static bool ItemDroppedOnPet(NXWCLIENT ps, PKGx08 *pp, P_ITEM pi) { if (ps == NULL) return false; VALIDATEPIR(pi, false); P_CHAR pet = pointers::findCharBySerial(pp->Tserial); VALIDATEPCR(pet, false); NXWSOCKET s = ps->toInt(); P_CHAR pc = ps->currChar(); VALIDATEPCR(pc, false); if((pet->hunger<6) && (pi->type==ITYPE_FOOD))//AntiChrist new hunger code for npcs { pc->playSFX( (UI16)(0x3A+(rand()%3)) ); //0x3A - 0x3C three different sounds if(pi->poisoned) { pet->applyPoison(PoisonType(pi->poisoned)); } std::string itmname; if( pi->getCurrentName() == "#" ) { char temp2[TEMP_STR_SIZE]; //xan -> this overrides the global temp var pi->getName(temp2); itmname = temp2; } else itmname = pi->getCurrentName(); pet->emotecolor = 0x0026; pet->emoteall(TRANSLATE("* You see %s eating %s *"), 1, pet->getCurrentNameC(), itmname.c_str() ); pet->hunger++; } else { ps->sysmsg(TRANSLATE("It doesn't appear to want the item")); Sndbounce5(s); if (ps->isDragging()) { ps->resetDragging(); item_bounce5(s,pi); } } return true; }
/*! \brief Double click \author Ripper, rewrite by Endymion \param ps client of player dbclick \note Completely redone by Morrolan 20-07-99 \warning I use a define CASE for make more readable the code, if you change name of P_ITEM pi chage also the macro \todo los */ void doubleclick(NXWCLIENT ps) { if(ps==NULL) return; P_CHAR pc = ps->currChar(); VALIDATEPC( pc ); NXWSOCKET s = ps->toInt(); // the 0x80 bit in the first byte is used later for "keyboard" and should be ignored SERIAL serial = LongFromCharPtr(buffer[s] +1) & 0x7FFFFFFF; if (isCharSerial(serial)) { P_CHAR pd=pointers::findCharBySerial(serial); if(ISVALIDPC(pd)) dbl_click_character(ps, pd); return; } P_ITEM pi = pointers::findItemBySerial(serial); VALIDATEPI(pi); if (pi->amxevents[EVENT_IONDBLCLICK]!=NULL) { g_bByPass = false; pi->amxevents[EVENT_IONDBLCLICK]->Call( pi->getSerial32(), pc->getSerial32() ); if (g_bByPass==true) return; } /* g_bByPass = false; pi->runAmxEvent( EVENT_IONDBLCLICK, pi->getSerial32(), s ); if (g_bByPass==true) return; */ if (!checkItemUsability(pc , pi, ITEM_USE_DBLCLICK)) return; Location charpos= pc->getPosition(); if (pc->IsHiddenBySpell()) return; //Luxor: cannot use items if under invisible spell if ( !pc->IsGM() && pc->objectdelay >= uiCurrentTime ) { pc->sysmsg(TRANSLATE("You must wait to perform another action.")); return; } else pc->objectdelay = SrvParms->objectdelay * MY_CLOCKS_PER_SEC + uiCurrentTime; ///MODIFY, CANT CLICK ITEM AT DISTANCE >2////////////// if ( (pc->distFrom(pi)>2) && !pc->IsGM() && !(pc->nxwflags[0] & cChar::flagSpellTelekinesys) ) //Luxor: let's check also for the telekinesys spell { pc->sysmsg( TRANSLATE("Must be closer to use this!")); pc->objectdelay=0; return; } //<Anthalir> VARIAIBLI tile_st item; P_ITEM pack= pc->getBackpack(); VALIDATEPI( pack ); data::seekTile( pi->getId(), item ); //////FINEVARIABILI if ( ServerScp::g_nEquipOnDclick ) { // equip the item only if it is in the backpack of the player if ((pi->getContSerial() == pack->getSerial32()) && (item.quality != 0) && (item.quality != LAYER_BACKPACK) && (item.quality != LAYER_MOUNT)) { int drop[2]= {-1, -1}; // list of items to drop, there no reason for it to be larger int curindex= 0; NxwItemWrapper wea; wea.fillItemWeared( pc, true, true, true ); for( wea.rewind(); !wea.isEmpty(); wea++ ) { P_ITEM pj=wea.getItem(); if(!ISVALIDPI(pj)) continue; if ((item.quality == LAYER_1HANDWEAPON) || (item.quality == LAYER_2HANDWEAPON))// 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 == item.