本文整理汇总了C++中Datapad::getManufacturingSchematicById方法的典型用法代码示例。如果您正苦于以下问题:C++ Datapad::getManufacturingSchematicById方法的具体用法?C++ Datapad::getManufacturingSchematicById怎么用?C++ Datapad::getManufacturingSchematicById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Datapad
的用法示例。
在下文中一共展示了Datapad::getManufacturingSchematicById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: _handleGetAttributesBatch
void ObjectController::_handleGetAttributesBatch(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)
{
PlayerObject* playerObject = dynamic_cast<PlayerObject*>(mObject);
BString requestStr;
BStringVector dataElements;
BStringVector dataElements2;
uint16 elementCount;
message->getStringUnicode16(requestStr);
requestStr.convert(BSTRType_ANSI);
requestStr.getRawData()[requestStr.getLength()] = 0;
elementCount = requestStr.split(dataElements,' ');
if(!elementCount)
{
return;
}
Message* newMessage;
for(uint16 i = 0; i < elementCount; i++)
{
uint64 itemId = boost::lexical_cast<uint64>(dataElements[i].getAnsi());
Object* object = gWorldManager->getObjectById(itemId);
if(object == NULL)
{
// could be a resource
Resource* resource = gResourceManager->getResourceById(itemId);
if(resource != NULL)
{
resource->sendAttributes(playerObject);
continue;
}
//could be a schematic!
Datapad* datapad = playerObject->getDataPad();
ManufacturingSchematic* schem = datapad->getManufacturingSchematicById(itemId);
if(schem != NULL)
{
schem->sendAttributes(playerObject);
continue;
}
MissionObject* mission = datapad->getMissionById(itemId);
if(mission != NULL)
{
mission->sendAttributes(playerObject);
continue;
}
IntangibleObject* data = datapad->getDataById(itemId);
if(data != NULL)
{
data->sendAttributes(playerObject);
continue;
}
// TODO: check our datapad items
if(playerObject->isConnected())
{
// default reply for schematics
gMessageFactory->StartMessage();
gMessageFactory->addUint32(opAttributeListMessage);
gMessageFactory->addUint64(itemId);
gMessageFactory->addUint32(0);
//gMessageFactory->addUint16(0);
//gMessageFactory->addUint32(40);
newMessage = gMessageFactory->EndMessage();
(playerObject->getClient())->SendChannelAUnreliable(newMessage, playerObject->getAccountId(), CR_Client, 8);
}
//finally, when we are crafting this could be the new item, not yet added to the worldmanager??
if(playerObject->getCraftingSession())
{
if(playerObject->getCraftingSession()->getItem()&&playerObject->getCraftingSession()->getItem()->getId() == itemId)
{
playerObject->getCraftingSession()->getItem()->sendAttributes(playerObject);
}
}
}
else
{
// Tutorial: I (Eru) have to do some hacks here, since I don't know how to get the info of what object the client has selected (by single click) in the Inventory.
if (gWorldConfig->isTutorial())
{
// Let's see if the actual object is the food item "Melon" in our inventory.
if (dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))->getId() == object->getParentId())
{
//uint64 id = object->getId();
// Is it an Item?
Item* item = dynamic_cast<Item*>(object);
//.........这里部分代码省略.........
示例2: destroyObject
void ObjectController::destroyObject(uint64 objectId)
{
CreatureObject* creature = dynamic_cast<CreatureObject*>(mObject); PlayerObject* playerObject = creature->GetGhost();
Datapad* datapad = playerObject->getDataPad();
Object* object = gWorldManager->getObjectById(objectId);
auto equip_service = gWorldManager->getKernel()->GetServiceManager()->GetService<swganh::equipment::EquipmentService>("EquipmentService");
auto inventory = dynamic_cast<Inventory*>(equip_service->GetEquippedObject(playerObject->GetCreature(), "inventory"));
//could be a schematic!
