本文整理汇总了C++中P_ITEM::removeFromCont方法的典型用法代码示例。如果您正苦于以下问题:C++ P_ITEM::removeFromCont方法的具体用法?C++ P_ITEM::removeFromCont怎么用?C++ P_ITEM::removeFromCont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::removeFromCont方法的5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: dropOnGround
void DragAndDrop::dropOnGround( cUOSocket* socket, P_ITEM pItem, const Coord_cl& pos )
{
P_PLAYER pChar = socket->player();
// Check if the destination is in line of sight
if ( !pChar->lineOfSight( pos.losItemPoint(pItem->id()) ) )
{
socket->bounceItem( pItem, BR_OUT_OF_SIGHT );
return;
}
if ( !pChar->canPickUp( pItem ) )
{
socket->bounceItem( pItem, BR_CANNOT_PICK_THAT_UP );
return;
}
if ( pItem->onDropOnGround( pos ) )
{
// We're still dragging something
if ( socket->dragging() )
socket->bounceItem( socket->dragging(), BR_NO_REASON );
return;
}
pItem->removeFromCont();
pItem->moveTo( pos );
pItem->update();
// Play Sounds for non gold items
if (pItem->id() != 0xEED) {
pItem->soundEffect(0x42);
}
}
示例2: dropOnGround
void cDragItems::dropOnGround( cUOSocket *socket, P_ITEM pItem, const Coord_cl &pos )
{
P_PLAYER pChar = socket->player();
// Check if the destination is in line of sight
if( !lineOfSight( pChar->pos(), pos, WALLS_CHIMNEYS|DOORS|LAVA_WATER ) )
{
socket->bounceItem( pItem, BR_OUT_OF_SIGHT );
return;
}
if( !pChar->canPickUp( pItem ) )
{
socket->bounceItem( pItem, BR_CANNOT_PICK_THAT_UP );
return;
}
if( pItem->onDropOnGround( pos ) )
{
// We're still dragging something
if( socket->dragging() )
socket->bounceItem( socket->dragging(), BR_NO_REASON );
return;
}
pItem->removeFromCont();
pItem->moveTo( pos );
pItem->update();
if( pItem->priv() & 0x01 )
pItem->startDecay();
// Multi handling
// Has it been dropped into a multi
cMulti* pMulti = cMulti::findMulti( pos );
if( pMulti )
{
pMulti->addItem( pItem );
}
}
示例3: grabItem
//.........这里部分代码省略.........
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.") );
}
}
// Check if the item is too heavy
//if( !pc_currchar->isGMorCounselor() )
//{
//} << Deactivated (DarkStorm)
// ==== Grabbing the Item is allowed here ====
// Remove eventual item-bonusses if we're unequipping something
if( pItem->container() && pItem->container()->isChar() )
{
P_CHAR wearer = dynamic_cast<P_CHAR>( pItem->container() );
if( wearer )
wearer->removeItemBonus( pItem );
// resend the stat window
if( wearer && wearer->objectType() == enPlayer )
{
P_PLAYER pp = dynamic_cast<P_PLAYER>(wearer);
if( pp->socket() )
pp->socket()->sendStatWindow();
}
}
// Send the user a pickup sound if we're picking it up
// From a container/paperdoll
if( !pItem->isInWorld() )
socket->soundEffect( 0x57, pItem );
// If we're picking up a specific amount of what we got
// Take that into account
if( amount < pItem->amount() )
{
UI32 pickedAmount = QMIN( amount, pItem->amount() );
// We only have to split if we're not taking it all
if( pickedAmount != pItem->amount() )
{
P_ITEM splitItem = new cItem( *pItem ); // Create a new item to pick that up
splitItem->setSerial( World::instance()->findItemSerial() );
splitItem->setAmount( pItem->amount() - pickedAmount );
P_ITEM pContainer = dynamic_cast<P_ITEM>(pItem->container());
if ( pContainer )
pContainer->addItem( splitItem, false );
splitItem->SetOwnSerial( pItem->ownSerial() );
splitItem->SetSpawnSerial( pItem->spawnserial );
// He needs to see the new item
splitItem->update();
// If we're taking something out of a spawn-region it's spawning "flag" is removed isn't it?
pItem->SetSpawnSerial( INVALID_SERIAL );
pItem->setAmount( pickedAmount );
}
}
// *normally* we should exclude the dragging socket here. but it works so as well.
