Пример #1
0
void Game::rotate(const ThingPtr& thing)
{
    if(!canPerformGameAction() || !thing)
        return;

    m_protocolGame->sendRotateItem(thing->getPosition(), thing->getId(), thing->getStackpos());
}
Пример #2
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);
}
Пример #3
0
bool Map::removeThing(const ThingPtr& thing)
{
    if(!thing)
        return false;

    bool ret = false;
    if(thing->isMissile()) {
        MissilePtr missile = thing->static_self_cast<Missile>();
        int z = missile->getPosition().z;
        auto it = std::find(m_floorMissiles[z].begin(), m_floorMissiles[z].end(), missile);
        if(it != m_floorMissiles[z].end()) {
            m_floorMissiles[z].erase(it);
            ret = true;
        }
    } else if(thing->isAnimatedText()) {
        AnimatedTextPtr animatedText = thing->static_self_cast<AnimatedText>();
        auto it = std::find(m_animatedTexts.begin(), m_animatedTexts.end(), animatedText);
        if(it != m_animatedTexts.end()) {
            m_animatedTexts.erase(it);
            ret = true;
        }
    } else if(thing->isStaticText()) {
        StaticTextPtr staticText = thing->static_self_cast<StaticText>();
        auto it = std::find(m_staticTexts.begin(), m_staticTexts.end(), staticText);
        if(it != m_staticTexts.end()) {
            m_staticTexts.erase(it);
            ret = true;
        }
    } else if(const TilePtr& tile = thing->getTile())
        ret = tile->removeThing(thing);

    notificateTileUpdate(thing->getPosition());
    return ret;
}
Пример #4
0
void Game::moveToParentContainer(const ThingPtr& thing, int count)
{
    if(!canPerformGameAction() || !thing || count <= 0)
        return;

    Position position = thing->getPosition();
    move(thing, Position(position.x, position.y, 254), count);
}
Пример #5
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());
}
Пример #6
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); // means that is a item in inventory

    m_protocolGame->sendUseItem(pos, thing->getId(), thing->getStackpos(), 0);
}
Пример #7
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());
}
Пример #8
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());
}
Пример #9
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());
}
Пример #10
0
void Map::removeThing(const ThingPtr& thing)
{
    if(!thing)
        return;

    if(MissilePtr shot = thing->asMissile()) {
        auto it = std::find(m_missilesAtFloor[shot->getPosition().z].begin(), m_missilesAtFloor[shot->getPosition().z].end(), shot);
        if(it != m_missilesAtFloor[shot->getPosition().z].end()) {
            m_missilesAtFloor[shot->getPosition().z].erase(it);
        }
        return;
    }

    if(TilePtr& tile = m_tiles[thing->getPosition()])
        tile->removeThing(thing);
}