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Skills iniciando 0


Zikaduh

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Ola.vem eu de novo com outro pedido maluco.

e o seguinte eu preciso muda nas source pra que as skills iniciais comece do 0 e não do 10 com vcs ve nos ots

so que eu não sei onde muda e como muda ai vim pedi a ajuda de vcs

 

SKILL.jpg

 

ali first 10 quero que tudo comece do 0 e não do 10.

 

do rep a quem me ajuda.

flw.

 

 

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Eu não achei esse ai que vc passo mas achei esse:

 

skills[sKILL_LEVEL] = 10;

 

ai eu mudei pra 1 mas so quem aparece com o skill 1 e o Account Manager quando você cria a conta ele vem com skill 10

Editado por Zikaduh
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De nada adianta mudar direto nas source, pois sempre que você criar um character sendo ele pelo acc manager ou site, o mesmo ira adicionar os skills via sql, mas como você está usando sql, pode alterar via account manager na função que adiciona os valores na database.

 

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@lordfire aqui vo manda

 

 

////////////////////////////////////////////////////////////////////////
// OpenTibia - an opensource roleplaying game
////////////////////////////////////////////////////////////////////////
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see .
////////////////////////////////////////////////////////////////////////
#include "otpch.h"
#include

#include "player.h"
#include "manager.h"

#include "iologindata.h"
#include "ioban.h"

#include "town.h"
#include "house.h"
#include "beds.h"

#include "combat.h"
#include "movement.h"
#include "weapons.h"
#include "creatureevent.h"

#include "configmanager.h"
#include "game.h"
#include "chat.h"

extern ConfigManager g_config;
extern Game g_game;
extern Chat g_chat;
extern MoveEvents* g_moveEvents;
extern Weapons* g_weapons;
extern CreatureEvents* g_creatureEvents;

AutoList Player::autoList;
#ifdef __ENABLE_SERVER_DIAGNOSTIC__
uint32_t Player::playerCount = 0;
#endif
MuteCountMap Player::muteCountMap;

Player::Player(const std::string& _name, ProtocolGame* p):
Creature(), transferContainer(ITEM_LOCKER), name(_name), nameDescription(_name), client(p)
{
if(client)
client->setPlayer(this);

pzLocked = isConnecting = addAttackSkillPoint = requestedOutfit = false;
saving = true;

lastAttackBlockType = BLOCK_NONE;
chaseMode = CHASEMODE_STANDSTILL;
fightMode = FIGHTMODE_ATTACK;
tradeState = TRADE_NONE;
accountManager = MANAGER_NONE;
guildLevel = GUILDLEVEL_NONE;

promotionLevel = walkTaskEvent = actionTaskEvent = nextStepEvent = bloodHitCount = shieldBlockCount = 0;
lastAttack = idleTime = marriage = blessings = balance = premiumDays = mana = manaMax = manaSpent = 0;
soul = guildId = levelPercent = magLevelPercent = magLevel = experience = damageImmunities = 0;
conditionImmunities = conditionSuppressions = groupId = vocationId = managerNumber2 = town = skullEnd = 0;
lastLogin = lastLogout = lastIP = messageTicks = messageBuffer = nextAction = 0;
editListId = maxWriteLen = windowTextId = rankId = 0;

purchaseCallback = saleCallback = -1;
level = shootRange = 1;
rates[sKILL__MAGLEVEL] = rates[sKILL__LEVEL] = 1.0f;
soulMax = 100;
capacity = 400.00;
stamina = STAMINA_MAX;
lastLoad = lastPing = lastPong = OTSYS_TIME();

writeItem = NULL;
group = NULL;
editHouse = NULL;
shopOwner = NULL;
tradeItem = NULL;
tradePartner = NULL;
walkTask = NULL;
weapon = NULL;

setVocation(0);
setParty(NULL);

transferContainer.setParent(NULL);
for(int32_t i = 0; i < 11; i++)
{
inventory = NULL;
inventoryAbilities = false;
}

for(int32_t i = SKILL_FIRST; i <= SKILL_LAST; ++i)
{
skills[sKILL_LEVEL] = 10;
skills[sKILL_TRIES] = skills[sKILL_PERCENT] = 0;
rates = 1.0f;
}

for(int32_t i = SKILL_FIRST; i <= SKILL_LAST; ++i)
varSkills = 0;

for(int32_t i = STAT_FIRST; i <= STAT_LAST; ++i)
varStats = 0;

for(int32_t i = LOSS_FIRST; i <= LOSS_LAST; ++i)
lossPercent = 100;

for(int32_t i = 0; i <= 12; i++)
talkState = false;
#ifdef __ENABLE_SERVER_DIAGNOSTIC__

playerCount++;
#endif
}

Player::~Player()
{
#ifdef __ENABLE_SERVER_DIAGNOSTIC__
playerCount--;
#endif
setWriteItem(NULL);
for(int32_t i = 0; i < 11; i++)
{
if(inventory)
{
inventory->setParent(NULL);
inventory->unRef();

inventory = NULL;
inventoryAbilities = false;
}
}

setNextWalkActionTask(NULL);
transferContainer.setParent(NULL);
for(DepotMap::iterator it = depots.begin(); it != depots.end(); it++)
it->second.first->unRef();
}

void Player::setVocation(uint32_t id)
{
vocationId = id;
vocation = Vocations::getInstance()->getVocation(id);

soulMax = vocation->getGain(GAIN_SOUL);
if(Condition* condition = getCondition(CONDITION_REGENERATION, CONDITIONID_DEFAULT))
{
condition->setParam(CONDITIONPARAM_HEALTHGAIN, vocation->getGainAmount(GAIN_HEALTH));
condition->setParam(CONDITIONPARAM_HEALTHTICKS, (vocation->getGainTicks(GAIN_HEALTH) * 1000));
condition->setParam(CONDITIONPARAM_MANAGAIN, vocation->getGainAmount(GAIN_MANA));
condition->setParam(CONDITIONPARAM_MANATICKS, (vocation->getGainTicks(GAIN_MANA) * 1000));
}
}

bool Player::isPushable() const
{
return accountManager == MANAGER_NONE && !hasFlag(PlayerFlag_CannotBePushed) && Creature::isPushable();
}

std::string Player::getDescription(int32_t lookDistance) const
{
std::stringstream s;
if(lookDistance == -1)
{
s << "yourself.";
if(hasFlag(PlayerFlag_ShowGroupNameInsteadOfVocation))
s << " You are " << group->getName();
else if(vocationId != 0)
s << " You are " << vocation->getDescription();
else
s << " You have no vocation";
}
else
{
s << nameDescription;
if(!hasCustomFlag(PlayerCustomFlag_HideLevel))
s << "";

s << ". " << (sex % 2 ? "He" : "She");
if(hasFlag(PlayerFlag_ShowGroupNameInsteadOfVocation))
s << " is " << group->getName();
else if(vocationId != 0)
s << " is " << vocation->getDescription();
else
s << " has no vocation";

s << getSpecialDescription();
}

std::string tmp;
if(marriage && IOLoginData::getInstance()->getNameByGuid(marriage, tmp))
{
s << ", ";
if(vocationId == 0)
{
if(lookDistance == -1)
s << "and you are";
else
s << "and is";

s << " ";
}

s << (sex % 2 ? "husband" : "wife") << " of " << tmp;
}

s << ".";
if(guildId)
{
if(lookDistance == -1)
s << " You are ";
else
s << " " << (sex % 2 ? "He" : "She") << " is ";

s << (rankName.empty() ? "a member" : rankName)<< " of the " << guildName;
if(!guildNick.empty())
s << " (" << guildNick << ")";

s << ".";
}

return s.str();
}

Item* Player::getInventoryItem(slots_t slot) const
{
if(slot > SLOT_PRE_FIRST && slot < SLOT_LAST)
return inventory[slot];

if(slot == SLOT_HAND)
return inventory[sLOT_LEFT] ? inventory[sLOT_LEFT] : inventory[sLOT_RIGHT];

return NULL;
}

Item* Player::getEquippedItem(slots_t slot) const
{
Item* item = getInventoryItem(slot);
if(!item)
return NULL;

switch(slot)
{
case SLOT_LEFT:
case SLOT_RIGHT:
return item->getWieldPosition() == SLOT_HAND ? item : NULL;

default:
break;
}

return item->getWieldPosition() == slot ? item : NULL;
}

void Player::setConditionSuppressions(uint32_t conditions, bool remove)
{
if(remove)
conditionSuppressions &= ~conditions;
else
conditionSuppressions |= conditions;
}

Item* Player::getWeapon(bool ignoreAmmo)
{
if(weapon)
return weapon;

Item* item = NULL;
for(int32_t slot = SLOT_RIGHT; slot <= SLOT_LEFT; ++slot)
{
if(!(item = getEquippedItem((slots_t)slot)) || item->getWeaponType() != WEAPON_DIST)
continue;

if(!ignoreAmmo && item->getAmmoType() != AMMO_NONE)
{
Item* ammoItem = getInventoryItem(SLOT_AMMO);
if(ammoItem && ammoItem->getAmmoType() == item->getAmmoType())
{
if(g_weapons->getWeapon(ammoItem))
{
shootRange = item->getShootRange();
return ammoItem;
}
}
}
else if(g_weapons->getWeapon(item))
{
shootRange = item->getShootRange();
return item;
}
}

return NULL;
}

ItemVector Player::getWeapons() const
{
Item* item = NULL;
ItemVector weapons;
for(int32_t slot = SLOT_RIGHT; slot <= SLOT_LEFT; ++slot)
{
if(!(item = getEquippedItem((slots_t)slot)))
continue;

switch(item->getWeaponType())
{
case WEAPON_DIST:
if(item->getAmmoType() != AMMO_NONE)
break;

case WEAPON_SWORD:
case WEAPON_CLUB:
case WEAPON_AXE:
case WEAPON_FIST:
case WEAPON_WAND:
{
if(g_weapons->getWeapon(item))
weapons.push_back(item);

break;
}

default:
break;
}
}

return weapons;
}

void Player::updateWeapon()
{
ItemVector weapons = getWeapons();
if(weapons.empty())
weapon = NULL;
else if(!weapon || weapons.size() == 1 || weapons[1] == weapon)
weapon = weapons[0];
else if(weapons[0] == weapon)
weapon = weapons[1];
else
weapon = NULL;

if(weapon)
shootRange = weapon->getShootRange();
}

WeaponType_t Player::getWeaponType()
{
if(Item* item = getWeapon(false))
return item->getWeaponType();

return WEAPON_NONE;
}

int32_t Player::getWeaponSkill(const Item* item) const
{
if(!item)
return getSkill(SKILL_FIST, SKILL_LEVEL);

switch(item->getWeaponType())
{
case WEAPON_SWORD:
return getSkill(SKILL_SWORD, SKILL_LEVEL);

case WEAPON_CLUB:
return getSkill(SKILL_CLUB, SKILL_LEVEL);

case WEAPON_AXE:
return getSkill(SKILL_AXE, SKILL_LEVEL);

case WEAPON_FIST:
return getSkill(SKILL_FIST, SKILL_LEVEL);

case WEAPON_DIST:
return getSkill(SKILL_DIST, SKILL_LEVEL);

default:
break;
}

return 0;
}

int32_t Player::getArmor() const
{
int32_t i = SLOT_FIRST, armor = 0;
for(; i < SLOT_LAST; ++i)
{
if(Item* item = getInventoryItem((slots_t)i))
armor += item->getArmor();
}

if(vocation->getMultiplier(MULTIPLIER_ARMOR) != 1.0)
return int32_t(armor * vocation->getMultiplier(MULTIPLIER_ARMOR));

return armor;
}

void Player::getShieldAndWeapon(const Item* &_shield, const Item* &_weapon) const
{
_shield = NULL;
Item* item = NULL;
for(uint32_t slot = SLOT_RIGHT; slot <= SLOT_LEFT; ++slot)
{
if(!(item = getInventoryItem((slots_t)slot)) || item->getWeaponType() != WEAPON_SHIELD)
continue;

if(!_shield || (_shield && item->getDefense() > _shield->getDefense()))
_shield = item;
}

_weapon = weapon;
}

int32_t Player::getDefense() const
{
int32_t baseDefense = 5, defenseValue = 0, defenseSkill = 0, extraDefense = 0;
float defenseFactor = getDefenseFactor();

const Item *_weapon = NULL, *_shield = NULL;
getShieldAndWeapon(_shield, _weapon);
if(_weapon)
{
extraDefense = _weapon->getExtraDefense();
defenseValue = baseDefense + _weapon->getDefense();
defenseSkill = getWeaponSkill(_weapon);
}

if(_shield && _shield->getDefense() > defenseValue)
{
if(_shield->getExtraDefense() > extraDefense)
extraDefense = _shield->getExtraDefense();

defenseValue = baseDefense + _shield->getDefense();
defenseSkill = getSkill(SKILL_SHIELD, SKILL_LEVEL);
}

if(!defenseSkill)
return 0;

defenseValue += extraDefense;
if(vocation->getMultiplier(MULTIPLIER_DEFENSE) != 1.0)
defenseValue = int32_t(defenseValue * vocation->getMultiplier(MULTIPLIER_DEFENSE));

return ((int32_t)std::ceil(((float)(defenseSkill * (defenseValue * 0.015)) + (defenseValue * 0.1)) * defenseFactor));
}

float Player::getAttackFactor() const
{
switch(fightMode)
{
case FIGHTMODE_BALANCED:
return 1.2f;

case FIGHTMODE_DEFENSE:
return 2.0f;

case FIGHTMODE_ATTACK:
default:
break;
}

return 1.0f;
}

float Player::getDefenseFactor() const
{
switch(fightMode)
{
case FIGHTMODE_BALANCED:
return 1.2f;

case FIGHTMODE_DEFENSE:
{
if((OTSYS_TIME() - lastAttack) < getAttackSpeed()) //attacking will cause us to get into normal defense
return 1.0f;

return 2.0f;
}

case FIGHTMODE_ATTACK:
default:
break;
}

return 1.0f;
}

void Player::sendIcons() const
{
if(!client)
return;

uint32_t icons = 0;
for(ConditionList::const_iterator it = conditions.begin(); it != conditions.end(); ++it)
{
if(!isSuppress((*it)->getType()))
icons |= (*it)->getIcons();
}

if(getZone() == ZONE_PROTECTION)
icons |= ICON_PROTECTIONZONE;

if(pzLocked)
icons |= ICON_PZ;

client->sendIcons(icons);
}

void Player::updateInventoryWeight()
{
inventoryWeight = 0.00;
if(hasFlag(PlayerFlag_HasInfiniteCapacity))
return;

for(int32_t i = SLOT_FIRST; i < SLOT_LAST; ++i)
{
if(Item* item = getInventoryItem((slots_t)i))
inventoryWeight += item->getWeight();
}
}

void Player::updateInventoryGoods(uint32_t itemId)
{
if(Item::items[itemId].worth)
{
sendGoods();
return;
}

for(ShopInfoList::iterator it = shopOffer.begin(); it != shopOffer.end(); ++it)
{
if(it->itemId != itemId)
continue;

sendGoods();
break;
}
}

int32_t Player::getPlayerInfo(playerinfo_t playerinfo) const
{
switch(playerinfo)
{
case PLAYERINFO_LEVEL:
return level;
case PLAYERINFO_LEVELPERCENT:
return levelPercent;
case PLAYERINFO_MAGICLEVEL:
return std::max((int32_t)0, ((int32_t)magLevel + varStats[sTAT_MAGICLEVEL]));
case PLAYERINFO_MAGICLEVELPERCENT:
return magLevelPercent;
case PLAYERINFO_HEALTH:
return health;
case PLAYERINFO_MAXHEALTH:
return std::max((int32_t)1, ((int32_t)healthMax + varStats[sTAT_MAXHEALTH]));
case PLAYERINFO_MANA:
return mana;
case PLAYERINFO_MAXMANA:
return std::max((int32_t)0, ((int32_t)manaMax + varStats[sTAT_MAXMANA]));
case PLAYERINFO_SOUL:
return std::max((int32_t)0, ((int32_t)soul + varStats[sTAT_SOUL]));
default:
break;
}

return 0;
}

int32_t Player::getSkill(skills_t skilltype, skillsid_t skillinfo) const
{
int32_t ret = skills[skilltype][skillinfo];
if(skillinfo == SKILL_LEVEL)
ret += varSkills[skilltype];

return std::max((int32_t)0, ret);
}

void Player::addSkillAdvance(skills_t skill, uint64_t count, bool useMultiplier/* = true*/)
{
if(!count)
return;

//player has reached max skill
uint64_t currReqTries = vocation->getReqSkillTries(skill, skills[skill][sKILL_LEVEL]),
nextReqTries = vocation->getReqSkillTries(skill, skills[skill][sKILL_LEVEL] + 1);
if(currReqTries > nextReqTries)
return;

if(useMultiplier)
count = uint64_t((double)count * rates[skill] * g_config.getDouble(ConfigManager::RATE_SKILL));

std::stringstream s;
while(skills[skill][sKILL_TRIES] + count >= nextReqTries)
{
count -= nextReqTries - skills[skill][sKILL_TRIES];
skills[skill][sKILL_TRIES] = skills[skill][sKILL_PERCENT] = 0;
skills[skill][sKILL_LEVEL]++;

s.str("");
s << "You advanced in " << getSkillName(skill);
if(g_config.getBool(ConfigManager::ADVANCING_SKILL_LEVEL))
s << " [" << skills[skill][sKILL_LEVEL] << "]";

s << ".";
sendTextMessage(MSG_EVENT_ADVANCE, s.str().c_str());

CreatureEventList advanceEvents = getCreatureEvents(CREATURE_EVENT_ADVANCE);
for(CreatureEventList::iterator it = advanceEvents.begin(); it != advanceEvents.end(); ++it)
(*it)->executeAdvance(this, skill, (skills[skill][sKILL_LEVEL] - 1), skills[skill][sKILL_LEVEL]);

currReqTries = nextReqTries;
nextReqTries = vocation->getReqSkillTries(skill, skills[skill][sKILL_LEVEL] + 1);
if(currReqTries > nextReqTries)
{
count = 0;
break;
}
}

if(count)
skills[skill][sKILL_TRIES] += count;

