Exemple #1
0
bool CChar::Use_Seed( CItem * pSeed, CPointMap * pPoint )
{
	ADDTOCALLSTACK("CChar::Use_Seed");
	// Use the seed at the current point on the ground or some new point that i can touch.
	// IT_SEED from IT_FRUIT

	ASSERT(pSeed);
	CPointMap pt;
	if ( pPoint )
		pt = *pPoint;
	else if ( pSeed->IsTopLevel() )
		pt = pSeed->GetTopPoint();
	else
		pt = GetTopPoint();

	if ( !CanTouch(pt) )
	{
		SysMessageDefault(DEFMSG_MSG_SEED_REACH);
		return false;
	}

	// is there soil here ? IT_DIRT
	if ( !IsPriv(PRIV_GM) && !g_World.IsItemTypeNear(pt, IT_DIRT, 0, false) )
	{
		SysMessageDefault(DEFMSG_MSG_SEED_TARGSOIL);
		return(false);
	}

	const CItemBase *pItemDef = pSeed->Item_GetDef();
	ITEMID_TYPE idReset = static_cast<ITEMID_TYPE>(RES_GET_INDEX(pItemDef->m_ttFruit.m_idReset));
	if ( idReset == 0 )
	{
		SysMessageDefault(DEFMSG_MSG_SEED_NOGOOD);
		return false;
	}

	// Already a plant here ?
	CWorldSearch AreaItems(pt);
	for (;;)
	{
		CItem *pItem = AreaItems.GetItem();
		if ( !pItem )
			break;
		if ( pItem->IsType(IT_TREE) || pItem->IsType(IT_FOLIAGE) )		// there's already a tree here
		{
			SysMessageDefault(DEFMSG_MSG_SEED_ATREE);
			return false;
		}
		if ( pItem->IsType(IT_CROPS) )		// there's already a plant here
			pItem->Delete();
	}

	// plant it and consume the seed.

	CItem *pPlant = CItem::CreateScript(idReset, this);
	ASSERT(pPlant);

	pPlant->MoveToUpdate(pt);
	if ( pPlant->IsType(IT_CROPS) || pPlant->IsType(IT_FOLIAGE) )
	{
		pPlant->m_itCrop.m_ReapFruitID = pSeed->GetID();
		pPlant->Plant_CropReset();
	}
	else
	{
		pPlant->SetDecayTime(10 * g_Cfg.m_iDecay_Item);
	}

	pSeed->ConsumeAmount();
	return true;
}
void CLaserBeam::UpdateLaser(const CLaserBeam::SLaserUpdateDesc& laserUpdateDesc)
{
	if(m_pLaserParams && m_laserOn)
	{
		IEntity* pLaserEntity = CreateLaserEntity();
		if (pLaserEntity)
		{
			m_lastLaserUpdatePosition = laserUpdateDesc.m_laserPos;
			m_lastLaserUpdateDirection = laserUpdateDesc.m_laserDir;

			m_laserUpdateTimer += laserUpdateDesc.m_frameTime;

			UpdateLaserGeometry(*pLaserEntity);

			if(m_laserUpdateTimer < LASER_UPDATE_TIME)
				return;

			m_laserUpdateTimer = Random(0.0f, LASER_UPDATE_TIME * 0.4f);

			if ((laserUpdateDesc.m_ownerCloaked && !laserUpdateDesc.m_weaponZoomed) || laserUpdateDesc.m_bOwnerHidden)
			{
				pLaserEntity->Hide(true);
				return;
			}
			pLaserEntity->Hide(false);

			const float range = m_pLaserParams->laser_range[GetIndexFromGeometrySlot()];

			// Use the same flags as the AI system uses for visbility.
			const int objects = ent_terrain|ent_static|ent_rigid|ent_sleeping_rigid|ent_independent; //ent_living;
			const int flags = (geom_colltype_ray << rwi_colltype_bit) | rwi_colltype_any | (10 & rwi_pierceability_mask) | (geom_colltype14 << rwi_colltype_bit);

			//If we did not get a result, just cancel it, we will queue a new one again
			RayCastRequest::Priority requestPriority = RayCastRequest::MediumPriority;
			if (m_queuedRayId != 0)
			{
				g_pGame->GetRayCaster().Cancel(m_queuedRayId);
				m_queuedRayId = 0;
				requestPriority = RayCastRequest::HighPriority;
			}

			IItemSystem* pItemSystem = g_pGame->GetIGameFramework()->GetIItemSystem();
			IPhysicalEntity* pSkipEntity = NULL;
			uint8 numSkips = 0;

			CItem* pItem = static_cast<CItem*>(pItemSystem->GetItem(m_ownerEntityId));

			if(pItem)
			{
				if(pItem->IsAccessory())
				{
					CItem* pParentItem = static_cast<CItem*>(pItemSystem->GetItem(pItem->GetParentId()));
				
					if(pParentItem)
					{
						pItem = pParentItem;
					}					
				}

				IEntity* pOwnerEnt = 0;
				CWeapon* pWeapon = static_cast<CWeapon*>(pItem->GetIWeapon());
				if (pWeapon && pWeapon->GetHostId() != 0)
				{
					pOwnerEnt = gEnv->pEntitySystem->GetEntity(pWeapon->GetHostId());
				}
				else
				{
					pOwnerEnt = pItem->GetOwner();
				}

				if(pOwnerEnt)
				{
					IPhysicalEntity* pOwnerPhysics = pOwnerEnt->GetPhysics();

					if(pOwnerPhysics)
					{
						pSkipEntity = pOwnerPhysics;
						numSkips++;
					}
				}
			}

			m_queuedRayId = g_pGame->GetRayCaster().Queue(
				requestPriority,
				RayCastRequest(laserUpdateDesc.m_laserPos, laserUpdateDesc.m_laserDir*range,
				objects,
				flags,
				&pSkipEntity,
				numSkips),
				functor(*this, &CLaserBeam::OnRayCastDataReceived));
		}

	}
	else if (!m_pLaserParams)
	{
		GameWarning("LASER PARAMS: Item of type CLaser is missing it's laser params!");
	}
}
Exemple #3
0
void ClassCalc::GetAttackDamage(LPOBJ lpUser)
{
#if (ENABLETEST_ZTLUA == 1)
    ZTLuaManager* LuaMng = new ZTLuaManager(FILE_LUA_CHARACTERBASICS);
    ZTLuaUnit::Bind(LuaMng->getLua());
    ZTLuaItem::Bind(LuaMng->getLua());
    LuaMng->Call("setAttackDamage", lpUser->m_Index);
    ZTLuaManager::Delete(LuaMng);
#else
    CItem* Right	= &lpUser->pInventory[0];
    CItem* Left		= &lpUser->pInventory[1];
    int Strength	= lpUser->Strength + lpUser->AddStrength;
    int Dexterity	= lpUser->Dexterity + lpUser->AddDexterity;
    int Vitality	= lpUser->Vitality + lpUser->AddVitality;
    int Energy		= lpUser->Energy + lpUser->AddEnergy;
    WORD Class		= lpUser->Class;
    // ----
    if( Class == CLASS_WIZARD || Class == CLASS_KNIGHT )
    {
        lpUser->m_AttackDamageMinRight	= Strength / this->m_Data[Class].AttackDamageMinRightDiv1;
        lpUser->m_AttackDamageMaxRight	= Strength / this->m_Data[Class].AttackDamageMaxRightDiv1;
        lpUser->m_AttackDamageMinLeft	= Strength / this->m_Data[Class].AttackDamageMinLeftDiv1;
        lpUser->m_AttackDamageMaxLeft	= Strength / this->m_Data[Class].AttackDamageMaxLeftDiv1;
    }
    else if( Class == CLASS_ELF )
    {
        if(		(Right->m_Type >= ITEMGET(4,8) && Right->m_Type < ITEMGET(4,15) )
                ||	(Left->m_Type >= ITEMGET(4,0) && Left->m_Type < ITEMGET(4,7))
                ||	Right->m_Type == ITEMGET(4,16)
                ||	Left->m_Type == ITEMGET(4,17)
                ||	Right->m_Type == ITEMGET(4,18)
                ||	Right->m_Type == ITEMGET(4,19)
                ||	Left->m_Type == ITEMGET(4,20)
                ||	Left->m_Type == ITEMGET(4,21)
                ||	Left->m_Type == ITEMGET(4,22)
                ||	Left->m_Type == ITEMGET(4,23)
                ||	Left->m_Type == ITEMGET(4,24)
                ||	Left->m_Type == ITEMGET(4,25)
                ||	Right->m_Type == ITEMGET(4,26)
                ||	Left->m_Type == ITEMGET(4,27))
        {
            if(		(Right->IsItem() && !Right->m_IsValidItem)
                    ||	(Left->IsItem() && !Left->m_IsValidItem) )
            {
                lpUser->m_AttackDamageMinRight	= (Dexterity + Strength) / this->m_Data[Class].AttackDamageMinRightDiv3;
                lpUser->m_AttackDamageMaxRight	= (Dexterity + Strength) / this->m_Data[Class].AttackDamageMaxRightDiv3;
                lpUser->m_AttackDamageMinLeft	= (Dexterity + Strength) / this->m_Data[Class].AttackDamageMinLeftDiv3;
                lpUser->m_AttackDamageMaxLeft	= (Dexterity + Strength) / this->m_Data[Class].AttackDamageMaxLeftDiv3;
            }
            else
            {
                lpUser->m_AttackDamageMinRight	= (Dexterity / this->m_Data[Class].AttackDamageMinRightDiv1) + (Strength / this->m_Data[Class].AttackDamageMinRightDiv2);
                lpUser->m_AttackDamageMaxRight	= (Dexterity / this->m_Data[Class].AttackDamageMaxRightDiv1) + (Strength / this->m_Data[Class].AttackDamageMaxRightDiv2);
                lpUser->m_AttackDamageMinLeft	= (Dexterity / this->m_Data[Class].AttackDamageMinLeftDiv1) + (Strength / this->m_Data[Class].AttackDamageMinLeftDiv2);
                lpUser->m_AttackDamageMaxLeft	= (Dexterity / this->m_Data[Class].AttackDamageMaxLeftDiv1) + (Strength / this->m_Data[Class].AttackDamageMaxLeftDiv2);
            }
        }
        else
        {
            lpUser->m_AttackDamageMinRight	= (Dexterity + Strength) / this->m_Data[Class].AttackDamageMinRightDiv3;
            lpUser->m_AttackDamageMaxRight	= (Dexterity + Strength) / this->m_Data[Class].AttackDamageMaxRightDiv3;
            lpUser->m_AttackDamageMinLeft	= (Dexterity + Strength) / this->m_Data[Class].AttackDamageMinLeftDiv3;
            lpUser->m_AttackDamageMaxLeft	= (Dexterity + Strength) / this->m_Data[Class].AttackDamageMaxLeftDiv3;
        }
    }
    else if( Class == CLASS_MAGUMSA || Class == CLASS_DARKLORD )
    {
        lpUser->m_AttackDamageMinRight	= (Strength / this->m_Data[Class].AttackDamageMinRightDiv1) + (Energy / this->m_Data[Class].AttackDamageMinRightDiv2);
        lpUser->m_AttackDamageMaxRight	= (Strength / this->m_Data[Class].AttackDamageMaxRightDiv1) + (Energy / this->m_Data[Class].AttackDamageMaxRightDiv2);
        lpUser->m_AttackDamageMinLeft	= (Strength / this->m_Data[Class].AttackDamageMinLeftDiv1) + (Energy / this->m_Data[Class].AttackDamageMinLeftDiv2);
        lpUser->m_AttackDamageMaxLeft	= (Strength / this->m_Data[Class].AttackDamageMaxLeftDiv1) + (Energy / this->m_Data[Class].AttackDamageMaxLeftDiv2);
    }
    else if( Class == CLASS_SUMMONER )
    {
        lpUser->m_AttackDamageMinRight	= ((Strength + Dexterity) / this->m_Data[Class].AttackDamageMinRightDiv1);
        lpUser->m_AttackDamageMaxRight	= ((Strength + Dexterity) / this->m_Data[Class].AttackDamageMaxRightDiv1);
        lpUser->m_AttackDamageMinLeft	= ((Strength + Dexterity) / this->m_Data[Class].AttackDamageMinLeftDiv1);
        lpUser->m_AttackDamageMaxLeft	= ((Strength + Dexterity) / this->m_Data[Class].AttackDamageMaxLeftDiv1);
    }
    else if( Class == CLASS_FIGHTER )
    {
        lpUser->m_AttackDamageMinRight	= Vitality / this->m_Data[Class].AttackDamageMinRightDiv1 + Strength / this->m_Data[Class].AttackDamageMinRightDiv2;
        lpUser->m_AttackDamageMaxRight	= Vitality / this->m_Data[Class].AttackDamageMaxRightDiv1 + Strength / this->m_Data[Class].AttackDamageMaxRightDiv2;
        lpUser->m_AttackDamageMinLeft	= Vitality / this->m_Data[Class].AttackDamageMinLeftDiv1 + Strength / this->m_Data[Class].AttackDamageMinLeftDiv2;
        lpUser->m_AttackDamageMaxLeft	= Vitality / this->m_Data[Class].AttackDamageMaxLeftDiv1 + Strength / this->m_Data[Class].AttackDamageMaxLeftDiv2;
    }
    else
    {
        lpUser->m_AttackDamageMinRight	= Strength / 8;
        lpUser->m_AttackDamageMaxRight	= Strength / 4;
        lpUser->m_AttackDamageMinLeft	= Strength / 8;
        lpUser->m_AttackDamageMaxLeft	= Strength / 4;
    }
#endif
}
void CSeparateDlg::Update( CObservable* pObservable, CTObject* pObj )
{
	assert( pObservable );
	assert( pObj && strcmp( pObj->toString() ,"Separate" ) == 0 );
	if( pObj == NULL || strcmp( pObj->toString() ,"Separate" ) ) return;

	CTEventSeparate* pEvent = (CTEventSeparate*)pObj;
	switch( pEvent->GetID() )
	{
	case CTEventSeparate::EID_REMOVE_MATERIAL_ITEM:
		ClientLog (LOG_NORMAL, "CSeperateDlg::Update.  Event 2: EID_REMOVE_MATERIAL_ITEM");
		m_MaterialItemSlot.DetachIcon();
		break;
	case CTEventSeparate::EID_SET_MATERIAL_ITEM:
		{
			CItem* pItem = pEvent->GetItem();
			ClientLog (LOG_NORMAL, "CSeperateDlg::Update. Event 1: EID_SET_MATERIAL_ITEM Item Type %i Item ID %i", pItem->GetType(), pItem->GetItemNo());
			assert( pItem );
			if( pItem  )
				m_MaterialItemSlot.AttachIcon( pItem->CreateItemIcon() );
		
			break;
		}
	case CTEventSeparate::EID_REMOVE_OUTPUT_ITEM:
		{
			ClientLog (LOG_NORMAL, "CSeperateDlg::Update. Event 4: EID_REMOVE_OUTPUT_ITEM");
			int iIndex = pEvent->GetIndex();
			//assert( iIndex >= 0 && iIndex < (int)m_OutputItemSlots.size() );
			if( iIndex  >= 0 && iIndex < (int)m_OutputItemSlots.size() )
				m_OutputItemSlots[iIndex].DetachIcon();	
			break;
		}
	case CTEventSeparate::EID_SET_OUTPUT_ITEM:
		{
			ClientLog (LOG_NORMAL, "CSeperateDlg::Update. Event 3: EID_SET_OUTPUT_ITEM");
			int e = m_OutputItemSlots.size();
			int iIndex = pEvent->GetIndex();
			//assert( iIndex >= 0 && iIndex < (int)m_OutputItemSlots.size() );
			if( iIndex  >= 0 && iIndex < (int)m_OutputItemSlots.size() )
			{
				CItem* pItem = pEvent->GetItem();
				ClientLog (LOG_NORMAL, "CSeperateDlg::Update. Event 3: EID_SET_OUTPUT_ITEM Item Type %i Item ID %i", pItem->GetType(), pItem->GetItemNo());
				//assert( pItem && m_OutputItemSlots[iIndex].GetIcon() == NULL );


				if( pItem && m_OutputItemSlots[iIndex].GetIcon() == NULL )
				{
					m_OutputItemSlots[iIndex].AttachIcon( pItem->CreateItemIcon() );
				}
				else if( pItem && m_OutputItemSlots[iIndex].GetIcon() != NULL)
				{
					m_OutputItemSlots[iIndex].DetachIcon();	
					m_OutputItemSlots[iIndex].AttachIcon( pItem->CreateItemIcon() );
				}
				else
				{
					assert(" pItem && m_OutputItemSlots[iIndex].GetIcon() == NULL ?? ");  //PY: Logically speaking, this can never happen unless it is simultaineously neither NULL or Not NULL. Duhh!! 
				}
			}
			break;
		}
	case CTEventSeparate::EID_RECEIVE_RESULT:
		{
			ClientLog (LOG_NORMAL, "CSeperateDlg::Update. Event 5: EID_RECEIVE_RESULT");
			ChangeState( STATE_RESULT );
			break;
		}
	default:
		{
			ClientLog (LOG_NORMAL, "CSeperateDlg::Update. Invalid Seperate Event");
			assert( 0 && "Invalid Separate Event Type" );
		}
		break;
	}

}
Exemple #5
0
int CUIHelper::CalcItemEntryHeight (CSpaceObject *pSource, const CItem &Item, const RECT &rcRect, DWORD dwOptions) const

//	CalcItemEntryHeight
//
//	Computes the height necessary to paint the item entry.

