uox3/source/boats.cpp
Xoduz c9e4c29367 0.99.4v
Added JS command to reload dictionaries
	'reloaddictionaries
Fixed a server crash related to casting of spells
Fixed some issues with Line-of-Sight checks related to items under/above ground, LoS checks between different floors of buildings, etc.
Updated handling of skill-training keywords to be based on language-independent keyword IDs rather than trying to match player-input text to specific skill-names
Updated animal-trainer/stablemasterscript (js/npc/ai/stablemaster.js) with several changes:
	Fixed an issue where the same pet would be stabled in all available slots if payment was taken from player's bank account instead of their backpack
	Fixed an issue where stablemaster would not pause walking for a while when a player interacts with them
	Converted all system messages and text messages in stablemaster script to dictionary entries
Added new NPC AI type to source - AI_STABLEMASTER (9) - and assigned this to animal trainers. This is used to identify this type of NPCs for the purpose of displaying relevant context menus
Reworked banker AI script (js/npc/ai/banker.js) to use triggerwords from client instead of hard-defined strings, to work better with multiple languages (and work with all relevant triggerwords)
Fixed a bug with banker AI script (js/npc/ai/banker.js) that prevented players from using the "withdraw" command
Re-added NPC AI 8 to banker NPCs (dfndata/npc/male_vendors.dfn and female_vendors.dfn) so code can check for presence of this AI when handling context menus
Removed remaining hard-coded banking functionality - all handled by script anyway
Added new context menu option for NPC bankers - Open Bankbox
Updated code handling of context menus to only show context menus when relevant:
	Open Paperdoll - Shows for all characters with a paperdoll
	Open Backpack - Shows for player's character, pack animals and hirelings
	Open Bankbox - Shows for banker NPCs (if within 8 tiles)
	Buy/Sell - Shows for vendor NPCs (if within 8 tiles, and if they have anything for sale/are buying anything)
Added new context menu entries for pets, which can be used if player is within 12 tiles of pet:
	Command: Kill
	Command: Stop
	Command: Follow
	Command: Stay
	Command: Guard
	Add Friend
	Remove Friend
	Transfer
	Release
Added new context menu entries for stablemasters/animal trainers:
	Claim All Pets
	Stable Pet
Added new context menu entries for Escort Quest NPCs
	Ask Destination (if within 3 tiles)
	Accept Escort (if within 3 tiles)
	Abandon Escort
Added new context menus for NPCs that can teach skills to players (limited to max 10 per NPC)
	Train [skillName]
Added new AI script for NPC hirelings (3204=js/npc/ai/hireling.js), who can be hired to follow the player around for a limited amount of time, and function the same way as pets. In addition to the regular pet commands, these speech commands are supported:
	hire 	// The hireling will respond with the cost to hire them
	dismiss // Replaces the "release" command for pets; will dismiss the hireling
	patrol 	// The hireling will patrol between it's current location and a second targeted location nearby
	move 	// The hireling will try to shuffle out of the way
	fetch 	// The hireling will try to fetch a targeted item
	drop 	// The hireling will drop to the ground all loot they're currently carrying
	report 	// The hireling will report on the remaining time they're hired for
Added new NPC DFN tag used by code to detect hireling NPCs for the purpose of displaying context menus:
	HIRELING 	// No additional value/data needed for tag
Added new context menu entries for Hireling NPCs, in addition to the ones for regular pets:
	Hire 	// Can be used within 3 steps of the hireling, who will respond with cost to hire them
	Dismiss // Replaces the "release" command for pets, will dismiss the hireling
Added HIRELING tag and SCRIPT=3204 to and updated stats of various NPCs that will be hireable:
	m_fighter, f_fighter, m_beggar, f_beggar, m_peasant, f_peasant, m_sailor, f_sailor, m_pirate, f_pirate
Added new hireling NPC:
	m_paladin, f_paladin
Added new UOX ini setting to enable/disable context menus
	CONTEXTMENUS=1/0 (defaults to 1)
Added new Item JS Method to check if an item's ID is on a specified food list
	.IsOnFoodList( foodList )	// Returns true/false if item's ID is on specified foodList
Added new OMNIVORE food list and assigned it to [basehuman] DFN section
Added new Character JS Properties
	.isGuarded 		// Gets/Sets whether character is guarded by a pet/hireling
	.guarding 		// Gets/Sets the object (if any) being guarded by a pet/hireling
Fixed multiple issues with health bars, flagging and character highlighting
Added some crash protection for invalid data used with CUSTOMINTTAG and CUSTOMSTRINGTAG DFN tags for Items, NPCs and Multis
Fixed an issue which prevented hard-coded checks from running when using items
Added new global js object (Timer) to make the use of character timers in JS more robust, with properties matching timer names from enum in source.
	Properties:
		.TIMEOUT 		// Time until next attack can be done in combat
		.INVIS			// Time until invisible character becomes visible
		.HUNGER			// Time until character grows more hungry
		.THIRST			// Time until character grows more thirsty
		.POISONTIME		// Time until next tick of poison damage
		.POISONTEXT		// Time until next message about suffering from poison
		.POISONWEAROFF	// Time until poison wears off
		.SPELLTIME		// Time until spell cast is completed. Can be set to 0 to interrupt
		.ANTISPAM		// Time until next speech message can be sent (for anti spam purposes)
		.CRIMFLAG		// Time until criminal flag runs out
		.MURDERRATE		// Time until next murder count decay
		.PEACETIMER		// Time until character can re-enter combat after being affected by peacemaking
		.FLYINGTOGGLE	// Time until next time flying ability can be toggled for gargoyles
		.MOVETIME		// Time until NPC can move again
		.SPATIMER		// Time until next time NPC can cast a spell
		.SUMMONTIME		// Time until a summoned NPC will vanish
		.EVADETIME		// Time until an NPC will exit evade state
		.LOGOUT			// Time it takes for a player char to vanish after logout
	Examples of use:
		var hungerTimer = myChar.GetTimer( Timer.HUNGER )
		myChar.SetTimer( Timer.HUNGER, 15000 )
Added new Character JS Methods to add, remove and list friends of a pet/hireling:
	.AddFriend( playerToAdd )		// Adds player to friend list
	.RemoveFriend( playerToRemove )	// Removes player from friend list
	.GetFriendList()				// Gets list of friends
	.ClearFriendList()				// Clears list of friends
Added new Character JS Method to fetch a player character's list of pets/followers
	.GetPetList()		// Gets list of pets/followers
Added new persistent NPC property to keep track of a pet's previous owners, whether those tamed the pet or had it transferred to them. Every time a pet is tamed, or is transferred to a new owner, this list is updated:
	GenericList< CChar * >	petOwnerList
Added new Character JS Method to check if a player is on a pet's owner list as a previous owner:
	.HasBeenOwner( mChar )
Previous owners of a pet can re-tame it with guaranteed chance of success
Updated JS Method Refresh() to be usable with both items or characters, to send updated state of object to nearby players
Added character tooltip [Guarded] for characters being guarded by a pet/hireling
Pets/hirelings that are transferred will now immediately start following their new master instead of wandering freely
Pets/hirelings can no longer be transferred between players as long as either party is flagged as a criminal
Pets/hirelings can no longer be transferred to dead players
Pets/hirelings can no longer be transferred to NPCs
Summoned creatures can no longer be transferred to other players
Summoned creatures can no longer have friends
