//o-----------------------------------------------------------------------------------------------o //| File - cChar.cpp //| Date - 29th March, 2000 //o-----------------------------------------------------------------------------------------------o //| Purpose - New class written based upon old UOX char_st. Number of old members removed //| and a number of members types modified as well //| //| Version History - //| //| 1.0 29th March, 2000 //| Initial implementation, all get/set mechanisms written up to //| the end of SetSayColour(). Bools reduced down to a single char //| with get/set mechanisms for setting/clearings bits //| No documentation currently done, all functions obvious so far //| Note: individual byte setting within longs/chars need speeding up //| consider memcpy into correct word, note that this will be endian specific! //| //| 1.1 2nd April, 2000 //| Finished up the initial implementation on all classes. Fixed a minor bit shift error //| on some of the char variables, all working fine now //| //| 1.2 25 July, 2000 //| All Accessor funcs plus a few others are now flagged as const functions, meaning that //| those functions GUARENTEE never to alter data, at compile time //| Thoughts about CBaseObject and prelim plans made //| //| 1.3 28 July, 2000 //| Initial CBaseObject implementation put in. CChar reworked to deal with only things it has to //| Proper constructor written //| Plans for CChar derived objects thought upon (notably CPC and CNPC) //| //| 1.4 27 September, 2005 //| Added PlayerValues_st and NPCValues_st to allow saving wasted memory on unnecesarry variables //| Organized many functions to their respective areas and added documentation for them. //| Changed itemLayers to a map //o-----------------------------------------------------------------------------------------------o #include "uox3.h" #include "power.h" #include "weight.h" #include "cGuild.h" #include "msgboard.h" #include "townregion.h" #include "cRaces.h" #include "skills.h" #include "CJSMapping.h" #include "cScript.h" #include "CPacketSend.h" #include "classes.h" #include "regions.h" #include "speech.h" #include "ObjectFactory.h" #include "teffect.h" #include "cSpawnRegion.h" #include "Dictionary.h" #include "movement.h" #include "CJSEngine.h" #include "combat.h" #include "StringUtility.hpp" #include "cEffects.h" #include #define DEBUGMOVEMULTIPLIER 1.75 // Bitmask bits // Character Privs const UI32 BIT_GM = 0; // 0x1 const UI32 BIT_BROADCAST = 1; // 0x2 const UI32 BIT_INVULNERABLE = 2; // 0x4 const UI32 BIT_SINGCLICKSER = 3; // 0x8 const UI32 BIT_SKILLTITLES = 4; // 0x10 const UI32 BIT_GMPAGEABLE = 5; // 0x20 const UI32 BIT_SNOOP = 6; // 0x40 const UI32 BIT_COUNSELOR = 7; // 0x80 const UI32 BIT_ALLMOVE = 8; // 0x100 const UI32 BIT_FROZEN = 9; // 0x200 const UI32 BIT_VIEWHOUSEASICON = 10; // 0x400 const UI32 BIT_NONEEDMANA = 11; // 0x800 const UI32 BIT_DISPELLABLE = 12; // 0x1000 const UI32 BIT_TEMPREFLECTED = 13; // 0x2000 const UI32 BIT_NONEEDREAGS = 14; // 0x4000 const UI32 BIT_PERMREFLECTED = 15; // 0x8000 // Character Bools const UI32 BIT_UNICODE = 1; const UI32 BIT_NPC = 2; const UI32 BIT_SHOP = 3; const UI32 BIT_DEAD = 4; const UI32 BIT_ATWAR = 5; const UI32 BIT_ATTACKFIRST = 6; const UI32 BIT_ONHORSE = 7; const UI32 BIT_TOWNTITLE = 8; const UI32 BIT_REACTIVEARMOUR = 9; const UI32 BIT_TRAIN = 10; const UI32 BIT_GUILDTOGGLE = 11; const UI32 BIT_TAMED = 12; const UI32 BIT_GUARDED = 13; const UI32 BIT_RUN = 14; const UI32 BIT_POLYMORPHED = 15; const UI32 BIT_INCOGNITO = 16; const UI32 BIT_USINGPOTION = 17; const UI32 BIT_MAYLEVITATE = 18; const UI32 BIT_WILLHUNGER = 19; const UI32 BIT_MEDITATING = 20; const UI32 BIT_CASTING = 21; const UI32 BIT_JSCASTING = 22; const UI32 BIT_MAXHPFIXED = 23; const UI32 BIT_MAXMANAFIXED = 24; const UI32 BIT_MAXSTAMFIXED = 25; const UI32 BIT_CANATTACK = 26; const UI32 BIT_INBUILDING = 27; const UI32 BIT_INPARTY = 28; // This property is not saved const UI32 BIT_EVADE = 29; // This property is not saved const UI32 BIT_FLYING = 30; // This property is not saved const UI32 BIT_WILLTHIRST = 31; const UI32 BIT_HIRELING = 32; const UI32 BIT_MOUNTED = 0; const UI32 BIT_STABLED = 1; const UI32 BIT_AWAKE = 2; // Player defaults const SI16 DEFPLAYER_CALLNUM = -1; const SI16 DEFPLAYER_PLAYERCALLNUM = -1; const SERIAL DEFPLAYER_TRACKINGTARGET = INVALIDSERIAL; const UI08 DEFPLAYER_SQUELCHED = 0; const UI08 DEFPLAYER_COMMANDLEVEL = CL_PLAYER; const UI08 DEFPLAYER_POSTTYPE = PT_LOCAL; const UI16 DEFPLAYER_HAIRSTYLE = INVALIDID; const UI16 DEFPLAYER_BEARDSTYLE = INVALIDID; const COLOUR DEFPLAYER_HAIRCOLOUR = INVALIDCOLOUR; const COLOUR DEFPLAYER_BEARDCOLOUR = INVALIDCOLOUR; const UI08 DEFPLAYER_SPEECHMODE = 0; const UI08 DEFPLAYER_SPEECHID = 0; const SERIAL DEFPLAYER_ROBE = INVALIDSERIAL; const UI16 DEFPLAYER_ACCOUNTNUM = AB_INVALID_ID; const UI16 DEFPLAYER_ORIGSKIN = 0; const UI16 DEFPLAYER_ORIGID = 0x0190; const UI08 DEFPLAYER_FIXEDLIGHT = 255; const UI16 DEFPLAYER_DEATHS = 0; const SERIAL DEFPLAYER_TOWNVOTE = INVALIDSERIAL; const SI08 DEFPLAYER_TOWNPRIV = 0; const UI16 DEFPLAYER_CONTROLSLOTSUSED = 0; const UI32 DEFPLAYER_CREATEDON = 0; CChar::PlayerValues_st::PlayerValues_st() : callNum( DEFPLAYER_CALLNUM ), playerCallNum( DEFPLAYER_PLAYERCALLNUM ), trackingTarget( DEFPLAYER_TRACKINGTARGET ), squelched( DEFPLAYER_SQUELCHED ), commandLevel( DEFPLAYER_COMMANDLEVEL ), postType( DEFPLAYER_POSTTYPE ), hairStyle( DEFPLAYER_HAIRSTYLE ), beardStyle( DEFPLAYER_BEARDSTYLE ), hairColour( DEFPLAYER_HAIRCOLOUR ), beardColour( DEFPLAYER_BEARDCOLOUR ), speechItem( nullptr ), speechMode( DEFPLAYER_SPEECHMODE ), speechID( DEFPLAYER_SPEECHID ), speechCallback( nullptr ), robe( DEFPLAYER_ROBE ), accountNum( DEFPLAYER_ACCOUNTNUM ), origSkin( DEFPLAYER_ORIGSKIN ), origID( DEFPLAYER_ORIGID ), fixedLight( DEFPLAYER_FIXEDLIGHT ), deaths( DEFPLAYER_DEATHS ), socket( nullptr ), townvote( DEFPLAYER_TOWNVOTE ), townpriv( DEFPLAYER_TOWNPRIV ), controlSlotsUsed( DEFPLAYER_CONTROLSLOTSUSED ), createdOn( DEFPLAYER_CREATEDON ) { //memset( &lockState[0], 0, sizeof( UI08 ) * (INTELLECT+1) ); // Changed to the following, as only the 15?16? first lockStates would get initialized or whanot memset( &lockState[0], 0, sizeof( lockState )); for( UI08 j = 0; j <= INTELLECT; ++j ) atrophy[j] = j; if( cwmWorldState != nullptr ) trackingTargets.resize( cwmWorldState->ServerData()->TrackingMaxTargets() ); } const SI08 DEFNPC_WANDER = 0; const SI08 DEFNPC_OLDWANDER = 0; const SERIAL DEFNPC_FTARG = INVALIDSERIAL; const SI08 DEFNPC_FZ1 = -1; const SI16 DEFNPC_AITYPE = 0; const SI16 DEFNPC_SPATTACK = 0; const SI08 DEFNPC_SPADELAY = 0; const SI16 DEFNPC_TAMING = 0x7FFF; const SI16 DEFNPC_PEACEING = 0x7FFF; const SI16 DEFNPC_PROVOING = 0x7FFF; const SI16 DEFNPC_FLEEAT = 0; const SI16 DEFNPC_REATTACKAT = 0; const UI08 DEFNPC_SPLIT = 0; const UI08 DEFNPC_SPLITCHANCE = 0; const UI08 DEFNPC_TRAININGPLAYERIN = 0; const UI32 DEFNPC_HOLDG = 0; const UI08 DEFNPC_QUESTTYPE = 0; const UI08 DEFNPC_QUESTDESTREGION = 0; const UI08 DEFNPC_QUESTORIGREGION = 0; const SI16 DEFNPC_WANDERAREA = -1; const cNPC_FLAG DEFNPC_NPCFLAG = fNPC_NEUTRAL; const UI16 DEFNPC_BOOLFLAG = 0; const UI16 DEFNPC_TAMEDHUNGERRATE = 0; const UI16 DEFNPC_TAMEDTHIRSTRATE = 0; const UI08 DEFNPC_HUNGERWILDCHANCE = 0; const UI08 DEFNPC_THIRSTWILDCHANCE = 0; const R32 DEFNPC_MOVEMENTSPEED = -1; const SI08 DEFNPC_PATHFAIL = -1; const UI16 DEFNPC_CONTROLSLOTS = 0; const UI16 DEFNPC_MAXLOYALTY = 100; const UI16 DEFNPC_LOYALTY = 25; const UI16 DEFNPC_ORNERINESS = 0; CChar::NPCValues_st::NPCValues_st() : wanderMode( DEFNPC_WANDER ), oldWanderMode( DEFNPC_OLDWANDER ), fTarg( DEFNPC_FTARG ), fz( DEFNPC_FZ1 ), aiType( DEFNPC_AITYPE ), spellAttack( DEFNPC_SPATTACK ), spellDelay( DEFNPC_SPADELAY ), taming( DEFNPC_TAMING ), fleeAt( DEFNPC_FLEEAT ), reAttackAt( DEFNPC_REATTACKAT ), splitNum( DEFNPC_SPLIT ), splitChance( DEFNPC_SPLITCHANCE ), trainingPlayerIn( DEFNPC_TRAININGPLAYERIN ), goldOnHand( DEFNPC_HOLDG ), questType( DEFNPC_QUESTTYPE ), questDestRegion( DEFNPC_QUESTDESTREGION ), questOrigRegion( DEFNPC_QUESTORIGREGION ), petGuarding( nullptr ), npcFlag( DEFNPC_NPCFLAG ), boolFlags( DEFNPC_BOOLFLAG ), peaceing( DEFNPC_PEACEING ), provoing( DEFNPC_PROVOING ), tamedHungerRate( DEFNPC_TAMEDHUNGERRATE ), tamedThirstRate( DEFNPC_TAMEDTHIRSTRATE ), hungerWildChance( DEFNPC_HUNGERWILDCHANCE ), thirstWildChance( DEFNPC_THIRSTWILDCHANCE ), walkingSpeed( DEFNPC_MOVEMENTSPEED ), runningSpeed( DEFNPC_MOVEMENTSPEED ), fleeingSpeed( DEFNPC_MOVEMENTSPEED ), pathFail( DEFNPC_PATHFAIL ), controlSlots( DEFNPC_CONTROLSLOTS ), maxLoyalty( DEFNPC_MAXLOYALTY ), loyalty( DEFNPC_LOYALTY ), orneriness( DEFNPC_ORNERINESS ), mountedWalkingSpeed( DEFNPC_MOVEMENTSPEED ), mountedRunningSpeed( DEFNPC_MOVEMENTSPEED ), mountedFleeingSpeed( DEFNPC_MOVEMENTSPEED ) { fx[0] = fx[1] = fy[0] = fy[1] = DEFNPC_WANDERAREA; petFriends.resize( 0 ); foodList.reserve( MAX_NAME ); // Mark all characters as "non-awake" my default. This is used by UOX3 to see which // NPCs are permanently awake and need updating outside of region-based checks boolFlags.set( BIT_AWAKE, false ); } const UI32 DEFCHAR_BOOLS = 0; //const SI08 DEFCHAR_DISPZ = 0; const SI08 DEFCHAR_FONTTYPE = 3; const RACEID DEFCHAR_OLDRACE = 0; const UI16 DEFCHAR_MAXHP = 0; const UI16 DEFCHAR_MAXHP_OLDSTR = 0; const UI16 DEFCHAR_MAXMANA = 0; const UI16 DEFCHAR_MAXMANA_OLDINT = 0; const UI16 DEFCHAR_MAXSTAM = 0; const UI16 DEFCHAR_MAXSTAM_OLDDEX = 0; const COLOUR DEFCHAR_SAYCOLOUR = 0x0058; const COLOUR DEFCHAR_EMOTECOLOUR = 0x0023; const SI08 DEFCHAR_CELL = -1; const SERIAL DEFCHAR_TARG = INVALIDSERIAL; const SERIAL DEFCHAR_ATTACKER = INVALIDSERIAL; const SI08 DEFCHAR_HUNGER = 6; const SI08 DEFCHAR_THIRST = 6; const UI16 DEFCHAR_REGIONNUM = 255; const UI16 DEFCHAR_TOWN = 0; const UI16 DEFCHAR_ADVOBJ = 0; const SERIAL DEFCHAR_GUILDFEALTY = INVALIDSERIAL; const SI16 DEFCHAR_GUILDNUMBER = -1; const UI08 DEFCHAR_FLAG = 0x04; const SI08 DEFCHAR_SPELLCAST = -1; const UI08 DEFCHAR_NEXTACTION = 0; const SI08 DEFCHAR_STEALTH = -1; const UI08 DEFCHAR_RUNNING = 0; const RACEID DEFCHAR_RACEGATE = INVALIDID; const UI08 DEFCHAR_STEP = 1; const UI16 DEFCHAR_PRIV = 0; const UI32 DEFCHAR_LASTMOVETIME = 0; //const UI16 DEFCHAR_NOMOVE = 0; //const UI16 DEFCHAR_POISONCHANCE = 0; const UI08 DEFCHAR_POISONSTRENGTH = 0; const BodyType DEFCHAR_BODYTYPE = BT_OTHER; //o-----------------------------------------------------------------------------------------------o //| Function - CChar constructor //o-----------------------------------------------------------------------------------------------o //| Purpose - This function basically does what the name implies //o-----------------------------------------------------------------------------------------------o CChar::CChar() : CBaseObject(), bools( DEFCHAR_BOOLS ), fonttype( DEFCHAR_FONTTYPE ), maxHP( DEFCHAR_MAXHP ), maxHP_oldstr( DEFCHAR_MAXHP_OLDSTR ), oldRace( DEFCHAR_OLDRACE ), maxMana( DEFCHAR_MAXMANA ), maxMana_oldint( DEFCHAR_MAXMANA_OLDINT ), maxStam( DEFCHAR_MAXSTAM ), maxStam_olddex( DEFCHAR_MAXSTAM_OLDDEX ), saycolor( DEFCHAR_SAYCOLOUR ), emotecolor( DEFCHAR_EMOTECOLOUR ), cell( DEFCHAR_CELL ), packitem( nullptr ), targ( DEFCHAR_TARG ), attacker( DEFCHAR_ATTACKER ), hunger( DEFCHAR_HUNGER ), thirst( DEFCHAR_THIRST ), regionNum( DEFCHAR_REGIONNUM ), town( DEFCHAR_TOWN ), advobj( DEFCHAR_ADVOBJ ), guildfealty( DEFCHAR_GUILDFEALTY ), guildnumber( DEFCHAR_GUILDNUMBER ), flag( DEFCHAR_FLAG ), spellCast( DEFCHAR_SPELLCAST ), nextact( DEFCHAR_NEXTACTION ), stealth( DEFCHAR_STEALTH ), running( DEFCHAR_RUNNING ), raceGate( DEFCHAR_RACEGATE ), step( DEFCHAR_STEP ), priv( DEFCHAR_PRIV ), PoisonStrength( DEFCHAR_POISONSTRENGTH ), bodyType( DEFCHAR_BODYTYPE ), lastMoveTime( DEFCHAR_LASTMOVETIME ) { ownedItems.clear(); itemLayers.clear(); layerCtr = itemLayers.end(); id = 0x0190; objType = OT_CHAR; name = "Mr. noname"; memset( ®en[0], 0, sizeof( TIMERVAL ) * 3 ); memset( &weathDamage[0], 0, sizeof( TIMERVAL ) * WEATHNUM ); memset( &charTimers[0], 0, sizeof( TIMERVAL ) * tCHAR_COUNT ); memset( &baseskill[0], 0, sizeof( SKILLVAL ) * ALLSKILLS ); memset( &skill[0], 0, sizeof( SKILLVAL ) * (INTELLECT+1) ); //SetCanTrain( true ); bools.set( BIT_TRAIN, true ); //SetHungerStatus( true ); bools.set( BIT_WILLHUNGER, true ); //SetThirstStatus( true ); bools.set( BIT_WILLTHIRST, true ); skillUsed[0].reset(); skillUsed[1].reset(); updateTypes.reset(); strength = dexterity = intelligence = 1; mPlayer = nullptr; mNPC = nullptr; //SetMaxHPFixed( false ); bools.set( BIT_MAXHPFIXED, false ); //SetMaxManaFixed( false ); bools.set( BIT_MAXMANAFIXED, false ); //SetMaxStamFixed( false ); bools.set( BIT_MAXSTAMFIXED, false ); //SetCanAttack( true ); bools.set( BIT_CANATTACK, true ); //SetBrkPeaceChanceGain( 0 ); brkPeaceChanceGain = 0; //SetBrkPeaceChance( 0 ); brkPeaceChance = 0; } //o-----------------------------------------------------------------------------------------------o //| Function - CChar deconstructor //o-----------------------------------------------------------------------------------------------o //| Purpose - Destructor to clean things up when deleted //o-----------------------------------------------------------------------------------------------o CChar::~CChar() { if( IsValidNPC() ) { delete mNPC; mNPC = nullptr; } if( IsValidPlayer() ) { delete mPlayer; mPlayer = nullptr; } } void CChar::CreateNPC( void ) { if( !IsValidNPC() ) mNPC = new NPCValues_st(); } void CChar::CreatePlayer( void ) { if( !IsValidPlayer() ) mPlayer = new PlayerValues_st(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsValidNPC( void ) const //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks whether character is an NPC //o-----------------------------------------------------------------------------------------------o bool CChar::IsValidNPC( void ) const { return ( mNPC != nullptr ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsValidPlayer( void ) const //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks whether character is a Player //o-----------------------------------------------------------------------------------------------o bool CChar::IsValidPlayer( void ) const { return ( mPlayer != nullptr ); } //o-----------------------------------------------------------------------------------------------o //| Function - SI08 GetPathFail( void ) const //| void SetPathFail( SI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Get/Set number of times Pathfinding has failed for an NPC - resets on success //o-----------------------------------------------------------------------------------------------o SI08 CChar::GetPathFail( void ) const { SI08 rVal = DEFNPC_PATHFAIL; rVal = mNPC->pathFail; return rVal; } void CChar::SetPathFail( SI08 newValue ) { if( IsValidNPC() ) { mNPC->pathFail = newValue; } } //o-----------------------------------------------------------------------------------------------o //| Function - SI08 GetPathResult( void ) const //| void SetPathResult( SI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Get/Set the end result of pathfinding, to pass on to onPathfindEnd event //o-----------------------------------------------------------------------------------------------o SI08 CChar::GetPathResult( void ) const { SI08 rVal = DEFNPC_PATHFAIL; rVal = mNPC->pathResult; return rVal; } void CChar::SetPathResult( SI08 newValue ) { if( IsValidNPC() ) mNPC->pathResult = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetPathTargX( void ) const //| void SetPathTargX( UI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Get/Set the final target X location NPC is pathfinding towards //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetPathTargX( void ) const { UI16 rVal = DEFNPC_PATHFAIL; rVal = mNPC->pathTargX; return rVal; } void CChar::SetPathTargX( UI16 newValue ) { if( IsValidNPC() ) mNPC->pathTargX = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetPathTargY( void ) const //| void SetPathTargY( UI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Get/Set the final target Y location NPC is pathfinding towards //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetPathTargY( void ) const { UI16 rVal = DEFNPC_PATHFAIL; rVal = mNPC->pathTargY; return rVal; } void CChar::SetPathTargY( UI16 newValue ) { if( IsValidNPC() ) mNPC->pathTargY = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - SI08 GetHunger( void ) const //| bool SetHunger( SI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Get/Set hunger level of the character //o-----------------------------------------------------------------------------------------------o SI08 CChar::GetHunger( void ) const { return hunger; } bool CChar::SetHunger( SI08 newValue ) { std::vector scriptTriggers = GetScriptTriggers(); for( auto i : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( i ); if( toExecute != nullptr ) { // If script returns false/0/nothing, prevent hunger from changing, and prevent // other scripts with event from running if( toExecute->OnHungerChange( (this), hunger ) == 0 ) { return false; } } } hunger = newValue; UpdateRegion(); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - void DoHunger() //| Date - 21. Feb, 2006 //o-----------------------------------------------------------------------------------------------o //| Purpose - Calculate Hunger level of the character and do all related effects. //o-----------------------------------------------------------------------------------------------o void CChar::DoHunger( CSocket *mSock ) { // Don't continue if hunger system is disabled if( !cwmWorldState->ServerData()->HungerSystemEnabled() ) return; if ( !IsInvulnerable() ) // No need to do anything for invulnerable chars { UI16 hungerRate; SI16 hungerDamage; if( !IsNpc() && mSock != nullptr ) // Do Hunger for player chars { if( WillHunger() && GetCommandLevel() == CL_PLAYER ) { if( GetTimer( tCHAR_HUNGER ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) { if( Races->DoesHunger( GetRace() ) ) // prefer the hunger settings frome the race { hungerRate = Races->GetHungerRate( GetRace() ); hungerDamage = Races->GetHungerDamage( GetRace() ); } else // use the global values if there is no race setting { hungerRate = cwmWorldState->ServerData()->SystemTimer( tSERVER_HUNGERRATE ); hungerDamage = cwmWorldState->ServerData()->HungerDamage(); } if( GetHunger() > 0 ) { bool doHungerMessage = !DecHunger(); if( doHungerMessage ) { switch( GetHunger() ) { default: case 6: break; case 5: mSock->sysmessage( 1222 ); break; case 4: mSock->sysmessage( 1223 ); break; case 3: mSock->sysmessage( 1224 ); break; case 2: mSock->sysmessage( 1225 ); break; case 1: mSock->sysmessage( 1226 ); break; case 0: mSock->sysmessage( 1227 ); break; } } } else if( GetHP() > 0 && hungerDamage > 0) { mSock->sysmessage( 1228 ); if( Damage( hungerDamage, PHYSICAL ) ) { if( GetHP() <= 0 ) mSock->sysmessage( 1229 ); } } SetTimer( tCHAR_HUNGER, BuildTimeValue( static_cast(hungerRate) ) ); } } } else if( IsNpc() && !IsTamed() && Races->DoesHunger( GetRace() ) ) { // Handle hunger for regular non-tame NPCs if( !WillHunger() || GetMounted() || GetStabled() ) return; if( GetTimer( tCHAR_HUNGER ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) { hungerRate = Races->GetHungerRate( GetRace() ); hungerDamage = Races->GetHungerDamage( GetRace() ); if( GetHunger() > 0 ) DecHunger(); else if( GetHP() > 0 && hungerDamage > 0) [[maybe_unused]] bool retVal = Damage( hungerDamage, PHYSICAL ); SetTimer( tCHAR_HUNGER, BuildTimeValue( static_cast(hungerRate) ) ); } } else if( IsTamed() && GetTamedHungerRate() > 0 ) { // Handle hunger for pets if( !WillHunger() || GetMounted() || GetStabled() ) return; // Pets don't hunger if owner is offline if( cwmWorldState->ServerData()->PetHungerOffline() == false ) { CChar *owner = GetOwnerObj(); if( !ValidateObject( owner ) ) return; if( !isOnline( (*owner) ) ) return; } if( GetTimer( tCHAR_HUNGER ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) { // Get hungerrate for tamed creatures hungerRate = GetTamedHungerRate(); if( GetHunger() > 0 ) { // Make pet more hungry DecHunger(); } else if( GetLoyalty() == 0 && (UI08)RandomNum( 0, 100 ) <= GetTamedHungerWildChance() ) { // Make pet go wild from hunger, but only if loyalty is zero CChar *owner = GetOwnerObj(); if( ValidateObject( owner ) ) { // Reduce player's control slot usage by the amount of control slots taken up by the pet owner->SetControlSlotsUsed( std::max( 0, owner->GetControlSlotsUsed() - GetControlSlots() ) ); } // Release the pet Npcs->releasePet( this ); } else if( GetLoyalty() == 0 ) { // Pet is hungry. Reduce loyalty! SetLoyalty( std::max(0, GetLoyalty() - 1 )); } // Set timer for next time pet should grow more hungry SetTimer( tCHAR_HUNGER, BuildTimeValue( static_cast(hungerRate) ) ); } } } } //o-----------------------------------------------------------------------------------------------o //| Function - SI08 GetThirst( void ) const //| bool SetThirst( SI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Get/Set Thirst level of the character //o-----------------------------------------------------------------------------------------------o SI08 CChar::GetThirst( void ) const { return thirst; } bool CChar::SetThirst( SI08 newValue ) { std::vector scriptTriggers = GetScriptTriggers(); for( auto i : scriptTriggers ) { cScript* toExecute = JSMapping->GetScript(i); if( toExecute != nullptr ) { // If script returns false/0/nothing, prevent thirst from changing, and prevent // other scripts with event from running if( toExecute->OnThirstChange( ( this ), thirst ) == 0 ) { return false; } } } thirst = newValue; UpdateRegion(); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - void DoThirst() //| Date - 6. June, 2021 //o-----------------------------------------------------------------------------------------------o //| Purpose - Calculate Thirst level of the character and do all related effects. //o-----------------------------------------------------------------------------------------------o void CChar::DoThirst( CSocket* mSock ) { // Don't continue if thirst system is disabled if( !cwmWorldState->ServerData()->ThirstSystemEnabled() ) return; if( !IsInvulnerable() ) // No need to do anything for invulnerable chars { UI16 thirstRate; SI16 thirstDrain; if( !IsNpc() && mSock != nullptr ) // Do Thirst for player chars { if( WillThirst() && GetCommandLevel() == CL_PLAYER ) { if( GetTimer( tCHAR_THIRST ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) { if( Races->DoesThirst( GetRace() )) // prefer the thirst settings frome the race { thirstRate = Races->GetThirstRate( GetRace() ); thirstDrain = Races->GetThirstDrain( GetRace() ); } else // use the global values if there is no race setting { thirstRate = cwmWorldState->ServerData()->SystemTimer( tSERVER_THIRSTRATE ); thirstDrain = cwmWorldState->ServerData()->ThirstDrain(); } if( GetThirst() > 0 ) { bool doThirstMessage = !DecThirst(); if( doThirstMessage ) { switch( GetThirst() ) { default: case 6: break; case 5: mSock->sysmessage( 2045 ); break; case 4: mSock->sysmessage( 2046 ); break; case 3: mSock->sysmessage( 2047 ); break; case 2: mSock->sysmessage( 2048 ); break; case 1: mSock->sysmessage( 2049 ); break; case 0: mSock->sysmessage( 2050 ); break; } } } else if( GetStamina() > 1 && thirstDrain > 0 ) { mSock->sysmessage( 2051 ); SetStamina( std::max( static_cast(1), static_cast(GetStamina() - thirstDrain ))); if( GetStamina() <= 1 ) { mSock->sysmessage( 2052 ); } } SetTimer( tCHAR_THIRST, BuildTimeValue( static_cast(thirstRate) )); } } } else if( IsNpc() && !IsTamed() && Races->DoesThirst( GetRace() )) { if( WillThirst() && !GetMounted() && !GetStabled() ) { if( GetTimer( tCHAR_THIRST ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) { thirstRate = Races->GetThirstRate( GetRace() ); thirstDrain = Races->GetThirstDrain( GetRace() ); if( GetThirst() > 0 ) { DecThirst(); } else if( GetStamina() > 1 && thirstDrain > 0 ) { SetStamina( std::max( static_cast( 1 ), static_cast( GetStamina() - thirstDrain ) ) ); } SetTimer( tCHAR_THIRST, BuildTimeValue( static_cast(thirstRate) )); } } } else if( IsTamed() && GetTamedThirstRate() > 0 ) { if( WillThirst() && !GetMounted() && !GetStabled() ) { if( cwmWorldState->ServerData()->PetHungerOffline() == false ) { CChar* owner = GetOwnerObj(); if( !ValidateObject( owner )) return; if( !isOnline((*owner)) ) return; } if( GetTimer( tCHAR_THIRST ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) { thirstRate = GetTamedThirstRate(); if( GetThirst() > 0 ) DecThirst(); else if( (UI08)RandomNum( 0, 100 ) <= GetTamedThirstWildChance() ) { SetOwner( nullptr ); SetThirst( 6 ); } SetTimer( tCHAR_THIRST, BuildTimeValue( static_cast(thirstRate) )); } } } } } //o-----------------------------------------------------------------------------------------------o //| Function - void checkPetOfflineTimeout() //| Date - 21. Feb, 2006 //o-----------------------------------------------------------------------------------------------o //| Purpose - Check if the owner of the was offline for to long and remove him if so. //o-----------------------------------------------------------------------------------------------o void CChar::checkPetOfflineTimeout( void ) { if( IsTamed() && IsNpc() && GetNPCAiType() != AI_PLAYERVENDOR ) { if( GetMounted() || GetStabled() ) return; CChar *owner = GetOwnerObj(); if( !ValidateObject( owner ) ) SetOwner( nullptr ); // The owner is gone, so remove him else { if( isOnline( (*owner) ) ) return; // The owner is still online, so leave it alone time_t currTime, lastOnTime; const UI32 offlineTimeout = static_cast(cwmWorldState->ServerData()->PetOfflineTimeout() * 3600 * 24); time( &currTime ); lastOnTime = static_cast(GetLastOnSecs()); if( currTime > 0 && lastOnTime > 0) { if( difftime( currTime, lastOnTime) >= offlineTimeout ) { SetOwner( nullptr ); SetHunger( 6 ); } } } } } //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetTown( void ) const //| void SetTown( UI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - The town the character belongs to //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetTown( void ) const { return town; } void CChar::SetTown( UI16 newValue ) { town = newValue; UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - BodyType GetBodyType( void ) const //o-----------------------------------------------------------------------------------------------o //| Purpose - Get the body type (human, elf, gargoyle, other) of a character //o-----------------------------------------------------------------------------------------------o BodyType CChar::GetBodyType( void ) { BodyType retVal = BT_OTHER; switch( GetID() ) { case 0x0190: // Male Human case 0x0191: // Female Human case 0x0192: // Male Human Ghost case 0x0193: // Female Human Ghost case 0x00B7: // Male Human Savage case 0x00B9: // Male Human Savage case 0x02EE: // Male Human Savage case 0x00B8: // Female Human Savage case 0x00BA: // Female Human Savage case 0x02EF: // Female Human Savage retVal = BT_HUMAN; break; case 0x025D: // Male Elf case 0x025E: // Female Elf case 0x025F: // Male Elf Ghost case 0x0260: // Female Elf Ghost retVal = BT_ELF; break; case 0x029A: // Male Gargoyle case 0x029B: // Female Gargoyle case 0x02B6: // Male Gargoyle Ghost case 0x02B7: // Female Gargoyle Ghost retVal = BT_GARGOYLE; break; default: retVal = BT_OTHER; break; } return retVal; } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetBrkPeaceChanceGain( void ) const //| void SetBrkPeaceChanceGain( UI08 newValue ) //| Date - 25. Feb //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the chance gain to break peace //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetBrkPeaceChanceGain( void ) const { if( IsNpc() ) return brkPeaceChanceGain; else return static_cast( GetBaseSkill( PEACEMAKING ) / 10); } void CChar::SetBrkPeaceChanceGain( UI08 newValue ) { brkPeaceChanceGain = newValue; UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetBrkPeaceChance( void ) const //| void SetBrkPeaceChance( UI08 newValue ) //| Date - 25. Feb //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the current chance to break peace //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetBrkPeaceChance( void ) const { return brkPeaceChance; } void CChar::SetBrkPeaceChance( UI08 newValue ) { brkPeaceChance = newValue; UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool isUnicode( void ) const //| void setUnicode( bool newVal ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character is speaking in unicode //o-----------------------------------------------------------------------------------------------o bool CChar::isUnicode( void ) const { return bools.test( BIT_UNICODE ); } void CChar::setUnicode( bool newVal ) { bools.set( BIT_UNICODE, newVal ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsNpc( void ) const //| void SetNpc( bool newVal ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character is an npc //o-----------------------------------------------------------------------------------------------o bool CChar::IsNpc( void ) const { return bools.test( BIT_NPC ); } void CChar::SetNpc( bool newVal ) { bools.set( BIT_NPC, newVal ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsAwake( void ) const //| void SetAwake( bool newVal ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character (NPC) is permanently awake and updating outside //| standard region-checks. If set, these NPCs are not updated as part of the //| regular region update loop, but in a separate loop directly after //o-----------------------------------------------------------------------------------------------o bool CChar::IsAwake( void ) const { bool rVal = false; if( IsValidNPC() ) rVal = mNPC->boolFlags.test( BIT_AWAKE ); return rVal; } auto CChar::SetAwake( bool newVal )->void { if( IsValidNPC() ){ mNPC->boolFlags.set( BIT_AWAKE, newVal ); auto alwaysAwakeChars = Npcs->GetAlwaysAwakeNPCs(); if( newVal ){ // NPC awake, add to awake list alwaysAwakeChars->Add( this ); } else{ // NPC not awake, remove from awake list alwaysAwakeChars->Remove( this ); } } } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsEvading( void ) const //| void SetEvadeState( bool newVal ) //| Date - 04/02/2012 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character is evading //o-----------------------------------------------------------------------------------------------o bool CChar::IsEvading( void ) const { return bools.test( BIT_EVADE ); } void CChar::SetEvadeState( bool newVal ) { bools.set( BIT_EVADE, newVal ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsShop( void ) const //| void SetShop( bool newVal ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character is a shopkeeper //o-----------------------------------------------------------------------------------------------o bool CChar::IsShop( void ) const { return bools.test( BIT_SHOP ); } void CChar::SetShop( bool newVal ) { bools.set( BIT_SHOP, newVal ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsDead( void ) const //| void SetDead( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character is dead //o-----------------------------------------------------------------------------------------------o bool CChar::IsDead( void ) const { return bools.test( BIT_DEAD ); } void CChar::SetDead( bool newValue ) { bools.set( BIT_DEAD, newValue ); UpdateRegion(); if( !IsNpc() ) { if( GetVisible() != VT_VISIBLE && newValue == false ) SetVisible( VT_VISIBLE ); else if( newValue == true ) SetVisible( VT_GHOSTHIDDEN ); } } //o-----------------------------------------------------------------------------------------------o //| Function - bool GetCanAttack( void ) const //| void SetCanAttack( bool newValue ) //| Date - 25. Feb, 2006 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets whether the char can attack targets //o-----------------------------------------------------------------------------------------------o bool CChar::GetCanAttack( void ) const { return bools.test( BIT_CANATTACK ); } void CChar::SetCanAttack( bool newValue ) { bools.set( BIT_CANATTACK, newValue ); SetBrkPeaceChance( 0 ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsAtWar( void ) const //| void SetWar( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character is at war //o-----------------------------------------------------------------------------------------------o bool CChar::IsAtWar( void ) const { return bools.test( BIT_ATWAR ); } void CChar::SetWar( bool newValue ) { bools.set( BIT_ATWAR, newValue ); UpdateRegion(); if( !IsNpc() ) { if( IsDead() && newValue == true ) SetVisible( VT_VISIBLE ); else if( IsDead() && newValue == false ) SetVisible( VT_GHOSTHIDDEN ); } } //o-----------------------------------------------------------------------------------------------o //| Function - bool DidAttackFirst( void ) const //| void SetAttackFirst( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character attacked first //o-----------------------------------------------------------------------------------------------o bool CChar::DidAttackFirst( void ) const { return bools.test( BIT_ATTACKFIRST ); } void CChar::SetAttackFirst( bool newValue ) { bools.set( BIT_ATTACKFIRST, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsOnHorse( void ) const //| void SetOnHorse( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character is on a horse //o-----------------------------------------------------------------------------------------------o bool CChar::IsOnHorse( void ) const { return bools.test( BIT_ONHORSE ); } void CChar::SetOnHorse( bool newValue ) { bools.set( BIT_ONHORSE, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool GetTownTitle( void ) const //| void SetTownTitle( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets whether the character's town info is displayed //o-----------------------------------------------------------------------------------------------o bool CChar::GetTownTitle( void ) const { return bools.test( BIT_TOWNTITLE ); } void CChar::SetTownTitle( bool newValue ) { bools.set( BIT_TOWNTITLE, newValue ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool GetReactiveArmour( void ) const //| void SetReactiveArmour( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets whether the character has reactive armour //o-----------------------------------------------------------------------------------------------o bool CChar::GetReactiveArmour( void ) const { return bools.test( BIT_REACTIVEARMOUR ); } void CChar::SetReactiveArmour( bool newValue ) { bools.set( BIT_REACTIVEARMOUR, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool CanTrain( void ) const //| void SetCanTrain( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character can train //o-----------------------------------------------------------------------------------------------o bool CChar::CanTrain( void ) const { return bools.test( BIT_TRAIN ); } void CChar::SetCanTrain( bool newValue ) { bools.set( BIT_TRAIN, newValue ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool CanHire( void ) const //| void SetCanHire( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character is available for hire //o-----------------------------------------------------------------------------------------------o bool CChar::CanBeHired( void ) const { return bools.test( BIT_HIRELING ); } void CChar::SetCanHire( bool newValue ) { bools.set( BIT_HIRELING, newValue ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool GetGuildToggle( void ) const //| void SetGuildToggle( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets whether the character displays guild information //o-----------------------------------------------------------------------------------------------o bool CChar::GetGuildToggle( void ) const { return bools.test( BIT_GUILDTOGGLE ); } void CChar::SetGuildToggle( bool newValue ) { bools.set( BIT_GUILDTOGGLE, newValue ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsTamed( void ) const //| void SetTamed( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character is tamed //o-----------------------------------------------------------------------------------------------o bool CChar::IsTamed( void ) const { return bools.test( BIT_TAMED ); } void CChar::SetTamed( bool newValue ) { bools.set( BIT_TAMED, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsGuarded( void ) const //| void SetGuarded( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character is guarded //o-----------------------------------------------------------------------------------------------o bool CChar::IsGuarded( void ) const { return bools.test( BIT_GUARDED ); } void CChar::SetGuarded( bool newValue ) { bools.set( BIT_GUARDED, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool CanRun( void ) const //| void SetRun( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character can run //o-----------------------------------------------------------------------------------------------o bool CChar::CanRun( void ) const { return bools.test( BIT_RUN ); } void CChar::SetRun( bool newValue ) { bools.set( BIT_RUN, newValue ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsPolymorphed( void ) const //| void IsPolymorphed( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character is polymorphed //o-----------------------------------------------------------------------------------------------o bool CChar::IsPolymorphed( void ) const { return bools.test( BIT_POLYMORPHED ); } void CChar::IsPolymorphed( bool newValue ) { bools.set( BIT_POLYMORPHED, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsIncognito( void ) const //| void IsIncognito( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character is incognito //o-----------------------------------------------------------------------------------------------o bool CChar::IsIncognito( void ) const { return bools.test( BIT_INCOGNITO ); } void CChar::IsIncognito( bool newValue ) { bools.set( BIT_INCOGNITO, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsUsingPotion( void ) const //| void SetUsingPotion( bool newVal ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character is using a potion //o-----------------------------------------------------------------------------------------------o bool CChar::IsUsingPotion( void ) const { return bools.test( BIT_USINGPOTION ); } void CChar::SetUsingPotion( bool newVal ) { bools.set( BIT_USINGPOTION, newVal ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool MayLevitate( void ) const //| void SetLevitate( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character can levitate - not yet in use //o-----------------------------------------------------------------------------------------------o bool CChar::MayLevitate( void ) const { return bools.test( BIT_MAYLEVITATE ); } void CChar::SetLevitate( bool newValue ) { bools.set( BIT_MAYLEVITATE, newValue ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool WillHunger( void ) const //| void SetHungerStatus( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character will get hungry //o-----------------------------------------------------------------------------------------------o bool CChar::WillHunger( void ) const { return bools.test( BIT_WILLHUNGER ); } void CChar::SetHungerStatus( bool newValue ) { bools.set( BIT_WILLHUNGER, newValue ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool WillThirst( void ) const //| void SetThirstStatus( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character will get thirsty //o-----------------------------------------------------------------------------------------------o bool CChar::WillThirst(void) const { return bools.test( BIT_WILLTHIRST ); } void CChar::SetThirstStatus( bool newValue ) { bools.set( BIT_WILLTHIRST, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsMeditating( void ) const //| void SetMeditating( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character is meditating //o-----------------------------------------------------------------------------------------------o bool CChar::IsMeditating( void ) const { return bools.test( BIT_MEDITATING ); } void CChar::SetMeditating( bool newValue ) { bools.set( BIT_MEDITATING, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsCasting( void ) const //| void SetCasting( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character is casting a spell //o-----------------------------------------------------------------------------------------------o bool CChar::IsCasting( void ) const { return bools.test( BIT_CASTING ); } void CChar::SetCasting( bool newValue ) { bools.set( BIT_CASTING, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsJSCasting( void ) const //| void SetJSCasting( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns/Sets whether the character is casting a spell via JS engine //| Notes - This is only a temporary measure until ALL code is switched over to JS code //| As it stands, it'll try and auto-direct cast if you set casting and spell timeouts //o-----------------------------------------------------------------------------------------------o bool CChar::IsJSCasting( void ) const { return bools.test( BIT_JSCASTING ); } void CChar::SetJSCasting( bool newValue ) { bools.set( BIT_JSCASTING, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - inBuilding( void ) //| SetInBuilding( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Determine if player is inside a building //o-----------------------------------------------------------------------------------------------o bool CChar::inBuilding( void ) { return bools.test( BIT_INBUILDING ); } void CChar::SetInBuilding( bool newValue ) { bools.set( BIT_INBUILDING, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - void SetPeace( UI32 newValue ) //| Date - 25.Feb, 2006 //o-----------------------------------------------------------------------------------------------o //| Purpose - Takes character out of combat state //o-----------------------------------------------------------------------------------------------o void CChar::SetPeace( UI32 newValue ) { if( newValue > 0 ) { SetCanAttack( false ); if( IsAtWar() ) SetWar( false ); SetTarg( nullptr ); SetAttacker( nullptr ); SetAttackFirst( false ); SetTimer( tCHAR_PEACETIMER, BuildTimeValue( newValue ) ); } else SetCanAttack( true ); } //o-----------------------------------------------------------------------------------------------o //| Function - void RemoveSelfFromOwner( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Removes character from its owner's pet list //o-----------------------------------------------------------------------------------------------o void CChar::RemoveSelfFromOwner( void ) { CChar *oldOwner = GetOwnerObj(); if( ValidateObject( oldOwner ) ) { oldOwner->GetPetList()->Remove( this ); oldOwner->UpdateRegion(); } UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - void AddSelfToOwner( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Adds character to its new owner's pet list //o-----------------------------------------------------------------------------------------------o void CChar::AddSelfToOwner( void ) { CChar *newOwner = GetOwnerObj(); if( !ValidateObject( newOwner ) ) { SetTamed( false ); SetNpcWander( WT_FREE ); } else { newOwner->GetPetList()->Add( this ); newOwner->UpdateRegion(); if( !CanBeHired() ) { SetTamed( true ); } } UpdateFlag( this ); Dirty( UT_UPDATE ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - UI32 GetGuildFealty( void ) const //| void SetGuildFealty( UI32 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets a player's guild fealty - essentially, who the player //| votes for as the next guild master //o-----------------------------------------------------------------------------------------------o UI32 CChar::GetGuildFealty( void ) const { return guildfealty; } void CChar::SetGuildFealty( UI32 newValue ) { guildfealty = newValue; UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - std::string GetGuildTitle( void ) const //| void SetGuildTitle( const std::string &newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets a player's guild title //o-----------------------------------------------------------------------------------------------o std::string CChar::GetGuildTitle( void ) const { return guildtitle; } void CChar::SetGuildTitle( const std::string &newValue ) { guildtitle = newValue; UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - TIMERVAL GetRegen( UI08 part ) const //| void SetRegen( TIMERVAL newValue, UI08 part ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets regeneration timers for player's health, mana and stamina //o-----------------------------------------------------------------------------------------------o TIMERVAL CChar::GetRegen( UI08 part ) const { return regen[part]; } void CChar::SetRegen( TIMERVAL newValue, UI08 part ) { regen[part] = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - TIMERVAL GetWeathDamage( UI08 part ) const //| void SetWeathDamage( TIMERVAL newValue, UI08 part ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets timers for weather damage effects on character //o-----------------------------------------------------------------------------------------------o TIMERVAL CChar::GetWeathDamage( UI08 part ) const { return weathDamage[part]; } void CChar::SetWeathDamage( TIMERVAL newValue, UI08 part ) { weathDamage[part] = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetNextAct( void ) const //| void SetNextAct( UI08 newVal ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the character's next spellcasting action //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetNextAct( void ) const { return nextact; } void CChar::SetNextAct( UI08 newVal ) { nextact = newVal; } //o-----------------------------------------------------------------------------------------------o //| Function - TIMERVAL GetTimer( cC_TID timerID ) const //| void SetTimer( cC_TID timerID, TIMERVAL value ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets timer values for the character //o-----------------------------------------------------------------------------------------------o TIMERVAL CChar::GetTimer( cC_TID timerID ) const { TIMERVAL rvalue = 0; if( timerID != tCHAR_COUNT ) rvalue = charTimers[timerID]; return rvalue; } void CChar::SetTimer( cC_TID timerID, TIMERVAL value ) { if( timerID != tCHAR_COUNT ) { charTimers[timerID] = value; if( timerID == tNPC_SUMMONTIME || timerID == tCHAR_MURDERRATE || timerID == tCHAR_PEACETIMER ) { UpdateRegion(); } } } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 PoisonStrength() //| Date - 09/23/2002 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the poison strength of the character - used to poison others in combat //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetPoisonStrength( void ) const { return PoisonStrength; } void CChar::SetPoisonStrength( UI08 value ) { PoisonStrength = value; UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - COLOUR GetEmoteColour( void ) const //| void SetEmoteColour( COLOUR newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the character's emote text colour //o-----------------------------------------------------------------------------------------------o COLOUR CChar::GetEmoteColour( void ) const { return emotecolor; } void CChar::SetEmoteColour( COLOUR newValue ) { emotecolor = newValue; UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - COLOUR GetSayColour( void ) const //| void SetSayColour( COLOUR newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the character's normal speech text colour //o-----------------------------------------------------------------------------------------------o COLOUR CChar::GetSayColour( void ) const { return saycolor; } void CChar::SetSayColour( COLOUR newValue ) { saycolor = newValue; UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetSkin( void ) const //| void SetSkin( UI16 value ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the character's skin colour //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetSkin( void ) const { return GetColour(); } void CChar::SetSkin( UI16 value ) { SetColour( value ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - SI08 GetStealth( void ) const //| void SetStealth( SI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the character's stealth walk counter //o-----------------------------------------------------------------------------------------------o SI08 CChar::GetStealth( void ) const { return stealth; } void CChar::SetStealth( SI08 newValue ) { stealth = newValue; UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - SI08 GetCell( void ) const //| void SetCell( SI08 newVal ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the cell in which a character is jailed //o-----------------------------------------------------------------------------------------------o SI08 CChar::GetCell( void ) const { return cell; } void CChar::SetCell( SI08 newVal ) { cell = newVal; UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetRunning( void ) const //| void SetRunning( UI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets whether the character is running //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetRunning( void ) const { return running; } void CChar::SetRunning( UI08 newValue ) { running = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetStep( void ) const //| void SetStep( UI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the footstep sequence for the character for the purpose of playing //| footstep sounds //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetStep( void ) const { return step; } void CChar::SetStep( UI08 newValue ) { step = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - CTownRegion *GetRegion( void ) const //| void SetRegion( UI16 newValue ) //| UI16 GetRegionNum( void ) const //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the town region the character is in //o-----------------------------------------------------------------------------------------------o CTownRegion *CChar::GetRegion( void ) const { if( cwmWorldState->townRegions.find( regionNum ) == cwmWorldState->townRegions.end() ) return cwmWorldState->townRegions[0xFF]; return cwmWorldState->townRegions[regionNum]; } void CChar::SetRegion( UI16 newValue ) { regionNum = newValue; UpdateRegion(); } UI16 CChar::GetRegionNum( void ) const { return regionNum; } //o-----------------------------------------------------------------------------------------------o //| Function - void SetOldLocation( SI16 newX, SI16 newY, SI08 newZ ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets the old/previous location of the character //o-----------------------------------------------------------------------------------------------o void CChar::SetOldLocation( SI16 newX, SI16 newY, SI08 newZ ) { oldLocX = newX; oldLocY = newY; oldLocZ = newZ; } //o-----------------------------------------------------------------------------------------------o //| Function - void SetLocation( const CBaseObject *toSet ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets the location of the character to match specified object //o-----------------------------------------------------------------------------------------------o void CChar::SetLocation( const CBaseObject *toSet ) { if( toSet != nullptr ) SetLocation( toSet->GetX(), toSet->GetY(), toSet->GetZ(), toSet->WorldNumber(), toSet->GetInstanceID() ); } void InitializeWanderArea( CChar *c, SI16 xAway, SI16 yAway ); //o-----------------------------------------------------------------------------------------------o //| Function - void SetLocation( SI16 newX, SI16 newY, SI08 newZ, UI08 world, UI16 instanceID ) //| void SetLocation( SI16 newX, SI16 newY, SI08 newZ ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets the location of the character to a specific set of coordinates/world/instance //o-----------------------------------------------------------------------------------------------o void CChar::SetLocation( SI16 newX, SI16 newY, SI08 newZ, UI08 world, UI16 instanceID ) { Dirty( UT_LOCATION ); MapRegion->ChangeRegion( this, newX, newY, world ); oldLocX = x; oldLocY = y; oldLocZ = z; x = newX; y = newY; z = newZ; WorldNumber( world ); SetInstanceID( instanceID ); CMultiObj *newMulti = findMulti( newX, newY, newZ, world, instanceID ); if( GetMultiObj() != newMulti ) SetMulti( newMulti ); if( IsNpc() ) InitializeWanderArea( this, 10, 10 ); } void CChar::SetLocation( SI16 newX, SI16 newY, SI08 newZ ) { SetLocation( newX, newY, newZ, WorldNumber(), GetInstanceID() ); } //o-----------------------------------------------------------------------------------------------o //| Function - CItem *GetPackItem( void ) //| void SetPackItem( CItem *newVal ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the main backpack object of the character //o-----------------------------------------------------------------------------------------------o CItem * CChar::GetPackItem( void ) { if( packitem == nullptr ) { CItem *tempItem = GetItemAtLayer( IL_PACKITEM ); if( ValidateObject( tempItem ) && tempItem->GetType() == IT_CONTAINER ) packitem = tempItem; } return packitem; } void CChar::SetPackItem( CItem *newVal ) { packitem = newVal; } //o-----------------------------------------------------------------------------------------------o //| Function - SERIAL calcSerFromObj( CBaseObject *mObj ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Return the serial of an object //o-----------------------------------------------------------------------------------------------o SERIAL calcSerFromObj( CBaseObject *mObj ) { SERIAL toReturn = INVALIDSERIAL; if( ValidateObject( mObj ) ) toReturn = mObj->GetSerial(); return toReturn; } //o-----------------------------------------------------------------------------------------------o //| Function - CChar *GetTarg( void ) const //| void SetTarg( CChar *newTarg ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Returns character's current target //o-----------------------------------------------------------------------------------------------o CChar *CChar::GetTarg( void ) const { return calcCharObjFromSer( targ ); } void CChar::SetTarg( CChar *newTarg ) { targ = calcSerFromObj( newTarg ); } //o-----------------------------------------------------------------------------------------------o //| Function - CChar *GetAttacker( void ) const //| void SetAttacker( CChar *newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets character's current attacker //o-----------------------------------------------------------------------------------------------o CChar *CChar::GetAttacker( void ) const { return calcCharObjFromSer( attacker ); } void CChar::SetAttacker( CChar *newValue ) { attacker = calcSerFromObj( newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetAdvObj( void ) const //| void SetAdvObj( UI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the "morex" identifier value of the previous advancement used //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetAdvObj( void ) const { return advobj; } void CChar::SetAdvObj( UI16 newValue ) { advobj = newValue; UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - RACEID GetRaceGate( void ) const //| void SetRaceGate( RACEID newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the raceID value of a race gate //o-----------------------------------------------------------------------------------------------o RACEID CChar::GetRaceGate( void ) const { return raceGate; } void CChar::SetRaceGate( RACEID newValue ) { raceGate = newValue; UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - SI08 GetSpellCast( void ) const //| void SetSpellCast( SI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the spell ID of the next spell an NPC will be casting //o-----------------------------------------------------------------------------------------------o SI08 CChar::GetSpellCast( void ) const { return spellCast; } void CChar::SetSpellCast( SI08 newValue ) { spellCast = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetPriv( void ) const //| void SetPriv( UI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the character's special privileges //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetPriv( void ) const { return static_cast(priv.to_ulong()); } void CChar::SetPriv( UI16 newValue ) { priv = newValue; UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - SKILLVAL GetBaseSkill( UI08 skillToGet ) const //| void SetBaseSkill( SKILLVAL newSkillValue, UI08 skillToSet ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets a character's specified baseskill (without modifiers) //o-----------------------------------------------------------------------------------------------o SKILLVAL CChar::GetBaseSkill( UI08 skillToGet ) const { SKILLVAL rVal = 0; if( skillToGet < ALLSKILLS ) rVal = baseskill[skillToGet]; return rVal; } void CChar::SetBaseSkill( SKILLVAL newSkillValue, UI08 skillToSet ) { if( skillToSet < ALLSKILLS ) { baseskill[skillToSet] = newSkillValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - SKILLVAL GetSkill( UI08 skillToGet ) const //| void SetSkill( SKILLVAL newSkillValue, UI08 skillToSet ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets a character's specified skill (with modifiers) //o-----------------------------------------------------------------------------------------------o SKILLVAL CChar::GetSkill( UI08 skillToGet ) const { SKILLVAL rVal = 0; if( skillToGet <= INTELLECT ) { rVal = skill[skillToGet]; SI32 modifier = Races->DamageFromSkill( skillToGet, race ); if( modifier != 0 ) { SKILLVAL toAdd = (SKILLVAL)( (R32)skill[skillToGet] * ( (R32)modifier / 1000 ) ); // percentage to add rVal += toAdd; // return the bonus } } return rVal; } void CChar::SetSkill( SKILLVAL newSkillValue, UI08 skillToSet ) { if( skillToSet <= INTELLECT ) skill[skillToSet] = newSkillValue; } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 GetGuildNumber( void ) const //| void SetGuildNumber( SI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets ID of guild character belongs to //o-----------------------------------------------------------------------------------------------o SI16 CChar::GetGuildNumber( void ) const { return guildnumber; } void CChar::SetGuildNumber( SI16 newValue ) { guildnumber = newValue; UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetFlag( void ) const //| void SetFlag( UI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets flag for character (criminal, innocent, murderer, etc) //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetFlag( void ) const { return flag; } void CChar::SetFlag( UI08 newValue ) { flag = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - SI08 GetFontType( void ) const //| void SetFontType( SI08 newType ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the font type used by the character for speech //o-----------------------------------------------------------------------------------------------o SI08 CChar::GetFontType( void ) const { return fonttype; } void CChar::SetFontType( SI08 newType ) { fonttype = newType; UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsGM( void ) const //| void SetGM( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks/Sets whether the character has GM privileges //o-----------------------------------------------------------------------------------------------o bool CChar::IsGM( void ) const { return priv.test( BIT_GM ); } void CChar::SetGM( bool newValue ) { priv.set( BIT_GM, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool CanBroadcast( void ) const //| void SetBroadcast( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks/Sets whether the character is allowed to broadcast messages globally //o-----------------------------------------------------------------------------------------------o bool CChar::CanBroadcast( void ) const { return priv.test( BIT_BROADCAST ); } void CChar::SetBroadcast( bool newValue ) { priv.set( BIT_BROADCAST, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsInvulnerable( void ) const //| void SetInvulnerable( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks/Set whether the character is invulnerable //o-----------------------------------------------------------------------------------------------o bool CChar::IsInvulnerable( void ) const { return priv.test( BIT_INVULNERABLE ); } void CChar::SetInvulnerable( bool newValue ) { priv.set( BIT_INVULNERABLE, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool GetSingClickSer( void ) const //| void SetSingClickSer( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks/Sets whether player is allowed to see serials of objects clicked //o-----------------------------------------------------------------------------------------------o bool CChar::GetSingClickSer( void ) const { return priv.test( BIT_SINGCLICKSER ); } void CChar::SetSingClickSer( bool newValue ) { priv.set( BIT_SINGCLICKSER, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool NoSkillTitles( void ) const //| void SetSkillTitles( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks/Sets whether skill titles will show up for character //o-----------------------------------------------------------------------------------------------o bool CChar::NoSkillTitles( void ) const { return priv.test( BIT_SKILLTITLES ); } void CChar::SetSkillTitles( bool newValue ) { priv.set( BIT_SKILLTITLES, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsGMPageable( void ) const //| void SetGMPageable( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks/Sets whether character can answer GM pages //o-----------------------------------------------------------------------------------------------o bool CChar::IsGMPageable( void ) const { return priv.test( BIT_GMPAGEABLE ); } void CChar::SetGMPageable( bool newValue ) { priv.set( BIT_GMPAGEABLE, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool CanSnoop( void ) const //| void SetSnoop( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks/Sets whether character can snoop in the backpacks of other players and NPCs //o-----------------------------------------------------------------------------------------------o bool CChar::CanSnoop( void ) const { return priv.test( BIT_SNOOP ); } void CChar::SetSnoop( bool newValue ) { priv.set( BIT_SNOOP, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsCounselor( void ) const //| void SetCounselor( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks/Sets whether character has Counselor privileges //o-----------------------------------------------------------------------------------------------o bool CChar::IsCounselor( void ) const { return priv.test( BIT_COUNSELOR ); } void CChar::SetCounselor( bool newValue ) { priv.set( BIT_COUNSELOR, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool AllMove( void ) const //| void SetAllMove( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks/Sets character can move all items freely, regardless of their moveable state //o-----------------------------------------------------------------------------------------------o bool CChar::AllMove( void ) const { return priv.test( BIT_ALLMOVE ); } void CChar::SetAllMove( bool newValue ) { priv.set( BIT_ALLMOVE, newValue ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsFrozen( void ) const //| void SetFrozen( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks/Sets whether the character is in frozen state //o-----------------------------------------------------------------------------------------------o bool CChar::IsFrozen( void ) const { return priv.test( BIT_FROZEN ); } void CChar::SetFrozen( bool newValue ) { priv.set( BIT_FROZEN, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool ViewHouseAsIcon( void ) const //| void SetViewHouseAsIcon( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks/Sets whether the character views icons/deeds instead of actual houses //o-----------------------------------------------------------------------------------------------o bool CChar::ViewHouseAsIcon( void ) const { return priv.test( BIT_VIEWHOUSEASICON ); } void CChar::SetViewHouseAsIcon( bool newValue ) { priv.set( BIT_VIEWHOUSEASICON, newValue ); } // 0x0800 is free //o-----------------------------------------------------------------------------------------------o //| Function - bool NoNeedMana( void ) const //| void SetNoNeedMana( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks/Sets whether mana is required for spellcasting for this character //o-----------------------------------------------------------------------------------------------o bool CChar::NoNeedMana( void ) const { return priv.test( BIT_NONEEDMANA ); } void CChar::SetNoNeedMana( bool newValue ) { priv.set( BIT_NONEEDMANA, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsDispellable( void ) const //| void SetDispellable( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks/Sets whether this character is dispellable using dispel spell (i.e. it was summoned) //o-----------------------------------------------------------------------------------------------o bool CChar::IsDispellable( void ) const { return priv.test( BIT_DISPELLABLE ); } void CChar::SetDispellable( bool newValue ) { priv.set( BIT_DISPELLABLE, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsTempReflected( void ) const //| void SetTempReflected( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks/Sets whether character is temporarily protected by the magic reflect spell //o-----------------------------------------------------------------------------------------------o bool CChar::IsTempReflected( void ) const { return priv.test( BIT_TEMPREFLECTED ); } void CChar::SetTempReflected( bool newValue ) { priv.set( BIT_TEMPREFLECTED, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsPermReflected( void ) const //| void SetPermReflected( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks/Sets whether character is permanently protected by the magic reflect spell //o-----------------------------------------------------------------------------------------------o bool CChar::IsPermReflected( void ) const { return priv.test( BIT_PERMREFLECTED ); } void CChar::SetPermReflected( bool newValue ) { priv.set( BIT_PERMREFLECTED, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool NoNeedReags( void ) const //| void SetNoNeedReags( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks/Sets whether magical reagents are required for spellcasting for this character //o-----------------------------------------------------------------------------------------------o bool CChar::NoNeedReags( void ) const { return priv.test( BIT_NONEEDREAGS ); } void CChar::SetNoNeedReags( bool newValue ) { priv.set( BIT_NONEEDREAGS, newValue ); } //o-----------------------------------------------------------------------------------------------o //| Function - CChar *Dupe( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Duplicate character - used for splitting NPCs when hit in combat //o-----------------------------------------------------------------------------------------------o CChar *CChar::Dupe( void ) { CChar *target = static_cast< CChar * >(ObjectFactory::getSingleton().CreateObject( OT_CHAR )); if( target == nullptr ) return nullptr; CBaseObject::CopyData( target ); CopyData( target ); return target; } void CChar::CopyData( CChar *target ) { target->SetMulti( GetMultiObj() ); target->SetOwner( GetOwnerObj() ); target->SetSpawn( GetSpawn() ); target->SetPriv( GetPriv() ); target->SetName( name ); target->SetTitle( title ); target->SetLocation( this ); target->SetDir( dir ); target->SetID( id ); target->SetSkin( GetColour() ); target->SetFontType( fonttype ); target->SetSayColour( saycolor ); target->SetEmoteColour( emotecolor ); target->SetStrength( strength ); target->SetDexterity( dexterity ); target->SetIntelligence( intelligence ); if ( GetMaxHPFixed() ) target->SetFixedMaxHP( maxHP ); if ( GetMaxManaFixed() ) target->SetFixedMaxMana( maxMana ); if ( GetMaxStamFixed() ) target->SetFixedMaxStam( maxStam ); target->SetHP( hitpoints ); target->SetStamina( stamina ); target->SetMana( mana ); target->SetStrength2( st2 ); target->SetDexterity2( dx2 ); target->SetIntelligence2( in2 ); target->SetHiDamage( hidamage ); target->SetLoDamage( lodamage ); for( UI08 i = 0; i < ALLSKILLS; ++i ) { target->SetBaseSkill( baseskill[i], i ); target->SetSkill( skill[i], i ); } target->SetCell( cell ); target->SetPackItem( packitem ); target->SetWeight( weight ); target->SetResist( GetResist( PHYSICAL), PHYSICAL ); target->SetTarg( GetTarg() ); target->SetRegen( regen[0], 0 ); target->SetRegen( regen[1], 1 ); target->SetRegen( regen[2], 2 ); target->SetAttacker( GetAttacker() ); target->SetVisible( GetVisible() ); for( SI32 mTID = (SI32)tCHAR_TIMEOUT; mTID < (SI32)tCHAR_COUNT; ++mTID ) target->SetTimer( (cC_TID)mTID, GetTimer( (cC_TID)mTID ) ); target->SetHunger( hunger ); target->SetThirst( thirst ); target->SetBrkPeaceChance( GetBrkPeaceChance() ); target->SetBrkPeaceChanceGain( GetBrkPeaceChanceGain() ); target->SetRegion( regionNum ); target->SetTown( town ); target->SetAdvObj( advobj ); target->SetDisabled( isDisabled() ); target->SetCanHire( CanBeHired() ); target->SetCanTrain( CanTrain() ); target->SetLastOn( GetLastOn() ); target->SetLastOnSecs( GetLastOnSecs() ); target->SetGuildTitle( guildtitle ); target->SetGuildFealty( guildfealty ); target->SetGuildNumber( guildnumber ); target->SetFlag( flag ); target->SetCasting( IsCasting() ); target->SetJSCasting( IsJSCasting() ); target->SetSpellCast( spellCast ); target->SetNextAct( nextact ); target->SetSquelched( GetSquelched() ); target->SetMeditating( IsMeditating() ); target->SetStealth( stealth ); target->SetRunning( running ); target->SetRace( GetRace() ); target->SetRaceGate( raceGate ); target->SetCarve( carve ); for( UI08 counter2 = 0; counter2 < WEATHNUM; ++counter2 ) { target->SetWeathDamage( weathDamage[counter2], counter2 ); } if( IsValidNPC() ) { target->SetNpc( IsNpc() ); target->SetTamedHungerRate( GetTamedHungerRate() ); target->SetTamedThirstRate( GetTamedThirstRate() ); target->SetTamedHungerWildChance( GetTamedHungerWildChance() ); target->SetTamedThirstWildChance( GetTamedThirstWildChance() ); target->SetFood( GetFood() ); target->SetFleeAt( GetFleeAt() ); target->SetReattackAt( GetReattackAt() ); target->SetFTarg( GetFTarg() ); target->SetFx( GetFx( 0 ), 0 ); target->SetFx( GetFx( 1 ), 1 ); target->SetFy( GetFy( 0 ), 0 ); target->SetFy( GetFy( 1 ), 1 ); target->SetFz( GetFz() ); target->SetNpcWander( GetNpcWander() ); target->SetOldNpcWander( GetOldNpcWander() ); target->SetTaming( GetTaming() ); target->SetPeaceing( GetPeaceing() ); target->SetProvoing( GetProvoing() ); target->SetNPCAiType( GetNPCAiType() ); target->SetSpAttack( GetSpAttack() ); target->SetSpDelay( GetSpDelay() ); target->SetSplit( GetSplit() ); target->SetSplitChance( GetSplitChance() ); target->SetTrainingPlayerIn( GetTrainingPlayerIn() ); target->SetHoldG( GetHoldG() ); target->SetQuestType( GetQuestType() ); target->SetQuestDestRegion( GetQuestDestRegion() ); target->SetQuestOrigRegion( GetQuestOrigRegion() ); target->SetNPCFlag( GetNPCFlag() ); target->SetWalkingSpeed( GetWalkingSpeed() ); target->SetRunningSpeed( GetRunningSpeed() ); target->SetFleeingSpeed( GetFleeingSpeed() ); target->SetMountedWalkingSpeed( GetMountedWalkingSpeed() ); target->SetMountedRunningSpeed( GetMountedRunningSpeed() ); target->SetMountedFleeingSpeed( GetMountedFleeingSpeed() ); } if( IsValidPlayer() ) { target->SetTownpriv( GetTownPriv() ); target->SetTownVote( GetTownVote() ); target->SetDeaths( GetDeaths() ); target->SetFixedLight( GetFixedLight() ); target->SetGuarding( GetGuarding() ); target->SetOrgName( GetOrgName() ); target->SetRobe( GetRobe() ); target->SetAccount( GetAccount() ); target->SetOrgID( GetOrgID() ); target->SetCallNum( GetCallNum() ); target->SetPlayerCallNum( GetPlayerCallNum() ); target->SetCommandLevel( GetCommandLevel() ); target->SetPostType( GetPostType() ); target->SetTrackingTarget( GetTrackingTarget() ); for( UI08 counter = 0; counter < mPlayer->trackingTargets.size(); ++counter ) { target->SetTrackingTargets( mPlayer->trackingTargets[counter], counter ); } for( UI08 j = STRENGTH; j <= INTELLECT; ++j ) { target->SetAtrophy( mPlayer->atrophy[j], j ); target->SetSkillLock( mPlayer->lockState[j], j ); } target->SetCreatedOn( GetCreatedOn() ); } // Add any script triggers present on object to the new object target->scriptTriggers = GetScriptTriggers(); } //o-----------------------------------------------------------------------------------------------o //| Function - FlagColors FlagColour( CChar *toCompare ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Return character flag, which determines the color the character highlights in //o-----------------------------------------------------------------------------------------------o FlagColors CChar::FlagColour( CChar *toCompare ) { FlagColors retVal = FC_INNOCENT; GUILDRELATION gComp = GR_UNKNOWN; RaceRelate rComp = RACE_NEUTRAL; if( ValidateObject( toCompare ) ) { if( !IsIncognito() ) { gComp = GuildSys->Compare( this, toCompare ); rComp = Races->Compare( this, toCompare ); } } if( IsInvulnerable() ) retVal = FC_INVULNERABLE; else if( IsMurderer() ) retVal = FC_MURDERER; else if( IsCriminal() ) retVal = FC_CRIMINAL; else if( IsNeutral() ) retVal = FC_NEUTRAL; else if( rComp != RACE_NEUTRAL || gComp != GR_UNKNOWN ) { if( gComp == GR_ALLY || gComp == GR_SAME || rComp >= RACE_ALLY ) retVal = FC_FRIEND; else if( gComp == GR_WAR || rComp <= RACE_ENEMY ) retVal = FC_ENEMY; } return retVal; } //o-----------------------------------------------------------------------------------------------o //| Function - void RemoveFromSight //| Date - April 7th, 2000 //o-----------------------------------------------------------------------------------------------o //| Purpose - Loops through all online chars and removes the character from their sight //o-----------------------------------------------------------------------------------------------o void CChar::RemoveFromSight( CSocket *mSock ) { CPRemoveItem toSend = (*this); if( mSock != nullptr ) mSock->Send( &toSend ); else { for (auto &tSock : FindPlayersInOldVisrange( this )) { if (tSock->LoginComplete()){ if (tSock->CurrcharObj() != this) { tSock->Send(&toSend) ; } } } } } //o-----------------------------------------------------------------------------------------------o //| Function - void RemoveAllObjectsFromSight //| Date - July 1st, 2020 //o-----------------------------------------------------------------------------------------------o //| Purpose - Loops through nearby objects and removes them from the player's sight //o-----------------------------------------------------------------------------------------------o auto CChar::RemoveAllObjectsFromSight( CSocket *mSock ) ->void { if( mSock != nullptr ) { //CChar *myChar = mSock->CurrcharObj(); //mSock->CurrcharObj(); // Calculate player's visibility range so we can use it to find nearby objects UI16 visRange = mSock->Range() + Races->VisRange( GetRace() ); UI16 mCharX = this->GetX(); UI16 mCharY = this->GetY(); auto minX = mCharX - visRange; auto minY = mCharY - visRange; auto maxX = mCharX + visRange; auto maxY = mCharY + visRange; for (auto &MapArea : MapRegion->PopulateList( this )){ if(MapArea){ // First remove nearby characters from sight auto regChars = MapArea->GetCharList(); for (const auto &tempChar : regChars->collection()){ if( ValidateObject( tempChar ) && tempChar->GetInstanceID() == this->GetInstanceID() ) { CPRemoveItem charToSend = (*tempChar); auto tempX = tempChar->GetX(); auto tempY = tempChar->GetY(); if( this != tempChar && ( tempX >= minX && tempX <= maxX && tempY >= minY && tempY <= maxY ) && ( isOnline( ( *tempChar ) ) || tempChar->IsNpc() || ( IsGM() && cwmWorldState->ServerData()->ShowOfflinePCs() ) ) ) { mSock->Send( &charToSend ); } } } // Now remove nearby items and multis from sight auto regItems = MapArea->GetItemList(); for (const auto &tempItem : regItems->collection()){ if( ValidateObject( tempItem ) && tempItem->GetInstanceID() == this->GetInstanceID() ) { CPRemoveItem itemToSend = (*tempItem); auto tempItemX = tempItem->GetX(); auto tempItemY = tempItem->GetY(); if( tempItem->CanBeObjType( OT_MULTI ) ) { if( tempItemX >= mCharX - DIST_BUILDRANGE && tempItemX <= mCharX + DIST_BUILDRANGE && tempItemY >= mCharY - DIST_BUILDRANGE && tempItemY <= mCharY + DIST_BUILDRANGE ) { mSock->Send( &itemToSend ); } } else { if( tempItemX >= minX && tempItemX <= maxX && tempItemY >= minY && tempItemY <= maxY ) { mSock->Send( &itemToSend ); } } } } } } } } //o-----------------------------------------------------------------------------------------------o //| Function - void SendToSocket( CSocket *s, bool drawGamePlayer ) //| Date - April 7th, 2000 //| Modified - (June 16, 2003) //| Got rid of array based packet sending, replaced with //| CPDrawObject, simplifying logic //o-----------------------------------------------------------------------------------------------o //| Purpose - Sends the information about this person to socket S //| IF in range. Essentially a replacement for impowncreate //o-----------------------------------------------------------------------------------------------o void CChar::SendToSocket( CSocket *s, bool drawGamePlayer ) { if( s != nullptr && s->LoginComplete() ) { CChar *mCharObj = s->CurrcharObj(); bool alwaysSendItemHue = false; if( s->ReceivedVersion() ) { if( s->ClientVerShort() >= CVS_70331 ) { alwaysSendItemHue = true; } } else if( cwmWorldState->ServerData()->ClientSupport70331() || cwmWorldState->ServerData()->ClientSupport704565() || cwmWorldState->ServerData()->ClientSupport70610() ) { // No client version received yet. Rely on highest client support enabled in UOX.INI alwaysSendItemHue = true; } if( mCharObj == this && drawGamePlayer && mCharObj->GetVisible() == 0 ) { // Only send this when updating after a teleport/world change CPDrawGamePlayer gpToSend( (*this) ); s->Send( &gpToSend ); SendWornItems( s ); } else if( GetVisible() == VT_GHOSTHIDDEN && !mCharObj->IsDead() && GetCommandLevel() >= mCharObj->GetCommandLevel() ) return; else if( mCharObj != this && GetCommandLevel() >= mCharObj->GetCommandLevel() && (( GetVisible() != VT_VISIBLE && GetVisible() != VT_GHOSTHIDDEN ) || ( !IsNpc() && !isOnline( (*this) )))) return; CPDrawObject toSend( (*this) ); toSend.SetRepFlag( static_cast(FlagColour( mCharObj )) ); for( LAYERLIST_ITERATOR lIter = itemLayers.begin(); lIter != itemLayers.end(); ++lIter ) { if( ValidateObject( lIter->second ) ) toSend.AddItem( lIter->second, alwaysSendItemHue ); } toSend.Finalize(); s->Send( &toSend ); if( s->ClientType() >= CV_SA2D ) { // Send poison state of healthbar CPHealthBarStatus hpBarStatus1( ( *this ), ( *s ), 1 ); s->Send( &hpBarStatus1 ); // Send invulnerable state of healthbar CPHealthBarStatus hpBarStatus2( ( *this ), ( *s ), 2 ); s->Send( &hpBarStatus2 ); } // Only send tooltip if server feature for tooltips is enabled if( cwmWorldState->ServerData()->GetServerFeature( SF_BIT_AOS ) ) { CPToolTip pSend( GetSerial(), s ); s->Send( &pSend ); } } } void checkRegion( CSocket *mSock, CChar& mChar, bool forceUpdateLight ); //o-----------------------------------------------------------------------------------------------o //| Function - void Teleport( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Updates teleporting player and sends nearby objects after teleporting //o-----------------------------------------------------------------------------------------------o auto CChar::Teleport() ->void { CSocket *mSock = GetSocket(); RemoveFromSight(); Update( nullptr, true ); if( mSock != nullptr ) { UI16 visrange = mSock->Range() + Races->VisRange( GetRace() ); mSock->statwindow( this ); mSock->WalkSequence( -1 ); UI16 mCharX = this->GetX(); UI16 mCharY = this->GetY(); auto minX = mCharX - visrange; auto minY = mCharY - visrange; auto maxX = mCharX + visrange; auto maxY = mCharY + visrange; for (auto &MapArea : MapRegion->PopulateList( this )){ if(MapArea){ auto regChars = MapArea->GetCharList(); for (const auto tempChar : regChars->collection()){ if( ValidateObject( tempChar ) && tempChar->GetInstanceID() == this->GetInstanceID() ) { auto tempX = tempChar->GetX(); auto tempY = tempChar->GetY(); if( this != tempChar && ( tempX >= minX && tempX <= maxX && tempY >= minY && tempY <= maxY ) && ( isOnline( (*tempChar) ) || tempChar->IsNpc() || ( IsGM() && cwmWorldState->ServerData()->ShowOfflinePCs() ) ) ) { tempChar->SendToSocket( mSock ); } } } auto regItems = MapArea->GetItemList(); for (const auto tempItem : regItems->collection()){ if( ValidateObject( tempItem ) && tempItem->GetInstanceID() == this->GetInstanceID() ) { auto tempItemX = tempItem->GetX(); auto tempItemY = tempItem->GetY(); if( tempItem->CanBeObjType( OT_MULTI ) ) { if( tempItemX >= mCharX - DIST_BUILDRANGE && tempItemX <= mCharX + DIST_BUILDRANGE && tempItemY >= mCharY - DIST_BUILDRANGE && tempItemY <= mCharY + DIST_BUILDRANGE ) { tempItem->SendToSocket( mSock ); } } else { if( tempItemX >= minX && tempItemX <= maxX && tempItemY >= minY && tempItemY <= maxY ) { tempItem->SendToSocket( mSock ); } } } } } } } CheckCharInsideBuilding( this, mSock, false ); bool forceWeatherupdate = true; if( ValidateObject( GetMultiObj() ) ) { if( GetMultiObj()->CanBeObjType( OT_BOAT ) ){ //Don't force a weather update while on boat to prevent spam. forceWeatherupdate = false; } } checkRegion( mSock, (*this), forceWeatherupdate ); } //o-----------------------------------------------------------------------------------------------o //| Function - void ExposeToView( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Makes character visible //o-----------------------------------------------------------------------------------------------o void CChar::ExposeToView( void ) { SetVisible( VT_VISIBLE ); SetStealth( -1 ); // hide it from ourselves, we want to show ourselves to everyone in range // now we tell everyone we exist } //o-----------------------------------------------------------------------------------------------o //| Function - void Update( CSocket *mSock ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Sends update to all those in range //o-----------------------------------------------------------------------------------------------o void CChar::Update( CSocket *mSock, bool drawGamePlayer, bool sendToSelf ) { if( mSock != nullptr ) SendToSocket( mSock, drawGamePlayer ); else { for (auto &tSock :FindPlayersInVisrange( this ) ){ if (tSock->LoginComplete()){ /* // I dont think this is what the orignal author wanted. // In either case, it Sends, so... if ((tSock->CurrcharObj()== this) && sendToSelf) { SendToSocket(tSock,drawGamePlayer) ; } else { SendToSocket(tSock,drawGamePlayer) ; } */ SendToSocket(tSock,drawGamePlayer) ; } } } } //o-----------------------------------------------------------------------------------------------o //| Function - CItem *GetItemAtLayer( ItemLayers Layer ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns the item at layer Layer on paperdoll //o-----------------------------------------------------------------------------------------------o CItem *CChar::GetItemAtLayer( ItemLayers Layer ) { CItem *rVal = nullptr; LAYERLIST_ITERATOR lIter = itemLayers.find( Layer ); if( lIter != itemLayers.end() ) rVal = lIter->second; return rVal; } //o-----------------------------------------------------------------------------------------------o //| Function - bool WearItem( CItem *toWear ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Wears the item toWear and adjusts the stats if any are //| required to change. Returns true if successfully equipped //o-----------------------------------------------------------------------------------------------o bool CChar::WearItem( CItem *toWear ) { // Run event prior to equipping item, allowing script to prevent equip std::vector scriptTriggers = toWear->GetScriptTriggers(); for( auto i : scriptTriggers ) { cScript *tScript = JSMapping->GetScript( i ); if( tScript != nullptr ) { // If