本文整理汇总了C++中P_PLAYER::dist方法的典型用法代码示例。如果您正苦于以下问题:C++ P_PLAYER::dist方法的具体用法?C++ P_PLAYER::dist怎么用?C++ P_PLAYER::dist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_PLAYER
的用法示例。
在下文中一共展示了P_PLAYER::dist方法的8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: 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2: 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3: onSpeechInput
// All ai controlled creatures can be controlled by a gm
// or by their owner if tamed
void AbstractAI::onSpeechInput( P_PLAYER pTalker, const QString &comm ) {
if (!pTalker->isGM() && (!m_npc->isTamed() || m_npc->owner() != pTalker)) {
return;
}
// too far away to hear us
if (pTalker->dist(m_npc) > 7) {
return;
}
if (comm.contains(" FOLLOW")) {
if (comm.contains(" ME")) {
m_npc->setWanderFollowTarget(pTalker);
m_npc->setWanderType(enFollowTarget);
m_npc->bark(cBaseChar::Bark_Attacking);
} else {
pTalker->socket()->attachTarget(new cFollowTarget(m_npc));
}
} else if ((comm.contains(" KILL")) || (comm.contains(" ATTACK"))) {
if (m_npc->inGuardedArea()) {
pTalker->message(tr("You can't have pets attack in town!"));
}
} else if ((comm.contains(" FETCH")) || (comm.contains(" GET"))) {
//pPlayer->setGuarded(false);
// >> LEGACY
//addx[s]=pPet->serial();
//target(s, 0, 1, 0, 124, "Click on the object to fetch.");
} else if (comm.contains(" COME")) {
m_npc->setWanderDestination(pTalker->pos());
m_npc->setWanderType(enDestination);
m_npc->bark(cBaseChar::Bark_Attacking);
} else if (comm.contains(" GUARD")) {
} else if ((comm.contains(" STOP")) || (comm.contains(" STAY"))) {
m_npc->fight(0);
m_npc->setWanderType( enHalt );
m_npc->bark(cBaseChar::Bark_Attacking);
} else if (comm.contains(" TRANSFER")) {
} else if (comm.contains(" RELEASE")) {
// Has it been summoned ? Let's dispel it
if (m_npc->summoned()) {
m_npc->setSummonTime(uiCurrentTime);
}
m_npc->setWanderType(enFreely);
m_npc->setOwner(0);
m_npc->setTamed(false);
m_npc->bark(cBaseChar::Bark_Attacking);
if (SrvParams->tamedDisappear()) {
m_npc->soundEffect(0x01Fe);
cCharStuff::DeleteChar(m_npc);
}
}
}
示例4: 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5: BankerSpeech
bool BankerSpeech( cUOSocket *socket, P_PLAYER pPlayer, P_CHAR pBanker, const QString& comm )
{
// Needs to be a banker
/* if( pBanker->npcaitype() != 8 )
return false;*/
if( pPlayer->dist(pBanker) > 6 )
return false;
if( comm.contains( "BANK" ) )
{
pBanker->turnTo( pPlayer );
socket->sendContainer( pPlayer->getBankBox() );
return true;
}
if( ( comm.contains( "BALANCE" ) ) | ( comm.contains( "WITHDRAW" ) ) || ( comm.contains( "CHECK" ) ) )
{
//BankerAI->DoAI( s, pBanker, comm );
return true;
}
return false;
}
示例6: onSpeechInput
// All ai controlled creatures can be controlled by a gm
// or by their owner if tamed
void AbstractAI::onSpeechInput( P_PLAYER pTalker, const QString& comm )
{
if ( !pTalker->isGM() && ( !m_npc->isTamed() || m_npc->owner() != pTalker ) )
{
return;
}
// too far away to hear us
if ( pTalker->dist( m_npc ) > 7 )
{
return;
}
if ( comm.contains( " FOLLOW" ) )
{
if ( comm.contains( " ME" ) )
{
m_npc->setWanderFollowTarget( pTalker );
m_npc->setWanderType( enFollowTarget );
m_npc->bark( cBaseChar::Bark_Attacking );
}
else
{
pTalker->socket()->attachTarget( new cFollowTarget( m_npc ) );
}
}
else if ( ( comm.contains( " KILL" ) ) || ( comm.contains( " ATTACK" ) ) )
{
if ( m_npc->inGuardedArea() )
{
pTalker->message( tr( "You can't have pets attack in town!" ) );
}
}
else if ( ( comm.contains( " FETCH" ) ) || ( comm.contains( " GET" ) ) )
{
//#pragma note( Implement me )
pTalker->message( tr( "Sorry, not implemented yet :(" ) );
}
else if ( comm.contains( " COME" ) )
{
m_npc->setWanderDestination( pTalker->pos() );
m_npc->setWanderType( enDestination );
m_npc->bark( cBaseChar::Bark_Attacking );
}
else if ( comm.contains( " GUARD" ) )
{
}
else if ( ( comm.contains( " STOP" ) ) || ( comm.contains( " STAY" ) ) )
{
m_npc->fight( 0 );
m_npc->setWanderType( enHalt );
m_npc->bark( cBaseChar::Bark_Attacking );
}
else if ( comm.contains( " TRANSFER" ) )
{
}
else if ( comm.contains( " RELEASE" ) )
{
// Has it been summoned ? Let's dispel it
if ( m_npc->summoned() )
{
m_npc->setSummonTime( Server::instance()->time() );
}
m_npc->setWanderType( enFreely );
m_npc->setOwner( 0 );
m_npc->setTamed( false );
m_npc->bark( cBaseChar::Bark_Attacking );
if ( Config::instance()->tamedDisappear() )
{
