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C++ P_ITEM::getOutmostChar方法代码示例

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


在下文中一共展示了P_ITEM::getOutmostChar方法的9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: inRange

/*!
	Checks if the specified object is in given range
*/
bool cUObject::inRange( cUObject* object, quint32 range ) const
{
	if ( !object )
		return false;

	Coord pos = object->pos_;

	if ( object->isItem() )
	{
		P_ITEM pItem = dynamic_cast<P_ITEM>( object );

		if ( pItem )
		{
			P_ITEM pCont = pItem->getOutmostItem();
			P_CHAR pEquipped = pItem->getOutmostChar();

			if ( pEquipped )
			{
				pos = pEquipped->pos();
			}
			else if ( pCont )
			{
				pos = pCont->pos();
			}
		}
	}

	return pos_.distance( pos ) <= range;
}
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:32,代码来源:uobject.cpp

示例2: Snooping

void cSkills::Snooping( P_PLAYER player, P_ITEM container )
{
	cUOSocket* socket = player->socket();

	if ( !socket )
		return;

	P_CHAR pc_owner = container->getOutmostChar();
	P_PLAYER pp_owner = dynamic_cast<P_PLAYER>( pc_owner );

	if ( pp_owner && pp_owner->isGMorCounselor() )
	{
		pp_owner->message( tr( "%1 is trying to snoop in your pack" ).arg( player->name() ) );
		socket->sysMessage( tr( "You can't peek into that container or you'll be jailed." ) );
		return;
	}
	else if ( player->checkSkill( SNOOPING, 0, 1000 ) )
	{
		socket->sendContainer( container );
		socket->sysMessage( tr( "You successfully peek into that container." ) );
	}
	else
	{
		socket->sysMessage( tr( "You failed to peek into that container." ) );

		if ( !pp_owner ) // is NPC ?
			pc_owner->talk( tr( "Art thou attempting to disturb my privacy?" ) );
		else
			pp_owner->message( tr( "You notice %1 trying to peek into your pack!" ).arg( player->name() ) );
	}



	//	SetTimerSec(player->objectdelay(), Config::instance()->objectDelay()+Config::instance()->snoopdelay());
	player->setObjectDelay( Server::instance()->time() + ( Config::instance()->objectDelay() + Config::instance()->snoopdelay() ) * MY_CLOCKS_PER_SEC );
}
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:36,代码来源:skills.cpp

示例3: grabItem

// New Class implementation
void cDragItems::grabItem( cUOSocket *socket, cUORxDragItem *packet )
{
	// Get our character
	P_PLAYER pChar = socket->player();
	if( !pChar )
		return;

	UINT32 weight = pChar->weight();

	// Fetch the grab information
	UI16 amount = packet->amount();
	if( !amount )
		amount = 1;

	P_ITEM pItem = FindItemBySerial( packet->serial() );

	// If it's an invalid pointer we can't even bounce
	if( !pItem )
		return;

	// Are we already dragging an item ?
	// Bounce it and reject the move
	// (Logged out while dragging an item)
	if( socket->dragging() )
	{
		socket->bounceItem( socket->dragging(), BR_ALREADY_DRAGGING );
		return;
	}

	if( pItem->onPickup( pChar ) )
		return;

	if( pChar->onPickup( pItem ) )
		return;

	// Do we really want to let him break his meditation
	// When he picks up an item ?
	// Maybe a meditation check here ?!?
	pChar->disturbMed(); // Meditation

	P_CHAR itemOwner = pItem->getOutmostChar();

	// Try to pick something out of another characters posessions
	if( !pChar->isGM() && itemOwner && ( itemOwner != pChar ) && ( itemOwner->objectType() == enNPC && dynamic_cast<P_NPC>(itemOwner)->owner() != pChar ) )
	{
		socket->bounceItem( pItem, BR_BELONGS_TO_SOMEONE_ELSE );
		return;
	}

	// Check if the user can grab the item
	if( !pChar->canPickUp( pItem ) )
	{
		socket->bounceItem( pItem, BR_CANNOT_PICK_THAT_UP );
		return;
	}

