uox3/source/pcmanage.cpp
Xoduz 2e0af73968 Poison fixes
Fixed an issue with poison damage in combat where the poison resist of the attacker was checked instead of that of the defender
Fixed an issue where the poison details in tooltip of an item would only be visible when equipped, and not visible when kept in backpack
Fixed an issue where if a weapon was destroyed due to corrosion damage, it would not unset the poison strength on the character who wielded it
Added new Character/Item property to track the source (serial) of poison applied to an object. This is available as a JS Char/Item property:
	.poisonedBy // serial of character who applied poison to an object. Set to 0xFFFFFFFF/SE_INVALIDSERIAL() to clear
Updated all code and scripts related to setting/unsetting poison effect on objects to also update the .poisonedBy property
Serial of character who poisoned a character who died while poisoned is now stored on the corpse
Added third optional parameter to Character JS Method .SetPoisoned() that can be used to specify source char of applied poison. New syntax:
	.SetPoisoned( poisonLevel, wearOffTime[, poisonSourceChar ])
2025-07-04 01:17:04 +08:00

1928 lines
59 KiB
C++

#include "uox3.h"
#include "cVersionClass.h"
#include "cSkillClass.h"
#include "cServerDefinitions.h"
#include "wholist.h"
#include "skills.h"
#include "ssection.h"
#include "CJSMapping.h"
#include "cScript.h"
#include "CPacketSend.h"
#include "PartySystem.h"
#include "classes.h"
#include "townregion.h"
#include "Dictionary.h"
#include "cEffects.h"
#include "cRaces.h"
#include "StringUtility.hpp"
#include "cServerData.h"
#include "ObjectFactory.h"
#include <algorithm>
using namespace std::string_literals;
template< class T >
T Capped( const T value, const T minimum, const T maximum )
{
return std::max( std::min( value, maximum ), minimum );
}
//o------------------------------------------------------------------------------------------------o
//| Function - ValidHairStyle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks if selected hair is a valid hair type
//o------------------------------------------------------------------------------------------------o
bool ValidHairStyle( UI16 id, UI16 bodyId )
{
bool rValue = false;
switch( bodyId )
{
case 0x025D: // elven male
switch( id )
{
case 0x2FBF: // mid long (male)
case 0x2FC0: // long feather (both)
case 0x2FC1: // short (both)
case 0x2FC2: // mullet (both)
case 0x2FCD: // long (male)
case 0x2FCE: // topknot (both)
case 0x2FCF: // long braid (both)
case 0x2FD1: // spiked (male)
rValue = true;
break;
default:
break;
}
break;
case 0x025E: // elven female
switch( id )
{
case 0x2FC0: // long feather (both)
case 0x2FC1: // short (both)
case 0x2FC2: // mullet (both)
case 0x2FCC: // flower (female)
case 0x2FCE: // topknot (both)
case 0x2FCF: // long braid (both)
case 0x2FD0: // buns (female)
case 0x2FD1: // spiked (male)
rValue = true;
break;
default:
break;
}
break;
case 0x029A: // gargoyle male
switch( id )
{
case 0x4258: //
case 0x4259: //
case 0x425A: //
case 0x425B: //
case 0x425C: //
case 0x425D: //
case 0x425E: //
case 0x425F: //
rValue = true;
break;
default:
break;
}
break;
case 0x029B: // gargoyle female
switch( id )
{
case 0x4261: //
case 0x4262: //
case 0x4273: //
case 0x4274: //
case 0x4275: //
case 0x4276: //
case 0x42AA: //
case 0x42AB: //
rValue = true;
break;
default:
break;
}
break;
default: // human otherwise
switch( id )
{
case 0x203B:
case 0x203C:
case 0x203D:
case 0x2044:
case 0x2045:
case 0x2046:
case 0x2047:
case 0x2048:
case 0x2049:
case 0x204A:
rValue = true;
break;
default:
break;
}
break;
}
return rValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - ValidBeard()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Check if selected beard is a valid beard type
//| in his pack, on his paperdoll or in his hands
//o------------------------------------------------------------------------------------------------o
bool ValidBeard( UI16 id, UI16 bodyId )
{
bool rValue = false;
switch( bodyId )
{
case 0x029A: // gargoyle male
switch( id )
{
case 0x42AD:
case 0x42AE:
case 0x42AF: //1701?
case 0x42B0:
rValue = true;
break;
}
break;
default: // human male
switch( id )
{
case 0x203E:
case 0x203F:
case 0x2040:
case 0x2041:
case 0x204B:
case 0x204C:
case 0x204D:
rValue = true;
break;
}
}
return rValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - ValidSkinColour()
//| Date - 22nd January, 2006
//| Return - A validated skin colour (capped into range)
//o------------------------------------------------------------------------------------------------o
//| Purpose - Check if selected skin colour is a valid colour, based on
//| the body types involved (elves and humans not the same)
//o------------------------------------------------------------------------------------------------o
COLOUR ValidSkinColour( UI16 id, UI16 bodyId )
{
COLOUR rValue;
switch( bodyId )
{
case 0x025D: // elven male
case 0x025E: // elven female
switch( id ) // let's see if what is passed in is valid
{
case 191:
case 589:
case 590:
case 591:
case 851:
case 865:
case 871:
case 884:
case 885:
case 886:
case 897:
case 898:
case 899:
case 900:
case 901:
case 905:
case 990:
case 997:
case 998:
case 1000:
case 1001:
case 1072:
case 1191:
case 1246:
case 1309:
case 1343:
case 1401:
case 1899:
case 1900:
case 1901:
case 2101:
case 2307: rValue = id; break;
default: rValue = 191; break; // nope, it's not, let's default
}
break;
case 0x029A:
case 0x029B: //gargoyle male/female
rValue = Capped( id, static_cast<UI16>( 0x06DB ), static_cast<UI16>( 0x06F3 ));
break;
default: // human male/female
rValue = Capped( id, static_cast<UI16>( 0x03EA ), static_cast<UI16>( 0x0422 ));
break;
}
return rValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - ValidHairColour()
//| Date - 22nd January, 2006
//| Return - A validated hair colour (capped into range)
//o------------------------------------------------------------------------------------------------o
//| Purpose - Check if selected hair colour is a valid colour, based on
//| the body types involved (elves and humans not the same)
//o------------------------------------------------------------------------------------------------o
COLOUR ValidHairColour( UI16 id, UI16 bodyId )
{
COLOUR rValue;
switch( bodyId )
{
case 0x025D: // elven male
case 0x025E: // elven female
switch( id ) // let's see if what is passed in is valid
{
case 52:
case 53:
case 54:
case 55:
case 56:
case 57:
case 88:
case 142:
case 143:
case 144:
case 145:
case 146:
case 257:
case 296:
case 303:
case 345:
case 346:
case 347:
case 348:
case 349:
case 350:
case 445:
case 484:
case 499:
case 519:
case 529:
case 569:
case 593:
case 620:
case 707:
case 713:
case 797:
case 798:
case 799:
case 800:
case 801:
case 802:
case 803:
case 804:
case 805:
case 806:
case 873:
case 902:
case 903:
case 904:
case 905:
case 906:
case 1437:
case 1720:
case 1829:
case 2131: rValue = id; break;
default: rValue = 52; break; // nope, it's not, let's default
}
break;
case 0x29A: // gargoyle male
case 0x29B: // gargoyle female
// not all colors used, but easier than specialcasing each one
rValue = Capped( id, static_cast<UI16>( 0x06E0 ), static_cast<UI16>( 0x076B ));
break;
default: // human male/female
rValue = Capped( id, static_cast<UI16>( 0x044E ), static_cast<UI16>( 0x04AD ));
break;
}
return rValue;
}
void StartChar( CSocket *mSock, bool onCreate = false );
//o------------------------------------------------------------------------------------------------o
//| Function - CPIPlayCharacter::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Called when "Play Character" button is hit
//o------------------------------------------------------------------------------------------------o
bool CPIPlayCharacter::Handle( void )
{
if( tSock != nullptr )
{
if( tSock->AcctNo() != AB_INVALID_ID )
{
bool disconnect = false;
CAccountBlock_st& actbRec = tSock->GetAccount();
CChar *kChar = nullptr;
CChar *ourChar = nullptr;
if( actbRec.wAccountIndex == AB_INVALID_ID )
{
Network->Disconnect( tSock );
disconnect = true;
}
else
{
ourChar = actbRec.lpCharacters[slotChosen];
if( ourChar != nullptr )
{
if( !ourChar->IsNpc() && !ourChar->IsFree() )
{
kChar = ourChar;
}
}
else
{
Network->Disconnect( tSock );
disconnect = true;
}
}
if( ValidateObject( kChar ) && !disconnect )
{
// Added for Krrios client...
