diff options
| author | fusion32 <marcopuzziello@gmail.com> | 2025-06-06 19:36:18 -0300 |
|---|---|---|
| committer | fusion32 <marcopuzziello@gmail.com> | 2025-06-06 19:36:18 -0300 |
| commit | 76f6ecb7c809c6e93447efb91bdf50f2a9d50d6b (patch) | |
| tree | ece58733660361874acc912208d6482d639e556e /src | |
| parent | 850fa1c0e128a4fe05ffdbdabc9dad25a7530a3f (diff) | |
| download | game-76f6ecb7c809c6e93447efb91bdf50f2a9d50d6b.tar.gz game-76f6ecb7c809c6e93447efb91bdf50f2a9d50d6b.zip | |
some work on `crmain.cc` and `cract.cc` + merge creature headers
Diffstat (limited to 'src')
| -rw-r--r-- | src/connection.hh | 84 | ||||
| -rw-r--r-- | src/containers.hh | 4 | ||||
| -rw-r--r-- | src/cr.hh | 77 | ||||
| -rw-r--r-- | src/cract.cc | 809 | ||||
| -rw-r--r-- | src/crcombat.cc | 6 | ||||
| -rw-r--r-- | src/crmain.cc | 581 | ||||
| -rw-r--r-- | src/crskill.cc | 12 | ||||
| -rw-r--r-- | src/magic.cc | 7 | ||||
| -rw-r--r-- | src/map.cc | 28 | ||||
| -rw-r--r-- | src/map.hh | 15 | ||||
| -rw-r--r-- | src/stubs.hh | 12 |
11 files changed, 1539 insertions, 96 deletions
diff --git a/src/connection.hh b/src/connection.hh index 2eafcde..d3a53df 100644 --- a/src/connection.hh +++ b/src/connection.hh @@ -7,50 +7,54 @@ struct TConnection; struct TKnownCreature { - KNOWNCREATURESTATE State; - uint32 CreatureID; - TKnownCreature *Next; - TConnection *Connection; + KNOWNCREATURESTATE State; + uint32 CreatureID; + TKnownCreature *Next; + TConnection *Connection; }; struct TConnection { - uint8 InData[2048]; - int InDataSize; - bool SigIOPending; - bool WaitingForACK; - uint8 OutData[16384]; - uint8 field5_0x4806; - uint8 field6_0x4807; - int NextToSend; - int NextToCommit; - int NextToWrite; - bool Overflow; - bool WillingToSend; - uint8 field12_0x4816; - uint8 field13_0x4817; - TConnection *NextSendingConnection; - uint32 RandomSeed; + void Logout(int Delay, bool StopFight); + + // DATA + // ================= + uint8 InData[2048]; + int InDataSize; + bool SigIOPending; + bool WaitingForACK; + uint8 OutData[16384]; + uint8 field5_0x4806; + uint8 field6_0x4807; + int NextToSend; + int NextToCommit; + int NextToWrite; + bool Overflow; + bool WillingToSend; + uint8 field12_0x4816; + uint8 field13_0x4817; + TConnection *NextSendingConnection; + uint32 RandomSeed; CONNECTIONSTATE State; - pid_t PID; - int Socket; - char IPAddress[16]; - // TXTEASymmetricKey SymmetricKey; // TODO - bool ConnectionIsOk; - bool ClosingIsDelayed; - uint8 field23_0x4852; - uint8 field24_0x4853; - uint32 TimeStamp; - uint32 TimeStampAction; - int TerminalType; - int TerminalVersion; - int TerminalOffsetX; - int TerminalOffsetY; - int TerminalWidth; - int TerminalHeight; - uint32 CharacterID; - char Name[31]; - uint8 field35_0x4897; - TKnownCreature KnownCreatureTable[150]; + pid_t PID; + int Socket; + char IPAddress[16]; + // TXTEASymmetricKey SymmetricKey; // TODO + bool ConnectionIsOk; + bool ClosingIsDelayed; + uint8 field23_0x4852; + uint8 field24_0x4853; + uint32 TimeStamp; + uint32 TimeStampAction; + int TerminalType; + int TerminalVersion; + int TerminalOffsetX; + int TerminalOffsetY; + int TerminalWidth; + int TerminalHeight; + uint32 CharacterID; + char Name[31]; + uint8 field35_0x4897; + TKnownCreature KnownCreatureTable[150]; }; #endif // TIBIA_CONNECTION_HH_ diff --git a/src/containers.hh b/src/containers.hh index 2533445..fafe5b7 100644 --- a/src/containers.hh +++ b/src/containers.hh @@ -137,10 +137,10 @@ struct priority_queue{ delete Entry; } - void insert(K Key, T *Data){ + void insert(K Key, T Data){ this->Entries += 1; int CurrentIndex = this->Entries; - *this->Entry->at(CurrentIndex) = {Key, *Data}; + *this->Entry->at(CurrentIndex) = {Key, Data}; while(CurrentIndex > 1){ int ParentIndex = CurrentIndex / 2; priority_queue_entry<K, T> *Current = this->Entry->at(CurrentIndex); @@ -421,7 +421,7 @@ struct TToDoEntry { } Turn; struct{ - uint32 Text; // POINTER? Probably a reference from `AddDynamicString`? + uint32 Text; int Mode; uint32 Addressee; bool CheckSpamming; @@ -434,12 +434,45 @@ struct TToDoEntry { }; struct TCreature: TSkillBase { + // crmain.cc TCreature(void); - void Attack(void); - int Damage(TCreature *Attacker, int Damage, int DamageType); + void SetID(uint32 CharacterID); + void DelID(void); + void SetInCrList(void); + void DelInCrList(void); void StartLogout(bool Force, bool StopFight); + int LogoutPossible(void); void BlockLogout(int Delay, bool BlockProtectionZone); - void ToDoGo(int DestX, int DestY, int DestZ, bool Dest, int MaxSteps); + int GetHealth(void); + int GetSpeed(void); + int Damage(TCreature *Attacker, int Damage, int DamageType); + + // cract.cc + bool SetOnMap(void); + bool DelOnMap(void); + void Attack(void); + void Execute(void); + uint32 CalculateDelay(void); + bool ToDoClear(void); + void ToDoAdd(TToDoEntry TD); + void ToDoStop(void); + void ToDoStart(void); + void ToDoYield(void); + void ToDoWait(int Delay); + void ToDoGo(int DestX, int DestY, int DestZ, bool MustReach, int MaxSteps); + void ToDoRotate(int Direction); + void ToDoMove(int ObjX, int ObjY, int ObjZ, ObjectType Type, uint8 RNum, + int DestX, int DestY, int DestZ, uint8 Count); + void ToDoMove(Object Obj, int DestX, int DestY, int DestZ, uint8 Count); + void ToDoTrade(int ObjX, int ObjY, int ObjZ, ObjectType Type, uint8 RNum, + uint32 TradePartner); + void ToDoUse(uint8 Count, int ObjX1, int ObjY1, int ObjZ1, ObjectType Type1, uint8 RNum1, + uint8 Dummy, int ObjX2, int ObjY2, int ObjZ2, ObjectType Type2, uint8 RNum2); + void ToDoUse(uint8 Count, Object Obj1, Object Obj2); + void ToDoTurn(int ObjX, int ObjY, int ObjZ, ObjectType Type, uint8 RNum); + void ToDoAttack(void); + void ToDoTalk(int Mode, const char *Addressee, const char *Text, bool CheckSpamming); + void ToDoChangeState(int NewState); // VIRTUAL FUNCTIONS // ================= @@ -613,6 +646,9 @@ struct TPlayer: TCreature { void CheckState(void); + void ClearPlayerkillingMarks(void); + void SaveInventory(void); + // VIRTUAL FUNCTIONS // ================= // TODO @@ -658,19 +694,42 @@ struct TPlayer: TCreature { uint32 AddresseesTimes[20]; }; -// Creature API +// crmain.cc // ============================================================================= #define MAX_RACES 512 - -// crmain.cc extern TRaceData RaceData[MAX_RACES]; extern int KilledCreatures[MAX_RACES]; extern int KilledPlayers[MAX_RACES]; +extern priority_queue<uint32, uint32> ToDoQueue; -// TODO(fusion): These probably belong elsewhere but we should come back to -// this when we're wrapping up creature files. bool IsCreaturePlayer(uint32 