	// The user can't see the item
	// Basically thats impossible as the socket should deny moving the item
	// if it's not in line of sight but to prevent exploits
	/*if( !line_of_sight( socket->socket(), pChar->pos, pItem->pos, TREES_BUSHES|WALLS_CHIMNEYS|DOORS|ROOFING_SLANTED|FLOORS_FLAT_ROOFING|LAVA_WATER ) )
	{
		socket->sysMessage( "You can't see the item." );
		bounceItem( socket, pItem, true );
		return;
	}*/

	P_ITEM outmostCont = pItem->getOutmostItem();

	// If it's a trade-window, reset the ack-status
	if( outmostCont && ( outmostCont->container() == pChar ) && ( outmostCont->layer() == 0 ) && ( outmostCont->id() == 0x1E5E ) )
	{
		// Get the other sides tradewindow
		P_ITEM tradeWindow = FindItemBySerial( calcserial( outmostCont->moreb1(), outmostCont->moreb2(), outmostCont->moreb3(), outmostCont->moreb4() ) );

		// If one of the trade-windows has the ack-status reset it
		if( tradeWindow && ( tradeWindow->morez() || outmostCont->morez() ) )
		{
			tradeWindow->setMoreZ(0);
			outmostCont->setMoreZ(0);
//			sendtradestatus( tradeWindow, outmostCont );
		}
	}

	// If the top-most container ( thats important ) is a corpse 
	// and looting is a crime, flag the character criminal.
	if( !pChar->isGM() && outmostCont && outmostCont->corpse() )
	{
		// For each item we take out we loose carma
		// if the corpse is innocent and not in our guild
		bool sameGuild = ( GuildCompare( pChar, outmostCont->owner() ) != 0 );

		if( ( outmostCont->more2() == 1 ) && !pChar->Owns( outmostCont ) && !sameGuild )
		{
//			pChar->karma -= 5;
			pChar->setKarma( pChar->karma() - 5 );
			pChar->setCriminalTime( uiCurrentTime + SrvParams->crimtime() * MY_CLOCKS_PER_SEC );
			socket->sysMessage( tr("You lost some karma.") );
		}
	}
//.........这里部分代码省略.........
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:101,代码来源:dragdrop.cpp

示例4: dropOnItem

void cDragItems::dropOnItem( cUOSocket *socket, P_ITEM pItem, P_ITEM pCont, const Coord_cl &dropPos )
{
	P_PLAYER pChar = socket->player();
	
	if( pItem->isMulti() )
	{
		socket->sysMessage( tr( "You cannot put houses in containers" ) );
		cUOTxBounceItem bounce;
		bounce.setReason( BR_NO_REASON );
		socket->send( &bounce );
		Items->DeleItem( pItem );
		return;
	}
	
	if( pItem->onDropOnItem( pCont ) )
	{
		if( socket->dragging() )
			socket->bounceItem( socket->dragging(), BR_NO_REASON );

		return;
	}
	else if( pCont->onDropOnItem( pItem ) )
	{
		if( socket->dragging() )
			socket->bounceItem( socket->dragging(), BR_NO_REASON );

		return;
	}

	// If the target belongs to another character 
	// It needs to be our vendor or else it's denied
	P_CHAR packOwner = pCont->getOutmostChar();

	if( ( packOwner ) && ( packOwner != pChar ) && !pChar->isGM() )
	{
		// For each item someone puts into there 
		// He needs to do a snoop-check
		if( pChar->maySnoop() )
		{
			if( !pChar->checkSkill( SNOOPING, 0, 1000 ) )
			{

				socket->sysMessage( tr( "You fail to put that into %1's pack" ).arg( packOwner->name() ) );
				socket->bounceItem( pItem, BR_NO_REASON );
				return;
			}
		}

		if( packOwner->objectType() == enPlayer || 
			( packOwner->objectType() == enNPC && dynamic_cast<P_NPC>(packOwner)->owner() != pChar ) )
		{
			socket->sysMessage( tr("You cannot put that into the belongings of another player") );
			socket->bounceItem( pItem, BR_NO_REASON );
			return;
		}
	}

	// If we put the item into a trade-window
	// Reset the trade-status for both players
	if( pCont->layer() == 0 && pCont->id() == 0x1E5E &&	pChar->Wears( pCont ) )
	{
		// Trade window???
		P_ITEM tradeWindow = FindItemBySerial( calcserial( pCont->moreb1(), pCont->moreb2(), pCont->moreb3(), pCont->moreb4() ) );