Friend lists of pets/hirelings are now cleared when the pet/hireling is transferred to another player
Added new UOX.INI settings to control how many pets players can have active:
	MAXCONTROLSLOTS=0 	// Maximum number of pet control slots available to player. Disabled if 0
	MAXFOLLOWERS=5 		// Maximum pets/followers a player can have active at the same time. Used if control slots are disabled
	MAXPETOWNERS=5 		// Maximum number of different owners a pet can have over its lifetime before it becomes impossible to retame
Added new NPC property and NPC DFN tag that keeps track of how many pet control slots an NPC would take up if owned by a player:
	UI08 controlSlots 	// source property
	CONTROLSLOTS=# 		// DFN tag
Added new Character JS properties:
	.ownerCount		// Get the total number of owners a pet/hireling has had, based on NPC's petOwnerList
	.controlSlots 	// Get/Set number of pet control slots an NPC will occupy
	.controlSlotsUsed // Get/Set the number of control slots used by a player
Updated get (js/commands/targeting/get.js) and set (js/commands/targeting/set.js) commands to support getting/setting the following character properties:
	deaths
	ownerCount (read only)
	controlSlots
	controlSlotsUsed
Updated NPC DFNs with default CONTROLSLOT=# tags
Increased the max distance from player that onSpeech JS event will trigger from 7 to 12
Updated how "all attack" and "all follow" commands for pets are handled. Now loops through all pets owned by character and executes command for each eligible pet
Fixed an issue where NPCs could follow characters in different worlds/instances than them selves
Updated default max amount of items that can be sold to NPC vendors from 5 to 250
Guards can no longer train players in skills
Updated equipment itemlists (dfndata/items/itemlists/itemlists.dfn) with blank entries to introduce some more variety in the type of clothes NPCs wear in general
Added new NPCs to DFNs (dfndata/npc/undead.dfn) and added them to undead npclist:
	[skeletalmage]		// variation of [bonemage]
	[skeletalknight]  	// variation of [boneknight]
Updated Titles (dfndata/titles/titles.dfn) with up-to-date titles for skills around Pub 15, and added titles for skills added after that. Also added "Elder" and "Legendary" titles for 110 and 120 skillpoints
Updated EQUIPITEM tag in newbie.dfn (dfndata/newbie/newbie.dfn) to support an optional hue parameter (EQUIPITEM=id,hue)
Updated starting equipment for new characters (dfndata/newbie/newbie.dfn), with commented out practice weapons. Uncomment to use
Added item definitions for practice weapons (dfndata/items/gear/weapons/practice_weapons.dfn):
	practice_skinning_knife
	practice_hatchet
	practice_axe
	practice_mace
	practice_longsword
	practice_spear
	practice_bow
	practice_club
	practice_crook
	practice_gnarled_staff
Updated mount statues DFN (dfndata/items/misc/mount-statues.dfn) and JS (js/npc/pets/*.js) files to include pet control slot related stuff
Pets now inherit the karma of their owners, but revert to their original karma upon release
Pets and hirelings will no longer follow the ghosts of their dead owners, but stay to guard their corpse
Added optional 9th parameter for JS Function CreateDFNItem to specify a color for item created. This comes before the other optional parameters - worldNumber and instanceID (which are only used if character is NULL):
	CreateDFNItem( mSock, mChar, sectionName, inPack, iAmount, itemType, iColor, worldNumber, instanceID )
Added ID of Giant Beetle to various pack animal checks
Pack animals will now drop any newbie/blessed items stored in their packs upon death
Added new NPC properties to track pet loyalty, and exposed these as Character JS properties, and NPC DFN tags:
	JS Properties
		.maxLoyalty 	// Defaults to 100
		.loyalty 		// Starts at 25
	DFN Tags
		MAXLOYALTY=# 	// Defaults to 100
		LOYALTY=# 		// Starts at 25
Updated TriggerEvent JS function to support return values (int, bool, string, object) from called script
Updated various JS scripts to make use of new TriggerEvent functionality and reduce reliance on custom tags:
	js/item/archerybutte.js
	js/item/trainingdummy.js
	js/server/data/combatanims.js
	js/server/data/weapontypes.js
Updated archerybutte script to use dictionary for system and text messages
Updated archerybutte script to support increased range, distance penalty and dex/str bonuses when calculating score
Added new UOX.INI settings under [pets and hirelings] section related to pet control and loyalty:
	CHECKPETCONTROLDIFFICULTY=1 	// Enable/Disable pet control difficulty system
	PETLOYALTYGAINONSUCCESS=1 		// Amount of pet loyalty gained on successful pet command use
	PETLOYALTYLOSSONFAILURE=3 		// Amount of pet loyalty lost on failed pet command use
	PETLOYALTYRATE=900 				// Amount of seconds between each time pet loyalty is automatically reduced by 1. Takes 25 hours to deplete completely from max
Added new persistent NPC property that keeps track of the difficulty of taming and controlling a pet, and exposed it as a Character JS property:
	.orneriness
Every time a tamed pet is released or goes wild, its "orneriness" increases, making it more difficult for other players to tame, and more difficult for anyone to control.
Updated CBasePetResponse::canControlPet() function to use pet control difficulty system if enabled, which checks player's animal taming/animal lore skill vs a pet's "orneriness" to determine chance of pet accepting a given pet command
	On successful use of pet command, increases pet loyalty by value defined in PETLOYALTYGAINONSUCCESS ini setting
	On failed use of pet command, decreases pet loyalty by value defined in PETLOYALTYLOSSONFAILURE ini setting
Added new Character JS Method to calculate chance of a player successfully controlling the pet:
	.CalculateControlChance( mChar )	// Returns value between 0 and 1000 indicating chance of success
Feeding a pet will now restore its loyalty to maximum
Pets will now lose loyalty on hunger checks when at maximum hunger
Pets that are maximum hungry will now only have a chance to go wild if loyalty has dropped to zero
Added new DFN tag for creatures.dfn - TYPE - which contains a string describing the type of creature
Added secure pet trading. Players who trade pets will now see a pet transfer deed appear in a secure trade window with the name and type of creature, and upon completion of the trade the associated pet will be instantly transferred to the other player
Updated resource JS scripts (js/server/resource/*) to use dictionaries for all system messages
Updated skill JS scripts (js/skill/*) to use dictionaries for all system messages
Updated housing JS scripts (js/server/house/*) to use dictionaries for all system messages
Updated item JS scripts (js/item/*) to use dictionaries for all system messages
Updated magic JS scripts (js/magic/*) to use dictionaries for all system messages
Updated NPC AI JS scripts (js/npc/ai/*) to use dictionaries for all system messages
Updated command JS scripts (js/commands/*) to use dictionaries for all system messages, gump tooltips, etc
Updated code to use dictionaries for all system messages
Fixed incorrect spelling for UOX.INI setting HIDEW(H)ILEMOUNTED and updated hiding skill (js/skill/hiding.js) to actually allow/disallow hiding while mounted based on this setting
Added new Character JS Method to make it easier to make one NPC initiate combat with another:
	.InitiateCombat( targetChar )	// Character attempts to initiate combat with target character
Updated parrying portion of combat code to be in line with Pub15/pre-AoS parrying mechanics. High AR shields now absorb more damage on a successful parry, while low AR shields have a higher chance of parrying. Shields are also now more effective against archery attacks (full absorption potential) than melee attacks (half absorption potential).
