Exemplo n.º 1
0
/**
 * @brief	Checks if all players in the party have sCount of item nItemID
 * 			and if so, removes it.
 *
 * @param	nItemID	Identifier for the item.
 * @param	sCount 	Stack size.
 *
 * @return	true if the required items were taken, false if not.
 */
bool CUser::RobAllItemParty(uint32 nItemID, uint16 sCount /*= 1*/)
{
	_PARTY_GROUP * pParty = g_pMain->GetPartyPtr(GetPartyID());
	if (pParty == nullptr)
		return RobItem(nItemID, sCount);

	// First check to see if all users in the party have enough of the specified item.
	vector<CUser *> partyUsers;
	for (int i = 0; i < MAX_PARTY_USERS; i++)
	{
		CUser * pUser = g_pMain->GetUserPtr(pParty->uid[i]);
		if (pUser != nullptr
			&& !pUser->CheckExistItem(nItemID, sCount))
			return false;

		partyUsers.push_back(pUser);
	}

	// Since all users have the required item, we can now remove them. 
	foreach (itr, partyUsers)
		(*itr)->RobItem(nItemID, sCount);

	return true;
}
Exemplo n.º 2
0
void CUser::Regene(uint8 regene_type, uint32 magicid /*= 0*/)
{
	ASSERT(GetMap() != nullptr);

	_OBJECT_EVENT* pEvent = nullptr;
	_HOME_INFO* pHomeInfo = nullptr;
	float x = 0.0f, z = 0.0f;

	if (!isDead())
		return;

	if (regene_type != 1 && regene_type != 2)
		regene_type = 1;

	if (regene_type == 2) 
	{
		magicid = 490041;	// The Stone of Ressurection magic ID

		// Is our level high enough to be able to resurrect using this skill?
		if (GetLevel() <= 5
			// Do we have enough resurrection stones?
				|| !RobItem(379006000, 3 * GetLevel()))
				return;
	}

	// If we're in a home zone, we'll want the coordinates from there. Otherwise, assume our own home zone.
	pHomeInfo = g_pMain->m_HomeArray.GetData(GetZoneID() <= ZONE_ELMORAD ? GetZoneID() : GetNation());
	if (pHomeInfo == nullptr)
		return;

	UserInOut(INOUT_OUT);

	pEvent = GetMap()->GetObjectEvent(m_sBind);	

	// If we're not using a spell to resurrect.
	if (magicid == 0) 
	{
		// Resurrect at a bind/respawn point
		if (pEvent != nullptr && pEvent->byLife == 1)
		{
			SetPosition(pEvent->fPosX + x, 0.0f, pEvent->fPosZ + z);
		}
		// Are we trying to respawn in a home zone?
		else if (GetZoneID() <= ZONE_ELMORAD) 
		{
			// Use the proper respawn area for our nation, as the opposite nation can
			// enter this zone at a war's invasion stage.
			if (GetNation() == KARUS) 
			{
				x = (float)(pHomeInfo->KarusZoneX + myrand(0, pHomeInfo->KarusZoneLX));
				z = (float)(pHomeInfo->KarusZoneZ + myrand(0, pHomeInfo->KarusZoneLZ));			
			}
			else 
			{
				x = (float)(pHomeInfo->ElmoZoneX + myrand(0, pHomeInfo->ElmoZoneLX));
				z = (float)(pHomeInfo->ElmoZoneZ + myrand(0, pHomeInfo->ElmoZoneLZ));
			}		
		}
		else
		{
			// If we're in a war zone (aside from snow wars, which apparently use different coords), use BattleZone coordinates.
			if (GetZoneID() != ZONE_SNOW_BATTLE 
				&& GetZoneID() == (ZONE_BATTLE_BASE + g_pMain->m_byBattleZone))
			{
				x = (float)(pHomeInfo->BattleZoneX + myrand(0, pHomeInfo->BattleZoneLX));
				z = (float)(pHomeInfo->BattleZoneZ + myrand(0, pHomeInfo->BattleZoneLZ));
			}
			// If we died in the Moradon arena, we need to spawn near the Arena.
			else if (GetZoneID() == ZONE_MORADON && isInArena())
			{
				x = (float)(MINI_ARENA_RESPAWN_X + myrand(-MINI_ARENA_RESPAWN_RADIUS, MINI_ARENA_RESPAWN_RADIUS));
				z = (float)(MINI_ARENA_RESPAWN_Z + myrand(-MINI_ARENA_RESPAWN_RADIUS, MINI_ARENA_RESPAWN_RADIUS));
			}
			// For all else, just grab the start position (/town coordinates) from the START_POSITION table.
			else
			{
				short sx, sz;
				GetStartPosition(sx, sz);

