示例#1
0
//--------------------------------------------------------------
//				CCombatDefenderPlayer::getArmor
//--------------------------------------------------------------
bool CCombatDefenderPlayer::getArmor( SLOT_EQUIPMENT::TSlotEquipment slot, CCombatArmor &armor ) const 
{ 
	CCharacter *character = PlayerManager.getChar(_RowId);
	if ( !character) 
	{
		return false;
	}

	CGameItemPtr armorPtr = character->getItem(INVENTORIES::equipment, slot);
	if (armorPtr == NULL || armorPtr->getStaticForm() == NULL || armorPtr->getStaticForm()->Family != ITEMFAMILY::ARMOR)
		return false;

	armor.Quality = armorPtr->quality();
	armor.Skill = armorPtr->getStaticForm()->Skill;

	if( armor.Skill < 0 ) { nlwarning("<CCombatDefenderPlayer::getArmor> armor.Skill negative !!!!"); armor.SkillValue = 0; }
	else
	if ( armor.Skill < SKILLS::NUM_SKILLS )
	{
		armor.SkillValue = character->getSkills()._Skills[ armor.Skill ].Current;
	}
	else
		armor.SkillValue = 0;

	armor.MaxBluntProtection = armorPtr->getProtection(DMGTYPE::BLUNT).Max;
	armor.MaxPiercingProtection = armorPtr->getProtection(DMGTYPE::PIERCING).Max;
	armor.MaxSlashingProtection = armorPtr->getProtection(DMGTYPE::SLASHING).Max;
	armor.BluntProtectionFactor = armorPtr->getProtection(DMGTYPE::BLUNT).Factor;
	armor.PiercingProtectionFactor = armorPtr->getProtection(DMGTYPE::PIERCING).Factor;
	armor.SlashingProtectionFactor = armorPtr->getProtection(DMGTYPE::BLUNT).Factor;
	armor.ArmorType = armorPtr->getStaticForm()->Armor->ArmorType;

	return true;
} // CCombatDefenderPlayer::getArmor //
示例#2
0
//----------------------------------------------------------------------------
bool CPVPFaction::isTPValid( CCharacter* actor, CGameItemPtr TeleportTicket ) const
{
	bool result = ! actor->getPvPRecentActionFlag();
	if( TeleportTicket != 0 && TeleportTicket->getStaticForm() != 0 && result )
	{
		// if character have is not PvP faction flagged (Tag PvP off), only recent PvP action can forbid TP usage
		if( actor->getPVPFlag() == false )
			return true;

		// check if war occurs between player character allegiances and region destination clan owner  
		uint16 idx = CZoneManager::getInstance().getTpSpawnZoneIdByName( TeleportTicket->getStaticForm()->Destination );
		const CTpSpawnZone * zone = CZoneManager::getInstance().getTpSpawnZone( idx );
		if( zone != 0 )
		{
			PVP_CLAN::TPVPClan regionFactionOwner = CPVPFactionRewardManager::getInstance().getRegionOwner( zone->getRegion() );
			pair<PVP_CLAN::TPVPClan, PVP_CLAN::TPVPClan> actorAllegiance = actor->getAllegiance();

			if( regionFactionOwner == PVP_CLAN::Neutral )
				return true;
			else
			{
				if( CPVPManager2::getInstance()->factionWarOccurs(actorAllegiance.first, regionFactionOwner) == false 
				&& CPVPManager2::getInstance()->factionWarOccurs(actorAllegiance.second, regionFactionOwner) == false )
					return true;
			}
		}
	}
	return false;
}
示例#3
0
//--------------------------------------------------------------
//				CCombatDefenderPlayer::getShield
//--------------------------------------------------------------
bool CCombatDefenderPlayer::getShield(CCombatShield &shield) const 
{
	CCharacter *character = PlayerManager.getChar(_RowId);
	if ( !character) 
	{
		return false;
	}
	CGameItemPtr shieldPtr = character->getLeftHandItem();
	if (shieldPtr == NULL || shieldPtr->getStaticForm() == NULL || shieldPtr->getStaticForm()->Family != ITEMFAMILY::SHIELD )
		return false;

