コード例 #1
0
ファイル: CCharUse.cpp プロジェクト: DarkLotus/Source
bool CChar::ItemEquipWeapon( bool fForce )
{
	ADDTOCALLSTACK("CChar::ItemEquipWeapon");
	// Find my best weapon and equip it
	if ( !fForce && m_uidWeapon.IsValidUID() )	// we already have a weapon equipped
		return true;

	CCharBase *pCharDef = Char_GetDef();
	CItemContainer *pPack = GetPack();

	if ( !pPack || !pCharDef || !pCharDef->Can(CAN_C_USEHANDS) )
		return false;

	// Loop through all my weapons and come up with a score for it's usefulness

	CItem *pBestWeapon = NULL;
	int iWeaponScoreMax = NPC_GetWeaponUseScore(NULL);	// wrestling

	for ( CItem *pItem = pPack->GetContentHead(); pItem != NULL; pItem = pItem->GetNext() )
	{
		int iWeaponScore = NPC_GetWeaponUseScore(pItem);
		if ( iWeaponScore > iWeaponScoreMax )
		{
			iWeaponScoreMax = iWeaponScore;
			pBestWeapon = pItem;
		}
	}

	if ( pBestWeapon )
		return ItemEquip(pBestWeapon);

	return true;
}
コード例 #2
0
ファイル: CItemCorpse.cpp プロジェクト: nefthon/Source
// We are creating a char from the current char and the corpse.
// Move the items from the corpse back onto us.
bool CChar::RaiseCorpse( CItemCorpse * pCorpse )
{
	ADDTOCALLSTACK("CChar::RaiseCorpse");

	if ( !pCorpse )
		return false;

	if ( pCorpse->GetCount() > 0 )
	{
		CItemContainer *pPack = GetPackSafe();
		CItem *pItemNext = NULL;
		for ( CItem *pItem = pCorpse->GetContentHead(); pItem != NULL; pItem = pItemNext )
		{
			pItemNext = pItem->GetNext();
			if ( pItem->IsType(IT_HAIR) || pItem->IsType(IT_BEARD) )	// hair on corpse was copied!
				continue;

			if ( pItem->GetContainedLayer() )
				ItemEquip(pItem);
			else if ( pPack )
				pPack->ContentAdd(pItem);
		}

		pCorpse->ContentsDump( GetTopPoint());		// drop left items on ground
	}

	UpdateAnimate((pCorpse->m_itCorpse.m_facing_dir & 0x80) ? ANIM_DIE_FORWARD : ANIM_DIE_BACK, true, true);
	pCorpse->Delete();
	return true;
}
コード例 #3
0
ファイル: CCharUse.cpp プロジェクト: DarkLotus/Source
bool CChar::ItemEquipArmor( bool fForce )
{
	ADDTOCALLSTACK("CChar::ItemEquipArmor");
	// Equip ourselves as best as possible.

	CCharBase *pCharDef = Char_GetDef();
	CItemContainer *pPack = GetPack();
	if ( !pPack || !pCharDef || !pCharDef->Can(CAN_C_EQUIP) )
		return false;

	int iBestScore[LAYER_HORSE];
	memset(iBestScore, 0, sizeof(iBestScore));
	CItem *pBestArmor[LAYER_HORSE];
	memset(pBestArmor, 0, sizeof(pBestArmor));

	if ( !fForce )
	{
		// Block those layers that are already used
		for ( size_t i = 0; i < COUNTOF(iBestScore); i++ )
		{
			pBestArmor[i] = LayerFind(static_cast<LAYER_TYPE>(i));
			if ( pBestArmor[i] != NULL )
				iBestScore[i] = INT_MAX;
		}
	}

	for ( CItem *pItem = pPack->GetContentHead(); pItem != NULL; pItem = pItem->GetNext() )
	{
		int iScore = pItem->Armor_GetDefense();
		if ( !iScore )	// might not be armor
			continue;

		// Can I even equip this?
		LAYER_TYPE layer = CanEquipLayer(pItem, LAYER_QTY, NULL, true);
		if ( layer == LAYER_NONE )
			continue;

		if ( iScore > iBestScore[layer] )
		{
			iBestScore[layer] = iScore;
			pBestArmor[layer] = pItem;
		}
	}

	// Equip all the stuff we found
	for ( size_t i = 0; i < COUNTOF(iBestScore); i++ )
	{
		if ( pBestArmor[i] )
			ItemEquip(pBestArmor[i], this);
	}

	return true;
}
コード例 #4
0
ファイル: CCharUse.cpp プロジェクト: DarkLotus/Source
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;
}