// called when a monster die [give exp/give extra drop] bool CMonster::OnDie( ) { CMap* map = GServer->MapList.Index[Position->Map]; if(map->ghost!=0) { if((map->IsNight( ) || map->ghost==2) && !IsGhost( ) && !IsGhostSeed( ) && !IsSummon( )) { UINT gs = GServer->RandNumber( 0, 100 ); if(gs<30) // 30% / 70% { // spawn a ghost seed [for now will be 701 [level 1 ghost seed] ] map->AddMonster( 701, Position->current, 0, NULL, NULL, Position->respawn, true ); } } } //LMA begin //CF mode 1 //20070621-211100 UINT special_exp=0; UINT special_lvl=0; if (map->is_cf==1) { //what monster is dead? if(this->montype==map->id_def_mon) { //oh my god, they killed a j&b !! (or the monster with exp) special_exp=(UINT) map->mon_lvl; special_lvl= (UINT) map->mon_exp; } else { if (this->montype!=map->id_temp_mon) { UINT gs = GServer->RandNumber( 0, 100 ); if(gs<map->percent) { //we use the temporary monster as a decoy. fPoint position_cf = GServer->RandInCircle( Position->current, 50 ); CMonster* monster2 = map->AddMonster( map->id_temp_mon, position_cf, 0, NULL, NULL, 0, true ); } } } } GServer->GiveExp( this , special_lvl, special_exp ); //LMA End return true; }
bool CWorldServer::DoSkillScript( CCharacter* character, CSkills* thisskill ) { try { if(thisskill==0) return false; if(thisskill->script==0) return false; if(thisskill->svalue1==0) return false; fPoint position = RandInCircle( character->Position->current, 5 ); CMap* map = MapList.Index[character->Position->Map]; map->AddMonster( thisskill->svalue1, position, character->clientid ); return true; } catch (...) { Log(MSG_WARNING, "Error in CWorldServer::DoSkillScript( CCharacter* character, CSkills* thisskill )(serverFunctions.cpp)" ); return false; } }
// Map Process PVOID MapProcess( PVOID TS ) { bool ok_cont=false; UINT loopcount=0; clock_t time_skill=0; bool only_npc=false; //LMA: AIP is done by NPC even when no player in map. bool only_summon=false; //LMA: test for summons when no one's around (sad is a summon's life ^_^). UINT nb_summons_map=0; //LMA: test for summons when no one's around (sad is a summon's life ^_^). //LMA: temp monster used for NPCs. fPoint tempPos; tempPos.x=0; tempPos.y=0; tempPos.z=0; CMonster* NPCmonster = new (nothrow) CMonster( tempPos, 0, 0, 0, 0 ); while(GServer->ServerOnline) { loopcount++; //geobot: refresh only every 100 cycles if (loopcount < 100) { continue; } loopcount = 0; pthread_mutex_lock( &GServer->PlayerMutex ); pthread_mutex_lock( &GServer->MapMutex ); for(UINT i=0;i<GServer->MapList.Map.size();i++) { CMap* map = GServer->MapList.Map.at(i); //LMA: test for Union. only_npc=false; only_summon=false; //LMA: test for summons when no one's around (sad is a summon's life ^_^). nb_summons_map=0; if( map->PlayerList.size()<1 ) { only_npc = true; //LMA: AIP is done by NPC even when no player in map. //LMA: doing summons too if there are any in map. if(map->nb_summons > 0) { only_summon = true; } //continue; } if (!only_npc||only_summon) { // Player update //------------------------ for(UINT j=0;j<map->PlayerList.size();j++) { CPlayer* player = map->PlayerList.at(j); //check for delayed trigger if(player->TriggerDelay != 0 ) //only one problem. If the player logs out before the delayed action trigger is executed than it never will be. Oh Dear! The missing children will really be missing. lol. It's fine though because they never truly despawn. they just disappear from the player's visibility list. { clock_t