def wipe(char, args, choice):
    if not args or not choice:
        return False

    if choice.button != 1 or len(args) != 4:
        return False

    if len(choice.switches) != 1:
        char.socket.sysmessage("Error: You did not confirm your wipe.")
        char.socket.sysmessage("Safeguard: Wipe has been canceled.")
        return False

    if len(args) == 4 and len(choice.switches) == 1 and choice.button == 1:
        format = choice.switches[0]

        iterator = wolfpack.itemregion(args[0], args[1], args[2], args[3],
                                       char.pos.map)
        item = iterator.first
        icount = 0
        while item:
            if format == 1:  # Confirmed Wipe
                item.delete()
                icount += 1
            else:
                char.socket.sysmessage("Error: You did not confirm your wipe.")
            item = iterator.next

        char.socket.sysmessage("Deleted %i objects during the wipe." % icount)
        return True
    else:
        return False
Example #2
0
def wipeBoundingBox( socket, target1, target2, argstring ):
	if target1.pos.map != target2.pos.map:
		return False
	x1 = min( target1.pos.x, target2.pos.x )
	x2 = max( target1.pos.x, target2.pos.x )
	y1 = min( target1.pos.y, target2.pos.y )
	y2 = max( target1.pos.y, target2.pos.y )

	iterator = wolfpack.itemregion( x1, y1, x2, y2, target2.pos.map )
	item = iterator.first
	count = 0
	if( argstring and len(argstring) == 2 ):
		(z, baseid) = argstring
	else:
		baseid = argstring
		z = None

	while item:
		if (not z or z == item.pos.z) and (not baseid or item.baseid == baseid):
			item.delete()
			count += 1
		item = iterator.next
	socket.sysmessage( "%i items removed" % count )

	return True
def wipe( char, args, choice ):
	if not args or not choice:
		return False

	if choice.button != 1 or len( args ) != 4:
		return False

	if len( choice.switches ) != 1:
		char.socket.sysmessage( "Error: You did not confirm your wipe." )
		char.socket.sysmessage( "Safeguard: Wipe has been canceled." )
		return False

	if len(args) == 4 and len(choice.switches) == 1 and choice.button == 1:
		format = choice.switches[0]

		iterator = wolfpack.itemregion( args[0], args[1], args[2], args[3], char.pos.map )
		item = iterator.first
		icount = 0
		while item:
			if format == 1: # Confirmed Wipe
				item.delete()
				icount += 1
			else:
				char.socket.sysmessage( "Error: You did not confirm your wipe." )
			item = iterator.next

		char.socket.sysmessage( "Deleted %i objects during the wipe." %  icount )
		return True
	else:
		return False
def tileResponse(player, arguments, target):
	if( len(arguments) < 6 ):
		player.socket.sysmessage( "Please select the second corner." )
		player.socket.attachtarget( "commands.tilemove.tileResponse", list(arguments) + [target.pos] )
		return

	socket = player.socket
	xmod = int( arguments[0] )
	ymod = int( arguments[1] )
	zmod = int( arguments[2] )
	if( arguments[3] == None ):
		newmap = None
	else:
		newmap = int( arguments[3] )
	if( arguments[4] == None ):
		z0 = None
	else:
		z0 = int( arguments[4] )

	x1 = min( arguments[5].x, target.pos.x )
	x2 = max( arguments[5].x, target.pos.x )
	y1 = min( arguments[5].y, target.pos.y )
	y2 = max( arguments[5].y, target.pos.y )
	
	unlimited = player.account.authorized("Misc", "Unlimited Tile")
	count = ((x2 - x1) + 1) * ((y2 - y1) + 1)
	
	# Cap at 250 items if not an admin is using it
	if( not unlimited and count > 250 ):
		player.socket.sysmessage( "You are not allowed to move more than 250 items at once." )
		return

	count = 0
	items = []
	iterator = wolfpack.itemregion( x1, y1, x2, y2, target.pos.map )
	item = iterator.first

	# We have to copy the items in a list
	# because moving them inside the rectangle will change the iterator
	while item:
		if( z0 == None or z0 == item.pos.z ):
			items.append( item )
		item = iterator.next

	for item in items:
		pos = item.pos
		if( newmap != None ):
			newposition = "%i,%i,%i,%i" % ( (pos.x + xmod) , (pos.y + ymod), (pos.z + zmod), newmap )
		else:
			newposition = "%i,%i,%i,%i" % ( (pos.x + xmod) , (pos.y + ymod), (pos.z + zmod), pos.map )
		item.pos = newposition
		item.update()
		count += 1

	socket.sysmessage( "%i items moved" % count )
Example #5
0
def wipeBoundingBox( socket, target1, target2 ):
	count = 0
	iterator = wolfpack.itemregion( target1.pos.x, target1.pos.y, target2.pos.x, target2.pos.y, target2.pos.map )
	item = iterator.first
	while item:
		item.delete()
		item = iterator.next
		count += 1;

