///////////// // Name: reverseIncognito // Purpose: undo the effects of the incognito spell // History: by AntiChrist // isolated from two functions by Duke, 10.6.2001 // static void reverseIncognito(P_CHAR pc) { if(pc->incognito)//let's ensure it's under incognito effect! { pc->setId(pc->xid); pc->skin = pc->xskin; // SKIN COLOR pc->name = pc->orgname; // NAME if(pc->hairserial>-1)//if hairs exist, restore hair style/color { P_ITEM pHair = FindItemBySerial(pc->hairserial); if(pHair) { if(pHair->incognito) //let's ensure it was marked as under incognito effect { //stores old hair values pHair->color = static_cast<unsigned short>(pHair->moreb1 << 8) + pHair->moreb2; pHair->id1=pHair->moreb3; pHair->id2=pHair->moreb4; pHair->incognito=false; } } } if(pc->beardserial>-1)//if beard exists, restore beard style/color { P_ITEM pBeard = FindItemBySerial(pc->beardserial); if(pBeard) { if(pBeard->incognito) //let's ensure it was marked as under incognito effect { //restores old beard values pBeard->color = static_cast<unsigned short>(pBeard->moreb1<<8) + pBeard->moreb2; pBeard->id1=pBeard->moreb3; pBeard->id2=pBeard->moreb4; pBeard->incognito=false; } } } //only refresh once, when poly finished teleport(pc); int socket=calcSocketFromChar(pc);//calculate only once if (socket!=-1) { wornitems(socket, pc);//send update to current socket int j; for (j=0; j<now; j++) { //and to all inrange sockets (without re-sending to current socket)//AntiChrist if (perm[j] && inrange1p(pc, currchar[j]) && (j!=socket)) wornitems(j, pc); } } pc->incognito=false;//AntiChrist } }
void cDragdrop::wear_item(P_CLIENT ps) // Item is dropped on paperdoll { int j, k; tile_st tile; int serial, serhash, ci, letsbounce=0; // AntiChrist (5) - new ITEMHAND system UOXSOCKET s=ps->GetSocket(); int cc=ps->GetCurrChar(); P_CHAR pc_currchar = MAKE_CHARREF_LR(cc); int cserial=calcserial(buffer[s][6],buffer[s][7],buffer[s][8],buffer[s][9]); if(cserial==-1) return; k=calcCharFromSer( cserial ); if( chars[k].dead ) //Exploit fix: Dead ppl can't equip anything. return; P_ITEM pi=FindItemBySerPtr(buffer[s]+1); if (!pi) return; pi->flags.isBeeingDragged=false; // if (clientDimension[s]==3) // { Map->SeekTile(pi->id(), &tile); // sprintf(temp, "Tiledata: name: %s flag1: %i flag2: %i flag3: %i flag4: %i layer: %i\n", tile.name, tile.flag1, tile.flag2, tile.flag3, tile.flag4, tile.layer); // clConsole.send(temp); if (tile.layer==0) { sysmessage(s,"You can't wear that"); Sndbounce5(s); if (ps->IsDragging()) { ps->ResetDragging(); item_bounce4(s,pi); UpdateStatusWindow(s,pi); } return; } // } if (pi->id1>=0x40) return; // LB, client crashfix if multi-objects are moved to PD if (k==DEREF_P_CHAR(pc_currchar) || pc_currchar->isGM()) { if (k!=-1) //lb if (k==DEREF_P_CHAR(pc_currchar) && pi->st>chars[k].st) { sysmessage(s,"You are not strong enough to use that."); Sndbounce5(s); if (ps->IsDragging()) { ps->ResetDragging(); item_bounce4(s,pi); UpdateStatusWindow(s,pi); } return; } if (pc_currchar->id1==0x01 && pc_currchar->id2==0x90) // Ripper...so males cant wear female armor if (pi->id1==0x1c && ( pi->id2==0x00 || pi->id2==0x02 || pi->id2==0x04 || pi->id2==0x06 || pi->id2==0x08 || pi->id2==0x0a || pi->id2==0x0c)) { sysmessage(s,"You cant wear female armor!"); Sndbounce5(s); if (ps->IsDragging()) { ps->ResetDragging(); item_bounce4(s,pi); UpdateStatusWindow(s,pi); } return; } // if (clientDimension[s]==2) Map->SeekTile(pi->id(), &tile); if ((((pi->magic==2)||((tile.weight==255)&&(pi->magic!