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C++ IN_ROOM函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中IN_ROOM函数的典型用法代码示例。如果您正苦于以下问题:C++ IN_ROOM函数的具体用法?C++ IN_ROOM怎么用?C++ IN_ROOM使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了IN_ROOM函数的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: core_dump

struct obj_data *unequip_char(struct char_data *ch, int pos)
{
  int j;
  struct obj_data *obj;

  if ((pos < 0 || pos >= NUM_WEARS) || GET_EQ(ch, pos) == NULL) {
    core_dump();
    return (NULL);
  }

  obj = GET_EQ(ch, pos);
  obj->worn_by = NULL;
  obj->worn_on = -1;

  if (GET_OBJ_TYPE(obj) == ITEM_ARMOR)
    GET_AC(ch) += apply_ac(ch, pos);

  if (IN_ROOM(ch) != NOWHERE) {
    if (pos == WEAR_LIGHT && GET_OBJ_TYPE(obj) == ITEM_LIGHT)
      if (GET_OBJ_VAL(obj, 2))	/* if light is ON */
	world[IN_ROOM(ch)].light--;
  } else
    log("SYSERR: IN_ROOM(ch) = NOWHERE when unequipping char %s.", GET_NAME(ch));

  GET_EQ(ch, pos) = NULL;

  for (j = 0; j < MAX_OBJ_AFFECT; j++)
    affect_modify_ar(ch, obj->affected[j].location,
		  obj->affected[j].modifier,
		  GET_OBJ_AFFECT(obj), FALSE);

  affect_total(ch);

  return (obj);
}
开发者ID:Lundessa,项目名称:raven3,代码行数:35,代码来源:handler.c


示例2: return

/* Function: get_victim. Returns a pointer to a randomly chosen character in 
 * the same room, fighting someone in the castle staff. Used by BANZAII-ing 
 * characters and King Welmar... */
struct char_data *get_victim(struct char_data *chAtChar)
{
  struct char_data *ch;
  int iNum_bad_guys = 0, iVictim;

  for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room)
    if (FIGHTING(ch) && member_of_staff(FIGHTING(ch)))
      iNum_bad_guys++;

  if (!iNum_bad_guys)
    return (NULL);

  iVictim = rand_number(0, iNum_bad_guys);	/* How nice, we give them a chance */
  if (!iVictim)
    return (NULL);

  iNum_bad_guys = 0;

  for (ch = world[IN_ROOM(chAtChar)].people; ch; ch = ch->next_in_room) {
    if (FIGHTING(ch) == NULL)
      continue;

    if (!member_of_staff(FIGHTING(ch)))
      continue;

    if (++iNum_bad_guys != iVictim)
      continue;

    return (ch);
  }

  return (NULL);
}
开发者ID:ryantm,项目名称:deimos-mud,代码行数:36,代码来源:castle.c


示例3: drop_wtrigger

int drop_wtrigger(obj_data *obj, char_data *actor) {
  struct room_data *room;
  trig_data *t;
  char buf[MAX_INPUT_LENGTH];
  int ret_val;

  if (!actor || !SCRIPT_CHECK(&world[IN_ROOM(actor)], WTRIG_DROP))
    return 1;

  room = &world[IN_ROOM(actor)];
  for (t = TRIGGERS(SCRIPT(room)); t; t = t->next)
    if (TRIGGER_CHECK(t, WTRIG_DROP) &&
            (rand_number(1, 100) <= GET_TRIG_NARG(t))) {
      ADD_UID_VAR(buf, t, actor, "actor", 0);
      ADD_UID_VAR(buf, t, obj, "object", 0);
      ret_val = script_driver(&room, t, WLD_TRIGGER, TRIG_NEW);
      if (obj->carried_by != actor)
        return 0;
      else
        return ret_val;
      break;
    }

  return 1;
}
开发者ID:carriercomm,项目名称:LuminariMUD,代码行数:25,代码来源:dg_triggers.c


示例4: mag_groups

/*
 * Every spell that affects the group should run through here
 * perform_mag_groups contains the switch statement to send us to the right
 * magic.
 *
 * group spells affect everyone grouped with the caster who is in the room,
 * caster last.
 *
 * To add new group spells, you shouldn't have to change anything in
 * mag_groups -- just add a new case to perform_mag_groups.
 */
void mag_groups(int level, struct char_data *ch, int spellnum, int savetype)
{
  struct char_data *tch, *k;
  struct follow_type *f, *f_next;

