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skills.cpp
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skills.cpp
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#include "uox3.h"
#include "magic.h"
#include "skills.h"
#include "combat.h"
#include "townregion.h"
#include "cRaces.h"
#include "cServerDefinitions.h"
#include "cMagic.h"
#include "ssection.h"
#include "CJSMapping.h"
#include "scriptc.h"
#include "cScript.h"
#include "cEffects.h"
#include "CPacketSend.h"
#include "classes.h"
#include "regions.h"
#include "Dictionary.h"
#include "movement.h"
#undef DBGFILE
#define DBGFILE "skills.cpp"
namespace UOX
{
cSkills *Skills = NULL;
const UI16 CREATE_MENU_OFFSET = 5000; // This is how we differentiate a menu button from an item button (and the limit on ITEM=# in create.dfn)
//o---------------------------------------------------------------------------o
//| Function : SI32 cSkills::CalcRankAvg( CChar *player, createEntry& skillMake )
//| Date : Unknown
//| Programmer : Unknown
//o---------------------------------------------------------------------------o
//| Purpose : Unknown
//o---------------------------------------------------------------------------o
SI32 cSkills::CalcRankAvg( CChar *player, createEntry& skillMake )
{
if( !cwmWorldState->ServerData()->RankSystemStatus() )
return 10;
R32 rankSum = 0;
int rk_range, rank;
R32 sk_range, randnum, randnum1;
for( size_t i = 0; i < skillMake.skillReqs.size(); ++i )
{
rk_range = skillMake.maxRank - skillMake.minRank;
sk_range = static_cast<R32>(50.00 + player->GetSkill( skillMake.skillReqs[i].skillNumber ) - skillMake.skillReqs[i].minSkill);
if( sk_range <= 0 )
rank = skillMake.minRank;
else if( sk_range >= 1000 )
rank = skillMake.maxRank;
randnum = static_cast<R32>(RandomNum( 0, 999 ));
if( randnum <= sk_range )
rank = skillMake.maxRank;
else
{
randnum1 = (R32)( RandomNum( 0, 999 ) ) - (( randnum - sk_range ) / ( 11 - cwmWorldState->ServerData()->SkillLevel() ) );
rank = (int)( ( randnum1 * rk_range ) / 1000 );
rank += skillMake.minRank - 1;
if( rank > skillMake.maxRank )
rank = skillMake.maxRank;
if( rank < skillMake.minRank )
rank = skillMake.minRank;
}
rankSum += rank;
}
return (SI32)(rankSum / skillMake.skillReqs.size());
}
//o---------------------------------------------------------------------------o
//| Function : void cSkills::ApplyRank( CSocket *s, CItem *c, UI08 rank )
//| Date : 24 August 1999
//| Programmer : Magius(CHE)
//o---------------------------------------------------------------------------o
//| Purpose : Modify variables based on item's rank.
//o---------------------------------------------------------------------------o
void cSkills::ApplyRank( CSocket *s, CItem *c, UI08 rank )
{
char tmpmsg[512];
*tmpmsg='\0';
if( cwmWorldState->ServerData()->RankSystemStatus() )
{
c->SetRank( rank );
if( c->GetLoDamage() > 0 )
c->SetLoDamage( (SI16)( ( rank * c->GetLoDamage() ) / 10 ) );
if( c->GetHiDamage() > 0 )
c->SetHiDamage( (SI16)( ( rank * c->GetHiDamage() ) / 10 ) );
if( c->GetResist( PHYSICAL ) > 0 )
c->SetResist( (UI16)( ( rank * c->GetResist( PHYSICAL ) ) / 10 ), PHYSICAL );
if( c->GetHP() > 0 )
c->SetHP( (SI16)( ( rank * c->GetHP() ) / 10 ) );
if( c->GetMaxHP() > 0 )
c->SetMaxHP( (SI16)( ( rank * c->GetMaxHP() ) / 10 ) );
if( c->GetBuyValue() > 0 )
c->SetBuyValue( (UI32)( ( rank * c->GetBuyValue() ) / 10 ) );
if( rank <= 10 )
s->sysmessage( 783 + rank );
}
else
c->SetRank( rank );
}
//o---------------------------------------------------------------------------o
//| Function : void cSkills::RegenerateOre( SI16 grX, SI16 grY )
//| Date : Unknown
//| Programmer : Unknown
//o---------------------------------------------------------------------------o
//| Purpose : Regenerate Ore based on Server.scp Ore respawn settings
//o---------------------------------------------------------------------------o
void cSkills::RegenerateOre( SI16 grX, SI16 grY, UI08 worldNum )
{
MapResource_st *orePart = MapRegion->GetResource( grX, grY, worldNum );
SI16 oreCeiling = cwmWorldState->ServerData()->ResOre();
UI16 oreTimer = cwmWorldState->ServerData()->ResOreTime();
if( static_cast<UI32>(orePart->oreTime) <= cwmWorldState->GetUICurrentTime() ) // regenerate some more?