	{
	const CVisualPalette &VI = m_HI.GetVisuals();
	const CG16bitFont &LargeBold = VI.GetFont(fontLargeBold);
	const CG16bitFont &Medium = VI.GetFont(fontMedium);

	bool bNoIcon = ((dwOptions & OPTION_NO_ICON) == OPTION_NO_ICON);
	bool bTitle = ((dwOptions & OPTION_TITLE) == OPTION_TITLE);

	//	Get the item

	CItemCtx Ctx(&Item, pSource);
	CItemType *pType = Item.GetType();
	if (pType == NULL)
		return ITEM_DEFAULT_HEIGHT;

	//	Compute the rect where the reference text will paint

	RECT rcDrawRect = rcRect;
	rcDrawRect.left += ITEM_TEXT_MARGIN_X;
	rcDrawRect.right -= ITEM_TEXT_MARGIN_X;
	if (!bNoIcon)
		rcDrawRect.left += ICON_WIDTH;

	int iLevel = pType->GetApparentLevel();

	//	Compute the height of the row

	int cyHeight = 0;

	//	Account for margin

	cyHeight += ITEM_TEXT_MARGIN_Y;

	//	Item title

	cyHeight += LargeBold.GetHeight();
	if (bTitle)
		cyHeight += ITEM_TITLE_EXTRA_MARGIN;

	//	Attributes

	TArray<SDisplayAttribute> Attribs;
	if (Item.GetDisplayAttributes(Ctx, &Attribs))
		{
		int cyAttribs;
		FormatDisplayAttributes(Attribs, rcDrawRect, &cyAttribs);
		cyHeight += cyAttribs + ATTRIB_SPACING_Y;
		}

	//	Reference

	CString sReference = pType->GetReference(Ctx);

	//	If this is a weapon, then add room for the weapon damage

	if (Item.GetReferenceDamageType(pSource, -1, 0, NULL, NULL))
		cyHeight += Medium.GetHeight();

	//	If this is armor or a shield, then add room for damage resistance

	else if (Item.GetReferenceDamageAdj(pSource, 0, NULL, NULL))
		cyHeight += Medium.GetHeight();

	//	Measure the reference text

	int iLines;
	if (!sReference.IsBlank())
		{
		iLines = Medium.BreakText(sReference, RectWidth(rcDrawRect), NULL, 0);
		cyHeight += iLines * Medium.GetHeight();
		}

	//	Measure the description

	CString sDesc = Item.GetDesc();
	iLines = Medium.BreakText(sDesc, RectWidth(rcDrawRect), NULL, 0);
	cyHeight += iLines * Medium.GetHeight();

	//	Margin

	cyHeight += ITEM_TEXT_MARGIN_BOTTOM;

	//	Done

	cyHeight = Max(ITEM_DEFAULT_HEIGHT, cyHeight);

	return cyHeight;
	}
BOOL CJewelOfHarmonySystem::StrengthenItemByJewelOfHarmony(LPOBJ lpObj, int source, int target)
{
	if ( this->m_bSystemStrengthenItem == FALSE )
	{
		GCServerMsgStringSend(lMsg.Get(MSGGET(13, 52)), lpObj->m_Index, 1);
		return FALSE;
	}

	if ( source < 0 || source > MAIN_INVENTORY_SIZE-1 )
		return FALSE;

	if ( target < 0 || target > MAIN_INVENTORY_SIZE-1 )
		return FALSE;

	if ( lpObj->pInventory[source].IsItem() == FALSE )
		return FALSE;

	if ( lpObj->pInventory[target].IsItem() == FALSE )
		return FALSE;

	CItem * pSource = &lpObj->pInventory[source];
	CItem * pTarget = &lpObj->pInventory[target];

	if ( this->IsStrengthenByJewelOfHarmony(pTarget) == TRUE )
	{
		CLog.LogAdd("[JewelOfHarmony][Strengten Item] Already Strengtened [%s][%s]",
			lpObj->AccountID, lpObj->Name);

		return FALSE;
	}

	if (pTarget->IsSetItem() == TRUE )
	{
		GCServerMsgStringSend(lMsg.Get(MSGGET(13, 44)), lpObj->m_Index, 1);
		CLog.LogAdd("[JewelOfHarmony][Strengten Item] SetItem not enable to Strengtened [%s][%s]",
			lpObj->AccountID, lpObj->Name);

		return FALSE;
	}

	int iItemType = this->_GetItemType(pTarget);

	if ( iItemType == JEWELOFHARMONY_ITEM_TYPE_NULL )
	{
		CLog.LogAdd("[JewelOfHarmony][Strengten Item] Strenghten Fail [%s][%s] Name[%s] Type[%d] Serial[%d] Invalid ItemType[%d]",
			lpObj->AccountID, lpObj->Name, pTarget->GetName(), pTarget->m_Type,
			pTarget->m_Number, iItemType);
		
		return FALSE;
	}

	int iItemOption = this->_GetSelectRandomOption(pTarget, iItemType);

	if ( iItemOption == AT_JEWELOFHARMONY_NOT_STRENGTHEN_ITEM )
	{
		CLog.LogAdd("[JewelOfHarmony][Strengten Item] Strenghten Fail - NOT OPTION [%s][%s] Name[%s] Type[%d] Serial[%d] ItemType[%d]",
			lpObj->AccountID, lpObj->Name, pTarget->GetName(), pTarget->m_Type,
			pTarget->m_Number, iItemType);
		
		return FALSE;
	}

	int iItemOptionLevel = this->m_itemOption[iItemType][iItemOption].iRequireLevel;
	int iSuccessRate = rand() % 100;

	if ( iSuccessRate >= this->m_iRateStrengthenSuccess )
	{
		CLog.LogAdd("[JewelOfHarmony][Strengten Item] Strenghten Fail [%s][%s] Name[%s] Type[%d] Serial[%d]  Rate (%d/%d)",
			lpObj->AccountID, lpObj->Name, pTarget->GetName(), pTarget->m_Type,
			pTarget->m_Number, iSuccessRate, this->m_iRateStrengthenSuccess);
		GCServerMsgStringSend(lMsg.Get(MSGGET(13, 45)), lpObj->m_Index, 1);
		return TRUE;
	}


	this->_MakeOption(pTarget, iItemOption, iItemOptionLevel);

	CLog.LogAdd("[JewelOfHarmony][Strengten Item] Strenghten Success [%s][%s] Name[%s] Type[%d] Serial[%d] Rate (%d/%d) Option %d OptionLevel %d",
		lpObj->AccountID, lpObj->Name, pTarget->GetName(), pTarget->m_Type,
		pTarget->m_Number, iSuccessRate, this->m_iRateStrengthenSuccess,
		iItemOption, iItemOptionLevel);

	GCServerMsgStringSend(lMsg.Get(MSGGET(13, 46)), lpObj->m_Index, 1);

	gObjMakePreviewCharSet(lpObj->m_Index);

	float levelitemdur = (float)ItemGetDurability(lpObj->pInventory[target].m_Type,
		lpObj->pInventory[target].m_Level, lpObj->pInventory[target].IsExtItem(),
		lpObj->pInventory[target].IsSetItem());

	lpObj->pInventory[target].m_Durability = levelitemdur * lpObj->pInventory[target].m_Durability / lpObj->pInventory[target].m_BaseDurability;

	lpObj->pInventory[target].Convert(lpObj->pInventory[target].m_Type,
		lpObj->pInventory[target].m_Option1, lpObj->pInventory[target].m_Option2,
		lpObj->pInventory[target].m_Option3, lpObj->pInventory[target].m_NewOption,
		lpObj->pInventory[target].m_SetOption, lpObj->pInventory[target].m_ItemOptionEx,lpObj->pInventory[target].m_ItemSocket);


	return TRUE;
}
Exemple #7
0
// timer expired, should I grow?
bool CItem::Plant_OnTick()
{
	ADDTOCALLSTACK("CItem::Plant_OnTick");
	ASSERT( IsType(IT_CROPS) || IsType(IT_FOLIAGE));
	// If it is in a container, kill it.
	if ( !IsTopLevel())
	{
		return false;
	}

	// Make sure the darn thing isn't moveable
	SetAttr(ATTR_MOVE_NEVER);
	Plant_SetTimer();

	// No tree stuff below here
	if ( IsAttr(ATTR_INVIS)) // If it's invis, take care of it here and return
	{
		SetHue( HUE_DEFAULT );
		ClrAttr(ATTR_INVIS);
		Update();
		return true;
	}

	const CItemBase * pItemDef = Item_GetDef();
	ITEMID_TYPE iGrowID = pItemDef->m_ttCrops.m_idGrow;

	if ( iGrowID == -1 )
	{
		// Some plants generate a fruit on the ground when ripe.
		ITEMID_TYPE iFruitID = static_cast<ITEMID_TYPE>(RES_GET_INDEX(pItemDef->m_ttCrops.m_idGrow));
		if ( m_itCrop.m_ReapFruitID )
		{
			iFruitID = static_cast<ITEMID_TYPE>(RES_GET_INDEX(m_itCrop.m_ReapFruitID));
		}
		if ( ! iFruitID )
		{
			return( true );
		}

		// put a fruit on the ground if not already here.
		CWorldSearch AreaItems( GetTopPoint() );
		for (;;)
		{
			CItem * pItem = AreaItems.GetItem();
			if ( pItem == NULL )
			{
				CItem * pItemFruit = CItem::CreateScript( iFruitID );
				ASSERT(pItemFruit);
				pItemFruit->MoveToDecay(GetTopPoint(),10*g_Cfg.m_iDecay_Item);
				break;
			}
			if ( pItem->IsType( IT_FRUIT ) || pItem->IsType( IT_REAGENT_RAW ))
				break;
		}

		// NOTE: ??? The plant should cycle here as well !
		iGrowID = pItemDef->m_ttCrops.m_idReset;
	}

	if ( iGrowID > 0 )
	{
		SetID(static_cast<ITEMID_TYPE>(RES_GET_INDEX(iGrowID)));
		Update();
		return true;
	}

	// some plants go dormant again ?

	// m_itCrop.m_Fruit_ID = iTemp;
	return true;
}
void CGItemListArea::PaintItem (CG16bitImage &Dest, const CItem &Item, const RECT &rcRect, bool bSelected)

//	PaintItem
//
//	Paints the item

	{
	//	Item context

	CItemCtx Ctx(&Item, m_pListData->GetSource());
	CItemType *pItemType = Item.GetType();

	//	Paint the image

	DrawItemTypeIcon(Dest, rcRect.left, rcRect.top, pItemType);

	RECT rcDrawRect = rcRect;
	rcDrawRect.left += ICON_WIDTH + ITEM_TEXT_MARGIN_X;
	rcDrawRect.right -= ITEM_TEXT_MARGIN_X;
	rcDrawRect.top += ITEM_TEXT_MARGIN_Y;

	//	Paint the attribute blocks

	RECT rcAttrib;
	rcAttrib = rcDrawRect;
	rcAttrib.bottom = rcAttrib.top + m_pFonts->MediumHeavyBold.GetHeight();

	if (Item.IsDamaged())
		PaintItemModifier(Dest,
				CONSTLIT("Damaged"),
				RGB_ILLEGAL_BACKGROUND,
				&rcAttrib);
	else if (Item.IsDisrupted())
		PaintItemModifier(Dest,
				CONSTLIT("Ionized"),
				RGB_ILLEGAL_BACKGROUND,
				&rcAttrib);

	if (pItemType->IsKnown()
			&& pItemType->HasAttribute(CONSTLIT("Military")))
		PaintItemModifier(Dest, 
				CONSTLIT("Military"),
				RGB_MILITARY_BACKGROUND,
				&rcAttrib);

	if (pItemType->IsKnown()
			&& pItemType->HasAttribute(CONSTLIT("Illegal")))
		PaintItemModifier(Dest, 
				CONSTLIT("Illegal"),
				RGB_ILLEGAL_BACKGROUND,
				&rcAttrib);

	CString sEnhanced = Item.GetEnhancedDesc(m_pListData->GetSource());
	if (!sEnhanced.IsBlank())
		{
		bool bDisadvantage = (*(sEnhanced.GetASCIIZPointer()) == '-');
		PaintItemModifier(Dest,
				sEnhanced,
				(bDisadvantage ? RGB_ILLEGAL_BACKGROUND : RGB_MILITARY_BACKGROUND),
				&rcAttrib);
		}

	//	Paint the item name

	int cyHeight;
	RECT rcTitle = rcDrawRect;
	rcTitle.right = rcAttrib.right;
	m_pFonts->LargeBold.DrawText(Dest,
			rcTitle,
			m_pFonts->wItemTitle,
			Item.GetNounPhrase(nounCount | nounNoModifiers),
			0,
			CG16bitFont::SmartQuotes | CG16bitFont::TruncateLine,
			&cyHeight);

	rcDrawRect.top += cyHeight;

	//	Stats

	CString sStat;

	int iLevel = pItemType->GetApparentLevel();
	CString sReference = pItemType->GetReference(Ctx);
	DamageTypes iDamageType;
	CString sDamageRef;
	int iDamageAdj[damageCount];
	int iHP;

	if (Item.GetReferenceDamageType(m_pListData->GetSource(), -1, 0, &iDamageType, &sDamageRef))
		{
		//	Paint the initial text

		sStat = strPatternSubst("Level %s —", strLevel(iLevel));
		int cxWidth = m_pFonts->Medium.MeasureText(sStat, &cyHeight);
		m_pFonts->Medium.DrawText(Dest, 
				rcDrawRect,
				m_pFonts->wItemRef,
				sStat,
				0,
				0,
				&cyHeight);

		//	Paint the damage type reference

		m_pUIRes->DrawReferenceDamageType(Dest,
				rcDrawRect.left + cxWidth + DAMAGE_ADJ_SPACING_X,
				rcDrawRect.top,
				iDamageType,
				sDamageRef);

		rcDrawRect.top += cyHeight;

		//	Paint additional reference in the line below

		if (!sReference.IsBlank())
			{
			m_pFonts->Medium.DrawText(Dest, 
					rcDrawRect,
					m_pFonts->wItemRef,
					sReference,
					0,
					0,
					&cyHeight);

			rcDrawRect.top += cyHeight;
			}
		}
	else if (Item.GetReferenceDamageAdj(m_pListData->GetSource(), 0, &iHP, iDamageAdj))
		{
		//	Paint the initial text

		sStat = strPatternSubst("Level %s — hp: %d ", strLevel(iLevel), iHP);
		int cxWidth = m_pFonts->Medium.MeasureText(sStat, &cyHeight);
		m_pFonts->Medium.DrawText(Dest, 
				rcDrawRect,
				m_pFonts->wItemRef,
				sStat,
				0,
				0,
				&cyHeight);

		//	Paint the damage type array

		m_pUIRes->DrawReferenceDamageAdj(Dest,
				rcDrawRect.left + cxWidth + DAMAGE_ADJ_SPACING_X,
				rcDrawRect.top,
				iLevel,
				iHP,
				iDamageAdj);

		rcDrawRect.top += cyHeight;

		//	Paint additional reference in the line below

		if (!sReference.IsBlank())
			{
			m_pFonts->Medium.DrawText(Dest, 
					rcDrawRect,
					m_pFonts->wItemRef,
					sReference,
					0,
					0,
					&cyHeight);

			rcDrawRect.top += cyHeight;
			}
		}
	else
		{
		if (sReference.IsBlank())
			sStat = strPatternSubst("Level %s", strLevel(iLevel));
		else
			sStat = strPatternSubst("Level %s — %s", 
					strLevel(iLevel),
					sReference);

		m_pFonts->Medium.DrawText(Dest, 
				rcDrawRect,
				m_pFonts->wItemRef,
				sStat,
				0,
				0,
				&cyHeight);

		rcDrawRect.top += cyHeight;
		}

	//	Description

	CString sDesc = Item.GetDesc();
	m_pFonts->Medium.DrawText(Dest,
			rcDrawRect,
			(bSelected ? m_pFonts->wItemDescSelected : m_pFonts->wItemDesc),
			sDesc,
			0,
			CG16bitFont::SmartQuotes,
			&cyHeight);
	rcDrawRect.top += cyHeight;
	}
Exemple #9
0
void ObjBotWarper::MakeBot()
{
	if(this->Enabled == true)
	{
		for(int botNum=0;botNum<MAX_BOTWARPER;botNum++)
		{
			if(this->bot[botNum].Enabled == true)
			{
				int result = gObjAddCallMon();

				if(result >= 0)
				{
					this->bot[botNum].index = result;
					gObj[result].m_PosNum = (WORD)-1;
					gObj[result].X = this->bot[botNum].X;
					gObj[result].Y = this->bot[botNum].Y;
					gObj[result].m_OldX = this->bot[botNum].X;
					gObj[result].m_OldY = this->bot[botNum].Y;
					gObj[result].TX = this->bot[botNum].X;
					gObj[result].TY = this->bot[botNum].Y;
					gObj[result].MTX = this->bot[botNum].X;
					gObj[result].MTY = this->bot[botNum].Y;
					gObj[result].Dir = this->bot[botNum].Dir;
					gObj[result].MapNumber = this->bot[botNum].Map;
					gObj[result].Live = TRUE;
					gObj[result].PathCount = 0;
					gObj[result].IsBot = 10;
					gObjSetMonster(result,this->bot[botNum].Class,"PetBot");

					gObj[result].ChangeUP = this->bot[botNum].Class & 0x07;	// Set Second Type of Character
					gObj[result].Class = this->bot[botNum].Class;
					gObj[result].Level = 400;
					gObj[result].Life = 1;
					gObj[result].MaxLife = 2;
					gObj[result].Mana = 1;
					gObj[result].MaxMana = 2;
					gObj[result].Experience = 0;
					gObj[result].DbClass = this->bot[botNum].Class;
					
					gObj[result].pInventory = new CItem[INVENTORY_NORMAL_SIZE];	
					gObj[result].Inventory1 = new CItem[INVENTORY_NORMAL_SIZE];
					gObj[result].InventoryMap1 = new BYTE[INVENTORY_NORMAL_SIZE];
					gObj[result].pInventoryMap = new BYTE[INVENTORY_NORMAL_SIZE];

					for (int i=0;i<INVENTORY_NORMAL_SIZE;i++)
					{
						gObj[result].pInventory[i].Clear();
						gObj[result].Inventory1[i].Clear();
					}

					memset(&gObj[result].pInventoryMap[0], (BYTE)-1, INVENTORY_NORMAL_SIZE);
					memset(&gObj[result].InventoryMap1[0], (BYTE)-1, INVENTORY_NORMAL_SIZE);

					strncpy(gObj[result].Name,this->bot[botNum].Name,sizeof(gObj[result].Name));


					for(int i=0;i<9;i++)
					{
						if(this->bot[botNum].body[i].num >= 0 && this->bot[botNum].body[i].Enabled == true)
						{
							CItem item;
							item.m_Level = this->bot[botNum].body[i].level;
							item.m_SkillOption = 0;
							item.m_LuckOption = 1;
							item.m_Z28Option = this->bot[botNum].body[i].opt;
							item.m_Durability = 255.0f;
							item.m_JewelOfHarmonyOption = 0;
							item.m_ItemOptionEx = 0;
							item.m_ItemSlot1 = 0;
							item.m_ItemSlot2 = 0;
							item.m_ItemSlot3 = 0;
							item.m_ItemSlot4 = 0;
							item.m_ItemSlot5 = 0;
							item.Convert(this->bot[botNum].body[i].num,item.m_SkillOption,item.m_LuckOption,item.m_Z28Option,0,0,item.m_ItemOptionEx,3);

							gObj[result].pInventory[i].m_SkillOption = item.m_SkillOption;
							gObj[result].pInventory[i].m_LuckOption = item.m_LuckOption;
							gObj[result].pInventory[i].m_Z28Option = item.m_Z28Option;
							gObj[result].pInventory[i].m_JewelOfHarmonyOption = item.m_JewelOfHarmonyOption;
							gObj[result].pInventory[i].m_ItemOptionEx = item.m_ItemOptionEx;

							item.m_Number = 0;
							
							gObjInventoryInsertItemPos(gObj[result].m_Index,item,i,0);
						}
					}
					
					gObj[result].Inventory1 = gObj[result].pInventory;
					gObj[result].InventoryMap1 = gObj[result].pInventoryMap;
					gObjMakePreviewCharSet(result);

					gObj[result].m_AttackType = 0;
					gObj[result].BotSkillAttack = 0;					

					gObj[result].m_Attribute = 100;
					gObj[result].TargetNumber = (WORD)-1;
					gObj[result].m_ActState.Emotion = 0;
					gObj[result].m_ActState.Attack = 0;
					gObj[result].m_ActState.EmotionCount = 0;
					gObj[result].PathCount = 0;
					gObj[result].BotPower = 0;
					gObj[result].BotDefense = this->bot[botNum].OnlyVip;
					gObj[result].BotLife = 1;
					gObj[result].BotMaxLife = 1;
					
					gObj[result].BotLvlUpDefense = 1;
					gObj[result].BotLvlUpPower = 1;
					gObj[result].BotLvlUpLife = 1;
					gObj[result].BotLvlUpMana = 1;
					gObj[result].BotLvlUpExp = 1;
					gObj[result].BotLvlUpMaxLevel = 1;

					gObj[result].m_MoveRange = 1;
					gObj[result].BotFollowMe = 0;
					gObj[result].NextExp = gLevelExperience[gObj[result].Level];

					GCRecallMonLife(gObj[result].m_RecallMon,gObj[result].MaxLife,gObj[result].Life);

					ChatSend(&gObj[result],"I'll Warp you!");
					GCActionSend(&gObj[result],AT_SALUTE1,result,result);
				}
			}
		}
	}
}
Exemple #10
0
bool CChar::Use_Item_Web( CItem * pItemWeb )
{
	ADDTOCALLSTACK("CChar::Use_Item_Web");
	// IT_WEB
	// IT_EQ_STUCK
	// Try to break out of the web.
	// Or just try to damage it.
	//
	// RETURN: true = held in place.
	//  false = walk thru it.

	if ( GetDispID() == CREID_GIANT_SPIDER || !pItemWeb || !pItemWeb->IsTopLevel() || IsStatFlag(STATF_DEAD|STATF_Insubstantial) || IsPriv(PRIV_GM) )
		return false;	// just walk through it

	// Try to break it.
	int iStr = pItemWeb->m_itWeb.m_Hits_Cur;
	if ( iStr == 0 )
		iStr = pItemWeb->m_itWeb.m_Hits_Cur = 60 + Calc_GetRandVal(250);

	// Since broken webs become spider silk, we should get out of here now if we aren't in a web.
	CItem *pFlag = LayerFind(LAYER_FLAG_Stuck);
	if ( CanMove(pItemWeb, false) )
	{
		if ( pFlag )
			pFlag->Delete();
		return false;
	}

	if ( pFlag )
	{
		if ( pFlag->IsTimerSet() )	// don't allow me to try to damage it too often
			return true;
	}

	int iDmg = pItemWeb->OnTakeDamage(Stat_GetAdjusted(STAT_STR), this);
	switch ( iDmg )
	{
		case 0:			// damage blocked
		case 1:			// web survived
		default:		// unknown
			if ( GetTopPoint() == pItemWeb->GetTopPoint() )		// is character still stuck on the web?
				break;

		case 2:			// web turned into silk
		case INT_MAX:	// web destroyed
			if ( pFlag )
				pFlag->Delete();
			return false;
	}

