uox3/source/cChar.cpp
Xoduz 0c71b79da8 Server crash fix on worldfile load and timer fixes
- [FIX] Fixed a crash during loading of worldfiles caused by an issue with how certain timers (summon/peacemake) were saved and loaded
- [FIX] Fixed an issue where murder decay rate was not loaded properly for characters
- [FIX] Fixed an issue where summoned creatures with "scared animal" AI would try to escape from their summoner
2025-07-30 06:05:51 +08:00

9731 lines
322 KiB
C++

//o------------------------------------------------------------------------------------------------o
//| File - cChar.cpp
//| Date - 29th March, 2000
//o------------------------------------------------------------------------------------------------o
//| Purpose - New class written based upon old UOX char_st. Number of old members removed
//| and a number of members types modified as well
//|
//| Version History -
//|
//| 1.0 29th March, 2000
//| Initial implementation, all get/set mechanisms written up to
//| the end of SetSayColour(). Bools reduced down to a single char
//| with get/set mechanisms for setting/clearings bits
//| No documentation currently done, all functions obvious so far
//| Note: individual byte setting within longs/chars need speeding up
//| consider memcpy into correct word, note that this will be endian specific!
//|
//| 1.1 2nd April, 2000
//| Finished up the initial implementation on all classes. Fixed a minor bit shift error
//| on some of the char variables, all working fine now
//|
//| 1.2 25 July, 2000
//| All Accessor funcs plus a few others are now flagged as const functions, meaning that
//| those functions GUARENTEE never to alter data, at compile time
//| Thoughts about CBaseObject and prelim plans made
//|
//| 1.3 28 July, 2000
//| Initial CBaseObject implementation put in. CChar reworked to deal with only things it has to
//| Proper constructor written
//| Plans for CChar derived objects thought upon (notably CPC and CNPC)
//|
//| 1.4 27 September, 2005
//| Added PlayerValues_st and NPCValues_st to allow saving wasted memory on unnecesarry variables
//| Organized many functions to their respective areas and added documentation for them.
//| Changed itemLayers to a map
//o------------------------------------------------------------------------------------------------o
#include "uox3.h"
#include "power.h"
#include "weight.h"
#include "cGuild.h"
#include "msgboard.h"
#include "townregion.h"
#include "cRaces.h"
#include "skills.h"
#include "CJSMapping.h"
#include "cScript.h"
#include "CPacketSend.h"
#include "classes.h"
#include "regions.h"
#include "speech.h"
#include "ObjectFactory.h"
#include "teffect.h"
#include "cSpawnRegion.h"
#include "Dictionary.h"
#include "movement.h"
#include "CJSEngine.h"
#include "combat.h"
#include "StringUtility.hpp"
#include "cEffects.h"
#include <algorithm>
#define DEBUGMOVEMULTIPLIER 1.75
// Bitmask bits
// Character Privs
const UI32 BIT_GM = 0; // 0x1
const UI32 BIT_BROADCAST = 1; // 0x2
const UI32 BIT_INVULNERABLE = 2; // 0x4
const UI32 BIT_SINGCLICKSER = 3; // 0x8
const UI32 BIT_SKILLTITLES = 4; // 0x10
const UI32 BIT_GMPAGEABLE = 5; // 0x20
const UI32 BIT_SNOOP = 6; // 0x40
const UI32 BIT_COUNSELOR = 7; // 0x80
const UI32 BIT_ALLMOVE = 8; // 0x100
const UI32 BIT_FROZEN = 9; // 0x200
const UI32 BIT_VIEWHOUSEASICON = 10; // 0x400
const UI32 BIT_NONEEDMANA = 11; // 0x800
const UI32 BIT_DISPELLABLE = 12; // 0x1000
const UI32 BIT_TEMPREFLECTED = 13; // 0x2000
const UI32 BIT_NONEEDREAGS = 14; // 0x4000
const UI32 BIT_PERMREFLECTED = 15; // 0x8000
const UI32 BIT_HIDEFAMEKARMATITLE = 16; // 0x10000
const UI32 BIT_SEER = 17; // 0x20000
// Character Bools
const UI32 BIT_UNICODE = 1;
const UI32 BIT_NPC = 2;
const UI32 BIT_SHOP = 3;
const UI32 BIT_DEAD = 4;
const UI32 BIT_ATWAR = 5;
const UI32 BIT_DISGUISED = 6;
const UI32 BIT_ONHORSE = 7;
const UI32 BIT_TOWNTITLE = 8;
const UI32 BIT_REACTIVEARMOUR = 9;
const UI32 BIT_TRAIN = 10;
const UI32 BIT_GUILDTOGGLE = 11;
const UI32 BIT_TAMED = 12;
const UI32 BIT_GUARDED = 13;
const UI32 BIT_RUN = 14;
const UI32 BIT_POLYMORPHED = 15;
const UI32 BIT_INCOGNITO = 16;
const UI32 BIT_USINGPOTION = 17;
const UI32 BIT_MAYLEVITATE = 18;
const UI32 BIT_WILLHUNGER = 19;
const UI32 BIT_MEDITATING = 20;
const UI32 BIT_CASTING = 21;
const UI32 BIT_JSCASTING = 22;
const UI32 BIT_MAXHPFIXED = 23;
const UI32 BIT_MAXMANAFIXED = 24;
const UI32 BIT_MAXSTAMFIXED = 25;
const UI32 BIT_CANATTACK = 26;
const UI32 BIT_INBUILDING = 27;
const UI32 BIT_INPARTY = 28; // This property is not saved
const UI32 BIT_EVADE = 29; // This property is not saved
const UI32 BIT_FLYING = 30; // This property is not saved
const UI32 BIT_WILLTHIRST = 31;
const UI32 BIT_HIRELING = 32;
const UI32 BIT_ISPASSIVE = 33;
const UI32 BIT_HASSTOLEN = 34;
const UI32 BIT_KARMALOCK = 35;
const UI32 BIT_ISCLIMBING = 36;
const UI32 BIT_MOUNTED = 0;
const UI32 BIT_STABLED = 1;
const UI32 BIT_AWAKE = 2;
const UI32 BIT_COMBATLOS = 3;
// Player defaults
const SI16 DEFPLAYER_CALLNUM = -1;
const SI16 DEFPLAYER_PLAYERCALLNUM = -1;
const SERIAL DEFPLAYER_TRACKINGTARGET = INVALIDSERIAL;
const UI08 DEFPLAYER_SQUELCHED = 0;
const UI08 DEFPLAYER_COMMANDLEVEL = CL_PLAYER;
const UI08 DEFPLAYER_POSTTYPE = PT_LOCAL;
const UI16 DEFPLAYER_HAIRSTYLE = INVALIDID;
const UI16 DEFPLAYER_BEARDSTYLE = INVALIDID;
const COLOUR DEFPLAYER_HAIRCOLOUR = INVALIDCOLOUR;
const COLOUR DEFPLAYER_BEARDCOLOUR = INVALIDCOLOUR;
const UI08 DEFPLAYER_SPEECHMODE = 0;
const UI08 DEFPLAYER_SPEECHID = 0;
const SERIAL DEFPLAYER_ROBE = INVALIDSERIAL;
const UI16 DEFPLAYER_ACCOUNTNUM = AB_INVALID_ID;
const UI16 DEFPLAYER_ORIGSKIN = 0;
const UI16 DEFPLAYER_ORIGID = 0x0190;
const UI08 DEFPLAYER_FIXEDLIGHT = 255;
const UI16 DEFPLAYER_DEATHS = 0;
const SERIAL DEFPLAYER_TOWNVOTE = INVALIDSERIAL;
const SI08 DEFPLAYER_TOWNPRIV = 0;
const UI16 DEFPLAYER_CONTROLSLOTSUSED = 0;
const TIMERVAL DEFPLAYER_CREATEDON = 0;
const UI32 DEFPLAYER_NPCGUILDJOINED = 0;
const UI32 DEFPLAYER_PLAYTIME = 0;
CChar::PlayerValues_st::PlayerValues_st() : callNum( DEFPLAYER_CALLNUM ), playerCallNum( DEFPLAYER_PLAYERCALLNUM ), trackingTarget( DEFPLAYER_TRACKINGTARGET ),
squelched( DEFPLAYER_SQUELCHED ), commandLevel( DEFPLAYER_COMMANDLEVEL ), postType( DEFPLAYER_POSTTYPE ), hairStyle( DEFPLAYER_HAIRSTYLE ), beardStyle( DEFPLAYER_BEARDSTYLE ),
hairColour( DEFPLAYER_HAIRCOLOUR ), beardColour( DEFPLAYER_BEARDCOLOUR ), speechItem( nullptr ), speechMode( DEFPLAYER_SPEECHMODE ), speechId( DEFPLAYER_SPEECHID ),
speechCallback( nullptr ), robe( DEFPLAYER_ROBE ), accountNum( DEFPLAYER_ACCOUNTNUM ), origSkin( DEFPLAYER_ORIGSKIN ), origId( DEFPLAYER_ORIGID ),
fixedLight( DEFPLAYER_FIXEDLIGHT ), deaths( DEFPLAYER_DEATHS ), socket( nullptr ), townVote( DEFPLAYER_TOWNVOTE ), townPriv( DEFPLAYER_TOWNPRIV ), controlSlotsUsed( DEFPLAYER_CONTROLSLOTSUSED ),
createdOn( DEFPLAYER_CREATEDON ), npcGuildJoined( DEFPLAYER_NPCGUILDJOINED ), playTime( DEFPLAYER_PLAYTIME )
{
//memset( &lockState[0], 0, sizeof( UI08 ) * (INTELLECT+1) );
// Changed to the following, as only the 15?16? first lockStates would get initialized or whanot
memset( &lockState[0], 0, sizeof( lockState ));
for( UI08 j = 0; j <= INTELLECT; ++j )
{
atrophy[j] = j;
}
if( cwmWorldState != nullptr )
{
trackingTargets.resize( cwmWorldState->ServerData()->TrackingMaxTargets() );
}
}
const SI08 DEFNPC_WANDER = 0;
const SI08 DEFNPC_OLDWANDER = 0;
const SERIAL DEFNPC_FTARG = INVALIDSERIAL;
const SI08 DEFNPC_FZ1 = -1;
const SI16 DEFNPC_AITYPE = 0;
const SI16 DEFNPC_SPATTACK = 0;
const SI08 DEFNPC_SPADELAY = 0;
const SI16 DEFNPC_TAMING = 0x7FFF;
const SI16 DEFNPC_PEACEING = 0x7FFF;
const SI16 DEFNPC_PROVOING = 0x7FFF;
const SI16 DEFNPC_FLEEAT = 0;
const SI16 DEFNPC_REATTACKAT = 0;
const UI08 DEFNPC_FLEEDISTANCE = 0;
const UI08 DEFNPC_SPLIT = 0;
const UI08 DEFNPC_SPLITCHANCE = 0;
const UI08 DEFNPC_TRAININGPLAYERIN = 0;
const UI32 DEFNPC_HOLDG = 0;
const UI08 DEFNPC_QUESTTYPE = 0;
const UI08 DEFNPC_QUESTDESTREGION = 0;
const UI08 DEFNPC_QUESTORIGREGION = 0;
const SI16 DEFNPC_WANDERAREA = -1;
const cNPC_FLAG DEFNPC_NPCFLAG = fNPC_NEUTRAL;
const UI16 DEFNPC_BOOLFLAG = 0;
const UI16 DEFNPC_TAMEDHUNGERRATE = 0;
const UI16 DEFNPC_TAMEDTHIRSTRATE = 0;
const UI08 DEFNPC_HUNGERWILDCHANCE = 0;
const UI08 DEFNPC_THIRSTWILDCHANCE = 0;
const R64 DEFNPC_MOVEMENTSPEED = -1.0;
const SI08 DEFNPC_PATHFAIL = -1;
const UI16 DEFNPC_CONTROLSLOTS = 0;
const UI16 DEFNPC_MAXLOYALTY = 100;
const UI16 DEFNPC_LOYALTY = 25;
const UI16 DEFNPC_ORNERINESS = 0;
const SI08 DEFNPC_PATHRESULT = 0;
const UI16 DEFNPC_PATHTARGX = 0;
const UI16 DEFNPC_PATHTARGY = 0;
CChar::NPCValues_st::NPCValues_st() : wanderMode( DEFNPC_WANDER ), oldWanderMode( DEFNPC_OLDWANDER ), fTarg( DEFNPC_FTARG ), fz( DEFNPC_FZ1 ),
aiType( DEFNPC_AITYPE ), spellAttack( DEFNPC_SPATTACK ), spellDelay( DEFNPC_SPADELAY ), taming( DEFNPC_TAMING ), fleeAt( DEFNPC_FLEEAT ),
reAttackAt( DEFNPC_REATTACKAT ), fleeDistance( DEFNPC_FLEEDISTANCE ), splitNum( DEFNPC_SPLIT ), splitChance( DEFNPC_SPLITCHANCE ), trainingPlayerIn( DEFNPC_TRAININGPLAYERIN ),
goldOnHand( DEFNPC_HOLDG ), questType( DEFNPC_QUESTTYPE ), questDestRegion( DEFNPC_QUESTDESTREGION ), questOrigRegion( DEFNPC_QUESTORIGREGION ),
petGuarding( nullptr ), npcFlag( DEFNPC_NPCFLAG ), boolFlags( DEFNPC_BOOLFLAG ), peaceing( DEFNPC_PEACEING ), provoing( DEFNPC_PROVOING ),
tamedHungerRate( DEFNPC_TAMEDHUNGERRATE ), tamedThirstRate( DEFNPC_TAMEDTHIRSTRATE ), hungerWildChance( DEFNPC_HUNGERWILDCHANCE ),
thirstWildChance( DEFNPC_THIRSTWILDCHANCE ), walkingSpeed( DEFNPC_MOVEMENTSPEED ), runningSpeed( DEFNPC_MOVEMENTSPEED ),
fleeingSpeed( DEFNPC_MOVEMENTSPEED ), pathFail( DEFNPC_PATHFAIL ), pathResult( DEFNPC_PATHRESULT ), pathTargX( DEFNPC_PATHTARGX ), pathTargY( DEFNPC_PATHTARGY ),
controlSlots( DEFNPC_CONTROLSLOTS ), maxLoyalty( DEFNPC_MAXLOYALTY ), loyalty( DEFNPC_LOYALTY ), orneriness( DEFNPC_ORNERINESS ), mountedWalkingSpeed( DEFNPC_MOVEMENTSPEED ),
mountedRunningSpeed( DEFNPC_MOVEMENTSPEED ), mountedFleeingSpeed( DEFNPC_MOVEMENTSPEED )
{
fx[0] = fx[1] = fy[0] = fy[1] = DEFNPC_WANDERAREA;
petFriends.resize( 0 );
foodList.reserve( MAX_NAME );
// Mark all characters as "non-awake" my default. This is used by UOX3 to see which
// NPCs are permanently awake and need updating outside of region-based checks
boolFlags.set( BIT_AWAKE, false );
}
const UI32 DEFCHAR_BOOLS = 0;
//const SI08 DEFCHAR_DISPZ = 0;
const SI08 DEFCHAR_FONTTYPE = 3;
const RACEID DEFCHAR_OLDRACE = 0;
const UI16 DEFCHAR_MAXHP = 0;
const UI16 DEFCHAR_MAXHP_OLDSTR = 0;
const UI16 DEFCHAR_MAXMANA = 0;
const UI16 DEFCHAR_MAXMANA_OLDINT = 0;
const UI16 DEFCHAR_MAXSTAM = 0;
const UI16 DEFCHAR_MAXSTAM_OLDDEX = 0;
const COLOUR DEFCHAR_SAYCOLOUR = 0x0058;
const COLOUR DEFCHAR_EMOTECOLOUR = 0x0023;
const SI08 DEFCHAR_CELL = -1;
const SERIAL DEFCHAR_TARG = INVALIDSERIAL;
const SERIAL DEFCHAR_ATTACKER = INVALIDSERIAL;
const SI08 DEFCHAR_HUNGER = 6;
const SI08 DEFCHAR_THIRST = 6;
const UI16 DEFCHAR_REGIONNUM = 255;
const UI16 DEFCHAR_TOWN = 0;
const UI16 DEFCHAR_ADVOBJ = 0;
const SERIAL DEFCHAR_GUILDFEALTY = INVALIDSERIAL;
const SI16 DEFCHAR_GUILDNUMBER = -1;
const UI08 DEFCHAR_FLAG = 0x04;
const SI08 DEFCHAR_SPELLCAST = -1;
const UI08 DEFCHAR_NEXTACTION = 0;
const SI08 DEFCHAR_STEALTH = -1;
const UI08 DEFCHAR_RUNNING = 0;
const RACEID DEFCHAR_RACEGATE = INVALIDID;
const UI08 DEFCHAR_STEP = 1;
const UI16 DEFCHAR_PRIV = 0;
const TIMERVAL DEFCHAR_LASTMOVETIME = 0;
const TIMERVAL DEFCHAR_LASTCOMBATTIME = 0;
//const UI16 DEFCHAR_NOMOVE = 0;
//const UI16 DEFCHAR_POISONCHANCE = 0;
const UI08 DEFCHAR_POISONSTRENGTH = 0;
const BodyType DEFCHAR_BODYTYPE = BT_OTHER;
const UI16 DEFCHAR_NPCGUILD = 0;
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::CChar() constructor
//o------------------------------------------------------------------------------------------------o
//| Purpose - This function basically does what the name implies
//o------------------------------------------------------------------------------------------------o
CChar::CChar() : CBaseObject(),
bools( DEFCHAR_BOOLS ),
fontType( DEFCHAR_FONTTYPE ), maxHP( DEFCHAR_MAXHP ), maxHP_oldstr( DEFCHAR_MAXHP_OLDSTR ),
oldRace( DEFCHAR_OLDRACE ), maxMana( DEFCHAR_MAXMANA ), maxMana_oldint( DEFCHAR_MAXMANA_OLDINT ),
maxStam( DEFCHAR_MAXSTAM ), maxStam_olddex( DEFCHAR_MAXSTAM_OLDDEX ), sayColor( DEFCHAR_SAYCOLOUR ),
emoteColor( DEFCHAR_EMOTECOLOUR ), cell( DEFCHAR_CELL ), packItem( nullptr ),
targ( DEFCHAR_TARG ), attacker( DEFCHAR_ATTACKER ), hunger( DEFCHAR_HUNGER ), thirst( DEFCHAR_THIRST ), regionNum( DEFCHAR_REGIONNUM ), town( DEFCHAR_TOWN ),
advObj( DEFCHAR_ADVOBJ ), guildFealty( DEFCHAR_GUILDFEALTY ), guildNumber( DEFCHAR_GUILDNUMBER ), flag( DEFCHAR_FLAG ),
spellCast( DEFCHAR_SPELLCAST ), nextAct( DEFCHAR_NEXTACTION ), stealth( DEFCHAR_STEALTH ), running( DEFCHAR_RUNNING ),
raceGate( DEFCHAR_RACEGATE ), step( DEFCHAR_STEP ), priv( DEFCHAR_PRIV ), PoisonStrength( DEFCHAR_POISONSTRENGTH ), bodyType( DEFCHAR_BODYTYPE ), lastMoveTime( DEFCHAR_LASTMOVETIME ),
lastCombatTime( DEFCHAR_LASTCOMBATTIME ), npcGuild( DEFCHAR_NPCGUILD )
{
ownedItems.clear();
itemLayers.clear();
layerCtr = itemLayers.end();
id = 0x0190;
objType = OT_CHAR;
name = "Mr. noname";
sectionId = "UNKNOWN";
memset( &regen[0], 0, sizeof( TIMERVAL ) * 3 );
memset( &weathDamage[0], 0, sizeof( TIMERVAL ) * WEATHNUM );
memset( &charTimers[0], 0, sizeof( TIMERVAL ) * tCHAR_COUNT );
memset( &baseskill[0], 0, sizeof( SKILLVAL ) * ALLSKILLS );
memset( &skill[0], 0, sizeof( SKILLVAL ) * ( INTELLECT + 1 ));
memset( &skillCap[0], 0, sizeof( SKILLVAL ) * ( INTELLECT + 1 ));
//SetCanTrain( true );
bools.set( BIT_TRAIN, true );
//SetHungerStatus( true );
bools.set( BIT_WILLHUNGER, true );
//SetThirstStatus( true );
bools.set( BIT_WILLTHIRST, true );
skillUsed[0].reset();
skillUsed[1].reset();
updateTypes.reset();
strength = dexterity = intelligence = 1;
mPlayer = nullptr;
mNPC = nullptr;
//SetMaxHPFixed( false );
bools.set( BIT_MAXHPFIXED, false );
//SetMaxManaFixed( false );
bools.set( BIT_MAXMANAFIXED, false );
//SetMaxStamFixed( false );
bools.set( BIT_MAXSTAMFIXED, false );
//SetCanAttack( true );
bools.set( BIT_CANATTACK, true );
//SetKarmaLock( false );
bools.set( BIT_KARMALOCK, false );
bools.set( BIT_ISCLIMBING, false );
//SetBrkPeaceChanceGain( 0 );
brkPeaceChanceGain = 0;
//SetBrkPeaceChance( 0 );
brkPeaceChance = 0;
// Initialize the hunger rate of the new character, default to global setting
auto hungerRate = cwmWorldState->ServerData()->SystemTimer( tSERVER_HUNGERRATE );
if( Races->DoesHunger( GetRace() ))
{
// Override with setting from race, if applicable
hungerRate = Races->GetHungerRate( GetRace() );
}
SetTimer( tCHAR_HUNGER, BuildTimeValue( static_cast<R32>( hungerRate )));
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::~CChar() deconstructor
//o------------------------------------------------------------------------------------------------o
//| Purpose - Destructor to clean things up when deleted
//o------------------------------------------------------------------------------------------------o
CChar::~CChar()
{
if( IsValidNPC() )
{
delete mNPC;
mNPC = nullptr;
}
if( IsValidPlayer() )
{
delete mPlayer;
mPlayer = nullptr;
}
}
void CChar::CreateNPC( void )
{
if( !IsValidNPC() )
{
mNPC = new NPCValues_st();
}
}
void CChar::CreatePlayer( void )
{
if( !IsValidPlayer() )
{
mPlayer = new PlayerValues_st();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsValidNPC()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks whether character is an NPC
//o------------------------------------------------------------------------------------------------o
bool CChar::IsValidNPC( void ) const
{
return ( mNPC != nullptr );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsValidPlayer()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks whether character is a Player
//o------------------------------------------------------------------------------------------------o
bool CChar::IsValidPlayer( void ) const
{
return ( mPlayer != nullptr );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetPathFail()
//| CChar::SetPathFail()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set number of times Pathfinding has failed for an NPC - resets on success
//o------------------------------------------------------------------------------------------------o
SI08 CChar::GetPathFail( void ) const
{
SI08 rVal = DEFNPC_PATHFAIL;
rVal = mNPC->pathFail;
return rVal;
}
void CChar::SetPathFail( SI08 newValue )
{
if( IsValidNPC() )
{
mNPC->pathFail = newValue;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetPathResult()
//| CChar::SetPathResult()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set the end result of pathfinding, to pass on to onPathfindEnd event
//o------------------------------------------------------------------------------------------------o
SI08 CChar::GetPathResult( void ) const
{
SI08 rVal = DEFNPC_PATHFAIL;
rVal = mNPC->pathResult;
return rVal;
}
void CChar::SetPathResult( SI08 newValue )
{
if( IsValidNPC() )
{
mNPC->pathResult = newValue;
SetLastPathCalc( cwmWorldState->GetUICurrentTime() );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetLastPathCalc()
//| CChar::SetLastPathCalc()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set the end result of pathfinding, to pass on to onPathfindEnd event
//o------------------------------------------------------------------------------------------------o
UI32 CChar::GetLastPathCalc( void ) const
{
UI32 rVal = DEFNPC_PATHFAIL;
rVal = mNPC->lastPathCalc;
return rVal;
}
void CChar::SetLastPathCalc( UI32 newValue )
{
if( IsValidNPC() )
{
mNPC->lastPathCalc = cwmWorldState->GetUICurrentTime();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetPathTargX()
//| CChar::SetPathTargX()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set the final target X location NPC is pathfinding towards
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetPathTargX( void ) const
{
UI16 rVal = DEFNPC_PATHFAIL;
rVal = mNPC->pathTargX;
return rVal;
}
void CChar::SetPathTargX( UI16 newValue )
{
if( IsValidNPC() )
{
mNPC->pathTargX = newValue;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetPathTargY()
//| CChar::SetPathTargY()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set the final target Y location NPC is pathfinding towards
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetPathTargY( void ) const
{
UI16 rVal = DEFNPC_PATHFAIL;
rVal = mNPC->pathTargY;
return rVal;
}
void CChar::SetPathTargY( UI16 newValue )
{
if( IsValidNPC() )
{
mNPC->pathTargY = newValue;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetHunger()
//| CChar::SetHunger()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set hunger level of the character
//o------------------------------------------------------------------------------------------------o
SI08 CChar::GetHunger( void ) const
{
return hunger;
}
bool CChar::SetHunger( SI08 newValue )
{
if( IsValidPlayer() || IsValidNPC() )
{
std::vector<UI16> scriptTriggers = GetScriptTriggers();
for( auto i : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( i );
if( toExecute != nullptr )
{
// If script returns false/0/nothing, prevent hunger from changing, and prevent
// other scripts with event from running
if( toExecute->OnHungerChange(( this ), hunger ) == 0 )
{
return false;
}
}
}
}
hunger = newValue;
UpdateRegion();
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::DoHunger()
//| Date - 21. Feb, 2006
//o------------------------------------------------------------------------------------------------o
//| Purpose - Calculate Hunger level of the character and do all related effects.
//o------------------------------------------------------------------------------------------------o
void CChar::DoHunger( CSocket *mSock )
{
// Don't continue if hunger system is disabled
if( !cwmWorldState->ServerData()->HungerSystemEnabled() )
return;
if ( !IsInvulnerable() ) // No need to do anything for invulnerable chars
{
UI16 hungerRate;
SI16 hungerDamage;
if( !IsNpc() && mSock != nullptr ) // Do Hunger for player chars
{
if( WillHunger() && GetCommandLevel() < CL_CNS )
{
if( GetTimer( tCHAR_HUNGER ) <= cwmWorldState->GetUICurrentTime() )
{
if( Races->DoesHunger( GetRace() )) // prefer the hunger settings frome the race
{
hungerRate = Races->GetHungerRate( GetRace() );
hungerDamage = Races->GetHungerDamage( GetRace() );
}
else // use the global values if there is no race setting
{
hungerRate = cwmWorldState->ServerData()->SystemTimer( tSERVER_HUNGERRATE );
hungerDamage = cwmWorldState->ServerData()->HungerDamage();
}
if( GetHunger() > 0 )
{
bool doHungerMessage = !DecHunger();
if( doHungerMessage )
{
switch( GetHunger() )
{
default:
case 6: break;
case 5: mSock->SysMessage( 1222 ); break; // You are still stuffed from your last meal.
case 4: mSock->SysMessage( 1223 ); break; // You are not very hungry but could eat more.
case 3: mSock->SysMessage( 1224 ); break; // You are feeling fairly hungry.
case 2: mSock->SysMessage( 1225 ); break; // You are extremely hungry.
case 1: mSock->SysMessage( 1226 ); break; // You are very weak from starvation!
case 0: mSock->SysMessage( 1227 ); break; // You must eat very soon or you will die!
}
}
}
else if( GetHP() > 0 && hungerDamage > 0 )
{
mSock->SysMessage( 1228 ); // You are starving!
if( Damage( hungerDamage, PHYSICAL ))
{
if( GetHP() <= 0 )
{
mSock->SysMessage( 1229 ); // You have died of starvation.
}
}
}
SetTimer( tCHAR_HUNGER, BuildTimeValue( static_cast<R64>( hungerRate )));
}
}
}
else if( IsNpc() && !IsTamed() && Races->DoesHunger( GetRace() ))
{
// Handle hunger for regular non-tame NPCs
if( !WillHunger() || GetMounted() || GetStabled() )
return;
if( GetTimer( tCHAR_HUNGER ) <= cwmWorldState->GetUICurrentTime() )
{
hungerRate = Races->GetHungerRate( GetRace() );
hungerDamage = Races->GetHungerDamage( GetRace() );
if( GetHunger() > 0 )
{
DecHunger();
}
else if( GetHP() > 0 && hungerDamage > 0 )
{
[[maybe_unused]] bool retVal = Damage( hungerDamage, PHYSICAL );
}
SetTimer( tCHAR_HUNGER, BuildTimeValue( static_cast<R64>( hungerRate )));
}
}
else if( IsTamed() && GetTamedHungerRate() > 0 )
{
TAGMAPOBJECT deadPet = GetTag( "isPetDead" );
// Handle hunger for pets
if( !WillHunger() || GetMounted() || GetStabled() || deadPet.m_IntValue == 1 )
return;
// Pets don't hunger if owner is offline
if( cwmWorldState->ServerData()->PetHungerOffline() == false )
{
CChar *owner = GetOwnerObj();
if( !ValidateObject( owner ))
return;
if( !IsOnline(( *owner )))
return;
}
if( GetTimer( tCHAR_HUNGER ) <= cwmWorldState->GetUICurrentTime() )
{
// Get hungerrate for tamed creatures
hungerRate = GetTamedHungerRate();
if( GetHunger() > 0 )
{
// Make pet more hungry
DecHunger();
}
else if( GetLoyalty() == 0 && static_cast<UI08>(RandomNum( 1, 100 )) <= GetTamedHungerWildChance() )
{
// Make pet go wild from hunger, but only if loyalty is zero
CChar *owner = GetOwnerObj();
if( ValidateObject( owner ))
{
// Reduce player's control slot usage by the amount of control slots taken up by the pet
owner->SetControlSlotsUsed( std::max( 0, owner->GetControlSlotsUsed() - GetControlSlots() ));
}
// Release the pet
Npcs->ReleasePet( this );
}
else if( GetLoyalty() == 0 )
{
// Pet is hungry. Reduce loyalty!
SetLoyalty( std::max( 0, GetLoyalty() - 1 ));
}
// Set timer for next time pet should grow more hungry
SetTimer( tCHAR_HUNGER, BuildTimeValue( static_cast<R64>( hungerRate )));
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetThirst()
//| CChar::SetThirst()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set Thirst level of the character
//o------------------------------------------------------------------------------------------------o
SI08 CChar::GetThirst( void ) const
{
return thirst;
}
bool CChar::SetThirst( SI08 newValue )
{
if( IsValidPlayer() || IsValidNPC() )
{
std::vector<UI16> scriptTriggers = GetScriptTriggers();
for( auto i : scriptTriggers )
{
cScript* toExecute = JSMapping->GetScript( i );
if( toExecute != nullptr )
{
// If script returns false/0/nothing, prevent thirst from changing, and prevent
// other scripts with event from running
if( toExecute->OnThirstChange(( this ), thirst ) == 0 )
{
return false;
}
}
}
}
thirst = newValue;
UpdateRegion();
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::DoThirst()
//| Date - 6. June, 2021
//o------------------------------------------------------------------------------------------------o
//| Purpose - Calculate Thirst level of the character and do all related effects.
