Esempio n. 1
0
void CItemSpawn::GenerateItem(CResourceDef *pDef)
{
	ADDTOCALLSTACK("CitemSpawn:GenerateItem");

	RESOURCE_ID_BASE rid = pDef->GetResourceID();
	ITEMID_TYPE id = static_cast<ITEMID_TYPE>(rid.GetResIndex());

	CItemContainer *pCont = dynamic_cast<CItemContainer *>(GetParent());
	BYTE iCount = pCont ? static_cast<unsigned char>(pCont->ContentCount(rid)) : GetCount();
	if ( iCount >= GetAmount() )
		return;

	CItem *pItem = CreateTemplate(id);
	if ( pItem == NULL )
		return;

	WORD iAmountPile = static_cast<WORD>(minimum(USHRT_MAX,m_itSpawnItem.m_pile));
	if ( iAmountPile > 1 )
	{
		CItemBase *pItemDef = pItem->Item_GetDef();
		ASSERT(pItemDef);
		if ( pItemDef->IsStackableType() )
			pItem->SetAmount(Calc_GetRandVal(iAmountPile) + 1);
	}

	pItem->SetAttr(m_Attr & (ATTR_OWNED | ATTR_MOVE_ALWAYS));
	pItem->SetDecayTime(g_Cfg.m_iDecay_Item);	// it will decay eventually to be replaced later
	pItem->MoveNearObj(this, m_itSpawnItem.m_DistMax);
	AddObj(pItem->GetUID());
}
Esempio n. 2
0
CCharBase *CItemSpawn::SetTrackID()
{
	ADDTOCALLSTACK("CitemSpawn:SetTrackID");
	SetAttr(ATTR_INVIS);	// Indicate to GM's that it is invis.
	if (GetHue() == 0)
		SetHue(HUE_RED_DARK);

	if ( !IsType(IT_SPAWN_CHAR) )
	{
		SetDispID(ITEMID_WorldGem_lg);
		return NULL;
	}

	CCharBase *pCharDef = NULL;
	RESOURCE_ID_BASE rid = m_itSpawnChar.m_CharID;

	if ( rid.GetResType() == RES_CHARDEF )
	{
		CREID_TYPE id = static_cast<CREID_TYPE>(rid.GetResIndex());
		pCharDef = CCharBase::FindCharBase(id);
	}
	if ( pCharDef )		// They must want it to look like this.
		SetDispID(pCharDef ? pCharDef->m_trackID : ITEMID_TRACK_WISP);
		
	return pCharDef;
}
Esempio n. 3
0
CResourceDef * CItemSpawn::FixDef()
{
	ADDTOCALLSTACK("CitemSpawn:FixDef");
	// Get a proper RESOURCE_ID from the id provided.
	// RETURN: true = ok.

	RESOURCE_ID_BASE rid = ( IsType(IT_SPAWN_ITEM) ? m_itSpawnItem.m_ItemID : m_itSpawnChar.m_CharID );

	if ( rid.GetResType() != RES_UNKNOWN )
	{
		return STATIC_CAST <CResourceDef *>(g_Cfg.ResourceGetDef(rid));
	}

	// No type info here !?
	if ( IsType(IT_SPAWN_ITEM))
	{
		ITEMID_TYPE id = static_cast<ITEMID_TYPE>(rid.GetResIndex());
		if ( id < ITEMID_TEMPLATE )
		{
			return( TryItem( id ) );
		}
		else
		{
			// try a template.
			rid = RESOURCE_ID( RES_TEMPLATE, id );
			CResourceDef * pDef = g_Cfg.ResourceGetDef(rid);
			if ( pDef )
			{
				m_itSpawnItem.m_ItemID = rid;
				return( STATIC_CAST <CResourceDef *>( pDef ));
			} //if fails
			return( TryItem( id ) );
		}
	}
	else
	{
		CREID_TYPE id = static_cast<CREID_TYPE>(rid.GetResIndex());
		if ( id < SPAWNTYPE_START )
		{
			return( TryChar( id ));
		}
		else
		{
			// try a spawn group.
			rid = RESOURCE_ID( RES_SPAWN, id );
			CResourceDef * pDef = g_Cfg.ResourceGetDef(rid);
			if ( pDef )
			{
				m_itSpawnChar.m_CharID = rid;
				return( STATIC_CAST <CResourceDef *>( pDef ));
			} //if fails
			return( TryChar( id ));
		}
	}
}
Esempio n. 4
0
void CItem::Spawn_GenerateChar( CResourceDef * pDef )
{
	if ( ! IsTopLevel())
		return;	// creatures can only be top level.
	if ( m_itSpawnChar.m_current >= GetAmount())
		return;
	int iComplexity = GetTopSector()->GetCharComplexity();
	if ( iComplexity > g_Cfg.m_iMaxCharComplexity )
	{
		DEBUG_MSG(( "Spawn uid=0%lx too complex (%d>%d)\n", GetUID(), iComplexity, g_Cfg.m_iMaxCharComplexity ));
		return;
	}

	int iDistMax = m_itSpawnChar.m_DistMax;
	RESOURCE_ID_BASE rid = pDef->GetResourceID();
	if ( rid.GetResType() == RES_SPAWN )
	{
		const CRandGroupDef * pSpawnGroup = STATIC_CAST <const CRandGroupDef *>(pDef);
		ASSERT(pSpawnGroup);
		int i = pSpawnGroup->GetRandMemberIndex();
		if ( i >= 0 )
		{
			rid = pSpawnGroup->GetMemberID(i);
		}
	}
	
	CREID_TYPE id;
	if ( rid.GetResType() == RES_CHARDEF || 
		rid.GetResType() == RES_UNKNOWN )
	{
		id = (CREID_TYPE) rid.GetResIndex();
	}
	else
	{
		return;
	}

