예제 #1
0
void cDragItems::dropItem( P_CLIENT client )
{
	P_CHAR pChar = client->player();

	// Get the data
	SERIAL itemId = LongFromCharPtr( &buffer[ client->socket() ][ 1 ] );
	SERIAL contId = LongFromCharPtr( &buffer[ client->socket() ][ 10 ] );

	Coord_cl dropPos = pChar->pos; // plane+map
	dropPos.x = ShortFromCharPtr( &buffer[ client->socket() ][ 5 ] );
	dropPos.y = ShortFromCharPtr( &buffer[ client->socket() ][ 7 ] );
	dropPos.z = buffer[ client->socket() ][ 9 ];

	// Get possible containers
	P_ITEM pItem = FindItemBySerial( itemId );
	
	if( !pItem )
		return;

	P_ITEM iCont = FindItemBySerial( contId );
	P_CHAR cCont = FindCharBySerial( contId );

	/* >> SEE LORD BINARIES DROPFIXBUGFIXBUG << */

	// A completely invalid Drop packet
	if( !iCont && !cCont && ( dropPos.x == 0xFFFF ) && ( dropPos.y == 0xFFFF ) && ( dropPos.z == 0xFF ) )
	{
		bounceItem( client, pItem );
		return;
	}

	// Item dropped on Ground
	if( !iCont && !cCont )
		dropOnGround( client, pItem, dropPos );
	// Item dropped on another item
	else if( iCont )
		dropOnItem( client, pItem, iCont, dropPos );
	// Item dropped on char
	else if( cCont )
		dropOnChar( client, pItem, cCont );
}
/*!
\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?"));
	}
예제 #3
0
void vialtarget(int nSocket) // bug & crashfixed by LB 25 september 1999
{
	P_ITEM Vial = FindItemBySerial(addmitem[nSocket]);
	if (!Vial) return; // should never happen
	
//	int nTargetID=-1;
	
	
//	int cc = currchar[nSocket];
	cChar* Player = currchar[nSocket];

	cItem* Weapon = Player->getWeapon(); // search for a dagger in the players hand
	if (!Weapon || !IsDagger(Weapon->id()) )
	{
		sysmessage(nSocket,"You do not have a dagger equipped.");
		return;
	}
	
	int serial=LongFromCharPtr(buffer[nSocket]+7);
	if (isCharSerial(serial))
	{
		cChar* Victim = FindCharBySerial(serial);
		if (!Victim)
			return;
		Vial->more1=0;
		if(!Victim->npc)
		{
			// checkskill hmmm what skill/s has/have to added here LB ...
			
			if( Victim->isSameAs(Player) )
			{
				if(Victim->hp<=10)
				{
					sysmessage(nSocket,"You are too wounded to continue.");
					return;
				}
				sysmessage(nSocket,"You prick your finger and fill the vial.");
			}
			else
			{
				if (Player->dist(Victim) > 2)
				{
					sysmessage(nSocket,"That individual is not anywhere near you.");
					return;
				}
				if (Victim->npc)
				{
					if( Victim->id1==0x00 &&( Victim->id2==0x0c || (Victim->id2>=0x3b && Victim->id2<=0x3d) ))
						Vial->more1=1;
					// Guard be summuned if in town and good npc
					// if good flag criminal
					// if evil npc attack necromancer but don't flag criminal
				}
				else
				{
					sprintf(temp,"%s has pricked you with a dagger and sampled your blood.",Player->name.c_str());
					sysmessage(calcSocketFromChar(Victim),temp);
					// flag criminal						
				}
				Karma(Player,Victim,(0-(Victim->karma)));
			}
			Victim->hp -= (rand()%6)+2;
			MakeNecroReg(nSocket,Vial,0x0E24);
		}
	}
	else
	{
		cItem* Corpse = FindItemBySerial(serial);
		if (!Corpse)
			return;
		if( !Corpse->corpse() )
			sysmessage(nSocket,"That is not a person or a corpse!");
		else
		{
			Vial->more1=Corpse->more1;
			Karma(Player, NULL,-1000);
			if (Corpse->more2<4)
			{
				sysmessage(nSocket,"You take a sample of blood from the corpse.");
				MakeNecroReg(nSocket,Vial,0x0E24);
				Corpse->more2++;
			}
			else
				sysmessage(nSocket,"You examine the corpse but, decide any further blood samples would be too contaminated.");
		}
	}
}
예제 #4
0
	/*!
	\brief returns the corrispondent item of a serial
	\author Luxor
	\param p the pointer to serial
	\return P_ITEM of the found item
	\author Luxor
	*/
	P_ITEM findItemBySerPtr(unsigned char *p)
	{
		int serial=LongFromCharPtr(p);
		if(serial < 0) return 0;
		return findItemBySerial(serial);
	}
예제 #5
0
	/*!
	\brief returns the corrispondent char of a serial
	\param p the pointer to serial
	\author Luxor
	\return the char we're looking for
	*/
	P_CHAR findCharBySerPtr(UI08 *p)
	{
		int serial=LongFromCharPtr(p);
		if (serial < 0) return 0;
		return findCharBySerial(serial);
	}
예제 #6
0
void cDragdrop::wear_item(P_CLIENT ps) // Item is dropped on paperdoll
{
	int j, k;
	tile_st tile;
	int serial, serhash, ci, letsbounce=0; // AntiChrist (5) - new ITEMHAND system
	UOXSOCKET s=ps->GetSocket();
	int cc=ps->GetCurrChar();
	P_CHAR pc_currchar = MAKE_CHARREF_LR(cc);

	int cserial=calcserial(buffer[s][6],buffer[s][7],buffer[s][8],buffer[s][9]);
	if(cserial==-1) return;
	k=calcCharFromSer( cserial );
	
	if( chars[k].dead )  //Exploit fix: Dead ppl can't equip anything.
		return;
	
