uox3/source/findfuncs.cpp
2022-11-14 21:12:12 -05:00

629 lines
21 KiB
C++

#include "uox3.h"
#include "regions.h"
#include "network.h"
#include "cRaces.h"
#include "classes.h"
//o------------------------------------------------------------------------------------------------o
//| Function - FindPlayersInOldVisrange()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Find players who previously were in visual range of an object
//o------------------------------------------------------------------------------------------------o
auto FindPlayersInOldVisrange( CBaseObject *myObj ) -> std::vector<CSocket *>
{
std::vector<CSocket *> nearbyChars;
for( auto &mSock : Network->connClients )
{
auto mChar = mSock->CurrcharObj();
if( ValidateObject( mChar ))
{
if( myObj->GetObjType() == OT_MULTI )
{
if( ObjInOldRangeSquare( myObj, mChar, static_cast<UI16>( DIST_BUILDRANGE )))
{
nearbyChars.push_back( mSock );
}
}
else
{
auto visRange = static_cast<UI16>( mSock->Range() + Races->VisRange( mChar->GetRace() ));
if( ObjInOldRangeSquare( myObj, mChar, visRange ))
{
nearbyChars.push_back( mSock );
}
}
}
}
return nearbyChars;
}
//o------------------------------------------------------------------------------------------------o
//| Function - FindPlayersInVisrange()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Find players in visual range of an object
//o------------------------------------------------------------------------------------------------o
auto FindPlayersInVisrange( CBaseObject *myObj ) -> std::vector<CSocket *>
{
std::vector<CSocket *> nearbyChars;
for( auto &mSock : Network->connClients )
{
auto mChar = mSock->CurrcharObj();
if( ValidateObject( mChar ))
{
auto visRange = static_cast<UI16>( mSock->Range() + Races->VisRange( mChar->GetRace() ));
if( ObjInRangeSquare( myObj, mChar, visRange ))
{
nearbyChars.push_back( mSock );
}
}
}
return nearbyChars;
}
//o------------------------------------------------------------------------------------------------o
//| Function - FindNearbyPlayers()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Find players who within a certain distance of an object
//o------------------------------------------------------------------------------------------------o
auto FindNearbyPlayers( CBaseObject *myObj, UI16 distance ) -> std::vector<CSocket *>
{
std::vector<CSocket *> nearbyChars;
for( auto &mSock : Network->connClients )
{
auto mChar = mSock->CurrcharObj();
if( ValidateObject( mChar ))
{
if( ObjInRange( mChar, myObj, distance ))
{
nearbyChars.push_back( mSock );
}
}
}
return nearbyChars;
}
auto FindNearbyPlayers( CChar *mChar ) -> std::vector<CSocket *>
{
UI16 visRange = MAX_VISRANGE;
if( mChar->GetSocket() != nullptr )
{
visRange = static_cast<UI16>( mChar->GetSocket()->Range() + Races->VisRange( mChar->GetRace() ));
}
else
{
visRange += static_cast<UI16>( Races->VisRange( mChar->GetRace() ));
}
return FindNearbyPlayers( mChar, visRange );
}
auto FindNearbyPlayers( CBaseObject *mObj ) -> std::vector<CSocket *>
{
UI16 visRange = static_cast<UI16>( MAX_VISRANGE + Races->VisRange( mObj->GetRace() ));
return FindNearbyPlayers( mObj, visRange );
}
auto FindNearbyPlayers( SI16 x, SI16 y, SI08 z, UI16 distance ) -> std::vector<CSocket *>
{
std::vector<CSocket *> nearbyChars;
for( auto &mSock : Network->connClients )
{
auto mChar = mSock->CurrcharObj();
if( ValidateObject( mChar ))
{
if( GetDist( Point3_st( mChar->GetX(), mChar->GetY(), mChar->GetZ() ), Point3_st( x, y, z )) <= distance )
{
nearbyChars.push_back( mSock );
}
}
}
return nearbyChars;
}
//o------------------------------------------------------------------------------------------------o
//| Function - FindNearbyChars()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns a list of characters (PC or NPC) that are within a certain distance
//o------------------------------------------------------------------------------------------------o
auto FindNearbyChars( SI16 x, SI16 y, UI08 worldNumber, UI16 instanceId, UI16 distance ) -> std::vector<CChar *>
{
std::vector<CChar*> ourChars;