	CChar * pChar = CChar::CreateNPC( id );
	if ( pChar == NULL )
		return;
	ASSERT(pChar->m_pNPC);

	m_itSpawnChar.m_current ++;
	pChar->Memory_AddObjTypes( this, MEMORY_ISPAWNED );
	// Move to spot "near" the spawn item.
	pChar->MoveNearObj( this, iDistMax );
	if ( iDistMax )
	{
		pChar->m_ptHome = GetTopPoint();
		pChar->m_pNPC->m_Home_Dist_Wander = iDistMax;
	}
	pChar->Update();
}
Esempio n. 5
0
void CItemSpawn::GenerateChar(CResourceDef *pDef)
{
	ADDTOCALLSTACK("CitemSpawn:GenerateChar");

	RESOURCE_ID_BASE rid = pDef->GetResourceID();
	if ( rid.GetResType() == RES_SPAWN )
	{
		const CRandGroupDef *pSpawnGroup = static_cast<const CRandGroupDef *>(pDef);
		ASSERT(pSpawnGroup);
		size_t i = pSpawnGroup->GetRandMemberIndex();
		if ( i != pSpawnGroup->BadMemberIndex() )
			rid = pSpawnGroup->GetMemberID(i);
	}

	if ( (rid.GetResType() != RES_CHARDEF) && (rid.GetResType() != RES_UNKNOWN) )
		return;

	CPointMap pt = GetTopPoint();
	CRegionBase *pRegion = pt.GetRegion(REGION_TYPE_AREA);
	if ( !pRegion )
		return;

	CChar *pChar = CChar::CreateBasic(static_cast<CREID_TYPE>(rid.GetResIndex()));
	if ( !pChar )
		return;

	pChar->NPC_LoadScript(true);
	pChar->StatFlag_Set(STATF_Spawned);

	// Try placing the char near the spawn
	if ( !pChar->MoveNearObj(this, m_itSpawnChar.m_DistMax) || !pChar->CanSeeLOS(pt) )
	{
		// If this fails, try placing the char over the spawn
		if ( !pChar->MoveTo(pt) )
		{
			DEBUG_ERR(("Spawn UID:0%lx is unable to place a character inside the world.\n", static_cast<DWORD>(GetUID())));
			pChar->Delete();
			return;
		}
	}

	AddObj(pChar->GetUID());
	pChar->NPC_CreateTrigger();		// removed from NPC_LoadScript() and triggered after char placement and attachment to the spawnitem
	pChar->Update();

	size_t iCount = GetTopSector()->GetCharComplexity();
	if ( iCount > g_Cfg.m_iMaxCharComplexity )
		g_Log.Event(LOGL_WARN, "%" FMTSIZE_T " chars at %s. Sector too complex!\n", iCount, GetTopSector()->GetBasePoint().WriteUsed());
}
Esempio n. 6
0
TRIGRET_TYPE CContainer::OnContTriggerForLoop( CScript &s, CTextConsole * pSrc, CScriptTriggerArgs * pArgs, CGString * pResult, CScriptLineContext & StartContext, CScriptLineContext & EndContext, RESOURCE_ID_BASE rid, DWORD dwArg, int iDecendLevels )
{
	ADDTOCALLSTACK("CContainer::OnContTriggerForLoop");
	if ( rid.GetResIndex() != 0 )
	{
		CItem* pItem = GetContentHead();
		CItem * pItemNext;
		for ( ; pItem!=NULL; pItem=pItemNext)
		{
			pItemNext = pItem->GetNext();
			
			if ( pItem->IsResourceMatch( rid, dwArg ))
			{
				s.SeekContext( StartContext );
				TRIGRET_TYPE iRet = pItem->OnTriggerRun( s, TRIGRUN_SECTION_TRUE, pSrc, pArgs, pResult );
				if ( iRet == TRIGRET_BREAK )
				{
					EndContext = StartContext;
					break;
				}
 				if (( iRet != TRIGRET_ENDIF ) && ( iRet != TRIGRET_CONTINUE ))
					return( iRet );
				if ( iRet == TRIGRET_CONTINUE )
					EndContext = StartContext;
				else
					EndContext = s.GetContext();
			}
			if ( iDecendLevels <= 0 )
				continue;
			CItemContainer * pCont = dynamic_cast <CItemContainer*>(pItem);
			if ( pCont != NULL )
			{
				if ( pCont->IsSearchable())
				{
					CContainer * pContBase = dynamic_cast <CContainer *> (pCont);
					TRIGRET_TYPE iRet = pContBase->OnContTriggerForLoop( s, pSrc, pArgs, pResult, StartContext, EndContext, rid, dwArg, iDecendLevels-1 );
					if ( iRet != TRIGRET_ENDIF )
					{
						return( iRet );
					}

					// Since the previous call has already found the EndContext, set it.
					EndContext = s.GetContext();
				}
			}
		}
	}
	if ( EndContext.m_lOffset <= StartContext.m_lOffset )
	{
		CScriptObj * pScript = dynamic_cast <CScriptObj *> (this);
		TRIGRET_TYPE iRet = pScript->OnTriggerRun( s, TRIGRUN_SECTION_FALSE, pSrc, pArgs, pResult );
		if ( iRet != TRIGRET_ENDIF )
			return( iRet );
	}
	else
		s.SeekContext( EndContext );
	return( TRIGRET_ENDIF );
}
Esempio n. 7
0
void CItemSpawn::GenerateChar(CResourceDef *pDef)
{
	ADDTOCALLSTACK("CitemSpawn:GenerateChar");
	if ( !IsTopLevel() )
		return;

	RESOURCE_ID_BASE rid = pDef->GetResourceID();
	if ( rid.GetResType() == RES_SPAWN )
	{
		const CRandGroupDef *pSpawnGroup = static_cast<const CRandGroupDef *>(pDef);
		ASSERT(pSpawnGroup);
		size_t i = pSpawnGroup->GetRandMemberIndex();
		if ( i != pSpawnGroup->BadMemberIndex() )
			rid = pSpawnGroup->GetMemberID(i);
	}

	if ( (rid.GetResType() != RES_CHARDEF) && (rid.GetResType() != RES_UNKNOWN) )
		return;

