uox3/source/skills.cpp
Xoduz 68e57b0756 UOX3 0.99.5b-6
Increased world load speed by almost 20% by reducing how often loading progress is written to the console
Increased world save speed by almost 50% through the use of binary mode and buffer tweaks for ofstream combined with a cached newline char and std::to_string instead of static_cast
Fixed a server crash involving killing NPCs of a specific spawn region using the 'spawnkill # command
Fixed a server crash involving moving items from decaying corpses to the ground
Fixed a server crash involving carving up human corpses
Fixed a server crash related to AreaCharacterFunction JS function, which could trigger for any script that potentially kills any NPC this function iterates over (like explosion potions)
Fixed a server crash related to GMs attempting to add items from add-menu while having no backpack
Fixed a client crash issue caused by attempting to sell house deeds back to architect NPCs
Fixed an issue where players would get incorrect amounts of gold for selling house deeds back to architect NPCs
Fixed an issue with characters dying onboard boats which prevented players from packing up the boats later
Added new item property in code (via bools bitset) that can be used to enable/disable maker's mark on crafted items. This property can be set to true for items crafted at exceptional quality by GM craftsmen
Exposed the new item property to JS engine:
	.isMarkedByMaker	 	// If true, maker's mark will be displayed
Updated default item tooltip to display " of exceptional quality" for items crafted with exceptional quality
Updated default item tooltip to display "[Crafted] by [Crafter's Name]" for exceptional quality items crafted by GM craftsmen. The [Crafted] text comes from the MADEWORD defined in dfndata/skills/skills.dfn for the primary skill used to craft the item
Updated old-school single-click names for items (when AoS bit is disabled in client/server features) to display exceptional status and/or maker's mark for appropriate items
Fixed an issue with the display of titles for NPCs that used dictionary lookups for their title
Added new UOX.INI settings under the [settings] section:
	DISPLAYMAKERSMARK=1/0			// Controls if maker's marks on crafted items are shown on a global level
	SHOWNPCTITLESOVERHEAD=1/0 		// Controls whether NPC titles are shown over their heads
	SHOWINVULNERABLETAGOVERHEAD=0/1 // Controls whether invulnerable tags are shown overhead
	GLOBALRESTOCKMULTIPLIER=1.0 	// Global multiplier applied to RESTOCK property of items when loaded from DFNs
Added new UOX.INI settings under the [combat] section:
	PETCOMBATTRAINING=1/0 			// Controls whether pets can gain skills/stats from combat
	HIRELINGCOMBATTRAINING=1/0 		// Controls whether hirelings can gain skills/stats from combat
	NPCCOMBATTRAINING=0/1 			// Controls whether NPCs in general can gain skills/stats from combat
Fixed an issue where a player meeting the exact minimum requirements for crafting an item would always fail
Fixed a bug with teleporting off boats to valid nearby locations when double-clicking boat planks while standing on it
Updated behaviour of planks on boats:
	Boat key can unlock plank, but won't automatically open it
	Boat key used on an open, unlocked plank will lock and automatically close the plank
	Boat key used on an open, locked plank will unlock the plank and leave it open
	Player using an unlocked plank now opens it
	Player using an open plank will disembark (if onboard) or embark (if not) the boat
	Player can always open a locked plank if they're on the boat, even with no key, to allow disembarking the boat.
	Planks that are open, but locked cannot be accessed from outside the boat, and will close automatically after five of seconds
Updated behaviour of Magic Lock/Unlock spells:
	Magic Lock cannot be used on objects inside a multi
	Magic Lock applies difficulty to lock based on caster's Magery skill
	Magic Lock effect will last between 7 to 50 seconds (depending on caster's Magery skill)
	Any object that can be locked via Magic Lock spell can also be unlocked via Magic Unlock spell, if caster has high enough Magery skill
Fixed a bug where certain JS Functions, Methods and Properties would occasionally pass incorrect values to scripts that called upon them. Scripts that rely on the GetCurrentClock() Function, the .GetTimer() Method, .decayTime, .logTime, .oreTime and .fishTime Properties might need to be updated to account for the fix, which causes larger values to be passed in than before.
Fixed a bug related to GetCurrentClock() that caused decay and respawning of dungeon chests from working properly
Fixed a bug related to GetCurrentClock() and .logTime/.fishTime that prevented consumption and regeneration of log/fish resources from working properly
Added a new JS Function:
	GetStartTime()	// Returns a timestamp for when server started up
Fixed a bug related to GetCurrentClock() where server uptime stats in help menu was showing up incorrectly
Fixed a bug related to GetCurrentClock() and purging of registrations of visitors in public houses so their visits can be counted again later
Fixed a bug related to GetCurrentClock() that caused monster speech to not work properly
Fixed a Z-related issue that sometimes prevented players from fishing when standing on the shoreline next to the sea
Fixed an issue with Animal Lore skill that would always return a pet's loyalty level as "Wild"
Increased max range pets can be from their owner in order to still be included in moongate/teleporter travel from 12 to 24 tiles
Fixed an issue where the alchemy bonus damage for explosion potions was off by an order of magnitude
Fixed an issue where food IDs from foodlists referenced by other foodlists was not detected as valid food for tamed pets or NPCs
Fixed an issue where Alchemy crafting skill did not properly check for the existence of the crafting tool before proceeding with the crafting process
Fixed an issue that prevented the Teleport spell from working as intended
Fixed an issue where players would still get 1 gold even if STARTGOLD in uox.ini was set to 0
Fixed an issue with mount restrictions script that prevented players from mounting Unicorns, Ki-rins and Cu Sidhes
Fixed an issue where aggressive creatures wouldn't stop attacking player after being tamed (js/skill/taming.js)
Added a system message to inform the player when they've dropped out of stealth due to taking too many steps
Fixed an issue where hunger level of NPCs instantly dropped upon spawning because hunger timer was not active yet
Fixed a bug where character corpses would appear with a [unidentified] tag attached
Fixed an issue where the [unidentified] tag did not show up for unidentified magic items
Added ANIMAL tag to a small bunch of creature definitions (dfndata/creatures/creatures.dfn)
Fixed an issue with Bowcraft skill where player could not gain enough skill from crafting bows to reach min requirement for crossbows, and similiarly could not reach min requirement for heavy crossbows from crossbows
Updated default value of MURDERDECAYTIMER INI setting from 60 seconds to 28800 seconds (8 hours), to match the amount of time it would take for one (short term) murder count to decay on LBR-era OSI shards.
2022-08-25 02:13:00 +08:00

3108 lines
109 KiB
C++

#include "uox3.h"
#include "magic.h"
#include "skills.h"
#include "combat.h"
#include "townregion.h"
#include "cRaces.h"
#include "cServerDefinitions.h"
#include "cMagic.h"
#include "ssection.h"
#include "CJSMapping.h"
#include "scriptc.h"
#include "cScript.h"
#include "cEffects.h"
#include "CPacketSend.h"
#include "classes.h"
#include "regions.h"
#include "Dictionary.h"
#include "movement.h"
#include "StringUtility.hpp"
#include "weight.h"
#include <algorithm>
using namespace std::string_literals ;
bool checkItemRange( CChar *mChar, CItem *i );
cSkills *Skills = nullptr;
const UI16 CREATE_MENU_OFFSET = 5000; // This is how we differentiate a menu button from an item button (and the limit on ITEM=# in create.dfn)
//o-----------------------------------------------------------------------------------------------o
//| Function - SI32 CalcRankAvg( CChar *player, createEntry& skillMake )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Calculate average rank of item based on player's skillpoints in skills
//| required to craft item
//o-----------------------------------------------------------------------------------------------o
SI32 cSkills::CalcRankAvg( CChar *player, createEntry& skillMake )
{
// If rank system is not enabled, assume perfectly crafted item each time
if( !cwmWorldState->ServerData()->RankSystemStatus() )
return 10;
R32 rankSum = 0;
// R32 successSum = 0;
SI32 rk_range, rank;
R32 sk_range, randnum, randnum1;
// Calculate base chance of success at crafting based on primary skill, to use as a modifier for exceptional chance later
R32 chanceSkillSuccess = 0;
chanceSkillSuccess = static_cast<R32>(player->GetSkill( skillMake.skillReqs[0].skillNumber ) - skillMake.skillReqs[0].minSkill);
chanceSkillSuccess /= ( static_cast<R32>( skillMake.skillReqs[0].maxSkill ) - static_cast<R32>( skillMake.skillReqs[0].minSkill ));
// Loop through all skills required to craft the item and calculate average rank value for each
for( size_t i = 0; i < skillMake.skillReqs.size(); ++i )
{
// Fetch the range of rank (min/max) values the item being crafted can have
rk_range = skillMake.maxRank - skillMake.minRank;
// Fetch range of skill we have to work with for this skill based on player's skill value and minimum skill required to craft the item
sk_range = static_cast<R32>(player->GetSkill( skillMake.skillReqs[i].skillNumber ) - skillMake.skillReqs[i].minSkill);
if( sk_range <= 0 )
sk_range = skillMake.minRank * 10;
else if( sk_range >= 1000 )
sk_range = skillMake.maxRank * 10;
// If generated number is under skill range value...
randnum = static_cast<R32>(RandomNum( 0, 999 ));
if( randnum <= sk_range )
rank = skillMake.maxRank; // ...assume perfectly crafted item!
else
{
// ...otherwise, generate a random number modified by skill range and difficulty level of rank system from uox.ini
randnum1 = (R32)( RandomNum( 0, 999 )) - (( randnum - sk_range ) / ( 11 - cwmWorldState->ServerData()->SkillLevel() ));
// Modify random number based on base chance of success at crafting
randnum1 *= chanceSkillSuccess;
// Calculate rank value for this skill
rank = (SI32)( ( randnum1 * rk_range ) / 1000 );
rank += skillMake.minRank - 1;
if( rank > skillMake.maxRank )
rank = skillMake.maxRank;
if( rank < skillMake.minRank )
rank = skillMake.minRank;
}
// Add rank value for this skill to the total
rankSum += rank;
}
// Return the average rank value of all skills required to craft the item
return (SI32)(rankSum / skillMake.skillReqs.size());
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void ApplyRank( CSocket *s, CItem *c, UI08 rank, UI08 maxrank )
//| Date - 24 August 1999
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Modify item properties based on item's rank.
//o-----------------------------------------------------------------------------------------------o
void cSkills::ApplyRank( CSocket *s, CItem *c, UI08 rank, UI08 maxrank )
{
char tmpmsg[512];
*tmpmsg='\0';
// Only apply rank system if enabled in ini, and only for non-pileable items!
if( cwmWorldState->ServerData()->RankSystemStatus() && !c->isPileable() )
{
c->SetRank( rank );
if( c->GetLoDamage() > 0 )
c->SetLoDamage( (SI16)( ( rank * c->GetLoDamage() ) / 10 ) );
if( c->GetHiDamage() > 0 )
c->SetHiDamage( (SI16)( ( rank * c->GetHiDamage() ) / 10 ) );
if( c->GetResist( PHYSICAL ) > 0 )
c->SetResist( (UI16)( ( rank * c->GetResist( PHYSICAL ) ) / 10 ), PHYSICAL );
if( c->GetHP() > 0 )
c->SetHP( (SI16)( ( rank * c->GetHP() ) / 10 ) );
if( c->GetMaxHP() > 0 )
c->SetMaxHP( (SI16)( ( rank * c->GetMaxHP() ) / 10 ) );
if( c->GetBuyValue() > 0 )
c->SetBuyValue( (UI32)( ( rank * c->GetBuyValue() ) / 10 ) );
if( c->GetMaxUses() > 0 )
c->SetUsesLeft( static_cast<UI16>(( rank * c->GetMaxUses() ) / 10 ));
if( c->GetID() == 0x22c5 && c->GetMaxHP() > 0 ) // Runebook
{
// Max charges for runebook stored in maxHP property, defaults to 10, ranges from 5-10 based on rank
c->SetMaxHP( static_cast<UI16>( std::max( static_cast<UI16>(5), static_cast<UI16>(( rank * c->GetMaxHP() ) / 10 ))));
}
// Convert item's rank to a value between 1 and 10, to fit rank system messages
UI08 tempRank = floor(static_cast<R32>((( rank * 100 ) / maxrank ) / 10 ));
if( tempRank >= 1 && tempRank <= 10 )
s->sysmessage( 783 + tempRank );
else if( tempRank < 1 )
s->sysmessage( 784 );
}
else
c->SetRank( rank );
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void RegenerateOre( SI16 grX, SI16 grY )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Regenerate Ore in a resource region based on UOX.INI Ore respawn settings
//o-----------------------------------------------------------------------------------------------o
void cSkills::RegenerateOre( SI16 grX, SI16 grY, UI08 worldNum )
{
MapResource_st *orePart = MapRegion->GetResource( grX, grY, worldNum );
SI16 oreCeiling = cwmWorldState->ServerData()->ResOre();
UI16 oreTimer = cwmWorldState->ServerData()->ResOreTime();
if( static_cast<UI32>(orePart->oreTime) <= cwmWorldState->GetUICurrentTime() ) // regenerate some more?
