#include "uox3.h" #include "regions.h" #include "network.h" #include "cRaces.h" #include "classes.h" //o-----------------------------------------------------------------------------------------------o //| Function - auto FindPlayersInOldVisrange( CBaseObject *myObj )->std::vector< CSocket * > //o-----------------------------------------------------------------------------------------------o //| Purpose - Find players who previously were in visual range of an object //o-----------------------------------------------------------------------------------------------o auto FindPlayersInOldVisrange( CBaseObject *myObj ) ->std::vector< CSocket * >{ std::vector< CSocket * > nearbyChars; for (auto &mSock : Network->connClients){ auto mChar = mSock->CurrcharObj(); if( ValidateObject( mChar ) ){ if( myObj->GetObjType() == OT_MULTI ){ if( objInOldRangeSquare( myObj, mChar, static_cast(DIST_BUILDRANGE) ) ){ nearbyChars.push_back( mSock ); } } else { auto visRange = static_cast(mSock->Range() + Races->VisRange( mChar->GetRace() )); if( objInOldRangeSquare( myObj, mChar, visRange ) ){ nearbyChars.push_back( mSock ); } } } } return nearbyChars; } //o-----------------------------------------------------------------------------------------------o //| Function - auto FindPlayersInVisrange( CBaseObject *myObj ) ->std::vector< CSocket * > //o-----------------------------------------------------------------------------------------------o //| Purpose - Find players in visual range of an object //o-----------------------------------------------------------------------------------------------o auto FindPlayersInVisrange( CBaseObject *myObj )->std::vector< CSocket * >{ std::vector< CSocket * > nearbyChars; for (auto &mSock : Network->connClients){ auto mChar = mSock->CurrcharObj(); if( ValidateObject( mChar )) { auto visRange = static_cast(mSock->Range() + Races->VisRange( mChar->GetRace() )); if( objInRangeSquare( myObj, mChar, visRange ) ){ nearbyChars.push_back( mSock ); } } } return nearbyChars; } //o-----------------------------------------------------------------------------------------------o //| Function - auto FindNearbyPlayers( CBaseObject *myObj, UI16 distance )->std::vector< CSocket * > //o-----------------------------------------------------------------------------------------------o //| Purpose - Find players who within a certain distance of an object //o-----------------------------------------------------------------------------------------------o auto FindNearbyPlayers( CBaseObject *myObj, UI16 distance ) ->std::vector< CSocket * >{ std::vector< CSocket * > nearbyChars; for (auto &mSock : Network->connClients){ auto mChar = mSock->CurrcharObj(); if( ValidateObject( mChar )){ if( objInRange( mChar, myObj, distance ) ){ nearbyChars.push_back( mSock ); } } } return nearbyChars; } auto FindNearbyPlayers( CChar *mChar ) ->std::vector< CSocket * >{ UI16 visRange = MAX_VISRANGE; if( mChar->GetSocket() != nullptr ) visRange = static_cast(mChar->GetSocket()->Range() + Races->VisRange( mChar->GetRace() )); else visRange += static_cast(Races->VisRange( mChar->GetRace() )); return FindNearbyPlayers( mChar, visRange ); } auto FindNearbyPlayers( CBaseObject *mObj ) ->std::vector< CSocket * >{ UI16 visRange = static_cast(MAX_VISRANGE + Races->VisRange( mObj->GetRace() )); return FindNearbyPlayers( mObj, visRange ); } auto FindNearbyPlayers( SI16 x, SI16 y, SI08 z, UI16 distance )->std::vector< CSocket * > { std::vector< CSocket * > nearbyChars; for (auto &mSock : Network->connClients){ auto mChar = mSock->CurrcharObj(); if( ValidateObject( mChar )){ if( getDist( point3( mChar->GetX(), mChar->GetY(), mChar->GetZ() ), point3( x, y, z ) ) <= distance ){ nearbyChars.push_back( mSock ); } } } return nearbyChars; } //o-----------------------------------------------------------------------------------------------o //| Function - auto findNearbyChars( CChar *mChar, distLocs distance ) -> std::vector< CChar* > //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns a list