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  3. Fildena Super Active is a medication used to treat erectile dysfunction (ED) in men. It contains sildenafil citrate, which is the same active ingredient found in Viagra. Fildena Super Active works by increasing blood flow to the penis, enabling men to achieve and maintain erections during sexual activity. It comes in the form of soft gel capsules, which are easy to swallow and may have a faster onset of action compared to traditional tablets. However, like all medications for ED, Fildena Super Active should be used under the guidance of a healthcare provider, as it may interact with other medications or have contraindications for certain medical conditions. What sets Fildena Super Active apart from traditional ED medications is its formulation as soft gel capsules. These capsules offer several potential advantages over conventional tablets, including faster absorption and potentially quicker onset of action. The soft gel formulation may be particularly appealing to individuals who have difficulty swallowing tablets or prefer a more discreet dosage form.
  4. Entendi, tipo assim pelo que vi do código, ele coloca o Loot que droparia do monstro na bag principal direto no lugar de colocar no corpse, vou dar uma procurada nas infos, até por que eu coloquei esses codigos todos nos devidos lugares e não pegou
  5. Bom, to tentando aumentar o DistanceShoot do servidor o limite no caso, ja tentei de tudo é mesmo assim nada.
  6. esse eu consegui resolve Holagrama vlw só do report bugs que nao ctrl + z ctrl + j
  7. O erro que você está vendo parece indicar que há uma tentativa de concatenar um valor nulo em algum lugar do seu código. Mais especificamente, o erro está na linha 26 do seu código, na função !character. Nessa linha, você está tentando verificar se o primeiro elemento da tabela t não é "buy", "sell", "remove", ou "list". Parece que há um erro de lógica aqui. O problema é que você está usando or em vez de and. Como resultado, essa condição sempre será verdadeira, porque t[1] não pode ser todas essas opções simultaneamente. Isso significa que o bloco de código abaixo dessa linha será sempre executado, mesmo quando t[1] for um desses valores, causando a tentativa de acessar um índice nulo em algum lugar. elseif not t[1] or (t[1] ~= "buy" and t[1] ~= "sell" and t[1] ~= "remove" and t[1] ~= "list") then Isso garantirá que a condição seja verdadeira apenas se t[1] não for nenhum desses valores. Isso deve resolver o problema de tentar concatenar um valor nulo.
  8. tem como meche na source pra ve onde que player possa aperta ctrl + z ele ja pode reporta bugs ctrl + z no meu servidor pq customizei no flag custom flag do playermais nai manda no log nem no ctrl + J <group id="1" name="Player" flags="17592186044416" customFlags="2051"/> ele aperta ctrl + z e reporta no ctrl + j mais nao manda na pasta logs //////////////////////////////////////////////////////////////////////// // 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 <http://www.gnu.org/licenses/>. //////////////////////////////////////////////////////////////////////// #include "otpch.h" #include "resources.h" #include <boost/function.hpp> #include <iostream> #include "protocolgame.h" #include "textlogger.h" #include "waitlist.h" #include "player.h" #include "connection.h" #include "networkmessage.h" #include "outputmessage.h" #include "iologindata.h" #include "ioban.h" #include "items.h" #include "tile.h" #include "house.h" #include "actions.h" #include "creatureevent.h" #include "quests.h" #include "chat.h" #include "configmanager.h" #include "game.h" #if defined(WINDOWS) && !defined(__CONSOLE__) #include "gui.h" #endif extern Game g_game; extern ConfigManager g_config; extern Actions actions; extern CreatureEvents* g_creatureEvents; extern Chat g_chat; template<class FunctionType> void ProtocolGame::addGameTaskInternal(uint32_t delay, const FunctionType& func) { if(delay > 0) Dispatcher::getInstance().addTask(createTask(delay, func)); else Dispatcher::getInstance().addTask(createTask(func)); } #ifdef __ENABLE_SERVER_DIAGNOSTIC__ uint32_t ProtocolGame::protocolGameCount = 0; #endif void ProtocolGame::setPlayer(Player* p) { player = p; } void ProtocolGame::releaseProtocol() { if(player && player->client == this) player->client = NULL; Protocol::releaseProtocol(); } void ProtocolGame::deleteProtocolTask() { if(player) { g_game.freeThing(player); player = NULL; } Protocol::deleteProtocolTask(); } bool ProtocolGame::login(const std::string& name, uint32_t id, const std::string& password, OperatingSystem_t operatingSystem, uint16_t version, bool gamemaster) { //dispatcher thread PlayerVector players = g_game.getPlayersByName(name); Player* _player = NULL; if(!players.empty()) _player = players[random_range(0, (players.size() - 1))]; if(!_player || name == "Account Manager" || g_config.getNumber(ConfigManager::ALLOW_CLONES) > (int32_t)players.size()) { player = new Player(name, this); player->addRef(); player->setID(); if(!IOLoginData::getInstance()->loadPlayer(player, name, true)) { disconnectClient(0x14, "Your character could not be loaded."); return false; } Ban ban; ban.value = player->getID(); ban.param = PLAYERBAN_BANISHMENT; ban.type = BAN_PLAYER; if(IOBan::getInstance()->getData(ban) && !player->hasFlag(PlayerFlag_CannotBeBanned)) { bool deletion = ban.expires < 0; std::string name_ = "Automatic "; if(!ban.adminId) name_ += (deletion ? "deletion" : "banishment"); else IOLoginData::getInstance()->getNameByGuid(ban.adminId, name_, true); char buffer[500 + ban.comment.length()]; sprintf(buffer, "Your character has been %s at:\n%s by: %s,\nfor the following reason:\n%s.\nThe action taken was:\n%s.\nThe comment given was:\n%s.\nYour %s%s.", (deletion ? "deleted" : "banished"), formatDateShort(ban.added).c_str(), name_.c_str(), getReason(ban.reason).c_str(), getAction(ban.action, false).c_str(), ban.comment.c_str(), (deletion ? "character won't be undeleted" : "banishment will be lifted at:\n"), (deletion ? "." : formatDateShort(ban.expires, true).c_str())); disconnectClient(0x14, buffer); return false; } if(IOBan::getInstance()->isPlayerBanished(player->getGUID(), PLAYERBAN_LOCK) && id != 1) { if(g_config.getBool(ConfigManager::NAMELOCK_MANAGER)) { player->name = "Account Manager"; player->accountManager = MANAGER_NAMELOCK; player->managerNumber = id; player->managerString2 = name; } else { disconnectClient(0x14, "Your character has been namelocked."); return false; } } else if(player->getName() == "Account Manager" && g_config.getBool(ConfigManager::ACCOUNT_MANAGER)) { if(id != 1) { player->accountManager = MANAGER_ACCOUNT; player->managerNumber = id; } else player->accountManager = MANAGER_NEW; } if(gamemaster && !player->hasCustomFlag(PlayerCustomFlag_GamemasterPrivileges)) { disconnectClient(0x14, "You are not a gamemaster! Turn off the gamemaster mode in your IP changer."); return false; } if(!player->hasFlag(PlayerFlag_CanAlwaysLogin)) { if(g_game.getGameState() == GAME_STATE_CLOSING) { disconnectClient(0x14, "Gameworld is just going down, please come back later."); return false; } if(g_game.getGameState() == GAME_STATE_CLOSED) { disconnectClient(0x14, "Gameworld is currently closed, please come back later."); return false; } } if(g_config.getBool(ConfigManager::ONE_PLAYER_ON_ACCOUNT) && !player->isAccountManager() && !IOLoginData::getInstance()->hasCustomFlag(id, PlayerCustomFlag_CanLoginMultipleCharacters)) { bool found = false; PlayerVector tmp = g_game.getPlayersByAccount(id); for(PlayerVector::iterator it = tmp.begin(); it != tmp.end(); ++it) { if((*it)->getName() != name) continue; found = true; break; } if(tmp.size() > 0 && !found) { disconnectClient(0x14, "You may only login with one character\nof your account at the same time."); return false; } } if(!WaitingList::getInstance()->login(player)) { if(OutputMessage_ptr output = OutputMessagePool::getInstance()->getOutputMessage(this, false)) { TRACK_MESSAGE(output); std::stringstream ss; ss << "Too many players online.\n" << "You are "; int32_t slot = WaitingList::getInstance()->getSlot(player); if(slot) { ss << "at "; if(slot > 0) ss << slot; else ss << "unknown"; ss << " place on the waiting list."; } else ss << "awaiting connection..."; output->AddByte(0x16); output->AddString(ss.str()); output->AddByte(WaitingList::getTime(slot)); OutputMessagePool::getInstance()->send(output); } getConnection()->close(); return false; } if(!IOLoginData::getInstance()->loadPlayer(player, name)) { disconnectClient(0x14, "Your character could not be loaded."); return false; } player->setOperatingSystem(operatingSystem); player->setClientVersion(version); if(!g_game.placeCreature(player, player->getLoginPosition()) && !g_game.placeCreature(player, player->getMasterPosition(), false, true)) { disconnectClient(0x14, "Temple position is wrong. Contact with the administration."); return false; } player->lastIP = player->getIP(); player->lastLoad = OTSYS_TIME(); player->lastLogin = std::max(time(NULL), player->lastLogin + 1); m_acceptPackets = true; return true; } else if(_player->client) { if(m_eventConnect || !g_config.getBool(ConfigManager::REPLACE_KICK_ON_LOGIN)) { //A task has already been scheduled just bail out (should not be overriden) disconnectClient(0x14, "You are already logged in."); return false; } g_chat.removeUserFromAllChannels(_player); _player->disconnect(); _player->isConnecting = true; addRef(); m_eventConnect = Scheduler::getInstance().addEvent(createSchedulerTask( 1000, boost::bind(&ProtocolGame::connect, this, _player->getID(), operatingSystem, version))); return true; } addRef(); return connect(_player->getID(), operatingSystem, version); } bool ProtocolGame::logout(bool displayEffect, bool forceLogout) { //dispatcher thread if(!player) return false; if(!player->isRemoved()) { if(!forceLogout) { if(!IOLoginData::getInstance()->hasCustomFlag(player->getAccount(), PlayerCustomFlag_CanLogoutAnytime)) { if(player->getTile()->hasFlag(TILESTATE_NOLOGOUT)) { player->sendCancelMessage(RET_YOUCANNOTLOGOUTHERE); return false; } if(player->hasCondition(CONDITION_INFIGHT)) { player->sendCancelMessage(RET_YOUMAYNOTLOGOUTDURINGAFIGHT); return false; } if(!g_creatureEvents->playerLogout(player, false)) //let the script handle the error message return false; } else g_creatureEvents->playerLogout(player, false); } else if(!g_creatureEvents->playerLogout(player, true)) return false; } else displayEffect = false; if(displayEffect && !player->isGhost()) g_game.addMagicEffect(player->getPosition(), MAGIC_EFFECT_POFF); if(Connection_ptr connection = getConnection()) connection->close(); return g_game.removeCreature(player); } bool ProtocolGame::connect(uint32_t playerId, OperatingSystem_t operatingSystem, uint16_t version) { unRef(); m_eventConnect = 0; Player* _player = g_game.getPlayerByID(playerId); if(!