inline bool MtgCard::operator==(const MtgCard& rhs) { return GetLayout() == rhs.GetLayout() && GetManacost() == rhs.GetManacost() && GetCmc() == rhs.GetCmc() && CompareStringList(GetColors(), rhs.GetColors()) && type == rhs.type && CompareStringList(GetSupertypes(), rhs.GetSupertypes()) && CompareStringList(GetTypes(), rhs.GetTypes()) && CompareStringList(GetSubtypes(), rhs.GetSubtypes()) && GetRarity() == rhs.GetRarity() && text == rhs.GetText() && GetFlavor() == rhs.GetFlavor() && GetArtist() == rhs.GetArtist() && GetNumber() == rhs.GetNumber() && GetPower() == rhs.GetPower() && GetToughness() == rhs.GetToughness() && GetLoyalty() == rhs.GetLoyalty() && GetMultiverseid() == rhs.GetMultiverseid() && CompareIntList(GetVariations(), rhs.GetVariations()) && GetImageName() == rhs.GetImageName() && GetWatermark() == rhs.GetWatermark() && GetBorder() == rhs.GetBorder() && IsTimeshifted() == rhs.IsTimeshifted() && GetHand() == rhs.GetHand() && GetLife() == rhs.GetLife() && IsReserved() == rhs.IsReserved() && GetReleasedate() == rhs.GetReleasedate() && IsStarter() == rhs.IsStarter() && CompareStringPairList(GetRulings(), rhs.GetRulings()) && CompareStringPairList(GetForeignNames(), rhs.GetForeignNames()) && GetOriginalText() == rhs.GetOriginalText() && GetOriginalType() == rhs.GetOriginalType() && CompareStringPairList(GetLegalities(), rhs.GetLegalities()) && GetEdition() == rhs.GetEdition(); }
void CUser::Regene(uint8 regene_type, uint32 magicid /*= 0*/) { ASSERT(GetMap() != nullptr); _OBJECT_EVENT* pEvent = nullptr; _HOME_INFO* pHomeInfo = nullptr; float x = 0.0f, z = 0.0f; if (!isDead()) return; if (regene_type != 1 && regene_type != 2) regene_type = 1; if (regene_type == 2) { magicid = 490041; // The Stone of Ressurection magic ID // Is our level high enough to be able to resurrect using this skill? if (GetLevel() <= 5 // Do we have enough resurrection stones? || !RobItem(379006000, 3 * GetLevel())) return; } // If we're in a home zone, we'll want the coordinates from there. Otherwise, assume our own home zone. pHomeInfo = g_pMain->m_HomeArray.GetData(GetZoneID() <= ZONE_ELMORAD ? GetZoneID() : GetNation()); if (pHomeInfo == nullptr) return; UserInOut(INOUT_OUT); pEvent = GetMap()->GetObjectEvent(m_sBind); // If we're not using a spell to resurrect. if (magicid == 0) { // Resurrect at a bind/respawn point if (pEvent != nullptr && pEvent->byLife == 1) { SetPosition(pEvent->fPosX + x, 0.0f, pEvent->fPosZ + z); } // Are we trying to respawn in a home zone? else if (GetZoneID() <= ZONE_ELMORAD) { // Use the proper respawn area for our nation, as the opposite nation can // enter this zone at a war's invasion stage. if (GetNation() == KARUS) { x = (float)(pHomeInfo->KarusZoneX + myrand(0, pHomeInfo->KarusZoneLX)); z = (float)(pHomeInfo->KarusZoneZ + myrand(0, pHomeInfo->KarusZoneLZ)); } else { x = (float)(pHomeInfo->ElmoZoneX + myrand(0, pHomeInfo->ElmoZoneLX)); z = (float)(pHomeInfo->ElmoZoneZ + myrand(0, pHomeInfo->ElmoZoneLZ)); } } else { // If we're in a war zone (aside from snow wars, which apparently use different coords), use BattleZone coordinates. if (GetZoneID() != ZONE_SNOW_BATTLE && GetZoneID() == (ZONE_BATTLE_BASE + g_pMain->m_byBattleZone)) { x = (float)(pHomeInfo->BattleZoneX + myrand(0, pHomeInfo->BattleZoneLX)); z = (float)(pHomeInfo->BattleZoneZ + myrand(0, pHomeInfo->BattleZoneLZ)); } // If we died in the Moradon arena, we need to spawn near the Arena. else if (GetZoneID() == ZONE_MORADON && isInArena()) { x = (float)(MINI_ARENA_RESPAWN_X + myrand(-MINI_ARENA_RESPAWN_RADIUS, MINI_ARENA_RESPAWN_RADIUS)); z = (float)(MINI_ARENA_RESPAWN_Z + myrand(-MINI_ARENA_RESPAWN_RADIUS, MINI_ARENA_RESPAWN_RADIUS)); } // For all else, just grab the start position (/town