mirror of
https://github.com/UOX3DevTeam/UOX3
synced 2026-08-13 12:27:04 -04:00
3400 lines
120 KiB
C++
3400 lines
120 KiB
C++
/*
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Ultima Offline eXperiment III (UOX3)
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UO Server Emulation Program
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Copyright 1998 - 2021 by UOX3 contributors
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Copyright 1997, 98 by Marcus Rating (Cironian)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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* In addition to that license, if you are running this program or modified *
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* versions of it on a public system you HAVE TO make the complete source of *
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* the version used by you available or provide people with a location to *
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* download it. *
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You can contact the author by sending email to <cironian@stratics.com>.
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*/
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#include <chrono>
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#include <random>
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#include <thread>
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#include "uox3.h"
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#include "weight.h"
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#include "books.h"
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#include "cGuild.h"
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#include "combat.h"
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#include "msgboard.h"
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#include "townregion.h"
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#include "cWeather.hpp"
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#include "movement.h"
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#include "cRaces.h"
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#include "cServerDefinitions.h"
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#include "skills.h"
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#include "commands.h"
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#include "cSpawnRegion.h"
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#include "wholist.h"
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#include "cMagic.h"
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#include "PageVector.h"
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#include "speech.h"
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#include "cVersionClass.h"
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#include "ssection.h"
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#include "cHTMLSystem.h"
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#include "gump.h"
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#include "CJSMapping.h"
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#include "cScript.h"
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#include "cEffects.h"
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#include "teffect.h"
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#include "CPacketSend.h"
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#include "classes.h"
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#include "cThreadQueue.h"
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#include "regions.h"
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#include "magic.h"
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#include "jail.h"
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#include "Dictionary.h"
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#include "ObjectFactory.h"
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#include "PartySystem.h"
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#include "CJSEngine.h"
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#include "StringUtility.hpp"
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std::thread cons;
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std::thread netw;
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#if PLATFORM == WINDOWS
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#include <process.h>
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#include <conio.h>
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#endif
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std::chrono::time_point<std::chrono::system_clock> current;
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std::mt19937 generator;
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//o-----------------------------------------------------------------------------------------------o
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// FileIO Pre-Declarations
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//o-----------------------------------------------------------------------------------------------o
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void LoadCustomTitle( void );
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void LoadSkills( void );
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void LoadSpawnRegions( void );
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void LoadRegions( void );
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void LoadTeleportLocations( void );
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void LoadCreatures( void );
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void LoadPlaces( void );
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//o-----------------------------------------------------------------------------------------------o
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// Misc Pre-Declarations
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//o-----------------------------------------------------------------------------------------------o
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void restockNPC( CChar& i, bool stockAll );
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void clearTrades( void );
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void sysBroadcast( const std::string& txt );
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void MoveBoat( UI08 dir, CBoatObj *boat );
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bool DecayItem( CItem& toDecay, const UI32 nextDecayItems, const UI32 nextDecayItemsInHouses );
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void CheckAI( CChar& mChar );
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bool isWorldSaving = false;
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#if PLATFORM == WINDOWS
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//o-----------------------------------------------------------------------------------------------o
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//| Function - BOOL WINAPI exit_handler(DWORD dwCtrlType)
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//| void app_stopped(int sig)
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Prevent closing of console via CTRL+C/or CTRL+BREAK keys during worldsaves
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//o-----------------------------------------------------------------------------------------------o
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BOOL WINAPI exit_handler( DWORD dwCtrlType )
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{
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switch( dwCtrlType )
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{
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case CTRL_C_EVENT:
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case CTRL_BREAK_EVENT:
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case CTRL_CLOSE_EVENT:
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std::cout << std::endl << "World save in progress - closing UOX3 before it completes may result in corrupted save data!" << std::endl;
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// Shutdown of the application will only be halted for as long as the exit_handler is doing something,
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// so do some non-work while isWorldSaving is true to prevent shutdown during save
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while( isWorldSaving == true ) {
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Sleep(0);
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}
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return true;
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default:
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return false;
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}
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}
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#else
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void app_stopped(int sig)
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{
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// function called when signal is received.
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if( isWorldSaving == false )
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{
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cwmWorldState->SetKeepRun( false );
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}
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}
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#endif
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void UnloadSpawnRegions( void )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Unload spawn regions on server shutdown or when reloading spawn regions
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//o-----------------------------------------------------------------------------------------------o
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void UnloadSpawnRegions( void )
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{
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SPAWNMAP_CITERATOR spIter = cwmWorldState->spawnRegions.begin();
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SPAWNMAP_CITERATOR spEnd = cwmWorldState->spawnRegions.end();
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while( spIter != spEnd )
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{
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if( spIter->second != nullptr )
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delete spIter->second;
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++spIter;
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}
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cwmWorldState->spawnRegions.clear();
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void UnloadRegions( void )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Unload town regions on server shutdown or when reloading town regions
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//o-----------------------------------------------------------------------------------------------o
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void UnloadRegions( void )
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{
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TOWNMAP_CITERATOR tIter = cwmWorldState->townRegions.begin();
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TOWNMAP_CITERATOR tEnd = cwmWorldState->townRegions.end();
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while( tIter != tEnd )
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{
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if( tIter->second != nullptr )
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delete tIter->second;
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++tIter;
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}
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cwmWorldState->townRegions.clear();
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void DoMessageLoop( void )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Watch for messages thrown by UOX
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//o-----------------------------------------------------------------------------------------------o
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void DoMessageLoop( void )
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{
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while( !messageLoop.Empty() )
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{
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MessagePassed tVal = messageLoop.GrabMessage();
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switch( tVal.actualMessage )
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{
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case MSG_SHUTDOWN: cwmWorldState->SetKeepRun( false ); break;
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case MSG_COUNT: break;
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case MSG_WORLDSAVE: cwmWorldState->SetOldTime( 0 ); break;
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case MSG_PRINT: Console << tVal.data << myendl; break;
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case MSG_RELOADJS: JSEngine->Reload();
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JSMapping->Reload();
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Console.PrintDone();
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Commands->Load(); break;
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case MSG_CONSOLEBCAST: sysBroadcast( tVal.data ); break;
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case MSG_PRINTDONE: Console.PrintDone(); break;
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case MSG_PRINTFAILED: Console.PrintFailed(); break;
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case MSG_SECTIONBEGIN: Console.PrintSectionBegin(); break;
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case MSG_RELOAD:
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if( !cwmWorldState->GetReloadingScripts() )
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{
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cwmWorldState->SetReloadingScripts( true );
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switch( tVal.data[0] )
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{
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case '0': cwmWorldState->ServerData()->Load(); break; // Reload INI file
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case '1': Accounts->Load(); break; // Reload accounts
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case '2': UnloadRegions();
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LoadRegions();
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LoadTeleportLocations(); break; // Reload regions/TeleportLocations
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case '3': UnloadSpawnRegions(); LoadSpawnRegions(); break; // Reload spawn regions
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case '4': Magic->LoadScript(); break; // Reload spells
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case '5': JSMapping->Reload( SCPT_COMMAND );
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Commands->Load(); break; // Reload commands
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case '6': FileLookup->Reload();
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LoadCreatures();
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LoadCustomTitle();
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LoadSkills();
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LoadPlaces();
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Skills->Load(); break; // Reload definition files
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case '7': JSEngine->Reload();
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JSMapping->Reload();
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Console.PrintDone();
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Commands->Load();
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Skills->Load(); break; // Reload JS
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case '8': HTMLTemplates->Unload();
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HTMLTemplates->Load(); break; // Reload HTML
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}
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cwmWorldState->SetReloadingScripts( false );
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}
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break;
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case MSG_UNKNOWN:
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default: Console.error( "Unknown message type" ); break;
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}
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}
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}
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//------------------------------------------------------------
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//---------------------------------------------------------------------------
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// June 21, 1999
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// Ok here is thread number one its a simple thread for the checkkey() function
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// June 12, 2004 (<-- LOL must be an omen)
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// xFTPd - Initial implementation of a very light weight FTP server for UOX3.
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// Expected functionality to provide file up/download access to shard
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// operators that may not have direct access to their servers.
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//Nov 20, 2005
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// Removed xFTP Server code as UOX3 should be a game server, not an FTP server.
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//
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// Commands supported:
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bool conthreadcloseok = false;
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bool netpollthreadclose = false;
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void NetworkPollConnectionThread( void *params )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Watch for new connections
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//o-----------------------------------------------------------------------------------------------o
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void NetworkPollConnectionThread( )
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{
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messageLoop << "Thread: NetworkPollConnection has started";
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netpollthreadclose = false;
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while( !netpollthreadclose )
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{
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Network->CheckConnections();
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Network->CheckLoginMessage();
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std::this_thread::sleep_for(std::chrono::milliseconds( 20 ));
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}
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messageLoop << "Thread: NetworkPollConnection has Closed";
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void CheckConsoleKeyThread( void *params )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Listen for key inputs in server console
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//o-----------------------------------------------------------------------------------------------o
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void CheckConsoleKeyThread( )
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{
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messageLoop << "Thread: CheckConsoleThread has started";
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Console.Registration();
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conthreadcloseok = false;
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while( !conthreadcloseok )
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{
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Console.Poll();
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std::this_thread::sleep_for(std::chrono::milliseconds( 500 ));
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}
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messageLoop << "Thread: CheckConsoleKeyThread Closed";
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - bool isOnline( CChar& mChar )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Check if the socket owning character c is still connected
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//o-----------------------------------------------------------------------------------------------o
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bool isOnline( CChar& mChar )
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{
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if( mChar.IsNpc() )
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return false;
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CAccountBlock& actbTemp = mChar.GetAccount();
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if( actbTemp.wAccountIndex != AB_INVALID_ID )
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{
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if( actbTemp.dwInGame == mChar.GetSerial() )
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return true;
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}
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{
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//std::scoped_lock lock(Network->internallock);
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Network->pushConn();
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for( CSocket *tSock = Network->FirstSocket(); !Network->FinishedSockets(); tSock = Network->NextSocket() )
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{
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if( tSock->CurrcharObj() == &mChar )
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{
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Network->popConn();
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return true;
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}
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}
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Network->popConn();
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}
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return false;
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void updateStats( CBaseObject *mObj, UI08 x )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Updates object's stats
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//o-----------------------------------------------------------------------------------------------o
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void updateStats( CBaseObject *mObj, UI08 x )
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{
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SOCKLIST nearbyChars = FindNearbyPlayers( mObj );
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for( SOCKLIST_CITERATOR cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
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{
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if( !(*cIter)->LoginComplete() )
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continue;
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// Normalize stats if we're updating our stats for other players
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bool normalizeStats = true;
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if( ( *cIter )->CurrcharObj()->GetSerial() == mObj->GetSerial() )
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{
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( *cIter )->statwindow( mObj );
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normalizeStats = false;
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}
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// Prepare the stat update packet
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CPUpdateStat toSend( (*mObj), x, normalizeStats );
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// Send the stat update packet
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(*cIter)->Send( &toSend );
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}
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void CollectGarbage( void )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Deletes objects in the Deletion Queue
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//o-----------------------------------------------------------------------------------------------o
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void CollectGarbage( void )
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{
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Console << "Performing Garbage Collection...";
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UI32 objectsDeleted = 0;
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QUEUEMAP_CITERATOR delqIter = cwmWorldState->deletionQueue.begin();
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QUEUEMAP_CITERATOR delqIterEnd = cwmWorldState->deletionQueue.end();
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while( delqIter != delqIterEnd )
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{
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CBaseObject *mObj = delqIter->first;
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++delqIter;
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if( mObj == nullptr || mObj->isFree() || !mObj->isDeleted() )
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{
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Console.warning( "Invalid object found in Deletion Queue" );
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continue;
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}
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ObjectFactory::getSingleton().DestroyObject( mObj );
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++objectsDeleted;
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}
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cwmWorldState->deletionQueue.clear();
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Console << " Removed " << objectsDeleted << " objects" << myendl;
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JSEngine->CollectGarbage();
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void MountCreature( CSocket *sockPtr, CChar *s, CChar *x )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Mount a ridable creature
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//|
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//| Changes - 09/22/2002 - Unhide players when mounting horses etc.
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//o-----------------------------------------------------------------------------------------------o
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void MountCreature( CSocket *sockPtr, CChar *s, CChar *x )
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{
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if( s->IsOnHorse() )
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return;
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//No mounting horses for gargoyles!
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if( s->GetID() == 0x029A || s->GetID() == 0x029B )
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{
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sockPtr->sysmessage( 1798 );
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return;
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}
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if( !objInRange( s, x, DIST_NEXTTILE ) )
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return;
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if( x->GetOwnerObj() == s || Npcs->checkPetFriend( s, x ) || s->IsGM() )
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{
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if( !cwmWorldState->ServerData()->CharHideWhileMounted() )
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s->ExposeToView();
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s->SetOnHorse( true );
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CItem *c = Items->CreateItem( nullptr, s, 0x0915, 1, x->GetSkin(), OT_ITEM );
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std::string xName = getNpcDictName( x, sockPtr );
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c->SetName( xName );
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c->SetDecayable( false );
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c->SetLayer( IL_MOUNT );
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if( cwmWorldState->creatures[x->GetID()].MountID() != 0 )
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c->SetID( cwmWorldState->creatures[x->GetID()].MountID() );
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else
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c->SetID( 0x3E00 );
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if( !c->SetCont( s ) )
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{
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s->SetOnHorse( false ); // let's get off our horse again
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c->Delete();
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return;
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}
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SOCKLIST nearbyChars = FindNearbyPlayers( s );
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for( SOCKLIST_CITERATOR cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
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{
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s->SendWornItems( (*cIter) );
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}
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if( x->GetTarg() != nullptr ) // zero out target, under all circumstances
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{
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x->SetTarg( nullptr );
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if( x->IsAtWar() )
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x->ToggleCombat();
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}
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if( ValidateObject( x->GetAttacker() ) )
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x->GetAttacker()->SetTarg( nullptr );
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x->SetFrozen( true );
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x->SetMounted( true );
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x->SetInvulnerable( true );
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x->SetLocation( 7000, 7000, 0 );
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c->SetTempVar( CITV_MOREX, x->GetSerial() );
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if( x->GetTimer( tNPC_SUMMONTIME ) != 0 )
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c->SetDecayTime( x->GetTimer( tNPC_SUMMONTIME ) );
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}
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else
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sockPtr->sysmessage( 1214 );
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void DismountCreature( CChar *s )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Dismount a ridable creature
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//o-----------------------------------------------------------------------------------------------o
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void DismountCreature( CChar *s )
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{
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if( !ValidateObject( s ) )
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return;
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CItem *ci = s->GetItemAtLayer( IL_MOUNT );
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if( !ValidateObject( ci ) || ci->isFree() ) // if no horse item, or it's our default one
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return;
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s->SetOnHorse( false );
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CChar *tMount = calcCharObjFromSer( ci->GetTempVar( CITV_MOREX ) );
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if( ValidateObject( tMount ) )
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{
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tMount->SetLocation( s );
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tMount->SetFrozen( false );
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tMount->SetMounted( false );
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tMount->SetInvulnerable( false );
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if( ci->GetDecayTime() != 0 )
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tMount->SetTimer( tNPC_SUMMONTIME, ci->GetDecayTime() );
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tMount->SetDir( s->GetDir() );
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tMount->SetVisible( VT_VISIBLE );
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}
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ci->Delete();
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}
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//o-----------------------------------------------------------------------------------------------o
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//| Function - void endmessage( SI32 x )
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//o-----------------------------------------------------------------------------------------------o
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//| Purpose - Global message players with shutdown message
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//o-----------------------------------------------------------------------------------------------o
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void endmessage( SI32 x )
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{
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x = 0;
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const UI32 igetclock = cwmWorldState->GetUICurrentTime();
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if( cwmWorldState->GetEndTime() < igetclock )
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cwmWorldState->SetEndTime( igetclock );
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sysBroadcast( strutil::format( Dictionary->GetEntry( 1209 ), ((cwmWorldState->GetEndTime()-igetclock)/ 1000 ) / 60 ) );
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}
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#if PLATFORM != WINDOWS
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|
void illinst( SI32 x = 0 ) //Thunderstorm linux fix
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|
{
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sysBroadcast( "Fatal Server Error! Bailing out - Have a nice day!" );
|
|
Console.error( "Illegal Instruction Signal caught - attempting shutdown" );
|
|
endmessage( x );
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}
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|
|
|
void aus( SI32 signal )
|
|
{
|
|
Console.error( "Server crash averted! Floating point exception caught." );
|
|
}
|
|
|
|
#endif
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void callguards( CChar *mChar )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Used when a character calls "Guards" Will look for a criminal
|
|
//| first checking for anyone attacking him. If no one is attacking
|
|
//| him it will look for any people nearby who are criminal or
|
|
//| murderers
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void callGuards( CChar *mChar )
|
|
{
|
|
if( !ValidateObject( mChar ) )
|
|
return;
|
|
|
|
if( !mChar->GetRegion()->IsGuarded() || !cwmWorldState->ServerData()->GuardsStatus() )
|
|
return;
|
|
|
|
CChar *attacker = mChar->GetAttacker();
|
|
if( ValidateObject( attacker ) )
|
|
{
|
|
if( !attacker->IsDead() && ( attacker->IsCriminal() || attacker->IsMurderer() ) )
|
|
{
|
|
if( charInRange( mChar, attacker ) )
|
|
{
|
|
Combat->SpawnGuard( mChar, attacker, attacker->GetX(), attacker->GetY(), attacker->GetZ() );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
CMapRegion *toCheck = MapRegion->GetMapRegion( mChar );
|
|
if( toCheck == nullptr )
|
|
return;
|
|
GenericList< CChar * > *regChars = toCheck->GetCharList();
|
|
regChars->Push();
|
|
for( CChar *tempChar = regChars->First(); !regChars->Finished(); tempChar = regChars->Next() )
|
|
{
|
|
if( !ValidateObject( tempChar ) )
|
|
break;
|
|
|
|
if( !tempChar->IsDead() && ( tempChar->IsCriminal() || tempChar->IsMurderer() ) )
|
|
{
|
|
if( charInRange( tempChar, mChar ) )
|
|
{
|
|
Combat->SpawnGuard( mChar, tempChar, tempChar->GetX(), tempChar->GetY(), tempChar->GetZ() );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
regChars->Pop();
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void callguards( CChar *mChar, CChar *targChar )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Used when a character calls guards on another character, will
|
|
//| ensure that character is not dead and is either a criminal or
|
|
//| murderer, and that he is in visual range of the victim, will
|
|
//| then spawn a guard to take care of the criminal.
