コード例 #1
0
ファイル: Factory.cpp プロジェクト: amitamitamitamit/spring
void CFactory::Update()
{
	nanoPieceCache.Update();

	if (beingBuilt) {
		// factory is under construction, cannot build anything yet
		CUnit::Update();

		#if 1
		// this can happen if we started being reclaimed *while* building a
		// unit, in which case our buildee can either be allowed to finish
		// construction (by assisting builders) or has to be killed --> the
		// latter is easier
		if (curBuild != NULL) {
			StopBuild();
		}
		#endif

		return;
	}


	if (curBuildDef != NULL) {
		if (!yardOpen && !IsStunned()) {
			if (groundBlockingObjectMap->CanOpenYard(this)) {
				script->Activate();
				groundBlockingObjectMap->OpenBlockingYard(this);

				// make sure the idle-check does not immediately trigger
				// (scripts have 7 seconds to set inBuildStance to true)
				lastBuildUpdateFrame = gs->frameNum;
			}
		}

		if (yardOpen && inBuildStance && !IsStunned()) {
			StartBuild(curBuildDef);
		}
	}

	if (curBuild != NULL) {
		UpdateBuild(curBuild);
		FinishBuild(curBuild);
	}

	const bool wantClose = (!IsStunned() && yardOpen && (gs->frameNum >= (lastBuildUpdateFrame + GAME_SPEED * 7)));
	const bool closeYard = (wantClose && curBuild == NULL && groundBlockingObjectMap->CanCloseYard(this));

	if (closeYard) {
		// close the factory after inactivity
		groundBlockingObjectMap->CloseBlockingYard(this);
		script->Deactivate();
	}

	CBuilding::Update();
}
コード例 #2
0
ファイル: effects.cpp プロジェクト: jcon321/Server
bool Client::UseDiscipline(uint8 disc_id)
{
    // Dont let client waste a reuse timer if they can't use the disc
    if (IsStunned() || IsFeared() || IsMezzed() || IsAmnesiad() || IsPet())
    {
        return(false);
    }

    //Check the disc timer
    uint32 remain = p_timers.GetRemainingTime(pTimerDisciplineReuseStart);
    if(remain > 0 && !GetGM())
    {
        char val1[20]= {0};
        char val2[20]= {0};
        Message_StringID(CC_User_Disciplines, DISCIPLINE_CANUSEIN, ConvertArray((remain)/60,val1), ConvertArray(remain%60,val2));
        return(false);
    }

    bool active = disc_ability_timer.Enabled();
    if(active)
    {
        Message(CC_User_Disciplines, "You must wait before using this discipline."); //find correct message
        return(false);
    }

    //can we use the disc? the client checks this for us, but we should also confirm server side.
    uint8 level_to_use = DisciplineUseLevel(disc_id);
    if(level_to_use > GetLevel() || level_to_use == 0) {
        Message_StringID(CC_User_Disciplines, DISC_LEVEL_USE_ERROR);
        return(false);
    }

    // Disciplines with no ability timer (ashenhand, silentfist, thunderkick, and unholyaura) will remain on the player until they either
    // use the skill the disc affects successfully, camp/zone, or attempt to use another disc. If we're here, clear that disc so they can
    // cast a new one.
    if(GetActiveDisc() != 0)
    {
        Log.Out(Logs::General, Logs::Discs, "Clearing disc %d so that disc %d can be cast.", GetActiveDisc(), disc_id);
        FadeDisc();
    }

    //cast the disc
    if(CastDiscipline(disc_id, level_to_use))
        return(true);
    else
        return(false);
}
コード例 #3
0
ファイル: Factory.cpp プロジェクト: amitamitamitamit/spring
void CFactory::UpdateBuild(CUnit* buildee) {
	if (IsStunned())
		return;

	// factory not under construction and
	// nanolathing unit: continue building
	lastBuildUpdateFrame = gs->frameNum;

	// buildPiece is the rotating platform
	const int buildPiece = script->QueryBuildInfo();
	const float3& buildPos = CalcBuildPos(buildPiece);
	const CMatrix44f& buildPieceMat = script->GetPieceMatrix(buildPiece);
	const int buildPieceHeading = GetHeadingFromVector(buildPieceMat[2], buildPieceMat[10]); //! x.z, z.z

	float3 buildeePos = buildPos;

	// rotate unit nanoframe with platform
	buildee->heading = (-buildPieceHeading + GetHeadingFromFacing(buildFacing)) & (SPRING_CIRCLE_DIVS - 1);

	if (buildee->unitDef->floatOnWater && (buildeePos.y <= 0.0f))
		buildeePos.y = -buildee->unitDef->waterline;

	buildee->Move(buildeePos, false);
	buildee->UpdateDirVectors(false);
	buildee->UpdateMidAndAimPos();

	const CCommandQueue& queue = commandAI->commandQue;

	if (!queue.empty() && (queue.front().GetID() == CMD_WAIT)) {
		buildee->AddBuildPower(this, 0.0f);
	} else {
		if (buildee->AddBuildPower(this, buildSpeed)) {
			CreateNanoParticle();
		}
	}
}
コード例 #4
0
ファイル: effects.cpp プロジェクト: regneq/projecteqemu
bool Client::UseDiscipline(uint32 spell_id, uint32 target) {
    // Dont let client waste a reuse timer if they can't use the disc
    if (IsStunned() || IsFeared() || IsMezzed() || IsAmnesiad() || IsPet())
    {
        return(false);
    }

