mirror of
https://github.com/polserver/polserver
synced 2026-08-13 08:23:08 -04:00
389 lines
11 KiB
C++
389 lines
11 KiB
C++
/** @file
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*
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* @par History
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* - 2005/01/23 Shinigami: check_item_integrity & check_character_integrity - fix for multi realm
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* support (had used WGRID_X & WGRID_Y)
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* ClrCharacterWorldPosition - Tokuno MapDimension doesn't fit blocks of
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* 64x64 (WGRID_SIZE)
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* - 2009/09/03 MuadDib: Relocation of multi related cpp/h
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* - 2012/02/06 MuadDib: Added Old Serial for debug on orphaned items that make it to
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* remove_item_from_world.
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*/
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#include "uworld.h"
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#include <stddef.h>
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#include <string>
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#include "../clib/clib_endian.h"
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#include "../clib/logfacility.h"
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#include "../clib/passert.h"
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#include "globals/uvars.h"
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#include "item/item.h"
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#include "mobile/charactr.h"
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#include "multi/multi.h"
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namespace Pol
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{
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namespace Core
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{
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void add_item_to_world( Items::Item* item )
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{
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Zone& zone = getzone( item->pos() );
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passert( std::find( zone.items.begin(), zone.items.end(), item ) == zone.items.end() );
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item->pos().realm()->add_toplevel_item( *item );
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zone.items.push_back( item );
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}
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void remove_item_from_world( Items::Item* item )
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{
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// Unregister the item if it is on a multi
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if ( item->container == nullptr && !item->has_gotten_by() )
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{
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Multi::UMulti* multi = item->supporting_multi();
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if ( multi != nullptr )
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multi->unregister_object( item );
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}
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Zone& zone = getzone( item->pos() );
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ZoneItems::iterator itr = std::find( zone.items.begin(), zone.items.end(), item );
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if ( itr == zone.items.end() )
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{
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POLLOG_ERROR.Format(
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"remove_item_from_world: item 0x{:X} at {},{} does not exist in world zone ( Old Serial: "
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"0x{:X} )\n" )
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<< item->serial << item->pos().x() << item->pos().y() << ( cfBEu32( item->serial_ext ) );
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passert( itr != zone.items.end() );
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}
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item->pos().realm()->remove_toplevel_item( *item );
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zone.items.erase( itr );
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}
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void add_multi_to_world( Multi::UMulti* multi )
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{
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Zone& zone = getzone( multi->pos() );
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zone.multis.push_back( multi );
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multi->pos().realm()->add_multi( *multi );
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}
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void remove_multi_from_world( Multi::UMulti* multi )
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{
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Zone& zone = getzone( multi->pos() );
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ZoneMultis::iterator itr = std::find( zone.multis.begin(), zone.multis.end(), multi );
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passert( itr != zone.multis.end() );
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multi->pos().realm()->remove_multi( *multi );
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zone.multis.erase( itr );
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}
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void move_multi_in_world( const Pos4d& oldpos, Multi::UMulti* multi )
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{
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Zone& oldzone = getzone( oldpos );
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Zone& newzone = getzone( multi->pos() );
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if ( &oldzone != &newzone )
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{
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ZoneMultis::iterator itr = std::find( oldzone.multis.begin(), oldzone.multis.end(), multi );
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passert( itr != oldzone.multis.end() );
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oldzone.multis.erase( itr );
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newzone.multis.push_back( multi );
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}
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if ( multi->pos().realm() != oldpos.realm() )
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{
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oldpos.realm()->remove_multi( *multi );
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multi->pos().realm()->add_multi( *multi );
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}
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}
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int get_toplevel_item_count()
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{
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int count = 0;
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for ( const auto& realm : gamestate.Realms )
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count += realm->toplevel_item_count();
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return count;
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}
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int get_mobile_count()
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{
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int count = 0;
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for ( const auto& realm : gamestate.Realms )
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count += realm->mobile_count();
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return count;
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}
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// 4-17-04 Rac destroyed the world! in favor of splitting its duties amongst the realms
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// World world;
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void SetCharacterWorldPosition( Mobile::Character* chr, Realms::WorldChangeReason reason )
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{
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Zone& zone = getzone( chr->pos() );
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auto set_pos = [&]( ZoneCharacters& set ) {
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passert( std::find( set.begin(), set.end(), chr ) == set.end() );
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set.push_back( chr );
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};
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if ( chr->isa( Core::UOBJ_CLASS::CLASS_NPC ) )
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set_pos( zone.npcs );
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else
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set_pos( zone.characters );
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chr->pos().realm()->add_mobile( *chr, reason );
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}
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// Function for reporting the whereabouts of chars which are not in their expected zone
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// (hopefully will never be called)
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static void find_missing_char_in_zone( Mobile::Character* chr, Realms::WorldChangeReason reason );
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void ClrCharacterWorldPosition( Mobile::Character* chr, Realms::WorldChangeReason reason )
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{
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Zone& zone = getzone( chr->pos() );
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auto clear_pos = [&]( ZoneCharacters& set ) {
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auto itr = std::find( set.begin(), set.end(), chr );
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if ( itr == set.end() )
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{
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find_missing_char_in_zone(
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chr, reason ); // Uh-oh, char was not in the expected zone. Find it and report.