if( tSock->GetByte( 7 ) == 0xFF )
{
// If we dont accept Krrios client we should
// disconnect it here now
if( kChar->IsGM() )
{
CPKAccept AckGM( 0x02 );
tSock->Send( &AckGM );
Console.Print( "Accepted a Krrios client with GM Privs\n" );
}
else
{
CPKAccept AckNoGM( 0x01 );
tSock->Send( &AckNoGM );
Console.Print( "Accepted a Krrios client without GM Privs\n" );
}
}
if( !disconnect )
{
WhoList->FlagUpdate();
OffList->FlagUpdate(); // offline list changes too
if( actbRec.dwInGame != INVALIDSERIAL )
{
actbRec.dwInGame = kChar->GetSerial();
}
else
{
actbRec.dwInGame = INVALIDSERIAL;
}
if( actbRec.dwInGame == INVALIDSERIAL || actbRec.dwInGame == kChar->GetSerial() )
{
actbRec.dwInGame = kChar->GetSerial();
kChar->SetTimer( tPC_LOGOUT, 0 );
kChar->SetAccount( actbRec );
tSock->CurrcharObj( kChar );
StartChar( tSock );
}
else
{
CPIdleWarning rejSend( 0x05 );
/*
0x53 Client Message:
0x01=Char doesn't exist
0x02=Char Already Exists
0x03,0x04=Cannot Attach to server
0x05=Char in world Msg
0x06=Login server Syc Error
0x07=Idle msg
0x08 (and up?)=Can't Attach
*/
tSock->Send( &rejSend );
}
}
}
}
else
{
Network->Disconnect( tSock );
}
}
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CPIDeleteCharacter::Handle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Remove a character from the accounts system, due to an account gump button press
//o------------------------------------------------------------------------------------------------o
bool CPIDeleteCharacter::Handle( void )
{
if( tSock != nullptr )
{
SI08 deleteResult = -1;
CAccountBlock_st * actbTemp = &tSock->GetAccount();
UI08 slot = tSock->GetByte( 0x22 );
if( actbTemp->wAccountIndex != AB_INVALID_ID )
{
CChar *ourObj = actbTemp->lpCharacters[slot];
if( ValidateObject( ourObj )) // we have a char
{
deleteResult = Accounts->DelCharacter( actbTemp->wAccountIndex, slot );
if( deleteResult == CDR_SUCCESS )
{
ourObj->Delete();
}
}
}
else
{
// Support for accounts. The current copy of the account isn't correct. So get a new copy to work with.
Accounts->Load();
actbTemp = &Accounts->GetAccountById( actbTemp->wAccountIndex );
}
// For modern clients (?) we need to send packets 0x85 and 0x86 here!
if( deleteResult != CDR_SUCCESS )
{
// 0x85 - DeleteResult - only send if deletion failed!
CPCharDeleteResult pckDelResult( static_cast<CharacterDeletionResult>( deleteResult ));
tSock->Send( &pckDelResult );
}
else
{
UI08 charCount = 0;
for( UI08 i = 0; i < 7; ++i )
{
if( ValidateObject( actbTemp->lpCharacters[i] ))
{
++charCount;
}
}
// 0x86 - Resend Characters after Delete
CharacterListUpdate pckCharList( charCount );
for( UI08 i = 0; i < charCount; ++i )
{
if( ValidateObject( actbTemp->lpCharacters[i] ))
{
pckCharList.AddCharName( i, actbTemp->lpCharacters[i]->GetName() );
}
else
{
pckCharList.AddCharName( i, "" );
}
}
// If no characters exist, send an empty character list
if( charCount == 0 )
{
pckCharList.AddCharName( 0, "" );
}
tSock->Send( &pckCharList );
}
}
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - AddNewbieItem()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Adds a newbie item defined in newbie.dfn
//o------------------------------------------------------------------------------------------------o
//| Changes - PACKITEM now supports item,amount
//o------------------------------------------------------------------------------------------------o
auto AddNewbieItem( CSocket *socket, CChar *c, const char* str, COLOUR pantsColour, COLOUR shirtColour ) -> void
{
auto newbieData = FileLookup->FindEntry( str, newbie_def );
if( newbieData == nullptr )
return;
CItem *n = nullptr;
for( const auto &sec : newbieData->collection() )
{
auto tag = sec->tag;
auto data = sec->data;
data = oldstrutil::trim( oldstrutil::removeTrailing( data, "//" ));
if( data.empty() )
continue;
std::string nItemSection;
UI16 itemHue = 0;
UI16 nAmount = 1;
SI08 nNewbie = -1;
auto UTag = oldstrutil::upper( tag );
if( UTag == "PACKITEM" )
{
auto csecs = oldstrutil::sections( data, "," );
if( csecs.size() >= 1 )
{
// Fetch item section
nItemSection = oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" ) );
if( csecs.size() >= 2 )
{
// Fetch amount override
nAmount = static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0 ));
if( csecs.size() == 3 )
{
// Fetch newbie flag override
nNewbie = static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[2], "//" )), nullptr, 0 ));
}
}
}
else
{
// No data found!
Console.Error( "No valid data found for PACKITEM tag in newbie.dfn!" );
continue;
}
}
else if( UTag == "EQUIPITEM" )
{
auto csecs = oldstrutil::sections( data, "," );
if( csecs.size() >= 1 )
{
// Fetch item section
nItemSection = oldstrutil::trim( oldstrutil::removeTrailing( csecs[0], "//" ));
if( csecs.size() >= 2 )
{
// Fetch item hue
itemHue = static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" )), nullptr, 0 ));
if( csecs.size() >= 3 )
{
// Fetch newbie flag override
nNewbie = static_cast<UI16>( std::stoul( oldstrutil::trim( oldstrutil::removeTrailing( csecs[2], "//" ) ), nullptr, 0 ) );
}
}
}
else
{
// No data found!