		// If it *IS* a trade-window, replace the status
		if( tradeWindow && ( pCont->morez() || tradeWindow->morez() ) )
		{
			tradeWindow->setMoreZ(0);
			pCont->setMoreZ(0);
//			sendtradestatus( tradeWindow, pCont );
		}
	}
	
	if( !pChar->canPickUp( pItem ) )
	{
		socket->bounceItem( pItem, BR_CANNOT_PICK_THAT_UP );
		return;
	}

	// Trash can
	if( pCont->type()==87 )
	{
		Items->DeleItem( pItem );
		socket->sysMessage( tr( "As you let go of the item it disappears." ) );
		return;
	}

	// Spell Book
	cSpellBook *pBook = dynamic_cast< cSpellBook* >( pCont );
	if( pBook )
 	{
		SI08 spellId = NewMagic->calcSpellId( pItem->id() );

		if( pItem->type() != 1105 || spellId < 0 )
		{
			socket->sysMessage( tr( "You can only put scrolls into a spellbook" ) );
			socket->bounceItem( pItem, BR_NO_REASON );
			return;
		}		

//.........这里部分代码省略.........
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:101,代码来源:dragdrop.cpp

示例5: checkTarget

bool cNewMagic::checkTarget( P_CHAR pCaster, stNewSpell *sInfo, cUORxTarget *target )
{
	cUOSocket *socket;
	if( pCaster->objectType() == enPlayer )
		socket = dynamic_cast<P_PLAYER>(pCaster)->socket();

	P_CHAR pChar = FindCharBySerial( target->serial() );
	P_ITEM pItem = FindItemBySerial( target->serial() );

	if( sInfo->targets & (TARGET_CHAR|TARGET_ITEM) && !pItem && !pChar )
	{
		socket->sysMessage( tr( "Please target an object" ) );
		return false;
	}

	if( sInfo->targets & TARGET_CHAR && !pChar )
	{
		socket->sysMessage( tr( "Please target a living creature." ) );
		return false;
	}

	if( sInfo->targets & TARGET_ITEM && !pItem )
	{
		socket->sysMessage( tr( "Please target an item." ) );
		return false;
	}

	// Several checks (Get the correct position of the target and do NOT trust the position transmitted by the client)
	Coord_cl pos = socket->player()->pos();
	if( pChar )
		pos = pChar->pos();
	else if( pItem )
		pos = pItem->pos();
	else
	{
		pos.x = target->x();
		pos.y = target->y();
		pos.z = target->z();
	}


	if( pItem && !pItem->isInWorld() )
	{
		P_CHAR pOut = pItem->getOutmostChar();
		
		if( pOut == socket->player() )
			return true;
		else
		{
			socket->clilocMessage( 0x7A258, "", 0x3b2 ); // You cannot reach that
			return false;
		}
	}
	else
	{
		// Distance check (VisRange + 5 for macros)
		if( pos.distance( socket->player()->pos() ) > ( socket->player()->visualRange() + 5 ) )
		{
			socket->sysMessage( tr( "You can't see the target." ) );
			return false;
		}
	
		// Line of Sight check
		if( !lineOfSight( pos, socket->player()->pos()+Coord_cl( 0, 0, 13 ), WALLS_CHIMNEYS|TREES_BUSHES|ROOFING_SLANTED|LAVA_WATER|DOORS ) )
		{
			socket->sysMessage( tr( "You can't see the target." ) );
			return false;
		}
	}
	
	// Visibility check (Chars)
	if( pChar && pChar->isHidden() && !socket->player()->isGM() )
	{
		socket->sysMessage( tr( "You can't see this character." ) );
		return false;
	}

	// Visibility check (Items)
	if( pItem && ( ( pItem->visible() == 1 && !socket->player()->Owns( pItem ) ) || pItem->visible() == 2 ) && !socket->player()->isGM() )
	{
		socket->sysMessage( tr( "You can't see this item." ) );
		return false;
	}

	return true;
}
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:86,代码来源:newmagic.cpp