	shield.Quality = shieldPtr->quality();
	shield.Skill = shieldPtr->getStaticForm()->Skill;

	if ( shield.Skill < SKILLS::NUM_SKILLS )
	{
		shield.SkillValue = character->getSkills()._Skills[ shield.Skill ].Current;
	}
	else
		shield.SkillValue = 0;

	shield.MaxBluntProtection = shieldPtr->getProtection(DMGTYPE::BLUNT).Max;
	shield.MaxPiercingProtection = shieldPtr->getProtection(DMGTYPE::PIERCING).Max;
	shield.MaxSlashingProtection = shieldPtr->getProtection(DMGTYPE::SLASHING).Max;
	shield.BluntProtectionFactor = shieldPtr->getProtection(DMGTYPE::BLUNT).Factor;
	shield.PiercingProtectionFactor = shieldPtr->getProtection(DMGTYPE::PIERCING).Factor;
	shield.SlashingProtectionFactor = shieldPtr->getProtection(DMGTYPE::BLUNT).Factor;

	shield.ShieldType = shieldPtr->getStaticForm()->Shield->ShieldType;
	shield.ArmorType = shieldPtr->getStaticForm()->Shield->ArmorType;
	return true;
} // CCombatDefenderPlayer::getShield //
bool CInterShardExchangeValidator::isExchangeAllowed(const CGameItemPtr& theItem, TShardId shardId0, TShardId shardId1) const
{
	// allow all exchanges between characters from the same shard
	if (shardId0==shardId1) return true;

	// allow all exchanges of plot items
	if ( theItem->getStaticForm()->Family == ITEMFAMILY::SCROLL_R2 ) return true;

	// determine the maximum level for items exchanged between the 2 shards
	TLevelCap levelLimit= std::min(getLevelCap(shardId0),getLevelCap(shardId1));

	// if item is too high level then refuse
	if (theItem->quality()>levelLimit) return false;

	// if item is flagged as non-shardExchangeable then refuse
	if (theItem->getStaticForm()->ShardExchangeable==false) return false;

	// if item is named (and not a plot item) then refuse
	if (!theItem->getPhraseId().empty()) return false;

	// we've found no reason to refuse so return true
	return true;
}
示例#5
0
// ****************************************************************************
void CInventoryBase::updateWeightAndBulk(const CGameItemPtr &item, sint32 deltaQt)
{
	const CStaticItem *form = item->getStaticForm();

	if (form != NULL)
	{
		_InventoryBulk = uint32(max(sint32(0), sint32(_InventoryBulk + form->Bulk*deltaQt)));
		_InventoryWeight = uint32(max(sint32(0), sint32(_InventoryWeight + item->weight()*deltaQt)));

		if (_InventoryWeight > getMaxWeight())
		{
			nlwarning("Inventory '%s' : weight is overload", INVENTORIES::toString(_InventoryId).c_str());
		}
		if (_InventoryBulk > getMaxBulk())
		{
			nlwarning("Inventory '%s' : bulk is overload", INVENTORIES::toString(_InventoryId).c_str());
		}
	}
}
/*
 * Report the accumulated XP to a participant
 */
void CForageProgress::reportXPTo( CCharacter *player, float factor, CGameItemPtr toolUsed )
{
	H_AUTO(CForageProgress_reportXPTo);
	
	// Calculate delta level between obtained quality (level) and extractor's level, add bonus for quantity
	sint32 deltaLevel = player->getSkillBaseValue( _UsedSkill ) - ((sint32)quality());
	deltaLevel -= (sint32)(((float)(amount() - 1)) * ForageQuantityXPDeltaLevelBonusRate.get());

	// Action report for xp gain
	TReportAction report;
	report.ActorRowId = player->getEntityRowId();
	report.ActionNature = ACTNATURE::SEARCH_MP;
	report.DeltaLvl = deltaLevel;
	report.factor = factor; // factor=10 and deltaLevel=0 => clientXP=1000
	report.Skill = _UsedSkill;