    //make sure we have the spell...
    int r;
    for(r = 0; r < MAX_PP_DISCIPLINES; r++) {
        if(m_pp.disciplines.values[r] == spell_id)
            break;
    }
    if(r == MAX_PP_DISCIPLINES)
        return(false);	//not found.

    //Check the disc timer
    pTimerType DiscTimer = pTimerDisciplineReuseStart + spells[spell_id].EndurTimerIndex;
    if(!p_timers.Expired(&database, DiscTimer)) {
        /*char val1[20]={0};*/	//unused
        /*char val2[20]={0};*/	//unused
        uint32 remain = p_timers.GetRemainingTime(DiscTimer);
        //Message_StringID(0, DISCIPLINE_CANUSEIN, ConvertArray((remain)/60,val1), ConvertArray(remain%60,val2));
        Message(0, "You can use this discipline in %d minutes %d seconds.", ((remain)/60), (remain%60));
        return(false);
    }

    //make sure we can use it..
    if(!IsValidSpell(spell_id)) {
        Message(13, "This tome contains invalid knowledge.");
        return(false);
    }

    //can we use the spell?
    const SPDat_Spell_Struct &spell = spells[spell_id];
    uint8 level_to_use = spell.classes[GetClass() - 1];
    if(level_to_use == 255) {
        Message(13, "Your class cannot learn from this tome.");
        //should summon them a new one...
        return(false);
    }

    if(level_to_use > GetLevel()) {
        Message_StringID(13, DISC_LEVEL_USE_ERROR);
        //should summon them a new one...
        return(false);
    }

    if(GetEndurance() > spell.EndurCost) {
        SetEndurance(GetEndurance() - spell.EndurCost);
    } else {
        Message(11, "You are too fatigued to use this skill right now.");
        return(false);
    }

    if(spell.recast_time > 0)
    {
        uint32 reduced_recast = spell.recast_time / 1000;
        reduced_recast -= CastToClient()->GetFocusEffect(focusReduceRecastTime, spell_id);
        if(reduced_recast < 0)
            reduced_recast = 0;

        CastSpell(spell_id, target, DISCIPLINE_SPELL_SLOT, -1, -1, 0, -1, (uint32)DiscTimer, reduced_recast);
        if(spells[spell_id].EndurTimerIndex < MAX_DISCIPLINE_TIMERS)
        {
            EQApplicationPacket *outapp = new EQApplicationPacket(OP_DisciplineTimer, sizeof(DisciplineTimer_Struct));
            DisciplineTimer_Struct *dts = (DisciplineTimer_Struct *)outapp->pBuffer;
            dts->TimerID = spells[spell_id].EndurTimerIndex;
            dts->Duration = reduced_recast;
            QueuePacket(outapp);
            safe_delete(outapp);
        }
    }
    else
    {
        CastSpell(spell_id, target, DISCIPLINE_SPELL_SLOT);
    }
    return(true);
}
コード例 #5
0
ファイル: aa.cpp プロジェクト: vingiarrusso/Server
void Client::ActivateAA(aaID activate){
	if (activate < 0 || activate >= aaHighestID)
		return;
	if (IsStunned() || IsFeared() || IsMezzed() || IsSilenced() || IsPet() || IsSitting() || GetFeigned())
		return;

	int AATimerID = GetAATimerID(activate);

	SendAA_Struct* aa2 = nullptr;
	aaID aaid = activate;
	uint8 activate_val = GetAA(activate);
	//this wasn't taking into acct multi tiered act talents before...
	if (activate_val == 0){
		aa2 = zone->FindAA(activate);
		if (!aa2){
			int i;
			int a;
			for (i = 1; i<MAX_AA_ACTION_RANKS; i++){
				a = activate - i;
				if (a <= 0)
					break;

				aa2 = zone->FindAA(a);
				if (aa2 != nullptr)
					break;
			}
		}
		if (aa2){
			aaid = (aaID)aa2->id;
			activate_val = GetAA(aa2->id);
		}
	}

	if (activate_val == 0){
		return;
	}

	if (aa2)
	{
		if (aa2->account_time_required)
		{
			if ((Timer::GetTimeSeconds() + account_creation) < aa2->account_time_required)
			{
				return;
			}
		}
	}

	if (!p_timers.Expired(&database, AATimerID + pTimerAAStart))
	{
		uint32 aaremain = p_timers.GetRemainingTime(AATimerID + pTimerAAStart);
		uint32 aaremain_hr = aaremain / (60 * 60);
		uint32 aaremain_min = (aaremain / 60) % 60;
		uint32 aaremain_sec = aaremain % 60;

