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C++ Inventory::getId方法代码示例

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


在下文中一共展示了Inventory::getId方法的15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: handleObjectReady

void InventoryFactory::handleObjectReady(Object* object,DispatchClient* client)
{
	//we either have the ID of the inventory or of the player
	//the inventory of course is stored under its own Id

	InLoadingContainer* ilc	= _getObject(object->getParentId());

	assert(ilc && "InventoryFactory::handleObjectReady unable to find InLoadingContainer");
	if (! ilc) {
		return;
	}

	Inventory*			inventory	= dynamic_cast<Inventory*>(ilc->mObject);

	gWorldManager->addObject(object,true);

	//for unequipped items only
	inventory->addObjectSecure(object);

	if(inventory->getObjectLoadCounter() == (inventory->getObjects())->size())
	{
		gLogger->logMsgF("InventoryFactory: remove inventory %I64u from loadmap",MSG_HIGH,inventory->getId());

		inventory->setLoadState(LoadState_Loaded);

		if(!(_removeFromObjectLoadMap(inventory->getId())))
			gLogger->logMsg("InventoryFactory: Failed removing object from loadmap");

		ilc->mOfCallback->handleObjectReady(inventory,ilc->mClient);

		mILCPool.free(ilc);
	}
}
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:33,代码来源:InventoryFactory.cpp

示例2: bagComponents

//=============================================================================
//
// filled components get returned to the inventory
//
//
void CraftingSession::bagComponents(ManufactureSlot* manSlot,uint64 containerId)
{
    //add the components back to the inventory (!!!)

    manSlot->setFilledType(DST_Empty);

    //put them into the inventory no matter what - only alternative might be a crafting stations hopper at one point ??
    Inventory* inventory = dynamic_cast<Inventory*>(mOwner->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));

    FilledComponent::iterator compIt = manSlot->mUsedComponentStacks.begin();
    while(compIt != manSlot->mUsedComponentStacks.end())
    {
        Item*	filledComponent	= dynamic_cast<Item*>((*compIt).first);

        if(!filledComponent)
        {
            return;
        }

        inventory->addObject(filledComponent);
        gMessageLib->sendContainmentMessage(filledComponent->getId(),inventory->getId(),0xffffffff,mOwner);
        filledComponent->setParentIdIncDB(inventory->getId());

        compIt = manSlot->mUsedComponentStacks.erase(compIt);
        continue;

    }

    manSlot->mUsedComponentStacks.clear();
    manSlot->mFilledResources.clear();
}
开发者ID:Gargash,项目名称:Unofficial_Hope,代码行数:36,代码来源:CraftingSessionHelper.cpp

示例3: sendInventory

//======================================================================================================================
//
// create the inventory contents for its owner
//
void MessageLib::sendInventory(PlayerObject* playerObject)
{
    if(!_checkPlayer(playerObject))
        return;

    Inventory*	inventory	= dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));
    //uint64		parentId	= inventory->getParentId();

    //to stop the server from crashing.
    if(!inventory)
    {
        assert(false && "MessageLib::sendInventory - Player has no inventory ???? :(");
        return;
    }

    inventory->setTypeOptions(256);

    //todo - just use sendcreate tangible and have it send the children, too!!!!

    // create the inventory
    sendCreateObjectByCRC(inventory,playerObject,false);
    sendContainmentMessage(inventory->getId(),inventory->getParentId(),4,playerObject);
    sendBaselinesTANO_3(inventory,playerObject);
    sendBaselinesTANO_6(inventory,playerObject);

    // create objects contained
    ObjectIDList* invObjects		= inventory->getObjects();
    ObjectIDList::iterator objIt	= invObjects->begin();

    while(objIt != invObjects->end())
    {
        Object* object = gWorldManager->getObjectById((*objIt));

        sendCreateObject(object,playerObject,false);
        ++objIt;
    }

    sendEndBaselines(inventory->getId(),playerObject);

    ObjectList* invEquippedObjects		= playerObject->getEquipManager()->getEquippedObjects();
    ObjectList::iterator objEIt			= invEquippedObjects->begin();

    while(objEIt != invEquippedObjects->end())
    {
        if(TangibleObject* tangible = dynamic_cast<TangibleObject*>(*objEIt))
        {
            sendCreateTangible(tangible,playerObject);
        }