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->UnEquip( p_drop ); } } } pc->playSFX( itemsfx(pi->getId()) ); pc->Equip( pi ); } else { if (drop[0] == -1) { pc->playSFX( itemsfx(pi->getId()) ); pc->Equip( pi ); } } return; } } // </Anthalir> //<Luxor>: Circle of transparency bug fix P_ITEM pCont; Location dst; pCont = pi->getOutMostCont(); if(pCont->isInWorld()) { dst = pCont->getPosition(); } else { P_CHAR pg_dst = pointers::findCharBySerial( pCont->getContSerial() ); VALIDATEPC(pg_dst); dst = pg_dst->getPosition(); } Location charPos = pc->getPosition(); charPos.z = dst.z; charPos.dispz = dst.dispz; if ( !pc->IsGM() && !lineOfSight( charPos, dst ) && !(pc->nxwflags[0] & cChar::flagSpellTelekinesys) ) { pc->sysmsg( TRANSLATE( "You cannot reach the item" ) ); return; } //</Luxor> P_CHAR itmowner = pi->getPackOwner(); if(!pi->isInWorld()) { if (isItemSerial(pi->getContSerial()) && pi->type != ITYPE_CONTAINER) {// Cant use stuff that isn't in your pack. if ( ISVALIDPC(itmowner) && (itmowner->getSerial32()!=pc->getSerial32()) ) return; } else if (isCharSerial(pi->getContSerial()) && pi->type!=(UI32)INVALID) {// in a character. P_CHAR wearedby = pointers::findCharBySerial(pi->getContSerial()); if (ISVALIDPC(wearedby)) if (wearedby->getSerial32()!=pc->getSerial32() && pi->layer!=LAYER_UNUSED_BP && pi->type!=ITYPE_CONTAINER) return; } } if ((pi->magic==4) && (pi->secureIt==1)) { if (!pc->isOwnerOf(pi) || !pc->IsGMorCounselor()) { pc->sysmsg( TRANSLATE("That is a secured chest!")); return; } } if (pi->magic == 4) { pc->sysmsg( TRANSLATE("That item is locked down.")); return; } if (pc->dead && pi->type!=ITYPE_RESURRECT) // if you are dead and it's not an ankh, FORGET IT! { pc->sysmsg(TRANSLATE("You may not do that as a ghost.")); return; } else if (!pc->IsGMorCounselor() && pi->layer!=0 && !pc->IsWearing(pi)) {// can't use other people's things! if (!(pi->layer==LAYER_BACKPACK && SrvParms->rogue==1)) // bugfix for snooping not working, LB { pc->sysmsg(TRANSLATE("You cannot use items equipped by other players.")); return; } } // Begin checking objects that we force an object delay for (std objects) // start trigger stuff if (pi->trigger > 0) { if (pi->trigtype == 0) { if ( TIMEOUT( pi->disabled ) ) // changed by Magius(CHE) § { triggerItem(s, pi, TRIGTYPE_DBLCLICK); // if players uses trigger return; } else { if ( pi->disabledmsg!=NULL ) pc->sysmsg("%s", pi->disabledmsg->c_str()); else pc->sysmsg(TRANSLATE("That doesnt seem to work right now.")); return; } } else { pc->sysmsg( TRANSLATE("You are not close enough to use that.")); return; } } // check this on trigger in the event that the .trigger property is not set on the item // trigger code. Check to see if item is envokable by id else if (checkenvoke( pi->getId() )) { pc->envokeitem = pi->getSerial32(); pc->envokeid = pi->getId(); P_TARGET targ = clientInfo[s]->newTarget( new cObjectTarget() ); targ->code_callback=target_envoke; targ->send( ps ); ps->sysmsg( TRANSLATE("What will you use this on?")); return; } // end trigger stuff // BEGIN Check items by type int los = 0; BYTE map1[20] = "\x90\x40\x01\x02\x03\x13\x9D\x00\x00\x00\x00\x13\xFF\x0F\xFF\x01\x90\x01\x90"; BYTE map2[12] = "\x56\x40\x01\x02\x03\x05\x00\x00\x00\x00\x00"; // By Polygon: This one is needed to show the location on treasure maps BYTE