Updated combat damage calculations to be in line with Pub15/pre-AoS damage calculations
Adjusted default value of COMBATNPCDAMAGERATE ini setting (damage divisor when target is a player) from 2 to 1 to account for these changes.
Removed dictionary.UNK, and made dictionary.ZRO the default dictionary used for all unsupported languages
Added dictionary support for additional languages: Portuguese, Italian, Czech
Updated default dictionaries for the following languages: English, French
Added default dictionaries for the following languages: German, Spanish, Portuguese, Italian, Czech (note that translations have been provided by automatic services and will contain inaccuracies!)
Added new UOX.INI setting to allow specifying a default dictionary language for server, which if set will force that language for all dictionary messages, regardless of client settings:
	SERVERLANGUAGE=0 	// Set default server dictionary language. Supported languages: 0 - None/language used by each client, 1 - English, 2 - German, 3 - Spanish, 5 - French, 6 - Portuguese, 7 - Italian, 8 - Czech
Added new function in combat.cpp - AdjustArmorClassDamage() - which adjusts the damage dealt in combat based on whether armour class (AC DFN tag or .ac JS property) of weapon and armour equipped on hit location of target match up. A weapon with armour class 1 would essentially be doubly effective against armour of armour class 1. Allows setting up things like piercing weapons being better against some armor types than mace weapons, etc.
Added new UOX.INI setting under [combat] to enable/disable double damage from armour class bonuses:
	ARMORCLASSDAMAGEBONUS=0/1 //defaults to 0)
2021-07-28 16:02:56 +08:00

1078 lines
33 KiB
C++

#include "uox3.h"
#include "weight.h"
#include "CPacketSend.h"
#include "classes.h"
#include "regions.h"
#include "CResponse.h"
#include "Dictionary.h"
#include "StringUtility.hpp"
#define XP 0
#define YP 1
enum ShipOffsets
{
PORT_PLANK = 0,
STARB_PLANK,
HOLD,
TILLER
};
enum ShipItems
{
PORT_P_C = 0,// Port Plank Closed
PORT_P_O, // Port Plank Opened
STAR_P_C, // Starboard Plank Closed
STAR_P_O, // Starb Plank Open
HOLDID, // Hold
TILLERID // Tiller
};
//============================================================================================
//UooS Item translations - You guys are the men! :o)
//[4]=direction of ship
//[4]=Which Item (PT Plank, SB Plank, Hatch, TMan)
//[2]=Coord (x,y) offsets
const SI16 iSmallShipOffsets[4][4][2] =
// X Y X Y X Y X Y
{
{ {-2,0}, {2,0}, {0,-4}, {1,4} },//Dir
{ {0,-2}, {0,2}, {4,0}, {-4,0}},
{ {2,0}, {-2,0}, { 0,4}, {0,-4}},
{ {0,2}, {0,-2}, {-4,0}, {4,0} }
};
// P1 P2 Hold Tiller
const SI16 iMediumShipOffsets[4][4][2] =
// X Y X Y X Y X Y
{
{ {-2,0}, {2,0}, {0,-4}, {1,5} },
{ {0,-2}, {0,2}, {4,0}, {-5,0}},
{ {2,0}, {-2,0}, {0,4}, {0,-5}},
{ {0,2}, {0,-2}, {-4,0}, {5,0} }
};
const SI16 iLargeShipOffsets[4][4][2] =
// X Y X Y X Y X Y
{
{ {-2,-1}, {2,-1}, {0,-5}, {1,5} },
{ {1,-2}, {1,2}, {5,0}, {-5,0}},
{ {2,1}, {-2,1}, {0,5}, {0,-5} },
{ {-1,2}, {-1,-2},{-5, 0},{5,0} }
};
//Ship Items
//[4] = direction
//[6] = Which Item (PT Plank Up,PT Plank Down, SB Plank Up, SB Plank Down, Hatch, TMan)
const UI08 cShipItems[4][6]=
{
{0xB1, 0xD5, 0xB2, 0xD4, 0xAE, 0x4E},
{0x8A, 0x89, 0x85, 0x84, 0x65, 0x53},
{0xB2, 0xD4, 0xB1, 0xD5, 0xB9, 0x4B},
{0x85, 0x84, 0x8A, 0x89, 0x93, 0x50}
};
//============================================================================================
//o-----------------------------------------------------------------------------------------------o
//| Function - CBoatObj * GetBoat( CSocket *s )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Get the boat a character is on
//o-----------------------------------------------------------------------------------------------o
CBoatObj * GetBoat( CSocket *s )
{
CChar *mChar = s->CurrcharObj();
if( ValidateObject( mChar->GetMultiObj() ) )
return static_cast<CBoatObj *>(mChar->GetMultiObj());
return static_cast<CBoatObj *>(findMulti( mChar ));
}
//o-----------------------------------------------------------------------------------------------o
//| Function - bool LeaveBoat( CSocket *s, CItem *p )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Leave a boat
//o-----------------------------------------------------------------------------------------------o
bool LeaveBoat( CSocket *s, CItem *p )
{
CBoatObj *boat = GetBoat( s );
if( !ValidateObject( boat ) )
return false;
const SI16 x2 = p->GetX();
const SI16 y2 = p->GetY();
CChar *mChar = s->CurrcharObj();
UI08 worldNumber = mChar->WorldNumber();
UI16 instanceID = mChar->GetInstanceID();
for( SI16 x = x2 - 2; x < x2 + 3; ++x )
{
for( SI16 y = y2 - 2; y < y2 + 3; ++y )
{
SI08 z = Map->Height( x, y, mChar->GetZ(), worldNumber, instanceID );
if( Map->ValidSpawnLocation( x, y, z, worldNumber, instanceID, true ) && !findMulti( x, y, z, worldNumber, instanceID ))
{
mChar->SetLocation( x, y, z, worldNumber, instanceID );
GenericList< CChar * > *myPets = mChar->GetPetList();
for( CChar *pet = myPets->First(); !myPets->Finished(); pet = myPets->Next() )
{
if( ValidateObject( pet ) )
{
if( !pet->GetMounted() && pet->IsNpc() && objInRange( mChar, pet, DIST_SAMESCREEN ) )
pet->SetLocation( x, y, z, worldNumber, instanceID );
}
}
s->sysmessage( 3 );
return true;
}
}
}
s->sysmessage( 4 );