//o------------------------------------------------------------------------------------------------o
void CChar::DoThirst( CSocket* mSock )
{
// Don't continue if thirst system is disabled
if( !cwmWorldState->ServerData()->ThirstSystemEnabled() )
return;
if( !IsInvulnerable() ) // No need to do anything for invulnerable chars
{
UI16 thirstRate;
SI16 thirstDrain;
if( !IsNpc() && mSock != nullptr ) // Do Thirst for player chars
{
if( WillThirst() && GetCommandLevel() < CL_CNS )
{
if( GetTimer( tCHAR_THIRST ) <= cwmWorldState->GetUICurrentTime() )
{
if( Races->DoesThirst( GetRace() )) // prefer the thirst settings frome the race
{
thirstRate = Races->GetThirstRate( GetRace() );
thirstDrain = Races->GetThirstDrain( GetRace() );
}
else // use the global values if there is no race setting
{
thirstRate = cwmWorldState->ServerData()->SystemTimer( tSERVER_THIRSTRATE );
thirstDrain = cwmWorldState->ServerData()->ThirstDrain();
}
if( GetThirst() > 0 )
{
bool doThirstMessage = !DecThirst();
if( doThirstMessage )
{
switch( GetThirst() )
{
default:
case 6: break;
case 5: mSock->SysMessage( 2045 ); break; // You are still stuffed from your last drink.
case 4: mSock->SysMessage( 2046 ); break; // You are not very thirsty, but could drink more.
case 3: mSock->SysMessage( 2047 ); break; // You are feeling fairly thirsty.
case 2: mSock->SysMessage( 2048 ); break; // You are extremely thirsty.
case 1: mSock->SysMessage( 2049 ); break; // You are very weak from dehydration!
case 0: mSock->SysMessage( 2050 ); break; // You must drink very soon or you will suffer from dehydration!
}
}
}
else if( GetStamina() > 1 && thirstDrain > 0 )
{
mSock->SysMessage( 2051 ); // You are severely dehydrated!
SetStamina( std::max( static_cast<SI16>( 1 ), static_cast<SI16>( GetStamina() - thirstDrain )));
if( GetStamina() <= 1 )
{
mSock->SysMessage( 2052 ); // You have no stamina because of dehydration.
}
}
SetTimer( tCHAR_THIRST, BuildTimeValue( static_cast<R64>( thirstRate )));
}
}
}
else if( IsNpc() && !IsTamed() && Races->DoesThirst( GetRace() ))
{
if( WillThirst() && !GetMounted() && !GetStabled() )
{
if( GetTimer( tCHAR_THIRST ) <= cwmWorldState->GetUICurrentTime() )
{
thirstRate = Races->GetThirstRate( GetRace() );
thirstDrain = Races->GetThirstDrain( GetRace() );
if( GetThirst() > 0 )
{
DecThirst();
}
else if( GetStamina() > 1 && thirstDrain > 0 )
{
SetStamina( std::max( static_cast<SI16>( 1 ), static_cast<SI16>( GetStamina() - thirstDrain )));
}
SetTimer( tCHAR_THIRST, BuildTimeValue( static_cast<R64>( thirstRate )));
}
}
}
else if( IsTamed() && GetTamedThirstRate() > 0 )
{
if( WillThirst() && !GetMounted() && !GetStabled() )
{
if( cwmWorldState->ServerData()->PetHungerOffline() == false )
{
CChar* owner = GetOwnerObj();
if( !ValidateObject( owner ))
return;
if( !IsOnline(( *owner )))
return;
}
if( GetTimer( tCHAR_THIRST ) <= cwmWorldState->GetUICurrentTime() )
{
thirstRate = GetTamedThirstRate();
if( GetThirst() > 0 )
{
DecThirst();
}
else if( static_cast<UI08>( RandomNum( 1, 100 )) <= GetTamedThirstWildChance() )
{
SetOwner( nullptr );
SetThirst( 6 );
}
SetTimer( tCHAR_THIRST, BuildTimeValue( static_cast<R64>( thirstRate )));
}
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::CheckPetOfflineTimeout()
//| Date - 21. Feb, 2006
//o------------------------------------------------------------------------------------------------o
//| Purpose - Check if the owner of the was offline for to long and remove him if so.
//o------------------------------------------------------------------------------------------------o
void CChar::CheckPetOfflineTimeout( void )
{
if( IsTamed() && IsNpc() && GetNpcAiType() != AI_PLAYERVENDOR )
{
if( GetMounted() || GetStabled() )
return;
CChar *owner = GetOwnerObj();
if( !ValidateObject( owner ))
{
SetOwner( nullptr ); // The owner is gone, so remove him
}
else
{
if( IsOnline(( *owner )))
return; // The owner is still online, so leave it alone
time_t currTime, lastOnTime;
const UI32 offlineTimeout = static_cast<UI32>( cwmWorldState->ServerData()->PetOfflineTimeout() * 3600 * 24 );
time( &currTime );
lastOnTime = static_cast<time_t>( GetLastOnSecs() );
if( currTime > 0 && lastOnTime > 0)
{
if( difftime( currTime, lastOnTime) >= offlineTimeout )
{
SetOwner( nullptr );
SetHunger( 6 );
}
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetTown()
//| CChar::SetTown()
//o------------------------------------------------------------------------------------------------o
//| Purpose - The town the character belongs to
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetTown( void ) const
{
return town;
}
void CChar::SetTown( UI16 newValue )
{
town = newValue;
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetBodyType()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get the body type (human, elf, gargoyle, other) of a character
//o------------------------------------------------------------------------------------------------o
BodyType CChar::GetBodyType( void )
{
BodyType retVal = BT_OTHER;
switch( GetId() )
{
case 0x0190: // Male Human
case 0x0191: // Female Human
case 0x0192: // Male Human Ghost
case 0x0193: // Female Human Ghost
case 0x00B7: // Male Human Savage
case 0x00B9: // Male Human Savage
case 0x02EE: // Male Human Savage
case 0x00B8: // Female Human Savage
case 0x00BA: // Female Human Savage
case 0x02EF: // Female Human Savage
retVal = BT_HUMAN;
break;
case 0x025D: // Male Elf
case 0x025E: // Female Elf
case 0x025F: // Male Elf Ghost
case 0x0260: // Female Elf Ghost
retVal = BT_ELF;
break;
case 0x029A: // Male Gargoyle
case 0x029B: // Female Gargoyle
case 0x02B6: // Male Gargoyle Ghost
case 0x02B7: // Female Gargoyle Ghost
retVal = BT_GARGOYLE;
break;
default:
retVal = BT_OTHER;
break;
}
return retVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetBrkPeaceChanceGain()
//| CChar::SetBrkPeaceChanceGain()
//| Date - 25. Feb
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the chance gain to break peace
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetBrkPeaceChanceGain( void ) const
{
if( IsNpc() )
{
return brkPeaceChanceGain;
}
else
{
return static_cast<UI08>( GetBaseSkill( PEACEMAKING ) / 10 );
}
}
void CChar::SetBrkPeaceChanceGain( UI08 newValue )
{
brkPeaceChanceGain = newValue;
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetBrkPeaceChance()
//| CChar::SetBrkPeaceChance()
//| Date - 25. Feb
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the current chance to break peace
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetBrkPeaceChance( void ) const
{
return brkPeaceChance;
}
void CChar::SetBrkPeaceChance( UI08 newValue )
{
brkPeaceChance = newValue;
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsUnicode()
//| CChar::SetUnicode()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is speaking in unicode
//o------------------------------------------------------------------------------------------------o
bool CChar::IsUnicode( void ) const
{
return bools.test( BIT_UNICODE );
}
void CChar::SetUnicode( bool newVal )
{
bools.set( BIT_UNICODE, newVal );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsNpc()
//| CChar::SetNpc()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is an npc
//o------------------------------------------------------------------------------------------------o
bool CChar::IsNpc( void ) const
{
return bools.test( BIT_NPC );
}
void CChar::SetNpc( bool newVal )
{
bools.set( BIT_NPC, newVal );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsAwake()
//| CChar::SetAwake()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character (NPC) is permanently awake and updating outside
//| standard region-checks. If set, these NPCs are not updated as part of the
//| regular region update loop, but in a separate loop directly after
//o------------------------------------------------------------------------------------------------o
auto CChar::IsAwake( void ) const -> bool
{
bool rVal = false;
if( IsValidNPC() )
{
rVal = mNPC->boolFlags.test( BIT_AWAKE );
}
return rVal;
}
auto CChar::SetAwake( bool newVal ) -> void
{
if( IsValidNPC() )
{
mNPC->boolFlags.set( BIT_AWAKE, newVal );
auto alwaysAwakeChars = Npcs->GetAlwaysAwakeNPCs();
if( newVal )
{
// NPC awake, add to awake list
alwaysAwakeChars->Add( this );
}
else
{
// NPC not awake, remove from awake list
alwaysAwakeChars->Remove( this );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsEvading()
//| CChar::SetEvadeState()
//| Date - 04/02/2012
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is evading
//o------------------------------------------------------------------------------------------------o
bool CChar::IsEvading( void ) const
{
return bools.test( BIT_EVADE );
}
void CChar::SetEvadeState( bool newVal )
{
bools.set( BIT_EVADE, newVal );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsShop()
//| CChar::SetShop()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is a shopkeeper
//o------------------------------------------------------------------------------------------------o
bool CChar::IsShop( void ) const
{
return bools.test( BIT_SHOP );
}
void CChar::SetShop( bool newVal )
{
bools.set( BIT_SHOP, newVal );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsDead()
//| CChar::SetDead()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is dead
//o------------------------------------------------------------------------------------------------o
bool CChar::IsDead( void ) const
{
return bools.test( BIT_DEAD );
}
void CChar::SetDead( bool newValue )
{
bools.set( BIT_DEAD, newValue );
UpdateRegion();
if( !IsNpc() )
{
if( GetVisible() != VT_VISIBLE && newValue == false )
{
SetVisible( VT_VISIBLE );
}
else if( newValue == true )
{
SetVisible( VT_GHOSTHIDDEN );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetCanAttack()
//| CChar::SetCanAttack()
//| Date - 25. Feb, 2006
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets whether the char can attack targets
//o------------------------------------------------------------------------------------------------o
bool CChar::GetCanAttack( void ) const
{
return bools.test( BIT_CANATTACK );
}
void CChar::SetCanAttack( bool newValue )
{
bools.set( BIT_CANATTACK, newValue );
SetBrkPeaceChance( 0 );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetKarmaLock()
//| CChar::SetKarmaLock()
//| Date - 8. Dec, 2024
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets whether the char karma is locked
//o------------------------------------------------------------------------------------------------o
bool CChar::GetKarmaLock( void ) const
{
return bools.test( BIT_KARMALOCK );
}
void CChar::SetKarmaLock( bool newValue )
{
bools.set( BIT_KARMALOCK, newValue );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsAtWar()
//| CChar::SetWar()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is at war
//o------------------------------------------------------------------------------------------------o
bool CChar::IsAtWar( void ) const
{
return bools.test( BIT_ATWAR );
}
void CChar::SetWar( bool newValue )
{
bools.set( BIT_ATWAR, newValue );
if( GetSocket() != nullptr )
{
CPWarMode wMode( newValue ? 1 : 0 );
GetSocket()->Send( &wMode );
}
UpdateRegion();
if( !IsNpc() )
{
if( IsDead() && newValue == true )
{
SetVisible( VT_VISIBLE );
}
else if( IsDead() && newValue == false )
{
SetVisible( VT_GHOSTHIDDEN );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsPassive()
//| CChar::SetPassive()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is passive in combat. Primarily used to
//| allow players to "tab out" of combat and not hit back even though someone is
//| hitting them
//o------------------------------------------------------------------------------------------------o
bool CChar::IsPassive( void ) const
{
return bools.test( BIT_ISPASSIVE );
}
void CChar::SetPassive( bool newValue )
{
bools.set( BIT_ISPASSIVE, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::HasStolen()
//| CChar::HasStolen()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character has stolen something in the last X minutes
//| since their last death
//o------------------------------------------------------------------------------------------------o
auto CChar::HasStolen() -> bool
{
return bools.test( BIT_HASSTOLEN );
}
auto CChar::HasStolen( bool newValue ) -> void
{
bools.set( BIT_HASSTOLEN, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsOnHorse()
//| CChar::SetOnHorse()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is on a horse
//o------------------------------------------------------------------------------------------------o
bool CChar::IsOnHorse( void ) const
{
return bools.test( BIT_ONHORSE );
}
void CChar::SetOnHorse( bool newValue )
{
bools.set( BIT_ONHORSE, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetTownTitle()
//| CChar::SetTownTitle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets whether the character's town info is displayed
//o------------------------------------------------------------------------------------------------o
bool CChar::GetTownTitle( void ) const
{
return bools.test( BIT_TOWNTITLE );
}
void CChar::SetTownTitle( bool newValue )
{
bools.set( BIT_TOWNTITLE, newValue );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetReactiveArmour()
//| CChar::SetReactiveArmour()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets whether the character has reactive armour
//o------------------------------------------------------------------------------------------------o
bool CChar::GetReactiveArmour( void ) const
{
return bools.test( BIT_REACTIVEARMOUR );
}
void CChar::SetReactiveArmour( bool newValue )
{
bools.set( BIT_REACTIVEARMOUR, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::CanTrain()
//| CChar::SetCanTrain()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character can train
//o------------------------------------------------------------------------------------------------o
bool CChar::CanTrain( void ) const
{
return bools.test( BIT_TRAIN );
}
void CChar::SetCanTrain( bool newValue )
{
bools.set( BIT_TRAIN, newValue );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::CanBeHired()
//| CChar::SetCanHire()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is available for hire
//o------------------------------------------------------------------------------------------------o
bool CChar::CanBeHired( void ) const
{
return bools.test( BIT_HIRELING );
}
void CChar::SetCanHire( bool newValue )
{
bools.set( BIT_HIRELING, newValue );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetGuildToggle()
//| CChar::SetGuildToggle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets whether the character displays guild information
//o------------------------------------------------------------------------------------------------o
bool CChar::GetGuildToggle( void ) const
{
return bools.test( BIT_GUILDTOGGLE );
}
void CChar::SetGuildToggle( bool newValue )
{
bools.set( BIT_GUILDTOGGLE, newValue );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsTamed()
//| CChar::SetTamed()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is tamed
//o------------------------------------------------------------------------------------------------o
bool CChar::IsTamed( void ) const
{
return bools.test( BIT_TAMED );
}
void CChar::SetTamed( bool newValue )
{
bools.set( BIT_TAMED, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsGuarded()
//| CChar::SetGuarded()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is guarded
//o------------------------------------------------------------------------------------------------o
bool CChar::IsGuarded( void ) const
{
return bools.test( BIT_GUARDED );
}
void CChar::SetGuarded( bool newValue )
{
bools.set( BIT_GUARDED, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::CanRun()
//| CChar::SetRun()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character can run
//o------------------------------------------------------------------------------------------------o
bool CChar::CanRun( void ) const
{
return bools.test( BIT_RUN );
}
void CChar::SetRun( bool newValue )
{
bools.set( BIT_RUN, newValue );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsPolymorphed()
//| CChar::IsPolymorphed()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is polymorphed
//o------------------------------------------------------------------------------------------------o
bool CChar::IsPolymorphed( void ) const
{
return bools.test( BIT_POLYMORPHED );
}
void CChar::IsPolymorphed( bool newValue )
{
bools.set( BIT_POLYMORPHED, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsIncognito()
//| CChar::IsIncognito()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is incognito
//o------------------------------------------------------------------------------------------------o
bool CChar::IsIncognito( void ) const
{
return bools.test( BIT_INCOGNITO );
}
void CChar::IsIncognito( bool newValue )
{
bools.set( BIT_INCOGNITO, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsDisguised()
//| CChar::IsDisguised()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is disguised
//o------------------------------------------------------------------------------------------------o
bool CChar::IsDisguised( void ) const
{
return bools.test( BIT_DISGUISED );
}
void CChar::IsDisguised( bool newValue )
{
bools.set( BIT_DISGUISED, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsUsingPotion()
//| CChar::SetUsingPotion()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is using a potion
//o------------------------------------------------------------------------------------------------o
bool CChar::IsUsingPotion( void ) const
{
return bools.test( BIT_USINGPOTION );
}
void CChar::SetUsingPotion( bool newVal )
{
bools.set( BIT_USINGPOTION, newVal );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::MayLevitate()
//| CChar::SetLevitate()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character can levitate - not yet in use
//o------------------------------------------------------------------------------------------------o
bool CChar::MayLevitate( void ) const
{
return bools.test( BIT_MAYLEVITATE );
}
void CChar::SetLevitate( bool newValue )
{
bools.set( BIT_MAYLEVITATE, newValue );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::WillHunger()
//| CChar::SetHungerStatus()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character will get hungry
//o------------------------------------------------------------------------------------------------o
bool CChar::WillHunger( void ) const
{
return bools.test( BIT_WILLHUNGER );
}
void CChar::SetHungerStatus( bool newValue )
{
bools.set( BIT_WILLHUNGER, newValue );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::WillThirst()
//| CChar::SetThirstStatus()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character will get thirsty
//o------------------------------------------------------------------------------------------------o
bool CChar::WillThirst(void) const
{
return bools.test( BIT_WILLTHIRST );
}
void CChar::SetThirstStatus( bool newValue )
{
bools.set( BIT_WILLTHIRST, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsMeditating()
//| CChar::SetMeditating()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is meditating
//o------------------------------------------------------------------------------------------------o
bool CChar::IsMeditating( void ) const
{
return bools.test( BIT_MEDITATING );
}
void CChar::SetMeditating( bool newValue )
{
bools.set( BIT_MEDITATING, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsCasting()
//| CChar::SetCasting()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is casting a spell
//o------------------------------------------------------------------------------------------------o
bool CChar::IsCasting( void ) const
{
return bools.test( BIT_CASTING );
}
void CChar::SetCasting( bool newValue )
{
bools.set( BIT_CASTING, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsJSCasting()
//| CChar::SetJSCasting()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns/Sets whether the character is casting a spell via JS engine
//| Notes - This is only a temporary measure until ALL code is switched over to JS code
//| As it stands, it'll try and auto-direct cast if you set casting and spell timeouts
//o------------------------------------------------------------------------------------------------o
bool CChar::IsJSCasting( void ) const
{
return bools.test( BIT_JSCASTING );
}
void CChar::SetJSCasting( bool newValue )
{
bools.set( BIT_JSCASTING, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::InBuilding()
//| CChar::SetInBuilding()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Determine if player is inside a building
//o------------------------------------------------------------------------------------------------o
bool CChar::InBuilding( void )
{
return bools.test( BIT_INBUILDING );
}
void CChar::SetInBuilding( bool newValue )
{
bools.set( BIT_INBUILDING, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsClimbing()
//| CChar::IsClimbing()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets whether the character is currently climbing (a ladder)
//o------------------------------------------------------------------------------------------------o
bool CChar::IsClimbing( void ) const
{
return bools.test( BIT_ISCLIMBING );
}
void CChar::IsClimbing( bool newValue )
{
bools.set( BIT_ISCLIMBING, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetPeace()
//| Date - 25.Feb, 2006
//o------------------------------------------------------------------------------------------------o
//| Purpose - Takes character out of combat state
//o------------------------------------------------------------------------------------------------o
void CChar::SetPeace( UI32 newValue )
{
if( newValue > 0 )
{
SetCanAttack( false );
if( IsAtWar() )
{
SetWar( false );
}
SetTarg( nullptr );
SetAttacker( nullptr );
SetTimer( tCHAR_PEACETIMER, BuildTimeValue( newValue ));
}
else
{
SetCanAttack( true );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::RemoveSelfFromOwner()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Removes character from its owner's pet (and follower) list
//o------------------------------------------------------------------------------------------------o
void CChar::RemoveSelfFromOwner( void )
{
CChar *oldOwner = GetOwnerObj();
if( ValidateObject( oldOwner ))
{
oldOwner->GetFollowerList()->Remove( this );
oldOwner->GetPetList()->Remove( this );
oldOwner->UpdateRegion();
}
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::AddSelfToOwner()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Adds character to its new owner's pet (and follower) list
//o------------------------------------------------------------------------------------------------o
void CChar::AddSelfToOwner( void )
{
CChar *newOwner = GetOwnerObj();
if( !ValidateObject( newOwner ))
{
SetTamed( false );
SetNpcWander( WT_FREE );
}
else
{
newOwner->GetPetList()->Add( this );
newOwner->AddFollower( this );
newOwner->UpdateRegion();
if( !CanBeHired() )
{
SetTamed( true );
}
}
UpdateFlag( this );
Dirty( UT_UPDATE );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetGuildFealty()
//| CChar::SetGuildFealty()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets a player's guild fealty - essentially, who the player
//| votes for as the next guild master
//o------------------------------------------------------------------------------------------------o
UI32 CChar::GetGuildFealty( void ) const
{
return guildFealty;
}
void CChar::SetGuildFealty( UI32 newValue )
{
guildFealty = newValue;
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetGuildTitle()
//| CChar::SetGuildTitle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets a player's guild title
//o------------------------------------------------------------------------------------------------o
std::string CChar::GetGuildTitle( void ) const
{
return guildTitle;
}
void CChar::SetGuildTitle( const std::string &newValue )
{
guildTitle = newValue;
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetRegen()
//| CChar::SetRegen()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets regeneration timers for player's health, mana and stamina
//o------------------------------------------------------------------------------------------------o
TIMERVAL CChar::GetRegen( UI08 part ) const
{
return regen[part];
}
void CChar::SetRegen( TIMERVAL newValue, UI08 part )
{
regen[part] = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetWeathDamage()
//| CChar::SetWeathDamage()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets timers for weather damage effects on character
//o------------------------------------------------------------------------------------------------o
TIMERVAL CChar::GetWeathDamage( UI08 part ) const
{
return weathDamage[part];
}
void CChar::SetWeathDamage( TIMERVAL newValue, UI08 part )
{
weathDamage[part] = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetNextAct()
//| CChar::SetNextAct()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the character's next spellcasting action
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetNextAct( void ) const
{
return nextAct;
}
void CChar::SetNextAct( UI08 newVal )
{
nextAct = newVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetTimer()
//| CChar::SetTimer()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets timer values for the character
//o------------------------------------------------------------------------------------------------o
TIMERVAL CChar::GetTimer( cC_TID timerId ) const
{
TIMERVAL rValue = 0;
if( timerId != tCHAR_COUNT )
{
rValue = charTimers[timerId];
}
return rValue;
}
void CChar::SetTimer( cC_TID timerId, TIMERVAL value )
{
if( timerId != tCHAR_COUNT )
{
charTimers[timerId] = value;
if( timerId == tNPC_SUMMONTIME || timerId == tCHAR_MURDERRATE || timerId == tCHAR_PEACETIMER )
{
UpdateRegion();
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetPoisonStrength()
//| CChar::SetPoisonStrength()
//| Date - 09/23/2002
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the poison strength of the character - used to poison others in combat
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetPoisonStrength( void ) const
{
return PoisonStrength;
}
void CChar::SetPoisonStrength( UI08 value )
{
PoisonStrength = value;
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetEmoteColour()
//| CChar::SetEmoteColour()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the character's emote text colour
//o------------------------------------------------------------------------------------------------o
COLOUR CChar::GetEmoteColour( void ) const
{
return emoteColor;
}
void CChar::SetEmoteColour( COLOUR newValue )
{
emoteColor = newValue;
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetSayColour()
//| CChar::SetSayColour()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the character's normal speech text colour
//o------------------------------------------------------------------------------------------------o
COLOUR CChar::GetSayColour( void ) const
{
return sayColor;
}
void CChar::SetSayColour( COLOUR newValue )
{
sayColor = newValue;
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetSkin()
//| CChar::SetSkin()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the character's skin colour
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetSkin( void ) const
{
return GetColour();
}
void CChar::SetSkin( UI16 value )
{
SetColour( value );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetStealth()
//| CChar::SetStealth()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the character's stealth walk counter
//o------------------------------------------------------------------------------------------------o
SI08 CChar::GetStealth( void ) const
{
return stealth;
}
void CChar::SetStealth( SI08 newValue )
{
stealth = newValue;
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetCell()
//| CChar::SetCell()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the cell in which a character is jailed
//o------------------------------------------------------------------------------------------------o
SI08 CChar::GetCell( void ) const
{
return cell;
}
void CChar::SetCell( SI08 newVal )
{
cell = newVal;
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetRunning()
//| CChar::SetRunning()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets whether the character is running
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetRunning( void ) const
{
return running;
}
void CChar::SetRunning( UI08 newValue )
{
running = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetStep()
//| CChar::SetStep()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the footstep sequence for the character for the purpose of playing
//| footstep sounds
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetStep( void ) const
{
return step;
}
void CChar::SetStep( UI08 newValue )
{
step = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetRegion()
//| CChar::SetRegion()
//| CChar::GetRegionNum()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the town region the character is in
//o------------------------------------------------------------------------------------------------o
CTownRegion *CChar::GetRegion( void ) const
{
if( cwmWorldState->townRegions.find( regionNum ) == cwmWorldState->townRegions.end() )
{
return cwmWorldState->townRegions[0xFF];
}
return cwmWorldState->townRegions[regionNum];
}
void CChar::SetRegion( UI16 newValue )
{
regionNum = newValue;
UpdateRegion();
}
UI16 CChar::GetRegionNum( void ) const
{
return regionNum;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetOldLocation()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets the old/previous location of the character
//o------------------------------------------------------------------------------------------------o
void CChar::SetOldLocation( SI16 newX, SI16 newY, SI08 newZ )
{
oldLocX = newX;
oldLocY = newY;
oldLocZ = newZ;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetLocation()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets the location of the character to match specified object
//o------------------------------------------------------------------------------------------------o
void CChar::SetLocation( const CBaseObject *toSet )
{
if( toSet != nullptr )
{
SetLocation( toSet->GetX(), toSet->GetY(), toSet->GetZ(), toSet->WorldNumber(), toSet->GetInstanceId() );
}
}
void InitializeWanderArea( CChar *c, SI16 xAway, SI16 yAway );
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetLocation()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets the location of the character to a specific set of coordinates/world/instance
//o------------------------------------------------------------------------------------------------o
void CChar::SetLocation( SI16 newX, SI16 newY, SI08 newZ, UI08 world, UI16 instanceId )
{
Dirty( UT_LOCATION );
MapRegion->ChangeRegion( this, newX, newY, world );
oldLocX = x;
oldLocY = y;
oldLocZ = z;
x = newX;
y = newY;
z = newZ;
WorldNumber( world );
SetInstanceId( instanceId );
CMultiObj *newMulti = FindMulti( newX, newY, newZ, world, instanceId );
if( GetMultiObj() != newMulti )
{
SetMulti( newMulti );
}
if( IsNpc() )
{
InitializeWanderArea( this, 10, 10 );
}
}
void CChar::SetLocation( SI16 newX, SI16 newY, SI08 newZ )
{
SetLocation( newX, newY, newZ, WorldNumber(), GetInstanceId() );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetPackItem()
//| CChar::SetPackItem()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the main backpack object of the character
//o------------------------------------------------------------------------------------------------o
CItem * CChar::GetPackItem( void )
{
if( packItem == nullptr )
{
CItem *tempItem = GetItemAtLayer( IL_PACKITEM );
if( ValidateObject( tempItem ) && tempItem->GetType() == IT_CONTAINER )
{
packItem = tempItem;
}
}
return packItem;
}
void CChar::SetPackItem( CItem *newVal )
{
packItem = newVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CalcSerFromObj()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Return the serial of an object
//o------------------------------------------------------------------------------------------------o
SERIAL CalcSerFromObj( CBaseObject *mObj )
{
SERIAL toReturn = INVALIDSERIAL;
if( ValidateObject( mObj ))
{
toReturn = mObj->GetSerial();
}
return toReturn;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetTarg()
//| CChar::SetTarg()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Returns character's current target
//o------------------------------------------------------------------------------------------------o
CChar *CChar::GetTarg( void ) const
{
return CalcCharObjFromSer( targ );
}
void CChar::SetTarg( CChar *newTarg )
{
targ = CalcSerFromObj( newTarg );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetAttacker()
//| CChar::SetAttacker()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets character's current attacker
//o------------------------------------------------------------------------------------------------o
CChar *CChar::GetAttacker( void ) const
{
return CalcCharObjFromSer( attacker );
}
void CChar::SetAttacker( CChar *newValue )
{
attacker = CalcSerFromObj( newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetAdvObj()
//| CChar::SetAdvObj()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the "morex" identifier value of the previous advancement used
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetAdvObj( void ) const
{
return advObj;
}
void CChar::SetAdvObj( UI16 newValue )
{
advObj = newValue;
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetRaceGate()
//| CChar::SetRaceGate()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the raceId value of a race gate