=1)))&&((pc_currchar->priv2&1)==0)) || ( (pi->magic==3|| pi->magic==4) && !pc_currchar->Owns(pi))) { item_bounce6(ps,pi); return; } // - AntiChrist (4) - checks for new ITEMHAND system // - now you can't equip 2 hnd weapons with 1hnd weapons nor shields!! serial=pc_currchar->serial; vector<SERIAL> vecContainer = contsp.getData(serial); for (ci=0;ci<vecContainer.size();ci++) { P_ITEM pi2 = FindItemBySerial(vecContainer[ci]); if (pi2 != NULL && pi2->contserial == serial) { if (pi2->itmhand==1 && pi->itmhand==1) { sysmessage(s,"You already have a weapon equipped!"); letsbounce=1; } else if (pi2->itmhand==2 && pi->itmhand==1) { sysmessage(s,"Your hands are both occupied!"); letsbounce=1; } else if (pi2->itmhand==1 && pi->itmhand==2) { sysmessage(s,"You cannot equip a two handed weapon with a weapon equipped!"); letsbounce=1; } else if (pi2->itmhand==2 && pi->itmhand==2) { sysmessage(s,"You cannot equip a two handed weapon with a two handed weapon equipped!"); letsbounce=1; } else if (pi2->itmhand==2 && pi->itmhand==3) { sysmessage(s,"You cannot equip a shield with a two handed weapon equipped!"); letsbounce=1; } else if (pi2->itmhand==3 && pi->itmhand==2) { sysmessage(s,"You cannot equip a two handed weapon with a shield equipped!"); letsbounce=1; } else if (pi2->layer == tile.layer) { sysmessage(s, "You already have an armor equipped!"); letsbounce = 1; } } if(letsbounce)//Let's bounce the item { Sndbounce5(s); if (ps->IsDragging()) { ps->ResetDragging(); item_bounce4(s,pi); UpdateStatusWindow(s,pi); itemsfx(s, pi->id()); // antichrist } return; } } if (!(pc_currchar->isGM())) //Ripper..players cant equip items on other players or npc`s paperdolls. { if ((k != DEREF_P_CHAR(pc_currchar)) && (!chars[k].isNpc())) { sysmessage(s, "You cant put items on other players!"); item_bounce6(ps,pi); return; } } pi->SetContSerial(LongFromCharPtr(buffer[s]+6)); pi->layer=buffer[s][5]; // AntiChrist - now the STAT BONUS works - pc_currchar->st = (pc_currchar->st + pi->st2); pc_currchar->chgDex(pi->dx2); pc_currchar->in = (pc_currchar->in + pi->in2); if (pi->trigtype==2) // -Frazurbluu- Trigger Type 2 is my new trigger type *- { Trig->triggerwitem(s, pi, 1); // trigger is fired } // AntiChrist -- for poisoned items if (showlayer) clConsole.send("Item equipped on layer %i.\n",pi->layer); SndRemoveitem(pi->serial); LongToCharPtr(pi->serial,wearitem+1); ShortToCharPtr(pi->id(),wearitem+5); wearitem[8]=pi->layer; LongToCharPtr(pi->contserial,wearitem+9); wearitem[13]=pi->color1; wearitem[14]=pi->color2; Xsend(s, wearitem, 15); wornitems(s, k);//send update to current socket // -Frazurbluu- Worn item triggers will need code here // Trigger cod ewill also need the adjustments made for skill adding // An apply/unapply type of variable must be added for skill gains // Spell Item will have to be considered, like a necklace of reflection for (j=0;j<now;j++) { if (perm[j] && inrange1p(k, currchar[j]) && (j!=s))//and to all inrange sockets (without re-sending to current socket)//AntiChrist wornitems(j, k); } itemsfx(s, pi->id()); // Dupois - see itemsfx() for details // Added Oct 09, 1998 Weight->NewCalc(DEREF_P_CHAR(pc_currchar)); // Ison 2-20-99 statwindow(s,DEREF_P_CHAR(pc_currchar)); if (pi->glow>0) { pc_currchar->removeHalo(pi); // if gm equips on differnt player it needs to be deleted out of the hashteble chars[k].addHalo(pi); chars[k].glowHalo(pi); } } }