map3[12] = "\x56\x40\x01\x02\x03\x01\x00\x00\x00\x00\x00"; P_TARGET targ = NULL; switch (pi->type) { case ITYPE_RESURRECT: // Check for 'resurrect item type' this is the ONLY type one can use if dead. if (pc->dead) { pc->resurrect(); pc->sysmsg(TRANSLATE("You have been resurrected.")); return; } else { pc->sysmsg(TRANSLATE("You are already living!")); return; } case ITYPE_BOATS:// backpacks - snooping a la Zippy - add check for SrvParms->rogue later- Morrolan if (pi->type2 == 3) { switch( pi->getId() & 0xFF ) { case 0x84: case 0xD5: case 0xD4: case 0x89: Boats->PlankStuff(pc, pi); break; default: pc->sysmsg( TRANSLATE("That is locked.")); break; } return; } case ITYPE_CONTAINER: // bugfix for snooping not working, lb case ITYPE_UNLOCKED_CONTAINER: // Wintermute: GMs or Counselors should be able to open trapped containers always if (pi->moreb1 > 0 && !pc->IsGMorCounselor()) { magic::castAreaAttackSpell(pi->getPosition("x"), pi->getPosition("y"), magic::SPELL_EXPLOSION); pi->moreb1--; } //Magic->MagicTrap(currchar[s], pi); // added by AntiChrist // only 1 and 63 can be trapped, so pleaz leave it here :) - Anti case ITYPE_NODECAY_ITEM_SPAWNER: // nodecay item spawner..Ripper case ITYPE_DECAYING_ITEM_SPAWNER: // decaying item spawner..Ripper if (pi->isInWorld() || (pc->IsGMorCounselor()) || // Backpack in world - free access to everyone ( isCharSerial(pi->getContSerial()) && pi->getContSerial()==pc->getSerial32())) // primary pack { pc->showContainer(pi); pc->objectdelay=0; return; } else if( isItemSerial(pi->getContSerial()) ) { P_ITEM pio = pi->getOutMostCont(); if (pio->getContSerial()==pc->getSerial32() || pio->isInWorld() ) { pc->showContainer(pi); pc->objectdelay=0; return; } } if(ISVALIDPC(itmowner)) snooping(pc, pi ); return; case ITYPE_TELEPORTRUNE: targ = clientInfo[s]->newTarget( new cLocationTarget() ); targ->code_callback = target_tele; targ->send( ps ); ps->sysmsg( TRANSLATE("Select teleport target.")); return; case ITYPE_KEY: targ = clientInfo[s]->newTarget( new cItemTarget() ); targ->code_callback = target_key; targ->buffer[0]= pi->more1; targ->buffer[1]= pi->more2; targ->buffer[2]= pi->more3; targ->buffer[3]= pi->more4; targ->send( ps ); ps->sysmsg( TRANSLATE("Select item to use the key on.")); return; case ITYPE_LOCKED_ITEM_SPAWNER: case ITYPE_LOCKED_CONTAINER: // Added traps effects by AntiChrist // Wintermute: GMs or Counselors should be able to open locked containers always if ( !pc->IsGMorCounselor() ) { if (pi->moreb1 > 0 ) { magic::castAreaAttackSpell(pi->getPosition().x, pi->getPosition().y, magic::SPELL_EXPLOSION); pi->moreb1--; } pc->sysmsg(TRANSLATE("This item is locked.")); return; } else { pc->showContainer(pi); return; } case ITYPE_SPELLBOOK: if (ISVALIDPI(pack)) // morrolan if(pi->getContSerial()==pack->getSerial32() || pc->IsWearing(pi)) ps->sendSpellBook(pi); else pc->sysmsg(TRANSLATE("If you wish to open a spellbook, it must be equipped or in your main backpack.")); return; case ITYPE_MAP: LongToCharPtr(pi->getSerial32(), map1 +1); map2[1] = map1[1]; map2[2] = map1[2]; map2[3] = map1[3]; map2[4] = map1[4]; /* By Polygon: Assign areas and map size before sending */ map1[7] = pi->more1; // Assign topleft x map1[8] = pi->more2; map1[9] = pi->more3; // Assign topleft y map1[10] = pi->more4; map1[11] = pi->moreb1; // Assign lowright x map1[12] = pi->moreb2; map1[13] = pi->moreb3; // Assign lowright y map1[14] = pi->moreb4; int width, height; // Tempoary storage for