//update percent
uint16_t newPercent = Player::getPercentLevel(skills[skill][sKILL_TRIES], nextReqTries);
if(skills[skill][sKILL_PERCENT] != newPercent)
{
skills[skill][sKILL_PERCENT] = newPercent;
sendSkills();
}
else if(!s.str().empty())
sendSkills();
}

void Player::setVarStats(stats_t stat, int32_t modifier)
{
varStats[stat] += modifier;
switch(stat)
{
case STAT_MAXHEALTH:
{
if(getHealth() > getMaxHealth())
Creature::changeHealth(getMaxHealth() - getHealth());
else
g_game.addCreatureHealth(this);

break;
}

case STAT_MAXMANA:
{
if(getMana() > getMaxMana())
Creature::changeMana(getMaxMana() - getMana());

break;
}

default:
break;
}
}

int32_t Player::getDefaultStats(stats_t stat)
{
switch(stat)
{
case STAT_MAGICLEVEL:
return getMagicLevel() - getVarStats(STAT_MAGICLEVEL);
case STAT_MAXHEALTH:
return getMaxHealth() - getVarStats(STAT_MAXHEALTH);
case STAT_MAXMANA:
return getMaxMana() - getVarStats(STAT_MAXMANA);
case STAT_SOUL:
return getSoul() - getVarStats(STAT_SOUL);
default:
break;
}

return 0;
}

Container* Player::getContainer(uint32_t cid)
{
for(ContainerVector::iterator it = containerVec.begin(); it != containerVec.end(); ++it)
{
if(it->first == cid)
return it->second;
}

return NULL;
}

int32_t Player::getContainerID(const Container* container) const
{
for(ContainerVector::const_iterator cl = containerVec.begin(); cl != containerVec.end(); ++cl)
{
if(cl->second == container)
return cl->first;
}

return -1;
}

void Player::addContainer(uint32_t cid, Container* container)
{
#ifdef __DEBUG__
std::clog << getName() << ", addContainer: " << (int32_t)cid << std::endl;
#endif
if(cid > 0xF)
return;

for(ContainerVector::iterator cl = containerVec.begin(); cl != containerVec.end(); ++cl)
{
if(cl->first == cid)
{
cl->second = container;
return;
}
}

containerVec.push_back(std::make_pair(cid, container));
}

void Player::closeContainer(uint32_t cid)
{
for(ContainerVector::iterator cl = containerVec.begin(); cl != containerVec.end(); ++cl)
{
if(cl->first == cid)
{
containerVec.erase(cl);
break;
}
}
#ifdef __DEBUG__

std::clog << getName() << ", closeContainer: " << (int32_t)cid << std::endl;
#endif
}

bool Player::canOpenCorpse(uint32_t ownerId)
{
return guid == ownerId || (party && party->canOpenCorpse(ownerId)) || hasCustomFlag(PlayerCustomFlag_GamemasterPrivileges);
}

uint16_t Player::getLookCorpse() const
{
if(sex % 2)
return ITEM_MALE_CORPSE;

return ITEM_FEMALE_CORPSE;
}

void Player::dropLoot(Container* corpse)
{
if(!corpse || lootDrop != LOOT_DROP_FULL)
return;

uint32_t loss = lossPercent[LOSS_CONTAINERS];
if(g_config.getBool(ConfigManager::BLESSINGS))
{
uint32_t start = g_config.getNumber(ConfigManager::BLESS_REDUCTION_BASE), bless = getBlessings();
while(bless > 0 && loss > 0)
{
loss -= start;
start -= g_config.getNumber(ConfigManager::BLESS_REDUCTION_DECREMENT);
bless--;
}
}

uint32_t itemLoss = (uint32_t)std::floor((5. + loss) * lossPercent[LOSS_ITEMS] / 1000.);
for(int32_t i = SLOT_FIRST; i < SLOT_LAST; ++i)
{
Item* item = inventory;
if(!item)
continue;

uint32_t tmp = random_range(1, 100);
if(skull > SKULL_WHITE || (item->getContainer() && tmp < loss) || (!item->getContainer() && tmp < itemLoss))
{
g_game.internalMoveItem(NULL, this, corpse, INDEX_WHEREEVER, item, item->getItemCount(), 0);
sendRemoveInventoryItem((slots_t)i, inventory[(slots_t)i]);
}
}
}

bool Player::setStorage(const std::string& key, const std::string& value)
{
uint32_t numericKey = atol(key.c_str());
if(!IS_IN_KEYRANGE(numericKey, RESERVED_RANGE))
return Creature::setStorage(key, value);

if(IS_IN_KEYRANGE(numericKey, OUTFITS_RANGE))
{
uint32_t lookType = atoi(value.c_str()) >> 16, addons = atoi(value.c_str()) & 0xFF;
if(addons < 4)
{
Outfit outfit;
if(Outfits::getInstance()->getOutfit(lookType, outfit))
return addOutfit(outfit.outfitId, addons);
}
else
std::clog << "[Warning - Player::setStorage] Invalid addons value key: " << key
<< ", value: " << value << " for player: " << getName() << std::endl;
}
else if(IS_IN_KEYRANGE(numericKey, OUTFITSID_RANGE))
{
uint32_t outfitId = atoi(value.c_str()) >> 16, addons = atoi(value.c_str()) & 0xFF;
if(addons < 4)
return addOutfit(outfitId, addons);
else
std::clog << "[Warning - Player::setStorage] Invalid addons value key: " << key
<< ", value: " << value << " for player: " << getName() << std::endl;
}
else
std::clog << "[Warning - Player::setStorage] Unknown reserved key: " << key << " for player: " << getName() << std::endl;

return false;
}

void Player::eraseStorage(const std::string& key)
{
Creature::eraseStorage(key);
if(IS_IN_KEYRANGE(atol(key.c_str()), RESERVED_RANGE))
std::clog << "[Warning - Player::eraseStorage] Unknown reserved key: " << key << " for player: " << name << std::endl;
}

bool Player::canSee(const Position& pos) const
{
if(client)
return client->canSee(pos);

return false;
}

bool Player::canSeeCreature(const Creature* creature) const
{
if(creature == this)
return true;

if(const Player* player = creature->getPlayer())
return !player->isGhost() || getGhostAccess() >= player->getGhostAccess();

return !creature->isInvisible() || canSeeInvisibility();
}

bool Player::canWalkthrough(const Creature* creature) const
{
if(creature == this || hasCustomFlag(PlayerCustomFlag_CanWalkthrough) || creature->isWalkable() ||
(creature->getMaster() && creature->getMaster() != this && canWalkthrough(creature->getMaster())))
return true;

const Player* player = creature->getPlayer();
if(!player)
return false;

if((((g_game.getWorldType() == WORLDTYPE_OPTIONAL &&
#ifdef __WAR_SYSTEM__
!player->isEnemy(this, true) &&
#endif
player->getVocation()->isAttackable()) || (player->getVocation()->isAttackable() &&
player->getLevel() < (uint32_t)g_config.getNumber(ConfigManager::PROTECTION_LEVEL))) && player->getTile()->ground &&
Item::items[player->getTile()->ground->getID()].walkStack) && (!player->hasCustomFlag(PlayerCustomFlag_GamemasterPrivileges)
|| player->getAccess() <= getAccess()))
return true;

return (player->isGhost() && getGhostAccess() < player->getGhostAccess())
|| (isGhost() && getGhostAccess() > player->getGhostAccess());
}

Depot* Player::getDepot(uint32_t depotId, bool autoCreateDepot)
{
DepotMap::iterator it = depots.find(depotId);
if(it != depots.end())
return it->second.first;

//create a new depot?
if(autoCreateDepot)
{
Item* locker = Item::CreateItem(ITEM_LOCKER);
if(Container* container = locker->getContainer())
{
if(Depot* depot = container->getDepot())
{
container->__internalAddThing(Item::CreateItem(ITEM_DEPOT));
addDepot(depot, depotId);
return depot;
}
}

g_game.freeThing(locker);
std::clog << "Failure: Creating a new depot with id: " << depotId <<
", for player: " << getName() << std::endl;
}

return NULL;
}

bool Player::addDepot(Depot* depot, uint32_t depotId)
{
if(getDepot(depotId, false))
return false;

depots[depotId] = std::make_pair(depot, false);
depot->setMaxDepotLimit((group != NULL ? group->getDepotLimit(isPremium()) : 1000));
return true;
}

void Player::useDepot(uint32_t depotId, bool value)
{
DepotMap::iterator it = depots.find(depotId);
if(it != depots.end())
depots[depotId] = std::make_pair(it->second.first, value);
}

void Player::sendCancelMessage(ReturnValue message) const
{
switch(message)
{
case RET_DESTINATIONOUTOFREACH:
sendCancel("Destination is out of reach.");
break;

case RET_NOTMOVABLE:
sendCancel("You cannot move this object.");
break;

case RET_DROPTWOHANDEDITEM:
sendCancel("Drop the double-handed object first.");
break;

case RET_BOTHHANDSNEEDTOBEFREE:
sendCancel("Both hands need to be free.");
break;

case RET_CANNOTBEDRESSED:
sendCancel("You cannot dress this object there.");
break;

case RET_PUTTHISOBJECTINYOURHAND:
sendCancel("Put this object in your hand.");
break;

case RET_PUTTHISOBJECTINBOTHHANDS:
sendCancel("Put this object in both hands.");
break;

case RET_CANONLYUSEONEWEAPON:
sendCancel("You may use only one weapon.");
break;

case RET_TOOFARAWAY:
sendCancel("Too far away.");
break;

case RET_FIRSTGODOWNSTAIRS:
sendCancel("First go downstairs.");
break;

case RET_FIRSTGOUPSTAIRS:
sendCancel("First go upstairs.");
break;

case RET_NOTENOUGHCAPACITY:
sendCancel("This object is too heavy for you to carry.");
break;

case RET_CONTAINERNOTENOUGHROOM:
sendCancel("You cannot put more objects in this container.");
break;

case RET_NEEDEXCHANGE:
case RET_NOTENOUGHROOM:
sendCancel("There is not enough room.");
break;

case RET_CANNOTPICKUP:
sendCancel("You cannot take this object.");
break;

case RET_CANNOTTHROW:
sendCancel("You cannot throw there.");
break;

case RET_THEREISNOWAY:
sendCancel("There is no way.");
break;

case RET_THISISIMPOSSIBLE:
sendCancel("This is impossible.");
break;

case RET_PLAYERISPZLOCKED:
sendCancel("You cannot enter a protection zone after attacking another player.");
break;

case RET_PLAYERISNOTINVITED:
sendCancel("You are not invited.");
break;

case RET_CREATUREDOESNOTEXIST:
sendCancel("Creature does not exist.");
break;

case RET_DEPOTISFULL:
sendCancel("You cannot put more items in this depot.");
break;

case RET_CANNOTUSETHISOBJECT:
sendCancel("You cannot use this object.");
break;

case RET_PLAYERWITHTHISNAMEISNOTONLINE:
sendCancel("A player with this name is not online.");
break;

case RET_NOTREQUIREDLEVELTOUSERUNE:
sendCancel("You do not have the required magic level to use this rune.");
break;

case RET_YOUAREALREADYTRADING:
sendCancel("You are already trading.");
break;

case RET_THISPLAYERISALREADYTRADING:
sendCancel("This player is already trading.");
break;

case RET_YOUMAYNOTLOGOUTDURINGAFIGHT:
sendCancel("You may not logout during or immediately after a fight!");
break;

case RET_DIRECTPLAYERSHOOT:
sendCancel("You are not allowed to shoot directly on players.");
break;

case RET_NOTENOUGHLEVEL:
sendCancel("You do not have enough level.");
break;

case RET_NOTENOUGHMAGICLEVEL:
sendCancel("You do not have enough magic level.");
break;

case RET_NOTENOUGHMANA:
sendCancel("You do not have enough mana.");
break;

case RET_NOTENOUGHSOUL:
sendCancel("You do not have enough soul.");
break;

case RET_YOUAREEXHAUSTED:
sendCancel("You are exhausted.");
break;

case RET_CANONLYUSETHISRUNEONCREATURES:
sendCancel("You can only use this rune on creatures.");
break;

case RET_PLAYERISNOTREACHABLE:
sendCancel("Player is not reachable.");
break;

case RET_CREATUREISNOTREACHABLE:
sendCancel("Creature is not reachable.");
break;

case RET_ACTIONNOTPERMITTEDINPROTECTIONZONE:
sendCancel("This action is not permitted in a protection zone.");
break;

case RET_YOUMAYNOTATTACKTHISPLAYER:
sendCancel("You may not attack this player.");
break;

case RET_YOUMAYNOTATTACKTHISCREATURE:
sendCancel("You may not attack this creature.");
break;

case RET_YOUMAYNOTATTACKAPERSONINPROTECTIONZONE:
sendCancel("You may not attack a person in a protection zone.");
break;

case RET_YOUMAYNOTATTACKAPERSONWHILEINPROTECTIONZONE:
sendCancel("You may not attack a person while you are in a protection zone.");
break;

case RET_YOUCANONLYUSEITONCREATURES:
sendCancel("You can only use it on creatures.");
break;

case RET_TURNSECUREMODETOATTACKUNMARKEDPLAYERS:
sendCancel("Turn secure mode off if you really want to attack unmarked players.");
break;

case RET_YOUNEEDPREMIUMACCOUNT:
sendCancel("You need a premium account.");
break;

case RET_YOUNEEDTOLEARNTHISSPELL:
sendCancel("You need to learn this spell first.");
break;

case RET_YOURVOCATIONCANNOTUSETHISSPELL:
sendCancel("Your vocation cannot use this spell.");
break;

case RET_YOUNEEDAWEAPONTOUSETHISSPELL:
sendCancel("You need to equip a weapon to use this spell.");
break;

case RET_PLAYERISPZLOCKEDLEAVEPVPZONE:
sendCancel("You cannot leave a pvp zone after attacking another player.");
break;

case RET_PLAYERISPZLOCKEDENTERPVPZONE:
sendCancel("You cannot enter a pvp zone after attacking another player.");
break;

case RET_ACTIONNOTPERMITTEDINANOPVPZONE:
sendCancel("This action is not permitted in a safe zone.");
break;

case RET_YOUCANNOTLOGOUTHERE:
sendCancel("You cannot logout here.");
break;

case RET_YOUNEEDAMAGICITEMTOCASTSPELL:
sendCancel("You need a magic item to cast this spell.");
break;

case RET_CANNOTCONJUREITEMHERE:
sendCancel("You cannot conjure items here.");
break;

case RET_NAMEISTOOAMBIGUOUS:
sendCancel("Name is too ambiguous.");
break;

case RET_CANONLYUSEONESHIELD:
sendCancel("You may use only one shield.");
break;

case RET_YOUARENOTTHEOWNER:
sendCancel("You are not the owner.");
break;

case RET_YOUMAYNOTCASTAREAONBLACKSKULL:
sendCancel("You may not cast area spells while you have a black skull.");
break;

case RET_TILEISFULL:
sendCancel("You cannot add more items on this tile.");
break;

case RET_DONTSHOWMESSAGE:
break;

case RET_NOTPOSSIBLE:
default:
sendCancel("Sorry, not possible.");
break;
}
}

Item* Player::getWriteItem(uint32_t& _windowTextId, uint16_t& _maxWriteLen)
{
_windowTextId = windowTextId;
_maxWriteLen = maxWriteLen;
return writeItem;
}

void Player::setWriteItem(Item* item, uint16_t _maxWriteLen/* = 0*/)
{
windowTextId++;
if(writeItem)
writeItem->unRef();

if(item)
{
writeItem = item;
maxWriteLen = _maxWriteLen;
writeItem->addRef();
}
else
{
writeItem = NULL;
maxWriteLen = 0;
}
}

House* Player::getEditHouse(uint32_t& _windowTextId, uint32_t& _listId)
{
_windowTextId = windowTextId;
_listId = editListId;
return editHouse;
}

void Player::setEditHouse(House* house, uint32_t listId/* = 0*/)
{
windowTextId++;
editHouse = house;
editListId = listId;
}

void Player::sendHouseWindow(House* house, uint32_t listId) const
{
if(!client)
return;

std::string text;
if(house->getAccessList(listId, text))
client->sendHouseWindow(windowTextId, house, listId, text);
}

void Player::sendCreatureChangeVisible(const Creature* creature, Visible_t visible)
{
if(!client)
return;

const Player* player = creature->getPlayer();
if(player == this || (player && (visible < VISIBLE_GHOST_APPEAR || getGhostAccess() >= player->getGhostAccess()))
|| (!player && canSeeInvisibility()))
sendCreatureChangeOutfit(creature, creature->getCurrentOutfit());
else if(visible == VISIBLE_DISAPPEAR || visible == VISIBLE_GHOST_DISAPPEAR)
sendCreatureDisappear(creature, creature->getTile()->getClientIndexOfThing(this, creature));
else
sendCreatureAppear(creature);
}

void Player::sendAddContainerItem(const Container* container, const Item* item)
{
if(!client)
return;

for(ContainerVector::const_iterator cl = containerVec.begin(); cl != containerVec.end(); ++cl)
{
if(cl->second == container)
client->sendAddContainerItem(cl->first, item);
}
}

void Player::sendUpdateContainerItem(const Container* container, uint8_t slot, const Item*, const Item* newItem)
{
if(!client)
return;

for(ContainerVector::const_iterator cl = containerVec.begin(); cl != containerVec.end(); ++cl)
{
if(cl->second == container)
client->sendUpdateContainerItem(cl->first, slot, newItem);
}
}

void Player::sendRemoveContainerItem(const Container* container, uint8_t slot, const Item*)
{
if(!client)
return;

for(ContainerVector::const_iterator cl = containerVec.begin(); cl != containerVec.end(); ++cl)
{
if(cl->second == container)
client->sendRemoveContainerItem(cl->first, slot);
}
}

void Player::onUpdateTileItem(const Tile* tile, const Position& pos, const Item* oldItem,
const ItemType& oldType, const Item* newItem, const ItemType& newType)
{
Creature::onUpdateTileItem(tile, pos, oldItem, oldType, newItem, newType);
if(oldItem != newItem)
onRemoveTileItem(tile, pos, oldType, oldItem);

if(tradeState != TRADE_TRANSFER && tradeItem && oldItem == tradeItem)
g_game.internalCloseTrade(this);
}

void Player::onRemoveTileItem(const Tile* tile, const Position& pos, const ItemType& iType, const Item* item)
{
Creature::onRemoveTileItem(tile, pos, iType, item);
if(tradeState == TRADE_TRANSFER)
return;

checkTradeState(item);
if(tradeItem)
{
const Container* container = item->getContainer();
if(container && container->isHoldingItem(tradeItem))
g_game.internalCloseTrade(this);
}
}

void Player::onCreatureAppear(const Creature* creature)
{
Creature::onCreatureAppear(creature);
if(creature != this)
return;

Item* item = NULL;
for(int32_t slot = SLOT_FIRST; slot < SLOT_LAST; ++slot)
{
if(!(item = getInventoryItem((slots_t)slot)))
continue;

item->__startDecaying();
g_moveEvents->onPlayerEquip(this, item, (slots_t)slot, false);
}

updateWeapon();
if(BedItem* bed = Beds::getInstance()->getBedBySleeper(guid))
bed->wakeUp();

