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C++ P_ITEM::owner方法代码示例

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

void cDragItems::dropOnGuard( P_CLIENT client, P_ITEM pItem, P_CHAR pGuard )
{
	// Only heads for bountys are accepted
	if( !pItem->name().contains( "the head of" ) || !pItem->owner())
	{
		pGuard->talk( "Bring that to a merchant if you want to sell it!" );
		client->sysMessage( "I do not want that, citizen!" );
		bounceItem( client, pItem );
		return;
	}

	P_CHAR pVictim = pItem->owner();

	if( pVictim->questBountyReward() <= 0 )
	{
		pGuard->talk( "You can not claim a prize for innocent citizens!. You are lucky I don't strike you down where you stand!" );
		bounceItem( client, pItem );
		return;
	}

	if( pVictim == client->player() )
	{
		pGuard->talk( "You can not claim that prize scoundrel. You are lucky I don't strike you down where you stand!" );
		Items->DeleItem( pItem ); // The guard wont give the head back...
		return;
	}

	addgold( client->socket(), pVictim->questBountyReward() );
	goldsfx( client->socket(), pVictim->questBountyReward() );
	Bounty->BountyDelete( pVictim->serial );
	
	// Thank them for their work
	pGuard->talk( QString( "Excellent work! You have brought us the head of %1. Here is your reward of %2 gold coins." ).arg( pVictim->name.c_str() ).arg( pVictim->questBountyReward() ) );

	client->player()->karma += 100;
}
开发者ID:BackupTheBerlios,项目名称:wolfpack-svn,代码行数:36,代码来源:dragdrop.cpp

示例2: 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3: 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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