/// <summary>
 /// Decides whether player can jump to the target point.
 /// All messages with reasons must be sent here.
 /// Can change destination too.
 /// </summary>
 /// <param name="targetPoint">The jump destination</param>
 /// <param name="player">The jumping player</param>
 /// <returns>True if allowed</returns>
 public bool IsAllowedToJump(ZonePoint targetPoint, GamePlayer player)
 {
     if (GameServer.Instance.Configuration.ServerType != eGameServerType.GST_Normal)
         return true;
     if (ServerProperties.Properties.ALLOW_ALL_REALMS_DF)
         return true;
     return (player.Realm == DarknessFallOwner);
 }
 public bool IsAllowedToJump(ZonePoint targetPoint, GamePlayer player)
 {
     if (player.Level < 10 && player.Level > 4)
     {
         return true;
     }
     player.Client.Out.SendMessage("You do not meet the requirements to enter this region!", eChatType.CT_System, eChatLoc.CL_ChatWindow);
     return false;
 }
示例#3
0
        /// <summary>
        /// Decides whether player can jump to the target point.
        /// All messages with reasons must be sent here.
        /// Can change destination too.
        /// </summary>
        /// <param name="targetPoint">The jump destination</param>
        /// <param name="player">The jumping player</param>
        /// <returns>True if allowed</returns>
        public bool IsAllowedToJump(ZonePoint targetPoint, GamePlayer player)
        {
            if (player.CurrentRegion is BaseInstance == false)
                return true;

            if (((BaseInstance)player.CurrentRegion).OnInstanceDoor(player, targetPoint))
                return true;
            else
                return false; //Let instance handle zoning by itself in this case...
        }
示例#4
0
 public bool IsAllowedToJump(ZonePoint targetPoint, GamePlayer player)
 {
     if(player.Client.Account.PrivLevel > 1)
     {
         return true;
     }
     if(player.Level < 5)
     {
         return true;
     }
     player.Client.Out.SendMessage(LanguageMgr.GetTranslation(player.Client.Account.Language, "DemonsBreachJumpPoint.Requirements"), eChatType.CT_System, eChatLoc.CL_ChatWindow);
     return false;
 }
		/// <summary>
		/// Decides whether player can jump to the target point.
		/// All messages with reasons must be sent here.
		/// Can change destination too.
		/// </summary>
		/// <param name="targetPoint">The jump destination</param>
		/// <param name="player">The jumping player</param>
		/// <returns>True if allowed</returns>
		public bool IsAllowedToJump(ZonePoint targetPoint, GamePlayer player)
		{
			StartupLocations.StartLocation loc = StartupLocations.MainTownStartingLocations[player.CharacterClass.ID] as StartupLocations.StartLocation;

			if (loc != null)
			{
				targetPoint.TargetX = loc.X;
				targetPoint.TargetY = loc.Y;
				targetPoint.TargetZ = loc.Z;
				targetPoint.TargetHeading = (ushort)loc.Heading;
				return true;
			}

			return false;
		}
        /// <summary>
        /// Decides whether player can jump to the target point.
        /// All messages with reasons must be sent here.
        /// Can change destination too.
        /// </summary>
        /// <param name="targetPoint">The jump destination</param>
        /// <param name="player">The jumping player</param>
        /// <returns>True if allowed</returns>
        public bool IsAllowedToJump(ZonePoint targetPoint, GamePlayer player)
        {
            StartupLocation loc = StartupLocations.GetNonTutorialLocation(player);

            if (loc != null)
            {
                targetPoint.TargetX = loc.XPos;
                targetPoint.TargetY = loc.YPos;
                targetPoint.TargetZ = loc.ZPos;
                targetPoint.TargetHeading = (ushort)loc.Heading;
                targetPoint.TargetRegion = (ushort)loc.Region;
                return true;
            }

            return false;
        }
示例#7
0
		/// <summary>
		/// Decides whether player can jump to the target point.
		/// All messages with reasons must be sent here.
		/// Can change destination too.
		/// </summary>
		/// <param name="targetPoint">The jump destination</param>
		/// <param name="player">The jumping player</param>
		/// <returns>True if allowed</returns>
        public bool IsAllowedToJump(ZonePoint targetPoint, GamePlayer player)
        {
            //Handles zoning INTO an instance.
            GameLocation loc = null;

