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-rw-r--r--src/connection.hh84
-rw-r--r--src/containers.hh4
-rw-r--r--src/cr.hh77
-rw-r--r--src/cract.cc809
-rw-r--r--src/crcombat.cc6
-rw-r--r--src/crmain.cc581
-rw-r--r--src/crskill.cc12
-rw-r--r--src/magic.cc7
-rw-r--r--src/map.cc28
-rw-r--r--src/map.hh15
-rw-r--r--src/stubs.hh12
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);
diff --git a/src/cr.hh b/src/cr.hh
index dc9bd7b..8f8e0de 100644
--- a/src/cr.hh
+++ b/src/cr.hh
@@ -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;
}
diff --git a/src/map.cc b/src/map.cc
index d3336c3..9ce568d 100644
--- a/src/map.cc
+++ b/src/map.cc
@@ -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;
diff --git a/src/map.hh b/src/map.hh
index eafcb1a..e1a9e22 100644
--- a/src/map.hh
+++ b/src/map.hh
@@ -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);