本文整理汇总了C++中P_ITEM::layer方法的典型用法代码示例。如果您正苦于以下问题:C++ P_ITEM::layer方法的具体用法?C++ P_ITEM::layer怎么用?C++ P_ITEM::layer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::layer方法的10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: equipItem
// Tries to equip an item
// if that fails it tries to put the item in the users backpack
// if *that* fails it puts it at the characters feet
// That works for NPCs as well
void equipItem( P_CHAR wearer, P_ITEM item )
{
tile_st tile = TileCache::instance()->getTile( item->id() );
// User cannot wear the item
if ( tile.layer == 0 )
{
if ( wearer->objectType() == enPlayer )
{
P_PLAYER pp = dynamic_cast<P_PLAYER>( wearer );
if ( pp->socket() )
pp->socket()->sysMessage( tr( "You cannot wear that item." ) );
}
item->toBackpack( wearer );
return;
}
cBaseChar::ItemContainer container = wearer->content();
cBaseChar::ItemContainer::const_iterator it( container.begin() );
for ( ; it != container.end(); ++it )
{
P_ITEM equip = *it;
// Unequip the item and free the layer that way
if ( equip && ( equip->layer() == tile.layer ) )
equip->toBackpack( wearer );
}
// *finally* equip the item
wearer->addItem( static_cast<cBaseChar::enLayer>( item->layer() ), item );
}
示例2: NewCalc
void cWeight::NewCalc(P_CHAR pc)
{
float totalweight=0.0;
//get weight for items on players
unsigned int ci = 0;
P_ITEM pi;
vector<SERIAL> vecContainer = contsp.getData(pc->serial);
for ( ci = 0; ci < vecContainer.size(); ci++)
{
pi = FindItemBySerial(vecContainer[ci]);
if (pi == NULL || (pi != NULL && pi->id() == 0x1E5E)) // trade window ?
continue;
if ((pi->layer()!=0x0B) && (pi->layer()!=0x10) && //no weight for hair/beard
(pi->layer()!=0x1D) && (pi->layer()!=0x19)) //no weight for steed/bank box
{
totalweight+=(pi->getWeight()/100.0f);
}
}
// Items in players pack
P_ITEM pBackpack = Packitem(pc);
if (pBackpack != NULL) totalweight += RecursePacks(pBackpack); //LB
pc->weight = (int)totalweight;
return;
}
示例3: equipItem
// Tries to equip an item
// if that fails it tries to put the item in the users backpack
// if *that* fails it puts it at the characters feet
// That works for NPCs as well
void equipItem( P_CHAR wearer, P_ITEM item )
{
tile_st tile;
Map->SeekTile( item->id(), &tile );
// User cannot wear the item
if( tile.layer == 0 )
{
if( online( wearer ) )
sysmessage( calcSocketFromChar( wearer ), "You cannot wear that item." );
item->toBackpack( wearer );
return;
}
vector< SERIAL > equipment = contsp.getData( wearer->serial );
// If n item on the same layer is already equipped, unequip it
for( UI08 i = 0; i < equipment.size(); i++ )
{
P_ITEM equip = FindItemBySerial( equipment[ i ] );
// Unequip the item and free the layer that way
if( equip && ( equip->layer() == tile.layer ) )
equip->toBackpack( wearer );
wearer->removeItemBonus( equip );
}
// *finally* equip the item
item->setContSerial( wearer->serial );
// Add the item bonuses
wearer->st = (wearer->st + item->st2);
wearer->chgDex( item->dx2 );
wearer->in = (wearer->in + item->in2);
}
示例4: 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5: 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6: applyStartItemDefinition
void cPlayer::applyStartItemDefinition( const cElement* element )
{
for ( unsigned int i = 0; i < element->childCount(); ++i )
{
const cElement* node = element->getChild( i );
// Apply another startitem definition
if ( node->name() == "inherit" )
{
const cElement* inheritNode = Definitions::instance()->getDefinition( WPDT_STARTITEMS, node->getAttribute( "id" ) );
if ( inheritNode )
{
applyStartItemDefinition( inheritNode );
}
}
// Item related nodes
else
{
P_ITEM pItem = 0;
if ( node->hasAttribute( "id" ) && node->getAttribute( "id" ) != QString::null )
{
pItem = cItem::createFromScript( node->getAttribute( "id" ) );
}
else if ( node->hasAttribute( "list" ) && node->getAttribute( "list" ) != QString::null )
{
pItem = cItem::createFromList( node->getAttribute( "list" ) );
}
else if ( node->hasAttribute( "randomlist" ) && node->getAttribute( "randomlist" ) != QString::null )
{
QStringList RandValues = node->getAttribute( "randomlist" ).split( "," );
pItem = cItem::createFromList( RandValues[RandomNum( 0, RandValues.size() - 1 )] );
}
if ( !pItem )
{
Console::instance()->log( LOG_ERROR, tr( "Invalid item tag without id or list in startitem definition '%1'" ).arg( element->getAttribute( "id" ) ) );
}
else
{
pItem->applyDefinition( node );
if ( node->name() == "item" )
{
pItem->toBackpack( this );
}
else if ( node->name() == "bankitem" )
{
getBackpack()->addItem( pItem );
}
else if ( node->name() == "equipment" )
{
unsigned char layer = pItem->layer();
pItem->setLayer( 0 );
if ( !layer )
{
tile_st tile = TileCache::instance()->getTile( pItem->id() );
layer = tile.layer;
}
if ( layer )
{
// Check if there is sth there already.