{
for( SI16 counter = 0; counter < oreCeiling; ++counter ) // keep regenerating ore
{
if( orePart->oreAmt < oreCeiling && static_cast<UI32>(orePart->oreAmt + counter * oreTimer * 1000) < cwmWorldState->GetUICurrentTime() )
++orePart->oreAmt;
else
break;
}
orePart->oreTime = BuildTimeValue( static_cast<R32>(oreTimer) );
}
if( orePart->oreAmt > oreCeiling )
orePart->oreAmt = oreCeiling;
}
//o---------------------------------------------------------------------------o
//| Function : void MakeOre( UI08 Region, CChar *actor, CSocket *s )
//| Date : Unknown
//| Programmer : Abaddon
//o---------------------------------------------------------------------------o
//| Purpose : Spawn Ore in players pack when he successfully mines
//o---------------------------------------------------------------------------o
void MakeOre( CSocket& mSock, CChar *mChar, CTownRegion *targRegion )
{
if( targRegion == NULL || !ValidateObject( mChar ) )
return;
const UI16 getSkill = mChar->GetSkill( MINING );
const int oreChance = RandomNum( static_cast< SI32 >(0), targRegion->GetOreChance() ); // find our base ore
int sumChance = 0;
bool oreFound = false;
const orePref *toFind = NULL;
const miningData *found = NULL;
for( size_t currentOre = 0; currentOre < targRegion->GetNumOrePreferences(); ++currentOre )
{
toFind = targRegion->GetOrePreference( currentOre );
if( toFind == NULL )
continue;
found = toFind->oreIndex;
if( found == NULL )
continue;
sumChance += toFind->percentChance;
if( sumChance > oreChance )
{
if( getSkill >= found->minSkill )
{
UI08 amtToMake = 1;
if( targRegion->GetChanceBigOre() >= RandomNum( 0, 100 ) )
amtToMake = 5;
CItem *oreItem = Items->CreateItem( &mSock, mChar, 0x19B9, amtToMake, found->colour, OT_ITEM, true );
if( ValidateObject( oreItem ) )
{
const std::string oreName = found->name + " ore";
oreItem->SetName( oreName );
mSock.sysmessage( 982, oreName.c_str() );
}
oreFound = true;
break;
}
}
}
if( !oreFound )
{
if( getSkill >= 850 )
{
Items->CreateRandomItem( &mSock, "digginggems" );
mSock.sysmessage( 983 );
}
else
mSock.sysmessage( 1772 );
}
}
bool MineCheck( CSocket& mSock, CChar *mChar, SI16 targetX, SI16 targetY, SI08 targetZ, UI08 targetID1, UI08 targetID2 )
{
switch( cwmWorldState->ServerData()->MineCheck() )
{
case 0:
return true;
case 1:
if( targetZ == 0 ) // check to see if we're targetting a dungeon floor
{
if( targetID1 == 0x05 )
{
if( ( targetID2 >= 0x3B && targetID2 <= 0x4F ) || ( targetID2 >= 0x51 && targetID2 <= 0x53 ) || ( targetID2 == 0x6A ) )
return true;
}
}
if( targetZ >= 0 ) // mountain not likely to be below 0 (but you never know, do you? =)
{
if( targetID1 != 0 && targetID2 != 0 ) // we might have a static rock or mountain
{
CStaticIterator msi( targetX, targetY, mChar->WorldNumber() );
for( Static_st *stat = msi.Next(); stat != NULL; stat = msi.Next() )
{
CTile& tile = Map->SeekTile( stat->itemid );
if( targetZ == stat->zoff && ( !strcmp( tile.Name(), "rock" ) || !strcmp( tile.Name(), "mountain" ) || !strcmp( tile.Name(), "cave" ) ) )
return true;
}
}
else // or it could be a map only
{
// manually calculating the ID's if a maptype
const map_st map1 = Map->SeekMap( targetX, targetY, mChar->WorldNumber() );
CLand& land = Map->SeekLand( map1.id );
if( !strcmp( "rock", land.Name() ) || !strcmp( land.Name(), "mountain" ) || !strcmp( land.Name(), "cave" ) )
return true;
}
}
break;
case 2: // need to modify scripts to support this!
