zoneserver.cpp 241 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #include "../common/debug.h"
  17. #include <iostream>
  18. using namespace std;
  19. #include <string.h>
  20. #include "../common/misc.h"
  21. #include <stdio.h>
  22. #include <time.h>
  23. #include <stdlib.h>
  24. #include "Commands/Commands.h"
  25. #include "Zone/pathfinder_interface.h"
  26. #ifdef WIN32
  27. #include <WinSock2.h>
  28. #include <windows.h>
  29. #include <dbghelp.h>
  30. #pragma comment(lib,"imagehlp.lib")
  31. #else
  32. #include <sys/socket.h>
  33. #include <sys/stat.h>
  34. #ifdef FREEBSD //Timothy Whitman - January 7, 2003
  35. #include <sys/types.h>
  36. #endif
  37. #include <netinet/in.h>
  38. #include <arpa/inet.h>
  39. #include <errno.h>
  40. #include <pthread.h>
  41. #include <stdarg.h>
  42. #include "../common/unix.h"
  43. #define SOCKET_ERROR -1
  44. #define INVALID_SOCKET -1
  45. extern int errno;
  46. #endif
  47. #include "../common/servertalk.h"
  48. #include "../common/packet_dump.h"
  49. #include "WorldDatabase.h"
  50. #include "races.h"
  51. #include "classes.h"
  52. #include "../common/seperator.h"
  53. #include "../common/EQStream.h"
  54. #include "../common/EQStreamFactory.h"
  55. #include "../common/opcodemgr.h"
  56. #include "zoneserver.h"
  57. #include "client.h"
  58. #include "LoginServer.h"
  59. #include "World.h"
  60. #include <string>
  61. #include <assert.h>
  62. #include "LuaInterface.h"
  63. #include "Factions.h"
  64. #include "VisualStates.h"
  65. #include "ClientPacketFunctions.h"
  66. #include "SpellProcess.h"
  67. #include "../common/Log.h"
  68. #include "Rules/Rules.h"
  69. #include "Chat/Chat.h"
  70. #include "Tradeskills/Tradeskills.h"
  71. #include "RaceTypes/RaceTypes.h"
  72. #include <algorithm>
  73. #include <random>
  74. #include "Zone/SPGrid.h"
  75. #include "Bots/Bot.h"
  76. #ifdef WIN32
  77. #define snprintf _snprintf
  78. #define vsnprintf _vsnprintf
  79. #define strncasecmp _strnicmp
  80. #define strcasecmp _stricmp
  81. #endif
  82. // int32 numplayers = 0; // never used?
  83. // extern bool GetZoneLongName(char* short_name, char** long_name); // never used?
  84. // extern bool holdzones; // never used?
  85. // extern volatile bool RunLoops; // never used in the zone server?
  86. // extern Classes classes; // never used in the zone server?
  87. extern WorldDatabase database;
  88. extern sint32 numzones;
  89. extern ClientList client_list;
  90. extern LoginServer loginserver;
  91. extern ZoneList zone_list;
  92. extern World world;
  93. extern ConfigReader configReader;
  94. extern Commands commands;
  95. extern LuaInterface* lua_interface;
  96. extern MasterFactionList master_faction_list;
  97. extern VisualStates visual_states;
  98. extern RuleManager rule_manager;
  99. extern Chat chat;
  100. extern MasterRaceTypeList race_types_list;
  101. extern MasterSpellList master_spell_list; // temp - remove later
  102. extern MasterSkillList master_skill_list;
  103. int32 MinInstanceID = 1000;
  104. // JA: Moved most default values to Rules and risky initializers to ZoneServer::Init() - 2012.12.07
  105. ZoneServer::ZoneServer(const char* name) {
  106. depop_zone = false;
  107. repop_zone = false;
  108. respawns_allowed = true;
  109. instanceID = 0;
  110. strcpy(zone_name, name);
  111. zoneID = 0;
  112. rain = 0;
  113. cityzone = false;
  114. always_loaded = false;
  115. locked = false; // JA: implementing /zone lock|unlock commands
  116. pNumPlayers = 0;
  117. LoadingData = true;
  118. zoneShuttingDown = false;
  119. ++numzones;
  120. revive_points = 0;
  121. zone_motd = "";
  122. finished_depop = true;
  123. initial_spawn_threads_active = 0;
  124. minimumStatus = 0;
  125. minimumLevel = 0;
  126. maximumLevel = 0;
  127. minimumVersion = 0;
  128. weather_current_severity = 0;
  129. weather_signaled = false;
  130. xp_mod = 0;
  131. isDusk = false;
  132. dusk_hour = 0;
  133. dusk_minute = 0;
  134. dawn_hour = 0;
  135. dawn_minute = 0;
  136. reloading_spellprocess = false;
  137. MMasterZoneLock = new CriticalSection(MUTEX_ATTRIBUTE_RECURSIVE);
  138. Grid = nullptr;
  139. zonemap = nullptr;
  140. pathing = nullptr;
  141. reloading = true;
  142. }
  143. ZoneServer::~ZoneServer() {
  144. zoneShuttingDown = true; //ensure other threads shut down too
  145. //allow other threads to properly shut down
  146. while (spawnthread_active || initial_spawn_threads_active > 0){
  147. if (spawnthread_active)
  148. LogWrite(ZONE__DEBUG, 7, "Zone", "Zone shutdown waiting on spawn thread");
  149. if (initial_spawn_threads_active > 0)
  150. LogWrite(ZONE__DEBUG, 7, "Zone", "Zone shutdown waiting on initial spawn thread");
  151. Sleep(10);
  152. }
  153. LogWrite(ZONE__INFO, 0, "Zone", "Initiating zone shutdown of '%s'", zone_name);
  154. changed_spawns.clear();
  155. transport_spawns.clear();
  156. safe_delete(spellProcess);
  157. safe_delete(tradeskillMgr);
  158. MMasterZoneLock->lock();
  159. MMasterSpawnLock.writelock(__FUNCTION__, __LINE__);
  160. DeleteData(true);
  161. RemoveLocationProximities();
  162. RemoveLocationGrids();
  163. DelayedSpawnRemoval(true);
  164. DeleteSpawns(true);
  165. DeleteGlobalSpawns();
  166. DeleteFlightPaths();
  167. MMasterSpawnLock.releasewritelock(__FUNCTION__, __LINE__);
  168. MMasterZoneLock->unlock();
  169. safe_delete(MMasterZoneLock);
  170. world.UpdateServerStatistic(STAT_SERVER_NUM_ACTIVE_ZONES, -1);
  171. // If lockout, public, tradeskill, or quest instance delete from db when zone shuts down
  172. if (InstanceType == SOLO_LOCKOUT_INSTANCE || InstanceType == GROUP_LOCKOUT_INSTANCE || InstanceType == RAID_LOCKOUT_INSTANCE ||
  173. InstanceType == PUBLIC_INSTANCE || InstanceType == TRADESKILL_INSTANCE || InstanceType == QUEST_INSTANCE) {
  174. LogWrite(INSTANCE__DEBUG, 0, "Instance", "Non persistent instance shutting down, deleting instance");
  175. database.DeleteInstance(instanceID);
  176. }
  177. if (Grid != nullptr)
  178. delete Grid;
  179. if (zonemap != nullptr)
  180. delete zonemap;
  181. if (pathing != nullptr)
  182. delete pathing;
  183. if (movementMgr != nullptr)
  184. delete movementMgr;
  185. LogWrite(ZONE__INFO, 0, "Zone", "Completed zone shutdown of '%s'", zone_name);
  186. --numzones;
  187. UpdateWindowTitle(0);
  188. zone_list.Remove(this);
  189. }
  190. void ZoneServer::Init()
  191. {
  192. LogWrite(ZONE__INFO, 0, "Zone", "Loading new Zone '%s'", zone_name);
  193. zone_list.Add(this);
  194. spellProcess = new SpellProcess();
  195. tradeskillMgr = new TradeskillMgr();
  196. /* Dynamic Timers */
  197. regenTimer.Start(rule_manager.GetGlobalRule(R_Zone, RegenTimer)->GetInt32());
  198. client_save.Start(rule_manager.GetGlobalRule(R_Zone, ClientSaveTimer)->GetInt32());
  199. shutdownTimer.Disable();
  200. spawn_range.Start(rule_manager.GetGlobalRule(R_Zone, CheckAttackPlayer)->GetInt32());
  201. aggro_timer.Start(rule_manager.GetGlobalRule(R_Zone, CheckAttackNPC)->GetInt32());
  202. /* Weather stuff */
  203. InitWeather();
  204. /* Static Timers */
  205. // JA - haven't decided yet if these should remain hard-coded. Changing them could break EQ2Emu functionality
  206. spawn_check_add.Start(1000);
  207. spawn_check_remove.Start(30000);
  208. spawn_expire_timer.Start(10000);
  209. respawn_timer.Start(10000);
  210. // there was never a starter for these?
  211. widget_timer.Start(5000);
  212. tracking_timer.Start(5000);
  213. movement_timer.Start(100);
  214. location_prox_timer.Start(1000);
  215. location_grid_timer.Start(1000);
  216. charsheet_changes.Start(500);
  217. // Send game time packet every in game hour (180 sec)
  218. sync_game_time_timer.Start(180000);
  219. // Get the dusk and dawn time from the rule manager and store it in the correct variables
  220. sscanf (rule_manager.GetGlobalRule(R_World, DuskTime)->GetString(), "%d:%d", &dusk_hour, &dusk_minute);
  221. sscanf (rule_manager.GetGlobalRule(R_World, DawnTime)->GetString(), "%d:%d", &dawn_hour, &dawn_minute);
  222. spawn_update.Start(rule_manager.GetGlobalRule(R_Zone, SpawnUpdateTimer)->GetInt16());
  223. LogWrite(ZONE__DEBUG, 0, "Zone", "SpawnUpdateTimer: %ims", rule_manager.GetGlobalRule(R_Zone, SpawnUpdateTimer)->GetInt16());
  224. spawn_delete_timer = rule_manager.GetGlobalRule(R_Zone, SpawnDeleteTimer)->GetInt32();
  225. LogWrite(ZONE__DEBUG, 0, "Zone", "SpawnDeleteTimer: %ums", spawn_delete_timer);
  226. LogWrite(ZONE__DEBUG, 0, "Zone", "Loading zone flight paths");
  227. database.LoadZoneFlightPaths(this);
  228. world.UpdateServerStatistic(STAT_SERVER_NUM_ACTIVE_ZONES, 1);
  229. UpdateWindowTitle(0);
  230. string zoneName(GetZoneFile());
  231. if (zonemap == nullptr) {
  232. zonemap = Map::LoadMapFile(zoneName);
  233. }
  234. pathing = IPathfinder::Load(zoneName);
  235. movementMgr = new MobMovementManager();
  236. if (Grid == nullptr) {
  237. Grid = new SPGrid(string(GetZoneFile()), 0);
  238. if (Grid->Init())
  239. LogWrite(ZONE__DEBUG, 0, "SPGrid", "ZoneServer::Init() successfully initialized the grid");
  240. else {
  241. LogWrite(ZONE__DEBUG, 0, "SPGrid", "ZoneServer::Init() failed to initialize the grid... poor tron...");
  242. delete Grid;
  243. Grid = nullptr;
  244. }
  245. }
  246. // else
  247. // LogWrite(ZONE__ERROR, 0, "SPGrid", "ZoneServer::Init() Grid is not null in init, wtf!");
  248. MMasterSpawnLock.SetName("ZoneServer::MMasterSpawnLock");
  249. m_npc_faction_list.SetName("ZoneServer::npc_faction_list");
  250. m_enemy_faction_list.SetName("ZoneServer::enemy_faction_list");
  251. m_reverse_enemy_faction_list.SetName("ZoneServer::reverse_enemy_faction_list");
  252. MDeadSpawns.SetName("ZoneServer::dead_spawns");
  253. MTransportSpawns.SetName("ZoneServer::transport_spawns");
  254. MSpawnList.SetName("ZoneServer::spawn_list");
  255. MTransporters.SetName("ZoneServer::m_transportMaps");
  256. MSpawnGroupAssociation.SetName("ZoneServer::spawn_group_associations");
  257. MSpawnGroupLocations.SetName("ZoneServer::spawn_group_locations");
  258. MSpawnLocationGroups.SetName("ZoneServer::spawn_location_groups");
  259. MSpawnGroupChances.SetName("ZoneServer::spawn_group_chances");
  260. MTransportLocations.SetName("ZoneServer::transporter_locations");
  261. MSpawnLocationList.SetName("ZoneServer::spawn_location_list");
  262. MSpawnDeleteList.SetName("ZoneServer::spawn_delete_list");
  263. MSpawnScriptTimers.SetName("ZoneServer::spawn_script_timers");
  264. MRemoveSpawnScriptTimersList.SetName("ZoneServer::remove_spawn_script_timers_list");
  265. MClientList.SetName("ZoneServer::clients");
  266. MWidgetTimers.SetName("ZoneServer::widget_timers");
  267. #ifdef WIN32
  268. _beginthread(ZoneLoop, 0, this);
  269. _beginthread(SpawnLoop, 0, this);
  270. #else
  271. pthread_t thread;
  272. pthread_create(&thread, NULL, ZoneLoop, this);
  273. pthread_detach(thread);
  274. pthread_t thread2;
  275. pthread_create(&thread2, NULL, SpawnLoop, this);
  276. pthread_detach(thread2);
  277. #endif
  278. }
  279. void ZoneServer::InitWeather()
  280. {
  281. weather_enabled = rule_manager.GetGlobalRule(R_Zone, WeatherEnabled)->GetBool();
  282. if( weather_enabled && isWeatherAllowed())
  283. {
  284. string tmp;
  285. // set up weather system when zone starts up
  286. weather_type = rule_manager.GetGlobalRule(R_Zone, WeatherType)->GetInt8();
  287. switch(weather_type)
  288. {
  289. case 3: tmp = "Chaotic"; break;
  290. case 2: tmp = "Random"; break;
  291. case 1: tmp = "Dynamic"; break;
  292. default: tmp = "Normal"; break;
  293. }
  294. LogWrite(ZONE__DEBUG, 0, "Zone", "%s: Setting up '%s' weather", zone_name, tmp.c_str());
  295. weather_frequency = rule_manager.GetGlobalRule(R_Zone, WeatherChangeFrequency)->GetInt32();
  296. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Change weather every %u seconds", zone_name, weather_frequency);
  297. weather_change_chance = rule_manager.GetGlobalRule(R_Zone, WeatherChangeChance)->GetInt8();
  298. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Chance of weather change: %i%%", zone_name, weather_change_chance);
  299. weather_min_severity = rule_manager.GetGlobalRule(R_Zone, MinWeatherSeverity)->GetFloat();
  300. weather_max_severity = rule_manager.GetGlobalRule(R_Zone, MaxWeatherSeverity)->GetFloat();
  301. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather Severity min/max is %.2f - %.2f", zone_name, weather_min_severity, weather_max_severity);
  302. // Allow a random roll to determine if weather should start out severe or calm
  303. if( MakeRandomInt(1, 100) > 50)
  304. {
  305. weather_pattern = 1; // default weather to increase in severity initially
  306. weather_current_severity = weather_min_severity;
  307. }
  308. else
  309. {
  310. weather_pattern = 0; // default weather to decrease in severity initially
  311. weather_current_severity = weather_max_severity;
  312. }
  313. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather Severity set to %.2f, pattern: %i", zone_name, weather_current_severity, weather_pattern);
  314. weather_change_amount = rule_manager.GetGlobalRule(R_Zone, WeatherChangePerInterval)->GetFloat();
  315. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather change by %.2f each interval", zone_name, weather_change_amount);
  316. if( weather_type > 0 )
  317. {
  318. weather_dynamic_offset = rule_manager.GetGlobalRule(R_Zone, WeatherDynamicMaxOffset)->GetFloat();
  319. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather Max Offset changes no more than %.2f each interval", zone_name, weather_dynamic_offset);
  320. }
  321. else
  322. weather_dynamic_offset = 0;
  323. SetRain(weather_current_severity);
  324. weather_last_changed_time = Timer::GetUnixTimeStamp();
  325. weatherTimer.Start(rule_manager.GetGlobalRule(R_Zone, WeatherTimer)->GetInt32());
  326. }
  327. }
  328. void ZoneServer::DeleteSpellProcess(){
  329. //Just get a lock to make sure we aren't already looping the spawnprocess or clientprocess if this is different than the calling thread
  330. MMasterSpawnLock.writelock(__FUNCTION__, __LINE__);
  331. MMasterZoneLock->lock();
  332. reloading_spellprocess = true;
  333. // Remove spells from NPC's
  334. Spawn* spawn = 0;
  335. map<int32, Spawn*>::iterator itr;
  336. MSpawnList.readlock(__FUNCTION__, __LINE__);
  337. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  338. spawn = itr->second;
  339. if(spawn && spawn->IsNPC())
  340. ((NPC*)spawn)->SetSpells(0);
  341. }
  342. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  343. MMasterZoneLock->unlock();
  344. MMasterSpawnLock.releasewritelock(__FUNCTION__, __LINE__);
  345. DismissAllPets();
  346. safe_delete(spellProcess);
  347. }
  348. void ZoneServer::LoadSpellProcess(){
  349. spellProcess = new SpellProcess();
  350. reloading_spellprocess = false;
  351. // Reload NPC's spells
  352. Spawn* spawn = 0;
  353. map<int32, Spawn*>::iterator itr;
  354. MSpawnList.readlock(__FUNCTION__, __LINE__);
  355. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  356. spawn = itr->second;
  357. if(spawn && spawn->IsNPC())
  358. ((NPC*)spawn)->SetSpells(GetNPCSpells(((NPC*)spawn)->GetPrimarySpellList(), ((NPC*)spawn)->GetSecondarySpellList()));
  359. }
  360. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  361. }
  362. void ZoneServer::LockAllSpells(Player* player) {
  363. if (player && spellProcess) {
  364. Client* client = GetClientBySpawn(player);
  365. if (client)
  366. spellProcess->LockAllSpells(client);
  367. }
  368. }
  369. void ZoneServer::UnlockAllSpells(Player* player) {
  370. if (player && spellProcess) {
  371. Client* client = GetClientBySpawn(player);
  372. if (client)
  373. spellProcess->UnlockAllSpells(client);
  374. }
  375. }
  376. void ZoneServer::DeleteFactionLists() {
  377. map<int32, vector<int32> *>::iterator faction_itr;
  378. map<int32, vector<int32> *>::iterator spawn_itr;
  379. m_enemy_faction_list.writelock(__FUNCTION__, __LINE__);
  380. for (faction_itr = enemy_faction_list.begin(); faction_itr != enemy_faction_list.end(); faction_itr++)
  381. safe_delete(faction_itr->second);
  382. enemy_faction_list.clear();
  383. m_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  384. m_reverse_enemy_faction_list.writelock(__FUNCTION__, __LINE__);
  385. for (faction_itr = reverse_enemy_faction_list.begin(); faction_itr != reverse_enemy_faction_list.end(); faction_itr++)
  386. safe_delete(faction_itr->second);
  387. reverse_enemy_faction_list.clear();
  388. m_reverse_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  389. m_npc_faction_list.writelock(__FUNCTION__, __LINE__);
  390. for (spawn_itr = npc_faction_list.begin(); spawn_itr != npc_faction_list.end(); spawn_itr++)
  391. safe_delete(spawn_itr->second);
  392. npc_faction_list.clear();
  393. m_npc_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  394. }
  395. void ZoneServer::DeleteData(bool boot_clients){
  396. Spawn* spawn = 0;
  397. vector<Spawn*> tmp_player_list; // changed to a vector from a MutexList as this is a local variable and don't need mutex stuff for the list
  398. // Clear spawn groups
  399. spawn_group_map.clear();
  400. // Loop through the spawn list and set the spawn for deletion
  401. map<int32, Spawn*>::iterator itr;
  402. MSpawnList.readlock(__FUNCTION__, __LINE__);
  403. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  404. spawn = itr->second;
  405. if(spawn){
  406. if(!boot_clients && spawn->IsPlayer())
  407. tmp_player_list.push_back(spawn);
  408. else if(spawn->IsPlayer()){
  409. Client* client = GetClientBySpawn(spawn);
  410. if(client)
  411. client->Disconnect();
  412. }
  413. else{
  414. RemoveHeadingTimer(spawn); // called in RemoveSpawnSupportFunctions()
  415. RemoveSpawnSupportFunctions(spawn);
  416. AddPendingDelete(spawn);
  417. }
  418. }
  419. }
  420. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  421. // Quick hack to prevent a deadlock, RemoveSpawnSupportFunctions() will cancel spells and result in zone->GetSpawnByID()
  422. // being called which read locks the spawn list and caused a dead lock as the above mutex's were write locked
  423. MSpawnList.writelock(__FUNCTION__, __LINE__);
  424. // Clear the spawn list, this was in the mutex above, moved it down so the above mutex could be a read lock
  425. spawn_list.clear();
  426. // Moved this up so we only read lock the list once in this list
  427. vector<Spawn*>::iterator spawn_iter2;
  428. for (spawn_iter2 = tmp_player_list.begin(); spawn_iter2 != tmp_player_list.end(); spawn_iter2++) {
  429. spawn_list[(*spawn_iter2)->GetID()] = (*spawn_iter2);
  430. }
  431. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  432. // Clear player proximities
  433. RemovePlayerProximity(0, true);
  434. spawn_range_map.clear(true);
  435. if(boot_clients) {
  436. // Refactor
  437. vector<Client*>::iterator itr;
  438. MClientList.writelock(__FUNCTION__, __LINE__);
  439. for (itr = clients.begin(); itr != clients.end(); itr++)
  440. safe_delete(*itr);
  441. clients.clear();
  442. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  443. }
  444. // Clear and delete spawn locations
  445. MSpawnLocationList.writelock(__FUNCTION__, __LINE__);
  446. map<int32, SpawnLocation*>::iterator spawn_location_iter;
  447. for (spawn_location_iter = spawn_location_list.begin(); spawn_location_iter != spawn_location_list.end(); spawn_location_iter++)
  448. safe_delete(spawn_location_iter->second);
  449. spawn_location_list.clear();
  450. MSpawnLocationList.releasewritelock(__FUNCTION__, __LINE__);
  451. // If we allow clients to stay in the zone we need to preserve the revive_points, otherwise if the player dies they will crash
  452. if(revive_points && boot_clients){
  453. vector<RevivePoint*>::iterator revive_iter;
  454. for(revive_iter=revive_points->begin(); revive_iter != revive_points->end(); revive_iter++){
  455. safe_delete(*revive_iter);
  456. }
  457. safe_delete(revive_points);
  458. }
  459. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  460. map<int32, set<int32>*>::iterator assoc_itr;
  461. for (assoc_itr = spawn_group_associations.begin(); assoc_itr != spawn_group_associations.end(); assoc_itr++)
  462. safe_delete(assoc_itr->second);
  463. spawn_group_associations.clear();
  464. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  465. MSpawnGroupLocations.writelock(__FUNCTION__, __LINE__);
  466. map<int32, map<int32, int32>*>::iterator loc_itr;
  467. for (loc_itr = spawn_group_locations.begin(); loc_itr != spawn_group_locations.end(); loc_itr++)
  468. safe_delete(loc_itr->second);
  469. spawn_group_locations.clear();
  470. MSpawnGroupLocations.releasewritelock(__FUNCTION__, __LINE__);
  471. MSpawnLocationGroups.writelock(__FUNCTION__, __LINE__);
  472. map<int32, list<int32>*>::iterator group_itr;
  473. for (group_itr = spawn_location_groups.begin(); group_itr != spawn_location_groups.end(); group_itr++)
  474. safe_delete(group_itr->second);
  475. spawn_location_groups.clear();
  476. MSpawnLocationGroups.releasewritelock(__FUNCTION__, __LINE__);
  477. // Clear lists that need more then just a Clear()
  478. DeleteFactionLists();
  479. DeleteSpawnScriptTimers(0, true);
  480. DeleteSpawnScriptTimers();
  481. ClearDeadSpawns();
  482. // Clear lists
  483. heading_timers.clear();
  484. movement_spawns.clear();
  485. respawn_timers.clear();
  486. transport_spawns.clear();
  487. quick_database_id_lookup.clear();
  488. MWidgetTimers.writelock(__FUNCTION__, __LINE__);
  489. widget_timers.clear();
  490. MWidgetTimers.releasewritelock(__FUNCTION__, __LINE__);
  491. map<int16, PacketStruct*>::iterator struct_itr;
  492. for (struct_itr = versioned_info_structs.begin(); struct_itr != versioned_info_structs.end(); struct_itr++)
  493. safe_delete(struct_itr->second);
  494. versioned_info_structs.clear();
  495. for (struct_itr = versioned_pos_structs.begin(); struct_itr != versioned_pos_structs.end(); struct_itr++)
  496. safe_delete(struct_itr->second);
  497. versioned_pos_structs.clear();
  498. for (struct_itr = versioned_vis_structs.begin(); struct_itr != versioned_vis_structs.end(); struct_itr++)
  499. safe_delete(struct_itr->second);
  500. versioned_vis_structs.clear();
  501. }
  502. void ZoneServer::RemoveLocationProximities() {
  503. MutexList<LocationProximity*>::iterator itr = location_proximities.begin();
  504. while(itr.Next()){
  505. safe_delete(itr->value);
  506. }
  507. location_proximities.clear();
  508. }
  509. RevivePoint* ZoneServer::GetRevivePoint(int32 id){
  510. vector<RevivePoint*>::iterator revive_iter;
  511. for(revive_iter=revive_points->begin(); revive_iter != revive_points->end(); revive_iter++){
  512. if((*revive_iter)->id == id)
  513. return *revive_iter;
  514. }
  515. return 0;
  516. }
  517. vector<RevivePoint*>* ZoneServer::GetRevivePoints(Client* client)
  518. {
  519. vector<RevivePoint*>* points = new vector<RevivePoint*>;
  520. RevivePoint* closest_point = 0;
  521. // we should not check for revive points if this is null
  522. if ( revive_points != NULL )
  523. {
  524. LogWrite(ZONE__DEBUG, 0, "Zone", "Got revive point in %s!", __FUNCTION__);
  525. float closest = 100000;
  526. float test_closest = 0;
  527. RevivePoint* test_point = 0;
  528. vector<RevivePoint*>::iterator revive_iter;
  529. for(revive_iter=revive_points->begin(); revive_iter != revive_points->end(); revive_iter++)
  530. {
  531. test_point = *revive_iter;
  532. if(test_point)
  533. {
  534. LogWrite(ZONE__DEBUG, 0, "Zone", "Test Point Found!");
  535. test_closest = client->GetPlayer()->GetDistance(test_point->x, test_point->y, test_point->z);
  536. // should this be changed to list all revive points within max distance or just the closest
  537. if(test_closest < closest)
  538. {
  539. LogWrite(ZONE__DEBUG, 0, "Zone", "test_closest: %.2f, closest: %.2f", test_closest, closest);
  540. closest = test_closest;
  541. closest_point = test_point;
  542. if(closest <= MAX_REVIVEPOINT_DISTANCE)
  543. points->push_back(closest_point);
  544. }
  545. }
  546. }
  547. }
  548. if(closest_point && points->size() == 0 && closest_point->zone_id == GetZoneID())
  549. {
  550. LogWrite(ZONE__WARNING, 0, "Zone", "Nearest Revive Point too far away. Add another!");
  551. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "The closest revive point is quite far away, you might want to ask the server admin for a closer one.");
  552. points->push_back(closest_point);
  553. }
  554. else if(points->size() == 0)
  555. {
  556. LogWrite(ZONE__WARNING, 0, "Zone", "No Revive Points set for zoneID %u. Add some!", GetZoneID());
  557. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "There are no revive points for this zone, you might want to ask the server admin for one.");
  558. closest_point = new RevivePoint;
  559. closest_point->heading = GetSafeHeading();
  560. closest_point->id = 0xFFFFFFFF;
  561. closest_point->location_name = "Zone Safe Point";
  562. closest_point->zone_id = GetZoneID();
  563. closest_point->x = GetSafeX();
  564. closest_point->y = GetSafeY();
  565. closest_point->z = GetSafeZ();
  566. points->push_back(closest_point);
  567. }
  568. return points;
  569. }
  570. void ZoneServer::TriggerCharSheetTimer(){
  571. charsheet_changes.Trigger();
  572. }
  573. void ZoneServer::RegenUpdate(){
  574. if(damaged_spawns.size(true) == 0)
  575. return;
  576. Spawn* spawn = 0;
  577. MutexList<int32>::iterator spawn_iter = damaged_spawns.begin();
  578. while(spawn_iter.Next()){
  579. spawn = GetSpawnByID(spawn_iter->value);
  580. if(spawn && (((spawn->GetHP() < spawn->GetTotalHP()) && spawn->GetHP()>0) || (spawn->GetPower() < spawn->GetTotalPower()))){
  581. if(spawn->IsEntity())
  582. ((Entity*)spawn)->DoRegenUpdate();
  583. if(spawn->IsPlayer()){
  584. Client* client = GetClientBySpawn(spawn);
  585. if(client && client->IsConnected())
  586. client->QueuePacket(client->GetPlayer()->GetPlayerInfo()->serialize(client->GetVersion()));
  587. }
  588. }
  589. else
  590. RemoveDamagedSpawn(spawn);
  591. //Spawn no longer valid, remove it from the list
  592. if (!spawn)
  593. damaged_spawns.Remove(spawn_iter->value);
  594. }
  595. }
  596. void ZoneServer::ClearDeadSpawns(){
  597. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  598. dead_spawns.clear();
  599. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  600. }
  601. void ZoneServer::ProcessDepop(bool respawns_allowed, bool repop) {
  602. vector<Client*>::iterator client_itr;
  603. Client* client = 0;
  604. Spawn* spawn = 0;
  605. PacketStruct* packet = 0;
  606. int16 packet_version = 0;
  607. spawn_expire_timers.clear();
  608. MClientList.readlock(__FUNCTION__, __LINE__);
  609. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  610. client = *client_itr;
  611. if(!client)
  612. continue;
  613. client->GetPlayer()->SetTarget(0);
  614. if(repop)
  615. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Zone Repop in progress...");
  616. else{
  617. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Zone Depop in progress...");
  618. if(respawns_allowed)
  619. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Spawns will respawn according to their respawn timers.");
  620. }
  621. if(!packet || packet_version != client->GetVersion()){
  622. safe_delete(packet);
  623. packet_version = client->GetVersion();
  624. packet = configReader.getStruct("WS_DestroyGhostCmd", packet_version);
  625. }
  626. map<int32, Spawn*>::iterator itr;
  627. MSpawnList.readlock(__FUNCTION__, __LINE__);
  628. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  629. spawn = itr->second;
  630. if(spawn && !spawn->IsPlayer()){
  631. SendRemoveSpawn(client, spawn, packet);
  632. }
  633. }
  634. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  635. }
  636. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  637. DeleteTransporters();
  638. safe_delete(packet);
  639. if(!repop && respawns_allowed){
  640. spawn_range_map.clear(true);
  641. MutexList<Spawn*> tmp_player_list; // Local variable, never be on another thread so probably don't need the extra mutex code that comes with a MutexList
  642. ClearDeadSpawns();
  643. map<int32, Spawn*>::iterator itr;
  644. MSpawnList.writelock(__FUNCTION__, __LINE__);
  645. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  646. spawn = itr->second;
  647. if (spawn) {
  648. if(spawn->GetRespawnTime() > 0 && spawn->GetSpawnLocationID() > 0)
  649. respawn_timers.Put(spawn->GetSpawnLocationID(), Timer::GetCurrentTime2() + spawn->GetRespawnTime()*1000);
  650. if(spawn->IsPlayer())
  651. tmp_player_list.Add(spawn);
  652. else {
  653. RemoveSpawnSupportFunctions(spawn);
  654. AddPendingDelete(spawn);
  655. }
  656. }
  657. }
  658. spawn_list.clear();
  659. //add back just the clients
  660. MutexList<Spawn*>::iterator spawn_iter2 = tmp_player_list.begin();
  661. while(spawn_iter2.Next()) {
  662. spawn_list[spawn_iter2->value->GetID()] = spawn_iter2->value;
  663. }
  664. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  665. }
  666. else
  667. DeleteData(false);
  668. if(repop)
  669. LoadingData = true;
  670. }
  671. void ZoneServer::Depop(bool respawns, bool repop) {
  672. respawns_allowed = respawns;
  673. repop_zone = repop;