of characters (PC or NPC) that are within a certain distance //o-----------------------------------------------------------------------------------------------o auto findNearbyChars( SI16 x, SI16 y, UI08 worldNumber, UI16 instanceID, UI16 distance ) ->std::vector< CChar* >{ std::vector< CChar* > ourChars; for (auto &CellResponse : MapRegion->PopulateList( x, y, worldNumber )){ if( CellResponse){ auto regChars = CellResponse->GetCharList(); for (auto &tempChar:regChars->collection()){ if( ValidateObject( tempChar ) && tempChar->GetInstanceID() == instanceID ){ if( tempChar->GetX() <= x + distance || tempChar->GetX() >= x - distance || tempChar->GetY() <= y + distance || tempChar->GetY() >= y - distance ){ ourChars.push_back( tempChar ); } } } } } return ourChars; } //o-----------------------------------------------------------------------------------------------o //| Function - CBaseObject *FindItemOwner( CItem *i, ObjectType &objType ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Finds the root container object, returns it, and sets objType //| to the objects type //o-----------------------------------------------------------------------------------------------o CBaseObject *FindItemOwner( CItem *i, ObjectType &objType ) { if( !ValidateObject( i ) || i->GetCont() == nullptr ) // Item has no containing item return nullptr; while( i->GetCont() != nullptr ) { if( i->GetContSerial() < BASEITEMSERIAL ) { objType = OT_CHAR; return i->GetCont(); } else i = static_cast(i->GetCont()); } objType = OT_ITEM; return i; } //o-----------------------------------------------------------------------------------------------o //| Function - CItem *FindRootContainer( CItem *i ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Finds the root container item and returns it //o-----------------------------------------------------------------------------------------------o CItem *FindRootContainer( CItem *i ) { if( !ValidateObject( i ) || i->GetCont() == nullptr ) return nullptr; while( i->GetCont() != nullptr ) { if( i->GetContSerial() < BASEITEMSERIAL ) break; else i = static_cast(i->GetCont()); } return i; } //o-----------------------------------------------------------------------------------------------o //| Function - CChar *FindItemOwner( CItem *p ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns the character who owns the item (if any) //o-----------------------------------------------------------------------------------------------o CChar *FindItemOwner( CItem *p ) { if( !ValidateObject( p ) || p->GetCont() == nullptr ) return nullptr; ObjectType oType = OT_CBO; CBaseObject *iOwner = FindItemOwner( p, oType ); if( oType == OT_CHAR ) return static_cast(iOwner); return nullptr; } //o-----------------------------------------------------------------------------------------------o //| Function - CItem *SearchSubPackForItem( CItem *toSearch, UI16 itemID ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Search character's subpacks for items of specific ID //o-----------------------------------------------------------------------------------------------o auto SearchSubPackForItem( CItem *toSearch, UI16 itemID ) ->CItem *{ auto tsCont = toSearch->GetContainsList(); for (const auto &toCheck:tsCont->collection()){ if( ValidateObject( toCheck ) ) { if( toCheck->GetID() == itemID ){ // it's in our hand return toCheck; } // we've found the first occurance on the person! else if( toCheck->GetType() == IT_CONTAINER || toCheck->GetType() == IT_LOCKEDCONTAINER ) {// search any subpacks, specifically pack and locked containers auto packSearchResult = SearchSubPackForItem( toCheck, itemID ); if( ValidateObject( packSearchResult ) ){ return packSearchResult; } } } } return nullptr; } //o-----------------------------------------------------------------------------------------------o //| Function - CItem *FindItem( CChar *toFind, UI16 itemID ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Look for items of a certain ID in character's pack //o-----------------------------------------------------------------------------------------------o CItem *FindItem( CChar *toFind, UI16 itemID ) { for( CItem *toCheck = toFind->FirstItem(); !toFind->FinishedItems(); toCheck = toFind->NextItem() ) { if( ValidateObject( toCheck ) ) { if( toCheck->GetID() == itemID ) // it's in our hand return toCheck; // we've found the first occurance on the person! else if( toCheck->GetLayer() == IL_PACKITEM ) // could use packitem, but we're already in the same type of loop, so we'll check it ourselves { CItem *packSearchResult = SearchSubPackForItem( toCheck, itemID ); if( ValidateObject( packSearchResult ) ) return packSearchResult; } } } return nullptr; } //o-----------------------------------------------------------------------------------------------o //| Function - CItem *SearchSubPackForItem( CItem *toSearch, ItemTypes type ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Search character's subpacks for items of specific type //o-----------------------------------------------------------------------------------------------o auto SearchSubPackForItemOfType( CItem *toSearch, ItemTypes type )->CItem *{ auto tsCont = toSearch->GetContainsList(); for (const auto &toCheck : tsCont->collection()){ if( ValidateObject( toCheck ) ) { if( toCheck->GetType() == type ){ // it's in our hand return toCheck; } // we've found the first occurance on the person! else if( toCheck->GetType() == IT_CONTAINER || toCheck->GetType() == IT_LOCKEDCONTAINER ) { // search any subpacks, specifically pack and locked containers auto packSearchResult = SearchSubPackForItemOfType( toCheck, type ); if( ValidateObject( packSearchResult ) ) return packSearchResult; } } } return nullptr; } //o-----------------------------------------------------------------------------------------------o //| Function - CItem *FindItemOfType( CChar *toFind, ItemTypes type ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Look for items of a certain type in character's pack //o-----------------------------------------------------------------------------------------------o CItem *FindItemOfType( CChar *toFind, ItemTypes type ) { for( CItem *toCheck = toFind->FirstItem(); !toFind->FinishedItems(); toCheck = toFind->NextItem() ) { if( ValidateObject( toCheck ) ) { if( toCheck->GetType() == type ) // it's in our hand return toCheck; // we've found the first occurance on the person! else if( toCheck->GetLayer() == IL_PACKITEM ) // could use packitem, but we're already in the same type of loop, so we'll check it ourselves { CItem *packSearchResult = SearchSubPackForItemOfType( toCheck, type ); if( ValidateObject( packSearchResult ) ) return packSearchResult; } } } return nullptr; } //o-----------------------------------------------------------------------------------------------o //| Function - bool inMulti( SI16 x, SI16 y, SI08 z, CMultiObj *m ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Check if object is in a multi //o-----------------------------------------------------------------------------------------------o bool inMulti( SI16 x, SI16 y, SI08 z, CMultiObj *m ) { if( !ValidateObject( m ) ) return false; const UI16 multiID = static_cast(m->GetID() - 0x4000); SI32 length = 0; if( !Map->multiExists( multiID ) ) { // the length associated with the multi means one thing // the multi it's trying to reference is NOT in the multis.mul file // so as a measure... if it's wet, we'll make it a boat // if it's dry, we'll make it a house Console << "inmulti() - Bad length in multi file, avoiding stall. Item Name: " << m->GetName() << " " << m->GetSerial() << myendl; length = 0; auto map1 = Map->SeekMap( m->GetX(), m->GetY(), m->WorldNumber() ); if( map1.CheckFlag( TF_WET ) ) {// is it water? // NOTE: We have an intrinsic issue here: It is of type CMultiObj, not CBoat // So either: 1) Let the user fix it in the worldfile once its saved // 2) Destroy the CMultiObj, create a new CBoatObj, and set to the same serial m->SetID( 0x4001 ); } else m->SetID( 0x4064 ); } else { UI08 zOff = m->CanBeObjType( OT_BOAT ) ? 