for( auto &CellResponse : MapRegion->PopulateList( x, y, worldNumber ))
{
if( CellResponse )
{
auto regChars = CellResponse->GetCharList();
for( auto &tempChar : regChars->collection() )
{
if( ValidateObject( tempChar ) && tempChar->GetInstanceId() == instanceId )
{
if( tempChar->GetX() <= x + distance || tempChar->GetX() >= x - distance || tempChar->GetY() <= y + distance || tempChar->GetY() >= y - distance )
{
ourChars.push_back( tempChar );
}
}
}
}
}
return ourChars;
}
//o------------------------------------------------------------------------------------------------o
//| Function - FindItemOwner()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Finds the root container object, returns it, and sets objType
//| to the objects type
//o------------------------------------------------------------------------------------------------o
CBaseObject *FindItemOwner( CItem *i, ObjectType &objType )
{
if( !ValidateObject( i ) || i->GetCont() == nullptr ) // Item has no containing item
return nullptr;
while( i->GetCont() != nullptr )
{
if( i->GetContSerial() < BASEITEMSERIAL )
{
objType = OT_CHAR;
return i->GetCont();
}
else
{
i = static_cast<CItem *>( i->GetCont() );
}
}
objType = OT_ITEM;
return i;
}
//o------------------------------------------------------------------------------------------------o
//| Function - FindRootContainer()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Finds the root container item and returns it
//o------------------------------------------------------------------------------------------------o
CItem *FindRootContainer( CItem *i )
{
if( !ValidateObject( i ) || i->GetCont() == nullptr )
return nullptr;
while( i->GetCont() != nullptr )
{
if( i->GetContSerial() < BASEITEMSERIAL )
{
break;
}
else
{
i = static_cast<CItem *>( i->GetCont() );
}
}
return i;
}
//o------------------------------------------------------------------------------------------------o
//| Function - FindItemOwner()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns the character who owns the item (if any)
//o------------------------------------------------------------------------------------------------o
CChar *FindItemOwner( CItem *p )
{
if( !ValidateObject( p ) || p->GetCont() == nullptr )
return nullptr;
ObjectType oType = OT_CBO;
CBaseObject *iOwner = FindItemOwner( p, oType );
if( oType == OT_CHAR )
{
return static_cast<CChar *>( iOwner );
}
return nullptr;
}
//o------------------------------------------------------------------------------------------------o
//| Function - SearchSubPackForItem()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Search character's subpacks for items of specific ID
//o------------------------------------------------------------------------------------------------o
auto SearchSubPackForItem( CItem *toSearch, UI16 itemId ) ->CItem *
{
auto tsCont = toSearch->GetContainsList();
for( const auto &toCheck : tsCont->collection() )
{
if( ValidateObject( toCheck ))
{
if( toCheck->GetId() == itemId ) // it's in our hand
{
return toCheck; // we've found the first occurance on the person!
}
else if( toCheck->GetType() == IT_CONTAINER || toCheck->GetType() == IT_LOCKEDCONTAINER )
{
// search any subpacks, specifically pack and locked containers
auto packSearchResult = SearchSubPackForItem( toCheck, itemId );
if( ValidateObject( packSearchResult ))
{
return packSearchResult;
}
}
}
}
return nullptr;
}
//o------------------------------------------------------------------------------------------------o
//| Function - FindItem()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Look for items of a certain ID in character's pack
//o------------------------------------------------------------------------------------------------o
CItem *FindItem( CChar *toFind, UI16 itemId )
{
for( CItem *toCheck = toFind->FirstItem(); !toFind->FinishedItems(); toCheck = toFind->NextItem() )
{
if( ValidateObject( toCheck ))
{
if( toCheck->GetId() == itemId ) // it's in our hand
{
return toCheck; // we've found the first occurance on the person!