Console.Error( "No valid data found for EQUIPITEM tag in newbie.dfn!" );
continue;
}
}
n = Items->CreateScriptItem( socket, c, nItemSection.c_str(), nAmount, OT_ITEM, true, itemHue );
if( n != nullptr && n->GetLayer() != IL_NONE )
{
bool conflictItem = true;
CItem *j = c->GetItemAtLayer( n->GetLayer() );
if( !ValidateObject( j ))
{
if( n->GetLayer() == IL_RIGHTHAND )
{
j = c->GetItemAtLayer( IL_LEFTHAND );
}
else if( n->GetLayer() == IL_LEFTHAND )
{
j = c->GetItemAtLayer( IL_RIGHTHAND );
}
// GetDir-check is to allow for torches and lanterns,
// which use left-hand layer but are not 2-handers or shields
if( ValidateObject( j ) && !n->IsShieldType() && ( n->GetDir() == 0 ))
{
if( j->IsShieldType() || j->GetDir() != 0 )
{
conflictItem = false;
}
}
else
{
conflictItem = false;
}
}
if( conflictItem )
{
n->SetCont( c->GetPackItem() );
}
else
{
n->SetCont( c );
}
//Apply the choosen colour
if(( n->GetLayer() == IL_PANTS || n->GetLayer() == IL_OUTERLEGGINGS ) && pantsColour != 0 )
{
n->SetColour( pantsColour );
n->SetDye( true );
}
if(( n->GetLayer() == IL_INNERSHIRT || n->GetLayer() == IL_ROBE ) && shirtColour != 0 )
{
n->SetColour( shirtColour );
n->SetDye( true );
}
}
if( n != nullptr && !n->IsPileable() && nNewbie != -1 )
{
// Use newbie override flag to determine newbie status of item
n->SetNewbie( nNewbie );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - NewbieItems()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Adds newbie items based on characters chosen skills
//o------------------------------------------------------------------------------------------------o
void CPICreateCharacter::NewbieItems( CChar *mChar )
{
enum NewbieItems
{
HAIR = 0,
BEARD,
PACK,
BANK,
GOLD,
ITOTAL
};
CItem *CreatedItems[ITOTAL] = { nullptr, nullptr, nullptr, nullptr, nullptr };
UI16 ItemId, ItemColour;
if( ValidHairStyle( hairStyle, mChar->GetId() ))
{
ItemId = hairStyle;
ItemColour = ValidHairColour( hairColour, mChar->GetId() );
CreatedItems[HAIR] = Items->CreateItem( tSock, mChar, ItemId, 1, ItemColour, OT_ITEM );
if( CreatedItems[HAIR] != nullptr )
{
CreatedItems[HAIR]->SetDecayable( false );
CreatedItems[HAIR]->SetLayer( IL_HAIR );
CreatedItems[HAIR]->SetCont( mChar );
mChar->SetHairStyle( ItemId );
mChar->SetHairColour( ItemColour );
}
}
if( ValidBeard( facialHair, mChar->GetId() ) && ( mChar->GetId() == 0x0190 || mChar->GetId() == 0x029A )) //Male human or male gargoyle
{
ItemId = facialHair;
if( mChar->GetId() == 0x029A ) // gargoyle male
{
ItemColour = Capped( facialHairColour, static_cast<UI16>( 0x06E0 ), static_cast<UI16>( 0x076B ));
}
else // human male
{
ItemColour = Capped( facialHairColour, static_cast<UI16>( 0x044E ), static_cast<UI16>( 0x04AD ));
}
CreatedItems[BEARD] = Items->CreateItem( tSock, mChar, ItemId, 1, ItemColour, OT_ITEM );
if( CreatedItems[BEARD] != nullptr )
{
CreatedItems[BEARD]->SetDecayable( false );
CreatedItems[BEARD]->SetLayer( IL_FACIALHAIR );
CreatedItems[BEARD]->SetCont( mChar );
mChar->SetBeardStyle( ItemId );
mChar->SetBeardColour( ItemColour );
}
}
CreatedItems[PACK] = Items->CreateItem( tSock, mChar, 0x0E75, 1, 0, OT_ITEM );
if( CreatedItems[PACK] != nullptr )
{
mChar->SetPackItem( CreatedItems[PACK] );
CreatedItems[PACK]->SetWeightMax( cwmWorldState->ServerData()->MaxPlayerPackWeight() );
CreatedItems[PACK]->SetMaxItems( cwmWorldState->ServerData()->MaxPlayerPackItems() );
CreatedItems[PACK]->SetDecayable( false );
CreatedItems[PACK]->SetLayer( IL_PACKITEM );
CreatedItems[PACK]->SetCont( mChar );
CreatedItems[PACK]->SetType( IT_CONTAINER );
CreatedItems[PACK]->SetDye( true );
}
CreatedItems[BANK] = Items->CreateItem( tSock, mChar, 0x09AB, 1, 0, OT_ITEM );
if( CreatedItems[BANK] != nullptr )
{
CreatedItems[BANK]->SetName( oldstrutil::format(1024,Dictionary->GetEntry( 1283 ), mChar->GetName().c_str() ));
CreatedItems[BANK]->SetDecayable( false );
CreatedItems[BANK]->SetLayer( IL_BANKBOX );
CreatedItems[BANK]->SetType( IT_CONTAINER );
CreatedItems[BANK]->SetTempVar( CITV_MOREX, 1 );
CreatedItems[BANK]->SetWeightMax( cwmWorldState->ServerData()->MaxPlayerPackWeight() );
CreatedItems[BANK]->SetMaxItems( cwmWorldState->ServerData()->MaxPlayerBankItems() );
CreatedItems[BANK]->SetOwner( mChar );
CreatedItems[BANK]->SetCont( mChar );
}
std::vector<cSkillClass> vecSkills;
std::string whichsect;
for( UI08 sCtr = 0; sCtr < ALLSKILLS; ++sCtr )
{
vecSkills.push_back( cSkillClass( sCtr, mChar->GetBaseSkill( sCtr )));
}
// Give scripted newbie items precedence over default clothing
std::sort( vecSkills.rbegin(), vecSkills.rend() );
UI08 numStartSkills = 3; // 0 included
if( cwmWorldState->ServerData()->ExtendedStartingSkills() )
{
numStartSkills = 4;
}
for( UI08 i = 0; i < numStartSkills; ++i )
{
if( vecSkills[i].value > 0 )
{
whichsect = oldstrutil::format( "BESTSKILL %i", vecSkills[i].skill );
AddNewbieItem( tSock, mChar, whichsect.c_str(), 0, 0 );
}
}
// Add default for all characters
AddNewbieItem( tSock, mChar, "DEFAULT ALL", pantsColour, shirtColour );
// Add gender/race-specific items
if( mChar->GetId() == 0x0190 )
{
AddNewbieItem( tSock, mChar, "DEFAULT MALE", pantsColour, shirtColour );
}
else if( mChar->GetId() == 0x0191 )
{
AddNewbieItem( tSock, mChar, "DEFAULT FEMALE", pantsColour, shirtColour );
}
else if( mChar->GetId() == 0x025D )
{
AddNewbieItem( tSock, mChar, "DEFAULT ELF MALE", pantsColour, shirtColour );
}
else if( mChar->GetId() == 0x025E )
{
AddNewbieItem( tSock, mChar, "DEFAULT ELF FEMALE", pantsColour, shirtColour );
}
else if( mChar->GetId() == 0x029A )
{
AddNewbieItem( tSock, mChar, "DEFAULT GARG MALE", pantsColour, shirtColour );
}
else if( mChar->GetId() == 0x029B )
{
AddNewbieItem( tSock, mChar, "DEFAULT GARG FEMALE", pantsColour, shirtColour );
}
// Give the character some gold
if( cwmWorldState->ServerData()->ServerStartGold() > 0 )
{
CreatedItems[GOLD] = Items->CreateScriptItem( tSock, mChar, "0x0EED", cwmWorldState->ServerData()->ServerStartGold(), OT_ITEM, true );
}
else
{
CreatedItems[GOLD] = 0;
}
}
void MakeStatusTarget( CSocket *sock, CChar *optionalTargChar = nullptr, const std::string cmdLvlString = "" );
//o------------------------------------------------------------------------------------------------o
//| Function - bool CPICreateCharacter::Handle( void )
//o------------------------------------------------------------------------------------------------o
//| Purpose - Character creation stuff
//o------------------------------------------------------------------------------------------------o
bool CPICreateCharacter::Handle( void )
{
// This function needs to be decomposed
// Way too large from a maintenance perspective
// --> I split certain things out into a few new functions to make this a bit more manageable
if( ValidateObject( tSock->CurrcharObj() ))
{
Network->Disconnect( tSock );
return false;
}
if( tSock != nullptr )
{
CChar *mChar = static_cast<CChar *>( ObjectFactory::GetSingleton().CreateObject( OT_CHAR ));
if( mChar != nullptr )
{
CPClientVersion verCheck;