  if (ch == NULL)
    return;

  if (!AFF_FLAGGED(ch, AFF_GROUP))
    return;
  if (ch->master != NULL)
    k = ch->master;
  else
    k = ch;
  for (f = k->followers; f; f = f_next) {
    f_next = f->next;
    tch = f->follower;
    if (IN_ROOM(tch) != IN_ROOM(ch))
      continue;
    if (!AFF_FLAGGED(tch, AFF_GROUP))
      continue;
    if (ch == tch)
      continue;
    perform_mag_groups(level, ch, tch, spellnum, savetype);
  }

  if ((k != ch) && AFF_FLAGGED(k, AFF_GROUP))
    perform_mag_groups(level, ch, k, spellnum, savetype);
  perform_mag_groups(level, ch, ch, spellnum, savetype);
}
开发者ID:Yuffster,项目名称:CircleMUD,代码行数:41,代码来源:magic.c


示例5: char_to_room

/* place a character in a room */
void char_to_room(struct char_data *ch, room_rnum room)
{
  if (ch == NULL || room == NOWHERE || room > top_of_world)
    log("SYSERR: Illegal value(s) passed to char_to_room. (Room: %d/%d Ch: %p",
		room, top_of_world, ch);
  else {
    ch->next_in_room = world[room].people;
    world[room].people = ch;
    IN_ROOM(ch) = room;

    autoquest_trigger_check(ch, 0, 0, AQ_ROOM_FIND);
    autoquest_trigger_check(ch, 0, 0, AQ_MOB_FIND);

    if (GET_EQ(ch, WEAR_LIGHT))
      if (GET_OBJ_TYPE(GET_EQ(ch, WEAR_LIGHT)) == ITEM_LIGHT)
	if (GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2))	/* Light ON */
	  world[room].light++;

    /* Stop fighting now, if we left. */
    if (FIGHTING(ch) && IN_ROOM(ch) != IN_ROOM(FIGHTING(ch))) {
      stop_fighting(FIGHTING(ch));
      stop_fighting(ch);
    }
  }
}
开发者ID:Lundessa,项目名称:raven3,代码行数:26,代码来源:handler.c


示例6: hunt_victim

void hunt_victim(struct char_data *ch)
{
	int dir;
	byte found;
	struct char_data *tmp;

	if (!ch || !HUNTING(ch) || FIGHTING(ch))
		return;

	/* make sure the char still exists */
	for (found = FALSE, tmp = character_list; tmp && !found; tmp = tmp->next)
		if (HUNTING(ch) == tmp)
			found = TRUE;

	if (!found) {
		do_say(ch, "Damn!  My prey is gone!", 0, 0);
		HUNTING(ch) = NULL;
		return;
	}
	if ((dir = find_first_step(IN_ROOM(ch), IN_ROOM(HUNTING(ch)))) < 0) {
		sprintf(buf, "Damn!  I lost %s!", HMHR(HUNTING(ch)));
		do_say(ch, buf, 0, 0);
		HUNTING(ch) = NULL;
	} else {
		perform_move(ch, dir, 1);
		if (IN_ROOM(ch) == IN_ROOM(HUNTING(ch)))
			hit(ch, HUNTING(ch), TYPE_UNDEFINED);
	}
}
开发者ID:tbjers,项目名称:arcanerealms,代码行数:29,代码来源:graph.c


示例7: get_number

struct char_data *get_char_world_vis(struct char_data *ch, char *name, int *number)
{
  struct char_data *i;
  int num;

  if (!number) {
    number = &num;
    num = get_number(&name);
  }

  if ((i = get_char_room_vis(ch, name, number)) != NULL)
    return (i);

  if (*number == 0)
    return get_player_vis(ch, name, NULL, 0);

  for (i = character_list; i && *number; i = i->next) {
    if (IN_ROOM(ch) == IN_ROOM(i))
      continue;
    if (!isname(name, i->player.name))
      continue;
    if (!CAN_SEE(ch, i))
      continue;
    if (--(*number) != 0)
      continue;

    return (i);
  }
  return (NULL);
}
开发者ID:Lundessa,项目名称:raven3,代码行数:30,代码来源:handler.c