CreatureID); +TCreature *GetCreature(uint32 CreatureID); +TCreature *GetCreature(Object Obj); +void InsertChainCreature(TCreature *Creature, int CoordX, int CoordY); +void DeleteChainCreature(TCreature *Creature); +void MoveChainCreature(TCreature *Creature, int CoordX, int CoordY); +void ProcessCreatures(void); +void ProcessSkills(void); +void MoveCreatures(int Delay); + void AddKillStatistics(int AttackerRace, int DefenderRace); + +bool IsRaceValid(int Race); int GetRaceByName(const char *RaceName); +// crnonpl.cc +// ============================================================================= +void InitNonplayer(); +void ExitNonplayer(); + +// crplayer.cc +// ============================================================================= +void InitPlayer(void); +void ExitPlayer(void); + +// crskill.cc +// ============================================================================= +void InitCrskill(void); +void ExitCrskill(void); + #endif //TIBIA_CREATURE_HH_ diff --git a/src/cract.cc b/src/cract.cc new file mode 100644 index 0000000..cfbbe95 --- /dev/null +++ b/src/cract.cc @@ -0,0 +1,809 @@ +#include "cr.hh" + +#include "stubs.hh" + +// TShortway +// ============================================================================= +struct TShortwayPoint { + TShortwayPoint(void){ + this->x = 0; + this->y = 0; + this->Waypoints = -1; + this->Waylength = -1; + this->Heuristic = -1; + this->Predecessor = NULL; + this->NextToExpand = NULL; + } + + int x; + int y; + int Waypoints; + int Waylength; + int Heuristic; + TShortwayPoint *Predecessor; + TShortwayPoint *NextToExpand; +}; + +struct TShortway{ + TShortway(TCreature *Creature, int VisibleX, int VisibleY); + ~TShortway(void); + void FillMap(void); + void ClearMap(void); + void Expand(TShortwayPoint *Node); + bool Calculate(int DestX, int DestY, bool MustReach, int MaxSteps); + + // DATA + // ================= + matrix<TShortwayPoint> *Map; + TShortwayPoint *FirstToExpand; + TCreature *Creature; + int VisibleX; + int VisibleY; + int StartX; + int StartY; + int StartZ; + int MinWaypoints; +}; + +TShortway::TShortway(TCreature *Creature, int VisibleX, int VisibleY){ + if(Creature == NULL){ + error("TShortway::TShortway: Übergebene Kreatur ist NULL.\n"); + return; + } + + if(VisibleX < 1 || VisibleX > 100 || VisibleY < 1 || VisibleY > 100){ + error("TShortway::TShortway: Ungültiger Sichtbarkeitsbereich %d*%d.\n", VisibleX, VisibleY); + return; + } + + this->Creature = Creature; + this->VisibleX = VisibleX; + this->VisibleY = VisibleY; + this->StartX = Creature->posx; + this->StartY = Creature->posy; + this->StartZ = Creature->posz; + this->Map = new matrix<TShortwayPoint>( + -(VisibleX + 1), +(VisibleX + 1), + -(VisibleY + 1), +(VisibleY + 1)); + this->FillMap(); +} + +TShortway::~TShortway(void){ + if(this->Map != NULL){ + delete this->Map; + } +} + +void TShortway::FillMap(void){ + this->MinWaypoints = 1000; + + for(int X = -this->VisibleX; X <= this->VisibleX; X += 1) + for(int Y = -this->VisibleY; Y <= this->VisibleY; Y += 1){ + int FieldX = this->StartX + X; + int FieldY = this->StartY + Y; + int FieldZ = this->StartZ; + + int Waypoints = -1; + Object Obj = GetFirstObject(FieldX, FieldY, FieldZ); + if(Obj.exists()){ + ObjectType ObjType = Obj.getObjectType(); + if(ObjType.getFlag(BANK) && !ObjType.getFlag(UNPASS)){ + Waypoints = (int)ObjType.getAttribute(WAYPOINTS); + if(Waypoints == 0){ + error("TShortway::FillMap: Ungültiger Wegpunkte-Wert %d für Bank %d.\n", + Waypoints, ObjType.TypeID); + Waypoints = -1; + } + + if(!this->Creature->MovePossible(FieldX, FieldY, FieldZ, false, false)){ + Waypoints = -1; + } + + if(Waypoints > 0 && Waypoints < this->MinWaypoints){ + this->MinWaypoints = Waypoints; + } + } + } + + TShortwayPoint *Node = this->Map->at(X, Y); + Node->x = X; + Node->y = Y; + Node->Waypoints = Waypoints; + } +} + +void TShortway::ClearMap(void){ + for(int X = -this->VisibleX; X <= this->VisibleX; X += 1) + for(int Y = -this->VisibleY; Y <= this->VisibleY; Y += 1){ + TShortwayPoint *Node = this->Map->at(X, Y); + Node->Waylength = INT_MAX; + Node->Heuristic = INT_MAX; + Node->Predecessor = NULL; + Node->NextToExpand = NULL; + } +} + +void TShortway::Expand(TShortwayPoint *Node){ + if(Node == NULL){ + error("TShortway::Expand: Übergebener Knoten ist NULL.\n"); + return; + } + + this->FirstToExpand = Node->NextToExpand; + + int MinNeighborWaylength = Node->Waylength + Node->Waypoints; + if(MinNeighborWaylength >= this->Map->at(0, 0)->Waylength){ + return; + } + + for(int OffsetX = -1; OffsetX <= 1; OffsetX += 1) + for(int OffsetY = -1; OffsetY <= 1; OffsetY += 1){ + if(OffsetX == 0 && OffsetY == 0){ + continue; + } + + TShortwayPoint *Neighbor = this->Map->at(Node->x + OffsetX, Node->y + OffsetY); + + // NOTE(fusion): The minimum neighbor waylength already contains the cost + // of a single step. Diagonal steps are three times more expensive so we + // add waypoints two more times. + int NeighborWaylength = MinNeighborWaylength; + if(OffsetX != 0 && OffsetY != 0){ + NeighborWaylength += Node->Waylength * 2; + } + + if(NeighborWaylength < Neighbor->Waylength){ + Neighbor->Waylength = NeighborWaylength; + Neighbor->Predecessor = Node; + if((Neighbor->x != 0 || Neighbor->y != 0) && Neighbor->Waypoints != -1){ + // NOTE(fusion): Remove from expand list if it was already expanded upon. + if(Neighbor->Heuristic != INT_MAX){ + TShortwayPoint *Prev = NULL; + TShortwayPoint *Cur = this->FirstToExpand; + while(Cur != NULL && Cur != Neighbor){ + Prev = Cur; + Cur = Cur->NextToExpand; + } + + if(Cur != Neighbor){ + error("TShortway::Expand: Knoten steht nicht in der ExpandList.\n"); + }else if(Prev == NULL){ + this->FirstToExpand = Neighbor->NextToExpand; + }else{ + Prev->NextToExpand = Neighbor->NextToExpand; + } + } + + // NOTE(fusion): Compute heuristic using the manhattan distance. + int Distance = std::abs(Neighbor->x) + std::abs(Neighbor->y); + Neighbor->Heuristic = Neighbor->Waylength + + Neighbor->Waypoints * 1 + + this->MinWaypoints * (Distance - 1); + + // NOTE(fusion): Insert into expand list. + { + TShortwayPoint *Prev = NULL; + TShortwayPoint *Cur = this->FirstToExpand; + while(Cur != NULL && Cur->Heuristic < Neighbor->Heuristic){ + Prev = Cur; + Cur = Cur->NextToExpand; + } + + if(Prev == NULL){ + this->FirstToExpand = Neighbor; + }else{ + Prev->NextToExpand = Neighbor; + } + Neighbor->NextToExpand = Cur; + } + } + } + } +} + +bool TShortway::Calculate(int DestX, int DestY, bool MustReach, int MaxSteps){ + if(this->Map == NULL){ + error("TShortway::Calculate: Karte existiert nicht.