Пример #1
0
  public void giveItems(int itemId, long count, Element element, int power) {
    Player player = getPlayer();
    if (player == null) {
      return;
    }

    if (count <= 0) {
      count = 1;
    }

    // Get template of item
    ItemTemplate template = ItemHolder.getInstance().getTemplate(itemId);
    if (template == null) {
      return;
    }

    for (int i = 0; i < count; i++) {
      ItemInstance item = ItemFunctions.createItem(itemId);

      if (element != Element.NONE) {
        item.setAttributeElement(element, power);
      }

      // Add items to player's inventory
      player.getInventory().addItem(item);
    }

    player.sendPacket(SystemMessage2.obtainItems(template.getItemId(), count, 0));
    player.sendChanges();
  }
Пример #2
0
  /**
   * Destroy element used by quest when quest is exited
   *
   * @param repeatable
   * @return QuestState
   */
  public QuestState exitCurrentQuest(boolean repeatable) {
    Player player = getPlayer();
    if (player == null) {
      return this;
    }

    removePlayerOnKillListener();
    // Clean drops
    for (int itemId : _quest.getItems()) {
      // Get [item from] / [presence of the item in] the inventory of the player
      ItemInstance item = player.getInventory().getItemByItemId(itemId);
      if ((item == null) || (itemId == 57)) {
        continue;
      }
      long count = item.getCount();
      // If player has the item in inventory, destroy it (if not gold)
      player.getInventory().destroyItemByItemId(itemId, count);
      player.getWarehouse().destroyItemByItemId(itemId, count); // TODO [G1ta0] analyze this
    }

    // If quest is repeatable, delete quest from list of quest of the player and from database
    // (quest CAN be created again => repeatable)
    if (repeatable) {
      player.removeQuestState(_quest.getName());
      Quest.deleteQuestInDb(this);
      _vars.clear();
    } else { // Otherwise, delete variables for quest and update database (quest CANNOT be created
             // again => not repeatable)
      for (String var : _vars.keySet()) {
        if (var != null) {
          unset(var);
        }
      }
      setState(Quest.COMPLETED);
      Quest.updateQuestInDb(this); // FIXME: оно вроде не нужно?
    }
    if (isCompleted()) {
      // WorldStatisticsManager.getInstance().updateStat(player, CategoryType.QUESTS_COMPLETED,0,
      // 1);
    }
    player.sendPacket(new QuestList(player));
    return this;
  }
Пример #3
0
 public long getSumQuestItemsCount(int... itemIds) {
   Player player = getPlayer();
   if (player == null) {
     return 0;
   }
   long count = 0;
   for (int itemId : itemIds) {
     count += player.getInventory().getCountOf(itemId);
   }
   return count;
 }
Пример #4
0
 public boolean checkQuestItemsCount(int... itemIds) {
   Player player = getPlayer();
   if (player == null) {
     return false;
   }
   for (int itemId : itemIds) {
     if (player.getInventory().getCountOf(itemId) <= 0) {
       return false;
     }
   }
   return true;
 }
Пример #5
0
  /**
   * Удаляет указанные предметы из инвентаря игрока, и обновляет инвентарь
   *
   * @param itemId : id удаляемого предмета
   * @param count : число удаляемых предметов<br>
   *     Если count передать -1, то будут удалены все указанные предметы.
   * @return Количество удаленных предметов
   */
  public long takeItems(int itemId, long count) {
    Player player = getPlayer();
    if (player == null) {
      return 0;
    }

    // Get object item from player's inventory list
    ItemInstance item = player.getInventory().getItemByItemId(itemId);
    if (item == null) {
      return 0;
    }
    // Tests on count value in order not to have negative value
    if ((count < 0) || (count > item.getCount())) {
      count = item.getCount();
    }

    // Destroy the quantity of items wanted
    player.getInventory().destroyItemByItemId(itemId, count);
    // Send message of destruction to client
    player.sendPacket(SystemMessage2.removeItems(itemId, count));

    return count;
  }
Пример #6
0
	public String getDeathmatchScoreboardMessage( GameObject victim, GameObject killer, boolean inIntermission ) 
	{
		int xOffset, statHeader, statCaps, headerIndex;
		String s;
		Team otherTeam;
		
		otherTeam   = ( this == TEAM1 ? TEAM2 : TEAM1 );
		xOffset     = ( this == TEAM1 ? 0 : 160 );
		statHeader  = ( this == TEAM1 ? STAT_CTF_TEAM1_HEADER          : STAT_CTF_TEAM2_HEADER          );
		headerIndex = ( this == TEAM1 ? Engine.getImageIndex("ctfsb1") : Engine.getImageIndex("ctfsb2") );
		statCaps    = ( this == TEAM1 ? STAT_CTF_TEAM1_CAPS            : STAT_CTF_TEAM2_CAPS            );

		// display our teamheader
		victim.fEntity.setPlayerStat( statHeader, (short)headerIndex );	

/*		// if during intermission, we must blink our header if we're the winning team (or tie)
		if ( inIntermission && ((int)Game.getGameTime()%2 == 0 ) )	// blink every second
		{
			if ( this.getCaptures() > otherTeam.getCaptures() )
				victim.fEntity.setPlayerStat( statHeader, (short)0 );	
			// Capture tie, check total frags
			else if ( this.getScore() >= otherTeam.getScore() )
				victim.fEntity.setPlayerStat( statHeader, (short)0 );	
		}
*/
		s = "if " + statHeader + " xv " + (8+xOffset) + " yv 8 pic " + statHeader + " endif " +
			"xv " + (40+xOffset) + " yv 28 string \"" + getScore() + "/" + fCaptures + "\" " +
			"xv " + (98+xOffset) + " yv 12 num 2 " + statCaps + " ";