  674. finished_depop = false;
  675. depop_zone = true;
  676. }
  677. bool ZoneServer::AddCloseSpawnsToSpawnGroup(Spawn* spawn, float radius){
  678. if(!spawn)
  679. return false;
  680. Spawn* close_spawn = 0;
  681. bool ret = true;
  682. map<int32, Spawn*>::iterator itr;
  683. MSpawnList.readlock(__FUNCTION__, __LINE__);
  684. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  685. close_spawn = itr->second;
  686. if(close_spawn && close_spawn != spawn && !close_spawn->IsPlayer() && close_spawn->GetDistance(spawn) <= radius){
  687. if((spawn->IsNPC() && close_spawn->IsNPC()) || (spawn->IsGroundSpawn() && close_spawn->IsGroundSpawn()) || (spawn->IsObject() && close_spawn->IsObject()) || (spawn->IsWidget() && close_spawn->IsWidget()) || (spawn->IsSign() && close_spawn->IsSign())){
  688. if(close_spawn->GetSpawnGroupID() == 0){
  689. spawn->AddSpawnToGroup(close_spawn);
  690. close_spawn->AddSpawnToGroup(spawn);
  691. }
  692. else
  693. ret = false;
  694. }
  695. }
  696. }
  697. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  698. return ret;
  699. }
  700. void ZoneServer::RepopSpawns(Client* client, Spawn* in_spawn){
  701. vector<Spawn*>* spawns = in_spawn->GetSpawnGroup();
  702. PacketStruct* packet = configReader.getStruct("WS_DestroyGhostCmd", client->GetVersion());;
  703. if(spawns){
  704. if(!packet)
  705. return;
  706. Spawn* spawn = 0;
  707. vector<Spawn*>::iterator itr;
  708. for(itr = spawns->begin(); itr != spawns->end(); itr++){
  709. spawn = *itr;
  710. SendRemoveSpawn(client, spawn, packet);
  711. }
  712. }
  713. safe_delete(spawns);
  714. SendRemoveSpawn(client, in_spawn, packet);
  715. spawn_check_add.Trigger();
  716. safe_delete(packet);
  717. }
  718. bool ZoneServer::AggroVictim(NPC* npc, Spawn* victim, Client* client)
  719. {
  720. bool isEntity = victim->IsEntity();
  721. if (npc->HasSpawnGroup()) {
  722. vector<Spawn*>* groupVec = npc->GetSpawnGroup();
  723. for (int32 i = 0; i < groupVec->size(); i++) {
  724. Spawn* group_member = groupVec->at(i);
  725. if (group_member && !group_member->EngagedInCombat() && group_member->Alive()) {
  726. CallSpawnScript(group_member, SPAWN_SCRIPT_AGGRO, victim);
  727. if (isEntity)
  728. ((NPC*)group_member)->AddHate((Entity*)victim, 50);
  729. else
  730. ((NPC*)group_member)->InCombat(true);
  731. }
  732. }
  733. safe_delete(groupVec);
  734. }
  735. else
  736. {
  737. if (isEntity)
  738. {
  739. CallSpawnScript(victim, SPAWN_SCRIPT_AGGRO, victim);
  740. npc->AddHate((Entity*)victim, 50);
  741. }
  742. else
  743. npc->InCombat(true);
  744. }
  745. return true;
  746. }
  747. bool ZoneServer::CheckNPCAttacks(NPC* npc, Spawn* victim, Client* client){
  748. if(!npc || !victim)
  749. return true;
  750. if (client) {
  751. if (client->IsConnected() && client->GetPlayer()->GetFactions()->ShouldAttack(npc->GetFactionID()) && npc->AttackAllowed((Entity*)victim, false)) {
  752. if (!npc->EngagedInCombat() && client->GetPlayer()->GetArrowColor(npc->GetLevel()) != ARROW_COLOR_GRAY) {
  753. AggroVictim(npc, victim, client);
  754. }
  755. }
  756. }
  757. else{
  758. AggroVictim(npc, victim, client);
  759. }
  760. return true;
  761. }
  762. bool ZoneServer::CheckEnemyList(NPC* npc) {
  763. vector<int32> *factions;
  764. vector<int32>::iterator faction_itr;
  765. vector<int32> *spawns;
  766. vector<int32>::iterator spawn_itr;
  767. map<float, Spawn*> attack_spawns;
  768. map<float, Spawn*> reverse_attack_spawns;
  769. map<float, Spawn*>::iterator itr;
  770. int32 faction_id = npc->GetFactionID();
  771. float distance;
  772. if (faction_id == 0)
  773. return true;
  774. m_enemy_faction_list.readlock(__FUNCTION__, __LINE__);
  775. if (enemy_faction_list.count(faction_id) > 0) {
  776. factions = enemy_faction_list[faction_id];
  777. for (faction_itr = factions->begin(); faction_itr != factions->end(); faction_itr++) {
  778. m_npc_faction_list.readlock(__FUNCTION__, __LINE__);
  779. if (npc_faction_list.count(*faction_itr) > 0) {
  780. spawns = npc_faction_list[*faction_itr];
  781. spawn_itr = spawns->begin();
  782. for (spawn_itr = spawns->begin(); spawn_itr != spawns->end(); spawn_itr++) {
  783. Spawn* spawn = GetSpawnByID(*spawn_itr);
  784. if (spawn) {
  785. if ((distance = spawn->GetDistance(npc)) <= npc->GetAggroRadius())
  786. attack_spawns[distance] = spawn;
  787. }
  788. }
  789. }
  790. m_npc_faction_list.releasereadlock(__FUNCTION__, __LINE__);
  791. }
  792. }
  793. m_enemy_faction_list.releasereadlock(__FUNCTION__, __LINE__);
  794. m_reverse_enemy_faction_list.readlock(__FUNCTION__, __LINE__);
  795. if (reverse_enemy_faction_list.count(faction_id) > 0) {
  796. factions = reverse_enemy_faction_list[faction_id];
  797. for (faction_itr = factions->begin(); faction_itr != factions->end(); faction_itr++) {
  798. m_npc_faction_list.readlock(__FUNCTION__, __LINE__);
  799. if (npc_faction_list.count(*faction_itr) > 0) {
  800. spawns = npc_faction_list[*faction_itr];
  801. spawn_itr = spawns->begin();
  802. for (spawn_itr = spawns->begin(); spawn_itr != spawns->end(); spawn_itr++) {
  803. Spawn* spawn = GetSpawnByID(*spawn_itr);
  804. if (spawn) {
  805. if ((distance = spawn->GetDistance(npc)) <= npc->GetAggroRadius())
  806. reverse_attack_spawns[distance] = spawn;
  807. }
  808. }
  809. }
  810. m_npc_faction_list.releasereadlock(__FUNCTION__, __LINE__);
  811. }
  812. }
  813. m_reverse_enemy_faction_list.releasereadlock(__FUNCTION__, __LINE__);
  814. if (attack_spawns.size() > 0) {
  815. for (itr = attack_spawns.begin(); itr != attack_spawns.end(); itr++)
  816. CheckNPCAttacks(npc, itr->second);
  817. }
  818. if (reverse_attack_spawns.size() > 0) {
  819. for (itr = reverse_attack_spawns.begin(); itr != reverse_attack_spawns.end(); itr++)
  820. CheckNPCAttacks((NPC*)itr->second, npc);
  821. }
  822. return attack_spawns.size() == 0;
  823. }
  824. void ZoneServer::RemoveDeadEnemyList(Spawn *spawn)
  825. {
  826. int32 faction_id = spawn->GetFactionID();
  827. vector<int32> *spawns;
  828. vector<int32>::iterator itr;
  829. LogWrite(ZONE__DEBUG, 7, "Zone", "Processing RemoveDeadEnemyList...");
  830. m_npc_faction_list.writelock(__FUNCTION__, __LINE__);
  831. if (npc_faction_list.count(faction_id) > 0) {
  832. spawns = npc_faction_list[faction_id];
  833. for (itr = spawns->begin(); itr != spawns->end(); itr++) {
  834. if (*itr == spawn->GetID()) {
  835. spawns->erase(itr);
  836. break;
  837. }
  838. }
  839. }
  840. m_npc_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  841. }
  842. void ZoneServer::AddEnemyList(NPC* npc){
  843. int32 faction_id = npc->GetFactionID();
  844. vector<int32> *hostile_factions;
  845. vector<int32>::iterator itr;
  846. if(faction_id <= 9)
  847. return;
  848. if(!rule_manager.GetGlobalRule(R_Faction, AllowFactionBasedCombat)->GetBool()) {
  849. LogWrite(FACTION__WARNING, 0, "Faction", "Faction Combat is DISABLED via R_Faction::AllowFactionBasedCombat rule!");
  850. return;
  851. }
  852. m_npc_faction_list.readlock(__FUNCTION__, __LINE__);
  853. if (npc_faction_list.count(faction_id) == 0) {
  854. if(faction_id > 10) {
  855. if ((hostile_factions = master_faction_list.GetHostileFactions(faction_id)) != NULL) {
  856. itr = hostile_factions->begin();
  857. for (itr = hostile_factions->begin(); itr != hostile_factions->end(); itr++) {
  858. m_enemy_faction_list.writelock(__FUNCTION__, __LINE__);
  859. if (enemy_faction_list.count(faction_id) == 0)
  860. enemy_faction_list[faction_id] = new vector<int32>;
  861. enemy_faction_list[faction_id]->push_back(*itr);
  862. m_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  863. m_reverse_enemy_faction_list.writelock(__FUNCTION__, __LINE__);
  864. if(reverse_enemy_faction_list.count(*itr) == 0)
  865. reverse_enemy_faction_list[*itr] = new vector<int32>;
  866. reverse_enemy_faction_list[*itr]->push_back(faction_id);
  867. m_reverse_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  868. }
  869. }
  870. }
  871. /*m_enemy_faction_list.writelock(__FUNCTION__, __LINE__);
  872. if(enemy_faction_list.count(1) == 0)
  873. enemy_faction_list[1] = new vector<int32>;
  874. enemy_faction_list[1]->push_back(faction_id);
  875. m_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);*/
  876. }
  877. m_npc_faction_list.releasereadlock(__FUNCTION__, __LINE__);
  878. m_npc_faction_list.writelock(__FUNCTION__, __LINE__);
  879. if(npc_faction_list.count(faction_id) == 0)
  880. npc_faction_list[faction_id] = new vector<int32>;
  881. npc_faction_list[faction_id]->push_back(npc->GetID());
  882. m_npc_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  883. }
  884. void ZoneServer::CheckSpawnRange(Client* client, Spawn* spawn, bool initial_login){
  885. if(client && spawn && (initial_login || client->IsConnected())) {
  886. if(spawn != client->GetPlayer()) {
  887. if(spawn_range_map.count(client) == 0)
  888. spawn_range_map.Put(client, new MutexMap<int32, float >());
  889. spawn_range_map.Get(client)->Put(spawn->GetID(), spawn->GetDistance(client->GetPlayer()));
  890. if(!initial_login && client && spawn->IsNPC() && spawn_range_map.Get(client)->Get(spawn->GetID()) <= ((NPC*)spawn)->GetAggroRadius() && !client->GetPlayer()->GetInvulnerable())
  891. CheckNPCAttacks((NPC*)spawn, client->GetPlayer(), client);
  892. }
  893. if(!initial_login && player_proximities.size() > 0 && player_proximities.count(spawn->GetID()) > 0)
  894. CheckPlayerProximity(spawn, client);
  895. }
  896. }
  897. void ZoneServer::CheckSpawnRange(Spawn* spawn){
  898. vector<Client*>::iterator client_itr;
  899. Client* client = 0;
  900. MClientList.readlock(__FUNCTION__, __LINE__);
  901. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  902. client = *client_itr;
  903. if(client && client->IsReadyForSpawns())
  904. CheckSpawnRange(client, spawn);
  905. }
  906. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  907. }
  908. void ZoneServer::PrepareSpawnID(Player* player, Spawn* spawn){
  909. player->spawn_id++;
  910. player->player_spawn_id_map[player->spawn_id] = spawn;
  911. player->player_spawn_reverse_id_map[spawn] = player->spawn_id;
  912. }
  913. void ZoneServer::CheckSendSpawnToClient(Client* client, bool initial_login) {
  914. if (!client) {
  915. LogWrite(ZONE__ERROR, 0, "Zone", "CheckSendSpawnToClient called with an invalid client");
  916. return;
  917. }
  918. if (!initial_login && !client->GetInitialSpawnsSent())
  919. return;
  920. Spawn* spawn = 0;
  921. map<float, vector<Spawn*>* > closest_spawns;
  922. if(spawn_range_map.count(client) > 0) {
  923. if(initial_login || client->IsConnected()) {
  924. MutexMap<int32, float >::iterator spawn_iter = spawn_range_map.Get(client)->begin();
  925. while(spawn_iter.Next()) {
  926. spawn = GetSpawnByID(spawn_iter->first);
  927. if(spawn && spawn->GetPrivateQuestSpawn()) {
  928. if(!spawn->IsPrivateSpawn())
  929. spawn->AddAllowAccessSpawn(spawn);
  930. if(spawn->MeetsSpawnAccessRequirements(client->GetPlayer())) {
  931. if(spawn->IsPrivateSpawn() && !spawn->AllowedAccess(client->GetPlayer()))
  932. spawn->AddAllowAccessSpawn(client->GetPlayer());
  933. }
  934. else if(spawn->AllowedAccess(client->GetPlayer()))
  935. spawn->RemoveSpawnAccess(client->GetPlayer());
  936. }
  937. if(spawn && spawn != client->GetPlayer() && client->GetPlayer()->ShouldSendSpawn(spawn)) {
  938. if((!initial_login && spawn_iter->second <= SEND_SPAWN_DISTANCE) || (initial_login && (spawn_iter->second <= (SEND_SPAWN_DISTANCE/2) || spawn->IsWidget()))) {
  939. if(closest_spawns.count(spawn_iter->second) == 0)
  940. closest_spawns[spawn_iter->second] = new vector<Spawn*>();
  941. closest_spawns[spawn_iter->second]->push_back(spawn);
  942. PrepareSpawnID(client->GetPlayer(), spawn);
  943. }
  944. }
  945. }
  946. }
  947. vector<Spawn*>::iterator spawn_iter2;
  948. map<float, vector<Spawn*>* >::iterator itr;
  949. for(itr = closest_spawns.begin(); itr != closest_spawns.end(); itr++) {
  950. for(spawn_iter2 = itr->second->begin(); spawn_iter2 != itr->second->end(); spawn_iter2++) {
  951. spawn = *spawn_iter2;
  952. client->GetPlayer()->ClearRemovedSpawn(spawn);
  953. SendSpawn(spawn, client);
  954. if(client->ShouldTarget() && client->GetCombineSpawn() == spawn)
  955. client->TargetSpawn(spawn);
  956. }
  957. delete itr->second;
  958. }
  959. }
  960. if (initial_login)
  961. client->SetInitialSpawnsSent(true);
  962. }
  963. void ZoneServer::CheckSendSpawnToClient(){
  964. vector<Client*>::iterator itr;
  965. Client* client = 0;
  966. MClientList.readlock(__FUNCTION__, __LINE__);
  967. for (itr = clients.begin(); itr != clients.end(); itr++) {
  968. client = *itr;
  969. if(client->IsReadyForSpawns())
  970. CheckSendSpawnToClient(client);
  971. }
  972. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  973. }
  974. void ZoneServer::CheckRemoveSpawnFromClient(Spawn* spawn) {
  975. vector<Client*>::iterator itr;
  976. Client* client = 0;
  977. PacketStruct* packet = 0;
  978. int16 packet_version = 0;
  979. MClientList.readlock(__FUNCTION__, __LINE__);
  980. for (itr = clients.begin(); itr != clients.end(); itr++) {
  981. client = *itr;
  982. if(client){
  983. if(!packet || packet_version != client->GetVersion()){
  984. safe_delete(packet);
  985. packet_version = client->GetVersion();
  986. packet = configReader.getStruct("WS_DestroyGhostCmd", packet_version);
  987. }
  988. if(spawn && spawn != client->GetPlayer() &&
  989. client->GetPlayer()->WasSentSpawn(spawn->GetID()) &&
  990. client->GetPlayer()->WasSpawnRemoved(spawn) == false &&
  991. (spawn_range_map.Get(client)->Get(spawn->GetID()) > REMOVE_SPAWN_DISTANCE &&
  992. !spawn->IsSign() && !spawn->IsObject() && !spawn->IsWidget())){
  993. SendRemoveSpawn(client, spawn, packet);
  994. }
  995. }
  996. }
  997. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  998. safe_delete(packet);
  999. }
  1000. bool ZoneServer::CombatProcess(Spawn* spawn) {
  1001. bool ret = true;
  1002. if (spawn && spawn->IsEntity())
  1003. ((Entity*)spawn)->ProcessCombat();
  1004. return ret;
  1005. }
  1006. void ZoneServer::AddDelayedSpawnRemove(Spawn* spawn, int32 time) {
  1007. // this prevents a crash when a zone shuts down with a client in it
  1008. if (zoneShuttingDown)
  1009. return;
  1010. if (delayed_spawn_remove_list.count(spawn->GetID(), true) == 0)
  1011. delayed_spawn_remove_list.Put(spawn->GetID(), Timer::GetCurrentTime2() + time);
  1012. }
  1013. void ZoneServer::RemoveDelayedSpawnRemove(Spawn* spawn) {
  1014. if (delayed_spawn_remove_list.count(spawn->GetID(), true) > 0)
  1015. delayed_spawn_remove_list.erase(spawn->GetID());
  1016. }
  1017. void ZoneServer::DelayedSpawnRemoval(bool force_delete_all) {
  1018. if (delayed_spawn_remove_list.size(true) > 0) {
  1019. MutexMap<int32, int32>::iterator itr = delayed_spawn_remove_list.begin();
  1020. int32 current_time = Timer::GetCurrentTime2();
  1021. Spawn* spawn = 0;
  1022. // Cycle through all spawns scheduled for removal
  1023. while (itr.Next()) {
  1024. // If it is time for removal, or a force delete of all, then remove the spawn
  1025. if (force_delete_all || current_time >= itr->second) {
  1026. spawn = GetSpawnByID(itr->first);
  1027. delayed_spawn_remove_list.erase(itr->first);
  1028. if (spawn) {
  1029. if (spawn->IsEntity()) {
  1030. // Remove pets
  1031. ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetPet());
  1032. ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetCharmedPet());
  1033. ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetDeityPet());
  1034. ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetCosmeticPet());
  1035. }
  1036. if (spawn->IsPlayer())
  1037. RemoveSpawn(false, spawn, false);
  1038. else
  1039. RemoveSpawn(false, spawn);
  1040. }
  1041. }
  1042. }
  1043. }
  1044. }
  1045. void ZoneServer::AddPendingDelete(Spawn* spawn) {
  1046. MSpawnDeleteList.writelock(__FUNCTION__, __LINE__);
  1047. if(spawn_delete_list.count(spawn) == 0)
  1048. spawn_delete_list.insert(make_pair(spawn, Timer::GetCurrentTime2() + spawn_delete_timer)); //give other threads up to 30 seconds to stop using this spawn reference
  1049. MSpawnDeleteList.releasewritelock(__FUNCTION__, __LINE__);
  1050. }
  1051. void ZoneServer::DeleteSpawns(bool delete_all) {
  1052. MSpawnDeleteList.writelock(__FUNCTION__, __LINE__);
  1053. if(spawn_delete_list.size() > 0){
  1054. map<Spawn*, int32>::iterator itr;
  1055. map<Spawn*, int32>::iterator erase_itr;
  1056. int32 current_time = Timer::GetCurrentTime2();
  1057. Spawn* spawn = 0;
  1058. for (itr = spawn_delete_list.begin(); itr != spawn_delete_list.end(); ) {
  1059. if (delete_all || current_time >= itr->second){
  1060. spawn = itr->first;
  1061. if (spawn && movementMgr != nullptr) {
  1062. movementMgr->RemoveMob((Entity*)spawn);
  1063. }
  1064. erase_itr = itr++;
  1065. spawn_delete_list.erase(erase_itr);
  1066. safe_delete(spawn);
  1067. }
  1068. else
  1069. itr++;
  1070. }
  1071. }
  1072. MSpawnDeleteList.releasewritelock(__FUNCTION__, __LINE__);
  1073. }
  1074. void ZoneServer::AddDamagedSpawn(Spawn* spawn){
  1075. if (spawn)
  1076. damaged_spawns.Add(spawn->GetID());
  1077. }
  1078. void ZoneServer::RemoveDamagedSpawn(Spawn* spawn){
  1079. if (spawn)
  1080. damaged_spawns.Remove(spawn->GetID());
  1081. }
  1082. bool ZoneServer::Process()
  1083. {
  1084. MMasterZoneLock->lock(); //Changing this back to a recursive lock to fix a possible /reload spells crash with multiple zones running - Foof
  1085. #ifndef NO_CATCH
  1086. try
  1087. {
  1088. #endif
  1089. if(LoadingData){
  1090. while(zoneID == 0){ //this is loaded by world
  1091. Sleep(10);
  1092. }
  1093. if (reloading) {
  1094. LogWrite(COMMAND__DEBUG, 0, "Command", "-Loading Entity Commands...");
  1095. database.LoadEntityCommands(this);
  1096. LogWrite(NPC__INFO, 0, "NPC", "-Loading NPC data...");
  1097. database.LoadNPCs(this);
  1098. LogWrite(NPC__INFO, 0, "NPC", "-Load NPC data complete!");
  1099. LogWrite(OBJECT__INFO, 0, "Object", "-Loading Object data...");
  1100. database.LoadObjects(this);
  1101. LogWrite(OBJECT__INFO, 0, "Object", "-Load Object data complete!");
  1102. LogWrite(SIGN__INFO, 0, "Sign", "-Loading Sign data...");
  1103. database.LoadSigns(this);
  1104. LogWrite(SIGN__INFO, 0, "Sign", "-Load Sign data complete!");
  1105. LogWrite(WIDGET__INFO, 0, "Widget", "-Loading Widget data...");
  1106. database.LoadWidgets(this);
  1107. LogWrite(WIDGET__INFO, 0, "Widget", "-Load Widget data complete!");
  1108. LogWrite(GROUNDSPAWN__INFO, 0, "GSpawn", "-Loading Groundspawn data...");
  1109. database.LoadGroundSpawns(this);
  1110. database.LoadGroundSpawnEntries(this);
  1111. LogWrite(GROUNDSPAWN__INFO, 0, "GSpawn", "-Load Groundspawn data complete!");
  1112. LogWrite(PET__INFO, 0, "Pet", "-Loading Pet data...");
  1113. database.GetPetNames(this);
  1114. LogWrite(PET__INFO, 0, "Pet", "-Load Pet data complete!");
  1115. LogWrite(LOOT__INFO, 0, "Loot", "-Loading Spawn loot data...");
  1116. database.LoadLoot(this);
  1117. LogWrite(LOOT__INFO, 0, "Loot", "-Loading Spawn loot data complete!");
  1118. LogWrite(TRANSPORT__INFO, 0, "Transport", "-Loading Transporters...");
  1119. database.LoadTransporters(this);
  1120. LogWrite(TRANSPORT__INFO, 0, "Transport", "-Loading Transporters complete!");
  1121. reloading = false;
  1122. }
  1123. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  1124. spawn_group_associations.clear();
  1125. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  1126. MSpawnGroupLocations.writelock(__FUNCTION__, __LINE__);
  1127. spawn_group_locations.clear();
  1128. MSpawnGroupLocations.releasewritelock(__FUNCTION__, __LINE__);
  1129. MSpawnLocationGroups.writelock(__FUNCTION__, __LINE__);
  1130. spawn_location_groups.clear();
  1131. MSpawnLocationGroups.releasewritelock(__FUNCTION__, __LINE__);
  1132. MSpawnGroupChances.writelock(__FUNCTION__, __LINE__);
  1133. spawn_group_chances.clear();
  1134. MSpawnGroupChances.releasewritelock(__FUNCTION__, __LINE__);
  1135. DeleteTransporters();
  1136. ReloadTransporters();
  1137. database.LoadSpawns(this);
  1138. ProcessSpawnLocations();
  1139. if (!revive_points)
  1140. revive_points = new vector<RevivePoint*>;
  1141. else {
  1142. while (!revive_points->empty()){
  1143. safe_delete(revive_points->back());
  1144. revive_points->pop_back();
  1145. }
  1146. }
  1147. database.LoadRevivePoints(revive_points, GetZoneID());
  1148. LoadingData = false;
  1149. spawn_range.Trigger();
  1150. spawn_check_add.Trigger();
  1151. RemoveLocationGrids();
  1152. database.LoadLocationGrids(this);
  1153. const char* zone_script = world.GetZoneScript(this->GetZoneID());
  1154. if(lua_interface && zone_script) {
  1155. RemoveLocationProximities();
  1156. lua_interface->RunZoneScript(zone_script, "init_zone_script", this);
  1157. }
  1158. }
  1159. if(shutdownTimer.Enabled() && shutdownTimer.Check())
  1160. zoneShuttingDown = true;
  1161. if (reloading_spellprocess){
  1162. MMasterZoneLock->unlock();
  1163. return !zoneShuttingDown;
  1164. }
  1165. // Remove LD Player whos LD timer has expired
  1166. if (!zoneShuttingDown)
  1167. DelayedSpawnRemoval(false);
  1168. // client loop
  1169. if(charsheet_changes.Check())
  1170. SendCharSheetChanges();
  1171. // Client loop
  1172. ClientProcess();
  1173. if(spellProcess)
  1174. spellProcess->Process();
  1175. if (tradeskillMgr)
  1176. tradeskillMgr->Process();
  1177. // Client loop
  1178. if(client_save.Check())
  1179. SaveClients();
  1180. // Possibility to do a client loop
  1181. if(weather_enabled && weatherTimer.Check())
  1182. ProcessWeather();
  1183. // client related loop, move to main thread?
  1184. if(!zoneShuttingDown)
  1185. ProcessDrowning();
  1186. // client than location_proximities loop, move to main thread
  1187. if (location_prox_timer.Check() && !zoneShuttingDown)
  1188. CheckLocationProximity();
  1189. // client than location_grid loop, move to main thread
  1190. if (location_grid_timer.Check() && !zoneShuttingDown)
  1191. CheckLocationGrids();
  1192. if (sync_game_time_timer.Check() && !zoneShuttingDown)
  1193. SendTimeUpdateToAllClients();
  1194. if(lua_interface)
  1195. lua_interface->Process();
  1196. int hour = world.GetWorldTimeStruct()->hour;
  1197. int minute = world.GetWorldTimeStruct()->minute;
  1198. if (!isDusk && (hour >= 19 || hour < 8)) {//((hour > dusk_hour || hour < dawn_hour) || ((dusk_hour == hour && minute >= dusk_minute) || (hour == dawn_hour && minute < dawn_minute)))) {
  1199. isDusk = true;
  1200. const char* zone_script = world.GetZoneScript(GetZoneID());
  1201. if (lua_interface && zone_script)
  1202. lua_interface->RunZoneScript(zone_script, "dusk", this);
  1203. ProcessSpawnConditional(SPAWN_CONDITIONAL_NIGHT);
  1204. }
  1205. else if (isDusk && hour >= 8 && hour < 19) {//((hour > dawn_hour && hour < dusk_hour) || ((hour == dawn_hour && minute >= dawn_minute) || (hour == dusk_hour && minute < dusk_minute)))) {
  1206. isDusk = false;
  1207. const char* zone_script = world.GetZoneScript(GetZoneID());
  1208. if (lua_interface && zone_script)
  1209. lua_interface->RunZoneScript(zone_script, "dawn", this);
  1210. ProcessSpawnConditional(SPAWN_CONDITIONAL_DAY);
  1211. }
  1212. // damaged spawns loop, spawn related, move to spawn thread?
  1213. if(regenTimer.Check())
  1214. RegenUpdate();
  1215. // heading_timers loop
  1216. if(!zoneShuttingDown)
  1217. CheckHeadingTimers();
  1218. // respawn_timers loop
  1219. if(respawn_timer.Check() && !zoneShuttingDown)
  1220. CheckRespawns();
  1221. // spawn_expire_timers loop
  1222. if (spawn_expire_timer.Check() && !zoneShuttingDown)
  1223. CheckSpawnExpireTimers();
  1224. // widget_timers loop
  1225. if(widget_timer.Check() && !zoneShuttingDown)
  1226. CheckWidgetTimers();
  1227. // spawn_script_timers loop
  1228. if(!zoneShuttingDown)
  1229. CheckSpawnScriptTimers();
  1230. // Check to see if a dead spawn needs to be removed
  1231. CheckDeadSpawnRemoval();
  1232. #ifndef NO_CATCH
  1233. }
  1234. catch(...)
  1235. {
  1236. LogWrite(ZONE__ERROR, 0, "Zone", "Exception while running '%s'", GetZoneName());
  1237. zoneShuttingDown = true;
  1238. MMasterZoneLock->unlock();
  1239. return false;
  1240. }
  1241. #endif
  1242. MMasterZoneLock->unlock();
  1243. return (zoneShuttingDown == false);
  1244. }
  1245. bool ZoneServer::SpawnProcess(){
  1246. if(depop_zone) {
  1247. depop_zone = false;
  1248. ProcessDepop(respawns_allowed, repop_zone);
  1249. finished_depop = true;
  1250. }
  1251. MMasterSpawnLock.writelock(__FUNCTION__, __LINE__);
  1252. // If the zone is loading data or shutting down don't do anything
  1253. if(!LoadingData && !zoneShuttingDown && !reloading_spellprocess) {
  1254. // Set some bool's for timers
  1255. bool movement = movement_timer.Check();
  1256. bool spawnRange = spawn_range.Check();
  1257. bool checkRemove = spawn_check_remove.Check();
  1258. bool aggroCheck = aggro_timer.Check();
  1259. vector<int32> pending_spawn_list_remove;
  1260. // Loop through the spawn list
  1261. map<int32, Spawn*>::iterator itr;
  1262. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1263. // Loop throught the list to set up spawns to be sent to clients
  1264. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  1265. // if zone is shutting down kill the loop
  1266. if (zoneShuttingDown)
  1267. {
  1268. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1269. break;
  1270. }
  1271. Spawn* spawn = itr->second;
  1272. if (spawn) {
  1273. // Checks the range to all clients in the zone
  1274. if (spawnRange)
  1275. CheckSpawnRange(spawn);
  1276. // Checks to see if the spawn needs to be removed from a client
  1277. if (checkRemove)
  1278. CheckRemoveSpawnFromClient(spawn);
  1279. }
  1280. }
  1281. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1282. // Broke the spawn loop into 2 so spawns are sent to the client faster, send the spawns to clients now then resume the spawn loop
  1283. // client loop, move to main thread?
  1284. // moved this back to the spawn thread as on the main thread during a depop, done on the spawn thread, spawns would start to pop again
  1285. // might be an issue with other functions moved from the spawn thread to the main thread?
  1286. if(spawn_check_add.Check() && !zoneShuttingDown)
  1287. CheckSendSpawnToClient();
  1288. // send spawn changes, changed_spawns loop
  1289. if (spawn_update.Check() && !zoneShuttingDown) { //check for changed spawns every {Rule:SpawnUpdateTimer} milliseconds (default: 200ms)
  1290. SendSpawnChanges();
  1291. }
  1292. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1293. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  1294. // Break the loop if the zone is shutting down
  1295. if (zoneShuttingDown)
  1296. {
  1297. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1298. break;
  1299. }
  1300. Spawn* spawn = itr->second;
  1301. if (spawn) {
  1302. // Process spawn movement
  1303. if (movement) {
  1304. spawn->ProcessMovement(true);
  1305. // update last_movement_update for all spawns (used for time_step)
  1306. spawn->last_movement_update = Timer::GetCurrentTime2();
  1307. }
  1308. // Makes NPC's KOS to other NPC's or players
  1309. if (aggroCheck)
  1310. ProcessAggroChecks(spawn);
  1311. // Process combat for the spawn
  1312. CombatProcess(spawn);
  1313. }
  1314. else {
  1315. // unable to get a valid spawn, lets add the id to another list to remove from the spawn list after this loop is finished
  1316. pending_spawn_list_remove.push_back(itr->first);
  1317. }
  1318. }
  1319. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1320. // Check to see if there are any spawn id's that need to be removed from the spawn list, if so remove them all
  1321. if (pending_spawn_list_remove.size() > 0) {
  1322. MSpawnList.writelock(__FUNCTION__, __LINE__);
  1323. vector<int32>::iterator itr2;
  1324. for (itr2 = pending_spawn_list_remove.begin(); itr2 != pending_spawn_list_remove.end(); itr2++)
  1325. spawn_list.erase(*itr2);
  1326. pending_spawn_list_remove.clear();
  1327. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  1328. }
  1329. // Check to see if there are spawns waiting to be added to the spawn list, if so add them all
  1330. if (pending_spawn_list_add.size() > 0) {
  1331. MSpawnList.writelock(__FUNCTION__, __LINE__);
  1332. MPendingSpawnListAdd.writelock(__FUNCTION__, __LINE__);
  1333. list<Spawn*>::iterator itr2;
  1334. for (itr2 = pending_spawn_list_add.begin(); itr2 != pending_spawn_list_add.end(); itr2++) {
  1335. Spawn* spawn = *itr2;
  1336. if (spawn)
  1337. spawn_list[spawn->GetID()] = spawn;
  1338. }
  1339. pending_spawn_list_add.clear();
  1340. MPendingSpawnListAdd.releasewritelock(__FUNCTION__, __LINE__);
  1341. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  1342. }
  1343. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1344. if (movementMgr != nullptr)
  1345. movementMgr->Process();
  1346. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1347. // Do other loops for spawns
  1348. // tracking, client loop with spawn loop for each client that is tracking, change to a spawn_range_map loop instead of using the main spawn list?