示例6: dropOnItem

void DragAndDrop::dropOnItem( cUOSocket* socket, P_ITEM pItem, P_ITEM pCont, const Coord_cl& dropPos )
{
	P_PLAYER pChar = socket->player();

	if ( pItem->isMulti() )
	{
		socket->sysMessage( tr( "You cannot put houses in containers" ) );
		cUOTxBounceItem bounce;
		bounce.setReason( BR_NO_REASON );
		socket->send( &bounce );
		pItem->remove();
		return;
	}

	if ( pItem->onDropOnItem( pCont ) )
	{
		if ( pItem->free )
			return;

		if ( socket->dragging() )
			socket->bounceItem( socket->dragging(), BR_NO_REASON );

		return;
	}
	else if ( pCont->onDropOnItem( pItem ) )
	{
		if ( pItem->free )
			return;

		if ( socket->dragging() )
			socket->bounceItem( socket->dragging(), BR_NO_REASON );

		return;
	}

	// If the target belongs to another character
	// It needs to be our vendor or else it's denied
	P_CHAR packOwner = pCont->getOutmostChar();

	if ( ( packOwner ) && ( packOwner != pChar ) && !pChar->isGM() )
	{
		// For each item someone puts into there
		// He needs to do a snoop-check
		if ( pChar->maySnoop() )
		{
			if ( !pChar->checkSkill( SNOOPING, 0, 1000 ) )
			{
				socket->sysMessage( tr( "You fail to put that into %1's pack" ).arg( packOwner->name() ) );
				socket->bounceItem( pItem, BR_NO_REASON );
				return;
			}
		}

		if ( packOwner->objectType() == enPlayer || ( packOwner->objectType() == enNPC && dynamic_cast<P_NPC>( packOwner )->owner() != pChar ) )
		{
			socket->sysMessage( tr( "You cannot put that into the belongings of another player" ) );
			socket->bounceItem( pItem, BR_NO_REASON );
			return;
		}
	}

	if ( !pChar->canPickUp( pItem ) )
	{
		socket->bounceItem( pItem, BR_CANNOT_PICK_THAT_UP );
		return;
	}

	// We drop something on the belongings of one of our playervendors
	/*	if( ( packOwner != NULL ) && ( packOwner->npcaitype() == 17 ) && packOwner->owner() == pChar )
	{
	socket->sysMessage( tr( "You drop something into your playervendor (unimplemented)" ) );
	socket->bounceItem( pItem, BR_NO_REASON );
	return;
	}*/

	// Playervendors (chest equipped by the vendor - opened to the client)

	/*if( !( pCont->pileable() && pItem->pileable() && pCont->id() == pItem->id() || ( pCont->type() != 1 && pCont->type() != 9 ) ) )
	{
	P_CHAR pc_j = GetPackOwner(pCont);
	if (pc_j != NULL)
	{
	if (pc_j->npcaitype() == 17 && pc_j->isNpc() && pChar->Owns(pc_j))
	{
	pChar->inputitem = pItem->serial;
	pChar->inputmode = cChar::enPricing;
	sysmessage(s, "Set a price for this item.");
	}
	}
	*/

	// We may also drop into *any* locked chest
	// So we can have post-boxes ;o)
	if ( pCont->type() == 1 )
	{
		// If we're dropping it onto the closed container
		if ( dropPos.x == 0xFFFF && dropPos.y == 0xFFFF )
		{
			pCont->addItem( pItem );
		}
//.........这里部分代码省略.........
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:101,代码来源:dragdrop.cpp

示例7: grabItem

// New Class implementation
void DragAndDrop::grabItem( cUOSocket* socket, cUORxDragItem* packet )
{
	// Get our character
	P_PLAYER pChar = socket->player();
	if ( !pChar )
		return;

	float weight = pChar->weight();

	// Fetch the grab information
	UI16 amount = packet->amount();
	if ( !amount )
		amount = 1;

	P_ITEM pItem = FindItemBySerial( packet->serial() );

	// If it's an invalid pointer we can't even bounce
	if ( !pItem )
		return;

	// Are we already dragging an item ?
	// Bounce it and reject the move
	// (Logged out while dragging an item)
	if ( socket->dragging() )
	{
		socket->bounceItem( socket->dragging(), BR_ALREADY_DRAGGING );
		return;
	}

	// Check if the item can be reached
	if (pItem->getOutmostChar() != pChar && !pChar->lineOfSight(pItem)) {
		socket->bounceItem( pItem, BR_OUT_OF_REACH );
		return;
	}

	if ( pItem->onPickup( pChar ) )
		return;

	if ( pChar->onPickup( pItem ) )
		return;