        ++objEIt;
    }
}
开发者ID:jason83,项目名称:mmoserver,代码行数:56,代码来源:MessageLib.cpp

示例4: deleteInventory

void InventoryDAOMySQL::deleteInventory(Inventory &inventory)
{
    MySQLManager::ConnectionHolder ch(MySQLManager::getInstance());
    std::unique_ptr<sql::PreparedStatement> ps(ch.conn->prepareStatement(DELETE_INVENTORY));

    ps->setInt(1, inventory.getId());

    ps->execute();
}
开发者ID:filipkofron,项目名称:Thesis,代码行数:9,代码来源:InventoryDAOMySQL.cpp

示例5: updateInventory

void InventoryDAOMySQL::updateInventory(const Inventory &inventory)
{
    MySQLManager::ConnectionHolder ch(MySQLManager::getInstance());
    std::unique_ptr<sql::PreparedStatement> ps(ch.conn->prepareStatement(UPDATE_INVENTORY));

    ps->setInt(1, inventory.getUserId());
    ps->setInt(2, inventory.getFoodId());
    ps->setString(3, inventory.getUseBy());
    ps->setInt(4, inventory.getId());

    ps->executeUpdate();
}
开发者ID:filipkofron,项目名称:Thesis,代码行数:12,代码来源:InventoryDAOMySQL.cpp

示例6: 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);


}
开发者ID:Gargash,项目名称:Unofficial_Hope,代码行数:43,代码来源:Food.cpp

示例7: if

void	ArtisanManager::finishSampling(PlayerObject* player, CurrentResource* resource, SurveyTool* tool, uint32 sampleAmount)
{
        bool foundSameType = false;

        //grants 20xp -> 40xp inclusive -- Feature suggestion:  Grant less XP for smaller samples, more xp for greater samples.  IE:  20 + X*sampleSize
        gSkillManager->addExperience(XpType_resource_harvesting_inorganic,(int32)((gRandom->getRand()%20) + 20),player); 

        // see if we can add it to an existing container
        Inventory*	inventory	= dynamic_cast<Inventory*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));
        ObjectIDList*			invObjects	= inventory->getObjects();
        ObjectIDList::iterator	listIt		= invObjects->begin();

        while(listIt != invObjects->end())
        {
            // we are looking for resource containers
            ResourceContainer* resCont = dynamic_cast<ResourceContainer*>(gWorldManager->getObjectById((*listIt)));
            if(resCont)
            {
                uint32 targetAmount	= resCont->getAmount();
                uint32 maxAmount	= resCont->getMaxAmount();
                uint32 newAmount;

                if(resCont->getResourceId() == resource->getId() && targetAmount < maxAmount)
                {
                    foundSameType = true;

                    if((newAmount = targetAmount + sampleAmount) <= maxAmount)
                    {
                        // update target container
                        resCont->setAmount(newAmount);

                        gMessageLib->sendResourceContainerUpdateAmount(resCont,player);

                        gWorldManager->getDatabase()->executeSqlAsync(NULL,NULL,"UPDATE resource_containers SET amount=%u WHERE id=%"PRIu64"",newAmount,resCont->getId());
                    }
                    // target container full, put in what fits, create a new one
                    else if(newAmount > maxAmount)
                    {
                        uint32 selectedNewAmount = newAmount - maxAmount;

                        resCont->setAmount(maxAmount);

                        gMessageLib->sendResourceContainerUpdateAmount(resCont,player);
                        gWorldManager->getDatabase()->executeSqlAsync(NULL,NULL,"UPDATE resource_containers SET amount=%u WHERE id=%"PRIu64"",maxAmount,resCont->getId());
                        gObjectFactory->requestNewResourceContainer(inventory,resource->getId(),inventory->getId(),99,selectedNewAmount);
                    }

                    break;
                }
            }

            ++listIt;
        }
        // or need to create a new one
        if(!foundSameType)
        {
            gObjectFactory->requestNewResourceContainer(inventory,resource->getId(),inventory->getId(),99,sampleAmount);
        }

        // deplete resource
        gResourceManager->setResourceDepletion(resource, sampleAmount);
    return;
}
开发者ID:ANHcRush,项目名称:mmoserver,代码行数:63,代码来源:ArtisanManager.cpp