示例8: perform_move

int perform_move(struct char_data *ch, int dir, int need_specials_check)
{
  room_rnum was_in;
  struct follow_type *k, *next;

  if (ch == NULL || dir < 0 || dir >= NUM_OF_DIRS || FIGHTING(ch))
    return (0);
  else if ((!EXIT(ch, dir) && !buildwalk(ch, dir)) || EXIT(ch, dir)->to_room == NOWHERE)
    send_to_char(ch, "Alas, you cannot go that way...\r\n");
  else if (EXIT_FLAGGED(EXIT(ch, dir), EX_CLOSED)) {
    if (EXIT(ch, dir)->keyword)
      send_to_char(ch, "The %s seems to be closed.\r\n", fname(EXIT(ch, dir)->keyword));
    else
      send_to_char(ch, "It seems to be closed.\r\n");
  } else {
    if (!ch->followers)
      return (do_simple_move(ch, dir, need_specials_check));

    was_in = IN_ROOM(ch);
    if (!do_simple_move(ch, dir, need_specials_check))
      return (0);

    for (k = ch->followers; k; k = next) {
      next = k->next;
      if ((IN_ROOM(k->follower) == was_in) &&
	  (GET_POS(k->follower) >= POS_STANDING)) {
	act("You follow $N.\r\n", FALSE, k->follower, 0, ch, TO_CHAR);
	perform_move(k->follower, dir, 1);
      }
    }
    return (1);
  }
  return (0);
}
开发者ID:ryantm,项目名称:deimos-mud,代码行数:34,代码来源:act.movement.c


示例9: command_wtrigger

int command_wtrigger(char_data *actor, char *cmd, char *argument)
{
  struct room_data *room;
  trig_data *t;
  char buf[MAX_INPUT_LENGTH];

  if (!actor || !SCRIPT_CHECK(&world[IN_ROOM(actor)], WTRIG_COMMAND))
    return 0;

  room = &world[IN_ROOM(actor)];
  for (t = TRIGGERS(SCRIPT(room)); t; t = t->next) {
    if (!TRIGGER_CHECK(t, WTRIG_COMMAND))
      continue;

    if (!GET_TRIG_ARG(t) || !*GET_TRIG_ARG(t)) {
      sprintf(buf,"SYSERR: W-Command Trigger #%d has no text argument!",
        GET_TRIG_VNUM(t));
      mudlog(buf, NRM, LVL_BUILDER, TRUE);
      continue;
    }

    if (*GET_TRIG_ARG(t)=='*' ||
        !strn_cmp(GET_TRIG_ARG(t), cmd, strlen(GET_TRIG_ARG(t)))) {
      ADD_UID_VAR(buf, t, actor, "actor", 0);
      skip_spaces(&argument);
      add_var(&GET_TRIG_VARS(t), "arg", argument, 0);
      skip_spaces(&cmd);
      add_var(&GET_TRIG_VARS(t), "cmd", cmd, 0);
      
      return script_driver(room, t, WLD_TRIGGER, TRIG_NEW);
    }
  }
  
  return 0;
}
开发者ID:matthewbode,项目名称:mg2,代码行数:35,代码来源:dg_triggers.c


示例10: speech_wtrigger

void speech_wtrigger(char_data *actor, char *str)
{
  struct room_data *room;
  trig_data *t;
  char buf[MAX_INPUT_LENGTH];

  if (!actor || !SCRIPT_CHECK(&world[IN_ROOM(actor)], WTRIG_SPEECH))
    return;

  room = &world[IN_ROOM(actor)];
  for (t = TRIGGERS(SCRIPT(room)); t; t = t->next) {
    if (!TRIGGER_CHECK(t, WTRIG_SPEECH))
      continue;

    if (!GET_TRIG_ARG(t) || !*GET_TRIG_ARG(t)) {
      sprintf(buf,"SYSERR: W-Speech Trigger #%d has no text argument!",
        GET_TRIG_VNUM(t));
      mudlog(buf, NRM, LVL_BUILDER, TRUE);
      continue;
    }

    if (((GET_TRIG_NARG(t) && word_check(str, GET_TRIG_ARG(t))) ||
         (!GET_TRIG_NARG(t) && is_substring(GET_TRIG_ARG(t), str)))) {
      ADD_UID_VAR(buf, t, actor, "actor", 0);
      add_var(&GET_TRIG_VARS(t), "speech", str, 0);
      script_driver(room, t, WLD_TRIGGER, TRIG_NEW);
      break;
    }
  }
}
开发者ID:matthewbode,项目名称:mg2,代码行数:30,代码来源:dg_triggers.c