\n"); + return false; + } + + // NOTE(fusion): Transform dest to relative coordinates. + DestX -= this->StartX; + DestY -= this->StartY; + + // NOTE(fusion): Check if already at destination. + if(DestX == 0 && DestY == 0){ + return true; + } + + // NOTE(fusion): Check if out of range. + if(std::abs(DestX) > this->VisibleX || std::abs(DestY) > this->VisibleY){ + return false; + } + + // NOTE(fusion): Find shortest path from the destination to the origin. + this->ClearMap(); + this->FirstToExpand = this->Map->at(DestX, DestY); + this->FirstToExpand->Waylength = 0; + while(this->FirstToExpand != NULL){ + this->Expand(this->FirstToExpand); + } + + // NOTE(fusion): Check if the origin was reached from the destination. + TShortwayPoint *Node = this->Map->at(0, 0); + if(Node->Waylength == INT_MAX){ + return false; + } + + // NOTE(fusion): Walk back from the origin to reconstruct the path. + Node = Node->Predecessor; + while(Node != NULL && MaxSteps > 0){ + int MaxDistance = std::max<int>( + std::abs(Node->x - DestX), + std::abs(Node->y - DestY)); + if(!MustReach && MaxDistance <= 1){ + break; + } + + TToDoEntry TD = {}; + TD.Code = TDGo; + TD.Go.x = this->StartX + Node->x; + TD.Go.y = this->StartY + Node->y; + TD.Go.z = this->StartZ; + Creature->ToDoAdd(TD); + + Node = Node->Predecessor; + MaxSteps -= 1; + } + + return true; +} + +// TCreature +// ============================================================================= +bool TCreature::SetOnMap(void){ + int LoginX = this->posx; + int LoginY = this->posy; + int LoginZ = this->posz; + bool Player = (this->Type == PLAYER); + if(!SearchLoginField(&LoginX, &LoginY, &LoginZ, 1, Player)){ + bool Found = false; + if(IsHouse(LoginX, LoginY, LoginZ)){ + uint16 HouseID = GetHouseID(LoginX, LoginY, LoginZ); + GetExitPosition(HouseID, &LoginX, &LoginY, &LoginZ); + Found = SearchLoginField(&LoginX, &LoginY, &LoginZ, 1, Player); + } + + if(!Found){ + LoginX = this->startx; + LoginY = this->starty; + LoginZ = this->startz; + } + } + + Object Con = GetMapContainer(LoginX, LoginY, LoginZ); + if(Con == NONE){ + error("TCreature::SetOnMap: Kartencontainer für Punkt [%d,%d,%d] existiert nicht.\n", + LoginX, LoginY, LoginZ); + return false; + } + + this->posx = LoginX; + this->posy = LoginY; + this->posz = LoginZ; + + // NOTE(fusion): `Create` automatically sets `this->CrObject` and creates + // its body container slots. + bool Result = true; + try{ + Create(Con, TYPEID_CREATURE_CONTAINER, this->ID); + }catch(RESULT r){ + error("TCreature::SetOnMap: Kann Kreatur nicht setzen ([%d,%d,%d] - Exception %d).\n", + LoginX, LoginY, LoginZ, r); + if(this->Type == PLAYER){ + SendResult(this->Connection, r); + } + Result = false; + } + return Result; +} + +bool TCreature::DelOnMap(void){ + Object Obj = this->CrObject; + if(Obj == NONE){ + return true; + } + + // TODO(fusion): I feel `Delete` should also manage `this->CrObject` automatically. + bool Result = true; + this->CrObject = NONE; + try{ + Delete(Obj, -1); + }catch(RESULT r){ + error("TCreature::DelOnMap: Error Deleting CreatureObject: %d\n", r); + Result = false; + } + return Result; +} + +void TCreature::Attack(void){ + this->Combat.Attack(); +} + +//void TCreature::Execute(void); + +uint32 TCreature::CalculateDelay(void){ + uint32 Delay = 0; + TToDoEntry *TD = this->ToDoList.at(this->ActToDo); + switch(TD->Code){ + case TDWait:{ + // TODO(fusion): I'm not sure about having `EarliestWalkTime` here. + uint32 WaitTime = TD->Wait.Time; + if(WaitTime < this->EarliestWalkTime){ + WaitTime = this->EarliestWalkTime; + } + + if(WaitTime > ServerMilliseconds){ + Delay = WaitTime - ServerMilliseconds; + } + break; + } + + case TDGo:{ + if(this->EarliestWalkTime > ServerMilliseconds){ + Delay = this->EarliestWalkTime - ServerMilliseconds; + } + break; + } + + case TDUse:{ + if(TD->Use.Obj2 != 0){ + if(this->EarliestMultiuseTime > ServerMilliseconds){ + Delay = this->EarliestMultiuseTime - ServerMilliseconds; + } + } + break; + } + + case TDAttack:{ + uint32 EarliestAttackTime = this->Combat.EarliestAttackTime; + if(EarliestAttackTime < this->EarliestSpellTime){ + EarliestAttackTime = this->EarliestSpellTime; + } + + if(EarliestAttackTime > ServerMilliseconds){ + Delay = EarliestAttackTime - ServerMilliseconds; + } + break; + } + + default:{ + break; + } + } + return Delay; +} + +bool TCreature::ToDoClear(void){ + bool SnapbackNecessary = false; + for(int i = 0; i < this->NrToDo; i += 1){ + TToDoEntry *TD = this->ToDoList.at(i); + switch(TD->Code){ + case TDGo:{ + if(this->ActToDo <= i){ + SnapbackNecessary = true; + } + break; + } + + case TDTalk:{ + DeleteDynamicString(TD->Talk.Text); + DeleteDynamicString(TD->Talk.Addressee); + break; + } + + case TDChangeState:{ + if(this->ActToDo <= i && this->Type == NPC){ + ChangeNPCState(this, TD->ChangeState.NewState, false); + } + break; + } + + default:{ + break; + } + } + } + + this->LockToDo = false; + this->ActToDo = 0; + this->NrToDo = 0; + this->Stop = false; + return SnapbackNecessary; +} + +void TCreature::ToDoAdd(TToDoEntry TD){ + if(this->LockToDo){ + if(this->ToDoClear() && this->Type == PLAYER){ + SendSnapback(this->Connection); + } + } + + *this->ToDoList.at(this->NrToDo) = TD; + this->NrToDo += 1; +} + +void TCreature::ToDoStop(void){ + if(this->LockToDo){ + this->Stop = true; + }else if(this->Type == PLAYER){ + SendSnapback(this->Connection); + } +} + +void TCreature::ToDoStart(void){ + if(this->NrToDo != 0){ + this->LockToDo = true; + this->ActToDo = 0; + + uint32 Delay = this->CalculateDelay(); + if(Delay < 1){ + Delay = 1; + } + + uint32 NextWakeup = ServerMilliseconds + Delay; + ToDoQueue.insert(NextWakeup, this->ID); + this->NextWakeup = NextWakeup; + } +} + +void TCreature::ToDoYield(void){ + if(!this->LockToDo){ + this->ToDoWait(0); + this->ToDoStart(); + } +} + +void TCreature::ToDoWait(int Delay){ + TToDoEntry TD = {}; + TD.Code = TDWait; + TD.Wait.Time = ServerMilliseconds + Delay; + this->ToDoAdd(TD); +} + +void TCreature::ToDoGo(int DestX, int DestY, int DestZ, bool MustReach, int MaxSteps){ + if(this->posz < DestZ){ + throw DOWNSTAIRS; + }else if(this->posz > DestZ){ + throw UPSTAIRS; + } + + if(this->LockToDo){ + TToDoEntry *Last = this->ToDoList.at(this->NrToDo - 1); + if(Last->Code == TDGo + && Last->Go.x == DestX + && Last->Go.y == DestY + && Last->Go.z == DestZ){ + // TODO(fusion): Why? Shouldn't we just return here? + throw NOERROR; + } + } + + int DistanceX = std::abs(DestX - this->posx); + int DistanceY = std::abs(DestY - this->posy); + int MaxDistance = std::max<int>(DistanceX, DistanceY); + if(MaxDistance == 0 || (!MustReach && MaxDistance <= 1)){ + return; + } + + // NOTE(fusion): The number of steps between two points is the same as the + // their manhattan distance, if we exclude diagonal movement. We can skip + // the path finder if we know we're step away from the destination. + if(DistanceX + DistanceY == 1){ + TToDoEntry TD = {}; + TD.Code = TDGo; + TD.Go.x = DestX; + TD.Go.y = DestY; + TD.Go.z = DestZ; + this->ToDoAdd(TD); + }else{ + int VisibleX = (this->Type == PLAYER) ? 