return false;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void PlankStuff( CSocket *s, CItem *p )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - If not on a boat, will send character to the plank, other
//| wise will call OpenPlank to open/close the plank
//o-----------------------------------------------------------------------------------------------o
void PlankStuff( CSocket *s, CItem *p )
{
CChar *mChar = s->CurrcharObj();
CBoatObj *boat = GetBoat( s );
if( !ValidateObject( boat ) )
{
mChar->SetLocation( p->GetX(), p->GetY(), p->GetZ() + 3 );
CMultiObj *boat2 = p->GetMultiObj();
if( ValidateObject( boat2 ) )
{
GenericList< CChar * > *myPets = mChar->GetPetList();
for( CChar *pet = myPets->First(); !myPets->Finished(); pet = myPets->Next() )
{
if( ValidateObject( pet ) )
{
if( !pet->GetMounted() && pet->IsNpc() && objInRange( mChar, pet, DIST_SAMESCREEN ) )
pet->SetLocation( mChar );
}
}
}
if( ValidateObject( boat2 ) )
s->sysmessage( 1 );
else
s->sysmessage( 2 );
}
else
LeaveBoat( s, p );
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void OpenPlank( CItem *p )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Open / Close a plank
//o-----------------------------------------------------------------------------------------------o
void OpenPlank( CItem *p )
{
switch( p->GetID( 2 ) )
{
//Open plank->
case 0xE9: p->SetID( 0x84, 2 ); break;
case 0xB1: p->SetID( 0xD5, 2 ); break;
case 0xB2: p->SetID( 0xD4, 2 ); break;
case 0x8A: p->SetID( 0x89, 2 ); break;
case 0x85: p->SetID( 0x84, 2 ); break;
//Close Plank->
case 0x84: p->SetID( 0xE9, 2 ); break;
case 0xD5: p->SetID( 0xB1, 2 ); break;
case 0xD4: p->SetID( 0xB2, 2 ); break;
case 0x89: p->SetID( 0x8A, 2 ); break;
default: Console.warning( strutil::format("Invalid plank ID called! Plank 0x%X '%s' [%u]", p->GetSerial(), p->GetName().c_str(), p->GetID() ));
break;
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - bool BlockBoat( CBoatObj *b, SI16 xmove, SI16 ymove, UI08 moveDir, UI08 boatDir, bool turnBoat )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Check if a boat can move to a certain loc
//o-----------------------------------------------------------------------------------------------o
bool BlockBoat( CBoatObj *b, SI16 xmove, SI16 ymove, UI08 moveDir, UI08 boatDir, bool turnBoat )
{
map_st map;
SI16 cx = b->GetX(), cy = b->GetY();
const SI08 cz = b->GetZ();
SI16 x1 = 0, y1 = 0, x2 = 0, y2 = 0;
UI08 type = 0;
cx += xmove;
cy += ymove;
switch( b->GetID( 2 ) )
{
case 0:
case 1:
case 2:
case 3://small
case 4:
case 5:
case 6:
case 7://small dragon
type = 1;
break;
case 8:
case 9:
case 10:
case 11://medium
case 12:
case 13:
case 14:
case 15://medium dragon
type = 2;
break;
case 16:
case 17:
case 18:
case 19://large
case 20:
case 21:
case 22:
case 23://large dragon
type = 3;
break;
default:
return true;
}
// If boat-movement includes turning, boat-direction needs to be switched around
if( turnBoat )
{
switch( boatDir&0x0F )
{
case NORTHEAST: // U
case SOUTHWEST: // D
case NORTH: // N
case SOUTH: // S
boatDir = 2;
break;
case EAST: // E
case WEST: // W
case SOUTHEAST: // E
case NORTHWEST: // W
boatDir = 0;
break;
default: break;
}
}
//small = 5,11
//medium = 5, 13
//large = 5, 15
switch( moveDir&0x0F )
{
case NORTHEAST: // U
case SOUTHWEST: // D
case NORTH: // N
case SOUTH: // S
switch( boatDir&0x0F )
{
case NORTHEAST: // U
case SOUTHWEST: // D
case NORTH: // N
case SOUTH: // S
x1 = cx - 2; //Width of N/S ship as it moves N/S
x2 = cx + 3; //Width of N/S ship as it moves N/S
switch( type )
{
case 1: y1 = cy - 6; y2 = cy + 6; break; //Length of N/S ship as it moves N/S
case 2: y1 = cy - 7; y2 = cy + 7; break; //Length of N/S ship as it moves N/S
case 3: y1 = cy - 8; y2 = cy + 8; break; //Length of N/S ship as it moves N/S
default: Console.error( " Fallout of North/South switch() statement in cBoats::BlockBoat()" ); break;
}
break;
case EAST: // E
case WEST: // W
case SOUTHEAST: // E
case NORTHWEST: // W
y1 = cy - 2; //Width of E/W ship as it moves N/S
y2 = cy + 3; //Width of E/W ship as it moves N/S
switch( type )
{
case 1: x1 = cx - 6; x2 = cx + 6; break; //Length of E/W ship as it moves N/S
case 2: x1 = cx - 7; x2 = cx + 7; break; //Length of E/W ship as it moves N/S
case 3: x1 = cx - 8; x2 = cx + 8; break; //Length of E/W ship as it moves N/S
default: Console.error( " Fallout of East/West switch() statement in cBoats::BlockBoat()" ); break;
}
break;
default: Console.error( " Fallout of boatDir.switch() statement in cBoats::BlockBoat()" ); break;
}
break;
case EAST: // E
case WEST: // W
case SOUTHEAST: // E
case NORTHWEST: // W
switch( boatDir&0x0F )
{
case EAST: // E
case WEST: // W
case SOUTHEAST: // E
case NORTHWEST: // W
y1 = cy - 2; //Width of E/W ship as it moves E/W
y2 = cy + 3; //Width of E/W ship as it moves E/W
switch( type )
{
case 1: x1 = cx - 6; x2 = cx + 6; break; //Length of E/W ship as it moves E/W
case 2: x1 = cx - 7; x2 = cx + 7; break; //Length of E/W ship as it moves E/W
case 3: x1 = cx - 8; x2 = cx + 8; break; //Length of E/W ship as it moves E/W
default: Console.error( " Fallout of East/West switch() statement in cBoats::BlockBoat()" ); break;
}
break;
case NORTHEAST: // U
case SOUTHWEST: // D
case NORTH: // N
case SOUTH: // S
x1 = cx - 2; //Width of N/S ship as it moves E/W
x2 = cx + 3; //Width of N/S ship as it moves E/W
