Reveal() public method

public Reveal ( Player player ) : bool
player Player
return bool
コード例 #1
0
ファイル: Equipment.cs プロジェクト: Jonsevc/mooege
        internal Item AddGoldItem(Item collectedItem)
        {
            if (_inventoryGold == null)
            {
                _inventoryGold = ItemGenerator.CreateGold(_owner, collectedItem.Attributes[GameAttribute.Gold]);
                _inventoryGold.Attributes[GameAttribute.ItemStackQuantityLo] = collectedItem.Attributes[GameAttribute.Gold];
                _inventoryGold.Owner = _owner;
                _inventoryGold.SetInventoryLocation(18, 0, 0); // Equipment slot 18 ==> Gold
                _inventoryGold.Reveal(_owner);
            }
            else
            {
                _inventoryGold.Attributes[GameAttribute.ItemStackQuantityLo] += collectedItem.Attributes[GameAttribute.Gold];
            }

            return _inventoryGold;
        }
コード例 #2
0
ファイル: Universe.cs プロジェクト: sexywop/mooege
        public void DropItem(Hero hero, Item item, Vector3D postition)
        {
            Random random = new Random();

            Actor itemActor = new Actor()
            {
                GBHandle = new GBHandle()
                {
                    Field0 = 2,
                    Field1 = item.Gbid,
                },
                InventoryLocationData = null,
                Scale = 1.35f,
                Position = postition,
                WorldId = hero.WorldId,
                RotationAmount = 0.768145f,
                RotationAxis = new Vector3D()
                {
                    X = 0f,
                    Y = 0f,
                    Z = (float)random.NextDouble(),
                },
                SnoId = item.SNOId,
                DynamicId = item.ItemId,
            };

            GetWorld(hero.WorldId).AddActor(itemActor);
            itemActor.Reveal(hero);
            item.Reveal(hero);

            hero.InGameClient.PacketId += 10 * 2;
            hero.InGameClient.SendMessage(new DWordDataMessage()
            {
                Id = 0x89,
                Field0 = hero.InGameClient.PacketId,
            });

            hero.InGameClient.FlushOutgoingBuffer();

        }
コード例 #3
0
ファイル: Equipment.cs プロジェクト: xsochor/mooege
        public Item AddGoldItem(Item collectedItem)
        {
            // the logic is flawed, we shouldn't be creating new gold when it's collected! /raist.

            if (_inventoryGold == null)
            {
                _inventoryGold = ItemGenerator.CreateGold(_owner, collectedItem.Attributes[GameAttribute.Gold]);
                _inventoryGold.Attributes[GameAttribute.ItemStackQuantityLo] = collectedItem.Attributes[GameAttribute.Gold];
                _inventoryGold.Owner = _owner;
                _inventoryGold.SetInventoryLocation(18, 0, 0); // Equipment slot 18 ==> Gold
                _inventoryGold.Reveal(_owner);
            }
            else
            {
                _inventoryGold.Attributes[GameAttribute.ItemStackQuantityLo] += collectedItem.Attributes[GameAttribute.Gold];
                //_inventoryGold.Attributes.SendChangedMessage(_owner.InGameClient, _inventoryGold.DynamicID); // causes: !!!ERROR!!! Setting attribute for unknown ACD [ANN:1253] [Attribute:ItemStackQuantityLo-1048575:	8669] and client crash /raist.
            }

            return _inventoryGold;
        }
コード例 #4
0
ファイル: Inventory.cs プロジェクト: Sanchen/mooege
        // TODO: The inventory's gold item should not be created here. /komiga
        public void PickUpGold(uint itemID)
        {
            Item collectedItem = _owner.GroundItems[itemID];
            if (_goldItem == null)
            {
                ItemTypeGenerator itemGenerator = new ItemTypeGenerator(_owner.InGameClient);
                _goldItem = itemGenerator.CreateItem("Gold1", 0x00000178, ItemType.Gold);
                _goldItem.Count = collectedItem.Count;
                _goldItem.Owner = _owner;
                _goldItem.SetInventoryLocation(18, 0, 0); // Equipment slot 18 ==> Gold
                _goldItem.Reveal(_owner);
            }
            else
            {
                _goldItem.Count += collectedItem.Count;
            }

            GameAttributeMap attributes = new GameAttributeMap();
            attributes[GameAttribute.ItemStackQuantityLo] = _goldItem.Count;
            attributes.SendMessage(_owner.InGameClient, _goldItem.DynamicID);
        }