void ResourceManagerImplementation::givePlayerResource(CreatureObject* playerCreature, const String& restype, const int quantity) {
	ManagedReference<ResourceSpawn* > spawn = getResourceSpawn(restype);

	if(spawn == NULL) {
		playerCreature->sendSystemMessage("Selected spawn does not exist.");
		return;
	}

	ManagedReference<SceneObject*> inventory = playerCreature->getSlottedObject("inventory");

	if(inventory != NULL && !inventory->isContainerFullRecursive()) {
		Locker locker(spawn);

		Reference<ResourceContainer*> newResource = spawn->createResource(quantity);

		if(newResource != NULL) {
			spawn->extractResource("", quantity);

			Locker rlocker(newResource);

			if (inventory->transferObject(newResource, -1, true)) {
				inventory->broadcastObject(newResource, true);
			} else {
				newResource->destroyObjectFromDatabase(true);
			}
		}
	}
}
Esempio n. 2
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TangibleObject* ImageDesignManager::updateHairObject(CreatureObject* creo, TangibleObject* hairObject) {
	if (creo == NULL)
		return NULL;

	ManagedReference<TangibleObject*> hair = creo->getSlottedObject("hair").castTo<TangibleObject*>();

	if (hair == hairObject) {
		return hairObject;
	}

	if (hair != NULL) {
		Locker locker(hair);
		hair->destroyObjectFromWorld(true);
		hair->destroyObjectFromDatabase(true);
	}

	if (hairObject == NULL)
		return NULL;

	// Some race condition in the client prevents both the destroy and transfer from happening too close together
	// Without it placing a hair object in the inventory.
	ManagedReference<CreatureObject*> strongCreo = creo;
	ManagedReference<TangibleObject*> strongHair = hairObject;
	Core::getTaskManager()->scheduleTask([strongCreo, strongHair]{
		Locker locker(strongCreo);
		Locker cLocker(strongCreo, strongHair);
		strongCreo->transferObject(strongHair, 4);
		strongCreo->broadcastObject(strongHair, true);
	}, "TransferHairTask", 100);

	return hair;
}
Esempio n. 3
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void DnaManager::generationalSample(PetDeed* deed, CreatureObject* player,int quality) {
	// We are making a generational sample rules are a little different.
	// Reduce each stat by lets say 10% as the max to be on par with old docs
	int cl = deed->getLevel();
	int ferocity = 0;
	int factor = (int)System::random(quality) - 7;
	int reductionAmount = (factor + 15 + quality) ;
	int cle = reduceByPercent(deed->getCleverness(),reductionAmount);
	int cou = reduceByPercent(deed->getCourage(),reductionAmount);
	int dep = reduceByPercent(deed->getDependency(),reductionAmount);
	int dex = reduceByPercent(deed->getDexterity(),reductionAmount);
	int end = reduceByPercent(deed->getEndurance(),reductionAmount);
	int fie = reduceByPercent(deed->getFierceness(),reductionAmount);
	int frt = reduceByPercent(deed->getFortitude(),reductionAmount);
	int har = reduceByPercent(deed->getHardiness(),reductionAmount);
	int ite = reduceByPercent(deed->getIntelligence(),reductionAmount);
	int pow = reduceByPercent(deed->getPower(),reductionAmount);

	// calculate rest of stats here
	ManagedReference<DnaComponent*> prototype = player->getZoneServer()->createObject(qualityTemplates.get(quality), 1).castTo<DnaComponent*>();
	if (prototype == NULL) {
		return;
	}
	Locker clocker(prototype);
	// Check Here for unique npcs
	prototype->setSource(deed->getTemplateName());
	prototype->setQuality(quality);
	prototype->setLevel(cl);
	String serial = player->getZoneServer()->getCraftingManager()->generateSerial();
	prototype->setSerialNumber(serial);
	prototype->setStats(cle,end,fie,pow,ite,cou,dep,dex,frt,har);
	prototype->setStun(deed->getStun());
	prototype->setKinetic(deed->getKinetic());
	prototype->setEnergy(deed->getEnergy());
	prototype->setBlast(deed->getBlast());
	prototype->setHeat(deed->getHeat());
	prototype->setCold(deed->getCold());
	prototype->setElectric(deed->getElectric());
	prototype->setAcid(deed->getAcid());
	prototype->setSaber(deed->getSaber());
	prototype->setRanged(deed->getRanged());
	prototype->setArmorRating(deed->getArmor());
	prototype->setSpecialAttackOne(deed->getSpecial1());
	prototype->setSpecialAttackTwo(deed->getSpecial2());

	ManagedReference<SceneObject*> inventory = player->getSlottedObject("inventory");

	if (inventory->hasFullContainerObjects()) {
		StringIdChatParameter err("survey", "no_inv_space");
		player->sendSystemMessage(err);
		player->setPosture(CreaturePosture::UPRIGHT, true);
		return;
	}

	Locker locker(inventory);
	inventory->transferObject(prototype, -1, true,false);
	inventory->broadcastObject(prototype, true);

}
int SarlaccMenuComponent::handleObjectMenuSelect(SceneObject* sceneObject, CreatureObject* player, byte selectedID) const {
	if (selectedID == 20) {
		Locker plocker(player, sceneObject);

		ManagedReference<SceneObject*> inventory = player->getSlottedObject("inventory");

		if (inventory->isContainerFullRecursive()) {
			player->sendSystemMessage("@error_message:inv_full"); // Your inventory is full.
			return 0;
		}

		SceneObject* sco = NULL;
		for (int i=0; i< inventory->getContainerObjectsSize(); i++) {
			sco = inventory->getContainerObject(i);
			if (sco == NULL)
				continue;
			if (sco->getServerObjectCRC() == STRING_HASHCODE("object/tangible/loot/quest/quest_item_sarlacc_bile_jar.iff")) {
				player->sendSystemMessage("@mob/sarlacc:bile_already"); // You already have a good sample of bile. It probably isn't wise to risk getting more.
				return 0;
			}
			if (sco->getContainerObjectsSize() > 0) {
				for (int j=0; j < sco->getContainerObjectsSize(); j++) {
					SceneObject* child = sco->getContainerObject(j);

					if (child == NULL)
						continue;

					if (child->getServerObjectCRC() == STRING_HASHCODE("object/tangible/loot/quest/quest_item_sarlacc_bile_jar.iff")) {
						player->sendSystemMessage("@mob/sarlacc:bile_already"); // You already have a good sample of bile. It probably isn't wise to risk getting more.
						return 0;
					}
				}
			}
		}

		if( !player->getCooldownTimerMap()->isPast("extractBileCooldown") ){
			player->sendSystemMessage("@mob/sarlacc:bile_fail"); // You fail to find enough bile to collect. You need to wait for more to accumulate.
			return 0;
		}

