uox3/source/CResponse.cpp
2025-07-04 03:59:21 +08:00

1295 lines
48 KiB
C++

//o------------------------------------------------------------------------------------------------o
//| File - CResponse.cpp
//| Date - 11/15/2003
//o------------------------------------------------------------------------------------------------o
//| Changes - Version History
//|
//| 1.0 15th November, 2003
//| Initial implementation. Ripped out 99% of cSpeech::response
//| and relocated contents here in individual handler classes
//|
//| 1.1 16th November, 2003
//| Changed CBaseResponse::Handle() overload to WhichResponse(), and
//| locally declared it wherever it was used, also handles different
//| languages in WhichResponse() now.
//| Added an inline FindString() helper function to clean up WhichResponse().
//| Now houses our vendor responses (enabling us to completely remove
//| checkForVendorResponse() and responsevendor().
//| Also handles all currently supported house speech using a single
//| class, enabling the removal of HouseSpeech().
//|
//| 1.2 17th November, 2003
//| We now make use of OSI's trigger words (the few that we actually handle,
//| currently), to remove the need to search through the text string
//o------------------------------------------------------------------------------------------------o
#include "uox3.h"
#include "CResponse.h"
#include "regions.h"
#include "msgboard.h"
#include "townregion.h"
#include "classes.h"
#include "cEffects.h"
#include "Dictionary.h"
#include "CPacketSend.h"
#include "CJSMapping.h"
#include "cScript.h"
#include "regions.h"
#include "cGuild.h"
#include "skills.h"
#include "StringUtility.hpp"
#include <algorithm>
#include <cctype>
bool BuyShop( CSocket *s, CChar *c );
void CallGuards( CChar *mChar );
inline bool FindString( std::string toCheck, std::string toFind )
{
return ( toCheck.find( toFind ) != std::string::npos );
}
//o------------------------------------------------------------------------------------------------o
//| Function - FindNearbyNPCs()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns a list of NPCs that are within a certain distance
//o------------------------------------------------------------------------------------------------o
auto FindNearbyNPCs( CChar *mChar, distLocs distance ) -> std::vector<CChar *>
{
std::vector<CChar*> ourNpcs;
for( auto &CellResponse : MapRegion->PopulateList( mChar ))
{
if( CellResponse )
{
auto regChars = CellResponse->GetCharList();
for( auto &nearbyNpc : regChars->collection() )
{
if( ValidateObject( nearbyNpc ) && ( nearbyNpc != mChar ) && nearbyNpc->IsNpc() && ( nearbyNpc->GetInstanceId() == mChar->GetInstanceId() ))
{
if( ObjInRange( mChar, nearbyNpc, distance ))
{
ourNpcs.push_back( nearbyNpc );
}
}
}
}
}
// Sort NPCs by their distance to the player
std::sort( ourNpcs.begin(), ourNpcs.end(), [&]( CChar *a, CChar *b )
{
return GetDist( a, mChar ) < GetDist( b, mChar );
});
return ourNpcs;
}
auto FindNearbyItems( CBaseObject *mObj, distLocs distance ) -> std::vector<CItem *>;
//o------------------------------------------------------------------------------------------------o
//| Function - DoJSResponse()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks if nearby NPCs run scripts that react to speech
//o------------------------------------------------------------------------------------------------o
UI08 DoJSResponse( [[maybe_unused]] CSocket *mSock, CChar *mChar, const std::string& text )
{
for( auto &nearbyNpc : FindNearbyNPCs( mChar, DIST_CMDRANGE ))
{
if( !ValidateObject( nearbyNpc ))
continue;
// If player and NPC is too far apart on Z level, they're likely on different floors. Ignore!
if( std::abs( mChar->GetZ() - nearbyNpc->GetZ() ) > 9 )
continue;
std::vector<UI16> scriptTriggers = nearbyNpc->GetScriptTriggers();
for( auto i : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( i );
if( toExecute != nullptr )
{
//| -1 => No such function or bad call
//| 0 => Let other NPCs and PCs see it
//| 1 => Let other PCs see it
//| 2 => Let no one else see it
SI08 rVal = -1;
if( nearbyNpc->IsDisabled() )
{
nearbyNpc->TextMessage( nullptr, 1291, TALK, false );
}
else
{
rVal = toExecute->OnSpeech( text.c_str(), mChar, nearbyNpc );
}
switch( rVal )
{
case 1: // No other NPCs to see it, but PCs should
return 1;
case 2: // no one else to see it
return 2;
case 0: // Other NPCs and PCs to see it
case -1: // no function, so do nothing... NOT handled!
default:
break;
}
}
}
}
// How about items? Could be more expensive, so leave that as an optional INI setting
if( cwmWorldState->ServerData()->ItemsDetectSpeech() )
{
for( auto &nearbyItem : FindNearbyItems( mChar, DIST_CMDRANGE ))
{
if( !ValidateObject( nearbyItem ))
continue;
// If player and NPC is too far apart on Z level, they're likely on different floors. Ignore!
if( std::abs( mChar->GetZ() - nearbyItem->GetZ() ) > 9 )
continue;
std::vector<UI16> scriptTriggers = nearbyItem->GetScriptTriggers();
for( auto i : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( i );
if( toExecute != nullptr )
{
SI08 rVal = -1;
if( nearbyItem->IsDisabled() )
{
nearbyItem->TextMessage( nullptr, 1291, TALK, false );
}
else
{
rVal = toExecute->OnSpeech( text.c_str(), mChar, nearbyItem );
}
switch( rVal )
{
case 1: // No other NPCs to see it, but PCs should
return 1;
case 2: // no one else to see it
return 2;
case 0: // Other NPCs and PCs to see it
case -1: // no function, so do nothing... NOT handled!