				x = sx;
				z = sz;
			}
		}

		SetPosition(x, 0.0f, z);

		m_bResHpType = USER_STANDING;	
		m_bRegeneType = REGENE_NORMAL;
	}
	else // we're respawning using a resurrect skill.
	{
		_MAGIC_TYPE5 * pType = g_pMain->m_Magictype5Array.GetData(magicid);     
		if (pType == nullptr)
			return;

		MSpChange(-m_iMaxMp); // reset us to 0 MP. 

		if (m_sWhoKilledMe == -1) 
			ExpChange((m_iLostExp * pType->bExpRecover) / 100); // Restore 

		m_bResHpType = USER_STANDING;
		m_bRegeneType = REGENE_MAGIC;
	}

	Packet result(WIZ_REGENE);
	result << GetSPosX() << GetSPosZ() << GetSPosY();
	Send(&result);

	HpChange(GetMaxHealth());

	m_tLastRegeneTime = UNIXTIME;
	m_sWhoKilledMe = -1;
	m_iLostExp = 0;

	if (magicid == 0)
		BlinkStart();

	if (!isBlinking())
	{
		result.Initialize(AG_USER_REGENE);
		result << GetSocketID() << m_sHp;
		Send_AIServer(&result);
	}

	SetRegion(GetNewRegionX(), GetNewRegionZ());

	UserInOut(INOUT_RESPAWN);		

	g_pMain->RegionUserInOutForMe(this);
	g_pMain->RegionNpcInfoForMe(this);

	InitializeStealth();
	SendUserStatusUpdate(USER_STATUS_DOT, USER_STATUS_CURE);
	SendUserStatusUpdate(USER_STATUS_POISON, USER_STATUS_CURE);

	if (isInArena())
		SendUserStatusUpdate(USER_STATUS_SPEED, USER_STATUS_CURE);

	RecastSavedMagic();

	// If we actually respawned (i.e. we weren't resurrected by a skill)...
	if (magicid == 0)
	{
		// In PVP zones (not war zones), we must kick out players if they no longer
		// have any national points.
		if (GetMap()->isNationPVPZone() 
			&& GetMap()->isWarZone()
			&& GetLoyalty() == 0)
			KickOutZoneUser(false);
	}
}
Exemplo n.º 3
0
BOOL CUser::RunEvent(EVENT_DATA *pEventData)
{
	EXEC* pExec = NULL;
	list<EXEC*>::iterator	Iter;

	for( Iter = pEventData->m_arExec.begin(); Iter != pEventData->m_arExec.end(); Iter++ ) 
	{
		pExec = (*Iter);
		if( !pExec ) break;

		switch(pExec->m_Exec){
			case EXEC_SAY:
				SendNpcSay( pExec );
				break;

			case	EXEC_SELECT_MSG:
				SelectMsg( pExec );
				break;

			case	EXEC_RUN_EVENT:
				{
					EVENT* pEvent = NULL;
					EVENT_DATA* pEventData = NULL;				

					pEvent = m_pMain->m_Event.GetData(m_pUserData->m_bZone);
					if(!pEvent)	break;

					pEventData = pEvent->m_arEvent.GetData(pExec->m_ExecInt[0]);
					if(!pEventData) break;

					if( !CheckEventLogic(pEventData) )	break;

					if( !RunEvent(pEventData) ){
						return FALSE;
					}
				}
				break;

			case	EXEC_GIVE_ITEM:
				if ( !GiveItem(pExec->m_ExecInt[0], pExec->m_ExecInt[1]) )
					return FALSE;
				break;

			case	EXEC_ROB_ITEM:
				if ( !RobItem(pExec->m_ExecInt[0], pExec->m_ExecInt[1]) )
					return FALSE;
				break;

			case	EXEC_GIVE_NOAH:
				GoldGain(pExec->m_ExecInt[0]);
				break;

			case	EXEC_SAVE_COM_EVENT:
				SaveComEvent(pExec->m_ExecInt[0]);
				break;

			case	EXEC_ROB_NOAH:
				GoldLose(pExec->m_ExecInt[0]);
				break;
//
			case	EXEC_RETURN:
				return FALSE;
				break;

