本文整理汇总了C++中P_ITEM::setContSerial方法的典型用法代码示例。如果您正苦于以下问题:C++ P_ITEM::setContSerial方法的具体用法?C++ P_ITEM::setContSerial怎么用?C++ P_ITEM::setContSerial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::setContSerial方法的13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: AddItem
/*!
\brief Add item to container
\author Endymion
\param pItem the item to add
\param xx the x location or INVALID if use rand pos
\param yy the y location or INVALID if use rand pos
*/
LOGICAL cItem::AddItem(P_ITEM pItem, short xx, short yy)
{
VALIDATEPIR(pItem,false);
NxwSocketWrapper sw;
sw.fillOnline( pItem );
for( sw.rewind(); !sw.isEmpty(); sw++ )
SendDeleteObjectPkt(sw.getSocket(), pItem->getSerial32() );
if (xx!=-1) // use the given position
{
pItem->setContSerial( getSerial32() );
pItem->setPosition(xx, yy, 9);
}
else // no pos given
{
if( !ContainerPileItem(pItem) ) { // try to pile
pItem->SetRandPosInCont(this); // not piled, random pos
pItem->setContSerial( getSerial32() );
}
else
return true; //Luxor: we cannot do a refresh because item was piled
}
pItem->Refresh();
return true;
}
示例2: processItemContainerNode
void IDefReader::processItemContainerNode( P_ITEM contItem, QDomElement &Node )
{
//item container can be scripted like this:
/*
<contains>
<item><inherit list="myList" /></item>
<item><inherit id="myItem1" /><amount><random ... /></amount><color><colorlist><random...></colorlist></color></item>
...
</contains>
*/
for( UI16 j = 0; j < Node.childNodes().count(); j++ )
if( Node.childNodes().item( j ).toElement().nodeName() == "item" )
{
P_ITEM nItem = Items->MemItemFree();
if( nItem == NULL )
continue;
nItem->Init( true );
cItemsManager::getInstance()->registerItem( nItem );
this->applyNodes( nItem, &Node.childNodes().item( j ).toElement() );
nItem->setContSerial( contItem->serial );
}
}
示例3:
// Name: item_bounce3
// Purpose: holds some statements that were COPIED some 50 times
// Remarks: temporary functions to revamp the 30 occurences of the 'bouncing bugfix'
// History: init Duke, 10.8.2000 / bugfix for bonus stats, Xanathar, 05-aug-2001
static void item_bounce3(const P_ITEM pi)
{
VALIDATEPI( pi );
pi->setContSerial( pi->getContSerial(true) );
pi->setPosition( pi->getOldPosition() );
pi->layer=pi->oldlayer;
P_CHAR pc = pointers::findCharBySerial( pi->getContSerial(true) );
if(pc==NULL)
return ;
VALIDATEPC( pc );
if ( pi->layer > 0 )
{
// Xanathar -- add BONUS STATS given by equipped special items
pc->setStrength( pc->getStrength() + pi->st2, true );
//pc->st += pi->st2;
pc->dx += pi->dx2;
pc->in += pi->in2;
// Xanathar -- for poisoned items
if (pi->poisoned)
{
pc->poison += pi->poisoned;
if ( pc->poison < 0)
pc->poison = 0;
}
}
}
示例4: dropOnGround
void cDragItems::dropOnGround( P_CLIENT client, P_ITEM pItem, const Coord_cl &pos )
{
P_CHAR pChar = client->player();
// Check if the destination is in line of sight
if( !line_of_sight( client->socket(), pChar->pos, pos, TREES_BUSHES|WALLS_CHIMNEYS|DOORS|ROOFING_SLANTED|FLOORS_FLAT_ROOFING|LAVA_WATER ) )
{
client->sysMessage( "You cannot see the target." );
bounceItem( client, pItem );
return;
}
if( !pChar->canPickUp( pItem ) )
{
bounceItem( client, pItem );
return;
}
pItem->setContSerial( INVALID_SERIAL );
pItem->moveTo( pos );
pItem->setLayer( 0 );
RefreshItem( pItem ); // Send it to all clients in range
pChar->weight -= pItem->getWeight();
statwindow( client->socket(), pChar ); // Update our weight-stats
if( pItem->glow != INVALID_SERIAL )
{
pChar->removeHalo( pItem );
pChar->glowHalo( pItem );
}
// Multi handling (Hm i don't like that...)
if( pChar->multis > 0 )
{
P_ITEM pMulti = FindItemBySerial( pChar->multis );
if( pMulti != NULL )
{
pMulti = findmulti( pItem->pos );
if( pItem != NULL )
pItem->SetMultiSerial( pMulti->serial );
}
}
}
示例5: 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6: target_randomSteal
//.........这里部分代码省略.........
