예제 #1
0
bool Character::InjectSkillIntoBrain(SkillRef skill, uint8 level)
{
    Client *c = m_factory.entity_list.FindCharacter( itemID() );
	

    SkillRef oldSkill = GetSkill( skill->typeID() );
    if( oldSkill )
    {

		//oldSkill->attributes.SetNotify(true);
		//oldSkill->Set_skillLevel( level );
		//oldSkill->Set_skillPoints( pow(2, ( 2.5 * level ) - 2.5 ) * SKILL_BASE_POINTS * ( oldSkill->attributes.GetInt( oldSkill->attributes.Attr_skillTimeConstant ) ) );
        
        oldSkill->SetAttribute(AttrSkillLevel, level);
        EvilNumber eTmp = skill->GetAttribute(AttrSkillTimeConstant) * ( pow(2,( 2.5 * level) - 2.5 ) * EVIL_SKILL_BASE_POINTS );
        oldSkill->SetAttribute(AttrSkillPoints, eTmp);
		return true;
    }

    // are we injecting from a stack of skills?
    if( skill->quantity() > 1 )
    {
        // split the stack to obtain single item
        InventoryItemRef single_skill = skill->Split( 1 );
        if( !single_skill )
        {
            _log( ITEM__ERROR, "%s (%u): Unable to split stack of %s (%u).", itemName().c_str(), itemID(), skill->itemName().c_str(), skill->itemID() );
            return false;
        }

        // use single_skill ...
        single_skill->MoveInto( *this, flagSkill );
    }
    else
		skill->MoveInto( *this, flagSkill );

    skill->SetAttribute(AttrSkillLevel, level);
	//TODO: get right number of skill points
	
	//skill->Set_skillPoints( pow(2,( 2.5 * level) - 2.5 ) * SKILL_BASE_POINTS * ( skill->attributes.GetInt( skill->attributes.Attr_skillTimeConstant ) ) );

    EvilNumber tmp = pow(2,( 2.5 * level) - 2.5 ) * EVIL_SKILL_BASE_POINTS;
    EvilNumber eTmp = skill->GetAttribute(AttrSkillTimeConstant);
    eTmp = eTmp * tmp;
    skill->SetAttribute(AttrSkillPoints, eTmp);

    return true;
}
예제 #2
0
bool Character::InjectSkillIntoBrain(SkillRef skill)
{
    Client *c = m_factory.entity_list.FindCharacter( itemID() );

    SkillRef oldSkill = GetSkill( skill->typeID() );
    if( oldSkill )
    {
        //TODO: build and send proper UserError for CharacterAlreadyKnowsSkill.
        if( c != NULL )
            c->SendNotifyMsg( "You already know this skill." );
        return false;
    }

    // TODO: based on config options later, check to see if another character, owned by this characters account,
    // is training a skill.  If so, return. (flagID=61).
    if( !skill->SkillPrereqsComplete( *this ) )
    {
        // TODO: need to send back a response to the client.  need packet specs.
        _log( ITEM__TRACE, "%s (%u): Requested to train skill %u item %u but prereq not complete.", itemName().c_str(), itemID(), skill->typeID(), skill->itemID() );

        if( c != NULL )
            c->SendNotifyMsg( "Injection failed!  Skill prerequisites incomplete." );
        return false;
    }

    // are we injecting from a stack of skills?
    if( skill->quantity() > 1 )
    {
        // split the stack to obtain single item
        InventoryItemRef single_skill = skill->Split( 1 );
        if( !single_skill )
        {
            _log( ITEM__ERROR, "%s (%u): Unable to split stack of %s (%u).", itemName().c_str(), itemID(), skill->itemName().c_str(), skill->itemID() );
            return false;
        }

        // use single_skill ...
        single_skill->MoveInto( *this, flagSkill );
    }
    else
        // use original skill
        skill->MoveInto( *this, flagSkill );

    if( c != NULL )
        c->SendNotifyMsg( "Injection of skill complete." );
    return true;
}