		// TODO: sort players by score
		Player[] players = getPlayers();
	/*	int begin = 0;
		int i     = begin;
		while ( i < players.length-1 )
		{
			if ( players[i].getScore() < players[i+1].getScore() )
			{
				Player dummy = players[i];
				players[i]   = players[i+1];
				players[i+1] = dummy;
			}
			if ( i == players.length-2 )
				i = ++begin;
		}
*/
		for ( int i=0; i<8 && i<players.length; i++ )
		{
			Player p    = players[i];
			int    ping = Math.min( p.fEntity.getPlayerPing(), 999 );

			s += "ctf " + xOffset + " " + (42+i*8) + " " + p.fEntity.getPlayerNum() + " " +
			     p.getScore() + " " +
				 ping + " ";

			GenericFlag flag = (GenericFlag)p.getInventory( "flag" );

			if ( flag != null )	// flag IS other teams flag...
			{
				s += "xv " + (56+xOffset) + " picn " + flag.getSmallIconName() + " ";
			}
		}

		if ( players.length > 8 )
		{
			s += "xv " + (8+xOffset) + " yv " + (42+8*8) + " string \"...and " + (players.length-8) + " more\" ";
		}

		return s;
		
	}
Пример #7
0
 static boolean goblinChase(Player player) {
   String playerInput = "";
   System.out.println("As you enter the room a goblin jumps out of the darkness and runs at you.");
   System.out.println("You feel the urge to either fight or run.");
   for (int i = 5; i > 0; i--) {
     Scanner input = new Scanner(System.in);
     playerInput = input.next();
     switch (playerInput.toLowerCase()) {
       case "north":
         player.moveTo(player.getLocation().north());
         break;
       case "south":
         player.moveTo(player.getLocation().south());
         break;
       case "east":
         player.moveTo(player.getLocation().east());
         break;
       case "west":
         player.moveTo(player.getLocation().west());
         break;
       case "look":
         player.look();
         break;
       case "drop":
         player.drop(input.next());
         break;
       case "pickup":
         player.pickup(input.next());
         break;
       case "inventory":
         player.inventory();
         break;
       case "quit":
         return false;
       case "xyzzy":
         if (player.getLocation().getName().equals("Room 5")) {
           System.out.println(
               "A red portal opens in front of you, and you walk into it without thinking. \n You are still inside the cave. You see a chest in the center of the room.");
           player.moveTo(player.getLocation().xyzzy());
         } else {
           System.out.println("Nothing happens.");
         }
         break;
       case "help":
         printInstructions();
         break;
       case "use":
         switch (input.next()) {
           case "man":
             if (player.getLocation().getName().equals("Room 1")) {
               player.use();
             }
           case "well":
             if (player.getLocation().getName().equals("Room 7")) {
               player.use();
             }
           case "skeleton":
             if (player.getLocation().getName().equals("Room 2")) {
               player.use();
             }
           case "writing":
             if (player.getLocation().getName().equals("Room 8")) {
               player.use();
             }
           case "ears":
             if (player.getLocation().getName().equals("Room 3")) {
               player.use();
             }
           case "chest":
             if (player.getLocation().getName().equals("Room 6")) {
               player.use();
             }
         }
       case "fight":
         if (player.getInventory().contains("sword")) {
           System.out.println("You decide to turn and fight.");
           System.out.println(
               "You pull out the sword you picked up earlier, the only weapon you have.");
           System.out.println(
               "As the goblin charges, you stand your ground and take a fighting stance.");
           System.out.println(
               "You plunge your sword into the goblin's chest with one decisive thrust.");
           System.out.println(
               "The goblin falls to the ground in front of you as you pull out the bloody sword.");
           System.out.println("You examine the body. The goblin is dead.");
           player.getLocation().drop("goblin");
           return true;
         } else {
           if (player.getLocation().getName().equals("Room 7")) {
             System.out.println("You decide to turn and fight.");
             System.out.println("As the goblin charges, you swing at him with all of your might.");
             System.out.println("The goblin is knocked back slightly and trips over a rock.");
             System.out.println(
                 "The goblin falls into the well situated in the center of the room.");
             System.out.println("As he falls you hear him screech, and eventually a loud THUNK!");
             System.out.println(
                 "You approach the well and look inside it, but you can't see anything, even with the lamp.");
             return true;
           } else {
             if (1 == 1) {
               System.out.println("The goblin grabs you and tears your arm off.");
               System.out.println(
                   "Wounded, you slowly bleed out as you watch the goblin eat your severed arm.");
               return false;
             }
           }
         }
         break;
       default:
         System.out.println("What?");
     }
     switch (i) {
       case 5:
         System.out.println(
             "The goblin seems dazed by the light of the lantern and trips over a rock.");
         break;
       case 4:
         System.out.println("The goblin gets up and persues you.");
         break;
       case 3:
         System.out.println(
             "You try to escape the goblin's pursuit, but he is slowly getting closer.");
         ;
         break;
       case 2:
         System.out.println("The goblin has nearly caught up to you.");
         break;
       case 1:
         System.out.println("The goblin is right behind you, there is no hope for escape.");
         break;
     }
   }
   System.out.println("The goblin grabs you and tears your arm off.");
   System.out.println(
       "Wounded, you slowly bleed out as you watch the goblin eat your severed arm.");
   return false;
 }
Пример #8
0
 /**
  * Return the quantity of one sort of item hold by the player
  *
  * @param itemId : ID of the item wanted to be count
  * @return int
  */
 public long getQuestItemsCount(int itemId) {
   Player player = getPlayer();
   return player == null ? 0 : player.getInventory().getCountOf(itemId);
 }
Пример #9
0
 public boolean hasQuestItems(int itemId) {
   return _player.getInventory().getItemByItemId(itemId) != null;
 }