return true;
default:
mSock.sysmessage( 800 );
return true;
}
return false;
}
//o---------------------------------------------------------------------------o
//| Function - void cSkills::Mine( CSocket *s )
//| Date - Unknown
//| Programmer - Unknown
//| Modified - Cork(Unknown)/Abaddon(February 19, 2000)
//o---------------------------------------------------------------------------o
//| Purpose - (Fill this in)
//| Comments - Skill checking now implemented. You cannot mine colored ore
//| unless you have the proper mining skill for each ore type. -Cork
//| Rewrote most of it to clear up some of the mess-Abaddon
//o---------------------------------------------------------------------------o
void cSkills::Mine( CSocket *s )
{
VALIDATESOCKET( s );
CSocket& mSock = (*s);
if( mSock.GetDWord( 11 ) == INVALIDSERIAL )
return;
CChar *mChar = mSock.CurrcharObj();
if( !ValidateObject( mChar ) )
return;
const SI16 targetX = mSock.GetWord( 11 );
const SI16 targetY = mSock.GetWord( 13 );
const SI08 targetZ = mSock.GetByte( 16 );
const SI16 distX = abs( mChar->GetX() - targetX );
const SI16 distY = abs( mChar->GetY() - targetY );
if( distX > 5 || distY > 5 )
{
mSock.sysmessage( 799 );
return;
}
mSock.SetTimer( tPC_SKILLDELAY, BuildTimeValue( static_cast<R32>(cwmWorldState->ServerData()->ServerSkillDelayStatus() )) );
const UI08 targetID1 = mSock.GetByte( 17 );
const UI08 targetID2 = mSock.GetByte( 18 );
if( targetZ < 28 && targetID1 == 0x0E )
{
switch( targetID2 )
{
case 0xD3:
case 0xDF:
case 0xE0:
case 0xE1:
case 0xE8:
GraveDig( s ); // check to see if we targeted a grave, if so, check it
break;
default:
break;
}
}
if( !MineCheck( mSock, mChar, targetX, targetY, targetZ, targetID1, targetID2 ) )
{
mSock.sysmessage( 801 );
return;
}
RegenerateOre( targetX, targetY, mChar->WorldNumber() );
MapResource_st *orePart = MapRegion->GetResource( targetX, targetY, mChar->WorldNumber() );
if( orePart->oreAmt <= 0 )
{
mSock.sysmessage( 802 );
return;
}
if( mChar->IsOnHorse() != 0 ) // do action and sound
Effects->PlayCharacterAnimation( mChar, 0x1A );
else
Effects->PlayCharacterAnimation( mChar, 0x0B );
Effects->PlaySound( &mSock, 0x0125, true );
if( CheckSkill( mChar, MINING, 0, 1000 ) ) // check to see if our skill is good enough
{
if( orePart->oreAmt > 0 )
--orePart->oreAmt;
#if defined( UOX_DEBUG_MODE )
Console << "DBG: Mine(\"" << mChar->GetName() << "\"[" << mChar->GetSerial() << "]); --> MINING: " << mChar->GetSkill( MINING ) << " RaceID: " << mChar->GetRace() << myendl;
#endif
CTownRegion *targetReg = calcRegionFromXY( targetX, targetY, mChar->WorldNumber() );
if( targetReg == NULL )
return;
MakeOre( mSock, mChar, targetReg );
}
else
{
mSock.sysmessage( 803 );
if( orePart->oreAmt > 0 && RandomNum( 0, 1 ) )
--orePart->oreAmt;
}
}
//o---------------------------------------------------------------------------o
//| Function : void cSkills::GraveDig( CSocket *s )
//| Date : Unknown
//| Programmer : Unknown
//o---------------------------------------------------------------------------o
//| Purpose : Do GraveDigging Stuff (Should probably be replaced with an
//| OSI-like Treasure Hunting System based off a Resource
//| System much like Ore and Logs)
//o---------------------------------------------------------------------------o
void cSkills::GraveDig( CSocket *s )
{
VALIDATESOCKET( s );
SI16 nFame;
CItem * nItemID = NULL;
CChar *nCharID = s->CurrcharObj();
Karma( nCharID, NULL, -2000 ); // Karma loss no lower than the -2 pier
if( nCharID->IsOnHorse() )
Effects->PlayCharacterAnimation( nCharID, 0x1A );
else
Effects->PlayCharacterAnimation( nCharID, 0x0b );
Effects->PlaySound( s, 0x0125, true );
if( !CheckSkill( nCharID, MINING, 0, 800 ) )
{
s->sysmessage( 805 );
return;
}
nFame = nCharID->GetFame();