_player || _player->isRemoved() || _player->client) { disconnectClient(0x14, "You are already logged in."); return false; } player = _player; player->addRef(); player->isConnecting = false; player->client = this; player->sendCreatureAppear(player); player->setOperatingSystem(operatingSystem); player->setClientVersion(version); player->lastIP = player->getIP(); player->lastLoad = OTSYS_TIME(); player->lastLogin = std::max(time(NULL), player->lastLogin + 1); m_acceptPackets = true; return true; } void ProtocolGame::disconnect() { if(getConnection()) getConnection()->close(); } void ProtocolGame::disconnectClient(uint8_t error, const char* message) { if(OutputMessage_ptr output = OutputMessagePool::getInstance()->getOutputMessage(this, false)) { TRACK_MESSAGE(output); output->AddByte(error); output->AddString(message); OutputMessagePool::getInstance()->send(output); } disconnect(); } void ProtocolGame::onConnect() { if(OutputMessage_ptr output = OutputMessagePool::getInstance()->getOutputMessage(this, false)) { TRACK_MESSAGE(output); enableChecksum(); output->AddByte(0x1F); output->AddU16(random_range(0, 0xFFFF)); output->AddU16(0x00); output->AddByte(random_range(0, 0xFF)); OutputMessagePool::getInstance()->send(output); } } void ProtocolGame::onRecvFirstMessage(NetworkMessage& msg) { parseFirstPacket(msg); } bool ProtocolGame::parseFirstPacket(NetworkMessage& msg) { if( #if defined(WINDOWS) && !defined(__CONSOLE__) !GUI::getInstance()->m_connections || #endif g_game.getGameState() == GAME_STATE_SHUTDOWN) { getConnection()->close(); return false; } OperatingSystem_t operatingSystem = (OperatingSystem_t)msg.GetU16(); uint16_t version = msg.GetU16(); if(!RSA_decrypt(msg)) { getConnection()->close(); return false; } uint32_t key[4] = {msg.GetU32(), msg.GetU32(), msg.GetU32(), msg.GetU32()}; enableXTEAEncryption(); setXTEAKey(key); bool gamemaster = msg.GetByte(); std::string name = msg.GetString(), character = msg.GetString(), password = msg.GetString(); msg.SkipBytes(6); //841- wtf? if(version < CLIENT_VERSION_MIN || version > CLIENT_VERSION_MAX) { disconnectClient(0x14, CLIENT_VERSION_STRING); return false; } if(name.empty()) { if(!g_config.getBool(ConfigManager::ACCOUNT_MANAGER)) { disconnectClient(0x14, "Invalid account name."); return false; } name = "1"; password = "1"; } if(g_game.getGameState() < GAME_STATE_NORMAL) { disconnectClient(0x14, "Gameworld is just starting up, please wait."); return false; } if(g_game.getGameState() == GAME_STATE_MAINTAIN) { disconnectClient(0x14, "Gameworld is under maintenance, please re-connect in a while."); return false; } if(ConnectionManager::getInstance()->isDisabled(getIP(), protocolId)) { disconnectClient(0x14, "Too many connections attempts from your IP address, please try again later."); return false; } if(IOBan::getInstance()->isIpBanished(getIP())) { disconnectClient(0x14, "Your IP is banished!"); return false; } uint32_t id = 1; if(!IOLoginData::getInstance()->getAccountId(name, id)) { ConnectionManager::getInstance()->addAttempt(getIP(), protocolId, false); disconnectClient(0x14, "Invalid account name."); return false; } std::string hash; if(!IOLoginData::getInstance()->getPassword(id, hash, character) || !encryptTest(password, hash)) { ConnectionManager::getInstance()->addAttempt(getIP(), protocolId, false); disconnectClient(0x14, "Invalid password."); return false; } Ban ban; ban.value = id; ban.type = BAN_ACCOUNT; if(IOBan::getInstance()->getData(ban) && !IOLoginData::getInstance()->hasFlag(id, PlayerFlag_CannotBeBanned)) { bool deletion = ban.expires < 0; std::string name_ = "Automatic "; if(!ban.adminId) name_ += (deletion ? "deletion" : "banishment"); else IOLoginData::getInstance()->getNameByGuid(ban.adminId, name_, true); char buffer[500 + ban.comment.length()]; sprintf(buffer, "Your account has been %s at:\n%s by: %s,\nfor the following reason:\n%s.\nThe action taken was:\n%s.\nThe comment given was:\n%s.\nYour %s%s.", (deletion ? "deleted" : "banished"), formatDateShort(ban.added).c_str(), name_.c_str(), getReason(ban.reason).c_str(), getAction(ban.action, false).c_str(), ban.comment.c_str(), (deletion ? "account won't be undeleted" : "banishment will be lifted at:\n"), (deletion ? "." : formatDateShort(ban.expires, true).c_str())); disconnectClient(0x14, buffer); return false; } ConnectionManager::getInstance()->addAttempt(getIP(), protocolId, true); Dispatcher::getInstance().addTask(createTask(boost::bind( &ProtocolGame::login, this, character, id, password, operatingSystem, version, gamemaster))); return true; } void ProtocolGame::parsePacket(NetworkMessage &msg) { if(!player || !m_acceptPackets || g_game.getGameState() == GAME_STATE_SHUTDOWN || msg.getMessageLength() <= 0) return; uint8_t recvbyte = msg.GetByte(); //a dead player cannot performs actions if(player->isRemoved() && recvbyte != 0x14) return; if(player->isAccountManager()) { switch(recvbyte) { case 0x14: parseLogout(msg); break; case 0x96: parseSay(msg); break; default: sendCancelWalk(); break; } } else { switch(recvbyte) { case 0x14: // logout parseLogout(msg); break; case 0x1E: // keep alive / ping response parseReceivePing(msg); break; case 0x64: // move with steps parseAutoWalk(msg); break; case 0x65: // move north case 0x66: // move east case 0x67: // move south case 0x68: // move west parseMove(msg, (Direction)(recvbyte - 0x65)); break; case 0x69: // stop-autowalk addGameTask(&Game::playerStopAutoWalk, player->getID()); break; case 0x6A: parseMove(msg, NORTHEAST); break; case 0x6B: parseMove(msg, SOUTHEAST); break; case 0x6C: parseMove(msg, SOUTHWEST); break; case 0x6D: parseMove(msg, NORTHWEST); break; case 0x6F: // turn north case 0x70: // turn east case 0x71: // turn south case 0x72: // turn west parseTurn(msg, (Direction)(recvbyte - 0x6F)); break; case 0x78: // throw item parseThrow(msg); break; case 0x79: // description in shop window parseLookInShop(msg); break; case 0x7A: // player bought from shop parsePlayerPurchase(msg); break; case 0x7B: // player sold to shop parsePlayerSale(msg); break; case 0x7C: // player closed shop window parseCloseShop(msg); break; case 0x7D: // Request trade parseRequestTrade(msg); break; case 0x7E: // Look at an item in trade parseLookInTrade(msg); break; case 0x7F: // Accept trade parseAcceptTrade(msg); break; case 0x80: // close/cancel trade parseCloseTrade(); break; case 0x82: // use item parseUseItem(msg); break; case 0x83: // use item parseUseItemEx(msg); break; case 0x84: // battle window parseBattleWindow(msg); break; case 0x85: //rotate item parseRotateItem(msg); break; case 0x87: // close container parseCloseContainer(msg); break; case 0x88: //"up-arrow" - container parseUpArrowContainer(msg); break; case 0x89: parseTextWindow(msg); break; case 0x8A: parseHouseWindow(msg); break; case 0x8C: // throw item parseLookAt(msg); break; case 0x96: // say something parseSay(msg); break; case 0x97: // request channels parseGetChannels(msg); break; case 0x98: // open channel parseOpenChannel(msg); break; case 0x99: // close channel parseCloseChannel(msg); break; case 0x9A: // open priv parseOpenPriv(msg); break; case 0x9B: //process report parseProcessRuleViolation(msg); break; case 0x9C: //gm closes report parseCloseRuleViolation(msg); break; case 0x9D: //player cancels report parseCancelRuleViolation(msg); break; case 0x9E: // close NPC parseCloseNpc(msg); break; case 0xA0: // set attack and follow mode parseFightModes(msg); break; case 0xA1: // attack parseAttack(msg); break; case 0xA2: //follow parseFollow(msg); break; case 0xA3: // invite party parseInviteToParty(msg); break; case 0xA4: // join party parseJoinParty(msg); break; case 0xA5: // revoke party parseRevokePartyInvite(msg); break; case 0xA6: // pass leadership parsePassPartyLeadership(msg); break; case 0xA7: // leave party parseLeaveParty(msg); break; case 0xA8: // share exp parseSharePartyExperience(msg); break; case 0xAA: parseCreatePrivateChannel(msg); break; case 0xAB: parseChannelInvite(msg); break; case 0xAC: parseChannelExclude(msg); break; case 0xBE: // cancel move parseCancelMove(msg); break; case 0xC9: //client request to resend the tile parseUpdateTile(msg); break; case 0xCA: //client request to resend the container (happens when you store more than container maxsize) parseUpdateContainer(msg); break; case 0xD2: // request outfit if((!player->hasCustomFlag(PlayerCustomFlag_GamemasterPrivileges) || !g_config.getBool( ConfigManager::DISABLE_OUTFITS_PRIVILEGED)) && (g_config.getBool(ConfigManager::ALLOW_CHANGEOUTFIT) || g_config.getBool(ConfigManager::ALLOW_CHANGECOLORS) || g_config.getBool(ConfigManager::ALLOW_CHANGEADDONS))) parseRequestOutfit(msg); break; case 0xD3: // set outfit if((!player->hasCustomFlag(PlayerCustomFlag_GamemasterPrivileges) || !g_config.getBool(ConfigManager::DISABLE_OUTFITS_PRIVILEGED)) && (g_config.getBool(ConfigManager::ALLOW_CHANGECOLORS) || g_config.getBool(ConfigManager::ALLOW_CHANGEOUTFIT))) parseSetOutfit(msg); break; case 0xDC: parseAddVip(msg); break; case 0xDD: parseRemoveVip(msg); break; case 0xE6: parseBugReport(msg); break; case 0xE7: parseViolationWindow(msg); break; case 0xE8: parseDebugAssert(msg); break; case 0xF0: parseQuests(msg); break; case 0xF1: parseQuestInfo(msg); break; default: { if(g_config.getBool(ConfigManager::BAN_UNKNOWN_BYTES)) { int64_t banTime = -1; ViolationAction_t action = ACTION_BANISHMENT; Account tmp = IOLoginData::getInstance()->loadAccount(player->getAccount(), true); tmp.warnings++; if(tmp.warnings >= g_config.getNumber(ConfigManager::WARNINGS_TO_DELETION)) action = ACTION_DELETION; else if(tmp.warnings >= g_config.getNumber(ConfigManager::WARNINGS_TO_FINALBAN)) { banTime = time(NULL) + g_config.getNumber(ConfigManager::FINALBAN_LENGTH); action = ACTION_BANFINAL; } else banTime = time(NULL) + g_config.getNumber(ConfigManager::BAN_LENGTH); if(IOBan::getInstance()->addAccountBanishment(tmp.number, banTime, 13, action, "Sending unknown packets to the server.", 0, player->getGUID())) { IOLoginData::getInstance()->saveAccount(tmp); player->sendTextMessage(MSG_INFO_DESCR, "You have been banished."); g_game.addMagicEffect(player->getPosition(), MAGIC_EFFECT_WRAPS_GREEN); Scheduler::getInstance().addEvent(createSchedulerTask(1000, boost::bind( &Game::kickPlayer, &g_game, player->getID(), false))); } } std::stringstream hex, s; hex << "0x" << std::hex << (int16_t)recvbyte << std::dec; s << player->getName() << " sent unknown byte: " << hex << std::endl; LOG_MESSAGE(LOGTYPE_NOTICE, s.str(), "PLAYER") Logger::getInstance()->eFile(getFilePath(FILE_TYPE_LOG, "bots/" + player->getName() + ".log").c_str(), "[" + formatDate() + "] Received byte " + hex.str(), false); break; } } } } void ProtocolGame::GetTileDescription(const Tile* tile, NetworkMessage_ptr msg) { if(!tile) return; int32_t count = 0; if(tile->ground) { msg->AddItem(tile->ground); count++; } const TileItemVector* items = tile->getItemList(); const CreatureVector* creatures = tile->getCreatures(); ItemVector::const_iterator it; if(items) { for(it = items->getBeginTopItem(); (it != items->getEndTopItem() && count < 10); ++it, ++count) msg->AddItem(*it); } if(creatures) { for(CreatureVector::const_reverse_iterator cit = creatures->rbegin(); (cit != creatures->rend() && count < 10); ++cit) { if(!player->canSeeCreature(*cit)) continue; bool known; uint32_t removedKnown; checkCreatureAsKnown((*cit)->getID(), known, removedKnown); AddCreature(msg, (*cit), known, removedKnown); count++; } } if(items) { for(it = items->getBeginDownItem(); (it != items->getEndDownItem() && count < 10); ++it, ++count) msg->AddItem(*it); } } void ProtocolGame::GetMapDescription(int32_t x, int32_t y, int32_t z, int32_t width, int32_t height, NetworkMessage_ptr msg) { int32_t skip = -1, startz, endz, zstep = 0; if(z > 7) { startz = z - 2; endz = std::min((int32_t)MAP_MAX_LAYERS - 1, z + 2); zstep = 1; } else { startz = 7; endz = 0; zstep = -1; } for(int32_t nz = startz; nz != endz + zstep; nz += zstep) GetFloorDescription(msg, x, y, nz, width, height, z - nz, skip); if(skip >= 0) { msg->AddByte(skip); msg->AddByte(0xFF); //cc += skip; } } void ProtocolGame::GetFloorDescription(NetworkMessage_ptr msg, int32_t x, int32_t y, int32_t z, int32_t width, int32_t height, int32_t offset, int32_t& skip) { Tile* tile = NULL; for(int32_t nx = 0; nx < width; nx++) { for(int32_t ny = 0; ny < height; ny++) { if((tile = g_game.getTile(Position(x + nx + offset, y + ny + offset, z)))) { if(skip >= 0) { msg->AddByte(skip); msg->AddByte(0xFF); } skip = 0; GetTileDescription(tile, msg); } else { ++skip; if(skip == 0xFF) { msg->AddByte(0xFF); msg->AddByte(0xFF); skip = -1; } } } } } void ProtocolGame::checkCreatureAsKnown(uint32_t id, bool& known, uint32_t& removedKnown) { // loop through the known creature list and check if the given creature is in for(std::list<uint32_t>::iterator it = knownCreatureList.begin(); it != knownCreatureList.end(); ++it) { if((*it) != id) continue; // know... make the creature even more known... knownCreatureList.erase(it); knownCreatureList.push_back(id); known = true; return; } // ok, he is unknown... known = false; // ... but not in future knownCreatureList.push_back(id); // too many known creatures? if(knownCreatureList.size() > 250) { // lets try to remove one from the end of the list Creature* c = NULL; for(int32_t n = 0; n < 250; n++) { removedKnown = knownCreatureList.front(); if(!(c = g_game.getCreatureByID(removedKnown)) || !canSee(c)) break; // this creature we can't remove, still in sight, so back to the end knownCreatureList.pop_front(); knownCreatureList.push_back(removedKnown); } // hopefully we found someone to remove :S, we got only 250 tries // if not... lets kick some players with debug errors :) knownCreatureList.pop_front(); } else // we can cache without problems :) removedKnown = 0; } bool ProtocolGame::canSee(const Creature* c) const { return !c->isRemoved() && player->canSeeCreature(c) && canSee(c->getPosition()); } bool ProtocolGame::canSee(const Position& pos) const { return canSee(pos.x, pos.y, pos.z); } bool ProtocolGame::canSee(uint16_t x, uint16_t y, uint16_t z) const { #ifdef __DEBUG__ if(z < 0 || z >= MAP_MAX_LAYERS) std::cout << "[Warning - ProtocolGame::canSee] Z-value is out of range!" << std::endl; #endif const Position& myPos = player->getPosition(); if(myPos.z <= 7) { //we are on ground level or above (7 -> 0), view is from 7 -> 0 if(z > 7) return false; } else if(myPos.z >= 8 && std::abs(myPos.z - z) > 2) //we are underground (8 -> 15), view is +/- 2 from the floor we stand on return false; //negative offset means that the action taken place is on a lower floor than ourself int32_t offsetz = myPos.z - z; return ((x >= myPos.x - 8 + offsetz) && (x <= myPos.x + 9 + offsetz) && (y >= myPos.y - 6 + offsetz) && (y <= myPos.y + 7 + offsetz)); } //********************** Parse methods *******************************// void ProtocolGame::parseLogout(NetworkMessage& msg) { Dispatcher::getInstance().addTask(createTask(boost::bind(&ProtocolGame::logout, this, true, false))); } void ProtocolGame::parseCreatePrivateChannel(NetworkMessage& msg) { addGameTask(&Game::playerCreatePrivateChannel, player->getID()); } void ProtocolGame::parseChannelInvite(NetworkMessage& msg) { const std::string name = msg.GetString(); addGameTask(&Game::playerChannelInvite, player->getID(), name); } void ProtocolGame::parseChannelExclude(NetworkMessage& msg) { const std::string name = msg.GetString(); addGameTask(&Game::playerChannelExclude, player->getID(), name); } void ProtocolGame::parseGetChannels(NetworkMessage& msg) { addGameTask(&Game::playerRequestChannels, player->getID()); } void ProtocolGame::parseOpenChannel(NetworkMessage& msg) { uint16_t channelId = msg.GetU16(); addGameTask(&Game::playerOpenChannel, player->getID(), channelId); } void ProtocolGame::parseCloseChannel(NetworkMessage& msg) { uint16_t channelId = msg.GetU16(); addGameTask(&Game::playerCloseChannel, player->getID(), channelId); } void ProtocolGame::parseOpenPriv(NetworkMessage& msg) { const std::string receiver = msg.GetString(); addGameTask(&Game::playerOpenPrivateChannel, player->getID(), receiver); } void ProtocolGame::parseProcessRuleViolation(NetworkMessage& msg) { const std::string reporter = msg.GetString(); addGameTask(&Game::playerProcessRuleViolation, player->getID(), reporter); } void ProtocolGame::parseCloseRuleViolation(NetworkMessage& msg) { const std::string reporter = msg.GetString(); addGameTask(&Game::playerCloseRuleViolation, player->getID(), reporter); } void ProtocolGame::parseCancelRuleViolation(NetworkMessage& msg) { addGameTask(&Game::playerCancelRuleViolation, player->getID()); } void ProtocolGame::parseCloseNpc(NetworkMessage& msg) { addGameTask(&Game::playerCloseNpcChannel, player->getID()); } void ProtocolGame::parseCancelMove(NetworkMessage& msg) { addGameTask(&Game::playerCancelAttackAndFollow, player->getID()); } void ProtocolGame::parseReceivePing(NetworkMessage& msg) { addGameTask(&Game::playerReceivePing, player->getID()); } void ProtocolGame::parseAutoWalk(NetworkMessage& msg) { // first we get all directions... std::list<Direction> path; size_t dirCount = msg.GetByte(); for(size_t i = 0; i < dirCount; ++i) { uint8_t rawDir = msg.GetByte(); Direction dir = SOUTH; switch(rawDir) { case 1: dir = EAST; break; case 2: dir = NORTHEAST; break; case 3: dir = NORTH; break; case 4: dir = NORTHWEST; break; case 5: dir = WEST; break; case 6: dir = SOUTHWEST; break; case 7: dir = SOUTH; break; case 8: dir = SOUTHEAST; break; default: continue; } path.push_back(dir); } addGameTask(&Game::playerAutoWalk, player->getID(), path); } void ProtocolGame::parseMove(NetworkMessage& msg, Direction dir) { addGameTask(&Game::playerMove, player->getID(), dir); } void ProtocolGame::parseTurn(NetworkMessage& msg, Direction dir) { addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerTurn, player->getID(), dir); } void ProtocolGame::parseRequestOutfit(NetworkMessage& msg) { addGameTask(&Game::playerRequestOutfit, player->getID()); } void ProtocolGame::parseSetOutfit(NetworkMessage& msg) { Outfit_t newOutfit = player->defaultOutfit; if(g_config.getBool(ConfigManager::ALLOW_CHANGEOUTFIT)) newOutfit.lookType = msg.GetU16(); else msg.SkipBytes(2); if(g_config.getBool(ConfigManager::ALLOW_CHANGECOLORS)) { newOutfit.lookHead = msg.GetByte(); newOutfit.lookBody = msg.GetByte(); newOutfit.lookLegs = msg.GetByte(); newOutfit.lookFeet = msg.GetByte(); } else msg.SkipBytes(4); if(g_config.getBool(ConfigManager::ALLOW_CHANGEADDONS)) newOutfit.lookAddons = msg.GetByte(); else msg.SkipBytes(1); addGameTask(&Game::playerChangeOutfit, player->getID(), newOutfit); } void ProtocolGame::parseUseItem(NetworkMessage& msg) { Position pos = msg.GetPosition(); uint16_t spriteId = msg.GetSpriteId(); int16_t stackpos = msg.GetByte(); uint8_t index = msg.GetByte(); bool isHotkey = (pos.x == 0xFFFF && !pos.y && !pos.z); addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerUseItem, player->getID(), pos, stackpos, index, spriteId, isHotkey); } void ProtocolGame::parseUseItemEx(NetworkMessage& msg) { Position fromPos = msg.GetPosition(); uint16_t fromSpriteId = msg.GetSpriteId(); int16_t fromStackpos = msg.GetByte(); Position toPos = msg.GetPosition(); uint16_t toSpriteId = msg.GetU16(); int16_t toStackpos = msg.GetByte(); bool isHotkey = (fromPos.x == 0xFFFF && !fromPos.y && !fromPos.z); addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerUseItemEx, player->getID(), fromPos, fromStackpos, fromSpriteId, toPos, toStackpos, toSpriteId, isHotkey); } void ProtocolGame::parseBattleWindow(NetworkMessage& msg) { Position fromPos = msg.GetPosition(); uint16_t spriteId = msg.GetSpriteId(); int16_t fromStackpos = msg.GetByte(); uint32_t creatureId = msg.GetU32(); bool