bool Character::AlterBalance(double balanceChange) { if(balanceChange == 0) return true; double result = balance() + balanceChange; //remember, this can take a negative amount... if(result < 0) return false; m_balance = result; //TODO: save some info to journal. SaveCharacter(); return true; }
void SellConfirmMenu_handler(edict_t *ent, int option) { if (option - 777 > 0) { int i; item_t *slot = &ent->myskills.items[option - 778]; int value = GetSellValue(slot); //log the sale WriteToLogfile(ent, va("Selling rune for %d credits. [%s]", value, slot->id)); //Copy item to armory GiveRuneToArmory(slot); //Delete item memset(slot, 0, sizeof(item_t)); gi.cprintf(ent, PRINT_HIGH, "Item Sold for %d credits.\n", value); //Re-apply equipment V_ResetAllStats(ent); for (i = 0; i < 3; ++i) V_ApplyRune(ent, &ent->myskills.items[i]); //refund some credits ent->myskills.credits += value; gi.cprintf(ent, PRINT_HIGH, "You now have %d credits.\n", ent->myskills.credits); gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/gold.wav"), 1, ATTN_NORM, 0); //save the player file SaveCharacter(ent); } else if (option - 666 > 0) { //Back to select sell item OpenSellMenu(ent, option - 666); return; } else { //Closing menu closemenu(ent); return; } }
void Character::UpdateSkillQueue() { Client *c = m_factory.entity_list.FindCharacter( itemID() ); SkillRef currentTraining = GetSkillInTraining(); if( currentTraining ) { if( m_skillQueue.empty() || currentTraining->typeID() != m_skillQueue.front().typeID ) { // either queue is empty or skill with different typeID is in training ... // stop training: _log( ITEM__ERROR, "%s (%u): Stopping training of skill %s (%u).", itemName().c_str(), itemID(), currentTraining->itemName().c_str(), currentTraining->itemID() ); /* uint64 timeEndTrain = currentTraining->expiryTime(); if(timeEndTrain != 0) { double nextLevelSP = currentTraining->GetSPForLevel( currentTraining->skillLevel() + 1 ); double SPPerMinute = GetSPPerMin( currentTraining ); double minRemaining = (double)(timeEndTrain - Win32TimeNow()) / (double)Win32Time_Minute; currentTraining->Set_skillPoints( nextLevelSP - (minRemaining * SPPerMinute) ); } currentTraining->Clear_expiryTime(); */ EvilNumber timeEndTrain = currentTraining->GetAttribute(AttrExpiryTime); if (timeEndTrain != 0) { EvilNumber nextLevelSP = currentTraining->GetSPForLevel( currentTraining->GetAttribute(AttrSkillLevel) + 1 ); EvilNumber SPPerMinute = GetSPPerMin( currentTraining ); EvilNumber minRemaining = (timeEndTrain - EvilNumber(Win32TimeNow())) / (double)Win32Time_Minute; //currentTraining->Set_skillPoints( nextLevelSP - (minRemaining * SPPerMinute) ); EvilNumber skillPointsTrained = nextLevelSP - (minRemaining * SPPerMinute); currentTraining->SetAttribute(AttrSkillPoints, skillPointsTrained); sLog.Debug( "", "Skill %s (%u) trained %u skill points before termination from training queue", currentTraining->itemName().c_str(), currentTraining->itemID(), skillPointsTrained.get_float() ); } currentTraining->SetAttribute(AttrExpiryTime, 0); currentTraining->MoveInto( *this, flagSkill, true ); if( c != NULL ) { OnSkillTrainingStopped osst; osst.itemID = currentTraining->itemID(); osst.endOfTraining = 0; PyTuple* tmp = osst.Encode(); c->QueueDestinyEvent( &tmp ); PySafeDecRef( tmp ); c->UpdateSkillTraining(); } // nothing currently in training currentTraining = SkillRef(); } } EvilNumber