	P_ITEM pi=FindItemBySerPtr(buffer[s]+1);
	if (!pi) return;
	pi->flags.isBeeingDragged=false;

//	if (clientDimension[s]==3)
//	{
	Map->SeekTile(pi->id(), &tile);
		
	// sprintf(temp, "Tiledata: name: %s flag1: %i flag2: %i flag3: %i flag4: %i layer: %i\n", tile.name, tile.flag1, tile.flag2, tile.flag3, tile.flag4, tile.layer);
	// clConsole.send(temp);
		
	if (tile.layer==0)
	{
		sysmessage(s,"You can't wear that");
		Sndbounce5(s);
		if (ps->IsDragging())
		{
			ps->ResetDragging();
			item_bounce4(s,pi);
			UpdateStatusWindow(s,pi);
		}
		return;
	}
//	}

	if (pi->id1>=0x40) return; // LB, client crashfix if multi-objects are moved to PD

	if (k==DEREF_P_CHAR(pc_currchar) || pc_currchar->isGM()) 
	{
		if (k!=-1) //lb
			if (k==DEREF_P_CHAR(pc_currchar) && pi->st>chars[k].st)
			{
				sysmessage(s,"You are not strong enough to use that.");
				Sndbounce5(s);
				if (ps->IsDragging())
				{
					ps->ResetDragging();
					item_bounce4(s,pi);
					UpdateStatusWindow(s,pi);
				}
				return;
			}
			
			if (pc_currchar->id1==0x01 && pc_currchar->id2==0x90) // Ripper...so males cant wear female armor
			if (pi->id1==0x1c && ( pi->id2==0x00 || pi->id2==0x02 || pi->id2==0x04 ||
                pi->id2==0x06 || pi->id2==0x08 || pi->id2==0x0a || pi->id2==0x0c))
			{
				sysmessage(s,"You cant wear female armor!");
				Sndbounce5(s);
				if (ps->IsDragging())
                {
					ps->ResetDragging();
					item_bounce4(s,pi);				  
					UpdateStatusWindow(s,pi);
				}
				return;
			}

//			if (clientDimension[s]==2) Map->SeekTile(pi->id(), &tile);
			if ((((pi->magic==2)||((tile.weight==255)&&(pi->magic!=1)))&&((pc_currchar->priv2&1)==0)) ||
				( (pi->magic==3|| pi->magic==4) && !pc_currchar->Owns(pi)))
			{
				item_bounce6(ps,pi);
				return;
			}
		

		// - AntiChrist (4) - checks for new ITEMHAND system
		// - now you can't equip 2 hnd weapons with 1hnd weapons nor shields!!
		serial=pc_currchar->serial;
		vector<SERIAL> vecContainer = contsp.getData(serial);
		for (ci=0;ci<vecContainer.size();ci++)
		{
			P_ITEM pi2 = FindItemBySerial(vecContainer[ci]);
			if (pi2 != NULL && pi2->contserial == serial)
			{
				if (pi2->itmhand==1 && pi->itmhand==1)
				{
					sysmessage(s,"You already have a weapon equipped!");
					letsbounce=1;
				}
				else if (pi2->itmhand==2 && pi->itmhand==1)
				{
					sysmessage(s,"Your hands are both occupied!");
					letsbounce=1;
				}
				else if (pi2->itmhand==1 && pi->itmhand==2)
				{
					sysmessage(s,"You cannot equip a two handed weapon with a weapon equipped!");
					letsbounce=1;
				}
				else if (pi2->itmhand==2 && pi->itmhand==2)
				{
					sysmessage(s,"You cannot equip a two handed weapon with a two handed weapon equipped!");
					letsbounce=1;
				}
				else if (pi2->itmhand==2 && pi->itmhand==3)
				{
					sysmessage(s,"You cannot equip a shield with a two handed weapon equipped!");
					letsbounce=1;
				}
				else if (pi2->itmhand==3 && pi->itmhand==2)
				{
					sysmessage(s,"You cannot equip a two handed weapon with a shield equipped!");
					letsbounce=1;
				}
				else if (pi2->layer == tile.layer) 
				{
 					sysmessage(s, "You already have an armor equipped!");
					letsbounce = 1;
				}
			}
			if(letsbounce)//Let's bounce the item
			{
				Sndbounce5(s);
				if (ps->IsDragging())
				{
					ps->ResetDragging();
					item_bounce4(s,pi);
					UpdateStatusWindow(s,pi);
					itemsfx(s, pi->id());		// antichrist
				}
				return;
			} 
		}
		if (!(pc_currchar->isGM())) //Ripper..players cant equip items on other players or npc`s paperdolls.
		{
			if ((k != DEREF_P_CHAR(pc_currchar)) && (!chars[k].isNpc()))
			{
				sysmessage(s, "You cant put items on other players!");
				item_bounce6(ps,pi);
				return;
			}
		}
		pi->SetContSerial(LongFromCharPtr(buffer[s]+6));
		pi->layer=buffer[s][5];
		// AntiChrist - now the STAT BONUS works -
		pc_currchar->st = (pc_currchar->st + pi->st2);
		pc_currchar->chgDex(pi->dx2);
		pc_currchar->in = (pc_currchar->in + pi->in2);
		if (pi->trigtype==2) // -Frazurbluu- Trigger Type 2 is my new trigger type *-
		{
			Trig->triggerwitem(s, pi, 1); // trigger is fired
		}	
		// AntiChrist -- for poisoned items
		if (showlayer)	clConsole.send("Item equipped on layer %i.\n",pi->layer);
		
