Пример #1
0
void CItem::Spawn_KillChildren()
{
	// kill all creatures spawned from this !
	DEBUG_CHECK( IsType(IT_SPAWN_CHAR));
	int iCurrent = m_itSpawnChar.m_current;

	for ( int j = 0; j < 256; j++ )	// loop through all maps
	{
		if ( !g_MapList.m_maps[j] ) continue;		// skip unsupported maps

		for ( int i = 0; i < g_MapList.GetSectorQty(j); i++ )
		{
			CSector * pSector = g_World.GetSector(j, i);
			ASSERT(pSector);
			CChar * pCharNext;
			CChar * pChar = STATIC_CAST <CChar*>( pSector->m_Chars_Active.GetHead());
			for ( ; pChar!=NULL; pChar = pCharNext )
			{
				pCharNext = pChar->GetNext();
				if ( pChar->NPC_IsSpawnedBy( this ))
				{
					pChar->Delete();
					iCurrent --;
				}
			}
		}
	}
	if (iCurrent && ! g_Serv.IsLoading())
	{
		DEBUG_CHECK(iCurrent==0);
	}
	m_itSpawnChar.m_current = 0;	// Should not be necessary
	Spawn_OnTick( false );
}
Пример #2
0
void CCharRefArray::DeleteChars()
{
	ADDTOCALLSTACK("CCharRefArray::DeleteChars");
	size_t iQty = m_uidCharArray.GetCount();
	while ( iQty > 0 )
	{
		CChar *pChar = m_uidCharArray[--iQty].CharFind();
		if ( pChar )
			pChar->Delete();
	}
	m_uidCharArray.RemoveAll();
}
Пример #3
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());
}
Пример #4
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());
}
Пример #5
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 )
Пример #6
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();

}
Пример #7
0
CChar * CChar::Use_Figurine( CItem * pItem, bool bCheckFollowerSlots )
{
	ADDTOCALLSTACK("CChar::Use_Figurine");
	// NOTE: The figurine is NOT destroyed.
	bool bCreatedNewNpc = false;
	if ( !pItem )
		return NULL;

	if ( pItem->m_uidLink.IsValidUID() && pItem->m_uidLink.IsChar() && pItem->m_uidLink != GetUID() && !IsPriv(PRIV_GM) )
	{
		SysMessageDefault(DEFMSG_MSG_FIGURINE_NOTYOURS);
		return NULL;
	}

	// Create a new NPC if there's no one linked to this figurine 
	CChar *pPet = pItem->m_itFigurine.m_UID.CharFind();
	if ( !pPet )
	{
		CREID_TYPE id = pItem->m_itFigurine.m_ID;
		if ( !id )
		{
			id = CItemBase::FindCharTrack(pItem->GetID());
			if ( !id )
			{
				DEBUG_ERR(("FIGURINE id 0%x, no creature\n", pItem->GetDispID()));
				return NULL;
			}
		}
		bCreatedNewNpc = true;
		pPet = CreateNPC(id);
		ASSERT(pPet);
		pPet->SetName(pItem->GetName());
		if ( pItem->GetHue() )
		{
			pPet->m_prev_Hue = pItem->GetHue();
			pPet->SetHue(pItem->GetHue());
		}
	}

	if ( bCheckFollowerSlots && IsSetOF(OF_PetSlots) )
	{
		if ( !FollowersUpdate(pPet, static_cast<short>(maximum(1, pPet->GetDefNum("FOLLOWERSLOTS", true, true))), true) )
		{
			SysMessageDefault(DEFMSG_PETSLOTS_TRY_CONTROL);
			if ( bCreatedNewNpc )
				pPet->Delete();
			return NULL;
		}
	}

	if ( pPet->IsDisconnected() )
		pPet->StatFlag_Clear(STATF_Ridden);		// pull the creature out of IDLE space

	pItem->m_itFigurine.m_UID.InitUID();
	pPet->m_dirFace = m_dirFace;
	pPet->NPC_PetSetOwner(this);
	pPet->MoveToChar(pItem->GetTopLevelObj()->GetTopPoint());
	pPet->Update();
	pPet->Skill_Start(SKILL_NONE);	// was NPCACT_RIDDEN
	pPet->SoundChar(CRESND_RAND1);
	return pPet;
}