void Game::rotate(const ThingPtr& thing) { if(!canPerformGameAction() || !thing) return; m_protocolGame->sendRotateItem(thing->getPosition(), thing->getId(), thing->getStackpos()); }
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); }
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); }
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()); }
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 if(toThing->isCreature()) m_protocolGame->sendUseOnCreature(pos, item->getId(), item->getStackpos(), toThing->getId()); else m_protocolGame->sendUseItemWith(pos, item->getId(), item->getStackpos(), toThing->getPosition(), toThing->getId(), toThing->getStackpos()); }