default:
break;
}
}
}
}
}
return 0;
}
//o------------------------------------------------------------------------------------------------o
//| Function - WhichResponse()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handle responses to keywords in player speech
//o------------------------------------------------------------------------------------------------o
bool WhichResponse( CSocket *mSock, CChar *mChar, std::string text, CChar *tChar = nullptr )
{
UI08 jsResponse = DoJSResponse( mSock, mChar, text );
if( jsResponse == 1 )
return true;
if( jsResponse == 2 )
return false;
CBaseResponse *tResp = nullptr;
for( UI16 trigWord = mSock->FirstTrigWord(); !mSock->FinishedTrigWords(); trigWord = mSock->NextTrigWord() )
{
switch( trigWord )
{
case TW_COUNT: break;
case TW_GUARDS: CallGuards( mChar ); break;
case TW_KILLS: tResp = new CKillsResponse(); break;
case TW_QUESTTAKE: tResp = new CEscortResponse(); break;
case TW_QUESTDEST: tResp = new CEscortResponse( true ); break;
case TW_TRAIN: tResp = new CTrainingResponse( trigWord, tChar ); break;
case TW_FOLLOW: [[fallthrough]];
case TW_FOLLOW2: tResp = new CPetMultiResponse( oldstrutil::upper( text ), false, TARGET_FOLLOW, 1310, false, true ); break;
case TW_COME: [[fallthrough]];
case TW_FOLLOWME: tResp = new CPetComeResponse( false, oldstrutil::upper( text )); break;
case TW_ALLFOLLOWME: [[fallthrough]];
case TW_ALLCOME: tResp = new CPetComeResponse( true, oldstrutil::upper( text )); break;
case TW_ALLFOLLOW: tResp = new CPetMultiResponse( oldstrutil::upper( text ), false, TARGET_FOLLOW, 1310, true, true ); break;
case TW_KILL: [[fallthrough]];
case TW_ATTACK: tResp = new CPetAttackResponse( false, oldstrutil::upper( text )); break;
case TW_ALLKILL: [[fallthrough]];
case TW_ALLATTACK:
/*{
tResp = new CPetAttackResponse( true, oldstrutil::upper( text ));
tResp->Handle( mSock, mChar );
delete tResp;
tResp = nullptr;
goto endResponseCheck;
}*/
tResp = new CPetAttackResponse( true, oldstrutil::upper( text ));
break;
case TW_FETCH:
case TW_GET:
case TW_BRING: tResp = new CPetMultiResponse( oldstrutil::upper( text ), false, TARGET_GUARD, 1316, false, true ); break;
case TW_FRIEND: tResp = new CPetMultiResponse( oldstrutil::upper( text ), true, TARGET_FRIEND, 1620, false, true ); break;
case TW_GUARD: tResp = new CPetMultiResponse( oldstrutil::upper( text ), false, TARGET_GUARD, 1104, false, true ); break;
case TW_ALLGUARD: [[fallthrough]];
case TW_ALLGUARDME: tResp = new CPetGuardResponse( true, oldstrutil::upper( text )); break;
case TW_STOP: [[fallthrough]];
case TW_STAY: tResp = new CPetStayResponse( false, oldstrutil::upper( text )); break;
case TW_ALLSTOP: [[fallthrough]];
case TW_ALLSTAY: tResp = new CPetStayResponse( true, oldstrutil::upper( text )); break;
case TW_TRANSFER: tResp = new CPetMultiResponse( oldstrutil::upper( text ), true, TARGET_TRANSFER, 1323, false, false ); break;
case TW_RELEASE: tResp = new CPetReleaseResponse( oldstrutil::upper( text )); break;
case TW_VENDORBUY: tResp = new CVendorBuyResponse( true, oldstrutil::upper( text )); break;
case TW_BUY: tResp = new CVendorBuyResponse( false, oldstrutil::upper( text )); break;
case TW_VENDORSELL: tResp = new CVendorSellResponse( true, oldstrutil::upper( text )); break;
case TW_SELL: tResp = new CVendorSellResponse( false, oldstrutil::upper( text )); break;
case TW_VENDORVIEW: tResp = new CVendorViewResponse( true, oldstrutil::upper( text )); break;
case TW_VIEW: tResp = new CVendorViewResponse( false, oldstrutil::upper( text )); break;
case TW_VENDORGOLD: tResp = new CVendorGoldResponse( true, oldstrutil::upper( text )); break;
case TW_COLLECT: [[fallthrough]];
case TW_GOLD: tResp = new CVendorGoldResponse( false, oldstrutil::upper( text )); break;
case TW_VENDORSTATUS: tResp = new CVendorStatusResponse( true, oldstrutil::upper( text )); break;
case TW_STATUS: tResp = new CVendorStatusResponse( false, oldstrutil::upper( text )); break;
case TW_VENDORDISMISS: tResp = new CVendorDismissResponse( true, oldstrutil::upper( text )); break;
case TW_DISMISS: tResp = new CVendorDismissResponse( false, oldstrutil::upper( text )); break;
case TW_HOUSEBAN: tResp = new CHouseMultiResponse( TARGET_HOUSEBAN, 585 ); break;
case TW_HOUSEEJECT: tResp = new CHouseMultiResponse( TARGET_HOUSEEJECT, 587 ); break;
case TW_HOUSELOCKDOWN: tResp = new CHouseMultiResponse( TARGET_HOUSELOCKDOWN, 589 ); break;
case TW_HOUSERELEASE: tResp = new CHouseMultiResponse( TARGET_HOUSERELEASE, 591 ); break;
case TW_HOUSESECURE: tResp = new CHouseMultiResponse( TARGET_HOUSESECURE, 1816 ); break;
case TW_HOUSESTRONGBOX:
{
// Special case because the phrase "I wish to place a strongbox" will also trigger
// the triggerword for placing a trash barrel!