  1349. //if (tracking_timer.Check())
  1350. //ProcessTracking(); // probably doesn't work as spawn loop iterator is never set
  1351. // Delete unused spawns, do this last
  1352. if(!zoneShuttingDown)
  1353. DeleteSpawns(false);
  1354. // Nothing should come after this
  1355. //LogWrite(PLAYER__ERROR, 0, "Debug", "Spawn loop time %u", Timer::GetCurrentTime2() - time);
  1356. }
  1357. MMasterSpawnLock.releasewritelock(__FUNCTION__, __LINE__);
  1358. return (zoneShuttingDown == false);
  1359. }
  1360. void ZoneServer::CheckDeadSpawnRemoval() {
  1361. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  1362. if(dead_spawns.size() > 0){
  1363. vector<Spawn*> tmp_dead_list;
  1364. int32 current_time = Timer::GetCurrentTime2();
  1365. Spawn* spawn = 0;
  1366. map<int32, int32>::iterator itr = dead_spawns.begin();
  1367. map<int32, int32>::iterator itr_delete;
  1368. while (itr != dead_spawns.end()) {
  1369. spawn = GetSpawnByID(itr->first);
  1370. if (spawn) {
  1371. if(current_time >= itr->second)
  1372. tmp_dead_list.push_back(spawn);
  1373. itr++;
  1374. }
  1375. else {
  1376. itr_delete = itr++;
  1377. dead_spawns.erase(itr_delete);
  1378. }
  1379. }
  1380. for(int i=tmp_dead_list.size()-1;i>=0;i--){
  1381. spawn = tmp_dead_list[i];
  1382. if (!spawn->IsPlayer())
  1383. {
  1384. dead_spawns.erase(spawn->GetID());
  1385. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  1386. RemoveSpawn(false, spawn, true, true, true);
  1387. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  1388. }
  1389. }
  1390. }
  1391. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  1392. }
  1393. void ZoneServer::CheckRespawns(){
  1394. vector<int32> tmp_respawn_list;
  1395. MutexMap<int32, int32>::iterator itr = respawn_timers.begin();
  1396. while(itr.Next()){
  1397. if(Timer::GetCurrentTime2() >= itr->second)
  1398. tmp_respawn_list.push_back(itr->first);
  1399. }
  1400. for(int i=tmp_respawn_list.size()-1;i>=0;i--){
  1401. if ( IsInstanceZone() )
  1402. {
  1403. if ( database.DeleteInstanceSpawnRemoved(GetInstanceID(),tmp_respawn_list[i]) )
  1404. {
  1405. }
  1406. else
  1407. {
  1408. }
  1409. }
  1410. ProcessSpawnLocation(tmp_respawn_list[i], true);
  1411. respawn_timers.erase(tmp_respawn_list[i]);
  1412. }
  1413. }
  1414. void ZoneServer::CheckSpawnExpireTimers() {
  1415. MutexMap<int32, int32>::iterator itr = spawn_expire_timers.begin();
  1416. while (itr.Next()) {
  1417. Spawn* spawn = GetSpawnByID(itr->first);
  1418. if (spawn) {
  1419. if (Timer::GetCurrentTime2() >= itr.second) {
  1420. spawn_expire_timers.erase(itr.first);
  1421. Despawn(spawn, spawn->GetRespawnTime());
  1422. }
  1423. }
  1424. else
  1425. spawn_expire_timers.erase(itr->first);
  1426. }
  1427. }
  1428. void ZoneServer::AddSpawnExpireTimer(Spawn* spawn, int32 expire_time, int32 expire_offset) {
  1429. if (spawn) {
  1430. int32 actual_expire_time = expire_time;
  1431. if (expire_offset > 0) {
  1432. int32 low = expire_time;
  1433. int32 high = expire_time + expire_offset;
  1434. if (expire_offset < expire_time)
  1435. low = expire_time - expire_offset;
  1436. int32 range = (high - low) + 1;
  1437. actual_expire_time = (low + (int32)((range * rand()) / (RAND_MAX + 1.0)));
  1438. }
  1439. actual_expire_time *= 1000;
  1440. spawn_expire_timers.Put(spawn->GetID(), Timer::GetCurrentTime2() + actual_expire_time);
  1441. }
  1442. }
  1443. void ZoneServer::SaveClient(Client* client){
  1444. client->Save();
  1445. }
  1446. void ZoneServer::SaveClients(){
  1447. vector<Client*>::iterator itr;
  1448. Client* client = 0;
  1449. MClientList.readlock(__FUNCTION__, __LINE__);
  1450. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1451. client = *itr;
  1452. if(client->IsConnected()){
  1453. SaveClient(client);
  1454. }
  1455. }
  1456. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1457. }
  1458. void ZoneServer::SendSpawnVisualState(Spawn* spawn, int16 type){
  1459. if(!spawn)
  1460. return;
  1461. vector<Client*>::iterator itr;
  1462. spawn->SetTempVisualState(type);
  1463. Client* client = 0;
  1464. MClientList.readlock(__FUNCTION__, __LINE__);
  1465. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1466. client = *itr;
  1467. if(client && client->GetPlayer() != spawn)
  1468. AddChangedSpawn(spawn);
  1469. }
  1470. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1471. }
  1472. void ZoneServer::SendSpawnChangesByDBID(int32 db_id, Client* client, bool override_changes, bool override_vis_changes){
  1473. Spawn* spawn = GetSpawnByID(db_id);
  1474. if(spawn && (spawn->changed || override_changes || override_vis_changes))
  1475. SendSpawnChanges(spawn, client, override_changes, override_vis_changes);
  1476. }
  1477. void ZoneServer::SendSpawnChanges(Spawn* spawn, Client* client, bool override_changes, bool override_vis_changes){
  1478. if(client && client->IsReadyForUpdates() && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn) && client->GetPlayer()->GetDistance(spawn) < SEND_SPAWN_DISTANCE){
  1479. EQ2Packet* outapp = spawn->spawn_update_packet(client->GetPlayer(), client->GetVersion(), override_changes, override_vis_changes);
  1480. if(outapp)
  1481. client->QueuePacket(outapp);
  1482. }
  1483. }
  1484. void ZoneServer::SendSpawnChanges(Spawn* spawn){
  1485. if(spawn && spawn->changed){
  1486. if(!spawn->IsPlayer() || (spawn->IsPlayer() && (spawn->info_changed || spawn->vis_changed))){
  1487. vector<Client*>::iterator itr;
  1488. Client* client = 0;
  1489. MClientList.readlock(__FUNCTION__, __LINE__);
  1490. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1491. client = *itr;
  1492. SendSpawnChanges(spawn, client);
  1493. }
  1494. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1495. }
  1496. spawn->changed = false;
  1497. spawn->info_changed = false;
  1498. if(spawn->IsPlayer() == false)
  1499. spawn->position_changed = false;
  1500. spawn->vis_changed = false;
  1501. }
  1502. }
  1503. Spawn* ZoneServer::FindSpawn(Player* searcher, const char* name){
  1504. if(!searcher || !name)
  1505. return 0;
  1506. Spawn* spawn = 0;
  1507. vector<Spawn*> find_spawn_list;
  1508. vector<Spawn*>::iterator fspawn_iter;
  1509. int8 name_size = strlen(name);
  1510. map<int32, Spawn*>::iterator itr;
  1511. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1512. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  1513. spawn = itr->second;
  1514. if(spawn && !strncasecmp(spawn->GetName(), name, name_size))
  1515. find_spawn_list.push_back(spawn);
  1516. }
  1517. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1518. Spawn* closest = 0;
  1519. float distance = 0;
  1520. float test_distance = 0;
  1521. for(fspawn_iter=find_spawn_list.begin(); fspawn_iter!=find_spawn_list.end(); fspawn_iter++){
  1522. spawn = *fspawn_iter;
  1523. if(spawn && ((((test_distance = searcher->GetDistance(spawn)) < distance)) || !closest)){
  1524. distance = test_distance;
  1525. closest = spawn;
  1526. }
  1527. }
  1528. return closest;
  1529. }
  1530. void ZoneServer::AddChangedSpawn(Spawn* spawn){
  1531. if(!spawn || (spawn->IsPlayer() && !spawn->info_changed && !spawn->vis_changed))
  1532. return;
  1533. if (changed_spawns.count(spawn->GetID()) == 0)
  1534. changed_spawns.Add(spawn->GetID());
  1535. }
  1536. void ZoneServer::RemoveChangedSpawn(Spawn* spawn){
  1537. if (spawn)
  1538. changed_spawns.Remove(spawn->GetID());
  1539. }
  1540. void ZoneServer::AddDrowningVictim(Player* player){
  1541. Client* client = GetClientBySpawn(player);
  1542. if(client && drowning_victims.count(client) == 0)
  1543. drowning_victims.Put(client, Timer::GetCurrentTime2());
  1544. }
  1545. void ZoneServer::RemoveDrowningVictim(Player* player){
  1546. Client* client = GetClientBySpawn(player);
  1547. if(client)
  1548. drowning_victims.erase(client);
  1549. }
  1550. Client* ZoneServer::GetDrowningVictim(Player* player){
  1551. Client* client = GetClientBySpawn(player);
  1552. if(client && drowning_victims.count(client) > 0)
  1553. return(client);
  1554. return 0;
  1555. }
  1556. void ZoneServer::ProcessDrowning(){
  1557. vector<Client*> dead_list;
  1558. if(drowning_victims.size(true) > 0){
  1559. sint32 damage = 0;
  1560. int32 current_time = Timer::GetCurrentTime2();
  1561. MutexMap<Client*, int32>::iterator itr = drowning_victims.begin();
  1562. while(itr.Next()){
  1563. if(current_time >= itr->second) {
  1564. Client* client = itr->first;
  1565. Player* player = client->GetPlayer();
  1566. drowning_victims.Get(client) = Timer::GetCurrentTime2() + 2000;
  1567. damage = player->GetTotalHP()/20 + player->GetHPRegen();
  1568. player->TakeDamage(damage);
  1569. if(player->GetHP() == 0)
  1570. dead_list.push_back(client);
  1571. player->SetCharSheetChanged(true);
  1572. SendCharSheetChanges(client);
  1573. SendDamagePacket(0, player, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, DAMAGE_PACKET_RESULT_SUCCESSFUL, DAMAGE_PACKET_DAMAGE_TYPE_DROWN, damage, 0);
  1574. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You are drowning!");
  1575. }
  1576. }
  1577. }
  1578. if(dead_list.size() > 0){
  1579. vector<Client*>::iterator itr;
  1580. for(itr = dead_list.begin(); itr != dead_list.end(); itr++){
  1581. RemoveDrowningVictim((*itr)->GetPlayer());
  1582. KillSpawn(false, (*itr)->GetPlayer(), 0);
  1583. (*itr)->SimpleMessage(CHANNEL_COLOR_WHITE, "You are sleeping with the fishes! Glug, glug...");
  1584. }
  1585. }
  1586. }
  1587. void ZoneServer::SendSpawnChanges(){
  1588. set<Spawn*> spawns_to_send;
  1589. Spawn* spawn = 0;
  1590. MutexList<int32>::iterator spawn_iter = changed_spawns.begin();
  1591. int count = 0;
  1592. while(spawn_iter.Next()){
  1593. spawn = GetSpawnByID(spawn_iter->value);
  1594. if(spawn){
  1595. spawns_to_send.insert(spawn);
  1596. }
  1597. if (!spawn)
  1598. changed_spawns.Remove(spawn_iter->value);
  1599. }
  1600. changed_spawns.clear();
  1601. vector<Client*>::iterator client_itr;
  1602. Client* client = 0;
  1603. MClientList.readlock(__FUNCTION__, __LINE__);
  1604. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  1605. client = *client_itr;
  1606. client->SendSpawnChanges(spawns_to_send);
  1607. }
  1608. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1609. for (const auto& spawn : spawns_to_send) {
  1610. spawn->changed = false;
  1611. spawn->position_changed = false;
  1612. spawn->vis_changed = false;
  1613. spawn->info_changed = false;
  1614. }
  1615. }
  1616. void ZoneServer::SendPlayerPositionChanges(Player* player){
  1617. if(player){
  1618. player->position_changed = false;
  1619. Client* client = 0;
  1620. vector<Client*>::iterator client_itr;
  1621. MClientList.readlock(__FUNCTION__, __LINE__);
  1622. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  1623. client = *client_itr;
  1624. if(player != client->GetPlayer() && client->GetPlayer()->WasSentSpawn(player->GetID()) && client->GetPlayer()->WasSpawnRemoved(player) == false){
  1625. EQ2Packet* outapp = player->player_position_update_packet(client->GetPlayer(), client->GetVersion());
  1626. if(outapp)
  1627. client->QueuePacket(outapp);
  1628. }
  1629. }
  1630. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1631. }
  1632. }
  1633. void ZoneServer::SendCharSheetChanges(){
  1634. vector<Client*>::iterator client_itr;
  1635. MClientList.readlock(__FUNCTION__, __LINE__);
  1636. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++)
  1637. SendCharSheetChanges(*client_itr);
  1638. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1639. }
  1640. void ZoneServer::SendCharSheetChanges(Client* client){
  1641. if(client && client->IsConnected() && client->GetPlayer()->GetCharSheetChanged()){
  1642. client->GetPlayer()->SetCharSheetChanged(false);
  1643. ClientPacketFunctions::SendCharacterSheet(client);
  1644. }
  1645. }
  1646. int32 ZoneServer::CalculateSpawnGroup(SpawnLocation* spawnlocation, bool respawn)
  1647. {
  1648. int32 group = 0;
  1649. list<int32>* groups_at_location = GetSpawnGroupsByLocation(spawnlocation->placement_id);
  1650. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1651. if(groups_at_location){
  1652. list<int32>::iterator group_location_itr;
  1653. float chance = 0;
  1654. float total_chance = 0;
  1655. map<int32, float> tmp_chances;
  1656. set<int32>* associated_groups = 0;
  1657. for (group_location_itr = groups_at_location->begin(); group_location_itr != groups_at_location->end(); group_location_itr++) {
  1658. if(tmp_chances.count(*group_location_itr) > 0)
  1659. continue;
  1660. associated_groups = GetAssociatedGroups(*group_location_itr);
  1661. if(associated_groups){
  1662. set<int32>::iterator group_itr;
  1663. for (group_itr = associated_groups->begin(); group_itr != associated_groups->end(); group_itr++) {
  1664. chance = GetSpawnGroupChance(*group_itr);
  1665. if(chance > 0){
  1666. total_chance += chance;
  1667. tmp_chances[*group_itr] = chance;
  1668. }
  1669. else
  1670. tmp_chances[*group_itr] = 0;
  1671. }
  1672. }
  1673. else{ //single group, no associations
  1674. chance = GetSpawnGroupChance(*group_location_itr);
  1675. total_chance += chance;
  1676. tmp_chances[*group_location_itr] = chance;
  1677. }
  1678. }
  1679. if(tmp_chances.size() > 1){
  1680. //set the default for any chances not set
  1681. map<int32, float>::iterator itr2;
  1682. for(itr2 = tmp_chances.begin(); itr2 != tmp_chances.end(); itr2++){
  1683. if(itr2->second == 0){
  1684. total_chance += 100/tmp_chances.size();
  1685. tmp_chances[itr2->first] = (float)(100 / tmp_chances.size());
  1686. }
  1687. }
  1688. }
  1689. if(tmp_chances.size() > 1){
  1690. float roll = (float)(rand()%((int32)total_chance));
  1691. map<int32, float>::iterator itr3;
  1692. for (itr3 = tmp_chances.begin(); itr3 != tmp_chances.end(); itr3++){
  1693. if(itr3->second >= roll){
  1694. group = itr3->first;
  1695. break;
  1696. }
  1697. else
  1698. roll -= itr3->second;
  1699. }
  1700. }
  1701. else if(tmp_chances.size() == 1)
  1702. group = tmp_chances.begin()->first;
  1703. }
  1704. if(group > 0){
  1705. map<int32, int32>* locations = GetSpawnLocationsByGroup(group);
  1706. if(locations){
  1707. map<int32, int32>::iterator itr;
  1708. Spawn* spawn = 0;
  1709. Spawn* leader = 0;
  1710. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  1711. for (itr = locations->begin(); itr != locations->end(); itr++) {
  1712. if(spawn_location_list.count(itr->second) > 0){
  1713. spawn = ProcessSpawnLocation(spawn_location_list[itr->second], respawn);
  1714. if(!leader && spawn)
  1715. leader = spawn;
  1716. if(leader)
  1717. leader->AddSpawnToGroup(spawn);
  1718. if(spawn){
  1719. //if(spawn_group_map.count(group) == 0)
  1720. // spawn_group_map.Put(group, new MutexList<Spawn*>());
  1721. MutexList<int32>* groupList = &spawn_group_map.Get(group);
  1722. groupList->Add(spawn->GetID());
  1723. spawn->SetSpawnGroupID(group);
  1724. }
  1725. }
  1726. }
  1727. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1728. }
  1729. }
  1730. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1731. return group;
  1732. }
  1733. void ZoneServer::ProcessSpawnLocation(int32 location_id, bool respawn)
  1734. {
  1735. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1736. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  1737. if(spawn_location_list.count(location_id) > 0)
  1738. {
  1739. if(respawn) //see if there are any spawns still in game associated with this spawn's group, if so, dont spawn this
  1740. {
  1741. list<int32>* groups = GetSpawnGroupsByLocation(spawn_location_list[location_id]->placement_id);
  1742. if(groups)
  1743. {
  1744. set<int32>* associated_groups = 0;
  1745. bool should_spawn = true;
  1746. list<int32>::iterator itr;
  1747. for (itr = groups->begin(); itr != groups->end(); itr++) {
  1748. associated_groups = GetAssociatedGroups(*itr);
  1749. if(associated_groups)
  1750. {
  1751. set<int32>::iterator assoc_itr;
  1752. for (assoc_itr = associated_groups->begin(); assoc_itr != associated_groups->end(); assoc_itr++) {
  1753. if(spawn_group_map.count(*assoc_itr) > 0 && spawn_group_map.Get(*assoc_itr).size() > 0)
  1754. should_spawn = false;
  1755. }
  1756. }
  1757. }
  1758. if(should_spawn)
  1759. CalculateSpawnGroup(spawn_location_list[location_id]);
  1760. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1761. // need to unlock the list before we exit the function
  1762. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1763. return;
  1764. }
  1765. }
  1766. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1767. ProcessSpawnLocation(spawn_location_list[location_id], respawn);
  1768. }
  1769. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1770. }
  1771. Spawn* ZoneServer::ProcessSpawnLocation(SpawnLocation* spawnlocation, bool respawn)
  1772. {
  1773. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1774. if(!spawnlocation)
  1775. return 0;
  1776. Spawn* spawn = 0;
  1777. float rand_number = MakeRandomFloat(0, spawnlocation->total_percentage);
  1778. for(int32 i=0;i<spawnlocation->entities.size();i++)
  1779. {
  1780. if(spawnlocation->entities[i]->spawn_percentage == 0)
  1781. continue;
  1782. if (spawnlocation->conditional > 0) {
  1783. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_DAY && isDusk)
  1784. continue;
  1785. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_NIGHT) == SPAWN_CONDITIONAL_NIGHT && !isDusk)
  1786. continue;
  1787. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_NOT_RAINING && rain >= 0.75f)
  1788. continue;
  1789. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_RAINING && rain < 0.75f)
  1790. continue;
  1791. }
  1792. if(spawnlocation->entities[i]->spawn_percentage >= rand_number){
  1793. if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_NPC)
  1794. spawn = AddNPCSpawn(spawnlocation, spawnlocation->entities[i]);
  1795. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN)
  1796. spawn = AddGroundSpawn(spawnlocation, spawnlocation->entities[i]);
  1797. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT)
  1798. spawn = AddObjectSpawn(spawnlocation, spawnlocation->entities[i]);
  1799. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET)
  1800. spawn = AddWidgetSpawn(spawnlocation, spawnlocation->entities[i]);
  1801. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_SIGN)
  1802. spawn = AddSignSpawn(spawnlocation, spawnlocation->entities[i]);
  1803. if (!spawn)
  1804. {
  1805. LogWrite(ZONE__ERROR, 0, "Zone", "Error adding spawn to zone");
  1806. safe_delete(spawn);
  1807. continue;
  1808. }
  1809. const char* script = 0;
  1810. for(int x=0;x<3;x++)
  1811. {
  1812. switch(x)
  1813. {
  1814. case 0:
  1815. script = world.GetSpawnEntryScript(spawnlocation->entities[i]->spawn_entry_id);
  1816. break;
  1817. case 1:
  1818. script = world.GetSpawnLocationScript(spawnlocation->entities[i]->spawn_location_id);
  1819. break;
  1820. case 2:
  1821. script = world.GetSpawnScript(spawnlocation->entities[i]->spawn_id);
  1822. break;
  1823. }
  1824. if(script && lua_interface && lua_interface->GetSpawnScript(script) != 0)
  1825. {
  1826. spawn->SetSpawnScript(string(script));
  1827. break;
  1828. }
  1829. }
  1830. if (spawn)
  1831. {
  1832. if(respawn)
  1833. CallSpawnScript(spawn, SPAWN_SCRIPT_RESPAWN);
  1834. else
  1835. CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  1836. }
  1837. break;
  1838. }
  1839. else
  1840. rand_number -= spawnlocation->entities[i]->spawn_percentage;
  1841. }
  1842. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1843. return spawn;
  1844. }
  1845. Spawn* ZoneServer::ProcessInstanceSpawnLocation(SpawnLocation* spawnlocation, map<int32,int32>* instNPCs, map<int32,int32>* instGroundSpawns, map<int32,int32>* instObjSpawns, map<int32,int32>* instWidgetSpawns, map<int32,int32>* instSignSpawns, bool respawn)
  1846. {
  1847. if(!spawnlocation)
  1848. return 0;
  1849. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1850. Spawn* spawn = 0;
  1851. float rand_number = MakeRandomFloat(0, spawnlocation->total_percentage);
  1852. for(int32 i=0;i<spawnlocation->entities.size();i++)
  1853. {
  1854. if(spawnlocation->entities[i]->spawn_percentage == 0)
  1855. continue;
  1856. int32 spawnTime = 0;
  1857. if(spawnlocation->entities[i]->spawn_percentage >= rand_number)
  1858. {
  1859. if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_NPC &&
  1860. (spawnTime = database.CheckSpawnRemoveInfo(instNPCs,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1861. spawn = AddNPCSpawn(spawnlocation, spawnlocation->entities[i]);
  1862. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN &&
  1863. (spawnTime = database.CheckSpawnRemoveInfo(instGroundSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1864. spawn = AddGroundSpawn(spawnlocation, spawnlocation->entities[i]);
  1865. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT &&
  1866. (spawnTime = database.CheckSpawnRemoveInfo(instObjSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1867. spawn = AddObjectSpawn(spawnlocation, spawnlocation->entities[i]);
  1868. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET &&
  1869. (spawnTime = database.CheckSpawnRemoveInfo(instWidgetSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1870. spawn = AddWidgetSpawn(spawnlocation, spawnlocation->entities[i]);
  1871. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_SIGN &&
  1872. (spawnTime = database.CheckSpawnRemoveInfo(instSignSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1873. spawn = AddSignSpawn(spawnlocation, spawnlocation->entities[i]);
  1874. const char* script = 0;
  1875. for(int x=0;x<3;x++)
  1876. {
  1877. switch(x)
  1878. {
  1879. case 0:
  1880. script = world.GetSpawnEntryScript(spawnlocation->entities[i]->spawn_entry_id);
  1881. break;
  1882. case 1:
  1883. script = world.GetSpawnLocationScript(spawnlocation->entities[i]->spawn_location_id);
  1884. break;
  1885. case 2:
  1886. script = world.GetSpawnScript(spawnlocation->entities[i]->spawn_id);
  1887. break;
  1888. }
  1889. if(spawn && script && lua_interface->GetSpawnScript(script) != 0)
  1890. {
  1891. spawn->SetSpawnScript(string(script));
  1892. break;
  1893. }
  1894. }
  1895. if(spawn)
  1896. {
  1897. if (respawn)
  1898. CallSpawnScript(spawn, SPAWN_SCRIPT_RESPAWN);
  1899. else
  1900. CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  1901. if ( spawnTime > 1 )
  1902. {
  1903. spawn->SetRespawnTime(spawnTime);
  1904. }
  1905. }
  1906. break;
  1907. }
  1908. else
  1909. rand_number -= spawnlocation->entities[i]->spawn_percentage;
  1910. }
  1911. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1912. return spawn;
  1913. }
  1914. void ZoneServer::ProcessSpawnLocations()
  1915. {
  1916. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1917. map<int32,int32>* instNPCs = NULL;
  1918. map<int32,int32>* instGroundSpawns = NULL;
  1919. map<int32,int32>* instObjSpawns = NULL;
  1920. map<int32,int32>* instWidgetSpawns = NULL;
  1921. map<int32,int32>* instSignSpawns = NULL;
  1922. if ( this->IsInstanceZone() )
  1923. {
  1924. LogWrite(SPAWN__DEBUG, 0, "Spawn", "Processing Instance Removed Spawns...");
  1925. instNPCs = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_NPC );
  1926. instGroundSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_GROUNDSPAWN );
  1927. instObjSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_OBJECT );
  1928. instWidgetSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_WIDGET );
  1929. instSignSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_SIGN );
  1930. }
  1931. map<int32, bool> processed_spawn_locations;
  1932. map<int32, SpawnLocation*>::iterator itr;
  1933. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  1934. for (itr = spawn_location_list.begin(); itr != spawn_location_list.end(); itr++) {
  1935. LogWrite(SPAWN__TRACE, 0, "Spawn", "while spawn_location_list itr (#%u)", spawn_location_list.size());
  1936. if(itr->second && processed_spawn_locations.count(itr->second->placement_id) > 0) //if we processed one spawn in a spawn group, we processed them all for that group
  1937. continue;
  1938. if(itr->second && spawn_location_groups.count(itr->second->placement_id) > 0)
  1939. {
  1940. int32 group_id = CalculateSpawnGroup(itr->second);
  1941. if(group_id)
  1942. {
  1943. LogWrite(SPAWN__TRACE, 0, "Spawn", "is group_id");
  1944. set<int32>* associated_groups = GetAssociatedGroups(group_id);
  1945. if(associated_groups)
  1946. {
  1947. LogWrite(SPAWN__TRACE, 0, "Spawn", "is associated_groups");
  1948. vector<int32>* associated_locations = GetAssociatedLocations(associated_groups);
  1949. if(associated_locations)
  1950. {
  1951. LogWrite(SPAWN__TRACE, 0, "Spawn", "is associated_locations");
  1952. for(int32 i=0;i<associated_locations->size();i++)
  1953. {
  1954. LogWrite(SPAWN__DEBUG, 5, "Spawn", "Loading processed_spawn_locations...");
  1955. processed_spawn_locations[associated_locations->at(i)] = true;
  1956. }
  1957. safe_delete(associated_locations);
  1958. }
  1959. }
  1960. }
  1961. }
  1962. else
  1963. {
  1964. if ( this->IsInstanceZone() )
  1965. {
  1966. LogWrite(SPAWN__DEBUG, 5, "Spawn", "ProcessInstanceSpawnLocation (%u)...", itr->second->placement_id);
  1967. ProcessInstanceSpawnLocation(itr->second,instNPCs,instGroundSpawns,instObjSpawns,instWidgetSpawns,instSignSpawns);
  1968. }
  1969. else
  1970. {
  1971. LogWrite(SPAWN__DEBUG, 5, "Spawn", "ProcessSpawnLocation (%u)...", itr->second->placement_id);
  1972. ProcessSpawnLocation(itr->second);
  1973. }
  1974. }
  1975. }
  1976. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1977. safe_delete(instNPCs);
  1978. safe_delete(instGroundSpawns);
  1979. safe_delete(instObjSpawns);
  1980. safe_delete(instWidgetSpawns);
  1981. safe_delete(instSignSpawns);
  1982. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1983. }
  1984. void ZoneServer::AddLoot(NPC* npc){
  1985. vector<int32> loot_tables = GetSpawnLootList(npc->GetDatabaseID(), GetZoneID(), npc->GetLevel(), race_types_list.GetRaceType(npc->GetModelType()));
  1986. if(loot_tables.size() > 0){
  1987. vector<LootDrop*>* loot_drops = 0;
  1988. vector<LootDrop*>::iterator loot_drop_itr;
  1989. LootTable* table = 0;
  1990. vector<int32>::iterator loot_list_itr;
  1991. float chancecoin = 0;
  1992. float chancetable = 0;
  1993. float chancedrop = 0;
  1994. float chancetally = 0;
  1995. float droptally = 0;
  1996. // the following loop,loops through each table
  1997. for(loot_list_itr = loot_tables.begin(); loot_list_itr != loot_tables.end(); loot_list_itr++){
  1998. table = GetLootTable(*loot_list_itr);
  1999. if(table && table->maxcoin > 0){
  2000. chancecoin = rand()%100;
  2001. if(table->coin_probability >= chancecoin){
  2002. if(table->maxcoin > table->mincoin)
  2003. npc->AddLootCoins(table->mincoin + rand()%(table->maxcoin - table->mincoin));
  2004. }
  2005. }
  2006. int numberchances = 1;
  2007. //if (table->lootdrop_probability == 100){ }
  2008. //else
  2009. //chancetally += table->lootdrop_probability;
  2010. int maxchance = 0;
  2011. if (table) {
  2012. maxchance = table->maxlootitems;
  2013. for (numberchances; numberchances <= maxchance; numberchances++) {
  2014. chancetable = static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / 100));
  2015. //LogWrite(PLAYER__DEBUG, 0, "Player", "Table Chance: '%f'", chancetable);
  2016. float droppercenttotal = 0;
  2017. //--------------------------------------------------------------------------------------------------------------------------------------------------------------
  2018. if (table->lootdrop_probability == 100 || table->lootdrop_probability >= chancetable) {
  2019. //LogWrite(PLAYER__DEBUG, 0, "Player", "Probability:%f Table Chance: '%f'", table->lootdrop_probability, chancetable);
  2020. loot_drops = GetLootDrops(*loot_list_itr);
  2021. if (loot_drops) {
  2022. LootDrop* drop = 0;
  2023. int16 count = 0;
  2024. std::shuffle(loot_drops->begin(), loot_drops->end(), std::default_random_engine(Timer::GetCurrentTime2()));
  2025. int16 IC = 0;
  2026. for (loot_drop_itr = loot_drops->begin(); loot_drop_itr != loot_drops->end(); loot_drop_itr++) {
  2027. drop = *loot_drop_itr;
  2028. droppercenttotal += drop->probability;
  2029. }
  2030. int droplistsize = loot_drops->size();
  2031. float chancedroptally = 0;
  2032. chancedrop = static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / 100));
  2033. for (loot_drop_itr = loot_drops->begin(); loot_drop_itr != loot_drops->end(); loot_drop_itr++) {
  2034. drop = *loot_drop_itr;
  2035. if (npc->HasLootItemID(drop->item_id))
  2036. continue;
  2037. if (droppercenttotal >= 100)
  2038. droppercenttotal = 100;
  2039. chancedroptally += 100 / droppercenttotal * drop->probability;
  2040. //chancedrop = static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / 100));
  2041. //LogWrite(PLAYER__DEBUG, 0, "Player", "Loot drop: '%i' Chance: %f Prob tally: %f min: %f", drop, chancedrop, chancedroptally, chancedroptally - drop->probability);
  2042. if ((chancedroptally == 100) || ((chancedroptally >= chancedrop) && (chancedroptally - (100 / droppercenttotal * drop->probability)) <= chancedrop)) {
  2043. //LogWrite(PLAYER__DEBUG, 0, "Player", "Loot drop: '%i' Chance: %f Prob: %f We have a loot drop winner", drop, chancedrop, chancedroptally);
  2044. count++;
  2045. npc->AddLootItem(drop->item_id, drop->item_charges);
  2046. //LogWrite(PLAYER__DEBUG, 0, "Player", "loot Count: '%i'",count);
  2047. //LogWrite(MISC__TODO, 1, "TODO", "Auto-Equip new looted items\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  2048. //if(drop->equip_item)
  2049. }
  2050. if (table->maxlootitems > 0 && count >= table->maxlootitems)
  2051. break;
  2052. }
  2053. }
  2054. }
  2055. }
  2056. }
  2057. }
  2058. }
  2059. }
  2060. void ZoneServer::DeterminePosition(SpawnLocation* spawnlocation, Spawn* spawn){
  2061. if(!spawn || !spawnlocation)
  2062. return;
  2063. int offset = 0;
  2064. if(spawnlocation->x_offset > 0){
  2065. //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers
  2066. offset = (int)((spawnlocation->x_offset*1000)+1);
  2067. spawn->SetX(spawnlocation->x + ((float)(rand()%offset - rand()%offset))/1000);
  2068. }
  2069. else
  2070. spawn->SetX(spawnlocation->x);
  2071. if(spawnlocation->y_offset > 0){
  2072. //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers
  2073. offset = (int)((spawnlocation->y_offset*1000)+1);
  2074. spawn->SetY(spawnlocation->y + ((float)(rand()%offset - rand()%offset))/1000);
  2075. }
  2076. else
  2077. spawn->SetY(spawnlocation->y, true, true);
  2078. if(spawnlocation->z_offset > 0){
  2079. //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers
  2080. offset = (int)((spawnlocation->z_offset*1000)+1);
  2081. spawn->SetZ(spawnlocation->z + ((float)(rand()%offset - rand()%offset))/1000);
  2082. }
  2083. else
  2084. spawn->SetZ(spawnlocation->z);
  2085. spawn->SetHeading(spawnlocation->heading);
  2086. spawn->SetPitch(spawnlocation->pitch);
  2087. spawn->SetRoll(spawnlocation->roll);
  2088. spawn->SetSpawnOrigX(spawn->GetX());
  2089. spawn->SetSpawnOrigY(spawn->GetY());
  2090. spawn->SetSpawnOrigZ(spawn->GetZ());
  2091. spawn->SetSpawnOrigHeading(spawn->GetHeading());
  2092. spawn->SetSpawnOrigPitch(spawnlocation->pitch);
  2093. spawn->SetSpawnOrigRoll(spawnlocation->roll);
  2094. spawn->appearance.pos.grid_id = spawnlocation->grid_id;
  2095. spawn->SetSpawnLocationPlacementID(spawnlocation->placement_id);
  2096. }
  2097. NPC* ZoneServer::AddNPCSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2098. LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__);
  2099. NPC* npc = GetNewNPC(spawnentry->spawn_id);
  2100. if(npc){
  2101. DeterminePosition(spawnlocation, npc);
  2102. npc->SetSpawnLocationID(spawnentry->spawn_location_id);
  2103. npc->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2104. npc->SetRespawnTime(spawnentry->respawn);
  2105. npc->SetExpireTime(spawnentry->expire_time);
  2106. if (spawnentry->expire_time > 0)
  2107. AddSpawnExpireTimer(npc, spawnentry->expire_time, spawnentry->expire_offset);
  2108. AddLoot(npc);
  2109. AddSpawn(npc);
  2110. }
  2111. LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__);
  2112. return npc;
  2113. }
  2114. vector<int32>* ZoneServer::GetAssociatedLocations(set<int32>* groups){
  2115. vector<int32>* ret = 0;
  2116. LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__);
  2117. if(groups){
  2118. int32 group_id = 0;
  2119. set<int32>::iterator group_itr;
  2120. for (group_itr = groups->begin(); group_itr != groups->end(); group_itr++) {
  2121. if(!ret)
  2122. ret = new vector<int32>();
  2123. group_id = *group_itr;
  2124. MSpawnGroupLocations.readlock(__FUNCTION__, __LINE__);
  2125. if(spawn_group_locations.count(group_id) > 0){
  2126. map<int32, int32>::iterator itr;
  2127. for (itr = spawn_group_locations[group_id]->begin(); itr != spawn_group_locations[group_id]->end(); itr++) {
  2128. ret->push_back(itr->first);
  2129. }
  2130. }
  2131. MSpawnGroupLocations.releasereadlock(__FUNCTION__, __LINE__);
  2132. }
  2133. }
  2134. LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__);
  2135. return ret;
  2136. }
  2137. set<int32>* ZoneServer::GetAssociatedGroups(int32 group_id) {
  2138. set<int32>* ret = 0;
  2139. MSpawnGroupAssociation.readlock(__FUNCTION__, __LINE__);
  2140. LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__);
  2141. if(spawn_group_associations.count(group_id) > 0)
  2142. ret = spawn_group_associations[group_id];
  2143. LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__);
  2144. MSpawnGroupAssociation.releasereadlock(__FUNCTION__, __LINE__);
  2145. return ret;
  2146. }
  2147. map<int32, int32>* ZoneServer::GetSpawnLocationsByGroup(int32 group_id) {
  2148. map<int32, int32>* ret = 0;
  2149. MSpawnGroupLocations.readlock(__FUNCTION__, __LINE__);
  2150. if(spawn_group_locations.count(group_id) > 0)
  2151. ret = spawn_group_locations[group_id];
  2152. MSpawnGroupLocations.releasereadlock(__FUNCTION__, __LINE__);
  2153. return ret;
  2154. }
  2155. list<int32>* ZoneServer::GetSpawnGroupsByLocation(int32 location_id){
  2156. list<int32>* ret = 0;
  2157. MSpawnLocationGroups.readlock(__FUNCTION__, __LINE__);
  2158. if(spawn_location_groups.count(location_id) > 0)
  2159. ret = spawn_location_groups[location_id];
  2160. MSpawnLocationGroups.releasereadlock(__FUNCTION__, __LINE__);
  2161. return ret;
  2162. }
  2163. float ZoneServer::GetSpawnGroupChance(int32 group_id){
  2164. float ret = -1;
  2165. MSpawnGroupChances.readlock(__FUNCTION__, __LINE__);
  2166. if(spawn_group_chances.count(group_id) > 0)
  2167. ret = spawn_group_chances[group_id];
  2168. MSpawnGroupChances.releasereadlock(__FUNCTION__, __LINE__);
  2169. return ret;
  2170. }
  2171. void ZoneServer::AddSpawnGroupChance(int32 group_id, float percent){
  2172. MSpawnGroupChances.writelock(__FUNCTION__, __LINE__);
  2173. spawn_group_chances[group_id] = percent;
  2174. MSpawnGroupChances.releasewritelock(__FUNCTION__, __LINE__);
  2175. }
  2176. void ZoneServer::AddSpawnGroupAssociation(int32 group_id1, int32 group_id2) {
  2177. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  2178. //Check if we already have containers for these group ids, if not create them
  2179. if (spawn_group_associations.count(group_id1) == 0)
  2180. spawn_group_associations[group_id1] = new set<int32>;
  2181. if (spawn_group_associations.count(group_id2) == 0)
  2182. spawn_group_associations[group_id2] = new set<int32>;
  2183. //Associate groups 1 and 2 now
  2184. set<int32>* group_1 = spawn_group_associations.find(group_id1)->second;
  2185. set<int32>* group_2 = spawn_group_associations.find(group_id2)->second;
  2186. group_1->insert(group_id2);
  2187. group_2->insert(group_id1);
  2188. //Associate the remaining groups together
  2189. set<int32>::iterator itr;
  2190. for (itr = group_1->begin(); itr != group_1->end(); itr++){
  2191. group_2->insert(*itr);
  2192. map<int32, set<int32>*>::iterator assoc_itr = spawn_group_associations.find(*itr);
  2193. if (assoc_itr != spawn_group_associations.end())
  2194. assoc_itr->second->insert(group_id2);
  2195. else {
  2196. set<int32>* new_set = new set<int32>;
  2197. spawn_group_associations[*itr] = new_set;
  2198. new_set->insert(group_id2);
  2199. }
  2200. }
  2201. for (itr = group_2->begin(); itr != group_2->end(); itr++){
  2202. group_1->insert(*itr);
  2203. map<int32, set<int32>*>::iterator assoc_itr = spawn_group_associations.find(*itr);
  2204. if (assoc_itr != spawn_group_associations.end())
  2205. assoc_itr->second->insert(group_id1);
  2206. else {
  2207. set<int32>* new_set = new set<int32>;
  2208. spawn_group_associations[*itr] = new_set;
  2209. new_set->insert(group_id1);
  2210. }
  2211. }
  2212. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  2213. }
  2214. void ZoneServer::AddSpawnGroupLocation(int32 group_id, int32 location_id, int32 spawn_location_id) {
  2215. MSpawnGroupLocations.writelock(__FUNCTION__, __LINE__);
  2216. if(spawn_group_locations.count(group_id) == 0)
  2217. spawn_group_locations[group_id] = new map<int32, int32>();
  2218. (*spawn_group_locations[group_id])[location_id] = spawn_location_id;
  2219. MSpawnGroupLocations.releasewritelock(__FUNCTION__, __LINE__);
  2220. MSpawnLocationGroups.writelock(__FUNCTION__, __LINE__);
  2221. if(spawn_location_groups.count(location_id) == 0)
  2222. spawn_location_groups[location_id] = new list<int32>();
  2223. spawn_location_groups[location_id]->push_back(group_id);
  2224. MSpawnLocationGroups.releasewritelock(__FUNCTION__, __LINE__);
  2225. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  2226. if(spawn_group_associations.count(group_id) == 0)
  2227. spawn_group_associations[group_id] = new set<int32>();
  2228. spawn_group_associations[group_id]->insert(group_id);
  2229. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  2230. }
  2231. void ZoneServer::CallSpawnScript(Spawn* npc, int8 type, Spawn* spawn, const char* message){
  2232. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2233. if(!npc)
  2234. return;
  2235. const char* script = npc->GetSpawnScript();
  2236. if ( script == nullptr || strlen(script) < 1 )
  2237. {
  2238. if (npc->GetZone() != nullptr)
  2239. {
  2240. string tmpScript;
  2241. tmpScript.append("SpawnScripts/");
  2242. tmpScript.append(npc->GetZone()->GetZoneName());
  2243. tmpScript.append("/");
  2244. int count = 0;
  2245. for (int s = 0; s < strlen(npc->GetName()); s++)
  2246. {
  2247. if (isalnum(npc->GetName()[s]))
  2248. {
  2249. tmpScript += npc->GetName()[s];
  2250. count++;
  2251. }
  2252. }
  2253. tmpScript.append(".lua");
  2254. if (count < 1)
  2255. {
  2256. LogWrite(SPAWN__TRACE, 0, "Spawn", "Could not form script name %s..", __FUNCTION__);
  2257. }
  2258. else
  2259. {
  2260. struct stat buffer;
  2261. bool fileExists = (stat(tmpScript.c_str(), &buffer) == 0);
  2262. if (fileExists)
  2263. {
  2264. LogWrite(SPAWN__WARNING, 0, "Spawn", "No script file described in the database, overriding with SpawnScript at %s", (char*)tmpScript.c_str());
  2265. npc->SetSpawnScript(tmpScript);
  2266. script = npc->GetSpawnScript();
  2267. }
  2268. }
  2269. }
  2270. }
  2271. if(lua_interface && script){
  2272. switch(type){
  2273. case SPAWN_SCRIPT_SPAWN:{
  2274. lua_interface->RunSpawnScript(script, "spawn", npc);
  2275. break;
  2276. }
  2277. case SPAWN_SCRIPT_RESPAWN:{
  2278. lua_interface->RunSpawnScript(script, "respawn", npc);
  2279. break;
  2280. }
  2281. case SPAWN_SCRIPT_ATTACKED:{
  2282. lua_interface->RunSpawnScript(script, "attacked", npc, spawn);
  2283. break;
  2284. }
  2285. case SPAWN_SCRIPT_TARGETED:{
  2286. lua_interface->RunSpawnScript(script, "targeted", npc, spawn);
  2287. break;
  2288. }
  2289. case SPAWN_SCRIPT_HAILED:{
  2290. lua_interface->RunSpawnScript(script, "hailed", npc, spawn);
  2291. break;
  2292. }
  2293. case SPAWN_SCRIPT_HAILED_BUSY:{
  2294. lua_interface->RunSpawnScript(script, "hailed_busy", npc, spawn);
  2295. break;
  2296. }
  2297. case SPAWN_SCRIPT_DEATH:{
  2298. lua_interface->RunSpawnScript(script, "death", npc, spawn);
  2299. break;
  2300. }
  2301. case SPAWN_SCRIPT_KILLED:{
  2302. lua_interface->RunSpawnScript(script, "killed", npc, spawn);
  2303. break;
  2304. }
  2305. case SPAWN_SCRIPT_AGGRO:{
  2306. lua_interface->RunSpawnScript(script, "aggro", npc, spawn);
  2307. break;
  2308. }
  2309. case SPAWN_SCRIPT_HEALTHCHANGED:{
  2310. lua_interface->RunSpawnScript(script, "healthchanged", npc, spawn);
  2311. break;
  2312. }
  2313. case SPAWN_SCRIPT_RANDOMCHAT:{
  2314. lua_interface->RunSpawnScript(script, "randomchat", npc, 0, message);
  2315. break;
  2316. }
  2317. case SPAWN_SCRIPT_CUSTOM:
  2318. case SPAWN_SCRIPT_TIMER:
  2319. case SPAWN_SCRIPT_CONVERSATION:{
  2320. lua_interface->RunSpawnScript(script, message, npc, spawn);
  2321. break;
  2322. }
  2323. case SPAWN_SCRIPT_CASTED_ON: {
  2324. lua_interface->RunSpawnScript(script, "casted_on", npc, spawn, message);
  2325. break;
  2326. }
  2327. case SPAWN_SCRIPT_AUTO_ATTACK_TICK: {
  2328. lua_interface->RunSpawnScript(script, "auto_attack_tick", npc, spawn);
  2329. break;
  2330. }
  2331. case SPAWN_SCRIPT_COMBAT_RESET: {
  2332. lua_interface->RunSpawnScript(script, "CombatReset", npc);
  2333. break;
  2334. }
  2335. case SPAWN_SCRIPT_GROUP_DEAD: {
  2336. lua_interface->RunSpawnScript(script, "group_dead", npc, spawn);
  2337. break;
  2338. }
  2339. case SPAWN_SCRIPT_HEAR_SAY: {
  2340. lua_interface->RunSpawnScript(script, "hear_say", npc, spawn, message);
  2341. break;
  2342. }
  2343. }
  2344. }
  2345. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2346. }
  2347. void ZoneServer::DeleteTransporters() {
  2348. MTransportLocations.writelock(__FUNCTION__, __LINE__);
  2349. transporter_locations.clear(); //world takes care of actually deleting the data
  2350. MTransportLocations.releasewritelock(__FUNCTION__, __LINE__);
  2351. }
  2352. void ZoneServer::ReloadTransporters(){
  2353. MutexList<LocationTransportDestination*>* locations = GetLocationTransporters(GetZoneID());
  2354. if(locations){
  2355. MutexList<LocationTransportDestination*>::iterator itr = locations->begin();
  2356. while(itr.Next())
  2357. AddTransporter(itr->value);
  2358. }
  2359. }
  2360. void ZoneServer::CheckTransporters(Client* client) {
  2361. MTransportLocations.readlock(__FUNCTION__, __LINE__);
  2362. if(transporter_locations.size() > 0){
  2363. LocationTransportDestination* loc = 0;
  2364. list<LocationTransportDestination*>::iterator itr;
  2365. for (itr = transporter_locations.begin(); itr != transporter_locations.end(); itr++) {
  2366. loc = *itr;
  2367. if(client->GetPlayer()->GetDistance(loc->trigger_x, loc->trigger_y, loc->trigger_z) <= loc->trigger_radius){
  2368. if(loc->destination_zone_id == 0 || loc->destination_zone_id == GetZoneID()){
  2369. EQ2Packet* packet = client->GetPlayer()->Move(loc->destination_x, loc->destination_y, loc->destination_z, client->GetVersion());
  2370. if(packet)
  2371. client->QueuePacket(packet);
  2372. }
  2373. else{
  2374. ZoneServer* new_zone = zone_list.Get(loc->destination_zone_id);
  2375. if(new_zone){
  2376. client->GetPlayer()->SetX(loc->destination_x);
  2377. client->GetPlayer()->SetY(loc->destination_y);
  2378. client->GetPlayer()->SetZ(loc->destination_z);
  2379. client->GetPlayer()->SetHeading(loc->destination_heading);
  2380. client->Zone(new_zone, false);
  2381. }
  2382. }
  2383. break;
  2384. }
  2385. }
  2386. }
  2387. MTransportLocations.releasereadlock(__FUNCTION__, __LINE__);
  2388. }
  2389. void ZoneServer::AddTransporter(LocationTransportDestination* loc) {
  2390. MTransportLocations.writelock(__FUNCTION__, __LINE__);
  2391. transporter_locations.push_back(loc);
  2392. MTransportLocations.releasewritelock(__FUNCTION__, __LINE__);
  2393. }
  2394. Sign* ZoneServer::AddSignSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2395. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2396. Sign* sign = GetNewSign(spawnentry->spawn_id);
  2397. if(sign){
  2398. DeterminePosition(spawnlocation, sign);
  2399. sign->SetSpawnLocationID(spawnentry->spawn_location_id);
  2400. sign->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2401. sign->SetRespawnTime(spawnentry->respawn);
  2402. sign->SetExpireTime(spawnentry->expire_time);
  2403. if (spawnentry->expire_time > 0)
  2404. AddSpawnExpireTimer(sign, spawnentry->expire_time, spawnentry->expire_offset);
  2405. AddSpawn(sign);
  2406. }
  2407. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2408. return sign;
  2409. }
  2410. Widget* ZoneServer::AddWidgetSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2411. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2412. Widget* widget = GetNewWidget(spawnentry->spawn_id);
  2413. if(widget){
  2414. DeterminePosition(spawnlocation, widget);
  2415. widget->SetSpawnLocationID(spawnentry->spawn_location_id);
  2416. widget->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2417. if(!widget->GetIncludeLocation()){
  2418. widget->SetX(widget->GetWidgetX());
  2419. if(widget->GetCloseY() != 0)
  2420. widget->SetY(widget->GetCloseY());
  2421. widget->SetZ(widget->GetWidgetZ());
  2422. }
  2423. widget->SetRespawnTime(spawnentry->respawn);
  2424. widget->SetExpireTime(spawnentry->expire_time);
  2425. widget->SetSpawnOrigHeading(widget->GetHeading());
  2426. if (spawnentry->expire_time > 0)
  2427. AddSpawnExpireTimer(widget, spawnentry->expire_time, spawnentry->expire_offset);
  2428. AddSpawn(widget);
  2429. }
  2430. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2431. return widget;
  2432. }
  2433. Object* ZoneServer::AddObjectSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2434. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2435. Object* object = GetNewObject(spawnentry->spawn_id);
  2436. if(object){
  2437. DeterminePosition(spawnlocation, object);
  2438. object->SetSpawnLocationID(spawnentry->spawn_location_id);
  2439. object->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2440. object->SetRespawnTime(spawnentry->respawn);
  2441. object->SetExpireTime(spawnentry->expire_time);
  2442. if (spawnentry->expire_time > 0)
  2443. AddSpawnExpireTimer(object, spawnentry->expire_time, spawnentry->expire_offset);
  2444. AddSpawn(object);
  2445. }
  2446. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2447. return object;
  2448. }
  2449. GroundSpawn* ZoneServer::AddGroundSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2450. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2451. GroundSpawn* spawn = GetNewGroundSpawn(spawnentry->spawn_id);
  2452. if(spawn){
  2453. DeterminePosition(spawnlocation, spawn);
  2454. spawn->SetSpawnLocationID(spawnentry->spawn_location_id);
  2455. spawn->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2456. spawn->SetRespawnTime(spawnentry->respawn);
  2457. spawn->SetExpireTime(spawnentry->expire_time);
  2458. if (spawnentry->expire_time > 0)
  2459. AddSpawnExpireTimer(spawn, spawnentry->expire_time, spawnentry->expire_offset);
  2460. AddSpawn(spawn);
  2461. }
  2462. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2463. return spawn;
  2464. }
  2465. void ZoneServer::AddSpawn(Spawn* spawn) {
  2466. spawn->SetZone(this);
  2467. spawn->position_changed = false;
  2468. spawn->info_changed = false;
  2469. spawn->vis_changed = false;
  2470. spawn->changed = false;
  2471. if(!spawn->IsPlayer() || (spawn->IsPlayer() && !((Player*)spawn)->IsReturningFromLD())) {
  2472. // Write locking the spawn list here will cause deadlocks, so instead add it to a temp list that the
  2473. // main spawn thread will put into the spawn_list when ever it has a chance.
