Beispiel #1
0
void AttackStuff(NXWSOCKET  s, P_CHAR victim)
{
	if ( s < 0 || s >= now )
		return;

	P_CHAR attacker = MAKE_CHAR_REF( currchar[s] );
	VALIDATEPC( attacker );
	VALIDATEPC( victim );

	if( attacker->getSerial32() == victim->getSerial32() )
		return;

	
	if ( attacker->amxevents[EVENT_CHR_ONBEGINATTACK]) {
		g_bByPass = false;
		attacker->amxevents[EVENT_CHR_ONBEGINATTACK]->Call( attacker->getSerial32(), victim->getSerial32() );
		if (g_bByPass==true) return;
	}

	if ( victim->amxevents[EVENT_CHR_ONBEGINDEFENSE]) {
		g_bByPass = false;
		victim->amxevents[EVENT_CHR_ONBEGINDEFENSE]->Call( victim->getSerial32(), attacker->getSerial32() );
		if (g_bByPass==true) return;
	}
	/*
	attacker->runAmxEvent( EVENT_CHR_ONBEGINATTACK, attacker->getSerial32(), victim->getSerial32() );
	if (g_bByPass==true)
		return;
	victim->runAmxEvent( EVENT_CHR_ONBEGINDEFENSE, victim->getSerial32(), attacker->getSerial32() );
	if (g_bByPass==true)
		return;
	*/
	attacker->targserial=victim->getSerial32();
	attacker->unHide();
	attacker->disturbMed();

	if( victim->dead || victim->hp <= 0 )//AntiChrist
	{
		attacker->sysmsg( TRANSLATE("That person is already dead!") );
		return;
	}

	if ( victim->npcaitype==NPCAI_PLAYERVENDOR)
	{
		attacker->sysmsg( TRANSLATE("%s cannot be harmed."), victim->getCurrentNameC() );
		return;
	}

	SndAttackOK(s, victim->getSerial32());	//keep the target highlighted
	if (!( victim->targserial== INVALID))
	{
		victim->attackerserial=attacker->getSerial32();
		victim->ResetAttackFirst();
	}
	attacker->SetAttackFirst();
	attacker->attackerserial=victim->getSerial32();

	if( victim->guarded )
	{
		NxwCharWrapper sc;
		sc.fillOwnedNpcs( victim, false, false );
		for ( sc.rewind(); !sc.isEmpty(); sc++ )
		{
			P_CHAR guard = sc.getChar();
			if ( ISVALIDPC( guard ) )
				if ( guard->npcaitype == NPCAI_PETGUARD && ( attacker->distFrom( guard )<= 10 ) )
					npcattacktarget(attacker, guard);
		}
	}

	if ((region[ victim->region].priv & RGNPRIV_GUARDED) && (SrvParms->guardsactive))
	{
		if (victim->IsGrey())
			attacker->SetGrey();

		if (victim->npc==0 && victim->IsInnocent() && (!victim->IsGrey()) && Guildz.compareGuilds( attacker->getGuild(), victim->getGuild() )==0) //REPSYS
		{
			criminal( attacker );
			if (ServerScp::g_nInstantGuard==1)
				npcs::SpawnGuard(attacker, victim,attacker->getPosition() );
		}
		else if( victim->npc && victim->IsInnocent() && !victim->HasHumanBody() && victim->npcaitype!=NPCAI_TELEPORTGUARD )
		{
			criminal( attacker );
			if (ServerScp::g_nInstantGuard==1)
				npcs::SpawnGuard(attacker, victim, attacker->getPosition() );
		}
		else if( victim->npc && victim->IsInnocent() && victim->HasHumanBody() && victim->npcaitype!=NPCAI_TELEPORTGUARD )
		{
			victim->talkAll( TRANSLATE("Help! Guards! I've been attacked!"), 1);
			criminal( victim );
			callguards(DEREF_P_CHAR(victim)); // Sparhawk must check if npcs can call guards
		}
		else if( victim->npc && victim->npcaitype==NPCAI_TELEPORTGUARD)
		{
			criminal( attacker );
			npcattacktarget(victim, attacker);
		}
		else if ((victim->npc || victim->tamed) && !victim->war && victim->npcaitype!=NPCAI_TELEPORTGUARD)
		{
			victim->fight( attacker );
		}
		else
		{
			victim->setNpcMoveTime();
		}
		//attacker->emoteall( "You see %s attacking %s!", 1, attacker->getCurrentNameC(), victim->getCurrentNameC() );
	}
	else	// not a guarded area
	{
		if ( victim->IsInnocent())
		{
			if ( victim->IsGrey())
				attacker->SetGrey();
			if (!victim->npc && (!victim->IsGrey()) && Guildz.compareGuilds(attacker->getGuild(), victim->getGuild() )==0)
			{
				criminal( attacker );
			}
			else if (victim->npc && victim->tamed)
			{
				criminal( attacker );
				npcattacktarget(victim, attacker);
			}
			else if (victim->npc)
			{
				criminal( attacker );
				npcattacktarget(victim, attacker);
				if (victim->HasHumanBody() )
				{
					victim->talkAll(TRANSLATE("Help! Guards! Tis a murder being commited!"), 1);
				}
			}
		}
	}

