar::NPC_OnHearPetCmdTarg");
	// Pet commands that required a target.

	if ( m_fIgnoreNextPetCmd )
	{
		m_fIgnoreNextPetCmd = false;
		return false;
	}

	if ( !NPC_PetCheckAccess(iCmd, pSrc) )
		return true;

	bool bSuccess = false;
	CItem *pItemTarg = dynamic_cast<CItem *>(pObj);
	CChar *pCharTarg = dynamic_cast<CChar *>(pObj);

	switch ( iCmd )
	{
		case PC_ATTACK:
		case PC_KILL:
		{
			if ( !pCharTarg || (pCharTarg == this) || (pCharTarg == pSrc) )
				break;

			bSuccess = pCharTarg->OnAttackedBy(pSrc, true);
			if ( bSuccess )
				bSuccess = Fight_Attack(pCharTarg, true);
			break;
		}

		case PC_FOLLOW:
			if ( !pCharTarg || (pCharTarg == this) )
				break;
			m_Act_Targ = pCharTarg->GetUID();
			bSuccess = Skill_Start(NPCACT_FOLLOW_TARG);
			break;

		case PC_FRIEND:
		{
			if ( !pCharTarg || !pCharTarg->m_pPlayer || (pCharTarg == pSrc) )
			{
				Speak(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_CONFUSED));
				break;
			}
			CItemMemory *pMemory = Memory_FindObjTypes(pCharTarg, MEMORY_FRIEND);
			if ( pMemory )
			{
				pSrc->SysMessage(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_FRIEND_ALREADY));
				break;
			}
			pSrc->SysMessagef(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_FRIEND_SUCCESS1), GetName(), pCharTarg->GetName());
			pCharTarg->SysMessagef(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_FRIEND_SUCCESS2), pSrc->GetName(), GetName());
			Memory_AddObjTypes(pCharTarg, MEMORY_FRIEND);

			m_Act_Targ = pCharTarg->GetUID();
			bSuccess = Skill_Start(NPCACT_FOLLOW_TARG);
			break;
		}

		case PC_UNFRIEND:
		{
			if ( !pCharTarg || !pCharTarg->m_pPlayer )
			{
				Speak(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_CONFUSED));
				break;
			}
			CItemMemory *pMemory = Memory_FindObjTypes(pCharTarg, MEMORY_FRIEND);
			if ( !pMemory )
			{
				pSrc->SysMessage(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_UNFRIEND_NOTFRIEND));
				break;
			}
			pSrc->SysMessagef(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_UNFRIEND_SUCCESS1), GetName(), pCharTarg->GetName());
			pCharTarg->SysMessagef(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_UNFRIEND_SUCCESS2), pSrc->GetName(), GetName());
			pMemory->Delete();

			m_Act_Targ = pSrc->GetUID();
			bSuccess = Skill_Start(NPCACT_FOLLOW_TARG);
			break;
		}

		case PC_GO:
			if ( !pt.IsValidPoint() )
				break;
			m_Act_p = pt;
			bSuccess = Skill_Start(NPCACT_GOTO);
			break;

		case PC_GUARD:
			if ( !pCharTarg || (pCharTarg == this) )
				break;
			pCharTarg->SysMessagef(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_GUARD_SUCCESS), GetName());
			m_Act_Targ = pCharTarg->GetUID();
			bSuccess = Skill_Start(NPCACT_GUARD_TARG);
			break;

		case PC_TRANSFER:
			if ( !pCharTarg || !pCharTarg->m_pClient )
//.........这里部分代码省略.........
开发者ID:shiryux,项目名称:Source,代码行数:101,代码来源:CCharNPCPet.cpp

示例2: NPC_OnHearPetCmdTarg

bool CChar::NPC_OnHearPetCmdTarg( int iCmd, CChar *pSrc, CObjBase *pObj, const CPointMap &pt, LPCTSTR pszArgs )
{
	ADDTOCALLSTACK("CChar::NPC_OnHearPetCmdTarg");
	// Pet commands that required a target.

	if ( m_fIgnoreNextPetCmd )
	{
		m_fIgnoreNextPetCmd = false;
		return false;
	}

	switch ( iCmd )
	{
		case PC_FOLLOW:
		case PC_STAY:
		case PC_STOP:
		{
			// Pet friends can use only these commands
			if ( Memory_FindObjTypes(pSrc, MEMORY_FRIEND) )
				break;
		}
		default:
		{
			// All others commands are avaible only to pet owner
			if ( !NPC_IsOwnedBy(pSrc, true) )
				return false;
		}
	}

	if ( IsStatFlag(STATF_DEAD) )
	{
		// Bonded NPCs still placed on world even when dead.
		// They can listen to commands, but not to these commands below
		if ( iCmd == PC_GUARD || iCmd == PC_GUARD_ME || iCmd == PC_ATTACK || iCmd == PC_KILL || iCmd == PC_TRANSFER || iCmd == PC_DROP || iCmd == PC_DROP_ALL )
			return true;
	}

	bool bSuccess = false;
	CItem *pItemTarg = dynamic_cast<CItem *>(pObj);
	CChar *pCharTarg = dynamic_cast<CChar *>(pObj);

	switch ( iCmd )
	{
		case PC_ATTACK:
		case PC_KILL:
		{
			if ( !pCharTarg || pCharTarg == pSrc )
				break;
			bSuccess = pCharTarg->OnAttackedBy(pSrc, 1, true);	// we know who told them to do this.
			if ( bSuccess )
				bSuccess = Fight_Attack(pCharTarg, true);
			break;
		}

