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

4468 lines
151 KiB
C++

//o------------------------------------------------------------------------------------------------o
/*
Ultima Offline eXperiment III (UOX3)
UO Server Emulation Program
Copyright 1998 - 2021 by UOX3 contributors
Copyright 1997, 98 by Marcus Rating (Cironian)
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
* In addition to that license, if you are running this program or modified *
* versions of it on a public system you HAVE TO make the complete source of *
* the version used by you available or provide people with a location to *
* download it. *
You can contact the author by sending email to <cironian@stratics.com>.
*/
//o------------------------------------------------------------------------------------------------o
#include <chrono>
#include <random>
#include <thread>
#include <cstdlib>
#include <filesystem>
#include <optional>
#include <numeric>
#include "uox3.h"
#include "weight.h"
#include "books.h"
#include "cGuild.h"
#include "combat.h"
#include "msgboard.h"
#include "townregion.h"
#include "cWeather.hpp"
#include "movement.h"
#include "cRaces.h"
#include "cServerDefinitions.h"
#include "skills.h"
#include "commands.h"
#include "cSpawnRegion.h"
#include "wholist.h"
#include "cMagic.h"
#include "PageVector.h"
#include "speech.h"
#include "cVersionClass.h"
#include "ssection.h"
#include "cHTMLSystem.h"
#include "CGump.h"
#include "CJSMapping.h"
#include "cScript.h"
#include "cEffects.h"
#include "teffect.h"
#include "CPacketSend.h"
#include "classes.h"
#include "cThreadQueue.h"
#include "regions.h"
#include "magic.h"
#include "jail.h"
#include "Dictionary.h"
#include "ObjectFactory.h"
#include "PartySystem.h"
#include "CJSEngine.h"
#include "StringUtility.hpp"
#include "EventTimer.hpp"
#include <atomic>
#if PLATFORM == WINDOWS
#include <process.h>
#include <conio.h>
#endif
//o------------------------------------------------------------------------------------------------o
// Global variables
//o------------------------------------------------------------------------------------------------o
std::thread cons;
std::thread netw;
std::chrono::time_point<std::chrono::system_clock> current;
std::mt19937 generator;
std::random_device rd; // Will be used to obtain a seed for the random number engine
using namespace std::string_literals;
//o------------------------------------------------------------------------------------------------o
// These should be atomic, for another day
//o------------------------------------------------------------------------------------------------o
bool isWorldSaving = false;
bool conThreadCloseOk = false;
bool netpollthreadclose = false;
auto saveOnShutdown = false;
//o------------------------------------------------------------------------------------------------o
// Classes we will use
//o------------------------------------------------------------------------------------------------o
CConsole Console; // non pointer class, has initialize
// Non depdendent class
auto aWorld = CWorldMain();
auto aDictionary = CDictionaryContainer(); // no startup
auto aCombat = CHandleCombat(); // No dependency, startup
auto aItems = cItem(); // No startup, no dependency
auto aNpcs = CCharStuff(); // nodependency, no startup
auto aSkills = CSkills(); // no ddependency, no startup
auto aWeight = CWeight(); // no dependency, no startup
auto aMagic = CMagic(); // No dependent, no startup
auto aRaces = cRaces(); // no dependent, no startup
auto aWeather = cWeatherAb(); // no dependent, no startup
auto aMovement = CMovement(); // No dependent, no startup
auto aWhoList = CWhoList(); // no dependent, no startup
auto aOffList = CWhoList(false); // no dependent, no startup
auto aBooks = CBooks(); // no dependent, no startup
auto aGMQueue = PageVector("GM Queue"); // no dependent, no startup
auto aCounselorQueue = PageVector("Counselor Queue"); // no dependent, no startup
auto aJSMapping = CJSMapping(); // nodepend, no startup
auto aEffects = cEffects(); // No dependnt, no startup
auto aHTMLTemplates = cHTMLTemplates(); // no depend, no startup
auto aGuildSys = CGuildCollection(); // no depend, no startup
auto aJailSys = CJailSystem(); // no depend, no startup
// Dependent or have startup()
auto aSpeechSys = CSpeechQueue(); // has startup
auto aJSEngine = CJSEngine(); // has startup
auto aFileLookup = CServerDefinitions(); // has startup
auto aCommands = CCommands(); // Restart resets commands, maybe no dependency
auto aMap = CMulHandler(); // replaced
auto aNetwork = CNetworkStuff(); // Maybe dependent, has startup
auto aMapRegion = CMapHandler(); // Dependent (Map->) , has startup
auto aAccounts = cAccountClass(); // no dpend, use SetPath
//o------------------------------------------------------------------------------------------------o
// FileIO Pre-Declarations
//o------------------------------------------------------------------------------------------------o
void LoadCustomTitle( void );
void LoadSkills( void );
void LoadSpawnRegions( void );
void LoadRegions( void );
void LoadTeleportLocations( void );
void LoadCreatures( void );
void LoadPlaces( void );
//o------------------------------------------------------------------------------------------------o
// Misc Pre-Declarations
//o------------------------------------------------------------------------------------------------o
void RestockNPC( CChar& i, bool stockAll );
void ClearTrades( void );
void SysBroadcast( const std::string& txt );
void MoveBoat( UI08 dir, CBoatObj *boat );
bool DecayItem( CItem& toDecay, const TIMERVAL nextDecayItems, const TIMERVAL nextDecayItemsInHouses );
void CheckAI( CChar& mChar );
//o------------------------------------------------------------------------------------------------o
// Internal Pre-Declares
//o------------------------------------------------------------------------------------------------o
#if PLATFORM == WINDOWS
BOOL WINAPI exit_handler( DWORD dwCtrlType );
#else
void app_stopped(int sig);
#endif
auto EndMessage( SI32 x ) -> void;
auto InitClasses() -> void;
auto InitMultis() -> void;
auto DisplayBanner() -> void;
auto CheckConsoleKeyThread() -> void;
auto DoMessageLoop() -> void;
auto StartInitialize( CServerData &server_data ) -> void;
auto InitOperatingSystem() -> std::optional<std::string>;
auto AdjustInterval( std::chrono::milliseconds interval, std::chrono::milliseconds maxTimer ) -> std::chrono::milliseconds;
//o------------------------------------------------------------------------------------------------o
//| Function - main()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Main UOX startup
//o------------------------------------------------------------------------------------------------o
auto main( SI32 argc, char *argv[] ) ->int
{
UI32 tempSecs, tempMilli, tempTime;
UI32 loopSecs, loopMilli;
TIMERVAL uiNextCheckConn = 0;
// We are going to do some fundmental checks, that if fail, we will bail out before
// setting up
auto configFile = std::string( "uox.ini" );
if( argc > 1 )
{
configFile = argv[1];
}
auto status = InitOperatingSystem();
if( status.has_value() )
{
std::cerr << status.value() << std::endl;
return EXIT_FAILURE;
}
// Ok, we probably want the Console now
Console.Initialize();
Console.Start( oldstrutil::format( "%s v%s.%s (%s)", CVersionClass::GetProductName().c_str(), CVersionClass::GetVersion().c_str(), CVersionClass::GetBuild().c_str(), OS_STR ));
Console.PrintSectionBegin();
Console << "UOX Server start up!" << myendl << "Welcome to " << CVersionClass::GetProductName() << " v" << CVersionClass::GetVersion() << "." << CVersionClass::GetBuild() << " (" << OS_STR << ")" << myendl;
Console.PrintSectionBegin();
// We are going to load some of our basic data, if that goes ok, we then initialize classes, data, network
// and the classes
Console << "Processing INI Settings ";
if( !std::filesystem::exists( std::filesystem::path( configFile )))
{
Console.Error( configFile.empty() ? "Cannot find UOX3 ini file." : oldstrutil::format( "Cannot find UOX3 ini file: %s", configFile.c_str() ));
return EXIT_FAILURE;
}
auto serverdata = CServerData();
if( !serverdata.Load( configFile ))
{
Console.Error( configFile.empty() ? "Error loading UOX3 ini file." : oldstrutil::format( "Error loading UOX3 ini file: %s", configFile.c_str() ));
return EXIT_FAILURE;
}
Console.PrintDone();
// Start/Initalize classes, data, network
StartInitialize( serverdata );
// Main Loop
Console.PrintSectionBegin();
EVENT_TIMER( stopwatch, EVENT_TIMER_OFF );
// Initiate APS - Adaptive Performance System
// Tracks simulation cycles over time and adjusts how often NPC AI/Pathfinding is updated as
// necessary to keep shard performance and responsiveness to player input at acceptable levels
auto apsPerfThreshold = cwmWorldState->ServerData()->APSPerfThreshold(); // Performance threshold from ini, 0 disables APS feature
[[maybe_unused]] int avgSimCycles = 0;
UI16 apsMovingAvgOld = 0;
const int maxSimCycleSamples = 10; // Max number of samples for moving average
std::vector<int> simCycleSamples; // Store simulation cycle measurements for moving average
// Fetch step value used by APS to gradually adjust delay in NPC AI/movement checking
const std::chrono::milliseconds apsDelayStep = std::chrono::milliseconds( cwmWorldState->ServerData()->APSDelayStep() );
// Fetch max cap for delay introduced into loop by APS for checking NPC AI/movement stuff
const std::chrono::milliseconds apsDelayMaxCap = std::chrono::milliseconds( cwmWorldState->ServerData()->APSDelayMaxCap() );
// Setup initial values for apsDelay
std::chrono::milliseconds apsDelay = std::chrono::milliseconds( 0 );
std::chrono::time_point<std::chrono::system_clock> adaptivePerfTimer = std::chrono::system_clock::now() + apsDelay;
// Set the interval for APS evaluation and adjustment, and set initial timestamp for first evaluation
const std::chrono::milliseconds evaluationInterval = std::chrono::milliseconds( cwmWorldState->ServerData()->APSInterval() );
std::chrono::time_point<std::chrono::system_clock> nextEvaluationTime = std::chrono::system_clock::now() + evaluationInterval;
bool isApsActive = false;
// Core server loop
while( cwmWorldState->GetKeepRun() )
{
std::this_thread::sleep_for( std::chrono::milliseconds( cwmWorldState->GetPlayersOnline() ? 5 : 90 ));
if( cwmWorldState->ServerProfile()->LoopTimeCount() >= 1000 )
{
cwmWorldState->ServerProfile()->LoopTimeCount( 0 );
cwmWorldState->ServerProfile()->LoopTime( 0 );
}
cwmWorldState->ServerProfile()->IncLoopTimeCount();
StartMilliTimer( loopSecs, loopMilli );
if( cwmWorldState->ServerProfile()->NetworkTimeCount() >= 1000 )
{
cwmWorldState->ServerProfile()->NetworkTimeCount( 0 );
cwmWorldState->ServerProfile()->NetworkTime( 0 );
}
StartMilliTimer( tempSecs, tempMilli );
EVENT_TIMER_RESET( stopwatch );
if( uiNextCheckConn <= cwmWorldState->GetUICurrentTime() )
{
// Cut lag on CheckConn by not doing it EVERY loop.
Network->CheckConnections();
uiNextCheckConn = BuildTimeValue( 1.0 );
}
Network->CheckMessages();
EVENT_TIMER_NOW( stopwatch, Complete net checkmessages, EVENT_TIMER_KEEP );
tempTime = CheckMilliTimer( tempSecs, tempMilli );
cwmWorldState->ServerProfile()->IncNetworkTime( tempTime );
cwmWorldState->ServerProfile()->IncNetworkTimeCount();
if( cwmWorldState->ServerProfile()->TimerTimeCount() >= 1000 )
{
cwmWorldState->ServerProfile()->TimerTimeCount( 0 );
cwmWorldState->ServerProfile()->TimerTime( 0 );
}
StartMilliTimer( tempSecs, tempMilli );
cwmWorldState->CheckTimers();
cwmWorldState->SetUICurrentTime( GetClock() );
tempTime = CheckMilliTimer( tempSecs, tempMilli );
cwmWorldState->ServerProfile()->IncTimerTime( tempTime );
cwmWorldState->ServerProfile()->IncTimerTimeCount();
if( cwmWorldState->ServerProfile()->AutoTimeCount() >= 1000 )
{
cwmWorldState->ServerProfile()->AutoTimeCount( 0 );
cwmWorldState->ServerProfile()->AutoTime( 0 );
}
StartMilliTimer( tempSecs, tempMilli );
if( !cwmWorldState->GetReloadingScripts() )
{
//auto stopauto = EventTimer();
EVENT_TIMER( stopauto, EVENT_TIMER_OFF );
std::chrono::time_point<std::chrono::system_clock> currentTime = std::chrono::system_clock::now();
if( apsPerfThreshold == static_cast<UI16>( 0 ) || apsDelay == std::chrono::milliseconds(0) || currentTime >= adaptivePerfTimer )
{
// Check autotimers if the APS feature is disabled, if there's no delay, or if timer has expired
cwmWorldState->CheckAutoTimers();
// Set timer for next update, if apsDelay is higher than 0
if( apsDelay > std::chrono::milliseconds( 0 ))
{
adaptivePerfTimer = std::chrono::system_clock::now() + apsDelay;
}
}
EVENT_TIMER_NOW( stopauto, CheckAutoTimers only, EVENT_TIMER_CLEAR );
}
tempTime = CheckMilliTimer( tempSecs, tempMilli );
cwmWorldState->ServerProfile()->IncAutoTime( tempTime );
cwmWorldState->ServerProfile()->IncAutoTimeCount();
StartMilliTimer( tempSecs, tempMilli );
EVENT_TIMER_RESET( stopwatch );
Network->ClearBuffers();
EVENT_TIMER_NOW( stopwatch, Delta for ClearBuffers, EVENT_TIMER_CLEAR );
tempTime = CheckMilliTimer( tempSecs, tempMilli );
cwmWorldState->ServerProfile()->IncNetworkTime( tempTime );
tempTime = CheckMilliTimer( loopSecs, loopMilli );
cwmWorldState->ServerProfile()->IncLoopTime( tempTime );
EVENT_TIMER_RESET( stopwatch );
DoMessageLoop();
EVENT_TIMER_NOW( stopwatch, Delta for DoMessageLoop, EVENT_TIMER_CLEAR );
// Check if it's time for evaluation and adjustment
std::chrono::time_point<std::chrono::system_clock> currentTime = std::chrono::system_clock::now();
if( apsPerfThreshold > static_cast<UI16>( 0 ) && currentTime >= nextEvaluationTime )
{
// Get simulation cycles count
auto simCycles = ( 1000.0 * ( 1.0 / static_cast<R32>( static_cast<R32>( cwmWorldState->ServerProfile()->LoopTime() ) / static_cast<R32>( cwmWorldState->ServerProfile()->LoopTimeCount() ))));
// Store last X simCycle samples
simCycleSamples.push_back( simCycles );
// Limit the number of samples kept to X
if( simCycleSamples.size() > maxSimCycleSamples )
{
simCycleSamples.erase( simCycleSamples.begin() );
}
int sum = std::accumulate( simCycleSamples.begin(), simCycleSamples.end(), 0 );
UI16 apsMovingAvg = static_cast<UI16>( sum / simCycleSamples.size() );
if( apsMovingAvg < apsPerfThreshold )
{
// Performance is below threshold...
if( apsMovingAvg <= apsMovingAvgOld && apsDelay < apsDelayMaxCap )
{
// ... and dropping, or stable at low performance! DO SOMETHING...
apsDelay = apsDelay + apsDelayStep;
#if defined( UOX_DEBUG_MODE )
Console << "Performance below threshold! Increasing adaptive performance timer: " << apsDelay.count() << "ms" << "\n";
#else
if( !isApsActive )
{
isApsActive = true;
Console << "Performance below threshold. Adaptive Performance System enabled.\n";
}
#endif
}
// If performance is below, but increasing, wait and see before reacting
}
else
{
// Performance exceeds threshold...
if( apsDelay >= apsDelayStep )
{
// ... reduce timer for snappier NPC AI/movement/etc.
apsDelay = apsDelay - apsDelayStep;
#if defined( UOX_DEBUG_MODE )
Console << "Performance exceeds threshold. Decreasing adaptive performance timer: " << apsDelay.count() << "ms" << "\n";
#else
if( apsDelay.count() == 0 )
{
Console << "Performance above threshold. Adaptive Performance System disabled.\n";
isApsActive = false;
}
#endif
}
}
// Update previous moving average
apsMovingAvgOld = apsMovingAvg;
// Adjust the interval based on the timer value
std::chrono::milliseconds adjustedInterval = AdjustInterval( evaluationInterval, apsDelay );
// Update the next evaluation time
nextEvaluationTime = currentTime + adjustedInterval;
}
}
// Shutdown/Cleanup
SysBroadcast( "The server is shutting down." );
Console << "Closing sockets...";
netpollthreadclose = true;
///HERE
Network->SockClose();
Console.PrintDone();
#if PLATFORM == WINDOWS
SetConsoleCtrlHandler( exit_handler, true );
#endif
if( cwmWorldState->GetWorldSaveProgress() != SS_SAVING )
{
isWorldSaving = true;
do
{
cwmWorldState->SaveNewWorld( true );
} while( cwmWorldState->GetWorldSaveProgress() == SS_SAVING );
isWorldSaving = false;
}
cwmWorldState->ServerData()->SaveIni();
#if PLATFORM == WINDOWS
SetConsoleCtrlHandler( exit_handler, false );
#endif
Console.Log( "Server Shutdown!\n=======================================================================\n" , "server.log" );
conThreadCloseOk = true; // This will signal the console thread to close
Shutdown( 0 );
// Will never reach this, as Shutdown "exits"
return EXIT_SUCCESS;
}
// Scaling function to adjust the interval based on the timer value
auto AdjustInterval( std::chrono::milliseconds interval, std::chrono::milliseconds maxTimer ) -> std::chrono::milliseconds
{
double scaleFactor = static_cast<double>(maxTimer.count()) / interval.count();
double adjustmentFactor = 0.25; // Adjust this factor to control the rate of adjustment
long long adjustedCount = static_cast<long long>(interval.count() * (1.0 + scaleFactor * adjustmentFactor));
return std::chrono::milliseconds(adjustedCount);
}
//o------------------------------------------------------------------------------------------------o
// Initialize the network
//o------------------------------------------------------------------------------------------------o
auto InitOperatingSystem() -> std::optional<std::string>
{
// Startup Winsock2(windows) or signal handers (unix)
#if PLATFORM == WINDOWS
WSADATA wsaData;
WORD wVersionRequested = MAKEWORD( 2, 2 );
SI32 err = WSAStartup( wVersionRequested, &wsaData );
if( err )
{
return "Winsock 2.2 not found on your system!"s;
}
#else
// Protection from server-shutdown during mid-worldsave
signal( SIGINT, app_stopped );
signal( SIGPIPE, SIG_IGN ); // This appears when we try to write to a broken network connection
#endif
return {};
}
//o------------------------------------------------------------------------------------------------o
// Startup and Initialization
//o------------------------------------------------------------------------------------------------o
auto StartInitialize( CServerData &serverdata ) -> void
{
saveOnShutdown = false;
// Let's measure startup time
auto startupStartTime = std::chrono::high_resolution_clock::now();
cwmWorldState = &aWorld;
cwmWorldState->SetServerData( serverdata );
Console << "Initializing and creating class pointers... " << myendl;
InitClasses();
cwmWorldState->SetUICurrentTime( GetClock() );
Console.PrintSectionBegin();
cwmWorldState->ServerData()->LoadTime();
Console << "Loading skill advancement ";
LoadSkills();
Console.PrintDone();
// Moved BulkStartup here, dunno why that function was there...