tSock->Send( &verCheck );
tSock->CurrcharObj( mChar );
mChar->SetName( charName );
Accounts->AddCharacter( tSock->AcctNo(), mChar );
CAccountBlock_st &actbRec = tSock->GetAccount();
if( actbRec.dwInGame != INVALIDSERIAL )
{
actbRec.dwInGame = mChar->GetSerial();
}
if( actbRec.dwInGame == INVALIDSERIAL || actbRec.dwInGame == mChar->GetSerial() )
{
actbRec.dwInGame = mChar->GetSerial();
mChar->SetAccount( actbRec );
}
SetNewCharGenderAndRace( mChar );
mChar->SetPriv( cwmWorldState->ServerData()->ServerStartPrivs() );
if( tSock->ClientType() == CV_SA3D || tSock->ClientType() == CV_HS3D )
{
locationNumber = clientFlags;
}
// Fetch player's chosen start location
size_t serverCount = 0;
__STARTLOCATIONDATA__ *toGo = nullptr;
auto useYoungLocations = false;
if( cwmWorldState->ServerData()->YoungPlayerSystem() && tSock->GetAccount().wFlags.test( AB_FLAGS_YOUNG ) )
{
// Young player! Let's use young player start locations
toGo = cwmWorldState->ServerData()->YoungServerLocation( locationNumber );
serverCount = cwmWorldState->ServerData()->NumYoungServerLocations();
useYoungLocations = true;
}
else
{
// Use normal player start locations
toGo = cwmWorldState->ServerData()->ServerLocation( locationNumber );
serverCount = cwmWorldState->ServerData()->NumServerLocations();
}
// Use random start location if enabled in uox.ini
if( cwmWorldState->ServerData()->ServerRandomStartingLocation() )
{
if( serverCount > 0 )
{
size_t rndStartingLocation = RandomNum( static_cast<size_t>( 0 ), serverCount - 1 );
if( useYoungLocations )
{
toGo = cwmWorldState->ServerData()->YoungServerLocation( rndStartingLocation );
}
else
{
toGo = cwmWorldState->ServerData()->ServerLocation( rndStartingLocation );
}
}
}
if( toGo == nullptr )
{
// Invalid locationNumber; check if there are ANY start locations loaded
if( serverCount == 0 )
{
// No start locations found, use a default hardcoded one
if( useYoungLocations )
{
Console.Error( "No young starting locations found in ini file; sending new character to Sweet Dreams Inn (1495, 1629, 10)." );
}
else
{
Console.Error( "No starting locations found in ini file; sending new character to Sweet Dreams Inn (1495, 1629, 10)." );
}
SI16 startX;
SI16 startY;
SI08 startZ;
UI08 startWorld;
UI16 startInstanceId;
startX = 1495;
startY = 1629;
startZ = 10;
startWorld = 0;
startInstanceId = 0;
mChar->SetLocation( startX, startY, startZ, startWorld, startInstanceId );
}
else
{
// Use first start location, which we know exists
if( useYoungLocations )
{
toGo = cwmWorldState->ServerData()->YoungServerLocation( 0 );
}
else
{
toGo = cwmWorldState->ServerData()->ServerLocation( 0 );
}
mChar->SetLocation( toGo->x, toGo->y, static_cast<SI08>( toGo->z ), static_cast<UI08>( toGo->worldNum ), static_cast<UI16>( toGo->instanceId ));
}
}
else
{
mChar->SetLocation( toGo->x, toGo->y, static_cast<SI08>( toGo->z ), static_cast<UI08>( toGo->worldNum ), static_cast<UI16>( toGo->instanceId ));
}
mChar->SetDir( SOUTH );
SetNewCharSkillsStats( mChar );
NewbieItems( mChar );
CAccountBlock_st& actbTemp2 = mChar->GetAccount();
if( actbTemp2.wAccountIndex != AB_INVALID_ID )
{
if( actbTemp2.wFlags.test( AB_FLAGS_GM ))
{
mChar->SetPriv( 0xFF );
mChar->SetCommandLevel( CL_GM );
}
else if( actbTemp2.wFlags.test( AB_FLAGS_SEER ))
{
MakeStatusTarget( tSock, mChar, "SEER" );
mChar->SetPriv( 0x4F );
mChar->SetCommandLevel( CL_SEER );
}
else if( actbTemp2.wFlags.test( AB_FLAGS_COUNSELOR ))
{
MakeStatusTarget( tSock, mChar, "CNS" );
mChar->SetPriv( 0x38);
mChar->SetCommandLevel( CL_CNS );
}
}
// Added for my client - Krrios
if( pattern3 == 0xFF ) // Signal that this is not the standard client
{
if( mChar->IsGM() )
{
CPKAccept AckGM( 0x02 );
tSock->Send( &AckGM );
Console.Print( "Accepted a Krrios client with GM Privs\n" );
}
else
{
CPKAccept AckNoGM( 0x01 );
tSock->Send( &AckNoGM );
Console.Print( "Accepted a Krrios client without GM Privs\n" );
}
}
// Set character creation timestamp
mChar->SetCreatedOn( GetMinutesSinceEpoch() );
StartChar( tSock, true );
}
}
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CPICreateCharacter::SetNewCharSkillsStats()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets skills and stats for newly created characters
//o------------------------------------------------------------------------------------------------o
void CPICreateCharacter::SetNewCharSkillsStats( CChar *mChar )
{
SI32 totalstats, totalskills;
UI08 i;
R32 percheck;
if( profession != 0 ) //player picked a character profession during character creation
{
bool extStats = cwmWorldState->ServerData()->ExtendedStartingStats();
bool extSkills = cwmWorldState->ServerData()->ExtendedStartingSkills();
// Which skills and stats a character starts with depends on chosen profession,
// plus ExtendedStartingStats/Skills-setting in UOX.INI.
// Matches old (4.x - 7.0.8.x) or new (7.0.9+) profession-templates in client, but we
// shouldn't trust client-data!
switch( profession )
{
case 1: // Warrior
skill[0] = ( extSkills ? 40 : 27 ); // Swordsmanship or Tactics
skill[1] = ( extSkills ? 27 : 17 ); // Tactics or Healing
skill[2] = ( extSkills ? 17 : 40 ); // Healing or Swordsmanship
skill[3] = ( extSkills ? 1 : 0xFF ); // Anatomy or nothing
skillValue[0] = ( extSkills ? 30 : 50 ); // 30 or 50 skillpoints
skillValue[1] = ( extSkills ? 30 : 45 ); // 30 or 45 skillpoints
skillValue[2] = ( extSkills ? 30 : 5 ); // 30 or 5 skillpoints
skillValue[3] = ( extSkills ? 30 : 0 ); // 30 or 0 skillpoints
mChar->SetStrength( extStats ? 45 : 35 );
mChar->SetDexterity( 35 );
mChar->SetIntelligence( 10 );
break;
case 2: // Mage
skill[0] = 25; // Magery
skill[1] = ( extSkills ? 16 : 46 ); // Evaulate Intelligence or Meditation
skill[2] = ( extSkills ? 46 : 43 ); // Meditation or Wrestling
skill[3] = ( extSkills ? 43 : 0xFF ); // Wrestling or nothing
skillValue[0] = ( extSkills ? 30 : 50 ); // 30 or 50 skillpoints
skillValue[1] = ( extSkills ? 30 : 50 ); // 30 or 50 skillpoints
skillValue[2] = ( extSkills ? 30 : 0 ); // 30 or 0 skillpoints
skillValue[3] = ( extSkills ? 30 : 0 ); // 30 or 0 skillpoints
mChar->SetStrength( 25 );
mChar->SetDexterity( extStats ? 20 : 10 );
mChar->SetIntelligence( 45 );
break;
case 3: // Blacksmith
skill[0] = 7; // Blacksmithing
skill[1] = ( extSkills ? 45 : 37 ); // Mining or Tinkering
skill[2] = ( extSkills ? 37 : 45 ); // Tinkering or Mining
skill[3] = ( extSkills ? 34 : 0xFF ); // Tailoring or nothing
skillValue[0] = ( extSkills ? 30 : 50 ); // 30 or 50 skillpoints
skillValue[1] = ( extSkills ? 30 : 45 ); // 30 or 45 skillpoints
skillValue[2] = ( extSkills ? 30 : 5 ); // 30 or 5 skillpoints
skillValue[3] = ( extSkills ? 30 : 0 ); // 30 or 0 skillpoints
mChar->SetStrength( 60 );
mChar->SetDexterity( extStats ? 15 : 10 );
mChar->SetIntelligence( extStats ? 15 : 10);
break;
case 4: // Necromancer
skill[0] = 49; // Necromancy
skill[1] = ( extSkills ? 32 : 40 ); // Spirit Speak or Swordsmanship
skill[2] = ( extSkills ? 40 : 27 ); // Swordsmanship or Tactics
skill[3] = ( extSkills ? 46 : 0xFF ); // Meditation or nothing
