コード例 #1
0
ManagedWeakReference<SceneObject*> SceneObjectImplementation::getRootParent() {
	ManagedReference<SceneObject*> grandParent = getParent();
	ManagedReference<SceneObject*> tempParent = NULL;

	if (grandParent == NULL)
		return NULL;

#ifdef DEBUG_GETROOT_PARENT
	SortedVector<ManagedReference<SceneObject*> > parents;
	parents.setNoDuplicateInsertPlan();
#endif

	while ((tempParent = grandParent->getParent()) != NULL && grandParent != asSceneObject()) {
		grandParent = tempParent;

#ifdef DEBUG_GETROOT_PARENT
		if (parents.contains(grandParent))
			return NULL;
		else
			parents.put(grandParent);
#endif
	}

	if (grandParent == asSceneObject())
		return NULL;

	ManagedWeakReference<SceneObject*> weak = grandParent.get();

	return weak;
}
コード例 #2
0
int StructurePermissionList::togglePermission(const String& listName, const String& playerName, bool caseSensitive) {
	Locker locker(&lock);

	if(playerName == ownerName)
		return CANTCHANGEOWNER;

	if (!permissionLists.contains(listName))
		return LISTNOTFOUND;

	SortedVector<String>* list = &permissionLists.get(listName);

	String name = "";

	if (caseSensitive)
		name = playerName;
	else
		name = playerName.toLowerCase();

	//If they exist, remove them.
	if (list->contains(name)) {
		list->drop(name);
		return REVOKED;
	}

	list->put(name);
	return GRANTED;
}
コード例 #3
0
void GroupObjectImplementation::updatePvPStatusNearCreature(CreatureObject* creature) {
	CloseObjectsVector* creatureCloseObjects = (CloseObjectsVector*) creature->getCloseObjects();
	SortedVector<QuadTreeEntry*> closeObjectsVector;

	creatureCloseObjects->safeCopyReceiversTo(closeObjectsVector, CloseObjectsVector::CREOTYPE);

	for (int i = 0; i < groupMembers.size(); i++) {
		CreatureObject* member = groupMembers.get(i).get().get();

		if (closeObjectsVector.contains(member)) {

			if (creature->isPlayerCreature())
				member->sendPvpStatusTo(creature);

			if (member->isPlayerCreature())
				creature->sendPvpStatusTo(member);
		}
	}
}
int StructurePermissionList::togglePermission(const String& listName, const uint64 objectID) {
	Locker locker(&lock);

	if(objectID == ownerID)
		return CANTCHANGEOWNER;

	if (!idPermissionLists.contains(listName))
		return LISTNOTFOUND;

	SortedVector<uint64>* list = &idPermissionLists.get(listName);

	//If they exist, remove them.
	if (list->contains(objectID)) {
		list->drop(objectID);
		return REVOKED;
	}

	list->put(objectID);
	return GRANTED;
}
コード例 #5
0
void CityRegionImplementation::cleanupCitizens() {
	Locker slocker(&structureListMutex);

	SortedVector<uint64> ownerIds;
	ownerIds.setNoDuplicateInsertPlan();

	for (int i = 0; i < completeStructureList.size(); ++i) {
		uint64 oid = completeStructureList.get(i);

		ManagedReference<BuildingObject*> building = Core::getObjectBroker()->lookUp(oid).castTo<BuildingObject*>();

		if (building != NULL) {
			if (building->isResidence()) {
				uint64 owner = building->getOwnerObjectID();
				ownerIds.put(owner);
			}
		}
	}

	SortedVector<uint64> removeIds;
	removeIds.setNoDuplicateInsertPlan();

	for (int i = 0; i < citizenList.size(); ++i) {
		uint64 id = citizenList.get(i);

		if (!ownerIds.contains(id))
			removeIds.put(id);
		else if (isBanned(id))
			removeBannedPlayer(id);
	}

	for (int i = 0; i < removeIds.size(); ++i) {
		removeCitizen(removeIds.get(i));
	}

	if(getMayorID() != 0 && !isCitizen(getMayorID()))
		addCitizen(getMayorID());
}
コード例 #6
0
ファイル: SkillManager.cpp プロジェクト: Marott1/Core3
bool SkillManager::surrenderSkill(const String& skillName, CreatureObject* creature, bool notifyClient) {
	Skill* skill = skillMap.get(skillName.hashCode());

	if (skill == NULL)
		return false;

	Locker locker(creature);

