当前位置: 首页>>代码示例>>C++>>正文


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

本文整理汇总了C++中PlayerObject::resetUICallbacks方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerObject::resetUICallbacks方法的具体用法?C++ PlayerObject::resetUICallbacks怎么用?C++ PlayerObject::resetUICallbacks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::resetUICallbacks方法的2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: destroyObject

void ObjectController::destroyObject(uint64 objectId)
{
	
	CreatureObject* creature  = dynamic_cast<CreatureObject*>(mObject); PlayerObject* playerObject = creature->GetGhost();
	Datapad*		datapad			= playerObject->getDataPad();
	Object*			object			= gWorldManager->getObjectById(objectId);

	auto equip_service = gWorldManager->getKernel()->GetServiceManager()->GetService<swganh::equipment::EquipmentService>("EquipmentService");
	auto inventory = dynamic_cast<Inventory*>(equip_service->GetEquippedObject(playerObject->GetCreature(), "inventory"));

	//could be a schematic!
	ManufacturingSchematic* schem	= datapad->getManufacturingSchematicById(objectId);

	if(schem != NULL)
	{
		//delete schematic
		datapad->removeManufacturingSchematic(objectId);

		//delete schematic object
		gObjectFactory->deleteObjectFromDB(schem);
		gMessageLib->sendDestroyObject(objectId,playerObject);

		return;
	}

	

	// or something else
	if(object == NULL)
	{
		DLOG(info) << "ObjController::destroyObject: could not find object " << objectId;
		return;
	}

	// waypoint
	if(object->getType() == ObjType_Waypoint)
	{
		// delete from db
		gObjectFactory->deleteObjectFromDB(object);
		
		if(!datapad)	{
			LOG(error) << "ObjectController::destroyObject cant get datapad to destroy waypoint : " << object->getId();
			return;
		}

		datapad->RemoveWaypoint(object->getId());

		//remove from grid and/or container
		gWorldManager->destroyObject(object);
		
	}

	//Inangible Objects
	if(object->getType() == ObjType_Intangible)
	{
		
		gObjectFactory->deleteObjectFromDB(object);
		
		//remove from grid and/or container
		gWorldManager->destroyObject(object);
		
	}


	// tangible
	else if(object->getType() == ObjType_Tangible)
	{
		TangibleObject* tangibleObject = dynamic_cast<TangibleObject*>(object);
		
		auto equip_service = gWorldManager->getKernel()->GetServiceManager()->GetService<swganh::equipment::EquipmentService>("EquipmentService");
		auto inventory = dynamic_cast<Inventory*>(equip_service->GetEquippedObject(playerObject->GetCreature(), "inventory"));

		// items
		if(Item* item = dynamic_cast<Item*>(tangibleObject))
		{
			// handle any family specifics
			switch(item->getItemFamily())
			{
				case ItemFamily_CraftingTools:	_handleDestroyCraftingTool(dynamic_cast<CraftingTool*>(item));	break;
				case ItemFamily_Instrument:		_handleDestroyInstrument(item);									break;

				default:break;
			}

		}
		
		
		// reset pending ui callbacks
		playerObject->resetUICallbacks(object);

		

		// delete from db CAVE :: mark if its an Object saved in the db!!!!
		// temporary placed instruments are not saved in the db
		gObjectFactory->deleteObjectFromDB(object);

		//remove from grid and/or container and/or World
		gWorldManager->destroyObject(object);
		
	}
//.........这里部分代码省略.........
开发者ID:ELMERzark,项目名称:mmoserver,代码行数:101,代码来源:OCDestroyHandlers.cpp

示例2: destroyObject


//.........这里部分代码省略.........
    {
        TangibleObject* tangibleObject = dynamic_cast<TangibleObject*>(object);

        // items
        if(Item* item = dynamic_cast<Item*>(tangibleObject))
        {
            // Does the item have a owner?
            /*
            if (item->getOwner() != 0)
            {
            	gLogger->logMsgF("ObjController::handleDestroyObject: OwnerId = %"PRIu64", playerId = %"PRIu64"", MSG_NORMAL, item->getOwner(), playerObject->getId());
            	// Yes, is it my item?
            	if (item->getOwner() != playerObject->getId())
            	{
            		// Not allowed to delete this item.
            		gMessageLib->sendSystemMessage(playerObject,L"","error_message","insufficient_permissions");
            		return;
            	}
            }
            */

            // handle any family specifics
            switch(item->getItemFamily())
            {
            case ItemFamily_CraftingTools:
                _handleDestroyCraftingTool(dynamic_cast<CraftingTool*>(item));
                break;
            case ItemFamily_Instrument:
                _handleDestroyInstrument(item);
                break;

            default:
                break;
            }

            // destroy it for the player
            gMessageLib->sendDestroyObject(objectId,playerObject);

            // Also update the world...if the object is not private.
            if ((item->getParentId() != playerObject->getId()) && (item->getParentId() != dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))->getId()))
            {
                PlayerObjectSet* inRangePlayers	= playerObject->getKnownPlayers();
                PlayerObjectSet::iterator it = inRangePlayers->begin();
                while(it != inRangePlayers->end())
                {
                    PlayerObject* targetObject = (*it);
                    gMessageLib->sendDestroyObject(tangibleObject->getId(),targetObject);
                    targetObject->removeKnownObject(tangibleObject);
                    ++it;
                }
                tangibleObject->destroyKnownObjects();
            }

            // update the equiplist, if its an equipable item
            CreatureObject* creature = dynamic_cast<CreatureObject*>(gWorldManager->getObjectById(item->getParentId()));
            if(creature)
            {
                // remove from creatures slotmap
                playerObject->getEquipManager()->removeEquippedObject(object);

                // send out the new equiplist
                gMessageLib->sendEquippedListUpdate_InRange(playerObject);

                // destroy it for players in range
                PlayerObjectSet* objList		= playerObject->getKnownPlayers();
                PlayerObjectSet::iterator it	= objList->begin();

                while(it != objList->end())
                {
                    gMessageLib->sendDestroyObject(objectId,(*it));

                    ++it;
                }
            }
        }
        else if(ResourceContainer* container = dynamic_cast<ResourceContainer*>(object))
        {
            //gLogger->logMsg("destroy ressourcecontainer");
            gMessageLib->sendDestroyObject(container->getId(),playerObject);
        }

        // reset pending ui callbacks
        playerObject->resetUICallbacks(object);

        // delete from db CAVE :: mark if its an Object saved in the db!!!!
        // temporary placed instruments are not saved in the db
        gObjectFactory->deleteObjectFromDB(object);

        // remove from inventory
        if(object->getParentId() == dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))->getId())
        {
            dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory))->deleteObject(object);
        }
        // remove from world
        else
        {
            gWorldManager->destroyObject(object);
        }
    }
}
开发者ID:bordot,项目名称:mmoserver,代码行数:101,代码来源:OCDestroyHandlers.cpp


注:本文中的PlayerObject::resetUICallbacks方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。