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passert( itr != set.end() );
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}
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chr->pos().realm()->remove_mobile( *chr, reason );
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set.erase( itr );
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};
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if ( !chr->isa( Core::UOBJ_CLASS::CLASS_NPC ) )
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clear_pos( zone.characters );
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else
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clear_pos( zone.npcs );
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}
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void MoveCharacterWorldPosition( const Pos4d& oldpos, Mobile::Character* chr )
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{
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// If the char is logged in (logged_in is always true for NPCs), update its position
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// in the world zones
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if ( chr->logged_in() )
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{
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Zone& oldzone = getzone( oldpos );
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Zone& newzone = getzone( chr->pos() );
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if ( &oldzone != &newzone )
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{
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auto move_pos = [&]( ZoneCharacters& oldset, ZoneCharacters& newset ) {
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auto oldset_itr = std::find( oldset.begin(), oldset.end(), chr );
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// ensure it's found in the old realm
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passert( oldset_itr != oldset.end() );
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// and that it's not yet in the new realm
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passert( std::find( newset.begin(), newset.end(), chr ) == newset.end() );
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oldset.erase( oldset_itr );
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newset.push_back( chr );
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};
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if ( !chr->isa( Core::UOBJ_CLASS::CLASS_NPC ) )
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move_pos( oldzone.characters, newzone.characters );
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else
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move_pos( oldzone.npcs, newzone.npcs );
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}
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}
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// Regardless of online or not, tell the realms that we've left
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if ( oldpos.realm() != chr->pos().realm() )
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{
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oldpos.realm()->remove_mobile( *chr, Realms::WorldChangeReason::Moved );
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chr->pos().realm()->add_mobile( *chr, Realms::WorldChangeReason::Moved );
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}
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}
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void MoveItemWorldPosition( const Pos4d& oldpos, Items::Item* item )
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{
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Zone& oldzone = getzone( oldpos );
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Zone& newzone = getzone( item->pos() );
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if ( &oldzone != &newzone )
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{
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ZoneItems::iterator itr = std::find( oldzone.items.begin(), oldzone.items.end(), item );
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if ( itr == oldzone.items.end() )
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{
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POLLOG_ERROR.Format(
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"MoveItemWorldPosition: item 0x{:X} at old-x/y({},{} - {}) new-x/y({},{} - {}) does not "
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"exist in world zone. \n" )
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<< item->serial << oldpos.x() << oldpos.y() << oldpos.realm()->name() << item->pos().x()
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<< item->pos().y() << item->pos().realm()->name();
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passert( itr != oldzone.items.end() );
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}
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oldzone.items.erase( itr );
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passert( std::find( newzone.items.begin(), newzone.items.end(), item ) == newzone.items.end() );
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newzone.items.push_back( item );
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}
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if ( oldpos.realm() != item->pos().realm() )
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{
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oldpos.realm()->remove_toplevel_item( *item );
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item->pos().realm()->add_toplevel_item( *item );
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}
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}
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// If the ClrCharacterWorldPosition() fails, this function will find the actual char position and
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// report
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// TODO: check if this is really needed...