//o------------------------------------------------------------------------------------------------o
RACEID CChar::GetRaceGate( void ) const
{
return raceGate;
}
void CChar::SetRaceGate( RACEID newValue )
{
raceGate = newValue;
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetSpellCast()
//| CChar::SetSpellCast()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the spell ID of the next spell an NPC will be casting
//o------------------------------------------------------------------------------------------------o
SI08 CChar::GetSpellCast( void ) const
{
return spellCast;
}
void CChar::SetSpellCast( SI08 newValue )
{
spellCast = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetPriv()
//| CChar::SetPriv()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the character's special privileges
//o------------------------------------------------------------------------------------------------o
UI32 CChar::GetPriv( void ) const
{
return static_cast<UI32>( priv.to_ulong() );
}
void CChar::SetPriv( UI32 newValue )
{
priv = newValue;
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetBaseSkill()
//| CChar::SetBaseSkill()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets a character's specified baseskill (without modifiers)
//o------------------------------------------------------------------------------------------------o
SKILLVAL CChar::GetBaseSkill( UI08 skillToGet ) const
{
SKILLVAL rVal = 0;
if( skillToGet < ALLSKILLS )
{
rVal = baseskill[skillToGet];
}
return rVal;
}
void CChar::SetBaseSkill( SKILLVAL newSkillValue, UI08 skillToSet )
{
if( skillToSet < ALLSKILLS )
{
baseskill[skillToSet] = newSkillValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetSkillCap()
//| CChar::SetSkillCap()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets a character's specified skill cap (without modifiers)
//o------------------------------------------------------------------------------------------------o
SKILLVAL CChar::GetSkillCap( UI08 skillToGet ) const
{
SKILLVAL rVal = 0;
if( skillToGet <= INTELLECT )
{
rVal = skillCap[skillToGet];
}
return ( rVal > 0 ? rVal : cwmWorldState->ServerData()->ServerSkillCapStatus() );
}
void CChar::SetSkillCap( SKILLVAL newSkillCapValue, UI08 skillToSet )
{
if( skillToSet <= INTELLECT )
{
skillCap[skillToSet] = newSkillCapValue;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetSkill()
//| CChar::SetSkill()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets a character's specified skill (with modifiers)
//o------------------------------------------------------------------------------------------------o
SKILLVAL CChar::GetSkill( UI08 skillToGet ) const
{
SKILLVAL rVal = 0;
if( skillToGet <= INTELLECT )
{
rVal = skill[skillToGet];
SI32 modifier = Races->DamageFromSkill( skillToGet, race );
if( modifier != 0 )
{
SKILLVAL toAdd = static_cast<SKILLVAL>( static_cast<R32>( skill[skillToGet] ) * ( static_cast<R32>( modifier ) / 1000 )); // percentage to add
rVal += toAdd; // return the bonus
}
}
return rVal;
}
void CChar::SetSkill( SKILLVAL newSkillValue, UI08 skillToSet )
{
if( skillToSet <= INTELLECT )
{
skill[skillToSet] = newSkillValue;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetGuildNumber()
//| CChar::SetGuildNumber()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets ID of guild character belongs to
//o------------------------------------------------------------------------------------------------o
SI16 CChar::GetGuildNumber( void ) const
{
return guildNumber;
}
void CChar::SetGuildNumber( SI16 newValue )
{
guildNumber = newValue;
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetFlag()
//| CChar::SetFlag()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets flag for character (criminal, innocent, murderer, etc)
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetFlag( void ) const
{
return flag;
}
void CChar::SetFlag( UI08 newValue )
{
flag = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetFontType()
//| CChar::SetFontType()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the font type used by the character for speech
//o------------------------------------------------------------------------------------------------o
SI08 CChar::GetFontType( void ) const
{
return fontType;
}
void CChar::SetFontType( SI08 newType )
{
fontType = newType;
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsGM()
//| CChar::SetGM()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks/Sets whether the character has GM privileges
//o------------------------------------------------------------------------------------------------o
bool CChar::IsGM( void ) const
{
return priv.test( BIT_GM );
}
void CChar::SetGM( bool newValue )
{
priv.set( BIT_GM, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::CanBroadcast()
//| CChar::SetBroadcast()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks/Sets whether the character is allowed to broadcast messages globally
//o------------------------------------------------------------------------------------------------o
bool CChar::CanBroadcast( void ) const
{
return priv.test( BIT_BROADCAST );
}
void CChar::SetBroadcast( bool newValue )
{
priv.set( BIT_BROADCAST, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsInvulnerable()
//| CChar::SetInvulnerable()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks/Set whether the character is invulnerable
//o------------------------------------------------------------------------------------------------o
bool CChar::IsInvulnerable( void ) const
{
return priv.test( BIT_INVULNERABLE );
}
void CChar::SetInvulnerable( bool newValue )
{
priv.set( BIT_INVULNERABLE, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetSingClickSer()
//| CChar::SetSingClickSer()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks/Sets whether player is allowed to see serials of objects clicked
//o------------------------------------------------------------------------------------------------o
bool CChar::GetSingClickSer( void ) const
{
return priv.test( BIT_SINGCLICKSER );
}
void CChar::SetSingClickSer( bool newValue )
{
priv.set( BIT_SINGCLICKSER, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::NoSkillTitles()
//| CChar::SetSkillTitles()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks/Sets whether skill titles will show up for character
//o------------------------------------------------------------------------------------------------o
bool CChar::NoSkillTitles( void ) const
{
return priv.test( BIT_SKILLTITLES );
}
void CChar::SetSkillTitles( bool newValue )
{
priv.set( BIT_SKILLTITLES, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsGMPageable()
//| CChar::SetGMPageable()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks/Sets whether character can answer GM pages
//o------------------------------------------------------------------------------------------------o
bool CChar::IsGMPageable( void ) const
{
return priv.test( BIT_GMPAGEABLE );
}
void CChar::SetGMPageable( bool newValue )
{
priv.set( BIT_GMPAGEABLE, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::CanSnoop()
//| CChar::SetSnoop()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks/Sets whether character can snoop in the backpacks of other players and NPCs
//o------------------------------------------------------------------------------------------------o
bool CChar::CanSnoop( void ) const
{
return priv.test( BIT_SNOOP );
}
void CChar::SetSnoop( bool newValue )
{
priv.set( BIT_SNOOP, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsCounselor()
//| CChar::SetCounselor()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks/Sets whether character has Counselor privileges
//o------------------------------------------------------------------------------------------------o
bool CChar::IsCounselor( void ) const
{
return priv.test( BIT_COUNSELOR );
}
void CChar::SetCounselor( bool newValue )
{
priv.set( BIT_COUNSELOR, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::AllMove()
//| CChar::SetAllMove()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks/Sets character can move all items freely, regardless of their moveable state
//o------------------------------------------------------------------------------------------------o
bool CChar::AllMove( void ) const
{
return priv.test( BIT_ALLMOVE );
}
void CChar::SetAllMove( bool newValue )
{
priv.set( BIT_ALLMOVE, newValue );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsFrozen()
//| CChar::SetFrozen()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks/Sets whether the character is in frozen state
//o------------------------------------------------------------------------------------------------o
bool CChar::IsFrozen( void ) const
{
return priv.test( BIT_FROZEN );
}
void CChar::SetFrozen( bool newValue )
{
priv.set( BIT_FROZEN, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::ViewHouseAsIcon()
//| CChar::SetViewHouseAsIcon()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks/Sets whether the character views icons/deeds instead of actual houses
//o------------------------------------------------------------------------------------------------o
bool CChar::ViewHouseAsIcon( void ) const
{
return priv.test( BIT_VIEWHOUSEASICON );
}
void CChar::SetViewHouseAsIcon( bool newValue )
{
priv.set( BIT_VIEWHOUSEASICON, newValue );
}
// 0x0800 is free
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::NoNeedMana()
//| CChar::SetNoNeedMana()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks/Sets whether mana is required for spellcasting for this character
//o------------------------------------------------------------------------------------------------o
bool CChar::NoNeedMana( void ) const
{
return priv.test( BIT_NONEEDMANA );
}
void CChar::SetNoNeedMana( bool newValue )
{
priv.set( BIT_NONEEDMANA, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsDispellable()
//| CChar::SetDispellable()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks/Sets whether this character is dispellable using dispel spell (i.e. it was summoned)
//o------------------------------------------------------------------------------------------------o
bool CChar::IsDispellable( void ) const
{
return priv.test( BIT_DISPELLABLE );
}
void CChar::SetDispellable( bool newValue )
{
priv.set( BIT_DISPELLABLE, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsTempReflected()
//| CChar::SetTempReflected()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks/Sets whether character is temporarily protected by the magic reflect spell
//o------------------------------------------------------------------------------------------------o
bool CChar::IsTempReflected( void ) const
{
return priv.test( BIT_TEMPREFLECTED );
}
void CChar::SetTempReflected( bool newValue )
{
priv.set( BIT_TEMPREFLECTED, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsPermReflected()
//| CChar::SetPermReflected()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks/Sets whether character is permanently protected by the magic reflect spell
//o------------------------------------------------------------------------------------------------o
bool CChar::IsPermReflected( void ) const
{
return priv.test( BIT_PERMREFLECTED );
}
void CChar::SetPermReflected( bool newValue )
{
priv.set( BIT_PERMREFLECTED, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::NoNeedReags()
//| CChar::SetNoNeedReags()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks/Sets whether magical reagents are required for spellcasting for this character
//o------------------------------------------------------------------------------------------------o
bool CChar::NoNeedReags( void ) const
{
return priv.test( BIT_NONEEDREAGS );
}
void CChar::SetNoNeedReags( bool newValue )
{
priv.set( BIT_NONEEDREAGS, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::HideFameKarmaTitle()
//| CChar::HideFameKarmaTitle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks/Sets whether fame/karma titles should show for character
//o------------------------------------------------------------------------------------------------o
bool CChar::HideFameKarmaTitle( void ) const
{
return priv.test( BIT_HIDEFAMEKARMATITLE );
}
void CChar::HideFameKarmaTitle( bool newValue )
{
priv.set( BIT_HIDEFAMEKARMATITLE, newValue );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::Dupe()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Duplicate character - used for splitting NPCs when hit in combat
//o------------------------------------------------------------------------------------------------o
CChar *CChar::Dupe( void )
{
CChar *target = static_cast<CChar *>(ObjectFactory::GetSingleton().CreateObject( OT_CHAR ));
if( target == nullptr )
return nullptr;
CBaseObject::CopyData( target );
CopyData( target );
return target;
}
void CChar::CopyData( CChar *target )
{
target->SetMulti( GetMultiObj() );
target->SetOwner( GetOwnerObj() );
target->SetSpawn( GetSpawn() );
target->SetPriv( GetPriv() );
target->SetName( name );
target->SetTitle( title );
target->SetLocation( this );
target->SetDir( dir );
target->SetId( id );
target->SetSkin( GetColour() );
target->SetFontType( fontType );
target->SetSayColour( sayColor );
target->SetEmoteColour( emoteColor );
target->SetStrength( strength );
target->SetDexterity( dexterity );
target->SetIntelligence( intelligence );
if( GetMaxHPFixed() )
{
target->SetFixedMaxHP( maxHP );
}
if( GetMaxManaFixed() )
{
target->SetFixedMaxMana( maxMana );
}
if( GetMaxStamFixed() )
{
target->SetFixedMaxStam( maxStam );
}
target->SetHP( hitpoints );
target->SetStamina( stamina );
target->SetMana( mana );
target->SetStrength2( st2 );
target->SetDexterity2( dx2 );
target->SetIntelligence2( in2 );
target->SetHiDamage( hiDamage );
target->SetLoDamage( loDamage );
for( UI08 i = 0; i < ALLSKILLS; ++i )
{
target->SetBaseSkill( baseskill[i], i );
target->SetSkill( skill[i], i );
}
target->SetCell( cell );
target->SetPackItem( packItem );
target->SetWeight( weight );
target->SetResist( GetResist( PHYSICAL), PHYSICAL );
target->SetTarg( GetTarg() );
target->SetRegen( regen[0], 0 );
target->SetRegen( regen[1], 1 );
target->SetRegen( regen[2], 2 );
target->SetAttacker( GetAttacker() );
target->SetVisible( GetVisible() );
for( SI32 mTID = static_cast<SI32>( tCHAR_TIMEOUT ); mTID < static_cast<SI32>( tCHAR_COUNT ); ++mTID )
{
target->SetTimer( static_cast<cC_TID>( mTID ), GetTimer( static_cast<cC_TID>( mTID )));
}
target->SetHunger( hunger );
target->SetThirst( thirst );
target->SetBrkPeaceChance( GetBrkPeaceChance() );
target->SetBrkPeaceChanceGain( GetBrkPeaceChanceGain() );
target->SetRegion( regionNum );
target->SetTown( town );
target->SetAdvObj( advObj );
target->SetDisabled( IsDisabled() );
target->SetCanHire( CanBeHired() );
target->SetCanTrain( CanTrain() );
target->SetLastOn( GetLastOn() );
target->SetLastOnSecs( GetLastOnSecs() );
target->SetPlayTime( GetPlayTime() );
target->SetGuildTitle( guildTitle );
target->SetGuildFealty( guildFealty );
target->SetGuildNumber( guildNumber );
target->SetFlag( flag );
target->SetCasting( IsCasting() );
target->SetJSCasting( IsJSCasting() );
target->SetSpellCast( spellCast );
target->SetNextAct( nextAct );
target->SetSquelched( GetSquelched() );
target->SetMeditating( IsMeditating() );
target->SetHitChance( GetHitChance() );
target->SetDefenseChance( GetDefenseChance() );
target->SetStealth( stealth );
target->SetRunning( running );
target->SetRace( GetRace() );
target->SetRaceGate( raceGate );
target->SetCarve( carve );
target->SetNPCGuild( npcGuild );
target->SetNPCGuildJoined( npcGuild );
for( UI08 counter2 = 0; counter2 < WEATHNUM; ++counter2 )
{
target->SetWeathDamage( weathDamage[counter2], counter2 );
}
if( IsValidNPC() )
{
target->SetNpc( IsNpc() );
target->SetTamedHungerRate( GetTamedHungerRate() );
target->SetTamedThirstRate( GetTamedThirstRate() );
target->SetTamedHungerWildChance( GetTamedHungerWildChance() );
target->SetTamedThirstWildChance( GetTamedThirstWildChance() );
target->SetFood( GetFood() );
target->SetFleeAt( GetFleeAt() );
target->SetReattackAt( GetReattackAt() );
target->SetFTarg( GetFTarg() );
target->SetFx( GetFx( 0 ), 0 );
target->SetFx( GetFx( 1 ), 1 );
target->SetFy( GetFy( 0 ), 0 );
target->SetFy( GetFy( 1 ), 1 );
target->SetFz( GetFz() );
target->SetNpcWander( GetNpcWander() );
target->SetOldNpcWander( GetOldNpcWander() );
target->SetTaming( GetTaming() );
target->SetPeaceing( GetPeaceing() );
target->SetProvoing( GetProvoing() );
target->SetNPCAiType( GetNpcAiType() );
target->SetSpAttack( GetSpAttack() );
target->SetSpDelay( GetSpDelay() );
target->SetSplit( GetSplit() );
target->SetSplitChance( GetSplitChance() );
target->SetTrainingPlayerIn( GetTrainingPlayerIn() );
target->SetHoldG( GetHoldG() );
target->SetQuestType( GetQuestType() );
target->SetQuestDestRegion( GetQuestDestRegion() );
target->SetQuestOrigRegion( GetQuestOrigRegion() );
target->SetNPCFlag( GetNPCFlag() );
target->SetWalkingSpeed( GetWalkingSpeed() );
target->SetRunningSpeed( GetRunningSpeed() );
target->SetFleeingSpeed( GetFleeingSpeed() );
target->SetMountedWalkingSpeed( GetMountedWalkingSpeed() );
target->SetMountedRunningSpeed( GetMountedRunningSpeed() );
target->SetMountedFleeingSpeed( GetMountedFleeingSpeed() );
}
if( IsValidPlayer() )
{
target->SetTownpriv( GetTownPriv() );
target->SetTownVote( GetTownVote() );
target->SetDeaths( GetDeaths() );
target->SetFixedLight( GetFixedLight() );
target->SetGuarding( GetGuarding() );
target->SetOrgName( GetOrgName() );
target->SetRobe( GetRobe() );
target->SetAccount( GetAccount() );
target->SetOrgId( GetOrgId() );
target->SetCallNum( GetCallNum() );
target->SetPlayerCallNum( GetPlayerCallNum() );
target->SetCommandLevel( GetCommandLevel() );
target->SetPostType( GetPostType() );
target->SetTrackingTarget( GetTrackingTarget() );
for( UI08 counter = 0; counter < mPlayer->trackingTargets.size(); ++counter )
{
target->SetTrackingTargets( mPlayer->trackingTargets[counter], counter );
}
for( UI08 j = STRENGTH; j <= INTELLECT; ++j )
{
target->SetAtrophy( mPlayer->atrophy[j], j );
target->SetSkillLock( mPlayer->lockState[j], j );
}
target->SetCreatedOn( GetCreatedOn() );
}
// Add any script triggers present on object to the new object
target->scriptTriggers = GetScriptTriggers();
// Don't forget to copy the tags
target->tags = GetTagMap();
target->tempTags = GetTempTagMap();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::FlagColour()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Return character flag, which determines the color the character highlights in
//o------------------------------------------------------------------------------------------------o
FlagColors CChar::FlagColour( CChar *toCompare )
{
FlagColors retVal = FC_INNOCENT;
GUILDRELATION gComp = GR_UNKNOWN;
RaceRelate rComp = RACE_NEUTRAL;
if( ValidateObject( toCompare ))
{
if( !IsIncognito() )
{
gComp = GuildSys->Compare( this, toCompare );
rComp = Races->Compare( this, toCompare );
}
}
if( IsInvulnerable() )
{
retVal = FC_INVULNERABLE;
}
else if( IsMurderer() )
{
retVal = FC_MURDERER;
}
else if( IsCriminal() || HasStolen() || CheckPermaGreyFlag( toCompare->GetSerial() ))
{
retVal = FC_CRIMINAL;
}
else if( IsNeutral() || CheckAggressorFlag( toCompare->GetSerial() ))
{
retVal = FC_NEUTRAL;
}
else if( rComp != RACE_NEUTRAL || gComp != GR_UNKNOWN )
{
if( gComp == GR_ALLY || gComp == GR_SAME || rComp >= RACE_ALLY )
{
retVal = FC_FRIEND;
}
else if( gComp == GR_WAR || rComp <= RACE_ENEMY )
{
retVal = FC_ENEMY;
}
}
return retVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::RemoveFromSight()
//| Date - April 7th, 2000
//o------------------------------------------------------------------------------------------------o
//| Purpose - Loops through all online chars and removes the character from their sight
//o------------------------------------------------------------------------------------------------o
void CChar::RemoveFromSight( CSocket *mSock )
{
CPRemoveItem toSend = ( *this );
if( mSock != nullptr )
{
mSock->Send( &toSend );
}
else
{
for( auto &tSock : FindPlayersInOldVisrange( this ))
{
if( tSock->LoginComplete() )
{
if( tSock->CurrcharObj() != this )
{
tSock->Send( &toSend );
}
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::RemoveAllObjectsFromSight()
//| Date - July 1st, 2020
//o------------------------------------------------------------------------------------------------o
//| Purpose - Loops through nearby objects and removes them from the player's sight
//o------------------------------------------------------------------------------------------------o
auto CChar::RemoveAllObjectsFromSight( CSocket *mSock ) -> void
{
if( mSock != nullptr )
{
//CChar *myChar = mSock->CurrcharObj();
//mSock->CurrcharObj();
// Calculate player's visibility range so we can use it to find nearby objects
UI16 visRange = mSock->Range() + Races->VisRange( GetRace() );
UI16 mCharX = this->GetX();
UI16 mCharY = this->GetY();
auto minX = mCharX - visRange;
auto minY = mCharY - visRange;
auto maxX = mCharX + visRange;
auto maxY = mCharY + visRange;
for( auto &MapArea : MapRegion->PopulateList( this ))
{
if( MapArea == nullptr )
continue;
// First remove nearby characters from sight
auto regChars = MapArea->GetCharList();
for( const auto &tempChar : regChars->collection() )
{
if( !ValidateObject( tempChar ) || tempChar->GetInstanceId() != this->GetInstanceId() )
continue;
CPRemoveItem charToSend = ( *tempChar );
auto tempX = tempChar->GetX();
auto tempY = tempChar->GetY();
if( this != tempChar && ( tempX >= minX && tempX <= maxX && tempY >= minY && tempY <= maxY ) &&
( IsOnline(( *tempChar )) || tempChar->IsNpc() ||
(( IsGM() || GetAccount().wAccountIndex == 0 ) && cwmWorldState->ServerData()->ShowOfflinePCs() )))
{
mSock->Send( &charToSend );
}
}
// Now remove nearby items and multis from sight
auto regItems = MapArea->GetItemList();
for( const auto &tempItem : regItems->collection() )
{
if( !ValidateObject( tempItem ) || tempItem->GetInstanceId() != this->GetInstanceId() )
continue;
CPRemoveItem itemToSend = ( *tempItem );
auto tempItemX = tempItem->GetX();
auto tempItemY = tempItem->GetY();
if( tempItem->CanBeObjType( OT_MULTI ))
{
if( tempItemX >= mCharX - DIST_BUILDRANGE && tempItemX <= mCharX + DIST_BUILDRANGE
&& tempItemY >= mCharY - DIST_BUILDRANGE && tempItemY <= mCharY + DIST_BUILDRANGE )
{
mSock->Send( &itemToSend );
}
}
else
{
if( tempItemX >= minX && tempItemX <= maxX && tempItemY >= minY && tempItemY <= maxY )
{
mSock->Send( &itemToSend );
}
}
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SendToSocket()
//| Date - April 7th, 2000
//| Modified - (June 16, 2003)
//| Got rid of array based packet sending, replaced with
//| CPDrawObject, simplifying logic
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sends the information about this person to socket S
//| IF in range. Essentially a replacement for impowncreate
//o------------------------------------------------------------------------------------------------o
void CChar::SendToSocket( CSocket *s, bool drawGamePlayer )
{
if( s != nullptr && s->LoginComplete() )
{
CChar *mCharObj = s->CurrcharObj();
bool alwaysSendItemHue = false;
if( s->ReceivedVersion() )
{
if( s->ClientVerShort() >= CVS_70331 )
{
alwaysSendItemHue = true;
}
}
else if( cwmWorldState->ServerData()->ClientSupport70331() || cwmWorldState->ServerData()->ClientSupport704565() || cwmWorldState->ServerData()->ClientSupport70610() )
{
// No client version received yet. Rely on highest client support enabled in UOX.INI
alwaysSendItemHue = true;
}
if( mCharObj == this && drawGamePlayer && ( mCharObj->GetVisible() == 0 || mCharObj->IsDead() ))
{
// Only send this when updating after a teleport/world change
CPDrawGamePlayer gpToSend(( *this ));
s->Send( &gpToSend );
SendWornItems( s );
}
else if( GetVisible() == VT_GHOSTHIDDEN && mCharObj->GetAccount().wAccountIndex != 0 && !mCharObj->IsDead() && GetCommandLevel() >= mCharObj->GetCommandLevel() )
{
return;
}
else if( mCharObj != this && mCharObj->GetAccount().wAccountIndex != 0 && GetCommandLevel() >= mCharObj->GetCommandLevel()
&& (( GetVisible() != VT_VISIBLE && GetVisible() != VT_GHOSTHIDDEN ) || ( !IsNpc() && !IsOnline(( *this )))))
{
return;
}
CPDrawObject toSend(( *this ));
toSend.SetRepFlag( static_cast<UI08>( FlagColour( mCharObj )));
for( LAYERLIST_ITERATOR lIter = itemLayers.begin(); lIter != itemLayers.end(); ++lIter )
{
if( ValidateObject( lIter->second ))
{
toSend.AddItem( lIter->second, alwaysSendItemHue );
}
}
toSend.Finalize();
s->Send( &toSend );
if( s->ClientType() >= CV_SA2D )
{
// Send poison state of healthbar
CPHealthBarStatus hpBarStatus1(( *this ), ( *s ), 1 );
s->Send( &hpBarStatus1 );
// Send invulnerable state of healthbar
CPHealthBarStatus hpBarStatus2(( *this ), ( *s ), 2 );
s->Send( &hpBarStatus2 );
}
// Only send tooltip if server feature for tooltips is enabled
if( cwmWorldState->ServerData()->GetServerFeature( SF_BIT_AOS ))
{
CPToolTip pSend( GetSerial(), s );
s->Send( &pSend );
}
}
}
void CheckRegion( CSocket *mSock, CChar& mChar, bool forceUpdateLight );
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::Teleport()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Updates teleporting player and sends nearby objects after teleporting
//o------------------------------------------------------------------------------------------------o
auto CChar::Teleport() -> void
{
CSocket *mSock = GetSocket();
RemoveFromSight();
Update( nullptr, true, true, false );
if( mSock != nullptr )
{
UI16 visrange = mSock->Range() + Races->VisRange( GetRace() );
mSock->StatWindow( this );
mSock->WalkSequence( -1 );
UI16 mCharX = this->GetX();
UI16 mCharY = this->GetY();
auto minX = mCharX - visrange;
auto minY = mCharY - visrange;
auto maxX = mCharX + visrange;
auto maxY = mCharY + visrange;
for( auto &MapArea : MapRegion->PopulateList( this ))
{
if( MapArea == nullptr )
continue;
auto regChars = MapArea->GetCharList();
for( const auto tempChar : regChars->collection() )
{
if( !ValidateObject( tempChar ) || tempChar->GetInstanceId() != this->GetInstanceId() )
continue;
auto tempX = tempChar->GetX();
auto tempY = tempChar->GetY();
if( this != tempChar && ( tempX >= minX && tempX <= maxX && tempY >= minY && tempY <= maxY ) &&
( IsOnline(( *tempChar )) || tempChar->IsNpc() ||
(( IsGM() || GetAccount().wAccountIndex == 0 ) && cwmWorldState->ServerData()->ShowOfflinePCs() )))
{
tempChar->SendToSocket( mSock );
}
}
auto regItems = MapArea->GetItemList();
for( const auto tempItem : regItems->collection() )
{
if( !ValidateObject( tempItem ) || tempItem->GetInstanceId() != this->GetInstanceId() )
continue;
auto tempItemX = tempItem->GetX();
auto tempItemY = tempItem->GetY();
if( tempItem->CanBeObjType( OT_MULTI ))
{
if( tempItemX >= mCharX - DIST_BUILDRANGE && tempItemX <= mCharX + DIST_BUILDRANGE
&& tempItemY >= mCharY - DIST_BUILDRANGE && tempItemY <= mCharY + DIST_BUILDRANGE )
{
tempItem->SendToSocket( mSock );
}
}
else
{
if( tempItemX >= minX && tempItemX <= maxX && tempItemY >= minY && tempItemY <= maxY )
{
tempItem->SendToSocket( mSock );
}
}
}
}
}
CheckCharInsideBuilding( this, mSock, false );
bool forceWeatherupdate = true;
if( ValidateObject( GetMultiObj() ))
{
if( GetMultiObj()->CanBeObjType( OT_BOAT ))
{
//Don't force a weather update while on boat to prevent spam.
forceWeatherupdate = false;
}
}
CheckRegion( mSock, ( *this ), forceWeatherupdate );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::ExposeToView()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Makes character visible
//o------------------------------------------------------------------------------------------------o
void CChar::ExposeToView( void )
{
SetVisible( VT_VISIBLE );
SetStealth( -1 );
// hide it from ourselves, we want to show ourselves to everyone in range
// now we tell everyone we exist
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::Update()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sends update to all those in range
//o------------------------------------------------------------------------------------------------o
void CChar::Update( CSocket *mSock, bool drawGamePlayer, bool sendToSelf, bool triggerInRangeEvent )
{
if( mSock != nullptr )
{
SendToSocket( mSock, drawGamePlayer );
}
else
{
for( auto &tSock :FindPlayersInVisrange( this ))
{
if( tSock->LoginComplete() )
{
if(( tSock->CurrcharObj()== this ) && sendToSelf )
{
SendToSocket( tSock, drawGamePlayer );
}
SendToSocket( tSock, drawGamePlayer );
if( triggerInRangeEvent && tSock->CurrcharObj() != this )
{
Movement->DoJSInRange( this, tSock->CurrcharObj() );
Movement->DoJSInRange( tSock->CurrcharObj(), this );
}
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetItemAtLayer()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the item at layer Layer on paperdoll
//o------------------------------------------------------------------------------------------------o
CItem *CChar::GetItemAtLayer( ItemLayers Layer )
{
CItem *rVal = nullptr;
LAYERLIST_ITERATOR lIter = itemLayers.find( Layer );
if( lIter != itemLayers.end() )
{
rVal = lIter->second;
}
return rVal;
}
void Bounce( CSocket *bouncer, CItem *bouncing, UI08 mode = 5 );
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::WearItem()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Wears the item toWear and adjusts the stats if any are
//| required to change. Returns true if successfully equipped
//o------------------------------------------------------------------------------------------------o
bool CChar::WearItem( CItem *toWear )
{
// Run event prior to equipping item, allowing script to prevent equip
std::vector<UI16> scriptTriggers = toWear->GetScriptTriggers();
for( auto i : scriptTriggers )
{
cScript *tScript = JSMapping->GetScript( i );
if( tScript != nullptr )
{
// If script returns false, prevent item from being equipped
if( tScript->OnEquipAttempt( this, toWear ) == 0 )
{
CSocket *mSock = this->GetSocket();
if( mSock != nullptr )
{
Bounce( mSock, toWear );
}
return false;
}
}
}
scriptTriggers.clear();
scriptTriggers.shrink_to_fit();
scriptTriggers = this->GetScriptTriggers();
for( auto i : scriptTriggers )
{
cScript *tScript = JSMapping->GetScript( i );
if( tScript != nullptr )
{
// If script returns false, prevent item from being equipped
if( tScript->OnEquipAttempt( this, toWear ) == 0 )
{
CSocket *mSock = this->GetSocket();
if( mSock != nullptr )
{
Bounce( mSock, toWear );
}
return false;
}
}
}
bool rValue = true;
ItemLayers tLayer = toWear->GetLayer();
if( tLayer != IL_NONE ) // Layer == 0 is a special case, for things like trade windows and such
{
auto itemAtLayer = GetItemAtLayer( tLayer );
if( ValidateObject( itemAtLayer ))
{
#if defined( UOX_DEBUG_MODE )
if( itemAtLayer->GetSectionId() != toWear->GetSectionId() )
{
std::string charName = GetNpcDictName( this, nullptr, NRS_SYSTEM );
Console.Warning( oldstrutil::format( "Failed to equip item %s(0x%X) to layer 0x%X on character %s(0x%X, from section [%s]) - another item (%s) is already equipped in that layer!", toWear->GetName().c_str(), toWear->GetSerial(), tLayer, charName.c_str(), serial, GetSectionId().c_str(), itemAtLayer->GetName().c_str() ));
}
#endif
rValue = false;
}
else
{
itemLayers[tLayer] = toWear;
IncStrength2( itemLayers[tLayer]->GetStrength2() );
IncDexterity2( itemLayers[tLayer]->GetDexterity2() );
IncIntelligence2( itemLayers[tLayer]->GetIntelligence2() );
IncHealthRegenBonus( itemLayers[tLayer]->GetHealthRegenBonus() );
IncStaminaRegenBonus( itemLayers[tLayer]->GetStaminaRegenBonus() );
IncManaRegenBonus( itemLayers[tLayer]->GetManaRegenBonus() );
IncSwingSpeedIncrease( itemLayers[tLayer]->GetSwingSpeedIncrease() );
IncHealthLeech( itemLayers[tLayer]->GetHealthLeech() );
IncStaminaLeech( itemLayers[tLayer]->GetStaminaLeech() );
IncManaLeech( itemLayers[tLayer]->GetManaLeech() );
IncLuck( itemLayers[tLayer]->GetLuck() );
IncHitChance( itemLayers[tLayer]->GetHitChance() );
IncDefenseChance( itemLayers[tLayer]->GetDefenseChance() );
IncTithing( itemLayers[tLayer]->GetTithing() );
IncHealthBonus( itemLayers[tLayer]->GetHealthBonus() );
IncStaminaBonus( itemLayers[tLayer]->GetStaminaBonus() );
IncManaBonus( itemLayers[tLayer]->GetManaBonus() );
IncDamageIncrease( itemLayers[tLayer]->GetDamageIncrease() );
if( toWear->IsPostLoaded() )
{
if( itemLayers[tLayer]->GetPoisoned() )
{
SetPoisonStrength( GetPoisonStrength() + itemLayers[tLayer]->GetPoisoned() ); // should be +, not -
}
std::vector<UI16> scriptTriggers = toWear->GetScriptTriggers();
for( auto i : scriptTriggers )
{
cScript *tScript = JSMapping->GetScript( i );
if( tScript != nullptr )
{
// If script returns 1, prevent other scripts with event from running
if( tScript->OnEquip( this, toWear ) == 1 )
{
break;
}
}
}
}
}
}
return rValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::TakeOffItem()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Takes the item off the character's paperdoll, ensuring that any stat
//| adjustments are made. Returns true if successfully unequipped
//o------------------------------------------------------------------------------------------------o
bool CChar::TakeOffItem( ItemLayers Layer )
{
bool rValue = false;
if( ValidateObject( GetItemAtLayer( Layer )))
{
// Run event prior to equipping item, allowing script to prevent equip
std::vector<UI16> scriptTriggers = itemLayers[Layer]->GetScriptTriggers();
for( auto i : scriptTriggers )
{
cScript *tScript = JSMapping->GetScript( i );
if( tScript != nullptr )
{
if( tScript->OnUnequipAttempt( this, itemLayers[Layer] ) == 0 )
{
return false;
}
}
}
scriptTriggers.clear();
scriptTriggers.shrink_to_fit();
scriptTriggers = this->GetScriptTriggers();
for( auto i : scriptTriggers )
{
cScript *tScript = JSMapping->GetScript( i );
if( tScript != nullptr )
{
// If script returns false, prevent item from being equipped
if( tScript->OnUnequipAttempt( this, itemLayers[Layer] ) == 0 )
{
return false;
}
}
}
if( Layer == IL_PACKITEM ) // It's our pack!
