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; }
// 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; }
CItem * CContainer::ContentFind( RESOURCE_ID_BASE rid, DWORD dwArg, int iDecendLevels ) const { ADDTOCALLSTACK("CContainer::ContentFind"); // send all the items in the container. if ( rid.GetResIndex() == 0 ) return( NULL ); CItem* pItem=GetContentHead(); for ( ; pItem!=NULL; pItem=pItem->GetNext()) { if ( pItem->IsResourceMatch( rid, dwArg )) break; if ( iDecendLevels <= 0 ) continue; CItemContainer * pCont = dynamic_cast <CItemContainer*>(pItem); if ( pCont != NULL ) { if ( ! pCont->IsSearchable()) continue; CItem * pItemInCont = pCont->ContentFind( rid, dwArg, iDecendLevels-1 ); if ( pItemInCont ) return( pItemInCont ); } } return( pItem ); }
void CItemSpawn::GenerateItem(CResourceDef *pDef) { ADDTOCALLSTACK("CitemSpawn:GenerateItem"); RESOURCE_ID_BASE rid = pDef->GetResourceID(); ITEMID_TYPE id = static_cast<ITEMID_TYPE>(rid.GetResIndex()); CItemContainer *pCont = dynamic_cast<CItemContainer *>(GetParent()); BYTE iCount = pCont ? static_cast<unsigned char>(pCont->ContentCount(rid)) : GetCount(); if ( iCount >= GetAmount() ) return; CItem *pItem = CreateTemplate(id); if ( pItem == NULL ) return; WORD iAmountPile = static_cast<WORD>(minimum(USHRT_MAX,m_itSpawnItem.m_pile)); if ( iAmountPile > 1 ) { CItemBase *pItemDef = pItem->Item_GetDef(); ASSERT(pItemDef); if ( pItemDef->IsStackableType() ) pItem->SetAmount(Calc_GetRandVal(iAmountPile) + 1); } pItem->SetAttr(m_Attr & (ATTR_OWNED | ATTR_MOVE_ALWAYS)); pItem->SetDecayTime(g_Cfg.m_iDecay_Item); // it will decay eventually to be replaced later pItem->MoveNearObj(this, m_itSpawnItem.m_DistMax); AddObj(pItem->GetUID()); }
TRIGRET_TYPE CContainer::OnContTriggerForLoop( CScript &s, CTextConsole * pSrc, CScriptTriggerArgs * pArgs, CGString * pResult, CScriptLineContext & StartContext, CScriptLineContext & EndContext, RESOURCE_ID_BASE rid, DWORD dwArg, int iDecendLevels ) { ADDTOCALLSTACK("CContainer::OnContTriggerForLoop"); if ( rid.GetResIndex() != 0 ) { CItem* pItem = GetContentHead(); CItem * pItemNext; for ( ; pItem!=NULL; pItem=pItemNext) { pItemNext = pItem->GetNext(); if ( pItem->IsResourceMatch( rid, dwArg )) { s.SeekContext( StartContext ); TRIGRET_TYPE iRet = pItem->OnTriggerRun( s, TRIGRUN_SECTION_TRUE, pSrc, pArgs, pResult ); if ( iRet == TRIGRET_BREAK ) { EndContext = StartContext; break; } if (( iRet != TRIGRET_ENDIF ) && ( iRet != TRIGRET_CONTINUE )) return( iRet ); if ( iRet == TRIGRET_CONTINUE ) EndContext = StartContext; else EndContext = s.GetContext(); } if ( iDecendLevels <= 0 ) continue; CItemContainer * pCont = dynamic_cast <CItemContainer*>(pItem); if ( pCont != NULL ) { if ( pCont->IsSearchable()) { CContainer * pContBase = dynamic_cast <CContainer *> (pCont); TRIGRET_TYPE iRet = pContBase->OnContTriggerForLoop( s, pSrc, pArgs, pResult, StartContext, EndContext, rid, dwArg, iDecendLevels-1 ); if ( iRet != TRIGRET_ENDIF ) { return( iRet ); } // Since the previous call has already found the EndContext, set it. EndContext = s.GetContext(); } } } } if ( EndContext.m_lOffset <= StartContext.m_lOffset ) { CScriptObj * pScript = dynamic_cast <CScriptObj *> (this); TRIGRET_TYPE iRet = pScript->OnTriggerRun( s, TRIGRUN_SECTION_FALSE, pSrc, pArgs, pResult ); if ( iRet != TRIGRET_ENDIF ) return( iRet ); } else s.SeekContext( EndContext ); return( TRIGRET_ENDIF ); }
void CLinkshell::RemoveMemberByName(int8* MemberName) { PROFILE_FUNC(); for (uint32 i = 0; i < members.size(); ++i) { if (strcmp(MemberName, members.at(i)->GetName()) == 0) { CCharEntity* PMember = (CCharEntity*)members.at(i); CItemLinkshell* PItemLinkshell = (CItemLinkshell*)PMember->getStorage(LOC_INVENTORY)->GetItem(PMember->equip[SLOT_LINK]); if (PItemLinkshell != NULL && PItemLinkshell->isType(ITEM_LINKSHELL)) { linkshell::DelOnlineMember(PMember, PItemLinkshell); PItemLinkshell->setSubType(ITEM_UNLOCKED); PMember->equip[SLOT_LINK] = 0; PMember->nameflags.flags &= ~FLAG_LINKSHELL; PMember->pushPacket(new CInventoryAssignPacket(PItemLinkshell, INV_NORMAL)); PMember->pushPacket(new CLinkshellEquipPacket(PMember)); } CItemContainer* Inventory = PMember->getStorage(LOC_INVENTORY); for (uint8 SlotID = 0; SlotID < Inventory->GetSize(); ++SlotID) { CItemLinkshell* PItemLinkshell = (CItemLinkshell*)Inventory->GetItem(SlotID); if (PItemLinkshell != NULL && PItemLinkshell->isType(ITEM_LINKSHELL) && PItemLinkshell->GetLSID() == m_id) { const int8* Query = "UPDATE char_inventory SET itemid = (itemid+2) WHERE charid = %u AND location = %u AND slot = %u LIMIT 1"; Sql_Query(SqlHandle, Query, PMember->id, LOC_INVENTORY, SlotID); PItemLinkshell->SetLSID(0); PItemLinkshell->setID(PItemLinkshell->getID() + 2); PMember->pushPacket(new CInventoryItemPacket(PItemLinkshell, LOC_INVENTORY, SlotID)); } } charutils::SaveCharStats(PMember); charutils::SaveCharEquip(PMember); if (PMember->status == STATUS_NORMAL) PMember->status = STATUS_UPDATE; PMember->pushPacket(new CInventoryFinishPacket()); PMember->pushPacket(new CCharUpdatePacket(PMember)); PMember->pushPacket(new CMessageSystemPacket(0,0,109)); return; } } }
bool CItemContainer::IsItemInTrade() { // recursively get the item that is at "top" level. CItemContainer * pObj = (dynamic_cast <CItemContainer*>(this)); //const CObjBase* pObj = pItem->GetContainer(); if ( !pObj ) return false; else if (pObj->IsType( IT_EQ_TRADE_WINDOW )) return true; CItemContainer * pObj2 = (dynamic_cast <CItemContainer*>(this->GetContainer())); return pObj2->IsItemInTrade(); }
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; }
void CLinkshell::ChangeMemberRank(int8* MemberName, uint8 toSack) { PROFILE_FUNC(); //topearl = 3 //tosack = 2 int newId = 512 + toSack; if (newId == 514 || newId == 515) { for (uint32 i = 0; i < members.size(); ++i) { if (strcmp(MemberName, members.at(i)->GetName()) == 0) { CCharEntity* PMember = (CCharEntity*)members.at(i); CItemLinkshell* PItemLinkshell = (CItemLinkshell*)PMember->getStorage(LOC_INVENTORY)->GetItem(PMember->equip[SLOT_LINK]); if (PItemLinkshell != NULL && PItemLinkshell->isType(ITEM_LINKSHELL)) { PItemLinkshell->setID(newId); PMember->pushPacket(new CInventoryAssignPacket(PItemLinkshell, INV_NORMAL)); PMember->pushPacket(new CLinkshellEquipPacket(PMember)); } CItemContainer* Inventory = PMember->getStorage(LOC_INVENTORY); for (uint8 SlotID = 0; SlotID < Inventory->GetSize(); ++SlotID) { CItemLinkshell* PItemLinkshell = (CItemLinkshell*)Inventory->GetItem(SlotID); if (PItemLinkshell != NULL && PItemLinkshell->isType(ITEM_LINKSHELL) && PItemLinkshell->GetLSID() == m_id) { const int8* Query = "UPDATE char_inventory SET itemid = %u WHERE charid = %u AND location = %u AND slot = %u LIMIT 1"; Sql_Query(SqlHandle, Query, PItemLinkshell->getID(),PMember->id, LOC_INVENTORY, SlotID); Sql_Query(SqlHandle,"UPDATE accounts_sessions SET linkshellid = %u , linkshellrank = %u WHERE charid = %u", m_id,PItemLinkshell->GetLSType(), PMember->id); PMember->pushPacket(new CInventoryItemPacket(PItemLinkshell, LOC_INVENTORY, SlotID)); } } charutils::SaveCharStats(PMember); charutils::SaveCharEquip(PMember); if (PMember->status == STATUS_NORMAL) PMember->status = STATUS_UPDATE; PMember->pushPacket(new CInventoryFinishPacket()); PMember->pushPacket(new CCharUpdatePacket(PMember)); return; } } } }
void CChar::NPC_PetClearOwners(bool bResendTooltip) { ADDTOCALLSTACK("CChar::NPC_PetClearOwners"); CChar *pOwner = NPC_PetGetOwner(); Memory_ClearTypes(MEMORY_IPET|MEMORY_FRIEND); if ( m_pNPC ) m_pNPC->m_bonded = 0; // pets without owner cannot be bonded if ( NPC_IsVendor() ) { StatFlag_Clear(STATF_INVUL); if ( pOwner ) // give back to NPC owner all the stuff we are trying to sell { CItemContainer *pBankVendor = GetContainerCreate(LAYER_BANKBOX); CItemContainer *pBankOwner = pOwner->GetContainerCreate(LAYER_BANKBOX); pOwner->AddGoldToPack(pBankVendor->m_itEqBankBox.m_Check_Amount, pBankOwner); pBankVendor->m_itEqBankBox.m_Check_Amount = 0; for ( size_t i = 0; i < COUNTOF(sm_VendorLayers); i++ ) { CItemContainer *pCont = GetContainerCreate(sm_VendorLayers[i]); if ( !pCont ) continue; CItem *pItemNext = NULL; for ( CItem *pItem = pCont->GetContentHead(); pItem != NULL; pItem = pItemNext ) { pItemNext = pItem->GetNext(); pBankOwner->ContentAdd(pItem); } } } } if ( IsStatFlag(STATF_Ridden) ) { CChar *pCharRider = Horse_GetMountChar(); if ( pCharRider ) pCharRider->Horse_UnMount(); } if ( pOwner ) { if ( IsSetOF(OF_PetSlots) ) pOwner->FollowersUpdate(this, static_cast<short>(-maximum(1, GetDefNum("FOLLOWERSLOTS", true)))); if ( bResendTooltip ) ResendTooltip(); } }
