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- /*
- EQ2Emulator: Everquest II Server Emulator
- Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
- This file is part of EQ2Emulator.
- EQ2Emulator is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- EQ2Emulator is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
- */
- #ifndef __EQ2_PLAYER__
- #define __EQ2_PLAYER__
- #include "Entity.h"
- #include "Items/Items.h"
- #include "Factions.h"
- #include "Skills.h"
- #include "Quests.h"
- #include "MutexMap.h"
- #include "Guilds/Guild.h"
- #include "Collections/Collections.h"
- #include "Recipes/Recipe.h"
- #include "Titles.h"
- #include "Languages.h"
- #include "Achievements/Achievements.h"
- #include <algorithm>
- #include <set>
- #define CF_COMBAT_EXPERIENCE_ENABLED 0
- #define CF_ENABLE_CHANGE_LASTNAME 1
- #define CF_FOOD_AUTO_CONSUME 2
- #define CF_DRINK_AUTO_CONSUME 3
- #define CF_AUTO_ATTACK 4
- #define CF_RANGED_AUTO_ATTACK 5
- #define CF_QUEST_EXPERIENCE_ENABLED 6
- #define CF_CHASE_CAMERA_MAYBE 7
- #define CF_100 8
- #define CF_200 9
- #define CF_IS_SITTING 10 /*CAN'T CAST OR ATTACK*/
- #define CF_800 11
- #define CF_ANONYMOUS 12
- #define CF_ROLEPLAYING 13
- #define CF_AFK 14
- #define CF_LFG 15
- #define CF_LFW 16
- #define CF_HIDE_HOOD 17
- #define CF_HIDE_HELM 18
- #define CF_SHOW_ILLUSION 19
- #define CF_ALLOW_DUEL_INVITES 20
- #define CF_ALLOW_TRADE_INVITES 21
- #define CF_ALLOW_GROUP_INVITES 22
- #define CF_ALLOW_RAID_INVITES 23
- #define CF_ALLOW_GUILD_INVITES 24
- #define CF_2000000 25
- #define CF_4000000 26
- #define CF_DEFENSE_SKILLS_AT_MAX_QUESTIONABLE 27
- #define CF_SHOW_GUILD_HERALDRY 28
- #define CF_SHOW_CLOAK 29
- #define CF_IN_PVP 30
- #define CF_IS_HATED 31
- #define CF2_1 32
- #define CF2_2 33
- #define CF2_4 34
- #define CF2_ALLOW_LON_INVITES 35
- #define CF2_SHOW_RANGED 36
- #define CF2_ALLOW_VOICE_INVITES 37
- #define CF2_CHARACTER_BONUS_EXPERIENCE_ENABLED 38
- #define CF2_80 39
- #define CF2_100 40 /* hide achievments*/
- #define CF2_200 41
- #define CF2_400 42
- #define CF2_800 43 /* enable facebook updates*/
- #define CF2_1000 44 /* enable twitter updates*/
- #define CF2_2000 45 /* enable eq2 player updates */
- #define CF2_4000 46 /*eq2 players, link to alt chars */
- #define CF2_8000 47
- #define CF2_10000 48
- #define CF2_20000 49
- #define CF2_40000 50
- #define CF2_80000 51
- #define CF2_100000 52
- #define CF2_200000 53
- #define CF2_400000 54
- #define CF2_800000 55
- #define CF2_1000000 56
- #define CF2_2000000 57
- #define CF2_4000000 58
- #define CF2_8000000 59
- #define CF2_10000000 60
- #define CF2_20000000 61
- #define CF2_40000000 62
- #define CF2_80000000 63
- #define CF_MAXIMUM_FLAG 63
- #define CF_HIDE_STATUS 49 /* !!FORTESTING ONLY!! */
- #define CF_GM_HIDDEN 50 /* !!FOR TESTING ONLY!! */
- #define UPDATE_ACTIVITY_FALLING 0
- #define UPDATE_ACTIVITY_RUNNING 128
- #define UPDATE_ACTIVITY_RIDING_BOAT 256
- #define UPDATE_ACTIVITY_JUMPING 1024
- #define UPDATE_ACTIVITY_IN_WATER_ABOVE 6144
- #define UPDATE_ACTIVITY_IN_WATER_BELOW 6272
- #define UPDATE_ACTIVITY_SITING 6336
- #define UPDATE_ACTIVITY_DROWNING 14464
- #define UPDATE_ACTIVITY_DROWNING2 14336
- #define NUM_MAINTAINED_EFFECTS 30
- #define NUM_SPELL_EFFECTS 45
- /* Character History Type Defines */
- #define HISTORY_TYPE_NONE 0
- #define HISTORY_TYPE_DEATH 1
- #define HISTORY_TYPE_DISCOVERY 2
- #define HISTORY_TYPE_XP 3
- /* Spell Status */
- #define SPELL_STATUS_QUEUE 4
- #define SPELL_STATUS_LOCK 66
- /* Character History Sub Type Defines */
- #define HISTORY_SUBTYPE_NONE 0
- #define HISTORY_SUBTYPE_ADVENTURE 1
- #define HISTORY_SUBTYPE_TRADESKILL 2
- #define HISTORY_SUBTYPE_QUEST 3
- #define HISTORY_SUBTYPE_AA 4
- #define HISTORY_SUBTYPE_ITEM 5
- #define HISTORY_SUBTYPE_LOCATION 6
- /// <summary>Character history data, should match the `character_history` table in the DB</summary>
- struct HistoryData {
- int32 Value;
- int32 Value2;
- char Location[200];
- int32 EventID;
- int32 EventDate;
- };
- /// <summary>History set through the LUA system</summary>
- struct LUAHistory {
- int32 Value;
- int32 Value2;
- bool SaveNeeded;
- };
- struct SpellBookEntry{
- int32 spell_id;
- int8 tier;
- int32 type;
- sint32 slot;
- int32 recast_available;
- int8 status;
- int16 recast;
- int32 timer;
- bool save_needed;
- Player* player;
- bool visible;
- };
- #define QUICKBAR_NORMAL 1
- #define QUICKBAR_INV_SLOT 2
- #define QUICKBAR_MACRO 3
- #define QUICKBAR_TEXT_CMD 4
- #define QUICKBAR_ITEM 6
- #define EXP_DISABLED_STATE 0
- #define EXP_ENABLED_STATE 1
- #define MELEE_COMBAT_STATE 16