		Reference<SceneObject*> bileSceno = player->getZoneServer()->createObject(STRING_HASHCODE("object/tangible/loot/quest/quest_item_sarlacc_bile_jar.iff"), 1);
		if (bileSceno == NULL)
			return 1;

		if (inventory->transferObject(bileSceno, -1)) {
			inventory->broadcastObject(bileSceno, true);
			player->sendSystemMessage("@mob/sarlacc:bile_success"); // Despite being nearly overwhelmed by the stench of decay and the reaching tentacles, you manage to collect a sufficient sample of bile.
			player->getCooldownTimerMap()->updateToCurrentAndAddMili("extractBileCooldown", 1000 * 60 * 30); // 30 min cooldown

			return 0;
		} else {
			bileSceno->destroyObjectFromDatabase(true);
			return 1;
		}
	}

	return 0;
}
Esempio n. 5
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int StructureManager::redeedStructure(CreatureObject* creature) {
	ManagedReference<DestroyStructureSession*> session = creature->getActiveSession(SessionFacadeType::DESTROYSTRUCTURE).castTo<DestroyStructureSession*>();

	if (session == NULL)
		return 0;

	ManagedReference<StructureObject*> structureObject =
			session->getStructureObject();

	if (structureObject == NULL)
		return 0;

	Locker _locker(structureObject);

	ManagedReference<StructureDeed*> deed =
			server->getObject(
					structureObject->getDeedObjectID()).castTo<StructureDeed*>();

	int maint = structureObject->getSurplusMaintenance();
	int redeedCost = structureObject->getRedeedCost();

	if (deed != NULL && structureObject->isRedeedable()) {
		Locker _lock(deed, structureObject);

		ManagedReference<SceneObject*> inventory = creature->getSlottedObject(
				"inventory");

		if (inventory == NULL || inventory->isContainerFull()) {
			creature->sendSystemMessage("@player_structure:inventory_full"); //This installation can not be redeeded because your inventory does not have room to put the deed.
			creature->sendSystemMessage(
					"@player_structure:deed_reclaimed_failed"); //Structure destroy and deed reclaimed FAILED!
			return session->cancelSession();
		} else {
			deed->setSurplusMaintenance(maint - redeedCost);
			deed->setSurplusPower(structureObject->getSurplusPower());

			structureObject->setDeedObjectID(0); //Set this to 0 so the deed doesn't get destroyed with the structure.

			destroyStructure(structureObject);

			inventory->transferObject(deed, -1, true);
			inventory->broadcastObject(deed, true);
			creature->sendSystemMessage("@player_structure:deed_reclaimed"); //Structure destroyed and deed reclaimed.
		}
	} else {
		destroyStructure(structureObject);
		creature->sendSystemMessage("@player_structure:structure_destroyed"); //Structured destroyed.
	}

	return session->cancelSession();
}
void ResourceContainerImplementation::setQuantity(uint32 quantity, bool doNotify, bool ignoreMax) {
	Locker _locker(_this.get());
	ManagedReference<SceneObject*> parent = getParent();
	stackQuantity = quantity;

	if(stackQuantity < 1) {

		if(parent != NULL) {
			/*parent->broadcastDestroy(_this.get(), true);
			parent->removeObject(_this.get(), false);*/
			//setParent(NULL);

			destroyObjectFromWorld(true);
		}

		destroyObjectFromDatabase(true);
		return;
	}

	int newStackSize = 0;

	if (!ignoreMax && stackQuantity > ResourceContainer::MAXSIZE) {

		newStackSize = stackQuantity - ResourceContainer::MAXSIZE;
		stackQuantity = ResourceContainer::MAXSIZE;
	}

	if (newStackSize > 0) {
		if (parent != NULL) {

			ResourceContainer* harvestedResource = spawnObject->createResource(newStackSize);

			parent->transferObject(harvestedResource, -1, true);
			parent->broadcastObject(harvestedResource, true);
		}
	}

	if(!doNotify)
		return;

	ResourceContainerObjectDeltaMessage3* rcnod3 =
			new ResourceContainerObjectDeltaMessage3(_this.get());

	rcnod3->updateQuantity();
	rcnod3->close();

	broadcastMessage(rcnod3, true);
}
void ResourceContainerImplementation::split(int newStackSize) {
	if (getQuantity() <= newStackSize)
		return;

	if(newStackSize > getQuantity())
		newStackSize = getQuantity();

	ManagedReference<ResourceContainer*> newResource = spawnObject->createResource(newStackSize);

	if(parent == NULL || newResource == NULL || newResource->getSpawnObject() == NULL)
		return;

	ManagedReference<SceneObject*> sceneParent = cast<SceneObject*>(parent.get().get());

	if(sceneParent->transferObject(newResource, -1, true)) {
		sceneParent->broadcastObject(newResource, true);

		setQuantity(getQuantity() - newStackSize);
	} else {
		StringBuffer errorMessage;
		errorMessage << "Unable to split resource in container type: " << sceneParent->getGameObjectType() << " " << sceneParent->getDisplayedName();
		error(errorMessage.toString());
	}
}
void DnaManager::generateSample(Creature* creature, CreatureObject* player,int quality){
	if (quality < 0 || quality > 7) {
		return;
	}
	Locker lock(creature,player);
	CreatureTemplate* creatureTemplate = dynamic_cast<CreatureTemplate*>(creature->getCreatureTemplate());

	int ferocity = creatureTemplate->getFerocity();
	int cl = creature->getLevel();
	int cle = Genetics::hitChanceToValue(creature->getChanceHit(),quality);
	int cou = Genetics::meatTypeToValue(creature->getMeatType(),quality);
	int dep = Genetics::dietToValue(creature->getDiet(),quality);
	int dex = Genetics::hamToValue(creature->getMaxHAM(3),quality);
	int end = Genetics::accelerationToValue(creature->getWalkAcceleration(),quality);
	int fie = Genetics::ferocityToValue(ferocity,quality);
	int frt = Genetics::resistanceToValue(creature->getEffectiveResist(),creature->getArmor(),quality);
	int har = Genetics::hamToValue(creature->getMaxHAM(0),quality);
	int ite = Genetics::hamToValue(creature->getMaxHAM(6),quality);
	int pow = Genetics::damageToValue((creature->getDamageMax() + creature->getDamageMin())/2,quality);