void wear_item(NXWCLIENT ps) // Item is dropped on paperdoll { if ( ps == NULL ) return; NXWSOCKET s = ps->toInt(); if (s < 0) return; P_CHAR pc=ps->currChar(); VALIDATEPC( pc ); P_CHAR pck = pointers::findCharBySerPtr(buffer[s]+6); VALIDATEPC( pck ); if( pck->dead ) //Exploit fix: Dead ppl can't equip anything. return; P_ITEM pi=pointers::findItemBySerPtr(buffer[s]+1); VALIDATEPI(pi); bool resetDragging = false; if( (pi->getId()>>8) >= 0x40) // LB, client crashfix if multi-objects are moved to PD resetDragging = true; tile_st tile; int serial/*, letsbounce=0*/; // AntiChrist (5) - new ITEMHAND system data::seekTile(pi->getId(), tile); if( ( clientDimension[s]==3 ) && (tile.quality==0) ) { ps->sysmsg(TRANSLATE("You can't wear that")); resetDragging = true; } else { P_ITEM outmost = pi->getOutMostCont(); P_CHAR vendor = pointers::findCharBySerial( outmost->getContSerial() ); if( ISVALIDPC( vendor ) && ( vendor->getOwnerSerial32() != pc->getSerial32() ) ) { resetDragging = true; } } if( resetDragging ) { Sndbounce5(s); if (ps->isDragging()) { ps->resetDragging(); item_bounce4(s,pi); UpdateStatusWindow(s,pi); } return; } if ( pck->getSerial32() == pc->getSerial32() || pc->IsGM() ) { if ( !pc->IsGM() && pi->st > pck->getStrength() && !pi->isNewbie() ) // now you can equip anything if it's newbie { ps->sysmsg(TRANSLATE("You are not strong enough to use that.")); resetDragging = true; } else if ( !pc->IsGM() && !checkItemUsability(pc, pi, ITEM_USE_WEAR) ) { resetDragging = true; } else if ( (pc->getId() == BODY_MALE) && ( pi->getId()==0x1c00 || pi->getId()==0x1c02 || pi->getId()==0x1c04 || pi->getId()==0x1c06 || pi->getId()==0x1c08 || pi->getId()==0x1c0a || pi->getId()==0x1c0c ) ) // Ripper...so males cant wear female armor { ps->sysmsg(TRANSLATE("You cant wear female armor!")); resetDragging = true; } else if ((((pi->magic==2)||((tile.weight==255)&&(pi->magic!=1))) && !pc->canAllMove()) || ( (pi->magic==3|| pi->magic==4) && !(pi->getOwnerSerial32()==pc->getSerial32()))) { resetDragging = true; } if( resetDragging ) { Sndbounce5(s); if (ps->isDragging()) { ps->resetDragging(); item_bounce4(s,pi); UpdateStatusWindow(s,pi); } return; } // - AntiChrist (4) - checks for new ITEMHAND system // - now you can't equip 2 hnd weapons with 1hnd weapons nor shields!! serial= pck->getSerial32(); //xan -> k not cc :) P_ITEM pj = NULL; P_CHAR pc_currchar= pck; // P_ITEM pack= pc_currchar->getBackpack(); //<Luxor> P_ITEM pW = pc_currchar->getWeapon(); if (tile.quality == 1 || tile.quality == 2) { //weapons layers if ( (pi->layer == LAYER_2HANDWEAPON && ISVALIDPI(pc_currchar->getShield())) ) { ps->sysmsg(TRANSLATE("You cannot wear two weapons.")); Sndbounce5(s); if (ps->isDragging()) { ps->resetDragging(); UpdateStatusWindow(s,pi); } pi->setContSerial( pi->getContSerial(true) ); pi->setPosition( pi->getOldPosition() ); pi->layer = pi->oldlayer; pi->Refresh(); return; } if (ISVALIDPI(pW)) { if (pi->itmhand != 3 && pi->lodamage != 0 && pi->itmhand == pW->itmhand) { ps->sysmsg(TRANSLATE("You