	socket.sysmessage( "%i items removed" % count )
	return 1
Example #6
0
def wipeBoundingBox(socket, target1, target2, argstring):
    if target1.pos.map != target2.pos.map:
        return False
    x1 = min(target1.pos.x, target2.pos.x)
    x2 = max(target1.pos.x, target2.pos.x)
    y1 = min(target1.pos.y, target2.pos.y)
    y2 = max(target1.pos.y, target2.pos.y)

    iterator = wolfpack.itemregion(x1, y1, x2, y2, target2.pos.map)
    item = iterator.first
    count = 0

    if (argstring and (type(argstring) == list or type(argstring) == tuple)):
        (z, baseid) = argstring
    else:
        baseid = argstring
        z = None

    while item:
        if (type(z) != int or z == item.pos.z) and (not baseid
                                                    or item.baseid == baseid):
            item.delete()
            count += 1
        else:
            if baseid and baseid.lower() == "nomulti":
                if not item.multi:
                    item.delete()
                    count += 1
            else:
                if baseid and baseid.lower() == "onlymulti":
                    if item.multi:
                        item.delete()
                        count += 1

        item = iterator.next
    socket.sysmessage(tr("%i items removed") % count)

    if socket.player:
        socket.player.log(
            wolfpack.consts.LOG_MESSAGE,
            tr("Nuking from (%d,%d) to (%d,%d). %d items deleted. Arguments given: %s \n"
               ) % (x1, y1, x2, y2, count, argstring))
    else:
        wolfpack.log(
            wolfpack.consts.LOG_MESSAGE,
            tr("Nuking from (%d,%d) to (%d,%d). %d items deleted. Arguments given: %s (Socket-ID: %s)\n"
               ) % (x1, y1, x2, y2, count, argstring, socket.id))
    return True
Example #7
0
def wipeBoundingBox( socket, target1, target2, argstring ):
	if target1.pos.map != target2.pos.map:
		return False
	x1 = min( target1.pos.x, target2.pos.x )
	x2 = max( target1.pos.x, target2.pos.x )
	y1 = min( target1.pos.y, target2.pos.y )
	y2 = max( target1.pos.y, target2.pos.y )

	iterator = wolfpack.itemregion( x1, y1, x2, y2, target2.pos.map )
	item = iterator.first
	count = 0

	if( argstring and (type(argstring) == list or type(argstring) == tuple) ):
		(z, baseid) = argstring
	else:
		baseid = argstring
		z = None

	while item:
		if (type(z) != int or z == item.pos.z) and (not baseid or item.baseid == baseid):
			item.delete()
			count += 1
		else:
			if baseid and baseid.lower() == "nomulti":
				if not item.multi:
					item.delete()
					count += 1
			else:
				if baseid and baseid.lower() == "onlymulti":
					if item.multi:
						item.delete()
						count += 1

		item = iterator.next
	socket.sysmessage( tr("%i items removed") % count )

	if socket.player:
		socket.player.log(wolfpack.consts.LOG_MESSAGE, tr("Nuking from (%d,%d) to (%d,%d). %d items deleted. Arguments given: %s \n") % (x1,y1,x2,y2,count,argstring) )
	else:
		wolfpack.log(wolfpack.consts.LOG_MESSAGE, tr("Nuking from (%d,%d) to (%d,%d). %d items deleted. Arguments given: %s (Socket-ID: %s)\n") % (x1,y1,x2,y2,count,argstring,socket.id) )
	return True
Example #8
0
def export( char, args, choice ):
	if choice.button != 1 or len( args ) != 4:
		return 1

	filename = choice.text[1]

	if len( choice.switches ) != 1:
		char.socket.sysmessage( "Error: len(choice.switches) != 1." )
		return 1

	format = choice.switches[0]

	if len( filename ) == 0:
		char.socket.sysmessage( "Error: You need to provide a valid filename." )
		return 1

	# Open the output file
	output = open( filename, "wb" )	# Note that we *force* the output to have lines terminated with \n\r

	iterator = wolfpack.itemregion( args[0], args[1], args[2], args[3], char.pos.map )
	warnings = ''

	if os.name == 'posix':
		newline = "\n"
	else:
		newline = "\r\n"

	item = iterator.first
	i = 0
	while item:
		if not item.baseid in nonsaves and not item.corpse and len( item.spawnregion ) == 0:
			# Build our string
			if format == 1: # Sphere 51a
				output.write( "[WORLDITEM 0%x]%s" % ( item.id, newline ) )
				output.write( "SERIAL=0%x%s" % ( item.serial, newline ) )
				if item.name != '#':
					output.write( "NAME=%s%s" % ( item.name, newline ) )
				output.write( "ID=0%x%s" % ( item.id, newline ) )
				output.write( "COLOR=0%x%s" % ( item.color, newline ) )
				output.write( "P=%i,%i,%i%s%s" % ( item.pos.x, item.pos.y, item.pos.z, newline, newline ) )