		SndRemoveitem(pi->serial);
		
		LongToCharPtr(pi->serial,wearitem+1);
		ShortToCharPtr(pi->id(),wearitem+5);
		wearitem[8]=pi->layer;
		LongToCharPtr(pi->contserial,wearitem+9);
		wearitem[13]=pi->color1;
		wearitem[14]=pi->color2;
		Xsend(s, wearitem, 15);
		wornitems(s, k);//send update to current socket
		// -Frazurbluu- Worn item triggers will need code here
		// Trigger cod ewill also need the adjustments made for skill adding
		// An apply/unapply type of variable must be added for skill gains
		// Spell Item will have to be considered, like a necklace of reflection

		for (j=0;j<now;j++)
		{
			if (perm[j] && inrange1p(k, currchar[j]) && (j!=s))//and to all inrange sockets (without re-sending to current socket)//AntiChrist
				wornitems(j, k);
		}
		
		itemsfx(s, pi->id());	// Dupois - see itemsfx() for details	// Added Oct 09, 1998
		Weight->NewCalc(DEREF_P_CHAR(pc_currchar));	// Ison 2-20-99
		statwindow(s,DEREF_P_CHAR(pc_currchar));
		
		if (pi->glow>0)
		{
			pc_currchar->removeHalo(pi); // if gm equips on differnt player it needs to be deleted out of the hashteble
			chars[k].addHalo(pi);
			chars[k].glowHalo(pi);
		}
    }
}
예제 #7
0
void cDragdrop::drop_item(P_CLIENT ps) // Item is dropped
{
	UOXSOCKET s=ps->GetSocket();
//	CHARACTER cc=ps->GetCurrChar();

	PKGx08 pkgbuf, *pp=&pkgbuf;

	pp->Iserial=LongFromCharPtr(buffer[s]+1);
	pp->TxLoc=ShortFromCharPtr(buffer[s]+5);
	pp->TyLoc=ShortFromCharPtr(buffer[s]+7);
	pp->TzLoc=buffer[s][9];
	pp->Tserial=LongFromCharPtr(buffer[s]+10);

    //#define debug_dragg
	
	if (clientDimension[s]==3)
	{
	  // UO:3D clients send SOMETIMES two dragg packets for a single dragg action. 
	  // sometimes we HAVE to swallow it, sometimes it has to be interpreted
	  // if UO:3D specific item loss problems are reported, this is probably the code to blame :)
	  // LB
	  P_ITEM pi = FindItemBySerial(pp->Iserial);

	  #ifdef debug_dragg 
	    if (i!=-1) { sprintf(temp, "%04x %02x %02x %01x %04x i-name: %s EVILDRAG-old: %i\n",pp->Iserial, pp->TxLoc, pp->TyLoc, pp->TzLoc, pp->Tserial, items[i].name, EVILDRAGG[s]); clConsole.send(temp); }
		else { sprintf(temp, "blocked: %04x %02x %02x %01x %04x i-name: invalid item EVILDRAG-old: %i\n",pp->Iserial, pp->TxLoc, pp->TyLoc, pp->TzLoc, pp->Tserial, EVILDRAGG[s]); clConsole.send(temp); }
      #endif

	  if  ( (pp->TxLoc==-1) && (pp->TyLoc==-1) && (pp->Tserial==0)  && (EVILDRAGG[s]==1) ) 
	  { 
		  EVILDRAGG[s]=0; 
          #ifdef debug_dragg
		    clConsole.send("Swallow only\n"); 
          #endif
		  return; 
	  }	 // swallow! note: previous evildrag !
	  else if ( (pp->TxLoc==-1) && (pp->TyLoc==-1) && (pp->Tserial==0)  && (EVILDRAGG[s]==0) ) 
	  {
          #ifdef debug_dragg
		    clConsole.send("Bounce & Swallow\n"); 
          #endif

		  item_bounce6(ps, pi); 
		  return; 
	  }
	  else if ( ( (pp->TxLoc!=-1) && (pp->TyLoc!=-1) && ( pp->Tserial!=-1)) || ( (isItemSerial(pp->Iserial)) && (isItemSerial(pp->Tserial)) ) ) EVILDRAGG[s]=1; // calc new evildrag value
	  else EVILDRAGG[s]=0;
	} 