	CChar *pChar = CChar::CreateBasic(static_cast<CREID_TYPE>(rid.GetResIndex()));
	if ( !pChar )
		return;

	CPointMap pt = GetTopPoint();
	pChar->NPC_LoadScript(true);
	pChar->StatFlag_Set(STATF_Spawned);
	pChar->MoveTo(pt);

	// Check if the NPC can spawn in this region
	CRegionBase *pRegion = GetTopPoint().GetRegion(REGION_TYPE_AREA);
	if ( !pRegion || (pRegion->IsGuarded() && pChar->Noto_IsEvil()) )
	{
		pChar->Delete();
		return;
	}

	AddObj(pChar->GetUID());
	pChar->NPC_CreateTrigger();		// removed from NPC_LoadScript() and triggered after char placement and attachment to the spawnitem
	pChar->Update();

	size_t iCount = GetTopSector()->GetCharComplexity();
	if ( iCount > g_Cfg.m_iMaxCharComplexity )
		g_Log.Event(LOGL_WARN, "%d chars at %s. Sector too complex!\n", iCount, GetTopSector()->GetBasePoint().WriteUsed());
}
Esempio n. 8
0
void CItemSpawn::GenerateItem(CResourceDef * pDef)
{
	ADDTOCALLSTACK("CitemSpawn:GenerateItem");

	RESOURCE_ID_BASE rid = pDef->GetResourceID();
	ITEMID_TYPE id = static_cast<ITEMID_TYPE>(rid.GetResIndex());
	int iDistMax = m_itSpawnItem.m_DistMax;
	int iAmountPile = m_itSpawnItem.m_pile;

	int iCount = 0;
	CItemContainer * pCont = dynamic_cast <CItemContainer *>( GetParent());

	if ( pCont != NULL )
		iCount = pCont->ContentCount( rid );
	else
		iCount = GetCount();

	if ( iCount >= GetAmount())
		return;

	CItem * pItem = CreateTemplate( id );
	if ( pItem == NULL )
		return;

	pItem->SetAttr( m_Attr & ( ATTR_OWNED | ATTR_MOVE_ALWAYS ));

	if ( iAmountPile > 1 )
	{
		CItemBase * pItemDef = pItem->Item_GetDef();
		ASSERT(pItemDef);
		if ( pItemDef->IsStackableType())
		{
			if ( iAmountPile == 0 || iAmountPile > GetAmount())
				iAmountPile = GetAmount();
			pItem->SetAmount( Calc_GetRandVal(iAmountPile) + 1 );
		}
	}

	pItem->SetDecayTime( g_Cfg.m_iDecay_Item );	// It will decay eventually to be replaced later.
	pItem->MoveNearObj( this, iDistMax );
	AddObj(pItem->GetUID());
	pItem->m_uidSpawnItem = GetUID();
}
Esempio n. 9
0
CResourceDef *CItemSpawn::FixDef()
{
	ADDTOCALLSTACK("CitemSpawn:FixDef");

	RESOURCE_ID_BASE rid = (IsType(IT_SPAWN_ITEM) ? m_itSpawnItem.m_ItemID : m_itSpawnChar.m_CharID);
	if ( rid.GetResType() != RES_UNKNOWN )
		return static_cast<CResourceDef *>(g_Cfg.ResourceGetDef(rid));

	// No type info here !?
	if ( IsType(IT_SPAWN_CHAR) )
	{
		CREID_TYPE id = static_cast<CREID_TYPE>(rid.GetResIndex());
		if ( id < SPAWNTYPE_START )
			return TryChar(id);

		// try a spawn group.
		rid = RESOURCE_ID(RES_SPAWN, id);
		CResourceDef *pDef = g_Cfg.ResourceGetDef(rid);
		if ( pDef )
		{
			m_itSpawnChar.m_CharID = rid;
			return pDef;
		}
		return TryChar(id);
	}
	else
	{
		ITEMID_TYPE id = static_cast<ITEMID_TYPE>(rid.GetResIndex());
		if ( id < ITEMID_TEMPLATE )
			return TryItem(id);

		// try a template.
		rid = RESOURCE_ID(RES_TEMPLATE, id);
		CResourceDef *pDef = g_Cfg.ResourceGetDef(rid);
		if ( pDef )
		{
			m_itSpawnItem.m_ItemID = rid;
			return pDef;
		}
		return TryItem(id);
	}
}
Esempio n. 10
0
LPCTSTR CResourceBase::ResourceGetName( RESOURCE_ID_BASE rid ) const
{
	ADDTOCALLSTACK("CResourceBase::ResourceGetName");
	// Get a portable name for the resource id type.

	CResourceDef * pResourceDef = dynamic_cast <CResourceDef *>( ResourceGetDef( rid ));
	if ( pResourceDef )
		return( pResourceDef->GetResourceName());