Console << "Loading dictionaries... " << myendl;
Console.PrintBasedOnVal( Dictionary->LoadDictionaries( cwmWorldState->ServerData()->Directory( CSDDP_DICTIONARIES )) >= 0 );
Console << "Loading teleport ";
LoadTeleportLocations();
Console.PrintDone();
Console << "Loading GoPlaces ";
LoadPlaces();
Console.PrintDone();
generator = std::mt19937( rd() ); // Standard mersenne_twister_engine seeded with rd()
auto packetSection = JSMapping->GetSection( SCPT_PACKET );
for( const auto &[id, ourScript] : packetSection->collection() )
{
if( ourScript )
{
ourScript->ScriptRegistration( "Packet" );
}
}
Skills->Load();
Console << "Loading Spawn Regions ";
LoadSpawnRegions();
Console.PrintDone();
Console << "Loading Regions ";
LoadRegions();
Console.PrintDone();
Magic->LoadScript();
Console << "Loading Races ";
Races->Load();
Console.PrintDone();
Console << "Loading Weather ";
Weather->Load();
Weather->NewDay();
Weather->NewHour();
Console.PrintDone();
Console << "Loading Commands " << myendl;
Commands->Load();
Console.PrintDone();
// Rework that...
Console << "Loading World now ";
MapRegion->Load();
Console << "Loading Guilds ";
GuildSys->Load();
Console.PrintDone();
Console.PrintSectionBegin();
Console << "Clearing all trades ";
ClearTrades();
Console.PrintDone();
InitMultis();
cwmWorldState->SetStartTime( cwmWorldState->GetUICurrentTime() );
cwmWorldState->SetEndTime( 0 );
cwmWorldState->SetLClock( 0 );
// no longer Que, because that's taken care of by PageVector
Console << "Initializing Jail system ";
JailSys->ReadSetup();
JailSys->ReadData();
Console.PrintDone();
Console << "Initializing Status system ";
HTMLTemplates->Load();
Console.PrintDone();
Console << "Loading custom titles ";
LoadCustomTitle();
Console.PrintDone();
Console << "Loading temporary Effects ";
Effects->LoadEffects();
Console.PrintDone();
Console << "Loading creatures ";
LoadCreatures();
Console.PrintDone();
Console << "Starting World Timers ";
cwmWorldState->SetTimer( tWORLD_LIGHTTIME, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_WEATHER ));
cwmWorldState->SetTimer( tWORLD_NEXTNPCAI, BuildTimeValue( cwmWorldState->ServerData()->CheckNpcAISpeed() ));
cwmWorldState->SetTimer( tWORLD_NEXTFIELDEFFECT, BuildTimeValue( 0.5 ));
cwmWorldState->SetTimer( tWORLD_SHOPRESTOCK, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_SHOPSPAWN ));
cwmWorldState->SetTimer( tWORLD_PETOFFLINECHECK, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_PETOFFLINECHECK ));
Console.PrintDone();
DisplayBanner();
Console << "Loading Accounts ";
Accounts->Load();
Console.PrintDone();
Console.Log( "-=Server Startup=-\n=======================================================================", "server.log" );
Console << "Creating and Initializing Console Thread ";
cons = std::thread( &CheckConsoleKeyThread );
Console.PrintDone();
// Shows information about IPs and ports being listened on
Console.TurnYellow();
auto externalIP = cwmWorldState->ServerData()->ExternalIP();
if( externalIP != "" && externalIP != "localhost" && externalIP != "127.0.0.1" )
{
Console << "UOX: listening for incoming connections on External/WAN IP: " << externalIP.c_str() << myendl;
}
auto deviceIPs = ip4list_t::available();
for( auto &entry : deviceIPs.ips() )
{
switch( entry.type() )
{
case Ip4Addr_st::ip4type_t::lan:
Console << "UOX: listening for incoming connections on LAN IP: " << entry.description() << myendl;
break;
case Ip4Addr_st::ip4type_t::local:
Console << "UOX: listening for incoming connections on Local IP: " << entry.description() << myendl;
break;
case Ip4Addr_st::ip4type_t::wan:
Console << "UOX: listening for incoming connections on WAN IP: " << entry.description() << myendl;
break;
default:
Console << "UOX: listening for incoming connections on IP: " << entry.description() << myendl;
break;
}
}
Console.TurnNormal();
// we've really finished loading here
cwmWorldState->SetLoaded( true );
// Get a second timestamp for startup time
auto startupEndTime = std::chrono::high_resolution_clock::now();
// Calculate startup time in milliseconds
auto startupDuration = std::chrono::duration_cast<std::chrono::milliseconds>( startupEndTime - startupStartTime ).count();
Console.TurnGreen();
Console << "UOX: Startup Completed in " << static_cast<R32>( startupDuration ) / 1000 << " seconds." << myendl;
Console.TurnNormal();
}
//o------------------------------------------------------------------------------------------------o
// Most things after this point, should be in different files, not in uox3.cpp.
//o------------------------------------------------------------------------------------------------o
// Signal and exit handers
//o------------------------------------------------------------------------------------------------o
#if PLATFORM == WINDOWS
//o------------------------------------------------------------------------------------------------o
//| Function - exit_handler()
//| app_stopped()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Prevent closing of console via CTRL+C/or CTRL+BREAK keys during worldsaves
//o------------------------------------------------------------------------------------------------o
BOOL WINAPI exit_handler( DWORD dwCtrlType )
{
switch( dwCtrlType )
{
case CTRL_C_EVENT:
case CTRL_BREAK_EVENT:
case CTRL_CLOSE_EVENT:
std::cout << std::endl << "World save in progress - closing UOX3 before it completes may result in corrupted save data!" << std::endl;
// Shutdown of the application will only be halted for as long as the exit_handler is doing something,
// so do some non-work while isWorldSaving is true to prevent shutdown during save
while( isWorldSaving == true )
{
Sleep( 0 );
}
return true;
default:
return false;
}
}
#else
//o------------------------------------------------------------------------------------------------o
// These first two, should be removed. We should fix the error
//o------------------------------------------------------------------------------------------------o
auto illinst( SI32 x = 0 ) -> void
{
SysBroadcast( "Fatal Server Error! Bailing out - Have a nice day!" );
Console.Error( "Illegal Instruction Signal caught - attempting shutdown" );
EndMessage( x );
}
auto aus( [[maybe_unused]] SI32 signal ) -> void
{
Console.Error( "Server crash averted! Floating point exception caught." );
}
void app_stopped( [[maybe_unused]] int sig )
{
// function called when signal is received.
if( isWorldSaving == false )
{
cwmWorldState->SetKeepRun( false );
}
}
#endif
//o------------------------------------------------------------------------------------------------o
// Spawn related
//o------------------------------------------------------------------------------------------------o
//o------------------------------------------------------------------------------------------------o
//| Function - UnloadSpawnRegions()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Unload spawn regions on server shutdown or when reloading spawn regions
//o------------------------------------------------------------------------------------------------o
auto UnloadSpawnRegions() -> void
{
for( auto &[regionnum, spawnregion] : cwmWorldState->spawnRegions )
{
if( spawnregion )
{
// Iterate over list of spawned characters and delete them if no player has tamed them/hired them
std::vector<CChar *> toDelete;
auto spawnedCharsList = spawnregion->GetSpawnedCharsList();
for( const auto &cCheck : spawnedCharsList->collection() )
{
if( ValidateObject( cCheck ))
{
if( !ValidateObject( cCheck->GetOwnerObj() ))
{
toDelete.push_back( cCheck );
}
}
}
std::for_each( toDelete.begin(), toDelete.end(), []( CChar *entry )
{
entry->Delete();
});
// Iterate over list of spawned items and delete them if no player has picked them up
std::vector<CItem *> toIDelete;
auto spawnedItemsList = spawnregion->GetSpawnedItemsList();
for( const auto &iCheck : spawnedItemsList->collection() )
{
if( ValidateObject( iCheck ))
{
if( iCheck->GetContSerial() != INVALIDSERIAL || !ValidateObject( iCheck->GetOwnerObj() ))
{
toIDelete.push_back( iCheck );
}
}
}
std::for_each( toIDelete.begin(), toIDelete.end(), []( CItem *entry )
{
entry->Delete();
});
delete spawnregion;
}
}
cwmWorldState->spawnRegions.clear();
}
//o------------------------------------------------------------------------------------------------o
//| Function - UnloadRegions()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Unload town regions on server shutdown or when reloading town regions
//o------------------------------------------------------------------------------------------------o
auto UnloadRegions() -> void
{
std::for_each( cwmWorldState->townRegions.begin(), cwmWorldState->townRegions.end(), []( const std::pair<UI16, CTownRegion *> &entry )
{
if( entry.second )
{
delete entry.second;
}
});
cwmWorldState->townRegions.clear();
}
//o------------------------------------------------------------------------------------------------o
//| Function - DoMessageLoop()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Watch for messages thrown by UOX
//o------------------------------------------------------------------------------------------------o
auto DoMessageLoop() -> void
{
// Grab all the data in the queue
auto messages = messageLoop.BulkData();
while( !messages.empty() )
{
auto tVal = messages.front();
messages.pop();
switch( tVal.actualMessage )
{
case MSG_SHUTDOWN: cwmWorldState->SetKeepRun( false ); break;
case MSG_COUNT: break;
case MSG_WORLDSAVE: cwmWorldState->SetOldTime( 0 ); break;
case MSG_PRINT: Console << tVal.data << myendl; break;
case MSG_RELOADJS:
JSEngine->Reload();
JSMapping->Reload();
Console.PrintDone();
Commands->Load();
break;
case MSG_CONSOLEBCAST: SysBroadcast( tVal.data ); break;
case MSG_PRINTDONE: Console.PrintDone(); break;
case MSG_PRINTFAILED: Console.PrintFailed(); break;
case MSG_SECTIONBEGIN: Console.PrintSectionBegin(); break;
case MSG_RELOAD:
if( !cwmWorldState->GetReloadingScripts() )
{
cwmWorldState->SetReloadingScripts( true );
switch( tVal.data[0] )
{
case '0': cwmWorldState->ServerData()->Load(); break; // Reload INI file
case '1': Accounts->Load(); break; // Reload accounts
case '2': // Reload regions/TeleportLocations
UnloadRegions();
LoadRegions();
LoadTeleportLocations();
break;
case '3': // Reload spawn regions
// Also requires reloading spawn region DFN data
FileLookup->Reload( spawn_def );
UnloadSpawnRegions();
LoadSpawnRegions();
break;
case '4': Magic->LoadScript(); break; // Reload spells
case '5': // Reload commands
JSMapping->Reload( SCPT_COMMAND );
Commands->Load();
break;
case '6': // Reload DFNs
FileLookup->Reload();
LoadCreatures();
LoadCustomTitle();
LoadSkills();
Races->Load();
LoadPlaces();
Skills->Load(); break;
case '7': // Reload JS
JSEngine->Reload();
JSMapping->Reload();
Console.PrintDone();
Commands->Load();
Skills->Load(); break;
case '8': // Reload HTML
HTMLTemplates->Unload();
HTMLTemplates->Load(); break;
}
cwmWorldState->SetReloadingScripts( false );
}
break;
case MSG_UNKNOWN:
default: Console.Error( "Unknown message type" ); break;
}
}
}
//o------------------------------------------------------------------------------------------------o
// Threads
//o------------------------------------------------------------------------------------------------o
//o------------------------------------------------------------------------------------------------o
//| Function - NetworkPollConnectionThread()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Watch for new connections
//o------------------------------------------------------------------------------------------------o
auto NetworkPollConnectionThread() -> void
{
messageLoop << "Thread: NetworkPollConnection has started";
netpollthreadclose = false;
while( !netpollthreadclose )
{
Network->CheckConnections();
Network->CheckLoginMessage();
std::this_thread::sleep_for( std::chrono::milliseconds( 20 ));
}
messageLoop << "Thread: NetworkPollConnection has Closed";
}
//o------------------------------------------------------------------------------------------------o
//| Function - CheckConsoleKeyThread()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Listen for key inputs in server console
//o------------------------------------------------------------------------------------------------o
auto CheckConsoleKeyThread() -> void
{
messageLoop << "Thread: CheckConsoleThread has started";
Console.Registration();
conThreadCloseOk = false;
while( !conThreadCloseOk )
{
Console.Poll();
std::this_thread::sleep_for( std::chrono::milliseconds( 500 ));
}
messageLoop << "Thread: CheckConsoleKeyThread Closed";
}
//o------------------------------------------------------------------------------------------------o
// Misc other functions
//o------------------------------------------------------------------------------------------------o
//o------------------------------------------------------------------------------------------------o
//| Function - IsOnline()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Check if the socket owning character c is still connected
//o------------------------------------------------------------------------------------------------o
auto IsOnline( CChar& mChar ) -> bool
{
auto rValue = false;
if( !mChar.IsNpc() )
{
CAccountBlock_st& actbTemp = mChar.GetAccount();
if( actbTemp.wAccountIndex != AB_INVALID_ID )
{
if( actbTemp.dwInGame == mChar.GetSerial() )
{
rValue = true;
}
}
if( !rValue )
{
for( auto &tSock : Network->connClients )
{
if( tSock->CurrcharObj() == &mChar )
{
rValue = true;
break;
}
}
}
}
return rValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - UpdateStats()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Updates object's stats
//o------------------------------------------------------------------------------------------------o
auto UpdateStats( CBaseObject *mObj, UI08 x, bool skipStatWindowUpdate = false ) -> void
{
for( auto &tSock : FindNearbyPlayers( mObj ))
{
if( tSock->LoginComplete() )
{
// Normalize stats if we're updating our stats for other players
auto normalizeStats = true;
if( !skipStatWindowUpdate && tSock->CurrcharObj()->GetSerial() == mObj->GetSerial() )
{
tSock->StatWindow( mObj );
normalizeStats = false;
}
// Prepare the stat update packet
CPUpdateStat toSend(( *mObj ), x, normalizeStats );
// Send the stat update packet
tSock->Send( &toSend );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CollectGarbage()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Deletes objects in the Deletion Queue
//o------------------------------------------------------------------------------------------------o
auto CollectGarbage() -> void
{
Console << "Performing Garbage Collection...";
auto objectsDeleted = UI32( 0 );
std::for_each( cwmWorldState->deletionQueue.begin(), cwmWorldState->deletionQueue.end(), [&objectsDeleted]( std::pair<CBaseObject*, UI32> entry )
{
if( entry.first )
{
if( entry.first->IsFree() && entry.first->IsDeleted() )
{
Console.Warning( "Invalid object found in Deletion Queue" );
}
else
{
ObjectFactory::GetSingleton().DestroyObject( entry.first );
++objectsDeleted;
}
}
});
cwmWorldState->deletionQueue.clear();
Console << " Removed " << objectsDeleted << " objects";
JSEngine->CollectGarbage();
Console.PrintDone();
}
//o------------------------------------------------------------------------------------------------o
//| Function - MountCreature()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Mount a ridable creature
//|
//| Changes - 09/22/2002 - Unhide players when mounting horses etc.
//o------------------------------------------------------------------------------------------------o
auto MountCreature( CSocket *sockPtr, CChar *s, CChar *x ) -> void
{
if( s->IsOnHorse() )
return;
//No mounting horses for gargoyles!
if( s->GetId() == 0x029A || s->GetId() == 0x029B )
{
sockPtr->SysMessage( 1798 ); // You cannot mount.
return;
}
if( !ObjInRange( s, x, DIST_NEXTTILE ))
return;
if( x->GetOwnerObj() == s || Npcs->CheckPetFriend( s, x ) || s->IsGM() )
{
if( !cwmWorldState->ServerData()->CharHideWhileMounted() )
{
s->ExposeToView();
}
s->SetOnHorse( true );
auto c = Items->CreateItem( nullptr, s, 0x0915, 1, x->GetSkin(), OT_ITEM );
auto xName = GetNpcDictName( x, sockPtr, NRS_SYSTEM );
c->SetName( xName );
c->SetDecayable( false );
c->SetLayer( IL_MOUNT );
if( cwmWorldState->creatures[x->GetId()].MountId() != 0 )
{
c->SetId( cwmWorldState->creatures[x->GetId()].MountId() );
}
else
{
c->SetId( 0x3E00 );
}
if( !c->SetCont( s ))
{
s->SetOnHorse( false ); // let's get off our horse again
c->Delete();
return;
}
else
{
for( auto &tSock : FindNearbyPlayers( s ))
{
s->SendWornItems( tSock );
}
if( x->GetTarg() ) // zero out target, under all circumstances
{
x->SetTarg( nullptr );
if( x->IsAtWar() )
{
x->ToggleCombat();
}
}
if( ValidateObject( x->GetAttacker() ))
{
x->GetAttacker()->SetTarg( nullptr );
}
x->SetFrozen( true );
x->SetMounted( true );
x->SetInvulnerable( true );
x->SetLocation( 7000, 7000, 0 );
c->SetTempVar( CITV_MOREX, x->GetSerial() );
if( x->GetTimer( tNPC_SUMMONTIME ) != 0 )
{
c->SetDecayTime( x->GetTimer( tNPC_SUMMONTIME ));
}
}
}
else
{
sockPtr->SysMessage( 1214 ); // You don't own that creature.
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - DismountCreature()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Dismount a ridable creature
//o------------------------------------------------------------------------------------------------o
auto DismountCreature( CChar *s ) -> void
{
if( ValidateObject( s ))
{
auto ci = s->GetItemAtLayer( IL_MOUNT );
if( ValidateObject( ci ) && !ci->IsFree() )
{
s->SetOnHorse( false );
auto tMount = CalcCharObjFromSer( ci->GetTempVar( CITV_MOREX ));
if( ValidateObject( tMount ))
{
tMount->SetLocation( s );
tMount->SetFrozen( false );
tMount->SetMounted( false );
tMount->SetInvulnerable( false );
if( ci->GetDecayTime() != 0 )
{
tMount->SetTimer( tNPC_SUMMONTIME, ci->GetDecayTime() );
}
tMount->SetDir( s->GetDir() );
tMount->SetVisible( VT_VISIBLE );
}
ci->Delete();
if( ValidateObject( tMount ))
{
std::vector<UI16> scriptTriggers = tMount->GetScriptTriggers();
for( auto &i : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( i );
if( toExecute != nullptr )
{
toExecute->OnDismount( s, tMount );
}
}
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - EndMessage()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Global message players with shutdown message
//o------------------------------------------------------------------------------------------------o
auto EndMessage( [[maybe_unused]] SI32 x ) -> void
{
x = 0; // Really, then why take a parameter?
const TIMERVAL iGetClock = cwmWorldState->GetUICurrentTime();
if( cwmWorldState->GetEndTime() < iGetClock )
{
cwmWorldState->SetEndTime( iGetClock );
}
SysBroadcast( oldstrutil::format( Dictionary->GetEntry( 1209 ), (( cwmWorldState->GetEndTime() - iGetClock ) / 1000 ) / 60 )); // Server going down in %i minutes!