  2474. MPendingSpawnListAdd.writelock(__FUNCTION__, __LINE__);
  2475. pending_spawn_list_add.push_back(spawn);
  2476. MPendingSpawnListAdd.releasewritelock(__FUNCTION__, __LINE__);
  2477. }
  2478. else
  2479. ((Player*)spawn)->SetReturningFromLD(false);
  2480. spawn_range.Trigger();
  2481. spawn_check_add.Trigger();
  2482. if(spawn->IsNPC())
  2483. AddEnemyList((NPC*)spawn);
  2484. if(spawn->IsPlayer() && ((Player*)spawn)->GetGroupMemberInfo())
  2485. world.GetGroupManager()->SendGroupUpdate(((Player*)spawn)->GetGroupMemberInfo()->group_id, GetClientBySpawn(spawn));
  2486. if (spawn->IsPlayer()) {
  2487. ((Player*)spawn)->GetInfoStruct()->rain = rain;
  2488. ((Player*)spawn)->SetCharSheetChanged(true);
  2489. }
  2490. if (Grid != nullptr) {
  2491. Grid->AddSpawn(spawn);
  2492. }
  2493. if (movementMgr != nullptr) {
  2494. movementMgr->AddMob((Entity*)spawn);
  2495. }
  2496. spawn->SetAddedToWorldTimestamp(Timer::GetCurrentTime2());
  2497. }
  2498. void ZoneServer::AddClient(Client* client){
  2499. MClientList.writelock(__FUNCTION__, __LINE__);
  2500. clients.push_back(client);
  2501. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2502. connected_clients.Add(client);
  2503. }
  2504. void ZoneServer::RemoveClient(Client* client)
  2505. {
  2506. Guild *guild;
  2507. if(client)
  2508. {
  2509. if (client->GetPlayer())
  2510. client_list.RemovePlayerFromInvisHistory(client->GetPlayer()->GetID());
  2511. LogWrite(ZONE__DEBUG, 0, "Zone", "Sending login equipment appearance updates...");
  2512. loginserver.SendImmediateEquipmentUpdatesForChar(client->GetPlayer()->GetCharacterID());
  2513. if (!client->IsZoning())
  2514. {
  2515. if ((guild = client->GetPlayer()->GetGuild()) != NULL)
  2516. guild->GuildMemberLogoff(client->GetPlayer());
  2517. chat.LeaveAllChannels(client);
  2518. }
  2519. int32 LD_Timer = rule_manager.GetGlobalRule(R_World, LinkDeadTimer)->GetInt32();
  2520. int32 DisconnectClientTimer = rule_manager.GetGlobalRule(R_World, RemoveDisconnectedClientsTimer)->GetInt32();
  2521. if(!zoneShuttingDown && !client->IsZoning())
  2522. {
  2523. GroupMemberInfo* gmi = client->GetPlayer()->GetGroupMemberInfo();
  2524. if (gmi) {
  2525. int32 size = world.GetGroupManager()->GetGroupSize(gmi->group_id);
  2526. if (size > 1) {
  2527. bool send_left_message = size > 2;
  2528. world.GetGroupManager()->RemoveGroupMember(gmi->group_id, client->GetPlayer());
  2529. if (send_left_message)
  2530. world.GetGroupManager()->GroupMessage(gmi->group_id, "%s has left the group.", client->GetPlayer()->GetName());
  2531. }
  2532. }
  2533. if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_LINKDEAD) > 0)
  2534. {
  2535. LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to LD/Exit...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID());
  2536. //AddDelayedSpawnRemove(client->GetPlayer(), LD_Timer);
  2537. //connected_clients.Remove(client, true, LD_Timer + DisconnectClientTimer);
  2538. }
  2539. else
  2540. {
  2541. LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to Camp/Quit...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID());
  2542. }
  2543. client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetPet());
  2544. client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetCharmedPet());
  2545. client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetDeityPet());
  2546. client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetCosmeticPet());
  2547. //}
  2548. }
  2549. else
  2550. {
  2551. LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to some client zoning...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID());
  2552. }
  2553. map<int32, int32>::iterator itr;
  2554. for (itr = client->GetPlayer()->SpawnedBots.begin(); itr != client->GetPlayer()->SpawnedBots.end(); itr++) {
  2555. Spawn* spawn = GetSpawnByID(itr->second);
  2556. if (spawn && spawn->IsBot())
  2557. ((Bot*)spawn)->Camp();
  2558. }
  2559. LogWrite(ZONE__DEBUG, 0, "Zone", "Calling clients.Remove(client)...");
  2560. MClientList.writelock(__FUNCTION__, __LINE__);
  2561. clients.erase(find(clients.begin(), clients.end(), client));
  2562. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2563. LogWrite(ZONE__INFO, 0, "Zone", "Scheduling client '%s' for removal.", client->GetPlayer()->GetName());
  2564. LogWrite(MISC__TODO, 1, "TODO", "Put Player Online Status updates in a timer eventually\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  2565. database.ToggleCharacterOnline(client, 0);
  2566. RemoveSpawn(false, client->GetPlayer(), false);
  2567. connected_clients.Remove(client, true, DisconnectClientTimer); // changed from a hardcoded 30000 (30 sec) to the DisconnectClientTimer rule
  2568. }
  2569. }
  2570. void ZoneServer::RemoveClientImmediately(Client* client) {
  2571. Guild *guild;
  2572. if(client)
  2573. {
  2574. loginserver.SendImmediateEquipmentUpdatesForChar(client->GetPlayer()->GetCharacterID());
  2575. if(connected_clients.count(client) > 0)
  2576. {
  2577. if (!client->IsZoning() && (guild = client->GetPlayer()->GetGuild()))
  2578. guild->GuildMemberLogoff(client->GetPlayer());
  2579. MClientList.writelock(__FUNCTION__, __LINE__);
  2580. std::vector<Client*>::iterator itr = find(clients.begin(), clients.end(), client);
  2581. if (itr != clients.end())
  2582. clients.erase(itr);
  2583. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2584. //clients.Remove(client);
  2585. LogWrite(ZONE__INFO, 0, "Zone", "Removing connection for client '%s'.", client->GetPlayer()->GetName());
  2586. connected_clients.Remove(client, true);
  2587. }
  2588. else
  2589. {
  2590. MClientList.writelock(__FUNCTION__, __LINE__);
  2591. std::vector<Client*>::iterator itr = find(clients.begin(), clients.end(), client);
  2592. if (itr != clients.end())
  2593. clients.erase(itr);
  2594. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2595. //clients.Remove(client, true);
  2596. }
  2597. LogWrite(MISC__TODO, 1, "TODO", "Put Player Online Status updates in a timer eventually\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  2598. database.ToggleCharacterOnline(client, 0);
  2599. }
  2600. }
  2601. void ZoneServer::ClientProcess()
  2602. {
  2603. if(connected_clients.size(true) == 0)
  2604. {
  2605. if(!IsCityZone() && !AlwaysLoaded() && !shutdownTimer.Enabled())
  2606. {
  2607. LogWrite(ZONE__INFO, 0, "Zone", "Starting zone shutdown timers...");
  2608. shutdownTimer.Start();
  2609. }
  2610. return;
  2611. }
  2612. shutdownTimer.Disable();
  2613. Client* client = 0;
  2614. MutexList<Client*>::iterator iterator = connected_clients.begin();
  2615. while(iterator.Next())
  2616. {
  2617. client = iterator->value;
  2618. #ifndef NO_CATCH
  2619. try
  2620. {
  2621. #endif
  2622. if(zoneShuttingDown || !client->Process(true))
  2623. {
  2624. if(!zoneShuttingDown && !client->IsZoning())
  2625. {
  2626. LogWrite(ZONE__DEBUG, 0, "Zone", "Client is disconnecting in %s (camping = %s)", __FUNCTION__, (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 ? "false" : "true");
  2627. if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 )
  2628. {
  2629. //only set LD flag if we're disconnecting but not camping/quitting
  2630. client->GetPlayer()->SetActivityStatus(client->GetPlayer()->GetActivityStatus() + ACTIVITY_STATUS_LINKDEAD);
  2631. if(client->GetPlayer()->GetGroupMemberInfo())
  2632. {
  2633. LogWrite(ZONE__DEBUG, 0, "Zone", "Telling client's group they are disconnecting");
  2634. world.GetGroupManager()->GroupMessage(client->GetPlayer()->GetGroupMemberInfo()->group_id, "%s has gone Linkdead.", client->GetPlayer()->GetName());
  2635. }
  2636. }
  2637. }
  2638. client_spawn_map.Put(client->GetPlayer(), 0);
  2639. client->Disconnect();
  2640. RemoveClient(client);
  2641. }
  2642. #ifndef NO_CATCH
  2643. }
  2644. catch(...)
  2645. {
  2646. LogWrite(ZONE__ERROR, 0, "Zone", "Exception caught when in ZoneServer::ClientProcess() for zone '%s'!\n%s, %i", GetZoneName(), __FUNCTION__, __LINE__);
  2647. try{
  2648. if(!client->IsZoning())
  2649. {
  2650. if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 )
  2651. {
  2652. client->GetPlayer()->SetActivityStatus(client->GetPlayer()->GetActivityStatus() + ACTIVITY_STATUS_LINKDEAD);
  2653. if(client->GetPlayer()->GetGroupMemberInfo())
  2654. world.GetGroupManager()->GroupMessage(client->GetPlayer()->GetGroupMemberInfo()->group_id, "%s has gone Linkdead.", client->GetPlayer()->GetName());
  2655. }
  2656. }
  2657. client_spawn_map.Put(client->GetPlayer(), 0);
  2658. client->Disconnect();
  2659. RemoveClient(client);
  2660. }
  2661. catch(...){
  2662. LogWrite(ZONE__ERROR, 0, "Zone", "Exception caught when in ZoneServer::ClientProcess(), second try\n%s, %i", __FUNCTION__, __LINE__);
  2663. }
  2664. }
  2665. #endif
  2666. }
  2667. }
  2668. void ZoneServer::SimpleMessage(int8 type, const char* message, Spawn* from, float distance){
  2669. Client* client = 0;
  2670. vector<Client*>::iterator client_itr;
  2671. MClientList.readlock(__FUNCTION__, __LINE__);
  2672. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2673. client = *client_itr;
  2674. if(from && client && client->IsConnected() && from->GetDistance(client->GetPlayer()) <= distance){
  2675. client->SimpleMessage(type, message);
  2676. }
  2677. }
  2678. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2679. }
  2680. void ZoneServer::HandleChatMessage(Client* client, Spawn* from, const char* to, int16 channel, const char* message, float distance, const char* channel_name, bool show_bubble, int32 language){
  2681. if((!distance || from->GetDistance(client->GetPlayer()) <= distance) && (!from || !client->GetPlayer()->IsIgnored(from->GetName()))){
  2682. PacketStruct* packet = configReader.getStruct("WS_HearChat", client->GetVersion());
  2683. if(packet){
  2684. if(from)
  2685. packet->setMediumStringByName("from", from->GetName());
  2686. if(client->GetPlayer() != from)
  2687. packet->setMediumStringByName("to", client->GetPlayer()->GetName());
  2688. packet->setDataByName("channel", channel);
  2689. if(from && ((from == client->GetPlayer()) || (client->GetPlayer()->WasSentSpawn(from->GetID()) && !client->GetPlayer()->WasSpawnRemoved(from))))
  2690. packet->setDataByName("from_spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(from));
  2691. else
  2692. packet->setDataByName("from_spawn_id", 0xFFFFFFFF);
  2693. packet->setDataByName("to_spawn_id", 0xFFFFFFFF);
  2694. packet->setMediumStringByName("message", message);
  2695. packet->setDataByName("language", language);
  2696. if (language > 0 && !client->GetPlayer()->HasLanguage(language))
  2697. packet->setDataByName("understood", 0);
  2698. else
  2699. packet->setDataByName("understood", 1);
  2700. show_bubble == true ? packet->setDataByName("show_bubble", 1) : packet->setDataByName("show_bubble", 0);
  2701. if(channel_name)
  2702. packet->setMediumStringByName("channel_name", channel_name);
  2703. client->QueuePacket(packet->serialize());
  2704. safe_delete(packet);
  2705. }
  2706. }
  2707. }
  2708. void ZoneServer::HandleChatMessage(Spawn* from, const char* to, int16 channel, const char* message, float distance, const char* channel_name, bool show_bubble, int32 language){
  2709. vector<Client*>::iterator client_itr;
  2710. Client* client = 0;
  2711. MClientList.readlock(__FUNCTION__, __LINE__);
  2712. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2713. client = *client_itr;
  2714. if(client && client->IsConnected())
  2715. HandleChatMessage(client, from, to, channel, message, distance, channel_name, show_bubble, language);
  2716. }
  2717. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2718. }
  2719. void ZoneServer::HandleBroadcast(const char* message) {
  2720. vector<Client*>::iterator client_itr;
  2721. Client* client = 0;
  2722. MClientList.readlock(__FUNCTION__, __LINE__);
  2723. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2724. client = *client_itr;
  2725. if(client && client->IsConnected())
  2726. client->SimpleMessage(CHANNEL_BROADCAST, message);
  2727. }
  2728. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2729. }
  2730. void ZoneServer::HandleAnnouncement(const char* message) {
  2731. vector<Client*>::iterator client_itr;
  2732. Client* client = 0;
  2733. int32 words = ::CountWordsInString(message);
  2734. if (words < 5)
  2735. words = 5;
  2736. MClientList.readlock(__FUNCTION__, __LINE__);
  2737. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2738. client = *client_itr;
  2739. if(client && client->IsConnected()) {
  2740. client->SimpleMessage(CHANNEL_BROADCAST, message);
  2741. client->SendPopupMessage(10, message, "ui_harvest_normal", words, 0xFF, 0xFF, 0x00);
  2742. }
  2743. }
  2744. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2745. }
  2746. void ZoneServer::SendTimeUpdate(Client* client){
  2747. if(client){
  2748. PacketStruct* packet = world.GetWorldTime(client->GetVersion());
  2749. if(packet){
  2750. client->QueuePacket(packet->serialize());
  2751. safe_delete(packet);
  2752. }
  2753. }
  2754. }
  2755. void ZoneServer::SendTimeUpdateToAllClients(){
  2756. Client* client = 0;
  2757. vector<Client*>::iterator client_itr;
  2758. MClientList.readlock(__FUNCTION__, __LINE__);
  2759. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2760. client = *client_itr;
  2761. if(client && client->IsConnected())
  2762. SendTimeUpdate(client);
  2763. }
  2764. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2765. }
  2766. void ZoneServer::UpdateVitality(float amount){
  2767. Client* client = 0;
  2768. vector<Client*>::iterator client_itr;
  2769. MClientList.readlock(__FUNCTION__, __LINE__);
  2770. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2771. client = *client_itr;
  2772. if(client && client->GetPlayer()->GetInfoStruct()->xp_vitality < 100){
  2773. if((client->GetPlayer()->GetInfoStruct()->xp_vitality + amount) > 100)
  2774. client->GetPlayer()->GetInfoStruct()->xp_vitality = 100;
  2775. else
  2776. client->GetPlayer()->GetInfoStruct()->xp_vitality += amount;
  2777. client->GetPlayer()->SetCharSheetChanged(true);
  2778. }
  2779. }
  2780. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2781. }
  2782. void ZoneServer::SendSpawn(Spawn* spawn, Client* client){
  2783. EQ2Packet* outapp = spawn->serialize(client->GetPlayer(), client->GetVersion());
  2784. if(outapp)
  2785. client->QueuePacket(outapp);
  2786. /*
  2787. vis flags:
  2788. 2 = show icon
  2789. 4 = targetable
  2790. 16 = show name
  2791. 32 = show level/border
  2792. activity_status:
  2793. 4 - linkdead
  2794. 8 - camping
  2795. 16 - LFG
  2796. 32 - LFW
  2797. 2048 - mentoring
  2798. 4096 - displays shield
  2799. 8192 - immunity gained
  2800. 16384 - immunity remaining
  2801. attackable_status
  2802. 1 - no_hp_bar
  2803. 4 - not attackable
  2804. npc_con
  2805. -4 = scowls
  2806. -3 = threatening
  2807. -2 = dubiously
  2808. -1 = apprehensively
  2809. 0 = indifferent
  2810. 1 = amiably
  2811. 2 = kindly
  2812. 3 = warmly
  2813. 4 = ally
  2814. quest_flag
  2815. 1 = new quest
  2816. 2 = update and new quest
  2817. 3 = update
  2818. */
  2819. }
  2820. Client* ZoneServer::GetClientBySpawn(Spawn* spawn){
  2821. return client_spawn_map.Get(spawn);
  2822. }
  2823. Client* ZoneServer::GetClientByName(char* name) {
  2824. Client* ret = 0;
  2825. vector<Client*>::iterator itr;
  2826. MClientList.readlock(__FUNCTION__, __LINE__);
  2827. for (itr = clients.begin(); itr != clients.end(); itr++) {
  2828. if ((*itr)->GetPlayer()) {
  2829. if (strncmp((*itr)->GetPlayer()->GetName(), name, strlen(name)) == 0) {
  2830. ret = *itr;
  2831. break;
  2832. }
  2833. }
  2834. }
  2835. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2836. return ret;
  2837. }
  2838. void ZoneServer::AddMovementNPC(Spawn* spawn){
  2839. if (spawn)
  2840. movement_spawns.Put(spawn->GetID(), 1);
  2841. }
  2842. void ZoneServer::RemoveMovementNPC(Spawn* spawn){
  2843. if (spawn)
  2844. remove_movement_spawns.Add(spawn->GetID());
  2845. }
  2846. void ZoneServer::PlayFlavor(Client* client, Spawn* spawn, const char* mp3, const char* text, const char* emote, int32 key1, int32 key2, int8 language){
  2847. if(!client || !spawn)
  2848. return;
  2849. PacketStruct* packet = configReader.getStruct("WS_PlayFlavor", client->GetVersion());
  2850. if(packet){
  2851. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  2852. packet->setDataByName("unknown1", 0xFFFFFFFF);
  2853. packet->setDataByName("unknown5", 1, 1);
  2854. packet->setDataByName("unknown5", 1, 6);
  2855. if(mp3){
  2856. packet->setMediumStringByName("mp3", mp3);
  2857. packet->setDataByName("key", key1);
  2858. packet->setDataByName("key", key2, 1);
  2859. }
  2860. packet->setMediumStringByName("name", spawn->GetName());
  2861. if(text)
  2862. packet->setMediumStringByName("text", text);
  2863. if(emote)
  2864. packet->setMediumStringByName("emote", emote);
  2865. if (language != 0)
  2866. packet->setDataByName("language", language);
  2867. //We should probably add Common = language id 0 or 0xFF so admins can customize more..