VALIDATEPI(pi);
if( pi->isNewbie() )
{//newbie
thief->sysmsg(TRANSLATE("... and fail because it is of no value to you."));
return;
}
if(pi->isSecureContainer())
{
thief->sysmsg(TRANSLATE("... and fail because it's a locked container."));
return;
}
if ( thief->checkSkill( STEALING,0,999) )
{
// 0 stealing 2 stones, 10 3 stones, 99.9 12 stones, 100 17 stones !!!
int cansteal = thief->skill[STEALING] > 999 ? 1700 : thief->skill[STEALING] + 200;
if ( ((pi->getWeightActual())>cansteal) && !pi->isContainer())//Containers
thief->sysmsg(TRANSLATE("... and fail because it is too heavy."));
else
if(pi->isContainer() && (weights::RecursePacks(pi)>cansteal))
thief->sysmsg(TRANSLATE("... and fail because it is too heavy."));
else
{
if (victim->amxevents[EVENT_CHR_ONSTOLEN])
{
g_bByPass = false;
victim->amxevents[EVENT_CHR_ONSTOLEN]->Call(victim->getSerial32(), thief->getSerial32());
if (g_bByPass==true)
return;
}
/*
victim->runAmxEvent( EVENT_CHR_ONSTOLEN, victim->getSerial32(), s);
if (g_bByPass==true)
return;
*/
P_ITEM thiefpack = thief->getBackpack();
VALIDATEPI(thiefpack);
pi->setContSerial( thiefpack->getSerial32() );
thief->sysmsg(TRANSLATE("... and you succeed."));
pi->Refresh();
//all_items(s);
}
}
else
thief->sysmsg(TRANSLATE(".. and fail because you're not good enough."));
if ( thief->skill[STEALING] < rand()%1001 )
{
thief->unHide();
thief->sysmsg(TRANSLATE("You have been caught!"));
thief->IncreaseKarma( ServerScp::g_nStealKarmaLoss);
thief->modifyFame( ServerScp::g_nStealFameLoss);
if (victim->IsInnocent() && thief->attackerserial!=victim->getSerial32() && Guilds->Compare(thief,victim)==0)//AntiChrist
setCrimGrey(thief, ServerScp::g_nStealWillCriminal);//Blue and not attacker and not guild
std::string itmname = "";
if ( pi->getCurrentName() != "#" )
itmname = pi->getCurrentName();
else
{
pi->getName( temp );
itmname = temp;
}
sprintf(temp,TRANSLATE("You notice %s trying to steal %s from you!"), thief->getCurrentNameC(), itmname.c_str());
sprintf(temp2,TRANSLATE("You notice %s trying to steal %s from %s!"), thief->getCurrentNameC(), itmname.c_str(), victim->getCurrentNameC());
if ( victim->npc)
victim->talkAll(TRANSLATE( "Guards!! A thief is amoung us!"),0);
else
victim->sysmsg(temp);
//send to all player temp2 = thief are stealing victim if are more intelligent and a bonus of luck :D
//
//
NxwSocketWrapper sw;
sw.fillOnline( thief, true );
for( sw.rewind(); !sw.isEmpty(); sw++ ) {
NXWCLIENT ps_i=sw.getClient();
if( ps_i==NULL ) continue;
P_CHAR pc_i=ps_i->currChar();
if ( ISVALIDPC(pc_i) )
if( (rand()%10+10==17) || ( (rand()%2==1) && (pc_i->in>=thief->in)))
sysmessage(ps_i->toInt(),temp2);
}
}
}
else
{
thief->sysmsg( TRANSLATE("... and realise you're too far away."));
}
}
示例7: target_stealing
//.........这里部分代码省略.........