}
Beispiel #2
0
void deadattack (NXWSOCKET  s, CHARACTER i)
{
	CHARACTER cc = currchar[s];
	P_CHAR pc = MAKE_CHAR_REF( cc );
	VALIDATEPC( pc );
	P_CHAR pc_other = MAKE_CHAR_REF( i );
	VALIDATEPC( pc_other );

	if(pc_other->npc)
	{
		if(pc_other->npcaitype==NPCAI_HEALER)
		{
			if( pc->IsInnocent() )
			{
				if ( pc->distFrom( pc_other ) <= 3 )
				{//let's resurrect him!
					pc_other->playAction(0x10);
					pc->resurrect();
					staticeffect(cc, 0x37, 0x6A, 0x09, 0x06);
					switch(RandomNum(0, 4))
					{
					case 0: pc_other->talkAll( TRANSLATE("Thou art dead, but 'tis within my power to resurrect thee.  Live!"),0); break;
					case 1: pc_other->talkAll( TRANSLATE("Allow me to resurrect thee ghost.  Thy time of true death has not yet come."),0); break;
					case 2: pc_other->talkAll( TRANSLATE("Perhaps thou shouldst be more careful.  Here, I shall resurrect thee."),0); break;
					case 3: pc_other->talkAll( TRANSLATE("Live again, ghost!  Thy time in this world is not yet done."),0); break;
					case 4: pc_other->talkAll( TRANSLATE("I shall attempt to resurrect thee."),0); break;
					}
				}
				else
				{//if dist>3
					pc_other->talkAll( TRANSLATE("Come nearer, ghost, and i'll give you life!"),1);
				}
			}
			else
			{//if a bad guy
				pc_other->talkAll( TRANSLATE("I will not give life to a scoundrel like thee!"),1);
			}
		}
		else if( pc_other->npcaitype == NPCAI_EVILHEALER )
		{
			if( pc->IsMurderer())
			{
				if ( pc->distFrom( pc_other ) <=3 )
				{//let's resurrect him!
					pc_other->playAction(0x10);
					pc->resurrect();
					staticeffect(cc, 0x37, 0x09, 0x09, 0x19); //Flamestrike effect
					switch(rand()%5)
					{
						case 0: pc_other->talkAll( TRANSLATE("Fellow minion of Mondain, Live!!"),0); break;
						case 1: pc_other->talkAll( TRANSLATE("Thou has evil flowing through your vains, so I will bring you back to life."),0); break;
						case 2: pc_other->talkAll( TRANSLATE("If I res thee, promise to raise more hell!."),0); break;
						case 3: pc_other->talkAll( TRANSLATE("From hell to Britannia, come alive!."),0); break;
						case 4: pc_other->talkAll( TRANSLATE("Since you are Evil, I will bring you back to consciouness."),0); break;
					}
				}
				else
				{//if dist >3
					pc_other->talkAll( TRANSLATE("Come nearer, evil soul, and i'll give you life!"),1);
				}
			}
			else
			{//if player is a good guy
				pc_other->talkAll( TRANSLATE("I dispise all things good. I shall not give thee another chance!"),1);
			}
		}
		else
		{
			sysmessage(s,TRANSLATE("You are dead and cannot do that."));
		}//npcaitype check
	}
	else
	{//if this not a npc but a player
		if(SrvParms->persecute)
		{//start persecute stuff - AntiChrist
			pc->targserial = pc_other->getSerial32();
			Skills::Persecute(s);
		}
		else
		{
			sysmessage(s,TRANSLATE("You are dead and cannot do that."));
		}
	}//if npc

}
/*!
\brief Double click
\author Ripper, rewrite by Endymion
\param ps client of player dbclick
\note Completely redone by Morrolan 20-07-99
\warning I use a define CASE for make more readable the code, if you change name of P_ITEM pi chage also the macro
\todo los
*/
void doubleclick(NXWCLIENT ps)
{

	if(ps==NULL) return;
	P_CHAR pc = ps->currChar();
	VALIDATEPC( pc );
	NXWSOCKET s = ps->toInt();

	// the 0x80 bit in the first byte is used later for "keyboard" and should be ignored
	SERIAL serial = LongFromCharPtr(buffer[s] +1) & 0x7FFFFFFF;

	if (isCharSerial(serial))
	{
		P_CHAR pd=pointers::findCharBySerial(serial);
		if(ISVALIDPC(pd))
			dbl_click_character(ps, pd);
		return;
	}

	P_ITEM pi = pointers::findItemBySerial(serial);
	VALIDATEPI(pi);

	if (pi->amxevents[EVENT_IONDBLCLICK]!=NULL) {
		g_bByPass = false;
		pi->amxevents[EVENT_IONDBLCLICK]->Call( pi->getSerial32(), pc->getSerial32() );
		if (g_bByPass==true)
			return;
	}
	/*
	g_bByPass = false;
	pi->runAmxEvent( EVENT_IONDBLCLICK, pi->getSerial32(), s );
	if (g_bByPass==true)
		return;
	*/

	if (!checkItemUsability(pc , pi, ITEM_USE_DBLCLICK))
		return;