Outfit outfit;
if(Outfits::getInstance()->getOutfit(defaultOutfit.lookType, outfit))
outfitAttributes = Outfits::getInstance()->addAttributes(getID(), outfit.outfitId, sex, defaultOutfit.lookAddons);

if(lastLogout && stamina < STAMINA_MAX)
{
int64_t ticks = (int64_t)time(NULL) - lastLogout - 600;
if(ticks > 0)
{
ticks = (int64_t)((double)(ticks * 1000) / g_config.getDouble(ConfigManager::RATE_STAMINA_GAIN));
int64_t premium = g_config.getNumber(ConfigManager::STAMINA_LIMIT_TOP) * STAMINA_MULTIPLIER, period = ticks;
if((int64_t)stamina <= premium)
{
period += stamina;
if(period > premium)
period -= premium;
else
period = 0;

useStamina(ticks - period);
}

if(period > 0)
{
ticks = (int64_t)((g_config.getDouble(ConfigManager::RATE_STAMINA_GAIN) * period)
/ g_config.getDouble(ConfigManager::RATE_STAMINA_THRESHOLD));
if(stamina + ticks > STAMINA_MAX)
ticks = STAMINA_MAX - stamina;

useStamina(ticks);
}

sendStats();
}
}

g_game.checkPlayersRecord(this);
if(!isGhost())
IOLoginData::getInstance()->updateOnlineStatus(guid, true);

if(g_config.getBool(ConfigManager::DISPLAY_LOGGING))
std::clog << name << " has logged in." << std::endl;
}

void Player::onAttackedCreatureDisappear(bool isLogout)
{
sendCancelTarget();
if(!isLogout)
sendTextMessage(MSG_STATUS_SMALL, "Target lost.");
}

void Player::onFollowCreatureDisappear(bool isLogout)
{
sendCancelTarget();
if(!isLogout)
sendTextMessage(MSG_STATUS_SMALL, "Target lost.");
}

void Player::onChangeZone(ZoneType_t zone)
{
if(attackedCreature && zone == ZONE_PROTECTION && !hasFlag(PlayerFlag_IgnoreProtectionZone))
{
setAttackedCreature(NULL);
onAttackedCreatureDisappear(false);
}
sendIcons();
}

void Player::onAttackedCreatureChangeZone(ZoneType_t zone)
{
if(zone == ZONE_PROTECTION && !hasFlag(PlayerFlag_IgnoreProtectionZone))
{
setAttackedCreature(NULL);
onAttackedCreatureDisappear(false);
}
else if(zone == ZONE_OPTIONAL && attackedCreature->getPlayer() && !hasFlag(PlayerFlag_IgnoreProtectionZone))
{
setAttackedCreature(NULL);
onAttackedCreatureDisappear(false);
}
else if(zone == ZONE_OPEN && g_game.getWorldType() == WORLDTYPE_OPTIONAL && attackedCreature->getPlayer()
#ifdef __WAR_SYSTEM__
&& !attackedCreature->getPlayer()->isEnemy(this, true)
#endif
)
{
//attackedCreature can leave a pvp zone if not pzlocked
setAttackedCreature(NULL);
onAttackedCreatureDisappear(false);
}
}

void Player::onCreatureDisappear(const Creature* creature, bool isLogout)
{
Creature::onCreatureDisappear(creature, isLogout);
if(creature != this)
return;

if(isLogout)
{
loginPosition = getPosition();
lastLogout = time(NULL);
}

if(eventWalk)
setFollowCreature(NULL);

closeShopWindow();
if(tradePartner)
g_game.internalCloseTrade(this);

clearPartyInvitations();
if(party)
party->leave(this);

g_game.cancelRuleViolation(this);
if(hasFlag(PlayerFlag_CanAnswerRuleViolations))
{
PlayerVector closeReportList;
for(RuleViolationsMap::const_iterator it = g_game.getRuleViolations().begin(); it != g_game.getRuleViolations().end(); ++it)
{
if(it->second->gamemaster == this)
closeReportList.push_back(it->second->reporter);
}

for(PlayerVector::iterator it = closeReportList.begin(); it != closeReportList.end(); ++it)
g_game.closeRuleViolation(*it);
}

g_chat.removeUserFromAllChannels(this);
if(!isGhost())
IOLoginData::getInstance()->updateOnlineStatus(guid, false);

if(g_config.getBool(ConfigManager::DISPLAY_LOGGING))
std::clog << getName() << " has logged out." << std::endl;

bool saved = false;
for(uint32_t tries = 0; !saved && tries < 3; ++tries)
{
if(IOLoginData::getInstance()->savePlayer(this))
saved = true;
#ifdef __DEBUG__
else
std::clog << "Error while saving player: " << getName() << ", strike " << tries << "." << std::endl;
#endif
}

if(!saved)
#ifndef __DEBUG__
std::clog << "Error while saving player: " << getName() << "." << std::endl;
#else
std::clog << "Player " << getName() << " couldn't be saved." << std::endl;
#endif
}

void Player::openShopWindow()
{
sendShop();
sendGoods();
}

void Player::closeShopWindow(bool send/* = true*/, Npc* npc/* = NULL*/, int32_t onBuy/* = -1*/, int32_t onSell/* = -1*/)
{
if(npc || (npc = getShopOwner(onBuy, onSell)))
npc->onPlayerEndTrade(this, onBuy, onSell);

if(shopOwner)
{
shopOwner = NULL;
if(send)
sendCloseShop();
}

purchaseCallback = saleCallback = -1;
shopOffer.clear();
}

bool Player::canShopItem(uint16_t itemId, uint8_t subType, ShopEvent_t event)
{
for(ShopInfoList::iterator sit = shopOffer.begin(); sit != shopOffer.end(); ++sit)
{
if(sit->itemId != itemId || ((event != SHOPEVENT_BUY || sit->buyPrice < 0)
&& (event != SHOPEVENT_SELL || sit->sellPrice < 0)))
continue;

if(event == SHOPEVENT_SELL)
return true;

const ItemType& it = Item::items[id];
if(it.isFluidContainer() || it.isSplash())
return sit->subType == subType;

return true;
}

return false;
}

void Player::onWalk(Direction& dir)
{
Creature::onWalk(dir);
setNextActionTask(NULL);
setNextAction(OTSYS_TIME() + getStepDuration(dir));
}

void Player::onCreatureMove(const Creature* creature, const Tile* newTile, const Position& newPos,
const Tile* oldTile, const Position& oldPos, bool teleport)
{
Creature::onCreatureMove(creature, newTile, newPos, oldTile, oldPos, teleport);
if(creature != this)
return;

if(getParty())
getParty()->updateSharedExperience();

//check if we should close trade
if(tradeState != TRADE_TRANSFER && ((tradeItem && !Position::areInRange<1,1,0>(tradeItem->getPosition(), getPosition()))
|| (tradePartner && !Position::areInRange<2,2,0>(tradePartner->getPosition(), getPosition()))))
g_game.internalCloseTrade(this);

if((teleport || oldPos.z != newPos.z) && !hasCustomFlag(PlayerCustomFlag_CanStairhop))
{
int32_t ticks = g_config.getNumber(ConfigManager::STAIRHOP_DELAY);
if(ticks > 0)
{
addExhaust(ticks, EXHAUST_COMBAT);
if(Condition* condition = Condition::createCondition(CONDITIONID_DEFAULT, CONDITION_PACIFIED, ticks))
addCondition(condition);
}
}
}

void Player::onAddContainerItem(const Container*, const Item* item)
{
checkTradeState(item);
}

void Player::onUpdateContainerItem(const Container* container, uint8_t slot,
const Item* oldItem, const ItemType&, const Item* newItem, const ItemType&)
{
if(oldItem != newItem)
onRemoveContainerItem(container, slot, oldItem);

if(tradeState != TRADE_TRANSFER)
checkTradeState(oldItem);
}

void Player::onRemoveContainerItem(const Container* container, uint8_t, const Item* item)
{
if(tradeState == TRADE_TRANSFER)
return;

checkTradeState(item);
if(tradeItem)
{
if(tradeItem->getParent() != container && container->isHoldingItem(tradeItem))
g_game.internalCloseTrade(this);
}
}

void Player::onCloseContainer(const Container* container)
{
if(!client)
return;

for(ContainerVector::const_iterator cl = containerVec.begin(); cl != containerVec.end(); ++cl)
{
if(cl->second == container)
client->sendCloseContainer(cl->first);
}
}

void Player::onSendContainer(const Container* container)
{
if(!client)
return;

bool hasParent = dynamic_cast(container->getParent()) != NULL;
for(ContainerVector::const_iterator cl = containerVec.begin(); cl != containerVec.end(); ++cl)
{
if(cl->second == container)
client->sendContainer(cl->first, container, hasParent);
}
}

void Player::onUpdateInventoryItem(slots_t slot, Item* oldItem, const ItemType& ,
Item* newItem, const ItemType&)
{
if(oldItem != newItem)
onRemoveInventoryItem(slot, oldItem);

if(tradeState != TRADE_TRANSFER)
checkTradeState(oldItem);
}

void Player::onRemoveInventoryItem(slots_t, Item* item)
{
if(tradeState == TRADE_TRANSFER)
return;

checkTradeState(item);
if(tradeItem)
{
const Container* container = item->getContainer();
if(container && container->isHoldingItem(tradeItem))
g_game.internalCloseTrade(this);
}
}

void Player::checkTradeState(const Item* item)
{
if(!tradeItem || tradeState == TRADE_TRANSFER)
return;

if(tradeItem != item)
{
const Container* container = dynamic_cast(item->getParent());
while(container != NULL)
{
if(container == tradeItem)
{
g_game.internalCloseTrade(this);
break;
}

container = dynamic_cast(container->getParent());
}
}
else
g_game.internalCloseTrade(this);
}

void Player::setNextWalkActionTask(SchedulerTask* task)
{
if(walkTaskEvent)
{
Scheduler::getInstance().stopEvent(walkTaskEvent);
walkTaskEvent = 0;
}

delete walkTask;
walkTask = task;
setIdleTime(0);
}

void Player::setNextWalkTask(SchedulerTask* task)
{
if(nextStepEvent)
{
Scheduler::getInstance().stopEvent(nextStepEvent);
nextStepEvent = 0;
}

if(task)
{
nextStepEvent = Scheduler::getInstance().addEvent(task);
setIdleTime(0);
}
}

void Player::setNextActionTask(SchedulerTask* task)
{
if(actionTaskEvent)
{
Scheduler::getInstance().stopEvent(actionTaskEvent);
actionTaskEvent = 0;
}

if(task)
{
actionTaskEvent = Scheduler::getInstance().addEvent(task);
setIdleTime(0);
}
}

uint32_t Player::getNextActionTime() const
{
return (uint32_t)std::max((int64_t)SCHEDULER_MINTICKS, ((int64_t)nextAction - OTSYS_TIME()));
}

void Player::onThink(uint32_t interval)
{
Creature::onThink(interval);
int64_t timeNow = OTSYS_TIME();
if(timeNow - lastPing >= 5000)
{
lastPing = timeNow;
if(client)
client->sendPing();
else if(g_config.getBool(ConfigManager::STOP_ATTACK_AT_EXIT))
setAttackedCreature(NULL);
}

if((timeNow - lastPong) >= 60000 && !getTile()->hasFlag(TILESTATE_NOLOGOUT)
&& !isConnecting && !pzLocked && !hasCondition(CONDITION_INFIGHT))
{
if(client)
client->logout(true, true);
else if(g_creatureEvents->playerLogout(this, false))
g_game.removeCreature(this, true);
}

messageTicks += interval;
if(messageTicks >= 1500)
{
messageTicks = 0;
addMessageBuffer();
}
}

bool Player::isMuted(uint16_t channelId, SpeakClasses type, uint32_t& time)
{
time = 0;
if(hasFlag(PlayerFlag_CannotBeMuted))
return false;

int32_t muteTicks = 0;
for(ConditionList::iterator it = conditions.begin(); it != conditions.end(); ++it)
{
if((*it)->getType() == CONDITION_MUTED && (*it)->getSubId() == 0 && (*it)->getTicks() > muteTicks)
muteTicks = (*it)->getTicks();
}

time = (uint32_t)muteTicks / 1000;
return type != SPEAK_PRIVATE_PN && (type != SPEAK_CHANNEL_Y || (channelId != CHANNEL_GUILD && !g_chat.isPrivateChannel(channelId)));
}

void Player::addMessageBuffer()
{
if(!hasFlag(PlayerFlag_CannotBeMuted) && g_config.getNumber(ConfigManager::MAX_MESSAGEBUFFER) && messageBuffer)
messageBuffer--;
}

void Player::removeMessageBuffer()
{
if(hasFlag(PlayerFlag_CannotBeMuted))
return;

int32_t maxBuffer = g_config.getNumber(ConfigManager::MAX_MESSAGEBUFFER);
if(!maxBuffer || messageBuffer > maxBuffer + 1 || ++messageBuffer <= maxBuffer)
return;

uint32_t muteCount = 1;
MuteCountMap::iterator it = muteCountMap.find(guid);
if(it != muteCountMap.end())
muteCount = it->second;

uint32_t muteTime = 5 * muteCount * muteCount;
muteCountMap[guid] = muteCount + 1;
if(Condition* condition = Condition::createCondition(CONDITIONID_DEFAULT, CONDITION_MUTED, muteTime * 1000))
addCondition(condition);

char buffer[50];
sprintf(buffer, "You are muted for %d seconds.", muteTime);
sendTextMessage(MSG_STATUS_SMALL, buffer);
}

void Player::drainHealth(Creature* attacker, CombatType_t combatType, int32_t damage)
{
Creature::drainHealth(attacker, combatType, damage);
char buffer[150];
if(attacker)
sprintf(buffer, "You lose %d hitpoint%s due to an attack by %s.", damage, (damage != 1 ? "s" : ""), attacker->getNameDescription().c_str());
else
sprintf(buffer, "You lose %d hitpoint%s.", damage, (damage != 1 ? "s" : ""));

sendStats();
sendTextMessage(MSG_EVENT_DEFAULT, buffer);
}

void Player::drainMana(Creature* attacker, CombatType_t combatType, int32_t damage)
{
Creature::drainMana(attacker, combatType, damage);
char buffer[150];
if(attacker)
sprintf(buffer, "You lose %d mana blocking an attack by %s.", damage, attacker->getNameDescription().c_str());
else
sprintf(buffer, "You lose %d mana.", damage);

sendStats();
sendTextMessage(MSG_EVENT_DEFAULT, buffer);
}

void Player::addManaSpent(uint64_t amount, bool useMultiplier/* = true*/)
{
if(!amount)
return;

uint64_t currReqMana = vocation->getReqMana(magLevel), nextReqMana = vocation->getReqMana(magLevel + 1);
if(currReqMana > nextReqMana) //player has reached max magic level
return;

if(useMultiplier)
amount = uint64_t((double)amount * rates[sKILL__MAGLEVEL] * g_config.getDouble(ConfigManager::RATE_MAGIC));

bool advance = false;
while(manaSpent + amount >= nextReqMana)
{
amount -= nextReqMana - manaSpent;
manaSpent = 0;
magLevel++;

char advMsg[50];
sprintf(advMsg, "You advanced to magic level %d.", magLevel);
sendTextMessage(MSG_EVENT_ADVANCE, advMsg);

advance = true;
CreatureEventList advanceEvents = getCreatureEvents(CREATURE_EVENT_ADVANCE);
for(CreatureEventList::iterator it = advanceEvents.begin(); it != advanceEvents.end(); ++it)
(*it)->executeAdvance(this, SKILL__MAGLEVEL, (magLevel - 1), magLevel);

currReqMana = nextReqMana;
nextReqMana = vocation->getReqMana(magLevel + 1);
if(currReqMana > nextReqMana)
{
amount = 0;
break;
}
}

if(amount)
manaSpent += amount;

uint16_t newPercent = Player::getPercentLevel(manaSpent, nextReqMana);
if(magLevelPercent != newPercent)
{
magLevelPercent = newPercent;
sendStats();
}
else if(advance)
sendStats();
}

void Player::addExperience(uint64_t exp)
{
uint32_t prevLevel = level;
uint64_t nextLevelExp = Player::getExpForLevel(level + 1);
if(Player::getExpForLevel(level) > nextLevelExp)
{
//player has reached max level
levelPercent = 0;
sendStats();
return;
}

experience += exp;
while(experience >= nextLevelExp)
{
healthMax += vocation->getGain(GAIN_HEALTH);
health += vocation->getGain(GAIN_HEALTH);
manaMax += vocation->getGain(GAIN_MANA);
mana += vocation->getGain(GAIN_MANA);
capacity += vocation->getGainCap();

++level;
nextLevelExp = Player::getExpForLevel(level + 1);
if(Player::getExpForLevel(level) > nextLevelExp) //player has reached max level
break;
}

if(prevLevel != level)
{
updateBaseSpeed();
g_game.changeSpeed(this, 0);

g_game.addCreatureHealth(this);
if(party)
party->updateSharedExperience();

char advMsg[60];
sprintf(advMsg, "You advanced from Level %d to Level %d.", prevLevel, level);
sendTextMessage(MSG_EVENT_ADVANCE, advMsg);

CreatureEventList advanceEvents = getCreatureEvents(CREATURE_EVENT_ADVANCE);
for(CreatureEventList::iterator it = advanceEvents.begin(); it != advanceEvents.end(); ++it)
(*it)->executeAdvance(this, SKILL__LEVEL, prevLevel, level);
}

uint64_t currLevelExp = Player::getExpForLevel(level);
nextLevelExp = Player::getExpForLevel(level + 1);
levelPercent = 0;
if(nextLevelExp > currLevelExp)
levelPercent = Player::getPercentLevel(experience - currLevelExp, nextLevelExp - currLevelExp);

sendStats();
}

void Player::removeExperience(uint64_t exp, bool updateStats/* = true*/)
{
uint32_t prevLevel = level;
experience -= std::min(exp, experience);
while(level > 1 && experience < Player::getExpForLevel(level))
{
level--;
healthMax = std::max((int32_t)0, (healthMax - (int32_t)vocation->getGain(GAIN_HEALTH)));
manaMax = std::max((int32_t)0, (manaMax - (int32_t)vocation->getGain(GAIN_MANA)));
capacity = std::max((double)0, (capacity - (double)vocation->getGainCap()));
}

if(prevLevel != level)
{
if(updateStats)
{
updateBaseSpeed();
g_game.changeSpeed(this, 0);
g_game.addCreatureHealth(this);
}

char advMsg[90];
sprintf(advMsg, "You were downgraded from Level %d to Level %d.", prevLevel, level);
sendTextMessage(MSG_EVENT_ADVANCE, advMsg);
}

uint64_t currLevelExp = Player::getExpForLevel(level),
nextLevelExp = Player::getExpForLevel(level + 1);
if(nextLevelExp > currLevelExp)
levelPercent = Player::getPercentLevel(experience - currLevelExp, nextLevelExp - currLevelExp);
else
levelPercent = 0;

if(updateStats)
sendStats();
}

uint16_t Player::getPercentLevel(uint64_t count, uint64_t nextLevelCount)
{
if(nextLevelCount > 0)
return std::min((uint32_t)100, std::max((uint32_t)0, uint32_t(count * 100 / nextLevelCount)));

return 0;
}

void Player::onBlockHit(BlockType_t)
{
if(shieldBlockCount > 0)
{
--shieldBlockCount;
if(hasShield())
addSkillAdvance(SKILL_SHIELD, 1);
}
}

void Player::onAttackedCreatureBlockHit(Creature* target, BlockType_t blockType)
{
Creature::onAttackedCreatureBlockHit(target, blockType);
lastAttackBlockType = blockType;
switch(blockType)
{
case BLOCK_NONE:
{
bloodHitCount = shieldBlockCount = 30;
addAttackSkillPoint = true;
break;
}

case BLOCK_DEFENSE:
case BLOCK_ARMOR:
{
//need to draw blood every 30 hits
if(bloodHitCount > 0)
{
addAttackSkillPoint = true;
--bloodHitCount;
}
else
addAttackSkillPoint = false;

break;
}

default:
{
addAttackSkillPoint = false;
break;
}
}
}

bool Player::hasShield() const
{
Item* item = getInventoryItem(SLOT_LEFT);
return (item && item->getWeaponType() == WEAPON_SHIELD) || ((item = getInventoryItem(SLOT_RIGHT)) && item->getWeaponType() == WEAPON_SHIELD);
}

