本文整理汇总了C++中P_NPC类的典型用法代码示例。如果您正苦于以下问题:C++ P_NPC类的具体用法?C++ P_NPC怎么用?C++ P_NPC使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了P_NPC类的15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: tr
void Human_Stablemaster::onSpeechInput( P_PLAYER pTalker, const QString& message )
{
if ( !pTalker->socket() )
return;
if ( m_npc->inRange( pTalker, 4 ) && ( VendorChkName( m_npc, message ) || message.contains( tr( "STABLEMASTER" ) ) ) )
{
if ( message.contains( tr( " STABLE" ) ) )
{
m_npc->talk( tr( "Which pet do you want me to stable?" ) );
pTalker->socket()->attachTarget( new cStableTarget( m_npc ) );
}
else if ( message.contains( tr( " RELEASE" ) ) )
{
int gold = pTalker->countBankGold() + pTalker->countGold();
P_ITEM pPack = m_npc->getBankbox();
cItem::ContainerContent stableitems;
if ( pPack )
{
cItem::ContainerContent content = pPack->content();
cItem::ContainerContent::const_iterator it( content.begin() );
while ( it != content.end() )
{
if ( !( *it )->hasTag( "player" ) || !( *it )->hasTag( "pet" ) )
continue;
if ( ( *it ) && ( uint )( *it )->getTag( "player" ).toInt() == pTalker->serial() )
stableitems.push_back( ( *it ) );
++it;
}
}
if ( !stableitems.empty() )
{
cItem::ContainerContent::const_iterator it( stableitems.begin() );
while ( it != stableitems.end() )
{
if ( ( *it ) )
{
P_NPC pPet = dynamic_cast<P_NPC>( World::instance()->findChar( ( *it )->getTag( "pet" ).toInt() ) );
if ( pPet )
{
pPet->free = false;
// we need this for db saves
pPet->setStablemasterSerial( INVALID_SERIAL );
pPet->moveTo( m_npc->pos() );
pPet->resend();
}
( *it )->remove();
}
++it;
}
pPack->update();
m_npc->talk( tr( "Here's your pet back!" ) );
}
}
}
}
示例2: addPet
void cPlayer::addPet( P_NPC pPet, bool noOwnerChange )
{
if ( !pPet )
return;
// It may be the follower of someone else already, so
// check that...
if ( pPet->owner() && pPet->owner() != this )
pPet->owner()->removePet( pPet, true );
// Only reset the owner if we have slots left
if ( pets_.size() + pPet->controlSlots() <= maxControlSlots() )
{
pPet->setOwner( this, true );
// Check if it already is our follower
CharContainer::iterator it = std::find( pets_.begin(), pets_.end(), pPet );
if ( it != pets_.end() )
return;
pets_.push_back( pPet );
if ( socket_ )
{
socket_->sendStatWindow();
}
}
}
示例3: spawnGuard
void cCombat::spawnGuard( P_CHAR pOffender, P_CHAR pCaller, const Coord& pos )
{
if ( !pOffender || !pCaller )
return;
if ( pOffender->isDead() || pCaller->isDead() )
return;
cTerritory* pRegion = pCaller->region();
if ( pRegion == NULL )
return;
if ( pRegion->isGuarded() && Config::instance()->guardsActive() )
{
QString guardsect = pRegion->getGuardSect();
P_NPC pGuard = ( guardsect.isNull() ? NULL : cNPC::createFromScript( guardsect, pos ) );
if ( !pGuard )
return;
// Send guard to surrounding Players
pGuard->resend( false );
pGuard->soundEffect( 0x1FE );
pGuard->effect( 0x372A, 0x09, 0x06 );
pGuard->fight( pOffender );
}
}
示例4: QString
void cSectorMaps::add( cUObject* object )
{
// Very powerful statement. It completely
// annihilates the need to check for
// nullpointers in our object-map
if ( !object )
return;
if ( isItemSerial( object->serial() ) )
{
P_ITEM pItem = dynamic_cast<P_ITEM>( object );
if ( pItem )
{
Coord_cl pos = pItem->pos();
std::map<unsigned char, cSectorMap*>::const_iterator it = itemmaps.find( pos.map );
if ( it == itemmaps.end() )
throw QString( "Couldn't find a map with the id %1." ).arg( pos.map );
it->second->addItem( ( cUObject * ) pItem );
Timing::instance()->addDecayItem( pItem );
}
}
else if ( isCharSerial( object->serial() ) )
{
// This is a safety check to make sure that
// stabled pets don't appear on our sectormap
P_NPC npc = dynamic_cast<P_NPC>( object );
if ( npc && npc->stablemasterSerial() != INVALID_SERIAL )
{
return;
}
// The same check for players
/*P_PLAYER player = dynamic_cast<P_PLAYER>( object );
if ( player && !player->socket() && !player->logoutTime() )