}
else if( toCheck->GetLayer() == IL_PACKITEM ) // could use packItem, but we're already in the same type of loop, so we'll check it ourselves
{
CItem *packSearchResult = SearchSubPackForItem( toCheck, itemId );
if( ValidateObject( packSearchResult ))
{
return packSearchResult;
}
}
}
}
return nullptr;
}
//o------------------------------------------------------------------------------------------------o
//| Function - SearchSubPackForItem()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Search character's subpacks for items of specific type
//o------------------------------------------------------------------------------------------------o
auto SearchSubPackForItemOfType( CItem *toSearch, ItemTypes type )->CItem *
{
auto tsCont = toSearch->GetContainsList();
for( const auto &toCheck : tsCont->collection() )
{
if( ValidateObject( toCheck ))
{
if( toCheck->GetType() == type ) // it's in our hand
{
return toCheck; // we've found the first occurance on the person!
}
else if( toCheck->GetType() == IT_CONTAINER || toCheck->GetType() == IT_LOCKEDCONTAINER )
{
// search any subpacks, specifically pack and locked containers
auto packSearchResult = SearchSubPackForItemOfType( toCheck, type );
if( ValidateObject( packSearchResult ))
{
return packSearchResult;
}
}
}
}
return nullptr;
}
//o------------------------------------------------------------------------------------------------o
//| Function - FindItemOfType()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Look for items of a certain type in character's pack
//o------------------------------------------------------------------------------------------------o
CItem *FindItemOfType( CChar *toFind, ItemTypes type )
{
for( CItem *toCheck = toFind->FirstItem(); !toFind->FinishedItems(); toCheck = toFind->NextItem() )
{
if( ValidateObject( toCheck ))
{
if( toCheck->GetType() == type ) // it's in our hand
{
return toCheck; // we've found the first occurance on the person!
}
else if( toCheck->GetLayer() == IL_PACKITEM ) // could use packItem, but we're already in the same type of loop, so we'll check it ourselves
{
CItem *packSearchResult = SearchSubPackForItemOfType( toCheck, type );
if( ValidateObject( packSearchResult ))
{
return packSearchResult;
}
}
}
}
return nullptr;
}
//o------------------------------------------------------------------------------------------------o
//| Function - InMulti()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Check if object is in a multi
//o------------------------------------------------------------------------------------------------o
bool InMulti( SI16 x, SI16 y, SI08 z, CMultiObj *m )
{
if( !ValidateObject( m ))
return false;
const UI16 multiId = static_cast<UI16>( m->GetId() - 0x4000 );
[[maybe_unused]] SI32 length = 0;
if( !Map->MultiExists( multiId ))
{
// the length associated with the multi means one thing
// the multi it's trying to reference is NOT in the multis.mul file
// so as a measure... if it's wet, we'll make it a boat
// if it's dry, we'll make it a house
Console << "inmulti() - Bad length in multi file, avoiding stall. Item Name: " << m->GetName() << " " << m->GetSerial() << myendl;
length = 0;
auto map1 = Map->SeekMap( m->GetX(), m->GetY(), m->WorldNumber() );
if( map1.CheckFlag( TF_WET )) // is it water?
{
// NOTE: We have an intrinsic issue here: It is of type CMultiObj, not CBoat
// So either: 1) Let the user fix it in the worldfile once its saved
// 2) Destroy the CMultiObj, create a new CBoatObj, and set to the same serial
m->SetId( 0x4001 );
}
else
{
m->SetId( 0x4064 );
}
}
else
{
UI08 zOff = m->CanBeObjType( OT_BOAT ) ? 3 : 20;
const SI16 baseX = m->GetX();
const SI16 baseY = m->GetY();
const SI08 baseZ = m->GetZ();
for( auto &multi : Map->SeekMulti( multiId ).items )
{
// Ignore signs and signposts sticking out of buildings
if((( multi.tileId >= 0x0b95 ) && ( multi.tileId <= 0x0c0e )) || (( multi.tileId == 0x1f28 ) || ( multi.tileId == 0x1f29 )))
continue;
if(( baseX + multi.offsetX ) == x && ( baseY + multi.offsetY ) == y )
{
// Find the top Z level of the multi section being examined
const SI08 multiZ = ( baseZ + multi.altitude + Map->TileHeight( multi.tileId ));
if( m->GetObjType() == OT_BOAT )
{
// We're on a boat!
