Exemple #1
0
        /// <summary>
        /// Try to loot the item at the given index of the current loot
        /// </summary>
        /// <returns>The looted Item or null if Item could not be taken</returns>
        public void TakeItem(LooterEntry entry, uint index, BaseInventory targetCont, int targetSlot)
        {
            LootItem lootItem = null;

            try
            {
                var chr = entry.Owner;
                if (chr != null && index < Items.Length)
                {
                    lootItem = Items[index];
                    var err = CheckTakeItemConditions(entry, lootItem);
                    if (err == InventoryError.OK)
                    {
                        HandoutItem(chr, lootItem, targetCont, targetSlot);
                    }
                    else
                    {
                        ItemHandler.SendInventoryError(chr.Client, null, null, err);
                    }
                }
            }
            catch (Exception e)
            {
                LogUtil.ErrorException(e, "{0} threw an Exception while looting \"{1}\" (index = {2}) from {3}",
                                       entry.Owner, lootItem, index, targetCont);
            }
        }
Exemple #2
0
        protected void Dispose()
        {
            if (this.Looters == null)
            {
                return;
            }
            IList <LooterEntry> looters = this.Looters;

            this.Looters = (IList <LooterEntry>)null;
            for (int index = 0; index < looters.Count; ++index)
            {
                LooterEntry looterEntry = looters[index];
                Character   owner       = looterEntry.Owner;
                if (owner != null)
                {
                    LootHandler.SendLootReleaseResponse(owner, this);
                }
                if (looterEntry.Loot == this)
                {
                    looterEntry.Loot = (Loot)null;
                }
            }

            this.OnDispose();
        }
Exemple #3
0
        /// <summary>
        /// Returns whether the given looter may loot the given Item.
        /// Make sure the Looter is logged in before calling this Method.
        ///
        /// TODO: Find the right error messages
        /// TODO: Only give every MultiLoot item to everyone once! Also check for quest-dependencies etc.
        /// </summary>
        public InventoryError CheckTakeItemConditions(LooterEntry looter, LootItem item)
        {
            if (item.Taken)
            {
                return(InventoryError.ALREADY_LOOTED);
            }
            if (item.RollProgress != null)
            {
                return(InventoryError.DONT_OWN_THAT_ITEM);
            }
            if (!looter.MayLoot(this))
            {
                return(InventoryError.DontReport);
            }
            ICollection <LooterEntry> multiLooters = item.MultiLooters;

            if (multiLooters != null)
            {
                if (multiLooters.Contains(looter))
                {
                    return(InventoryError.OK);
                }
                if (looter.Owner != null)
                {
                    LootHandler.SendLootRemoved(looter.Owner, item.Index);
                }
                return(InventoryError.DONT_OWN_THAT_ITEM);
            }

            return(!item.Template.CheckLootConstraints(looter.Owner) || this.Method != LootMethod.FreeForAll &&
                   (item.Template.Quality > this.Group.LootThreshold && !item.Passed ||
                    this.Group.MasterLooter != null && this.Group.MasterLooter != looter.Owner.GroupMember)
                ? InventoryError.DONT_OWN_THAT_ITEM
                : InventoryError.OK);
        }
Exemple #4
0
        /// <summary>
        /// Try to loot the item at the given index of the current loot
        /// </summary>
        /// <returns>The looted Item or null if Item could not be taken</returns>
        public void TakeItem(LooterEntry entry, uint index, BaseInventory targetCont, int targetSlot)
        {
            LootItem lootItem = (LootItem)null;

            try
            {
                Character owner = entry.Owner;
                if (owner == null || (long)index >= (long)this.Items.Length)
                {
                    return;
                }
                lootItem = this.Items[index];
                InventoryError itemConditions = this.CheckTakeItemConditions(entry, lootItem);
                if (itemConditions == InventoryError.OK)
                {
                    this.HandoutItem(owner, lootItem, targetCont, targetSlot);
                }
                else
                {
                    ItemHandler.SendInventoryError((IPacketReceiver)owner.Client, (Item)null, (Item)null,
                                                   itemConditions);
                }
            }
            catch (Exception ex)
            {
                LogUtil.ErrorException(ex, "{0} threw an Exception while looting \"{1}\" (index = {2}) from {3}",
                                       (object)entry.Owner, (object)lootItem, (object)index, (object)targetCont);
            }
        }
Exemple #5
0
        /// <summary>
        /// This gives the money to everyone involved. Will only work the first time its called.
        /// Afterwards <c>IsMoneyLooted</c> will be true.
        /// </summary>
        public void GiveMoney()
        {
            if (this.m_moneyLooted)
            {
                return;
            }
            if (this.Group == null)
            {
                LooterEntry looterEntry = this.Looters.FirstOrDefault <LooterEntry>();
                if (looterEntry != null && looterEntry.Owner != null)
                {
                    this.m_moneyLooted = true;
                    this.SendMoney(looterEntry.Owner, this.Money);
                }
            }
            else
            {
                List <Character> characterList = new List <Character>();
                if (this.UsesRoundRobin)
                {
                    LooterEntry looterEntry = this.Looters.FirstOrDefault <LooterEntry>();
                    if (looterEntry != null && looterEntry.Owner != null)
                    {
                        characterList.Add(looterEntry.Owner);
                        if (this.Lootable is WorldObject)
                        {
                            WorldObject lootable = (WorldObject)this.Lootable;
                        }
                        else
                        {
                            Character owner = looterEntry.Owner;
                        }
                    }
                }
                else
                {
                    foreach (LooterEntry looter in (IEnumerable <LooterEntry>) this.Looters)
                    {
                        if (looter.m_owner != null)
                        {
                            characterList.Add(looter.m_owner);
                        }
                    }
                }

