Exemple #1
0
void Tile::moveCreature(Creature* creature, Cylinder* toCylinder, bool teleport /* = false*/)
{
	Tile* newTile = toCylinder->getTile();
	int32_t oldStackPos = __getIndexOfThing(creature);
	Position oldPos = getPosition();
	Position newPos = newTile->getPosition();
	Player* tmpPlayer = NULL;
	SpectatorVec list;
	SpectatorVec::iterator it;
	g_game.getSpectators(list, oldPos, false, true);
	g_game.getSpectators(list, newPos, true, true);
	std::vector<uint32_t> oldStackPosVector;

	for (it = list.begin(); it != list.end(); ++it)
	{
		if ((tmpPlayer = (*it)->getPlayer()))
		{
			oldStackPosVector.push_back(getClientIndexOfThing(tmpPlayer, creature));
		}
	}

	//remove the creature
	__removeThing(creature, 0);

	// Switch the node ownership
	if (qt_node != newTile->qt_node)
	{
		qt_node->removeCreature(creature);
		newTile->qt_node->addCreature(creature);
	}

	//add the creature
	newTile->__addThing(creature);
	int32_t newStackPos = newTile->__getIndexOfThing(creature);

	if (!teleport)
	{
		if (oldPos.y > newPos.y)
		{
			creature->setDirection(NORTH);
		}
		else if (oldPos.y < newPos.y)
		{
			creature->setDirection(SOUTH);
		}

		if (oldPos.x < newPos.x)
		{
			creature->setDirection(EAST);
		}
		else if (oldPos.x > newPos.x)
		{
			creature->setDirection(WEST);
		}
	}

	//send to client
	uint32_t i = 0;

	for (it = list.begin(); it != list.end(); ++it)
	{
		if ((tmpPlayer = (*it)->getPlayer()))
		{
			tmpPlayer->sendCreatureMove(creature, newTile, newPos, this, oldPos, oldStackPosVector[i], teleport);
			++i;
		}
	}

	//event method
	for (it = list.begin(); it != list.end(); ++it)
	{
		(*it)->onCreatureMove(creature, newTile, newPos, this, oldPos, teleport);
	}

	postRemoveNotification(creature, toCylinder, oldStackPos, true);
	newTile->postAddNotification(creature, this, newStackPos);
}
Exemple #2
0
void Tile::moveCreature(Creature* creature, Cylinder* toCylinder, bool forceTeleport/* = false*/)
{
	Tile* newTile = toCylinder->getTile();
	int32_t oldStackPos = __getIndexOfThing(creature);

	Position oldPos = getPosition();
	Position newPos = newTile->getPosition();

	bool teleport = false;

	if (forceTeleport || !newTile->ground || !Position::areInRange<1, 1, 0>(oldPos, newPos)) {
		teleport = true;
	}

	SpectatorVec list;
	g_game.getSpectators(list, oldPos, true);
	g_game.getSpectators(list, newPos, true);

	SpectatorVec::const_iterator end = list.end();

	std::vector<uint32_t> oldStackPosVector;

	for (SpectatorVec::const_iterator it = list.begin(); it != end; ++it) {
		if (Player* tmpPlayer = (*it)->getPlayer()) {
			oldStackPosVector.push_back(getClientIndexOfThing(tmpPlayer, creature));
		}
	}

	//remove the creature
	__removeThing(creature, 0);

	// Switch the node ownership
	if (qt_node != newTile->qt_node) {
		qt_node->removeCreature(creature);
		newTile->qt_node->addCreature(creature);
	}

	//add the creature
	newTile->__addThing(creature);
	int32_t newStackPos = newTile->__getIndexOfThing(creature);

	if (!teleport) {
		if (oldPos.y > newPos.y) {
			creature->setDirection(NORTH);
		} else if (oldPos.y < newPos.y) {
			creature->setDirection(SOUTH);
		}

		if (oldPos.x < newPos.x) {
			creature->setDirection(EAST);
		} else if (oldPos.x > newPos.x) {
			creature->setDirection(WEST);
		}
	}

	//send to client
	uint32_t i = 0;

	for (SpectatorVec::const_iterator it = list.begin(); it != end; ++it) {
		if (Player* tmpPlayer = (*it)->getPlayer()) {
			//Use the correct stackpos
			if (!creature->isInGhostMode() || tmpPlayer->isAccessPlayer()) {
				tmpPlayer->sendCreatureMove(creature, newTile, newPos, this, oldPos, oldStackPosVector[i], teleport);
			}

			++i;
		}
	}

	//event method
	for (SpectatorVec::const_iterator it = list.begin(); it != end; ++it) {
		(*it)->onCreatureMove(creature, newTile, newPos, this, oldPos, teleport);
	}

	postRemoveNotification(creature, toCylinder, oldStackPos, true);
	newTile->postAddNotification(creature, this, newStackPos);
}
Exemple #3
0
void Tile::moveCreature(Creature* creature, Cylinder* toCylinder, bool forceTeleport/* = false*/)
{
	Tile* newTile = toCylinder->getTile();
	int32_t oldStackPos = __getIndexOfThing(creature);

