Пример #1
0
void GameHandler::handlePickup(GameClient &client, MessageIn &message)
{
    const int x = message.readInt16();
    const int y = message.readInt16();
    const Point ppos =
            client.character->getComponent<ActorComponent>()->getPosition();

    // TODO: use a less arbitrary value.
    if (std::abs(x - ppos.x) + std::abs(y - ppos.y) < 48)
    {
        MapComposite *map = client.character->getMap();
        Point ipos(x, y);
        for (FixedActorIterator i(map->getAroundPointIterator(ipos, 0)); i; ++i)
        {
            Entity *o = *i;
            Point opos = o->getComponent<ActorComponent>()->getPosition();

            if (o->getType() == OBJECT_ITEM && opos.x == x && opos.y == y)
            {
                ItemComponent *item = o->getComponent<ItemComponent>();
                ItemClass *ic = item->getItemClass();
                int amount = item->getAmount();

                if (!Inventory(client.character).insert(ic->getDatabaseID(),
                                                        amount))
                {
                    GameState::remove(o);

                    // We only do this when items are to be kept in memory
                    // between two server restart.
                    if (!Configuration::getValue("game_floorItemDecayTime", 0))
                    {
                        // Remove the floor item from map
                        accountHandler->removeFloorItems(map->getID(),
                                                         ic->getDatabaseID(),
                                                         amount, x, y);
                    }

                    // log transaction
                    std::stringstream str;
                    str << "User picked up item " << ic->getDatabaseID()
                        << " at " << opos.x << "x" << opos.y;
                    auto *characterComponent = client.character
                            ->getComponent<CharacterComponent>();
                    accountHandler->sendTransaction(
                            characterComponent->getDatabaseID(),
                            TRANS_ITEM_PICKUP, str.str()
                                                   );
                }
                break;
            }
        }
    }
}
Пример #2
0
bool GameState::insert(Entity *ptr)
{
    assert(!dbgLockObjects);
    MapComposite *map = ptr->getMap();
    assert(map && map->isActive());

    /* Non-visible objects have neither position nor public ID, so their
       insertion cannot fail. Take care of them first. */
    if (!ptr->isVisible())
    {
        map->insert(ptr);
        ptr->signal_inserted.emit(ptr);
        return true;
    }

    // Check that coordinates are actually valid.
    Actor *obj = static_cast< Actor * >(ptr);
    Map *mp = map->getMap();
    Point pos = obj->getPosition();
    if ((int)pos.x / mp->getTileWidth() >= mp->getWidth() ||
        (int)pos.y / mp->getTileHeight() >= mp->getHeight())
    {
        LOG_ERROR("Tried to insert an actor at position " << pos.x << ','
                  << pos.y << " outside map " << map->getID() << '.');
        // Set an arbitrary small position.
        pos = Point(100, 100);
        obj->setPosition(pos);
    }

    if (!map->insert(obj))
    {
        // The map is overloaded, no room to add a new actor
        LOG_ERROR("Too many actors on map " << map->getID() << '.');
        return false;
    }

    obj->signal_inserted.emit(obj);

    // DEBUG INFO
    switch (obj->getType())
    {
        case OBJECT_ITEM:
            LOG_DEBUG("Item inserted: "
                   << obj->getComponent<ItemComponent>()->getItemClass()->getDatabaseID());
            break;

        case OBJECT_NPC:
            LOG_DEBUG("NPC inserted: " << obj->getComponent<NpcComponent>()->getNpcId());
            break;

        case OBJECT_CHARACTER:
            LOG_DEBUG("Player inserted: "
                      << static_cast<Being*>(obj)->getName());
            break;

        case OBJECT_EFFECT:
            LOG_DEBUG("Effect inserted: "
                      << obj->getComponent<EffectComponent>()->getEffectId());
            break;

        case OBJECT_MONSTER:
            LOG_DEBUG("Monster inserted: "
                      << static_cast<Monster*>(obj)->getSpecy()->getId());
            break;

        case OBJECT_ACTOR:
        case OBJECT_OTHER:
        default:
            LOG_DEBUG("Entity inserted: " << obj->getType());
            break;
    }

    obj->raiseUpdateFlags(UPDATEFLAG_NEW_ON_MAP);
    if (obj->getType() != OBJECT_CHARACTER)
        return true;

    /* Since the player does not know yet where in the world its character is,
       we send a map-change message, even if it is the first time it
       connects to this server. */
    MessageOut mapChangeMessage(GPMSG_PLAYER_MAP_CHANGE);
    mapChangeMessage.writeString(map->getName());
    mapChangeMessage.writeInt16(pos.x);
    mapChangeMessage.writeInt16(pos.y);
    gameHandler->sendTo(static_cast< Character * >(obj), mapChangeMessage);

    // update the online state of the character
    accountHandler->updateOnlineStatus(
        static_cast< Character * >(obj)->getDatabaseID(), true);

    return true;
}