Exemple #1
0
int CChar::Use_PlayMusic( CItem * pInstrument, int iDifficultyToPlay )
{
	ADDTOCALLSTACK("CChar::Use_PlayMusic");
	// SKILL_ENTICEMENT, SKILL_MUSICIANSHIP,
	// ARGS:
	//	iDifficultyToPlay = 0-100
	// RETURN:
	//  >=0 = success
	//  -1 = too hard for u.
	//  -2 = can't play. no instrument.

	if ( !pInstrument )
	{
		pInstrument = ContentFind(RESOURCE_ID(RES_TYPEDEF, IT_MUSICAL), 0, 1);
		if ( !pInstrument )
		{
			SysMessageDefault(DEFMSG_MUSICANSHIP_NOTOOL);
			return -2;
		}
	}

	bool fSuccess = Skill_UseQuick(SKILL_MUSICIANSHIP, iDifficultyToPlay, (Skill_GetActive() != SKILL_MUSICIANSHIP));
	Sound(pInstrument->Use_Music(fSuccess));
	if ( fSuccess )
		return iDifficultyToPlay;	// success

	// Skill gain for SKILL_MUSICIANSHIP failure will need to be triggered
	// manually, since Skill_UseQuick isn't going to do it for us in this case
	if ( Skill_GetActive() == SKILL_MUSICIANSHIP )
		Skill_Experience(SKILL_MUSICIANSHIP, -iDifficultyToPlay);

	SysMessageDefault(DEFMSG_MUSICANSHIP_POOR);
	return -1;		// fail
}
//恢复到缺省技能操作,用于退出修理,鉴定,等特殊鼠标命令状态
VOID CGameInterface::Skill_CancelAction(VOID)
{
	//修理
	if(	CActionSystem::GetMe()->GetDefaultAction() == CActionItem_MouseCmd_Repair::GetMe())
	{
		CActionSystem::GetMe()->SetDefaultAction(Skill_GetActive());
	}
	else if(CActionSystem::GetMe()->GetDefaultAction() == CActionItem_MouseCmd_Identify::GetMe())  //鉴定
	{
		CDataPool::GetMe()->Identify_UnLock();
		CActionSystem::GetMe()->SetDefaultAction(Skill_GetActive());
	}
}
Exemple #3
0
bool CChar::Use_Train_PickPocketDip( CItem *pItem, bool fSetup )
{
	ADDTOCALLSTACK("CChar::Use_Train_PickPocketDip");
	// IT_TRAIN_PICKPOCKET
	// Train dummy.

	ASSERT(pItem);
	if ( Skill_GetBase(SKILL_STEALING) > g_Cfg.m_iSkillPracticeMax )
	{
		SysMessageDefault(DEFMSG_ITEMUSE_PDUMMY_SKILL);
		return true;
	}
	if ( !pItem->IsTopLevel() )
	{
	badpickpocket:
		SysMessageDefault(DEFMSG_ITEMUSE_PDUMMY_P);
		return true;
	}

	int dx = GetTopPoint().m_x - pItem->GetTopPoint().m_x;
	int dy = GetTopPoint().m_y - pItem->GetTopPoint().m_y;

	bool fNS = (pItem->GetDispID() == ITEMID_PICKPOCKET_NS || pItem->GetDispID() == ITEMID_PICKPOCKET_NS2);
	if ( fNS )
	{
		if ( !(!dx && abs(dy) < 2) )
			goto badpickpocket;
	}
	else
	{
		if ( !(!dy && abs(dx) < 2) )
			goto badpickpocket;
	}

