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C++ Zone::getZoneName方法代码示例

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


在下文中一共展示了Zone::getZoneName方法的3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: getZoneName

int LuaSceneObject::getZoneName(lua_State* L) {
	Zone* zone = realObject->getZone();

	String name = "";

	if (zone != NULL) {
		name = zone->getZoneName();
	}

	lua_pushstring(L, name.toCharArray());

	return 1;
}
开发者ID:Stee7l,项目名称:legend-of-hondo,代码行数:13,代码来源:LuaSceneObject.cpp

示例2: handleObjectMenuSelect

int EventPerkDeedImplementation::handleObjectMenuSelect(CreatureObject* player, byte selectedID) {

	if (selectedID == 20) {
		if (generated) {
			return 1;
		}

		Zone* zone = player->getZone();

		if (zone == NULL) {
			return 1;
		}

		PlanetManager* planetManager = zone->getPlanetManager();
		if (planetManager == NULL) {
			return 1;
		}

		EventPerkDeedTemplate* deedTemplate = cast<EventPerkDeedTemplate*>(getObjectTemplate());
		if (deedTemplate == NULL) {
			return 1;
		}

		if (zone->getZoneName().contains("space_")) {
			player->sendSystemMessage("@event_perk:not_in_space"); // You may not deploy a Rental in space. Return to the ground first.
			return 1;
		}

		if (!deedTemplate->isAllowedZone(zone->getZoneName())) {
			player->sendSystemMessage("@event_perk:not_on_this_planet"); // You cannot deploy this rental on this planet. Examine the deed to determine the intended planet for this rental.
			return 1;
		}

		if (!isASubChildOf(player)) {
			player->sendSystemMessage("@event_perk:from_inventory_only"); // This rental must be in your inventory in order to be deployed.
			return 1;
		}

		if (player->getParent() != NULL) {
			player->sendSystemMessage("@event_perk:not_inside"); // You cannot deploy a Rental indoors. You must move outside.
			return 1;
		}

		if (player->isInCombat()) {
			player->sendSystemMessage("@event_perk:not_in_combat"); // You cannot deploy a Rental while in combat.
			return 1;
		}

		if (player->isSwimming()) {
			player->sendSystemMessage("@event_perk:not_while_swimming"); // You cannot deploy a Rental while swimming.
			return 1;
		}

		ManagedReference<CityRegion*> city = player->getCityRegion().get();

		if (city != NULL) {
			if (city->isClientRegion()) {
				player->sendSystemMessage("@event_perk:not_in_municipal_zone"); // You may not place a Rental in a municipal zone.
				return 1;
			}

			if (city->isZoningEnabled() && !city->hasZoningRights(player->getObjectID())) {
				player->sendSystemMessage("@event_perk:no_zoning_rights"); // You must have zoning rights to place a Rental in this city.
				return 1;
			}
		}

		int x = player->getWorldPositionX();
		int y = player->getWorldPositionY();
		int nearbyPerks = 0;

		TerrainManager* terrainManager = planetManager->getTerrainManager();
		if ( terrainManager == NULL || terrainManager->getHighestHeightDifference(x - 10, y - 10, x + 10, y + 10) > 15.0) {
			player->sendSystemMessage("@event_perk:bad_area"); // This rental could not be deployed due to the surrounding terrain. Please move to another area and try again.
			return 1;
		}

		SortedVector<ManagedReference<QuadTreeEntry* > >* closeObjects = player->getCloseObjects();

		if (closeObjects == NULL) {
			error("Player has NULL closeObjectsVector in EventPerkDeedImplementation::handleObjectMenuSelect");
			return 1;
		}

		for (int i = 0; i < closeObjects->size(); ++i) {
			SceneObject* obj = cast<SceneObject*>(closeObjects->get(i).get());

			if (obj == NULL) {
				continue;
			}

			SharedObjectTemplate* objectTemplate = obj->getObjectTemplate();
			if (objectTemplate == NULL) {
				continue;
			}

			float radius = objectTemplate->getNoBuildRadius();

			if (obj->isLairObject() && player->isInRange(obj, radius)) {
				player->sendSystemMessage("@event_perk:too_close_lair"); // You cannot place a Rental this close to a lair.
//.........这里部分代码省略.........
开发者ID:Skyyyr,项目名称:GR-Core-TC1,代码行数:101,代码来源:EventPerkDeedImplementation.cpp