			elif format == 2: # WSC, Lonewolf Style, Compatible with Linux Worldforge
				output.write( "SECTION WORLDITEM%s" % newline )
				output.write( "{%s" % newline )
				output.write( "SERIAL %i%s" % ( item.serial, newline ) )
				output.write( "ID %i%s" % ( item.id, newline ) )
				if item.baseid != '':
					output.write( "BASEID %s%s" % ( item.baseid, newline ) )
				if item.name != '#' or item.name != '':
					output.write( "NAME %s%s" % ( item.name, newline ) )

				output.write( "X %i%s" % ( item.pos.x, newline ) )
				output.write( "Y %i%s" % ( item.pos.y, newline ) )
				output.write( "Z %i%s" % ( item.pos.z, newline ) )
				output.write( "MAP %i%s" % ( item.pos.map, newline ) )
				if item.type:
					output.write( "TYPE %i%s" % ( item.type, newline ) ) # World Freeze Requirement
				else:
					output.write( "TYPE 255%s" % newline ) # World Freeze Requirement
				output.write( "COLOR %i%s" % ( item.color, newline ) )
				output.write( "CONT -1%s" % newline )
				output.write( "}%s%s" % ( newline, newline ) )

			else: # Text
				output.write( "%s 0x%x %i %i %i %i 0x%x%s" % ( item.baseid, item.id, item.pos.x, item.pos.y, item.pos.z, item.pos.map, item.color, newline ) )
				# Older Format, no baseid/map saved
				#output.write( "0x%x %i %i %i 0x%x%s" % ( item.id, item.pos.x, item.pos.y, item.pos.z, item.color, newline ) )

			if item.amount > 1:
				warnings += 'Item %s has an amount of %i. This information will be lost when made static.<br><br>' % ( hex( item.serial ), item.amount )

			eventlist = item.scripts
			if len( eventlist ) > 0:
				warnings += 'Item %s has events (%s) assigned to it. It wont be usable when made static.<br><br>' % ( hex( item.serial ), eventlist )

			if item.type != 0:
				warnings += 'Item %s is of type %i. It wont be usable when made static.<br><br>' % ( hex( item.serial ), item.type )

			i += 1

		item = iterator.next

	output.close()

	# Show a Report gump
	gump = cGump( x=100, y=100 )

	gump.addBackground( id=0x2436, width=350, height=300 )
	#gump.addCheckerTrans( 15, 15, 320, 270 )

	text = '<basefont color="#FEFEFE"><h3>Export</h3><br><basefont color="#FEFEFE">%d items have been exported to "%s".<br><br><basefont color="#ff0000"><u>Warnings:</u><br><basefont color="#FEFEFE">%s' % ( i, filename, warnings )
	gump.addHtmlGump( x=20, y=20, width=310, height=200, html=text, canScroll=1 )

	gump.addText( x=265, y=250, text='Close', hue=0x835 )
	gump.addButton( x=310, y=250, up=0x26af, down=0x26b1, returncode=0 )

	gump.send( char )
def potionregion( cserial, iserial, bonus=0 ):
	char = wolfpack.findchar( cserial )
	item = wolfpack.finditem( iserial )
	if not item or not char:
		return False
	ppos = item.pos
	# Defaults
	outradius = 0
	potiontype = 11
	kegfill = 0
	iskeg = False

	potiontype = getPotionType( item )

	if not potiontype in [ 11, 12, 13 ]:
		potiontype = 11

	if potiontype == 11:
		outradius = 1
	elif potiontype == 12:
		outradius = 2
	elif potiontype == 13:
		outradius = randint( 2, 3 )
	else:
		outradius = 1

	# Potion Keg Radius Override!
	if isPotionkeg( item ):
		kegfill = int( item.gettag( 'kegfill' ) )
		if potiontype in [11, 12, 13] and kegfill >= 1:
			if kegfill == 100:
				outradius = 13
			elif kegfill >= 90:
				outradius = 12
			elif kegfill >= 80:
				outradius = 11
			elif kegfill >= 70:
				outradius = 10
			elif kegfill >= 60:
				outradius = 9
			elif kegfill >= 50:
				outradius = 8
			elif kegfill >= 40:
				outradius = 7
			elif kegfill >= 30:
				outradius = 6
			else:
				outradius = 5

	outradius = max( 1, outradius )

	# Potion is thrown on the ground
	if not item.container:
		x1 = min( int( ppos.x - outradius ), int( ppos.x + outradius ) )
		x2 = max( int( ppos.x - outradius ), int( ppos.x + outradius ) )
		y1 = min( int( ppos.y - outradius ), int( ppos.y + outradius ) )
		y2 = max( int( ppos.y - outradius ), int( ppos.y + outradius ) )
		# Character Bombing
		damageregion = wolfpack.charregion( x1, y1, x2, y2, ppos.map )
		target = damageregion.first
		while target:
			if not target.ischar:
				target = damageregion.next
			if checkLoS( target, item, outradius ):
				potiondamage( cserial, target, iserial, bonus, potiontype )
				target = damageregion.next
			else:
				target = damageregion.next