{
SetPackItem( nullptr );
}
IncStrength2( -itemLayers[Layer]->GetStrength2() );
IncDexterity2( -itemLayers[Layer]->GetDexterity2() );
IncIntelligence2( -itemLayers[Layer]->GetIntelligence2() );
IncHealthRegenBonus( -itemLayers[Layer]->GetHealthRegenBonus() );
IncStaminaRegenBonus( -itemLayers[Layer]->GetStaminaRegenBonus() );
IncManaRegenBonus( -itemLayers[Layer]->GetManaRegenBonus() );
IncSwingSpeedIncrease( -itemLayers[Layer]->GetSwingSpeedIncrease() );
IncHealthLeech( -itemLayers[Layer]->GetHealthLeech() );
IncStaminaLeech( -itemLayers[Layer]->GetStaminaLeech() );
IncManaLeech( -itemLayers[Layer]->GetManaLeech() );
IncLuck( -itemLayers[Layer]->GetLuck() );
IncHitChance( -itemLayers[Layer]->GetHitChance() );
IncDefenseChance( -itemLayers[Layer]->GetDefenseChance() );
IncTithing( -itemLayers[Layer]->GetTithing() );
IncHealthBonus( -itemLayers[Layer]->GetHealthBonus() );
IncStaminaBonus( -itemLayers[Layer]->GetStaminaBonus() );
IncManaBonus( -itemLayers[Layer]->GetManaBonus() );
IncDamageIncrease( -itemLayers[Layer]->GetDamageIncrease() );
if( itemLayers[Layer]->GetPoisoned() )
{
SetPoisonStrength( std::max( 0, GetPoisonStrength() - itemLayers[Layer]->GetPoisoned() ));
if( itemLayers[Layer]->GetPoisoned() > GetPoisonStrength() )
{
SetPoisonStrength( 0 );
}
else
{
SetPoisonStrength( GetPoisonStrength() - itemLayers[Layer]->GetPoisoned() );
}
}
scriptTriggers.clear();
scriptTriggers.shrink_to_fit();
scriptTriggers = itemLayers[Layer]->GetScriptTriggers();
for( auto i : scriptTriggers )
{
cScript *tScript = JSMapping->GetScript( i );
if( tScript != nullptr )
{
// If script returns true/1, prevent other scripts with event from running
if( tScript->OnUnequip( this, itemLayers[Layer] ) == 0 )
{
break;
}
}
}
itemLayers[Layer] = nullptr;
rValue = true;
}
return rValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::FirstItem()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the item reference for the first item on paperdoll
//o------------------------------------------------------------------------------------------------o
CItem *CChar::FirstItem( void )
{
CItem *rVal = nullptr;
layerCtr = itemLayers.begin();
if( !FinishedItems() )
{
rVal = layerCtr->second;
}
return rVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::NextItem()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the item reference for the next item on paperdoll
//o------------------------------------------------------------------------------------------------o
CItem *CChar::NextItem( void )
{
CItem *rVal = nullptr;
++layerCtr;
if( !FinishedItems() )
{
rVal = layerCtr->second;
}
return rVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::FinishedItems()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns true if there are no more items on the paperdoll
//o------------------------------------------------------------------------------------------------o
bool CChar::FinishedItems( void )
{
return ( layerCtr == itemLayers.end() );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::DumpHeader()
//| CChar::DumpBody()
//| CChar::NPCValues_st::DumpBody()
//| CChar::PlayerValues_st::DumpBody()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Dump character data to worldfile
//o------------------------------------------------------------------------------------------------o
bool CChar::DumpHeader( std::ostream &outStream ) const
{
outStream << "[CHARACTER]" << '\n';
return true;
}
bool CChar::DumpBody( std::ostream &outStream ) const
{
CBaseObject::DumpBody( outStream ); // Make the default save of BaseObject members now
const char newLine = '\n';
// Hexadecimal Values
outStream << std::hex;
outStream << "GuildFealty=0x" << GetGuildFealty() << newLine;
outStream << "Speech=0x" << GetSayColour() << ",0x" << GetEmoteColour() << newLine;
outStream << "Privileges=0x" << GetPriv() << newLine;
if( ValidateObject( packItem ))
{
outStream << "PackItem=0x" << packItem->GetSerial() << newLine; // store something meaningful
}
else
{
outStream << "PackItem=0x" << INVALIDSERIAL << newLine;
}
// Decimal / String Values
outStream << std::dec;
outStream << "GuildTitle=" + GetGuildTitle() + newLine;
outStream << "Hunger=" + std::to_string( GetHunger() ) + newLine;
outStream << "Thirst=" + std::to_string( GetThirst() ) + newLine;
outStream << "BrkPeaceChanceGain=" + std::to_string( GetBrkPeaceChanceGain() ) + newLine;
outStream << "BrkPeaceChance=" + std::to_string( GetBrkPeaceChance() ) + newLine;
if ( GetMaxHPFixed() )
{
outStream << "MAXHP=" + std::to_string( maxHP ) + newLine;
}
if ( GetMaxManaFixed() )
{
outStream << "MAXMANA=" + std::to_string( maxMana ) + newLine;
}
if ( GetMaxStamFixed() )
{
outStream << "MAXSTAM=" + std::to_string( maxStam ) + newLine;
}
outStream << "Town=" + std::to_string( GetTown() ) + newLine;
TIMERVAL sTime = GetTimer( tNPC_SUMMONTIME );
outStream << "SummonTimer=";
if( sTime == 0 || sTime < cwmWorldState->GetUICurrentTime() )
{
outStream << std::to_string( 0 ) + newLine;
}
else
{
outStream << std::to_string( sTime - cwmWorldState->GetUICurrentTime() ) + newLine;
}
outStream << "MayLevitate=" + std::to_string(( MayLevitate() ? 1 : 0 )) + newLine;
outStream << "Stealth=" + std::to_string( GetStealth() ) + newLine;
outStream << "Reserved=" + std::to_string( GetCell() ) + newLine;
outStream << "Region=" + std::to_string( GetRegionNum() ) + newLine;
outStream << "AdvanceObject=" + std::to_string( GetAdvObj() ) + newLine;
outStream << "AdvRaceObject=" + std::to_string( GetRaceGate() ) + newLine;
// Write out the BaseSkills and the SkillLocks here
// Format: BaseSkills=[0,34]-[1,255]-[END]
outStream << "BaseSkills=";
for( UI08 bsc = 0; bsc < ALLSKILLS; ++bsc )
{
outStream << "[" + std::to_string( bsc ) + "," + std::to_string( GetBaseSkill( bsc )) + "," + std::to_string( skillCap[bsc] ) + "]-";
}
outStream << "[END]" << newLine;
outStream << "GuildNumber=" + std::to_string( GetGuildNumber() ) + newLine;
outStream << "NpcGuild=" + std::to_string( GetNPCGuild() ) + newLine;
outStream << "NpcGuildJoined=" + std::to_string( GetNPCGuildJoined() ) + newLine;
outStream << "FontType=" + std::to_string( GetFontType() ) + newLine;
outStream << "TownTitle=" + std::to_string(( GetTownTitle() ? 1 : 0 )) + newLine;
//-------------------------------------------------------------------------------------------
outStream << "CanRun=" + std::to_string((( CanRun() && IsNpc() ) ? 1 : 0 )) + newLine;
outStream << "CanAttack=" + std::to_string(( GetCanAttack() ? 1 : 0 )) + newLine;
outStream << "HitChance=" + std::to_string( GetHitChance() ) + newLine;
outStream << "DefChance=" + std::to_string( GetDefenseChance() ) + newLine;
outStream << "KarmaLock=" + std::to_string(( GetKarmaLock() ? 1 : 0 )) + newLine;
outStream << "AllMove=" + std::to_string(( AllMove() ? 1 : 0 )) + newLine;
outStream << "IsNpc=" + std::to_string(( IsNpc() ? 1 : 0 )) + newLine;
outStream << "IsShop=" + std::to_string(( IsShop() ? 1 : 0 )) + newLine;
outStream << "Dead=" + std::to_string(( IsDead() ? 1 : 0 )) + newLine;
outStream << "CanBeHired=" + std::to_string( CanBeHired() ? 1 : 0 ) + newLine;
outStream << "CanTrain=" + std::to_string(( CanTrain() ? 1 : 0 )) + newLine;
outStream << "IsWarring=" + std::to_string(( IsAtWar() ? 1 : 0 )) + newLine;
outStream << "GuildToggle=" + std::to_string(( GetGuildToggle() ? 1 : 0 )) + newLine;
outStream << "PoisonStrength=" + std::to_string( GetPoisonStrength() ) + newLine;
outStream << "WillHunger=" + std::to_string(( WillHunger() ? 1 : 0 )) + newLine;
TIMERVAL mTime = GetTimer( tCHAR_MURDERRATE );
outStream << "MurderTimer=";
if( mTime == 0 || mTime < cwmWorldState->GetUICurrentTime() )
{
outStream << std::to_string( 0 ) + newLine;
}
else
{
outStream << std::to_string( mTime - cwmWorldState->GetUICurrentTime() ) + newLine;
}
TIMERVAL pTime = GetTimer( tCHAR_PEACETIMER );
outStream << "PeaceTimer=";
if( pTime == 0 || pTime < cwmWorldState->GetUICurrentTime() )
{
outStream << std::to_string( 0 ) + newLine;
}
else
{
outStream << std::to_string( pTime - cwmWorldState->GetUICurrentTime() ) + newLine;
}
if( IsValidPlayer() )
{
mPlayer->DumpBody( outStream );
}
if( IsValidNPC() )
{
mNPC->DumpBody( outStream );
}
return true;
}
void CChar::NPCValues_st::DumpBody( std::ostream& outStream )
{
const char newLine = '\n';
// Hexadecimal Values
outStream << std::hex;
// Decimal / String Values
outStream << std::dec;
outStream << "NpcAIType=" + std::to_string( aiType ) + newLine;
outStream << "Taming=" + std::to_string( taming ) + newLine;
outStream << "Peaceing=" + std::to_string( peaceing ) + newLine;
outStream << "Provoing=" + std::to_string( provoing ) + newLine;
outStream << "HoldG=" + std::to_string( goldOnHand ) + newLine;
outStream << "Split=" + std::to_string( splitNum ) + "," + std::to_string( splitChance ) + newLine;
outStream << "WanderArea=" + std::to_string( fx[0] ) + "," + std::to_string( fy[0] ) + "," + std::to_string( fx[1] ) + "," + std::to_string( fy[1] ) + "," + std::to_string( fz ) + newLine;
outStream << "NpcWander=" + std::to_string( wanderMode ) + "," + std::to_string( oldWanderMode ) + newLine;
outStream << "SPAttack=" + std::to_string( spellAttack ) + "," + std::to_string( spellDelay ) + newLine;
outStream << "QuestType=" + std::to_string( questType ) + newLine;
outStream << "QuestRegions=" + std::to_string( questOrigRegion ) + "," + std::to_string( questDestRegion ) + newLine;
outStream << "FleeAt=" + std::to_string( fleeAt ) + newLine;
outStream << "ReAttackAt=" + std::to_string( reAttackAt ) + newLine;
outStream << "NPCFlag=" + std::to_string( npcFlag ) + newLine;
outStream << "Mounted=" + std::to_string(( boolFlags.test( BIT_MOUNTED ) ? 1 : 0 )) + newLine;
outStream << "Stabled=" + std::to_string(( boolFlags.test( BIT_STABLED ) ? 1 : 0 )) + newLine;
outStream << "TamedHungerRate=" + std::to_string( tamedHungerRate ) + newLine;
outStream << "TamedThirstRate=" + std::to_string( tamedThirstRate ) + newLine;
outStream << "TamedHungerWildChance=" + std::to_string( hungerWildChance ) + newLine;
outStream << "TamedThirstWildChance=" + std::to_string( thirstWildChance ) + newLine;
outStream << "Foodlist=" + foodList + newLine;
outStream << "WalkingSpeed=" + std::to_string( walkingSpeed ) + newLine;
outStream << "RunningSpeed=" + std::to_string( runningSpeed ) + newLine;
outStream << "FleeingSpeed=" + std::to_string( fleeingSpeed ) + newLine;
outStream << "WalkingSpeedMounted=" + std::to_string( mountedWalkingSpeed ) + newLine;
outStream << "RunningSpeedMounted=" + std::to_string( mountedRunningSpeed ) + newLine;
outStream << "FleeingSpeedMounted=" + std::to_string( mountedFleeingSpeed ) + newLine;
outStream << "ControlSlots=" + std::to_string( controlSlots ) + newLine;
outStream << "MaxLoyalty=" + std::to_string( maxLoyalty ) + newLine;
outStream << "Loyalty=" + std::to_string( loyalty ) + newLine;
outStream << "Orneriness=" + std::to_string( orneriness ) + newLine;
outStream << "Awake=" + std::to_string( boolFlags.test( BIT_AWAKE ) ? 1 : 0 ) + newLine;
// Loop through list of previous owners for pet and store a reference to each of those
for( CChar *tempChar = petOwnerList.First(); !petOwnerList.Finished(); tempChar = petOwnerList.Next() )
{
if( ValidateObject( tempChar ))
{
outStream << "PetOwner=" + std::to_string( tempChar->GetSerial() ) + newLine;
}
}
}
void CChar::PlayerValues_st::DumpBody( std::ostream& outStream )
{
const char newLine = '\n';
// Hexadecimal Values
outStream << std::hex;
outStream << "RobeSerial=0x" << robe << newLine;
outStream << "OriginalID=0x" << origId << ",0x" << origSkin << newLine;
outStream << "Hair=0x" << hairStyle << ",0x" << hairColour << newLine;
outStream << "Beard=0x" << beardStyle << ",0x" << beardColour << newLine;
outStream << "TownVote=0x" << townVote << newLine;
// Decimal / String Values
outStream << std::dec;
outStream << "Account=" + std::to_string( accountNum ) + newLine;
outStream << "LastOn=" + lastOn + newLine;
outStream << "LastOnSecs=" + std::to_string( lastOnSecs ) + newLine;
outStream << "CreatedOn=" + std::to_string( createdOn ) + newLine;
outStream << "PlayTime=" + std::to_string( playTime ) + newLine;
outStream << "OrgName=" + origName + newLine;
outStream << "CommandLevel=" + std::to_string( commandLevel ) + newLine; // command level
outStream << "Squelched=" + std::to_string( squelched ) + newLine;
outStream << "Deaths=" + std::to_string( deaths ) + newLine;
outStream << "ControlSlotsUsed=" + std::to_string( controlSlotsUsed ) + newLine;
outStream << "FixedLight=" + std::to_string( fixedLight ) + newLine;
outStream << "TownPrivileges=" + std::to_string( townPriv ) + newLine;
outStream << "Atrophy=";
for( UI08 atc = 0; atc <= INTELLECT; ++atc )
{
outStream << std::to_string( atrophy[atc] ) + ",";
}
outStream << "[END]" << newLine;
// Format: SkillLocks=[0,34]-[1,255]-[END]
outStream << "SkillLocks=";
for( UI08 slc = 0; slc <= INTELLECT; ++slc )
{
if( lockState[slc] <= 2 )
{
outStream << "[" + std::to_string( slc ) + "," + std::to_string( lockState[slc] ) + "]-";
}
else
{
outStream << "[" + std::to_string( slc ) + ",0]-";
}
}
outStream << "[END]" << newLine;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::Save()
//| Date - July 21, 2000
//o------------------------------------------------------------------------------------------------o
//| Purpose - Saves character to worldfile - returns true/false indicating the success
//| of the write operation
//o------------------------------------------------------------------------------------------------o
bool CChar::Save( std::ostream &outStream )
{
bool rValue = false;
if( !IsFree() )
{
SI16 mX = GetX();
SI16 mY = GetY();
auto [mapWidth, mapHeight] = Map->SizeOfMap( worldNumber );
if( mX >= 0 && ( mX < mapWidth || mX >= 7000 ))
{
if( mY >= 0 && ( mY < mapHeight || mY >= 7000 ))
{
DumpHeader( outStream );
DumpBody( outStream );
DumpFooter( outStream );
for( LAYERLIST_ITERATOR lIter = itemLayers.begin(); lIter != itemLayers.end(); ++lIter )
{
if( ValidateObject( lIter->second ))
{
if( lIter->second->ShouldSave() )
{
lIter->second->Save( outStream );
}
}
}
rValue = true;
}
}
}
return rValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::BreakConcentration()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Breaks the concentration of the character sending a message is a socket exists
//o------------------------------------------------------------------------------------------------o
void CChar::BreakConcentration( CSocket *sock )
{
if( IsMeditating() )
{
SetMeditating( false );
if( sock != nullptr )
{
sock->SysMessage( 100 ); // You break your concentration.
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetAggressorFlags()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the list of characters the player is marked as aggressor towards
//o------------------------------------------------------------------------------------------------o
auto CChar::GetAggressorFlags() const -> const std::unordered_map<SERIAL, TargetInfo>
{
return aggressorFlags;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::AddAggressorFlag()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Adds character serial to list of serials player is aggressor to, along with timestamp
//| for when aggressor flag will timeout for that particular serial
//o------------------------------------------------------------------------------------------------o
auto CChar::AddAggressorFlag( SERIAL toAdd ) -> void
{
if( aggressorFlags.count( toAdd ) == 0 )
{
// Not found in list already, add to list
aggressorFlags[toAdd] = {cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_AGGRESSORFLAG ), IsNpc()};
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::RemoveAggressorFlag()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Removes character serial from list of characters player is aggressor to
//o------------------------------------------------------------------------------------------------o
auto CChar::RemoveAggressorFlag( SERIAL toRemove ) -> void
{
aggressorFlags.erase( toRemove );
// Aggressor flag removed, so loop through player's corpses so flagging can be updated for those!
for( auto tempCorpse = GetOwnedCorpses()->First(); !GetOwnedCorpses()->Finished(); tempCorpse = GetOwnedCorpses()->Next() )
{
if( ValidateObject( tempCorpse ))
{
tempCorpse->Dirty( UT_UPDATE );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::CheckAggressorFlag()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks if serial is in character's aggressorToList, and returns true if it is,
//| or false if it is not, or if the timestamp has expired (at which point it also
//| removes the entry from the list)
//o------------------------------------------------------------------------------------------------o
auto CChar::CheckAggressorFlag( SERIAL toCheck ) -> bool
{
auto it = aggressorFlags.find( toCheck );
if( it != aggressorFlags.end() )
{
// Serial found, but timestamp might be out of date!
if( it->second.timestamp > cwmWorldState->GetUICurrentTime() )
{
// timestamp is still valid, still aggressor
return true;
}
else
{
// Timestamp has expired - remove it from the list
RemoveAggressorFlag( toCheck );
}
}
return false; // serial not found, or timestamp expired and no longer aggressor
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsAggressor()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks if character has any current, non-expired aggressor flags
//o------------------------------------------------------------------------------------------------o
auto CChar::IsAggressor( bool checkForPlayersOnly ) -> bool
{
bool isAggressor = false;
if( !aggressorFlags.empty() )
{
for( auto it = aggressorFlags.begin(); it != aggressorFlags.end(); ++it )
{
// Ignore aggressor flags against NPCs if checking for players only
if( checkForPlayersOnly && it->second.isNpc )
continue;
// Check if any of the entries has a non-expired aggressor timer
if( it->second.timestamp > cwmWorldState->GetUICurrentTime() )
{
isAggressor = true;
break;
}
}
}
return isAggressor;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::UpdateAggressorFlagTimestamp()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Updates aggressor timestamp if serial is found in list
//o------------------------------------------------------------------------------------------------o
auto CChar::UpdateAggressorFlagTimestamp( SERIAL toUpdate ) -> void
{
auto it = aggressorFlags.find( toUpdate );
if( it != aggressorFlags.end() )
{
it->second.timestamp = cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_AGGRESSORFLAG );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::AggressorFlagMaintenance()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Performs maintenance on character's list of aggressor flags and removes expired entries
//o------------------------------------------------------------------------------------------------o
auto CChar::AggressorFlagMaintenance() -> void
{
// Loop through list of aggressor flags and add any serials with expired timers to a vector
std::vector<SERIAL> serialsToRemove;
for( auto it = aggressorFlags.begin(); it != aggressorFlags.end(); ++it )
{
if( it->second.timestamp <= cwmWorldState->GetUICurrentTime() )
{
serialsToRemove.push_back( it->first );
}
}
// Then loop through vector of serials with expired timers, and safely remove them from the list
for( SERIAL toRemove : serialsToRemove )
{
RemoveAggressorFlag( toRemove );
if( ValidateObject( GetTarg() ) && GetTarg()->GetSerial() == toRemove )
{
Combat->InvalidateAttacker( this );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::ClearAggressorFlags()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Clears the character's entire list of aggressor flags
//o------------------------------------------------------------------------------------------------o
auto CChar::ClearAggressorFlags() -> void
{
aggressorFlags.clear();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetPermaGreyFlags()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the list of permagrey flags for player
//o------------------------------------------------------------------------------------------------o
auto CChar::GetPermaGreyFlags() const -> const std::unordered_map<SERIAL, TargetInfo>
{
return permaGreyFlags;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::AddPermaGreyFlag()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Adds character to list of characters player has a permagrey flag towards, along
//| with timestamp for when permagrey flag will timeout for that particular serial (if ever)
//o------------------------------------------------------------------------------------------------o
auto CChar::AddPermaGreyFlag( SERIAL toAdd ) -> void
{
if( permaGreyFlags.count( toAdd ) == 0 )
{
// Not found in list already, add to list
permaGreyFlags[toAdd] = {cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_PERMAGREYFLAG ), IsNpc()};
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::RemovePermaGreyFlag()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Removes character from list of characters player is permagrey for
//o------------------------------------------------------------------------------------------------o
auto CChar::RemovePermaGreyFlag( SERIAL toRemove ) -> void
{
permaGreyFlags.erase( toRemove );
// Permagrey flag removed, so loop through player's corpses so flagging can be updated for those!
for( auto tempCorpse = GetOwnedCorpses()->First(); !GetOwnedCorpses()->Finished(); tempCorpse = GetOwnedCorpses()->Next() )
{
if( ValidateObject( tempCorpse ))
{
tempCorpse->Dirty( UT_UPDATE );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::CheckPermaGreyFlags()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks if serial is in character's permaGreyFlags, and returns true if it is,
//| or false if it is not, or if the timestamp has expired (at which point it also
//| removes the entry from the list)
//o------------------------------------------------------------------------------------------------o
auto CChar::CheckPermaGreyFlag( SERIAL toCheck ) -> bool
{
auto it = permaGreyFlags.find( toCheck );
if( it != permaGreyFlags.end() )
{
// Serial found, but timestamp might be out of date!