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void callGuards( CChar *mChar, CChar *targChar )
|
|
{
|
|
if( !ValidateObject( mChar ) || !ValidateObject( targChar ) )
|
|
return;
|
|
|
|
if( !mChar->GetRegion()->IsGuarded() || !cwmWorldState->ServerData()->GuardsStatus() )
|
|
return;
|
|
|
|
if( !targChar->IsDead() && ( targChar->IsCriminal() || targChar->IsMurderer() ) )
|
|
{
|
|
if( charInRange( mChar, targChar ) )
|
|
Combat->SpawnGuard( mChar, targChar, targChar->GetX(), targChar->GetY(), targChar->GetZ() );
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - bool genericCheck( CSocket *mSock, CChar& mChar, bool checkFieldEffects, bool doWeather )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Check characters status. Returns true if character was killed
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
bool genericCheck( CSocket *mSock, CChar& mChar, bool checkFieldEffects, bool doWeather )
|
|
{
|
|
UI16 c;
|
|
if( !mChar.IsDead() )
|
|
{
|
|
const auto maxHP = mChar.GetMaxHP();
|
|
const auto maxStam = mChar.GetMaxStam();
|
|
const auto maxMana = mChar.GetMaxMana();
|
|
|
|
if( mChar.GetHP() > maxHP )
|
|
mChar.SetHP( maxHP );
|
|
if( mChar.GetStamina() > maxStam )
|
|
mChar.SetStamina( maxStam );
|
|
if( mChar.GetMana() > maxMana )
|
|
mChar.SetMana( maxMana );
|
|
|
|
if( mChar.GetRegen( 0 ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() )
|
|
{
|
|
if( mChar.GetHP() < maxHP )
|
|
{
|
|
if( !cwmWorldState->ServerData()->HungerSystemEnabled() || mChar.GetHunger() > 0
|
|
|| ( !Races->DoesHunger( mChar.GetRace() ) && ( cwmWorldState->ServerData()->SystemTimer( tSERVER_HUNGERRATE ) == 0 || mChar.IsNpc() ) ) )
|
|
{
|
|
for( c = 0; c < maxHP + 1; ++c )
|
|
{
|
|
if( mChar.GetHP() <= maxHP && ( mChar.GetRegen( 0 ) + ( c * cwmWorldState->ServerData()->SystemTimer( tSERVER_HITPOINTREGEN ) * 1000 ) ) <= cwmWorldState->GetUICurrentTime() )
|
|
{
|
|
if( mChar.GetSkill( HEALING ) < 500 )
|
|
mChar.IncHP( 1 );
|
|
else if( mChar.GetSkill( HEALING ) < 800 )
|
|
mChar.IncHP( 2 );
|
|
else
|
|
mChar.IncHP( 3 );
|
|
if( mChar.GetHP() >= maxHP )
|
|
{
|
|
mChar.SetHP( maxHP );
|
|
break;
|
|
}
|
|
}
|
|
else // either we're all healed up, or all time periods have passed
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
mChar.SetRegen( cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_HITPOINTREGEN ), 0 );
|
|
}
|
|
if( mChar.GetRegen( 1 ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() )
|
|
{
|
|
auto mStamina = mChar.GetStamina();
|
|
if( mStamina < maxStam )
|
|
{
|
|
// Continue with stamina regen if character is not yet fully parched, or if character is parched but has less than 25% stamina, or if char belongs to race that does not thirst
|
|
if( !cwmWorldState->ServerData()->ThirstSystemEnabled() || mChar.GetThirst() > 0 || ( mChar.GetThirst() == 0 && mStamina < static_cast<SI16>( maxStam * 0.25 ) )
|
|
|| ( !Races->DoesThirst( mChar.GetRace() ) && ( cwmWorldState->ServerData()->SystemTimer( tSERVER_THIRSTRATE ) == 0 || mChar.IsNpc() ) ) )
|
|
{
|
|
for( c = 0; c < maxStam + 1; ++c )
|
|
{
|
|
if( ( mChar.GetRegen( 1 ) + ( c * cwmWorldState->ServerData()->SystemTimer( tSERVER_STAMINAREGEN ) * 1000 ) ) <= cwmWorldState->GetUICurrentTime() && mChar.GetStamina() <= maxStam )
|
|
{
|
|
mChar.IncStamina( 1 );
|
|
if( mChar.GetStamina() >= maxStam )
|
|
{
|
|
mChar.SetStamina( maxStam );
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
mChar.SetRegen( cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_STAMINAREGEN ), 1 );
|
|
}
|
|
|
|
// CUSTOM START - SPUD:MANA REGENERATION:Rewrite of passive and active meditation code
|
|
if( mChar.GetRegen( 2 ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() )
|
|
{
|
|
if( mChar.GetMana() < maxMana )
|
|
{
|
|
for( c = 0; c < maxMana + 1; ++c )
|
|
{
|
|
if( mChar.GetRegen( 2 ) + ( c * cwmWorldState->ServerData()->SystemTimer( tSERVER_MANAREGEN ) * 1000 ) <= cwmWorldState->GetUICurrentTime() && mChar.GetMana() <= maxMana )
|
|
{
|
|
Skills->CheckSkill( ( &mChar ), MEDITATION, 0, 1000 ); // Check Meditation for skill gain ala OSI
|
|
mChar.IncMana( 1 ); // Gain a mana point
|
|
if( mChar.GetMana() == maxMana )
|
|
{
|
|
if( mChar.IsMeditating() ) // Morrolan = Meditation
|
|
{
|
|
if( mSock != nullptr )
|
|
mSock->sysmessage( 969 );
|
|
mChar.SetMeditating( false );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
const R32 MeditationBonus = ( .00075f * mChar.GetSkill( MEDITATION ) ); // Bonus for Meditation
|
|
SI32 NextManaRegen = static_cast<SI32>( cwmWorldState->ServerData()->SystemTimer( tSERVER_MANAREGEN ) * ( 1 - MeditationBonus ) * 1000 );
|
|
if( cwmWorldState->ServerData()->ArmorAffectManaRegen() ) // If armor effects mana regeneration...
|
|
{
|
|
R32 ArmorPenalty = Combat->calcDef( ( &mChar ), 0, false ); // Penalty taken due to high def
|
|
if( ArmorPenalty > 100 ) // For def higher then 100, penalty is the same...just in case
|
|
ArmorPenalty = 100;
|
|
ArmorPenalty = 1 + ( ArmorPenalty / 25 );
|
|
NextManaRegen = static_cast<SI32>( NextManaRegen * ArmorPenalty );
|
|
}
|
|
if( mChar.IsMeditating() ) // If player is meditation...
|
|
mChar.SetRegen( ( cwmWorldState->GetUICurrentTime() + ( NextManaRegen / 2 ) ), 2 );
|
|
else
|
|
mChar.SetRegen( ( cwmWorldState->GetUICurrentTime() + NextManaRegen ), 2 );
|
|
}
|
|
}
|
|
// CUSTOM END
|
|
if( mChar.GetVisible() == VT_INVISIBLE && ( mChar.GetTimer( tCHAR_INVIS ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) )
|
|
mChar.ExposeToView();
|
|
|
|
// Take NPC out of EvadeState
|
|
if( mChar.IsNpc() && mChar.IsEvading() && mChar.GetTimer( tNPC_EVADETIME ) <= cwmWorldState->GetUICurrentTime() )
|
|
{
|
|
mChar.SetEvadeState( false );
|
|
#if defined( UOX_DEBUG_MODE ) && defined( DEBUG_COMBAT )
|
|
std::string mCharName = getNpcDictName( &mChar );
|
|
Console.print( strutil::format( "DEBUG: EvadeTimer ended for NPC (%s, 0x%X, at %i, %i, %i, %i).\n", mCharName.c_str(), mChar.GetSerial(), mChar.GetX(), mChar.GetY(), mChar.GetZ(), mChar.WorldNumber() ));
|
|
#endif
|
|
}
|
|
|
|
if( !mChar.IsDead() )
|
|
{
|
|
// Hunger/Thirst Code
|
|
mChar.DoHunger( mSock );
|
|
mChar.DoThirst( mSock );
|
|
|
|
// Loyalty update for pets
|
|
mChar.DoLoyaltyUpdate();
|
|
|
|
if( !mChar.IsInvulnerable() && mChar.GetPoisoned() > 0 )
|
|
{
|
|
if( mChar.GetTimer( tCHAR_POISONTIME ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() )
|
|
{
|
|
if( mChar.GetTimer( tCHAR_POISONWEAROFF ) > cwmWorldState->GetUICurrentTime() )
|
|
{
|
|
std::string mCharName = getNpcDictName( &mChar );
|
|
|
|
switch( mChar.GetPoisoned() )
|
|
{
|
|
case 1: // Lesser Poison
|
|
{
|
|
mChar.SetTimer( tCHAR_POISONTIME, BuildTimeValue( 2 ) );
|
|
if( mChar.GetTimer( tCHAR_POISONTEXT ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() )
|
|
{
|
|
mChar.SetTimer( tCHAR_POISONTEXT, BuildTimeValue( 6 ) );
|
|
mChar.TextMessage( nullptr, 1240, EMOTE, 1, mCharName.c_str() ); // * %s looks a bit nauseous *
|
|
}
|
|
SI16 poisonDmgPercent = RandomNum( 3, 6 ); // 3% to 6% of current health per tick
|
|
SI16 poisonDmg = static_cast<SI16>((mChar.GetHP() * poisonDmgPercent) / 100);
|
|
mChar.Damage( std::max(static_cast<SI16>(3), poisonDmg), POISON ); // Minimum 3 damage per tick
|
|
break;
|
|
}
|
|
case 2: // Normal Poison
|
|
{
|
|
mChar.SetTimer( tCHAR_POISONTIME, BuildTimeValue( 3 ) );
|
|
if( mChar.GetTimer( tCHAR_POISONTEXT ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() )
|
|
{
|
|
mChar.SetTimer( tCHAR_POISONTEXT, BuildTimeValue( 10 ) );
|
|
mChar.TextMessage( nullptr, 1241, EMOTE, 1, mCharName.c_str() ); // * %s looks disoriented and nauseous! *
|
|
}
|
|
SI16 poisonDmgPercent = RandomNum( 4, 8 ); // 4% to 8% of current health per tick
|
|
SI16 poisonDmg = static_cast<SI16>((mChar.GetHP() * poisonDmgPercent) / 100);
|
|
mChar.Damage( std::max(static_cast<SI16>(5), poisonDmg), POISON ); // Minimum 5 damage per tick
|
|
break;
|
|
}
|
|
case 3: // Greater Poison
|
|
{
|
|
mChar.SetTimer( tCHAR_POISONTIME, BuildTimeValue( 4 ) );
|
|
if( mChar.GetTimer( tCHAR_POISONTEXT ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() )
|
|
{
|
|
mChar.SetTimer( tCHAR_POISONTEXT, BuildTimeValue( 10 ) );
|
|
mChar.TextMessage( nullptr, 1242, EMOTE, 1, mCharName.c_str() ); // * %s is in severe pain! *
|
|
}
|
|
SI16 poisonDmgPercent = RandomNum( 8, 12 ); // 8% to 12% of current health per tick
|
|
SI16 poisonDmg = static_cast<SI16>((mChar.GetHP() * poisonDmgPercent) / 100);
|
|
mChar.Damage( std::max(static_cast<SI16>(8), poisonDmg), POISON ); // Minimum 8 damage per tick
|
|
break;
|
|
}
|
|
case 4: // Deadly Poison
|
|
{
|
|
mChar.SetTimer( tCHAR_POISONTIME, BuildTimeValue( 5 ) );
|
|
if( mChar.GetTimer( tCHAR_POISONTEXT ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() )
|
|
{
|
|
mChar.SetTimer( tCHAR_POISONTEXT, BuildTimeValue( 10 ) );
|
|
mChar.TextMessage( nullptr, 1243, EMOTE, 1, mCharName.c_str() ); // * %s looks extremely weak and is wrecked in pain! *
|
|
}
|
|
SI16 poisonDmgPercent = RandomNum( 12, 25 ); // 12% to 25% of current health per tick
|
|
SI16 poisonDmg = static_cast<SI16>((mChar.GetHP() * poisonDmgPercent) / 100);
|
|
mChar.Damage( std::max(static_cast<SI16>(14), poisonDmg), POISON ); // Minimum 14 damage per tick
|
|
break;
|
|
}
|
|
case 5: // Lethal Poison - Used by monsters only
|
|
{
|
|
mChar.SetTimer( tCHAR_POISONTIME, BuildTimeValue( 5 ) );
|
|
if( mChar.GetTimer( tCHAR_POISONTEXT ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() )
|
|
{
|
|
mChar.SetTimer( tCHAR_POISONTEXT, BuildTimeValue( 10 ) );
|
|
mChar.TextMessage( nullptr, 1243, EMOTE, 1, mCharName.c_str() ); // * %s looks extremely weak and is wrecked in pain! *
|
|
}
|
|
SI16 poisonDmgPercent = RandomNum( 25, 50 ); // 25% to 50% of current health per tick
|
|
SI16 poisonDmg = static_cast<SI16>((mChar.GetHP() * poisonDmgPercent) / 100);
|
|
mChar.Damage( std::max(static_cast<SI16>(17), poisonDmg), POISON ); // Minimum 14 damage per tick
|
|
break;
|
|
}
|
|
default:
|
|
Console.error( " Fallout of switch statement without default. uox3.cpp, genericCheck(), mChar.GetPoisoned() not within valid range." );
|
|
mChar.SetPoisoned( 0 );
|
|
break;
|
|
}
|
|
if( mChar.GetHP() < 1 && !mChar.IsDead() )
|
|
{
|
|
std::vector<UI16> scriptTriggers = mChar.GetScriptTriggers();
|
|
for( auto i : scriptTriggers )
|
|
{
|
|
cScript *toExecute = JSMapping->GetScript( i );
|
|
if( toExecute != nullptr )
|
|
{
|
|
SI08 retStatus = toExecute->OnDeathBlow( &mChar, mChar.GetAttacker() );
|
|
|
|
// -1 == script doesn't exist, or returned -1
|
|
// 0 == script returned false, 0, or nothing - don't execute hard code
|
|
// 1 == script returned true or 1
|
|
if( retStatus == 0 )
|
|
return false;
|
|
}
|
|
}
|
|
|
|
HandleDeath( ( &mChar ), nullptr );
|
|
if( mSock != nullptr )
|
|
mSock->sysmessage( 1244 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if( mChar.GetTimer( tCHAR_POISONWEAROFF ) <= cwmWorldState->GetUICurrentTime() )
|
|
{
|
|
if( mChar.GetPoisoned() > 0 )
|
|
{
|
|
mChar.SetPoisoned( 0 );
|
|
if( mSock != nullptr )
|
|
mSock->sysmessage( 1245 );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( !mChar.GetCanAttack() && mChar.GetTimer( tCHAR_PEACETIMER ) <= cwmWorldState->GetUICurrentTime() )
|
|
{
|
|
mChar.SetCanAttack( true );
|
|
if( mSock != nullptr )
|
|
mSock->sysmessage( 1779 );
|
|
}
|
|
|
|
if( mChar.IsCriminal() && mChar.GetTimer( tCHAR_CRIMFLAG ) && ( mChar.GetTimer( tCHAR_CRIMFLAG ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) )
|
|
{
|
|
if( mSock != nullptr )
|
|
mSock->sysmessage( 1238 );
|
|
mChar.SetTimer( tCHAR_CRIMFLAG, 0 );
|
|
UpdateFlag( &mChar );
|
|
}
|
|
if( mChar.GetKills() && ( mChar.GetTimer( tCHAR_MURDERRATE ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) )
|
|
{
|
|
mChar.SetKills( static_cast<SI16>( mChar.GetKills() - 1 ) );
|
|
|
|
if( mChar.GetKills() )
|
|
mChar.SetTimer( tCHAR_MURDERRATE, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_MURDERDECAY ) );
|
|
else
|
|
mChar.SetTimer( tCHAR_MURDERRATE, 0 );
|
|
if( mSock != nullptr && mChar.GetKills() == cwmWorldState->ServerData()->RepMaxKills() )
|
|
mSock->sysmessage( 1239 );
|
|
UpdateFlag( &mChar );
|
|
}
|
|
|
|
if( !mChar.IsDead() )
|
|
{
|
|
if( doWeather )
|
|
{
|
|
const UI08 curLevel = cwmWorldState->ServerData()->WorldLightCurrentLevel();
|
|
LIGHTLEVEL toShow;
|
|
if( Races->VisLevel( mChar.GetRace() ) > curLevel )
|
|
toShow = 0;
|
|
else
|
|
toShow = static_cast<UI08>( curLevel - Races->VisLevel( mChar.GetRace() ) );
|
|
if( mChar.IsNpc() )
|
|
doLight( &mChar, toShow );
|
|
else
|
|
doLight( mSock, toShow );
|
|
}
|
|
|
|
Weather->doLightEffect( mSock, mChar );
|
|
Weather->doWeatherEffect( mSock, mChar, RAIN );
|
|
Weather->doWeatherEffect( mSock, mChar, SNOW );
|
|
Weather->doWeatherEffect( mSock, mChar, HEAT );
|
|
Weather->doWeatherEffect( mSock, mChar, COLD );
|
|
Weather->doWeatherEffect( mSock, mChar, STORM );
|
|
|
|
if( checkFieldEffects )
|
|
Magic->CheckFieldEffects( mChar );
|
|
|
|
mChar.UpdateDamageTrack();
|
|
}
|
|
|
|
if( mChar.IsDead() )
|
|
return true;
|
|
else if( mChar.GetHP() <= 0 )
|
|
{
|
|
std::vector<UI16> scriptTriggers = mChar.GetScriptTriggers();
|
|
for( auto i : scriptTriggers )
|
|
{
|
|
cScript *toExecute = JSMapping->GetScript( i );
|
|
if( toExecute != nullptr )
|
|
{
|
|
SI08 retStatus = toExecute->OnDeathBlow( &mChar, mChar.GetAttacker() );
|
|
|
|
// -1 == script doesn't exist, or returned -1
|
|
// 0 == script returned false, 0, or nothing - don't execute hard code
|
|
// 1 == script returned true or 1
|
|
if( retStatus == 0 )
|
|
return false;
|
|
}
|
|
}
|
|
|
|
HandleDeath( (&mChar), nullptr );
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void checkPC( CSocket *mSock, CChar& mChar )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Check a PC's status
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void checkPC( CSocket *mSock, CChar& mChar )
|
|
{
|
|
Combat->CombatLoop( mSock, mChar );
|
|
|
|
if( mChar.GetSquelched() == 2 )
|
|
{
|
|
if( mSock->GetTimer( tPC_MUTETIME ) != 0 && ( mSock->GetTimer( tPC_MUTETIME ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) )
|
|
{
|
|
mChar.SetSquelched( 0 );
|
|
mSock->SetTimer( tPC_MUTETIME, 0 );
|
|
mSock->sysmessage( 1237 );
|
|
}
|
|
}
|
|
|
|
if( mChar.IsCasting() && !mChar.IsJSCasting() && mChar.GetSpellCast() != -1 ) // Casting a spell
|
|
{
|
|
auto spellNum = mChar.GetSpellCast();
|
|
mChar.SetNextAct( mChar.GetNextAct() - 1 );
|
|
if( mChar.GetTimer( tCHAR_SPELLTIME ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() )//Spell is complete target it.