// Could happen due to inherit.
P_ITEM existing = atLayer( static_cast<cBaseChar::enLayer>( layer ) );
if ( existing )
existing->remove();
addItem( static_cast<cBaseChar::enLayer>( layer ), pItem );
}
else
{
Console::instance()->log( LOG_ERROR, tr( "Trying to equip invalid item (%1) in startitem definition '%2'" ).arg( pItem->id(), 0, 16 ).arg( element->getAttribute( "id" ) ) );
}
}
else
{
pItem->remove();
Console::instance()->log( LOG_ERROR, tr( "Unrecognized startitem tag '%1' in definition '%2'." ).arg( QString(node->name()) ).arg( element->getAttribute( "id" ) ) );
}
}
}
}
}
示例7: grabItem
// New Class implementation
void cDragItems::grabItem( P_CLIENT client )
{
// Get our character
P_CHAR pChar = client->player();
if( pChar == NULL )
return;
// Fetch the grab information
SERIAL iSerial = LongFromCharPtr( &buffer[ client->socket() ][ 1 ] );
UI16 amount = ShortFromCharPtr( &buffer[ client->socket() ][ 5 ] );
P_ITEM pItem = FindItemBySerial( iSerial );
if( !pItem )
return;
// Are we already dragging an item ?
// Bounce it and reject the move
// (Logged out while dragging an item)
if( client->dragging() )
{
bounceItem( client, client->dragging() );
bounceItem( client, pItem, true );
return;
}
// Do we really want to let him break his meditation
// When he picks up an item ?
// Maybe a meditation check here ?!?
pChar->disturbMed( client->socket() ); // Meditation
P_CHAR itemOwner = GetPackOwner( pItem, 64 );
// Try to pick something out of another characters posessions
if( itemOwner && ( itemOwner != pChar ) && ( !pChar->Owns( itemOwner ) ) )
{
client->sysMessage( QString( "You have to steal the %1 out of %2's posessions." ).arg( pItem->getName() ).arg( itemOwner->name.c_str() ) );
bounceItem( client, pItem, true );
return;
}
// Check if the user can grab the item
if( !pChar->canPickUp( pItem ) )
{
client->sysMessage( "You cannot pick that up." );
bounceItem( client, pItem, true );
return;
}
// The user can't see the item
// Basically thats impossible as the client should deny moving the item
// if it's not in line of sight but to prevent exploits
if( !line_of_sight( client->socket(), pChar->pos, pItem->pos, TREES_BUSHES|WALLS_CHIMNEYS|DOORS|ROOFING_SLANTED|FLOORS_FLAT_ROOFING|LAVA_WATER ) )
{
client->sysMessage( "You can't see the item." );
bounceItem( client, pItem, true );
return;
}
P_ITEM outmostCont = GetOutmostCont( pItem, 64 );
// If it's a trade-window, reset the ack-status
if( outmostCont && ( outmostCont->contserial == pChar->serial ) && ( 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->morez = 0;
outmostCont->morez = 0;
sendtradestatus( tradeWindow, outmostCont );
}
}
// If the top-most container ( thats important ) is a corpse
// and looting is a crime, flag the character criminal.
if( 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, FindCharBySerial( outmostCont->ownserial ) ) != 0 );
if( ( outmostCont->more2 == 1 ) && !pChar->Owns( outmostCont ) && !sameGuild )
{
pChar->karma -= 5;
criminal( pChar );
client->sysMessage( "You lost some karma." );
}
}
// Check if the item is too heavy
//if( !pc_currchar->isGMorCounselor() )
//{
//} << Deactivated (DarkStorm)
// ==== Grabbing the Item is allowed here ====
//.........这里部分代码省略.........