	Location charpos= pc->getPosition();

	if (pc->IsHiddenBySpell()) return;	//Luxor: cannot use items if under invisible spell

	if ( !pc->IsGM() && pc->objectdelay >= uiCurrentTime )
	{
		pc->sysmsg(TRANSLATE("You must wait to perform another action."));
		return;
	}
	else
		pc->objectdelay = SrvParms->objectdelay * MY_CLOCKS_PER_SEC + uiCurrentTime;

	///MODIFY, CANT CLICK ITEM AT DISTANCE >2//////////////
	if ( (pc->distFrom(pi)>2) && !pc->IsGM() && !(pc->nxwflags[0] & cChar::flagSpellTelekinesys) ) //Luxor: let's check also for the telekinesys spell
	{
		pc->sysmsg( TRANSLATE("Must be closer to use this!"));
		pc->objectdelay=0;
		return;
	}


//<Anthalir> VARIAIBLI

	tile_st item;

	P_ITEM pack= pc->getBackpack();
	VALIDATEPI( pack );


	data::seekTile( pi->getId(), item );
//////FINEVARIABILI
	if ( ServerScp::g_nEquipOnDclick )
	{
		// equip the item only if it is in the backpack of the player
		if ((pi->getContSerial() == pack->getSerial32()) && (item.quality != 0) && (item.quality != LAYER_BACKPACK) && (item.quality != LAYER_MOUNT))
		{
			int drop[2]= {-1, -1};	// list of items to drop, there no reason for it to be larger
			int curindex= 0;

			NxwItemWrapper wea;
			wea.fillItemWeared( pc, true, true, true );
			for( wea.rewind(); !wea.isEmpty(); wea++ )
			{

				P_ITEM pj=wea.getItem();
				if(!ISVALIDPI(pj))
					continue;
				if ((item.quality == LAYER_1HANDWEAPON) || (item.quality == LAYER_2HANDWEAPON))// weapons
				{
					if (pi->itmhand == 2) // two handed weapons or shield
					{
						if (pj->itmhand == 2)
							drop[curindex++]= DEREF_P_ITEM(pj);
						if ( (pj->itmhand == 1) || (pj->itmhand == 3) )
							drop[curindex++]= DEREF_P_ITEM(pj);
					}
					if (pi->itmhand == 3)
					{
						if ((pj->itmhand == 2) || pj->itmhand == 3)
							drop[curindex++]= DEREF_P_ITEM(pj);
					}
					if ((pi->itmhand == 1) && ((pj->itmhand == 2) || (pj->itmhand == 1)))
						drop[curindex++]= DEREF_P_ITEM(pj);
				}
				else	// not a weapon
				{
					if (pj->layer == item.quality)
						drop[curindex++]= DEREF_P_ITEM(pj);
				}
			}

			if (ServerScp::g_nUnequipOnReequip)
			{
				if (drop[0] > -1)	// there is at least one item to drop
				{
					for (int i= 0; i< 2; i++)
					{
						if (drop[i] > -1)

						{

							P_ITEM p_drop=MAKE_ITEM_REF(drop[i]);

							if(ISVALIDPI(p_drop))
								pc->UnEquip( p_drop );

						}
					}
				}
				pc->playSFX( itemsfx(pi->getId()) );
				pc->Equip( pi );
			}
			else
			{
				if (drop[0] == -1)
				{
					pc->playSFX( itemsfx(pi->getId()) );
					pc->Equip( pi );
				}
			}
			return;
		}
	} // </Anthalir>


	//<Luxor>: Circle of transparency bug fix
	P_ITEM pCont;
	Location dst;

	pCont = pi->getOutMostCont();

	if(pCont->isInWorld()) {
		dst = pCont->getPosition();
	} else {
		P_CHAR pg_dst = pointers::findCharBySerial( pCont->getContSerial() );
		VALIDATEPC(pg_dst);
		dst = pg_dst->getPosition();
	}

	Location charPos = pc->getPosition();
	charPos.z = dst.z;
	charPos.dispz = dst.dispz;

	if ( !pc->IsGM() && !lineOfSight( charPos, dst ) && !(pc->nxwflags[0] & cChar::flagSpellTelekinesys) ) {
		pc->sysmsg( TRANSLATE( "You cannot reach the item" ) );
		return;
	}
	//</Luxor>

	P_CHAR itmowner = pi->getPackOwner();

	if(!pi->isInWorld()) {
		if (isItemSerial(pi->getContSerial()) && pi->type != ITYPE_CONTAINER)
		{// Cant use stuff that isn't in your pack.

			if ( ISVALIDPC(itmowner) && (itmowner->getSerial32()!=pc->getSerial32()) )
					return;
		}
		else
			if (isCharSerial(pi->getContSerial()) && pi->type!=(UI32)INVALID)
			{// in a character.
				P_CHAR wearedby = pointers::findCharBySerial(pi->getContSerial());
				if (ISVALIDPC(wearedby))
					if (wearedby->getSerial32()!=pc->getSerial32() && pi->layer!=LAYER_UNUSED_BP && pi->type!=ITYPE_CONTAINER)
						return;
			}
	}

	if ((pi->magic==4) && (pi->secureIt==1))
	{
		if (!pc->isOwnerOf(pi) || !pc->IsGMorCounselor())
		{
			pc->sysmsg( TRANSLATE("That is a secured chest!"));
			return;
		}
	}

	if (pi->magic == 4)
	{
		pc->sysmsg( TRANSLATE("That item is locked down."));
		return;
	}

	if (pc->dead && pi->type!=ITYPE_RESURRECT) // if you are dead and it's not an ankh, FORGET IT!
	{
		pc->sysmsg(TRANSLATE("You may not do that as a ghost."));
		return;
	}
	else if (!pc->IsGMorCounselor() && pi->layer!=0 && !pc->IsWearing(pi))
	{// can't use other people's things!
		if (!(pi->layer==LAYER_BACKPACK  && SrvParms->rogue==1)) // bugfix for snooping not working, LB
		{
			pc->sysmsg(TRANSLATE("You cannot use items equipped by other players."));
			return;
		}
	}