coordinates) from the START_POSITION table. else { short sx, sz; GetStartPosition(sx, sz); x = sx; z = sz; } } SetPosition(x, 0.0f, z); m_bResHpType = USER_STANDING; m_bRegeneType = REGENE_NORMAL; } else // we're respawning using a resurrect skill. { _MAGIC_TYPE5 * pType = g_pMain->m_Magictype5Array.GetData(magicid); if (pType == nullptr) return; MSpChange(-m_iMaxMp); // reset us to 0 MP. if (m_sWhoKilledMe == -1) ExpChange((m_iLostExp * pType->bExpRecover) / 100); // Restore m_bResHpType = USER_STANDING; m_bRegeneType = REGENE_MAGIC; } Packet result(WIZ_REGENE); result << GetSPosX() << GetSPosZ() << GetSPosY(); Send(&result); HpChange(GetMaxHealth()); m_tLastRegeneTime = UNIXTIME; m_sWhoKilledMe = -1; m_iLostExp = 0; if (magicid == 0) BlinkStart(); if (!isBlinking()) { result.Initialize(AG_USER_REGENE); result << GetSocketID() << m_sHp; Send_AIServer(&result); } SetRegion(GetNewRegionX(), GetNewRegionZ()); UserInOut(INOUT_RESPAWN); g_pMain->RegionUserInOutForMe(this); g_pMain->RegionNpcInfoForMe(this); InitializeStealth(); SendUserStatusUpdate(USER_STATUS_DOT, USER_STATUS_CURE); SendUserStatusUpdate(USER_STATUS_POISON, USER_STATUS_CURE); if (isInArena()) SendUserStatusUpdate(USER_STATUS_SPEED, USER_STATUS_CURE); RecastSavedMagic(); // If we actually respawned (i.e. we weren't resurrected by a skill)... if (magicid == 0) { // In PVP zones (not war zones), we must kick out players if they no longer // have any national points. if (GetMap()->isNationPVPZone() && GetMap()->isWarZone() && GetLoyalty() == 0) KickOutZoneUser(false); } }
bool CUser::CanChangeZone(C3DMap * pTargetMap, ZoneChangeError & errorReason) { // While unofficial, game masters should be allowed to teleport anywhere. if (isGM()) return true; // Generic error reason; this should only be checked when the method returns false. errorReason = ZoneChangeErrorGeneric; // Ensure the user meets the zone's level requirements if (GetLevel() < pTargetMap->GetMinLevelReq() || GetLevel() > pTargetMap->GetMaxLevelReq()) { errorReason = ZoneChangeErrorWrongLevel; return false; } switch (pTargetMap->GetID()) { case ZONE_ELMORAD: case ZONE_KARUS: // Users may enter Luferson (1)/El Morad (2) if they are that nation, if (GetNation() == pTargetMap->GetID()) return true; // Users may also enter if there's a war invasion happening in that zone. if (GetNation() == KARUS) return g_pMain->m_byElmoradOpenFlag; else return g_pMain->m_byKarusOpenFlag; case ZONE_KARUS_ESLANT: return GetNation() == KARUS; case ZONE_ELMORAD_ESLANT: return GetNation() == ELMORAD; // Delos (30) may be entered by anybody, unless CSW is started -- in which case, it should only allow members of the clans competing for the castle (right?). case ZONE_DELOS: // TO-DO: implement CSW logic return true; // Bifrost (31) may only be entered if the zone is open by the event. // If it's open, it should only be open for the zone in control of the monument in the first stage. // After that, it's open to both zones (note: this extended logic won't be implemented until we actually implement the event -- #84). case ZONE_BIFROST: // TO-DO: implement Bifrost logic return true; case ZONE_RONARK_LAND: case ZONE_ARDREAM: // PVP zones such as Ronark Land/Ardream (do we include both?) may only be entered if a war is not started. if (g_pMain->m_byBattleOpen != NO_BATTLE) { errorReason = ZoneChangeErrorWarActive; return false; } // They may also not be entered if the user has no NP. if (GetLoyalty() <= 0) { errorReason = ZoneChangeErrorNeedLoyalty; return false; } break; default: // War zones may only be entered if that war zone is active. if (pTargetMap->isWarZone()) { if ((ZONE_BATTLE_BASE - pTargetMap->GetID()) != g_pMain->m_byBattleZone) return false; } } return true; }