Exemple #1
0
void TryLearningSpells(CCharEntity* PChar, CMobEntity* PMob) {

	if (PMob->m_UsedSkillIds.size() == 0) { // minor optimisation.
		return;
	}

	// prune the learnable blue spells
	std::vector<CSpell*> PLearnableSpells;
	for (std::map<uint16, uint16>::iterator i=PMob->m_UsedSkillIds.begin(); i != PMob->m_UsedSkillIds.end(); ++i) {
		CSpell* PSpell = spell::GetSpellByMonsterSkillId(i->first);
		if (PSpell != NULL) {
			PLearnableSpells.push_back(PSpell);
		}
	}

	if (PLearnableSpells.size() == 0) {
		return;
	}

	std::vector<CCharEntity*> PBlueMages;

	// populate PBlueMages
	if (PChar->PParty != NULL) {
        for (uint8 i = 0; i < PChar->PParty->members.size(); i++) {
			if (PChar->PParty->members[i]->GetMJob() == JOB_BLU && PChar->PParty->members[i]->objtype == TYPE_PC) {
				PBlueMages.push_back((CCharEntity*)PChar->PParty->members[i]);
			}
		}
	}
	else if (PChar->GetMJob() == JOB_BLU) {
		PBlueMages.push_back(PChar);
	}

	// loop through the list of BLUs and see if they can learn.
	for (int i=0; i<PBlueMages.size(); i++) {
		CCharEntity* PBlueMage = PBlueMages[i];

		if (PBlueMage->isDead()) { // too dead to learn
			continue;
		}

		if (distance(PBlueMage->loc.p, PMob->loc.p) > 100) { // too far away to learn
			continue;
		}

		for (int spell=0; spell<PLearnableSpells.size(); spell++) {
			CSpell* PSpell = PLearnableSpells[spell];

			if (charutils::hasSpell(PBlueMage, PSpell->getID())) {
				continue;
			}

			uint8 learnableLevel = PSpell->getJob(JOB_BLU);
			if (learnableLevel > 0 && learnableLevel < PBlueMage->GetMLevel()+7) { // TODO: Use blue magic skill check rather than level
				if (rand()%100 < 33) {
					if (charutils::addSpell(PBlueMage, PSpell->getID())) {
						PBlueMage->pushPacket(new CMessageBasicPacket(PBlueMage, PBlueMage, PSpell->getID(), 0, MSGBASIC_LEARNS_SPELL));
						charutils::SaveSpells(PBlueMage);
						PBlueMage->pushPacket(new CCharSpellsPacket(PBlueMage));
					}
				}
				break; // only one attempt at learning a spell, regardless of learn or not.
			}
		}

	}
}
Exemple #2
0
void TryLearningSpells(CCharEntity* PChar, CMobEntity* PMob) {

	if (PMob->m_UsedSkillIds.size() == 0) { // minor optimisation.
		return;
	}

	// prune the learnable blue spells
	std::vector<CSpell*> PLearnableSpells;
	for (std::map<uint16, uint16>::iterator i=PMob->m_UsedSkillIds.begin(); i != PMob->m_UsedSkillIds.end(); ++i) {
		CSpell* PSpell = spell::GetSpellByMonsterSkillId(i->first);
		if (PSpell != nullptr) {
			PLearnableSpells.push_back(PSpell);
		}
	}

	if (PLearnableSpells.size() == 0) {
		return;
	}

	std::vector<CCharEntity*> PBlueMages;

	// populate PBlueMages
	if (PChar->PParty != nullptr) {
        for (uint8 i = 0; i < PChar->PParty->members.size(); i++) {
			if (PChar->PParty->members[i]->GetMJob() == JOB_BLU && PChar->PParty->members[i]->objtype == TYPE_PC) {
				PBlueMages.push_back((CCharEntity*)PChar->PParty->members[i]);
			}
		}
	}
	else if (PChar->GetMJob() == JOB_BLU) {
		PBlueMages.push_back(PChar);
	}

	// loop through the list of BLUs and see if they can learn.
	for (size_t i = 0; i < PBlueMages.size(); i++) {
		CCharEntity* PBlueMage = PBlueMages[i];

		if (PBlueMage->isDead()) { // too dead to learn
			continue;
		}

		if (distance(PBlueMage->loc.p, PMob->loc.p) > 100) { // too far away to learn
			continue;
		}

		for (size_t spell = 0; spell < PLearnableSpells.size(); spell++) {
			CSpell* PSpell = PLearnableSpells[spell];

			if (charutils::hasSpell(PBlueMage, static_cast<uint16>(PSpell->getID()))) {
				continue;
			}

            // get the skill cap for the spell level
            auto skillLvlForSpell = battleutils::GetMaxSkill(SKILL_BLUE_MAGIC, JOB_BLU, PSpell->getJob(JOB_BLU));
            // get player skill level with bonus from gear
            auto playerSkillLvl = PBlueMage->GetSkill(SKILL_BLUE_MAGIC);

            // make sure the difference between spell skill and player is at most 31 points
            if (playerSkillLvl >= skillLvlForSpell - 31)
            {
                // TODO: check for blue learning bonus and adjust base percent
                if (dsprand::GetRandomNumber(100) < 33) {
					if (charutils::addSpell(PBlueMage, static_cast<uint16>(PSpell->getID()))) {
						PBlueMage->pushPacket(new CMessageBasicPacket(PBlueMage, PBlueMage, static_cast<uint16>(PSpell->getID()), 0, MSGBASIC_LEARNS_SPELL));
						charutils::SaveSpell(PBlueMage, static_cast<uint16>(PSpell->getID()));
						PBlueMage->pushPacket(new CCharSpellsPacket(PBlueMage));
					}
				}
				break; // only one attempt at learning a spell, regardless of learn or not.
			}
		}

	}
}