		# Chain Reaction Bombing
		chainregion = wolfpack.itemregion( x1, y1, x2, y2, ppos.map )
		chainbomb = chainregion.first
		# Scan the region, build a list of explosives
		while chainbomb:
			chainpotiontimer( cserial, iserial, chainbomb.serial, outradius )
			chainbomb = chainregion.next
		return
	# Potion is in a container
	else:
		x1 = min( int(char.pos.x - outradius), int(char.pos.x + outradius) )
		x2 = max( int(char.pos.x - outradius), int(char.pos.x + outradius) )
		y1 = min( int(char.pos.y - outradius), int(char.pos.y + outradius) )
		y2 = max( int(char.pos.y - outradius), int(char.pos.y + outradius) )
		# Area Bombing
		damageregion = wolfpack.charregion( x1, y1, x2, y2, char.pos.map )
		target = damageregion.first
		while target:
			if not target.ischar:
				target = damageregion.next
			if checkLoS( char, target, outradius ):
				potiondamage( cserial, target, iserial, bonus, potiontype )
				target = damageregion.next
			else:
				target = damageregion.next

		potion_chainlist = []
		# Chain Reaction Bombing
		chainregion = wolfpack.itemregion( x1, y1, x2, y2, char.pos.map )
		chainbomb = chainregion.first
		# Scan the region, build a list of explosives
		while chainbomb:
			chainpotiontimer( cserial, iserial, chainbomb.serial, outradius )
			chainbomb = chainregion.next
		return True
Example #10
0
def DoMapRegion( x_start, y_start, squareregionsize, mapid ):

	x_end = x_start + squareregionsize
	y_end = y_start + squareregionsize

	if mapid == 0:
		if x_start >= MAP0_WIDTH:
			return
		if y_start >= MAP0_HEIGHT:
			return
		if x_end > MAP0_WIDTH:
			x_end = MAP0_WIDTH
		if y_end > MAP0_HEIGHT:
			y_end = MAP0_HEIGHT
	elif mapid == 1:
		if x_start >= MAP1_WIDTH:
			return
		if y_start >= MAP1_HEIGHT:
			return
		if x_end > MAP1_WIDTH:
			x_end = MAP1_WIDTH
		if y_end > MAP1_HEIGHT:
			y_end = MAP1_HEIGHT
	elif mapid == 2:
		if x_start >= MAP2_WIDTH:
			return
		if y_start >= MAP2_HEIGHT:
			return
		if x_end > MAP2_WIDTH:
			x_end = MAP2_WIDTH
		if y_end > MAP2_HEIGHT:
			y_end = MAP2_HEIGHT
	elif mapid == 3:
		if x_start >= MAP3_WIDTH:
			return
		if y_start >= MAP3_HEIGHT:
			return
		if x_end > MAP3_WIDTH:
			x_end = MAP3_WIDTH
		if y_end > MAP3_HEIGHT:
			y_end = MAP3_HEIGHT
	else:
		return

	iter = wolfpack.itemregion(x_start, y_start, x_end, y_end, mapid)
	items = []
	item = iter.first
	while item:
		items.append(item)
		item = iter.next

	todelete = []

	item = iter.first
	while item:
		for itemb in items:
			if item == itemb:
				continue
			if item.pos != itemb.pos or item.id != itemb.id:
				continue
			if itemb not in todelete:
				todelete.append(itemb)
				items.remove(itemb)
				if item in items:
					items.remove(item)
		item = iter.next

	for item in todelete:
		item.delete()
		item.update()
	return
def backupWorld( char, args, choice ):
	if choice.button != 1 or len( args ) != 4:
		return True

	filename = choice.text[1]

	if len( choice.switches ) != 1:
		char.socket.sysmessage( "Error: len(choice.switches) != 1." )
		return True

	format = choice.switches[0]

	if len( filename ) == 0:
		char.socket.sysmessage( "Error: You need to provide a valid filename." )
		return True

	# Open the output file
	output = open( filename, "wb" )

	iterator = wolfpack.itemregion( args[0], args[1], args[2], args[3], 0 )
	warnings = ''

	if os.name == 'posix':
		newline = "\n"
	else:
		newline = "\r\n"

	item = iterator.first
	i = 0
	while item:
		if not item.baseid in nonsaves and not item.corpse and len( item.spawnregion ) == 0:
			if format == 2: # WSC, Lonewolf Style, Compatible with Linux Worldforge
				output.write( "SECTION WORLDITEM%s" % newline )
				output.write( "{%s" % newline )
				output.write( "SERIAL %i%s" % ( item.serial, newline ) )
				output.write( "ID %i%s" % ( item.id, newline ) )
				if item.baseid != '':
					output.write( "BASEID %s%s" % ( item.baseid, newline ) )
				if item.name != '#' or item.name != '':
					output.write( "NAME %s%s" % ( item.name, newline ) )

				output.write( "X %i%s" % ( item.pos.x, newline ) )
				output.write( "Y %i%s" % ( item.pos.y, newline ) )
				output.write( "Z %i%s" % ( item.pos.z, newline ) )
				output.write( "MAP %i%s" % ( item.pos.map, newline ) )
				if item.type:
					output.write( "TYPE %i%s" % ( item.type, newline ) ) # World Freeze Requirement
				else:
					output.write( "TYPE 255%s" % newline ) # World Freeze Requirement
				output.write( "COLOR %i%s" % ( item.color, newline ) )
				output.write( "CONT -1%s" % newline )
				output.write( "}%s" % ( newline ) )