	TCHAR * pszTmp = Str_GetTemp();
	ASSERT(pszTmp);
	if ( ! rid.IsValidUID())
	{
		sprintf( pszTmp, "%ld", static_cast<long>(rid.GetPrivateUID()) );
	}
	else
	{
		sprintf( pszTmp, "0%x", rid.GetResIndex() );
	}
	return( pszTmp );
}
Esempio n. 11
0
CCharBase * CItem::Spawn_SetTrackID()
{
	if ( ! IsType(IT_SPAWN_CHAR))
		return NULL;
	CCharBase * pCharDef = NULL;
	RESOURCE_ID_BASE rid = m_itSpawnChar.m_CharID;

	if ( rid.GetResType() == RES_CHARDEF )
	{
		CREID_TYPE id = (CREID_TYPE) rid.GetResIndex();
		pCharDef = CCharBase::FindCharBase( id );
	}
	if ( pCharDef )
		SetAttr( ATTR_INVIS );
	if ( IsAttr(ATTR_INVIS))	// They must want it to look like this.
	{
		SetDispID( ( pCharDef == NULL ) ? ITEMID_TRACK_WISP : pCharDef->m_trackID );
		if ( GetHue() == 0 )
			SetHue( HUE_RED_DARK );	// Indicate to GM's that it is invis.
	}
	return( pCharDef );
}
Esempio n. 12
0
bool CResourceBase::ResourceLock( CResourceLock & s, RESOURCE_ID_BASE rid )
{
	ADDTOCALLSTACK("CResourceBase::ResourceLock");
	// Lock a referenced resource object.
	if ( ! rid.IsValidUID())
		return( false );
	CResourceLink * pResourceLink = dynamic_cast <CResourceLink *>( ResourceGetDef( rid ));
	if ( pResourceLink )
	{
		return( pResourceLink->ResourceLock(s));
	}
	return( false );
}
Esempio n. 13
0
int CContainer::ContentConsume( RESOURCE_ID_BASE rid, int amount, bool fTest, DWORD dwArg )
{
	ADDTOCALLSTACK("CContainer::ContentConsume");
	// ARGS:
	//  dwArg = a hack for ores.
	// RETURN:
	//  0 = all consumed ok.
	//  # = number left to be consumed. (still required)

	if ( rid.GetResIndex() == 0 )
		return( amount );	// from skills menus.

	CItem * pItemNext;
	for ( CItem* pItem=GetContentHead(); pItem!=NULL; pItem=pItemNext)
	{
		pItemNext = pItem->GetNext();

		if ( pItem->IsResourceMatch( rid, dwArg ))
		{
			amount -= pItem->ConsumeAmount( amount, fTest );
			if ( amount <= 0 )
				break;
		}

		CItemContainer * pCont = dynamic_cast <CItemContainer*> (pItem);
		if ( pCont != NULL )	// this is a sub-container.
		{
			if ( rid == RESOURCE_ID(RES_TYPEDEF,IT_GOLD))
			{
				if ( pCont->IsType(IT_CONTAINER_LOCKED))
					continue;
			}
			else
			{
				if ( ! pCont->IsSearchable())
					continue;
			}
			amount = pCont->ContentConsume( rid, amount, fTest, dwArg );
			if ( amount <= 0 )
				break;
		}
	}
	return( amount );
}
Esempio n. 14
0
TRIGRET_TYPE CClient::Dialog_OnButton( RESOURCE_ID_BASE rid, DWORD dwButtonID, CObjBase * pObj, CDialogResponseArgs * pArgs )
{
	ADDTOCALLSTACK("CClient::Dialog_OnButton");
	// one of the gump dialog buttons was pressed.
	if ( !pObj )		// object is gone ?
		return TRIGRET_ENDIF;

	CResourceLock s;
	if ( !g_Cfg.ResourceLock(s, RESOURCE_ID(RES_DIALOG, rid.GetResIndex(), RES_DIALOG_BUTTON)) )
		return TRIGRET_ENDIF;

	INT64 piCmd[3];
	while ( s.ReadKeyParse())
	{
		if ( ! s.IsKeyHead( "ON", 2 ))
			continue;

		size_t iArgs = Str_ParseCmds( s.GetArgStr(), piCmd, COUNTOF(piCmd) );
		if ( iArgs == 0 )
			continue;

		if ( iArgs == 1 )
		{
			// single button value
			if ( (DWORD)piCmd[0] != dwButtonID )
				continue;
		}
		else
		{
			// range of button values
			if ( dwButtonID < (DWORD)piCmd[0] || dwButtonID > (DWORD)piCmd[1] )
				continue;
		}

		pArgs->m_iN1	 = dwButtonID;		
		return pObj->OnTriggerRunVal( s, TRIGRUN_SECTION_TRUE, m_pChar, pArgs );
	}

	return( TRIGRET_ENDIF );
}
Esempio n. 15
0
size_t CClient::Cmd_Skill_Menu_Build( RESOURCE_ID_BASE rid, int iSelect, CMenuItem *item, size_t iMaxSize, bool &fShowMenu, bool &fLimitReached )
{
	ADDTOCALLSTACK("CClient::Cmd_Skill_Menu_Build");
	// Build the skill menu for the curent active skill.
	// Only list the things we have skill and ingrediants to make.
	//
	// ARGS:
	//	m_Targ_UID = the object used to get us here.
	//  rid = which menu ?
	//	iSelect = -2 = Just a test of the whole menu.,
	//	iSelect = -1 = 1st setup.
	//	iSelect = 0 = cancel
	//	iSelect = x = execute the selection.
	//  fShowMenu = whether or not menus can be shown
	//  item = pointer to entries list
	//  iMaxSize = maximum number of entries
	//
	// RETURN: number of entries in menu
	//   m_tmMenu.m_Item = the menu entries.