etime = clock() - player->DelayStartTime; if( etime >= player->TriggerDelay ) { player->ExecuteQuestTrigger(player->TriggerHash,true); player->TriggerDelay = 0; //reset delays and stuff player->TriggerHash = 0; } } if(!player->Session->inGame) continue; if(player->IsDead( )) { player->lastRegenTime = 0; player->lastShowTime = 0; continue; } player->RefreshHPMP(); //LMA HP / MP Jumping if(player->UpdateValues( )) //Does nothing except for rides... equals to true if player isn't on the back seat player->UpdatePosition(false); if(player->IsOnBattle( )) player->DoAttack( ); player->RefreshBuff( ); player->PlayerHeal( ); player->Regeneration( ); player->CheckPlayerLevelUP( ); player->CheckDoubleEquip(); //LMA: Core fix for double weapon and shield player->CheckZulies( ); //Fuel handling. if (player->Status->Stance == DRIVING && (player->last_fuel>0) && (clock()-player->last_fuel > 60000)) { //We kill some fuel every now and then :) player->TakeFuel(); player->last_fuel=clock(); } //LMA: mileage coupon checks. time_t etime=time(NULL); if(player->no_exp&&(etime>=player->timer_no_exp)) { BEGINPACKET( pak, 0x702 ); ADDSTRING( pak, "[Mileage] Null Xp vanished."); ADDBYTE( pak, 0 ); player->client->SendPacket(&pak); player->timer_no_exp=0; player->no_exp=false; } if(player->bonusxp>1&&(etime>=player->timerxp)) { BEGINPACKET( pak, 0x702 ); ADDSTRING( pak, "[Mileage] Bonus Xp vanished."); ADDBYTE( pak, 0 ); player->client->SendPacket(&pak); player->bonusxp=1; player->timerxp=0; player->wait_validation=0; } if(player->bonusddrop>1&&(etime>=player->timerddrop)) { BEGINPACKET( pak, 0x702 ); ADDSTRING( pak, "[Mileage] Medal of Fortune vanished."); ADDBYTE( pak, 0 ); player->client->SendPacket(&pak); player->bonusddrop=1; player->timerddrop=0; player->wait_validation_ddrop=0; } if(player->bonusstatdrop>1&&(etime>=player->timerstatdrop)) { BEGINPACKET( pak, 0x702 ); ADDSTRING( pak, "[Mileage] Medal of Excellence vanished."); ADDBYTE( pak, 0 ); player->client->SendPacket(&pak); player->bonusstatdrop=1; player->timerstatdrop=0; player->wait_validation_statdrop=0; } if(player->bonusgraydrop>0&&(etime>=player->timergraydrop)) { BEGINPACKET( pak, 0x702 ); ADDSTRING( pak, "[Mileage] Medal of Retrieval vanished."); ADDBYTE( pak, 0 ); player->client->SendPacket(&pak); player->bonusgraydrop=0; player->timergraydrop=0; player->wait_validation_graydrop=0; } if(player->Shop->ShopType>0&&(etime>=player->Shop->mil_shop_time)) { BEGINPACKET( pak, 0x702 ); ADDSTRING( pak, "[Mileage] Mileage shop expired !"); ADDBYTE( pak, 0 ); player->client->SendPacket(&pak); player->Shop->ShopType=0; player->Shop->mil_shop_time=0; } if(player->Shop->ShopType>0&&(etime>=player->Shop->mil_shop_time)) { BEGINPACKET( pak, 0x702 ); ADDSTRING( pak, "[Mileage] Mileage shop expired !"); ADDBYTE( pak, 0 ); player->client->SendPacket(&pak); player->Shop->ShopType=0; player->Shop->mil_shop_time=0; } } // Monster update //------------------------ pthread_mutex_lock( &map->MonsterMutex ); //spawn TD monsters unsigned nextmon = map->TDMobList[map->TDNextSpawn]; if(nextmon != 0) { //Log(MSG_DEBUG,"Spawning TD mobs"); clock_t etime = clock() - map->lastTDSpawnTime; if(etime >= map->TDMobDelay) // check if elapsed time is greater than spawn delay { //spawn the next monster on the list //Log(MSG_DEBUG,"Spawning TD mob of type %i at position %i in the list for map %i",nextmon, map->TDNextSpawn, map->id); map->AddMonster(nextmon, GServer->WPList[map->id][1].pos, 