if( nCharID->IsOnHorse() )
Effects->PlayCharacterAnimation( nCharID, 0x1A );
else
Effects->PlayCharacterAnimation( nCharID, 0x0B );
Effects->PlaySound( s, 0x0125, true );
CChar *spawnCreature = NULL;
switch( RandomNum( 0, 12 ) )
{
case 2:
spawnCreature = Npcs->CreateRandomNPC( "weakundeadlist" ); // Low level Undead - Random
s->sysmessage( 806 );
break;
case 4:
nItemID = Items->CreateRandomItem( s, "diggingarmor" ); // Armor and shields - Random
if( nItemID == NULL )
break;
if( nItemID->GetID() >= 7026 && nItemID->GetID() <= 7035 )
s->sysmessage( 807 );
else
s->sysmessage( 808 );
break;
case 5:
//Random treasure between gems and gold
if( RandomNum( 0, 1 ) )
{ // randomly create a gem and place in backpack
Items->CreateRandomItem( s, "digginggems" );
s->sysmessage( 809 );
}
else
{ // Create between 1 and 15 goldpieces and place directly in backpack
UI08 nAmount = RandomNum( 1, 15 );
Items->CreateItem( s, nCharID, 0x0EED, nAmount, 0, OT_ITEM, true );
Effects->goldSound( s, nAmount );
if( nAmount == 1 )
s->sysmessage( 810, nAmount );
else
s->sysmessage( 810, nAmount );
}
break;
case 6:
spawnCreature = Npcs->CreateRandomNPC( "weakundeadlist" ); // Low level Undead - Random
s->sysmessage( 806 );
break;
case 8:
Items->CreateRandomItem( s, "diggingweapons" );
s->sysmessage( 811 );
break;
case 10:
case 12:
if( nFame < 1000 )
spawnCreature = Npcs->CreateRandomNPC( "weakundeadlist" ); // Med level Undead - Random
else
spawnCreature = Npcs->CreateRandomNPC( "strongundeadlist" ); // High level Undead - Random
s->sysmessage( 806 );
break;
default:
if( RandomNum( 0, 1 ) )
{
Items->CreateRandomItem( s, "diggingbones" ); // Random Bones
s->sysmessage( 812 );
}
else // found an empty grave
s->sysmessage( 813 );
break;
}
if( spawnCreature != NULL )
spawnCreature->SetLocation( nCharID );
}
//o--------------------------------------------------------------------------
//| Function - void cSkills::SmeltOre( CSocket *s );
//| Date - Unknown
//| Programmer - Unknown
//| Modified - Abaddon(February 19, 2000)
//o--------------------------------------------------------------------------
//| Purpose - Rewritten to use case and structure, you'll find it is
//| easier to make it scriptable now. The structure is pretty
//| much all that'd be needed for any future ore->ingot conversions
//| scripting the ore would probably be even simpler, requires
//| less info
//o--------------------------------------------------------------------------
void cSkills::SmeltOre( CSocket *s )
{
VALIDATESOCKET( s );
CChar *chr = s->CurrcharObj();
CItem *smeltedItem = static_cast<CItem *>(s->TempObj());
CItem *anvil = calcItemObjFromSer( s->GetDWord( 7 ) ); // Let's find our anvil
if( ValidateObject( anvil ) ) // if we have an anvil
{
switch( anvil->GetID() ) // Check to ensure it is an anvil
{
case 0x0FB1:
case 0x197A:
case 0x19A9:
case 0x197E:
case 0x1982:
case 0x1986:
case 0x198A:
case 0x198E:
case 0x1992:
case 0x1996:
case 0x199A:
case 0x19A6:
case 0x19A2:
case 0x199E:
if( objInRange( chr, anvil, DIST_NEARBY ) ) //Check if the forge is in range
{
UI16 targColour = smeltedItem->GetColour();
miningData *oreType = FindOre( targColour );
if( oreType == NULL )
{
s->sysmessage( 814 );
return;
}
char ingotString[100];
if( chr->GetSkill( MINING ) < oreType->minSkill )
{
s->sysmessage( 815 );
return;
}
if( !CheckSkill( chr, MINING, oreType->minSkill, 1000 ) ) // if we do not have minimum skill to use it
{
if( smeltedItem->GetAmount() > 1 ) // If more than 1 ore, half it
{
s->sysmessage( 817 );
smeltedItem->SetAmount( smeltedItem->GetAmount() / 2 );
}
else
{
s->sysmessage( 816 );
smeltedItem->Delete();
}
return;
}
UI16 ingotNum = smeltedItem->GetAmount() * 2; // 2 Ingots per ore pile.... shouldn't this be variable based on quality of ore?
