本文整理汇总了C++中CreatureObject::getEquipManager方法的典型用法代码示例。如果您正苦于以下问题:C++ CreatureObject::getEquipManager方法的具体用法?C++ CreatureObject::getEquipManager怎么用?C++ CreatureObject::getEquipManager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CreatureObject
的用法示例。
在下文中一共展示了CreatureObject::getEquipManager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: validate
bool EVWeapon::validate(uint32 &reply1, uint32 &reply2, uint64 targetId, uint32 opcode, ObjectControllerCmdProperties*& cmdProperties)
{
CreatureObject* creature = dynamic_cast<CreatureObject*>(mController->getObject());
// check our equipped weapon
uint32 weaponGroup = WeaponGroup_Unarmed;
if(Item* weapon = dynamic_cast<Item*>(creature->getEquipManager()->getEquippedObject(CreatureEquipSlot_Hold_Left)))
{
// could be an instrument
if(weapon->getItemFamily() == ItemFamily_Weapon)
{
weaponGroup = dynamic_cast<Weapon*>(weapon)->getGroup();
}
}
if(cmdProperties->mRequiredWeaponGroup && (weaponGroup & cmdProperties->mRequiredWeaponGroup) != weaponGroup)
{
reply1 = 0;
reply2 = 1;
if(PlayerObject* player = dynamic_cast<PlayerObject*>(creature))
{
gMessageLib->SendSystemMessage(::common::OutOfBand("cbt_spam", "no_attack_wrong_weapon"), player);
}
return(false);
}
return(true);
}
示例2: prepareCustomRadialMenu
void Food::prepareCustomRadialMenu(CreatureObject* creatureObject, uint8 itemCount)
{
RadialMenu* radial = new RadialMenu();
CreatureObject* unknownCreature;
Inventory* creatureInventory;
if (this->getParentId() &&
(unknownCreature = dynamic_cast<CreatureObject*>(gWorldManager->getObjectById(this->getParentId() - 1))) &&
(creatureInventory = dynamic_cast<Inventory*>(unknownCreature->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))) &&
(creatureInventory->getId() == this->getParentId()))
{
// Its an object in an inventory
NPCObject* npcObject = dynamic_cast<NPCObject*>(unknownCreature);
if (npcObject)
{
if ((npcObject->getNpcFamily() == NpcFamily_AttackableCreatures) && npcObject->isDead())
{
// I'm pretty sure we are a loot item.
radial->addItem(1,0,radId_itemPickup,radAction_ObjCallback,"@ui_radial:loot");
radial->addItem(2,0,radId_examine,radAction_Default);
mRadialMenu = RadialMenuPtr(radial);
return;
}
}
}
// Note: If we are to never use the default "Eat", THEN remove the isTutorial()-condition test.
if (gWorldConfig->isTutorial())
{
// Tutorial clearly states that we shall use the "Use"-option.
radial->addItem(1,0,radId_itemUse,radAction_ObjCallback,"Use");
}
else
{
radial->addItem(1,0,radId_itemUse,radAction_ObjCallback,""); // Default.
}
radial->addItem(2,0,radId_examine,radAction_ObjCallback,"");
radial->addItem(3,0,radId_itemDestroy,radAction_ObjCallback,"");
mRadialMenu = RadialMenuPtr(radial);
}
示例3: itemPopulateInventory
// TODO: Fix this
void ScriptSupport::itemPopulateInventory(uint64 itemId, uint64 npcId, uint64 playerId)
{
// NOTE: For now we only check and validates TangibleObject.