7 : 10; + int VisibleY = (this->Type == PLAYER) ? 7 : 10; + TShortway Shortway(this, VisibleX, VisibleY); + if(!Shortway.Calculate(DestX, DestY, MustReach, MaxSteps)){ + this->ToDoClear(); + if(this->Type == PLAYER){ + SendSnapback(this->Connection); + } + throw NOWAY; + } + } +} + +void TCreature::ToDoRotate(int Direction){ + if(Direction != DIRECTION_NORTH + && Direction != DIRECTION_EAST + && Direction != DIRECTION_SOUTH + && Direction != DIRECTION_WEST){ + throw ERROR; + } + + TToDoEntry TD = {}; + TD.Code = TDRotate; + TD.Rotate.Direction = Direction; + this->ToDoAdd(TD); +} + +void TCreature::ToDoMove(int ObjX, int ObjY, int ObjZ, ObjectType Type, uint8 RNum, + int DestX, int DestY, int DestZ, uint8 Count){ + Object Obj = GetObject(this->ID, ObjX, ObjY, ObjZ, RNum, Type); + if(!Obj.exists()){ + throw NOTACCESSIBLE; + } + + // TODO(fusion): This could be an inlined function. + if(ObjX != 0xFFFF){ // SPECIAL_COORDINATE ? + if(this->posz > ObjZ){ + throw UPSTAIRS; + }else if(this->posz < ObjZ){ + throw DOWNSTAIRS; + } + + if(!ObjectInRange(this->ID, Obj, 1)){ + this->ToDoGo(ObjX, ObjY, ObjZ, false, INT_MAX); + } + } + + int Delay = 100; + if(Obj.getObjectType().isCreatureContainer()){ + Object DestBank = GetFirstObject(DestX, DestY, DestZ); + if(DestBank == NONE || !DestBank.getObjectType().getFlag(BANK)){ + throw NOTACCESSIBLE; + } + + TCreature *Creature = GetCreature(Obj); + if(Creature == NULL){ + error("TCreature::ToDoMove: Kreatur existiert nicht.\n"); + throw ERROR; + } + + Delay = 1000; + if(this->EarliestWalkTime > ServerMilliseconds){ + Delay += (int)(this->EarliestWalkTime - ServerMilliseconds); + } + } + + this->ToDoWait(Delay); + + TToDoEntry TD = {}; + TD.Code = TDMove; + TD.Move.Obj = Obj.ObjectID; + TD.Move.x = DestX; + TD.Move.y = DestY; + TD.Move.z = DestZ; + TD.Move.Count = Count; + this->ToDoAdd(TD); +} + +void TCreature::ToDoMove(Object Obj, int DestX, int DestY, int DestZ, uint8 Count){ + if(!Obj.exists()){ + throw NOTACCESSIBLE; + } + + if(!ObjectInRange(this->ID, Obj, 1)){ + this->ToDoGo(DestX, DestY, DestZ, false, INT_MAX); + } + + int Delay = 100; + if(Obj.getObjectType().isCreatureContainer()){ + // TODO(fusion): We don't add the delay until the earliest walk time + // like in the other variant above. + Delay = 1000; + } + + this->ToDoWait(Delay); + + TToDoEntry TD = {}; + TD.Code = TDMove; + TD.Move.Obj = Obj.ObjectID; + TD.Move.x = DestX; + TD.Move.y = DestY; + TD.Move.z = DestZ; + TD.Move.Count = Count; + this->ToDoAdd(TD); +} + +void TCreature::ToDoTrade(int ObjX, int ObjY, int ObjZ, ObjectType Type, uint8 RNum, + uint32 TradePartner){ + Object Obj = GetObject(this->ID, ObjX, ObjY, ObjZ, RNum, Type); + if(!Obj.exists()){ + throw NOTACCESSIBLE; + } + + ObjectType ObjType = Obj.getObjectType(); + if(ObjType.getFlag(UNMOVE)){ + throw NOTMOVABLE; + } + + if(!ObjType.getFlag(TAKE)){ + throw NOTTAKABLE; + } + + if(ObjType.isCreatureContainer()){ + error("TCreature::ToDoTrade: Objekt ist eine Kreatur.\n"); + throw ERROR; + } + + if(TradePartner == 0){ + error("TCreature::ToDoTrade: Handelspartner ist Null.\n"); + throw ERROR; + } + + TCreature *Creature = GetCreature(TradePartner); + if(Creature == NULL){ + throw PLAYERNOTONLINE; + } + + if(Creature->Type != PLAYER){ + error("TCreature::ToDoTrade: Handelspartner von %s ist kein Spieler.\n", this->Name); + throw ERROR; + } + + // TODO(fusion): This could be an inlined function. + if(ObjX != 0xFFFF){ // SPECIAL_COORDINATE ? + if(this->posz > ObjZ){ + throw UPSTAIRS; + }else if(this->posz < ObjZ){ + throw DOWNSTAIRS; + } + + if(!ObjectInRange(this->ID, Obj, 1)){ + this->ToDoGo(ObjX, ObjY, ObjZ, false, INT_MAX); + } + } + + TToDoEntry TD = {}; + TD.Code = TDTrade; + TD.Trade.Obj = Obj.ObjectID; + TD.Trade.Partner = TradePartner; + this->ToDoAdd(TD); +} + +void TCreature::ToDoUse(uint8 Count, int ObjX1, int ObjY1, int ObjZ1, ObjectType Type1, uint8 RNum1, + uint8 Dummy, int ObjX2, int ObjY2, int ObjZ2, ObjectType Type2, uint8 RNum2){ + Object Obj1 = GetObject(this->ID, ObjX1, ObjY1, ObjZ1, RNum1, Type1); + if(!Obj1.exists()){ + throw NOTACCESSIBLE; + } + + Object Obj2 = NONE; + if(Count >= 2){ + Obj2 = GetObject(this->ID, ObjX2, ObjY2, ObjZ2, RNum2, Type2); + if(!Obj2.exists()){ + throw NOTACCESSIBLE; + } + } + + // TODO(fusion): This could be an inlined function. + if(ObjX1 != 0xFFFF){ // SPECIAL_COORDINATE ? + if(this->posz > ObjZ1){ + throw UPSTAIRS; + }else if(this->posz < ObjZ1){ + throw DOWNSTAIRS; + } + + if(!ObjectInRange(this->ID, Obj1, 1)){ + this->ToDoGo(ObjX1, ObjY1, ObjZ1, false, INT_MAX); + } + } + + this->ToDoWait(100); + + TToDoEntry TD = {}; + TD.Code = TDUse; + TD.Use.Obj1 = Obj1.ObjectID; + TD.Use.Obj2 = Obj2.ObjectID; + // TODO(fusion): This is the value sent by the client on single object use + // that contains the next free container index. + TD.Use.Dummy = Dummy; + this->ToDoAdd(TD); +} + +void TCreature::ToDoUse(uint8 Count, Object Obj1, Object Obj2){ + if(!Obj1.exists()){ + throw NOTACCESSIBLE; + } + + if(Count <= 1){ + Obj2 = NONE; + }else if(!Obj2.exists()){ + throw NOTACCESSIBLE; + } + + if(!ObjectInRange(this->ID, Obj1, 1)){ + int ObjX1, ObjY1, ObjZ1; + GetObjectCoordinates(Obj1, &ObjX1, &ObjY1, &ObjZ1); + this->ToDoGo(ObjX1, ObjY1, ObjZ1, false, INT_MAX); + } + + this->ToDoWait(100); + + TToDoEntry TD = {}; + TD.Code = TDUse; + TD.Use.Obj1 = Obj1.ObjectID; + TD.Use.Obj2 = Obj2.ObjectID; + // TODO(fusion): Not sure why we set this value at all. + TD.Use.Dummy = Count; + this->ToDoAdd(TD); +} + +void TCreature::ToDoTurn(int ObjX, int ObjY, int ObjZ, ObjectType Type, uint8 RNum){ + Object Obj = GetObject(this->ID, ObjX, ObjY, ObjZ, RNum, Type); + if(!Obj.exists()){ + throw NOTACCESSIBLE; + } + + // TODO(fusion): This could be an inlined function. + if(ObjX != 0xFFFF){ // SPECIAL_COORDINATE ? + if(this->posz > ObjZ){ + throw UPSTAIRS; + }else if(this->posz < ObjZ){ + throw DOWNSTAIRS; + } + + if(!ObjectInRange(this->ID, Obj, 1)){ + this->ToDoGo(ObjX, ObjY, ObjZ, false, INT_MAX); + } + } + + this->ToDoWait(100); + + TToDoEntry TD = {}; + TD.Code = TDTurn; + TD.Turn.Obj = Obj.ObjectID; + this->ToDoAdd(TD); +} + +void TCreature::ToDoAttack(void){ + this->Combat.CanToDoAttack(); + if(this->Combat.GetDistance() != 1){ + this->ToDoWait(100); + } + + TToDoEntry TD = {}; + TD.Code = TDAttack; + this->ToDoAdd(TD); +} + +void TCreature::ToDoTalk(int Mode, const char *Addressee, const char *Text, bool CheckSpamming){ + TToDoEntry TD = {}; + + if(Text == NULL || Text[0] == 0){ + error("TCreature::ToDoTalk: Text ist NULL bei %s.