|
|
{
|
|
// Set the recovery time before another spell can be cast
|
|
mChar.SetTimer( tCHAR_SPELLRECOVERYTIME, BuildTimeValue( static_cast<R32>( Magic->spells[spellNum].RecoveryDelay()) ));
|
|
|
|
if( Magic->spells[spellNum].RequireTarget() )
|
|
{
|
|
mChar.SetCasting( false );
|
|
mChar.SetFrozen( false );
|
|
UI08 cursorType = 0;
|
|
if( Magic->spells[spellNum].AggressiveSpell() )
|
|
cursorType = 1;
|
|
else if( spellNum == 4 || spellNum == 6 || spellNum == 7 || spellNum == 9 || spellNum == 10 || spellNum == 11 || spellNum == 15 || spellNum == 16 || spellNum == 17
|
|
|| spellNum == 25 || spellNum == 26 || spellNum == 29 || spellNum == 44 || spellNum == 59 )
|
|
cursorType = 2;
|
|
mSock->target( 0, TARGET_CASTSPELL, Magic->spells[spellNum].StringToSay().c_str(), cursorType );
|
|
}
|
|
else
|
|
{
|
|
mChar.SetCasting( false );
|
|
Magic->CastSpell( mSock, &mChar );
|
|
mChar.SetTimer( tCHAR_SPELLTIME, 0 );
|
|
mChar.SetFrozen( false );
|
|
}
|
|
}
|
|
else if( mChar.GetNextAct() <= 0 )//redo the spell action
|
|
{
|
|
mChar.SetNextAct( 75 );
|
|
if( !mChar.IsOnHorse() && !mChar.IsFlying() ) // Consider Gargoyle flying as mounted here
|
|
Effects->PlaySpellCastingAnimation( &mChar, Magic->spells[mChar.GetSpellCast()].Action() );
|
|
}
|
|
}
|
|
|
|
if( cwmWorldState->ServerData()->WorldAmbientSounds() >= 1 )
|
|
{
|
|
if( cwmWorldState->ServerData()->WorldAmbientSounds() > 10 )
|
|
cwmWorldState->ServerData()->WorldAmbientSounds( 10 );
|
|
const SI16 soundTimer = static_cast<SI16>(cwmWorldState->ServerData()->WorldAmbientSounds() * 100);
|
|
if( !mChar.IsDead() && ( RandomNum( 0, soundTimer - 1 ) ) == ( soundTimer / 2 ) )
|
|
Effects->PlayBGSound( (*mSock), mChar );
|
|
}
|
|
|
|
if( mSock->GetTimer( tPC_SPIRITSPEAK ) > 0 && mSock->GetTimer( tPC_SPIRITSPEAK) < cwmWorldState->GetUICurrentTime() )
|
|
mSock->SetTimer( tPC_SPIRITSPEAK, 0 );
|
|
|
|
if( mSock->GetTimer( tPC_TRACKING ) > cwmWorldState->GetUICurrentTime() )
|
|
{
|
|
if( mSock->GetTimer( tPC_TRACKINGDISPLAY ) <= cwmWorldState->GetUICurrentTime() )
|
|
{
|
|
mSock->SetTimer( tPC_TRACKINGDISPLAY, BuildTimeValue( (R32)cwmWorldState->ServerData()->TrackingRedisplayTime() ) );
|
|
Skills->Track( &mChar );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( mSock->GetTimer( tPC_TRACKING ) > ( cwmWorldState->GetUICurrentTime() / 10 ) ) // dont send arrow-away packet all the time
|
|
{
|
|
mSock->SetTimer( tPC_TRACKING, 0 );
|
|
if( ValidateObject( mChar.GetTrackingTarget() ) )
|
|
{
|
|
CPTrackingArrow tSend = (*mChar.GetTrackingTarget());
|
|
tSend.Active( 0 );
|
|
if( mSock->ClientType() >= CV_HS2D )
|
|
tSend.AddSerial( mChar.GetTrackingTarget()->GetSerial() );
|
|
mSock->Send( &tSend );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( mChar.IsOnHorse() )
|
|
{
|
|
CItem *horseItem = mChar.GetItemAtLayer( IL_MOUNT );
|
|
if( !ValidateObject( horseItem ) )
|
|
mChar.SetOnHorse( false ); // turn it off, we aren't on one because there's no item!
|
|
else if( horseItem->GetDecayTime() != 0 && ( horseItem->GetDecayTime() <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) )
|
|
{
|
|
mChar.SetOnHorse( false );
|
|
horseItem->Delete();
|
|
}
|
|
}
|
|
|
|
if( mChar.GetTimer( tCHAR_FLYINGTOGGLE ) > 0 && mChar.GetTimer( tCHAR_FLYINGTOGGLE ) < cwmWorldState->GetUICurrentTime() )
|
|
{
|
|
mChar.SetTimer( tCHAR_FLYINGTOGGLE, 0 );
|
|
mChar.SetFrozen( false );
|
|
mChar.Teleport();
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void checkNPC( CChar& mChar, bool checkAI, bool doRestock, bool doPetOfflineCheck )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Check NPC's status
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void checkNPC( CChar& mChar, bool checkAI, bool doRestock, bool doPetOfflineCheck )
|
|
{
|
|
// okay, this will only ever trigger after we check an npc... Question is:
|
|
// should we remove the time delay on the AI check as well? Just stick with AI/movement
|
|
// AI can never be faster than how often we check npcs
|
|
|
|
bool doAICheck = true;
|
|
std::vector<UI16> scriptTriggers = mChar.GetScriptTriggers();
|
|
for( auto scriptTrig : scriptTriggers )
|
|
{
|
|
cScript *toExecute = JSMapping->GetScript( scriptTrig );
|
|
if( toExecute != nullptr )
|
|
{
|
|
if( toExecute->OnAISliver( &mChar ) == 1 )
|
|
{
|
|
// Script returned true or 1, don't do hard-coded AI check
|
|
doAICheck = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( doAICheck && checkAI )
|
|
CheckAI( mChar );
|
|
Movement->NpcMovement( mChar );
|
|
|
|
if( doRestock )
|
|
restockNPC( mChar, false );
|
|
|
|
if( doPetOfflineCheck )
|
|
{
|
|
mChar.checkPetOfflineTimeout();
|
|
}
|
|
|
|
if( mChar.GetTimer( tNPC_SUMMONTIME ) )
|
|
{
|
|
if( mChar.GetTimer( tNPC_SUMMONTIME ) <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() )
|
|
{
|
|
// Added Dec 20, 1999
|
|
// QUEST expire check - after an Escort quest is created a timer is set
|
|
// so that the NPC will be deleted and removed from the game if it hangs around
|
|
// too long without every having its quest accepted by a player so we have to remove
|
|
// its posting from the messageboard before icing the NPC
|
|
// Only need to remove the post if the NPC does not have a follow target set
|
|
if( mChar.GetQuestType() == QT_ESCORTQUEST && !ValidateObject( mChar.GetFTarg() ) )
|
|
{
|
|
MsgBoardQuestEscortRemovePost( &mChar );
|
|
mChar.Delete();
|
|
return;
|
|
}
|
|
|
|
if( mChar.GetNPCAiType() == AI_GUARD && mChar.IsAtWar() )
|
|
{
|
|
mChar.SetTimer( tNPC_SUMMONTIME, BuildTimeValue( 25 ) );
|
|
return;
|
|
}
|
|
Effects->PlaySound( &mChar, 0x01FE );
|
|
mChar.SetDead( true );
|
|
mChar.Delete();
|
|
return;
|
|
}
|
|
}
|
|
|
|
if( mChar.GetFleeAt() == 0 )
|
|
mChar.SetFleeAt( cwmWorldState->ServerData()->CombatNPCBaseFleeAt() );
|
|
if( mChar.GetReattackAt() == 0 )
|
|
mChar.SetReattackAt( cwmWorldState->ServerData()->CombatNPCBaseReattackAt() );
|
|
|
|
if( mChar.GetNpcWander() != WT_FLEE && mChar.GetNpcWander() != WT_FROZEN && ( mChar.GetHP() < mChar.GetMaxHP() * mChar.GetFleeAt() / 100 ) )
|
|
{
|
|
mChar.SetOldNpcWander( mChar.GetNpcWander() );
|
|
mChar.SetNpcWander( WT_FLEE );
|
|
if( mChar.GetMounted() )
|
|
mChar.SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar.GetMountedFleeingSpeed() ) );
|
|
else
|
|
mChar.SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar.GetFleeingSpeed() ) );
|
|
}
|
|
else if( mChar.GetNpcWander() == WT_FLEE && (mChar.GetHP() > mChar.GetMaxHP() * mChar.GetReattackAt() / 100))
|
|
{
|
|
mChar.SetNpcWander( mChar.GetOldNpcWander() );
|
|
if( mChar.GetMounted() )
|
|
mChar.SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar.GetMountedWalkingSpeed() ) );
|
|
else
|
|
mChar.SetTimer( tNPC_MOVETIME, BuildTimeValue( mChar.GetWalkingSpeed() ) );
|
|
mChar.SetOldNpcWander( WT_NONE ); // so it won't save this at the wsc file
|
|
}
|
|
Combat->CombatLoop( nullptr, mChar );
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void checkItem( CMapRegion *toCheck, bool checkItems, UI32 nextDecayItems, UI32 nextDecayItemsInHouses )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Check item decay, spawn timers and boat movement in a given region
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void checkItem( CMapRegion *toCheck, bool checkItems, UI32 nextDecayItems, UI32 nextDecayItemsInHouses )
|
|
{
|
|
GenericList< CItem * > *regItems = toCheck->GetItemList();
|
|
regItems->Push();
|
|
for( CItem *itemCheck = regItems->First(); !regItems->Finished(); itemCheck = regItems->Next() )
|
|
{
|
|
if( !ValidateObject( itemCheck ) || itemCheck->isFree() )
|
|
continue;
|
|
if( checkItems )
|
|
{
|
|
if( itemCheck->isDecayable() && itemCheck->GetCont() == nullptr )
|
|
{
|
|
if( itemCheck->GetType() == IT_HOUSESIGN && itemCheck->GetTempVar( CITV_MORE ) > 0 )
|
|
{
|
|
// Don't decay signs that belong to houses
|
|
itemCheck->SetDecayable( false );
|
|
}
|
|
if( itemCheck->GetDecayTime() <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() )
|
|
{
|
|
std::vector<UI16> scriptTriggers = itemCheck->GetScriptTriggers();
|
|
for( auto scriptTrig : scriptTriggers )
|
|
{
|
|
cScript *toExecute = JSMapping->GetScript( scriptTrig );
|
|
if( toExecute != nullptr )
|
|
{
|
|
if( toExecute->OnDecay( itemCheck ) == 0 ) // if it exists and we don't want hard code, return
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check global script! Maybe there's another event there
|
|
cScript *toExecute = JSMapping->GetScript( static_cast<UI16>(0) );
|
|
if( toExecute != nullptr )
|
|
{
|
|
if( toExecute->OnDecay( itemCheck ) == 0 ) // if it exists and we don't want hard code, return
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if( DecayItem( (*itemCheck), nextDecayItems, nextDecayItemsInHouses ) )
|
|
continue;
|
|
}
|
|
}
|
|
switch( itemCheck->GetType() )
|
|
{
|
|
case IT_ITEMSPAWNER:
|
|
case IT_NPCSPAWNER:
|
|
case IT_SPAWNCONT:
|
|
case IT_LOCKEDSPAWNCONT:
|
|
case IT_UNLOCKABLESPAWNCONT:
|
|
case IT_AREASPAWNER:
|
|
case IT_ESCORTNPCSPAWNER:
|
|
if( itemCheck->GetTempTimer() <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() )
|
|
{
|
|
if( itemCheck->GetObjType() == OT_SPAWNER )
|
|
{
|
|
CSpawnItem *spawnItem = static_cast<CSpawnItem *>(itemCheck);
|
|
if( spawnItem->DoRespawn() )
|
|
continue;
|
|
spawnItem->SetTempTimer( BuildTimeValue( static_cast<R32>(RandomNum( spawnItem->GetInterval( 0 ) * 60, spawnItem->GetInterval( 1 ) * 60 ) ) ) );
|
|
}
|
|
else
|
|
{
|
|
itemCheck->SetType( IT_NOTYPE );
|
|
Console.warning( "Invalid spawner object detected; item type reverted to 0. All spawner objects have to be added using 'ADD SPAWNER # command." );
|
|
}
|
|
}
|
|
break;
|
|
case IT_SOUNDOBJECT:
|
|
if( itemCheck->GetTempVar( CITV_MOREY ) < 25 )
|
|
{
|
|
if( RandomNum( 1, 100 ) <= (SI32)itemCheck->GetTempVar( CITV_MOREZ ) )
|
|
{
|
|
SOCKLIST nearbyChars = FindNearbyPlayers( itemCheck, static_cast<UI16>(itemCheck->GetTempVar( CITV_MOREY )) );
|
|
for( SOCKLIST_CITERATOR cIter = nearbyChars.begin(); cIter != nearbyChars.end(); ++cIter )
|
|
{
|
|
Effects->PlaySound( (*cIter), static_cast<UI16>(itemCheck->GetTempVar( CITV_MOREX )), false );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
if( itemCheck->CanBeObjType( OT_BOAT ) )
|
|
{
|
|
CBoatObj *mBoat = static_cast<CBoatObj *>(itemCheck);
|
|
SI08 boatMoveType = mBoat->GetMoveType();
|
|
if( ValidateObject( mBoat ) && boatMoveType &&
|
|
( mBoat->GetMoveTime() <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) )
|
|
{
|
|
if( boatMoveType != BOAT_ANCHORED )
|
|
{
|
|
switch( boatMoveType )
|
|
{
|
|
//case BOAT_ANCHORED:
|
|
//case BOAT_STOP:
|
|
case BOAT_FORWARD:
|
|
case BOAT_SLOWFORWARD:
|
|
case BOAT_ONEFORWARD:
|
|
MoveBoat( itemCheck->GetDir(), mBoat );
|
|
break;
|
|
case BOAT_BACKWARD:
|
|
case BOAT_SLOWBACKWARD:
|
|
case BOAT_ONEBACKWARD:
|
|
{
|
|
UI08 dir = static_cast<UI08>( itemCheck->GetDir() + 4 );
|
|
if( dir > 7 )
|
|
dir %= 8;
|
|
MoveBoat( dir, mBoat );
|
|
break;
|
|
}
|
|
case BOAT_LEFT:
|
|
case BOAT_SLOWLEFT:
|
|
case BOAT_ONELEFT:
|
|
{
|
|
UI08 dir = static_cast<UI08>( itemCheck->GetDir() - 2 );
|
|
|
|
dir %= 8;
|
|
MoveBoat( dir, mBoat );
|
|
break;
|
|
}
|
|
case BOAT_RIGHT:
|
|
case BOAT_SLOWRIGHT:
|
|
case BOAT_ONERIGHT:
|
|
{
|
|
// Right / One Right
|
|
UI08 dir = static_cast<UI08>( itemCheck->GetDir() + 2 );
|
|
|
|
dir %= 8;
|
|
MoveBoat( dir, mBoat );
|
|
break;
|
|
}
|
|
case BOAT_FORWARDLEFT:
|
|
case BOAT_SLOWFORWARDLEFT:
|
|
case BOAT_ONEFORWARDLEFT:
|
|
{
|
|
UI08 dir = static_cast<UI08>( itemCheck->GetDir() - 1 );
|
|
|
|
dir %= 8;
|
|
MoveBoat( dir, mBoat );
|
|
break;
|
|
}
|
|
case BOAT_FORWARDRIGHT:
|
|
case BOAT_SLOWFORWARDRIGHT:
|
|
case BOAT_ONEFORWARDRIGHT:
|
|
{
|
|
UI08 dir = static_cast<UI08>( itemCheck->GetDir() + 1 );
|
|
|
|
dir %= 8;
|
|
MoveBoat( dir, mBoat );
|
|
break;
|
|
}
|
|
case BOAT_BACKWARDLEFT:
|
|
case BOAT_SLOWBACKWARDLEFT:
|
|
case BOAT_ONEBACKWARDLEFT:
|
|
{
|
|
UI08 dir = static_cast<UI08>( itemCheck->GetDir() + 5 );
|
|
if( dir > 7 )
|
|
dir %= 8;
|
|
MoveBoat( dir, mBoat );
|
|
break;
|
|
}
|
|
case BOAT_BACKWARDRIGHT:
|
|
case BOAT_SLOWBACKWARDRIGHT:
|
|
case BOAT_ONEBACKWARDRIGHT:
|
|
{
|
|
UI08 dir = static_cast<UI08>( itemCheck->GetDir() + 3 );
|
|
if( dir > 7 )
|
|
dir %= 8;
|
|
MoveBoat( dir, mBoat );
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// One-step boat commands, so reset move type to 0 after the initial move
|
|
if( boatMoveType == BOAT_LEFT || boatMoveType == BOAT_RIGHT )
|
|
{
|
|
// Move 50% slower left/right than forward/back
|
|
mBoat->SetMoveTime( BuildTimeValue( (R32)cwmWorldState->ServerData()->CheckBoatSpeed() * 1.5 ) );
|
|
}
|
|
else if( boatMoveType >= BOAT_ONELEFT && boatMoveType <= BOAT_ONEBACKWARDRIGHT )
|
|
{
|
|
mBoat->SetMoveType( 0 );
|
|
|
|
// Set timer to restrict movement to normal boat speed if player spams command
|
|
mBoat->SetMoveTime( BuildTimeValue( (R32)cwmWorldState->ServerData()->CheckBoatSpeed() * 1.5 ) );
|
|
}
|
|
else if( boatMoveType >= BOAT_SLOWLEFT && boatMoveType <= BOAT_SLOWBACKWARDLEFT )
|
|
{
|
|
// Set timer to slowly move the boat forward
|
|
mBoat->SetMoveTime( BuildTimeValue( (R32)cwmWorldState->ServerData()->CheckBoatSpeed() * 2.0 ) );
|
|
}
|
|
else
|
|
{
|
|
// Set timer to move the boat forward at normal speed
|
|
mBoat->SetMoveTime( BuildTimeValue( (R32)cwmWorldState->ServerData()->CheckBoatSpeed() ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
regItems->Pop();
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void CheckAutoTimers( void )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Check automatic and timer controlled functions
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void CWorldMain::CheckAutoTimers( void )
|
|
{
|
|
static UI32 nextCheckSpawnRegions = 0;
|
|
static UI32 nextCheckTownRegions = 0;
|
|
static UI32 nextCheckItems = 0;
|
|
static UI32 nextDecayItems = 0;
|
|
static UI32 nextDecayItemsInHouses = 0;
|
|
static UI32 nextSetNPCFlagTime = 0;
|
|
static UI32 accountFlush = 0;
|
|
bool doWeather = false;
|
|
bool doPetOfflineCheck = false;
|
|
CServerData *serverData = ServerData();
|
|
|
|
// modify this stuff to take into account more variables
|
|
if( accountFlush <= GetUICurrentTime() || GetOverflow() )
|
|
{
|
|
bool reallyOn = false;
|
|
// time to flush our account status!