void CItemContainer::Trade_Delete() { ADDTOCALLSTACK("CItemContainer::Trade_Delete"); // Called when object deleted. ASSERT( IsType(IT_EQ_TRADE_WINDOW) ); CChar * pChar = dynamic_cast <CChar*> (GetParent()); if ( pChar == NULL ) return; if ( pChar->IsClient()) { // Send the cancel trade message. PacketTradeAction cmd(SECURE_TRADE_CLOSE); cmd.prepareClose(this); cmd.send(pChar->GetClient()); } // Drop items back in my pack. CItem * pItemNext; for ( CItem* pItem = GetContentHead(); pItem!=NULL; pItem=pItemNext) { pItemNext = pItem->GetNext(); pChar->ItemBounce( pItem ); } // Kill my trading partner. CItemContainer * pPartner = dynamic_cast <CItemContainer *> ( m_uidLink.ItemFind()); if ( pPartner == NULL ) return; if ( IsTrigUsed(TRIGGER_TRADECLOSE) ) { CChar * pChar2 = dynamic_cast <CChar*> (pPartner->GetParent()); CScriptTriggerArgs Args( pChar2 ); pChar->OnTrigger( CTRIG_TradeClose, pChar , &Args ); CScriptTriggerArgs Args2( pChar ); pChar2->OnTrigger( CTRIG_TradeClose, pChar, &Args2); } m_uidLink.InitUID(); // unlink. pPartner->m_uidLink.InitUID(); pPartner->Delete(); }
int CContainer::ContentConsume( RESOURCE_ID_BASE rid, int amount, bool fTest, DWORD dwArg ) { ADDTOCALLSTACK("CContainer::ContentConsume"); // ARGS: // dwArg = a hack for ores. // RETURN: // 0 = all consumed ok. // # = number left to be consumed. (still required) if ( rid.GetResIndex() == 0 ) return( amount ); // from skills menus. CItem * pItemNext; for ( CItem* pItem=GetContentHead(); pItem!=NULL; pItem=pItemNext) { pItemNext = pItem->GetNext(); if ( pItem->IsResourceMatch( rid, dwArg )) { amount -= pItem->ConsumeAmount( amount, fTest ); if ( amount <= 0 ) break; } CItemContainer * pCont = dynamic_cast <CItemContainer*> (pItem); if ( pCont != NULL ) // this is a sub-container. { if ( rid == RESOURCE_ID(RES_TYPEDEF,IT_GOLD)) { if ( pCont->IsType(IT_CONTAINER_LOCKED)) continue; } else { if ( ! pCont->IsSearchable()) continue; } amount = pCont->ContentConsume( rid, amount, fTest, dwArg ); if ( amount <= 0 ) break; } } return( amount ); }
void CItemSpawn::GenerateItem(CResourceDef * pDef) { ADDTOCALLSTACK("CitemSpawn:GenerateItem"); RESOURCE_ID_BASE rid = pDef->GetResourceID(); ITEMID_TYPE id = static_cast<ITEMID_TYPE>(rid.GetResIndex()); int iDistMax = m_itSpawnItem.m_DistMax; int iAmountPile = m_itSpawnItem.m_pile; int iCount = 0; CItemContainer * pCont = dynamic_cast <CItemContainer *>( GetParent()); if ( pCont != NULL ) iCount = pCont->ContentCount( rid ); else iCount = GetCount(); if ( iCount >= GetAmount()) return; CItem * pItem = CreateTemplate( id ); if ( pItem == NULL ) return; pItem->SetAttr( m_Attr & ( ATTR_OWNED | ATTR_MOVE_ALWAYS )); if ( iAmountPile > 1 ) { CItemBase * pItemDef = pItem->Item_GetDef(); ASSERT(pItemDef); if ( pItemDef->IsStackableType()) { if ( iAmountPile == 0 || iAmountPile > GetAmount()) iAmountPile = GetAmount(); pItem->SetAmount( Calc_GetRandVal(iAmountPile) + 1 ); } } pItem->SetDecayTime( g_Cfg.m_iDecay_Item ); // It will decay eventually to be replaced later. pItem->MoveNearObj( this, iDistMax ); AddObj(pItem->GetUID()); pItem->m_uidSpawnItem = GetUID(); }
void UpdateGuildsStock() { for (std::vector<CItemContainer*>::iterator iter = g_PGuildList.begin(); iter != g_PGuildList.end(); iter++) { CItemContainer* PGuild = *iter; for(uint8 slotid = 1; slotid <= PGuild->GetSize(); ++slotid) { CItemShop* PItem = (CItemShop*)PGuild->GetItem(slotid); PItem->setBasePrice(PItem->getMinPrice() + ((float)(PItem->getStackSize() - PItem->getQuantity()) / PItem->getStackSize()) * (PItem->getMaxPrice() - PItem->getMinPrice())); if (PItem->IsDailyIncrease()) { PItem->setQuantity(PItem->getQuantity() + PItem->getDailyIncrease()); } } } ShowDebug(CL_CYAN"UpdateGuildsStock is finished\n" CL_RESET); }
void CItemContainer::Trade_UpdateGold( DWORD platinum, DWORD gold ) { ADDTOCALLSTACK("CItemContainer::Trade_UpdateGold"); // Update trade gold/platinum values. CItemContainer *pPartner = dynamic_cast<CItemContainer*>(m_uidLink.ItemFind()); if ( !pPartner ) return; CChar *pChar1 = dynamic_cast<CChar*>(GetParent()); if ( !pChar1 || !pChar1->IsClient() ) return; CChar *pChar2 = dynamic_cast<CChar*>(pPartner->GetParent()); if ( !pChar2 || !pChar2->IsClient() ) return; // Fix for a client bug when total value is > 1.000.000.000 (1 platinum) it // allow the user insert a gold value higher than it have. So these values // must be checked again on server-side to prevent cheating. bool bResend = false; DWORD iMaxGold = static_cast<DWORD>(pChar1->m_virtualGold % 1000000000); if ( gold > iMaxGold ) { gold = iMaxGold; bResend = true; } DWORD iMaxPlatinum = static_cast<DWORD>(pChar1->m_virtualGold % 1000000000); if ( platinum > iMaxPlatinum ) { platinum = iMaxPlatinum; bResend = true; } m_itEqTradeWindow.m_iGold = gold; m_itEqTradeWindow.m_iPlatinum = platinum; PacketTradeAction cmd(SECURE_TRADE_UPDATEGOLD); cmd.prepareUpdateGold(this, platinum, gold); if ( bResend ) cmd.send(pChar1->GetClient()); if ( pChar2->GetClient()->GetNetState()->isClientVersion(MINCLIVER_NEWSECURETRADE) ) cmd.send(pChar2->GetClient()); }
int CContainer::FixWeight() { ADDTOCALLSTACK("CContainer::FixWeight"); // If there is some sort of ASSERT during item add then this is used to fix it. m_totalweight = 0; CItem* pItem=GetContentHead(); for ( ; pItem!=NULL; pItem=pItem->GetNext()) { CItemContainer * pCont = dynamic_cast <CItemContainer *> (pItem); if ( pCont ) { pCont->FixWeight(); if ( ! pCont->IsWeighed()) continue; // Bank box doesn't count for wieght. } m_totalweight += pItem->GetWeight(); } return( m_totalweight ); }
void CContainer::ContentAttrMod( DWORD dwAttr, bool fSet ) { ADDTOCALLSTACK("CContainer::ContentAttrMod"); // Mark the attr for ( CItem* pItem=GetContentHead(); pItem!=NULL; pItem=pItem->GetNext()) { if ( fSet ) { pItem->SetAttr( dwAttr ); } else { pItem->ClrAttr( dwAttr ); } CItemContainer * pCont = dynamic_cast <CItemContainer*> (pItem); if ( pCont != NULL ) // this is a sub-container. { pCont->ContentAttrMod( dwAttr, fSet ); } } }
void UpdateGuildsStock() { for (std::vector<CItemContainer*>::iterator iter = g_PGuildList.begin(); iter != g_PGuildList.end(); iter++) { CItemContainer* PGuild = *iter; for(uint8 slotid = 1; slotid <= PGuild->GetSize(); ++slotid) { CItemShop* PItem = (CItemShop*)PGuild->GetItem(slotid); // TODO: сначала, анализируя текущее количество предметов, обновляем их стоимость if (PItem->IsDailyIncrease()) { PItem->setQuantity(PItem->getQuantity() + PItem->getDailyIncrease()); } //TODO: set price based on previous day stock PItem->setBasePrice(PItem->getMinPrice()); } } ShowDebug(CL_CYAN"UpdateGuildsStock is finished\n" CL_RESET); }
void CItem::Spawn_GenerateItem( CResourceDef * pDef ) { // Count how many items are here already. // This could be in a container. RESOURCE_ID_BASE rid = pDef->GetResourceID(); ITEMID_TYPE id = (ITEMID_TYPE) rid.GetResIndex(); int iDistMax = m_itSpawnItem.m_DistMax; int iAmountPile = m_itSpawnItem.m_pile; int iCount = 0; CItemContainer * pCont = dynamic_cast <CItemContainer *>( GetParent()); if ( pCont != NULL ) { iCount = pCont->ContentCount( rid ); } else { // If is equipped this will produce the item where you are standing. CPointMap pt = GetTopLevelObj()->GetTopPoint(); CWorldSearch AreaItems( pt, iDistMax ); while (true) { CItem * pItem = AreaItems.GetItem(); if ( pItem == NULL ) break; if ( pItem->IsType(IT_SPAWN_ITEM)) continue; if ( pItem->IsAttr( ATTR_INVIS )) continue; if ( pItem->GetID() != id ) continue; // if ( pItem->m_uidLink != GetUID()) continue; iCount += pItem->GetAmount(); } } if ( iCount >= GetAmount()) return; CItem * pItem = CreateTemplate( id ); if ( pItem == NULL ) return; pItem->SetAttr( m_Attr & ( ATTR_OWNED | ATTR_MOVE_ALWAYS )); if ( iAmountPile > 1 ) { CItemBase * pItemDef = pItem->Item_GetDef(); ASSERT(pItemDef); if ( pItemDef->IsStackableType()) { if ( iAmountPile == 0 || iAmountPile > GetAmount()) iAmountPile = GetAmount(); pItem->SetAmount( Calc_GetRandVal(iAmountPile) + 1 ); } } // pItem->m_uidLink = GetUID(); // This might be dangerous ? pItem->SetDecayTime( g_Cfg.m_iDecay_Item ); // It will decay eventually to be replaced later. pItem->MoveNearObj( this, iDistMax ); }
