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类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;
}
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.........
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.........