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C++ PlayerObject::isIncapacitated方法代码示例

本文整理汇总了C++中PlayerObject::isIncapacitated方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerObject::isIncapacitated方法的具体用法?C++ PlayerObject::isIncapacitated怎么用?C++ PlayerObject::isIncapacitated使用的例子?那么恭喜您, 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PlayerObject的用法示例。


在下文中一共展示了PlayerObject::isIncapacitated方法的9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: handleObjectMenuSelect

void TicketCollector::handleObjectMenuSelect(uint8 messageType,Object* srcObject)
{
	if(messageType == radId_itemUse)
	{
		PlayerObject* playerObject = dynamic_cast<PlayerObject*>(srcObject);
		
		// don't use while incapped or dead or in combat
		if(playerObject->isIncapacitated() || playerObject->isDead() || playerObject->states.checkState(CreatureState_Combat))
		{
			return;
		}

		// in range check for shuttle not for the droid
        if(playerObject->getParentId() != mParentId || (glm::distance(playerObject->mPosition, mShuttle->mPosition) > 25.0f))
        {
            gMessageLib->SendSystemMessage(::common::OutOfBand("travel", "boarding_too_far"), playerObject);
            return;
        }

        if(playerObject->checkUIWindow("handleTicketSelect"))
        {
            gMessageLib->SendSystemMessage(::common::OutOfBand("travel", "boarding_ticket_selection"), playerObject);
            return;
        }

        if(mShuttle)
        {
            mShuttle->useShuttle(playerObject);
        }
    }
    else
        DLOG(info) << "TravelTerminal: Unhandled MenuSelect: " << messageType;
}
开发者ID:schizix,项目名称:mmoserver,代码行数:33,代码来源:TicketCollector.cpp

示例2: handleFoodUse

void Food::handleFoodUse(Object* srcObject)
{
    toDelete = true;

    PlayerObject* playerObject = dynamic_cast<PlayerObject*>(srcObject);
    if(!playerObject)
    {
        return;
    }

    if(playerObject->isDead() || playerObject->isIncapacitated())
    {
        gMessageLib->SendSystemMessage(::common::OutOfBand("error_message", "wrong_state"), playerObject);
        return;
    }

    //we need to start by checking whether our stomach isnt full

    //we need to update our stomach
    float filling = 0;

    if(this->hasInternalAttribute("food_icon"))
    {
        mIcon = 0;
        mIcon = this->getInternalAttribute<uint32>("food_icon");
    } else {
    	LOG(WARNING) << "Food/Drink found with no buff icon";
    }

    if(this->hasAttribute("counter_uses_remaining"))
    {
        _handleUses_Remaining(playerObject);
    }
    bool drink = (this->hasAttribute("stomach_drink"));
    bool food = (this->hasAttribute("stomach_food"));
    if(food)
    {
        filling = this->getAttribute<float>("stomach_food");

        //do we still have place for it ?
        if(!playerObject->getStomach()->checkFood(filling))
        {
            gMessageLib->SendSystemMessage(OutOfBand("error_message", "full_food"), playerObject);
            return;
        }

        gMessageLib->SendSystemMessage(OutOfBand("base_player", "prose_consume_item", 0, this->getId(), 0), playerObject);

        playerObject->getStomach()->incFood(filling);
    }
    if(drink)
    {
        float filling = 0;
        filling = this->getAttribute<float>("stomach_drink");

        //do we still have place for it ?
        if(!playerObject->getStomach()->checkDrink(filling))
        {
            gMessageLib->SendSystemMessage(OutOfBand("error_message","full_drink"), playerObject);
            return;
        }

        gMessageLib->SendSystemMessage(OutOfBand("base_player", "prose_consume_item", 0, this->getId(), 0), playerObject);

        playerObject->getStomach()->incDrink(filling);

    }
    if(this->hasAttribute("duration"))
    {
        mDuration= static_cast<uint32>(this->getAttribute<float>("duration"));
    }
    if(mDuration >0)
    {
        _handleBuff(playerObject);
    } else {
        _handleInstant(playerObject);
    }
    // play sounds
    playerObject->playFoodSound(food, drink);
    //when empty delete
    if(toDelete)
    {
        //the db
        gObjectFactory->deleteObjectFromDB(this);

        //destroy it in the client
        gMessageLib->sendDestroyObject(this->getId(),playerObject);