bool CChar::Use_Train_ArcheryButte( CItem * pButte, bool fSetup ) { ADDTOCALLSTACK("CChar::Use_Train_ArcheryButte"); // IT_ARCHERY_BUTTE ASSERT(pButte); ITEMID_TYPE AmmoID; if ( GetDist(pButte) < 2 ) // if we are standing right next to the butte, retrieve the arrows/bolts { if ( pButte->m_itArcheryButte.m_AmmoCount == 0 ) { SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_EMPTY); return true; } AmmoID = pButte->m_itArcheryButte.m_AmmoType; CItemBase *pAmmoDef = CItemBase::FindItemBase(AmmoID); if ( pAmmoDef ) { TCHAR *pszMsg = Str_GetTemp(); sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_REM), pAmmoDef->GetName(), (pButte->m_itArcheryButte.m_AmmoCount == 1) ? "" : g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_REMS)); Emote(pszMsg); CItem *pRemovedAmmo = CItem::CreateBase(AmmoID); ASSERT(pRemovedAmmo); pRemovedAmmo->SetAmount(pButte->m_itArcheryButte.m_AmmoCount); ItemBounce(pRemovedAmmo); } // Clear the target pButte->m_itArcheryButte.m_AmmoType = ITEMID_NOTHING; pButte->m_itArcheryButte.m_AmmoCount = 0; return true; } SKILL_TYPE skill = Fight_GetWeaponSkill(); if ( !g_Cfg.IsSkillFlag(skill, SKF_RANGED) ) { SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_WS); return true; } if ( Skill_GetBase(skill) > g_Cfg.m_iSkillPracticeMax ) { SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_SKILL); return true; } // Make sure we have some ammo CItem *pWeapon = m_uidWeapon.ItemFind(); ASSERT(pWeapon); const CItemBase *pWeaponDef = pWeapon->Item_GetDef(); // Determine ammo type CVarDefCont *pVarAmmoType = pWeapon->GetDefKey("AMMOTYPE", true); RESOURCE_ID_BASE rid; LPCTSTR t_Str; if ( pVarAmmoType ) { t_Str = pVarAmmoType->GetValStr(); rid = static_cast<RESOURCE_ID_BASE>(g_Cfg.ResourceGetID(RES_ITEMDEF, t_Str)); } else { rid = pWeaponDef->m_ttWeaponBow.m_idAmmo; } AmmoID = static_cast<ITEMID_TYPE>(rid.GetResIndex()); // If there is a different ammo type on the butte currently, tell us to remove the current type first if ( (pButte->m_itArcheryButte.m_AmmoType != ITEMID_NOTHING) && (pButte->m_itArcheryButte.m_AmmoType != AmmoID) ) { SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_X); return true; } // We need to be correctly aligned with the target before we can use it // For the south facing butte, we need to have the same X value and a Y > 2 // For the east facing butte, we need to have the same Y value and an X > 2 if ( !pButte->IsTopLevel() ) { badalign: SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_P); return true; } int targDistX = GetTopPoint().m_x - pButte->GetTopPoint().m_x; int targDistY = GetTopPoint().m_y - pButte->GetTopPoint().m_y; if ( (pButte->GetID() == ITEMID_ARCHERYBUTTE_S) || (pButte->GetID() == ITEMID_MONGBATTARGET_S) ) { if ( !(targDistX == 0 && targDistY > 2) ) goto badalign; } else { if ( !(targDistY == 0 && targDistX > 2) ) goto badalign; } if ( !CanSeeLOS(pButte, LOS_NB_WINDOWS) ) //we should be able to shoot through a window { SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_BLOCK); return true; } if ( fSetup ) { if ( Skill_GetActive() == NPCACT_TRAINING ) return true; UpdateAnimate(ANIM_ATTACK_WEAPON); m_Act_TargPrv = m_uidWeapon; m_Act_Targ = pButte->GetUID(); Skill_Start(NPCACT_TRAINING); return true; } CVarDefCont *pCont = pWeapon->GetDefKey("AMMOCONT",true); if ( m_pPlayer && AmmoID ) { int iFound = 1; if ( pCont ) { //check for UID CGrayUID uidCont = static_cast<DWORD>(pCont->GetValNum()); CItemContainer *pNewCont = dynamic_cast<CItemContainer*>(uidCont.ItemFind()); if ( !pNewCont ) //if no UID, check for ITEMID_TYPE { t_Str = pCont->GetValStr(); RESOURCE_ID_BASE rContid = static_cast<RESOURCE_ID_BASE>(g_Cfg.ResourceGetID(RES_ITEMDEF, t_Str)); ITEMID_TYPE ContID = static_cast<ITEMID_TYPE>(rContid.GetResIndex()); if ( ContID ) pNewCont = dynamic_cast<CItemContainer*>(ContentFind(rContid)); } if ( pNewCont ) iFound = pNewCont->ContentConsume(RESOURCE_ID(RES_ITEMDEF, AmmoID)); else iFound = ContentConsume(RESOURCE_ID(RES_ITEMDEF, AmmoID)); } else iFound = ContentConsume(RESOURCE_ID(RES_ITEMDEF, AmmoID)); if ( iFound ) { SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_NOAMMO); return(true); } } // OK...go ahead and fire at the target // Check the skill bool fSuccess = Skill_UseQuick(skill, Calc_GetRandLLVal(40)); // determine animation parameters CVarDefCont *pVarAnim = pWeapon->GetDefKey("AMMOANIM", true); CVarDefCont *pVarAnimColor = pWeapon->GetDefKey("AMMOANIMHUE", true); CVarDefCont *pVarAnimRender = pWeapon->GetDefKey("AMMOANIMRENDER", true); ITEMID_TYPE AmmoAnim; DWORD AmmoHue; DWORD AmmoRender; if ( pVarAnim ) { t_Str = pVarAnim->GetValStr(); rid = static_cast<RESOURCE_ID_BASE>(g_Cfg.ResourceGetID(RES_ITEMDEF, t_Str)); AmmoAnim = static_cast<ITEMID_TYPE>(rid.GetResIndex()); } else AmmoAnim = static_cast<ITEMID_TYPE>(pWeaponDef->m_ttWeaponBow.m_idAmmoX.GetResIndex()); AmmoHue = pVarAnimColor ? static_cast<DWORD>(pVarAnimColor->GetValNum()) : 0; AmmoRender = pVarAnimRender ? static_cast<DWORD>(pVarAnimRender->GetValNum()) : 0; pButte->Effect(EFFECT_BOLT, AmmoAnim, this, 16, 0, false, AmmoHue, AmmoRender); pButte->Sound(0x224); // Did we destroy the ammo? const CItemBase *pAmmoDef = NULL; if ( AmmoID ) pAmmoDef = CItemBase::FindItemBase(AmmoID); if ( !fSuccess ) { // Small chance of destroying the ammo if ( pAmmoDef && !Calc_GetRandVal(10) ) { TCHAR *pszMsg = Str_GetTemp(); sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_DEST), pAmmoDef->GetName()); Emote(pszMsg, NULL, true); return true; } static LPCTSTR const sm_Txt_ArcheryButte_Failure[] = { g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_MISS_1), g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_MISS_2), g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_MISS_3), g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_MISS_4) }; Emote(sm_Txt_ArcheryButte_Failure[Calc_GetRandVal(COUNTOF(sm_Txt_ArcheryButte_Failure))]); } else { // Very small chance of destroying another arrow if ( pAmmoDef && !Calc_GetRandVal(50) && pButte->m_itArcheryButte.m_AmmoCount ) { TCHAR *pszMsg = Str_GetTemp(); sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_SPLIT), pAmmoDef->GetName()); Emote(pszMsg, NULL, true); return true; } static LPCTSTR const sm_Txt_ArcheryButte_Success[] = { g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_HIT_1), g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_HIT_2), g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_HIT_3), g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_HIT_4) }; Emote(sm_Txt_ArcheryButte_Success[Calc_GetRandVal(COUNTOF(sm_Txt_ArcheryButte_Success))]); } // Update the target if ( AmmoID ) { pButte->m_itArcheryButte.m_AmmoType = AmmoID; pButte->m_itArcheryButte.m_AmmoCount++; } return true; }