{
for( SI16 counter = 0; counter < oreCeiling; ++counter ) // keep regenerating ore
{
if( orePart->oreAmt < oreCeiling && static_cast<UI32>(orePart->oreAmt + counter * oreTimer * 1000) < cwmWorldState->GetUICurrentTime() )
++orePart->oreAmt;
else
break;
}
orePart->oreTime = BuildTimeValue( static_cast<R32>(oreTimer) );
}
if( orePart->oreAmt > oreCeiling )
orePart->oreAmt = oreCeiling;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void MakeOre( UI08 Region, CChar *actor, CSocket *s )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Spawn Ore in players pack when he successfully uses mining skill
//o-----------------------------------------------------------------------------------------------o
void MakeOre( CSocket& mSock, CChar *mChar, CTownRegion *targRegion )
{
if( targRegion == nullptr || !ValidateObject( mChar ) )
return;
const UI16 getSkill = mChar->GetSkill( MINING );
const SI32 findOreChance = RandomNum( static_cast< SI32 >(0), targRegion->GetOreChance() ); // find our base ore
SI32 sumChance = 0;
bool oreFound = false;
const orePref *toFind = nullptr;
const miningData *found = nullptr;
for( size_t currentOre = 0; currentOre < targRegion->GetNumOrePreferences(); ++currentOre )
{
toFind = targRegion->GetOrePreference( currentOre );
if( toFind == nullptr )
continue;
found = toFind->oreIndex;
if( found == nullptr )
continue;
sumChance += toFind->percentChance;
if( sumChance > findOreChance )
{
if( getSkill >= found->minSkill )
{
UI08 amtToMake = 1;
if( targRegion->GetChanceBigOre() >= RandomNum( 0, 100 ) )
amtToMake = 5;
// Randomize the size of ore found
UI16 oreID = RandomNum( 0x19B7, 0x19BA );
CItem *oreItem = Items->CreateItem( &mSock, mChar, oreID, amtToMake, found->colour, OT_ITEM, true );
if( ValidateObject( oreItem ))
{
const std::string oreName = found->name + " ore";
oreItem->SetName( oreName );
if( oreItem->GetCont() != nullptr )
mSock.sysmessage( 982, oreName.c_str() );
}
oreFound = true;
break;
}
}
}
if( !oreFound )
{
if( getSkill >= 850 )
{
Items->CreateRandomItem( &mSock, "digginggems" );
mSock.sysmessage( 983 );
}
else
mSock.sysmessage( 1772 );
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - bool MineCheck( CSocket& mSock, CChar *mChar, SI16 targetX, SI16 targetY, SI08 targetZ, UI08 targetID1, UI08 targetID2 )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Check where player is attempting to mine versus MINECHECK setting in UOX.INI
//o-----------------------------------------------------------------------------------------------o
bool MineCheck( CSocket& mSock, CChar *mChar, SI16 targetX, SI16 targetY, SI08 targetZ, UI08 targetID1, UI08 targetID2 )
{
switch( cwmWorldState->ServerData()->MineCheck() )
{
case 0:
return true;
case 1:
if( targetZ == 0 ) // check to see if we're targetting a dungeon floor
{
if( targetID1 == 0x05 )
{
if( ( targetID2 >= 0x3B && targetID2 <= 0x4F ) || ( targetID2 >= 0x51 && targetID2 <= 0x53 ) || ( targetID2 == 0x6A ) )
return true;
}
}
if( targetZ >= 0 ){// mountain not likely to be below 0 (but you never know, do you? =)
if( targetID1 != 0 && targetID2 != 0 ){ // we might have a static rock or mountain
auto artwork = Map->artAt(targetX, targetY, mChar->WorldNumber());
for( auto &tile:artwork){
auto name = tile.name();
if( targetZ == tile.altitude && ( ( name.find( "rock" ) != std::string::npos )
|| ( name.find( "mountain" ) != std::string::npos ) || ( name.find( "cave" ) != std::string::npos ) ) )
return true;
}
}
else { // or it could be a map only
// manually calculating the ID's if a maptype
auto map1 = Map->SeekMap( targetX, targetY, mChar->WorldNumber() );
if( (map1.name().find( "rock" ) != std::string::npos )
|| (map1.name().find( "mountain" ) != std::string::npos ) || (map1.name().find( "cave" ) != std::string::npos ) )
return true;
}
}
break;
case 2: // need to modify scripts to support this!
return true;
default:
mSock.sysmessage( 800 );
return true;
}
return false;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::Mine( CSocket *s )
//| Modified - (February 19, 2000)
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Handles player's attempts to use mining skill
//| Notes - Skill checking now implemented. You cannot mine colored ore unless you have the
//| proper mining skill for each ore type. -Cork
//| Rewrote most of it to clear up some of the mess
//o-----------------------------------------------------------------------------------------------o
void cSkills::Mine( CSocket *s )
{
VALIDATESOCKET( s );
CSocket& mSock = ( *s );
CChar *mChar = s->CurrcharObj();
// Check if item used to initialize target cursor is still within range
CItem *miningTool = static_cast<CItem *>(s->TempObj());
s->TempObj( nullptr );
if( ValidateObject( miningTool ) )
{
if( !checkItemRange( mChar, miningTool ) )
{
s->sysmessage( 400 ); // That is too far away!
return;
}
}
// Don't allow mining without a valid tool
if( !ValidateObject( miningTool ))
return;
if( mSock.GetDWord( 11 ) == INVALIDSERIAL )
return;
if( !ValidateObject( mChar ) )
return;
// Check if player targeted an item, and if so, if he's in the same world/instance as said item
CItem *targetItem = calcItemObjFromSer( mSock.GetDWord( 7 ) );
if( ValidateObject( targetItem ))
{
if( mChar->WorldNumber() != targetItem->WorldNumber() )
return;
if( mChar->GetInstanceID() != targetItem->GetInstanceID() )
return;
}
const SI16 targetX = mSock.GetWord( 11 );
const SI16 targetY = mSock.GetWord( 13 );
const SI08 targetZ = mSock.GetByte( 16 );
const SI16 distX = abs( mChar->GetX() - targetX );
const SI16 distY = abs( mChar->GetY() - targetY );
if( distX > 5 || distY > 5 )
{
mSock.sysmessage( 799 ); // You are too far away to mine that!
return;
}
const UI08 targetID1 = mSock.GetByte( 17 );
const UI08 targetID2 = mSock.GetByte( 18 );
if( targetZ < 28 && targetID1 == 0x0E )
{
switch( targetID2 )
{
case 0xD3:
case 0xDF:
case 0xE0:
case 0xE1:
case 0xE8:
GraveDig( s ); // check to see if we targeted a grave, if so, check it
break;
default:
break;
}
}
if( !MineCheck( mSock, mChar, targetX, targetY, targetZ, targetID1, targetID2 ) )
{
mSock.sysmessage( 801 ); // You cannot mine there.
return;
}
RegenerateOre( targetX, targetY, mChar->WorldNumber() );
MapResource_st *orePart = MapRegion->GetResource( targetX, targetY, mChar->WorldNumber() );
if( orePart->oreAmt <= 0 )
{
mSock.sysmessage( 802 ); // There is no metal to mine here.
return;
}
// do action and sound
if( mChar->GetBodyType() == BT_GARGOYLE
|| ( cwmWorldState->ServerData()->ForceNewAnimationPacket() && ( mChar->GetSocket() == nullptr || mChar->GetSocket()->ClientType() >= CV_SA2D )))
Effects->PlayNewCharacterAnimation( mChar, N_ACT_ATT, S_ACT_1H_BASH ); // action 0x00, subAction 0x03
else if( mChar->IsOnHorse() ) // Human/Elf, mounted, pre-v7.0.0.0
Effects->PlayCharacterAnimation( mChar, ACT_MOUNT_ATT_1H, 0, 5 ); // 0x1A
else // Human/Elf, on foot, pre-v7.0.0.0
Effects->PlayCharacterAnimation( mChar, ACT_ATT_1H_BASH, 0, 7 ); // 0x0B
Effects->PlaySound( &mSock, 0x0125, true );
// Consume uses on mining tool, if tool use limits are enabled in ini
if( cwmWorldState->ServerData()->ToolUseLimit() )
{
auto usesLeft = miningTool->GetUsesLeft();
if( usesLeft > 0 )
{
usesLeft -= 1;
miningTool->SetUsesLeft( usesLeft );
if( usesLeft == 0 )
{
mSock.sysmessage( 10202 ); // You have worn out your tool!
// If no uses left, break tool if tool breakage is enabled in ini
if( cwmWorldState->ServerData()->ToolUseBreak() )
{
miningTool->Delete();
// SFX of tool breaking
}
}
}
}
if( CheckSkill( mChar, MINING, 0, 1000 ) ) // check to see if our skill is good enough
{
if( orePart->oreAmt > 0 )
--orePart->oreAmt;
#if defined( UOX_DEBUG_MODE )
Console << "DBG: Mine(\"" << mChar->GetName() << "\"[" << mChar->GetSerial()
<< "]); --> MINING: " << mChar->GetSkill( MINING ) << " RaceID: " << mChar->GetRace() << myendl;
#endif
CTownRegion *targetReg = calcRegionFromXY( targetX, targetY, mChar->WorldNumber(), mChar->GetInstanceID() );
if( targetReg == nullptr )
return;
MakeOre( mSock, mChar, targetReg );
}
else
{
mSock.sysmessage( 803 ); // You sifted through the dirt and rocks, but found nothing usable.
if( orePart->oreAmt > 0 && RandomNum( 0, 1 ) )
--orePart->oreAmt;
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::GraveDig( CSocket *s )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Do GraveDigging Stuff (Should probably be replaced with an OSI-like Treasure
//| Hunting System based off a Resource System much like Ore and Logs)
//o-----------------------------------------------------------------------------------------------o
void cSkills::GraveDig( CSocket *s )
{
VALIDATESOCKET( s );
SI16 nFame;
CItem * nItemID = nullptr;
CChar *nCharID = s->CurrcharObj();
Karma( nCharID, nullptr, -2000 ); // Karma loss no lower than the -2 pier
// do action and sound
if( nCharID->GetBodyType() == BT_GARGOYLE
|| ( cwmWorldState->ServerData()->ForceNewAnimationPacket() && ( nCharID->GetSocket() == nullptr || nCharID->GetSocket()->ClientType() >= CV_SA2D )))
Effects->PlayNewCharacterAnimation( nCharID, N_ACT_ATT, S_ACT_1H_BASH ); // Action 0x00, subAction 0x03
else if( nCharID->IsOnHorse() ) // Human/Elf, mounted
Effects->PlayCharacterAnimation( nCharID, ACT_MOUNT_ATT_1H, 0, 5 ); // Action 0x1A
else // Human/Elf, on foot
Effects->PlayCharacterAnimation( nCharID, ACT_ATT_1H_BASH, 0, 7 ); // Action 0x0B
Effects->PlaySound( s, 0x0125, true );
if( !CheckSkill( nCharID, MINING, 0, 800 ) )
{
s->sysmessage( 805 );
return;
}
nFame = nCharID->GetFame();
// do action and sound (again?)
if( nCharID->GetBodyType() == BT_GARGOYLE
|| ( cwmWorldState->ServerData()->ForceNewAnimationPacket() && ( nCharID->GetSocket() == nullptr || nCharID->GetSocket()->ClientType() >= CV_SA2D )))
Effects->PlayNewCharacterAnimation( nCharID, N_ACT_ATT, S_ACT_1H_BASH ); // Action 0x00, subAction 0x03
else if( nCharID->IsOnHorse() ) // Human/Elf, mounted
Effects->PlayCharacterAnimation( nCharID, ACT_MOUNT_ATT_1H, 0, 5 ); // Action 0x1A
else // Human/Elf, on foot
Effects->PlayCharacterAnimation( nCharID, ACT_ATT_1H_BASH, 0, 7 ); // Action 0x0B
Effects->PlaySound( s, 0x0125, true );
CChar *spawnCreature = nullptr;
switch( RandomNum( 0, 12 ) )
{
case 2:
spawnCreature = Npcs->CreateRandomNPC( "weakundeadlist" ); // Low level Undead - Random
s->sysmessage( 806 );
break;
case 4:
nItemID = Items->CreateRandomItem( s, "diggingarmor" ); // Armor and shields - Random
if( nItemID == nullptr )
break;
if( nItemID->GetID() >= 7026 && nItemID->GetID() <= 7035 )
s->sysmessage( 807 );
else
s->sysmessage( 808 );
break;
case 5:
//Random treasure between gems and gold
if( RandomNum( 0, 1 ) )
{ // randomly create a gem and place in backpack
Items->CreateRandomItem( s, "digginggems" );
s->sysmessage( 809 );
}
else
{ // Create between 1 and 15 goldpieces and place directly in backpack
UI08 nAmount = RandomNum( 1, 15 );
Items->CreateScriptItem( s, nCharID, "0x0EED", nAmount, OT_ITEM, true );
Effects->goldSound( s, nAmount );
s->sysmessage( 810, nAmount );
}
break;
case 6:
spawnCreature = Npcs->CreateRandomNPC( "weakundeadlist" ); // Low level Undead - Random
s->sysmessage( 806 );
break;
case 8:
Items->CreateRandomItem( s, "diggingweapons" );
s->sysmessage( 811 );
break;
case 10:
case 12:
if( nFame < 1000 )
spawnCreature = Npcs->CreateRandomNPC( "weakundeadlist" ); // Med level Undead - Random
else
spawnCreature = Npcs->CreateRandomNPC( "strongundeadlist" ); // High level Undead - Random
s->sysmessage( 806 );
break;
default:
if( RandomNum( 0, 1 ) )
{
Items->CreateRandomItem( s, "diggingbones" ); // Random Bones
s->sysmessage( 812 );
}
else // found an empty grave
s->sysmessage( 813 );
break;
}
if( spawnCreature != nullptr )
spawnCreature->SetLocation( nCharID );
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::SmeltOre( CSocket *s );
//| Modified - (February 19, 2000)
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Rewritten to use case and structure, you'll find it is easier to make it
//| scriptable now. The structure is pretty much all that'd be needed for any
//| future ore->ingot conversions. Scripting the ore would probably be even
//| simpler, requires less info
//o-----------------------------------------------------------------------------------------------o
void cSkills::SmeltOre( CSocket *s )
{
VALIDATESOCKET( s );
CChar *chr = s->CurrcharObj();
CItem *itemToSmelt = static_cast<CItem *>(s->TempObj());
s->TempObj( nullptr );
CItem *forge = calcItemObjFromSer( s->GetDWord( 7 ) ); // Let's find our forge
if( itemToSmelt->isHeldOnCursor() )
{
s->sysmessage( 400 ); // That is too far away!
return;
}
if( ValidateObject( forge ) ) // if we have a forge
{
CItem *playerPack = chr->GetPackItem();
if( ValidateObject( playerPack ) )
{
if( FindRootContainer( itemToSmelt ) != playerPack && FindRootContainer( forge ) != playerPack )
{
if( !objInRange( chr, forge, DIST_NEARBY ) || !checkItemRange( chr, itemToSmelt ) ) // Check if forge & item to melt are in range
{
s->sysmessage( 400 ); // That is too far away!
return;
}
}
}
UI16 smeltItemID = itemToSmelt->GetID();
UI16 forgeID = forge->GetID();
// Is player trying to combine ore?