script returns false, prevent item from being equipped if( tScript->OnEquipAttempt( this, toWear ) == 0 ) { return false; } } } bool rvalue = true; ItemLayers tLayer = toWear->GetLayer(); if( tLayer != IL_NONE ) // Layer == 0 is a special case, for things like trade windows and such { if( ValidateObject( GetItemAtLayer( tLayer ) ) ) { #if defined( UOX_DEBUG_MODE ) std::string charName = getNpcDictName( this ); Console.warning( oldstrutil::format("Failed to equip item %s(0x%X) to layer 0x%X on character %s(0x%X) - another item is already equipped in that layer!", toWear->GetName().c_str(), toWear->GetSerial(), tLayer, charName.c_str(), serial )); #endif rvalue = false; } else { itemLayers[tLayer] = toWear; IncStrength2( itemLayers[tLayer]->GetStrength2() ); IncDexterity2( itemLayers[tLayer]->GetDexterity2() ); IncIntelligence2( itemLayers[tLayer]->GetIntelligence2() ); if( toWear->isPostLoaded() ) { if( itemLayers[tLayer]->GetPoisoned() ) SetPoisoned( GetPoisoned() + itemLayers[tLayer]->GetPoisoned() ); // should be +, not - std::vector scriptTriggers = toWear->GetScriptTriggers(); for( auto i : scriptTriggers ) { cScript *tScript = JSMapping->GetScript( i ); if( tScript != nullptr ) { // If script returns 1, prevent other scripts with event from running if( tScript->OnEquip( this, toWear ) == 1 ) { break; } } } } } } return rvalue; } //o-----------------------------------------------------------------------------------------------o //| Function - bool TakeOffItem( ItemLayers Layer ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Takes the item off the character's paperdoll, ensuring that any stat //| adjustments are made. Returns true if successfully unequipped //o-----------------------------------------------------------------------------------------------o bool CChar::TakeOffItem( ItemLayers Layer ) { bool rvalue = false; if( ValidateObject( GetItemAtLayer( Layer ) ) ) { // Run event prior to equipping item, allowing script to prevent equip std::vector scriptTriggers = itemLayers[Layer]->GetScriptTriggers(); for( auto i : scriptTriggers ) { cScript *tScript = JSMapping->GetScript( i ); if( tScript != nullptr ) { if( tScript->OnUnequipAttempt( this, itemLayers[Layer] ) == 0 ) { return false; } } } if( Layer == IL_PACKITEM ) // It's our pack! SetPackItem( nullptr ); IncStrength2( -itemLayers[Layer]->GetStrength2() ); IncDexterity2( -itemLayers[Layer]->GetDexterity2() ); IncIntelligence2( -itemLayers[Layer]->GetIntelligence2() ); if( itemLayers[Layer]->GetPoisoned() ) { if( itemLayers[Layer]->GetPoisoned() > GetPoisoned() ) SetPoisoned( 0 ); else SetPoisoned( GetPoisoned() - itemLayers[Layer]->GetPoisoned() ); } for( auto i : scriptTriggers ) { cScript *tScript = JSMapping->GetScript( i ); if( tScript != nullptr ) { // If script returns true/1, prevent other scripts with event from running if( tScript->OnUnequip( this, itemLayers[Layer] ) == 0 ) { break; } } } itemLayers[Layer] = nullptr; rvalue = true; } return rvalue; } //o-----------------------------------------------------------------------------------------------o //| Function - CItem *FirstItem( void ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns the item reference for the first item on paperdoll //o-----------------------------------------------------------------------------------------------o CItem *CChar::FirstItem( void ) { CItem *rVal = nullptr; layerCtr = itemLayers.begin(); if( !FinishedItems() ) rVal = layerCtr->second; return rVal; } //o-----------------------------------------------------------------------------------------------o //| Function - CItem *NextItem( void ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns the item reference for the next item on paperdoll //o-----------------------------------------------------------------------------------------------o CItem *CChar::NextItem( void ) { CItem *rVal = nullptr; ++layerCtr; if( !FinishedItems() ) rVal = layerCtr->second; return rVal; } //o-----------------------------------------------------------------------------------------------o //| Function - bool FinishedItems( void ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns true if there are no more items on the paperdoll //o-----------------------------------------------------------------------------------------------o bool CChar::FinishedItems( void ) { return ( layerCtr == itemLayers.end() ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool DumpHeader( std::ofstream &outStream ) const //| bool DumpBody( std::ofstream &outStream ) const //| void NPCValues_st::DumpBody( std::ofstream& outStream ) //| void PlayerValues_st::DumpBody( std::ofstream& outStream ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Dump character data to worldfile //o-----------------------------------------------------------------------------------------------o bool CChar::DumpHeader( std::ofstream &outStream ) const { outStream << "[CHARACTER]" << '\n'; return true; } bool CChar::DumpBody( std::ofstream &outStream ) const { CBaseObject::DumpBody( outStream ); // Make the default save of BaseObject members now const char newLine = '\n'; // Hexadecimal Values outStream << std::hex; outStream << "GuildFealty=0x" << GetGuildFealty() << newLine; outStream << "Speech=0x" << GetSayColour() << ",0x" << GetEmoteColour() << newLine; outStream << "Privileges=0x" << GetPriv() << newLine; if( ValidateObject( packitem )) { outStream << "PackItem=0x" << packitem->GetSerial() << newLine; // store something meaningful } else { outStream << "PackItem=0x" << INVALIDSERIAL << newLine; } // Decimal / String Values outStream << std::dec; outStream << "GuildTitle=" + GetGuildTitle() + newLine; outStream << "Hunger=" + std::to_string( GetHunger() ) + newLine; outStream << "Thirst=" + std::to_string( GetThirst() ) + newLine; outStream << "BrkPeaceChanceGain=" + std::to_string( GetBrkPeaceChanceGain() ) + newLine; outStream << "BrkPeaceChance=" + std::to_string( GetBrkPeaceChance() ) + newLine; if ( GetMaxHPFixed() ) { outStream << "MAXHP=" + std::to_string( maxHP ) + newLine; } if ( GetMaxManaFixed() ) { outStream << "MAXMANA=" + std::to_string( maxMana ) + newLine; } if ( GetMaxStamFixed() ) { outStream << "MAXSTAM=" + std::to_string( maxStam ) + newLine; } outStream << "Town=" + std::to_string( GetTown() ) + newLine; outStream << "SummonTimer=" + std::to_string( GetTimer( tNPC_SUMMONTIME )) + newLine; outStream << "MayLevitate=" + std::to_string(( MayLevitate() ? 1 : 0 )) + newLine; outStream << "Stealth=" + std::to_string( GetStealth() ) + newLine; outStream << "Reserved=" + std::to_string( GetCell() ) + newLine; outStream << "Region=" + std::to_string( GetRegionNum() ) + newLine; outStream << "AdvanceObject=" + std::to_string( GetAdvObj() ) + newLine; outStream << "AdvRaceObject=" + std::to_string( GetRaceGate() ) + newLine; // Write out the BaseSkills and the SkillLocks here // Format: BaseSkills=[0,34]-[1,255]-[END] outStream << "BaseSkills="; for( UI08 bsc = 0; bsc < ALLSKILLS; ++bsc ) { outStream << "[" + std::to_string( bsc ) + "," + std::to_string( GetBaseSkill( bsc )) + "]-"; } outStream << "[END]" << newLine; outStream << "GuildNumber=" + std::to_string( GetGuildNumber()) + newLine; outStream << "FontType=" + std::to_string( GetFontType()) + newLine; outStream << "TownTitle=" + std::to_string(( GetTownTitle() ? 1 : 0 )) + newLine; //------------------------------------------------------------------------------------------- outStream << "CanRun=" + std::to_string((( CanRun() && IsNpc()) ? 1 : 0 )) + newLine; outStream << "CanAttack=" + std::to_string(( GetCanAttack() ? 1 : 0 )) + newLine; outStream << "AllMove=" + std::to_string(( AllMove() ? 1 : 0 )) + newLine; outStream << "IsNpc=" + std::to_string(( IsNpc() ? 1 : 0 )) + newLine; outStream << "IsShop=" + std::to_string(( IsShop() ? 1 : 0 )) + newLine; outStream << "Dead=" + std::to_string(( IsDead() ? 1 : 0 )) + newLine; outStream << "CanBeHired=" + std::to_string( CanBeHired() ? 1 : 0 ) + newLine; outStream << "CanTrain=" + std::to_string(( CanTrain() ? 1 : 0 )) + newLine; outStream << "IsWarring=" + std::to_string(( IsAtWar() ? 1 : 0 )) + newLine; outStream << "GuildToggle=" + std::to_string(( GetGuildToggle() ? 1 : 0 )) + newLine; outStream << "PoisonStrength=" + std::to_string( GetPoisonStrength() ) + newLine; outStream << "WillHunger=" + std::to_string(( WillHunger() ? 1 : 0 )) + newLine; TIMERVAL mTime = GetTimer( tCHAR_MURDERRATE ); outStream << "MurderTimer="; if( mTime == 0 || mTime < cwmWorldState->GetUICurrentTime() ) { outStream << std::to_string( 0 ) + newLine; } else { outStream << std::to_string( mTime - cwmWorldState->GetUICurrentTime() ) + newLine; } TIMERVAL pTime = GetTimer( tCHAR_PEACETIMER ); outStream << "PeaceTimer="; if( pTime == 0 || pTime < cwmWorldState->GetUICurrentTime() ) { outStream << std::to_string( 0 ) + newLine; } else { outStream << std::to_string( pTime - cwmWorldState->GetUICurrentTime() ) + newLine; } if( IsValidPlayer() ) { mPlayer->DumpBody( outStream ); } if( IsValidNPC() ) { mNPC->DumpBody( outStream ); } return true; } void CChar::NPCValues_st::DumpBody( std::ofstream& outStream ) { const char newLine = '\n'; // Hexadecimal Values outStream << std::hex; // Decimal / String Values outStream << std::dec; outStream << "NpcAIType=" + std::to_string( aiType ) + newLine; outStream << "Taming=" + std::to_string( taming ) + newLine; outStream << "Peaceing=" + std::to_string( peaceing ) + newLine; outStream << "Provoing=" + std::to_string( provoing ) + newLine; outStream << "HoldG=" + std::to_string( goldOnHand ) + newLine; outStream << "Split=" + std::to_string( splitNum ) + "," + std::to_string( splitChance ) + newLine; outStream << "WanderArea=" + std::to_string( fx[0] ) + "," + std::to_string( fy[0] ) + "," + std::to_string( fx[1] ) + "," + std::to_string( fy[1] ) + "," + std::to_string( fz ) + newLine; outStream << "NpcWander=" + std::to_string( wanderMode ) + "," + std::to_string( oldWanderMode ) + newLine; outStream << "SPAttack=" + std::to_string( spellAttack ) + "," + std::to_string( spellDelay ) + newLine; outStream << "QuestType=" + std::to_string( questType ) + newLine; outStream << "QuestRegions=" + std::to_string( questOrigRegion ) + "," + std::to_string( questDestRegion ) + newLine; outStream << "FleeAt=" + std::to_string( fleeAt ) + newLine; outStream << "ReAttackAt=" + std::to_string( reAttackAt ) + newLine; outStream << "NPCFlag=" + std::to_string( npcFlag ) + newLine; outStream << "Mounted=" + std::to_string(( boolFlags.test( BIT_MOUNTED ) ? 1 : 0 )) + newLine; outStream << "Stabled=" + std::to_string(( boolFlags.test( BIT_STABLED ) ? 1 : 0 )) + newLine; outStream << "TamedHungerRate=" + std::to_string( tamedHungerRate ) + newLine; outStream << "TamedThirstRate=" + std::to_string( tamedThirstRate ) + newLine; outStream << "TamedHungerWildChance=" + std::to_string( hungerWildChance ) + newLine; outStream << "TamedThirstWildChance=" + std::to_string( thirstWildChance ) + newLine; outStream << "Foodlist=" + foodList + newLine; outStream << "WalkingSpeed=" + std::to_string( walkingSpeed ) + newLine; outStream << "RunningSpeed=" + std::to_string( runningSpeed ) + newLine; outStream << "FleeingSpeed=" + std::to_string( fleeingSpeed ) + newLine; outStream << "WalkingSpeedMounted=" + std::to_string( mountedWalkingSpeed ) + newLine; outStream << "RunningSpeedMounted=" + std::to_string( mountedRunningSpeed ) + newLine; outStream << "FleeingSpeedMounted=" + std::to_string( mountedFleeingSpeed ) + newLine; outStream << "ControlSlots=" + std::to_string( controlSlots ) + newLine; outStream << "MaxLoyalty=" + std::to_string( maxLoyalty ) + newLine; outStream << "Loyalty=" + std::to_string( loyalty ) + newLine; outStream << "Orneriness=" + std::to_string( orneriness ) + newLine; outStream << "Awake=" + std::to_string( boolFlags.test( BIT_AWAKE ) ? 1 : 0 ) + newLine; // Loop through list of previous owners for pet and store a reference to each of those for( CChar *tempChar = petOwnerList.First(); !petOwnerList.Finished(); tempChar = petOwnerList.Next() ) { if( ValidateObject( tempChar )) { outStream << "PetOwner=" + std::to_string( tempChar->GetSerial() ) + newLine; } } } void CChar::PlayerValues_st::DumpBody( std::ofstream& outStream ) { const char newLine = '\n'; // Hexadecimal Values outStream << std::hex; outStream << "RobeSerial=0x" << robe << newLine; outStream << "OriginalID=0x" << origID << ",0x" << origSkin << newLine; outStream << "Hair=0x" << hairStyle << ",0x" << hairColour << newLine; outStream << "Beard=0x" << beardStyle << ",0x" << beardColour << newLine; outStream << "TownVote=0x" << townvote << newLine; // Decimal / String Values outStream << std::dec; outStream << "Account=" + std::to_string( accountNum ) + newLine; outStream << "LastOn=" + lastOn + newLine; outStream << "LastOnSecs=" + std::to_string( lastOnSecs ) + newLine; outStream << "CreatedOn=" + std::to_string( createdOn ) + newLine; outStream << "OrgName=" + origName + newLine; outStream << "CommandLevel=" + std::to_string( commandLevel ) + newLine; // command level outStream << "Squelched=" + std::to_string( squelched ) + newLine; outStream << "Deaths=" + std::to_string( deaths ) + newLine; outStream << "ControlSlotsUsed=" + std::to_string( controlSlotsUsed ) + newLine; outStream << "FixedLight=" + std::to_string( fixedLight ) + newLine; outStream << "TownPrivileges=" + std::to_string( townpriv ) + newLine; outStream << "Atrophy="; for( UI08 atc = 0; atc <= INTELLECT; ++atc ) { outStream << std::to_string( atrophy[atc] ) + ","; } outStream << "[END]" << newLine; // Format: SkillLocks=[0,34]-[1,255]-[END] outStream << "SkillLocks="; for( UI08 slc = 0; slc <= INTELLECT; ++slc ) { if( lockState[slc] <= 2 ) { outStream << "[" + std::to_string( slc ) + "," + std::to_string( lockState[slc] ) + "]-"; } else { outStream << "[" + std::to_string( slc ) + ",0]-"; } } outStream << "[END]" << newLine; } //o-----------------------------------------------------------------------------------------------o //| Function - bool Save( std::ofstream &outStream ) //| Date - July 21, 2000 //o-----------------------------------------------------------------------------------------------o //| Purpose - Saves character to worldfile - returns true/false indicating the success //| of the write operation //o-----------------------------------------------------------------------------------------------o bool CChar::Save( std::ofstream &outStream ) { bool rvalue = false; if( !isFree() ) { SI16 mX = GetX(); SI16 mY = GetY(); auto [width,height] = Map->sizeOfMap(worldNumber); if( mX >= 0 && ( mX < width || mX >= 7000 ) ) { if( mY >= 0 && ( mY < height || mY >= 7000 ) ) { DumpHeader( outStream ); DumpBody( outStream ); DumpFooter( outStream ); for( LAYERLIST_ITERATOR lIter = itemLayers.begin(); lIter != itemLayers.end(); ++lIter ) { if( ValidateObject( lIter->second ) ) { if( lIter->second->ShouldSave() ) lIter->second->Save( outStream ); } } rvalue = true; } } } return rvalue; } //o-----------------------------------------------------------------------------------------------o //| Function - void BreakConcentration( CSocket *sock ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Breaks the concentration of the character sending a message is a socket exists //o-----------------------------------------------------------------------------------------------o void CChar::BreakConcentration( CSocket *sock ) { if( IsMeditating() ) { SetMeditating( false ); if( sock != nullptr ) sock->sysmessage( 100 ); } } //o-----------------------------------------------------------------------------------------------o //| Function - GenericList< CChar * > *GetPetList( void ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns the list of pets the character owns //o-----------------------------------------------------------------------------------------------o GenericList< CChar * > *CChar::GetPetList( void ) { return &petsControlled; } //o-----------------------------------------------------------------------------------------------o //| Function - auto GetOwnedItems() ->std::vector< CItem* >* //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns the list of items the char owns //o-----------------------------------------------------------------------------------------------o auto CChar::GetOwnedItems() ->std::vector< CItem* >* { return &ownedItems; } //o-----------------------------------------------------------------------------------------------o //| Function - void AddOwnedItem( CItem *toAdd ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Adds the item toAdd to the player's owned list //| ensuring that it is not ALREADY in the list //o-----------------------------------------------------------------------------------------------o auto CChar::AddOwnedItem( CItem *toAdd ) ->void{ auto iter = std::find_if(ownedItems.begin(),ownedItems.end(),[toAdd](CItem *entry){ return toAdd == entry ; }); if (iter == ownedItems.end()){ ownedItems.push_back(toAdd); } } //o-----------------------------------------------------------------------------------------------o //| Function - void RemoveOwnedItem( CItem *toRemove ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Removes the item toRemove from the player's owned list //o-----------------------------------------------------------------------------------------------o auto CChar::RemoveOwnedItem( CItem *toRemove ) ->void { auto iter = std::find_if(ownedItems.begin(),ownedItems.end(),[toRemove](CItem *entry){ return entry == toRemove ; }) ; if (iter != ownedItems.end()){ ownedItems.erase(iter); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetMaxHP( void ) //| void SetMaxHP( UI16 newmaxhp, UI16 newoldstr, RACEID newoldrace ) //| void SetFixedMaxHP( SI16 newmaxhp ) //| Date - 15 February, 2002 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets maximum hitpoints (or fixed maximum hitpoints) of the object //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetMaxHP( void ) { if( (maxHP_oldstr != GetStrength() || oldRace != GetRace()) && !GetMaxHPFixed() ) //if str/race changed since last calculation, recalculate maxhp { CRace *pRace = Races->Race( GetRace() ); // if race is invalid just use default race if( pRace == nullptr ) pRace = Races->Race( 0 ); maxHP = (UI16)(GetStrength() + (UI16)( ((R32)GetStrength()) * ((R32)(pRace->HPModifier())) / 100 )); // set max. hitpoints to strength + hpmodifier% of strength maxHP_oldstr = GetStrength(); oldRace = GetRace(); } return maxHP; } void CChar::SetMaxHP( UI16 newmaxhp, UI16 newoldstr, RACEID newoldrace ) { maxHP = newmaxhp; maxHP_oldstr = newoldstr; oldRace = newoldrace; } void CChar::SetFixedMaxHP( SI16 newmaxhp ) { if( newmaxhp > 0 ) { SetMaxHPFixed( true ); maxHP = newmaxhp; } else { SetMaxHPFixed( false ); CRace *pRace = Races->Race( GetRace() ); if( pRace == nullptr ) pRace = Races->Race( 0 ); maxHP = (UI16)(GetStrength() + (UI16)( ((R32)GetStrength()) * ((R32)(pRace->HPModifier())) / 100 )); maxHP_oldstr = GetStrength(); oldRace = GetRace(); } } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 GetMaxMana( void ) //| void SetMaxMana( SI16 newmaxmana, UI16 newoldint, RACEID newoldrace ) //| void SetFixedMaxMana( SI16 newmaxmana ) //| Date - 15 February, 2002 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets maximum mana (or fixed maximum mana) of the object //o-----------------------------------------------------------------------------------------------o SI16 CChar::GetMaxMana( void ) { if( (maxMana_oldint != GetIntelligence() || oldRace != GetRace()) && !GetMaxManaFixed() ) //if int/race changed since last calculation, recalculate maxhp { CRace *pRace = Races->Race( GetRace() ); // if race is invalid just use default race if( pRace == nullptr ) pRace = Races->Race( 0 ); maxMana = (SI16)(GetIntelligence() + (SI16)( ((R32)GetIntelligence()) * ((R32)(pRace->ManaModifier())) / 100 )); // set max. mana to int + manamodifier% of int maxMana_oldint = GetIntelligence(); oldRace = GetRace(); } return maxMana; } void CChar::SetMaxMana( SI16 newmaxmana, UI16 newoldint, RACEID newoldrace ) { maxMana = newmaxmana; maxMana_oldint = newoldint; oldRace = newoldrace; } void CChar::SetFixedMaxMana( SI16 newmaxmana ) { if( newmaxmana > 0 ) { SetMaxManaFixed( true ); maxMana = newmaxmana; } else { SetMaxManaFixed( false ); CRace *pRace = Races->Race( GetRace() ); if( pRace == nullptr ) pRace = Races->Race( 0 ); maxMana = (SI16)(GetIntelligence() + (SI16)( ((R32)GetIntelligence()) * ((R32)(pRace->ManaModifier())) / 100 )); maxMana_oldint = GetIntelligence(); oldRace = GetRace(); } } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 GetMaxStam( void ) //| void SetMaxStam( SI16 newmaxstam, UI16 newolddex, RACEID newoldrace ) //| void SetFixedMaxStam( SI16 newmaxstam ) //| Date - 15 February, 2002 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets maximum stamina (or fixed maximum stamina) of the object //o-----------------------------------------------------------------------------------------------o SI16 CChar::GetMaxStam( void ) { if( (maxStam_olddex != GetDexterity() || oldRace != GetRace()) && !GetMaxStamFixed() ) //if dex/race changed since last calculation, recalculate maxhp { CRace *pRace = Races->Race( GetRace() ); // if race is invalid just use default race if( pRace == nullptr ) pRace = Races->Race( 0 ); maxStam = (SI16)(GetDexterity() + (SI16)( ((R32)GetDexterity()) * ((R32)(pRace->StamModifier())) / 100 )); // set max. stamina to dex + stammodifier% of dex maxStam_olddex = GetDexterity(); oldRace = GetRace(); } return maxStam; } void CChar::SetMaxStam( SI16 newmaxstam, UI16 newolddex, RACEID newoldrace ) { maxStam = newmaxstam; maxStam_olddex = newolddex; oldRace = newoldrace; } void CChar::SetFixedMaxStam( SI16 newmaxstam ) { if( newmaxstam > 0 ) { SetMaxStamFixed( true ); maxStam = newmaxstam; } else { SetMaxStamFixed( false ); CRace *pRace = Races->Race( GetRace() ); if( pRace == nullptr ) pRace = Races->Race( 0 ); maxStam = (SI16)(GetDexterity() + (SI16)( ((R32)GetDexterity()) * ((R32)(pRace->StamModifier())) / 100 )); maxStam_olddex = GetDexterity(); oldRace = GetRace(); } } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 ActualStrength( void ) const //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns the actual strength (minus mods) of the character //o-----------------------------------------------------------------------------------------------o SI16 CChar::ActualStrength( void ) const { return CBaseObject::GetStrength(); } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 GetStrength( void ) const //| void SetStrength( SI16 newValue ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the strength (incl mods) of the character //o-----------------------------------------------------------------------------------------------o SI16 CChar::GetStrength( void ) const { return (SI16)(CBaseObject::GetStrength() + GetStrength2()); } void CChar::SetStrength( SI16 newValue ) { CBaseObject::SetStrength( newValue ); Dirty( UT_HITPOINTS ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 ActualIntelligence( void ) const //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns the actual intelligence (minus mods) of the char //o-----------------------------------------------------------------------------------------------o SI16 CChar::ActualIntelligence( void ) const { return CBaseObject::GetIntelligence(); } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 GetIntelligence( void ) const //| void SetIntelligence( SI16 newValue ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the intelligence (incl mods) of the character //o-----------------------------------------------------------------------------------------------o SI16 CChar::GetIntelligence( void ) const { return (SI16)(CBaseObject::GetIntelligence() + GetIntelligence2()); } void CChar::SetIntelligence( SI16 newValue ) { CBaseObject::SetIntelligence( newValue ); Dirty( UT_MANA ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 ActualDexterity( void ) const //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns the actual (minus mods) dexterity of the character //o-----------------------------------------------------------------------------------------------o SI16 CChar::ActualDexterity( void ) const { return CBaseObject::GetDexterity(); } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 GetDexterity( void ) const //| void SetDexterity( SI16 newValue ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the effective dexterity (including modifications) of the player //o-----------------------------------------------------------------------------------------------o SI16 CChar::GetDexterity( void ) const { return (SI16)(CBaseObject::GetDexterity() + GetDexterity2()); } void CChar::SetDexterity( SI16 newValue ) { CBaseObject::SetDexterity( newValue ); Dirty( UT_STAMINA ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - void IncStrength2( SI16 toAdd ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Increments strength2 (modifications) by toAdd //o-----------------------------------------------------------------------------------------------o void CChar::IncStrength2( SI16 toAdd ) { SetStrength2( (SI16)(GetStrength2() + toAdd) ); } //o-----------------------------------------------------------------------------------------------o //| Function - void IncDexterity2( SI16 toAdd ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Increments dexterity2 (modifications) by toAdd //o-----------------------------------------------------------------------------------------------o void CChar::IncDexterity2( SI16 toAdd ) { SetDexterity2( (SI16)(GetDexterity2() + toAdd) ); } //o-----------------------------------------------------------------------------------------------o //| Function - void IncIntelligence2( SI16 toAdd ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Increments intelligence2 (modifications) by toAdd //o-----------------------------------------------------------------------------------------------o void CChar::IncIntelligence2( SI16 toAdd ) { SetIntelligence2( (SI16)(GetIntelligence2() + toAdd) ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsMurderer( void ) const //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns true if the character is a murderer //o-----------------------------------------------------------------------------------------------o bool CChar::IsMurderer( void ) const { return ( GetFlag() == 0x01 ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsCriminal( void ) const //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns true if the character is a criminal //o-----------------------------------------------------------------------------------------------o bool CChar::IsCriminal( void ) const { return ( GetFlag() == 0x02 ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsInnocent( void ) const //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns true if the character is innocent //o-----------------------------------------------------------------------------------------------o bool CChar::IsInnocent( void ) const { return ( GetFlag() == 0x04 ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsNeutral( void ) const //| Date - 18 July 2005 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns true if the character is neutral //o-----------------------------------------------------------------------------------------------o bool CChar::IsNeutral( void ) const { return ( GetFlag() == 0x08 ); } //o-----------------------------------------------------------------------------------------------o //| Function - void SetFlagRed( void ) //| Date - 2nd October, 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Updates the character's flag to reflect murderer status //o-----------------------------------------------------------------------------------------------o void CChar::SetFlagRed( void ) { flag = 0x01; } //o-----------------------------------------------------------------------------------------------o //| Function - void SetFlagGray( void ) //| Date - 2nd October, 