bool Character::InjectSkillIntoBrain(SkillRef skill, uint8 level) { Client *c = m_factory.entity_list.FindCharacter( itemID() ); SkillRef oldSkill = GetSkill( skill->typeID() ); if( oldSkill ) { //oldSkill->attributes.SetNotify(true); //oldSkill->Set_skillLevel( level ); //oldSkill->Set_skillPoints( pow(2, ( 2.5 * level ) - 2.5 ) * SKILL_BASE_POINTS * ( oldSkill->attributes.GetInt( oldSkill->attributes.Attr_skillTimeConstant ) ) ); oldSkill->SetAttribute(AttrSkillLevel, level); EvilNumber eTmp = skill->GetAttribute(AttrSkillTimeConstant) * ( pow(2,( 2.5 * level) - 2.5 ) * EVIL_SKILL_BASE_POINTS ); oldSkill->SetAttribute(AttrSkillPoints, eTmp); return true; } // are we injecting from a stack of skills? if( skill->quantity() > 1 ) { // split the stack to obtain single item InventoryItemRef single_skill = skill->Split( 1 ); if( !single_skill ) { _log( ITEM__ERROR, "%s (%u): Unable to split stack of %s (%u).", itemName().c_str(), itemID(), skill->itemName().c_str(), skill->itemID() ); return false; } // use single_skill ... single_skill->MoveInto( *this, flagSkill ); } else skill->MoveInto( *this, flagSkill ); skill->SetAttribute(AttrSkillLevel, level); //TODO: get right number of skill points //skill->Set_skillPoints( pow(2,( 2.5 * level) - 2.5 ) * SKILL_BASE_POINTS * ( skill->attributes.GetInt( skill->attributes.Attr_skillTimeConstant ) ) ); EvilNumber tmp = pow(2,( 2.5 * level) - 2.5 ) * EVIL_SKILL_BASE_POINTS; EvilNumber eTmp = skill->GetAttribute(AttrSkillTimeConstant); eTmp = eTmp * tmp; skill->SetAttribute(AttrSkillPoints, eTmp); return true; }
bool Character::InjectSkillIntoBrain(SkillRef skill) { Client *c = m_factory.entity_list.FindCharacter( itemID() ); SkillRef oldSkill = GetSkill( skill->typeID() ); if( oldSkill ) { //TODO: build and send proper UserError for CharacterAlreadyKnowsSkill. if( c != NULL ) c->SendNotifyMsg( "You already know this skill." ); return false; } // TODO: based on config options later, check to see if another character, owned by this characters account, // is training a skill. If so, return. (flagID=61). if( !skill->SkillPrereqsComplete( *this ) ) { // TODO: need to send back a response to the client. need packet specs. _log( ITEM__TRACE, "%s (%u): Requested to train skill %u item %u but prereq not complete.", itemName().c_str(), itemID(), skill->typeID(), skill->itemID() ); if( c != NULL ) c->SendNotifyMsg( "Injection failed! Skill prerequisites incomplete." ); return false; } // are we injecting from a stack of skills? if( skill->quantity() > 1 ) { // split the stack to obtain single item InventoryItemRef single_skill = skill->Split( 1 ); if( !single_skill ) { _log( ITEM__ERROR, "%s (%u): Unable to split stack of %s (%u).", itemName().c_str(), itemID(), skill->itemName().c_str(), skill->itemID() ); return false; } // use single_skill ... single_skill->MoveInto( *this, flagSkill ); } else // use original skill skill->MoveInto( *this, flagSkill ); if( c != NULL ) c->SendNotifyMsg( "Injection of skill complete." ); return true; }