//if( forgeID == 0x19B7 || forgeID == 0x19B8 || forgeID == 0x19BA )
if( forgeID >= 0x19B7 && forgeID <= 0x19BA )
{
if( forgeID == smeltItemID )
{
s->sysmessage( 1806 ); // You cannot combine these ore types
return;
}
if( forge->GetColour() != itemToSmelt->GetColour() )
{
s->sysmessage( 1807 ); // You cannot combine ores of different metals.
return;
}
if( forge->GetMovable() == 2 || forge->GetMovable() == 3 )
{
s->sysmessage( 1808 ); // You cannot do that.
return;
}
// Player targeted some small or medium ore! Combine ores, if possible
SI32 sourceAmount = itemToSmelt->GetAmount();
SI32 targetAmount = forge->GetAmount();
UI08 amountMultiplier = 1;
if( smeltItemID == 0x19B9 && forgeID == 0x19B7 ) // Large ore, targeted small ore
{
amountMultiplier = 4;
}
else if( smeltItemID == 0x19B9 && ( forgeID == 0x19B8 || forgeID == 0x19BA )) // Large ore, targeted medium ore
{
amountMultiplier = 2;
}
else if( ( smeltItemID == 0x19B8 || smeltItemID == 0x19BA ) && forgeID == 0x19B7 ) // Medium ore, targeted small ore
{
amountMultiplier = 2;
}
else
{
// Small ore, targeted at larger ore
s->sysmessage( 1809 ); // You can only combine larger ores with smaller ores!
return;
}
// Combine source stack into target stack, if it fits
if( targetAmount + ( sourceAmount * amountMultiplier ) <= MAX_STACK )
{
CChar * forgeOwner = FindItemOwner( forge );
SI32 newTargetWeight = ( targetAmount + ( sourceAmount * amountMultiplier )) * forge->GetBaseWeight();
SI32 subtractWeight = ( targetAmount * forge->GetBaseWeight() ) + ( sourceAmount * itemToSmelt->GetBaseWeight() );
if( ValidateObject( forgeOwner ) && forgeOwner == chr )
{
if( ( newTargetWeight + chr->GetWeight() - subtractWeight ) > 200000 ) // 2000 stones
{
s->sysmessage( 1743 ); // That person can not possibly hold more weight
return;
}
}
else if( forge->GetCont() != nullptr )
{
if( ( newTargetWeight + forge->GetCont()->GetWeight() - subtractWeight ) > 200000 ) // 2000 stones
{
s->sysmessage( 1810 ); // The weight is too great to combine in a container.
return;
}
}
// Good to go, combine ores and remove source stack!
forge->SetAmount( targetAmount + ( sourceAmount * amountMultiplier ) );
// Remove from multi before deleting
if( itemToSmelt->IsLockedDown() && ValidateObject( itemToSmelt->GetMultiObj() ))
itemToSmelt->GetMultiObj()->ReleaseItem( itemToSmelt );
itemToSmelt->Delete();
s->sysmessage( 1811 ); // You combine the ore with the stack of smaller ore.
}
else if( targetAmount < MAX_STACK )
{
// New targetStack would exceed MAX_STACK, but there might still be some room left! Cap amount at MAX_STACK
UI16 amountLeft = MAX_STACK - targetAmount;
if( amountLeft < amountMultiplier )
{
// Not enough space left in stack to combine any more ore
s->sysmessage( 1812 ); // That stack cannot hold any more items
return;
}
else
{
// There's still some room
UI16 amountToRemove = static_cast<UI16>(floor( amountLeft / amountMultiplier ));
itemToSmelt->SetAmount( sourceAmount - amountToRemove );
forge->SetAmount( MAX_STACK );
s->sysmessage( 1813 ); // You combine a portion of your ore into the stack of smaller ore.
}
}
else
{
// targetStack is already at max cap and cannot hold any more ore
s->sysmessage( 1812 ); // That stack cannot hold any more items
return;
}
return;
}
switch( forgeID ) // Check to ensure it is a forge
{
case 0x0FB1:
case 0x197A:
case 0x19A9:
case 0x197E:
case 0x1982:
case 0x1986:
case 0x198A:
case 0x198E:
case 0x1992:
case 0x1996:
case 0x199A:
case 0x19A6:
case 0x19A2:
case 0x199E:
if( objInRange( chr, forge, DIST_NEARBY ) ) //Check if the forge is in range
{
UI16 targColour = itemToSmelt->GetColour();
miningData *oreType = FindOre( targColour );
if( oreType == nullptr )
{
s->sysmessage( 814 ); // That material is foreign to you.
return;
}
if( chr->GetSkill( MINING ) < oreType->minSkill )
{
s->sysmessage( 815 ); // You have no idea what to do with this strange ore.
return;
}
if( !CheckSkill( chr, MINING, oreType->minSkill, 1000 ) ) // if we do not have minimum skill to use it
{
if( itemToSmelt->GetAmount() > 1 ) // If more than 1 ore, half it
{
s->sysmessage( 817 ); // Your hand slips and some of your materials are destroyed.
itemToSmelt->SetAmount( itemToSmelt->GetAmount() / 2 );
}
else
{
s->sysmessage( 816 ); // Your hand slips and the last of your materials are destroyed.
// Remove from multi before deleting
if( itemToSmelt->IsLockedDown() && ValidateObject( itemToSmelt->GetMultiObj() ))
itemToSmelt->GetMultiObj()->ReleaseItem( itemToSmelt );
itemToSmelt->Delete();
}
return;
}
UI16 ingotNum = 1;
switch( smeltItemID )
{
case 0x19B7: // Small ore
ingotNum = itemToSmelt->GetAmount() / 2; // 0.5 ingot per ore
break;
case 0x19B8: // Medium ore
case 0x19BA: // Medium ore
ingotNum = itemToSmelt->GetAmount(); // 1.0 ingot per ore
break;
case 0x19B9: // Large ore
ingotNum = itemToSmelt->GetAmount() * 2; // 2.0 ingot per ore
break;
}
CItem *ingot = Items->CreateScriptItem( s, chr, "0x1BF2", ingotNum, OT_ITEM, true, oreType->colour );
if( ingot != nullptr ){
ingot->SetName( oldstrutil::format("%s Ingot", oreType->name.c_str() ) );
}
if( smeltItemID == 0x19B7 && itemToSmelt->GetAmount() % 2 != 0 )
{
itemToSmelt->SetAmount( 1 ); // There's still some ore left, as the pile of small ore is not divisible by two
}
else
{
// Remove from multi before deleting
if( itemToSmelt->IsLockedDown() && ValidateObject( itemToSmelt->GetMultiObj() ))
itemToSmelt->GetMultiObj()->ReleaseItem( itemToSmelt );
itemToSmelt->Delete(); // delete the ore
}
s->sysmessage( 818 ); // You have smelted your ore.
s->sysmessage( 819, oreType->name.c_str() ); // You place some %s ingots in your pack.
}
break;
default:
s->sysmessage( 820 ); // You can't smelt here.
break;
}
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - UI16 cSkills::CalculatePetControlChance( CChar *mChar, CChar *Npc )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Calculate a player's chance (returned as value between 0 to 1000) of controlling
//| (having commands accepted) a follower
//o-----------------------------------------------------------------------------------------------o
UI16 cSkills::CalculatePetControlChance( CChar *mChar, CChar *Npc )
{
SI16 petOrneriness = static_cast<SI16>(Npc->GetOrneriness());
// If difficulty to control is below a certain treshold (29.1) or it's a summoned creature, 100% chance to control creature
if(( petOrneriness == 0 && Npc->GetTaming() <= 291 ) || petOrneriness <= 291 || Npc->IsDispellable() )
return static_cast<SI16>(1000);
// TODO: Check if NPC can be tamed via necromancer Dark Wolf Familiar
//if( petOrneriness > 249 && CheckFamiliarMastery( mChar, Npc ))
//toTame = 249;
// Fetch player's skill values (with modifiers)
SI16 tamingSkill = static_cast<SI16>(mChar->GetSkill( TAMING ));
SI16 loreSkill = static_cast<SI16>(mChar->GetSkill( ANIMALLORE ));
SI16 bonusChance = 0;
SI16 totalChance = 700; // base chance of success
SI16 tamingSkillMod = 6;
SI16 animalLoreMod = 6;
// Base bonuses based on skill vs orneriness
SI16 tamingSkillBonus = static_cast<SI16>(tamingSkill - petOrneriness);
SI16 animalLoreBonus = static_cast<SI16>(loreSkill - petOrneriness);
// Calculated bonus modifiers
if( tamingSkillBonus < 0 )
tamingSkillMod = 28;
if( animalLoreBonus < 0 )
animalLoreMod= 14;
tamingSkillBonus *= tamingSkillMod;
animalLoreBonus *= animalLoreMod;
// Bonus chance equals average of bonuses for tamingskill and animallore
bonusChance = static_cast<SI16>(( tamingSkillBonus + animalLoreBonus ) / 2);
totalChance += bonusChance;
// Modify chance based on NPCs loyalty (or lack thereof)
totalChance -= ( Npc->GetMaxLoyalty() - Npc->GetLoyalty() ) * 10;
// Finally, apply a 15% penalty to chance for friends of the pet trying to control
if( Npcs->checkPetFriend( mChar, Npc ) )
{
totalChance -= ( totalChance * 0.15 );
}
// Clamp lower chance to 20% and upper chance to 99%
totalChance = std::clamp(totalChance, static_cast<SI16>(200), static_cast<SI16>(990));
return static_cast<UI16>(totalChance);
}
//o-----------------------------------------------------------------------------------------------o
//| Function - bool cSkills::CheckSkill( CChar *s, UI08 sk, SI16 lowSkill, SI16 highSkill, bool isCraftSkill )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Used to check a players skill based on the highskill and lowskill it was called
//| with. If skill is < than lowskill check will fail, but player will gain in the
//| skill, if the players skill is > than highskill player will not gain
//o-----------------------------------------------------------------------------------------------o
bool cSkills::CheckSkill( CChar *s, UI08 sk, SI16 lowSkill, SI16 highSkill, bool isCraftSkill )
{
bool skillCheck = false;
bool exists = false;
std::vector<UI16> scriptTriggers = s->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
// If script returns true/1, allows skillcheck to proceed, but also prevents other scripts with event from running
if( toExecute->OnSkillCheck( s, sk, lowSkill, highSkill, isCraftSkill ) == 1 )
{
exists = true;
break;
}
}
}
// o----------------------------------------------------------------------------o
// | 15 March, 2002 |
// | Comment :Now lets make this more readable, and even more mathematical:) |
// o----------------------------------------------------------------------------o
// | 1. if a player has skill > highskill, checkskill should return true |
// | 2. if a player has skill < lowskill, checkskill returns false |
// | 3. we have statmodifiers defined in skills.dfn, now lets make it influence |
// | checkskill with a certain additional bonus through the players stat. |
// | 4. we dont need to throw the dices for skillgain... we must do this in |
// | AdvanceSkill(...), so just call it after calculation |
// o----------------------------------------------------------------------------o
// | how to calculate if a skill succeeds? |
// | 1. we have a certain range between lowskill and highskill, on lowskill the |
// | chance is 0%, on highskill 100%. |
// | 2. get the statmodifiers and the players stat. make 3 special dices for |
// | each stat. make them a small bonus for skillsuccess |
// | 3. execute the 4 calculated dices one after the other by adding them |
// o----------------------------------------------------------------------------o
if( !exists )
{
R32 chanceSkillSuccess = 0;
if( ( highSkill - lowSkill ) <= 0 || !ValidateObject( s ) || s->GetSkill( sk ) < lowSkill )
return false;
if( s->IsDead() )
{
CSocket *sSock = s->GetSocket();
sSock->sysmessage( 1487 ); // You are dead and cannot gain skill.
return false;
}
if( s->GetSkill( sk ) >= highSkill )
return true;
// Calculate base chance of success at using a skill
chanceSkillSuccess = ( static_cast<R32>( s->GetSkill( sk )) - static_cast<R32>( lowSkill ));
// Modify chance based on the range of highSkill vs lowSkill
chanceSkillSuccess /= ( static_cast<R32>( highSkill ) - static_cast<R32>( lowSkill ));
// Let's work with whole numbers again
chanceSkillSuccess *= 1000;
if( isCraftSkill )
{
// Give players at least 50% chance at success if this is a crafting skill and their skill is above minimum requirement
chanceSkillSuccess = std::max( static_cast<R32>( 500 ), chanceSkillSuccess );
}
// Cap chance of success at 1000 (100.0%)
chanceSkillSuccess = std::min( static_cast<R32>( 1000 ), chanceSkillSuccess );
if( cwmWorldState->ServerData()->StatsAffectSkillChecks() )
{
// Modify base chance of success with bonuses from stats, if this feature is enabled in ini
chanceSkillSuccess += static_cast<R32>( s->GetStrength() * cwmWorldState->skill[sk].strength ) / 1000.0f;
chanceSkillSuccess += static_cast<R32>( s->GetDexterity() * cwmWorldState->skill[sk].dexterity ) / 1000.0f;
chanceSkillSuccess += static_cast<R32>( s->GetIntelligence() * cwmWorldState->skill[sk].intelligence ) / 1000.0f;
}
// If player's command-level is equal to Counselor or higher, pass the skill-check automatically
// Same if chance of success is 100% already - no need to proceed!
if( s->GetCommandLevel() > 0 || chanceSkillSuccess == 1000 )
skillCheck = true;
else
{
// Generate a random number between 0 and highSkill (if less than 1000) or 1000 (if higher than 1000)
SI16 rnd = RandomNum( 0, std::min( 1000, ( highSkill + 100 )));
// Compare to chanceOfSkillSuccess to see if player succeeds!
skillCheck = ( static_cast<SI16>( chanceSkillSuccess ) >= rnd );
}
CSocket *mSock = s->GetSocket();
if( mSock != nullptr )
{
bool mageryUp = true;
mageryUp = ( mSock->CurrentSpellType() == 0 );
if( s->GetBaseSkill( sk ) < highSkill )
{
if( sk != MAGERY || mageryUp )
{
// Advance player's skill based on result of skillCheck
if( AdvanceSkill( s, sk, skillCheck ) )
{
updateSkillLevel( s, sk );
mSock->updateskill( sk );
}
}
}
}
else if(( s->IsTamed() && cwmWorldState->ServerData()->PetCombatTraining() ) ||
( !s->IsTamed() && s->CanBeHired() && cwmWorldState->ServerData()->HirelingCombatTraining() ) ||
( !s->IsTamed() && !s->CanBeHired() && s->IsNpc() && cwmWorldState->ServerData()->NpcCombatTraining() ))
{
if( s->GetBaseSkill( sk ) < highSkill )
{
// Advance pet/NPC's skill based on result of skillCheck
if( AdvanceSkill( s, sk, skillCheck ) )
{
updateSkillLevel( s, sk );
}
}
}
}
else
skillCheck = true;
return skillCheck;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::HandleSkillChange( CChar *c, UI16 sk )
//| Date - Jan 29, 2000
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Do atrophy for player c:
//| find sk in our cronological list of atrophy skills, move it to the front, check
//| total aginst skillcap to see if we need to lower a skill, if we do, again search
//| skills for a skill that can be lowered, if one is found lower it and increase
//| sk, if we can't find one, do nothing if atrophy is not need, increase sk.