	// Begin checking objects that we force an object delay for (std objects)
	// start trigger stuff
	if (pi->trigger > 0)
	{
		if (pi->trigtype == 0)
		{
			if ( TIMEOUT( pi->disabled ) ) // changed by Magius(CHE) §
			{
				triggerItem(s, pi, TRIGTYPE_DBLCLICK); // if players uses trigger
				return;
			}
			else
			{
				if ( pi->disabledmsg!=NULL )
					pc->sysmsg("%s", pi->disabledmsg->c_str());
				else
					pc->sysmsg(TRANSLATE("That doesnt seem to work right now."));
				return;
			}
		}
		else
		{
			pc->sysmsg( TRANSLATE("You are not close enough to use that."));
			return;
		}
	}

	// check this on trigger in the event that the .trigger property is not set on the item
	// trigger code.  Check to see if item is envokable by id
	else if (checkenvoke( pi->getId() ))
	{
		pc->envokeitem = pi->getSerial32();
		pc->envokeid = pi->getId();
		P_TARGET targ = clientInfo[s]->newTarget( new cObjectTarget() );
		targ->code_callback=target_envoke;
		targ->send( ps );
		ps->sysmsg( TRANSLATE("What will you use this on?"));
		return;
	}
	// end trigger stuff
	// BEGIN Check items by type

	int los = 0;


	BYTE map1[20] = "\x90\x40\x01\x02\x03\x13\x9D\x00\x00\x00\x00\x13\xFF\x0F\xFF\x01\x90\x01\x90";
	BYTE map2[12] = "\x56\x40\x01\x02\x03\x05\x00\x00\x00\x00\x00";
	// By Polygon: This one is needed to show the location on treasure maps
	BYTE map3[12] = "\x56\x40\x01\x02\x03\x01\x00\x00\x00\x00\x00";


	P_TARGET targ = NULL;

	switch (pi->type)
	{
	case ITYPE_RESURRECT:
		// Check for 'resurrect item type' this is the ONLY type one can use if dead.
		if (pc->dead)
		{
			pc->resurrect();
			pc->sysmsg(TRANSLATE("You have been resurrected."));
			return;
		}
		else
		{
			pc->sysmsg(TRANSLATE("You are already living!"));
			return;
		}
	case ITYPE_BOATS:// backpacks - snooping a la Zippy - add check for SrvParms->rogue later- Morrolan

		if (pi->type2 == 3)
		{
			switch( pi->getId() & 0xFF ) {
				case 0x84:
				case 0xD5:
				case 0xD4:
				case 0x89:
					Boats->PlankStuff(pc, pi);
					break;
				default:
					pc->sysmsg( TRANSLATE("That is locked."));
					break;
			}
			return;
		}
	case ITYPE_CONTAINER: // bugfix for snooping not working, lb
	case ITYPE_UNLOCKED_CONTAINER:
		// Wintermute: GMs or Counselors should be able to open trapped containers always
		if (pi->moreb1 > 0 && !pc->IsGMorCounselor()) {
			magic::castAreaAttackSpell(pi->getPosition("x"), pi->getPosition("y"), magic::SPELL_EXPLOSION);
			pi->moreb1--;
		}
		//Magic->MagicTrap(currchar[s], pi); // added by AntiChrist
		// only 1 and 63 can be trapped, so pleaz leave it here :) - Anti
	case ITYPE_NODECAY_ITEM_SPAWNER: // nodecay item spawner..Ripper
	case ITYPE_DECAYING_ITEM_SPAWNER: // decaying item spawner..Ripper
		if (pi->isInWorld() || (pc->IsGMorCounselor()) || // Backpack in world - free access to everyone
			( isCharSerial(pi->getContSerial()) && pi->getContSerial()==pc->getSerial32()))	// primary pack
		{
			pc->showContainer(pi);
			pc->objectdelay=0;
			return;
		}
		else if( isItemSerial(pi->getContSerial()) )
		{
			P_ITEM pio = pi->getOutMostCont();
			if (pio->getContSerial()==pc->getSerial32() || pio->isInWorld() )
			{
				pc->showContainer(pi);
				pc->objectdelay=0;
				return;
			}
		}
		if(ISVALIDPC(itmowner))
			snooping(pc, pi );
		return;
	case ITYPE_TELEPORTRUNE:
		targ = clientInfo[s]->newTarget( new cLocationTarget() );
		targ->code_callback = target_tele;
		targ->send( ps );
		ps->sysmsg( TRANSLATE("Select teleport target."));
		return;
	case ITYPE_KEY:
		targ = clientInfo[s]->newTarget( new cItemTarget() );
		targ->code_callback = target_key;
		targ->buffer[0]= pi->more1;
		targ->buffer[1]= pi->more2;
		targ->buffer[2]= pi->more3;
		targ->buffer[3]= pi->more4;
		targ->send( ps );
		ps->sysmsg( TRANSLATE("Select item to use the key on."));
		return;
	case ITYPE_LOCKED_ITEM_SPAWNER:
	case ITYPE_LOCKED_CONTAINER:

		// Added traps effects by AntiChrist
		// Wintermute: GMs or Counselors should be able to open locked containers always
		if ( !pc->IsGMorCounselor() )
		{
			if (pi->moreb1 > 0 ) {
				magic::castAreaAttackSpell(pi->getPosition().x, pi->getPosition().y, magic::SPELL_EXPLOSION);
				pi->moreb1--;
			}

			pc->sysmsg(TRANSLATE("This item is locked."));
			return;
		}
		else
		{
			pc->showContainer(pi);
 			return;
		}
	case ITYPE_SPELLBOOK:
		if (ISVALIDPI(pack)) // morrolan
			if(pi->getContSerial()==pack->getSerial32() || pc->IsWearing(pi))
				ps->sendSpellBook(pi);
			else
				pc->sysmsg(TRANSLATE("If you wish to open a spellbook, it must be equipped or in your main backpack."));
			return;
	case ITYPE_MAP:
		LongToCharPtr(pi->getSerial32(), map1 +1);
		map2[1] = map1[1];
		map2[2] = map1[2];
		map2[3] = map1[3];
		map2[4] = map1[4];
/*
		By Polygon:
		Assign areas and map size before sending
*/
		map1[7] = pi->more1;	// Assign topleft x
		map1[8] = pi->more2;
		map1[9] = pi->more3;	// Assign topleft y
		map1[10] = pi->more4;
		map1[11] = pi->moreb1;	// Assign lowright x
		map1[12] = pi->moreb2;
		map1[13] = pi->moreb3;	// Assign lowright y
		map1[14] = pi->moreb4;
		int width, height;		// Tempoary storage for w and h;
		width = 134 + (134 * pi->morez);	// Calculate new w and h
		height = 134 + (134 * pi->morez);
		ShortToCharPtr(width, map1 +15);
		ShortToCharPtr(height, map1 +17);
//		END OF: By Polygon

		Xsend(s, map1, 19);
//AoS/		Network->FlushBuffer(s);
		Xsend(s, map2, 11);
//AoS/		Network->FlushBuffer(s);
		return;
	case ITYPE_BOOK:
		Books::DoubleClickBook(s, pi);
		return;
	case ITYPE_DOOR:
		dooruse(s, pi);
		return;
	case ITYPE_LOCKED_DOOR:
		// Wintermute: GMs or Counselors should be able to open locked doors always
		if ( pc->IsGMorCounselor())
 		{
 			dooruse(s, pi);
 			return;
 		}

		if (ISVALIDPI(pack))
		{
			NxwItemWrapper si;
			si.fillItemsInContainer( pack );
			for( si.rewind(); !si.isEmpty(); si++ )
			{
				P_ITEM pj = si.getItem();
				if (ISVALIDPI(pj) && pj->type==ITYPE_KEY)
					if (((pj->more1 == pi->more1) && (pj->more2 == pi->more2) &&
						 (pj->more3 == pi->more3) && (pj->more4 == pi->more4)) )
					{
						pc->sysmsg(TRANSLATE("You quickly unlock, use, and then relock the door."));
						dooruse(s, pi);
						return;
					}
			}
		}
		pc->sysmsg(TRANSLATE("This door is locked."));
		return;
	case ITYPE_FOOD:

		if (pc->hunger >= 6)
		{
			pc->sysmsg( TRANSLATE("You are simply too full to eat any more!"));
			return;
		}
		else
		{
			switch (RandomNum(0, 2))
			{
				case 0: pc->playSFX(0x3A); break;
				case 1: pc->playSFX(0x3B); break;
				case 2: pc->playSFX(0x3C); break;
			}

			switch (pc->hunger)
			{
				case 0:  pc->sysmsg( TRANSLATE("You eat the food, but are still extremely hungry.")); break;
				case 1:  pc->sysmsg( TRANSLATE("You eat the food, but are still extremely hungry.")); break;
				case 2:  pc->sysmsg( TRANSLATE("After eating the food, you feel much less hungry.")); break;
				case 3:  pc->sysmsg( TRANSLATE("You eat the food, and begin to feel more satiated.")); break;
				case 4:  pc->sysmsg( TRANSLATE("You feel quite full after consuming the food.")); break;
				case 5:  pc->sysmsg( TRANSLATE("You are nearly stuffed, but manage to eat the food."));	break;
				default: pc->sysmsg( TRANSLATE("You are simply too full to eat any more!")); break;
			}

			if (pi->poisoned)
			{
				pc->sysmsg(TRANSLATE("The food was poisoned!"));
				pc->applyPoison(PoisonType(pi->poisoned));