sprintf( ingotString, "%s Ingot", oreType->name.c_str() );
CItem *ingot = Items->CreateScriptItem( s, chr, "0x1BF2", ingotNum, OT_ITEM, true, oreType->colour );
if( ingot != NULL )
ingot->SetName( ingotString );
s->sysmessage( 818 );
s->sysmessage( 819, oreType->name.c_str() );
smeltedItem->Delete(); // delete the ore
}
break;
default:
s->sysmessage( 820 );
break;
}
}
s->TempObj( NULL );
}
//o---------------------------------------------------------------------------o
//| Function : bool cSkills::CheckSkill( CChar *s, UI08 sk, SI16 lowSkill, SI16 highSkill )
//| Date : Unknown
//| Programmer : UOX3 DevTeam
//o---------------------------------------------------------------------------o
//| Purpose : Used to check a players skill based on the highskill and
//| lowskill it was called with. If skill is < than lowskill
//| check will fail, but player will gain in the skill, if
//| the players skill is > than highskill player will not gain
//o---------------------------------------------------------------------------o
bool cSkills::CheckSkill( CChar *s, UI08 sk, SI16 lowSkill, SI16 highSkill )
{
bool skillCheck = false;
const UI16 scpNum = s->GetScriptTrigger();
cScript *tScript = JSMapping->GetScript( scpNum );
bool exists = false;
if( tScript != NULL )
exists = tScript->OnSkillCheck( s, sk, lowSkill, highSkill );
// o----------------------------------------------------------------------------o
// | Programmer:sereg, 15 March, 2002 |
// | Comment :Now lets make this more readable, and even more mathematical:) |
// o----------------------------------------------------------------------------o
// | 1. if a player has skill > highskill, checkskill should return true |
// | 2. if a player has skill < lowskill, checkskill returns false |
// | 3. we have statmodifiers defined in skills.dfn, now lets make it influence |
// | checkskill with a certain additional bonus through the players stat. |
// | 4. we dont need to throw the dices for skillgain... we must do this in |
// | AdvanceSkill(...), so just call it after calculation |
// o----------------------------------------------------------------------------o
// | how to calculate if a skill succeeds? |
// | 1. we have a certain range between lowskill and highskill, on lowskill the |
// | chance is 0%, on highskill 100%. |
// | 2. get the statmodifiers and the players stat. make 3 special dices for |
// | each stat. make them a small bonus for skillsuccess |
// | 3. execute the 4 calculated dices one after the other by adding them |
// o----------------------------------------------------------------------------o
if( !exists )
{
SI32 chanceskillsuccess = 0;
if( ( highSkill - lowSkill ) <= 0 || !ValidateObject( s ) || s->GetSkill( sk ) <= lowSkill )
return false;
if( s->IsDead() )
{
CSocket *sSock = s->GetSocket();
sSock->sysmessage( 1487 );
return false;
}
if( s->GetSkill( sk ) >= highSkill )
return true;
chanceskillsuccess = (SI32)( (R32)( ( (R32)( s->GetSkill( sk ) - lowSkill ) / 1000.0f ) +
(R32)( (R32)( s->GetStrength() * cwmWorldState->skill[sk].strength ) / 100000.0f ) +
(R32)( (R32)( s->GetDexterity() * cwmWorldState->skill[sk].dexterity ) / 100000.0f ) +
(R32)( (R32)( s->GetIntelligence() * cwmWorldState->skill[sk].intelligence ) / 100000.0f ) ) * 1000 );
// chanceskillsuccess is a number between 0 and 1000, lets throw the dices now
if( s->GetCommandLevel() > 0 )
skillCheck = true;
else
skillCheck = ( chanceskillsuccess >= RandomNum( 0, UOX_MIN( 1000, (highSkill+100) ) ) );
CSocket *mSock = s->GetSocket();
bool mageryUp = true;
if( mSock != NULL )
{
mageryUp = ( mSock->CurrentSpellType() == 0 );
if( s->GetBaseSkill( sk ) < highSkill )
{
if( sk != MAGERY || ( sk == MAGERY && mageryUp ) )
{
if( AdvanceSkill( s, sk, skillCheck ) )
{
updateSkillLevel( s, sk );
mSock->updateskill( sk );
}
}
}
}
}
else
skillCheck = true;
return skillCheck;
}
//o---------------------------------------------------------------------------o
//| Function : void cSkills::HandleSkillChange( CChar *c, UI16 sk )
//| Date : Jan 29, 2000
//| Programmer : Unknown
//o---------------------------------------------------------------------------o
//| Purpose : Do atrophy for player c:
//| find sk in our cronological list of atrophy skills,
//| move it to the front, check total aginst skillcap to
//| see if we need to lower a skill, if we do, again search
//| skills for a skill that can be lowered, if one is found
//| lower it and increase sk, if we can't find one, do
//| nothing if atrophy is not need, increase sk.
