本文整理汇总了C++中NXWCLIENT::currChar方法的典型用法代码示例。如果您正苦于以下问题:C++ NXWCLIENT::currChar方法的具体用法?C++ NXWCLIENT::currChar怎么用?C++ NXWCLIENT::currChar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NXWCLIENT
的用法示例。
在下文中一共展示了NXWCLIENT::currChar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: profileStuff
void profileStuff( NXWCLIENT ps, cPacketCharProfileReq& p )
{
if( ps==NULL ) return;
P_CHAR pc= ps->currChar();
VALIDATEPC( pc );
P_CHAR who=pointers::findCharBySerial( p.chr.get() );
VALIDATEPC( who );
if( p.update ) { //update profile
if( ( who->getSerial32()!=pc->getSerial32() ) && !pc->IsGMorCounselor() )
return; //lamer fix
who->profile = p.profile;
}
else { //only send
cPacketCharProfile resp;
resp.chr=p.chr;
resp.title+= who->getCurrentName();
resp.staticProfile = who->staticProfile;
resp.profile = &who->profile;
resp.send( ps );
}
}
示例2: ItemDroppedOnTrainer
static bool ItemDroppedOnTrainer(NXWCLIENT ps, PKGx08 *pp, P_ITEM pi)
{
if (ps == NULL) return false;
VALIDATEPIR(pi, false);
NXWSOCKET s = ps->toInt();
P_CHAR pc = ps->currChar();
VALIDATEPCR(pc,false);
P_CHAR pc_t = pointers::findCharBySerial(pp->Tserial);
VALIDATEPCR(pc_t,false);
if( pi->getId() == ITEMID_GOLD )
{ // They gave the NPC gold
UI08 sk=pc_t->trainingplayerin;
pc_t->talk( s, TRANSLATE("I thank thee for thy payment. That should give thee a good start on thy way. Farewell!"),0);
int sum = pc->getSkillSum();
int delta = pc_t->getTeachingDelta(pc, sk, sum);
if(pi->amount>delta) // Paid too much
{
pi->amount-=delta;
Sndbounce5(s);
if (ps->isDragging())
{
ps->resetDragging();
item_bounce5(s,pi);
}
}
else
{
if(pi->amount < delta) // Gave less gold
delta = pi->amount; // so adjust skillgain
pi->Delete();
}
pc->baseskill[sk]+=delta;
Skills::updateSkillLevel(pc, sk);
updateskill(s,sk);
pc->trainer=-1;
pc_t->trainingplayerin=0xFF;
pc->playSFX( itemsfx(pi->getId()) );
}
else // Did not give gold
{
pc_t->talk( s, TRANSLATE("I am sorry, but I can only accept gold."),0);
Sndbounce5(s);
if (ps->isDragging())
{
ps->resetDragging();
item_bounce5(s,pi);
}
}//if items[i]=gold
return true;
}
示例3: ItemDroppedOnGuard
static bool ItemDroppedOnGuard(NXWCLIENT ps, PKGx08 *pp, P_ITEM pi)
{
if (ps == NULL)
return false;
VALIDATEPIR(pi, false);
char temp[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
NXWSOCKET s=ps->toInt();
P_CHAR pc = ps->currChar();
VALIDATEPCR(pc,false);
P_CHAR pc_t=pointers::findCharBySerial(pp->Tserial); //the guard
VALIDATEPCR(pc_t,false);
// Search for the key word "the head of"
if( strstr( pi->getCurrentNameC(), "the head of" ) ) //!!! Wrong! it must check the ItemID, not the name :(
{