switch( type )
{
case 1: y1 = cy - 6; y2 = cy + 6; break; //Length of N/S ship as it moves E/W
case 2: y1 = cy - 7; y2 = cy + 7; break; //Length of N/S ship as it moves E/W
case 3: y1 = cy - 8; y2 = cy + 8; break; //Length of N/S ship as it moves E/W
default: Console.error( " Fallout of North/South switch() statement in cBoats::BlockBoat()" ); break;
}
break;
default: Console.error( " Fallout of boatDir.switch() statement in cBoats::BlockBoat()" ); break;
}
break;
default: return true;
}
CStaticIterator *msi;
UI08 worldNumber = b->WorldNumber();
UI16 instanceID = b->GetInstanceID();
SI08 boatZ = b->GetZ();
for( SI16 x = x1; x < x2; ++x )
{
for( SI16 y = y1; y < y2; ++y )
{
// Look for other boats
CMultiObj * tempBoat = findMulti( x, y, boatZ, worldNumber, instanceID );
if( ValidateObject( tempBoat ) && tempBoat->GetSerial() != b->GetSerial() )
return true;
// Look for blocking dynamic items at boat's Z level
CItem *tempItem = GetItemAtXYZ( x, y, boatZ, worldNumber, instanceID );
if( ValidateObject( tempItem ))
{
auto multiSerial = tempItem->GetMulti();
auto boatSerial = b->GetSerial();
if( multiSerial != INVALIDSERIAL && multiSerial != b->GetSerial() )
{
CTile& tile = Map->SeekTile( tempItem->GetID() );
if( tile.CheckFlag( TF_BLOCKING ) )
return true;
}
}
SI08 sz = Map->StaticTop( x, y, boatZ, worldNumber, MAX_Z_STEP );
if( sz == ILLEGAL_Z ) //map tile
{
map = Map->SeekMap( x, y, worldNumber );
CLand& land = Map->SeekLand( map.id );
if( map.z >= cz && !land.CheckFlag( TF_WET ) && strcmp( land.Name(), "water" ) )//only tiles on/above the water
return true;
}
else
{
// Static tile
msi = new CStaticIterator( x, y, worldNumber );
for( Static_st *stat = msi->First(); stat != nullptr; stat = msi->Next() )
{
CTile& tile = Map->SeekTile( stat->itemid );
SI08 zt = stat->zoff + tile.Height();
if( !tile.CheckFlag( TF_WET ) && zt >= cz && zt <= (cz + 20) && strcmp( (char*)tile.Name(), "water" ) )
{
delete msi;
return true;
}
}
delete msi;
}
}
}
return false;
}
//o-----------------------------------------------------------------------------------------------o
//| Function - bool CreateBoat( CSocket *s, CBoatObj *b, UI08 id2, UI08 boattype )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Create a boat
//o-----------------------------------------------------------------------------------------------o
bool CreateBoat( CSocket *s, CBoatObj *b, UI08 id2, UI08 boattype )
{
if( !ValidateObject( b ) )
{
s->sysmessage( 5 );
return false;
}
switch( id2 )
{
case 0x00:
case 0x04:
case 0x08:
case 0x0C:
case 0x10:
case 0x14:
break;
default:
s->sysmessage( 6 );
return false;
}
if( BlockBoat( b, 0, 0, 0, 0, false ) )
{
s->sysmessage( 7 );
return false;
}
const SERIAL serial = b->GetSerial();
const UI08 worldNumber = b->WorldNumber();
const UI16 instanceID = b->GetInstanceID();
SI32 maxWeight = b->GetWeightMax();
if( maxWeight == 0 )
{
maxWeight = 40000; // 400 stones default, if nothing else is defined
}
UI16 maxItems = b->GetMaxItems();
if( maxItems == 0 )
{
maxItems = 125; // Default if nothing else is defined
}
const SI16 x = b->GetX(), y = b->GetY();
SI08 z = Map->MapElevation( x, y, worldNumber );
const SI08 dynz = Map->DynamicElevation( x, y, z, worldNumber, 20, instanceID );
if( ILLEGAL_Z != dynz )
z = dynz;
else
{
const SI08 staticz = Map->StaticTop( x, y, z, worldNumber, 20 );
if( ILLEGAL_Z != staticz )
z = staticz;
}
b->SetZ( z );// Z in water
b->SetTempVar( CITV_MOREZ, calcserial( id2, id2+3, b->GetTempVar( CITV_MOREZ, 3 ), b->GetTempVar( CITV_MOREZ, 4 ) ) );
b->SetMoveType( BOAT_ANCHORED );
CChar *mChar = s->CurrcharObj();
CItem *tiller = Items->CreateItem( nullptr, mChar, 0x3E4E, 1, 0, OT_ITEM );
if( tiller == nullptr )
return false;
if( b->GetName().length() > 0 && b->GetName() != Dictionary->GetEntry( 2035, s->Language() )) // a ship
{
std::string tillerNameDict = Dictionary->GetEntry( 2033, s->Language() ); // The tiller man of %s
auto sPos = tillerNameDict.find("%s");
tiller->SetName( tillerNameDict.replace( sPos, 2, b->GetName() ));
}
else
{
tiller->SetName( Dictionary->GetEntry( 1409 ) ); // a tiller man
}
tiller->SetType( IT_TILLER );
tiller->SetTempVar( CITV_MOREX, boattype );
tiller->SetDecayable( false );
CItem *p2 = Items->CreateItem( nullptr, mChar, 0x3EB2, 1, 0, OT_ITEM );//Plank2 is on the RIGHT side of the boat
if( p2 == nullptr )
return false;
p2->SetType( IT_PLANK );
p2->SetDecayable( false );
CItem *p1 = Items->CreateItem( nullptr, mChar, 0x3EB1, 1, 0, OT_ITEM );//Plank1 is on the LEFT side of the boat
if( p1 == nullptr )
return false;
p1->SetType( IT_PLANK );//Boat type
p1->SetDecayable( false );
CItem *hold = Items->CreateItem( nullptr, mChar, 0x3EAE, 1, 0, OT_ITEM );
if( hold == nullptr )
return false;
hold->SetType( IT_CONTAINER );//Conatiner
hold->SetDecayable( false );
hold->SetWeightMax( maxWeight );
hold->SetMaxItems( maxItems );
p2->SetTempVar( CITV_MORE, serial );
p1->SetTempVar( CITV_MORE, serial );
b->SetTiller( tiller->GetSerial() );
b->SetPlank( 0, p1->GetSerial() );// Store the other stuff anywhere it will fit :-)
b->SetPlank( 1, p2->GetSerial() );
b->SetHold( hold->GetSerial() );
switch( id2 ) //Give everything the right Z for it size boat
{
case 0x00:
case 0x04:
tiller->SetLocation( x + 1, y + 4, z );
p1->SetLocation( x - 2, y, z );
p2->SetLocation( x + 2, y, z );