ManufacturingSchematic* schem = datapad->getManufacturingSchematicById(objectId);
if(schem != NULL)
{
//delete schematic
datapad->removeManufacturingSchematic(objectId);
//delete schematic object
gObjectFactory->deleteObjectFromDB(schem);
gMessageLib->sendDestroyObject(objectId,playerObject);
return;
}
// or something else
if(object == NULL)
{
DLOG(info) << "ObjController::destroyObject: could not find object " << objectId;
return;
}
// waypoint
if(object->getType() == ObjType_Waypoint)
{
// delete from db
gObjectFactory->deleteObjectFromDB(object);
if(!datapad) {
LOG(error) << "ObjectController::destroyObject cant get datapad to destroy waypoint : " << object->getId();
return;
}
datapad->RemoveWaypoint(object->getId());
//remove from grid and/or container
gWorldManager->destroyObject(object);
}
//Inangible Objects
if(object->getType() == ObjType_Intangible)
{
gObjectFactory->deleteObjectFromDB(object);
//remove from grid and/or container
gWorldManager->destroyObject(object);
}
// tangible
else if(object->getType() == ObjType_Tangible)
{
TangibleObject* tangibleObject = dynamic_cast<TangibleObject*>(object);
auto equip_service = gWorldManager->getKernel()->GetServiceManager()->GetService<swganh::equipment::EquipmentService>("EquipmentService");
auto inventory = dynamic_cast<Inventory*>(equip_service->GetEquippedObject(playerObject->GetCreature(), "inventory"));
// items
if(Item* item = dynamic_cast<Item*>(tangibleObject))
{
// handle any family specifics
switch(item->getItemFamily())
{
case ItemFamily_CraftingTools: _handleDestroyCraftingTool(dynamic_cast<CraftingTool*>(item)); break;
case ItemFamily_Instrument: _handleDestroyInstrument(item); break;
default:break;
}
}
// reset pending ui callbacks
playerObject->resetUICallbacks(object);
// delete from db CAVE :: mark if its an Object saved in the db!!!!
// temporary placed instruments are not saved in the db
gObjectFactory->deleteObjectFromDB(object);
//remove from grid and/or container and/or World
gWorldManager->destroyObject(object);
}
//.........这里部分代码省略.........
示例3: destroyObject
void ObjectController::destroyObject(uint64 objectId)
{
PlayerObject* playerObject = dynamic_cast<PlayerObject*>(mObject);
Datapad* datapad = dynamic_cast<Datapad*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Datapad));
Object* object = gWorldManager->getObjectById(objectId);
//could be a schematic!
ManufacturingSchematic* schem = datapad->getManufacturingSchematicById(objectId);
if(schem != NULL)
{
//delete schematic
datapad->removeManufacturingSchematic(objectId);
//delete schematic object
gObjectFactory->deleteObjectFromDB(schem);
gMessageLib->sendDestroyObject(objectId,playerObject);
return;
}
// could be a waypoint
if(object == NULL)
{
object = datapad->getWaypointById(objectId);
}
// or something else
if(object == NULL)
{
gLogger->logMsgF("ObjController::destroyObject: could not find object %"PRIu64"",MSG_NORMAL,objectId);
return;
}
// waypoint
if(object->getType() == ObjType_Waypoint)
{
// update our datapad
if(!(datapad->removeWaypoint(objectId)))
{
gLogger->logMsgF("ObjController::handleDestroyObject: Error removing Waypoint from datapad %"PRIu64"",MSG_NORMAL,objectId);
}
gMessageLib->sendUpdateWaypoint(dynamic_cast<WaypointObject*>(object),ObjectUpdateDelete,playerObject);
// delete from db
gObjectFactory->deleteObjectFromDB(object);
delete(object);
}
//Inangible Objects
if(object->getType() == ObjType_Intangible)
{
//update the datapad
if(!(datapad->removeData(objectId)))
{
gLogger->logMsgF("ObjController::handleDestroyObject: Error removing Data from datapad %"PRIu64"",MSG_NORMAL,objectId);
}
if(Vehicle* vehicle = dynamic_cast<Vehicle*>(object))
{
vehicle->store();
}
gObjectFactory->deleteObjectFromDB(object);
gMessageLib->sendDestroyObject(objectId,playerObject);
}
// tangible
else if(object->getType() == ObjType_Tangible)
{
TangibleObject* tangibleObject = dynamic_cast<TangibleObject*>(object);
// items
if(Item* item = dynamic_cast<Item*>(tangibleObject))
{
// Does the item have a owner?