//o-----------------------------------------------------------------------------------------------o
void cSkills::HandleSkillChange( CChar *c, UI08 sk, SI08 skillAdvance, bool success )
{
UI32 totalSkill = 0;
UI08 rem = 0;
UI08 atrop[ALLSKILLS+1];
UI08 toDec = 0xFF;
UI08 counter = 0;
CSocket *mSock = c->GetSocket();
std::vector<UI16> scriptTriggers = c->GetScriptTriggers();
UI08 amtToGain = 1;
if( success )
amtToGain = cwmWorldState->skill[sk].advancement[skillAdvance].amtToGain;
UI16 skillCap = cwmWorldState->ServerData()->ServerSkillTotalCapStatus();
if( c->IsNpc() )
{
// Check for existence of onSkillGain event for NPC
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
// If retVal is -1, event doesn't exist in script
// If retVal is 0, event exists, but returned false/0, and handles item usage. Don't proceed with hard code (or other scripts!)
// If retVal is 1, event exists, proceed with hard code/other scripts
if( !toExecute->OnSkillGain( c, sk, amtToGain ) )
{
return;
}
}
}
// Increase base skill of NPC
c->SetBaseSkill( c->GetBaseSkill( sk ) + amtToGain, sk );
// Check for existence of onSkillChange event for NPC
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
toExecute->OnSkillChange( c, sk, amtToGain );
}
}
return;
}
if( mSock == nullptr )
return;
//srand( getclock() ); // Randomize
atrop[ALLSKILLS] = 0;//set the last of out copy array
for( counter = 0; counter < ALLSKILLS; ++counter )
{
atrop[counter] = c->GetAtrophy( counter );
}
for( counter = ALLSKILLS; counter > 0; --counter )
{//add up skills and find the one being increased
UI08 atrSkill = c->GetAtrophy( static_cast<UI08>(counter-1) );
if( c->GetBaseSkill( atrSkill ) >= amtToGain && c->GetSkillLock( atrSkill ) == SKILL_DECREASE && atrSkill != sk )
toDec = atrSkill;//we found a skill that can be decreased, save it for later.
totalSkill += c->GetBaseSkill( static_cast<UI08>(counter-1) );
atrop[counter] = atrop[counter-1];
if( atrop[counter] == sk )
rem = counter;//remember this number
}
atrop[0] = sk;//set the first one to our current skill
//copy it back in
for( counter = 0; counter < rem; ++counter )
c->SetAtrophy( atrop[counter], counter );
if( rem != ALLSKILLS )//in the middle somewhere or first
{
for( counter = static_cast<UI08>(rem + 1); counter <= ALLSKILLS; ++counter )
c->SetAtrophy( atrop[counter], ( counter -1 ));
}
if( RandomNum( static_cast<UI16>(0), skillCap ) <= static_cast<UI16>(totalSkill) )
{
if( toDec != 0xFF )
{
// Check for existence of onSkillLoss event for player
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
// If retVal is -1, event doesn't exist in script
// If retVal is 0, event exists, but returned false/0, and handles item usage. Don't proceed with hard code (or other scripts!)
// If retVal is 1, event exists, proceed with hard code/other scripts
if( !toExecute->OnSkillLoss( c, toDec, amtToGain ) )
{
return;
}
}
}
// Reduce base skill of player
totalSkill -= amtToGain;
c->SetBaseSkill( c->GetBaseSkill( toDec ) - amtToGain, toDec );
// Check for existence of onSkillChange event for player
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
toExecute->OnSkillChange( c, toDec, ( amtToGain * -1 ));
}
}
mSock->updateskill( toDec );
}
}
if( skillCap > static_cast<UI16>(totalSkill) )
{
// Check for existence of onSkillGain event for player
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
// If retVal is -1, event doesn't exist in script
// If retVal is 0, event exists, but returned false/0, and handles item usage. Don't proceed with hard code (or other scripts!)
// If retVal is 1, event exists, proceed with hard code/other scripts
if( !toExecute->OnSkillGain( c, sk, amtToGain ) )
{
return;
}
}
}
// Increase base skill of player
c->SetBaseSkill( c->GetBaseSkill( sk ) + amtToGain, sk );
// Check for existence of onSkillChange event for player
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
toExecute->OnSkillChange( c, sk, amtToGain );
}
}
mSock->updateskill( sk );
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::SkillUse( CSocket *s, UI08 x )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Called when player uses a skill from the skill list
//o-----------------------------------------------------------------------------------------------o
//void ClilocMessage( CSocket *mSock, SpeechType speechType, UI16 hue, UI16 font, UI32 messageNum, const char *types = "", ... );
void cSkills::SkillUse( CSocket *s, UI08 x )
{
VALIDATESOCKET( s );
CChar *mChar = s->CurrcharObj();
if( mChar->IsDead() )
{
//ClilocMessage( s, SYSTEM, cwmWorldState->ServerData()->SysMsgColour(), FNT_NORMAL, 500012 );
s->sysmessage( 9054 ); // You cannot use skills while dead.
return;
}
if( ( x != STEALTH && mChar->GetVisible() == VT_TEMPHIDDEN ) || mChar->GetVisible() == VT_INVISIBLE )
mChar->ExposeToView();
mChar->BreakConcentration( s );
if( mChar->GetTimer( tCHAR_SPELLTIME ) != 0 || mChar->IsCasting() )
{
s->sysmessage( 854 ); // You can't do that while you are casting!
return;
}
if( s->GetTimer( tPC_SKILLDELAY ) <= cwmWorldState->GetUICurrentTime() || mChar->IsGM() )
{
s->SkillDelayMsgShown( false );
bool doSwitch = true;
std::vector<UI16> scriptTriggers = mChar->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
// Loop through attached scripts
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
if( toExecute->OnSkill( mChar, x ) )
{
// Look for onSkill JS event in script
doSwitch = false;
}
}
}
// If no onSkill event was found in a script already, check if skill has a script
// attached directly, with onSkill event
if( doSwitch && cwmWorldState->skill[x].jsScript != 0xFFFF )
{
cScript *toExecute = JSMapping->GetScript( cwmWorldState->skill[x].jsScript );
if( toExecute != nullptr )
{
if( toExecute->OnSkill( mChar, x ))
{
doSwitch = false;
}
}
}
// If no onSkill event has run yet, run the hardcoded version
if( doSwitch )
{
switch( x )
{
case STEALING:
// Check if stealing is allowed in player's current region
if( mChar->GetRegion()->IsSafeZone() )
{
// Player is in a safe zone where all aggressive actions are forbidden, disallow
s->sysmessage( 1799 ); // Hostile actions are not permitted in this safe area.
}
else if( cwmWorldState->ServerData()->RogueStatus() )
s->target( 0, TARGET_STEALING, 1, 863 ); // What do you wish to steal?
else
s->sysmessage( 864 ); // Contact your shard operator if you want stealing available.
break;
case TRACKING: TrackingMenu( s, TRACKINGMENUOFFSET ); break;
default: s->sysmessage( 871 ); break;
}
}
// If skilldelay timer is still below currenttimer, it wasn't modified in onSkill event. So let's update it now!
if( s->GetTimer( tPC_SKILLDELAY ) <= cwmWorldState->GetUICurrentTime() )
{
if( cwmWorldState->skill[x].skillDelay != -1 )
{
// Use skill-specific skill delay if one has been set
s->SetTimer( tPC_SKILLDELAY, BuildTimeValue( static_cast<R32>(cwmWorldState->skill[x].skillDelay )) );
}
else
{
// Otherwise use global skill delay from uox.ini
s->SetTimer( tPC_SKILLDELAY, BuildTimeValue( static_cast<R32>(cwmWorldState->ServerData()->ServerSkillDelayStatus() )) );
}
}
return;
}
else
{
if( !s->SkillDelayMsgShown() )
{
s->sysmessage( 872 ); // You must wait a few moments before using another skill.
s->SkillDelayMsgShown( true );
}
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::RandomSteal( CSocket *s )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Called when player targets a PC/NPC with stealing skill
//| instead of an item (randomly pics an item in their pack)
//o-----------------------------------------------------------------------------------------------o
void cSkills::RandomSteal( CSocket *s )
{
VALIDATESOCKET( s );
CChar *mChar = s->CurrcharObj();
CChar *npc = calcCharObjFromSer( s->GetDWord( 7 ) );
if( !ValidateObject( npc ) )
return;
// Check if stealing is allowed in target char's region
if( npc->GetRegion()->IsSafeZone() )
{
// Target is in a safe zone where all aggressive actions are forbidden, disallow
s->sysmessage( 1799 ); // Hostile actions are not permitted in this safe area.
return;
}
CItem *p = npc->GetPackItem();
if( !ValidateObject( p ) )
{
s->sysmessage( 875 ); // Bad luck, your victim doesn't have a backpack.
return;
}
CItem *item = nullptr;
GenericList< CItem * > *tcCont = p->GetContainsList();
const size_t numItems = tcCont->Num();
std::vector< CItem * > contList;
contList.reserve( numItems );
if( numItems > 0 )
{
for( item = tcCont->First(); !tcCont->Finished(); item = tcCont->Next() )
{
if( ValidateObject( item ) )
contList.push_back( item );
}
item = contList[RandomNum( static_cast<size_t>(0), (contList.size()-1) )];
}
contList.clear();
if( !ValidateObject( item ) )
{
s->sysmessage( 876 ); // Muahaha, your victim doesn't have possessions.
return;
}
doStealing( s, mChar, npc, item );
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::StealingTarget( CSocket *s )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Called when player targets an item with stealing skill
//o-----------------------------------------------------------------------------------------------o
void cSkills::StealingTarget( CSocket *s )
{
VALIDATESOCKET( s );
CChar *mChar = s->CurrcharObj();
if( s->GetByte( 7 ) < 0x40 )
{
RandomSteal( s );
return;
}
CItem *item = calcItemObjFromSer( s->GetDWord( 7 ) );
if( !ValidateObject( item ) )
return;
CChar *npc = FindItemOwner( item );
if( !ValidateObject( npc ) )
return;
// Check if stealing is allowed in target char's region
if( npc->GetRegion()->IsSafeZone() )
{
// Target is in a safe zone where all aggressive actions are forbidden, disallow
s->sysmessage( 1799 ); // Hostile actions are not permitted in this safe area.
return;
}
if( item->GetCont() == npc || item->GetCont() == nullptr || item->isNewbie() )
{
s->sysmessage( 874 ); // You cannot steal that.
return;
}
doStealing( s, mChar, npc, item );
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::doStealing( CSocket *s, CChar *mChar, CChar *npc, CItem *item )
//| Date - 2/13/2003
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Do the bulk of stealing stuff rather than having the same
//| code twice in RandomSteal() and StealingTarget()
//o-----------------------------------------------------------------------------------------------o
void cSkills::doStealing( CSocket *s, CChar *mChar, CChar *npc, CItem *item )
{
VALIDATESOCKET( s );
if( npc == mChar )
{
s->sysmessage( 873 ); // You catch yourself red handed.
return;
}
if( npc->GetNPCAiType() == AI_PLAYERVENDOR )
{
s->sysmessage( 874 ); // You cannot steal that.
return;
}
CItem *itemCont = static_cast<CItem *>(item->GetCont());
if( itemCont != nullptr && itemCont->GetLayer() >= IL_SELLCONTAINER && itemCont->GetLayer() <= IL_BUYCONTAINER ) // is it in the sell or buy layer of a vendor?
{
s->sysmessage( 874 ); // You cannot steal that.
return;
}
std::vector<UI16> scriptTriggers = item->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
// Loop through attached scripts
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
SI08 retVal = toExecute->OnSteal( mChar, item, npc );
if( retVal == 1 ) // Item was not stolen, and we don't want to run hard code
{
return;
}
else if( retVal == 2 ) // item was stolen, and we don't want to run hard code
{
std::vector<UI16> targetScriptTriggers = npc->GetScriptTriggers();
for( auto targScriptTrig : targetScriptTriggers )
{
cScript *targToExecute = JSMapping->GetScript( targScriptTrig );
if( targToExecute != nullptr )
{
if( targToExecute->OnStolenFrom( mChar, npc, item ) == 1 )
{
break;
}
}
}
return;
}
}
}
std::string npcTargetName = getNpcDictName( npc );
std::string myNpcTargetName = getNpcDictName( npc, s );
s->sysmessage( 877, myNpcTargetName.c_str() ); // You reach into %s's pack and try to take something...
if( objInRange( mChar, npc, DIST_NEXTTILE ) )
{
if( Combat->calcDef( mChar, 0, false ) > 40 )
{
s->sysmessage( 1643 ); // Your armour is too heavy to do that
return;
}
SI16 stealCheck = calcStealDiff( mChar, item );
if( stealCheck == -1 )
{
s->sysmessage( 1551 ); // That is too heavy
return;
}
if( mChar->GetCommandLevel() < npc->GetCommandLevel() )
{
s->sysmessage( 878 ); // You can't steal from gods.
return;
}
if( item->isNewbie() )
{
s->sysmessage( 879 ); // That item has no value to you.
return;
}
const SI32 getDefOffset = std::min( stealCheck + ( (SI32)( ( Combat->calcDef( mChar, 0, false ) - 1) / 10 ) * 100 ), 990 );
const bool canSteal = CheckSkill( mChar, STEALING, getDefOffset, 1000);
if( canSteal )
{
CItem *pack = mChar->GetPackItem();
item->SetCont( pack );
s->sysmessage( 880 ); // You successfully steal that item.
std::vector<UI16> targetScriptTriggers = npc->GetScriptTriggers();
for( auto targScriptTrig : targetScriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( targScriptTrig );
if( toExecute != nullptr )
{
if( toExecute->OnStolenFrom( mChar, npc, item ) == 1 )
{
return;
}
}
}
}
else
s->sysmessage( 881 ); // You failed to steal that item.
if( ( !canSteal && RandomNum( 1, 5 ) == 5 ) || mChar->GetSkill( STEALING ) < RandomNum( 0, 1001 ) )
{//Did they get caught? (If they fail 1 in 5 chance, other wise their skill away from 1000 out of 1000 chance)
s->sysmessage( 882 ); // You have been caught!
if( npc->IsNpc() )
npc->TextMessage( nullptr, 883, TALK, false ); // Guards!! A thief is among us!
if( WillResultInCriminal( mChar, npc ) )
criminal( mChar );
std::string temp;
std::string temp2;
if( item->GetName()[0] != '#' )
{
temp = oldstrutil::format(512,Dictionary->GetEntry( 884 ), mChar->GetNameRequest( npc ).c_str(), item->GetNameRequest( npc ).c_str() ); // // You notice %s trying to steal %s from you!
temp2 = Dictionary->GetEntry( 885 ); // You notice %s trying to steal %s from %s!
