예제 #1
0
void AttackStuff(NXWSOCKET  s, P_CHAR victim)
{
	if ( s < 0 || s >= now )
		return;

	P_CHAR attacker = MAKE_CHAR_REF( currchar[s] );
	VALIDATEPC( attacker );
	VALIDATEPC( victim );

	if( attacker->getSerial32() == victim->getSerial32() )
		return;

	
	if ( attacker->amxevents[EVENT_CHR_ONBEGINATTACK]) {
		g_bByPass = false;
		attacker->amxevents[EVENT_CHR_ONBEGINATTACK]->Call( attacker->getSerial32(), victim->getSerial32() );
		if (g_bByPass==true) return;
	}

	if ( victim->amxevents[EVENT_CHR_ONBEGINDEFENSE]) {
		g_bByPass = false;
		victim->amxevents[EVENT_CHR_ONBEGINDEFENSE]->Call( victim->getSerial32(), attacker->getSerial32() );
		if (g_bByPass==true) return;
	}
	/*
	attacker->runAmxEvent( EVENT_CHR_ONBEGINATTACK, attacker->getSerial32(), victim->getSerial32() );
	if (g_bByPass==true)
		return;
	victim->runAmxEvent( EVENT_CHR_ONBEGINDEFENSE, victim->getSerial32(), attacker->getSerial32() );
	if (g_bByPass==true)
		return;
	*/
	attacker->targserial=victim->getSerial32();
	attacker->unHide();
	attacker->disturbMed();

	if( victim->dead || victim->hp <= 0 )//AntiChrist
	{
		attacker->sysmsg( TRANSLATE("That person is already dead!") );
		return;
	}

	if ( victim->npcaitype==NPCAI_PLAYERVENDOR)
	{
		attacker->sysmsg( TRANSLATE("%s cannot be harmed."), victim->getCurrentNameC() );
		return;
	}

	SndAttackOK(s, victim->getSerial32());	//keep the target highlighted
	if (!( victim->targserial== INVALID))
	{
		victim->attackerserial=attacker->getSerial32();
		victim->ResetAttackFirst();
	}
	attacker->SetAttackFirst();
	attacker->attackerserial=victim->getSerial32();

	if( victim->guarded )
	{
		NxwCharWrapper sc;
		sc.fillOwnedNpcs( victim, false, false );
		for ( sc.rewind(); !sc.isEmpty(); sc++ )
		{
			P_CHAR guard = sc.getChar();
			if ( ISVALIDPC( guard ) )
				if ( guard->npcaitype == NPCAI_PETGUARD && ( attacker->distFrom( guard )<= 10 ) )
					npcattacktarget(attacker, guard);
		}
	}

	if ((region[ victim->region].priv & RGNPRIV_GUARDED) && (SrvParms->guardsactive))
	{
		if (victim->IsGrey())
			attacker->SetGrey();

		if (victim->npc==0 && victim->IsInnocent() && (!victim->IsGrey()) && Guildz.compareGuilds( attacker->getGuild(), victim->getGuild() )==0) //REPSYS
		{
			criminal( attacker );
			if (ServerScp::g_nInstantGuard==1)
				npcs::SpawnGuard(attacker, victim,attacker->getPosition() );
		}
		else if( victim->npc && victim->IsInnocent() && !victim->HasHumanBody() && victim->npcaitype!=NPCAI_TELEPORTGUARD )
		{
			criminal( attacker );
			if (ServerScp::g_nInstantGuard==1)
				npcs::SpawnGuard(attacker, victim, attacker->getPosition() );
		}
		else if( victim->npc && victim->IsInnocent() && victim->HasHumanBody() && victim->npcaitype!=NPCAI_TELEPORTGUARD )
		{
			victim->talkAll( TRANSLATE("Help! Guards! I've been attacked!"), 1);
			criminal( victim );
			callguards(DEREF_P_CHAR(victim)); // Sparhawk must check if npcs can call guards
		}
		else if( victim->npc && victim->npcaitype==NPCAI_TELEPORTGUARD)
		{
			criminal( attacker );
			npcattacktarget(victim, attacker);
		}
		else if ((victim->npc || victim->tamed) && !victim->war && victim->npcaitype!=NPCAI_TELEPORTGUARD)
		{
			victim->fight( attacker );
		}
		else
		{
			victim->setNpcMoveTime();
		}
		//attacker->emoteall( "You see %s attacking %s!", 1, attacker->getCurrentNameC(), victim->getCurrentNameC() );
	}
	else	// not a guarded area
	{
		if ( victim->IsInnocent())
		{
			if ( victim->IsGrey())
				attacker->SetGrey();
			if (!victim->npc && (!victim->IsGrey()) && Guildz.compareGuilds(attacker->getGuild(), victim->getGuild() )==0)
			{
				criminal( attacker );
			}
			else if (victim->npc && victim->tamed)
			{
				criminal( attacker );
				npcattacktarget(victim, attacker);
			}
			else if (victim->npc)
			{
				criminal( attacker );
				npcattacktarget(victim, attacker);
				if (victim->HasHumanBody() )
				{
					victim->talkAll(TRANSLATE("Help! Guards! Tis a murder being commited!"), 1);
				}
			}
		}
	}