- #define RANGE_COMBAT_STATE 32
- struct QuickBarItem{
- bool deleted;
- int32 hotbar;
- int32 slot;
- int32 type;
- int16 icon;
- int16 icon_type;
- int32 id;
- int8 tier;
- int32 unique_id;
- EQ2_16BitString text;
- };
- struct LoginAppearances {
- bool deleted;
- int16 equip_type;
- int8 red;
- int8 green;
- int8 blue;
- int8 h_red;
- int8 h_green;
- int8 h_blue;
- bool update_needed;
- };
- class PlayerLoginAppearance {
- public:
- PlayerLoginAppearance() { appearanceList = new map<int8, LoginAppearances>; }
- ~PlayerLoginAppearance() { }
- void AddEquipmentToUpdate(int8 slot_id, LoginAppearances* equip)
- {
- //LoginAppearances data;
- //data.equip_type = equip->equip_type;
- //appearanceList[slot_id] = data;
- }
- void DeleteEquipmentFromUpdate(int8 slot_id, LoginAppearances* equip)
- {
- //LoginAppearances data;
- //data.deleted = equip->deleted;
- //data.update_needed = true;
- //appearanceList[slot_id] = data;
- }
- void RemoveEquipmentUpdates()
- {
- appearanceList->clear();
- safe_delete(appearanceList);
- }
- private:
- map<int8, LoginAppearances>* appearanceList;
- };
- struct InstanceData{
- int32 db_id;
- int32 instance_id;
- int32 zone_id;
- int8 zone_instance_type;
- string zone_name;
- int32 last_success_timestamp;
- int32 last_failure_timestamp;
- int32 success_lockout_time;
- int32 failure_lockout_time;
- };
- class CharacterInstances {
- public:
- CharacterInstances();
- ~CharacterInstances();
- ///<summary>Adds an instance data to the player with the given data</summary>
- ///<param name='db_id'>The unique id for this record in the database</param>
- ///<param name='instance_id'>The id of the instance</param>
- ///<param name='last_success_timestamp'>The success timestamp</param>
- ///<param name='last_failure_timestamp'>The failure timestamp</param>
- ///<param name='success_lockout_time'>The lockout time, in secs, for completing the instance</param>
- ///<param name='failure_lockout_time'>The lockout time, in secs, for failing the instance</param>
- ///<param name='zone_id'>The id of the zone</param>
- ///<param name='zone_instancetype'>The type of instance of the zone</param>
- ///<param name='zone_name'>The name of the zone</param>
- void AddInstance(int32 db_id, int32 instance_id, int32 last_success_timestamp, int32 last_failure_timestamp, int32 success_lockout_time, int32 failure_lockout_time, int32 zone_id, int8 zone_instancetype, string zone_name);
- ///<summary>Clears all instance data</summary>
- void RemoveInstances();
-
- ///<summary>Removes the instace with the given zone id</summary>
- ///<param name='zone_id'>The zone id of the instance to remove</param>
- ///<returns>True if the instance was found and removed</returns>
- bool RemoveInstanceByZoneID(int32 zone_id);
-
- ///<summary>Removes the instance with the given instance id</summary>
- ///<param name='instance_id'>the instance id of the instance to remove</param>
- ///<returns>True if instance was found and removed</returns>
- bool RemoveInstanceByInstanceID(int32 instance_id);
- ///<summary>Gets the instance with the given zone id</summary>
- ///<param name='zone_id'>The zone id of the instance to get</param>
- ///<returns>InstanceData* of the instance record for the given zone id</returns>
- InstanceData* FindInstanceByZoneID(int32 zone_id);
- ///<summary>Gets the instance with the given database id</summary>
- ///<param name='db_id'>The database id of the instance to get</param>
- ///<returns>InstanceData* of the instance record for the given database id</returns>
- InstanceData* FindInstanceByDBID(int32 db_id);
-
- ///<summary>Gets the instance with the given instance id</summary>
- ///<param name='instance_id'>The instance id of the instance to get</param>
- ///<returns>InstanceData* of the instance record for the given instance id</returns>
- InstanceData* FindInstanceByInstanceID(int32 instance_id);
- ///<summary>Gets a list of all the lockout instances</summary>
- vector<InstanceData> GetLockoutInstances();
- ///<summary>Gets a list of all the persistent instances</summary>
- vector<InstanceData> GetPersistentInstances();
-
- ///<summary>Check the timers for the instances</summary>
- ///<param name='player'>player we are checking the timers for</param>
- void ProcessInstanceTimers(Player* player);
- ///<summary>Gets the total number of instances</summary>
- int32 GetInstanceCount();
- private:
- vector<InstanceData> instanceList;
- Mutex m_instanceList;
- };
- class Player;
- struct PlayerGroup;
- struct GroupMemberInfo;
- struct Statistic;
- struct Mail;
- class PlayerInfo {