	// Stuck in it still.
	if ( !pFlag )
	{
		if ( iDmg < 0 )
			return false;

		// First time message.
		pFlag = CItem::CreateBase(ITEMID_WEB1_1);
		ASSERT(pFlag);
		pFlag->SetAttr(ATTR_DECAY);
		pFlag->SetType(IT_EQ_STUCK);
		pFlag->m_uidLink = pItemWeb->GetUID();
		pFlag->SetTimeout(pItemWeb->GetTimerDAdjusted());
		LayerAdd(pFlag, LAYER_FLAG_Stuck);
	}
	else
	{
		if ( iDmg < 0 )
		{
			pFlag->Delete();
			return false;
		}
		SysMessagef(g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_SWEB_STUCK), pItemWeb->GetName());
	}

	return true;
}
Exemple #11
0
void CShop::Load()
{
	// Create a variable to store the item names
	char szName[MAX_PATH] = {0};	
	char szType[MAX_PATH] = {0};	

	// Open our info file in "read" mode.
	FILE *fp = fopen(kItemInfoFile, "r");

	// Make sure we found the file, if not report the error
	if(!fp)
	{
		// Display an error message if we couldn't find the file
		MessageBox(NULL, "Unable to find items in the items file", "Error", MB_OK);
		return;
	}

	// Keep going through the file until we reach the end of it
	while(!feof(fp))
	{

		CItem tempItem;						   // Create a temp item tile
		int life = 0, str = 0, protection = 0; // Create variables for read data and item's image
		CHAR_INFO image = {'I', FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE};

		// Read in the current line for this item in the info file
		fscanf(fp, "%s > lifeInc: %d strengthInc: %d protectionInc: %d type: %s\n", szName, &life, &str, &protection, szType);
			
		// Set the info read in for this item
		tempItem.SetChar(image);
		tempItem.SetLifeInc(life);
		tempItem.SetStrengthInc(str);
		tempItem.SetProtectionInc(protection);
		tempItem.SetName(szName);

		// Let's grab the type of this item
		string strType = szType;
		int type = kItem;

		// Depending on the string read in, set the item's type
		if(strType == "head") type = kHead;
		else if(strType == "chest")  type = kChest;
		else if(strType == "weapon") type = kWeapon;
		else if(strType == "feet")   type = kFeet;

		// Set the numeric item type
		tempItem.SetItemType(type);

		// Set this tile type as an item
		tempItem.SetType(kItemType);
		
		// Here is where the random selection comes in.  We give this item a %50 chance
		// of not being added to the shop keeper's list of items being sold.
		if(rand() % 3)
			m_vItems.push_back(tempItem);

		// Make sure that the size of our item list isn't over the maximum limit for shops
		if((int)m_vItems.size() >= kMaxShopKeeperInv)
			break;
	}
	
	// Close the file, a success!
	fclose(fp);
}
Exemple #12
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 #13
0
void CChar::Use_CarveCorpse( CItemCorpse * pCorpse )
{
	ADDTOCALLSTACK("CChar::Use_CarveCorpse");
	CREID_TYPE CorpseID = pCorpse->m_itCorpse.m_BaseID;
	CCharBase *pCorpseDef = CCharBase::FindCharBase(CorpseID);
	if ( !pCorpseDef || pCorpse->m_itCorpse.m_carved )
	{
		SysMessageDefault(DEFMSG_CARVE_CORPSE_NOTHING);
		return;
	}

	CChar *pChar = pCorpse->m_uidLink.CharFind();
	CPointMap pnt = pCorpse->GetTopLevelObj()->GetTopPoint();

	UpdateAnimate(ANIM_BOW);
	if ( pCorpse->m_TagDefs.GetKeyNum("BLOOD", true) )
	{
		CItem *pBlood = CItem::CreateBase(ITEMID_BLOOD4);
		ASSERT(pBlood);
		pBlood->SetHue(pCorpseDef->m_wBloodHue);
		pBlood->MoveToDecay(pnt, 5 * TICK_PER_SEC);
	}

	size_t iItems = 0;
	for ( size_t i = 0; i < pCorpseDef->m_BaseResources.GetCount(); i++ )
	{
		long long iQty = pCorpseDef->m_BaseResources[i].GetResQty();
		RESOURCE_ID rid = pCorpseDef->m_BaseResources[i].GetResourceID();
		if ( rid.GetResType() != RES_ITEMDEF )
			continue;

		ITEMID_TYPE id = static_cast<ITEMID_TYPE>(rid.GetResIndex());
		if ( id == ITEMID_NOTHING )
			break;

		iItems++;
		CItem *pPart = CItem::CreateTemplate(id, NULL, this);
		ASSERT(pPart);
		switch ( pPart->GetType() )
		{
			case IT_FOOD:
			case IT_FOOD_RAW:
			case IT_MEAT_RAW:
				SysMessageDefault(DEFMSG_CARVE_CORPSE_MEAT);
				//pPart->m_itFood.m_MeatType = CorpseID;
				break;
			case IT_HIDE:
				SysMessageDefault(DEFMSG_CARVE_CORPSE_HIDES);
				//pPart->m_itSkin.m_creid = CorpseID;
				if ( (g_Cfg.m_iRacialFlags & RACIALF_HUMAN_WORKHORSE) && IsHuman() )	// humans always find 10% bonus when gathering hides, ores and logs (Workhorse racial trait)
					iQty = iQty * 110 / 100;
				break;
			case IT_FEATHER:
				SysMessageDefault(DEFMSG_CARVE_CORPSE_FEATHERS);
				//pPart->m_itSkin.m_creid = CorpseID;
				break;
			case IT_WOOL:
				SysMessageDefault(DEFMSG_CARVE_CORPSE_WOOL);
				//pPart->m_itSkin.m_creid = CorpseID;
				break;
			/*case IT_DRAGON_SCALE:			// TO-DO (typedef IT_DRAGON_SCALE doesn't exist yet)
				SysMessageDefault(DEFMSG_CARVE_CORPSE_SCALES);
				//pPart->m_itSkin.m_creid = CorpseID;
				break;*/
			default:
				break;
		}

		if ( iQty > 1 )
			pPart->SetAmount(static_cast<unsigned int>(iQty));

		if ( pChar && pChar->m_pPlayer )
		{
			TCHAR *pszMsg = Str_GetTemp();
			sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_CORPSE_NAME), pPart->GetName(), pChar->GetName());
			pPart->SetName(pszMsg);
			pPart->m_uidLink = pChar->GetUID();
			pPart->MoveToDecay(pnt, pPart->GetDecayTime());
			continue;
		}
		pCorpse->ContentAdd(pPart);
	}

	if ( iItems < 1 )
		SysMessageDefault(DEFMSG_CARVE_CORPSE_NOTHING);

	CheckCorpseCrime(pCorpse, false, false);
	pCorpse->m_itCorpse.m_carved = 1;			// mark as been carved
	pCorpse->m_itCorpse.m_uidKiller = GetUID();	// by you

	if ( pChar && pChar->m_pPlayer )
		pCorpse->SetTimeout(0);		// reset corpse timer to make it turn bones
}
Exemple #14
0
int CChar::Do_Use_Item(CItem *pItem, bool fLink)
{
	ADDTOCALLSTACK("CChar::Do_Use_Item");
	if (!pItem)
		return false;

	if (m_pNPC && (IsTrigUsed(TRIGGER_DCLICK) ||
	               IsTrigUsed(TRIGGER_ITEMDCLICK)))        // for players, DClick was called before this function
	{
		if (pItem->OnTrigger(ITRIG_DCLICK, this) == TRIGRET_RET_TRUE)
			return false;
	}

	CItemSpawn *pSpawn = static_cast<CItemSpawn *>(pItem->m_uidSpawnItem.ItemFind());
	if (pSpawn)
		pSpawn->DelObj(pItem->GetUID());    // remove this item from it's spawn when DClicks it

	int fAction = true;
	switch(pItem->GetType()) {
		case IT_ITEM_STONE: {
			// Give them this item
			if (pItem->m_itItemStone.m_wAmount == USHRT_MAX) {
				SysMessageDefault(DEFMSG_MSG_IT_IS_DEAD);
				return true;
			}
			if (pItem->m_itItemStone.m_wRegenTime) {
				if (pItem->IsTimerSet()) {
					SysMessagef(g_Cfg.GetDefaultMsg(DEFMSG_MSG_STONEREG_TIME), pItem->GetTimerDiff() / TICK_PER_SEC);
					return true;
				}
				pItem->SetTimeout(pItem->m_itItemStone.m_wRegenTime * TICK_PER_SEC);
			}
			ItemBounce(CItem::CreateTemplate(pItem->m_itItemStone.m_ItemID, GetPackSafe(), this));
			if (pItem->m_itItemStone.m_wAmount != 0) {
				pItem->m_itItemStone.m_wAmount--;
				if (pItem->m_itItemStone.m_wAmount == 0)
					pItem->m_itItemStone.m_wAmount = USHRT_MAX;
			}
			return true;
		}

		case IT_SEED:
			return Use_Seed(pItem, NULL);

		case IT_BEDROLL:
			return Use_BedRoll(pItem);

		case IT_KINDLING:
			return Use_Kindling(pItem);

		case IT_SPINWHEEL: {
			if (fLink)
				return false;

			// Just make them spin
			pItem->SetAnim(static_cast<ITEMID_TYPE>(pItem->GetID() + 1), 2 * TICK_PER_SEC);
			SysMessageDefault(DEFMSG_ITEMUSE_SPINWHEEL);
			return true;
		}

		case IT_TRAIN_DUMMY: {
			if (fLink)
				return false;

			Use_Train_Dummy(pItem, true);
			return true;
		}

		case IT_TRAIN_PICKPOCKET: {
			if (fLink)
				return false;

			Use_Train_PickPocketDip(pItem, true);
			return true;
		}

		case IT_ARCHERY_BUTTE: {
			if (fLink)
				return false;

			Use_Train_ArcheryButte(pItem, true);
			return true;
		}

		case IT_LOOM: {
			if (fLink)
				return false;

			SysMessageDefault(DEFMSG_ITEMUSE_LOOM);
			return true;
		}

		case IT_BEE_HIVE: {
			if (fLink)
				return false;

			// Get honey from it
			ITEMID_TYPE id = ITEMID_NOTHING;
			if (!pItem->m_itBeeHive.m_honeycount)
				SysMessageDefault(DEFMSG_ITEMUSE_BEEHIVE);
			else {
				switch(Calc_GetRandVal(3)) {
					case 1:
						id = ITEMID_JAR_HONEY;
						break;
					case 2:
						id = ITEMID_BEE_WAX;
						break;
				}
			}
			if (id) {
				ItemBounce(CItem::CreateScript(id, this));
				pItem->m_itBeeHive.m_honeycount--;
			}
			else {
				SysMessageDefault(DEFMSG_ITEMUSE_BEEHIVE_STING);
				OnTakeDamage(Calc_GetRandVal(5), this, DAMAGE_POISON | DAMAGE_GENERAL);
			}
			pItem->SetTimeout(15 * 60 * TICK_PER_SEC);
			return true;
		}

		case IT_MUSICAL: {
			if (!Skill_Wait(SKILL_MUSICIANSHIP)) {
				m_Act_Targ = pItem->GetUID();
				Skill_Start(SKILL_MUSICIANSHIP);
			}
			break;
		}

		case IT_CROPS:
		case IT_FOLIAGE: {
			// Pick cotton/hay/etc
			fAction = pItem->Plant_Use(this);
			break;
		}

		case IT_FIGURINE: {
			// Create the creature here
			if (Use_Figurine(pItem) != NULL)
				pItem->Delete();
			return true;
		}

		case IT_TRAP:
		case IT_TRAP_ACTIVE: {
			// Activate the trap (plus any linked traps)
			int iDmg = pItem->Use_Trap();
			if (CanTouch(pItem->GetTopLevelObj()->GetTopPoint()))
				OnTakeDamage(iDmg, NULL, DAMAGE_HIT_BLUNT | DAMAGE_GENERAL);
			break;
		}

		case IT_SWITCH: {
			// Switches can be linked to gates and doors and such.
			// Flip the switch graphic.
			pItem->SetSwitchState();
			break;
		}

		case IT_PORT_LOCKED:
			if (!fLink && !IsPriv(PRIV_GM)) {
				SysMessageDefault(DEFMSG_ITEMUSE_PORT_LOCKED);
				return true;
			}
		case IT_PORTCULIS:
			// Open a metal gate vertically
			pItem->Use_Portculis();
			break;

		case IT_DOOR_LOCKED:
			if (!ContentFindKeyFor(pItem)) {
				SysMessageDefault(DEFMSG_MSG_KEY_DOORLOCKED);
				if (!pItem->IsTopLevel())
					return false;
				if (pItem->IsAttr(ATTR_MAGIC))    // show it's magic face
				{
					ITEMID_TYPE id = (GetDispID() & DOOR_NORTHSOUTH) ? ITEMID_DOOR_MAGIC_SI_NS
					                                                 : ITEMID_DOOR_MAGIC_SI_EW;
					CItem *pFace = CItem::CreateBase(id);
					ASSERT(pFace);
					pFace->MoveToDecay(pItem->GetTopPoint(), 4 * TICK_PER_SEC);
				}
				if (!IsPriv(PRIV_GM))
					return true;
			}
		case IT_DOOR_OPEN:
		case IT_DOOR: {
			bool fOpen = pItem->Use_DoorNew(fLink);
			if (fLink || !fOpen)    // don't link if we are just closing the door
				return true;
		}
			break;

		case IT_SHIP_PLANK: {
			// Close the plank if I'm inside the ship
			if (m_pArea->IsFlag(REGION_FLAG_SHIP) && m_pArea->GetResourceID() == pItem->m_uidLink) {
				if (pItem->m_itShipPlank.m_itSideType == IT_SHIP_SIDE_LOCKED && !ContentFindKeyFor(pItem)) {
					SysMessageDefault(DEFMSG_ITEMUSE_SHIPSIDE);
					return true;
				}
				return pItem->Ship_Plank(false);
			}
			else if (pItem->IsTopLevel()) {
				// Teleport to plank if I'm outside the ship
				CPointMap pntTarg = pItem->GetTopPoint();
				pntTarg.m_z++;
				Spell_Teleport(pntTarg, true, false, false);
			}
			return true;
		}

		case IT_SHIP_SIDE_LOCKED:
			if (!ContentFindKeyFor(pItem)) {
				SysMessageDefault(DEFMSG_ITEMUSE_SHIPSIDE);
				return true;
			}
		case IT_SHIP_SIDE:
			// Open the plank
			pItem->Ship_Plank(true);
			return true;

		case IT_GRAIN:
		case IT_GRASS:
		case IT_GARBAGE:
		case IT_FRUIT:
		case IT_FOOD:
		case IT_FOOD_RAW:
		case IT_MEAT_RAW: {
			if (fLink)
				return false;

			Use_Eat(pItem);
			return true;
		}

		case IT_POTION:
		case IT_DRINK:
		case IT_PITCHER:
		case IT_WATER_WASH:
		case IT_BOOZE: {
			if (fLink)
				return false;

			Use_Drink(pItem);
			return true;
		}

		case IT_LIGHT_OUT:        // can the light be lit?
		case IT_LIGHT_LIT:        // can the light be doused?
			fAction = pItem->Use_Light();
			break;

		case IT_CLOTHING:
		case IT_ARMOR:
		case IT_ARMOR_LEATHER:
		case IT_SHIELD:
		case IT_WEAPON_MACE_CROOK:
		case IT_WEAPON_MACE_PICK:
		case IT_WEAPON_MACE_SMITH:
		case IT_WEAPON_MACE_SHARP:
		case IT_WEAPON_SWORD:
		case IT_WEAPON_FENCE:
		case IT_WEAPON_BOW:
		case IT_WEAPON_AXE:
		case IT_WEAPON_XBOW:
		case IT_WEAPON_MACE_STAFF:
		case IT_JEWELRY:
		case IT_WEAPON_THROWING: {
			if (fLink)
				return false;

			return ItemEquip(pItem);
		}

		case IT_WEB: {
			if (fLink)
				return false;

			Use_Item_Web(pItem);
			return true;
		}

		case IT_SPY_GLASS: {
			if (fLink)
				return false;

			// Spyglass will tell you the moon phases
			static LPCTSTR const sm_sPhases[8] =
					{
							g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_SPYGLASS_M1),
							g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_SPYGLASS_M2),
							g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_SPYGLASS_M3),
							g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_SPYGLASS_M4),
							g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_SPYGLASS_M5),
							g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_SPYGLASS_M6),
							g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_SPYGLASS_M7),
							g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_SPYGLASS_M8)
					};
			SysMessagef(g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_SPYGLASS_TR), sm_sPhases[g_World.GetMoonPhase(false)]);
			SysMessagef(g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_SPYGLASS_FE), sm_sPhases[g_World.GetMoonPhase(true)]);

			if (m_pArea && m_pArea->IsFlag(REGION_FLAG_SHIP))
				ObjMessage(pItem->Use_SpyGlass(this), this);
			return true;
		}

		case IT_SEXTANT: {
			if (fLink)
				return false;

			if ((GetTopPoint().m_map <= 1) && (GetTopPoint().m_x > UO_SIZE_X_REAL))    // dungeons and T2A lands
				ObjMessage(g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_SEXTANT_T2A), this);
			else {
				TCHAR *pszMsg = Str_GetTemp();
				sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_SEXTANT), m_pArea->GetName(),
				        pItem->Use_Sextant(GetTopPoint()));
				ObjMessage(pszMsg, this);
			}
			return true;
		}

		default:
			fAction = false;
	}
	return fAction | MASK_RETURN_FOLLOW_LINKS;
}
BOOL CJewelOfHarmonySystem::SmeltItemBySmeltingStone(LPOBJ lpObj, int source, int target)
{
	if ( this->m_bSystemSmeltingItem == FALSE )
	{
		GCServerMsgStringSend(lMsg.Get(MSGGET(13,51)), lpObj->m_Index, 1);
		return FALSE;
	}

	if ( source < 0 || source > MAIN_INVENTORY_SIZE-1 )
		return FALSE;

	if ( target < 0 || target > MAIN_INVENTORY_SIZE-1 )
		return FALSE;

	if ( lpObj->pInventory[source].IsItem() == FALSE )
		return FALSE;

	if ( lpObj->pInventory[target].IsItem() == FALSE )
		return FALSE;

	CItem * pSource = &lpObj->pInventory[source];
	CItem * pTarget = &lpObj->pInventory[target];

	if ( !this->IsStrengthenByJewelOfHarmony(pTarget)  )
	{
		CLog.LogAdd("[JewelOfHarmony][Smelt Item] Not Strengten Item [%s][%s]",
			lpObj->AccountID, lpObj->Name);

		return FALSE;
	}

	int iItemOptionLevel = this->_GetItemOptionLevel(pTarget);

	if ( iItemOptionLevel >= pTarget->m_Level )
	{
		if ( iItemOptionLevel == 13 )
		{
			GCServerMsgStringSend(lMsg.Get(MSGGET(13,41)), lpObj->m_Index, 1);
		}
		else
		{
			GCServerMsgStringSend(lMsg.Get(MSGGET(13,40)), lpObj->m_Index, 1);
		}