\n", this->Name); + + // TODO(fusion): The original code would attempt to call `AddDynamicString` + // even after this check but it doesn't check whether `Text` is NULL and + // calls `strlen` immediately on it which could be a problem. + TD.Talk.Text = 0; + }else{ + TD.Talk.Text = AddDynamicString(Text); + } + + if(Addressee == NULL){ + TD.Talk.Addressee = 0; + }else{ + TD.Talk.Addressee = AddDynamicString(Addressee); + } + + TD.Code = TDTalk; + TD.Talk.Mode = Mode; + TD.Talk.CheckSpamming = CheckSpamming; + this->ToDoAdd(TD); +} + +void TCreature::ToDoChangeState(int NewState){ + TToDoEntry TD = {}; + TD.Code = TDChangeState; + TD.ChangeState.NewState = NewState; + this->ToDoAdd(TD); +} diff --git a/src/crcombat.cc b/src/crcombat.cc index 9edfe9b..dd732e3 100644 --- a/src/crcombat.cc +++ b/src/crcombat.cc @@ -307,11 +307,11 @@ int TCombat::GetArmorStrength(void){ int TCombat::GetDistance(void){ int Distance = 0; if(this->Close != NONE || this->Fist){ - Distance = 1; + Distance = 1; // DISTANCE_CLOSE ? }else if(this->Throw != NONE){ - Distance = 2; + Distance = 2; // DISTANCE_THROW ? }else if(this->Missile != NONE || this->Wand != NONE){ - Distance = 3; + Distance = 3; // DISTANCE_RANGE ? } return Distance; } diff --git a/src/crmain.cc b/src/crmain.cc index d962bf9..49348d8 100644 --- a/src/crmain.cc +++ b/src/crmain.cc @@ -1,22 +1,23 @@ #include "cr.hh" +#include "config.hh" #include "enums.hh" +#include "info.hh" #include "stubs.hh" -static uint32 NextCreatureID; -static matrix<uint32> *FirstChainCreature; -static TCreature *HashList[1000]; - -static int FirstFreeCreature; -static vector<TCreature*> CreatureList(0, 10000, 1000); - -static priority_queue<uint32, uint32> ToDoQueue(5000, 1000); -//static priority_queue<uint32, TAttackWave*> AttackWaveQueue(100, 100); - TRaceData RaceData[MAX_RACES]; int KilledCreatures[MAX_RACES]; int KilledPlayers[MAX_RACES]; +priority_queue<uint32, uint32> ToDoQueue(5000, 1000); +//priority_queue<uint32, TAttackWave*> AttackWaveQueue(100, 100); + +static uint32 NextCreatureID; +static int FirstFreeCreature; +static TCreature *HashList[1000]; +static matrix<uint32> *FirstChainCreature; +static vector<TCreature*> CreatureList(0, 10000, 1000); + // TCreature // ============================================================================= TCreature::TCreature(void) : @@ -67,8 +68,286 @@ TCreature::TCreature(void) : } } -void TCreature::Attack(void){ - this->Combat.Attack(); +TCreature::~TCreature(void){ + // TODO(fusion): Bruuhh... these exceptions... + if(this->IsDead){ + int Race = this->Race; + int PoolLiquid = LIQUID_NONE; + if(RaceData[Race].Blood == BT_BLOOD){ + PoolLiquid = LIQUID_BLOOD; + }else if(RaceData[Race].Blood == BT_SLIME){ + PoolLiquid = LIQUID_SLIME; + } + + if(PoolLiquid != LIQUID_NONE){ + try{ + CreatePool(GetMapContainer(this->CrObject), + GetSpecialObject(BLOOD_POOL), + PoolLiquid); + }catch(RESULT r){ + if(r != NOROOM && r != DESTROYED){ + error("TCreature::~TCreature: Kann Blutlache nicht setzen (Exc %d, Pos [%d,%d,%d]).\n", + r, this->posx, this->posy, this->posz); + } + } + } + + ObjectType CorpseType = (this->Sex == 1) // MALE ? + ? RaceData[Race].MaleCorpse + : RaceData[Race].FemaleCorpse; + + if(CorpseType.getFlag(MAGICFIELD)){ + Object Obj = GetFirstObject(this->posx, this->posy, this->posz); + while(Obj != NONE){ + Object Next = Obj.getNextObject(); + if(Obj.getObjectType().getFlag(MAGICFIELD)){ + try{ + Delete(Obj, -1); + }catch(RESULT r){ + error("TCreature::~TCreature: Exception %d beim Löschen eines Feldes.\n", r); + } + } + Obj = Next; + } + } + + try{ + Object Con = GetMapContainer(this->posx, this->posy, this->posz); + Object Corpse = Create(Con, CorpseType, 0); + Log("game", "Tod von %s: LoseInventory=%d.\n", this->Name, this->LoseInventory); + + if(this->Type == PLAYER){ + char Help[128]; + sprintf(Help, "You recognize %s", this->Name); + if(this->Murderer[0] != 0){ + if(this->Sex == 1){ // MALE ? + strcat(Help, ". He was killed by "); + }else{ + strcat(Help, ". She was killed by "); + } + strcat(Help, this->Murderer); + } + Change(Corpse, TEXTSTRING, AddDynamicString(Help)); + } + + if(this->LoseInventory != 0){ // LOSE_INVENTORY_NONE ? + for(int Position = 1; Position <= 10; Position += 1){ + Object Item = GetBodyObject(this->ID, Position); + if(Item == NONE){ + continue; + } + + if(this->LoseInventory != 2 // LOSE_INVENTORY_ALL ? + && !Item.getObjectType().getFlag(CONTAINER) + && random(0, 9) != 0){ + continue; + } + + Move(0, Item, Corpse, -1, false, NONE); + } + } + + if(this->Type == PLAYER && this->LoseInventory != 2){ // LOSE_INVENTORY_ALL ? + ((TPlayer*)this)->SaveInventory(); + } + }catch(RESULT r){ + error("TCreature::~TCreature: Kann Leiche/Inventory nicht ablegen (Exc %d, Pos [%d,%d,%d], %s).\n", + r, this->posx, this->posy, this->posz, this->Name); + } + } + + if(this->CrObject != NONE && this->CrObject.exists()){ + this->DelOnMap(); + } + + this->ToDoClear(); + + if(this->Type == PLAYER && this->Connection != NULL){ + this->Connection->Logout(30, true); + } + + this->DelInCrList(); + + if(this->ID != 0){ + this->DelID(); + } + + for(TKnownCreature *KnownCreature = this->FirstKnowingConnection; + KnownCreature != NULL; + KnownCreature = KnownCreature->Next){ + if(KnownCreature->CreatureID != this->ID){ + error("TCreature::~TCreature: Verkettungsfehler bei Kreatur %u.\n", this->ID); + } + KnownCreature->State = KNOWNCREATURE_FREE; + } +} + +void TCreature::SetID(uint32 CharacterID){ + if(this->ID != 0){ + error("TCreature::SetID: ID ist schon gesetzt.\n"); + } + + uint32 CreatureID = 0; + if(CharacterID == 0){ + bool Found = false; + for(int Attempts = 0; Attempts < 16; Attempts += 1){ + CreatureID = NextCreatureID++; + if(GetCreature(CreatureID) == NULL){ + Found = true; + break; + } + } + + if(!Found){ + error("TCreature::SetID: 16x hintereinander doppelte ID." + " Verwende nun doppelte ID %d\n", CreatureID); + } + }else{ + CreatureID = CharacterID; + if(GetCreature(CreatureID) != NULL){ + error("TCreature::SetID: Doppelte Character-ID %d gefunden.