if( it->second.timestamp > cwmWorldState->GetUICurrentTime() )
{
// timestamp is still valid, permagrey flag still active
return true;
}
else
{
// Timestamp has expired - remove it from the list
RemovePermaGreyFlag( toCheck );
}
}
return false; // serial not found, or timestamp expired and permagrey flag no longer active
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsPermaGrey()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks if character has any active permagrey flags
//o------------------------------------------------------------------------------------------------o
auto CChar::IsPermaGrey( bool checkForPlayersOnly ) -> bool
{
bool isPermaGrey = false;
if( !permaGreyFlags.empty() )
{
for( auto it = permaGreyFlags.begin(); it != permaGreyFlags.end(); ++it )
{
// Ignore aggressor flags against NPCs if checking for players only
if( checkForPlayersOnly && it->second.isNpc )
continue;
// Check if any of the entries has a non-expired permagrey flag timer
if( it->second.timestamp > cwmWorldState->GetUICurrentTime() )
{
isPermaGrey = true;
break;
}
}
}
return isPermaGrey;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::UpdatePermaGreyFlagTimestamp()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Updates aggressor timestamp if serial is found in list
//o------------------------------------------------------------------------------------------------o
auto CChar::UpdatePermaGreyFlagTimestamp( SERIAL toUpdate ) -> void
{
auto it = permaGreyFlags.find( toUpdate );
if( it != permaGreyFlags.end() )
{
it->second.timestamp = cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_PERMAGREYFLAG );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::PermaGreyFlagMaintenance()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Performs maintenance on character's list of permagrey flags and removes expired entries
//o------------------------------------------------------------------------------------------------o
auto CChar::PermaGreyFlagMaintenance() -> void
{
// Loop through list of permagrey flags and add any serials with expired timers to a vector
std::vector<SERIAL> serialsToRemove;
for( auto it = permaGreyFlags.begin(); it != permaGreyFlags.end(); ++it )
{
if( it->second.timestamp <= cwmWorldState->GetUICurrentTime() )
{
serialsToRemove.push_back( it->first );
}
}
// Then loop through vector of serials with expired timers, and safely remove them from the list
for( SERIAL toRemove : serialsToRemove )
{
RemovePermaGreyFlag( toRemove );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::ClearPermaGreyFlags()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Clears the character's entire list of permagrey flags
//o------------------------------------------------------------------------------------------------o
auto CChar::ClearPermaGreyFlags() -> void
{
permaGreyFlags.clear();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetPetList()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the list of ALL pets the character owns, regardless of where they might be
//o------------------------------------------------------------------------------------------------o
GenericList<CChar *> *CChar::GetPetList( void )
{
return &petsOwned;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetFollowerList()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the list of active followers the character has
//o------------------------------------------------------------------------------------------------o
GenericList<CChar *> *CChar::GetFollowerList( void )
{
return &activeFollowers;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::AddFollower()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Adds an owned NPC to character's list of followers
//o------------------------------------------------------------------------------------------------o
auto CChar::AddFollower( CChar *npcToAdd ) -> bool
{
// Only add NPC as follower if they are not stabled
if( ValidateObject( npcToAdd ) && !npcToAdd->GetStabled() )
{
return GetFollowerList()->Add( npcToAdd );
}
return false;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::RemoveFollower()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Removes a follower from character's list of followers
//o------------------------------------------------------------------------------------------------o
auto CChar::RemoveFollower( CChar *followerToRemove ) -> bool
{
return GetFollowerList()->Remove( followerToRemove );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetOwnedCorpses()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the list of the player's corpses
//o------------------------------------------------------------------------------------------------o
auto CChar::GetOwnedCorpses() -> GenericList<CItem *>*
{
return &ownedCorpses;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::AddCorpse()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Adds a corpse to character's list of corpses
//o------------------------------------------------------------------------------------------------o
auto CChar::AddCorpse( CItem *corpseToAdd ) -> bool
{
return GetOwnedCorpses()->Add( corpseToAdd );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::RemoveCorpse()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Removes a corpse from character's list of corpses
//o------------------------------------------------------------------------------------------------o
auto CChar::RemoveCorpse( CItem *corpseToRemove ) -> bool
{
return GetOwnedCorpses()->Remove( corpseToRemove );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetOwnedItems()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the list of items the char owns
//o------------------------------------------------------------------------------------------------o
auto CChar::GetOwnedItems() -> std::vector<CItem *>*
{
return &ownedItems;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::AddOwnedItem()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Adds the item toAdd to the player's owned list
//| ensuring that it is not ALREADY in the list
//o------------------------------------------------------------------------------------------------o
auto CChar::AddOwnedItem( CItem *toAdd ) -> void
{
auto iter = std::find_if( ownedItems.begin(), ownedItems.end(), [toAdd]( CItem *entry )
{
return toAdd == entry;
});
if( iter == ownedItems.end() )
{
ownedItems.push_back( toAdd );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::RemoveOwnedItem()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Removes the item toRemove from the player's owned list
//o------------------------------------------------------------------------------------------------o
auto CChar::RemoveOwnedItem( CItem *toRemove ) -> void
{
auto iter = std::find_if( ownedItems.begin(), ownedItems.end(), [toRemove]( CItem *entry )
{
return entry == toRemove;
});
if( iter != ownedItems.end() )
{
ownedItems.erase( iter );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetMaxHP( )
//| CChar::SetMaxHP()
//| CChar::SetFixedMaxHP()
//| Date - 15 February, 2002
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets maximum hitpoints (or fixed maximum hitpoints) of the object
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetMaxHP( void )
{
if(( maxHP_oldstr != GetStrength() || oldRace != GetRace() ) && !GetMaxHPFixed() )
//if str/race changed since last calculation, recalculate maxHp
{
CRace *pRace = Races->Race( GetRace() );
// if race is invalid just use default race
if( pRace == nullptr )
{
pRace = Races->Race( 0 );
}
maxHP = static_cast<UI16>(GetStrength() + static_cast<UI16>(( static_cast<R32>( GetStrength() )) * ( static_cast<R32>( pRace->HPModifier() )) / 100 ));
// set max. hitpoints to strength + hpmodifier% of strength
maxHP_oldstr = GetStrength();
oldRace = GetRace();
}
return maxHP + GetHealthBonus();
}
void CChar::SetMaxHP( UI16 newmaxhp, UI16 newoldstr, RACEID newoldrace )
{
maxHP = newmaxhp;
maxHP_oldstr = newoldstr;
oldRace = newoldrace;
}
void CChar::SetFixedMaxHP( SI16 newmaxhp )
{
if( newmaxhp > 0 )
{
SetMaxHPFixed( true );
maxHP = newmaxhp;
}
else
{
SetMaxHPFixed( false );
CRace *pRace = Races->Race( GetRace() );
if( pRace == nullptr )
{
pRace = Races->Race( 0 );
}
maxHP = static_cast<UI16>( GetStrength() + static_cast<UI16>(( static_cast<R32>( GetStrength() )) * ( static_cast<R32>( pRace->HPModifier() )) / 100 ));
maxHP_oldstr = GetStrength();
oldRace = GetRace();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetMaxMana()
//| CChar::SetMaxMana()
//| CChar::SetFixedMaxMana()
//| Date - 15 February, 2002
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets maximum mana (or fixed maximum mana) of the object
//o------------------------------------------------------------------------------------------------o
SI16 CChar::GetMaxMana( void )
{
if(( maxMana_oldint != GetIntelligence() || oldRace != GetRace() ) && !GetMaxManaFixed() )
//if int/race changed since last calculation, recalculate maxMana
{
CRace *pRace = Races->Race( GetRace() );
// if race is invalid just use default race
if( pRace == nullptr )
{
pRace = Races->Race( 0 );
}
maxMana = static_cast<SI16>( GetIntelligence() + static_cast<SI16>(( static_cast<R32>( GetIntelligence() )) * ( static_cast<R32>( pRace->ManaModifier() )) / 100 ));
// set max. mana to int + manamodifier% of int
maxMana_oldint = GetIntelligence();
oldRace = GetRace();
}
return maxMana + GetManaBonus();
}
void CChar::SetMaxMana( SI16 newmaxmana, UI16 newoldint, RACEID newoldrace )
{
maxMana = newmaxmana;
maxMana_oldint = newoldint;
oldRace = newoldrace;
}
void CChar::SetFixedMaxMana( SI16 newmaxmana )
{
if( newmaxmana > 0 )
{
SetMaxManaFixed( true );
maxMana = newmaxmana;
}
else
{
SetMaxManaFixed( false );
CRace *pRace = Races->Race( GetRace() );
if( pRace == nullptr )
{
pRace = Races->Race( 0 );
}
maxMana = static_cast<SI16>( GetIntelligence() + static_cast<SI16>(( static_cast<R32>( GetIntelligence() )) * ( static_cast<R32>( pRace->ManaModifier() )) / 100 ));
maxMana_oldint = GetIntelligence();
oldRace = GetRace();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetMaxStam()
//| CChar::SetMaxStam()
//| CChar::SetFixedMaxStam()
//| Date - 15 February, 2002
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets maximum stamina (or fixed maximum stamina) of the object
//o------------------------------------------------------------------------------------------------o
SI16 CChar::GetMaxStam( void )
{
// If dex/race changed since last calculation, recalculate maxStam
if(( maxStam_olddex != GetDexterity() || oldRace != GetRace() ) && !GetMaxStamFixed() )
{
CRace *pRace = Races->Race( GetRace() );
// if race is invalid just use default race
if( pRace == nullptr )
{
pRace = Races->Race( 0 );
}
// Set max. stamina to dex + stammodifier% of dex
maxStam = static_cast<SI16>( GetDexterity() + static_cast<SI16>(( static_cast<R32>( GetDexterity() )) * ( static_cast<R32>( pRace->StamModifier() )) / 100 ));
maxStam_olddex = GetDexterity();
oldRace = GetRace();
}
return maxStam + GetStaminaBonus();
}
void CChar::SetMaxStam( SI16 newmaxstam, UI16 newolddex, RACEID newoldrace )
{
maxStam = newmaxstam;
maxStam_olddex = newolddex;
oldRace = newoldrace;
}
void CChar::SetFixedMaxStam( SI16 newmaxstam )
{
if( newmaxstam > 0 )
{
SetMaxStamFixed( true );
maxStam = newmaxstam;
}
else
{
SetMaxStamFixed( false );
CRace *pRace = Races->Race( GetRace() );
if( pRace == nullptr )
{
pRace = Races->Race( 0 );
}
maxStam = static_cast<SI16>( GetDexterity() + static_cast<SI16>(( static_cast<R32>( GetDexterity() )) * ( static_cast<R32>( pRace->StamModifier() )) / 100 ));
maxStam_olddex = GetDexterity();
oldRace = GetRace();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::ActualStrength()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the actual strength (minus mods) of the character
//o------------------------------------------------------------------------------------------------o
SI16 CChar::ActualStrength( void ) const
{
return CBaseObject::GetStrength();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetStrength()
//| CChar::SetStrength()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the strength (incl mods) of the character
//o------------------------------------------------------------------------------------------------o
SI16 CChar::GetStrength( void ) const
{
auto tempStr = static_cast<SI16>( CBaseObject::GetStrength() + GetStrength2() );
if( tempStr < 1 )
{
tempStr = 1;
}
return tempStr;
}
void CChar::SetStrength( SI16 newValue )
{
if( newValue < 1 )
{
newValue = 1;
}
CBaseObject::SetStrength( newValue );
Dirty( UT_HITPOINTS );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::ActualIntelligence()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the actual intelligence (minus mods) of the char
//o------------------------------------------------------------------------------------------------o
SI16 CChar::ActualIntelligence( void ) const
{
return CBaseObject::GetIntelligence();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetIntelligence()
//| CChar::SetIntelligence()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the intelligence (incl mods) of the character
//o------------------------------------------------------------------------------------------------o
SI16 CChar::GetIntelligence( void ) const
{
auto tempInt = static_cast<SI16>( CBaseObject::GetIntelligence() + GetIntelligence2() );
if( tempInt < 1 )
{
tempInt = 1;
}
return tempInt;
}
void CChar::SetIntelligence( SI16 newValue )
{
if( newValue < 1 )
{
newValue = 1;
}
CBaseObject::SetIntelligence( newValue );
Dirty( UT_MANA );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::ActualDexterity()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the actual (minus mods) dexterity of the character
//o------------------------------------------------------------------------------------------------o
SI16 CChar::ActualDexterity( void ) const
{
return CBaseObject::GetDexterity();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetDexterity()
//| CChar::SetDexterity()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the effective dexterity (including modifications) of the player
//o------------------------------------------------------------------------------------------------o
SI16 CChar::GetDexterity( void ) const
{
auto tempDex = static_cast<SI16>( CBaseObject::GetDexterity() + GetDexterity2() );
if( tempDex < 1 )
{
tempDex = 1;
}
return tempDex;
}
void CChar::SetDexterity( SI16 newValue )
{
if( newValue < 1 )
{
newValue = 1;
}
CBaseObject::SetDexterity( newValue );
Dirty( UT_STAMINA );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IncStrength2()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Increments strength2 (modifications) by toAdd
//o------------------------------------------------------------------------------------------------o
void CChar::IncStrength2( SI16 toAdd )
{
SetStrength2( static_cast<SI16>( GetStrength2() + toAdd ));
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IncDexterity2()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Increments dexterity2 (modifications) by toAdd
//o------------------------------------------------------------------------------------------------o
void CChar::IncDexterity2( SI16 toAdd )
{
SetDexterity2( static_cast<SI16>( GetDexterity2() + toAdd ));
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IncIntelligence2()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Increments intelligence2 (modifications) by toAdd
//o------------------------------------------------------------------------------------------------o
void CChar::IncIntelligence2( SI16 toAdd )
{
SetIntelligence2( static_cast<SI16>( GetIntelligence2() + toAdd ));
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsMurderer()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns true if the character is a murderer
//o------------------------------------------------------------------------------------------------o
bool CChar::IsMurderer( void ) const
{
return ( GetFlag() == 0x01 );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsCriminal()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns true if the character is a criminal
//o------------------------------------------------------------------------------------------------o
bool CChar::IsCriminal( void ) const
{
return ( GetFlag() == 0x02 );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsInnocent()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns true if the character is innocent
//o------------------------------------------------------------------------------------------------o
bool CChar::IsInnocent( void ) const
{
return ( GetFlag() == 0x04 );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsNeutral()
//| Date - 18 July 2005
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns true if the character is neutral
//o------------------------------------------------------------------------------------------------o
bool CChar::IsNeutral( void ) const
{
return ( GetFlag() == 0x08 );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetFlagRed()
//| Date - 2nd October, 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Updates the character's flag to reflect murderer status
//o------------------------------------------------------------------------------------------------o
void CChar::SetFlagRed( void )
{
flag = 0x01;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetFlagGray()
//| Date - 2nd October, 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Updates the character's flag to reflect criminality
//o------------------------------------------------------------------------------------------------o
void CChar::SetFlagGray( void )
{
flag = 0x02;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetFlagBlue()
//| Date - 2nd October, 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Updates the character's flag to reflect innocence
//o------------------------------------------------------------------------------------------------o
void CChar::SetFlagBlue( void )
{
flag = 0x04;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetFlagNeutral()
//| Date - 18th July, 2005
//o------------------------------------------------------------------------------------------------o
//| Purpose - Updates the character's flag to reflect neutrality
//o------------------------------------------------------------------------------------------------o
void CChar::SetFlagNeutral( void )
{
flag = 0x08;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::DecHunger()
//| Date - 13 March 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Decrements the character's hunger
//o------------------------------------------------------------------------------------------------o
bool CChar::DecHunger( const SI08 amt )
{
return SetHunger( static_cast<SI08>( GetHunger() - amt ));
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::DecThirst()
//| Date - 6 June 2021
//o------------------------------------------------------------------------------------------------o
//| Purpose - Decrements the character's thirst
//o------------------------------------------------------------------------------------------------o
bool CChar::DecThirst( const SI08 amt )
{
return SetThirst( static_cast<SI08>( GetThirst() - amt ));
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::StopSpell()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Halts spellcasting action for character
//o------------------------------------------------------------------------------------------------o
void CChar::StopSpell( void )
{
SetTimer( tCHAR_SPELLTIME, 0 );
SetCasting( false );
SetSpellCast( -1 );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::HandleLine()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Used to handle loading of characters tags from world files
//o------------------------------------------------------------------------------------------------o
bool CChar::HandleLine( std::string &UTag, std::string &data )
{
bool rValue = CBaseObject::HandleLine( UTag, data );
if( !rValue )
{
auto csecs = oldstrutil::sections( data, "," );
switch(( UTag.data()[0] ))
{
case 'A':
if( UTag == "ACCOUNT" )
{
SetAccountNum( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "ATROPHY" )
{
int count = 0;
for( auto &value : csecs )
{
value = oldstrutil::upper( oldstrutil::trim( oldstrutil::removeTrailing( value,"//" )));
if( value == "[END]" )
{
break;
}
if( value.empty() )
{
break;
}
SetAtrophy( static_cast<UI08>( std::stoul( value, nullptr, 0 )), count );
count = count + 1;
}
rValue = true;
}
else if( UTag == "ADVANCEOBJECT" )
{
SetAdvObj( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "ADVRACEOBJECT" )
{
SetRaceGate( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "ALLMOVE" )
{
SetAllMove( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 );
rValue = true;
}
else if( UTag == "AWAKE" )
{
SetAwake( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 );
rValue = true;
}
break;
case 'B':
if( UTag == "BEARDSTYLE" )
{
SetBeardStyle( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "BEARDCOLOUR" )
{
SetBeardColour( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "BASESKILLS" )
{
auto dsecs = oldstrutil::sections( data, "-" );
for( auto &value : dsecs )
{
if( value.empty() )
{
break;
}
auto secs = oldstrutil::sections( value, "," );
if( secs.size() != 2 && secs.size() != 3 )
{
break;
}
auto skillNum = static_cast<SkillLock>( std::stoul( secs[0].substr( 1 ), nullptr, 0 ));
auto skillValue = ( secs.size() == 2 ?
static_cast<UI16>( std::stoul( secs[1].substr( 0, secs[1].size() - 1 ), nullptr, 0 )) :
static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( secs[1], "//" )), nullptr, 0 )));
UI16 skillCapValue = 0;
if( secs.size() == 3 )
{
skillCapValue = static_cast<UI16>( std::stoul( secs[2].substr( 0, secs[2].size() - 1 ), nullptr, 0 ));
}
SetSkillCap( skillCapValue, skillNum );
SetBaseSkill( skillValue, skillNum );
}
rValue = true;
}
else if( UTag == "BEARD" )
{
SetBeardStyle( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0 )));
SetBeardColour( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "BRKPEACECHANCEGAIN" )
{
SetBrkPeaceChanceGain( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "BRKPEACECHANCE" )
{
SetBrkPeaceChance( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
break;
case 'C':
if( UTag == "COMMANDLEVEL" )
{
SetCommandLevel( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "CANRUN" )
{
SetRun( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 );
rValue = true;
}
else if( UTag == "CANATTACK" )
{
SetCanAttack( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 );
rValue = true;
}
else if( UTag == "CANTRAIN" )
{
SetCanTrain( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 );
rValue = true;
}
else if( UTag == "CANBEHIRED" )
{
SetCanHire( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 );
rValue = true;
}
else if( UTag == "CONTROLSLOTS" )
{
SetControlSlots( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "CONTROLSLOTSUSED" )
{
SetControlSlotsUsed( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "CREATEDON" )
{
SetCreatedOn( static_cast<UI32>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
break;
case 'D':
if( UTag == "DEATHS" )
{
SetDeaths( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "DEAD" )
{
SetDead(( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 ));
rValue = true;
}
else if( UTag == "DEFCHANCE" )
{
SetDefenseChance( static_cast<SI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
break;
case 'E':
if( UTag == "EMOTION" )
{
SetEmoteColour( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
break;
case 'F':
if( UTag == "FIXEDLIGHT" )
{
SetFixedLight( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "FX1" )
{
SetFx( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )), 0 );
rValue = true;
}
else if( UTag == "FX2" )
{
SetFx( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )), 1 );
rValue = true;
}
else if( UTag == "FY1" )
{
SetFy( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )), 0 );
rValue = true;
}
else if( UTag == "FY2" )
{
SetFy( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )), 1 );
rValue = true;
}
else if( UTag == "FZ1" )
{
SetFz( static_cast<SI08>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "FLEEAT" )
{
SetFleeAt( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "FONTTYPE" )
{
SetFontType( static_cast<SI08>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "FOODLIST" )
{
SetFood( data.substr( 0, MAX_NAME - 1 ));
rValue = true;
}
else if( UTag == "FLEEINGSPEED" )
{
SetFleeingSpeed( static_cast<R64>( std::stod( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )))));
rValue = true;
}
else if( UTag == "FLEEINGSPEEDMOUNTED" )
{
SetMountedFleeingSpeed( static_cast<R64>( std::stod( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )))));
rValue = true;
}
break;
case 'G':
if( UTag == "GUILDFEALTY" )
{
SetGuildFealty( static_cast<UI32>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "GUILDTITLE" )
{
SetGuildTitle( data );
rValue = true;
}
else if( UTag == "GUILDNUMBER" )
{
SetGuildNumber( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "GUILDTOGGLE" )
{
SetGuildToggle( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 );
rValue = true;
}
break;
case 'H':
if( UTag == "HITCHANCE" )
{
SetHitChance( static_cast<SI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "HUNGER" )
{
SetHunger( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "HOLDG" )
{
SetHoldG( static_cast<UI32>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "HAIRSTYLE" )
{
SetHairStyle( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "HAIRCOLOUR" )
{
SetHairColour( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "HAIR" )
{
SetHairStyle( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0 )));
SetHairColour( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0 )));
rValue = true;
}
break;
case 'I':
if( UTag == "ISNPC" )
{
SetNpc(( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 ));
rValue = true;
}
else if( UTag == "ISSHOP" )
{
SetShop(( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 ));
rValue = true;
}
else if( UTag == "ISWARRING" )
{
SetWar(( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 ));
rValue = true;
}
break;
case 'K':
if( UTag == "KARMALOCK" )
{
SetKarmaLock( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 );
rValue = true;
}
break;
case 'L':
if( UTag == "LASTON" )
{
SetLastOn( data );
rValue = true;
}
else if( UTag == "LASTONSECS" )
{
SetLastOnSecs( static_cast<UI32>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "LOYALTY" )
{
SetLoyalty( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
break;
case 'M':
if( UTag == "MAYLEVITATE" )
{
SetLevitate(( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 ));
rValue = true;
}
else if( UTag == "MURDERTIMER" )
{
auto murderDecayTime = static_cast<TIMERVAL>( std::stoull( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 ));
SetTimer( tCHAR_MURDERRATE, murderDecayTime > 0 ? murderDecayTime + cwmWorldState->GetUICurrentTime() : 0 );
rValue = true;
}
else if( UTag == "MAXHP" )
{
SetFixedMaxHP( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "MAXMANA" )
{
SetFixedMaxMana( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "MAXLOYALTY" )
{
SetMaxLoyalty( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "MAXSTAM" )
{
SetFixedMaxStam( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "MOUNTED" )
{
SetMounted( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 );
rValue = true;
}
break;
case 'N':
if( UTag == "NPCAITYPE" )
{
SetNPCAiType( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "NPCWANDER" )
{
if( csecs.size() >= 2 )
{
SetNpcWander( static_cast<SI08>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0 )));
SetOldNpcWander( static_cast<SI08>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0 )));
}
else
{
SetNpcWander( static_cast<SI08>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
}
rValue = true;
}
else if( UTag == "NPCFLAG" )
{
SetNPCFlag( static_cast<cNPC_FLAG>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
UpdateFlag( this );
rValue = true;
}
else if( UTag == "NPCGUILD" )
{
SetNPCGuild( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "NPCGUILDJOINED" )
{
SetNPCGuildJoined( static_cast<UI64>( std::stoull( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
break;
case 'O':
if( UTag == "ORGNAME" )
{
SetOrgName( data );
rValue = true;
}
else if( UTag == "ORIGINALBODYID" )
{
SetOrgId( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "ORIGINALSKINID" )
{
SetOrgSkin( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "ORIGINALID" )
{
SetOrgId( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0 )));
SetOrgSkin( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "ORNERINESS" )
{
SetOrneriness( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
break;
case 'P':
if( UTag == "PRIVILEGES" )
{
SetPriv( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "PACKITEM" )
{
tempContainerSerial = static_cast<SERIAL>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 ));
rValue = true;
}
else if( UTag == "PETOWNER" )
{
CChar *cList = CalcCharObjFromSer( static_cast<UI32>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
if( ValidateObject( cList ))
{
AddPetOwnerToList( cList );
}
rValue = true;
}
else if( UTag == "POISON" )
{
SetPoisoned( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "POISONSTRENGTH" )
{
SetPoisonStrength( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "PEACEING" )
{
SetPeaceing( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "PROVOING" )
{
SetProvoing( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "PEACETIMER" )
{
auto peaceTimer = static_cast<TIMERVAL>( std::stoull( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 ));
SetTimer( tCHAR_PEACETIMER, peaceTimer > 0 ? peaceTimer + cwmWorldState->GetUICurrentTime() : 0 );
rValue = true;
}
else if( UTag == "PLAYTIME" )
{
SetPlayTime( static_cast<UI32>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
break;
case 'Q':
if( UTag == "QUESTTYPE" )
{
SetQuestType( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "QUESTDESTINATIONREGION" )
{
SetQuestDestRegion( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "QUESTORIGINALREGION" )
{
SetQuestOrigRegion( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "QUESTREGIONS" )
{
SetQuestOrigRegion( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0 )));
SetQuestDestRegion( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0 )));
rValue = true;
}
break;
case 'R':
if( UTag == "ROBESERIAL" )
{
SetRobe( static_cast<UI32>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "RESERVED" )
{
SetCell( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "RUNNING" )
{
rValue = true;
}
else if( UTag == "REGION" )
{
SetRegion(static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "REATTACKAT" )
{
SetReattackAt( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "RUNNINGSPEED" )
{
SetRunningSpeed( static_cast<R64>( std::stod( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )))));
rValue = true;
}
else if( UTag == "RUNNINGSPEEDMOUNTED" )
{
SetMountedRunningSpeed( static_cast<R64>( std::stod( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )))));
rValue = true;
}
break;
case 'S':
if( UTag == "SPLIT" )
{
if( csecs.size() >= 2 )
{
SetSplit( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0 )));
SetSplitChance( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0 )));
}
else
{
SetSplit( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
}
rValue = true;
}
else if( UTag == "SPLITCHANCE" )
{
SetSplitChance( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "SUMMONTIMER" )
{
auto summonTimer = static_cast<TIMERVAL>( std::stoull( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 ));
SetTimer( tNPC_SUMMONTIME, summonTimer > 0 ? summonTimer + cwmWorldState->GetUICurrentTime() : 0 );
rValue = true;
}
else if( UTag == "SAY" )
{
SetSayColour( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "STEALTH" )
{
SetStealth( static_cast<SI08>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "SPATTACK" )
{
if( csecs.size() >=2 )
{
SetSpAttack( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0 )));
SetSpDelay( static_cast<UI08> (std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0 )));
}
else
{
SetSpAttack( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
}
rValue = true;
}
else if( UTag == "SPECIALATTACKDELAY" )
{
SetSpDelay( static_cast<SI08>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "SQUELCHED" )
{
SetSquelched( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "SKILLLOCKS" )
{
// Format: Baselocks=[0,34]-[1,255]-[END]
auto dsecs = oldstrutil::sections( data, "-" );
for( auto &value : dsecs )
{
if( value.empty() )
{
break;
}
auto secs = oldstrutil::sections( value, "," );
if( secs.size() != 2 )
{
break;
}
auto skillnum = static_cast<UI08>( std::stoul( secs[0].substr( 1 ), nullptr, 0 ));
auto skillvalue = static_cast<SkillLock>( std::stoul( secs[1].substr( 0, secs[1].size() - 1 ), nullptr, 0 ));
SetSkillLock( skillvalue, skillnum );
}
rValue = true;
}
else if( UTag == "SPEECH" )
{
SetSayColour( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0 )));
SetEmoteColour( static_cast<UI16>( std::stoul (oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "STABLED" )
{
SetStabled( static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 );
rValue = true;
}
break;
case 'T':
if( UTag == "TAMING" )
{
SetTaming( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "TAMEDHUNGERRATE" )
{
SetTamedHungerRate( static_cast<SI08>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "TAMEDHUNGERWILDCHANCE" )
{
SetTamedHungerWildChance( static_cast<SI08>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "TAMEDTHIRSTRATE" )
{
SetTamedThirstRate( static_cast<SI08>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "TAMEDTHIRSTWILDCHANCE" )
{
SetTamedThirstWildChance( static_cast<SI08>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "TOWN" )
{
SetTown( static_cast<UI08>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "TOWNVOTE" )
{
SetTownVote( static_cast<UI32>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "TOWNPRIVILEGES" )
{
SetTownpriv( static_cast<SI08>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "TOWNTITLE" )
{
SetTownTitle( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 );
rValue = true;
}
else if( UTag == "THIRST" )
{
SetThirst( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
break;
case 'W':
if( UTag == "WANDERAREA" )
{
SetFx( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" )), nullptr, 0 )), 0 );
SetFy( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0 )), 0 );
SetFx( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( csecs[2], "//" )), nullptr, 0 )), 1 );
SetFy( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( csecs[3], "//" )), nullptr, 0 )), 1 );
SetFz( static_cast<SI08>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( csecs[4], "//" )), nullptr, 0 )));
rValue = true;
}
else if( UTag == "WILLHUNGER" )
{
SetHungerStatus( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 );
rValue = true;
}
else if( UTag == "WILLTHIRST" )
{
SetThirstStatus( static_cast<SI16>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )) == 1 );
rValue = true;
}
else if( UTag == "WALKINGSPEED" )
{
SetWalkingSpeed( static_cast<R64>( std::stod( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )))));
rValue = true;
}
else if( UTag == "WALKINGSPEEDMOUNTED" )
{
SetMountedWalkingSpeed( static_cast<R64>( std::stod( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )))));
rValue = true;
}
break;
case 'X':
if( UTag == "XNPCWANDER" )
{
SetOldNpcWander( static_cast<SI08>( std::stoi( oldstrutil::trim( oldstrutil::removeTrailing( data, "//" )), nullptr, 0 )));
rValue = true;
}
break;
}
}
return rValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::LoadRemnants()
//| Date - 21st January, 2002
//o------------------------------------------------------------------------------------------------o
//| Purpose - After handling data specific load, other parts go here
//o------------------------------------------------------------------------------------------------o
bool CChar::LoadRemnants( void )
{
bool rValue = true;
SetSerial( serial );
if( IsNpc() && IsAtWar() )
{
SetWar( false );
}
CTownRegion *tRegion = CalcRegionFromXY( GetX(), GetY(), worldNumber, instanceId, this );
SetRegion(( tRegion != nullptr ? tRegion->GetRegionNum() : 0xFF ));
SetTimer( tCHAR_ANTISPAM, 0 );
if( GetId() != GetOrgId() && !IsDead() )
{
SetId( GetOrgId() );
}
const UI16 acct = GetAccount().wAccountIndex;
// Max body/anim ID supported in default client is 2048 (or 0x800),
// though custom clients like CUO can be modified to bypass this limit
if( GetId() > 0x999 )
{
if( acct == AB_INVALID_ID )
{
std::string charName = GetNpcDictName( this, nullptr, NRS_SYSTEM );
Console.Warning( oldstrutil::format( "NPC: %s with serial 0x%X with bugged body found, deleting", charName.c_str(), GetSerial() ));
rValue = false;
}
else
{
SetId( 0x0190 );
}
}
if( rValue )
{
MapRegion->AddChar( this );
const SI16 mx = GetX();
const SI16 my = GetY();
auto [mapWidth, mapHeight] = Map->SizeOfMap(worldNumber);
const bool overRight = ( mx > mapWidth );
const bool overBottom = ( my > mapHeight );
if( acct == AB_INVALID_ID && (( overRight && mx < 7000 ) || ( overBottom && my < 7000 ) || mx < 0 || my < 0 ))
{
if( IsNpc() )
{
std::string charName = GetNpcDictName( this, nullptr, NRS_SYSTEM );
Console.Warning( oldstrutil::format( "NPC: %s with serial 0x%X found outside valid world locations, deleting", charName.c_str(), GetSerial() ));
rValue = false;
}
else
{
SetLocation( 1000, 1000, 0 );
}
}
if( rValue )
{
if( !IsNpc() )
{
Accounts->AddCharacter( GetAccountNum(), this ); // account ID, and account object.
#if defined( UOX_DEBUG_MODE )
// Sanity-check lastOn vs lastOnSecs for player characters
ValidateLastOn();
#endif
}
}
}
return rValue;
}
void CChar::ValidateLastOn()
{
if( !GetLastOn().empty() )
{
const std::string currentLastOnString = GetLastOn();
UI32 currentLastOnSecs = GetLastOnSecs();
time_t currentTime = time( nullptr );
const time_t futureThreshold = currentTime + 93600; // ~26 hours buffer to account for timezone variance - we don't want any time travellers
bool requiresUpdateFromStr = false;
std::string updateReason = "";
// First, check if we actually need to update anything
if( currentLastOnSecs == 0 )
{
requiresUpdateFromStr = true;
updateReason = "LastOnSecs was 0";
}
else if( currentLastOnSecs > futureThreshold )
{
requiresUpdateFromStr = true;
updateReason = "LastOnSecs > future threshold (" + std::to_string( currentLastOnSecs ) + ")";
}
else
{
// LastOnSecs is > 0 and not unreasonably far into the future - let's validate
char checkBuffer[100];
const time_t secsToCheck = static_cast<time_t>( currentLastOnSecs );
char *resultPtr = mctime( checkBuffer, sizeof( checkBuffer ), &secsToCheck );
if( resultPtr != nullptr && checkBuffer[0] != '\0' )
{
// Trim whitespace from output
std::string tempStringFromBuffer = checkBuffer;
std::string currentSecsAsString = oldstrutil::trim( tempStringFromBuffer );
if( currentLastOnString != currentSecsAsString )
{
requiresUpdateFromStr = true;
updateReason = "Mismatch between string and mctime LastOnSecs ('" + currentSecsAsString + "')";
}
else
{
// Strings match! Existing LastOnSecs is validated and consistent. Do nothing.
requiresUpdateFromStr = false;
}
}
else // mctime call failed or returned empty string
{
Console.Warning( oldstrutil::format( "mctime failed during validation for char %u, ts %u. Cannot validate, no update.", GetSerial(), currentLastOnSecs ));
requiresUpdateFromStr = false; // Can't validate, don't update
}
}
if( requiresUpdateFromStr )
{
// Parsing logic using std::get_time and mktime remains the same
std::tm timeStructParse = {};
std::stringstream ssParse( currentLastOnString );
const std::locale c_localeParse( "C" );
[[maybe_unused]] std::locale prevLocaleParse = ssParse.imbue( c_localeParse );
std::string formatParse = "%a %b %d %H:%M:%S %Y";
ssParse >> std::get_time( &timeStructParse, formatParse.c_str() );
if( !ssParse.fail() )
{
timeStructParse.tm_isdst = -1;
time_t parsedTimestamp = mktime( &timeStructParse );
if( parsedTimestamp != -1 && parsedTimestamp <= futureThreshold )
{
SetLastOnSecs( static_cast<UI32>( parsedTimestamp ));
Console.Log( oldstrutil::format( "Updating LastOnSecs for char %u to %u based on lastOn. Reason: %s. Parsing: '%s'",
GetSerial(), GetLastOnSecs(), updateReason.c_str(), currentLastOnString.c_str() ));
}
else if( parsedTimestamp == -1 )
{
Console.Warning( oldstrutil::format( "mktime failed for char %u after parsing: %s", GetSerial(), currentLastOnString.c_str() ));
}
else
{
// parsedTimestamp > futureThreshold
Console.Warning( oldstrutil::format( "Parsed timestamp for char %u ALSO future date (%lld). Skipping update.", GetSerial(), static_cast<long long>( parsedTimestamp )));
}
}
else
{
// get_time failed
Console.Warning( oldstrutil::format( "std::get_time failed to parse char %u, LastOn string: '%s'", GetSerial(), currentLastOnString.c_str() ));
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SkillUsed()
//| Date - May 2, 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns true if the skill is being used
//o------------------------------------------------------------------------------------------------o
bool CChar::SkillUsed( UI08 skillNum ) const
{
bool rValue = false;
if( skillNum < ALLSKILLS )
{
UI08 part = static_cast<UI08>( skillNum / 32 );
UI08 offset = static_cast<UI08>( skillNum % 32 );
rValue = skillUsed[part].test( offset );
}
return rValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SkillUsed()
//| Date - May 2, 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets whether the skill skillNum is being used or not
//o------------------------------------------------------------------------------------------------o
void CChar::SkillUsed( bool value, UI08 skillNum )
{
if( skillNum < ALLSKILLS )
{
UI08 part = static_cast<UI08>( skillNum / 32 );
UI08 offset = static_cast<UI08>( skillNum % 32 );
skillUsed[part].set( offset, value );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::PostLoadProcessing()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Used to setup any pointers that may need adjustment
//| following the loading of the world
//o------------------------------------------------------------------------------------------------o
void CChar::PostLoadProcessing( void )
{
CBaseObject::PostLoadProcessing();
if( tempContainerSerial != INVALIDSERIAL )
{
SetPackItem( CalcItemObjFromSer( tempContainerSerial ));
}
else
{
SetPackItem( nullptr );
}
if( GetWeight() <= 0 || GetWeight() > MAX_WEIGHT || GetWeight() > GetWeightMax() )
{
SetWeight( Weight->CalcCharWeight( this ));
}
for( UI08 i = 0; i < ALLSKILLS; ++i )
{
Skills->UpdateSkillLevel( this, i );
}
// If character belongs to a player and doesn't have a created timestamp, add one now
if( !IsNpc() && GetCreatedOn() == 0 )
{
SetCreatedOn( GetMinutesSinceEpoch() );
}
// We need to add things to petlists, so we can cleanup after ourselves properly -
SetPostLoaded( true );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsJailed()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns true if the character is in a jail cell
//o------------------------------------------------------------------------------------------------o
bool CChar::IsJailed( void ) const
{
return ( GetCell() != -1 );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::InDungeon()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Determine if player is inside a dungeon
//o------------------------------------------------------------------------------------------------o
bool CChar::InDungeon( void )
{
bool rValue = false;
if( GetRegion() != nullptr )
{
rValue = GetRegion()->IsDungeon();
}
return rValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::TextMessage()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handle server-triggered speech for characters
//o------------------------------------------------------------------------------------------------o
void CChar::TextMessage( CSocket *s, std::string toSay, SpeechType msgType, bool spamTimer )
{
bool canSpeak = !spamTimer;
if( !toSay.empty() )
{
if( spamTimer )
{
if( GetTimer( tCHAR_ANTISPAM ) < cwmWorldState->GetUICurrentTime() )
{
SetTimer( tCHAR_ANTISPAM, BuildTimeValue( 10.0 ));
canSpeak = true;
}
}
if( canSpeak )
{
UI16 txtColor = 0x5A;
if( msgType == EMOTE || msgType == ASCIIEMOTE )
{
txtColor = GetEmoteColour();
}
else if( msgType == TALK || msgType == ASCIITALK )
{
if( GetNpcAiType() == AI_EVIL || GetNpcAiType() == AI_EVIL_CASTER )
{
txtColor = 0x0026;
}
else
{
txtColor = GetSayColour();
}
}
else if( msgType == SYSTEM )
{
txtColor = 0x07FA;
}
else if( msgType == OBJ )
{
txtColor = 0x3b2;
}
if( !txtColor || txtColor == 0x1700 )
{
txtColor = 0x5A;
}
SERIAL speakTo = INVALIDSERIAL;
SpeechTarget target = SPTRG_PCNPC;
CChar *mChar = nullptr;
if( s != nullptr )
{
mChar = s->CurrcharObj();
speakTo = mChar->GetSerial();
target = SPTRG_INDIVIDUAL;
}
if( cwmWorldState->ServerData()->UseUnicodeMessages() )
{
// Doesn't enter the speech-queue, though!