- public:
- ~PlayerInfo();
- PlayerInfo(Player* in_player);
- EQ2Packet* serialize(int16 version, int16 modifyPos = 0, int32 modifyValue = 0);
- PacketStruct* serialize2(int16 version);
- EQ2Packet* serialize3(PacketStruct* packet, int16 version);
- EQ2Packet* serializePet(int16 version);
- void CalculateXPPercentages();
- void CalculateTSXPPercentages();
- void SetHouseZone(int32 id);
- void SetBindZone(int32 id);
- void SetBindX(float x);
- void SetBindY(float y);
- void SetBindZ(float z);
- void SetBindHeading(float heading);
- void SetAccountAge(int16 days);
- int32 GetHouseZoneID();
- int32 GetBindZoneID();
- float GetBindZoneX();
- float GetBindZoneY();
- float GetBindZoneZ();
- float GetBindZoneHeading();
- float GetBoatX() { return boat_x_offset; }
- float GetBoatY() { return boat_y_offset; }
- float GetBoatZ() { return boat_z_offset; }
- int32 GetBoatSpawn();
- void SetBoatX(float x) { boat_x_offset = x; }
- void SetBoatY(float y) { boat_y_offset = y; }
- void SetBoatZ(float z) { boat_z_offset = z; }
- void SetBoatSpawn(Spawn* boat);
- void RemoveOldPackets();
- private:
- int32 house_zone_id;
- int32 bind_zone_id;
- float bind_x;
- float bind_y;
- float bind_z;
- float bind_heading;
- uchar* changes;
- uchar* orig_packet;
- uchar* pet_changes;
- uchar* pet_orig_packet;
- InfoStruct* info_struct;
- Player* player;
- float boat_x_offset;
- float boat_y_offset;
- float boat_z_offset;
- int32 boat_spawn;
- };
- class PlayerControlFlags{
- public:
- PlayerControlFlags();
- ~PlayerControlFlags();
- void SetPlayerControlFlag(int8 param, int8 param_value, bool is_active);
- bool ControlFlagsChanged();
- void SendControlFlagUpdates(Client* client);
- private:
- bool flags_changed;
- map<int8, map<int8, int8> > flag_changes;
- map<int8, map<int8, bool> > current_flags;
- Mutex MControlFlags;
- Mutex MFlagChanges;
- };
- class Player : public Entity{
- public:
- Player();
- virtual ~Player();
- EQ2Packet* serialize(Player* player, int16 version);
- //int8 GetMaxArtLevel(){ return info->GetInfo()->max_art_level; }
- //int8 GetArtLevel(){ return info->GetInfo()->art_level; }
- PlayerInfo* GetPlayerInfo();
- void SetCharSheetChanged(bool val);
- bool GetCharSheetChanged();
- void AddFriend(const char* name, bool save);
- bool IsFriend(const char* name);
- void RemoveFriend(const char* name);
- map<string, int8>* GetFriends();
- void AddIgnore(const char* name, bool save);
- bool IsIgnored(const char* name);
- void RemoveIgnore(const char* name);
- map<string, int8>* GetIgnoredPlayers();
- // JA: POI Discoveries
- map<int32, vector<int32> >* GetPlayerDiscoveredPOIs();
- void AddPlayerDiscoveredPOI(int32 location_id);
- //
- EQ2Packet* Move(float x, float y, float z, int16 version, float heading = -1.0f);
- /*void SetMaxArtLevel(int8 new_max){
- max_art_level = new_max;
- }
- void SetArtLevel(int8 new_lvl){
- art_level = new_lvl;
- }*/
- bool WasSentSpawn(int32 spawn_id);
- bool NeedsSpawnResent(Spawn* spawn);
- void SetSideSpeed(float side_speed, bool updateFlags = true) {
- SetPos(&appearance.pos.SideSpeed, side_speed, updateFlags);
- }
- float GetSideSpeed() {
- return appearance.pos.SideSpeed;
- }
- void AddMaintainedSpell(LuaSpell* spell);
- void AddSpellEffect(LuaSpell* spell);
- void RemoveMaintainedSpell(LuaSpell* spell);
- void RemoveSpellEffect(LuaSpell* spell);
- bool HasActiveMaintainedSpell(Spell* spell, Spawn* target);
- bool HasActiveSpellEffect(Spell* spell, Spawn* target);
- void AddQuickbarItem(int32 bar, int32 slot, int32 type, int16 icon, int16 icon_type, int32 id, int8 tier, int32 unique_id, const char* text, bool update = true);
- void RemoveQuickbarItem(int32 bar, int32 slot, bool update = true);
- void MoveQuickbarItem(int32 id, int32 new_slot);
- void ClearQuickbarItems();
- PlayerItemList* GetPlayerItemList();
- PlayerItemList item_list;
- PlayerSkillList skill_list;
- Skill* GetSkillByName(const char* name, bool check_update = false);
- PlayerSkillList* GetSkills();
- bool DamageEquippedItems(int8 amount = 10, Client* client = 0);
- vector<EQ2Packet*> EquipItem(int16 index, int16 version, int8 slot_id = 255);
- bool CanEquipItem(Item* item);
- void SetEquippedItemAppearances();
- vector<EQ2Packet*> UnequipItem(int16 index, sint32 bag_id, int8 slot, int16 version);
- int8 ConvertSlotToClient(int8 slot, int16 version);
- int8 ConvertSlotFromClient(int8 slot, int16 version);
- EQ2Packet* SwapEquippedItems(int8 slot1, int8 slot2, int16 version);
- EQ2Packet* RemoveInventoryItem(int8 bag_slot, int8 slot);
- EQ2Packet* SendInventoryUpdate(int16 version);