		CLog.LogAdd("[JewelOfHarmony][Smelt Item] Already Have Max OptionLevel [%s][%s] OptionLevel [%d] ItemLevel [%d]",
			lpObj->AccountID, lpObj->Name, iItemOptionLevel, pTarget->m_Level);

		return FALSE;
	}

	if ( this->_GetItemType(pTarget) == JEWELOFHARMONY_ITEM_TYPE_WEAPON )
	{
		if ( this->GetItemStrengthenOption(pTarget) == AT_JEWELOFHARMONY_WEAPON_IMPROVE_MINATTACKDAMAGE )
		{
			int iNextLevel = this->_GetItemOptionLevel(pTarget)+1;
			BYTE iValue = this->m_itemOption[JEWELOFHARMONY_ITEM_TYPE_WEAPON][AT_JEWELOFHARMONY_WEAPON_IMPROVE_MINATTACKDAMAGE].iItemEffectValue[iNextLevel];

			if ( (pTarget->m_DamageMin+iValue) > (pTarget->m_DamageMax-1) )
			{
				GCServerMsgStringSend(lMsg.Get(MSGGET(13,41)), lpObj->m_Index, 1);
				return FALSE;
			}
		}
	}

	int iSuccessRate = rand() % 100;
	int iRateSmeltingSuccess = 0;
	BOOL bIsNormalSmeltingStone = this->_IsJewelOfHarmonySmeltingItemNor(pSource->m_Type);

	if ( bIsNormalSmeltingStone == TRUE )
		iRateSmeltingSuccess = this->m_iRateSmeltingSuccessNor;
	else
		iRateSmeltingSuccess = this->m_iRateSmeltingSuccessExt;

	if ( iSuccessRate >= iRateSmeltingSuccess )
	{
		int iItemOptionNewLevel = _GetItemOptionRequireLevel(pTarget);
		pTarget->m_JewelOfHarmonyOption = pTarget->m_JewelOfHarmonyOption & 0xF0;
		pTarget->m_JewelOfHarmonyOption |= iItemOptionNewLevel & 0x0F;
		this->ShowStrengthenOption(pTarget);

		CLog.LogAdd("[JewelOfHarmony][Smelt Item] Smelt Item Fail by Normal[%d] [%s][%s] Name[%s] Type [%d] Serial [%d] Rate(%d/%d) Level(%d->%d)",
			bIsNormalSmeltingStone, lpObj->AccountID, lpObj->Name, pTarget->GetName(), pTarget->m_Type,
			pTarget->m_Number, iSuccessRate, iRateSmeltingSuccess, iItemOptionLevel, iItemOptionNewLevel);
		GCServerMsgStringSend(lMsg.Get(MSGGET(13, 47)), lpObj->m_Index, 1);
	}
	else
	{
		int iItemOptionNewLevel = iItemOptionLevel+1;
		pTarget->m_JewelOfHarmonyOption = pTarget->m_JewelOfHarmonyOption & 0xF0;
		pTarget->m_JewelOfHarmonyOption |= iItemOptionNewLevel & 0x0F;
		this->ShowStrengthenOption(pTarget);

		CLog.LogAdd("[JewelOfHarmony][Smelt Item] Smelt Item Success by Normal[%d] [%s][%s] Name[%s] Type [%d] Serial [%d] Rate(%d/%d) Level(%d->%d)",
			bIsNormalSmeltingStone, lpObj->AccountID, lpObj->Name, pTarget->GetName(), pTarget->m_Type,
			pTarget->m_Number, iSuccessRate, iRateSmeltingSuccess, iItemOptionLevel, iItemOptionNewLevel & 0x0F);
		GCServerMsgStringSend(lMsg.Get(MSGGET(13, 48)), lpObj->m_Index, 1);
	}

	return TRUE;
}
Exemple #16
0
 void execute(CItem *_this)
 {
     item->SwitchToHand(hand);
 }
BOOL CJewelOfHarmonySystem::RestoreStrengthenItem(LPOBJ lpObj)
{
	if ( this->m_bSystemRestoreStrengthen != TRUE )
	{
		GCServerMsgStringSend(lMsg.Get(MSGGET(13,54)), lpObj->m_Index, 1);
		return TRUE;
	}

	lpObj->ChaosLock = TRUE;

	PMSG_CHAOSMIXRESULT pMsg;

	C1HeadSet((LPBYTE)&pMsg, 0x86, sizeof(pMsg));
	pMsg.Result = 0;
	int iStrengtenItemCount = 0;
	int iInvalidItemCount = 0;
	CItem * pItem = NULL;

	for ( int n=0;n<CHAOS_BOX_SIZE;n++)
	{
		if ( lpObj->pChaosBox[n].IsItem() == TRUE )
		{
			if ( this->IsStrengthenByJewelOfHarmony(&lpObj->pChaosBox[n]) == TRUE )
			{
				iStrengtenItemCount++;
				pItem = &lpObj->pChaosBox[n];
			}
		}
	}

	if ( iStrengtenItemCount != 1 )
	{
		gSendProto.DataSend(lpObj->m_Index, (LPBYTE)&pMsg, pMsg.h.size);
		lpObj->ChaosLock = FALSE;

		return FALSE;
	}
	
	int iItemOption = this->GetItemStrengthenOption(pItem);
	int iItemOptionLevel = this->_GetItemOptionLevel(pItem);
	int JEWEL_OF_HARMONY_RETORE_NEEDZEN = this->_GetZenForRestoreItem(pItem);

	if ( JEWEL_OF_HARMONY_RETORE_NEEDZEN < 0 ) 
	{
		gSendProto.DataSend(lpObj->m_Index, (LPBYTE)&pMsg, pMsg.h.size);
		lpObj->ChaosLock = FALSE;

		return FALSE;
	}

	int iChaosTaxMoney = JEWEL_OF_HARMONY_RETORE_NEEDZEN * g_CastleSiegeSync.GetTaxRateChaos(lpObj->m_Index) / 100;

	if ( iChaosTaxMoney < 0 )
		iChaosTaxMoney = 0;

	JEWEL_OF_HARMONY_RETORE_NEEDZEN += iChaosTaxMoney;

	if ( JEWEL_OF_HARMONY_RETORE_NEEDZEN < 0 )
		JEWEL_OF_HARMONY_RETORE_NEEDZEN = 0;

	if ( lpObj->Money < JEWEL_OF_HARMONY_RETORE_NEEDZEN )
	{
		pMsg.Result = 2;
		gSendProto.DataSend(lpObj->m_Index, (LPBYTE)&pMsg, pMsg.h.size);
		lpObj->ChaosLock = FALSE;

		return FALSE;
	}

	lpObj->Money -= JEWEL_OF_HARMONY_RETORE_NEEDZEN;
	g_CastleSiegeSync.AddTributeMoney(iChaosTaxMoney);
	GCMoneySend(lpObj->m_Index, lpObj->Money);
	LogChaosItem(lpObj, "JewelOfHarmony][Restore Item");
	CLog.LogAdd("[JewelOfHarmony][Restore Item] - Restore Start");

	CLog.LogAdd("[JewelOfHarmony][Restore Item] Restore Strengtened Item [%s][%s] Name[%s] ItemType[%d] Serial[%d] OptionType[%d] OptionLevel [%d] Money %d-%d",
		lpObj->AccountID, lpObj->Name, pItem->GetName(), pItem->m_Type,
		pItem->m_Number, iItemOption, iItemOptionLevel, 
		lpObj->Money, JEWEL_OF_HARMONY_RETORE_NEEDZEN);

	pItem->m_JewelOfHarmonyOption = 0;
	GCUserChaosBoxSend(lpObj, 0);
	this->ShowStrengthenOption(pItem);
	lpObj->ChaosLock = FALSE;

	return TRUE;
}
Exemple #18
0
UINT16 CGoods::UseBox(DT_ITEM_DATA_LIST_CLI2& stBoxItemInfo)
{
    SGoodsProp*	pstGoodsProp =  GetGoodsProp();
    if(NULL == pstGoodsProp)
    {
        RETURN_OTHER_ERR;
    }

    SItemComposeProp* pstItemComposeProp = CItemComposePropMgr::Instance()->GetProp(pstGoodsProp->wKindID);
    if(NULL == pstItemComposeProp)
    {
        SYS_CRITICAL(_SDT("[%s: %d]: pstItemComposeProp is NULL!"), MSG_MARK);
        RETURN_OTHER_ERR;
    }

    CItemRateMap& mapComposeItem = pstItemComposeProp->mapComposeItem;
    if(0 == mapComposeItem.size())
    {
        SYS_CRITICAL(_SDT("[%s: %d]: mapComposeItem[%d] is 0!"), MSG_MARK, pstGoodsProp->wKindID);
        RETURN_OTHER_ERR;
    }

    INT32 nGap = (INT32)(m_poOwner->GetBag().GetIdleSize()) - (INT32)(mapComposeItem.size());
    if(nGap < 0)
    {
        //判断背包中是否存在该物品,若存在则可少使用一个格子
        CBag& oBag = m_poOwner->GetBag();
        for(CItemRateMapItr itr = mapComposeItem.begin(); itr != mapComposeItem.end(); itr++)
        {
            //只有物品有效,装备叠加数为1,则只找Goods
            if(oBag.GetGoodsItem(itr->first))
            {
                nGap++;
            }
        }
    }

    //背包容量不足
    if(nGap < 0)
    {
        return ERR_GOODS_USE::ID_BAG_FULL;
    }

    for(CItemRateMapItr itr = mapComposeItem.begin(); itr != mapComposeItem.end(); itr++)
    {
        //若是系统可以直接使用的物品,则使用
        if(CItemMgr::Instance()->SysUseGoods(m_poOwner, itr->first, itr->second.wItemNum))
        {
            CItemMgr::Instance()->GetDT_ITEM_DATA_CLI2(itr->first, itr->second.wItemNum, stBoxItemInfo.astItemList[stBoxItemInfo.byItemNum]);
        }
        else
        {
            ECreateItemRet eRet;
            CItem* poItem = CItemMgr::Instance()->CreateItemIntoBag(m_poOwner, itr->first, itr->second.wItemNum, eRet, 0, CRecordMgr::EAIT_BOX, m_stDT_GOODS_DATA.wKindID);
            if(NULL == poItem)
            {
                //异常
                SYS_CRITICAL(_SDT("[%s: %d]: CreateItemIntoBag failed[%d]!"), MSG_MARK, itr->first);
            }
            //装备没有叠加数,可以直接poEquip->GetDT_EQUIP_DATA_CLI(stEquip);
            if(EIK_EQUIP == poItem->GetItemKind())
            {
                CEquip* poEquip = dynamic_cast<CEquip*>(poItem);
                if(NULL == poEquip)
                {
                    //异常
                    continue;
                }
                stBoxItemInfo.astItemList[stBoxItemInfo.byItemNum].byItemType = EIK_EQUIP;
                DT_EQUIP_DATA_CLI& stEquip = stBoxItemInfo.astItemList[stBoxItemInfo.byItemNum].stItemInfo.stEquip ;
                poEquip->GetDT_EQUIP_DATA_CLI(stEquip);
            }
            else
            {
                //内部礼包,返回的是礼包的物品
                SGoodsProp* pstGoodsProp = CGoodsPropMgr::Instance()->GetPropByPrimaryKey(itr->first);
                if((pstGoodsProp) && (EGMK_INNERBOX == pstGoodsProp->byMainKindID))
                {
                    CItemMgr::Instance()->GetDT_ITEM_DATA_CLI2(poItem->GetItemKindID(), 1, stBoxItemInfo.astItemList[stBoxItemInfo.byItemNum]);
                }
                else
                {
                    CItemMgr::Instance()->GetDT_ITEM_DATA_CLI2(itr->first, itr->second.wItemNum, stBoxItemInfo.astItemList[stBoxItemInfo.byItemNum]);
                }
            }
        }

        stBoxItemInfo.byItemNum++;
    }

    return ERR_GOODS_USE::ID_SUCCESS;
}
void CCalCharacter::gObjCalCharacter(int aIndex)
{
	LPOBJ lpObj = &gObj[aIndex];
	int Strength = 0;
	int Dexterity = 0;
	int Vitality = 0;
	int Energy = 0;
	int Leadership = 0;
	// ----
	CItem * Right = &lpObj->pInventory[0];
	CItem * Left  = &lpObj->pInventory[1];
	CItem * Helm  = &lpObj->pInventory[2];
	CItem * Armor  = &lpObj->pInventory[3];
	CItem * Pants  = &lpObj->pInventory[4];
	CItem * Gloves = &lpObj->pInventory[5];
	CItem * Boots = &lpObj->pInventory[6];
	CItem * Wings = &lpObj->pInventory[7];
	CItem * Helper = &lpObj->pInventory[8];
	CItem * Amulet = &lpObj->pInventory[9];
	CItem * Ring01 = &lpObj->pInventory[10];
	CItem * Ring02 = &lpObj->pInventory[11];
	lpObj->HaveWeaponInHand = true;
	// -------------------------------------------------------
	// Check Weapon in hand
	// -------------------------------------------------------
	if ( Right->IsItem() == false && Left->IsItem() == false )
	{
		lpObj->HaveWeaponInHand = false;
	}
	else if ( Left->IsItem() == false && Right->m_Type == ITEMGET(4,15) ) // Arrow
	{
		lpObj->HaveWeaponInHand = false;
	}
	else if ( Right->IsItem() == false )
	{
		int iType = Left->m_Type / MAX_SUBTYPE_ITEMS;

		if ( Left->m_Type == ITEMGET(4,7) ) // Bolt
		{
			lpObj->HaveWeaponInHand = false;
		}
		else if ( iType == 6 ) // Shield
		{
			lpObj->HaveWeaponInHand = false;
		}
	}
	// -------------------------------------------------------
	lpObj->AddLife = 0;
	lpObj->AddMana = 0;
	lpObj->MonsterDieGetMoney = 0;
	lpObj->MonsterDieGetLife = 0;
	lpObj->MonsterDieGetMana = 0;
	lpObj->DamageReflect = 0;
	lpObj->DamageMinus = 0;
	lpObj->SkillLongSpearChange = false;

	if ( lpObj->m_iItemEffectValidTime > 0 )
	{
		g_ItemAddOption.PrevSetItemLastEffectForHallowin(lpObj);
	}

	int iItemIndex;
	BOOL bIsChangeItem;	// lc34

	for ( iItemIndex=0; iItemIndex<MAX_PLAYER_EQUIPMENT;iItemIndex++)
	{
		if ( lpObj->pInventory[iItemIndex].IsItem() != FALSE )
		{
			lpObj->pInventory[iItemIndex].m_IsValidItem = true;
		}
	}

	do
	{
		lpObj->SetOpAddMaxAttackDamage = 0;
		lpObj->SetOpAddMinAttackDamage = 0;
		lpObj->SetOpAddDamage = 0;
		lpObj->SetOpIncAGValue = 0;
		lpObj->SetOpAddCriticalDamageSuccessRate = 0;
		lpObj->SetOpAddCriticalDamage = 0;
		lpObj->SetOpAddExDamageSuccessRate = 0;
		lpObj->SetOpAddExDamage = 0;
		lpObj->SetOpAddSkillAttack = 0;
		lpObj->AddStrength = 0;
		lpObj->AddDexterity = 0;
		lpObj->AddVitality = 0;
		lpObj->AddEnergy = 0;
		lpObj->AddBP = 0;
		lpObj->iAddShield = 0;
		lpObj->SetOpAddAttackDamage = 0;
		lpObj->SetOpAddDefence = 0;
		lpObj->SetOpAddMagicPower = 0;
		lpObj->SetOpAddDefenceRate = 0;
		lpObj->SetOpIgnoreDefense = 0;
		lpObj->SetOpDoubleDamage = 0;
		lpObj->SetOpTwoHandSwordImproveDamage = 0;
		lpObj->SetOpImproveSuccessAttackRate = 0;
		lpObj->SetOpReflectionDamage = 0;
		lpObj->SetOpImproveSheldDefence = 0;
		lpObj->SetOpDecreaseAG = 0;
		lpObj->SetOpImproveItemDropRate = 0;
		lpObj->IsFullSetItem = false;
		memset(lpObj->m_AddResistance, 0, sizeof(lpObj->m_AddResistance));
		bIsChangeItem = 0;
		gObjCalcSetItemStat(lpObj);
		gObjCalcSetItemOption(lpObj);

		for (iItemIndex=0;iItemIndex<MAX_PLAYER_EQUIPMENT;iItemIndex++)
		{
			if ( lpObj->pInventory[iItemIndex].IsItem() != FALSE && lpObj->pInventory[iItemIndex].m_IsValidItem != false )
			{
				if ( gObjValidItem( lpObj, &lpObj->pInventory[iItemIndex], iItemIndex) != FALSE )
				{
					lpObj->pInventory[iItemIndex].m_IsValidItem = true;
				}
				else
				{
					lpObj->pInventory[iItemIndex].m_IsValidItem  = false;
					bIsChangeItem = TRUE;
				}
			}
		}
	}
	while ( bIsChangeItem != FALSE );

	Strength = lpObj->Strength + lpObj->AddStrength;
	Dexterity = lpObj->Dexterity + lpObj->AddDexterity;
	Vitality = lpObj->Vitality + lpObj->AddVitality;
	Energy = lpObj->Energy + lpObj->AddEnergy;
	Leadership = lpObj->Leadership + lpObj->AddLeadership;

	switch ( lpObj->Class )
	{
	case CLASS_WIZARD:
		lpObj->m_AttackDamageMinRight = (Strength / 8);
		lpObj->m_AttackDamageMaxRight = (Strength / 4);
		lpObj->m_AttackDamageMinLeft = (Strength / 8);
		lpObj->m_AttackDamageMaxLeft = (Strength / 4);
		break;
	case CLASS_KNIGHT:
		lpObj->m_AttackDamageMinRight = Strength / 6;
		lpObj->m_AttackDamageMaxRight = Strength / 4;
		lpObj->m_AttackDamageMinLeft = Strength / 6;
		lpObj->m_AttackDamageMaxLeft = Strength / 4;
		break;
	case CLASS_ELF:
		if ( (Right->m_Type >= ITEMGET(4,8) && Right->m_Type < ITEMGET(4,15) ) ||
			 (Left->m_Type >= ITEMGET(4,0) && Left->m_Type < ITEMGET(4,7)) ||
			  Right->m_Type == ITEMGET(4,16) ||
			  Left->m_Type == ITEMGET(4,17) ||
			  Right->m_Type == ITEMGET(4,18) ||
			  Right->m_Type == ITEMGET(4,19) ||
			  Left->m_Type == ITEMGET(4,20) ||
			  Left->m_Type == ITEMGET(4,21) ||
			  Left->m_Type == ITEMGET(4,22) ||
			  Left->m_Type == ITEMGET(4,23) ||
			  Left->m_Type == ITEMGET(4,24) )
		{
			if ( (Right->IsItem() != FALSE && Right->m_IsValidItem == false) || (Left->IsItem() != FALSE && Left->m_IsValidItem == false) )
			{
				lpObj->m_AttackDamageMinRight = (Dexterity + Strength ) / 7;
				lpObj->m_AttackDamageMaxRight = (Dexterity + Strength ) / 4;
				lpObj->m_AttackDamageMinLeft = (Dexterity + Strength ) / 7;
				lpObj->m_AttackDamageMaxLeft = (Dexterity + Strength ) / 4;
			}
			else
			{
				lpObj->m_AttackDamageMinRight = (Dexterity / 7) + (Strength / 14);
				lpObj->m_AttackDamageMaxRight = (Dexterity / 4) + (Strength / 8 );
				lpObj->m_AttackDamageMinLeft = (Dexterity / 7) + (Strength / 14);
				lpObj->m_AttackDamageMaxLeft = (Dexterity / 4) + (Strength / 8 );
			}
		}
		else
		{
			lpObj->m_AttackDamageMinRight = (Dexterity + Strength) / 7;
			lpObj->m_AttackDamageMaxRight = (Dexterity + Strength) / 4;
			lpObj->m_AttackDamageMinLeft = (Dexterity + Strength) / 7;
			lpObj->m_AttackDamageMaxLeft = (Dexterity + Strength) / 4;
		}
		break;
	case CLASS_MAGUMSA:
		lpObj->m_AttackDamageMinRight = (Strength / 6) + (Energy / 12);
		lpObj->m_AttackDamageMaxRight = (Strength / 4) + (Energy / 8);
		lpObj->m_AttackDamageMinLeft = (Strength / 6) + (Energy / 12);
		lpObj->m_AttackDamageMaxLeft = (Strength / 4) + (Energy / 8);
		break;
	case CLASS_DARKLORD:
		lpObj->m_AttackDamageMinRight = (Strength / 7) + (Energy / 14);
		lpObj->m_AttackDamageMaxRight = (Strength / 5) + (Energy / 10);
		lpObj->m_AttackDamageMinLeft = (Strength / 7) + (Energy / 14);
		lpObj->m_AttackDamageMaxLeft = (Strength / 5) + (Energy / 10);
		break;
	case CLASS_SUMMONER:
		lpObj->m_AttackDamageMinRight = (Strength / 8) + (Energy / 12);
		lpObj->m_AttackDamageMaxRight = (Strength / 4) + (Energy / 8);
		lpObj->m_AttackDamageMinLeft = (Strength / 8) + (Energy / 12);
		lpObj->m_AttackDamageMaxLeft = (Strength / 4) + (Energy / 8);
		break;
	case CLASS_FIGHTER:
		lpObj->m_AttackDamageMinRight = (Strength / 6) + (Energy / 12);
		lpObj->m_AttackDamageMaxRight = (Strength / 4) + (Energy / 8);
		lpObj->m_AttackDamageMinLeft = (Strength / 6) + (Energy / 12);
		lpObj->m_AttackDamageMaxLeft = (Strength / 4) + (Energy / 8);
		break;
	}
	
	if ( Wings->IsItem() != FALSE && Wings->m_IsValidItem != false ) 
	{
		Wings->PlusSpecial(&lpObj->m_AttackDamageMinRight, 80);
		Wings->PlusSpecial(&lpObj->m_AttackDamageMaxRight, 80);
		Wings->PlusSpecial(&lpObj->m_AttackDamageMinLeft, 80);
		Wings->PlusSpecial(&lpObj->m_AttackDamageMaxLeft, 80);
	}

	int AddLeadership = 0;

	if ( Wings->IsItem() != FALSE && Wings->m_IsValidItem != false)
	{
		AddLeadership += Wings->m_Leadership;
	}

	if ( Right->m_Type != -1 )
	{
		if ( Right->m_IsValidItem != false )
		{
			if ( Right->m_Type >= ITEMGET(5,0) && Right->m_Type <= ITEMGET(6,0) ) // Check this
			{
				lpObj->m_AttackDamageMinRight += Right->m_DamageMin / 2;
				lpObj->m_AttackDamageMaxRight += Right->m_DamageMax / 2;
			}
			else
			{
				lpObj->m_AttackDamageMinRight += Right->m_DamageMin;
				lpObj->m_AttackDamageMaxRight += Right->m_DamageMax;
			}
		}

		if ( Right->m_SkillChange != FALSE )
		{
			lpObj->SkillLongSpearChange = true;
		}