bool sendAll = true;
if( target == SPTRG_INDIVIDUAL || target == SPTRG_ONLYRECEIVER )
{
sendAll = false;
}
// Send speech as a unicode-enabled cliloc message (packet 0xC1)
//ClilocMessage( s, this, msgType, txtColor, (FontType)GetFontType(), 1114057, sendAll, "s", toSay.c_str() );
CPUnicodeMessage unicodeMessage;
unicodeMessage.Message( toSay );
unicodeMessage.Font( static_cast<FontType>( GetFontType() ));
unicodeMessage.Colour( txtColor );
unicodeMessage.Type( msgType );
unicodeMessage.Language( "ENG" );
unicodeMessage.Name( this->GetNameRequest( mChar, NRS_SPEECH ));
unicodeMessage.ID( INVALIDID );
unicodeMessage.Serial( GetSerial() );
bool sendSock = ( s != nullptr );
if( sendAll )
{
UI16 searchDistance = DIST_SAMESCREEN;
if( msgType == WHISPER || msgType == ASCIIWHISPER )
{
searchDistance = DIST_SAMETILE;
}
else if( msgType == YELL || msgType == ASCIIYELL )
{
searchDistance = DIST_SAMESCREEN * 1.5;
}
else if( msgType == EMOTE || msgType == ASCIIEMOTE )
{
searchDistance = DIST_INRANGE;
}
for( auto &tSock : FindNearbyPlayers( this, searchDistance ))
{
if(( tSock == s ) && sendSock )
{
sendSock = false;
}
tSock->Send( &unicodeMessage );
}
}
if( sendSock )
{
s->Send( &unicodeMessage );
}
}
else
{
CSpeechEntry& toAdd = SpeechSys->Add();
toAdd.Font( static_cast<FontType>( GetFontType() ));
toAdd.Speech( toSay );
toAdd.Speaker( GetSerial() );
toAdd.SpokenTo( speakTo );
toAdd.Type( msgType );
toAdd.At( cwmWorldState->GetUICurrentTime() );
toAdd.TargType( target );
toAdd.Colour( txtColor );
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::TextMessage()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handle server-triggered speech for characters
//o------------------------------------------------------------------------------------------------o
void CChar::TextMessage( CSocket *s, SI32 dictEntry, SpeechType msgType, int spamTimer, ... )
{
UnicodeTypes dictLang = ZERO;
if( s != nullptr )
{
dictLang = s->Language();
}
std::string txt = Dictionary->GetEntry( dictEntry, dictLang );
if( !txt.empty() )
{
va_list argptr;
va_start( argptr, spamTimer );
auto msg = oldstrutil::format( txt, argptr );
va_end( argptr ); // va_end in same function as va_start
if( msg.size() > 512 )
{
msg = msg.substr( 0, 512 );
}
auto spam = false;
if( spamTimer == 1 )
{
spam = true;
}
TextMessage( s, msg, msgType, spam );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SendWornItems()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Send items worn on character to client
//o------------------------------------------------------------------------------------------------o
void CChar::SendWornItems( CSocket *mSock )
{
SetOnHorse( false );
CPWornItem toSend;
for( CItem *i = FirstItem(); !FinishedItems(); i = NextItem() )
{
if( ValidateObject( i ) && !i->IsFree() )
{
if( i->GetLayer() == IL_MOUNT )
{
SetOnHorse( true );
}
toSend = ( *i );
mSock->Send( &toSend );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::WalkZ()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Update character'z Z coordinate based on movement, and handle falling
//o------------------------------------------------------------------------------------------------o
void CChar::WalkZ( SI08 newZ )
{
oldLocZ = z;
z = newZ;
UI08 fallDistance = oldLocZ - z;
if( fallDistance > MAX_Z_FALL )
{
std::vector<UI16> scriptTriggers = GetScriptTriggers();
for( auto i : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( i );
if( toExecute != nullptr )
{
toExecute->OnFall(( this ), fallDistance );
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::WalkDir()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Update character's walking direction
//o------------------------------------------------------------------------------------------------o
void CChar::WalkDir( SI08 newDir )
{
dir = newDir;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::Cleanup()
//| Date - 11/6/2003
//o------------------------------------------------------------------------------------------------o
//| Purpose - Cleans up after character
//o------------------------------------------------------------------------------------------------o
void CChar::Cleanup( void )
{
if( !IsFree() ) // We're not the default item in the handler
{
MapRegion->RemoveChar( this );
JSEngine->ReleaseObject( IUE_CHAR, this );
CBaseObject::Cleanup();
RemoveFromSight();
for( CItem *tItem = FirstItem(); !FinishedItems(); tItem = NextItem() )
{
if( ValidateObject( tItem ))
{
tItem->Delete();
}
}
// Clear up some stuff for our target in combat
CChar *tempChar = nullptr;
tempChar = GetTarg();
if( ValidateObject( tempChar ))
{
// Clear char as target of target, if set
if( tempChar->GetTarg() == this )
{
tempChar->SetTarg( nullptr );
if( tempChar->IsAtWar() && tempChar->IsNpc() )
{
// What if target is fighting other characters too?
tempChar->ToggleCombat();
}
}
// Remove char as target's attacker, if set
if( tempChar->GetAttacker() == this )
{
tempChar->SetAttacker( nullptr );
}
// Remove char from target's aggressorToList
tempChar->RemoveAggressorFlag( this->GetSerial() );
SetTarg( nullptr );
}
// Do the same for our attacker (who could be a different character than our target)
tempChar = GetAttacker();
if( ValidateObject( tempChar ))
{
// Again, clear this char as attacker of our attacker, if set
if( tempChar->GetAttacker() == this )
{
tempChar->SetAttacker( nullptr );
}
// Also clear attacker's target, if it matches this char
if( tempChar->GetTarg() == this )
{
tempChar->SetTarg( nullptr );
if( tempChar->IsAtWar() && tempChar->IsNpc() )
{
tempChar->ToggleCombat();
}
}
// Remove char from attacker's aggressorToList
tempChar->RemoveAggressorFlag( this->GetSerial() );
SetAttacker( nullptr );
}
// Clear char's list of aggressor flags
ClearAggressorFlags();
// If we delete a NPC we should delete his tempeffects as well
std::vector<CTEffect *> removedEffect;
for( const auto &Effect : cwmWorldState->tempEffects.collection() )
{
if( Effect->Destination() == GetSerial() )
{
removedEffect.push_back( Effect );
}
else if( Effect->Source() == GetSerial() )
{
Effect->Source( INVALIDSERIAL );
}
}
std::for_each( removedEffect.begin(), removedEffect.end(), []( CTEffect *effect )
{
cwmWorldState->tempEffects.Remove( effect, true );
});
// if we delete a NPC we should delete him from spawnregions
// this will fix several crashes
if( IsNpc() && IsSpawned() )
{
if( GetSpawn() < BASEITEMSERIAL )
{
UI16 spawnRegNum = static_cast<UI16>( GetSpawn() );
if( cwmWorldState->spawnRegions.find( spawnRegNum ) != cwmWorldState->spawnRegions.end() )
{
CSpawnRegion *spawnReg = cwmWorldState->spawnRegions[spawnRegNum];
if( spawnReg != nullptr )
{
spawnReg->DeleteSpawnedChar( this );
}
}
}
}
if( !IsNpc() )
{
CAccountBlock_st& mAcct = GetAccount();
if( mAcct.wAccountIndex != AB_INVALID_ID )
{
for( UI08 actr = 0; actr < 7; ++actr )
{
if( mAcct.lpCharacters[actr] != nullptr && mAcct.lpCharacters[actr]->GetSerial() == GetSerial() )
{
Accounts->DelCharacter( mAcct.wAccountIndex, actr );
break;
}
}
}
}
if( GetSpawnObj() != nullptr )
{
SetSpawn( INVALIDSERIAL );
}
if( IsGuarded() )
{
CChar *petGuard = Npcs->GetGuardingFollower( this, this );
if( ValidateObject( petGuard ))
{
petGuard->SetGuarding( nullptr );
}
SetGuarded( false );
}
Npcs->StopPetGuarding( this );
// Clear out char's followers
for( tempChar = activeFollowers.First(); !activeFollowers.Finished(); tempChar = activeFollowers.Next() )
{
if( ValidateObject( tempChar ) )
{
tempChar->SetOwner( nullptr );
RemoveFollower( tempChar );
}
}
// Clear out char's list of owned pets
for( tempChar = petsOwned.First(); !petsOwned.Finished(); tempChar = petsOwned.Next() )
{
if( ValidateObject( tempChar ))
{
tempChar->SetOwner( nullptr );
}
}
// Clear out char's list of owned corpses
for( auto tempCorpse = ownedCorpses.First(); !ownedCorpses.Finished(); tempCorpse = ownedCorpses.Next() )
{
if( ValidateObject( tempCorpse ))
{
tempCorpse->SetOwner( nullptr );
RemoveCorpse( tempCorpse );
}
}
// If a pet/follower, reduce owner's pet control slot usage by amount occupied by pet/follower
CChar *oldOwner = GetOwnerObj();
if( ValidateObject( oldOwner ))
{
oldOwner->SetControlSlotsUsed( std::max( 0, oldOwner->GetControlSlotsUsed() - GetControlSlots() ));
oldOwner->GetFollowerList()->Remove( this );
}
RemoveSelfFromOwner(); // Let's remove it from our owner (if any)
//Ensure that object is removed from refreshQueue
RemoveFromRefreshQueue();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetHP()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets hitpoints of the character
//o------------------------------------------------------------------------------------------------o
void CChar::SetHP( SI16 newValue )
{
CBaseObject::SetHP( std::min( std::max( static_cast<SI16>( 0 ), newValue ), static_cast<SI16>( GetMaxHP() )));
Dirty( UT_HITPOINTS );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetMana()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets mana of the character
//o------------------------------------------------------------------------------------------------o
void CChar::SetMana( SI16 newValue )
{
CBaseObject::SetMana( std::min( std::max( static_cast<SI16>( 0 ), newValue ), GetMaxMana() ));
Dirty( UT_MANA );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetStamina()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets stamina of the character
//o------------------------------------------------------------------------------------------------o
void CChar::SetStamina( SI16 newValue )
{
CBaseObject::SetStamina( std::min( std::max( static_cast<SI16>( 0 ), newValue ), GetMaxStam() ));
Dirty( UT_STAMINA );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetPoisoned()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets poisoned state of character
//o------------------------------------------------------------------------------------------------o
void CChar::SetPoisoned( UI08 newValue )
{
CBaseObject::SetPoisoned( newValue );
Dirty( UT_UPDATE );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetPoisonedBy()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets poisoned state of character
//o------------------------------------------------------------------------------------------------o
void CChar::SetPoisonedBy( SERIAL newValue )
{
CBaseObject::SetPoisonedBy( newValue );
Dirty( UT_UPDATE );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetStrength2()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets bonus strength stat for character
//o------------------------------------------------------------------------------------------------o
void CChar::SetStrength2( SI16 nVal )
{
CBaseObject::SetStrength2( nVal );
Dirty( UT_HITPOINTS );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetDexterity2()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets bonus dexterity stat for character
//o------------------------------------------------------------------------------------------------o
void CChar::SetDexterity2( SI16 nVal )
{
CBaseObject::SetDexterity2( nVal );
Dirty( UT_STAMINA );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetIntelligence2()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets bonus intelligence stat for character
//o------------------------------------------------------------------------------------------------o
void CChar::SetIntelligence2( SI16 nVal )
{
CBaseObject::SetIntelligence2( nVal );
Dirty( UT_MANA );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetHealthBonus()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets bonus Hits stat for character
//o------------------------------------------------------------------------------------------------o
void CChar::SetHealthBonus( SI16 nVal )
{
CBaseObject::SetHealthBonus( nVal );
Dirty( UT_HITPOINTS );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetStaminaBonus()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets bonus Stam stat for character
//o------------------------------------------------------------------------------------------------o
void CChar::SetStaminaBonus( SI16 nVal )
{
CBaseObject::SetStaminaBonus( nVal );
Dirty( UT_STAMINA );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetManaBonus()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets bonus Mana stat for character
//o------------------------------------------------------------------------------------------------o
void CChar::SetManaBonus( SI16 nVal )
{
CBaseObject::SetManaBonus( nVal );
Dirty( UT_MANA );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IncHealthBonus()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Increments GetHealthBonus (modifications) by toAdd
//o------------------------------------------------------------------------------------------------o
void CChar::IncHealthBonus( SI16 toAdd )
{
SetHealthBonus( static_cast<SI16>( GetHealthBonus() + toAdd ));
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IncStaminaBonus()
//| Date - 26 May 2024
//o------------------------------------------------------------------------------------------------o
//| Purpose - Increments GetBonusStam (modifications) by toAdd
//o------------------------------------------------------------------------------------------------o
void CChar::IncStaminaBonus( SI16 toAdd )
{
SetStaminaBonus( static_cast<SI16>( GetStaminaBonus() + toAdd ));
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IncManaBonus()
//| Date - 26 May 2024
//o------------------------------------------------------------------------------------------------o
//| Purpose - Increments GetBonusMana (modifications) by toAdd
//o------------------------------------------------------------------------------------------------o
void CChar::IncManaBonus( SI16 toAdd )
{
SetManaBonus( static_cast<SI16>( GetManaBonus() + toAdd ));
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IncStamina()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Increase character's stamina by specified value
//o------------------------------------------------------------------------------------------------o
void CChar::IncStamina( SI16 toInc )
{
SetStamina( GetStamina() + toInc );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IncMana()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Increase character's mana by specified value
//o------------------------------------------------------------------------------------------------o
void CChar::IncMana( SI16 toInc )
{
SetMana( GetMana() + toInc );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::ToggleCombat()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Toggle combat mode for NPC
//o------------------------------------------------------------------------------------------------o
void CChar::ToggleCombat( void )
{
SetWar( !IsAtWar() );
Movement->CombatWalk( this );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::CanBeObjType()
//| Date - 24 June, 2004
//o------------------------------------------------------------------------------------------------o
//| Purpose - Indicates whether an object can behave as a particular type (Char, in this case)
//o------------------------------------------------------------------------------------------------o
bool CChar::CanBeObjType( ObjectType toCompare ) const
{
bool rValue = CBaseObject::CanBeObjType( toCompare );
if( !rValue )
{
if( toCompare == OT_CHAR )
{
rValue = true;
}
}
return rValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::Delete()
//| Date - 11/6/2003
//o------------------------------------------------------------------------------------------------o
//| Purpose - Adds character to deletion queue
//o------------------------------------------------------------------------------------------------o
void CChar::Delete( void )
{
if( cwmWorldState->deletionQueue.count( this ) == 0 )
{
++( cwmWorldState->deletionQueue[this] );
Cleanup();
SetDeleted( true );
ShouldSave( false );
}
}
// Player Specific Functions
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetAccount()
//| CChar::GetAccount()
//| Date - 1/14/2003 6:17:45 AM
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets and Returns the CAccountBlock_st associated with this player
//o------------------------------------------------------------------------------------------------o
void CChar::SetAccount( CAccountBlock_st& actbAccount )
{
if( !IsValidPlayer() )
{
if( actbAccount.wAccountIndex != DEFPLAYER_ACCOUNTNUM )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->accountNum = actbAccount.wAccountIndex;
}
}
CAccountBlock_st& CChar::GetAccount( void )
{
UI16 rVal = AB_INVALID_ID;
if( IsValidPlayer() )
{
rVal = mPlayer->accountNum;
}
return Accounts->GetAccountById( rVal );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetAccountNum()
//| CChar::SetAccountNum()
//| Date - 1/14/2003 6:17:45 AM
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets and Returns the account number associated with this player
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetAccountNum( void ) const
{
UI16 rVal = AB_INVALID_ID;
if( IsValidPlayer() )
{
rVal = mPlayer->accountNum;
}
return rVal;
}
void CChar::SetAccountNum( UI16 newVal )
{
if( !IsValidPlayer() )
{
if( newVal != DEFPLAYER_ACCOUNTNUM )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->accountNum = newVal;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetRobe()
//| CChar::SetRobe()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets player's death robe
//o------------------------------------------------------------------------------------------------o
SERIAL CChar::GetRobe( void ) const
{
SERIAL rVal = DEFPLAYER_ROBE;
if( IsValidPlayer() )
{
rVal = mPlayer->robe;
}
return rVal;
}
void CChar::SetRobe( SERIAL newValue )
{
if( !IsValidPlayer() )
{
if( newValue != DEFPLAYER_ROBE )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->robe = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::LastMoveTime()
//| CChar::LastMoveTime()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets timestamp for when player last moved
//o------------------------------------------------------------------------------------------------o
TIMERVAL CChar::LastMoveTime( void ) const
{
return lastMoveTime;
}
void CChar::LastMoveTime( TIMERVAL newValue )
{
lastMoveTime = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetLastCombatTime()
//| CChar::SetLastCombatTime()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets timestamp for when player last combat
//o------------------------------------------------------------------------------------------------o
TIMERVAL CChar::GetLastCombatTime() const
{
return lastCombatTime;
}
void CChar::SetLastCombatTime( TIMERVAL newValue )
{
lastCombatTime = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetLastOn()
//| CChar::SetLastOn()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets timestamp (in text) for when player was last online
//o------------------------------------------------------------------------------------------------o
std::string CChar::GetLastOn( void ) const
{
std::string rVal = "";
if( IsValidPlayer() )
{
rVal = mPlayer->lastOn;
}
return rVal;
}
void CChar::SetLastOn( std::string newValue )
{
if( !IsValidPlayer() )
{
if( !newValue.empty() )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->lastOn = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetLastOnSecs()
//| CChar::SetLastOnSecs()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets timestamp (in seconds) for when player was last online
//o------------------------------------------------------------------------------------------------o
UI32 CChar::GetLastOnSecs( void ) const
{
UI32 rVal = 0;
if( IsValidPlayer() )
{
rVal = mPlayer->lastOnSecs;
}
return rVal;
}
void CChar::SetLastOnSecs( UI32 newValue )
{
if( IsValidPlayer() )
{
mPlayer->lastOnSecs = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetCreatedOn()
//| CChar::SetCreatedOn()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets timestamp (in seconds) for when player character was created
//o------------------------------------------------------------------------------------------------o
TIMERVAL CChar::GetCreatedOn( void ) const
{
UI32 rVal = 0;
if( IsValidPlayer() )
{
rVal = mPlayer->createdOn;
}
return rVal;
}
void CChar::SetCreatedOn( TIMERVAL newValue )
{
if( IsValidPlayer() )
{
mPlayer->createdOn = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetPlayTime()
//| CChar::SetPlayTime()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets/Updates play time (in minutes) of character since it was created
//o------------------------------------------------------------------------------------------------o
auto CChar::GetPlayTime() const -> UI32
{
UI32 rVal = 0;
if( IsValidPlayer() )
{
rVal = mPlayer->playTime;
}
return rVal;
}
auto CChar::SetPlayTime( UI32 newValue ) -> void
{
if( IsValidPlayer() )
{
mPlayer->playTime = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetAtrophy()
//| CChar::SetAtrophy()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets skill atrophy for character
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetAtrophy( UI08 skillToGet ) const
{
UI08 rVal = 0;
if( IsValidPlayer() && skillToGet <= INTELLECT )
{
rVal = mPlayer->atrophy[skillToGet];
}
return rVal;
}
void CChar::SetAtrophy( UI08 newValue, UI08 skillToSet )
{
if( IsValidPlayer() && skillToSet <= INTELLECT )
{
mPlayer->atrophy[skillToSet] = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetSkillLock()
//| CChar::SetSkillLock()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets skill (and stat) lock for character
//o------------------------------------------------------------------------------------------------o
SkillLock CChar::GetSkillLock( UI08 skillToGet ) const
{
SkillLock rVal = SKILL_INCREASE;
if( IsValidPlayer() && skillToGet <= INTELLECT )
{
rVal = mPlayer->lockState[skillToGet];
}
return rVal;
}
void CChar::SetSkillLock( SkillLock newValue, UI08 skillToSet )
{
if( IsValidPlayer() && skillToSet <= INTELLECT )
{
mPlayer->lockState[skillToSet] = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetMounted()
//| CChar::SetMounted()
//| Date - 23. Feb, 2006
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets mounted state of character
//o------------------------------------------------------------------------------------------------o
bool CChar::GetMounted( void ) const
{
bool rVal = false;
if( IsValidNPC() )
{
rVal = mNPC->boolFlags.test( BIT_MOUNTED );
}
return rVal;
}
void CChar::SetMounted( bool newValue )
{
if( IsValidNPC() )
{
mNPC->boolFlags.set( BIT_MOUNTED, newValue );
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetStabled()
//| CChar::SetStabled()
//| Date - 23. Feb, 2006
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets stabled state of pet
//o------------------------------------------------------------------------------------------------o
bool CChar::GetStabled( void ) const
{
bool rVal = false;
if( IsValidNPC() )
{
rVal = mNPC->boolFlags.test( BIT_STABLED );
}
return rVal;
}
void CChar::SetStabled( bool newValue )
{
if( IsValidNPC() )
{
mNPC->boolFlags.set( BIT_STABLED, newValue );
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetCombatLos()
//| CChar::HasCombatLos()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets whether character currently has Line-of-Sight to target in combat
//o------------------------------------------------------------------------------------------------o
bool CChar::GetCombatLos( void ) const
{
bool rVal = false;
if( IsValidNPC() )
{
rVal = mNPC->boolFlags.test( BIT_COMBATLOS );
}
return rVal;
}
void CChar::SetCombatLos( bool newValue )
{
if( IsValidNPC() )
{
mNPC->boolFlags.set( BIT_COMBATLOS, newValue );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsFlying()
//| CChar::SetFlying()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets flying state of character
//o------------------------------------------------------------------------------------------------o
bool CChar::IsFlying( void ) const
{
return bools.test( BIT_FLYING );
}
void CChar::SetFlying( bool newValue )
{
if( MayLevitate() )
{
bools.set( BIT_FLYING, newValue );
}
}
bool CChar::ToggleFlying( void )
{
CSocket *tSock = GetSocket();
if( MayLevitate() )
{
if( GetTimer( tCHAR_FLYINGTOGGLE ) <= cwmWorldState->GetUICurrentTime() )
{
if( IsFrozen() )
{
tSock->SysMessage( 9000 ); // You cannot use this ability while frozen.
}
else
{
// Start timer for when flying toggle can be used again
SetTimer( tCHAR_FLYINGTOGGLE, BuildTimeValue( 1.65 ));
// Freeze character until flying anim is over
SetFrozen( true );
// Toggle flying
SetFlying( !IsFlying() );
// Refresh our own character
CPExtMove toSend = ( *this );
tSock->Send( &toSend );
// Play takeoff/landing animation
if( !IsFlying() )
{
Effects->PlayNewCharacterAnimation( this, N_ACT_LAND ); // Action 0x0A, subAction 0x00
}
else
{
Effects->PlayNewCharacterAnimation( this, N_ACT_TAKEOFF ); // Action 0x09, subAction 0x00
}
// Send update to nearby characters
for( auto &tSend : Network->connClients )
{
if( tSend )
{
CChar *mChar = tSend->CurrcharObj();
if( ValidateObject( mChar ))
{
if(( WorldNumber() == mChar->WorldNumber() ) && (GetInstanceId() == mChar->GetInstanceId() ))
{
UI16 effRange = static_cast<UI16>( tSend->Range() );
const UI16 visibleRange = static_cast<UI16>( tSend->Range() + Races->VisRange( mChar->GetRace() ));
if( visibleRange >= effRange )
{
effRange = visibleRange;
}
if( this != mChar )
{
if( !ObjInRange( this, mChar, effRange ))
continue;
}
toSend.FlagColour( static_cast<UI08>( FlagColour( mChar )));
tSend->Send( &toSend );
}
}
}
}
}
}
}
else if( GetId() == 0x029A || GetId() == 0x029B )
{
// Enable flying mode for older gargoyle characters that were created before this property was added to character creation
SetLevitate( true );
}
else
{
tSock->SysMessage( 9001 ); // This character is not allowed to fly!