{
return;
}*/
P_CHAR pChar = dynamic_cast<P_CHAR>( object );
if ( pChar )
{
Coord_cl pos = pChar->pos();
std::map<unsigned char, cSectorMap*>::const_iterator it = charmaps.find( pos.map );
if ( it == charmaps.end() )
throw QString( "Couldn't find a map with the id %1." ).arg( pos.map );
it->second->addItem( ( cUObject * ) pChar );
}
}
}
示例5: PlayerVendorSpeech
bool PlayerVendorSpeech( cUOSocket *socket, P_PLAYER pPlayer, P_NPC pVendor, const QString &comm )
{
/* if( pVendor->npcaitype() != 17 )
return false;*/
if( pPlayer->dist( pVendor ) > 4 )
return false;
if( !VendorChkName( pVendor, comm ) )
return false;
if( ( comm.contains( " BROWSE" ) ) || ( comm.contains( " VIEW" ) ) || ( comm.contains( " LOOK" ) ) )
{
pVendor->talk( tr( "Take a look at my goods." ) );
if( pPlayer->socket() )
pPlayer->socket()->sendContainer( pVendor->getBackpack() );
return true;
}
if( ( comm.contains( " BUY" ) ) || ( comm.contains( " PURCHASE" ) ) )
{
// >> LEGACY
/*addx[s]=pVendor->serial();
npctalk(s,pVendor,"What would you like to buy?",0);
target(s,0,1,0,224," ");*/
return true;
}
if( pVendor->owner() != pPlayer )
return false;
if( ( comm.contains( " COLLECT" ) ) || ( comm.contains( " GOLD" ) ) || ( comm.contains( " GET" ) ) )
{
PlVGetgold( socket, pPlayer, pVendor);
return true;
}
if( comm.contains( "PACKUP" ) )
{
P_ITEM pDeed = Items->SpawnItem( pPlayer, 1, "employment deed", 0, 0x14F0, 0, 1 );
if( pDeed )
{
pDeed->setType( 217 );
pDeed->setBuyprice( 2000 );
pDeed->setSellprice( 1000 );
pDeed->update();
cCharStuff::DeleteChar( pVendor );
socket->sysMessage( tr( "Packed up vendor %1." ).arg( pVendor->name() ) );
return true;
}
}
return false;
}
示例6: RandomNum
// do one spawn and reset the timer
void cSpawnRegion::reSpawn( void )
{
this->checkForDeleted();
UI16 i = 0;
for( i = 0; i < this->npcsPerCycle_; i++ )
{
if( 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, this->npcSections_.size() ) - 1 ];
P_NPC pc = cCharStuff::createScriptNpc( NpcSect, pos );
if( pc != NULL )
{
this->npcSerials_.push_back( pc->serial() );
pc->setSpawnregion( this->name_ );
}
}
}
}
for( i = 0; i < this->itemsPerCycle_; i++ )
{
if( this->itemSerials_.size() < this->maxItemAmt_ )
{
// 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->moveTo( 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7: spawnSingleNPC
void cSpawnRegion::spawnSingleNPC()
{
Coord_cl pos;
if ( findValidSpot( pos ) )
{
QString NpcSect = this->npcSections_[RandomNum( 1, this->npcSections_.size() ) - 1];
P_NPC pc = cNPC::createFromScript( NpcSect, pos );
if ( pc )
{
pc->setSpawnregion( this );
if ( pc->wanderType() == enFreely )
{
pc->setWanderType( enWanderSpawnregion );
}
pc->update();
onSpawn( pc );
}
}
}
示例8: while
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9: QuestionSpeech
// All this Stuff should be scripted
bool QuestionSpeech( cUOSocket *socket, P_PLAYER pPlayer, P_NPC pChar, const QString& comm )
{
if( !pChar->isHuman() || pPlayer->dist( pChar ) > 3 )
return false;
// Tell the questioner our name
if( comm.contains( "NAME" ) )
{
pChar->talk( tr( "Hello, my name is %1." ).arg( pChar->name() ) );
return true;
}
// say time and the npChar gives the time.
if( comm.contains( "TIME" ) )
{
pChar->talk( tr( "It is now %1" ).arg( uoTime.toString() ) );
return true;
}
if( comm.contains( "LOCATION" ) )
{
cTerritory* Region = pPlayer->region();
if( Region )
pChar->talk( tr( "You are in %1" ).arg( Region->name() ) );
else
pChar->talk( tr( "You are in the wilderness" ) );
return true;
}
// We couldn't handle the speech
return false;
}
示例10: response
/////////////////
// name: response
// purpose: tries to get a response from an npc standing around
// history: heavily revamped/rewritten by Duke, Oct 2001
// remark: The new logic tries to minimize the # of strstr() calls by *first* checking
// what kind of npcs are standing around and then checking only those keywords
// that they might be interested in.