	ASSERT(m_pChar);
	if ( rid.GetResType() != RES_SKILLMENU )
		return 0;

	// Find section.
	CResourceLock s;
	if ( !g_Cfg.ResourceLock(s, rid) )
		return 0;

	// Get title line
	if ( !s.ReadKey() )
		return 0;

	if ( iSelect == 0 )		// cancelled
	{
		while ( s.ReadKeyParse() )
		{
			if ( !s.IsKey("ON") || (*s.GetArgStr() != '@') )
				continue;

			if ( strcmpi(s.GetArgStr(), "@Cancel") )
				continue;

			if ( m_pChar->OnTriggerRunVal(s, TRIGRUN_SECTION_TRUE, m_pChar, NULL) == TRIGRET_RET_TRUE )
				return 0;

			break;
		}
		return 1;
	}

	if ( iSelect < 0 )
	{
		item[0].m_sText = s.GetKey();
		if ( iSelect == -1 )
			m_tmMenu.m_ResourceID = rid;
	}

	bool fSkip = false;		// skip this if we lack resources or skill.
	int iOnCount = 0;
	size_t iShowCount = 0;
	CScriptTriggerArgs Args;

	while ( s.ReadKeyParse())
	{
		if ( s.IsKeyHead("ON", 2) )
		{
			if ( *s.GetArgStr() == '@' )
			{
				fSkip = true;
				continue;
			}

			// a new option to look at.
			fSkip = false;
			iOnCount++;

			if ( iSelect < 0 )	// building up the list.
			{
				if ( iSelect < -1 && iShowCount >= 1 )		// just a test. so we are done.
					return 1;

				iShowCount++;
				if ( !item[iSelect == -2 ? 0 : iShowCount].ParseLine(s.GetArgRaw(), NULL, m_pChar) )
				{
					// remove if the item is invalid.
					iShowCount--;
					fSkip = true;
					continue;
				}

				if ( iSelect == -1 )
					m_tmMenu.m_Item[iShowCount] = iOnCount;

				if ( iShowCount >= (iMaxSize - 1) )
					break;
			}
			else
			{
				if ( iOnCount > iSelect )	// we are done.
					break;
			}
			continue;
		}

		if ( fSkip )	// we have decided we cant do this option.
			continue;
		if ( iSelect > 0 && iOnCount != iSelect )	// only interested in the selected option
			continue;

		// Check for a skill / non-consumables required.
		if ( s.IsKey("TEST") )
		{
			m_pChar->ParseText(s.GetArgRaw(), m_pChar);
			CResourceQtyArray skills(s.GetArgStr());
			if ( !skills.IsResourceMatchAll(m_pChar) )
			{
				iShowCount--;
				fSkip = true;
			}
			continue;
		}

		if ( s.IsKey("TESTIF") )
		{
			m_pChar->ParseText(s.GetArgRaw(), m_pChar);
			if ( !s.GetArgVal() )
			{
				iShowCount--;
				fSkip = true;
			}
			continue;
		}

		// select to execute any entries here ?
		if ( iOnCount == iSelect )
		{
			// Execute command from script
			TRIGRET_TYPE tRet = m_pChar->OnTriggerRunVal(s, TRIGRUN_SINGLE_EXEC, m_pChar, &Args);
			if ( tRet != TRIGRET_RET_DEFAULT )
				return tRet == TRIGRET_RET_TRUE ? 0 : 1;

			iShowCount++;	// we are good. but continue til the end
		}
		else
		{
			ASSERT(iSelect < 0);
			if ( s.IsKey("SKILLMENU") )
			{
				static int sm_iReentrant = 0;
				if ( sm_iReentrant > 1024 )
				{
					if ( g_Cfg.m_wDebugFlags & DEBUGF_SCRIPTS )
						g_Log.EventDebug("SCRIPT: Too many skill menus (circular menus?) to continue searching in menu '%s'\n", g_Cfg.ResourceGetDef(rid)->GetResourceName());

					fLimitReached = true;
				}
				else
				{
					// Test if there is anything in this skillmenu we can do.
					++sm_iReentrant;
					if ( !Cmd_Skill_Menu_Build(g_Cfg.ResourceGetIDType(RES_SKILLMENU, s.GetArgStr()), -2, *&item, iMaxSize, fShowMenu, fLimitReached) )
					{
						iShowCount--;
						fSkip = true;
					}
					else
						fShowMenu = true;

					--sm_iReentrant;
				}
				continue;
			}

			if ( s.IsKey("MAKEITEM") )
			{
				// test if i can make this item using m_Targ_UID.
				// There should ALWAYS be a valid id here.
				if ( !m_pChar->Skill_MakeItem(static_cast<ITEMID_TYPE>(g_Cfg.ResourceGetIndexType(RES_ITEMDEF, s.GetArgStr())), m_Targ_UID, SKTRIG_SELECT) )
				{
					iShowCount--;
					fSkip = true;
				}
				continue;
			}
		}
	}
	return iShowCount;
}
Esempio n. 16
0
bool CClient::Cmd_Skill_Menu( RESOURCE_ID_BASE rid, int iSelect )
{
	ADDTOCALLSTACK("CClient::Cmd_Skill_Menu");
	// Build the skill menu for the curent active skill.
	// Only list the things we have skill and ingrediants to make.
	//
	// ARGS:
	//	m_Targ_UID = the object used to get us here.
	//  rid = which menu ?
	//	iSelect = -2 = Just a test of the whole menu.,
	//	iSelect = -1 = 1st setup.
	//	iSelect = 0 = cancel
	//	iSelect = x = execute the selection.
	//
	// RETURN: false = fail/cancel the skill.
	//   m_tmMenu.m_Item = the menu entries.

	ASSERT(m_pChar);
	if ( rid.GetResType() != RES_SKILLMENU )
		return false;

	bool fShowMenu = false;
	bool fLimitReached = false;

	if ( iSelect == 0 )		// menu cancelled
		return (Cmd_Skill_Menu_Build(rid, iSelect, NULL, 0, fShowMenu, fLimitReached) > 0);

	CMenuItem item[minimum(COUNTOF(m_tmMenu.m_Item), MAX_MENU_ITEMS)];
	size_t iShowCount = Cmd_Skill_Menu_Build(rid, iSelect, item, COUNTOF(item), fShowMenu, fLimitReached);

	if ( iSelect < -1 )		// just a test
		return iShowCount ? true : false;

	if ( iSelect > 0 )		// seems our resources disappeared.
	{
		if ( iShowCount <= 0 )
			SysMessageDefault(DEFMSG_CANT_MAKE);
		return iShowCount > 0 ? true : false;
	}

	if ( iShowCount <= 0 )
	{
		SysMessageDefault(DEFMSG_CANT_MAKE_RES);
		return false;
	}

	if ( iShowCount == 1 && fShowMenu && !fLimitReached )
	{
		static int sm_iReentrant = 0;
		if ( sm_iReentrant < 12 )
		{
			sm_iReentrant++;