}
//o------------------------------------------------------------------------------------------------o
//| Function - CallGuards()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Used when a character calls "Guards" Will look for a criminal
//| first checking for anyone attacking him. If no one is attacking
//| him it will look for any people nearby who are criminal or
//| murderers
//o------------------------------------------------------------------------------------------------o
auto CallGuards( CChar *mChar ) -> void
{
if( ValidateObject( mChar ) && mChar->GetRegion()->IsGuarded() && cwmWorldState->ServerData()->GuardsStatus() )
{
auto attacker = mChar->GetAttacker();
if( ValidateObject( attacker ))
{
if( !attacker->IsDead() && ( attacker->IsCriminal() || attacker->IsMurderer() ))
{
// Can only be called on criminals for the first 10 seconds of receiving the criminal flag
if( !attacker->IsMurderer() && attacker->IsCriminal() && mChar->GetTimer( tCHAR_CRIMFLAG ) - cwmWorldState->GetUICurrentTime() <= 10 )
{
// Too late!
return;
}
if( CharInRange( mChar, attacker ))
{
Combat->SpawnGuard( mChar, attacker, attacker->GetX(), attacker->GetY(), attacker->GetZ() );
return;
}
}
}
auto toCheck = MapRegion->GetMapRegion( mChar );
if( toCheck )
{
auto regChars = toCheck->GetCharList();
for( const auto &tempChar : regChars->collection() )
{
if( ValidateObject( tempChar ))
{
if( !tempChar->IsDead() && ( tempChar->IsCriminal() || tempChar->IsMurderer() ))
{
// Can only be called on criminals for the first 10 seconds of receiving the criminal flag
if( !tempChar->IsMurderer() && tempChar->IsCriminal() && mChar->GetTimer( tCHAR_CRIMFLAG ) - cwmWorldState->GetUICurrentTime() <= 10 )
{
// Too late!
return;
}
if( CharInRange( tempChar, mChar ))
{
Combat->SpawnGuard( mChar, tempChar, tempChar->GetX(), tempChar->GetY(), tempChar->GetZ() );
break;
}
}
}
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CallGuards()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Used when a character calls guards on another character, will
//| ensure that character is not dead and is either a criminal or
//| murderer, and that he is in visual range of the victim, will
//| then spawn a guard to take care of the criminal.
//o------------------------------------------------------------------------------------------------o
auto CallGuards( CChar *mChar, CChar *targChar ) -> void
{
if( ValidateObject( mChar ) && ValidateObject( targChar ))
{
if( mChar->GetRegion()->IsGuarded() && cwmWorldState->ServerData()->GuardsStatus() )
{
if( !targChar->IsDead() && ( targChar->IsCriminal() || targChar->IsMurderer() ))
{
// Can only be called on criminals for the first 10 seconds of receiving the criminal flag
if( !targChar->IsMurderer() && targChar->IsCriminal() && mChar->GetTimer( tCHAR_CRIMFLAG ) - cwmWorldState->GetUICurrentTime() <= 10 )
{
// Too late!
return;
}
if( CharInRange( mChar, targChar ))
{
Combat->SpawnGuard( mChar, targChar, targChar->GetX(), targChar->GetY(), targChar->GetZ() );
}
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - PassiveHealthRegen()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Perform passive health regeneration for character
//o------------------------------------------------------------------------------------------------o
auto PassiveHealthRegen( CChar &mChar, UI16 maxHP ) -> SI32
{
SI32 nextHealthRegen = static_cast<SI32>( cwmWorldState->ServerData()->SystemTimer( tSERVER_HITPOINTREGEN ) * 1000 ); // next health regen time
if( mChar.GetHP() < maxHP )
{
TAGMAPOBJECT deadPet = mChar.GetTag( "isPetDead" );
if( deadPet.m_IntValue == 1 )
{
// If the pet is dead, we don't want to regen health for the owner
return nextHealthRegen;
}
if( !cwmWorldState->ServerData()->HungerSystemEnabled() || ( mChar.GetHunger() > 0 )
|| ( !Races->DoesHunger( mChar.GetRace() ) && (( cwmWorldState->ServerData()->SystemTimer( tSERVER_HUNGERRATE ) == 0) || mChar.IsNpc() )))
{
// Bonus passive hp regen from healing skill
R64 healthRegenBonus = 0;
if( cwmWorldState->ServerData()->HealingAffectHealthRegen() )
{
healthRegenBonus += ( 0.1 * mChar.GetSkill( HEALING ) / 10.0 ); // Max +10 at GM Healing
}
// Include health regen bonus from character/from items equipped on character
healthRegenBonus += std::min( mChar.GetHealthRegenBonus(), cwmWorldState->ServerData()->HealthRegenCap() ); // Publish 42 (ML) and beyond: capped at 18
// +2 health regen if human, in ML and beyond (on top of cap)
healthRegenBonus += Races->Race( mChar.GetRace() )->HPRegenBonus();
// Also include adjustment to health regen bonus based on hunger level
if( cwmWorldState->ServerData()->HungerSystemEnabled() && cwmWorldState->ServerData()->HungerAffectHealthRegen() )
{
auto hungerLvl = mChar.GetHunger();
if( hungerLvl >= 4 )
{
// Add to bonus if character is not hungry; increase bonus more the more full character is
healthRegenBonus += 2.0 * ( static_cast<R32>( hungerLvl ) - 3.0 ); // 4 -> +2, 5 -> +4, 6 -> +6
}
else
{
// Subtract from bonus if character is hungry; decrease bonus more the more hungry character is
healthRegenBonus -= 2.0 * ( 4.0 - static_cast<R32>( hungerLvl )); // 3 -> -2, 2 -> -4, 1 -> -6
}
}
// With a health regen timer of 8.0 seconds, Healing skill of 100.0 and hunger level at 6/6 can reduce that to 6.95 seconds
// With 18 (from items) + 2 (race bonus for humans) bonus health regen on top of that, it can be further reduced to 6.5 seconds
nextHealthRegen /= ( 1.0 + ( healthRegenBonus / 100.0 ));
mChar.IncHP( 1 ); // Regardless of bonuses to regen rate, we only increase health by 1 each time
}
}
return nextHealthRegen;
}
//o------------------------------------------------------------------------------------------------o
//| Function - PassiveStaminaRegen()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Perform passive stamina regeneration for character
//o------------------------------------------------------------------------------------------------o
auto PassiveStaminaRegen( CChar &mChar, UI16 maxStam ) -> SI32
{
SI32 nextStamRegen = static_cast<SI32>( cwmWorldState->ServerData()->SystemTimer( tSERVER_STAMINAREGEN ) * 1000 ); // next stamina regen time
auto mStamina = mChar.GetStamina(); // get character's current stamina
if( mStamina < maxStam )
{
// Continue with stamina regen if character is not yet fully parched, or if character is parched but has less than 25% stamina, or if char belongs to race that does not thirst
if( !cwmWorldState->ServerData()->ThirstSystemEnabled() || ( mChar.GetThirst() > 0 )|| (( mChar.GetThirst() == 0) && ( mStamina < static_cast<SI16>( maxStam * 0.25 )))
|| ( !Races->DoesThirst( mChar.GetRace() ) && ( cwmWorldState->ServerData()->SystemTimer( tSERVER_THIRSTRATE ) == 0 || mChar.IsNpc() )))
{
R64 stamRegenBonus = 0;
auto staminaRegenMode = cwmWorldState->ServerData()->StaminaRegenMode();
if( staminaRegenMode >= SREG_AOS ) // AoS and beyond
{
Skills->CheckSkill(( &mChar ), FOCUS, 0, 1000 ); // Check FOCUS for skill gain
stamRegenBonus += ( 0.1 * mChar.GetSkill( FOCUS ) / 10.0 ); // Bonus for focus
}
// Additional bonuses that should still respect cap: vampiric embrace, kirin (animal)
// ...
// Include stamina regen bonus from character/from items equipped on character
stamRegenBonus += std::min( mChar.GetStaminaRegenBonus(), cwmWorldState->ServerData()->StaminaRegenCap() ); // Publish 42 (ML) and beyond: capped at 24
// Additional bonuses beyond cap: skill masteries (rampage)
// ...
// Add stamina regen bonus from races, if setup
stamRegenBonus += Races->Race( mChar.GetRace() )->StamRegenBonus();
// Also include adjustment to health regen bonus based on hunger level
if( cwmWorldState->ServerData()->ThirstSystemEnabled() && cwmWorldState->ServerData()->ThirstAffectStaminaRegen() )
{
auto thirstLvl = mChar.GetThirst();
if( thirstLvl >= 4 )
{
// Add to bonus if character is not thirsty; increase bonus more the more satiated character is
stamRegenBonus += 2.0 * ( static_cast<R32>( thirstLvl ) - 3.0 ); // 4 -> +2, 5 -> +4, 6 -> +6
}
else
{
// Subtract from bonus if character is thirsty; decrease bonus more the more parched character is
stamRegenBonus -= 2.0 * ( 4.0 - static_cast<R32>( thirstLvl )); // 3 -> -2, 2 -> -4, 1 -> -6
}
}
// With base regen timer of 0.7 (SA and beyond), and a bonus of 0, the result is 85 stamina per minute
// With base regen timer of 2.5 (prior to SA), and a bonus of 0, the result is 24 stamina per minute
nextStamRegen /= ( 1.0 + ( stamRegenBonus / 100.0 ));
if( staminaRegenMode >= SREG_SA && mChar.IsNpc() && !cwmWorldState->creatures[mChar.GetId()].IsAnimal() ) // SA and beyond
{
// Adjust rate if character is an NPC/monster
nextStamRegen *= 1.95;
}
mChar.IncStamina( 1 ); // Regardless of bonuses to regen rate, we only increase stamina by 1 each time
}
}
return nextStamRegen;
}
//o------------------------------------------------------------------------------------------------o
//| Function - PassiveManaRegen()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Perform passive mana regeneration for character
//o------------------------------------------------------------------------------------------------o
auto PassiveManaRegen( CSocket *mSock, CChar &mChar, UI16 maxMana ) -> SI32
{
SI32 nextManaRegen = static_cast<SI32>( cwmWorldState->ServerData()->SystemTimer( tSERVER_MANAREGEN ) * 1000 ); // 5 seconds for >= ML, 7 seconds for <= SE
R32 armorPenalty = 1;
if( mChar.GetMana() < maxMana )
{
R64 medSkill = mChar.GetSkill( MEDITATION );
R64 focusSkill = mChar.GetSkill( FOCUS );
auto intStat = mChar.GetIntelligence();
auto manaRegenMode = cwmWorldState->ServerData()->ManaRegenMode();
// Mondain's Legacy era and beyond
if( manaRegenMode >= MREG_ML ) // ML and beyond
{
R64 baselineRate = 0.2; // 0.2 mana/sec => 1 mana per 5 seconds
R64 focusBonus = ( focusSkill / 10.0 ) / 200.0;
// Calculate base mana regen from Meditation, Intelligence and GM meditation or not
R64 meditationBonus = (( 0.0075 * ( medSkill / 10.0 )) + ( 0.0025 * intStat )) * ( medSkill >= 1000 ? 1.1 : 1.0 );
if( cwmWorldState->ServerData()->ArmorAffectManaRegen() )
{
// if CalcDef returns a value higher than 0, character has non-medable armor equipped
if( Combat->CalcDef(( &mChar ), 0, false, PHYSICAL, true, true ) > 0 )
{
// Calculator from stratics lies - it should not remove meditation bonus entirely
// when wearing non-meddable armor, but set it at a fixed 0.1 value instead!
meditationBonus = 0.1;
}
}
// If meditating, apply additional bonuses
if( mChar.IsMeditating() )
{
// Also double the regen speed if actively meditating
meditationBonus *= 2.0;
}
// Get mana regen bonuses from character, items equipped on character, etc.
// Cap total mana regeneration from equipment based on cap defined in uox.ini
R64 bonusManaRegen = mChar.GetManaRegenBonus();
// Add mana regen bonus from races, if setup
// Publish 65, April 5, 2010, Stygian Abyss expansion
// Gargoyles receive +2 Mana Regeneration which stacks with Meditation and Focus.
bonusManaRegen += Races->Race( mChar.GetRace() )->ManaRegenBonus();
// Add additional bonus mana points here:
// ... Vampiric Embrace (+3 Mana Regen)
// EXAMPLE: if( mChar.GetTransform() == TF_VAMPIRIC ) bonusManaRegen += 3;
// ... Lich Form
// EXAMPLE: if( mChar.GetTransform() == TF_LICH ) bonusManaRegen += 13;
R64 manaRegenCap = static_cast<R64>( cwmWorldState->ServerData()->ManaRegenCap() ); // 30 for ML results in 5.5 after square root operation
if( manaRegenMode >= MREG_KR ) // KR era and beyond
{
// Apply diminishing returns for bonus mana regen points, as introduced in Publish 46
// Treats mana regen cap from uox.ini as a "soft cap" beyond which diminishing returns kick in
if( bonusManaRegen > manaRegenCap )
{
// Low value = slower growth beyond cap
// High value = faster growth beyond cap
R64 growthScale = 0.5;
bonusManaRegen = manaRegenCap + ( growthScale * std::sqrt( bonusManaRegen - manaRegenCap ));
}
}
else
{
// Cap it based on uox.ini
bonusManaRegen = std::min( bonusManaRegen, manaRegenCap );
}
bonusManaRegen = sqrt( bonusManaRegen );
// Calculate base for bonus mana regen, from char/items
R64 baseBonusManaRegen = ((((( medSkill / 10.0 ) / 2.0 + ( focusSkill / 10.0 ) / 4.0 ) / 90.0 ) * 0.65 ) + 2.35 );
// Cap the minimum value of this to 0
bonusManaRegen = std::max( static_cast<R64>( 0 ), (( baseBonusManaRegen * bonusManaRegen ) - ( baseBonusManaRegen - 1 )) / 10.0 );
R64 manaPerSecond = ( 0.2 + focusBonus + meditationBonus + bonusManaRegen );
// Scale the baseline time by (baselineRate / totalRate)
nextManaRegen = static_cast<SI32>( std::round( nextManaRegen * ( baselineRate / manaPerSecond )));
mChar.IncMana( 1 );
}
else if( manaRegenMode >= MREG_AOS1 )
{
// Age of Shadows/Samurai Empire
R64 baselineRate = 1.0 / cwmWorldState->ServerData()->SystemTimer( tSERVER_MANAREGEN ); // 1 mana per 7 seconds = 0.1428 mana/sec
R64 intPoints = 0;
R64 medPoints = 0;
R64 focusPoints = 0;
if( manaRegenMode == MREG_AOS1 ) // Early AoS, pre-Pub18
{
// Based on era-contemporary information from https://community.stratics.com/threads/old-faq-update-thread-reference-only.10616/post-128182
intPoints = std::floor( intStat / 38.0 );
medPoints = std::floor(( medSkill / 10.0 ) / 10.0 );
focusPoints = std::floor(( focusSkill / 10.0 ) / 20.0 );
}
else // Late AoS, post-Pub18
{
// Calculate base mana regen from meditation skill, int stat and whether character is GM meditation or not
medPoints = intStat + (( medSkill / 10.0 ) * 3 );
medPoints *= ( medSkill < 1000 ) ? 0.025 : 0.0275;
// Every 20 points in focus is worth 1 mana per 10 seconds (same as 1 mana regen point on items), or 0.1 mana per second
focusPoints = std::floor(( focusSkill / 10.0 ) / 200.0 ) * 0.1;
//focusPoints = (( focusSkill / 10 ) * 0.05 ) * 0.1;
}
if( cwmWorldState->ServerData()->ArmorAffectManaRegen() )
{
// if CalcDef returns a value higher than 0, character has non-medable armor equipped
if( Combat->CalcDef(( &mChar ), 0, false, PHYSICAL, true, true ) > 0 )
{
medPoints = 0;
}
}
// Grab mana bonuses from character (from equipped items, primarily)
R64 bonusManaRegen = mChar.GetManaRegenBonus();
// Add additional bonus mana points here:
// ... Vampiric Embrace (+3 Mana Regen)
// EXAMPLE: if( mChar.GetTransform() == TF_VAMPIRIC ) bonusManaRegen += 3;
// ... Lich Form
// EXAMPLE: if( mChar.GetTransform() == TF_LICH ) bonusManaRegen += 13;
// Add mana regen bonus from races, if setup
bonusManaRegen += Races->Race( mChar.GetRace() )->ManaRegenBonus();
// Cap regen bonus from items based on ini setting
bonusManaRegen = ( std::min( bonusManaRegen, static_cast<R64>( cwmWorldState->ServerData()->ManaRegenCap() )));
if( manaRegenMode == MREG_AOS1 )
{
R64 totalPoints = intPoints + medPoints + focusPoints + bonusManaRegen + ( mChar.IsMeditating() ? ( medPoints > 13.0 ? 13.0 : medPoints ) : 0.0 );
R64 manaPerSecondRate;
if( totalPoints >= 21 )
{
manaPerSecondRate = 2.0; // 2 mana/sec -> 0.5 sec/mana
}
else if( totalPoints >= 14 )
{
manaPerSecondRate = 4.0 / 3.0; // ~1.33 mana/sec -> 0.75 sec/mana
}
else
{
manaPerSecondRate = 1.0; // 1 mana/sec -> 1.0 sec/mana
}
manaPerSecondRate *= cwmWorldState->ServerData()->SystemTimer( tSERVER_MANAREGEN );
nextManaRegen = ( 1.0 / manaPerSecondRate ) * 1000;
}
else
{
// Add it all up, and double bonus from Meditation if character is actively meditating, but cap it at 13
R64 totalPoints = bonusManaRegen + focusPoints + medPoints + ( mChar.IsMeditating() ? ( medPoints > 13.0 ? 13.0 : medPoints ) : 0.0 );
auto manaPerSec = 0.1 * ( ( baselineRate * 10.0 ) + totalPoints );
nextManaRegen = 1000 / manaPerSec;
}
mChar.IncMana( 1 );
}
else if( manaRegenMode == MREG_LBR ) // LBR and earlier
{
// LBR and below - custom approximation to match up to expected results
UI16 baseArmor = 0;
if( cwmWorldState->ServerData()->ArmorAffectManaRegen() ) // If armor effects mana regeneration...
{
// Calculate base armor character is wearing, excluding medable armor
baseArmor = Combat->CalcDef(( &mChar ), 0, false, PHYSICAL, true, true );
// Cap the base armor used for calculations at 100 just in case
if( baseArmor > 100 )
{
baseArmor = 100;
}
}
// Optional mana regen bonus (usually not part of LBR calculations) from character/equipped items, and races
R64 bonusManaRegen = mChar.GetManaRegenBonus();
bonusManaRegen += Races->Race( mChar.GetRace() )->ManaRegenBonus();
//bonusManaRegen = ( std::min( bonusManaRegen, static_cast<R64>( cwmWorldState->ServerData()->ManaRegenCap() ))) / 10.0;
bonusManaRegen = ( std::min( bonusManaRegen, static_cast<R64>( cwmWorldState->ServerData()->ManaRegenCap() )));
// Normalize values
R64 normalizedInt = std::min( 1.0, ( intStat / 100.0 ));
R64 normalizedMed = std::min( 1.0, ( medSkill / 1000.0 ));
R64 normalizedArmor = std::min( 1.0, ( baseArmor / 65.0 )); // Normalize armor based on a "cap" of 65
R64 normalizedBonus = std::min( 1.0, ( bonusManaRegen / 73.0 ));
// Define weights
R64 intWeight = 0.25; // How much int affects regen time
R64 medWeight = 0.75; // How much med affects regen time
R64 armorWeight = 1.5; // How much armor affects regen time (inversely)
R64 bonusWeight = 0.5; // How much mana regen bonuses affects regen time
// Calculate positive and negative effects based on normalized values and weights
R64 positiveEffect = (( intWeight * normalizedInt ) + ( medWeight * normalizedMed ) + ( bonusWeight * normalizedBonus )) * 6.0;
R64 negativeEffect = ( armorWeight * normalizedArmor ) * 6.0;
// Calculate final time until next mana regen, in seconds
nextManaRegen = (( nextManaRegen / 1000 ) - positiveEffect + negativeEffect ) * 1000;
// Increment mana based on the calculated regeneration time
SI32 manaIncrement = mChar.IsMeditating() ? 2 : 1; // double if actively meditating
mChar.IncMana( std::min( manaIncrement, maxMana - mChar.GetMana() ));
}
if( manaRegenMode >= MREG_AOS1 ) // AoS and beyond
{
// Check FOCUS for skill gain for AoS expansions and above
Skills->CheckSkill(( &mChar ), FOCUS, 0, 1000 );
}
// Check Meditation for skill gain ala OSI, as long as player is not actively meditating
if( !mChar.IsMeditating() )
{
Skills->CheckSkill(( &mChar ), MEDITATION, 0, 1000 );
}
if( mChar.GetMana() >= maxMana && mChar.IsMeditating() )
{
if( mSock )
{
mSock->SysMessage( 969 ); // You are at peace.