pItem->removeFromView( true );
// Remove it from the World if it is in world, otherwise remove it from it's current container
if( pItem->isInWorld() )
MapObjects::instance()->remove( pItem );
else
pItem->removeFromCont( true );
// The item was in a multi
if( pItem->multis() != INVALID_SERIAL )
{
cMulti* pMulti = dynamic_cast< cMulti* >( FindItemBySerial( pItem->multis() ) );
if( pMulti )
pMulti->removeItem( pItem );
}
pChar->addItem( cBaseChar::Dragging, pItem );
if( weight != pChar->weight() )
socket->sendStatWindow();
}
示例4: dropOnItem
//.........这里部分代码省略.........
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 );
}
else
{
pCont->addItem( pItem, false );
pItem->setPos( dropPos );
}
// Dropped on another Container/in another Container
pChar->soundEffect( 0x57 );
pItem->update();
return;
}
else if ( pCont->canStack( pItem ) )
{
if ( pCont->amount() + pItem->amount() <= 65535 )
{
pCont->setAmount( pCont->amount() + pItem->amount() );
pItem->remove();
pCont->update(); // Need to update the amount
pCont->resendTooltip();
return;
}
else
{
// The delta between 65535 and pCont->amount() sub our Amount is the
// new amount
pItem->setAmount( pItem->amount() - ( 65535 - pCont->amount() ) );
pItem->resendTooltip();
pCont->setAmount( 65535 ); // Max out the amount
pCont->update();
pCont->resendTooltip();
}
}
// 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
if ( pCont->container() )
{
P_ITEM pNewCont = dynamic_cast<P_ITEM>( pCont->container() );
if ( pNewCont )
{
pNewCont->addItem( pItem, false );
pItem->setPos( pCont->pos() + Coord_cl( 0, 0, 2 ) );
}
else
{
pChar->getBackpack()->addItem( pItem );
}
}
else
{
pItem->removeFromCont();
pItem->moveTo( pCont->pos() + Coord_cl( 0, 0, 2 ) );
}
pItem->update();
}
示例5: grabItem
//.........这里部分代码省略.........
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
// From a container/paperdoll
if ( !pItem->isInWorld() )
socket->soundEffect( 0x57, pItem );
// If we're picking up a specific amount of what we got
// Take that into account
if ( amount < pItem->amount() )
{
UI32 pickedAmount = QMIN( amount, pItem->amount() );
// We only have to split if we're not taking it all
if ( pickedAmount != pItem->amount() )
{
P_ITEM splitItem = pItem->dupe(); // Create a new item to pick that up
splitItem->setAmount( pItem->amount() - pickedAmount );
// Add tags to the splitted item
QStringList keys = pItem->getTags();
QStringList::const_iterator it = keys.begin();
for ( ; it != keys.end(); ++it )
{
splitItem->setTag( *it, pItem->getTag( *it ) );
}
P_ITEM pContainer = dynamic_cast<P_ITEM>( pItem->container() );
if ( pContainer )
pContainer->addItem( splitItem, false );
splitItem->SetOwnSerial( pItem->ownSerial() );
splitItem->setSpawnregion( pItem->spawnregion() );
// He needs to see the new item
splitItem->update();
// If we're taking something out of a spawn-region it's spawning "flag" is removed isn't it?
pItem->setAmount( pickedAmount );
}
}
// *normally* we should exclude the dragging socket here. but it works so as well.
pItem->removeFromView( true );
// Remove from spawnregion
pItem->setSpawnregion( 0 );
// Remove it from the World if it is in world, otherwise remove it from it's current container
if ( pItem->isInWorld() )
MapObjects::instance()->remove( pItem );
else
pItem->removeFromCont( true );
// Remove eventual item-bonusses if we're unequipping something
if ( pItem->container() && pItem->container()->isChar() )
{
P_CHAR wearer = dynamic_cast<P_CHAR>( pItem->container() );
// resend the stat window
if ( wearer && wearer->objectType() == enPlayer )
{
P_PLAYER pp = dynamic_cast<P_PLAYER>( wearer );
if ( pp->socket() )
pp->socket()->sendStatWindow();
}
}
pChar->addItem( cBaseChar::Dragging, pItem );
if ( weight != pChar->weight() )
{
socket->sendStatWindow();
}
}