            //First, we try the groups mission.
            if (player.Group != null)
            {
                Group grp = player.Group;
                if (grp.Mission != null && grp.Mission is TaskDungeonMission)
                {
                    //Attempt to get the instance entrance location...
                    TaskDungeonMission task = (TaskDungeonMission)grp.Mission;
                    loc = task.TaskRegion.InstanceEntranceLocation;
                }
            }
            else if (player.Mission != null && player.Mission is TaskDungeonMission)
            {
                //Then, try personal missions...
                TaskDungeonMission task = (TaskDungeonMission)player.Mission;
                loc = task.TaskRegion.InstanceEntranceLocation;
            }

            if (loc != null)
            {
                targetPoint.TargetX = loc.X;
                targetPoint.TargetY = loc.Y;
                targetPoint.TargetZ = loc.Z;
                targetPoint.TargetRegion = loc.RegionID;
                targetPoint.TargetHeading = loc.RegionID;
                return true;
            }

            player.Out.SendMessage("You need to have a proper mission before entering this area!", eChatType.CT_System, eChatLoc.CL_SystemWindow);
            return false;
        }
        //Below we have a void I've added. By default, it will do nothing, but its intention is for inherited
        //classes.

        //This concerns instances that have a door or other zone-method within them. If you recall, the players
        //regionID.Skin is the region the player thinks its in. As such, it will always call the zone point
        //of the same region, regardless of the instance the client is in.

        //This gives us a problem here: Lets say TaskDungeon1 wants to zone out to mularn, wherethe player entered.
        //Thats all dandy, and the database is set up that this is the case - as it most often will be. BUT,
        //another quest, 'Find Dinberg's Hat', uses the same regionID and wants the door not to even zone back to
        //mularn, but actually wants the door to go to a castle, in another instanced region.

        //The below method can be thus overriden to return false when the default method should NOT be used.
        //moving of the player can be handled inside this void.

        /// <summary>
        /// Invoked when the player attempts to use a door or zone point inside an instance.
        /// </summary>
        /// <returns>True if the player should be moved to default locations.</returns>
        public virtual bool OnInstanceDoor(GamePlayer player, ZonePoint zonePoint)
        {
            //zone point ID is also used for larger instances, eg Jordheim, with multiple exits.
            return true;
        }
		public void HandlePacket(GameClient client, GSPacketIn packet)
		{
			ushort jumpSpotID = packet.ReadShort();

			eRealm targetRealm = client.Player.Realm;

			if (client.Player.CurrentRegion.Expansion == (int)eClientExpansion.TrialsOfAtlantis && client.Player.CurrentZone.Realm != eRealm.None)
			{
				// if we are in TrialsOfAtlantis then base the target jump on the current region realm instead of the players realm
				// this is only used if zone table has the proper realms defined, otherwise it reverts to old behavior - Tolakram
                targetRealm = client.Player.CurrentZone.Realm;
			}

			var zonePoint =	GameServer.Database.SelectObject<ZonePoint>("`Id` = '" + jumpSpotID + "' AND (`Realm` = '" + (byte)targetRealm +
			                                                            "' OR `Realm` = '0' OR `Realm` = NULL)");

			if (zonePoint == null || zonePoint.TargetRegion == 0)
			{
				ChatUtil.SendDebugMessage(client, "Invalid Jump (ZonePoint table): [" + jumpSpotID + "]" + ((zonePoint == null) ? ". Entry missing!" : ". TargetRegion is 0!"));
				zonePoint = new ZonePoint();
				zonePoint.Id = jumpSpotID;
			}

			//tutorial zone
			if (client.Player.CurrentRegionID == 27)
			{
				zonePoint = new ZonePoint();
				switch (client.Player.Realm)
				{
					case eRealm.Albion:
						zonePoint.TargetRegion = 1;
						break;
					case eRealm.Midgard:
						zonePoint.TargetRegion = 100;
						break;
					case eRealm.Hibernia:
						zonePoint.TargetRegion = 200;
						break;
				}

				zonePoint.ClassType = "DOL.GS.GameEvents.TutorialJumpPointHandler";
			}

			if (client.Account.PrivLevel > 1)
			{
				client.Out.SendMessage("JumpSpotID = " + jumpSpotID, eChatType.CT_System, eChatLoc.CL_SystemWindow);
				client.Out.SendMessage("ZonePoint Target: Region = " + zonePoint.TargetRegion + ", ClassType = '" + zonePoint.ClassType + "'", eChatType.CT_System, eChatLoc.CL_SystemWindow);
			}

			//Dinberg: Fix - some jump points are handled code side, such as instances.
			//As such, region MAY be zero in the database, so this causes an issue.

			if (zonePoint.TargetRegion != 0)
			{
				Region reg = WorldMgr.GetRegion(zonePoint.TargetRegion);
				if (reg != null)
				{
					// check for target region disabled if player is in a standard region
					// otherwise the custom region should handle OnZonePoint for this check
					if (client.Player.CurrentRegion.IsCustom == false && reg.IsDisabled)
					{
						if ((client.Player.Mission is TaskDungeonMission &&
						     (client.Player.Mission as TaskDungeonMission).TaskRegion.Skin == reg.Skin) == false)
						{
							client.Out.SendMessage("This region has been disabled!", eChatType.CT_System, eChatLoc.CL_SystemWindow);
							if (client.Account.PrivLevel == 1)
							{
								return;
							}
						}
					}
				}
			}