	ManagedReference<SceneObject*> inventory = player->getSlottedObject("inventory");

	if (inventory->hasFullContainerObjects()) {
		StringIdChatParameter err("survey", "no_inv_space");
		player->sendSystemMessage(err);
		player->setPosture(CreaturePosture::UPRIGHT, true);
		return;
	}

	// We should now have enough to generate a sample
	ManagedReference<DnaComponent*> prototype = player->getZoneServer()->createObject(qualityTemplates.get(quality), 1).castTo<DnaComponent*>();
	if (prototype == NULL) {
		return;
	}
	Locker clocker(prototype);
	// Check Here for unique npcs
	StringId* nameId = creature->getObjectName();
	if (nameId->getFile().isEmpty() || nameId->getStringID().isEmpty()) {
		prototype->setSource(creature->getCreatureName().toString());
	} else {
		prototype->setSource(nameId->getFullPath());
	}
	prototype->setQuality(quality);
	prototype->setLevel(cl);
	String serial = player->getZoneServer()->getCraftingManager()->generateSerial();
	prototype->setSerialNumber(serial);
	prototype->setStats(cle,end,fie,pow,ite,cou,dep,dex,frt,har);
	prototype->setStun(creatureTemplate->getStun());
	prototype->setKinetic(creatureTemplate->getKinetic());
	prototype->setEnergy(creatureTemplate->getEnergy());
	prototype->setBlast(creatureTemplate->getBlast());
	prototype->setHeat(creatureTemplate->getHeat());
	prototype->setCold(creatureTemplate->getCold());
	prototype->setElectric(creatureTemplate->getElectricity());
	prototype->setAcid(creatureTemplate->getAcid());
	prototype->setSaber(creatureTemplate->getLightSaber());
	prototype->setRanged(creatureTemplate->getWeapons().size() > 0);
	prototype->setArmorRating(creatureTemplate->getArmor());

	if (creatureTemplate->isSpecialProtection(WeaponObject::STUN))
		prototype->setSpecialResist(WeaponObject::STUN);
	if (creatureTemplate->isSpecialProtection(WeaponObject::KINETIC))
		prototype->setSpecialResist(WeaponObject::KINETIC);
	if (creatureTemplate->isSpecialProtection(WeaponObject::ENERGY))
		prototype->setSpecialResist(WeaponObject::ENERGY);
	if (creatureTemplate->isSpecialProtection(WeaponObject::BLAST))
		prototype->setSpecialResist(WeaponObject::BLAST);
	if (creatureTemplate->isSpecialProtection(WeaponObject::HEAT))
		prototype->setSpecialResist(WeaponObject::HEAT);
	if (creatureTemplate->isSpecialProtection(WeaponObject::COLD))
		prototype->setSpecialResist(WeaponObject::COLD);
	if (creatureTemplate->isSpecialProtection(WeaponObject::ELECTRICITY))
		prototype->setSpecialResist(WeaponObject::ELECTRICITY);
	if (creatureTemplate->isSpecialProtection(WeaponObject::ACID))
		prototype->setSpecialResist(WeaponObject::ACID);
	if (creatureTemplate->isSpecialProtection(WeaponObject::LIGHTSABER))
		prototype->setSpecialResist(WeaponObject::LIGHTSABER);

	CreatureAttackMap* attackMap = creatureTemplate->getAttacks();
	if (attackMap->size() > 0) {
		prototype->setSpecialAttackOne(String(attackMap->getCommand(0)));
		if(attackMap->size() > 1) {
			prototype->setSpecialAttackTwo(String(attackMap->getCommand(1)));
		}
	}

	Locker locker(inventory);
	if (inventory->transferObject(prototype, -1, true, false)) {
		inventory->broadcastObject(prototype, true);
	} else {
		prototype->destroyObjectFromDatabase(true);
	}
}
int PetDeedImplementation::handleObjectMenuSelect(CreatureObject* player, byte selectedID) {
	if (selectedID == 21) {
		if(generated || !player->hasSkill("outdoors_bio_engineer_novice") || !isASubChildOf(player))
			return 1;
		if (player->isRidingMount()) {
			player->sendSystemMessage("You cannot sample DNA while mounted");
			return 1;
		}

		if(player->getPendingTask("sampledeed") != NULL) {
			player->sendSystemMessage("@bio_engineer:harvest_dna_already_harvesting");
			return 1;
		}
		int skillMod = player->getSkillMod("dna_harvesting");
		if (skillMod < 1 || level > skillMod + 15) {
			player->sendSystemMessage("@bio_engineer:harvest_dna_skill_too_low");
			return 1;
		}

		Locker clocker(_this.get());

		ManagedReference<SampleDeedTask*> task = new SampleDeedTask(_this.get(), player);
		player->addPendingTask("sampledeed",task,0);
		return 0;
	}
	if (selectedID == 20) {

		if (generated || !isASubChildOf(player))
			return 1;

		if (player->isInCombat() || player->getParentRecursively(SceneObjectType::BUILDING) != NULL) {
			player->sendSystemMessage("@pet/pet_menu:cant_call"); //You can only unpack vehicles while Outside and not in Combat.
			return 1;
		}