			// If there is just one menu then select it.
			bool fSuccess = Cmd_Skill_Menu(rid, m_tmMenu.m_Item[1]);

			sm_iReentrant--;
			return fSuccess;
		}

		if ( g_Cfg.m_wDebugFlags & DEBUGF_SCRIPTS )
			g_Log.EventDebug("SCRIPT: Too many empty skill menus to continue seeking through menu '%s'\n", g_Cfg.ResourceGetDef(rid)->GetResourceName());
	}
	
	ASSERT(iShowCount < COUNTOF(item));
	addItemMenu(CLIMODE_MENU_SKILL, item, iShowCount);
	return true;
}
Esempio n. 17
0
void CItem::Spawn_GenerateItem( CResourceDef * pDef )
{
	// Count how many items are here already.
	// This could be in a container.

	RESOURCE_ID_BASE rid = pDef->GetResourceID();
	ITEMID_TYPE id = (ITEMID_TYPE) rid.GetResIndex();
	int iDistMax = m_itSpawnItem.m_DistMax;
	int iAmountPile = m_itSpawnItem.m_pile;

	int iCount = 0;
	CItemContainer * pCont = dynamic_cast <CItemContainer *>( GetParent());
	if ( pCont != NULL )
	{
		iCount = pCont->ContentCount( rid );
	}
	else
	{
		// If is equipped this will produce the item where you are standing.
		CPointMap pt = GetTopLevelObj()->GetTopPoint();
		CWorldSearch AreaItems( pt, iDistMax );
		while (true)
		{
			CItem * pItem = AreaItems.GetItem();
			if ( pItem == NULL )
				break;
			if ( pItem->IsType(IT_SPAWN_ITEM))
				continue;
			if ( pItem->IsAttr( ATTR_INVIS ))
				continue;
			if ( pItem->GetID() != id )
				continue;
			// if ( pItem->m_uidLink != GetUID()) continue;
			iCount += pItem->GetAmount();
		}
	}
	if ( iCount >= GetAmount())
		return;

	CItem * pItem = CreateTemplate( id );
	if ( pItem == NULL )
		return;

	pItem->SetAttr( m_Attr & ( ATTR_OWNED | ATTR_MOVE_ALWAYS ));

	if ( iAmountPile > 1 )
	{
		CItemBase * pItemDef = pItem->Item_GetDef();
		ASSERT(pItemDef);
		if ( pItemDef->IsStackableType())
		{
			if ( iAmountPile == 0 || iAmountPile > GetAmount())
				iAmountPile = GetAmount();
			pItem->SetAmount( Calc_GetRandVal(iAmountPile) + 1 );
		}
	}

	// pItem->m_uidLink = GetUID();	// This might be dangerous ?
	pItem->SetDecayTime( g_Cfg.m_iDecay_Item );	// It will decay eventually to be replaced later.
	pItem->MoveNearObj( this, iDistMax );
}
Esempio n. 18
0
CResourceDef * CItem::Spawn_FixDef()
{
	// Get a proper RESOURCE_ID from the id provided.
	// RETURN: true = ok.

	RESOURCE_ID_BASE rid;
	if ( IsType(IT_SPAWN_ITEM))
	{
		rid = m_itSpawnItem.m_ItemID;
	}
	else
	{
		ASSERT( IsType(IT_SPAWN_CHAR) );
		rid = m_itSpawnChar.m_CharID;
	}

	if ( rid.GetResType() != RES_UNKNOWN )
	{
		return STATIC_CAST <CResourceDef *>( g_Cfg.ResourceGetDef(rid));
	}

	// No type info here !?

	if ( IsType(IT_SPAWN_ITEM))
	{
		ITEMID_TYPE id = (ITEMID_TYPE) rid.GetResIndex();
		if ( id < ITEMID_TEMPLATE )
		{
why_not_try_this_item:
			CItemBase * pItemDef = CItemBase::FindItemBase( id );
			if ( pItemDef )
			{
				m_itSpawnItem.m_ItemID = RESOURCE_ID( RES_ITEMDEF, id );
				return( pItemDef );
			}
		}
		else
		{
			// try a template.
			rid = RESOURCE_ID( RES_TEMPLATE, id );
			CResourceDef * pDef = g_Cfg.ResourceGetDef(rid);
			if ( pDef )
			{
				m_itSpawnItem.m_ItemID = rid;
				return( STATIC_CAST <CResourceDef *>( pDef ));
			}
			goto why_not_try_this_item;
		}
	}
	else
	{
		CREID_TYPE id = (CREID_TYPE) rid.GetResIndex();
		if ( id < SPAWNTYPE_START )
		{
why_not_try_this_char:
			CCharBase * pCharDef = CCharBase::FindCharBase( id );
			if ( pCharDef )
			{
				m_itSpawnChar.m_CharID = RESOURCE_ID( RES_CHARDEF, id );
				return( pCharDef );
			}
		}
		else
		{
			// try a spawn group.
			rid = RESOURCE_ID( RES_SPAWN, id );
			CResourceDef * pDef = g_Cfg.ResourceGetDef(rid);
			if ( pDef )
			{
				m_itSpawnChar.m_CharID = rid;
				return( STATIC_CAST <CResourceDef *>( pDef ));
			}
			goto why_not_try_this_char;
		}
	}

	return( NULL );
}
Esempio n. 19
0
bool CChar::Use_Train_ArcheryButte( CItem * pButte, bool fSetup )
{
	ADDTOCALLSTACK("CChar::Use_Train_ArcheryButte");
	// IT_ARCHERY_BUTTE
	ASSERT(pButte);

