本文整理汇总了C++中P_ITEM::isPileable方法的典型用法代码示例。如果您正苦于以下问题:C++ P_ITEM::isPileable方法的具体用法?C++ P_ITEM::isPileable怎么用?C++ P_ITEM::isPileable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::isPileable方法的3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: processScriptItemNode
void IDefReader::processScriptItemNode( P_ITEM madeItem, QDomElement &Node )
{
for( UI16 k = 0; k < Node.childNodes().count(); k++ )
{
QDomElement currChild = Node.childNodes().item( k ).toElement();
if( currChild.nodeName() == "amount" )
{
QString Value = QString();
UI16 i = 0;
if( currChild.hasChildNodes() ) // <random> i.e.
for( i = 0; i < currChild.childNodes().count(); i++ )
{
if( currChild.childNodes().item( i ).isText() )
Value += currChild.childNodes().item( i ).toText().data();
else if( currChild.childNodes().item( i ).isElement() )
Value += processNode( currChild.childNodes().item( i ).toElement() );
}
else
Value = currChild.nodeValue();
if( Value.toInt() < 1 )
Value = QString("1");
if( madeItem->isPileable() )
madeItem->setAmount( Value.toInt() );
else
for( i = 1; i < Value.toInt(); i++ ) //dupe it n-1 times
Commands->DupeItem(-1, madeItem, 1);
}
else if( currChild.nodeName() == "color" ) //process <color> tags
{
QString Value = QString();
if( currChild.hasChildNodes() ) // colorlist or random i.e.
for( UI16 i = 0; i < currChild.childNodes().count(); i++ )
{
if( currChild.childNodes().item( i ).isText() )
Value += currChild.childNodes().item( i ).toText().data();
else if( currChild.childNodes().item( i ).isElement() )
Value += processNode( currChild.childNodes().item( i ).toElement() );
}
else
Value = currChild.nodeValue();
if( Value.toInt() < 0 )
Value = QString("0");
madeItem->setColor( Value.toInt() );
}
else if( currChild.nodeName() == "inherit" && currChild.attributes().contains("id") )
{
QDomElement* derivalSection = DefManager->getSection( WPDT_ITEM, currChild.attribute("id") );
if( !derivalSection->isNull() )
this->applyNodes( madeItem, derivalSection );
}
}
}
示例2: dropOnItem
//.........这里部分代码省略.........
return;
}
if( pItem->amount() > 1 )
{
socket->sysMessage( tr( "You can only put 1 scroll into a spellbook at a time" ) );
socket->bounceItem( pItem, BR_NO_REASON );
return;
}
else
{
pBook->addSpell( spellId );
Items->DeleItem( pItem );
pBook->update( socket );
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)
// Spellbooks are containers for us as well
if( pCont->type() == 1 || pCont->type() == 8 || pCont->type() == 63 || pCont->type() == 65 || pCont->type() == 66 )
{
// If we're dropping it onto the closed container
if( dropPos.distance( pCont->pos() ) == 0 )
{
pCont->addItem( pItem );
}
else
{
pCont->addItem( pItem, false );
pItem->setPos( dropPos );
}
// Dropped on another Container/in another Container
pChar->soundEffect( 0x57 );
pItem->update();
return;
}
// Item matching needs to be extended !!! at least Color! (for certain types)
else if ( pCont->isPileable() && pItem->isPileable() && ( pCont->id() == pItem->id() ) )
{
if( pCont->amount() + pItem->amount() <= 65535 )
{
pCont->setAmount( pCont->amount() + pItem->amount() );
Items->DeleItem( pItem );
pCont->update(); // Need to update the amount
return;
}
// We have to *keep* our current item
else
{
pCont->setAmount( 65535 ); // Max out the amount
pCont->update();
// The delta between 65535 and pCont->amount() sub our Amount is the
// new amount
pItem->setAmount( pItem->amount() - ( 65535 - pCont->amount() ) );
}
}
// We dropped the item NOT on a container
// And were *un*able to stack it (!)
// >> Set it to the location of the item we dropped it on and stack it up by 2
pItem->moveTo( pCont->pos() );
pItem->setPos( pItem->pos() + Coord_cl(0, 0, 2) );
pItem->update();
/* // This needs to be checked
// It annoyingly shows the spellbook
// whenever you add a scroll
// << could it be that addItemToContainer is enough?? >>
if( pCont->type() == 9 )
Magic->openSpellBook( pChar, pCont );*/
}
示例3: dropOnItem
//.........这里部分代码省略.........
client->sysMessage( "That spellbook already contains this spell" );
bounceItem( client, pItem );
return;
}
}
// We drop something on the belongings of one of our playervendors
if( ( packOwner != NULL ) && ( packOwner->npcaitype() == 17 ) && pChar->Owns( packOwner ) )
{
client->sysMessage( "You drop something into your playervendor" );
bounceItem( client, pItem );
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)
// Spellbooks are containers for us as well
if( pCont->type() == 9 || pCont->type() == 1 || pCont->type() == 8 || pCont->type() == 63 || pCont->type() == 65 || pCont->type() == 66 )
{
pItem->setContSerial( pCont->serial );
pItem->setLayer( 0 ); // Remove it from our drag-layer
// Huh ? - Make that random will you!
pItem->pos = dropPos;
SndRemoveitem( pItem->serial );
RefreshItem( pItem );
// Dropped on another Container/in another Container
soundeffect2( pChar, 0x57 );
return;
}
// Item matching needs to be extended !!! at least Color! (for certain types)
else if ( pCont->isPileable() && pItem->isPileable() && ( pCont->id() == pItem->id() ) )
{
if( pCont->amount() + pItem->amount() <= 65535 )
{
pCont->setAmount( pCont->amount() + pItem->amount() );
Items->DeleItem( pItem );
RefreshItem( pCont ); // Need to update the amount
return;
}
// We have to *keep* our current item
else
{
pCont->setAmount( 65535 ); // Max out the amount
RefreshItem( pCont );
// The delta between 65535 and pCont->amount() sub our Amount is the
// new amount
pItem->setAmount( pItem->amount() - ( 65535 - pCont->amount() ) );
}
}
// We dropped the item NOT on a container
// And were *un*able to stack it (!)
// >> Set it to the location of the item we dropped it on and stack it up by 1
pItem->moveTo( pCont->pos );
pItem->pos.z++; // Increase z by 1
pItem->pos.y++; // To get it visualized do that with y as well
pItem->setLayer( 0 );
pItem->setContSerial( pCont->contserial );
RefreshItem( pItem );
// This needs to be checked
// It annoyingly shows the spellbook
// whenever you add a scroll
if( pCont->type() == 9 )
Magic->openSpellBook( pChar, pCont );
// Glowing Objects moved between chars
if( pItem->glow != INVALID_SERIAL )
{
pChar->removeHalo( pItem );
if( packOwner != NULL )
{
packOwner->addHalo(pItem);
packOwner->glowHalo(pItem);
}
}
}