w and h; width = 134 + (134 * pi->morez); // Calculate new w and h height = 134 + (134 * pi->morez); ShortToCharPtr(width, map1 +15); ShortToCharPtr(height, map1 +17); // END OF: By Polygon Xsend(s, map1, 19); //AoS/ Network->FlushBuffer(s); Xsend(s, map2, 11); //AoS/ Network->FlushBuffer(s); return; case ITYPE_BOOK: Books::DoubleClickBook(s, pi); return; case ITYPE_DOOR: dooruse(s, pi); return; case ITYPE_LOCKED_DOOR: // Wintermute: GMs or Counselors should be able to open locked doors always if ( pc->IsGMorCounselor()) { dooruse(s, pi); return; } if (ISVALIDPI(pack)) { NxwItemWrapper si; si.fillItemsInContainer( pack ); for( si.rewind(); !si.isEmpty(); si++ ) { P_ITEM pj = si.getItem(); if (ISVALIDPI(pj) && pj->type==ITYPE_KEY) if (((pj->more1 == pi->more1) && (pj->more2 == pi->more2) && (pj->more3 == pi->more3) && (pj->more4 == pi->more4)) ) { pc->sysmsg(TRANSLATE("You quickly unlock, use, and then relock the door.")); dooruse(s, pi); return; } } } pc->sysmsg(TRANSLATE("This door is locked.")); return; case ITYPE_FOOD: if (pc->hunger >= 6) { pc->sysmsg( TRANSLATE("You are simply too full to eat any more!")); return; } else { switch (RandomNum(0, 2)) { case 0: pc->playSFX(0x3A); break; case 1: pc->playSFX(0x3B); break; case 2: pc->playSFX(0x3C); break; } switch (pc->hunger) { case 0: pc->sysmsg( TRANSLATE("You eat the food, but are still extremely hungry.")); break; case 1: pc->sysmsg( TRANSLATE("You eat the food, but are still extremely hungry.")); break; case 2: pc->sysmsg( TRANSLATE("After eating the food, you feel much less hungry.")); break; case 3: pc->sysmsg( TRANSLATE("You eat the food, and begin to feel more satiated.")); break; case 4: pc->sysmsg( TRANSLATE("You feel quite full after consuming the food.")); break; case 5: pc->sysmsg( TRANSLATE("You are nearly stuffed, but manage to eat the food.")); break; default: pc->sysmsg( TRANSLATE("You are simply too full to eat any more!")); break; } if (pi->poisoned) { pc->sysmsg(TRANSLATE("The food was poisoned!")); pc->applyPoison(PoisonType(pi->poisoned)); } pi->ReduceAmount(1); pc->hunger++; } return; case ITYPE_WAND: // -Fraz- Modified and tuned up, Wands must now be equipped or in pack case ITYPE_MANAREQ_WAND: // magic items requiring mana (xan) if (ISVALIDPI(pack)) { if (pi->getContSerial() == pack->getSerial32() || pc->IsWearing(pi)) { if (pi->morez != 0) { pi->morez--; if (magic::beginCasting( static_cast<magic::SpellId>((8*(pi->morex - 1)) + pi->morey - 1), ps, (pi->type==ITYPE_WAND) ? magic::CASTINGTYPE_ITEM : magic::CASTINGTYPE_NOMANAITEM)) { if (pi->morez == 0) { pi->type = pi->type2; pi->morex = 0; pi->morey = 0; pi->offspell = 0; } } } } else { pc->sysmsg(TRANSLATE("If you wish to use this, it must be equipped or in your backpack.")); } } return; // case 15 (magic items) /*////////////////////REMOVE///////////////////////////////////// case 18: // crystal ball? switch (RandomNum(0, 9)) { case 0: itemmessage(s, TRANSLATE("Seek out the mystic llama herder."), pi->getSerial32()); break; case 1: itemmessage(s, TRANSLATE("Wherever you go, there you are."), pi->getSerial32()); break; case 4: itemmessage(s, TRANSLATE("The message appears to be too cloudy to make anything out of it."), pi->getSerial32()); break; case 5: itemmessage(s, TRANSLATE("You have just lost five strength.. not!"), pi->getSerial32()); break; case 6: itemmessage(s, TRANSLATE("You're really playing a game you know"), pi->getSerial32()); break; case 