	ITEMID_TYPE AmmoID;
	if ( GetDist(pButte) < 2 )		// if we are standing right next to the butte, retrieve the arrows/bolts
	{
		if ( pButte->m_itArcheryButte.m_AmmoCount == 0 )
		{
			SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_EMPTY);
			return true;
		}

		AmmoID = pButte->m_itArcheryButte.m_AmmoType;
		CItemBase *pAmmoDef = CItemBase::FindItemBase(AmmoID);
		if ( pAmmoDef )
		{
			TCHAR *pszMsg = Str_GetTemp();
			sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_REM), pAmmoDef->GetName(), (pButte->m_itArcheryButte.m_AmmoCount == 1) ? "" : g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_REMS));
			Emote(pszMsg);

			CItem *pRemovedAmmo = CItem::CreateBase(AmmoID);
			ASSERT(pRemovedAmmo);
			pRemovedAmmo->SetAmount(pButte->m_itArcheryButte.m_AmmoCount);
			ItemBounce(pRemovedAmmo);
		}

		// Clear the target
		pButte->m_itArcheryButte.m_AmmoType = ITEMID_NOTHING;
		pButte->m_itArcheryButte.m_AmmoCount = 0;
		return true;
	}

	SKILL_TYPE skill = Fight_GetWeaponSkill();
	if ( !g_Cfg.IsSkillFlag(skill, SKF_RANGED) )
	{
		SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_WS);
		return true;
	}
	if ( Skill_GetBase(skill) > g_Cfg.m_iSkillPracticeMax )
	{
		SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_SKILL);
		return true;
	}

	// Make sure we have some ammo
	CItem *pWeapon = m_uidWeapon.ItemFind();
	ASSERT(pWeapon);
	const CItemBase *pWeaponDef = pWeapon->Item_GetDef();

	// Determine ammo type
	CVarDefCont *pVarAmmoType = pWeapon->GetDefKey("AMMOTYPE", true);
	RESOURCE_ID_BASE rid;
	LPCTSTR t_Str;

	if ( pVarAmmoType )
	{
		t_Str = pVarAmmoType->GetValStr();
		rid = static_cast<RESOURCE_ID_BASE>(g_Cfg.ResourceGetID(RES_ITEMDEF, t_Str));
	}
	else
	{
		rid = pWeaponDef->m_ttWeaponBow.m_idAmmo;
	}
	AmmoID = static_cast<ITEMID_TYPE>(rid.GetResIndex());

	// If there is a different ammo type on the butte currently, tell us to remove the current type first
	if ( (pButte->m_itArcheryButte.m_AmmoType != ITEMID_NOTHING) && (pButte->m_itArcheryButte.m_AmmoType != AmmoID) )
	{
		SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_X);
		return true;
	}

	// We need to be correctly aligned with the target before we can use it
	// For the south facing butte, we need to have the same X value and a Y > 2
	// For the east facing butte, we need to have the same Y value and an X > 2
	if ( !pButte->IsTopLevel() )
	{
	badalign:
		SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_P);
		return true;
	}

	int targDistX = GetTopPoint().m_x - pButte->GetTopPoint().m_x;
	int targDistY = GetTopPoint().m_y - pButte->GetTopPoint().m_y;

	if ( (pButte->GetID() == ITEMID_ARCHERYBUTTE_S) || (pButte->GetID() == ITEMID_MONGBATTARGET_S) )
	{
		if ( !(targDistX == 0 && targDistY > 2) )
			goto badalign;
	}
	else
	{
		if ( !(targDistY == 0 && targDistX > 2) )
			goto badalign;
	}

	if ( !CanSeeLOS(pButte, LOS_NB_WINDOWS) )	//we should be able to shoot through a window
	{
		SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_BLOCK);
		return true;
	}

	if ( fSetup )
	{
		if ( Skill_GetActive() == NPCACT_TRAINING )
			return true;
		UpdateAnimate(ANIM_ATTACK_WEAPON);
		m_Act_TargPrv = m_uidWeapon;
		m_Act_Targ = pButte->GetUID();
		Skill_Start(NPCACT_TRAINING);
		return true;
	}

	CVarDefCont *pCont = pWeapon->GetDefKey("AMMOCONT",true);

	if ( m_pPlayer && AmmoID )
	{
		int iFound = 1;
		if ( pCont )
		{
			//check for UID
			CGrayUID uidCont = static_cast<DWORD>(pCont->GetValNum());
			CItemContainer *pNewCont = dynamic_cast<CItemContainer*>(uidCont.ItemFind());
			if ( !pNewCont )	//if no UID, check for ITEMID_TYPE
			{
				t_Str = pCont->GetValStr();
				RESOURCE_ID_BASE rContid = static_cast<RESOURCE_ID_BASE>(g_Cfg.ResourceGetID(RES_ITEMDEF, t_Str));
				ITEMID_TYPE ContID = static_cast<ITEMID_TYPE>(rContid.GetResIndex());
				if ( ContID )
					pNewCont = dynamic_cast<CItemContainer*>(ContentFind(rContid));
			}

			if ( pNewCont )
				iFound = pNewCont->ContentConsume(RESOURCE_ID(RES_ITEMDEF, AmmoID));
			else
				iFound = ContentConsume(RESOURCE_ID(RES_ITEMDEF, AmmoID));
		}
		else
			iFound = ContentConsume(RESOURCE_ID(RES_ITEMDEF, AmmoID));
		if ( iFound )
		{
			SysMessageDefault(DEFMSG_ITEMUSE_ARCHB_NOAMMO);
			return(true);
		}
	}

	// OK...go ahead and fire at the target
	// Check the skill
	bool fSuccess = Skill_UseQuick(skill, Calc_GetRandLLVal(40));

