예제 #1
0
// Tries to equip an item
// if that fails it tries to put the item in the users backpack
// if *that* fails it puts it at the characters feet
// That works for NPCs as well
void equipItem( P_CHAR wearer, P_ITEM item )
{
	tile_st tile = TileCache::instance()->getTile( item->id() );

	// User cannot wear the item
	if ( tile.layer == 0 )
	{
		if ( wearer->objectType() == enPlayer )
		{
			P_PLAYER pp = dynamic_cast<P_PLAYER>( wearer );
			if ( pp->socket() )
				pp->socket()->sysMessage( tr( "You cannot wear that item." ) );
		}

		item->toBackpack( wearer );
		return;
	}

	cBaseChar::ItemContainer container = wearer->content();
	cBaseChar::ItemContainer::const_iterator it( container.begin() );
	for ( ; it != container.end(); ++it )
	{
		P_ITEM equip = *it;

		// Unequip the item and free the layer that way
		if ( equip && ( equip->layer() == tile.layer ) )
			equip->toBackpack( wearer );
	}

	// *finally* equip the item
	wearer->addItem( static_cast<cBaseChar::enLayer>( item->layer() ), item );
}
예제 #2
0
void cDragItems::equipItem( cUOSocket *socket, cUORxWearItem *packet )
{
	P_ITEM pItem = FindItemBySerial( packet->serial() );
	P_CHAR pWearer = FindCharBySerial( packet->wearer() );

	if( !pItem || !pWearer )
		return;

	P_PLAYER pChar = socket->player();

	// We're dead and can't do that
	if( pChar->isDead() )
	{
		socket->clilocMessage( 0x7A4D5, "", 0x3b2 ); // You can't do that when you're dead.

		socket->bounceItem( pItem, BR_NO_REASON );
		return;
	}

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

	// Get our tile-information
	tile_st pTile = TileCache::instance()->getTile( pItem->id() );

	// 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() )
	{
		socket->sysMessage( tr( "This item cannot be equipped." ) );
		socket->bounceItem( pItem, BR_NO_REASON );
		return;
	}

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

		socket->bounceItem( pItem, BR_NO_REASON );
		return;
	}

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

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

		socket->bounceItem( pItem, BR_NO_REASON );
		return;
	}

	// Males can't wear female armor
	if( ( pChar->bodyID() == 0x0190 ) && ( pItem->id() >= 0x1C00 ) && ( pItem->id() <= 0x1C0D ) )
	{
		socket->sysMessage( tr( "You cannot wear female armor." ) );
		socket->bounceItem( pItem, BR_NO_REASON );
		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
	// we also need to check if there is a twohanded weapon if we want to equip another weapon.
	UI08 layer = pTile.layer;

	bool twohanded = false;
	P_ITEM equippedLayerItem = pWearer->atLayer( static_cast<cBaseChar::enLayer>(layer) );
	if ( equippedLayerItem )
		twohanded = equippedLayerItem->twohanded();

	if( twohanded && ( layer == 1 || layer == 2 ) )
	{
		socket->sysMessage( tr("You can't hold another item while wearing a twohanded weapon!") );
		socket->bounceItem( pItem, BR_NO_REASON );
		return;
	}

	// we're equipping so we do the check
	if( equippedLayerItem )
	{ 
		if( pChar->canPickUp( equippedLayerItem ) )
		{
			equippedLayerItem->toBackpack( pWearer );
		}
		else
		{
			socket->sysMessage( tr( "You can't wear another item there!" ) );
			socket->bounceItem( pItem, BR_NO_REASON );
			return;
		}
	}

	// At this point we're certain that we can wear the item
	pWearer->addItem( static_cast<cBaseChar::enLayer>(pTile.layer), pItem );

	// Apply the bonuses
	pWearer->giveItemBonus( pItem );

	if( pWearer->objectType() == enPlayer )
	{
		P_PLAYER pp = dynamic_cast<P_PLAYER>(pWearer);
		if( pp->socket() )
			pp->socket()->sendStatWindow();
	}

	// I don't think we need to remove the item
	// as it's only visible to the current char
	// And he looses contact anyway

	// Build our packets
	cUOTxCharEquipment wearItem;
	wearItem.fromItem( pItem );

	cUOTxSoundEffect soundEffect;
	soundEffect.setSound( 0x57 );
	soundEffect.setCoord( pWearer->pos() );

	// Send to all sockets in range
	// ONLY the new equipped item and the sound-effect
	for( cUOSocket *mSock = cNetwork::instance()->first(); mSock; mSock = cNetwork::instance()->next() )
	{
		if( mSock->player() && ( mSock->player()->dist( pWearer ) <= mSock->player()->visualRange() ) )
		{
			mSock->send( &wearItem );
			mSock->send( &soundEffect );
		}
	}
}
예제 #3
0
void DragAndDrop::equipItem( cUOSocket* socket, cUORxWearItem* packet )
{
	P_ITEM pItem = FindItemBySerial( packet->serial() );
	P_CHAR pWearer = FindCharBySerial( packet->wearer() );

	if ( !pItem || !pWearer )
		return;