if( abs( multiZ - z ) <= zOff )
return true;
}
else
{
if( z >= multiZ || abs( multiZ - z ) <= zOff )
return true;
}
}
}
}
return false;
}
//o------------------------------------------------------------------------------------------------o
//| Function - FindMulti( CBaseObject *i )
//o------------------------------------------------------------------------------------------------o
//| Purpose - Find multi at an object's location
//o------------------------------------------------------------------------------------------------o
CMultiObj *FindMulti( CBaseObject *i )
{
if( !ValidateObject( i ))
return nullptr;
return FindMulti( i->GetX(), i->GetY(), i->GetZ(), i->WorldNumber(), i->GetInstanceId() );
}
template< class T >
inline T hypotenuse( T sideA, T sideB )
{
T sumSquares = ( sideA * sideA ) + ( sideB * sideB );
T retVal = static_cast<T>( sqrt( static_cast<R64>( sumSquares )));
return retVal;
}
//o------------------------------------------------------------------------------------------------o
//| Function - FindMulti( SI16 x, SI16 y, SI08 z, UI08 worldNumber, UI16 instanceId )
//| Changes - (06/07/2020) Added instanceId support
//o------------------------------------------------------------------------------------------------o
//| Purpose - Find multis at specified location
//o------------------------------------------------------------------------------------------------o
auto FindMulti( SI16 x, SI16 y, SI08 z, UI08 worldNumber, UI16 instanceId )->CMultiObj *
{
SI32 lastdist = 30;
CMultiObj *multi = nullptr;
SI32 ret, dx, dy;
for( auto &toCheck : MapRegion->PopulateList( x, y, worldNumber ))
{
if( toCheck == nullptr )
continue;
auto regItems = toCheck->GetItemList();
for( const auto &itemCheck : regItems->collection() )
{
if( !ValidateObject( itemCheck ) || itemCheck->GetInstanceId() != instanceId )
continue;
if( itemCheck->GetId( 1 ) >= 0x40 && itemCheck->CanBeObjType( OT_MULTI ))
{
dx = abs( x - itemCheck->GetX() );
dy = abs( y - itemCheck->GetY() );
ret = static_cast<SI32>( hypotenuse( dx, dy ));
if( ret <= lastdist )
{
lastdist = ret;
multi = static_cast<CMultiObj *>( itemCheck );
if( InMulti( x, y, z, multi ))
{
return multi;
}
else
{
multi = nullptr;
}
}
}
}
}
return multi;
}
//o------------------------------------------------------------------------------------------------o
//| Function - GetItemAtXYZ()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Find items at specified location
//o------------------------------------------------------------------------------------------------o
auto GetItemAtXYZ( SI16 x, SI16 y, SI08 z, UI08 worldNumber, UI16 instanceId ) -> CItem *
{
auto toCheck = MapRegion->GetMapRegion( MapRegion->GetGridX( x ), MapRegion->GetGridY( y ), worldNumber );
if( toCheck ) // no valid region
{
auto regItems = toCheck->GetItemList();
for( const auto &itemCheck : regItems->collection() )
{
if( ValidateObject( itemCheck ) && itemCheck->GetInstanceId() == instanceId )
{
if( itemCheck->GetX() == x && itemCheck->GetY() == y && itemCheck->GetZ() == z )
{
return itemCheck;
}
}
}
}
return nullptr;
}
//o------------------------------------------------------------------------------------------------o
//| Function - FindItemNearXYZ()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Find items near specified location
//o------------------------------------------------------------------------------------------------o
CItem *FindItemNearXYZ( SI16 x, SI16 y, SI08 z, UI08 worldNumber, UI16 id, UI16 instanceId )
{
UI16 oldDist = DIST_OUTOFRANGE;
UI16 currDist;
CItem *currItem = nullptr;
Point3_st targLocation = Point3_st( x, y, z );
for( auto &toCheck : MapRegion->PopulateList( x, y, worldNumber ))
{
if( toCheck == nullptr ) // no valid region