- EQ2Packet* SendBagUpdate(int32 bag_unique_id, int16 version);
- void SendQuestRequiredSpawns(int32 quest_id);
- void SendHistoryRequiredSpawns(int32 event_id);
- map<int32, Item*>* GetItemList();
- map<int32, Item*>* GetBankItemList();
- vector<Item*>* GetEquippedItemList();
- Quest* SetStepComplete(int32 quest_id, int32 step);
- Quest* AddStepProgress(int32 quest_id, int32 step, int32 progress);
- int32 GetStepProgress(int32 quest_id, int32 step_id);
- bool AddItem(Item* item);
- bool AddItemToBank(Item* item);
- int16 GetSpellSlotMappingCount();
- int16 GetSpellPacketCount();
- Quest* GetQuest(int32 quest_id);
- bool GetQuestStepComplete(int32 quest_id, int32 step_id);
- int16 GetQuestStep(int32 quest_id);
- int16 GetTaskGroupStep(int32 quest_id);
- int8 GetSpellTier(int32 id);
- void SetSpellStatus(Spell* spell, int8 status);
- void RemoveSpellStatus(Spell* spell, int8 status);
- EQ2Packet* GetSpellBookUpdatePacket(int16 version);
- EQ2Packet* GetSpellSlotMappingPacket(int16 version);
- int32 GetCharacterID();
- void SetCharacterID(int32 new_id);
- EQ2Packet* GetQuickbarPacket(int16 version);
- vector<QuickBarItem*>* GetQuickbar();
- bool UpdateQuickbarNeeded();
- void ResetQuickbarNeeded();
- void set_character_flag(int flag);
- void reset_character_flag(int flag);
- void toggle_character_flag(int flag);
- bool get_character_flag(int flag);
- void AddCoins(int64 val);
- bool RemoveCoins(int64 val);
- /// <summary>Checks to see if the player has the given amount of coins</summary>
- /// <param name="val">Amount of coins to check</param>
- /// <returns>True if the player has enough coins</returns>
- bool HasCoins(int64 val);
- void AddSkill(int32 skill_id, int16 current_val, int16 max_val, bool save_needed = false);
- void RemoveSkillFromDB(Skill* skill, bool save = false);
- void AddSpellBookEntry(int32 spell_id, int8 tier, sint32 slot, int32 type, int32 timer, bool save_needed = false);
- SpellBookEntry* GetSpellBookSpell(int32 spell_id);
- vector<SpellBookEntry*>* GetSpellsSaveNeeded();
- sint32 GetFreeSpellBookSlot(int32 type);
- /// <summary>Get a vector of spell ids for all spells in the spell book for the given skill</summary>
- /// <param name='skill_id'>The id of the skill to check</param>
- /// <returns>A vector of int32's of the spell id's</returns>
- vector<int32> GetSpellBookSpellIDBySkill(int32 skill_id);
- EQ2Packet* MoveInventoryItem(sint32 to_bag_id, int16 from_index, int8 new_slot, int8 charges, int16 version = 1);
- bool IsPlayer(){ return true; }
- MaintainedEffects* GetFreeMaintainedSpellSlot();
- MaintainedEffects* GetMaintainedSpell(int32 id);
- MaintainedEffects* GetMaintainedSpellBySlot(int8 slot);
- MaintainedEffects* GetMaintainedSpells();
- SpellEffects* GetFreeSpellEffectSlot();
- SpellEffects* GetSpellEffects();
- int32 GetCoinsCopper();
- int32 GetCoinsSilver();
- int32 GetCoinsGold();
- int32 GetCoinsPlat();
- int32 GetBankCoinsCopper();
- int32 GetBankCoinsSilver();
- int32 GetBankCoinsGold();
- int32 GetBankCoinsPlat();
- float GetXPVitality();
- float GetTSXPVitality();
- bool AdventureXPEnabled();
- bool TradeskillXPEnabled();
- void SetNeededXP(int32 val);
- void SetNeededXP();
- void SetXP(int32 val);
- void SetNeededTSXP(int32 val);
- void SetNeededTSXP();
- void SetTSXP(int32 val);
- int32 GetNeededXP();
- int32 GetXPDebt();
- int32 GetXP();
- int32 GetNeededTSXP();
- int32 GetTSXP();
- bool AddXP(int32 xp_amount);
- bool AddTSXP(int32 xp_amount);
- bool DoubleXPEnabled();
- float CalculateXP(Spawn* victim);
- float CalculateTSXP(int8 level);
- void InCombat(bool val, bool range = false);
- void PrepareIncomingMovementPacket(int32 len, uchar* data, int16 version);
- uchar* GetMovementPacketData(){
- return movement_packet;
- }
- void AddSpawnInfoPacketForXOR(int32 spawn_id, uchar* packet, int16 packet_size);
- uchar* GetSpawnInfoPacketForXOR(int32 spawn_id);
- void AddSpawnVisPacketForXOR(int32 spawn_id, uchar* packet, int16 packet_size);
- uchar* GetSpawnVisPacketForXOR(int32 spawn_id);
- void AddSpawnPosPacketForXOR(int32 spawn_id, uchar* packet, int16 packet_size);
- uchar* GetSpawnPosPacketForXOR(int32 spawn_id);
- uchar* GetTempInfoPacketForXOR();
- uchar* GetTempVisPacketForXOR();
- uchar* GetTempPosPacketForXOR();
- uchar* SetTempInfoPacketForXOR(int16 size);
- uchar* SetTempVisPacketForXOR(int16 size);
- uchar* SetTempPosPacketForXOR(int16 size);
- int32 GetTempInfoXorSize() { return info_xor_size; }
- int32 GetTempVisXorSize() { return vis_xor_size; }
- int32 GetTempPosXorSize() { return pos_xor_size; }
- bool CheckPlayerInfo();
- void CalculateLocation();