// This is a head of someone, see if the owner has a bounty on them
P_CHAR own=pointers::findCharBySerial(pi->getOwnerSerial32());
VALIDATEPCR(own,false);
if( own->questBountyReward > 0 )
{
// Give the person the bounty assuming that they are not the
// same person as the reward is for
if( pc->getSerial32() != own->getSerial32() )
{
// give them the gold for bringing the villan to justice
addgold( s, own->questBountyReward );
pc->playSFX( goldsfx( own->questBountyReward ) );
// Now thank them for their hard work
sprintf( temp, TRANSLATE("Excellent work! You have brought us the head of %s. Here is your reward of %d gold coins."),
own->getCurrentNameC(), own->questBountyReward );
pc_t->talk( s, temp, 0);
// Delete the Bounty from the bulletin board
BountyDelete(own );
// xan : increment fame & karma :)
pc->modifyFame( ServerScp::g_nBountyFameGain );
pc->IncreaseKarma(ServerScp::g_nBountyKarmaGain);
}
else
pc_t->talk( s, TRANSLATE("You can not claim that prize scoundrel. You are lucky I don't strike you down where you stand!"),0);
// Delete the item
pi->Delete();
}
}
return true;
}
示例4: ItemDroppedOnBeggar
static bool ItemDroppedOnBeggar(NXWCLIENT ps, PKGx08 *pp, P_ITEM pi)
{
if (ps == NULL)
return false;
VALIDATEPIR(pi, false);
char temp[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
NXWSOCKET s=ps->toInt();
P_CHAR pc=ps->currChar();
VALIDATEPCR(pc,false);
P_CHAR pc_t=pointers::findCharBySerial(pp->Tserial); //beggar
VALIDATEPCR(pc_t,false);
if(pi->getId()!=ITEMID_GOLD)
{
sprintf(temp,TRANSLATE("Sorry %s i can only use gold"), pc->getCurrentNameC());
pc_t->talk( s,temp,0);
Sndbounce5(s);
if (ps->isDragging())
{
ps->resetDragging();
item_bounce5(s,pi);
return true;
}
}
else
{
sprintf(temp,TRANSLATE("Thank you %s for the %i gold!"), pc->getCurrentNameC(), pi->amount);
pc_t->talk( s,temp,0);
if(pi->amount<=100)
{
pc->IncreaseKarma(10);
ps->sysmsg(TRANSLATE("You have gain a little karma!"));
}
else if(pi->amount>100)
{
pc->IncreaseKarma(50);
ps->sysmsg(TRANSLATE("You have gain some karma!"));
}
pi->Delete();
return true;
}
return true;
}
示例5: PickPocketTarget
/*!
\brief Steal from a pickpocket, a stealing training dummy
\author Ripper, updated by Endymion
\param ps the client
*/
void Skills::PickPocketTarget(NXWCLIENT ps)
{
if( ps == 0 ) return;
P_CHAR Me = ps->currChar();
VALIDATEPC(Me);
if (Me->skill[STEALING] < 300)
// check if under 30 in stealing
{
Me->checkSkill( STEALING, 0, 1000);
// check their skill
Me->playSFX(0x0249);
// rustling sound..dont know if right but it works :)
}
else
Me->sysmsg(TRANSLATE("You learn nothing from practicing here"));
// if over 30 Stealing..dont learn.