/*
			case EXEC_SAY:		
				break;

			case EXEC_SELECT_MSG:
				SelectMsg( pExec );
				break;

			case EXEC_RUN_EVENT:
				{								
					EVENT* pEvent = NULL;
					pEvent = m_pMain->m_Quest.GetData(m_pUserData->m_bZone);
					if(!pEvent)	break;

					EVENT_DATA* pEventData = NULL;
					pEventData = pEvent->m_arEvent.GetData(pExec->m_ExecInt[0]);
					if(!pEventData) break;

					if( !CheckEventLogic(pEventData) )	break;

					if( !RunEvent(pEventData) ) {
						return FALSE;
					}
				}
				break;

			case EXEC_ROB_NOAH:
				break;

			case EXEC_GIVE_QUEST:
				break;

			case EXEC_QUEST_END:		
				break;

			case EXEC_QUEST_SAVE:
				break;

			case EXEC_RETURN:
				return FALSE;
/////// These events are for the test quest. ///////
			case EXEC_ROB_ITEM:
				if (!RobItem(pExec->m_ExecInt[0], pExec->m_ExecInt[1])) {
					return FALSE;	
				}
				break;

			case EXEC_GIVE_ITEM:
				if (!GiveItem(pExec->m_ExecInt[0], pExec->m_ExecInt[1])) {
					return FALSE;
				}
				break;
*/

			default:
				break;
		}
	}

	return TRUE;
}
Exemplo n.º 4
0
void CUser::Regene(uint8 regene_type, uint32 magicid /*= 0*/)
{
	ASSERT(GetMap() != NULL);

	CUser* pUser = NULL;
	_OBJECT_EVENT* pEvent = NULL;
	_HOME_INFO* pHomeInfo = NULL;
	_MAGIC_TYPE5* pType = NULL;

	if (!isDead())
		return;

	InitType3();
	InitType4();

	if (regene_type != 1 && regene_type != 2) {
		regene_type = 1;
	}

	if (regene_type == 2) {
		magicid = 490041;	// The Stone of Ressurection magic ID

		if (!RobItem(379006000, 3 * GetLevel())) {
			return;	// Subtract resurrection stones.
		}

		if (GetLevel() <= 5) {
			return;	// 5 level minimum.
		}
	}

	pHomeInfo = g_pMain->m_HomeArray.GetData(m_pUserData->m_bNation);
	if (!pHomeInfo) return;

	UserInOut(INOUT_OUT);

	float x = 0.0f, z = 0.0f;
	x = (float)(myrand( 0, 400 )/100.0f);	z = (float)(myrand( 0, 400 )/100.0f);
	if( x < 2.5f )	x = 1.5f + x;
	if( z < 2.5f )	z = 1.5f + z;

	pEvent = GetMap()->GetObjectEvent(m_pUserData->m_sBind);	