BlockType_t Player::blockHit(Creature* attacker, CombatType_t combatType, int32_t& damage,
bool checkDefense/* = false*/, bool checkArmor/* = false*/, bool reflect/* = true*/)
{
BlockType_t blockType = Creature::blockHit(attacker, combatType, damage, checkDefense, checkArmor);
if(attacker)
{
int16_t color = g_config.getNumber(ConfigManager::SQUARE_COLOR);
if(color < 0)
color = random_range(0, 254);

sendCreatureSquare(attacker, color);
}

if(blockType != BLOCK_NONE)
return blockType;

if(vocation->getMultiplier(MULTIPLIER_MAGICDEFENSE) != 1.0 && combatType != COMBAT_NONE &&
combatType != COMBAT_PHYSICALDAMAGE && combatType != COMBAT_UNDEFINEDDAMAGE &&
combatType != COMBAT_DROWNDAMAGE)
damage -= (int32_t)std::ceil((double)(damage * vocation->getMultiplier(MULTIPLIER_MAGICDEFENSE)) / 100.);

if(damage <= 0)
return blockType;

int32_t blocked = 0, reflected = 0;
if(reflect)
reflect = attacker && !attacker->isRemoved() && attacker->getHealth() > 0;

Item* item = NULL;
for(int32_t slot = SLOT_FIRST; slot < SLOT_LAST; ++slot)
{
if(!(item = getInventoryItem((slots_t)slot)) || item->isRemoved() ||
(g_moveEvents->hasEquipEvent(item) && !isItemAbilityEnabled((slots_t)slot)))
continue;

const ItemType& it = Item::items[item->getID()];
if(it.abilities.absorb[combatType])
{
blocked += (int32_t)std::ceil((double)(damage * it.abilities.absorb[combatType]) / 100.);
if(item->hasCharges())
g_game.transformItem(item, item->getID(), std::max((int32_t)0, (int32_t)item->getCharges() - 1));
}

if(!reflect)
continue;

if(it.abilities.reflect[REFLECT_PERCENT][combatType] && random_range(1, 100) < it.abilities.reflect[REFLECT_CHANCE][combatType])
{
reflected += (int32_t)std::ceil((double)(damage * it.abilities.reflect[REFLECT_PERCENT][combatType]) / 100.);
if(item->hasCharges() && !it.abilities.absorb[combatType])
g_game.transformItem(item, item->getID(), std::max((int32_t)0, (int32_t)item->getCharges() - 1));
}
}

if(outfitAttributes)
{
uint32_t tmp = Outfits::getInstance()->getOutfitAbsorb(defaultOutfit.lookType, sex, combatType);
if(tmp)
blocked += (int32_t)std::ceil((double)(damage * tmp) / 100.);

if(reflect)
{
tmp = Outfits::getInstance()->getOutfitReflect(defaultOutfit.lookType, sex, combatType);
if(tmp)
reflected += (int32_t)std::ceil((double)(damage * tmp) / 100.);
}
}

if(vocation->getAbsorb(combatType))
blocked += (int32_t)std::ceil((double)(damage * vocation->getAbsorb(combatType)) / 100.);

if(reflect && vocation->getReflect(combatType))
reflected += (int32_t)std::ceil((double)(damage * vocation->getReflect(combatType)) / 100.);

damage -= blocked;
if(damage <= 0)
{
damage = 0;
blockType = BLOCK_DEFENSE;
}

if(reflected)
{
if(combatType != COMBAT_HEALING)
reflected = -reflected;

if(attacker->blockHit(this, combatType, reflected, false, false, false) == BLOCK_NONE)
g_game.combatChangeHealth(combatType, NULL, attacker, reflected);
}

return blockType;
}

uint32_t Player::getIP() const
{
if(client)
return client->getIP();

return lastIP;
}

bool Player::onDeath()
{
Item* preventLoss = NULL;
Item* preventDrop = NULL;
if(getZone() == ZONE_HARDCORE)
{
setDropLoot(LOOT_DROP_NONE);
setLossSkill(false);
}
else if(skull < SKULL_RED)
{
Item* item = NULL;
for(int32_t i = SLOT_FIRST; ((skillLoss || lootDrop == LOOT_DROP_FULL) && i < SLOT_LAST); ++i)
{
if(!(item = getInventoryItem((slots_t)i)) || item->isRemoved() ||
(g_moveEvents->hasEquipEvent(item) && !isItemAbilityEnabled((slots_t)i)))
continue;

const ItemType& it = Item::items[item->getID()];
if(lootDrop == LOOT_DROP_FULL && it.abilities.preventDrop)
{
setDropLoot(LOOT_DROP_PREVENT);
preventDrop = item;
}

if(skillLoss && !preventLoss && it.abilities.preventLoss)
preventLoss = item;
}
}

if(!Creature::onDeath())
{
if(preventDrop)
setDropLoot(LOOT_DROP_FULL);

return false;
}

if(preventLoss)
{
setLossSkill(false);
if(preventLoss->getCharges() > 1) //weird, but transform failed to remove for some hosters
g_game.transformItem(preventLoss, preventLoss->getID(), std::max(0, ((int32_t)preventLoss->getCharges() - 1)));
else
g_game.internalRemoveItem(NULL, preventDrop);
}

if(preventDrop && preventDrop != preventLoss)
{
if(preventDrop->getCharges() > 1) //weird, but transform failed to remove for some hosters
g_game.transformItem(preventDrop, preventDrop->getID(), std::max(0, ((int32_t)preventDrop->getCharges() - 1)));
else
g_game.internalRemoveItem(NULL, preventDrop);
}

removeConditions(CONDITIONEND_DEATH);
if(skillLoss)
{
uint64_t lossExperience = getLostExperience();
removeExperience(lossExperience, false);
double percent = 1. - ((double)(experience - lossExperience) / experience);

//Magic level loss
uint64_t sumMana = 0, lostMana = 0;
for(uint32_t i = 1; i <= magLevel; ++i)
sumMana += vocation->getReqMana(i);

sumMana += manaSpent;
lostMana = (uint64_t)std::ceil(sumMana * ((double)(percent * lossPercent[LOSS_MANA]) / 100.));
while(lostMana > manaSpent && magLevel > 0)
{
lostMana -= manaSpent;
manaSpent = vocation->getReqMana(magLevel);
magLevel--;
}

manaSpent -= std::max((int32_t)0, (int32_t)lostMana);
uint64_t nextReqMana = vocation->getReqMana(magLevel + 1);
if(nextReqMana > vocation->getReqMana(magLevel))
magLevelPercent = Player::getPercentLevel(manaSpent, nextReqMana);
else
magLevelPercent = 0;

//Skill loss
uint64_t lostSkillTries, sumSkillTries;
for(int16_t i = 0; i < 7; ++i) //for each skill
{
lostSkillTries = sumSkillTries = 0;
for(uint32_t c = 11; c <= skills[sKILL_LEVEL]; ++c) //sum up all required tries for all skill levels
sumSkillTries += vocation->getReqSkillTries(i, c);

sumSkillTries += skills[sKILL_TRIES];
lostSkillTries = (uint64_t)std::ceil(sumSkillTries * ((double)(percent * lossPercent[LOSS_SKILLS]) / 100.));
while(lostSkillTries > skills[sKILL_TRIES])
{
lostSkillTries -= skills[sKILL_TRIES];
skills[sKILL_TRIES] = vocation->getReqSkillTries(i, skills[sKILL_LEVEL]);
if(skills[sKILL_LEVEL] < 11)
{
skills[sKILL_LEVEL] = 10;
skills[sKILL_TRIES] = lostSkillTries = 0;
break;
}
else
skills[sKILL_LEVEL]--;
}

skills[sKILL_TRIES] = std::max((int32_t)0, (int32_t)(skills[sKILL_TRIES] - lostSkillTries));
}

blessings = 0;
loginPosition = masterPosition;
if(!inventory[sLOT_BACKPACK])
__internalAddThing(SLOT_BACKPACK, Item::CreateItem(g_config.getNumber(ConfigManager::DEATH_CONTAINER)));

sendIcons();
sendStats();
sendSkills();

g_creatureEvents->playerLogout(this, true);
g_game.removeCreature(this, false);
sendReLoginWindow();
}
else
{
setLossSkill(true);
if(preventLoss)
{
loginPosition = masterPosition;
g_creatureEvents->playerLogout(this, true);
g_game.removeCreature(this, false);
sendReLoginWindow();
}
}

return true;
}

void Player::dropCorpse(DeathList deathList)
{
if(lootDrop == LOOT_DROP_NONE)
{
pzLocked = false;
if(health <= 0)
{
health = healthMax;
mana = manaMax;
}

setDropLoot(LOOT_DROP_FULL);
sendStats();
sendIcons();

onIdleStatus();
g_game.addCreatureHealth(this);
g_game.internalTeleport(this, masterPosition, false);
}
else
{
Creature::dropCorpse(deathList);
if(g_config.getBool(ConfigManager::DEATH_LIST))
IOLoginData::getInstance()->playerDeath(this, deathList);
}
}

Item* Player::createCorpse(DeathList deathList)
{
Item* corpse = Creature::createCorpse(deathList);
if(!corpse)
return NULL;

std::stringstream ss;
ss << "You recognize " << getNameDescription() << ". " << (sex % 2 ? "He" : "She") << " was killed by ";
if(deathList[0].isCreatureKill())
{
ss << deathList[0].getKillerCreature()->getNameDescription();
if(deathList[0].getKillerCreature()->getMaster())
ss << " summoned by " << deathList[0].getKillerCreature()->getMaster()->getNameDescription();
}
else
ss << deathList[0].getKillerName();

if(deathList.size() > 1)
{
if(deathList[0].getKillerType() != deathList[1].getKillerType())
{
if(deathList[1].isCreatureKill())
{
ss << " and by " << deathList[1].getKillerCreature()->getNameDescription();
if(deathList[1].getKillerCreature()->getMaster())
ss << " summoned by " << deathList[1].getKillerCreature()->getMaster()->getNameDescription();
}
else
ss << " and by " << deathList[1].getKillerName();
}
else if(deathList[1].isCreatureKill())
{
if(deathList[0].getKillerCreature()->getName() != deathList[1].getKillerCreature()->getName())
{
ss << " and by " << deathList[1].getKillerCreature()->getNameDescription();
if(deathList[1].getKillerCreature()->getMaster())
ss << " summoned by " << deathList[1].getKillerCreature()->getMaster()->getNameDescription();
}
}
else if(asLowerCaseString(deathList[0].getKillerName()) != asLowerCaseString(deathList[1].getKillerName()))
ss << " and by " << deathList[1].getKillerName();
}

ss << ".";
corpse->setSpecialDescription(ss.str().c_str());
return corpse;
}

void Player::addExhaust(uint32_t ticks, Exhaust_t type)
{
if(Condition* condition = Condition::createCondition(CONDITIONID_DEFAULT,
CONDITION_EXHAUST, ticks, 0, false, (uint32_t)type))
addCondition(condition);
}

void Player::addInFightTicks(bool pzLock, int32_t ticks/* = 0*/)
{
if(hasFlag(PlayerFlag_NotGainInFight))
return;

if(!ticks)
ticks = g_config.getNumber(ConfigManager::PZ_LOCKED);
else
ticks = std::max(-1, ticks);

if(pzLock)
pzLocked = true;

if(Condition* condition = Condition::createCondition(CONDITIONID_DEFAULT,
CONDITION_INFIGHT, ticks))
addCondition(condition);
}

void Player::addDefaultRegeneration(uint32_t addTicks)
{
Condition* condition = getCondition(CONDITION_REGENERATION, CONDITIONID_DEFAULT);
if(condition)
condition->setTicks(condition->getTicks() + addTicks);
else if((condition = Condition::createCondition(CONDITIONID_DEFAULT, CONDITION_REGENERATION, addTicks)))
{
condition->setParam(CONDITIONPARAM_HEALTHGAIN, vocation->getGainAmount(GAIN_HEALTH));
condition->setParam(CONDITIONPARAM_HEALTHTICKS, vocation->getGainTicks(GAIN_HEALTH) * 1000);
condition->setParam(CONDITIONPARAM_MANAGAIN, vocation->getGainAmount(GAIN_MANA));
condition->setParam(CONDITIONPARAM_MANATICKS, vocation->getGainTicks(GAIN_MANA) * 1000);
addCondition(condition);
}
}

void Player::removeList()
{
Manager::getInstance()->removeUser(id);
autoList.erase(id);
if(!isGhost())
{
for(AutoList::iterator it = autoList.begin(); it != autoList.end(); ++it)
it->second->notifyLogOut(this);
}
else
{
for(AutoList::iterator it = autoList.begin(); it != autoList.end(); ++it)
{
if(it->second->canSeeCreature(this))
it->second->notifyLogOut(this);
}
}
}

void Player::addList()
{
if(!isGhost())
{
for(AutoList::iterator it = autoList.begin(); it != autoList.end(); ++it)
it->second->notifyLogIn(this);
}
else
{
for(AutoList::iterator it = autoList.begin(); it != autoList.end(); ++it)
{
if(it->second->canSeeCreature(this))
it->second->notifyLogIn(this);
}
}

autoList[id] = this;
Manager::getInstance()->addUser(this);
}

void Player::kick(bool displayEffect, bool forceLogout)
{
if(!client)
{
if(g_creatureEvents->playerLogout(this, forceLogout))
g_game.removeCreature(this);
}
else
client->logout(displayEffect, forceLogout);
}

void Player::notifyLogIn(Player* loginPlayer)
{
if(!client)
return;

VIPSet::iterator it = VIPList.find(loginPlayer->getGUID());
if(it != VIPList.end())
client->sendVIPLogIn(loginPlayer->getGUID());
}

void Player::notifyLogOut(Player* logoutPlayer)
{
if(!client)
return;

VIPSet::iterator it = VIPList.find(logoutPlayer->getGUID());
if(it != VIPList.end())
client->sendVIPLogOut(logoutPlayer->getGUID());
}

bool Player::removeVIP(uint32_t _guid)
{
VIPSet::iterator it = VIPList.find(_guid);
if(it == VIPList.end())
return false;

VIPList.erase(it);
return true;
}

bool Player::addVIP(uint32_t _guid, std::string& name, bool isOnline, bool internal/* = false*/)
{
if(guid == _guid)
{
if(!internal)
sendTextMessage(MSG_STATUS_SMALL, "You cannot add yourself.");

return false;
}

if(VIPList.size() > (group ? group->getMaxVips(isPremium()) : g_config.getNumber(ConfigManager::VIPLIST_DEFAULT_LIMIT)))
{
if(!internal)
sendTextMessage(MSG_STATUS_SMALL, "You cannot add more buddies.");

return false;
}

VIPSet::iterator it = VIPList.find(_guid);
if(it != VIPList.end())
{
if(!internal)
sendTextMessage(MSG_STATUS_SMALL, "This player is already in your list.");

return false;
}

VIPList.insert(_guid);
if(client && !internal)
client->sendVIP(_guid, name, isOnline);

return true;
}

//close container and its child containers
void Player::autoCloseContainers(const Container* container)
{
typedef std::vector CloseList;
CloseList closeList;
for(ContainerVector::iterator it = containerVec.begin(); it != containerVec.end(); ++it)
{
Container* tmp = it->second;
while(tmp != NULL)
{
if(tmp->isRemoved() || tmp == container)
{
closeList.push_back(it->first);
break;
}

tmp = dynamic_cast(tmp->getParent());
}
}

for(CloseList::iterator it = closeList.begin(); it != closeList.end(); ++it)
{
closeContainer(*it);
if(client)
client->sendCloseContainer(*it);
}
}

bool Player::hasCapacity(const Item* item, uint32_t count) const
{
if(hasFlag(PlayerFlag_CannotPickupItem))
return false;

if(hasFlag(PlayerFlag_HasInfiniteCapacity) || item->getTopParent() == this)
return true;

double itemWeight = 0;
if(item->isStackable())
itemWeight = Item::items[item->getID()].weight * count;
else
itemWeight = item->getWeight();

return (itemWeight < getFreeCapacity());
}

ReturnValue Player::__queryAdd(int32_t index, const Thing* thing, uint32_t count, uint32_t flags) const
{
const Item* item = thing->getItem();
if(!item)
return RET_NOTPOSSIBLE;

bool childOwner = ((flags & FLAG_CHILDISOWNER) == FLAG_CHILDISOWNER), skipLimit = ((flags & FLAG_NOLIMIT) == FLAG_NOLIMIT);
if(childOwner)
{
//a child container is querying the player, just check if enough capacity
if(skipLimit || hasCapacity(item, count))
return RET_NOERROR;

return RET_NOTENOUGHCAPACITY;
}

if(!item->isPickupable())
return RET_CANNOTPICKUP;

ReturnValue ret = RET_NOERROR;
if((item->getSlotPosition() & SLOTP_HEAD) || (item->getSlotPosition() & SLOTP_NECKLACE) ||
(item->getSlotPosition() & SLOTP_BACKPACK) || (item->getSlotPosition() & SLOTP_ARMOR) ||
(item->getSlotPosition() & SLOTP_LEGS) || (item->getSlotPosition() & SLOTP_FEET) ||
(item->getSlotPosition() & SLOTP_RING))
ret = RET_CANNOTBEDRESSED;
else if(item->getSlotPosition() & SLOTP_TWO_HAND)
ret = RET_PUTTHISOBJECTINBOTHHANDS;
else if((item->getSlotPosition() & SLOTP_RIGHT) || (item->getSlotPosition() & SLOTP_LEFT))
ret = RET_PUTTHISOBJECTINYOURHAND;

switch(index)
{
case SLOT_HEAD:
if(item->getSlotPosition() & SLOTP_HEAD)
ret = RET_NOERROR;
break;
case SLOT_NECKLACE:
if(item->getSlotPosition() & SLOTP_NECKLACE)
ret = RET_NOERROR;
break;
case SLOT_BACKPACK:
if(item->getSlotPosition() & SLOTP_BACKPACK)
ret = RET_NOERROR;
break;
case SLOT_ARMOR:
if(item->getSlotPosition() & SLOTP_ARMOR)
ret = RET_NOERROR;
break;
case SLOT_RIGHT:
if(item->getSlotPosition() & SLOTP_RIGHT)
{
//check if we already carry an item in the other hand
if(item->getSlotPosition() & SLOTP_TWO_HAND)
{
if(inventory[sLOT_LEFT] && inventory[sLOT_LEFT] != item)
ret = RET_BOTHHANDSNEEDTOBEFREE;
else
ret = RET_NOERROR;
}
else if(inventory[sLOT_LEFT])
{
const Item* leftItem = inventory[sLOT_LEFT];
WeaponType_t type = item->getWeaponType(), leftType = leftItem->getWeaponType();
if(leftItem->getSlotPosition() & SLOTP_TWO_HAND)
ret = RET_DROPTWOHANDEDITEM;
else if(item == leftItem && item->getItemCount() == count)
ret = RET_NOERROR;
else if(leftType == WEAPON_SHIELD && type == WEAPON_SHIELD)
ret = RET_CANONLYUSEONESHIELD;
else if(!leftItem->isWeapon() || !item->isWeapon() ||
leftType == WEAPON_AMMO || type == WEAPON_AMMO ||
leftType == WEAPON_SHIELD || type == WEAPON_SHIELD ||
(leftItem->isDualWield() && item->isDualWield()))
ret = RET_NOERROR;
else
ret = RET_CANONLYUSEONEWEAPON;
}
else
ret = RET_NOERROR;
}
break;
case SLOT_LEFT:
if(item->getSlotPosition() & SLOTP_LEFT)
{
//check if we already carry an item in the other hand
if(item->getSlotPosition() & SLOTP_TWO_HAND)
{
if(inventory[sLOT_RIGHT] && inventory[sLOT_RIGHT] != item)
ret = RET_BOTHHANDSNEEDTOBEFREE;
else
ret = RET_NOERROR;
}
else if(inventory[sLOT_RIGHT])
{
const Item* rightItem = inventory[sLOT_RIGHT];
WeaponType_t type = item->getWeaponType(), rightType = rightItem->getWeaponType();
if(rightItem->getSlotPosition() & SLOTP_TWO_HAND)
ret = RET_DROPTWOHANDEDITEM;
else if(item == rightItem && item->getItemCount() == count)
ret = RET_NOERROR;
else if(rightType == WEAPON_SHIELD && type == WEAPON_SHIELD)
ret = RET_CANONLYUSEONESHIELD;
else if(!rightItem->isWeapon() || !item->isWeapon() ||
rightType == WEAPON_AMMO || type == WEAPON_AMMO ||
rightType == WEAPON_SHIELD || type == WEAPON_SHIELD ||
(rightItem->isDualWield() && item->isDualWield()))
ret = RET_NOERROR;
else
ret = RET_CANONLYUSEONEWEAPON;
}
else
ret = RET_NOERROR;
}
break;
case SLOT_LEGS:
if(item->getSlotPosition() & SLOTP_LEGS)
ret = RET_NOERROR;
break;
case SLOT_FEET:
if(item->getSlotPosition() & SLOTP_FEET)
ret = RET_NOERROR;
break;
case SLOT_RING:
if(item->getSlotPosition() & SLOTP_RING)
ret = RET_NOERROR;
break;
case SLOT_AMMO:
if(item->getSlotPosition() & SLOTP_AMMO)
ret = RET_NOERROR;
break;
case SLOT_WHEREEVER:
case -1:
ret = RET_NOTENOUGHROOM;
break;
default:
ret = RET_NOTPOSSIBLE;
break;
}

if(ret == RET_NOERROR || ret == RET_NOTENOUGHROOM)
{
//need an exchange with source?
if(getInventoryItem((slots_t)index) != NULL && (!getInventoryItem((slots_t)index)->isStackable()
|| getInventoryItem((slots_t)index)->getID() != item->getID()))
return RET_NEEDEXCHANGE;

if(!g_moveEvents->onPlayerEquip(const_cast(this), const_cast(item), (slots_t)index, true))
return RET_CANNOTBEDRESSED;