|
|
MAPUSERNAMEID_ITERATOR I;
|
|
for( I = Accounts->begin(); I != Accounts->end(); ++I )
|
|
{
|
|
CAccountBlock& actbTemp = I->second;
|
|
if( actbTemp.wAccountIndex == AB_INVALID_ID)
|
|
continue;
|
|
|
|
if( actbTemp.wFlags.test( AB_FLAGS_ONLINE ) )
|
|
{
|
|
reallyOn = false; // to start with, there's no one really on
|
|
{
|
|
//std::scoped_lock lock(Network->internallock);
|
|
Network->pushConn();
|
|
for( CSocket *tSock = Network->FirstSocket(); !Network->FinishedSockets(); tSock = Network->NextSocket() )
|
|
{
|
|
CChar *tChar = tSock->CurrcharObj();
|
|
if( !ValidateObject( tChar ) )
|
|
continue;
|
|
if( tChar->GetAccount().wAccountIndex == actbTemp.wAccountIndex )
|
|
reallyOn = true;
|
|
}
|
|
Network->popConn();
|
|
}
|
|
if( !reallyOn ) // no one's really on, let's set that
|
|
{
|
|
actbTemp.wFlags.reset( AB_FLAGS_ONLINE );
|
|
}
|
|
}
|
|
}
|
|
accountFlush = BuildTimeValue( (R32)serverData->AccountFlushTimer() );
|
|
}
|
|
//Network->On(); //<<<<<< WHAT the HECK, this is why you dont bury mutex locking
|
|
// PushConn and PopConn lock and unlock as well (yes, bad)
|
|
// But now we are doing recursive lock here
|
|
|
|
if( GetWorldSaveProgress() == SS_NOTSAVING )
|
|
{
|
|
{
|
|
//std::scoped_lock lock(Network->internallock);
|
|
Network->pushConn();
|
|
for( CSocket *tSock = Network->FirstSocket(); !Network->FinishedSockets(); tSock = Network->NextSocket() )
|
|
{
|
|
if( tSock->IdleTimeout() != -1 && (UI32)tSock->IdleTimeout() <= GetUICurrentTime() )
|
|
{
|
|
CChar *tChar = tSock->CurrcharObj();
|
|
if( !ValidateObject( tChar ) )
|
|
continue;
|
|
if( !tChar->IsGM() )
|
|
{
|
|
tSock->IdleTimeout( -1 );
|
|
tSock->sysmessage( 1246 );
|
|
Network->Disconnect( tSock );
|
|
}
|
|
}
|
|
else if( ( ( (UI32)( tSock->IdleTimeout() + 300 * 1000 ) <= GetUICurrentTime() && (UI32)( tSock->IdleTimeout()+200*1000) >= GetUICurrentTime() ) || GetOverflow() ) && !tSock->WasIdleWarned() )
|
|
{//is their idle time between 3 and 5 minutes, and they haven't been warned already?
|
|
CPIdleWarning warn( 0x07 );
|
|
tSock->Send( &warn );
|
|
tSock->WasIdleWarned( true );
|
|
}
|
|
|
|
if( serverData->KickOnAssistantSilence() )
|
|
{
|
|
if( !tSock->NegotiatedWithAssistant() && tSock->NegotiateTimeout() != -1 && static_cast<UI32>(tSock->NegotiateTimeout()) <= GetUICurrentTime() )
|
|
{
|
|
const CChar *tChar = tSock->CurrcharObj();
|
|
if( !ValidateObject( tChar ) )
|
|
continue;
|
|
if( !tChar->IsGM() )
|
|
{
|
|
tSock->IdleTimeout( -1 );
|
|
tSock->sysmessage( 9047 ); // Failed to negotiate features with assistant tool. Disconnecting client...
|
|
Network->Disconnect( tSock );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check player's network traffic usage versus caps set in ini
|
|
if( tSock->LoginComplete() && tSock->AcctNo() != 0 && tSock->GetTimer( tPC_TRAFFICWARDEN ) <= GetUICurrentTime() )
|
|
{
|
|
if( !ValidateObject( tSock->CurrcharObj() ) || tSock->CurrcharObj()->IsGM() )
|
|
continue;
|
|
|
|
bool tempTimeBan = false;
|
|
if( tSock->BytesReceived() > serverData->MaxClientBytesIn() )
|
|
{
|
|
// Player has exceeded the cap! Send one warning - next time kick player
|
|
tSock->sysmessage( Dictionary->GetEntry( 9082, tSock->Language() )); // Excessive data usage detected! Sending too many requests to the server in a short amount of time will get you banned.
|
|
tSock->BytesReceivedWarning( tSock->BytesReceivedWarning() + 1 );
|
|
if( tSock->BytesReceivedWarning() > 2 )
|
|
{
|
|
// If it happens 3 times in the same session, give player a temporary ban
|
|
tempTimeBan = true;
|
|
}
|
|
}
|
|
|
|
if( tSock->BytesSent() > serverData->MaxClientBytesOut() )
|
|
{
|
|
// This is data sent from server, so should be more lenient before a kick (though could still be initiated by player somehow)
|
|
tSock->sysmessage( Dictionary->GetEntry( 9082, tSock->Language() )); // Excessive data usage detected! Sending too many requests to the server in a short amount of time will get you banned.
|
|
tSock->BytesSentWarning( tSock->BytesSentWarning() + 1 );
|
|
if( tSock->BytesSentWarning() > 2 )
|
|
{
|
|
// If it happens 3 times or more in the same session, give player a temporary ban
|
|
tempTimeBan = true;
|
|
}
|
|
}
|
|
|
|
if( tempTimeBan )
|
|
{
|
|
// Give player a 30 minute temp ban
|
|
CAccountBlock& myAccount = Accounts->GetAccountByID( tSock->GetAccount().wAccountIndex );
|
|
myAccount.wFlags.set( AB_FLAGS_BANNED, true );
|
|
myAccount.wTimeBan = GetMinutesSinceEpoch() + serverData->NetTrafficTimeban();
|
|
Network->Disconnect( tSock );
|
|
continue;
|
|
}
|
|
|
|
// Reset amount of bytes received and sent, and restart timer
|
|
tSock->BytesReceived( 0 );
|
|
tSock->BytesSent( 0 );
|
|
tSock->SetTimer( tPC_TRAFFICWARDEN, BuildTimeValue( static_cast<R32>( 10 )) );
|
|
}
|
|
}
|
|
Network->popConn();
|
|
}
|
|
}
|
|
else if( GetWorldSaveProgress() == SS_JUSTSAVED ) // if we've JUST saved, do NOT kick anyone off (due to a possibly really long save), but reset any offending players to 60 seconds to go before being kicked off
|
|
{
|
|
{
|
|
//std::scoped_lock lock(Network->internallock);
|
|
Network->pushConn();
|
|
for( CSocket *wsSocket = Network->FirstSocket(); !Network->FinishedSockets(); wsSocket = Network->NextSocket() )
|
|
{
|
|
if( wsSocket != nullptr )
|
|
{
|
|
if( (UI32)wsSocket->IdleTimeout() < GetUICurrentTime() )
|
|
{
|
|
wsSocket->IdleTimeout( BuildTimeValue( 60.0F ) );
|
|
wsSocket->WasIdleWarned( true );//don't give them the message if they only have 60s
|
|
}
|
|
if( cwmWorldState->ServerData()->KickOnAssistantSilence() )
|
|
{
|
|
if( !wsSocket->NegotiatedWithAssistant() && static_cast<UI32>(wsSocket->NegotiateTimeout()) < GetUICurrentTime() )
|
|
{
|
|
wsSocket->NegotiateTimeout( BuildTimeValue( 60.0F ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
Network->popConn();
|
|
}
|
|
SetWorldSaveProgress( SS_NOTSAVING );
|
|
}
|
|
//Network->Off();
|
|
if( nextCheckTownRegions <= GetUICurrentTime() || GetOverflow() )
|
|
{
|
|
TOWNMAP_CITERATOR tIter = cwmWorldState->townRegions.begin();
|
|
TOWNMAP_CITERATOR tEnd = cwmWorldState->townRegions.end();
|
|
while( tIter != tEnd )
|
|
{
|
|
CTownRegion *myReg = tIter->second;
|
|
if( myReg != nullptr )
|
|
myReg->PeriodicCheck();
|
|
++tIter;
|
|
}
|
|
nextCheckTownRegions = BuildTimeValue( 10 ); // do checks every 10 seconds or so, rather than every single time
|
|
JailSys->PeriodicCheck();
|
|
}
|
|
|
|
if( nextCheckSpawnRegions <= GetUICurrentTime() && serverData->CheckSpawnRegionSpeed() != -1 )//Regionspawns
|
|
{
|
|
UI16 itemsSpawned = 0;
|
|
UI16 npcsSpawned = 0;
|
|
SPAWNMAP_CITERATOR spIter = cwmWorldState->spawnRegions.begin();
|
|
SPAWNMAP_CITERATOR spEnd = cwmWorldState->spawnRegions.end();
|
|
while( spIter != spEnd )
|
|
{
|
|
CSpawnRegion *spawnReg = spIter->second;
|
|
if( spawnReg != nullptr )
|
|
{
|
|
if( spawnReg->GetNextTime() <= GetUICurrentTime() )
|
|
spawnReg->doRegionSpawn( itemsSpawned, npcsSpawned );
|
|
}
|
|
++spIter;
|
|
}
|
|
nextCheckSpawnRegions = BuildTimeValue( (R32)serverData->CheckSpawnRegionSpeed() );//Don't check them TOO often (Keep down the lag)
|
|
}
|
|
|
|
HTMLTemplates->Poll( ETT_ALLTEMPLATES );
|
|
|
|
const UI32 saveinterval = serverData->ServerSavesTimerStatus();
|
|
if( saveinterval != 0 )
|
|
{
|
|
time_t oldTime = GetOldTime();
|
|
if( !GetAutoSaved() )
|
|
{
|
|
SetAutoSaved( true );
|
|
time(&oldTime);
|
|
SetOldTime( static_cast<UI32>(oldTime) );
|
|
}
|
|
time_t newTime = GetNewTime();
|
|
time(&newTime);
|
|
SetNewTime( static_cast<UI32>(newTime) );
|
|
|
|
if( difftime( GetNewTime(), GetOldTime() ) >= saveinterval )
|
|
{
|
|
// Added Dec 20, 1999
|
|
// After an automatic world save occurs, lets check to see if
|
|
// anyone is online (clients connected). If nobody is connected
|
|
// Lets do some maintenance on the bulletin boards.
|
|
if( !GetPlayersOnline() && GetWorldSaveProgress() != SS_SAVING )
|
|
{
|
|
Console << "No players currently online. Starting bulletin board maintenance" << myendl;
|
|
Console.log( "Bulletin Board Maintenance routine running (AUTO)", "server.log" );
|
|
MsgBoardMaintenance();
|
|
}
|
|
|
|
SetAutoSaved( false );
|
|
|
|
#if PLATFORM == WINDOWS
|
|
SetConsoleCtrlHandler( exit_handler, TRUE );
|
|
#endif
|
|
isWorldSaving = true;
|
|
SaveNewWorld( false );
|
|
isWorldSaving = false;
|
|
#if PLATFORM == WINDOWS
|
|
SetConsoleCtrlHandler( exit_handler, false );
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/*time_t oldIPTime = GetOldIPTime();
|
|
if( !GetIPUpdated() )
|
|
{
|
|
SetIPUpdated( true );
|
|
time(&oldIPTime);
|
|
SetOldIPTime( static_cast<UI32>(oldIPTime) );
|
|
}
|
|
time_t newIPTime = GetNewIPTime();
|
|
time(&newIPTime);
|
|
SetNewIPTime( static_cast<UI32>(newIPTime) );
|
|
|
|
if( difftime( GetNewIPTime(), GetOldIPTime() ) >= 120 )
|
|
{
|
|
ServerData()->RefreshIPs();
|
|
SetIPUpdated( false );
|
|
}*/
|
|
|
|
//Time functions
|
|
if( GetUOTickCount() <= GetUICurrentTime() || ( GetOverflow() ) )
|
|
{
|
|
UI08 oldHour = serverData->ServerTimeHours();
|
|
if( serverData->incMinute() )
|
|
Weather->NewDay();
|
|
if( oldHour != serverData->ServerTimeHours() )
|
|
Weather->NewHour();
|
|
|
|
SetUOTickCount( BuildTimeValue( serverData->ServerSecondsPerUOMinute() ) );
|
|
}
|
|
|
|
if( GetTimer( tWORLD_LIGHTTIME ) <= GetUICurrentTime() || GetOverflow() )
|
|
{
|
|
doWorldLight(); //Changes lighting, if it is currently time to.