}
示例6: ItemDroppedOnPet
static bool ItemDroppedOnPet(NXWCLIENT ps, PKGx08 *pp, P_ITEM pi)
{
if (ps == NULL) return false;
VALIDATEPIR(pi, false);
P_CHAR pet = pointers::findCharBySerial(pp->Tserial);
VALIDATEPCR(pet, false);
NXWSOCKET s = ps->toInt();
P_CHAR pc = ps->currChar();
VALIDATEPCR(pc, false);
if((pet->hunger<6) && (pi->type==ITYPE_FOOD))//AntiChrist new hunger code for npcs
{
pc->playSFX( (UI16)(0x3A+(rand()%3)) ); //0x3A - 0x3C three different sounds
if(pi->poisoned)
{
pet->applyPoison(PoisonType(pi->poisoned));
}
std::string itmname;
if( pi->getCurrentName() == "#" )
{
char temp2[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
pi->getName(temp2);
itmname = temp2;
}
else itmname = pi->getCurrentName();
pet->emotecolor = 0x0026;
pet->emoteall(TRANSLATE("* You see %s eating %s *"), 1, pet->getCurrentNameC(), itmname.c_str() );
pet->hunger++;
} else
{
ps->sysmsg(TRANSLATE("It doesn't appear to want the item"));
Sndbounce5(s);
if (ps->isDragging())
{
ps->resetDragging();
item_bounce5(s,pi);
}
}
return true;
}
示例7: ItemDroppedOnSelf
static bool ItemDroppedOnSelf(NXWCLIENT ps, PKGx08 *pp, P_ITEM pi)
{
if (ps == NULL) return false;
VALIDATEPIR(pi, false);
// NXWSOCKET s=ps->toInt();
// CHARACTER cc=ps->currCharIdx();
P_CHAR pc = ps->currChar(); // MAKE_CHAR_REF(cc);
VALIDATEPCR(pc, false);
Location charpos = pc->getPosition();
if (pi->getId() >= 0x4000 ) // crashfix , prevents putting multi-objects ni your backback
{
ps->sysmsg(TRANSLATE("Hey, putting houses in your pack crashes your back and client !"));
pi->MoveTo( charpos );
pi->Refresh();//AntiChrist
return true;
}
// if (pi->glow>0) // glowing items
// {
// pc->addHalo(pi);
// pc->glowHalo(pi);
// }
P_ITEM pack = pc->getBackpack();
if (pack==NULL) // if player has no pack, put it at its feet
{
pi->MoveTo( charpos );
pi->Refresh();
}
else
{
pack->AddItem(pi); // player has a pack, put it in there
weights::NewCalc(pc);//AntiChrist bugfixes
statwindow(pc,pc);
pc->playSFX( itemsfx(pi->getId()) );
}
return true;
}
示例8: RcvAttack
void RcvAttack(NXWCLIENT ps)
{
if ( ps == NULL )
return;
NXWSOCKET s=ps->toInt();
P_CHAR pc = ps->currChar();
VALIDATEPC( pc );
P_CHAR victim=pointers::findCharBySerPtr(buffer[s] +1);
VALIDATEPC( victim );
if( pc->dead )
deadattack( s, DEREF_P_CHAR(victim) );
else
if( pc->jailed )
sysmessage(s,TRANSLATE("There is no fighting in the jail cells!"));
else
AttackStuff(s,victim);
}
示例9: target_mine
void Skills::target_mine( NXWCLIENT ps, P_TARGET t )
{
P_CHAR pc = ps->currChar();
VALIDATEPC( pc );
NXWSOCKET s = ps->toInt();
P_ITEM weapon = pc->GetItemOnLayer(1);
if( !canMine( pc, weapon ) )
return;
Location target = t->getLocation();
pc->facexy( target.x, target.y );
AMXEXECSVTARGET( pc->getSerial32(),AMXT_SKITARGS,MINING,AMX_BEFORE);
if ( pc->hidden )
pc->unHide();
LOGICAL floor = false;
LOGICAL mountain= false;
map_st map;
land_st land;
pc->stm+=ores.stamina;
if(pc->stm<0)
pc->stm=0;
if(pc->stm>pc->dx)
pc->stm=pc->dx;
pc->updateStats(2);
int cx = abs( (int) (pc->getPosition().x - target.x) );
int cy = abs( (int) (pc->getPosition().y - target.y) );
if( (cx>5) || (cy>5) )
{
pc->sysmsg(TRANSLATE("You are to far away to reach that"));
return;
}
UI32 id = t->getModel();
if( SrvParms->minecheck > 0 && !id )
{
// mountains are "map0's" and no statics !!!