//check if enough capacity
if(!hasCapacity(item, count))
return RET_NOTENOUGHCAPACITY;
}

return ret;
}

ReturnValue Player::__queryMaxCount(int32_t index, const Thing* thing, uint32_t count, uint32_t& maxQueryCount,
uint32_t flags) const
{
const Item* item = thing->getItem();
if(!item)
{
maxQueryCount = 0;
return RET_NOTPOSSIBLE;
}

if(index == INDEX_WHEREEVER)
{
uint32_t n = 0;
for(int32_t i = SLOT_FIRST; i < SLOT_LAST; ++i)
{
if(Item* inventoryItem = inventory)
{
if(Container* subContainer = inventoryItem->getContainer())
{
uint32_t queryCount = 0;
subContainer->__queryMaxCount(INDEX_WHEREEVER, item, item->getItemCount(), queryCount, flags);

//iterate through all items, including sub-containers (deep search)
n += queryCount;
for(ContainerIterator cit = subContainer->begin(); cit != subContainer->end(); ++cit)
{
if(Container* tmpContainer = (*cit)->getContainer())
{
queryCount = 0;
tmpContainer->__queryMaxCount(INDEX_WHEREEVER, item, item->getItemCount(), queryCount, flags);
n += queryCount;
}
}
}
else if(inventoryItem->isStackable() && item->getID() == inventoryItem->getID() && inventoryItem->getItemCount() < 100)
{
uint32_t remainder = (100 - inventoryItem->getItemCount());
if(__queryAdd(i, item, remainder, flags) == RET_NOERROR)
n += remainder;
}
}
else if(__queryAdd(i, item, item->getItemCount(), flags) == RET_NOERROR)
{
if(item->isStackable())
n += 100;
else
n += 1;
}
}

maxQueryCount = n;
}
else
{
const Thing* destThing = __getThing(index);
const Item* destItem = NULL;
if(destThing)
destItem = destThing->getItem();

if(destItem)
{
if(destItem->isStackable() && item->getID() == destItem->getID() && destItem->getItemCount() < 100)
maxQueryCount = 100 - destItem->getItemCount();
else
maxQueryCount = 0;
}
else if(__queryAdd(index, item, count, flags) == RET_NOERROR)
{
if(item->isStackable())
maxQueryCount = 100;
else
maxQueryCount = 1;

return RET_NOERROR;
}
}

if(maxQueryCount < count)
return RET_NOTENOUGHROOM;

return RET_NOERROR;
}

ReturnValue Player::__queryRemove(const Thing* thing, uint32_t count, uint32_t flags) const
{
int32_t index = __getIndexOfThing(thing);
if(index == -1)
return RET_NOTPOSSIBLE;

const Item* item = thing->getItem();
if(!item)
return RET_NOTPOSSIBLE;

if(!count || (item->isStackable() && count > item->getItemCount()))
return RET_NOTPOSSIBLE;

if(!item->isMovable() && !hasBitSet(FLAG_IGNORENOTMOVABLE, flags))
return RET_NOTMOVABLE;

return RET_NOERROR;
}

Cylinder* Player::__queryDestination(int32_t& index, const Thing* thing, Item** destItem,
uint32_t& flags)
{
if(!index /*drop to capacity window*/ || index == INDEX_WHEREEVER)
{
*destItem = NULL;
const Item* item = thing->getItem();
if(!item)
return this;

std::list > containers;
std::list > freeSlots;

bool autoStack = !((flags & FLAG_IGNOREAUTOSTACK) == FLAG_IGNOREAUTOSTACK);
for(int32_t i = SLOT_FIRST; i < SLOT_LAST; ++i)
{
if(Item* invItem = inventory)
{
if(invItem == item || invItem == tradeItem)
continue;

if(autoStack && item->isStackable() && __queryAdd(i, item, item->getItemCount(), 0)
== RET_NOERROR && invItem->getID() == item->getID() && invItem->getItemCount() < 100)
{
*destItem = invItem;
index = i;
return this;
}

if(Container* container = invItem->getContainer())
{
if(!autoStack && container->__queryAdd(INDEX_WHEREEVER,
item, item->getItemCount(), flags) == RET_NOERROR)
{
index = INDEX_WHEREEVER;
return container;
}

containers.push_back(std::make_pair(container, 0));
}
}
else if(!autoStack)
{
if(__queryAdd(i, item, item->getItemCount(), 0) == RET_NOERROR)
{
index = i;
return this;
}
}
else
freeSlots.push_back(std::make_pair(this, i));
}

int32_t deepness = g_config.getNumber(ConfigManager::PLAYER_DEEPNESS);
while(!containers.empty())
{
Container* tmpContainer = containers.front().first;
int32_t level = containers.front().second;

containers.pop_front();
if(!tmpContainer)
continue;

for(uint32_t n = 0; n < tmpContainer->capacity(); ++n)
{
if(Item* tmpItem = tmpContainer->getItem(n))
{
if(tmpItem == item || tmpItem == tradeItem)
continue;

if(autoStack && item->isStackable() && tmpContainer->__queryAdd(n, item, item->getItemCount(),
0) == RET_NOERROR && tmpItem->getID() == item->getID() && tmpItem->getItemCount() < 100)
{
index = n;
*destItem = tmpItem;
return tmpContainer;
}

if(Container* container = tmpItem->getContainer())
{
if(!autoStack && container->__queryAdd(INDEX_WHEREEVER,
item, item->getItemCount(), flags) == RET_NOERROR)
{
index = INDEX_WHEREEVER;
return container;
}

if(deepness < 0 || level < deepness)
containers.push_back(std::make_pair(container, level + 1));
}
}
else
{
if(!autoStack)
{
if(tmpContainer->__queryAdd(n, item, item->getItemCount(), 0) == RET_NOERROR)
{
index = n;
return tmpContainer;
}
}
else
freeSlots.push_back(std::make_pair(tmpContainer, n));

break; // one slot to check is definitely enough.
}
}
}

if(autoStack)
{
while(!freeSlots.empty())
{
Cylinder* tmpCylinder = freeSlots.front().first;
int32_t i = freeSlots.front().second;

freeSlots.pop_front();
if(!tmpCylinder)
continue;

if(tmpCylinder->__queryAdd(i, item, item->getItemCount(), flags) == RET_NOERROR)
{
index = i;
return tmpCylinder;
}
}
}

return this;
}

Thing* destThing = __getThing(index);
if(destThing)
*destItem = destThing->getItem();

if(Cylinder* subCylinder = dynamic_cast(destThing))
{
index = INDEX_WHEREEVER;
*destItem = NULL;
return subCylinder;
}

return this;
}

void Player::__addThing(Creature* actor, Thing* thing)
{
__addThing(actor, 0, thing);
}

void Player::__addThing(Creature*, int32_t index, Thing* thing)
{
if(index < 0 || index > 11)
{
#ifdef __DEBUG_MOVESYS__
std::clog << "Failure: [Player::__addThing], " << "player: " << getName() << ", index: " << index << ", index < 0 || index > 11" << std::endl;
#endif
return /*RET_NOTPOSSIBLE*/;
}

if(!index)
{
#ifdef __DEBUG_MOVESYS__
std::clog << "Failure: [Player::__addThing], " << "player: " << getName() << ", index == 0" << std::endl;
#endif
return /*RET_NOTENOUGHROOM*/;
}

Item* item = thing->getItem();
if(!item)
{
#ifdef __DEBUG_MOVESYS__
std::clog << "Failure: [Player::__addThing], " << "player: " << getName() << ", item == NULL" << std::endl;
#endif
return /*RET_NOTPOSSIBLE*/;
}

item->setParent(this);
inventory[index] = item;

//send to client
sendAddInventoryItem((slots_t)index, item);
//event methods
onAddInventoryItem((slots_t)index, item);
}

void Player::__updateThing(Thing* thing, uint16_t itemId, uint32_t count)
{
int32_t index = __getIndexOfThing(thing);
if(index == -1)
{
#ifdef __DEBUG_MOVESYS__
std::clog << "Failure: [Player::__updateThing], " << "player: " << getName() << ", index == -1" << std::endl;
#endif
return /*RET_NOTPOSSIBLE*/;
}

Item* item = thing->getItem();
if(!item)
{
#ifdef __DEBUG_MOVESYS__
std::clog << "Failure: [Player::__updateThing], " << "player: " << getName() << ", item == NULL" << std::endl;
#endif
return /*RET_NOTPOSSIBLE*/;
}

const ItemType& oldType = Item::items[item->getID()];
const ItemType& newType = Item::items[itemId];

item->setID(itemId);
item->setSubType(count);

//send to client
sendUpdateInventoryItem((slots_t)index, item, item);
//event methods
onUpdateInventoryItem((slots_t)index, item, oldType, item, newType);
}

void Player::__replaceThing(uint32_t index, Thing* thing)
{
if(index > 11)
{
#ifdef __DEBUG_MOVESYS__
std::clog << "Failure: [Player::__replaceThing], " << "player: " << getName() << ", index: " << index << ", index < 0 || index > 11" << std::endl;
#endif
return /*RET_NOTPOSSIBLE*/;
}

Item* oldItem = getInventoryItem((slots_t)index);
if(!oldItem)
{
#ifdef __DEBUG_MOVESYS__
std::clog << "Failure: [Player::__updateThing], " << "player: " << getName() << ", oldItem == NULL" << std::endl;
#endif
return /*RET_NOTPOSSIBLE*/;
}

Item* item = thing->getItem();
if(!item)
{
#ifdef __DEBUG_MOVESYS__
std::clog << "Failure: [Player::__updateThing], " << "player: " << getName() << ", item == NULL" << std::endl;
#endif
return /*RET_NOTPOSSIBLE*/;
}

const ItemType& oldType = Item::items[oldItem->getID()];
const ItemType& newType = Item::items[item->getID()];

//send to client
sendUpdateInventoryItem((slots_t)index, oldItem, item);
//event methods
onUpdateInventoryItem((slots_t)index, oldItem, oldType, item, newType);

item->setParent(this);
inventory[index] = item;
}

void Player::__removeThing(Thing* thing, uint32_t count)
{
Item* item = thing->getItem();
if(!item)
{
#ifdef __DEBUG_MOVESYS__
std::clog << "Failure: [Player::__removeThing], " << "player: " << getName() << ", item == NULL" << std::endl;
#endif
return /*RET_NOTPOSSIBLE*/;
}

int32_t index = __getIndexOfThing(thing);
if(index == -1)
{
#ifdef __DEBUG_MOVESYS__
std::clog << "Failure: [Player::__removeThing], " << "player: " << getName() << ", index == -1" << std::endl;
#endif
return /*RET_NOTPOSSIBLE*/;
}

if(item->isStackable())
{
if(count == item->getItemCount())
{
//send change to client
sendRemoveInventoryItem((slots_t)index, item);
//event methods
onRemoveInventoryItem((slots_t)index, item);

item->setParent(NULL);
inventory[index] = NULL;
}
else
{
item->setItemCount(std::max(0, (int32_t)(item->getItemCount() - count)));
const ItemType& it = Item::items[item->getID()];

//send change to client
sendUpdateInventoryItem((slots_t)index, item, item);
//event methods
onUpdateInventoryItem((slots_t)index, item, it, item, it);
}
}
else
{
//send change to client
sendRemoveInventoryItem((slots_t)index, item);
//event methods
onRemoveInventoryItem((slots_t)index, item);

item->setParent(NULL);
inventory[index] = NULL;
}
}

Thing* Player::__getThing(uint32_t index) const
{
if(index > SLOT_PRE_FIRST && index < SLOT_LAST)
return inventory[index];

return NULL;
}

int32_t Player::__getIndexOfThing(const Thing* thing) const
{
for(int32_t i = SLOT_FIRST; i < SLOT_LAST; ++i)
{
if(inventory == thing)
return i;
}

return -1;
}

int32_t Player::__getFirstIndex() const
{
return SLOT_FIRST;
}

int32_t Player::__getLastIndex() const
{
return SLOT_LAST;
}

uint32_t Player::__getItemTypeCount(uint16_t itemId, int32_t subType /*= -1*/) const
{
Item* item = NULL;
Container* container = NULL;

uint32_t count = 0;
for(int32_t i = SLOT_FIRST; i < SLOT_LAST; ++i)
{
if(!(item = inventory))
continue;

if(item->getID() != itemId)
{
if(!(container = item->getContainer()))
continue;

for(ContainerIterator it = container->begin(), end = container->end(); it != end; ++it)
{
if((*it)->getID() == itemId)
count += Item::countByType(*it, subType);
}
}
else
count += Item::countByType(item, subType);
}

return count;

}

std::map& Player::__getAllItemTypeCount(std::map& countMap) const
{
Item* item = NULL;
Container* container = NULL;
for(int32_t i = SLOT_FIRST; i < SLOT_LAST; ++i)
{
if(!(item = inventory))
continue;

countMap[item->getID()] += Item::countByType(item, -1);
if(!(container = item->getContainer()))
continue;

for(ContainerIterator it = container->begin(), end = container->end(); it != end; ++it)
countMap[(*it)->getID()] += Item::countByType(*it, -1);
}

return countMap;
}

void Player::postAddNotification(Creature*, Thing* thing, const Cylinder* oldParent,
int32_t index, cylinderlink_t link /*= LINK_OWNER*/)
{
if(link == LINK_OWNER) //calling movement scripts
g_moveEvents->onPlayerEquip(this, thing->getItem(), (slots_t)index, false);

bool requireListUpdate = true;
if(link == LINK_OWNER || link == LINK_TOPPARENT)
{
if(const Item* item = (oldParent ? oldParent->getItem() : NULL))
{
assert(item->getContainer() != NULL);
requireListUpdate = item->getContainer()->getHoldingPlayer() != this;
}
else
requireListUpdate = oldParent != this;

updateInventoryWeight();
updateItemsLight();
updateWeapon();
sendStats();
}

if(const Item* item = thing->getItem())
{
if(const Container* container = item->getContainer())
onSendContainer(container);

if(shopOwner && requireListUpdate)
updateInventoryGoods(item->getID());
}
else if(const Creature* creature = thing->getCreature())
{
if(creature != this)
return;

std::vector containers;
for(ContainerVector::iterator it = containerVec.begin(); it != containerVec.end(); ++it)
{
if(!Position::areInRange<1,1,0>(it->second->getPosition(), getPosition()))
containers.push_back(it->second);
}

for(std::vector::const_iterator it = containers.begin(); it != containers.end(); ++it)
autoCloseContainers(*it);
}
}

void Player::postRemoveNotification(Creature*, Thing* thing, const Cylinder* newParent,
int32_t index, bool isCompleteRemoval, cylinderlink_t link /*= LINK_OWNER*/)
{
if(link == LINK_OWNER) //calling movement scripts
g_moveEvents->onPlayerDeEquip(this, thing->getItem(), (slots_t)index, isCompleteRemoval);

bool requireListUpdate = true;
if(link == LINK_OWNER || link == LINK_TOPPARENT)
{
if(const Item* item = (newParent ? newParent->getItem() : NULL))
{
assert(item->getContainer() != NULL);
requireListUpdate = item->getContainer()->getHoldingPlayer() != this;
}
else
requireListUpdate = newParent != this;

updateInventoryWeight();
updateItemsLight();
updateWeapon();
sendStats();
}

if(const Item* item = thing->getItem())
{
if(const Container* container = item->getContainer())
{
if(container->isRemoved() || !Position::areInRange<1,1,0>(getPosition(), container->getPosition()))
autoCloseContainers(container);
else if(container->getTopParent() == this)
onSendContainer(container);
else if(const Container* topContainer = dynamic_cast(container->getTopParent()))
{
if(const Depot* depot = dynamic_cast(topContainer))
{
bool isOwner = false;
for(DepotMap::iterator it = depots.begin(); it != depots.end(); ++it)
{
if(it->second.first != depot)
continue;

isOwner = true;
onSendContainer(container);
}

if(!isOwner)
autoCloseContainers(container);
}
else
onSendContainer(container);
}
else
autoCloseContainers(container);
}

if(shopOwner && requireListUpdate)
updateInventoryGoods(item->getID());
}
}

void Player::__internalAddThing(Thing* thing)
{
__internalAddThing(0, thing);
}

void Player::__internalAddThing(uint32_t index, Thing* thing)
{
#ifdef __DEBUG_MOVESYS__
std::clog << "[Player::__internalAddThing] index: " << index << std::endl;

#endif
if(!index || index > 11)
{
#ifdef __DEBUG_MOVESYS__
std::clog << "Failure: [Player::__internalAddThing] index == 0 || index > 11" << std::endl;
#endif
return;
}

if(inventory[index])
{
#ifdef __DEBUG_MOVESYS__
std::clog << "Warning: [Player::__internalAddThing], player: " << getName() << ", items[index] is not empty." << std::endl;
#endif
return;
}