        //delete it out of the inventory
        uint64 now = Anh_Utils::Clock::getSingleton()->getLocalTime();
        playerObject->getController()->addEvent(new ItemDeleteEvent(now+100,this->getId()),100);
        return;
    }

    return;
}
开发者ID:Gargash,项目名称:Unofficial_Hope,代码行数:96,代码来源:Food.cpp

示例3: handleObjectMenuSelect

void CampTerminal::handleObjectMenuSelect(uint8 messageType,Object* srcObject)
{
	PlayerObject* playerObject = dynamic_cast<PlayerObject*>(srcObject);

	if(!playerObject || !playerObject->isConnected() || playerObject->getSamplingState() || playerObject->isIncapacitated() || playerObject->isDead()|| playerObject->checkState(CreatureState_Combat))
	{
		return;
	}

	if(messageType == radId_serverTerminalManagementDestroy)
	{
		CampRegion* region = dynamic_cast<CampRegion*>(gWorldManager->getObjectById(this->mCampRegionId));
		region->despawnCamp();
		return;
	}

	if(messageType == radId_serverTerminalManagementStatus)
	{
		mAttributesMenu.clear();
		//Camp* camp = dynamic_cast<Camp*>(gWorldManager->getObjectById(this->mCampId));
		CampRegion* region = dynamic_cast<CampRegion*>(gWorldManager->getObjectById(this->mCampRegionId));

		int8 text[64];
		sprintf(text,"Owner: %s",region->getCampOwnerName().getAnsi());
		mAttributesMenu.push_back(text);

		uint32 time = static_cast<uint32>(region->getUpTime());
		uint32 hours = (uint32)time/3600;

		time -=(hours*3600);
		uint32 minutes = (uint32)(time)/60;

		time -=(minutes*60);
		uint32 seconds = (uint32)time;

		sprintf(text,"Up-Time: %u hours, %u minutes and %u seconds",hours, minutes, seconds);
		mAttributesMenu.push_back(text);

		sprintf(text,"Total Visitors: %u ", region->getVisitors());
		mAttributesMenu.push_back(text);

		sprintf(text,"Current Visitors: %u ", region->getCurrentVisitors());
		mAttributesMenu.push_back(text);

		//sprintf(text,"Healing Modifier: %f ", camp->getHealingModifier());
		sprintf(text,"Healing Modifier: 0.65 ");
		mAttributesMenu.push_back(text);

		gUIManager->createNewListBox(this,"handleMainMenu","Camp status","Below is a summary of the status of the camp.", mAttributesMenu,playerObject,SUI_Window_ListBox);

		return;
	}

	gLogger->logMsgF("CampTerminal: Unhandled MenuSelect: %u",MSG_HIGH,messageType);

}
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:56,代码来源:CampTerminal.cpp

示例4: handleUIEvent

void PlayerStructureTerminal::handleUIEvent(uint32 action,int32 element,string inputStr,UIWindow* window)
{
	// gLogger->logMsgF("InsuranceTerminal::handleUIEvent You are here!",MSG_NORMAL);

	if(window == NULL)
	{
		return;
	}

	PlayerObject* playerObject = window->getOwner(); // window owner

	if(playerObject == NULL || !playerObject->isConnected() || playerObject->getSamplingState() || playerObject->isIncapacitated() || playerObject->isDead())
	{
		return;
	}
   /*
	switch(window->getWindowType())
	{
		
	

	

	

		default:
		{
		}
		break;
	}
	 */
	// gLogger->logMsgF("CloningTerminal::handleUIEvent You sure handled this UI-event!, Action = %d",MSG_NORMAL, action);
}
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:33,代码来源:PlayerStructureTerminal.cpp

示例5: handleUIEvent

void InsuranceTerminal::handleUIEvent(uint32 action,int32 element,string inputStr,UIWindow* window)
{
	// gLogger->logMsgF("InsuranceTerminal::handleUIEvent You are here!",MSG_NORMAL);

	if(window == NULL)
	{
		return;
	}

	PlayerObject* playerObject = window->getOwner(); // window owner

	if(playerObject == NULL || !playerObject->isConnected() || playerObject->getSamplingState() || playerObject->isIncapacitated() || playerObject->isDead()|| playerObject->checkState(CreatureState_Combat))
	{
		return;
	}

	switch(window->getWindowType())
	{
		case SUI_Window_Insurance_Newbie_MessageBox:		// Tried to insure item when still having free rounds left.
		{
			switch(action)
			{
				case 0: // Yes
				{
					// Player selected to continue with insurance of item even if no need for.
					// gLogger->logMsgF("SUI_Window_Insurance_Newbie_MessageBox Yes",MSG_NORMAL);