	SkillList* skillList = creature->getSkillList();

	if(skillName == "force_title_jedi_novice" && getForceSensitiveSkillCount(creature, true) > 0) {
		return false;
	}

	if(skillName.beginsWith("force_sensitive_") &&
		getForceSensitiveSkillCount(creature, false) <= 24 &&
		creature->hasSkill("force_title_jedi_rank_01"))
		return false;

	for (int i = 0; i < skillList->size(); ++i) {
		Skill* checkSkill = skillList->get(i);

		if (checkSkill->isRequiredSkillOf(skill))
			return false;
	}

	if(creature->hasSkill("force_title_jedi_rank_03") && skillName.contains("force_discipline_") && !knightPrereqsMet(creature, skillName)) {
		return false;
	}

	//If they have already surrendered the skill, then return true.
	if (!creature->hasSkill(skill->getSkillName()))
		return true;

	creature->removeSkill(skill, notifyClient);

	//Remove skill modifiers
	VectorMap<String, int>* skillModifiers = skill->getSkillModifiers();

	ManagedReference<PlayerObject*> ghost = creature->getPlayerObject();

	for (int i = 0; i < skillModifiers->size(); ++i) {
		VectorMapEntry<String, int>* entry = &skillModifiers->elementAt(i);
		creature->removeSkillMod(SkillModManager::SKILLBOX, entry->getKey(), entry->getValue(), notifyClient);

	}

	if (ghost != NULL) {
		//Give the player the used skill points back.
		ghost->addSkillPoints(skill->getSkillPointsRequired());

		//Remove abilities but only if the creature doesn't still have a skill that grants the
		//ability.  Some abilities are granted by multiple skills. For example Dazzle for dancers
		//and musicians.
		Vector<String>* skillAbilities = skill->getAbilities();
		if (skillAbilities->size() > 0) {
			SortedVector<String> abilitiesLost;
			for (int i = 0; i < skillAbilities->size(); i++) {
				abilitiesLost.put(skillAbilities->get(i));
			}
			for (int i = 0; i < skillList->size(); i++) {
				Skill* remainingSkill = skillList->get(i);
				Vector<String>* remainingAbilities = remainingSkill->getAbilities();
				for(int j = 0; j < remainingAbilities->size(); j++) {
					if (abilitiesLost.contains(remainingAbilities->get(j))) {
						abilitiesLost.drop(remainingAbilities->get(j));
						if (abilitiesLost.size() == 0) {
							break;
						}
					}
				}
			}
			if (abilitiesLost.size() > 0) {
				removeAbilities(ghost, abilitiesLost, notifyClient);
			}
		}

		//Remove draft schematic groups
		Vector<String>* schematicsGranted = skill->getSchematicsGranted();
		SchematicMap::instance()->removeSchematics(ghost, *schematicsGranted, notifyClient);

		//Update maximum experience.
		updateXpLimits(ghost);

		/// Update Force Power Max
		ghost->setForcePowerMax(creature->getSkillMod("jedi_force_power_max"), true);

		SkillList* list = creature->getSkillList();

		int totalSkillPointsWasted = 250;

		for (int i = 0; i < list->size(); ++i) {
			Skill* skill = list->get(i);

			totalSkillPointsWasted -= skill->getSkillPointsRequired();
		}

		if (ghost->getSkillPoints() != totalSkillPointsWasted) {
			creature->error("skill points mismatch calculated: " + String::valueOf(totalSkillPointsWasted) + " found: " + String::valueOf(ghost->getSkillPoints()));
			ghost->setSkillPoints(totalSkillPointsWasted);
		}

		ManagedReference<PlayerManager*> playerManager = creature->getZoneServer()->getPlayerManager();
		if (playerManager != NULL) {
			creature->setLevel(playerManager->calculatePlayerLevel(creature));
		}
	}

	/// Update client with new values for things like Terrain Negotiation
	CreatureObjectDeltaMessage4* msg4 = new CreatureObjectDeltaMessage4(creature);
	msg4->updateAccelerationMultiplierBase();
	msg4->updateAccelerationMultiplierMod();
	msg4->updateSpeedMultiplierBase();
	msg4->updateSpeedMultiplierMod();
	msg4->updateRunSpeed();
	msg4->updateTerrainNegotiation();
	msg4->close();
	creature->sendMessage(msg4);

	SkillModManager::instance()->verifySkillBoxSkillMods(creature);

	return true;
}