3 : 20; const SI16 baseX = m->GetX(); const SI16 baseY = m->GetY(); const SI08 baseZ = m->GetZ(); for( auto &multi : Map->SeekMulti( multiID ).items ) { // Ignore signs and signposts sticking out of buildings if((( multi.tileid >= 0x0b95 ) && ( multi.tileid <= 0x0c0e )) || (( multi.tileid == 0x1f28 ) || ( multi.tileid == 0x1f29 ))) continue; if( (baseX + multi.offsetx) == x && (baseY + multi.offsety) == y ) { // Find the top Z level of the multi section being examined const SI08 multiZ = (baseZ + multi.altitude + Map->TileHeight( multi.tileid ) ); if( m->GetObjType() == OT_BOAT ) { // We're on a boat! if( abs( multiZ - z ) <= zOff ) return true; } else { if( z >= multiZ || abs( multiZ - z ) <= zOff ) return true; } } } } return false; } //o-----------------------------------------------------------------------------------------------o //| Function - CMultiObj *findMulti( CBaseObject *i ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Find multi at an object's location //o-----------------------------------------------------------------------------------------------o CMultiObj *findMulti( CBaseObject *i ) { if( !ValidateObject( i ) ) return nullptr; return findMulti( i->GetX(), i->GetY(), i->GetZ(), i->WorldNumber(), i->GetInstanceID() ); } template< class T > inline T hypotenuse( T sideA, T sideB ) { T sumSquares = (sideA * sideA) + (sideB * sideB); T retVal = static_cast(sqrt( (R64)sumSquares )); return retVal; } //o-----------------------------------------------------------------------------------------------o //| Function - CMultiObj *findMulti( SI16 x, SI16 y, SI08 z, UI08 worldNumber, UI16 instanceID ) //| Changes - (06/07/2020) Added instanceID support //o-----------------------------------------------------------------------------------------------o //| Purpose - Find multis at specified location //o-----------------------------------------------------------------------------------------------o auto findMulti( SI16 x, SI16 y, SI08 z, UI08 worldNumber, UI16 instanceID )->CMultiObj *{ SI32 lastdist = 30; CMultiObj *multi = nullptr; SI32 ret, dx, dy; for (auto &toCheck : MapRegion->PopulateList( x, y, worldNumber )){ if( toCheck){ auto regItems = toCheck->GetItemList(); for (const auto &itemCheck : regItems->collection()){ if( ValidateObject( itemCheck )&& itemCheck->GetInstanceID() == instanceID ){ if( itemCheck->GetID( 1 ) >= 0x40 && itemCheck->CanBeObjType( OT_MULTI ) ) { dx = abs( x - itemCheck->GetX() ); dy = abs( y - itemCheck->GetY() ); ret = (SI32)( hypotenuse( dx, dy ) ); if( ret <= lastdist ) { lastdist = ret; multi = static_cast( itemCheck ); if( inMulti( x, y, z, multi ) ) { return multi; } else{ multi = nullptr; } } } } } } } return multi; } //o-----------------------------------------------------------------------------------------------o //| Function - CItem *GetItemAtXYZ( SI16 x, SI16 y, SI08 z, UI08 worldNumber, UI16 instanceID ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Find items at specified location //o-----------------------------------------------------------------------------------------------o auto GetItemAtXYZ( SI16 x, SI16 y, SI08 z, UI08 worldNumber, UI16 instanceID ) -> CItem *{ auto toCheck = MapRegion->GetMapRegion( MapRegion->GetGridX( x ), MapRegion->GetGridY( y ), worldNumber ); if( toCheck ){ // no valid region auto regItems = toCheck->GetItemList(); for (const auto &itemCheck:regItems->collection()){ if( ValidateObject( itemCheck ) && itemCheck->GetInstanceID() == instanceID ){ if( itemCheck->GetX() == x && itemCheck->GetY() == y && itemCheck->GetZ() == z ) { return itemCheck; } } } } return nullptr; } //o-----------------------------------------------------------------------------------------------o //| Function - CItem *FindItemNearXYZ( SI16 x, SI16 y, SI08 z, UI08 worldNumber, UI16 id, UI16 instanceID ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Find items near specified location //o-----------------------------------------------------------------------------------------------o