skillValue[0] = ( extSkills ? 30 : 50 ); // 30 or 50 skillpoints
skillValue[1] = ( extSkills ? 30 : 30 ); // 30 or 30 skillpoints
skillValue[2] = ( extSkills ? 30 : 20 ); // 30 or 20 skillpoints
skillValue[3] = ( extSkills ? 30 : 0 ); // 30 or 0 skillpoints
mChar->SetStrength( 25 );
mChar->SetDexterity( 20 );
mChar->SetIntelligence( extStats ? 45 : 35 );
break;
case 5: // Paladin
skill[0] = 51; // Chivalry
skill[1] = ( extSkills ? 40 : 27 ); // Swordsmanship or Tactics
skill[2] = ( extSkills ? 27 : 43 ); // Tactics or Wrestling
skill[3] = ( extSkills ? 50 : 0xFF ); // Focus or nothing
skillValue[0] = ( extSkills ? 30 : 50 ); // 30 or 50 skillpoints
skillValue[1] = ( extSkills ? 30 : 50 ); // 30 or 50 skillpoints
skillValue[2] = ( extSkills ? 30 : 0 ); // 30 or 0 skillpoints
skillValue[3] = ( extSkills ? 30 : 0 ); // 30 or 0 skillpoints
mChar->SetStrength( 45 );
mChar->SetDexterity( 20 );
mChar->SetIntelligence( extStats ? 25 : 15 );
break;
case 6: // Samurai
skill[0] = 52; // Bushido
skill[1] = ( extSkills ? 40 : 40 ); // Swordsmanship
skill[2] = ( extSkills ? 50 : 43 ); // Focus or Wrestling
skill[3] = ( extSkills ? 5 : 0xFF ); // Parrying or nothing
skillValue[0] = ( extSkills ? 30 : 50 ); // 30 or 50 skillpoints
skillValue[1] = ( extSkills ? 30 : 50 ); // 30 or 50 skillpoints
skillValue[2] = ( extSkills ? 30 : 0 ); // 30 or 0 skillpoints
skillValue[3] = ( extSkills ? 30 : 0 ); // 30 or 0 skillpoints
mChar->SetStrength( 40 );
mChar->SetDexterity( 30 );
mChar->SetIntelligence( extStats ? 20 : 10 );
break;
case 7: // Ninja
skill[0] = 53; // Ninjitsu
skill[1] = ( extSkills ? 42 : 21 ); // Fencing or Hiding
skill[2] = ( extSkills ? 21 : 43 ); // Hiding or Wrestling
skill[3] = ( extSkills ? 47 : 0xFF ); // Stealth or nothing
skillValue[0] = ( extSkills ? 30 : 50 ); // 30 or 50 skillpoints
skillValue[1] = ( extSkills ? 30 : 50 ); // 30 or 50 skillpoints
skillValue[2] = ( extSkills ? 30 : 0 ); // 30 or 0 skillpoints
skillValue[3] = ( extSkills ? 30 : 0 ); // 30 or 0 skillpoints
mChar->SetStrength( 40 );
mChar->SetDexterity( 30 );
mChar->SetIntelligence( extStats ? 20 : 10 );
break;
default:
Console.Error( oldstrutil::format( "Character created with invalid profession - no skills or stats assigned! (0x%X, %s)", mChar->GetSerial(), mChar->GetName().c_str() ));
break;
}
}
else // Player did not pick a profession during character creation, but chose to customize his character
{
// Date Unknown - Modified to fit in with new client, and 80 total starting stats. The highest any one stat can be is 60, and the lowest is 10.
mChar->SetStrength( Capped( str, static_cast<UI08>( 10 ), static_cast<UI08>( 60 )));
mChar->SetDexterity( Capped( dex, static_cast<UI08>( 10 ), static_cast<UI08>( 60 )));
mChar->SetIntelligence( Capped( intel, static_cast<UI08>( 10 ), static_cast<UI08>( 60 )));
totalstats = mChar->GetStrength() + mChar->GetDexterity() + mChar->GetIntelligence();
if( totalstats != 80 && !cwmWorldState->ServerData()->ExtendedStartingStats() )
{
if( totalstats > 80 )
{
// If ExtendedStartingStats() is false, allow a total of 80 starting statpoints
Console.Error( oldstrutil::format( "Character created with invalid stats (over 80 total): 0x%X, (%s)", mChar->GetSerial(), mChar->GetName().c_str() ));
percheck = ( mChar->GetStrength() / static_cast<R32>( totalstats ));
mChar->SetStrength( static_cast<UI08>(Capped( percheck * 80, 10.0f, 60.0f )));
percheck = ( mChar->GetDexterity() / static_cast<R32>( totalstats ));
mChar->SetDexterity( static_cast<UI08>(Capped( percheck * 80, 10.0f, 60.0f )));
percheck = ( mChar->GetIntelligence() / static_cast<R32>( totalstats ));
mChar->SetIntelligence( static_cast<UI08>(Capped( percheck * 80, 10.0f, 60.0f )));
}
else
{
Console.Error( oldstrutil::format( "Character created with invalid stats (under 80 total): 0x%X, (%s)", mChar->GetSerial(), mChar->GetName().c_str() ));
}
}
else if( totalstats != 90 && cwmWorldState->ServerData()->ExtendedStartingStats() )
{
if( totalstats > 90 )
{
// If ExtendedStartingStats() is true, allow a total of 90 starting statpoints
Console.Error( oldstrutil::format( "Character created with invalid stats (over 90 total): 0x%X, (%s)", mChar->GetSerial(), mChar->GetName().c_str() ));
percheck = ( mChar->GetStrength() / static_cast<R32>( totalstats ));
mChar->SetStrength( static_cast<UI08>(Capped( percheck * 90, 10.0f, 60.0f )));
percheck = ( mChar->GetDexterity() / static_cast<R32>( totalstats ));
mChar->SetDexterity( static_cast<UI08>(Capped( percheck * 90, 10.0f, 60.0f )));
percheck = ( mChar->GetIntelligence() / static_cast<R32>( totalstats ));
mChar->SetIntelligence( static_cast<UI08>(Capped( percheck * 90, 10.0f, 60.0f )));
}
else
{
Console.Error( oldstrutil::format( "Character created with invalid stats (under 90 total): 0x%X, (%s)", mChar->GetSerial(), mChar->GetName().c_str() ));
}
}
if( skillValue[0] > 50 )
{
skillValue[0] = 50;
}
totalskills = skillValue[0];
if( skillValue[1] > 50 )
{
skillValue[1] = 50;
}
totalskills += skillValue[1];
if( skillValue[2] > 50 )
{
skillValue[2] = 50;
}
if( !cwmWorldState->ServerData()->ExtendedStartingSkills() )
{
if( skillValue[2] + totalskills > 100 )
{
skillValue[2] = static_cast<UI08>( 100 - totalskills );
}
totalskills += skillValue[2];
if( totalskills < 100 )
{
Console.Error( oldstrutil::format( "Character created with invalid skills (under 100 total): 0x%X, (%s)", mChar->GetSerial(), mChar->GetName().c_str() ));
}
}
else // If ExtendedStartingSkills is enabled, allow for the fourth starting skill
{
if( skillValue[2] + totalskills > 120 )
{
skillValue[2] = static_cast<UI08>( 120 - totalskills );
}
totalskills += skillValue[2];
if( skillValue[3] > 50 )
{
skillValue[3] = 50;
}
if( skillValue[3] + totalskills > 120 )
{
skillValue[3] = static_cast<UI08>( 120 - totalskills );
}
totalskills += skillValue[3];
if( totalskills < 120 )
{
Console.Error( oldstrutil::format( "Character created with invalid skills (under 120 total): 0x%X, (%s)", mChar->GetSerial(), mChar->GetName().c_str() ));
}
}
}
mChar->SetHP( mChar->GetMaxHP() );
mChar->SetStamina( mChar->GetMaxStam() );
mChar->SetMana( mChar->GetMaxMana() );
mChar->SetRaceGate( 65535 );
UI08 firstSkill = skill[0];
UI08 secondSkill = skill[1];
UI08 thirdSkill = skill[2];
UI08 fourthSkill = skill[3];
for( i = 0; i < ALLSKILLS; ++i )
{
mChar->SetBaseSkill( 0, i );
if( i == firstSkill )
{
mChar->SetBaseSkill( static_cast<UI16>( skillValue[0] * 10 ), i );
}
else if( i == secondSkill )
{
mChar->SetBaseSkill( static_cast<UI16>( skillValue[1] * 10 ), i );
}
else if( i == thirdSkill )
{
mChar->SetBaseSkill( static_cast<UI16>( skillValue[2] * 10 ), i );
}
else if( i == fourthSkill )
{
if( cwmWorldState->ServerData()->ExtendedStartingSkills() )
{
mChar->SetBaseSkill( static_cast<UI16>( skillValue[3] * 10 ), i );
}
}
Skills->UpdateSkillLevel( mChar, i );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CPICreateCharacter::SetNewCharGenderAndRace()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets gender and race for newly created characters