7: itemmessage(s, TRANSLATE("You will be successful in all you do."), pi->getSerial32()); break; case 8: itemmessage(s, TRANSLATE("You are a person of culture."), pi->getSerial32()); break; default: itemmessage(s, TRANSLATE("Give me a break! How much good fortune do you expect!"), pi->getSerial32()); break; }// switch soundeffect2(pc_currchar, 0x01EC); return;// case 18 (crystal ball?) */////////////////////ENDREMOVE///////////////////////////////////// case ITYPE_POTION: // potions if (pi->morey != 3) pc->drink(pi); //Luxor: delayed potions drinking else //explosion potion usepotion(pc, pi); return; case ITYPE_RUNE: if (pi->morex==0 && pi->morey==0 && pi->morez==0) { pc->sysmsg( TRANSLATE("That rune is not yet marked!")); } else { pc->runeserial = pi->getSerial32(); pc->sysmsg( TRANSLATE("Enter new rune name.")); } return; case ITYPE_SMOKE: pc->smoketimer = pi->morex*MY_CLOCKS_PER_SEC + getclock(); pi->ReduceAmount(1); return; case ITYPE_RENAME_DEED: pc->namedeedserial = pi->getSerial32(); pc->sysmsg( TRANSLATE("Enter your new name.")); pi->ReduceAmount(1); return; case ITYPE_POLYMORPH: pc->setId( pi->morex ); pc->teleport(); pi->type = ITYPE_POLYMORPH_BACK; return; case ITYPE_POLYMORPH_BACK: pc->setId( pc->getOldId() ); pc->teleport(); pi->type = ITYPE_POLYMORPH; return; case ITYPE_ARMY_ENLIST: enlist(s, pi->morex); pi->Delete(); return; case ITYPE_TELEPORT: pc->MoveTo( pi->morex,pi->morey,pi->morez ); pc->teleport(); return; case ITYPE_DRINK: switch (rand()%2) { case 0: pc->playSFX(0x0031); break; case 1: pc->playSFX(0x0030); break; } pi->ReduceAmount(1); pc->sysmsg( TRANSLATE("Gulp !")); return; case ITYPE_GUILDSTONE: if ( pi->getId() == 0x14F0 || pi->getId() == 0x1869 ) // Check for Deed/Teleporter + Guild Type { pc->fx1 = DEREF_P_ITEM(pi); Guilds->StonePlacement(s); return; } else if (pi->getId() == 0x0ED5) // Check for Guildstone + Guild Type { pc->fx1 = DEREF_P_ITEM(pi); Guilds->Menu(s, 1); return; } else WarnOut("Unhandled guild item type named: %s with ID of: %X\n", pi->getCurrentNameC(), pi->getId()); return; case ITYPE_PLAYER_VENDOR_DEED: // PlayerVendors deed { P_CHAR vendor = npcs::AddNPCxyz(-1, 2117, charpos.x, charpos.y, charpos.z); if ( !ISVALIDPC(vendor) ) { WarnOut("npc-script couldnt find vendor !\n"); return; } los = 0; vendor->npcaitype = NPCAI_PLAYERVENDOR; vendor->MakeInvulnerable(); vendor->unHide(); vendor->stealth=INVALID; vendor->dir = pc->dir; vendor->npcWander = WANDER_NOMOVE; vendor->SetInnocent(); vendor->setOwnerSerial32( pc->getSerial32() ); vendor->tamed = false; pi->Delete(); vendor->teleport(); char temp[TEMP_STR_SIZE]; //xan -> this overrides the global temp var sprintf( temp, TRANSLATE("Hello sir! My name is %s and i will be working for you."), vendor->getCurrentNameC()); vendor->talk(s, temp, 0); return; } case ITYPE_TREASURE_MAP: Skills::Decipher(pi, s); return; case ITYPE_DECIPHERED_MAP: map1[ 1] = map2[1] = map3[1] = pi->getSerial().ser1; map1[ 2] = map2[2] = map3[2] = pi->getSerial().ser2; map1[ 3] = map2[3] = map3[3] = pi->getSerial().ser3; map1[ 4] = map2[4] = map3[4] = pi->getSerial().ser4; map1[ 7] = pi->more1; // Assign topleft x map1[ 8] = pi->more2; map1[ 9] = pi->more3; // Assign topleft y map1[10] = pi->more4; map1[11] = pi->moreb1; // Assign lowright x map1[12] = pi->moreb2; map1[13] = pi->moreb3; // Assign lowright y map1[14] = pi->moreb4; ShortToCharPtr(0x0100, map1 +15); // Let width and height be 256 