	// send a message if tol is worned
	if ( (toolUsed != NULL) && (toolUsed->getItemWornState() == ITEM_WORN_STATE::Worned) )
	{
		const CStaticItem * form = toolUsed->getStaticForm();
		if( form )
		{
			const string msgName = ITEM_WORN_STATE::getMessageForState(ITEM_WORN_STATE::Worned);
			if ( !msgName.empty())
			{
				SM_STATIC_PARAMS_1(params, STRING_MANAGER::item);
				params[0].SheetId = toolUsed->getSheetId();
				PHRASE_UTILITIES::sendDynamicSystemMessage( report.ActorRowId, msgName, params);
			}
		}
	}
	else
	{
		// compute wear of used tool (must be in right hand)
		if ( toolUsed != NULL )
			player->wearRightHandItem();
		
		// report Xp Gain unless used tool is worned
		PROGRESSIONPVE::CCharacterProgressionPVE::getInstance()->actionReport( report, true, false ); // don't scale delta level at low level
		PROGRESSIONPVP::CCharacterProgressionPVP::getInstance()->reportAction(report);
	}

	// wear armor, shield and jewels
	player->wearArmor();
	player->wearShield();
	player->wearJewels();


	// Store stats about progression
	CSheetId hl, hr;
	uint32 qualityl, qualityr;
	
	CGameItemPtr item = player->getLeftHandItem();
	if( item == 0 )
	{
		qualityl = 0;
	}
	else
	{
		hl = item->getSheetId();
		qualityl = item->quality();
	}
	item = player->getRightHandItem();
	if( item == 0 )
	{
		qualityr = 0;
	}
	else
	{
		hr = item->getSheetId();
		qualityr = item->quality();
	}
	//Bsi.append( StatPath, NLMISC::toString("[EAE] %s %s %d %s %d %1.2f", player->getId().toString().c_str(), hl.toString().c_str(), qualityl, hr.toString().c_str(), qualityr, report.factor) );
	//EgsStat.displayNL("[EAE] %s %s %d %s %d %1.2f", player->getId().toString().c_str(), hl.toString().c_str(), qualityl, hr.toString().c_str(), qualityr, report.factor);
//	EGSPD::executeActionMagic(player->getId(), hl.toString(), qualityl, hr.toString(), qualityr, report.factor);
}
//--------------------------------------------------------------
//					apply()  
//--------------------------------------------------------------
void CSpecialPowerEnchantWeapon::apply()
{
	if (!_Phrase)
		return;
	
	CCharacter* actor = PlayerManager.getChar(_ActorRowId);
	if (!actor)
	{
		nlwarning("<CSpecialPowerEnchantWeapon::apply> Cannot find actor entity or not a player");
		return;
	}
	
	CInventoryPtr inv = actor->getInventory(INVENTORIES::handling);
	nlassert(inv != NULL);
	
	// Test some cases that should be avoided on client (so don't bother adding an error message)
	
	// If we have no equipped item
	if (inv->getSlotCount()<=0)
		return;
	
	// If equipped item is invalid
	CGameItemPtr item = inv->getItem(0);
	if (item == NULL)
		return;
	
	// If item sheet is unknown
	CSheetId itemSheet = item->getSheetId();
	if (itemSheet==CSheetId::Unknown)
		return;
	
	// If item sheet is invalid
	const CStaticItem * form = item->getStaticForm();
	if (!form)
		return;
	
	// If item is not a melee weapon
	ITEMFAMILY::EItemFamily family = form->Family;
	if (family!=ITEMFAMILY::MELEE_WEAPON)
		return;
	
	// Here equipped item is valid. Enchant removal will be done on unequip.
	
	// disable power
	actor->forbidPower(_PowerType, _Phrase->getConsumableFamilyId(), CTickEventHandler::getGameCycle() + _DisablePowerTime + _Duration);
	
	// create effect and apply it on actor
	TGameCycle const endDate = _Duration + CTickEventHandler::getGameCycle();
	float damageBonus = _DpsBonus * 10.f / item->hitRate();
	