//o---------------------------------------------------------------------------o
void cSkills::HandleSkillChange( CChar *c, UI08 sk, SI08 skillAdvance, bool success )
{
UI32 totalSkill = 0;
UI08 rem = 0;
UI08 atrop[ALLSKILLS+1];
UI08 toDec = 0xFF;
UI08 counter = 0;
CSocket *mSock = c->GetSocket();
const UI16 skillTrig = c->GetScriptTrigger();
cScript *scpSkill = JSMapping->GetScript( skillTrig );
UI08 amtToGain = 1;
if( success )
amtToGain = cwmWorldState->skill[sk].advancement[skillAdvance].amtToGain;
UI16 skillCap = cwmWorldState->ServerData()->ServerSkillCapStatus();
if( c->IsNpc() )
{
c->SetBaseSkill( c->GetBaseSkill( sk ) + amtToGain, sk );
if( scpSkill != NULL )
{
if( !scpSkill->OnSkillGain( c, sk ) )
scpSkill->OnSkillChange( c, sk );
}
return;
}
if( mSock == NULL )
return;
srand( getclock() ); // Randomize
atrop[ALLSKILLS] = 0;//set the last of out copy array
for( counter = 0; counter < ALLSKILLS; ++counter )
{
atrop[counter] = c->GetAtrophy( counter );
}
for( counter = ALLSKILLS; counter > 0; --counter )
{//add up skills and find the one being increased
UI08 atrSkill = c->GetAtrophy( static_cast<UI08>(counter-1) );
if( c->GetBaseSkill( atrSkill ) >= amtToGain && c->GetSkillLock( atrSkill ) == SKILL_DECREASE && atrSkill != sk )
toDec = atrSkill;//we found a skill that can be decreased, save it for later.
totalSkill += c->GetBaseSkill( static_cast<UI08>(counter-1) );
atrop[counter] = atrop[counter-1];
if( atrop[counter] == sk )
rem = counter;//remember this number
}
atrop[0] = sk;//set the first one to our current skill
//copy it back in
for( counter = 0; counter < rem; ++counter )
c->SetAtrophy( atrop[counter], counter );
if( rem != ALLSKILLS )//in the middle somewhere or first
{
for( counter = static_cast<UI08>(rem + 1); counter <= ALLSKILLS; ++counter )
c->SetAtrophy( atrop[counter], ( counter -1 ));
}
if( RandomNum( static_cast<UI16>(0), skillCap ) <= static_cast<UI16>(totalSkill) )
{
if( toDec != 0xFF )
{
totalSkill -= amtToGain;
c->SetBaseSkill( c->GetBaseSkill( toDec ) - amtToGain, toDec );
if( scpSkill != NULL )
{
if( !scpSkill->OnSkillLoss( c, toDec ) )
scpSkill->OnSkillChange( c, toDec );
}
mSock->updateskill( toDec );
}
}
if( skillCap > static_cast<UI16>(totalSkill) )
{
c->SetBaseSkill( c->GetBaseSkill( sk ) + amtToGain, sk );
if( scpSkill != NULL )
{
if( !scpSkill->OnSkillGain( c, sk ) )
scpSkill->OnSkillChange( c, sk );
}
mSock->updateskill( sk );
}
}
//o---------------------------------------------------------------------------o
//| Function : void cSkills::ItemIDTarget( CSocket *s )
//| Date : Unknown
//| Programmer : Unknown
//o---------------------------------------------------------------------------o
//| Purpose : Called when player uses the ItemID skill on an item, can
//| give valuable information on items (Will reveal hidden
//| magical names and charges on items as well)
//o---------------------------------------------------------------------------o
void cSkills::ItemIDTarget( CSocket *s )
{
VALIDATESOCKET( s );
CItem *i = calcItemObjFromSer( s->GetDWord( 7 ) );
if( !ValidateObject( i ) )
return;
if( i->isCorpse() )
{
s->sysmessage( 1546 );
return;
}
CChar *mChar = s->CurrcharObj();
if( CheckSkill( mChar, ITEMID, 250, 500 ) )
{
UnicodeTypes sLang = s->Language();
std::string name;
name.reserve( MAX_NAME );
if( i->GetName2() && strcmp( i->GetName2(), "#" ) )
i->SetName( i->GetName2() );
if( i->GetName()[0] == '#')
getTileName( (*i), name );
else
name = i->GetName();
s->sysmessage( 1547, name.c_str() );
char temp[1024];
if( i->GetCreator() != INVALIDSERIAL )
{
CChar *mCreater = calcCharObjFromSer( i->GetCreator() );