tResp = new CHouseMultiResponse( TARGET_HOUSESTRONGBOX, -1 );
tResp->Handle( mSock, mChar );
delete tResp;
tResp = nullptr;
goto endResponseCheck; // :
}
case TW_TRASHBARREL: tResp = new CHouseMultiResponse( TARGET_HOUSETRASHBARREL, -1 ); break;
case TW_BOATFORWARD: [[fallthrough]];
case TW_BOATUNFURL: tResp = new CBoatMultiResponse( BOAT_FORWARD ); break;
case TW_BOATBACKWARD: tResp = new CBoatMultiResponse( BOAT_BACKWARD ); break;
case TW_BOATLEFT: tResp = new CBoatMultiResponse( BOAT_LEFT ); break;
case TW_BOATRIGHT: tResp = new CBoatMultiResponse( BOAT_RIGHT ); break;
case TW_BOATFORWARDLEFT: tResp = new CBoatMultiResponse( BOAT_FORWARDLEFT ); break;
case TW_BOATFORWARDRIGHT: tResp = new CBoatMultiResponse( BOAT_FORWARDRIGHT ); break;
case TW_BOATBACKLEFT: tResp = new CBoatMultiResponse( BOAT_BACKWARDLEFT ); break;
case TW_BOATBACKRIGHT: tResp = new CBoatMultiResponse( BOAT_BACKWARDRIGHT ); break;
case TW_BOATONEFORWARD: tResp = new CBoatMultiResponse( BOAT_ONEFORWARD ); break;
case TW_BOATONEBACK: tResp = new CBoatMultiResponse( BOAT_ONEBACKWARD ); break;
case TW_BOATONELEFT: tResp = new CBoatMultiResponse( BOAT_ONELEFT ); break;
case TW_BOATONERIGHT: tResp = new CBoatMultiResponse( BOAT_ONERIGHT ); break;
case TW_BOATONEFORWARDLEFT: tResp = new CBoatMultiResponse( BOAT_ONEFORWARDLEFT ); break;
case TW_BOATONEFORWARDRIGHT: tResp = new CBoatMultiResponse( BOAT_ONEFORWARDRIGHT ); break;
case TW_BOATONEBACKLEFT: tResp = new CBoatMultiResponse( BOAT_ONEBACKWARDLEFT ); break;
case TW_BOATONEBACKRIGHT: tResp = new CBoatMultiResponse( BOAT_ONEBACKWARDRIGHT ); break;
case TW_BOATSLOWFORWARD: tResp = new CBoatMultiResponse( BOAT_SLOWFORWARD ); break;
case TW_BOATSLOWBACK: tResp = new CBoatMultiResponse( BOAT_SLOWBACKWARD ); break;
case TW_BOATSLOWLEFT: tResp = new CBoatMultiResponse( BOAT_SLOWLEFT ); break;
case TW_BOATSLOWRIGHT: tResp = new CBoatMultiResponse( BOAT_SLOWRIGHT ); break;
case TW_BOATSLOWFORWARDLEFT: tResp = new CBoatMultiResponse( BOAT_SLOWFORWARDLEFT ); break;
case TW_BOATSLOWFORWARDRIGHT: tResp = new CBoatMultiResponse( BOAT_SLOWFORWARDRIGHT ); break;
case TW_BOATSLOWBACKLEFT: tResp = new CBoatMultiResponse( BOAT_SLOWBACKWARDLEFT ); break;
case TW_BOATSLOWBACKRIGHT: tResp = new CBoatMultiResponse( BOAT_SLOWBACKWARDRIGHT ); break;
case TW_BOATSTOP: [[fallthrough]];
case TW_STOP2: [[fallthrough]];
case TW_BOATFURL: //tResp = new CBoatMultiResponse( BOAT_STOP ); break;
{
tResp = new CBoatMultiResponse( BOAT_STOP );
tResp->Handle( mSock, mChar );
delete tResp;
tResp = nullptr;
goto endResponseCheck; // :
}
case TW_BOATTURNRIGHT: [[fallthrough]];
case TW_BOATSTARBOARD: [[fallthrough]];
case TW_BOATTURNLEFT: [[fallthrough]];
case TW_BOATPORT: [[fallthrough]];
case TW_BOATTURNAROUND: [[fallthrough]];
case TW_BOATANCHORDROP: [[fallthrough]];
case TW_BOATANCHORRAISE: [[fallthrough]];
case TW_SETNAME: tResp = new CBoatResponse( text, trigWord ); break;
case TW_RESIGN: GuildSys->Resign( mSock ); break;
default:
//This is to handle the "train <skill>" keywords
if(( trigWord >= 0x006D && trigWord <= 0x009C ) || trigWord == 0x154 || trigWord == 0x115 ||
trigWord == 0x17C || trigWord == 0x17D || trigWord == 0x17E )
{
tResp = new CTrainingResponse( trigWord, tChar );
tResp->Handle( mSock, mChar );
delete tResp;
tResp = nullptr;
goto endResponseCheck; // :
break;
}
#if defined( UOX_DEBUG_MODE )
Console.Print( oldstrutil::format( "Unhandled trigger [%s] sent by the client 0x%X\n", text.c_str(), trigWord ));
#endif
break;
}
if( tResp != nullptr )
{
tResp->Handle( mSock, mChar );
delete tResp;
tResp = nullptr;
}
}
endResponseCheck:
return true;
}
CEscortResponse::CEscortResponse( bool newVal )
{
findDest = newVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CEscortResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles NPC escort response to player wanting to take on the escorting job
//o------------------------------------------------------------------------------------------------o
void CEscortResponse::Handle( [[maybe_unused]] CSocket *mSock, CChar *mChar )
{
// If the PC is dead then break out, The dead cannot accept quests
if( mChar->IsDead() )
return;
for( auto &nearbyNpc : FindNearbyNPCs( mChar, DIST_NEARBY ))
{
if( nearbyNpc->GetQuestType() == QT_ESCORTQUEST )
{
// I WILL TAKE THEE
// If this is a request for hire and the PC is within range of the NPC and the NPC is waiting for an ESCORT
if( !findDest )
{
if( !ValidateObject( nearbyNpc->GetFTarg() ))
{
nearbyNpc->SetOwner( mChar );
nearbyNpc->SetFTarg( mChar ); // Set the NPC to follow the PC
nearbyNpc->SetNpcWander( WT_FOLLOW );
nearbyNpc->SetTimer( tNPC_SUMMONTIME, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_ESCORTACTIVE )); // Set the expire time if nobody excepts the quest
// Send out the rant about accepting the escort
nearbyNpc->TextMessage( nullptr, 1294, TALK, 0, cwmWorldState->townRegions[nearbyNpc->GetQuestDestRegion()]->GetName().c_str() );
// Remove post from message board (Mark for deletion only - will be cleaned during cleanup)
MsgBoardQuestEscortRemovePost( nearbyNpc );
return;
}
else
{
findDest = true; // If the current NPC already has an ftarg then respond to query for quest
}
}
// DESTINATION
// If this is a request to find out where a NPC wants to go and the PC is within range of the NPC and the NPC is waiting for an ESCORT
if( findDest )
{
if( nearbyNpc->GetFTarg() == mChar )
{
// Send out the rant about accepting the escort
nearbyNpc->TextMessage( nullptr, 1295, TALK, 0, cwmWorldState->townRegions[nearbyNpc->GetQuestDestRegion()]->GetName().c_str() );
}
else if( !ValidateObject( nearbyNpc->GetFTarg() )) // If nobody has been accepted for the quest yet
{
// Send out the rant about accepting the escort
nearbyNpc->TextMessage( nullptr, 1296, TALK, 0, cwmWorldState->townRegions[nearbyNpc->GetQuestDestRegion()]->GetName().c_str() );
}
else // The must be enroute
{
// Send out a message saying we are already being escorted
nearbyNpc->TextMessage( nullptr, 1297, TALK, 0, cwmWorldState->townRegions[nearbyNpc->GetQuestDestRegion()]->GetName().c_str(), nearbyNpc->GetFTarg()->GetNameRequest( mChar, NRS_SPEECH ).c_str() );
}
return;
}
}
}
}
CKillsResponse::CKillsResponse( void )
{
}
//o------------------------------------------------------------------------------------------------o
//| Function - CKillsResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles response to players wanting to see the status of their kills
//o------------------------------------------------------------------------------------------------o
void CKillsResponse::Handle( CSocket *mSock, CChar *mChar )
{
if( !mChar->IsDead() && mSock != nullptr )
{
SI16 i = mChar->GetKills();
if( i == 0 )
{
mSock->SysMessage( 1288 ); // You are an upstanding Citizen... no kills.