示例8: dropOnItem
void cDragItems::dropOnItem( P_CLIENT client, P_ITEM pItem, P_ITEM pCont, const Coord_cl &dropPos )
{
P_CHAR pChar = client->player();
if( pItem->isMulti() )
{
client->sysMessage( "You cannot put houses in containers" );
bounceItem( client, pItem );
return;
}
// If the target belongs to another character
// It needs to be our vendor or else it's denied
P_CHAR packOwner = GetPackOwner( pCont );
if( ( packOwner != NULL ) && ( packOwner != pChar ) )
{
// For each item someone puts into there
// He needs to do a snoop-check
if( pChar->canSnoop() )
{
if( !Skills->CheckSkill( pChar, SNOOPING, 0, 1000 ) )
{
client->sysMessage( QString( "You fail to put that into %1's pack" ).arg( packOwner->name.c_str() ) );
bounceItem( client, pItem );
return;
}
}
if( !packOwner->isNpc() || ( packOwner->npcaitype() != 17 ) || !pChar->Owns( packOwner ) )
{
client->sysMessage( "You cannot put that into the belongings of another player" );
bounceItem( client, pItem );
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->morez = 0;
pCont->morez = 0;
sendtradestatus( tradeWindow, pCont );
}
}
if( !pChar->canPickUp( pItem ) )
{
bounceItem( client, pItem );
return;
}
// Trash can
if( pCont->type()==87 )
{
Items->DeleItem( pItem );
client->sysMessage( "As you let go of the item it disappears." );
return;
}
// Spell Book
if( pCont->type() == 9 )
{
UI08 spellId = Magic->calcSpellId( pItem->id() );
if( spellId < 0 )
{
client->sysMessage( "You can only put scrolls into a spellbook" );
bounceItem( client, pItem );
return;
}
if( Magic->hasSpell( pCont, spellId ) )
{
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 ) ) )
{
//.........这里部分代码省略.........
示例9: dropOnChar
void cDragItems::dropOnChar( P_CLIENT client, P_ITEM pItem, P_CHAR pOtherChar )
{
// Three possibilities:
// If we're dropping it on ourself: packintobackpack
// If we're dropping it on some other player: trade-window
// If we're dropping it on some NPC: checkBehaviours
// If not handeled: Equip the item if the NPC is owned by us
P_CHAR pChar = client->player();
// Dropped on ourself
if( pChar == pOtherChar )
{
pItem->setLayer( 0 );
pItem->setContSerial( INVALID_SERIAL );
pItem->toBackpack( pChar );
return;
}
// Are we in range of our target
if( !inrange1p( pChar, pOtherChar ) )
{
client->sysMessage( "You are too far away from that character." );
bounceItem( client, pItem );
return;
}
// Can wee see our target
if( !line_of_sight( client->socket(), pChar->pos, pOtherChar->pos, TREES_BUSHES|WALLS_CHIMNEYS|DOORS|ROOFING_SLANTED|FLOORS_FLAT_ROOFING|LAVA_WATER ) )
{
client->sysMessage( "You can't see this character" );
bounceItem( client, pItem );
return;
}
// Open a secure trading window
if( !pOtherChar->isNpc() && online( pOtherChar ) )
{
// Check if we're already trading,
// if not create a new window
vector< SERIAL > equipment = contsp.getData( pChar->serial );
P_ITEM tradeWindow = NULL;
for( UI16 i = 0; i < equipment.size(); i++ )
{
P_ITEM pEquip = FindItemBySerial( equipment[ i ] );
// Is it a trade-window ?
if( ( pEquip->layer() == 0 ) && ( pEquip->id() == 0x1E5E ) )
{
P_ITEM tradeWindow = FindItemBySerial( calcserial( pEquip->moreb1(), pEquip->moreb2(), pEquip->moreb3(), pEquip->moreb4() ) );
if( tradeWindow && ( tradeWindow->contserial == pOtherChar->serial ) )
{
tradeWindow = pEquip;
break;
}
}
}
if( !tradeWindow )
tradeWindow = Trade->tradestart( client->socket(), pOtherChar );
pItem->setContSerial( tradeWindow->serial);
pItem->pos.x = rand() % 60;
pItem->pos.y = rand() % 60;
pItem->pos.z = 9;
pItem->setLayer( 0 );
SndRemoveitem( pItem->serial );
RefreshItem( pItem );
return;
}
// For our hirelings we have a special function
if( pChar->Owns( pOtherChar ) )
{
dropOnPet( client, pItem, pOtherChar );
return;
}
// Dropping based on AI Type
switch( pOtherChar->npcaitype() )
{
case 4:
dropOnGuard( client, pItem, pOtherChar );
break;
case 5:
dropOnBeggar( client, pItem, pOtherChar );
break;
case 8:
dropOnBanker( client, pItem, pOtherChar );
break;
case 19:
dropOnBroker( client, pItem, pOtherChar );
break;
};
// Try to train - works for any NPC
if( pOtherChar->cantrain() )
if( pChar->trainer() == pOtherChar->serial )
dropOnTrainer( client, pItem, pOtherChar );
//.........这里部分代码省略.........
示例10: 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.........