Esempio n. 1
0
void Inventory::AddItem(HudItem* pItem)
{
	// Any free slots?
	if(!HasFreeSlots())
		return;

	// Remove previous level item.
	if(pItem->GetLevel() > 1) 
		RemoveItem(GetItemLoader()->GetItem(ItemKey(pItem->GetName(), pItem->GetLevel()-1)));

	// Add item to player.
	mPlayer->AddItem(pItem);

	// Send message to server.
	SendItemAdded(mPlayer->GetId(), pItem->GetName(), pItem->GetLevel());

	// Clear the inventory and update it with the players current items.
	UpdateItems();
}
void SkillInventory::AddItem(HudItem* pItem)
{
	// Any free slots?
	if(!HasFreeSlots())
		return;

	Skill* skill = mPlayer->AddSkill(pItem->GetName());
	
	// Pass on the attributes.
	// [NOTE] REALLY UGLY [HACK][WARNING].
	skill->SetAttributes(pItem->GetAttributes());
	skill->SetDescription(pItem->GetDescription());
	skill->SetCost(pItem->GetCost());
	skill->SetLevel(pItem->GetLevel());

	// Send message to server.
	SendItemAdded(mPlayer->GetPlayer()->GetId(), pItem->GetName(), pItem->GetLevel());

	UpdateItems();
}
Esempio n. 3
0
bool CBattleground::CanPlayerJoin(Player * plr)
{
	return HasFreeSlots(plr->m_bgTeam);
}
Esempio n. 4
0
bool CBattleground::CanPlayerJoin(Player* plr, uint32 type)
{
	return HasFreeSlots(plr->m_bgTeam, type) && (GetLevelGrouping(plr->getLevel()) == GetLevelGroup()) && (!plr->HasAura(BG_DESERTER));
}