|
|
Weather->DoStuff(); // updates the weather types
|
|
SetTimer( tWORLD_LIGHTTIME, serverData->BuildSystemTimeValue( tSERVER_WEATHER ) );
|
|
doWeather = true;
|
|
}
|
|
|
|
if( GetTimer( tWORLD_PETOFFLINECHECK ) <= GetUICurrentTime() || GetOverflow() )
|
|
{
|
|
SetTimer( tWORLD_PETOFFLINECHECK, serverData->BuildSystemTimeValue( tSERVER_PETOFFLINECHECK ) );
|
|
doPetOfflineCheck = true;
|
|
}
|
|
|
|
bool checkFieldEffects = false;
|
|
if( GetTimer( tWORLD_NEXTFIELDEFFECT ) <= GetUICurrentTime() || GetOverflow() )
|
|
{
|
|
checkFieldEffects = true;
|
|
SetTimer( tWORLD_NEXTFIELDEFFECT, BuildTimeValue( 0.5f ) );
|
|
}
|
|
std::set< CMapRegion * > regionList;
|
|
{
|
|
//std::scoped_lock lock(Network->internallock);
|
|
|
|
Network->pushConn();
|
|
for( CSocket *iSock = Network->FirstSocket(); !Network->FinishedSockets(); iSock = Network->NextSocket() )
|
|
{
|
|
if( iSock == nullptr )
|
|
continue;
|
|
CChar *mChar = iSock->CurrcharObj();
|
|
if( !ValidateObject( mChar ) )
|
|
continue;
|
|
UI08 worldNumber = mChar->WorldNumber();
|
|
if( mChar->GetAccount().wAccountIndex == iSock->AcctNo() && mChar->GetAccount().dwInGame == mChar->GetSerial() )
|
|
{
|
|
genericCheck( iSock, (*mChar), checkFieldEffects, doWeather );
|
|
checkPC( iSock, (*mChar) );
|
|
|
|
SI16 xOffset = MapRegion->GetGridX( mChar->GetX() );
|
|
SI16 yOffset = MapRegion->GetGridY( mChar->GetY() );
|
|
for( SI08 counter = -1; counter <= 1; ++counter ) // Check 3 x colums
|
|
{
|
|
for( SI08 ctr2 = -1; ctr2 <= 1; ++ctr2 ) // Check 3 y colums
|
|
{
|
|
CMapRegion *tC = MapRegion->GetMapRegion( xOffset + counter, yOffset + ctr2, worldNumber );
|
|
if( tC == nullptr )
|
|
continue;
|
|
regionList.insert( tC );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
Network->popConn();
|
|
}
|
|
|
|
// Reduce some lag checking these timers constantly in the loop
|
|
bool setNPCFlags = false, checkItems = false, checkAI = false, doRestock = false;
|
|
if( nextSetNPCFlagTime <= GetUICurrentTime() || GetOverflow() )
|
|
{
|
|
nextSetNPCFlagTime = serverData->BuildSystemTimeValue( tSERVER_NPCFLAGUPDATETIMER ); // Slow down lag "needed" for setting flags, they are set often enough ;-)
|
|
setNPCFlags = true;
|
|
}
|
|
if( nextCheckItems <= GetUICurrentTime() || GetOverflow() )
|
|
{
|
|
nextCheckItems = BuildTimeValue( static_cast<R32>(serverData->CheckItemsSpeed()) );
|
|
nextDecayItems = serverData->BuildSystemTimeValue( tSERVER_DECAY );
|
|
nextDecayItemsInHouses = serverData->BuildSystemTimeValue( tSERVER_DECAYINHOUSE );
|
|
checkItems = true;
|
|
}
|
|
if( GetTimer( tWORLD_NEXTNPCAI ) <= GetUICurrentTime() || GetOverflow() )
|
|
{
|
|
SetTimer( tWORLD_NEXTNPCAI, BuildTimeValue( (R32)serverData->CheckNpcAISpeed() ) );
|
|
checkAI = true;
|
|
}
|
|
if( GetTimer( tWORLD_SHOPRESTOCK ) <= GetUICurrentTime() || GetOverflow() )
|
|
{
|
|
SetTimer( tWORLD_SHOPRESTOCK, serverData->BuildSystemTimeValue( tSERVER_SHOPSPAWN ) );
|
|
doRestock = true;
|
|
}
|
|
|
|
std::set< CMapRegion * >::const_iterator tcCheck = regionList.begin();
|
|
while( tcCheck != regionList.end() )
|
|
{
|
|
CMapRegion *toCheck = (*tcCheck);
|
|
GenericList< CChar * > *regChars = toCheck->GetCharList();
|
|
regChars->Push();
|
|
for( CChar *charCheck = regChars->First(); !regChars->Finished(); charCheck = regChars->Next() )
|
|
{
|
|
if( !ValidateObject( charCheck ) || charCheck->isFree() )
|
|
continue;
|
|
if( charCheck->IsNpc() )
|
|
{
|
|
if( !genericCheck( nullptr, (*charCheck), checkFieldEffects, doWeather ) )
|
|
{
|
|
if( setNPCFlags )
|
|
UpdateFlag( charCheck ); // only set flag on npcs every 60 seconds (save a little extra lag)
|
|
checkNPC( (*charCheck), checkAI, doRestock, doPetOfflineCheck );
|
|
}
|
|
}
|
|
else if( charCheck->GetTimer( tPC_LOGOUT ) )
|
|
{
|
|
CAccountBlock& actbTemp = charCheck->GetAccount();
|
|
if( actbTemp.wAccountIndex != AB_INVALID_ID )
|
|
{
|
|
SERIAL oaiw = actbTemp.dwInGame;
|
|
if( oaiw == INVALIDSERIAL )
|
|
{
|
|
charCheck->SetTimer( tPC_LOGOUT, 0 );
|
|
charCheck->Update();
|
|
}
|
|
else if( oaiw == charCheck->GetSerial() && ( charCheck->GetTimer( tPC_LOGOUT ) <= GetUICurrentTime() || GetOverflow() ) )
|
|
{
|
|
actbTemp.dwInGame = INVALIDSERIAL;
|
|
charCheck->SetTimer( tPC_LOGOUT, 0 );
|
|
charCheck->Update();
|
|
charCheck->Teleport();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
regChars->Pop();
|
|
|
|
checkItem( toCheck, checkItems, nextDecayItems, nextDecayItemsInHouses );
|
|
++tcCheck;
|
|
}
|
|
|
|
Effects->checktempeffects();
|
|
SpeechSys->Poll();
|
|
|
|
// Implement RefreshItem() / statwindow() queue here
|
|
QUEUEMAP_CITERATOR rqIter = cwmWorldState->refreshQueue.begin();
|
|
QUEUEMAP_CITERATOR rqIterEnd = cwmWorldState->refreshQueue.end();
|
|
while( rqIter != rqIterEnd )
|
|
{
|
|
CBaseObject *mObj = rqIter->first;
|
|
if( ValidateObject( mObj ) )
|
|
{
|
|
if( mObj->CanBeObjType( OT_CHAR ) )
|
|
{
|
|
CChar *uChar = static_cast<CChar *>(mObj);
|
|
|
|
if( uChar->GetUpdate( UT_HITPOINTS ) )
|
|
updateStats( mObj, 0 );
|
|
if( uChar->GetUpdate( UT_STAMINA ) )
|
|
updateStats( mObj, 1 );
|
|
if( uChar->GetUpdate( UT_MANA ) )
|
|
updateStats( mObj, 2 );
|
|
|
|
if( uChar->GetUpdate( UT_LOCATION ) )
|
|
uChar->Teleport();
|
|
else if( uChar->GetUpdate( UT_HIDE ) )
|
|
{
|
|
uChar->RemoveFromSight();
|
|
uChar->Update( nullptr, true );
|
|
}
|
|
else if( uChar->GetUpdate( UT_UPDATE ) )
|
|
uChar->Update();
|
|
else if( uChar->GetUpdate( UT_STATWINDOW ) )
|
|
{
|
|
CSocket *uSock = uChar->GetSocket();
|
|
if( uSock != nullptr )
|
|
uSock->statwindow( uChar );
|
|
}
|
|
|
|
uChar->ClearUpdate();
|
|
}
|
|
else
|
|
mObj->Update();
|
|
}
|
|
++rqIter;
|
|
}
|
|
cwmWorldState->refreshQueue.clear();
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void InitClasses( void )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Initialize UOX classes
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void InitClasses( void )
|
|
{
|
|
cwmWorldState->ClassesInitialized( true );
|
|
|
|
JSMapping = nullptr; Effects = nullptr;
|
|
Commands = nullptr; Combat = nullptr;
|
|
Items = nullptr; Map = nullptr;
|
|
Npcs = nullptr; Skills = nullptr;
|
|
Weight = nullptr; JailSys = nullptr;
|
|
Network = nullptr; Magic = nullptr;
|
|
Races = nullptr; Weather = nullptr;
|
|
Movement = nullptr; GuildSys = nullptr;
|
|
WhoList = nullptr; OffList = nullptr;
|
|
Books = nullptr; GMQueue = nullptr;
|
|
Dictionary = nullptr; Accounts = nullptr;
|
|
MapRegion = nullptr; SpeechSys = nullptr;
|
|
CounselorQueue = nullptr;
|
|
HTMLTemplates = nullptr;
|
|
FileLookup = nullptr;
|
|
|
|
JSEngine = new CJSEngine;
|
|
// MAKE SURE IF YOU ADD A NEW ALLOCATION HERE THAT YOU FREE IT UP IN Shutdown(...)
|
|
if(( FileLookup = new CServerDefinitions() ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_SCRIPTS );
|
|
if(( Dictionary = new CDictionaryContainer ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_DICTIONARY );
|
|
if(( Combat = new CHandleCombat ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_COMBAT );
|
|
if(( Commands = new cCommands ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_COMMANDS );
|
|
if(( Items = new cItem ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_ITEMS );
|
|
if(( Map = new CMulHandler ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_MAP );
|
|
if(( Npcs = new cCharStuff ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_NPCS );
|
|
if(( Skills = new cSkills ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_SKILLS );
|
|
if(( Weight = new CWeight ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_WEIGHT );
|
|
if(( Network = new cNetworkStuff ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_NETWORK );
|
|
if(( Magic = new cMagic ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_MAGIC );
|
|
if(( Races = new cRaces ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_RACES );
|
|
if(( Weather = new cWeatherAb ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_WEATHER );
|
|
if(( Movement = new cMovement ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_MOVE );
|
|
if(( WhoList = new cWhoList ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_WHOLIST ); // wholist
|
|
if(( OffList = new cWhoList( false ) ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_WHOLIST ); // offlist
|
|
if(( Books = new cBooks ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_BOOKS );
|
|
if(( GMQueue = new PageVector( "GM Queue" ) ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_PAGEVECTOR );
|
|
if(( CounselorQueue = new PageVector( "Counselor Queue" ) ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_PAGEVECTOR );
|
|
if(( JSMapping = new CJSMapping ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_TRIGGERS );
|
|
JSMapping->ResetDefaults();
|
|
JSMapping->GetEnvokeByID()->Parse();
|
|
JSMapping->GetEnvokeByType()->Parse();
|
|
if(( MapRegion = new CMapHandler ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_MAPREGION );
|
|
if(( Effects = new cEffects ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_EFFECTS );
|
|
if(( HTMLTemplates = new cHTMLTemplates ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_HTMLTEMPLATES );
|
|
if(( Accounts = new cAccountClass( cwmWorldState->ServerData()->Directory( CSDDP_ACCOUNTS ) ) ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_ACCOUNTS );
|
|
if(( SpeechSys = new CSpeechQueue() ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_SPEECHSYS );
|
|
if(( GuildSys = new CGuildCollection() ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_GUILDS );
|
|
if(( JailSys = new JailSystem() ) == nullptr ) Shutdown( FATAL_UOX3_ALLOC_JAILSYS );
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void ParseArgs( SI32 argc, char *argv[] )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Handle command-line arguments on startup
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void ParseArgs( SI32 argc, char *argv[] )
|
|
{
|
|
for( SI32 i = 1; i < argc; ++i )
|
|
{
|
|
// FIXME why is this for loop remaining?
|
|
}
|
|
}
|
|
|
|
BASEOBJECTLIST findNearbyObjects( SI16 x, SI16 y, UI08 worldNumber, UI16 instanceID, UI16 distance );
|
|
bool inMulti( SI16 x, SI16 y, SI08 z, CMultiObj *m );
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - bool FindMultiFunctor( CBaseObject *a, UI32 &b, void *extraData )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Looks for a multi at object's location and assigns any multi found to object
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
bool FindMultiFunctor( CBaseObject *a, UI32 &b, void *extraData )
|
|
{
|
|
if( ValidateObject( a ) )
|
|
{
|
|
if( a->CanBeObjType( OT_MULTI ))
|
|
{
|
|
CMultiObj *aMulti = static_cast<CMultiObj *>(a);
|
|
BASEOBJECTLIST objectList = findNearbyObjects( aMulti->GetX(), aMulti->GetY(), aMulti->WorldNumber(), aMulti->GetInstanceID(), 20 );
|
|
for( BASEOBJECTLIST_CITERATOR objectCtr = objectList.begin(); objectCtr != objectList.end(); ++objectCtr )
|
|
{
|
|
CBaseObject *objToCheck = (*objectCtr);
|
|
|
|
if( inMulti( objToCheck->GetX(), objToCheck->GetY(), objToCheck->GetZ(), aMulti ))
|
|
objToCheck->SetMulti( aMulti );
|
|
else if( objToCheck->GetObjType() == OT_ITEM
|
|
&& ( ( objToCheck->GetID() >= 0x0b95 && objToCheck->GetID() <= 0x0c0e ) || objToCheck->GetID() == 0x1f28 || objToCheck->GetID() == 0x1f29 ) )
|
|
{
|
|
// Reunite house signs with their multis
|
|
SERIAL houseSerial = static_cast<CItem *>( objToCheck )->GetTempVar( CITV_MORE );
|
|
CMultiObj *multi = calcMultiFromSer( houseSerial );
|
|
if( ValidateObject( multi ) )
|
|
{
|
|
objToCheck->SetMulti( multi );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No other multi found where item is, safe to set item's multi to INVALIDSERIAL
|
|
if( findMulti( objToCheck ) == nullptr )
|
|
objToCheck->SetMulti( INVALIDSERIAL );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void InitMultis( void )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Initialize Multis
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void InitMultis( void )
|
|
{
|
|
Console << "Initializing multis ";
|
|
|
|
UI32 b = 0;
|
|
ObjectFactory::getSingleton().IterateOver( OT_MULTI, b, nullptr, &FindMultiFunctor );
|
|
|
|
Console.PrintDone();
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void DisplayBanner( void )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Display some information at the end of UOX startup
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void DisplayBanner( void )
|
|
{
|
|
Console.PrintSectionBegin();
|
|
|
|
|
|
//auto idName = strutil::format( "%s v%s(%s) [%s]\n| Compiled by %s\n| Programmed by: %s", CVersionClass::GetProductName().c_str(), CVersionClass::GetVersion().c_str(), CVersionClass::GetBuild().c_str(), OS_STR, CVersionClass::GetName().c_str(), CVersionClass::GetProgrammers().c_str() );
|
|
|
|
Console.TurnYellow();
|
|
Console << "Compiled on ";
|
|
Console.TurnNormal();
|
|
Console << __DATE__ << " (" << __TIME__ << ")" << myendl;
|
|
|
|
Console.TurnYellow();
|
|
Console << "Compiled by ";
|
|
Console.TurnNormal();
|
|
Console << CVersionClass::GetName() << myendl;
|
|
|
|
Console.TurnYellow();
|
|
Console << "Contact: ";
|
|
Console.TurnNormal();
|
|
Console << CVersionClass::GetEmail() << myendl;
|
|
|
|
Console.PrintSectionBegin();
|
|
}
|
|
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void Shutdown( SI32 retCode )
|
|
//| Date - Oct. 09, 1999
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Handled deleting / free() ing of pointers as neccessary
|
|
//| as well as closing open file handles to avoid file file corruption.
|
|
//| Exits with proper error code.
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void Shutdown( SI32 retCode )
|
|
{
|
|
Console.PrintSectionBegin();
|
|
Console << myendl << "Beginning UOX final shut down sequence..." << myendl;
|
|
|
|
if( retCode && cwmWorldState && cwmWorldState->GetLoaded() && cwmWorldState->GetWorldSaveProgress() != SS_SAVING )
|
|
{//they want us to save, there has been an error, we have loaded the world, and WorldState is a valid pointer.