\n", CharacterID); + } + } + + uint32 ListIndex = CreatureID % NARRAY(HashList); + this->ID = CreatureID; + this->NextHashEntry = HashList[ListIndex]; + HashList[ListIndex] = this; +} + +void TCreature::DelID(void){ + uint32 ListIndex = this->ID % NARRAY(HashList); + TCreature *First = HashList[ListIndex]; + if(First == NULL){ + error("TCreature::DelID: Hasheintrag nicht gefunden id = %d\n", this->ID); + return; + } + + if(First->ID == this->ID){ + HashList[ListIndex] = this->NextHashEntry; + }else{ + TCreature *Prev = First; + TCreature *Current = First->NextHashEntry; + while(true){ + if(Current == NULL){ + error("TCreature::DelID: id=%d nicht gefunden.\n", this->ID); + return; + } + + if(Current->ID == this->ID){ + Prev->NextHashEntry = this->NextHashEntry; + break; + } + + Prev = Current; + Current = Current->NextHashEntry; + } + } +} + +void TCreature::SetInCrList(void){ + *CreatureList.at(FirstFreeCreature) = this; + FirstFreeCreature += 1; +} + +void TCreature::DelInCrList(void){ + // TODO(fusion): See note in `ProcessCreatures`. + for(int Index = 0; Index < FirstFreeCreature; Index += 1){ + TCreature **Current = CreatureList.at(Index); + if(*Current == this){ + TCreature **Last = CreatureList.at(FirstFreeCreature - 1); + *Current = *Last; + *Last = NULL; + FirstFreeCreature -= 1; + + // TODO(fusion): The original function wouldn't break here. Maybe it + // is possible to have duplicates in `CreatureList`? + //break; + } + } +} + +void TCreature::StartLogout(bool Force, bool StopFight){ + this->LoggingOut = true; + if(Force || LagDetected()){ + this->LogoutAllowed = true; + } + + if(this->Type == PLAYER && this->Connection != NULL){ + this->Connection->Logout(0, true); + } + + this->Combat.StopAttack(StopFight ? 0 : 60); +} + +int TCreature::LogoutPossible(void){ + if(!this->LogoutAllowed && !this->IsDead && !GameEnding()){ + if(this->EarliestLogoutRound > RoundNr && !LagDetected()){ + return 1; // LOGOUT_COMBAT ? + } + + if(IsNoLogoutField(this->posx, this->posy, this->posz)){ + return 2; // LOGOUT_FIELD ? + } + + this->LogoutAllowed = true; + } + + return 0; // LOGOUT_OK ? +} + +void TCreature::BlockLogout(int Delay, bool BlockProtectionZone){ + if(WorldType == NON_PVP){ + BlockProtectionZone = false; + } + + if(this->Type == PLAYER && !CheckRight(this->ID, NO_LOGOUT_BLOCK)){ + if(BlockProtectionZone || this->EarliestProtectionZoneRound > RoundNr){ + uint32 EarliestProtectionZoneRound = RoundNr + Delay; + if(this->EarliestProtectionZoneRound < EarliestProtectionZoneRound){ + this->EarliestProtectionZoneRound = EarliestProtectionZoneRound; + } + }else if(this->Connection == NULL){ + // NOTE(fusion): This is a failsafe to avoid extending the earliest + // logout round of a player that got disconnected in combat. + return; + } + + uint32 EarliestLogoutRound = RoundNr + Delay; + if(this->EarliestLogoutRound < EarliestLogoutRound){ + this->EarliestLogoutRound = EarliestLogoutRound; + } + + ((TPlayer*)this)->CheckState(); + } +} + +int TCreature::GetHealth(void){ + int MaxHitPoints = this->Skills[SKILL_HITPOINTS]->Max; + if(MaxHitPoints <= 0){ + if(!this->IsDead){ + error("TCreature::GetHealth: MaxHitpoints von %s ist %d, obwohl sie nicht tot ist.\n", + this->Name, MaxHitPoints); + } + return 0; + } + + int CurrentHitPoints = this->Skills[SKILL_HITPOINTS]->Get(); + int Health = CurrentHitPoints * 100 / MaxHitPoints; + if(Health <= 0){ + Health = (int)(CurrentHitPoints != 0); + } + return Health; +} + +int TCreature::GetSpeed(void){ + TSkill *GoStrength = this->Skills[SKILL_GO_STRENGTH]; + if(GoStrength == NULL){ + error("TCreature::GetSpeed: Kein Skill GOSTRENGTH vorhanden.\n"); + return 0; + } + + return GoStrength->Get() * 2 + 80; } int TCreature::Damage(TCreature *Attacker, int Damage, int DamageType){ @@ -462,13 +741,143 @@ int TCreature::Damage(TCreature *Attacker, int Damage, int DamageType){ return Damage; } +void TCreature::Death(void){ + this->IsDead = true; + this->LoggingOut = true; +} + +bool TCreature::MovePossible(int x, int y, int z, bool Execute, bool Jump){ + bool Result; + + if(Jump){ + Result = JumpPossible(x, y, z, false); + }else{ + Result = CoordinateFlag(x, y, z, BANK) + && !CoordinateFlag(x, y, z, UNPASS); + } + + if(Result && !Execute && CoordinateFlag(x, y, z, AVOID)){ + Result = false; + } + + return Result; +} + +bool TCreature::IsPeaceful(void){ + return true; +} + +uint32 TCreature::GetMaster(void){ + return 0; +} + +void TCreature::TalkStimulus(uint32 SpeakerID, const char *Text){ + // no-op +} + +void TCreature::DamageStimulus(uint32 AttackerID, int Damage, int DamageType){ + // no-op +} + +void TCreature::IdleStimulus(void){ + // no-op +} + +void TCreature::CreatureMoveStimulus(uint32 CreatureID, int Type){ + if(CreatureID == 0 || CreatureID == this->ID + || this->IsDead + || this->Combat.AttackDest != CreatureID + || this->Combat.ChaseMode != CHASE_MODE_CLOSE + || this->Combat.EarliestAttackTime <= (ServerMilliseconds + 200)){ + return; + } + + // TODO(fusion): Find out what `Type` is here. + if(Type != 2 // STIMULUS_TYPE?? + || !this->LockToDo + || this->ActToDo >= this->NrToDo + || this->ToDoList.at(this->ActToDo)->Code != TDAttack){ + return; + } + + TCreature *Target = GetCreature(this->Combat.AttackDest); + if(Target == NULL){ + return; + } + + int Distance = ObjectDistance(this->CrObject, Target->CrObject); + if(Distance <= 1){ + return; + } + + // TODO(fusion): Review this. + try{ + if(this->ToDoClear() && this->Type == PLAYER){ + SendSnapback(this->Connection); + } + this->ToDoWait(200); + this->ToDoAttack(); + this->ToDoStart(); + }catch(RESULT r){ + if(this->Type == PLAYER){ + SendResult(this->Connection, r); + } + this->ToDoClear(); + this->ToDoWait(this->Combat.EarliestAttackTime); + this->ToDoStart(); + } +} + +void TCreature::AttackStimulus(uint32 AttackerID){ + // no-op +} + // Creature Management // ============================================================================= bool IsCreaturePlayer(uint32 CreatureID){ return CreatureID < 0x40000000; } -// +TCreature *GetCreature(uint32 CreatureID){ + if(CreatureID == 0){ + return NULL; + } + + TCreature *Creature = HashList[CreatureID % NARRAY(HashList)]; + while(Creature != NULL && Creature->ID != CreatureID){ + Creature = Creature->NextHashEntry; + } + + return Creature; +} + +TCreature *GetCreature(Object Obj){ + return GetCreature(Obj.getCreatureID()); +} + +void InsertChainCreature(TCreature *Creature, int CoordX, int CoordY){ + if(Creature == NULL){ + // TODO(fusion): Maybe a typo on the name of the function? I thought it + // could be some type of macro because there was no function name mismatch + // until now. + error("DeleteChainCreature: Übegebene Kreatur existiert nicht.