Ejemplo n.º 1
0
void Character::AddItem(InventoryItemRef item)
{
    Inventory::AddItem( item );

    if( item->flag() == flagSkill
        || item->flag() == flagSkillInTraining )
    {
        // Skill has been added ...
        if( item->categoryID() != EVEDB::invCategories::Skill ) {
            _log( ITEM__WARNING, "%s (%u): %s has been added with flag %d.", itemName().c_str(), itemID(), item->category().name().c_str(), (int)item->flag() );
        } else
        {
            SkillRef skill = SkillRef::StaticCast( item );

            if( !skill->singleton() )
            {
                _log( ITEM__TRACE, "%s (%u): Injecting %s.", itemName().c_str(), itemID(), item->itemName().c_str() );

                // Make it singleton and set initial skill values.
                skill->ChangeSingleton( true );

                skill->Set_skillLevel( 0 );
                skill->Set_skillPoints( 0 );

                if( skill->flag() != flagSkillInTraining )
                    skill->Clear_expiryTime();
            }
        }
    }
}
Ejemplo n.º 2
0
bool Character::InjectSkillIntoBrain(SkillRef skill, uint8 level)
{
    Client *c = m_factory.entity_list.FindCharacter( itemID() );
	

    SkillRef oldSkill = GetSkill( skill->typeID() );
    if( oldSkill )
    {

		oldSkill->attributes.SetNotify(true);
		oldSkill->Set_skillLevel( level );
		oldSkill->Set_skillPoints( pow(2, ( 2.5 * level ) - 2.5 ) * SKILL_BASE_POINTS * ( oldSkill->attributes.GetInt( oldSkill->attributes.Attr_skillTimeConstant ) ) );

		return true;
    }

    // are we injecting from a stack of skills?
    if( skill->quantity() > 1 )
    {
        // split the stack to obtain single item
        InventoryItemRef single_skill = skill->Split( 1 );
        if( !single_skill )
        {
            _log( ITEM__ERROR, "%s (%u): Unable to split stack of %s (%u).", itemName().c_str(), itemID(), skill->itemName().c_str(), skill->itemID() );
            return false;
        }

        // use single_skill ...
        single_skill->MoveInto( *this, flagSkill );
    }
    else
		skill->MoveInto( *this, flagSkill );

	skill->Set_skillLevel( level );
	//TODO: get right number of skill points
	//skill->Set_skillPoints( SKILL_BASE_POINTS * skillTimeConstant() * pow(32, (level - 1) / 2.0) );
	skill->Set_skillPoints( pow(2,( 2.5 * level) - 2.5 ) * SKILL_BASE_POINTS * ( skill->attributes.GetInt( skill->attributes.Attr_skillTimeConstant ) ) );
	
	
    return true;
}
Ejemplo n.º 3
0
void Character::UpdateSkillQueue()
{
    Client *c = m_factory.entity_list.FindCharacter( itemID() );

    SkillRef currentTraining = GetSkillInTraining();
    if( currentTraining )
    {
        if( m_skillQueue.empty()
            || currentTraining->typeID() != m_skillQueue.front().typeID )
        {
            // either queue is empty or skill with different typeID is in training ...
            // stop training:
            _log( ITEM__ERROR, "%s (%u): Stopping training of skill %s (%u).", itemName().c_str(), itemID(), currentTraining->itemName().c_str(), currentTraining->itemID() );

            uint64 timeEndTrain = currentTraining->expiryTime();
            if(timeEndTrain != 0)
            {
                double nextLevelSP = currentTraining->GetSPForLevel( currentTraining->skillLevel() + 1 );
                double SPPerMinute = GetSPPerMin( currentTraining );
                double minRemaining = (double)(timeEndTrain - Win32TimeNow()) / (double)Win32Time_Minute;

                currentTraining->Set_skillPoints( nextLevelSP - (minRemaining * SPPerMinute) );
            }

            currentTraining->Clear_expiryTime();

            currentTraining->MoveInto( *this, flagSkill, true );

            if( c != NULL )
            {
                OnSkillTrainingStopped osst;
                osst.itemID = currentTraining->itemID();
                osst.endOfTraining = 0;

                PyTuple* tmp = osst.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }

            // nothing currently in training
            currentTraining = SkillRef();
        }
    }

    uint64 nextStartTime = Win32TimeNow();
    while( !m_skillQueue.empty() )
    {
        if( !currentTraining )
        {
            // something should be trained, get desired skill
            uint32 skillTypeID = m_skillQueue.front().typeID;

            currentTraining = GetSkill( skillTypeID );
            if( !currentTraining )
            {
                _log( ITEM__ERROR, "%s (%u): Skill %u to train was not found.", itemName().c_str(), itemID(), skillTypeID );
                break;
            }

            _log( ITEM__TRACE, "%s (%u): Starting training of skill %s (%u).", m_itemName.c_str(), m_itemID, currentTraining->itemName().c_str(), currentTraining->itemID() );

            double SPPerMinute = GetSPPerMin( currentTraining );
            double SPToNextLevel = currentTraining->GetSPForLevel( currentTraining->skillLevel() + 1 ) - currentTraining->skillPoints();

            uint64 timeTraining = nextStartTime + Win32Time_Minute * SPToNextLevel / SPPerMinute;

            currentTraining->MoveInto( *this, flagSkillInTraining );
            currentTraining->Set_expiryTime( timeTraining );

            if( c != NULL )
            {
                OnSkillStartTraining osst;
                osst.itemID = currentTraining->itemID();
                osst.endOfTraining = timeTraining;

                PyTuple* tmp = osst.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }
        }

        if( currentTraining->expiryTime() <= Win32TimeNow() )
        {
            // training has been finished:
            _log( ITEM__ERROR, "%s (%u): Finishing training of skill %s (%u).", itemName().c_str(), itemID(), currentTraining->itemName().c_str(), currentTraining->itemID() );

            currentTraining->Set_skillLevel( currentTraining->skillLevel() + 1 );
            currentTraining->Set_skillPoints( currentTraining->GetSPForLevel( currentTraining->skillLevel() ) );

            nextStartTime = currentTraining->expiryTime();
            currentTraining->Clear_expiryTime();

            currentTraining->MoveInto( *this, flagSkill, true );

            if( c != NULL )
            {
                OnSkillTrained ost;
                ost.itemID = currentTraining->itemID();

                PyTuple* tmp = ost.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }

            // erase first element in skill queue
            m_skillQueue.erase( m_skillQueue.begin() );

            // nothing currently in training
            currentTraining = SkillRef();
        }
        // else the skill is in training ...
        else
            break;
    }

    SaveSkillQueue();
}