	// determine animation parameters
	CVarDefCont *pVarAnim = pWeapon->GetDefKey("AMMOANIM", true);
	CVarDefCont *pVarAnimColor = pWeapon->GetDefKey("AMMOANIMHUE", true);
	CVarDefCont *pVarAnimRender = pWeapon->GetDefKey("AMMOANIMRENDER", true);
	ITEMID_TYPE AmmoAnim;
	DWORD AmmoHue;
	DWORD AmmoRender;

	if ( pVarAnim )
	{
		t_Str = pVarAnim->GetValStr();
		rid = static_cast<RESOURCE_ID_BASE>(g_Cfg.ResourceGetID(RES_ITEMDEF, t_Str));
		AmmoAnim = static_cast<ITEMID_TYPE>(rid.GetResIndex());
	}
	else
		AmmoAnim = static_cast<ITEMID_TYPE>(pWeaponDef->m_ttWeaponBow.m_idAmmoX.GetResIndex());

	AmmoHue = pVarAnimColor ? static_cast<DWORD>(pVarAnimColor->GetValNum()) : 0;
	AmmoRender = pVarAnimRender ? static_cast<DWORD>(pVarAnimRender->GetValNum()) : 0;
	
	pButte->Effect(EFFECT_BOLT, AmmoAnim, this, 16, 0, false, AmmoHue, AmmoRender);
	pButte->Sound(0x224);

	// Did we destroy the ammo?
	const CItemBase *pAmmoDef = NULL;
	if ( AmmoID )
		pAmmoDef = CItemBase::FindItemBase(AmmoID);

	if ( !fSuccess )
	{
		// Small chance of destroying the ammo
		if ( pAmmoDef && !Calc_GetRandVal(10) )
		{
			TCHAR *pszMsg = Str_GetTemp();
			sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_DEST), pAmmoDef->GetName());
			Emote(pszMsg, NULL, true);
			return true;
		}

		static LPCTSTR const sm_Txt_ArcheryButte_Failure[] =
		{
			g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_MISS_1),
			g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_MISS_2),
			g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_MISS_3),
			g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_MISS_4)
		};
		Emote(sm_Txt_ArcheryButte_Failure[Calc_GetRandVal(COUNTOF(sm_Txt_ArcheryButte_Failure))]);
	}
	else
	{
		// Very small chance of destroying another arrow
		if ( pAmmoDef && !Calc_GetRandVal(50) && pButte->m_itArcheryButte.m_AmmoCount )
		{
			TCHAR *pszMsg = Str_GetTemp();
			sprintf(pszMsg, g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_SPLIT), pAmmoDef->GetName());
			Emote(pszMsg, NULL, true);
			return true;
		}

		static LPCTSTR const sm_Txt_ArcheryButte_Success[] =
		{
			g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_HIT_1),
			g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_HIT_2),
			g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_HIT_3),
			g_Cfg.GetDefaultMsg(DEFMSG_ITEMUSE_ARCHB_HIT_4)
		};
		Emote(sm_Txt_ArcheryButte_Success[Calc_GetRandVal(COUNTOF(sm_Txt_ArcheryButte_Success))]);
	}

	// Update the target
	if ( AmmoID )
	{
		pButte->m_itArcheryButte.m_AmmoType = AmmoID;
		pButte->m_itArcheryButte.m_AmmoCount++;
	}
	return true;
}
Esempio n. 20
0
void CItemSpawn::GenerateChar(CResourceDef * pDef)
{
	ADDTOCALLSTACK("CitemSpawn:GenerateChar");
	if ( !IsTopLevel() || ( m_itSpawnChar.m_current >= GetAmount() ) || ( GetTopSector()->GetCharComplexity() > g_Cfg.m_iMaxCharComplexity ))
		return;

	int iDistMax = m_itSpawnChar.m_DistMax;
	RESOURCE_ID_BASE rid = pDef->GetResourceID();
	if ( rid.GetResType() == RES_SPAWN )
	{
		const CRandGroupDef * pSpawnGroup = STATIC_CAST <const CRandGroupDef *>(pDef);
		ASSERT(pSpawnGroup);
		size_t i = pSpawnGroup->GetRandMemberIndex();
		if ( i != pSpawnGroup->BadMemberIndex() )
		{
			rid = pSpawnGroup->GetMemberID(i);
		}
	}

	if (( rid.GetResType() != RES_CHARDEF ) && ( rid.GetResType() != RES_UNKNOWN ))
		return;

	CREID_TYPE id = static_cast<CREID_TYPE>(rid.GetResIndex());

	bool isBadPlaceToSpawn = false;
	CChar * pChar = CChar::CreateBasic(id);
	if( pChar == NULL )
	{
		return;
	}

	pChar->NPC_LoadScript(true);
	AddObj(pChar->GetUID());
	pChar->m_uidSpawnItem = GetUID();		// SpawnItem for this char
	pChar->StatFlag_Set( STATF_Spawned );
	pChar->MoveTo(GetTopPoint());
	pChar->NPC_CreateTrigger(); //Removed from NPC_LoadScript() and triggered after char placement

	if( pChar->GetRegion() == NULL )
	{
		isBadPlaceToSpawn = true;
	}
	else if( pChar->GetRegion()->IsGuarded() && pChar->Noto_IsEvil() )
	{
		isBadPlaceToSpawn = true;
	}

	// Deny definitely known a bad place to spawn (like red NPCs in guarded areas)
	// Usually caused by wide range near the edge of the towns
	if( isBadPlaceToSpawn )
	{
		pChar->Delete();
		//m_itSpawnChar.m_current--;
		return;
	}

	ASSERT(pChar->m_pNPC);
	if ( iDistMax )
	{
		pChar->m_ptHome = GetTopPoint();
		pChar->m_pNPC->m_Home_Dist_Wander = static_cast<WORD>(iDistMax);
	}
	pChar->Update();

}