return;
}
if (pi->amxevents[EVENT_IONSTOLEN]!=NULL)
{
g_bByPass = false;
pi->amxevents[EVENT_IONSTOLEN]->Call(pi->getSerial32(), thief->getSerial32(), victim->getSerial32());
if (g_bByPass==true)
return;
}
if (victim->amxevents[EVENT_CHR_ONSTOLEN])
{
g_bByPass = false;
victim->amxevents[EVENT_CHR_ONSTOLEN]->Call(victim->getSerial32(), thief->getSerial32());
if (g_bByPass==true)
return;
}
/*
pi->runAmxEvent( EVENT_IONSTOLEN, pi->getSerial32(), s, victim->getSerial32() );
if (g_bByPass==true)
return;
victim->runAmxEvent( EVENT_CHR_ONSTOLEN, victim->getSerial32(), s );
if (g_bByPass==true)
return;
*/
P_ITEM pack= thief->getBackpack();
VALIDATEPI(pack);
pi->setContSerial( pack->getSerial32() );
thief->sysmsg(TRANSLATE("You successfully steal the item."));
pi->Refresh();
result=+200;
//all_items(s); why all item?
}
else
{
thief->sysmsg( TRANSLATE("You failed to steal the item."));
result=-200;
//Only onhide when player is caught!
}
if ( rand()%1000 > ( thief->skill[STEALING] + result ) )
{
thief->unHide();
thief->sysmsg(TRANSLATE("You have been caught!"));
thief->IncreaseKarma(ServerScp::g_nStealKarmaLoss);
thief->modifyFame(ServerScp::g_nStealFameLoss);
if ( victim->IsInnocent() && thief->attackerserial != victim->getSerial32() && Guilds->Compare(thief,victim)==0)
setCrimGrey(thief, ServerScp::g_nStealWillCriminal); //Blue and not attacker and not same guild
std::string itmname ( "" );
char temp[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
char temp2[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
if ( pi->getCurrentName() != "#" )
itmname = pi->getCurrentName();
else
{
示例8: grabItem
//.........这里部分代码省略.........
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 ====
// Remove eventual item-bonusses if we're unequipping something
if( pItem->layer() > 0 )
{
P_CHAR wearer = FindCharBySerial( pItem->contserial );
if( wearer )
wearer->removeItemBonus( pItem );
}
// Send the user a pickup sound if we're picking it up
// From a container/paperdoll
if( !pItem->isInWorld() )
soundeffect( client->socket(), 0x00, 0x57 );
// If we're picking up a specific amount of what we got
// Take that into account
if( pItem->amount() > 1 )
{
UI32 pickedAmount = min( 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( cItemsManager::getInstance()->getUnusedSerial() );
splitItem->setAmount( pItem->amount() - pickedAmount );
splitItem->setContSerial( pItem->contserial );
splitItem->SetOwnSerial( pItem->ownserial );
splitItem->SetSpawnSerial( pItem->spawnserial );
// He needs to see the new item
RefreshItem( splitItem );
// 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 );
}
}
pItem->setContSerial( pChar->serial );
pItem->SetMultiSerial( INVALID_SERIAL );
pItem->setLayer( 0x1E );
// It's in the equipment of another character
if( itemOwner && ( itemOwner != pChar ) )
{
itemOwner->weight -= pItem->getWeight();
statwindow( calcSocketFromChar( itemOwner ), itemOwner );
}
// If the item is in the bank or any sell-container it's NOT counted as char-weight
bool inBank = ( outmostCont && ( outmostCont->contserial == pChar->serial ) && ( outmostCont->layer() >= 0x1A ) );
// Add the weight if:
// - Picked from ground
// - Picked out of another character
// - Picked out of our bank or any other non-visible container
if( ( itemOwner != pChar ) || !inBank )
{
pChar->weight += pItem->getWeight();
statwindow( client->socket(), pChar );
}
}
示例9: 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);
}
}
}
示例10: 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11: doDecay
/*!