	// Do we really want to let him break his meditation
	// When he picks up an item ?
	// Maybe a meditation check here ?!?
	pChar->disturbMed(); // Meditation

	P_CHAR itemOwner = pItem->getOutmostChar();

	// Try to pick something out of another characters posessions
	if ( !pChar->isGM() && itemOwner && ( itemOwner != pChar ) && ( itemOwner->objectType() == enNPC && dynamic_cast<P_NPC>( itemOwner )->owner() != pChar ) )
	{
		socket->bounceItem( pItem, BR_BELONGS_TO_SOMEONE_ELSE );
		return;
	}

	// Check if the user can grab the item
	if ( !pChar->canPickUp( pItem ) )
	{
		socket->bounceItem( pItem, BR_CANNOT_PICK_THAT_UP );
		return;
	}

	// The user can't see the item
	// Basically thats impossible as the socket should deny moving the item
	// if it's not in line of sight but to prevent exploits
	/*if( !line_of_sight( socket->socket(), pChar->pos, pItem->pos, TREES_BUSHES|WALLS_CHIMNEYS|DOORS|ROOFING_SLANTED|FLOORS_FLAT_ROOFING|LAVA_WATER ) )
	{
		socket->sysMessage( "You can't see the item." );
		bounceItem( socket, pItem, true );
		return;
	}*/

	P_ITEM outmostCont = pItem->getOutmostItem();

	// If the top-most container ( thats important ) is a corpse
	// and looting is a crime, flag the character criminal.
	if ( !pChar->isGM() && outmostCont && outmostCont->corpse() )
	{
		// For each item we take out we loose carma
		// if the corpse is innocent and not in our guild
		bool sameGuild = true;//( GuildCompare( pChar, outmostCont->owner() ) != 0 );

		if ( outmostCont->hasTag( "notoriety" ) && outmostCont->getTag( "notoriety" ).toInt() == 1 && !pChar->owns( outmostCont ) && !sameGuild )
		{
			//			pChar->karma -= 5;
			pChar->setKarma( pChar->karma() - 5 );
			pChar->setCriminalTime( Server::instance()->time() + Config::instance()->crimtime() * MY_CLOCKS_PER_SEC );
			socket->sysMessage( tr( "You lost some karma." ) );
		}
	}

	// Check if the item is too heavy
	//if( !pc_currchar->isGMorCounselor() )
	//{
	//} << Deactivated (DarkStorm)

	// ==== Grabbing the Item is allowed here ====

	// Send the user a pickup sound if we're picking it up
//.........这里部分代码省略.........
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:101,代码来源:dragdrop.cpp

示例8: Snooping

void cSkills::Snooping( P_PLAYER player, P_ITEM container )
{
	P_CHAR owner = container->getOutmostChar();

	if ( !owner )
		return; // Snooping into something thats not equipped?!

	PyObject *args = Py_BuildValue( "(NNN)", owner->getPyObject(), container->getPyObject(), player->getPyObject() );

	// Event prfen
	if ( player->canHandleEvent( EVENT_SNOOPING ) )
	{
		if ( player->callEventHandler( EVENT_SNOOPING, args ) )
		{
			Py_DECREF( args );
			return;
		}
	}

	if ( owner->canHandleEvent( EVENT_SNOOPING ) )
	{
		if ( owner->callEventHandler( EVENT_SNOOPING, args ) )
		{
			Py_DECREF( args );
			return;
		}
	}

	Py_DECREF( args );

	cUOSocket* socket = player->socket();

	if ( !socket )
		return;

	P_CHAR pc_owner = container->getOutmostChar();
	P_PLAYER pp_owner = dynamic_cast<P_PLAYER>( pc_owner );

	if ( pp_owner && pp_owner->isGMorCounselor() )
	{
		pp_owner->message( tr( "%1 is trying to snoop in your pack" ).arg( player->name() ) );
		socket->sysMessage( 500209 ); // You can not peek into the container.
		return;
	}
	else if ( player->checkSkill( SNOOPING, 0, 1000 ) )
	{
		socket->sendContainer( container );
		socket->sysMessage( tr( "You successfully peek into that container." ) );
	}
	else
	{
		socket->sysMessage( 500210 ); // You failed to peek into the container.