示例8: _handleCraftToolTimers

//======================================================================================================================
//
// update busy crafting tools, called every 2 seconds
//
bool WorldManager::_handleCraftToolTimers(uint64 callTime,void* ref)
{
    CraftTools::iterator it = mBusyCraftTools.begin();

    while(it != mBusyCraftTools.end())
    {
        CraftingTool*	tool	=	dynamic_cast<CraftingTool*>(getObjectById((*it)));
        if(!tool)
        {
            LOG(error) << "Missing crafting tool";
            it = mBusyCraftTools.erase(it);
            continue;
        }

        PlayerObject*	player	=	dynamic_cast<PlayerObject*>(getObjectById(tool->getParentId() - 1));
        Item*			item	= tool->getCurrentItem();

        if(player)
        {
            // we done, create the item
            if(!tool->updateTimer(callTime))
            {
                // add it to the world, if it holds an item
                if(item)
                {
                    Inventory* temp =  dynamic_cast<Inventory*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));
                    if(!temp) continue;

                    item->setParentId(temp->getId());
                    dynamic_cast<Inventory*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))->addObject(item);
                    gWorldManager->addObject(item,true);

                    gMessageLib->sendCreateTano(item,player);

                    gMessageLib->SendSystemMessage(::common::OutOfBand("system_msg", "prototype_transferred"), player);

                    tool->setCurrentItem(NULL);
                }
                //in case of logout/in interplanetary travel it will be in the inventory already

                gMessageLib->sendUpdateTimer(tool,player);

                it = mBusyCraftTools.erase(it);
                tool->setAttribute("craft_tool_status","@crafting:tool_status_ready");
                mDatabase->executeSqlAsync(0,0,"UPDATE %s.item_attributes SET value='@crafting:tool_status_ready' WHERE item_id=%" PRIu64 " AND attribute_id=18",mDatabase->galaxy(),tool->getId());

                tool->setAttribute("craft_tool_time",boost::lexical_cast<std::string>(tool->getTimer()));
                gWorldManager->getDatabase()->executeSqlAsync(0,0,"UPDATE %s.item_attributes SET value='%i' WHERE item_id=%" PRIu64 " AND attribute_id=%u",mDatabase->galaxy(),tool->getId(),tool->getTimer(),AttrType_CraftToolTime);


                continue;
            }
            // update the time display
            gMessageLib->sendUpdateTimer(tool,player);

            tool->setAttribute("craft_tool_time",boost::lexical_cast<std::string>(tool->getTimer()));
            //gLogger->log(LogManager::DEBUG,"timer : %i",tool->getTimer());
            mDatabase->executeSqlAsync(0,0,"UPDATE %s.item_attributes SET value='%i' WHERE item_id=%" PRIu64 " AND attribute_id=%u",mDatabase->galaxy(),tool->getId(),tool->getTimer(),AttrType_CraftToolTime);

        }

        ++it;
    }

    return(true);
}
开发者ID:schizix,项目名称:mmoserver,代码行数:70,代码来源:WorldManager.cpp

示例9: handleUIEvent

void PlayerStructure::handleUIEvent(BString strCharacterCash, BString strHarvesterCash, UIWindow* window)
{

    PlayerObject* player = window->getOwner();

    if(!player)
    {
        return;
    }

    switch(window->getWindowType())
    {
    case SUI_Window_Deposit_Power:
    {
        strCharacterCash.convert(BSTRType_ANSI);
        BString characterPower = strCharacterCash;

        strHarvesterCash.convert(BSTRType_ANSI);
        BString harvesterPower = strHarvesterCash;

        int32 harvesterPowerDelta = atoi(harvesterPower.getAnsi());

        gStructureManager->deductPower(player,harvesterPowerDelta);
        this->setCurrentPower(getCurrentPower()+harvesterPowerDelta);

        gWorldManager->getDatabase()->executeSqlAsync(0,0,"UPDATE %s.structure_attributes SET value='%u' WHERE structure_id=%" PRIu64 " AND attribute_id=384",gWorldManager->getDatabase()->galaxy(),getCurrentPower(),this->getId());
        
    }
    break;

    case SUI_Window_Pay_Maintenance:
    {
        strCharacterCash.convert(BSTRType_ANSI);
        strHarvesterCash.convert(BSTRType_ANSI);

        Bank* bank = dynamic_cast<Bank*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Bank));
        Inventory* inventory = dynamic_cast<Inventory*>(player->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));
        int32 bankFunds = bank->credits();
        int32 inventoryFunds = inventory->getCredits();

        int32 funds = inventoryFunds + bankFunds;

        int32 characterMoneyDelta = atoi(strCharacterCash.getAnsi()) - funds;
        int32 harvesterMoneyDelta = atoi(strHarvesterCash.getAnsi()) - this->getCurrentMaintenance();

