예제 #1
0
WEATHER_TYPE CSector::GetWeatherCalc() const
{
	ADDTOCALLSTACK("CSector::GetWeatherCalc");

	// There is no weather in dungeons (or when the Sphere.ini setting prevents weather)
	if ( IsInDungeon() || g_Cfg.m_fNoWeather )
		return( WEATHER_DRY );

	// Rain chance also controls the chance of snow. If it isn't possible to rain then it cannot snow either
	int iPercentRoll = Calc_GetRandVal( 100 );
	if ( iPercentRoll < GetRainChance() )
	{
		// It is precipitating... but is it rain or snow?
		if ( GetColdChance() && Calc_GetRandVal(100) <= GetColdChance()) // Should it actually snow here?
			return WEATHER_SNOW;
		return WEATHER_RAIN;
	}
	// It is not precipitating, but is it cloudy or dry?
	if ( ( iPercentRoll / 2) < GetRainChance() )
		return WEATHER_CLOUDY;
	return( WEATHER_DRY );
}
예제 #2
0
void CSector::r_Write()
{
	ADDTOCALLSTACK_INTENSIVE("CSector::r_Write");
	if ( m_fSaveParity == g_World.m_fSaveParity )
		return; // already saved.
	CPointMap pt = GetBasePoint();

	m_fSaveParity = g_World.m_fSaveParity;
	bool bHeaderCreated = false;

	if ( m_dwFlags > 0)
	{
		g_World.m_FileWorld.WriteSection("SECTOR %d,%d,0,%d", pt.m_x, pt.m_y, pt.m_map );
		g_World.m_FileWorld.WriteKeyHex("FLAGS", m_dwFlags);
		bHeaderCreated = true;
	}

	if (g_Cfg.m_bAllowLightOverride && IsLightOverriden())
	{
		if ( bHeaderCreated == false )
		{
			g_World.m_FileWorld.WriteSection("SECTOR %d,%d,0,%d", pt.m_x, pt.m_y, pt.m_map);
			bHeaderCreated = true;
		}

		g_World.m_FileWorld.WriteKeyVal("LIGHT", GetLight());
	}

	if (!g_Cfg.m_fNoWeather && (IsRainOverriden() || IsColdOverriden()))
	{
		if ( bHeaderCreated == false )
		{
			g_World.m_FileWorld.WriteSection("SECTOR %d,%d,0,%d", pt.m_x, pt.m_y, pt.m_map);
			bHeaderCreated = true;
		}

		if ( IsRainOverriden() )
			g_World.m_FileWorld.WriteKeyVal("RAINCHANCE", GetRainChance());

		if ( IsColdOverriden() )
			g_World.m_FileWorld.WriteKeyVal("COLDCHANCE", GetColdChance());
	}

	if (GetSeason() != SEASON_Summer)
	{
		if ( bHeaderCreated == false )
			g_World.m_FileWorld.WriteSection("SECTOR %d,%d,0,%d", pt.m_x, pt.m_y, pt.m_map);

		g_World.m_FileWorld.WriteKeyVal("SEASON", GetSeason());
	}

	// Chars in the sector.
	CChar *pCharNext = NULL;
	for ( CChar *pChar = static_cast<CChar*>(m_Chars_Active.GetHead()); pChar != NULL; pChar = pCharNext )
	{
		pCharNext = pChar->GetNext();
		pChar->r_WriteParity(pChar->m_pPlayer ? g_World.m_FilePlayers : g_World.m_FileWorld);
	}

	// Inactive Client Chars, ridden horses and dead NPCs (NOTE: Push inactive player chars out to the account files here?)
	for ( CChar *pChar = static_cast<CChar*>(m_Chars_Disconnect.GetHead()); pChar != NULL; pChar = pCharNext )
	{
		pCharNext = pChar->GetNext();
		pChar->r_WriteParity(pChar->m_pPlayer ? g_World.m_FilePlayers : g_World.m_FileWorld);
	}

	// Items on the ground.
	CItem *pItemNext = NULL;
	for ( CItem *pItem = static_cast<CItem*>(m_Items_Inert.GetHead()); pItem != NULL; pItem = pItemNext )
	{
		pItemNext = pItem->GetNext();
		if ( pItem->IsType(IT_MULTI_CUSTOM) )
			pItem->r_WriteSafe(g_World.m_FileMultis);
		else if ( !pItem->IsAttr(ATTR_STATIC) )
			pItem->r_WriteSafe(g_World.m_FileWorld);
	}

	for ( CItem *pItem = static_cast<CItem*>(m_Items_Timer.GetHead()); pItem != NULL; pItem = pItemNext )
	{
		pItemNext = pItem->GetNext();
		if ( pItem->IsType(IT_MULTI_CUSTOM) )
			pItem->r_WriteSafe(g_World.m_FileMultis);
		else if ( !pItem->IsAttr(ATTR_STATIC) )
			pItem->r_WriteSafe(g_World.m_FileWorld);
	}
}
예제 #3
0
bool CSector::r_WriteVal( LPCTSTR pszKey, CGString & sVal, CTextConsole * pSrc )
{
	ADDTOCALLSTACK("CSector::r_WriteVal");
	EXC_TRY("WriteVal");