\n"); + return; + } + + if(CoordX == 0){ + CoordX = Creature->posx; + } + + if(CoordY == 0){ + CoordY = Creature->posy; + } + + int ChainX = CoordX / 16; + int ChainY = CoordY / 16; + uint32 *FirstID = FirstChainCreature->at(ChainX, ChainY); + Creature->NextChainCreature = *FirstID; + *FirstID = Creature->ID; +} void DeleteChainCreature(TCreature *Creature){ if(Creature == NULL){ @@ -479,9 +888,9 @@ void DeleteChainCreature(TCreature *Creature){ // NOTE(fusion): All creatures in each 16x16 region form a creature linked // list, despite its current floor. Whether that is a good idea is a whole // other matter. - int BlockX = Creature->posx / 16; - int BlockY = Creature->posy / 16; - uint32 *FirstID = FirstChainCreature->at(BlockX, BlockY); + int ChainX = Creature->posx / 16; + int ChainY = Creature->posy / 16; + uint32 *FirstID = FirstChainCreature->at(ChainX, ChainY); if(*FirstID == Creature->ID){ *FirstID = Creature->NextChainCreature; @@ -509,8 +918,112 @@ void DeleteChainCreature(TCreature *Creature){ } } +void MoveChainCreature(TCreature *Creature, int CoordX, int CoordY){ + if(Creature == NULL){ + error("DeleteChainCreature: Übegebene Kreatur existiert nicht.\n"); + return; + } + + int NewChainX = CoordX / 16; + int NewChainY = CoordY / 16; + int OldChainX = Creature->posx / 16; + int OldChainY = Creature->posy / 16; + + if(NewChainX != OldChainX || NewChainY != OldChainY){ + DeleteChainCreature(Creature); + InsertChainCreature(Creature, CoordX, CoordY); + } +} + +void ProcessCreatures(void){ + for(int Index = 0; Index < FirstFreeCreature; Index += 1){ + TCreature *Creature = *CreatureList.at(Index); + if(Creature == NULL){ + error("ProcessCreatures: Kreatur %d existiert nicht.\n", Index); + continue; + } + + // TODO(fusion): It is weird that we do check the connection all the time + // and most of the time it is redundant because functions will check if + // it's NULL before attempting anything. + + int FoodRegen = Creature->Skills[SKILL_FED]->Get(); + if(FoodRegen > 0 && (RoundNr % FoodRegen) == 0 && !Creature->IsDead + && !IsProtectionZone(Creature->posx, Creature->posy, Creature->posz)){ + Creature->Skills[SKILL_HITPOINTS]->Change(1); + Creature->Skills[SKILL_MANA]->Change(4); + if(Creature->Type == PLAYER){ + SendPlayerData(Creature->Connection); + } + } + + if(Creature->Type == PLAYER){ + if(Creature->Connection != NULL){ + ((TPlayer*)Creature)->CheckState(); + } + + if(Creature->EarliestLogoutRound != 0 && Creature->EarliestLogoutRound <= RoundNr){ + ((TPlayer*)Creature)->ClearPlayerkillingMarks(); + Creature->EarliestLogoutRound = 0; + } + } + + if(!Creature->IsDead && Creature->Skills[SKILL_HITPOINTS]->Get() <= 0){ + error("ProcessCreatures: Kreatur %s ist nicht tot, obwohl sie keine HP mehr hat.\n", Creature->Name); + Creature->Death(); + } + + if(Creature->LoggingOut && Creature->LogoutPossible() == 0){ // LOGOUT_POSSIBLE ? + if(Creature->IsDead && Creature->Skills[SKILL_HITPOINTS]->Get() > 0){ + error("ProcessCreatures: Kreatur %s hat HP, obwohl sie tot ist.\n", Creature->Name); + Creature->Skills[SKILL_HITPOINTS]->Set(0); + } + + // TODO(fusion): Creatures are removed from `CreatureList` with a swap + // and pop. Since we're iterating it RIGHT NOW, we need to process the + // the current index AGAIN because it'll now contain the creature that + // was previously at the end of the list. The annoying part here is that + // this removal occurs implicitly in the creature's destructor. + delete Creature; + Index -= 1; + } + } +} + +void ProcessSkills(void){ + for(int Index = 0; Index < FirstFreeCreature; Index += 1){ + TCreature *Creature = *CreatureList.at(Index); + if(Creature == NULL){ + error("ProcessSkills: Kreatur %d existiert nicht.\n", Index); + continue; + } + + Creature->ProcessSkills(); + } +} + +void MoveCreatures(int Delay){ + ServerMilliseconds += Delay; + while(ToDoQueue.Entries > 0){ + auto Entry = *ToDoQueue.Entry->at(1); + uint32 ExecutionTime = Entry.Key; + uint32 CreatureID = Entry.Data; + if(ExecutionTime > ServerMilliseconds){ + break; + } + + ToDoQueue.deleteMin(); + TCreature *Creature = GetCreature(CreatureID); + if(Creature != NULL){ + Creature->Execute(); + } + } +} + // Kill Statistics // ============================================================================= +void InitKillStatistics(void);//TODO +void ExitKillStatistics(void);//TODO void AddKillStatistics(int AttackerRace, int DefenderRace){ // NOTE(fusion): I think the race name can be "human" only for players, // which means we're probably tracking how many creatures are killed by @@ -572,9 +1085,13 @@ TRaceData::TRaceData(void) : this->Spells = 0; } +bool IsRaceValid(int Race){ + return Race >= 1 && Race < MAX_RACES; +} + int GetRaceByName(const char *RaceName){ int Result = 0; - for(int Race = 1; Race < NARRAY(RaceData); Race += 1){ + for(int Race = 1; Race < MAX_RACES; Race += 1){ if(stricmp(RaceName, RaceData[Race].Name) == 0){ Result = Race; break; @@ -583,7 +1100,35 @@ int GetRaceByName(const char *RaceName){ return Result; } -// Raid +void LoadRaces(void); //TODO + +// Monster Raid // ============================================================================= +void LoadMonsterRaids(void); //TODO +// Initialization +// ============================================================================= +void InitCr(void){ + NextCreatureID = 0x40000000; + FirstFreeCreature = 0; + FirstChainCreature = new matrix<uint32>( + SectorXMin * 2, SectorXMax * 2 + 1, + SectorYMin * 2, SectorYMax * 2 + 1, + 0); + LoadRaces(); + LoadMonsterRaids(); + InitCrskill(); + InitPlayer(); + InitNonplayer(); + InitKillStatistics(); +} + +void ExitCr(void){ + ExitKillStatistics(); + ExitPlayer(); + ExitNonplayer(); + ExitCrskill(); + + delete FirstChainCreature; +} diff --git a/src/crskill.cc b/src/crskill.cc index d2eb067..8e259a8 100644 --- a/src/crskill.cc +++ b/src/crskill.cc @@ -1159,7 +1159,7 @@ bool TSkillBase::NewSkill(uint16 SkillNo, TCreature *Creature){ } bool TSkillBase::SetSkills(int Race){ - if(Race < 0 || Race >= NARRAY(RaceData)){ + if(!IsRaceValid(Race)){ error("TSkillBase::SetSkills: Ungültige Rassennummer %d.