void CItemContainer::Trade_Status( bool bCheck ) { ADDTOCALLSTACK("CItemContainer::Trade_Status"); // Update trade status check boxes to both sides. CItemContainer *pPartner = dynamic_cast<CItemContainer*>(m_uidLink.ItemFind()); if ( !pPartner ) return; CChar *pChar1 = dynamic_cast<CChar*>(GetParent()); if ( !pChar1 ) return; CChar *pChar2 = dynamic_cast<CChar*>(pPartner->GetParent()); if ( !pChar2 ) return; m_itEqTradeWindow.m_bCheck = bCheck ? 1 : 0; if ( !bCheck ) pPartner->m_itEqTradeWindow.m_bCheck = 0; PacketTradeAction cmd(SECURE_TRADE_CHANGE); if ( pChar1->IsClient() ) { cmd.prepareReadyChange(this, pPartner); cmd.send(pChar1->GetClient()); } if ( pChar2->IsClient() ) { cmd.prepareReadyChange(pPartner, this); cmd.send(pChar2->GetClient()); } // Check if both clients had pressed the 'accept' buttom if ( pPartner->m_itEqTradeWindow.m_bCheck == 0 || m_itEqTradeWindow.m_bCheck == 0 ) return; CItem *pItem, *pItemNext; int iCont1, iCont2; unsigned short i; CScriptTriggerArgs Args1(pChar1); pItem = pPartner->GetContentHead(); for ( i = 1; pItem != NULL; pItem = pItemNext, ++i ) { pItemNext = pItem->GetNext(); Args1.m_VarObjs.Insert(i, pItem, true); } Args1.m_iN1 = iCont1 = --i; pItemNext = NULL; CScriptTriggerArgs Args2(pChar2); pItem = GetContentHead(); for ( i = 1; pItem != NULL; pItem = pItemNext, ++i ) { pItemNext = pItem->GetNext(); Args2.m_VarObjs.Insert(i, pItem, true); } Args2.m_iN1 = iCont2 = --i; pItemNext = NULL; if ( (IsTrigUsed(TRIGGER_TRADEACCEPTED)) || (IsTrigUsed(TRIGGER_CHARTRADEACCEPTED)) ) { Args1.m_iN2 = iCont2; Args2.m_iN2 = iCont1; if ( (pChar1->OnTrigger(CTRIG_TradeAccepted, pChar2, &Args1) == TRIGRET_RET_TRUE) || (pChar2->OnTrigger(CTRIG_TradeAccepted, pChar1, &Args2) == TRIGRET_RET_TRUE) ) Delete(); } // Transfer items pItem = GetContentHead(); for ( ; pItem != NULL; pItem = pItemNext ) { pItemNext = pItem->GetNext(); pChar2->ItemBounce(pItem); } pItemNext = NULL; pItem = pPartner->GetContentHead(); for ( ; pItem != NULL; pItem = pItemNext ) { pItemNext = pItem->GetNext(); pChar1->ItemBounce(pItem); } // Transfer gold/platinum if ( g_Cfg.m_iFeatureTOL & FEATURE_TOL_VIRTUALGOLD ) { INT64 iGold1 = m_itEqTradeWindow.m_iGold + (m_itEqTradeWindow.m_iPlatinum * 1000000000); INT64 iGold2 = pPartner->m_itEqTradeWindow.m_iGold + (pPartner->m_itEqTradeWindow.m_iPlatinum * 1000000000); pChar1->m_virtualGold += iGold2 - iGold1; pChar2->m_virtualGold += iGold1 - iGold2; pChar1->UpdateStatsFlag(); pChar2->UpdateStatsFlag(); } // done with trade. Delete(); }
bool CClient::Cmd_SecureTrade( CChar *pChar, CItem *pItem ) { ADDTOCALLSTACK("CClient::Cmd_SecureTrade"); // Begin secure trading with a char. (Make the initial offer) if ( !pChar || pChar == m_pChar ) return false; // Make sure both clients can see each other, because trade window is an container // and containers can be opened only after the object is already loaded on screen if ( !m_pChar->CanSee(pChar) || !pChar->CanSee(m_pChar) ) return false; if ( pItem && (IsTrigUsed(TRIGGER_DROPON_CHAR) || IsTrigUsed(TRIGGER_ITEMDROPON_CHAR)) ) { CScriptTriggerArgs Args(pChar); if ( pItem->OnTrigger(ITRIG_DROPON_CHAR, m_pChar, &Args) == TRIGRET_RET_TRUE ) return false; } if ( pChar->m_pNPC ) // NPC's can't use trade windows return pItem ? pChar->NPC_OnItemGive(m_pChar, pItem) : false; if ( !pChar->m_pClient ) // and also offline players return false; if ( pChar->GetDefNum("REFUSETRADES") ) { SysMessagef(g_Cfg.GetDefaultMsg(DEFMSG_MSG_TRADE_REFUSE), pChar->GetName()); return false; } // Check if the trade window is already open for ( CItem *pItemCont = m_pChar->GetContentHead(); pItemCont != NULL; pItemCont = pItemCont->GetNext() ) { if ( !pItemCont->IsType(IT_EQ_TRADE_WINDOW) ) continue; CItem *pItemPartner = pItemCont->m_uidLink.ItemFind(); if ( !pItemPartner ) continue; CChar *pCharPartner = dynamic_cast<CChar *>(pItemPartner->GetParent()); if ( pCharPartner != pChar ) continue; if ( pItem ) { if ( IsTrigUsed(TRIGGER_DROPON_TRADE) ) { CScriptTriggerArgs Args1(pChar); if ( pItem->OnTrigger(ITRIG_DROPON_TRADE, this, &Args1) == TRIGRET_RET_TRUE ) return false; } CItemContainer *pCont = dynamic_cast<CItemContainer *>(pItemCont); if ( pCont ) pCont->ContentAdd(pItem); } return true; } // Open new trade window if ( IsTrigUsed(TRIGGER_TRADECREATE) ) { CScriptTriggerArgs Args(pItem); if ( (m_pChar->OnTrigger(CTRIG_TradeCreate, pChar, &Args) == TRIGRET_RET_TRUE) || (pChar->OnTrigger(CTRIG_TradeCreate, m_pChar, &Args) == TRIGRET_RET_TRUE) ) return false; } if ( IsTrigUsed(TRIGGER_DROPON_TRADE) && pItem ) { CScriptTriggerArgs Args1(pChar); if ( pItem->OnTrigger(ITRIG_DROPON_TRADE, this, &Args1) == TRIGRET_RET_TRUE ) return false; } CItem *pItem1 = CItem::CreateBase(ITEMID_Bulletin1); if ( !pItem1 ) return false; CItemContainer *pCont1 = static_cast<CItemContainer *>(pItem1); if ( !pCont1 ) { DEBUG_ERR(("Item 0%x must be a container type to enable player trading.\n", ITEMID_Bulletin1)); pItem1->Delete(); return false; } CItemContainer *pCont2 = static_cast<CItemContainer *>(CItem::CreateBase(ITEMID_Bulletin1)); ASSERT(pCont2); pCont1->SetName("Trade Window"); pCont1->SetType(IT_EQ_TRADE_WINDOW); pCont1->m_itEqTradeWindow.m_iWaitTime = 0; pCont1->m_itEqTradeWindow.m_bCheck = 0; pCont1->m_uidLink = pCont2->GetUID(); m_pChar->LayerAdd(pCont1, LAYER_SPECIAL); pCont2->SetName("Trade Window"); pCont2->SetType(IT_EQ_TRADE_WINDOW); pCont2->m_itEqTradeWindow.m_iWaitTime = 0; pCont2->m_itEqTradeWindow.m_bCheck = 0; pCont2->m_uidLink = pCont1->GetUID(); pChar->LayerAdd(pCont2, LAYER_SPECIAL); PacketTradeAction cmd(SECURE_TRADE_OPEN); cmd.prepareContainerOpen(pChar, pCont1, pCont2); cmd.send(this); cmd.prepareContainerOpen(m_pChar, pCont2, pCont1); cmd.send(pChar->m_pClient); if ( g_Cfg.m_iFeatureTOL & FEATURE_TOL_VIRTUALGOLD ) { PacketTradeAction cmd2(SECURE_TRADE_UPDATELEDGER); if ( m_NetState->isClientVersion(MINCLIVER_TOL) ) { cmd2.prepareUpdateLedger(pCont1, static_cast<DWORD>(m_pChar->m_virtualGold % 1000000000), static_cast<DWORD>(m_pChar->m_virtualGold / 1000000000)); cmd2.send(this); } if ( pChar->m_pClient->m_NetState->isClientVersion(MINCLIVER_TOL) ) { cmd2.prepareUpdateLedger(pCont2, static_cast<DWORD>(pChar->m_virtualGold % 1000000000), static_cast<DWORD>(pChar->m_virtualGold / 1000000000)); cmd2.send(pChar->m_pClient); } } LogOpenedContainer(pCont2); pChar->m_pClient->LogOpenedContainer(pCont1); if ( pItem ) { if ( IsTrigUsed(TRIGGER_DROPON_TRADE) ) { CScriptTriggerArgs Args1(pChar); if ( pItem->OnTrigger(ITRIG_DROPON_TRADE, this, &Args1) == TRIGRET_RET_TRUE ) { pCont1->Delete(); pCont2->Delete(); return false; } } pCont1->ContentAdd(pItem, pCont1->GetTopPoint()); } return true; }
bool CChar::NPC_OnHearPetCmd(LPCTSTR pszCmd, CChar *pSrc, bool bAllPets) { ADDTOCALLSTACK("CChar::NPC_OnHearPetCmd"); // This should just be another speech block !!! // We own this char (pet or hireling) // pObjTarget = the m_ActTarg has been set for them to attack. // RETURN: // true = we understand this. tho we may not do what we are told. // false = this is not a command we know. // if ( GetTargMode() == CLIMODE_TARG_PET_CMD ) it needs a target. if ( !m_pNPC || !pSrc->m_pClient ) return false; m_fIgnoreNextPetCmd = false; // we clear this incase it's true from previous pet commands TALKMODE_TYPE mode = TALKMODE_SAY; if ( OnTriggerSpeech(true, pszCmd, pSrc, mode) ) { m_fIgnoreNextPetCmd = !bAllPets; return true; } if ((m_pNPC->m_Brain == NPCBRAIN_BERSERK) && !pSrc->IsPriv(PRIV_GM)) return false; // Berserk npcs do not listen to any command (except if src is a GM) static LPCTSTR const sm_PetCommands[] = { "ATTACK", "BOUGHT", "CASH", "COME", "DROP", "DROP ALL", "EQUIP", "FOLLOW", "FOLLOW ME", "FRIEND", "GO", "GUARD", "GUARD ME", "KILL", "PRICE", "RELEASE", "SAMPLES", "SPEAK", "STATUS", "STAY", "STOCK", "STOP", "TRANSFER", "UNFRIEND" }; PC_TYPE iCmd = static_cast<PC_TYPE>(FindTableSorted(pszCmd, sm_PetCommands, COUNTOF(sm_PetCommands))); if ( iCmd < 0 ) { if ( !strnicmp(pszCmd, sm_PetCommands[PC_PRICE], 5) ) iCmd = PC_PRICE; else return false; } if ( !NPC_PetCheckAccess(iCmd, pSrc) ) return true; bool bTargAllowGround = false; bool bCheckCrime = false; LPCTSTR pTargPrompt = NULL; CCharBase *pCharDef = Char_GetDef(); switch ( iCmd ) { case PC_ATTACK: case PC_KILL: pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_ATT); bCheckCrime = true; break; case PC_COME: case PC_FOLLOW_ME: NPC_OnHearPetCmdTarg(PC_FOLLOW, pSrc, pSrc, NULL, NULL); break; case PC_FOLLOW: pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_FOLLOW); break; case PC_FRIEND: if ( IsStatFlag(STATF_Conjured) ) { pSrc->SysMessage(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_FRIEND_SUMMONED)); return false; } pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_FRIEND); break; case PC_UNFRIEND: pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_UNFRIEND); break; case PC_GO: pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_GO); bTargAllowGround = true; break; case PC_GUARD: pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_GUARD); bCheckCrime = true; break; case PC_GUARD_ME: NPC_OnHearPetCmdTarg(PC_GUARD, pSrc, pSrc, NULL, NULL); break; case PC_STAY: case PC_STOP: Skill_Start(NPCACT_STAY); break; case PC_TRANSFER: if ( IsStatFlag(STATF_Conjured) ) { pSrc->SysMessage(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_TRANSFER_SUMMONED)); return true; } pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_TRANSFER); break; case PC_RELEASE: if ( IsStatFlag(STATF_Conjured) || (m_pNPC->m_bonded && IsStatFlag(STATF_DEAD)) ) { Effect(EFFECT_XYZ, ITEMID_FX_TELE_VANISH, this, 10, 15); Sound(SOUND_TELEPORT); Delete(); return true; } SoundChar(CRESND_NOTICE); Skill_Start(SKILL_NONE); NPC_PetClearOwners(); ResendTooltip(); break; case PC_DROP: { // Drop backpack items on ground // NOTE: This is also called on pet release CItemContainer *pPack = GetContainer(LAYER_PACK); if ( pPack ) { pPack->ContentsDump(GetTopPoint(), ATTR_OWNED); break; } if ( NPC_CanSpeak() ) Speak(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_CARRYNOTHING)); return true; } case PC_DROP_ALL: DropAll(NULL, ATTR_OWNED); break; case PC_SPEAK: NPC_PetConfirmCommand(true, pSrc); return true; case PC_EQUIP: ItemEquipWeapon(false); ItemEquipArmor(false); break; case PC_STATUS: { if ( !NPC_CanSpeak() ) break; CItemContainer *pBank = GetContainerCreate(LAYER_BANKBOX); TCHAR *pszMsg = Str_GetTemp(); if ( NPC_IsVendor() ) { CItemContainer *pCont = GetContainerCreate(LAYER_VENDOR_STOCK); TCHAR *pszTemp1 = Str_GetTemp(); TCHAR *pszTemp2 = Str_GetTemp(); TCHAR *pszTemp3 = Str_GetTemp(); if ( pCharDef->m_iHireDayWage ) { sprintf(pszTemp1, g_Cfg.GetDefaultMsg(DEFMSG_NPC_VENDOR_STAT_GOLD_1), pBank->m_itEqBankBox.m_Check_Amount); sprintf(pszTemp2, g_Cfg.GetDefaultMsg(DEFMSG_NPC_VENDOR_STAT_GOLD_2), pBank->m_itEqBankBox.m_Check_Amount / pCharDef->m_iHireDayWage); sprintf(pszTemp3, g_Cfg.GetDefaultMsg(DEFMSG_NPC_VENDOR_STAT_GOLD_3), static_cast<int>(pCont->GetCount())); } else { sprintf(pszTemp1, g_Cfg.GetDefaultMsg(DEFMSG_NPC_VENDOR_STAT_GOLD_1), pBank->m_itEqBankBox.m_Check_Amount); sprintf(pszTemp2, g_Cfg.GetDefaultMsg(DEFMSG_NPC_VENDOR_STAT_GOLD_4), pBank->m_itEqBankBox.m_Check_Restock, pBank->GetTimerAdjusted() / 60); sprintf(pszTemp3, g_Cfg.GetDefaultMsg(DEFMSG_NPC_VENDOR_STAT_GOLD_3), static_cast<int>(pCont->GetCount())); } sprintf(pszMsg, "%s %s %s", pszTemp1, pszTemp2, pszTemp3); } else if ( pCharDef->m_iHireDayWage ) { sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_DAYS_LEFT), pBank->m_itEqBankBox.m_Check_Amount / pCharDef->m_iHireDayWage); } Speak(pszMsg); return true; } case PC_CASH: { // Give up my cash total. if ( !NPC_IsVendor() ) return false; CItemContainer *pBank = GetContainerCreate(LAYER_BANKBOX); if ( pBank ) { TCHAR *pszMsg = Str_GetTemp(); if ( pBank->m_itEqBankBox.m_Check_Amount > pCharDef->m_iHireDayWage ) { sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_GETGOLD_1), pBank->m_itEqBankBox.m_Check_Amount - pCharDef->m_iHireDayWage); pSrc->AddGoldToPack(pBank->m_itEqBankBox.m_Check_Amount - pCharDef->m_iHireDayWage); pBank->m_itEqBankBox.m_Check_Amount = pCharDef->m_iHireDayWage; } else sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_GETGOLD_2), pBank->m_itEqBankBox.m_Check_Amount); Speak(pszMsg); } return true; } case PC_BOUGHT: if ( !NPC_IsVendor() ) return false; Speak(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_ITEMS_BUY)); pSrc->m_pClient->addBankOpen(this, LAYER_VENDOR_EXTRA); break; case PC_PRICE: if ( !NPC_IsVendor() ) return false; pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_SETPRICE); break; case PC_SAMPLES: if ( !NPC_IsVendor() ) return false; Speak(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_ITEMS_SAMPLE)); pSrc->m_pClient->addBankOpen(this, LAYER_VENDOR_BUYS); break; case PC_STOCK: // Magic restocking container. if ( !NPC_IsVendor() ) return false; Speak(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_ITEMS_SELL)); pSrc->m_pClient->addBankOpen(this, LAYER_VENDOR_STOCK); break; default: return false; } if ( pTargPrompt ) { pszCmd += strlen(sm_PetCommands[iCmd]); GETNONWHITESPACE(pszCmd); pSrc->m_pClient->m_tmPetCmd.m_iCmd = iCmd; pSrc->m_pClient->m_tmPetCmd.m_fAllPets = bAllPets; pSrc->m_pClient->m_Targ_UID = GetUID(); pSrc->m_pClient->m_Targ_Text = pszCmd; pSrc->m_pClient->addTarget(CLIMODE_TARG_PET_CMD, pTargPrompt, bTargAllowGround, bCheckCrime); return true; } // Make some sound to confirm we heard it NPC_PetConfirmCommand(true, pSrc); return true; }
bool CChar::NPC_OnHearPetCmd( LPCTSTR pszCmd, CChar *pSrc, bool fAllPets ) { ADDTOCALLSTACK("CChar::NPC_OnHearPetCmd"); // This should just be another speech block !!! // We own this char (pet or hireling) // pObjTarget = the m_ActTarg has been set for them to attack. // RETURN: // true = we understand this. tho we may not do what we are told. // false = this is not a command we know. // if ( GetTargMode() == CLIMODE_TARG_PET_CMD ) it needs a target. if ( !pSrc->IsClient() || m_pPlayer || !m_pNPC ) return false; m_fIgnoreNextPetCmd = false; // We clear this incase it's true from previous pet cmds. TALKMODE_TYPE mode = TALKMODE_SAY; if ( OnTriggerSpeech(true, pszCmd, pSrc, mode) ) { m_fIgnoreNextPetCmd = !fAllPets; return true; } static LPCTSTR const sm_Pet_table[] = { "ATTACK", "BOUGHT", "CASH", "COME", "DROP", // "GIVE" ? "DROP ALL", "EQUIP", "FOLLOW", "FOLLOW ME", "FRIEND", "GO", "GUARD", "GUARD ME", "KILL", "PRICE", // may have args ? "RELEASE", "SAMPLES", "SPEAK", "STATUS", "STAY", "STOCK", "STOP", "TRANSFER", "UNFRIEND" }; PC_TYPE iCmd = static_cast<PC_TYPE>(FindTableSorted(pszCmd, sm_Pet_table, COUNTOF(sm_Pet_table))); if ( iCmd < 0 ) { if ( !strnicmp(pszCmd, sm_Pet_table[PC_PRICE], 5) ) iCmd = PC_PRICE; else return false; } switch ( iCmd ) { case PC_FOLLOW: case PC_STAY: case PC_STOP: { // Pet friends can use only these commands if ( Memory_FindObjTypes(pSrc, MEMORY_FRIEND) ) break; } default: { // All others commands are avaible only to pet owner if ( !NPC_IsOwnedBy(pSrc, true) ) return false; } } if ( IsStatFlag(STATF_DEAD) ) { // Bonded NPCs still placed on world even when dead. // They can listen to commands, but not to these commands below if ( iCmd == PC_GUARD || iCmd == PC_GUARD_ME || iCmd == PC_ATTACK || iCmd == PC_KILL || iCmd == PC_TRANSFER || iCmd == PC_DROP || iCmd == PC_DROP_ALL ) return true; } bool bTargAllowGround = false; bool bCheckCrime = false; LPCTSTR pTargPrompt = NULL; CCharBase *pCharDef = Char_GetDef(); switch ( iCmd ) { case PC_ATTACK: case PC_KILL: pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_ATT); bCheckCrime = true; break; case PC_COME: case PC_GUARD_ME: case PC_FOLLOW_ME: m_Act_Targ = pSrc->GetUID(); Skill_Start(NPCACT_FOLLOW_TARG); break; case PC_FOLLOW: pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_FOLLOW); break; case PC_FRIEND: if ( IsStatFlag(STATF_Conjured) ) { pSrc->SysMessage(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_FRIEND_SUMMONED)); return false; } pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_FRIEND); break; case PC_UNFRIEND: pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_UNFRIEND); break; case PC_GO: pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_GO); bTargAllowGround = true; break; case PC_GUARD: pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_GUARD); bCheckCrime = true; break; case PC_STAY: case PC_STOP: Skill_Start(NPCACT_STAY); break; case PC_TRANSFER: if ( IsStatFlag(STATF_Conjured) ) { pSrc->SysMessage(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_TRANSFER_SUMMONED)); return true; } pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_TARG_TRANSFER); break; case PC_RELEASE: SoundChar(CRESND_RAND2); if ( IsStatFlag(STATF_Conjured) || (m_pNPC->m_bonded && IsStatFlag(STATF_DEAD)) ) { Delete(); return true; } Skill_Start(SKILL_NONE); NPC_PetClearOwners(); ResendTooltip(); break; case PC_DROP: { // Drop backpack items on ground // NOTE: This is also called on pet release CItemContainer *pPack = GetPack(); if ( pPack ) { pPack->ContentsDump(GetTopPoint(), ATTR_OWNED); break; } if ( NPC_CanSpeak() ) Speak(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_CARRYNOTHING)); return true; } case PC_DROP_ALL: DropAll(NULL, ATTR_OWNED); break; case PC_SPEAK: NPC_OnPetCommand(true, pSrc); return true; case PC_EQUIP: ItemEquipWeapon(false); ItemEquipArmor(false); break; case PC_STATUS: { if ( !NPC_CanSpeak() ) break; unsigned int iWage = pCharDef->GetHireDayWage(); CItemContainer *pBank = GetBank(); TCHAR *pszMsg = Str_GetTemp(); if ( NPC_IsVendor() ) { CItemContainer *pCont = GetBank(LAYER_VENDOR_STOCK); TCHAR *pszTemp1 = Str_GetTemp(); TCHAR *pszTemp2 = Str_GetTemp(); TCHAR *pszTemp3 = Str_GetTemp(); if ( iWage ) { sprintf(pszTemp1, g_Cfg.GetDefaultMsg(DEFMSG_NPC_VENDOR_STAT_GOLD_1), pBank->m_itEqBankBox.m_Check_Amount); sprintf(pszTemp2, g_Cfg.GetDefaultMsg(DEFMSG_NPC_VENDOR_STAT_GOLD_2), pBank->m_itEqBankBox.m_Check_Amount / iWage); sprintf(pszTemp3, g_Cfg.GetDefaultMsg(DEFMSG_NPC_VENDOR_STAT_GOLD_3), static_cast<int>(pCont->GetCount())); } else { sprintf(pszTemp1, g_Cfg.GetDefaultMsg(DEFMSG_NPC_VENDOR_STAT_GOLD_1), pBank->m_itEqBankBox.m_Check_Amount); sprintf(pszTemp2, g_Cfg.GetDefaultMsg(DEFMSG_NPC_VENDOR_STAT_GOLD_4), pBank->m_itEqBankBox.m_Check_Restock, pBank->GetTimerAdjusted() / 60); sprintf(pszTemp3, g_Cfg.GetDefaultMsg(DEFMSG_NPC_VENDOR_STAT_GOLD_3), static_cast<int>(pCont->GetCount())); } sprintf(pszMsg, "%s %s %s", pszTemp1, pszTemp2, pszTemp3); } else if ( iWage ) { sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_DAYS_LEFT), pBank->m_itEqBankBox.m_Check_Amount / iWage); } Speak(pszMsg); return true; } case PC_CASH: { // Give up my cash total. if ( !NPC_IsVendor() ) return false; CItemContainer *pBank = GetBank(); if ( pBank ) { unsigned int iWage = pCharDef->GetHireDayWage(); TCHAR *pszMsg = Str_GetTemp(); if ( pBank->m_itEqBankBox.m_Check_Amount > iWage ) { sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_GETGOLD_1), pBank->m_itEqBankBox.m_Check_Amount - iWage); pSrc->AddGoldToPack(pBank->m_itEqBankBox.m_Check_Amount - iWage); pBank->m_itEqBankBox.m_Check_Amount = iWage; } else sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_GETGOLD_2), pBank->m_itEqBankBox.m_Check_Amount); Speak(pszMsg); } return true; } case PC_BOUGHT: if ( !NPC_IsVendor() ) return false; Speak(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_ITEMS_BUY)); pSrc->GetClient()->addBankOpen(this, LAYER_VENDOR_EXTRA); break; case PC_PRICE: if ( !NPC_IsVendor() ) return false; pTargPrompt = g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_SETPRICE); break; case PC_SAMPLES: if ( !NPC_IsVendor() ) return false; Speak(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_ITEMS_SAMPLE)); pSrc->GetClient()->addBankOpen(this, LAYER_VENDOR_BUYS); break; case PC_STOCK: // Magic restocking container. if ( !NPC_IsVendor() ) return false; Speak(g_Cfg.GetDefaultMsg(DEFMSG_NPC_PET_ITEMS_SELL)); pSrc->GetClient()->addBankOpen(this, LAYER_VENDOR_STOCK); break; default: return false; } if ( pTargPrompt ) { pszCmd += strlen(sm_Pet_table[iCmd]); GETNONWHITESPACE(pszCmd); pSrc->m_pClient->m_tmPetCmd.m_iCmd = iCmd; pSrc->m_pClient->m_tmPetCmd.m_fAllPets = fAllPets; pSrc->m_pClient->m_Targ_UID = GetUID(); pSrc->m_pClient->m_Targ_Text = pszCmd; pSrc->m_pClient->addTarget(CLIMODE_TARG_PET_CMD, pTargPrompt, bTargAllowGround, bCheckCrime); return true; } // Make some sound to confirm we heard it NPC_OnPetCommand(true, pSrc); return true; }
bool CChar::NPC_Vendor_Restock(bool bForce, bool bFillStock) { ADDTOCALLSTACK("CChar::NPC_Vendor_Restock"); // Restock this NPC char. // Then Set the next restock time for this . if ( m_pNPC == NULL ) return false; // Make sure that we're a vendor and not a pet if ( IsStatFlag(STATF_Pet) || !NPC_IsVendor() ) return false; bool bRestockNow = true; if ( !bForce && m_pNPC->m_timeRestock.IsTimeValid() ) { // Restock occurs every 10 minutes of inactivity (unless // region tag specifies different time) CRegionWorld *region = GetRegion(); int64 restockIn = 10 * 60 * TICK_PER_SEC; if( region != NULL ) { CVarDefCont *vardef = region->m_TagDefs.GetKey("RestockVendors"); if( vardef != NULL ) restockIn = vardef->GetValNum(); if ( region->m_TagDefs.GetKey("NoRestock") != NULL ) bRestockNow = false; } if ( m_TagDefs.GetKey("NoRestock") != NULL ) bRestockNow = false; if (bRestockNow) bRestockNow = ( CServerTime::GetCurrentTime().GetTimeDiff(m_pNPC->m_timeRestock) > restockIn ); } // At restock the containers are actually emptied if ( bRestockNow ) { m_pNPC->m_timeRestock.Init(); for ( size_t i = 0; i < CountOf(sm_VendorLayers); ++i ) { CItemContainer *pCont = GetBank(sm_VendorLayers[i]); if ( !pCont ) return false; pCont->Empty(); } } if ( bFillStock ) { // An invalid restock time means that the containers are // waiting to be filled if ( !m_pNPC->m_timeRestock.IsTimeValid() ) { if ( IsTrigUsed(TRIGGER_NPCRESTOCK) ) { CCharBase *pCharDef = Char_GetDef(); ReadScriptTrig(pCharDef, CTRIG_NPCRestock, true); } // we need restock vendor money as well GetBank()->Restock(); } // remember that the stock was filled (or considered up-to-date) m_pNPC->m_timeRestock.SetCurrentTime(); } return true; }
bool CChar::NPC_StablePetSelect( CChar * pCharPlayer ) { ADDTOCALLSTACK("CChar::NPC_StablePetSelect"); // I am a stable master. // I will stable a pet for the player. if ( pCharPlayer == NULL ) return false; if ( ! pCharPlayer->IsClient()) return false; // Might have too many pets already ? int iCount = 0; CItemContainer * pBank = GetBank(); if ( pBank->GetCount() >= MAX_ITEMS_CONT ) { Speak( g_Cfg.GetDefaultMsg( DEFMSG_NPC_STABLEMASTER_FULL ) ); return false; } // Calculate the max limit of pets that the NPC can hold for the player double iSkillTaming = pCharPlayer->Skill_GetAdjusted(SKILL_TAMING); double iSkillAnimalLore = pCharPlayer->Skill_GetAdjusted(SKILL_ANIMALLORE); double iSkillVeterinary = pCharPlayer->Skill_GetAdjusted(SKILL_VETERINARY); double iSkillSum = iSkillTaming + iSkillAnimalLore + iSkillVeterinary; int iPetMax; if ( iSkillSum >= 240.0 ) iPetMax = 5; else if ( iSkillSum >= 200.0 ) iPetMax = 4; else if ( iSkillSum >= 160.0 ) iPetMax = 3; else iPetMax = 2; if ( iSkillTaming >= 100.0 ) iPetMax += (int)((iSkillTaming - 90.0) / 10); if ( iSkillAnimalLore >= 100.0 ) iPetMax += (int)((iSkillAnimalLore - 90.0) / 10); if ( iSkillVeterinary >= 100.0 ) iPetMax += (int)((iSkillVeterinary - 90.0) / 10); if ( m_TagDefs.GetKey("MAXPLAYERPETS") ) iPetMax = (int)(m_TagDefs.GetKeyNum("MAXPLAYERPETS")); for ( CItem *pItem = pBank->GetContentHead(); pItem != NULL; pItem = pItem->GetNext() ) { if ( pItem->IsType(IT_FIGURINE) && pItem->m_uidLink == pCharPlayer->GetUID() ) iCount++; } if ( iCount >= iPetMax ) { Speak( g_Cfg.GetDefaultMsg( DEFMSG_NPC_STABLEMASTER_TOOMANY ) ); return false; } pCharPlayer->m_pClient->m_Targ_PrvUID = GetUID(); pCharPlayer->m_pClient->addTarget( CLIMODE_TARG_PET_STABLE, g_Cfg.GetDefaultMsg( DEFMSG_NPC_STABLEMASTER_TARG ) ); return true; }
bool CClient::Cmd_Use_Item( CItem *pItem, bool fTestTouch, bool fScript ) { ADDTOCALLSTACK("CClient::Cmd_Use_Item"); // Assume we can see the target. // called from Event_DoubleClick if ( !pItem ) return false; if ( pItem->m_Can & CAN_I_FORCEDC ) fTestTouch = false; if ( fTestTouch ) { if ( !fScript ) { CItemContainer *pContainer = dynamic_cast<CItemContainer *>(pItem->GetParent()); if ( pContainer ) { // protect from ,snoop - disallow picking from not opened containers bool isInOpenedContainer = false; if ( pContainer->GetType() == IT_EQ_TRADE_WINDOW ) isInOpenedContainer = true; else { CClient::OpenedContainerMap_t::iterator itContainerFound = m_openedContainers.find(pContainer->GetUID().GetPrivateUID()); if ( itContainerFound != m_openedContainers.end() ) { DWORD dwTopContainerUID = (((*itContainerFound).second).first).first; DWORD dwTopMostContainerUID = (((*itContainerFound).second).first).second; CPointMap ptOpenedContainerPosition = ((*itContainerFound).second).second; const CObjBaseTemplate *pObjTop = pItem->GetTopLevelObj(); const CObjBase *pObjParent = pContainer->GetParentObj(); DWORD dwTopContainerUID_ToCheck = 0; if ( pObjParent ) dwTopContainerUID_ToCheck = pObjParent->GetUID().GetPrivateUID(); else dwTopContainerUID_ToCheck = pObjTop->GetUID().GetPrivateUID(); if ( (dwTopMostContainerUID == pObjTop->GetUID().GetPrivateUID()) && (dwTopContainerUID == dwTopContainerUID_ToCheck) ) { if ( pObjTop->IsChar() ) { // probably a pickup check from pack if pCharTop != this? isInOpenedContainer = true; } else { const CItem *pItemTop = static_cast<const CItem *>(pObjTop); if ( pItemTop && (pItemTop->IsType(IT_SHIP_HOLD) || pItemTop->IsType(IT_SHIP_HOLD_LOCK)) && (pItemTop->GetTopPoint().GetRegion(REGION_TYPE_MULTI) == m_pChar->GetTopPoint().GetRegion(REGION_TYPE_MULTI)) ) isInOpenedContainer = true; else if ( ptOpenedContainerPosition.GetDist(pObjTop->GetTopPoint()) <= 3 ) isInOpenedContainer = true; } } } } if ( !isInOpenedContainer ) { SysMessageDefault(DEFMSG_REACH_UNABLE); return false; } } } // CanTouch handles priv level compares for chars if ( !m_pChar->CanUse(pItem, false) ) { if ( !m_pChar->CanTouch(pItem) ) SysMessage((m_pChar->IsStatFlag(STATF_DEAD)) ? g_Cfg.GetDefaultMsg(DEFMSG_REACH_GHOST) : g_Cfg.GetDefaultMsg(DEFMSG_REACH_FAIL)); else SysMessageDefault(DEFMSG_REACH_UNABLE); return false; } } if ( IsTrigUsed(TRIGGER_DCLICK) || IsTrigUsed(TRIGGER_ITEMDCLICK) ) { if ( pItem->OnTrigger(ITRIG_DCLICK, m_pChar) == TRIGRET_RET_TRUE ) return true; } CItemBase *pItemDef = pItem->Item_GetDef(); bool bIsEquipped = pItem->IsItemEquipped(); if ( pItemDef->IsTypeEquippable() && !bIsEquipped && pItemDef->GetEquipLayer() ) { bool bMustEquip = true; if ( pItem->IsTypeSpellbook() ) bMustEquip = false; else if ( (pItem->IsType(IT_LIGHT_OUT) || pItem->IsType(IT_LIGHT_LIT)) && !pItem->IsItemInContainer() ) bMustEquip = false; if ( bMustEquip ) { if ( !m_pChar->CanMove(pItem) ) return false; if ( !m_pChar->CanCarry(pItem) ) { SysMessageDefault(DEFMSG_MSG_HEAVY); return false; } if ( !m_pChar->ItemEquip(pItem, NULL, true) ) return false; } } CItemSpawn *pSpawn = static_cast<CItemSpawn *>(pItem->m_uidSpawnItem.ItemFind()); // remove this item from its spawn when players DClick it from ground, no other way to take it out. if ( pSpawn ) pSpawn->DelObj(pItem->GetUID()); SetTargMode(); m_Targ_PrvUID = m_Targ_UID; m_Targ_UID = pItem->GetUID(); m_tmUseItem.m_pParent = pItem->GetParent(); // store item location to check later if it was not moved // Use types of items (specific to client) switch ( pItem->GetType() ) { case IT_TRACKER: { if ( !m_pChar->Skill_Tracking(pItem->m_uidLink) ) { if ( pItem->m_uidLink.IsValidUID() ) SysMessageDefault(DEFMSG_TRACKING_UNABLE); addTarget(CLIMODE_TARG_LINK, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_TRACKER_ATTUNE)); } return true; } case IT_SHAFT: case IT_FEATHER: { if ( IsTrigUsed(TRIGGER_SKILLMENU) ) { CScriptTriggerArgs args("sm_bolts"); if ( m_pChar->OnTrigger("@SkillMenu", m_pChar, &args) == TRIGRET_RET_TRUE ) return true; } return Cmd_Skill_Menu(g_Cfg.ResourceGetIDType(RES_SKILLMENU, "sm_bolts")); } case IT_FISH_POLE: // Just be near water ? addTarget(CLIMODE_TARG_USE_ITEM, g_Cfg.GetDefaultMsg(DEFMSG_FISHING_PROMT), true); return true; case IT_DEED: addTargetDeed(pItem); return true; case IT_EQ_BANK_BOX: case IT_EQ_VENDOR_BOX: if ( !fScript ) g_Log.Event(LOGL_WARN|LOGM_CHEAT, "%lx:Cheater '%s' is using 3rd party tools to open bank box\n", GetSocketID(), m_pAccount->GetName()); return false; case IT_CONTAINER_LOCKED: case IT_SHIP_HOLD_LOCK: if ( !m_pChar->GetContainerCreate(LAYER_PACK)->ContentFindKeyFor(pItem) ) { SysMessageDefault(DEFMSG_ITEMUSE_LOCKED); if ( !IsPriv(PRIV_GM) ) return false; } case IT_CORPSE: case IT_SHIP_HOLD: case IT_CONTAINER: case IT_TRASH_CAN: { CItemContainer *pPack = static_cast<CItemContainer *>(pItem); if ( !pPack ) return false; if ( !m_pChar->Skill_Snoop_Check(pPack) ) { if ( !addContainerSetup(pPack) ) return false; } const CItemCorpse *pCorpseItem = static_cast<const CItemCorpse *>(pPack); if ( m_pChar->CheckCorpseCrime(pCorpseItem, true, true) ) SysMessageDefault(DEFMSG_LOOT_CRIMINAL_ACT); return true; } case IT_GAME_BOARD: { if ( !pItem->IsTopLevel() ) { SysMessageDefault(DEFMSG_ITEMUSE_GAMEBOARD_FAIL); return false; } CItemContainer *pBoard = static_cast<CItemContainer *>(pItem); ASSERT(pBoard); pBoard->Game_Create(); addContainerSetup(pBoard); return true; } case IT_BBOARD: addBulletinBoard(static_cast<CItemContainer *>(pItem)); return true; case IT_SIGN_GUMP: { GUMP_TYPE gumpid = pItemDef->m_ttContainer.m_gumpid; if ( !gumpid ) return false; addGumpTextDisp(pItem, gumpid, pItem->GetName(), pItem->IsIndividualName() ? pItem->GetName() : NULL); return true; } case IT_BOOK: case IT_MESSAGE: { if ( !addBookOpen(pItem) ) SysMessageDefault(DEFMSG_ITEMUSE_BOOK_FAIL); return true; } case IT_STONE_GUILD: case IT_STONE_TOWN: return true; case IT_POTION: { if ( !m_pChar->CanMove(pItem) ) { SysMessageDefault(DEFMSG_ITEMUSE_POTION_FAIL); return false; } if ( RES_GET_INDEX(pItem->m_itPotion.m_Type) == SPELL_Poison ) { // If we click directly on poison potion, we will drink poison and get ill. // To use it on Poisoning skill, the skill will request to target the potion. m_pChar->OnSpellEffect(SPELL_Poison, m_pChar, pItem->m_itSpell.m_spelllevel, NULL); return true; } if ( RES_GET_INDEX(pItem->m_itPotion.m_Type) == SPELL_Explosion ) { // Throw explosion potion if ( !m_pChar->ItemPickup(pItem, 1) ) // put the potion in our hand return false; pItem->m_itPotion.m_tick = 4; // countdown to explode pItem->m_itPotion.m_ignited = 1; // ignite it pItem->m_uidLink = m_pChar->GetUID(); pItem->SetTimeout(TICK_PER_SEC); m_tmUseItem.m_pParent = pItem->GetParent(); addTarget(CLIMODE_TARG_USE_ITEM, g_Cfg.GetDefaultMsg(DEFMSG_SELECT_POTION_TARGET), true, true, pItem->m_itPotion.m_tick * TICK_PER_SEC); return true; } m_pChar->Use_Drink(pItem); return true; } case IT_ANIM_ACTIVE: SysMessage(g_Cfg.GetDefaultMsg(DEFMSG_ITEM_IN_USE)); return false; case IT_CLOCK: addObjMessage(m_pChar->GetTopSector()->GetLocalGameTime(), pItem); return true; case IT_SPAWN_ITEM: case IT_SPAWN_CHAR: { pSpawn = static_cast<CItemSpawn *>(pItem); if ( !pSpawn ) return false; if ( pSpawn->m_currentSpawned ) { SysMessageDefault(DEFMSG_ITEMUSE_SPAWN_NEG); pSpawn->KillChildren(); // Removing existing objects spawned from it ( RESET ). } else { SysMessageDefault(DEFMSG_ITEMUSE_SPAWN_RESET); pSpawn->OnTick(true); // Forcing the spawn to work and create some objects ( START ). } return true; } case IT_SHRINE: { if ( m_pChar->OnSpellEffect(SPELL_Resurrection, m_pChar, 1000, pItem) ) return true; SysMessageDefault(DEFMSG_ITEMUSE_SHRINE); return true; } case IT_SHIP_TILLER: pItem->Speak(g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_TILLERMAN), HUE_TEXT_DEF, TALKMODE_SAY, FONT_NORMAL); return true; case IT_WAND: case IT_SCROLL: { SPELL_TYPE spell = static_cast<SPELL_TYPE>(RES_GET_INDEX(pItem->m_itWeapon.m_spell)); CSpellDef *pSpellDef = g_Cfg.GetSpellDef(spell); if ( !pSpellDef ) return false; if ( IsSetMagicFlags(MAGICF_PRECAST) && !pSpellDef->IsSpellType(SPELLFLAG_NOPRECAST) ) { int skill; if ( !pSpellDef->GetPrimarySkill(&skill, NULL) ) return false; m_tmSkillMagery.m_Spell = spell; // m_atMagery.m_Spell m_pChar->m_atMagery.m_Spell = spell; m_pChar->Skill_Start(static_cast<SKILL_TYPE>(skill)); return true; } return Cmd_Skill_Magery(spell, pItem); } case IT_RUNE: { if ( !m_pChar->CanMove(pItem, true) ) return false; addPromptConsole(CLIMODE_PROMPT_NAME_RUNE, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_RUNE_NAME), pItem->GetUID()); return true; } case IT_CARPENTRY: { if ( IsTrigUsed(TRIGGER_SKILLMENU) ) { CScriptTriggerArgs args("sm_carpentry"); if ( m_pChar->OnTrigger("@SkillMenu", m_pChar, &args) == TRIGRET_RET_TRUE ) return true; } return Cmd_Skill_Menu(g_Cfg.ResourceGetIDType(RES_SKILLMENU, "sm_carpentry")); } case IT_FORGE: // Solve for the combination of this item with another. addTarget(CLIMODE_TARG_USE_ITEM, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_FORGE)); return true; case IT_ORE: return m_pChar->Skill_Mining_Smelt(pItem, NULL); case IT_INGOT: return Cmd_Skill_Smith(pItem); case IT_KEY: case IT_KEYRING: { if ( pItem->GetTopLevelObj() != m_pChar && !m_pChar->IsPriv(PRIV_GM) ) { SysMessageDefault(DEFMSG_ITEMUSE_KEY_FAIL); return false; } addTarget(CLIMODE_TARG_USE_ITEM, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_KEY_PROMT), false, true); return true; } case IT_BANDAGE: // SKILL_HEALING, or SKILL_VETERINARY addTarget(CLIMODE_TARG_USE_ITEM, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_BANDAGE_PROMT), false, false); return true; case IT_BANDAGE_BLOOD: // Clean the bandages. case IT_COTTON: // use on a spinning wheel. case IT_WOOL: // use on a spinning wheel. case