        // the amount transfered must be greater than zero
        if(harvesterMoneyDelta == 0 || characterMoneyDelta == 0)
        {
            return;
        }

        //lets get the money from the bank first
        if((bankFunds +characterMoneyDelta)< 0)
        {
            characterMoneyDelta += bankFunds;
            bankFunds = 0;

            inventoryFunds += characterMoneyDelta;

        }
        else
        {
            bankFunds += characterMoneyDelta;
        }

        if(inventoryFunds < 0)
        {
            return;
        }

        int32 maintenance = this->getCurrentMaintenance() + harvesterMoneyDelta;

        if(maintenance < 0)
        {
            return;
        }

        bank->credits(bankFunds);
        inventory->setCredits(inventoryFunds);

        gWorldManager->getDatabase()->destroyResult(gWorldManager->getDatabase()->executeSynchSql("UPDATE %s.banks SET credits=%u WHERE id=%" PRIu64 "",gWorldManager->getDatabase()->galaxy(),bank->credits(),bank->getId()));
        gWorldManager->getDatabase()->destroyResult(gWorldManager->getDatabase()->executeSynchSql("UPDATE %s.inventories SET credits=%u WHERE id=%" PRIu64 "",gWorldManager->getDatabase()->galaxy(),inventory->getCredits(),inventory->getId()));

        //send the appropriate deltas.
        gMessageLib->sendInventoryCreditsUpdate(player);
        gMessageLib->sendBankCreditsUpdate(player);

        //get the structures conditiondamage and see whether it needs repair
        uint32 damage = this->getDamage();

        if(damage)
        {
            uint32 cost = this->getRepairCost();
            uint32 all = cost*damage;
            if(maintenance <= (int32)all)
            {
                all -= (uint32)maintenance;
                damage = (uint32)(all/cost);
                maintenance = 0;
            }
//.........这里部分代码省略.........
开发者ID:gregomy,项目名称:mmoserver,代码行数:101,代码来源:PlayerStructure.cpp

示例10: 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.........
开发者ID:schizix,项目名称:mmoserver,代码行数:101,代码来源:OCCommonHandlers.cpp

示例11: _handlePurchaseTicket

void ObjectController::_handlePurchaseTicket(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)
{
    PlayerObject*	playerObject = dynamic_cast<PlayerObject*>(mObject);
    BString			dataStr;
    BStringVector	dataElements;
    uint16			elements;


    float		purchaseRange = gWorldConfig->getConfiguration<float>("Player_TicketTerminalAccess_Distance",(float)10.0);

    if(playerObject->states.getPosture() == CreaturePosture_SkillAnimating)
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("error_message", "wrong_state"), playerObject);
        return;
    }


    //however we are able to use the purchaseticket command in starports
    //without having to use a ticketvendor by just giving commandline parameters
    //when we are *near* a ticket vendor

    TravelTerminal* terminal = dynamic_cast<TravelTerminal*> (gWorldManager->getNearestTerminal(playerObject,TanType_TravelTerminal));
    // iterate through the results

    if((!terminal)|| (glm::distance(terminal->mPosition, playerObject->mPosition) > purchaseRange))
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("travel", "too_far"), playerObject);
        return;
    }

    playerObject->setTravelPoint(terminal);

    message->getStringUnicode16(dataStr);

    // Have to convert BEFORE using split, since the conversion done there is removed It will assert().. evil grin...
    // Either do the conversion HERE, or better fix the split so it handles unicoe also.
    dataStr.convert(BSTRType_ANSI);

    elements = dataStr.split(dataElements,' ');

    if(elements < 4)
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("travel", "route_not_available"), playerObject);
        return;
    }

    // get price and planet ids
    TicketProperties ticketProperties;
    gTravelMapHandler->getTicketInformation(dataElements,&ticketProperties);

    if(!ticketProperties.dstPoint)
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("travel", "route_not_available"), playerObject);
        return;
    }

    uint8 roundTrip = 0;

    if(elements > 4)
        roundTrip = atoi(dataElements[4].getAnsi());

    if(dataElements[4].getCrc() == BString("single").getCrc())
        roundTrip = 0;


    //how many tickets will it be?
    uint32 amount = 1;
    if(roundTrip)
        amount = 2;