hold->SetLocation( x, y - 4, z );
break;
case 0x08:
case 0x0C:
tiller->SetLocation( x + 1, y + 5, z );
p1->SetLocation( x - 2, y, z );
p2->SetLocation( x + 2, y, z );
hold->SetLocation( x, y - 4, z );
break;
case 0x10:
case 0x14:
tiller->SetLocation( x + 1, y + 5, z );
p1->SetLocation( x - 2, y - 1, z );
p2->SetLocation( x + 2, y - 1, z );
hold->SetLocation( x, y - 5, z );
break;
}
return true;
}
void CheckDirection( UI08 dir, SI16& tx, SI16& ty )
{
switch( dir )
{
case NORTH: --ty; break;
case NORTHEAST: ++tx; --ty; break;
case EAST: ++tx; break;
case SOUTHEAST: ++tx; ++ty; break;
case SOUTH: ++ty; break;
case SOUTHWEST: --tx; ++ty; break;
case WEST: --tx; break;
case NORTHWEST: --tx; --ty; break;
default: break;
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void MoveBoat( UI08 dir, CBoatObj *boat )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Move the boat and everything on it 1 tile
//o-----------------------------------------------------------------------------------------------o
void MoveBoat( UI08 dir, CBoatObj *boat )
{
CItem *tiller = calcItemObjFromSer( boat->GetTiller() );
CItem *p1 = calcItemObjFromSer( boat->GetPlank( 0 ) );
CItem *p2 = calcItemObjFromSer( boat->GetPlank( 1 ) );
CItem *hold = calcItemObjFromSer( boat->GetHold() );
if( !ValidateObject( boat ) )
return;
if( !ValidateObject( tiller ) || !ValidateObject( p1 ) || !ValidateObject( p2 ) || !ValidateObject( hold ) )
return;
CPPauseResume prSend( 0 );
SOCKLIST nearbyChars = FindNearbyPlayers( boat, DIST_BUILDRANGE );
SOCKLIST_CITERATOR cIter;
for( cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
{
( *cIter )->Send( &prSend );
}
SI16 tx = 0, ty = 0;
CheckDirection( dir & 0x0F, tx, ty );
SI16 x = boat->GetX(), y = boat->GetY();
auto worldNumber = boat->WorldNumber();
bool teleportBoat = false;
if( worldNumber <= 1 && ( x + tx ) < 5100 )
{
// Handle wrapping map from one edge to the other when sailing
if( ( x + tx ) <= 50 && tx < 0 )
{
// Sailing west
tx = 5050;
teleportBoat = true;
}
else if( ( x + tx ) >= 5050 && tx > 0 )
{
// Sailing east
tx = -5050;
teleportBoat = true;
}
else if( ( y + ty ) <= 100 && ty < 0 )
{
// Sailing north
ty = 3896;
teleportBoat = true;
}
else if( ( y + ty ) >= 3996 && ty > 0 )
{
// Sailing south
ty = -3896;
teleportBoat = true;
}
}
// Check if anything blocks boat from moving to new location
if( BlockBoat( boat, tx, ty, dir, boat->GetDir(), false ) )
{
boat->SetMoveType( 0 );
for( cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
{
(*cIter)->Send( &prSend );
tiller->TextMessage( (*cIter), 9 );
}
return;
}
// Move all the special items along with the boat
boat->IncLocation( tx, ty );
tiller->IncLocation( tx, ty );
p1->IncLocation( tx, ty );
p2->IncLocation( tx, ty );
hold->IncLocation( tx, ty );
// If boat got teleported due to wrapping of map, make sure to
// remove the boat and everything on it from sight of nearby players
if( teleportBoat )
{
boat->RemoveFromSight();
boat->Update();
tiller->RemoveFromSight();
tiller->Update();
p1->RemoveFromSight();
p1->Update();
p2->RemoveFromSight();
p2->Update();
hold->RemoveFromSight();
hold->Update();
}
// Move all items aboard the boat along with the boat
GenericList< CItem * > *itemList = boat->GetItemsInMultiList();
for( CItem *bItem = itemList->First(); !itemList->Finished(); bItem = itemList->Next() )
{
if( !ValidateObject( bItem ) )
continue;
if( bItem == tiller || bItem == p1 || bItem == p2 || bItem == hold )
continue;
bItem->IncLocation( tx, ty );
// Remember to remove any items on board from sight of nearby players if boat got teleported
if( teleportBoat )
{
bItem->RemoveFromSight();
bItem->Update();
}
}
// Move all characters aboard the boat along with the boat
GenericList< CChar * > *charList = boat->GetCharsInMultiList();
for( CChar *bChar = charList->First(); !charList->Finished(); bChar = charList->Next() )
{
if( !ValidateObject( bChar ) )
continue;
bChar->SetLocation( bChar->GetX() + tx, bChar->GetY() + ty, bChar->GetZ() );
if( teleportBoat )
{
bChar->Update();
}
}
for( cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
{
(*cIter)->Send( &prSend );
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void TurnStuff( CBoatObj *b, CBaseObject *i, bool rightTurn )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Turn an item on a boat
//o-----------------------------------------------------------------------------------------------o
void TurnStuff( CBoatObj *b, CBaseObject *i, bool rightTurn )
{
if( !ValidateObject( b ) )
return;
SI16 dx = static_cast<SI16>(i->GetX() - b->GetX()); //get their distance x
SI16 dy = static_cast<SI16>(i->GetY() - b->GetY());//and distance Y
if( rightTurn )
i->SetLocation( static_cast<SI16>(b->GetX() - dy), static_cast<SI16>(b->GetY() + dx), i->GetZ() );
else
i->SetLocation( static_cast<SI16>(b->GetX() + dy), static_cast<SI16>(b->GetY() - dx), i->GetZ() );
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void TurnBoat( CItem *b, bool rightTurn )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Turn the boat and use TurnStuff() to turn all items/chars on it
//o-----------------------------------------------------------------------------------------------o
void TurnBoat( CBoatObj *b, bool rightTurn, bool disableChecks )
{
if( !ValidateObject( b ) )
return;
SI16 id2 = b->GetID( 2 );