  2868. if (language == 0 || client->GetPlayer()->HasLanguage(language))
  2869. packet->setDataByName("understood", 1);
  2870. EQ2Packet* app = packet->serialize();
  2871. //DumpPacket(app);
  2872. client->QueuePacket(app);
  2873. safe_delete(packet);
  2874. }
  2875. }
  2876. void ZoneServer::PlayVoice(Client* client, Spawn* spawn, const char* mp3, int32 key1, int32 key2){
  2877. if(!client || !spawn)
  2878. return;
  2879. PacketStruct* packet = configReader.getStruct("WS_PlayVoice", client->GetVersion());
  2880. if(packet){
  2881. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  2882. packet->setMediumStringByName("mp3", mp3);
  2883. packet->setDataByName("key", key1);
  2884. packet->setDataByName("key", key2, 1);
  2885. client->QueuePacket(packet->serialize());
  2886. safe_delete(packet);
  2887. }
  2888. }
  2889. void ZoneServer::PlayFlavor(Spawn* spawn, const char* mp3, const char* text, const char* emote, int32 key1, int32 key2, int8 language){
  2890. if(!spawn)
  2891. return;
  2892. Client* client = 0;
  2893. vector<Client*>::iterator client_itr;
  2894. MClientList.readlock(__FUNCTION__, __LINE__);
  2895. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2896. client = *client_itr;
  2897. if(!client || !client->IsConnected() || !client->GetPlayer()->WasSentSpawn(spawn->GetID()) || client->GetPlayer()->WasSpawnRemoved(spawn) || client->GetPlayer()->GetDistance(spawn) > 30)
  2898. continue;
  2899. PlayFlavor(client, spawn, mp3, text, emote, key1, key2, language);
  2900. }
  2901. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2902. }
  2903. void ZoneServer::PlayVoice(Spawn* spawn, const char* mp3, int32 key1, int32 key2){
  2904. if(!spawn || !mp3)
  2905. return;
  2906. Client* client = 0;
  2907. vector<Client*>::iterator client_itr;
  2908. MClientList.readlock(__FUNCTION__, __LINE__);
  2909. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2910. client = *client_itr;
  2911. if(!client || !client->IsConnected() || !client->GetPlayer()->WasSentSpawn(spawn->GetID()) || client->GetPlayer()->WasSpawnRemoved(spawn))
  2912. continue;
  2913. PlayVoice(client, spawn, mp3, key1, key2);
  2914. }
  2915. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2916. }
  2917. void ZoneServer::PlaySoundFile(Client* client, const char* name, float origin_x, float origin_y, float origin_z){
  2918. if(!name)
  2919. return;
  2920. PacketStruct* packet = 0;
  2921. if(client){
  2922. packet = configReader.getStruct("WS_Play3DSound", client->GetVersion());
  2923. if(packet){
  2924. packet->setMediumStringByName("name", name);
  2925. packet->setDataByName("x", origin_x);
  2926. packet->setDataByName("y", origin_y);
  2927. packet->setDataByName("z", origin_z);
  2928. packet->setDataByName("unknown1", 1);
  2929. packet->setDataByName("unknown2", 2.5);
  2930. packet->setDataByName("unknown3", 15);
  2931. client->QueuePacket(packet->serialize());
  2932. safe_delete(packet);
  2933. }
  2934. }
  2935. else{
  2936. EQ2Packet* outapp = 0;
  2937. int16 packet_version = 0;
  2938. vector<Client*>::iterator client_itr;
  2939. MClientList.readlock(__FUNCTION__, __LINE__);
  2940. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2941. client = *client_itr;
  2942. if(client && (!packet || packet_version != client->GetVersion())){
  2943. safe_delete(packet);
  2944. safe_delete(outapp);
  2945. packet_version = client->GetVersion();
  2946. packet = configReader.getStruct("WS_Play3DSound", packet_version);
  2947. if(packet){
  2948. packet->setMediumStringByName("name", name);
  2949. packet->setDataByName("x", origin_x);
  2950. packet->setDataByName("y", origin_y);
  2951. packet->setDataByName("z", origin_z);
  2952. packet->setDataByName("unknown1", 1);
  2953. packet->setDataByName("unknown2", 2.5);
  2954. packet->setDataByName("unknown3", 15);
  2955. outapp = packet->serialize();
  2956. }
  2957. }
  2958. if(outapp && client && client->IsConnected())
  2959. client->QueuePacket(outapp->Copy());
  2960. }
  2961. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2962. safe_delete(packet);
  2963. safe_delete(outapp);
  2964. }
  2965. }
  2966. void ZoneServer::AddHeadingTimer(Spawn* spawn){
  2967. heading_timers.Put(spawn, Timer::GetCurrentTime2() + 30000);
  2968. }
  2969. void ZoneServer::RemoveHeadingTimer(Spawn* spawn){
  2970. heading_timers.erase(spawn);
  2971. }
  2972. void ZoneServer::CheckHeadingTimers(){
  2973. if(heading_timers.size() > 0){
  2974. MutexMap<Spawn*, int32>::iterator itr = heading_timers.begin();
  2975. Spawn* spawn = 0;
  2976. int32 current_time = Timer::GetCurrentTime2();
  2977. while(itr.Next()){
  2978. if(current_time >= itr->second){
  2979. spawn = itr->first;
  2980. spawn->SetHeading(spawn->GetSpawnOrigHeading());
  2981. spawn->SetTempActionState(-1);
  2982. heading_timers.erase(itr->first);
  2983. }
  2984. }
  2985. }
  2986. }
  2987. bool ZoneServer::HasWidgetTimer(Spawn* widget){
  2988. bool ret = false;
  2989. if (widget) {
  2990. int32 id = widget->GetID();
  2991. map<int32, int32>::iterator itr;
  2992. MWidgetTimers.readlock(__FUNCTION__, __LINE__);
  2993. for (itr = widget_timers.begin(); itr != widget_timers.end(); itr++) {
  2994. if(itr->first == id){
  2995. ret = true;
  2996. break;
  2997. }
  2998. }
  2999. MWidgetTimers.releasereadlock(__FUNCTION__, __LINE__);
  3000. }
  3001. return ret;
  3002. }
  3003. void ZoneServer::CheckWidgetTimers(){
  3004. vector<int32> remove_list;
  3005. map<int32, int32>::iterator itr;
  3006. MWidgetTimers.readlock(__FUNCTION__, __LINE__);
  3007. for (itr = widget_timers.begin(); itr != widget_timers.end(); itr++) {
  3008. if(Timer::GetCurrentTime2() >= itr->second){
  3009. /*Spawn* widget = GetSpawnByID(itr->first);
  3010. if (widget && widget->IsWidget())
  3011. ((Widget*)widget)->HandleTimerUpdate();*/
  3012. remove_list.push_back(itr->first);
  3013. }
  3014. }
  3015. MWidgetTimers.releasereadlock(__FUNCTION__, __LINE__);
  3016. for (int32 i = 0; i < remove_list.size(); i++) {
  3017. Spawn* widget = GetSpawnByID(remove_list[i]);
  3018. if (widget && widget->IsWidget())
  3019. ((Widget*)widget)->HandleTimerUpdate();
  3020. }
  3021. MWidgetTimers.writelock(__FUNCTION__, __LINE__);
  3022. for(int32 i=0;i<remove_list.size(); i++)
  3023. widget_timers.erase(remove_list[i]);
  3024. MWidgetTimers.releasewritelock(__FUNCTION__, __LINE__);
  3025. }
  3026. void ZoneServer::AddWidgetTimer(Spawn* widget, float time) {
  3027. if (widget && widget->IsWidget()) {
  3028. MWidgetTimers.writelock(__FUNCTION__, __LINE__);
  3029. widget_timers[widget->GetID()] = ((int32)(time * 1000)) + Timer::GetCurrentTime2();
  3030. MWidgetTimers.releasewritelock(__FUNCTION__, __LINE__);
  3031. }
  3032. }
  3033. Spawn* ZoneServer::GetSpawnGroup(int32 id){
  3034. Spawn* ret = 0;
  3035. Spawn* spawn = 0;
  3036. map<int32, Spawn*>::iterator itr;
  3037. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3038. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3039. spawn = itr->second;
  3040. if(spawn){
  3041. if(spawn->GetSpawnGroupID() == id){
  3042. ret = spawn;
  3043. break;
  3044. }
  3045. }
  3046. }
  3047. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3048. return ret;
  3049. }
  3050. Spawn* ZoneServer::GetSpawnByLocationID(int32 location_id) {
  3051. Spawn* ret = 0;
  3052. Spawn* current_spawn = 0;
  3053. map<int32, Spawn*>::iterator itr;
  3054. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3055. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3056. current_spawn = itr->second;
  3057. if (current_spawn && current_spawn->GetSpawnLocationID() == location_id) {
  3058. ret = current_spawn;
  3059. break;
  3060. }
  3061. }
  3062. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3063. return ret;
  3064. }
  3065. Spawn* ZoneServer::GetSpawnByDatabaseID(int32 id){
  3066. Spawn* ret = 0;
  3067. if(quick_database_id_lookup.count(id) > 0)
  3068. ret = GetSpawnByID(quick_database_id_lookup.Get(id));
  3069. else{
  3070. Spawn* spawn = 0;
  3071. map<int32, Spawn*>::iterator itr;
  3072. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3073. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++){
  3074. spawn = itr->second;
  3075. if(spawn){
  3076. if(spawn->GetDatabaseID() == id){
  3077. quick_database_id_lookup.Put(id, spawn->GetID());
  3078. ret = spawn;
  3079. break;
  3080. }
  3081. }
  3082. }
  3083. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3084. }
  3085. return ret;
  3086. }
  3087. Spawn* ZoneServer::GetSpawnByID(int32 id, bool spawnListLocked) {
  3088. Spawn* ret = 0;
  3089. if (!spawnListLocked )
  3090. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3091. if (spawn_list.count(id) > 0)
  3092. ret = spawn_list[id];
  3093. if (!spawnListLocked)
  3094. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3095. return ret;
  3096. }
  3097. bool ZoneServer::SendRemoveSpawn(Client* client, Spawn* spawn, PacketStruct* packet, bool delete_spawn)
  3098. {
  3099. if(!client || !spawn)
  3100. return false;
  3101. int16 index = client->GetPlayer()->GetIndexForSpawn(spawn);
  3102. int32 cur_id = client->GetPlayer()->GetIDWithPlayerSpawn(spawn);
  3103. if(packet && index > 0 && client->GetPlayer()->WasSpawnRemoved(spawn) == false)
  3104. {
  3105. LogWrite(ZONE__DEBUG, 7, "Zone", "Processing SendRemoveSpawn for spawn index %u (%s)...cur_id: %i", index,spawn->GetName(), cur_id);
  3106. packet->setDataByName("spawn_index", index);
  3107. client->GetPlayer()->GetPlayerSpawnMap()->erase(index);
  3108. client->GetPlayer()->GetPlayerSpawnIndexMap()->erase(spawn);
  3109. client->GetPlayer()->player_spawn_id_map.erase(cur_id);
  3110. client->GetPlayer()->player_spawn_reverse_id_map.erase(spawn);
  3111. client->GetPlayer()->RemoveSpawn(spawn); // sets it as removed
  3112. if(delete_spawn)
  3113. packet->setDataByName("delete", 1);
  3114. client->QueuePacket(packet->serialize());
  3115. return true;
  3116. }
  3117. return false;
  3118. }
  3119. void ZoneServer::SetSpawnCommand(Spawn* spawn, int8 type, char* value, Client* client){
  3120. //commands
  3121. LogWrite(MISC__TODO, 1, "TODO", "%s does nothing!\n%s, %i", __FUNCTION__, __FILE__, __LINE__);
  3122. }
  3123. void ZoneServer::SetSpawnCommand(int32 spawn_id, int8 type, char* value, Client* client){
  3124. LogWrite(MISC__TODO, 1, "TODO", "%s does nothing!\n%s, %i", __FUNCTION__, __FILE__, __LINE__);
  3125. }
  3126. void ZoneServer::ApplySetSpawnCommand(Client* client, Spawn* target, int8 type, char* value){
  3127. // This will apply the /spawn set command to all the spawns in the zone with the same DB ID, we do not want to set
  3128. // location values (x, y, z, heading, grid) for all spawns in the zone with the same DB ID, only the targeted spawn
  3129. if(type == SPAWN_SET_VALUE_SPAWNENTRY_SCRIPT || type == SPAWN_SET_VALUE_SPAWNLOCATION_SCRIPT || (type >= SPAWN_SET_VALUE_X && type <= SPAWN_SET_VALUE_LOCATION) ||
  3130. type == SPAWN_SET_VALUE_PITCH || type == SPAWN_SET_VALUE_ROLL)
  3131. return;
  3132. Spawn* tmp = 0;
  3133. if(target->IsNPC())
  3134. tmp = GetNPC(target->GetDatabaseID());
  3135. else if(target->IsObject())
  3136. tmp = GetObject(target->GetDatabaseID());
  3137. else if(target->IsGroundSpawn())
  3138. tmp = GetGroundSpawn(target->GetDatabaseID());
  3139. else if(target->IsSign())
  3140. tmp = GetSign(target->GetDatabaseID());
  3141. else if(target->IsWidget())
  3142. tmp = GetWidget(target->GetDatabaseID());
  3143. if(tmp && type == SPAWN_SET_VALUE_SPAWN_SCRIPT)
  3144. tmp->SetSpawnScript(value);
  3145. else if(tmp)
  3146. commands.SetSpawnCommand(client, tmp, type, value); // set the master spawn
  3147. Spawn* spawn = 0;
  3148. // this check needs to be here otherwise every spawn with 0 will be set
  3149. if ( target->GetDatabaseID ( ) > 0 )
  3150. {
  3151. map<int32, Spawn*>::iterator itr;
  3152. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3153. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3154. spawn = itr->second;
  3155. if(spawn && spawn->GetDatabaseID() == target->GetDatabaseID()){
  3156. if(type == SPAWN_SET_VALUE_SPAWN_SCRIPT)
  3157. spawn->SetSpawnScript(value);
  3158. else
  3159. commands.SetSpawnCommand(client, spawn, type, value);
  3160. }
  3161. }
  3162. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3163. }
  3164. }
  3165. void ZoneServer::DeleteSpawnScriptTimers(Spawn* spawn, bool all){
  3166. MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__);
  3167. MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__);
  3168. if(spawn_script_timers.size() > 0){
  3169. set<SpawnScriptTimer*>::iterator itr;
  3170. SpawnScriptTimer* timer = 0;
  3171. for (itr = spawn_script_timers.begin(); itr != spawn_script_timers.end(); itr++) {
  3172. timer = *itr;
  3173. if((all || timer->spawn == spawn->GetID()) && remove_spawn_script_timers_list.count(timer) == 0)
  3174. remove_spawn_script_timers_list.insert(timer);
  3175. }
  3176. if(all)
  3177. spawn_script_timers.clear();
  3178. }
  3179. MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__);
  3180. MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__);
  3181. }
  3182. void ZoneServer::DeleteSpawnScriptTimers() {
  3183. MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__);
  3184. MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__);
  3185. if(remove_spawn_script_timers_list.size() > 0){
  3186. set<SpawnScriptTimer*>::iterator itr;
  3187. SpawnScriptTimer* timer = 0;
  3188. for (itr = remove_spawn_script_timers_list.begin(); itr != remove_spawn_script_timers_list.end(); itr++) {
  3189. timer = *itr;
  3190. spawn_script_timers.erase(timer);
  3191. safe_delete(timer);
  3192. }
  3193. remove_spawn_script_timers_list.clear();
  3194. }
  3195. MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__);
  3196. MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__);
  3197. }
  3198. void ZoneServer::CheckSpawnScriptTimers(){
  3199. DeleteSpawnScriptTimers();
  3200. SpawnScriptTimer* timer = 0;
  3201. vector<SpawnScriptTimer*> call_timers;
  3202. MSpawnScriptTimers.readlock(__FUNCTION__, __LINE__);
  3203. MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__);
  3204. if(spawn_script_timers.size() > 0){
  3205. int32 current_time = Timer::GetCurrentTime2();
  3206. set<SpawnScriptTimer*>::iterator itr;
  3207. for (itr = spawn_script_timers.begin(); itr != spawn_script_timers.end(); itr++) {
  3208. timer = *itr;
  3209. if(timer->current_count < timer->max_count && current_time >= timer->timer){
  3210. timer->current_count++;
  3211. call_timers.push_back(timer);
  3212. }
  3213. if(timer->current_count >= timer->max_count && remove_spawn_script_timers_list.count(timer) == 0)
  3214. remove_spawn_script_timers_list.insert(timer);
  3215. }
  3216. }
  3217. MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__);
  3218. MSpawnScriptTimers.releasereadlock(__FUNCTION__, __LINE__);
  3219. if(call_timers.size() > 0){
  3220. vector<SpawnScriptTimer*>::iterator itr;
  3221. for(itr = call_timers.begin(); itr != call_timers.end(); itr++){
  3222. timer = *itr;
  3223. CallSpawnScript(GetSpawnByID(timer->spawn), SPAWN_SCRIPT_TIMER, timer->player > 0 ? GetSpawnByID(timer->player) : 0, timer->function.c_str());
  3224. }
  3225. }
  3226. }
  3227. void ZoneServer::KillSpawnByDistance(Spawn* spawn, float max_distance, bool include_players, bool send_packet){
  3228. Spawn* test_spawn = 0;
  3229. map<int32, Spawn*>::iterator itr;
  3230. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3231. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3232. test_spawn = itr->second;
  3233. if(test_spawn && test_spawn->IsEntity() && test_spawn != spawn && (!test_spawn->IsPlayer() || include_players)){
  3234. if(test_spawn->GetDistance(spawn) < max_distance)
  3235. KillSpawn(true, test_spawn, spawn, send_packet);
  3236. }
  3237. }
  3238. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3239. }
  3240. void ZoneServer::SpawnSetByDistance(Spawn* spawn, float max_distance, string field, string value){
  3241. Spawn* test_spawn = 0;
  3242. int32 type = commands.GetSpawnSetType(field);
  3243. if(type == 0xFFFFFFFF)
  3244. return;
  3245. map<int32, Spawn*>::iterator itr;
  3246. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3247. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3248. test_spawn = itr->second;
  3249. if(test_spawn && test_spawn != spawn && !test_spawn->IsPlayer()){
  3250. if(test_spawn->GetDistance(spawn) < max_distance){
  3251. commands.SetSpawnCommand(0, test_spawn, type, value.c_str());
  3252. }
  3253. }
  3254. }
  3255. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3256. }
  3257. void ZoneServer::AddSpawnScriptTimer(SpawnScriptTimer* timer){
  3258. MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__);
  3259. spawn_script_timers.insert(timer);
  3260. MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__);
  3261. }
  3262. /*
  3263. void ZoneServer::RemoveFromRangeMap(Client* client){
  3264. spawn_range_map.erase(client);
  3265. }
  3266. */
  3267. void ZoneServer::RemoveSpawn(bool spawnListLocked, Spawn* spawn, bool delete_spawn, bool respawn, bool lock)
  3268. {
  3269. LogWrite(ZONE__DEBUG, 3, "Zone", "Processing RemoveSpawn function...");
  3270. if (Grid != nullptr) {
  3271. Grid->RemoveSpawnFromCell(spawn);
  3272. }
  3273. if (movementMgr != nullptr) {
  3274. movementMgr->RemoveMob((Entity*)spawn);
  3275. }
  3276. RemoveSpawnSupportFunctions(spawn);
  3277. if (reloading)
  3278. RemoveDeadEnemyList(spawn);
  3279. if (lock)
  3280. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  3281. if (dead_spawns.count(spawn->GetID()) > 0)
  3282. dead_spawns.erase(spawn->GetID());
  3283. if (lock)
  3284. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  3285. if (spawn_expire_timers.count(spawn->GetID()) > 0)
  3286. spawn_expire_timers.erase(spawn->GetID());
  3287. RemoveDelayedSpawnRemove(spawn);
  3288. // Clear the pointer in the spawn list, spawn thread will remove the key
  3289. if (!spawnListLocked)
  3290. MSpawnList.writelock(__FUNCTION__, __LINE__);
  3291. spawn_list.erase(spawn->GetID());
  3292. if (!spawnListLocked)
  3293. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  3294. PacketStruct* packet = 0;
  3295. int16 packet_version = 0;
  3296. Client* client = 0;
  3297. vector<Client*>::iterator client_itr;
  3298. MClientList.readlock(__FUNCTION__, __LINE__);
  3299. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3300. client = *client_itr;
  3301. if (client) {
  3302. if (client->IsConnected() && (!packet || packet_version != client->GetVersion()))
  3303. {
  3304. safe_delete(packet);
  3305. packet_version = client->GetVersion();
  3306. packet = configReader.getStruct("WS_DestroyGhostCmd", packet_version);
  3307. }
  3308. if (client->GetPlayer()->HasTarget() && client->GetPlayer()->GetTarget() == spawn)
  3309. client->GetPlayer()->SetTarget(0);
  3310. SendRemoveSpawn(client, spawn, packet, delete_spawn);
  3311. if (spawn_range_map.count(client) > 0)
  3312. spawn_range_map.Get(client)->erase(spawn->GetID());
  3313. }
  3314. }
  3315. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3316. safe_delete(packet);
  3317. if(respawn && !spawn->IsPlayer() && spawn->GetRespawnTime() > 0 && spawn->GetSpawnLocationID() > 0)
  3318. {
  3319. LogWrite(ZONE__DEBUG, 3, "Zone", "Handle NPC Respawn for '%s'.", spawn->GetName());
  3320. // handle instance spawn db info
  3321. // we don't care if a NPC or a client kills the spawn, we could have events that cause NPCs to kill NPCs.
  3322. if(spawn->GetZone()->GetInstanceID() > 0 && spawn->GetSpawnLocationID() > 0)
  3323. {
  3324. LogWrite(ZONE__DEBUG, 3, "Zone", "Handle NPC Respawn in an Instance.");
  3325. // use respawn time to either insert/update entry (likely insert in this situation)
  3326. if ( spawn->IsNPC() )
  3327. {
  3328. database.CreateInstanceSpawnRemoved(spawn->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_NPC,
  3329. spawn->GetRespawnTime(),spawn->GetZone()->GetInstanceID());
  3330. }
  3331. else if ( spawn->IsObject ( ) )
  3332. {
  3333. database.CreateInstanceSpawnRemoved(spawn->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_OBJECT,
  3334. spawn->GetRespawnTime(),spawn->GetZone()->GetInstanceID());
  3335. }
  3336. safe_delete(spawn);
  3337. }
  3338. else
  3339. {
  3340. int32 spawnLocationID = spawn->GetSpawnLocationID();
  3341. int32 spawnRespawnTime = spawn->GetRespawnTime();
  3342. safe_delete(spawn);
  3343. respawn_timers.Put(spawnLocationID, Timer::GetCurrentTime2() + spawnRespawnTime * 1000);
  3344. }
  3345. }
  3346. // Do we really need the mutex locks and check to dead_spawns as we remove it from dead spawns at the start of this function
  3347. if (lock && !respawn)
  3348. MDeadSpawns.readlock(__FUNCTION__, __LINE__);
  3349. if(!respawn && delete_spawn && dead_spawns.count(spawn->GetID()) == 0)
  3350. AddPendingDelete(spawn);
  3351. if (lock && !respawn)
  3352. MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__);
  3353. LogWrite(ZONE__DEBUG, 3, "Zone", "Done processing RemoveSpawn function...");
  3354. }
  3355. Spawn* ZoneServer::GetClosestSpawn(Spawn* spawn, int32 spawn_id){
  3356. Spawn* closest_spawn = 0;
  3357. Spawn* test_spawn = 0;
  3358. float closest_distance = 1000000;
  3359. float test_distance = 0;
  3360. map<int32, Spawn*>::iterator itr;
  3361. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3362. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3363. test_spawn = itr->second;
  3364. if(test_spawn && test_spawn->GetDatabaseID() == spawn_id){
  3365. test_distance = test_spawn->GetDistance(spawn);
  3366. if(test_distance < closest_distance){
  3367. closest_distance = test_distance;
  3368. closest_spawn = test_spawn;
  3369. }
  3370. }
  3371. }
  3372. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3373. return closest_spawn;
  3374. }
  3375. int32 ZoneServer::GetClosestLocation(Spawn* spawn){
  3376. Spawn* closest_spawn = 0;
  3377. Spawn* test_spawn = 0;
  3378. float closest_distance = 1000000;
  3379. float test_distance = 0;
  3380. map<int32, Spawn*>::iterator itr;
  3381. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3382. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3383. test_spawn = itr->second;
  3384. if(test_spawn){
  3385. test_distance = test_spawn->GetDistance(spawn);
  3386. if(test_distance < closest_distance){
  3387. closest_distance = test_distance;
  3388. closest_spawn = test_spawn;
  3389. if(closest_distance < 10)
  3390. break;
  3391. }
  3392. }
  3393. }
  3394. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3395. if(closest_spawn)
  3396. return closest_spawn->GetLocation();
  3397. return 0;
  3398. }
  3399. void ZoneServer::SendQuestUpdates(Client* client, Spawn* spawn){
  3400. if(!client)
  3401. return;
  3402. if(spawn){
  3403. if(client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn))
  3404. SendSpawnChanges(spawn, client, false, true);
  3405. }
  3406. else{
  3407. map<int32, Spawn*>::iterator itr;
  3408. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3409. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3410. spawn = itr->second;
  3411. if (spawn) {
  3412. spawn->m_requiredQuests.readlock(__FUNCTION__, __LINE__);
  3413. if (spawn && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn) && (client->GetPlayer()->CheckQuestRemoveFlag(spawn) || client->GetPlayer()->CheckQuestFlag(spawn) != 0 || (spawn->GetQuestsRequired()->size() > 0 && client->GetPlayer()->CheckQuestRequired(spawn))))
  3414. SendSpawnChanges(spawn, client, false, true);
  3415. spawn->m_requiredQuests.releasereadlock(__FUNCTION__, __LINE__);
  3416. }
  3417. }
  3418. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3419. }
  3420. }
  3421. void ZoneServer::SendAllSpawnsForLevelChange(Client* client){
  3422. Spawn* spawn = 0;
  3423. if(spawn_range_map.count(client) > 0) {
  3424. MutexMap<int32, float >::iterator itr = spawn_range_map.Get(client)->begin();
  3425. while(itr.Next()) {
  3426. spawn = GetSpawnByID(itr->first);
  3427. if(spawn && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn)) {
  3428. SendSpawnChanges(spawn, client, false, true);
  3429. // Attempt to slow down the packet spam sent to the client
  3430. Sleep(5);
  3431. }
  3432. }
  3433. }
  3434. }
  3435. void ZoneServer::StartZoneSpawnsForLevelThread(Client* client){
  3436. if(zoneShuttingDown)
  3437. return;
  3438. #ifdef WIN32
  3439. _beginthread(SendLevelChangedSpawns, 0, client);
  3440. #else
  3441. pthread_t thread;
  3442. pthread_create(&thread, NULL, SendLevelChangedSpawns, client);
  3443. pthread_detach(thread);
  3444. #endif
  3445. }
  3446. void ZoneServer::ReloadClientQuests(){
  3447. Client* client = 0;
  3448. vector<Client*>::iterator client_itr;
  3449. MClientList.readlock(__FUNCTION__, __LINE__);
  3450. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3451. client = *client_itr;
  3452. if(client)
  3453. client->ReloadQuests();
  3454. }
  3455. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3456. }
  3457. void ZoneServer::SendCalculatedXP(Player* player, Spawn* victim){
  3458. if (player && victim) {
  3459. if (player->GetGroupMemberInfo()) {
  3460. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  3461. deque<GroupMemberInfo*>* members = world.GetGroupManager()->GetGroupMembers(player->GetGroupMemberInfo()->group_id);
  3462. deque<GroupMemberInfo*>::iterator itr;
  3463. for (itr = members->begin(); itr != members->end(); itr++) {
  3464. GroupMemberInfo* gmi = *itr;
  3465. if (gmi->client) {
  3466. Player* group_member = gmi->client->GetPlayer();
  3467. float xp = group_member->CalculateXP(victim) / members->size();
  3468. if (xp > 0) {
  3469. int16 level = group_member->GetLevel();
  3470. if (group_member->AddXP((int32)xp)) {
  3471. gmi->client->Message(CHANNEL_COLOR_EXP, "You gain %u experience!", (int32)xp);
  3472. LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience (GroupID %u)", group_member->GetName(), (int32)xp, player->GetGroupMemberInfo()->group_id);
  3473. if(group_member->GetLevel() != level)
  3474. gmi->client->ChangeLevel(level, group_member->GetLevel());
  3475. group_member->SetCharSheetChanged(true);
  3476. }
  3477. }
  3478. }
  3479. }
  3480. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  3481. }
  3482. else {
  3483. float xp = player->CalculateXP(victim);
  3484. if (xp > 0) {
  3485. Client* client = GetClientBySpawn(player);
  3486. if(!client)
  3487. return;
  3488. int16 level = player->GetLevel();
  3489. if (player->AddXP((int32)xp)) {
  3490. client->Message(CHANNEL_COLOR_EXP, "You gain %u XP!", (int32)xp);
  3491. LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience.", player->GetName(), (int32)xp);
  3492. if(player->GetLevel() != level)
  3493. client->ChangeLevel(level, player->GetLevel());
  3494. player->SetCharSheetChanged(true);
  3495. }
  3496. }
  3497. }
  3498. }
  3499. }
  3500. void ZoneServer::ProcessFaction(Spawn* spawn, Client* client)
  3501. {
  3502. if(client && !spawn->IsPlayer() && spawn->GetFactionID() > 10)
  3503. {
  3504. bool update_result = false;
  3505. Faction* faction = 0;
  3506. vector<int32>* factions = 0;
  3507. Player* player = client->GetPlayer();
  3508. if(player->GetFactions()->ShouldDecrease(spawn->GetFactionID()))
  3509. {
  3510. update_result = player->GetFactions()->DecreaseFaction(spawn->GetFactionID());
  3511. faction = master_faction_list.GetFaction(spawn->GetFactionID());
  3512. if(faction && update_result)
  3513. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s got worse.", faction->name.c_str());
  3514. else if(faction)
  3515. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str());
  3516. factions = master_faction_list.GetHostileFactions(spawn->GetFactionID());
  3517. if(factions)
  3518. {
  3519. vector<int32>::iterator itr;
  3520. for(itr = factions->begin(); itr != factions->end(); itr++)
  3521. {
  3522. if(player->GetFactions()->ShouldIncrease(*itr))
  3523. {
  3524. update_result = player->GetFactions()->IncreaseFaction(*itr);
  3525. faction = master_faction_list.GetFaction(*itr);
  3526. if(faction && update_result)
  3527. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s got better.", faction->name.c_str());
  3528. else if(faction)
  3529. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s could not possibly get any better.", faction->name.c_str());
  3530. }
  3531. }
  3532. }
  3533. }
  3534. factions = master_faction_list.GetFriendlyFactions(spawn->GetFactionID());
  3535. if(factions)
  3536. {
  3537. vector<int32>::iterator itr;
  3538. for(itr = factions->begin(); itr != factions->end(); itr++)
  3539. {
  3540. if(player->GetFactions()->ShouldDecrease(*itr))
  3541. {
  3542. update_result = player->GetFactions()->DecreaseFaction(*itr);
  3543. faction = master_faction_list.GetFaction(*itr);
  3544. if(faction && update_result)
  3545. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s got worse.", faction->name.c_str());
  3546. else if(faction)
  3547. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str());
  3548. }
  3549. }
  3550. }
  3551. EQ2Packet* outapp = client->GetPlayer()->GetFactions()->FactionUpdate(client->GetVersion());
  3552. if(outapp)
  3553. client->QueuePacket(outapp);
  3554. }
  3555. }
  3556. void ZoneServer::Despawn(Spawn* spawn, int32 timer){
  3557. if (spawn && movementMgr != nullptr) {
  3558. movementMgr->RemoveMob((Entity*)spawn);
  3559. }
  3560. if(!spawn || spawn->IsPlayer())
  3561. return;
  3562. RemoveSpawnSupportFunctions(spawn);
  3563. if(spawn->IsEntity())
  3564. ((Entity*)spawn)->InCombat(false);
  3565. if(timer == 0)
  3566. timer = 1;
  3567. AddDeadSpawn(spawn, timer);
  3568. }
  3569. void ZoneServer::KillSpawn(bool spawnListLocked, Spawn* dead, Spawn* killer, bool send_packet, int8 damage_type, int16 kill_blow_type)
  3570. {
  3571. MDeadSpawns.readlock(__FUNCTION__, __LINE__);
  3572. if(!dead || this->dead_spawns.count(dead->GetID()) > 0) {
  3573. MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__);
  3574. return;
  3575. }
  3576. MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__);
  3577. PacketStruct* packet = 0;
  3578. Client* client = 0;
  3579. vector<int32>* encounter = 0;
  3580. bool killer_in_encounter = false;
  3581. if(dead->IsEntity())
  3582. {
  3583. ((Entity*)dead)->InCombat(false);
  3584. dead->SetInitialState(16512, false); // This will make aerial npc's fall after death
  3585. dead->SetHP(0);
  3586. dead->SetSpawnType(3);
  3587. dead->appearance.attackable = 0;
  3588. // Remove hate towards dead from all npc's in the zone
  3589. ClearHate((Entity*)dead);
  3590. // Check kill and death procs
  3591. if (killer && dead != killer){
  3592. if (dead->IsEntity())
  3593. ((Entity*)dead)->CheckProcs(PROC_TYPE_DEATH, killer);
  3594. if (killer->IsEntity())
  3595. ((Entity*)killer)->CheckProcs(PROC_TYPE_KILL, dead);
  3596. }
  3597. //Check if caster is alive after death proc called, incase of deathsave
  3598. if (dead->Alive())
  3599. return;
  3600. RemoveSpellTimersFromSpawn(dead, true, !dead->IsPlayer());
  3601. if(dead->IsPlayer())
  3602. {
  3603. ((Player*)dead)->UpdatePlayerStatistic(STAT_PLAYER_TOTAL_DEATHS, 1);
  3604. client = GetClientBySpawn(dead);
  3605. if(client) {
  3606. if(client->GetPlayer()->DamageEquippedItems(10, client))
  3607. client->QueuePacket(client->GetPlayer()->GetEquipmentList()->serialize(client->GetVersion()));
  3608. client->DisplayDeadWindow();
  3609. }
  3610. }
  3611. else if (dead->IsNPC()) {
  3612. encounter = ((NPC*)dead)->Brain()->GetEncounter();
  3613. }
  3614. }
  3615. dead->SetActionState(0);
  3616. dead->SetTempActionState(0);
  3617. // If dead is an npc get the encounter and loop through it giving out the rewards, no rewards for pets
  3618. if (dead->IsNPC() && !dead->IsPet() && !dead->IsBot()) {
  3619. Spawn* spawn = 0;
  3620. int8 size = encounter->size();
  3621. // Needs npc to have access to the encounter list for who is allowed to loot
  3622. NPC* chest = 0;
  3623. if (!((NPC*)dead)->Brain()->PlayerInEncounter()) {
  3624. ((NPC*)dead)->SetLootCoins(0);
  3625. ((NPC*)dead)->GetLootItems()->clear();
  3626. }
  3627. // If dead has loot attempt to drop a chest
  3628. if (((NPC*)dead)->HasLoot()) {
  3629. chest = ((NPC*)dead)->DropChest();
  3630. }
  3631. for (int8 i = 0; i < encounter->size(); i++) {
  3632. spawn = GetSpawnByID(encounter->at(i),spawnListLocked);
  3633. // set a flag to let us know if the killer is in the encounter
  3634. if (!killer_in_encounter && spawn == killer)
  3635. killer_in_encounter = true;
  3636. if (spawn && spawn->IsPlayer()) {
  3637. // Update players total kill count
  3638. ((Player*)spawn)->UpdatePlayerStatistic(STAT_PLAYER_TOTAL_NPC_KILLS, 1);
  3639. // If this was an epic mob kill send the announcement for this player
  3640. if (dead->GetEncounterLevel() >= 10)
  3641. SendEpicMobDeathToGuild((Player*)spawn, dead);
  3642. // Clear hostile spells from the players spell queue
  3643. spellProcess->RemoveSpellFromQueue((Player*)spawn, true);
  3644. // Get the client of the player
  3645. client = GetClientBySpawn(spawn);
  3646. // valid client?
  3647. if(client) {
  3648. // Check for quest kill updates
  3649. client->CheckPlayerQuestsKillUpdate(dead);
  3650. // If the dead mob is not a player and if it had a faction with an ID greater or equal to 10 the send faction changes
  3651. if(!dead->IsPlayer() && dead->GetFactionID() > 10)
  3652. ProcessFaction(dead, client);
  3653. // Send xp...this is currently wrong fix it
  3654. if (spawn != dead && ((Player*)spawn)->GetArrowColor(dead->GetLevel()) >= ARROW_COLOR_GREEN) {
  3655. //SendCalculatedXP((Player*)spawn, dead);
  3656. float xp = ((Player*)spawn)->CalculateXP(dead) / size;
  3657. if (xp > 0) {
  3658. int16 level = spawn->GetLevel();
  3659. if (((Player*)spawn)->AddXP((int32)xp)) {
  3660. client->Message(CHANNEL_COLOR_EXP, "You gain %u XP!", (int32)xp);
  3661. LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience.", spawn->GetName(), (int32)xp);
  3662. if(spawn->GetLevel() != level)
  3663. client->ChangeLevel(level, spawn->GetLevel());
  3664. ((Player*)spawn)->SetCharSheetChanged(true);
  3665. }
  3666. }
  3667. }
  3668. }
  3669. }
  3670. // If a chest is being dropped add this spawn to the chest's encounter so they can loot it
  3671. if (chest)
  3672. chest->Brain()->AddToEncounter((Entity*)spawn);
  3673. }
  3674. // If a chest is being dropped add it to the world and set the timer to remove it.
  3675. if (chest) {
  3676. AddSpawn(chest);
  3677. AddDeadSpawn(chest, 0xFFFFFFFF);
  3678. LogWrite(LOOT__DEBUG, 0, "Loot", "Adding a chest to the world...");
  3679. }
  3680. }
  3681. // Reset client pointer
  3682. client = 0;
  3683. // Killer was not in the encounter, give them the faction hit but no xp
  3684. if (!killer_in_encounter) {
  3685. // make sure the killer is a player and the dead spawn had a faction and wasn't a player
  3686. if (killer && killer->IsPlayer()) {
  3687. if (!dead->IsPlayer() && dead->GetFactionID() > 10) {
  3688. client = GetClientBySpawn(killer);
  3689. if (client)
  3690. ProcessFaction(dead, client);
  3691. }
  3692. // Clear hostile spells from the killers spell queue
  3693. spellProcess->RemoveSpellFromQueue((Player*)killer, true);
  3694. }
  3695. }
  3696. // Reset client pointer
  3697. client = 0;
  3698. vector<Spawn*>* group = dead->GetSpawnGroup();
  3699. if (group && group->size() == 1)
  3700. CallSpawnScript(dead, SPAWN_SCRIPT_GROUP_DEAD, killer);
  3701. safe_delete(group);
  3702. // Remove the support functions for the dead spawn
  3703. RemoveSpawnSupportFunctions(dead);
  3704. // Erase the expire timer if it has one
  3705. if (spawn_expire_timers.count(dead->GetID()) > 0)
  3706. spawn_expire_timers.erase(dead->GetID());
  3707. // If dead is an npc or object call the spawn scrip and handle instance stuff
  3708. if(dead->IsNPC() || dead->IsObject())
  3709. {
  3710. // handle instance spawn db info
  3711. // we don't care if a NPC or a client kills the spawn, we could have events that cause NPCs to kill NPCs.