		ManagedReference<SceneObject*> datapad = player->getSlottedObject("datapad");

		if (datapad == NULL) {
			player->sendSystemMessage("Datapad doesn't exist when trying to call pet");
			return 1;
		}
		if (datapad->getContainerObjectsSize() >= datapad->getContainerVolumeLimit()) {
			player->sendSystemMessage("@faction_recruiter:datapad_full"); // Your datapad is full. You must first free some space.
			return 1;
		}
		// Does the player have room
		ManagedReference<PlayerManager*> playerManager = player->getZoneServer()->getPlayerManager();

		int numberStored = 0;
		int maxStoredPets = playerManager->getBaseStoredCreaturePets() + player->getSkillMod("stored_pets");

		for (int i = 0; i < datapad->getContainerObjectsSize(); ++i) {
			ManagedReference<SceneObject*> object = datapad->getContainerObject(i);

			if (object != NULL && object->isPetControlDevice()) {
				PetControlDevice* device = cast<PetControlDevice*>( object.get());

				if (device->getPetType() == PetManager::CREATUREPET) {
					if (++numberStored >= maxStoredPets) {
						player->sendSystemMessage("@pet/pet_menu:sys_too_many_stored"); // There are too many pets stored in this container. Release some of them to make room for more.
						return 1;
					}

				}
			}
		}
		// Can the player control it
		ManagedReference<PlayerObject*> ghost = player->getPlayerObject();

		int currentlySpawned = 0;
		int spawnedLevel = 0;
		int cLevel = level;
		int maxPets = player->getSkillMod("keep_creature");
		int maxLevelofPets = player->getSkillMod("tame_level");

		for (int i = 0; i < ghost->getActivePetsSize(); ++i) {
			ManagedReference<AiAgent*> object = ghost->getActivePet(i);

			if (object != NULL && object->isCreature()) {
				if (++currentlySpawned >= maxPets) {
					player->sendSystemMessage("@pet/pet_menu:too_many"); // You can't control any more pets. Store one first
					return 1;
				}

				spawnedLevel += object->getLevel();

				if ((spawnedLevel + cLevel) > maxLevelofPets) {
					player->sendSystemMessage("Taming this pet would exceed your control level ability.");
					return 1;
				}
			}
		}

		Reference<CreatureManager*> creatureManager = player->getZone()->getCreatureManager();
		if( creatureManager == NULL ){
			player->sendSystemMessage("Internal Pet Deed Error #307");
			return 1;
		}

		CreatureTemplateManager* creatureTemplateManager = CreatureTemplateManager::instance();
		ManagedReference<CreatureTemplate*> petTemplate = creatureTemplateManager->getTemplate( mobileTemplate.hashCode() );

		if (petTemplate == NULL) {
			player->sendSystemMessage("wrong pet template;mobileTemplate=[" + mobileTemplate + "]" );
			return 1;
		}

		bool isVicious = petTemplate->getPvpBitmask() & CreatureFlag::AGGRESSIVE;

		if (level > 10 || isVicious) {
			if (!player->hasSkill("outdoors_creaturehandler_novice") || (level > maxLevelofPets)) {
				player->sendSystemMessage("@pet/pet_menu:sys_lack_skill"); // You lack the skill to be able to tame that creature.
				return 1;
			}

			if (isVicious && player->getSkillMod("tame_aggro") < 1) {
				player->sendSystemMessage("@pet/pet_menu:sys_lack_skill"); // You lack the skill to be able to tame that creature.
				return 1;
			}
		}

		// All checks complete, lets setup the control device and do it.
		ManagedReference<PetControlDevice*> controlDevice = (server->getZoneServer()->createObject(controlDeviceObjectTemplate.hashCode(), 1)).castTo<PetControlDevice*>();

		if (controlDevice == NULL) {
			player->sendSystemMessage("wrong pet control device;controlDevice=[" + controlDeviceObjectTemplate + "]" );
			return 1;
		}

		Locker locker(controlDevice);

		String templateToSpawn = creatureManager->getTemplateToSpawn(mobileTemplate.hashCode());
		ManagedReference<CreatureObject*> creatureObject = creatureManager->createCreature(templateToSpawn.hashCode(), true, 0 );
		if( creatureObject == NULL ) {
			controlDevice->destroyObjectFromDatabase(true);
			player->sendSystemMessage("wrong pet template;mobileTemplate=[" + mobileTemplate + "]" );
			return 1;
		}

		Locker clocker(creatureObject, player);

		ManagedReference<Creature*> pet = creatureObject.castTo<Creature*>();
		if( pet == NULL ) {
			controlDevice->destroyObjectFromDatabase(true);
			creatureObject->destroyObjectFromDatabase(true);
			player->sendSystemMessage("Internal Pet Deed Error #348" );
			return 1;
		}

		ObjectManager* objectManager = server->getZoneServer()->getObjectManager();
		pet->setPetDeed(_this.get());
		pet->loadTemplateData( petTemplate );
		pet->setCustomObjectName(StringIdManager::instance()->getStringId(*pet->getObjectName()), true);
		pet->createChildObjects();
		pet->setBaby(false);
		// update base stats on the pet now
		// We will store the deed pointer to the aiagent before serialization

		// Copy color customization from deed to pet
		CustomizationVariables* customVars = getCustomizationVariables();
		if( customVars != NULL ){
			for (int i = 0; i < customVars->size(); ++i) {
				uint8 id = customVars->elementAt(i).getKey();
				int16 val = customVars->elementAt(i).getValue();

				String name = CustomizationIdManager::instance()->getCustomizationVariable(id);
				pet->setCustomizationVariable( name, val, true );
			}
		}
		// then this is complete
		StringId s;
		s.setStringId(pet->getObjectName()->getFullPath());
		controlDevice->setControlledObject(pet);
		controlDevice->setObjectName(s);
		controlDevice->setPetType(PetManager::CREATUREPET);
		controlDevice->setMaxVitality(100);
		controlDevice->setVitality(100);
		controlDevice->setGrowthStage(1);
		controlDevice->updateStatus(1);

		if (!datapad->transferObject(controlDevice, -1)) {
			controlDevice->destroyObjectFromDatabase(true);
			return 1;
		}

		datapad->broadcastObject(controlDevice, true);
		controlDevice->growPet(player,true);
		controlDevice->callObject(player);

