P_ITEM Packitem(P_CHAR pc) // Find packitem { if(pc == NULL) return NULL; P_ITEM pi = FindItemBySerial(pc->packitem); if (pi != NULL) { if (pc->Wears(pi) && pi->layer==0x15) { return pi; } } // - For some reason it's not defined, so go look for it. unsigned int ci = 0; vector<SERIAL> vecContainer = contsp.getData(pc->serial); for ( ci = 0; ci < vecContainer.size(); ci++) { P_ITEM pi = FindItemBySerial(vecContainer[ci]); if (pi != NULL && pi->layer==0x15) { pc->packitem = pi->serial; //Record it for next time return (pi); } } return NULL; }
void cDragItems::dropOnItem( P_CLIENT client, P_ITEM pItem, P_ITEM pCont, const Coord_cl &dropPos ) { P_CHAR pChar = client->player(); if( pItem->isMulti() ) { client->sysMessage( "You cannot put houses in containers" ); bounceItem( client, pItem ); return; } // If the target belongs to another character // It needs to be our vendor or else it's denied P_CHAR packOwner = GetPackOwner( pCont ); if( ( packOwner != NULL ) && ( packOwner != pChar ) ) { // For each item someone puts into there // He needs to do a snoop-check if( pChar->canSnoop() ) { if( !Skills->CheckSkill( pChar, SNOOPING, 0, 1000 ) ) { client->sysMessage( QString( "You fail to put that into %1's pack" ).arg( packOwner->name.c_str() ) ); bounceItem( client, pItem ); return; } } if( !packOwner->isNpc() || ( packOwner->npcaitype() != 17 ) || !pChar->Owns( packOwner ) ) { client->sysMessage( "You cannot put that into the belongings of another player" ); bounceItem( client, pItem ); return; } } // If we put the item into a trade-window // Reset the trade-status for both players if( pCont->layer() == 0 && pCont->id() == 0x1E5E && pChar->Wears( pCont ) ) { // Trade window??? P_ITEM tradeWindow = FindItemBySerial( calcserial( pCont->moreb1(), pCont->moreb2(), pCont->moreb3(), pCont->moreb4() ) ); // If it *IS* a trade-window, replace the status if( tradeWindow && ( pCont->morez || tradeWindow->morez ) ) { tradeWindow->morez = 0; pCont->morez = 0; sendtradestatus( tradeWindow, pCont ); } } if( !pChar->canPickUp( pItem ) ) { bounceItem( client, pItem ); return; } // Trash can if( pCont->type()==87 ) { Items->DeleItem( pItem ); client->sysMessage( "As you let go of the item it disappears." ); return; } // Spell Book if( pCont->type() == 9 ) { UI08 spellId = Magic->calcSpellId( pItem->id() ); if( spellId < 0 ) { client->sysMessage( "You can only put scrolls into a spellbook" ); bounceItem( client, pItem ); return; } if( Magic->hasSpell( pCont, spellId ) ) { client->sysMessage( "That spellbook already contains this spell" ); bounceItem( client, pItem ); return; } } // We drop something on the belongings of one of our playervendors if( ( packOwner != NULL ) && ( packOwner->npcaitype() == 17 ) && pChar->Owns( packOwner ) ) { client->sysMessage( "You drop something into your playervendor" ); bounceItem( client, pItem ); return; } // Playervendors (chest equipped by the vendor - opened to the client) /*if( !( pCont->pileable() && pItem->pileable() && pCont->id() == pItem->id() || ( pCont->type() != 1 && pCont->type() != 9 ) ) ) { P_CHAR pc_j = GetPackOwner(pCont); if (pc_j != NULL) { if (pc_j->npcaitype() == 17 && pc_j->isNpc() && pChar->Owns(pc_j)) { pChar->inputitem = pItem->serial; pChar->inputmode = cChar::enPricing; sysmessage(s, "Set a price for this item."); } } */ // We may also drop into *any* locked chest // So we can have post-boxes ;o) // Spellbooks are containers for us as well if( pCont->type() == 9 || pCont->type() == 1 || pCont->type() == 8 || pCont->type() == 63 || pCont->type() == 65 || pCont->type() == 66 ) { pItem->setContSerial( pCont->serial ); pItem->setLayer( 0 ); // Remove it from our drag-layer // Huh ? - Make that random will you! pItem->pos = dropPos; SndRemoveitem( pItem->serial ); RefreshItem( pItem ); // Dropped on another Container/in another Container soundeffect2( pChar, 0x57 ); return; } // Item matching needs to be extended !!! at least Color! (for certain types) else if ( pCont->isPileable() && pItem->isPileable() && ( pCont->id() == pItem->id() ) ) { if( pCont->amount() + pItem->amount() <= 65535 ) { pCont->setAmount( pCont->amount() + pItem->amount() ); Items->DeleItem( pItem ); RefreshItem( pCont ); // Need to update the amount return; } // We have to *keep* our current item else { pCont->setAmount( 65535 ); // Max out the amount RefreshItem( pCont ); // The delta between 65535 and pCont->amount() sub our Amount is the // new amount pItem->setAmount( pItem->amount() - ( 65535 - pCont->amount() ) ); } } // We dropped the item NOT on a container // And were *un*able to stack it (!) // >> Set it to the location of the item we dropped it on and stack it up by 1 pItem->moveTo( pCont->pos ); pItem->pos.z++; // Increase z by 1 pItem->pos.y++; // To get it visualized do that with y as well pItem->setLayer( 0 ); pItem->setContSerial( pCont->contserial ); RefreshItem( pItem ); // This needs to be checked // It annoyingly shows the spellbook // whenever you add a scroll if( pCont->type() == 9 ) Magic->openSpellBook( pChar, pCont ); // Glowing Objects moved between chars if( pItem->glow != INVALID_SERIAL ) { pChar->removeHalo( pItem ); if( packOwner != NULL ) { packOwner->addHalo(pItem); packOwner->glowHalo(pItem); } } }