\author Luxor
\brief execute decay on the item
\return true if decayed (so deleted), false else
*/
LOGICAL cItem::doDecay()
{
if ( !canDecay() )
return false;
if ( magic == 4/* || magic == 2*/ )
return false;
if ( !isInWorld() )
return false;
if ( TIMEOUT( decaytime ) )
{
if ( amxevents[EVENT_IONDECAY] !=NULL )
{
g_bByPass = false;
amxevents[EVENT_IONDECAY]->Call(getSerial32(), DELTYPE_DECAY);
if ( g_bByPass == true )
return false;
}
/*
g_bByPass = false;
runAmxEvent( EVENT_IONDECAY, getSerial32(), DELTYPE_DECAY );
if ( g_bByPass == true )
return false;
*/
//Multis
if ( !isFieldSpellItem() && !corpse )
{
if ( getMultiSerial32() == INVALID )
{
P_ITEM pi_multi = findmulti(getPosition());
if ( ISVALIDPI(pi_multi) )
{
if ( pi_multi->more4 == 0 )
{
setDecayTime();
SetMultiSerial(pi_multi->getSerial32());
return false;
}
}
}
else
{
setDecayTime();
return false;
}
}
//End Multis
if( type == ITYPE_CONTAINER || ( !SrvParms->lootdecayswithcorpse && corpse ) )
{
NxwItemWrapper si;
si.fillItemsInContainer( this, false );
for( si.rewind(); !si.isEmpty(); si++ )
{
P_ITEM pj = si.getItem();
if( ISVALIDPI(pj) )
{
pj->setContSerial(INVALID);
pj->MoveTo( getPosition() );
pj->setDecayTime();
pj->Refresh();
}
}
}
Delete();
return true;
}
else
return false;
}
示例12: get_item
/*!
\brief Get an item
\author Unknow, revamped by Endymion
\param client the client
*/
void get_item( NXWCLIENT client ) // Client grabs an item
{
if ( client == NULL)
return;
P_CHAR pc_currchar = client->currChar();
VALIDATEPC( pc_currchar );
NXWSOCKET s = client->toInt();
P_ITEM pi = pointers::findItemBySerPtr(buffer[s]+1);
VALIDATEPI(pi);
//Luxor: not-movable items
/*if (pi->magic == 2 || (isCharSerial(pi->getContSerial()) && pi->getContSerial() != pc_currchar->getSerial32()) ) {
if (isCharSerial(pi->getContSerial())) {
P_CHAR pc_i = pointers::findCharBySerial(pi->getContSerial());
if (ISVALIDPC(pc_i))
pc_i->sysmsg("Warning, backpack bug located!");
}
if (client->isDragging()) {
client->resetDragging();
UpdateStatusWindow(s,pi);
}
pi->setContSerial( pi->getContSerial(true) );
pi->setPosition( pi->getOldPosition() );
pi->layer = pi->oldlayer;
pi->Refresh();
return;
}*/
pc_currchar->disturbMed(); // Meditation
tile_st item;
data::seekTile( pi->getId(), item );
// Check if item is equiped
if( pi->getContSerial() == pc_currchar->getSerial32() && pi->layer == item.quality )
{
if( pc_currchar->UnEquip( pi, 1 ) == 1 ) // bypass called
{
if( client->isDragging() )
{
UI08 cmd[1]= {0x29};
client->resetDragging();
Xsend(s, cmd, 1);
UpdateStatusWindow(s,pi);
//AoS/ Network->FlushBuffer(s);
}
return;
}
}
P_CHAR owner=NULL;
P_ITEM container=NULL;
if ( !pi->isInWorld() ) { // Find character owning item
if ( isCharSerial( pi->getContSerial()))
{
owner = pointers::findCharBySerial( pi->getContSerial());
}
else // its an item
{
//Endymion Bugfix:
//before check the container.. but if this cont is a subcont?
//so get the outmostcont and check it else:
//can loot without lose karma in subcont
//can steal in trade ecc
//not very good :P
container = pi->getOutMostCont();
if( isCharSerial( container->getContSerial() ) )
owner=pointers::findCharBySerial( container->getContSerial() );
}
if ( ISVALIDPC( owner ) && owner->getSerial32()!=pc_currchar->getSerial32() )
{
if ( !pc_currchar->IsGM() && owner->getOwnerSerial32() != pc_currchar->getSerial32() )
{// Own serial stuff by Zippy -^ Pack aniamls and vendors.