0, 0, 0, 1, 0, 999 ); //spawn a TD mob with no AI //Log(MSG_DEBUG,"Spawned mob in addmonster"); map->TDMobList[map->TDNextSpawn] = 0; //clear the spawn //Log(MSG_DEBUG,"cleared the spawn"); map->TDNextSpawn++; //move the pointer //Log(MSG_DEBUG,"moved the pointer"); if(map->TDNextSpawn > 100)map->TDNextSpawn = 0; map->lastTDSpawnTime = clock(); } } //TD spawn end for(UINT j=0;j<map->MonsterList.size();j++) { CMonster* monster = map->MonsterList.at(j); //UINT thistimer = monster->AItimer; clock_t etime = clock() - monster->lastAiUpdate; //LMA: only summon ? if (only_summon&&!monster->IsSummon()) { continue; } else if(only_summon) { nb_summons_map++; } if(monster->hitcount == 0xFF)//this is a delay for new monster spawns this might olso fix invisible monsters(if they attack directly on spawning the client dosn't get the attack packet(its not in it's visible list yet)) { monster->hitcount = 0; //monster->DoAi(monster->thisnpc->AI, 0); monster->DoAi(monster->MonAI, 0); //AI on spawn monster->lastAiUpdate=clock(); } //PY handling day only or night only monsters. if(!map->IsNight( ) && monster->Status->nightonly)// if day, delete all night time monsters { //Log( MSG_INFO, "Night Only monster deleted. Type %i", monster->montype); map->DeleteMonster( monster, true, j ); continue; } if(map->IsNight() && monster->Status->dayonly) { //Log( MSG_INFO, "Day Only monster deleted. Type %i", monster->montype); map->DeleteMonster( monster, true, j ); continue; } //Do TD stuff if(monster->MonAI == 999 && etime >= monster->AITimer) //It's a TD mob { monster->UpdatePosition(monster->stay_still ); float distance = GServer->distance( monster->Position->current, monster->Position->destiny ); //Log( MSG_INFO, "Found a TD monster %f from target. Waypoint type = %i stance %i speed %i", distance,GServer->WPList[map->id][monster->NextWayPoint].WPType,monster->Stats->stance, monster->Stats->Move_Speed); //Log( MSG_INFO, "monster location X: %f Y: %f",monster->Position->current.x, monster->Position->current.y); //Log( MSG_INFO, "WP location X: %f Y: %f ", GServer->WPList[map->id][monster->NextWayPoint].pos.x,GServer->WPList[map->id][monster->NextWayPoint].pos.y); if(distance < 1) //monster has reached it's destination { switch(GServer->WPList[map->id][monster->NextWayPoint].WPType) { case 1: //Start waypoint case 2: //regular waypoint. Increment waypoint counter. Set detiny to next waypoint { //Log( MSG_INFO, "Monster reached waypoint %i type: %i", monster->NextWayPoint,GServer->WPList[map->id][monster->NextWayPoint].WPType); monster->NextWayPoint++; monster->Position->destiny.x = GServer->WPList[map->id][monster->NextWayPoint].pos.x; monster->Position->destiny.y = GServer->WPList[map->id][monster->NextWayPoint].pos.y; BEGINPACKET( pak, 0x797 ); ADDWORD ( pak, monster->clientid ); ADDWORD ( pak, 0x0000 ); ADDWORD ( pak, monster->Stats->Move_Speed ); //speed ADDFLOAT ( pak, monster->Position->destiny.x * 100 ); ADDFLOAT ( pak, monster->Position->destiny.y * 100 ); ADDWORD ( pak, 0xcdcd ); ADDBYTE ( pak, monster->Stats->stance ); //should be walking GServer->SendToVisible(&pak, monster); } break; case 3: //Final waypoint. do stuff. suicide { //Log( MSG_INFO, "Reached final waypoint"); //monster->Stats->HP = 0; map->DeleteMonster( monster, true, j ); //Log( MSG_INFO, "monster successfully deleted"); continue; } break; default: Log( MSG_INFO, "WPType %i not