			// Allow the region to either deny exit or handle the zonepoint in a custom way
			if (client.Player.CurrentRegion.OnZonePoint(client.Player, zonePoint) == false)
			{
				return;
			}

			//check caps for battleground
			Battleground bg = GameServer.KeepManager.GetBattleground(zonePoint.TargetRegion);
			if (bg != null)
			{
				if (client.Player.Level < bg.MinLevel && client.Player.Level > bg.MaxLevel &&
				    client.Player.RealmLevel >= bg.MaxRealmLevel)
					return;
			}

			IJumpPointHandler customHandler = null;
			if (string.IsNullOrEmpty(zonePoint.ClassType) == false)
			{
				customHandler = (IJumpPointHandler)m_customJumpPointHandlers[zonePoint.ClassType];

				// check for db change to update cached handler
				if (customHandler != null && customHandler.GetType().FullName != zonePoint.ClassType)
				{
					customHandler = null;
				}

				if (customHandler == null)
				{
					//Dinberg - Instances need to use a special handler. This is because some instances will result
					//in duplicated zonepoints, such as if Tir Na Nog were to be instanced for a quest.
					string type = (client.Player.CurrentRegion.IsInstance)
						? "DOL.GS.ServerRules.InstanceDoorJumpPoint"
						: zonePoint.ClassType;
					Type t = ScriptMgr.GetType(type);

					if (t == null)
					{
						Log.ErrorFormat("jump point {0}: class {1} not found!", zonePoint.Id, zonePoint.ClassType);
					}
					else if (!typeof(IJumpPointHandler).IsAssignableFrom(t))
					{
						Log.ErrorFormat("jump point {0}: class {1} must implement IJumpPointHandler interface!", zonePoint.Id,
						                zonePoint.ClassType);
					}
					else
					{
						try
						{
							customHandler = (IJumpPointHandler)Activator.CreateInstance(t);
						}
						catch (Exception e)
						{
							customHandler = null;
							Log.Error(
								string.Format("jump point {0}: error creating a new instance of jump point handler {1}", zonePoint.Id,
								              zonePoint.ClassType), e);
						}
					}
				}

				if (customHandler != null)
				{
					m_customJumpPointHandlers[zonePoint.ClassType] = customHandler;
				}
			}

			new RegionChangeRequestHandler(client.Player, zonePoint, customHandler).Start(1);
		}
			/// <summary>
			/// Constructs a new RegionChangeRequestHandler
			/// </summary>
			/// <param name="actionSource">The action source</param>
			/// <param name="zonePoint">The target zone point</param>
			/// <param name="checker">The jump point checker instance</param>
			public RegionChangeRequestHandler(GamePlayer actionSource, ZonePoint zonePoint, IJumpPointHandler checkHandler)
				: base(actionSource)
			{
				if (zonePoint == null)
					throw new ArgumentNullException("zonePoint");

				m_zonePoint = zonePoint;
				m_checkHandler = checkHandler;
			}
示例#11
0
文件: Region.cs 项目: mynew4/DAoC
 /// <summary>
 /// Handles players leaving this region via a zonepoint
 /// </summary>
 /// <param name="player"></param>
 /// <param name="zonePoint"></param>
 /// <returns>false to halt processing of this request</returns>
 public virtual bool OnZonePoint(GamePlayer player, ZonePoint zonePoint)
 {
     return true;
 }
示例#12
0
        /// <summary>
        /// Decides whether player can jump to the target point.
        /// All messages with reasons must be sent here.
        /// Can change destination too.
        /// </summary>
        /// <param name="targetPoint">The jump destination</param>
        /// <param name="player">The jumping player</param>
        /// <returns>True if allowed</returns>
        public bool IsAllowedToJump(ZonePoint targetPoint, GamePlayer player)
        {
            //Handles zoning INTO an instance.
            GameLocation loc = null;
            AdventureWingInstance previousInstance = null;

            // Do we have a group ?
            if(player.Group != null)
            {
                //Check if there is an instance dedicated to this group
                foreach(Region region in WorldMgr.GetAllRegions())
                {
                    if(region is AdventureWingInstance && ((AdventureWingInstance)region).Group != null && ((AdventureWingInstance)region).Group == player.Group)
                    {
                        // Our group has an instance !
                        previousInstance = (AdventureWingInstance)region;
                        break;
                    }
                    else if(region is AdventureWingInstance && ((AdventureWingInstance)region).Player != null && ((AdventureWingInstance)region).Player == player.Group.Leader)
                    {
                        // Our leader has an instance !
                        previousInstance = (AdventureWingInstance)region;
                        previousInstance.Group = player.Group;
                        break;
                    }
                }