isHotkey = (fromPos.x == 0xFFFF && !fromPos.y && !fromPos.z); addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerUseBattleWindow, player->getID(), fromPos, fromStackpos, creatureId, spriteId, isHotkey); } void ProtocolGame::parseCloseContainer(NetworkMessage& msg) { uint8_t cid = msg.GetByte(); addGameTask(&Game::playerCloseContainer, player->getID(), cid); } void ProtocolGame::parseUpArrowContainer(NetworkMessage& msg) { uint8_t cid = msg.GetByte(); addGameTask(&Game::playerMoveUpContainer, player->getID(), cid); } void ProtocolGame::parseUpdateTile(NetworkMessage& msg) { Position pos = msg.GetPosition(); //addGameTask(&Game::playerUpdateTile, player->getID(), pos); } void ProtocolGame::parseUpdateContainer(NetworkMessage& msg) { uint8_t cid = msg.GetByte(); addGameTask(&Game::playerUpdateContainer, player->getID(), cid); } void ProtocolGame::parseThrow(NetworkMessage& msg) { Position fromPos = msg.GetPosition(); uint16_t spriteId = msg.GetSpriteId(); int16_t fromStackpos = msg.GetByte(); Position toPos = msg.GetPosition(); uint8_t count = msg.GetByte(); if(toPos != fromPos) addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerMoveThing, player->getID(), fromPos, spriteId, fromStackpos, toPos, count); } void ProtocolGame::parseLookAt(NetworkMessage& msg) { Position pos = msg.GetPosition(); uint16_t spriteId = msg.GetSpriteId(); int16_t stackpos = msg.GetByte(); addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerLookAt, player->getID(), pos, spriteId, stackpos); } void ProtocolGame::parseSay(NetworkMessage& msg) { std::string receiver; uint16_t channelId = 0; SpeakClasses type = (SpeakClasses)msg.GetByte(); switch(type) { case SPEAK_PRIVATE: case SPEAK_PRIVATE_RED: case SPEAK_RVR_ANSWER: receiver = msg.GetString(); break; case SPEAK_CHANNEL_Y: case SPEAK_CHANNEL_RN: case SPEAK_CHANNEL_RA: channelId = msg.GetU16(); break; default: break; } const std::string text = msg.GetString(); if(text.length() > 255) //client limit { std::stringstream s; s << text.length(); Logger::getInstance()->eFile("bots/" + player->getName() + ".log", "Attempt to send message with size " + s.str() + " - client is limited to 255 characters.", true); return; } addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerSay, player->getID(), channelId, type, receiver, text); } void ProtocolGame::parseFightModes(NetworkMessage& msg) { uint8_t rawFightMode = msg.GetByte(); //1 - offensive, 2 - balanced, 3 - defensive uint8_t rawChaseMode = msg.GetByte(); //0 - stand while fightning, 1 - chase opponent uint8_t rawSecureMode = msg.GetByte(); //0 - can't attack unmarked, 1 - can attack unmarked chaseMode_t chaseMode = CHASEMODE_STANDSTILL; if(rawChaseMode == 1) chaseMode = CHASEMODE_FOLLOW; fightMode_t fightMode = FIGHTMODE_ATTACK; if(rawFightMode == 2) fightMode = FIGHTMODE_BALANCED; else if(rawFightMode == 3) fightMode = FIGHTMODE_DEFENSE; secureMode_t secureMode = SECUREMODE_OFF; if(rawSecureMode == 1) secureMode = SECUREMODE_ON; addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerSetFightModes, player->getID(), fightMode, chaseMode, secureMode); } void ProtocolGame::parseAttack(NetworkMessage& msg) { uint32_t creatureId = msg.GetU32(); msg.GetU32(); msg.GetU32(); addGameTask(&Game::playerSetAttackedCreature, player->getID(), creatureId); } void ProtocolGame::parseFollow(NetworkMessage& msg) { uint32_t creatureId = msg.GetU32(); addGameTask(&Game::playerFollowCreature, player->getID(), creatureId); } void ProtocolGame::parseTextWindow(NetworkMessage& msg) { uint32_t windowTextId = msg.GetU32(); const std::string newText = msg.GetString(); addGameTask(&Game::playerWriteItem, player->getID(), windowTextId, newText); } void ProtocolGame::parseHouseWindow(NetworkMessage &msg) { uint8_t doorId = msg.GetByte(); uint32_t id = msg.GetU32(); const std::string text = msg.GetString(); addGameTask(&Game::playerUpdateHouseWindow, player->getID(), doorId, id, text); } void ProtocolGame::parseLookInShop(NetworkMessage &msg) { uint16_t id = msg.GetU16(); uint16_t count = msg.GetByte(); addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerLookInShop, player->getID(), id, count); } void ProtocolGame::parsePlayerPurchase(NetworkMessage &msg) { uint16_t id = msg.GetU16(); uint16_t count = msg.GetByte(); uint16_t amount = msg.GetByte(); bool ignoreCap = msg.GetByte(); bool inBackpacks = msg.GetByte(); addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerPurchaseItem, player->getID(), id, count, amount, ignoreCap, inBackpacks); } void ProtocolGame::parsePlayerSale(NetworkMessage &msg) { uint16_t id = msg.GetU16(); uint16_t count = msg.GetByte(); uint16_t amount = msg.GetByte(); addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerSellItem, player->getID(), id, count, amount); } void ProtocolGame::parseCloseShop(NetworkMessage &msg) { addGameTask(&Game::playerCloseShop, player->getID()); } void ProtocolGame::parseRequestTrade(NetworkMessage& msg) { Position pos = msg.GetPosition(); uint16_t spriteId = msg.GetSpriteId(); int16_t stackpos = msg.GetByte(); uint32_t playerId = msg.GetU32(); addGameTask(&Game::playerRequestTrade, player->getID(), pos, stackpos, playerId, spriteId); } void ProtocolGame::parseAcceptTrade(NetworkMessage& msg) { addGameTask(&Game::playerAcceptTrade, player->getID()); } void ProtocolGame::parseLookInTrade(NetworkMessage& msg) { bool counter = msg.GetByte(); int32_t index = msg.GetByte(); addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerLookInTrade, player->getID(), counter, index); } void ProtocolGame::parseCloseTrade() { addGameTask(&Game::playerCloseTrade, player->getID()); } void ProtocolGame::parseAddVip(NetworkMessage& msg) { const std::string name = msg.GetString(); if(name.size() > 32) return; addGameTask(&Game::playerRequestAddVip, player->getID(), name); } void ProtocolGame::parseRemoveVip(NetworkMessage& msg) { uint32_t guid = msg.GetU32(); addGameTask(&Game::playerRequestRemoveVip, player->getID(), guid); } void ProtocolGame::parseRotateItem(NetworkMessage& msg) { Position pos = msg.GetPosition(); uint16_t spriteId = msg.GetSpriteId(); int16_t stackpos = msg.GetByte(); addGameTaskTimed(DISPATCHER_TASK_EXPIRATION, &Game::playerRotateItem, player->getID(), pos, stackpos, spriteId); } void ProtocolGame::parseDebugAssert(NetworkMessage& msg) { if(m_debugAssertSent) return; std::stringstream s; s << "----- " << formatDate() << " - " << player->getName() << " (" << convertIPAddress(getIP()) << ") -----" << std::endl << msg.GetString() << std::endl << msg.GetString() << std::endl << msg.GetString() << std::endl << msg.GetString() << std::endl << std::endl; m_debugAssertSent = true; Logger::getInstance()->iFile(LOGFILE_CLIENT_ASSERTION, s.str(), false); } void ProtocolGame::parseBugReport(NetworkMessage& msg) { std::string comment = msg.GetString(); addGameTask(&Game::playerReportBug, player->getID(), comment); } void ProtocolGame::parseInviteToParty(NetworkMessage& msg) { uint32_t targetId = msg.GetU32(); addGameTask(&Game::playerInviteToParty, player->getID(), targetId); } void ProtocolGame::parseJoinParty(NetworkMessage& msg) { uint32_t targetId = msg.GetU32(); addGameTask(&Game::playerJoinParty, player->getID(), targetId); } void ProtocolGame::parseRevokePartyInvite(NetworkMessage& msg) { uint32_t targetId = msg.GetU32(); addGameTask(&Game::playerRevokePartyInvitation, player->getID(), targetId); } void ProtocolGame::parsePassPartyLeadership(NetworkMessage& msg) { uint32_t targetId = msg.GetU32(); addGameTask(&Game::playerPassPartyLeadership, player->getID(), targetId); } void ProtocolGame::parseLeaveParty(NetworkMessage& msg) { addGameTask(&Game::playerLeaveParty, player->getID()); } void ProtocolGame::parseSharePartyExperience(NetworkMessage& msg) { bool activate = msg.GetByte(); uint8_t unknown = msg.GetByte(); //TODO: find out what is this byte addGameTask(&Game::playerSharePartyExperience, player->getID(), activate, unknown); } void ProtocolGame::parseQuests(NetworkMessage& msg) { addGameTask(&Game::playerQuests, player->getID()); } void ProtocolGame::parseQuestInfo(NetworkMessage& msg) { uint16_t questId = msg.GetU16(); addGameTask(&Game::playerQuestInfo, player->getID(), questId); } void ProtocolGame::parseViolationWindow(NetworkMessage& msg) { std::string target = msg.GetString(); uint8_t reason = msg.GetByte(); ViolationAction_t action = (ViolationAction_t)msg.GetByte(); std::string comment = msg.GetString(); std::string statement = msg.GetString(); uint32_t statementId = (uint32_t)msg.GetU16(); bool ipBanishment = msg.GetByte(); addGameTask(&Game::playerViolationWindow, player->getID(), target, reason, action, comment, statement, statementId, ipBanishment); } //********************** Send methods *******************************// void ProtocolGame::sendOpenPrivateChannel(const std::string& receiver) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xAD); msg->AddString(receiver); } } void ProtocolGame::sendCreatureOutfit(const Creature* creature, const Outfit_t& outfit) { if(!canSee(creature)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x8E); msg->AddU32(creature->getID()); AddCreatureOutfit(msg, creature, outfit); } } void ProtocolGame::sendCreatureLight(const Creature* creature) { if(!canSee(creature)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); AddCreatureLight(msg, creature); } } void ProtocolGame::sendWorldLight(const LightInfo& lightInfo) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); AddWorldLight(msg, lightInfo); } } void ProtocolGame::sendCreatureShield(const Creature* creature) { if(!canSee(creature)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x91); msg->AddU32(creature->getID()); msg->AddByte(player->getPartyShield(creature)); } } void ProtocolGame::sendCreatureSkull(const Creature* creature) { if(!canSee(creature)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x90); msg->AddU32(creature->getID()); msg->AddByte(player->getSkullClient(creature)); } } void ProtocolGame::sendCreatureSquare(const Creature* creature, SquareColor_t color) { if(!canSee(creature)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x86); msg->AddU32(creature->getID()); msg->AddByte((uint8_t)color); } } void ProtocolGame::sendTutorial(uint8_t