From: Keith F. <ven...@us...> - 2007-02-24 03:56:14
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Update of /cvsroot/planeshift/planeshift/src/client In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv3574/src/client Modified Files: psslotmgr.cpp Log Message: - I think dropping items in world and picking them up again now save properly, but this critical feature needs more testing. The big difference now is that the system allows character ownership of items on the ground, so now the loc_sector_id is used to decide if the item is "in world" or not. - Also, now when you drop an item, it appears in the map at the location of your mouse instead of at your feet. - Added yet more printf's (sorry) Index: psslotmgr.cpp =================================================================== RCS file: /cvsroot/planeshift/planeshift/src/client/psslotmgr.cpp,v retrieving revision 1.30 retrieving revision 1.31 diff -C2 -d -r1.30 -r1.31 *** psslotmgr.cpp 23 Feb 2007 06:09:30 -0000 1.30 --- psslotmgr.cpp 24 Feb 2007 03:56:07 -0000 1.31 *************** *** 24,27 **** --- 24,28 ---- #include "psslotmgr.h" + #include "pscamera.h" #include "globals.h" *************** *** 120,126 **** psPoint p = PawsManager::GetSingleton().GetMouse()->GetPosition(); psSlotMovementMsg msg( draggingSlot.containerID, draggingSlot.slotID, draggingSlot.parentID, CONTAINER_WORLD, p.x < PawsManager::GetSingleton().GetGraphics2D()->GetWidth() / 2, 0, ! draggingSlot.stackCount ); PawsManager::GetSingleton().SetDragDropWidget( NULL ); msg.SendMessage(); --- 121,133 ---- psPoint p = PawsManager::GetSingleton().GetMouse()->GetPosition(); + csVector3 pt3d; + iMeshWrapper *mesh = psengine->GetPSCamera()->Get3DPointFrom2D(p.x, p.y, &pt3d); + if (!mesh) // weird! + { + pt3d.Set(0,0,0); + } psSlotMovementMsg msg( draggingSlot.containerID, draggingSlot.slotID, draggingSlot.parentID, CONTAINER_WORLD, p.x < PawsManager::GetSingleton().GetGraphics2D()->GetWidth() / 2, 0, ! draggingSlot.stackCount, &pt3d); PawsManager::GetSingleton().SetDragDropWidget( NULL ); msg.SendMessage(); |