}
mChar.SetMeditating( false );
}
}
return nextManaRegen;
}
//o------------------------------------------------------------------------------------------------o
//| Function - GenericCheck()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Check characters status. Returns true if character was killed
//o------------------------------------------------------------------------------------------------o
auto GenericCheck( CSocket *mSock, CChar& mChar, bool checkFieldEffects, bool doWeather ) -> bool
{
if( !mChar.IsDead() )
{
const auto maxHP = mChar.GetMaxHP();
const auto maxStam = mChar.GetMaxStam();
const auto maxMana = mChar.GetMaxMana();
if( mChar.GetHP() > maxHP )
{
mChar.SetHP( maxHP );
}
if( mChar.GetStamina() > maxStam )
{
mChar.SetStamina( maxStam );
}
if( mChar.GetMana() > maxMana )
{
mChar.SetMana( maxMana );
}
auto hpRegenMode = cwmWorldState->ServerData()->HealthRegenMode();
if( hpRegenMode > 0 && mChar.GetRegen( 0 ) <= cwmWorldState->GetUICurrentTime() )
{
// Perform passive health regeneration
auto nextHpRegen = PassiveHealthRegen( mChar, maxHP );
// Set time for next health regen
mChar.SetRegen( cwmWorldState->GetUICurrentTime() + nextHpRegen, 0 );
}
auto staminaRegenMode = cwmWorldState->ServerData()->StaminaRegenMode();
if( staminaRegenMode > 0 && mChar.GetRegen( 1 ) <= cwmWorldState->GetUICurrentTime() )
{
// Perform passive stamina regeneration
auto nextStaminaRegen = PassiveStaminaRegen( mChar, maxStam );
// Set time for next stamina regen
mChar.SetRegen( cwmWorldState->GetUICurrentTime() + nextStaminaRegen, 1 );
}
// MANA REGENERATION:Rewrite of passive and active meditation code
auto manaRegenMode = cwmWorldState->ServerData()->ManaRegenMode();
if( manaRegenMode > 0 && mChar.GetRegen( 2 ) <= cwmWorldState->GetUICurrentTime() )
{
// Perform passive mana regeneration
auto nextManaRegen = PassiveManaRegen( mSock, mChar, maxMana );
mChar.SetRegen( cwmWorldState->GetUICurrentTime() + nextManaRegen , 2 );
}
}
if( mChar.GetVisible() == VT_INVISIBLE && mChar.GetTimer( tCHAR_INVIS ) <= cwmWorldState->GetUICurrentTime() )
{
mChar.ExposeToView();
}
// Take NPC out of EvadeState
if( mChar.IsNpc() && mChar.IsEvading() && mChar.GetTimer( tNPC_EVADETIME ) <= cwmWorldState->GetUICurrentTime() )
{
mChar.SetEvadeState( false );
#if defined( UOX_DEBUG_MODE ) && defined( DEBUG_COMBAT )
std::string mCharName = GetNpcDictName( &mChar, nullptr, NRS_SYSTEM );
Console.Print( oldstrutil::format( "DEBUG: EvadeTimer ended for NPC (%s, 0x%X, at %i, %i, %i, %i).\n", mCharName.c_str(), mChar.GetSerial(), mChar.GetX(), mChar.GetY(), mChar.GetZ(), mChar.WorldNumber() ));
#endif
}
if( !mChar.IsDead() )
{
// Hunger/Thirst Code
mChar.DoHunger( mSock );
mChar.DoThirst( mSock );
// Loyalty update for pets
mChar.DoLoyaltyUpdate();
if( !mChar.IsInvulnerable() && mChar.GetPoisoned() > 0 )
{
if( mChar.GetTimer( tCHAR_POISONTIME ) <= cwmWorldState->GetUICurrentTime() )
{
if( mChar.GetTimer( tCHAR_POISONWEAROFF ) > cwmWorldState->GetUICurrentTime() )
{
std::string mCharName = GetNpcDictName( &mChar, nullptr, NRS_SPEECH );
auto poisonedBy = CalcCharObjFromSer( mChar.GetPoisonedBy() );
switch( mChar.GetPoisoned() )
{
case 1: // Lesser Poison
{
mChar.SetTimer( tCHAR_POISONTIME, BuildTimeValue( 2.0 ));
if( mChar.GetTimer( tCHAR_POISONTEXT ) <= cwmWorldState->GetUICurrentTime() )
{
mChar.SetTimer( tCHAR_POISONTEXT, BuildTimeValue( 6.0 ));
mChar.TextMessage( nullptr, 1240, EMOTE, 1, mCharName.c_str() ); // * %s looks a bit nauseous *
}
SI16 poisonDmgPercent = RandomNum( 3, 6 ); // 3% to 6% of current health per tick
SI16 poisonDmg = static_cast<SI16>(( mChar.GetHP() * poisonDmgPercent ) / 100 );
[[maybe_unused]] bool retVal = mChar.Damage( std::max( static_cast<SI16>( 3 ), poisonDmg ), POISON, poisonedBy ); // Minimum 3 damage per tick
break;
}
case 2: // Normal Poison
{
mChar.SetTimer( tCHAR_POISONTIME, BuildTimeValue( 3.0 ));
if( mChar.GetTimer( tCHAR_POISONTEXT ) <= cwmWorldState->GetUICurrentTime() )
{
mChar.SetTimer( tCHAR_POISONTEXT, BuildTimeValue( 10.0 ));
mChar.TextMessage( nullptr, 1241, EMOTE, 1, mCharName.c_str() ); // * %s looks disoriented and nauseous! *
}
SI16 poisonDmgPercent = RandomNum( 4, 8 ); // 4% to 8% of current health per tick
SI16 poisonDmg = static_cast<SI16>(( mChar.GetHP() * poisonDmgPercent ) / 100 );
[[maybe_unused]] bool retVal = mChar.Damage( std::max( static_cast<SI16>( 5 ), poisonDmg ), POISON, poisonedBy ); // Minimum 5 damage per tick
break;
}
case 3: // Greater Poison
{
mChar.SetTimer( tCHAR_POISONTIME, BuildTimeValue( 4.0 ));
if( mChar.GetTimer( tCHAR_POISONTEXT ) <= cwmWorldState->GetUICurrentTime() )
{
mChar.SetTimer( tCHAR_POISONTEXT, BuildTimeValue( 10.0 ));
mChar.TextMessage( nullptr, 1242, EMOTE, 1, mCharName.c_str() ); // * %s is in severe pain! *
}
SI16 poisonDmgPercent = RandomNum( 8, 12 ); // 8% to 12% of current health per tick
SI16 poisonDmg = static_cast<SI16>(( mChar.GetHP() * poisonDmgPercent ) / 100 );
[[maybe_unused]] bool retVal = mChar.Damage( std::max( static_cast<SI16>( 8 ), poisonDmg ), POISON, poisonedBy ); // Minimum 8 damage per tick
break;
}
case 4: // Deadly Poison
{
mChar.SetTimer( tCHAR_POISONTIME, BuildTimeValue( 5.0 ));
if( mChar.GetTimer( tCHAR_POISONTEXT ) <= cwmWorldState->GetUICurrentTime() )
{
mChar.SetTimer( tCHAR_POISONTEXT, BuildTimeValue( 10.0 ));
mChar.TextMessage( nullptr, 1243, EMOTE, 1, mCharName.c_str() ); // * %s looks extremely weak and is wrecked in pain! *
}
SI16 poisonDmgPercent = RandomNum( 12, 25 ); // 12% to 25% of current health per tick
SI16 poisonDmg = static_cast<SI16>(( mChar.GetHP() * poisonDmgPercent ) / 100 );
[[maybe_unused]] bool retVal = mChar.Damage( std::max( static_cast<SI16>( 14 ), poisonDmg ), POISON, poisonedBy ); // Minimum 14 damage per tick
break;
}
case 5: // Lethal Poison - Used by monsters only
{
mChar.SetTimer( tCHAR_POISONTIME, BuildTimeValue( 5.0 ));
if( mChar.GetTimer( tCHAR_POISONTEXT ) <= cwmWorldState->GetUICurrentTime() )
{
mChar.SetTimer( tCHAR_POISONTEXT, BuildTimeValue( 10.0 ));
mChar.TextMessage( nullptr, 1243, EMOTE, 1, mCharName.c_str() ); // * %s looks extremely weak and is wrecked in pain! *
}
SI16 poisonDmgPercent = RandomNum( 25, 50 ); // 25% to 50% of current health per tick
SI16 poisonDmg = static_cast<SI16>(( mChar.GetHP() * poisonDmgPercent ) / 100 );
[[maybe_unused]] bool retVal = mChar.Damage( std::max( static_cast<SI16>( 17 ), poisonDmg ), POISON, poisonedBy ); // Minimum 14 damage per tick
break;
}
default:
Console.Error( " Fallout of switch statement without default. uox3.cpp, GenericCheck(), mChar.GetPoisoned() not within valid range." );
mChar.SetPoisoned( 0 );
mChar.SetPoisonedBy( INVALIDSERIAL );
break;
}
if( mChar.GetHP() < 1 && !mChar.IsDead() )
{
std::vector<UI16> scriptTriggers = mChar.GetScriptTriggers();
for( auto &i : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( i );
if( toExecute )
{
SI08 retStatus = toExecute->OnDeathBlow( &mChar, mChar.GetAttacker() );
// -1 == script doesn't exist, or returned -1
// 0 == script returned false, 0, or nothing - don't execute hard code
// 1 == script returned true or 1
if( retStatus == 0 )
return false;
}
}
HandleDeath(( &mChar ), nullptr );
if( mSock )
{
mSock->SysMessage( 1244 ); // The poison has killed you!
}
}
}
}
}
if( mChar.GetTimer( tCHAR_POISONWEAROFF ) <= cwmWorldState->GetUICurrentTime() )
{
if( mChar.GetPoisoned() > 0 )
{
mChar.SetPoisoned( 0 );
mChar.SetPoisonedBy( INVALIDSERIAL );
if( mSock != nullptr )
{
mSock->SysMessage( 1245 ); // The poison has worn off.
}
}
}
}
if( !mChar.GetCanAttack() && mChar.GetTimer( tCHAR_PEACETIMER ) <= cwmWorldState->GetUICurrentTime() )
{
mChar.SetCanAttack( true );
if( mSock != nullptr )
{
mSock->SysMessage( 1779 ); // You are no longer affected by peace!
}
}
// Perform maintenance on NPC's list of ignored targets in combat
if( mChar.IsNpc() )
{
mChar.CombatIgnoreMaintenance();
}
// Perform maintenance on character's aggressor flags to clear out expired entries from the list
mChar.AggressorFlagMaintenance();
// Periodically reset permagrey flags if global timer is above 0, otherwise... they're permanent :P
if( cwmWorldState->ServerData()->SystemTimer( tSERVER_PERMAGREYFLAG ) > 0 )
{
mChar.PermaGreyFlagMaintenance();
}
if( mChar.IsCriminal() && mChar.GetTimer( tCHAR_CRIMFLAG ) && mChar.GetTimer( tCHAR_CRIMFLAG ) <= cwmWorldState->GetUICurrentTime() )
{
if( mSock != nullptr )
{
mSock->SysMessage( 1238 ); // You are no longer a criminal.
}
mChar.SetTimer( tCHAR_CRIMFLAG, 0 );
UpdateFlag( &mChar );
}
if( mChar.HasStolen() && mChar.GetTimer( tCHAR_STEALFLAG ) && mChar.GetTimer( tCHAR_STEALFLAG ) <= cwmWorldState->GetUICurrentTime() )
{
mChar.SetTimer( tCHAR_STEALFLAG, 0 );
mChar.HasStolen( false );
UpdateFlag( &mChar );
}
if( mChar.GetKills() && mChar.GetTimer( tCHAR_MURDERRATE ) <= cwmWorldState->GetUICurrentTime() )
{
mChar.SetKills( static_cast<SI16>( mChar.GetKills() - 1 ));
if( mChar.GetKills() )
{
mChar.SetTimer( tCHAR_MURDERRATE, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_MURDERDECAY ));
}
else
{
mChar.SetTimer( tCHAR_MURDERRATE, 0 );
}
if( mSock != nullptr && mChar.GetKills() == cwmWorldState->ServerData()->RepMaxKills() )
{
mSock->SysMessage( 1239 ); // You are no longer a murderer.
}
UpdateFlag( &mChar );
}
if( !mChar.IsDead() )
{
if( doWeather )
{
const UI08 curLevel = cwmWorldState->ServerData()->WorldLightCurrentLevel();
LIGHTLEVEL toShow;
if( Races->VisLevel( mChar.GetRace() ) > curLevel )
{
toShow = 0;
}
else
{
toShow = static_cast<UI08>( curLevel - Races->VisLevel( mChar.GetRace() ));
}
if( mChar.IsNpc() )
{
DoLight( &mChar, toShow );
}
else
{
DoLight( mSock, toShow );
}
}
Weather->DoLightEffect( mSock, mChar );
Weather->doWeatherEffect( mSock, mChar, RAIN );
Weather->doWeatherEffect( mSock, mChar, SNOW );
Weather->doWeatherEffect( mSock, mChar, HEAT );
Weather->doWeatherEffect( mSock, mChar, COLD );
Weather->doWeatherEffect( mSock, mChar, STORM );
if( checkFieldEffects )
{
Magic->CheckFieldEffects( mChar );
}
mChar.UpdateDamageTrack();
}
if( mChar.IsDead() )
{
return true;
}
else if( mChar.GetHP() <= 0 )
{
std::vector<UI16> scriptTriggers = mChar.GetScriptTriggers();
for( auto i : scriptTriggers )
{
auto toExecute = JSMapping->GetScript( i );
if( toExecute )
{
auto retStatus = toExecute->OnDeathBlow( &mChar, mChar.GetAttacker() );
// -1 == script doesn't exist, or returned -1
// 0 == script returned false, 0, or nothing - don't execute hard code
// 1 == script returned true or 1
if( retStatus == 0 )
{
return false;
}
}
}
HandleDeath(( &mChar ), nullptr );
return true;
}
return false;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CheckPC()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Check a PC's status
//o------------------------------------------------------------------------------------------------o
auto CheckPC( CSocket *mSock, CChar& mChar ) -> void
{
Combat->CombatLoop( mSock, mChar );
if( mChar.GetSquelched() == 2 )
{
if( mSock->GetTimer( tPC_MUTETIME ) != 0 && mSock->GetTimer( tPC_MUTETIME ) <= cwmWorldState->GetUICurrentTime() )
{
mChar.SetSquelched( 0 );
mSock->SetTimer( tPC_MUTETIME, 0 );
mSock->SysMessage( 1237 ); // You are no longer squelched!
}
}
if( mChar.IsCasting() && !mChar.IsJSCasting() && mChar.GetSpellCast() != -1 )
{
// Casting a spell
auto spellNum = mChar.GetSpellCast();
mChar.SetNextAct( mChar.GetNextAct() - 1 );
if( mChar.GetTimer( tCHAR_SPELLTIME ) <= cwmWorldState->GetUICurrentTime() ) // Spell is complete target it.
{
// Set the recovery time before another spell can be cast
mChar.SetTimer( tCHAR_SPELLRECOVERYTIME, BuildTimeValue( static_cast<R64>( Magic->spells[spellNum].RecoveryDelay() )));
if( Magic->spells[spellNum].RequireTarget() )
{
mChar.SetCasting( false );
mChar.SetFrozen( false );
mChar.Dirty( UT_UPDATE );
UI08 cursorType = 0;
if( Magic->spells[spellNum].AggressiveSpell() )
{
cursorType = 1;
}
else if(( spellNum == 4 ) || ( spellNum == 6 ) || ( spellNum == 7 ) || ( spellNum >= 9 && spellNum <= 11 ) || ( spellNum >= 15 && spellNum <= 17 ) || ( spellNum == 25 ) || ( spellNum == 26 ) || ( spellNum == 29 ) || ( spellNum == 44 ) || ( spellNum == 59 ))
{
cursorType = 2;
}
mSock->SendTargetCursor( 0, TARGET_CASTSPELL, Magic->spells[spellNum].StringToSay().c_str(), cursorType );
}
else
{
mChar.SetCasting( false );
Magic->CastSpell( mSock, &mChar );
mChar.SetTimer( tCHAR_SPELLTIME, 0 );
mChar.SetFrozen( false );
mChar.Dirty( UT_UPDATE );
}
}
else if( mChar.GetNextAct() <= 0 )
{
//redo the spell action
mChar.SetNextAct( 75 );
if( !mChar.IsOnHorse() && !mChar.IsFlying() )
{
// Consider Gargoyle flying as mounted here
Effects->PlaySpellCastingAnimation( &mChar, Magic->spells[mChar.GetSpellCast()].Action(), false, false );
}
}
}
if( cwmWorldState->ServerData()->WorldAmbientSounds() >= 1 )
{
if( cwmWorldState->ServerData()->WorldAmbientSounds() > 10 )
{
cwmWorldState->ServerData()->WorldAmbientSounds( 10 );
}
const SI16 soundTimer = static_cast<SI16>( cwmWorldState->ServerData()->WorldAmbientSounds() * 100 );
if( !mChar.IsDead() && ( RandomNum( 0, soundTimer - 1 )) == ( soundTimer / 2 ))
{
Effects->PlayBGSound(( *mSock ), mChar );
}
}
if( mSock->GetTimer( tPC_SPIRITSPEAK ) > 0 && mSock->GetTimer( tPC_SPIRITSPEAK) < cwmWorldState->GetUICurrentTime() )
{
mSock->SetTimer( tPC_SPIRITSPEAK, 0 );
}
if( mSock->GetTimer( tPC_TRACKING ) > cwmWorldState->GetUICurrentTime() )
{
if( mSock->GetTimer( tPC_TRACKINGDISPLAY ) <= cwmWorldState->GetUICurrentTime() )
{
mSock->SetTimer( tPC_TRACKINGDISPLAY, BuildTimeValue( static_cast<R64>( cwmWorldState->ServerData()->TrackingRedisplayTime() )));
Skills->Track( &mChar );
}
}
else
{
if( mSock->GetTimer( tPC_TRACKING ) > ( cwmWorldState->GetUICurrentTime() / 10 ))
{
// dont send arrow-away packet all the time
mSock->SetTimer( tPC_TRACKING, 0 );
if( ValidateObject( mChar.GetTrackingTarget() ))
{
CPTrackingArrow tSend = ( *mChar.GetTrackingTarget() );
tSend.Active( 0 );
if( mSock->ClientType() >= CV_HS2D )
{
tSend.AddSerial( mChar.GetTrackingTarget()->GetSerial() );
}
mSock->Send( &tSend );
}
}
}
if( mChar.IsOnHorse() )
{
CItem *horseItem = mChar.GetItemAtLayer( IL_MOUNT );
if( !ValidateObject( horseItem ))
{
mChar.SetOnHorse( false ); // turn it off, we aren't on one because there's no item!