data::seekMap( target.x, target.y, map );
data::seekLand( map.id, land );
if ( !strcmp(land.name,"rock") || !(strcmp(land.name, "mountain")) || !(strcmp(land.name, "cave")))
mountain = true;
}
data::seekMap( target.x, target.y, map );
if( !id )
id= map.id;
switch( id )
{
case 0x0ED3:
case 0x0EDF:
case 0x0EE0:
case 0x0EE1:
case 0x0EE2:
case 0x0EE8:
Skills::GraveDig( s );
return;
default:
break;
}
//
// Caves (Walls & Floors)
//
if( (id >= 0x025C && id <= 0x0276) ||
(id >= 0x027D && id <= 0x0280) ||
(id >= 0x053B && id <= 0x0553) ||
(id == 0x056A))
floor = true;
// sand (Anthalir)
if( (id>=0x0017) && (id<=0x0019) )
floor = true;
// check if cave floor ENDYMION USE THIS BUT SEE VALUES IN OLD CODE
/*if (
( (targetData.getModel( s )>>8)==0x05 && ( ((targetData.getModel( s )%256)>=0x3b && (targetData.getModel( s )%256)<=0x4f ) || ((targetData.getModel( s )%256)>=0x51 && (targetData.getModel( s )%256)<=0x53) || (targetData.getModel( s )%256)==0x6a ))&&
(!( ((targetData.getModel( s )>>8)==0x02)&&
( ( ((targetData.getModel( s )%256)>=0x5c) && ((targetData.getModel( s )%256)<=0x76))||(((targetData.getModel( s )%256)>=0x7d)&&((targetData.getModel( s )%256)<=0x80))))))
floor=1;*/
//.........这里部分代码省略.........
示例10: doubleclick
/*!
\brief Double click
\author Ripper, rewrite by Endymion
\param ps client of player dbclick
\note Completely redone by Morrolan 20-07-99
\warning I use a define CASE for make more readable the code, if you change name of P_ITEM pi chage also the macro
\todo los
*/
void doubleclick(NXWCLIENT ps)
{
if(ps==NULL) return;
P_CHAR pc = ps->currChar();
VALIDATEPC( pc );
NXWSOCKET s = ps->toInt();
// the 0x80 bit in the first byte is used later for "keyboard" and should be ignored
SERIAL serial = LongFromCharPtr(buffer[s] +1) & 0x7FFFFFFF;
if (isCharSerial(serial))
{
P_CHAR pd=pointers::findCharBySerial(serial);
if(ISVALIDPC(pd))
dbl_click_character(ps, pd);
return;
}
P_ITEM pi = pointers::findItemBySerial(serial);
VALIDATEPI(pi);
if (pi->amxevents[EVENT_IONDBLCLICK]!=NULL) {
g_bByPass = false;
pi->amxevents[EVENT_IONDBLCLICK]->Call( pi->getSerial32(), pc->getSerial32() );
if (g_bByPass==true)
return;
}
/*
g_bByPass = false;
pi->runAmxEvent( EVENT_IONDBLCLICK, pi->getSerial32(), s );
if (g_bByPass==true)
return;
*/
if (!checkItemUsability(pc , pi, ITEM_USE_DBLCLICK))
return;
Location charpos= pc->getPosition();
if (pc->IsHiddenBySpell()) return; //Luxor: cannot use items if under invisible spell
if ( !pc->IsGM() && pc->objectdelay >= uiCurrentTime )
{
pc->sysmsg(TRANSLATE("You must wait to perform another action."));
return;
}
else
pc->objectdelay = SrvParms->objectdelay * MY_CLOCKS_PER_SEC + uiCurrentTime;
///MODIFY, CANT CLICK ITEM AT DISTANCE >2//////////////
if ( (pc->distFrom(pi)>2) && !pc->IsGM() && !(pc->nxwflags[0] & cChar::flagSpellTelekinesys) ) //Luxor: let's check also for the telekinesys spell