CItem *FindItemNearXYZ( SI16 x, SI16 y, SI08 z, UI08 worldNumber, UI16 id, UI16 instanceID ) { UI16 oldDist = DIST_OUTOFRANGE; UI16 currDist; CItem *currItem = nullptr; point3 targLocation = point3( x, y, z ); for (auto &toCheck : MapRegion->PopulateList( x, y, worldNumber )){ if( toCheck){ auto regItems = toCheck->GetItemList(); for (const auto &itemCheck: regItems->collection()){ if( ValidateObject( itemCheck ) && itemCheck->GetInstanceID() == instanceID ){ if( itemCheck->GetID() == id && itemCheck->GetZ() == z ) { point3 difference = itemCheck->GetLocation() - targLocation; currDist = static_cast(difference.Mag()); if( currDist < oldDist) { oldDist = currDist; currItem = itemCheck; } } } } } } return currItem; } //o-----------------------------------------------------------------------------------------------o //| Function - auto findNearbyItems( CBaseObject *mObj, distLocs distance )->std::vector< CItem* > //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns a list of Items that are within a certain distance of a given object //o-----------------------------------------------------------------------------------------------o auto findNearbyItems( CBaseObject *mObj, distLocs distance )->std::vector< CItem* >{ std::vector< CItem* > ourItems; for (auto &CellResponse : MapRegion->PopulateList( mObj)){ if(CellResponse){ auto regItems = CellResponse->GetItemList(); for( CItem *Item = regItems->First(); !regItems->Finished(); Item = regItems->Next() ) { if( ValidateObject( Item ) && Item->GetInstanceID() == mObj->GetInstanceID() ) { if( objInRange( mObj, Item, distance ) ){ ourItems.push_back( Item ); } } } } } return ourItems; } //o-----------------------------------------------------------------------------------------------o //| Function - auto findNearbyItems( SI16 x, SI16 y, UI08 worldNumber, UI16 instanceID, UI16 distance ) ->std::vector< CItem* > //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns a list of Items that are within a certain distance of a location //o-----------------------------------------------------------------------------------------------o auto findNearbyItems( SI16 x, SI16 y, UI08 worldNumber, UI16 instanceID, UI16 distance ) ->std::vector< CItem* >{ std::vector< CItem* > ourItems; for (auto &CellResponse : MapRegion->PopulateList( x, y, worldNumber )){ if(CellResponse){ auto regItems = CellResponse->GetItemList(); for (const auto &Item : regItems->collection()){ if( ValidateObject( Item ) && Item->GetInstanceID() == instanceID ){ if( getDist( Item->GetLocation(), point3( x, y, Item->GetZ() )) <= distance ){ ourItems.push_back( Item ); } } } } } return ourItems; } //o-----------------------------------------------------------------------------------------------o //| Function - auto findNearbyObjects( SI16 x, SI16 y, UI08 worldNumber, UI16 instanceID, UI16 distance )->std::vector< CBaseObject* > //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns a list of BaseObjects that are within a certain distance of a location //o-----------------------------------------------------------------------------------------------o auto findNearbyObjects( SI16 x, SI16 y, UI08 worldNumber, UI16 instanceID, UI16 distance ) ->std::vector< CBaseObject* >{ std::vector< CBaseObject* > ourObjects; for (auto &CellResponse : MapRegion->PopulateList( x, y, worldNumber )){ if(CellResponse){ auto regItems = CellResponse->GetItemList(); for (const auto &Item:regItems->collection()){ if( ValidateObject( Item ) && Item->GetInstanceID() == instanceID ){ if( getDist( Item->GetLocation(), point3( x, y, Item->GetZ() )) <= distance ){ ourObjects.push_back( Item ); } } } auto regChars = CellResponse->GetCharList(); for (const auto &Character : regChars->collection()){ if( ValidateObject( Character ) && Character->GetInstanceID() == instanceID ){ if( getDist( Character->GetLocation(), point3( x, y, Character->GetZ() )) <= distance ){ ourObjects.push_back( Character ); } } } } } return ourObjects; }