UI08 olddir = b->GetDir();
CPPauseResume prSend( 0 );
SOCKLIST nearbyChars = FindNearbyPlayers( b, DIST_BUILDRANGE );
SOCKLIST_CITERATOR cIter;
for( cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
{
(*cIter)->Send( &prSend );
}
CItem *tiller = calcItemObjFromSer( b->GetTiller() );
CItem *p1 = calcItemObjFromSer( b->GetPlank( 0 ) );
CItem *p2 = calcItemObjFromSer( b->GetPlank( 1 ) );
CItem *hold = calcItemObjFromSer( b->GetHold() );
if( !ValidateObject( tiller ) || !ValidateObject( p1 ) || !ValidateObject( p2 ) || !ValidateObject( hold ) )
return;
if( rightTurn )
{
b->SetDir( olddir + 2 );
++id2;
}
else
{
b->SetDir( olddir - 2 );
--id2;
}
if( b->GetDir() > 250 )
b->SetDir( b->GetDir() + 4 );
if( b->GetDir() > NORTHWEST )
b->SetDir( b->GetDir() - 4 );//Make sure we dont have any DIR errors
if( id2 < b->GetTempVar( CITV_MOREZ, 1 ) )
id2 += 4;//make sure we don't have any id errors either
if( id2 > b->GetTempVar( CITV_MOREZ, 2 ) )
id2 -= 4;//Now you know what the min/max id is for :-)
prSend.Mode( 0 );
if( !disableChecks )
{
if( BlockBoat( b, 0, 0, b->GetDir(), olddir, true ) )
{
b->SetDir( olddir );
for( cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
{
(*cIter)->Send( &prSend );
tiller->TextMessage( (*cIter), 1410, 0, 0x0481 );
}
return;
}
}
b->SetID( static_cast<UI08>(id2), 2 );//set the id
if( b->GetID( 2 ) == b->GetTempVar( CITV_MOREZ, 1 ) )
b->SetDir( NORTH );//extra DIR error checking
if( b->GetID( 2 ) == b->GetTempVar( CITV_MOREZ, 2 ) )
b->SetDir( WEST );
GenericList< CItem * > *itemList = b->GetItemsInMultiList();
for( CItem *bItem = itemList->First(); !itemList->Finished(); bItem = itemList->Next() )
{
if( !ValidateObject( bItem ) )
continue;
TurnStuff( b, bItem, rightTurn );
}
GenericList< CChar * > *charList = b->GetCharsInMultiList();
for( CChar *bChar = charList->First(); !charList->Finished(); bChar = charList->Next() )
{
if( !ValidateObject( bChar ) )
continue;
TurnStuff( b, bChar, rightTurn );
}
UI08 dir = (b->GetDir()&0x0F)/2;
p1->SetLocation( b );
p1->SetID( cShipItems[dir][PORT_P_C], 2 );//change the ID
p2->SetLocation( b );
p2->SetID( cShipItems[dir][STAR_P_C], 2 );
tiller->SetLocation( b );
tiller->SetID( cShipItems[dir][TILLERID], 2 );
hold->SetLocation( b );
hold->SetID( cShipItems[dir][HOLDID], 2 );
switch( b->GetTempVar( CITV_MOREZ, 1 ) )//Now set what size boat it is and move the specail items
{
case 0x00:
case 0x04:
p1->IncLocation( iSmallShipOffsets[dir][PORT_PLANK][XP], iSmallShipOffsets[dir][PORT_PLANK][YP] );
p2->IncLocation( iSmallShipOffsets[dir][STARB_PLANK][XP], iSmallShipOffsets[dir][STARB_PLANK][YP] );
tiller->IncLocation( iSmallShipOffsets[dir][TILLER][XP], iSmallShipOffsets[dir][TILLER][YP] );
hold->IncLocation( iSmallShipOffsets[dir][HOLD][XP], iSmallShipOffsets[dir][HOLD][YP] );
break;
case 0x08:
case 0x0C:
p1->IncLocation( iMediumShipOffsets[dir][PORT_PLANK][XP], iMediumShipOffsets[dir][PORT_PLANK][YP] );
p2->IncLocation( iMediumShipOffsets[dir][STARB_PLANK][XP], iMediumShipOffsets[dir][STARB_PLANK][YP] );
tiller->IncLocation( iMediumShipOffsets[dir][TILLER][XP], iMediumShipOffsets[dir][TILLER][YP] );
hold->IncLocation( iMediumShipOffsets[dir][HOLD][XP], iMediumShipOffsets[dir][HOLD][YP] );
break;
case 0x10:
case 0x14:
p1->IncLocation( iLargeShipOffsets[dir][PORT_PLANK][XP], iLargeShipOffsets[dir][PORT_PLANK][YP] );
p2->IncLocation( iLargeShipOffsets[dir][STARB_PLANK][XP], iLargeShipOffsets[dir][STARB_PLANK][YP] );
tiller->IncLocation( iLargeShipOffsets[dir][TILLER][XP], iLargeShipOffsets[dir][TILLER][YP] );
hold->IncLocation( iLargeShipOffsets[dir][HOLD][XP], iLargeShipOffsets[dir][HOLD][YP] );
break;
default: Console.error( strutil::format("TurnBoat() more1 error! more1 = %c not found!", b->GetTempVar( CITV_MOREZ, 1 ) ));
}
for( cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
(*cIter)->Send( &prSend );
}
void TurnBoat( CSocket *mSock, CBoatObj *myBoat, CItem *tiller, UI08 dir, bool rightTurn )
{
SI16 tx = 0, ty = 0;
CheckDirection( dir&0x0F, tx, ty );
if( !BlockBoat( myBoat, tx, ty, dir, myBoat->GetDir(), true ) )
{
tiller->TextMessage( mSock, 10 );
TurnBoat( myBoat, rightTurn, false );
}
else
{
myBoat->SetMoveType( 0 );
tiller->TextMessage( mSock, 9 );
}
}
//o-----------------------------------------------------------------------------------------------o
//| Function - void CBoatResponse::Handle( CSocket *mSock, CChar *mChar )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Check for boat commands
//o-----------------------------------------------------------------------------------------------o
void CBoatResponse::Handle( CSocket *mSock, CChar *mChar )
{
if( mSock == nullptr )
return;
CBoatObj *boat = GetBoat( mSock );
if( !ValidateObject( boat ) )
return;
UI08 dir = boat->GetDir()&0x0F;
CItem *tiller = calcItemObjFromSer( boat->GetTiller() );
UnicodeTypes mLang = mSock->Language();
if( trigWord != TW_SETNAME && trigWord != TW_BOATANCHORRAISE && trigWord != TW_BOATANCHORDROP && boat->GetMoveType() == -1 )
{
tiller->TextMessage( mSock, 2024 ); // Ar, the anchor is down sir!
mSock->sysmessage( 2023 ); // You must raise the anchor to pilot the ship.
return;
}
switch( trigWord )
{
case TW_BOATANCHORDROP:
if( boat->GetMoveType() != BOAT_ANCHORED )
{
boat->SetMoveType( BOAT_ANCHORED );
tiller->TextMessage( mSock, 2025 ); // Ar, anchor dropped sir.