			}

			pi->ReduceAmount(1);
		    pc->hunger++;
		}
		return;
	case ITYPE_WAND: // -Fraz- Modified and tuned up, Wands must now be equipped or in pack
	case ITYPE_MANAREQ_WAND: // magic items requiring mana (xan)
		if (ISVALIDPI(pack))
		{
			if (pi->getContSerial() == pack->getSerial32() || pc->IsWearing(pi))
			{
				if (pi->morez != 0)
				{
					pi->morez--;
					if (magic::beginCasting(
						static_cast<magic::SpellId>((8*(pi->morex - 1)) + pi->morey - 1),
						ps,
						(pi->type==ITYPE_WAND) ? magic::CASTINGTYPE_ITEM : magic::CASTINGTYPE_NOMANAITEM))
						{
							if (pi->morez == 0)
							{
								pi->type = pi->type2;
								pi->morex = 0;
								pi->morey = 0;
								pi->offspell = 0;
							}
						}
				}
			}
			else
			{
				pc->sysmsg(TRANSLATE("If you wish to use this, it must be equipped or in your backpack."));
			}
		}
		return; // case 15 (magic items)
/*////////////////////REMOVE/////////////////////////////////////
	case 18: // crystal ball?
		switch (RandomNum(0, 9))
		{
		case 0: itemmessage(s, TRANSLATE("Seek out the mystic llama herder."), pi->getSerial32());									break;
		case 1: itemmessage(s, TRANSLATE("Wherever you go, there you are."), pi->getSerial32());									break;
		case 4: itemmessage(s, TRANSLATE("The message appears to be too cloudy to make anything out of it."), pi->getSerial32());	break;
		case 5: itemmessage(s, TRANSLATE("You have just lost five strength.. not!"), pi->getSerial32());							break;
		case 6: itemmessage(s, TRANSLATE("You're really playing a game you know"), pi->getSerial32());								break;
		case 7: itemmessage(s, TRANSLATE("You will be successful in all you do."), pi->getSerial32());								break;
		case 8: itemmessage(s, TRANSLATE("You are a person of culture."), pi->getSerial32());										break;
		default: itemmessage(s, TRANSLATE("Give me a break! How much good fortune do you expect!"), pi->getSerial32());				break;
		}// switch
		soundeffect2(pc_currchar, 0x01EC);
		return;// case 18 (crystal ball?)
*/////////////////////ENDREMOVE/////////////////////////////////////
	case ITYPE_POTION: // potions
			if (pi->morey != 3)
				pc->drink(pi);   //Luxor: delayed potions drinking
			else    //explosion potion
				usepotion(pc, pi);
			return;
	case ITYPE_RUNE:
			if (pi->morex==0 && pi->morey==0 && pi->morez==0)
			{
				pc->sysmsg( TRANSLATE("That rune is not yet marked!"));
			}
			else
			{
				pc->runeserial = pi->getSerial32();
				pc->sysmsg( TRANSLATE("Enter new rune name."));
			}
			return;
	case ITYPE_SMOKE:
			pc->smoketimer = pi->morex*MY_CLOCKS_PER_SEC + getclock();
			pi->ReduceAmount(1);
			return;
	case ITYPE_RENAME_DEED:
			pc->namedeedserial = pi->getSerial32();
			pc->sysmsg( TRANSLATE("Enter your new name."));
			pi->ReduceAmount(1);
			return;
	case ITYPE_POLYMORPH:
			pc->setId( pi->morex );
			pc->teleport();
			pi->type = ITYPE_POLYMORPH_BACK;
			return;
	case ITYPE_POLYMORPH_BACK:
			pc->setId( pc->getOldId() );
			pc->teleport();
			pi->type = ITYPE_POLYMORPH;
			return;
	case ITYPE_ARMY_ENLIST:
			enlist(s, pi->morex);
			pi->Delete();
			return;
	case ITYPE_TELEPORT:
			pc->MoveTo( pi->morex,pi->morey,pi->morez );
			pc->teleport();
			return;
	case ITYPE_DRINK:
			switch (rand()%2)
			{
				case 0: pc->playSFX(0x0031); break;
				case 1: pc->playSFX(0x0030); break;
			}
			pi->ReduceAmount(1);
			pc->sysmsg( TRANSLATE("Gulp !"));
			return;
	case ITYPE_GUILDSTONE:
			if ( pi->getId() == 0x14F0  ||  pi->getId() == 0x1869 )	// Check for Deed/Teleporter + Guild Type
			{
				pc->fx1 = DEREF_P_ITEM(pi);
				Guilds->StonePlacement(s);
				return;
			}
			else if (pi->getId() == 0x0ED5)	// Check for Guildstone + Guild Type
			{
				pc->fx1 = DEREF_P_ITEM(pi);
				Guilds->Menu(s, 1);
				return;
			}
			else
				WarnOut("Unhandled guild item type named: %s with ID of: %X\n", pi->getCurrentNameC(), pi->getId());
			return;
	case ITYPE_PLAYER_VENDOR_DEED:			// PlayerVendors deed
			{
			P_CHAR vendor = npcs::AddNPCxyz(-1, 2117, charpos.x, charpos.y, charpos.z);
			if ( !ISVALIDPC(vendor) )
			{
				WarnOut("npc-script couldnt find vendor !\n");
				return;
			}