	#ifdef debug_dragg 
	  else
	  {
		 ITEM i = calcItemFromSer( pp->Iserial );
	     if (i!=-1) { sprintf(temp, "blocked: %04x %02x %02x %01x %04x i-name: %s EVILDRAG-old: %i\n",pp->Iserial, pp->TxLoc, pp->TyLoc, pp->TzLoc, pp->Tserial, items[i].name, EVILDRAGG[s]); clConsole.send(temp); }
	  }
    #endif

	if ( (buffer[s][10]>=0x40) && (buffer[s][10]!=0xff) )
		pack_item(ps,pp);
	else 
		dump_item(ps,pp);
}
예제 #8
0
// New Class implementation
void cDragItems::grabItem( P_CLIENT client )
{
	// Get our character
	P_CHAR pChar = client->player();
	if( pChar == NULL )
		return;

	// Fetch the grab information
	SERIAL iSerial = LongFromCharPtr( &buffer[ client->socket() ][ 1 ] );
	UI16 amount = ShortFromCharPtr( &buffer[ client->socket() ][ 5 ] );

	P_ITEM pItem = FindItemBySerial( iSerial );

	if( !pItem )
		return;

	// Are we already dragging an item ?
	// Bounce it and reject the move
	// (Logged out while dragging an item)
	if( client->dragging() )
	{
		bounceItem( client, client->dragging() );
		bounceItem( client, pItem, true );
		return;
	}

	// Do we really want to let him break his meditation
	// When he picks up an item ?
	// Maybe a meditation check here ?!?
	pChar->disturbMed( client->socket() ); // Meditation

	P_CHAR itemOwner = GetPackOwner( pItem, 64 );

	// Try to pick something out of another characters posessions
	if( itemOwner && ( itemOwner != pChar ) && ( !pChar->Owns( itemOwner ) ) )
	{
		client->sysMessage( QString( "You have to steal the %1 out of %2's posessions." ).arg( pItem->getName() ).arg( itemOwner->name.c_str() ) );
		bounceItem( client, pItem, true );
		return;
	}

	// Check if the user can grab the item
	if( !pChar->canPickUp( pItem ) )
	{
		client->sysMessage( "You cannot pick that up." );
		bounceItem( client, pItem, true );
		return;
	}

	// The user can't see the item
	// Basically thats impossible as the client should deny moving the item
	// if it's not in line of sight but to prevent exploits
	if( !line_of_sight( client->socket(), pChar->pos, pItem->pos, TREES_BUSHES|WALLS_CHIMNEYS|DOORS|ROOFING_SLANTED|FLOORS_FLAT_ROOFING|LAVA_WATER ) )
	{
		client->sysMessage( "You can't see the item." );
		bounceItem( client, pItem, true );
		return;
	}

	P_ITEM outmostCont = GetOutmostCont( pItem, 64 );  

	// If it's a trade-window, reset the ack-status
	if( outmostCont && ( outmostCont->contserial == pChar->serial ) && ( outmostCont->layer() == 0 ) && ( outmostCont->id() == 0x1E5E ) )
	{
		// Get the other sides tradewindow
		P_ITEM tradeWindow = FindItemBySerial( calcserial( outmostCont->moreb1(), outmostCont->moreb2(), outmostCont->moreb3(), outmostCont->moreb4() ) );

		// If one of the trade-windows has the ack-status reset it
		if( tradeWindow && ( tradeWindow->morez || outmostCont->morez ) )
		{
			tradeWindow->morez = 0;
			outmostCont->morez = 0;
			sendtradestatus( tradeWindow, outmostCont );
		}
	}

	// If the top-most container ( thats important ) is a corpse 
	// and looting is a crime, flag the character criminal.
	if( outmostCont && outmostCont->corpse() )
	{
		// For each item we take out we loose carma
		// if the corpse is innocent and not in our guild
		bool sameGuild = ( GuildCompare( pChar, FindCharBySerial( outmostCont->ownserial ) ) != 0 );

		if( ( outmostCont->more2 == 1 ) && !pChar->Owns( outmostCont ) && !sameGuild )
		{
			pChar->karma -= 5;
			criminal( pChar );
			client->sysMessage( "You lost some karma." );
		}
	}

	// Check if the item is too heavy
	//if( !pc_currchar->isGMorCounselor() )
	//{
	//} << Deactivated (DarkStorm)

	// ==== Grabbing the Item is allowed here ====
	
	// Remove eventual item-bonusses if we're unequipping something
	if( pItem->layer() > 0 ) 
	{
		P_CHAR wearer = FindCharBySerial( pItem->contserial );

		if( wearer )
			wearer->removeItemBonus( pItem );
	}

	// Send the user a pickup sound if we're picking it up
	// From a container/paperdoll
	if( !pItem->isInWorld() )
		soundeffect( client->socket(), 0x00, 0x57 );
	
	// If we're picking up a specific amount of what we got
	// Take that into account
	if( pItem->amount() > 1 )
	{
		UI32 pickedAmount = min( amount, pItem->amount() );