{
pc->sysmsg( TRANSLATE("Must be closer to use this!"));
pc->objectdelay=0;
return;
}
//<Anthalir> VARIAIBLI
tile_st item;
P_ITEM pack= pc->getBackpack();
VALIDATEPI( pack );
data::seekTile( pi->getId(), item );
//////FINEVARIABILI
if ( ServerScp::g_nEquipOnDclick )
{
// equip the item only if it is in the backpack of the player
if ((pi->getContSerial() == pack->getSerial32()) && (item.quality != 0) && (item.quality != LAYER_BACKPACK) && (item.quality != LAYER_MOUNT))
{
int drop[2]= {-1, -1}; // list of items to drop, there no reason for it to be larger
int curindex= 0;
NxwItemWrapper wea;
wea.fillItemWeared( pc, true, true, true );
for( wea.rewind(); !wea.isEmpty(); wea++ )
{
P_ITEM pj=wea.getItem();
if(!ISVALIDPI(pj))
continue;
if ((item.quality == LAYER_1HANDWEAPON) || (item.quality == LAYER_2HANDWEAPON))// weapons
{
if (pi->itmhand == 2) // two handed weapons or shield
{
if (pj->itmhand == 2)
drop[curindex++]= DEREF_P_ITEM(pj);
if ( (pj->itmhand == 1) || (pj->itmhand == 3) )
//.........这里部分代码省略.........
示例11: target_lockpick
/*!
\brief lockpicking skill
\author Unknow, rewrite by Endymion
\since 0.53
\param ps the client
*/
void Skills::target_lockpick( NXWCLIENT ps, P_TARGET t )
{
P_CHAR pc = ps->currChar();
VALIDATEPC(pc);
P_ITEM chest=pointers::findItemBySerial( t->getClicked() );
VALIDATEPI(chest);
P_ITEM pick=MAKE_ITEM_REF( t->buffer[0] );
VALIDATEPI(pick);
AMXEXECSVTARGET( pc->getSerial32(),AMXT_SKITARGS,LOCKPICKING,AMX_BEFORE);
if (chest->amxevents[EVENT_IONLOCKPICK]!=NULL)
{
g_bByPass = false;
chest->amxevents[EVENT_IONLOCKPICK]->Call(chest->getSerial32(), pc->getSerial32());
if (g_bByPass==true)
return;
}
/*
chest->runAmxEvent( EVENT_IONLOCKPICK, chest->getSerial32(), s );
if (g_bByPass==true)
return;
*/
if( !item_inRange(pc,pick,1) )
{
pc->sysmsg(TRANSLATE("You are too far away!"));
}
if (chest->magic==4)
{
return;
}
if(!chest->isSecureContainer())
{
pc->sysmsg(TRANSLATE("That is not locked."));
return;
}
if(chest->more1==0 && chest->more2==0 && chest->more3==0 && chest->more4==0)
{ //Make sure it isn't an item that has a key (i.e. player house, chest..etc)
if(pc->checkSkill( LOCKPICKING, 0, 1000))
{
switch(chest->type)
{
case 8: chest->type=1; break;
case 13: chest->type=12; break;
case 64: chest->type=63; break;
default:
LogError("switch reached default");
return;
}
soundeffect3(chest, 0x0241);
pc->sysmsg(TRANSLATE("You manage to pick the lock."));
}
else
{
if((rand()%100)>50)
{
pc->sysmsg( TRANSLATE("You broke your lockpick!"));
pick->ReduceAmount(1);
}
else
pc->sysmsg(TRANSLATE( "You fail to open the lock."));
}
}
else
pc->sysmsg(TRANSLATE("That cannot be unlocked without a key."));
AMXEXECSVTARGET( pc->getSerial32(),AMXT_SKITARGS,LOCKPICKING,AMX_AFTER);
}
示例12: target_randomSteal
/*!