		//Remove the deed from it's container.
		ManagedReference<SceneObject*> deedContainer = getParent().get();

		if (deedContainer != NULL) {
			destroyObjectFromWorld(true);
		}

		generated = true;
		player->sendSystemMessage("@pet/pet_menu:device_added"); // "A control device has been added to your datapad."
		return 0;
	}

	return DeedImplementation::handleObjectMenuSelect(player, selectedID);
}
int PlantObjectImplementation::handleObjectMenuSelect(CreatureObject* player, byte selectedID) {
	ManagedReference<SceneObject*> rootParent = getRootParent();
	ManagedReference<SceneObject*> parent = getParent();

	if (rootParent == NULL || parent == NULL) {
		return 0;
	}

	ManagedReference<BuildingObject*> building = cast<BuildingObject*>( rootParent.get());

	if ((building == NULL || !building->isOnAdminList(player) || !parent->isCellObject()) && selectedID >= 69 && selectedID <= 74) {
		player->sendSystemMessage("@plant_grow:must_be_in_building"); // The plant must be in a building which you administrate.
		return 0;
	}

	if (selectedID == 69) { // Add Nutrients
		sendResourceSUI(player, 1);
	} else if (selectedID == 72) { // Add Water
		sendResourceSUI(player, 2);
	} else if (selectedID == 70) { // Remove Nutrients
		nutrientLevel -= 5;

		if (nutrientLevel < 0)
			nutrientLevel = 0;

		player->sendSystemMessage("@plant_grow:remove_nutrients");
	} else if (selectedID == 73) { // Remove Water
		waterLevel -= 5;

		if (waterLevel < 0)
			waterLevel = 0;

		player->sendSystemMessage("@plant_grow:remove_water");
	} else if (selectedID == 74) { // Pick Fruit
		if (fruitCount < 1)
			return 0;

		ManagedReference<SceneObject*> inventory = player->getSlottedObject("inventory");

		if(inventory->isContainerFullRecursive()){
			player->sendSystemMessage("@plant_grow:no_inventory"); // You do not have any inventory space.
			return 0;
		}

		ZoneServer* zserv = player->getZoneServer();

		fruitCount--;

		String fruitTemplate = "object/tangible/item/plant/force_melon.iff";
		Reference<SceneObject*> fruit = zserv->createObject(fruitTemplate.hashCode(), 1);

		if(fruit == NULL) {
			return 0;
		}

		if (!inventory->transferObject(fruit, -1, false, false) ) {
			fruit->destroyObjectFromDatabase(true);
			return 0;
		}

		inventory->broadcastObject(fruit, true);
		player->sendSystemMessage("@plant_grow:pick_fruit"); // You pick a piece of fruit from the plant.

	}

	return 1;
}
void CreateVendorSessionImplementation::createVendor(String& name) {
	ManagedReference<CreatureObject*> player = this->player.get();

	Locker locker(player);

	if (!VendorManager::instance()->isValidVendorName(name)) {
		player->sendSystemMessage("@player_structure:obscene");
		SuiInputBox* input = new SuiInputBox(player, SuiWindowType::STRUCTURE_NAME_VENDOR);
		input->setCallback(new NameVendorSuiCallback(player->getZoneServer()));
		input->setCancelButton(true, "@cancel");
		input->setPromptTitle("@player_structure:name_t");
		input->setPromptText("@player_structure:name_d");

		player->sendMessage(input->generateMessage());
		player->getPlayerObject()->addSuiBox(input);
		return;
	}

	ManagedReference<SceneObject*> inventory = player->getSlottedObject("inventory");
	if (inventory == NULL) {
		cancelSession();
		return;
	}

	ManagedReference<TangibleObject*> vendor;

	try {
		vendor = (player->getZoneServer()->createObject(templatePath.hashCode())).castTo<TangibleObject*>();
	} catch (Exception& e) {
		error(e.getMessage());
	}

	if (vendor == NULL) {
		error("could not create vendor " + templatePath);
		cancelSession();
		return;
	}

	Locker clocker(vendor, player);

	if (!vendor->isVendor()) {
		error("could not create vendor " + templatePath);
		vendor->destroyObjectFromDatabase(true);
		cancelSession();
		return;
	}

	vendor->createChildObjects();

	if (inventory->isContainerFullRecursive()) {
		player->sendSystemMessage("@player_structure:create_failed");
		vendor->destroyObjectFromDatabase(true);
		cancelSession();
		return;
	}

	DataObjectComponentReference* data = vendor->getDataObjectComponent();
	if(data == NULL || data->get() == NULL || !data->get()->isVendorData()) {
		error("Invalid vendor, no data component: " + templatePath);
		player->sendSystemMessage("@player_structure:create_failed");
		vendor->destroyObjectFromDatabase(true);
		cancelSession();
		return;
	}

	VendorDataComponent* vendorData = cast<VendorDataComponent*>(data->get());
	if(vendorData == NULL) {
		error("Invalid vendor, no data component: " + templatePath);
		player->sendSystemMessage("@player_structure:create_failed");
		vendor->destroyObjectFromDatabase(true);
		cancelSession();
		return ;
	}

	vendorData->setOwnerId(player->getObjectID());

	vendor->setCustomObjectName("Vendor: " + name, false);
	vendor->setContainerOwnerID(player->getObjectID());

	vendor->setMaxCondition(1000, false);
	vendor->setConditionDamage(0, false);

	if(vendor->isCreatureObject()) {
		randomizeVendorLooks(cast<CreatureObject*>(vendor.get()));
	}

	if(!inventory->transferObject(vendor, -1, false)) {
		player->sendSystemMessage("@player_structure:create_failed");
		vendor->destroyObjectFromDatabase(true);
		cancelSession();
		return;
	}

	inventory->broadcastObject(vendor, true);
	player->getPlayerObject()->addVendor(vendor);

	player->sendSystemMessage("@player_structure:create_success");
	cancelSession();
}
int ForceShrineMenuComponent::handleObjectMenuSelect(SceneObject* sceneObject, CreatureObject* creature, byte selectedID) {
	if (selectedID != 213)
		return 0;

	if (creature->getPosture() != CreaturePosture::CROUCHED){
		creature->sendSystemMessage("@jedi_trials:show_respect"); // Must show respect
		return 0;
	}

	ManagedReference<PlayerObject*> ghost = creature->getPlayerObject();

	if (ghost == NULL)
		return 0;

	if (creature->getScreenPlayState("VillageJediProgression") && !creature->hasSkill("force_title_jedi_rank_02")){
		ManagedReference<SuiMessageBox*> box = new SuiMessageBox(creature, SuiWindowType::NONE);
		box->setPromptTitle("@jedi_trials:padawan_trials_title"); // Jedi Trials
		box->setPromptText("@jedi_trials:padawan_trials_completed");

		ghost->addSuiBox(box);
		creature->sendMessage(box->generateMessage());

		SkillManager::instance()->awardSkill("force_title_jedi_rank_02", creature, true, true, true);

		creature->playEffect("clienteffect/entertainer_dazzle_level_3.cef", ""); // Not sure if it's the right one for this.