}
else
{
std::string tileName;
tileName.reserve( MAX_NAME );
getTileName( (*item), tileName );
temp = oldstrutil::format(512, Dictionary->GetEntry( 884 ), mChar->GetNameRequest( npc ).c_str(), tileName.c_str() ); // You notice %s trying to steal %s from you!
temp2 = Dictionary->GetEntry( 885 ); // You notice %s trying to steal %s from %s!
}
CSocket *npcSock = npc->GetSocket();
if( npcSock != nullptr )
npcSock->sysmessage( temp );
for (auto &iSock : FindNearbyPlayers( mChar )){
CChar *iChar = iSock->CurrcharObj();
if( (iSock != s) && ( (RandomNum( 10, 20 ) == 17) || (( RandomNum( 0, 1 ) == 1) && (iChar->GetIntelligence() >= mChar->GetIntelligence()) ) ) )
{
temp2 = oldstrutil::format(512, temp2, mChar->GetNameRequest( iChar ).c_str(), item->GetNameRequest( iChar ).c_str(), npcTargetName.c_str() ); // You notice %s trying to steal %s from %s!
iSock->sysmessage( temp2 );
}
}
}
}
else
s->sysmessage( 886 ); // You are too far away to steal that item.
}
//o-----------------------------------------------------------------------------------------------o
//| Function - SI16 calcStealDiff( CChar *c, CItem *i )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Check if item is able to be stolen based on item type and weight vs stealing
//| skill, then return the min skill needed to steal the item.
//o-----------------------------------------------------------------------------------------------o
SI16 cSkills::calcStealDiff( CChar *c, CItem *i )
{
if( i->IsLockedDown() )
return -1;
SI16 stealDiff = -1;
SI32 calcDiff, itemWeight;
switch( i->GetType() )
{
case IT_SPELLBOOK: // Spellbook
case IT_SPAWNCONT: // Item spawn container
case IT_LOCKEDSPAWNCONT: // Locked spawn container
case IT_UNLOCKABLESPAWNCONT: // Unlockable item spawn container
case IT_TRASHCONT: // Trash container
break;
case IT_CONTAINER: // Backpack
default:
if( i->GetID() == 0x14F0 ) // Deeds
break;
itemWeight = i->GetWeight();
calcDiff = (SI32)((c->GetSkill( STEALING ) * 2) + 100); // GM thieves can steal up to 21 stones, newbie only 1 stone
if( calcDiff > itemWeight )
stealDiff = (SI16)std::max( std::min( ((SI32)((itemWeight + 9) / 20) * 10), 990 ), 0 );
break;
}
return stealDiff;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::Tracking( CSocket *s, SI32 selection )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Start tracking selected NPC/PC
//o-----------------------------------------------------------------------------------------------o
void cSkills::Tracking( CSocket *s, SI32 selection )
{
VALIDATESOCKET( s );
CChar *i = s->CurrcharObj();
// sets trackingtarget that was selected in the gump
i->SetTrackingTarget( i->GetTrackingTargets( selection ) );
// tracking time in seconds ... gm tracker -> basetimer + 1 seconds, 0 tracking -> 1 sec, new calc
s->SetTimer( tPC_TRACKING, BuildTimeValue( static_cast<R32>(cwmWorldState->ServerData()->TrackingBaseTimer() * i->GetSkill( TRACKING ) / 1000 + 1 )) );
s->SetTimer( tPC_TRACKINGDISPLAY, BuildTimeValue( static_cast<R32>(cwmWorldState->ServerData()->TrackingRedisplayTime() ) ));
if( ValidateObject( i->GetTrackingTarget() ) )
{
std::string trackingTargetName = getNpcDictName( i->GetTrackingTarget() );
s->sysmessage( 1644, trackingTargetName.c_str() ); // You are now tracking %s.
}
Track( i );
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::CreateTrackingMenu( CSocket *s, UI16 m )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Brings up Tracking Menu, Called when player uses Tracking Skill
//o-----------------------------------------------------------------------------------------------o
void cSkills::CreateTrackingMenu( CSocket *s, UI16 m )
{
VALIDATESOCKET( s );
const std::string sect = std::string("TRACKINGMENU ") + oldstrutil::number( m );
ScriptSection *TrackStuff = FileLookup->FindEntry( sect, menus_def );
if( TrackStuff == nullptr )
return;
enum CreatureTypes
{
CT_ANIMAL = 0,
CT_CREATURE,
CT_PERSON
};
CChar *mChar = s->CurrcharObj();
UI16 id = 0;
CreatureTypes creatureType = CT_ANIMAL;
SI32 type = 887;
UI08 MaxTrackingTargets = 0;
const UI16 distance = (cwmWorldState->ServerData()->TrackingBaseRange() + (mChar->GetSkill( TRACKING ) / 50));
UnicodeTypes mLang = s->Language();
if( m == ( 2 + TRACKINGMENUOFFSET ) )
{
creatureType = CT_CREATURE;
type = 888;
}
else if( m == ( 3 + TRACKINGMENUOFFSET ) )
{
creatureType = CT_PERSON;
type = 889;
}
std::string line;
CPOpenGump toSend( *mChar );
if( m >= TRACKINGMENUOFFSET )
{
toSend.GumpIndex( m );
}
else
{
toSend.GumpIndex( m + TRACKINGMENUOFFSET );
}
std::string tag = TrackStuff->First();
std::string data = TrackStuff->GrabData();
line = tag + " " + data;
toSend.Question( line );
for (auto &MapArea : MapRegion->PopulateList( mChar )){
if( MapArea){
auto regChars = MapArea->GetCharList();
for (const auto &tempChar : regChars->collection()){
if (MaxTrackingTargets < cwmWorldState->ServerData()->TrackingMaxTargets()){
if( ValidateObject( tempChar ) && (tempChar->GetInstanceID() == mChar->GetInstanceID()) ){
id = tempChar->GetID();
if( ( !cwmWorldState->creatures[id].IsHuman() || creatureType == CT_PERSON ) && ( !cwmWorldState->creatures[id].IsAnimal() || creatureType == CT_ANIMAL ) ) {
const bool cmdLevelCheck = ( isOnline( (*tempChar) ) && ( mChar->GetCommandLevel() >= tempChar->GetCommandLevel() ) );
if( tempChar != mChar && objInRange( tempChar, mChar, distance ) && !tempChar->IsDead() && ( cmdLevelCheck || tempChar->IsNpc() ) ) {
mChar->SetTrackingTargets( tempChar, MaxTrackingTargets );
++MaxTrackingTargets;
SI32 dirMessage = 898;
switch( Movement->Direction( mChar, tempChar->GetX(), tempChar->GetY() ) ) {
case NORTH: dirMessage = 890; break;
case NORTHWEST: dirMessage = 891; break;
case NORTHEAST: dirMessage = 892; break;
case SOUTH: dirMessage = 893; break;
case SOUTHWEST: dirMessage = 894; break;
case SOUTHEAST: dirMessage = 895; break;
case WEST: dirMessage = 896; break;
case EAST: dirMessage = 897; break;
default: dirMessage = 898; break;
}
auto tempName = getNpcDictName( tempChar );
line = tempName + " "s + Dictionary->GetEntry( dirMessage, mLang );
toSend.AddResponse( cwmWorldState->creatures[id].Icon(), 0, line );
}
}
}
}
else {
break;
}
}
}
}
if( MaxTrackingTargets == 0 )
{
s->sysmessage( type );
return;
}
toSend.Finalize();
s->Send( &toSend );
}
void HandleCommonGump( CSocket *mSock, ScriptSection *gumpScript, UI16 gumpIndex );
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::TrackingMenu( CSocket *s, UI16 gmindex )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Brings up additional tracking menu with options listed in tracking.dfn
//o-----------------------------------------------------------------------------------------------o
void cSkills::TrackingMenu( CSocket *s, UI16 gmindex )
{
VALIDATESOCKET( s );
const std::string sect = std::string("TRACKINGMENU ") + oldstrutil::number( gmindex );
ScriptSection *TrackStuff = FileLookup->FindEntry( sect, menus_def );
if( TrackStuff == nullptr )
{
return;
}
HandleCommonGump( s, TrackStuff, gmindex );
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::Track( CChar *i )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Tracking stuff for older client
//o-----------------------------------------------------------------------------------------------o
void cSkills::Track( CChar *i )
{
CSocket *s = i->GetSocket();
VALIDATESOCKET( s );
CChar *trackTarg = i->GetTrackingTarget();
if( !ValidateObject( trackTarg ) || trackTarg->isDeleted() || trackTarg->GetY() == -1 )
{
s->sysmessage( 2059 ); // You have lost your quarry.
s->SetTimer( tPC_TRACKING, 0 );
CPTrackingArrow tSend;
tSend.Active( 0 );
if( s->ClientVersion() >= CV_HS2D )
{
tSend.AddSerial( i->GetTrackingTargetSerial() );
}
s->Send( &tSend );
return;
}
CPTrackingArrow tSend = (*trackTarg);
tSend.Active( 1 );
if( s->ClientType() >= CV_HS2D )
{
tSend.AddSerial( i->GetTrackingTarget()->GetSerial() );
}
s->Send( &tSend );
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::updateSkillLevel( CChar *c, UI08 s )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Calculate the skill of this character based on the characters baseskill and stats
//o-----------------------------------------------------------------------------------------------o
void cSkills::updateSkillLevel( CChar *c, UI08 s ) const
{
UI16 sstr = cwmWorldState->skill[s].strength;
SI16 astr = c->ActualStrength();
UI16 sdex = cwmWorldState->skill[s].dexterity;
SI16 adex = c->ActualDexterity();
UI16 sint = cwmWorldState->skill[s].intelligence;
SI16 aint = c->ActualIntelligence();
UI16 bskill = c->GetBaseSkill( s );
UI16 temp = ( ( (sstr * astr) / 100 + (sdex * adex) / 100 + (sint + aint) / 100) * ( 1000 - bskill ) ) / 1000 + bskill;
c->SetSkill( std::max( bskill, temp ), s );
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::Persecute( CSocket *s )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Called when a Ghost attacks a Player. If entry in UOX.INI
//| is enabled, players mana decreases each time you try to
//| persecute him
//o-----------------------------------------------------------------------------------------------o
void cSkills::Persecute( CSocket *s )
{
VALIDATESOCKET( s );
CChar *c = s->CurrcharObj();
CChar *targChar = c->GetTarg();
if( !ValidateObject( targChar ) || targChar->IsGM() )
return;
SI32 decrease = static_cast<SI32>(( c->GetSkill( SPIRITSPEAK ) / 100 ) + ( c->GetIntelligence() / 20 )) + 3;
if( s->GetTimer( tPC_SKILLDELAY ) <= cwmWorldState->GetUICurrentTime() || c->IsGM() )
{
if( ( RandomNum( 0, 19 ) + c->GetIntelligence() ) > 45 ) // not always
{
CSocket *tSock = targChar->GetSocket();
targChar->SetMana( targChar->GetMana() - decrease ); // decrease mana
s->sysmessage( 972 ); // Your spiritual forces disturb the enemy!
if( tSock != nullptr )
tSock->sysmessage( 973 ); // A damned soul is disturbing your mind!
if( cwmWorldState->skill[SPIRITSPEAK].skillDelay != -1 )
{
// Use skill-specific skill delay if one has been set
s->SetTimer( tPC_SKILLDELAY, BuildTimeValue( static_cast<R32>(cwmWorldState->skill[SPIRITSPEAK].skillDelay )) );
}
else
{
// Otherwise use global skill delay from uox.ini
s->SetTimer( tPC_SKILLDELAY, BuildTimeValue( static_cast<R32>(cwmWorldState->ServerData()->ServerSkillDelayStatus() )) );
}
std::string targCharName = getNpcDictName( targChar );
targChar->TextMessage( nullptr, 974, EMOTE, 1, targCharName.c_str() ); // %s is persecuted by a ghost!
}
else
s->sysmessage( 975 ); // Your mind is not strong enough to disturb the enemy
}
else
s->sysmessage( 976 ); // You are unable to persecute him now. Rest a little.
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::Smith( CSocket *s )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Called when player attempts to smith an item
//o-----------------------------------------------------------------------------------------------o
void cSkills::Smith( CSocket *s )
{
VALIDATESOCKET( s );
CChar *mChar = s->CurrcharObj();
CItem *packnum = mChar->GetPackItem();
// Check if item used to initialize target cursor is still within range
CItem *tempObj = static_cast<CItem *>(s->TempObj());
s->TempObj( nullptr );
if( ValidateObject( tempObj ) )
{
if( tempObj->isHeldOnCursor() || !checkItemRange( mChar, tempObj ) )
{
s->sysmessage( 400 ); // That is too far away!
return;
}
}
if( !ValidateObject( packnum ) )
{
s->sysmessage( 773 ); // Time to buy a backpack.
return;
}
CItem *i = calcItemObjFromSer( s->GetDWord( 7 ) );
if( ValidateObject( i ) )
{
if( i->isHeldOnCursor() || !checkItemRange( mChar, i ) )
{
s->sysmessage( 400 ); // That is too far away!
return;
}
if( i->GetID() >= 0x1BE3 && i->GetID() <= 0x1BF9 ) // is it an ingot?
{
miningData *oreType = FindOre( i->GetColour() );
if( oreType == nullptr )
{
s->sysmessage( 977 ); // Unknown ingot type.
return;
}
if( FindItemOwner( i ) != mChar )
s->sysmessage( 978, oreType->name.c_str() ); // You can't smith %s ingots outside your backpack.
else
AnvilTarget( s, (*i), oreType );
}
else // something we might repair?
RepairMetal( s );
return;
}
s->sysmessage( 979 ); // You cannot use that material for blacksmithing!