CreatureObject* creature = dynamic_cast<CreatureObject*>(gWorldManager->getObjectById(npcId));
Object* itemObject = gWorldManager->getObjectById(itemId);
PlayerObject* playerObject = dynamic_cast<PlayerObject*>(gWorldManager->getObjectById(playerId));
if (creature && itemObject && playerObject)
{
Inventory* inventory = dynamic_cast<Inventory*>(creature->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));
if (inventory)
{
// and (tutorial:getRoom() < 7)
inventory->addObjectSecure(itemObject);
itemObject->setParentId(npcId+1);
}
}
}
示例4: removeFromContainer
bool ObjectController::removeFromContainer(uint64 targetContainerId, uint64 targetId)
{
PlayerObject* playerObject = dynamic_cast<PlayerObject*>(mObject);
Object* itemObject = gWorldManager->getObjectById(targetId);
Inventory* inventory = dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));
TangibleObject* targetContainer = dynamic_cast<TangibleObject*>(gWorldManager->getObjectById(targetContainerId));
TangibleObject* tangible = dynamic_cast<TangibleObject*>(itemObject);
Item* item = dynamic_cast<Item*>(itemObject);
// its us
if (tangible->getParentId() == playerObject->getId())
{
// unequip it
return playerObject->getEquipManager()->unEquipItem(itemObject);
}
//the containerObject is the container used in the tutorial or some random dungeon container
Container* container = dynamic_cast<Container*>(gWorldManager->getObjectById(tangible->getParentId()));
if (container)
{
container->removeObject(itemObject);
//gContainerManager->destroyObjectToRegisteredPlayers(container, tangible->getId());
if (gWorldConfig->isTutorial())
{
playerObject->getTutorial()->transferedItemFromContainer(targetId, tangible->getParentId());
// If object is owned by player (private owned for instancing), we remove the owner from the object.
// what is this used for ???
if (itemObject->getPrivateOwner() == playerObject->getId())
{
itemObject->setPrivateOwner(0);
}
}
return true;
}
//creature inventories are a special case - their items are temporary!!! we cannot loot them directly
CreatureObject* unknownCreature;
Inventory* creatureInventory;
if (itemObject->getParentId() &&
(unknownCreature = dynamic_cast<CreatureObject*>(gWorldManager->getObjectById(itemObject->getParentId() - INVENTORY_OFFSET))) &&
(creatureInventory = dynamic_cast<Inventory*>(unknownCreature->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))) &&
(creatureInventory->getId() == itemObject->getParentId()) && (creatureInventory->getId() != inventory->getId()))
{
if(!creatureInventory->removeObject(itemObject))
{
LOG(warning) << "ObjectController::removeFromContainer: Internal Error could not remove " << itemObject->getId() << " from creature inventory " << creatureInventory->getId();
return false;
}
// we destroy the item in this case as its a temporary!!
// we do not want to clog the db with unlooted items
gContainerManager->destroyObjectToRegisteredPlayers(creatureInventory, tangible->getId());
ObjectIDList* invObjList = creatureInventory->getObjects();
if (invObjList->size() == 0)
{
// Put this creature in the pool of delayed destruction and remove the corpse from scene.
gWorldManager->addCreatureObjectForTimedDeletion(creatureInventory->getParentId(), LootedCorpseTimeout);
}
if (gWorldConfig->isTutorial())
{
// TODO: Update tutorial about the loot.
playerObject->getTutorial()->transferedItemFromContainer(targetId, creatureInventory->getId());
}
//bail out here and request the item over the db - as the item in the NPC has a temporary id and we dont want that in the db
// This ensure that we do not use/store any of the temp id's in the database.
gObjectFactory->requestNewDefaultItem(inventory, item->getItemFamily(), item->getItemType(), inventory->getId(), 99, glm::vec3(), "");
return false;
}
//cells are NOT tangibles - thei are static Objects
CellObject* cell;
if(cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(itemObject->getParentId())))
{
// Stop playing if we pick up the (permanently placed) instrument we are playing
if (item && (item->getItemFamily() == ItemFamily_Instrument))
{
uint32 instrumentType = item->getItemType();
if ((instrumentType == ItemType_Nalargon) || (instrumentType == ItemType_omni_box) || (instrumentType == ItemType_nalargon_max_reebo))
{
// It's a placeable original instrument.
// Are we targeting the instrument we actually play on?
if (playerObject->getActiveInstrumentId() == item->getId())
{
gEntertainerManager->stopEntertaining(playerObject);
}
}
}
//.........这里部分代码省略.........