\brief Steal random
\author Unknow, updated by Endymion
\param ps the client
\todo add string because it's locked contanier into translate
*/
void Skills::target_randomSteal( NXWCLIENT ps, P_TARGET t )
{
P_CHAR thief=ps->currChar();
VALIDATEPC(thief);
P_CHAR victim = pointers::findCharBySerial( t->getClicked() );
VALIDATEPC(victim);
if (thief->getSerial32() == victim->getSerial32() || thief->getSerial32()==victim->getOwnerSerial32())
{
thief->sysmsg(TRANSLATE("You catch yourself red handed."));
return;
}
if (victim->npcaitype == NPCAI_PLAYERVENDOR)
{
thief->sysmsg(TRANSLATE("You cannot steal from player vendors."));
return;
}
if (victim->IsGMorCounselor() )
{
thief->sysmsg( TRANSLATE("You can't steal from gods."));
return;
}
P_ITEM pack= victim->getBackpack();
if ( !ISVALIDPI(pack))
{
thief->sysmsg(TRANSLATE("bad luck, your victim doesn't have a backpack"));
return;
}
char temp[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
char temp2[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
sprintf(temp, TRANSLATE("You reach into %s's pack to steal something ..."), victim->getCurrentNameC() );
thief->sysmsg(temp);
if ( char_inRange(thief,victim,1) )
{
P_ITEM pi = NULL;
NxwItemWrapper si;
si.fillItemsInContainer( pack, false );
if( si.size()>0 ) {
int ra=rand()%si.size();
int c=0;
for( si.rewind(); !si.isEmpty(); si++ ) {
c++;
if( c==ra ) {
pi=si.getItem();
break;
}
}
}
if( pi==NULL ) {
thief->sysmsg(TRANSLATE("... and discover your victim doesn't have any posessions"));
return;
}
//Endy can't be not valid after this -^ loop, else error
VALIDATEPI(pi);
if( pi->isNewbie() )
{//newbie
thief->sysmsg(TRANSLATE("... and fail because it is of no value to you."));
return;
}
if(pi->isSecureContainer())
{
thief->sysmsg(TRANSLATE("... and fail because it's a locked container."));
return;
}
if ( thief->checkSkill( STEALING,0,999) )
{
// 0 stealing 2 stones, 10 3 stones, 99.9 12 stones, 100 17 stones !!!
int cansteal = thief->skill[STEALING] > 999 ? 1700 : thief->skill[STEALING] + 200;
if ( ((pi->getWeightActual())>cansteal) && !pi->isContainer())//Containers
thief->sysmsg(TRANSLATE("... and fail because it is too heavy."));
else
if(pi->isContainer() && (weights::RecursePacks(pi)>cansteal))
thief->sysmsg(TRANSLATE("... and fail because it is too heavy."));
else
{
if (victim->amxevents[EVENT_CHR_ONSTOLEN])
{
g_bByPass = false;
//.........这里部分代码省略.........