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::AnvilTarget( CSocket *s, CItem& item, SI16 oreType )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Check for the presence of an anvil when player attempts to use smithing skill,
//| then verify that there is enough of the chosen ingot type in their backpack(s)
//o-----------------------------------------------------------------------------------------------o
void cSkills::AnvilTarget( CSocket *s, CItem& item, miningData *oreType )
{
VALIDATESOCKET( s );
CChar *mChar = s->CurrcharObj();
for (auto &MapArea : MapRegion->PopulateList( mChar )){
if( MapArea){
auto regItems = MapArea->GetItemList();
for (const auto &tempItem : regItems->collection()){
if( ValidateObject( tempItem )&& (tempItem->GetInstanceID() == mChar->GetInstanceID()) ){
if( tempItem->GetID() == 0x0FAF || tempItem->GetID() == 0x0FB0 ) {
if( objInRange( mChar, tempItem, DIST_NEARBY ) ) {
UI32 getAmt = GetItemAmount( mChar, item.GetID(), item.GetColour(), item.GetTempVar( CITV_MORE ));
if( getAmt == 0 ) {
s->sysmessage( 980, oreType->name.c_str() ); // You don't have enough %s ingots to make anything.
return;
}
NewMakeMenu( s, oreType->makemenu, BLACKSMITHING );
return;
}
}
}
}
}
}
s->sysmessage( 981 ); // The anvil is too far away.
}
//o-----------------------------------------------------------------------------------------------o
//| Function - cSkills::cSkills( void )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Default constructor
//o-----------------------------------------------------------------------------------------------o
cSkills::cSkills()
{
ores.resize( 0 );
}
cSkills::~cSkills()
{
ores.resize( 0 );
skillMenus.clear();
itemsForMenus.clear();
actualMenus.clear();
}
//o-----------------------------------------------------------------------------------------------o
//| Function - bool cSkills::LoadMiningData( void )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Load mining resource stuff from scripts
//o-----------------------------------------------------------------------------------------------o
bool cSkills::LoadMiningData( void )
{
ores.resize( 0 );
// Let's first get our ore list, in SECTION ORE_LIST
ScriptSection *oreList = FileLookup->FindEntry( "ORE_LIST", skills_def );
bool rvalue = false;
if( oreList != nullptr )
{
std::vector< std::string > oreNameList;
std::string tag;
std::string data;
std::string UTag;
for( tag = oreList->First(); !oreList->AtEnd(); tag = oreList->Next() )
{
oreNameList.push_back( tag );
}
if( !oreNameList.empty() )
{
rvalue = true;
ScriptSection *individualOre = nullptr;
for (auto &oreName : oreNameList){
individualOre = FileLookup->FindEntry( oreName, skills_def );
if( individualOre != nullptr )
{
miningData toAdd;
toAdd.colour = 0;
toAdd.makemenu = 0;
toAdd.minSkill = 0;
toAdd.name = oreName;
toAdd.oreName = oreName;
toAdd.oreChance = 0;
for (const auto &sec : individualOre->collection()){
tag = sec->tag ;
data = sec->data ;
UTag = oldstrutil::upper( tag );
data = oldstrutil::trim( oldstrutil::removeTrailing( data, "//" ));
switch( (UTag.data()[0]) ){ // break on tag
case 'C':
if( UTag == "COLOUR" ) {
toAdd.colour = static_cast<UI16>(std::stoul(data, nullptr, 0));
}
break;
case 'F':
break;
case 'M':
if( UTag == "MAKEMENU" ) {
toAdd.makemenu = std::stoi(data, nullptr, 0);
}
else if( UTag == "MINSKILL" ) {
toAdd.minSkill = static_cast<UI16>(std::stoul(data, nullptr, 0));
}
break;
case 'N':
if( UTag == "NAME" ) {
toAdd.name = data;
}
break;
case 'O':
if( UTag == "ORECHANCE" ) {
toAdd.oreChance = static_cast<UI16>(std::stoul(data, nullptr, 0));
}
break;
default:
Console << "Unknown mining tag " << tag << " with data " << data << " in SECTION " << oreName << myendl;
break;
}
}
ores.push_back( toAdd );
}
}
}
}
return rvalue;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::Load( void )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Load mining stuff from scripts
//o-----------------------------------------------------------------------------------------------o
void cSkills::Load( void )
{
Console << "Loading custom ore data ";
if( !LoadMiningData() )
{
Shutdown( FATAL_UOX3_ORELIST );
return;
}
Console.PrintDone();
Console << "Loading creation menus ";
LoadCreateMenus();
Console.PrintDone();
CJSMappingSection *skillSection = JSMapping->GetSection( SCPT_SKILLUSE );
for( cScript *ourScript = skillSection->First(); !skillSection->Finished(); ourScript = skillSection->Next() )
{
if( ourScript != nullptr )
ourScript->ScriptRegistration( "Skill" );
}
Console.PrintSectionBegin();
}
//o-----------------------------------------------------------------------------------------------o
//| Function - size_t cSkills::GetNumberOfOres( void )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Returns number of custom ores
//o-----------------------------------------------------------------------------------------------o
size_t cSkills::GetNumberOfOres( void )
{
return ores.size();
}
//o-----------------------------------------------------------------------------------------------o
//| Function - miningData *cSkills::GetOre( size_t number )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Returns a handle to the data about the ore
//o-----------------------------------------------------------------------------------------------o
miningData *cSkills::GetOre( size_t number )
{
if( number >= ores.size() )
return nullptr;
return &ores[number];
}
//o-----------------------------------------------------------------------------------------------o
//| Function - miningData *cSkills::FindOre( string name )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Returns a handle to the data about the ore based on it's name
//o-----------------------------------------------------------------------------------------------o
miningData *cSkills::FindOre( std::string const &name )
{
std::vector< miningData >::iterator oreIter;
for( oreIter = ores.begin(); oreIter != ores.end(); ++oreIter )
{
if( (*oreIter).oreName == name )
return &(*oreIter);
}
return nullptr;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - miningData *cSkills::FindOre( UI16 colour)
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Find ore color
//o-----------------------------------------------------------------------------------------------o
miningData *cSkills::FindOre( UI16 const &colour )
{
std::vector< miningData >::iterator oreIter;
for( oreIter = ores.begin(); oreIter != ores.end(); ++oreIter )
{
if( (*oreIter).colour == colour )
return &(*oreIter);
}
return nullptr;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::LoadCreateMenus( void )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Load Create menus from the create DFNs
//o-----------------------------------------------------------------------------------------------o
auto cSkills::LoadCreateMenus() ->void {
actualMenus.clear();
skillMenus.clear();
itemsForMenus.clear();
UI16 ourEntry; // our actual entry number
for( Script *ourScript = FileLookup->FirstScript( create_def ); !FileLookup->FinishedScripts( create_def ); ourScript = FileLookup->NextScript( create_def ) )
{
if( ourScript) {
for (const auto &[eName1,toSearch]:ourScript->collection()) {
auto eName = eName1;
if( "SUBMENU" == eName.substr( 0, 7 ) ){ // is it a menu? (not really SUB, just to avoid picking up MAKEMENUs)
eName = oldstrutil::trim( oldstrutil::removeTrailing( eName, "//" ));
auto ssecs = oldstrutil::sections( eName, " " );
ourEntry = static_cast<UI16>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[1], "//" )), nullptr, 0));
for (const auto &sec : toSearch->collection()){
auto tag = sec->tag;
auto data = sec->data ;
auto UTag = oldstrutil::upper( tag );
data = oldstrutil::trim( oldstrutil::removeTrailing( data, "//" ));
if( UTag == "MENU" ) {
actualMenus[ourEntry].menuEntries.push_back( static_cast<UI16>(std::stoul(data, nullptr, 0)) );
}
else if( UTag == "ITEM" ) {
actualMenus[ourEntry].itemEntries.push_back( static_cast<UI16>(std::stoul(data, nullptr, 0)) );
}
}
}
else if( "ITEM" == eName.substr( 0, 4 ) ) {// is it an item?
auto ssecs = oldstrutil::sections( eName, " " );
ourEntry = static_cast<UI16>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[1], "//" )), nullptr, 0));
createEntry tmpEntry;
tmpEntry.minRank = 0;
tmpEntry.maxRank = 10;
tmpEntry.colour = 0;
tmpEntry.targID = 1;
tmpEntry.soundPlayed = 0;
for (const auto &sec : toSearch->collection()){
auto tag = sec->tag;
auto data = sec->data ;
auto UTag = oldstrutil::upper( tag );
data = oldstrutil::trim( oldstrutil::removeTrailing( data, "//" ));
if( UTag == "COLOUR" ) {
tmpEntry.colour = static_cast<UI16>(std::stoul(data, nullptr, 0));
}
else if( UTag == "ID" ) {
tmpEntry.targID = static_cast<UI16>(std::stoul(data, nullptr, 0));
}
else if( UTag == "MINRANK" ) {
tmpEntry.minRank = static_cast<UI08>(std::stoul(data, nullptr, 0));
}
else if( UTag == "MAXRANK" ) {
tmpEntry.maxRank = static_cast<UI08>(std::stoul(data, nullptr, 0));
}
else if( UTag == "NAME" ) {
tmpEntry.name = data;
}
else if( UTag == "SOUND" ) {
tmpEntry.soundPlayed = static_cast<UI16>(std::stoul(data, nullptr, 0));
}
else if( UTag == "ADDITEM" ) {
tmpEntry.addItem = data;
}
else if( UTag == "DELAY" ) {
tmpEntry.delay = static_cast<SI16>(std::stoi(data, nullptr, 0));
}
else if( UTag == "RESOURCE" ) {
resAmountPair tmpResource;
auto ssecs = oldstrutil::sections(data," ");
if( ssecs.size() > 1 ) {
if( ssecs.size() == 4 ) {
tmpResource.moreVal = static_cast<UI32>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[3], "//" )), nullptr, 0));
}
if( ssecs.size() >= 3 ) {
tmpResource.colour = static_cast<UI16>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[2], "//" )), nullptr, 0));
}
if( ssecs.size() >= 2 ) {
tmpResource.amountNeeded = static_cast<UI16>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[1], "//" )), nullptr, 0));
}
}
auto resType = "RESOURCE "s + oldstrutil::trim( oldstrutil::removeTrailing( ssecs[0], "//" ));
auto resList = FileLookup->FindEntry( resType, create_def );
if(resList) {
for (const auto &sec : resList->collection()){
tmpResource.idList.push_back( static_cast<UI16>(std::stoul(sec->data, nullptr, 0 )));
}
}
else {
tmpResource.idList.push_back( static_cast<UI16>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[0], "//" )), nullptr, 0 )) );
}
tmpEntry.resourceNeeded.push_back( tmpResource );
}
else if( UTag == "SKILL" ) {
resSkillReq tmpResource;
auto ssecs = oldstrutil::sections( data, " " );
if( ssecs.size() == 1 ) {
tmpResource.maxSkill = 1000;
tmpResource.minSkill = 0;
tmpResource.skillNumber = static_cast<UI16>(std::stoul(data, nullptr, 0 ));
}
else {
if( ssecs.size() == 2 ) {
tmpResource.maxSkill = 1000;
tmpResource.minSkill = static_cast<UI16>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[1], "//" )), nullptr, 0 ));
}
else {
tmpResource.minSkill = static_cast<UI16>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[1], "//" )), nullptr, 0 ));
tmpResource.maxSkill = static_cast<UI16>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[2], "//" )), nullptr, 0 ));
}
tmpResource.skillNumber = static_cast<UI16>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[0], "//" )), nullptr, 0 ));
}
tmpEntry.skillReqs.push_back( tmpResource );
}
else if( UTag == "SPELL" ) {
tmpEntry.spell = static_cast<UI16>(std::stoul(data, nullptr, 0 ));
}
}
itemsForMenus[ourEntry] = tmpEntry;
}
else if( "MENUENTRY" == eName.substr( 0, 9 ) ) {
auto ssecs = oldstrutil::sections( eName, " " );
ourEntry = static_cast<UI16>(std::stoul(oldstrutil::trim( oldstrutil::removeTrailing( ssecs[1], "//" )), nullptr, 0));
for (const auto &sec : toSearch->collection()){
auto tag = sec->tag ;
auto data = sec->data ;
auto UTag = oldstrutil::upper( tag );
data = oldstrutil::trim( oldstrutil::removeTrailing( data, "//" ));
if( UTag == "ID" ) {
skillMenus[ourEntry].targID = static_cast<UI16>(std::stoul( data, nullptr, 0 ));
}
else if( UTag == "COLOUR" ) {
skillMenus[ourEntry].colour = static_cast<UI16>(std::stoul( data, nullptr, 0 ));
}
else if( UTag == "NAME" ) {
skillMenus[ourEntry].name = data;
}
else if( UTag == "SUBMENU" ){
skillMenus[ourEntry].subMenu = static_cast<UI16>(std::stoul(data, nullptr, 0 ));
}
}
}
}
}
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - bool cSkills::AdvanceSkill( CChar *s, UI08 sk, bool skillUsed )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Advance players skill based on success or failure in CheckSkill()
//o-----------------------------------------------------------------------------------------------o
bool cSkills::AdvanceSkill( CChar *s, UI08 sk, bool skillUsed )
{
bool advSkill = false;
SI16 skillGain;
SI08 skillAdvance = FindSkillPoint( sk, s->GetBaseSkill( sk ) );
if( skillUsed )
skillGain = ( cwmWorldState->skill[sk].advancement[skillAdvance].success );
else
skillGain = ( cwmWorldState->skill[sk].advancement[skillAdvance].failure );
if( skillGain > RandomNum( 0, 100 ) )
{
advSkill = true;
if( s->GetSkillLock( sk ) == SKILL_INCREASE )
HandleSkillChange( s, sk, skillAdvance, skillUsed );
}
if( s->GetSkillLock( sk ) != SKILL_LOCKED ) // if it's locked, stats can't advance
AdvanceStats( s, sk, skillUsed );
return advSkill;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - SI08 cSkills::FindSkillPoint( UI08 sk, SI32 value )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Find skillpoint advancement parameters from a skill in skills.dfn,
//| based on a specified skill value
//o-----------------------------------------------------------------------------------------------o
SI08 cSkills::FindSkillPoint( UI08 sk, SI32 value )
{
SI08 retVal = -1;
for( size_t iCounter = 0; iCounter < cwmWorldState->skill[sk].advancement.size() - 1; ++iCounter )
{
if( cwmWorldState->skill[sk].advancement[iCounter].base <= value && value < cwmWorldState->skill[sk].advancement[iCounter+1].base )
{
retVal = static_cast<SI08>(iCounter);
break;
}
}
if( retVal == -1 )
retVal = static_cast< SI08 >(cwmWorldState->skill[sk].advancement.size() - 1);
return retVal;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::AdvanceStats( CChar *s, UI08 sk, bool skillsuccess )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Advance players stats
//o-----------------------------------------------------------------------------------------------o
void cSkills::AdvanceStats( CChar *s, UI08 sk, bool skillsuccess )
{
CRace *pRace = Races->Race( s->GetRace() );
// If the Race is invalid just use the default race
if( pRace == nullptr )
pRace = Races->Race( 0 );
//make sure socket is no npc
if( s->IsNpc() )
return;
UI32 ServStatCap = cwmWorldState->ServerData()->ServerStatCapStatus();
UI32 ttlStats = s->ActualStrength() + s->ActualDexterity() + s->ActualIntelligence();
SI16 chanceStatGain = 0; //16bit because of freaks that raises it > 100
SI32 StatCount, nCount;
SI32 toDec = 255;
UI16 maxChance = 100;
SI16 ActualStat[3] = { s->ActualStrength() , s->ActualDexterity() , s->ActualIntelligence() };
UI16 StatModifier[3] = { cwmWorldState->skill[sk].strength , cwmWorldState->skill[sk].dexterity , cwmWorldState->skill[sk].intelligence };
SkillLock StatLocks[3] = { s->GetSkillLock( STRENGTH ), s->GetSkillLock( DEXTERITY ), s->GetSkillLock( INTELLECT ) };
std::vector<UI16> skillUpdTriggers = s->GetScriptTriggers();
for ( StatCount = STRENGTH; StatCount <= INTELLECT; ++StatCount )
{
nCount = StatCount - ALLSKILLS - 1;
// if current stat isn't allowed to increase skip it.
if( StatLocks[nCount] == SKILL_INCREASE )
{
// the following will calculate the chances for str/dex/int to increase
//
// it is divided into 2 "dices":
// first dice: get the success-skillpoint of the stat out of skills.dfn in dependence
// of the racial statcap for this stat... x means stat is x% of statcap
// => get skillpoint for x
// sec. dice: get the chance for this stat to increase when the used skill has been used
// (out of skills.dfn) => get x = statmodifier of skill
// last make it a integer between 0 and 1000 normally (negative or 0==no chance)
// special dice 1: the stat wont increase above x% of the racial statcap. x% is equivalent to dice 2.