- void SetSpawnDeleteTime(int32 id, int32 time);
- int32 GetSpawnDeleteTime(int32 id);
- void ClearEverything();
- bool IsFullyLoggedIn();
- void SetFullyLoggedIn(bool val);
- bool IsResurrecting();
- void SetResurrecting(bool val);
- int8 GetArrowColor(int8 spawn_level);
- int8 GetTSArrowColor(int8 level);
- Spawn* GetSpawnByIndex(int16 index);
- int16 GetIndexForSpawn(Spawn* spawn);
- bool WasSpawnRemoved(Spawn* spawn);
- void RemoveSpawn(Spawn* spawn);
- void ClearRemovedSpawn(Spawn* spawn);
- bool ShouldSendSpawn(Spawn* spawn);
- Spawn* GetSpawnWithPlayerID(int32 id){
- Spawn* spawn = 0;
- index_mutex.readlock(__FUNCTION__, __LINE__);
- if (player_spawn_id_map.count(id) > 0)
- spawn = player_spawn_id_map[id];
- index_mutex.releasereadlock(__FUNCTION__, __LINE__);
- return spawn;
- }
- int32 GetIDWithPlayerSpawn(Spawn* spawn){
- int32 id = 0;
- index_mutex.readlock(__FUNCTION__, __LINE__);
- if (player_spawn_reverse_id_map.count(spawn) > 0)
- id = player_spawn_reverse_id_map[spawn];
- index_mutex.releasereadlock(__FUNCTION__, __LINE__);
- return id;
- }
- void SetSpawnMap(Spawn* spawn)
- {
- index_mutex.writelock(__FUNCTION__, __LINE__);
- spawn_id += 1;
- int32 tmp_id = spawn_id;
- player_spawn_id_map[tmp_id] = spawn;
- if(player_spawn_reverse_id_map.count(spawn))
- player_spawn_reverse_id_map.erase(spawn);
- player_spawn_reverse_id_map.insert(make_pair(spawn,tmp_id));
- index_mutex.releasewritelock(__FUNCTION__, __LINE__);
- }
- void SetSpawnMapIndex(Spawn* spawn, int16 index)
- {
- index_mutex.writelock(__FUNCTION__, __LINE__);
- if (player_spawn_map.count(index))
- player_spawn_map[index] = spawn;
- else
- player_spawn_map[index] = spawn;
- index_mutex.releasewritelock(__FUNCTION__, __LINE__);
- }
- int16 SetSpawnMapAndIndex(Spawn* spawn)
- {
- int16 new_index = 0;
- index_mutex.writelock(__FUNCTION__, __LINE__);
- spawn_index += 1;
- if (spawn_index == 255)
- spawn_index += 1; //just so we dont have to worry about overloading
- new_index = spawn_index;
- if (player_spawn_index_map.count(spawn))
- player_spawn_index_map.erase(spawn);
- player_spawn_index_map.insert(make_pair(spawn,new_index));
- if (player_spawn_map.count(new_index))
- player_spawn_map[new_index] = spawn;
- else
- player_spawn_map.insert(make_pair(new_index, spawn));
- index_mutex.releasewritelock(__FUNCTION__, __LINE__);
- return new_index;
- }
- PacketStruct* GetQuestJournalPacket(bool all_quests, int16 version, int32 crc, int32 current_quest_id);
- void RemoveQuest(int32 id, bool delete_quest);
- vector<Quest*>* CheckQuestsChatUpdate(Spawn* spawn);
- vector<Quest*>* CheckQuestsItemUpdate(Item* item);
- vector<Quest*>* CheckQuestsLocationUpdate();
- vector<Quest*>* CheckQuestsKillUpdate(Spawn* spawn,bool update = true);
- vector<Quest*>* CheckQuestsSpellUpdate(Spell* spell);
- void CheckQuestsCraftUpdate(Item* item, int32 qty);
- void CheckQuestsHarvestUpdate(Item* item, int32 qty);
- vector<Quest*>* CheckQuestsFailures();
- bool CheckQuestRemoveFlag(Spawn* spawn);
- int8 CheckQuestFlag(Spawn* spawn);
- bool CheckQuestRequired(Spawn* spawn);
- void AddQuestRequiredSpawn(Spawn* spawn, int32 quest_id);
- void AddHistoryRequiredSpawn(Spawn* spawn, int32 event_id);
- int16 spawn_index;
- int32 spawn_id;
- map<int32, vector<int32>*> player_spawn_quests_required;
- map<int32, vector<int32>*> player_spawn_history_required;
- Mutex m_playerSpawnQuestsRequired;
- Mutex m_playerSpawnHistoryRequired;
- Quest* GetCompletedQuest(int32 quest_id);
- void AddCompletedQuest(Quest* quest);
- map<int32, Quest*> pending_quests;
- map<int32, Quest*> player_quests;
- map<int32, Quest*>* GetPlayerQuests();
- map<int32, Quest*>* GetCompletedPlayerQuests();
- void LockQuests();
- void UnlockQuests();
- void SetFactionValue(int32 faction_id, sint32 value){
- factions.SetFactionValue(faction_id, value);
- }
- PlayerFaction* GetFactions(){
- return &factions;
- }
- vector<int32> GetQuestIDs();
- map<int32, int16> macro_icons;
- bool HasPendingLootItems(int32 id);
- bool HasPendingLootItem(int32 id, int32 item_id);
- vector<Item*>* GetPendingLootItems(int32 id);
- void RemovePendingLootItem(int32 id, int32 item_id);
- void RemovePendingLootItems(int32 id);
- void AddPendingLootItems(int32 id, vector<Item*>* items);
- bool HasSpell(int32 spell_id, int8 tier = 255, bool include_higher_tiers = false);
- bool HasRecipeBook(int32 recipe_id);
- void AddPlayerStatistic(int32 stat_id, sint32 stat_value, int32 stat_date);
- void UpdatePlayerStatistic(int32 stat_id, sint32 stat_value, bool overwrite = false);
- sint64 GetPlayerStatisticValue(int32 stat_id);