			los = 0;
			vendor->npcaitype = NPCAI_PLAYERVENDOR;
			vendor->MakeInvulnerable();
			vendor->unHide();
			vendor->stealth=INVALID;
			vendor->dir = pc->dir;
			vendor->npcWander = WANDER_NOMOVE;
			vendor->SetInnocent();
			vendor->setOwnerSerial32( pc->getSerial32() );
			vendor->tamed = false;
			pi->Delete();
			vendor->teleport();
			char temp[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
			sprintf( temp, TRANSLATE("Hello sir! My name is %s and i will be working for you."), vendor->getCurrentNameC());
			vendor->talk(s, temp, 0);

			return;
			}
	case ITYPE_TREASURE_MAP:
			Skills::Decipher(pi, s);
			return;

	case ITYPE_DECIPHERED_MAP:
			map1[ 1] = map2[1] = map3[1] = pi->getSerial().ser1;
			map1[ 2] = map2[2] = map3[2] = pi->getSerial().ser2;
			map1[ 3] = map2[3] = map3[3] = pi->getSerial().ser3;
			map1[ 4] = map2[4] = map3[4] = pi->getSerial().ser4;
			map1[ 7] = pi->more1;	// Assign topleft x
			map1[ 8] = pi->more2;
			map1[ 9] = pi->more3;	// Assign topleft y
			map1[10] = pi->more4;
			map1[11] = pi->moreb1;	// Assign lowright x
			map1[12] = pi->moreb2;
			map1[13] = pi->moreb3;	// Assign lowright y
			map1[14] = pi->moreb4;
			ShortToCharPtr(0x0100, map1 +15);			// Let width and height be 256
			ShortToCharPtr(0x0100, map1 +17);
			Xsend(s, map1, 19);
//AoS/			Network->FlushBuffer(s);

			Xsend(s, map2, 11);
//AoS/			Network->FlushBuffer(s);

			// Generate message to add a map point
			SI16 posx, posy;					// tempoary storage for map point
			SI16 tlx, tly, lrx, lry;				// tempoary storage for map extends
			tlx = (pi->more1 << 8) | pi->more2;
			tly = (pi->more3 << 8) | pi->more4;
			lrx = (pi->moreb1 << 8) | pi->moreb2;
			lry = (pi->moreb3 << 8) | pi->moreb4;
			posx = (256 * (pi->morex - tlx)) / (lrx - tlx);		// Generate location for point
			posy = (256 * (pi->morey - tly)) / (lry - tly);
			ShortToCharPtr(posx, map3 +7);				// Store the point position
			ShortToCharPtr(posy, map3 +9);
			Xsend(s, map3, 11);					// Fire data to client :D
//AoS/			Network->FlushBuffer(s);
			return;
		default:
			break;
	}
	///END IDENTIFICATION BY TYPE

/////////////////READ UP :D////////////////////////////////

	///BEGIN IDENTIFICATION BY ID
	if (pi->IsSpellScroll())
	{
		if (ISVALIDPI(pack))
			if( pi->getContSerial()==pack->getSerial32()) {
				magic::SpellId spn = magic::spellNumberFromScrollId(pi->getId());	// avoid reactive armor glitch
				if ((spn>=0)&&(magic::beginCasting(spn, ps, magic::CASTINGTYPE_SCROLL)))
					pi->ReduceAmount(1);							// remove scroll if successful
			}
			else pc->sysmsg(TRANSLATE("The scroll must be in your backpack to envoke its magic."));
	}
	CASE(IsAnvil) {
		targ = clientInfo[s]->newTarget( new cItemTarget() );
		targ->code_callback=Skills::target_repair;
		targ->send( ps );
		ps->sysmsg( TRANSLATE("Select item to be repaired."));
	}
	CASE(IsAxe) {
		targ = clientInfo[s]->newTarget( new cTarget() );
		targ->code_callback=target_axe;
		targ->buffer[0]=pi->getSerial32();
		targ->send( ps );
		ps->sysmsg( TRANSLATE("What would you like to use that on ?"));
	}
	CASEOR(IsFeather, IsShaft) {
		targ = clientInfo[s]->newTarget( new cItemTarget() );
		targ->buffer[0]= pi->getSerial32();
		targ->code_callback=Skills::target_fletching;
		targ->send( ps );
		ps->sysmsg( TRANSLATE("What would you like to use this with?"));
	}
/*!
\brief Steal something
\author Unknow, completly rewritten by Endymion
\param ps the client
*/
void Skills::target_stealing( NXWCLIENT ps, P_TARGET t )
{
	P_CHAR thief = ps->currChar();
	VALIDATEPC(thief);
	SERIAL target_serial = t->getClicked();

	AMXEXECSVTARGET( thief->getSerial32(),AMXT_SKITARGS,STEALING,AMX_BEFORE);

	//steal a char
	if ( isCharSerial(target_serial) )
	{
		Skills::target_randomSteal(ps,t);
        	return;
	}

	const P_ITEM pi = pointers::findItemBySerial( target_serial );
	VALIDATEPI(pi);

	//steal a pickpocket, a steal training dummy
	if( pi->getId() == 0x1E2D || pi->getId() == 0x1E2C )
	{
		Skills::PickPocketTarget(ps);
        	return;
	}

	//no stealing for items on layers other than 0 (equipped!) , newbie items, and items not being in containers allowed !
	if ( pi->layer!=0 || pi->isNewbie() || pi->isInWorld() )
	{
       	thief->sysmsg(TRANSLATE("You cannot steal that."));
       	return;
	}