// special dice 2: skill failed: decrease chance by 50%
// k, first let us calculate both dices
UI08 modifiedStatLevel = FindSkillPoint( StatCount-1, (SI32)( (R32)ActualStat[nCount] / (R32)pRace->Skill( StatCount ) * 100 ) );
chanceStatGain = (SI16)(((R32)cwmWorldState->skill[StatCount-1].advancement[modifiedStatLevel].success / 100) * ((R32)( (R32)(StatModifier[nCount]) / 10 ) / 100) * 1000);
// some mathematics in it ;)
// now, lets implement the special dice 1 and additionally check for onStatGain javascript method
if( StatModifier[nCount] <= (SI32)( (R32)ActualStat[nCount] / (R32)pRace->Skill( StatCount ) * 100 ) )
chanceStatGain = 0;
// special dice 2
if( !skillsuccess )
maxChance *= 2;
// if stat of char < racial statcap and chance for statgain > random number from 0 to 100
if( ActualStat[nCount] < pRace->Skill( StatCount ) && chanceStatGain > RandomNum( static_cast<UI16>(0), maxChance ) )
{
// Check if we have to decrease a stat
if( ( ttlStats + 1) >= RandomNum( ServStatCap-10, ServStatCap ) )
{
for( SI32 i = 0; i < 3; i++)
{
if( StatLocks[i] == SKILL_DECREASE )
{
// Decrease the highest stat, that is allowed to decrease
if( toDec == 255 )
toDec = i;
else
if( ActualStat[i] > ActualStat[toDec] )
toDec = i;
}
}
switch( toDec )
{
case 0:
// First trigger onStatLoss event
for( auto skillTrig : skillUpdTriggers )
{
cScript *toExecute = JSMapping->GetScript( skillTrig );
if( toExecute != nullptr )
{
if( !toExecute->OnStatLoss( s, STRENGTH, 1 ) )
return;
}
}
// Do the actual stat decrease
s->IncStrength( -1 );
ttlStats--;
// Trigger onStatChange event if onStatLoss either didn't exist, or returned true
for( auto skillTrig : skillUpdTriggers )
{
cScript *toExecute = JSMapping->GetScript( skillTrig );
if( toExecute != nullptr )
{
toExecute->OnStatChange( s, STRENGTH, -1 );
}
}
break;
case 1:
// First trigger onStatLoss event
for( auto skillTrig : skillUpdTriggers )
{
cScript *toExecute = JSMapping->GetScript( skillTrig );
if( toExecute != nullptr )
{
if( !toExecute->OnStatLoss( s, DEXTERITY, 1 ) )
return;
}
}
// Do the actual stat decrease
s->IncDexterity( -1 );
ttlStats--;
// Trigger onStatChange event if onStatLoss either didn't exist, or returned true
for( auto skillTrig : skillUpdTriggers )
{
cScript *toExecute = JSMapping->GetScript( skillTrig );
if( toExecute != nullptr )
{
toExecute->OnStatChange( s, DEXTERITY, -1 );
}
}
break;
case 2:
// First trigger onStatLoss event
for( auto skillTrig : skillUpdTriggers )
{
cScript *toExecute = JSMapping->GetScript( skillTrig );
if( toExecute != nullptr )
{
if( !toExecute->OnStatLoss( s, INTELLECT, 1 ) )
return;
}
}
// Do the actual stat decrease
s->IncIntelligence( -1 );
ttlStats--;
// Trigger onStatChange event if onStatLoss either didn't exist, or returned true
for( auto skillTrig : skillUpdTriggers )
{
cScript *toExecute = JSMapping->GetScript( skillTrig );
if( toExecute != nullptr )
{
toExecute->OnStatChange( s, INTELLECT, -1 );
}
}
break;
default:
break;
}
}
// Do we still hit the stat limit?
if( ( ttlStats + 1) <= ServStatCap )
{
// First trigger onStatGained
for( auto skillTrig : skillUpdTriggers )
{
cScript *toExecute = JSMapping->GetScript( skillTrig );
if( toExecute != nullptr )
{
if( !toExecute->OnStatGained( s, StatCount, sk, 1 ) )
return;
}
}
// Do the actual stat increase
switch( StatCount )
{
case STRENGTH:
s->IncStrength();
break;
case DEXTERITY:
s->IncDexterity();
break;
case INTELLECT:
s->IncIntelligence();
break;
default:
break;
}
// Trigger onStatChange event if onStatGained either didn't exist, or returned true
for( auto skillTrig : skillUpdTriggers )
{
cScript *toExecute = JSMapping->GetScript( skillTrig );
if( toExecute != nullptr )
{
toExecute->OnStatChange( s, StatCount, 1 );
}
}
break;//only one stat at a time fellas
}
}
}
}
s->Dirty( UT_STATWINDOW );
for( UI08 i = 0; i < ALLSKILLS; ++i )
updateSkillLevel( s, i );
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::NewMakeMenu( CSocket *s, SI32 menu, UI08 skill )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - New make menu system, based on create DFNs
//o-----------------------------------------------------------------------------------------------o
void cSkills::NewMakeMenu( CSocket *s, SI32 menu, UI08 skill )
{
VALIDATESOCKET( s );
CChar *ourChar = s->CurrcharObj();
s->AddID( menu );
std::map< UI16, createMenu >::const_iterator p = actualMenus.find( menu );
if( p == actualMenus.end() )
return;
UI16 background = cwmWorldState->ServerData()->BackgroundPic();
UI16 btnCancel = cwmWorldState->ServerData()->ButtonCancel();
UI16 btnLeft = cwmWorldState->ServerData()->ButtonLeft();
UI16 btnRight = cwmWorldState->ServerData()->ButtonRight();
CPSendGumpMenu toSend;
toSend.UserID( INVALIDSERIAL );
toSend.GumpID( 12 );
createMenu ourMenu = p->second;
UI32 textCounter = 0;
ScriptSection *GumpHeader = FileLookup->FindEntry( "ADDMENU HEADER", misc_def );
if( GumpHeader == nullptr )
{
toSend.addCommand( oldstrutil::format("resizepic 0 0 %i 400 320", background) );
toSend.addCommand( "page 0" );
toSend.addCommand( "text 200 20 0 0" );
toSend.addText( "Create menu" );
++textCounter;
toSend.addCommand( oldstrutil::format("button 360 15 %i %i 1 0 1", btnCancel, btnCancel + 1) );
}
else
{
std::string tag, data, UTag;
for( tag = GumpHeader->First(); !GumpHeader->AtEnd(); tag = GumpHeader->Next() )
{
UTag = oldstrutil::upper( tag );
data = GumpHeader->GrabData();
data = oldstrutil::trim( oldstrutil::removeTrailing( data, "//" ));
if( UTag == "BUTTONLEFT" )
{
btnLeft = static_cast<UI16>(std::stoul(data, nullptr, 0));
}
else if( UTag == "BUTTONRIGHT" )
{
btnRight = static_cast<UI16>(std::stoul(data, nullptr, 0));
}
else if( UTag == "BUTTONCANCEL" )
{
btnCancel = static_cast<UI16>(std::stoul(data, nullptr, 0));
}
else
{
std::string built = tag;
if( !data.empty() )
{
built += " ";
built += data;
}
toSend.addCommand( built );
}
}
ScriptSection *GumpText = FileLookup->FindEntry( "ADDMENU TEXT", misc_def );
if( GumpText != nullptr )
{
for( tag = GumpText->First(); !GumpText->AtEnd(); tag = GumpText->Next() )
{
data = GumpText->GrabData();
std::string built = tag;
if( !data.empty() )
{
built += " ";
built += data;
}
toSend.addText( built );
++textCounter;
}
}
}
UI16 xLoc = 60, yLoc = 40;
std::map< UI16, createEntry >::iterator imIter;
std::map< UI16, createMenuEntry >::iterator smIter;
SI32 actualItems = 0;
for( ourMenu.iIter = ourMenu.itemEntries.begin(); ourMenu.iIter != ourMenu.itemEntries.end(); ++ourMenu.iIter )
{
if( (actualItems%6) == 0 && actualItems != 0 )
{
xLoc += 180;
yLoc = 40;
}
imIter = itemsForMenus.find( (*ourMenu.iIter) );
if( imIter != itemsForMenus.end() )
{
createEntry iItem = imIter->second;
bool canMake = true;
for( size_t sCounter = 0; sCounter < iItem.skillReqs.size() && canMake; ++sCounter )
{
UI08 skillNum = iItem.skillReqs[sCounter].skillNumber;
UI16 ourSkill = ourChar->GetSkill( skillNum );
UI16 minSkill = iItem.skillReqs[sCounter].minSkill;
canMake = ( ourSkill >= minSkill );
// it was not thought that way, its not logical, maxSkill should say, that you can get maxRank with maxSkill and higher
}
if( iItem.spell ) // Should only display the spell if character has a spellbook and the spell in his book
{
CItem *spellBook = FindItemOfType( ourChar, IT_SPELLBOOK );
if( !ValidateObject( spellBook ) )
canMake = false;
else
{
SI32 getCir = (SI32)( iItem.spell * .1 );
SI32 getSpell = iItem.spell - ( getCir * 10 ) + 1;
if( !Magic->CheckBook( getCir, getSpell - 1, spellBook ) )
canMake = false;
}
}
if( canMake )
{
toSend.addCommand( oldstrutil::format("button %i %i %i %i 1 0 %i", xLoc - 40, yLoc, btnRight, btnRight + 1, (*ourMenu.iIter)) );
if( iItem.targID )
toSend.addCommand( oldstrutil::format("tilepic %i %i %i", xLoc - 20, yLoc, iItem.targID ));
toSend.addCommand( oldstrutil::format("text %i %i 35 %i", xLoc + 20, yLoc, textCounter++ ));
toSend.addText( iItem.name );
yLoc += 40;
++actualItems;
}
}
}
actualItems = 0;
for( ourMenu.mIter = ourMenu.menuEntries.begin(); ourMenu.mIter != ourMenu.menuEntries.end(); ++ourMenu.mIter )
{
if( (actualItems%6) == 0 && actualItems != 0 )
{
xLoc += 180;
yLoc = 40;
}
smIter = skillMenus.find( (*ourMenu.mIter) );
if( smIter != skillMenus.end() )
{
createMenuEntry iMenu = smIter->second;
toSend.addCommand(oldstrutil::format( "button %i %i %i %i 1 0 %i", xLoc - 40, yLoc, btnRight, btnRight + 1, CREATE_MENU_OFFSET + (*ourMenu.mIter) ));
if( iMenu.targID )
toSend.addCommand( oldstrutil::format("tilepic %i %i %i", xLoc - 20, yLoc, iMenu.targID) );
toSend.addCommand( oldstrutil::format("text %i %i 35 %i", xLoc + 20, yLoc, textCounter++) );
toSend.addText( iMenu.name );
yLoc += 40;
++actualItems;
}
}
toSend.Finalize();
s->Send( &toSend );
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::HandleMakeMenu( CSocket *s, SI32 button, SI32 menu )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Handles the button pressed in the new make menu
//o-----------------------------------------------------------------------------------------------o
void cSkills::HandleMakeMenu( CSocket *s, SI32 button, SI32 menu )
{
VALIDATESOCKET( s );
CChar *ourChar = s->CurrcharObj();
s->AddID( 0 );
std::map< UI16, createMenu >::const_iterator p = actualMenus.find( menu );
if( p == actualMenus.end() )
return;
createMenu ourMenu = p->second;
if( button >= CREATE_MENU_OFFSET ) // menu pressed
{
std::map< UI16, createMenuEntry >::const_iterator q = skillMenus.find( button-CREATE_MENU_OFFSET );
if( q == skillMenus.end() )
return;
NewMakeMenu( s, q->second.subMenu, 0 );
}
else // item to make
{
std::map< UI16, createEntry >::iterator r = itemsForMenus.find( button );
if( r == itemsForMenus.end() )
return;
MakeItem( r->second, ourChar, s, button );
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - createEntry *cSkills::FindItem( UI16 itemNum )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Returns a handle to a createEntry based on an itemNum
//o-----------------------------------------------------------------------------------------------o
createEntry *cSkills::FindItem( UI16 itemNum )
{
std::map< UI16, createEntry >::iterator r = itemsForMenus.find( itemNum );
if( r == itemsForMenus.end() )
return nullptr;
return &(r->second);
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::MakeItem( createEntry &toMake, CChar *player, CSocket *sock, UI16 resourceColour )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Makes an item selected in the new make menu system
//o-----------------------------------------------------------------------------------------------o
void cSkills::MakeItem( createEntry &toMake, CChar *player, CSocket *sock, UI16 itemEntry, UI16 resourceColour )
{
VALIDATESOCKET( sock );
if( !ValidateObject( player ))
return;
// Get potential tag with ID of a targeted sub-resource
UI16 targetedSubResourceID = 0;
TAGMAPOBJECT tempTagObj = player->GetTempTag( "targetedSubResourceID" );
if( tempTagObj.m_ObjectType == TAGMAP_TYPE_INT && tempTagObj.m_IntValue > 0 )
{
targetedSubResourceID = static_cast<UI16>( tempTagObj.m_IntValue );
}
std::vector< resAmountPair >::const_iterator resCounter;
std::vector< resSkillReq >::const_iterator sCounter;
resAmountPair resEntry;
UI16 toDelete;
UI16 targColour;
UI16 targID;
UI32 targMoreVal;
bool canDelete = true;
//Moved resource-check to top of file to disallow gaining skill by attempting to
//craft items without having enough resources to do so :P
for( resCounter = toMake.resourceNeeded.begin(); resCounter != toMake.resourceNeeded.end(); ++resCounter )
{
resEntry = (*resCounter);
toDelete = resEntry.amountNeeded;
targColour = resEntry.colour;
targMoreVal = resEntry.moreVal;
if( resCounter == toMake.resourceNeeded.begin() && resourceColour != 0 )
{
// If a specific colour was provided for the function as the intended colour of the material, use a material of that colour
targColour = resourceColour;
}
for( std::vector< UI16 >::const_iterator idCounter = resEntry.idList.begin(); idCounter != resEntry.idList.end(); ++idCounter )
{
targID = (*idCounter);
if( targetedSubResourceID == 0 || resCounter == toMake.resourceNeeded.begin() )
{
// Primary resource, or generic subresource
toDelete -= std::min( GetItemAmount( player, targID, targColour, targMoreVal, true ), static_cast<UI32>(toDelete) );
}
else
{
if( targetedSubResourceID > 0 && targID == targetedSubResourceID )
{
// Player specifically targeted a secondary resource
toDelete -= std::min( GetItemAmount( player, targID, targColour, targMoreVal, true ), static_cast<UI32>(toDelete) );
}
}
if( toDelete == 0 )
break;
}
if( toDelete > 0 )
canDelete = false;
}
if( !canDelete )
{
sock->sysmessage( 1651 ); // You have insufficient resources on hand to do that
return;
}
bool canMake = true;
// Loop through the skills listed as skill requirement for crafting the item
for( sCounter = toMake.skillReqs.begin(); sCounter != toMake.skillReqs.end(); ++sCounter )
{
if( player->SkillUsed( (*sCounter).skillNumber ) )
{
sock->sysmessage( 1650 ); // You are already using that skill
return;
}
if( sCounter == toMake.skillReqs.begin() )
{
// Only perform skill check for first and main skill in skill requirement
if( !CheckSkill( player, ( *sCounter ).skillNumber, ( *sCounter ).minSkill, ( *sCounter ).maxSkill, true ))
{
canMake = false;
break;
}
}
else
{
// For supporting skills, we only check if player has more than or equal to the minimum skill required
if( player->GetSkill( ( *sCounter ).skillNumber ) < ( *sCounter ).minSkill )
{
canMake = false;
break;
}
}
}
if( !canMake )
{
// delete anywhere up to half of the resources needed
if( toMake.soundPlayed )
Effects->PlaySound( sock, toMake.soundPlayed, true );
sock->sysmessage( 984 ); // You fail to create the item.