示例11: cast_wtrigger

int cast_wtrigger(char_data *actor, char_data *vict, obj_data *obj, int spellnum) {
  room_data *room;
  trig_data *t;
  char buf[MAX_INPUT_LENGTH];

  if (!actor || !SCRIPT_CHECK(&world[IN_ROOM(actor)], WTRIG_CAST))
    return 1;

  room = &world[IN_ROOM(actor)];
  for (t = TRIGGERS(SCRIPT(room)); t; t = t->next) {
    if (TRIGGER_CHECK(t, WTRIG_CAST) &&
            (rand_number(1, 100) <= GET_TRIG_NARG(t))) {

      ADD_UID_VAR(buf, t, actor, "actor", 0);
      if (vict)
        ADD_UID_VAR(buf, t, vict, "victim", 0);
      if (obj)
        ADD_UID_VAR(buf, t, obj, "object", 0);
      sprintf(buf, "%d", spellnum);
      add_var(&GET_TRIG_VARS(t), "spell", buf, 0);
      add_var(&GET_TRIG_VARS(t), "spellname", skill_name(spellnum), 0);
      return script_driver(&room, t, WLD_TRIGGER, TRIG_NEW);
    }
  }

  return 1;
}
开发者ID:carriercomm,项目名称:LuminariMUD,代码行数:27,代码来源:dg_triggers.c


示例12: make_corpse

void make_corpse(struct char_data * ch)
{
  struct obj_data *corpse, *o;
  struct obj_data *money;
  int i;

  corpse = create_obj();

  corpse->item_number = NOTHING;
  IN_ROOM(corpse) = NOWHERE;
  corpse->name = str_dup("corpse");

  sprintf(buf2, "The corpse of %s is lying here.", GET_NAME(ch));
  corpse->description = str_dup(buf2);

  sprintf(buf2, "the corpse of %s", GET_NAME(ch));
  corpse->short_description = str_dup(buf2);

  GET_OBJ_TYPE(corpse) = ITEM_CONTAINER;
  GET_OBJ_WEAR(corpse) = ITEM_WEAR_TAKE;
  GET_OBJ_EXTRA(corpse) = ITEM_NODONATE;
  GET_OBJ_VAL(corpse, 0) = 0;	/* You can't store stuff in a corpse */
  GET_OBJ_VAL(corpse, 3) = 1;	/* corpse identifier */
  GET_OBJ_WEIGHT(corpse) = GET_WEIGHT(ch) + IS_CARRYING_W(ch);
  GET_OBJ_RENT(corpse) = 100000;
  if (IS_NPC(ch))
    GET_OBJ_TIMER(corpse) = max_npc_corpse_time;
  else
    GET_OBJ_TIMER(corpse) = max_pc_corpse_time;

  /* transfer character's inventory to the corpse */
  corpse->contains = ch->carrying;
  for (o = corpse->contains; o != NULL; o = o->next_content)
    o->in_obj = corpse;
  object_list_new_owner(corpse, NULL);

  /* transfer character's equipment to the corpse */
  for (i = 0; i < NUM_WEARS; i++)
    if (GET_EQ(ch, i)) {
      remove_otrigger(GET_EQ(ch, i), ch);
      obj_to_obj(unequip_char(ch, i), corpse);
    }

  /* transfer gold */
  if (GET_GOLD(ch) > 0) {
    /* following 'if' clause added to fix gold duplication loophole */
    if (IS_NPC(ch) || (!IS_NPC(ch) && ch->desc)) {
      money = create_money(GET_GOLD(ch));
      obj_to_obj(money, corpse);
    }
    GET_GOLD(ch) = 0;
  }
  ch->carrying = NULL;
  IS_CARRYING_N(ch) = 0;
  IS_CARRYING_W(ch) = 0;

  obj_to_room(corpse, IN_ROOM(ch));
}
开发者ID:matthewbode,项目名称:mg2,代码行数:58,代码来源:fight.c


示例13: weather_skill_modifier

int weather_skill_modifier(CHAR_DATA * ch, int skillnum, int type, int value)
{
	int modi = value, sky = weather_info.sky;

	if (IS_NPC(ch) ||
			SECT(IN_ROOM(ch)) == SECT_INSIDE ||
			SECT(IN_ROOM(ch)) == SECT_CITY ||
			ROOM_FLAGGED(IN_ROOM(ch), ROOM_INDOORS) || ROOM_FLAGGED(IN_ROOM(ch), ROOM_NOWEATHER))
		return (modi);

	sky = GET_ROOM_SKY(IN_ROOM(ch));

