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类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;
}
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 );
}
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.........
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.........
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;
}
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.........
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.........
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 );
}
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.........