}
else
{
// Store temp tag on player with colour of item to craft
TAGMAPOBJECT tagObject;
tagObject.m_Destroy = false;
tagObject.m_StringValue = "";
tagObject.m_IntValue = resourceColour;
tagObject.m_ObjectType = TAGMAP_TYPE_INT;
player->SetTempTag( "craftItemColor", tagObject );
for( sCounter = toMake.skillReqs.begin(); sCounter != toMake.skillReqs.end(); ++sCounter )
player->SkillUsed( true, (*sCounter).skillNumber );
Effects->tempeffect( player, player, 41, toMake.delay, itemEntry, 0 );
if( toMake.soundPlayed )
{
if( toMake.delay > 300 )
{
for( SI16 i = 0; i < ( toMake.delay / 300 ); ++i )
Effects->tempeffect( player, player, 42, 300 * i, toMake.soundPlayed, 0 );
}
}
}
if( !canMake || !canDelete )
{
// Trigger onMakeItem() JS event for character who tried to craft item, even though they failed
std::vector<UI16> scriptTriggers = player->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
toExecute->OnMakeItem( sock, player, nullptr, 0 );
}
}
}
for( resCounter = toMake.resourceNeeded.begin(); resCounter != toMake.resourceNeeded.end(); ++resCounter )
{
resEntry = (*resCounter);
toDelete = resEntry.amountNeeded;
if( !canMake )
toDelete = RandomNum( 0, std::max(1, toDelete / 2 ));
targColour = resEntry.colour;
targMoreVal = resEntry.moreVal;
if( resCounter == toMake.resourceNeeded.begin() && resourceColour != 0 )
{
// If a specific colour was provided for the function as the intended colour of the material, use a material of that colour
targColour = resourceColour;
}
for( std::vector< UI16 >::const_iterator idCounter = resEntry.idList.begin(); idCounter != resEntry.idList.end(); ++idCounter )
{
targID = (*idCounter);
if( targetedSubResourceID == 0 || resCounter == toMake.resourceNeeded.begin() )
{
// Primary resource, or generic subresource
toDelete -= DeleteItemAmount( player, toDelete, targID, targColour, targMoreVal );
}
else
{
if( targetedSubResourceID > 0 && targID == targetedSubResourceID )
{
// Player specifically targeted a secondary resource
toDelete -= DeleteItemAmount( player, toDelete, targID, targColour, targMoreVal );
}
}
if( toDelete == 0 )
break;
}
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::RepairMetal( CSocket *s )
//| Date - October 16, 2000
//| Modified - November 13, 2001 - changed to a metal repair function
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Repair armor and weapons.
//o-----------------------------------------------------------------------------------------------o
void cSkills::RepairMetal( CSocket *s )
{
SI16 minSkill = 999, maxSkill = 1000;
CChar *mChar = s->CurrcharObj();
// Check if item used to initialize target cursor is still within range
CItem *tempObj = static_cast<CItem *>(s->TempObj());
s->TempObj( nullptr );
if( ValidateObject( tempObj ) )
{
if( tempObj->isHeldOnCursor() || !checkItemRange( mChar, tempObj ) )
{
s->sysmessage( 400 ); // That is too far away!
return;
}
}
CItem *j = calcItemObjFromSer( s->GetDWord( 7 ) );
if( !ValidateObject( j ) || !j->IsMetalType() )
{
s->sysmessage( 986 );
return;
}
if( j->isHeldOnCursor() || !checkItemRange( mChar, j ) )
{
s->sysmessage( 400 ); // That is too far away!
return;
}
if( j->GetHP() < j->GetMaxHP() )
{
if( j->GetResist( PHYSICAL ) > 0 )
{
// Items with > 12 def would have impossible skill req's, with this equation
if( j->GetResist( PHYSICAL ) <= 12 )
{
// Minimum Skill = 61.0 + Defense - 1 / 3 * 100 (0-3 = 61.0, 4-6 = 71.0, ect)
minSkill = (610 + (SI32)((j->GetResist( PHYSICAL ) - 1) / 3) * 100);
// Maximum Skill = 84.9 + Defense - 1 / 3 * 50 (0-3 = 84.9, 4-6 = 89.9, ect)
maxSkill = (849 + (SI32)((j->GetResist( PHYSICAL ) - 1) / 3) * 50);
}
}
else if( j->GetHiDamage() > 0 )
{
SI32 offset = ( j->GetLoDamage() + j->GetHiDamage() ) / 2;
// Items with > 25 Avg Damage would have impossible skill req's, with this equation
if( offset <= 25 )
{
// Minimum Skill = 51.0 + Avg Damage - 1 / 5 * 100 (0-5 = 51.0, 6-10 = 61.0, ect)
minSkill = (510 + (SI32)((offset - 1) / 5 ) * 100 );
// Maximum Skill = 79.9 + Avg Damage - 1 / 5 * 50 (0-5 = 79.9, 6-10 = 84.9, ect)
maxSkill = (799 + (SI32)((offset-1) / 5) * 50);
}
}
else
{
s->sysmessage( 987 );
return;
}
}
else
{
s->sysmessage( 988 );
return;
}
if( CheckSkill( mChar, BLACKSMITHING, minSkill, maxSkill ) )
{
j->SetHP( j->GetMaxHP() );
s->sysmessage( 989 );
Effects->PlaySound( s, 0x002A, true );
}
else
s->sysmessage( 990 );
}
void callGuards( CChar *mChar, CChar *targChar );
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::Snooping( CSocket *s, CChar *target, CItem *pack )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Called when player snoops another PC/NPC's or a tamed animals pack
//o-----------------------------------------------------------------------------------------------o
void cSkills::Snooping( CSocket *s, CChar *target, CItem *pack )
{
CChar *mChar = s->CurrcharObj();
CSocket *tSock = target->GetSocket();
std::vector<UI16> scriptTriggers = mChar->GetScriptTriggers();
for( auto scriptTrig : scriptTriggers )
{
cScript *toExecute = JSMapping->GetScript( scriptTrig );
if( toExecute != nullptr )
{
// If script returns false, prevent hard-code and other scripts with event from running
if( toExecute->OnSnoopAttempt( target, mChar ) == 0 )
{
return;
}
}
}
if( target->GetCommandLevel() > mChar->GetCommandLevel() )
{
s->sysmessage( 991 ); // You failed to peek into that container.
if( tSock != nullptr )
tSock->sysmessage( 992, mChar->GetNameRequest( target ).c_str() ); // %s is snooping you!
return;
}
// Check if snooping is allowed in player's AND target's regions
if( mChar->GetRegion()->IsSafeZone() || target->GetRegion()->IsSafeZone() )
{
// Target is in a safe zone where all aggressive actions are forbidden, disallow
s->sysmessage( 1799 ); // Hostile actions are not permitted in this safe area.
return;
}
scriptTriggers.clear();
scriptTriggers.shrink_to_fit();
scriptTriggers = target->GetScriptTriggers();
if( CheckSkill( mChar, SNOOPING, 0, 1000 ) )
{
s->openPack( pack );
s->sysmessage( 993 ); // You successfully peek into that container.
for( auto scriptTrig : scriptTriggers )
{
cScript *successSnoop = JSMapping->GetScript( scriptTrig );
if( successSnoop != nullptr )
{
// If script returns true/1, prevent other scripts with event from running
if( successSnoop->OnSnooped( target, mChar, true ) == 1 )
{
break;
}
}
}
}
else
{
bool doNormal = true;
for( auto scriptTrig : scriptTriggers )
{
cScript *failSnoop = JSMapping->GetScript( scriptTrig );
if( failSnoop != nullptr )
{
// If script returns true/1, prevent hard code and other scripts with event from running
if( failSnoop->OnSnooped( target, mChar, true ) == 1 )
{
doNormal = false;
}
}
}
if( doNormal )
{
s->sysmessage( 991 ); // You failed to peek into that container.
if( target->IsNpc() )
{
if( cwmWorldState->creatures[target->GetID()].IsHuman() && target->GetNPCAiType() != AI_EVIL && target->GetNPCAiType() != AI_HEALER_E )
{
// 994=Art thou attempting to disturb my privacy?
// 995=Stop that!
// 996=Be aware I am going to call the guards!
target->TextMessage( s, 994 + RandomNum( 0, 2 ), TALK, false );
if( cwmWorldState->ServerData()->SnoopIsCrime() )
{
if( RandomNum( 0, 1 ) == 1 && mChar->IsCriminal() ) // 50% chance of calling guards, on second time
callGuards( target, mChar );
}
}
else
{
UI16 toPlay = cwmWorldState->creatures[target->GetID()].GetSound( SND_IDLE );
if( toPlay != 0x00 )
Effects->PlaySound( target, toPlay );
}
}
else if( tSock != nullptr )
tSock->sysmessage( 997, mChar->GetNameRequest( target ).c_str() ); // You notice %s trying to peek into your pack!
if( cwmWorldState->ServerData()->SnoopIsCrime() )
criminal( mChar );
if( mChar->GetKarma() <= 1000 )
{
mChar->SetKarma( mChar->GetKarma() - 10 );
s->sysmessage( 998 ); // You've lost a small bit of karma.
}
}
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void cSkills::MakeNecroReg( CSocket *nSocket, CItem *nItem, UI16 itemID )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Create reagents for necromancer spells
//o-----------------------------------------------------------------------------------------------o
void cSkills::MakeNecroReg( CSocket *nSocket, CItem *nItem, UI16 itemID )
{
CItem *iItem = nullptr;
CChar *iCharID = nSocket->CurrcharObj();
if( itemID >= 0x1B11 && itemID <= 0x1B1C ) // Make bone powder.
{
iCharID->TextMessage( nullptr, 741, EMOTE, 1, iCharID->GetName().c_str() ); // %s is grinding some bone into powder
Effects->tempeffect( iCharID, iCharID, 9, 0, 0, 0 );
Effects->tempeffect( iCharID, iCharID, 9, 0, 3, 0 );
Effects->tempeffect( iCharID, iCharID, 9, 0, 6, 0 );
Effects->tempeffect( iCharID, iCharID, 9, 0, 9, 0 );
iItem = Items->CreateItem( nSocket, iCharID, 0x0F8F, 1, 0, OT_ITEM, true );
if( iItem == nullptr )
return;
iItem->SetName( "bone powder" );
iItem->SetTempVar( CITV_MOREX, 666 );
iItem->SetTempVar( CITV_MORE, 1, 1 ); // this will fill more with info to tell difference between ash and bone
nItem->Delete();
}
if( itemID == 0x0E24 ) // Make vial of blood.
{
if( nItem->GetTempVar( CITV_MORE, 1 ) == 1 )
{
iItem = Items->CreateItem( nSocket, iCharID, 0x0F82, 1, 0, OT_ITEM, true );
if( iItem == nullptr )
return;
iItem->SetBuyValue( 15 );
iItem->SetTempVar( CITV_MOREX, 666 );
}
else
{
iItem = Items->CreateItem( nSocket, iCharID, 0x0F7D, 1, 0, OT_ITEM, true );
if( iItem == nullptr )
return;
iItem->SetBuyValue( 10 );
iItem->SetTempVar( CITV_MOREX, 666 );
}
nItem->IncAmount( -1 );
}
}