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 ); }
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(); }
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()); }
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()); }
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 )
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(); }
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; }