	CEnchantWeaponEffect* effect = new CEnchantWeaponEffect(_ActorRowId, _ActorRowId, _EffectFamily, _ParamValue, endDate, _DamageType, SCORES::hit_points, damageBonus, DMGTYPE::UNDEFINED);
	if (effect)
	{
		effect->endsAtCasterDeath(true);
		effect->stackable(true);
		actor->addSabrinaEffect(effect);
	}
	else
		return;
	// send messages
//	TVectorParamCheck params;
	// for actor
	if (actor->getId().getType() == RYZOMID::player)
	{
		SM_STATIC_PARAMS_1(params, STRING_MANAGER::power_type);
		params[0].Enum = _PowerType;
		PHRASE_UTILITIES::sendDynamicSystemMessage(_ActorRowId, "POWER_USE", params);
	}
	
	// for spectators
//	{
//		vector<CEntityId> excluded;
//		excluded.push_back(actor->getId());
//
//		params.resize(2);
//		params[0].Type = STRING_MANAGER::entity;
//		params[0].EId = actor->getId();
//		params[1].Type = STRING_MANAGER::power_type;
//		params[1].Enum = _PowerType;
//		PHRASE_UTILITIES::sendDynamicGroupSystemMessage(_ActorRowId, excluded, "POWER_USE_SPECTATORS", params);
//	}
}
示例#8
0
//-----------------------------------------------
// CFaberPhrase validate
//-----------------------------------------------
bool CFaberPhrase::validate()
{
	H_AUTO(CFaberPhrase_validate);

	if ( !CraftSystemEnabled )
		return false;

	CCharacter * c = (CCharacter *) CEntityBaseManager::getEntityBasePtr( _ActorRowId );
	if( c == 0 )
	{
		nlwarning("<CFaberPhrase::validate> Player character not found but his crafting action still running!!!");
		return false;
	}

	// test entity can use action
	if (c->canEntityUseAction() == false)
	{
		return false;
	}

	// check right hand item is a crafting tool
	CGameItemPtr rightHandItem = c->getRightHandItem();
	if (rightHandItem == NULL || rightHandItem->getStaticForm() == NULL || rightHandItem->getStaticForm()->Family != ITEMFAMILY::CRAFTING_TOOL)
	{
		PHRASE_UTILITIES::sendDynamicSystemMessage(_ActorRowId, "CRAFT_NEED_CRAFTING_TOOL");
		return false;
	}

	// check tool is not worned
	if( rightHandItem->getItemWornState() == ITEM_WORN_STATE::Worned )
	{
		PHRASE_UTILITIES::sendDynamicSystemMessage(_ActorRowId, "CRAFT_NEED_CRAFTING_TOOL");
		return false;
	}


	// check quality of right hand item (need be >= Recommended (level of item))
	if (rightHandItem->recommended()+49 < _Recommended)
	{
		PHRASE_UTILITIES::sendDynamicSystemMessage(_ActorRowId, "CRAFT_NEED_RECOMMENDED_CRAFTING_TOOL");
		return false;
	}

	// entities cant craft if in combat
	/* commented as test of right hand item is now made...
	TDataSetRow entityRowId = CPhraseManager::getInstance().getEntityEngagedMeleeBy( _ActorRowId );
	if (TheDataset.isAccessible(entityRowId))
	{
		PHRASE_UTILITIES::sendDynamicSystemMessage(_ActorRowId, "CANT_CRAFT_ENGAGED_IN_MELEE");
		return false;
	}
	*/

	const sint32 focus = c->getScores()._PhysicalScores[ SCORES::focus ].Current;
	if ( focus < _FocusCost  )
	{
		PHRASE_UTILITIES::sendDynamicSystemMessage(_ActorRowId, "CANT_CRAFT_NOT_ENOUGHT_FOCUS");
		c->unlockFaberRms();
		return false;
	}

	const sint32 hp = c->currentHp();
	if (hp <= 0	||	c->isDead())
	{
		PHRASE_UTILITIES::sendDynamicSystemMessage(_ActorRowId, "CANT_CRAFT_WHEN_DEAD");
		c->unlockFaberRms();
		return false;
	}