tutorialId) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xDC); msg->AddByte(tutorialId); } } void ProtocolGame::sendAddMarker(const Position& pos, MapMarks_t markType, const std::string& desc) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xDD); msg->AddPosition(pos); msg->AddByte(markType); msg->AddString(desc); } } void ProtocolGame::sendReLoginWindow() { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x28); } } void ProtocolGame::sendStats() { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); AddPlayerStats(msg); } } void ProtocolGame::sendTextMessage(MessageClasses mClass, const std::string& message) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); AddTextMessage(msg, mClass, message); } } void ProtocolGame::sendClosePrivate(uint16_t channelId) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); if(channelId == CHANNEL_GUILD || channelId == CHANNEL_PARTY) g_chat.removeUserFromChannel(player, channelId); msg->AddByte(0xB3); msg->AddU16(channelId); } } void ProtocolGame::sendCreatePrivateChannel(uint16_t channelId, const std::string& channelName) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xB2); msg->AddU16(channelId); msg->AddString(channelName); } } void ProtocolGame::sendChannelsDialog() { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xAB); ChannelList list = g_chat.getChannelList(player); msg->AddByte(list.size()); for(ChannelList::iterator it = list.begin(); it != list.end(); ++it) { if(ChatChannel* channel = (*it)) { msg->AddU16(channel->getId()); msg->AddString(channel->getName()); } } } } void ProtocolGame::sendChannel(uint16_t channelId, const std::string& channelName) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xAC); msg->AddU16(channelId); msg->AddString(channelName); } } void ProtocolGame::sendRuleViolationsChannel(uint16_t channelId) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xAE); msg->AddU16(channelId); for(RuleViolationsMap::const_iterator it = g_game.getRuleViolations().begin(); it != g_game.getRuleViolations().end(); ++it) { RuleViolation& rvr = *it->second; if(rvr.isOpen && rvr.reporter) AddCreatureSpeak(msg, rvr.reporter, SPEAK_RVR_CHANNEL, rvr.text, channelId, rvr.time); } } } void ProtocolGame::sendRemoveReport(const std::string& name) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xAF); msg->AddString(name); } } void ProtocolGame::sendRuleViolationCancel(const std::string& name) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xB0); msg->AddString(name); } } void ProtocolGame::sendLockRuleViolation() { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xB1); } } void ProtocolGame::sendIcons(int32_t icons) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xA2); msg->AddU16(icons); } } void ProtocolGame::sendContainer(uint32_t cid, const Container* container, bool hasParent) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x6E); msg->AddByte(cid); msg->AddItemId(container); msg->AddString(container->getName()); msg->AddByte(container->capacity()); msg->AddByte(hasParent ? 0x01 : 0x00); msg->AddByte(std::min(container->size(), (uint32_t)255)); ItemList::const_iterator cit = container->getItems(); for(uint32_t i = 0; cit != container->getEnd() && i < 255; ++cit, ++i) msg->AddItem(*cit); } } void ProtocolGame::sendShop(const ShopInfoList& shop) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x7A); msg->AddByte(std::min(shop.size(), (size_t)255)); ShopInfoList::const_iterator it = shop.begin(); for(uint32_t i = 0; it != shop.end() && i < 255; ++it, ++i) AddShopItem(msg, (*it)); } } void ProtocolGame::sendCloseShop() { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x7C); } } void ProtocolGame::sendGoods(const ShopInfoList& shop) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x7B); msg->AddU32(g_game.getMoney(player)); std::map<uint32_t, uint32_t> goodsMap; if(shop.size() >= 5) { for(ShopInfoList::const_iterator sit = shop.begin(); sit != shop.end(); ++sit) { if(sit->sellPrice < 0) continue; int8_t subType = -1; if(sit->subType) { const ItemType& it = Item::items[sit->itemId]; if(it.hasSubType() && !it.stackable) subType = sit->subType; } uint32_t count = player->__getItemTypeCount(sit->itemId, subType); if(count > 0) goodsMap[sit->itemId] = count; } } else { std::map<uint32_t, uint32_t> tmpMap; player->__getAllItemTypeCount(tmpMap); for(ShopInfoList::const_iterator sit = shop.begin(); sit != shop.end(); ++sit) { if(sit->sellPrice < 0) continue; int8_t subType = -1; if(sit->subType) { const ItemType& it = Item::items[sit->itemId]; if(it.hasSubType() && !it.stackable) subType = sit->subType; } if(subType != -1) { uint32_t count = player->__getItemTypeCount(sit->itemId, subType); if(count > 0) goodsMap[sit->itemId] = count; } else goodsMap[sit->itemId] = tmpMap[sit->itemId]; } } msg->AddByte(std::min(goodsMap.size(), (size_t)255)); std::map<uint32_t, uint32_t>::const_iterator it = goodsMap.begin(); for(uint32_t i = 0; it != goodsMap.end() && i < 255; ++it, ++i) { msg->AddItemId(it->first); msg->AddByte(std::min(it->second, (uint32_t)255)); } } } void ProtocolGame::sendTradeItemRequest(const Player* player, const Item* item, bool ack) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); if(ack) msg->AddByte(0x7D); else msg->AddByte(0x7E); msg->AddString(player->getName()); if(const Container* container = item->getContainer()) { msg->AddByte(container->getItemHoldingCount() + 1); msg->AddItem(item); for(ContainerIterator it = container->begin(); it != container->end(); ++it) msg->AddItem(*it); } else { msg->AddByte(1); msg->AddItem(item); } } } void ProtocolGame::sendCloseTrade() { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x7F); } } void ProtocolGame::sendCloseContainer(uint32_t cid) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x6F); msg->AddByte(cid); } } void ProtocolGame::sendCreatureTurn(const Creature* creature, int16_t stackpos) { if(stackpos >= 10 || !canSee(creature)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x6B); msg->AddPosition(creature->getPosition()); msg->AddByte(stackpos); msg->AddU16(0x63); /*99*/ msg->AddU32(creature->getID()); msg->AddByte(creature->getDirection()); } } void ProtocolGame::sendCreatureSay(const Creature* creature, SpeakClasses type, const std::string& text, Position* pos/* = NULL*/) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); AddCreatureSpeak(msg, creature, type, text, 0, 0, pos); } } void ProtocolGame::sendToChannel(const Creature* creature, SpeakClasses type, const std::string& text, uint16_t channelId, uint32_t time /*= 0*/) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); AddCreatureSpeak(msg, creature, type, text, channelId, time); } } void ProtocolGame::sendCancel(const std::string& message) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); AddTextMessage(msg, MSG_STATUS_SMALL, message); } } void ProtocolGame::sendCancelTarget() { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xA3); msg->AddU32(0); } } void ProtocolGame::sendChangeSpeed(const Creature* creature, uint32_t speed) { if(!canSee(creature)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x8F); msg->AddU32(creature->getID()); msg->AddU16(speed); } } void ProtocolGame::sendCancelWalk() { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xB5); msg->AddByte(player->getDirection()); } } void ProtocolGame::sendSkills() { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); AddPlayerSkills(msg); } } void ProtocolGame::sendPing() { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x1E); } } void ProtocolGame::sendDistanceShoot(const Position& from, const Position& to, uint8_t type) { if(type > SHOOT_EFFECT_LAST || (!canSee(from) && !canSee(to))) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); AddDistanceShoot(msg, from, to, type); } } void ProtocolGame::sendMagicEffect(const Position& pos, uint8_t type) { if(type > MAGIC_EFFECT_LAST || !canSee(pos)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); AddMagicEffect(msg, pos, type); } } void ProtocolGame::sendAnimatedText(const Position& pos, uint8_t color, std::string text) { if(!canSee(pos)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); AddAnimatedText(msg, pos, color, text); } } void ProtocolGame::sendCreatureHealth(const Creature* creature) { if(!canSee(creature)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); AddCreatureHealth(msg, creature); } } void ProtocolGame::sendFYIBox(const std::string& message) { if(message.empty() || message.length() > 1018) //Prevent client debug when message is empty or length is > 1018 (not confirmed) { std::cout << "[Warning - ProtocolGame::sendFYIBox] Trying to send an empty or too huge message." << std::endl; return; } NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x15); msg->AddString(message); } } //tile void ProtocolGame::sendAddTileItem(const Tile* tile, const Position& pos, uint32_t stackpos, const Item* item) { if(!canSee(pos)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); AddTileItem(msg, pos, stackpos, item); } } void ProtocolGame::sendUpdateTileItem(const Tile* tile, const Position& pos, uint32_t stackpos, const Item* item) { if(!canSee(pos)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); UpdateTileItem(msg, pos, stackpos, item); } } void ProtocolGame::sendRemoveTileItem(const Tile* tile, const Position& pos, uint32_t stackpos) { if(!canSee(pos)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); RemoveTileItem(msg, pos, stackpos); } } void ProtocolGame::sendUpdateTile(const Tile* tile, const Position& pos) { if(!canSee(pos)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x69); msg->AddPosition(pos); if(tile) { GetTileDescription(tile, msg); msg->AddByte(0x00); msg->AddByte(0xFF); } else { msg->AddByte(0x01); msg->AddByte(0xFF); } } } void ProtocolGame::sendAddCreature(const Creature* creature, const Position& pos, uint32_t stackpos) { if(!canSee(creature)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(!msg) return; TRACK_MESSAGE(msg); if(creature != player) { AddTileCreature(msg, pos, stackpos, creature); return; } msg->AddByte(0x0A); msg->AddU32(player->getID()); msg->AddU16(0x32); msg->AddByte(player->hasFlag(PlayerFlag_CanReportBugs)); if(Group* group = player->getGroup()) { int32_t reasons = group->getViolationReasons(); if(reasons > 1) { msg->AddByte(0x0B); for(int32_t i = 0; i < 20; ++i) { if(i < 4) msg->AddByte(group->getNameViolationFlags()); else if(i < reasons) msg->AddByte(group->getStatementViolationFlags()); else msg->AddByte(0x00); } } } AddMapDescription(msg, pos); for(int32_t i = SLOT_FIRST; i < SLOT_LAST; ++i) AddInventoryItem(msg, (slots_t)i, player->getInventoryItem((slots_t)i)); AddPlayerStats(msg); AddPlayerSkills(msg); //gameworld light-settings LightInfo lightInfo; g_game.getWorldLightInfo(lightInfo); AddWorldLight(msg, lightInfo); //player light level AddCreatureLight(msg, creature); player->sendIcons(); for(VIPListSet::iterator it = player->VIPList.begin(); it != player->VIPList.end(); it++) { std::string vipName; if(IOLoginData::getInstance()->getNameByGuid((*it), vipName)) { Player* tmpPlayer = g_game.getPlayerByName(vipName); sendVIP((*it), vipName, (tmpPlayer && player->canSeeCreature(tmpPlayer))); } } } void ProtocolGame::sendRemoveCreature(const Creature* creature, const Position& pos, uint32_t stackpos) { if(!canSee(pos)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); RemoveTileItem(msg, pos, stackpos); } } void ProtocolGame::sendMoveCreature(const Creature* creature, const Tile* newTile, const Position& newPos, uint32_t newStackpos, const Tile* oldTile, const Position& oldPos, uint32_t oldStackpos, bool teleport) { if(creature == player) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); if(teleport || oldStackpos >= 10) { RemoveTileItem(msg, oldPos, oldStackpos); AddMapDescription(msg, newPos); } else { if(oldPos.z != 7 || newPos.z < 8) { msg->AddByte(0x6D); msg->AddPosition(oldPos); msg->AddByte(oldStackpos); msg->AddPosition(newPos); } else RemoveTileItem(msg, oldPos, oldStackpos); if(newPos.z > oldPos.z) MoveDownCreature(msg, creature, newPos, oldPos, oldStackpos); else if(newPos.z < oldPos.z) MoveUpCreature(msg, creature, newPos, oldPos, oldStackpos); if(oldPos.y > newPos.y) // north, for old x { msg->AddByte(0x65); GetMapDescription(oldPos.x - 8, newPos.y - 6, newPos.z, 18, 1, msg); } else if(oldPos.y < newPos.y) // south, for old x { msg->AddByte(0x67); GetMapDescription(oldPos.x - 8, newPos.y + 7, newPos.z, 18, 1, msg); } if(oldPos.x < newPos.x) // east, [with new y] { msg->AddByte(0x66); GetMapDescription(newPos.x + 9, newPos.y - 6, newPos.z, 1, 14, msg); } else if(oldPos.x > newPos.x) // west, [with new y] { msg->AddByte(0x68); GetMapDescription(newPos.x - 8, newPos.y - 6, newPos.z, 1, 14, msg); } } } } else if(canSee(oldPos) && canSee(newPos)) { if(!player->canSeeCreature(creature)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); if(!teleport && (oldPos.z != 7 || newPos.z < 8) && oldStackpos < 10) { msg->AddByte(0x6D); msg->AddPosition(oldPos); msg->AddByte(oldStackpos); msg->AddPosition(newPos); } else { RemoveTileItem(msg, oldPos, oldStackpos); AddTileCreature(msg, newPos, newStackpos, creature); } } } else if(canSee(oldPos)) { if(!player->canSeeCreature(creature)) return; NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); RemoveTileItem(msg, oldPos, oldStackpos); } } else if(canSee(newPos) && player->canSeeCreature(creature)) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); AddTileCreature(msg, newPos, newStackpos, creature); } } } //inventory void ProtocolGame::sendAddInventoryItem(slots_t slot, const Item* item) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); AddInventoryItem(msg, slot, item); } } void ProtocolGame::sendUpdateInventoryItem(slots_t slot, const Item* item) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); UpdateInventoryItem(msg, slot, item); } } void ProtocolGame::sendRemoveInventoryItem(slots_t slot) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); RemoveInventoryItem(msg, slot); } } //containers void ProtocolGame::sendAddContainerItem(uint8_t cid, const Item* item) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); AddContainerItem(msg, cid, item); } } void ProtocolGame::sendUpdateContainerItem(uint8_t cid, uint8_t slot, const Item* item) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); UpdateContainerItem(msg, cid, slot, item); } } void ProtocolGame::sendRemoveContainerItem(uint8_t cid, uint8_t slot) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); RemoveContainerItem(msg, cid, slot); } } void ProtocolGame::sendTextWindow(uint32_t windowTextId, Item* item, uint16_t maxLen, bool canWrite) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x96); msg->AddU32(windowTextId); msg->AddItemId(item); if(canWrite) { msg->AddU16(maxLen); msg->AddString(item->getText()); } else { msg->AddU16(item->getText().size()); msg->AddString(item->getText()); } const std::string& writer = item->getWriter(); if(writer.size()) msg->AddString(writer); else msg->AddString(""); time_t writtenDate = item->getDate(); if(writtenDate > 0) msg->AddString(formatDate(writtenDate)); else msg->AddString(""); } } void ProtocolGame::sendTextWindow(uint32_t windowTextId, uint32_t itemId, const std::string& text) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x96); msg->AddU32(windowTextId); msg->AddItemId(itemId); msg->AddU16(text.size()); msg->AddString(text); msg->AddString(""); msg->AddString(""); } } void ProtocolGame::sendHouseWindow(uint32_t windowTextId, House* _house, uint32_t listId, const std::string& text) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0x97); msg->AddByte(0x00); msg->AddU32(windowTextId); msg->AddString(text); } } void ProtocolGame::sendOutfitWindow() { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xC8); AddCreatureOutfit(msg, player, player->getDefaultOutfit(), true); std::list<Outfit> outfitList; for(OutfitMap::iterator it = player->outfits.begin(); it != player->outfits.end(); ++it) { if(player->canWearOutfit(it->first, it->second.addons)) outfitList.push_back(it->second); } if(outfitList.size()) { msg->AddByte((size_t)std::min((size_t)OUTFITS_MAX_NUMBER, outfitList.size())); std::list<Outfit>::iterator it = outfitList.begin(); for(int32_t i = 0; it != outfitList.end() && i < OUTFITS_MAX_NUMBER; ++it, ++i) { msg->AddU16(it->lookType); msg->AddString(it->name); if(player->hasCustomFlag(PlayerCustomFlag_CanWearAllAddons)) msg->AddByte(0x03); else if(!g_config.getBool(ConfigManager::ADDONS_PREMIUM) || player->isPremium()) msg->AddByte(it->addons); else msg->AddByte(0x00); } } else { msg->AddByte(1); msg->AddU16(player->getDefaultOutfit().lookType); msg->AddString("Outfit"); msg->AddByte(player->getDefaultOutfit().lookAddons); } player->hasRequestedOutfit(true); } } void ProtocolGame::sendQuests() { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xF0); msg->AddU16(Quests::getInstance()->getQuestCount(player)); for(QuestList::const_iterator it = Quests::getInstance()->getFirstQuest(); it != Quests::getInstance()->getLastQuest(); ++it) { if(!(*it)->isStarted(player)) continue; msg->AddU16((*it)->getId()); msg->AddString((*it)->getName()); msg->AddByte((*it)->isCompleted(player)); } } } void ProtocolGame::sendQuestInfo(Quest* quest) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xF1); msg->AddU16(quest->getId()); msg->AddByte(quest->getMissionCount(player)); for(MissionList::const_iterator it = quest->getFirstMission(); it != quest->getLastMission(); ++it) { if(!(*it)->isStarted(player)) continue; msg->AddString((*it)->getName(player)); msg->AddString((*it)->getDescription(player)); } } } void ProtocolGame::sendVIPLogIn(uint32_t guid) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xD3); msg->AddU32(guid); } } void ProtocolGame::sendVIPLogOut(uint32_t guid) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xD4); msg->AddU32(guid); } } void ProtocolGame::sendVIP(uint32_t guid, const std::string& name, bool isOnline) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xD2); msg->AddU32(guid); msg->AddString(name); msg->AddByte(isOnline ? 1 : 0); } } ////////////// Add common messages void ProtocolGame::AddMapDescription(NetworkMessage_ptr msg, const Position& pos) { msg->AddByte(0x64); msg->AddPosition(player->getPosition()); GetMapDescription(pos.x - 8, pos.y - 6, pos.z, 18, 14, msg); } void ProtocolGame::AddTextMessage(NetworkMessage_ptr msg, MessageClasses mclass, const std::string& message) { msg->AddByte(0xB4); msg->AddByte(mclass); msg->AddString(message); } void ProtocolGame::AddAnimatedText(NetworkMessage_ptr msg, const Position& pos, uint8_t color, const std::string& text) { msg->AddByte(0x84); msg->AddPosition(pos); msg->AddByte(color); msg->AddString(text); } void ProtocolGame::AddMagicEffect(NetworkMessage_ptr msg,const Position& pos, uint8_t type) { msg->AddByte(0x83); msg->AddPosition(pos); msg->AddByte(type + 1); } void ProtocolGame::AddDistanceShoot(NetworkMessage_ptr msg, const Position& from, const Position& to, uint8_t type) { msg->AddByte(0x85); msg->AddPosition(from); msg->AddPosition(to); msg->AddByte(type + 1); } void ProtocolGame::AddCreature(NetworkMessage_ptr msg, const Creature* creature, bool known, uint32_t remove) { if(!known) { msg->AddU16(0x61); msg->AddU32(remove); msg->AddU32(creature->getID()); msg->AddString(creature->getHideName() ? "" : creature->getName()); } else { msg->AddU16(0x62); msg->AddU32(creature->getID()); } if(!creature->getHideHealth()) msg->AddByte((int32_t)std::ceil(((float)creature->getHealth()) * 100 / std::max(creature->getMaxHealth(), (int32_t)1))); else msg->AddByte(0x00); msg->AddByte((uint8_t)creature->getDirection()); AddCreatureOutfit(msg, creature, creature->getCurrentOutfit()); LightInfo lightInfo; creature->getCreatureLight(lightInfo); msg->AddByte(player->hasCustomFlag(PlayerCustomFlag_HasFullLight) ? 