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C++ hadCondition dont read when condition have subid

poe6man3

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I added new condition which is called WALKLOCK

I want to make it stop moving so i added inside game.cpp inside ReturnValue Game::internalMoveCreature

C++:
if (creature->hasCondition(CONDITION_WALKLOCK)) {
        return RETURNVALUE_NOTPOSSIBLE;
}

And its working when i dont put subid on it but right after i put subid on it its stops working i printed if i have the condition with subid in lua and its looking good but inside src the if is not going through

How i added the new condition

enums.h
C++:
CONDITION_WALKLOCK = 1 << 28,

luascript.cpp
C++:
registerEnum(CONDITION_WALKLOCK)

condition.cpp
C++:
case CONDITION_WALKLOCK:

and then the game.cpp check

Can somebody tell me what am i doing wrong ?

Edit:
ah yea its tfs 1.3 always forgeting : /
 
Last edited:
C++:
bool Creature::hasCondition(ConditionType_t type, uint32_t subId/* = 0*/) const
{
    if (isSuppress(type)) {
        return false;
    }

    int64_t timeNow = OTSYS_TIME();
    for (Condition* condition : conditions) {
        if (condition->getType() != type || condition->getSubId() != subId) {
            continue;
        }

        if (condition->getEndTime() >= timeNow || condition->getTicks() == -1) {
            return true;
        }
    }
    return false;
}
As you can see there it checks for subId (if not privded then subId has to be 0).

You can add another method for example:
creature.cpp:
C++:
bool Creature::hasConditionOfAnySubId(ConditionType_t type) const
{
    if (isSuppress(type)) {
        return false;
    }

    int64_t timeNow = OTSYS_TIME();
    for (Condition* condition : conditions) {
        if (condition->getType() != type) {
            continue;
        }

        if (condition->getEndTime() >= timeNow || condition->getTicks() == -1) {
            return true;
        }
    }
    return false;
}

creature.h:
C++:
bool hasConditionOfAnySubId(ConditionType_t type) const;

and then:
C++:
if (creature->hasConditionOfAnySubId(CONDITION_WALKLOCK)) {
        return RETURNVALUE_NOTPOSSIBLE;
}

No idea if there is a better way to do this, because I didn't look much into it.
 
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