					// Build the items list and optional use error-messages if needed.
					BStringVector insuranceList;
					this->getUninsuredItems(playerObject, &insuranceList);
					
					// We should display all uninsured items that can be insured, and that are wearing or carrying in our inventory.
					// Items in backpackage or in other containers within our inventory shall also be handled.
					gUIManager->createNewListBox(this,"insure","@sui:mnu_insure","Select an item to insure.",insuranceList,playerObject,SUI_Window_Insurance_ListBox, SUI_MB_OKCANCEL);
				}
				break;

				case 1: // No
				{
					// Player selected to abort, since all items are still treated as insured.
					// gLogger->logMsgF("SUI_Window_Insurance_Newbie_MessageBox No",MSG_NORMAL);
				}
				break;

				default:
				{
					gLogger->logMsgF("SUI_Window_Insurance_Newbie_MessageBox Invalid selection!",MSG_NORMAL);
				}
				break;
			}
		}
		break;

		case SUI_Window_Insurance_ListBox:
		{
			switch (action)
			{
				case 0: // OK
				{
					// Insure one item.
					// gLogger->logMsgF("SUI_Window_Insurance_ListBox OK",MSG_NORMAL);
					
					Inventory* inventoryObject = dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory)); 
					Bank* bankObject = dynamic_cast<Bank*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Bank));

					if(!inventoryObject || !bankObject)
						return;

					int32 creditsInInventory = inventoryObject->getCredits();
					int32 creditsAtBank = bankObject->getCredits();

					if (mSortedInsuranceList.size() ==  0)
					{
						// You have no insurable items.
						gMessageLib->sendSystemMessage(playerObject, L"", "error_message", "no_insurables");
					}
					else if (element > (int32)mSortedInsuranceList.size() - 1 || element < 0)
					{
						// Unable to process insure item request.
						gMessageLib->sendSystemMessage(playerObject, L"", "error_message", "bad_insure_request");
					}
					else
					{
						string selectedItemm((mSortedInsuranceList.at(element).first).getAnsi());
						selectedItemm.convert(BSTRType_Unicode16);

						Object* object = gWorldManager->getObjectById(mSortedInsuranceList.at(element).second);
						if (!object)
						{
							// Invalid object.
							// Insure attempt failed.
							gMessageLib->sendSystemMessage(playerObject, L"", "error_message", "insure_fail");
							break;
						}
						TangibleObject* tangibleObject = dynamic_cast<TangibleObject*>(object);
						if (!tangibleObject)
						{
							// Not a tangible object.
							// Insure attempt failed.
							gMessageLib->sendSystemMessage(playerObject, L"", "error_message", "insure_fail");
//.........这里部分代码省略.........
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:101,代码来源:InsuranceTerminal.cpp

示例6: handleUIEvent

void TicketCollector::handleUIEvent(uint32 action,int32 element,BString inputStr,UIWindow* window)
{
    if (!action && element != -1 && mShuttle != NULL && mShuttle->availableInPort())
    {
        uint32			zoneId			= gWorldManager->getZoneId();
        PlayerObject*	playerObject	= window->getOwner();

        if(playerObject->getSurveyState() || playerObject->getSamplingState() || playerObject->isIncapacitated() || playerObject->isDead())
        {
            return;
        }

        // in range check
        if(playerObject->getParentId() != mParentId || (glm::distance(playerObject->mPosition, this->mPosition) > 10.0f))
        {
            gMessageLib->SendSystemMessage(::common::OutOfBand("travel", "boarding_too_far"), playerObject);
            return;
        }

        ObjectIDList*			invObjects	= dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))->getObjects();
        ObjectIDList::iterator	it			= invObjects->begin();

        while(it != invObjects->end())
        {
            if(TravelTicket* ticket = dynamic_cast<TravelTicket*>(gWorldManager->getObjectById((*it))))
            {
                BString srcPoint		= (int8*)((ticket->getAttribute<std::string>("travel_departure_point")).c_str());
                BString dstPointStr	= (int8*)((ticket->getAttribute<std::string>("travel_arrival_point")).c_str());
                uint16 srcPlanetId	= static_cast<uint16>(gWorldManager->getPlanetIdByName((int8*)((ticket->getAttribute<std::string>("travel_departure_planet")).c_str())));
                uint16 dstPlanetId	= static_cast<uint16>(gWorldManager->getPlanetIdByName((int8*)((ticket->getAttribute<std::string>("travel_arrival_planet")).c_str())));