//o------------------------------------------------------------------------------------------------o
void CPICreateCharacter::SetNewCharGenderAndRace( CChar *mChar )
{
UI16 pGenderId = 0x0190;
bool gargCreation = false;
bool elfCreation = false;
if( cwmWorldState->ServerData()->GetClientFeature( CF_BIT_SA ))
{
gargCreation = true;
}
if( cwmWorldState->ServerData()->GetClientFeature( CF_BIT_ML ))
{
elfCreation = true;
}
if( tSock->ClientType() == CV_SA3D || tSock->ClientType() == CV_HS3D )
{
switch( sex )
{
case 0:
switch( race )
{
case 0: pGenderId = 0x0190; break; // human male
case 1: pGenderId = ( elfCreation ? 0x025D : 0x0190 ); break; // elf male
case 2: pGenderId = ( gargCreation ? 0x029A : 0x0190 ); break; // Gargoyle male
}
break;
case 1:
switch( race )
{
case 0: pGenderId = 0x0191; break; // human female
case 1: pGenderId = ( elfCreation ? 0x025E : 0x0191 ); break; // elf female
case 2: pGenderId = ( gargCreation ? 0x029B : 0x0191 ); break; // Gargoyle female
}
break;
default:
break;
}
// Set race to match data sent from client. This should correspond with race setup in races.dfn
// 0 = human, 1 = elf, 2 = gargoyle
mChar->SetRace( race );
}
else if( tSock->ClientType() >= CV_SA2D )
{
switch( sex )
{
case 0:
// human male
pGenderId = 0x0190;
mChar->SetRace( 0 ); // Human
break;
case 1: // human female
pGenderId = 0x0191;
mChar->SetRace( 0 ); // Human
break;
case 2: // human male
pGenderId = 0x0190;
mChar->SetRace( 0 ); // Human
break;
case 3: // human female
pGenderId = 0x0191;
mChar->SetRace( 0 ); // Human
break;
case 4: // elf male
pGenderId = ( elfCreation ? 0x025D : 0x0190 );
mChar->SetRace( 1 ); // Elf
break;
case 5: // elf female
pGenderId = ( elfCreation ? 0x025E : 0x0191 );
mChar->SetRace( 1 ); // Elf
break;
case 6: // Gargoyle male
pGenderId = ( gargCreation ? 0x029A : 0x0190 );
mChar->SetLevitate( true ); // Enable potential for flying
mChar->SetRace( 2 ); // Gargoyle
break;
case 7: // Gargoyle female
pGenderId = ( gargCreation ? 0x029B : 0x0191 );
mChar->SetLevitate( true ); // Enable potential for flying
mChar->SetRace( 2 ); // Gargoyle
break;
default:
break;
}
}
else
{
switch( sex )
{
case 0: pGenderId = 0x0190; break; // human male
case 1: pGenderId = 0x0191; break; // human female
case 2: pGenderId = ( elfCreation ? 0x025D : 0x0190 ); break; // elf male (human if server doesn't allow elf but client tried anyway)
case 3: pGenderId = ( elfCreation ? 0x025E : 0x0191 ); break; // elf female (human if server doesn't allow elf but client tried anyway)
default: break;
}
}
mChar->SetId( pGenderId );
mChar->SetOrgId( pGenderId );
mChar->SetSkin( ValidSkinColour( skinColour, pGenderId ) | 0x8000 );
mChar->SetOrgSkin( mChar->GetSkin() );
}
//o------------------------------------------------------------------------------------------------o
//| Function - ShowMessageOfTheDay()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Opens the Message of the Day window
//o------------------------------------------------------------------------------------------------o
auto ShowMessageOfTheDay( CSocket *s ) -> void
{
if( s )
{
auto Updates = FileLookup->FindEntry( "MOTD", misc_def );
if( Updates )
{
std::string updateData = "";
for( const auto &sec : Updates->collection() )
{
updateData += sec->data + " "s;
}
CPUpdScroll toSend( 2 );
toSend.AddString( updateData.c_str() );
toSend.Finalize();
s->Send( &toSend );
}
}
}
void SysBroadcast( const std::string& txt );
//o------------------------------------------------------------------------------------------------o
//| Function - StartChar()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sends character startup stuff to player
//o------------------------------------------------------------------------------------------------o
void StartChar( CSocket *mSock, bool onCreate )
{
if( mSock != nullptr )
{
/*
//Login Packet Sequence per Krrios
Login Confirm (0x1B) tick
Map Change (0xBFx08) tick SendMapChange
Map Patches (0xBFx18) don't send
Supported Features (0xB9) // 0x801F
Season Change (0xBC) added SendWorldChange
Mobile Update (0x20) added CPDrawGamePlayer
Personal Light Level (0x4E) added CPPersonalLightLevel
Mobile Incoming (0x78)
Mobile Attributes (0x2D)
Set War Mode (0x72) tick
[everything on screen] (0x1A/0x78)
Login Complete (0x55)
*/
CChar *mChar = mSock->CurrcharObj();
if( ValidateObject( mChar ))
{
CPClientVersion verCheck;
mSock->Send( &verCheck );
CAccountBlock_st& actbTemp = mSock->GetAccount();
if( actbTemp.wAccountIndex != AB_INVALID_ID )
{
actbTemp.wFlags.set( AB_FLAGS_ONLINE, true );
}
mSock->TargetOK( false );
CPCharLocBody startup = (*mChar);
if( mChar->GetPoisoned() )
{
startup.Flag( 0x04 );
}
else
{
startup.Flag( 0x00 );
}
mSock->Send( &startup );
mSock->SetTimer( tPC_SPIRITSPEAK, 0 );
mChar->SetStealth( -1 );
if( mChar->GetVisible() != VT_PERMHIDDEN )
{
mChar->SetVisible( VT_VISIBLE );
}
mChar->SetWar( false );
SendMapChange( mChar->WorldNumber(), mSock, true );
if( cwmWorldState->ServerData()->MapDiffsEnabled() )
{
CPEnableMapDiffs mDiff;
mSock->Send( &mDiff );
}
CPWorldChange wrldChange( mChar->GetRegion()->GetAppearance(), 1 );
mSock->Send( &wrldChange ); // need to add this?
CPPersonalLightLevel pllToSend = ( *mChar ); // need to add this?
pllToSend.Level( 0 );
mSock->Send( &pllToSend );
CItem *nItem = mChar->GetItemAtLayer( IL_PACKITEM );
mChar->SetPackItem( nItem );
if( mChar->IsDead() )
{
CPResurrectMenu toSend( 0 );
mSock->Send( &toSend );
}
mChar->Dirty( UT_LOCATION );
mChar->SetStep( 1 );
CPLoginComplete lc;
mSock->Send( &lc );
Network->SetLastOn( mSock );
UI08 currentHour = cwmWorldState->ServerData()->ServerTimeHours();
UI08 currentMins = cwmWorldState->ServerData()->ServerTimeMinutes();
UI08 currentSecs = cwmWorldState->ServerData()->ServerTimeSeconds();
CPTime tmPckt( currentHour, currentMins, currentSecs ); mSock->Send( &tmPckt );
mSock->SysMessage( "%s v%s.%s [%s] ", CVersionClass::GetProductName().c_str(), CVersionClass::GetVersion().c_str(), CVersionClass::GetBuild().c_str(), OS_STR );
if( cwmWorldState->ServerData()->ServerJoinPartAnnouncementsStatus() )
{
//message upon entering a server
SysBroadcast( oldstrutil::format(1024, Dictionary->GetEntry( 1208 ), mChar->GetName().c_str() )); // message upon entering a server
}
ShowMessageOfTheDay( mSock );
#if defined( _MSC_VER )
#pragma note( "HTML Status for Players" )
#endif
if( onCreate )
{
cScript *onCreateScp = JSMapping->GetScript( static_cast<UI16>( 0 )); // 0 == global script
if( onCreateScp != nullptr )
{
onCreateScp->OnCreate( mChar, false, true );
}
}
bool loginEventHandled = false;
std::vector<UI16> scriptTriggers = mChar->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
// 0 == no such event was found
// 1 == event was found, and executed
if( toExecute->OnLogin( mSock, mChar ) == 1 )
{
loginEventHandled = true;
}
}
}
if( !loginEventHandled )
{
// No script attached to character handled onLoginevent. Let's check global script!