		PlayMusicMessage* pmm = new PlayMusicMessage("sound/intro.snd");
		creature->sendMessage(pmm);

		ghost->setJediState(2);

		// Trainer number. Pick a random trainer, there are at least 600 in the galaxy.

		ZoneServer* zoneServer = ghost->getZoneServer();
		int randomZone = System::random(zoneServer->getZoneCount() - 1);

		ManagedReference<Zone*> zone = zoneServer->getZone(randomZone);
		Vector3 randomTrainer = zone->getCreatureManager()->getRandomJediTrainer();

		if ((randomTrainer.getX() == 0) && (randomTrainer.getY() == 0)) { // No trainers on the zone.
			ManagedReference<Zone*> zone = zoneServer->getZone(0);
			Vector3 randomTrainer = zone->getCreatureManager()->getRandomJediTrainer();
		}

		Vector3 trainerPositionFinal(randomTrainer.getX(), randomTrainer.getY(), 0);

		String zoneName = zone->getZoneName();

		ghost->setTrainerCoordinates(trainerPositionFinal);
		ghost->setTrainerZoneName(zoneName); // For the Waypoint.


		ManagedReference<SceneObject*> inventory = creature->getSlottedObject("inventory");

		//Check if inventory is full.
		if (inventory->hasFullContainerObjects()) {
			creature->sendSystemMessage("@jedi_spam:inventory_full_jedi_robe"); //	You have too many items in your inventory. In order to get your Padawan Robe you must clear out at least one free slot.
			return 0;
		}

		ZoneServer* zserv = creature->getZoneServer();

		String PadawanRobe = "object/tangible/wearables/robe/robe_jedi_padawan.iff";
		ManagedReference<SceneObject*> padawanRobe = zserv->createObject(PadawanRobe.hashCode(), 1);
		if (inventory->transferObject(padawanRobe, -1)) {
			inventory->broadcastObject(padawanRobe, true);
		} else {
			padawanRobe->destroyObjectFromDatabase(true);
		}
	}

	else if (!creature->hasSkill("force_title_jedi_novice")){

		int rand = System::random(14) + 1;

		StringBuffer sysmsg;

		sysmsg << "@jedi_trials:force_shrine_wisdom_" << rand;

		creature->sendSystemMessage(sysmsg.toString());

	}

	else if (creature->hasSkill("force_title_jedi_rank_02")){

		ManagedReference<SceneObject*> inventory = creature->getSlottedObject("inventory");

		//Check if inventory is full.
		if (inventory->hasFullContainerObjects()) {
			creature->sendSystemMessage("@jedi_spam:inventory_full_jedi_robe"); //	You have too many items in your inventory. In order to get your Padawan Robe you must clear out at least one free slot.
			return 0;
		}

		ZoneServer* zserv = creature->getZoneServer();

		String PadawanRobe = "object/tangible/wearables/robe/robe_jedi_padawan.iff";
		ManagedReference<SceneObject*> padawanRobe = zserv->createObject(PadawanRobe.hashCode(), 1);
		if (inventory->transferObject(padawanRobe, -1)) {
			inventory->broadcastObject(padawanRobe, true);
		} else {
			padawanRobe->destroyObjectFromDatabase(true);
		}

	}

	return 0;


}
Esempio n. 13
0
void DnaManager::generateSample(Creature* creature, CreatureObject* player,int quality){
	if (quality < 0 || quality > 7) {
		return;
	}
	Locker lock(creature,player);
	CreatureTemplate* creatureTemplate = dynamic_cast<CreatureTemplate*>(creature->getCreatureTemplate());

	int ferocity = creatureTemplate->getFerocity();
	int cl = creature->getLevel();
	int cle = instance()->generateScoreFor(DnaManager::CLEVERNESS,cl,quality);
	int cou = instance()->generateScoreFor(DnaManager::COURAGE,cl,quality);
	int dep = instance()->generateScoreFor(DnaManager::DEPENDABILITY,cl,quality);
	int dex = instance()->generateScoreFor(DnaManager::DEXTERITY,cl,quality);
	int end = instance()->generateScoreFor(DnaManager::ENDURANCE,cl,quality);
	int fie = instance()->generateScoreFor(DnaManager::FIERCENESS,ferocity,quality);
	int frt = instance()->generateScoreFor(DnaManager::FORTITUDE,cl,quality);
	int har = instance()->generateScoreFor(DnaManager::HARDINESS,cl,quality);
	int ite = instance()->generateScoreFor(DnaManager::INTELLIGENCE,cl,quality);
	int pow = instance()->generateScoreFor(DnaManager::POWER,cl,quality);
	// We should now have enough to generate a sample
	ManagedReference<DnaComponent*> prototype = player->getZoneServer()->createObject(qualityTemplates.get(quality), 1).castTo<DnaComponent*>();
	if (prototype == NULL) {
		return;
	}
	Locker clocker(prototype);
	// Check Here for unique npcs
	StringId* nameId = creature->getObjectName();
	if (nameId->getFile().isEmpty() || nameId->getStringID().isEmpty()) {
		prototype->setSource(creature->getCreatureName().toString());
	} else {
		prototype->setSource(nameId->getFullPath());
	}
	prototype->setQuality(quality);
	prototype->setLevel(cl);
	String serial = player->getZoneServer()->getCraftingManager()->generateSerial();
	prototype->setSerialNumber(serial);
	prototype->setStats(cle,end,fie,pow,ite,cou,dep,dex,frt,har);
	prototype->setStun(creatureTemplate->getStun());
	prototype->setKinetic(creatureTemplate->getKinetic());
	prototype->setEnergy(creatureTemplate->getEnergy());
	prototype->setBlast(creatureTemplate->getBlast());
	prototype->setHeat(creatureTemplate->getHeat());
	prototype->setCold(creatureTemplate->getCold());
	prototype->setElectric(creatureTemplate->getElectricity());
	prototype->setAcid(creatureTemplate->getAcid());
	prototype->setSaber(creatureTemplate->getLightSaber());
	prototype->setRanged(creatureTemplate->getWeapons().size() > 0);
	prototype->setArmorRating(creatureTemplate->getArmor());
	CreatureAttackMap* attackMap = creatureTemplate->getAttacks();
	if (attackMap->size() > 0) {
		prototype->setSpecialAttackOne(String(attackMap->getCommand(0)));
		if(attackMap->size() > 1) {
			prototype->setSpecialAttackTwo(String(attackMap->getCommand(1)));
		}
	}