- void WritePlayerStatistics();
- //PlayerGroup* GetGroup();
- void SetGroup(PlayerGroup* group);
- bool IsGroupMember(Entity* player);
- void SetGroupInformation(PacketStruct* packet);
- void ResetSavedSpawns();
- bool IsReturningFromLD();
- void SetReturningFromLD(bool val);
- bool CheckLevelStatus(int16 new_level);
- int16 GetLastMovementActivity();
- void DestroyQuests();
- string GetAwayMessage() const { return away_message; }
- void SetAwayMessage(string val) { away_message = val; }
- void SetRangeAttack(bool val);
- bool GetRangeAttack();
- ZoneServer* GetGroupMemberInZone(int32 zone_id);
- bool AddMail(Mail* mail);
- MutexMap<int32, Mail*>* GetMail();
- Mail* GetMail(int32 mail_id);
- void DeleteMail(bool from_database = false);
- void DeleteMail(int32 mail_id, bool from_database = false);
- CharacterInstances* GetCharacterInstances() { return &character_instances; }
- void SetIsTracking(bool val) { is_tracking = val; }
- bool GetIsTracking() const { return is_tracking; }
- void SetBiography(string new_biography) { biography = new_biography; }
- string GetBiography() const { return biography; }
- void SetPlayerAdventureClass(int8 new_class);
- void SetGuild(Guild* new_guild) { guild = new_guild; }
- Guild* GetGuild() { return guild; }
- void AddSkillBonus(int32 spell_id, int32 skill_id, float value);
- SkillBonus* GetSkillBonus(int32 spell_id);
- virtual void RemoveSkillBonus(int32 spell_id);
- virtual bool CanSeeInvis(Entity* target);
- bool CheckChangeInvisHistory(Entity* target);
- void UpdateTargetInvisHistory(int32 targetID, bool canSeeStatus);
- void RemoveTargetInvisHistory(int32 targetID);
- bool HasFreeBankSlot();
- int8 FindFreeBankSlot();
- PlayerCollectionList * GetCollectionList() { return &collection_list; }
- PlayerRecipeList * GetRecipeList() { return &recipe_list; }
- PlayerRecipeBookList * GetRecipeBookList() { return &recipebook_list; }
- PlayerAchievementList * GetAchievementList() { return &achievement_list; }
- PlayerAchievementUpdateList * GetAchievementUpdateList() { return &achievement_update_list; }
- void SetPendingCollectionReward(Collection *collection) { pending_collection_reward = collection; }
- Collection * GetPendingCollectionReward() { return pending_collection_reward; }
- void RemoveSpellBookEntry(int32 spell_id, bool remove_passives_from_list = true);
- void ResortSpellBook(int32 sort_by, int32 order, int32 pattern, int32 maxlvl_only, int32 book_type);
- static bool SortSpellEntryByName(SpellBookEntry* s1, SpellBookEntry* s2);
- static bool SortSpellEntryByCategory(SpellBookEntry* s1, SpellBookEntry* s2);
- static bool SortSpellEntryByLevel(SpellBookEntry* s1, SpellBookEntry* s2);
- static bool SortSpellEntryByNameReverse(SpellBookEntry* s1, SpellBookEntry* s2);
- static bool SortSpellEntryByCategoryReverse(SpellBookEntry* s1, SpellBookEntry* s2);
- static bool SortSpellEntryByLevelReverse(SpellBookEntry* s1, SpellBookEntry* s2);
- int8 GetSpellSlot(int32 spell_id);
- void AddTitle(int32 title_id, const char *name, int8 prefix, bool save_needed = false);
- void AddAAEntry(int16 template_id, int8 tab_id, int32 aa_id, int16 order, int8 treeid);
- PlayerTitlesList* GetPlayerTitles() { return &player_titles_list; }
- void AddLanguage(int32 id, const char *name, bool save_needed = false);
- PlayerLanguagesList* GetPlayerLanguages() { return &player_languages_list; }
- bool HasLanguage(int32 id);
- bool HasLanguage(const char* name);
- bool CanReceiveQuest(int32 quest_id);
- float GetBoatX() { if (info) return info->GetBoatX(); return 0; }
- float GetBoatY() { if (info) return info->GetBoatY(); return 0; }
- float GetBoatZ() { if (info) return info->GetBoatZ(); return 0; }
- int32 GetBoatSpawn() { if (info) return info->GetBoatSpawn(); return 0; }
- void SetBoatX(float x) { if (info) info->SetBoatX(x); }
- void SetBoatY(float y) { if (info) info->SetBoatY(y); }
- void SetBoatZ(float z) { if (info) info->SetBoatZ(z); }
- void SetBoatSpawn(Spawn* boat) { if (info) info->SetBoatSpawn(boat); }
- Mutex* GetGroupBuffMutex();
- void SetPendingDeletion(bool val) { pending_deletion = val; }
- bool GetPendingDeletion() { return pending_deletion; }
- float GetPosPacketSpeed() { return pos_packet_speed; }
- bool ControlFlagsChanged();
- void SetPlayerControlFlag(int8 param, int8 param_value, bool is_active);
- void SendControlFlagUpdates(Client* client);
- /// <summary>Casts all the passive spells for the player, only call after zoning is complete.</summary>
- void ApplyPassiveSpells();
- /// <summary>Removes all passive spell effects from the player and clears the passive list</summary>