}
else
{
tiller->TextMessage( mSock, 2026 ); // Ar, the anchor was already dropped sir.
}
break;
case TW_BOATANCHORRAISE:
if( boat->GetMoveType() == BOAT_ANCHORED )
{
boat->SetMoveType( BOAT_STOP );
tiller->TextMessage( mSock, 2027 ); // Ar, anchor raised sir.
}
else
{
tiller->TextMessage( mSock, 2028 ); // Ar, the anchor has not been dropped sir.
}
break;
case TW_BOATTURNRIGHT:
case TW_BOATSTARBOARD:
if( dir >= 2 )
dir -= 2;
else
dir += 6;
TurnBoat( mSock, boat, tiller, dir, true );
break;
case TW_BOATTURNLEFT:
case TW_BOATPORT:
dir += 2;
if( dir > 7 )
dir -= 8;
TurnBoat( mSock, boat, tiller, dir, false );
break;
case TW_BOATTURNAROUND:
tiller->TextMessage( mSock, 10 ); // Aye, sir.
TurnBoat( boat, true, true );
TurnBoat( boat, true, true );
break;
case TW_SETNAME:
{
// Check if player trying to rename the boat is actually the owner
if( mChar->GetSerial() != boat->GetOwner() )
{
tiller->TextMessage( mSock, 2034 ); // Arr! Only the owner of the ship may change its name!
return;
}
// Check if player provided anything after the actual set name command
std::string cmdString = strutil::upper( Dictionary->GetEntry( 1425, mLang )); // SET NAME
if( strutil::upper( ourText ).size() == cmdString.size() )
{
tiller->TextMessage( mSock, 12 ); // Can ya say that again with an actual name, sir?
return;
}
// Check if we can find the dictionary-based command string in the player's speech
std::string upperOurText = strutil::upper( ourText );
size_t cmdStringPos = upperOurText.find(cmdString);
if( cmdStringPos == std::string::npos )
{
// Command string not found in text, something went wrong!
tiller->TextMessage( mSock, 11 ); // What be that, sir?
return;
}
// Erase cmdString from ourText, leaving us with just the new name of the boat
size_t pos = upperOurText.find(cmdString);
if( pos != std::string::npos )
ourText.erase(pos, cmdString.size());
// Trim spaces from start and end of player provided name, and see if there's actually a name there and not just empty spaces!
ourText = strutil::trim(ourText);
if( ourText.size() == 0 )
{
boat->SetName( Dictionary->GetEntry( 2035, mLang )); // a ship
tiller->SetName( Dictionary->GetEntry( 1409, mLang )); // a tiller man
tiller->TextMessage( mSock, 2030 ); // This ship now has no name.
return;
}
std::string tillerNameDict = Dictionary->GetEntry( 2033, mLang ); // The tiller man of %s
if( tillerNameDict.size() + ourText.size() > MAX_NAME - 1 )
{
mSock->sysmessage( 1944 ); // That name is too long.
return;
}
// Give boat the new name
boat->SetName( ourText );
// Give tiller man a fitting name as well
auto sPos = tillerNameDict.find("%s");
tiller->SetName( tillerNameDict.replace( sPos, 2, ourText ));
break;
}
default:
break;
}
}
void killKeys( SERIAL targSerial, SERIAL charSerial = INVALIDSERIAL );
//o-----------------------------------------------------------------------------------------------o
//| Function - void ModelBoat( CSocket *s, CBoatObj *i )
//o-----------------------------------------------------------------------------------------------o
//| Purpose - Turn a boat into a boat model that can be re-placed
//o-----------------------------------------------------------------------------------------------o
void ModelBoat( CSocket *s, CBoatObj *i )
{
if( s == nullptr )
return;
CItem *tiller = calcItemObjFromSer( i->GetTiller() );
CItem *p1 = calcItemObjFromSer( i->GetPlank( 0 ) );
CItem *p2 = calcItemObjFromSer( i->GetPlank( 1 ) );
CItem *hold = calcItemObjFromSer( i->GetHold() );
CChar *mChar = s->CurrcharObj();
if( !ValidateObject( tiller ) || !ValidateObject( p1 ) || !ValidateObject( p2 ) || !ValidateObject( hold ) )
{
s->sysmessage( 9014 ); // Something is not right - unable to find tiller, planks or hold! This boat might be bugged...
return;
}
SERIAL serial = i->GetSerial();
if( i->GetOwnerObj() == mChar )
{
// Check if character's backpack can hold more items
// By default, CreateItem drops item at character's feet if it cannot hold more items, but
// this is a high-value item, so let's prevent the action instead of dropping the item on the ground!
CItem *playerPack = mChar->GetPackItem();
if( ValidateObject( playerPack ) )
{
if( playerPack->GetContainsList()->Num() >= playerPack->GetMaxItems() )
{
s->sysmessage( 1819 ); // Your backpack cannot hold any more items!
return;
}
}
if( p1->GetID( 2 ) == 0x84 || p1->GetID( 2 ) == 0xD5 || p1->GetID( 2 ) == 0xD4 || p1->GetID( 2 ) == 0x89
|| p2->GetID( 2 ) == 0x84 || p2->GetID( 2 ) == 0xD5 || p2->GetID( 2 ) == 0xD4 || p2->GetID( 2 ) == 0x89 )
{
s->sysmessage( 9015 ); // Planks must be closed before you pack up your ship!
return;
}
if( hold->GetContainsList()->Num() > 0 )
{
s->sysmessage( 9016 ); // Make sure your hold is empty, and try again!
return;
}
if( i->GetItemsInMultiList()->Num() > 4 || i->GetCharsInMultiList()->Num() > 0 )
{
s->sysmessage( 9017 ); // This boat must be empty before it can be converted to a model!
return;
}
CItem *model = Items->CreateItem( s, mChar, 0x14f3, 1, 0, OT_ITEM, true );
if( model == nullptr )
return;
model->SetTempVar( CITV_MOREX, tiller->GetTempVar( CITV_MOREX ) );
Weight->subtractItemWeight( mChar, model );
model->SetWeight( 0 );
Weight->addItemWeight( mChar, model );
model->SetType( IT_MODELMULTI );
model->SetMovable( 0 );
if( i->GetName().length() > 0 )
{
// Apply boat's name to the ship model
std::string shipModelNameDict = Dictionary->GetEntry( 2037, s->Language() ); // %s [Dry Docked]
auto sPos = shipModelNameDict.find("%s");
model->SetName( shipModelNameDict.replace( sPos, 2, i->GetName() ));
// Also store the original name in the item's title
model->SetTitle( i->GetName() );
}
tiller->Delete();
p1->Delete();
p2->Delete();
hold->Delete();
i->Delete();
killKeys( serial );
}
}