	if ( fSetup )
	{
		if ( Skill_GetActive() == NPCACT_TRAINING )
			return true;
		m_Act_TargPrv = m_uidWeapon;
		m_Act_Targ = pItem->GetUID();
		Skill_Start(NPCACT_TRAINING);
	}
	else if ( !Skill_UseQuick(SKILL_STEALING, Calc_GetRandLLVal(40)) )
	{
		pItem->Sound(0x041);
		pItem->SetAnim(fNS ? ITEMID_PICKPOCKET_NS_FX : ITEMID_PICKPOCKET_EW_FX, 3 * TICK_PER_SEC);
		UpdateAnimate(ANIM_ATTACK_WEAPON);
	}
	else
	{
		SysMessageDefault(DEFMSG_ITEMUSE_PDUMMY_OK);
		//pItem->Sound(0x033);
	}
	return true;
}
Exemple #4
0
bool CChar::Use_Train_ArcheryButte( CItem * pButte, bool fSetup )
{
	ADDTOCALLSTACK("CChar::Use_Train_ArcheryButte");
	// IT_ARCHERY_BUTTE
	ASSERT(pButte);

	ITEMID_TYPE AmmoID;
	if ( GetDist(pButte) < 2 )		// if we are standing right next to the butte, retrieve the arrows/bolts
	{
		if ( pButte->m_itArcheryButte.m_AmmoCount == 0 )
		{
			SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_EMPTY);
			return true;
		}

		AmmoID = pButte->m_itArcheryButte.m_AmmoType;
		CItemBase *pAmmoDef = CItemBase::FindItemBase(AmmoID);
		if ( pAmmoDef )
		{
			TCHAR *pszMsg = Str_GetTemp();
			sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_REM), pAmmoDef->GetName(), (pButte->m_itArcheryButte.m_AmmoCount == 1) ? "" : g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_REMS));
			Emote(pszMsg);

			CItem *pRemovedAmmo = CItem::CreateBase(AmmoID);
			ASSERT(pRemovedAmmo);
			pRemovedAmmo->SetAmount(pButte->m_itArcheryButte.m_AmmoCount);
			ItemBounce(pRemovedAmmo);
		}

		// Clear the target
		pButte->m_itArcheryButte.m_AmmoType = ITEMID_NOTHING;
		pButte->m_itArcheryButte.m_AmmoCount = 0;
		return true;
	}

	SKILL_TYPE skill = Fight_GetWeaponSkill();
	if ( !g_Cfg.IsSkillFlag(skill, SKF_RANGED) )
	{
		SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_WS);
		return true;
	}
	if ( Skill_GetBase(skill) > g_Cfg.m_iSkillPracticeMax )
	{
		SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_SKILL);
		return true;
	}

	// Make sure we have some ammo
	CItem *pWeapon = m_uidWeapon.ItemFind();
	ASSERT(pWeapon);
	const CItemBase *pWeaponDef = pWeapon->Item_GetDef();

	// Determine ammo type
	CVarDefCont *pVarAmmoType = pWeapon->GetDefKey("AMMOTYPE", true);
	RESOURCE_ID_BASE rid;
	LPCTSTR t_Str;

	if ( pVarAmmoType )
	{
		t_Str = pVarAmmoType->GetValStr();
		rid = static_cast<RESOURCE_ID_BASE>(g_Cfg.ResourceGetID(RES_ITEMDEF, t_Str));
	}
	else
	{
		rid = pWeaponDef->m_ttWeaponBow.m_idAmmo;
	}
	AmmoID = static_cast<ITEMID_TYPE>(rid.GetResIndex());

	// If there is a different ammo type on the butte currently, tell us to remove the current type first
	if ( (pButte->m_itArcheryButte.m_AmmoType != ITEMID_NOTHING) && (pButte->m_itArcheryButte.m_AmmoType != AmmoID) )
	{
		SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_X);
		return true;
	}

	// We need to be correctly aligned with the target before we can use it
	// For the south facing butte, we need to have the same X value and a Y > 2
	// For the east facing butte, we need to have the same Y value and an X > 2
	if ( !pButte->IsTopLevel() )
	{
	badalign:
		SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_P);
		return true;
	}

	int targDistX = GetTopPoint().m_x - pButte->GetTopPoint().m_x;
	int targDistY = GetTopPoint().m_y - pButte->GetTopPoint().m_y;

