예제 #1
0
/*!
\brief Add item to container
\author Endymion
\param pItem the item to add
\param xx the x location or INVALID if use rand pos
\param yy the y location or INVALID if use rand pos
*/
LOGICAL cItem::AddItem(P_ITEM pItem, short xx, short yy)
{

	VALIDATEPIR(pItem,false);

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


	if (xx!=-1)	// use the given position
	{
		pItem->setContSerial( getSerial32() );
		pItem->setPosition(xx, yy, 9);
	}
	else		// no pos given
	{
		if( !ContainerPileItem(pItem) )	{ // try to pile
			pItem->SetRandPosInCont(this);		// not piled, random pos
			pItem->setContSerial( getSerial32() );
		}
		else
			return true; //Luxor: we cannot do a refresh because item was piled
	}
	pItem->Refresh();
	return true;

}
예제 #2
0
/*!
\brief Do periodical checks for weather change
\author Xanatar
*/
void check_region_weatherchange ()
{
	int r,sn=0, rn=0, dr=0, sm, i;

	outInfo("performing weather change...");

	//! \todo revisit this part
	for (i=0;i<256;i++)
	{
		region_st &regionRef = region[i];
		if ((regionRef.keepchance==0)&&(regionRef.drychance==0)) continue;
		r = rand()%100;
		if ((r<=regionRef.keepchance)||(regionRef.keepchance==100)) continue;
		//we're here, let's change the weeeeather
		dr = (regionRef.wtype==0) ? 0 : regionRef.drychance;
		rn = (regionRef.wtype==1) ? 0 : regionRef.rainchance;
		sn = (regionRef.wtype==2) ? 0 : regionRef.snowchance;
		if (!regionRef.ignoreseason)
		{
			//! \todo actually the calendar system for weather variation during the year wasn't a bad idea, but it should NOT involve 3 float multiplications + 3 float to int and 3 int to float conversions for each region every weathercheck
			dr = static_cast<int>(static_cast<float>(dr) * Calendar::g_fCurDryMod);
			rn = static_cast<int>(static_cast<float>(rn) * Calendar::g_fCurRainMod);
			sn = static_cast<int>(static_cast<float>(sn) * Calendar::g_fCurSnowMod);
		}
		sm = dr+rn+sn;
		r = rand()%sm;
		if (r < dr) regionRef.wtype = 0;
		else if (r < (rn+dr)) regionRef.wtype = 1;
		else regionRef.wtype = 2;
	}


	// Chronodt 17/8/04 - begun additional weathercode
		//! \todo sobstitute temporary region subnames with the true ones when regions redone
		//! \todo a for cycle with all the regions (cregion is the region currently esamined)

	//for (whatever will cycle all region, with cregion as index or iterator)
	{
		Climates climate = region[cregion].climate;
		if (climate == clNone) continue;	//no weather change for a dungeon
		WeatherType current = region[cregion].weatherCurrent;
		sint16_t oldintensity = region[cregion].weatherIntensity;
		sint16_t newintensity = oldintensity;

		//Getting the 4 adiacent regions. getXXXXregion should return invalid if such region does not exist
		uint16_t nregion = getNorthRegion(cregion);
		uint16_t eregion = getEastRegion(cregion);
		uint16_t sregion = getSouthRegion(cregion);
		uint16_t wregion = getWestRegion(cregion);

		// modifying the intensity by surrounding squares (obiously the old status)
		newintensity += getIntensityModifier(cregion, nregion);
		newintensity += getIntensityModifier(cregion, eregion);
		newintensity += getIntensityModifier(cregion, sregion);
		newintensity += getIntensityModifier(cregion, wregion);

		// adding intensity by random raincheck (based on region configuration)
		//! \todo modify these with new region parameters
		uint8_t dry  = region[cregion].drychance;
		uint8_t rain = region[cregion].rainchance;
		uint8_t snow = region[cregion].snowchance;
		uint8_t r = rand()%100;
		if (r < dry) newintensity -= (dry - r) * 5;
		r = rand()%100;
		if (r < rain) newintensity += (rain - r) * 5;

		if (newintensity > 140) newintensity = 140;
		if (newintensity < 0) newintensity = 0;

		bool snow = false;
		string message = "";