	ManagedReference<SceneObject*> inventory = player->getSlottedObject("inventory");

	if (inventory->hasFullContainerObjects()) {
		StringIdChatParameter err("survey", "no_inv_space");
		player->sendSystemMessage(err);
		player->setPosture(CreaturePosture::UPRIGHT, true);
		return;
	}

	Locker locker(inventory);
	inventory->transferObject(prototype, -1, true,false);
	inventory->broadcastObject(prototype, true);
}
int DroidDeedImplementation::handleObjectMenuSelect(CreatureObject* player, byte selectedID) {

	if (selectedID == 20) {

		if (generated || !isASubChildOf(player))
			return 1;

		if (player->isInCombat() || player->isRidingMount() || player->isSwimming() || player->isDead() || player->isIncapacitated() ){
			player->sendSystemMessage("@pet/pet_menu:cant_call"); // "You cannot call this pet right now."
			return 1;
		}

		ManagedReference<SceneObject*> datapad = player->getSlottedObject("datapad");

		if (datapad == NULL) {
			player->sendSystemMessage("Datapad doesn't exist when trying to generate droid");
			return 1;
		}

		// Check if this will exceed maximum number of droids allowed
		ManagedReference<PlayerManager*> playerManager = player->getZoneServer()->getPlayerManager();

		int droidsInDatapad = 0;
		int maxStoredDroids = playerManager->getBaseStoredDroids();

		for (int i = 0; i < datapad->getContainerObjectsSize(); i++) {
			Reference<SceneObject*> obj =  datapad->getContainerObject(i).castTo<SceneObject*>();

			if (obj != NULL && obj->isPetControlDevice() ){
				Reference<PetControlDevice*> petDevice = cast<PetControlDevice*>(obj.get());
				if( petDevice != NULL && petDevice->getPetType() == PetManager::DROIDPET){
					droidsInDatapad++;
				}
			}
		}

		if( droidsInDatapad >= maxStoredDroids){
			player->sendSystemMessage("You have too many droids in your datapad");
			return 1;
		}

		Reference<CreatureManager*> creatureManager = player->getZone()->getCreatureManager();
		if( creatureManager == NULL )
			return 1;

		CreatureTemplateManager* creatureTemplateManager = CreatureTemplateManager::instance();
		Reference<CreatureTemplate*> creatureTemplate =  creatureTemplateManager->getTemplate( mobileTemplate.hashCode() );
		if( creatureTemplate == NULL ){
			player->sendSystemMessage("wrong droid template;mobileTemplate=[" + mobileTemplate + "]" );
			return 1;
		}

		Reference<PetControlDevice*> controlDevice = (server->getZoneServer()->createObject(controlDeviceObjectTemplate.hashCode(), 1)).castTo<PetControlDevice*>();
		if( controlDevice == NULL ){
			player->sendSystemMessage("wrong droid control device template " + controlDeviceObjectTemplate);
			return 1;
		}

		Locker locker(controlDevice);

		Reference<CreatureObject*> creatureObject = creatureManager->createCreature(generatedObjectTemplate.hashCode(), true, mobileTemplate.hashCode() );
		if( creatureObject == NULL ){
			controlDevice->destroyObjectFromDatabase(true);
			player->sendSystemMessage("wrong droid templates;mobileTemplate=[" + mobileTemplate + "];generatedObjectTemplate=[" + generatedObjectTemplate + "]" );
			return 1;
		}

		Locker clocker(creatureObject, player);

		Reference<DroidObject*> droid = creatureObject.castTo<DroidObject*>();
		if( droid == NULL ) {
			controlDevice->destroyObjectFromDatabase(true);
			creatureObject->destroyObjectFromDatabase(true);
			return 1;
		}

		droid->loadTemplateData( creatureTemplate );
		droid->setCustomObjectName(StringIdManager::instance()->getStringId(*droid->getObjectName()), true);

		// Transfer crafting components from deed to droid
		ManagedReference<SceneObject*> craftingComponents = getSlottedObject("crafted_components");
		if(craftingComponents != NULL) {
			SceneObject* satchel = craftingComponents->getContainerObject(0);
			// remove all items form satchel and add int he new items
			Vector<ManagedReference<SceneObject*> > toRemove;
			for (int i = 0; i < satchel->getContainerObjectsSize(); ++i) {
				ManagedReference<SceneObject*> sceno = satchel->getContainerObject(i);
				if (sceno != NULL) {
					toRemove.add(sceno);
				}
			}
			satchel->removeAllContainerObjects();
			for(int i=0;i<toRemove.size();i++) {
				SceneObject* component = toRemove.get(i);
				Locker componenetLocker(component);
				component->destroyObjectFromWorld(true);
			}
			// this will change to use stacked modules. we wont care about non droid modules as they arent needed.
			String key;
			ManagedReference<DroidComponent*> comp = NULL;
			HashTableIterator<String, ManagedReference<DroidComponent*> > iterator = modules.iterator();
			droid->setResists(0);
			droid->setHitChance(0);
			for(int i = 0; i < modules.size(); ++i) {
				iterator.getNextKeyAndValue(key, comp);
				if (comp) {
					satchel->transferObject(comp, -1, false);
					DataObjectComponentReference* data = comp->getDataObjectComponent();
					BaseDroidModuleComponent* module = NULL;
					if(data != NULL && data->get() != NULL && data->get()->isDroidModuleData()) {
						module = cast<BaseDroidModuleComponent*>(data->get());
						module->initialize(droid);
					}
				}
			}
			droid->transferObject(craftingComponents, 4, false);
			craftingComponents->setSendToClient(false);
		}
		// Copy color customization from deed to droid
		CustomizationVariables* customVars = getCustomizationVariables();
		if( customVars != NULL ){
			for (int i = 0; i < customVars->size(); ++i) {
				uint8 id = customVars->elementAt(i).getKey();
				int16 val = customVars->elementAt(i).getValue();