	Position oldPos = getPosition();
	Position newPos = newTile->getPosition();

	bool teleport = forceTeleport || !newTile->ground || !Position::areInRange<1, 1, 0>(oldPos, newPos);

	SpectatorVec list;
	g_game.getSpectators(list, oldPos, true);
	g_game.getSpectators(list, newPos, true);

	std::vector<int32_t> oldStackPosVector;
	for (Creature* spectator : list) {
		if (Player* tmpPlayer = spectator->getPlayer()) {
			if (tmpPlayer->canSeeCreature(creature)) {
				oldStackPosVector.push_back(getClientIndexOfCreature(tmpPlayer, creature));
			} else {
				oldStackPosVector.push_back(-1);
			}
		}
	}

	//remove the creature
	__removeThing(creature, 0);

	// Switch the node ownership
	if (qt_node != newTile->qt_node) {
		qt_node->removeCreature(creature);
		newTile->qt_node->addCreature(creature);
	}

	//add the creature
	newTile->__addThing(creature);
	int32_t newStackPos = newTile->__getIndexOfThing(creature);

	if (!teleport) {
		if (oldPos.y > newPos.y) {
			creature->setDirection(NORTH);
		} else if (oldPos.y < newPos.y) {
			creature->setDirection(SOUTH);
		}

		if (oldPos.x < newPos.x) {
			creature->setDirection(EAST);
		} else if (oldPos.x > newPos.x) {
			creature->setDirection(WEST);
		}
	}

	//send to client
	size_t i = 0;
	for (Creature* spectator : list) {
		if (Player* tmpPlayer = spectator->getPlayer()) {
			//Use the correct stackpos
			int32_t stackpos = oldStackPosVector[i++];
			if (stackpos != -1) {
				tmpPlayer->sendCreatureMove(creature, newPos, newTile->getStackposOfCreature(tmpPlayer, creature), oldPos, stackpos, teleport);
			}
		}
	}

	//event method
	for (Creature* spectator : list) {
		spectator->onCreatureMove(creature, newTile, newPos, this, oldPos, teleport);
	}

	postRemoveNotification(creature, toCylinder, oldStackPos, true);
	newTile->postAddNotification(creature, this, newStackPos);
}
Exemple #4
0
void Tile::moveCreature(Creature* actor, Creature* creature, Cylinder* toCylinder, bool forceTeleport/* = false*/)
{
	Tile* newTile = toCylinder->getTile();
	SpectatorVec list;
	SpectatorVec::iterator it;

	g_game.getSpectators(list, pos, false, true);
	Position newPos = newTile->getPosition();
	g_game.getSpectators(list, newPos, true, true);

	bool teleport = false;
	if(forceTeleport || !newTile->ground || !Position::areInRange<1,1,0>(pos, newPos))
		teleport = true;

	std::vector<uint32_t> oldStackposVector;
	Player* tmpPlayer = NULL;
	for(it = list.begin(); it != list.end(); ++it)
	{
		if((tmpPlayer = (*it)->getPlayer()))
			oldStackposVector.push_back(getClientIndexOfThing(tmpPlayer, creature));
	}

	int32_t oldStackpos = __getIndexOfThing(creature);
	//remove the creature
	__removeThing(creature, 0);
	//switch the node ownership
	if(qt_node != newTile->qt_node)
	{
		qt_node->removeCreature(creature);
		newTile->qt_node->addCreature(creature);
	}

	//add the creature
	newTile->__addThing(actor, creature);
	int32_t newStackpos = newTile->__getIndexOfThing(creature);
	if(!teleport)
	{
		if(pos.y > newPos.y)
			creature->setDirection(NORTH);
		else if(pos.y < newPos.y)
			creature->setDirection(SOUTH);
		if(pos.x < newPos.x)
			creature->setDirection(EAST);
		else if(pos.x > newPos.x)
			creature->setDirection(WEST);
	}

	//send to client
	int32_t i = 0;
	for(it = list.begin(); it != list.end(); ++it)
	{
		if((tmpPlayer = (*it)->getPlayer()) && tmpPlayer->canSeeCreature(creature))
			tmpPlayer->sendCreatureMove(creature, newTile, newPos, this, pos, oldStackposVector[i++], teleport);
	}

	//event method
	for(it = list.begin(); it != list.end(); ++it)
		(*it)->onCreatureMove(creature, newTile, newPos, this, pos, teleport);

	postRemoveNotification(actor, creature, toCylinder, oldStackpos, true);
	newTile->postAddNotification(actor, creature, this, newStackpos);
}