// This is especially usefull in crowded places.
bool Speech::response( cUOSocket* socket, P_PLAYER pPlayer, const QString& comm, QValueVector<Q_UINT16>& keywords )
{
if ( !pPlayer->socket() || pPlayer->isDead() )
{
return false;
}
QString speechUpr = comm.upper();
MapCharsIterator ri = MapObjects::instance()->listCharsInCircle( pPlayer->pos(), 18 );
for ( P_CHAR pChar = ri.first(); pChar; pChar = ri.next() )
{
P_NPC pNpc = dynamic_cast<P_NPC>( pChar );
// We will only process NPCs here
if ( !pNpc )
continue;
// at least they should be on the screen
if ( pPlayer->dist( pNpc ) > 16 )
continue;
if ( pNpc->canHandleEvent( EVENT_SPEECH ) )
{
PyObject* pkeywords = PyTuple_New( keywords.size() );
// Set Items
for ( unsigned int i = 0; i < keywords.size(); ++i )
PyTuple_SetItem( pkeywords, i, PyInt_FromLong( keywords[i] ) );
PyObject* args = Py_BuildValue( "(NNNO)", pNpc->getPyObject(), pPlayer->getPyObject(), QString2Python( comm ), pkeywords );
bool result = pNpc->callEventHandler( EVENT_SPEECH, args );
Py_DECREF( args );
Py_DECREF( pkeywords );
if ( result )
return true;
}
if ( pNpc->ai() )
{
pNpc->ai()->onSpeechInput( pPlayer, speechUpr );
}
if ( QuestionSpeech( socket, pPlayer, pNpc, speechUpr ) )
return true;
}
return false;
}
示例11: checkScriptAI
void cAIFactory::checkScriptAI( const QStringList& oldSections, const QStringList& newSections )
{
QStringList::const_iterator aiit = oldSections.begin();
for ( ; aiit != oldSections.end(); ++aiit )
{
// We must reset all existing and scripted AI objects, so changes can take effect.
if ( !newSections.contains( *aiit ) )
{
cCharIterator iter;
for ( P_CHAR pChar = iter.first(); pChar; pChar = iter.next() )
{
P_NPC pNPC = dynamic_cast<P_NPC>( pChar );
if ( pNPC )
{
ScriptAI* ai = dynamic_cast<ScriptAI*>( pNPC->ai() );
if ( ai && ai->name() == ( *aiit ) )
{
pNPC->setAI( *aiit );
}
}
}
}
else
{
cCharIterator iter;
for ( P_CHAR pChar = iter.first(); pChar; pChar = iter.next() )
{
P_NPC pNPC = dynamic_cast<P_NPC>( pChar );
if ( pNPC )
{
ScriptAI* ai = dynamic_cast<ScriptAI*>( pNPC->ai() );
if ( ai && ai->name() == ( *aiit ) )
{
delete ai;
pNPC->setAI( NULL );
}
}
}
unregisterType( *aiit );
}
}
aiit = newSections.begin();
while ( aiit != newSections.end() )
{
if ( !oldSections.contains( *aiit ) )
{
ScriptAI::registerInFactory( *aiit );
}
++aiit;
}
}
示例12: removePet
void cPlayer::removePet( P_NPC pPet, bool noOwnerChange )
{
if ( !pPet )
return;
CharContainer::iterator it = std::find( pets_.begin(), pets_.end(), pPet );
if ( it != pets_.end() )
pets_.erase( it );
if ( !noOwnerChange )
{
pPet->setOwner( NULL, true );
}
if ( socket_ )
{
socket_->sendStatWindow();
}
}
示例13: 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14: atLayer
P_NPC cPlayer::unmount()
{
P_ITEM pi = atLayer( Mount );
if ( pi && !pi->free )
{
P_NPC pMount = dynamic_cast<P_NPC>( FindCharBySerial( pi->getTag( "pet" ).toInt() ) );
if ( pMount && !pMount->free )
{
pMount->setWanderType( enHalt );
pMount->setStablemasterSerial( INVALID_SERIAL );
pMount->moveTo( pos() );
pMount->setDirection( direction_ );
pMount->resend( false );
pMount->bark( Bark_Idle );
}
pi->remove();
resend( false );
return pMount;
}
return NULL;
}
示例15: npcRegisterAfterLoading
static void npcRegisterAfterLoading( P_NPC pc )
{
if (pc->stablemasterSerial() == INVALID_SERIAL) {
MapObjects::instance()->add(pc);
}
}