	/// todo alain : test if on mount

	// store vector of pointer on raw material item
	if( state() == Evaluated )
	{
		if( c->lockFaberRms() )
		{
			_Mps.clear();
			_MpsFormula.clear();
			if( c->getFillFaberRms( _Mps, _MpsFormula, _LowerRmQuality ) == false ) //TODO check exec step
			{
				c->unlockFaberRms();
				PHRASE_UTILITIES::sendDynamicSystemMessage(_ActorRowId, "CANT_FOUND_RM");
				return false;
			}
		}
		else
		{
			c->unlockFaberRms();
			PHRASE_UTILITIES::sendDynamicSystemMessage(_ActorRowId, "CANT_LOCK_RM");
			return false;
		}
	}

	return true;
}// CFaberPhrase validate
示例#9
0
//-----------------------------------------------
// CTimedActionPhrase build
//-----------------------------------------------
bool CTimedActionPhrase::build( const TDataSetRow & actorRowId, const std::vector< const CStaticBrick* >& bricks, bool buildToExecute )
{
    _ActorRowId = actorRowId;

    for (uint i = 0 ; i < bricks.size() ; ++i)
    {
        const CStaticBrick *brick = bricks[i];
        nlassert(brick != NULL);

        if (i==0)
            _RootSheetId = brick->SheetId;

        // process params
        for ( uint j = 0 ; j < brick->Params.size() ; ++j)
        {
            TBrickParam::IId	*param = brick->Params[j];
            if (!param) continue;

            switch(param->id())
            {
            case TBrickParam::TA_TELEPORT:
            {
                _TimedAction = new CTPTimedAction();
                if (_TimedAction == NULL)
                {
                    nlwarning("Error allocating new CTPTimedAction object");
                    return false;
                }
                _ExecutionDuration = DelayBeforeItemTP;
                _ActionType = CLIENT_ACTION_TYPE::Teleport;
            }
            break;

            case TBrickParam::TA_DISCONNECT:
            {
                _TimedAction = new CDisconnectTimedAction();
                if (_TimedAction == NULL)
                {
                    nlwarning("Error allocating new CTPTimedAction object");
                    return false;
                }

                _ExecutionDuration = TimeBeforeDisconnection;
                if (IsRingShard)
                {
                    // Find out how much time to wait depending on the role of the character
                    CCharacter* player = PlayerManager.getChar(_ActorRowId);
                    if (player)
                    {
                        // In Ring edition and animation mode, take a short cut when Far Teleporting
                        R2::TUserRole role = player->sessionUserRole();
                        if ((role == R2::TUserRole::ur_editor) || (role == R2::TUserRole::ur_animator))
                            _ExecutionDuration = 1;
                    }
                }
                _ActionType = CLIENT_ACTION_TYPE::Disconnect;
            }
            break;

            case TBrickParam::TA_MOUNT:
            {
                _TimedAction = new CMountTimedAction();
                if (_TimedAction == NULL)
                {
                    nlwarning("Error allocating new CTPTimedAction object");
                    return false;
                }
                _ExecutionDuration = MountDuration;
                _ActionType = CLIENT_ACTION_TYPE::Mount;
            }
            break;

            case TBrickParam::TA_UNMOUNT:
            {
                _TimedAction = new CUnmountTimedAction();
                if (_TimedAction == NULL)
                {
                    nlwarning("Error allocating new CTPTimedAction object");
                    return false;
                }
                _ExecutionDuration = UnmountDuration;
                _ActionType = CLIENT_ACTION_TYPE::Unmount;
            }
            break;

            case TBrickParam::TA_CONSUME:
            {
                _TimedAction = new CConsumeItemTimedAction();
                if (_TimedAction == NULL)
                {
                    nlwarning("Error allocating new CConsumeItemTimedAction object");
                    return false;
                }
                // get item to consume to init consumption time
                CCharacter *player = PlayerManager.getChar(actorRowId);
                if (player)
                {
                    CGameItemPtr item =player->getConsumedItem();
                    if (item != NULL)
                    {
                        const CStaticItem *form = item->getStaticForm();
                        if (form && form->ConsumableItem)
                        {
                            _ExecutionDuration = TGameCycle(form->ConsumableItem->ConsumptionTime / CTickEventHandler::getGameTimeStep());
                        }
                    }
                }
                _ActionType = CLIENT_ACTION_TYPE::ConsumeItem;
            }
            break;

            default:
                ;
            };
        }
    }

    return true;
}// CTimedActionPhrase build