}
else if( horseItem->GetDecayTime() != 0 && horseItem->GetDecayTime() <= cwmWorldState->GetUICurrentTime() )
{
mChar.SetOnHorse( false );
horseItem->Delete();
}
}
if( mChar.GetTimer( tCHAR_FLYINGTOGGLE ) > 0 && mChar.GetTimer( tCHAR_FLYINGTOGGLE ) < cwmWorldState->GetUICurrentTime() )
{
mChar.SetTimer( tCHAR_FLYINGTOGGLE, 0 );
mChar.SetFrozen( false );
mChar.Teleport();
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CheckNPC()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Check NPC's status
//o------------------------------------------------------------------------------------------------o
auto CheckNPC( CChar& mChar, bool checkAI, bool doRestock, bool doPetOfflineCheck ) -> void
{
bool doAICheck = true;
std::vector<UI16> scriptTriggers = mChar.GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute )
{
if( toExecute->OnAISliver( &mChar ) == 1 )
{
// Script returned true or 1, don't do hard-coded AI check
doAICheck = false;
}
}
}
if( doAICheck && checkAI )
{
CheckAI( mChar );
}
Movement->NpcMovement( mChar );
if( doRestock )
{
RestockNPC( mChar, false );
}
if( doPetOfflineCheck )
{
mChar.CheckPetOfflineTimeout();
}
if( mChar.GetTimer( tNPC_SUMMONTIME ))
{
if(( mChar.GetTimer( tNPC_SUMMONTIME ) <= cwmWorldState->GetUICurrentTime() ) )
{
// Added Dec 20, 1999
// QUEST expire check - after an Escort quest is created a timer is set
// so that the NPC will be deleted and removed from the game if it hangs around
// too long without every having its quest accepted by a player so we have to remove
// its posting from the messageboard before icing the NPC
// Only need to remove the post if the NPC does not have a follow target set
if( mChar.GetQuestType() == QT_ESCORTQUEST && !ValidateObject( mChar.GetFTarg() ))
{
MsgBoardQuestEscortRemovePost( &mChar );
mChar.Delete();
return;
}
if( mChar.GetNpcAiType() == AI_GUARD && mChar.IsAtWar() )
{
mChar.SetTimer( tNPC_SUMMONTIME, BuildTimeValue( 25.0 ));
return;
}
Effects->PlaySound( &mChar, 0x01FE );
mChar.SetDead( true );
mChar.Delete();
return;
}
}
if( mChar.GetFleeAt() == 0 )
{
mChar.SetFleeAt( cwmWorldState->ServerData()->CombatNPCBaseFleeAt() );
}
if( mChar.GetReattackAt() == 0 )
{
mChar.SetReattackAt( cwmWorldState->ServerData()->CombatNPCBaseReattackAt() );
}
auto mNpcWander = mChar.GetNpcWander();
if( mNpcWander == WT_SCARED )
{
if( mChar.GetTimer( tNPC_FLEECOOLDOWN ) <= cwmWorldState->GetUICurrentTime() )
{
if( mChar.GetTimer( tNPC_MOVETIME ) <= cwmWorldState->GetUICurrentTime() )
{
mChar.SetFleeDistance( static_cast<UI08>( 0 ));
CChar *mTarget = mChar.GetTarg();
if( ValidateObject( mTarget ) && !mTarget->IsDead() && ObjInRange( &mChar, mTarget, DIST_INRANGE ))
{
if( mChar.GetMounted() )
{
mChar.SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar.GetMountedFleeingSpeed() ));
}
else
{
mChar.SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar.GetFleeingSpeed() ));
}
}
else
{
// target no longer exists, or is out of range, stop running
mChar.SetTarg( nullptr );
if( mChar.GetOldNpcWander() != WT_NONE )
{
mChar.SetNpcWander( mChar.GetOldNpcWander() );
}
if( mChar.GetMounted() )
{
mChar.SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar.GetMountedWalkingSpeed() ));
}
else
{
mChar.SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar.GetWalkingSpeed() ));
}
mChar.SetOldNpcWander( WT_NONE ); // so it won't save this at the wsc file
}
}
}
}
else if( mNpcWander != WT_FLEE && mNpcWander != WT_FROZEN && ( mChar.GetHP() < mChar.GetMaxHP() * mChar.GetFleeAt() / 100 ))
{
if( mChar.GetTimer( tNPC_FLEECOOLDOWN ) <= cwmWorldState->GetUICurrentTime() )
{
// Make NPC try to flee away from their opponent, if still within range
CChar *mTarget = mChar.GetTarg();
if( ValidateObject( mTarget ) && !mTarget->IsDead() && ObjInRange( &mChar, mTarget, DIST_SAMESCREEN ))
{
mChar.SetFleeDistance( static_cast<UI08>( 0 ));
mChar.SetOldNpcWander( mNpcWander );
mChar.SetNpcWander( WT_FLEE );
if( mChar.GetMounted() )
{
mChar.SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar.GetMountedFleeingSpeed() ));
}
else
{
mChar.SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar.GetFleeingSpeed() ));
}
}
}
}
else if(( mNpcWander == WT_FLEE ) && ( mChar.GetHP() > mChar.GetMaxHP() * mChar.GetReattackAt() / 100 ))
{
// Bring NPC out of flee-mode and back to their original wandermode
mChar.SetTimer( tNPC_FLEECOOLDOWN, BuildTimeValue( 5.0 )); // Wait at least 5 seconds before reentring flee-mode!
mChar.SetNpcWander( mChar.GetOldNpcWander() );
if( mChar.GetMounted() )
{
mChar.SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar.GetMountedWalkingSpeed() ));
}
else
{
mChar.SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar.GetWalkingSpeed() ));
}
mChar.SetOldNpcWander( WT_NONE ); // so it won't save this at the wsc file
}
Combat->CombatLoop( nullptr, mChar );
}
//o------------------------------------------------------------------------------------------------o
//| Function - CheckItem()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Check item decay, spawn timers and boat movement in a given region
//o------------------------------------------------------------------------------------------------o
auto CheckItem( CMapRegion *toCheck, bool checkItems, TIMERVAL nextDecayItems, TIMERVAL nextDecayItemsInHouses, bool doWeather )
{
auto regItems = toCheck->GetItemList();
auto collection = regItems->collection();
for( const auto &itemCheck : collection )
{
if( !ValidateObject( itemCheck ) || itemCheck->IsFree() )
continue;
if( checkItems )
{
if( itemCheck->IsDecayable() && ( itemCheck->GetCont() == nullptr ))
{
if( itemCheck->GetType() == IT_HOUSESIGN && itemCheck->GetTempVar( CITV_MORE ) > 0 )
{
// Don't decay signs that belong to houses
itemCheck->SetDecayable( false );
}
if(( itemCheck->GetDecayTime() <= cwmWorldState->GetUICurrentTime() ) )
{
auto scriptTriggers = itemCheck->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute )
{
if( toExecute->OnDecay( itemCheck ) == 0 )
{
// if it exists and we don't want hard code, return
return;
}
}
}
// Check global script! Maybe there's another event there
auto toExecute = JSMapping->GetScript( static_cast<UI16>( 0 ));
if( toExecute )
{
if( toExecute->OnDecay( itemCheck ) == 0 )
{
// if it exists and we don't want hard code, return
return;
}
}
if( DecayItem(( *itemCheck ), nextDecayItems, nextDecayItemsInHouses ))
continue;
}
}
switch( itemCheck->GetType() )
{
case IT_ITEMSPAWNER:
case IT_NPCSPAWNER:
case IT_SPAWNCONT:
case IT_LOCKEDSPAWNCONT:
case IT_UNLOCKABLESPAWNCONT:
case IT_AREASPAWNER:
case IT_ESCORTNPCSPAWNER:
case IT_PLANK:
{
if( itemCheck->GetTempTimer() <= cwmWorldState->GetUICurrentTime() )
{
if( itemCheck->GetObjType() == OT_SPAWNER )
{
CSpawnItem *spawnItem = static_cast<CSpawnItem *>( itemCheck );
if( spawnItem->DoRespawn() )
{
continue;
}
spawnItem->SetTempTimer( BuildTimeValue( static_cast<R64>( RandomNum( spawnItem->GetInterval( 0 ) * 60, spawnItem->GetInterval( 1 ) * 60 ))));
}
else if( itemCheck->GetObjType() == OT_ITEM && itemCheck->GetType() == IT_PLANK)
{
// Automatically close the plank if it's still open, and still locked
auto plankStatus = itemCheck->GetTag( "plankLocked" );
if( plankStatus.m_IntValue == 1 )
{
switch( itemCheck->GetId() )
{
case 0x3E84: itemCheck->SetId( 0x3EE9 ); itemCheck->SetTempTimer( 0 ); break;
case 0x3ED5: itemCheck->SetId( 0x3EB1 ); itemCheck->SetTempTimer( 0 ); break;
case 0x3ED4: itemCheck->SetId( 0x3EB2 ); itemCheck->SetTempTimer( 0 ); break;
case 0x3E89: itemCheck->SetId( 0x3E8A ); itemCheck->SetTempTimer( 0 ); break;
}
}
}
else
{
itemCheck->SetType( IT_NOTYPE );
Console.Warning( "Invalid spawner object detected; item type reverted to 0. All spawner objects have to be added using 'ADD SPAWNER # command." );
}
}
break;
}
case IT_SOUNDOBJECT:
if( itemCheck->GetTempVar( CITV_MOREY ) < 25 )
{
if( RandomNum( 1, 100 ) <= static_cast<SI32>( itemCheck->GetTempVar( CITV_MOREZ )))
{
for( auto &tSock : FindNearbyPlayers( itemCheck, static_cast<UI16>( itemCheck->GetTempVar( CITV_MOREY ))))
{
Effects->PlaySound( tSock, static_cast<UI16>( itemCheck->GetTempVar( CITV_MOREX )), false );
}
}
}
break;
default:
break;
}
}
if( itemCheck->CanBeObjType( OT_BOAT ))
{
CBoatObj *mBoat = static_cast<CBoatObj *>( itemCheck );
SI08 boatMoveType = mBoat->GetMoveType();
if( ValidateObject( mBoat ) && boatMoveType && mBoat->GetMoveTime() <= cwmWorldState->GetUICurrentTime() )
{
if( boatMoveType != BOAT_ANCHORED )
{
switch( boatMoveType )
{
//case BOAT_ANCHORED:
//case BOAT_STOP:
case BOAT_FORWARD:
case BOAT_SLOWFORWARD:
case BOAT_ONEFORWARD:
MoveBoat( itemCheck->GetDir(), mBoat );
break;
case BOAT_BACKWARD:
case BOAT_SLOWBACKWARD:
case BOAT_ONEBACKWARD:
{
UI08 dir = static_cast<UI08>( itemCheck->GetDir() + 4 );
if( dir > 7 )
{
dir %= 8;
}
MoveBoat( dir, mBoat );
break;
}
case BOAT_LEFT:
case BOAT_SLOWLEFT:
case BOAT_ONELEFT:
{
UI08 dir = static_cast<UI08>( itemCheck->GetDir() - 2 );
dir %= 8;
MoveBoat( dir, mBoat );
break;
}
case BOAT_RIGHT:
case BOAT_SLOWRIGHT:
case BOAT_ONERIGHT:
{
// Right / One Right
UI08 dir = static_cast<UI08>( itemCheck->GetDir() + 2 );
dir %= 8;
MoveBoat( dir, mBoat );
break;
}
case BOAT_FORWARDLEFT:
case BOAT_SLOWFORWARDLEFT:
case BOAT_ONEFORWARDLEFT:
{
UI08 dir = static_cast<UI08>( itemCheck->GetDir() - 1 );
dir %= 8;
MoveBoat( dir, mBoat );
break;
}
case BOAT_FORWARDRIGHT:
case BOAT_SLOWFORWARDRIGHT:
case BOAT_ONEFORWARDRIGHT:
{
UI08 dir = static_cast<UI08>( itemCheck->GetDir() + 1 );
dir %= 8;
MoveBoat( dir, mBoat );
break;
}
case BOAT_BACKWARDLEFT:
case BOAT_SLOWBACKWARDLEFT:
case BOAT_ONEBACKWARDLEFT:
{
UI08 dir = static_cast<UI08>( itemCheck->GetDir() + 5 );
if( dir > 7 )
{
dir %= 8;
}
MoveBoat( dir, mBoat );
break;
}
case BOAT_BACKWARDRIGHT:
case BOAT_SLOWBACKWARDRIGHT:
case BOAT_ONEBACKWARDRIGHT:
{
UI08 dir = static_cast<UI08>( itemCheck->GetDir() + 3 );
if( dir > 7 )
{
dir %= 8;
}
MoveBoat( dir, mBoat );
break;
}
default:
break;
}
// One-step boat commands, so reset move type to 0 after the initial move
if( boatMoveType == BOAT_LEFT || boatMoveType == BOAT_RIGHT )
{
// Move 50% slower left/right than forward/back
mBoat->SetMoveTime( BuildTimeValue( cwmWorldState->ServerData()->CheckBoatSpeed() * 1.5 ));
}
else if( boatMoveType >= BOAT_ONELEFT && boatMoveType <= BOAT_ONEBACKWARDRIGHT )
{
mBoat->SetMoveType( 0 );
// Set timer to restrict movement to normal boat speed if player spams command
mBoat->SetMoveTime( BuildTimeValue( cwmWorldState->ServerData()->CheckBoatSpeed() * 1.5 ));
}
else if( boatMoveType >= BOAT_SLOWLEFT && boatMoveType <= BOAT_SLOWBACKWARDLEFT )
{
// Set timer to slowly move the boat forward
mBoat->SetMoveTime( BuildTimeValue( cwmWorldState->ServerData()->CheckBoatSpeed() * 2.0 ));
}
else
{
// Set timer to move the boat forward at normal speed
mBoat->SetMoveTime( BuildTimeValue( cwmWorldState->ServerData()->CheckBoatSpeed() ));
}
}
}
}
// Do JS Weather for item
if( doWeather )
{
DoLight( itemCheck, cwmWorldState->ServerData()->WorldLightCurrentLevel() );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CWorldMain::CheckAutoTimers()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Check automatic and timer controlled functions
//o------------------------------------------------------------------------------------------------o
auto CWorldMain::CheckAutoTimers() -> void
{
static TIMERVAL nextCheckSpawnRegions = 0;
static TIMERVAL nextCheckTownRegions = 0;
static TIMERVAL nextCheckItems = 0;
static TIMERVAL nextDecayItems = 0;
static TIMERVAL nextDecayItemsInHouses = 0;
static TIMERVAL nextSetNPCFlagTime = 0;
static TIMERVAL accountFlush = 0;
bool doWeather = false;
bool doPetOfflineCheck = false;
CServerData *serverData = ServerData();
// modify this stuff to take into account more variables
if( accountFlush <= GetUICurrentTime() )
{
bool reallyOn = false;
// time to flush our account status!
MAPUSERNAMEID_ITERATOR I;
for( I = Accounts->Begin(); I != Accounts->End(); ++I )
{
CAccountBlock_st& actbTemp = I->second;
if( actbTemp.wAccountIndex == AB_INVALID_ID )
{
continue;
}
if( actbTemp.wFlags.test( AB_FLAGS_ONLINE ))
{
reallyOn = false; // to start with, there's no one really on
{
for( auto &tSock : Network->connClients )
{
CChar *tChar = tSock->CurrcharObj();
if( !ValidateObject( tChar ))
{
continue;
}
if( tChar->GetAccount().wAccountIndex == actbTemp.wAccountIndex )
{
reallyOn = true;
}
}
}
if( !reallyOn )
{
// no one's really on, let's set that
actbTemp.wFlags.reset( AB_FLAGS_ONLINE );
}
}
}
accountFlush = BuildTimeValue( serverData->AccountFlushTimer() );
}
//Network->On(); //<<<<<< WHAT the HECK, this is why you dont bury mutex locking
// PushConn and PopConn lock and unlock as well (yes, bad)
// But now we are doing recursive lock here
if( GetWorldSaveProgress() == SS_NOTSAVING )
{
{
for( auto &tSock : Network->connClients )
{
if(( tSock->IdleTimeout() != -1 ) && tSock->IdleTimeout() <= GetUICurrentTime() )
{
CChar *tChar = tSock->CurrcharObj();
if( !ValidateObject( tChar ))
{
continue;
}
if( !tChar->IsGM() )
{
tSock->IdleTimeout( -1 );
tSock->SysMessage( 1246 ); // You're being disconnected because you were idle too long.
Network->Disconnect( tSock );
}
}
else if(( static_cast<TIMERVAL>( tSock->IdleTimeout() + 300 * 1000 ) <= GetUICurrentTime()
&& static_cast<TIMERVAL>( tSock->IdleTimeout() + 200 * 1000 ) >= GetUICurrentTime() ) && !tSock->WasIdleWarned() )
{
//is their idle time between 3 and 5 minutes, and they haven't been warned already?
CPIdleWarning warn( 0x07 );
tSock->Send( &warn );
tSock->WasIdleWarned( true );
}
if( serverData->KickOnAssistantSilence() )
{
if( !tSock->NegotiatedWithAssistant() && tSock->NegotiateTimeout() != -1 && tSock->NegotiateTimeout() <= GetUICurrentTime() )
{
const CChar *tChar = tSock->CurrcharObj();
if( !ValidateObject( tChar ))
{
continue;
}
if( !tChar->IsGM() )
{
tSock->IdleTimeout( -1 );
tSock->SysMessage( 9047 ); // Failed to negotiate features with assistant tool. Disconnecting client...