	// TO-DO: Clean this entire thing up. Wow.
	if (magicid == 0) {
		if( pEvent && pEvent->byLife == 1 ) {		// Bind Point
			m_pUserData->m_curx = pEvent->fPosX + x;
			m_pUserData->m_curz = pEvent->fPosZ + z;
			m_pUserData->m_cury = 0;
		}
		else if( m_pUserData->m_bNation != m_pUserData->m_bZone) {	// Free Zone or Opposite Zone
			if(m_pUserData->m_bZone > 200) {		// Frontier Zone...
				x = (float)(pHomeInfo->FreeZoneX + myrand(0, pHomeInfo->FreeZoneLX));
				z = (float)(pHomeInfo->FreeZoneZ + myrand(0, pHomeInfo->FreeZoneLZ));
			}
//
			else if(m_pUserData->m_bZone > 100 && m_pUserData->m_bZone < 200) {		// Battle Zone...
/*
				m_bResHpType = USER_STANDING;
				HpChange( m_iMaxHp );
				KickOutZoneUser();	// Go back to your own zone!
				return;
*/
				x = (float)(pHomeInfo->BattleZoneX + myrand(0, pHomeInfo->BattleZoneLX));
				z = (float)(pHomeInfo->BattleZoneZ + myrand(0, pHomeInfo->BattleZoneLZ));
				if (m_pUserData->m_bZone == ZONE_SNOW_BATTLE) {
					x = (float)(pHomeInfo->FreeZoneX + myrand(0, pHomeInfo->FreeZoneLX));
					z = (float)(pHomeInfo->FreeZoneZ + myrand(0, pHomeInfo->FreeZoneLZ));					
				}
			}
			else if (m_pUserData->m_bZone > 10 && m_pUserData->m_bZone < 20) {
				x = (float)(527 + myrand(0, 10));
				z = (float)(543 + myrand(0, 10));
			}
			else if (m_pUserData->m_bZone < 3) {	// Specific Lands...
				if (m_pUserData->m_bNation == KARUS) {
					x = (float)(pHomeInfo->ElmoZoneX + myrand(0, pHomeInfo->ElmoZoneLX));
					z = (float)(pHomeInfo->ElmoZoneZ + myrand(0, pHomeInfo->ElmoZoneLZ));			
				}
				else if (m_pUserData->m_bNation == ELMORAD) {
					x = (float)(pHomeInfo->KarusZoneX + myrand(0, pHomeInfo->KarusZoneLX));
					z = (float)(pHomeInfo->KarusZoneZ + myrand(0, pHomeInfo->KarusZoneLZ));	
				}		
				else return;
			}
			else
			{
				short sx, sz;
				GetStartPosition(sx, sz);

				x = sx;
				z = sz;
			}

			m_pUserData->m_curx = x;
			m_pUserData->m_curz = z;
		}
		else {	
			if (m_pUserData->m_bNation == KARUS) {
				x = (float)(pHomeInfo->KarusZoneX + myrand(0, pHomeInfo->KarusZoneLX));
				z = (float)(pHomeInfo->KarusZoneZ + myrand(0, pHomeInfo->KarusZoneLZ));			
			}
			else if (m_pUserData->m_bNation == ELMORAD) {			
				x = (float)(pHomeInfo->ElmoZoneX + myrand(0, pHomeInfo->ElmoZoneLX));
				z = (float)(pHomeInfo->ElmoZoneZ + myrand(0, pHomeInfo->ElmoZoneLZ));
			}		
			else return;		

			m_pUserData->m_curx = x;
			m_pUserData->m_curz = z;
		}
	}

	Packet result(WIZ_REGENE);
	result << GetSPosX() << GetSPosZ() << GetSPosY();
	Send(&result);
	
	if (magicid > 0) {	// Clerical Resurrection.
		pType = g_pMain->m_Magictype5Array.GetData(magicid);     
		if ( !pType ) return;

		m_bResHpType = USER_STANDING;
		MSpChange(-m_iMaxMp);					// Empty out MP.

		if (m_sWhoKilledMe == -1 && regene_type == 1) {		
			ExpChange((m_iLostExp * pType->bExpRecover) / 100);		// Restore Target Experience.
		}

		m_bRegeneType = REGENE_MAGIC;
	}
	else {		// Normal Regene.
//
		m_bAbnormalType = ABNORMAL_BLINKING;
//
		m_bResHpType = USER_STANDING;	
		m_bRegeneType = REGENE_NORMAL;
	}

	HpChange(m_iMaxHp);

	m_fLastRegeneTime = TimeGet();
	m_sWhoKilledMe = -1;
	m_iLostExp = 0;

	if (!isBlinking())
	{
		result.Initialize(AG_USER_REGENE);
		result << GetSocketID() << m_pUserData->m_sHp;
		g_pMain->Send_AIServer(&result);
	}

	SetRegion(GetNewRegionX(), GetNewRegionZ());

	UserInOut(INOUT_RESPAWN);		

	g_pMain->RegionUserInOutForMe(this);
	g_pMain->RegionNpcInfoForMe(this);