}
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetMaxHPFixed()
//| CChar::SetMaxHPFixed()
//| Date - 25. Feb, 2006
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the maximum hp (fixed) for the character
//o------------------------------------------------------------------------------------------------o
bool CChar::GetMaxHPFixed( void ) const
{
return bools.test( BIT_MAXHPFIXED );
}
void CChar::SetMaxHPFixed( bool newValue )
{
bools.set( BIT_MAXHPFIXED, newValue );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetMaxManaFixed()
//| CChar::SetMaxManaFixed()
//| Date - 25. Feb, 2006
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the maximum mana (fixed) for the character
//o------------------------------------------------------------------------------------------------o
bool CChar::GetMaxManaFixed( void ) const
{
return bools.test( BIT_MAXMANAFIXED );
}
void CChar::SetMaxManaFixed( bool newValue )
{
bools.set( BIT_MAXMANAFIXED, newValue );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetMaxStamFixed()
//| CChar::SetMaxStamFixed()
//| Date - 25. Feb, 2006
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the maximum stamina (fixed) of the character
//o------------------------------------------------------------------------------------------------o
bool CChar::GetMaxStamFixed( void ) const
{
return bools.test( BIT_MAXSTAMFIXED );
}
void CChar::SetMaxStamFixed( bool newValue )
{
bools.set( BIT_MAXSTAMFIXED, newValue );
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetOrgName()
//| CChar::SetOrgName()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the player character's original name
//o------------------------------------------------------------------------------------------------o
std::string CChar::GetOrgName( void ) const
{
std::string rVal = "";
if( IsValidPlayer() )
{
rVal = mPlayer->origName;
}
return rVal;
}
void CChar::SetOrgName( std::string newName )
{
if( !IsValidPlayer() )
{
if( !newName.empty() )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->origName = newName;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetOrgId()
//| CChar::SetOrgId()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the player character's original ID
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetOrgId( void ) const
{
UI16 rVal = GetId();
if( IsValidPlayer() )
{
rVal = mPlayer->origId;
}
return rVal;
}
void CChar::SetOrgId( UI16 value )
{
if( !IsValidPlayer() )
{
if( value != DEFPLAYER_ORIGID )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->origId = value;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetOrgSkin()
//| CChar::SetOrgSkin()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the player character's original skin
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetOrgSkin( void ) const
{
UI16 rVal = GetSkin();
if( IsValidPlayer() )
{
rVal = mPlayer->origSkin;
}
return rVal;
}
void CChar::SetOrgSkin( UI16 value )
{
if( !IsValidPlayer() )
{
if( value != DEFPLAYER_ORIGSKIN )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->origSkin = value;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetHairStyle()
//| CChar::SetHairStyle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the player character's default hairstyle
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetHairStyle( void ) const
{
UI16 rVal = DEFPLAYER_HAIRSTYLE;
if( IsValidPlayer() )
{
rVal = mPlayer->hairStyle;
}
return rVal;
}
void CChar::SetHairStyle( UI16 value )
{
if( !IsValidPlayer() )
{
if( value != DEFPLAYER_HAIRSTYLE )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->hairStyle = value;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetBeardStyle()
//| CChar::SetBeardStyle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the player character's default beardstyle
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetBeardStyle( void ) const
{
UI16 rVal = DEFPLAYER_BEARDSTYLE;
if( IsValidPlayer() )
{
rVal = mPlayer->beardStyle;
}
return rVal;
}
void CChar::SetBeardStyle( UI16 value )
{
if( !IsValidPlayer() )
{
if( value != DEFPLAYER_BEARDSTYLE )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->beardStyle = value;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetHairColour()
//| CChar::SetHairColour()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the player character's default haircolour
//o------------------------------------------------------------------------------------------------o
COLOUR CChar::GetHairColour( void ) const
{
COLOUR rVal = DEFPLAYER_HAIRCOLOUR;
if( IsValidPlayer() )
{
rVal = mPlayer->hairColour;
}
return rVal;
}
void CChar::SetHairColour( COLOUR value )
{
if( !IsValidPlayer() )
{
if( value != DEFPLAYER_HAIRCOLOUR )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->hairColour = value;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetBeardColour()
//| CChar::SetBeardColour()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the player character's default beardcolour
//o------------------------------------------------------------------------------------------------o
COLOUR CChar::GetBeardColour( void ) const
{
COLOUR rVal = DEFPLAYER_BEARDCOLOUR;
if( IsValidPlayer() )
{
rVal = mPlayer->beardColour;
}
return rVal;
}
void CChar::SetBeardColour( COLOUR value )
{
if( !IsValidPlayer() )
{
if( value != DEFPLAYER_BEARDCOLOUR )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->beardColour = value;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetTrackingTarget()
//| CChar::SetTrackingTarget()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the player character's tracking target
//o------------------------------------------------------------------------------------------------o
CChar *CChar::GetTrackingTarget( void ) const
{
CChar *rVal = nullptr;
if( IsValidPlayer() )
{
rVal = CalcCharObjFromSer( mPlayer->trackingTarget );
}
return rVal;
}
void CChar::SetTrackingTarget( CChar *newValue )
{
if( !IsValidPlayer() )
{
if( newValue != nullptr )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->trackingTarget = CalcSerFromObj( newValue );
}
}
SERIAL CChar::GetTrackingTargetSerial( void ) const
{
SERIAL rVal = INVALIDSERIAL;
if( IsValidPlayer() )
{
rVal = mPlayer->trackingTarget;
}
return rVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetTrackingTargets()
//| CChar::SetTrackingTargets()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets list of possible tracking targets
//o------------------------------------------------------------------------------------------------o
CChar *CChar::GetTrackingTargets( UI08 targetNum ) const
{
CChar *rVal = nullptr;
if( IsValidPlayer() )
{
if( targetNum < mPlayer->trackingTargets.size() )
{
rVal = mPlayer->trackingTargets[targetNum];
}
}
return rVal;
}
void CChar::SetTrackingTargets( CChar *newValue, UI08 targetNum )
{
if( !IsValidPlayer() )
{
if( newValue != nullptr )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
if( targetNum < mPlayer->trackingTargets.size() )
{
mPlayer->trackingTargets[targetNum] = newValue;
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetCommandLevel()
//| CChar::SetCommandLevel()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the player character's command level
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetCommandLevel( void ) const
{
UI08 rVal = DEFPLAYER_COMMANDLEVEL;
if( IsValidPlayer() )
{
rVal = mPlayer->commandLevel;
}
return rVal;
}
void CChar::SetCommandLevel( UI08 newValue )
{
if( !IsValidPlayer() )
{
if( newValue != DEFPLAYER_COMMANDLEVEL )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->commandLevel = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetPostType()
//| CChar::SetPostType()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets player character's messageboard posting level
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetPostType( void ) const
{
UI08 rVal = DEFPLAYER_POSTTYPE;
if( IsValidPlayer() )
{
rVal = mPlayer->postType;
}
return rVal;
}
void CChar::SetPostType( UI08 newValue )
{
if( !IsValidPlayer() )
{
if( newValue != DEFPLAYER_POSTTYPE )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->postType = newValue;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetCallNum()
//| CChar::SetCallNum()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the currently active GM/Counselor call for the character
//o------------------------------------------------------------------------------------------------o
SERIAL CChar::GetCallNum( void ) const
{
SI16 rVal = DEFPLAYER_CALLNUM;
if( IsValidPlayer() )
{
rVal = mPlayer->callNum;
}
return rVal;
}
void CChar::SetCallNum( SERIAL newValue )
{
if( !IsValidPlayer() )
{
if( newValue != INVALIDSERIAL )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->callNum = newValue;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetPlayerCallNum()
//| CChar::SetPlayerCallNum()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the player character's call number in GM/CNS Queue
//o------------------------------------------------------------------------------------------------o
SERIAL CChar::GetPlayerCallNum( void ) const
{
SERIAL rVal = DEFPLAYER_PLAYERCALLNUM;
if( IsValidPlayer() )
{
rVal = mPlayer->playerCallNum;
}
return rVal;
}
void CChar::SetPlayerCallNum( SERIAL newValue )
{
if( !IsValidPlayer() )
{
if( newValue != INVALIDSERIAL )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->playerCallNum = newValue;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetSquelched()
//| CChar::SetSquelched()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the squelched status of the player's character
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetSquelched( void ) const
{
UI08 rVal = DEFPLAYER_SQUELCHED;
if( IsValidPlayer() )
{
rVal = mPlayer->squelched;
}
return rVal;
}
void CChar::SetSquelched( UI08 newValue )
{
if( !IsValidPlayer() )
{
if( newValue != DEFPLAYER_SQUELCHED )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->squelched = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetSpeechItem()
//| CChar::SetSpeechItem()
//| Date - April 8th, 2000
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets item related to the speech we're working on
//| IE the item for name deed if we're renaming ourselves
//o------------------------------------------------------------------------------------------------o
CItem *CChar::GetSpeechItem( void ) const
{
CItem *rVal = nullptr;
if( IsValidPlayer() )
{
rVal = mPlayer->speechItem;
}
return rVal;
}
void CChar::SetSpeechItem( CItem *newValue )
{
if( !IsValidPlayer() )
{
if( newValue != nullptr )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->speechItem = newValue;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetSpeechMode()
//| CChar::SetSpeechMode()
//| Date - April 8th, 2000
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets Speech mode information, as to what mode of speech
//| we are in. Valid values are found just below
//| 0 normal speech
//| 1 GM page
//| 2 Counselor page
//| 3 Player Vendor item pricing
//| 4 Player Vendor item describing
//| 5 Key renaming
//| 6 Name deed
//| 7 Rune renaming
//| 8 Sign renaming
//| 9 JS Speech
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetSpeechMode( void ) const
{
UI08 rVal = DEFPLAYER_SPEECHMODE;
if( IsValidPlayer() )
{
rVal = mPlayer->speechMode;
}
return rVal;
}
void CChar::SetSpeechMode( UI08 newValue )
{
if( !IsValidPlayer() )
{
if( newValue != DEFPLAYER_SPEECHMODE )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->speechMode = newValue;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetSpeechId()
//| CChar::SetSpeechId()
//| Date - January 20th, 2002
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the ID for the JS Speech Input
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetSpeechId( void ) const
{
UI08 rVal = DEFPLAYER_SPEECHID;
if( IsValidPlayer() )
{
rVal = mPlayer->speechId;
}
return rVal;
}
void CChar::SetSpeechId( UI08 newValue )
{
if( !IsValidPlayer() )
{
if( newValue != DEFPLAYER_SPEECHID )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
mPlayer->speechId = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetSpeechCallback()
//| CChar::SetSpeechCallback()
//| Date - January 20th, 2002
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets callback for the onSpeechInput function
//o------------------------------------------------------------------------------------------------o
cScript *CChar::GetSpeechCallback( void ) const
{
cScript *rVal = nullptr;
if( IsValidPlayer() )
{
rVal = mPlayer->speechCallback;
}
return rVal;
}
void CChar::SetSpeechCallback( cScript *newValue )
{
if( !IsValidPlayer() )
{
if( newValue != nullptr )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
mPlayer->speechCallback = newValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetFixedLight()
//| CChar::SetFixedLight()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets fixed light level of the character
//| 255 is off
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetFixedLight( void ) const
{
UI08 rVal = DEFPLAYER_FIXEDLIGHT;
if( IsValidPlayer() )
{
rVal = mPlayer->fixedLight;
}
return rVal;
}
void CChar::SetFixedLight( UI08 newVal )
{
if( !IsValidPlayer() )
{
if( newVal != DEFPLAYER_FIXEDLIGHT )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->fixedLight = newVal;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetDeaths()
//| CChar::SetDeaths()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Sets the total number of deaths a player has
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetDeaths( void ) const
{
UI16 rVal = DEFPLAYER_DEATHS;
if( IsValidPlayer() )
{
rVal = mPlayer->deaths;
}
return rVal;
}
void CChar::SetDeaths( UI16 newVal )
{
if( !IsValidPlayer() )
{
if( newVal != DEFPLAYER_DEATHS )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->deaths = newVal;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetSocket()
//| CChar::SetSocket()
//| Date - November 7, 2005
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets socket attached to the player character
//o------------------------------------------------------------------------------------------------o
CSocket * CChar::GetSocket( void ) const
{
CSocket *rVal = nullptr;
if( IsValidPlayer() )
{
rVal = mPlayer->socket;
}
return rVal;
}
void CChar::SetSocket( CSocket *newVal )
{
if( !IsValidPlayer() )
{
if( newVal != nullptr )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
mPlayer->socket = newVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetTownVote()
//| CChar::SetTownVote()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets serial of the player a character has voted to be mayor.
//o------------------------------------------------------------------------------------------------o
UI32 CChar::GetTownVote( void ) const
{
UI32 retVal = DEFPLAYER_TOWNVOTE;
if( IsValidPlayer() )
{
retVal = mPlayer->townVote;
}
return retVal;
}
void CChar::SetTownVote( UI32 newValue )
{
if( !IsValidPlayer() )
{
if( newValue != DEFPLAYER_TOWNVOTE )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->townVote = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetTownPriv()
//| CChar::SetTownpriv()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets town member privledges (1 = Resident, 2 = Mayor)
//o------------------------------------------------------------------------------------------------o
SI08 CChar::GetTownPriv( void ) const
{
SI08 retVal = DEFPLAYER_TOWNPRIV;
if( IsValidPlayer() )
{
retVal = mPlayer->townPriv;
}
return retVal;
}
void CChar::SetTownpriv( SI08 newValue )
{
if( !IsValidPlayer() )
{
if( newValue != DEFPLAYER_TOWNPRIV )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->townPriv = newValue;
UpdateRegion();
}
}
// NPC Specific Functions
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetMaxLoyalty()
//| CChar::SetMaxLoyalty()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the max loyalty of the NPC
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetMaxLoyalty( void ) const
{
UI16 retVal = DEFNPC_MAXLOYALTY;
if( IsValidNPC() )
{
retVal = mNPC->maxLoyalty;
}
return retVal;
}
void CChar::SetMaxLoyalty( UI16 newValue )
{
if( !IsValidNPC() )
{
if( DEFNPC_MAXLOYALTY != newValue )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->maxLoyalty = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetLoyalty()
//| CChar::SetLoyalty()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the loyalty of the NPC
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetLoyalty( void ) const
{
UI16 retVal = DEFNPC_LOYALTY;
if( IsValidNPC() )
{
retVal = mNPC->loyalty;
}
return retVal;
}
void CChar::SetLoyalty( UI16 newValue )
{
if( !IsValidNPC() )
{
if( DEFNPC_LOYALTY != newValue )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
std::vector<UI16> scriptTriggers = GetScriptTriggers();
for( auto i : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( i );
if( toExecute != nullptr )
{
// If script returns false/0/nothing, prevent loyalty from changing, and prevent
// other scripts with event from running
if( toExecute->OnLoyaltyChange(( this ), hunger ) == 0 )
{
return;
}
}
}
mNPC->loyalty = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::DoLoyaltyUpdate()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handle automatic loyalty change for the NPC character
//o------------------------------------------------------------------------------------------------o
void CChar::DoLoyaltyUpdate( void )
{
// Don't continue if pet control difficulty system is disabled
if( !cwmWorldState->ServerData()->CheckPetControlDifficulty() )
return;
// No need to do anything for dead or non-tame NPCs, or player vendors
if( !IsNpc() || IsDead() || !IsTamed() || GetNpcAiType() == AI_PLAYERVENDOR )
return;
if( !ValidateObject( GetOwnerObj() ))
return;
if( GetTimer( tNPC_LOYALTYTIME ) <= cwmWorldState->GetUICurrentTime() )
{
UI16 loyaltyRate = cwmWorldState->ServerData()->SystemTimer( tSERVER_LOYALTYRATE );
if( GetLoyalty() > 0 )
{
// Reduce loyalty by 1, reset timer
SetLoyalty( std::max( 0, GetLoyalty() - 1 ));
SetTimer( tNPC_LOYALTYTIME, BuildTimeValue( static_cast<R64>( loyaltyRate )));
// Provide some feedback to the player, if they're online
CSocket *mSock = GetOwnerObj()->GetSocket();
if( mSock != nullptr )
{
if(( GetLoyalty() % 10 ) == 0 )
{
// Round loyalty down to nearest 10
auto loyaltyLevel = 10 * ( GetLoyalty() / 10 );
switch( loyaltyLevel )
{
case 0:
TextMessage( mSock, 2421, OBJ, true ); // Your pet looks confused
break;
case 10:
TextMessage( mSock, 2422, OBJ, true ); // Your pet looks extremely unhappy
break;
case 20:
TextMessage( mSock, 2423, OBJ, true ); // Your pet looks rather unhappy
break;
case 30:
TextMessage( mSock, 2424, OBJ, true ); // Your pet looks unhappy
break;
case 40:
TextMessage( mSock, 2425, OBJ, true ); // Your pet looks somewhat content
break;
case 50:
TextMessage( mSock, 2426, OBJ, true ); // Your pet looks content
break;
case 60:
TextMessage( mSock, 2427, OBJ, true ); // Your pet looks happy
break;
case 70:
TextMessage( mSock, 2428, OBJ, true ); // Your pet looks rather happy
break;
case 80:
TextMessage( mSock, 2429, OBJ, true ); // Your pet looks very happy
break;
case 90:
TextMessage( mSock, 2430, OBJ, true ); // Your pet looks extremely happy
break;
case 100:
TextMessage( mSock, 2431, OBJ, true ); // Your pet looks wonderfully happy
break;
default:
break;
}
}
}
// Is loyalty already at the lowest threshold from the last time this check ran?
if( GetLoyalty() == 0 )
{
// Make pet go wild from lack of loyalty
CChar *owner = GetOwnerObj();
if( ValidateObject( owner ))
{
// Reduce player's control slot usage by the amount of control slots taken up by the pet
owner->SetControlSlotsUsed( std::max( 0, owner->GetControlSlotsUsed() - GetControlSlots() ));
}
// Release the pet
Npcs->ReleasePet( this );
return;
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetTamedHungerRate()
//| CChar::SetTamedHungerRate()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set the rate at which a pet hungers
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetTamedHungerRate( void ) const
{
UI16 retVal = DEFNPC_TAMEDHUNGERRATE;
if( IsValidNPC() )
{
retVal = mNPC->tamedHungerRate;
}
return retVal;
}
void CChar::SetTamedHungerRate( UI16 newValue )
{
if( !IsValidNPC() )
{
if( DEFNPC_TAMEDHUNGERRATE != newValue )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->tamedHungerRate = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetTamedThirstRate()
//| CChar::SetTamedThirstRate()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Set the rate at which a pet thirsts
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetTamedThirstRate( void ) const
{
UI16 retVal = DEFNPC_TAMEDTHIRSTRATE;
if( IsValidNPC() )
{
retVal = mNPC->tamedThirstRate;
}
return retVal;
}
void CChar::SetTamedThirstRate( UI16 newValue )
{
if( !IsValidNPC() )
{
if( DEFNPC_TAMEDTHIRSTRATE != newValue )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->tamedThirstRate = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetTamedHungerWildChance()
//| CChar::SetTamedHungerWildChance()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets chance for a hungry pet to go wild
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetTamedHungerWildChance( void ) const
{
UI08 retVal = DEFNPC_HUNGERWILDCHANCE;
if( IsValidNPC() )
{
retVal = mNPC->hungerWildChance;
}
return retVal;
}
void CChar::SetTamedHungerWildChance( UI08 newValue )
{
if( !IsValidNPC() )
{
if( DEFNPC_HUNGERWILDCHANCE != newValue )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->hungerWildChance = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetTamedThirstWildChance()
//| CChar::SetTamedThirstWildChance()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets chance for a thirsty pet to go wild
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetTamedThirstWildChance( void ) const
{
UI08 retVal = DEFNPC_THIRSTWILDCHANCE;
if( IsValidNPC() )
{
retVal = mNPC->thirstWildChance;
}
return retVal;
}
void CChar::SetTamedThirstWildChance( UI08 newValue )
{
if( !IsValidNPC() )
{
if( DEFNPC_THIRSTWILDCHANCE != newValue )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->thirstWildChance = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetFood()
//| CChar::SetFood()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets FOODLIST entry for feeding tamed pets
//o------------------------------------------------------------------------------------------------o
std::string CChar::GetFood( void ) const
{
std::string retVal = "";
if( IsValidNPC() )
{
retVal = mNPC->foodList;
}
return retVal;
}
void CChar::SetFood( std::string food )
{
if( !IsValidNPC() )
{
if( !food.empty() )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->foodList = food.substr( 0, MAX_NAME - 1 );
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetNpcAiType()
//| CChar::SetNPCAiType()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the AI type of the NPC
//o------------------------------------------------------------------------------------------------o
SI16 CChar::GetNpcAiType( void ) const
{
SI16 rVal = DEFNPC_AITYPE;
if( IsValidNPC() )
{
rVal = mNPC->aiType;
}
return rVal;
}
void CChar::SetNPCAiType( SI16 newValue )
{
if( !IsValidNPC() )
{
if( newValue != DEFNPC_AITYPE )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->aiType = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetNPCGuild()
//| CChar::SetNPCGuild()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the NPC Guild the character belongs to
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetNPCGuild( void ) const
{
return npcGuild;
}
void CChar::SetNPCGuild( UI16 newValue )
{
npcGuild = newValue;
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetNPCGuildJoined()
//| CChar::SetNPCGuildJoined()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets timestamp (in seconds) for when player character joined NPC guild
//o------------------------------------------------------------------------------------------------o
TIMERVAL CChar::GetNPCGuildJoined( void ) const
{
TIMERVAL rVal = 0;
if( IsValidPlayer() )
{
rVal = mPlayer->npcGuildJoined;
}
return rVal;
}
void CChar::SetNPCGuildJoined(TIMERVAL newValue )
{
if( IsValidPlayer() )
{
mPlayer->npcGuildJoined = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetGuarding()
//| CChar::SetGuarding()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the SERIAL of the object the character is guarding
//o------------------------------------------------------------------------------------------------o
CBaseObject *CChar::GetGuarding( void ) const
{
CBaseObject *rVal = nullptr;
if( IsValidNPC() )
{
rVal = mNPC->petGuarding;
}
return rVal;
}
void CChar::SetGuarding( CBaseObject *newValue )
{
if( !IsValidNPC() )
{
if( newValue != nullptr )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->petGuarding = newValue;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetTaming()
//| CChar::SetTaming()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets minimum skill required to tame the character
//o------------------------------------------------------------------------------------------------o
SI16 CChar::GetTaming( void ) const
{
SI16 rVal = DEFNPC_TAMING;
if( IsValidNPC() )
{
rVal = mNPC->taming;
}
return rVal;
}
void CChar::SetTaming( SI16 newValue )
{
if( !IsValidNPC() )
{
if( newValue != DEFNPC_TAMING )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->taming = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetPeaceing()
//| CChar::SetPeaceing()
//| Date - 25. Feb, 2006
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets minimum skill required to peace the character
//o------------------------------------------------------------------------------------------------o
SI16 CChar::GetPeaceing( void ) const
{
SI16 rVal = DEFNPC_PEACEING;
if( IsValidNPC() )
{
rVal = mNPC->peaceing;
}
else if( IsValidPlayer() )
{
rVal = static_cast<SI16>( GetBaseSkill( PEACEMAKING ));
}
return rVal;
}
void CChar::SetPeaceing( SI16 newValue )
{
if( !IsValidNPC() )
{
if( newValue != DEFNPC_PEACEING )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->peaceing = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetProvoing()
//| CChar::SetProvoing()
//| Date - 25. Feb, 2006
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets minimum skill required to provocate the character
//o------------------------------------------------------------------------------------------------o
SI16 CChar::GetProvoing( void ) const
{
SI16 rVal = DEFNPC_PROVOING;
if( IsValidNPC() )
{
rVal = mNPC->provoing;
}
else if( IsValidPlayer() )
{
rVal = static_cast<SI16>( GetBaseSkill( PROVOCATION ));
}
return rVal;
}
void CChar::SetProvoing( SI16 newValue )
{
if( !IsValidNPC() )
{
if( newValue != DEFNPC_PROVOING )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->provoing = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetTrainingPlayerIn()
//| CChar::SetTrainingPlayerIn()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets skill the player is being trained in. 255 is no training
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetTrainingPlayerIn( void ) const
{
UI08 rVal = DEFNPC_TRAININGPLAYERIN;
if( IsValidNPC() )
{
rVal = mNPC->trainingPlayerIn;
}
return rVal;
}
void CChar::SetTrainingPlayerIn( UI08 newValue )
{
if( !IsValidNPC() )
{
if( newValue != DEFNPC_TRAININGPLAYERIN )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->trainingPlayerIn = newValue;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetHoldG()
//| CChar::SetHoldG()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets amount of gold being held by a Player Vendor
//o------------------------------------------------------------------------------------------------o
UI32 CChar::GetHoldG( void ) const
{
UI32 rVal = DEFNPC_HOLDG;
if( IsValidNPC() )
{
rVal = mNPC->goldOnHand;
}
return rVal;
}
void CChar::SetHoldG( UI32 newValue )
{
if( !IsValidNPC() )
{
if( newValue != DEFNPC_HOLDG )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->goldOnHand = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetSplit()
//| CChar::SetSplit()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets split level of the character
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetSplit( void ) const
{
UI08 rVal = DEFNPC_SPLIT;
if( IsValidNPC() )
{
rVal = mNPC->splitNum;
}
return rVal;
}
void CChar::SetSplit( UI08 newValue )
{
if( !IsValidNPC() )
{
if( newValue != DEFNPC_SPLIT )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->splitNum = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetSplitChance()
//| CChar::SetSplitChance()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the chance of an NPC splitting
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetSplitChance( void ) const
{
UI08 rVal = DEFNPC_SPLITCHANCE;
if( IsValidNPC() )
{
rVal = mNPC->splitChance;
}
return rVal;
}
void CChar::SetSplitChance( UI08 newValue )
{
if( !IsValidNPC() )
{
if( newValue != DEFNPC_SPLITCHANCE )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->splitChance = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetFx()
//| CChar::SetFx()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets x1 and x2 boundry of an npc wander area
//o------------------------------------------------------------------------------------------------o
SI16 CChar::GetFx( UI08 part ) const
{
SI16 rVal = DEFNPC_WANDERAREA;
if( IsValidNPC() )
{
if( part < 2 )
{
rVal = mNPC->fx[part];
}
}
return rVal;
}
void CChar::SetFx( SI16 newVal, UI08 part )
{
if( !IsValidNPC() )
{
if( newVal != DEFNPC_WANDERAREA )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
if( part < 2 )
{
mNPC->fx[part] = newVal;
UpdateRegion();
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetFy()
//| CChar::SetFy()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets y1 and y2 boundry of an npc wander area
//o------------------------------------------------------------------------------------------------o
SI16 CChar::GetFy( UI08 part ) const
{
SI16 rVal = DEFNPC_WANDERAREA;
if( IsValidNPC() )
{
if( part < 2 )
{
rVal = mNPC->fy[part];
}
}
return rVal;
}
void CChar::SetFy( SI16 newVal, UI08 part )
{
if( !IsValidNPC() )
{
if( newVal != DEFNPC_WANDERAREA )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
if( part < 2 )
{
mNPC->fy[part] = newVal;
UpdateRegion();
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetFz()
//| CChar::SetFz()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets z of an npc wander area
//o------------------------------------------------------------------------------------------------o
SI08 CChar::GetFz( void ) const
{
SI08 rVal = DEFNPC_FZ1;
if( IsValidNPC() )
{
rVal = mNPC->fz;
}
return rVal;
}
void CChar::SetFz( SI08 newVal )
{
if( !IsValidNPC() )
{
if( newVal != DEFNPC_FZ1 )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->fz = newVal;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetNpcWander()
//| CChar::SetNpcWander()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets NPC Wander mode
//o------------------------------------------------------------------------------------------------o
SI08 CChar::GetNpcWander( void ) const
{
SI08 rVal = DEFNPC_WANDER;
if( IsValidNPC() )
{
rVal = mNPC->wanderMode;
}
return rVal;
}
void CChar::SetNpcWander( SI08 newValue, bool initArea )
{
if( !IsValidNPC() )
{
if( newValue != DEFNPC_WANDER )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->wanderMode = newValue;
UpdateRegion();
}
// Make sure the wanderarea is properly initialized
if( initArea && (( newValue == WT_BOX || newValue == WT_CIRCLE )))
{
if(( mNPC->fx[0] == -1 ) || ( mNPC->fy[0] == -1 ))
{
InitializeWanderArea( this, 10, 10 );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetOldNpcWander()
//| CChar::SetOldNpcWander()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets previous NPC Wander mode
//o------------------------------------------------------------------------------------------------o
SI08 CChar::GetOldNpcWander( void ) const
{
SI08 rVal = DEFNPC_OLDWANDER;
if( IsValidNPC() )
{
rVal = mNPC->oldWanderMode;
}
return rVal;
}
void CChar::SetOldNpcWander( SI08 newValue )
{
if( !IsValidNPC() )
{
if( newValue != DEFNPC_OLDWANDER )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->oldWanderMode = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetFTarg()
//| CChar::SetFTarg()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets NPC Follow target
//o------------------------------------------------------------------------------------------------o
CChar *CChar::GetFTarg( void ) const
{
CChar *rVal = nullptr;
if( IsValidNPC() )
{
rVal = CalcCharObjFromSer( mNPC->fTarg );
}
return rVal;
}
void CChar::SetFTarg( CChar *newTarg )
{
if( !IsValidNPC() )
{
if( newTarg != nullptr )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->fTarg = CalcSerFromObj( newTarg );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetSpAttack()
//| CChar::SetSpAttack()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets NPC's Spell Attack setting
//o------------------------------------------------------------------------------------------------o
SI16 CChar::GetSpAttack( void ) const
{
SI16 rVal = DEFNPC_SPATTACK;
if( IsValidNPC() )
{
rVal = mNPC->spellAttack;
}
return rVal;
}
void CChar::SetSpAttack( SI16 newValue )
{
if( !IsValidNPC() )
{
if( newValue != DEFNPC_SPATTACK )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->spellAttack = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetSpDelay()
//| CChar::SetSpDelay()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets NPC's Spell Delay setting
//o------------------------------------------------------------------------------------------------o
SI08 CChar::GetSpDelay( void ) const
{
SI08 rVal = DEFNPC_SPADELAY;
if( IsValidNPC() )
{
rVal = mNPC->spellDelay;
}
return rVal;
}
void CChar::SetSpDelay( SI08 newValue )
{
if( !IsValidNPC() )
{
if( newValue != DEFNPC_SPADELAY )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->spellDelay = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetQuestType()
//| CChar::SetQuestType()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets NPC's Quest Type
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetQuestType( void ) const
{
UI08 rVal = DEFNPC_QUESTTYPE;
if( IsValidNPC() )
{
rVal = mNPC->questType;
}
return rVal;
}
void CChar::SetQuestType( UI08 newValue )
{
if( !IsValidNPC() )
{
if( newValue != DEFNPC_QUESTTYPE )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->questType = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetQuestOrigRegion()
//| CChar::SetQuestOrigRegion()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets NPC's Quest Origin Region - used for escort quests
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetQuestOrigRegion( void ) const
{
UI08 rVal = DEFNPC_QUESTORIGREGION;
if( IsValidNPC() )
{
rVal = mNPC->questOrigRegion;
}
return rVal;
}
void CChar::SetQuestOrigRegion( UI08 newValue )
{
if( !IsValidNPC() )
{
if( newValue != DEFNPC_QUESTORIGREGION )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->questOrigRegion = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetQuestDestRegion()
//| CChar::SetQuestDestRegion()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets NPC's Quest Destination Region
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetQuestDestRegion( void ) const
{
UI08 rVal = DEFNPC_QUESTDESTREGION;
if( IsValidNPC() )
{
rVal = mNPC->questDestRegion;
}
return rVal;
}
void CChar::SetQuestDestRegion( UI08 newValue )
{
if( !IsValidNPC() )
{
if( newValue != DEFNPC_QUESTDESTREGION )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->questDestRegion = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetFleeAt()
//| CChar::SetFleeAt()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets health value at which an NPC will turn tail and run
//o------------------------------------------------------------------------------------------------o
SI16 CChar::GetFleeAt( void ) const
{
SI16 rVal = DEFNPC_FLEEAT;
if( IsValidNPC() )
{
rVal = mNPC->fleeAt;
}
return rVal;
}
void CChar::SetFleeAt( SI16 newValue )
{
if( !IsValidNPC() )
{
if( newValue != DEFNPC_FLEEAT )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->fleeAt = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetReattackAt()
//| CChar::SetReattackAt()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets health value at which an NPC will start fighting again
//o------------------------------------------------------------------------------------------------o
SI16 CChar::GetReattackAt( void ) const
{
SI16 rVal = DEFNPC_REATTACKAT;
if( IsValidNPC() )
{
rVal = mNPC->reAttackAt;
}
return rVal;
}
void CChar::SetReattackAt( SI16 newValue )
{
if( !IsValidNPC() )
{
if( newValue != DEFNPC_REATTACKAT )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->reAttackAt = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetFleeDistance()
//| CChar::SetFleeDistance()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the distance an NPC has moved since entering flee/scared wander mode
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetFleeDistance( void ) const
{
UI08 retVal = DEFNPC_FLEEDISTANCE;
if( IsValidNPC() )
{
retVal = mNPC->fleeDistance;
}
return retVal;
}
void CChar::SetFleeDistance( UI08 newValue )
{
if( !IsValidNPC() )
{
if( DEFNPC_FLEEDISTANCE != newValue )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
mNPC->fleeDistance = newValue;
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::PopDirection()
//| CChar::PushDirection()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets queue of directions for NPC
//o------------------------------------------------------------------------------------------------o
UI08 CChar::PopDirection( void )
{
UI08 rVal = 0;
if( IsValidNPC() )
{
if( !mNPC->pathToFollow.empty() )
{
rVal = mNPC->pathToFollow.front();
mNPC->pathToFollow.pop_front();
}
}
return rVal;
}
void CChar::PushDirection( UI08 newDir, bool pushFront )
{
if( !IsValidNPC() )
{
CreateNPC();
}
if( pushFront )
{
mNPC->pathToFollow.push_front( newDir );
}
else
{
mNPC->pathToFollow.push_back( newDir );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::StillGotDirs()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Check if NPC's Direction Queue is empty
//o------------------------------------------------------------------------------------------------o
bool CChar::StillGotDirs( void ) const
{
bool rVal = false;
if( IsValidNPC() )
{
rVal = !mNPC->pathToFollow.empty();
}
return rVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::FlushPath()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Empty NPC's Queue of Directions.