		// We only have to split if we're not taking it all
		if( pickedAmount != pItem->amount() )
		{
			P_ITEM splitItem = new cItem( *pItem ); // Create a new item to pick that up
			splitItem->SetSerial( cItemsManager::getInstance()->getUnusedSerial() );
			splitItem->setAmount( pItem->amount() - pickedAmount );
			splitItem->setContSerial( pItem->contserial );
			splitItem->SetOwnSerial( pItem->ownserial );
			splitItem->SetSpawnSerial( pItem->spawnserial );

			// He needs to see the new item
			RefreshItem( splitItem ); 

			// If we're taking something out of a spawn-region it's spawning "flag" is removed isn't it?
			pItem->SetSpawnSerial( INVALID_SERIAL );
			pItem->setAmount( pickedAmount );
		}
	}
	
	pItem->setContSerial( pChar->serial );
	pItem->SetMultiSerial( INVALID_SERIAL ); 
	pItem->setLayer( 0x1E );
	
	// It's in the equipment of another character
	if( itemOwner && ( itemOwner != pChar ) )
	{
		itemOwner->weight -= pItem->getWeight();
		statwindow( calcSocketFromChar( itemOwner ), itemOwner );
	}

	// If the item is in the bank or any sell-container it's NOT counted as char-weight
	bool inBank = ( outmostCont && 	( outmostCont->contserial == pChar->serial ) && ( outmostCont->layer() >= 0x1A ) );

	// Add the weight if:
	//  - Picked from ground
	//  - Picked out of another character
	//  - Picked out of our bank or any other non-visible container
	if( ( itemOwner != pChar ) || !inBank )
	{
		pChar->weight += pItem->getWeight();	
		statwindow( client->socket(), pChar );
	}
}
예제 #9
0
void cDragItems::equipItem( P_CLIENT client )
{
	// Get the packet information
	SERIAL itemId = LongFromCharPtr( &buffer[ client->socket() ][ 1 ] );
	SERIAL playerId = LongFromCharPtr( &buffer[ client->socket() ][ 6 ] );

	P_ITEM pItem = FindItemBySerial( itemId );
	P_CHAR pWearer = FindCharBySerial( playerId );

	if( !pItem || !pWearer )
		return;

	P_CHAR pChar = client->player();

	// We're dead and can't do that
	if( pChar->dead )
	{
		client->sysMessage( "You are dead and can't do that." );
		bounceItem( client, pItem );
		return;
	}

	// Our target is dead
	if( ( pWearer != pChar ) && pWearer->dead )
	{
		client->sysMessage( "You can't equip dead players." );
		bounceItem( client, pItem );
		return;
	}

	// Get our tile-information
	tile_st pTile;
	Map->SeekTile( pItem->id(), &pTile );

	// Is the item wearable ? ( layer == 0 | equip-flag not set )
	// Multis are not wearable are they :o)
	if( pTile.layer == 0 || !( pTile.flag3 & 0x40 ) || pItem->isMulti() )
	{
		client->sysMessage( "This item cannot be equipped." );
		bounceItem( client, pItem );
		return;
	}

	// Required Strength
	if( pItem->st > pWearer->st )
	{
		if( pWearer == pChar )
			client->sysMessage( "You cannot wear that item, you seem not strong enough" );
		else
			client->sysMessage( "This person can't wear that armor, it seems not strong enough" );

		bounceItem( client, pItem );
		return;
	}

	// Required Dexterity
	if( pItem->dx > pWearer->effDex() )
	{
		if( pWearer == pChar )
			client->sysMessage( "You cannot wear that item, you seem not agile enough" );
		else
			client->sysMessage( "This person can't wear that armor, it seems not agile enough" );

		bounceItem( client, pItem );
		return;
	}
	
	// Required Intelligence
	if( pItem->in > pWearer->in )
	{
		if( pWearer == pChar )
			client->sysMessage( "You cannot wear that item, you seem not smart enough" );
		else
			client->sysMessage( "This person can't wear that armor, it seems not smart enough" );

		bounceItem( client, pItem );
		return;
	}

	// Males can't wear female armor
	if( ( pChar->id() == 0x0190 ) && ( pItem->id() >= 0x1C00 ) && ( pItem->id() <= 0x1C0D ) )
	{
		client->sysMessage( "You cannot wear female armor." );
		bounceItem( client, pItem );
		return;
	}

	// Needs a check (!)
	// Checks for equipment on the same layer
	// If there is any it tries to unequip it
	// If that fails it cancels
	UI08 layer = pItem->layer();
	vector< SERIAL > equipment = contsp.getData( pWearer->serial );

	for( UI32 i = 0; i < equipment.size(); i++ )
	{
		P_ITEM pEquip = FindItemBySerial( equipment[ i ] );

		if( pEquip )
			continue;

		// We found an item which is on the same layer (!)
		// Unequip it if we can 
		bool twoHanded = false;

		if( pEquip->twohanded() && ( layer == 1 || layer == 2 ) )
			twoHanded = true;

		if( pItem->twohanded() && ( pEquip->layer() == 1 || pEquip->layer() == 2 ) )
			twoHanded = true;
			
		if( ( pEquip->layer() == layer ) || twoHanded )
		{
			if( pChar->canPickUp( pEquip ) ) // we're equipping so we do the check
				pEquip->toBackpack( pWearer );

