本文整理汇总了C++中P_ITEM::setTag方法的典型用法代码示例。如果您正苦于以下问题:C++ P_ITEM::setTag方法的具体用法?C++ P_ITEM::setTag怎么用?C++ P_ITEM::setTag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::setTag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: handleTargetInput
void Human_Stablemaster::handleTargetInput( P_PLAYER player, cUORxTarget* target )
{
if ( !player )
return;
P_ITEM pPack = m_npc->getBankbox();
if ( !pPack )
return;
P_NPC pPet = dynamic_cast<P_NPC>( World::instance()->findChar( target->serial() ) );
if ( !pPet )
{
m_npc->talk( tr( "I cannot stable that!" ) );
return;
}
if ( pPet->owner() != player )
{
m_npc->talk( tr( "This does not belong to you!" ) );
return;
}
// we spawn a worldgem in the stablemasters bankbox for the pet
// it does only hold the serial of it, the serial of the owner and the
// number of refresh signals since begin of stabling
// the pet becomes "free", which means, that it isnt in the world
// but will still be saved.
P_ITEM pGem = new cItem();
pGem->Init( true );
pGem->setTag( "player", cVariant( player->serial() ) );
pGem->setTag( "pet", cVariant( pPet->serial() ) );
pGem->setId( 0x1ea7 );
pGem->setName( tr( "petitem: %1" ).arg( pPet->name() ) );
pGem->setVisible( 2 ); // gm visible
pPack->addItem( pGem );
pGem->update();
//pPet->free = true;
MapObjects::instance()->remove( pPet );
pPet->setStablemasterSerial( this->m_npc->serial() );
pPet->removeFromView();
// we need this for db saves
m_npc->talk( tr( "Say release to get your pet back!" ) );
}
示例2: mount
bool cPlayer::mount( P_NPC pMount )
{
if ( !pMount )
return false;
if ( isDead() )
{
return false;
}
unsigned short mountId = pMount->mountId();
if ( !mountId )
{
return false; // Not mountable
}
cUOSocket* socket = this->socket();
if ( !inRange( pMount, Config::instance()->mountRange() ) && !isGM() )
{
if ( socket )
socket->sysMessage( 500206 ); // That is too far away to ride.
return true; // Mountable, but not in range
}
if ( pMount->owner() == this || isGM() )
{
unmount();
P_ITEM pMountItem = new cItem;
pMountItem->Init();
pMountItem->setId( mountId );
pMountItem->setColor( pMount->skin() );
if ( direction() != pMount->direction() )
{
setDirection( pMount->direction() );
update();
}
this->addItem( cBaseChar::Mount, pMountItem );
pMountItem->setTag( "pet", cVariant( pMount->serial() ) );
pMountItem->update();
// if this is a gm lets tame the animal in the process
if ( isGM() )
{
pMount->setOwner( this );
pMount->setTamed( true );
}
// remove it from screen!
pMount->bark( Bark_Idle );
pMount->removeFromView( false );
pMount->fight( 0 );
pMount->setStablemasterSerial( serial_ );
}
else if ( pMount->owner() == 0 )
{
socket->clilocMessage( 501263, 0, 0x3b2, 3, this ); // That mount does not look broken! You would have to tame it to ride it.
}
else
socket->clilocMessage( 501264, 0, 0x3b2, 3, this ); // This isn't your mount; it refuses to let you ride.
return true;
}
示例3: mount
void cPlayer::mount( P_NPC pMount )
{
if ( !pMount )
return;
cUOSocket* socket = this->socket();
if ( !inRange( pMount, 2 ) && !isGM() )
{
if ( socket )
socket->sysMessage( tr( "You are too far away to mount!" ) );
return;
}
if ( pMount->owner() == this || isGM() )
{
unmount();
P_ITEM pMountItem = new cItem;
pMountItem->Init();
pMountItem->setId( 0x915 );
pMountItem->setColor( pMount->skin() );
switch ( static_cast<unsigned short>( pMount->body() & 0x00FF ) )
{
case 0xC8:
pMountItem->setId( 0x3E9F ); break; // Horse
case 0xE2:
pMountItem->setId( 0x3EA0 ); break; // Horse
case 0xE4:
pMountItem->setId( 0x3EA1 ); break; // Horse
case 0xCC:
pMountItem->setId( 0x3EA2 ); break; // Horse
case 0xD2:
pMountItem->setId( 0x3EA3 ); break; // Desert Ostard
case 0xDA:
pMountItem->setId( 0x3EA4 ); break; // Frenzied Ostard
case 0xDB:
pMountItem->setId( 0x3EA5 ); break; // Forest Ostard
case 0xDC:
pMountItem->setId( 0x3EA6 ); break; // LLama
case 0x34:
pMountItem->setId( 0x3E9F ); break; // Brown Horse
case 0x4E:
pMountItem->setId( 0x3EA0 ); break; // Grey Horse
case 0x50:
pMountItem->setId( 0x3EA1 ); break; // Tan Horse
case 0x74:
pMountItem->setId( 0x3EB5 ); break; // Nightmare
case 0x75:
pMountItem->setId( 0x3EA8 ); break; // Silver Steed
case 0x72:
pMountItem->setId( 0x3EA9 ); break; // Dark Steed
case 0x7A:
pMountItem->setId( 0x3EB4 ); break; // Unicorn
case 0x84:
pMountItem->setId( 0x3EAD ); break; // Kirin
case 0x73:
pMountItem->setId( 0x3EAA ); break; // Etheral
case 0x76:
pMountItem->setId( 0x3EB2 ); break; // War Horse-Brit
case 0x77:
pMountItem->setId( 0x3EB1 ); break; // War Horse-Mage Council
case 0x78:
pMountItem->setId( 0x3EAF ); break; // War Horse-Minax
case 0x79:
pMountItem->setId( 0x3EB0 ); break; // War Horse-Shadowlord
case 0xAA:
pMountItem->setId( 0x3EAB ); break; // Etheral LLama
case 0x3A:
pMountItem->setId( 0x3EA4 ); break; // Forest Ostard
case 0x39:
pMountItem->setId( 0x3EA3 ); break; // Desert Ostard
case 0x3B:
pMountItem->setId( 0x3EA5 ); break; // Frenzied Ostard
case 0x90:
pMountItem->setId( 0x3EB3 ); break; // Seahorse
case 0xAB:
pMountItem->setId( 0x3EAC ); break; // Etheral Ostard
case 0xBB:
pMountItem->setId( 0x3EB8 ); break; // Ridgeback
case 0x17:
pMountItem->setId( 0x3EBC ); break; // giant beetle
case 0x19:
pMountItem->setId( 0x3EBB ); break; // skeletal mount
case 0x1a:
pMountItem->setId( 0x3EBD ); break; // swamp dragon
case 0x1f:
pMountItem->setId( 0x3EBE ); break; // armor dragon
}
this->addItem( cBaseChar::Mount, pMountItem );
pMountItem->setTag( "pet", cVariant( pMount->serial() ) );
pMountItem->update();
// if this is a gm lets tame the animal in the process
if ( isGM() )
{
pMount->setOwner( this );
}
//.........这里部分代码省略.........
示例4: 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();
}
}