static bool ItemDroppedOnTrainer(P_CLIENT ps, PKGx08 *pp, P_ITEM pi) { UOXSOCKET s=ps->GetSocket(); CHARACTER cc=ps->GetCurrChar(); P_CHAR pc_currchar = MAKE_CHARREF_LRV(cc,true); int t=calcCharFromSer(pp->Tserial); if( pi->id() ==0x0EED ) { // They gave the NPC gold char sk=chars[t].trainingplayerin; npctalk(s, t, "I thank thee for thy payment. That should give thee a good start on thy way. Farewell!",0); int sum = pc_currchar->getSkillSum(); int delta = chars[t].getTeachingDelta(pc_currchar, sk, sum); if(pi->amount>delta) // Paid too much { pi->amount-=delta; Sndbounce5(s); if (ps->IsDragging()) { ps->ResetDragging(); item_bounce5(s,pi); } } else { if(pi->amount < delta) // Gave less gold delta = pi->amount; // so adjust skillgain Items->DeleItem(pi); } pc_currchar->baseskill[sk]+=delta; Skills->updateSkillLevel(DEREF_P_CHAR(pc_currchar), sk); updateskill(s,sk); pc_currchar->trainer=-1; chars[t].trainingplayerin='\xFF'; itemsfx(s, pi->id());//AntiChrist - do the gold sound return true; } else // Did not give gold { npctalk(s, t, "I am sorry, but I can only accept gold.",0); Sndbounce5(s); if (ps->IsDragging()) { ps->ResetDragging(); item_bounce5(s,pi); return true; } else return true; }//if items[i]=gold return true; }
static bool ItemDroppedOnTrainer(NXWCLIENT ps, PKGx08 *pp, P_ITEM pi) { if (ps == NULL) return false; VALIDATEPIR(pi, false); NXWSOCKET s = ps->toInt(); P_CHAR pc = ps->currChar(); VALIDATEPCR(pc,false); P_CHAR pc_t = pointers::findCharBySerial(pp->Tserial); VALIDATEPCR(pc_t,false); if( pi->getId() == ITEMID_GOLD ) { // They gave the NPC gold UI08 sk=pc_t->trainingplayerin; pc_t->talk( s, TRANSLATE("I thank thee for thy payment. That should give thee a good start on thy way. Farewell!"),0); int sum = pc->getSkillSum(); int delta = pc_t->getTeachingDelta(pc, sk, sum); if(pi->amount>delta) // Paid too much { pi->amount-=delta; Sndbounce5(s); if (ps->isDragging()) { ps->resetDragging(); item_bounce5(s,pi); } } else { if(pi->amount < delta) // Gave less gold delta = pi->amount; // so adjust skillgain pi->Delete(); } pc->baseskill[sk]+=delta; Skills::updateSkillLevel(pc, sk); updateskill(s,sk); pc->trainer=-1; pc_t->trainingplayerin=0xFF; pc->playSFX( itemsfx(pi->getId()) ); } else // Did not give gold { pc_t->talk( s, TRANSLATE("I am sorry, but I can only accept gold."),0); Sndbounce5(s); if (ps->isDragging()) { ps->resetDragging(); item_bounce5(s,pi); } }//if items[i]=gold return true; }
void cDragItems::dropOnTrainer( P_CLIENT client, P_ITEM pItem, P_CHAR pTrainer ) { P_CHAR pChar = client->player(); if( pItem->id() != 0xEED ) { pTrainer->talk( "You need to give me gold if you want me to train you!" ); bounceItem( client, pItem ); return; } pTrainer->talk( "I thank thee for thy payment. That should give thee a good start on thy way. Farewell!" ); Q_UINT8 skill = pTrainer->trainingplayerin(); Q_INT32 skillSum = pChar->getSkillSum(); Q_INT32 skillDelta = pTrainer->getTeachingDelta( pChar, skill, skillSum ); goldsfx( client->socket(), pItem->amount() ); if( pItem->amount() > skillDelta ) { pItem->ReduceAmount( skillDelta ); bounceItem( client, pItem ); } else { skillDelta = pItem->amount(); Items->DeleItem( pItem ); } pChar->setBaseSkill( skill, pChar->baseSkill( skill ) + skillDelta ); Skills->updateSkillLevel( pChar, skill ); updateskill( client->socket(), skill ); // we will not reset the trainer id here because he may want to give him more money }