}
else if( i > cwmWorldState->ServerData()->RepMaxKills() )
{
mSock->SysMessage( 1289, i ); // You are a very evil person... %i kills.
}
else
{
mSock->SysMessage( 1290, i ); // You have %i kills.
}
}
}
CTrainingResponse::CTrainingResponse( UI16 trigWord, CChar *tChar )
{
trigChar = tChar;
ourTrigWord = trigWord;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CTrainingResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles response to players wanting to train skills from NPCs
//o------------------------------------------------------------------------------------------------o
void CTrainingResponse::Handle( CSocket *mSock, CChar *mChar )
{
if( cwmWorldState->ServerData()->NPCTrainingStatus() ) //if the player wants to train
{
constexpr auto maxsize = 512;
std::string temp;
std::string temp2;
// Shuffle the npcList so it doesn't always trigger for the first NPC in the list
std::random_device rd;
std::mt19937 g( rd() );
auto npcList = FindNearbyNPCs( mChar, DIST_INRANGE );
std::shuffle( npcList.begin(), npcList.end(), g );
auto skillName = std::string("");
for( auto nearbyNpc : npcList )
{
if( ValidateObject( trigChar ))
{
nearbyNpc = trigChar;
}
if( cwmWorldState->creatures[nearbyNpc->GetId()].IsHuman() )
{
// Stop the NPC from moving for a minute while talking with the player
nearbyNpc->SetTimer( tNPC_MOVETIME, BuildTimeValue( 60.0 ));
mSock->TempObj( nullptr ); //this is to prevent errors when a player says "train <skill>" then doesn't pay the npc
SI16 skill = -1;
// Language independent implementation of training keywords
switch( ourTrigWord )
{
case 340: // anatomy
skill = ANATOMY; break;
case 109: // parrying, parry, battle, defense
skill = PARRYING; break;
case 110: // first, aid, heal, healing, medicine
skill = HEALING; break;
case 111: // hide, hiding
skill = HIDING; break;
case 112: // steal, stealing
skill = STEALING; break;
case 113: // alchemy
skill = ALCHEMY; break;
case 114: // animal, animal lore
skill = ANIMALLORE; break;
case 115: // appraising, identifying, appraise, item, identification, identify
skill = ITEMID; break;
case 116: // armslore, arms
skill = ARMSLORE; break;
case 117: // beg, begging
skill = BEGGING; break;
case 118: // blacksmith, smith, blacksmithy, smithing, blacksmithing
skill = BLACKSMITHING; break;
case 119: // bower, bow, arrow, fletcher, bowcraft, fletching
skill = BOWCRAFT; break;
case 120: // calm, peace, peacemaking
skill = PEACEMAKING; break;
case 121: // camp, camping
skill = CAMPING; break;
case 122: // carpentry, woodwork, woodworking
skill = CARPENTRY; break;
case 123: // cartography, map, mapmaking
skill = CARTOGRAPHY; break;
case 124: // cooking, cook
skill = COOKING; break;
case 125: // detect, detect hidden, hidden
skill = DETECTINGHIDDEN; break;
case 126: // entice, enticement, enticing
skill = ENTICEMENT; break;
case 127: // evaluate, intelligence, evaluating
skill = EVALUATINGINTEL; break;
case 128: // fish, fishing
skill = FISHING; break;
case 129: // incite, provoke, provoking, provocation
skill = PROVOCATION; break;
case 130: // lockpicking, lock, pick, picking, locks
skill = LOCKPICKING; break;
case 131: // magic, magery, sorcery, wizardry, mage, wizard
skill = MAGERY; break;
case 132: // resist, resisting, spells
skill = MAGICRESISTANCE; break;
case 133: // battle, tactic, tactics, fight, fighting
skill = TACTICS; break;
case 134: // peek, peeking, snoop, snooping
skill = SNOOPING; break;
case 135: // disarm, disarming, remove, removing
skill = REMOVETRAP; break;
case 136: // play, instrument, playing, music, musician, musicianship
skill = MUSICIANSHIP; break;
case 137: // poisoning, poison
skill = POISONING; break;
case 138: // ranged, missile, missiles, shoot, shooting, archery, archer
skill = ARCHERY; break;
case 139: // spirit, ghost, seance, spiritualism
skill = SPIRITSPEAK; break;
case 140: // tailoring, tailor, clothier
skill = TAILORING; break;
case 141: // tame, taming
skill = TAMING; break;
case 142: // taste, tasting
skill = TASTEID; break;
case 143: // tinker, tinkering
skill = TINKERING; break;
case 144: // vet, veterinarian, veterinary
skill = VETERINARY; break;
case 145: // forensic, forensics
skill = FORENSICS; break;
case 146: // herd, herding
skill = HERDING; break;
case 147: // tracking, track, hunt, hunting
skill = TRACKING; break;
case 148: // stealth
skill = STEALTH; break;
case 149: // inscribe, scroll, inscribing, inscription
skill = INSCRIPTION; break;
case 150: // sword, swords, blade, blades, swordsman, swordsmanship
skill = SWORDSMANSHIP; break;
case 151: // club, clubs, mace, maces
skill = MACEFIGHTING; break;
case 152: // dagger, daggers, fence, fencing, spear
skill = FENCING; break;
case 153: // hand, wrestle, wrestling
skill = WRESTLING; break;
case 154: // lumberjack, lumberjacking, woodcuttingl
skill = LUMBERJACKING; break;
case 155: // mining, mine, smelt
skill = MINING; break;
case 156: // meditate
skill = MEDITATION; break;
case 380: // necromancy
skill = NECROMANCY; break;
case 381: // chivalry
skill = CHIVALRY; break;
case 382: // focus
skill = FOCUS; break;
default:
break;
}
if( skill == -1 ) // Didn't ask to be trained in a specific skill - Leviathan fix
{
if( !nearbyNpc->CanTrain() )
{
nearbyNpc->TextMessage( mSock, 1302, TALK, false ); // I am sorry, but I have nothing to teach thee.