			# TXT FORMAT
			elif format == 3:
				output.write( "0x%x %i %i %i 0x%x%s" % ( item.id, item.pos.x, item.pos.y, item.pos.z, item.color, newline ) )

			# WARNINGS
			if item.amount > 1:
				warnings += 'Item %s has an amount of %i. This information will be lost when made static.<br><br>' % ( hex( item.serial ), item.amount )

			scriptlist = item.scriptlist
			if len( scriptlist ) > 0:
				warnings += 'Item %s has scripts (%s) assigned to it. It will not be usable when made static.<br><br>' % ( hex( item.serial ), scriptlist )

			if item.type != 0:
				warnings += 'Item %s is of type %i. It will not be usable when made static.<br><br>' % ( hex( item.serial ), item.type )

			i += 1

		item = iterator.next

	output.close()

	# Show a Report gump
	gump = cGump( x=100, y=100 )

	gump.addBackground( id=0x2436, width=350, height=300 )
	#gump.addCheckerTrans( 15, 15, 320, 270 )

	text = '<basefont color="#FEFEFE"><h3>Export</h3><br><basefont color="#FEFEFE">'
	text += '%d items have been exported to "%s".<br><br>' % ( i, filename )
	text += '<basefont color="#ff0000"><u>Warnings:</u><br>'
	text += '<basefont color="#FEFEFE">%s' % ( warnings )
	gump.addHtmlGump( x=20, y=20, width=310, height=200, html=text, canScroll=1 )

	gump.addText( x=265, y=250, text='Close', hue=0x835 )
	gump.addButton( x=310, y=250, up=0x26af, down=0x26b1, returncode=0 )
	gump.send( char )

	return True
Example #12
0
def tileResponse(player, arguments, target):
	if( len(arguments) < 7 ):
		player.socket.sysmessage( "Please select the second corner." )
		player.socket.attachtarget( "commands.tilemove.tileResponse", list(arguments) + [target.pos] )
		return

	socket = player.socket
	xmod = int( arguments[0] )
	ymod = int( arguments[1] )
	zmod = int( arguments[2] )
	if( arguments[3] == None ):
		newmap = None
	else:
		newmap = int( arguments[3] )

	z0 = arguments[5]
	mode = arguments[4]

	x1 = min( arguments[6].x, target.pos.x )
	x2 = max( arguments[6].x, target.pos.x )
	y1 = min( arguments[6].y, target.pos.y )
	y2 = max( arguments[6].y, target.pos.y )

	unlimited = player.account.authorized("Misc", "Unlimited Tile")
	count = ((x2 - x1) + 1) * ((y2 - y1) + 1)

	# Cap at 250 items if not an admin is using it
	if( not unlimited and count > 250 ):
		player.socket.sysmessage( "You are not allowed to move more than 250 items at once." )
		return

	count = 0
	items = []
	iterator = wolfpack.itemregion( x1, y1, x2, y2, target.pos.map )
	item = iterator.first

	# We have to copy the items in a list
	# because moving them inside the rectangle will change the iterator
	while item:
		z = item.pos.z

		if mode == MODE_NONE:
			items.append( item )
		elif mode == MODE_EQUAL and z == z0:
			items.append( item )
		elif mode == MODE_NOTEQUAL and z != z0:
			items.append( item )
		elif mode == MODE_LESSER and z < z0:
			items.append( item )
		elif mode == MODE_GREATER and z > z0:
			items.append( item )
		elif mode == MODE_LESSEREQUAL and z <= z0:
			items.append( item )
		elif mode == MODE_GREATEREQUAL and z >= z0:
			items.append( item )

		item = iterator.next

	for item in items:
		pos = item.pos
		if( newmap != None ):
			newposition = "%i,%i,%i,%i" % ( (pos.x + xmod) , (pos.y + ymod), (pos.z + zmod), newmap )
		else:
			newposition = "%i,%i,%i,%i" % ( (pos.x + xmod) , (pos.y + ymod), (pos.z + zmod), pos.map )
		item.pos = newposition
		item.update()
		count += 1

	socket.sysmessage( "%i items moved" % count )
	return
Example #13
0
def export(char, args, choice):
    if choice.button != 1 or len(args) != 4:
        return False

    filename = choice.text[1]

    if len(choice.switches) != 1:
        char.socket.sysmessage("Error: len(choice.switches) != 1.")
        return False

    format = choice.switches[0]

    if len(filename) == 0:
        char.socket.sysmessage("Error: You need to provide a valid filename.")
        return False