  3712. if(dead->GetZone()->GetInstanceID() > 0 && dead->GetSpawnLocationID() > 0)
  3713. {
  3714. // use respawn time to either insert/update entry (likely insert in this situation)
  3715. if(dead->IsNPC())
  3716. database.CreateInstanceSpawnRemoved(dead->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_NPC, dead->GetRespawnTime(),dead->GetZone()->GetInstanceID());
  3717. else if ( dead->IsObject ( ) )
  3718. database.CreateInstanceSpawnRemoved(dead->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_OBJECT, dead->GetRespawnTime(),dead->GetZone()->GetInstanceID());
  3719. }
  3720. // Call the spawn scripts death() function
  3721. CallSpawnScript(dead, SPAWN_SCRIPT_DEATH, killer);
  3722. }
  3723. int32 victim_id = dead->GetID();
  3724. int32 attacker_id = 0xFFFFFFFF;
  3725. if(killer)
  3726. attacker_id = killer->GetID();
  3727. if(send_packet)
  3728. {
  3729. vector<Client*>::iterator client_itr;
  3730. MClientList.readlock(__FUNCTION__, __LINE__);
  3731. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3732. client = *client_itr;
  3733. if(!client->GetPlayer()->WasSentSpawn(victim_id) || (attacker_id != 0xFFFFFFFF && !client->GetPlayer()->WasSentSpawn(attacker_id)) )
  3734. continue;
  3735. else if(client->GetPlayer()->WasSpawnRemoved(dead) || (attacker_id != 0xFFFFFFFF && client->GetPlayer()->WasSpawnRemoved(killer)))
  3736. continue;
  3737. else if(killer && killer->GetDistance(client->GetPlayer()) > HEAR_SPAWN_DISTANCE)
  3738. continue;
  3739. packet = configReader.getStruct("WS_HearDeath", client->GetVersion());
  3740. if(packet)
  3741. {
  3742. if(killer)
  3743. packet->setDataByName("attacker", client->GetPlayer()->GetIDWithPlayerSpawn(killer));
  3744. else
  3745. packet->setDataByName("attacker", 0xFFFFFFFF);
  3746. packet->setDataByName("defender", client->GetPlayer()->GetIDWithPlayerSpawn(dead));
  3747. packet->setDataByName("damage_type", damage_type);
  3748. packet->setDataByName("blow_type", kill_blow_type);
  3749. client->QueuePacket(packet->serialize());
  3750. LogWrite(COMBAT__DEBUG, 0, "Combat", "Zone Killing '%s'", dead->GetName());
  3751. safe_delete(packet);
  3752. }
  3753. }
  3754. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3755. }
  3756. int32 pop_timer = 0xFFFFFFFF;
  3757. if(killer && killer->IsNPC())
  3758. {
  3759. // Call the spawn scripts killed() function
  3760. CallSpawnScript(killer, SPAWN_SCRIPT_KILLED, dead);
  3761. if(!dead->IsPlayer())
  3762. {
  3763. LogWrite(MISC__TODO, 1, "TODO", "Whenever pets are added, check for pet kills\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  3764. // Set the time for the corpse to linger to 5 sec
  3765. //pop_timer = 5000;
  3766. // commented out the timer so in the event the killer is not a player (pet, guard, something else i haven't thought of)
  3767. // the corpse doesn't vanish sooner then it should if it had loot for the players. AddDeadSpawn() will set timers based on if
  3768. // the corpse has loot or not if the timer value (pop_timer) is 0xFFFFFFFF
  3769. }
  3770. }
  3771. // If the dead spawns was not a player add it to the dead spawn list
  3772. if (!dead->IsPlayer() && !dead->IsBot())
  3773. AddDeadSpawn(dead, pop_timer);
  3774. // if dead was a player clear hostile spells from its spell queue
  3775. if (dead->IsPlayer())
  3776. spellProcess->RemoveSpellFromQueue((Player*)dead, true);
  3777. if (dead->IsNPC())
  3778. ((NPC*)dead)->Brain()->ClearHate();
  3779. // ResetPetInfo() is called in DismissPet(), might not need to be here
  3780. // Players pet is killed, clear the pet info from char sheet
  3781. /*if (dead->IsNPC() && ((NPC*)dead)->IsPet() && ((NPC*)dead)->GetOwner()->IsPlayer())
  3782. ((Player*)((NPC*)dead)->GetOwner())->ResetPetInfo();*/
  3783. safe_delete(encounter);
  3784. }
  3785. void ZoneServer::SendDamagePacket(Spawn* attacker, Spawn* victim, int8 type1, int8 type2, int8 damage_type, int16 damage, const char* spell_name){
  3786. //Scat: was set but never being used anywhere. i see references to 0xFFFFFFFF below so could be old code not used anymore
  3787. //int32 attacker_id = 0xFFFFFFFF;
  3788. //if(attacker)
  3789. // attacker_id = attacker->GetID();
  3790. PacketStruct* packet = 0;
  3791. Client* client = 0;
  3792. if(attacker && victim && victim->IsPlayer() && victim->GetTarget() == 0){
  3793. client = GetClientBySpawn(victim);
  3794. if(client)
  3795. client->TargetSpawn(attacker);
  3796. }
  3797. vector<Client*>::iterator client_itr;
  3798. MClientList.readlock(__FUNCTION__, __LINE__);
  3799. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3800. client = *client_itr;
  3801. if(!client || (client->GetPlayer() != attacker && client->GetPlayer() != victim && ((attacker && client->GetPlayer()->WasSentSpawn(attacker->GetID()) == false) || (victim && client->GetPlayer()->WasSentSpawn(victim->GetID()) == false))))
  3802. continue;
  3803. if((attacker && client->GetPlayer()->WasSpawnRemoved(attacker)) || (victim && client->GetPlayer()->WasSpawnRemoved(victim)))
  3804. continue;
  3805. if(attacker && attacker->GetDistance(client->GetPlayer()) > 50)
  3806. continue;
  3807. if(victim && victim->GetDistance(client->GetPlayer()) > 50)
  3808. continue;
  3809. switch(type1){
  3810. case DAMAGE_PACKET_TYPE_SIPHON_SPELL:
  3811. case DAMAGE_PACKET_TYPE_SIPHON_SPELL2:
  3812. packet = configReader.getStruct("WS_HearSiphonSpellDamage", client->GetVersion());
  3813. break;
  3814. case DAMAGE_PACKET_TYPE_MULTIPLE_DAMAGE:
  3815. packet = configReader.getStruct("WS_HearMultipleDamage", client->GetVersion());
  3816. break;
  3817. case DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG:
  3818. case DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE:
  3819. packet = configReader.getStruct("WS_HearSimpleDamage", client->GetVersion());
  3820. break;
  3821. case DAMAGE_PACKET_TYPE_SPELL_DAMAGE2:
  3822. case DAMAGE_PACKET_TYPE_SPELL_DAMAGE3:
  3823. case DAMAGE_PACKET_TYPE_SPELL_CRIT_DMG:
  3824. case DAMAGE_PACKET_TYPE_SPELL_DAMAGE:
  3825. packet = configReader.getStruct("WS_HearSpellDamage", client->GetVersion());
  3826. if (packet)
  3827. packet->setSubstructDataByName("header", "unknown", 5);
  3828. break;
  3829. case DAMAGE_PACKET_TYPE_RANGE_DAMAGE:
  3830. packet = configReader.getStruct("WS_HearRangeDamage", client->GetVersion());
  3831. break;
  3832. case DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG:
  3833. case DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG2:
  3834. packet = configReader.getStruct("WS_HearRangeDamage", client->GetVersion());
  3835. break;
  3836. default:
  3837. LogWrite(ZONE__ERROR, 0, "Zone", "Unknown Damage Packet type: %i in ZoneServer::SendDamagePacket.", type1);
  3838. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3839. return;
  3840. }
  3841. if(packet){
  3842. packet->setSubstructDataByName("header", "packet_type", type1);
  3843. packet->setSubstructDataByName("header", "result_type", type2);
  3844. if(!attacker)
  3845. packet->setSubstructDataByName("header", "attacker", 0xFFFFFFFF);
  3846. else
  3847. packet->setSubstructDataByName("header", "attacker", client->GetPlayer()->GetIDWithPlayerSpawn(attacker));
  3848. packet->setSubstructDataByName("header", "defender", client->GetPlayer()->GetIDWithPlayerSpawn(victim));
  3849. packet->setDataByName("damage_type", damage_type);
  3850. packet->setDataByName("damage", damage);
  3851. if(spell_name)
  3852. packet->setSmallStringByName("spell_name", spell_name);
  3853. EQ2Packet* app = packet->serialize();
  3854. //DumpPacket(app);
  3855. client->QueuePacket(app);
  3856. safe_delete(packet);
  3857. packet = 0;
  3858. }
  3859. }
  3860. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3861. }
  3862. void ZoneServer::SendHealPacket(Spawn* caster, Spawn* target, int16 heal_type, int32 heal_amt, const char* spell_name){
  3863. Client* client = 0;
  3864. vector<Client*>::iterator client_itr;
  3865. MClientList.readlock(__FUNCTION__, __LINE__);
  3866. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3867. client = *client_itr;
  3868. if(!client || (client->GetPlayer() != caster && ((caster && client->GetPlayer()->WasSentSpawn(caster->GetID()) == false) || (target && client->GetPlayer()->WasSentSpawn(target->GetID()) == false))))
  3869. continue;
  3870. if((caster && client->GetPlayer()->WasSpawnRemoved(caster)) || (caster && client->GetPlayer()->WasSpawnRemoved(target)))
  3871. continue;
  3872. if(caster && caster->GetDistance(client->GetPlayer()) > 50)
  3873. continue;
  3874. if(target && target->GetDistance(client->GetPlayer()) > 50)
  3875. continue;
  3876. PacketStruct* packet = configReader.getStruct("WS_HearHeal", client->GetVersion());
  3877. if (packet) {
  3878. packet->setDataByName("caster", client->GetPlayer()->GetIDWithPlayerSpawn(caster));
  3879. packet->setDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  3880. packet->setDataByName("heal_amt", heal_amt);
  3881. packet->setDataByName("spellname", spell_name);
  3882. packet->setDataByName("type", heal_type);
  3883. packet->setDataByName("unknown2", 1);
  3884. EQ2Packet* app = packet->serialize();
  3885. client->QueuePacket(app);
  3886. safe_delete(packet);
  3887. }
  3888. }
  3889. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3890. }
  3891. void ZoneServer::SendThreatPacket(Spawn* caster, Spawn* target, int32 threat_amt, const char* spell_name) {
  3892. Client* client = 0;
  3893. vector<Client*>::iterator client_itr;
  3894. MClientList.readlock(__FUNCTION__, __LINE__);
  3895. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3896. client = *client_itr;
  3897. if(!client || (client->GetPlayer() != caster && ((caster && client->GetPlayer()->WasSentSpawn(caster->GetID()) == false) || (target && client->GetPlayer()->WasSentSpawn(target->GetID()) == false))))
  3898. continue;
  3899. if((caster && client->GetPlayer()->WasSpawnRemoved(caster)) || (caster && client->GetPlayer()->WasSpawnRemoved(target)))
  3900. continue;
  3901. if(caster && caster->GetDistance(client->GetPlayer()) > 50)
  3902. continue;
  3903. if(target && target->GetDistance(client->GetPlayer()) > 50)
  3904. continue;
  3905. PacketStruct* packet = configReader.getStruct("WS_HearThreatCmd", client->GetVersion());
  3906. if (packet) {
  3907. packet->setDataByName("spell_name", spell_name);
  3908. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(caster));
  3909. packet->setDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  3910. packet->setDataByName("threat_amount", threat_amt);
  3911. client->QueuePacket(packet->serialize());
  3912. }
  3913. safe_delete(packet);
  3914. }
  3915. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3916. }
  3917. void ZoneServer::SendSpellFailedPacket(Client* client, int16 error){
  3918. if(!client)
  3919. return;
  3920. PacketStruct* packet = configReader.getStruct("WS_DisplaySpellFailed", client->GetVersion());
  3921. if(packet){
  3922. /* Temp solution, need to modify the error code before this function and while we still have access to the spell/combat art */
  3923. error = master_spell_list.GetSpellErrorValue(client->GetVersion(), error);
  3924. packet->setDataByName("error_code", error);
  3925. //packet->PrintPacket();
  3926. client->QueuePacket(packet->serialize());
  3927. safe_delete(packet);
  3928. }
  3929. }
  3930. void ZoneServer::SendInterruptPacket(Spawn* interrupted, LuaSpell* spell){
  3931. if(!interrupted || !spell)
  3932. return;
  3933. EQ2Packet* outapp = 0;
  3934. PacketStruct* packet = 0;
  3935. Client* client = 0;
  3936. vector<Client*>::iterator client_itr;
  3937. MClientList.readlock(__FUNCTION__, __LINE__);
  3938. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3939. client = *client_itr;
  3940. if(!client || !client->GetPlayer()->WasSentSpawn(interrupted->GetID()) || client->GetPlayer()->WasSpawnRemoved(interrupted))
  3941. continue;
  3942. packet = configReader.getStruct("WS_Interrupt", client->GetVersion());
  3943. if(packet){
  3944. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(interrupted));
  3945. packet->setArrayLengthByName("num_targets", spell->targets.size());
  3946. for (int32 i = 0; i < spell->targets.size(); i++)
  3947. packet->setArrayDataByName("target_id", client->GetPlayer()->GetIDWithPlayerSpawn(client->GetPlayer()->GetZone()->GetSpawnByID(spell->targets[i])), i);
  3948. packet->setDataByName("spell_id", spell->spell->GetSpellID());
  3949. outapp = packet->serialize();
  3950. client->QueuePacket(outapp);
  3951. safe_delete(packet);
  3952. }
  3953. }
  3954. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3955. safe_delete(packet);
  3956. }
  3957. void ZoneServer::SendCastSpellPacket(LuaSpell* spell, Entity* caster){
  3958. EQ2Packet* outapp = 0;
  3959. PacketStruct* packet = 0;
  3960. Client* client = 0;
  3961. if(!caster || !spell || !spell->spell || spell->interrupted)
  3962. return;
  3963. vector<Client*>::iterator client_itr;
  3964. MClientList.readlock(__FUNCTION__, __LINE__);
  3965. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3966. client = *client_itr;
  3967. if(!client)
  3968. continue;
  3969. packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion());
  3970. if(packet){
  3971. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(caster));
  3972. packet->setArrayLengthByName("num_targets", spell->targets.size());
  3973. for (int32 i = 0; i < spell->targets.size(); i++)
  3974. packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(spell->caster->GetZone()->GetSpawnByID(spell->targets[i])), i);
  3975. packet->setDataByName("spell_visual", spell->spell->GetSpellData()->spell_visual); //result
  3976. packet->setDataByName("cast_time", spell->spell->GetSpellData()->cast_time*.01); //delay
  3977. packet->setDataByName("spell_id", spell->spell->GetSpellID());
  3978. packet->setDataByName("spell_level", 1);
  3979. packet->setDataByName("spell_tier", spell->spell->GetSpellData()->tier);
  3980. outapp = packet->serialize();
  3981. client->QueuePacket(outapp);
  3982. safe_delete(packet);
  3983. }
  3984. }
  3985. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3986. safe_delete(packet);
  3987. }
  3988. void ZoneServer::SendCastSpellPacket(int32 spell_visual, Spawn* target) {
  3989. if (target) {
  3990. vector<Client*>::iterator client_itr;
  3991. MClientList.readlock(__FUNCTION__, __LINE__);
  3992. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3993. Client* client = *client_itr;
  3994. if (!client)
  3995. continue;
  3996. PacketStruct* packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion());
  3997. if (packet) {
  3998. packet->setDataByName("spawn_id", 0xFFFFFFFF);
  3999. packet->setArrayLengthByName("num_targets", 1);
  4000. packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  4001. packet->setDataByName("spell_id", 0xFFFFFFFF);
  4002. packet->setDataByName("spell_visual", spell_visual);
  4003. packet->setDataByName("cast_time", 0);
  4004. packet->setDataByName("spell_id", 0);
  4005. packet->setDataByName("spell_level", 0);
  4006. packet->setDataByName("spell_tier", 0);
  4007. client->QueuePacket(packet->serialize());
  4008. safe_delete(packet);
  4009. }
  4010. }
  4011. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4012. }
  4013. }
  4014. void ZoneServer::SendCastEntityCommandPacket(EntityCommand* entity_command, int32 spawn_id, int32 target_id) {
  4015. if (entity_command) {
  4016. Spawn* spawn = GetSpawnByID(spawn_id);
  4017. Spawn* target = GetSpawnByID(target_id);
  4018. if (!spawn || !target)
  4019. return;
  4020. Client* client = 0;
  4021. vector<Client*>::iterator client_itr;
  4022. MClientList.readlock(__FUNCTION__, __LINE__);
  4023. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4024. client = *client_itr;
  4025. if (!client || !client->GetPlayer()->WasSentSpawn(spawn_id) || client->GetPlayer()->WasSpawnRemoved(spawn) || !client->GetPlayer()->WasSentSpawn(target_id) || client->GetPlayer()->WasSpawnRemoved(target))
  4026. continue;
  4027. PacketStruct* packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion());
  4028. if (packet) {
  4029. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  4030. packet->setArrayLengthByName("num_targets", 1);
  4031. packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  4032. packet->setDataByName("num_targets", 1);
  4033. packet->setDataByName("spell_visual", entity_command->spell_visual); //result
  4034. packet->setDataByName("cast_time", entity_command->cast_time * 0.01); //delay
  4035. packet->setDataByName("spell_id", 1);
  4036. packet->setDataByName("spell_level", 1);
  4037. packet->setDataByName("spell_tier", 1);
  4038. EQ2Packet* outapp = packet->serialize();
  4039. client->QueuePacket(outapp);
  4040. safe_delete(packet);
  4041. }
  4042. }
  4043. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4044. }
  4045. }
  4046. void ZoneServer::StartZoneInitialSpawnThread(Client* client){
  4047. if(zoneShuttingDown)
  4048. return;
  4049. #ifdef WIN32
  4050. _beginthread(SendInitialSpawns, 0, client);
  4051. #else
  4052. pthread_t thread;
  4053. pthread_create(&thread, NULL, SendInitialSpawns, client);
  4054. pthread_detach(thread);
  4055. #endif
  4056. }
  4057. void ZoneServer::SendZoneSpawns(Client* client){
  4058. initial_spawn_threads_active++;
  4059. map<int32, Spawn*>::iterator itr;
  4060. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4061. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4062. Spawn* spawn = itr->second;
  4063. if (spawn) {
  4064. CheckSpawnRange(client, spawn, true);
  4065. }
  4066. }
  4067. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4068. CheckSendSpawnToClient(client, true);
  4069. client->SetConnected(true);
  4070. ClientPacketFunctions::SendFinishedEntitiesList(client);
  4071. initial_spawn_threads_active--;
  4072. }
  4073. vector<Entity*> ZoneServer::GetPlayers(){
  4074. vector<Entity*> ret;
  4075. Client* client = 0;
  4076. vector<Client*>::iterator client_itr;
  4077. MClientList.readlock(__FUNCTION__, __LINE__);
  4078. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4079. client = *client_itr;
  4080. ret.push_back(client->GetPlayer());
  4081. }
  4082. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4083. return ret;
  4084. }
  4085. int16 ZoneServer::SetSpawnTargetable(Spawn* spawn, float distance){
  4086. Spawn* test_spawn = 0;
  4087. int16 ret_val = 0;
  4088. map<int32, Spawn*>::iterator itr;
  4089. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4090. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4091. test_spawn = itr->second;
  4092. if(test_spawn){
  4093. if(test_spawn->GetDistance(spawn) <= distance){
  4094. test_spawn->SetTargetable(1);
  4095. ret_val++;
  4096. }
  4097. }
  4098. }
  4099. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4100. return ret_val;
  4101. }
  4102. int16 ZoneServer::SetSpawnTargetable(int32 spawn_id){
  4103. Spawn* spawn = 0;
  4104. int16 ret_val = 0;
  4105. map<int32, Spawn*>::iterator itr;
  4106. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4107. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4108. spawn = itr->second;
  4109. if(spawn){
  4110. if(spawn->GetDatabaseID() == spawn_id){
  4111. spawn->SetTargetable(1);
  4112. ret_val++;
  4113. }
  4114. }
  4115. }
  4116. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4117. return ret_val;
  4118. }
  4119. EQ2Packet* ZoneServer::GetZoneInfoPacket(Client* client){
  4120. client_spawn_map.Put(client->GetPlayer(), client);
  4121. PacketStruct* packet = configReader.getStruct("WS_ZoneInfo", client->GetVersion());
  4122. packet->setSmallStringByName("server1",net.GetWorldName());
  4123. packet->setSmallStringByName("server2",net.GetWorldName());
  4124. packet->setDataByName("unknown1", 1, 1);//1, 1
  4125. int32 expansions = EXPANSION_UNKNOWN + EXPANSION_DOF + EXPANSION_KOS + EXPANSION_EOF + EXPANSION_ROK + EXPANSION_TSO + EXPANSION_DOV;
  4126. //packet->setDataByName("expansions_enabled", 82313211);//expansions 63181
  4127. //packet->setDataByName("expansions_enabled", 552075103);//expansions 63182
  4128. packet->setDataByName("expansions_enabled", 4294967295);//expansions 1096 //612499455 works
  4129. if (client->GetVersion() >= 1193) {
  4130. packet->setDataByName("unknown3", 4294967295, 0); // DOV and down
  4131. packet->setDataByName("unknown3", 4294967295, 1); //COE and up
  4132. packet->setDataByName("unknown3", 4294967295, 2);
  4133. }
  4134. else
  4135. packet->setDataByName("unknown3", 4294967295, 0); // DOV and down
  4136. packet->setSmallStringByName("auction_website", "eq2emulator.net");
  4137. packet->setDataByName("auction_port", 80);
  4138. packet->setSmallStringByName("upload_page", "test_upload.m");
  4139. packet->setSmallStringByName("upload_key", "dsya987yda9");
  4140. packet->setSmallStringByName("zone", GetZoneFile());
  4141. packet->setSmallStringByName("zone2", GetZoneName());
  4142. packet->setSmallStringByName("zone_desc", GetZoneDescription());
  4143. packet->setSmallStringByName("char_name", client->GetPlayer()->GetName());
  4144. packet->setDataByName("x", client->GetPlayer()->GetX());
  4145. packet->setDataByName("y", client->GetPlayer()->GetY());
  4146. packet->setDataByName("z", client->GetPlayer()->GetZ());
  4147. // unknown3 can prevent screen shots from being taken if
  4148. //packet->setDataByName("unknown3", 2094661567, 1); // Screenshots allowed with this value
  4149. //packet->setDataByName("unknown3", 3815767999, 1); // Screenshots disabled with this value
  4150. //packet->setDataByName("unknown3", 1, 2);
  4151. /*if (client->GetVersion() >= 63587) {
  4152. packet->setArrayLengthByName("num_exp_feature_bytes", 9);
  4153. packet->setArrayDataByName("exp_feature_bytes", 95, 0);//kos and dof
  4154. packet->setArrayDataByName("exp_feature_bytes", 255, 1);//eof rok tso sf dov coe tov
  4155. packet->setArrayDataByName("exp_feature_bytes", 247, 2);//aom tot ka exp14
  4156. packet->setArrayDataByName("exp_feature_bytes", 32, 3);//rum cellar
  4157. packet->setArrayDataByName("exp_feature_bytes", 140, 4);
  4158. packet->setArrayDataByName("exp_feature_bytes", 62, 5);
  4159. packet->setArrayDataByName("exp_feature_bytes", 0, 6);
  4160. packet->setArrayDataByName("exp_feature_bytes", 45, 7);
  4161. packet->setArrayDataByName("exp_feature_bytes", 128, 8);
  4162. packet->setArrayLengthByName("num_unknown3b_bytes", 9);
  4163. packet->setArrayDataByName("unknown3b_bytes", 95, 0);
  4164. packet->setArrayDataByName("unknown3b_bytes", 255, 1);
  4165. packet->setArrayDataByName("unknown3b_bytes", 247, 2);
  4166. packet->setArrayDataByName("unknown3b_bytes", 237, 3);
  4167. packet->setArrayDataByName("unknown3b_bytes", 143, 4);
  4168. packet->setArrayDataByName("unknown3b_bytes", 255, 5);
  4169. packet->setArrayDataByName("unknown3b_bytes", 255, 6);
  4170. packet->setArrayDataByName("unknown3b_bytes", 255, 7);
  4171. packet->setArrayDataByName("unknown3b_bytes", 128, 8);
  4172. }
  4173. else if (client->GetVersion() >= 63214) {
  4174. packet->setArrayLengthByName("num_exp_feature_bytes", 9);
  4175. packet->setArrayDataByName("exp_feature_bytes", 95, 0);//kos and dof
  4176. packet->setArrayDataByName("exp_feature_bytes", 255, 1);//eof rok tso sf dov coe tov
  4177. packet->setArrayDataByName("exp_feature_bytes", 247, 2);//aom tot ka exp14
  4178. packet->setArrayDataByName("exp_feature_bytes", 32, 3);//rum cellar
  4179. packet->setArrayDataByName("exp_feature_bytes", 140, 4);
  4180. packet->setArrayDataByName("exp_feature_bytes", 62, 5);
  4181. packet->setArrayDataByName("exp_feature_bytes", 0, 6);
  4182. packet->setArrayDataByName("exp_feature_bytes", 45, 7);
  4183. packet->setArrayDataByName("exp_feature_bytes", 128, 8);
  4184. packet->setArrayLengthByName("num_unknown3b_bytes", 9);
  4185. packet->setArrayDataByName("unknown3b_bytes", 95, 0);
  4186. packet->setArrayDataByName("unknown3b_bytes", 255, 1);
  4187. packet->setArrayDataByName("unknown3b_bytes", 247, 2);
  4188. packet->setArrayDataByName("unknown3b_bytes", 237, 3);
  4189. packet->setArrayDataByName("unknown3b_bytes", 143, 4);
  4190. packet->setArrayDataByName("unknown3b_bytes", 255, 5);
  4191. packet->setArrayDataByName("unknown3b_bytes", 255, 6);
  4192. packet->setArrayDataByName("unknown3b_bytes", 255, 7);
  4193. packet->setArrayDataByName("unknown3b_bytes", 128, 8);
  4194. }*/
  4195. if (client->GetVersion() >= 64644) {
  4196. packet->setDataByName("unknown3a", 12598924);
  4197. packet->setDataByName("unknown3b", 3992452959);
  4198. packet->setDataByName("unknown3c", 4294967183);
  4199. packet->setDataByName("unknown2a", 9);
  4200. packet->setDataByName("unknown2b", 9);
  4201. }
  4202. else if (client->GetVersion() >= 63181) {
  4203. packet->setDataByName("unknown3a", 750796556);//63182 73821356
  4204. packet->setDataByName("unknown3b", 3991404383);// 63182 3991404383
  4205. packet->setDataByName("unknown3c", 4278189967);// 63182 4278189967
  4206. packet->setDataByName("unknown2a", 8);// 63182
  4207. packet->setDataByName("unknown2b", 8);// 63182
  4208. }
  4209. else{
  4210. //packet->setDataByName("unknown3", 872447025,0);//63181
  4211. //packet->setDataByName("unknown3", 3085434875,1);// 63181
  4212. //packet->setDataByName("unknown3", 2147483633,2);// 63181
  4213. }
  4214. packet->setDataByName("year", world.GetWorldTimeStruct()->year);
  4215. packet->setDataByName("month", world.GetWorldTimeStruct()->month);
  4216. packet->setDataByName("day", world.GetWorldTimeStruct()->day);
  4217. packet->setDataByName("hour", world.GetWorldTimeStruct()->hour);
  4218. packet->setDataByName("minute", world.GetWorldTimeStruct()->minute);
  4219. packet->setDataByName("unknown", 0);
  4220. packet->setDataByName("unknown7", 1);
  4221. packet->setDataByName("unknown7", 1, 1);
  4222. packet->setDataByName("unknown9", 13);
  4223. //packet->setDataByName("unknown10", 25188959);4294967295
  4224. //packet->setDataByName("unknown10", 25190239);
  4225. packet->setDataByName("unknown10", 25191524);//25191524
  4226. packet->setDataByName("unknown10b", 1);
  4227. packet->setDataByName("permission_level",3);// added on 63182 for now till we figur it out 0=none,1=visitor,2=friend,3=trustee,4=owner
  4228. packet->setDataByName("num_adv", 9);
  4229. packet->setArrayDataByName("adv_name", "adv02_dun_drowned_caverns", 0);
  4230. packet->setArrayDataByName("adv_id", 6, 0);
  4231. packet->setArrayDataByName("adv_name", "adv02_dun_sundered_splitpaw_hub", 1);
  4232. packet->setArrayDataByName("adv_id", 5, 1);
  4233. packet->setArrayDataByName("adv_name", "exp03_rgn_butcherblock", 2);
  4234. packet->setArrayDataByName("adv_id", 8, 2);
  4235. packet->setArrayDataByName("adv_name", "exp03_rgn_greater_faydark", 3);
  4236. packet->setArrayDataByName("adv_id", 7, 3);
  4237. packet->setArrayDataByName("adv_name", "mod01_dun_crypt_of_thaen", 4);
  4238. packet->setArrayDataByName("adv_id", 3, 4);
  4239. packet->setArrayDataByName("adv_name", "mod01_dun_tombs_of_night", 5);
  4240. packet->setArrayDataByName("adv_id", 4, 5);
  4241. packet->setArrayDataByName("adv_name", "nektulos_mini01", 6);
  4242. packet->setArrayDataByName("adv_id", 0, 6);
  4243. packet->setArrayDataByName("adv_name", "nektulos_mini02", 7);
  4244. packet->setArrayDataByName("adv_id", 1, 7);
  4245. packet->setArrayDataByName("adv_name", "nektulos_mini03", 8);
  4246. packet->setArrayDataByName("adv_id", 2, 8);
  4247. LogWrite(MISC__TODO, 0, "TODO", "Put cl_ client commands back in variables (not Rules) so they can be dynamically maintained");
  4248. vector<Variable*>* variables = world.GetClientVariables();
  4249. packet->setArrayLengthByName("num_client_setup", variables->size());
  4250. for(int i=variables->size()-1;i>=0;i--)
  4251. packet->setArrayDataByName("client_cmds", variables->at(i)->GetNameValuePair().c_str(), i);
  4252. // For AoM clients so item link work
  4253. if (client->GetVersion() >= 60114)
  4254. packet->setArrayDataByName("client_cmds", "chat_linkbrackets_item 1", variables->size());
  4255. safe_delete(variables);
  4256. //packet->setDataByName("unknown8", ); story?
  4257. // AA Tabs for 1193+ clients
  4258. if (client->GetVersion() >= 1193) {
  4259. packet->setArrayLengthByName("tab_count", 48);
  4260. int8 i = 0;
  4261. packet->setArrayDataByName("tab_index", i, i);
  4262. packet->setArrayDataByName("tab_name", ":es24a58bd8fcaac8c2:All", i);
  4263. i++;
  4264. packet->setArrayDataByName("tab_index", i, i);
  4265. packet->setArrayDataByName("tab_name", ":410385c727bd47a6:Racial Innate", i);
  4266. i++;
  4267. packet->setArrayDataByName("tab_index", i, i);
  4268. packet->setArrayDataByName("tab_name", ":410385c75a96e23c:Tradeskill Advancement", i);
  4269. i++;
  4270. packet->setArrayDataByName("tab_index", i, i);
  4271. packet->setArrayDataByName("tab_name", ":410385c744f1fd99:Focus Effects", i);
  4272. i++;
  4273. packet->setArrayDataByName("tab_index", i, i);
  4274. packet->setArrayDataByName("tab_name", ":410385c71edd2a66:Heroic", i);
  4275. i++;
  4276. packet->setArrayDataByName("tab_index", i, i);
  4277. packet->setArrayDataByName("tab_name", ":410385c76ee6239f:Shadows", i);
  4278. i++;
  4279. packet->setArrayDataByName("tab_index", i, i);
  4280. packet->setArrayDataByName("tab_name", ":410385c7e678b977:Prestige", i);
  4281. i++;
  4282. packet->setArrayDataByName("tab_index", i, i);
  4283. packet->setArrayDataByName("tab_name", ":410385c77ee422d7:Animalist", i);
  4284. i++;
  4285. packet->setArrayDataByName("tab_index", i, i);
  4286. packet->setArrayDataByName("tab_name", ":410385c7f165af77:Bard", i);
  4287. i++;
  4288. packet->setArrayDataByName("tab_index", i, i);
  4289. packet->setArrayDataByName("tab_name", ":410385c7421b9375:Brawler", i);
  4290. i++;
  4291. packet->setArrayDataByName("tab_index", i, i);
  4292. packet->setArrayDataByName("tab_name", ":410385c7a03ae7d1:Cleric", i);
  4293. i++;
  4294. packet->setArrayDataByName("tab_index", i, i);
  4295. packet->setArrayDataByName("tab_name", ":410385c7c9605e9f:Crusader", i);
  4296. i++;
  4297. packet->setArrayDataByName("tab_index", i, i);
  4298. packet->setArrayDataByName("tab_name", ":410385c7f9424168:Druid", i);
  4299. i++;
  4300. packet->setArrayDataByName("tab_index", i, i);
  4301. packet->setArrayDataByName("tab_name", ":410385c79cb9556c:Enchanter", i);
  4302. i++;
  4303. packet->setArrayDataByName("tab_index", i, i);
  4304. packet->setArrayDataByName("tab_name", ":410385c70c8b6aa4:Predator", i);
  4305. i++;
  4306. packet->setArrayDataByName("tab_index", i, i);
  4307. packet->setArrayDataByName("tab_name", ":410385c73a43b6dd:Rogue", i);
  4308. i++;
  4309. packet->setArrayDataByName("tab_index", i, i);
  4310. packet->setArrayDataByName("tab_name", ":410385c759fe7d15:Sorcerer", i);
  4311. i++;
  4312. packet->setArrayDataByName("tab_index", i, i);
  4313. packet->setArrayDataByName("tab_name", ":410385c7ad610aca:Summoner", i);
  4314. i++;
  4315. packet->setArrayDataByName("tab_index", i, i);
  4316. packet->setArrayDataByName("tab_name", ":410385c71e056728:Warrior", i);
  4317. i++;
  4318. packet->setArrayDataByName("tab_index", i, i);
  4319. packet->setArrayDataByName("tab_name", ":410385c7ba864c0b:Assassin", i);
  4320. i++;
  4321. packet->setArrayDataByName("tab_index", i, i);
  4322. packet->setArrayDataByName("tab_name", ":410385c7b8116aad:Beastlord", i);
  4323. i++;
  4324. packet->setArrayDataByName("tab_index", i, i);
  4325. packet->setArrayDataByName("tab_name", ":410385c7f53feb7b:Berserker", i);
  4326. i++;
  4327. packet->setArrayDataByName("tab_index", i, i);
  4328. packet->setArrayDataByName("tab_name", ":410385c73d8a70e2:Brigand", i);
  4329. i++;
  4330. packet->setArrayDataByName("tab_index", i, i);
  4331. packet->setArrayDataByName("tab_name", ":410385c770c766d6:Bruiser", i);
  4332. i++;
  4333. packet->setArrayDataByName("tab_index", i, i);
  4334. packet->setArrayDataByName("tab_name", ":410385c79226984b:Coercer", i);
  4335. i++;
  4336. packet->setArrayDataByName("tab_index", i, i);
  4337. packet->setArrayDataByName("tab_name", ":410385c70c58bb30:Conjurer", i);
  4338. i++;
  4339. packet->setArrayDataByName("tab_index", i, i);
  4340. packet->setArrayDataByName("tab_name", ":410385c73dfe68d0:Defiler", i);
  4341. i++;
  4342. packet->setArrayDataByName("tab_index", i, i);
  4343. packet->setArrayDataByName("tab_name", ":410385c792919a6b:Dirge", i);
  4344. i++;
  4345. packet->setArrayDataByName("tab_index", i, i);
  4346. packet->setArrayDataByName("tab_name", ":410385c7062e5f55:Fury", i);
  4347. i++;
  4348. packet->setArrayDataByName("tab_index", i, i);
  4349. packet->setArrayDataByName("tab_name", ":410385c762c1fdfc:Guardian", i);
  4350. i++;
  4351. packet->setArrayDataByName("tab_index", i, i);
  4352. packet->setArrayDataByName("tab_name", ":410385c78addfbf4:Illusionist", i);
  4353. i++;
  4354. packet->setArrayDataByName("tab_index", i, i);
  4355. packet->setArrayDataByName("tab_name", ":410385c7ece054a7:Inquisitor", i);
  4356. i++;
  4357. packet->setArrayDataByName("tab_index", i, i);
  4358. packet->setArrayDataByName("tab_name", ":410385c7d550d2e7:Monk", i);
  4359. i++;
  4360. packet->setArrayDataByName("tab_index", i, i);
  4361. packet->setArrayDataByName("tab_name", ":410385c743cfeaa2:Mystic", i);
  4362. i++;
  4363. packet->setArrayDataByName("tab_index", i, i);
  4364. packet->setArrayDataByName("tab_name", ":410385c7f63c9c8c:Necromancer", i);
  4365. i++;
  4366. packet->setArrayDataByName("tab_index", i, i);
  4367. packet->setArrayDataByName("tab_name", ":410385c70c5de0ae:Paladin", i);
  4368. i++;
  4369. packet->setArrayDataByName("tab_index", i, i);
  4370. packet->setArrayDataByName("tab_name", ":410385c79bc97b3a:Ranger", i);
  4371. i++;
  4372. packet->setArrayDataByName("tab_index", i, i);
  4373. packet->setArrayDataByName("tab_name", ":410385c78fbd2256:Shadowknight", i);
  4374. i++;