		Right->PlusSpecial(&lpObj->m_AttackDamageMinRight, 80);
		Right->PlusSpecial(&lpObj->m_AttackDamageMaxRight, 80);
	}
		
	if ( Left->m_Type != -1 )
	{
		if ( Left->m_IsValidItem != false)
		{
			lpObj->m_AttackDamageMinLeft += Left->m_DamageMin;
			lpObj->m_AttackDamageMaxLeft += Left->m_DamageMax;
		}

		Left->PlusSpecial(&lpObj->m_AttackDamageMinLeft, 80);
		Left->PlusSpecial(&lpObj->m_AttackDamageMaxLeft, 80);
	}

	lpObj->m_CriticalDamage = 0;
	lpObj->m_ExcelentDamage = 0;

	if ( Wings->IsItem() != FALSE && Wings->m_IsValidItem != false )
	{
		Wings->PlusSpecial(&lpObj->m_MagicDamageMin, 81);
		Wings->PlusSpecial(&lpObj->m_MagicDamageMax, 81);
		Wings->PlusSpecial(&lpObj->m_CriticalDamage, 84);
	}
	if ( Right->IsItem() != FALSE && Right->m_IsValidItem != false )
	{
		Right->PlusSpecial(&lpObj->m_CriticalDamage, 84);
	}
	if ( Left->IsItem() != FALSE && Left->m_IsValidItem != false )
	{
		Left->PlusSpecial(&lpObj->m_CriticalDamage, 84);
	}
	if ( Helm->IsItem() != FALSE && Helm->m_IsValidItem != false )
	{
		Helm->PlusSpecial(&lpObj->m_CriticalDamage, 84);
	}
	if ( Armor->IsItem() != FALSE && Armor->m_IsValidItem != false )
	{
		Armor->PlusSpecial(&lpObj->m_CriticalDamage, 84);
	}
	if ( Pants->IsItem() != FALSE && Pants->m_IsValidItem != false )
	{
		Pants->PlusSpecial(&lpObj->m_CriticalDamage, 84);
	}
	if ( Gloves->IsItem() != FALSE && Gloves->m_IsValidItem != false )
	{
		Gloves->PlusSpecial(&lpObj->m_CriticalDamage, 84);
	}
	if ( Boots->IsItem() != FALSE && Boots->m_IsValidItem != false )
	{
		Boots->PlusSpecial(&lpObj->m_CriticalDamage, 84);
	}
	lpObj->m_MagicDamageMin = Energy / 9;
	lpObj->m_MagicDamageMax = Energy / 4;


	if ( Right->m_Type != -1 )
	{
		if ( Right->m_Type == ITEMGET(0,31) ||
			 Right->m_Type == ITEMGET(0,21) ||
			 Right->m_Type == ITEMGET(0,23) ||
			 Right->m_Type == ITEMGET(0,25) ||
			 Right->m_Type == ITEMGET(0,28) ) 
		{
			Right->PlusSpecial(&lpObj->m_MagicDamageMin, 80);
			Right->PlusSpecial(&lpObj->m_MagicDamageMax, 80);
		}
		else
		{
			Right->PlusSpecial(&lpObj->m_MagicDamageMin, 81);
			Right->PlusSpecial(&lpObj->m_MagicDamageMax, 81);
		}
	}

	lpObj->m_AttackRating = (Strength + Dexterity) / 2;
	if (lpObj->Class != CLASS_FIGHTER) // Rage Fighter - No Gloves
	{
		if ( Gloves->IsItem() != FALSE && Gloves->m_IsValidItem != false )
		{
			lpObj->m_AttackRating += Gloves->ItemDefense();
		}
	}
	// ----------------------------------------
	// Attack Speed
	// ---------------------------------------- 
	switch ( lpObj->Class )
	{
	case CLASS_WIZARD:
		lpObj->m_AttackSpeed = Dexterity / 20;
		lpObj->m_MagicSpeed = Dexterity / 10;
		break;
	case CLASS_KNIGHT:
		lpObj->m_AttackSpeed = Dexterity / 15;
		lpObj->m_MagicSpeed = Dexterity / 20;
		break;
	case CLASS_ELF:
		lpObj->m_AttackSpeed = Dexterity / 50;
		lpObj->m_MagicSpeed = Dexterity / 50;
		break;
	case CLASS_MAGUMSA:
		lpObj->m_AttackSpeed = Dexterity / 15;
		lpObj->m_MagicSpeed = Dexterity / 20;
		break;
	case CLASS_DARKLORD:
		lpObj->m_AttackSpeed = Dexterity / 10;
		lpObj->m_MagicSpeed = Dexterity / 10;
		break;
	case CLASS_SUMMONER:
		lpObj->m_AttackSpeed = Dexterity / 20;
		lpObj->m_MagicSpeed = Dexterity / 20;
		break;
	case CLASS_FIGHTER:
		lpObj->m_AttackSpeed = Dexterity / 15;
		lpObj->m_MagicSpeed = Dexterity / 20;
		break;
	}
	
	bool bRight = false;
	bool bLeft = false;
	// ---------------------------------------- 
	// Check if have weapon in Right Hand
	// ---------------------------------------- 
	if ( Right->m_Type != ITEMGET(4,7) && Right->m_Type != ITEMGET(4,15) && Right->m_Type >= ITEMGET(0,0) && Right->m_Type < ITEMGET(6,0) )
	{
		if ( Right->m_IsValidItem != false )
		{
			bRight = true;
		}
	}
	// ---------------------------------------- 
	// Check if have weapon in Left Hand
	// ---------------------------------------- 
	if ( Left->m_Type != ITEMGET(4,7) && Left->m_Type != ITEMGET(4,15) && Left->m_Type >= ITEMGET(0,0) && Left->m_Type < ITEMGET(6,0) )
	{
		if ( Left->m_IsValidItem != false )
		{
			bLeft = true;
		}
	}

	if ( bRight != false && bLeft != false )
	{
		lpObj->m_AttackSpeed += (Right->m_AttackSpeed + Left->m_AttackSpeed)/2;
		lpObj->m_MagicSpeed += (Right->m_AttackSpeed + Left->m_AttackSpeed)/2;
	}
	else if ( bRight!= false )
	{
		lpObj->m_AttackSpeed += Right->m_AttackSpeed;
		lpObj->m_MagicSpeed += Right->m_AttackSpeed;
	}
	else if ( bLeft != false )
	{
		lpObj->m_AttackSpeed += Left->m_AttackSpeed;
		lpObj->m_MagicSpeed += Left->m_AttackSpeed;
	}

	if ( lpObj->Class != CLASS_FIGHTER ) // Rage Fighter - No Gloves
	{
		if ( Gloves->m_Type != -1 )
		{
			if ( Gloves->m_IsValidItem != false )
			{
				lpObj->m_AttackSpeed += Gloves->m_AttackSpeed;
				lpObj->m_MagicSpeed += Gloves->m_AttackSpeed;
			}
		}
	}

	if ( Amulet->m_Type != -1 ) // Pendant
	{
		if ( Amulet->m_IsValidItem != false )
		{
			lpObj->m_AttackSpeed += Amulet->m_AttackSpeed;
			lpObj->m_MagicSpeed += Amulet->m_AttackSpeed;
		}
	}
	// ----------------------------------------
	// Wizard Ring Effect
	// ----------------------------------------
	if ( (lpObj->pInventory[10].IsItem() == TRUE && lpObj->pInventory[10].m_Type == ITEMGET(13,20) && lpObj->pInventory[10].m_Level == 0 && lpObj->pInventory[10].m_Durability > 0.0f ) || (lpObj->pInventory[11].IsItem() == TRUE && lpObj->pInventory[11].m_Type == ITEMGET(13,20) && lpObj->pInventory[11].m_Level == 0 && lpObj->pInventory[11].m_Durability > 0.0f ) )
	{
		lpObj->m_AttackDamageMinRight += lpObj->m_AttackDamageMinRight * 10 / 100;
		lpObj->m_AttackDamageMaxRight += lpObj->m_AttackDamageMaxRight * 10 / 100;
		lpObj->m_AttackDamageMinLeft += lpObj->m_AttackDamageMinLeft * 10 / 100;
		lpObj->m_AttackDamageMaxLeft += lpObj->m_AttackDamageMaxLeft * 10 / 100;
		lpObj->m_MagicDamageMin += lpObj->m_MagicDamageMin * 10 / 100;
		lpObj->m_MagicDamageMax += lpObj->m_MagicDamageMax * 10 / 100;
		lpObj->m_AttackSpeed += 10;
		lpObj->m_MagicSpeed += 10;
	}
	// ----------------------------------------
	// Speed Hack Detect
	// ----------------------------------------
	switch ( lpObj->Class )
	{
	case CLASS_WIZARD:
		lpObj->m_DetectSpeedHackTime = (gAttackSpeedTimeLimit - (lpObj->m_MagicSpeed*2 * gDecTimePerAttackSpeed) );
		break;
	case CLASS_KNIGHT:
		lpObj->m_DetectSpeedHackTime = (gAttackSpeedTimeLimit - (lpObj->m_AttackSpeed * gDecTimePerAttackSpeed) );
		break;
	case CLASS_ELF:
		lpObj->m_DetectSpeedHackTime = (gAttackSpeedTimeLimit - (lpObj->m_AttackSpeed * gDecTimePerAttackSpeed) );
		break;
	case CLASS_MAGUMSA:
		lpObj->m_DetectSpeedHackTime = (gAttackSpeedTimeLimit - (lpObj->m_AttackSpeed * gDecTimePerAttackSpeed) );
		break;
	case CLASS_DARKLORD:
		lpObj->m_DetectSpeedHackTime = (gAttackSpeedTimeLimit - (lpObj->m_AttackSpeed * gDecTimePerAttackSpeed) );
		break;
	case CLASS_SUMMONER:
		lpObj->m_DetectSpeedHackTime = (gAttackSpeedTimeLimit - (lpObj->m_MagicSpeed*2 * gDecTimePerAttackSpeed) );
		break;
	case CLASS_FIGHTER:
		lpObj->m_DetectSpeedHackTime = (gAttackSpeedTimeLimit - (lpObj->m_MagicSpeed*2 * gDecTimePerAttackSpeed) );
		break;
	}
	
	if ( lpObj->m_DetectSpeedHackTime < gMinimumAttackSpeedTime )
	{
		lpObj->m_DetectSpeedHackTime = gMinimumAttackSpeedTime;
	}
	// ----------------------------------------
	// Successful Blocking
	// ----------------------------------------
	switch ( lpObj->Class )
	{
	case CLASS_WIZARD:		lpObj->m_SuccessfulBlocking = Dexterity / 3;	break;
	case CLASS_KNIGHT:		lpObj->m_SuccessfulBlocking = Dexterity / 3;	break;
	case CLASS_ELF:			lpObj->m_SuccessfulBlocking = Dexterity / 4;	break;
	case CLASS_MAGUMSA:		lpObj->m_SuccessfulBlocking = Dexterity / 3;	break;
	case CLASS_DARKLORD:	lpObj->m_SuccessfulBlocking = Dexterity / 7;	break;
	case CLASS_SUMMONER:	lpObj->m_SuccessfulBlocking = Dexterity / 3;	break;
	case CLASS_FIGHTER:		lpObj->m_SuccessfulBlocking = Dexterity / 5;	break;
	}
	
	if ( Left->m_Type != -1 )
	{
		if ( Left->m_IsValidItem != false )
		{
			lpObj->m_SuccessfulBlocking += Left->m_SuccessfulBlocking;
			Left->PlusSpecial(&lpObj->m_SuccessfulBlocking, 82);
		}
	}
	// ----------------------------------------
	// Character Set & Succesful Blocking
	// ----------------------------------------
	bool Success = true;

	if ( lpObj->Class == CLASS_MAGUMSA ) // Magic Gladiator (No Helmet)
	{
		for ( int j=3;j<=6;j++)
		{
			if ( lpObj->pInventory[j].m_Type == -1 )
			{
				Success = false;
				break;
			}

			if ( lpObj->pInventory[j].m_IsValidItem == false )
			{
				Success = false;
				break;
			}
		}
	}
	else if ( lpObj->Class == CLASS_FIGHTER ) // Rage Fighter (No Gloves)
	{
		for ( int l=2;l<6;l++)
		{
			if ( l != 5 )
			{
				if ( lpObj->pInventory[l].m_Type == -1 )
				{
					Success = false;
					break;
				}

				if ( lpObj->pInventory[l].m_IsValidItem == false )
				{
					Success = false;
					break;
				}
			}
		}

	}
	else // Dark Wizard, Dark Knight, Dark Lord, Elf, Summoner (All Set)
	{
		for  ( int k=2;k<=6;k++)
		{
			if ( lpObj->pInventory[k].m_Type == -1 )
			{
				Success = false;
				break;
			}

			if ( lpObj->pInventory[k].m_IsValidItem == false )
			{
				Success = false;
				break;
			}
		}
	}

	int Level11Count = 0;
	int Level10Count = 0;
	int Level12Count = 0;
	int Level13Count = 0;
	int Level14Count = 0;
	int Level15Count = 0;

	if ( Success != false )
	{
		int in;

		if ( lpObj->Class == CLASS_MAGUMSA ) // Magic Gladiator (No Helmet)
		{
			in = Armor->m_Type % MAX_SUBTYPE_ITEMS;

			if ( in != ITEMGET(0,15) &&
				 in != ITEMGET(0,20) &&
				 in != ITEMGET(0,23) &&
				 in != ITEMGET(0,32) &&
				 in != ITEMGET(0,37) )
			{
				Success = false;
			}
			else
			{
				Level15Count++;

				for (int m=3;m<=6;m++)
				{
					if ( in != ( lpObj->pInventory[m].m_Type % MAX_SUBTYPE_ITEMS) )
					{
						Success = false;
					}
					if ( lpObj->pInventory[m].m_Level > 14 )
					{
						Level15Count++;
					}
					else if ( lpObj->pInventory[m].m_Level > 13 )
					{
						Level14Count++;
					}
					else if ( lpObj->pInventory[m].m_Level > 12 )
					{
						Level13Count++;
					}
					else if ( lpObj->pInventory[m].m_Level > 11 )
					{
						Level12Count++;
					}
					else if ( lpObj->pInventory[m].m_Level > 10 )
					{
						Level11Count++;
					}
					else if ( lpObj->pInventory[m].m_Level > 9 )
					{
						Level10Count++;
					}
				}
			}
		}
		if ( lpObj->Class == CLASS_FIGHTER ) // Rage Fighter (No Gloves)
		{
			in = Boots->m_Type % MAX_SUBTYPE_ITEMS;

			if ( in != ITEMGET(0,59) &&
				 in != ITEMGET(0,60) &&
				 in != ITEMGET(0,61) )
			{
				Success = false;
			}
			else
			{
				Level15Count++;

				for (int m=2;m<=6;m++)
				{
					if (m != 5)
					{
						if ( in != ( lpObj->pInventory[m].m_Type % MAX_SUBTYPE_ITEMS) )
						{
							Success = false;
						}
						if ( lpObj->pInventory[m].m_Level > 14 )
						{
							Level15Count++;
						}
						else if ( lpObj->pInventory[m].m_Level > 13 )
						{
							Level14Count++;
						}
						else if ( lpObj->pInventory[m].m_Level > 12 )
						{
							Level13Count++;
						}
						else if ( lpObj->pInventory[m].m_Level > 11 )
						{
							Level12Count++;
						}
						else if ( lpObj->pInventory[m].m_Level > 10 )
						{
							Level11Count++;
						}
						else if ( lpObj->pInventory[m].m_Level > 9 )
						{
							Level10Count++;
						}
					}
				}
			}
		}
		else // Dark Knight, Dark Wizard, Elf, Dark Lord, Summoner (All Set)
		{
			in = lpObj->pInventory[2].m_Type % MAX_SUBTYPE_ITEMS;

			for (int m=2;m<=6;m++)
			{
				if ( in !=  ( lpObj->pInventory[m].m_Type % MAX_SUBTYPE_ITEMS) )
				{
					Success = false;
				}
				if ( lpObj->pInventory[m].m_Level > 14 )
				{
					Level15Count++;
				}
				else if ( lpObj->pInventory[m].m_Level > 13 )
				{
					Level14Count++;
				}
				else if ( lpObj->pInventory[m].m_Level > 12 )
				{
					Level13Count++;
				}
				else if ( lpObj->pInventory[m].m_Level > 11 )
				{
					Level12Count++;
				}
				else if ( lpObj->pInventory[m].m_Level > 10 )
				{
					Level11Count++;
				}
				else if ( lpObj->pInventory[m].m_Level > 9 )
				{
					Level10Count++;
				}
			}
		}

		if ( Success != false )	// #warning unuseful if
		{
			lpObj->m_SuccessfulBlocking += lpObj->m_SuccessfulBlocking / 10;
		}
	}
	// ----------------------------------------
	// Character Defense
	// ----------------------------------------
	switch ( lpObj->Class )
	{
	case CLASS_WIZARD:		lpObj->m_Defense = Dexterity / 4;	break;
	case CLASS_KNIGHT:		lpObj->m_Defense = Dexterity / 3;	break;
	case CLASS_ELF:			lpObj->m_Defense = Dexterity / 10;	break;
	case CLASS_MAGUMSA:		lpObj->m_Defense = Dexterity / 4;	break;
	case CLASS_DARKLORD:	lpObj->m_Defense = Dexterity / 7;	break;
	case CLASS_SUMMONER:	lpObj->m_Defense = Dexterity / 4;	break;
	case CLASS_FIGHTER:		lpObj->m_Defense = Dexterity / 4;	break;
	}
	