		//! \todo insert a maxlight to limit light in bad beather (but nightvision should counter this)

		switch (current)	//select message type to send clients based on previous weather in region. Also checking if weather change is too sudden, and if so lessen the impact :D
		{
		case wtSun:		// intensity 0 - 20
			if (newintensity > 40)
			{
				newintensity = 40;	//If it was so clear, we need at least a few clouds in the sky before it can rain (or snow)
				message = "You see some clouds closing in";
			}
			break;
		case wtCloud:		// intensity 21 - 40
			if (newintensity > 90)		// to have more than a light rain we need heavier clouds first
			{
				newintensity = 70;
				message = "Cloud covering thickens visibly. You hear rumbling in the distance";
			}
			else if (newintensity <= 20) message = "The sky clears off and the sun shines again";
			else if (newintensity > 70)
			{	//snow check
				r = rand()%100;
				if (r < snow) snow = true;
			}
			break;
		case wtStormCloud:	// intensity 41 - 70
			//from this weather type, we can reach every other, since from here it can start raining with any intensity. Or it can snow or even clear up
			if (newintensity <= 40 && newintensity > 20) message = "The sky begins to clear off";
			else if (newintensity <= 20) message = "Strong winds clear away the thick clouds, until the sun shines again";
			else if (newintensity > 70)
			{	//snow check
				r = rand()%100;
				if (r < snow) snow = true;
			}
			break;
		case wtLightRain:	// intensity 71 - 90
			if (newintensity < 71)
			{
				if (newintensity > 20) message = "The rain is stopping";
				else message = "The rain is stopping and the sky clears up";
			}
			else message = "The rain gets stronger";
			r = rand()%100;
			if (climate == clArtic && r < (snow/4)) snow = true;	//If artic climate and raining, check if rain becomes snow (at 1/4 of normal snow chance)
			break;
		case wtMediumRain:	// intensity 91 - 110
			if (newintensity <71)
			{
				if (newintensity > 40) message = "The rain is stopping";
				else
				{
					newintensity = 41;
					message = "The rain is stopping and the sky begins to clear up";
				}
			}
			else message = "The rain gets stronger";
			r = rand()%100;
			if (climate == clArtic && r < (snow/4)) snow = true;	//If artic climate and raining, check if rain becomes snow (at 1/4 of normal snow chance)
			break;
		case wtHeavyRain:	// intensity 111 - 140
			if (newintensity <111)
			{
				if (newintensity > 70) message = "The rain begins to slow down";
				else
				{
					newintensity = 71;
					message = "The rain has stopped falling, but the sky is still covered up";
				}
			}
			else message = "The rain gets stronger";
			r = rand()%100;
			if (climate == clArtic && r < (snow/4)) snow = true;	//If artic climate and raining, check if rain becomes snow (at 1/4 of normal snow chance)
			break;
		case wtLightSnow:	// intensity 71 - 90
			if (newintensity < 71)
			{
				if (newintensity > 20) message = "The snow is stopping";
				else message = "The snow is stopping and the sky clears up";
			}
			else message = "The snow gets stronger";
			r = rand()%100;
			if (climate != clNormal || r > ((100 - snow)/4)) snow = true;	//If normal climate and snowing, check if snow becomes rain (at 1/4 of normal snow_to_rain chance, the complementary of snow chance)
			break;
		case wtMediumSnow:	// intensity 91 - 110
			if (newintensity <71)
			{
				if (newintensity > 40) message = "The snow is stopping";
				else
				{
					newintensity = 41;
					message = "The snow is stopping and the sky begins to clear up";
				}
			}
			else message = "The snow gets stronger";
			r = rand()%100;
			if (climate != clNormal || r > ((100 - snow)/4)) snow = true;	//If normal climate and snowing, check if snow becomes rain (at 1/4 of normal snow_to_rain chance, the complementary of snow chance)
			break;
		case wtHeavySnow:	// intensity 111 - 140
		snow = true;
		if (newintensity <111)
		{
		if (newintensity > 70) message = "The snow begins to slow down";
		else
			{
				newintensity = 71;
				message = "The snow has stopped falling, but the sky is still covered up";
			}
		}
		else message = "The snow gets stronger";
			r = rand()%100;
			if (climate != clNormal || r > ((100 - snow)/4)) snow = true;	//If normal climate and snowing, check if snow becomes rain (at 1/4 of normal snow_to_rain chance, the complementary of snow chance)
			break;
		}