cannot wear two weapons.")); Sndbounce5(s); if (ps->isDragging()) { ps->resetDragging(); UpdateStatusWindow(s,pi); } pi->setContSerial( pi->getContSerial(true) ); pi->setPosition( pi->getOldPosition() ); pi->layer = pi->oldlayer; pi->Refresh(); return; } } } //</Luxor> int drop[2]= {-1, -1}; // list of items to drop // there no reason for it to be larger int curindex= 0; NxwItemWrapper si; si.fillItemWeared( pc_currchar, false, true, true ); for( si.rewind(); !si.isEmpty(); si++ ) { // we CANNOT directly bounce the item, or the containersearch() function will not work // so we store the item ID in letsbounce, and at the end we bounce the item pj=si.getItem(); if(!ISVALIDPI(pj)) continue; if ((tile.quality == 1) || (tile.quality == 2))// weapons { if (pi->itmhand == 2) // two handed weapons or shield { if (pj->itmhand == 2) drop[curindex++]= DEREF_P_ITEM(pj); if ( (pj->itmhand == 1) || (pj->itmhand == 3) ) drop[curindex++]= DEREF_P_ITEM(pj); } if (pi->itmhand == 3) { if ((pj->itmhand == 2) || pj->itmhand == 3) drop[curindex++]= DEREF_P_ITEM(pj); } if ((pi->itmhand == 1) && ((pj->itmhand == 2) || (pj->itmhand == 1))) drop[curindex++]= DEREF_P_ITEM(pj); } else // not a weapon { if (pj->layer == tile.quality) drop[curindex++]= DEREF_P_ITEM(pj); } } if (ServerScp::g_nUnequipOnReequip) { if (drop[0] > -1) // there is at least one item to drop { for (int i= 0; i< 2; i++) { if (drop[i] > -1) { P_ITEM p_drop=MAKE_ITEM_REF(drop[i]); if(ISVALIDPI(p_drop)) pc_currchar->UnEquip( p_drop, 0); } } } pc->playSFX( itemsfx(pi->getId()) ); // pc_currchar->Equip(pi, 1); // Item is equipped twice ???? } else { if (drop[0] == -1) { pc->playSFX( itemsfx(pi->getId()) ); // pc_currchar->Equip(pi, 1);// Item is equipped twice ???? } else { ps->sysmsg("You cannot wear two weapons."); Sndbounce5(s); if (ps->isDragging()) { ps->resetDragging(); UpdateStatusWindow(s,pi); } pi->setContSerial( pi->getContSerial(true) ); pi->setPosition( pi->getOldPosition() ); pi->layer = pi->oldlayer; pi->Refresh(); return; } } if (!(pc->IsGM())) //Ripper..players cant equip items on other players or npc`s paperdolls. { if ((pck->getSerial32() != pc->getSerial32())/*&&(chars[s].npc!=k)*/) //-> really don't understand this! :|, xan { ps->sysmsg(TRANSLATE("You can't put items on other people!")); item_bounce6(ps,pi); return; } } NxwSocketWrapper sws; sws.fillOnline( pi ); for( sws.rewind(); !sws.isEmpty(); sws++ ) SendDeleteObjectPkt( sws.getSocket(), pi->getSerial32() ); pi->layer=buffer[s][5]; pi->setContSerial(LongFromCharPtr(buffer[s] +6)); if (g_nShowLayers) InfoOut("Item equipped on layer %i.\n",pi->layer); wearIt(s,pi); NxwSocketWrapper sw; sw.fillOnline( pck, false ); for( sw.rewind(); !sw.isEmpty(); sw++ ) { NXWSOCKET j=sw.getSocket(); if( j!=INVALID ) wornitems(j, pck ); } pc->playSFX( itemsfx(pi->getId()) ); weights::NewCalc(pc); // Ison 2-20-99 statwindow(pc_currchar,pc_currchar); // if (pi->glow>0) // { // pc->removeHalo(pi); // if gm equips on differnt player it needs to be deleted out of the hashteble // pck->addHalo(pi); // pck->glowHalo(pi); // } if ( pck->Equip(pi, 1) == 2) // bypass called { P_ITEM pack = pck->getBackpack(); pc->playSFX( itemsfx(pi->getId()) ); pi->layer= 0; pi->setContSerial( pack->getSerial32() ); sendbpitem(s, pi); return; } } }