	static const CValStr sm_ComplexityTitles[] =
	{
		{ "HIGH", INT_MIN },	// speech can be very complex if low char count
		{ "MEDIUM", 5 },
		{ "LOW", 10 },
		{ NULL, INT_MAX }
	};

	switch ( FindTableHeadSorted( pszKey, sm_szLoadKeys, COUNTOF( sm_szLoadKeys )-1 ))
	{
		case SC_CLIENTS:
			sVal.FormatVal(m_Chars_Active.HasClients());
			return true;
		case SC_COLDCHANCE:
			sVal.FormatVal( GetColdChance());
			return( true );
		case SC_COMPLEXITY:
			if ( pszKey[10] == '.' )
			{
				pszKey += 11;
				sVal = ( ! strcmpi( pszKey, sm_ComplexityTitles->FindName( GetCharComplexity()))) ? "1" : "0";
				return( true );
			}
			sVal.FormatVal( GetCharComplexity());
			return( true );
		case SC_FLAGS:
			sVal.FormatHex(m_dwFlags);
			return( true );
		case SC_LIGHT:
			sVal.FormatVal(GetLight());
			return true;
		case SC_LOCALTIME:
			sVal = GetLocalGameTime();
			return( true );
		case SC_LOCALTOD:
			sVal.FormatVal( GetLocalTime());
			return( true );
		case SC_NUMBER:
			sVal.FormatVal(m_index);
			return( true );
		case SC_ISDARK:
			sVal.FormatVal( IsDark() );
			return( true );
		case SC_ISNIGHTTIME:
			{
				int iMinutes = GetLocalTime();
				sVal = ( iMinutes < 7*60 || iMinutes > (9+12)*60 ) ? "1" : "0";
			}
			return( true );
		case SC_RAINCHANCE:
			sVal.FormatVal( GetRainChance());
			return( true );
		case SC_ITEMCOUNT:
			sVal.FormatVal(GetItemComplexity());
			return true;
		case SC_SEASON:
			sVal.FormatVal(static_cast<int>(GetSeason()));
			return true;
		case SC_WEATHER:
			sVal.FormatVal(static_cast<int>(GetWeather()));
			return true;
	}
	EXC_CATCH;

	EXC_DEBUG_START;
	EXC_ADD_KEYRET(pSrc);
	EXC_DEBUG_END;
	return false;
}
예제 #4
0
bool CSector::r_WriteVal( lpctstr pszKey, CSString & sVal, CTextConsole * pSrc )
{
	ADDTOCALLSTACK("CSector::r_WriteVal");
	EXC_TRY("WriteVal");

	static const CValStr sm_ComplexityTitles[] =
	{
		{ "HIGH", INT32_MIN },	// speech can be very complex if low char count
		{ "MEDIUM", 5 },
		{ "LOW", 10 },
		{ nullptr, INT32_MAX }
	};

    SC_TYPE key = (SC_TYPE)FindTableHead(pszKey, sm_szLoadKeys, CountOf(sm_szLoadKeys) - 1);
	switch ( key )
	{
        case SC_CANSLEEP:
            {
                pszKey += 8;
                bool fCheckAdjacents = Exp_GetVal(pszKey);
                sVal.FormatBVal(CanSleep(fCheckAdjacents));
                return true;
            }
		case SC_CLIENTS:
			sVal.FormatSTVal(m_Chars_Active.GetClientsNumber());
			return true;
		case SC_COLDCHANCE:
			sVal.FormatVal( GetColdChance());
			return true;
		case SC_COMPLEXITY:
			if ( pszKey[10] == '.' )
			{
				pszKey += 11;
				sVal = ( ! strcmpi( pszKey, sm_ComplexityTitles->FindName( (int)GetCharComplexity() )) ) ? "1" : "0";
				return true;
			}
			sVal.FormatSTVal( GetCharComplexity() );
			return true;
		case SC_FLAGS:
			sVal.FormatHex(m_dwFlags);
			return true;
		case SC_LIGHT:
			sVal.FormatVal(GetLight());
			return true;
		case SC_LOCALTIME:
			sVal = GetLocalGameTime();
			return true;
		case SC_LOCALTOD:
			sVal.FormatVal( GetLocalTime());
			return true;
		case SC_NUMBER:
			sVal.FormatVal(m_index);
			return true;
		case SC_ISDARK:
			sVal.FormatVal( IsDark() );
			return true;
		case SC_ISNIGHTTIME:
			{
				int iMinutes = GetLocalTime();
				sVal = ( iMinutes < 7*60 || iMinutes > (9+12)*60 ) ? "1" : "0";
			}
			return true;
        case SC_ISSLEEPING:
            sVal.FormatVal(IsSleeping());
            return true;
		case SC_RAINCHANCE:
			sVal.FormatVal( GetRainChance());
			return true;
		case SC_ITEMCOUNT:
			sVal.FormatSTVal(GetItemComplexity());
			return true;
		case SC_SEASON:
			sVal.FormatVal((int)GetSeason());
			return true;
		case SC_WEATHER:
			sVal.FormatVal((int)GetWeather());
			return true;
	}
	EXC_CATCH;

	EXC_DEBUG_START;
	EXC_ADD_KEYRET(pSrc);
	EXC_DEBUG_END;
	return false;
}