				String name = CustomizationIdManager::instance()->getCustomizationVariable(id);
				if( name.contains( "color" ) ){
					droid->setCustomizationVariable( name, val, true );
				}
			}
			droid->refreshPaint();
		}

		StringId s;
		s.setStringId(droid->getObjectName()->getFullPath());
		controlDevice->setObjectName(s);
		controlDevice->setPetType(PetManager::DROIDPET);
		controlDevice->setMaxVitality(100);
		controlDevice->setVitality(100);
		droid->createChildObjects();
		controlDevice->setControlledObject(droid);
		controlDevice->setDefaultCommands();

		if (!datapad->transferObject(controlDevice, -1)) {
			controlDevice->destroyObjectFromDatabase(true);
			return 1;
		}

		datapad->broadcastObject(controlDevice, true);

		controlDevice->callObject(player);
		droid->initDroidModules(true);
		float maxHam = DroidMechanics::determineHam(overallQuality,species);
		for (int i = 0; i < 9; ++i) {
			if (i % 3 == 0) {
				droid->setBaseHAM(i,maxHam,true);
				droid->setHAM(i,maxHam,true);
			} else {
				droid->setBaseHAM(i,maxHam/100,true);
				droid->setHAM(i,maxHam/100,true);
			}
		}

		//Remove the deed from its container.
		ManagedReference<SceneObject*> deedContainer = getParent().get();

		if (deedContainer != NULL) {
			destroyObjectFromWorld(true);
		}
		generated = true;
		destroyObjectFromDatabase(true);

		player->sendSystemMessage("@pet/pet_menu:device_added"); // "A control device has been added to your datapad."
		return 0;
	}

	return DeedImplementation::handleObjectMenuSelect(player, selectedID);
}
Esempio n. 15
0
int StructureManager::redeedStructure(CreatureObject* creature) {
	ManagedReference<DestroyStructureSession*> session = creature->getActiveSession(SessionFacadeType::DESTROYSTRUCTURE).castTo<DestroyStructureSession*>();

	if (session == NULL)
		return 0;

	ManagedReference<StructureObject*> structureObject =
			session->getStructureObject();

	if (structureObject == NULL)
		return 0;

	Locker _locker(structureObject);

	ManagedReference<StructureDeed*> deed =
			server->getObject(
					structureObject->getDeedObjectID()).castTo<StructureDeed*>();

	int maint = structureObject->getSurplusMaintenance();
	int redeedCost = structureObject->getRedeedCost();

	if (deed != NULL && structureObject->isRedeedable()) {
		Locker _lock(deed, structureObject);

		ManagedReference<SceneObject*> inventory = creature->getSlottedObject(
				"inventory");

		bool isSelfPoweredHarvester = false;
		HarvesterObject* harvester = structureObject.castTo<HarvesterObject*>();

		if(harvester != NULL)
			isSelfPoweredHarvester = harvester->isSelfPowered();

		if (inventory == NULL || inventory->getCountableObjectsRecursive() > (inventory->getContainerVolumeLimit() - (isSelfPoweredHarvester ? 2 : 1))) {

			if(isSelfPoweredHarvester) {
				//This installation can not be destroyed because there is no room for the Self Powered Harvester Kit in your inventory.
				creature->sendSystemMessage("@player_structure:inventory_full_selfpowered");
			} else {
				//This installation can not be redeeded because your inventory does not have room to put the deed.
				creature->sendSystemMessage("@player_structure:inventory_full");
			}

			creature->sendSystemMessage("@player_structure:deed_reclaimed_failed"); //Structure destroy and deed reclaimed FAILED!
			return session->cancelSession();
		} else {

			if(isSelfPoweredHarvester) {

				Reference<SceneObject*> rewardSceno = server->createObject(STRING_HASHCODE("object/tangible/veteran_reward/harvester.iff"), 1);
				if( rewardSceno == NULL ){
					creature->sendSystemMessage("@player_structure:deed_reclaimed_failed"); //Structure destroy and deed reclaimed FAILED!
					return session->cancelSession();
				}

				// Transfer to player
				if( !inventory->transferObject(rewardSceno, -1, false, true) ){ // Allow overflow
					creature->sendSystemMessage("@player_structure:deed_reclaimed_failed"); //Structure destroy and deed reclaimed FAILED!
					rewardSceno->destroyObjectFromDatabase(true);
					return session->cancelSession();
				}

				harvester->setSelfPowered(false);

				inventory->broadcastObject(rewardSceno, true);
				creature->sendSystemMessage("@player_structure:selfpowered");
			}

			deed->setSurplusMaintenance(maint - redeedCost);
			deed->setSurplusPower(structureObject->getSurplusPower());

			structureObject->setDeedObjectID(0); //Set this to 0 so the deed doesn't get destroyed with the structure.

			destroyStructure(structureObject);

			inventory->transferObject(deed, -1, true);
			inventory->broadcastObject(deed, true);
			creature->sendSystemMessage("@player_structure:deed_reclaimed"); //Structure destroyed and deed reclaimed.
		}
	} else {
		destroyStructure(structureObject);
		creature->sendSystemMessage("@player_structure:structure_destroyed"); //Structured destroyed.
	}

	return session->cancelSession();
}