Esempio n. 1
0
void Game::rotate(const ThingPtr& thing)
{
    if(!canPerformGameAction() || !thing)
        return;

    m_protocolGame->sendRotateItem(thing->getPosition(), thing->getId(), thing->getStackPos());
}
Esempio n. 2
0
void Game::look(const ThingPtr& thing)
{
    if(!canPerformGameAction() || !thing)
        return;

    if(thing->isCreature() && m_protocolVersion >= 961)
        m_protocolGame->sendLookCreature(thing->getId());
    else
        m_protocolGame->sendLook(thing->getPosition(), thing->getId(), thing->getStackPos());
}
Esempio n. 3
0
void Game::use(const ThingPtr& thing)
{
    if(!canPerformGameAction() || !thing)
        return;

    Position pos = thing->getPosition();
    if(!pos.isValid()) // virtual item
        pos = Position(0xFFFF, 0, 0); // inventory item

    // some items, e.g. parcel, are not set as containers but they are.
    // always try to use these items in free container slots.
    m_protocolGame->sendUseItem(pos, thing->getId(), thing->getStackPos(), findEmptyContainerId());
}
Esempio n. 4
0
void Game::move(const ThingPtr& thing, const Position& toPos, int count)
{
    if(count <= 0)
        count = 1;

    if(!canPerformGameAction() || !thing || thing->getPosition() == toPos)
        return;

    uint id = thing->getId();
    if(thing->isCreature()) {
        CreaturePtr creature = thing->static_self_cast<Creature>();
        id = Proto::Creature;
    }

    m_protocolGame->sendMove(thing->getPosition(), id, thing->getStackPos(), toPos, count);
}
Esempio n. 5
0
void Game::useInventoryItemWith(int itemId, const ThingPtr& toThing)
{
    if(!canPerformGameAction() || !toThing)
        return;

    Position pos = Position(0xFFFF, 0, 0); // means that is a item in inventory

    if(toThing->isCreature())
        m_protocolGame->sendUseOnCreature(pos, itemId, 0, toThing->getId());
    else
        m_protocolGame->sendUseItemWith(pos, itemId, 0, toThing->getPosition(), toThing->getId(), toThing->getStackPos());
}
Esempio n. 6
0
void Game::useWith(const ItemPtr& item, const ThingPtr& toThing)
{
    if(!canPerformGameAction() || !item || !toThing)
        return;

    Position pos = item->getPosition();
    if(!pos.isValid()) // virtual item
        pos = Position(0xFFFF, 0, 0); // means that is a item in inventory

    m_protocolGame->sendUseItemWith(pos, item->getId(), item->getStackPos(), toThing->getPosition(), toThing->getId(), toThing->getStackPos());
}