Network->Disconnect( tSock );
}
}
}
// Check player's network traffic usage versus caps set in ini
if( tSock->LoginComplete() && ( tSock->AcctNo() != 0 ) && tSock->GetTimer( tPC_TRAFFICWARDEN ) <= GetUICurrentTime() )
{
if( !ValidateObject( tSock->CurrcharObj() ) || tSock->CurrcharObj()->IsGM() )
{
continue;
}
bool tempTimeBan = false;
if( tSock->BytesReceived() > serverData->MaxClientBytesIn() )
{
// Player has exceeded the cap! Send one warning - next time kick player
tSock->SysMessage( Dictionary->GetEntry( 9082, tSock->Language() )); // Excessive data usage detected! Sending too many requests to the server in a short amount of time will get you banned.
tSock->BytesReceivedWarning( tSock->BytesReceivedWarning() + 1 );
if( tSock->BytesReceivedWarning() > 2 )
{
// If it happens 3 times in the same session, give player a temporary ban
tempTimeBan = true;
}
}
if( tSock->BytesSent() > serverData->MaxClientBytesOut() )
{
// This is data sent from server, so should be more lenient before a kick (though could still be initiated by player somehow)
tSock->SysMessage( Dictionary->GetEntry( 9082, tSock->Language() )); // Excessive data usage detected! Sending too many requests to the server in a short amount of time will get you banned.
tSock->BytesSentWarning( tSock->BytesSentWarning() + 1 );
if( tSock->BytesSentWarning() > 2 )
{
// If it happens 3 times or more in the same session, give player a temporary ban
tempTimeBan = true;
}
}
if( tempTimeBan )
{
// Give player a 30 minute temp ban
CAccountBlock_st& myAccount = Accounts->GetAccountById( tSock->GetAccount().wAccountIndex );
myAccount.wFlags.set( AB_FLAGS_BANNED, true );
myAccount.wTimeBan = GetMinutesSinceEpoch() + serverData->NetTrafficTimeban();
Network->Disconnect( tSock );
continue;
}
// Reset amount of bytes received and sent, and restart timer
tSock->BytesReceived( 0 );
tSock->BytesSent( 0 );
tSock->SetTimer( tPC_TRAFFICWARDEN, BuildTimeValue( 10.0 ));
}
}
}
}
else if( GetWorldSaveProgress() == SS_JUSTSAVED )
{
// if we've JUST saved, do NOT kick anyone off (due to a possibly really long save), but reset any offending players to 60 seconds to go before being kicked off
{
for( auto &wsSocket : Network->connClients )
{
if( wsSocket )
{
if( wsSocket->IdleTimeout() < GetUICurrentTime() )
{
wsSocket->IdleTimeout( BuildTimeValue( 60.0 ));
wsSocket->WasIdleWarned( true );//don't give them the message if they only have 60s
}
if( cwmWorldState->ServerData()->KickOnAssistantSilence() )
{
if( !wsSocket->NegotiatedWithAssistant() && wsSocket->NegotiateTimeout() < GetUICurrentTime() )
{
wsSocket->NegotiateTimeout( BuildTimeValue( 60.0 ));
}
}
}
}
}
SetWorldSaveProgress( SS_NOTSAVING );
}
if( nextCheckTownRegions <= GetUICurrentTime() )
{
std::for_each( cwmWorldState->townRegions.begin(), cwmWorldState->townRegions.end(),[]( std::pair<const UI16, CTownRegion*> &town )
{
if( town.second != nullptr )
{
town.second->PeriodicCheck();
}
});
nextCheckTownRegions = BuildTimeValue( 10.0 ); // do checks every 10 seconds or so, rather than every single time
JailSys->PeriodicCheck();
}
if(( nextCheckSpawnRegions <= GetUICurrentTime() ) && ( serverData->CheckSpawnRegionSpeed() != -1 ))
{
//Regionspawns
UI32 itemsSpawned = 0;
UI32 npcsSpawned = 0;
UI32 totalItemsSpawned = 0;
UI32 totalNpcsSpawned = 0;
UI32 maxItemsSpawned = 0;
UI32 maxNpcsSpawned = 0;
const TIMERVAL s_t = GetClock();
for( auto &[regnum, spawnReg] : cwmWorldState->spawnRegions )
{
if( spawnReg )
{
if( spawnReg->GetNextTime() <= GetUICurrentTime() )
{
spawnReg->DoRegionSpawn( itemsSpawned, npcsSpawned );
}
// Grab some info from the spawn region anyway, even if it's not time to spawn
totalItemsSpawned += static_cast<UI32>( spawnReg->GetCurrentItemAmt() );
totalNpcsSpawned += static_cast<UI32>( spawnReg->GetCurrentCharAmt() );
maxItemsSpawned += static_cast<UI32>( spawnReg->GetMaxItemSpawn() );
maxNpcsSpawned += static_cast<UI32>( spawnReg->GetMaxCharSpawn() );
}
}
const TIMERVAL e_t = GetClock();
UI32 totalSpawnTime = e_t - s_t;
if( totalSpawnTime > 1 )
{
Console.Print( oldstrutil::format( "Regionspawn cycle completed in %.02fsec\n", static_cast<R32>( totalSpawnTime ) / 1000.0f ));
}
// Adaptive spawn region check timer. The closer spawn regions as a whole are to being at their defined max capacity,
// the less frequently UOX3 will check spawn regions again. Similarly, the more room there is to spawn additional
// stuff, the more frequently UOX3 will check spawn regions
auto checkSpawnRegionSpeed = static_cast<R64>( serverData->CheckSpawnRegionSpeed() );
UI16 itemSpawnCompletionRatio = ( maxItemsSpawned > 0 ? (( totalItemsSpawned * 100.0 ) / maxItemsSpawned ) : 100 );
UI16 npcSpawnCompletionRatio = ( maxNpcsSpawned > 0 ? (( totalNpcsSpawned * 100.0 ) / maxNpcsSpawned ) : 100 );
SI32 avgCompletionRatio = ( itemSpawnCompletionRatio + npcSpawnCompletionRatio ) / 2;
if( avgCompletionRatio == 100 )
{
checkSpawnRegionSpeed *= 3;
}
else if( avgCompletionRatio >= 90 )
{
checkSpawnRegionSpeed *= 2;
}
else if( avgCompletionRatio >= 75 )
{
checkSpawnRegionSpeed *= 1.5;
}
else if( avgCompletionRatio >= 50 )
{
checkSpawnRegionSpeed *= 1.25;
}
nextCheckSpawnRegions = BuildTimeValue( checkSpawnRegionSpeed );//Don't check them TOO often (Keep down the lag)
}
HTMLTemplates->Poll( ETT_ALLTEMPLATES );
const UI32 saveinterval = serverData->ServerSavesTimerStatus();
if( saveinterval != 0 )
{
time_t oldTime = GetOldTime();
if( !GetAutoSaved() )
{
SetAutoSaved( true );
time( &oldTime );
SetOldTime( static_cast<UI32>( oldTime ));
}
time_t newTime = GetNewTime();
time( &newTime );
SetNewTime( static_cast<UI32>( newTime ));
if( difftime( GetNewTime(), GetOldTime() ) >= saveinterval )
{
// Added Dec 20, 1999
// After an automatic world save occurs, lets check to see if
// anyone is online (clients connected). If nobody is connected
// Lets do some maintenance on the bulletin boards.
if( !GetPlayersOnline() && ( GetWorldSaveProgress() != SS_SAVING ))
{
Console << "No players currently online. Starting bulletin board maintenance" << myendl;
Console.Log( "Bulletin Board Maintenance routine running (AUTO)", "server.log" );
MsgBoardMaintenance();
}
SetAutoSaved( false );
#if PLATFORM == WINDOWS
SetConsoleCtrlHandler( exit_handler, TRUE );
#endif
isWorldSaving = true;
SaveNewWorld( false );
isWorldSaving = false;
#if PLATFORM == WINDOWS
SetConsoleCtrlHandler( exit_handler, false );
#endif
}
}
//Time functions
if( GetUOTickCount() <= GetUICurrentTime() )
{
UI08 oldHour = serverData->ServerTimeHours();
if( serverData->IncMinute() )
{
Weather->NewDay();
}
if( oldHour != serverData->ServerTimeHours() )
{
Weather->NewHour();
}
SetUOTickCount( BuildTimeValue( static_cast<R64>( serverData->ServerSecondsPerUOMinute() )));
}
if( GetTimer( tWORLD_LIGHTTIME ) <= GetUICurrentTime() )
{
DoWorldLight(); //Changes lighting, if it is currently time to.
Weather->DoStuff(); // updates the weather types
SetTimer( tWORLD_LIGHTTIME, serverData->BuildSystemTimeValue( tSERVER_WEATHER ));
doWeather = true;
}
if( GetTimer( tWORLD_PETOFFLINECHECK ) <= GetUICurrentTime() )
{
SetTimer( tWORLD_PETOFFLINECHECK, serverData->BuildSystemTimeValue( tSERVER_PETOFFLINECHECK ));
doPetOfflineCheck = true;
}
bool checkFieldEffects = false;
if( GetTimer( tWORLD_NEXTFIELDEFFECT ) <= GetUICurrentTime() )
{
checkFieldEffects = true;
SetTimer( tWORLD_NEXTFIELDEFFECT, BuildTimeValue( 0.5 ));
}
std::set<CMapRegion *> regionList;
{
for( auto &iSock : Network->connClients )
{
if( iSock )
{
CChar *mChar = iSock->CurrcharObj();
if( !ValidateObject( mChar ))
{
continue;
}
UI08 worldNumber = mChar->WorldNumber();
if( mChar->GetAccount().wAccountIndex == iSock->AcctNo() && mChar->GetAccount().dwInGame == mChar->GetSerial() )
{
GenericCheck( iSock, (*mChar), checkFieldEffects, doWeather );
CheckPC( iSock, ( *mChar ));
SI16 xOffset = MapRegion->GetGridX( mChar->GetX() );
SI16 yOffset = MapRegion->GetGridY( mChar->GetY() );
// Restrict the amount of active regions based on how far player is from the border
// to the next one. This reduces active regions around a player from always 9 to
// varying between 3 to 6. Only regions on yOffset are considered, because the xOffset
// ones are too narrow
auto yOffsetUnrounded = static_cast<R32>( mChar->GetY() ) / static_cast<R32>( MapRowSize );
SI08 counter2Start = 0, counter2End = 0;
if( yOffsetUnrounded < yOffset + 0.25 )
{
counter2Start = -1;
counter2End = 0;
}
else if( yOffsetUnrounded > yOffset + 0.75 )
{
counter2Start = 0;
counter2End = 1;
}
for( SI08 counter = -1; counter <= 1; ++counter )
{
// Check 3 x colums
for( SI08 ctr2 = counter2Start; ctr2 <= counter2End; ++ctr2 )
{
// Check variable y colums
auto tC = MapRegion->GetMapRegion( xOffset + counter, yOffset + ctr2, worldNumber );
if( tC )
{
regionList.insert( tC );
}
}
}
}
}
}
}
// Reduce some lag checking these timers constantly in the loop
bool setNPCFlags = false, checkItems = false, checkAI = false, doRestock = false;
if( nextSetNPCFlagTime <= GetUICurrentTime() )
{
nextSetNPCFlagTime = serverData->BuildSystemTimeValue( tSERVER_NPCFLAGUPDATETIMER ); // Slow down lag "needed" for setting flags, they are set often enough;-)
setNPCFlags = true;
}
if( nextCheckItems <= GetUICurrentTime() )
{
nextCheckItems = BuildTimeValue( serverData->CheckItemsSpeed() );
nextDecayItems = serverData->BuildSystemTimeValue( tSERVER_DECAY );
nextDecayItemsInHouses = serverData->BuildSystemTimeValue( tSERVER_DECAYINHOUSE );
checkItems = true;
}
if( GetTimer( tWORLD_NEXTNPCAI ) <= GetUICurrentTime() )
{
SetTimer( tWORLD_NEXTNPCAI, BuildTimeValue( serverData->CheckNpcAISpeed() ));
checkAI = true;
}
if( GetTimer( tWORLD_SHOPRESTOCK ) <= GetUICurrentTime() )
{
SetTimer( tWORLD_SHOPRESTOCK, serverData->BuildSystemTimeValue( tSERVER_SHOPSPAWN ));
doRestock = true;
}
bool allowAwakeNPCs = cwmWorldState->ServerData()->AllowAwakeNPCs();
for( auto &toCheck : regionList )
{
auto regChars = toCheck->GetCharList();
auto collection = regChars->collection();
for( const auto &charCheck : collection )
{
if( ValidateObject( charCheck ))
{
if( charCheck->IsNpc() )
{
if( !charCheck->IsAwake() || !allowAwakeNPCs )
{
// Only perform these checks on NPCs that are not permanently awake
if( !GenericCheck( nullptr, ( *charCheck ), checkFieldEffects, doWeather ))
{
if( setNPCFlags )
{
UpdateFlag( charCheck ); // only set flag on npcs every 60 seconds (save a little extra lag)
}
CheckNPC(( *charCheck ), checkAI, doRestock, doPetOfflineCheck );
}
}
}
else if( charCheck->GetTimer( tPC_LOGOUT ))
{
CAccountBlock_st& actbTemp = charCheck->GetAccount();
if( actbTemp.wAccountIndex != AB_INVALID_ID )
{
SERIAL oaiw = actbTemp.dwInGame;
if( oaiw == INVALIDSERIAL )
{
charCheck->SetTimer( tPC_LOGOUT, 0 );
charCheck->RemoveFromSight();
charCheck->Update();
}
else if( oaiw == charCheck->GetSerial() && charCheck->GetTimer( tPC_LOGOUT ) <= GetUICurrentTime() )
{
actbTemp.dwInGame = INVALIDSERIAL;
charCheck->SetTimer( tPC_LOGOUT, 0 );
// End combat, clear targets
charCheck->SetAttacker( nullptr );
charCheck->SetWar( false );
charCheck->SetTarg( nullptr );
charCheck->Update();
charCheck->Teleport();
// Announce that player has logged out (if enabled)
if( cwmWorldState->ServerData()->ServerJoinPartAnnouncementsStatus() )
{
SysBroadcast( oldstrutil::format(1024, Dictionary->GetEntry( 752 ), charCheck->GetName().c_str() )); // %s has left the realm.
}
}
}
}
}
}
CheckItem( toCheck, checkItems, nextDecayItems, nextDecayItemsInHouses, doWeather );
}
// Check NPCs marked as always active, regardless of whether their region is "awake"
if( allowAwakeNPCs )
{
auto alwaysAwakeChars = Npcs->GetAlwaysAwakeNPCs();
std::vector<CChar*> toRemove;
for( const auto &charCheck : alwaysAwakeChars->collection() )
{
if( ValidateObject( charCheck ) && !charCheck->IsFree() && charCheck->IsNpc() )
{
if( !GenericCheck( nullptr, ( *charCheck ), checkFieldEffects, doWeather ))
{
if( setNPCFlags )
{
UpdateFlag( charCheck ); // only set flag on npcs every 60 seconds (save a little extra lag)
}
CheckNPC(( *charCheck ), checkAI, doRestock, doPetOfflineCheck );
}
}
else
{
toRemove.push_back( charCheck );
}
}
std::for_each( toRemove.begin(), toRemove.end(), [&alwaysAwakeChars]( CChar *character )
{
alwaysAwakeChars->Remove( character );
});
toRemove.clear();
}
Effects->CheckTempeffects();
SpeechSys->Poll();
// Implement RefreshItem() / StatWindow() queue here
std::for_each( cwmWorldState->refreshQueue.begin(), cwmWorldState->refreshQueue.end(), []( std::pair<CBaseObject*, UI32> entry )
{
if( ValidateObject( entry.first ))
{
if( entry.first->CanBeObjType( OT_CHAR ))
{
auto uChar = static_cast<CChar *>( entry.first );
// Let's ensure we only do one stat window update for self per cycle,
bool triggerStatWindowUpdate = false;
if( uChar->GetUpdate( UT_HITPOINTS ))
{
triggerStatWindowUpdate = true;
UpdateStats( entry.first, 0, false );
}
if( uChar->GetUpdate( UT_STAMINA ))
{
triggerStatWindowUpdate = true;
UpdateStats( entry.first, 1, false );
}
if( uChar->GetUpdate( UT_MANA ))
{
triggerStatWindowUpdate = true;
UpdateStats( entry.first, 2, false );
}
if( uChar->GetUpdate( UT_LOCATION ))
{
uChar->Teleport();
}
else if( uChar->GetUpdate( UT_HIDE ))
{
uChar->ClearUpdate();
if( uChar->GetVisible() != VT_VISIBLE )
{
uChar->RemoveFromSight();
}
uChar->Update( nullptr, false );
}
else if( uChar->GetUpdate( UT_UPDATE ))
{
uChar->Update();
}
else if( uChar->GetUpdate( UT_STATWINDOW ) || triggerStatWindowUpdate )
{
CSocket *uSock = uChar->GetSocket();
if( uSock )
{
uSock->StatWindow( uChar );
}
}
uChar->ClearUpdate();
}
else
{
entry.first->Update();
}
}
});
cwmWorldState->refreshQueue.clear();
}
//o------------------------------------------------------------------------------------------------o
//| Function - InitClasses()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Initialize UOX classes
//o------------------------------------------------------------------------------------------------o
auto InitClasses() -> void
{
cwmWorldState->ClassesInitialized( true );
JSEngine = &aJSEngine;
JSMapping = &aJSMapping;
Effects = &aEffects;
Commands = &aCommands;
Combat = &aCombat;
Items = &aItems;
Map = &aMap;
Npcs = &aNpcs;
Skills = &aSkills;
Weight = &aWeight;
JailSys = &aJailSys;
Network = &aNetwork;
Magic = &aMagic;
Races = &aRaces;
Weather = &aWeather;
Movement = &aMovement;
GuildSys = &aGuildSys;
WhoList = &aWhoList;
OffList = &aOffList;
Books = &aBooks;
GMQueue = &aGMQueue;
Dictionary = &aDictionary;
Accounts = &aAccounts;
MapRegion = &aMapRegion;
SpeechSys = &aSpeechSys;
CounselorQueue = &aCounselorQueue;
HTMLTemplates = &aHTMLTemplates;
FileLookup = &aFileLookup;
aJSEngine.Startup();
aFileLookup.Startup();
aCommands.Startup();
aSpeechSys.Startup();
// Need to do map
aNetwork.Startup();
aMap.Load();
JSMapping->ResetDefaults();
JSMapping->GetEnvokeById()->Parse();
JSMapping->GetEnvokeByType()->Parse();
aMapRegion.Startup();
aAccounts.SetPath( cwmWorldState->ServerData()->Directory( CSDDP_ACCOUNTS ));
}
auto FindNearbyObjects( SI16 x, SI16 y, UI08 worldNumber, UI16 instanceId, UI16 distance ) -> std::vector<CBaseObject *>;
auto InMulti( SI16 x, SI16 y, SI08 z, CMultiObj *m ) -> bool;
//o------------------------------------------------------------------------------------------------o
//| Function - FindMultiFunctor()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Looks for a multi at object's location and assigns any multi found to object
//o------------------------------------------------------------------------------------------------o
auto FindMultiFunctor( CBaseObject *a, [[maybe_unused]] UI32 &b, [[maybe_unused]] void *extraData ) -> bool
{
if( ValidateObject( a ))
{
if( a->CanBeObjType( OT_MULTI ))
{
auto aMulti = static_cast<CMultiObj *>( a );
for( auto &objToCheck : FindNearbyObjects( aMulti->GetX(), aMulti->GetY(), aMulti->WorldNumber(), aMulti->GetInstanceId(), 20 ))
{
if( InMulti( objToCheck->GetX(), objToCheck->GetY(), objToCheck->GetZ(), aMulti ))
{
objToCheck->SetMulti( aMulti );
}
else if(( objToCheck->GetObjType() == OT_ITEM )
&& ((( objToCheck->GetId() >= 0x0b95 ) && ( objToCheck->GetId() <= 0x0c0e )) || ( objToCheck->GetId() == 0x1f28 ) || ( objToCheck->GetId() == 0x1f29 )))
{
// Reunite house signs with their multis
SERIAL houseSerial = static_cast<CItem *>( objToCheck )->GetTempVar( CITV_MORE );
CMultiObj *multi = CalcMultiFromSer( houseSerial );
if( ValidateObject( multi ))
{
objToCheck->SetMulti( multi );
}
}
else
{
// No other multi found where item is, safe to set item's multi to INVALIDSERIAL
if( FindMulti( objToCheck ) == nullptr )
{
objToCheck->SetMulti( INVALIDSERIAL );
}
}
}
}
}
return true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - InitMultis()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Initialize Multis
//o------------------------------------------------------------------------------------------------o
auto InitMultis() -> void
{
Console << "Initializing multis ";
UI32 b = 0;
ObjectFactory::GetSingleton().IterateOver( OT_MULTI, b, nullptr, &FindMultiFunctor );
Console.PrintDone();
}
//o------------------------------------------------------------------------------------------------o
//| Function - DisplayBanner()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Display some information at the end of UOX startup
//o------------------------------------------------------------------------------------------------o
auto DisplayBanner() -> void
{
Console.PrintSectionBegin();
Console.TurnYellow();
Console << "Compiled on ";
Console.TurnNormal();
Console << __DATE__ << " (" << __TIME__ << ")" << myendl;
Console.TurnYellow();
Console << "Compiled by ";
Console.TurnNormal();
Console << CVersionClass::GetName() << myendl;
Console.TurnYellow();
Console << "Contact: ";
Console.TurnNormal();
Console << CVersionClass::GetEmail() << myendl;
Console.PrintSectionBegin();
saveOnShutdown = true;
}
//o------------------------------------------------------------------------------------------------o
//| Function - Shutdown()
//| Date - Oct. 09, 1999
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handled deleting / free() ing of pointers as neccessary
//| as well as closing open file handles to avoid file file corruption.
//| Exits with proper error code.