			// If it's still on the char: cancel equipment
			if( pEquip->contserial == pWearer->serial )
			{
				client->sysMessage( "You already have an item on that layer." );
				bounceItem( client, pItem );
				return;
			}
		}
	}

	// At this point we're certain that we can wear the item
	pItem->setContSerial( playerId );
	pItem->setLayer( pTile.layer ); // Don't trust the user input on this one

	// Handle the weight if the item is leaving our "body"
	if( pWearer != pChar )
	{
		pChar->weight -= pItem->getWeight();
		pWearer->weight += pItem->getWeight();

		// Update the status-windows
		statwindow( client->socket(), pChar );
		statwindow( calcSocketFromChar( pWearer ), pWearer );
	}

	if( pTile.layer == 0x19 )
		pWearer->setOnHorse( true );

	// Apply the bonuses
	pWearer->st += pItem->st2;
	pWearer->chgDex( pItem->dx2 );
	pWearer->in += pItem->in2;

	// Show debug information if requested
	if( showlayer )
		clConsole.send( QString( "Item (%1) equipped on layer %2" ).arg( pItem->name() ).arg( pItem->layer() ) );

	// I don't think we need to remove the item
	// as it's only visible to the current char
	// And he looses contact anyway
	// SndRemoveitem( pi->serial );

	// Build our packets
	cWornItems wearItem( pWearer->serial, pItem->serial, pItem->layer(), pItem->id(), pItem->color() );
	cSoundEffect soundEffect( 0x57, pWearer->pos );

	// Send to all sockets in range
	// ONLY the new equipped item and the sound-effect
	for( UOXSOCKET s = 0; s < now; s++ )
		if( perm[s] && inrange1p( pWearer, currchar[s] ) )
		{
			soundEffect.send( s );
			wearItem.send( s );
		}

	// Lord Binaries Glow stuff
	if( pItem->glow != INVALID_SERIAL )
	{
		pChar->removeHalo( pItem );
		pWearer->addHalo( pItem );
		pWearer->glowHalo( pItem );
	}
}
예제 #10
0
P_CHAR FindCharBySerPtr(unsigned char *p)
{
	int serial = LongFromCharPtr(p);
	if(serial == INVALID_SERIAL) return NULL;
	return FindCharBySerial(serial);
}
예제 #11
0
void wear_item(NXWCLIENT ps) // Item is dropped on paperdoll
{
	if ( ps == NULL )
		return;
	NXWSOCKET s = ps->toInt();
	if (s < 0)
		return;
	P_CHAR pc=ps->currChar();
	VALIDATEPC( pc );
	P_CHAR pck = pointers::findCharBySerPtr(buffer[s]+6);
	VALIDATEPC( pck );
	if( pck->dead )  //Exploit fix: Dead ppl can't equip anything.
		return;
	P_ITEM pi=pointers::findItemBySerPtr(buffer[s]+1);
	VALIDATEPI(pi);

	bool resetDragging = false;

	if( (pi->getId()>>8) >= 0x40)  // LB, client crashfix if multi-objects are moved to PD
		resetDragging = true;

	tile_st tile;
	int serial/*, letsbounce=0*/; // AntiChrist (5) - new ITEMHAND system

	data::seekTile(pi->getId(), tile);

	if( ( clientDimension[s]==3 ) &&  (tile.quality==0) )
	{
		ps->sysmsg(TRANSLATE("You can't wear that"));
		resetDragging = true;
	}
	else {
		P_ITEM outmost = pi->getOutMostCont();
		P_CHAR vendor = pointers::findCharBySerial( outmost->getContSerial() );
		if( ISVALIDPC( vendor ) && ( vendor->getOwnerSerial32() != pc->getSerial32() ) )
		{
			resetDragging = true;
		}

	}

	if( resetDragging ) {
		Sndbounce5(s);
		if (ps->isDragging())
		{
			ps->resetDragging();
			item_bounce4(s,pi);
			UpdateStatusWindow(s,pi);
		}
		return;
	}

	if ( pck->getSerial32() == pc->getSerial32() || pc->IsGM() )
	{

		if ( !pc->IsGM() && pi->st > pck->getStrength() && !pi->isNewbie() ) // now you can equip anything if it's newbie
		{
			ps->sysmsg(TRANSLATE("You are not strong enough to use that."));
			resetDragging = true;
		}
		else if ( !pc->IsGM() && !checkItemUsability(pc, pi, ITEM_USE_WEAR) )
		{
			resetDragging = true;
		}
		else if ( (pc->getId() == BODY_MALE) && ( pi->getId()==0x1c00 || pi->getId()==0x1c02 || pi->getId()==0x1c04 || pi->getId()==0x1c06 || pi->getId()==0x1c08 || pi->getId()==0x1c0a || pi->getId()==0x1c0c ) ) // Ripper...so males cant wear female armor
		{
			ps->sysmsg(TRANSLATE("You cant wear female armor!"));
			resetDragging = true;
		}
		else if ((((pi->magic==2)||((tile.weight==255)&&(pi->magic!=1))) && !pc->canAllMove()) ||
				( (pi->magic==3|| pi->magic==4) && !(pi->getOwnerSerial32()==pc->getSerial32())))
		{
			resetDragging = true;
		}

		if( resetDragging ) {
			Sndbounce5(s);
			if (ps->isDragging())
			{
				ps->resetDragging();
				item_bounce4(s,pi);
				UpdateStatusWindow(s,pi);
			}
			return;
		}