	switch (type)
	{
	case GAPPLY_SKILL_SUCCESS:
		switch (skillnum)
		{
		case SKILL_THAC0:
			if (weather_info.sunlight == SUN_SET || weather_info.sunlight == SUN_DARK)
			{
				switch (sky)
				{
				case SKY_CLOUDLESS:
					modi = modi * 90 / 100;
					break;
				case SKY_CLOUDY:
					modi = modi * 80 / 100;
					break;
				case SKY_RAINING:
					modi = modi * 70 / 30;
					break;
				}
			}
			else
			{
				switch (sky)
				{
				case SKY_CLOUDY:
					modi = modi * number(85, 95) / 100;
					break;
				case SKY_RAINING:
					modi = modi * number(75, 85) / 100;
					break;
				}
			}
			break;
		}
		break;
	}
	if (WAITLESS(ch))
		modi = MAX(modi, value);
	return (modi);
}
开发者ID:prool,项目名称:zerkalomud,代码行数:53,代码来源:weather.cpp


示例14: obj_room

/* returns the real room number that the object or object's carrier is in */
room_rnum obj_room(obj_data *obj)
{
    if (IN_ROOM(obj) != NOWHERE)
        return IN_ROOM(obj);
    else if (obj->carried_by)
        return IN_ROOM(obj->carried_by);
    else if (obj->worn_by)
        return IN_ROOM(obj->worn_by);
    else if (obj->in_obj)
        return obj_room(obj->in_obj);
    else
        return NOWHERE;
}
开发者ID:bigmac12,项目名称:Mac-s-CWG,代码行数:14,代码来源:dg_objcmd.c


示例15: send_to_zone

void send_to_zone(char *messg, int zone_rnum)
{
	struct descriptor_data *i;

	if (!messg || !*messg)
		return;

	for (i = descriptor_list; i; i = i->next)
		if (!i->connected && i->character && AWAKE(i->character) &&
				(IN_ROOM(i->character) != NOWHERE) &&
				(world[IN_ROOM(i->character)].zone == zone_rnum))
			write_to_output(i, TRUE, "%s", messg);
}
开发者ID:tbjers,项目名称:arcanerealms,代码行数:13,代码来源:dg_comm.c


示例16: send_to_zone

void send_to_zone(char *messg, int zone_rnum)
{
  struct descriptor_data *i;

  if (!messg || !*messg)
    return;

  for (i = descriptor_list; i; i = i->next)
    if (STATE(i) == CON_PLAYING && i->character && AWAKE(i->character) &&
        (IN_ROOM(i->character) != NOWHERE) &&
        (world[IN_ROOM(i->character)].zone == zone_rnum))
      SEND_TO_Q(messg, i);
}
开发者ID:Calebros,项目名称:aol,代码行数:13,代码来源:dg_comm.c


示例17: equip_char

void equip_char(struct char_data *ch, struct obj_data *obj, int pos)
{
  int j;

  if (pos < 0 || pos >= NUM_WEARS) {
    core_dump();
    return;
  }

  if (GET_EQ(ch, pos)) {
    log("SYSERR: Char is already equipped: %s, %s", GET_NAME(ch),
	    obj->short_description);
    return;
  }
  if (obj->carried_by) {
    log("SYSERR: EQUIP: Obj is carried_by when equip.");
    return;
  }
  if (IN_ROOM(obj) != NOWHERE) {
    log("SYSERR: EQUIP: Obj is in_room when equip.");
    return;
  }
  if (invalid_align(ch, obj) || invalid_class(ch, obj)) {
    act("You are zapped by $p and instantly let go of it.", FALSE, ch, obj, 0, TO_CHAR);
    act("$n is zapped by $p and instantly lets go of it.", FALSE, ch, obj, 0, TO_ROOM);
    /* Changed to drop in inventory instead of the ground. */
    obj_to_char(obj, ch);
    return;
  }