	if ( (pButte->GetID() == ITEMID_ARCHERYBUTTE_S) || (pButte->GetID() == ITEMID_MONGBATTARGET_S) )
	{
		if ( !(targDistX == 0 && targDistY > 2) )
			goto badalign;
	}
	else
	{
		if ( !(targDistY == 0 && targDistX > 2) )
			goto badalign;
	}

	if ( !CanSeeLOS(pButte, LOS_NB_WINDOWS) )	//we should be able to shoot through a window
	{
		SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_BLOCK);
		return true;
	}

	if ( fSetup )
	{
		if ( Skill_GetActive() == NPCACT_TRAINING )
			return true;
		UpdateAnimate(ANIM_ATTACK_WEAPON);
		m_Act_TargPrv = m_uidWeapon;
		m_Act_Targ = pButte->GetUID();
		Skill_Start(NPCACT_TRAINING);
		return true;
	}

	CVarDefCont *pCont = pWeapon->GetDefKey("AMMOCONT",true);

	if ( m_pPlayer && AmmoID )
	{
		int iFound = 1;
		if ( pCont )
		{
			//check for UID
			CGrayUID uidCont = static_cast<DWORD>(pCont->GetValNum());
			CItemContainer *pNewCont = dynamic_cast<CItemContainer*>(uidCont.ItemFind());
			if ( !pNewCont )	//if no UID, check for ITEMID_TYPE
			{
				t_Str = pCont->GetValStr();
				RESOURCE_ID_BASE rContid = static_cast<RESOURCE_ID_BASE>(g_Cfg.ResourceGetID(RES_ITEMDEF, t_Str));
				ITEMID_TYPE ContID = static_cast<ITEMID_TYPE>(rContid.GetResIndex());
				if ( ContID )
					pNewCont = dynamic_cast<CItemContainer*>(ContentFind(rContid));
			}

			if ( pNewCont )
				iFound = pNewCont->ContentConsume(RESOURCE_ID(RES_ITEMDEF, AmmoID));
			else
				iFound = ContentConsume(RESOURCE_ID(RES_ITEMDEF, AmmoID));
		}
		else
			iFound = ContentConsume(RESOURCE_ID(RES_ITEMDEF, AmmoID));
		if ( iFound )
		{
			SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_NOAMMO);
			return(true);
		}
	}

	// OK...go ahead and fire at the target
	// Check the skill
	bool fSuccess = Skill_UseQuick(skill, Calc_GetRandLLVal(40));

	// determine animation parameters
	CVarDefCont *pVarAnim = pWeapon->GetDefKey("AMMOANIM", true);
	CVarDefCont *pVarAnimColor = pWeapon->GetDefKey("AMMOANIMHUE", true);
	CVarDefCont *pVarAnimRender = pWeapon->GetDefKey("AMMOANIMRENDER", true);
	ITEMID_TYPE AmmoAnim;
	DWORD AmmoHue;
	DWORD AmmoRender;

	if ( pVarAnim )
	{
		t_Str = pVarAnim->GetValStr();
		rid = static_cast<RESOURCE_ID_BASE>(g_Cfg.ResourceGetID(RES_ITEMDEF, t_Str));
		AmmoAnim = static_cast<ITEMID_TYPE>(rid.GetResIndex());
	}
	else
		AmmoAnim = static_cast<ITEMID_TYPE>(pWeaponDef->m_ttWeaponBow.m_idAmmoX.GetResIndex());

	AmmoHue = pVarAnimColor ? static_cast<DWORD>(pVarAnimColor->GetValNum()) : 0;
	AmmoRender = pVarAnimRender ? static_cast<DWORD>(pVarAnimRender->GetValNum()) : 0;
	
	pButte->Effect(EFFECT_BOLT, AmmoAnim, this, 16, 0, false, AmmoHue, AmmoRender);
	pButte->Sound(0x224);