/*
if (item->getOwner() != 0)
{
gLogger->logMsgF("ObjController::handleDestroyObject: OwnerId = %"PRIu64", playerId = %"PRIu64"", MSG_NORMAL, item->getOwner(), playerObject->getId());
// Yes, is it my item?
if (item->getOwner() != playerObject->getId())
{
// Not allowed to delete this item.
gMessageLib->sendSystemMessage(playerObject,L"","error_message","insufficient_permissions");
return;
}
}
*/
// handle any family specifics
switch(item->getItemFamily())
{
case ItemFamily_CraftingTools:
_handleDestroyCraftingTool(dynamic_cast<CraftingTool*>(item));
//.........这里部分代码省略.........
示例4: destroyObject
void ObjectController::destroyObject(uint64 objectId)
{
PlayerObject* playerObject = dynamic_cast<PlayerObject*>(mObject);
Datapad* datapad = playerObject->getDataPad();
Object* object = gWorldManager->getObjectById(objectId);
//could be a schematic!
ManufacturingSchematic* schem = datapad->getManufacturingSchematicById(objectId);
if(schem != NULL)
{
//delete schematic
datapad->removeManufacturingSchematic(objectId);
//delete schematic object
gObjectFactory->deleteObjectFromDB(schem);
gMessageLib->sendDestroyObject(objectId,playerObject);
return;
}
// could be a waypoint
if(object == NULL)
{
object = datapad->getWaypointById(objectId);
}
// or something else
if(object == NULL)
{
gLogger->log(LogManager::DEBUG,"ObjController::destroyObject: could not find object %"PRIu64"",objectId);
return;
}
// waypoint
if(object->getType() == ObjType_Waypoint)
{
// update our datapad
if(!(datapad->removeWaypoint(objectId)))
{
gLogger->log(LogManager::DEBUG,"ObjController::handleDestroyObject: Error removing Waypoint from datapad %"PRIu64"",objectId);
}
gMessageLib->sendUpdateWaypoint(dynamic_cast<WaypointObject*>(object),ObjectUpdateDelete,playerObject);
// delete from db
gObjectFactory->deleteObjectFromDB(object);
delete(object);
}
//Inangible Objects
if(object->getType() == ObjType_Intangible)
{
//update the datapad
if(!(datapad->removeData(objectId)))
{
gLogger->log(LogManager::DEBUG,"ObjController::handleDestroyObject: Error removing Data from datapad %"PRIu64"",objectId);
}
if(VehicleController* vehicle = dynamic_cast<VehicleController*>(object))
{
vehicle->Store();
}
gObjectFactory->deleteObjectFromDB(object);
gMessageLib->sendDestroyObject(objectId,playerObject);
delete(object);
}
// tangible
else if(object->getType() == ObjType_Tangible)
{
TangibleObject* tangibleObject = dynamic_cast<TangibleObject*>(object);
BuildingObject* building = dynamic_cast<BuildingObject*>(tangibleObject->getObjectMainParent(tangibleObject));
if(building)
{
if(!building->hasAdminRights(playerObject->getId()))
{
return;
}
}
if(tangibleObject->getParentId() == 0)
{
return;
}
Inventory* inventory = dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));
// items
if(Item* item = dynamic_cast<Item*>(tangibleObject))
{
// handle any family specifics
switch(item->getItemFamily())
//.........这里部分代码省略.........