Item* item = thing->getItem();
if(!item)
{
#ifdef __DEBUG_MOVESYS__
std::clog << "Failure: [Player::__internalAddThing] item == NULL" << std::endl;
#endif
return;
}

inventory[index] = item;
item->setParent(this);
}

bool Player::setFollowCreature(Creature* creature, bool fullPathSearch /*= false*/)
{
bool deny = false;
CreatureEventList followEvents = getCreatureEvents(CREATURE_EVENT_FOLLOW);
for(CreatureEventList::iterator it = followEvents.begin(); it != followEvents.end(); ++it)
{
if(creature && !(*it)->executeFollow(this, creature))
deny = true;
}

if(!deny && Creature::setFollowCreature(creature, fullPathSearch))
return true;

setFollowCreature(NULL);
setAttackedCreature(NULL);
if(!deny)
sendCancelMessage(RET_THEREISNOWAY);

sendCancelTarget();
cancelNextWalk = true;
return false;
}

bool Player::setAttackedCreature(Creature* creature)
{
if(!Creature::setAttackedCreature(creature))
{
sendCancelTarget();
return false;
}

if(chaseMode == CHASEMODE_FOLLOW && creature)
{
if(followCreature != creature) //chase opponent
setFollowCreature(creature);
}
else
setFollowCreature(NULL);

if(creature)
Dispatcher::getInstance().addTask(createTask(boost::bind(&Game::checkCreatureAttack, &g_game, getID())));

return true;
}

void Player::goToFollowCreature()
{
if(!walkTask)
Creature::goToFollowCreature();
}

void Player::getPathSearchParams(const Creature* creature, FindPathParams& fpp) const
{
Creature::getPathSearchParams(creature, fpp);
fpp.fullPathSearch = true;
}

void Player::doAttacking(uint32_t)
{
if(!lastAttack)
lastAttack = OTSYS_TIME() - getAttackSpeed() - 1;
else if((OTSYS_TIME() - lastAttack) < getAttackSpeed())
return;

if(hasCondition(CONDITION_PACIFIED) && !hasCustomFlag(PlayerCustomFlag_IgnorePacification))
{
lastAttack = OTSYS_TIME();
return;
}

Item* item = getWeapon(false);
if(const Weapon* _weapon = g_weapons->getWeapon(item))
{
if(_weapon->interruptSwing() && !canDoAction())
{
SchedulerTask* task = createSchedulerTask(getNextActionTime(),
boost::bind(&Game::checkCreatureAttack, &g_game, getID()));
setNextActionTask(task);
}
else
{
if((!_weapon->hasExhaustion() || !hasCondition(CONDITION_EXHAUST, EXHAUST_COMBAT)) && _weapon->useWeapon(this, item, attackedCreature))
lastAttack = OTSYS_TIME();

updateWeapon();
}
}
else if(Weapon::useFist(this, attackedCreature))
lastAttack = OTSYS_TIME();
}

double Player::getGainedExperience(Creature* attacker) const
{
if(!skillLoss)
return 0;

double rate = g_config.getDouble(ConfigManager::RATE_PVP_EXPERIENCE);
if(rate <= 0)
return 0;

Player* attackerPlayer = attacker->getPlayer();
if(!attackerPlayer || attackerPlayer == this)
return 0;

double attackerLevel = (double)attackerPlayer->getLevel(), min = g_config.getDouble(
ConfigManager::EFP_MIN_THRESHOLD), max = g_config.getDouble(ConfigManager::EFP_MAX_THRESHOLD);
if((min > 0 && level < (uint32_t)std::floor(attackerLevel * min)) || (max > 0 &&
level > (uint32_t)std::floor(attackerLevel * max)))
return 0;

/*
Formula
a = attackers level * 0.9
b = victims level
c = victims experience

result = (1 - (a / b)) * 0.05 * c
Not affected by special multipliers(!)
*/
uint32_t a = (uint32_t)std::floor(attackerLevel * 0.9), b = level;
uint64_t c = getExperience();
return (double)std::max((uint64_t)0, (uint64_t)std::floor(getDamageRatio(attacker)
* std::max((double)0, ((double)(1 - (((double)a / b))))) * 0.05 * c)) * rate;
}

void Player::onFollowCreature(const Creature* creature)
{
if(!creature)
cancelNextWalk = true;
}

void Player::setChaseMode(chaseMode_t mode)
{
chaseMode_t prevChaseMode = chaseMode;
chaseMode = mode;

if(prevChaseMode == chaseMode)
return;

if(chaseMode == CHASEMODE_FOLLOW)
{
if(!followCreature && attackedCreature) //chase opponent
setFollowCreature(attackedCreature);
}
else if(attackedCreature)
{
setFollowCreature(NULL);
cancelNextWalk = true;
}
}

void Player::onWalkAborted()
{
setNextWalkActionTask(NULL);
sendCancelWalk();
}

void Player::onWalkComplete()
{
if(!walkTask)
return;

walkTaskEvent = Scheduler::getInstance().addEvent(walkTask);
walkTask = NULL;
}

void Player::getCreatureLight(LightInfo& light) const
{
if(internalLight.level > itemsLight.level)
light = internalLight;
else
light = itemsLight;
}

void Player::updateItemsLight(bool internal/* = false*/)
{
LightInfo maxLight, curLight;
Item* item = NULL;
for(int32_t i = SLOT_FIRST; i < SLOT_LAST; ++i)
{
if(!(item = getInventoryItem((slots_t)i)))
continue;

item->getLight(curLight);
if(curLight.level > maxLight.level)
maxLight = curLight;
}

if(maxLight.level > itemsLight.level || (maxLight.level == itemsLight.level && maxLight.color != itemsLight.color))
{
itemsLight = maxLight;
if(!internal)
g_game.changeLight(this);
}
}

void Player::onAddCondition(ConditionType_t type, bool hadCondition)
{
Creature::onAddCondition(type, hadCondition);
if(getLastPosition().x && type != CONDITION_GAMEMASTER) // don't send if player have just logged in (its already done in protocolgame), or condition have no icons
sendIcons();
}

void Player::onAddCombatCondition(ConditionType_t type, bool)
{
std::string tmp;
switch(type)
{
//client hardcoded
case CONDITION_FIRE:
tmp = "burning";
break;
case CONDITION_POISON:
tmp = "poisoned";
break;
case CONDITION_ENERGY:
tmp = "electrified";
break;
case CONDITION_FREEZING:
tmp = "freezing";
break;
case CONDITION_DAZZLED:
tmp = "dazzled";
break;
case CONDITION_CURSED:
tmp = "cursed";
break;
case CONDITION_DROWN:
tmp = "drowning";
break;
case CONDITION_DRUNK:
tmp = "drunk";
break;
case CONDITION_PARALYZE:
tmp = "paralyzed";
break;
/*case CONDITION_MANASHIELD:
tmp = "protected by a magic shield";
break;
case CONDITION_HASTE:
tmp = "hasted";
break;
case CONDITION_ATTRIBUTES:
tmp = "strengthened";
break;*/
default:
break;
}

if(!tmp.empty())
sendTextMessage(MSG_STATUS_DEFAULT, "You are " + tmp + ".");
}

void Player::onEndCondition(ConditionType_t type)
{
Creature::onEndCondition(type);
if(type == CONDITION_INFIGHT)
{
onIdleStatus();
clearAttacked();

pzLocked = false;
if(skull < SKULL_RED)
setSkull(SKULL_NONE);

g_game.updateCreatureSkull(this);
}

sendIcons();
}

void Player::onCombatRemoveCondition(const Creature*, Condition* condition)
{
//Creature::onCombatRemoveCondition(attacker, condition);
bool remove = true;
if(condition->getId() > 0)
{
remove = false;
//Means the condition is from an item, id == slot
if(g_game.getWorldType() == WORLDTYPE_HARDCORE)
{
if(Item* item = getInventoryItem((slots_t)condition->getId()))
{
//25% chance to destroy the item
if(random_range(1, 100) < 26)
g_game.internalRemoveItem(NULL, item);
}
}
}

if(remove)
{
if(!canDoAction())
{
int32_t delay = getNextActionTime();
delay -= (delay % EVENT_CREATURE_THINK_INTERVAL);
if(delay < 0)
removeCondition(condition);
else
condition->setTicks(delay);
}
else
removeCondition(condition);
}
}

void Player::onTickCondition(ConditionType_t type, int32_t interval, bool& _remove)
{
Creature::onTickCondition(type, interval, _remove);
if(type == CONDITION_HUNTING)
useStamina(-(interval * g_config.getNumber(ConfigManager::RATE_STAMINA_LOSS)));
}

void Player::onAttackedCreature(Creature* target)
{
Creature::onAttackedCreature(target);
if(hasFlag(PlayerFlag_NotGainInFight))
return;

addInFightTicks(false);
Player* targetPlayer = target->getPlayer();
if(!targetPlayer)
return;

addAttacked(targetPlayer);
if(targetPlayer == this && targetPlayer->getZone() != ZONE_HARDCORE)
{
targetPlayer->sendCreatureSkull(this);
return;
}

if(Combat::isInPvpZone(this, targetPlayer) || isPartner(targetPlayer) ||
#ifdef __WAR_SYSTEM__
isAlly(targetPlayer) ||
#endif
(g_config.getBool(ConfigManager::ALLOW_FIGHTBACK) && targetPlayer->hasAttacked(this)
#ifdef __WAR_SYSTEM__
&& !targetPlayer->isEnemy(this, false)
#endif
))
return;

if(!pzLocked)
{
pzLocked = true;
sendIcons();
}

if(getZone() != target->getZone() || skull != SKULL_NONE
#ifdef __WAR_SYSTEM__
|| targetPlayer->isEnemy(this, true)
#endif
)
return;

if(targetPlayer->getSkull() != SKULL_NONE)
targetPlayer->sendCreatureSkull(this);
else if(!hasCustomFlag(PlayerCustomFlag_NotGainSkull))
{
setSkull(SKULL_WHITE);
g_game.updateCreatureSkull(this);
}
}

void Player::onSummonAttackedCreature(Creature* summon, Creature* target)
{
Creature::onSummonAttackedCreature(summon, target);
onAttackedCreature(target);
}

void Player::onAttacked()
{
Creature::onAttacked();
addInFightTicks(false);
}

bool Player::checkLoginDelay(uint32_t playerId) const
{
return (!hasCustomFlag(PlayerCustomFlag_IgnoreLoginDelay) && OTSYS_TIME() <= (lastLoad + g_config.getNumber(
ConfigManager::LOGIN_PROTECTION)) && !hasBeenAttacked(playerId));
}

void Player::onIdleStatus()
{
Creature::onIdleStatus();
if(getParty())
getParty()->clearPlayerPoints(this);
}

void Player::onPlacedCreature()
{
//scripting event - onLogin
if(!g_creatureEvents->playerLogin(this))
kick(true, true);
}

void Player::onAttackedCreatureDrain(Creature* target, int32_t points)
{
Creature::onAttackedCreatureDrain(target, points);
if(party && target && (!target->getMaster() || !target->getMaster()->getPlayer())
&& target->getMonster() && target->getMonster()->isHostile()) //we have fulfilled a requirement for shared experience
getParty()->addPlayerDamageMonster(this, points);

char buffer[100];
sprintf(buffer, "You deal %d damage to %s.", points, target->getNameDescription().c_str());
sendTextMessage(MSG_STATUS_DEFAULT, buffer);
}

void Player::onSummonAttackedCreatureDrain(Creature* summon, Creature* target, int32_t points)
{
Creature::onSummonAttackedCreatureDrain(summon, target, points);

char buffer[100];
sprintf(buffer, "Your %s deals %d damage to %s.", summon->getName().c_str(), points, target->getNameDescription().c_str());
sendTextMessage(MSG_EVENT_DEFAULT, buffer);
}

void Player::onTargetCreatureGainHealth(Creature* target, int32_t points)
{
Creature::onTargetCreatureGainHealth(target, points);
if(target && getParty())
{
Player* tmpPlayer = NULL;
if(target->getPlayer())
tmpPlayer = target->getPlayer();
else if(target->getMaster() && target->getMaster()->getPlayer())
tmpPlayer = target->getMaster()->getPlayer();

if(isPartner(tmpPlayer))
party->addPlayerHealedMember(this, points);
}
}
#ifdef __WAR_SYSTEM__

GuildEmblems_t Player::getGuildEmblem(const Creature* creature) const
{
const Player* player = creature->getPlayer();
if(!player || !player->hasEnemy())
return Creature::getGuildEmblem(creature);

if(player->isEnemy(this, false))
return EMBLEM_RED;

return player->getGuildId() == guildId ? EMBLEM_GREEN : EMBLEM_BLUE;
}

bool Player::getEnemy(const Player* player, War_t& data) const
{
if(!guildId || !player || player->isRemoved())
return false;

uint32_t guild = player->getGuildId();
if(!guild)
return false;

WarMap::const_iterator it = warMap.find(guild);
if(it == warMap.end())
return false;

data = it->second;
return true;
}

bool Player::isEnemy(const Player* player, bool allies) const
{
if(!guildId || !player || player->isRemoved())
return false;

uint32_t guild = player->getGuildId();
if(!guild)
return false;

return !warMap.empty() && (((g_game.getWorldType() != WORLDTYPE_OPTIONAL || g_config.getBool(
ConfigManager::OPTIONAL_WAR_ATTACK_ALLY)) && allies && guildId == guild) ||
warMap.find(guild) != warMap.end());
}

bool Player::isAlly(const Player* player) const
{
return !warMap.empty() && player && player->getGuildId() == guildId;
}
#endif

bool Player::onKilledCreature(Creature* target, DeathEntry& entry)
{
if(!Creature::onKilledCreature(target, entry))
return false;

if(hasFlag(PlayerFlag_NotGenerateLoot))
target->setDropLoot(LOOT_DROP_NONE);

Condition* condition = NULL;
if(target->getMonster() && !target->isPlayerSummon() && !hasFlag(PlayerFlag_HasInfiniteStamina)
&& (condition = Condition::createCondition(CONDITIONID_DEFAULT, CONDITION_HUNTING,
g_config.getNumber(ConfigManager::HUNTING_DURATION))))
addCondition(condition);

if(hasFlag(PlayerFlag_NotGainInFight) || getZone() != target->getZone())
return true;

Player* targetPlayer = target->getPlayer();
if(!targetPlayer || Combat::isInPvpZone(this, targetPlayer) || isPartner(targetPlayer)
#ifdef __WAR_SYSTEM__
|| isAlly(targetPlayer)
#endif
)
return true;
#ifdef __WAR_SYSTEM__

War_t enemy;
if(targetPlayer->getEnemy(this, enemy) && (!entry.isLast() || IOGuild::getInstance()->updateWar(enemy)))
entry.setWar(enemy);

#endif

if(!entry.isJustify() || !hasCondition(CONDITION_INFIGHT))
return true;

if(!targetPlayer->hasAttacked(this) && target->getSkull() == SKULL_NONE && targetPlayer != this
&& (addUnjustifiedKill(targetPlayer,
#ifndef __WAR_SYSTEM__
true
#else
!enemy.war
#endif
) || entry.isLast()))
entry.setUnjustified();

addInFightTicks(true, g_config.getNumber(ConfigManager::WHITE_SKULL_TIME));
return true;
}

bool Player::gainExperience(double& gainExp, bool fromMonster)
{
if(!rateExperience(gainExp, fromMonster))
return false;

//soul regeneration
if(gainExp >= level)
{
if(Condition* condition = Condition::createCondition(
CONDITIONID_DEFAULT, CONDITION_SOUL, 4 * 60 * 1000))
{
condition->setParam(CONDITIONPARAM_SOULGAIN,
vocation->getGainAmount(GAIN_SOUL));
condition->setParam(CONDITIONPARAM_SOULTICKS,
(vocation->getGainTicks(GAIN_SOUL) * 1000));
addCondition(condition);
}
}

addExperience((uint64_t)gainExp);
return true;
}

bool Player::rateExperience(double& gainExp, bool fromMonster)
{
if(hasFlag(PlayerFlag_NotGainExperience) || gainExp <= 0)
return false;

if(!fromMonster)
return true;

gainExp *= rates[sKILL__LEVEL] * g_game.getExperienceStage(level,
vocation->getExperienceMultiplier());
if(!hasFlag(PlayerFlag_HasInfiniteStamina))
{
int32_t minutes = getStaminaMinutes();
if(minutes >= g_config.getNumber(ConfigManager::STAMINA_LIMIT_TOP))
{
if(isPremium() || !g_config.getNumber(ConfigManager::STAMINA_BONUS_PREMIUM))
gainExp *= g_config.getDouble(ConfigManager::RATE_STAMINA_ABOVE);
}
else if(minutes < (g_config.getNumber(ConfigManager::STAMINA_LIMIT_BOTTOM)) && minutes > 0)
gainExp *= g_config.getDouble(ConfigManager::RATE_STAMINA_UNDER);
else if(minutes <= 0)
gainExp = 0;
}
else if(isPremium() || !g_config.getNumber(ConfigManager::STAMINA_BONUS_PREMIUM))
gainExp *= g_config.getDouble(ConfigManager::RATE_STAMINA_ABOVE);

return true;
}

void Player::onGainExperience(double& gainExp, bool fromMonster, bool multiplied)
{
if(party && party->isSharedExperienceEnabled() && party->isSharedExperienceActive())
{
party->shareExperience(gainExp, fromMonster, multiplied);
rateExperience(gainExp, fromMonster);
return; //we will get a share of the experience through the sharing mechanism
}

if(gainExperience(gainExp, fromMonster))
Creature::onGainExperience(gainExp, fromMonster, true);
}

void Player::onGainSharedExperience(double& gainExp, bool fromMonster, bool)
{
if(gainExperience(gainExp, fromMonster))
Creature::onGainSharedExperience(gainExp, fromMonster, true);
}

bool Player::isImmune(CombatType_t type) const
{
return hasCustomFlag(PlayerCustomFlag_IsImmune) || Creature::isImmune(type);
}

bool Player::isImmune(ConditionType_t type) const
{
return hasCustomFlag(PlayerCustomFlag_IsImmune) || Creature::isImmune(type);
}

bool Player::isAttackable() const
{
return (!hasFlag(PlayerFlag_CannotBeAttacked) && !isAccountManager());
}

void Player::changeHealth(int32_t healthChange)
{
Creature::changeHealth(healthChange);
sendStats();
}

void Player::changeMana(int32_t manaChange)
{
if(!hasFlag(PlayerFlag_HasInfiniteMana))
Creature::changeMana(manaChange);

sendStats();
}

void Player::changeSoul(int32_t soulChange)
{
if(!hasFlag(PlayerFlag_HasInfiniteSoul))
soul = std::min((int32_t)soulMax, (int32_t)soul + soulChange);

sendStats();
}

bool Player::changeOutfit(Outfit_t outfit, bool checkList)
{
uint32_t outfitId = Outfits::getInstance()->getOutfitId(outfit.lookType);
if(checkList && (!canWearOutfit(outfitId, outfit.lookAddons) || !requestedOutfit))
return false;

requestedOutfit = false;
if(outfitAttributes)
{
uint32_t oldId = Outfits::getInstance()->getOutfitId(defaultOutfit.lookType);
outfitAttributes = !Outfits::getInstance()->removeAttributes(getID(), oldId, sex);
}

defaultOutfit = outfit;
outfitAttributes = Outfits::getInstance()->addAttributes(getID(), outfitId, sex, defaultOutfit.lookAddons);
return true;
}

bool Player::canWearOutfit(uint32_t outfitId, uint32_t addons)
{
OutfitMap::iterator it = outfits.find(outfitId);
if(it == outfits.end() || (it->second.isPremium && !isPremium()) || getAccess() < it->second.accessLevel
|| ((it->second.addons & addons) != addons && !hasCustomFlag(PlayerCustomFlag_CanWearAllAddons)))
return false;

if(it->second.storageId.empty())
return true;

std::string value;
getStorage(it->second.storageId, value);

bool ret = value == it->second.storageValue;
if(ret)
return ret;

int32_t tmp = atoi(value.c_str());
if(!tmp && value != "0")
return ret;

tmp = atoi(it->second.storageValue.c_str());
if(!tmp && it->second.storageValue != "0")
return ret;

return atoi(value.c_str()) >= tmp;
}

bool Player::addOutfit(uint32_t outfitId, uint32_t addons)
{
Outfit outfit;
if(!Outfits::getInstance()->getOutfit(outfitId, sex, outfit))
return false;