|
|
#if PLATFORM == WINDOWS
|
|
SetConsoleCtrlHandler( exit_handler, TRUE );
|
|
#endif
|
|
isWorldSaving = true;
|
|
do
|
|
{
|
|
cwmWorldState->SaveNewWorld( true );
|
|
} while( cwmWorldState->GetWorldSaveProgress() == SS_SAVING );
|
|
isWorldSaving = false;
|
|
#if PLATFORM == WINDOWS
|
|
SetConsoleCtrlHandler( exit_handler, FALSE );
|
|
#endif
|
|
}
|
|
|
|
if( cwmWorldState && cwmWorldState->ClassesInitialized() )
|
|
{
|
|
if( HTMLTemplates )
|
|
{
|
|
Console << "HTMLTemplates object detected. Writing Offline HTML Now..." << myendl;
|
|
HTMLTemplates->Poll( ETT_OFFLINE );
|
|
}
|
|
else
|
|
Console << "HTMLTemplates object not found." << myendl;
|
|
|
|
Console << "Cleaning up item and character memory... ";
|
|
ObjectFactory::getSingleton().GarbageCollect();
|
|
Console.PrintDone();
|
|
|
|
Console << "Destroying class objects and pointers... ";
|
|
// delete any objects that were created (delete takes care of nullptr check =)
|
|
|
|
delete Combat;
|
|
delete Commands;
|
|
delete Items;
|
|
try
|
|
{
|
|
delete Map;
|
|
}
|
|
catch( ... )
|
|
{
|
|
Console << "ERROR: Either Map was already deleted, or UOX3 was unable to delete object." << myendl;
|
|
}
|
|
delete Npcs;
|
|
delete Skills;
|
|
delete Weight;
|
|
delete Magic;
|
|
delete Races;
|
|
delete Weather;
|
|
delete Movement;
|
|
delete Network;
|
|
delete WhoList;
|
|
delete OffList;
|
|
delete Books;
|
|
delete GMQueue;
|
|
delete HTMLTemplates;
|
|
delete CounselorQueue;
|
|
delete Dictionary;
|
|
delete Accounts;
|
|
delete JSMapping;
|
|
delete MapRegion;
|
|
delete SpeechSys;
|
|
delete GuildSys;
|
|
delete FileLookup;
|
|
delete JailSys;
|
|
delete Effects;
|
|
|
|
UnloadSpawnRegions();
|
|
UnloadRegions();
|
|
|
|
delete JSEngine;
|
|
|
|
Console.PrintDone();
|
|
}
|
|
|
|
//Lets wait for console thread to quit here
|
|
if( !retCode )
|
|
cons.join();
|
|
|
|
// don't leave file pointers open, could lead to file corruption
|
|
|
|
Console.PrintSectionBegin();
|
|
delete cwmWorldState;
|
|
|
|
Console.TurnGreen();
|
|
Console << "Server shutdown complete!" << myendl;
|
|
Console << "Thank you for supporting " << CVersionClass::GetName() << myendl;
|
|
Console.TurnNormal();
|
|
Console.PrintSectionBegin();
|
|
|
|
// dispay what error code we had
|
|
// don't report errorlevel for no errors, this is confusing ppl
|
|
if( retCode )
|
|
{
|
|
Console.TurnRed();
|
|
Console << "Exiting UOX with errorlevel " << retCode << myendl;
|
|
Console.TurnNormal();
|
|
#if PLATFORM == WINDOWS
|
|
Console << "Press Return to exit " << myendl;
|
|
std::string throwAway;
|
|
std::getline(std::cin, throwAway);
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
Console.TurnGreen();
|
|
Console << "Exiting UOX with no errors..." << myendl;
|
|
Console.TurnNormal();
|
|
}
|
|
|
|
Console.PrintSectionBegin();
|
|
exit(retCode);
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void advanceObj( CChar *applyTo, UI16 advObj, bool multiUse )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Handle advancement objects (stat / skill gates)
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void advanceObj( CChar *applyTo, UI16 advObj, bool multiUse )
|
|
{
|
|
if( applyTo->GetAdvObj() == 0 || multiUse )
|
|
{
|
|
Effects->PlayStaticAnimation( applyTo, 0x373A, 0, 15);
|
|
Effects->PlaySound( applyTo, 0x01E9 );
|
|
applyTo->SetAdvObj( advObj );
|
|
std::string sect = std::string("ADVANCEMENT ") + strutil::number( advObj );
|
|
sect = strutil::trim( strutil::removeTrailing( sect, "//" ));
|
|
ScriptSection *Advancement = FileLookup->FindEntry( sect, advance_def );
|
|
if( Advancement == nullptr )
|
|
{
|
|
Console << "ADVANCEMENT OBJECT: Script section not found, Aborting" << myendl;
|
|
applyTo->SetAdvObj( 0 );
|
|
return;
|
|
}
|
|
CItem *retItem = nullptr;
|
|
CItem *hairobject = applyTo->GetItemAtLayer( IL_HAIR );
|
|
CItem *beardobject = applyTo->GetItemAtLayer( IL_FACIALHAIR );
|
|
DFNTAGS tag = DFNTAG_COUNTOFTAGS;
|
|
std::string cdata;
|
|
SI32 ndata = -1, odata = -1;
|
|
UI08 skillToSet = 0;
|
|
for( tag = Advancement->FirstTag(); !Advancement->AtEndTags(); tag = Advancement->NextTag() )
|
|
{
|
|
cdata = Advancement->GrabData( ndata, odata );
|
|
switch( tag )
|
|
{
|
|
case DFNTAG_ALCHEMY: skillToSet = ALCHEMY; break;
|
|
case DFNTAG_ANATOMY: skillToSet = ANATOMY; break;
|
|
case DFNTAG_ANIMALLORE: skillToSet = ANIMALLORE; break;
|
|
case DFNTAG_ARMSLORE: skillToSet = ARMSLORE; break;
|
|
case DFNTAG_ARCHERY: skillToSet = ARCHERY; break;
|
|
case DFNTAG_ADVOBJ: applyTo->SetAdvObj( static_cast<UI16>(ndata) ); break;
|
|
case DFNTAG_BEGGING: skillToSet = BEGGING; break;
|
|
case DFNTAG_BLACKSMITHING: skillToSet = BLACKSMITHING; break;
|
|
case DFNTAG_BOWCRAFT: skillToSet = BOWCRAFT; break;
|
|
case DFNTAG_BUSHIDO: skillToSet = BUSHIDO; break;
|
|
case DFNTAG_CAMPING: skillToSet = CAMPING; break;
|
|
case DFNTAG_CARPENTRY: skillToSet = CARPENTRY; break;
|
|
case DFNTAG_CARTOGRAPHY: skillToSet = CARTOGRAPHY; break;
|
|
case DFNTAG_CHIVALRY: skillToSet = CHIVALRY; break;
|
|
case DFNTAG_COOKING: skillToSet = COOKING; break;
|
|
case DFNTAG_DEX: applyTo->SetDexterity( static_cast<SI16>(RandomNum( ndata, odata )) ); break;
|
|
case DFNTAG_DETECTINGHIDDEN: skillToSet = DETECTINGHIDDEN; break;
|
|
case DFNTAG_DYEHAIR:
|
|
if( ValidateObject( hairobject ) )
|
|
hairobject->SetColour( static_cast<UI16>(ndata) );
|
|
break;
|
|
case DFNTAG_DYEBEARD:
|
|
if( ValidateObject( beardobject ) )
|
|
beardobject->SetColour( static_cast<UI16>(ndata) );
|
|
break;
|
|
case DFNTAG_ENTICEMENT: skillToSet = ENTICEMENT; break;
|
|
case DFNTAG_EVALUATINGINTEL: skillToSet = EVALUATINGINTEL; break;
|
|
case DFNTAG_EQUIPITEM:
|
|
retItem = Items->CreateBaseScriptItem( nullptr, cdata, applyTo->WorldNumber(), 1 );
|
|
if( retItem != nullptr )
|
|
{
|
|
if( !retItem->SetCont( applyTo ) )
|
|
{
|
|
retItem->SetCont( applyTo->GetPackItem() );
|
|
retItem->PlaceInPack();
|
|
}
|
|
}
|
|
break;
|
|
case DFNTAG_FAME: applyTo->SetFame( static_cast<SI16>(ndata) ); break;
|
|
case DFNTAG_FENCING: skillToSet = FENCING; break;
|
|
case DFNTAG_FISHING: skillToSet = FISHING; break;
|
|
case DFNTAG_FOCUS: skillToSet = FOCUS; break;
|
|
case DFNTAG_FORENSICS: skillToSet = FORENSICS; break;
|
|
case DFNTAG_HEALING: skillToSet = HEALING; break;
|
|
case DFNTAG_HERDING: skillToSet = HERDING; break;
|
|
case DFNTAG_HIDING: skillToSet = HIDING; break;
|
|
case DFNTAG_IMBUING: skillToSet = IMBUING; break;
|
|
case DFNTAG_INTELLIGENCE: applyTo->SetIntelligence( static_cast<SI16>(RandomNum( ndata, odata )) ); break;
|
|
case DFNTAG_ITEMID: skillToSet = ITEMID; break;
|
|
case DFNTAG_INSCRIPTION: skillToSet = INSCRIPTION; break;
|
|
case DFNTAG_KARMA: applyTo->SetKarma( static_cast<SI16>(ndata) ); break;
|
|
case DFNTAG_KILLHAIR:
|
|
retItem = applyTo->GetItemAtLayer( IL_HAIR );
|
|
if( ValidateObject( retItem ) )
|
|
retItem->Delete();
|
|
break;
|
|
case DFNTAG_KILLBEARD:
|
|
retItem = applyTo->GetItemAtLayer( IL_FACIALHAIR );
|
|
if( ValidateObject( retItem ) )
|
|
retItem->Delete();
|
|
break;
|
|
case DFNTAG_KILLPACK:
|
|
retItem = applyTo->GetItemAtLayer( IL_PACKITEM );
|
|
if( ValidateObject( retItem ) )
|
|
retItem->Delete();
|
|
break;
|
|
case DFNTAG_LOCKPICKING: skillToSet = LOCKPICKING; break;
|
|
case DFNTAG_LUMBERJACKING: skillToSet = LUMBERJACKING; break;
|
|
case DFNTAG_MAGERY: skillToSet = MAGERY; break;
|
|
case DFNTAG_MAGICRESISTANCE: skillToSet = MAGICRESISTANCE; break;
|
|
case DFNTAG_MACEFIGHTING: skillToSet = MACEFIGHTING; break;
|
|
case DFNTAG_MEDITATION: skillToSet = MEDITATION; break;
|
|
case DFNTAG_MINING: skillToSet = MINING; break;
|
|
case DFNTAG_MUSICIANSHIP: skillToSet = MUSICIANSHIP; break;
|
|
case DFNTAG_MYSTICISM: skillToSet = MYSTICISM; break;
|
|
case DFNTAG_NECROMANCY: skillToSet = NECROMANCY; break;
|
|
case DFNTAG_NINJITSU: skillToSet = NINJITSU; break;
|
|
case DFNTAG_PARRYING: skillToSet = PARRYING; break;
|
|
case DFNTAG_PEACEMAKING: skillToSet = PEACEMAKING; break;
|
|
case DFNTAG_POISONING: skillToSet = POISONING; break;
|
|
case DFNTAG_PROVOCATION: skillToSet = PROVOCATION; break;
|
|
case DFNTAG_POLY: applyTo->SetID( static_cast<UI16>(ndata) ); break;
|
|
case DFNTAG_PACKITEM:
|
|
if( ValidateObject( applyTo->GetPackItem() ) )
|
|
{
|
|
auto csecs = strutil::sections( cdata, "," );
|
|
if( !cdata.empty() )
|
|
{
|
|
if( csecs.size() > 1 )
|
|
{
|
|
retItem = Items->CreateScriptItem( nullptr, applyTo, strutil::trim(strutil::removeTrailing( csecs[0],"//") ), strutil::value<std::uint16_t>( strutil::trim( strutil::removeTrailing( csecs[1], "//" ))), OT_ITEM, true );
|
|
}
|
|
else
|
|
{
|
|
retItem = Items->CreateScriptItem( nullptr, applyTo, cdata, 1, OT_ITEM, true );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
Console << "Warning: Bad NPC Script with problem no backpack for packitem" << myendl;
|
|
break;
|
|
case DFNTAG_REMOVETRAP: skillToSet = REMOVETRAP; break;
|
|
case DFNTAG_STRENGTH: applyTo->SetStrength( static_cast<SI16>(RandomNum( ndata, odata )) ); break;
|
|
case DFNTAG_SKILL: applyTo->SetBaseSkill( static_cast<UI16>(odata), static_cast<UI08>(ndata) ); break;
|
|
case DFNTAG_SKIN: applyTo->SetSkin( static_cast<UI16>(std::stoul(cdata, nullptr, 0) )); break;
|
|
case DFNTAG_SNOOPING: skillToSet = SNOOPING; break;
|
|
case DFNTAG_SPELLWEAVING: skillToSet = SPELLWEAVING; break;
|
|
case DFNTAG_SPIRITSPEAK: skillToSet = SPIRITSPEAK; break;
|
|
case DFNTAG_STEALING: skillToSet = STEALING; break;
|
|
case DFNTAG_STEALTH: skillToSet = STEALTH; break;
|
|
case DFNTAG_SWORDSMANSHIP: skillToSet = SWORDSMANSHIP; break;
|
|
case DFNTAG_TACTICS: skillToSet = TACTICS; break;
|
|
case DFNTAG_TAILORING: skillToSet = TAILORING; break;
|
|
case DFNTAG_TAMING: skillToSet = TAMING; break;
|
|
case DFNTAG_TASTEID: skillToSet = TASTEID; break;
|
|
case DFNTAG_THROWING: skillToSet = THROWING; break;
|
|
case DFNTAG_TINKERING: skillToSet = TINKERING; break;
|
|
case DFNTAG_TRACKING: skillToSet = TRACKING; break;
|
|
case DFNTAG_VETERINARY: skillToSet = VETERINARY; break;
|
|
case DFNTAG_WRESTLING: skillToSet = WRESTLING; break;
|
|
default: Console << "Unknown tag in advanceObj(): " << (SI32)tag << myendl; break;
|
|
}
|
|
if( skillToSet > 0 )
|
|
{
|
|
applyTo->SetBaseSkill( static_cast<UI16>(RandomNum( ndata, odata )), skillToSet );
|
|
skillToSet = 0; // reset for next time through
|
|
}
|
|
}
|
|
applyTo->Teleport();
|
|
}
|
|
else
|
|
{
|
|
CSocket *sock = applyTo->GetSocket();
|
|
if( sock != nullptr )
|
|
sock->sysmessage( 1366 );
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - UI32 getclock( void )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Return CPU time used, Emulates clock()
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
UI32 getclock( void )
|
|
{
|
|
auto now = std::chrono::system_clock::now();
|
|
return static_cast<std::uint32_t>(std::chrono::duration_cast<std::chrono::milliseconds>(now-current).count());
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - R32 roundNumber( R32 toRound )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - rounds a number up or down depending on it's value
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
R32 roundNumber( R32 toRound)
|
|
{
|
|
R32 flVal = floor( toRound );
|
|
if( flVal < floor( toRound + 0.5 ) )
|
|
return ceil( toRound );
|
|
return flVal;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - bool isNumber( const std::string& str )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Returns true if string is a number, false if not
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
bool isNumber( const std::string& str )
|
|
{
|
|
return str.find_first_not_of( "0123456789" ) == std::string::npos;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void doLight( CSocket *s, UI08 level )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Sets light level for player and applies relevant effects
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void doLight( CSocket *s, UI08 level )
|
|
{
|
|
if( s == nullptr )
|
|
return;
|
|
|
|
CChar *mChar = s->CurrcharObj();
|
|
CPLightLevel toSend( level );
|
|
|
|
if( (Races->Affect( mChar->GetRace(), LIGHT )) && mChar->GetWeathDamage( LIGHT ) == 0 )
|
|
mChar->SetWeathDamage( static_cast<UI32>(BuildTimeValue( static_cast<R32>(Races->Secs( mChar->GetRace(), LIGHT )) )), LIGHT );
|
|
|
|
if( mChar->GetFixedLight() != 255 )
|
|
{
|
|
toSend.Level( mChar->GetFixedLight() );
|
|
s->Send( &toSend );
|
|
Weather->DoPlayerStuff( s, mChar );
|
|
return;
|
|
}
|
|
|
|
CTownRegion *curRegion = mChar->GetRegion();
|
|
CWeather *wSys = Weather->Weather( curRegion->GetWeather() );
|
|
LIGHTLEVEL toShow = cwmWorldState->ServerData()->WorldLightCurrentLevel();
|
|
|
|
LIGHTLEVEL dunLevel = cwmWorldState->ServerData()->DungeonLightLevel();
|
|
// we have a valid weather system
|
|
if( wSys != nullptr )
|
|
{
|
|
const R32 lightMin = wSys->LightMin();
|
|
const R32 lightMax = wSys->LightMax();
|
|
if( lightMin < 300 && lightMax < 300 )
|
|
{
|
|
R32 i = wSys->CurrentLight();
|
|
if( Races->VisLevel( mChar->GetRace() ) > i )
|
|
toShow = 0;
|
|
else
|
|
toShow = static_cast<LIGHTLEVEL>(roundNumber( i - Races->VisLevel( mChar->GetRace() )));
|
|
toSend.Level( toShow );
|
|
}
|
|
else
|
|
toSend.Level( level );
|
|
}
|
|
else
|
|
{
|
|
if( mChar->inDungeon() )
|
|
{
|
|
if( Races->VisLevel( mChar->GetRace() ) > dunLevel )
|
|
toShow = 0;
|
|
else
|
|
toShow = static_cast<LIGHTLEVEL>(roundNumber( dunLevel - Races->VisLevel( mChar->GetRace() )));
|
|
toSend.Level( toShow );
|
|
}
|
|
}
|
|
s->Send( &toSend );
|
|
|
|
bool eventFound = false;
|
|
std::vector<UI16> scriptTriggers = mChar->GetScriptTriggers();
|
|
for( auto scriptTrig : scriptTriggers )
|
|
{
|
|
cScript *toExecute = JSMapping->GetScript( scriptTrig );
|
|
if( toExecute != nullptr )
|
|
{
|
|
if( toExecute->OnLightChange( mChar, toShow ) == 1 )
|
|
{
|
|
// A script with the event returned true; prevent other scripts from running
|
|
eventFound = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( !eventFound )
|
|
{
|
|
// Check global script! Maybe there's another event there
|
|
cScript *toExecute = JSMapping->GetScript( static_cast<UI16>(0) );
|
|
if( toExecute != nullptr )
|
|
toExecute->OnLightChange( mChar, toShow );
|
|
}
|
|
|
|
Weather->DoPlayerStuff( s, mChar );
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void doLight( CChar *mChar, UI08 level )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Sets light level for character and applies relevant effects
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void doLight( CChar *mChar, UI08 level )
|
|
{
|
|
if( (Races->Affect( mChar->GetRace(), LIGHT )) && mChar->GetWeathDamage( LIGHT ) == 0 )
|
|
mChar->SetWeathDamage( static_cast<UI32>(BuildTimeValue( static_cast<R32>(Races->Secs( mChar->GetRace(), LIGHT )) )), LIGHT );
|
|
|
|
CTownRegion *curRegion = mChar->GetRegion();
|
|
CWeather *wSys = Weather->Weather( curRegion->GetWeather() );
|
|
|
|
LIGHTLEVEL toShow = level;
|
|
|
|
LIGHTLEVEL dunLevel = cwmWorldState->ServerData()->DungeonLightLevel();
|
|
|
|
// we have a valid weather system
|
|
if( wSys != nullptr )
|
|
{
|
|
const R32 lightMin = wSys->LightMin();
|
|
const R32 lightMax = wSys->LightMax();
|
|
if( lightMin < 300 && lightMax < 300 )
|
|
{
|
|
R32 i = wSys->CurrentLight();
|
|
if( Races->VisLevel( mChar->GetRace() ) > i )
|
|
toShow = 0;
|
|
else
|
|
toShow = static_cast<LIGHTLEVEL>(roundNumber( i - Races->VisLevel( mChar->GetRace() )));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( mChar->inDungeon() )
|
|
{
|
|
if( Races->VisLevel( mChar->GetRace() ) > dunLevel )
|
|
toShow = 0;
|
|
else
|
|
toShow = static_cast<LIGHTLEVEL>(roundNumber( dunLevel - Races->VisLevel( mChar->GetRace() )));
|
|
}
|
|
}
|
|
|
|
bool eventFound = false;
|
|
std::vector<UI16> scriptTriggers = mChar->GetScriptTriggers();
|
|
for( auto scriptTrig : scriptTriggers )
|
|
{
|
|
cScript *toExecute = JSMapping->GetScript( scriptTrig );
|
|
if( toExecute != nullptr )
|
|
{
|
|
if( toExecute->OnLightChange( mChar, toShow ) == 1 )
|
|
{
|
|
// A script with the event returned true; prevent other scripts from running
|
|
eventFound = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( !eventFound )
|
|
{
|
|
// Check global script! Maybe there's another event there
|
|
cScript *toExecute = JSMapping->GetScript( static_cast<UI16>(0) );
|
|
if( toExecute != nullptr )
|
|
toExecute->OnLightChange( mChar, toShow );
|
|
}
|
|
|
|
Weather->DoNPCStuff( mChar );
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - TIMERVAL getPoisonDuration( UI08 poisonStrength )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Calculates the duration of poison based on its strength
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
TIMERVAL getPoisonDuration( UI08 poisonStrength )
|
|
{
|
|
// Calculate duration of poison, based on the strength of the poison
|
|
TIMERVAL poisonDuration = 0;
|
|
switch( poisonStrength )
|
|
{
|
|
case 1: // Lesser poison - 9 to 13 pulses, 2 second frequency
|
|
poisonDuration = RandomNum( 9, 13 ) * 2;
|
|
break;
|
|
case 2: // Normal poison - 10 to 14 pulses, 3 second frequency
|
|
poisonDuration = RandomNum( 10, 14 ) * 3;
|
|
break;
|
|
case 3: // Greater poison - 11 to 15 pulses, 4 second frequency
|
|
poisonDuration = RandomNum( 11, 15 ) * 4;
|
|
break;
|
|
case 4: // Deadly poison - 12 to 16 pulses, 5 second frequency
|
|
poisonDuration = RandomNum( 12, 16 ) * 5;
|
|
break;
|
|
case 5: // Lethal poison - 13 to 17 pulses, 5 second frequency
|
|
poisonDuration = RandomNum( 13, 17 ) * 5;
|
|
break;
|
|
}
|
|
return poisonDuration;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - TIMERVAL getPoisonTickTime( UI08 poisonStrength )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Calculates the time between each tick of a poison, based on its strength
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
TIMERVAL getPoisonTickTime( UI08 poisonStrength )
|
|
{
|
|
// Calculate duration of poison, based on the strength of the poison
|
|
TIMERVAL poisonTickTime = 0;
|
|
switch( poisonStrength )
|
|
{
|
|
case 1: // Lesser poison - 2 second frequency
|
|
poisonTickTime = 2;
|
|
break;
|
|
case 2: // Normal poison - 3 second frequency
|
|
poisonTickTime = 3;
|
|
break;
|
|
case 3: // Greater poison - 4 second frequency
|
|
poisonTickTime = 4;
|
|
break;
|
|
case 4: // Deadly poison - 5 second frequency
|
|
poisonTickTime = 5;
|
|
break;
|
|
case 5: // Lethal poison - 5 second frequency
|
|
poisonTickTime = 5;
|
|
break;
|
|
}
|
|
return poisonTickTime;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - size_t getTileName( CItem& mItem, std::string& itemname )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Returns the length of an items name from tiledata.mul and
|
|
//| sets itemname to the name.