	P_PLAYER pChar = socket->player();

	// We're dead and can't do that
	if ( pChar->isDead() )
	{
		socket->clilocMessage( 0x7A4D5, "", 0x3b2 ); // You can't do that when you're dead.
		socket->bounceItem( pItem, BR_NO_REASON );
		return;
	}

	// No Special Layer Equipping
	if ( ( packet->layer() > cBaseChar::InnerLegs || packet->layer() <= cBaseChar::TradeWindow ) && !pChar->isGM() )
	{
		socket->sysMessage( tr( "You can't equip on that layer." ) );
		socket->bounceItem( pItem, BR_NO_REASON );
		return;
	}

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

	// Only GM's can equip other People
	if ( pWearer != pChar && !pChar->isGM() )
	{
		P_NPC pNpc = dynamic_cast<P_NPC>( pWearer );

		// But we are allowed to equip our own humans
		if ( !pNpc || ( pNpc->owner() != pChar && pWearer->isHuman() ) )
			socket->sysMessage( tr( "You can't equip other players." ) );

		socket->bounceItem( pItem, BR_NO_REASON );
		return;
	}

	// Get our tile-information
	tile_st pTile = TileCache::instance()->getTile( pItem->id() );

	// 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() )
	{
		socket->sysMessage( tr( "This item cannot be equipped." ) );
		socket->bounceItem( pItem, BR_NO_REASON );
		return;
	}

	// Check the Script for it
	if ( pItem->onWearItem( pChar, pWearer, packet->layer() ) )
	{
		socket->bounceItem( pItem, BR_NO_REASON );
		return;
	}

	// Males can't wear female armor
	if ( ( pChar->body() == 0x0190 ) && ( pItem->id() >= 0x1C00 ) && ( pItem->id() <= 0x1C0D ) )
	{
		socket->sysMessage( tr( "You cannot wear female armor." ) );
		socket->bounceItem( pItem, BR_NO_REASON );
		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
	// we also need to check if there is a twohanded weapon if we want to equip another weapon.
	UI08 layer = pTile.layer;

	P_ITEM equippedLayerItem = pWearer->atLayer( static_cast<cBaseChar::enLayer>( layer ) );

	// we're equipping so we do the check
	if ( equippedLayerItem )
	{
		if ( pChar->canPickUp( equippedLayerItem ) )
		{
			equippedLayerItem->toBackpack( pWearer );
		}
		else
		{
			socket->sysMessage( tr( "You can't wear another item there!" ) );
			socket->bounceItem( pItem, BR_NO_REASON );
			return;
		}
	}

	// Check other layers if neccesary
	bool occupied = false;

	if ( pItem->twohanded() && layer == 1 )
	{
		occupied = pWearer->leftHandItem() != 0;  // Twohanded weapon on layer 1 forbids item on layer 2
	}
	else if ( pItem->twohanded() && layer == 2 )
	{
		occupied = pWearer->rightHandItem() != 0;  // Twohanded weapon on layer 2 forbids item on layer 1
	}
	else if ( layer == 1 )
	{
		P_ITEM lefthand = pWearer->leftHandItem();
		occupied = lefthand && lefthand->twohanded();
	}
	else if ( layer == 2 )
	{
		P_ITEM righthand = pWearer->rightHandItem();
		occupied = righthand && righthand->twohanded();
	}

	if ( occupied )
	{
		socket->sysMessage( tr( "You can't hold another item while wearing a twohanded item!" ) );
		socket->bounceItem( pItem, BR_NO_REASON );
		return;
	}

	// At this point we're certain that we can wear the item
	pWearer->addItem( static_cast<cBaseChar::enLayer>( pTile.layer ), pItem );

	if ( pWearer->objectType() == enPlayer )
	{
		P_PLAYER pp = dynamic_cast<P_PLAYER>( pWearer );
		if ( pp->socket() )
			pp->socket()->sendStatWindow();
	}

	// I don't think we need to remove the item
	// as it's only visible to the current char
	// And he looses contact anyway

	// Build our packets
	cUOTxCharEquipment wearItem;
	wearItem.fromItem( pItem );

	cUOTxSoundEffect soundEffect;
	soundEffect.setSound( 0x57 );
	soundEffect.setCoord( pWearer->pos() );

	// Send to all sockets in range
	// ONLY the new equipped item and the sound-effect
	for ( cUOSocket*mSock = Network::instance()->first(); mSock; mSock = Network::instance()->next() )
	{
		if ( mSock->player() && ( mSock->player()->dist( pWearer ) <= mSock->player()->visualRange() ) )
		{
			mSock->send( &wearItem );
			mSock->send( &soundEffect );
		}
	}
}