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Updates the character's flag to reflect criminality //o-----------------------------------------------------------------------------------------------o void CChar::SetFlagGray( void ) { flag = 0x02; } //o-----------------------------------------------------------------------------------------------o //| Function - void SetFlagBlue( void ) //| Date - 2nd October, 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Updates the character's flag to reflect innocence //o-----------------------------------------------------------------------------------------------o void CChar::SetFlagBlue( void ) { flag = 0x04; } //o-----------------------------------------------------------------------------------------------o //| Function - void SetFlagNeutral( void ) //| Date - 18th July, 2005 //o-----------------------------------------------------------------------------------------------o //| Purpose - Updates the character's flag to reflect neutrality //o-----------------------------------------------------------------------------------------------o void CChar::SetFlagNeutral( void ) { flag = 0x08; } //o-----------------------------------------------------------------------------------------------o //| Function - bool DecHunger( const SI08 amt ) //| Date - 13 March 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Decrements the character's hunger //o-----------------------------------------------------------------------------------------------o bool CChar::DecHunger( const SI08 amt ) { return SetHunger( (SI08)(GetHunger() - amt) ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool DecThirst( const SI08 amt ) //| Date - 6 June 2021 //o-----------------------------------------------------------------------------------------------o //| Purpose - Decrements the character's thirst //o-----------------------------------------------------------------------------------------------o bool CChar::DecThirst( const SI08 amt ) { return SetThirst( (SI08)(GetThirst() - amt) ); } //o-----------------------------------------------------------------------------------------------o //| Function - void StopSpell( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Halts spellcasting action for character //o-----------------------------------------------------------------------------------------------o void CChar::StopSpell( void ) { SetTimer( tCHAR_SPELLTIME, 0 ); SetCasting( false ); SetSpellCast( -1 ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool HandleLine( std::string &UTag, std::string &data ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Used to handle loading of characters tags from world files //o-----------------------------------------------------------------------------------------------o bool CChar::HandleLine( std::string &UTag, std::string &data ) { bool rvalue = CBaseObject::HandleLine( UTag, data ); if( !rvalue ) { auto csecs = oldstrutil::sections( data, "," ); switch( (UTag.data()[0]) ) { case 'A': if( UTag == "ACCOUNT" ) { SetAccountNum( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "ATROPHY" ) { int count = 0 ; for( auto &value : csecs ) { value = oldstrutil::upper( oldstrutil::trim( oldstrutil::removeTrailing( value,"//" ))); if( value == "[END]" ) { break; } if( value.empty() ) { break; } SetAtrophy( static_cast(std::stoul(value, nullptr, 0)), count ); count = count + 1; } rvalue = true; } else if( UTag == "ADVANCEOBJECT" ) { SetAdvObj( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0))); rvalue = true; } else if( UTag == "ADVRACEOBJECT" ) { SetRaceGate( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0))); rvalue = true; } else if( UTag == "ALLMOVE" ) { SetAllMove( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) == 1 ); rvalue = true; } else if( UTag == "AWAKE" ) { SetAwake( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) == 1 ); rvalue = true; } break; case 'B': if( UTag == "BEARDSTYLE" ) { SetBeardStyle( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0))); rvalue = true; } else if( UTag == "BEARDCOLOUR" ) { SetBeardColour( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0))); rvalue = true; } else if( UTag == "BASESKILLS" ) { auto dsecs = oldstrutil::sections( data, "-" ); for( auto &value : dsecs ) { if( value.empty() ) { break; } auto secs = oldstrutil::sections( value, "," ); if( secs.size() != 2 ) { break; } auto skillNum = static_cast(std::stoul(secs[0].substr(1), nullptr, 0)); auto skillValue = static_cast(std::stoul(secs[1].substr(0, secs[1].size() - 1), nullptr, 0)); SetBaseSkill( skillValue, skillNum ); } rvalue = true; } else if( UTag == "BEARD" ) { SetBeardStyle( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0)) ); SetBeardColour( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "BRKPEACECHANCEGAIN" ) { SetBrkPeaceChanceGain( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "BRKPEACECHANCE" ) { SetBrkPeaceChance( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )),nullptr,0)) ); rvalue = true; } break; case 'C': if( UTag == "COMMANDLEVEL" ) { SetCommandLevel( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "CANRUN" ) { SetRun( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) == 1 ); rvalue = true; } else if( UTag == "CANATTACK" ) { SetCanAttack( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) == 1 ); rvalue = true; } else if( UTag == "CANTRAIN" ) { SetCanTrain( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) == 1 ); rvalue = true; } else if( UTag == "CANBEHIRED" ) { SetCanHire( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) == 1 ); rvalue = true; } else if( UTag == "CONTROLSLOTS" ) { SetControlSlots( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "CONTROLSLOTSUSED" ) { SetControlSlotsUsed( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "CREATEDON" ) { SetCreatedOn( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } break; case 'D': if( UTag == "DEATHS" ) { SetDeaths( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "DEAD" ) { SetDead( (static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) == 1) ); rvalue = true; } break; case 'E': if( UTag == "EMOTION" ) { SetEmoteColour( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } break; case 'F': if( UTag == "FIXEDLIGHT" ) { SetFixedLight( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "FX1" ) { SetFx( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)), 0 ); rvalue = true; } else if( UTag == "FX2" ) { SetFx( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)), 1 ); rvalue = true; } else if( UTag == "FY1" ) { SetFy( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)), 0 ); rvalue = true; } else if( UTag == "FY2" ) { SetFy( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)), 1 ); rvalue = true; } else if( UTag == "FZ1" ) { SetFz( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "FLEEAT" ) { SetFleeAt( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "FONTTYPE" ) { SetFontType( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "FOODLIST" ) { SetFood( data.substr( 0, MAX_NAME - 1 ) ); rvalue = true; } else if( UTag == "FLEEINGSPEED" ) { SetFleeingSpeed( static_cast(std::stof(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )))) ); rvalue = true; } else if( UTag == "FLEEINGSPEEDMOUNTED" ) { SetMountedFleeingSpeed( static_cast(std::stof(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )))) ); rvalue = true; } break; case 'G': if( UTag == "GUILDFEALTY" ) { SetGuildFealty( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "GUILDTITLE" ) { SetGuildTitle( data ); rvalue = true; } else if( UTag == "GUILDNUMBER" ) { SetGuildNumber( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "GUILDTOGGLE" ) { SetGuildToggle( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) == 1 ); rvalue = true; } break; case 'H': if( UTag == "HUNGER" ) { SetHunger( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "HOLDG" ) { SetHoldG( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "HAIRSTYLE" ) { SetHairStyle( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "HAIRCOLOUR" ) { SetHairColour( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "HAIR" ) { SetHairStyle( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0)) ); SetHairColour( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0)) ); rvalue = true; } break; case 'I': if( UTag == "ISNPC" ) { SetNpc( (static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) == 1) ); rvalue = true; } else if( UTag == "ISSHOP" ) { SetShop( (static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) == 1) ); rvalue = true; } else if( UTag == "ISWARRING" ) { SetWar( (static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) == 1) ); rvalue = true; } break; case 'L': if( UTag == "LASTON" ) { SetLastOn( data ); rvalue = true; } else if( UTag == "LASTONSECS" ) { SetLastOnSecs( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "LOYALTY" ) { SetLoyalty( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } break; case 'M': if( UTag == "MAYLEVITATE" ) { SetLevitate( (static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) == 1) ); rvalue = true; } else if( UTag == "MURDERTIMER" ) { SetTimer( tCHAR_MURDERRATE, BuildTimeValue( static_cast(std::stof(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )))))); rvalue = true; } else if( UTag == "MAXHP" ) { SetFixedMaxHP( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "MAXMANA" ) { SetFixedMaxMana( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "MAXLOYALTY" ) { SetMaxLoyalty( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "MAXSTAM" ) { SetFixedMaxStam( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "MOUNTED" ) { SetMounted( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) == 1 ); rvalue = true; } break; case 'N': if( UTag == "NPCAITYPE" ) { SetNPCAiType( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "NPCWANDER" ) { if( csecs.size() >= 2 ) { SetNpcWander( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0)) ); SetOldNpcWander( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0)) ); } else { SetNpcWander( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); } rvalue = true; } else if( UTag == "NPCFLAG" ) { SetNPCFlag( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); UpdateFlag( this ); rvalue = true; } break; case 'O': if( UTag == "ORGNAME" ) { SetOrgName( data ); rvalue = true; } else if( UTag == "ORIGINALBODYID" ) { SetOrgID( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "ORIGINALSKINID" ) { SetOrgSkin( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "ORIGINALID" ) { SetOrgID( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0)) ); SetOrgSkin( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "ORNERINESS" ) { SetOrneriness( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } break; case 'P': if( UTag == "PRIVILEGES" ) { SetPriv( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "PACKITEM" ) { temp_container_serial = static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0) ); rvalue = true; } else if( UTag == "PETOWNER" ) { CChar *cList = calcCharObjFromSer( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); if( ValidateObject( cList ) ) { AddPetOwnerToList( cList ); } rvalue = true; } else if( UTag == "POISON" ) { SetPoisoned( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "POISONSTRENGTH" ) { SetPoisonStrength( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "PEACEING" ) { SetPeaceing( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "PROVOING" ) { SetProvoing( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "PEACETIMER" ) { SetTimer( tCHAR_PEACETIMER, BuildTimeValue( static_cast(std::stof(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )))) ) ); rvalue = true; } break; case 'Q': if( UTag == "QUESTTYPE" ) { SetQuestType( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "QUESTDESTINATIONREGION" ) { SetQuestDestRegion( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "QUESTORIGINALREGION" ) { SetQuestOrigRegion( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "QUESTREGIONS" ) { SetQuestOrigRegion( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0)) ); SetQuestDestRegion( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0)) ); rvalue = true; } break; case 'R': if( UTag == "ROBESERIAL" ) { SetRobe( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "RESERVED" ) { SetCell( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "RUNNING" ) { rvalue = true; } else if( UTag == "REGION" ) { SetRegion(static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "REATTACKAT" ) { SetReattackAt( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "RUNNINGSPEED" ) { SetRunningSpeed( static_cast(std::stof(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )))) ); rvalue = true; } else if( UTag == "RUNNINGSPEEDMOUNTED" ) { SetMountedRunningSpeed( static_cast(std::stof(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )))) ); rvalue = true; } break; case 'S': if( UTag == "SPLIT" ) { if( csecs.size() >= 2 ) { SetSplit( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0)) ); SetSplitChance( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0)) ); } else { SetSplit( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); } rvalue = true; } else if( UTag == "SPLITCHANCE" ) { SetSplitChance( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "SUMMONTIMER" ) { SetTimer( tNPC_SUMMONTIME, static_cast(std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "SAY" ) { SetSayColour( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "STEALTH" ) { SetStealth( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "SPATTACK" ) { if( csecs.size() >=2 ) { SetSpAttack( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0)) ); SetSpDelay( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0)) ); } else { SetSpAttack( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); } rvalue = true; } else if( UTag == "SPECIALATTACKDELAY" ) { SetSpDelay( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "SQUELCHED" ) { SetSquelched( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "SKILLLOCKS" ) { // Format: Baselocks=[0,34]-[1,255]-[END] auto dsecs = oldstrutil::sections( data, "-" ); for( auto &value : dsecs ) { if( value.empty() ) { break; } auto secs = oldstrutil::sections( value, "," ); if( secs.size() != 2 ) { break; } auto skillnum = static_cast(std::stoul(secs[0].substr(1), nullptr, 0)); auto skillvalue = static_cast(std::stoul(secs[1].substr(0,secs[1].size() - 1), nullptr, 0)); SetSkillLock( skillvalue, skillnum ); } rvalue = true; } else if( UTag == "SPEECH" ) { SetSayColour( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0)) ); SetEmoteColour( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "STABLED" ) { SetStabled( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) == 1 ); rvalue = true; } break; case 'T': if( UTag == "TAMING" ) { SetTaming( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "TAMEDHUNGERRATE" ) { SetTamedHungerRate( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "TAMEDHUNGERWILDCHANCE" ) { SetTamedHungerWildChance( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "TAMEDTHIRSTRATE" ) { SetTamedThirstRate( static_cast( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 ) ) ); rvalue = true; } else if( UTag == "TAMEDTHIRSTWILDCHANCE" ) { SetTamedThirstWildChance( static_cast( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 ) ) ); rvalue = true; } else if( UTag == "TOWN" ) { SetTown( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "TOWNVOTE" ) { SetTownVote( static_cast(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "TOWNPRIVILEGES" ) { SetTownpriv( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "TOWNTITLE" ) { SetTownTitle( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) == 1 ); rvalue = true; } else if (UTag == "THIRST") { SetThirst( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } break; case 'W': if( UTag == "WANDERAREA" ) { SetFx( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0)), 0 ); SetFy( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0)), 0 ); SetFx( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( csecs[2], "//" )), nullptr, 0)), 1 ); SetFy( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( csecs[3], "//" )), nullptr, 0)), 1 ); SetFz( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( csecs[4], "//" )), nullptr, 0)) ); rvalue = true; } else if( UTag == "WILLHUNGER" ) { SetHungerStatus( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) == 1 ); rvalue = true; } else if (UTag == "WILLTHIRST") { SetThirstStatus( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) == 1 ); rvalue = true; } else if( UTag == "WALKINGSPEED" ) { SetWalkingSpeed( static_cast(std::stof(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" ))))); rvalue = true; } else if( UTag == "WALKINGSPEEDMOUNTED" ) { SetMountedWalkingSpeed( static_cast(std::stof(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" ))))); rvalue = true; } break; case 'X': if( UTag == "XNPCWANDER" ) { SetOldNpcWander( static_cast(std::stoi(oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0)) ); rvalue = true; } break; } } return rvalue; } //o-----------------------------------------------------------------------------------------------o //| Function - bool LoadRemnants( void ) //| Date - 21st January, 2002 //o-----------------------------------------------------------------------------------------------o //| Purpose - After handling data specific load, other parts go here //o-----------------------------------------------------------------------------------------------o bool CChar::LoadRemnants( void ) { bool rvalue = true; SetSerial( serial ); if( IsNpc() && IsAtWar() ) SetWar( false ); CTownRegion *tRegion = calcRegionFromXY( GetX(), GetY(), worldNumber, instanceID, this ); SetRegion( (tRegion != nullptr ? tRegion->GetRegionNum() : 0xFF) ); SetTimer( tCHAR_ANTISPAM, 0 ); if( GetID() != GetOrgID() && !IsDead() ) SetID( GetOrgID() ); const UI16 acct = GetAccount().wAccountIndex; if( GetID() > 0x4DF ) { if( acct == AB_INVALID_ID ) { std::string charName = getNpcDictName( this ); Console.warning( oldstrutil::format("NPC: %s with serial 0x%X with bugged body found, deleting", charName.c_str(), GetSerial()) ); rvalue = false; } else SetID( 0x0190 ); } if( rvalue ) { MapRegion->AddChar( this ); const SI16 mx = GetX(); const SI16 my = GetY(); auto [width,height] = Map->sizeOfMap(worldNumber); const bool overRight = ( mx > width ); const bool overBottom = ( my > height ); if( acct == AB_INVALID_ID && ( ( overRight && mx < 7000 ) || ( overBottom && my < 7000 ) || mx < 0 || my < 0 ) ) { if( IsNpc() ) { std::string charName = getNpcDictName( this ); Console.warning( oldstrutil::format("NPC: %s with serial 0x%X found outside valid world locations, deleting", charName.c_str(), GetSerial()) ); rvalue = false; } else SetLocation( 1000, 1000, 0 ); } if( rvalue ) { if( !IsNpc() ) Accounts->AddCharacter( GetAccountNum(), this ); // account ID, and account object. } } return rvalue; } //o-----------------------------------------------------------------------------------------------o //| Function - bool SkillUsed( UI08 skillNum ) const //| Date - May 2, 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns true if the skill is being used //o-----------------------------------------------------------------------------------------------o bool CChar::SkillUsed( UI08 skillNum ) const { bool rvalue = false; if( skillNum < ALLSKILLS ) { UI08 part = static_cast(skillNum / 32); UI08 offset = static_cast(skillNum % 32); rvalue = skillUsed[part].test( offset ); } return rvalue; } //o-----------------------------------------------------------------------------------------------o //| Function - void SkillUsed( bool value, UI08 skillNum ) //| Date - May 2, 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets whether the skill skillNum is being used or not //o-----------------------------------------------------------------------------------------------o void CChar::SkillUsed( bool value, UI08 skillNum ) { if( skillNum < ALLSKILLS ) { UI08 part = static_cast(skillNum / 32); UI08 offset = static_cast(skillNum % 32); skillUsed[part].set( offset, value ); } } //o-----------------------------------------------------------------------------------------------o //| Function - void PostLoadProcessing( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Used to setup any pointers that may need adjustment //| following the loading of the world //o-----------------------------------------------------------------------------------------------o void CChar::PostLoadProcessing( void ) { CBaseObject::PostLoadProcessing(); if (temp_container_serial != INVALIDSERIAL) { SetPackItem(calcItemObjFromSer(temp_container_serial)); } else { SetPackItem(nullptr); } SI32 maxWeight = GetStrength() * cwmWorldState->ServerData()->WeightPerStr() + 40; if( GetWeight() <= 0 || GetWeight() > MAX_WEIGHT || GetWeight() > maxWeight ) SetWeight( Weight->calcCharWeight( this ) ); for( UI08 i = 0; i < ALLSKILLS; ++i ) Skills->updateSkillLevel( this, i ); // If character belongs to a player and doesn't have a created timestamp, add one now if( !IsNpc() && GetCreatedOn() == 0 ) SetCreatedOn( GetMinutesSinceEpoch() ); // We need to add things to petlists, so we can cleanup after ourselves properly - SetPostLoaded( true ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsJailed( void ) const //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns true if the character is in a jail cell //o-----------------------------------------------------------------------------------------------o bool CChar::IsJailed( void ) const { return ( GetCell() != -1 ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool inDungeon( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Determine if player is inside a dungeon //o-----------------------------------------------------------------------------------------------o bool CChar::inDungeon( void ) { bool rValue = false; if( GetRegion() != nullptr ) rValue = GetRegion()->IsDungeon(); return rValue; } //o-----------------------------------------------------------------------------------------------o //| Function - void TextMessage( CSocket *s, std::string toSay, SpeechType msgType, bool spamTimer ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Handle server-triggered speech for characters //o-----------------------------------------------------------------------------------------------o void CChar::TextMessage( CSocket *s, std::string toSay, SpeechType msgType, bool spamTimer ) { bool canSpeak = !spamTimer; if( !toSay.empty() ) { if( spamTimer ) { if( GetTimer( tCHAR_ANTISPAM ) < cwmWorldState->GetUICurrentTime() ) { SetTimer( tCHAR_ANTISPAM, BuildTimeValue( 10 ) ); canSpeak = true; } } if( canSpeak ) { UI16 txtColor = 0x5A; if( msgType == EMOTE || msgType == ASCIIEMOTE ) txtColor = GetEmoteColour(); else if( msgType == TALK || msgType == ASCIITALK ) { if( GetNPCAiType() == AI_EVIL ) txtColor = 0x0026; else txtColor = GetSayColour(); } else if( msgType == SYSTEM ) txtColor = 0x07FA; else if( msgType == OBJ ) txtColor = 0x3b2; if( !txtColor || txtColor == 0x1700 ) txtColor = 0x5A; SERIAL speakTo = INVALIDSERIAL; SpeechTarget target = SPTRG_PCNPC; CChar *mChar = nullptr; if( s != nullptr ) { mChar = s->CurrcharObj(); speakTo = mChar->GetSerial(); target = SPTRG_INDIVIDUAL; } if( cwmWorldState->ServerData()->UseUnicodeMessages() ) { // Doesn't enter the speech-queue, though! bool sendAll = true; if( target == SPTRG_INDIVIDUAL || target == SPTRG_ONLYRECEIVER ) sendAll = false; // Send speech as a unicode-enabled cliloc message (packet 0xC1) //ClilocMessage( s, this, msgType, txtColor, (FontType)GetFontType(), 1114057, sendAll, "s", toSay.c_str() ); CPUnicodeMessage unicodeMessage; unicodeMessage.Message( toSay ); unicodeMessage.Font( (FontType)GetFontType() ); unicodeMessage.Colour( txtColor ); unicodeMessage.Type( msgType ); unicodeMessage.Language( "ENG" ); unicodeMessage.Name( this->GetNameRequest( mChar )); unicodeMessage.ID( INVALIDID ); unicodeMessage.Serial( GetSerial() ); bool sendSock = ( s != nullptr ); if( sendAll ) { UI16 searchDistance = DIST_SAMESCREEN; if( msgType == WHISPER || msgType == ASCIIWHISPER ) searchDistance = DIST_SAMETILE; else if( msgType == YELL || msgType == ASCIIYELL ) searchDistance = DIST_SAMESCREEN * 1.5; else if( msgType == EMOTE || msgType == ASCIIEMOTE ) searchDistance = DIST_INRANGE; for (auto &tSock : FindNearbyPlayers( this, searchDistance )){ if ((tSock == s) && sendSock) { sendSock = false ; } tSock->Send(&unicodeMessage); } } if( sendSock ) s->Send( &unicodeMessage ); } else { CSpeechEntry& toAdd = SpeechSys->Add(); toAdd.Font( (FontType)GetFontType() ); toAdd.Speech( toSay ); toAdd.Speaker( GetSerial() ); toAdd.SpokenTo( speakTo ); toAdd.Type( msgType ); toAdd.At( cwmWorldState->GetUICurrentTime() ); toAdd.TargType( target ); toAdd.Colour( txtColor ); } } } } //o-----------------------------------------------------------------------------------------------o //| Function - void TextMessage( CSocket *s, SI32 dictEntry, SpeechType msgType, bool spamTimer, ... ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Handle server-triggered speech for characters //o-----------------------------------------------------------------------------------------------o void CChar::TextMessage( CSocket *s, SI32 dictEntry, SpeechType msgType, int spamTimer, ... ) { UnicodeTypes dictLang = ZERO; if( s != nullptr ) dictLang = s->Language(); std::string txt = Dictionary->GetEntry( dictEntry, dictLang ); if( !txt.empty() ) { va_list argptr; va_start( argptr, spamTimer ); auto msg = oldstrutil::format(txt,argptr); if (msg.size()>512){ msg = msg.substr(0,512); } auto spam = false; if( spamTimer == 1 ) { spam = true; } TextMessage( s, msg, msgType, spam ); } } //o-----------------------------------------------------------------------------------------------o //| Function - void SendWornItems( CSocket *mSock ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Send items worn on character to client //o-----------------------------------------------------------------------------------------------o void CChar::SendWornItems( CSocket *mSock ) { SetOnHorse( false ); CPWornItem toSend; for( CItem *i = FirstItem(); !FinishedItems(); i = NextItem() ) { if( ValidateObject( i ) && !i->isFree() ) { if( i->GetLayer() == IL_MOUNT ) SetOnHorse( true ); toSend = (*i); mSock->Send( &toSend ); } } } //o-----------------------------------------------------------------------------------------------o //| Function - void WalkZ( SI08 newZ ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Update character'z Z coordinate based on movement, and handle falling //o-----------------------------------------------------------------------------------------------o void CChar::WalkZ( SI08 newZ ) { oldLocZ = z; z = newZ; UI08 fallDistance = oldLocZ - z; if( fallDistance > MAX_Z_FALL ) { std::vector scriptTriggers = GetScriptTriggers(); for( auto i : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( i ); if( toExecute != nullptr ) { toExecute->OnFall( (this), fallDistance ); } } } } //o-----------------------------------------------------------------------------------------------o //| Function - void WalkDir( SI08 newDir ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Update character's walking direction //o-----------------------------------------------------------------------------------------------o void CChar::WalkDir( SI08 newDir ) { dir = newDir; } //o-----------------------------------------------------------------------------------------------o //| Function - void Cleanup( void ) //| Date - 11/6/2003 //o-----------------------------------------------------------------------------------------------o //| Purpose - Cleans up after character //o-----------------------------------------------------------------------------------------------o void CChar::Cleanup( void ) { if( !isFree() ) // We're not the default item in the handler { MapRegion->RemoveChar( this ); JSEngine->ReleaseObject( IUE_CHAR, this ); CBaseObject::Cleanup(); RemoveFromSight(); for( CItem *tItem = FirstItem(); !FinishedItems(); tItem = NextItem() ) { if( ValidateObject( tItem ) ) tItem->Delete(); } CChar *tempChar = nullptr; tempChar = GetTarg(); if( ValidateObject( tempChar ) ) { if( tempChar->GetTarg() == this ) { tempChar->SetTarg( nullptr ); tempChar->SetAttacker( nullptr ); tempChar->SetAttackFirst( false ); if( tempChar->IsAtWar() ) tempChar->ToggleCombat(); } SetTarg( nullptr ); } tempChar = GetAttacker(); if( ValidateObject( tempChar ) ) { if( tempChar->GetAttacker() == this ) tempChar->SetAttacker( nullptr ); if( tempChar->GetTarg() == this ) { tempChar->SetTarg( nullptr ); tempChar->SetAttackFirst( false ); if( tempChar->IsAtWar() ) tempChar->ToggleCombat(); } SetAttacker( nullptr ); } // If we delete a NPC we should delete his tempeffects as well std::vector removedEffect ; for (const auto &Effect : cwmWorldState->tempEffects.collection()){ if( Effect->Destination() == GetSerial() ){ removedEffect.push_back(Effect); } else if( Effect->Source() == GetSerial() ) { Effect->Source( INVALIDSERIAL ); } } std::for_each(removedEffect.begin(), removedEffect.end(), [this](CTEffect *effect){ cwmWorldState->tempEffects.Remove(effect,true); }); // if we delete a NPC we should delete him from spawnregions // this will fix several crashes if( IsNpc() && isSpawned() ) { if( GetSpawn() < BASEITEMSERIAL ) { UI16 spawnRegNum = static_cast(GetSpawn()); if( cwmWorldState->spawnRegions.find( spawnRegNum ) != cwmWorldState->spawnRegions.end() ) { CSpawnRegion *spawnReg = cwmWorldState->spawnRegions[spawnRegNum]; if( spawnReg != nullptr ) spawnReg->deleteSpawnedChar( this ); } } } if( !IsNpc() ) { CAccountBlock& mAcct = GetAccount(); if( mAcct.wAccountIndex != AB_INVALID_ID ) { for( UI08 actr = 0; actr < 7; ++actr ) { if( mAcct.lpCharacters[actr] != nullptr && mAcct.lpCharacters[actr]->GetSerial() == GetSerial() ) { Accounts->DelCharacter( mAcct.wAccountIndex, actr ); break; } } } } if( GetSpawnObj() != nullptr ) SetSpawn( INVALIDSERIAL ); if( IsGuarded() ) { CChar *petGuard = Npcs->getGuardingPet( this, this ); if( ValidateObject( petGuard ) ) petGuard->SetGuarding( nullptr ); SetGuarded( false ); } Npcs->stopPetGuarding( this ); for( tempChar = petsControlled.First(); !petsControlled.Finished(); tempChar = petsControlled.Next() ) { if( ValidateObject( tempChar ) ) tempChar->SetOwner( nullptr ); } // If a pet/follower, reduce owner's pet control slot usage by amount occupied by pet/follower CChar *oldOwner = GetOwnerObj(); if( ValidateObject( oldOwner ) ) { oldOwner->SetControlSlotsUsed( std::max(0, oldOwner->GetControlSlotsUsed() - GetControlSlots()) ); } RemoveSelfFromOwner(); // Let's remove it from our owner (if any) //Ensure that object is removed from refreshQueue RemoveFromRefreshQueue(); } } //o-----------------------------------------------------------------------------------------------o //| Function - void SetHP( SI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets hitpoints of the character //o-----------------------------------------------------------------------------------------------o void CChar::SetHP( SI16 newValue ) { CBaseObject::SetHP( std::min( std::max( static_cast(0), newValue ), static_cast(GetMaxHP()) ) ); Dirty( UT_HITPOINTS ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - void SetMana( SI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets mana of the character //o-----------------------------------------------------------------------------------------------o void CChar::SetMana( SI16 newValue ) { CBaseObject::SetMana( std::min( std::max( static_cast(0), newValue ), GetMaxMana() ) ); Dirty( UT_MANA ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - void SetStamina( SI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets stamina of the character //o-----------------------------------------------------------------------------------------------o void CChar::SetStamina( SI16 newValue ) { CBaseObject::SetStamina( std::min( std::max( static_cast(0), newValue ), GetMaxStam() ) ); Dirty( UT_STAMINA ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - void SetPoisoned( UI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets poisoned state of character //o-----------------------------------------------------------------------------------------------o void CChar::SetPoisoned( UI08 newValue ) { CBaseObject::SetPoisoned( newValue ); Dirty( UT_UPDATE ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - void SetStrength2( SI16 nVal ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets bonus strength stat for character //o-----------------------------------------------------------------------------------------------o void CChar::SetStrength2( SI16 nVal ) { CBaseObject::SetStrength2( nVal ); Dirty( UT_HITPOINTS ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - void SetDexterity2( SI16 nVal ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets bonus dexterity stat for character //o-----------------------------------------------------------------------------------------------o void CChar::SetDexterity2( SI16 nVal ) { CBaseObject::SetDexterity2( nVal ); Dirty( UT_STAMINA ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - void SetIntelligence2( SI16 nVal ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets bonus intelligence stat for character //o-----------------------------------------------------------------------------------------------o void CChar::SetIntelligence2( SI16 nVal ) { CBaseObject::SetIntelligence2( nVal ); Dirty( UT_MANA ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - void IncStamina( SI16 toInc ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Increase character's stamina by specified value //o-----------------------------------------------------------------------------------------------o void CChar::IncStamina( SI16 toInc ) { SetStamina( GetStamina() + toInc ); } //o-----------------------------------------------------------------------------------------------o //| Function - void IncMana( SI16 toInc ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Increase character's mana by specified value //o-----------------------------------------------------------------------------------------------o void CChar::IncMana( SI16 toInc ) { SetMana( GetMana() + toInc ); } //o-----------------------------------------------------------------------------------------------o //| Function - void ToggleCombat( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Toggle combat mode for NPC //o-----------------------------------------------------------------------------------------------o void CChar::ToggleCombat( void ) { SetWar( !IsAtWar() ); Movement->CombatWalk( this ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool CanBeObjType( ObjectType toCompare ) const //| Date - 24 June, 2004 //o-----------------------------------------------------------------------------------------------o //| Purpose - Indicates whether an object can behave as a particular type (Char, in this case) //o-----------------------------------------------------------------------------------------------o bool CChar::CanBeObjType( ObjectType toCompare ) const { bool rvalue = CBaseObject::CanBeObjType( toCompare ); if( !rvalue ) { if( toCompare == OT_CHAR ) rvalue = true; } return rvalue; } //o-----------------------------------------------------------------------------------------------o //| Function - void Delete( void ) //| Date - 11/6/2003 //o-----------------------------------------------------------------------------------------------o //| Purpose - Adds character to deletion queue //o-----------------------------------------------------------------------------------------------o void CChar::Delete( void ) { if( cwmWorldState->deletionQueue.count(this) == 0 ) { ++(cwmWorldState->deletionQueue[this]); Cleanup(); SetDeleted( true ); ShouldSave( false ); } } // Player Specific Functions //o-----------------------------------------------------------------------------------------------o //| Function - void SetAccount( CAccountBlock& actbAccount ) //| CAccountBlock& GetAccount( void ) //| Date - 1/14/2003 6:17:45 AM //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets and Returns the CAccountBlock associated with this player //o-----------------------------------------------------------------------------------------------o void CChar::SetAccount( CAccountBlock& actbAccount ) { if( !IsValidPlayer() ) { if( actbAccount.wAccountIndex != DEFPLAYER_ACCOUNTNUM ) CreatePlayer(); } if( IsValidPlayer() ) mPlayer->accountNum = actbAccount.wAccountIndex; } CAccountBlock& CChar::GetAccount( void ) { UI16 rVal = AB_INVALID_ID; if( IsValidPlayer() ) rVal = mPlayer->accountNum; return Accounts->GetAccountByID( rVal ); } //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetAccountNum( void ) const //| void SetAccountNum( UI16 newVal ) //| Date - 1/14/2003 6:17:45 AM //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets and Returns the account number associated with this player //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetAccountNum( void ) const { UI16 rVal = AB_INVALID_ID; if( IsValidPlayer() ) rVal = mPlayer->accountNum; return rVal; } void CChar::SetAccountNum( UI16 newVal ) { if( !IsValidPlayer() ) { if( newVal != DEFPLAYER_ACCOUNTNUM ) CreatePlayer(); } if( IsValidPlayer() ) { mPlayer->accountNum = newVal; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - SERIAL GetRobe( void ) const //| void SetRobe( SERIAL newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets player's death robe //o-----------------------------------------------------------------------------------------------o SERIAL CChar::GetRobe( void ) const { SERIAL rVal = DEFPLAYER_ROBE; if( IsValidPlayer() ) rVal = mPlayer->robe; return rVal; } void CChar::SetRobe( SERIAL newValue ) { if( !IsValidPlayer() ) { if( newValue != DEFPLAYER_ROBE ) CreatePlayer(); } if( IsValidPlayer() ) { mPlayer->robe = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI32 LastMoveTime( void ) const //| void LastMoveTime( UI32 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets timestamp for when player last moved //o-----------------------------------------------------------------------------------------------o UI32 CChar::LastMoveTime( void ) const { return lastMoveTime; } void CChar::LastMoveTime( UI32 newValue ) { lastMoveTime = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - std::string GetLastOn( void ) const //| void SetLastOn( std::string newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets timestamp (in text) for when player was last online //o-----------------------------------------------------------------------------------------------o std::string CChar::GetLastOn( void ) const { std::string rVal = ""; if( IsValidPlayer() ) rVal = mPlayer->lastOn; return rVal; } void CChar::SetLastOn( std::string newValue ) { if( !IsValidPlayer() ) { if( !newValue.empty() ) CreatePlayer(); } if( IsValidPlayer() ) { mPlayer->lastOn = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI32 GetLastOnSecs( void ) const //| void SetLastOnSecs( UI32 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets timestamp (in seconds) for when player was last online //o-----------------------------------------------------------------------------------------------o UI32 CChar::GetLastOnSecs( void ) const { UI32 rVal = 0; if( IsValidPlayer() ) rVal = mPlayer->lastOnSecs; return rVal; } void CChar::SetLastOnSecs( UI32 newValue ) { if( IsValidPlayer() ) { mPlayer->lastOnSecs = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI32 GetCreatedOn( void ) const //| void SetCreatedOn( UI32 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets timestamp (in seconds) for when player character was created //o-----------------------------------------------------------------------------------------------o UI32 CChar::GetCreatedOn( void ) const { UI32 rVal = 0; if( IsValidPlayer() ) rVal = mPlayer->createdOn; return rVal; } void CChar::SetCreatedOn( UI32 newValue ) { if( IsValidPlayer() ) { mPlayer->createdOn = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetAtrophy( UI08 skillToGet ) const //| void SetAtrophy( UI08 newValue, UI08 skillToSet ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets skill atrophy for character //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetAtrophy( UI08 skillToGet ) const { UI08 rVal = 0; if( IsValidPlayer() && skillToGet <= INTELLECT ) rVal = mPlayer->atrophy[skillToGet]; return rVal; } void CChar::SetAtrophy( UI08 newValue, UI08 skillToSet ) { if( IsValidPlayer() && skillToSet <= INTELLECT ) { mPlayer->atrophy[skillToSet] = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - SkillLock GetSkillLock( UI08 skillToGet ) const //| void SetSkillLock( SkillLock newValue, UI08 skillToSet ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets skill (and stat) lock for character //o-----------------------------------------------------------------------------------------------o SkillLock CChar::GetSkillLock( UI08 skillToGet ) const { SkillLock rVal = SKILL_INCREASE; if( IsValidPlayer() && skillToGet <= INTELLECT ) rVal = mPlayer->lockState[skillToGet]; return rVal; } void CChar::SetSkillLock( SkillLock newValue, UI08 skillToSet ) { if( IsValidPlayer() && skillToSet <= INTELLECT ) { mPlayer->lockState[skillToSet] = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - bool GetMounted( void ) const //| void SetMounted( bool newValue ) //| Date - 23. Feb, 2006 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets mounted state of character //o-----------------------------------------------------------------------------------------------o bool CChar::GetMounted( void ) const { bool rVal = false; if( IsValidNPC() ) rVal = mNPC->boolFlags.test( BIT_MOUNTED ); return rVal; } void CChar::SetMounted( bool newValue ) { if( IsValidNPC() ) { mNPC->boolFlags.set( BIT_MOUNTED, newValue ); UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - bool GetStabled( void ) const //| void SetStabled( bool newValue ) //| Date - 23. Feb, 2006 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets stabled state of pet //o-----------------------------------------------------------------------------------------------o bool CChar::GetStabled( void ) const { bool rVal = false; if( IsValidNPC() ) rVal = mNPC->boolFlags.test( BIT_STABLED ); return rVal; } void CChar::SetStabled( bool newValue ) { if( IsValidNPC() ) { mNPC->boolFlags.set( BIT_STABLED, newValue ); UpdateRegion(); CChar *oldOwner = GetOwnerObj(); if( ValidateObject( oldOwner )) { if( newValue == true ) { oldOwner->GetPetList()->Remove( this ); oldOwner->UpdateRegion(); } else if( newValue == false ) { oldOwner->GetPetList()->Add( this ); oldOwner->UpdateRegion(); } } } } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsFlying( void ) const //| void SetFlying( bool newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets flying state of character //o-----------------------------------------------------------------------------------------------o bool CChar::IsFlying( void ) const { return bools.test( BIT_FLYING ); } void CChar::SetFlying( bool newValue ) { if( MayLevitate() ) bools.set( BIT_FLYING, newValue ); } bool CChar::ToggleFlying( void ) { CSocket *tSock = GetSocket(); if( MayLevitate() ) { if( GetTimer( tCHAR_FLYINGTOGGLE ) <= cwmWorldState->GetUICurrentTime() ) { if( IsFrozen() ) tSock->sysmessage( 9000 ); // You cannot use this ability while frozen. else { // Start timer for when flying toggle can be used again SetTimer( tCHAR_FLYINGTOGGLE, BuildTimeValue( 1.65 ) ); // Freeze character until flying anim is over SetFrozen( true ); // Toggle flying SetFlying( !IsFlying() ); // Refresh our own character CPExtMove toSend = (*this); tSock->Send(&toSend); // Play takeoff/landing animation if( !IsFlying() ) Effects->PlayNewCharacterAnimation( this, N_ACT_LAND ); // Action 0x0A, subAction 0x00 else Effects->PlayNewCharacterAnimation( this, N_ACT_TAKEOFF ); // Action 0x09, subAction 0x00 // Send update to nearby characters for (auto &tSend : Network->connClients) { if( tSend ) { CChar *mChar = tSend->CurrcharObj(); if( ValidateObject( mChar )){ if( (WorldNumber() == mChar->WorldNumber()) && (GetInstanceID() == mChar->GetInstanceID()) ){ UI16 effRange = static_cast(tSend->Range()); const UI16 visibleRange = static_cast( tSend->Range() + Races->VisRange( mChar->GetRace() )); if( visibleRange >= effRange ){ effRange = visibleRange; } if( this != mChar){ if( !objInRange( this, mChar, effRange )){ continue; } } toSend.FlagColour(static_cast(FlagColour(mChar))); tSend->Send(&toSend); } } } } } } } else if( GetID() == 0x029A || GetID() == 0x029B ) { // Enable flying mode for older gargoyle characters that were created before this property was added to character creation SetLevitate( true ); } else tSock->sysmessage( 9001 ); // This character is not allowed to fly! return true; } //o-----------------------------------------------------------------------------------------------o //| Function - bool GetMaxHPFixed( void ) const //| void SetMaxHPFixed( bool newValue ) //| Date - 25. Feb, 2006 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the maximum hp (fixed) for the character //o-----------------------------------------------------------------------------------------------o bool CChar::GetMaxHPFixed( void ) const { return bools.test( BIT_MAXHPFIXED ); } void CChar::SetMaxHPFixed( bool newValue ) { bools.set( BIT_MAXHPFIXED, newValue ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool GetMaxManaFixed( void ) const //| void SetMaxManaFixed( bool newValue ) //| Date - 25. Feb, 2006 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the maximum mana (fixed) for the character //o-----------------------------------------------------------------------------------------------o bool CChar::GetMaxManaFixed( void ) const { return bools.test( BIT_MAXMANAFIXED ); } void CChar::SetMaxManaFixed( bool newValue ) { bools.set( BIT_MAXMANAFIXED, newValue ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool GetMaxStamFixed( void ) const //| void SetMaxStamFixed( bool newValue ) //| Date - 25. Feb, 2006 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the maximum stamina (fixed) of the character //o-----------------------------------------------------------------------------------------------o bool CChar::GetMaxStamFixed( void ) const { return bools.test( BIT_MAXSTAMFIXED ); } void CChar::SetMaxStamFixed( bool newValue ) { bools.set( BIT_MAXSTAMFIXED, newValue ); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - std::string GetOrgName( void ) const //| void SetOrgName( std::string newName ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the player character's original name //o-----------------------------------------------------------------------------------------------o std::string CChar::GetOrgName( void ) const { std::string rVal = ""; if( IsValidPlayer() ) rVal = mPlayer->origName; return rVal; } void CChar::SetOrgName( std::string newName ) { if( !IsValidPlayer() ) { if( !newName.empty() ) CreatePlayer(); } if( IsValidPlayer() ) { mPlayer->origName = newName; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetOrgID( void ) const //| void SetOrgID( UI16 value ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the player character's original ID //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetOrgID( void ) const { UI16 rVal = GetID(); if( IsValidPlayer() ) rVal = mPlayer->origID; return rVal; } void CChar::SetOrgID( UI16 value ) { if( !IsValidPlayer() ) { if( value != DEFPLAYER_ORIGID ) CreatePlayer(); } if( IsValidPlayer() ) { mPlayer->origID = value; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetOrgSkin( void ) const //| void SetOrgSkin( UI16 value ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the player character's original skin //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetOrgSkin( void ) const { UI16 rVal = GetSkin(); if( IsValidPlayer() ) rVal = mPlayer->origSkin; return rVal; } void CChar::SetOrgSkin( UI16 value ) { if( !IsValidPlayer() ) { if( value != DEFPLAYER_ORIGSKIN ) CreatePlayer(); } if( IsValidPlayer() ) mPlayer->origSkin = value; } //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetHairStyle( void ) const //| void etHairStyle( UI16 value ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the player character's default hairstyle //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetHairStyle( void ) const { UI16 rVal = DEFPLAYER_HAIRSTYLE; if( IsValidPlayer() ) rVal = mPlayer->hairStyle; return rVal; } void CChar::SetHairStyle( UI16 value ) { if( !IsValidPlayer() ) { if( value != DEFPLAYER_HAIRSTYLE ) CreatePlayer(); } if( IsValidPlayer() ) { mPlayer->hairStyle = value; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetBeardStyle( void ) const //| void SetBeardStyle( UI16 value ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the player character's default beardstyle //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetBeardStyle( void ) const { UI16 rVal = DEFPLAYER_BEARDSTYLE; if( IsValidPlayer() ) rVal = mPlayer->beardStyle; return rVal; } void CChar::SetBeardStyle( UI16 value ) { if( !IsValidPlayer() ) { if( value != DEFPLAYER_BEARDSTYLE ) CreatePlayer(); } if( IsValidPlayer() ) { mPlayer->beardStyle = value; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - COLOUR GetHairColour( void ) const //| void SetHairColour( COLOUR value ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the player character's default haircolour //o-----------------------------------------------------------------------------------------------o COLOUR CChar::GetHairColour( void ) const { COLOUR rVal = DEFPLAYER_HAIRCOLOUR; if( IsValidPlayer() ) rVal = mPlayer->hairColour; return rVal; } void CChar::SetHairColour( COLOUR value ) { if( !IsValidPlayer() ) { if( value != DEFPLAYER_HAIRCOLOUR ) CreatePlayer(); } if( IsValidPlayer() ) mPlayer->hairColour = value; } //o-----------------------------------------------------------------------------------------------o //| Function - COLOUR GetBeardColour( void ) const //| void SetBeardColour( COLOUR value ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the player character's default beardcolour //o-----------------------------------------------------------------------------------------------o COLOUR CChar::GetBeardColour( void ) const { COLOUR rVal = DEFPLAYER_BEARDCOLOUR; if( IsValidPlayer() ) rVal = mPlayer->beardColour; return rVal; } void CChar::SetBeardColour( COLOUR value ) { if( !IsValidPlayer() ) { if( value != DEFPLAYER_BEARDCOLOUR ) CreatePlayer(); } if( IsValidPlayer() ) mPlayer->beardColour = value; } //o-----------------------------------------------------------------------------------------------o //| Function - CChar *GetTrackingTarget( void ) const //| void SetTrackingTarget( CChar *newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the player character's tracking target //o-----------------------------------------------------------------------------------------------o CChar *CChar::GetTrackingTarget( void ) const { CChar *rVal = nullptr; if( IsValidPlayer() ) rVal = calcCharObjFromSer( mPlayer->trackingTarget ); return rVal; } void CChar::SetTrackingTarget( CChar *newValue ) { if( !IsValidPlayer() ) { if( newValue != nullptr ) CreatePlayer(); } if( IsValidPlayer() ) mPlayer->trackingTarget = calcSerFromObj( newValue ); } SERIAL CChar::GetTrackingTargetSerial( void ) const { SERIAL rVal = INVALIDSERIAL; if( IsValidPlayer() ) { rVal = mPlayer->trackingTarget; } return rVal; } //o-----------------------------------------------------------------------------------------------o //| Function - CChar *GetTrackingTargets( UI08 targetNum ) const //| void SetTrackingTargets( CChar *newValue, UI08 targetNum ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets list of possible tracking targets //o-----------------------------------------------------------------------------------------------o CChar *CChar::GetTrackingTargets( UI08 targetNum ) const { CChar *rVal = nullptr; if( IsValidPlayer() ) { if( targetNum < mPlayer->trackingTargets.size() ) rVal = mPlayer->trackingTargets[targetNum]; } return rVal; } void CChar::SetTrackingTargets( CChar *newValue, UI08 targetNum ) { if( !IsValidPlayer() ) { if( newValue != nullptr ) CreatePlayer(); } if( IsValidPlayer() ) { if( targetNum < mPlayer->trackingTargets.size() ) mPlayer->trackingTargets[targetNum] = newValue; } } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetCommandLevel( void ) const //| void SetCommandLevel( UI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the player character's command level //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetCommandLevel( void ) const { UI08 rVal = DEFPLAYER_COMMANDLEVEL; if( IsValidPlayer() ) rVal = mPlayer->commandLevel; return rVal; } void CChar::SetCommandLevel( UI08 newValue ) { if( !IsValidPlayer() ) { if( newValue != DEFPLAYER_COMMANDLEVEL ) CreatePlayer(); } if( IsValidPlayer() ) { mPlayer->commandLevel = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetPostType( void ) const //| void SetPostType( UI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets player character's messageboard posting level //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetPostType( void ) const { UI08 rVal = DEFPLAYER_POSTTYPE; if( IsValidPlayer() ) rVal = mPlayer->postType; return rVal; } void CChar::SetPostType( UI08 newValue ) { if( !IsValidPlayer() ) { if( newValue != DEFPLAYER_POSTTYPE ) CreatePlayer(); } if( IsValidPlayer() ) mPlayer->postType = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - SERIAL GetCallNum( void ) const //| void SetCallNum( SERIAL newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the currently active GM/Counselor call for the character //o-----------------------------------------------------------------------------------------------o SERIAL CChar::GetCallNum( void ) const { SI16 rVal = DEFPLAYER_CALLNUM; if( IsValidPlayer() ) rVal = mPlayer->callNum; return rVal; } void CChar::SetCallNum( SERIAL newValue ) { if( !IsValidPlayer() ) { if( newValue != DEFPLAYER_CALLNUM ) CreatePlayer(); } if( IsValidPlayer() ) mPlayer->callNum = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - SERIAL GetPlayerCallNum( void ) const //| void SetPlayerCallNum( SERIAL newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the player character's call number in GM/CNS Queue //o-----------------------------------------------------------------------------------------------o SERIAL CChar::GetPlayerCallNum( void ) const { SERIAL rVal = DEFPLAYER_PLAYERCALLNUM; if( IsValidPlayer() ) rVal = mPlayer->playerCallNum; return rVal; } void CChar::SetPlayerCallNum( SERIAL newValue ) { if( !IsValidPlayer() ) { if( newValue != DEFPLAYER_PLAYERCALLNUM ) CreatePlayer(); } if( IsValidPlayer() ) mPlayer->playerCallNum = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetSquelched( void ) const //| void SetSquelched( UI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the squelched status of the player's character //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetSquelched( void ) const { UI08 rVal = DEFPLAYER_SQUELCHED; if( IsValidPlayer() ) rVal = mPlayer->squelched; return rVal; } void CChar::SetSquelched( UI08 newValue ) { if( !IsValidPlayer() ) { if( newValue != DEFPLAYER_SQUELCHED ) CreatePlayer(); } if( IsValidPlayer() ) { mPlayer->squelched = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - CItem *GetSpeechItem( void ) const //| void SetSpeechItem( CItem *newValue ) //| Date - April 8th, 2000 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets item related to the speech we're working on //| IE the item for name deed if we're renaming ourselves //o-----------------------------------------------------------------------------------------------o CItem *CChar::GetSpeechItem( void ) const { CItem *rVal = nullptr; if( IsValidPlayer() ) rVal = mPlayer->speechItem; return rVal; } void CChar::SetSpeechItem( CItem *newValue ) { if( !IsValidPlayer() ) { if( newValue != nullptr ) CreatePlayer(); } if( IsValidPlayer() ) mPlayer->speechItem = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetSpeechMode( void ) const //| void SetSpeechMode( UI08 newValue ) //| Date - April 8th, 2000 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets Speech mode information, as to what mode of speech //| we are in. Valid values are found just below //| 0 normal speech //| 1 GM page //| 2 Counselor page //| 3 Player Vendor item pricing //| 4 Player Vendor item describing //| 5 Key renaming //| 6 Name deed //| 7 Rune renaming //| 8 Sign renaming //| 9 JS Speech //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetSpeechMode( void ) const { UI08 rVal = DEFPLAYER_SPEECHMODE; if( IsValidPlayer() ) rVal = mPlayer->speechMode; return rVal; } void CChar::SetSpeechMode( UI08 newValue ) { if( !IsValidPlayer() ) { if( newValue != DEFPLAYER_SPEECHMODE ) CreatePlayer(); } if( IsValidPlayer() ) mPlayer->speechMode = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetSpeechID( void ) const //| void SetSpeechID( UI08 newValue ) //| Date - January 20th, 2002 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the ID for the JS Speech Input //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetSpeechID( void ) const { UI08 rVal = DEFPLAYER_SPEECHID; if( IsValidPlayer() ) rVal = mPlayer->speechID; return rVal; } void CChar::SetSpeechID( UI08 newValue ) { if( !IsValidPlayer() ) { if( newValue != DEFPLAYER_SPEECHID ) CreatePlayer(); } if( IsValidPlayer() ) mPlayer->speechID = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - cScript *GetSpeechCallback( void ) const //| void SetSpeechCallback( cScript *newValue ) //| Date - January 20th, 2002 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets callback for the onSpeechInput function //o-----------------------------------------------------------------------------------------------o cScript *CChar::GetSpeechCallback( void ) const { cScript *rVal = nullptr; if( IsValidPlayer() ) rVal = mPlayer->speechCallback; return rVal; } void CChar::SetSpeechCallback( cScript *newValue ) { if( !IsValidPlayer() ) { if( newValue != nullptr ) CreatePlayer(); } if( IsValidPlayer() ) mPlayer->speechCallback = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetFixedLight( void ) const //| void SetFixedLight( UI08 newVal ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets fixed light level of the character //| 255 is off //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetFixedLight( void ) const { UI08 rVal = DEFPLAYER_FIXEDLIGHT; if( IsValidPlayer() ) rVal = mPlayer->fixedLight; return rVal; } void CChar::SetFixedLight( UI08 newVal ) { if( !IsValidPlayer() ) { if( newVal != DEFPLAYER_FIXEDLIGHT ) CreatePlayer(); } if( IsValidPlayer() ) { mPlayer->fixedLight = newVal; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetDeaths( void ) const //| void SetDeaths( UI16 newVal ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Get/Sets the total number of deaths a player has //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetDeaths( void ) const { UI16 rVal = DEFPLAYER_DEATHS; if( IsValidPlayer() ) rVal = mPlayer->deaths; return rVal; } void CChar::SetDeaths( UI16 newVal ) { if( !IsValidPlayer() ) { if( newVal != DEFPLAYER_DEATHS ) CreatePlayer(); } if( IsValidPlayer() ) { mPlayer->deaths = newVal; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - CSocket *GetSocket( void ) const //| void SetSocket( CSocket *newVal ) //| Date - November 7, 2005 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets socket attached to the player character //o-----------------------------------------------------------------------------------------------o CSocket * CChar::GetSocket( void ) const { CSocket *rVal = nullptr; if( IsValidPlayer() ) rVal = mPlayer->socket; return rVal; } void CChar::SetSocket( CSocket *newVal ) { if( !IsValidPlayer() ) { if( newVal != nullptr ) CreatePlayer(); } if( IsValidPlayer() ) mPlayer->socket = newVal; } //o-----------------------------------------------------------------------------------------------o //| Function - UI32 GetTownVote( void ) const //| void SetTownVote( UI32 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets serial of the player a character has voted to be mayor. //o-----------------------------------------------------------------------------------------------o UI32 CChar::GetTownVote( void ) const { UI32 retVal = DEFPLAYER_TOWNVOTE; if( IsValidPlayer() ) retVal = mPlayer->townvote; return retVal; } void CChar::SetTownVote( UI32 newValue ) { if( !IsValidPlayer() ) { if( newValue != DEFPLAYER_TOWNVOTE ) CreatePlayer(); } if( IsValidPlayer() ) { mPlayer->townvote = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - SI08 GetTownPriv( void ) const //| void SetTownpriv( SI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets town member privledges (1 = Resident, 2 = Mayor) //o-----------------------------------------------------------------------------------------------o SI08 CChar::GetTownPriv( void ) const { SI08 retVal = DEFPLAYER_TOWNPRIV; if( IsValidPlayer() ) retVal = mPlayer->townpriv; return retVal; } void CChar::SetTownpriv( SI08 newValue ) { if( !IsValidPlayer() ) { if( newValue != DEFPLAYER_TOWNPRIV ) CreatePlayer(); } if( IsValidPlayer() ) { mPlayer->townpriv = newValue; UpdateRegion(); } } // NPC Specific Functions //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetMaxLoyalty( void ) const //| void SetMaxLoyalty( UI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the max loyalty of the NPC //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetMaxLoyalty( void ) const { UI16 retVal = DEFNPC_MAXLOYALTY; if( IsValidNPC() ) retVal = mNPC->maxLoyalty; return retVal; } void CChar::SetMaxLoyalty( UI16 newValue ) { if( !IsValidNPC() ) { if( DEFNPC_MAXLOYALTY != newValue ) CreateNPC(); } if( IsValidNPC() ) { mNPC->maxLoyalty = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetLoyalty( void ) const //| void SetLoyalty( UI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the loyalty of the NPC //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetLoyalty( void ) const { UI16 retVal = DEFNPC_LOYALTY; if( IsValidNPC() ) retVal = mNPC->loyalty; return retVal; } void CChar::SetLoyalty( UI16 newValue ) { if( !IsValidNPC() ) { if( DEFNPC_LOYALTY != newValue ) CreateNPC(); } if( IsValidNPC() ) { std::vector scriptTriggers = GetScriptTriggers(); for( auto i : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( i ); if( toExecute != nullptr ) { // If script returns false/0/nothing, prevent loyalty from changing, and prevent // other scripts with event from running if( toExecute->OnLoyaltyChange( ( this ), hunger ) == 0 ) { return; } } } mNPC->loyalty = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - void DoLoyaltyUpdate( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Handle automatic loyalty change for the NPC character //o-----------------------------------------------------------------------------------------------o void CChar::DoLoyaltyUpdate( void ) { // Don't continue if pet control difficulty system is disabled if( !cwmWorldState->ServerData()->CheckPetControlDifficulty() ) return; if( !IsNpc() || IsDead() || !IsTamed() ) // No need to do anything for dead or non-tame NPCs return; if( !ValidateObject( GetOwnerObj() )) return; if( GetTimer( tNPC_LOYALTYTIME ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) { UI16 loyaltyRate = cwmWorldState->ServerData()->SystemTimer( tSERVER_LOYALTYRATE ); if( GetLoyalty() > 0 ) { // Is loyalty already at the lowest threshold from the last time this check ran? if( GetLoyalty() == 0 ) { // Make pet go wild from lack of loyalty CChar *owner = GetOwnerObj(); if( ValidateObject( owner ) ) { // Reduce player's control slot usage by the amount of control slots taken up by the pet owner->SetControlSlotsUsed( std::max( 0, owner->GetControlSlotsUsed() - GetControlSlots() ) ); } // Release the pet Npcs->releasePet( this ); return; } // Reduce loyalty by 1, reset timer SetLoyalty( std::max( 0, GetLoyalty() - 1 ) ); SetTimer( tNPC_LOYALTYTIME, BuildTimeValue( static_cast( loyaltyRate ) ) ); // Provide some feedback to the player, if they're online CSocket *mSock = GetOwnerObj()->GetSocket(); if( mSock != nullptr ) { if(( GetLoyalty() % 10 ) == 0 ) { // Round loyalty down to nearest 10 auto loyaltyLevel = 10 * ( GetLoyalty() / 10 ); switch( loyaltyLevel ) { case 0: TextMessage( mSock, 2421, OBJ, true ); // Your pet looks confused break; case 10: TextMessage( mSock, 2422, OBJ, true ); // Your pet looks extremely unhappy break; case 20: TextMessage( mSock, 2423, OBJ, true ); // Your pet looks rather unhappy break; case 30: TextMessage( mSock, 2424, OBJ, true ); // Your pet looks unhappy break; case 40: TextMessage( mSock, 2425, OBJ, true ); // Your pet looks somewhat content break; case 50: TextMessage( mSock, 2426, OBJ, true ); // Your pet looks content break; case 60: TextMessage( mSock, 2427, OBJ, true ); // Your pet looks happy break; case 70: TextMessage( mSock, 2428, OBJ, true ); // Your pet looks rather happy break; case 80: TextMessage( mSock, 2429, OBJ, true ); // Your pet looks very happy break; case 90: TextMessage( mSock, 2430, OBJ, true ); // Your pet looks extremely happy break; case 100: TextMessage( mSock, 2431, OBJ, true ); // Your pet looks wonderfully happy break; default: break; } } } } } } //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetTamedHungerRate( void ) const //| void SetTamedHungerRate( UI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Get/Set the rate at which a pet hungers //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetTamedHungerRate( void ) const { UI16 retVal = DEFNPC_TAMEDHUNGERRATE; if( IsValidNPC() ) retVal = mNPC->tamedHungerRate; return retVal; } void CChar::SetTamedHungerRate( UI16 newValue ) { if( !IsValidNPC() ) { if( DEFNPC_TAMEDHUNGERRATE != newValue ) CreateNPC(); } if( IsValidNPC() ) { mNPC->tamedHungerRate = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetTamedThirstRate( void ) const //| void SetTamedThirstRate( UI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Get/Set the rate at which a pet thirsts //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetTamedThirstRate( void ) const { UI16 retVal = DEFNPC_TAMEDTHIRSTRATE; if( IsValidNPC() ) retVal = mNPC->tamedThirstRate; return retVal; } void CChar::SetTamedThirstRate( UI16 newValue ) { if( !IsValidNPC() ) { if( DEFNPC_TAMEDTHIRSTRATE != newValue ) CreateNPC(); } if( IsValidNPC() ) { mNPC->tamedThirstRate = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetTamedHungerWildChance( void ) const //| void SetTamedHungerWildChance( UI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets chance for a hungry pet to go wild //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetTamedHungerWildChance( void ) const { UI08 retVal = DEFNPC_HUNGERWILDCHANCE; if( IsValidNPC() ) retVal = mNPC->hungerWildChance; return retVal; } void CChar::SetTamedHungerWildChance( UI08 newValue ) { if( !IsValidNPC() ) { if( DEFNPC_HUNGERWILDCHANCE != newValue ) CreateNPC(); } if( IsValidNPC() ) { mNPC->hungerWildChance = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetTamedThirstWildChance( void ) const //| void SetTamedThirstWildChance( UI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets chance for a thirsty pet to go wild //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetTamedThirstWildChance( void ) const { UI08 retVal = DEFNPC_THIRSTWILDCHANCE; if( IsValidNPC() ) retVal = mNPC->thirstWildChance; return retVal; } void CChar::SetTamedThirstWildChance( UI08 newValue ) { if( !IsValidNPC() ) { if( DEFNPC_THIRSTWILDCHANCE != newValue ) CreateNPC(); } if( IsValidNPC() ) { mNPC->thirstWildChance = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - std::string GetFood( void ) const //| void SetFood( std::string food ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets FOODLIST entry for feeding tamed pets //o-----------------------------------------------------------------------------------------------o std::string CChar::GetFood( void ) const { std::string retVal = ""; if( IsValidNPC() ) retVal = mNPC->foodList; return retVal; } void CChar::SetFood( std::string food ) { if( !IsValidNPC() ) { if( !food.empty() ) CreateNPC(); } if( IsValidNPC() ) { mNPC->foodList = food.substr( 0, MAX_NAME - 1 ); UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 GetNPCAiType( void ) const //| void SetNPCAiType( SI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the AI type of the NPC //o-----------------------------------------------------------------------------------------------o SI16 CChar::GetNPCAiType( void ) const { SI16 rVal = DEFNPC_AITYPE; if( IsValidNPC() ) rVal = mNPC->aiType; return rVal; } void CChar::SetNPCAiType( SI16 newValue ) { if( !IsValidNPC() ) { if( newValue != DEFNPC_AITYPE ) CreateNPC(); } if( IsValidNPC() ) { mNPC->aiType = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - CBaseObject *GetGuarding( void ) const //| void SetGuarding( CBaseObject *newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the SERIAL of the object the character is guarding //o-----------------------------------------------------------------------------------------------o CBaseObject *CChar::GetGuarding( void ) const { CBaseObject *rVal = nullptr; if( IsValidNPC() ) rVal = mNPC->petGuarding; return rVal; } void CChar::SetGuarding( CBaseObject *newValue ) { if( !IsValidNPC() ) { if( newValue != nullptr ) CreateNPC(); } if( IsValidNPC() ) mNPC->petGuarding = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 GetTaming( void ) const //| void SetTaming( SI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets minimum skill required to tame the character //o-----------------------------------------------------------------------------------------------o SI16 CChar::GetTaming( void ) const { SI16 rVal = DEFNPC_TAMING; if( IsValidNPC() ) rVal = mNPC->taming; return rVal; } void CChar::SetTaming( SI16 newValue ) { if( !IsValidNPC() ) { if( newValue != DEFNPC_TAMING ) CreateNPC(); } if( IsValidNPC() ) { mNPC->taming = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 GetPeaceing( void ) const //| void SetPeaceing( SI16 newValue ) //| Date - 25. Feb, 2006 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets minimum skill required to peace the character //o-----------------------------------------------------------------------------------------------o SI16 CChar::GetPeaceing( void ) const { SI16 rVal = DEFNPC_PEACEING; if( IsValidNPC() ) rVal = mNPC->peaceing; else if( IsValidPlayer() ) rVal = static_cast( GetBaseSkill( PEACEMAKING ) ); return rVal; } void CChar::SetPeaceing( SI16 newValue ) { if( IsValidNPC() ) { mNPC->peaceing = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 GetProvoing( void ) const //| void SetProvoing( SI16 newValue ) //| Date - 25. Feb, 2006 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets minimum skill required to provocate the character //o-----------------------------------------------------------------------------------------------o SI16 CChar::GetProvoing( void ) const { SI16 rVal = DEFNPC_PROVOING; if( IsValidNPC() ) rVal = mNPC->provoing; else if( IsValidPlayer() ) rVal = static_cast( GetBaseSkill( PROVOCATION ) ); return rVal; } void CChar::SetProvoing( SI16 newValue ) { if( IsValidNPC() ) { mNPC->provoing = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetTrainingPlayerIn( void ) const //| void SetTrainingPlayerIn( UI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets skill the player is being trained in. 255 is no training //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetTrainingPlayerIn( void ) const { UI08 rVal = DEFNPC_TRAININGPLAYERIN; if( IsValidNPC() ) rVal = mNPC->trainingPlayerIn; return rVal; } void CChar::SetTrainingPlayerIn( UI08 newValue ) { if( !IsValidNPC() ) { if( newValue != DEFNPC_TRAININGPLAYERIN ) CreateNPC(); } if( IsValidNPC() ) mNPC->trainingPlayerIn = newValue; } //o-----------------------------------------------------------------------------------------------o //| Function - UI32 GetHoldG( void ) const //| void SetHoldG( UI32 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets amount of gold being held by a Player Vendor //o-----------------------------------------------------------------------------------------------o UI32 CChar::GetHoldG( void ) const { UI32 rVal = DEFNPC_HOLDG; if( IsValidNPC() ) rVal = mNPC->goldOnHand; return rVal; } void CChar::SetHoldG( UI32 newValue ) { if( !IsValidNPC() ) { if( newValue != DEFNPC_HOLDG ) CreateNPC(); } if( IsValidNPC() ) { mNPC->goldOnHand = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetSplit( void ) const //| void SetSplit( UI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets split level of the character //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetSplit( void ) const { UI08 rVal = DEFNPC_SPLIT; if( IsValidNPC() ) rVal = mNPC->splitNum; return rVal; } void CChar::SetSplit( UI08 newValue ) { if( !IsValidNPC() ) { if( newValue != DEFNPC_SPLIT ) CreateNPC(); } if( IsValidNPC() ) { mNPC->splitNum = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetSplitChance( void ) const //| void SetSplitChance( UI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the chance of an NPC splitting //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetSplitChance( void ) const { UI08 rVal = DEFNPC_SPLITCHANCE; if( IsValidNPC() ) rVal = mNPC->splitChance; return rVal; } void CChar::SetSplitChance( UI08 newValue ) { if( !IsValidNPC() ) { if( newValue != DEFNPC_SPLITCHANCE ) CreateNPC(); } if( IsValidNPC() ) { mNPC->splitChance = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 GetFx( UI08 part ) const //| void SetFx( SI16 newVal, UI08 part ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets x1 and x2 boundry of an npc wander area //o-----------------------------------------------------------------------------------------------o SI16 CChar::GetFx( UI08 part ) const { SI16 rVal = DEFNPC_WANDERAREA; if( IsValidNPC() ) { if( part < 2 ) rVal = mNPC->fx[part]; } return rVal; } void CChar::SetFx( SI16 newVal, UI08 part ) { if( !IsValidNPC() ) { if( newVal != DEFNPC_WANDERAREA ) CreateNPC(); } if( IsValidNPC() ) { if( part < 2 ) { mNPC->fx[part] = newVal; UpdateRegion(); } } } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 GetFy( UI08 part ) const //| void SetFy( SI16 newVal, UI08 part ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets y1 and y2 boundry of an npc wander area //o-----------------------------------------------------------------------------------------------o SI16 CChar::GetFy( UI08 part ) const { SI16 rVal = DEFNPC_WANDERAREA; if( IsValidNPC() ) { if( part < 2 ) rVal = mNPC->fy[part]; } return rVal; } void CChar::SetFy( SI16 newVal, UI08 part ) { if( !IsValidNPC() ) { if( newVal != DEFNPC_WANDERAREA ) CreateNPC(); } if( IsValidNPC() ) { if( part < 2 ) { mNPC->fy[part] = newVal; UpdateRegion(); } } } //o-----------------------------------------------------------------------------------------------o //| Function - SI08 GetFz( void ) const //| void SetFz( SI08 newVal ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets z of an npc wander area //o-----------------------------------------------------------------------------------------------o SI08 CChar::GetFz( void ) const { SI08 rVal = DEFNPC_FZ1; if( IsValidNPC() ) rVal = mNPC->fz; return rVal; } void CChar::SetFz( SI08 newVal ) { if( !IsValidNPC() ) { if( newVal != DEFNPC_FZ1 ) CreateNPC(); } if( IsValidNPC() ) { mNPC->fz = newVal; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - SI08 GetNpcWander( void ) const //| void SetNpcWander( SI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets NPC Wander mode //o-----------------------------------------------------------------------------------------------o SI08 CChar::GetNpcWander( void ) const { SI08 rVal = DEFNPC_WANDER; if( IsValidNPC() ) rVal = mNPC->wanderMode; return rVal; } void CChar::SetNpcWander( SI08 newValue, bool initArea ) { if( !IsValidNPC() ) { if( newValue != DEFNPC_WANDER ) CreateNPC(); } if( IsValidNPC() ) { mNPC->wanderMode = newValue; UpdateRegion(); } // Make sure the wanderarea is properly initialized if( initArea && (( newValue == WT_BOX || newValue == WT_CIRCLE ))) { if( ( mNPC->fx[0] == -1 ) || ( mNPC->fy[0] == -1 ) ) { InitializeWanderArea( this, 10, 10 ); } } } //o-----------------------------------------------------------------------------------------------o //| Function - SI08 GetOldNpcWander( void ) const //| void SetOldNpcWander( SI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets previous NPC Wander mode //o-----------------------------------------------------------------------------------------------o SI08 CChar::GetOldNpcWander( void ) const { SI08 rVal = DEFNPC_OLDWANDER; if( IsValidNPC() ) rVal = mNPC->oldWanderMode; return rVal; } void CChar::SetOldNpcWander( SI08 newValue ) { if( !IsValidNPC() ) { if( newValue != DEFNPC_OLDWANDER ) CreateNPC(); } if( IsValidNPC() ) { mNPC->oldWanderMode = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - CChar *GetFTarg( void ) const //| void SetFTarg( CChar *newTarg ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets NPC Follow target //o-----------------------------------------------------------------------------------------------o CChar *CChar::GetFTarg( void ) const { CChar *rVal = nullptr; if( IsValidNPC() ) rVal = calcCharObjFromSer( mNPC->fTarg ); return rVal; } void CChar::SetFTarg( CChar *newTarg ) { if( !IsValidNPC() ) { if( newTarg != nullptr ) CreateNPC(); } if( IsValidNPC() ) mNPC->fTarg = calcSerFromObj( newTarg ); } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 GetSpAttack( void ) const //| void SetSpAttack( SI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets NPC's Spell Attack setting //o-----------------------------------------------------------------------------------------------o SI16 CChar::GetSpAttack( void ) const { SI16 rVal = DEFNPC_SPATTACK; if( IsValidNPC() ) rVal = mNPC->spellAttack; return rVal; } void CChar::SetSpAttack( SI16 newValue ) { if( !IsValidNPC() ) { if( newValue != DEFNPC_SPATTACK ) CreateNPC(); } if( IsValidNPC() ) { mNPC->spellAttack = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - SI08 GetSpDelay( void ) const //| void SetSpDelay( SI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets NPC's Spell Delay setting //o-----------------------------------------------------------------------------------------------o SI08 CChar::GetSpDelay( void ) const { SI08 rVal = DEFNPC_SPADELAY; if( IsValidNPC() ) rVal = mNPC->spellDelay; return rVal; } void CChar::SetSpDelay( SI08 newValue ) { if( !IsValidNPC() ) { if( newValue != DEFNPC_SPADELAY ) CreateNPC(); } if( IsValidNPC() ) { mNPC->spellDelay = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetQuestType( void ) const //| void SetQuestType( UI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets NPC's Quest Type //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetQuestType( void ) const { UI08 rVal = DEFNPC_QUESTTYPE; if( IsValidNPC() ) rVal = mNPC->questType; return rVal; } void CChar::SetQuestType( UI08 newValue ) { if( !IsValidNPC() ) { if( newValue != DEFNPC_QUESTTYPE ) CreateNPC(); } if( IsValidNPC() ) { mNPC->questType = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetQuestOrigRegion( void ) const //| void SetQuestOrigRegion( UI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets NPC's Quest Origin Region - used for escort quests //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetQuestOrigRegion( void ) const { UI08 rVal = DEFNPC_QUESTORIGREGION; if( IsValidNPC() ) rVal = mNPC->questOrigRegion; return rVal; } void CChar::SetQuestOrigRegion( UI08 newValue ) { if( !IsValidNPC() ) { if( newValue != DEFNPC_QUESTORIGREGION ) CreateNPC(); } if( IsValidNPC() ) { mNPC->questOrigRegion = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetQuestDestRegion( void ) const //| void SetQuestDestRegion( UI08 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets NPC's Quest Destination Region //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetQuestDestRegion( void ) const { UI08 rVal = DEFNPC_QUESTDESTREGION; if( IsValidNPC() ) rVal = mNPC->questDestRegion; return rVal; } void CChar::SetQuestDestRegion( UI08 newValue ) { if( !IsValidNPC() ) { if( newValue != DEFNPC_QUESTDESTREGION ) CreateNPC(); } if( IsValidNPC() ) { mNPC->questDestRegion = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 GetFleeAt( void ) const //| void SetFleeAt( SI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets health value at which an NPC will turn tail and run //o-----------------------------------------------------------------------------------------------o SI16 CChar::GetFleeAt( void ) const { SI16 rVal = DEFNPC_FLEEAT; if( IsValidNPC() ) rVal = mNPC->fleeAt; return rVal; } void CChar::SetFleeAt( SI16 newValue ) { if( !IsValidNPC() ) { if( newValue != DEFNPC_FLEEAT ) CreateNPC(); } if( IsValidNPC() ) { mNPC->fleeAt = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 GetReattackAt( void ) const //| void SetReattackAt( SI16 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets health value at which an NPC will start fighting again //o-----------------------------------------------------------------------------------------------o SI16 CChar::GetReattackAt( void ) const { SI16 rVal = DEFNPC_REATTACKAT; if( IsValidNPC() ) rVal = mNPC->reAttackAt; return rVal; } void CChar::SetReattackAt( SI16 newValue ) { if( !IsValidNPC() ) { if( newValue != DEFNPC_REATTACKAT ) CreateNPC(); } if( IsValidNPC() ) { mNPC->reAttackAt = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 PopDirection( void ) //| void PushDirection( UI08 newDir, bool pushFront ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets queue of directions for NPC //o-----------------------------------------------------------------------------------------------o UI08 CChar::PopDirection( void ) { UI08 rVal = 0; if( IsValidNPC() ) { if( !mNPC->pathToFollow.empty() ) { rVal = mNPC->pathToFollow.front(); mNPC->pathToFollow.pop_front(); } } return rVal; } void CChar::PushDirection( UI08 newDir, bool pushFront ) { if( !IsValidNPC() ) CreateNPC(); if( pushFront ) mNPC->pathToFollow.push_front( newDir ); else mNPC->pathToFollow.push_back( newDir ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool StillGotDirs( void ) const //o-----------------------------------------------------------------------------------------------o //| Purpose - Check if NPC's Direction Queue is empty //o-----------------------------------------------------------------------------------------------o bool CChar::StillGotDirs( void ) const { bool rVal = false; if( IsValidNPC() ) rVal = !mNPC->pathToFollow.empty(); return rVal; } //o-----------------------------------------------------------------------------------------------o //| Function - void FlushPath( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Empty NPC's Queue of Directions. //o-----------------------------------------------------------------------------------------------o void CChar::FlushPath( void ) { if( IsValidNPC() ) { while( StillGotDirs() ) PopDirection(); } } //o-----------------------------------------------------------------------------------------------o //| Function - GenericList< CChar * > *GetPetOwnerList( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns the pet's list of previous owners //o-----------------------------------------------------------------------------------------------o GenericList< CChar * > *CChar::GetPetOwnerList( void ) { return &mNPC->petOwnerList; } //o-----------------------------------------------------------------------------------------------o //| Function - auto ClearPetOwnerList() ->void //o-----------------------------------------------------------------------------------------------o //| Purpose - Clears the pet's list of previous owners //o-----------------------------------------------------------------------------------------------o