IT_YARN: // Use this on a loom. case IT_THREAD: // Use this on a loom. case IT_COMM_CRYSTAL: addTarget(CLIMODE_TARG_USE_ITEM, g_Cfg.GetDefaultMsg(DEFMSG_TARGET_PROMT), false, false); return true; case IT_CARPENTRY_CHOP: case IT_LOCKPICK: // Use on a locked thing. case IT_SCISSORS: addTarget(CLIMODE_TARG_USE_ITEM, g_Cfg.GetDefaultMsg(DEFMSG_TARGET_PROMT), false, true); return true; case IT_WEAPON_MACE_PICK: if ( bIsEquipped || !IsSetOF(OF_NoDClickTarget) ) { // Mine at the location TCHAR *pszTemp = Str_GetTemp(); sprintf(pszTemp, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_MACEPICK_TARG), pItem->GetName()); addTarget(CLIMODE_TARG_USE_ITEM, pszTemp, true, true); return true; } case IT_WEAPON_SWORD: case IT_WEAPON_FENCE: case IT_WEAPON_AXE: case IT_WEAPON_MACE_SHARP: case IT_WEAPON_MACE_STAFF: case IT_WEAPON_MACE_SMITH: { if ( bIsEquipped || !IsSetOF(OF_NoDClickTarget) ) addTarget(CLIMODE_TARG_USE_ITEM, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_WEAPON_PROMT), false, true); return true; } case IT_WEAPON_MACE_CROOK: if ( bIsEquipped || !IsSetOF(OF_NoDClickTarget) ) addTarget(CLIMODE_TARG_USE_ITEM, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_CROOK_PROMT), false, true); return true; case IT_FISH: SysMessageDefault(DEFMSG_ITEMUSE_FISH_FAIL); return true; case IT_TELESCOPE: SysMessageDefault(DEFMSG_ITEMUSE_TELESCOPE); return true; case IT_MAP: addDrawMap(static_cast<CItemMap *>(pItem)); return true; case IT_CANNON_BALL: { TCHAR *pszTemp = Str_GetTemp(); sprintf(pszTemp, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_CBALL_PROMT), pItem->GetName()); addTarget(CLIMODE_TARG_USE_ITEM, pszTemp); return true; } case IT_CANNON_MUZZLE: { if ( !m_pChar->CanUse(pItem, false) ) return false; // Make sure the cannon is loaded. if ( !(pItem->m_itCannon.m_Load & 1) ) { addTarget(CLIMODE_TARG_USE_ITEM, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_CANNON_POWDER)); return true; } if ( !(pItem->m_itCannon.m_Load & 2) ) { addTarget(CLIMODE_TARG_USE_ITEM, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_CANNON_SHOT)); return true; } addTarget(CLIMODE_TARG_USE_ITEM, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_CANNON_TARG), false, true); return true; } case IT_CRYSTAL_BALL: // Gaze into the crystal ball. return true; case IT_SEED: case IT_PITCHER_EMPTY: { TCHAR *pszTemp = Str_GetTemp(); sprintf(pszTemp, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_PITCHER_TARG), pItem->GetName()); addTarget(CLIMODE_TARG_USE_ITEM, pszTemp, true); return true; } case IT_SPELLBOOK: addSpellbookOpen(pItem); return true; case IT_SPELLBOOK_NECRO: addSpellbookOpen(pItem, 101); return true; case IT_SPELLBOOK_PALA: addSpellbookOpen(pItem, 201); return true; case IT_SPELLBOOK_BUSHIDO: addSpellbookOpen(pItem, 401); return true; case IT_SPELLBOOK_NINJITSU: addSpellbookOpen(pItem, 501); return true; case IT_SPELLBOOK_ARCANIST: addSpellbookOpen(pItem, 601); return true; case IT_SPELLBOOK_MYSTIC: addSpellbookOpen(pItem, 678); return true; case IT_SPELLBOOK_BARD: addSpellbookOpen(pItem, 701); return true; case IT_HAIR_DYE: { if ( !m_pChar->LayerFind(LAYER_BEARD) && !m_pChar->LayerFind(LAYER_HAIR) ) { SysMessageDefault(DEFMSG_ITEMUSE_DYE_NOHAIR); return true; } Dialog_Setup(CLIMODE_DIALOG, g_Cfg.ResourceGetIDType(RES_DIALOG, "d_hair_dye"), 0, pItem); return true; } case IT_DYE: addTarget(CLIMODE_TARG_USE_ITEM, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_DYE_VAT)); return true; case IT_DYE_VAT: addTarget(CLIMODE_TARG_USE_ITEM, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_DYE_TARG), false, true); return true; case IT_MORTAR: { if ( IsTrigUsed(TRIGGER_SKILLMENU) ) { CScriptTriggerArgs args("sm_alchemy"); if ( m_pChar->OnTrigger("@SkillMenu", m_pChar, &args) == TRIGRET_RET_TRUE ) return true; } return Cmd_Skill_Menu(g_Cfg.ResourceGetIDType(RES_SKILLMENU, "sm_alchemy")); } case IT_CARTOGRAPHY: { if ( IsTrigUsed(TRIGGER_SKILLMENU) ) { CScriptTriggerArgs args("sm_cartography"); if ( m_pChar->OnTrigger("@SkillMenu", m_pChar, &args) == TRIGRET_RET_TRUE ) return true; } return Cmd_Skill_Menu(g_Cfg.ResourceGetIDType(RES_SKILLMENU, "sm_cartography")); } case IT_COOKING: { if ( IsTrigUsed(TRIGGER_SKILLMENU) ) { CScriptTriggerArgs args("sm_cooking"); if ( m_pChar->OnTrigger("@SkillMenu", m_pChar, &args) == TRIGRET_RET_TRUE ) return true; } return Cmd_Skill_Menu(g_Cfg.ResourceGetIDType(RES_SKILLMENU, "sm_cooking")); } case IT_TINKER_TOOLS: { if ( IsTrigUsed(TRIGGER_SKILLMENU) ) { CScriptTriggerArgs args("sm_tinker"); if ( m_pChar->OnTrigger("@SkillMenu", m_pChar, &args) == TRIGRET_RET_TRUE ) return true; } return Cmd_Skill_Menu(g_Cfg.ResourceGetIDType(RES_SKILLMENU, "sm_tinker")); } case IT_SEWING_KIT: { TCHAR *pszTemp = Str_GetTemp(); sprintf(pszTemp, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_SEWKIT_PROMT), pItem->GetName()); addTarget(CLIMODE_TARG_USE_ITEM, pszTemp); return true; } case IT_SCROLL_BLANK: Cmd_Skill_Inscription(); return true; default: { // An NPC could use it this way. if ( m_pChar->Use_Item(pItem) ) return true; break; } } SysMessageDefault(DEFMSG_ITEMUSE_CANTTHINK); return false; }
BOOL CDbManager::ConvItemStart( void ) { int nCount = 0; int nStarted = 0; DWORD dwMaxConv = 0; char* szSQL = new char[40960]; char lpString[300]; char lpString1[300]; CQuery* pQueryChar = new CQuery; CQuery* pQuerySave = new CQuery; if( ConvItemConnectDB( pQueryChar, pQuerySave ) == FALSE ) return FALSE; InitConvItemDialog(); AfxMessageBox( "ConvItemStart", MB_OK ); //////////////////////////////////////// Inventory Start //////////////////////////////////////// if( ( dwMaxConv = GetMaxInventory( szSQL, pQueryChar, pQuerySave ) ) == 0 ) return FALSE; sprintf( lpString, "%d / %d", 0, dwMaxConv ); UpdateConvItemDialog( "Inventory, Bank", lpString, "0 %%", 0 ); if( CreateInvenBankView( szSQL, pQueryChar, pQuerySave ) == FALSE ) return FALSE; // Inven, Bank Item 가지고 오기 if( GetInventoryBankView( szSQL, pQueryChar, pQuerySave ) == FALSE ) return FALSE; while( pQueryChar->Fetch() ) { ++nStarted; sprintf( lpString, "%d / %d", nStarted, dwMaxConv ); sprintf( lpString1, "%d %", int( float( (float)nStarted / (float)dwMaxConv ) * 100.0f ) ); UpdateConvItemDialog( "Inventory, Bank", lpString, lpString1, (int( float( (float)nStarted / (float)dwMaxConv ) * 100.0f )) ); CMover* pMover = new CMover; //GetUserInventoryBank( pMover, pQueryChar ); // mirchang_100416 VERIFYSTRING use return value if( GetUserInventoryBank( pMover, pQueryChar ) == FALSE ) { safe_delete( pMover ); return FALSE; } // mirchang_100416 if( InventoryBankConv( szSQL, pMover, pQueryChar, pQuerySave ) ) // SaveItem { if( SaveUserInventoryBank( szSQL, pMover, pQueryChar, pQuerySave ) == FALSE ) { safe_delete( pMover ); return FALSE; } } safe_delete( pMover ); } if( DeleteInvenBankView( szSQL, pQueryChar, pQuerySave ) == FALSE ) return FALSE; //////////////////////////////////////// GuildBank Start //////////////////////////////////////// nStarted = 0; if( ( dwMaxConv = GetMaxGuildBank( szSQL, pQueryChar, pQuerySave ) ) == 0 ) return FALSE; sprintf( lpString, "%d / %d", 0, dwMaxConv ); UpdateConvItemDialog( "GuildBank", lpString, "0 %%", 0 ); if( CreateGuildBankView( szSQL, pQueryChar, pQuerySave ) == FALSE ) return FALSE; // Inven, Bank Item 가지고 오기 if( GetGuildBankView( szSQL, pQueryChar, pQuerySave ) == FALSE ) return FALSE; while( pQueryChar->Fetch() ) { ++nStarted; sprintf( lpString, "%d / %d", nStarted, dwMaxConv ); sprintf( lpString1, "%d %", int( float( (float)nStarted / (float)dwMaxConv ) * 100.0f ) ); UpdateConvItemDialog( "GuildBank", lpString, lpString1, (int( float( (float)nStarted / (float)dwMaxConv ) * 100.0f )) ); CItemContainer<CItemElem> GuildBank; // 길드 창고 int nGuildId = 0; GuildBank.SetItemContainer( ITYPE_ITEM, MAX_GUILDBANK ); nGuildId = pQueryChar->GetInt( "m_idGuild" ); GetGuildBank( &GuildBank, pQueryChar ); if( GuildBankConv( szSQL, nGuildId, &GuildBank, pQueryChar, pQuerySave ) ) { if( SaveConvGuildBank( szSQL, nGuildId, &GuildBank, pQueryChar, pQuerySave ) == FALSE ) return FALSE; } } if( DeleteGuildBankView( szSQL, pQueryChar, pQuerySave ) == FALSE ) return FALSE; SAFE_DELETE( pQueryChar ); SAFE_DELETE( pQuerySave ); return TRUE; }