blob: 3193843947f16de0516ee92f6f06478483dbdbc4 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
|
#include "cr.hh"
#include "stubs.hh"
uint8 TPlayer::GetRealProfession(void){
return this->Profession;
}
uint8 TPlayer::GetEffectiveProfession(void){
uint8 Profession = this->Profession;
if(Profession >= 10){
Profession -= 10;
}
return Profession;
}
uint8 TPlayer::GetActiveProfession(void){
uint8 Profession;
if(CheckRight(this->ID, PREMIUM_ACCOUNT)){
Profession = this->Profession;
}else{
Profession = this->GetEffectiveProfession();
}
return Profession;
}
bool TPlayer::GetActivePromotion(void){
return CheckRight(this->ID, PREMIUM_ACCOUNT)
&& this->Profession >= 10;
}
void TPlayer::CheckState(void){
if(this->Connection != NULL){
uint8 State = 0;
if(this->Skills[SKILL_POISON]->TimerValue() > 0){
State |= 0x01;
}
if(this->Skills[SKILL_BURNING]->TimerValue() > 0){
State |= 0x02;
}
if(this->Skills[SKILL_ENERGY]->TimerValue() > 0){
State |= 0x04;
}
// TODO(fusion): Not sure about this one.
if(this->Skills[SKILL_DRUNK]->TimerValue() > 0 && this->Skills[SKILL_DRUNK]->Get() == 0){
State |= 0x08;
}
if(this->Skills[SKILL_MANASHIELD]->TimerValue() > 0 || this->Skills[SKILL_MANASHIELD]->Get() > 0){
State |= 0x10;
}
if(this->Skills[SKILL_GO_STRENGTH]->MDAct < 0){
State |= 0x20;
}else if(this->Skills[SKILL_GO_STRENGTH]->MDAct > 0){
State |= 0x40;
}
if(RoundNr < this->EarliestLogoutRound){
State |= 0x80;
}
if(State != this->OldState){
SendPlayerState(this->Connection, State);
this->OldState = State;
}
}
}
|