  GET_EQ(ch, pos) = obj;
  obj->worn_by = ch;
  obj->worn_on = pos;

  if (GET_OBJ_TYPE(obj) == ITEM_ARMOR)
    GET_AC(ch) -= apply_ac(ch, pos);

  if (IN_ROOM(ch) != NOWHERE) {
    if (pos == WEAR_LIGHT && GET_OBJ_TYPE(obj) == ITEM_LIGHT)
      if (GET_OBJ_VAL(obj, 2))	/* if light is ON */
	world[IN_ROOM(ch)].light++;
  } else
    log("SYSERR: IN_ROOM(ch) = NOWHERE when equipping char %s.", GET_NAME(ch));

  for (j = 0; j < MAX_OBJ_AFFECT; j++)
    affect_modify_ar(ch, obj->affected[j].location,
		  obj->affected[j].modifier,
		  GET_OBJ_AFFECT(obj), TRUE);

  affect_total(ch);
}
开发者ID:Lundessa,项目名称:raven3,代码行数:51,代码来源:handler.c


示例18: IN_ROOM

/**
* @param obj_data *obj The item.
* @return room_data* the real room that the object or object's carrier is in
*/
room_data *obj_room(obj_data *obj) {
	if (IN_ROOM(obj))
		return IN_ROOM(obj);
	else if (obj->in_vehicle) {
		return IN_ROOM(obj->in_vehicle);
	}
	else if (obj->carried_by)
		return IN_ROOM(obj->carried_by);
	else if (obj->worn_by)
		return IN_ROOM(obj->worn_by);
	else if (obj->in_obj)
		return obj_room(obj->in_obj);
	else
		return NULL;
}
开发者ID:EmpireMUD,项目名称:EmpireMUD-2.0-Beta,代码行数:19,代码来源:dg_objcmd.c


示例19: do_npc_rescue

/* Do_npc_rescue. Makes ch_hero rescue ch_victim. Used by Tim and Tom. */
int do_npc_rescue(struct char_data *ch_hero, struct char_data *ch_victim)
{
  struct char_data *ch_bad_guy;

  for (ch_bad_guy = world[IN_ROOM(ch_hero)].people;
       ch_bad_guy && (FIGHTING(ch_bad_guy) != ch_victim);
       ch_bad_guy = ch_bad_guy->next_in_room);

  /* NO WAY I'll rescue the one I'm fighting! */
  if (!ch_bad_guy || ch_bad_guy == ch_hero)
    return (FALSE);

  act("You bravely rescue $N.\r\n", FALSE, ch_hero, 0, ch_victim, TO_CHAR);
  act("You are rescued by $N, your loyal friend!\r\n",
	FALSE, ch_victim, 0, ch_hero, TO_CHAR);
  act("$n heroically rescues $N.", FALSE, ch_hero, 0, ch_victim, TO_NOTVICT);

  if (FIGHTING(ch_bad_guy))
    stop_fighting(ch_bad_guy);
  if (FIGHTING(ch_hero))
    stop_fighting(ch_hero);

  set_fighting(ch_hero, ch_bad_guy);
  set_fighting(ch_bad_guy, ch_hero);
  return (TRUE);
}
开发者ID:ryantm,项目名称:deimos-mud,代码行数:27,代码来源:castle.c


示例20: greet_mtrigger

int greet_mtrigger(char_data *actor, int dir) {
  trig_data *t = NULL;
  char_data *ch = NULL;
  char buf[MAX_INPUT_LENGTH] = {'\0'};
  int intermediate = 0, final = TRUE;

  if (!valid_dg_target(actor, DG_ALLOW_GODS))
    return TRUE;

  for (ch = world[IN_ROOM(actor)].people; ch; ch = ch->next_in_room) {
    if (!SCRIPT_CHECK(ch, MTRIG_GREET | MTRIG_GREET_ALL) ||
            !AWAKE(ch) || FIGHTING(ch) || (ch == actor) ||
            AFF_FLAGGED(ch, AFF_CHARM))
      continue;

    for (t = TRIGGERS(SCRIPT(ch)); t; t = t->next) {
      if (((IS_SET(GET_TRIG_TYPE(t), MTRIG_GREET) && CAN_SEE(ch, actor)) ||
              IS_SET(GET_TRIG_TYPE(t), MTRIG_GREET_ALL)) &&
              !GET_TRIG_DEPTH(t) && (rand_number(1, 100) <= GET_TRIG_NARG(t))) {
        if (dir >= 0 && dir < DIR_COUNT)
          add_var(&GET_TRIG_VARS(t), "direction", dirs[rev_dir[dir]], 0);
        else
          add_var(&GET_TRIG_VARS(t), "direction", "none", 0);
        ADD_UID_VAR(buf, t, actor, "actor", 0);
        intermediate = script_driver(&ch, t, MOB_TRIGGER, TRIG_NEW);
        if (!intermediate) final = FALSE;
        continue;
      }
    }
  }
  return final;
}
开发者ID:carriercomm,项目名称:LuminariMUD,代码行数:32,代码来源:dg_triggers.c



注:本文中的IN_ROOM函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。


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