m_npc->soundEffect( 0x01Fe );
m_npc->remove();
}
}
}
示例7: 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 cSpeech::response( cUOSocket *socket, P_PLAYER pPlayer, const QString& comm, QValueVector< UINT16 > &keywords )
{
if( !pPlayer->socket() || pPlayer->isDead() )
return false;
QString speechUpr = comm.upper();
RegionIterator4Chars ri( pPlayer->pos() );
for( ri.Begin(); !ri.atEnd(); ri++ )
{
P_NPC pNpc = dynamic_cast<P_NPC>(ri.GetData());
// We will only process NPCs here
if( !pNpc )
continue;
// at least they should be on the screen
if( pPlayer->dist( pNpc ) > 16 )
continue;
// Check if the NPC has a script that can handle
// speech events and then check if it can handle everything
// or just certain things
std::vector< WPDefaultScript* > events = pNpc->getEvents();
for( std::vector< WPDefaultScript* >::const_iterator iter = events.begin(); iter != events.end(); ++iter )
{
WPDefaultScript *script = *iter;
if( !script->handleSpeech() )
continue;
if( script->catchAllSpeech() || script->canHandleSpeech( comm, keywords ) )
if( script->onSpeech( pNpc, pPlayer, comm, keywords ) )
return true;
}
cNPC_AI* pAI = pNpc->ai();
if( pAI && pAI->currState() )
{
pAI->currState()->speechInput( pPlayer, speechUpr );
pAI->updateState();
}
if( BankerSpeech( socket, pPlayer, pNpc, speechUpr ) )
return true;
if( PetCommand( socket, pPlayer, pNpc, speechUpr ) )
return true;
if( StableSpeech( socket, pPlayer, pNpc, speechUpr ) )
return true;
if( UnStableSpeech( socket, pPlayer, pNpc, speechUpr ) )
return true;
if( ShieldSpeech( socket, pPlayer, pNpc, speechUpr ) )
return true;
if( QuestionSpeech( socket, pPlayer, pNpc, speechUpr ) )
return true;
if( TrainerSpeech( socket, pPlayer, pNpc, speechUpr ) )
return true;
if( PlayerVendorSpeech( socket, pPlayer, pNpc, speechUpr ) )
return true;
}
return false;
}
示例8: PetCommand
bool PetCommand( cUOSocket *socket, P_PLAYER pPlayer, P_NPC pPet, const QString& comm )
{
if( pPet->owner() != pPlayer && !pPlayer->isGM() )
return false;
// player vendor
/* if( pPet->npcaitype() == 17 )
return false;*/
// too far away to hear us
if( pPlayer->dist( pPet ) > 7 )
return false;
QString petname = pPet->name();
bool bAllCommand = false;
if( !comm.contains( petname, false ) )
if( comm.contains( "ALL", false ) )
bAllCommand = true;
else
return false;
bool bReturn = false;
if( comm.contains( " FOLLOW" ) )
{
if( comm.contains( " ME" ) )
{
#pragma note( "TODO: implement state change here" )
// pPet->setWanderFollowTarget( pPlayer->serial() );
// pPet->setWanderType( enFollowTarget );
playmonstersound( pPet, pPet->bodyID(), SND_STARTATTACK );
}
else
{
// LEGACY: target( s, 0, 1, 0, 117, "Click on the target to follow." );
}
bReturn = true;
}
else if( ( comm.contains( " KILL" ) ) || ( comm.contains( " ATTACK" ) ) )
{
if( pPet->inGuardedArea() ) // Ripper..No pet attacking in town.
{
pPlayer->message( tr( "You can't have pets attack in town!" ) );
return false;
}
//pPlayer->setGuarded( false );
// >> LEGACY
//addx[s]=pPet->serial();
//target(s, 0, 1, 0, 118, "Select the target to attack.");//AntiChrist
bReturn = true;
}
else if( ( comm.contains( " FETCH" ) ) || ( comm.contains( " GET" ) ) )
{
//pPlayer->setGuarded(false);
// >> LEGACY
//addx[s]=pPet->serial();
//target(s, 0, 1, 0, 124, "Click on the object to fetch.");
bReturn = true;
}
else if( comm.contains( " COME" ) )
{
//pPlayer->setGuarded( false );
#pragma note( "TODO: implement state change here" )
// pPet->setWanderFollowTarget( pPlayer->serial() );
// pPet->setWanderType( enFollowTarget );
pPet->setNextMoveTime();
pPlayer->message( tr( "Your pet begins following you." ) );
bReturn = true;
}
else if( comm.contains( " GUARD" ) )
{
// LEGACY
/*addx[s] = pPet->serial(); // the pet's serial
addy[s] = 0;
if( comm.find( " ME" ) != string::npos )
addy[s]=1; // indicates we already know whom to guard (for future use)
// for now they still must click on themselves (Duke)
target(s, 0, 1, 0, 120, "Click on the char to guard.");*/
bReturn = true;
}
else if( ( comm.contains( " STOP" ) ) || ( comm.contains(" STAY") ) )
{
//pPlayer->setGuarded( false );
#pragma note( "TODO: implement state change here" )
// pPet->setWanderFollowTarget( INVALID_SERIAL );
pPet->setCombatTarget( INVALID_SERIAL );
if (pPet->isAtWar())
pPet->toggleCombat();
pPet->setWanderType( enHalt );
bReturn = true;
}
else if( comm.contains( " TRANSFER" ) )
{
//.........这里部分代码省略.........