	BlinkStart();

	if (isInParty())
	{
		// TO-DO: Wrap these up into Party-specific methods (nothing for that yet)
		// UPDATE: Sticking them in the CUser class for the moment. Need to have them make sense, though.
		if (!m_bType3Flag)
			SendPartyStatusUpdate(1);
 
		if (!m_bType4Flag)
			SendPartyStatusUpdate(2);
	}
}
Exemplo n.º 5
0
bool CUser::RunExchange(int nExchangeID)
{
	_ITEM_EXCHANGE * pExchange = g_pMain->m_ItemExchangeArray.GetData(nExchangeID);

	// Does the exchange exist?
	if (pExchange == nullptr
		// Is it a valid exchange (do we have room?)
		|| !CheckExchange(nExchangeID)
		// We handle flags from 0-101 only. Anything else is broken.
		|| pExchange->bRandomFlag > 101
		// Do we have all of the required items?
		|| !CheckExistItemAnd(
			pExchange->nOriginItemNum[0], pExchange->sOriginItemCount[0], 
			pExchange->nOriginItemNum[1], pExchange->sOriginItemCount[1], 
			pExchange->nOriginItemNum[2], pExchange->sOriginItemCount[2], 
			pExchange->nOriginItemNum[3], pExchange->sOriginItemCount[3], 
			pExchange->nOriginItemNum[4], pExchange->sOriginItemCount[4])
		// These checks are a little pointless, but remove the required items as well.
		|| !RobItem(pExchange->nOriginItemNum[0], pExchange->sOriginItemCount[0])
		|| !RobItem(pExchange->nOriginItemNum[1], pExchange->sOriginItemCount[1])
		|| !RobItem(pExchange->nOriginItemNum[2], pExchange->sOriginItemCount[2])
		|| !RobItem(pExchange->nOriginItemNum[3], pExchange->sOriginItemCount[3])
		|| !RobItem(pExchange->nOriginItemNum[4], pExchange->sOriginItemCount[4]))
		return false;
		
	// No random element? We're just exchanging x items for y items.
	if (!pExchange->bRandomFlag)
	{
		for (int i = 0; i < ITEMS_IN_EXCHANGE_GROUP; i++)
		    GiveItem(pExchange->nExchangeItemNum[i], pExchange->sExchangeItemCount[i]);
	}
	// For these items the rate set by bRandomFlag.
	else if (pExchange->bRandomFlag <= 100)
	{
		int rand = myrand(0, 1000 * pExchange->bRandomFlag) / 1000;
		if (rand == 5)
			rand = 4;

		if (rand <= 4)
			GiveItem(pExchange->nExchangeItemNum[rand], pExchange->sExchangeItemCount[rand]);
	}
	// For 101, the rates are determined by sExchangeItemCount.
	else if (pExchange->bRandomFlag == 101)
	{
		uint32 nTotalPercent = 0;
		for (int i = 0; i < ITEMS_IN_EXCHANGE_GROUP; i++)
			nTotalPercent += pExchange->sExchangeItemCount[i];

		// If they add up to more than 100%, 
		if (nTotalPercent > 10000)
		{
			TRACE("Exchange %d is invalid. Rates add up to more than 100%% (%d%%)", nExchangeID, nTotalPercent / 100);
			return false;
		}

		// Holy stack batman! We're just going ahead and copying official for now.
		// NOTE: Officially they even use 2 bytes per element. Yikes.
		uint8 bRandArray[10000];
		memset(&bRandArray, 0, sizeof(bRandArray)); // default to 0 in case it's lower than 100% (in which case, first item's rate increases)

		// Copy the counts, as we're going to adjust them locally.
		uint16 sExchangeCount[ITEMS_IN_EXCHANGE_GROUP];

		memcpy(&sExchangeCount, &pExchange->sExchangeItemCount, sizeof(pExchange->sExchangeItemCount));

		// Build array of exchange item slots (0-4)
		int offset = 0;
		for (int n = 0, i = 0; n < 5; n++)
		{
			if (sExchangeCount[n] > 0)
			{
				memset(&bRandArray[offset], n, sExchangeCount[n]);
				offset += sExchangeCount[n];
			}
		}

		// Pull our exchange item slot out of our hat (the array we generated).
		uint8 bRandSlot = bRandArray[myrand(0, 9999)];
		uint32 nItemID = pExchange->nExchangeItemNum[bRandSlot];

		// Finally, give our item.
		GiveItem(nItemID, 1);
	}

	return true;
}