recognized",GServer->WPList[map->id][monster->NextWayPoint].WPType); break; } } else { //send move packet again to try to synchronise the monster movement BEGINPACKET( pak, 0x797 ); ADDWORD ( pak, monster->clientid ); ADDWORD ( pak, 0x0000 ); ADDWORD ( pak, monster->Stats->Move_Speed ); //speed ADDFLOAT ( pak, monster->Position->destiny.x * 100 ); ADDFLOAT ( pak, monster->Position->destiny.y * 100 ); ADDWORD ( pak, 0xcdcd ); ADDBYTE ( pak, monster->Stats->stance ); //should be walking GServer->SendToVisible(&pak, monster); } monster->lastAiUpdate = clock(); } //End TD stuff //if(!monster->PlayerInRange( )) continue; if(!monster->UpdateValues( )) continue; monster->UpdatePosition( true ); if(monster->IsOnBattle( )) { monster->DoAttack( ); // why was this commented? Monsters were not attacking //monster->DoAi(monster->thisnpc->AI, 2); //don't use thisnpc->AI any more. if(etime >= monster->AITimer) { monster->DoAi(monster->MonAI, 2); monster->lastAiUpdate = clock(); } //Log(MSG_INFO,"Monster type: %i current HP: %i",monster->montype, monster->Stats->HP); } else { //monster->DoAi(monster->thisnpc->AI, 1); if(etime >= monster->AITimer) { monster->DoAi(monster->MonAI, 1); monster->lastAiUpdate = clock(); } } monster->RefreshBuff( ); if (monster->IsSummon()) { monster->SummonUpdate(monster,map, j); continue; } if(monster->IsDead()) { if(clock() - monster->DeathDelayTimer > GServer->Config.DeathDelay) { //Log(MSG_DEBUG,"Found dead monster montype %i",monster->montype); monster->OnDie( ); //all this does is give exp //Log(MSG_DEBUG,"back from giving exp"); monster->DoAi(monster->MonAI, 5); //Log(MSG_DEBUG,"ran AI"); map->DeleteMonster( monster, true, j ); //Log(MSG_DEBUG,"deleted monster"); continue; } else { //Log(MSG_DEBUG,"Dead monster found. waiting for death delay timer"); } } } //LMA: was there any summons in this map? if(only_summon&&nb_summons_map==0) { map->nb_summons=0; } } if(only_npc&&!only_summon) { pthread_mutex_lock( &map->MonsterMutex ); } //LMA: AIP for NPC. for(UINT j=0;j<map->NPCList.size();j++) { CNPC* npc = map->NPCList.at(j); //LMA: We don't worry about IFO Objects... if(npc->npctype>10000) { continue; } if(npc->thisnpc->AI != 0 && npc->thisnpc->AI != 30) { //check every minute. Conditions seem to be based on 6 minute segments //LMA: untrue for some NPCs, special case for UW... //PY: NO we don't check every minute. We check whatever interval the AIP file asks for bool is_time_ok=false; // int delay=60000; //each AIP 60 seconds. //LMA: AIP Timer. //delay = npc->thisnpc->AiTimer; if(npc->thisnpc->AiTimer == 0) { //npc->thisnpc->AiTimer = 60000; //Log(MSG_WARNING,"NPC %i hadn't timer, file AI=%i",npc->npctype,npc->thisnpc->AI); //PY: If the NPC doesn't have a timer then let's give it one CAip* script = NULL; for(unsigned k=0; k < GServer->AipList.size(); k++) { if (GServer->AipList.at(k)->AInumber == npc->thisnpc->AI) { script = GServer->AipList.at(k); break; } } if(script == NULL) { Log( MSG_WARNING, "Invalid AI script for AI %i Setting AI to 30 (blank)", npc->thisnpc->AI ); npc->thisnpc->AI = 30; continue; } //Set the timer npc->thisnpc->AiTimer = script->minTime; } //PY: Any npc reaching this point has a valid timer. It has either been set or removed //PY MORE Bloody lmame special cases //If he had just set the frickin timer correctly like i did above, all this crap would be un-necessary //Leum, for Union War (no need to do his stuff always). //PY: NO this is BS //if(npc->npctype==1113&&GServer->ObjVar[1113][1]>0) //{ //LogDebug("Doing an update for Leum each 10 seconds since UW is on"); // delay=10000; //} //PY: What the hell is this shit? commenting it out //Walls for map 66 (no need to do his stuff always) //if(npc->npctype>=1024&&npc->npctype<=1027&&GServer->ObjVar[1249][2]>0&&GServer->ObjVar[1249][2]<=90) //{ //LogDebug("Doing an update for Wall %i each second quest from Hope is on",npc->npctype); // delay=1000; //} //PY: Seriously?? //Hope map 66 (no need to do his stuff always) //if(npc->npctype==1249&&GServer->ObjVar[1249][2]>0&&GServer->ObjVar[1249][2]<=90) //{ //LogDebug("Doing an update for Hope each 10 seconds quest from Hope is on",npc->npctype); // delay=10000; //} //PY and more special cases........ //Williams //if(npc->npctype==1075) //{ //Each 5 minutes // delay=300000; //} //LMA END //if(60000<(UINT)GServer->round((clock( ) - npc->lastAiUpdate))) //if(is_time_ok) //if(delay<(UINT)GServer->round((clock( ) - npc->lastAiUpdate))) //PY NOPE!! How about we do it right UINT thistimer = npc->thisnpc->AiTimer * 1000; //this is always set in seconds in AIP if(thistimer<(UINT)GServer->round((clock( ) - npc->lastAiUpdate))) //check AIP conditions when the timer calls for it { CNPCData* thisnpc = GServer->GetNPCDataByID( npc->npctype ); if(thisnpc == NULL) { Log( MSG_WARNING, "Invalid montype %i", npc->npctype ); continue; } //LMA: before this temp monster was created and deleted every time, now we only do it once... //new code, we overwrite the temp monster each time rather than creating / deleting him each time. NPCmonster->Position->source = npc->pos; NPCmonster->Position->current = npc->pos; NPCmonster->Position->destiny = npc->pos; NPCmonster->montype=npc->npctype; NPCmonster->Position->Map=map->id; NPCmonster->Position->lastMoveTime = clock( ); NPCmonster->SpawnTime = clock( ); NPCmonster->lastSighCheck = clock( ); NPCmonster->lastLifeUpdate = time(NULL); //old code: //CMonster* NPCmonster = new (nothrow) CMonster( npc->pos, npc->npctype, map->id, 0, 0 ); NPCmonster->aip_npctype=npc->npctype; NPCmonster->aip_clientid=npc->clientid; NPCmonster->thisnpc = thisnpc; int lma_previous_eventID = npc->thisnpc->eventid; //Log(MSG_INFO,"XCIDAIBEGIN NPC %i map %i cid %i",npc->npctype,map->id,npc->clientid); NPCmonster->DoAi(NPCmonster->MonAI, 1); //Log(MSG_INFO,"XCIDAIEND NPC %i map %i cid %i",npc->npctype,map->id,npc->clientid); //PY: AAAAAAAAAGGGGGGGGGGHHHHHHHHHH. NO! just NO!!. Stop with the bloody special cases. Fix the damn core code already!!!!!!! //Williams (temple of Oblivion) /*if(npc->npctype == 1075) { //each 5 minutes //saving values for him if(GServer->LastTempleAccess[0]!=GServer->ObjVar[npc->npctype][0]||GServer->LastTempleAccess[1]!=GServer->ObjVar[npc->npctype][1]) { GServer->DB->QExecute("UPDATE list_npcs SET eventid=%i, extra_param=%i WHERE type=1075",GServer->ObjVar[1075][0],GServer->ObjVar[1075][1]); /*Log(MSG_WARNING,"Doing an update for Williams each 5 minutes, values changed (%i->%i, %i->%i)", GServer->LastTempleAccess[0],GServer->ObjVar[npc->npctype][0], GServer->LastTempleAccess[1],GServer->ObjVar[npc->npctype][1]); }*/ /*else { Log(MSG_WARNING,"Doing an update for Williams each 5 minutes."); }*/ /* GServer->LastTempleAccess[0]=GServer->ObjVar[npc->npctype][0]; GServer->LastTempleAccess[1]=GServer->ObjVar[npc->npctype][1]; }*/ //PY: I have absolutely no idea what this bit does. I suspuct it's also a load of bollux but I'm leaving it in for now //ToDo Figure this out and tidy it up //LMA: check if eventID changed, if we do it in AIP conditions / actions, it just fails... if (lma_previous_eventID!