    Inventory*	inventory	= dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));
    Bank*		bank		= dynamic_cast<Bank*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Bank));

    if(!inventory->checkSlots(static_cast<uint8>(amount)))
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("error_message", "inv_full"), playerObject);
        return;
    }

    if(roundTrip == 1)
    {
        ticketProperties.price *= 2;
    }

    // update bank or inventory credits
    if(!(inventory->updateCredits(-ticketProperties.price)))
    {
        if(!(bank->updateCredits(-ticketProperties.price)))
        {
            //gMessageLib->sendSystemMessage(entertainer,L"","travel","route_not_available");
            gUIManager->createNewMessageBox(NULL,"ticketPurchaseFailed","The Galactic Travel Commission","You do not have enough money to complete the ticket purchase.",playerObject);
            return;
        }
    }

    if(playerObject->isConnected())
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("base_player", "prose_pay_acct_success", "", "", "", "", "money/acct_n", "travelsystem", ticketProperties.price), playerObject);

        gObjectFactory->requestNewTravelTicket(inventory,ticketProperties,inventory->getId(),99);
//.........这里部分代码省略.........
开发者ID:schizix,项目名称:mmoserver,代码行数:101,代码来源:OCCommonHandlers.cpp

示例12: prepareCustomRadialMenu

void Instrument::prepareCustomRadialMenu(CreatureObject* player, uint8 itemCount)
{

    // NOTE: player is also of type CreatureObject* !!!
    PlayerObject* playerObject = dynamic_cast<PlayerObject*>(player);

    mRadialMenu.reset();
    mRadialMenu = RadialMenuPtr(new RadialMenu());

    // RadialMenu* radial	= new RadialMenu();

    //string mInstrumentString = instrument->getName();
    uint32 instrumentNr = this->getItemType();

    if ((instrumentNr == ItemType_Nalargon) || (instrumentNr == ItemType_omni_box) || (instrumentNr == ItemType_nalargon_max_reebo))
    {

        uint32 radId = 1;
        //  We have to know if this is the real one or the copy.
        if (playerObject->getPlacedInstrumentId() == this->getId())
        {
            // We are handling the copy
            if ((playerObject->getId() == this->getOwner()) && this->getPlaced())
            {
                if ((playerObject->getPerformingState() == PlayerPerformance_Music))
                {
                    mRadialMenu->addItem(static_cast<uint8>(radId++),0,radId_itemUse,radAction_ObjCallback, "@radial_performance:stop_playing");
                }
                else
                {
                    mRadialMenu->addItem(static_cast<uint8>(radId++),0,radId_itemUse,radAction_ObjCallback, "@radial_performance:play_instrument");
                }
            }
            else
            {
                // radial->addItem(radId++,0,radId_examine,radAction_Default);
                // radial->addItem(radId++,0,radId_itemPickup,radAction_Default);
                return;
            }
            mRadialMenu->addItem(static_cast<uint8>(radId++),0,radId_examine,radAction_Default);
            mRadialMenu->addItem(static_cast<uint8>(radId++),0,radId_itemPickup,radAction_Default);
        }
        else
        {
            // We may be handling the original instrument.
            Inventory* inventory = dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));
            if (inventory)
            {
                if (inventory->getId() == this->getParentId())
                {
                    // We have our real instrument in the inventory.

                    // We can't drop if outside in the world.
                    if (player->getParentId() == 0)
                    {
                        // Outside
                        mRadialMenu->addItem(static_cast<uint8>(radId++),0,radId_examine,radAction_Default);
                        mRadialMenu->addItem(static_cast<uint8>(radId),0,radId_itemDestroy, radAction_Default);
                    }
                    else
                    {
                        mRadialMenu->addItem(static_cast<uint8>(radId++),0,radId_examine,radAction_Default);
                        mRadialMenu->addItem(static_cast<uint8>(radId),0,radId_itemDrop,radAction_Default);
                        mRadialMenu->addItem(static_cast<uint8>(radId),0,radId_itemDestroy, radAction_Default);
                    }

                    if (playerObject->getPlacedInstrumentId() == 0)
                    {
                        // We do not have any other placed intrument out.
                        mRadialMenu->addItem(static_cast<uint8>(radId++),0,radId_itemUse,radAction_ObjCallback,"Use");
                    }
                }
                else if (dynamic_cast<CellObject*>(gWorldManager->getObjectById(this->getParentId())))
                {
                    // It's either a original instrument, or someone else instrument, copy or original.