                BStringVector* items = (dynamic_cast<UIListBox*>(window))->getDataItems();
                BString selectedDst = items->at(element);
                selectedDst.convert(BSTRType_ANSI);

                if(srcPlanetId == zoneId && (strcmp(srcPoint.getAnsi(),mPortDescriptor.getAnsi()) == 0)
                        && (strcmp(dstPointStr.getAnsi(),selectedDst.getAnsi()) == 0))
                {
                    if(TravelPoint* dstPoint = gTravelMapHandler->getTravelPoint(dstPlanetId,dstPointStr))
                    {
                        glm::vec3 destination;
                        // getRand(5) return 0-4, then sub 2, and you get equal of random values at both sides of zero. (-2, -1, 0, 1, 2)
                        destination.x = dstPoint->spawnX + (gRandom->getRand()%5 - 2);
                        destination.y = dstPoint->spawnY;
                        destination.z = dstPoint->spawnZ + (gRandom->getRand()%5 - 2);

                        // If it's on this planet, then just warp, otherwize zone
                        if(dstPlanetId == zoneId)
                        {
                            // only delete the ticket if we are warping on this planet.
							TangibleObject* tO = dynamic_cast<TangibleObject*>(gWorldManager->getObjectById(ticket->getParentId()));
							gContainerManager->deleteObject(ticket, tO);
                            
                            gWorldManager->warpPlanet(playerObject,destination,0);
                        }
                        else
                        {
                            gMessageLib->sendClusterZoneTransferRequestByTicket(playerObject, ticket->getId(), dstPoint->planetId);

                        }
                    }
                    else
                    {
                        DLOG(info) << "TicketCollector: Error getting TravelPoint";
                    }
                    break;
                }
            }

            ++it;
        }
    }
}
开发者ID:schizix,项目名称:mmoserver,代码行数:73,代码来源:TicketCollector.cpp

示例7: handleObjectMenuSelect

void ElevatorTerminal::handleObjectMenuSelect(uint8 messageType,Object* srcObject)
{
	PlayerObject* playerObject = dynamic_cast<PlayerObject*>(srcObject);

	if(!playerObject || !playerObject->isConnected() || playerObject->getSamplingState() || playerObject->isIncapacitated() || playerObject->isDead())
	{
		return;
	}

	if(messageType == radId_elevatorUp)
	{
		gMessageLib->sendPlayClientEffectObjectMessage(gWorldManager->getClientEffect(mEffectUp),"",playerObject);

		// remove player from current position, elevators can only be inside
		CellObject* cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(playerObject->getParentId()));

		if(cell)
		{
			cell->removeObject(playerObject);
		}
		else
		{
			gLogger->logMsgF("could not find cell %"PRIu64"",MSG_HIGH,playerObject->getParentId());
		}

		// put him into new one
		playerObject->mDirection = mDstDirUp;
		playerObject->mPosition  = mDstPosUp;
		playerObject->setParentId(mDstCellUp);

		cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(mDstCellUp));

		if(cell)
		{
			cell->addObjectSecure(playerObject);
		}
		else
		{
			gLogger->logMsgF("could not find cell %"PRIu64"",MSG_HIGH,mDstCellUp);
		}

		gMessageLib->sendDataTransformWithParent(playerObject);

	}
	else if(messageType == radId_elevatorDown)
	{
		gMessageLib->sendPlayClientEffectObjectMessage(gWorldManager->getClientEffect(mEffectDown),"",playerObject);
	
		// remove player from current position, elevators can only be inside
		CellObject* cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(playerObject->getParentId()));

		if(cell)
		{
			cell->removeObject(playerObject);
		}
		else
		{
			gLogger->logMsgF("could not find cell %"PRIu64"",MSG_HIGH,playerObject->getParentId());
		}

		// put him into new one
		playerObject->mDirection = mDstDirDown;
		playerObject->mPosition  = mDstPosDown;
		playerObject->setParentId(mDstCellDown);
		
		cell = dynamic_cast<CellObject*>(gWorldManager->getObjectById(mDstCellDown));

		if(cell)
		{
			cell->addObjectSecure(playerObject);
		}
		else
		{
			gLogger->logMsgF("could not find cell %"PRIu64"",MSG_HIGH,mDstCellDown);
		}

		gMessageLib->sendDataTransformWithParent(playerObject);
	}
	else
	{
		gLogger->logMsgF("ElevatorTerminal: Unhandled MenuSelect: %u",MSG_HIGH,messageType);
	}
}
开发者ID:Arnold47525,项目名称:mmoserver,代码行数:83,代码来源:ElevatorTerminal.cpp