示例13: pack_item
void pack_item(NXWCLIENT ps, PKGx08 *pp) // Item is put into container
{
if (ps == NULL) return;
char temp[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
char temp2[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
int serial/*, serhash*/;
tile_st tile;
// bool abort=false;
NXWSOCKET s=ps->toInt();
P_CHAR pc=ps->currChar();
VALIDATEPC(pc);
Location charpos= pc->getPosition();
P_ITEM pack;
P_ITEM pCont = pointers::findItemBySerial(pp->Tserial);
VALIDATEPI(pCont);
P_ITEM pItem = pointers::findItemBySerial(pp->Iserial);
VALIDATEPI(pItem);
if (pItem->getId() >= 0x4000)
{
// abort=true; // LB crashfix that prevents moving multi objcts in BP's
ps->sysmsg(TRANSLATE("Hey, putting houses in your pack crashes your back and client!"));
}
//ndEndy recurse only a time
P_ITEM contOutMost = pCont->getOutMostCont();
P_CHAR contOwner = ( !contOutMost->isInWorld() )? pointers::findCharBySerial( contOutMost->getContSerial() ) : NULL;
if( ISVALIDPC(contOwner) ) {
//if ((contOwner->npcaitype==NPCAI_PLAYERVENDOR) && (contOwner->npc) && (contOwner->getOwnerSerial32()!=pc->getSerial32()) )
if ( contOwner->getSerial32() != pc->getSerial32() && contOwner->getOwnerSerial32() != pc->getSerial32() && !pc->IsGM() ) { // Luxor
ps->sysmsg(TRANSLATE("This aint your backpack!"));
Sndbounce5(s);
if (ps->isDragging()) {
ps->resetDragging();
item_bounce3(pItem);
if (pCont->getId() >= 0x4000)
senditem(s, pCont);
}
return;
}
}
if (pCont->amxevents[EVENT_IONPUTITEM]!=NULL) {
g_bByPass = false;
pCont->amxevents[EVENT_IONPUTITEM]->Call( pCont->getSerial32(), pItem->getSerial32(), pc->getSerial32() );
if (g_bByPass)
{
item_bounce6(ps,pItem);
return;
}
}
/*
g_bByPass = false;
pCont->runAmxEvent( EVENT_IONPUTITEM, pCont->getSerial32(), pItem->getSerial32(), pc->getSerial32() );
if (g_bByPass)
{ //AntiChrist to preview item disappearing
item_bounce6(ps,pItem);
return;
}
*/
if (pCont->layer==0 && pCont->getId() == 0x1E5E &&
pCont->getContSerial()==pc->getSerial32())
{
// Trade window???
serial=calcserial(pCont->moreb1, pCont->moreb2, pCont->moreb3, pCont->moreb4);
if(serial==-1) return;
P_ITEM pi_z = pointers::findItemBySerial(serial);
if (ISVALIDPI(pi_z))
if ((pi_z->morez || pCont->morez))
{
pi_z->morez=0;
pCont->morez=0;
sendtradestatus( pi_z, pCont );
}
}
if(SrvParms->usespecialbank)//only if special bank is activated
{
if(pCont->morey==MOREY_GOLDONLYBANK && pCont->morex==MOREX_BANK && pCont->type==ITYPE_CONTAINER)
{
if ( pItem->getId() == ITEMID_GOLD )
{//if they're gold ok
pc->playSFX( goldsfx(2) );
} else
{//if they're not gold..bounce on ground
ps->sysmsg(TRANSLATE("You can only put golds in this bank box!"));
pItem->setContSerial(-1);
pItem->MoveTo( charpos );
pItem->Refresh();
//.........这里部分代码省略.........
示例14: target_stealing
/*!
\brief Steal something
\author Unknow, completly rewritten by Endymion
\param ps the client
*/
void Skills::target_stealing( NXWCLIENT ps, P_TARGET t )
{
P_CHAR thief = ps->currChar();
VALIDATEPC(thief);
SERIAL target_serial = t->getClicked();
AMXEXECSVTARGET( thief->getSerial32(),AMXT_SKITARGS,STEALING,AMX_BEFORE);
//steal a char
if ( isCharSerial(target_serial) )
{
Skills::target_randomSteal(ps,t);
return;
}
const P_ITEM pi = pointers::findItemBySerial( target_serial );
VALIDATEPI(pi);
//steal a pickpocket, a steal training dummy
if( pi->getId() == 0x1E2D || pi->getId() == 0x1E2C )
{
Skills::PickPocketTarget(ps);
return;
}
//no stealing for items on layers other than 0 (equipped!) , newbie items, and items not being in containers allowed !
