//========================================================================== /* Ultima Offline eXperiment III (UOX3) UO Server Emulation Program Copyright 1998 - 2021 by UOX3 contributors Copyright 1997, 98 by Marcus Rating (Cironian) This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. * In addition to that license, if you are running this program or modified * * versions of it on a public system you HAVE TO make the complete source of * * the version used by you available or provide people with a location to * * download it. * You can contact the author by sending email to . */ //========================================================================== #include #include #include #include #include #include #include "uox3.h" #include "weight.h" #include "books.h" #include "cGuild.h" #include "combat.h" #include "msgboard.h" #include "townregion.h" #include "cWeather.hpp" #include "movement.h" #include "cRaces.h" #include "cServerDefinitions.h" #include "skills.h" #include "commands.h" #include "cSpawnRegion.h" #include "wholist.h" #include "cMagic.h" #include "PageVector.h" #include "speech.h" #include "cVersionClass.h" #include "ssection.h" #include "cHTMLSystem.h" #include "gump.h" #include "CJSMapping.h" #include "cScript.h" #include "cEffects.h" #include "teffect.h" #include "CPacketSend.h" #include "classes.h" #include "cThreadQueue.h" #include "regions.h" #include "magic.h" #include "jail.h" #include "Dictionary.h" #include "ObjectFactory.h" #include "PartySystem.h" #include "CJSEngine.h" #include "StringUtility.hpp" #include "EventTimer.hpp" #if PLATFORM == WINDOWS #include #include #endif //========================================================================== // Global variables std::thread cons; std::thread netw; std::chrono::time_point current; std::mt19937 generator; std::random_device rd; //Will be used to obtain a seed for the random number engine using namespace std::string_literals ; //========================================================================== // These should be atomic, for another day bool isWorldSaving = false; bool conthreadcloseok = false; bool netpollthreadclose = false; auto saveOnShutdown = false ; //================================================================================================ // Classes we will use CConsole Console; // non pointer class, has initialize // Non depdendent class auto aWorld = CWorldMain(); auto aDictionary = CDictionaryContainer(); // no startup auto aCombat = CHandleCombat(); // No dependency,startup auto aItems = cItem(); // No startup, no dependency auto aNpcs = cCharStuff(); // nodependency, no startup auto aSkills = cSkills(); // no ddependency, no startup auto aWeight = CWeight(); // no dependency, no startup auto aMagic = cMagic(); // No dependent, no startup auto aRaces = cRaces(); // no dependent, no startup auto aWeather = cWeatherAb(); // no dependent, no startup auto aMovement = cMovement(); // No dependent, no startup auto aWhoList = cWhoList(); // no dependent, no startup auto aOffList = cWhoList(false); // no dependent, no startup auto aBooks = cBooks(); // no dependent, no startup auto aGMQueue = PageVector("GM Queue"); // no dependent, no startup auto aCounselorQueue = PageVector("Counselor Queue"); // no dependent, no startup auto aJSMapping = CJSMapping(); // nodepend, no startup auto aEffects = cEffects(); // No dependnt, no startup auto aHTMLTemplates = cHTMLTemplates(); // no depend, no startup auto aGuildSys = CGuildCollection(); // no depend,no startup auto aJailSys = JailSystem(); // no depend, no startup // Dependent or have startup() auto aSpeechSys = CSpeechQueue() ; // has startup auto aJSEngine = CJSEngine(); // has startup auto aFileLookup = CServerDefinitions() ; // has startup auto aCommands = cCommands() ; // Restart resets commands, maybe no dependency auto aMap = CMulHandler(); // replaced auto aNetwork = cNetworkStuff(); // Maybe dependent, has startup auto aMapRegion = CMapHandler(); // Dependent (Map->) , has startup auto aAccounts = cAccountClass(); // no dpend, use SetPath //o-----------------------------------------------------------------------------------------------o // FileIO Pre-Declarations //o-----------------------------------------------------------------------------------------------o void LoadCustomTitle( void ); void LoadSkills( void ); void LoadSpawnRegions( void ); void LoadRegions( void ); void LoadTeleportLocations( void ); void LoadCreatures( void ); void LoadPlaces( void ); //o-----------------------------------------------------------------------------------------------o // Misc Pre-Declarations //o-----------------------------------------------------------------------------------------------o void restockNPC( CChar& i, bool stockAll ); void clearTrades( void ); void sysBroadcast( const std::string& txt ); void MoveBoat( UI08 dir, CBoatObj *boat ); bool DecayItem( CItem& toDecay, const UI32 nextDecayItems, const UI32 nextDecayItemsInHouses ); void CheckAI( CChar& mChar ); //================================================================================================= // Internal Pre-Declares //================================================================================================= #if PLATFORM == WINDOWS BOOL WINAPI exit_handler( DWORD dwCtrlType ); #else void app_stopped(int sig); #endif auto endmessage(SI32 x) ->void; auto InitClasses() ->void ; auto InitMultis() ->void ; auto DisplayBanner()->void ; auto CheckConsoleKeyThread() ->void; auto DoMessageLoop() -> void; auto startInitialize(CServerData &server_data) ->void; auto initOperatingSystem() ->std::optional; //================================================================================================= //o-----------------------------------------------------------------------------------------------o //| Function - int main( SI32 argc, char *argv[] ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Main UOX startup //o-----------------------------------------------------------------------------------------------o auto main( SI32 argc, char *argv[] ) ->int { UI32 tempSecs, tempMilli, tempTime; UI32 loopSecs, loopMilli; TIMERVAL uiNextCheckConn = 0; //=============================================================================================== // We are going to do some fundmental checks, that if fail, we will bail out before // setting up //============================================================================================== auto config_file = std::string("uox.ini"); if (argc>1){ config_file = argv[1] ; } auto status = initOperatingSystem() ; if (status.has_value()){ std::cerr <GetKeepRun() ){ std::this_thread::sleep_for(std::chrono::milliseconds(( cwmWorldState->GetPlayersOnline() ? 5 : 90 ))); if( cwmWorldState->ServerProfile()->LoopTimeCount() >= 1000 ){ cwmWorldState->ServerProfile()->LoopTimeCount( 0 ); cwmWorldState->ServerProfile()->LoopTime( 0 ); } cwmWorldState->ServerProfile()->IncLoopTimeCount(); StartMilliTimer( loopSecs, loopMilli ); if( cwmWorldState->ServerProfile()->NetworkTimeCount() >= 1000 ){ cwmWorldState->ServerProfile()->NetworkTimeCount( 0 ); cwmWorldState->ServerProfile()->NetworkTime( 0 ); } StartMilliTimer( tempSecs, tempMilli ); EVENT_TIMER_RESET(stopwatch); if( uiNextCheckConn <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ){ // Cut lag on CheckConn by not doing it EVERY loop. Network->CheckConnections(); uiNextCheckConn = BuildTimeValue( 1.0f ); } Network->CheckMessages(); EVENT_TIMER_NOW(stopwatch, Complete net checkmessages,EVENT_TIMER_KEEP); tempTime = CheckMilliTimer( tempSecs, tempMilli ); cwmWorldState->ServerProfile()->IncNetworkTime( tempTime ); cwmWorldState->ServerProfile()->IncNetworkTimeCount(); if( cwmWorldState->ServerProfile()->TimerTimeCount() >= 1000 ) { cwmWorldState->ServerProfile()->TimerTimeCount( 0 ); cwmWorldState->ServerProfile()->TimerTime( 0 ); } StartMilliTimer( tempSecs, tempMilli ); cwmWorldState->CheckTimers(); //stopwatch.output("Delta for CheckTimers"); cwmWorldState->SetUICurrentTime( getclock() ); tempTime = CheckMilliTimer( tempSecs, tempMilli ); cwmWorldState->ServerProfile()->IncTimerTime( tempTime ); cwmWorldState->ServerProfile()->IncTimerTimeCount(); if( cwmWorldState->ServerProfile()->AutoTimeCount() >= 1000 ) { cwmWorldState->ServerProfile()->AutoTimeCount( 0 ); cwmWorldState->ServerProfile()->AutoTime( 0 ); } StartMilliTimer( tempSecs, tempMilli ); if( !cwmWorldState->GetReloadingScripts() ){ //auto stopauto = EventTimer() ; EVENT_TIMER(stopauto,EVENT_TIMER_OFF); cwmWorldState->CheckAutoTimers(); EVENT_TIMER_NOW(stopauto,CheckAutoTimers only,EVENT_TIMER_CLEAR); } tempTime = CheckMilliTimer( tempSecs, tempMilli ); cwmWorldState->ServerProfile()->IncAutoTime( tempTime ); cwmWorldState->ServerProfile()->IncAutoTimeCount(); StartMilliTimer( tempSecs, tempMilli ); EVENT_TIMER_RESET(stopwatch); Network->ClearBuffers(); EVENT_TIMER_NOW(stopwatch,Delta for ClearBuffers,EVENT_TIMER_CLEAR); tempTime = CheckMilliTimer( tempSecs, tempMilli ); cwmWorldState->ServerProfile()->IncNetworkTime( tempTime ); tempTime = CheckMilliTimer( loopSecs, loopMilli ); cwmWorldState->ServerProfile()->IncLoopTime( tempTime ); EVENT_TIMER_RESET(stopwatch); DoMessageLoop(); EVENT_TIMER_NOW(stopwatch,Delta for DoMessageLoop,EVENT_TIMER_CLEAR); } //================================================================================================= // Shutdown/Cleanup //================================================================================================= sysBroadcast( "The server is shutting down." ); Console << "Closing sockets..."; netpollthreadclose = true; ///HERE Network->SockClose(); Console.PrintDone(); #if PLATFORM == WINDOWS SetConsoleCtrlHandler( exit_handler, true ); #endif if( cwmWorldState->GetWorldSaveProgress() != SS_SAVING ) { isWorldSaving = true; do { cwmWorldState->SaveNewWorld( true ); } while( cwmWorldState->GetWorldSaveProgress() == SS_SAVING ); isWorldSaving = false; } cwmWorldState->ServerData()->save(); #if PLATFORM == WINDOWS SetConsoleCtrlHandler( exit_handler, false ); #endif Console.log( "Server Shutdown!\n=======================================================================\n" , "server.log" ); conthreadcloseok = true; // This will signal the console thread to close Shutdown( 0 ); // Will never reach this, as Shutdown "exits" return EXIT_SUCCESS; } //===================================================================================== // Initialize the network //===================================================================================== auto initOperatingSystem() ->std::optional { //================================================================================================= // Startup Winsock2(windows) or signal handers (unix) //================================================================================================= #if PLATFORM == WINDOWS WSADATA wsaData; WORD wVersionRequested = MAKEWORD( 2, 2 ); SI32 err = WSAStartup( wVersionRequested, &wsaData ); if( err ) { return "Winsock 2.2 not found on your system!"s; } #else // Protection from server-shutdown during mid-worldsave signal(SIGINT, app_stopped); signal( SIGPIPE, SIG_IGN ); // This appears when we try to write to a broken network connection #endif return {}; } //===================================================================================== // Startup and Initialization //===================================================================================== auto startInitialize(CServerData &serverdata) ->void { saveOnShutdown = false ; // Let's measure startup time auto startupStartTime = std::chrono::high_resolution_clock::now(); cwmWorldState = &aWorld; cwmWorldState->setServerData( serverdata ); Console << "Initializing and creating class pointers... " << myendl; InitClasses(); cwmWorldState->SetUICurrentTime( getclock() ); Console.PrintSectionBegin(); cwmWorldState->ServerData()->LoadTime(); Console << "Loading skill advancement "; LoadSkills(); Console.PrintDone(); // Moved BulkStartup here, dunno why that function was there... Console << "Loading dictionaries... " << myendl; Console.PrintBasedOnVal( Dictionary->LoadDictionary( cwmWorldState->ServerData()->Directory( CSDDP_DICTIONARIES )) >= 0 ); Console << "Loading teleport "; LoadTeleportLocations(); Console.PrintDone(); Console << "Loading GoPlaces "; LoadPlaces(); Console.PrintDone(); generator = std::mt19937( rd() ); //Standard mersenne_twister_engine seeded with rd() auto packetSection = JSMapping->GetSection( SCPT_PACKET ); for( const auto &[id, ourScript] : packetSection->collection() ) { if( ourScript ) { ourScript->ScriptRegistration( "Packet" ); } } // moved all the map loading into CMulHandler //Map->load(); Skills->Load(); Console << "Loading Spawn Regions "; LoadSpawnRegions(); Console.PrintDone(); Console << "Loading Regions "; LoadRegions(); Console.PrintDone(); Magic->LoadScript(); Console << "Loading Races "; Races->load(); Console.PrintDone(); Console << "Loading Weather "; Weather->Load(); Weather->NewDay(); Weather->NewHour(); Console.PrintDone(); Console << "Loading Commands " << myendl; Commands->Load(); Console.PrintDone(); // Rework that... Console << "Loading World now "; MapRegion->Load(); Console << "Loading Guilds "; GuildSys->Load(); Console.PrintDone(); Console.PrintSectionBegin(); Console << "Clearing all trades "; clearTrades(); Console.PrintDone(); InitMultis(); cwmWorldState->SetStartTime( cwmWorldState->GetUICurrentTime() ); cwmWorldState->SetEndTime( 0 ); cwmWorldState->SetLClock( 0 ); // no longer Que, because that's taken care of by PageVector Console << "Initializing Jail system "; JailSys->ReadSetup(); JailSys->ReadData(); Console.PrintDone(); Console << "Initializing Status system "; HTMLTemplates->Load(); Console.PrintDone(); Console << "Loading custom titles "; LoadCustomTitle(); Console.PrintDone(); Console << "Loading temporary Effects "; Effects->LoadEffects(); Console.PrintDone(); Console << "Loading creatures "; LoadCreatures(); Console.PrintDone(); Console << "Starting World Timers "; cwmWorldState->SetTimer( tWORLD_LIGHTTIME, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_WEATHER )); cwmWorldState->SetTimer( tWORLD_NEXTNPCAI, BuildTimeValue( (R32)cwmWorldState->ServerData()->CheckNpcAISpeed() )); cwmWorldState->SetTimer( tWORLD_NEXTFIELDEFFECT, BuildTimeValue( 0.5f )); cwmWorldState->SetTimer( tWORLD_SHOPRESTOCK, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_SHOPSPAWN )); cwmWorldState->SetTimer( tWORLD_PETOFFLINECHECK, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_PETOFFLINECHECK )); Console.PrintDone(); DisplayBanner(); Console << "Loading Accounts "; Accounts->Load(); Console.PrintDone(); Console.log( "-=Server Startup=-\n=======================================================================", "server.log" ); Console << "Creating and Initializing Console Thread "; cons = std::thread( &CheckConsoleKeyThread ); Console.PrintDone(); // Shows information about IPs and ports being listened on Console.TurnYellow(); auto externalIP = cwmWorldState->ServerData()->ExternalIP(); if( externalIP != "" && externalIP != "localhost" && externalIP != "127.0.0.1" ) { Console << "UOX: listening for incoming connections on External/WAN IP: " << externalIP.c_str() << myendl; } auto deviceIPs = ip4list_t::available(); for( auto &entry : deviceIPs.ips() ) { switch( entry.type() ) { case ip4addr_t::ip4type_t::lan: Console << "UOX: listening for incoming connections on LAN IP: " << entry.description() << myendl; break; case ip4addr_t::ip4type_t::local: Console << "UOX: listening for incoming connections on Local IP: " << entry.description() << myendl; break; case ip4addr_t::ip4type_t::wan: Console << "UOX: listening for incoming connections on WAN IP: " << entry.description() << myendl; break; default: Console << "UOX: listening for incoming connections on IP: " << entry.description() << myendl; break; } } Console.TurnNormal(); // we've really finished loading here cwmWorldState->SetLoaded( true ); // Get a second timestamp for startup time auto startupEndTime = std::chrono::high_resolution_clock::now(); // Calculate startup time in milliseconds auto startupDuration = std::chrono::duration_cast( startupEndTime - startupStartTime ).count(); Console.TurnGreen(); Console << "UOX: Startup Completed in " << (R32)startupDuration/1000 << " seconds." << myendl; Console.TurnNormal(); } //================================================================================================= // Most things after this point, should be in different files, not in uox3.cpp. //================================================================================================= // Signal and exit handers //================================================================================================= #if PLATFORM == WINDOWS //o-----------------------------------------------------------------------------------------------o //| Function - BOOL WINAPI exit_handler(DWORD dwCtrlType) //| void app_stopped(int sig) //o-----------------------------------------------------------------------------------------------o //| Purpose - Prevent closing of console via CTRL+C/or CTRL+BREAK keys during worldsaves //o-----------------------------------------------------------------------------------------------o BOOL WINAPI exit_handler( DWORD dwCtrlType ) { switch( dwCtrlType ) { case CTRL_C_EVENT: case CTRL_BREAK_EVENT: case CTRL_CLOSE_EVENT: std::cout << std::endl << "World save in progress - closing UOX3 before it completes may result in corrupted save data!" << std::endl; // Shutdown of the application will only be halted for as long as the exit_handler is doing something, // so do some non-work while isWorldSaving is true to prevent shutdown during save while( isWorldSaving == true ) { Sleep(0); } return true; default: return false; } } #else //================================================================================================= // These first two, should be removed. We should fix the error //================================================================================================= //================================================================================================= auto illinst( SI32 x = 0 ) ->void { sysBroadcast( "Fatal Server Error! Bailing out - Have a nice day!" ); Console.error( "Illegal Instruction Signal caught - attempting shutdown" ); endmessage( x ); } //================================================================================================= auto aus( SI32 signal ) ->void { Console.error( "Server crash averted! Floating point exception caught." ); } //================================================================================================= void app_stopped(int sig) { // function called when signal is received. if( isWorldSaving == false ) { cwmWorldState->SetKeepRun( false ); } } #endif //================================================================================================= // Spawn related //================================================================================================= //o-----------------------------------------------------------------------------------------------o //| Function - void UnloadSpawnRegions( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Unload spawn regions on server shutdown or when reloading spawn regions //o-----------------------------------------------------------------------------------------------o auto UnloadSpawnRegions() ->void { for (auto &[regionnum,spawnregion]:cwmWorldState->spawnRegions) { if( spawnregion ) { // Iterate over list of spawned characters and delete them if no player has tamed them/hired them std::vector toDelete ; auto spawnedCharsList = spawnregion->GetSpawnedCharsList(); for (const auto &cCheck : spawnedCharsList->collection()){ if( ValidateObject( cCheck ) ){ if( !ValidateObject( cCheck->GetOwnerObj() )) { toDelete.push_back(cCheck); } } } std::for_each(toDelete.begin(), toDelete.end(), [](CChar *entry){ entry->Delete(); }); // Iterate over list of spawned items and delete them if no player has picked them up std::vector toIDelete ; auto spawnedItemsList = spawnregion->GetSpawnedItemsList(); for (const auto &iCheck : spawnedItemsList->collection()){ if( ValidateObject( iCheck ) ){ if( iCheck->GetContSerial() != INVALIDSERIAL || !ValidateObject( iCheck->GetOwnerObj() )) { toIDelete.push_back(iCheck); } } } std::for_each(toIDelete.begin(), toIDelete.end(), [](CItem *entry){ entry->Delete(); }); delete spawnregion; } } cwmWorldState->spawnRegions.clear(); } //o-----------------------------------------------------------------------------------------------o //| Function - void UnloadRegions( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Unload town regions on server shutdown or when reloading town regions //o-----------------------------------------------------------------------------------------------o auto UnloadRegions() ->void { std::for_each(cwmWorldState->townRegions.begin(), cwmWorldState->townRegions.end(), [](const std::pair &entry){ if (entry.second) { delete entry.second ; } }); cwmWorldState->townRegions.clear(); } //o-----------------------------------------------------------------------------------------------o //| Function - void DoMessageLoop( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Watch for messages thrown by UOX //o-----------------------------------------------------------------------------------------------o auto DoMessageLoop()->void { // Grab all the data in the queue auto messages = messageLoop.bulkData(); while( !messages.empty() ) { auto tVal = messages.front(); messages.pop() ; switch( tVal.actualMessage ) { case MSG_SHUTDOWN: cwmWorldState->SetKeepRun(false); break; case MSG_COUNT: break; case MSG_WORLDSAVE: cwmWorldState->SetOldTime(0); break; case MSG_PRINT: Console << tVal.data << myendl; break; case MSG_RELOADJS: JSEngine->Reload(); JSMapping->Reload(); Console.PrintDone(); Commands->Load(); break; case MSG_CONSOLEBCAST: sysBroadcast( tVal.data ); break; case MSG_PRINTDONE: Console.PrintDone(); break; case MSG_PRINTFAILED: Console.PrintFailed(); break; case MSG_SECTIONBEGIN: Console.PrintSectionBegin(); break; case MSG_RELOAD: if( !cwmWorldState->GetReloadingScripts() ) { cwmWorldState->SetReloadingScripts( true ); switch( tVal.data[0] ) { case '0': cwmWorldState->ServerData()->Load(); break; // Reload INI file case '1': Accounts->Load(); break; // Reload accounts case '2': UnloadRegions(); LoadRegions(); LoadTeleportLocations(); break; // Reload regions/TeleportLocations case '3': UnloadSpawnRegions(); LoadSpawnRegions(); break; // Reload spawn regions case '4': Magic->LoadScript(); break; // Reload spells case '5': JSMapping->Reload( SCPT_COMMAND ); Commands->Load(); break; // Reload commands case '6': FileLookup->Reload(); LoadCreatures(); LoadCustomTitle(); LoadSkills(); LoadPlaces(); Skills->Load(); break; // Reload definition files case '7': JSEngine->Reload(); JSMapping->Reload(); Console.PrintDone(); Commands->Load(); Skills->Load(); break; // Reload JS case '8': HTMLTemplates->Unload(); HTMLTemplates->Load(); break; // Reload HTML } cwmWorldState->SetReloadingScripts( false ); } break; case MSG_UNKNOWN: default: Console.error( "Unknown message type" ); break; } } } //================================================================================================= // Threads //================================================================================================= //o-----------------------------------------------------------------------------------------------o //| Function - void NetworkPollConnectionThread( void *params ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Watch for new connections //o-----------------------------------------------------------------------------------------------o auto NetworkPollConnectionThread() ->void { messageLoop << "Thread: NetworkPollConnection has started"; netpollthreadclose = false; while( !netpollthreadclose ) { Network->CheckConnections(); Network->CheckLoginMessage(); std::this_thread::sleep_for(std::chrono::milliseconds( 20 )); } messageLoop << "Thread: NetworkPollConnection has Closed"; } //o-----------------------------------------------------------------------------------------------o //| Function - void CheckConsoleKeyThread( void *params ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Listen for key inputs in server console //o-----------------------------------------------------------------------------------------------o auto CheckConsoleKeyThread() ->void { messageLoop << "Thread: CheckConsoleThread has started"; Console.Registration(); conthreadcloseok = false; while( !conthreadcloseok ) { Console.Poll(); std::this_thread::sleep_for(std::chrono::milliseconds( 500 )); } messageLoop << "Thread: CheckConsoleKeyThread Closed"; } //================================================================================================= // //================================================================================================= //o-----------------------------------------------------------------------------------------------o //| Function - bool isOnline( CChar& mChar ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Check if the socket owning character c is still connected //o-----------------------------------------------------------------------------------------------o auto isOnline( CChar& mChar ) -> bool { auto rvalue = false ; if( !mChar.IsNpc() ){ CAccountBlock& actbTemp = mChar.GetAccount(); if( actbTemp.wAccountIndex != AB_INVALID_ID ) { if( actbTemp.dwInGame == mChar.GetSerial() ){ rvalue = true ; } } if (!rvalue){ for (auto &tSock : Network->connClients) { if( tSock->CurrcharObj() == &mChar ){ rvalue = true ; break; } } } } return rvalue ; } //o-----------------------------------------------------------------------------------------------o //| Function - void updateStats( CBaseObject *mObj, UI08 x ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Updates object's stats //o-----------------------------------------------------------------------------------------------o auto updateStats( CBaseObject *mObj, UI08 x ) ->void { for (auto &tSock :FindNearbyPlayers( mObj ) ) { if( tSock->LoginComplete() ){ // Normalize stats if we're updating our stats for other players auto normalizeStats = true; if( tSock->CurrcharObj()->GetSerial() == mObj->GetSerial() ){ tSock->statwindow( mObj ); normalizeStats = false; } // Prepare the stat update packet CPUpdateStat toSend( (*mObj), x, normalizeStats ); // Send the stat update packet tSock->Send( &toSend ); } } } //o-----------------------------------------------------------------------------------------------o //| Function - void CollectGarbage( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Deletes objects in the Deletion Queue //o-----------------------------------------------------------------------------------------------o auto CollectGarbage() ->void { Console << "Performing Garbage Collection..."; auto objectsDeleted = std::uint32_t(0); std::for_each(cwmWorldState->deletionQueue.begin(), cwmWorldState->deletionQueue.end(),[&objectsDeleted](std::pair entry){ if (entry.first) { if (entry.first->isFree() && entry.first->isDeleted()){ Console.warning( "Invalid object found in Deletion Queue" ); } else { ObjectFactory::getSingleton().DestroyObject( entry.first ); ++objectsDeleted; } } }); cwmWorldState->deletionQueue.clear(); Console << " Removed " << objectsDeleted << " objects"; JSEngine->CollectGarbage(); Console.PrintDone(); } //o-----------------------------------------------------------------------------------------------o //| Function - void MountCreature( CSocket *sockPtr, CChar *s, CChar *x ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Mount a ridable creature //| //| Changes - 09/22/2002 - Unhide players when mounting horses etc. //o-----------------------------------------------------------------------------------------------o auto MountCreature( CSocket *sockPtr, CChar *s, CChar *x ) ->void { if( !s->IsOnHorse() && objInRange( s, x, DIST_NEXTTILE )){ //No mounting horses for gargoyles! if( s->GetID() == 0x029A || s->GetID() == 0x029B ){ sockPtr->sysmessage( 1798 ); } else if( x->GetOwnerObj() == s || Npcs->checkPetFriend( s, x ) || s->IsGM() ) { if( !cwmWorldState->ServerData()->CharHideWhileMounted() ){ s->ExposeToView(); } s->SetOnHorse( true ); auto c = Items->CreateItem( nullptr, s, 0x0915, 1, x->GetSkin(), OT_ITEM ); auto xName = getNpcDictName( x, sockPtr ); c->SetName( xName ); c->SetDecayable( false ); c->SetLayer( IL_MOUNT ); if( cwmWorldState->creatures[x->GetID()].MountID() != 0 ){ c->SetID( cwmWorldState->creatures[x->GetID()].MountID() ); } else{ c->SetID( 0x3E00 ); } if( !c->SetCont( s ) ){ s->SetOnHorse( false ); // let's get off our horse again c->Delete(); return; } else { for (auto &tSock : FindNearbyPlayers( s )){ s->SendWornItems( tSock ); } if( x->GetTarg()) {// zero out target, under all circumstances x->SetTarg( nullptr ); if( x->IsAtWar() ){ x->ToggleCombat(); } } if( ValidateObject( x->GetAttacker() ) ){ x->GetAttacker()->SetTarg( nullptr ); } x->SetFrozen( true ); x->SetMounted( true ); x->SetInvulnerable( true ); x->SetLocation( 7000, 7000, 0 ); c->SetTempVar( CITV_MOREX, x->GetSerial() ); if( x->GetTimer( tNPC_SUMMONTIME ) != 0 ){ c->SetDecayTime( x->GetTimer( tNPC_SUMMONTIME ) ); } } } else { sockPtr->sysmessage( 1214 ); } } } //o-----------------------------------------------------------------------------------------------o //| Function - void DismountCreature( CChar *s ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Dismount a ridable creature //o-----------------------------------------------------------------------------------------------o auto DismountCreature( CChar *s ) ->void { if( ValidateObject(s)){ auto ci = s->GetItemAtLayer( IL_MOUNT ); if( ValidateObject( ci ) && !ci->isFree() ){ s->SetOnHorse( false ); auto tMount = calcCharObjFromSer( ci->GetTempVar( CITV_MOREX ) ); if( ValidateObject( tMount ) ) { tMount->SetLocation( s ); tMount->SetFrozen( false ); tMount->SetMounted( false ); tMount->SetInvulnerable( false ); if( ci->GetDecayTime() != 0 ){ tMount->SetTimer( tNPC_SUMMONTIME, ci->GetDecayTime() ); } tMount->SetDir( s->GetDir() ); tMount->SetVisible( VT_VISIBLE ); } ci->Delete(); } } } //o-----------------------------------------------------------------------------------------------o //| Function - void endmessage( SI32 x ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Global message players with shutdown message //o-----------------------------------------------------------------------------------------------o auto endmessage(SI32 x) ->void { x = 0; // Really, then why take a parameter? const UI32 igetclock = cwmWorldState->GetUICurrentTime(); if( cwmWorldState->GetEndTime() < igetclock ){ cwmWorldState->SetEndTime( igetclock ); } sysBroadcast( oldstrutil::format( Dictionary->GetEntry( 1209 ), ((cwmWorldState->GetEndTime()-igetclock)/ 1000 ) / 60 ) ); } //o-----------------------------------------------------------------------------------------------o //| Function - void callguards( CChar *mChar ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Used when a character calls "Guards" Will look for a criminal //| first checking for anyone attacking him. If no one is attacking //| him it will look for any people nearby who are criminal or //| murderers //o-----------------------------------------------------------------------------------------------o auto callGuards( CChar *mChar ) -> void { if( ValidateObject( mChar ) && mChar->GetRegion()->IsGuarded() && cwmWorldState->ServerData()->GuardsStatus() ){ auto attacker = mChar->GetAttacker(); if( ValidateObject( attacker ) ) { if( !attacker->IsDead() && ( attacker->IsCriminal() || attacker->IsMurderer() ) ){ if( charInRange( mChar, attacker ) ){ Combat->SpawnGuard( mChar, attacker, attacker->GetX(), attacker->GetY(), attacker->GetZ() ); return; } } } auto toCheck = MapRegion->GetMapRegion( mChar ); if( toCheck ){ auto regChars = toCheck->GetCharList(); for (const auto &tempChar : regChars->collection()){ if( ValidateObject( tempChar ) ){ if( !tempChar->IsDead() && ( tempChar->IsCriminal() || tempChar->IsMurderer() ) ){ if( charInRange( tempChar, mChar ) ){ Combat->SpawnGuard( mChar, tempChar, tempChar->GetX(), tempChar->GetY(), tempChar->GetZ() ); break; } } } } } } } //o-----------------------------------------------------------------------------------------------o //| Function - void callguards( CChar *mChar, CChar *targChar ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Used when a character calls guards on another character, will //| ensure that character is not dead and is either a criminal or //| murderer, and that he is in visual range of the victim, will //| then spawn a guard to take care of the criminal. //o-----------------------------------------------------------------------------------------------o auto callGuards( CChar *mChar, CChar *targChar )->void { if( ValidateObject( mChar ) && ValidateObject( targChar ) ) { if( mChar->GetRegion()->IsGuarded() && cwmWorldState->ServerData()->GuardsStatus() ){ if( !targChar->IsDead() && ( targChar->IsCriminal() || targChar->IsMurderer() ) ) { if( charInRange( mChar, targChar ) ){ Combat->SpawnGuard( mChar, targChar, targChar->GetX(), targChar->GetY(), targChar->GetZ() ); } } } } } //o-----------------------------------------------------------------------------------------------o //| Function - bool genericCheck( CSocket *mSock, CChar& mChar, bool checkFieldEffects, bool doWeather ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Check characters status. Returns true if character was killed //o-----------------------------------------------------------------------------------------------o auto genericCheck( CSocket *mSock, CChar& mChar, bool checkFieldEffects, bool doWeather ) ->bool { UI16 c; if( !mChar.IsDead() ){ const auto maxHP = mChar.GetMaxHP(); const auto maxStam = mChar.GetMaxStam(); const auto maxMana = mChar.GetMaxMana(); if( mChar.GetHP() > maxHP ){ mChar.SetHP( maxHP ); } if( mChar.GetStamina() > maxStam ){ mChar.SetStamina( maxStam ); } if( mChar.GetMana() > maxMana ){ mChar.SetMana( maxMana ); } if( mChar.GetRegen( 0 ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ){ if( mChar.GetHP() < maxHP ){ if( !cwmWorldState->ServerData()->HungerSystemEnabled() || (mChar.GetHunger() > 0) || ( !Races->DoesHunger( mChar.GetRace() ) && (( cwmWorldState->ServerData()->SystemTimer( tSERVER_HUNGERRATE ) == 0) || mChar.IsNpc() ) ) ){ for(auto c = 0; c <= maxHP ; ++c ){ if( mChar.GetHP() <= maxHP && ( mChar.GetRegen( 0 ) + ( c * cwmWorldState->ServerData()->SystemTimer( tSERVER_HITPOINTREGEN ) * 1000 ) ) <= cwmWorldState->GetUICurrentTime() ){ if( mChar.GetSkill( HEALING ) < 500 ){ mChar.IncHP( 1 ); } else if( mChar.GetSkill( HEALING ) < 800 ){ mChar.IncHP( 2 ); } else{ mChar.IncHP( 3 ); } if( mChar.GetHP() >= maxHP ){ mChar.SetHP( maxHP ); break; } } else { // either we're all healed up, or all time periods have passed break; } } } } mChar.SetRegen( cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_HITPOINTREGEN ), 0 ); } if( mChar.GetRegen( 1 ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ){ auto mStamina = mChar.GetStamina(); if( mStamina < maxStam ){ // Continue with stamina regen if character is not yet fully parched, or if character is parched but has less than 25% stamina, or if char belongs to race that does not thirst if( !cwmWorldState->ServerData()->ThirstSystemEnabled() || (mChar.GetThirst() > 0 )|| ( (mChar.GetThirst() == 0) && (mStamina < static_cast( maxStam * 0.25 )) ) || ( !Races->DoesThirst( mChar.GetRace() ) && ( cwmWorldState->ServerData()->SystemTimer( tSERVER_THIRSTRATE ) == 0 || mChar.IsNpc() ) ) ){ for( auto c = 0; c <= maxStam ; ++c ){ if( ( mChar.GetRegen( 1 ) + ( c * cwmWorldState->ServerData()->SystemTimer( tSERVER_STAMINAREGEN ) * 1000 ) ) <= cwmWorldState->GetUICurrentTime() && mChar.GetStamina() <= maxStam ){ mChar.IncStamina( 1 ); if( mChar.GetStamina() >= maxStam ){ mChar.SetStamina( maxStam ); break; } } else{ break; } } } } mChar.SetRegen( cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_STAMINAREGEN ), 1 ); } // CUSTOM START - SPUD:MANA REGENERATION:Rewrite of passive and active meditation code if( mChar.GetRegen( 2 ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ){ if( mChar.GetMana() < maxMana ){ for( c = 0; c < maxMana + 1; ++c ){ if( mChar.GetRegen( 2 ) + ( c * cwmWorldState->ServerData()->SystemTimer( tSERVER_MANAREGEN ) * 1000 ) <= cwmWorldState->GetUICurrentTime() && mChar.GetMana() <= maxMana ){ Skills->CheckSkill( ( &mChar ), MEDITATION, 0, 1000 ); // Check Meditation for skill gain ala OSI mChar.IncMana( 1 ); // Gain a mana point if( mChar.GetMana() == maxMana ){ if( mChar.IsMeditating() ){ if( mSock){ mSock->sysmessage( 969 ); } mChar.SetMeditating( false ); } break; } } } } const R32 MeditationBonus = ( .00075f * mChar.GetSkill( MEDITATION ) ); // Bonus for Meditation SI32 NextManaRegen = static_cast( cwmWorldState->ServerData()->SystemTimer( tSERVER_MANAREGEN ) * ( 1 - MeditationBonus ) * 1000 ); if( cwmWorldState->ServerData()->ArmorAffectManaRegen() ){ // If armor effects mana regeneration... R32 ArmorPenalty = Combat->calcDef( ( &mChar ), 0, false ); // Penalty taken due to high def if( ArmorPenalty > 100 ){ // For def higher then 100, penalty is the same...just in case ArmorPenalty = 100; } ArmorPenalty = 1 + ( ArmorPenalty / 25 ); NextManaRegen = static_cast( NextManaRegen * ArmorPenalty ); } if( mChar.IsMeditating() ){ // If player is meditation... mChar.SetRegen( ( cwmWorldState->GetUICurrentTime() + ( NextManaRegen / 2 ) ), 2 ); } else{ mChar.SetRegen( ( cwmWorldState->GetUICurrentTime() + NextManaRegen ), 2 ); } } } // CUSTOM END if( mChar.GetVisible() == VT_INVISIBLE && ( mChar.GetTimer( tCHAR_INVIS ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) ){ mChar.ExposeToView(); } // Take NPC out of EvadeState if( mChar.IsNpc() && mChar.IsEvading() && mChar.GetTimer( tNPC_EVADETIME ) <= cwmWorldState->GetUICurrentTime() ){ mChar.SetEvadeState( false ); #if defined( UOX_DEBUG_MODE ) && defined( DEBUG_COMBAT ) std::string mCharName = getNpcDictName( &mChar ); Console.print( oldstrutil::format( "DEBUG: EvadeTimer ended for NPC (%s, 0x%X, at %i, %i, %i, %i).\n", mCharName.c_str(), mChar.GetSerial(), mChar.GetX(), mChar.GetY(), mChar.GetZ(), mChar.WorldNumber() )); #endif } if( !mChar.IsDead()) { // Hunger/Thirst Code mChar.DoHunger( mSock ); mChar.DoThirst( mSock ); // Loyalty update for pets mChar.DoLoyaltyUpdate(); if( !mChar.IsInvulnerable() && mChar.GetPoisoned() > 0 ){ if( mChar.GetTimer( tCHAR_POISONTIME ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ){ if( mChar.GetTimer( tCHAR_POISONWEAROFF ) > cwmWorldState->GetUICurrentTime() ){ std::string mCharName = getNpcDictName( &mChar ); switch( mChar.GetPoisoned() ){ case 1: { // Lesser Poison mChar.SetTimer( tCHAR_POISONTIME, BuildTimeValue( 2 ) ); if( mChar.GetTimer( tCHAR_POISONTEXT ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ){ mChar.SetTimer( tCHAR_POISONTEXT, BuildTimeValue( 6 ) ); mChar.TextMessage( nullptr, 1240, EMOTE, 1, mCharName.c_str() ); // * %s looks a bit nauseous * } SI16 poisonDmgPercent = RandomNum( 3, 6 ); // 3% to 6% of current health per tick SI16 poisonDmg = static_cast((mChar.GetHP() * poisonDmgPercent) / 100); [[maybe_unused]] bool retVal = mChar.Damage( std::max(static_cast(3), poisonDmg), POISON ); // Minimum 3 damage per tick break; } case 2: {// Normal Poison mChar.SetTimer( tCHAR_POISONTIME, BuildTimeValue( 3 ) ); if( mChar.GetTimer( tCHAR_POISONTEXT ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ){ mChar.SetTimer( tCHAR_POISONTEXT, BuildTimeValue( 10 ) ); mChar.TextMessage( nullptr, 1241, EMOTE, 1, mCharName.c_str() ); // * %s looks disoriented and nauseous! * } SI16 poisonDmgPercent = RandomNum( 4, 8 ); // 4% to 8% of current health per tick SI16 poisonDmg = static_cast((mChar.GetHP() * poisonDmgPercent) / 100); [[maybe_unused]] bool retVal = mChar.Damage( std::max(static_cast(5), poisonDmg), POISON ); // Minimum 5 damage per tick break; } case 3: // Greater Poison { mChar.SetTimer( tCHAR_POISONTIME, BuildTimeValue( 4 ) ); if( mChar.GetTimer( tCHAR_POISONTEXT ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ){ mChar.SetTimer( tCHAR_POISONTEXT, BuildTimeValue( 10 ) ); mChar.TextMessage( nullptr, 1242, EMOTE, 1, mCharName.c_str() ); // * %s is in severe pain! * } SI16 poisonDmgPercent = RandomNum( 8, 12 ); // 8% to 12% of current health per tick SI16 poisonDmg = static_cast((mChar.GetHP() * poisonDmgPercent) / 100); [[maybe_unused]] bool retVal = mChar.Damage( std::max(static_cast(8), poisonDmg), POISON ); // Minimum 8 damage per tick break; } case 4: // Deadly Poison { mChar.SetTimer( tCHAR_POISONTIME, BuildTimeValue( 5 ) ); if( mChar.GetTimer( tCHAR_POISONTEXT ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ){ mChar.SetTimer( tCHAR_POISONTEXT, BuildTimeValue( 10 ) ); mChar.TextMessage( nullptr, 1243, EMOTE, 1, mCharName.c_str() ); // * %s looks extremely weak and is wrecked in pain! * } SI16 poisonDmgPercent = RandomNum( 12, 25 ); // 12% to 25% of current health per tick SI16 poisonDmg = static_cast((mChar.GetHP() * poisonDmgPercent) / 100); [[maybe_unused]] bool retVal = mChar.Damage( std::max(static_cast(14), poisonDmg), POISON ); // Minimum 14 damage per tick break; } case 5: // Lethal Poison - Used by monsters only { mChar.SetTimer( tCHAR_POISONTIME, BuildTimeValue( 5 ) ); if( mChar.GetTimer( tCHAR_POISONTEXT ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ){ mChar.SetTimer( tCHAR_POISONTEXT, BuildTimeValue( 10 ) ); mChar.TextMessage( nullptr, 1243, EMOTE, 1, mCharName.c_str() ); // * %s looks extremely weak and is wrecked in pain! * } SI16 poisonDmgPercent = RandomNum( 25, 50 ); // 25% to 50% of current health per tick SI16 poisonDmg = static_cast((mChar.GetHP() * poisonDmgPercent) / 100); [[maybe_unused]] bool retVal = mChar.Damage( std::max(static_cast(17), poisonDmg), POISON ); // Minimum 14 damage per tick break; } default: Console.error( " Fallout of switch statement without default. uox3.cpp, genericCheck(), mChar.GetPoisoned() not within valid range." ); mChar.SetPoisoned( 0 ); break; } if( mChar.GetHP() < 1 && !mChar.IsDead() ){ std::vector scriptTriggers = mChar.GetScriptTriggers(); for( auto &i : scriptTriggers ){ cScript *toExecute = JSMapping->GetScript( i ); if( toExecute ){ SI08 retStatus = toExecute->OnDeathBlow( &mChar, mChar.GetAttacker() ); // -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 false; } } HandleDeath( ( &mChar ), nullptr ); if( mSock ){ mSock->sysmessage( 1244 ); } } } } } if( mChar.GetTimer( tCHAR_POISONWEAROFF ) <= cwmWorldState->GetUICurrentTime() ){ if( mChar.GetPoisoned() > 0 ){ mChar.SetPoisoned( 0 ); if( mSock != nullptr ){ mSock->sysmessage( 1245 ); } } } } if( !mChar.GetCanAttack() && mChar.GetTimer( tCHAR_PEACETIMER ) <= cwmWorldState->GetUICurrentTime() ){ mChar.SetCanAttack( true ); if( mSock != nullptr ){ mSock->sysmessage( 1779 ); } } if( mChar.IsCriminal() && mChar.GetTimer( tCHAR_CRIMFLAG ) && ( mChar.GetTimer( tCHAR_CRIMFLAG ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) ){ if( mSock != nullptr ) mSock->sysmessage( 1238 ); mChar.SetTimer( tCHAR_CRIMFLAG, 0 ); UpdateFlag( &mChar ); } if( mChar.GetKills() && ( mChar.GetTimer( tCHAR_MURDERRATE ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) ){ mChar.SetKills( static_cast( mChar.GetKills() - 1 ) ); if( mChar.GetKills() ){ mChar.SetTimer( tCHAR_MURDERRATE, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_MURDERDECAY ) ); } else{ mChar.SetTimer( tCHAR_MURDERRATE, 0 ); } if( mSock != nullptr && mChar.GetKills() == cwmWorldState->ServerData()->RepMaxKills() ){ mSock->sysmessage( 1239 ); } UpdateFlag( &mChar ); } if( !mChar.IsDead() ){ if( doWeather ){ const UI08 curLevel = cwmWorldState->ServerData()->WorldLightCurrentLevel(); LIGHTLEVEL toShow; if( Races->VisLevel( mChar.GetRace() ) > curLevel ){ toShow = 0; } else{ toShow = static_cast( curLevel - Races->VisLevel( mChar.GetRace() ) ); } if( mChar.IsNpc() ){ doLight( &mChar, toShow ); } else{ doLight( mSock, toShow ); } } Weather->doLightEffect( mSock, mChar ); Weather->doWeatherEffect( mSock, mChar, RAIN ); Weather->doWeatherEffect( mSock, mChar, SNOW ); Weather->doWeatherEffect( mSock, mChar, HEAT ); Weather->doWeatherEffect( mSock, mChar, COLD ); Weather->doWeatherEffect( mSock, mChar, STORM ); if( checkFieldEffects ){ Magic->CheckFieldEffects( mChar ); } mChar.UpdateDamageTrack(); } if( mChar.IsDead() ){ return true; } else if( mChar.GetHP() <= 0 ){ std::vector scriptTriggers = mChar.GetScriptTriggers(); for( auto i : scriptTriggers ){ auto toExecute = JSMapping->GetScript( i ); if( toExecute){ auto retStatus = toExecute->OnDeathBlow( &mChar, mChar.GetAttacker() ); // -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 false; } } } HandleDeath( (&mChar), nullptr ); return true; } return false; } //o-----------------------------------------------------------------------------------------------o //| Function - void checkPC( CSocket *mSock, CChar& mChar ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Check a PC's status //o-----------------------------------------------------------------------------------------------o auto checkPC( CSocket *mSock, CChar& mChar ) ->void { Combat->CombatLoop( mSock, mChar ); if( mChar.GetSquelched() == 2 ){ if( mSock->GetTimer( tPC_MUTETIME ) != 0 && ( mSock->GetTimer( tPC_MUTETIME ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) ){ mChar.SetSquelched( 0 ); mSock->SetTimer( tPC_MUTETIME, 0 ); mSock->sysmessage( 1237 ); } } if( mChar.IsCasting() && !mChar.IsJSCasting() && mChar.GetSpellCast() != -1 ){ // Casting a spell auto spellNum = mChar.GetSpellCast(); mChar.SetNextAct( mChar.GetNextAct() - 1 ); if( mChar.GetTimer( tCHAR_SPELLTIME ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() )//Spell is complete target it. { // Set the recovery time before another spell can be cast mChar.SetTimer( tCHAR_SPELLRECOVERYTIME, BuildTimeValue( static_cast( Magic->spells[spellNum].RecoveryDelay()) )); if( Magic->spells[spellNum].RequireTarget() ){ mChar.SetCasting( false ); mChar.SetFrozen( false ); UI08 cursorType = 0; if( Magic->spells[spellNum].AggressiveSpell() ){ cursorType = 1; } else if( (spellNum == 4) || (spellNum == 6) || (spellNum == 7) || (spellNum == 9) || (spellNum == 10) || (spellNum == 11) || (spellNum == 15) || (spellNum == 16) || (spellNum == 17) || (spellNum == 25) || (spellNum == 26) || (spellNum == 29) || (spellNum == 44) || (spellNum == 59) ){ cursorType = 2; } mSock->target( 0, TARGET_CASTSPELL, Magic->spells[spellNum].StringToSay().c_str(), cursorType ); } else{ mChar.SetCasting( false ); Magic->CastSpell( mSock, &mChar ); mChar.SetTimer( tCHAR_SPELLTIME, 0 ); mChar.SetFrozen( false ); } } else if( mChar.GetNextAct() <= 0 ){ //redo the spell action mChar.SetNextAct( 75 ); if( !mChar.IsOnHorse() && !mChar.IsFlying() ){ // Consider Gargoyle flying as mounted here Effects->PlaySpellCastingAnimation( &mChar, Magic->spells[mChar.GetSpellCast()].Action() ); } } } if( cwmWorldState->ServerData()->WorldAmbientSounds() >= 1 ) { if( cwmWorldState->ServerData()->WorldAmbientSounds() > 10 ){ cwmWorldState->ServerData()->WorldAmbientSounds( 10 ); } const SI16 soundTimer = static_cast(cwmWorldState->ServerData()->WorldAmbientSounds() * 100); if( !mChar.IsDead() && ( RandomNum( 0, soundTimer - 1 ) ) == ( soundTimer / 2 ) ){ Effects->PlayBGSound( (*mSock), mChar ); } } if( mSock->GetTimer( tPC_SPIRITSPEAK ) > 0 && mSock->GetTimer( tPC_SPIRITSPEAK) < cwmWorldState->GetUICurrentTime() ){ mSock->SetTimer( tPC_SPIRITSPEAK, 0 ); } if( mSock->GetTimer( tPC_TRACKING ) > cwmWorldState->GetUICurrentTime() ){ if( mSock->GetTimer( tPC_TRACKINGDISPLAY ) <= cwmWorldState->GetUICurrentTime() ){ mSock->SetTimer( tPC_TRACKINGDISPLAY, BuildTimeValue( (R32)cwmWorldState->ServerData()->TrackingRedisplayTime() ) ); Skills->Track( &mChar ); } } else { if( mSock->GetTimer( tPC_TRACKING ) > ( cwmWorldState->GetUICurrentTime() / 10 ) ) { // dont send arrow-away packet all the time mSock->SetTimer( tPC_TRACKING, 0 ); if( ValidateObject( mChar.GetTrackingTarget() ) ) { CPTrackingArrow tSend = (*mChar.GetTrackingTarget()); tSend.Active( 0 ); if( mSock->ClientType() >= CV_HS2D ){ tSend.AddSerial( mChar.GetTrackingTarget()->GetSerial() ); } mSock->Send( &tSend ); } } } if( mChar.IsOnHorse() ) { CItem *horseItem = mChar.GetItemAtLayer( IL_MOUNT ); if( !ValidateObject( horseItem ) ){ mChar.SetOnHorse( false ); // turn it off, we aren't on one because there's no item! } else if( horseItem->GetDecayTime() != 0 && ( horseItem->GetDecayTime() <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) ) { mChar.SetOnHorse( false ); horseItem->Delete(); } } if( mChar.GetTimer( tCHAR_FLYINGTOGGLE ) > 0 && mChar.GetTimer( tCHAR_FLYINGTOGGLE ) < cwmWorldState->GetUICurrentTime() ) { mChar.SetTimer( tCHAR_FLYINGTOGGLE, 0 ); mChar.SetFrozen( false ); mChar.Teleport(); } } //o-----------------------------------------------------------------------------------------------o //| Function - void checkNPC( CChar& mChar, bool checkAI, bool doRestock, bool doPetOfflineCheck ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Check NPC's status //o-----------------------------------------------------------------------------------------------o auto checkNPC( CChar& mChar, bool checkAI, bool doRestock, bool doPetOfflineCheck )->void{ // okay, this will only ever trigger after we check an npc... Question is: // should we remove the time delay on the AI check as well? Just stick with AI/movement // AI can never be faster than how often we check npcs bool doAICheck = true; std::vector scriptTriggers = mChar.GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute){ if( toExecute->OnAISliver( &mChar ) == 1 ) { // Script returned true or 1, don't do hard-coded AI check doAICheck = false; } } } if( doAICheck && checkAI ){ CheckAI( mChar ); } Movement->NpcMovement( mChar ); if( doRestock ){ restockNPC( mChar, false ); } if( doPetOfflineCheck ) { mChar.checkPetOfflineTimeout(); } if( mChar.GetTimer( tNPC_SUMMONTIME ) ) { if( (mChar.GetTimer( tNPC_SUMMONTIME ) <= cwmWorldState->GetUICurrentTime()) || cwmWorldState->GetOverflow() ) { // Added Dec 20, 1999 // QUEST expire check - after an Escort quest is created a timer is set // so that the NPC will be deleted and removed from the game if it hangs around // too long without every having its quest accepted by a player so we have to remove // its posting from the messageboard before icing the NPC // Only need to remove the post if the NPC does not have a follow target set if( mChar.GetQuestType() == QT_ESCORTQUEST && !ValidateObject( mChar.GetFTarg() ) ) { MsgBoardQuestEscortRemovePost( &mChar ); mChar.Delete(); return; } if( mChar.GetNPCAiType() == AI_GUARD && mChar.IsAtWar() ) { mChar.SetTimer( tNPC_SUMMONTIME, BuildTimeValue( 25 ) ); return; } Effects->PlaySound( &mChar, 0x01FE ); mChar.SetDead( true ); mChar.Delete(); return; } } if( mChar.GetFleeAt() == 0 ){ mChar.SetFleeAt( cwmWorldState->ServerData()->CombatNPCBaseFleeAt() ); } if( mChar.GetReattackAt() == 0 ){ mChar.SetReattackAt( cwmWorldState->ServerData()->CombatNPCBaseReattackAt() ); } if( (mChar.GetNpcWander() != WT_FLEE) && (mChar.GetNpcWander() != WT_FROZEN) && ( mChar.GetHP() < mChar.GetMaxHP() * mChar.GetFleeAt() / 100 ) ) { CChar *mTarget = mChar.GetTarg(); if( ValidateObject( mTarget ) && !mTarget->IsDead() && objInRange( &mChar, mTarget, DIST_SAMESCREEN )) { mChar.SetOldNpcWander( mChar.GetNpcWander() ); mChar.SetNpcWander( WT_FLEE ); if( mChar.GetMounted() ){ mChar.SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar.GetMountedFleeingSpeed() ) ); } else{ mChar.SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar.GetFleeingSpeed() ) ); } } } else if( (mChar.GetNpcWander() == WT_FLEE ) && (mChar.GetHP() > mChar.GetMaxHP() * mChar.GetReattackAt() / 100)) { mChar.SetNpcWander( mChar.GetOldNpcWander() ); if( mChar.GetMounted() ){ mChar.SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar.GetMountedWalkingSpeed() ) ); } else{ mChar.SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar.GetWalkingSpeed() ) ); } mChar.SetOldNpcWander( WT_NONE ); // so it won't save this at the wsc file } Combat->CombatLoop( nullptr, mChar ); } //o-----------------------------------------------------------------------------------------------o //| Function - void checkItem( CMapRegion *toCheck, bool checkItems, UI32 nextDecayItems, UI32 nextDecayItemsInHouses ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Check item decay, spawn timers and boat movement in a given region //o-----------------------------------------------------------------------------------------------o auto checkItem( CMapRegion *toCheck, bool checkItems, UI32 nextDecayItems, UI32 nextDecayItemsInHouses, bool doWeather ){ auto regItems = toCheck->GetItemList(); auto collection = regItems->collection() ; for (const auto &itemCheck : collection){ if( ValidateObject( itemCheck ) ){ if( checkItems ) { if( itemCheck->isDecayable() && (itemCheck->GetCont() == nullptr) ) { if( itemCheck->GetType() == IT_HOUSESIGN && itemCheck->GetTempVar( CITV_MORE ) > 0 ) { // Don't decay signs that belong to houses itemCheck->SetDecayable( false ); } if( (itemCheck->GetDecayTime() <= cwmWorldState->GetUICurrentTime()) || cwmWorldState->GetOverflow() ) { auto scriptTriggers = itemCheck->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { cScript *toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute) { if( toExecute->OnDecay( itemCheck ) == 0 ){ // if it exists and we don't want hard code, return return; } } } // Check global script! Maybe there's another event there auto toExecute = JSMapping->GetScript( static_cast(0) ); if( toExecute ) { if( toExecute->OnDecay( itemCheck ) == 0 ){ // if it exists and we don't want hard code, return return; } } if( DecayItem( (*itemCheck), nextDecayItems, nextDecayItemsInHouses ) ){ continue; } } } switch( itemCheck->GetType() ){ case IT_ITEMSPAWNER: case IT_NPCSPAWNER: case IT_SPAWNCONT: case IT_LOCKEDSPAWNCONT: case IT_UNLOCKABLESPAWNCONT: case IT_AREASPAWNER: case IT_ESCORTNPCSPAWNER: case IT_PLANK: { if(( itemCheck->GetTempTimer() <= cwmWorldState->GetUICurrentTime() ) || cwmWorldState->GetOverflow() ) { if( itemCheck->GetObjType() == OT_SPAWNER ) { CSpawnItem *spawnItem = static_cast(itemCheck); if( spawnItem->DoRespawn() ) { continue; } spawnItem->SetTempTimer( BuildTimeValue( static_cast(RandomNum( spawnItem->GetInterval( 0 ) * 60, spawnItem->GetInterval( 1 ) * 60 )))); } else if( itemCheck->GetObjType() == OT_ITEM && itemCheck->GetType() == IT_PLANK) { // Automatically close the plank if it's still open, and still locked auto plankStatus = itemCheck->GetTag( "plankLocked" ); if( plankStatus.m_IntValue == 1 ) { switch( itemCheck->GetID() ) { case 0x3E84: itemCheck->SetID( 0x3EE9 ); itemCheck->SetTempTimer( 0 ); break; case 0x3ED5: itemCheck->SetID( 0x3EB1 ); itemCheck->SetTempTimer( 0 ); break; case 0x3ED4: itemCheck->SetID( 0x3EB2 ); itemCheck->SetTempTimer( 0 ); break; case 0x3E89: itemCheck->SetID( 0x3E8A ); itemCheck->SetTempTimer( 0 ); break; } } } else { itemCheck->SetType( IT_NOTYPE ); Console.warning( "Invalid spawner object detected; item type reverted to 0. All spawner objects have to be added using 'ADD SPAWNER # command." ); } } break; } case IT_SOUNDOBJECT: if( itemCheck->GetTempVar( CITV_MOREY ) < 25 ) { if( RandomNum( 1, 100 ) <= (SI32)itemCheck->GetTempVar( CITV_MOREZ ) ) { for (auto &tSock : FindNearbyPlayers( itemCheck, static_cast(itemCheck->GetTempVar( CITV_MOREY )) )) { Effects->PlaySound( tSock, static_cast(itemCheck->GetTempVar( CITV_MOREX )), false ); } } } break; default: break; } } if( itemCheck->CanBeObjType( OT_BOAT ) ) { CBoatObj *mBoat = static_cast(itemCheck); SI08 boatMoveType = mBoat->GetMoveType(); if( ValidateObject( mBoat ) && boatMoveType && ( (mBoat->GetMoveTime() <= cwmWorldState->GetUICurrentTime()) || cwmWorldState->GetOverflow() ) ) { if( boatMoveType != BOAT_ANCHORED ) { switch( boatMoveType ) { //case BOAT_ANCHORED: //case BOAT_STOP: case BOAT_FORWARD: case BOAT_SLOWFORWARD: case BOAT_ONEFORWARD: MoveBoat( itemCheck->GetDir(), mBoat ); break; case BOAT_BACKWARD: case BOAT_SLOWBACKWARD: case BOAT_ONEBACKWARD: { UI08 dir = static_cast( itemCheck->GetDir() + 4 ); if( dir > 7 ) dir %= 8; MoveBoat( dir, mBoat ); break; } case BOAT_LEFT: case BOAT_SLOWLEFT: case BOAT_ONELEFT: { UI08 dir = static_cast( itemCheck->GetDir() - 2 ); dir %= 8; MoveBoat( dir, mBoat ); break; } case BOAT_RIGHT: case BOAT_SLOWRIGHT: case BOAT_ONERIGHT: { // Right / One Right UI08 dir = static_cast( itemCheck->GetDir() + 2 ); dir %= 8; MoveBoat( dir, mBoat ); break; } case BOAT_FORWARDLEFT: case BOAT_SLOWFORWARDLEFT: case BOAT_ONEFORWARDLEFT: { UI08 dir = static_cast( itemCheck->GetDir() - 1 ); dir %= 8; MoveBoat( dir, mBoat ); break; } case BOAT_FORWARDRIGHT: case BOAT_SLOWFORWARDRIGHT: case BOAT_ONEFORWARDRIGHT: { UI08 dir = static_cast( itemCheck->GetDir() + 1 ); dir %= 8; MoveBoat( dir, mBoat ); break; } case BOAT_BACKWARDLEFT: case BOAT_SLOWBACKWARDLEFT: case BOAT_ONEBACKWARDLEFT: { UI08 dir = static_cast( itemCheck->GetDir() + 5 ); if( dir > 7 ) dir %= 8; MoveBoat( dir, mBoat ); break; } case BOAT_BACKWARDRIGHT: case BOAT_SLOWBACKWARDRIGHT: case BOAT_ONEBACKWARDRIGHT: { UI08 dir = static_cast( itemCheck->GetDir() + 3 ); if( dir > 7 ){ dir %= 8; } MoveBoat( dir, mBoat ); break; } default: break; } // One-step boat commands, so reset move type to 0 after the initial move if( boatMoveType == BOAT_LEFT || boatMoveType == BOAT_RIGHT ) { // Move 50% slower left/right than forward/back mBoat->SetMoveTime( BuildTimeValue( (R32)cwmWorldState->ServerData()->CheckBoatSpeed() * 1.5 ) ); } else if( boatMoveType >= BOAT_ONELEFT && boatMoveType <= BOAT_ONEBACKWARDRIGHT ) { mBoat->SetMoveType( 0 ); // Set timer to restrict movement to normal boat speed if player spams command mBoat->SetMoveTime( BuildTimeValue( (R32)cwmWorldState->ServerData()->CheckBoatSpeed() * 1.5 ) ); } else if( boatMoveType >= BOAT_SLOWLEFT && boatMoveType <= BOAT_SLOWBACKWARDLEFT ) { // Set timer to slowly move the boat forward mBoat->SetMoveTime( BuildTimeValue( (R32)cwmWorldState->ServerData()->CheckBoatSpeed() * 2.0 ) ); } else { // Set timer to move the boat forward at normal speed mBoat->SetMoveTime( BuildTimeValue( (R32)cwmWorldState->ServerData()->CheckBoatSpeed() ) ); } } } } // Do JS Weather for item if( doWeather ) { doLight( itemCheck, cwmWorldState->ServerData()->WorldLightCurrentLevel() ); } } } } //o-----------------------------------------------------------------------------------------------o //| Function - void CheckAutoTimers( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Check automatic and timer controlled functions //o-----------------------------------------------------------------------------------------------o auto CWorldMain::CheckAutoTimers() ->void { static UI32 nextCheckSpawnRegions = 0; static UI32 nextCheckTownRegions = 0; static UI32 nextCheckItems = 0; static UI32 nextDecayItems = 0; static UI32 nextDecayItemsInHouses = 0; static UI32 nextSetNPCFlagTime = 0; static UI32 accountFlush = 0; bool doWeather = false; bool doPetOfflineCheck = false; CServerData *serverData = ServerData(); // modify this stuff to take into account more variables if( (accountFlush <= GetUICurrentTime()) || GetOverflow() ) { bool reallyOn = false; // time to flush our account status! MAPUSERNAMEID_ITERATOR I; for( I = Accounts->begin(); I != Accounts->end(); ++I ) { CAccountBlock& actbTemp = I->second; if( actbTemp.wAccountIndex == AB_INVALID_ID){ continue; } if( actbTemp.wFlags.test( AB_FLAGS_ONLINE ) ) { reallyOn = false; // to start with, there's no one really on { for (auto &tSock :Network->connClients){ CChar *tChar = tSock->CurrcharObj(); if( !ValidateObject( tChar ) ){ continue; } if( tChar->GetAccount().wAccountIndex == actbTemp.wAccountIndex ){ reallyOn = true; } } } if( !reallyOn ){ // no one's really on, let's set that actbTemp.wFlags.reset( AB_FLAGS_ONLINE ); } } } accountFlush = BuildTimeValue( (R32)serverData->AccountFlushTimer() ); } //Network->On(); //<<<<<< WHAT the HECK, this is why you dont bury mutex locking // PushConn and PopConn lock and unlock as well (yes, bad) // But now we are doing recursive lock here if( GetWorldSaveProgress() == SS_NOTSAVING ){ { for (auto &tSock: Network->connClients) { if( (tSock->IdleTimeout() != -1) && (UI32)tSock->IdleTimeout() <= GetUICurrentTime() ) { CChar *tChar = tSock->CurrcharObj(); if( !ValidateObject( tChar ) ){ continue; } if( !tChar->IsGM() ) { tSock->IdleTimeout( -1 ); tSock->sysmessage( 1246 ); Network->Disconnect( tSock ); } } else if( ( ( (UI32)( tSock->IdleTimeout() + 300 * 1000 ) <= GetUICurrentTime() && (UI32)( tSock->IdleTimeout()+200*1000) >= GetUICurrentTime() ) || GetOverflow() ) && !tSock->WasIdleWarned() ){ //is their idle time between 3 and 5 minutes, and they haven't been warned already? CPIdleWarning warn( 0x07 ); tSock->Send( &warn ); tSock->WasIdleWarned( true ); } if( serverData->KickOnAssistantSilence() ) { if( !tSock->NegotiatedWithAssistant() && tSock->NegotiateTimeout() != -1 && static_cast(tSock->NegotiateTimeout()) <= GetUICurrentTime() ) { const CChar *tChar = tSock->CurrcharObj(); if( !ValidateObject( tChar ) ){ continue; } if( !tChar->IsGM() ) { tSock->IdleTimeout( -1 ); tSock->sysmessage( 9047 ); // Failed to negotiate features with assistant tool. Disconnecting client... Network->Disconnect( tSock ); } } } // Check player's network traffic usage versus caps set in ini if( tSock->LoginComplete() && (tSock->AcctNo() != 0) && tSock->GetTimer( tPC_TRAFFICWARDEN ) <= GetUICurrentTime() ) { if( !ValidateObject( tSock->CurrcharObj() ) || tSock->CurrcharObj()->IsGM() ){ continue; } bool tempTimeBan = false; if( tSock->BytesReceived() > serverData->MaxClientBytesIn() ) { // Player has exceeded the cap! Send one warning - next time kick player tSock->sysmessage( Dictionary->GetEntry( 9082, tSock->Language() )); // Excessive data usage detected! Sending too many requests to the server in a short amount of time will get you banned. tSock->BytesReceivedWarning( tSock->BytesReceivedWarning() + 1 ); if( tSock->BytesReceivedWarning() > 2 ) { // If it happens 3 times in the same session, give player a temporary ban tempTimeBan = true; } } if( tSock->BytesSent() > serverData->MaxClientBytesOut() ) { // This is data sent from server, so should be more lenient before a kick (though could still be initiated by player somehow) tSock->sysmessage( Dictionary->GetEntry( 9082, tSock->Language() )); // Excessive data usage detected! Sending too many requests to the server in a short amount of time will get you banned. tSock->BytesSentWarning( tSock->BytesSentWarning() + 1 ); if( tSock->BytesSentWarning() > 2 ) { // If it happens 3 times or more in the same session, give player a temporary ban tempTimeBan = true; } } if( tempTimeBan ) { // Give player a 30 minute temp ban CAccountBlock& myAccount = Accounts->GetAccountByID( tSock->GetAccount().wAccountIndex ); myAccount.wFlags.set( AB_FLAGS_BANNED, true ); myAccount.wTimeBan = GetMinutesSinceEpoch() + serverData->NetTrafficTimeban(); Network->Disconnect( tSock ); continue; } // Reset amount of bytes received and sent, and restart timer tSock->BytesReceived( 0 ); tSock->BytesSent( 0 ); tSock->SetTimer( tPC_TRAFFICWARDEN, BuildTimeValue( static_cast( 10 )) ); } } } } else if( GetWorldSaveProgress() == SS_JUSTSAVED ){ // if we've JUST saved, do NOT kick anyone off (due to a possibly really long save), but reset any offending players to 60 seconds to go before being kicked off { for (auto &wsSocket : Network->connClients) { if( wsSocket ){ if( (UI32)wsSocket->IdleTimeout() < GetUICurrentTime() ){ wsSocket->IdleTimeout( BuildTimeValue( 60.0F ) ); wsSocket->WasIdleWarned( true );//don't give them the message if they only have 60s } if( cwmWorldState->ServerData()->KickOnAssistantSilence() ){ if( !wsSocket->NegotiatedWithAssistant() && static_cast(wsSocket->NegotiateTimeout()) < GetUICurrentTime() ){ wsSocket->NegotiateTimeout( BuildTimeValue( 60.0F ) ); } } } } } SetWorldSaveProgress( SS_NOTSAVING ); } if( (nextCheckTownRegions <= GetUICurrentTime()) || GetOverflow() ) { std::for_each(cwmWorldState->townRegions.begin(), cwmWorldState->townRegions.end(),[]( std::pair &town) { if (town.second != nullptr){ town.second->PeriodicCheck(); } }); nextCheckTownRegions = BuildTimeValue( 10 ); // do checks every 10 seconds or so, rather than every single time JailSys->PeriodicCheck(); } if( (nextCheckSpawnRegions <= GetUICurrentTime()) && (serverData->CheckSpawnRegionSpeed() != -1) ) { //Regionspawns UI32 itemsSpawned = 0; UI32 npcsSpawned = 0; UI32 totalItemsSpawned = 0; UI32 totalNpcsSpawned = 0; UI32 maxItemsSpawned = 0; UI32 maxNpcsSpawned = 0; for (auto &[regnum,spawnReg]:cwmWorldState->spawnRegions ){ if( spawnReg ){ if( spawnReg->GetNextTime() <= GetUICurrentTime() ){ spawnReg->doRegionSpawn( itemsSpawned, npcsSpawned ); } // Grab some info from the spawn region anyway, even if it's not time to spawn totalItemsSpawned += static_cast(spawnReg->GetCurrentItemAmt()); totalNpcsSpawned += static_cast(spawnReg->GetCurrentCharAmt()); maxItemsSpawned += static_cast(spawnReg->GetMaxItemSpawn()); maxNpcsSpawned += static_cast(spawnReg->GetMaxCharSpawn()); } } // Adaptive spawn region check timer. The closer spawn regions as a whole are to being at their defined max capacity, // the less frequently UOX3 will check spawn regions again. Similarly, the more room there is to spawn additional // stuff, the more frequently UOX3 will check spawn regions auto checkSpawnRegionSpeed = static_cast(serverData->CheckSpawnRegionSpeed()); UI16 itemSpawnCompletionRatio = ( maxItemsSpawned > 0 ? (( totalItemsSpawned * 100.0 ) / maxItemsSpawned ) : 100 ); UI16 npcSpawnCompletionRatio = ( maxNpcsSpawned > 0 ? (( totalNpcsSpawned * 100.0 ) / maxNpcsSpawned ) : 100 ); SI32 avgCompletionRatio = ( itemSpawnCompletionRatio + npcSpawnCompletionRatio ) / 2; if( avgCompletionRatio == 100 ){ checkSpawnRegionSpeed *= 3; } else if( avgCompletionRatio >= 90 ){ checkSpawnRegionSpeed *= 2; } else if( avgCompletionRatio >= 75 ){ checkSpawnRegionSpeed *= 1.5; } else if( avgCompletionRatio >= 50 ){ checkSpawnRegionSpeed *= 1.25; } nextCheckSpawnRegions = BuildTimeValue( checkSpawnRegionSpeed );//Don't check them TOO often (Keep down the lag) } HTMLTemplates->Poll( ETT_ALLTEMPLATES ); const UI32 saveinterval = serverData->ServerSavesTimerStatus(); if( saveinterval != 0 ){ time_t oldTime = GetOldTime(); if( !GetAutoSaved() ){ SetAutoSaved( true ); time(&oldTime); SetOldTime( static_cast(oldTime) ); } time_t newTime = GetNewTime(); time(&newTime); SetNewTime( static_cast(newTime) ); if( difftime( GetNewTime(), GetOldTime() ) >= saveinterval ) { // Added Dec 20, 1999 // After an automatic world save occurs, lets check to see if // anyone is online (clients connected). If nobody is connected // Lets do some maintenance on the bulletin boards. if( !GetPlayersOnline() && (GetWorldSaveProgress() != SS_SAVING )){ Console << "No players currently online. Starting bulletin board maintenance" << myendl; Console.log( "Bulletin Board Maintenance routine running (AUTO)", "server.log" ); MsgBoardMaintenance(); } SetAutoSaved( false ); #if PLATFORM == WINDOWS SetConsoleCtrlHandler( exit_handler, true ); #endif isWorldSaving = true; SaveNewWorld( false ); isWorldSaving = false; #if PLATFORM == WINDOWS SetConsoleCtrlHandler( exit_handler, false ); #endif } } /*time_t oldIPTime = GetOldIPTime(); if( !GetIPUpdated() ) { SetIPUpdated( true ); time(&oldIPTime); SetOldIPTime( static_cast(oldIPTime) ); } time_t newIPTime = GetNewIPTime(); time(&newIPTime); SetNewIPTime( static_cast(newIPTime) ); if( difftime( GetNewIPTime(), GetOldIPTime() ) >= 120 ) { ServerData()->RefreshIPs(); SetIPUpdated( false ); }*/ //Time functions if( (GetUOTickCount() <= GetUICurrentTime()) || ( GetOverflow() ) ) { UI08 oldHour = serverData->ServerTimeHours(); if( serverData->incMinute() ){ Weather->NewDay(); } if( oldHour != serverData->ServerTimeHours() ){ Weather->NewHour(); } SetUOTickCount( BuildTimeValue( serverData->ServerSecondsPerUOMinute() ) ); } if( (GetTimer( tWORLD_LIGHTTIME ) <= GetUICurrentTime()) || GetOverflow() ) { doWorldLight(); //Changes lighting, if it is currently time to. Weather->DoStuff(); // updates the weather types SetTimer( tWORLD_LIGHTTIME, serverData->BuildSystemTimeValue( tSERVER_WEATHER ) ); doWeather = true; } if( (GetTimer( tWORLD_PETOFFLINECHECK ) <= GetUICurrentTime()) || GetOverflow() ){ SetTimer( tWORLD_PETOFFLINECHECK, serverData->BuildSystemTimeValue( tSERVER_PETOFFLINECHECK ) ); doPetOfflineCheck = true; } bool checkFieldEffects = false; if( (GetTimer( tWORLD_NEXTFIELDEFFECT ) <= GetUICurrentTime() )|| GetOverflow() ){ checkFieldEffects = true; SetTimer( tWORLD_NEXTFIELDEFFECT, BuildTimeValue( 0.5f ) ); } std::set< CMapRegion * > regionList; { for (auto &iSock : Network->connClients){ if( iSock){ CChar *mChar = iSock->CurrcharObj(); if( !ValidateObject( mChar ) ){ continue; } UI08 worldNumber = mChar->WorldNumber(); if( mChar->GetAccount().wAccountIndex == iSock->AcctNo() && mChar->GetAccount().dwInGame == mChar->GetSerial() ){ genericCheck( iSock, (*mChar), checkFieldEffects, doWeather ); checkPC( iSock, (*mChar) ); SI16 xOffset = MapRegion->GetGridX( mChar->GetX() ); SI16 yOffset = MapRegion->GetGridY( mChar->GetY() ); // Restrict the amount of active regions based on how far player is from the border // to the next one. This reduces active regions around a player from always 9 to // varying between 3 to 6. Only regions on yOffset are considered, because the xOffset // ones are too narrow auto yOffsetUnrounded = static_cast(mChar->GetY()) / static_cast(MapRowSize); SI08 counter2Start = 0, counter2End = 0; if( yOffsetUnrounded < yOffset + 0.25 ){ counter2Start = -1; counter2End = 0; } else if( yOffsetUnrounded > yOffset + 0.75 ){ counter2Start = 0; counter2End = 1; } for( SI08 counter = -1; counter <= 1; ++counter ) { // Check 3 x colums for( SI08 ctr2 = counter2Start; ctr2 <= counter2End; ++ctr2 ){ // Check variable y colums auto tC = MapRegion->GetMapRegion( xOffset + counter, yOffset + ctr2, worldNumber ); if( tC) { regionList.insert( tC ); } } } } } } } // Reduce some lag checking these timers constantly in the loop bool setNPCFlags = false, checkItems = false, checkAI = false, doRestock = false; if( (nextSetNPCFlagTime <= GetUICurrentTime()) || GetOverflow() ) { nextSetNPCFlagTime = serverData->BuildSystemTimeValue( tSERVER_NPCFLAGUPDATETIMER ); // Slow down lag "needed" for setting flags, they are set often enough ;-) setNPCFlags = true; } if( (nextCheckItems <= GetUICurrentTime() )|| GetOverflow() ){ nextCheckItems = BuildTimeValue( static_cast(serverData->CheckItemsSpeed()) ); nextDecayItems = serverData->BuildSystemTimeValue( tSERVER_DECAY ); nextDecayItemsInHouses = serverData->BuildSystemTimeValue( tSERVER_DECAYINHOUSE ); checkItems = true; } if( (GetTimer( tWORLD_NEXTNPCAI ) <= GetUICurrentTime()) || GetOverflow() ){ SetTimer( tWORLD_NEXTNPCAI, BuildTimeValue( (R32)serverData->CheckNpcAISpeed() ) ); checkAI = true; } if( (GetTimer( tWORLD_SHOPRESTOCK ) <= GetUICurrentTime()) || GetOverflow() ){ SetTimer( tWORLD_SHOPRESTOCK, serverData->BuildSystemTimeValue( tSERVER_SHOPSPAWN ) ); doRestock = true; } bool allowAwakeNPCs = cwmWorldState->ServerData()->AllowAwakeNPCs(); for (auto &toCheck : regionList){ auto regChars = toCheck->GetCharList(); auto collection = regChars->collection(); for (const auto &charCheck:collection){ if( ValidateObject( charCheck ) ){ if( charCheck->IsNpc() ) { if( !charCheck->IsAwake() || !allowAwakeNPCs ){ // Only perform these checks on NPCs that are not permanently awake if( !genericCheck( nullptr, (*charCheck), checkFieldEffects, doWeather ) ) { if( setNPCFlags ){ UpdateFlag( charCheck ); // only set flag on npcs every 60 seconds (save a little extra lag) } checkNPC( (*charCheck), checkAI, doRestock, doPetOfflineCheck ); } } } else if( charCheck->GetTimer( tPC_LOGOUT ) ) { CAccountBlock& actbTemp = charCheck->GetAccount(); if( actbTemp.wAccountIndex != AB_INVALID_ID ) { SERIAL oaiw = actbTemp.dwInGame; if( oaiw == INVALIDSERIAL ) { charCheck->SetTimer( tPC_LOGOUT, 0 ); charCheck->Update(); } else if( (oaiw == charCheck->GetSerial()) && ( (charCheck->GetTimer( tPC_LOGOUT ) <= GetUICurrentTime()) || GetOverflow() ) ) { actbTemp.dwInGame = INVALIDSERIAL; charCheck->SetTimer( tPC_LOGOUT, 0 ); charCheck->Update(); charCheck->Teleport(); } } } } } checkItem( toCheck, checkItems, nextDecayItems, nextDecayItemsInHouses, doWeather ); } // Check NPCs marked as always active, regardless of whether their region is "awake" if( allowAwakeNPCs ) { auto alwaysAwakeChars = Npcs->GetAlwaysAwakeNPCs(); std::vector toRemove ; for (const auto &charCheck : alwaysAwakeChars->collection()){ if( ValidateObject( charCheck ) && !charCheck->isFree() && charCheck->IsNpc() ) { if( !genericCheck( nullptr, (*charCheck), checkFieldEffects, doWeather ) ) { if( setNPCFlags ){ UpdateFlag( charCheck ); // only set flag on npcs every 60 seconds (save a little extra lag) } checkNPC( (*charCheck), checkAI, doRestock, doPetOfflineCheck ); } } else { toRemove.push_back(charCheck); } } std::for_each(toRemove.begin(), toRemove.end(), [&alwaysAwakeChars](CChar *character){ alwaysAwakeChars->Remove(character); }); toRemove.clear() ; } Effects->checktempeffects(); SpeechSys->Poll(); // Implement RefreshItem() / statwindow() queue here std::for_each(cwmWorldState->refreshQueue.begin(),cwmWorldState->refreshQueue.end(),[](std::pair entry){ if (ValidateObject(entry.first)){ if( entry.first->CanBeObjType( OT_CHAR ) ) { auto uChar = static_cast(entry.first); if( uChar->GetUpdate( UT_HITPOINTS ) ){ updateStats( entry.first, 0 ); } if( uChar->GetUpdate( UT_STAMINA ) ){ updateStats( entry.first, 1 ); } if( uChar->GetUpdate( UT_MANA ) ) { updateStats( entry.first, 2 ); } if( uChar->GetUpdate( UT_LOCATION ) ){ uChar->Teleport(); } else if( uChar->GetUpdate( UT_HIDE ) ) { uChar->ClearUpdate(); if( uChar->GetVisible() != VT_VISIBLE ){ uChar->RemoveFromSight(); } uChar->Update( nullptr, false ); } else if( uChar->GetUpdate( UT_UPDATE ) ){ uChar->Update(); } else if( uChar->GetUpdate( UT_STATWINDOW ) ) { CSocket *uSock = uChar->GetSocket(); if( uSock){ uSock->statwindow( uChar ); } } uChar->ClearUpdate(); } else{ entry.first->Update(); } } }); cwmWorldState->refreshQueue.clear(); } //o-----------------------------------------------------------------------------------------------o //| Function - void InitClasses( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Initialize UOX classes //o-----------------------------------------------------------------------------------------------o auto InitClasses()->void { cwmWorldState->ClassesInitialized( true ); JSEngine = &aJSEngine ; JSMapping = &aJSMapping ; Effects = &aEffects; Commands = &aCommands ; Combat = &aCombat ; Items = &aItems ; Map = &aMap ; Npcs = &aNpcs ; Skills = &aSkills ; Weight = &aWeight ; JailSys = &aJailSys ; Network = &aNetwork; Magic = &aMagic ; Races = &aRaces ; Weather = &aWeather ; Movement = &aMovement ; GuildSys = &aGuildSys ; WhoList = &aWhoList ; OffList = &aOffList ; Books = &aBooks ; GMQueue = &aGMQueue ; Dictionary = &aDictionary ; Accounts = &aAccounts ; MapRegion = &aMapRegion ; SpeechSys = &aSpeechSys ; CounselorQueue = &aCounselorQueue ; HTMLTemplates = &aHTMLTemplates ; FileLookup = &aFileLookup ; aJSEngine.startup() ; aFileLookup.startup() ; aCommands.startup() ; aSpeechSys.startup() ; // Need to do map aNetwork.startup() ; aMap.load() ; JSMapping->ResetDefaults(); JSMapping->GetEnvokeByID()->Parse(); JSMapping->GetEnvokeByType()->Parse(); aMapRegion.startup() ; aAccounts.SetPath(cwmWorldState->ServerData()->Directory(CSDDP_ACCOUNTS)); } auto findNearbyObjects( SI16 x, SI16 y, UI08 worldNumber, UI16 instanceID, UI16 distance )->std::vector< CBaseObject* > ; auto inMulti( SI16 x, SI16 y, SI08 z, CMultiObj *m )->bool; //o-----------------------------------------------------------------------------------------------o //| Function - bool FindMultiFunctor( CBaseObject *a, UI32 &b, void *extraData ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Looks for a multi at object's location and assigns any multi found to object //o-----------------------------------------------------------------------------------------------o auto FindMultiFunctor( CBaseObject *a, UI32 &b, void *extraData )->bool { if( ValidateObject( a ) ) { if( a->CanBeObjType( OT_MULTI )) { auto aMulti = static_cast(a); for (auto &objToCheck : findNearbyObjects( aMulti->GetX(), aMulti->GetY(), aMulti->WorldNumber(), aMulti->GetInstanceID(), 20 )){ if( inMulti( objToCheck->GetX(), objToCheck->GetY(), objToCheck->GetZ(), aMulti )){ objToCheck->SetMulti( aMulti ); } else if( (objToCheck->GetObjType() == OT_ITEM) && ( ( (objToCheck->GetID() >= 0x0b95) && (objToCheck->GetID() <= 0x0c0e )) || (objToCheck->GetID() == 0x1f28) || (objToCheck->GetID() == 0x1f29) ) ) { // Reunite house signs with their multis SERIAL houseSerial = static_cast( objToCheck )->GetTempVar( CITV_MORE ); CMultiObj *multi = calcMultiFromSer( houseSerial ); if( ValidateObject( multi ) ) { objToCheck->SetMulti( multi ); } } else { // No other multi found where item is, safe to set item's multi to INVALIDSERIAL if( findMulti( objToCheck ) == nullptr ){ objToCheck->SetMulti( INVALIDSERIAL ); } } } } } return true; } //o-----------------------------------------------------------------------------------------------o //| Function - void InitMultis( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Initialize Multis //o-----------------------------------------------------------------------------------------------o auto InitMultis() ->void { Console << "Initializing multis "; UI32 b = 0; ObjectFactory::getSingleton().IterateOver( OT_MULTI, b, nullptr, &FindMultiFunctor ); Console.PrintDone(); } //o-----------------------------------------------------------------------------------------------o //| Function - void DisplayBanner( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Display some information at the end of UOX startup //o-----------------------------------------------------------------------------------------------o auto DisplayBanner() ->void{ Console.PrintSectionBegin(); //auto idName = oldstrutil::format( "%s v%s(%s) [%s]\n| Compiled by %s\n| Programmed by: %s", CVersionClass::GetProductName().c_str(), CVersionClass::GetVersion().c_str(), CVersionClass::GetBuild().c_str(), OS_STR, CVersionClass::GetName().c_str(), CVersionClass::GetProgrammers().c_str() ); Console.TurnYellow(); Console << "Compiled on "; Console.TurnNormal(); Console << __DATE__ << " (" << __TIME__ << ")" << myendl; Console.TurnYellow(); Console << "Compiled by "; Console.TurnNormal(); Console << CVersionClass::GetName() << myendl; Console.TurnYellow(); Console << "Contact: "; Console.TurnNormal(); Console << CVersionClass::GetEmail() << myendl; Console.PrintSectionBegin(); saveOnShutdown = true ; } //o-----------------------------------------------------------------------------------------------o //| Function - void Shutdown( SI32 retCode ) //| Date - Oct. 09, 1999 //o-----------------------------------------------------------------------------------------------o //| Purpose - Handled deleting / free() ing of pointers as neccessary //| as well as closing open file handles to avoid file file corruption. //| Exits with proper error code. //o-----------------------------------------------------------------------------------------------o auto Shutdown( SI32 retCode )->void { Console.PrintSectionBegin(); Console << "Beginning UOX final shut down sequence..." << myendl; if (retCode && saveOnShutdown) { //they want us to save, there has been an error, we have loaded the world, and WorldState is a valid pointer. #if PLATFORM == WINDOWS SetConsoleCtrlHandler( exit_handler, true ); #endif isWorldSaving = true; do { cwmWorldState->SaveNewWorld( true ); } while( cwmWorldState->GetWorldSaveProgress() == SS_SAVING ); isWorldSaving = false; #if PLATFORM == WINDOWS SetConsoleCtrlHandler( exit_handler, false ); #endif } if( cwmWorldState && cwmWorldState->ClassesInitialized() ) { if( HTMLTemplates ) { Console << "HTMLTemplates object detected. Writing Offline HTML Now..."; HTMLTemplates->Poll( ETT_OFFLINE ); Console.PrintDone(); } else{ Console << "HTMLTemplates object not found." << myendl; } Console << "Cleaning up item and character memory... "; ObjectFactory::getSingleton().GarbageCollect(); Console.PrintDone(); Console << "Destroying class objects and pointers... "; // delete any objects that were created (delete takes care of nullptr check =) UnloadSpawnRegions(); UnloadRegions(); Console.PrintDone(); } //Lets wait for console thread to quit here if( !retCode ){ cons.join(); } // don't leave file pointers open, could lead to file corruption Console.PrintSectionBegin(); Console.TurnGreen(); Console << "Server shutdown complete!" << myendl; Console << "Thank you for supporting " << CVersionClass::GetName() << myendl; Console.TurnNormal(); Console.PrintSectionBegin(); // dispay what error code we had // don't report errorlevel for no errors, this is confusing ppl if( retCode ) { Console.TurnRed(); Console << "Exiting UOX with errorlevel " << retCode << myendl; Console.TurnNormal(); #if PLATFORM == WINDOWS Console << "Press Return to exit " << myendl; std::string throwAway; std::getline(std::cin, throwAway); #endif } else { Console.TurnGreen(); Console << "Exiting UOX with no errors..." << myendl; Console.TurnNormal(); } Console.PrintSectionBegin(); exit(retCode); } //o-----------------------------------------------------------------------------------------------o //| Function - void advanceObj( CChar *applyTo, UI16 advObj, bool multiUse ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Handle advancement objects (stat / skill gates) //o-----------------------------------------------------------------------------------------------o auto advanceObj( CChar *applyTo, UI16 advObj, bool multiUse ) ->void { if( (applyTo->GetAdvObj() == 0 )|| multiUse ) { Effects->PlayStaticAnimation( applyTo, 0x373A, 0, 15); Effects->PlaySound( applyTo, 0x01E9 ); applyTo->SetAdvObj( advObj ); auto sect = "ADVANCEMENT "s + oldstrutil::number( advObj ); sect = oldstrutil::trim( oldstrutil::removeTrailing( sect, "//" )); auto Advancement = FileLookup->FindEntry( sect, advance_def ); if( Advancement == nullptr ) { Console << "ADVANCEMENT OBJECT: Script section not found, Aborting" << myendl; applyTo->SetAdvObj( 0 ); return; } CItem *retItem = nullptr; auto hairobject = applyTo->GetItemAtLayer( IL_HAIR ); auto beardobject = applyTo->GetItemAtLayer( IL_FACIALHAIR ); DFNTAGS tag = DFNTAG_COUNTOFTAGS; std::string cdata; SI32 ndata = -1, odata = -1; UI08 skillToSet = 0; for (const auto &sec:Advancement->collection2()){ tag = sec->tag; cdata = sec->cdata ; ndata = sec->ndata ; odata = sec->odata ; switch( tag ) { case DFNTAG_ALCHEMY: skillToSet = ALCHEMY; break; case DFNTAG_ANATOMY: skillToSet = ANATOMY; break; case DFNTAG_ANIMALLORE: skillToSet = ANIMALLORE; break; case DFNTAG_ARMSLORE: skillToSet = ARMSLORE; break; case DFNTAG_ARCHERY: skillToSet = ARCHERY; break; case DFNTAG_ADVOBJ: applyTo->SetAdvObj( static_cast(ndata) ); break; case DFNTAG_BEGGING: skillToSet = BEGGING; break; case DFNTAG_BLACKSMITHING: skillToSet = BLACKSMITHING; break; case DFNTAG_BOWCRAFT: skillToSet = BOWCRAFT; break; case DFNTAG_BUSHIDO: skillToSet = BUSHIDO; break; case DFNTAG_CAMPING: skillToSet = CAMPING; break; case DFNTAG_CARPENTRY: skillToSet = CARPENTRY; break; case DFNTAG_CARTOGRAPHY: skillToSet = CARTOGRAPHY; break; case DFNTAG_CHIVALRY: skillToSet = CHIVALRY; break; case DFNTAG_COOKING: skillToSet = COOKING; break; case DFNTAG_DEX: applyTo->SetDexterity( static_cast(RandomNum( ndata, odata )) ); break; case DFNTAG_DETECTINGHIDDEN: skillToSet = DETECTINGHIDDEN; break; case DFNTAG_DYEHAIR: if( ValidateObject( hairobject ) ) hairobject->SetColour( static_cast(ndata) ); break; case DFNTAG_DYEBEARD: if( ValidateObject( beardobject ) ) beardobject->SetColour( static_cast(ndata) ); break; case DFNTAG_ENTICEMENT: skillToSet = ENTICEMENT; break; case DFNTAG_EVALUATINGINTEL: skillToSet = EVALUATINGINTEL; break; case DFNTAG_EQUIPITEM: retItem = Items->CreateBaseScriptItem( nullptr, cdata, applyTo->WorldNumber(), 1 ); if( retItem ) { if( !retItem->SetCont( applyTo ) ) { retItem->SetCont( applyTo->GetPackItem() ); retItem->PlaceInPack(); } } break; case DFNTAG_FAME: applyTo->SetFame( static_cast(ndata) ); break; case DFNTAG_FENCING: skillToSet = FENCING; break; case DFNTAG_FISHING: skillToSet = FISHING; break; case DFNTAG_FOCUS: skillToSet = FOCUS; break; case DFNTAG_FORENSICS: skillToSet = FORENSICS; break; case DFNTAG_HEALING: skillToSet = HEALING; break; case DFNTAG_HERDING: skillToSet = HERDING; break; case DFNTAG_HIDING: skillToSet = HIDING; break; case DFNTAG_IMBUING: skillToSet = IMBUING; break; case DFNTAG_INTELLIGENCE: applyTo->SetIntelligence( static_cast(RandomNum( ndata, odata )) ); break; case DFNTAG_ITEMID: skillToSet = ITEMID; break; case DFNTAG_INSCRIPTION: skillToSet = INSCRIPTION; break; case DFNTAG_KARMA: applyTo->SetKarma( static_cast(ndata) ); break; case DFNTAG_KILLHAIR: retItem = applyTo->GetItemAtLayer( IL_HAIR ); if( ValidateObject( retItem ) ){ retItem->Delete(); } break; case DFNTAG_KILLBEARD: retItem = applyTo->GetItemAtLayer( IL_FACIALHAIR ); if( ValidateObject( retItem ) ){ retItem->Delete(); } break; case DFNTAG_KILLPACK: retItem = applyTo->GetItemAtLayer( IL_PACKITEM ); if( ValidateObject( retItem ) ){ retItem->Delete(); } break; case DFNTAG_LOCKPICKING: skillToSet = LOCKPICKING; break; case DFNTAG_LUMBERJACKING: skillToSet = LUMBERJACKING; break; case DFNTAG_MAGERY: skillToSet = MAGERY; break; case DFNTAG_MAGICRESISTANCE: skillToSet = MAGICRESISTANCE; break; case DFNTAG_MACEFIGHTING: skillToSet = MACEFIGHTING; break; case DFNTAG_MEDITATION: skillToSet = MEDITATION; break; case DFNTAG_MINING: skillToSet = MINING; break; case DFNTAG_MUSICIANSHIP: skillToSet = MUSICIANSHIP; break; case DFNTAG_MYSTICISM: skillToSet = MYSTICISM; break; case DFNTAG_NECROMANCY: skillToSet = NECROMANCY; break; case DFNTAG_NINJITSU: skillToSet = NINJITSU; break; case DFNTAG_PARRYING: skillToSet = PARRYING; break; case DFNTAG_PEACEMAKING: skillToSet = PEACEMAKING; break; case DFNTAG_POISONING: skillToSet = POISONING; break; case DFNTAG_PROVOCATION: skillToSet = PROVOCATION; break; case DFNTAG_POLY: applyTo->SetID( static_cast(ndata) ); break; case DFNTAG_PACKITEM: if( ValidateObject( applyTo->GetPackItem() ) ) { auto csecs = oldstrutil::sections( cdata, "," ); if( !cdata.empty() ) { if( csecs.size() > 1 ) { retItem = Items->CreateScriptItem( nullptr, applyTo, oldstrutil::trim(oldstrutil::removeTrailing( csecs[0],"//") ), oldstrutil::value( oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" ))), OT_ITEM, true ); } else { retItem = Items->CreateScriptItem( nullptr, applyTo, cdata, 1, OT_ITEM, true ); } } } else{ Console << "Warning: Bad NPC Script with problem no backpack for packitem" << myendl; } break; case DFNTAG_REMOVETRAP: skillToSet = REMOVETRAP; break; case DFNTAG_STRENGTH: applyTo->SetStrength( static_cast(RandomNum( ndata, odata )) ); break; case DFNTAG_SKILL: applyTo->SetBaseSkill( static_cast(odata), static_cast(ndata) ); break; case DFNTAG_SKIN: applyTo->SetSkin( static_cast(std::stoul(cdata, nullptr, 0) )); break; case DFNTAG_SNOOPING: skillToSet = SNOOPING; break; case DFNTAG_SPELLWEAVING: skillToSet = SPELLWEAVING; break; case DFNTAG_SPIRITSPEAK: skillToSet = SPIRITSPEAK; break; case DFNTAG_STEALING: skillToSet = STEALING; break; case DFNTAG_STEALTH: skillToSet = STEALTH; break; case DFNTAG_SWORDSMANSHIP: skillToSet = SWORDSMANSHIP; break; case DFNTAG_TACTICS: skillToSet = TACTICS; break; case DFNTAG_TAILORING: skillToSet = TAILORING; break; case DFNTAG_TAMING: skillToSet = TAMING; break; case DFNTAG_TASTEID: skillToSet = TASTEID; break; case DFNTAG_THROWING: skillToSet = THROWING; break; case DFNTAG_TINKERING: skillToSet = TINKERING; break; case DFNTAG_TRACKING: skillToSet = TRACKING; break; case DFNTAG_VETERINARY: skillToSet = VETERINARY; break; case DFNTAG_WRESTLING: skillToSet = WRESTLING; break; default: Console << "Unknown tag in advanceObj(): " << (SI32)tag << myendl; break; } if( skillToSet > 0 ) { applyTo->SetBaseSkill( static_cast(RandomNum( ndata, odata )), skillToSet ); skillToSet = 0; // reset for next time through } } applyTo->Teleport(); } else { auto sock = applyTo->GetSocket(); if( sock ) sock->sysmessage( 1366 ); } } //o-----------------------------------------------------------------------------------------------o //| Function - UI32 getclock( void ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Return CPU time used, Emulates clock() //o-----------------------------------------------------------------------------------------------o auto getclock()->std::uint32_t { auto now = std::chrono::system_clock::now(); return static_cast(std::chrono::duration_cast(now-current).count()); } //o-----------------------------------------------------------------------------------------------o //| Function - R32 roundNumber( R32 toRound ) //o-----------------------------------------------------------------------------------------------o //| Purpose - rounds a number up or down depending on it's value //o-----------------------------------------------------------------------------------------------o auto roundNumber( R32 toRound)->R32{ R32 flVal = floor( toRound ); if( flVal < floor( toRound + 0.5 ) ){ return ceil( toRound ); } return flVal; } //o-----------------------------------------------------------------------------------------------o //| Function - bool isNumber( const std::string& str ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns true if string is a number, false if not //o-----------------------------------------------------------------------------------------------o auto isNumber( const std::string& str )->bool { return str.find_first_not_of( "0123456789" ) == std::string::npos; } //o-----------------------------------------------------------------------------------------------o //| Function - void doLight( CSocket *s, UI08 level ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets light level for player and applies relevant effects //o-----------------------------------------------------------------------------------------------o auto doLight( CSocket *s, UI08 level ) ->void { if(s){ auto mChar = s->CurrcharObj(); CPLightLevel toSend( level ); if( (Races->Affect( mChar->GetRace(), LIGHT )) && mChar->GetWeathDamage( LIGHT ) == 0 ){ mChar->SetWeathDamage( static_cast(BuildTimeValue( static_cast(Races->Secs( mChar->GetRace(), LIGHT )) )), LIGHT ); } if( mChar->GetFixedLight() != 255 ) { toSend.Level( mChar->GetFixedLight() ); s->Send( &toSend ); Weather->DoPlayerStuff( s, mChar ); return; } auto curRegion = mChar->GetRegion(); auto wSys = Weather->Weather( curRegion->GetWeather() ); auto toShow = cwmWorldState->ServerData()->WorldLightCurrentLevel(); auto dunLevel = cwmWorldState->ServerData()->DungeonLightLevel(); // we have a valid weather system if( wSys ){ const R32 lightMin = wSys->LightMin(); const R32 lightMax = wSys->LightMax(); if( lightMin < 300 && lightMax < 300 ) { R32 i = wSys->CurrentLight(); if( Races->VisLevel( mChar->GetRace() ) > i ){ toShow = 0; } else{ toShow = static_cast(roundNumber( i - Races->VisLevel( mChar->GetRace() ))); } toSend.Level( toShow ); } else{ toSend.Level( level ); } } else { if( mChar->inDungeon() ) { if( Races->VisLevel( mChar->GetRace() ) > dunLevel ){ toShow = 0; } else { toShow = static_cast(roundNumber( dunLevel - Races->VisLevel( mChar->GetRace() ))); } toSend.Level( toShow ); } } s->Send( &toSend ); auto eventFound = false; auto scriptTriggers = mChar->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { auto toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute) { if( toExecute->OnLightChange( mChar, toShow ) == 1 ) { // A script with the event returned true; prevent other scripts from running eventFound = true; break; } } } if( !eventFound ) { // Check global script! Maybe there's another event there auto toExecute = JSMapping->GetScript( static_cast(0) ); if( toExecute ){ toExecute->OnLightChange( mChar, toShow ); } } Weather->DoPlayerStuff( s, mChar ); } } //o-----------------------------------------------------------------------------------------------o //| Function - void doLight( CChar *mChar, UI08 level ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets light level for character and applies relevant effects //o-----------------------------------------------------------------------------------------------o auto doLight( CChar *mChar, UI08 level )->void { if( (Races->Affect( mChar->GetRace(), LIGHT )) && (mChar->GetWeathDamage( LIGHT ) == 0) ){ mChar->SetWeathDamage( static_cast(BuildTimeValue( static_cast(Races->Secs( mChar->GetRace(), LIGHT )) )), LIGHT ); } auto curRegion = mChar->GetRegion(); auto wSys = Weather->Weather( curRegion->GetWeather() ); LIGHTLEVEL toShow = level; LIGHTLEVEL dunLevel = cwmWorldState->ServerData()->DungeonLightLevel(); // we have a valid weather system if( wSys) { const R32 lightMin = wSys->LightMin(); const R32 lightMax = wSys->LightMax(); if( lightMin < 300 && lightMax < 300 ) { R32 i = wSys->CurrentLight(); if( Races->VisLevel( mChar->GetRace() ) > i ){ toShow = 0; } else{ toShow = static_cast(roundNumber( i - Races->VisLevel( mChar->GetRace() ))); } } } else { if( mChar->inDungeon() ) { if( Races->VisLevel( mChar->GetRace() ) > dunLevel ){ toShow = 0; } else{ toShow = static_cast(roundNumber( dunLevel - Races->VisLevel( mChar->GetRace() ))); } } } bool eventFound = false; auto scriptTriggers = mChar->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { auto toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute ){ if( toExecute->OnLightChange( mChar, toShow ) == 1 ) { // A script with the event returned true; prevent other scripts from running eventFound = true; break; } } } if( !eventFound ) { // Check global script! Maybe there's another event there auto toExecute = JSMapping->GetScript( static_cast(0) ); if( toExecute ){ toExecute->OnLightChange( mChar, toShow ); } } Weather->DoNPCStuff( mChar ); } //o-----------------------------------------------------------------------------------------------o //| Function - void doLight( CItem *mItem, UI08 level ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Sets light level for items and applies relevant effects //o-----------------------------------------------------------------------------------------------o auto doLight( CItem *mItem, UI08 level )->void { auto curRegion = mItem->GetRegion(); auto wSys = Weather->Weather( curRegion->GetWeather() ); LIGHTLEVEL toShow = level; LIGHTLEVEL dunLevel = cwmWorldState->ServerData()->DungeonLightLevel(); // we have a valid weather system if(wSys){ const R32 lightMin = wSys->LightMin(); const R32 lightMax = wSys->LightMax(); if( (lightMin < 300) && (lightMax < 300) ) { toShow = static_cast(wSys->CurrentLight()); } } else{ if( mItem->inDungeon() ){ toShow = dunLevel; } } auto eventFound = false; auto scriptTriggers = mItem->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { auto toExecute = JSMapping->GetScript( scriptTrig ); if(toExecute) { if( toExecute->OnLightChange( mItem, toShow ) == 1 ) { // A script with the event returned true; prevent other scripts from running eventFound = true; break; } } } if( !eventFound ) { // Check global script! Maybe there's another event there auto toExecute = JSMapping->GetScript( static_cast(0) ); if( toExecute ){ toExecute->OnLightChange( mItem, toShow ); } } Weather->DoItemStuff( mItem ); } //o-----------------------------------------------------------------------------------------------o //| Function - TIMERVAL getPoisonDuration( UI08 poisonStrength ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Calculates the duration of poison based on its strength //o-----------------------------------------------------------------------------------------------o auto getPoisonDuration( UI08 poisonStrength ) ->TIMERVAL{ // Calculate duration of poison, based on the strength of the poison auto poisonDuration = TIMERVAL(0); switch( poisonStrength ){ case 1: // Lesser poison - 9 to 13 pulses, 2 second frequency poisonDuration = RandomNum( 9, 13 ) * 2; break; case 2: // Normal poison - 10 to 14 pulses, 3 second frequency poisonDuration = RandomNum( 10, 14 ) * 3; break; case 3: // Greater poison - 11 to 15 pulses, 4 second frequency poisonDuration = RandomNum( 11, 15 ) * 4; break; case 4: // Deadly poison - 12 to 16 pulses, 5 second frequency poisonDuration = RandomNum( 12, 16 ) * 5; break; case 5: // Lethal poison - 13 to 17 pulses, 5 second frequency poisonDuration = RandomNum( 13, 17 ) * 5; break; } return poisonDuration; } //o-----------------------------------------------------------------------------------------------o //| Function - TIMERVAL getPoisonTickTime( UI08 poisonStrength ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Calculates the time between each tick of a poison, based on its strength //o-----------------------------------------------------------------------------------------------o auto getPoisonTickTime( UI08 poisonStrength )->TIMERVAL{ // Calculate duration of poison, based on the strength of the poison auto poisonTickTime = TIMERVAL(0); switch( poisonStrength ){ case 1: // Lesser poison - 2 second frequency poisonTickTime = 2; break; case 2: // Normal poison - 3 second frequency poisonTickTime = 3; break; case 3: // Greater poison - 4 second frequency poisonTickTime = 4; break; case 4: // Deadly poison - 5 second frequency poisonTickTime = 5; break; case 5: // Lethal poison - 5 second frequency poisonTickTime = 5; break; } return poisonTickTime; } //o-----------------------------------------------------------------------------------------------o //| Function - size_t getTileName( CItem& mItem, std::string& itemname ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns the length of an items name from tiledata.mul and //| sets itemname to the name. //| The format it accepts is same as UO style - %plural/single% or %plural% //| arrow%s% //| loa%ves/f% of bread //o-----------------------------------------------------------------------------------------------o auto getTileName( CItem& mItem, std::string& itemname )->size_t { std::string temp = mItem.GetName(); temp = oldstrutil::trim( oldstrutil::removeTrailing( temp, "//" )); const UI16 getAmount = mItem.GetAmount(); CTile& tile = Map->SeekTile( mItem.GetID() ); if( temp.substr( 0, 1 ) == "#" ) { temp = tile.Name(); } if( getAmount == 1 ) { if( tile.CheckFlag( TF_DISPLAYAN ) ){ temp = "an " + temp; } else if( tile.CheckFlag( TF_DISPLAYA ) ){ temp = "a " + temp; } } auto psecs = oldstrutil::sections( temp, "%" ); // Find out if the name has a % in it if( psecs.size() > 2 ) { std::string single; const std::string first = psecs[0]; std::string plural = psecs[1]; const std::string rest = psecs[2]; auto fssecs = oldstrutil::sections( plural, "/" ); if( fssecs.size() > 1 ) { single = fssecs[1]; plural = fssecs[0]; } if( getAmount < 2 ){ temp = first + single + rest; } else{ temp = first + plural + rest; } } itemname = oldstrutil::simplify( temp ); return itemname.size() + 1; } //o-----------------------------------------------------------------------------------------------o //| Function - std::string getNpcDictName( CChar *mChar, CSocket *tSock ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns the dictionary name for a given NPC, if their name equals # or a dictionary ID //o-----------------------------------------------------------------------------------------------o auto getNpcDictName( CChar *mChar, CSocket *tSock ) ->std::string { CChar *tChar = nullptr; if(tSock){ tChar = tSock->CurrcharObj(); } std::string dictName = mChar->GetNameRequest( tChar ); SI32 dictEntryID = 0; if( dictName == "#" ) { // If character name is #, get dictionary entry based on base dictionary entry for creature names (3000) plus character's ID dictEntryID = static_cast( 3000 + mChar->GetID() ); if(tSock){ dictName = Dictionary->GetEntry( dictEntryID, tSock->Language() ); } else{ dictName = Dictionary->GetEntry( dictEntryID ); } } else if( isNumber( dictName )){ // If name