                if (characterList.Count > 0)
                {
                    this.m_moneyLooted = true;
                    uint amount = this.Money / (uint)characterList.Count;
                    foreach (Character character in characterList)
                    {
                        this.SendMoney(character, amount);
                        LootHandler.SendMoneyNotify(character, amount);
                    }
                }
            }

            this.CheckFinished();
        }
Exemple #6
0
        /// <summary>
        /// Returns whether the given looter may loot the given Item.
        /// Make sure the Looter is logged in before calling this Method.
        ///
        /// TODO: Find the right error messages
        /// TODO: Only give every MultiLoot item to everyone once! Also check for quest-dependencies etc.
        /// </summary>
        public InventoryError CheckTakeItemConditions(LooterEntry looter, LootItem item)
        {
            if (item.Taken)
            {
                return(InventoryError.ALREADY_LOOTED);
            }
            if (item.RollProgress != null)
            {
                // TODO: Still being rolled for
                return(InventoryError.DONT_OWN_THAT_ITEM);
            }
            if (!looter.MayLoot(this))
            {
                return(InventoryError.DontReport);
            }

            var multiLooters = item.MultiLooters;

            if (multiLooters != null)
            {
                if (!multiLooters.Contains(looter))
                {
                    if (looter.Owner != null)
                    {
                        // make sure, Item cannot be seen by client anymore
                        LootHandler.SendLootRemoved(looter.Owner, item.Index);
                    }
                    return(InventoryError.DONT_OWN_THAT_ITEM);
                }
                return(InventoryError.OK);
            }

            if (!item.Template.CheckLootConstraints(looter.Owner))
            {
                return(InventoryError.DONT_OWN_THAT_ITEM);
            }

            if (Method != LootMethod.FreeForAll)
            {
                // definitely Group-Loot
                if ((item.Template.Quality > Group.LootThreshold && !item.Passed) ||
                    (Group.MasterLooter != null &&
                     Group.MasterLooter != looter.Owner.GroupMember))
                {
                    return(InventoryError.DONT_OWN_THAT_ITEM);
                }
            }

            return(InventoryError.OK);
        }
Exemple #7
0
 public void RemoveLooter(LooterEntry entry)
 {
     Looters.Remove(entry);
 }
Exemple #8
0
 public void RemoveLooter(LooterEntry entry)
 {
     Looters.Remove(entry);
 }
Exemple #9
0
 /// <summary>
 /// Try to loot the item at the given index of the current loot
 /// </summary>
 /// <returns>The looted Item or null if Item could not be taken</returns>
 public void TakeItem(LooterEntry entry, uint index, BaseInventory targetCont, int targetSlot)
 {
     LootItem lootItem = null;
     try
     {
         var chr = entry.Owner;
         if (chr != null && index < Items.Length)
         {
             lootItem = Items[index];
             var err = CheckTakeItemConditions(entry, lootItem);
             if (err == InventoryError.OK)
             {
                 HandoutItem(chr, lootItem, targetCont, targetSlot);
             }
             else
             {
                 ItemHandler.SendInventoryError(chr.Client, null, null, err);
             }
         }
     }
     catch (Exception e)
     {
         LogUtil.ErrorException(e, "{0} threw an Exception while looting \"{1}\" (index = {2}) from {3}",
             entry.Owner, lootItem, index, targetCont);
     }
 }
Exemple #10
0
        /// <summary>
        /// Returns whether the given looter may loot the given Item.
        /// Make sure the Looter is logged in before calling this Method.
        ///
        /// TODO: Find the right error messages
        /// TODO: Only give every MultiLoot item to everyone once! Also check for quest-dependencies etc.
        /// </summary>
        public InventoryError CheckTakeItemConditions(LooterEntry looter, LootItem item)
        {
            if (item.Taken)
            {
                return InventoryError.ALREADY_LOOTED;
            }
            if (item.RollProgress != null)
            {
                // TODO: Still being rolled for
                return InventoryError.DONT_OWN_THAT_ITEM;
            }
            if (!looter.MayLoot(this))
            {
                return InventoryError.DontReport;
            }

            var multiLooters = item.MultiLooters;
            if (multiLooters != null)
            {
                if (!multiLooters.Contains(looter))
                {
                    if (looter.Owner != null)
                    {
                        // make sure, Item cannot be seen by client anymore
                        LootHandler.SendLootRemoved(looter.Owner, item.Index);
                    }
                    return InventoryError.DONT_OWN_THAT_ITEM;
                }
                return InventoryError.OK;
            }

            if (!item.Template.CheckLootConstraints(looter.Owner))
            {
                return InventoryError.DONT_OWN_THAT_ITEM;
            }

            if (Method != LootMethod.FreeForAll)
            {
                // definitely Group-Loot
                if ((item.Template.Quality > Group.LootThreshold && !item.Passed) ||
                    (Group.MasterLooter != null &&
                     Group.MasterLooter != looter.Owner.GroupMember))
                {
                    return InventoryError.DONT_OWN_THAT_ITEM;
                }
            }

            return InventoryError.OK;
        }
Exemple #11
0
		/// <summary>
		/// Try to loot the item at the given index of the current loot
		/// </summary>
		/// <returns>The looted Item or null if Item could not be taken</returns>
		public void TakeItem(LooterEntry entry, uint index, BaseInventory targetCont, int targetSlot)
		{
			var chr = entry.Owner;
			if (chr != null && index < Items.Length)
			{
				var lootItem = Items[index];
				var err = MayLoot(entry, lootItem);
				if (err == InventoryError.OK)
				{
					HandoutItem(chr, lootItem, targetCont, targetSlot);
				}
				else
				{
					ItemHandler.SendInventoryError(chr.Client, null, null, err);
				}
			}
		}