if ( pi->layer!=0 || pi->isNewbie() || pi->isInWorld() )
{
thief->sysmsg(TRANSLATE("You cannot steal that."));
return;
}
P_CHAR victim = pi->getPackOwner();
VALIDATEPC(victim);
if (victim->npcaitype == NPCAI_PLAYERVENDOR)
{
thief->sysmsg(TRANSLATE("You cannot steal from player vendors."));
return;
}
if ( (thief->getSerial32() == victim->getSerial32()) || (thief->getSerial32()==victim->getOwnerSerial32()) )
{
thief->sysmsg(TRANSLATE("You catch yourself red handed."));
return;
}
if (thief->distFrom( victim ) == 1)
{
int result;
R32 we = pi->getWeightActual();
int bonus= (int)( (1800 - we)/5 );
if ( thief->checkSkill( STEALING,0,(1000-bonus)) )
{
// 0 stealing 2 stones, 10 3 stones, 99.9 12 stones, 100 17 stones !!!
int cansteal = thief->skill[STEALING] > 999 ? 1700 : thief->skill[STEALING] + 200;
if ( we > cansteal )
{
thief->sysmsg(TRANSLATE("That is too heavy."));
return;
}
if (pi->amxevents[EVENT_IONSTOLEN]!=NULL)
{
g_bByPass = false;
pi->amxevents[EVENT_IONSTOLEN]->Call(pi->getSerial32(), thief->getSerial32(), victim->getSerial32());
if (g_bByPass==true)
return;
}
if (victim->amxevents[EVENT_CHR_ONSTOLEN])
{
g_bByPass = false;
victim->amxevents[EVENT_CHR_ONSTOLEN]->Call(victim->getSerial32(), thief->getSerial32());
if (g_bByPass==true)
return;
}
/*
pi->runAmxEvent( EVENT_IONSTOLEN, pi->getSerial32(), s, victim->getSerial32() );
if (g_bByPass==true)
return;
victim->runAmxEvent( EVENT_CHR_ONSTOLEN, victim->getSerial32(), s );
if (g_bByPass==true)
return;
*/
P_ITEM pack= thief->getBackpack();
VALIDATEPI(pack);
//.........这里部分代码省略.........
示例15: checkauto
//.........这里部分代码省略.........
if( TIMEOUT( Spawns->check ) )
{
Spawns->doSpawn();
}
//
// Shoprestock
//
Restocks->doRestock();
//
// Prison release
//
prison::checkForFree();
//
// Temporary effects
//
if( TIMEOUT( checktempfx ) )
tempfx::checktempeffects();
//
// Characters & items
//
NxwSocketWrapper sw;
sw.fillOnline();
for( sw.rewind(); !sw.isEmpty(); sw++ )
{
NXWCLIENT ps = sw.getClient();
if( ps == NULL )
continue;
P_CHAR pc=ps->currChar();
if( !ISVALIDPC( pc ) )
continue;
if( lightChanged )
dolight(ps->toInt(),worldcurlevel);
pc->heartbeat();
if( TIMEOUT( checknpcs ) || TIMEOUT( checktamednpcs ) || TIMEOUT( checknpcfollow ) )
{
#ifdef SPAR_C_LOCATION_MAP
PCHAR_VECTOR *pCV = pointers::getNearbyChars( pc, VISRANGE, pointers::NPC );
PCHAR_VECTOR it( pCV->begin() ), end( pCV->end() );
P_CHAR pNpc = 0;
while( it != end )
{
pNpc = (*it);
if( pNpc->lastNpcCheck != uiCurrentTime &&
(TIMEOUT( checknpcs ) ||
(TIMEOUT( checktamednpcs ) && pNpc->tamed) ||
(TIMEOUT( checknpcfollow ) && pNpc->npcWander == WANDER_FOLLOW ) ) )
{
pNpc->heartbeat();
pNpc->lastNpcCheck = uiCurrentTime;
}
++it;
}
#else
NxwCharWrapper sc;
sc.fillCharsNearXYZ( pc->getPosition(), VISRANGE, true, false );
for( sc.rewind(); !sc.isEmpty(); sc++ )
{