		if (newintensity <= 20) region[cregion].weatherNew = wtSun;
		else if (newintensity <= 40) region[cregion].weatherNew = wtCloud;
		else if (newintensity <= 70) region[cregion].weatherNew = wtStormCloud;
		else if (newintensity <= 90 && !snow) region[cregion].weatherNew = wtLightRain;
		else if (newintensity <= 110 && !snow) region[cregion].weatherNew = wtMediumRain;
		else if (!snow) region[cregion].weatherNew = wtHeavyRain;
		else if (newintensity <= 90 && snow) region[cregion].weatherNew = wtLightSnow;
		else if (newintensity <= 110 && snow) region[cregion].weatherNew = wtMediumSnow;
		else region[cregion].weatherNew = wtHeavySnow;

		region[cregion].weatherIntensityNew = newintensity;

		uint8_t weather = 0;
		is (snow) weather = 0x02;		//snow effect
		if (newintensity <=70) weather = 0xff;	//No weather

		uint8_t intensity = (newintensity > 70) ? newintensity - 70 : newintensity;
		uint8_t intensity2 = intensity;
		bool mixedweather = false;

		if ( ((current == wtLightRain || current == wtMediumRain || current == wtHeavyRain) && snow) ||	   	// Rain has just become snow or...
		     ((current == wtLightSnow || current == wtMediumSnow || current == wtHeavySnow) && !snow))		// Snow has just become rain
		{
			intensity = rand() % intensity; 	// randomize % of snow ...
			intensity2 -= intensity;		// ...and the remaining intensity goes to rain
			weather = 0x2;  	// snow
			weather2 = 0x0; 	// rain
			mixedweather = true;
		}
		//! \todo the limit of light level by weather (it is best to modify existing code in timers.cpp)

		nPackets::Sent::Weather pk( weather, intensity);
		nPackets::Sent::Weather pk2( weather2, intensity2);


		NxwSocketWrapper sw;
		sw.fillOnline( pos );		//!< \todo change with something like fillOnlineInRegion
		for( sw.rewind(); !sw.isEmpty(); sw++ )
		{
			pClient j =sw.getSocket();
			if( j )
			{
				j->sendPacket(&pk);
				if (mixedweather) j->sendPacket(&pk2);
				j->sysmessage(message);
			}
		}

	}
	// End region for cycle. Now we must build another one to update the weatherIntensity and weatherCurrent of all regions
	// if you ask why, think of what would happen if you changed them as you process them, since each region takes a little info
	// from each adiacent region.... :)  (yes, this is a system with a memory :D)

	//! \todo an online iteration of all online chars in region
	//for (whatever will cycle all regions)
	{
		region[cregion].weatherCurrent = region[cregion].weatherNew;
		region[cregion].weatherIntensity = region[cregion].weatherIntensityNew;
	}

	outPlain("[ OK ]\n");

}
예제 #3
0
void pack_item(NXWCLIENT ps, PKGx08 *pp) // Item is put into container
{
	if (ps == NULL) return;

	char temp[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
	char temp2[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
	int serial/*, serhash*/;
	tile_st tile;
//	bool abort=false;
	NXWSOCKET  s=ps->toInt();

	P_CHAR pc=ps->currChar();
	VALIDATEPC(pc);

	Location charpos= pc->getPosition();

	P_ITEM pack;

	P_ITEM pCont = pointers::findItemBySerial(pp->Tserial);
	VALIDATEPI(pCont);

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

	if (pItem->getId() >= 0x4000)
	{
//		abort=true; // LB crashfix that prevents moving multi objcts in BP's
		ps->sysmsg(TRANSLATE("Hey, putting houses in your pack crashes your back and client!"));
	}

	//ndEndy recurse only a time
	P_ITEM contOutMost = pCont->getOutMostCont();
	P_CHAR contOwner = ( !contOutMost->isInWorld() )? pointers::findCharBySerial( contOutMost->getContSerial() ) : NULL;

	if( ISVALIDPC(contOwner) ) {
		//if ((contOwner->npcaitype==NPCAI_PLAYERVENDOR) && (contOwner->npc) && (contOwner->getOwnerSerial32()!=pc->getSerial32()) )
		if ( contOwner->getSerial32() != pc->getSerial32() && contOwner->getOwnerSerial32() != pc->getSerial32() && !pc->IsGM() ) { // Luxor
			ps->sysmsg(TRANSLATE("This aint your backpack!"));
			Sndbounce5(s);
			if (ps->isDragging()) {
				ps->resetDragging();
				item_bounce3(pItem);
				if (pCont->getId() >= 0x4000)
					senditem(s, pCont);
			}
			return;
		}
	}