|
|
//| The format it accepts is same as UO style - %plural/single% or %plural%
|
|
//| arrow%s%
|
|
//| loa%ves/f% of bread
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
size_t getTileName( CItem& mItem, std::string& itemname )
|
|
{
|
|
std::string temp = mItem.GetName();
|
|
temp = strutil::trim( strutil::removeTrailing( temp, "//" ));
|
|
const UI16 getAmount = mItem.GetAmount();
|
|
CTile& tile = Map->SeekTile( mItem.GetID() );
|
|
if( temp.substr( 0, 1 ) == "#" )
|
|
{
|
|
temp = tile.Name();
|
|
}
|
|
|
|
if( getAmount == 1 )
|
|
{
|
|
if( tile.CheckFlag( TF_DISPLAYAN ) )
|
|
temp = "an " + temp;
|
|
else if( tile.CheckFlag( TF_DISPLAYA ) )
|
|
temp = "a " + temp;
|
|
}
|
|
|
|
auto psecs = strutil::sections( temp, "%" );
|
|
// Find out if the name has a % in it
|
|
if( psecs.size() > 2 )
|
|
{
|
|
std::string single;
|
|
const std::string first = psecs[0];
|
|
std::string plural = psecs[1];
|
|
const std::string rest = psecs[2];
|
|
auto fssecs = strutil::sections( plural, "/" );
|
|
if( fssecs.size() > 1 )
|
|
{
|
|
single = fssecs[1];
|
|
plural = fssecs[0];
|
|
}
|
|
if( getAmount < 2 )
|
|
temp = first + single + rest;
|
|
else
|
|
temp = first + plural + rest;
|
|
}
|
|
itemname = strutil::simplify( temp );
|
|
return itemname.size() + 1;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - std::string getNpcDictName( CChar *mChar, CSocket *tSock )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Returns the dictionary name for a given NPC, if their name equals # or a dictionary ID
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
std::string getNpcDictName( CChar *mChar, CSocket *tSock )
|
|
{
|
|
std::string dictName = mChar->GetName();
|
|
SI32 dictEntryID = 0;
|
|
|
|
if( dictName == "#" )
|
|
{
|
|
// If character name is #, get dictionary entry based on base dictionary entry for creature names (3000) plus character's ID
|
|
dictEntryID = static_cast<SI32>( 3000 + mChar->GetID() );
|
|
if( tSock != nullptr )
|
|
dictName = Dictionary->GetEntry( dictEntryID, tSock->Language() );
|
|
else
|
|
dictName = Dictionary->GetEntry( dictEntryID );
|
|
}
|
|
else if( isNumber( dictName ))
|
|
{
|
|
// If name is a number, assume it's a direct dictionary entry reference, and use that
|
|
dictEntryID = static_cast<SI32>( strutil::value<SI32>( dictName ));
|
|
if( tSock != nullptr )
|
|
dictName = Dictionary->GetEntry( dictEntryID, tSock->Language() );
|
|
else
|
|
dictName = Dictionary->GetEntry( dictEntryID );
|
|
}
|
|
|
|
return dictName;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - std::string getNpcDictTitle( CChar *mChar, CSocket *tSock )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Returns the dictionary string for the title of a given NPC, if their title
|
|
//| equals a dictionary ID
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
std::string getNpcDictTitle( CChar *mChar, CSocket *tSock )
|
|
{
|
|
std::string dictTitle = mChar->GetTitle();
|
|
SI32 dictEntryID = 0;
|
|
|
|
if( isNumber( dictTitle ) )
|
|
{
|
|
// If title is a number, assume it's a direct dictionary entry reference, and use that
|
|
dictEntryID = static_cast<SI32>( strutil::value<SI32>( dictTitle ) );
|
|
if( tSock != nullptr )
|
|
dictTitle = Dictionary->GetEntry( dictEntryID, tSock->Language() );
|
|
else
|
|
dictTitle = Dictionary->GetEntry( dictEntryID );
|
|
}
|
|
|
|
return dictTitle;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void checkRegion( CSocket *mSock, CChar& mChar, bool forceUpdateLight)
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Check what region a character is in, updating it if necesarry.
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void checkRegion( CSocket *mSock, CChar& mChar, bool forceUpdateLight)
|
|
{
|
|
CTownRegion *iRegion = mChar.GetRegion();
|
|
CTownRegion *calcReg = calcRegionFromXY( mChar.GetX(), mChar.GetY(), mChar.WorldNumber(), mChar.GetInstanceID() );
|
|
if( iRegion == nullptr && calcReg != nullptr )
|
|
mChar.SetRegion( calcReg->GetRegionNum() );
|
|
else if( calcReg != iRegion )
|
|
{
|
|
if( mSock != nullptr )
|
|
{
|
|
if( iRegion != nullptr && calcReg != nullptr )
|
|
{
|
|
// Drake 08-30-99 If region name are the same, do not display message
|
|
// for playing music when approaching Tavern
|
|
if( iRegion->GetName() != calcReg->GetName() )
|
|
{
|
|
if( !iRegion->GetName().empty() )
|
|
mSock->sysmessage( 1358, iRegion->GetName().c_str() );
|
|
|
|
if( !calcReg->GetName().empty() )
|
|
mSock->sysmessage( 1359, calcReg->GetName().c_str() );
|
|
}
|
|
if( calcReg->IsGuarded() || iRegion->IsGuarded() )
|
|
{
|
|
if( calcReg->IsGuarded() )
|
|
{
|
|
if( calcReg->GetOwner().empty() )
|
|
mSock->sysmessage( 1360 );
|
|
else
|
|
mSock->sysmessage( 1361, calcReg->GetOwner().c_str() );
|
|
}
|
|
else
|
|
{
|
|
if( iRegion->GetOwner().empty() )
|
|
mSock->sysmessage( 1362 );
|
|
else
|
|
mSock->sysmessage( 1363, iRegion->GetOwner().c_str() );
|
|
}
|
|
UpdateFlag( &mChar );
|
|
}
|
|
if( calcReg->GetAppearance() != iRegion->GetAppearance() ) // if the regions look different
|
|
{
|
|
CPWorldChange wrldChange( calcReg->GetAppearance(), 1 );
|
|
mSock->Send( &wrldChange );
|
|
}
|
|
if( calcReg == cwmWorldState->townRegions[mChar.GetTown()] ) // enter our home town
|
|
{
|
|
mSock->sysmessage( 1364 );
|
|
CItem *packItem = mChar.GetPackItem();
|
|
if( ValidateObject( packItem ) )
|
|
{
|
|
GenericList< CItem * > *piCont = packItem->GetContainsList();
|
|
for( CItem *toScan = piCont->First(); !piCont->Finished(); toScan = piCont->Next() )
|
|
{
|
|
if( ValidateObject( toScan ) )
|
|
{
|
|
if( toScan->GetType() == IT_TOWNSTONE )
|
|
{
|
|
CTownRegion *targRegion = cwmWorldState->townRegions[static_cast<UI16>(toScan->GetTempVar( CITV_MOREX ))];
|
|
mSock->sysmessage( 1365, targRegion->GetName().c_str() );
|
|
targRegion->DoDamage( targRegion->GetHealth() ); // finish it off
|
|
targRegion->Possess( calcReg );
|
|
mChar.SetFame( (SI16)( mChar.GetFame() + mChar.GetFame() / 5 ) ); // 20% fame boost
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if( iRegion != nullptr && calcReg != nullptr )
|
|
{
|
|
// Run onLeaveRegion/onEnterRegion for character
|
|
std::vector<UI16> scriptTriggers = mChar.GetScriptTriggers();
|
|
for( auto scriptTrig : scriptTriggers )
|
|
{
|
|
cScript *toExecute = JSMapping->GetScript( scriptTrig );
|
|
if( toExecute != nullptr )
|
|
{
|
|
toExecute->OnLeaveRegion( &mChar, iRegion->GetRegionNum() );
|
|
toExecute->OnEnterRegion( &mChar, calcReg->GetRegionNum() );
|
|
}
|
|
}
|
|
|
|
// Run onLeaveRegion event for region being left
|
|
scriptTriggers.clear();
|
|
scriptTriggers.shrink_to_fit();
|
|
scriptTriggers = iRegion->GetScriptTriggers();
|
|
for( auto scriptTrig : scriptTriggers )
|
|
{
|
|
cScript *toExecute = JSMapping->GetScript( scriptTrig );
|
|
if( toExecute != nullptr )
|
|
{
|
|
toExecute->OnLeaveRegion( &mChar, iRegion->GetRegionNum() );
|
|
}
|
|
}
|
|
|
|
// Run onEnterRegion event for region being entered
|
|
scriptTriggers.clear();
|
|
scriptTriggers.shrink_to_fit();
|
|
scriptTriggers = calcReg->GetScriptTriggers();
|
|
for( auto scriptTrig : scriptTriggers )
|
|
{
|
|
cScript *toExecute = JSMapping->GetScript( scriptTrig );
|
|
if( toExecute != nullptr )
|
|
{
|
|
toExecute->OnEnterRegion( &mChar, calcReg->GetRegionNum() );
|
|
}
|
|
}
|
|
}
|
|
if( calcReg != nullptr )
|
|
mChar.SetRegion( calcReg->GetRegionNum() );
|
|
if( mSock != nullptr )
|
|
{
|
|
Effects->doSocketMusic( mSock );
|
|
doLight( mSock, cwmWorldState->ServerData()->WorldLightCurrentLevel() );
|
|
}
|
|
}
|
|
else if( forceUpdateLight )
|
|
{
|
|
if( mSock != nullptr )
|
|
{
|
|
doLight( mSock, cwmWorldState->ServerData()->WorldLightCurrentLevel() );
|
|
}
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void CheckCharInsideBuilding( CChar *c, CSocket *mSock, bool doWeatherStuff )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Checks if a character is inside a building before applying weather effects
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void CheckCharInsideBuilding( CChar *c, CSocket *mSock, bool doWeatherStuff )
|
|
{
|
|
if( c->GetMounted() || c->GetStabled() )
|
|
return;
|
|
|
|
bool wasInBuilding = c->inBuilding();
|
|
bool isInBuilding = Map->inBuilding( c->GetX(), c->GetY(), c->GetZ(), c->WorldNumber(), c->GetInstanceID() );
|
|
if( wasInBuilding != isInBuilding )
|
|
{
|
|
c->SetInBuilding( isInBuilding );
|
|
if( doWeatherStuff ){
|
|
if( c->IsNpc() ) {
|
|
Weather->DoNPCStuff( c );
|
|
}
|
|
else {
|
|
Weather->DoPlayerStuff( mSock, c );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - bool WillResultInCriminal( CChar *mChar, CChar *targ )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Check flagging, race, and guild info to find if character
|
|
//| should be flagged criminal (returns true if so)
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
bool WillResultInCriminal( CChar *mChar, CChar *targ )
|
|
{
|
|
CChar *tOwner = targ->GetOwnerObj();
|
|
CChar *mOwner = mChar->GetOwnerObj();
|
|
Party *mCharParty = PartyFactory::getSingleton().Get( mChar );
|
|
if( !ValidateObject( mChar ) || !ValidateObject( targ ) || mChar == targ )
|
|
return false;
|
|
else if( !GuildSys->ResultInCriminal( mChar, targ ) || Races->Compare( mChar, targ ) <= RACE_ENEMY )
|
|
return false;
|
|
else if( mCharParty && mCharParty->HasMember( targ ) )
|
|
return false;
|
|
else if( targ->DidAttackFirst() && targ->GetTarg() == mChar )
|
|
return false;
|
|
else if( ValidateObject( tOwner ) )
|
|
{
|
|
if( tOwner == mChar || tOwner == mChar->GetOwnerObj() )
|
|
return false;
|
|
}
|
|
else if( ValidateObject( mOwner ) )
|
|
{
|
|
if( mOwner == targ || mOwner == targ->GetOwnerObj() )
|
|
return false;
|
|
}
|
|
else if( targ->IsInnocent() )
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void criminal( CChar *c )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Make character a criminal
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void criminal( CChar *c )
|
|
{
|
|
c->SetTimer( tCHAR_CRIMFLAG, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_CRIMINAL ) );
|
|
if( !c->IsCriminal() && !c->IsMurderer() )
|
|
{
|
|
CSocket *cSock = c->GetSocket();
|
|
if( cSock != nullptr )
|
|
cSock->sysmessage( 1379 );
|
|
UpdateFlag( c );
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void UpdateFlag( CChar *mChar )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Updates character flags
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void UpdateFlag( CChar *mChar )
|
|
{
|
|
if( !ValidateObject( mChar ) )
|
|
return;
|
|
|
|
UI08 oldFlag = mChar->GetFlag();
|
|
|
|
if( mChar->IsTamed() )
|
|
{
|
|
CChar *i = mChar->GetOwnerObj();
|
|
if( ValidateObject( i ) )
|
|
mChar->SetFlag( i->GetFlag() );
|
|
else
|
|
{
|
|
mChar->SetFlagBlue();
|
|
Console.warning( strutil::format("Tamed Creature has an invalid owner, Serial: 0x%X", mChar->GetSerial()) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if( mChar->GetKills() > cwmWorldState->ServerData()->RepMaxKills() )
|
|
mChar->SetFlagRed();
|
|
else if( mChar->GetTimer( tCHAR_CRIMFLAG ) != 0 && mChar->GetNPCFlag() != fNPC_EVIL )
|
|
mChar->SetFlagGray();
|
|
else
|
|
{
|
|
if( mChar->IsNpc() )
|
|
{
|
|
bool doSwitch = true;
|
|
if( cwmWorldState->creatures[mChar->GetID()].IsAnimal() && mChar->GetNPCAiType() != AI_EVIL )
|
|
{
|
|
if( cwmWorldState->ServerData()->CombatAnimalsGuarded() && mChar->GetRegion()->IsGuarded() )
|
|
{
|
|
mChar->SetFlagBlue();
|
|
doSwitch = false;
|
|
}
|
|
}
|
|
|
|
if( doSwitch )
|
|
{
|
|
switch( mChar->GetNPCFlag() )
|
|
{
|
|
case fNPC_NEUTRAL:
|
|
default:
|
|
mChar->SetFlagNeutral();
|
|
break;
|
|
case fNPC_INNOCENT:
|
|
mChar->SetFlagBlue();
|
|
break;
|
|
case fNPC_EVIL:
|
|
mChar->SetFlagRed();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
mChar->SetFlagBlue();
|
|
}
|
|
}
|
|
|
|
UI08 newFlag = mChar->GetFlag();
|
|
if( oldFlag != newFlag )
|
|
{
|
|
std::vector<UI16> scriptTriggers = mChar->GetScriptTriggers();
|
|
for( auto scriptTrig : scriptTriggers )
|
|
{
|
|
cScript *toExecute = JSMapping->GetScript( scriptTrig );
|
|
if( toExecute != nullptr )
|
|
{
|
|
if( toExecute->OnFlagChange( mChar, newFlag, oldFlag ) == 1 )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
mChar->Dirty( UT_UPDATE );
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void SendMapChange( UI08 worldNumber, CSocket *sock, bool initialLogin )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Send mapchange packet to client to teleport player to new world/map
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void SendMapChange( UI08 worldNumber, CSocket *sock, bool initialLogin )
|
|
{
|
|
if( sock == nullptr )
|
|
return;
|
|
CPMapChange mapChange( worldNumber );
|
|
if( !initialLogin && worldNumber > 1 )
|
|
{
|
|
switch( sock->ClientType() )
|
|
{
|
|
case CV_UO3D:
|
|
case CV_KRRIOS:
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
sock->Send( &mapChange );
|
|
//CChar *mChar = sock->CurrcharObj();
|
|
/*if( !initialLogin )
|
|
mChar->Teleport();*/
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void SocketMapChange( CSocket *sock, CChar *charMoving, CItem *gate )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Check if conditions are right to send a map change packet to the client
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void SocketMapChange( CSocket *sock, CChar *charMoving, CItem *gate )
|
|
{
|
|
if( sock == nullptr )
|
|
return;
|
|
if( !ValidateObject( gate ) || !ValidateObject( charMoving ) )
|
|
return;
|
|
UI08 tWorldNum = (UI08)gate->GetTempVar( CITV_MORE );
|
|
UI16 tInstanceID = gate->GetInstanceID();
|
|
if( !Map->MapExists( tWorldNum ) )
|
|
return;
|
|
CChar *toMove = charMoving;
|
|
if( !ValidateObject( charMoving ) )
|
|
toMove = sock->CurrcharObj();
|
|
if( !ValidateObject( toMove ) )
|
|
return;
|
|
switch( sock->ClientType() )
|
|
{
|
|
case CV_UO3D:
|
|
case CV_KRRIOS:
|
|
toMove->SetLocation( (SI16)gate->GetTempVar( CITV_MOREX ), (SI16)gate->GetTempVar( CITV_MOREY ), (SI08)gate->GetTempVar( CITV_MOREZ ), tWorldNum, tInstanceID );
|
|
break;
|
|
default:
|
|
toMove->SetLocation( (SI16)gate->GetTempVar( CITV_MOREX ), (SI16)gate->GetTempVar( CITV_MOREY ), (SI08)gate->GetTempVar( CITV_MOREZ ), tWorldNum, tInstanceID );
|
|
break;
|
|
}
|
|
SendMapChange( tWorldNum, sock );
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - void DoorMacro( CSocket *s )
|
|
//| Date - 11th October, 1999
|
|
//| Changes - (support CSocket *s and door blocking)
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Door use macro support.