- void RemoveAllPassives();
- /// <summary>Gets the current recipie ID</summary>
- int32 GetCurrentRecipe() { return current_recipe; }
- /// <summary>Sets the current recipie ID</summary>
- /// <param name="val">Id of the new recipe</param>
- void SetCurrentRecipe(int32 val) { current_recipe = val; }
- /// <summary>Reset the pet window info</summary>
- void ResetPetInfo();
- void ProcessCombat();
- /* Character history stuff */
- /// <summary>Adds a new history event to the player</summary>
- /// <param name="type">The history type</param>
- /// <param name="subtype">The history sub type</param>
- /// <param name="value">The first history value</param>
- /// <param name="value2">The second history value</param>
- void UpdatePlayerHistory(int8 type, int8 subtype, int32 value, int32 value2 = 0);
- /// <summary>Checks to see if the player has discovered the location</summary>
- /// <param name="locationID">The ID of the location to check</param>
- /// <returns>True if the player has discovered the location</returns>
- bool DiscoveredLocation(int32 locationID);
- /// <summary>Load the players history from the database</summary>
- /// <param name="type">The history type</param>
- /// <param name="subtype">The history sub type</param>
- /// <param name="hd">The history data</param>
- void LoadPlayerHistory(int8 type, int8 subtype, HistoryData* hd);
- /// <summary>Save the player's history to the database</summary>
- void SaveHistory();
- /* New functions for spell locking and unlocking*/
- /// <summary>Lock all Spells, Combat arts, and Abilities (not trade skill spells)</summary>
- void LockAllSpells();
- /// <summary>Unlocks all Spells, Combat arts, and Abilities (not trade skill spells)</summary>
- void UnlockAllSpells(bool modify_recast = false);
- /// <summary>Locks the given spell as well as all spells with a shared timer</summary>
- void LockSpell(Spell* spell, int16 recast);
- /// <summary>Unlocks the given spell as well as all spells with shared timers</summary>
- void UnlockSpell(Spell* spell);
- /// <summary>Locks all ts spells and unlocks all normal spells</summary>
- void LockTSSpells();
- /// <summary>Unlocks all ts spells and locks all normal spells</summary>
- void UnlockTSSpells();
- /// <summary>Queue the given spell</summary>
- void QueueSpell(Spell* spell);
- /// <summary>Unqueue the given spell</summary>
- void UnQueueSpell(Spell* spell);
- ///<summary>Get all the spells the player has with the given id</summary>
- vector<Spell*> GetSpellBookSpellsByTimer(int32 timerID);
- PacketStruct* GetQuestJournalPacket(Quest* quest, int16 version, int32 crc);
- void SetSpawnInfoStruct(PacketStruct* packet) { safe_delete(spawn_info_struct); spawn_info_struct = packet; }
- void SetSpawnVisStruct(PacketStruct* packet) { safe_delete(spawn_vis_struct); spawn_vis_struct = packet; }
- void SetSpawnPosStruct(PacketStruct* packet) { safe_delete(spawn_pos_struct); spawn_pos_struct = packet; }
- void SetSpawnHeaderStruct(PacketStruct* packet) { safe_delete(spawn_header_struct); spawn_header_struct = packet; }
- void SetSpawnFooterStruct(PacketStruct* packet) { safe_delete(spawn_footer_struct); spawn_footer_struct = packet; }
- void SetSignFooterStruct(PacketStruct* packet) { safe_delete(sign_footer_struct); sign_footer_struct = packet; }
- void SetWidgetFooterStruct(PacketStruct* packet) { safe_delete(widget_footer_struct); widget_footer_struct = packet; }
- PacketStruct* GetSpawnInfoStruct() { return spawn_info_struct; }
- PacketStruct* GetSpawnVisStruct() { return spawn_vis_struct; }
- PacketStruct* GetSpawnPosStruct() { return spawn_pos_struct; }
- PacketStruct* GetSpawnHeaderStruct() { return spawn_header_struct; }
- PacketStruct* GetSpawnFooterStruct() { return spawn_footer_struct; }
- PacketStruct* GetSignFooterStruct() { return sign_footer_struct; }
- PacketStruct* GetWidgetFooterStruct() { return widget_footer_struct; }
- Mutex info_mutex;
- Mutex pos_mutex;
- Mutex vis_mutex;
- Mutex index_mutex;
- void SetTempMount(int32 id) { tmp_mount_model = id; }
- int32 GetTempMount() { return tmp_mount_model; }
- void SetTempMountColor(EQ2_Color* color) { tmp_mount_color = *color; }
- EQ2_Color GetTempMountColor() { return tmp_mount_color; }
- void SetTempMountSaddleColor(EQ2_Color* color) { tmp_mount_saddle_color = *color; }
- EQ2_Color GetTempMountSaddleColor() { return tmp_mount_saddle_color; }
- void LoadLUAHistory(int32 event_id, LUAHistory* history);
- void SaveLUAHistory();
- void UpdateLUAHistory(int32 event_id, int32 value, int32 value2);