if( ValidateObject( mCreater ) )
{
if( i->GetMadeWith() > 0 )
sprintf( temp, Dictionary->GetEntry( 1548, sLang ).c_str(), cwmWorldState->skill[i->GetMadeWith()-1].madeword.c_str(), mCreater->GetName().c_str() );
else if( i->GetMadeWith() < 0 )
sprintf( temp, Dictionary->GetEntry( 1548, sLang ).c_str(), cwmWorldState->skill[0-i->GetMadeWith()-1].madeword.c_str(), mCreater->GetName().c_str() );
else
sprintf( temp, Dictionary->GetEntry( 1549, sLang ).c_str(), mCreater->GetName().c_str() );
}
else
strcpy( temp, Dictionary->GetEntry( 1550, sLang ).c_str() );
}
else
strcpy( temp, Dictionary->GetEntry( 1550, sLang ).c_str() );
s->sysmessage( temp );
if( mChar->GetSkill( ITEMID ) > 350 )
{
if( i->GetType() != IT_MAGICWAND )
{
s->sysmessage( 1553 );
return;
}
if( CheckSkill( mChar, ITEMID, 500, 750 ) )
{
UI16 spellToScan = static_cast<UI16>(( 8 * ( i->GetTempVar( CITV_MOREX ) - 1 ) ) + i->GetTempVar( CITV_MOREY ) - 1);
if( !CheckSkill( mChar, ITEMID, 750, 1000 ) )
s->sysmessage( 1555, magic_table[spellToScan].spell_name );
else
s->sysmessage( 1556, magic_table[spellToScan].spell_name, i->GetTempVar( CITV_MOREZ ) );
}
else
s->sysmessage( 1554 );
}
else
s->sysmessage( 1552 );
}
else
s->sysmessage( 1545 );
}
//o---------------------------------------------------------------------------o
//| Function : void cSkills::FishTarget( CSocket *s )
//| Date : Unknown
//| Programmer : Unknown
//o---------------------------------------------------------------------------o
//| Purpose : Called when player targets an area with a fishing pole
//o---------------------------------------------------------------------------o
void cSkills::FishTarget( CSocket *s )
{
VALIDATESOCKET( s );
if( s->GetDWord( 11 ) == INVALIDSERIAL )
return;
CChar *mChar = s->CurrcharObj();
const SI16 targetX = s->GetWord( 0x0B );
const SI16 targetY = s->GetWord( 0x0D );
const SI08 targetZ = s->GetByte( 0x10 );
const SI16 distX = abs( mChar->GetX() - targetX );
const SI16 distY = abs( mChar->GetY() - targetY );
const UI08 targetID1 = s->GetByte( 0x11 );
const UI08 targetID2 = s->GetByte( 0x12 );
CItem *targetItem = calcItemObjFromSer( s->GetDWord( 7 ) );
bool validLocation = false;
if( ValidateObject( targetItem ) )
validLocation = Map->SeekTile( targetItem->GetID() ).CheckFlag( TF_WET );
else if( targetID1 != 0 && targetID2 != 0 )
{
CStaticIterator msi( targetX, targetY, mChar->WorldNumber() );
for( Static_st *stat = msi.First(); stat != NULL; stat = msi.Next() )
{
CTile& tile = Map->SeekTile( stat->itemid );
if( targetZ == stat->zoff && tile.CheckFlag( TF_WET ) ) // right place, and wet
validLocation = true;
}
}
else // or it could be a map only
{
// manually calculating the ID's if a maptype
const map_st map1 = Map->SeekMap( targetX, targetY, mChar->WorldNumber() );
CLand& land = Map->SeekLand( map1.id );
if( land.CheckFlag( TF_WET ) )
validLocation = true;
}
if( validLocation )
{
if( distX > 5 || distY > 5 )
{
s->sysmessage( 843 );
return;
}
if( mChar->GetZ() < targetZ )
{
s->sysmessage( 844 );
return;
}
if( mChar->GetStamina() - 2 <= 2 )
{
s->sysmessage( 845 );
return;
}
mChar->SetStamina( mChar->GetStamina() - 2 );
Effects->PlayCharacterAnimation( mChar, 0x0b );
R32 baseTime;
baseTime = static_cast<R32>(cwmWorldState->ServerData()->SystemTimer( tSERVER_FISHINGBASE ) / 25);
baseTime += RandomNum( 0, static_cast< int >(cwmWorldState->ServerData()->SystemTimer( tSERVER_FISHINGRANDOM ) / 15) );
s->SetTimer( tPC_FISHING, BuildTimeValue( baseTime ) ); //2x faster at war and can run
Effects->PlaySound( s, 0x023F, true );
}
else
s->sysmessage( 846 );
}
