uox3/source/pcmanage.cpp
Xoduz 8e6288e3f7 Misc updates
Fixed bug where player might get stuck as frozen in ghost form and unable to move if dying in the midst of casting a spell
Fixed bug where reagents could not be dropped directly from ground and into newbie reagents bag, as the bag didn't have the proper setup for a container. Now inherits its setup from a regular bag (dfndata/items/magic/reagents.dfn)
Fixed two broken timer references in JS: Timer.SPELLRECOVERYTIME and Timer.LOYALTYTIME
Fixed a bug where players could gain points in Evaluating Intelligence skill by targeting themselves (js/skills/evaluateintel.js)
Updated Evaluating Intelligence skill to show more detailed information about targets (js/skills/evaluateintel.js)
Fixed some issues with sound effects in JS based spells
UOX3 console should now show 100% when done saving, regardless of the amount of data it has to save
Earthquake spell can no longer harm invulnerable characters
Fixed issue where NPC would evade instead of change to a different nearby target if unable to pathfind to current target
Damage dealt by Fire Field spell is now determined by BASEDMG tag (defaults to 2, if resisted, half of that) in spells.dfn
The rate at which the effects of field spells (Fire Field, Poison Field and Paralyze Field) are applied is now determined via the DAMAGEDELAY tag in spells.dfn, which defaults to 1.0 seconds
2021-09-22 02:49:45 +08:00

1645 lines
54 KiB
C++

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