OutfitMap::iterator it = outfits.find(outfitId);
if(it != outfits.end())
outfit.addons |= it->second.addons;

outfit.addons |= addons;
outfits[outfitId] = outfit;
return true;
}

bool Player::removeOutfit(uint32_t outfitId, uint32_t addons)
{
OutfitMap::iterator it = outfits.find(outfitId);
if(it == outfits.end())
return false;

if(addons == 0xFF) //remove outfit
outfits.erase(it);
else //remove addons
outfits[outfitId].addons = it->second.addons & (~addons);

return true;
}

void Player::generateReservedStorage()
{
uint32_t key = PSTRG_OUTFITSID_RANGE_START + 1;
const OutfitMap& defaultOutfits = Outfits::getInstance()->getOutfits(sex);
for(OutfitMap::const_iterator it = outfits.begin(); it != outfits.end(); ++it)
{
OutfitMap::const_iterator dit = defaultOutfits.find(it->first);
if(dit == defaultOutfits.end() || (dit->second.isDefault && (dit->second.addons
& it->second.addons) == it->second.addons))
continue;

std::stringstream k, v;
k << key++; // this may not work as intended, revalidate it
v << ((it->first << 16) | (it->second.addons & 0xFF));

storageMap[k.str()] = v.str();
if(key <= PSTRG_OUTFITSID_RANGE_START + PSTRG_OUTFITSID_RANGE_SIZE)
continue;

std::clog << "[Warning - Player::genReservedStorageRange] Player " << getName() << " with more than 500 outfits!" << std::endl;
break;
}
}

void Player::setSex(uint16_t newSex)
{
sex = newSex;
const OutfitMap& defaultOutfits = Outfits::getInstance()->getOutfits(sex);
for(OutfitMap::const_iterator it = defaultOutfits.begin(); it != defaultOutfits.end(); ++it)
{
if(it->second.isDefault)
addOutfit(it->first, it->second.addons);
}
}

Skulls_t Player::getSkull() const
{
if(hasFlag(PlayerFlag_NotGainInFight) || hasCustomFlag(PlayerCustomFlag_NotGainSkull))
return SKULL_NONE;

return skull;
}

Skulls_t Player::getSkullType(const Creature* creature) const
{
if(const Player* player = creature->getPlayer())
{
if(g_game.getWorldType() != WORLDTYPE_OPEN)
return SKULL_NONE;

if((player == this || (skull != SKULL_NONE && player->getSkull() < SKULL_RED)) && player->hasAttacked(this)
#ifdef __WAR_SYSTEM__
&& !player->isEnemy(this, false)
#endif
)
return SKULL_YELLOW;

if(player->getSkull() == SKULL_NONE &&
#ifndef __WAR_SYSTEM__
isPartner(player) &&
#else
(isPartner(player) || isAlly(player)) &&
#endif
g_game.getWorldType() != WORLDTYPE_OPTIONAL)
return SKULL_GREEN;
}

return Creature::getSkullType(creature);
}

bool Player::hasAttacked(const Player* attacked) const
{
return !hasFlag(PlayerFlag_NotGainInFight) && attacked &&
attackedSet.find(attacked->getID()) != attackedSet.end();
}

void Player::addAttacked(const Player* attacked)
{
if(hasFlag(PlayerFlag_NotGainInFight) || !attacked)
return;

uint32_t attackedId = attacked->getID();
if(attackedSet.find(attackedId) == attackedSet.end())
attackedSet.insert(attackedId);
}

void Player::setSkullEnd(time_t _time, bool login, Skulls_t _skull)
{
if(g_game.getWorldType() != WORLDTYPE_OPEN
|| hasFlag(PlayerFlag_NotGainInFight) ||
hasCustomFlag(PlayerCustomFlag_NotGainSkull))
return;

bool requireUpdate = false;
if(_time > time(NULL))
{
requireUpdate = true;
setSkull(_skull);
}
else if(skull == _skull)
{
requireUpdate = true;
setSkull(SKULL_NONE);
_time = 0;
}

if(requireUpdate)
{
skullEnd = _time;
if(!login)
g_game.updateCreatureSkull(this);
}
}

bool Player::addUnjustifiedKill(const Player* attacked, bool countNow)
{
if(!g_config.getBool(ConfigManager::USE_FRAG_HANDLER) || hasFlag(
PlayerFlag_NotGainInFight) || g_game.getWorldType() != WORLDTYPE_OPEN
|| hasCustomFlag(PlayerCustomFlag_NotGainUnjustified) || hasCustomFlag(
PlayerCustomFlag_NotGainSkull) || attacked == this)
return false;

if(client && countNow)
{
char buffer[90];
sprintf(buffer, "Warning! The murder of %s was not justified.",
attacked->getName().c_str());
client->sendTextMessage(MSG_STATUS_WARNING, buffer);
}

time_t now = time(NULL), today = (now - 84600), week = (now - (7 * 84600));
std::vector dateList;

IOLoginData::getInstance()->getUnjustifiedDates(guid, dateList, now);
if(countNow)
dateList.push_back(now);

uint32_t tc = 0, wc = 0, mc = dateList.size();
for(std::vector::iterator it = dateList.begin(); it != dateList.end(); ++it)
{
if((*it) > week)
wc++;

if((*it) > today)
tc++;
}

uint32_t d = g_config.getNumber(ConfigManager::RED_DAILY_LIMIT), w = g_config.getNumber(
ConfigManager::RED_WEEKLY_LIMIT), m = g_config.getNumber(ConfigManager::RED_MONTHLY_LIMIT);
if(skull < SKULL_RED && ((d > 0 && tc >= d) || (w > 0 && wc >= w) || (m > 0 && mc >= m)))
setSkullEnd(now + g_config.getNumber(ConfigManager::RED_SKULL_LENGTH), false, SKULL_RED);

if(!g_config.getBool(ConfigManager::USE_BLACK_SKULL))
{
d += g_config.getNumber(ConfigManager::BAN_DAILY_LIMIT);
w += g_config.getNumber(ConfigManager::BAN_WEEKLY_LIMIT);
m += g_config.getNumber(ConfigManager::BAN_MONTHLY_LIMIT);
if((d <= 0 || tc < d) && (w <= 0 || wc < w) && (m <= 0 || mc < m))
return true;

if(!IOBan::getInstance()->addAccountBanishment(accountId, (now + g_config.getNumber(
ConfigManager::KILLS_BAN_LENGTH)), 20, ACTION_BANISHMENT, "Unjustified player killing.", 0, guid))
return true;

sendTextMessage(MSG_INFO_DESCR, "You have been banished.");
g_game.addMagicEffect(getPosition(), MAGIC_EFFECT_WRAPS_GREEN);
Scheduler::getInstance().addEvent(createSchedulerTask(1000, boost::bind(
&Game::kickPlayer, &g_game, getID(), false)));
}
else
{
d += g_config.getNumber(ConfigManager::BLACK_DAILY_LIMIT);
w += g_config.getNumber(ConfigManager::BLACK_WEEKLY_LIMIT);
m += g_config.getNumber(ConfigManager::BLACK_MONTHLY_LIMIT);
if(skull < SKULL_BLACK && ((d > 0 && tc >= d) || (w > 0 && wc >= w) || (m > 0 && mc >= m)))
{
setSkullEnd(now + g_config.getNumber(ConfigManager::BLACK_SKULL_LENGTH), false, SKULL_BLACK);
setAttackedCreature(NULL);
destroySummons();
}
}

return true;
}

void Player::setPromotionLevel(uint32_t pLevel)
{
if(pLevel > promotionLevel)
{
uint32_t tmpLevel = 0, currentVoc = vocationId;
for(uint32_t i = promotionLevel; i < pLevel; ++i)
{
currentVoc = Vocations::getInstance()->getPromotedVocation(currentVoc);
if(!currentVoc)
break;

tmpLevel++;
Vocation* voc = Vocations::getInstance()->getVocation(currentVoc);
if(voc->isPremiumNeeded() && !isPremium() && g_config.getBool(ConfigManager::PREMIUM_FOR_PROMOTION))
continue;

vocationId = currentVoc;
}

promotionLevel += tmpLevel;
}
else if(pLevel < promotionLevel)
{
uint32_t tmpLevel = 0, currentVoc = vocationId;
for(uint32_t i = pLevel; i < promotionLevel; ++i)
{
Vocation* voc = Vocations::getInstance()->getVocation(currentVoc);
if(voc->getFromVocation() == currentVoc)
break;

tmpLevel++;
currentVoc = voc->getFromVocation();
if(voc->isPremiumNeeded() && !isPremium() && g_config.getBool(ConfigManager::PREMIUM_FOR_PROMOTION))
continue;

vocationId = currentVoc;
}

promotionLevel -= tmpLevel;
}

setVocation(vocationId);
}

uint16_t Player::getBlessings() const
{
if(!g_config.getBool(ConfigManager::BLESSINGS) || (!isPremium() &&
g_config.getBool(ConfigManager::BLESSING_ONLY_PREMIUM)))
return 0;

uint16_t count = 0;
for(int16_t i = 0; i < 16; ++i)
{
if(hasBlessing(i))
count++;
}

return count;
}

uint64_t Player::getLostExperience() const
{
if(!skillLoss)
return 0;

double percent = (double)(lossPercent[LOSS_EXPERIENCE] - vocation->getLessLoss() - (getBlessings() * g_config.getNumber(
ConfigManager::BLESS_REDUCTION))) / 100.;
if(level <= 25)
return (uint64_t)std::floor((double)(experience * percent) / 10.);

int32_t base = level;
double levels = (double)(base + 50) / 100.;

uint64_t lost = 0;
while(levels > 1.0f)
{
lost += (getExpForLevel(base) - getExpForLevel(base - 1));
base--;
levels -= 1.;
}

if(levels > 0.)
lost += (uint64_t)std::floor((double)(getExpForLevel(base) - getExpForLevel(base - 1)) * levels);

return (uint64_t)std::floor((double)(lost * percent));
}

uint32_t Player::getAttackSpeed() const
{
return ((weapon && weapon->getAttackSpeed() != 0) ? weapon->getAttackSpeed() : (vocation->getAttackSpeed() / std::max((size_t)1, getWeapons().size())));
}

void Player::learnInstantSpell(const std::string& name)
{
if(!hasLearnedInstantSpell(name))
learnedInstantSpellList.push_back(name);
}

void Player::unlearnInstantSpell(const std::string& name)
{
if(!hasLearnedInstantSpell(name))
return;

LearnedInstantSpellList::iterator it = std::find(learnedInstantSpellList.begin(), learnedInstantSpellList.end(), name);
if(it != learnedInstantSpellList.end())
learnedInstantSpellList.erase(it);
}

bool Player::hasLearnedInstantSpell(const std::string& name) const
{
if(hasFlag(PlayerFlag_CannotUseSpells))
return false;

if(hasFlag(PlayerFlag_IgnoreSpellCheck))
return true;

for(LearnedInstantSpellList::const_iterator it = learnedInstantSpellList.begin(); it != learnedInstantSpellList.end(); ++it)
{
if(!strcasecmp((*it).c_str(), name.c_str()))
return true;
}

return false;
}

void Player::manageAccount(const std::string &text)
{
std::stringstream msg;
msg << "Account Manager: ";

bool noSwap = true;
switch(accountManager)
{
case MANAGER_NAMELOCK:
{
if(!talkState[1])
{
managerString = text;
trimString(managerString);
if(managerString.length() < 4)
msg << "Your name you want is too short, please select a longer name.";
else if(managerString.length() > 20)
msg << "The name you want is too long, please select a shorter name.";
else if(!isValidName(managerString))
msg << "That name seems to contain invalid symbols, please choose another name.";
else if(IOLoginData::getInstance()->playerExists(managerString, true))
msg << "A player with that name already exists, please choose another name.";
else
{
std::string tmp = asLowerCaseString(managerString);
if(tmp.substr(0, 4) != "god " && tmp.substr(0, 3) != "cm " && tmp.substr(0, 3) != "gm ")
{
talkState[1] = true;
talkState[2] = true;
msg << managerString << ", are you sure?";
}
else
msg << "Your character is not a staff member, please tell me another name!";
}
}
else if(checkText(text, "no") && talkState[2])
{
talkState[1] = talkState[2] = false;
msg << "What else would you like to name your character?";
}
else if(checkText(text, "yes") && talkState[2])
{
if(!IOLoginData::getInstance()->playerExists(managerString, true))
{
uint32_t tmp;
if(IOLoginData::getInstance()->getGuidByName(tmp, managerString2) &&
IOLoginData::getInstance()->changeName(tmp, managerString, managerString2) &&
IOBan::getInstance()->removePlayerBanishment(tmp, PLAYERBAN_LOCK))
{
if(House* house = Houses::getInstance()->getHouseByPlayerId(tmp))
house->updateDoorDescription(managerString);

talkState[1] = true;
talkState[2] = false;
msg << "Your character has been successfully renamed, you should now be able to login at it without any problems.";
}
else
{
talkState[1] = talkState[2] = false;
msg << "Failed to change your name, please try again.";
}
}
else
{
talkState[1] = talkState[2] = false;
msg << "A player with that name already exists, please choose another name.";
}
}
else
msg << "Sorry, but I can't understand you, please try to repeat that!";

break;
}
case MANAGER_ACCOUNT:
{
Account account = IOLoginData::getInstance()->loadAccount(managerNumber);
if(checkText(text, "cancel") || (checkText(text, "account") && !talkState[1]))
{
talkState[1] = true;
for(int8_t i = 2; i <= 12; i++)
talkState = false;

msg << "Do you want to change your 'password', request a 'recovery key', add a 'character', or 'delete' a character?";
}
else if(checkText(text, "delete") && talkState[1])
{
talkState[1] = false;
talkState[2] = true;
msg << "Which character would you like to delete?";
}
else if(talkState[2])
{
std::string tmp = text;
trimString(tmp);
if(!isValidName(tmp, false))
msg << "That name contains invalid characters, try to say your name again, you might have typed it wrong.";
else
{
talkState[2] = false;
talkState[3] = true;
managerString = tmp;
msg << "Do you really want to delete the character named " << managerString << "?";
}
}
else if(checkText(text, "yes") && talkState[3])
{
switch(IOLoginData::getInstance()->deleteCharacter(managerNumber, managerString))
{
case DELETE_INTERNAL:
msg << "An error occured while deleting your character. Either the character does not belong to you or it doesn't exist.";
break;

case DELETE_SUCCESS:
msg << "Your character has been deleted.";
break;

case DELETE_HOUSE:
msg << "Your character owns a house. To make sure you really want to lose your house by deleting your character, you have to login and leave the house or pass it to someone else first.";
break;

case DELETE_LEADER:
msg << "Your character is the leader of a guild. You need to disband or pass the leadership someone else to delete your character.";
break;

case DELETE_ONLINE:
msg << "A character with that name is currently online, to delete a character it has to be offline.";
break;
}

talkState[1] = true;
for(int8_t i = 2; i <= 12; i++)
talkState = false;
}
else if(checkText(text, "no") && talkState[3])
{
talkState[1] = true;
talkState[3] = false;
msg << "Tell me what character you want to delete.";
}
else if(checkText(text, "password") && talkState[1])
{
talkState[1] = false;
talkState[4] = true;
msg << "Tell me your new password please.";
}
else if(talkState[4])
{
std::string tmp = text;
trimString(tmp);
if(tmp.length() < 6)
msg << "That password is too short, at least 6 digits are required. Please select a longer password.";
else if(!isValidPassword(tmp))
msg << "Your password contains invalid characters... please tell me another one.";
else
{
talkState[4] = false;
talkState[5] = true;
managerString = tmp;
msg << "Should '" << managerString << "' be your new password?";
}
}
else if(checkText(text, "yes") && talkState[5])
{
talkState[1] = true;
for(int8_t i = 2; i <= 12; i++)
talkState = false;