  4375. packet->setArrayDataByName("tab_index", i, i);
  4376. packet->setArrayDataByName("tab_name", ":410385c7781cc625:Shaman", i);
  4377. i++;
  4378. packet->setArrayDataByName("tab_index", i, i);
  4379. packet->setArrayDataByName("tab_name", ":410385c77eecdcdb:Swashbuckler", i);
  4380. i++;
  4381. packet->setArrayDataByName("tab_index", i, i);
  4382. packet->setArrayDataByName("tab_name", ":410385c7648d181e:Templar", i);
  4383. i++;
  4384. packet->setArrayDataByName("tab_index", i, i);
  4385. packet->setArrayDataByName("tab_name", ":410385c78df47d77:Troubador", i);
  4386. i++;
  4387. packet->setArrayDataByName("tab_index", i, i);
  4388. packet->setArrayDataByName("tab_name", ":410385c7c78ce0b8:Warden", i);
  4389. i++;
  4390. packet->setArrayDataByName("tab_index", i, i);
  4391. packet->setArrayDataByName("tab_name", ":410385c76290dcfa:Warlock", i);
  4392. i++;
  4393. packet->setArrayDataByName("tab_index", i, i);
  4394. packet->setArrayDataByName("tab_name", ":410385c7d1d52cf5:Wizard", i);
  4395. i++;
  4396. packet->setArrayDataByName("tab_index", i, i);
  4397. packet->setArrayDataByName("tab_name", ":410385c71c8f6f4d:Shaper", i);
  4398. i++;
  4399. packet->setArrayDataByName("tab_index", i, i);
  4400. packet->setArrayDataByName("tab_name", ":410385c72f6e354d:Channeler", i);
  4401. i++;
  4402. packet->setArrayDataByName("tab_index", i, i);
  4403. packet->setArrayDataByName("tab_name", ":410385c7df8bd37d:Dragon", i);
  4404. }
  4405. packet->setDataByName("unknown_mj", 1);//int8
  4406. packet->setDataByName("unknown_mj1", 335544320);//int32
  4407. packet->setDataByName("unknown_mj2", 4);//int32
  4408. packet->setDataByName("unknown_mj3", 3962504088);//int32
  4409. packet->setDataByName("unknown_mj4", 3985947216);//int32
  4410. packet->setDataByName("unknown_mj5", 1);//int32
  4411. packet->setDataByName("unknown_mj6", 386);//int32
  4412. packet->setDataByName("unknown_mj7", 4294967295);//int32
  4413. packet->setDataByName("unknown_mj8", 2716312211);//int32
  4414. packet->setDataByName("unknown_mj9", 1774338333);//int32
  4415. packet->setDataByName("unknown_mj10", 1);//int32
  4416. packet->setDataByName("unknown_mj11", 391);//int32
  4417. packet->setDataByName("unknown_mj12", 4294967295);//int32
  4418. packet->setDataByName("unknown_mj13", 3168965163);//int32
  4419. packet->setDataByName("unknown_mj14", 4117025286);//int32
  4420. packet->setDataByName("unknown_mj15", 1);//int32
  4421. packet->setDataByName("unknown_mj16", 394);//int32
  4422. packet->setDataByName("unknown_mj17", 4294967295);//int32
  4423. packet->setDataByName("unknown_mj18", 1790669110);//int32
  4424. packet->setDataByName("unknown_mj19", 107158108);//int32
  4425. packet->setDataByName("unknown_mj20", 1);//int32
  4426. packet->setDataByName("unknown_mj21", 393);//int32
  4427. packet->setDataByName("unknown_mj22", 4294967295);//int32
  4428. EQ2Packet* outapp = packet->serialize();
  4429. //packet->PrintPacket();
  4430. //DumpPacket(outapp);
  4431. safe_delete(packet);
  4432. return outapp;
  4433. }
  4434. void ZoneServer::SendUpdateDefaultCommand(Spawn* spawn, const char* command, float distance){
  4435. Client* client = 0;
  4436. PacketStruct* packet = 0;
  4437. vector<Client*>::iterator client_itr;
  4438. MClientList.readlock(__FUNCTION__, __LINE__);
  4439. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4440. client = *client_itr;
  4441. if(client && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && client->GetPlayer()->WasSpawnRemoved(spawn) == false){
  4442. packet = configReader.getStruct("WS_SetDefaultCommand", client->GetVersion());
  4443. if(packet){
  4444. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  4445. packet->setMediumStringByName("command_name", command);
  4446. packet->setDataByName("distance", distance);
  4447. client->QueuePacket(packet->serialize());
  4448. safe_delete(packet);
  4449. }
  4450. }
  4451. spawn->SetPrimaryCommand(command, command, distance);
  4452. }
  4453. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4454. }
  4455. void ZoneServer::CheckPlayerProximity(Spawn* spawn, Client* client){
  4456. if(player_proximities.count(spawn->GetID()) > 0){
  4457. PlayerProximity* prox = player_proximities.Get(spawn->GetID());
  4458. if(prox->clients_in_proximity.count(client) == 0 && spawn_range_map.count(client) > 0 && spawn_range_map.Get(client)->count(spawn->GetID()) > 0 && spawn_range_map.Get(client)->Get(spawn->GetID()) < prox->distance){
  4459. prox->clients_in_proximity[client] = true;
  4460. CallSpawnScript(spawn, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), prox->in_range_lua_function.c_str());
  4461. }
  4462. else if(prox->clients_in_proximity.count(client) > 0 && spawn_range_map.count(client) > 0 && spawn_range_map.Get(client)->count(spawn->GetID()) > 0 && spawn_range_map.Get(client)->Get(spawn->GetID()) > prox->distance){
  4463. if(prox->leaving_range_lua_function.length() > 0)
  4464. CallSpawnScript(spawn, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), prox->leaving_range_lua_function.c_str());
  4465. prox->clients_in_proximity.erase(client);
  4466. }
  4467. }
  4468. }
  4469. void ZoneServer::AddPlayerProximity(Spawn* spawn, float distance, string in_range_function, string leaving_range_function){
  4470. RemovePlayerProximity(spawn);
  4471. PlayerProximity* prox = new PlayerProximity;
  4472. prox->distance = distance;
  4473. prox->in_range_lua_function = in_range_function;
  4474. prox->leaving_range_lua_function = leaving_range_function;
  4475. player_proximities.Put(spawn->GetID(), prox);
  4476. }
  4477. void ZoneServer::RemovePlayerProximity(Client* client){
  4478. PlayerProximity* prox = 0;
  4479. MutexMap<int32, PlayerProximity*>::iterator itr = player_proximities.begin();
  4480. while(itr.Next()){
  4481. prox = itr->second;
  4482. if(prox->clients_in_proximity.count(client) > 0)
  4483. prox->clients_in_proximity.erase(client);
  4484. }
  4485. }
  4486. void ZoneServer::RemovePlayerProximity(Spawn* spawn, bool all){
  4487. if(all){
  4488. MutexMap<int32, PlayerProximity*>::iterator itr = player_proximities.begin();
  4489. while(itr.Next()){
  4490. player_proximities.erase(itr->first, false, true, 10000);
  4491. }
  4492. }
  4493. else if(player_proximities.count(spawn->GetID()) > 0){
  4494. player_proximities.erase(spawn->GetID(), false, true, 10000);
  4495. }
  4496. }
  4497. void ZoneServer::AddLocationProximity(float x, float y, float z, float max_variation, string in_range_function, string leaving_range_function) {
  4498. LocationProximity* prox = new LocationProximity;
  4499. prox->x = x;
  4500. prox->y = y;
  4501. prox->z = z;
  4502. prox->max_variation = max_variation;
  4503. prox->in_range_lua_function = in_range_function;
  4504. prox->leaving_range_lua_function = leaving_range_function;
  4505. location_proximities.Add(prox);
  4506. }
  4507. void ZoneServer::CheckLocationProximity() {
  4508. const char* zone_script = world.GetZoneScript(this->GetZoneID());
  4509. if (!zone_script)
  4510. return;
  4511. if (location_proximities.size() > 0 && connected_clients.size() > 0) {
  4512. Client* client = 0;
  4513. MutexList<Client*>::iterator iterator = connected_clients.begin();
  4514. while(iterator.Next()){
  4515. client = iterator->value;
  4516. if (client->IsConnected() && client->IsReadyForSpawns() && !client->IsZoning()) {
  4517. try {
  4518. MutexList<LocationProximity*>::iterator itr = location_proximities.begin();
  4519. LocationProximity* prox = 0;
  4520. while(itr.Next()){
  4521. prox = itr->value;
  4522. bool in_range = false;
  4523. float char_x = client->GetPlayer()->GetX();
  4524. float char_y = client->GetPlayer()->GetY();
  4525. float char_z = client->GetPlayer()->GetZ();
  4526. float x = prox->x;
  4527. float y = prox->y;
  4528. float z = prox->z;
  4529. float max_variation = prox->max_variation;
  4530. float total_diff = 0;
  4531. float diff = x - char_x; //Check X
  4532. if(diff < 0)
  4533. diff *= -1;
  4534. if(diff <= max_variation) {
  4535. total_diff += diff;
  4536. diff = z - char_z; //Check Z (we check Z first because it is far more likely to be a much greater variation than y)
  4537. if(diff < 0)
  4538. diff *= -1;
  4539. if(diff <= max_variation) {
  4540. total_diff += diff;
  4541. if(total_diff <= max_variation) { //Check Total
  4542. diff = y - char_y; //Check Y
  4543. if(diff < 0)
  4544. diff *= -1;
  4545. if(diff <= max_variation) {
  4546. total_diff += diff;
  4547. if(total_diff <= max_variation) {
  4548. in_range = true;
  4549. if(lua_interface && prox->in_range_lua_function.length() > 0 && prox->clients_in_proximity.count(client) == 0) { //Check Total
  4550. prox->clients_in_proximity[client] = true;
  4551. lua_interface->RunZoneScript(zone_script, prox->in_range_lua_function.c_str(), this, client->GetPlayer());
  4552. }
  4553. }
  4554. }
  4555. }
  4556. }
  4557. }
  4558. if (!in_range) {
  4559. if(lua_interface && prox->leaving_range_lua_function.length() > 0 && prox->clients_in_proximity.count(client) > 0) {
  4560. lua_interface->RunZoneScript(zone_script, prox->leaving_range_lua_function.c_str(), this, client->GetPlayer());
  4561. prox->clients_in_proximity.erase(client);
  4562. }
  4563. }
  4564. }
  4565. }
  4566. catch (...) {
  4567. LogWrite(ZONE__ERROR, 0, "Zone", "Except caught in ZoneServer::CheckLocationProximity");
  4568. return;
  4569. }
  4570. }
  4571. }
  4572. }
  4573. }
  4574. void ZoneServer::CheckLocationGrids() {
  4575. if (connected_clients.size() > 0 && location_grids.size() > 0) {
  4576. MutexList<Client*>::iterator client_itr = connected_clients.begin();
  4577. while (client_itr.Next()) {
  4578. Client* client = client_itr.value;
  4579. if (!client)
  4580. continue;
  4581. Player* player = client->GetPlayer();
  4582. float x = player->GetX();
  4583. float y = player->GetY();
  4584. float z = player->GetZ();
  4585. int32 grid_id = player->appearance.pos.grid_id;
  4586. MutexList<LocationGrid*>::iterator location_grid_itr = location_grids.begin();
  4587. while (location_grid_itr.Next()) {
  4588. LocationGrid* grid = location_grid_itr.value;
  4589. if (grid->locations.size() > 0 || /*(grid->grid_id == grid_id ||*/ grid->players.count(player) > 0) {
  4590. float x_small = 0;
  4591. float x_large = 0;
  4592. float y_small = 0;
  4593. float y_large = 0;
  4594. float z_small = 0;
  4595. float z_large = 0;
  4596. bool first = true;
  4597. bool in_grid = false;
  4598. MutexList<Location*>::iterator location_itr = grid->locations.begin();
  4599. while (location_itr.Next()) {
  4600. Location* location = location_itr.value;
  4601. if (first) {
  4602. x_small = location->x;
  4603. x_large = location->x;
  4604. if (grid->include_y) {
  4605. y_small = location->y;
  4606. y_large = location->y;
  4607. }
  4608. z_small = location->z;
  4609. z_large = location->z;
  4610. first = false;
  4611. }
  4612. else {
  4613. if (location->x < x_small)
  4614. x_small = location->x;
  4615. else if (location->x > x_large)
  4616. x_large = location->x;
  4617. if (grid->include_y) {
  4618. if (location->y < y_small)
  4619. y_small = location->y;
  4620. else if (location->y > y_large)
  4621. y_large = location->y;
  4622. }
  4623. if (location->z < z_small)
  4624. z_small = location->z;
  4625. else if (location->z > z_large)
  4626. z_large = location->z;
  4627. }
  4628. }
  4629. if (grid->include_y && (x >= x_small && x <= x_large && y >= y_small && y <= y_large && z >= z_small && z <= z_large))
  4630. in_grid = true;
  4631. else if (x >= x_small && x <= x_large && z >= z_small && z <= z_large)
  4632. in_grid = true;
  4633. if (in_grid && grid->players.count(player) == 0) {
  4634. grid->players.Put(player, true);
  4635. bool show_enter_location_popup = true;
  4636. bool discovery_enabled = rule_manager.GetGlobalRule(R_World, EnablePOIDiscovery)->GetBool();
  4637. if( grid->discovery && discovery_enabled && !player->DiscoveredLocation(grid->id) )
  4638. {
  4639. // check if player has already discovered this location
  4640. // if not, process new discovery
  4641. char tmp[200] = {0};
  4642. sprintf(tmp, "\\#FFE400You have discovered\12\\#FFF283%s", grid->name.c_str());
  4643. client->SendPopupMessage(11, tmp, "ui_discovery", 2.25, 0xFF, 0xFF, 0xFF);
  4644. LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' discovered location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id);
  4645. player->UpdatePlayerHistory(HISTORY_TYPE_DISCOVERY, HISTORY_SUBTYPE_LOCATION, grid->id);
  4646. show_enter_location_popup = false;
  4647. // else, print standard location entry
  4648. }
  4649. if( show_enter_location_popup )
  4650. {
  4651. LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' entering location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id);
  4652. client->SendPopupMessage(10, grid->name.c_str(), 0, 2.5, 255, 255, 0);
  4653. }
  4654. }
  4655. else if (!in_grid && grid->players.count(player) > 0) {
  4656. LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' leaving location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id);
  4657. grid->players.erase(player);
  4658. }
  4659. }
  4660. }
  4661. }
  4662. }
  4663. }
  4664. // Called from a command (client, main zone thread) and the main zone thread
  4665. // so no need for a mutex container
  4666. void ZoneServer::AddLocationGrid(LocationGrid* grid) {
  4667. if (grid)
  4668. location_grids.Add(grid);
  4669. }
  4670. void ZoneServer::RemoveLocationGrids() {
  4671. MutexList<LocationGrid*>::iterator itr = location_grids.begin();
  4672. while (itr.Next())
  4673. itr.value->locations.clear(true);
  4674. location_grids.clear(true);
  4675. }
  4676. void ZoneServer::RemoveSpellTimersFromSpawn(Spawn* spawn, bool remove_all, bool delete_recast){
  4677. if(spellProcess)
  4678. spellProcess->RemoveSpellTimersFromSpawn(spawn, remove_all, delete_recast);
  4679. }
  4680. void ZoneServer::Interrupted(Entity* caster, Spawn* interruptor, int16 error_code, bool cancel, bool from_movement){
  4681. if(spellProcess)
  4682. spellProcess->Interrupted(caster, interruptor, error_code, cancel, from_movement);
  4683. }
  4684. Spell* ZoneServer::GetSpell(Entity* caster){
  4685. Spell* spell = 0;
  4686. if(spellProcess)
  4687. spell = spellProcess->GetSpell(caster);
  4688. return spell;
  4689. }
  4690. void ZoneServer::ProcessSpell(Spell* spell, Entity* caster, Spawn* target, bool lock, bool harvest_spell){
  4691. if(spellProcess)
  4692. spellProcess->ProcessSpell(this, spell, caster, target, lock, harvest_spell);
  4693. }
  4694. void ZoneServer::ProcessEntityCommand(EntityCommand* entity_command, Entity* caster, Spawn* target, bool lock) {
  4695. if (spellProcess)
  4696. spellProcess->ProcessEntityCommand(this, entity_command, caster, target, lock);
  4697. }
  4698. void ZoneServer::RemoveSpawnSupportFunctions(Spawn* spawn) {
  4699. if(!spawn)
  4700. return;
  4701. LogWrite(ZONE__DEBUG, 7, "Zone", "Processing RemoveSpawnSupportFunctions...");
  4702. if(spawn->IsEntity())
  4703. RemoveSpellTimersFromSpawn((Entity*)spawn, true);
  4704. RemoveDamagedSpawn(spawn);
  4705. spawn->SendSpawnChanges(false);
  4706. RemoveChangedSpawn(spawn);
  4707. // Everything inside this if will be nuked during a reload in other spots, no need to do it twice
  4708. if (!reloading) {
  4709. RemoveDeadEnemyList(spawn);
  4710. spawn->changed = true;
  4711. spawn->info_changed = true;
  4712. spawn->vis_changed = true;
  4713. spawn->position_changed = true;
  4714. SendSpawnChanges(spawn);
  4715. if (spawn->GetSpawnGroupID() > 0) {
  4716. int32 group_id = spawn->GetSpawnGroupID();
  4717. spawn->RemoveSpawnFromGroup();
  4718. if (spawn_group_map.count(group_id) > 0)
  4719. spawn_group_map.Get(group_id).Remove(spawn->GetID());
  4720. }
  4721. if (!spawn->IsPlayer()) {
  4722. if(quick_database_id_lookup.count(spawn->GetDatabaseID()) > 0)
  4723. quick_database_id_lookup.erase(spawn->GetDatabaseID());
  4724. }
  4725. RemoveHeadingTimer(spawn);
  4726. DeleteSpawnScriptTimers(spawn);
  4727. RemovePlayerProximity(spawn);
  4728. }
  4729. // We don't use RemoveMovementNPC() here as it caused a hell of a delay during reloads
  4730. // instead we remove it from the list directly
  4731. if (spawn->IsNPC())
  4732. movement_spawns.erase(spawn->GetID());
  4733. }
  4734. void ZoneServer::HandleEmote(Client* originator, string name) {
  4735. if (!originator) {
  4736. LogWrite(ZONE__ERROR, 0, "Zone", "HandleEmote called with an invalid client");
  4737. return;
  4738. }
  4739. Client* client = 0;
  4740. Emote* emote = visual_states.FindEmote(name);
  4741. if(!emote){
  4742. originator->Message(CHANNEL_COLOR_YELLOW, "Unable to find emote '%s'. If this should be a valid emote be sure to submit a /bug report.", name.c_str());
  4743. return;
  4744. }
  4745. PacketStruct* packet = 0;
  4746. char* emoteResponse = 0;
  4747. vector<Client*>::iterator client_itr;
  4748. MClientList.readlock(__FUNCTION__, __LINE__);
  4749. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4750. client = *client_itr;
  4751. if(!client || (client && client->GetPlayer()->IsIgnored(originator->GetPlayer()->GetName())))
  4752. continue;
  4753. packet = configReader.getStruct("WS_CannedEmote", client->GetVersion());
  4754. if(packet){
  4755. packet->setDataByName("spawn_id" , client->GetPlayer()->GetIDWithPlayerSpawn(originator->GetPlayer()));
  4756. if(!emoteResponse){
  4757. string message;
  4758. if(originator->GetPlayer()->GetTarget() && originator->GetPlayer()->GetTarget()->GetID() != originator->GetPlayer()->GetID()){
  4759. message = emote->GetTargetedMessageString();
  4760. if(message.find("%t") < 0xFFFFFFFF)
  4761. message.replace(message.find("%t"), 2, originator->GetPlayer()->GetTarget()->GetName());
  4762. }
  4763. if(message.length() == 0)
  4764. message = emote->GetMessageString();
  4765. if(message.find("%g1") < 0xFFFFFFFF){
  4766. if(originator->GetPlayer()->GetGender() == 1)
  4767. message.replace(message.find("%g1"), 3, "his");
  4768. else
  4769. message.replace(message.find("%g1"), 3, "her");
  4770. }
  4771. if(message.find("%g2") < 0xFFFFFFFF){
  4772. if(originator->GetPlayer()->GetGender() == 1)
  4773. message.replace(message.find("%g2"), 3, "him");
  4774. else
  4775. message.replace(message.find("%g2"), 3, "her");
  4776. }
  4777. if(message.find("%g3") < 0xFFFFFFFF){
  4778. if(originator->GetPlayer()->GetGender() == 1)
  4779. message.replace(message.find("%g3"), 3, "he");
  4780. else
  4781. message.replace(message.find("%g3"), 3, "she");
  4782. }
  4783. if(message.length() > 0){
  4784. emoteResponse = new char[message.length() + strlen(originator->GetPlayer()->GetName()) + 10];
  4785. sprintf(emoteResponse,"%s %s", originator->GetPlayer()->GetName(), message.c_str());
  4786. }
  4787. else{
  4788. originator->Message(CHANNEL_COLOR_YELLOW, "%s is not properly configured, be sure to submit a /bug report.", name.c_str());
  4789. safe_delete(packet);
  4790. break;
  4791. }
  4792. }
  4793. packet->setMediumStringByName("emote_msg", emoteResponse);
  4794. packet->setDataByName("anim_type", emote->GetVisualState());
  4795. client->QueuePacket(packet->serialize());
  4796. safe_delete(packet);
  4797. safe_delete_array(emoteResponse);
  4798. }
  4799. }
  4800. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4801. }
  4802. void ZoneServer::SetupInstance(int32 createdInstanceID) {
  4803. if ( createdInstanceID == 0 ) // if this happens that isn't good!
  4804. instanceID = ++MinInstanceID;
  4805. else // db should pass the good ID
  4806. instanceID = createdInstanceID;
  4807. }
  4808. void ZoneServer::RemoveDeadSpawn(Spawn* spawn){
  4809. AddDeadSpawn(spawn, 0);
  4810. }
  4811. void ZoneServer::AddDeadSpawn(Spawn* spawn, int32 timer){
  4812. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  4813. if (dead_spawns.count(spawn->GetID()) > 0)
  4814. dead_spawns[spawn->GetID()] = Timer::GetCurrentTime2() + timer;
  4815. else if(timer != 0xFFFFFFFF)
  4816. dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + timer));
  4817. else{
  4818. if(spawn->IsEntity() && ((Entity*)spawn)->HasLoot()){
  4819. dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + (15000 * spawn->GetLevel() + 240000)));
  4820. SendUpdateDefaultCommand(spawn, "loot", 10);
  4821. }
  4822. else
  4823. dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + 10000));
  4824. }
  4825. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  4826. }
  4827. void ZoneServer::WritePlayerStatistics() {
  4828. MutexList<Client*>::iterator client_itr = connected_clients.begin();
  4829. while(client_itr.Next())
  4830. client_itr->value->GetPlayer()->WritePlayerStatistics();
  4831. }
  4832. bool ZoneServer::SendRadiusSpawnInfo(Client* client, float radius) {
  4833. if (!client)
  4834. return false;
  4835. Spawn* spawn = 0;
  4836. bool ret = false;
  4837. map<int32, Spawn*>::iterator itr;
  4838. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4839. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4840. spawn = itr->second;
  4841. if (spawn && spawn != client->GetPlayer() && !spawn->IsPlayer() && spawn->GetDistance(client->GetPlayer()) <= radius) {
  4842. const char* type = "NPC";
  4843. const char* specialTypeID = "N/A";
  4844. int32 specialID = 0, spawnEntryID = spawn->GetSpawnEntryID();
  4845. if (spawn->IsObject())
  4846. {
  4847. Object* obj = (Object*)spawn;
  4848. specialID = obj->GetID();
  4849. specialTypeID = "GetID";
  4850. type = "Object";
  4851. }
  4852. else if (spawn->IsSign())
  4853. {
  4854. Sign* sign = (Sign*)spawn;
  4855. specialID = sign->GetWidgetID();
  4856. specialTypeID = "WidgetID";
  4857. type = "Sign";
  4858. }
  4859. else if (spawn->IsWidget())
  4860. {
  4861. Widget* widget = (Widget*)spawn;
  4862. specialID = widget->GetWidgetID();
  4863. specialTypeID = "WidgetID";
  4864. if ( specialID == 0xFFFFFFFF )
  4865. specialTypeID = "WidgetID(spawn_widgets entry missing)";
  4866. type = "Widget";
  4867. }
  4868. else if (spawn->IsGroundSpawn())
  4869. {
  4870. GroundSpawn* gs = (GroundSpawn*)spawn;
  4871. specialID = gs->GetGroundSpawnEntryID();
  4872. specialTypeID = "GroundSpawnEntryID";
  4873. type = "GroundSpawn";
  4874. }
  4875. client->Message(CHANNEL_COLOR_RED, "Name: %s (%s), Spawn Table ID: %u, %s: %u", spawn->GetName(), type, spawn->GetDatabaseID(), specialTypeID, specialID);
  4876. client->Message(CHANNEL_COLOR_RED, "Spawn Location ID: %u, Spawn Group ID: %u, SpawnEntryID: %u, Grid ID: %u", spawn->GetSpawnLocationID(), spawn->GetSpawnGroupID(), spawnEntryID, spawn->GetLocation());
  4877. client->Message(CHANNEL_COLOR_RED, "Respawn Time: %u (sec), X: %f, Y: %f, Z: %f Heading: %f", spawn->GetRespawnTime(), spawn->GetX(), spawn->GetY(), spawn->GetZ(), spawn->GetHeading());
  4878. client->Message(CHANNEL_COLOR_YELLOW, "=============================");
  4879. ret = true;
  4880. }
  4881. }
  4882. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4883. return ret;
  4884. }
  4885. void ZoneServer::AddPlayerTracking(Player* player) {
  4886. if (player && !player->GetIsTracking() && players_tracking.count(player->GetDatabaseID()) == 0) {
  4887. Client* client = GetClientBySpawn(player);
  4888. if (client) {
  4889. PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion());
  4890. if (packet) {
  4891. player->SetIsTracking(true);
  4892. players_tracking.Put(client->GetCharacterID(), player);
  4893. packet->setDataByName("mode", TRACKING_START);
  4894. packet->setDataByName("type", TRACKING_TYPE_ENTITIES);
  4895. client->QueuePacket(packet->serialize());
  4896. safe_delete(packet);
  4897. }
  4898. }
  4899. }
  4900. }
  4901. void ZoneServer::RemovePlayerTracking(Player* player, int8 mode) {
  4902. if (player && player->GetIsTracking()) {
  4903. Client* client = GetClientBySpawn(player);
  4904. if (client) {
  4905. PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion());
  4906. if (packet) {
  4907. player->SetIsTracking(false);
  4908. players_tracking.erase(client->GetCharacterID());
  4909. packet->setDataByName("mode", mode);
  4910. packet->setDataByName("type", TRACKING_TYPE_ENTITIES);
  4911. client->QueuePacket(packet->serialize());
  4912. safe_delete(packet);
  4913. }
  4914. }
  4915. }
  4916. }
  4917. void ZoneServer::ProcessTracking() {
  4918. MutexMap<int32, Player*>::iterator itr = players_tracking.begin();
  4919. while (itr.Next())
  4920. ProcessTracking(GetClientBySpawn(itr->second));
  4921. }
  4922. void ZoneServer::ProcessTracking(Client* client) {
  4923. if (!client)
  4924. return;
  4925. Player* player = client->GetPlayer();
  4926. if (player && player->GetIsTracking()) {
  4927. MutexMap<int32, Spawn*>::iterator spawn_itr;
  4928. PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion());
  4929. if (packet) {
  4930. packet->setDataByName("mode", TRACKING_UPDATE);
  4931. packet->setDataByName("type", TRACKING_TYPE_ENTITIES);
  4932. vector<TrackedSpawn*> spawns_tracked;
  4933. while (spawn_itr.Next()) {
  4934. Spawn* spawn = spawn_itr->second;
  4935. float distance = player->GetDistance(spawn);
  4936. if (spawn->IsEntity() && distance <= 80 && spawn != player) {
  4937. TrackedSpawn* ts = new TrackedSpawn;
  4938. ts->spawn = spawn;
  4939. ts->distance = distance;
  4940. /* Add spawns in ascending order from closest to furthest */
  4941. if (spawns_tracked.empty())
  4942. spawns_tracked.push_back(ts);
  4943. else {
  4944. vector<TrackedSpawn*>::iterator tracked_itr;
  4945. bool added = false;
  4946. for (tracked_itr = spawns_tracked.begin(); tracked_itr != spawns_tracked.end(); tracked_itr++) {
  4947. TrackedSpawn* cur_ts = *tracked_itr;
  4948. if (ts->distance <= cur_ts->distance) {
  4949. spawns_tracked.insert(tracked_itr, ts);
  4950. added = true;
  4951. break;
  4952. }
  4953. }
  4954. if (!added)
  4955. spawns_tracked.push_back(ts);
  4956. }
  4957. }
  4958. }
  4959. packet->setArrayLengthByName("num_spawns", spawns_tracked.size());
  4960. for (int32 i = 0; i < spawns_tracked.size(); i++) {
  4961. TrackedSpawn* ts = spawns_tracked[i];
  4962. LogWrite(ZONE__DEBUG, 0, "Zone", "%s (%f)", ts->spawn->GetName(), ts->distance);
  4963. packet->setArrayDataByName("spawn_id", player->GetIDWithPlayerSpawn(ts->spawn), i);
  4964. packet->setArrayDataByName("spawn_name", ts->spawn->GetName(), i);
  4965. if (ts->spawn->IsPlayer())
  4966. packet->setArrayDataByName("spawn_type", TRACKING_SPAWN_TYPE_PC, i);
  4967. else
  4968. packet->setArrayDataByName("spawn_type", TRACKING_SPAWN_TYPE_NPC, i);
  4969. packet->setArrayDataByName("spawn_con_color", player->GetArrowColor(ts->spawn->GetLevel()), i);
  4970. }
  4971. packet->setArrayLengthByName("num_array1", 0);
  4972. //for (int32 i = 0; i < spawns_tracked.size(); i++) {
  4973. //}
  4974. packet->setArrayLengthByName("num_spawns2", spawns_tracked.size());
  4975. for (int32 i = 0; i < spawns_tracked.size(); i++) {
  4976. TrackedSpawn* ts = spawns_tracked[i];
  4977. packet->setArrayDataByName("list_spawn_id", player->GetIDWithPlayerSpawn(ts->spawn), i);
  4978. packet->setArrayDataByName("list_number", i, i);
  4979. }
  4980. client->QueuePacket(packet->serialize());
  4981. safe_delete(packet);
  4982. for (int32 i = 0; i < spawns_tracked.size(); i++)
  4983. safe_delete(spawns_tracked[i]);
  4984. }
  4985. }
  4986. }
  4987. void ZoneServer::SendEpicMobDeathToGuild(Player* killer, Spawn* victim) {
  4988. if (killer && victim) {
  4989. LogWrite(MISC__TODO, 1, "TODO" , "Check if player is in raid\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  4990. if (killer->GetGroupMemberInfo()) {
  4991. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  4992. deque<GroupMemberInfo*>::iterator itr;
  4993. deque<GroupMemberInfo*>* members = world.GetGroupManager()->GetGroupMembers(killer->GetGroupMemberInfo()->group_id);
  4994. for (itr = members->begin(); itr != members->end(); itr++) {
  4995. GroupMemberInfo* gmi = *itr;
  4996. if (gmi->client) {
  4997. Player* group_member = gmi->client->GetPlayer();
  4998. if (group_member->GetGuild()) {
  4999. Guild* guild = group_member->GetGuild();
  5000. string message = Guild::GetEpicMobDeathMessage(group_member->GetName(), victim->GetName());
  5001. guild->AddNewGuildEvent(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str(), Timer::GetUnixTimeStamp());
  5002. guild->SendMessageToGuild(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str());
  5003. }
  5004. }
  5005. }
  5006. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  5007. }
  5008. else if (killer->GetGuild()) {
  5009. Guild* guild = killer->GetGuild();
  5010. string message = Guild::GetEpicMobDeathMessage(killer->GetName(), victim->GetName());
  5011. guild->AddNewGuildEvent(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str(), Timer::GetUnixTimeStamp());
  5012. guild->SendMessageToGuild(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str());
  5013. }
  5014. }
  5015. }
  5016. void ZoneServer::ProcessAggroChecks(Spawn* spawn) {
  5017. // If faction based combat is not allowed then no need to run the loops so just return out
  5018. if(!rule_manager.GetGlobalRule(R_Faction, AllowFactionBasedCombat)->GetBool())
  5019. return;
  5020. if (spawn && spawn->IsNPC() && spawn->Alive())
  5021. CheckEnemyList((NPC*)spawn);
  5022. }
  5023. void ZoneServer::SendUpdateTitles(Client *client, Title *suffix, Title *prefix) {
  5024. assert(client);
  5025. SendUpdateTitles(client->GetPlayer(), suffix, prefix);
  5026. }
  5027. void ZoneServer::SendUpdateTitles(Spawn *spawn, Title *suffix, Title *prefix) {
  5028. if (!spawn)
  5029. return;
  5030. vector<Client*>::iterator itr;
  5031. PacketStruct *packet;
  5032. Client* current_client;
  5033. MClientList.readlock(__FUNCTION__, __LINE__);
  5034. for (itr = clients.begin(); itr != clients.end(); itr++) {
  5035. current_client = *itr;
  5036. if (!(packet = configReader.getStruct("WS_UpdateTitle", current_client->GetVersion())))
  5037. break;
  5038. packet->setDataByName("player_id", current_client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  5039. packet->setDataByName("player_name", spawn->GetName());
  5040. packet->setDataByName("unknown1", 1, 1);
  5041. if(suffix)
  5042. packet->setDataByName("suffix_title", suffix->GetName());
  5043. else
  5044. packet->setDataByName("suffix_title", spawn->GetSuffixTitle());
  5045. if(prefix)
  5046. packet->setDataByName("prefix_title", prefix->GetName());
  5047. else
  5048. packet->setDataByName("prefix_title", spawn->GetPrefixTitle());
  5049. packet->setDataByName("last_name", spawn->GetLastName());
  5050. packet->setDataByName("sub_title", spawn->GetSubTitle());
  5051. current_client->QueuePacket(packet->serialize());
  5052. safe_delete(packet);
  5053. }
  5054. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5055. }
  5056. void ZoneServer::AddTransportSpawn(Spawn* spawn){
  5057. if(!spawn)
  5058. return;
  5059. MTransportSpawns.writelock(__FUNCTION__, __LINE__);
  5060. transport_spawns.push_back(spawn->GetID());
  5061. MTransportSpawns.releasewritelock(__FUNCTION__, __LINE__);
  5062. }
  5063. Spawn* ZoneServer::GetClosestTransportSpawn(float x, float y, float z){
  5064. Spawn* spawn = 0;
  5065. Spawn* closest_spawn = 0;
  5066. float closest_distance = 0.0;
  5067. MTransportSpawns.writelock(__FUNCTION__, __LINE__);
  5068. vector<int32>::iterator itr = transport_spawns.begin();
  5069. while(itr != transport_spawns.end()){
  5070. spawn = GetSpawnByID(*itr);
  5071. if(spawn){
  5072. if(closest_distance == 0.0){
  5073. closest_spawn = spawn;
  5074. closest_distance = spawn->GetDistance(x, y, z);
  5075. }
  5076. else if(spawn->GetDistance(x, y, z) < closest_distance){
  5077. closest_spawn = spawn;
  5078. closest_distance = spawn->GetDistance(x, y, z);
  5079. }
  5080. itr++;
  5081. }
  5082. else
  5083. itr = transport_spawns.erase(itr);
  5084. }
  5085. MTransportSpawns.releasewritelock(__FUNCTION__, __LINE__);
  5086. return closest_spawn;
  5087. }
  5088. void ZoneServer::SetRain(float val) {
  5089. rain = val;
  5090. vector<Client*>::iterator itr;
  5091. MClientList.readlock(__FUNCTION__, __LINE__);
  5092. for (itr = clients.begin(); itr != clients.end(); itr++) {
  5093. Client* client = *itr;
  5094. client->GetPlayer()->GetInfoStruct()->rain = val;
  5095. client->GetPlayer()->SetCharSheetChanged(true);
  5096. if( val >= 0.75 && !weather_signaled )
  5097. {
  5098. client->SimpleMessage(CHANNEL_COLOR_WHITE, "It starts to rain.");
  5099. }
  5100. else if( val < 0.75 && weather_signaled )
  5101. {
  5102. client->SimpleMessage(CHANNEL_COLOR_WHITE, "It stops raining.");
  5103. }
  5104. }
  5105. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5106. if (val >= 0.75 && !weather_signaled) {
  5107. weather_signaled = true;
  5108. ProcessSpawnConditional(SPAWN_CONDITIONAL_RAINING);
  5109. }
  5110. else if (val < 0.75 && weather_signaled) {
  5111. weather_signaled = false;
  5112. ProcessSpawnConditional(SPAWN_CONDITIONAL_NOT_RAINING);
  5113. }
  5114. }
  5115. void ZoneServer::SetWind(float val) {
  5116. vector<Client*>::iterator itr;
  5117. MClientList.readlock(__FUNCTION__, __LINE__);
  5118. for (itr = clients.begin(); itr != clients.end(); itr++) {
  5119. Client* client = *itr;
  5120. client->GetPlayer()->GetInfoStruct()->wind = val;
  5121. client->GetPlayer()->SetCharSheetChanged(true);
  5122. }
  5123. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5124. }
  5125. void ZoneServer::ProcessWeather()
  5126. {
  5127. // if the global rule to disable weather is set, or if the `weather_allowed` field in the zone record == 0, do not process weather
  5128. if( !weather_enabled || !isWeatherAllowed() )
  5129. return;
  5130. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Processing weather changes", zone_name);
  5131. float new_weather = 0;
  5132. float weather_offset = 0;