                    // Time for some dirty... the original instrument does not have an owner.
                    // Let's take advantage of that shortcoming.

                    // Is this my instrument?
                    if (this->getOwner() == player->getId())
                    {
                        // Yes, are we handling the original instrument.
                        // if (cell->getId() == this->getParentId())
                        {
                            if ((playerObject->getPerformingState() == PlayerPerformance_Music))
                            {
                                mRadialMenu->addItem(static_cast<uint8>(radId++),0,radId_itemUse,radAction_ObjCallback, "@radial_performance:stop_playing");
                            }
                            else
                            {
                                mRadialMenu->addItem(static_cast<uint8>(radId++),0,radId_itemUse,radAction_ObjCallback, "@radial_performance:play_instrument");
                            }

                            mRadialMenu->addItem(static_cast<uint8>(radId++),0,radId_examine,radAction_Default);
                            mRadialMenu->addItem(static_cast<uint8>(radId++),0,radId_itemPickup,radAction_Default);
                        }
                    }
                    else
                    {
//.........这里部分代码省略.........
开发者ID:ANHcRush,项目名称:mmoserver,代码行数:101,代码来源:Instrument.cpp

示例13: checkTargetContainer

bool ObjectController::checkTargetContainer(uint64 targetContainerId, Object* object)
{
	PlayerObject*	playerObject	=	dynamic_cast<PlayerObject*>(mObject);
	Inventory*		inventory		=	dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));
	
	TangibleObject* tangibleItem = dynamic_cast<TangibleObject*>(object);
	
	//if its a backpack etc we want to know how many items are in it!
	uint32 objectSize = tangibleItem->getHeadCount();

	//********************
	//this is a special case as we are equipping the item
	//so handle it separately 
	if(playerObject->getId() == targetContainerId)
	{
		//check for equip restrictions!!!!
		//we cant drop that check - further down we assume that the transfer is accepted
		// a failing equip will just loose us our item in the receiving container and crash the server in the end
		return playerObject->getEquipManager()->CheckEquipable(object);		
	}
	
	//*****************************
	//ok everything else is a tangible Object
	Object* targetContainer = gWorldManager->getObjectById(targetContainerId);
	
	//sanity check - 
	if(!targetContainer)
	{
		//inventory is NOT part of the main ObjectMap - everything else should be in there
		if(inventory && (inventory->getId() != targetContainerId))
		{
			return false;
		}
		if(inventory)
			targetContainer = dynamic_cast<TangibleObject*>(inventory);
		else
		{
			DLOG(info) << "ObjController::_handleTransferItemMisc: TargetContainer is NULL and not an inventory :(";
			return false;
		}
		
	}

	//====================================================================00
	//check access permissions first

	bool access = false;
	bool fit	 = false;

	//********************
	//The tutorial Container is a special case
	//so handle it separately
	Container* container = dynamic_cast<Container*>(targetContainer );
	if (container)
	{
		if (gWorldConfig->isTutorial())
		{
			// We don't allow users to place item in the container.
			// gMessageLib->sendSystemMessage(playerObject,L"","event_perk","chest_can_not_add");
			gMessageLib->SendSystemMessage(L"",playerObject,"error_message","remove_only");
			return false;
		}
	}

	//********************
	//Factory Outputhopper is retrieve only
	//access has been granted through the UI already
	TangibleObject* tangibleContainer = dynamic_cast<TangibleObject*>(targetContainer);
	if((tangibleContainer)&&(strcmp(tangibleContainer->getName().getAnsi(),"ingredient_hopper")==0))
	{
		//do we have access rights to the factories hopper?? this would have to be checked asynchronously
		//for now we can only access the hoppers UI through the client and checking our permission so its proven already
		//a hacker might in theory exploit this, though factories items should only be in memory when someone accesses the hopper

		access = true;
	}
	
	//====================================================================================
	//get the mainOwner of the container - thats a building or a player or an inventory
	//
	
	uint64 ownerId = gSpatialIndexManager->getObjectMainParent(targetContainer);
	