ShortToCharPtr(0x0100, map1 +17); Xsend(s, map1, 19); //AoS/ Network->FlushBuffer(s); Xsend(s, map2, 11); //AoS/ Network->FlushBuffer(s); // Generate message to add a map point SI16 posx, posy; // tempoary storage for map point SI16 tlx, tly, lrx, lry; // tempoary storage for map extends tlx = (pi->more1 << 8) | pi->more2; tly = (pi->more3 << 8) | pi->more4; lrx = (pi->moreb1 << 8) | pi->moreb2; lry = (pi->moreb3 << 8) | pi->moreb4; posx = (256 * (pi->morex - tlx)) / (lrx - tlx); // Generate location for point posy = (256 * (pi->morey - tly)) / (lry - tly); ShortToCharPtr(posx, map3 +7); // Store the point position ShortToCharPtr(posy, map3 +9); Xsend(s, map3, 11); // Fire data to client :D //AoS/ Network->FlushBuffer(s); return; default: break; } ///END IDENTIFICATION BY TYPE /////////////////READ UP :D//////////////////////////////// ///BEGIN IDENTIFICATION BY ID if (pi->IsSpellScroll()) { if (ISVALIDPI(pack)) if( pi->getContSerial()==pack->getSerial32()) { magic::SpellId spn = magic::spellNumberFromScrollId(pi->getId()); // avoid reactive armor glitch if ((spn>=0)&&(magic::beginCasting(spn, ps, magic::CASTINGTYPE_SCROLL))) pi->ReduceAmount(1); // remove scroll if successful } else pc->sysmsg(TRANSLATE("The scroll must be in your backpack to envoke its magic.")); } CASE(IsAnvil) { targ = clientInfo[s]->newTarget( new cItemTarget() ); targ->code_callback=Skills::target_repair; targ->send( ps ); ps->sysmsg( TRANSLATE("Select item to be repaired.")); } CASE(IsAxe) { targ = clientInfo[s]->newTarget( new cTarget() ); targ->code_callback=target_axe; targ->buffer[0]=pi->getSerial32(); targ->send( ps ); ps->sysmsg( TRANSLATE("What would you like to use that on ?")); } CASEOR(IsFeather, IsShaft) { targ = clientInfo[s]->newTarget( new cItemTarget() ); targ->buffer[0]= pi->getSerial32(); targ->code_callback=Skills::target_fletching; targ->send( ps ); ps->sysmsg( TRANSLATE("What would you like to use this with?")); }
void checkFieldEffects( UI32 currenttime, P_CHAR pc, char timecheck ) { VALIDATEPC(pc); if ( (timecheck && !(nextfieldeffecttime<=currenttime)) ) //changed by Luxor return; #ifdef SPAR_NEW_WR_SYSTEM pItemVectorIt itemIt( pc->nearbyItems->begin() ), itemEnd( pc->nearbyItems->end() ); for( ; itemIt != itemEnd; ++itemIt ) { P_ITEM pi= (*itemIt); #else NxwItemWrapper si; si.fillItemsNearXYZ( pc->getPosition(), 2, false ); for( si.rewind(); !si.isEmpty(); si++ ) { P_ITEM pi=si.getItem(); #endif if(ISVALIDPI(pi) ) { if ( pi->getPosition().x == pc->getPosition().x && pi->getPosition().y == pc->getPosition().y ) //Luxor: added new field damage handling switch( pi->getId() ) { case 0x3996: case 0x398C: //Fire Field if (!pc->resistsFire()) tempfx::add(pc, pc, tempfx::FIELD_DAMAGE, (UI08)(pi->morex/100.0), DAMAGE_FIRE, 0, 0,1); return; case 0x3915: case 0x3920: //Poison Field if ((pi->morex<997)) { tempfx::add(pc, pc, tempfx::FIELD_DAMAGE, 2, DAMAGE_POISON, 0, 0,2); pc->applyPoison(POISON_WEAK); } else { tempfx::add(pc, pc, tempfx::FIELD_DAMAGE, 3, DAMAGE_POISON, 0, 0,2); // gm mages can cast greater poison field, LB pc->applyPoison(POISON_NORMAL); } return; case 0x3979: case 0x3967: //Para Field if (chance(50)) { tempfx::add(pc, pc, tempfx::SPELL_PARALYZE, 0, 0, 0, 0,3); pc->playSFX( 0x0204 ); } return; } } } } void checktimers() // Check shutdown timers { overflow = (lclock > uiCurrentTime); if (endtime) { if ( endtime <= uiCurrentTime ) keeprun=false; } lclock = uiCurrentTime; }