nextStartTime = EvilTimeNow(); while( !m_skillQueue.empty() ) { if( !currentTraining ) { // something should be trained, get desired skill uint32 skillTypeID = m_skillQueue.front().typeID; currentTraining = GetSkill( skillTypeID ); if( !currentTraining ) { _log( ITEM__ERROR, "%s (%u): Skill %u to train was not found.", itemName().c_str(), itemID(), skillTypeID ); break; } sLog.Debug( "Character::UpdateSkillQueue()", "%s (%u): Starting training of skill %s (%u)", m_itemName.c_str(), m_itemID, currentTraining->itemName().c_str(), currentTraining->itemID() ); EvilNumber SPPerMinute = GetSPPerMin( currentTraining ); EvilNumber NextLevel = currentTraining->GetAttribute(AttrSkillLevel) + 1; EvilNumber SPToNextLevel = currentTraining->GetSPForLevel( NextLevel ) - currentTraining->GetAttribute(AttrSkillPoints); sLog.Debug( " ", "Training skill at %f SP/min", SPPerMinute.get_float() ); sLog.Debug( " ", "%f SP to next Level of %d", SPToNextLevel.get_float(), NextLevel.get_int() ); SPPerMinute.to_float(); SPToNextLevel.to_float(); nextStartTime.to_float(); EvilNumber timeTraining = nextStartTime + EvilTime_Minute * SPToNextLevel / SPPerMinute; currentTraining->MoveInto( *this, flagSkillInTraining ); double dbl_timeTraining = timeTraining.get_float() + (double)(Win32Time_Second * 10); currentTraining->SetAttribute(AttrExpiryTime, dbl_timeTraining); // Set server-side // skill expiry + 10 sec sLog.Debug( " ", "Calculated time to complete training = %s", Win32TimeToString((uint64)dbl_timeTraining).c_str() ); if( c != NULL ) { OnSkillStartTraining osst; osst.itemID = currentTraining->itemID(); osst.endOfTraining = timeTraining.get_float(); PyTuple* tmp = osst.Encode(); c->QueueDestinyEvent( &tmp ); PySafeDecRef( tmp ); c->UpdateSkillTraining(); } } if( currentTraining->GetAttribute(AttrExpiryTime) <= EvilTimeNow() ) { // training has been finished: sLog.Debug( "Character::UpdateSkillQueue()", "%s (%u): Finishing training of skill %s (%u).", itemName().c_str(), itemID(), currentTraining->itemName().c_str(), currentTraining->itemID() ); currentTraining->SetAttribute(AttrSkillLevel, currentTraining->GetAttribute(AttrSkillLevel) + 1 ); currentTraining->SetAttribute(AttrSkillPoints, currentTraining->GetSPForLevel( currentTraining->GetAttribute(AttrSkillLevel) ), true); nextStartTime = currentTraining->GetAttribute(AttrExpiryTime); currentTraining->SetAttribute(AttrExpiryTime, 0); currentTraining->MoveInto( *this, flagSkill, true ); if( c != NULL ) { OnSkillTrained ost; ost.itemID = currentTraining->itemID(); PyTuple* tmp = ost.Encode(); c->QueueDestinyEvent( &tmp ); PySafeDecRef( tmp ); c->UpdateSkillTraining(); } // erase first element in skill queue m_skillQueue.erase( m_skillQueue.begin() ); // nothing currently in training currentTraining = SkillRef(); } // else the skill is in training ... else break; } // Re-Calculate total SP trained and store in internal variable: _CalculateTotalSPTrained(); // Save character and skill data: SaveCharacter(); SaveSkillQueue(); }
void Character::SetDescription(const char *newDescription) { m_description = newDescription; SaveCharacter(); }
