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C++ Thing::getCreature方法代码示例

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


在下文中一共展示了Thing::getCreature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: removeThing

void Commands::removeThing(Player* player, const std::string& cmd, const std::string& param)
{
	Position pos = player->getPosition();
	pos = getNextPosition(player->direction, pos);
	Tile* removeTile = g_game.getMap()->getTile(pos);
	if (!removeTile) {
		player->sendTextMessage(MSG_STATUS_SMALL, "Tile not found.");
		g_game.addMagicEffect(pos, NM_ME_POFF);
		return;
	}

	Thing* thing = removeTile->getTopVisibleThing(player);
	if (!thing) {
		player->sendTextMessage(MSG_STATUS_SMALL, "Object not found.");
		g_game.addMagicEffect(pos, NM_ME_POFF);
		return;
	}

	if (Creature* creature = thing->getCreature()) {
		g_game.removeCreature(creature, true);
	} else {
		Item* item = thing->getItem();
		if (item) {
			if (item->isGroundTile()) {
				player->sendTextMessage(MSG_STATUS_SMALL, "You may not remove a ground tile.");
				g_game.addMagicEffect(pos, NM_ME_POFF);
				return;
			}

			g_game.internalRemoveItem(item, std::max<int32_t>(1, std::min<int32_t>(atoi(param.c_str()), item->getItemCount())));
			g_game.addMagicEffect(pos, NM_ME_MAGIC_BLOOD);
		}
	}
}
开发者ID:KnightLogini,项目名称:forgottenserver,代码行数:34,代码来源:commands.cpp

示例2: queryAdd

ReturnValue Tile::queryAdd(int32_t, const Thing& thing, uint32_t, uint32_t flags, Creature*) const
{
	if (const Creature* creature = thing.getCreature()) {
		if (hasBitSet(FLAG_NOLIMIT, flags)) {
			return RETURNVALUE_NOERROR;
		}

		if (hasBitSet(FLAG_PATHFINDING, flags) && hasFlag(TILESTATE_FLOORCHANGE | TILESTATE_TELEPORT)) {
			return RETURNVALUE_NOTPOSSIBLE;
		}

		if (ground == nullptr) {
			return RETURNVALUE_NOTPOSSIBLE;
		}

		if (const Monster* monster = creature->getMonster()) {
			if (hasFlag(TILESTATE_PROTECTIONZONE | TILESTATE_FLOORCHANGE | TILESTATE_TELEPORT)) {
				return RETURNVALUE_NOTPOSSIBLE;
			}

			const CreatureVector* creatures = getCreatures();
			if (monster->canPushCreatures() && !monster->isSummon()) {
				if (creatures) {
					for (Creature* tileCreature : *creatures) {
						if (tileCreature->getPlayer() && tileCreature->getPlayer()->isInGhostMode()) {
							continue;
						}

						const Monster* creatureMonster = tileCreature->getMonster();
						if (!creatureMonster || !tileCreature->isPushable() ||
						        (creatureMonster->isSummon() && creatureMonster->getMaster()->getPlayer())) {
							return RETURNVALUE_NOTPOSSIBLE;
						}
					}
				}
			} else if (creatures && !creatures->empty()) {
				for (const Creature* tileCreature : *creatures) {
					if (!tileCreature->isInGhostMode()) {
						return RETURNVALUE_NOTENOUGHROOM;
					}
				}
			}

			if (hasFlag(TILESTATE_IMMOVABLEBLOCKSOLID)) {
				return RETURNVALUE_NOTPOSSIBLE;
			}

			if (hasBitSet(FLAG_PATHFINDING, flags) && hasFlag(TILESTATE_IMMOVABLENOFIELDBLOCKPATH)) {
				return RETURNVALUE_NOTPOSSIBLE;
			}

			if (hasFlag(TILESTATE_BLOCKSOLID) || (hasBitSet(FLAG_PATHFINDING, flags) && hasFlag(TILESTATE_NOFIELDBLOCKPATH))) {
				if (!(monster->canPushItems() || hasBitSet(FLAG_IGNOREBLOCKITEM, flags))) {
					return RETURNVALUE_NOTPOSSIBLE;
				}
			}

			MagicField* field = getFieldItem();
			if (field && !field->isBlocking()) {
				CombatType_t combatType = field->getCombatType();

				//There is 3 options for a monster to enter a magic field
				//1) Monster is immune
				if (!monster->isImmune(combatType)) {
					//1) Monster is "strong" enough to handle the damage
					//2) Monster is already afflicated by this type of condition
					if (hasBitSet(FLAG_IGNOREFIELDDAMAGE, flags)) {
						if (!(monster->canPushItems() || monster->hasCondition(Combat::DamageToConditionType(combatType)))) {
							return RETURNVALUE_NOTPOSSIBLE;
						}
					} else {
						return RETURNVALUE_NOTPOSSIBLE;
					}
				}
			}

			return RETURNVALUE_NOERROR;
		}

		const CreatureVector* creatures = getCreatures();
		if (const Player* player = creature->getPlayer()) {
			if (creatures && !creatures->empty() && !hasBitSet(FLAG_IGNOREBLOCKCREATURE, flags) && !player->isAccessPlayer()) {
				for (const Creature* tileCreature : *creatures) {
					if (!player->canWalkthrough(tileCreature)) {
						return RETURNVALUE_NOTPOSSIBLE;
					}
				}
			}

			if (player->getParent() == nullptr && hasFlag(TILESTATE_NOLOGOUT)) {
				//player is trying to login to a "no logout" tile
				return RETURNVALUE_NOTPOSSIBLE;
			}

			const Tile* playerTile = player->getTile();
			if (playerTile && player->isPzLocked()) {
				if (!playerTile->hasFlag(TILESTATE_PVPZONE)) {
					//player is trying to enter a pvp zone while being pz-locked
					if (hasFlag(TILESTATE_PVPZONE)) {
						return RETURNVALUE_PLAYERISPZLOCKEDENTERPVPZONE;
//.........这里部分代码省略.........
开发者ID:Fir3element,项目名称:downgrade86,代码行数:101,代码来源:tile.cpp


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