continue;
auto regItems = toCheck->GetItemList();
for( const auto &itemCheck: regItems->collection() )
{
if( !ValidateObject( itemCheck ) || itemCheck->GetInstanceId() != instanceId )
continue;
if( itemCheck->GetId() == id && itemCheck->GetZ() == z )
{
Point3_st difference = itemCheck->GetLocation() - targLocation;
currDist = static_cast<UI16>( difference.Mag() );
if( currDist < oldDist )
{
oldDist = currDist;
currItem = itemCheck;
}
}
}
}
return currItem;
}
//o------------------------------------------------------------------------------------------------o
//| Function - FindNearbyItems( CBaseObject *mObj, distLocs distance )
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns a list of Items that are within a certain distance of a given object
//o------------------------------------------------------------------------------------------------o
auto FindNearbyItems( CBaseObject *mObj, distLocs distance ) -> std::vector<CItem *>
{
std::vector<CItem*> ourItems;
for( auto &CellResponse : MapRegion->PopulateList( mObj ))
{
if( CellResponse == nullptr )
continue;
auto regItems = CellResponse->GetItemList();
for( CItem *Item = regItems->First(); !regItems->Finished(); Item = regItems->Next() )
{
if( !ValidateObject( Item ) || Item->GetInstanceId() != mObj->GetInstanceId() )
continue;
if( ObjInRange( mObj, Item, distance ))
{
ourItems.push_back( Item );
}
}
}
return ourItems;
}
//o------------------------------------------------------------------------------------------------o
//| Function - FindNearbyItems( SI16 x, SI16 y, UI08 worldNumber, UI16 instanceId, UI16 distance )
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns a list of Items that are within a certain distance of a location
//o------------------------------------------------------------------------------------------------o
auto FindNearbyItems( SI16 x, SI16 y, UI08 worldNumber, UI16 instanceId, UI16 distance ) -> std::vector<CItem *>
{
std::vector<CItem*> ourItems;
for( auto &cellResponse : MapRegion->PopulateList( x, y, worldNumber ))
{
if( cellResponse == nullptr )
continue;
auto regItems = cellResponse->GetItemList();
for( const auto &Item : regItems->collection() )
{
if( !ValidateObject( Item ) || Item->GetInstanceId() != instanceId )
continue;
if( GetDist( Item->GetLocation(), Point3_st( x, y, Item->GetZ() )) <= distance )
{
ourItems.push_back( Item );
}
}
}
return ourItems;
}
//o------------------------------------------------------------------------------------------------o
//| Function - FindNearbyObjects()
//o------------------------------------------------------------------------------------------------o
//| Purpose - Returns a list of BaseObjects that are within a certain distance of a location
//o------------------------------------------------------------------------------------------------o
auto FindNearbyObjects( SI16 x, SI16 y, UI08 worldNumber, UI16 instanceId, UI16 distance ) -> std::vector<CBaseObject *>
{
std::vector<CBaseObject *> ourObjects;
for( auto &CellResponse : MapRegion->PopulateList( x, y, worldNumber ))
{
if( CellResponse == nullptr )
continue;
auto regItems = CellResponse->GetItemList();
for( const auto &item : regItems->collection() )
{
if( !ValidateObject( item ) || item->GetInstanceId() != instanceId )
continue;
if( GetDist( item->GetLocation(), Point3_st( x, y, item->GetZ() )) <= distance )
{
ourObjects.push_back( item );
}
}
auto regChars = CellResponse->GetCharList();
for( const auto &character : regChars->collection() )
{
if( !ValidateObject( character ) || character->GetInstanceId() != instanceId )
continue;
if( GetDist( character->GetLocation(), Point3_st( x, y, character->GetZ() )) <= distance )
{
ourObjects.push_back( character );
}
}
}
return ourObjects;
}