		case PC_FOLLOW:
			if ( !pCharTarg )
				break;
			m_Act_Targ = pCharTarg->GetUID();
			bSuccess = Skill_Start(NPCACT_FOLLOW_TARG);
			break;

		case PC_FRIEND:
		{
			if ( !pCharTarg || !pCharTarg->m_pPlayer || pCharTarg == pSrc )
			{
				Speak(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_CONFUSED));
				break;
			}
			CItemMemory *pMemory = Memory_FindObjTypes(pCharTarg, MEMORY_FRIEND);
			if ( pMemory )
			{
				pSrc->SysMessage(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_FRIEND_ALREADY));
				break;
			}
			pSrc->SysMessagef(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_FRIEND_SUCCESS1), GetName(), pCharTarg->GetName());
			pCharTarg->SysMessagef(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_FRIEND_SUCCESS2), pSrc->GetName(), GetName());
			Memory_AddObjTypes(pCharTarg, MEMORY_FRIEND);

			m_Act_Targ = pCharTarg->GetUID();
			bSuccess = Skill_Start(NPCACT_FOLLOW_TARG);
			break;
		}

		case PC_UNFRIEND:
		{
			if ( !pCharTarg || !pCharTarg->m_pPlayer )
			{
				Speak(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_CONFUSED));
				break;
			}
			CItemMemory *pMemory = Memory_FindObjTypes(pCharTarg, MEMORY_FRIEND);
			if ( !pMemory )
			{
				pSrc->SysMessage(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_UNFRIEND_NOTFRIEND));
				break;
			}
			pSrc->SysMessagef(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_UNFRIEND_SUCCESS1), GetName(), pCharTarg->GetName());
			pCharTarg->SysMessagef(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_UNFRIEND_SUCCESS2), pSrc->GetName(), GetName());
			pMemory->Delete();

//.........这里部分代码省略.........
开发者ID:GenerationOfWorlds,项目名称:Source,代码行数:101,代码来源:CCharNPCPet.cpp

示例3: NPC_OnHearPetCmdTarg

bool CChar::NPC_OnHearPetCmdTarg( int iCmd, CChar * pSrc, CObjBase * pObj, const CPointMap & pt, LPCTSTR pszArgs )
{
	ADDTOCALLSTACK("CChar::NPC_OnHearPetCmdTarg");
	// Pet commands that required a target.

	if ( iCmd == PC_FOLLOW || iCmd == PC_STAY || iCmd == PC_STOP )
	{
		// Pet friends can use only these commands
		if ( ! NPC_IsOwnedBy( pSrc ) && Memory_FindObjTypes( pSrc, MEMORY_FRIEND ) == NULL )
			return false;
	}
	else
	{
		// All others commands are avaible only to pet owner
		if ( ! NPC_IsOwnedBy( pSrc, true ) )
			return false;
	}

	if ( m_fIgnoreNextPetCmd == true )
	{
		m_fIgnoreNextPetCmd = false;
		return(false);
	}

	bool fSuccess = false;	// No they won't do it.

	// Could be NULL
	CItem * pItemTarg = dynamic_cast<CItem*>(pObj);
	CChar * pCharTarg = dynamic_cast<CChar*>(pObj);

	switch ( iCmd )
	{
		case PC_GO:
			// Go to the location x,y
			if ( ! pt.IsValidPoint())
				break;
			m_Act_p = pt;
			fSuccess = Skill_Start( NPCACT_GOTO );
			break;

		case PC_GUARD:
			if ( pObj == NULL )
				break;
			m_Act_Targ = pObj->GetUID();
			fSuccess = Skill_Start( NPCACT_GUARD_TARG );
			break;
		case PC_TRANSFER:
			// transfer ownership via the transfer command.
			if ( pCharTarg == NULL )
				break;
			if ( pCharTarg->IsClient() )
			{
				if ( IsSetOF(OF_PetSlots) )
				{
					if ( !pCharTarg->FollowersUpdate(this, static_cast<short>(maximum(1, GetDefNum("FOLLOWERSLOTS", true, true))), true) )
					{
						pSrc->SysMessageDefault( DEFMSG_PETSLOTS_TRY_TRANSFER );
						break;
					}
				}

				fSuccess = NPC_PetSetOwner( pCharTarg );
			}
			break;

		case PC_KILL:
		case PC_ATTACK:
			// Attack the target.
			if ( pCharTarg == NULL )
				break;
			// refuse to attack friends.
			if ( NPC_IsOwnedBy( pCharTarg, true ))
			{
				fSuccess = false;	// take no commands
				break;
			}
			fSuccess = pCharTarg->OnAttackedBy( pSrc, 1, true );	// we know who told them to do this.
			if ( fSuccess )
			{
				fSuccess = Fight_Attack( pCharTarg, true );
			}
			break;

		case PC_FOLLOW:
			if ( pCharTarg == NULL )
				break;
			m_Act_Targ = pCharTarg->GetUID();
			fSuccess = Skill_Start( NPCACT_FOLLOW_TARG );
			break;
		case PC_FRIEND:
			// Not the same as owner,
			if ( pCharTarg == NULL )
				break;
			Memory_AddObjTypes( pCharTarg, MEMORY_FRIEND );
			break;

		case PC_PRICE:	// "PRICE" the vendor item.
			if ( pItemTarg == NULL )
				break;
			if ( ! NPC_IsVendor())
//.........这里部分代码省略.........
开发者ID:azmanomer,项目名称:Source,代码行数:101,代码来源:CCharNPCPet.cpp


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