continue;
}
nearbyNpc->SetTrainingPlayerIn( 255 ); // Like above, this is to prevent errors when a player says "train <skill>" then doesn't pay the npc
temp = Dictionary->GetEntry( 1303 ); // I can teach thee the following skills:
UI08 skillsToTrainIn = 0;
UI08 lastCommaPos = 0;
for( UI08 j = 0; j < ALLSKILLS; ++j )
{
if( nearbyNpc->GetBaseSkill( j ) > 10 )
{
temp2 = oldstrutil::lower( cwmWorldState->skill[j].name );
if( !skillsToTrainIn )
{
temp2[0] = std::toupper( temp2[0] ); // If it's the first skill, capitalize it, and add a space in front.
temp += ( " " + temp2 );
}
else if( skillsToTrainIn <= 10 )
{
// Additional skills
lastCommaPos = static_cast<UI08>( temp.size() ) + 1;
temp += ( ", " + temp2 );
}
else if( skillsToTrainIn > 10 ) // to stop UOX3 from crashing/sentence being cut off if NPC is too knowledgable!
{
temp += std::string( " and possibly more" );
break;
}
++skillsToTrainIn;
}
}
if( skillsToTrainIn <= 10 )
{
// Replace last comma with " and "
temp.replace( lastCommaPos, 1, " and " );
}
if( skillsToTrainIn )
{
temp += '.'; // Make last character a . just to look nicer
nearbyNpc->TextMessage( mSock, temp, TALK, false );
}
else
{
nearbyNpc->TextMessage( mSock, 1302, TALK, false ); // I am sorry, but I have nothing to teach thee.
}
}
else // They do want to learn a specific skill
{
if( !nearbyNpc->CanTrain() )
{
nearbyNpc->TextMessage( mSock, 1302, TALK, false ); // I am sorry, but I have nothing to teach thee.
continue;
}
if( nearbyNpc->GetBaseSkill( static_cast<UI08>( skill )) > 10 )
{
temp = oldstrutil::format( maxsize, Dictionary->GetEntry( 1304 ), oldstrutil::lower( cwmWorldState->skill[skill].name ).c_str() ); // Thou wishest to learn of %s?
if( mChar->GetBaseSkill( static_cast<UI08>( skill )) >= 250 )
{
temp += Dictionary->GetEntry( 1305 ); // I can teach thee no more than thou already knowest!
}
else
{
if( nearbyNpc->GetBaseSkill( static_cast<UI08>( skill )) <= 250 )
{
// Very well I, can train thee up to the level of %i percent for %i gold. Pay for less and I shall teach thee less.
temp2 = oldstrutil::format( maxsize, Dictionary->GetEntry( 1306 ), static_cast<SI32>( nearbyNpc->GetBaseSkill( static_cast<UI08>( skill )) / 2 / 10 ), static_cast<SI32>( nearbyNpc->GetBaseSkill( static_cast<UI08>( skill )) / 2 ) - mChar->GetBaseSkill( static_cast<UI08>( skill )));
}
else
{
// Very well I, can train thee up to the level of %i percent for %i gold. Pay for less and I shall teach thee less.
temp2 = oldstrutil::format( maxsize, Dictionary->GetEntry( 1306 ), 25, 250 - mChar->GetBaseSkill( static_cast<UI08>( skill )));
}
temp += " " + temp2;
mSock->TempObj( nearbyNpc );
nearbyNpc->SetTrainingPlayerIn( static_cast<UI08>( skill ));
}
nearbyNpc->TextMessage( mSock, temp, TALK, false );
}
else
{
nearbyNpc->TextMessage( mSock, 1307, TALK, false ); // I am sorry but I cannot train thee in that skill.