示例3: startForaging

void ForageManagerImplementation::startForaging(CreatureObject* player, int forageType) {
	if (player == NULL)
		return;

	Locker playerLocker(player);

	int actionCostForage = 50;
	int mindCostShellfish = 100;
	int actionCostShellfish =  100;

	//Check if already foraging.
	Reference<Task*> pendingForage = player->getPendingTask("foraging");
	if (pendingForage != NULL) {

		if (forageType == ForageManager::SHELLFISH)
			player->sendSystemMessage("@harvesting:busy");
		else
			player->sendSystemMessage("@skl_use:sys_forage_already"); //"You are already foraging."
		return;
	}

	// Check if mounted
	if (player->isRidingMount()) {
		player->sendSystemMessage("@error_message:survey_on_mount"); // You cannot perform that action while mounted on a creature or driving a vehicle.
		return;
	}

	//Check if player is inside a structure.
	if (player->getParentID() != 0) {
		if (forageType == ForageManager::SHELLFISH)
			player->sendSystemMessage("@harvesting:inside");
		else
			player->sendSystemMessage("@skl_use:sys_forage_inside"); //"You can't forage inside a structure."
		return;
	}

	//Check if a player is swimming for shellfish harvesting
	if (forageType == ForageManager::SHELLFISH && player->isSwimming()){
		player->sendSystemMessage("@harvesting:swimming");
		return;
	}

	//Check if player is in water for shellfish harvesting
	if (forageType == ForageManager::SHELLFISH && !player->isInWater()){
		player->sendSystemMessage("@harvesting:in_water");
		return;
	}
    //Check for action and deduct cost.

	if (forageType == ForageManager::SHELLFISH){

		//Adjust costs based upon player's Focus and Quickness
		int mindCost = player->calculateCostAdjustment(CreatureAttribute::FOCUS, mindCostShellfish);
		int actionCost = player->calculateCostAdjustment(CreatureAttribute::QUICKNESS, actionCostShellfish);

		if (player->getHAM(CreatureAttribute::MIND) < mindCost + 1 || player->getHAM(CreatureAttribute::ACTION) < actionCost + 1)
			return;
		else {
			player->inflictDamage(player, CreatureAttribute::MIND, mindCost, false, true);
			player->inflictDamage(player, CreatureAttribute::ACTION, actionCost, false, true);
		}
	}
	else {

		//Adjust action cost based upon a player's Quickness
		int actionCost = player->calculateCostAdjustment(CreatureAttribute::QUICKNESS, actionCostForage);

		if (player->getHAM(CreatureAttribute::ACTION) >= actionCost + 1)
			player->inflictDamage(player, CreatureAttribute::ACTION, actionCost, false, true);

		else {
			player->sendSystemMessage("@skl_use:sys_forage_attrib"); //"You need to rest before you can forage again."
			return;
		}
	}


	//Collect player's current position.
	float playerX = player->getPositionX();
	float playerY = player->getPositionY();
	ManagedReference<ZoneServer*> zoneServer = player->getZoneServer();

	//Queue the foraging task.
	Zone* zone = player->getZone();

	if (zone == NULL)
		return;

	Reference<Task*> foragingEvent = new ForagingEvent(player, forageType, playerX, playerY, zone->getZoneName());
	player->addPendingTask("foraging", foragingEvent, 8500);

	if(forageType == ForageManager::LAIR){
		player->sendSystemMessage("You begin to search the lair for creatures"); //"You begin to search the lair for creatures."
	}
	else{
		player->sendSystemMessage("@skl_use:sys_forage_start"); //"You begin to search the area for goods."
	}
	player->doAnimation("forage");

}
开发者ID:Chilastra-Reborn,项目名称:Chilastra-source-code,代码行数:100,代码来源:ForageManagerImplementation.cpp


注:本文中的Zone::getZoneName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。