	if ( lpObj->Class == CLASS_MAGUMSA ) // Magic Gladiator (No Helm)
	{
		lpObj->m_Defense += Armor->ItemDefense();
		lpObj->m_Defense += Pants->ItemDefense();
		lpObj->m_Defense += Gloves->ItemDefense();
		lpObj->m_Defense += Boots->ItemDefense();
		lpObj->m_Defense += Left->ItemDefense();
		lpObj->m_Defense += Wings->ItemDefense();
	}
	else if ( lpObj->Class == CLASS_FIGHTER ) // Rage Fighter (No Gloves)
	{
		lpObj->m_Defense += Helm->ItemDefense();
		lpObj->m_Defense += Armor->ItemDefense();
		lpObj->m_Defense += Pants->ItemDefense();
		lpObj->m_Defense += Boots->ItemDefense();
		lpObj->m_Defense += Left->ItemDefense();
		lpObj->m_Defense += Wings->ItemDefense();
	}
	else // Dark Wizard, Dark Knight, Elf, Dark Lord, Summoner (All Set)
	{
		lpObj->m_Defense += Helm->ItemDefense();
		lpObj->m_Defense += Armor->ItemDefense();
		lpObj->m_Defense += Pants->ItemDefense();
		lpObj->m_Defense += Gloves->ItemDefense();
		lpObj->m_Defense += Boots->ItemDefense();
		lpObj->m_Defense += Left->ItemDefense();
		lpObj->m_Defense += Wings->ItemDefense();
	}

	if ( Helper->IsItem() != FALSE )
	{
		if ( Helper->m_Type == ITEMGET(13,4) && Helper->m_Durability > 0.0f ) // Dark Horse
		{
			lpObj->m_Defense += INT( Dexterity / 20 + 5 + Helper->m_PetItem_Level * 2 );
		}
	}

	if ( (Level15Count + Level14Count + Level13Count + Level12Count + Level11Count + Level10Count) >= 5 )
	{
		if ( Success != false )
		{
			if ( Level15Count == 5 )
			{
				lpObj->m_Defense += lpObj->m_Defense * 30 / 100;
			}
			else if ( Level14Count == 5 || (Level14Count + Level15Count) == 5 )
			{
				lpObj->m_Defense += lpObj->m_Defense * 25 / 100;
			}
			else if ( Level13Count == 5 || (Level13Count + Level14Count + Level15Count) == 5 )
			{
				lpObj->m_Defense += lpObj->m_Defense * 20 / 100;
			}
			else if ( Level12Count == 5 || (Level12Count + Level13Count + Level14Count + Level15Count) == 5 )
			{
				lpObj->m_Defense += lpObj->m_Defense * 15 / 100;
			}
			else if ( Level11Count == 5 || (Level11Count + Level12Count + Level13Count + Level14Count + Level15Count) == 5 )
			{
				lpObj->m_Defense += lpObj->m_Defense * 10 / 100;
			}
			else if ( Level10Count == 5 || (Level10Count + Level11Count + Level12Count + Level13Count + Level14Count + Level15Count) == 5)
			{
				lpObj->m_Defense += lpObj->m_Defense * 5 / 100;
			}
		}
	}

	lpObj->m_Defense = lpObj->m_Defense * 10 / 20;
	// ----------------------------------------
	// Transformation Rings
	// ----------------------------------------
	if ( lpObj->m_Change == 9 ) // Thunder Lich Change
	{
		// Add Magic Power Here
	}
	else if ( lpObj->m_Change == 41 ) // Death Cow Change
	{
		lpObj->AddLife = ((int)(lpObj->MaxLife * 20.0f))/100;
	}
	else if ( lpObj->m_Change == 372 ) // Don't Know
	{
		lpObj->m_Defense += lpObj->m_Defense / 10;
		lpObj->AddLife += lpObj->Level;
	}
	// ----------------------------------------
	// Pets
	// ----------------------------------------
	if ( Helper->m_Type == ITEMGET(13,0) ) // Guardian Angel
	{
		lpObj->AddLife += 50;
	}
	else if ( Helper->m_Type == ITEMGET(13,1) ) // Imp
	{
		//Add 30% to Attack
		lpObj->m_AttackDamageMinLeft	+= (lpObj->m_AttackDamageMinLeft*30)/100;
		lpObj->m_AttackDamageMaxLeft	+= (lpObj->m_AttackDamageMaxLeft*30)/100;
		lpObj->m_AttackDamageMinRight	+= (lpObj->m_AttackDamageMinRight*30)/100;
		lpObj->m_AttackDamageMaxRight	+= (lpObj->m_AttackDamageMaxRight*30)/100;
		//Add 30% to Magic Attack
		lpObj->m_MagicDamageMin			+= (lpObj->m_MagicDamageMin*30)/100;
		lpObj->m_MagicDamageMax			+= (lpObj->m_MagicDamageMax*30)/100;
	}
	else if ( Helper->m_Type == ITEMGET(13,3) ) // Dinorant
	{
		//Helper->PlusSpecial(&lpObj->AddBP, 103 );
		//Add 15% to Attack
		lpObj->m_AttackDamageMinLeft	+= (lpObj->m_AttackDamageMinLeft*15)/100;
		lpObj->m_AttackDamageMaxLeft	+= (lpObj->m_AttackDamageMaxLeft*15)/100;
		lpObj->m_AttackDamageMinRight	+= (lpObj->m_AttackDamageMinRight*15)/100;
		lpObj->m_AttackDamageMaxRight	+= (lpObj->m_AttackDamageMaxRight*15)/100;
		//Add 15% to Magic Attack
		lpObj->m_MagicDamageMin			+= (lpObj->m_MagicDamageMin*15)/100;
		lpObj->m_MagicDamageMax			+= (lpObj->m_MagicDamageMax*15)/100;
	}
	else if ( Helper->m_Type == ITEMGET(13,64) ) // Demon
	{
		//Add 40% to Attack
		lpObj->m_AttackDamageMinLeft	+= (lpObj->m_AttackDamageMinLeft*40)/100;
		lpObj->m_AttackDamageMaxLeft	+= (lpObj->m_AttackDamageMaxLeft*40)/100;
		lpObj->m_AttackDamageMinRight	+= (lpObj->m_AttackDamageMinRight*40)/100;
		lpObj->m_AttackDamageMaxRight	+= (lpObj->m_AttackDamageMaxRight*40)/100;
		//Add +10 to Attack Speed
		lpObj->m_MagicSpeed += 10;
		lpObj->m_AttackSpeed += 10;
		//Add 40% to Magic Attack
		lpObj->m_MagicDamageMin			+= (lpObj->m_MagicDamageMin*40)/100;
		lpObj->m_MagicDamageMax			+= (lpObj->m_MagicDamageMax*40)/100;
	}
	else if ( Helper->m_Type == ITEMGET(13,65) ) // Spirit Guardian
	{
		lpObj->AddLife					+= 50;
	}
	else if ( Helper->m_Type == ITEMGET(13,80) ) // Pet Panda
	{
		lpObj->m_Defense				+= 50;
	}
	else if ( Helper->m_Type == ITEMGET(13,123) ) // Skeleton Pet
	{
		//Add 20% to Attack
		lpObj->m_AttackDamageMinLeft	+= (lpObj->m_AttackDamageMinLeft*20)/100;
		lpObj->m_AttackDamageMaxLeft	+= (lpObj->m_AttackDamageMaxLeft*20)/100;
		lpObj->m_AttackDamageMinRight	+= (lpObj->m_AttackDamageMinRight*20)/100;
		lpObj->m_AttackDamageMaxRight	+= (lpObj->m_AttackDamageMaxRight*20)/100;
		//Add +10 to Attack Speed
		lpObj->m_MagicSpeed += 10;
		lpObj->m_AttackSpeed += 10;
		//Add 20% to Magic Attack
		lpObj->m_MagicDamageMin			+= (lpObj->m_MagicDamageMin*20)/100;
		lpObj->m_MagicDamageMax			+= (lpObj->m_MagicDamageMax*20)/100;
	}
	int addlife = 0;
	int addmana = 0;

	Wings->PlusSpecial(&addlife, 100);
	Wings->PlusSpecial(&addmana, 101);
	Wings->PlusSpecial(&AddLeadership, 105);
	lpObj->AddLeadership = AddLeadership;
	lpObj->AddLife += addlife;
	lpObj->AddMana += addmana;

	if ( lpObj->Type == OBJ_USER )
	{
		gDarkSpirit[lpObj->m_Index].Set(lpObj->m_Index, &lpObj->pInventory[1]);
	}

	Amulet->PlusSpecialPercentEx(&lpObj->AddBP, lpObj->MaxBP, 173);
	Ring01->PlusSpecialPercentEx(&lpObj->AddMana, lpObj->MaxMana, 172);
	Ring02->PlusSpecialPercentEx(&lpObj->AddMana, lpObj->MaxMana, 172);

	CItem * rItem[3];
	int comparecount = 0;
	
	rItem[0] = &lpObj->pInventory[10];
	rItem[1] = &lpObj->pInventory[11];
	rItem[2] = &lpObj->pInventory[9];

#define GET_MAX_RESISTANCE(x,y,z) ( ( ( ( (x) > (y) ) ? (x) : (y) ) > (z) ) ? ( ( (x) > (y) ) ? (x) : (y) ) : (z) )	

	lpObj->m_Resistance[1] = GET_MAX_RESISTANCE(rItem[0]->m_Resistance[1], rItem[1]->m_Resistance[1], rItem[2]->m_Resistance[1]);
	lpObj->m_Resistance[0] = GET_MAX_RESISTANCE(rItem[0]->m_Resistance[0], rItem[1]->m_Resistance[0], rItem[2]->m_Resistance[0]);
	lpObj->m_Resistance[2] = GET_MAX_RESISTANCE(rItem[0]->m_Resistance[2], rItem[1]->m_Resistance[2], rItem[2]->m_Resistance[2]);
	lpObj->m_Resistance[3] = GET_MAX_RESISTANCE(rItem[0]->m_Resistance[3], rItem[1]->m_Resistance[3], rItem[2]->m_Resistance[3]);
	lpObj->m_Resistance[4] = GET_MAX_RESISTANCE(rItem[0]->m_Resistance[4], rItem[1]->m_Resistance[4], rItem[2]->m_Resistance[4]);
	lpObj->m_Resistance[5] = GET_MAX_RESISTANCE(rItem[0]->m_Resistance[5], rItem[1]->m_Resistance[5], rItem[2]->m_Resistance[5]);
	lpObj->m_Resistance[6] = GET_MAX_RESISTANCE(rItem[0]->m_Resistance[6], rItem[1]->m_Resistance[6], rItem[2]->m_Resistance[6]);


	g_Item380System.ApplyFor380Option(lpObj);
	g_kJewelOfHarmonySystem.SetApplyStrengthenItem(lpObj);
	gItemSocket.ApplyEffect(lpObj);
	gSkillTree.ApplyEffect(lpObj);

	GObjExtItemApply(lpObj);
	gObjSetItemApply(lpObj);
	gObjNextExpCal(lpObj);

	if ( (Left->m_Type >= ITEMGET(4,0) && Left->m_Type < ITEMGET(4,7) ) ||
		  Left->m_Type == ITEMGET(4,17) ||
		  Left->m_Type == ITEMGET(4,20) ||
		  Left->m_Type == ITEMGET(4,21) ||
		  Left->m_Type == ITEMGET(4,22) ||
		  Left->m_Type == ITEMGET(4,23) ||
		  Left->m_Type == ITEMGET(4,24)  )
	{
		if ( Right->m_Type == ITEMGET(4,15) && Right->m_Level == 1 )
		{
			lpObj->m_AttackDamageMinLeft += (WORD)(lpObj->m_AttackDamageMinLeft * 0.03f + 1.0f);
			lpObj->m_AttackDamageMaxLeft += (WORD)(lpObj->m_AttackDamageMaxLeft * 0.03f + 1.0f);
		}
		else if ( Right->m_Type == ITEMGET(4,15) && Right->m_Level == 2 )
		{
			lpObj->m_AttackDamageMinLeft += (WORD)(lpObj->m_AttackDamageMinLeft * 0.05f + 1.0f);
			lpObj->m_AttackDamageMaxLeft += (WORD)(lpObj->m_AttackDamageMaxLeft * 0.05f + 1.0f);
		}
	}
	else if ( (Right->m_Type >= ITEMGET(4,8) && Right->m_Type < ITEMGET(4,15) ) ||
		      (Right->m_Type >= ITEMGET(4,16) && Right->m_Type < ITEMGET(5,0)) )
	{
		if ( Left->m_Type == ITEMGET(4,7) && Left->m_Level == 1 )
		{
				lpObj->m_AttackDamageMinRight += (WORD)(lpObj->m_AttackDamageMinRight * 0.03f + 1.0f);
				lpObj->m_AttackDamageMaxRight += (WORD)(lpObj->m_AttackDamageMaxRight * 0.03f + 1.0f);
		}
		else if ( Left->m_Type == ITEMGET(4,7) && Left->m_Level == 2 )
		{
				lpObj->m_AttackDamageMinRight += (WORD)(lpObj->m_AttackDamageMinRight * 0.05f + 1.0f);
				lpObj->m_AttackDamageMaxRight += (WORD)(lpObj->m_AttackDamageMaxRight * 0.05f + 1.0f);
		}
	}

	if ( lpObj->Class == CLASS_KNIGHT || lpObj->Class == CLASS_MAGUMSA || lpObj->Class == CLASS_DARKLORD || lpObj->Class == CLASS_FIGHTER )
	{
		if ( Right->m_Type != -1 && Left->m_Type != -1 )
		{
			if ( Right->m_Type >= ITEMGET(0,0) && Right->m_Type < ITEMGET(4,0) && Left->m_Type >= ITEMGET(0,0) && Left->m_Type < ITEMGET(4,0) )
			{
				lpObj->m_AttackDamageMinRight = lpObj->m_AttackDamageMinRight * 55 / 100;
				lpObj->m_AttackDamageMaxRight = lpObj->m_AttackDamageMaxRight * 55 / 100;
				lpObj->m_AttackDamageMinLeft = lpObj->m_AttackDamageMinLeft * 55 / 100;
				lpObj->m_AttackDamageMaxLeft = lpObj->m_AttackDamageMaxLeft * 55 / 100;
			}
		}
	}

	if ( lpObj->m_iItemEffectValidTime > 0 )
	{
		g_ItemAddOption.NextSetItemLastEffectForHallowin(lpObj);
	}

	gObjCalcShieldPoint(lpObj);

	if ( lpObj->iShield > ( lpObj->iMaxShield + lpObj->iAddShield ) )
	{
		lpObj->iShield = lpObj->iMaxShield + lpObj->iAddShield ;
		GCReFillSend(lpObj->m_Index, lpObj->Life, 0xFF, 0, lpObj->iShield);
	}

	GCReFillSend(lpObj->m_Index, lpObj->MaxLife + lpObj->AddLife, 0xFE, 0, lpObj->iMaxShield + lpObj->iAddShield);
	GCManaSend(lpObj->m_Index, lpObj->MaxMana + lpObj->AddMana, 0xFE, 0, lpObj->MaxBP + lpObj->AddBP);
}
Exemple #20
0
UINT16 CGoods::UseRateBox(DT_ITEM_DATA_LIST_CLI2& stBoxItemInfo)
{
    SGoodsProp*	pstGoodsProp =  GetGoodsProp();
    if(NULL == pstGoodsProp)
    {
        RETURN_OTHER_ERR;
    }

    stBoxItemInfo.byItemNum = 0;

    SItemComposeProp* pstItemComposeProp = CItemComposePropMgr::Instance()->GetProp(pstGoodsProp->wKindID);
    if(NULL == pstItemComposeProp)
    {
        SYS_CRITICAL(_SDT("[%s: %d]: pstItemComposeProp is NULL!"), MSG_MARK);
        RETURN_OTHER_ERR;
    }

    CItemRateMap& mapComposeItem = pstItemComposeProp->mapComposeItem;
    if(0 == mapComposeItem.size())
    {
        SYS_CRITICAL(_SDT("[%s: %d]: mapComposeItem[%d] is 0!"), MSG_MARK, pstGoodsProp->wKindID);
        RETURN_OTHER_ERR;
    }

    //计算随机值
    CRandomVec vecRandom;
    for(CItemRateMapItr itr = mapComposeItem.begin(); itr != mapComposeItem.end(); itr++)
    {
        vecRandom.push_back(itr->second.wRate);
    }

    //随机
    INT32 nRandomHitIdx = GetRandomIdxMustHit(vecRandom);
    if(RANDOM_UNHIT == nRandomHitIdx)
    {
        //随机不到物品也算使用成功
        return ERR_GOODS_USE::ID_SUCCESS;
    }

    stBoxItemInfo.byItemNum = 0;
    UINT8 byIdx = 0;
    for(CItemRateMapItr itr = mapComposeItem.begin(); itr != mapComposeItem.end(); itr++, byIdx++)
    {
        if(byIdx == nRandomHitIdx)
        {
            //若是系统可以直接使用的物品,则使用
            if(CItemMgr::Instance()->SysUseGoods(m_poOwner, itr->first, itr->second.wItemNum))
            {
                CItemMgr::Instance()->GetDT_ITEM_DATA_CLI2(itr->first, itr->second.wItemNum, stBoxItemInfo.astItemList[stBoxItemInfo.byItemNum++]);
            }
            else
            {
                UINT16 wItemKindID = itr->first;
                ECreateItemRet eRet;

                CItem* poItem = CItemMgr::Instance()->CreateItemIntoBag(m_poOwner, wItemKindID, itr->second.wItemNum, eRet, 0, CRecordMgr::EAIT_BOX, m_stDT_GOODS_DATA.wKindID );
                if(NULL == poItem)
                {
                    if(ECIR_FAILED_BAG_FULL == eRet)
                    {
                        return ERR_GOODS_USE::ID_BAG_FULL;
                    }
                    else
                    {
                        //异常
                        SYS_CRITICAL(_SDT("[%s: %d]: CreateItemIntoBag failed[%d]!"), MSG_MARK, wItemKindID);
                        RETURN_OTHER_ERR;
                    }
                }

                //内部礼包,返回的是礼包的物品
                SGoodsProp* pstGoodsProp = CGoodsPropMgr::Instance()->GetPropByPrimaryKey(itr->first);
                if((pstGoodsProp) && (EGMK_INNERBOX == pstGoodsProp->byMainKindID))
                {
                    CItemMgr::Instance()->GetDT_ITEM_DATA_CLI2(poItem->GetItemKindID(), 1, stBoxItemInfo.astItemList[stBoxItemInfo.byItemNum++]);
                }
                else
                {
                    CItemMgr::Instance()->GetDT_ITEM_DATA_CLI2(itr->first, itr->second.wItemNum, stBoxItemInfo.astItemList[stBoxItemInfo.byItemNum++]);
                }
            }

            break; //只爆出1个物品
        }
    }

    return ERR_GOODS_USE::ID_SUCCESS;
}
Exemple #21
0
bool CInArchive::ReadHeaderReal(const Byte *p, unsigned size, CItem &item)
{
  const Byte *pStart = p;

  item.Clear();
  item.Flags = m_BlockHeader.Flags;

  const unsigned kFileHeaderSize = 25;

  if (size < kFileHeaderSize)
    return false;

  item.PackSize = Get32(p);
  item.Size = Get32(p + 4);
  item.HostOS = p[8];
  item.FileCRC = Get32(p + 9);
  item.MTime.DosTime = Get32(p + 13);
  item.UnPackVersion = p[17];
  item.Method = p[18];
  unsigned nameSize = Get16(p + 19);
  item.Attrib = Get32(p + 21);

  item.MTime.LowSecond = 0;
  item.MTime.SubTime[0] =
      item.MTime.SubTime[1] =
      item.MTime.SubTime[2] = 0;

  p += kFileHeaderSize;
  size -= kFileHeaderSize;
  if ((item.Flags & NHeader::NFile::kSize64Bits) != 0)
  {
    if (size < 8)
      return false;
    item.PackSize |= ((UInt64)Get32(p) << 32);
    item.Size |= ((UInt64)Get32(p + 4) << 32);
    p += 8;
    size -= 8;
  }
  if (nameSize > size)
    return false;
  ReadName(p, nameSize, item);
  p += nameSize;
  size -= nameSize;