		if ( !pp_owner ) // is NPC ?
		{
			if ( pc_owner )
			{
				pc_owner->talk( tr( "Art thou attempting to disturb my privacy?" ) );
			}
		}
		else
		{
			pp_owner->message( tr( "You notice %1 trying to peek into your pack!" ).arg( player->name() ) );
		}
	}



	//	SetTimerSec(player->objectdelay(), Config::instance()->objectDelay()+Config::instance()->snoopdelay());
	player->setObjectDelay( Server::instance()->time() + ( Config::instance()->objectDelay() + Config::instance()->snoopdelay() ) * MY_CLOCKS_PER_SEC );
}
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:71,代码来源:skills.cpp

示例9: dbl_click_item

void dbl_click_item(cUOSocket* socket, SERIAL target_serial) throw()
{
	SERIAL serial = target_serial;
	P_PLAYER pc_currchar = socket->player();

	if( !pc_currchar->isGM() && /*pc_currchar->objectDelay() > 10 && ???*/ pc_currchar->objectDelay() >= uiCurrentTime )
	{
		socket->sysMessage(tr("You must wait to perform another action."));
		return;
	}
	else
		pc_currchar->setObjectDelay( SrvParams->objectDelay() * MY_CLOCKS_PER_SEC + uiCurrentTime );


	P_ITEM pi = FindItemBySerial( serial );

	if( !pi )
		return;

	if( pi->container() && pi->container()->isItem() && pi->type() != 1 && !pi->isInWorld())
	{ // Cant use stuff that isn't in your pack.
		P_CHAR pc_p = pi->getOutmostChar();
		if( pc_p && pc_currchar != pc_p )
				return;
	}
	else if( pi->container() && pi->container()->isChar() && pi->type() != 1 && !pi->isInWorld() )
	{	// in a character.
		P_CHAR pc_p = dynamic_cast<P_CHAR>(pi->container());
		if (pc_p != NULL)
			if( pc_p != pc_currchar && pi->layer() != 15 && pi->type() != 1 )
				return;
	}

	// Criminal for looting an innocent corpse & unhidden if not owner...
	if( pi->corpse() )
	{
		if (!pc_currchar->Owns(pi) && !pc_currchar->isGM()) {
			pc_currchar->unhide();
		}

		// TODO: Add a XML option for this
		if(!pc_currchar->Owns(pi) && !pc_currchar->isGM() && pc_currchar->isInnocent())
		{
			// Innocent Corpse and not in the same party && party allowance for looting?
			if (pi->hasTag("notoriety") && pi->getTag("notoriety").toInt() == 0x01) {
				P_PLAYER owner = dynamic_cast<P_PLAYER>(pi->owner());
				bool allowed = false;

				if (owner && owner->party() && owner->party() == pc_currchar->party()) {
					// Check if the player allowed looting his corpse by party members
					if (owner->party()->lootingAllowed().contains(owner)) {
						allowed = true;
					}
				}

				if (!allowed) {
					pc_currchar->makeCriminal();
				}
			}
		}
	}

	// Secure containers
	if( pi->isLockedDown() && pi->secured() )
	{
		if( !pc_currchar->Owns( pi ) && !pc_currchar->isGM() )
		{
			socket->sysMessage( tr( "That is a secured chest!" ) );
			return;
		}
	}

	// Dead ppl can only use ankhs
	if( pc_currchar->isDead() && pi->type() != 16 )
	{
		socket->sysMessage( tr( "Your ghostly hand passes trough the object." ) );
		return;
	}

	// You can only use equipment on your own char
	if( !pc_currchar->isGM() && pi->container() && pi->container()->isChar() && pi->container() != pc_currchar )
	{
		if( pi->layer() != 15 || !SrvParams->stealingEnabled() )
		{
			socket->sysMessage( tr( "You cannot use items equipped by other players." ) );
			return;
		}
	}

	// Call both events here
	if( pc_currchar->onUse( pi ) )
		return;

	if( pi->onUse( pc_currchar ) )
		return;

	// Check item behaviour by it's tpye
	switch (pi->type())
	{
	case 1: // normal containers
//.........这里部分代码省略.........
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:101,代码来源:dbl_single_click.cpp


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