IOLoginData::getInstance()->setPassword(managerNumber, managerString);
msg << "Your password has been changed.";
}
else if(checkText(text, "no") && talkState[5])
{
talkState[1] = true;
for(int8_t i = 2; i <= 12; i++)
talkState = false;

msg << "Then not.";
}
else if(checkText(text, "character") && talkState[1])
{
if(account.charList.size() <= 15)
{
talkState[1] = false;
talkState[6] = true;
msg << "What would you like as your character name?";
}
else
{
talkState[1] = true;
for(int8_t i = 2; i <= 12; i++)
talkState = false;

msg << "Your account reach the limit of 15 players, you can 'delete' a character if you want to create a new one.";
}
}
else if(talkState[6])
{
managerString = text;
trimString(managerString);
if(managerString.length() < 4)
msg << "Your name you want is too short, please select a longer name.";
else if(managerString.length() > 20)
msg << "The name you want is too long, please select a shorter name.";
else if(!isValidName(managerString))
msg << "That name seems to contain invalid symbols, please choose another name.";
else if(IOLoginData::getInstance()->playerExists(managerString, true))
msg << "A player with that name already exists, please choose another name.";
else
{
std::string tmp = asLowerCaseString(managerString);
if(tmp.substr(0, 4) != "god " && tmp.substr(0, 3) != "cm " && tmp.substr(0, 3) != "gm ")
{
talkState[6] = false;
talkState[7] = true;
msg << managerString << ", are you sure?";
}
else
msg << "Your character is not a staff member, please tell me another name!";
}
}
else if(checkText(text, "no") && talkState[7])
{
talkState[6] = true;
talkState[7] = false;
msg << "What else would you like to name your character?";
}
else if(checkText(text, "yes") && talkState[7])
{
talkState[7] = false;
talkState[8] = true;
msg << "Should your character be a 'male' or a 'female'.";
}
else if(talkState[8] && (checkText(text, "female") || checkText(text, "male")))
{
talkState[8] = false;
talkState[9] = true;
if(checkText(text, "female"))
{
msg << "A female, are you sure?";
managerSex = PLAYERSEX_FEMALE;
}
else
{
msg << "A male, are you sure?";
managerSex = PLAYERSEX_MALE;
}
}
else if(checkText(text, "no") && talkState[9])
{
talkState[8] = true;
talkState[9] = false;
msg << "Tell me... would you like to be a 'male' or a 'female'?";
}
else if(checkText(text, "yes") && talkState[9])
{
if(g_config.getBool(ConfigManager::START_CHOOSEVOC))
{
talkState[9] = false;
talkState[11] = true;

bool firstPart = true;
for(VocationsMap::iterator it = Vocations::getInstance()->getFirstVocation(); it != Vocations::getInstance()->getLastVocation(); ++it)
{
if(it->first == it->second->getFromVocation() && it->first != 0)
{
if(firstPart)
{
msg << "What do you want to be... " << it->second->getDescription();
firstPart = false;
}
else if(it->first - 1 != 0)
msg << ", " << it->second->getDescription();
else
msg << " or " << it->second->getDescription() << ".";
}
}
}
else if(!IOLoginData::getInstance()->playerExists(managerString, true))
{
talkState[1] = true;
for(int8_t i = 2; i <= 12; i++)
talkState = false;

if(IOLoginData::getInstance()->createCharacter(managerNumber, managerString, managerNumber2, (uint16_t)managerSex))
msg << "Your character has been created.";
else
msg << "Your character couldn't be created, please try again.";
}
else
{
talkState[6] = true;
talkState[9] = false;
msg << "A player with that name already exists, please choose another name.";
}
}
else if(talkState[11])
{
for(VocationsMap::iterator it = Vocations::getInstance()->getFirstVocation(); it != Vocations::getInstance()->getLastVocation(); ++it)
{
std::string tmp = asLowerCaseString(it->second->getName());
if(checkText(text, tmp) && it != Vocations::getInstance()->getLastVocation() && it->first == it->second->getFromVocation() && it->first != 0)
{
msg << "So you would like to be " << it->second->getDescription() << "... are you sure?";
managerNumber2 = it->first;
talkState[11] = false;
talkState[12] = true;
}
}

if(msg.str().length() == 17)
msg << "I don't understand what vocation you would like to be... could you please repeat it?";
}
else if(checkText(text, "yes") && talkState[12])
{
if(!IOLoginData::getInstance()->playerExists(managerString, true))
{
talkState[1] = true;
for(int8_t i = 2; i <= 12; i++)
talkState = false;

if(IOLoginData::getInstance()->createCharacter(managerNumber, managerString, managerNumber2, (uint16_t)managerSex))
msg << "Your character has been created.";
else
msg << "Your character couldn't be created, please try again.";
}
else
{
talkState[6] = true;
talkState[9] = false;
msg << "A player with that name already exists, please choose another name.";
}
}
else if(checkText(text, "no") && talkState[12])
{
talkState[11] = true;
talkState[12] = false;
msg << "No? Then what would you like to be?";
}
else if(checkText(text, "recovery key") && talkState[1])
{
talkState[1] = false;
talkState[10] = true;
msg << "Would you like a recovery key?";
}
else if(checkText(text, "yes") && talkState[10])
{
if(account.recoveryKey != "0")
msg << "Sorry, you already have a recovery key, for security reasons I may not give you a new one.";
else
{
managerString = generateRecoveryKey(4, 4);
IOLoginData::getInstance()->setRecoveryKey(managerNumber, managerString);
msg << "Your recovery key is: " << managerString << ".";
}

talkState[1] = true;
for(int8_t i = 2; i <= 12; i++)
talkState = false;
}
else if(checkText(text, "no") && talkState[10])
{
msg << "Then not.";
talkState[1] = true;
for(int8_t i = 2; i <= 12; i++)
talkState = false;
}
else
msg << "Please read the latest message that I have specified, I don't understand the current requested action.";

break;
}
case MANAGER_NEW:
{
if(checkText(text, "account") && !talkState[1])
{
msg << "What would you like your password to be?";
talkState[1] = true;
talkState[2] = true;
}
else if(talkState[2])
{
std::string tmp = text;
trimString(tmp);
if(tmp.length() < 6)
msg << "That password is too short, at least 6 digits are required. Please select a longer password.";
else if(!isValidPassword(tmp))
msg << "Your password contains invalid characters... please tell me another one.";
else
{
talkState[3] = true;
talkState[2] = false;
managerString = tmp;
msg << managerString << " is it? 'yes' or 'no'?";
}
}
else if(checkText(text, "yes") && talkState[3])
{
if(g_config.getBool(ConfigManager::GENERATE_ACCOUNT_NUMBER))
{
do
sprintf(managerChar, "%d%d%d%d%d%d%d", random_range(2, 9), random_range(2, 9), random_range(2, 9), random_range(2, 9), random_range(2, 9), random_range(2, 9), random_range(2, 9));
while(IOLoginData::getInstance()->accountNameExists(managerChar));

uint32_t id = (uint32_t)IOLoginData::getInstance()->createAccount(managerChar, managerString);
if(id)
{
accountManager = MANAGER_ACCOUNT;
managerNumber = id;

noSwap = talkState[1] = false;
msg << "Your account has been created, you may manage it now, but remember your account name: '"
<< managerChar << "' and password: '" << managerString
<< "'! If the account name is too hard to remember, please note it somewhere.";
}
else
msg << "Your account could not be created, please try again.";

for(int8_t i = 2; i <= 5; i++)
talkState = false;
}
else
{
msg << "What would you like your account name to be?";
talkState[3] = false;
talkState[4] = true;
}
}
else if(checkText(text, "no") && talkState[3])
{
talkState[2] = true;
talkState[3] = false;
msg << "What would you like your password to be then?";
}
else if(talkState[4])
{
std::string tmp = text;
trimString(tmp);
if(tmp.length() < 3)
msg << "That account name is too short, at least 3 digits are required. Please select a longer account name.";
else if(tmp.length() > 25)
msg << "That account name is too long, not more than 25 digits are required. Please select a shorter account name.";
else if(!isValidAccountName(tmp))
msg << "Your account name contains invalid characters, please choose another one.";
else if(asLowerCaseString(tmp) == asLowerCaseString(managerString))
msg << "Your account name cannot be same as password, please choose another one.";
else
{
sprintf(managerChar, "%s", tmp.c_str());
msg << managerChar << ", are you sure?";
talkState[4] = false;
talkState[5] = true;
}
}
else if(checkText(text, "yes") && talkState[5])
{
if(!IOLoginData::getInstance()->accountNameExists(managerChar))
{
uint32_t id = (uint32_t)IOLoginData::getInstance()->createAccount(managerChar, managerString);
if(id)
{
accountManager = MANAGER_ACCOUNT;
managerNumber = id;

noSwap = talkState[1] = false;
msg << "Your account has been created, you may manage it now, but remember your account name: '"
<< managerChar << "' and password: '" << managerString << "'!";
}
else
msg << "Your account could not be created, please try again.";

for(int8_t i = 2; i <= 5; i++)
talkState = false;
}
else
{
msg << "An account with that name already exists, please try another account name.";
talkState[4] = true;
talkState[5] = false;
}
}
else if(checkText(text, "no") && talkState[5])
{
talkState[5] = false;
talkState[4] = true;
msg << "What else would you like as your account name?";
}
else if(checkText(text, "recover") && !talkState[6])
{
talkState[6] = true;
talkState[7] = true;
msg << "What was your account name?";
}
else if(talkState[7])
{
managerString = text;
if(IOLoginData::getInstance()->getAccountId(managerString, (uint32_t&)managerNumber))
{
talkState[7] = false;
talkState[8] = true;
msg << "What was your recovery key?";
}
else
{
msg << "Sorry, but account with such name doesn't exists.";
talkState[6] = talkState[7] = false;
}
}
else if(talkState[8])
{
managerString2 = text;
if(IOLoginData::getInstance()->validRecoveryKey(managerNumber, managerString2) && managerString2 != "0")
{
sprintf(managerChar, "%s%d", g_config.getString(ConfigManager::SERVER_NAME).c_str(), random_range(100, 999));
IOLoginData::getInstance()->setPassword(managerNumber, managerChar);
msg << "Correct! Your new password is: " << managerChar << ".";
}
else
msg << "Sorry, but this key doesn't match to account you gave me.";

talkState[7] = talkState[8] = false;
}
else
msg << "Sorry, but I can't understand you, please try to repeat that.";

break;
}
default:
return;
break;
}

sendTextMessage(MSG_STATUS_CONSOLE_BLUE, msg.str().c_str());
if(!noSwap)
sendTextMessage(MSG_STATUS_CONSOLE_ORANGE, "Hint: Type 'account' to manage your account and if you want to start over then type 'cancel'.");
}

bool Player::isGuildInvited(uint32_t guildId) const
{
for(InvitedToGuildsList::const_iterator it = invitedToGuildsList.begin(); it != invitedToGuildsList.end(); ++it)
{
if((*it) == guildId)
return true;
}

return false;
}

void Player::leaveGuild()
{
sendClosePrivate(CHANNEL_GUILD);
#ifdef __WAR_SYSTEM__
warMap.clear();
g_game.updateCreatureEmblem(this);

#endif
guildLevel = GUILDLEVEL_NONE;
guildId = rankId = 0;
guildName = rankName = guildNick = std::string();
}

bool Player::isPremium() const
{
if(g_config.getBool(ConfigManager::FREE_PREMIUM) || hasFlag(PlayerFlag_IsAlwaysPremium))
return true;

return premiumDays;
}

bool Player::setGuildLevel(GuildLevel_t newLevel, uint32_t rank/* = 0*/)
{
std::string name;
if(!IOGuild::getInstance()->getRankEx(rank, name, guildId, newLevel))
return false;

guildLevel = newLevel;
rankName = name;
rankId = rank;
return true;
}

void Player::setGroupId(int32_t newId)
{
if(Group* tmp = Groups::getInstance()->getGroup(newId))
{
groupId = newId;
group = tmp;
}
}

void Player::setGroup(Group* newGroup)
{
if(!newGroup)
return;

group = newGroup;
groupId = group->getId();
}

PartyShields_t Player::getPartyShield(const Creature* creature) const
{
const Player* player = creature->getPlayer();
if(!player)
return Creature::getPartyShield(creature);

if(Party* party = getParty())
{
if(party->getLeader() == player)
{
if(!party->isSharedExperienceActive())
return SHIELD_YELLOW;

if(party->isSharedExperienceEnabled())
return SHIELD_YELLOW_SHAREDEXP;

if(party->canUseSharedExperience(player))
return SHIELD_YELLOW_NOSHAREDEXP;

return SHIELD_YELLOW_NOSHAREDEXP_BLINK;
}

if(party->isPlayerMember(player))
{
if(!party->isSharedExperienceActive())
return SHIELD_BLUE;

if(party->isSharedExperienceEnabled())
return SHIELD_BLUE_SHAREDEXP;

if(party->canUseSharedExperience(player))
return SHIELD_BLUE_NOSHAREDEXP;

return SHIELD_BLUE_NOSHAREDEXP_BLINK;
}

if(isInviting(player))
return SHIELD_WHITEBLUE;
}

if(player->isInviting(this))
return SHIELD_WHITEYELLOW;

return SHIELD_NONE;
}

bool Player::isInviting(const Player* player) const
{
if(!player || player->isRemoved() || !party || party->getLeader() != this)
return false;

return party->isPlayerInvited(player);
}

bool Player::isPartner(const Player* player) const
{
return player && player->getParty() && player->getParty() == party;
}

bool Player::getHideHealth() const
{
if(hasFlag(PlayerFlag_HideHealth))
return true;

return hideHealth;
}

void Player::sendPlayerIcons(Player* player)
{
sendCreatureShield(player);
sendCreatureSkull(player);
}

bool Player::addPartyInvitation(Party* party)
{
if(!party)
return false;

PartyList::iterator it = std::find(invitePartyList.begin(), invitePartyList.end(), party);
if(it != invitePartyList.end())
return false;

invitePartyList.push_back(party);
return true;
}

bool Player::removePartyInvitation(Party* party)
{
if(!party)
return false;

PartyList::iterator it = std::find(invitePartyList.begin(), invitePartyList.end(), party);
if(it != invitePartyList.end())
{
invitePartyList.erase(it);
return true;
}
return false;
}

void Player::clearPartyInvitations()
{
if(invitePartyList.empty())
return;

PartyList list;
for(PartyList::iterator it = invitePartyList.begin(); it != invitePartyList.end(); ++it)
list.push_back(*it);

invitePartyList.clear();
for(PartyList::iterator it = list.begin(); it != list.end(); ++it)
(*it)->removeInvite(this);
}

void Player::increaseCombatValues(int32_t& min, int32_t& max, bool useCharges, bool countWeapon)
{
if(min > 0)
min = (int32_t)(min * vocation->getMultiplier(MULTIPLIER_HEALING));
else
min = (int32_t)(min * vocation->getMultiplier(MULTIPLIER_MAGIC));

if(max > 0)
max = (int32_t)(max * vocation->getMultiplier(MULTIPLIER_HEALING));
else
max = (int32_t)(max * vocation->getMultiplier(MULTIPLIER_MAGIC));

Item* item = NULL;
int32_t minValue = 0, maxValue = 0, i = SLOT_FIRST;
for(; i < SLOT_LAST; ++i)
{
if(!(item = getInventoryItem((slots_t)i)) || item->isRemoved() ||
(g_moveEvents->hasEquipEvent(item) && !isItemAbilityEnabled((slots_t)i)))
continue;

const ItemType& it = Item::items[item->getID()];
if(min > 0)
{
minValue += it.abilities.increment[HEALING_VALUE];
if(it.abilities.increment[HEALING_PERCENT])
min = (int32_t)std::ceil((double)(min * it.abilities.increment[HEALING_PERCENT]) / 100.);
}
else
{
minValue -= it.abilities.increment[MAGIC_VALUE];
if(it.abilities.increment[MAGIC_PERCENT])
min = (int32_t)std::ceil((double)(min * it.abilities.increment[MAGIC_PERCENT]) / 100.);
}

if(max > 0)
{
maxValue += it.abilities.increment[HEALING_VALUE];
if(it.abilities.increment[HEALING_PERCENT])
max = (int32_t)std::ceil((double)(max * it.abilities.increment[HEALING_PERCENT]) / 100.);
}
else
{
maxValue -= it.abilities.increment[MAGIC_VALUE];
if(it.abilities.increment[MAGIC_PERCENT])
max = (int32_t)std::ceil((double)(max * it.abilities.increment[MAGIC_PERCENT]) / 100.);
}

bool removeCharges = false;
for(int32_t j = INCREMENT_FIRST; j <= INCREMENT_LAST; ++j)
{
if(!it.abilities.increment[(Increment_t)j])
continue;

removeCharges = true;
break;
}

if(useCharges && removeCharges && (countWeapon || item != weapon) && item->hasCharges())
g_game.transformItem(item, item->getID(), std::max((int32_t)0, (int32_t)item->getCharges() - 1));
}

min += minValue;
max += maxValue;
}

bool Player::transferMoneyTo(const std::string& name, uint64_t amount)
{
if(!g_config.getBool(ConfigManager::BANK_SYSTEM) || amount > balance)
return false;

Player* target = g_game.getPlayerByNameEx(name);
if(!target)
return false;

balance -= amount;
target->balance += amount;
if(target->isVirtual())
{
IOLoginData::getInstance()->savePlayer(target);
delete target;
}

return true;
}

void Player::sendCritical() const
{
if(g_config.getBool(ConfigManager::DISPLAY_CRITICAL_HIT))
g_game.addAnimatedText(getPosition(), COLOR_DARKRED, "CRITICAL!");
}

*>*>,>,>*>*>*>*>

 

@suja me ensina como muda então.

 

desculpa a demora ta ocupado.

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Aqui:

skills[i][SKILL_LEVEL] = 10;

Muda para 0,

Ficando assim:

skills[i][SKILL_LEVEL] = 0;

Aqui:

 

skills[i][SKILL_LEVEL] = 10;
 
lostSkillTries -= skills[i][SKILL_TRIES];
skills[i][SKILL_TRIES] = vocation->getReqSkillTries(i, skills[i][SKILL_LEVEL]);
if(skills[i][SKILL_LEVEL] < 11)
{
skills[i][SKILL_LEVEL] = 10;
skills[i][SKILL_TRIES] = lostSkillTries = 0;
break;
}

Muda para 0 tudo.

ficando assim:
skills[i][SKILL_LEVEL] = 0;
 
lostSkillTries -= skills[i][SKILL_TRIES];
skills[i][SKILL_TRIES] = vocation->getReqSkillTries(i, skills[i][SKILL_LEVEL]);
if(skills[i][SKILL_LEVEL] < 0)
{
skills[i][SKILL_LEVEL] = 0;
skills[i][SKILL_TRIES] = lostSkillTries = 0;
break;
}
Deve funcionar.
Editado por Incur
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Aqui:

skills[i][SKILL_LEVEL] = 10;

Muda para 0,

Ficando assim:

skills[i][SKILL_LEVEL] = 0;

Aqui:

 

skills[i][SKILL_LEVEL] = 10;
 
lostSkillTries -= skills[i][SKILL_TRIES];
skills[i][SKILL_TRIES] = vocation->getReqSkillTries(i, skills[i][SKILL_LEVEL]);
if(skills[i][SKILL_LEVEL] < 11)
{
skills[i][SKILL_LEVEL] = 10;
skills[i][SKILL_TRIES] = lostSkillTries = 0;
break;
}

Muda para 0 tudo.

ficando assim:
skills[i][SKILL_LEVEL] = 0;
 
lostSkillTries -= skills[i][SKILL_TRIES];
skills[i][SKILL_TRIES] = vocation->getReqSkillTries(i, skills[i][SKILL_LEVEL]);
if(skills[i][SKILL_LEVEL] < 0)
{
skills[i][SKILL_LEVEL] = 0;
skills[i][SKILL_TRIES] = lostSkillTries = 0;
break;
}
Deve funcionar.

 

Não vai funcionar, na prática esse valor que você modificou vai ser alterado quando o player entrar e carrega os valores da database... Não tem motivos para complicar tudo, uma hora ou outra você vai utilizar mysql, então você só vai precisar mudar os valores iniciais no sample...

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Aqui:

skills[i][SKILL_LEVEL] = 10;

Muda para 0,

Ficando assim:

skills[i][SKILL_LEVEL] = 0;

Aqui:

 

skills[i][SKILL_LEVEL] = 10;
 
lostSkillTries -= skills[i][SKILL_TRIES];
skills[i][SKILL_TRIES] = vocation->getReqSkillTries(i, skills[i][SKILL_LEVEL]);
if(skills[i][SKILL_LEVEL] < 11)
{
skills[i][SKILL_LEVEL] = 10;
skills[i][SKILL_TRIES] = lostSkillTries = 0;
break;
}

Muda para 0 tudo.

ficando assim:
skills[i][SKILL_LEVEL] = 0;
 
lostSkillTries -= skills[i][SKILL_TRIES];
skills[i][SKILL_TRIES] = vocation->getReqSkillTries(i, skills[i][SKILL_LEVEL]);
if(skills[i][SKILL_LEVEL] < 0)
{
skills[i][SKILL_LEVEL] = 0;
skills[i][SKILL_TRIES] = lostSkillTries = 0;
break;
}
Deve funcionar.

 

Não vai funcionar, na prática esse valor que você modificou vai ser alterado quando o player entrar e carrega os valores da database... Não tem motivos para complicar tudo, uma hora ou outra você vai utilizar mysql, então você só vai precisar mudar os valores iniciais no sample...

 

Mas isso precisa ser alterado..

Por exemplo, se o jogador morrer e ele estiver com skill < 11 então ele iria ficar 10, pelas sources dele, certo? : )

 

----

Você testou modificar o que eu falei, Zikaduh?

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