  /*
  // It was commented, since it's difficult to support alt Streams for solid archives.
  if (m_BlockHeader.Type == NHeader::NBlockType::kSubBlock)
  {
    if (item.HasSalt())
    {
      if (size < sizeof(item.Salt))
        return false;
      size -= sizeof(item.Salt);
      p += sizeof(item.Salt);
    }
    if (item.Name == "ACL" && size == 0)
    {
      item.IsAltStream = true;
      item.Name.Empty();
      item.UnicodeName = L".ACL";
    }
    else if (item.Name == "STM" && size != 0 && (size & 1) == 0)
    {
      item.IsAltStream = true;
      item.Name.Empty();
      for (UInt32 i = 0; i < size; i += 2)
      {
        wchar_t c = Get16(p + i);
        if (c == 0)
          return false;
        item.UnicodeName += c;
      }
    }
  }
  */

  if (item.HasSalt())
  {
    if (size < sizeof(item.Salt))
      return false;
    for (unsigned i = 0; i < sizeof(item.Salt); i++)
      item.Salt[i] = p[i];
    p += sizeof(item.Salt);
    size -= sizeof(item.Salt);
  }

  // some rar archives have HasExtTime flag without field.
  if (size >= 2 && item.HasExtTime())
  {
    Byte aMask = (Byte)(p[0] >> 4);
    Byte b = p[1];
    p += 2;
    size -= 2;
    Byte mMask = (Byte)(b >> 4);
    Byte cMask = (Byte)(b & 0xF);
    if ((mMask & 8) != 0)
    {
      READ_TIME(mMask, item.MTime);
    }
    READ_TIME_2(cMask, item.CTimeDefined, item.CTime);
    READ_TIME_2(aMask, item.ATimeDefined, item.ATime);
  }
Exemple #22
0
int32 startSynth(CCharEntity* PChar)
{
	PROFILE_FUNC();
	uint16 effect  = 0;
	uint8  element = 0;

	uint16 crystalType = PChar->CraftContainer->getItemID(0);

	switch(crystalType)
	{
		case 0x1000:
		case 0x108E:
			effect  = EFFECT_FIRESYNTH;
			element = ELEMENT_FIRE;
			break;
		case 0x1001:
		case 0x108F:
			effect  = EFFECT_ICESYNTH;
			element = ELEMENT_ICE;
			break;
		case 0x1002:
		case 0x1090:
			effect  = EFFECT_WINDSYNTH;
			element = ELEMENT_WIND;
			break;
		case 0x1003:
		case 0x1091:
			effect  = EFFECT_EARTHSYNTH;
			element = ELEMENT_EARTH;
			break;
		case 0x1004:
		case 0x1092:
			effect  = EFFECT_LIGHTNINGSYNTH;
			element = ELEMENT_LIGHTNING;
			break;
		case 0x1005:
		case 0x1093:
			effect  = EFFECT_WATERSYNTH;
			element = ELEMENT_WATER;
			break;
		case 0x1006:
		case 0x1094:
			effect  = EFFECT_LIGHTSYNTH;
			element = ELEMENT_LIGHT;
			break;
		case 0x1007:
		case 0x1095:
			effect  = EFFECT_DARKSYNTH;
			element = ELEMENT_DARK;
			break;
	}

	PChar->CraftContainer->setType(element);

	if (!isRightRecipe(PChar))
	{
		return 0;
	}

	// удаляем кристалл
	charutils::UpdateItem(PChar, LOC_INVENTORY, PChar->CraftContainer->getInvSlotID(0), -1);

	uint8 result = calcSynthResult(PChar);

	uint8  invSlotID  = 0;
	uint8  tempSlotID = 0;
	uint16 itemID     = 0;
	uint32 quantity   = 0;

	for(uint8 slotID = 1; slotID <= 8; ++slotID)
	{
		tempSlotID = PChar->CraftContainer->getInvSlotID(slotID);
		if ((tempSlotID != 0xFF) && (tempSlotID != invSlotID))
		{
			invSlotID = tempSlotID;

			CItem* PItem = PChar->getStorage(LOC_INVENTORY)->GetItem(invSlotID);

			if (PItem != NULL)
			{
				PItem->setSubType(ITEM_LOCKED);
				PChar->pushPacket(new CInventoryAssignPacket(PItem, INV_NOSELECT));
			}
		}
	}

	PChar->animation = ANIMATION_SYNTH;
	PChar->pushPacket(new CCharUpdatePacket(PChar));

    if(PChar->loc.zone->GetID() != 255 && PChar->loc.zone->GetID() != 0)
    {
        PChar->loc.zone->PushPacket(PChar, CHAR_INRANGE_SELF, new CSynthAnimationPacket(PChar,effect,result));
    }
    else
    {
        PChar->pushPacket(new CSynthAnimationPacket(PChar, effect, result));
    }

	return 0;
}
Exemple #23
0
void CUIHelper::PaintItemEntry (CG16bitImage &Dest, CSpaceObject *pSource, const CItem &Item, const RECT &rcRect, DWORD dwOptions) const

//	PaintItemEntry
//
//	Paints an item entry suitable for an item list.

	{
	const CVisualPalette &VI = m_HI.GetVisuals();
	const CG16bitFont &LargeBold = VI.GetFont(fontLargeBold);
	const CG16bitFont &Medium = VI.GetFont(fontMedium);
	WORD wColorTitle = VI.GetColor(colorTextHighlight);
	WORD wColorRef = VI.GetColor(colorTextHighlight);
	WORD wColorDescSel = CG16bitImage::RGBValue(200,200,200);
	WORD wColorDesc = CG16bitImage::RGBValue(128,128,128);

	bool bSelected = ((dwOptions & OPTION_SELECTED) == OPTION_SELECTED);
	bool bNoIcon = ((dwOptions & OPTION_NO_ICON) == OPTION_NO_ICON);
	bool bTitle = ((dwOptions & OPTION_TITLE) == OPTION_TITLE);

	//	Item context

	CItemCtx Ctx(&Item, pSource);
	CItemType *pItemType = Item.GetType();

	//	Calc the rect where we will draw

	RECT rcDrawRect = rcRect;
	rcDrawRect.left += ITEM_TEXT_MARGIN_X;
	rcDrawRect.right -= ITEM_TEXT_MARGIN_X;
	rcDrawRect.top += ITEM_TEXT_MARGIN_Y;

	//	Paint the image

	if (!bNoIcon)
		{
		DrawItemTypeIcon(Dest, rcRect.left, rcRect.top, pItemType);
		rcDrawRect.left += ICON_WIDTH;
		}

	//	Paint the item name

	DWORD dwNounPhraseFlags = nounNoModifiers;
	if (bTitle)
		dwNounPhraseFlags |= nounTitleCapitalize | nounShort;
	else
		dwNounPhraseFlags |= nounCount;

	int cyHeight;
	RECT rcTitle = rcDrawRect;
	LargeBold.DrawText(Dest,
			rcTitle,
			wColorTitle,
			Item.GetNounPhrase(dwNounPhraseFlags),
			0,
			CG16bitFont::SmartQuotes | CG16bitFont::TruncateLine,
			&cyHeight);

	rcDrawRect.top += cyHeight;
	if (bTitle)
		rcDrawRect.top += ITEM_TITLE_EXTRA_MARGIN;

	//	Paint the display attributes

	TArray<SDisplayAttribute> Attribs;
	if (Item.GetDisplayAttributes(Ctx, &Attribs))
		{
		FormatDisplayAttributes(Attribs, rcDrawRect, &cyHeight);
		PaintDisplayAttributes(Dest, Attribs);
		rcDrawRect.top += cyHeight + ATTRIB_SPACING_Y;
		}

	//	Stats

	CString sStat;

	int iLevel = pItemType->GetApparentLevel();
	CString sReference = pItemType->GetReference(Ctx);
	DamageTypes iDamageType;
	CString sDamageRef;
	int iDamageAdj[damageCount];
	int iHP;

	if (Item.GetReferenceDamageType(pSource, -1, 0, &iDamageType, &sDamageRef))
		{
		//	Paint the damage type reference

		PaintReferenceDamageType(Dest,
				rcDrawRect.left + DAMAGE_ADJ_SPACING_X,
				rcDrawRect.top,
				iDamageType,
				sDamageRef);

		rcDrawRect.top += Medium.GetHeight();

		//	Paint additional reference in the line below

		if (!sReference.IsBlank())
			{
			Medium.DrawText(Dest, 
					rcDrawRect,
					wColorRef,
					sReference,
					0,
					0,
					&cyHeight);

			rcDrawRect.top += cyHeight;
			}
		}
	else if (Item.GetReferenceDamageAdj(pSource, 0, &iHP, iDamageAdj))
		{
		//	Paint the initial text

		sStat = strPatternSubst("hp: %d ", iHP);
		int cxWidth = Medium.MeasureText(sStat, &cyHeight);
		Medium.DrawText(Dest, 
				rcDrawRect,
				wColorRef,
				sStat,
				0,
				0,
				&cyHeight);

		//	Paint the damage type array

		PaintReferenceDamageAdj(Dest,
				rcDrawRect.left + cxWidth + DAMAGE_ADJ_SPACING_X,
				rcDrawRect.top,
				iLevel,
				iHP,
				iDamageAdj);

		rcDrawRect.top += cyHeight;

		//	Paint additional reference in the line below

		if (!sReference.IsBlank())
			{
			Medium.DrawText(Dest, 
					rcDrawRect,
					wColorRef,
					sReference,
					0,
					0,
					&cyHeight);

			rcDrawRect.top += cyHeight;
			}
		}
	else
		{
		Medium.DrawText(Dest, 
				rcDrawRect,
				wColorRef,
				sReference,
				0,
				0,
				&cyHeight);

		rcDrawRect.top += cyHeight;
		}

	//	Description

	CString sDesc = Item.GetDesc();
	Medium.DrawText(Dest,
			rcDrawRect,
			(bSelected ? wColorDescSel : wColorDesc),
			sDesc,
			0,
			CG16bitFont::SmartQuotes,
			&cyHeight);
	rcDrawRect.top += cyHeight;
	}
Exemple #24
0
int32 doSynthResult(CCharEntity* PChar)
{
	PROFILE_FUNC();
	uint8 m_synthResult = PChar->CraftContainer->getQuantity(0);

	if (m_synthResult == SYNTHESIS_FAIL)
	{
		doSynthFail(PChar);
	}else{
		uint16 itemID   = PChar->CraftContainer->getItemID(10 + m_synthResult);
		uint8  quantity = PChar->CraftContainer->getInvSlotID(10 + m_synthResult); // к сожалению поле quantity занято

		uint8 invSlotID   = 0;
		uint8 nextSlotID  = 0;
		uint8 removeCount = 0;

		invSlotID = PChar->CraftContainer->getInvSlotID(1);

		for(uint8 slotID = 1; slotID <= 8; ++slotID)
		{
			nextSlotID = (slotID != 8 ? PChar->CraftContainer->getInvSlotID(slotID+1) : 0);
			removeCount++;

			if (invSlotID != nextSlotID)
			{
				if (invSlotID != 0xFF)
				{
					#ifdef _DSP_SYNTH_DEBUG_MESSAGES_
					ShowDebug(CL_CYAN"Removing quantity %u from inventory slot %u\n" CL_RESET,removeCount,invSlotID);
					#endif
					PChar->getStorage(LOC_INVENTORY)->GetItem(invSlotID)->setSubType(ITEM_UNLOCKED);
					charutils::UpdateItem(PChar, LOC_INVENTORY, invSlotID, -(int32)removeCount);
				}
				invSlotID   = nextSlotID;
				nextSlotID  = 0;
				removeCount = 0;
			}
		}

        // TODO: перейти на новую функцию AddItem, чтобы не обновлять signature ручками

		invSlotID = charutils::AddItem(PChar, LOC_INVENTORY, itemID, quantity);

		CItem* PItem = PChar->getStorage(LOC_INVENTORY)->GetItem(invSlotID);

		if (PItem != NULL)
		{
			if ((PItem->getFlag() & ITEM_FLAG_INSCRIBABLE) && (PChar->CraftContainer->getItemID(0) > 0x1080))
			{
                int8 encodedSignature [12];
				PItem->setSignature(EncodeStringSignature((int8*)PChar->name.c_str(), encodedSignature));

                int8 signature_esc[31]; //max charname: 15 chars * 2 + 1
				Sql_EscapeStringLen(SqlHandle,signature_esc,PChar->name.c_str(),strlen(PChar->name.c_str()));

				int8 fmtQuery[] = "UPDATE char_inventory SET signature = '%s' WHERE charid = %u AND location = 0 AND slot = %u;\0";

				Sql_Query(SqlHandle,fmtQuery,signature_esc,PChar->id, invSlotID);
			}
			PChar->pushPacket(new CInventoryItemPacket(PItem, LOC_INVENTORY, invSlotID));
		}

		PChar->pushPacket(new CInventoryFinishPacket());
        if(PChar->loc.zone->GetID() != 255 && PChar->loc.zone->GetID() != 0)
        {
            // Don't send this packet to the zone it does funky stuff.
            //PChar->loc.zone->PushPacket(PChar, CHAR_INRANGE_SELF, new CSynthMessagePacket(PChar, SYNTH_SUCCESS, itemID, quantity));

            PChar->pushPacket(new CSynthMessagePacket(PChar, SYNTH_SUCCESS, itemID, quantity));
        }
        else
        {
            PChar->pushPacket(new CSynthMessagePacket(PChar, SYNTH_SUCCESS, itemID, quantity));
        }
	}

	doSynthSkillUp(PChar);

	return 0;
}
void CLaserBeam::FixAttachment(IEntity* pLaserEntity)
{
	m_usingEntityAttachment = false;

	IItemSystem* pItemSystem = g_pGame->GetIGameFramework()->GetIItemSystem();
	CItem* pOwnerItem = static_cast<CItem*>(pItemSystem->GetItem(m_ownerEntityId));

	if (pOwnerItem)
	{
		IEntity* pOwnerEntity = pOwnerItem->GetEntity();
		IEntity* pAttachedEntity = pOwnerEntity;
		const char* attach_helper = "laser_term";

		Vec3 offset = pOwnerItem->GetSlotHelperPos(m_geometrySlot, attach_helper, false);

		if(m_geometrySlot == eIGS_FirstPerson)
		{
			if(pOwnerItem->IsAccessory())
			{
				EntityId parentId = pOwnerItem->GetParentId();

				if(parentId)
				{
					if(CItem* pParentItem = static_cast<CItem*>(pItemSystem->GetItem(parentId)))
					{
						const SAccessoryParams* pParams = pParentItem->GetAccessoryParams(pAttachedEntity->GetClass());

						attach_helper = pParams->attach_helper.c_str();
						pAttachedEntity = pParentItem->GetEntity();
					}
				}
			}

			if(pAttachedEntity)
			{
				ICharacterInstance *pCharacter = pAttachedEntity->GetCharacter(eIGS_FirstPerson);
				if (pCharacter)
				{
					IAttachmentManager *pAttachmentManager = pCharacter->GetIAttachmentManager();

					IAttachment *pLaserAttachment = pAttachmentManager->GetInterfaceByName(LASER_ATTACH_NAME);

					if(!pLaserAttachment)
					{
						IAttachment *pAttachment = pAttachmentManager->GetInterfaceByName(attach_helper);

						if(pAttachment)
						{
							const char* pBone = pCharacter->GetICharacterModel()->GetICharacterModelSkeleton()->GetJointNameByID(pAttachment->GetJointID());

							pLaserAttachment = pAttachmentManager->CreateAttachment(LASER_ATTACH_NAME, CA_BONE, pBone);

							if(pLaserAttachment)
							{
								QuatT relative = pAttachment->GetAttRelativeDefault();

								if(pOwnerItem->GetEntity() != pAttachedEntity)
								 {
									Matrix34 mtx(relative);
									relative.t = relative * offset;
								}

								pLaserAttachment->SetAttRelativeDefault(relative);
							}
						}
					}

					if(pLaserAttachment)
					{
						CEntityAttachment* pEntAttach = new CEntityAttachment;

						pEntAttach->SetEntityId(m_laserEntityId);
						pLaserAttachment->AddBinding(pEntAttach);
						pLaserAttachment->HideAttachment(0);

						m_usingEntityAttachment = true;
					}		
				}
			}
		}	

		if(!m_usingEntityAttachment && pOwnerEntity)
		{
			pOwnerEntity->AttachChild(pLaserEntity);
			pLaserEntity->SetLocalTM(Matrix34::CreateTranslationMat(offset));
		}
	}
}
////*---------------------------------------------------------------------------//
///// @param iIndex - Slot Index
///// @brief 구입리스트에서 특정 물품을 리턴한다.
////*---------------------------------------------------------------------------//
//CItem*	CPrivateStore::GetItemBuyList( int iIndex )
//{
//	if( iIndex >= 0 && iIndex < m_BuyItems.size() )
//		return m_BuyItems[iIndex];
//
//	return NULL;
//}
//*---------------------------------------------------------------------------//
/// @param bSendPacket    - 서버에 추가사항을 알려주는가?
/// @brief 찜리스트에 특정 item을 추가한다.
//*---------------------------------------------------------------------------//
void CPrivateStore::AddItemWishList( tagITEM& Item , bool bSendPacket ,int iSlotIndex )
{
	if( IsOpened() ) return;

	if( Item.IsEmpty() )
		return;

	if( !Item.IsEnableExchange() )
	{
		g_itMGR.AppendChatMsg(STR_DONT_EXCHANGE_ITEM, IT_MGR::CHAT_TYPE_SYSTEM);	
		return;
	}

	if( !Item.IsEnableSELL() )
	{
		g_itMGR.AppendChatMsg(STR_DONT_SELL_ITEM, IT_MGR::CHAT_TYPE_SYSTEM );	
		return;
	}

	if( iSlotIndex >= 0 )
	{
		assert( iSlotIndex < MAX_WISH_ITEMS );
		if( iSlotIndex < MAX_WISH_ITEMS )
		{
			CItem* pItem = new CItem;
			pItem->SetIndex( iSlotIndex );
			pItem->SetUnitPrice(0);

			pItem->SetItem( Item );
			m_WishItems[iSlotIndex] = pItem;

			CTEventPrivateStore Event;

			Event.SetID( CTEventPrivateStore::EID_ADD_WISHLIST );
			Event.SetIndex( iSlotIndex );
			Event.SetItem( pItem );

			SetChanged();
			NotifyObservers( &Event );
		}
	}
	else
	{
		int iIndex = 0;
		for( iIndex = 0; iIndex < MAX_WISH_ITEMS; ++iIndex )
		{
			if( m_WishItems[iIndex] == NULL )
			{	
				CItem* pItem = new CItem;
				pItem->SetIndex( iIndex );

				tagITEM TempItem = Item;
				if( TempItem.IsEnableDupCNT() )
					TempItem.m_uiQuantity = 0;

				pItem->SetItem( TempItem );
				m_WishItems[iIndex] = pItem;

				CTEventPrivateStore Event;

				Event.SetID( CTEventPrivateStore::EID_ADD_WISHLIST );
				Event.SetIndex( iIndex );
				Event.SetItem( pItem );

				SetChanged();
				NotifyObservers( &Event );

				if( bSendPacket )
					g_pNet->Send_cli_SET_WISHITEM( iIndex, TempItem );

				return;
			}
		}
		g_itMGR.AppendChatMsg(STR_CANT_ADDITEM2BUYLIST, IT_MGR::CHAT_TYPE_SYSTEM );
	}
}
void do_PremiumChar_Use_Item(CPC* ch, CNetMsg::SP& msg)
{
	RequestClient::premiumChar_UseItem* packet = reinterpret_cast<RequestClient::premiumChar_UseItem*>(msg->m_buf);

	if (ch->m_inventory.isValidNormalInventory(packet->tab, packet->invenIndex) == false)
	{
		LOG_ERROR("HACKING? : invalid packet. char_index[%d] tab[%d] invenIndex[%d]",
			ch->m_index, packet->tab, packet->invenIndex);
		ch->m_desc->Close("invalid packet");
		return;
	}

	// 아이템 찾기
	CItem* pItem = ch->m_inventory.getItem(packet->tab, packet->invenIndex);
	if (pItem == NULL)
	{
		LOG_ERROR("HACKING? : not found item. char_index[%d] tab[%d] invenIndex[%d]",
			ch->m_index, packet->tab, packet->invenIndex);
		ch->m_desc->Close("not found item");
		return;
	}

	if (pItem->getVIndex() != packet->virtualIndex)
	{
		LOG_ERROR("HACKING? : invalid virtual index. char_index[%d] tab[%d] invenIndex[%d]",
			ch->m_index, packet->tab, packet->invenIndex);
		ch->m_desc->Close("invalid virtual index");
		return;
	}

