Exemple #1
0
bool CInventory::Eat(PIItem pIItem)
{
	//устанаовить съедобна ли вещь
	CEatableItem* pItemToEat = smart_cast<CEatableItem*>(pIItem);
	if ( !pItemToEat )			return false;

	CEntityAlive *entity_alive = smart_cast<CEntityAlive*>(m_pOwner);
	if ( !entity_alive )		return false;

	CInventoryOwner* IO	= smart_cast<CInventoryOwner*>(entity_alive);
	if ( !IO )					return false;
	
	CInventory* pInventory = pItemToEat->m_pInventory;
	if ( !pInventory || pInventory != this )	return false;
	if ( pInventory != IO->m_inventory )		return false;
	if ( pItemToEat->object().H_Parent()->ID() != entity_alive->ID() )		return false;
	
	if (!pItemToEat->UseBy(entity_alive))
		return false;

#ifdef MP_LOGGING
	Msg( "--- Actor [%d] use or eat [%d][%s]", entity_alive->ID(), pItemToEat->object().ID(), pItemToEat->object().cNameSect().c_str() );
#endif // MP_LOGGING

	if(IsGameTypeSingle() && Actor()->m_inventory == this)
		Actor()->callback(GameObject::eUseObject)((smart_cast<CGameObject*>(pIItem))->lua_game_object());

	if(pItemToEat->Empty())
	{
		pIItem->SetDropManual(TRUE);
		return		false;
	}
	return			true;
}
Exemple #2
0
void	CUIInventoryWnd::SendEvent_Item_Drop(PIItem	pItem)
{
	pItem->SetDropManual			(TRUE);

	if( OnClient() )
	{
		NET_Packet					P;
		pItem->object().u_EventGen	(P, GE_OWNERSHIP_REJECT, pItem->object().H_Parent()->ID());
		P.w_u16						(pItem->object().ID());
		pItem->object().u_EventSend(P);
	}
	g_pInvWnd->PlaySnd				(eInvDropItem);
};
Exemple #3
0
void CInventory::UpdateDropItem(PIItem pIItem)
{
	if( pIItem->GetDropManual() )
	{
		pIItem->SetDropManual(FALSE);
		if ( OnServer() ) 
		{
			NET_Packet					P;
			pIItem->object().u_EventGen	(P, GE_OWNERSHIP_REJECT, pIItem->object().H_Parent()->ID());
			P.w_u16						(u16(pIItem->object().ID()));
			pIItem->object().u_EventSend(P);
		}
	}// dropManual
}