auto CChar::ClearPetOwnerList() ->void { GetPetOwnerList()->Clear(); UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - bool AddPetOwner( CChar *toAdd ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Adds a character to a pet's list of previous owners //o-----------------------------------------------------------------------------------------------o bool CChar::AddPetOwnerToList( CChar *toAdd ) { if( ValidateObject( toAdd ) ) { if( GetPetOwnerList()->Add( toAdd ) ) { UpdateRegion(); return true; } } return false; } //o-----------------------------------------------------------------------------------------------o //| Function - bool RemovePetOwnerFromList( CChar *toRemove ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Removes a character from a pet's list of previous owners //o-----------------------------------------------------------------------------------------------o bool CChar::RemovePetOwnerFromList( CChar *toRemove ) { if( ValidateObject( toRemove ) ) { if( GetPetOwnerList()->Remove( toRemove ) ) { UpdateRegion(); return true; } } return false; } //o-----------------------------------------------------------------------------------------------o //| Function - bool IsOnPetOwnerList( CChar *toCheck ) const //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns true if a character is a pet's list of previous owners //o-----------------------------------------------------------------------------------------------o bool CChar::IsOnPetOwnerList( CChar *toCheck ) { bool retVal = false; if( ValidateObject( toCheck ) ) { auto iter = std::find_if(GetPetOwnerList()->collection().begin(),GetPetOwnerList()->collection().end(),[&toCheck,this](CChar *petChar){ return (petChar == toCheck) && ValidateObject(petChar); }); if (iter != GetPetOwnerList()->collection().end()){ retVal = true ; } } return retVal; } //o-----------------------------------------------------------------------------------------------o //| Function - auto ClearFriendList() ->void //o-----------------------------------------------------------------------------------------------o //| Purpose - Clears the characters list of friends //o-----------------------------------------------------------------------------------------------o auto CChar::ClearFriendList()->void { mNPC->petFriends.clear(); mNPC->petFriends.shrink_to_fit(); } //o-----------------------------------------------------------------------------------------------o //| Function - auto GetFriendList() ->std::vector< CChar* >* //| Date - 20 July 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns the characters list of friends //o-----------------------------------------------------------------------------------------------o auto CChar::GetFriendList() -> std::vector< CChar* >* { std::vector< CChar* > *rVal = nullptr; if( IsValidNPC() ) rVal = &mNPC->petFriends; return rVal; } //o-----------------------------------------------------------------------------------------------o //| Function - bool AddFriend( CChar *toAdd ) //| Date - 20 July 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Adds the friend toAdd to the NPC's pet/follower's friends list //| ensuring it is already not on it //o-----------------------------------------------------------------------------------------------o bool CChar::AddFriend( CChar *toAdd ) { if( !IsValidNPC() ) { if( toAdd != nullptr ) CreateNPC(); } if( IsValidNPC() ) { auto iter = std::find_if(mNPC->petFriends.begin(),mNPC->petFriends.end(),[toAdd](CChar *entry){ return entry == toAdd; }); if (iter == mNPC->petFriends.end()){ // wasnt found, ad dit mNPC->petFriends.push_back(toAdd); } } return false; } //o-----------------------------------------------------------------------------------------------o //| Function - bool RemoveFriend( CChar *toRemove ) //| Date - 20 July 2001 //o-----------------------------------------------------------------------------------------------o //| Purpose - Removes the friend toRemove from the NPC pet/follower's friends list //o-----------------------------------------------------------------------------------------------o bool CChar::RemoveFriend( CChar *toRemove ) { if( IsValidNPC() ) { auto iter = std::find_if(mNPC->petFriends.begin(),mNPC->petFriends.end(),[toRemove](CChar *entry){ return toRemove == entry ; }); if (iter != mNPC->petFriends.end()){ mNPC->petFriends.erase(iter); } } return false; } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetOwnerCount( void ) const //o-----------------------------------------------------------------------------------------------o //| Purpose - Get the total number of owners a pet/follower has had //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetOwnerCount( void ) { return static_cast(GetPetOwnerList()->Num()); } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetControlSlotsUsed( void ) const //| void SetControlSlotsUsed( UI08 newVal ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Get/Sets the total number of control slots used by a player's active pets/followers //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetControlSlotsUsed( void ) const { UI08 rVal = DEFPLAYER_CONTROLSLOTSUSED; if( IsValidPlayer() ) rVal = mPlayer->controlSlotsUsed; return rVal; } void CChar::SetControlSlotsUsed( UI08 newVal ) { if( !IsValidPlayer() ) { if( newVal != DEFPLAYER_CONTROLSLOTSUSED ) CreatePlayer(); } if( IsValidPlayer() ) { mPlayer->controlSlotsUsed = newVal; Dirty( UT_STATWINDOW ); UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI08 GetControlSlots( void ) const //| void SetControlSlots( UI08 newVal ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Get/Sets the total number of control slots an NPC takes up //o-----------------------------------------------------------------------------------------------o UI08 CChar::GetControlSlots( void ) const { UI08 rVal = DEFNPC_CONTROLSLOTS; if( IsValidNPC() ) rVal = mNPC->controlSlots; return rVal; } void CChar::SetControlSlots( UI08 newVal ) { if( !IsValidNPC() ) { CreateNPC(); } if( IsValidNPC() ) { mNPC->controlSlots = newVal; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI16 GetOrneriness( void ) const //| void SetOrneriness( UI16 newVal ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Get/Sets the difficulty of controlling a pet //o-----------------------------------------------------------------------------------------------o UI16 CChar::GetOrneriness( void ) const { UI16 rVal = DEFNPC_ORNERINESS; if( IsValidNPC() ) rVal = mNPC->orneriness; return rVal; } void CChar::SetOrneriness( UI16 newVal ) { if( !IsValidNPC() ) { CreateNPC(); } if( IsValidNPC() ) { mNPC->orneriness = newVal; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - cNPC_FLAG GetNPCFlag( void ) const //| void SetNPCFlag( cNPC_FLAG flagType ) //| Date - February 9, 2006 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the NPC's default flag color //o-----------------------------------------------------------------------------------------------o cNPC_FLAG CChar::GetNPCFlag( void ) const { cNPC_FLAG retVal = fNPC_NEUTRAL; if( IsValidNPC() ) retVal = mNPC->npcFlag; return retVal; } void CChar::SetNPCFlag( cNPC_FLAG flagType ) { if( !IsValidNPC() ) CreateNPC(); if( IsValidNPC() ) { mNPC->npcFlag = flagType; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - R32 GetWalkingSpeed( void ) const //| void SetWalkingSpeed( R32 newValue ) //| Date - Juni 9, 2007 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the NPC's walking speed //o-----------------------------------------------------------------------------------------------o R32 CChar::GetWalkingSpeed( void ) const { R32 retVal = cwmWorldState->ServerData()->NPCWalkingSpeed(); if( IsValidNPC() ) if( mNPC->walkingSpeed > 0 ) retVal = mNPC->walkingSpeed; #if defined( UOX_DEBUG_MODE ) retVal = (retVal * DEBUGMOVEMULTIPLIER ); #endif return retVal; } void CChar::SetWalkingSpeed( R32 newValue ) { if( !IsValidNPC() ) CreateNPC(); if( IsValidNPC() ) { mNPC->walkingSpeed = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - R32 GetRunningSpeed( void ) const //| void SetRunningSpeed( R32 newValue ) //| Date - Juni 9, 2007 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the NPC's running speed //o-----------------------------------------------------------------------------------------------o R32 CChar::GetRunningSpeed( void ) const { R32 retVal = cwmWorldState->ServerData()->NPCRunningSpeed(); if( IsValidNPC() ) if( mNPC->runningSpeed > 0 ) retVal = mNPC->runningSpeed; #if defined( UOX_DEBUG_MODE ) retVal = (retVal * DEBUGMOVEMULTIPLIER ); #endif return retVal; } void CChar::SetRunningSpeed( R32 newValue ) { if( !IsValidNPC() ) CreateNPC(); if( IsValidNPC() ) { mNPC->runningSpeed = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - R32 GetFleeingSpeed( void ) const //| void SetFleeingSpeed( R32 newValue ) //| Date - Juni 9, 2007 //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the NPC's fleeing speed //o-----------------------------------------------------------------------------------------------o R32 CChar::GetFleeingSpeed( void ) const { R32 retVal = cwmWorldState->ServerData()->NPCFleeingSpeed(); if( IsValidNPC() ) if( mNPC->fleeingSpeed > 0 ) retVal = mNPC->fleeingSpeed; #if defined( UOX_DEBUG_MODE ) retVal = (retVal * DEBUGMOVEMULTIPLIER ); #endif return retVal; } void CChar::SetFleeingSpeed( R32 newValue ) { if( !IsValidNPC() ) CreateNPC(); if( IsValidNPC() ) { mNPC->fleeingSpeed = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - R32 GetMountedWalkingSpeed( void ) const //| void SetMountedWalkingSpeed( R32 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the NPC's mounted walking speed //o-----------------------------------------------------------------------------------------------o R32 CChar::GetMountedWalkingSpeed( void ) const { R32 retVal = cwmWorldState->ServerData()->NPCMountedWalkingSpeed(); if( IsValidNPC() ) if( mNPC->mountedWalkingSpeed > 0 ) retVal = mNPC->mountedWalkingSpeed; #if defined( UOX_DEBUG_MODE ) retVal = ( retVal * DEBUGMOVEMULTIPLIER ); #endif return retVal; } void CChar::SetMountedWalkingSpeed( R32 newValue ) { if( !IsValidNPC() ) CreateNPC(); if( IsValidNPC() ) { mNPC->mountedWalkingSpeed = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - R32 GetMountedRunningSpeed( void ) const //| void SetMountedRunningSpeed( R32 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the NPC's mounted running speed //o-----------------------------------------------------------------------------------------------o R32 CChar::GetMountedRunningSpeed( void ) const { R32 retVal = cwmWorldState->ServerData()->NPCMountedRunningSpeed(); if( IsValidNPC() ) if( mNPC->mountedRunningSpeed > 0 ) retVal = mNPC->mountedRunningSpeed; #if defined( UOX_DEBUG_MODE ) retVal = ( retVal * DEBUGMOVEMULTIPLIER ); #endif return retVal; } void CChar::SetMountedRunningSpeed( R32 newValue ) { if( !IsValidNPC() ) CreateNPC(); if( IsValidNPC() ) { mNPC->mountedRunningSpeed = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - R32 GetMountedFleeingSpeed( void ) const //| void SetMountedFleeingSpeed( R32 newValue ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets/Sets the NPC's fleeing speed //o-----------------------------------------------------------------------------------------------o R32 CChar::GetMountedFleeingSpeed( void ) const { R32 retVal = cwmWorldState->ServerData()->NPCMountedFleeingSpeed(); if( IsValidNPC() ) if( mNPC->mountedFleeingSpeed > 0 ) retVal = mNPC->mountedFleeingSpeed; #if defined( UOX_DEBUG_MODE ) retVal = ( retVal * DEBUGMOVEMULTIPLIER ); #endif return retVal; } void CChar::SetMountedFleeingSpeed( R32 newValue ) { if( !IsValidNPC() ) CreateNPC(); if( IsValidNPC() ) { mNPC->mountedFleeingSpeed = newValue; UpdateRegion(); } } //o-----------------------------------------------------------------------------------------------o //| Function - bool DTEgreater( DamageTrackEntry *elem1, DamageTrackEntry *elem2 ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Compare damage done for two damage entries //o-----------------------------------------------------------------------------------------------o bool DTEgreater( DamageTrackEntry *elem1, DamageTrackEntry *elem2 ) { if( elem1 == nullptr ) return false; if( elem2 == nullptr ) return true; return elem1->damageDone > elem2->damageDone; } //o-----------------------------------------------------------------------------------------------o //| Function - void Heal( SI16 healValue, CChar *healer ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Heal character, and keep track of healer and amount healed //o-----------------------------------------------------------------------------------------------o void CChar::Heal( SI16 healValue, CChar *healer ) { SetHP( hitpoints + healValue ); if( healer != nullptr ) { const SERIAL healerSerial = healer->GetSerial(); bool persFound = false; for( DamageTrackEntry *i = damageHealed.First(); !damageHealed.Finished(); i = damageHealed.Next() ) { if( i->damager == healerSerial ) { i->damageDone += healValue; i->lastDamageType = NONE; i->lastDamageDone = cwmWorldState->GetUICurrentTime(); persFound = true; break; } } if( !persFound ) { damageHealed.Add( new DamageTrackEntry( healerSerial, healValue, NONE, cwmWorldState->GetUICurrentTime() ) ); } damageHealed.Sort( DTEgreater ); } } //o-----------------------------------------------------------------------------------------------o //| Function - void ReactOnDamage( WeatherType damageType, CChar *attacker ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Lets character react to damage dealt to them //o-----------------------------------------------------------------------------------------------o void CChar::ReactOnDamage( WeatherType damageType, CChar *attacker ) { CSocket *mSock = GetSocket(); if( ValidateObject( attacker ) ) { // Let the target react upon damage attacker->SetAttackFirst( ( GetTarg() != attacker ) ); if( !attacker->IsInvulnerable() && (!ValidateObject( GetTarg() ) || !objInRange( this, GetTarg(), DIST_INRANGE )) ) { SetAttacker( attacker ); SetAttackFirst( false ); if( IsNpc() ) { if( GetVisible() == VT_TEMPHIDDEN || attacker->GetVisible() == VT_INVISIBLE ) ExposeToView(); if( !IsAtWar() && !attacker->IsInvulnerable() && GetNPCAiType() != AI_DUMMY ) { SetTarg( attacker ); ToggleCombat(); if( GetMounted() ) SetTimer( tNPC_MOVETIME, BuildTimeValue( GetMountedWalkingSpeed() ) ); else SetTimer( tNPC_MOVETIME, BuildTimeValue( GetWalkingSpeed() ) ); } } else if( mSock != nullptr ) BreakConcentration( mSock ); } } } //o-----------------------------------------------------------------------------------------------o //| Function - bool Damage( SI16 damageValue, WeatherType damageType, CChar *attacker, bool doRepsys ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Damage character, and keep track of attacker and damage amount //o-----------------------------------------------------------------------------------------------o bool CChar::Damage( SI16 damageValue, WeatherType damageType, CChar *attacker, bool doRepsys ) { std::vector scriptTriggers = GetScriptTriggers(); for( auto i : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( i ); if( toExecute != nullptr ) { // If event returns false, prevent damage! auto retVal = toExecute->OnDamage( this, attacker, damageValue, damageType ); if( retVal == 0 ) return false; } } CSocket *mSock = GetSocket(), *attSock = nullptr, *attOwnerSock = nullptr; if( ValidateObject( attacker ) ) { attSock = attacker->GetSocket(); if( ValidateObject( attacker->GetOwnerObj() ) ) attOwnerSock = attacker->GetOwnerObj()->GetSocket(); } // Display damage numbers if( cwmWorldState->ServerData()->CombatDisplayDamageNumbers() ) { CPDisplayDamage toDisplay( (*this), (UI16)damageValue ); if( mSock != nullptr ) mSock->Send( &toDisplay ); if( attSock != nullptr && attSock != mSock ) attSock->Send( &toDisplay ); if( attOwnerSock != nullptr ) attOwnerSock->Send( &toDisplay ); } // Apply the damage SetHP( hitpoints - damageValue ); // Spawn blood effects if( damageValue >= std::max(static_cast(1), static_cast(floor(GetMaxHP() * 0.01))) ) // Only display blood effects if damage done is higher than 1, or 1% of max health - whichever is higher { UI08 bloodEffectChance = cwmWorldState->ServerData()->CombatBloodEffectChance(); bool spawnBlood = ( bloodEffectChance >= static_cast(RandomNum( 0, 99 ))); if( spawnBlood ) { BloodTypes bloodType = BLOOD_BLEED; if( damageValue >= static_cast(floor(GetMaxHP() * 0.2 )) ) { // If damage done is higher than 20% of max health, spawn larger blood splats bloodType = BLOOD_CRITICAL; } UI16 bloodColour = Races->BloodColour( GetRace() ); // Fetch blood color from race property if( bloodColour == 0xffff ) { // If blood colour is 0xffff in the race setup, inherit color of NPC instead! bloodColour = GetSkin(); } CItem * bloodEffect = Effects->SpawnBloodEffect( WorldNumber(), GetInstanceID(), bloodColour, bloodType ); if( ValidateObject( bloodEffect ) ) { // Finally, set blood's location to match that of the character bloodEffect->SetLocation( this ); } } } // Handle peace state if( !GetCanAttack() ) { const UI08 currentBreakChance = GetBrkPeaceChance(); if( (UI08)RandomNum( 1, 100 ) <= currentBreakChance ) { SetCanAttack( true ); if( mSock != nullptr ) mSock->sysmessage( 1779 ); } else SetBrkPeaceChance( currentBreakChance + GetBrkPeaceChanceGain() ); } if( ValidateObject( attacker ) ) { // Reputation system if( doRepsys ) { if( WillResultInCriminal( attacker, this ) ) //REPSYS { criminal( attacker ); bool regionGuarded = ( GetRegion()->IsGuarded() ); if( cwmWorldState->ServerData()->GuardsStatus() && regionGuarded && IsNpc() && GetNPCAiType() != AI_GUARD && cwmWorldState->creatures[this->GetID()].IsHuman() ) { TextMessage( nullptr, 335, TALK, true ); callGuards( this, attacker ); } if( ValidateObject( attacker->GetOwnerObj() ) ) criminal( attacker->GetOwnerObj() ); } } // Update Damage tracking const SERIAL attackerSerial = attacker->GetSerial(); bool persFound = false; for( DamageTrackEntry *i = damageDealt.First(); !damageDealt.Finished(); i = damageDealt.Next() ) { if( i->damager == attackerSerial ) { i->damageDone += damageValue; i->lastDamageType = damageType; i->lastDamageDone = cwmWorldState->GetUICurrentTime(); persFound = true; break; } } if( !persFound ) { damageDealt.Add( new DamageTrackEntry( attackerSerial, damageValue, damageType, cwmWorldState->GetUICurrentTime() ) ); } damageDealt.Sort( DTEgreater ); } if( GetHP() <= 0 ) Die( attacker, doRepsys ); return true; } //o-----------------------------------------------------------------------------------------------o //| Function - SI16 GetKarma( void ) const //o-----------------------------------------------------------------------------------------------o //| Purpose - Gets the character's karma //o-----------------------------------------------------------------------------------------------o SI16 CChar::GetKarma( void ) const { if( GetOwnerObj() != nullptr && IsTamed() ) { if( ValidateObject( GetOwnerObj() ) ) { // Pets inherit the karma of their owner return GetOwnerObj()->GetKarma(); } } return karma; } //o-----------------------------------------------------------------------------------------------o //| Function - void Die( CChar *attacker, bool doRepsys ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Kills character and handles consequences for character death //o-----------------------------------------------------------------------------------------------o void CChar::Die( CChar *attacker, bool doRepsys ) { std::vector scriptTriggers = GetScriptTriggers(); for( auto i : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( i ); if( toExecute != nullptr ) { SI08 retStatus = toExecute->OnDeathBlow( this, attacker ); // -1 == script doesn't exist, or returned -1 // 0 == script returned false, 0, or nothing - don't execute hard code // 1 == script returned true or 1 if( retStatus == 0 ) return; } } if( ValidateObject( attacker ) ) { if( this != attacker && doRepsys ) // can't gain fame and karma for suicide :> { CSocket *attSock = attacker->GetSocket(); if( attacker->DidAttackFirst() && WillResultInCriminal( attacker, this ) ) { attacker->SetKills( attacker->GetKills() + 1 ); attacker->SetTimer( tCHAR_MURDERRATE, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_MURDERDECAY ) ); if( !attacker->IsNpc() ) { if( attSock != nullptr ) { attSock->sysmessage( 314, attacker->GetKills() ); if( attacker->GetKills() == cwmWorldState->ServerData()->RepMaxKills() + 1 ) attSock->sysmessage( 315 ); } } UpdateFlag( attacker ); } Karma( attacker, this, ( 0 - ( GetKarma() ) ) ); Fame( attacker, GetFame() ); } if( (!attacker->IsNpc()) && (!IsNpc()) ) { Console.log( oldstrutil::format(Dictionary->GetEntry( 1617 ),GetName().c_str(), attacker->GetName().c_str()), "PvP.log"); } Combat->Kill( attacker, this ); } else HandleDeath( this, nullptr ); } //o-----------------------------------------------------------------------------------------------o //| Function - void UpdateDamageTrack( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Keeps track of damage dealt and healing done to character over time //o-----------------------------------------------------------------------------------------------o void CChar::UpdateDamageTrack( void ) { TIMERVAL currentTime = cwmWorldState->GetUICurrentTime(); DamageTrackEntry *i = nullptr; // Update the damage stuff for( i = damageDealt.First(); !damageDealt.Finished(); i = damageDealt.Next() ) { if( i == nullptr ) { damageDealt.Remove( i ); continue; } if( (i->lastDamageDone + 300000) < currentTime ) // if it's been 5 minutes since they did any damage damageDealt.Remove( i, true ); } // Update the healing stuff for( i = damageHealed.First(); !damageHealed.Finished(); i = damageHealed.Next() ) { if( i == nullptr ) { damageHealed.Remove( i ); continue; } if( (i->lastDamageDone + 300000) < currentTime ) // if it's been 5 minutes since they did any damage damageHealed.Remove( i, true ); } } //o-----------------------------------------------------------------------------------------------o //| Function - void SetWeight( SI32 newVal, bool doWeightUpdate ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets weight of character //o-----------------------------------------------------------------------------------------------o void CChar::SetWeight( SI32 newVal, bool doWeightUpdate ) { Dirty( UT_STATWINDOW ); weight = newVal; UpdateRegion(); } //o-----------------------------------------------------------------------------------------------o //| Function - void Dirty( UpdateTypes updateType ) //| Date - 25 July, 2003 //o-----------------------------------------------------------------------------------------------o //| Purpose - Forces the object onto the global refresh queue //o-----------------------------------------------------------------------------------------------o void CChar::Dirty( UpdateTypes updateType ) { if( isPostLoaded() ) { updateTypes.set( updateType, true ); CBaseObject::Dirty( updateType ); } } //o-----------------------------------------------------------------------------------------------o //| Function - bool UpdateRegion( void ) const //o-----------------------------------------------------------------------------------------------o //| Purpose - Marks region character exists in as updated since last save //o-----------------------------------------------------------------------------------------------o void CChar::UpdateRegion( void ) { // Make sure to only mark region as changed if this is a character we're supposed to save! if( ShouldSave() ) { CMapRegion *curCell = MapRegion->GetMapRegion( this ); curCell->HasRegionChanged( true ); } } //o-----------------------------------------------------------------------------------------------o //| Function - bool GetUpdate( UpdateTypes updateType ) const //| Date - 10/31/2003 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns true if we have set a specific UpdateType //o-----------------------------------------------------------------------------------------------o bool CChar::GetUpdate( UpdateTypes updateType ) const { return updateTypes.test( updateType ); } //o-----------------------------------------------------------------------------------------------o //| Function - void ClearUpdate( void ) //| Date - 3/20/2006 //o-----------------------------------------------------------------------------------------------o //| Purpose - Clears the UpdateType bitlist, used at the end of our refresh queue //o-----------------------------------------------------------------------------------------------o void CChar::ClearUpdate( void ) { updateTypes.reset(); } //o-----------------------------------------------------------------------------------------------o //| Function - void InParty( bool value ) //| Date - 21st September, 2006 //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets/clears whether the character is in a party or not //o-----------------------------------------------------------------------------------------------o void CChar::InParty( bool value ) { bools.set( BIT_INPARTY, value ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool InParty( void ) const //| Date - 21st September, 2006 //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns true if the character is in a party or not //o-----------------------------------------------------------------------------------------------o bool CChar::InParty( void ) const { return bools.test( BIT_INPARTY ); } //o-----------------------------------------------------------------------------------------------o //| Function - bool CountHousesOwnedFunctor( CBaseObject *a, UI32 &b, void *extraData ) //| void CountHousesOwned( CChar *mChar ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Used to count the houses owned by a given character //o-----------------------------------------------------------------------------------------------o bool CountHousesOwnedFunctor( CBaseObject *a, UI32 &b, void *extraData ) { UI32 *ourData = (UI32 *)extraData; CChar *mChar = calcCharObjFromSer( ourData[0] ); bool trackHousesPerAccount = ourData[1]; bool countCoOwnedHouses = ourData[2]; if( ValidateObject( mChar ) && ValidateObject( a ) && a->CanBeObjType( OT_MULTI ) ) { CMultiObj *i = static_cast< CMultiObj * >(a); if( i->GetObjType() == OT_BOAT ) return false; if( trackHousesPerAccount ) { if( countCoOwnedHouses ) { // Count house co-ownership per account if( i->GetOwnerObj()->GetAccountNum() != mChar->GetAccountNum() && i->IsOnOwnerList( mChar ) ) { ++b; return true; } else { // Loop through characters in house's ownerlist to see if any other characters // on the same account co-owns the house bool coOwnedByOtherCharOnAccount = i->CheckForAccountCoOwnership( mChar ); if( coOwnedByOtherCharOnAccount ) { ++b; return true; } } } else if( !countCoOwnedHouses && i->GetOwnerObj()->GetAccountNum() == mChar->GetAccountNum() ) { // Count house ownership per account ++b; return true; } } else { if( countCoOwnedHouses && ( i->GetOwnerObj()->GetAccountNum() != mChar->GetAccountNum() && i->IsOnOwnerList( mChar ))) { // Count house co-ownership per character ++b; return true; } else if( !countCoOwnedHouses && i->GetOwnerObj() == mChar ) { // Count house ownership per character ++b; return true; } } } return true; } auto CChar::CountHousesOwned( bool countCoOwnedHouses ) -> std::uint32_t { auto b = std::uint32_t(0) ; if( cwmWorldState->ServerData()->TrackHousesPerAccount() || countCoOwnedHouses ) { // Count all houses owned by characters on player's account by iterating over all multis on the server(!) UI32 toPass[3]; toPass[0] = GetSerial(); toPass[1] = cwmWorldState->ServerData()->TrackHousesPerAccount(); toPass[2] = countCoOwnedHouses; ObjectFactory::getSingleton().IterateOver( OT_MULTI, b, toPass, &CountHousesOwnedFunctor ); } else { std::for_each(ownedItems.begin(), ownedItems.end(), [this,&b](CItem *oItem){ if( ValidateObject( oItem ) && oItem->GetObjType() == OT_MULTI ) { if( oItem->GetOwnerObj() == this ) b++; } }); } return b; }