	// Did we destroy the ammo?
	const CItemBase *pAmmoDef = NULL;
	if ( AmmoID )
		pAmmoDef = CItemBase::FindItemBase(AmmoID);

	if ( !fSuccess )
	{
		// Small chance of destroying the ammo
		if ( pAmmoDef && !Calc_GetRandVal(10) )
		{
			TCHAR *pszMsg = Str_GetTemp();
			sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_DEST), pAmmoDef->GetName());
			Emote(pszMsg, NULL, true);
			return true;
		}

		static LPCTSTR const sm_Txt_ArcheryButte_Failure[] =
		{
			g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_MISS_1),
			g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_MISS_2),
			g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_MISS_3),
			g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_MISS_4)
		};
		Emote(sm_Txt_ArcheryButte_Failure[Calc_GetRandVal(COUNTOF(sm_Txt_ArcheryButte_Failure))]);
	}
	else
	{
		// Very small chance of destroying another arrow
		if ( pAmmoDef && !Calc_GetRandVal(50) && pButte->m_itArcheryButte.m_AmmoCount )
		{
			TCHAR *pszMsg = Str_GetTemp();
			sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_SPLIT), pAmmoDef->GetName());
			Emote(pszMsg, NULL, true);
			return true;
		}

		static LPCTSTR const sm_Txt_ArcheryButte_Success[] =
		{
			g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_HIT_1),
			g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_HIT_2),
			g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_HIT_3),
			g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_HIT_4)
		};
		Emote(sm_Txt_ArcheryButte_Success[Calc_GetRandVal(COUNTOF(sm_Txt_ArcheryButte_Success))]);
	}

	// Update the target
	if ( AmmoID )
	{
		pButte->m_itArcheryButte.m_AmmoType = AmmoID;
		pButte->m_itArcheryButte.m_AmmoCount++;
	}
	return true;
}
Exemple #5
0
bool CChar::Use_Train_Dummy( CItem * pItem, bool fSetup )
{
	ADDTOCALLSTACK("CChar::Use_Train_Dummy");
	// IT_TRAIN_DUMMY
	// Dummy animation timer prevents over dclicking.

	ASSERT(pItem);
	SKILL_TYPE skill = Fight_GetWeaponSkill();
	if ( g_Cfg.IsSkillFlag(skill, SKF_RANGED) )		// do not allow archery training on dummys
	{
		SysMessageDefault(DEFMSG_ITEMUSE_TDUMMY_ARCH);
		return false;
	}

	char skilltag[32];
	sprintf(skilltag, "OVERRIDE.PracticeMax.SKILL_%d", skill &~0xD2000000);
	CVarDefCont *pSkillTag = pItem->GetKey(skilltag, true);
	int iMaxSkill = pSkillTag ? static_cast<int>(pSkillTag->GetValNum()) : g_Cfg.m_iSkillPracticeMax;

	if ( Skill_GetBase(skill) > iMaxSkill )
	{
		SysMessageDefault(DEFMSG_ITEMUSE_TDUMMY_SKILL);
		return false;
	}
	if ( !pItem->IsTopLevel() )
	{
	baddumy:
		SysMessageDefault(DEFMSG_ITEMUSE_TDUMMY_P);
		return false ;
	}

	// Check location
	int dx = GetTopPoint().m_x - pItem->GetTopPoint().m_x;
	int dy = GetTopPoint().m_y - pItem->GetTopPoint().m_y;

	if ( pItem->GetDispID() == ITEMID_DUMMY1 )
	{
		if ( !(!dx && abs(dy) < 2) )
			goto baddumy;
	}
	else
	{
		if ( !(!dy && abs(dx) < 2) )
			goto baddumy;
	}

	if ( fSetup )
	{
		if ( Skill_GetActive() == NPCACT_TRAINING )
			return true;
		UpdateAnimate(ANIM_ATTACK_WEAPON);
		m_Act_TargPrv = m_uidWeapon;
		m_Act_Targ = pItem->GetUID();
		Skill_Start(NPCACT_TRAINING);
	}
	else
	{
		pItem->SetAnim(static_cast<ITEMID_TYPE>(pItem->GetID() + 1), 3 * TICK_PER_SEC);
		pItem->Sound(0x033);
		Skill_UseQuick(skill, Calc_GetRandLLVal(40));
	}
	return true;
}