            }
            else {
                // I am solo !
                //Check if there is an instance dedicated to me
                foreach(Region region in WorldMgr.GetAllRegions())
                {
                    if(region is AdventureWingInstance && ((AdventureWingInstance)region).Player != null && ((AdventureWingInstance)region).Player == player)
                    {
                        // I have an Instance !
                        previousInstance = (AdventureWingInstance)region;
                        previousInstance.Group = player.Group;
                        break;
                    }
                }
            }

            if(previousInstance != null)
            {
                // We should check if we can go in !
                if(previousInstance.Skin != targetPoint.TargetRegion)
                {
                    //we're trying to enter in an other instance and we still have one !
                    //check if previous one is empty
                    if(previousInstance.NumPlayers > 0)
                    {
                        //We can't jump !
                        player.Out.SendMessage("You have another instance (" + previousInstance.Description + ") running with people in it !", eChatType.CT_System, eChatLoc.CL_SystemWindow);
                        return false;
                    }
                    else
                    {
                        log.Warn("Player : "+ player.Name +" requested new Instance, destroying instance " + previousInstance.Description + ", ID: " + previousInstance.ID + ", type=" + previousInstance.GetType().ToString() + ".");
                        WorldMgr.RemoveInstance(previousInstance);
                        previousInstance = null;
                    }

                }

            }

               if(previousInstance == null)
               {
                // I have no instance to go to, create one !
                previousInstance = (AdventureWingInstance)WorldMgr.CreateInstance(targetPoint.TargetRegion, typeof(AdventureWingInstance));
                if(targetPoint.SourceRegion != 0 && targetPoint.SourceRegion == player.CurrentRegionID) {
                    //source loc seems legit...
                    previousInstance.SourceEntrance = new GameLocation("source", targetPoint.SourceRegion, targetPoint.SourceX, targetPoint.SourceY, targetPoint.SourceZ);
                }

                if(player.Group != null)
                {
                    previousInstance.Group = player.Group;
                    previousInstance.Player = player.Group.Leader;
                }
                else
                {
               			previousInstance.Group = null;
                    previousInstance.Player = player;
                }

                //get region data
                long mobs = 0;
                long merchants = 0;
                long items = 0;
                long bindpoints = 0;

                previousInstance.LoadFromDatabase(previousInstance.RegionData.Mobs, ref mobs, ref merchants, ref items, ref bindpoints);

                if (log.IsInfoEnabled)
                {
                    log.Info("Total Mobs: " + mobs);
                    log.Info("Total Merchants: " + merchants);
                    log.Info("Total Items: " + items);
                }

                //Attach Loot Generator
                LootMgr.RegisterLootGenerator(new LootGeneratorAurulite(), null, null, null, previousInstance.ID);

                // Player created new instance
                // Destroy all other instance that should be...
                List<Region> to_delete = new List<Region>();
                foreach(Region region in WorldMgr.GetAllRegions())
                {
                    if (region is AdventureWingInstance && (AdventureWingInstance)region != previousInstance)
                    {
                        AdventureWingInstance to_clean = (AdventureWingInstance)region;

               				// Won't clean up populated Instance
                        if(to_clean.NumPlayers == 0)
                        {

                            if(to_clean.Group != null && player.Group != null && to_clean.Group == player.Group)
                            {
                                // Got another instance for the same group... Destroy it !
                                to_delete.Add(to_clean);
                            }
                            else if(to_clean.Player != null && (to_clean.Player == player || (player.Group != null && player.Group.Leader == to_clean.Player)))
                            {
                                // Got another instance for the same player... Destroy it !
                                to_delete.Add(to_clean);
                            }
                            else if(to_clean.Group == null && to_clean.Player == null)
                            {
                                //nobody owns this instance anymore
                                to_delete.Add(to_clean);
                            }
                        }
                    }
                }

                //enumerate to_delete
                foreach(Region region in to_delete)
                {
                    log.Warn("Player : "+ player.Name +" has provoked an instance cleanup - " + region.Description + ", ID: " + region.ID + ", type=" + region.GetType().ToString() + ".");
                    WorldMgr.RemoveInstance((BaseInstance)region);
                }
               	}

            //get loc of instance
            if(previousInstance != null)
            {
                loc = new GameLocation(previousInstance.Description + " (instance)", previousInstance.ID, targetPoint.TargetX,  targetPoint.TargetY,  targetPoint.TargetZ,  targetPoint.TargetHeading);
            }

            if (loc != null)
            {

                // Move Player, changing target destination is failing !!
                player.MoveTo(loc);
                return false;
            }

            player.Out.SendMessage("Something went Wrong when creating Instance !", eChatType.CT_System, eChatLoc.CL_SystemWindow);
            return false;
        }