//o------------------------------------------------------------------------------------------------o
auto Shutdown( SI32 retCode ) -> void
{
Console.PrintSectionBegin();
Console << "Beginning UOX final shut down sequence..." << myendl;
if( retCode && saveOnShutdown )
{
//they want us to save, there has been an error, we have loaded the world, and WorldState is a valid pointer.
#if PLATFORM == WINDOWS
SetConsoleCtrlHandler( exit_handler, true );
#endif
isWorldSaving = true;
do
{
cwmWorldState->SaveNewWorld( true );
} while( cwmWorldState->GetWorldSaveProgress() == SS_SAVING );
isWorldSaving = false;
#if PLATFORM == WINDOWS
SetConsoleCtrlHandler( exit_handler, false );
#endif
}
if( cwmWorldState && cwmWorldState->ClassesInitialized() )
{
if( HTMLTemplates )
{
Console << "HTMLTemplates object detected. Writing Offline HTML Now...";
HTMLTemplates->Poll( ETT_OFFLINE );
Console.PrintDone();
}
else
{
Console << "HTMLTemplates object not found." << myendl;
}
Console << "Destroying class objects and pointers... ";
// delete any objects that were created (delete takes care of nullptr check =)
UnloadSpawnRegions();
UnloadRegions();
Console.PrintDone();
}
//Lets wait for console thread to quit here
if( !retCode )
{
cons.join();
}
// don't leave file pointers open, could lead to file corruption
Console.PrintSectionBegin();
Console.TurnGreen();
Console << "Server shutdown complete!" << myendl;
Console << "Thank you for supporting " << CVersionClass::GetName() << myendl;
Console.TurnNormal();
Console.PrintSectionBegin();
// dispay what error code we had
// don't report errorlevel for no errors, this is confusing ppl
if( retCode )
{
Console.TurnRed();
Console << "Exiting UOX with errorlevel " << retCode << myendl;
Console.TurnNormal();
#if PLATFORM == WINDOWS
Console << "Press Return to exit " << myendl;
std::string throwAway;
std::getline( std::cin, throwAway );
#endif
}
else
{
Console.TurnGreen();
Console << "Exiting UOX with no errors..." << myendl;
Console.TurnNormal();
}
Console.PrintSectionBegin();
exit( retCode );
}
//o------------------------------------------------------------------------------------------------o
//| Function - AdvanceObj()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Handle advancement objects (stat / skill gates)
//o------------------------------------------------------------------------------------------------o
auto AdvanceObj( CChar *applyTo, UI16 advObj, bool multiUse ) -> void
{
if(( applyTo->GetAdvObj() == 0 ) || multiUse )
{
Effects->PlayStaticAnimation( applyTo, 0x373A, 0, 15);
Effects->PlaySound( applyTo, 0x01E9 );
applyTo->SetAdvObj( advObj );
auto sect = "ADVANCEMENT "s + oldstrutil::number( advObj );
sect = oldstrutil::trim( oldstrutil::removeTrailing( sect, "//" ));
auto Advancement = FileLookup->FindEntry( sect, advance_def );
if( Advancement == nullptr )
{
Console << "ADVANCEMENT OBJECT: Script section not found, Aborting" << myendl;
applyTo->SetAdvObj( 0 );
return;
}
CItem *retItem = nullptr;
auto hairobject = applyTo->GetItemAtLayer( IL_HAIR );
auto beardobject = applyTo->GetItemAtLayer( IL_FACIALHAIR );
DFNTAGS tag = DFNTAG_COUNTOFTAGS;
std::string cdata;
SI32 ndata = -1, odata = -1;
UI08 skillToSet = 0;
for( const auto &sec : Advancement->collection2() )
{
tag = sec->tag;
cdata = sec->cdata;
ndata = sec->ndata;
odata = sec->odata;
switch( tag )
{
case DFNTAG_ALCHEMY: skillToSet = ALCHEMY; break;
case DFNTAG_ANATOMY: skillToSet = ANATOMY; break;
case DFNTAG_ANIMALLORE: skillToSet = ANIMALLORE; break;
case DFNTAG_ARMSLORE: skillToSet = ARMSLORE; break;
case DFNTAG_ARCHERY: skillToSet = ARCHERY; break;
case DFNTAG_ADVOBJ: applyTo->SetAdvObj( static_cast<UI16>( ndata )); break;
case DFNTAG_BEGGING: skillToSet = BEGGING; break;
case DFNTAG_BLACKSMITHING: skillToSet = BLACKSMITHING; break;
case DFNTAG_BOWCRAFT: skillToSet = BOWCRAFT; break;
case DFNTAG_BUSHIDO: skillToSet = BUSHIDO; break;
case DFNTAG_CAMPING: skillToSet = CAMPING; break;
case DFNTAG_CARPENTRY: skillToSet = CARPENTRY; break;
case DFNTAG_CARTOGRAPHY: skillToSet = CARTOGRAPHY; break;
case DFNTAG_CHIVALRY: skillToSet = CHIVALRY; break;
case DFNTAG_COOKING: skillToSet = COOKING; break;
case DFNTAG_DEX: applyTo->SetDexterity( static_cast<SI16>( RandomNum( ndata, odata ))); break;
case DFNTAG_DETECTINGHIDDEN: skillToSet = DETECTINGHIDDEN; break;
case DFNTAG_DYEHAIR:
if( ValidateObject( hairobject ))
{
hairobject->SetColour( static_cast<UI16>( ndata ));
}
break;
case DFNTAG_DYEBEARD:
if( ValidateObject( beardobject ))
{
beardobject->SetColour( static_cast<UI16>( ndata ));
}
break;
case DFNTAG_ENTICEMENT: skillToSet = ENTICEMENT; break;
case DFNTAG_EVALUATINGINTEL: skillToSet = EVALUATINGINTEL; break;
case DFNTAG_EQUIPITEM:
retItem = Items->CreateBaseScriptItem( nullptr, cdata, applyTo->WorldNumber(), 1 );
if( retItem )
{
if( !retItem->SetCont( applyTo ))
{
retItem->SetCont( applyTo->GetPackItem() );
retItem->PlaceInPack();
}
}
break;
case DFNTAG_FAME: applyTo->SetFame( static_cast<SI16>( ndata )); break;
case DFNTAG_FENCING: skillToSet = FENCING; break;
case DFNTAG_FISHING: skillToSet = FISHING; break;
case DFNTAG_FOCUS: skillToSet = FOCUS; break;
case DFNTAG_FORENSICS: skillToSet = FORENSICS; break;
case DFNTAG_HEALING: skillToSet = HEALING; break;
case DFNTAG_HERDING: skillToSet = HERDING; break;
case DFNTAG_HIDING: skillToSet = HIDING; break;
case DFNTAG_IMBUING: skillToSet = IMBUING; break;
case DFNTAG_INTELLIGENCE: applyTo->SetIntelligence( static_cast<SI16>( RandomNum( ndata, odata ))); break;
case DFNTAG_ITEMID: skillToSet = ITEMID; break;
case DFNTAG_INSCRIPTION: skillToSet = INSCRIPTION; break;
case DFNTAG_KARMA: applyTo->SetKarma( static_cast<SI16>( ndata )); break;
case DFNTAG_KILLHAIR:
retItem = applyTo->GetItemAtLayer( IL_HAIR );
if( ValidateObject( retItem ))
{
retItem->Delete();
}
break;
case DFNTAG_KILLBEARD:
retItem = applyTo->GetItemAtLayer( IL_FACIALHAIR );
if( ValidateObject( retItem ))
{
retItem->Delete();
}
break;
case DFNTAG_KILLPACK:
retItem = applyTo->GetItemAtLayer( IL_PACKITEM );
if( ValidateObject( retItem ))
{
retItem->Delete();
}
break;
case DFNTAG_LOCKPICKING: skillToSet = LOCKPICKING; break;
case DFNTAG_LUMBERJACKING: skillToSet = LUMBERJACKING; break;
case DFNTAG_MAGERY: skillToSet = MAGERY; break;
case DFNTAG_MAGICRESISTANCE: skillToSet = MAGICRESISTANCE; break;
case DFNTAG_MACEFIGHTING: skillToSet = MACEFIGHTING; break;
case DFNTAG_MEDITATION: skillToSet = MEDITATION; break;
case DFNTAG_MINING: skillToSet = MINING; break;
case DFNTAG_MUSICIANSHIP: skillToSet = MUSICIANSHIP; break;
case DFNTAG_MYSTICISM: skillToSet = MYSTICISM; break;
case DFNTAG_NECROMANCY: skillToSet = NECROMANCY; break;
case DFNTAG_NINJITSU: skillToSet = NINJITSU; break;
case DFNTAG_PARRYING: skillToSet = PARRYING; break;
case DFNTAG_PEACEMAKING: skillToSet = PEACEMAKING; break;
case DFNTAG_POISONING: skillToSet = POISONING; break;
case DFNTAG_PROVOCATION: skillToSet = PROVOCATION; break;
case DFNTAG_POLY: applyTo->SetId( static_cast<UI16>( ndata )); break;
case DFNTAG_PACKITEM:
if( ValidateObject( applyTo->GetPackItem() ))
{
auto csecs = oldstrutil::sections( cdata, "," );
if( !cdata.empty() )
{
if( csecs.size() > 1 )
{
retItem = Items->CreateScriptItem( nullptr, applyTo, oldstrutil::trim( oldstrutil::removeTrailing( csecs[0],"//") ), oldstrutil::value<UI16>( oldstrutil::trim( oldstrutil::removeTrailing( csecs[1], "//" ))), OT_ITEM, true );
}
else
{
retItem = Items->CreateScriptItem( nullptr, applyTo, cdata, 1, OT_ITEM, true );
}
}
}
else
{
Console << "Warning: Bad NPC Script with problem no backpack for packitem" << myendl;
}
break;
case DFNTAG_REMOVETRAP: skillToSet = REMOVETRAP; break;
case DFNTAG_STRENGTH: applyTo->SetStrength( static_cast<SI16>( RandomNum( ndata, odata ))); break;
case DFNTAG_SKILL: applyTo->SetBaseSkill( static_cast<UI16>( odata ), static_cast<UI08>( ndata )); break;
case DFNTAG_SKIN: applyTo->SetSkin( static_cast<UI16>( std::stoul( cdata, nullptr, 0 ))); break;
case DFNTAG_SNOOPING: skillToSet = SNOOPING; break;
case DFNTAG_SPELLWEAVING: skillToSet = SPELLWEAVING; break;
case DFNTAG_SPIRITSPEAK: skillToSet = SPIRITSPEAK; break;
case DFNTAG_STEALING: skillToSet = STEALING; break;
case DFNTAG_STEALTH: skillToSet = STEALTH; break;
case DFNTAG_SWORDSMANSHIP: skillToSet = SWORDSMANSHIP; break;
case DFNTAG_TACTICS: skillToSet = TACTICS; break;
case DFNTAG_TAILORING: skillToSet = TAILORING; break;
case DFNTAG_TAMING: skillToSet = TAMING; break;
case DFNTAG_TASTEID: skillToSet = TASTEID; break;
case DFNTAG_THROWING: skillToSet = THROWING; break;
case DFNTAG_TINKERING: skillToSet = TINKERING; break;
case DFNTAG_TRACKING: skillToSet = TRACKING; break;
case DFNTAG_VETERINARY: skillToSet = VETERINARY; break;
case DFNTAG_WRESTLING: skillToSet = WRESTLING; break;
default: Console << "Unknown tag in AdvanceObj(): " << static_cast<SI32>( tag ) << myendl; break;
}
if( skillToSet > 0 )
{
applyTo->SetBaseSkill( static_cast<UI16>( RandomNum( ndata, odata )), skillToSet );
skillToSet = 0; // reset for next time through
}
}
applyTo->Teleport();
}
else
{
auto sock = applyTo->GetSocket();
if( sock )
{
sock->SysMessage( 1366 ); // You have already used an advancement object with this character.
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - GetClock()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Return CPU time used, Emulates clock()
//o------------------------------------------------------------------------------------------------o
auto GetClock() -> TIMERVAL
{
auto now = std::chrono::system_clock::now();
return static_cast<TIMERVAL>( std::chrono::duration_cast<std::chrono::milliseconds>( now - current ).count() );
}
//o------------------------------------------------------------------------------------------------o
//| Function - IsNumber()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns true if string is a number, false if not
//o------------------------------------------------------------------------------------------------o
auto IsNumber( const std::string& str ) -> bool
{
return str.find_first_not_of( "0123456789" ) == std::string::npos;
}
//o------------------------------------------------------------------------------------------------o
//| Function - DoLight()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets light level for player and applies relevant effects
//o------------------------------------------------------------------------------------------------o
auto DoLight( CSocket *s, UI08 level ) -> void
{
if( s == nullptr )
return;
auto mChar = s->CurrcharObj();
CPLightLevel toSend( level );
if(( Races->Affect( mChar->GetRace(), LIGHT )) && mChar->GetWeathDamage( LIGHT ) == 0 )
{
mChar->SetWeathDamage( BuildTimeValue( static_cast<R64>( Races->Secs( mChar->GetRace(), LIGHT ))), LIGHT );
}
if( mChar->GetFixedLight() != 255 )
{
toSend.Level( mChar->GetFixedLight() );
s->Send( &toSend );
Weather->DoPlayerStuff( s, mChar );
return;
}
auto curRegion = mChar->GetRegion();
auto wSys = Weather->Weather( curRegion->GetWeather() );
auto toShow = cwmWorldState->ServerData()->WorldLightCurrentLevel();
auto dunLevel = cwmWorldState->ServerData()->DungeonLightLevel();
// we have a valid weather system
if( wSys )
{
const R32 lightMin = wSys->LightMin();
const R32 lightMax = wSys->LightMax();
if( lightMin < 300 && lightMax < 300 )
{
R32 i = wSys->CurrentLight();
if( Races->VisLevel( mChar->GetRace() ) > i )
{
toShow = 0;
}
else
{
toShow = static_cast<LIGHTLEVEL>( std::round( i - Races->VisLevel( mChar->GetRace() )));
}
toSend.Level( toShow );
}
else
{
toSend.Level( level );
}
}
else
{
if( mChar->InDungeon() )
{
if( Races->VisLevel( mChar->GetRace() ) > dunLevel )
{
toShow = 0;
}
else
{
toShow = static_cast<LIGHTLEVEL>( std::round( dunLevel - Races->VisLevel( mChar->GetRace() )));
}
toSend.Level( toShow );
}
}
s->Send( &toSend );
auto eventFound = false;
auto scriptTriggers = mChar->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
auto toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute )
{
if( toExecute->OnLightChange( mChar, toShow ) == 1 )
{
// A script with the event returned true; prevent other scripts from running
eventFound = true;
break;
}
}
}
if( !eventFound )
{
// Check global script! Maybe there's another event there
auto toExecute = JSMapping->GetScript( static_cast<UI16>( 0 ));
if( toExecute )
{
toExecute->OnLightChange( mChar, toShow );
}
}
Weather->DoPlayerStuff( s, mChar );
}
//o------------------------------------------------------------------------------------------------o
//| Function - DoLight()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets light level for character and applies relevant effects
//o------------------------------------------------------------------------------------------------o
auto DoLight( CChar *mChar, UI08 level ) -> void
{
if(( Races->Affect( mChar->GetRace(), LIGHT )) && ( mChar->GetWeathDamage( LIGHT ) == 0 ))
{
mChar->SetWeathDamage( BuildTimeValue( static_cast<R64>( Races->Secs( mChar->GetRace(), LIGHT ))), LIGHT );
}
auto curRegion = mChar->GetRegion();
auto wSys = Weather->Weather( curRegion->GetWeather() );
LIGHTLEVEL toShow = level;
LIGHTLEVEL dunLevel = cwmWorldState->ServerData()->DungeonLightLevel();
// we have a valid weather system
if( wSys )
{
const R32 lightMin = wSys->LightMin();
const R32 lightMax = wSys->LightMax();
if( lightMin < 300 && lightMax < 300 )
{
R32 i = wSys->CurrentLight();
if( Races->VisLevel( mChar->GetRace() ) > i )
{
toShow = 0;
}
else
{
toShow = static_cast<LIGHTLEVEL>( std::round( i - Races->VisLevel( mChar->GetRace() )));
}
}
}
else
{
if( mChar->InDungeon() )
{
if( Races->VisLevel( mChar->GetRace() ) > dunLevel )
{
toShow = 0;
}
else
{
toShow = static_cast<LIGHTLEVEL>( std::round( dunLevel - Races->VisLevel( mChar->GetRace() )));
}
}
}
bool eventFound = false;
auto scriptTriggers = mChar->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
auto toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute )
{
if( toExecute->OnLightChange( mChar, toShow ) == 1 )
{
// A script with the event returned true; prevent other scripts from running
eventFound = true;
break;
}
}
}
if( !eventFound )
{
// Check global script! Maybe there's another event there
auto toExecute = JSMapping->GetScript( static_cast<UI16>( 0 ));
if( toExecute )
{
toExecute->OnLightChange( mChar, toShow );
}
}
Weather->DoNPCStuff( mChar );
}
//o------------------------------------------------------------------------------------------------o
//| Function - DoLight()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Sets light level for items and applies relevant effects
//o------------------------------------------------------------------------------------------------o
auto DoLight( CItem *mItem, UI08 level ) -> void
{
auto curRegion = mItem->GetRegion();
auto wSys = Weather->Weather( curRegion->GetWeather() );
LIGHTLEVEL toShow = level;
LIGHTLEVEL dunLevel = cwmWorldState->ServerData()->DungeonLightLevel();
// we have a valid weather system
if( wSys )
{
const R32 lightMin = wSys->LightMin();
const R32 lightMax = wSys->LightMax();
if(( lightMin < 300 ) && ( lightMax < 300 ))
{
toShow = static_cast<LIGHTLEVEL>( wSys->CurrentLight() );
}
}
else
{
if( mItem->InDungeon() )
{
toShow = dunLevel;
}
}
auto eventFound = false;
auto scriptTriggers = mItem->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
auto toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute )
{
if( toExecute->OnLightChange( mItem, toShow ) == 1 )
{
// A script with the event returned true; prevent other scripts from running
eventFound = true;
break;
}
}
}
if( !eventFound )
{
// Check global script! Maybe there's another event there
auto toExecute = JSMapping->GetScript( static_cast<UI16>( 0 ));
if( toExecute )
{
toExecute->OnLightChange( mItem, toShow );
}
}
Weather->DoItemStuff( mItem );
}
//o------------------------------------------------------------------------------------------------o
//| Function - GetPoisonDuration()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Calculates the duration of poison based on its strength
//o------------------------------------------------------------------------------------------------o
auto GetPoisonDuration( UI08 poisonStrength ) ->TIMERVAL
{
// Calculate duration of poison, based on the strength of the poison
auto poisonDuration = TIMERVAL( 0 );
switch( poisonStrength )
{
case 1: // Lesser poison - 9 to 13 pulses, 2 second frequency
poisonDuration = RandomNum( 9, 13 ) * 2;
break;
case 2: // Normal poison - 10 to 14 pulses, 3 second frequency
poisonDuration = RandomNum( 10, 14 ) * 3;
break;
case 3: // Greater poison - 11 to 15 pulses, 4 second frequency
poisonDuration = RandomNum( 11, 15 ) * 4;
break;
case 4: // Deadly poison - 12 to 16 pulses, 5 second frequency
poisonDuration = RandomNum( 12, 16 ) * 5;
break;
case 5: // Lethal poison - 13 to 17 pulses, 5 second frequency
poisonDuration = RandomNum( 13, 17 ) * 5;
break;
default:
poisonDuration = 10; // Fallback
break;
}
return poisonDuration;
}
//o------------------------------------------------------------------------------------------------o
//| Function - GetPoisonTickTime()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Calculates the time between each tick of a poison, based on its strength
//o------------------------------------------------------------------------------------------------o
auto GetPoisonTickTime( UI08 poisonStrength )->TIMERVAL
{
// Calculate duration of poison, based on the strength of the poison
auto poisonTickTime = TIMERVAL( 0 );
switch( poisonStrength )
{
case 1: // Lesser poison - 2 second frequency
poisonTickTime = 2;
break;
case 2: // Normal poison - 3 second frequency
poisonTickTime = 3;
break;
case 3: // Greater poison - 4 second frequency
poisonTickTime = 4;
break;
case 4: // Deadly poison - 5 second frequency
poisonTickTime = 5;
break;
case 5: // Lethal poison - 5 second frequency
poisonTickTime = 5;
break;
}
return poisonTickTime;
}
//o------------------------------------------------------------------------------------------------o
//| Function - GetTileName()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the length of an items name from tiledata.mul and
//| sets itemname to the name.