}
예제 #2
0
void RcvAttack(P_CLIENT ps)
{
	UOXSOCKET s = ps->GetSocket();
	P_CHAR pc_currchar = ps->getPlayer();
	int j;

	SERIAL serial=calcserial(buffer[s][1],buffer[s][2],buffer[s][3],buffer[s][4]);
	if(serial == INVALID_SERIAL) return;
	P_CHAR pc_i = FindCharBySerPtr(&buffer[s][1]);
	if(pc_i == NULL) return;	//to avoid problems
	
	if(pc_currchar->dead)//AntiChrist stuff
	{
		if(SrvParams->persecute())
		{//start persecute stuff - AntiChrist
			pc_currchar->targ = pc_i->serial;
			if(pc_currchar->targ==INVALID_SERIAL) return;
			else Skills->Persecute(s);
			return;
		} else
		{
			sysmessage(s,"You are dead and cannot do that.");
			return;
		}
	}
	if(pc_currchar->cell>0)
	{
		sysmessage(s,"There is no fighting in the jail cells!");
		return;
	}

	if(!pc_currchar->dead)
	{
		pc_currchar->targ = serial;
		pc_currchar->unhide();
		pc_currchar->disturbMed(s);

		
		if(pc_i->dead || pc_i->hp<=0)//AntiChrist
		{
			sysmessage(s,"That person is already dead!");
			return;
		}
		
		if (pc_i->npcaitype==17)//PlayerVendors
		{
			sprintf((char*)temp, "%s cannot be harmed.",pc_i->name.c_str());
			sysmessage(s, (char*)temp);
			return;
		}
		
		SndAttackOK(s, pc_i->serial);	//keep the target highlighted       
		if (!(pc_i->targ == INVALID_SERIAL))
		{
			pc_i->attacker = pc_currchar->serial;
			pc_i->resetAttackFirst();
		}
		pc_currchar->setAttackFirst();
		pc_currchar->attacker = pc_i->serial;
 
		pc_currchar->dir = chardir(pc_currchar, pc_i);	// turn to attacker, LB (& Duke)

		updatechar(pc_currchar);

		if( pc_i->guarded )
		{
			AllCharsIterator iter_char;
			for (iter_char.Begin(); !iter_char.atEnd(); iter_char++)
			{
				P_CHAR toCheck = iter_char.GetData();
				if (pc_i->Owns(toCheck) && toCheck->npcaitype == 32 && chardist( pc_currchar, toCheck )<= 10 )
				{
					npcattacktarget( pc_currchar, toCheck );
				}
			}
		}

		if (pc_i->inGuardedArea() && SrvParams->guardsActive())
		{
			if (pc_i->isPlayer() && pc_i->isInnocent() && GuildCompare( pc_currchar, pc_i )==0) //REPSYS
			{
				criminal( pc_currchar );
				Combat->SpawnGuard(pc_currchar, pc_i ,pc_currchar->pos.x,pc_currchar->pos.y,pc_currchar->pos.z);
			}
			else if( pc_i->isNpc() && pc_i->isInnocent() && !pc_i->isHuman() && pc_i->npcaitype!=4 )
			{
				criminal( pc_currchar );
				Combat->SpawnGuard(pc_currchar, pc_i, pc_currchar->pos.x,pc_currchar->pos.y,pc_currchar->pos.z);
			}
			else if( pc_i->isNpc() && pc_i->isInnocent() && pc_i->isHuman() && pc_i->npcaitype!=4 )
			{
				npctalkall(pc_i, "Help! Guards! I've been attacked!", 1);
				criminal( pc_currchar );
				callguards(pc_i);
			}
			else if( pc_i->isNpc() && pc_i->npcaitype==4)
			{
				criminal( pc_currchar );
				npcattacktarget(pc_i, pc_currchar);
			}
			else if ((pc_i->isNpc() || pc_i->tamed) && !pc_i->war && pc_i->npcaitype!=4) // changed from 0x40 to 4, cauz 0x40 was removed LB
			{
				npcToggleCombat(pc_i);
				pc_i->setNextMoveTime();
			}
			else
			{
				pc_i->setNextMoveTime();
			}
			
			sprintf((char*)temp, "You see %s attacking %s!", pc_currchar->name.c_str(), pc_i->name.c_str());
			
			for (j=0;j<now;j++)
			{
				if((inrange1(s, j) && perm[j]) && (s!=j))
				{
					pc_i->emotecolor = 0x0026;
					npcemote(j, pc_currchar, (char*)temp,1);
				}
			}
		}
		else	// not a guarded area
		{
			if (pc_i->isInnocent())
			{
				if (pc_i->isPlayer() && GuildCompare( pc_currchar, pc_i )==0)
				{
					criminal( pc_currchar );
				}
				else if (pc_i->isNpc() && pc_i->tamed)
				{
					criminal( pc_currchar );
					npcattacktarget(pc_i, pc_currchar);
				}
				else if (pc_i->isNpc())
				{
					criminal( pc_currchar );
					npcattacktarget(pc_i, pc_currchar);
					if (pc_i->isHuman() )
					{
						npctalkall(pc_i, "Help! Guards! Tis a murder being commited!", 1);
					}
				}
			}
		}
	}
}