本文整理汇总了C++中P_ITEM::setPos方法的典型用法代码示例。如果您正苦于以下问题:C++ P_ITEM::setPos方法的具体用法?C++ P_ITEM::setPos怎么用?C++ P_ITEM::setPos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::setPos方法的4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: reSpawnToMax
void cSpawnRegion::reSpawnToMax( void )
{
this->checkForDeleted();
while( this->npcSerials_.size() < this->maxNpcAmt_ )
{
// spawn a random npc
// first find a valid position for the npc
Coord_cl pos;
if( this->findValidSpot( pos ) )
{
QString NpcSect = this->npcSections_[ RandomNum( 1, static_cast<uint>(this->npcSections_.size()) ) - 1 ];
P_NPC pc = cCharStuff::createScriptNpc( NpcSect, pos );
if( pc != NULL )
{
this->npcSerials_.push_back( pc->serial() );
pc->setSpawnregion( this->name_ );
pc->update();
}
}
}
while( this->npcSerials_.size() < this->maxNpcAmt_ )
{
// spawn a random item
// first find a valid position for the item
Coord_cl pos;
if( this->findValidSpot( pos ) )
{
QString ItemSect = this->itemSections_[ RandomNum( 1, this->itemSections_.size() ) - 1 ];
P_ITEM pi = cItem::createFromScript( ItemSect );
if( pi != NULL )
{
pi->setPos( pos );
this->itemSerials_.push_back( pi->serial() );
// pi->setSpawnRegion( this->name_ );
}
}
}
this->nextTime_ = uiCurrentTime + RandomNum( this->minTime_, this->maxTime_ ) * MY_CLOCKS_PER_SEC;
}
示例2: dropOnItem
//.........这里部分代码省略.........
return;
}
if( pItem->amount() > 1 )
{
socket->sysMessage( tr( "You can only put 1 scroll into a spellbook at a time" ) );
socket->bounceItem( pItem, BR_NO_REASON );
return;
}
else
{
pBook->addSpell( spellId );
Items->DeleItem( pItem );
pBook->update( socket );
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)
// Spellbooks are containers for us as well
if( pCont->type() == 1 || pCont->type() == 8 || pCont->type() == 63 || pCont->type() == 65 || pCont->type() == 66 )
{
// If we're dropping it onto the closed container
if( dropPos.distance( pCont->pos() ) == 0 )
{
pCont->addItem( pItem );
}
else
{
pCont->addItem( pItem, false );
pItem->setPos( dropPos );
}
// Dropped on another Container/in another Container
pChar->soundEffect( 0x57 );
pItem->update();
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 );
pCont->update(); // Need to update the amount
return;
}
// We have to *keep* our current item
else
{
pCont->setAmount( 65535 ); // Max out the amount
pCont->update();
// 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 2
pItem->moveTo( pCont->pos() );
pItem->setPos( pItem->pos() + Coord_cl(0, 0, 2) );
pItem->update();
/* // This needs to be checked
// It annoyingly shows the spellbook
// whenever you add a scroll
// << could it be that addItemToContainer is enough?? >>
if( pCont->type() == 9 )
Magic->openSpellBook( pChar, pCont );*/
}
示例3: dropOnChar
void cDragItems::dropOnChar( cUOSocket *socket, 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
// To prevent bad effects remove it from the clients view first
cUOTxRemoveObject rObject;
rObject.setSerial( pItem->serial() );
socket->send( &rObject );
P_CHAR pChar = socket->player();
if( pItem->onDropOnChar( pOtherChar ) )
{
// Still dragging? Bounce!
if( socket->dragging() == pItem )
socket->bounceItem( pItem, BR_NO_REASON );
return;
}
if( pOtherChar->onDropOnChar( pItem ) )
{
// Still dragging? Bounce!
if( socket->dragging() == pItem )
socket->bounceItem( pItem, BR_NO_REASON );
return;
}
// Dropped on ourself
if( pChar == pOtherChar )
{
pItem->toBackpack( pChar );
return;
}
// Are we in range of our target
if( !inrange1p( pChar, pOtherChar ) )
{
socket->bounceItem( pItem, BR_OUT_OF_REACH );
return;
}
// Can wee see our target
if( !lineOfSight( pChar->pos(), pOtherChar->pos(), TREES_BUSHES|WALLS_CHIMNEYS|DOORS|ROOFING_SLANTED|FLOORS_FLAT_ROOFING|LAVA_WATER ) )
{
socket->bounceItem( pItem, BR_OUT_OF_SIGHT );
return;
}
// Open a secure trading window
if( pOtherChar->objectType() == enPlayer && dynamic_cast<P_PLAYER>(pOtherChar)->socket() )
{
// Check if we're already trading,
// if not create a new window
P_ITEM tradeWindow = pChar->atLayer( cBaseChar::TradeWindow );
//if( !tradeWindow )
// tradeWindow = Trade->tradestart( client->socket(), pOtherChar );
socket->bounceItem( pItem, BR_NO_REASON );
socket->sysMessage( "Trading is disabled" );
return;
tradeWindow->addItem( pItem, false, false );
pItem->setPos( Coord_cl(rand() % 60, rand() % 60, 9) );
pItem->removeFromView( false );
pItem->update();
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 );
else
pOtherChar->talk( "You need to tell me what you want to learn first" );*/
// Finally lets check if it is simple food
if( pItem->type() == 14 )
//.........这里部分代码省略.........
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();
}