		// - AntiChrist (4) - checks for new ITEMHAND system
		// - now you can't equip 2 hnd weapons with 1hnd weapons nor shields!!
		serial= pck->getSerial32(); //xan -> k not cc :)

		P_ITEM pj = NULL;
 		P_CHAR pc_currchar= pck;
// 		P_ITEM pack= pc_currchar->getBackpack();
                //<Luxor>

		P_ITEM pW = pc_currchar->getWeapon();
		if (tile.quality == 1 || tile.quality == 2)
		{ //weapons layers
			if ( (pi->layer == LAYER_2HANDWEAPON && ISVALIDPI(pc_currchar->getShield())) )
			{
				ps->sysmsg(TRANSLATE("You cannot wear two weapons."));
				Sndbounce5(s);
				if (ps->isDragging())
				{
        			ps->resetDragging();
					UpdateStatusWindow(s,pi);
	        	}
				pi->setContSerial( pi->getContSerial(true) );
				pi->setPosition( pi->getOldPosition() );
				pi->layer = pi->oldlayer;
				pi->Refresh();
				return;
			}
			if (ISVALIDPI(pW))
			{
				if (pi->itmhand != 3 && pi->lodamage != 0 && pi->itmhand == pW->itmhand)
				{
					ps->sysmsg(TRANSLATE("You cannot wear two weapons."));
					Sndbounce5(s);
					if (ps->isDragging())
					{
						ps->resetDragging();
						UpdateStatusWindow(s,pi);
					}
					pi->setContSerial( pi->getContSerial(true) );
					pi->setPosition( pi->getOldPosition() );
					pi->layer = pi->oldlayer;
					pi->Refresh();
					return;
				}
			}
		}
		//</Luxor>

		int drop[2]= {-1, -1};	// list of items to drop
								// there no reason for it to be larger
		int curindex= 0;

		NxwItemWrapper si;
		si.fillItemWeared( pc_currchar, false, true, true );
		for( si.rewind(); !si.isEmpty(); si++ )
		{
			// we CANNOT directly bounce the item, or the containersearch() function will not work
			// so we store the item ID in letsbounce, and at the end we bounce the item

			pj=si.getItem();
			if(!ISVALIDPI(pj))
				continue;

			if ((tile.quality == 1) || (tile.quality == 2))// weapons
			{
				if (pi->itmhand == 2) // two handed weapons or shield
				{
					if (pj->itmhand == 2)
						drop[curindex++]= DEREF_P_ITEM(pj);

					if ( (pj->itmhand == 1) || (pj->itmhand == 3) )
						drop[curindex++]= DEREF_P_ITEM(pj);
				}

				if (pi->itmhand == 3)
				{
					if ((pj->itmhand == 2) || pj->itmhand == 3)
						drop[curindex++]= DEREF_P_ITEM(pj);
				}

				if ((pi->itmhand == 1) && ((pj->itmhand == 2) || (pj->itmhand == 1)))
					drop[curindex++]= DEREF_P_ITEM(pj);
			}
			else	// not a weapon
			{
				if (pj->layer == tile.quality)
					drop[curindex++]= DEREF_P_ITEM(pj);
			}
		}

		if (ServerScp::g_nUnequipOnReequip)
		{
			if (drop[0] > -1)	// there is at least one item to drop
			{
				for (int i= 0; i< 2; i++)
				{
					if (drop[i] > -1)
					{
						P_ITEM p_drop=MAKE_ITEM_REF(drop[i]);
						if(ISVALIDPI(p_drop))
							pc_currchar->UnEquip( p_drop, 0);
					}
				}
			}
			pc->playSFX( itemsfx(pi->getId()) );
			// pc_currchar->Equip(pi, 1); // Item is equipped twice ????
		}
		else
		{
			if (drop[0] == -1)
			{
				pc->playSFX( itemsfx(pi->getId()) );
				// pc_currchar->Equip(pi, 1);// Item is equipped twice ????
			}
			else
			{
				ps->sysmsg("You cannot wear two weapons.");
				Sndbounce5(s);
				if (ps->isDragging())
				{
					ps->resetDragging();
					UpdateStatusWindow(s,pi);
				}
				pi->setContSerial( pi->getContSerial(true) );
				pi->setPosition( pi->getOldPosition() );
				pi->layer = pi->oldlayer;
				pi->Refresh();
				return;
			}
		}

		if (!(pc->IsGM())) //Ripper..players cant equip items on other players or npc`s paperdolls.
		{
			if ((pck->getSerial32() != pc->getSerial32())/*&&(chars[s].npc!=k)*/) //-> really don't understand this! :|, xan
			{
				ps->sysmsg(TRANSLATE("You can't put items on other people!"));
				item_bounce6(ps,pi);
				return;
			}
		}