//o------------------------------------------------------------------------------------------------o
void CChar::FlushPath( void )
{
if( IsValidNPC() )
{
while( StillGotDirs() )
{
PopDirection();
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetCombatIgnore()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the list of targets ignored by NPC in combat
//o------------------------------------------------------------------------------------------------o
auto CChar::GetCombatIgnore() const -> const std::unordered_map<SERIAL, TargetInfo>
{
return mNPC->combatIgnore;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::AddToCombatIgnore()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Adds serial to list of targets being ignored by NPC in combat, along
//| with timestamp for when the ignoring of that serial expires
//o------------------------------------------------------------------------------------------------o
auto CChar::AddToCombatIgnore( SERIAL toAdd, bool isNpc ) -> void
{
if( mNPC->combatIgnore.count( toAdd ) == 0 )
{
// Not found in list already, add to list
mNPC->combatIgnore[toAdd] = {cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_COMBATIGNORE ), isNpc};
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::RemoveFromCombatIgnore()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Removes serial from list of targets being ignored by NPC in combat
//o------------------------------------------------------------------------------------------------o
auto CChar::RemoveFromCombatIgnore( SERIAL toRemove ) -> void
{
mNPC->combatIgnore.erase( toRemove );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::CheckCombatIgnore()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks if serial is in NPC's list of ignored targets in combat, and
//| returns true if it is, or false if it is not - or if the timestamp has expired
//| (at which point it also removes the entry from the list)
//o------------------------------------------------------------------------------------------------o
auto CChar::CheckCombatIgnore( SERIAL toCheck ) -> bool
{
auto it = mNPC->combatIgnore.find( toCheck );
if( it != mNPC->combatIgnore.end() )
{
// Serial found, but timestamp might be out of date!
if( it->second.timestamp > cwmWorldState->GetUICurrentTime() )
{
// timestamp is still valid, still ignoring target in combat
return true;
}
else
{
// Timestamp has expired - remove it from the list
RemoveFromCombatIgnore( toCheck );
}
}
return false; // serial not found, or timestamp expired and target no longer ignored in combat
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::CombatIgnoreMaintenance()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Performs maintenance on list of character serials being ignored by NPC in combat
//o------------------------------------------------------------------------------------------------o
auto CChar::CombatIgnoreMaintenance() -> void
{
if( mNPC == nullptr )
return;
// Loop through list of ignored targets in combat and add any serials with expired timers to a vector
std::vector<SERIAL> serialsToRemove;
for( auto it = mNPC->combatIgnore.begin(); it != mNPC->combatIgnore.end(); ++it )
{
if( it->second.timestamp <= cwmWorldState->GetUICurrentTime() )
{
serialsToRemove.push_back( it->first );
}
}
// Then loop through vector of serials with expired timers, and safely remove them from the list
for( SERIAL toRemove : serialsToRemove )
{
RemoveFromCombatIgnore( toRemove );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::ClearCombatIgnore()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Clears the NPC's entire list of permagrey flags
//o------------------------------------------------------------------------------------------------o
auto CChar::ClearCombatIgnore() -> void
{
mNPC->combatIgnore.clear();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetPetOwnerList()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the pet's list of previous owners
//o------------------------------------------------------------------------------------------------o
GenericList<CChar *> *CChar::GetPetOwnerList( void )
{
return &mNPC->petOwnerList;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::ClearPetOwnerList()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Clears the pet's list of previous owners
//o------------------------------------------------------------------------------------------------o
auto CChar::ClearPetOwnerList() -> void
{
GetPetOwnerList()->Clear();
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::AddPetOwnerToList()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Adds a character to a pet's list of previous owners
//o------------------------------------------------------------------------------------------------o
bool CChar::AddPetOwnerToList( CChar *toAdd )
{
if( ValidateObject( toAdd ))
{
if( GetPetOwnerList()->Add( toAdd ))
{
UpdateRegion();
return true;
}
}
return false;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::RemovePetOwnerFromList()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Removes a character from a pet's list of previous owners
//o------------------------------------------------------------------------------------------------o
bool CChar::RemovePetOwnerFromList( CChar *toRemove )
{
if( ValidateObject( toRemove ))
{
if( GetPetOwnerList()->Remove( toRemove ))
{
UpdateRegion();
return true;
}
}
return false;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::IsOnPetOwnerList()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns true if a character is a pet's list of previous owners
//o------------------------------------------------------------------------------------------------o
bool CChar::IsOnPetOwnerList( CChar *toCheck )
{
bool retVal = false;
if( ValidateObject( toCheck ))
{
auto iter = std::find_if( GetPetOwnerList()->collection().begin(), GetPetOwnerList()->collection().end(), [&toCheck]( CChar *petChar )
{
return ValidateObject( petChar ) && ( petChar == toCheck );
});
if( iter != GetPetOwnerList()->collection().end() )
{
retVal = true;
}
}
return retVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::ClearFriendList()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Clears the characters list of friends
//o------------------------------------------------------------------------------------------------o
auto CChar::ClearFriendList() -> void
{
mNPC->petFriends.clear();
mNPC->petFriends.shrink_to_fit();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetFriendList()
//| Date - 20 July 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the characters list of friends
//o------------------------------------------------------------------------------------------------o
auto CChar::GetFriendList() -> std::vector<CChar *>*
{
std::vector<CChar *> *rVal = nullptr;
if( IsValidNPC() )
{
rVal = &mNPC->petFriends;
}
return rVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::AddFriend()
//| Date - 20 July 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Adds the friend toAdd to the NPC's pet/follower's friends list
//| ensuring it is already not on it
//o------------------------------------------------------------------------------------------------o
bool CChar::AddFriend( CChar *toAdd )
{
if( !IsValidNPC() )
{
if( toAdd != nullptr )
{
CreateNPC();
}
}
if( IsValidNPC() )
{
auto iter = std::find_if( mNPC->petFriends.begin(), mNPC->petFriends.end(), [toAdd]( CChar *entry )
{
return entry == toAdd;
});
if( iter == mNPC->petFriends.end() ) // wasnt found, add it
{
mNPC->petFriends.push_back( toAdd );
return true;
}
}
return false;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::RemoveFriend()
//| Date - 20 July 2001
//o------------------------------------------------------------------------------------------------o
//| Purpose - Removes the friend toRemove from the NPC pet/follower's friends list
//o------------------------------------------------------------------------------------------------o
bool CChar::RemoveFriend( CChar *toRemove )
{
if( IsValidNPC() )
{
auto iter = std::find_if( mNPC->petFriends.begin(), mNPC->petFriends.end(), [toRemove]( CChar *entry )
{
return toRemove == entry;
});
if( iter != mNPC->petFriends.end() )
{
mNPC->petFriends.erase( iter );
return true;
}
}
return false;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetOwnerCount()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get the total number of owners a pet/follower has had
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetOwnerCount( void )
{
return static_cast<UI08>( GetPetOwnerList()->Num() );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetControlSlotsUsed()
//| CChar::SetControlSlotsUsed()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Sets the total number of control slots used by a player's active pets/followers
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetControlSlotsUsed( void ) const
{
UI08 rVal = DEFPLAYER_CONTROLSLOTSUSED;
if( IsValidPlayer() )
{
rVal = mPlayer->controlSlotsUsed;
}
return rVal;
}
void CChar::SetControlSlotsUsed( UI08 newVal )
{
if( !IsValidPlayer() )
{
if( newVal != DEFPLAYER_CONTROLSLOTSUSED )
{
CreatePlayer();
}
}
if( IsValidPlayer() )
{
mPlayer->controlSlotsUsed = newVal;
Dirty( UT_STATWINDOW );
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetControlSlots()
//| CChar::SetControlSlots()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Sets the total number of control slots an NPC takes up
//o------------------------------------------------------------------------------------------------o
UI08 CChar::GetControlSlots( void ) const
{
UI08 rVal = DEFNPC_CONTROLSLOTS;
if( IsValidNPC() )
{
rVal = mNPC->controlSlots;
}
return rVal;
}
void CChar::SetControlSlots( UI08 newVal )
{
if( !IsValidNPC() )
{
CreateNPC();
}
if( IsValidNPC() )
{
mNPC->controlSlots = newVal;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetOrneriness()
//| CChar::SetOrneriness()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Get/Sets the difficulty of controlling a pet
//o------------------------------------------------------------------------------------------------o
UI16 CChar::GetOrneriness( void ) const
{
UI16 rVal = DEFNPC_ORNERINESS;
if( IsValidNPC() )
{
rVal = mNPC->orneriness;
}
return rVal;
}
void CChar::SetOrneriness( UI16 newVal )
{
if( !IsValidNPC() )
{
CreateNPC();
}
if( IsValidNPC() )
{
mNPC->orneriness = newVal;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetNPCFlag()
//| CChar::SetNPCFlag()
//| Date - February 9, 2006
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the NPC's default flag color
//o------------------------------------------------------------------------------------------------o
cNPC_FLAG CChar::GetNPCFlag( void ) const
{
cNPC_FLAG retVal = fNPC_NEUTRAL;
if( IsValidNPC() )
{
retVal = mNPC->npcFlag;
}
return retVal;
}
void CChar::SetNPCFlag( cNPC_FLAG flagType )
{
if( !IsValidNPC() )
{
CreateNPC();
}
if( IsValidNPC() )
{
mNPC->npcFlag = flagType;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetWalkingSpeed()
//| CChar::SetWalkingSpeed()
//| Date - Juni 9, 2007
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the NPC's walking speed
//o------------------------------------------------------------------------------------------------o
R64 CChar::GetWalkingSpeed( void ) const
{
R64 retVal = cwmWorldState->ServerData()->NPCWalkingSpeed();
if( IsValidNPC() )
{
if( mNPC->walkingSpeed > 0 )
{
retVal = mNPC->walkingSpeed;
}
}
#if defined( UOX_DEBUG_MODE )
retVal = (retVal * DEBUGMOVEMULTIPLIER );
#endif
return retVal;
}
void CChar::SetWalkingSpeed( R64 newValue )
{
if( !IsValidNPC() )
{
CreateNPC();
}
if( IsValidNPC() )
{
mNPC->walkingSpeed = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetRunningSpeed()
//| CChar::SetRunningSpeed()
//| Date - Juni 9, 2007
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the NPC's running speed
//o------------------------------------------------------------------------------------------------o
R64 CChar::GetRunningSpeed( void ) const
{
R64 retVal = cwmWorldState->ServerData()->NPCRunningSpeed();
if( IsValidNPC() )
{
if( mNPC->runningSpeed > 0 )
{
retVal = mNPC->runningSpeed;
}
}
#if defined( UOX_DEBUG_MODE )
retVal = (retVal * DEBUGMOVEMULTIPLIER );
#endif
return retVal;
}
void CChar::SetRunningSpeed( R64 newValue )
{
if( !IsValidNPC() )
{
CreateNPC();
}
if( IsValidNPC() )
{
mNPC->runningSpeed = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetFleeingSpeed()
//| CChar::SetFleeingSpeed()
//| Date - Juni 9, 2007
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the NPC's fleeing speed
//o------------------------------------------------------------------------------------------------o
R64 CChar::GetFleeingSpeed( void ) const
{
R64 retVal = cwmWorldState->ServerData()->NPCFleeingSpeed();
if( IsValidNPC() )
{
if( mNPC->fleeingSpeed > 0 )
{
retVal = mNPC->fleeingSpeed;
}
}
#if defined( UOX_DEBUG_MODE )
retVal = (retVal * DEBUGMOVEMULTIPLIER );
#endif
return retVal;
}
void CChar::SetFleeingSpeed( R64 newValue )
{
if( !IsValidNPC() )
{
CreateNPC();
}
if( IsValidNPC() )
{
mNPC->fleeingSpeed = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetMountedWalkingSpeed()
//| CChar::SetMountedWalkingSpeed()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the NPC's mounted walking speed
//o------------------------------------------------------------------------------------------------o
R64 CChar::GetMountedWalkingSpeed( void ) const
{
R64 retVal = cwmWorldState->ServerData()->NPCMountedWalkingSpeed();
if( IsValidNPC() )
{
if( mNPC->mountedWalkingSpeed > 0 )
{
retVal = mNPC->mountedWalkingSpeed;
}
}
#if defined( UOX_DEBUG_MODE )
retVal = ( retVal * DEBUGMOVEMULTIPLIER );
#endif
return retVal;
}
void CChar::SetMountedWalkingSpeed( R64 newValue )
{
if( !IsValidNPC() )
{
CreateNPC();
}
if( IsValidNPC() )
{
mNPC->mountedWalkingSpeed = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetMountedRunningSpeed()
//| CChar::SetMountedRunningSpeed()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the NPC's mounted running speed
//o------------------------------------------------------------------------------------------------o
R64 CChar::GetMountedRunningSpeed( void ) const
{
R64 retVal = cwmWorldState->ServerData()->NPCMountedRunningSpeed();
if( IsValidNPC() )
{
if( mNPC->mountedRunningSpeed > 0 )
{
retVal = mNPC->mountedRunningSpeed;
}
}
#if defined( UOX_DEBUG_MODE )
retVal = ( retVal * DEBUGMOVEMULTIPLIER );
#endif
return retVal;
}
void CChar::SetMountedRunningSpeed( R64 newValue )
{
if( !IsValidNPC() )
{
CreateNPC();
}
if( IsValidNPC() )
{
mNPC->mountedRunningSpeed = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetMountedFleeingSpeed()
//| CChar::SetMountedFleeingSpeed()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets the NPC's fleeing speed
//o------------------------------------------------------------------------------------------------o
R64 CChar::GetMountedFleeingSpeed( void ) const
{
R64 retVal = cwmWorldState->ServerData()->NPCMountedFleeingSpeed();
if( IsValidNPC() )
{
if( mNPC->mountedFleeingSpeed > 0 )
{
retVal = mNPC->mountedFleeingSpeed;
}
}
#if defined( UOX_DEBUG_MODE )
retVal = ( retVal * DEBUGMOVEMULTIPLIER );
#endif
return retVal;
}
void CChar::SetMountedFleeingSpeed( R64 newValue )
{
if( !IsValidNPC() )
{
CreateNPC();
}
if( IsValidNPC() )
{
mNPC->mountedFleeingSpeed = newValue;
UpdateRegion();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - DTEgreater()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Compare damage done for two damage entries
//o------------------------------------------------------------------------------------------------o
bool DTEgreater( DamageTrackEntry_st *elem1, DamageTrackEntry_st *elem2 )
{
if( elem1 == nullptr )
return false;
if( elem2 == nullptr )
return true;
return elem1->damageDone > elem2->damageDone;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::Heal()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Heal character, and keep track of healer and amount healed
//o------------------------------------------------------------------------------------------------o
void CChar::Heal( SI16 healValue, CChar *healer )
{
SetHP( hitpoints + healValue );
if( healer != nullptr )
{
const SERIAL healerSerial = healer->GetSerial();
bool persFound = false;
for( DamageTrackEntry_st *i = damageHealed.First(); !damageHealed.Finished(); i = damageHealed.Next() )
{
if( i->damager == healerSerial )
{
i->damageDone += healValue;
i->lastDamageType = NONE;
i->lastDamageDone = cwmWorldState->GetUICurrentTime();
persFound = true;
break;
}
}
if( !persFound )
{
damageHealed.Add( new DamageTrackEntry_st( healerSerial, healValue, NONE, cwmWorldState->GetUICurrentTime() ));
}
damageHealed.Sort( DTEgreater );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::ReactOnDamage()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Lets character react to damage dealt to them
//o------------------------------------------------------------------------------------------------o
void CChar::ReactOnDamage( [[maybe_unused]] WeatherType damageType, CChar *attacker )
{
CSocket *mSock = GetSocket();
if( ValidateObject( attacker ))
{
// Let the target react upon damage
// If attacker is attacking someone who is not already an aggressor to the attacker...
auto cAttackOwner = attacker->GetOwnerObj();
if( ValidateObject( cAttackOwner ) )
{
if( !CheckAggressorFlag( cAttackOwner->GetSerial() ) )
{
// Add both owner and pet/hireling/summon as aggressor of target!
cAttackOwner->AddAggressorFlag( this->GetSerial() );
attacker->AddAggressorFlag( this->GetSerial() );
}
}
else
{
if( !CheckAggressorFlag( attacker->GetSerial() ))
{
// ...add cAttack as aggressor of target!
attacker->AddAggressorFlag( this->GetSerial() );
}
}
if( !attacker->IsInvulnerable() && ( !ValidateObject( GetTarg() ) || !ObjInRange( this, GetTarg(), DIST_INRANGE )))
{
SetAttacker( attacker );
if( IsNpc() )
{
if( GetVisible() == VT_TEMPHIDDEN || attacker->GetVisible() == VT_INVISIBLE )
{
ExposeToView();
}
if( !IsAtWar() && !attacker->IsInvulnerable() && GetNpcAiType() != AI_DUMMY )
{
SetTarg( attacker );
ToggleCombat();
if( GetMounted() )
{
SetTimer( tNPC_MOVETIME, BuildTimeValue( GetMountedWalkingSpeed() ));
}
else
{
SetTimer( tNPC_MOVETIME, BuildTimeValue( GetWalkingSpeed() ));
}
}
}
else if( mSock != nullptr )
{
BreakConcentration( mSock );
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::Damage()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Damage character, and keep track of attacker and damage amount
//o------------------------------------------------------------------------------------------------o
bool CChar::Damage( SI16 damageValue, WeatherType damageType, CChar *attacker, bool doRepsys )
{
CSocket *mSock = GetSocket(), *attSock = nullptr, *attOwnerSock = nullptr;
if( ValidateObject( attacker ))
{
std::vector<UI16> attScriptTriggers = attacker->GetScriptTriggers();
for( auto i : attScriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( i );
if( toExecute != nullptr )
{
// If event returns false, prevent damage!
auto retVal = toExecute->OnDamageDeal( attacker, this, damageValue, damageType );
if( retVal == 0 )
return false;
}
}
}
std::vector<UI16> scriptTriggers = GetScriptTriggers();
for( auto i : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( i );
if( toExecute != nullptr )
{
// If event returns false, prevent damage!
auto retVal = toExecute->OnDamage( this, attacker, damageValue, damageType );
if( retVal == 0 )
return false;
}
}
if( ValidateObject( attacker ))
{
attSock = attacker->GetSocket();
if( ValidateObject( attacker->GetOwnerObj() ))
{
attOwnerSock = attacker->GetOwnerObj()->GetSocket();
}
}
// Display damage numbers
if( cwmWorldState->ServerData()->CombatDisplayDamageNumbers() )
{
CPDisplayDamage toDisplay(( *this ), static_cast<UI16>( damageValue ));
if( mSock != nullptr )
{
mSock->Send( &toDisplay );
}
if( attSock != nullptr && attSock != mSock )
{
attSock->Send( &toDisplay );
}
if( attOwnerSock != nullptr )
{
attOwnerSock->Send( &toDisplay );
}
}
// Apply the damage
SetHP( hitpoints - damageValue );
// Spawn blood effects
if( damageValue >= std::max( static_cast<SI16>( 1 ), static_cast<SI16>( floor( GetMaxHP() * 0.01 )))) // Only display blood effects if damage done is higher than 1, or 1% of max health - whichever is higher
{
UI08 bloodEffectChance = cwmWorldState->ServerData()->CombatBloodEffectChance();
bool spawnBlood = ( bloodEffectChance >= static_cast<UI08>( RandomNum( 0, 99 )));
if( spawnBlood )
{
BloodTypes bloodType = BLOOD_BLEED;
if( damageValue >= static_cast<SI16>( floor( GetMaxHP() * 0.2 )))
{
// If damage done is higher than 20% of max health, spawn larger blood splats
bloodType = BLOOD_CRITICAL;
}
UI16 bloodColour = Races->BloodColour( GetRace() ); // Fetch blood color from race property
if( bloodColour == 0xffff )
{
// If blood colour is 0xffff in the race setup, inherit color of NPC instead!
bloodColour = GetSkin();
}
CItem *bloodEffect = Effects->SpawnBloodEffect( WorldNumber(), GetInstanceId(), bloodColour, bloodType );
if( ValidateObject( bloodEffect ))
{
// Finally, set blood's location to match that of the character
bloodEffect->SetLocation( this );
}
}
}
// Handle peace state
if( !GetCanAttack() )
{
const UI08 currentBreakChance = GetBrkPeaceChance();
if( static_cast<UI08>( RandomNum( 1, 100 )) <= currentBreakChance )
{
SetCanAttack( true );
if( mSock != nullptr )
{
mSock->SysMessage( 1779 ); // You are no longer affected by peace!
}
}
else
{
SetBrkPeaceChance( currentBreakChance + GetBrkPeaceChanceGain() );
}
}
if( ValidateObject( attacker ))
{
// Reputation system
if( doRepsys )
{
// If attacker is an aggressor to the character, and if this action will result in a criminal flag
if( attacker->CheckAggressorFlag( this->GetSerial() ) && WillResultInCriminal( attacker, this )) //REPSYS
{
// Update aggressor flag timer
attacker->UpdateAggressorFlagTimestamp( this->GetSerial() );
// Flag attacker as criminal
MakeCriminal( attacker );
bool regionGuarded = ( GetRegion()->IsGuarded() );
if( cwmWorldState->ServerData()->GuardsStatus() && regionGuarded && IsNpc() && GetNpcAiType() != AI_GUARD && cwmWorldState->creatures[this->GetId()].IsHuman() )
{
TextMessage( nullptr, 335, TALK, true ); // Help! Guards! I've been attacked!
CallGuards( this, attacker );
}
if( ValidateObject( attacker->GetOwnerObj() ))
{
MakeCriminal( attacker->GetOwnerObj() );
}
}
}
// Update Damage tracking
const SERIAL attackerSerial = attacker->GetSerial();
bool persFound = false;
for( DamageTrackEntry_st *i = damageDealt.First(); !damageDealt.Finished(); i = damageDealt.Next() )
{
if( i->damager == attackerSerial )
{
i->damageDone += damageValue;
i->lastDamageType = damageType;
i->lastDamageDone = cwmWorldState->GetUICurrentTime();
persFound = true;
break;
}
}
if( !persFound )
{
damageDealt.Add( new DamageTrackEntry_st( attackerSerial, damageValue, damageType, cwmWorldState->GetUICurrentTime() ));
}
damageDealt.Sort( DTEgreater );
}
if( GetHP() <= 0 )
{
Die( attacker, doRepsys );
}
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetKarma()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets the character's karma
//o------------------------------------------------------------------------------------------------o
SI16 CChar::GetKarma( void ) const
{
if( GetOwnerObj() != nullptr && IsTamed() )
{
if( ValidateObject( GetOwnerObj() ) && GetOwnerObj() != this )
{
// Pets inherit the karma of their owner
return GetOwnerObj()->GetKarma();
}
}
return karma;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::Die()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Kills character and handles consequences for character death
//o------------------------------------------------------------------------------------------------o
void CChar::Die( CChar *attacker, bool doRepsys )
{
std::vector<UI16> scriptTriggers = GetScriptTriggers();
for( auto i : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( i );
if( toExecute != nullptr )
{
SI08 retStatus = toExecute->OnDeathBlow( this, attacker );
// -1 == script doesn't exist, or returned -1
// 0 == script returned false, 0, or nothing - don't execute hard code
// 1 == script returned true or 1
if( retStatus == 0 )
return;
}
}
if( ValidateObject( attacker ))
{
if( this != attacker && doRepsys ) // can't gain fame and karma for suicide :>
{
CSocket *attSock = attacker->GetSocket();
if( attacker->CheckAggressorFlag( this->GetSerial() ) && WillResultInCriminal( attacker, this ))
{
attacker->UpdateAggressorFlagTimestamp( this->GetSerial() );
attacker->SetKills( attacker->GetKills() + 1 );
attacker->SetTimer( tCHAR_MURDERRATE, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_MURDERDECAY ));
if( !attacker->IsNpc() )
{
if( attSock != nullptr )
{
attSock->SysMessage( 314, attacker->GetKills() ); // You have killed %i innocent people.
if( attacker->GetKills() == cwmWorldState->ServerData()->RepMaxKills() + 1 )
{
attSock->SysMessage( 315 ); // You are now a murderer!
}
}
}
UpdateFlag( attacker );
}
Karma( attacker, this, ( 0 - ( GetKarma() )));
Fame( attacker, GetFame() );
}
if(( !attacker->IsNpc() ) && (!IsNpc() ))
{
Console.Log( oldstrutil::format( Dictionary->GetEntry( 1617 ), GetName().c_str(), attacker->GetName().c_str() ), "PvP.log" );
}
Combat->Kill( attacker, this );
}
else
{
HandleDeath( this, nullptr );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::CheckDamageTrack()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Check if char with specified serial dealt damage to character within last X secs
//o------------------------------------------------------------------------------------------------o
auto CChar::CheckDamageTrack( SERIAL serialToCheck, TIMERVAL lastXSeconds ) -> bool
{
TIMERVAL currentTime = cwmWorldState->GetUICurrentTime();
for( DamageTrackEntry_st *i = damageDealt.First(); !damageDealt.Finished(); i = damageDealt.Next() )
{
if( i->damager == serialToCheck )
{
// Did the last damage dealt happen within the last X seconds?
if( currentTime < ( i->lastDamageDone + ( lastXSeconds * 1000 )))
{
return true;
}
}
}
return false;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::UpdateDamageTrack()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Keeps track of damage dealt and healing done to character over time
//o------------------------------------------------------------------------------------------------o
void CChar::UpdateDamageTrack( void )
{
TIMERVAL currentTime = cwmWorldState->GetUICurrentTime();
DamageTrackEntry_st *i = nullptr;
// Update the damage stuff
for( i = damageDealt.First(); !damageDealt.Finished(); i = damageDealt.Next() )
{
if( i == nullptr )
{
damageDealt.Remove( i );
continue;
}
if(( i->lastDamageDone + 300000 ) < currentTime ) // if it's been 5 minutes since they did any damage
{
damageDealt.Remove( i, true );
}
}
// Update the healing stuff
for( i = damageHealed.First(); !damageHealed.Finished(); i = damageHealed.Next() )
{
if( i == nullptr )
{
damageHealed.Remove( i );
continue;
}
if(( i->lastDamageDone + 300000 ) < currentTime ) // if it's been 5 minutes since they did any damage
{
damageHealed.Remove( i, true );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::SetWeight()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets weight of character
//o------------------------------------------------------------------------------------------------o
void CChar::SetWeight( SI32 newVal, [[maybe_unused]] bool doWeightUpdate )
{
Dirty( UT_STATWINDOW );
weight = newVal;
UpdateRegion();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetWeightMax()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets maximum weight in stones a character can hold
//o------------------------------------------------------------------------------------------------o
auto CChar::GetWeightMax() const -> SI32
{
SI16 racialWeightBonus = Races->Race( GetRace() )->MaxWeightBonus();
return ( GetStrength() * cwmWorldState->ServerData()->WeightPerStr() ) + 40 + racialWeightBonus;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::Dirty()
//| Date - 25 July, 2003
//o------------------------------------------------------------------------------------------------o
//| Purpose - Forces the object onto the global refresh queue
//o------------------------------------------------------------------------------------------------o
void CChar::Dirty( UpdateTypes updateType )
{
if( IsPostLoaded() )
{
updateTypes.set( updateType, true );
CBaseObject::Dirty( updateType );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::UpdateRegion()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Marks region character exists in as updated since last save
//o------------------------------------------------------------------------------------------------o
void CChar::UpdateRegion( void )
{
// Make sure to only mark region as changed if this is a character we're supposed to save!
if( ShouldSave() )
{
CMapRegion *curCell = MapRegion->GetMapRegion( this );
curCell->HasRegionChanged( true );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::GetUpdate()
//| Date - 10/31/2003
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns true if we have set a specific UpdateType
//o------------------------------------------------------------------------------------------------o
bool CChar::GetUpdate( UpdateTypes updateType ) const
{
return updateTypes.test( updateType );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::ClearUpdate()
//| Date - 3/20/2006
//o------------------------------------------------------------------------------------------------o
//| Purpose - Clears the UpdateType bitlist, used at the end of our refresh queue
//o------------------------------------------------------------------------------------------------o
void CChar::ClearUpdate( void )
{
updateTypes.reset();
}
//o------------------------------------------------------------------------------------------------o
//| Function - CChar::InParty()
//| Date - 21st September, 2006
//o------------------------------------------------------------------------------------------------o
//| Purpose - Gets/Sets/clears whether the character is in a party or not
//o------------------------------------------------------------------------------------------------o
void CChar::InParty( bool value )
{
bools.set( BIT_INPARTY, value );
}
bool CChar::InParty( void ) const
{
return bools.test( BIT_INPARTY );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CountHousesOwnedFunctor()
//| CChar::CountHousesOwned()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Used to count the houses owned by a given character
//o------------------------------------------------------------------------------------------------o
bool CountHousesOwnedFunctor( CBaseObject *a, UI32 &b, void *extraData )
{
UI32 *ourData = (UI32 *)extraData;
CChar *mChar = CalcCharObjFromSer( ourData[0] );
bool trackHousesPerAccount = ourData[1];
bool countCoOwnedHouses = ourData[2];
if( ValidateObject( mChar ) && ValidateObject( a ) && a->CanBeObjType( OT_MULTI ))
{
CMultiObj *i = static_cast<CMultiObj *>( a );
if( i->GetObjType() == OT_BOAT )
return false;
if( !ValidateObject( i->GetOwnerObj() )) // return false if house has no owner
return false;
if( trackHousesPerAccount )
{
if( countCoOwnedHouses )
{
// Count house co-ownership per account
if( i->GetOwnerObj()->GetAccountNum() != mChar->GetAccountNum() && i->IsOnOwnerList( mChar ))
{
++b;
return true;
}
else
{
// Loop through characters in house's ownerlist to see if any other characters
// on the same account co-owns the house
bool coOwnedByOtherCharOnAccount = i->CheckForAccountCoOwnership( mChar );
if( coOwnedByOtherCharOnAccount )
{
++b;
return true;
}
}
}
else if( !countCoOwnedHouses && i->GetOwnerObj()->GetAccountNum() == mChar->GetAccountNum() )
{
// Count house ownership per account
++b;
return true;
}
}
else
{
if( countCoOwnedHouses && ( i->GetOwnerObj()->GetAccountNum() != mChar->GetAccountNum() && i->IsOnOwnerList( mChar )))
{
// Count house co-ownership per character
++b;
return true;
}
else if( !countCoOwnedHouses && i->GetOwnerObj() == mChar )
{
// Count house ownership per character
++b;
return true;
}
}
}
return true;
}
auto CChar::CountHousesOwned( bool countCoOwnedHouses ) -> UI32
{
auto b = UI32( 0 );
if( cwmWorldState->ServerData()->TrackHousesPerAccount() || countCoOwnedHouses )
{
// Count all houses owned by characters on player's account by iterating over all multis on the server(!)
UI32 toPass[3];
toPass[0] = GetSerial();
toPass[1] = cwmWorldState->ServerData()->TrackHousesPerAccount();
toPass[2] = countCoOwnedHouses;
ObjectFactory::GetSingleton().IterateOver( OT_MULTI, b, toPass, &CountHousesOwnedFunctor );
}
else
{
std::for_each( ownedItems.begin(), ownedItems.end(), [this, &b]( CItem *oItem )
{
if( ValidateObject( oItem ) && oItem->GetObjType() == OT_MULTI )
{
if( oItem->GetOwnerObj() == this )
{
b++;
}
}
});
}
return b;
}