AssignInstancedLoot() private method

private AssignInstancedLoot ( ) : void
return void
示例#1
0
文件: Corpse.cs 项目: jicomub/Temrael
        public static Container Mobile_CreateCorpseHandler(Mobile owner, HairInfo hair, FacialHairInfo facialhair, List <Item> initialContent, List <Item> equipItems)
        {
            bool shouldFillCorpse = true;

            //if ( owner is BaseCreature )
            //	shouldFillCorpse = !((BaseCreature)owner).IsBonded;

            Corpse c;

            c = new Corpse(owner, hair, facialhair, shouldFillCorpse ? equipItems : new List <Item>());

            owner.Corpse = c;

            if (shouldFillCorpse)
            {
                for (int i = 0; i < initialContent.Count; ++i)
                {
                    Item item = initialContent[i];

                    if (Core.AOS && owner.Player && item.Parent == owner.Backpack)
                    {
                        c.AddItem(item);
                    }
                    else
                    {
                        c.DropItem(item);
                    }

                    if (owner.Player && Core.AOS)
                    {
                        c.SetRestoreInfo(item, item.Location);
                    }
                }

                if (!owner.Player)
                {
                    c.AssignInstancedLoot();
                }
            }
            else
            {
                c.Carved = true;                 // TODO: Is it needed?
            }

            Point3D loc = owner.Location;
            Map     map = owner.Map;

            if (map == null || map == Map.Internal)
            {
                loc = owner.LogoutLocation;
                map = owner.LogoutMap;
            }

            c.MoveToWorld(loc, map);

            return(c);
        }
示例#2
0
        public static Container Mobile_CreateCorpseHandler(
            Mobile owner, HairInfo hair, FacialHairInfo facialhair, List <Item> initialContent, List <Item> equipItems)
        {
            var c = new Corpse(owner, hair, facialhair, equipItems);

            owner.Corpse = c;

            for (int i = 0; i < initialContent.Count; ++i)
            {
                Item item = initialContent[i];

                if (owner.Player && item.Parent == owner.Backpack)
                {
                    c.AddItem(item);
                }
                else
                {
                    c.DropItem(item);
                }

                if (owner.Player)
                {
                    c.SetRestoreInfo(item, item.Location);
                }
            }

            if (!owner.Player)
            {
                c.AssignInstancedLoot();
                c.HasAssignedInstancedLoot = true;
            }
            else
            {
                PlayerMobile pm = owner as PlayerMobile;

                if (pm != null)
                {
                    c.RestoreEquip = pm.EquipSnapshot;
                }
            }

            Point3D loc = owner.Location;
            Map     map = owner.Map;

            if (map == null || map == Map.Internal)
            {
                loc = owner.LogoutLocation;
                map = owner.LogoutMap;
            }

            c.MoveToWorld(loc, map);

            return(c);
        }
示例#3
0
        public static Container Mobile_CreateCorpseHandler( Mobile owner, HairInfo hair, FacialHairInfo facialhair, List<Item> initialContent, List<Item> equipItems )
        {
            bool shouldFillCorpse = true;

            //if ( owner is BaseCreature )
            //	shouldFillCorpse = !((BaseCreature)owner).IsBonded;

            Corpse c = new Corpse(owner, hair, facialhair, shouldFillCorpse ? equipItems : new List<Item>());
            owner.Corpse = c;

            if( shouldFillCorpse )
            {
                for( int i = 0; i < initialContent.Count; ++i )
                {
                    Item item = initialContent[i];

                    if( Core.AOS && owner.Player && item.Parent == owner.Backpack )
                        c.AddItem(item);
                    else
                        c.DropItem(item);

                    if( owner.Player && Core.AOS )
                        c.SetRestoreInfo(item, item.Location);
                }

                if( !owner.Player )
                    c.AssignInstancedLoot();
            }
            else
            {
                c.Carved = true; // TODO: Is it needed?
            }

            Point3D loc = owner.Location;
            Map map = owner.Map;

            if( map == null || map == Map.Internal )
            {
                loc = owner.LogoutLocation;
                map = owner.LogoutMap;
            }

            c.MoveToWorld(loc, map);

            return c;
        }