示例8: handleUIEvent

void PlayerStructure::handleUIEvent(uint32 action,int32 element,BString inputStr,UIWindow* window)
{

    PlayerObject* player = window->getOwner();

    // action is zero for ok !!!

    if(!player || (action) || player->isIncapacitated() || player->isDead())
    {
        return;
    }

    switch(window->getWindowType())
    {
    case SUI_Window_Factory_Schematics:
    {
        uint64 ManSchemId = 0;
        //check for use schematic
        BString b = window->getOption3();
        b.convert(BSTRType_ANSI);
        if(strcmp(b.getAnsi(),"false") == 0)
        {
            WindowAsyncContainerCommand* asyncContainer = (WindowAsyncContainerCommand*)window->getAsyncContainer();
            if(!asyncContainer)
            {
                return;
            }
            if(asyncContainer->SortedList.size())
                ManSchemId = asyncContainer->SortedList.at(element);
            else
            {
                SAFE_DELETE(asyncContainer);
                gMessageLib->SendSystemMessage(::common::OutOfBand("manf_station", "schematic_not_added"), player);
                return;
            }

            SAFE_DELETE(asyncContainer);

            StructureAsyncCommand command;
            command.Command = Structure_Command_AddSchem;
            command.PlayerId = player->getId();
            command.StructureId = this->getId();
            command.SchematicId = ManSchemId;

            gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"HOPPER",command);
        }
        else if(strcmp(b.getAnsi(),"true") == 0) //remove schematic pressed
        {

            WindowAsyncContainerCommand* asyncContainer = (WindowAsyncContainerCommand*)window->getAsyncContainer();
            SAFE_DELETE(asyncContainer);

            StructureAsyncCommand command;
            command.Command = Structure_Command_RemoveSchem;
            command.PlayerId = player->getId();
            command.StructureId = this->getId();
            command.SchematicId = ManSchemId;

            gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"HOPPER",command);
        }



    }
    break;

    case SUI_Window_Structure_Status:
    {
        //we want to refresh
        StructureAsyncCommand command;
        command.Command = Structure_Command_ViewStatus;
        command.PlayerId = player->getId();
        command.StructureId = this->getId();

        gStructureManager->checkNameOnPermissionList(this->getId(),player->getId(),player->getFirstName().getAnsi(),"ADMIN",command);

    }
    break;

    case SUI_Window_Structure_Delete:
    {
        gStructureManager->createNewStructureDeleteConfirmBox(player,this );

    }
    break;

    case SUI_Window_Structure_Rename:
    {

        inputStr.convert(BSTRType_ANSI);

        if(!inputStr.getLength())
        {
            //hmmm no answer - remain as it is?
            return;
        }

        if(inputStr.getLength() > 68)
        {
            //hmmm no answer - remain as it is?
//.........这里部分代码省略.........
开发者ID:gregomy,项目名称:mmoserver,代码行数:101,代码来源:PlayerStructure.cpp

示例9: handleUIEvent

void BankTerminal::handleUIEvent(BString strInventoryCash, BString strBankCash, UIWindow* window)
{

    if(window == NULL)
    {
        return;
    }

    PlayerObject* playerObject = window->getOwner(); // window owner

    if(playerObject == NULL || !playerObject->isConnected() || playerObject->getSamplingState() || playerObject->isIncapacitated() || playerObject->isDead() || playerObject->checkState(CreatureState_Combat))
    {
        return;
    }

    // two money movement deltas stands for credits
    // variations into bank & inventory.
    // casting as signed cause one will be negative.
    // when inventoryDelta + bankDelta is not equal to zero,
    // that means player treasury has changed since
    // the transfer window opened.

    // we get the money deltas by parsing the string returned
    // by the SUI window

    strInventoryCash.convert(BSTRType_ANSI);
    strBankCash.convert(BSTRType_ANSI);

    int32 inventoryMoneyDelta = atoi(strInventoryCash.getAnsi()) - dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))->getCredits();
    int32 bankMoneyDelta = atoi(strBankCash.getAnsi()) - dynamic_cast<Bank*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Bank))->getCredits();

    // the amount transfered must be greater than zero
    if(bankMoneyDelta == 0 || inventoryMoneyDelta == 0)
    {
        return;
    }

    gTreasuryManager->bankTransfer(inventoryMoneyDelta, bankMoneyDelta, playerObject);
}
开发者ID:jason83,项目名称:mmoserver,代码行数:39,代码来源:BankTerminal.cpp


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