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void find_missing_char_in_zone( Mobile::Character* chr, Realms::WorldChangeReason reason )
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{
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u16 wgridx = chr->pos().realm()->grid_width();
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u16 wgridy = chr->pos().realm()->grid_height();
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std::string msgreason = "unknown reason";
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switch ( reason )
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{
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case Realms::WorldChangeReason::PlayerExit:
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msgreason = "Client Exit";
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break;
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case Realms::WorldChangeReason::NpcDeath:
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msgreason = "NPC death";
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break;
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default:
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break;
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}
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POLLOG_ERROR.Format(
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"ClrCharacterWorldPosition({}): mob (0x{:X},0x{:X}) supposedly at ({},{}) isn't in correct "
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"zone\n" )
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<< msgreason << chr->serial << chr->serial_ext << chr->pos().x() << chr->pos().y();
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bool is_npc = chr->isa( Core::UOBJ_CLASS::CLASS_NPC );
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Area2d area( Pos2d( 0, 0 ), Pos2d( wgridx, wgridy ) - Vec2d( 1, 1 ), nullptr );
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for ( const auto& p : area )
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{
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bool found = false;
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if ( is_npc )
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{
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auto _z = chr->pos().realm()->getzone( p ).npcs;
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found = std::find( _z.begin(), _z.end(), chr ) != _z.end();
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}
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else
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{
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auto _z = chr->pos().realm()->getzone( p ).characters;
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found = std::find( _z.begin(), _z.end(), chr ) != _z.end();
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}
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if ( found )
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POLLOG_ERROR.Format( "ClrCharacterWorldPosition: Found mob in zone ({},{})\n" )
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<< p.x() << p.y();
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}
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}
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// Dave added this for debugging a single zone
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bool check_single_zone_item_integrity( const Pos2d& grid_xy, Realms::Realm* realm )
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{
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try
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{
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ZoneItems& witem = realm->getzone( grid_xy ).items;
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for ( const auto& item : witem )
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{
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Pos2d wpos = zone_convert( item->pos() );
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if ( wpos != grid_xy )
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{
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POLLOG_ERROR.Format( "Item 0x{:X} in zone ({},{}) but location is ({},{}) (zone {},{})\n" )
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<< item->serial << grid_xy.x() << grid_xy.y() << item->pos().x() << item->pos().y()
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<< wpos.x() << wpos.y();
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return false;
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}
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}
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}
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catch ( ... )
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{
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POLLOG_ERROR.Format( "item integ problem at zone ({},{})\n" ) << grid_xy.x() << grid_xy.y();
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return false;
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}
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return true;
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}
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bool check_item_integrity()
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{
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bool ok = true;
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for ( auto& realm : gamestate.Realms )
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{
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u16 gridwidth = realm->grid_width();
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u16 gridheight = realm->grid_height();
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Area2d area( Pos2d( 0, 0 ), Pos2d( gridwidth, gridheight ) - Vec2d( 1, 1 ), nullptr );
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for ( const auto& p : area )
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{
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if ( !check_single_zone_item_integrity( p, realm ) )
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ok = false;
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}
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}
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return ok;
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}
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void check_character_integrity()
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{
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// TODO: iterate through the object hash?
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// for( unsigned i = 0; i < characters.size(); ++i )
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//{
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// Character* chr = characters[i];
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// unsigned short wx, wy;
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// w_convert( chr->grid_x, chr->y, wx, wy );
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// if (!world.zone[wx][wy].characters.count(chr))
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// {
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// cout << "Character " << chr->serial << " at " << chr->grid_x << "," << chr->y << " is
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// not in its zone." << endl;
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// }
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//}
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for ( auto& realm : gamestate.Realms )
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{
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u16 gridwidth = realm->grid_width();
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u16 gridheight = realm->grid_height();
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auto check_zone = []( Mobile::Character* chr, Pos2d xy ) {
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Pos2d wp = zone_convert( chr->pos() );
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if ( wp != xy )
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INFO_PRINT << "Character 0x" << fmt::hexu( chr->serial ) << " in a zone, but elsewhere\n";
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};
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Area2d area( Pos2d( 0, 0 ), Pos2d( gridwidth, gridheight ) - Vec2d( 1, 1 ), nullptr );
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for ( const auto& p : area )
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{
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for ( const auto& chr : realm->getzone( p ).characters )
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check_zone( chr, p );
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for ( const auto& chr : realm->getzone( p ).npcs )
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check_zone( chr, p );
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}
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}
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}
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// reallocates all vectors to fit the current size
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void optimize_zones()
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{
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for ( auto& realm : gamestate.Realms )
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{
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u16 gridwidth = realm->grid_width();
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u16 gridheight = realm->grid_height();
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Area2d area( Pos2d( 0, 0 ), Pos2d( gridwidth, gridheight ) - Vec2d( 1, 1 ), nullptr );
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for ( const auto& p : area )
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{
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realm->getzone( p ).characters.shrink_to_fit();
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realm->getzone( p ).npcs.shrink_to_fit();
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realm->getzone( p ).items.shrink_to_fit();
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realm->getzone( p ).multis.shrink_to_fit();
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}
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}
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}
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} // namespace Core
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} // namespace Pol
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