    # Open the output file
    output = open(
        filename, "wb"
    )  # Note that we *force* the output to have lines terminated with \n\r

    iterator = wolfpack.itemregion(args[0], args[1], args[2], args[3],
                                   char.pos.map)
    warnings = ''

    if os.name == 'posix':
        newline = "\n"
    else:
        newline = "\r\n"

    item = iterator.first
    i = 0
    while item:
        if not item.baseid in nonsaves and not item.corpse and len(
                item.spawnregion) == 0:
            # Build our string
            if format == 1:  # Sphere 51a
                output.write("[WORLDITEM 0%x]%s" % (item.id, newline))
                output.write("SERIAL=0%x%s" % (item.serial, newline))
                if item.name != '#':
                    output.write("NAME=%s%s" % (item.name, newline))
                output.write("ID=0%x%s" % (item.id, newline))
                output.write("COLOR=0%x%s" % (item.color, newline))
                output.write(
                    "P=%i,%i,%i%s%s" %
                    (item.pos.x, item.pos.y, item.pos.z, newline, newline))

            elif format == 2:  # WSC, Lonewolf Style, Compatible with Linux Worldforge
                output.write("SECTION WORLDITEM%s" % newline)
                output.write("{%s" % newline)
                output.write("SERIAL %i%s" % (item.serial, newline))
                output.write("ID %i%s" % (item.id, newline))
                if item.baseid != '':
                    output.write("BASEID %s%s" % (item.baseid, newline))
                if item.name != '#' or item.name != '':
                    output.write("NAME %s%s" % (item.name, newline))

                output.write("X %i%s" % (item.pos.x, newline))
                output.write("Y %i%s" % (item.pos.y, newline))
                output.write("Z %i%s" % (item.pos.z, newline))
                output.write("MAP %i%s" % (item.pos.map, newline))
                if item.type:
                    output.write(
                        "TYPE %i%s" %
                        (item.type, newline))  # World Freeze Requirement
                else:
                    output.write("TYPE 255%s" %
                                 newline)  # World Freeze Requirement
                output.write("COLOR %i%s" % (item.color, newline))
                output.write("CONT -1%s" % newline)
                output.write("}%s%s" % (newline, newline))

            else:  # Text
                # Who the hell changed this?
                # This format is for static exchange, no need for baseids or maps damnit!
                # output.write( "%s 0x%x %i %i %i %i 0x%x%s" % ( item.baseid, item.id, item.pos.x, item.pos.y, item.pos.z, item.pos.map, item.color, newline ) )
                # Older Format, no baseid/map saved
                output.write("0x%x %i %i %i 0x%x%s" %
                             (item.id, item.pos.x, item.pos.y, item.pos.z,
                              item.color, newline))

            if item.amount > 1:
                warnings += 'Item %s has an amount of %i. This information will be lost when made static.<br><br>' % (
                    hex(item.serial), item.amount)

            eventlist = list(item.scripts) + item.basescripts.split(',')
            if len(eventlist) > 0:
                warnings += 'Item %s has events (%s) assigned to it. It wont be usable when made static.<br><br>' % (
                    hex(item.serial), eventlist)

            if item.type != 0:
                warnings += 'Item %s is of type %i. It wont be usable when made static.<br><br>' % (
                    hex(item.serial), item.type)

            i += 1

        item = iterator.next

    output.close()

    # Show a Report gump
    gump = cGump(x=100, y=100)

    gump.addBackground(id=0x2436, width=350, height=300)
    #gump.addCheckerTrans( 15, 15, 320, 270 )

    text = '<basefont color="#FEFEFE"><h3>Export</h3><br><basefont color="#FEFEFE">%d items have been exported to "%s".<br><br><basefont color="#ff0000"><u>Warnings:</u><br><basefont color="#FEFEFE">%s' % (
        i, filename, warnings)
    gump.addHtmlGump(x=20, y=20, width=310, height=200, html=text, canScroll=1)

    gump.addText(x=265, y=250, text='Close', hue=0x835)
    gump.addButton(x=310, y=250, up=0x26af, down=0x26b1, returncode=0)

    gump.send(char)
    return True
Example #14
0
def potionregion( cserial, iserial, bonus=0 ):
	char = wolfpack.findchar( cserial )
	item = wolfpack.finditem( iserial )
	if not item or not char:
		return False
	ppos = item.pos
	# Defaults
	outradius = 0
	potiontype = 11
	kegfill = 0
	iskeg = False

	potiontype = getPotionType( item )

	if not potiontype in [ 11, 12, 13 ]:
		potiontype = 11

	if potiontype == 11:
		outradius = 1
	elif potiontype == 12:
		outradius = 2
	elif potiontype == 13:
		outradius = randint( 2, 3 )
	else:
		outradius = 1

	# Potion Keg Radius Override!
	if isPotionkeg( item ):
		kegfill = int( item.gettag( 'kegfill' ) )
		if potiontype in [11, 12, 13] and kegfill >= 1:
			if kegfill == 100:
				outradius = 13
			elif kegfill >= 90:
				outradius = 12
			elif kegfill >= 80:
				outradius = 11
			elif kegfill >= 70:
				outradius = 10
			elif kegfill >= 60:
				outradius = 9
			elif kegfill >= 50:
				outradius = 8
			elif kegfill >= 40:
				outradius = 7
			elif kegfill >= 30:
				outradius = 6
			else:
				outradius = 5

	outradius = max( 1, outradius )