	P_CHAR victim = pi->getPackOwner();
	VALIDATEPC(victim);

	if (victim->npcaitype == NPCAI_PLAYERVENDOR)
	{
		thief->sysmsg(TRANSLATE("You cannot steal from player vendors."));
       	return;
	}

	if ( (thief->getSerial32() == victim->getSerial32()) || (thief->getSerial32()==victim->getOwnerSerial32()) )
	{
		thief->sysmsg(TRANSLATE("You catch yourself red handed."));
		return;
	}

	if (thief->distFrom( victim ) == 1)
	{

		int result;

		R32 we = pi->getWeightActual();
		int bonus= (int)( (1800 - we)/5 );
		if ( thief->checkSkill( STEALING,0,(1000-bonus)) )
		{
			// 0 stealing 2 stones, 10  3 stones, 99.9 12 stones, 100 17 stones !!!
			int cansteal = thief->skill[STEALING] > 999 ? 1700 : thief->skill[STEALING] + 200;

			if ( we > cansteal )
			{
        		thief->sysmsg(TRANSLATE("That is too heavy."));
        		return;
			}

			
			if (pi->amxevents[EVENT_IONSTOLEN]!=NULL)
			{
				g_bByPass = false;
				pi->amxevents[EVENT_IONSTOLEN]->Call(pi->getSerial32(), thief->getSerial32(), victim->getSerial32());
				if (g_bByPass==true)
					return;
			}

			if (victim->amxevents[EVENT_CHR_ONSTOLEN])
			{
				g_bByPass = false;
				victim->amxevents[EVENT_CHR_ONSTOLEN]->Call(victim->getSerial32(), thief->getSerial32());
				if (g_bByPass==true)
					return;
			}
			/*

			pi->runAmxEvent( EVENT_IONSTOLEN, pi->getSerial32(), s, victim->getSerial32() );
			if (g_bByPass==true)
				return;

			victim->runAmxEvent( EVENT_CHR_ONSTOLEN, victim->getSerial32(), s );
			if (g_bByPass==true)
				return;
			*/

			P_ITEM pack= thief->getBackpack();
			VALIDATEPI(pack);

			pi->setContSerial( pack->getSerial32() );

			thief->sysmsg(TRANSLATE("You successfully steal the item."));
			pi->Refresh();
			
			result=+200;
			//all_items(s); why all item?
		}
		else
		{
			thief->sysmsg( TRANSLATE("You failed to steal the item."));
			result=-200;
			//Only onhide when player is caught!
		}

		if ( rand()%1000 > ( thief->skill[STEALING] + result )  )
		{
			thief->unHide();
			thief->sysmsg(TRANSLATE("You have been caught!"));
			thief->IncreaseKarma(ServerScp::g_nStealKarmaLoss);
			thief->modifyFame(ServerScp::g_nStealFameLoss);

			if ( victim->IsInnocent() && thief->attackerserial != victim->getSerial32() && Guilds->Compare(thief,victim)==0)
				setCrimGrey(thief, ServerScp::g_nStealWillCriminal); //Blue and not attacker and not same guild


			std::string itmname ( "" );
			char temp[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
			char temp2[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
			if ( pi->getCurrentName() != "#" )
				itmname = pi->getCurrentName();
			else
			{
				pi->getName( temp );
				itmname = temp;
			}
			sprintf(temp,TRANSLATE("You notice %s trying to steal %s from you!"), thief->getCurrentNameC(), itmname.c_str());
			sprintf(temp2,TRANSLATE("You notice %s trying to steal %s from %s!"), thief->getCurrentNameC(), itmname.c_str(), victim->getCurrentNameC());

			if ( victim->npc )
				if( victim->HasHumanBody() )
					victim->talkAll(TRANSLATE( "Guards!! A thief is amoung us!"),0);
			else
				victim->sysmsg(temp);

			//send to all player temp2 = thief are stealing victim if are more intelligent and a bonus of luck :D
			NxwSocketWrapper sw;
			sw.fillOnline( thief, true );
			for( sw.rewind(); !sw.isEmpty(); sw++ ) {
				
				NXWCLIENT ps_i=sw.getClient();
				if(ps_i==NULL ) continue;

				P_CHAR pc_i=ps_i->currChar();
				if ( ISVALIDPC(pc_i) )
					if( (rand()%10+10==17) || ( (rand()%2==1) && (pc_i->in>=thief->in)))
						pc_i->sysmsg(temp2);
			}
		}
	}
	else 
	{
		thief->sysmsg(TRANSLATE("You are too far away to steal that item."));
	}

	AMXEXECSVTARGET( thief->getSerial32(),AMXT_SKITARGS,STEALING,AMX_AFTER);
}
Beispiel #5
0
UI32 item_dist(P_CHAR a, P_ITEM b)
{
	VALIDATEPCR(a, VERY_VERY_FAR);
	return a->distFrom( b );
}
Beispiel #6
0
LOGICAL item_inRange(P_CHAR a, P_ITEM b, UI32 range)
{
	VALIDATEPCR(a, false);
	return ( a->distFrom( b ) <= range );
}
Beispiel #7
0
LOGICAL char_inRange(P_CHAR a, P_CHAR b, UI32 range)
{
	VALIDATEPCR(a, false);
	return ( a->distFrom( b ) <= range );
}