	Object* objectOwner = dynamic_cast<Object*>(gWorldManager->getObjectById(ownerId));

	if(BuildingObject* building = dynamic_cast<BuildingObject*>(objectOwner))
	{
		if(building->hasAdminRights(playerObject->getId()))
		{
			access = true;
			//do we have enough room ?
			if(building->checkCapacity(objectSize))
			{
				//*****************************
				//if it is the House wé dont need to check a containers capacity further down
				if(!tangibleContainer)   //mainly as the container might not exist if its placed in the house directly
					return true;

				if(tangibleContainer->checkCapacity(objectSize,playerObject))
					return true;
//.........这里部分代码省略.........
开发者ID:schizix,项目名称:mmoserver,代码行数:101,代码来源:OCCommonHandlers.cpp

示例14: addQuestWeapon

void Tutorial::addQuestWeapon(uint32 familyId, uint32 typeId)
{
    // gLogger->log(LogManager::DEBUG,"Tutorial::addItem Invoked",MSG_NORMAL);
    if (mPlayerObject && mPlayerObject->isConnected())
    {
        Inventory* inventory = dynamic_cast<Inventory*>(mPlayerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));
        if (inventory)
        {
            if ((familyId != 0) && (typeId != 0))
            {
                // Set new default weapon
                mQuestWeaponFamily = familyId;
                mQuestWeaponType = typeId;
            }
            gObjectFactory->requestNewDefaultItem(inventory,mQuestWeaponFamily,mQuestWeaponType,inventory->getId(),99, glm::vec3(), "");
        }
    }
}
开发者ID:gregomy,项目名称:mmoserver,代码行数:18,代码来源:Tutorial.cpp

示例15: _handleResourceContainerSplit

void ObjectController::_handleResourceContainerSplit(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties)
{
	PlayerObject*		playerObject		= dynamic_cast<PlayerObject*>(mObject);
	ResourceContainer*	selectedContainer	= dynamic_cast<ResourceContainer*>(gWorldManager->getObjectById(targetId));

	Inventory* inventory = dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory));

	gLogger->logMsgF("ObjectController::_handleResourceContainerSplit: Container : %I64u",MSG_NORMAL,targetId);

	if(!selectedContainer)
	{
		gLogger->logMsg("ObjectController::_handleResourceContainerSplit: Container does not exist!");
		return;
	}

	string dataStr;

	message->getStringUnicode16(dataStr);
	dataStr.convert(BSTRType_ANSI);

	BStringVector dataElements;
	uint16 elementCount = dataStr.split(dataElements,' ');

	if(!elementCount)
	{
		gLogger->logMsg("ObjectController::_handleResourceContainerSplit: Error in requestStr");
		return;
	}

	uint32	splitOffAmount	= boost::lexical_cast<uint32>(dataElements[0].getAnsi());
	uint64	parentId		= boost::lexical_cast<uint64>(dataElements[1].getAnsi());


	if(selectedContainer->getParentId() == inventory->getId())
	{
		//check if we can fit an additional resource container in our inventory
		if(!inventory->checkSlots(1))
		{
			gMessageLib->sendSystemMessage(playerObject,L"","error_message","inv_full");
			return;
		}

		mDatabase->ExecuteSqlAsync(NULL,NULL,"UPDATE resource_containers SET amount=%u WHERE id=%"PRIu64"",selectedContainer->getAmount(),selectedContainer->getId());

		// create a new one
		// update selected container contents
		selectedContainer->setAmount(selectedContainer->getAmount() - splitOffAmount);
		gMessageLib->sendResourceContainerUpdateAmount(selectedContainer,playerObject);

		gObjectFactory->requestNewResourceContainer(inventory,(selectedContainer->getResource())->getId(),parentId,99,splitOffAmount);
		return;
	}

	Item* item = dynamic_cast<Item*>(gWorldManager->getObjectById(parentId));
	if(!item)
	{
		gLogger->logMsg("ObjectController::_ExtractObject: resourcecontainers parent does not exist!");
		assert(false && "ObjectController::_ExtractObject resourcecontainers parent does not exist");
		return;
	}
	
	if(!item->checkCapacity())
	{
		//check if we can fit an additional item in our inventory
		gMessageLib->sendSystemMessage(playerObject,L"","container_error_message","container3");
		return;
	}
	// update selected container contents
	selectedContainer->setAmount(selectedContainer->getAmount() - splitOffAmount);

	gMessageLib->sendResourceContainerUpdateAmount(selectedContainer,playerObject);

	gObjectFactory->requestNewResourceContainer(item,(selectedContainer->getResource())->getId(),parentId,99,splitOffAmount);
	
}
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:75,代码来源:OCResourceContainerHandlers.cpp


注:本文中的Inventory::getId方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。