コード例 #1
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 #2
0
int StructurePermissionList::revokeAllPermissions(const String& playerName, bool caseSensitive) {
	Locker locker(&lock);

	if(playerName == ownerName)
		return CANTCHANGEOWNER;

	for (int i = 0; i < permissionLists.size(); ++i) {
		SortedVector<String>* list = &permissionLists.get(i);

		if (caseSensitive)
			list->drop(playerName);
		else
			list->drop(playerName.toLowerCase());
	}

	return REVOKED;
}
コード例 #3
0
int StructurePermissionList::revokePermission(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);

	if (caseSensitive)
		list->drop(playerName);
	else
		list->drop(playerName.toLowerCase());

	return REVOKED;
}
int StructurePermissionList::revokeAllPermissions(const uint64 objectID) {
	Locker locker(&lock);

	if(objectID == ownerID)
		return CANTCHANGEOWNER;

	for (int i = 0; i < idPermissionLists.size(); ++i) {
		SortedVector<uint64>* list = &idPermissionLists.get(i);

		list->drop(objectID);
	}

	return REVOKED;
}
int StructurePermissionList::revokePermission(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);

	list->drop(objectID);

	return REVOKED;
}
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;
}
void StructurePermissionList::sendTo(CreatureObject* creature, const String& listName) {
	ZoneServer* zoneServer = creature->getZoneServer();

	ReadLocker locker(&lock);

	if (!idPermissionLists.contains(listName)) {
		return;
	}

	PermissionListCreateMessage* listMsg = new PermissionListCreateMessage(listName);

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

	for (int i = 0; i < list->size(); ++i) {
		Reference<SceneObject*> object = zoneServer->getObject(list->get(i));

		if (object != NULL && object->isPlayerCreature()) {
			CreatureObject* player = object.castTo<CreatureObject*>();
			String name = player->getFirstName();
			listMsg->addName(name);
		} else if (object != NULL && object->isGuildObject()) {
			GuildObject* guild = object.castTo<GuildObject*>();
			String name = "guild:" + guild->getGuildAbbrev();
			listMsg->addName(name);
		} else {
			invalidIDs.add(list->get(i));
		}
	}

	for (int i = 0; i < invalidIDs.size(); i++) {
		list->drop(invalidIDs.get(i));
	}

	listMsg->generateMessage();
	creature->sendMessage(listMsg);
}
コード例 #8
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;
}