Example #1
0
void CClient::Announce(bool fArrive) const
{
	ADDTOCALLSTACK("CClient::Announce");
	if ( !m_pAccount || !m_pChar || !m_pChar->m_pPlayer )
		return;

	// We have logged in or disconnected.
	// Annouce my arrival or departure.
	TCHAR *pszMsg = Str_GetTemp();
	if ( (g_Cfg.m_iArriveDepartMsg == 2) && (GetPrivLevel() > PLEVEL_Player) )		// notify of GMs
	{
		LPCTSTR pszTitle = m_pChar->Noto_GetFameTitle();
		sprintf(pszMsg, "@231 STAFF: %s%s logged %s.", pszTitle, m_pChar->GetName(), fArrive ? "in" : "out");
	}
	else if ( g_Cfg.m_iArriveDepartMsg == 1 )		// notify of players
	{
		const CRegionBase *pRegion = m_pChar->GetTopPoint().GetRegion(REGION_TYPE_AREA);
		sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_MSG_ARRDEP_1), m_pChar->GetName(), g_Cfg.GetDefaultMsg(fArrive ? DEFMSG_MSG_ARRDEP_2 : DEFMSG_MSG_ARRDEP_3), pRegion ? pRegion->GetName() : g_Serv.GetName());
	}
	if ( pszMsg )
	{
		ClientIterator it;
		for ( CClient *pClient = it.next(); pClient != NULL; pClient = it.next() )
		{
			if ( (pClient == this) || (GetPrivLevel() > pClient->GetPrivLevel()) )
				continue;
			pClient->SysMessage(pszMsg);
		}
	}

	// Check murder decay timer
	CItem *pMurders = m_pChar->LayerFind(LAYER_FLAG_Murders);
	if ( pMurders )
	{
		if ( fArrive )
		{
			// On client login, set active timer on murder memory
			pMurders->SetTimeout(pMurders->m_itEqMurderCount.m_Decay_Balance * TICK_PER_SEC);
		}
		else
		{
			// Or make it inactive on logout
			pMurders->m_itEqMurderCount.m_Decay_Balance = static_cast<DWORD>(pMurders->GetTimerAdjusted());
			pMurders->SetTimeout(-1);
		}
	}
	else if ( fArrive )
	{
		// If there's no murder memory found, check if we need a new memory
		m_pChar->Noto_Murder();
	}
}
Example #2
0
void CSector::OnTick(int iPulseCount)
{
	ADDTOCALLSTACK_INTENSIVE("CSector::OnTick");
	// CWorld gives OnTick() to all CSectors.

	EXC_TRY("Tick");
	EXC_SET("light change");

	//	do not tick sectors on maps not supported by server
	if ( !g_MapList.m_maps[m_map] ) return;

	// Check for light change before putting the sector to sleep, since in other case the
	// world light levels will be shitty
	bool fEnvironChange = false;
	bool fLightChange = false;
	bool fSleeping = false;

	if ( ! ( iPulseCount & 0x7f ))	// 30 seconds or so.
	{
		// check for local light level change ?
		BYTE blightprv = m_Env.m_Light;
		m_Env.m_Light = GetLightCalc( false );
		if ( m_Env.m_Light != blightprv )
		{
			fEnvironChange = true;
			fLightChange = true;
		}
	}

	EXC_SET("sector sleeping?");
	size_t clients = m_Chars_Active.HasClients();

	if ( clients <= 0 ) // having no clients inside
	{
		// Put the sector to sleep if no clients been here in a while.
		fSleeping = IsSectorSleeping();
		if ( fSleeping )
		{
			if ( !g_Cfg.m_iSectorSleepMask )
				return;
			if (( iPulseCount & g_Cfg.m_iSectorSleepMask ) != ( GetIndex() & g_Cfg.m_iSectorSleepMask ))
				return;
		}
	}

	EXC_SET("sound effects");
	// random weather noises and effects.
	SOUND_TYPE sound = 0;
	bool fWeatherChange = false;
	int iRegionPeriodic = 0;

	if ( ! ( iPulseCount & 0x7f ))	// 30 seconds or so.
	{
		// Only do this every x minutes or so (TICK_PER_SEC)
		// check for local weather change ?
		WEATHER_TYPE weatherprv = m_Env.m_Weather;
		if ( ! Calc_GetRandVal( 30 ))	// change less often
		{
			m_Env.m_Weather = GetWeatherCalc();
			if ( weatherprv != m_Env.m_Weather )
			{
				fWeatherChange = true;
				fEnvironChange = true;
			}
		}

		// Random area noises. Only do if clients about.
		if ( clients > 0 )
		{
			iRegionPeriodic = 2;

			static const SOUND_TYPE sm_SfxRain[] = { 0x10, 0x11 };
			static const SOUND_TYPE sm_SfxWind[] = { 0x14, 0x15, 0x16 };
			static const SOUND_TYPE sm_SfxThunder[] = { 0x28, 0x29 , 0x206 };