	# Potion is thrown on the ground
	if not item.container:
		x1 = min( int( ppos.x - outradius ), int( ppos.x + outradius ) )
		x2 = max( int( ppos.x - outradius ), int( ppos.x + outradius ) )
		y1 = min( int( ppos.y - outradius ), int( ppos.y + outradius ) )
		y2 = max( int( ppos.y - outradius ), int( ppos.y + outradius ) )
		# Character Bombing
		damageregion = wolfpack.charregion( x1, y1, x2, y2, ppos.map )
		target = damageregion.first
		while target:
			if not target.ischar:
				target = damageregion.next
			if checkLoS( target, item, outradius ):
				potiondamage( cserial, target, iserial, bonus, potiontype )
				target = damageregion.next
			else:
				target = damageregion.next

		# Chain Reaction Bombing
		chainregion = wolfpack.itemregion( x1, y1, x2, y2, ppos.map )
		chainbomb = chainregion.first
		# Scan the region, build a list of explosives
		while chainbomb:
			chainpotiontimer( cserial, iserial, chainbomb.serial, outradius )
			chainbomb = chainregion.next
		return
	# Potion is in a container
	else:
		x1 = min( int(char.pos.x - outradius), int(char.pos.x + outradius) )
		x2 = max( int(char.pos.x - outradius), int(char.pos.x + outradius) )
		y1 = min( int(char.pos.y - outradius), int(char.pos.y + outradius) )
		y2 = max( int(char.pos.y - outradius), int(char.pos.y + outradius) )
		# Area Bombing
		damageregion = wolfpack.charregion( x1, y1, x2, y2, char.pos.map )
		target = damageregion.first
		while target:
			if not target.ischar:
				target = damageregion.next
			if checkLoS( char, target, outradius ):
				potiondamage( cserial, target, iserial, bonus, potiontype )
				target = damageregion.next
			else:
				target = damageregion.next

		potion_chainlist = []
		# Chain Reaction Bombing
		chainregion = wolfpack.itemregion( x1, y1, x2, y2, char.pos.map )
		chainbomb = chainregion.first
		# Scan the region, build a list of explosives
		while chainbomb:
			chainpotiontimer( cserial, iserial, chainbomb.serial, outradius )
			chainbomb = chainregion.next
		return True
Example #15
0
def potionregion( args ):
	char = args[0]
	potion = args[1]
	bonus = args[2]
	if potion.gettag('potiontype') == 11:
		outradius = 1
	elif potion.gettag('potiontype') == 12:
		outradius = 2
	elif potion.gettag('potiontype') == 13:
		outradius = randint(2,3)
	else:
		outradius = 1
	# Potion Keg Radius Override!
	if potion.hastag('kegfill') and potion.hastag('potiontype'):
		if potion.gettag('potiontype') in [11, 12, 13] and potion.gettag('kegfill') >= 1:
			kegfill = potion.gettag('kegfill')
			if kegfill == 100:
				outradius = 13
			elif kegfill >= 90:
				outradius = 12
			elif kegfill >= 80:
				outradius = 11
			elif kegfill >= 70:
				outradius = 10
			elif kegfill >= 60:
				outradius = 9
			elif kegfill >= 50:
				outradius = 8
			elif kegfill >= 40:
				outradius = 7
			elif kegfill >= 30:
				outradius = 6
			else:
				outradius = 5
	# Potion thrown on the ground
	if not potion.container:
		x1 = int(potion.pos.x - outradius)
		y1 = int(potion.pos.y - outradius)
		x2 = int(potion.pos.x + outradius)
		y2 = int(potion.pos.y + outradius)
		damageregion = wolfpack.charregion( x1, y1, x2, y2, potion.pos.map )
		# Character Bombing
		target = damageregion.first
		while target:
			if checkLoS( target, potion, outradius ):
				potiondamage(char, target, potion, bonus)
				target = damageregion.next
			else:
				target = damageregion.next

		# Chain Reaction Bombing
		chainregion = wolfpack.itemregion( x1, y1, x2, y2, potion.pos.map )
		chainbomb= chainregion.first
		while chainbomb:
			if checkLoS( potion, chainbomb, outradius ) and not chainbomb.hastag('exploding'):
				if chainbomb.baseid in explodables:
					chainbomb.settag('exploding', 'true')
					chainbomb.addtimer( randint(1000, 2250), "potions.potioncountdown", [char.serial, 0, chainbomb.amount] )
					chainbomb = chainregion.next
				# Potion Kegs
				elif (chainbomb.hastag('kegfill') and chainbomb.hastag('potiontype')) and ( chainbomb.gettag('potiontype') in [11, 12, 13] and chainbomb.gettag('kegfill') >= 1 ):
					chainbomb.settag('exploding', 'true')
					chainbomb.addtimer( randint(1000, 2250), "potions.potioncountdown", [char.serial, 11, chainbomb.gettag('kegfill') ] )
					chainbomb = chainregion.next
				else:
					chainbomb = chainregion.next
			else:
				chainbomb = chainregion.next
		return
	# Potion is in a container
	else:
		x1 = int(char.pos.x - outradius)
		y1 = int(char.pos.y - outradius)
		x2 = int(char.pos.x + outradius)
		y2 = int(char.pos.y + outradius)
		damageregion = wolfpack.charregion( x1, y1, x2, y2, char.pos.map )
		# Area Bombing
		target = damageregion.first
		while target:
			if checkLoS( char, target, outradius ):
				potiondamage(char, target, potion, bonus)
				target = damageregion.next
			else:
				target = damageregion.next