		if (aa2) {
			if (aaremain_hr >= 1)	//1 hour or more
				Message(CC_Red, "You can use the ability %s again in %u hour(s) %u minute(s) %u seconds",
				aa2->name, aaremain_hr, aaremain_min, aaremain_sec);
			else	//less than an hour
				Message(CC_Red, "You can use the ability %s again in %u minute(s) %u seconds",
				aa2->name, aaremain_min, aaremain_sec);
		}
		else {
			if (aaremain_hr >= 1)	//1 hour or more
				Message(CC_Red, "You can use this ability again in %u hour(s) %u minute(s) %u seconds",
				aaremain_hr, aaremain_min, aaremain_sec);
			else	//less than an hour
				Message(CC_Red, "You can use this ability again in %u minute(s) %u seconds",
				aaremain_min, aaremain_sec);
		}
		return;
	}

	if (activate_val > MAX_AA_ACTION_RANKS)
		activate_val = MAX_AA_ACTION_RANKS;
	activate_val--;		//to get array index.

	//get our current node, now that the indices are well bounded
	const AA_DBAction *caa = &AA_Actions[aaid][activate_val];

	if ((aaid == aaImprovedHarmTouch || aaid == aaLeechTouch) && !p_timers.Expired(&database, pTimerHarmTouch)){
		Message(CC_Red, "Ability recovery time not yet met.");
		return;
	}

	//everything should be configured out now

	uint16 target_id = 0;

	//figure out our target
	switch (caa->target) {
	case aaTargetUser:
	case aaTargetGroup:
		target_id = GetID();
		break;
	case aaTargetCurrent:
	case aaTargetCurrentGroup:
		if (GetTarget() == nullptr) {
			Message_StringID(MT_DefaultText, AA_NO_TARGET);	//You must first select a target for this ability!
			p_timers.Clear(&database, AATimerID + pTimerAAStart);
			return;
		}
		target_id = GetTarget()->GetID();
		break;
	case aaTargetPet:
		if (GetPet() == nullptr) {
			Message(0, "A pet is required for this skill.");
			return;
		}
		target_id = GetPetID();
		break;
	}

	//handle non-spell action
	if (caa->action != aaActionNone) {
		if (caa->mana_cost > 0) {
			if (GetMana() < caa->mana_cost) {
				Message_StringID(CC_Red, INSUFFICIENT_MANA);
				return;
			}
			SetMana(GetMana() - caa->mana_cost);
		}
		if (caa->reuse_time > 0)
		{
			uint32 timer_base = CalcAAReuseTimer(caa);
			if (activate == aaImprovedHarmTouch || activate == aaLeechTouch)
			{
				p_timers.Start(pTimerHarmTouch, HarmTouchReuseTime);
			}
			p_timers.Start(AATimerID + pTimerAAStart, timer_base);
			SendAATimer(activate, static_cast<uint32>(time(nullptr)), static_cast<uint32>(time(nullptr)));
		}
		HandleAAAction(aaid);
	}

	//cast the spell, if we have one
	if (caa->spell_id > 0 && caa->spell_id < SPDAT_RECORDS) {

		if (caa->reuse_time > 0)
		{
			uint32 timer_base = CalcAAReuseTimer(caa);
			SendAATimer(activate, static_cast<uint32>(time(nullptr)), static_cast<uint32>(time(nullptr)));
			p_timers.Start(AATimerID + pTimerAAStart, timer_base);
			if (activate == aaImprovedHarmTouch || activate == aaLeechTouch)
			{
				p_timers.Start(pTimerHarmTouch, HarmTouchReuseTime);
			}
			// Bards can cast instant cast AAs while they are casting another song
			if (spells[caa->spell_id].cast_time == 0 && GetClass() == BARD && IsBardSong(casting_spell_id)) {
				if (!SpellFinished(caa->spell_id, entity_list.GetMob(target_id), 10, -1, -1, spells[caa->spell_id].ResistDiff, false)) {
					//Reset on failed cast
					SendAATimer(activate, 0, 0xFFFFFF);
					Message_StringID(CC_Yellow, ABILITY_FAILED);
					p_timers.Clear(&database, AATimerID + pTimerAAStart);
					return;
				}
			}
			else {
				if (!CastSpell(caa->spell_id, target_id, USE_ITEM_SPELL_SLOT, -1, -1, 0, -1, AATimerID + pTimerAAStart, timer_base, 1)) {
					//Reset on failed cast
					SendAATimer(activate, 0, 0xFFFFFF);
					Message_StringID(CC_Yellow, ABILITY_FAILED);
					p_timers.Clear(&database, AATimerID + pTimerAAStart);
					return;
				}
			}
		}
		else
		{
			if (!CastSpell(caa->spell_id, target_id))
				return;
		}
	}
}