			// Lightning ?	// wind, rain,
			switch ( GetWeather() )
			{
				case WEATHER_CLOUDY:
					break;

				case WEATHER_SNOW:
					if ( ! Calc_GetRandVal(5) )
						sound = sm_SfxWind[ Calc_GetRandVal( COUNTOF( sm_SfxWind )) ];
					break;

				case WEATHER_RAIN:
					{
						int iVal = Calc_GetRandVal(30);
						if ( iVal < 5 )
						{
							// Mess up the light levels for a sec..
							LightFlash();
							sound = sm_SfxThunder[ Calc_GetRandVal( COUNTOF( sm_SfxThunder )) ];
						}
						else if ( iVal < 10 )
							sound = sm_SfxRain[ Calc_GetRandVal( COUNTOF( sm_SfxRain )) ];
						else if ( iVal < 15 )
							sound = sm_SfxWind[ Calc_GetRandVal( COUNTOF( sm_SfxWind )) ];
					}
					break;

				default:
					break;
			}
		}
	}

	// regen all creatures and do AI

	ProfileTask charactersTask(PROFILE_CHARS);

	//pChar = STATIC_CAST <CChar*>( m_Chars_Active.GetHead());
	CChar * pCharNext = NULL;
	CChar * pChar = dynamic_cast <CChar*>( m_Chars_Active.GetHead());
	for ( ; pChar != NULL; pChar = pCharNext )
	{
		EXC_TRYSUB("TickChar");

		pCharNext = pChar->GetNext();
		if (( fEnvironChange ) && ( IsTrigUsed(TRIGGER_ENVIRONCHANGE) ))
			pChar->OnTrigger(CTRIG_EnvironChange, pChar);

		if ( pChar->IsClient())
		{
			CClient * pClient = pChar->GetClient();
			ASSERT( pClient );
			if ( sound )
				pClient->addSound(sound, pChar);

			if ( fLightChange && ! pChar->IsStatFlag( STATF_DEAD | STATF_NightSight ))
				pClient->addLight();

			if ( fWeatherChange )
				pClient->addWeather(GetWeather());

			if ( iRegionPeriodic && pChar->m_pArea )
			{
				if (( iRegionPeriodic == 2 )&&( IsTrigUsed(TRIGGER_REGPERIODIC) ))
				{
					pChar->m_pArea->OnRegionTrigger( pChar, RTRIG_REGPERIODIC );
					iRegionPeriodic--;
				}
				if ( IsTrigUsed(TRIGGER_CLIPERIODIC) )
					pChar->m_pArea->OnRegionTrigger( pChar, RTRIG_CLIPERIODIC );
			}
		}
		// Can only die on your own tick.
		if ( !pChar->OnTick() )
			pChar->Delete();

		EXC_CATCHSUB("Sector");

		EXC_DEBUGSUB_START;
		CPointMap pt = GetBasePoint();
		g_Log.EventDebug("char 0%lx '%s'\n", static_cast<DWORD>(pChar->GetUID()), pChar->GetName());
		g_Log.EventDebug("sector #%d [%d,%d,%d,%d]\n", GetIndex(),  pt.m_x, pt.m_y, pt.m_z, pt.m_map);
		EXC_DEBUGSUB_END;
	}

	// decay items on ground = time out spells / gates etc.. etc..
	// No need to check these so often !

	ProfileTask itemsTask(PROFILE_ITEMS);

	CItem * pItemNext = NULL;
	CItem * pItem = dynamic_cast <CItem*>( m_Items_Timer.GetHead());
	for ( ; pItem != NULL; pItem = pItemNext )
	{
		EXC_TRYSUB("TickItem");
		pItemNext = pItem->GetNext();

		EXC_SETSUB("TimerExpired");
		if ( pItem->IsTimerExpired() )
		{
			EXC_SETSUB("ItemTick");
			if ( !pItem->OnTick() )
			{
				EXC_SETSUB("ItemDelete");
				pItem->Delete();
			}
			else
			{
				EXC_SETSUB("TimerExpired2");
				if ( pItem->IsTimerExpired() )	// forgot to clear the timer.? strange.
				{
					EXC_SETSUB("SetTimeout");
					pItem->SetTimeout(-1);
				}
			}
		}

		EXC_SETSUB("UpdateFlags");
		pItem->OnTickStatusUpdate();

#ifdef _WIN32
		EXC_CATCHSUB("Sector");

		EXC_DEBUGSUB_START;
		CPointMap pt = GetBasePoint();
		g_Log.EventError("item 0%lx '%s' [timer=%lld, type=%lld]\n", static_cast<DWORD>(pItem->GetUID()), pItem->GetName(), pItem->GetTimerAdjusted(), static_cast<int>(pItem->GetType()));
		g_Log.EventError("sector #%d [%d,%d,%d,%d]\n", GetIndex(),  pt.m_x, pt.m_y, pt.m_z, pt.m_map);
		
		EXC_DEBUGSUB_END;
#else
		}
#ifndef _DEBUG
		catch ( const CGrayError& e )