		NxwSocketWrapper sws;
		sws.fillOnline( pi );
		for( sws.rewind(); !sws.isEmpty(); sws++ )
			SendDeleteObjectPkt( sws.getSocket(), pi->getSerial32() );

		pi->layer=buffer[s][5];
		pi->setContSerial(LongFromCharPtr(buffer[s] +6));

		if (g_nShowLayers) InfoOut("Item equipped on layer %i.\n",pi->layer);

		wearIt(s,pi);

		NxwSocketWrapper sw;
		sw.fillOnline( pck, false );
		for( sw.rewind(); !sw.isEmpty(); sw++ )
		{
			NXWSOCKET j=sw.getSocket();
			if( j!=INVALID )
				wornitems(j, pck );
		}

		pc->playSFX( itemsfx(pi->getId()) );
		weights::NewCalc(pc);	// Ison 2-20-99
		statwindow(pc_currchar,pc_currchar);

//		if (pi->glow>0)
//		{
//			pc->removeHalo(pi); // if gm equips on differnt player it needs to be deleted out of the hashteble
//			pck->addHalo(pi);
//			pck->glowHalo(pi);
//		}

		if ( pck->Equip(pi, 1) == 2)	// bypass called
		{
			P_ITEM pack = pck->getBackpack();
			pc->playSFX( itemsfx(pi->getId()) );
			pi->layer= 0;
			pi->setContSerial( pack->getSerial32() );
			sendbpitem(s, pi);
			return;
		}

	}
}
예제 #12
0
void drop_item(NXWCLIENT ps) // Item is dropped
{

	if (ps == NULL) return;

	NXWSOCKET  s=ps->toInt();
//	CHARACTER cc=ps->currCharIdx();

	PKGx08 pkgbuf, *pp=&pkgbuf;

	pp->Iserial=LongFromCharPtr(buffer[s]+1);
	pp->TxLoc=ShortFromCharPtr(buffer[s]+5);
	pp->TyLoc=ShortFromCharPtr(buffer[s]+7);
	pp->TzLoc=buffer[s][9];
	pp->Tserial=LongFromCharPtr(buffer[s]+10);

    //#define debug_dragg

	if (clientDimension[s]==3)
	{
	  // UO:3D clients send SOMETIMES two dragg packets for a single dragg action.
	  // sometimes we HAVE to swallow it, sometimes it has to be interpreted
	  // if UO:3D specific item loss problems are reported, this is probably the code to blame :)
	  // LB

	  P_ITEM pi = pointers::findItemBySerial(pp->Iserial);

	  #ifdef debug_dragg
	    if (ISVALIDPI(pi)) { sprintf(temp, "%04x %02x %02x %01x %04x i-name: %s EVILDRAG-old: %i\n",pp->Iserial, pp->TxLoc, pp->TyLoc, pp->TzLoc, pp->Tserial, pi->name, clientInfo[s]->evilDrag); ConOut(temp); }
		else { sprintf(temp, "blocked: %04x %02x %02x %01x %04x i-name: invalid item EVILDRAG-old: %i\n",pp->Iserial, pp->TxLoc, pp->TyLoc, pp->TzLoc, pp->Tserial, clientInfo[s]->evilDrag); ConOut(temp); }
	  #endif

	  if  ( (pp->TxLoc==-1) && (pp->TyLoc==-1) && (pp->Tserial==0)  && (clientInfo[s]->evilDrag) )
	  {
		  clientInfo[s]->evilDrag=false;
          #ifdef debug_dragg
		    ConOut("Swallow only\n");
          #endif
		  return;
	  }	 // swallow! note: previous evildrag !

	  else if ( (pp->TxLoc==-1) && (pp->TyLoc==-1) && (pp->Tserial==0)  && (!clientInfo[s]->evilDrag) )
	  {
          #ifdef debug_dragg
		    ConOut("Bounce & Swallow\n");
          #endif

		  item_bounce6(ps, pi);
		  return;
	  }
	  else if ( ( (pp->TxLoc!=-1) && (pp->TyLoc!=-1) && ( pp->Tserial!=-1)) || ( (pp->Iserial>=0x40000000) && (pp->Tserial>=0x40000000) ) )
		  clientInfo[s]->evilDrag=true; // calc new evildrag value
	  else clientInfo[s]->evilDrag=false;
	}

	#ifdef debug_dragg
	  else
	  {
		P_ITEM pi = pointers::findItemBySerial(pp->Iserial);

	     if (ISVALIDPI(pi)) { sprintf(temp, "blocked: %04x %02x %02x %01x %04x i-name: %s EVILDRAG-old: %i\n",pp->Iserial, pp->TxLoc, pp->TyLoc, pp->TzLoc, pp->Tserial, pi->name, clientInfo[s]->evilDrag); ConOut(temp); }
	  }
	#endif


//	if ( (buffer[s][10]>=0x40) && (buffer[s][10]!=0xff) )
	if ( isItemSerial(pp->Tserial) && (pp->Tserial != INVALID)  ) // Invalid target => invalid container => put inWorld !!!
		pack_item(ps,pp);
	else
		dump_item(ps,pp);
}