}
}
break;
}
}
}
}
CBasePetResponse::CBasePetResponse( const std::string &text )
{
ourText = text;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CBasePetResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles response to players wanting to execute pet commands
//o------------------------------------------------------------------------------------------------o
void CBasePetResponse::Handle( CSocket *mSock, CChar *mChar )
{
TAGMAPOBJECT petTagObj = mChar->GetTag( "petTagObjSerial" );
CChar *petCommandObj = CalcCharObjFromSer( petTagObj.m_IntValue );
if( ValidateObject( petCommandObj ))
{
petTagObj.m_Destroy = true;
petTagObj.m_IntValue = 0;
mChar->SetTag( "petCommandObj", petTagObj );
Handle( mSock, mChar, petCommandObj );
}
else
{
for( auto &nearbyNpc :FindNearbyNPCs( mChar, DIST_CMDRANGE ))
{
if( !Handle( mSock, mChar, nearbyNpc ))
break;
}
}
}
CPetMultiResponse::CPetMultiResponse( const std::string &text, bool restrictVal, TargetIds targVal,
SI32 dictVal, bool saidAll, bool checkControlDifficulty ) : CBasePetResponse( text )
{
isRestricted = restrictVal;
targId = targVal;
dictEntry = dictVal;
allSaid = saidAll;
checkDifficulty = checkControlDifficulty;
}
bool CPetMultiResponse::Handle( CSocket *mSock, CChar *mChar, CChar *petNpc )
{
if( allSaid )
{
for( auto &nearbyNpc: FindNearbyNPCs( mChar, DIST_CMDRANGE ))
{
if( ValidateObject( nearbyNpc ) && nearbyNpc->GetOwnerObj() == mChar )
{
if( Npcs->CanControlPet( mChar, nearbyNpc, isRestricted, checkDifficulty ))
{
UI08 cursorType = 0;
if( targId == 25 ) // Guard
{
cursorType = 2; // helpful
}
mSock->TempObj( nearbyNpc );
mSock->TempInt( 1 );
mSock->SendTargetCursor( 0, targId, cursorType, dictEntry );
return false;
}
}
}
}
else
{
std::string npcName = petNpc->GetNameRequest( mChar, NRS_SYSTEM );
if( npcName == "#" )
{
// If character name is #, use default name from dictionary files instead - using base entry 3000 + character's ID
npcName = Dictionary->GetEntry( 3000 + petNpc->GetId() );
}
if( FindString( ourText, oldstrutil::upper( npcName )))
{
if( Npcs->CanControlPet( mChar, petNpc, isRestricted, checkDifficulty ))
{
mSock->TempObj( petNpc );
UI08 cursorType = 0;
if( targId == 25 ) // Guard
{
cursorType = 2; // helpful
}
mSock->SendTargetCursor( 0, targId, cursorType, dictEntry );
return false;
}
}
}
return true;
}
CPetReleaseResponse::CPetReleaseResponse( const std::string &text ) : CBasePetResponse( text )
{
}
//o------------------------------------------------------------------------------------------------o
//| Function - CPetReleaseResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles response to players wanting to release pets
//o------------------------------------------------------------------------------------------------o
bool CPetReleaseResponse::Handle( CSocket *mSock, CChar *mChar, CChar *petNpc )
{
std::string npcName = GetNpcDictName( petNpc, mSock, NRS_SYSTEM );
if( FindString( ourText, oldstrutil::upper( npcName )))
{
if( Npcs->CanControlPet( mChar, petNpc, true, false ))
{
std::vector<UI16> scriptTriggers = petNpc->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute )
{
SI08 retStatus = toExecute->OnReleasePet( mChar, petNpc );
if( retStatus == 0 )
return false;
}
}
// Reduce player's control slot usage by the amount of control slots taken up by the pet
mChar->SetControlSlotsUsed( std::max( 0, mChar->GetControlSlotsUsed() - petNpc->GetControlSlots() ));
// Release the pet
Npcs->ReleasePet( petNpc );
return false;
}
}
return true;
}
CPetAllResponse::CPetAllResponse( bool allVal, const std::string &text ) : CBasePetResponse( text )
{
saidAll = allVal;
}
CPetGuardResponse::CPetGuardResponse( bool allVal, const std::string &text ) : CPetAllResponse( allVal, text )
{
}
//o------------------------------------------------------------------------------------------------o
//| Function - CPetGuardResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles response to players wanting their pets to guard an object
//o------------------------------------------------------------------------------------------------o
bool CPetGuardResponse::Handle( CSocket *mSock, CChar *mChar, CChar *petNpc )
{
std::string npcName = GetNpcDictName( petNpc, mSock, NRS_SYSTEM );
if( saidAll || FindString( ourText, oldstrutil::upper( npcName )))
{
if( Npcs->CanControlPet( mChar, petNpc, false, true ))
{
Npcs->StopPetGuarding( petNpc );
mSock->SysMessage( 1321 ); // Your pet is now guarding you.
petNpc->SetNPCAiType( AI_PET_GUARD );
petNpc->SetGuarding( mChar );
mChar->SetGuarded( true );
petNpc->SetFTarg( mChar );
petNpc->SetNpcWander( WT_FOLLOW );
if( !saidAll )
return false;
}
}
return true;
}
CPetAttackResponse::CPetAttackResponse( bool allVal, const std::string &text ) : CPetAllResponse( allVal, text )
{
}
//o------------------------------------------------------------------------------------------------o
//| Function - CPetAttackResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles response to players wanting their pets to attack something
//o------------------------------------------------------------------------------------------------o
bool CPetAttackResponse::Handle( CSocket *mSock, CChar *mChar, CChar *petNpc )
{
std::string npcName = GetNpcDictName( petNpc, mSock, NRS_SYSTEM );
if( saidAll || FindString( ourText, oldstrutil::upper( npcName )))
{
TAGMAPOBJECT deadPet = petNpc->GetTag( "isPetDead" );
if( deadPet.m_IntValue == 1 )
{
mSock->SysMessage( 19302 );// The dead pet cannot attack.
return true;
}
if( Npcs->CanControlPet( mChar, petNpc, false, true ))
{
Npcs->StopPetGuarding( petNpc );
mSock->TempObj( petNpc );
if( saidAll )
{
mSock->TempInt( 1 );
}
mSock->SendTargetCursor( 0, TARGET_ATTACK, 1, 1313 ); // Select the target to attack.
//if( !saidAll )
return false;
}
}
return true;
}
CPetComeResponse::CPetComeResponse( bool allVal, const std::string &text ) : CPetAllResponse( allVal, text )
{
}
//o------------------------------------------------------------------------------------------------o
//| Function - CPetComeResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles response to players wanting their pets to follow
//o------------------------------------------------------------------------------------------------o
bool CPetComeResponse::Handle( CSocket *mSock, CChar *mChar, CChar *petNpc )
{
std::string npcName = GetNpcDictName( petNpc, mSock, NRS_SYSTEM );
if( saidAll || FindString( ourText, oldstrutil::upper( npcName )))
{
if( Npcs->CanControlPet( mChar, petNpc, false, true ))
{
Npcs->StopPetGuarding( petNpc );
petNpc->SetFTarg( mChar );
petNpc->SetNpcWander( WT_FOLLOW );
mSock->SysMessage( 1318 ); // Your pet begins following you.