0xFF : lightInfo.level); msg->AddByte(lightInfo.color); msg->AddU16(creature->getStepSpeed()); msg->AddByte(player->getSkullClient(creature)); msg->AddByte(player->getPartyShield(creature)); if(!known) msg->AddByte(0x00); // war emblem msg->AddByte(!player->canWalkthrough(creature)); } void ProtocolGame::AddPlayerStats(NetworkMessage_ptr msg) { msg->AddByte(0xA0); msg->AddU16(player->getHealth()); msg->AddU16(player->getPlayerInfo(PLAYERINFO_MAXHEALTH)); msg->AddU32(uint32_t(player->getFreeCapacity() * 100)); uint64_t experience = player->getExperience(); if(experience > 0x7FFFFFFF) // client debugs after 2,147,483,647 exp msg->AddU32(0x7FFFFFFF); else msg->AddU32(experience); msg->AddU16(player->getPlayerInfo(PLAYERINFO_LEVEL)); msg->AddByte(player->getPlayerInfo(PLAYERINFO_LEVELPERCENT)); msg->AddU16(player->getPlayerInfo(PLAYERINFO_MANA)); msg->AddU16(player->getPlayerInfo(PLAYERINFO_MAXMANA)); msg->AddByte(player->getPlayerInfo(PLAYERINFO_MAGICLEVEL)); msg->AddByte(player->getPlayerInfo(PLAYERINFO_MAGICLEVELPERCENT)); msg->AddByte(player->getPlayerInfo(PLAYERINFO_SOUL)); msg->AddU16(player->getStaminaMinutes()); } void ProtocolGame::AddPlayerSkills(NetworkMessage_ptr msg) { msg->AddByte(0xA1); msg->AddByte(player->getSkill(SKILL_FIST, SKILL_LEVEL)); msg->AddByte(player->getSkill(SKILL_FIST, SKILL_PERCENT)); msg->AddByte(player->getSkill(SKILL_CLUB, SKILL_LEVEL)); msg->AddByte(player->getSkill(SKILL_CLUB, SKILL_PERCENT)); msg->AddByte(player->getSkill(SKILL_SWORD, SKILL_LEVEL)); msg->AddByte(player->getSkill(SKILL_SWORD, SKILL_PERCENT)); msg->AddByte(player->getSkill(SKILL_AXE, SKILL_LEVEL)); msg->AddByte(player->getSkill(SKILL_AXE, SKILL_PERCENT)); msg->AddByte(player->getSkill(SKILL_DIST, SKILL_LEVEL)); msg->AddByte(player->getSkill(SKILL_DIST, SKILL_PERCENT)); msg->AddByte(player->getSkill(SKILL_SHIELD, SKILL_LEVEL)); msg->AddByte(player->getSkill(SKILL_SHIELD, SKILL_PERCENT)); msg->AddByte(player->getSkill(SKILL_FISH, SKILL_LEVEL)); msg->AddByte(player->getSkill(SKILL_FISH, SKILL_PERCENT)); } void ProtocolGame::AddCreatureSpeak(NetworkMessage_ptr msg, const Creature* creature, SpeakClasses type, std::string text, uint16_t channelId, uint32_t time/*= 0*/, Position* pos/* = NULL*/) { msg->AddByte(0xAA); if(creature) { const Player* speaker = creature->getPlayer(); if(speaker) { msg->AddU32(++g_chat.statement); g_chat.statementMap[g_chat.statement] = text; } else msg->AddU32(0x00); if(creature->getSpeakType() != SPEAK_CLASS_NONE) type = creature->getSpeakType(); switch(type) { case SPEAK_CHANNEL_RA: msg->AddString(""); break; case SPEAK_RVR_ANSWER: msg->AddString("Gamemaster"); break; default: msg->AddString(!creature->getHideName() ? creature->getName() : ""); break; } if(speaker && type != SPEAK_RVR_ANSWER && !speaker->isAccountManager() && !speaker->hasCustomFlag(PlayerCustomFlag_HideLevel)) msg->AddU16(speaker->getPlayerInfo(PLAYERINFO_LEVEL)); else msg->AddU16(0x00); } else { msg->AddU32(0x00); msg->AddString(""); msg->AddU16(0x00); } msg->AddByte(type); switch(type) { case SPEAK_SAY: case SPEAK_WHISPER: case SPEAK_YELL: case SPEAK_MONSTER_SAY: case SPEAK_MONSTER_YELL: case SPEAK_PRIVATE_NP: { if(pos) msg->AddPosition(*pos); else if(creature) msg->AddPosition(creature->getPosition()); else msg->AddPosition(Position(0,0,7)); break; } case SPEAK_CHANNEL_Y: case SPEAK_CHANNEL_RN: case SPEAK_CHANNEL_RA: case SPEAK_CHANNEL_O: case SPEAK_CHANNEL_W: msg->AddU16(channelId); break; case SPEAK_RVR_CHANNEL: { msg->AddU32(uint32_t(OTSYS_TIME() / 1000 & 0xFFFFFFFF) - time); break; } default: break; } msg->AddString(text); } void ProtocolGame::AddCreatureHealth(NetworkMessage_ptr msg,const Creature* creature) { msg->AddByte(0x8C); msg->AddU32(creature->getID()); if(!creature->getHideHealth()) msg->AddByte((int32_t)std::ceil(((float)creature->getHealth()) * 100 / std::max(creature->getMaxHealth(), (int32_t)1))); else msg->AddByte(0x00); } void ProtocolGame::AddCreatureOutfit(NetworkMessage_ptr msg, const Creature* creature, const Outfit_t& outfit, bool outfitWindow/* = false*/) { if(outfitWindow || !creature->getPlayer() || (!creature->isInvisible() && (!creature->isGhost() || !g_config.getBool(ConfigManager::GHOST_INVISIBLE_EFFECT)))) { msg->AddU16(outfit.lookType); if(outfit.lookType) { msg->AddByte(outfit.lookHead); msg->AddByte(outfit.lookBody); msg->AddByte(outfit.lookLegs); msg->AddByte(outfit.lookFeet); msg->AddByte(outfit.lookAddons); } else if(outfit.lookTypeEx) msg->AddItemId(outfit.lookTypeEx); else msg->AddU16(outfit.lookTypeEx); } else msg->AddU32(0x00); } void ProtocolGame::AddWorldLight(NetworkMessage_ptr msg, const LightInfo& lightInfo) { msg->AddByte(0x82); msg->AddByte((player->hasCustomFlag(PlayerCustomFlag_HasFullLight) ? 0xFF : lightInfo.level)); msg->AddByte(lightInfo.color); } void ProtocolGame::AddCreatureLight(NetworkMessage_ptr msg, const Creature* creature) { LightInfo lightInfo; creature->getCreatureLight(lightInfo); msg->AddByte(0x8D); msg->AddU32(creature->getID()); msg->AddByte((player->hasCustomFlag(PlayerCustomFlag_HasFullLight) ? 0xFF : lightInfo.level)); msg->AddByte(lightInfo.color); } //tile void ProtocolGame::AddTileItem(NetworkMessage_ptr msg, const Position& pos, uint32_t stackpos, const Item* item) { if(stackpos >= 10) return; msg->AddByte(0x6A); msg->AddPosition(pos); msg->AddByte(stackpos); msg->AddItem(item); } void ProtocolGame::AddTileCreature(NetworkMessage_ptr msg, const Position& pos, uint32_t stackpos, const Creature* creature) { if(stackpos >= 10) return; msg->AddByte(0x6A); msg->AddPosition(pos); msg->AddByte(stackpos); bool known; uint32_t removedKnown; checkCreatureAsKnown(creature->getID(), known, removedKnown); AddCreature(msg, creature, known, removedKnown); } void ProtocolGame::UpdateTileItem(NetworkMessage_ptr msg, const Position& pos, uint32_t stackpos, const Item* item) { if(stackpos >= 10) return; msg->AddByte(0x6B); msg->AddPosition(pos); msg->AddByte(stackpos); msg->AddItem(item); } void ProtocolGame::RemoveTileItem(NetworkMessage_ptr msg, const Position& pos, uint32_t stackpos) { if(stackpos >= 10) return; msg->AddByte(0x6C); msg->AddPosition(pos); msg->AddByte(stackpos); } void ProtocolGame::MoveUpCreature(NetworkMessage_ptr msg, const Creature* creature, const Position& newPos, const Position& oldPos, uint32_t oldStackpos) { if(creature != player) return; msg->AddByte(0xBE); //floor change up if(newPos.z == 7) //going to surface { int32_t skip = -1; GetFloorDescription(msg, oldPos.x - 8, oldPos.y - 6, 5, 18, 14, 3, skip); //(floor 7 and 6 already set) GetFloorDescription(msg, oldPos.x - 8, oldPos.y - 6, 4, 18, 14, 4, skip); GetFloorDescription(msg, oldPos.x - 8, oldPos.y - 6, 3, 18, 14, 5, skip); GetFloorDescription(msg, oldPos.x - 8, oldPos.y - 6, 2, 18, 14, 6, skip); GetFloorDescription(msg, oldPos.x - 8, oldPos.y - 6, 1, 18, 14, 7, skip); GetFloorDescription(msg, oldPos.x - 8, oldPos.y - 6, 0, 18, 14, 8, skip); if(skip >= 0) { msg->AddByte(skip); msg->AddByte(0xFF); } } else if(newPos.z > 7) //underground, going one floor up (still underground) { int32_t skip = -1; GetFloorDescription(msg, oldPos.x - 8, oldPos.y - 6, oldPos.z - 3, 18, 14, 3, skip); if(skip >= 0) { msg->AddByte(skip); msg->AddByte(0xFF); } } //moving up a floor up makes us out of sync //west msg->AddByte(0x68); GetMapDescription(oldPos.x - 8, oldPos.y + 1 - 6, newPos.z, 1, 14, msg); //north msg->AddByte(0x65); GetMapDescription(oldPos.x - 8, oldPos.y - 6, newPos.z, 18, 1, msg); } void ProtocolGame::MoveDownCreature(NetworkMessage_ptr msg, const Creature* creature, const Position& newPos, const Position& oldPos, uint32_t oldStackpos) { if(creature != player) return; msg->AddByte(0xBF); //floor change down if(newPos.z == 8) //going from surface to underground { int32_t skip = -1; GetFloorDescription(msg, oldPos.x - 8, oldPos.y - 6, newPos.z, 18, 14, -1, skip); GetFloorDescription(msg, oldPos.x - 8, oldPos.y - 6, newPos.z + 1, 18, 14, -2, skip); GetFloorDescription(msg, oldPos.x - 8, oldPos.y - 6, newPos.z + 2, 18, 14, -3, skip); if(skip >= 0) { msg->AddByte(skip); msg->AddByte(0xFF); } } else if(newPos.z > oldPos.z && newPos.z > 8 && newPos.z < 14) //going further down { int32_t skip = -1; GetFloorDescription(msg, oldPos.x - 8, oldPos.y - 6, newPos.z + 2, 18, 14, -3, skip); if(skip >= 0) { msg->AddByte(skip); msg->AddByte(0xFF); } } //moving down a floor makes us out of sync //east msg->AddByte(0x66); GetMapDescription(oldPos.x + 9, oldPos.y - 1 - 6, newPos.z, 1, 14, msg); //south msg->AddByte(0x67); GetMapDescription(oldPos.x - 8, oldPos.y + 7, newPos.z, 18, 1, msg); } //inventory void ProtocolGame::AddInventoryItem(NetworkMessage_ptr msg, slots_t slot, const Item* item) { if(item) { msg->AddByte(0x78); msg->AddByte(slot); msg->AddItem(item); } else RemoveInventoryItem(msg, slot); } void ProtocolGame::RemoveInventoryItem(NetworkMessage_ptr msg, slots_t slot) { msg->AddByte(0x79); msg->AddByte(slot); } void ProtocolGame::UpdateInventoryItem(NetworkMessage_ptr msg, slots_t slot, const Item* item) { AddInventoryItem(msg, slot, item); } //containers void ProtocolGame::AddContainerItem(NetworkMessage_ptr msg, uint8_t cid, const Item* item) { msg->AddByte(0x70); msg->AddByte(cid); msg->AddItem(item); } void ProtocolGame::UpdateContainerItem(NetworkMessage_ptr msg, uint8_t cid, uint8_t slot, const Item* item) { msg->AddByte(0x71); msg->AddByte(cid); msg->AddByte(slot); msg->AddItem(item); } void ProtocolGame::RemoveContainerItem(NetworkMessage_ptr msg, uint8_t cid, uint8_t slot) { msg->AddByte(0x72); msg->AddByte(cid); msg->AddByte(slot); } void ProtocolGame::sendChannelMessage(std::string author, std::string text, SpeakClasses type, uint8_t channel) { NetworkMessage_ptr msg = getOutputBuffer(); if(msg) { TRACK_MESSAGE(msg); msg->AddByte(0xAA); msg->AddU32(0x00); msg->AddString(author); msg->AddU16(0x00); msg->AddByte(type); msg->AddU16(channel); msg->AddString(text); } } void ProtocolGame::AddShopItem(NetworkMessage_ptr msg, const ShopInfo item) { const ItemType& it = Item::items[item.itemId]; msg->AddU16(it.clientId); if(it.isSplash() || it.isFluidContainer()) msg->AddByte(fluidMap[item.subType % 8]); else if(it.stackable || it.charges) msg->AddByte(item.subType); else msg->AddByte(0x01); msg->AddString(item.itemName); msg->AddU32(uint32_t(it.weight * 100)); msg->AddU32(item.buyPrice); msg->AddU32(item.sellPrice); } MEAJUDA ACHA CTRL + Z CTRL + J A LINHA PRA MIM EDITA PROTOCOLGAME.CPP EU USO WINDOWS 10
  9. Se eu não estiver errado quando a gente utiliza atalhos do sistema operacional só é constado nos Logs do próprio SO e nao no servidor de jogo, por exemplo, no Linux, você pode verificar os logs do sistema em '/var/log' e no Windows varia um pouco conforme a versão (desorganizado pra variar), mas geralmente é em 'C:\Windows\System32\LogFiles' ou em Win+R e em seguida no arquivo eventvwr.msc.