is a number, assume it's a direct dictionary entry reference, and use that dictEntryID = static_cast( oldstrutil::value( dictName )); if(tSock){ dictName = Dictionary->GetEntry( dictEntryID, tSock->Language() ); } else{ dictName = Dictionary->GetEntry( dictEntryID ); } } return dictName; } //o-----------------------------------------------------------------------------------------------o //| Function - std::string getNpcDictTitle( CChar *mChar, CSocket *tSock ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Returns the dictionary string for the title of a given NPC, if their title //| equals a dictionary ID //o-----------------------------------------------------------------------------------------------o auto getNpcDictTitle( CChar *mChar, CSocket *tSock ) ->std::string{ std::string dictTitle = mChar->GetTitle(); SI32 dictEntryID = 0; if( !dictTitle.empty() && isNumber( dictTitle )) { // If title is a number, assume it's a direct dictionary entry reference, and use that dictEntryID = static_cast( oldstrutil::value( dictTitle ) ); if( tSock ) { dictTitle = Dictionary->GetEntry( dictEntryID, tSock->Language() ); } else { dictTitle = Dictionary->GetEntry( dictEntryID ); } } return dictTitle; } //o-----------------------------------------------------------------------------------------------o //| Function - void checkRegion( CSocket *mSock, CChar& mChar, bool forceUpdateLight) //o-----------------------------------------------------------------------------------------------o //| Purpose - Check what region a character is in, updating it if necesarry. //o-----------------------------------------------------------------------------------------------o auto checkRegion( CSocket *mSock, CChar& mChar, bool forceUpdateLight)->void{ // Get character's old/previous region auto iRegion = mChar.GetRegion(); auto oldSubRegionNum = mChar.GetSubRegion(); // Calculate character's current region auto calcReg = calcRegionFromXY( mChar.GetX(), mChar.GetY(), mChar.WorldNumber(), mChar.GetInstanceID(), &mChar ); if( (iRegion == nullptr) && (calcReg != nullptr) ){ mChar.SetRegion( calcReg->GetRegionNum() ); } else if( calcReg != iRegion ) { if(mSock){ if( iRegion != nullptr && calcReg != nullptr ){ // Don't display left/entered region messages if name of region is identical if( iRegion->GetName() != calcReg->GetName() ) { if( !iRegion->GetName().empty() ){ mSock->sysmessage( 1358, iRegion->GetName().c_str() ); // You have left %s. } if( !calcReg->GetName().empty() ){ mSock->sysmessage( 1359, calcReg->GetName().c_str() ); // You have entered %s. } } if( calcReg->IsGuarded() || iRegion->IsGuarded() ) { if( calcReg->IsGuarded() ) { // Don't display change of guard message if guardowner is identical if( !iRegion->IsGuarded() || ( iRegion->IsGuarded() && calcReg->GetOwner() != iRegion->GetOwner() ) ) { if( calcReg->GetOwner().empty() ){ mSock->sysmessage( 1360 ); // You are now under the protection of the guards. } else{ mSock->sysmessage( 1361, calcReg->GetOwner().c_str() ); // You are now under the protection of %s guards. } } } else { if( iRegion->GetOwner().empty() ){ mSock->sysmessage( 1362 ); // You are no longer under the protection of the guards. } else{ mSock->sysmessage( 1363, iRegion->GetOwner().c_str() ); // You are no longer under the protection of %s guards. } } UpdateFlag( &mChar ); } if( calcReg->GetAppearance() != iRegion->GetAppearance() ){ // if the regions look different CPWorldChange wrldChange( calcReg->GetAppearance(), 1 ); mSock->Send( &wrldChange ); } if( calcReg == cwmWorldState->townRegions[mChar.GetTown()] ){ // enter our home town mSock->sysmessage( 1364 ); // You feel loved and cherished under the protection of your home town. CItem *packItem = mChar.GetPackItem(); if( ValidateObject( packItem ) ) { auto piCont = packItem->GetContainsList(); for (const auto &toScan : piCont->collection()){ if( ValidateObject( toScan ) ) { if( toScan->GetType() == IT_TOWNSTONE ) { CTownRegion *targRegion = cwmWorldState->townRegions[static_cast(toScan->GetTempVar( CITV_MOREX ))]; mSock->sysmessage( 1365, targRegion->GetName().c_str() ); // You have successfully returned the townstone of %s to your home town. targRegion->DoDamage( targRegion->GetHealth() ); // finish it off targRegion->Possess( calcReg ); mChar.SetFame( (SI16)( mChar.GetFame() + mChar.GetFame() / 5 ) ); // 20% fame boost break; } } } } } } } if( iRegion != nullptr && calcReg != nullptr ) { // Run onLeaveRegion/onEnterRegion for character auto scriptTriggers = mChar.GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { auto toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute) { toExecute->OnLeaveRegion( &mChar, iRegion->GetRegionNum() ); toExecute->OnEnterRegion( &mChar, calcReg->GetRegionNum() ); } } // Run onLeaveRegion event for region being left scriptTriggers.clear(); scriptTriggers.shrink_to_fit(); scriptTriggers = iRegion->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { auto toExecute = JSMapping->GetScript( scriptTrig ); if(toExecute) { toExecute->OnLeaveRegion( &mChar, iRegion->GetRegionNum() ); } } // Run onEnterRegion event for region being entered scriptTriggers.clear(); scriptTriggers.shrink_to_fit(); scriptTriggers = calcReg->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { auto toExecute = JSMapping->GetScript( scriptTrig ); if(toExecute ){ toExecute->OnEnterRegion( &mChar, calcReg->GetRegionNum() ); } } } if(calcReg){ mChar.SetRegion( calcReg->GetRegionNum() ); } if(mSock){ Effects->doSocketMusic( mSock ); doLight( mSock, cwmWorldState->ServerData()->WorldLightCurrentLevel() ); } } else { // Main region didn't change, but subregion did! Update music if( oldSubRegionNum != mChar.GetSubRegion() ) { Effects->doSocketMusic( mSock ); } // Update lighting if( forceUpdateLight && mSock != nullptr ) { doLight( mSock, cwmWorldState->ServerData()->WorldLightCurrentLevel() ); } } } //o-----------------------------------------------------------------------------------------------o //| Function - void CheckCharInsideBuilding( CChar *c, CSocket *mSock, bool doWeatherStuff ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Checks if a character is inside a building before applying weather effects //o-----------------------------------------------------------------------------------------------o auto CheckCharInsideBuilding( CChar *c, CSocket *mSock, bool doWeatherStuff ) ->void { if( !c->GetMounted()&& !c->GetStabled() ){ auto wasInBuilding = c->inBuilding(); bool isInBuilding = Map->inBuilding( c->GetX(), c->GetY(), c->GetZ(), c->WorldNumber(), c->GetInstanceID() ); if( wasInBuilding != isInBuilding ) { c->SetInBuilding( isInBuilding ); if( doWeatherStuff ){ if( c->IsNpc() ) { Weather->DoNPCStuff( c ); } else { Weather->DoPlayerStuff( mSock, c ); } } } } } //o-----------------------------------------------------------------------------------------------o //| Function - bool WillResultInCriminal( CChar *mChar, CChar *targ ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Check flagging, race, and guild info to find if character //| should be flagged criminal (returns true if so) //o-----------------------------------------------------------------------------------------------o auto WillResultInCriminal( CChar *mChar, CChar *targ )->bool { auto tOwner = targ->GetOwnerObj(); auto mOwner = mChar->GetOwnerObj(); auto mCharParty = PartyFactory::getSingleton().Get( mChar ); auto rvalue = false ; if (ValidateObject(mChar) && ValidateObject(targ) && mChar != targ){ if ((Races->Compare( mChar, targ ) > RACE_ENEMY) && GuildSys->ResultInCriminal( mChar, targ ) ) { if (!mCharParty || mCharParty->HasMember(targ) ){ if (!targ->DidAttackFirst() || (targ->GetTarg() == mChar)){ if (!ValidateObject(tOwner)){ if (!ValidateObject(mOwner)){ if (targ->IsInnocent()){ rvalue = true ; } } } } } } } return rvalue ; } //o-----------------------------------------------------------------------------------------------o //| Function - void criminal( CChar *c ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Make character a criminal //o-----------------------------------------------------------------------------------------------o auto criminal( CChar *c )->void { c->SetTimer( tCHAR_CRIMFLAG, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_CRIMINAL ) ); if( !c->IsCriminal() && !c->IsMurderer() ) { auto cSock = c->GetSocket(); if(cSock){ cSock->sysmessage( 1379 ); } UpdateFlag( c ); } } //o-----------------------------------------------------------------------------------------------o //| Function - void UpdateFlag( CChar *mChar ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Updates character flags //o-----------------------------------------------------------------------------------------------o auto UpdateFlag( CChar *mChar )->void { if( ValidateObject(mChar) ){ UI08 oldFlag = mChar->GetFlag(); if( mChar->IsTamed() ){ CChar *i = mChar->GetOwnerObj(); if( ValidateObject( i ) ){ mChar->SetFlag( i->GetFlag() ); } else { mChar->SetFlagBlue(); Console.warning( oldstrutil::format("Tamed Creature has an invalid owner, Serial: 0x%X", mChar->GetSerial()) ); } } else { if( mChar->GetKills() > cwmWorldState->ServerData()->RepMaxKills() ) { mChar->SetFlagRed(); } else if( (mChar->GetTimer(tCHAR_CRIMFLAG) != 0) && (mChar->GetNPCFlag() != fNPC_EVIL) ){ mChar->SetFlagGray(); } else { if( mChar->IsNpc() ) { auto doSwitch = true; if( cwmWorldState->creatures[mChar->GetID()].IsAnimal() && (mChar->GetNPCAiType() != AI_EVIL) ) { if( cwmWorldState->ServerData()->CombatAnimalsGuarded() && mChar->GetRegion()->IsGuarded() ) { mChar->SetFlagBlue(); doSwitch = false; } } if( doSwitch ) { switch( mChar->GetNPCFlag() ) { case fNPC_NEUTRAL: default: mChar->SetFlagNeutral(); break; case fNPC_INNOCENT: mChar->SetFlagBlue(); break; case fNPC_EVIL: mChar->SetFlagRed(); break; } } } else { mChar->SetFlagBlue(); } } } UI08 newFlag = mChar->GetFlag(); if( oldFlag != newFlag ) { auto scriptTriggers = mChar->GetScriptTriggers(); for( auto scriptTrig : scriptTriggers ) { auto toExecute = JSMapping->GetScript( scriptTrig ); if( toExecute) { if( toExecute->OnFlagChange( mChar, newFlag, oldFlag ) == 1 ) { break; } } } mChar->Dirty( UT_UPDATE ); } } } //o-----------------------------------------------------------------------------------------------o //| Function - void SendMapChange( UI08 worldNumber, CSocket *sock, bool initialLogin ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Send mapchange packet to client to teleport player to new world/map //o-----------------------------------------------------------------------------------------------o void SendMapChange( UI08 worldNumber, CSocket *sock, bool initialLogin ) { if( sock){ CPMapChange mapChange( worldNumber ); /* if( !initialLogin && worldNumber > 1 ) { switch( sock->ClientType() ) { case CV_UO3D: case CV_KRRIOS: break; default: break; } } */ sock->Send( &mapChange ); } } //o-----------------------------------------------------------------------------------------------o //| Function - void SocketMapChange( CSocket *sock, CChar *charMoving, CItem *gate ) //o-----------------------------------------------------------------------------------------------o //| Purpose - Check if conditions are right to send a map change packet to the client //o-----------------------------------------------------------------------------------------------o auto SocketMapChange( CSocket *sock, CChar *charMoving, CItem *gate ) ->void { if( sock){ if( ValidateObject( gate ) && ValidateObject( charMoving ) ){ UI08 tWorldNum = (UI08)gate->GetTempVar( CITV_MORE ); UI16 tInstanceID = gate->GetInstanceID(); if( Map->MapExists( tWorldNum ) ){ CChar *toMove = nullptr; if( ValidateObject( charMoving ) ){ toMove = charMoving; } else { toMove = sock->CurrcharObj(); } if( ValidateObject( toMove ) ){ // Teleport pets to new location too! auto myPets = toMove->GetPetList(); for( CChar *myPet = myPets->First(); !myPets->Finished(); myPet = myPets->Next() ) { if( ValidateObject( myPet ) ){ if( !myPet->GetMounted() && myPet->IsNpc() && myPet->GetOwnerObj() == toMove ) { if( objInOldRange( toMove, myPet, DIST_CMDRANGE ) ){ myPet->SetLocation( (SI16)gate->GetTempVar( CITV_MOREX ), (SI16)gate->GetTempVar( CITV_MOREY ), (SI08)gate->GetTempVar(CITV_MOREZ ), tWorldNum, tInstanceID ); } } } } switch( sock->ClientType() ) { case CV_UO3D: case CV_KRRIOS: toMove->SetLocation( (SI16)gate->GetTempVar( CITV_MOREX ), (SI16)gate->GetTempVar( CITV_MOREY ), (SI08)gate->GetTempVar( CITV_MOREZ ), tWorldNum, tInstanceID ); break; default: toMove->SetLocation( (SI16)gate->GetTempVar( CITV_MOREX ), (SI16)gate->GetTempVar( CITV_MOREY ), (SI08)gate->GetTempVar( CITV_MOREZ ), tWorldNum, tInstanceID ); break; } SendMapChange( tWorldNum, sock ); } } } } } //o-----------------------------------------------------------------------------------------------o //| Function - void DoorMacro( CSocket *s ) //| Date - 11th October, 1999 //| Changes - (support CSocket *s and door blocking) //o-----------------------------------------------------------------------------------------------o //| Purpose - Door use macro support. //o-----------------------------------------------------------------------------------------------o void DoorMacro( CSocket *s ) { CChar *mChar = s->CurrcharObj(); SI16 xc = mChar->GetX(), yc = mChar->GetY(); switch( mChar->GetDir() ) { case 0 : --yc; break; case 1 : { ++xc; --yc; } break; case 2 : ++xc; break; case 3 : { ++xc; ++yc; } break; case 4 : ++yc; break; case 5 : { --xc; ++yc; } break; case 6 : --xc; break; case 7 : { --xc; --yc; } break; } for (auto &toCheck : MapRegion->PopulateList( mChar )){ if(toCheck){ auto regItems = toCheck->GetItemList(); for (const auto &itemCheck : regItems->collection()){ if( ValidateObject( itemCheck ) && (itemCheck->GetInstanceID() == mChar->GetInstanceID()) ){ SI16 distZ = abs( itemCheck->GetZ() - mChar->GetZ() ); if( itemCheck->GetX() == xc && itemCheck->GetY() == yc && distZ < 7 ) { if( itemCheck->GetType() == IT_DOOR || itemCheck->GetType() == IT_LOCKEDDOOR ){ // only open doors if( JSMapping->GetEnvokeByType()->Check( static_cast(itemCheck->GetType()) ) ) { UI16 envTrig = JSMapping->GetEnvokeByType()->GetScript( static_cast(itemCheck->GetType()) ); auto envExecute = JSMapping->GetScript( envTrig ); if(envExecute) [[maybe_unused]] SI08 retVal = envExecute->OnUseChecked( mChar, itemCheck ); return; } } } } } } } }