	if (pCont->amxevents[EVENT_IONPUTITEM]!=NULL) {
		g_bByPass = false;
		pCont->amxevents[EVENT_IONPUTITEM]->Call( pCont->getSerial32(), pItem->getSerial32(), pc->getSerial32() );
		if (g_bByPass)
		{
			item_bounce6(ps,pItem);
			return;
		}
	}
	/*
	g_bByPass = false;
	pCont->runAmxEvent( EVENT_IONPUTITEM, pCont->getSerial32(), pItem->getSerial32(), pc->getSerial32() );
	if (g_bByPass)
	{	//AntiChrist to preview item disappearing
		item_bounce6(ps,pItem);
		return;
	}
	*/

	if (pCont->layer==0 && pCont->getId() == 0x1E5E &&
		pCont->getContSerial()==pc->getSerial32())
	{
		// Trade window???
		serial=calcserial(pCont->moreb1, pCont->moreb2, pCont->moreb3, pCont->moreb4);
		if(serial==-1) return;

		P_ITEM pi_z = pointers::findItemBySerial(serial);

		if (ISVALIDPI(pi_z))
			if ((pi_z->morez || pCont->morez))
			{
				pi_z->morez=0;
				pCont->morez=0;
				sendtradestatus( pi_z, pCont );
			}
	}

	if(SrvParms->usespecialbank)//only if special bank is activated
	{
		if(pCont->morey==MOREY_GOLDONLYBANK && pCont->morex==MOREX_BANK && pCont->type==ITYPE_CONTAINER)
		{
			if ( pItem->getId() == ITEMID_GOLD )
			{//if they're gold ok
				pc->playSFX( goldsfx(2) );
			} else
			{//if they're not gold..bounce on ground
				ps->sysmsg(TRANSLATE("You can only put golds in this bank box!"));

				pItem->setContSerial(-1);
				pItem->MoveTo( charpos );
				pItem->Refresh();
				pc->playSFX( itemsfx(pItem->getId()) );
				return;
			}
		}
	}

	// Xanathars's Bank Limit Code
	if (ServerScp::g_nBankLimit != 0) {

		if( ISVALIDPI( contOutMost ) && contOutMost->morex==MOREX_BANK ) {

			int n = contOutMost->CountItems( INVALID, INVALID, false);
			n -= contOutMost->CountItems( ITEMID_GOLD, INVALID, false);
			if( pItem->type == ITYPE_CONTAINER )
				n += pItem->CountItems( INVALID, INVALID, false);
			else
				++n;
			if( n > ServerScp::g_nBankLimit ) {
				ps->sysmsg(TRANSLATE("You exceeded the number of maximimum items in bank of %d"), ServerScp::g_nBankLimit);
				item_bounce6(ps,pItem);
				return;
			}

		}
	}


	//ndEndy this not needed because when is dragging cont serial is INVALID
	//testing UOP Blocking Tauriel 1-12-99
	if (!pItem->isInWorld())
	{
		item_bounce6(ps,pItem);
		return;
	}

	data::seekTile(pItem->getId(), tile);
	if (( ( (pItem->magic==2) || ( (tile.weight==255) && (pItem->magic != 1 ) ) ) && !pc->canAllMove()) ||
				( (pItem->magic==3|| pItem->magic==4) && !(pItem->getOwnerSerial32()==pc->getSerial32())))
	{
		Sndbounce5(s);
		if (ps->isDragging())
		{
			ps->resetDragging();
			item_bounce3(pItem);
			if (pCont->getId() >= 0x4000)
				senditem(s, pCont);
		}
		return;
	}
	// - Trash container
	if( pCont->type==ITYPE_TRASH)
	{
		pItem->Delete();
		ps->sysmsg(TRANSLATE("As you let go of the item it disappears."));
		return;
	}
	// - Spell Book
	if (pCont->type==ITYPE_SPELLBOOK)
	{
		if (!pItem->IsSpellScroll72())
		{
			ps->sysmsg(TRANSLATE("You can only place spell scrolls in a spellbook!"));
			Sndbounce5(s);
			if (ps->isDragging())
			{
				ps->resetDragging();
				item_bounce3(pItem);
			}
			if (pCont->getId() >= 0x4000)
				senditem(s, pCont);
			return;
		}
		pack= pc->getBackpack();
		if(ISVALIDPI(pack))
		{
			if ((!(pCont->getContSerial()==pc->getSerial32())) &&
				(!(pCont->getContSerial()==pack->getSerial32())) && (!(pc->CanSnoop())))
			{
				ps->sysmsg(TRANSLATE("You cannot place spells in other peoples spellbooks."));
				item_bounce6(ps,pItem);
				return;
			}

			if( strncmp(pItem->getCurrentNameC(), "#", 1) )
				pItem->getName(temp2);
			else
				strcpy(temp2,pItem->getCurrentNameC());