=NPCmonster->thisnpc->eventid) { //Log(MSG_WARNING,"(1)Event ID not the same NPC %i from %i to %i in map %i, npc->thisnpc->eventid=%i !",npc->npctype,lma_previous_eventID,NPCmonster->thisnpc->eventid,map->id,npc->thisnpc->eventid); LogDebugPriority(3); LogDebug("(1)Event ID not the same NPC %i from %i to %i in map %i, npc->thisnpc->eventid=%i !",npc->npctype,lma_previous_eventID,NPCmonster->thisnpc->eventid,map->id,npc->thisnpc->eventid); LogDebugPriority(4); npc->thisnpc->eventid=NPCmonster->thisnpc->eventid; npc->event=npc->thisnpc->eventid; //LMA: We have to change the event ID here since we didn't send the clientID :( BEGINPACKET( pak, 0x790 ); ADDWORD ( pak, npc->clientid ); ADDWORD ( pak, npc->thisnpc->eventid ); GServer->SendToAllInMap(&pak,map->id); } //LMA: We don't clear anymore, too much hassle :( //We declare the temporary monster just once... /*GServer->ClearClientID(NPCmonster->clientid); delete NPCmonster;*/ npc->lastAiUpdate = clock(); } } //LMA: Sometimes another NPC does the job for you. if(npc->thisnpc->eventid!=GServer->ObjVar[npc->npctype][0]) { int new_event_id=GServer->ObjVar[npc->npctype][0]; LogDebugPriority(3); //Log(MSG_WARNING,"(2)Event ID not the same NPC %i from %i to %i in map %i, npc->thisnpc->eventid=%i !",npc->npctype,npc->thisnpc->eventid,new_event_id,map->id,npc->thisnpc->eventid); LogDebug("(2)Event ID not the same NPC %i from %i to %i in map %i, npc->thisnpc->eventid=%i !",npc->npctype,npc->thisnpc->eventid,new_event_id,map->id,npc->thisnpc->eventid); LogDebugPriority(4); npc->thisnpc->eventid=new_event_id; npc->event=new_event_id; //LMA: We have to change the event ID here since we didn't send the clientID :( BEGINPACKET( pak, 0x790 ); ADDWORD ( pak, npc->clientid ); ADDWORD ( pak, npc->thisnpc->eventid ); GServer->SendToAllInMap(&pak,map->id); } } pthread_mutex_unlock( &map->MonsterMutex ); } pthread_mutex_unlock( &GServer->MapMutex ); pthread_mutex_unlock( &GServer->PlayerMutex ); #ifdef _WIN32 Sleep(GServer->Config.MapDelay); #else usleep(GServer->Config.MapDelay); #endif } pthread_exit( NULL ); //LMA: we delete the temporary monster. GServer->ClearClientID(NPCmonster->clientid); delete NPCmonster; return 0; }
bool CWorldServer::DoSkillScript( CCharacter* character, CSkills* thisskill ) { if(thisskill==0) return false; if(thisskill->script==0) return false; switch(thisskill->script) { case 1: { if(thisskill->svalue1==0) return false; //fPoint position = RandInCircle( character->Position->current, 5 ); fPoint position = RandInCircle( character->Position->current, 0 ); CMap* map = MapList.Index[character->Position->Map]; CMonster* thismonster=map->AddMonster( thisskill->svalue1, position, character->clientid ); if (thismonster!=NULL) { thismonster->skillid=thisskill->id; if (!thismonster->IsBonfire()) break; //LMA: Special for bonfire (and others) cases. switch (thisskill->value1[0]) { case 3: { thismonster->bonushp=1; thismonster->bonusmp=1; } break; case 2: { thismonster->bonushp=1; } break; case 1: { thismonster->bonusmp=1; } break; default: { //NA } break; } if (thismonster->bonushp==0&&thismonster->bonusmp==0) break; thismonster->minvalue=thisskill->value1[1]; thismonster->maxvalue=thisskill->value1[2]; thismonster->range=thisskill->range; } } break; } return true; }