cScript *toExecute = JSMapping->GetScript( static_cast<UI16>( 0 ));
if( toExecute != nullptr )
{
toExecute->OnLogin( mSock, mChar );
}
}
// Store hair and beard (if they have any) properly for characters created pre-0.99.2j
CItem *hairObject = mChar->GetItemAtLayer( IL_HAIR );
CItem *beardObject = mChar->GetItemAtLayer( IL_FACIALHAIR );
if( ValidateObject( hairObject ))
{
if( mChar->GetHairStyle() == 0xFFFF )
{
mChar->SetHairStyle( hairObject->GetId() );
mChar->SetHairColour( hairObject->GetColour() );
}
}
if( ValidateObject( beardObject ))
{
if( mChar->GetBeardStyle() == 0xFFFF )
{
mChar->SetBeardStyle( beardObject->GetId() );
mChar->SetBeardColour( beardObject->GetColour() );
}
}
mSock->LoginComplete( true );
// Negotiate features with assistant tools like Razor and AssistUO if ASSISTANTNEGOTIATION is enabled in uox.ini
if( cwmWorldState->ServerData()->GetAssistantNegotiation() )
{
CPNegotiateAssistantFeatures ii( mSock );
mSock->Send( &ii );
mSock->SysMessage( 9012 ); // Attempting to negotiate features with assistant tool...
// Set 30s negotiation timer if KICKONASSISTANTSILENCE setting is enabled in uox.ini
if( cwmWorldState->ServerData()->KickOnAssistantSilence() )
{
// Start timer to kick player if assistant tool hasn't responded in 30 seconds
mSock->SysMessage( 9013 ); // This server requires use of an assistant tool that supports feature negotiation. Enable the tool's option for negotiating features with server, or get kicked in 30 seconds.
mSock->NegotiateTimeout( static_cast<TIMERVAL>( cwmWorldState->GetUICurrentTime() + ( 30.0 * 1000.0 )));
}
}
mChar->Dirty( UT_LOCATION );
if( mChar->WorldNumber() > 0 )
{
// Without this, world will not be properly updated in regular UO clients until they take the first step
mChar->Update( nullptr, false, true, true );
}
// Re-add player to party, if they are in one!
Party *mCharParty = PartyFactory::GetSingleton().Get( mChar );
if( mCharParty != nullptr )
{
// Player's in a party! Send the details
mCharParty->SendList( nullptr );
mSock->SysMessage( 9073 ); // You have rejoined the party.
}
// Play music associated with region player is logging into!
Effects->DoSocketMusic( mSock );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CreateCorpseItem()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Generates a corpse or backpack based on the character killed.
//o------------------------------------------------------------------------------------------------o
CItem *CreateCorpseItem( CChar& mChar, CChar *killer, UI08 fallDirection )
{
std::string corpseName = GetNpcDictName( &mChar, nullptr, NRS_SYSTEM );
CItem *iCorpse = nullptr;
bool shouldSave = mChar.ShouldSave();
iCorpse = Items->CreateItem( nullptr, &mChar, 0x2006, 1, mChar.GetSkin(), OT_ITEM, false, shouldSave );
if( !ValidateObject( iCorpse ))
return nullptr;
iCorpse->SetName( oldstrutil::format( 512, Dictionary->GetEntry( 1612 ), corpseName.c_str() )); // Corpse of %s
iCorpse->SetCarve( mChar.GetCarve() );
iCorpse->SetMovable( 2 );//non-movable
if( fallDirection )
{
iCorpse->SetDir( mChar.GetDir() | 0x80 );
}
else
{
iCorpse->SetDir( mChar.GetDir() );
}
iCorpse->SetAmount( mChar.GetId() );
iCorpse->SetWeightMax( 50000 ); // 500 stones
iCorpse->SetMaxItems( cwmWorldState->ServerData()->MaxPlayerPackItems() + 25 );
iCorpse->SetCorpse( true );
UI08 canCarve = 0;
if( mChar.GetId( 1 ) == 0x00 && ( mChar.GetId( 2 ) == 0x0C || ( mChar.GetId( 2 ) >= 0x3B && mChar.GetId( 2 ) <= 0x3D ))) // If it's a dragon, 50/50 chance you can carve it
{
canCarve = static_cast<UI08>( RandomNum( 0, 1 ));
}
iCorpse->SetDecayable( true );
iCorpse->SetName2( corpseName );
iCorpse->SetType( IT_CONTAINER );
iCorpse->SetTempVar( CITV_MOREY, 1, canCarve );
iCorpse->SetTempVar( CITV_MOREY, 2, cwmWorldState->creatures[mChar.GetId()].IsHuman() );
iCorpse->SetTempVar( CITV_MOREZ, mChar.GetFlag() );
iCorpse->SetTempTimer( cwmWorldState->GetUICurrentTime() );
if( !mChar.IsNpc() )
{
iCorpse->SetOwner( &mChar );
mChar.AddCorpse( iCorpse ); // Add to list that tracks player's corpses
iCorpse->SetDecayTime( BuildTimeValue( cwmWorldState->ServerData()->SystemTimer( tSERVER_CORPSEDECAY )));
}
else
{
iCorpse->SetSectionId( mChar.GetSectionId() ); // Store NPC section ID on corpse
iCorpse->SetDecayTime( BuildTimeValue( cwmWorldState->ServerData()->SystemTimer( tSERVER_NPCCORPSEDECAY )));
}
if( !ValidateObject( killer ))
{
iCorpse->SetTempVar( CITV_MOREX, INVALIDSERIAL );
}
else
{
iCorpse->SetTempVar( CITV_MOREX, killer->GetSerial() );
}
// Add default corpse carving script to all corpses
iCorpse->AddScriptTrigger( 5046 ); // js/item/corpse.js
return iCorpse;
}
//o------------------------------------------------------------------------------------------------o
//| Function - MoveItemsToCorpse()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Moves Items from Character to Corpse
//o------------------------------------------------------------------------------------------------o
auto MoveItemsToCorpse( CChar &mChar, CItem *iCorpse ) -> void
{
CItem *packItem = mChar.GetPackItem();
CItem *dupeItem = nullptr;
bool packIsValid = ValidateObject( packItem );
for( CItem *j = mChar.FirstItem(); !mChar.FinishedItems(); j = mChar.NextItem() )
{
if( !ValidateObject( j ))
continue;
ItemLayers iLayer = j->GetLayer();
switch( iLayer )
{
case IL_NONE:
case IL_SELLCONTAINER:
case IL_BOUGHTCONTAINER:
case IL_BUYCONTAINER:
case IL_BANKBOX:
continue;
case IL_HAIR:
case IL_FACIALHAIR:
if( mChar.GetBodyType() != BT_GARGOYLE ) // Ignore if gargoyle - doesn't seem to display properly on corpses
{
dupeItem = j->Dupe();
dupeItem->SetCont( iCorpse );
dupeItem->SetName( "Hair/Beard" );
dupeItem->SetX( 0x47 );
dupeItem->SetY( 0x93 );
dupeItem->SetZ( 0 );
dupeItem->SetMovable( 2 );
}
break;
case IL_PACKITEM:
{
// Only move player's items from backpack to corpse if young system is disabled OR player is not on a young account
if( mChar.IsNpc() || ( !cwmWorldState->ServerData()->YoungPlayerSystem() || !mChar.GetAccount().wFlags.test( AB_FLAGS_YOUNG )))
{
std::vector<CItem *> moveItems;
auto jCont = j->GetContainsList();
for( const auto &k : jCont->collection() )
{
if( ValidateObject( k ))
{
// If the character dying is a pack animal, drop everything they're carrying - including newbie items and spellbooks
if(( mChar.GetId() == 0x0123 || mChar.GetId() == 0x0124 || mChar.GetId() == 0x0317 ) || ( !k->IsNewbie() && k->GetType() != IT_SPELLBOOK ))
{
// Store a reference to the item we want to move...