		# Chain Reaction Bombing
		chainregion = wolfpack.itemregion( x1, y1, x2, y2, char.pos.map )
		chainbomb = chainregion.first
		while chainbomb:
			if checkLoS( char, chainbomb, outradius ) and not chainbomb.hastag('exploding'):
				if chainbomb.baseid in explodables:
					chainbomb.settag('exploding', 'true')
					chainbomb.addtimer( randint(1000, 2250), "potions.potioncountdown", [char.serial, 0, chainbomb.amount] )
					chainbomb = chainregion.next
				elif ( chainbomb.hastag('kegfill') and chainbomb.hastag('potiontype') ) and ( chainbomb.gettag('potiontype') in [11, 12, 13] and chainbomb.gettag('kegfill') >= 1 ):
					chainbomb.settag('exploding', 'true')
					chainbomb.addtimer( randint(1000, 2250), "potions.potioncountdown", [char.serial, 11, chainbomb.gettag('kegfill') ] )
					chainbomb = chainregion.next
				else:
					chainbomb = chainregion.next
			else:
				chainbomb = chainregion.next
			# Potion Kegs
		return
Example #16
0
def potionregion( char, potion, bonus=0 ):
	if potion.gettag('potiontype') == 11:
		outradius = 1
	elif potion.gettag('potiontype') == 12:
		outradius = 2
	elif potion.gettag('potiontype') == 13:
		outradius = randint(2,3)
	else:
		outradius = 1
	# Potion Keg Radius Override!
	if potion.hastag('kegfill') and potion.hastag('potiontype'):
		if potion.gettag('potiontype') in [11, 12, 13] and potion.gettag('kegfill') >= 1:
			kegfill = potion.gettag('kegfill')
			if kegfill == 100:
				outradius = 13
			elif kegfill >= 90:
				outradius = 12
			elif kegfill >= 80:
				outradius = 11
			elif kegfill >= 70:
				outradius = 10
			elif kegfill >= 60:
				outradius = 9
			elif kegfill >= 50:
				outradius = 8
			elif kegfill >= 40:
				outradius = 7
			elif kegfill >= 30:
				outradius = 6
			else:
				outradius = 5

	outradius = max( 1, outradius )
	# Potion is thrown on the ground
	if not potion.container:
		x1 = min( int(potion.pos.x - outradius), int(potion.pos.x + outradius) )
		x2 = max( int(potion.pos.x - outradius), int(potion.pos.x + outradius) )
		y1 = min( int(potion.pos.y - outradius), int(potion.pos.y + outradius) )
		y2 = max( int(potion.pos.y - outradius), int(potion.pos.y + outradius) )
		# Character Bombing
		damageregion = wolfpack.charregion( x1, y1, x2, y2, potion.pos.map )
		target = damageregion.first
		while target:
			if not target.ischar:
				target = damageregion.next
			if checkLoS( target, potion, outradius ):
				potiondamage( char, target, potion, bonus )
				target = damageregion.next
			else:
				target = damageregion.next

		# Chain Reaction Bombing
		chainregion = wolfpack.itemregion( x1, y1, x2, y2, potion.pos.map )
		chainbomb = chainregion.first
		# Scan the region, build a list of explosives
		while chainbomb:
			chainpotiontimer( char, potion, chainbomb, outradius )
			chainbomb = chainregion.next
		return
	# Potion is in a container
	else:
		x1 = min( int(char.pos.x - outradius), int(char.pos.x + outradius) )
		x2 = max( int(char.pos.x - outradius), int(char.pos.x + outradius) )
		y1 = min( int(char.pos.y - outradius), int(char.pos.y + outradius) )
		y2 = max( int(char.pos.y - outradius), int(char.pos.y + outradius) )
		# Area Bombing
		damageregion = wolfpack.charregion( x1, y1, x2, y2, potion.pos.map )
		target = damageregion.first
		while target:
			if not target.ischar:
				target = damageregion.next
			if checkLoS( char, target, outradius ):
				potiondamage( char, target, potion, bonus )
				target = damageregion.next
			else:
				target = damageregion.next

		potion_chainlist = []
		# Chain Reaction Bombing
		chainregion = wolfpack.itemregion( x1, y1, x2, y2, char.pos.map )
		chainbomb = chainregion.first
		# Scan the region, build a list of explosives
		while chainbomb:
			chainpotiontimer( char, potion, chainbomb, outradius )
			chainbomb = chainregion.next
		return