void cDragItems::dropOnChar( cUOSocket *socket, P_ITEM pItem, P_CHAR pOtherChar ) { // Three possibilities: // If we're dropping it on ourself: packintobackpack // If we're dropping it on some other player: trade-window // If we're dropping it on some NPC: checkBehaviours // If not handeled: Equip the item if the NPC is owned by us // To prevent bad effects remove it from the clients view first cUOTxRemoveObject rObject; rObject.setSerial( pItem->serial() ); socket->send( &rObject ); P_CHAR pChar = socket->player(); if( pItem->onDropOnChar( pOtherChar ) ) { // Still dragging? Bounce! if( socket->dragging() == pItem ) socket->bounceItem( pItem, BR_NO_REASON ); return; } if( pOtherChar->onDropOnChar( pItem ) ) { // Still dragging? Bounce! if( socket->dragging() == pItem ) socket->bounceItem( pItem, BR_NO_REASON ); return; } // Dropped on ourself if( pChar == pOtherChar ) { pItem->toBackpack( pChar ); return; } // Are we in range of our target if( !inrange1p( pChar, pOtherChar ) ) { socket->bounceItem( pItem, BR_OUT_OF_REACH ); return; } // Can wee see our target if( !lineOfSight( pChar->pos(), pOtherChar->pos(), TREES_BUSHES|WALLS_CHIMNEYS|DOORS|ROOFING_SLANTED|FLOORS_FLAT_ROOFING|LAVA_WATER ) ) { socket->bounceItem( pItem, BR_OUT_OF_SIGHT ); return; } // Open a secure trading window if( pOtherChar->objectType() == enPlayer && dynamic_cast<P_PLAYER>(pOtherChar)->socket() ) { // Check if we're already trading, // if not create a new window P_ITEM tradeWindow = pChar->atLayer( cBaseChar::TradeWindow ); //if( !tradeWindow ) // tradeWindow = Trade->tradestart( client->socket(), pOtherChar ); socket->bounceItem( pItem, BR_NO_REASON ); socket->sysMessage( "Trading is disabled" ); return; tradeWindow->addItem( pItem, false, false ); pItem->setPos( Coord_cl(rand() % 60, rand() % 60, 9) ); pItem->removeFromView( false ); pItem->update(); return; } // Dropping based on AI Type /*switch( pOtherChar->npcaitype() ) { case 4: dropOnGuard( client, pItem, pOtherChar ); break; case 5: dropOnBeggar( client, pItem, pOtherChar ); break; case 8: dropOnBanker( client, pItem, pOtherChar ); break; case 19: dropOnBroker( client, pItem, pOtherChar ); break; }; // Try to train - works for any NPC if( pOtherChar->cantrain() ) if( pChar->trainer() == pOtherChar->serial ) dropOnTrainer( client, pItem, pOtherChar ); else pOtherChar->talk( "You need to tell me what you want to learn first" );*/ // Finally lets check if it is simple food if( pItem->type() == 14 ) { dropFoodOnChar( socket, pItem, pOtherChar ); return; } socket->sysMessage( tr("The character does not seem to want the item.") ); socket->bounceItem( pItem, BR_NO_REASON ); return; }
// New Class implementation void cDragItems::grabItem( cUOSocket *socket, cUORxDragItem *packet ) { // Get our character P_PLAYER pChar = socket->player(); if( !pChar ) return; UINT32 weight = pChar->weight(); // Fetch the grab information UI16 amount = packet->amount(); if( !amount ) amount = 1; P_ITEM pItem = FindItemBySerial( packet->serial() ); // If it's an invalid pointer we can't even bounce if( !pItem ) return; // Are we already dragging an item ? // Bounce it and reject the move // (Logged out while dragging an item) if( socket->dragging() ) { socket->bounceItem( socket->dragging(), BR_ALREADY_DRAGGING ); return; } if( pItem->onPickup( pChar ) ) return; if( pChar->onPickup( pItem ) ) return; // Do we really want to let him break his meditation // When he picks up an item ? // Maybe a meditation check here ?!? pChar->disturbMed(); // Meditation P_CHAR itemOwner = pItem->getOutmostChar(); // Try to pick something out of another characters posessions if( !pChar->isGM() && itemOwner && ( itemOwner != pChar ) && ( itemOwner->objectType() == enNPC && dynamic_cast<P_NPC>(itemOwner)->owner() != pChar ) ) { socket->bounceItem( pItem, BR_BELONGS_TO_SOMEONE_ELSE ); return; } // Check if the user can grab the item if( !pChar->canPickUp( pItem ) ) { socket->bounceItem( pItem, BR_CANNOT_PICK_THAT_UP ); return; } // The user can't see the item // Basically thats impossible as the socket should deny moving the item // if it's not in line of sight but to prevent exploits /*if( !line_of_sight( socket->socket(), pChar->pos, pItem->pos, TREES_BUSHES|WALLS_CHIMNEYS|DOORS|ROOFING_SLANTED|FLOORS_FLAT_ROOFING|LAVA_WATER ) ) { socket->sysMessage( "You can't see the item." ); bounceItem( socket, pItem, true ); return; }*/ P_ITEM outmostCont = pItem->getOutmostItem(); // If it's a trade-window, reset the ack-status if( outmostCont && ( outmostCont->container() == pChar ) && ( outmostCont->layer() == 0 ) && ( outmostCont->id() == 0x1E5E ) ) { // Get the other sides tradewindow P_ITEM tradeWindow = FindItemBySerial( calcserial( outmostCont->moreb1(), outmostCont->moreb2(), outmostCont->moreb3(), outmostCont->moreb4() ) ); // If one of the trade-windows has the ack-status reset it if( tradeWindow && ( tradeWindow->morez() || outmostCont->morez() ) ) { tradeWindow->setMoreZ(0); outmostCont->setMoreZ(0); // sendtradestatus( tradeWindow, outmostCont ); } } // If the top-most container ( thats important ) is a corpse // and looting is a crime, flag the character criminal. if( !pChar->isGM() && outmostCont && outmostCont->corpse() ) { // For each item we take out we loose carma // if the corpse is innocent and not in our guild bool sameGuild = ( GuildCompare( pChar, outmostCont->owner() ) != 0 ); if( ( outmostCont->more2() == 1 ) && !pChar->Owns( outmostCont ) && !sameGuild ) { // pChar->karma -= 5; pChar->setKarma( pChar->karma() - 5 ); pChar->setCriminalTime( uiCurrentTime + SrvParams->crimtime() * MY_CLOCKS_PER_SEC ); socket->sysMessage( tr("You lost some karma.") ); } } // Check if the item is too heavy //if( !pc_currchar->isGMorCounselor() ) //{ //} << Deactivated (DarkStorm) // ==== Grabbing the Item is allowed here ==== // Remove eventual item-bonusses if we're unequipping something if( pItem->container() && pItem->container()->isChar() ) { P_CHAR wearer = dynamic_cast<P_CHAR>( pItem->container() ); if( wearer ) wearer->removeItemBonus( pItem ); // resend the stat window if( wearer && wearer->objectType() == enPlayer ) { P_PLAYER pp = dynamic_cast<P_PLAYER>(wearer); if( pp->socket() ) pp->socket()->sendStatWindow(); } } // Send the user a pickup sound if we're picking it up // From a container/paperdoll if( !pItem->isInWorld() ) socket->soundEffect( 0x57, pItem ); // If we're picking up a specific amount of what we got // Take that into account if( amount < pItem->amount() ) { UI32 pickedAmount = QMIN( amount, pItem->amount() ); // We only have to split if we're not taking it all if( pickedAmount != pItem->amount() ) { P_ITEM splitItem = new cItem( *pItem ); // Create a new item to pick that up splitItem->setSerial( World::instance()->findItemSerial() ); splitItem->setAmount( pItem->amount() - pickedAmount ); P_ITEM pContainer = dynamic_cast<P_ITEM>(pItem->container()); if ( pContainer ) pContainer->addItem( splitItem, false ); splitItem->SetOwnSerial( pItem->ownSerial() ); splitItem->SetSpawnSerial( pItem->spawnserial ); // He needs to see the new item splitItem->update(); // If we're taking something out of a spawn-region it's spawning "flag" is removed isn't it? pItem->SetSpawnSerial( INVALID_SERIAL ); pItem->setAmount( pickedAmount ); } } // *normally* we should exclude the dragging socket here. but it works so as well. pItem->removeFromView( true ); // Remove it from the World if it is in world, otherwise remove it from it's current container if( pItem->isInWorld() ) MapObjects::instance()->remove( pItem ); else pItem->removeFromCont( true ); // The item was in a multi if( pItem->multis() != INVALID_SERIAL ) { cMulti* pMulti = dynamic_cast< cMulti* >( FindItemBySerial( pItem->multis() ) ); if( pMulti ) pMulti->removeItem( pItem ); } pChar->addItem( cBaseChar::Dragging, pItem ); if( weight != pChar->weight() ) socket->sendStatWindow(); }