void Character::UpdateSkillQueue() { Client *c = m_factory.entity_list.FindCharacter( itemID() ); SkillRef currentTraining = GetSkillInTraining(); if( currentTraining ) { if( m_skillQueue.empty() || currentTraining->typeID() != m_skillQueue.front().typeID ) { // either queue is empty or skill with different typeID is in training ... // stop training: _log( ITEM__ERROR, "%s (%u): Stopping training of skill %s (%u).", itemName().c_str(), itemID(), currentTraining->itemName().c_str(), currentTraining->itemID() ); /* uint64 timeEndTrain = currentTraining->expiryTime(); if(timeEndTrain != 0) { double nextLevelSP = currentTraining->GetSPForLevel( currentTraining->skillLevel() + 1 ); double SPPerMinute = GetSPPerMin( currentTraining ); double minRemaining = (double)(timeEndTrain - Win32TimeNow()) / (double)Win32Time_Minute; currentTraining->Set_skillPoints( nextLevelSP - (minRemaining * SPPerMinute) ); } currentTraining->Clear_expiryTime(); */ EvilNumber timeEndTrain = currentTraining->GetAttribute(AttrExpiryTime); if (timeEndTrain != 0) { EvilNumber nextLevelSP = currentTraining->GetSPForLevel( currentTraining->GetAttribute(AttrSkillLevel) + 1 ); EvilNumber SPPerMinute = GetSPPerMin( currentTraining ); EvilNumber minRemaining = (timeEndTrain - EvilNumber(Win32TimeNow())) / (double)Win32Time_Minute; //currentTraining->Set_skillPoints( nextLevelSP - (minRemaining * SPPerMinute) ); currentTraining->SetAttribute(AttrSkillPoints, nextLevelSP - (minRemaining * SPPerMinute)); } currentTraining->SetAttribute(AttrExpiryTime, 0); currentTraining->MoveInto( *this, flagSkill, true ); if( c != NULL ) { OnSkillTrainingStopped osst; osst.itemID = currentTraining->itemID(); osst.endOfTraining = 0; PyTuple* tmp = osst.Encode(); c->QueueDestinyEvent( &tmp ); PySafeDecRef( tmp ); c->UpdateSkillTraining(); } // nothing currently in training currentTraining = SkillRef(); } } EvilNumber nextStartTime = EvilTimeNow(); while( !m_skillQueue.empty() ) { if( !currentTraining ) { // something should be trained, get desired skill uint32 skillTypeID = m_skillQueue.front().typeID; currentTraining = GetSkill( skillTypeID ); if( !currentTraining ) { _log( ITEM__ERROR, "%s (%u): Skill %u to train was not found.", itemName().c_str(), itemID(), skillTypeID ); break; } _log( ITEM__TRACE, "%s (%u): Starting training of skill %s (%u).", m_itemName.c_str(), m_itemID, currentTraining->itemName().c_str(), currentTraining->itemID() ); EvilNumber SPPerMinute = GetSPPerMin( currentTraining ); // double SPToNextLevel = currentTraining->GetSPForLevel( currentTraining->skillLevel() + 1 ) - currentTraining->skillPoints(); EvilNumber SPToNextLevel = currentTraining->GetSPForLevel( currentTraining->GetAttribute(AttrSkillLevel) + 1) - currentTraining->GetAttribute(AttrSkillPoints); //uint64 timeTraining = nextStartTime + Win32Time_Minute * SPToNextLevel / SPPerMinute; EvilNumber timeTraining = nextStartTime + EvilTime_Minute * SPToNextLevel / SPPerMinute; currentTraining->MoveInto( *this, flagSkillInTraining ); //currentTraining->Set_expiryTime( timeTraining ); currentTraining->SetAttribute(AttrExpiryTime, timeTraining); if( c != NULL ) { OnSkillStartTraining osst; osst.itemID = currentTraining->itemID(); osst.endOfTraining = timeTraining.get_int(); PyTuple* tmp = osst.Encode(); c->QueueDestinyEvent( &tmp ); PySafeDecRef( tmp ); c->UpdateSkillTraining(); } } //if( currentTraining->expiryTime() <= Win32TimeNow() ) if( currentTraining->GetAttribute(AttrExpiryTime) <= EvilTimeNow() ) { // training has been finished: _log( ITEM__ERROR, "%s (%u): Finishing training of skill %s (%u).", itemName().c_str(), itemID(), currentTraining->itemName().c_str(), currentTraining->itemID() ); //currentTraining->Set_skillLevel( currentTraining->skillLevel() + 1 ); //currentTraining->Set_skillPoints( currentTraining->GetSPForLevel( currentTraining->skillLevel() ) ); //nextStartTime = currentTraining->expiryTime(); //currentTraining->Clear_expiryTime(); currentTraining->SetAttribute(AttrSkillLevel, currentTraining->GetAttribute(AttrSkillLevel) + 1 ); currentTraining->SetAttribute(AttrSkillPoints, currentTraining->GetSPForLevel( currentTraining->GetAttribute(AttrSkillLevel) ) ); nextStartTime = currentTraining->GetAttribute(AttrExpiryTime); currentTraining->SetAttribute(AttrExpiryTime, 0); currentTraining->MoveInto( *this, flagSkill, true ); if( c != NULL ) { OnSkillTrained ost; ost.itemID = currentTraining->itemID(); PyTuple* tmp = ost.Encode(); c->QueueDestinyEvent( &tmp ); PySafeDecRef( tmp ); c->UpdateSkillTraining(); } // erase first element in skill queue m_skillQueue.erase( m_skillQueue.begin() ); // nothing currently in training currentTraining = SkillRef(); } // else the skill is in training ... else break; } // Re-Calculate total SP trained and store in internal variable: _CalculateTotalSPTrained(); // Save character and skill data: SaveCharacter(); SaveSkillQueue(); }
void PurchaseRandomRune(edict_t *ent, int runetype) { int cost; edict_t *rune; item_t *slot; char buf[64]; cost = RUNE_COST_BASE + RUNE_COST_ADDON * ent->myskills.level; if (ent->myskills.credits < cost) { safe_cprintf(ent, PRINT_HIGH, "You need %d credits to purchase a rune.\n", cost); return; } slot = V_FindFreeItemSlot(ent); if (!slot) { safe_cprintf(ent, PRINT_HIGH, "Not enough inventory space!\n"); return; } // rune pick-up delay if (ent->client->rune_delay > level.time) return; rune = G_Spawn(); // create a rune V_ItemClear(&rune->vrxitem); // initialize the rune ent->myskills.credits -= cost; if (runetype) { spawnNorm(rune, ent->myskills.level, runetype); } else if (random() > 0.5) { spawnNorm(rune, ent->myskills.level, ITEM_WEAPON); } else { spawnNorm(rune, ent->myskills.level, ITEM_ABILITY); } if (Pickup_Rune(rune, ent) == false) { G_FreeEdict(rune); //gi.dprintf("WARNING: PurchaseRandomRune() was unable to spawn a rune\n"); return; } G_FreeEdict(rune); //Find out what the player bought strcpy(buf, GetRuneValString(slot)); switch(slot->itemtype) { case ITEM_WEAPON: strcat(buf, va(" weapon rune (%d mods)", slot->numMods)); break; case ITEM_ABILITY: strcat(buf, va(" ability rune (%d mods)", slot->numMods)); break; case ITEM_COMBO: strcat(buf, va(" combo rune (%d mods)", slot->numMods)); break; } //send the message to the player safe_cprintf(ent, PRINT_HIGH, "You bought a %s.\n", buf); safe_cprintf(ent, PRINT_HIGH, "You now have %d credits left. \n", ent->myskills.credits); gi.sound(ent, CHAN_ITEM, gi.soundindex("misc/gold.wav"), 1, ATTN_NORM, 0); //Save the player if (savemethod->value == 1) SaveCharacter(ent); else if (savemethod->value == 0) { char path[MAX_QPATH]; memset(path, 0, MAX_QPATH); VRXGetPath(path, ent); VSF_SaveRunes(ent, path); }else if (savemethod->value == 3) { VSFU_SaveRunes(ent); } //write to the log gi.dprintf("INFO: %s purchased a level %d rune (%s).\n", ent->client->pers.netname, slot->itemLevel, slot->id); WriteToLogfile(ent, va("Purchased a level %d rune (%s) for %d credits. Player has %d credits left.\n", slot->itemLevel, slot->id, cost, ent->myskills.credits)); }