			NxwItemWrapper sii;
			sii.fillItemsInContainer( pCont, false );
			for( sii.rewind(); !sii.isEmpty(); sii++ ) {

				P_ITEM pi_ci=sii.getItem();

					if (ISVALIDPI(pi_ci))
					{
						if( strncmp(pi_ci->getCurrentNameC(), "#", 1) )

							pi_ci->getName(temp);
						else
							strcpy(temp,pi_ci->getCurrentNameC());

						if(!(strcmp(temp,temp2)) || !(strcmp(temp,"All-Spell Scroll")))
						{
							ps->sysmsg(TRANSLATE("You already have that spell!"));
							item_bounce6(ps,pItem);
							return;
						}
					}
				// Juliunus, to prevent ppl from wasting scrolls.
				if (pItem->amount > 1)
				{
					ps->sysmsg(TRANSLATE("You can't put more than one scroll at a time in your book."));
					item_bounce6(ps,pItem);
					return;
				}
			}
		}
		pCont->AddItem( pItem );
		ps->sendSpellBook(pCont);
		return;
	}

	if (pCont->type == ITYPE_CONTAINER) {

		if ( ISVALIDPC(contOwner) )
		{
			if ( (contOwner->npcaitype==NPCAI_PLAYERVENDOR) && (contOwner->npc) && (contOwner->getOwnerSerial32()==pc->getSerial32()) )
			{
				pc->fx1= DEREF_P_ITEM(pItem);
				pc->fx2=17;
				pc->sysmsg(TRANSLATE("Set a price for this item."));
			}
		}

		short xx=pp->TxLoc;
		short yy=pp->TyLoc;

		pCont->AddItem(pItem,xx,yy);

		pc->playSFX( itemsfx(pItem->getId()) );
		statwindow(pc,pc);
	}
	// end of player run vendors

	else
		// - Unlocked item spawner or unlockable item spawner
		if (pCont->type==ITYPE_UNLOCKED_CONTAINER || pCont->type==ITYPE_NODECAY_ITEM_SPAWNER || pCont->type==ITYPE_DECAYING_ITEM_SPAWNER)
		{
			pCont->AddItem(pItem, pp->TxLoc, pp->TyLoc); //Luxor
			pc->playSFX( itemsfx(pItem->getId()) );

		}
		else  // - Pileable
			if (pCont->pileable && pItem->pileable)
			{
				if ( !pCont->PileItem( pItem ) )
				{
					item_bounce6(ps,pItem);
					return;
				}
			}
			else
			{
				if( pItem->getContSerial( true )==INVALID  ) //current cont serial is invalid because is dragging
				{
					NxwSocketWrapper sw;
					sw.fillOnline( pItem->getPosition() );
					for( sw.rewind(); !sw.isEmpty(); sw++ )
						SendDeleteObjectPkt(sw.getSocket(), pItem->getSerial32() );
					mapRegions->remove(pItem);
				}

				pItem->setPosition( pp->TxLoc, pp->TyLoc, pp->TzLoc);
				pItem->setContSerial( pCont->getContSerial() );

				pItem->Refresh();
			}


}
예제 #4
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 #5
0
void dump_item(NXWCLIENT ps, PKGx08 *pp) // Item is dropped on ground or a character
{
	if (ps == NULL) return;

	tile_st tile;
	NXWSOCKET  s=ps->toInt();

	P_CHAR pc=ps->currChar();
	VALIDATEPC(pc);

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


	if (!ISVALIDPI(pi))
	{
		LogError("client sent bad itemserial %d",pp->Iserial);
		return;
	}

	if ( isCharSerial(pi->getContSerial()) && pi->getContSerial() != pc->getSerial32() ) {
		P_CHAR pc_i = pointers::findCharBySerial(pi->getContSerial());
		if (ISVALIDPC(pc_i))
			pc_i->sysmsg("Warning, backpack disappearing bug located!");

		if (ps->isDragging()) {
                        ps->resetDragging();
                        UpdateStatusWindow(s,pi);
                }
		pi->setContSerial( pi->getContSerial(true) );
                pi->setPosition( pi->getOldPosition() );
                pi->layer = pi->oldlayer;
                pi->Refresh();
	}