//o---------------------------------------------------------------------------o
//| Function : void cSkills::Fish( CChar *i )
//| Date : Unknown
//| Programmer : Unknown
//o---------------------------------------------------------------------------o
//| Purpose : Fish up items based on skill and random values (this should
//| be rewritten using a resource system akin to Ore and Logs)
//o---------------------------------------------------------------------------o
void cSkills::Fish( CSocket *mSock, CChar *mChar )
{
if( !CheckSkill( mChar, FISHING, 0, 1000 ) )
{
mSock->sysmessage( 847 );
return;
}
const UI16 getSkill = mChar->GetSkill( FISHING );
switch( RandomNum( 0, 25 ) )
{
case 1:
if( getSkill > 920 )
{
Items->CreateRandomItem( mSock, "fishtreasure" ); // random paintings
mSock->sysmessage( 848 );
}
break;
case 2:
if( getSkill > 970 )
{
Items->CreateRandomItem( mSock, "fishweapons" ); // Some new weapons
mSock->sysmessage( 849 );
}
break;
case 3: // Random gold and gems
if( RandomNum( 0, 12 ) )
{
Items->CreateRandomItem( mSock, "fishgems" );
mSock->sysmessage( 850 );
}
else
{ // Create between 200 and 1300 gold
UI16 nAmount = RandomNum( 200, 1300 );
Items->CreateItem( mSock, mChar, 0x0EED, nAmount, 0, OT_ITEM, true );
Effects->goldSound( mSock, nAmount );
mSock->sysmessage( 851, nAmount );
}
break;
case 4:
if( getSkill > 850 )
{
Items->CreateRandomItem( mSock, "fishbones" ); // Random bones and crap
mSock->sysmessage( 852 );
}
break;
default:
Items->CreateRandomItem( mSock, "randomfish" ); // User defined fish
mSock->sysmessage( 853 );
break;
}
}
//o---------------------------------------------------------------------------o
//| Function : void cSkills::SkillUse( CSocket *s, UI08 x )
//| Date : Unknown
//| Programmer : Unknown
//o---------------------------------------------------------------------------o
//| Purpose : Called when player uses a skill from the skill list
//o---------------------------------------------------------------------------o
void ClilocMessage( CSocket *mSock, UI08 type, UI16 hue, UI16 font, UI32 messageNum, const char *types = "", ... );
void cSkills::SkillUse( CSocket *s, UI08 x )
{
VALIDATESOCKET( s );
CChar *mChar = s->CurrcharObj();
if( mChar->IsDead() )
{
ClilocMessage( s, 6, 0x0040, FNT_NORMAL, 500012 );
//s->sysmessage( 392 );
return;
}
if( ( x != STEALTH && mChar->GetVisible() == VT_TEMPHIDDEN ) || mChar->GetVisible() == VT_INVISIBLE )
mChar->ExposeToView();
mChar->BreakConcentration( s );
if( mChar->GetTimer( tCHAR_SPELLTIME ) != 0 || mChar->IsCasting() )
{
s->sysmessage( 854 );
return;
}
if( s->GetTimer( tPC_SKILLDELAY ) <= cwmWorldState->GetUICurrentTime() || mChar->IsGM() )
{
cScript *skScript = JSMapping->GetScript( mChar->GetScriptTrigger() );
bool doSwitch = true;
if( skScript != NULL )
doSwitch = !skScript->OnSkill( mChar, x );
if( doSwitch && cwmWorldState->skill[x].jsScript != 0xFFFF )
{
skScript = JSMapping->GetScript( cwmWorldState->skill[x].jsScript );
if( skScript != NULL )
doSwitch = !skScript->OnSkill( mChar, x );
}
if( doSwitch )
{
switch( x )
{
case ITEMID: s->target( 0, TARGET_ITEMID, 857 ); break;
case STEALING:
if( cwmWorldState->ServerData()->RogueStatus() )
s->target( 0, TARGET_STEALING, 863 );
else
s->sysmessage( 864 );
break;
case TRACKING: TrackingMenu( s, TRACKINGMENUOFFSET ); break;
default: s->sysmessage( 871 ); break;
}
}
s->SetTimer( tPC_SKILLDELAY, BuildTimeValue( static_cast<R32>(cwmWorldState->ServerData()->ServerSkillDelayStatus() )) );
return;
}
else
s->sysmessage( 872 );
}
//o---------------------------------------------------------------------------o