UI08 bounce[2]= { 0x27, 0x00 };
Xsend(s, bounce, 2);
//AoS/ Network->FlushBuffer(s);
if (client->isDragging())
{
client->resetDragging();
pi->setContSerial(pi->getContSerial(),true,false);
item_bounce3(pi);
UpdateStatusWindow(s,pi);
}
return;
}
}
}
if ( ISVALIDPI( container ) )
//.........这里部分代码省略.........
示例13: pack_item
void pack_item(NXWCLIENT ps, PKGx08 *pp) // Item is put into container
{
if (ps == NULL) return;
char temp[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
char temp2[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
int serial/*, serhash*/;
tile_st tile;
// bool abort=false;
NXWSOCKET s=ps->toInt();
P_CHAR pc=ps->currChar();
VALIDATEPC(pc);
Location charpos= pc->getPosition();
P_ITEM pack;
P_ITEM pCont = pointers::findItemBySerial(pp->Tserial);
VALIDATEPI(pCont);
P_ITEM pItem = pointers::findItemBySerial(pp->Iserial);
VALIDATEPI(pItem);
if (pItem->getId() >= 0x4000)
{
// abort=true; // LB crashfix that prevents moving multi objcts in BP's
ps->sysmsg(TRANSLATE("Hey, putting houses in your pack crashes your back and client!"));
}
//ndEndy recurse only a time
P_ITEM contOutMost = pCont->getOutMostCont();
P_CHAR contOwner = ( !contOutMost->isInWorld() )? pointers::findCharBySerial( contOutMost->getContSerial() ) : NULL;
if( ISVALIDPC(contOwner) ) {
//if ((contOwner->npcaitype==NPCAI_PLAYERVENDOR) && (contOwner->npc) && (contOwner->getOwnerSerial32()!=pc->getSerial32()) )
if ( contOwner->getSerial32() != pc->getSerial32() && contOwner->getOwnerSerial32() != pc->getSerial32() && !pc->IsGM() ) { // Luxor
ps->sysmsg(TRANSLATE("This aint your backpack!"));
Sndbounce5(s);
if (ps->isDragging()) {
ps->resetDragging();
item_bounce3(pItem);
if (pCont->getId() >= 0x4000)
senditem(s, pCont);
}
return;
}
}
if (pCont->amxevents[EVENT_IONPUTITEM]!=NULL) {
g_bByPass = false;
pCont->amxevents[EVENT_IONPUTITEM]->Call( pCont->getSerial32(), pItem->getSerial32(), pc->getSerial32() );
if (g_bByPass)
{
item_bounce6(ps,pItem);
return;
}
}
/*
g_bByPass = false;
pCont->runAmxEvent( EVENT_IONPUTITEM, pCont->getSerial32(), pItem->getSerial32(), pc->getSerial32() );
if (g_bByPass)
{ //AntiChrist to preview item disappearing
item_bounce6(ps,pItem);
return;
}
*/
if (pCont->layer==0 && pCont->getId() == 0x1E5E &&
pCont->getContSerial()==pc->getSerial32())
{
// Trade window???
serial=calcserial(pCont->moreb1, pCont->moreb2, pCont->moreb3, pCont->moreb4);
if(serial==-1) return;
P_ITEM pi_z = pointers::findItemBySerial(serial);
if (ISVALIDPI(pi_z))
if ((pi_z->morez || pCont->morez))
{
pi_z->morez=0;
pCont->morez=0;
sendtradestatus( pi_z, pCont );
}
}
if(SrvParms->usespecialbank)//only if special bank is activated
{
if(pCont->morey==MOREY_GOLDONLYBANK && pCont->morex==MOREX_BANK && pCont->type==ITYPE_CONTAINER)
{
if ( pItem->getId() == ITEMID_GOLD )
{//if they're gold ok
pc->playSFX( goldsfx(2) );
} else
{//if they're not gold..bounce on ground
ps->sysmsg(TRANSLATE("You can only put golds in this bank box!"));
pItem->setContSerial(-1);
pItem->MoveTo( charpos );
pItem->Refresh();
//.........这里部分代码省略.........