/**
 * Is called when an object was removed
 * @param object object that has been inserted
 */
int PlayerContainerComponent::notifyObjectRemoved(SceneObject* sceneObject, SceneObject* object, SceneObject* destination) const {
	CreatureObject* creo = dynamic_cast<CreatureObject*>(sceneObject);

	if (creo == NULL) {
		return 0;
	}

	if (object->isArmorObject()) {
		PlayerManager* playerManager = creo->getZoneServer()->getPlayerManager();
		playerManager->removeEncumbrancies(creo, cast<ArmorObject*>(object));
	}

	if (object->isTangibleObject()) {
		TangibleObject* tano = cast<TangibleObject*>(object);
		tano->removeSkillModsFrom(creo);
	}

	if (object->isInstrument()) {
		if (creo->isPlayingMusic())
			creo->stopEntertaining();
	}

	//this it to update the equipment list
	//we need a DeltaVector with all the slotted objects it seems
	/*CreatureObjectMessage6* msg6 = new CreatureObjectMessage6(creo);
	creo->broadcastMessage(msg6, true, true);*/

	if (object->isTangibleObject() && object->getArrangementDescriptorSize() != 0 && object->getArrangementDescriptor(0)->size() != 0) {
		const String& arrangement = object->getArrangementDescriptor(0)->get(0); //CHK

		if (arrangement != "mission_bag" && arrangement != "ghost" && arrangement != "bank") {
			creo->removeWearableObject(object->asTangibleObject(), true);
		}
	}

	if (object->isTangibleObject()) {
		ManagedReference<TangibleObject*> tano = object->asTangibleObject();
		tano->removeTemplateSkillMods(creo);
	}

	// Jedi stuff below.
	PlayerObject* ghost = creo->getPlayerObject();

	if (ghost && ghost->isJedi()) {
		if (object->isRobeObject()) {
			ghost->recalculateForcePower();
		}
	}

	return ContainerComponent::notifyObjectRemoved(sceneObject, object, destination);
}
void EntertainingSessionImplementation::sendEntertainmentUpdate(CreatureObject* creature, uint64 entid, const String& mood, bool updateEntValue) {
	CreatureObject* entertainer = this->entertainer.get();
		if (entertainer != NULL) {
			if (entertainer->isPlayingMusic()) {
				creature->setListenToID(entid, true);
			}
			else if (entertainer->isDancing()) {
				creature->setWatchToID(entid);
			}
		}

	/*if (updateEntValue)
		creature->setTerrainNegotiation(0.8025000095f, true);*/

	String str = Races::getMoodStr(mood);
	creature->setMoodString(str, true);
}
예제 #3
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/**
 * Is called when an object was removed
 * @param object object that has been inserted
 */
int PlayerContainerComponent::notifyObjectRemoved(SceneObject* sceneObject, SceneObject* object, SceneObject* destination) {
	CreatureObject* creo = dynamic_cast<CreatureObject*>(sceneObject);

	if (object->isArmorObject()) {
		PlayerManager* playerManager = creo->getZoneServer()->getPlayerManager();
		playerManager->removeEncumbrancies(creo, cast<ArmorObject*>(object));
	}

	if (object->isTangibleObject()) {
		TangibleObject* tano = cast<TangibleObject*>(object);
		tano->removeSkillModsFrom(creo);
	}

	if (object->isInstrument()) {
		if (creo->isPlayingMusic())
			creo->stopEntertaining();
	}

	if (creo->getPlayerObject().get() != NULL && creo->getPlayerObject()->isJedi()) {
		if ((object->isRobeObject() && cast<RobeObject*>( object)->getSkillRequired() != "") || (object->isWeaponObject() && cast<WeaponObject*>(object)->isJediWeapon()))
			VisibilityManager::instance()->increaseVisibility(creo);
	}

	//this it to update the equipment list
	//we need a DeltaVector with all the slotted objects it seems
	/*CreatureObjectMessage6* msg6 = new CreatureObjectMessage6(creo);
	creo->broadcastMessage(msg6, true, true);*/

	if (object->isTangibleObject() && object->getArrangementDescriptorSize() != 0 && object->getArrangementDescriptor(0).size() != 0) {
		String arrangement = object->getArrangementDescriptor(0).get(0); //CHK

		if (arrangement != "mission_bag" && arrangement != "ghost" && arrangement != "bank") {
			creo->removeWearableObject(cast<TangibleObject*>(object), true);
		}
	}

	if (creo != NULL && object->isTangibleObject()) {
		ManagedReference<TangibleObject*> tano = cast<TangibleObject*>(object);
		tano->removeTemplateSkillMods(creo);
	}

	return ContainerComponent::notifyObjectRemoved(sceneObject, object, destination);
}