	if (pi->magic == 2) { //Luxor -- not movable objects
		if (ps->isDragging()) {
                        ps->resetDragging();
                        UpdateStatusWindow(s,pi);
                }
		pi->setContSerial( pi->getContSerial(true) );
		pi->MoveTo( pi->getOldPosition() );
		pi->layer = pi->oldlayer;
		pi->Refresh();
		return;
	}




    if(pi!=NULL)
	{
		weights::NewCalc(pc);
		statwindow(pc,pc);
	}


	//Ripper...so order/chaos shields disappear when on ground.
	if( pi->getId()==0x1BC3 || pi->getId()==0x1BC4 )
	{
		pc->playSFX( 0x01FE);
		staticeffect(DEREF_P_CHAR(pc), 0x37, 0x2A, 0x09, 0x06);
		pi->Delete();
		return;
	}


	//test UOP blocking Tauriel 1-12-99
	if (!pi->isInWorld())
	{
		item_bounce6(ps,pi);
		return;
	}




	data::seekTile(pi->getId(), tile);
	if (!pc->IsGM() && ((pi->magic==2 || (tile.weight==255 && pi->magic!=1))&&!pc->canAllMove()) ||
		( (pi->magic==3 || pi->magic==4) && !(pi->getOwnerSerial32()==pc->getSerial32())))
	{
		item_bounce6(ps,pi);
		return;
	}

	if (buffer[s][5]!=(unsigned char)'\xFF')
	{


		if (pi->amxevents[EVENT_IDROPINLAND]!=NULL) 
		{
			g_bByPass = false;
			pi->MoveTo(pp->TxLoc,pp->TyLoc,pp->TzLoc);
			pi->amxevents[EVENT_IDROPINLAND]->Call( pi->getSerial32(), pc->getSerial32() );
			if (g_bByPass) {
				pi->Refresh();
				return;
			}
		}

		/*
		//<Luxor>
		g_bByPass = false;
		pi->runAmxEvent( EVENT_IDROPINLAND, pi->getSerial32(), pc->getSerial32() );
	        if (g_bByPass) {
			pi->Refresh();
			return;
		}
        //</Luxor>
		*/
		NxwSocketWrapper sw;
		sw.fillOnline( pi );
		for( sw.rewind(); !sw.isEmpty(); sw++ )
		{
			SendDeleteObjectPkt( sw.getSocket(), pi->getSerial32() );
		}

		pi->MoveTo(pp->TxLoc,pp->TyLoc,pp->TzLoc);
		pi->setContSerial(-1);

		P_ITEM p_boat = Boats->GetBoat(pi->getPosition());

		if(ISVALIDPI(p_boat))
		{
			pi->SetMultiSerial(p_boat->getSerial32());
		}


		pi->Refresh();
	}
	else
	{
		if ( !ItemDroppedOnChar(ps, pp, pi) ) {
			//<Luxor>: Line of sight check
			//This part avoids the circle of transparency walls bug

			//-----
			if ( !lineOfSight( pc->getPosition(), Loc( pp->TxLoc, pp->TyLoc, pp->TzLoc ) ) ) {
		                ps->sysmsg(TRANSLATE("You cannot place an item there!"));

        	        	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>

	        	//<Luxor> Items count check
	        	if (!pc->IsGM()) {
				NxwItemWrapper si;
				si.fillItemsAtXY( pp->TxLoc, pp->TyLoc );
				if (si.size() >= 2) { //Only 2 items permitted
					ps->sysmsg(TRANSLATE("There is not enough space there!"));
					Sndbounce5(s);
					if (ps->isDragging()) {
						ps->resetDragging();
						UpdateStatusWindow(s,pi);
					}
					if (ISVALIDPI(pc->getBackpack())) {
						pi->setCont(pc->getBackpack());
						pi->SetRandPosInCont(pc->getBackpack());
					} else {
						pi->setContSerial( pi->getContSerial(true) );
						pi->setPosition( pi->getOldPosition() );
					}
					pi->layer = pi->oldlayer;
					pi->Refresh();
					return;
				}
			}
        		//</Luxor>
		}

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

		//Boats !
		if (pc->getMultiSerial32() > 0) //How can they put an item in a multi if they aren't in one themselves Cut lag by not checking everytime something is put down
		{
			P_ITEM multi = pointers::findItemBySerial( pc->getMultiSerial32() );
			if (ISVALIDPI(multi))
			{
					//setserial(DEREF_P_ITEM(pi),DEREF_P_ITEM(multi),7);
					pi->SetMultiSerial(multi->getSerial32());
			}
		}
		//End Boats
	}
}