moveItems.push_back( k );
}
}
}
// Loop through the items we want to move - and move them!
std::for_each( moveItems.begin(), moveItems.end(), [iCorpse]( CItem *item )
{
item->SetCont( iCorpse );
item->SetX( static_cast<SI16>( 20 + ( RandomNum( 0, 49 ))));
item->SetY( static_cast<SI16>( 85 + ( RandomNum( 0, 75 ))));
item->SetZ( 9 );
});
if( !mChar.IsShop() )
{
// Move player's backpack to the BUYCONTAINER layer for safekeeping
j->SetLayer( IL_BUYCONTAINER );
}
}
break;
}
default:
// Move equipped items from character to pack if newbie, or if player is on a Young account
if( packIsValid && ( j->IsNewbie() || ( cwmWorldState->ServerData()->YoungPlayerSystem() && mChar.GetAccount().wFlags.test( AB_FLAGS_YOUNG ))))
{
j->SetCont( packItem );
}
else
{
// Otherwise, move them to corpse
j->SetCont( iCorpse );
j->SetX( static_cast<SI16>( 20 + ( RandomNum( 0, 49 ))));
j->SetY( static_cast<SI16>( 85 + ( RandomNum( 0, 74 ))));
j->SetZ( 9 );
}
break;
}
}
}
void KillTrades( CChar *i );
//o------------------------------------------------------------------------------------------------o
//| Function - HandleDeath()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Performs death stuff. I.E.- creates a corpse, moves items
//| to it, take out of war mode, does animation and sound, etc.
//o------------------------------------------------------------------------------------------------o
void HandleDeath( CChar *mChar, CChar *attacker )
{
if( !ValidateObject( mChar ) || mChar->IsDead() || mChar->IsInvulnerable() ) // don't kill them if they are dead or invulnerable!
return;
CSocket *pSock = nullptr;
if( !mChar->IsNpc() )
{
pSock = mChar->GetSocket();
}
DismountCreature( mChar );
if( pSock != nullptr )
{
KillTrades( mChar );
}
if( mChar->GetId() != mChar->GetOrgId() )
{
mChar->SetId( mChar->GetOrgId() );
}
UI08 fallDirection = static_cast<UI08>( RandomNum( 1, 100 ) % 2 );
mChar->SetDead( true );
Effects->PlayDeathSound( mChar );
CItem *iCorpse = CreateCorpseItem(( *mChar ), attacker, fallDirection );
if( iCorpse != nullptr )
{
// Move items on player to corpse (special exceptions for Young players)
MoveItemsToCorpse(( *mChar ), iCorpse );
if( cwmWorldState->ServerData()->DeathAnimationStatus() )
{
Effects->DeathAction( mChar, iCorpse, fallDirection );
}
// Store information on the corpse about the origins of the poison that was on character when they died
if( mChar->GetPoisoned() > 0 )
{
iCorpse->SetPoisonedBy( mChar->GetPoisonedBy() );
}
// Prevent followers from following ghost of dead player
auto mFollowerList = mChar->GetFollowerList();
for( const auto &tempChar : mFollowerList->collection() )
{
if( ValidateObject( tempChar ))
{
if( !tempChar->GetStabled() && tempChar->GetNpcWander() == WT_FOLLOW && tempChar->GetFTarg() == mChar )
{
tempChar->SetFTarg( nullptr );
tempChar->SetOldNpcWander( WT_NONE );
tempChar->SetNpcWander( WT_NONE );
tempChar->SetGuarding( iCorpse );
iCorpse->SetGuarded( true );
}
}
}
// Spawn blood effect below corpse
UI16 bloodColour = Races->BloodColour( mChar->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 = mChar->GetSkin();
}
CItem * bloodEffect = Effects->SpawnBloodEffect( iCorpse->WorldNumber(), iCorpse->GetInstanceId(), bloodColour, BLOOD_DEATH );
if( ValidateObject( bloodEffect ))
{
// Set a timestamp for when the bloodeffect was created, and match it to the corpse!
bloodEffect->SetTempTimer( iCorpse->GetTempTimer() );
if( !mChar->IsNpc() )
{
// Set character as owner of blood-effects, if not an NPC
bloodEffect->SetOwner( mChar );
}
// If there's a valid attacker still, store the serial on the blood item (just like the corpse)
// so it could be accessed by something like forensics skill
if( ValidateObject( attacker ))
{
bloodEffect->SetTempVar( CITV_MOREX, attacker->GetSerial() );
}
else
{
bloodEffect->SetTempVar( CITV_MOREX, INVALIDSERIAL );
}
// Finally, set blood's location to match that of the corpse
bloodEffect->SetLocation( iCorpse );
}
}
mChar->SetWar( false );
mChar->StopSpell();
mChar->SetFrozen( false );
mChar->SetHP( 0 );
mChar->SetPoisoned( 0 );
mChar->SetPoisonedBy( INVALIDSERIAL );
mChar->SetPoisonStrength( 0 );
// Remove any permagrey flags on the character, but replace with a temporary criminal flag instead
if( mChar->IsPermaGrey( true ))
{
mChar->ClearPermaGreyFlags();
MakeCriminal( mChar );
}
// Also clear all aggressorflags
mChar->ClearAggressorFlags();
if( !mChar->IsNpc() )
{
switch( mChar->GetOrgId() )
{
case 0x0190: mChar->SetId( 0x0192 ); break; // human male
default:
case 0x0191: mChar->SetId( 0x0193 ); break; // human female, or others
case 0x025D: mChar->SetId( 0x025F ); break; // elf male
case 0x025E: mChar->SetId( 0x0260 ); break; // elf female
case 0x029A: mChar->SetId( 0x02B6 ); break; // gargoyle male
case 0x029B: mChar->SetId( 0x02B7 ); break; // gargoyle female
case 0x00B7:
case 0x00B9:
case 0x02EE: mChar->SetId( 0x0192 ); break; // savage male
case 0x00B8:
case 0x00BA:
case 0x02EF: mChar->SetId( 0x0192 ); break; // savage female
}
CItem *c = Items->CreateItem( nullptr, mChar, 0x204E, 1, 0, OT_ITEM );
if( c == nullptr )
return;
c->SetName( Dictionary->GetEntry( 1610 )); // A Death Shroud
mChar->SetRobe( c->GetSerial() );
c->SetLayer( IL_ROBE );
if( c->SetCont( mChar ))
{
c->SetResist( 1, PHYSICAL );
}
if( mChar->GetAccount().wAccountIndex != AB_INVALID_ID )
{
if( pSock != nullptr )
{
CPResurrectMenu toSend( 0 );
pSock->Send( &toSend );
}
// The fade to gray is done by the CPResurrectMenu packet
}
}
auto onDeathEventHandled = false;
std::vector<UI16> scriptTriggers = mChar->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
// If script returns true/1, prevent other scripts with event from running
if( toExecute->OnDeath( mChar, iCorpse ) == 1 )
{
onDeathEventHandled = true;
break;
}
}
}
if( !onDeathEventHandled )
{
// No script attached to character handled onDeath. Let's check global script!
cScript *toExecute = JSMapping->GetScript( static_cast<UI16>( 0 ));
if( toExecute != nullptr )
{
toExecute->OnDeath( mChar, iCorpse );
}
}
if( mChar->IsNpc() )
{
mChar->Delete();
}
else
{
mChar->Dirty( UT_LOCATION );
}
// Reset skill usage status for all skills
for( UI08 i = 0; i < ALLSKILLS; ++i )
{
mChar->SkillUsed( false, i );
}
// Play death music
if( pSock != nullptr )
{
Effects->DoSocketMusic( pSock );
}
}