	// 실제 사용
	if (ch->m_premiumChar.isActive())
	{
		CNetMsg::SP rmsg(new CNetMsg);
		ResponseClient::makePremiumCharUseItem(rmsg, ERR_PREMIUM_CHAR_ALREADY_USED);
		SEND_Q(rmsg, ch->m_desc);
		return;
	}
	
	ch->m_premiumChar.reset();

	switch (pItem->getDBIndex())
	{
	case PREMIUM_CHAR_ITEM_INDEX:
		{
			ch->m_premiumChar.setPremiumType(PREMIUM_CHAR_TYPE_FIRST);
			ch->m_premiumChar.setExpireTime(gserver->getNowSecond() + (30 * 86400));
			ch->m_premiumChar.sendInfo();
		}
		break;

	default:
		{
			LOG_ERROR("HACKING? : invalid item index. char_index[%d] tab[%d] invenIndex[%d]",
				ch->m_index, packet->tab, packet->invenIndex);
			ch->m_desc->Close("invalid item index");
		}
		return;
	}

	{
		CNetMsg::SP rmsg(new CNetMsg);
		ResponseClient::makePremiumCharUseItem(rmsg, ERR_PREMIUM_CHAR_NONE);
		SEND_Q(rmsg, ch->m_desc);
	}

	ch->m_premiumChar.setActive();

	// 아이템 지우기
	ch->m_inventory.decreaseItemCount(pItem, 1);

	ch->m_premiumChar.saveNow();

	ch->m_premiumChar.saveSetLog();

	ch->SendStatus();
}
Exemple #28
0
    void LoadItemList()
	{
		PROFILE_FUNC();
	    memset(g_pItemList,0,sizeof(g_pItemList));
	    memset(g_pDropList,0,sizeof(g_pDropList));

	    const int8* Query =    
            "SELECT "
                "b.itemId,"         //  0
                "b.name,"           //  1
                "b.stackSize,"      //  2
                "b.flags,"          //  3
                "b.aH,"             //  4
                "b.BaseSell,"       //  5
			    "b.subid,"          //  6

                "u.validTargets,"   //  7
                "u.activation,"     //  8
                "u.animation,"      //  9
                "u.animationTime,"  // 10
                "u.maxCharges,"     // 11
                "u.useDelay,"       // 12
                "u.reuseDelay,"     // 13
                "u.aoe,"            // 14
								       
                "a.level,"          // 15
                "a.jobs,"           // 16
                "a.MId,"            // 17
                "a.shieldSize,"     // 18
                "a.scriptType,"     // 19
                "a.slot,"           // 20
                "a.rslot,"          // 21

			    "w.skill,"          // 22
				"w.subskill,"       // 23
                "w.delay,"          // 24
                "w.dmg,"            // 25
                "w.dmgType,"        // 26
                "w.hit,"            // 27
                "w.unlock_index,"   // 28
								       
                "f.storage,"        // 29
                "f.moghancement,"   // 30
                "f.element,"        // 31
                "f.aura,"           // 32

                "p.slot,"           // 33
                "p.element "        // 34
		    "FROM item_basic AS b "
		    "LEFT JOIN item_usable AS u USING (itemId) "
		    "LEFT JOIN item_armor  AS a USING (itemId) "
		    "LEFT JOIN item_weapon AS w USING (itemId) "
		    "LEFT JOIN item_furnishing AS f USING (itemId) "
            "LEFT JOIN item_puppet AS p USING (itemId) "
		    "WHERE itemId < %u;";

	    int32 ret = Sql_Query(SqlHandle, Query, MAX_ITEMID);

	    if( ret != SQL_ERROR && Sql_NumRows(SqlHandle) != 0)
	    {
		    while(Sql_NextRow(SqlHandle) == SQL_SUCCESS) 
		    {
			    CItem* PItem = CreateItem(Sql_GetUIntData(SqlHandle,0));

			    if(PItem != NULL)
			    {
				    PItem->setName(Sql_GetData(SqlHandle,1));
				    PItem->setStackSize(Sql_GetUIntData(SqlHandle,2));
				    PItem->setFlag(Sql_GetUIntData(SqlHandle,3));
				    PItem->setAHCat(Sql_GetUIntData(SqlHandle,4));
				    PItem->setBasePrice(Sql_GetUIntData(SqlHandle,5));
					PItem->setSubID(Sql_GetUIntData(SqlHandle,6));
				
				    if (PItem->isType(ITEM_GENERAL))
				    {

				    }
				    if (PItem->isType(ITEM_USABLE))
				    {
					    ((CItemUsable*)PItem)->setValidTarget(Sql_GetUIntData(SqlHandle,7));
					    ((CItemUsable*)PItem)->setActivationTime(Sql_GetUIntData(SqlHandle,8)*1000);
					    ((CItemUsable*)PItem)->setAnimationID(Sql_GetUIntData(SqlHandle,9));
					    ((CItemUsable*)PItem)->setAnimationTime(Sql_GetUIntData(SqlHandle,10)*1000);
					    ((CItemUsable*)PItem)->setMaxCharges(Sql_GetUIntData(SqlHandle,11));
					    ((CItemUsable*)PItem)->setCurrentCharges(Sql_GetUIntData(SqlHandle,11));
					    ((CItemUsable*)PItem)->setUseDelay(Sql_GetUIntData(SqlHandle,12));
					    ((CItemUsable*)PItem)->setReuseDelay(Sql_GetUIntData(SqlHandle,13));
                        ((CItemUsable*)PItem)->setAoE(Sql_GetUIntData(SqlHandle,14));
				    }
				    if (PItem->isType(ITEM_PUPPET))
				    {
                        ((CItemPuppet*)PItem)->setEquipSlot(Sql_GetUIntData(SqlHandle,33));
                        ((CItemPuppet*)PItem)->setElementSlots(Sql_GetUIntData(SqlHandle,34));
				    }
				    if (PItem->isType(ITEM_ARMOR))
				    {
					    ((CItemArmor*)PItem)->setReqLvl(Sql_GetUIntData(SqlHandle,15));
					    ((CItemArmor*)PItem)->setJobs(Sql_GetUIntData(SqlHandle,16));
					    ((CItemArmor*)PItem)->setModelId(Sql_GetUIntData(SqlHandle,17));
					    ((CItemArmor*)PItem)->setShieldSize(Sql_GetUIntData(SqlHandle,18));
					    ((CItemArmor*)PItem)->setScriptType(Sql_GetUIntData(SqlHandle,19));
					    ((CItemArmor*)PItem)->setEquipSlotId(Sql_GetUIntData(SqlHandle,20));
					    ((CItemArmor*)PItem)->setRemoveSlotId(Sql_GetUIntData(SqlHandle,21));

					    if (((CItemArmor*)PItem)->getValidTarget() != 0)
					    {
						    ((CItemArmor*)PItem)->setSubType(ITEM_CHARGED);
					    }
				    }
				    if (PItem->isType(ITEM_WEAPON))
				    {
						((CItemWeapon*)PItem)->setSkillType(Sql_GetUIntData(SqlHandle,22));
						((CItemWeapon*)PItem)->setSubSkillType(Sql_GetUIntData(SqlHandle,23));
					    ((CItemWeapon*)PItem)->setDelay((Sql_GetIntData(SqlHandle,24)*1000)/60);
					    ((CItemWeapon*)PItem)->setDamage(Sql_GetUIntData(SqlHandle,25));
					    ((CItemWeapon*)PItem)->setDmgType(Sql_GetUIntData(SqlHandle,26));
                        ((CItemWeapon*)PItem)->setMaxHit(Sql_GetUIntData(SqlHandle,27));
                        ((CItemWeapon*)PItem)->setUnlockable(Sql_GetUIntData(SqlHandle,28));
				    }
				    if (PItem->isType(ITEM_FURNISHING))
				    {
					    ((CItemFurnishing*)PItem)->setStorage(Sql_GetUIntData(SqlHandle,29));
					    ((CItemFurnishing*)PItem)->setMoghancement(Sql_GetUIntData(SqlHandle,30));
					    ((CItemFurnishing*)PItem)->setElement(Sql_GetUIntData(SqlHandle,31));
					    ((CItemFurnishing*)PItem)->setAura(Sql_GetUIntData(SqlHandle,32));
				    }
				    g_pItemList[PItem->getID()] = PItem;
			    }
		    }
	    }
	
	    ret = Sql_Query(SqlHandle,"SELECT itemId, modId, value FROM item_mods WHERE itemId IN (SELECT itemId FROM item_basic LEFT JOIN item_armor USING (itemId))");
	    
	    if( ret != SQL_ERROR && Sql_NumRows(SqlHandle) != 0)
	    {
		    while(Sql_NextRow(SqlHandle) == SQL_SUCCESS) 
		    {
			    uint16 ItemID = (uint16)Sql_GetUIntData(SqlHandle,0);
			    uint16 modID  = (uint16)Sql_GetUIntData(SqlHandle,1);
			    int16  value  = (int16) Sql_GetIntData (SqlHandle,2);

			    if ((g_pItemList[ItemID] != NULL) && g_pItemList[ItemID]->isType(ITEM_ARMOR))
			    {
                    ((CItemArmor*)g_pItemList[ItemID])->addModifier(new CModifier(modID,value));
			    }
		    }
	    }

	    ret = Sql_Query(SqlHandle,"SELECT itemId, modId, value, latentId, latentParam FROM item_latents WHERE itemId IN (SELECT itemId FROM item_basic LEFT JOIN item_armor USING (itemId))");
	    
	    if( ret != SQL_ERROR && Sql_NumRows(SqlHandle) != 0)
	    {
		    while(Sql_NextRow(SqlHandle) == SQL_SUCCESS) 
		    {
			    uint16 ItemID = (uint16)Sql_GetUIntData(SqlHandle,0);
			    uint16 modID  = (uint16)Sql_GetUIntData(SqlHandle,1);
			    int16  value  = (int16) Sql_GetIntData (SqlHandle,2);
				uint16 latentId = (uint16) Sql_GetIntData(SqlHandle,3);
				uint16 latentParam = (uint16) Sql_GetIntData(SqlHandle,4);

			    if ((g_pItemList[ItemID] != NULL) && g_pItemList[ItemID]->isType(ITEM_ARMOR))
			    {
                    ((CItemArmor*)g_pItemList[ItemID])->addLatent(new CLatentEffect((LATENT)latentId, latentParam, 0, modID, value));
			    }
		    }
	    }
    }
Exemple #29
0
int32 doSynthFail(CCharEntity* PChar)
{
	uint8  carrentCraft = PChar->CraftContainer->getInvSlotID(0);
	double synthDiff    = getSynthDifficulty(PChar, carrentCraft);
	double moghouseAura = 0;

	if (PChar->getZone() == 0) // неправильное условие, т.к. аура действует лишь в собственном доме
	{
		// Проверяем элемент синтеза
		switch (PChar->CraftContainer->getType())
		{
			case ELEMENT_FIRE:		moghouseAura = 0.05 * charutils::hasKeyItem(PChar,MOGHANCEMENT_FIRE);	   break;
			case ELEMENT_EARTH:		moghouseAura = 0.05 * charutils::hasKeyItem(PChar,MOGHANCEMENT_EARTH);	   break;
			case ELEMENT_WATER:		moghouseAura = 0.05 * charutils::hasKeyItem(PChar,MOGHANCEMENT_WATER);	   break;
			case ELEMENT_WIND:		moghouseAura = 0.05 * charutils::hasKeyItem(PChar,MOGHANCEMENT_WIND);	   break;
			case ELEMENT_ICE:		moghouseAura = 0.05 * charutils::hasKeyItem(PChar,MOGHANCEMENT_ICE);	   break;
			case ELEMENT_LIGHTNING:	moghouseAura = 0.05 * charutils::hasKeyItem(PChar,MOGHANCEMENT_LIGHTNING); break;
			case ELEMENT_LIGHT:		moghouseAura = 0.05 * charutils::hasKeyItem(PChar,MOGHANCEMENT_LIGHT);	   break;
			case ELEMENT_DARK:		moghouseAura = 0.05 * charutils::hasKeyItem(PChar,MOGHANCEMENT_DARK);	   break;
		}

		if (moghouseAura == 0)
		{
			switch (carrentCraft)
			{
				case SKILL_WDW:	 moghouseAura = 0.075 * charutils::hasKeyItem(PChar,MOGLIFICATION_WOODWORKING);	 break;
				case SKILL_SMT:	 moghouseAura = 0.075 * charutils::hasKeyItem(PChar,MOGLIFICATION_SMITHING);	 break;
				case SKILL_GLD:	 moghouseAura = 0.075 * charutils::hasKeyItem(PChar,MOGLIFICATION_GOLDSMITHING); break;
				case SKILL_CLT:	 moghouseAura = 0.075 * charutils::hasKeyItem(PChar,MOGLIFICATION_CLOTHCRAFT);	 break;
				case SKILL_LTH:	 moghouseAura = 0.075 * charutils::hasKeyItem(PChar,MOGLIFICATION_LEATHERCRAFT); break;
				case SKILL_BON:	 moghouseAura = 0.075 * charutils::hasKeyItem(PChar,MOGLIFICATION_BONECRAFT);	 break;
				case SKILL_ALC:	 moghouseAura = 0.075 * charutils::hasKeyItem(PChar,MOGLIFICATION_ALCHEMY);		 break;
				case SKILL_COK:	 moghouseAura = 0.075 * charutils::hasKeyItem(PChar,MOGLIFICATION_COOKING);		 break;
			}
		}

		if (moghouseAura == 0)
		{
			switch (carrentCraft)
			{
				case SKILL_WDW:	 moghouseAura = 0.1 * charutils::hasKeyItem(PChar,MEGA_MOGLIFICATION_WOODWORKING);  break;
				case SKILL_SMT:	 moghouseAura = 0.1 * charutils::hasKeyItem(PChar,MEGA_MOGLIFICATION_SMITHING);		break;
				case SKILL_GLD:	 moghouseAura = 0.1 * charutils::hasKeyItem(PChar,MEGA_MOGLIFICATION_GOLDSMITHING);	break;
				case SKILL_CLT:	 moghouseAura = 0.1 * charutils::hasKeyItem(PChar,MEGA_MOGLIFICATION_CLOTHCRAFT);	break;
				case SKILL_LTH:	 moghouseAura = 0.1 * charutils::hasKeyItem(PChar,MEGA_MOGLIFICATION_LEATHERCRAFT);	break;
				case SKILL_BON:	 moghouseAura = 0.1 * charutils::hasKeyItem(PChar,MEGA_MOGLIFICATION_BONECRAFT);	break;
				case SKILL_ALC:	 moghouseAura = 0.1 * charutils::hasKeyItem(PChar,MEGA_MOGLIFICATION_ALCHEMY);		break;
				case SKILL_COK:	 moghouseAura = 0.1 * charutils::hasKeyItem(PChar,MEGA_MOGLIFICATION_COOKING);		break;
			}
		}
	}

	uint8 invSlotID  = 0;
	uint8 nextSlotID = 0;
	uint8 lostCount  = 0;

	double random   = 0;
	double lostItem = 0.15 - moghouseAura + (synthDiff > 0 ? synthDiff/20 : 0);

	invSlotID = PChar->CraftContainer->getInvSlotID(1);

	for(uint8 slotID = 1; slotID <= 8; ++slotID)
	{
		if (slotID != 8)
			nextSlotID = PChar->CraftContainer->getInvSlotID(slotID+1);

		random = WELL512::drand();
		#ifdef _DSP_SYNTH_DEBUG_MESSAGES_
		ShowDebug(CL_CYAN"Lost Item: %g  Random: %g\n" CL_RESET, lostItem, random);
		#endif

		if(random < lostItem) {
			PChar->CraftContainer->setQuantity(slotID, 0);
			lostCount++;
		}

		if(invSlotID != nextSlotID)
		{
			CItem* PItem = PChar->getStorage(LOC_INVENTORY)->GetItem(invSlotID);

			if (PItem != NULL)
			{
				PItem->setSubType(ITEM_UNLOCKED);

				if(lostCount > 0)
				{
					#ifdef _DSP_SYNTH_DEBUG_MESSAGES_
					ShowDebug(CL_CYAN"Removing quantity %u from inventory slot %u\n" CL_RESET, lostCount, invSlotID);
					#endif

					charutils::UpdateItem(PChar, LOC_INVENTORY, invSlotID, -(int32)lostCount);
					lostCount = 0;
				}else{
					PChar->pushPacket(new CInventoryAssignPacket(PItem, INV_NORMAL));
				}
			}
			invSlotID  = nextSlotID;
			nextSlotID = 0;
		}
		if(invSlotID == 0xFF)
			break;
	}

    if(PChar->loc.zone->GetID() != 255 && PChar->loc.zone->GetID() != 0)
    {
		PChar->loc.zone->PushPacket(PChar, CHAR_INRANGE, new CSynthResultMessagePacket(PChar, SYNTH_FAIL));
		PChar->pushPacket(new CSynthMessagePacket(PChar, SYNTH_FAIL));
    }
    else
    {
        PChar->pushPacket(new CSynthMessagePacket(PChar, SYNTH_FAIL));
    }

	return 0;
}
Exemple #30
0
uint8 CTreasurePool::AddItem(uint16 ItemID, CBaseEntity* PEntity)
{	
	uint8  SlotID;
	uint8  FreeSlotID = -1;
	uint32 oldest = -1;

    switch (ItemID)
    {
        case 1126:  //beastmen seal
        case 1127:  //kindred seal
        case 2955:  //kindred crest
        case 2956:  //high kindred crest
            for (uint32 i = 0; i < members.size(); ++i)
            {
                members[i]->PRecastContainer->Add(RECAST_LOOT, 1, 300); //300 = 5 min cooldown
            }
            break;
    }

	for (SlotID = 0; SlotID < 10; ++SlotID)
	{
		if (m_PoolItems[SlotID].ID == 0)
		{
			FreeSlotID = SlotID;
			break;
		}
	}
	if (FreeSlotID > TREASUREPOOL_SIZE)
	{
		//find the oldest non-rare and non-ex item
		for (SlotID = 0; SlotID < 10; ++SlotID)
		{
			CItem* PItem = itemutils::GetItemPointer(m_PoolItems[SlotID].ID);
			if (!(PItem->getFlag() & (ITEM_FLAG_RARE | ITEM_FLAG_EX)) && m_PoolItems[SlotID].TimeStamp < oldest)
			{
				FreeSlotID = SlotID;
				oldest = m_PoolItems[SlotID].TimeStamp;
			}
		}
		if (FreeSlotID > TREASUREPOOL_SIZE)
		{
			//find the oldest non-ex item
			for (SlotID = 0; SlotID < 10; ++SlotID)
			{
				CItem* PItem = itemutils::GetItemPointer(m_PoolItems[SlotID].ID);
				if (!(PItem->getFlag() & (ITEM_FLAG_EX)) && m_PoolItems[SlotID].TimeStamp < oldest)
				{
					FreeSlotID = SlotID;
					oldest = m_PoolItems[SlotID].TimeStamp;
				}
			}
			if (FreeSlotID > TREASUREPOOL_SIZE)
			{
				//find the oldest item
				for (SlotID = 0; SlotID < 10; ++SlotID)
				{
					if (m_PoolItems[SlotID].TimeStamp < oldest)
					{
						FreeSlotID = SlotID;
						oldest = m_PoolItems[SlotID].TimeStamp;
					}
				}
                if (FreeSlotID > TREASUREPOOL_SIZE)
                {
                    //default fallback
                    FreeSlotID = 0;
                }
			}
		}
	}
	if (SlotID == 10)
	{
		m_PoolItems[FreeSlotID].TimeStamp = 0;
		CheckTreasureItem(gettick(), FreeSlotID);
	}

    m_count++;
    m_PoolItems[FreeSlotID].ID = ItemID;
	m_PoolItems[FreeSlotID].TimeStamp = gettick() - 2500;
	
	for (uint32 i = 0; i < members.size(); ++i)
	{
		members[i]->pushPacket(new CTreasureFindItemPacket(&m_PoolItems[FreeSlotID], PEntity));
	}
    if (m_TreasurePoolType == TREASUREPOOL_SOLO)
    {
        CheckTreasureItem(gettick(), FreeSlotID);
    }
	return m_count;
}