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
void DoorMacro( CSocket *s )
|
|
{
|
|
CChar *mChar = s->CurrcharObj();
|
|
SI16 xc = mChar->GetX(), yc = mChar->GetY();
|
|
switch( mChar->GetDir() )
|
|
{
|
|
case 0 : --yc; break;
|
|
case 1 : { ++xc; --yc; } break;
|
|
case 2 : ++xc; break;
|
|
case 3 : { ++xc; ++yc; } break;
|
|
case 4 : ++yc; break;
|
|
case 5 : { --xc; ++yc; } break;
|
|
case 6 : --xc; break;
|
|
case 7 : { --xc; --yc; } break;
|
|
}
|
|
|
|
REGIONLIST nearbyRegions = MapRegion->PopulateList( mChar );
|
|
for( REGIONLIST_CITERATOR rIter = nearbyRegions.begin(); rIter != nearbyRegions.end(); ++rIter )
|
|
{
|
|
CMapRegion *toCheck = (*rIter);
|
|
if( toCheck == nullptr ) // no valid region
|
|
continue;
|
|
GenericList< CItem * > *regItems = toCheck->GetItemList();
|
|
regItems->Push();
|
|
for( CItem *itemCheck = regItems->First(); !regItems->Finished(); itemCheck = regItems->Next() )
|
|
{
|
|
if( !ValidateObject( itemCheck ) || itemCheck->GetInstanceID() != mChar->GetInstanceID() )
|
|
continue;
|
|
SI16 distZ = abs( itemCheck->GetZ() - mChar->GetZ() );
|
|
if( itemCheck->GetX() == xc && itemCheck->GetY() == yc && distZ < 7 )
|
|
{
|
|
if( itemCheck->GetType() == IT_DOOR || itemCheck->GetType() == IT_LOCKEDDOOR ) // only open doors
|
|
{
|
|
if( JSMapping->GetEnvokeByType()->Check( static_cast<UI16>(itemCheck->GetType()) ) )
|
|
{
|
|
UI16 envTrig = JSMapping->GetEnvokeByType()->GetScript( static_cast<UI16>(itemCheck->GetType()) );
|
|
cScript *envExecute = JSMapping->GetScript( envTrig );
|
|
if( envExecute != nullptr )
|
|
[[maybe_unused]] SI08 retVal = envExecute->OnUseChecked( mChar, itemCheck );
|
|
|
|
regItems->Pop();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
regItems->Pop();
|
|
}
|
|
}
|
|
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Function - int main( SI32 argc, char *argv[] )
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
//| Purpose - Main UOX startup
|
|
//o-----------------------------------------------------------------------------------------------o
|
|
int main( SI32 argc, char *argv[] )
|
|
{
|
|
UI32 tempSecs, tempMilli, tempTime;
|
|
UI32 loopSecs, loopMilli;
|
|
|
|
#if PLATFORM != WINDOWS
|
|
// Protection from server-shutdown during mid-worldsave
|
|
signal(SIGINT, app_stopped);
|
|
#endif
|
|
|
|
// Let's measure startup time
|
|
auto startupStartTime = std::chrono::high_resolution_clock::now();
|
|
|
|
// 042102: I moved this here where it basically should be for any windows application or dll that uses WindowsSockets.
|
|
#if PLATFORM == WINDOWS
|
|
WSADATA wsaData;
|
|
WORD wVersionRequested = MAKEWORD( 2, 2 );
|
|
SI32 err = WSAStartup( wVersionRequested, &wsaData );
|
|
if( err )
|
|
{
|
|
Console.error( "Winsock 2.2 not found on your system..." );
|
|
return 1;
|
|
}
|
|
#endif
|
|
|
|
#ifdef _CRASH_PROTECT_
|
|
try
|
|
{// Error trapping....
|
|
#endif
|
|
current = std::chrono::system_clock::now();
|
|
|
|
Console.Start( strutil::format("%s v%s.%s (%s)", CVersionClass::GetProductName().c_str(), CVersionClass::GetVersion().c_str(), CVersionClass::GetBuild().c_str(), OS_STR ) );
|
|
|
|
#if PLATFORM != WINDOWS
|
|
signal( SIGPIPE, SIG_IGN ); // This appears when we try to write to a broken network connection
|
|
// signal( SIGTERM, &endmessage );
|
|
// signal( SIGQUIT, &endmessage );
|
|
// signal( SIGINT, &endmessage );
|
|
// signal( SIGILL, &illinst );
|
|
// signal( SIGFPE, &aus );
|
|
#endif
|
|
Console.PrintSectionBegin();
|
|
Console << "UOX Server start up!" << myendl << "Welcome to " << CVersionClass::GetProductName() << " v" << CVersionClass::GetVersion() << "." << CVersionClass::GetBuild() << " (" << OS_STR << ")" << myendl;
|
|
Console.PrintSectionBegin();
|
|
|
|
if(( cwmWorldState = new CWorldMain ) == nullptr )
|
|
Shutdown( FATAL_UOX3_ALLOC_WORLDSTATE );
|
|
cwmWorldState->ServerData()->Load();
|
|
|
|
Console << "Initializing and creating class pointers... " << myendl;
|
|
InitClasses();
|
|
cwmWorldState->SetUICurrentTime( getclock() );
|
|
|
|
ParseArgs( argc, argv );
|
|
Console.PrintSectionBegin();
|
|
|
|
cwmWorldState->ServerData()->LoadTime();
|
|
|
|
Console << "Loading skill advancement ";
|
|
LoadSkills();
|
|
Console.PrintDone();
|
|
|
|
// Moved BulkStartup here, dunno why that function was there...
|
|
Console << "Loading dictionaries... " << myendl;
|
|
Console.PrintBasedOnVal( Dictionary->LoadDictionary() >= 0 );
|
|
|
|
Console << "Loading teleport ";
|
|
LoadTeleportLocations();
|
|
Console.PrintDone();
|
|
|
|
Console << "Loading GoPlaces ";
|
|
LoadPlaces();
|
|
Console.PrintDone();
|
|
std::random_device rd; //Will be used to obtain a seed for the random number engine
|
|
generator = std::mt19937(rd()); //Standard mersenne_twister_engine seeded with rd()
|
|
|
|
//srand( current.tv_sec ); // initial randomization call
|
|
|
|
CJSMappingSection *packetSection = JSMapping->GetSection( SCPT_PACKET );
|
|
for( cScript *ourScript = packetSection->First(); !packetSection->Finished(); ourScript = packetSection->Next() )
|
|
{
|
|
if( ourScript != nullptr )
|
|
ourScript->ScriptRegistration( "Packet" );
|
|
}
|
|
|
|
// moved all the map loading into CMulHandler
|
|
Map->Load();
|
|
|
|
Skills->Load();
|
|
|
|
Console << "Loading Spawn Regions ";
|
|
LoadSpawnRegions();
|
|
Console.PrintDone();
|
|
|
|
Console << "Loading Regions ";
|
|
LoadRegions();
|
|
Console.PrintDone();
|
|
|
|
Magic->LoadScript();
|
|
|
|
Console << "Loading Races ";
|
|
Races->load();
|
|
Console.PrintDone();
|
|
|
|
Console << "Loading Weather ";
|
|
Weather->Load();
|
|
Weather->NewDay();
|
|
Weather->NewHour();
|
|
Console.PrintDone();
|
|
|
|
Console << "Loading Commands " << myendl;
|
|
Commands->Load();
|
|
Console.PrintDone();
|
|
|
|
// Rework that...
|
|
Console << "Loading World now ";
|
|
MapRegion->Load();
|
|
|
|
Console << "Loading Guilds ";
|
|
GuildSys->Load();
|
|
Console.PrintDone();
|
|
|
|
Console.PrintSectionBegin();
|
|
Console << "Clearing all trades ";
|
|
clearTrades();
|
|
Console.PrintDone();
|
|
InitMultis();
|
|
|
|
cwmWorldState->SetStartTime( cwmWorldState->GetUICurrentTime() );
|
|
|
|
cwmWorldState->SetEndTime( 0 );
|
|
cwmWorldState->SetLClock( 0 );
|
|
|
|
// no longer Que, because that's taken care of by PageVector
|
|
Console << "Initializing Jail system ";
|
|
JailSys->ReadSetup();
|
|
JailSys->ReadData();
|
|
Console.PrintDone();
|
|
|
|
Console << "Initializing Status system ";
|
|
HTMLTemplates->Load();
|
|
Console.PrintDone();
|
|
|
|
Console << "Loading custom titles ";
|
|
LoadCustomTitle();
|
|
Console.PrintDone();
|
|
|
|
Console << "Loading temporary Effects ";
|
|
Effects->LoadEffects();
|
|
Console.PrintDone();
|
|
|
|
Console << "Loading creatures ";
|
|
LoadCreatures();
|
|
Console.PrintDone();
|
|
|
|
Console << "Starting World Timers ";
|
|
cwmWorldState->SetTimer( tWORLD_LIGHTTIME, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_WEATHER ) );
|
|
cwmWorldState->SetTimer( tWORLD_NEXTNPCAI, BuildTimeValue( (R32)cwmWorldState->ServerData()->CheckNpcAISpeed() ) );
|
|
cwmWorldState->SetTimer( tWORLD_NEXTFIELDEFFECT, BuildTimeValue( 0.5f ) );
|
|
cwmWorldState->SetTimer( tWORLD_SHOPRESTOCK, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_SHOPSPAWN ) );
|
|
cwmWorldState->SetTimer( tWORLD_PETOFFLINECHECK, cwmWorldState->ServerData()->BuildSystemTimeValue( tSERVER_PETOFFLINECHECK ) );
|
|
|
|
Console.PrintDone();
|
|
|
|
DisplayBanner();
|
|
|
|
Console << "Loading Accounts ";
|
|
Accounts->Load();
|
|
|
|
Console.log( "-=Server Startup=-\n=======================================================================", "server.log" );
|
|
|
|
Console << myendl << "Creating and Initializing Console Thread ";
|
|
|
|
cons = std::thread(&CheckConsoleKeyThread);
|
|
#ifdef __LOGIN_THREAD__
|
|
Console << myendl << "Creating and Initializing xLOGINd Thread ";
|
|
netw = std::thread(&NetworkPollConnectionThread);
|
|
|
|
#else
|
|
TIMERVAL uiNextCheckConn = 0;
|
|
#endif
|
|
|
|
Console.PrintDone();
|
|
|
|
Console.PrintSectionBegin();
|
|
|
|
// Shows information about IPs and ports being listened on
|
|
Console.TurnYellow();
|
|
|
|
auto externalIP = cwmWorldState->ServerData()->ExternalIP();
|
|
if( externalIP != "" && externalIP != "localhost" && externalIP != "127.0.0.1" )
|
|
{
|
|
Console << "UOX: listening for incoming connections on External/WAN IP: " << externalIP.c_str() << myendl;
|
|
}
|
|
|
|
auto deviceIPs = IP4Address::deviceIPs();
|
|
for( auto &entry : deviceIPs )
|
|
{
|
|
switch (entry.type())
|
|
{
|
|
case IP4Address::lan:
|
|
Console << "UOX: listening for incoming connections on LAN IP: " << entry.string() << myendl;
|
|
break;
|
|
case IP4Address::mine:
|
|
case IP4Address::local:
|
|
Console << "UOX: listening for incoming connections on Local IP: " << entry.string() << myendl;
|
|
break;
|
|
case IP4Address::wan:
|
|
Console << "UOX: listening for incoming connections on WAN IP: " << entry.string() << myendl;
|
|
break;
|
|
default:
|
|
Console << "UOX: listening for incoming connections on IP: " << entry.string() << myendl;
|
|
break;
|
|
}
|
|
}
|
|
Console.TurnNormal();
|
|
|
|
// we've really finished loading here
|
|
cwmWorldState->SetLoaded( true );
|
|
|
|
// Get a second timestamp for startup time
|
|
auto startupEndTime = std::chrono::high_resolution_clock::now();
|
|
|
|
// Calculate startup time in milliseconds
|
|
auto startupDuration = std::chrono::duration_cast<std::chrono::milliseconds>( startupEndTime - startupStartTime ).count();
|
|
Console.TurnGreen();
|
|
Console << "UOX: Startup Completed in " << (R32)startupDuration/1000 << " seconds." << myendl;
|
|
Console.TurnNormal();
|
|
Console.PrintSectionBegin();
|
|
|
|
// MAIN SYSTEM LOOP
|
|
while( cwmWorldState->GetKeepRun() )
|
|
{
|
|
std::this_thread::sleep_for(std::chrono::milliseconds(( cwmWorldState->GetPlayersOnline() ? 5 : 90 )));
|
|
if( cwmWorldState->ServerProfile()->LoopTimeCount() >= 1000 )
|
|
{
|
|
cwmWorldState->ServerProfile()->LoopTimeCount( 0 );
|
|
cwmWorldState->ServerProfile()->LoopTime( 0 );
|
|
}
|
|
cwmWorldState->ServerProfile()->IncLoopTimeCount();
|
|
|
|
StartMilliTimer( loopSecs, loopMilli );
|
|
|
|
if( cwmWorldState->ServerProfile()->NetworkTimeCount() >= 1000 )
|
|
{
|
|
cwmWorldState->ServerProfile()->NetworkTimeCount( 0 );
|
|
cwmWorldState->ServerProfile()->NetworkTime( 0 );
|
|
}
|
|
|
|
StartMilliTimer( tempSecs, tempMilli );
|
|
#ifndef __LOGIN_THREAD__
|
|
if( uiNextCheckConn <= cwmWorldState->GetUICurrentTime() || cwmWorldState->GetOverflow() ) // Cut lag on CheckConn by not doing it EVERY loop.
|
|
{
|
|
Network->CheckConnections();
|
|
uiNextCheckConn = BuildTimeValue( 1.0f );
|
|
}
|
|
Network->CheckMessages();
|
|
#else
|
|
Network->CheckMessage();
|
|
#endif
|
|
|
|
tempTime = CheckMilliTimer( tempSecs, tempMilli );
|
|
cwmWorldState->ServerProfile()->IncNetworkTime( tempTime );
|
|
cwmWorldState->ServerProfile()->IncNetworkTimeCount();
|
|
|
|
if( cwmWorldState->ServerProfile()->TimerTimeCount() >= 1000 )
|
|
{
|
|
cwmWorldState->ServerProfile()->TimerTimeCount( 0 );
|
|
cwmWorldState->ServerProfile()->TimerTime( 0 );
|
|
}
|
|
|
|
StartMilliTimer( tempSecs, tempMilli );
|
|
|
|
cwmWorldState->CheckTimers();
|
|
cwmWorldState->SetUICurrentTime( getclock() );
|
|
tempTime = CheckMilliTimer( tempSecs, tempMilli );
|
|
cwmWorldState->ServerProfile()->IncTimerTime( tempTime );
|
|
cwmWorldState->ServerProfile()->IncTimerTimeCount();
|
|
|
|
if( cwmWorldState->ServerProfile()->AutoTimeCount() >= 1000 )
|
|
{
|
|
cwmWorldState->ServerProfile()->AutoTimeCount( 0 );
|
|
cwmWorldState->ServerProfile()->AutoTime( 0 );
|
|
}
|
|
StartMilliTimer( tempSecs, tempMilli );
|
|
|
|
if( !cwmWorldState->GetReloadingScripts() )
|
|
cwmWorldState->CheckAutoTimers();
|
|
|
|
tempTime = CheckMilliTimer( tempSecs, tempMilli );
|
|
cwmWorldState->ServerProfile()->IncAutoTime( tempTime );
|
|
cwmWorldState->ServerProfile()->IncAutoTimeCount();
|
|
StartMilliTimer( tempSecs, tempMilli );
|
|
Network->ClearBuffers();
|
|
tempTime = CheckMilliTimer( tempSecs, tempMilli );
|
|
cwmWorldState->ServerProfile()->IncNetworkTime( tempTime );
|
|
tempTime = CheckMilliTimer( loopSecs, loopMilli );
|
|
cwmWorldState->ServerProfile()->IncLoopTime( tempTime );
|
|
DoMessageLoop();
|
|
}
|
|
|
|
|
|
Console.PrintSectionBegin();
|
|
sysBroadcast( "The server is shutting down." );
|
|
Console.PrintDone();
|
|
Console << "Closing sockets...";
|
|
netpollthreadclose = true;
|
|
///HERE
|
|
#ifdef __LOGIN_THREAD__
|
|
std::this_thread::sleep_for(std::chrono::milliseconds(1));
|
|
netw.join();
|
|
#endif
|
|
Network->SockClose();
|
|
Console.PrintDone();
|
|
|
|
#if PLATFORM == WINDOWS
|
|
SetConsoleCtrlHandler( exit_handler, TRUE );
|
|
#endif
|
|
if( cwmWorldState->GetWorldSaveProgress() != SS_SAVING )
|
|
{
|
|
isWorldSaving = true;
|
|
do
|
|
{
|
|
cwmWorldState->SaveNewWorld( true );
|
|
} while( cwmWorldState->GetWorldSaveProgress() == SS_SAVING );
|
|
isWorldSaving = false;
|
|
}
|
|
cwmWorldState->ServerData()->save();
|
|
#if PLATFORM == WINDOWS
|
|
SetConsoleCtrlHandler( exit_handler, false );
|
|
#endif
|
|
|
|
Console.log( "Server Shutdown!\n=======================================================================\n" , "server.log" );
|
|
|
|
conthreadcloseok = true; // This will signal the console thread to close
|
|
Shutdown( 0 );
|
|
|
|
#ifdef _CRASH_PROTECT_
|
|
}
|
|
catch ( ... )
|
|
{//Crappy error handling...
|
|
Console << "Unknown exception caught, hard crash avioded!" << myendl;
|
|
Shutdown( UNKNOWN_ERROR );
|
|
}
|
|
#endif
|
|
|
|
return ( 0 );
|
|
}
|
|
|