Esempio n. 1
0
void DragAndDrop::dropOnGround( cUOSocket* socket, P_ITEM pItem, const Coord_cl& pos )
{
	P_PLAYER pChar = socket->player();

	// Check if the destination is in line of sight
	if ( !pChar->lineOfSight( pos.losItemPoint(pItem->id()) ) )
	{
		socket->bounceItem( pItem, BR_OUT_OF_SIGHT );
		return;
	}

	if ( !pChar->canPickUp( pItem ) )
	{
		socket->bounceItem( pItem, BR_CANNOT_PICK_THAT_UP );
		return;
	}

	if ( pItem->onDropOnGround( pos ) )
	{
		// We're still dragging something
		if ( socket->dragging() )
			socket->bounceItem( socket->dragging(), BR_NO_REASON );

		return;
	}

	pItem->removeFromCont();
	pItem->moveTo( pos );
	pItem->update();

	// Play Sounds for non gold items
	if (pItem->id() != 0xEED) {
		pItem->soundEffect(0x42);
	}
}
Esempio n. 2
0
void cDragItems::dropOnGround( cUOSocket *socket, P_ITEM pItem, const Coord_cl &pos )
{
	P_PLAYER pChar = socket->player();

	// Check if the destination is in line of sight
	if( !lineOfSight( pChar->pos(), pos, WALLS_CHIMNEYS|DOORS|LAVA_WATER ) )
	{
		socket->bounceItem( pItem, BR_OUT_OF_SIGHT );
		return;
	}

	if( !pChar->canPickUp( pItem ) )
	{
		socket->bounceItem( pItem, BR_CANNOT_PICK_THAT_UP );
		return;
	}

	if( pItem->onDropOnGround( pos ) )
	{
		// We're still dragging something
		if( socket->dragging() )
			socket->bounceItem( socket->dragging(), BR_NO_REASON );

		return;
	}

	pItem->removeFromCont();
	pItem->moveTo( pos );
	pItem->update();

	if( pItem->priv() & 0x01 )
		pItem->startDecay();

	// Multi handling
	// Has it been dropped into a multi
	cMulti* pMulti = cMulti::findMulti( pos );
	if( pMulti )
	{
		pMulti->addItem( pItem );
	}
}