if( !saidAll )
return false;
}
}
return true;
}
CPetStayResponse::CPetStayResponse( bool allVal, const std::string &text ) : CPetAllResponse( allVal, text )
{
}
//o------------------------------------------------------------------------------------------------o
//| Function - CPetStayResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles response to players wanting their pets to stay
//o------------------------------------------------------------------------------------------------o
bool CPetStayResponse::Handle( CSocket *mSock, CChar *mChar, CChar *petNpc )
{
std::string npcName = GetNpcDictName( petNpc, mSock, NRS_SYSTEM );
if( saidAll || FindString( ourText, oldstrutil::upper( npcName )))
{
if( Npcs->CanControlPet( mChar, petNpc, false, true ))
{
Npcs->StopPetGuarding( petNpc );
petNpc->SetFTarg( nullptr );
petNpc->SetTarg( nullptr );
petNpc->SetAttacker( nullptr );
if( petNpc->IsAtWar() )
{
petNpc->ToggleCombat();
}
petNpc->SetOldNpcWander( WT_NONE );
petNpc->SetNpcWander( WT_NONE );
if( mSock != nullptr )
{
mSock->SysMessage( 2413, npcName.c_str() ); // %s stays put.
}
if( !saidAll )
return false;
}
}
return true;
}
CBaseVendorResponse::CBaseVendorResponse( bool vendVal, const std::string &text )
{
saidVendor = vendVal;
ourText = text;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CBaseVendorResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles response to players wanting to interact with a vendor
//o------------------------------------------------------------------------------------------------o
void CBaseVendorResponse::Handle( CSocket *mSock, CChar *mChar )
{
for( auto &nearbyNpc: FindNearbyNPCs( mChar, DIST_INRANGE ))
{
if( nearbyNpc->IsShop() || nearbyNpc->GetNpcAiType() == AI_PLAYERVENDOR )
{
if( !LineOfSight( mSock, mChar, nearbyNpc->GetX(), nearbyNpc->GetY(), nearbyNpc->GetZ(), WALLS_CHIMNEYS + DOORS + FLOORS_FLAT_ROOFING, false ))
continue;
std::string npcName = GetNpcDictName( nearbyNpc, mSock, NRS_SYSTEM );
if( saidVendor || FindString( ourText, oldstrutil::upper( npcName )))
{
if( !Handle( mSock, mChar, nearbyNpc ))
break;
}
}
}
}
CVendorBuyResponse::CVendorBuyResponse( bool vendVal, const std::string &text ) : CBaseVendorResponse( vendVal, text )
{
}
//o------------------------------------------------------------------------------------------------o
//| Function - CVendorBuyResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles response to players wanting to buy something from a vendor
//o------------------------------------------------------------------------------------------------o
bool CVendorBuyResponse::Handle( CSocket *mSock, [[maybe_unused]] CChar *mChar, CChar *vendorNpc )
{
vendorNpc->SetTimer( tNPC_MOVETIME, BuildTimeValue( 60.0 ));
if( vendorNpc->GetNpcAiType() == AI_PLAYERVENDOR )
{
mSock->TempObj( vendorNpc );
vendorNpc->TextMessage( mSock, 1333, TALK, false ); // What would you like to buy?
mSock->SendTargetCursor( 0, TARGET_PLVBUY, " " );
return false;
}
else if( BuyShop( mSock, vendorNpc ))
return false;
return true;
}
CVendorSellResponse::CVendorSellResponse( bool vendVal, const std::string &text ) : CBaseVendorResponse( vendVal, text )
{
}
//o------------------------------------------------------------------------------------------------o
//| Function - CVendorSellResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles response to players wanting to sell something to a vendor
//o------------------------------------------------------------------------------------------------o
bool CVendorSellResponse::Handle( CSocket *mSock, CChar *mChar, CChar *vendorNpc )
{
//Check if vendor has onSell script running
std::vector<UI16> scriptTriggers = vendorNpc->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
// -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( toExecute->OnSell( mSock, vendorNpc ) == 0 ) //if script returns false, don't continue
{
return false;
}
}
}
vendorNpc->SetTimer( tNPC_MOVETIME, BuildTimeValue( 60.0 ));
CPSellList toSend;
if( toSend.CanSellItems(( *mChar ), ( *vendorNpc )))
{
mSock->Send( &toSend );
}
else
{
vendorNpc->TextMessage( mSock, 1341, TALK, false ); // Thou doth posses nothing of interest to me.
}
return false;
}
CVendorViewResponse::CVendorViewResponse( bool vendVal, const std::string &text ) : CBaseVendorResponse( vendVal, text )
{
}
//o------------------------------------------------------------------------------------------------o
//| Function - CVendorViewResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles response to players wanting to view the items a vendor has for sale
//o------------------------------------------------------------------------------------------------o
bool CVendorViewResponse::Handle( CSocket *mSock, [[maybe_unused]] CChar *mChar, CChar *vendorNpc )
{
if( vendorNpc->GetNpcAiType() == AI_PLAYERVENDOR )
{
CItem *pack = nullptr;
vendorNpc->TextMessage( mSock, 385, TALK, false ); // Take a look at my goods.
pack = vendorNpc->GetPackItem();
if( ValidateObject( pack ))
{
mSock->OpenPack( pack, true );
}
}
if( !saidVendor )
return false;
return true;
}
CVendorGoldResponse::CVendorGoldResponse( bool vendVal, const std::string &text ) : CBaseVendorResponse( vendVal, text )
{
}
//o------------------------------------------------------------------------------------------------o
//| Function - CVendorGoldResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles response to players wanting to withdraw their earnings from their vendor
//o------------------------------------------------------------------------------------------------o
bool CVendorGoldResponse::Handle( CSocket *mSock, [[maybe_unused]] CChar *mChar, CChar *vendorNpc )
{
if( vendorNpc->GetNpcAiType() == AI_PLAYERVENDOR )
{
CChar *mChar = mSock->CurrcharObj();
if( mChar == vendorNpc->GetOwnerObj() )
{
UI32 pay = 0;
auto give = vendorNpc->GetHoldG();
auto earned = vendorNpc->GetHoldG();
if( vendorNpc->GetHoldG() <= 0 )
{
vendorNpc->TextMessage( mSock, 1326, TALK, false ); // I have no gold waiting for you.
vendorNpc->SetHoldG( 0 );
}
else if( vendorNpc->GetHoldG() > 0 && vendorNpc->GetHoldG() <= MAX_STACK )
{
if( vendorNpc->GetHoldG() > 9 )
{
pay = static_cast<SI32>( vendorNpc->GetHoldG() / 10 );
give = vendorNpc->GetHoldG() - pay;
}
else
{
pay = vendorNpc->GetHoldG();
give = 0;
}
vendorNpc->SetHoldG( 0 );
}
else
{
UI32 t = vendorNpc->GetHoldG() - MAX_STACK; // yank of 65 grand, then do calculations
vendorNpc->SetHoldG( t );
pay = 6554;
give = 58981;
if( t > 0 )
{
vendorNpc->TextMessage( mSock, 1327, TALK, false ); // You still have money left to claim.