- LUAHistory* GetLUAHistory(int32 event_id);
- bool HasGMVision() { return gm_vision; }
- void SetGMVision(bool val) { gm_vision = val; }
- AppearanceData SavedApp;
- CharFeatures SavedFeatures;
- bool custNPC;
- Entity* custNPCTarget;
- // bot index, spawn id
- map<int32, int32> SpawnedBots;
- private:
- bool range_attack;
- int16 last_movement_activity;
- bool returning_from_ld;
- PlayerGroup* group;
-
- float test_x;
- float test_y;
- float test_z;
- int32 test_time;
- map<int32, map<int32, bool> > pending_loot_items;
- Mutex MSpellsBook;
- Mutex MRecipeBook;
- Mutex MPlayerQuests;
- map<Spawn*, bool> current_quest_flagged;
- PlayerFaction factions;
- map<int32, Quest*> completed_quests;
- bool charsheet_changed;
- map<int32, string> spawn_vis_packet_list;
- map<int32, string> spawn_info_packet_list;
- map<int32, string> spawn_pos_packet_list;
- uchar* movement_packet;
- uchar* old_movement_packet;
- uchar* spell_orig_packet;
- uchar* spell_xor_packet;
- int16 spell_count;
- //float speed;
- int16 target_id;
- Spawn* combat_target;
- int32 char_id;
- bool quickbar_updated;
- bool fully_logged_in;
- bool resurrecting;
- PlayerInfo* info;
- vector<SpellBookEntry*> spells;
- vector<QuickBarItem*> quickbar_items;
- map<int32, Statistic*> statistics;
- void RemovePlayerStatistics();
- map<string, int8> friend_list;
- map<string, int8> ignore_list;
- bool pending_deletion;
- float pos_packet_speed;
- PlayerControlFlags control_flags;
- map<int32, bool> target_invis_history;
- // JA: POI Discoveries
- map<int32, vector<int32> > players_poi_list;
- // Jabantiz: Passive spell list, just stores spell id's
- vector<int32> passive_spells;
- /// <summary>Adds a new passive spell to the list</summary>
- /// <param name='id'>Spell id to add</param>
- /// <param name='tier'>Tier of spell to add</param>
- void AddPassiveSpell(int32 id, int8 tier);
- /// <summary>Removes a passive spell from the list</summary>
- /// <param name='id'>Spell id to remove</param>
- /// <param name='tier'>Tier of spell to remove</param>
- /// <param name='remove_from_list'>Remove the spell from this players passive list, default true</param>
- void RemovePassive(int32 id, int8 tier, bool remove_from_list = true);
- CharacterInstances character_instances;
- string away_message;
- string biography;
- MutexMap<int32, Mail*> mail_list;
- bool is_tracking;
- Guild* guild;
- PlayerCollectionList collection_list;
- Collection * pending_collection_reward;
- PlayerTitlesList player_titles_list;
- PlayerRecipeList recipe_list;
- PlayerLanguagesList player_languages_list;
- PlayerRecipeBookList recipebook_list;
- PlayerAchievementList achievement_list;
- PlayerAchievementUpdateList achievement_update_list;
- // Need to keep track of the recipe the player is crafting as not all crafting packets have this info
- int32 current_recipe;
- void HandleHistoryNone(int8 subtype, int32 value, int32 value2);
- void HandleHistoryDeath(int8 subtype, int32 value, int32 value2);
- void HandleHistoryDiscovery(int8 subtype, int32 value, int32 value2);
- void HandleHistoryXP(int8 subtype, int32 value, int32 value2);
- /// <summary></summary>
- void ModifySpellStatus(SpellBookEntry* spell, sint16 value, bool modify_recast = true, int16 recast = 0);
- void AddSpellStatus(SpellBookEntry* spell, sint16 value, bool modify_recast = true, int16 recast = 0);
- void RemoveSpellStatus(SpellBookEntry* spell, sint16 value, bool modify_recast = true, int16 recast = 0);
- void InitXPTable();
- map<int8, int32> m_levelXPReq;
- //The following variables are for serializing spawn packets
- PacketStruct* spawn_pos_struct;
- PacketStruct* spawn_info_struct;
- PacketStruct* spawn_vis_struct;
- PacketStruct* spawn_header_struct;
- PacketStruct* spawn_footer_struct;
- PacketStruct* sign_footer_struct;
- PacketStruct* widget_footer_struct;
- uchar* spawn_tmp_vis_xor_packet;
- uchar* spawn_tmp_pos_xor_packet;
- uchar* spawn_tmp_info_xor_packet;
- int32 vis_xor_size;
- int32 pos_xor_size;
- int32 info_xor_size;
- // Character history, map<type, map<subtype, vector<data> > >
- map<int8, map<int8, vector<HistoryData*> > > m_characterHistory;
- map<int32, LUAHistory*> m_charLuaHistory;
- int32 tmp_mount_model;
- EQ2_Color tmp_mount_color;
- EQ2_Color tmp_mount_saddle_color;
- bool gm_vision;
- map<Spawn*, int16> player_spawn_index_map;
- map<int16, Spawn*> player_spawn_map;
- map<int32, Spawn*> player_spawn_id_map;
- map<Spawn*, int32> player_spawn_reverse_id_map;
- map<Spawn*, int8> player_removed_spawns;
- };
- #pragma pack()
- #endif
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