LocatedEntity * CharacterClient::lookFor(const RootEntity & ent) { Look op; op->setArgs1(ent); op->setFrom(getId()); return sendLook(op); }
void BaseMind::init(OpVector& res) { Look look; Root lookArg; lookArg->setId(m_entityId); look->setArgs1(lookArg); look->setFrom(getId()); res.push_back(look); }
void AccountServerLobbyintegration::test_lobby_look() { test_send_count = 0; Look op; op->setFrom(m_account->getId()); OpVector res; m_account->operation(op, res); ASSERT_TRUE(!res.empty()); }
void EntityImporterBase::startEntityWalking() { m_state = ENTITY_WALKSTART; Look l; l->setFrom(mAvatarId); l->setSerialno(newSerialNumber()); sendOperation(l); }
LocatedEntity * CharacterClient::look(const std::string & id) { Look op; if (!id.empty()) { Anonymous ent; ent->setId(id); op->setArgs1(ent); } op->setFrom(getId()); return sendLook(op); }
static void lookAtEntity(ClientConnection& con, const std::string & eid, const std::string & loc) { Look l; l->setFrom(con.getCharacterId()); Anonymous lookEnt; lookEnt->setId(eid); l->setArgs1(lookEnt); int serial = con.send(l); verbose( std::cout << "Waiting for In-game look response on connection " << con.getAccount() << std::endl << std::flush; );
void View::sendLookAt(const std::string& eid) { Look look; if (!eid.empty()) { PendingSightMap::iterator pending = m_pending.find(eid); if (pending != m_pending.end()) { switch (pending->second) { case SACTION_QUEUED: // flip over to default (APPEAR) as normal pending->second = SACTION_APPEAR; break; case SACTION_DISCARD: case SACTION_HIDE: if (m_notifySights.count(eid) == 0) { // no-one cares, don't bother to look m_pending.erase(pending); issueQueuedLook(); return; } // else someone <em>does</em> care, so let's do the look, but // keep SightAction unchanged so it discards / is hidden as // expected. break; case SACTION_APPEAR: // this can happen if a queued entity disappears and then // re-appears, all while in the look queue. we can safely fall // through. break; default: // broken state handling logic assert(false); break; } } else { // no previous entry, default to APPEAR m_pending.insert(pending, std::make_pair(eid, SACTION_APPEAR)); } // pending map is in the right state, build up the args now Root what; what->setId(eid); look->setArgs1(what); } look->setFrom(m_owner->getId()); getConnection()->send(look); }