}
}
if( give )
{
Items->CreateScriptItem( mSock, mChar, "0x0EED", give, OT_ITEM, true );
}
// Today's purchases total %i gold. I am keeping %i gold for my self. Here is the remaining %i gold. Have a nice day.
vendorNpc->TextMessage( mSock, 1328, TALK, 0, earned, pay, give );
}
else
{
vendorNpc->TextMessage( mSock, 1329, TALK, false ); // I don't work for you!
}
}
if( !saidVendor )
return false;
return true;
}
CVendorStatusResponse::CVendorStatusResponse( bool vendVal, const std::string &text ) : CBaseVendorResponse( vendVal, text )
{
}
//o------------------------------------------------------------------------------------------------o
//| Function - CVendorStatusResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles response to players wanting to see the status of their vendor
//o------------------------------------------------------------------------------------------------o
bool CVendorStatusResponse::Handle( CSocket *mSock, [[maybe_unused]] CChar *mChar, CChar *vendorNpc )
{
if( vendorNpc->GetNpcAiType() == AI_PLAYERVENDOR )
{
CChar *mChar = mSock->CurrcharObj();
if( mChar == vendorNpc->GetOwnerObj() )
{
if( vendorNpc->GetHoldG() <= 0 )
{
vendorNpc->TextMessage( mSock, 1326, TALK, false ); // I have no gold waiting for you.
}
else
{
UI32 pay = 0;
if( vendorNpc->GetHoldG() > 9 )
{
pay = static_cast<SI32>( vendorNpc->GetHoldG() / 10 );
}
else
{
pay = vendorNpc->GetHoldG();
}
vendorNpc->TextMessage( mSock, 1782, TALK, 0, vendorNpc->GetHoldG(), pay ); // Today's purchases total %i gold. I am keeping %i gold for my self.
}
}
else
{
vendorNpc->TextMessage( mSock, 1329, TALK, false ); // I don't work for you!
}
}
if( !saidVendor )
return false;
return true;
}
CVendorDismissResponse::CVendorDismissResponse( bool vendVal, const std::string &text ) : CBaseVendorResponse( vendVal, text )
{
}
//o------------------------------------------------------------------------------------------------o
//| Function - CVendorDismissResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles response to players wanting to dismiss their vendor
//o------------------------------------------------------------------------------------------------o
bool CVendorDismissResponse::Handle( CSocket *mSock, [[maybe_unused]] CChar *mChar, CChar *vendorNpc )
{
if( vendorNpc->GetNpcAiType() == AI_PLAYERVENDOR )
{
CChar *mChar = mSock->CurrcharObj();
if( mChar == vendorNpc->GetOwnerObj() )
{
vendorNpc->Delete();
}
else
{
vendorNpc->TextMessage( mSock, 1329, TALK, false ); // I don't work for you!
}
}
if( !saidVendor )
return false;
return true;
}
CHouseMultiResponse::CHouseMultiResponse( TargetIds targVal, SI32 dictVal )
{
targId = targVal;
dictEntry = dictVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CHouseMultiResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles response to players wanting to use house commands
//o------------------------------------------------------------------------------------------------o
void CHouseMultiResponse::Handle( CSocket *mSock, CChar *mChar )
{
CMultiObj *realHouse = FindMulti( mChar );
if( ValidateObject( realHouse ) && !realHouse->CanBeObjType( OT_BOAT ))
{
if( realHouse->CanBeObjType( OT_MULTI ))
{
std::vector<UI16> scriptTriggers = realHouse->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
//-1 == event not found
// 0 == script returned false/0
// 1 == script returned true/1
if( toExecute->OnHouseCommand( mSock, realHouse, targId ) == 1 ) //if script returns true, don't continue
{
return;
}
}
}
if( realHouse->IsOwner( mChar ))
{
mSock->TempObj( realHouse );
mSock->SendTargetCursor( 0, targId, 0, dictEntry );
}
}
}
}
CBoatResponse::CBoatResponse( const std::string &text, UI16 tW )
{
ourText = text;
trigWord = tW;
}
// void CBoatResponse::Handle( CSocket *mSock, CChar *mChar ) in Boats.cpp
CBoatMultiResponse::CBoatMultiResponse( BoatMoveType mType )
{
moveType = mType;
}
CBoatObj * GetBoat( CSocket *s );
//o------------------------------------------------------------------------------------------------o
//| Function - CBoatMultiResponse::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handles response to players wanting to use boat commands
//o------------------------------------------------------------------------------------------------o
void CBoatMultiResponse::Handle( CSocket *mSock, CChar *mChar )
{
// Let's do some spam-prevention here
if( mChar->GetTimer( tCHAR_ANTISPAM ) > cwmWorldState->GetUICurrentTime() )
{
return;
}
else
{
mChar->SetTimer( tCHAR_ANTISPAM, BuildTimeValue( cwmWorldState->ServerData()->CheckBoatSpeed() ));
}
CBoatObj *boat = GetBoat( mSock );
if( !ValidateObject( boat ))
{
return;
}
CItem *tiller = CalcItemObjFromSer( boat->GetTiller() );
if( boat->GetMoveType() == BOAT_ANCHORED )
{
if( ValidateObject( tiller ))
{
tiller->TextMessage( mSock, 2024 ); // Ar, the anchor is down sir!
mSock->SysMessage( 2023 ); // You must raise the anchor to pilot the ship.
}
return;
}
boat->SetMoveType( moveType );
if( ValidateObject( tiller ))
{
tiller->TextMessage( mSock, 10 ); // Aye, sir.
}
}