  10. puts.. eu ja fui melhor.. function sendMsgCountToItens(cid) local item1 = getPlayerStorageValue(cid, 251461):explode("|") -- Verificar se todos os itens foram entregues local allItemsDelivered = getPlayerItemCount(cid, item1[1]) >= tonumber(item1[3]) and getPlayerItemCount(cid, item1[2]) >= tonumber(item1[4]) and getPlayerItemCount(cid, item1[5]) >= tonumber(item1[7]) and getPlayerItemCount(cid, item1[6]) >= tonumber(item1[8]) -- Se todos os itens foram entregues, definir a mensagem como vazia e remover o valor de armazenamento if allItemsDelivered then setPlayerStorageValue(cid, 251461, -1) return false end -- Caso contrário, calcular os valores de contagem dos itens local valor1 = math.max(0, tonumber(item1[3]) - getPlayerItemCount(cid, item1[1])) local valor2 = math.max(0, tonumber(item1[4]) - getPlayerItemCount(cid, item1[2])) local valor3 = math.max(0, tonumber(item1[7]) - getPlayerItemCount(cid, item1[5])) local valor4 = math.max(0, tonumber(item1[8]) - getPlayerItemCount(cid, item1[6])) -- Se a contagem atingir zero, remova o valor de armazenamento if valor1 == 0 and valor2 == 0 and valor3 == 0 and valor4 == 0 then setPlayerStorageValue(cid, 251461, -1) end -- Enviar mensagem com a contagem dos itens que faltam if valor1 > 0 or valor2 > 0 or valor3 > 0 or valor4 > 0 then selfSay("Ainda falta você me trazer os seguintes itens ["..valor1.."] "..getItemNameById(item1[1])..", ["..valor2.."] "..getItemNameById(item1[2])..", ["..valor3.."] "..getItemNameById(item1[5])..", ["..valor4.."] "..getItemNameById(item1[6])..".", cid) end return true end tenta assim por gentileza
  11. creio que em todo servidor tenha a função de pegar loot ja imbutida de forma global amigo, geralmente não é algo que é feito dentro de scripts locais visto que é algo muito usado.. -- Função para obter o contêiner pai de um item function getContainerParent(container) local items = getContainerItems(container) if items then for i = 1, #items do local item = items[i] if item.uid ~= container then return container end end end return 0 end -- Função para adicionar o loot em uma das bags disponíveis function addToAvailableBags(loot, player) local playerSlotItem = getPlayerSlotItem(player, 3) -- Obtém a mochila do jogador local mainBag = playerSlotItem.uid -- UID da mochila principal -- Verifica se há espaço na mochila principal local freeSlotsMainBag = getContainerSlotsFree(mainBag) if freeSlotsMainBag >= 1 and freeSlotsMainBag ~= 333 then -- Adiciona o loot na mochila principal doCorpseAddLoot(getCreatureName(loot), mainBag, player, loot, loot) return true -- Retorna true para indicar que o loot foi adicionado com sucesso else -- Se não houver espaço na mochila principal, envia uma mensagem ao jogador player:sendTextMessage(MESSAGE_INFO_DESCR, "Não há espaço disponível na mochila principal para coletar o loot.") return false -- Retorna false para indicar que o loot não foi adicionado end end -- Tenta adicionar o loot na mochila principal addToAvailableBags(target, getCreatureMaster(cid))
  12. respondi nesse tópico, espero que tenha ficado do jeito que tu queria, caso ouver algum erro ou duvida se sinta a vontade para me falar
  13. Ontem
  14. PRA ONDE VAI O DIRETORIO DO CTRL + Z & CTRL + J EU USO ESSES COMANDOS EXTERNOS NO MEU OT E NAO APARECE A ESCRITA EM LOGS EM LUGAR ALGUEM POR FAVOR ME AJUDA? @HologramaME AJUDA TFS 0.3.6 8.60
  15. ------------------------------------------------------------------------------ 03.05.2024 / 18:30 Polish Time / 13:30 Brazil Time => Website <= => Facebook <= => Discord <= ------------------------------------------------------------------------------ SoDB is a multiplayer online game inspired by Dragon Ball. Play with your favorite Dragon Ball character. Explore a great world full of challenges! Begin your story today! ------------------------------------------------------------------------------ Informations ------------------------------------------------------------------------------ - 41 unique characters, - 100+ achievements, - 95 sagas with valuable rewards, - Dungeons with valuable rewards, - Daily challenges, - Daily bonus (exp/skill/loot), - Daily rewards, - Task system, - Hunting system, - Offline training system, - House training system, - BOSS system, - Change hit effect system, - Skin system, - Cloud system, - Casino system, - Quick equipment change system (4 pages), - Quest finder, - Lot of exp spots, - Lot of unique quests, - Lot of equipments, - Unique items, - Artifacts (new part of equpiment), - Guild system (in game), - Auto loot, - Extra Stats, - Item rarity levels, - Own bot built into the client And many many more! ------------------------------------------------------------------------------ Screenshots ------------------------------------------------------------------------------
  16. No caso ele não tem uma função que pega o loot ali o que fazia com que o loot fosse direto pra bag sem ir pro corpse é esse codigo if getContainerSlotsFree(getPlayerSlotItem(getCreatureMaster(cid), 3).uid) >= 1 and getContainerSlotsFree(getPlayerSlotItem(getCreatureMaster(cid), 3).uid) ~= 333 then doCorpseAddLoot(getCreatureName(target), getPlayerSlotItem(getCreatureMaster(cid), 3).uid, getCreatureMaster(cid), target, corpse)
  17. Não Pegou manin, esse aqui é um Action do Autoloot, quando eu cliko no corpose ele sobe e começa a contagem
  18. Última semana
  19. O Falumir retornou, um dos mais antigos servidor de Tibia e para comemorar com a mesma grandeza que este servidor representa, sabemos que o Falumir está desatualizado em seus sistemas e por isso resolvemos atualizar e reviver este magnifico servidor. Reestruturamos a parte administrativa, re-organizamos nossos sistemas de suporte e comunicação para melhor atender VOCÊ nosso colaborador que faz parte da família Falumir a tanto tempo! Mudanças no Falumir: Ping BR (10 ~ 70 ms) Cast System War System Zombie Event Battlefield Event Sistema de Tasks Reward System: ao alcançar o LvL (20, 40, 60, 80 e 100) você ganha uma bonificação em gold Sistema de Regeneração de Stamina no Treiner (2minutos no treiner/1minuto regenerado) Quests customizadas: The Annihilator Quest 1 e 2, Inquisition, Pits o inferno, e outras 200 quests Magias Originais do Falumir (veja as magias de sua vocação !spells) Reorganização do Site para você conseguir fazer tudo que queira mais facilmente Nova Equipe de Suporte e Desenvolvimento. Novas Regras Participação de Vocês nas Decisões por meio do novo sistema de Votação. Torneios com Premiações Reais e Virtuais Tudo isso junto com uma staff mais interativa focada em atender você da melhor maneira possível, resolvendo os problemas e acompanhamento o bom andamento do jogo com atenção e agilidade. IP/SITE: falumir.servegame.com
  20. é muito provavel que as mensagens que sao enviadas posteriormente estejam fora da classe de estilização.. o idela seria abrir o seu navegador da web e acessar a página onde as novas mensagens são exibidas, clicar em especionar e ver a classe que tem na mensagem a antiga que nao existe na nova
  21. é pra ser um top 10? solta o script ai que eu adapto pra vc
  22. O erro que você está recebendo indica que uma coluna chamada 'ordering' não foi encontrada na tabela do banco de dados com a qual o plugin está tentando interagir. Isso está causando uma exceção PDO no arquivo OTS_Base_DB.php
  23. da sim, se eu nao to errado fica no arquivo const.h, procure por constantes que possam estar relacionadas ao limite de shooteffects. Você pode procurar por palavras-chave como SHOOT_EFFECTS, MISSILES, MAX_MISSILES, ou algo similar. Se você encontrar uma constante que parece definir o limite de shooteffects, você pode modificá-la para aumentar o limite. Por exemplo, se você encontrar algo como #define MAX_MISSILES 41, você pode alterar o valor 41 para o novo limite desejado.
  24. creio que até da, mas a unica maneira seria re-configurando a source e compilando novamente
  25. qual função do seu servidor adicina loot na bag e os parametros dela? deixei pra tu adaptar com comentarios no script dq deve ser alterado: -- Função para obter o contêiner pai de um item function getContainerParent(container) local items = getContainerItems(container) if items then for i = 1, #items do local item = items[i] if item.uid ~= container then return container end end end return 0 end -- Função para adicionar o loot em uma das bags disponíveis function addToAvailableBags(loot, player) local playerSlotItem = getPlayerSlotItem(player, 3) -- Obtém a mochila do jogador local bags = {} -- Lista para armazenar as bags disponíveis -- Adiciona a mochila do jogador à lista de bags table.insert(bags, playerSlotItem.uid) -- Verifica se a mochila do jogador está dentro de outra bag local container = playerSlotItem.uid while container ~= 0 do container = getContainerParent(container) if container ~= 0 then table.insert(bags, container) -- Adiciona a bag à lista de bags end end -- Tenta adicionar o loot em cada bag disponível for _, bag in ipairs(bags) do local freeSlots = getContainerSlotsFree(bag) if freeSlots >= 1 and freeSlots ~= 333 then -- Aqui você deve substituir 'doCorpseAddLoot' pela função adequada para adicionar loot na bag -- Certifique-se de que a função esteja corretamente definida e acessível no contexto do seu script -- doCorpseAddLoot(getCreatureName(loot), bag, player, loot, loot) -- Adiciona o loot na bag return true -- Retorna true para indicar que o loot foi adicionado com sucesso end end return false -- Retorna false se não foi possível adicionar o loot em nenhuma bag end -- Verifica se o jogador é premium e está usando o auto loot if isPremium(getCreatureMaster(cid)) and isCollectAll(getCreatureMaster(cid)) then -- Tenta adicionar o loot em uma das bags disponíveis if not addToAvailableBags(target, getCreatureMaster(cid)) then -- Aqui você deve substituir 'doCorpseAddLoot' pela função adequada para adicionar loot na bag -- Certifique-se de que a função esteja corretamente definida e acessível no contexto do seu script -- doCorpseAddLoot(getCreatureName(target), corpse, getCreatureMaster(cid), target, corpse) -- Adiciona o loot na bag original se não houver outras disponíveis end else -- Aqui você deve substituir 'doCorpseAddLoot' pela função adequada para adicionar loot na bag -- Certifique-se de que a função esteja corretamente definida e acessível no contexto do seu script -- doCorpseAddLoot(getCreatureName(target), corpse, getCreatureMaster(cid), target, corpse) -- Adiciona o loot na bag original se o jogador não for premium ou não estiver usando o auto loot end
  26. Isso pode acontecer se a função não estiver disponível no arquivo de biblioteca onde está o seu script. Vamos tentar fazer isso localmente: -- Função para obter o contêiner pai de um item function getContainerParent(container) local items = getContainerItems(container) if items then for i = 1, #items do local item = items[i] if isInContainer(item.uid) then return container end end end return 0 end -- Função para adicionar o loot em uma das bags disponíveis function addToAvailableBags(loot, player) local playerSlotItem = getPlayerSlotItem(player, 3) -- Obtém a mochila do jogador local bags = {} -- Lista para armazenar as bags disponíveis -- Adiciona a mochila do jogador à lista de bags table.insert(bags, playerSlotItem.uid) -- Verifica se a mochila do jogador está dentro de outra bag local container = playerSlotItem.uid while container ~= 0 do container = getContainerParent(container) if container ~= 0 then table.insert(bags, container) -- Adiciona a bag à lista de bags end end -- Tenta adicionar o loot em cada bag disponível for _, bag in ipairs(bags) do local freeSlots = getContainerSlotsFree(bag) if freeSlots >= 1 and freeSlots ~= 333 then doCorpseAddLoot(getCreatureName(loot), bag, player, loot, loot) -- Adiciona o loot na bag return true -- Retorna true para indicar que o loot foi adicionado com sucesso end end return false -- Retorna false se não foi possível adicionar o loot em nenhuma bag end -- Verifica se o jogador é premium e está usando o auto loot if isPremium(getCreatureMaster(cid)) and isCollectAll(getCreatureMaster(cid)) then -- Tenta adicionar o loot em uma das bags disponíveis if not addToAvailableBags(target, getCreatureMaster(cid)) then doCorpseAddLoot(getCreatureName(target), corpse, getCreatureMaster(cid), target, corpse) -- Adiciona o loot na bag original se não houver outras disponíveis end else doCorpseAddLoot(getCreatureName(target), corpse, getCreatureMaster(cid), target, corpse) -- Adiciona o loot na bag original se o jogador não for premium ou não estiver usando o auto loot end
  27. Olá xtibianos, estou com uma vaga para MAPPER remunerada no projeto em que estou trabalhando. Pra que é a vaga? Basicamente o objetivo é construir um reino bem detalhado como o da foto: Até quando posso entregar? A partir do momento em que você foi recrutado vamos decidir um prazo final porém queremos com urgência até o final de junho de 2024 (próximos 2 meses) Como entro em contato? Pode entrar em contato comigo diretamente pelo discord: mcolchete Ou pode entrar em contato diretamente pelo celular: 21983242505
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