\n", Race); return false; } @@ -1250,3 +1250,13 @@ void TSkillBase::DelTimer(uint16 SkNr){ } } } + +// Initialization +//============================================================================== +void InitCrskill(void){ + // no-op +} + +void ExitCrskill(void){ + // no-op +} diff --git a/src/magic.cc b/src/magic.cc index ea1ba73..53ec1da 100644 --- a/src/magic.cc +++ b/src/magic.cc @@ -372,8 +372,7 @@ TSummonImpact::TSummonImpact(TCreature *Actor, int Race, int Maximum){ error("TSummonImpact::TSummonImpact: Actor ist NULL.\n"); } - // TODO(fusion): I think there might be a `IsRaceValid` function that was inlined. - if(Race < 0 || Race >= NARRAY(RaceData)){ + if(!IsRaceValid(Race)){ error("TSummonImpact::TSummonImpact: Ungültige Rassennummer %d.\n", Race); } @@ -387,7 +386,7 @@ void TSummonImpact::handleField(int x, int y, int z){ int Race = this->Race; int Maximum = this->Maximum; if(Actor != NULL - && Race >= 0 && Race < NARRAY(RaceData) + && IsRaceValid(Race) && Actor->SummonedCreatures < Maximum){ int x, y, z; if(SearchSummonField(&x, &y, &z, 2)){ @@ -1870,7 +1869,7 @@ void SummonCreature(TCreature *Actor, int ManaPoints, int Race, bool God){ throw ERROR; } - if(Race < 1 || Race >= NARRAY(RaceData)){ + if(!IsRaceValid(Race)){ error("SummonCreature: Ungültige Rassennummer %d übergeben.\n", Race); throw ERROR; } @@ -8,21 +8,21 @@ #include <dirent.h> -static int OBCount; -static int SectorXMin; -static int SectorXMax; -static int SectorYMin; -static int SectorYMax; -static int SectorZMin; -static int SectorZMax; -static int RefreshedCylinders; -static int NewbieStartPositionX; -static int NewbieStartPositionY; -static int NewbieStartPositionZ; -static int VeteranStartPositionX; -static int VeteranStartPositionY; -static int VeteranStartPositionZ; +int SectorXMin; +int SectorXMax; +int SectorYMin; +int SectorYMax; +int SectorZMin; +int SectorZMax; +int RefreshedCylinders; +int NewbieStartPositionX; +int NewbieStartPositionY; +int NewbieStartPositionZ; +int VeteranStartPositionX; +int VeteranStartPositionY; +int VeteranStartPositionZ; +static int OBCount; static matrix3d<TSector*> *Sector; static TObjectBlock **ObjectBlock; static TObject *FirstFreeObject; @@ -97,6 +97,21 @@ struct TCronEntry { int Next; }; +// NOTE(fusion): Map config values. +extern int SectorXMin; +extern int SectorXMax; +extern int SectorYMin; +extern int SectorYMax; +extern int SectorZMin; +extern int SectorZMax; +extern int RefreshedCylinders; +extern int NewbieStartPositionX; +extern int NewbieStartPositionY; +extern int NewbieStartPositionZ; +extern int VeteranStartPositionX; +extern int VeteranStartPositionY; +extern int VeteranStartPositionZ; + // NOTE(fusion): Cron management functions. Most for internal use. Object CronCheck(void); void CronExpire(Object Obj, int Delay); diff --git a/src/stubs.hh b/src/stubs.hh index 030f502..fa7f0d2 100644 --- a/src/stubs.hh +++ b/src/stubs.hh @@ -18,6 +18,7 @@ extern void AbortWriter(void); extern void AnnounceChangedCreature(uint32 CreatureID, int Type); extern void BroadcastMessage(int Mode, const char *Text, ...) ATTR_PRINTF(2, 3); extern void Change(Object Obj, ObjectType NewType, uint32 Value); +extern void ChangeNPCState(TCreature *Npc, int NewState, bool Stimulus); extern void CharacterDeathOrder(TCreature *Creature, int OldLevel, uint32 Offender, const char *Remark, bool Unjustified); extern bool CheckRight(uint32 CreatureID, RIGHT Right); @@ -33,11 +34,11 @@ extern void CreatePool(Object Con, ObjectType Type, uint32 Value); extern void Delete(Object Obj, int Count); extern bool FieldPossible(int x, int y, int z, int FieldType); extern Object GetBodyObject(uint32 CreatureID, int Position); -extern TCreature *GetCreature(uint32 CreatureID); -extern TCreature *GetCreature(Object Obj); +extern void GetExitPosition(uint16 HouseID, int *x, int *y, int *z); extern TConnection *GetFirstConnection(void); extern TConnection *GetNextConnection(void); extern const char *GetName(Object Obj); +extern Object GetObject(uint32 CreatureID, int x, int y, int z, int RNum, ObjectType Type); extern TPlayer *GetPlayer(uint32 CreatureID); extern bool GetRaceNoConvince(int Race); extern bool GetRaceNoIllusion(int Race); @@ -51,25 +52,24 @@ extern void GraphicalEffect(Object Obj, int Type); extern int IdentifyPlayer(const char *Name, bool ExactMatch, bool IgnoreGamemasters, TPlayer **Player); extern void InitLog(const char *ProtocolName); extern void KickGuest(uint16 HouseID, TPlayer *Host, TPlayer *Guest); +extern bool LagDetected(void); extern void LoadMonsterRaid(const char *FileName, int Start, bool *Type, int *Date, int *Interval, int *Duration); extern void Log(const char *ProtocolName, const char *Text, ...) ATTR_PRINTF(2, 3); extern void LogoutAllPlayers(void); extern void Missile(Object Start, Object Dest, int Type); extern void Move(uint32 CreatureID, Object Obj, Object Con, int Count, bool NoMerge, Object Ignore); -extern void MoveCreatures(int Delay); extern void NetLoadCheck(void); extern void NetLoadSummary(void); extern void NotifyAllCreatures(Object Obj, int Type, Object OldCon); extern int ObjectDistance(Object Obj1, Object Obj2); +extern bool ObjectInRange(uint32 CreatureID, Object Obj, int Range); extern void ProcessCommunicationControl(void); extern void ProcessConnections(void); -extern void ProcessCreatures(void); extern void ProcessCronSystem(void); extern void ProcessMonsterhomes(void); extern void ProcessMonsterRaids(void); extern void ProcessReaderThreadReplies(TRefreshSectorFunction *RefreshSector, TSendMailsFunction *SendMails); -extern void ProcessSkills(void); extern void ProcessWriterThreadReplies(void); extern void ReceiveData(void); extern void RefreshCylinders(void); @@ -77,6 +77,7 @@ extern void RefreshMap(void); extern void RefreshSector(int SectorX, int SectorY, int SectorZ, const uint8 *Data, int Size); extern void SavePlayerDataOrder(void); extern bool SearchFlightField(uint32 FugitiveID, uint32 PursuerID, int *x, int *y, int *z); +extern bool SearchLoginField(int *x, int *y, int *z, int Distance, bool Player); extern bool SearchSummonField(int *x, int *y, int *z, int Distance); extern void SendAll(void); extern void SendAmbiente(TConnection *Connection); @@ -89,6 +90,7 @@ extern void SendPlayerData(TConnection *Connection); extern void SendPlayerSkills(TConnection *Connection); extern void SendPlayerState(TConnection *Connection, uint8 State); extern void SendResult(TConnection *Connection, RESULT r); +extern void SendSnapback(TConnection *Connection); extern void ShowGuestList(uint16 HouseID, TPlayer *Player, char *Buffer); extern void ShowSubownerList(uint16 HouseID, TPlayer *Player, char *Buffer); extern void ShowNameDoor(Object Door, TPlayer *Player, char *Buffer); |