// New Class implementation void DragAndDrop::grabItem( cUOSocket* socket, cUORxDragItem* packet ) { // Get our character P_PLAYER pChar = socket->player(); if ( !pChar ) return; float weight = pChar->weight(); // Fetch the grab information UI16 amount = packet->amount(); if ( !amount ) amount = 1; P_ITEM pItem = FindItemBySerial( packet->serial() ); // If it's an invalid pointer we can't even bounce if ( !pItem ) return; // Are we already dragging an item ? // Bounce it and reject the move // (Logged out while dragging an item) if ( socket->dragging() ) { socket->bounceItem( socket->dragging(), BR_ALREADY_DRAGGING ); return; } // Check if the item can be reached if (pItem->getOutmostChar() != pChar && !pChar->lineOfSight(pItem)) { socket->bounceItem( pItem, BR_OUT_OF_REACH ); return; } if ( pItem->onPickup( pChar ) ) return; if ( pChar->onPickup( pItem ) ) return; // Do we really want to let him break his meditation // When he picks up an item ? // Maybe a meditation check here ?!? pChar->disturbMed(); // Meditation P_CHAR itemOwner = pItem->getOutmostChar(); // Try to pick something out of another characters posessions if ( !pChar->isGM() && itemOwner && ( itemOwner != pChar ) && ( itemOwner->objectType() == enNPC && dynamic_cast<P_NPC>( itemOwner )->owner() != pChar ) ) { socket->bounceItem( pItem, BR_BELONGS_TO_SOMEONE_ELSE ); return; } // Check if the user can grab the item if ( !pChar->canPickUp( pItem ) ) { socket->bounceItem( pItem, BR_CANNOT_PICK_THAT_UP ); return; } // The user can't see the item // Basically thats impossible as the socket should deny moving the item // if it's not in line of sight but to prevent exploits /*if( !line_of_sight( socket->socket(), pChar->pos, pItem->pos, TREES_BUSHES|WALLS_CHIMNEYS|DOORS|ROOFING_SLANTED|FLOORS_FLAT_ROOFING|LAVA_WATER ) ) { socket->sysMessage( "You can't see the item." ); bounceItem( socket, pItem, true ); return; }*/ P_ITEM outmostCont = pItem->getOutmostItem(); // If the top-most container ( thats important ) is a corpse // and looting is a crime, flag the character criminal. if ( !pChar->isGM() && outmostCont && outmostCont->corpse() ) { // For each item we take out we loose carma // if the corpse is innocent and not in our guild bool sameGuild = true;//( GuildCompare( pChar, outmostCont->owner() ) != 0 ); if ( outmostCont->hasTag( "notoriety" ) && outmostCont->getTag( "notoriety" ).toInt() == 1 && !pChar->owns( outmostCont ) && !sameGuild ) { // pChar->karma -= 5; pChar->setKarma( pChar->karma() - 5 ); pChar->setCriminalTime( Server::instance()->time() + Config::instance()->crimtime() * MY_CLOCKS_PER_SEC ); socket->sysMessage( tr( "You lost some karma." ) ); } } // Check if the item is too heavy //if( !pc_currchar->isGMorCounselor() ) //{ //} << Deactivated (DarkStorm) // ==== Grabbing the Item is allowed here ==== // Send the user a pickup sound if we're picking it up // From a container/paperdoll if ( !pItem->isInWorld() ) socket->soundEffect( 0x57, pItem ); // If we're picking up a specific amount of what we got // Take that into account if ( amount < pItem->amount() ) { UI32 pickedAmount = QMIN( amount, pItem->amount() ); // We only have to split if we're not taking it all if ( pickedAmount != pItem->amount() ) { P_ITEM splitItem = pItem->dupe(); // Create a new item to pick that up splitItem->setAmount( pItem->amount() - pickedAmount ); // Add tags to the splitted item QStringList keys = pItem->getTags(); QStringList::const_iterator it = keys.begin(); for ( ; it != keys.end(); ++it ) { splitItem->setTag( *it, pItem->getTag( *it ) ); } P_ITEM pContainer = dynamic_cast<P_ITEM>( pItem->container() ); if ( pContainer ) pContainer->addItem( splitItem, false ); splitItem->SetOwnSerial( pItem->ownSerial() ); splitItem->setSpawnregion( pItem->spawnregion() ); // He needs to see the new item splitItem->update(); // If we're taking something out of a spawn-region it's spawning "flag" is removed isn't it? pItem->setAmount( pickedAmount ); } } // *normally* we should exclude the dragging socket here. but it works so as well. pItem->removeFromView( true ); // Remove from spawnregion pItem->setSpawnregion( 0 ); // Remove it from the World if it is in world, otherwise remove it from it's current container if ( pItem->isInWorld() ) MapObjects::instance()->remove( pItem ); else pItem->removeFromCont( true ); // Remove eventual item-bonusses if we're unequipping something if ( pItem->container() && pItem->container()->isChar() ) { P_CHAR wearer = dynamic_cast<P_CHAR>( pItem->container() ); // resend the stat window if ( wearer && wearer->objectType() == enPlayer ) { P_PLAYER pp = dynamic_cast<P_PLAYER>( wearer ); if ( pp->socket() ) pp->socket()->sendStatWindow(); } } pChar->addItem( cBaseChar::Dragging, pItem ); if ( weight != pChar->weight() ) { socket->sendStatWindow(); } }