//| The format it accepts is same as UO style - %plural/single% or %plural%
//| arrow%s%
//| loa%ves/f% of bread
//o------------------------------------------------------------------------------------------------o
auto GetTileName( CItem& mItem, std::string& itemname ) -> size_t
{
std::string temp = mItem.GetName();
temp = oldstrutil::trim( oldstrutil::removeTrailing( temp, "//" ));
const UI16 getAmount = mItem.GetAmount();
CTile& tile = Map->SeekTile( mItem.GetId() );
if( temp.substr( 0, 1 ) == "#" )
{
temp = tile.Name();
}
if( getAmount == 1 )
{
if( tile.CheckFlag( TF_DISPLAYAN ))
{
temp = "an " + temp;
}
else if( tile.CheckFlag( TF_DISPLAYA ))
{
temp = "a " + temp;
}
}
auto psecs = oldstrutil::sections( temp, "%" );
// Find out if the name has a % in it
if( psecs.size() > 2 )
{
std::string single;
const std::string first = psecs[0];
std::string plural = psecs[1];
const std::string rest = psecs[2];
auto fssecs = oldstrutil::sections( plural, "/" );
if( fssecs.size() > 1 )
{
single = fssecs[1];
plural = fssecs[0];
}
if( getAmount < 2 )
{
temp = first + single + rest;
}
else
{
temp = first + plural + rest;
}
}
itemname = oldstrutil::simplify( temp );
return itemname.size() + 1;
}
//o------------------------------------------------------------------------------------------------o
//| Function - GetNpcDictName()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the dictionary name for a given NPC, if their name equals # or a dictionary ID
//o------------------------------------------------------------------------------------------------o
auto GetNpcDictName( CChar *mChar, CSocket *tSock, UI08 requestSource ) -> std::string
{
CChar *tChar = nullptr;
if( tSock )
{
tChar = tSock->CurrcharObj();
}
std::string dictName = mChar->GetNameRequest( tChar, requestSource );
SI32 dictEntryId = 0;
if( dictName == "#" )
{
// If character name is #, get dictionary entry based on base dictionary entry for creature names (3000) plus character's ID
dictEntryId = static_cast<SI32>( 3000 + mChar->GetId() );
if( tSock )
{
dictName = Dictionary->GetEntry( dictEntryId, tSock->Language() );
}
else
{
dictName = Dictionary->GetEntry( dictEntryId );
}
}
else if( IsNumber( dictName ))
{
// If name is a number, assume it's a direct dictionary entry reference, and use that
dictEntryId = static_cast<SI32>( oldstrutil::value<SI32>( dictName ));
if( tSock )
{
dictName = Dictionary->GetEntry( dictEntryId, tSock->Language() );
}
else
{
dictName = Dictionary->GetEntry( dictEntryId );
}
}
return dictName;
}
//o------------------------------------------------------------------------------------------------o
//| Function - GetNpcDictTitle()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the dictionary string for the title of a given NPC, if their title
//| equals a dictionary ID
//o------------------------------------------------------------------------------------------------o
auto GetNpcDictTitle( CChar *mChar, CSocket *tSock ) -> std::string
{
std::string dictTitle = mChar->GetTitle();
SI32 dictEntryId = 0;
if( !dictTitle.empty() && IsNumber( dictTitle ))
{
// If title is a number, assume it's a direct dictionary entry reference, and use that
dictEntryId = static_cast<SI32>( oldstrutil::value<SI32>( dictTitle ));
if( tSock )
{
dictTitle = Dictionary->GetEntry( dictEntryId, tSock->Language() );
}
else
{
dictTitle = Dictionary->GetEntry( dictEntryId );
}
}
return dictTitle;
}
//o------------------------------------------------------------------------------------------------o
//| Function - CheckRegion()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Check what region a character is in, updating it if necesarry.
//o------------------------------------------------------------------------------------------------o
auto CheckRegion( CSocket *mSock, CChar& mChar, bool forceUpdateLight) -> void
{
// Get character's old/previous region
auto iRegion = mChar.GetRegion();
auto oldSubRegionNum = mChar.GetSubRegion();
// Calculate character's current region
auto calcReg = CalcRegionFromXY( mChar.GetX(), mChar.GetY(), mChar.WorldNumber(), mChar.GetInstanceId(), &mChar );
if(( iRegion == nullptr ) && ( calcReg != nullptr ))
{
mChar.SetRegion( calcReg->GetRegionNum() );
}
else if( calcReg != iRegion )
{
if( mSock )
{
if( iRegion != nullptr && calcReg != nullptr )
{
// Don't display left/entered region messages if name of region is identical
if( iRegion->GetName() != calcReg->GetName() )
{
if( !iRegion->GetName().empty() )
{
mSock->SysMessage( 1358, iRegion->GetName().c_str() ); // You have left %s.
}
if( !calcReg->GetName().empty() )
{
mSock->SysMessage( 1359, calcReg->GetName().c_str() ); // You have entered %s.
}
}
if( calcReg->IsGuarded() || iRegion->IsGuarded() )
{
if( calcReg->IsGuarded() )
{
// Don't display change of guard message if guardowner is identical
if( !iRegion->IsGuarded() || ( iRegion->IsGuarded() && calcReg->GetOwner() != iRegion->GetOwner() ))
{
if( calcReg->GetOwner().empty() )
{
mSock->SysMessage( 1360 ); // You are now under the protection of the guards.
}
else
{
mSock->SysMessage( 1361, calcReg->GetOwner().c_str() ); // You are now under the protection of %s guards.
}
}
}
else
{
if( iRegion->GetOwner().empty() )
{
mSock->SysMessage( 1362 ); // You are no longer under the protection of the guards.
}
else
{
mSock->SysMessage( 1363, iRegion->GetOwner().c_str() ); // You are no longer under the protection of %s guards.
}
}
UpdateFlag( &mChar );
}
if( calcReg->GetAppearance() != iRegion->GetAppearance() ) // if the regions look different
{
CPWorldChange wrldChange( calcReg->GetAppearance(), 1 );
mSock->Send( &wrldChange );
}
if( calcReg == cwmWorldState->townRegions[mChar.GetTown()] ) // enter our home town
{
mSock->SysMessage( 1364 ); // You feel loved and cherished under the protection of your home town.
CItem *packItem = mChar.GetPackItem();
if( ValidateObject( packItem ))
{
auto piCont = packItem->GetContainsList();
for( const auto &toScan : piCont->collection() )
{
if( ValidateObject( toScan ))
{
if( toScan->GetType() == IT_TOWNSTONE )
{
CTownRegion *targRegion = cwmWorldState->townRegions[static_cast<UI16>( toScan->GetTempVar( CITV_MOREX ))];
mSock->SysMessage( 1365, targRegion->GetName().c_str() ); // You have successfully returned the townstone of %s to your home town.
targRegion->DoDamage( targRegion->GetHealth() ); // finish it off
targRegion->Possess( calcReg );
mChar.SetFame( static_cast<SI16>( mChar.GetFame() + mChar.GetFame() / 5 )); // 20% fame boost
break;
}
}
}
}
}
}
}
if( iRegion != nullptr && calcReg != nullptr )
{
// Run onLeaveRegion/onEnterRegion for character
auto scriptTriggers = mChar.GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
auto toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute)
{
toExecute->OnLeaveRegion( &mChar, iRegion->GetRegionNum() );
toExecute->OnEnterRegion( &mChar, calcReg->GetRegionNum() );
}
}
// Run onLeaveRegion event for region being left
scriptTriggers.clear();
scriptTriggers.shrink_to_fit();
scriptTriggers = iRegion->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
auto toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute )
{
toExecute->OnLeaveRegion( &mChar, iRegion->GetRegionNum() );
}
}
// Run onEnterRegion event for region being entered
scriptTriggers.clear();
scriptTriggers.shrink_to_fit();
scriptTriggers = calcReg->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
auto toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute )
{
toExecute->OnEnterRegion( &mChar, calcReg->GetRegionNum() );
}
}
}
if( calcReg )
{
mChar.SetRegion( calcReg->GetRegionNum() );
}
if( mSock )
{
Effects->DoSocketMusic( mSock );
DoLight( mSock, cwmWorldState->ServerData()->WorldLightCurrentLevel() );
}
}
else
{
// Main region didn't change, but subregion did! Update music
if( oldSubRegionNum != mChar.GetSubRegion() )
{
Effects->DoSocketMusic( mSock );
}
// Update lighting
if( forceUpdateLight && mSock != nullptr )
{
DoLight( mSock, cwmWorldState->ServerData()->WorldLightCurrentLevel() );
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - CheckCharInsideBuilding()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Checks if a character is inside a building before applying weather effects
//o------------------------------------------------------------------------------------------------o
auto CheckCharInsideBuilding( CChar *c, CSocket *mSock, bool doWeatherStuff ) -> void
{
if( !c->GetMounted() && !c->GetStabled() )
{
auto wasInBuilding = c->InBuilding();
bool isInBuilding = Map->InBuilding( c->GetX(), c->GetY(), c->GetZ(), c->WorldNumber(), c->GetInstanceId() );
if( wasInBuilding != isInBuilding )
{
c->SetInBuilding( isInBuilding );
if( doWeatherStuff )
{
if( c->IsNpc() )
{
Weather->DoNPCStuff( c );
}
else
{
Weather->DoPlayerStuff( mSock, c );
}
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - WillResultInCriminal()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Check flagging, race, and guild info to find if character
//| should be flagged criminal (returns true if so)
//o------------------------------------------------------------------------------------------------o
auto WillResultInCriminal( CChar *mChar, CChar *targ ) -> bool
{
auto tOwner = targ->GetOwnerObj();
auto mOwner = mChar->GetOwnerObj();
auto mCharParty = PartyFactory::GetSingleton().Get( mChar );
auto rValue = false;
if( ValidateObject( mChar ) && ValidateObject( targ ) && mChar != targ )
{
// Make sure they're not racial enemies, or guild members/guild enemies
if(( Races->Compare( mChar, targ ) > RACE_ENEMY ) && GuildSys->ResultInCriminal( mChar, targ ))
{
// Make sure they're not in the same party
if( !mCharParty || mCharParty->HasMember( targ ))
{
// Make sure the target is not the aggressor in the fight
if( !targ->CheckAggressorFlag( mChar->GetSerial() ))
{
// Make sure target doesn't have an owner
if( !ValidateObject( tOwner ))
{
// Make sure attacker doesn't have an owner
if( !ValidateObject( mOwner ))
{
// Make sure target is innocent
if( targ->IsInnocent() )
{
// All the stars align - this is a criminal action!
rValue = true;
}
}
}
}
}
}
}
return rValue;
}
//o------------------------------------------------------------------------------------------------o
//| Function - MakeCriminal()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Make character a criminal
//o------------------------------------------------------------------------------------------------o
auto MakeCriminal( CChar *c ) -> void
{
c->SetTimer( tCHAR_CRIMFLAG, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_CRIMINAL ));
if( !c->IsCriminal() && !c->IsMurderer() )
{
auto cSock = c->GetSocket();
if( cSock )
{
cSock->SysMessage( 1379 ); // You are now a criminal!
}
UpdateFlag( c );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - FlagForStealing()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Flag character for stealing
//o------------------------------------------------------------------------------------------------o
auto FlagForStealing( CChar *c ) -> void
{
c->SetTimer( tCHAR_STEALFLAG, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_STEALINGFLAG ));
if( !c->IsCriminal() && !c->IsMurderer() && !c->HasStolen() )
{
c->HasStolen( true );
UpdateFlag( c );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - UpdateFlag()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Updates character flags
//o------------------------------------------------------------------------------------------------o
auto UpdateFlag( CChar *mChar ) -> void
{
if( !ValidateObject( mChar ))
return;
UI08 oldFlag = mChar->GetFlag();
if( mChar->IsTamed() )
{
CChar *i = mChar->GetOwnerObj();
if( ValidateObject( i ))
{
// Set character's flag to match owner's flag
mChar->SetFlag( i->GetFlag() );
}
else
{
// Default to blue, invalid owner detected
mChar->SetFlagBlue();
Console.Warning( oldstrutil::format( "Tamed Creature has an invalid owner, Serial: 0x%X", mChar->GetSerial() ));
}
}
else
{
if( mChar->GetKills() > cwmWorldState->ServerData()->RepMaxKills() )
{
// Character is flagged as a murderer
mChar->SetFlagRed();
}
else if(( mChar->GetTimer( tCHAR_CRIMFLAG ) != 0 || mChar->GetTimer( tCHAR_STEALFLAG ) != 0 ) && ( mChar->GetNPCFlag() != fNPC_EVIL ))
{
// Character is flagged as criminal or for stealing
mChar->SetFlagGray();
}
else
{
if( mChar->IsNpc() )
{
auto doSwitch = true;
if( cwmWorldState->creatures[mChar->GetId()].IsAnimal() && ( mChar->GetNpcAiType() != AI_EVIL && mChar->GetNpcAiType() != AI_EVIL_CASTER ))
{
if( cwmWorldState->ServerData()->CombatAnimalsGuarded() && mChar->GetRegion()->IsGuarded() )
{
mChar->SetFlagBlue();
doSwitch = false;
}
}
if( doSwitch )
{
switch( mChar->GetNPCFlag() )
{
case fNPC_NEUTRAL:
default:
mChar->SetFlagNeutral();
break;
case fNPC_INNOCENT:
mChar->SetFlagBlue();
break;
case fNPC_EVIL:
mChar->SetFlagRed();
break;
}
}
}
else
{
mChar->SetFlagBlue();
}
}
}
UI08 newFlag = mChar->GetFlag();
if( oldFlag != newFlag )
{
auto scriptTriggers = mChar->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
auto toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute )
{
if( toExecute->OnFlagChange( mChar, newFlag, oldFlag ) == 1 )
{
break;
}
}
}
mChar->Dirty( UT_UPDATE );
}
if( !mChar->IsNpc() )
{
// Flag was updated, so loop through player's corpses so flagging can be updated for those!
for( auto tempCorpse = mChar->GetOwnedCorpses()->First(); !mChar->GetOwnedCorpses()->Finished(); tempCorpse = mChar->GetOwnedCorpses()->Next() )
{
if( ValidateObject( tempCorpse ))
{
tempCorpse->Dirty( UT_UPDATE );
}
}
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - SendMapChange()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Send mapchange packet to client to teleport player to new world/map
//o------------------------------------------------------------------------------------------------o
void SendMapChange( UI08 worldNumber, CSocket *sock, [[maybe_unused]] bool initialLogin )
{
if( sock )
{
CPMapChange mapChange( worldNumber );
sock->Send( &mapChange );
}
}
//o------------------------------------------------------------------------------------------------o
//| Function - SocketMapChange()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Check if conditions are right to send a map change packet to the client
//o------------------------------------------------------------------------------------------------o
auto SocketMapChange( CSocket *sock, CChar *charMoving, CItem *gate ) -> void
{
if( !sock )
return;
if( !ValidateObject( gate ) || !ValidateObject( charMoving ))
return;
UI08 tWorldNum = static_cast<UI08>( gate->GetTempVar( CITV_MORE ));
UI16 tInstanceId = gate->GetInstanceId();
if( !Map->MapExists( tWorldNum ))
return;
CChar *toMove = nullptr;
if( ValidateObject( charMoving ))
{
toMove = charMoving;
}
else
{
toMove = sock->CurrcharObj();
}
if( !ValidateObject( toMove ))
return;
// Teleport followers to new location too!
auto myFollowers = toMove->GetFollowerList();
for( CChar *myFollower = myFollowers->First(); !myFollowers->Finished(); myFollower = myFollowers->Next() )
{
if( ValidateObject( myFollower ))
{
if( !myFollower->GetMounted() && myFollower->GetOwnerObj() == toMove )
{
if( myFollower->GetNpcWander() == WT_FOLLOW && ObjInOldRange( toMove, myFollower, DIST_CMDRANGE ))
{
myFollower->SetLocation( static_cast<SI16>( gate->GetTempVar( CITV_MOREX )),
static_cast<SI16>( gate->GetTempVar( CITV_MOREY )),
static_cast<SI08>( gate->GetTempVar( CITV_MOREZ )), tWorldNum, tInstanceId );
}
}
}
}
switch( sock->ClientType() )
{
case CV_UO3D:
case CV_KRRIOS:
toMove->SetLocation( static_cast<SI16>( gate->GetTempVar( CITV_MOREX )),
static_cast<SI16>( gate->GetTempVar( CITV_MOREY )),
static_cast<SI08>( gate->GetTempVar( CITV_MOREZ )), tWorldNum, tInstanceId );
break;
default:
toMove->SetLocation( static_cast<SI16>( gate->GetTempVar( CITV_MOREX )),
static_cast<SI16>( gate->GetTempVar( CITV_MOREY )),
static_cast<SI08>( gate->GetTempVar( CITV_MOREZ )), tWorldNum, tInstanceId );
break;
}
SendMapChange( tWorldNum, sock );
}
//o------------------------------------------------------------------------------------------------o
//| Function - DoorMacro()
//| Date - 11th October, 1999
//| Changes - (support CSocket *s and door blocking)
//o------------------------------------------------------------------------------------------------o
//| Purpose - Door use macro support.
//o------------------------------------------------------------------------------------------------o
void DoorMacro( CSocket *s )
{
CChar *mChar = s->CurrcharObj();
SI16 xc = mChar->GetX(), yc = mChar->GetY();
switch( mChar->GetDir() )
{
case 0 : --yc; break;
case 1 : { ++xc; --yc; } break;
case 2 : ++xc; break;
case 3 : { ++xc; ++yc; } break;
case 4 : ++yc; break;
case 5 : { --xc; ++yc; } break;
case 6 : --xc; break;
case 7 : { --xc; --yc; } break;
}
for( auto &toCheck : MapRegion->PopulateList( mChar ))
{
if( !toCheck )
continue;
auto regItems = toCheck->GetItemList();
for( const auto &itemCheck : regItems->collection() )
{
if( !ValidateObject( itemCheck ) || itemCheck->GetInstanceId() != mChar->GetInstanceId() )
continue;
SI16 distZ = abs( itemCheck->GetZ() - mChar->GetZ() );
if( itemCheck->GetX() == xc && itemCheck->GetY() == yc && distZ < 7 )
{
if( itemCheck->GetType() == IT_DOOR || itemCheck->GetType() == IT_LOCKEDDOOR )
{
// only open doors
if( JSMapping->GetEnvokeByType()->Check( static_cast<UI16>( itemCheck->GetType() )))
{
UI16 envTrig = JSMapping->GetEnvokeByType()->GetScript( static_cast<UI16>( itemCheck->GetType() ));
auto envExecute = JSMapping->GetScript( envTrig );
if( envExecute )
{
[[maybe_unused]] SI08 retVal = envExecute->OnUseChecked( mChar, itemCheck );
}
return;
}
}
}
}
}
}