  5133. bool change_weather = false;
  5134. // check to see if it is time to change the weather according to weather_frequency (time between changes)
  5135. if( weather_last_changed_time <= (Timer::GetUnixTimeStamp() - weather_frequency) )
  5136. {
  5137. LogWrite(ZONE__DEBUG, 2, "Zone", "%s: Checking for weather changes", zone_name);
  5138. // reset last changed time (frequency check)
  5139. weather_last_changed_time = Timer::GetUnixTimeStamp();
  5140. // this is the chance a weather change occurs at all at the expired interval
  5141. int8 weather_random = MakeRandomInt(1, 100);
  5142. LogWrite(ZONE__DEBUG, 2, "Zone", "%s: Chance to change weather: %i%%, rolled: %i%% - Change weather: %s", zone_name, weather_change_chance, weather_random, weather_random <= weather_change_chance ? "True" : "False");
  5143. if( weather_random <= weather_change_chance )
  5144. {
  5145. change_weather = true;
  5146. weather_offset = weather_change_amount;
  5147. if( weather_type == 3 ) // chaotic weather patterns, random weather between min/max
  5148. {
  5149. new_weather = MakeRandomFloat(weather_min_severity, weather_max_severity);
  5150. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Chaotic weather severity changed to %.2f", zone_name, new_weather);
  5151. weather_pattern = 2;
  5152. }
  5153. else if( weather_type == 2 ) // random weather patterns, combination of normal + dynamic + max_offset
  5154. {
  5155. weather_offset = MakeRandomFloat(weather_change_amount, weather_dynamic_offset);
  5156. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Random weather severity changed by %.2f", zone_name, weather_offset);
  5157. int8 weather_alter = weather_change_chance / 10; // the divide is to prevent too many direction changes in a cycle
  5158. weather_random = MakeRandomInt(1, 100); // chance that the weather changes direction (weather_pattern)
  5159. if( weather_random <= weather_alter )
  5160. weather_pattern = ( weather_pattern == 0 ) ? 1 : 0;
  5161. }
  5162. else if( weather_type == 1 ) // dynamic weather patterns, weather may not reach min/max
  5163. {
  5164. int8 weather_alter = weather_change_chance / 10; // the divide is to prevent too many direction changes in a cycle
  5165. weather_random = MakeRandomInt(1, 100); // chance that the weather changes direction (weather_pattern)
  5166. if( weather_random <= weather_alter )
  5167. {
  5168. weather_pattern = ( weather_pattern == 0 ) ? 1 : 0;
  5169. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Dynamic weather pattern changed to %i", zone_name, weather_pattern);
  5170. }
  5171. }
  5172. else // normal weather patterns, weather starts at min, goes to max, then back down again
  5173. {
  5174. // do nothing (processed below)
  5175. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Normal weather severity changed by %.2f", zone_name, weather_offset);
  5176. }
  5177. // when all done, change the weather
  5178. if( change_weather )
  5179. {
  5180. if( weather_pattern == 1 )
  5181. {
  5182. // weather is getting worse, til it reaches weather_max_severity
  5183. new_weather = ( weather_current_severity <= weather_max_severity ) ? weather_current_severity + weather_offset : weather_max_severity;
  5184. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Increased weather severity by %.2f", zone_name, weather_offset);
  5185. if(new_weather > weather_max_severity)
  5186. {
  5187. new_weather = weather_max_severity - weather_offset;
  5188. weather_pattern = 0;
  5189. }
  5190. }
  5191. else if( weather_pattern == 0 )
  5192. {
  5193. // weather is clearing up, til it reaches weather_min_severity
  5194. new_weather = ( weather_current_severity >= weather_min_severity ) ? weather_current_severity - weather_offset : weather_min_severity;
  5195. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Decreased weather severity by %.2f", zone_name, weather_offset);
  5196. if(new_weather < weather_min_severity)
  5197. {
  5198. new_weather = weather_min_severity + weather_offset;
  5199. weather_pattern = 1;
  5200. }
  5201. }
  5202. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather change triggered from %.2f to %.2f", zone_name, weather_current_severity, new_weather);
  5203. this->SetRain(new_weather);
  5204. weather_current_severity = new_weather;
  5205. }
  5206. }
  5207. }
  5208. else
  5209. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Not time to change weather yet", zone_name);
  5210. }
  5211. void ZoneServer::HidePrivateSpawn(Spawn* spawn) {
  5212. if (!spawn->IsPrivateSpawn())
  5213. return;
  5214. Client* client = 0;
  5215. Player* player = 0;
  5216. PacketStruct* packet = 0;
  5217. MutexList<Client*>::iterator itr = connected_clients.begin();
  5218. while (itr->Next()) {
  5219. client = itr->value;
  5220. player = client->GetPlayer();
  5221. if (player->WasSentSpawn(spawn->GetID()) && !player->WasSpawnRemoved(spawn)) {
  5222. packet = configReader.getStruct("WS_DestroyGhostCmd", client->GetVersion());
  5223. SendRemoveSpawn(client, spawn, packet);
  5224. if(spawn_range_map.count(client) > 0)
  5225. spawn_range_map.Get(client)->erase(spawn->GetID());
  5226. if(player->GetTarget() == spawn)
  5227. player->SetTarget(0);
  5228. }
  5229. }
  5230. }
  5231. SpawnLocation* ZoneServer::GetSpawnLocation(int32 id) {
  5232. SpawnLocation* ret = 0;
  5233. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  5234. if (spawn_location_list.count(id) > 0)
  5235. ret = spawn_location_list[id];
  5236. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  5237. return ret;
  5238. }
  5239. void ZoneServer::PlayAnimation(Spawn* spawn, int32 visual_state, Spawn* spawn2, int8 hide_type){
  5240. Client* client = 0;
  5241. PacketStruct* packet = 0;
  5242. Spawn* exclude_spawn = 0;
  5243. if (!spawn)
  5244. return;
  5245. if (spawn2){
  5246. if(hide_type == 1){
  5247. client = GetClientBySpawn(spawn2);
  5248. if(client){
  5249. packet = configReader.getStruct("WS_CannedEmote", client->GetVersion());
  5250. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  5251. packet->setDataByName("anim_type", visual_state);
  5252. client->QueuePacket(packet->serialize());
  5253. }
  5254. return;
  5255. }
  5256. if(hide_type == 2)
  5257. exclude_spawn = spawn2;
  5258. }
  5259. vector<Client*>::iterator client_itr;
  5260. MClientList.readlock(__FUNCTION__, __LINE__);
  5261. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  5262. client = *client_itr;
  5263. if(spawn->GetDistance(client->GetPlayer()) > 50)
  5264. continue;
  5265. if(exclude_spawn == client->GetPlayer())
  5266. continue;
  5267. packet = configReader.getStruct("WS_CannedEmote", client->GetVersion());
  5268. if (packet) {
  5269. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  5270. packet->setDataByName("anim_type", visual_state);
  5271. client->QueuePacket(packet->serialize());
  5272. safe_delete(packet);
  5273. }
  5274. }
  5275. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5276. }
  5277. vector<Spawn*> ZoneServer::GetSpawnsByID(int32 id) {
  5278. vector<Spawn*> tmp_list;
  5279. Spawn* spawn;
  5280. map<int32, Spawn*>::iterator itr;
  5281. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5282. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5283. spawn = itr->second;
  5284. if (spawn && (spawn->GetDatabaseID() == id))
  5285. tmp_list.push_back(spawn);
  5286. }
  5287. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5288. return tmp_list;
  5289. }
  5290. vector<Spawn*> ZoneServer::GetAttackableSpawnsByDistance(Spawn* caster, float distance) {
  5291. vector<Spawn*> ret;
  5292. Spawn* spawn = 0;
  5293. map<int32, Spawn*>::iterator itr;
  5294. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5295. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5296. spawn = itr->second;
  5297. if (spawn && spawn->IsNPC() && spawn->appearance.attackable > 0 && spawn != caster && spawn->Alive() && spawn->GetDistance(caster, true) <= distance)
  5298. ret.push_back(spawn);
  5299. }
  5300. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5301. return ret;
  5302. }
  5303. void ZoneServer::ResurrectSpawn(Spawn* spawn, Client* client) {
  5304. if(!client || !spawn)
  5305. return;
  5306. PendingResurrection* rez = client->GetCurrentRez();
  5307. if(!rez || !rez->caster)
  5308. return;
  5309. PacketStruct* packet = 0;
  5310. float power_perc = rez->mp_perc;
  5311. float health_perc = rez->hp_perc;
  5312. Spawn* caster_spawn = rez->caster;
  5313. sint32 heal_amt = 0;
  5314. sint32 power_amt = 0;
  5315. bool no_calcs = rez->no_calcs;
  5316. int8 crit_mod = rez->crit_mod;
  5317. Entity* caster = 0;
  5318. InfoStruct* info = 0;
  5319. bool crit = false;
  5320. string heal_spell = rez->heal_name;
  5321. int16 heal_packet_type = 0;
  5322. int16 power_packet_type = 0;
  5323. //Calculations for how much to heal the spawn
  5324. if(health_perc > 0)
  5325. heal_amt = (spawn->GetTotalHP() * (health_perc / 100));
  5326. if(power_perc > 0)
  5327. power_amt = (spawn->GetTotalPower() * (power_perc / 100));
  5328. if(caster_spawn->IsEntity()){
  5329. caster = ((Entity*)caster_spawn);
  5330. info = caster->GetInfoStruct();
  5331. }
  5332. if(!no_calcs && caster){
  5333. //Potency Mod
  5334. heal_amt *= ((caster->stats[ITEM_STAT_POTENCY] / 100) + 1);
  5335. power_amt *= ((caster->stats[ITEM_STAT_POTENCY] / 100) + 1);
  5336. //Ability Mod
  5337. heal_amt += (int32)min((int32)info->ability_modifier, (int32)(heal_amt / 2));
  5338. power_amt += (int32)min((int32)info->ability_modifier, (int32)(power_amt / 2));
  5339. if(!crit_mod || crit_mod == 1){
  5340. if(crit_mod == 1)
  5341. crit = true;
  5342. else {
  5343. // Crit Roll
  5344. float chance = (float)max((float)0, (float)info->crit_chance);
  5345. crit = (MakeRandomFloat(0, 100) <= chance);
  5346. }
  5347. if(crit){
  5348. //Apply total crit multiplier with crit bonus
  5349. heal_amt *= ((info->crit_bonus / 100) + 1.3);
  5350. power_amt *= ((info->crit_bonus / 100) + 1.3);
  5351. }
  5352. }
  5353. }
  5354. //Set this rez as a crit to be passed to subspell (not yet used)
  5355. rez->crit = true;
  5356. //Set Heal amt to 1 if 0 now so the player has health
  5357. if(heal_amt == 0)
  5358. heal_amt = 1;
  5359. if(heal_amt > spawn->GetTotalHP())
  5360. heal_amt = spawn->GetTotalHP();
  5361. if(power_amt > spawn->GetTotalPower())
  5362. power_amt = spawn->GetTotalPower();
  5363. spawn->SetHP(heal_amt);
  5364. if(power_amt > 0)
  5365. spawn->SetPower(power_amt);
  5366. if(client && caster){
  5367. EQ2Packet* move = ((Player*)spawn)->Move(caster->GetX(), caster->GetY(), caster->GetZ(), client->GetVersion());
  5368. if(move)
  5369. client->QueuePacket(move);
  5370. }
  5371. if(crit){
  5372. power_packet_type = HEAL_PACKET_TYPE_CRIT_MANA;
  5373. heal_packet_type = HEAL_PACKET_TYPE_CRIT_HEAL;
  5374. }
  5375. else {
  5376. power_packet_type = HEAL_PACKET_TYPE_SIMPLE_MANA;
  5377. heal_packet_type = HEAL_PACKET_TYPE_SIMPLE_HEAL;
  5378. }
  5379. SendHealPacket(caster, spawn, heal_packet_type, heal_amt, heal_spell.c_str());
  5380. if(power_amt > 0)
  5381. SendHealPacket(caster, spawn, power_packet_type, power_amt, heal_spell.c_str());
  5382. //The following code sets the spawn as alive
  5383. if(dead_spawns.count(spawn->GetID()) > 0)
  5384. dead_spawns.erase(spawn->GetID());
  5385. if(spawn->IsPlayer()){
  5386. spawn->SetSpawnType(4);
  5387. client = GetClientBySpawn(spawn);
  5388. if(client){
  5389. packet = configReader.getStruct("WS_Resurrected", client->GetVersion());
  5390. if(packet){
  5391. client->QueuePacket(packet->serialize());
  5392. }
  5393. packet = configReader.getStruct("WS_ServerControlFlags", client->GetVersion());
  5394. if(packet)
  5395. {
  5396. packet->setDataByName("parameter1", 8);
  5397. client->QueuePacket(packet->serialize());
  5398. packet->setDataByName("parameter1", 16);
  5399. client->QueuePacket(packet->serialize());
  5400. }
  5401. safe_delete(packet);
  5402. client->SimpleMessage(CHANNEL_COLOR_REVIVE, "You regain consciousness!");
  5403. }
  5404. }
  5405. spawn->SendSpawnChanges(true);
  5406. spawn->SetTempActionState(-1);
  5407. spawn->appearance.attackable = 1;
  5408. }
  5409. void ZoneServer::SendDispellPacket(Entity* caster, Spawn* target, string dispell_name, string spell_name, int8 dispell_type){
  5410. if(!caster || !target)
  5411. return;
  5412. Client* client = 0;
  5413. Player* player = 0;
  5414. PacketStruct* packet = 0;
  5415. vector<Client*>::iterator client_itr;
  5416. MClientList.readlock(__FUNCTION__, __LINE__);
  5417. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++){
  5418. client = *client_itr;
  5419. if(!client || !(player = client->GetPlayer()) || (player != caster && ((caster && player->WasSentSpawn(caster->GetID()) == false) || (target && player->WasSentSpawn(target->GetID()) == false))))
  5420. continue;
  5421. if((caster && player->WasSpawnRemoved(caster)) || (caster && player->WasSpawnRemoved(target)))
  5422. continue;
  5423. if(caster && caster->GetDistance(player) > 50)
  5424. continue;
  5425. if(target && target->GetDistance(player) > 50)
  5426. continue;
  5427. packet = configReader.getStruct("WS_HearDispell", client->GetVersion());
  5428. if(packet){
  5429. packet->setDataByName("spell_name", spell_name.c_str());
  5430. packet->setDataByName("dispell_name", dispell_name.c_str());
  5431. packet->setDataByName("caster", player->GetIDWithPlayerSpawn(caster));
  5432. packet->setDataByName("target", player->GetIDWithPlayerSpawn(target));
  5433. packet->setDataByName("type", dispell_type);
  5434. client->QueuePacket(packet->serialize());
  5435. }
  5436. safe_delete(packet);
  5437. }
  5438. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5439. }
  5440. void ZoneServer::DismissAllPets() {
  5441. Spawn* spawn = 0;
  5442. map<int32, Spawn*>::iterator itr;
  5443. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5444. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5445. spawn = itr->second;
  5446. if (spawn && spawn->IsPet() && ((NPC*)spawn)->GetOwner())
  5447. ((NPC*)spawn)->GetOwner()->DismissPet((NPC*)spawn);
  5448. }
  5449. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5450. }
  5451. void ZoneServer::RemoveTargetFromSpell(LuaSpell* spell, Spawn* target){
  5452. if (spellProcess)
  5453. spellProcess->RemoveTargetFromSpell(spell, target);
  5454. }
  5455. void ZoneServer::ClearHate(Entity* entity) {
  5456. Spawn* spawn = 0;
  5457. map<int32, Spawn*>::iterator itr;
  5458. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5459. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5460. spawn = itr->second;
  5461. if (spawn && spawn->IsNPC() && ((NPC*)spawn)->Brain())
  5462. ((NPC*)spawn)->Brain()->ClearHate(entity);
  5463. }
  5464. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5465. }
  5466. ThreadReturnType ZoneLoop(void* tmp) {
  5467. #ifdef WIN32
  5468. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
  5469. #endif
  5470. if (tmp == 0) {
  5471. ThrowError("ZoneLoop(): tmp = 0!");
  5472. THREAD_RETURN(NULL);
  5473. }
  5474. ZoneServer* zs = (ZoneServer*) tmp;
  5475. while (zs->Process()) {
  5476. if(zs->GetClientCount() == 0)
  5477. Sleep(1000);
  5478. else
  5479. Sleep(10);
  5480. }
  5481. zs->Process(); //run loop once more to clean up some functions
  5482. safe_delete(zs);
  5483. THREAD_RETURN(NULL);
  5484. }
  5485. ThreadReturnType SpawnLoop(void* tmp) {
  5486. #ifdef WIN32
  5487. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
  5488. #endif
  5489. if (tmp == 0) {
  5490. ThrowError("SpawnLoop(): tmp = 0!");
  5491. THREAD_RETURN(NULL);
  5492. }
  5493. ZoneServer* zs = (ZoneServer*) tmp;
  5494. #ifndef NO_CATCH
  5495. try {
  5496. #endif
  5497. zs->spawnthread_active = true;
  5498. while (zs->SpawnProcess()) {
  5499. if(zs->GetClientCount() == 0)
  5500. Sleep(1000);
  5501. else
  5502. Sleep(20);
  5503. }
  5504. zs->spawnthread_active = false;
  5505. #ifndef NO_CATCH
  5506. }
  5507. catch(...) {
  5508. LogWrite(ZONE__ERROR, 0, "Zone", "Error Processing SpawnLoop, shutting down zone '%s'...", zs->GetZoneName());
  5509. try{
  5510. zs->Shutdown();
  5511. }
  5512. catch(...){
  5513. LogWrite(ZONE__ERROR, 0, "Zone", "Error Processing SpawnLoop while shutting down zone '%s'...", zs->GetZoneName());
  5514. }
  5515. }
  5516. #endif
  5517. THREAD_RETURN(NULL);
  5518. }
  5519. ThreadReturnType SendInitialSpawns(void* tmp) {
  5520. #ifdef WIN32
  5521. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_ABOVE_NORMAL);
  5522. #endif
  5523. if (tmp == 0) {
  5524. ThrowError("SendInitialSpawns(): tmp = 0!");
  5525. THREAD_RETURN(NULL);
  5526. }
  5527. Client* client = (Client*) tmp;
  5528. client->GetCurrentZone()->SendZoneSpawns(client);
  5529. THREAD_RETURN(NULL);
  5530. }
  5531. ThreadReturnType SendLevelChangedSpawns(void* tmp) {
  5532. #ifdef WIN32
  5533. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
  5534. #endif
  5535. if (tmp == 0) {
  5536. ThrowError("SendLevelChangedSpawns(): tmp = 0!");
  5537. THREAD_RETURN(NULL);
  5538. }
  5539. Client* client = (Client*)tmp;
  5540. client->GetCurrentZone()->SendAllSpawnsForLevelChange(client);
  5541. THREAD_RETURN(NULL);
  5542. }
  5543. void ZoneServer::SetSpawnStructs(Client* client) {
  5544. int16 client_ver = client->GetVersion();
  5545. Player* player = client->GetPlayer();
  5546. //Save a copy of the correct spawn substructs for the client's player, save here a copy if we don't have one
  5547. PacketStruct* pos = configReader.getStruct("Substruct_SpawnPositionStruct", client_ver);
  5548. player->SetSpawnPosStruct(pos);
  5549. if (versioned_pos_structs.count(pos->GetVersion()) == 0)
  5550. versioned_pos_structs[pos->GetVersion()] = new PacketStruct(pos, true);
  5551. PacketStruct* vis = configReader.getStruct("Substruct_SpawnVisualizationInfoStruct", client_ver);
  5552. player->SetSpawnVisStruct(vis);
  5553. if (versioned_vis_structs.count(vis->GetVersion()) == 0)
  5554. versioned_vis_structs[vis->GetVersion()] = new PacketStruct(vis, true);
  5555. PacketStruct* info = configReader.getStruct("Substruct_SpawnInfoStruct", client_ver);
  5556. player->SetSpawnInfoStruct(info);
  5557. if (versioned_info_structs.count(info->GetVersion()) == 0)
  5558. versioned_info_structs[info->GetVersion()] = new PacketStruct(info, true);
  5559. PacketStruct* header = configReader.getStruct("WS_SpawnStruct_Header", client_ver);
  5560. player->SetSpawnHeaderStruct(header);
  5561. PacketStruct* footer = configReader.getStruct("WS_SpawnStruct_Footer", client_ver);
  5562. player->SetSpawnFooterStruct(footer);
  5563. PacketStruct* sfooter = configReader.getStruct("WS_SignWidgetSpawnStruct_Footer", client_ver);
  5564. player->SetSignFooterStruct(sfooter);
  5565. PacketStruct* wfooter = configReader.getStruct("WS_WidgetSpawnStruct_Footer", client_ver);
  5566. player->SetWidgetFooterStruct(wfooter);
  5567. }
  5568. Spawn* ZoneServer::GetSpawn(int32 id){
  5569. Spawn* ret = 0;
  5570. if(GetNPC(id))
  5571. ret = GetNewNPC(id);
  5572. else if(this->GetObject(id))
  5573. ret = GetNewObject(id);
  5574. else if(GetWidget(id))
  5575. ret = GetNewWidget(id);
  5576. else if(GetSign(id))
  5577. ret = GetNewSign(id);
  5578. else if(GetGroundSpawn(id))
  5579. ret = GetNewGroundSpawn(id);
  5580. // Unable to find the spawn in the list lets attempt to add it if we are not currently reloading
  5581. else if (!reloading && database.LoadNPC(this, id)) {
  5582. if (GetNPC(id))
  5583. ret = GetNewNPC(id);
  5584. else
  5585. LogWrite(NPC__ERROR, 0, "NPC", "Database inserted npc (%u) but was still unable to retrieve it!", id);
  5586. }
  5587. else if (!reloading && database.LoadObject(this, id)) {
  5588. if (this->GetObject(id))
  5589. ret = GetNewObject(id);
  5590. else
  5591. LogWrite(OBJECT__ERROR, 0, "Object", "Database inserted object (%u) but was still unable to retrieve it!", id);
  5592. }
  5593. else if (!reloading && database.LoadWidget(this, id)) {
  5594. if (GetWidget(id))
  5595. ret = GetNewWidget(id);
  5596. else
  5597. LogWrite(WIDGET__ERROR, 0, "Widget", "Database inserted widget (%u) but was still unable to retrieve it!", id);
  5598. }
  5599. else if (!reloading && database.LoadSign(this, id)) {
  5600. if (GetSign(id))
  5601. ret = GetNewSign(id);
  5602. else
  5603. LogWrite(SIGN__ERROR, 0, "Sign", "Database inserted sign (%u) but was still unable to retrieve it!", id);
  5604. }
  5605. else if (!reloading && database.LoadGroundSpawn(this, id)) {
  5606. if (GetGroundSpawn(id))
  5607. ret = GetNewGroundSpawn(id);
  5608. else
  5609. LogWrite(GROUNDSPAWN__ERROR, 0, "GSpawn", "Database inserted ground spawn (%u) but was still unable to retrieve it!", id);
  5610. }
  5611. if(ret)
  5612. ret->SetID(Spawn::NextID());
  5613. return ret;
  5614. }
  5615. vector<EntityCommand*>* ZoneServer::GetEntityCommandList(int32 id){
  5616. if(entity_command_list.count(id) > 0)
  5617. return entity_command_list[id];
  5618. else
  5619. return 0;
  5620. }
  5621. void ZoneServer::SetEntityCommandList(int32 id, EntityCommand* command) {
  5622. if (entity_command_list.count(id) == 0)
  5623. entity_command_list[id] = new vector<EntityCommand*>;
  5624. entity_command_list[id]->push_back(command);
  5625. }
  5626. EntityCommand* ZoneServer::GetEntityCommand(int32 id, string name) {
  5627. EntityCommand* ret = 0;
  5628. if (entity_command_list.count(id) == 0)
  5629. return ret;
  5630. vector<EntityCommand*>::iterator itr;
  5631. for (itr = entity_command_list[id]->begin(); itr != entity_command_list[id]->end(); itr++) {
  5632. if ((*itr)->name == name) {
  5633. ret = (*itr);
  5634. break;
  5635. }
  5636. }
  5637. return ret;
  5638. }
  5639. void ZoneServer::ClearEntityCommands() {
  5640. if (entity_command_list.size() > 0) {
  5641. map<int32, vector<EntityCommand*>* >::iterator itr;
  5642. for (itr = entity_command_list.begin(); itr != entity_command_list.end(); itr++) {
  5643. vector<EntityCommand*>* entity_commands = itr->second;
  5644. if (entity_commands && entity_commands->size() > 0) {
  5645. vector<EntityCommand*>::iterator v_itr;
  5646. for (v_itr = entity_commands->begin(); v_itr != entity_commands->end(); v_itr++)
  5647. safe_delete(*v_itr);
  5648. entity_commands->clear();
  5649. }
  5650. safe_delete(entity_commands);
  5651. }
  5652. entity_command_list.clear();
  5653. }
  5654. }
  5655. void ZoneServer::AddNPCSpell(int32 list_id, int32 spell_id, int8 tier){
  5656. npc_spell_list[list_id][spell_id] = tier;
  5657. }
  5658. vector<Spell*>* ZoneServer::GetNPCSpells(int32 primary_list, int32 secondary_list){
  5659. vector<Spell*>* ret = 0;
  5660. if(npc_spell_list.count(primary_list) > 0){
  5661. ret = new vector<Spell*>();
  5662. map<int32, int8>::iterator itr;
  5663. Spell* tmpSpell = 0;
  5664. for(itr = npc_spell_list[primary_list].begin(); itr != npc_spell_list[primary_list].end(); itr++){
  5665. tmpSpell = master_spell_list.GetSpell(itr->first, itr->second);
  5666. if(tmpSpell)
  5667. ret->push_back(tmpSpell);
  5668. }
  5669. }
  5670. if(npc_spell_list.count(secondary_list) > 0){
  5671. if(!ret)
  5672. ret = new vector<Spell*>();
  5673. map<int32, int8>::iterator itr;
  5674. Spell* tmpSpell = 0;
  5675. for(itr = npc_spell_list[secondary_list].begin(); itr != npc_spell_list[secondary_list].end(); itr++){
  5676. tmpSpell = master_spell_list.GetSpell(itr->first, itr->second);
  5677. if(tmpSpell)
  5678. ret->push_back(tmpSpell);
  5679. }
  5680. }
  5681. if(ret && ret->size() == 0){
  5682. safe_delete(ret);
  5683. ret = 0;
  5684. }
  5685. return ret;
  5686. }
  5687. void ZoneServer::AddNPCSkill(int32 list_id, int32 skill_id, int16 value){
  5688. npc_skill_list[list_id][skill_id] = value;
  5689. }
  5690. map<string, Skill*>* ZoneServer::GetNPCSkills(int32 primary_list, int32 secondary_list){
  5691. map<string, Skill*>* ret = 0;
  5692. if(npc_skill_list.count(primary_list) > 0){
  5693. ret = new map<string, Skill*>();
  5694. map<int32, int16>::iterator itr;
  5695. Skill* tmpSkill = 0;
  5696. for(itr = npc_skill_list[primary_list].begin(); itr != npc_skill_list[primary_list].end(); itr++){
  5697. tmpSkill = master_skill_list.GetSkill(itr->first);
  5698. if(tmpSkill){
  5699. tmpSkill = new Skill(tmpSkill);
  5700. tmpSkill->current_val = itr->second;
  5701. tmpSkill->max_val = tmpSkill->current_val+5;
  5702. (*ret)[tmpSkill->name.data] = tmpSkill;
  5703. }
  5704. }
  5705. }
  5706. if(npc_skill_list.count(secondary_list) > 0){
  5707. if(!ret)
  5708. ret = new map<string, Skill*>();
  5709. map<int32, int16>::iterator itr;
  5710. Skill* tmpSkill = 0;
  5711. for(itr = npc_skill_list[secondary_list].begin(); itr != npc_skill_list[secondary_list].end(); itr++){
  5712. tmpSkill = master_skill_list.GetSkill(itr->first);
  5713. if(tmpSkill){
  5714. tmpSkill = new Skill(tmpSkill);
  5715. tmpSkill->current_val = itr->second;
  5716. tmpSkill->max_val = tmpSkill->current_val+5;
  5717. (*ret)[tmpSkill->name.data] = tmpSkill;
  5718. }
  5719. }
  5720. }
  5721. if(ret && ret->size() == 0){
  5722. safe_delete(ret);
  5723. ret = 0;
  5724. }
  5725. return ret;
  5726. }
  5727. void ZoneServer::AddNPCEquipment(int32 list_id, int32 item_id){
  5728. npc_equipment_list[list_id].push_back(item_id);
  5729. }
  5730. void ZoneServer::SetNPCEquipment(NPC* npc) {
  5731. if(npc_equipment_list.count(npc->GetEquipmentListID()) > 0){
  5732. Item* tmpItem = 0;
  5733. int8 slot = 0;
  5734. vector<int32>::iterator itr;
  5735. for(itr = npc_equipment_list[npc->GetEquipmentListID()].begin(); itr != npc_equipment_list[npc->GetEquipmentListID()].end(); itr++){
  5736. tmpItem = master_item_list.GetItem(*itr);
  5737. if(tmpItem){
  5738. slot = npc->GetEquipmentList()->GetFreeSlot(tmpItem);
  5739. if(slot < 255){
  5740. tmpItem = new Item(tmpItem);
  5741. npc->GetEquipmentList()->SetItem(slot, tmpItem);
  5742. }
  5743. }
  5744. }
  5745. }
  5746. }
  5747. void ZoneServer::AddNPC(int32 id, NPC* npc) {
  5748. npc_list[id] = npc;
  5749. }
  5750. void ZoneServer::AddWidget(int32 id, Widget* widget) {
  5751. widget_list[id] = widget;
  5752. }
  5753. Widget* ZoneServer::GetWidget(int32 id, bool override_loading) {
  5754. if((!reloading || override_loading) && widget_list.count(id) > 0)
  5755. return widget_list[id];
  5756. else
  5757. return 0;
  5758. }
  5759. Widget* ZoneServer::GetNewWidget(int32 id) {
  5760. if(!reloading && widget_list.count(id) > 0)
  5761. return widget_list[id]->Copy();
  5762. else
  5763. return 0;
  5764. }
  5765. void ZoneServer::LoadGroundSpawnEntries(){
  5766. MGroundSpawnItems.lock();
  5767. database.LoadGroundSpawnEntries(this);
  5768. MGroundSpawnItems.unlock();
  5769. }
  5770. void ZoneServer::LoadGroundSpawnItems() {
  5771. }
  5772. void ZoneServer::AddGroundSpawnEntry(int32 groundspawn_id, int16 min_skill_level, int16 min_adventure_level, int8 bonus_table, float harvest1, float harvest3, float harvest5, float harvest_imbue, float harvest_rare, float harvest10, int32 harvest_coin) {
  5773. GroundSpawnEntry* entry = new GroundSpawnEntry;
  5774. entry->min_skill_level = min_skill_level;
  5775. entry->min_adventure_level = min_adventure_level;
  5776. entry->bonus_table = bonus_table;
  5777. entry->harvest1 = harvest1;
  5778. entry->harvest3 = harvest3;
  5779. entry->harvest5 = harvest5;
  5780. entry->harvest_imbue = harvest_imbue;
  5781. entry->harvest_rare = harvest_rare;
  5782. entry->harvest10 = harvest10;
  5783. entry->harvest_coin = harvest_coin;
  5784. groundspawn_entries[groundspawn_id].push_back(entry);
  5785. }
  5786. void ZoneServer::AddGroundSpawnItem(int32 groundspawn_id, int32 item_id, int8 is_rare, int32 grid_id) {
  5787. GroundSpawnEntryItem* entry = new GroundSpawnEntryItem;
  5788. entry->item_id = item_id;
  5789. entry->is_rare = is_rare;
  5790. entry->grid_id = grid_id;
  5791. groundspawn_items[groundspawn_id].push_back(entry);
  5792. }
  5793. vector<GroundSpawnEntry*>* ZoneServer::GetGroundSpawnEntries(int32 id){
  5794. vector<GroundSpawnEntry*>* ret = 0;
  5795. MGroundSpawnItems.lock();
  5796. if(groundspawn_entries.count(id) > 0)
  5797. ret = &groundspawn_entries[id];
  5798. MGroundSpawnItems.unlock();
  5799. return ret;
  5800. }
  5801. vector<GroundSpawnEntryItem*>* ZoneServer::GetGroundSpawnEntryItems(int32 id){
  5802. vector<GroundSpawnEntryItem*>* ret = 0;
  5803. if(groundspawn_items.count(id) > 0)
  5804. ret = &groundspawn_items[id];
  5805. return ret;
  5806. }
  5807. // TODO - mis-named, should be DeleteGroundSpawnEntries() but this is ok for now :)
  5808. void ZoneServer::DeleteGroundSpawnItems()
  5809. {
  5810. MGroundSpawnItems.lock();
  5811. map<int32, vector<GroundSpawnEntry*> >::iterator groundspawnentry_map_itr;
  5812. vector<GroundSpawnEntry*>::iterator groundspawnentry_itr;
  5813. for(groundspawnentry_map_itr = groundspawn_entries.begin(); groundspawnentry_map_itr != groundspawn_entries.end(); groundspawnentry_map_itr++)
  5814. {
  5815. for(groundspawnentry_itr = groundspawnentry_map_itr->second.begin(); groundspawnentry_itr != groundspawnentry_map_itr->second.end(); groundspawnentry_itr++)
  5816. {
  5817. safe_delete(*groundspawnentry_itr);
  5818. }
  5819. }
  5820. groundspawn_entries.clear();
  5821. map<int32, vector<GroundSpawnEntryItem*> >::iterator groundspawnitem_map_itr;
  5822. vector<GroundSpawnEntryItem*>::iterator groundspawnitem_itr;
  5823. for(groundspawnitem_map_itr = groundspawn_items.begin(); groundspawnitem_map_itr != groundspawn_items.end(); groundspawnitem_map_itr++)
  5824. {
  5825. for(groundspawnitem_itr = groundspawnitem_map_itr->second.begin(); groundspawnitem_itr != groundspawnitem_map_itr->second.end(); groundspawnitem_itr++)
  5826. {
  5827. safe_delete(*groundspawnitem_itr);
  5828. }
  5829. }
  5830. groundspawn_items.clear();
  5831. MGroundSpawnItems.unlock();
  5832. }
  5833. void ZoneServer::AddGroundSpawn(int32 id, GroundSpawn* spawn) {
  5834. groundspawn_list[id] = spawn;
  5835. }
  5836. GroundSpawn* ZoneServer::GetGroundSpawn(int32 id, bool override_loading) {
  5837. if((!reloading || override_loading) && groundspawn_list.count(id) > 0)
  5838. return groundspawn_list[id];
  5839. else
  5840. return 0;
  5841. }
  5842. GroundSpawn* ZoneServer::GetNewGroundSpawn(int32 id) {
  5843. if(!reloading && groundspawn_list.count(id) > 0)
  5844. return groundspawn_list[id]->Copy();
  5845. else
  5846. return 0;
  5847. }
  5848. void ZoneServer::AddLootTable(int32 id, LootTable* table){
  5849. loot_tables[id] = table;
  5850. }
  5851. void ZoneServer::AddLootDrop(int32 id, LootDrop* drop){
  5852. loot_drops[id].push_back(drop);
  5853. }
  5854. void ZoneServer::AddSpawnLootList(int32 spawn_id, int32 id) {
  5855. spawn_loot_list[spawn_id].push_back(id);
  5856. }
  5857. void ZoneServer::ClearSpawnLootList(int32 spawn_id) {
  5858. spawn_loot_list[spawn_id].clear();
  5859. }
  5860. void ZoneServer::AddLevelLootList(GlobalLoot* loot) {
  5861. level_loot_list.push_back(loot);
  5862. }
  5863. void ZoneServer::AddRacialLootList(int16 racial_id, GlobalLoot* loot) {
  5864. racial_loot_list[racial_id].push_back(loot);
  5865. }
  5866. void ZoneServer::AddZoneLootList(int32 zone, GlobalLoot* loot) {
  5867. zone_loot_list[zone].push_back(loot);
  5868. }
  5869. void ZoneServer::ClearLootTables(){
  5870. map<int32,LootTable*>::iterator table_itr;
  5871. for(table_itr = loot_tables.begin(); table_itr != loot_tables.end(); table_itr++){
  5872. safe_delete(table_itr->second);
  5873. }
  5874. map<int32, vector<LootDrop*> >::iterator drop_itr;
  5875. vector<LootDrop*>::iterator drop_itr2;
  5876. for(drop_itr = loot_drops.begin(); drop_itr != loot_drops.end(); drop_itr++){
  5877. for(drop_itr2 = drop_itr->second.begin(); drop_itr2 != drop_itr->second.end(); drop_itr2++){
  5878. safe_delete(*drop_itr2);
  5879. }
  5880. }
  5881. vector<GlobalLoot*>::iterator level_itr;
  5882. for (level_itr = level_loot_list.begin(); level_itr != level_loot_list.end(); level_itr++) {
  5883. safe_delete(*level_itr);
  5884. }
  5885. map<int16, vector<GlobalLoot*> >::iterator race_itr;
  5886. vector<GlobalLoot*>::iterator race_itr2;
  5887. for (race_itr = racial_loot_list.begin(); race_itr != racial_loot_list.end(); race_itr++) {
  5888. for (race_itr2 = race_itr->second.begin(); race_itr2 != race_itr->second.end(); race_itr2++) {
  5889. safe_delete(*race_itr2);
  5890. }
  5891. }
  5892. map<int32, vector<GlobalLoot*> >::iterator zone_itr;
  5893. vector<GlobalLoot*>::iterator zone_itr2;
  5894. for(zone_itr = zone_loot_list.begin(); zone_itr != zone_loot_list.end(); zone_itr++) {
  5895. for (zone_itr2 = zone_itr->second.begin(); zone_itr2 != zone_itr->second.end(); zone_itr2++) {
  5896. safe_delete(*zone_itr2);
  5897. }
  5898. }
  5899. loot_tables.clear();
  5900. loot_drops.clear();
  5901. spawn_loot_list.clear();
  5902. level_loot_list.clear();
  5903. racial_loot_list.clear();
  5904. zone_loot_list.clear();
  5905. }
  5906. vector<int32> ZoneServer::GetSpawnLootList(int32 spawn_id, int32 zone_id, int8 spawn_level, int16 racial_id) {
  5907. vector<int32> ret;
  5908. if(reloading)
  5909. return ret;
  5910. if (spawn_loot_list.count(spawn_id) > 0)
  5911. ret.insert(ret.end(), spawn_loot_list[spawn_id].begin(), spawn_loot_list[spawn_id].end());
  5912. if (level_loot_list.size() > 0) {
  5913. vector<GlobalLoot*>::iterator itr;
  5914. for (itr = level_loot_list.begin(); itr != level_loot_list.end(); itr++) {
  5915. GlobalLoot* loot = *itr;
  5916. if (loot->minLevel == 0 && loot->maxLevel == 0)
  5917. ret.push_back(loot->table_id);
  5918. else {
  5919. if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel)
  5920. ret.push_back(loot->table_id);
  5921. }
  5922. }
  5923. }
  5924. if (racial_loot_list.count(racial_id) > 0) {
  5925. vector<GlobalLoot*>::iterator itr;
  5926. for (itr = racial_loot_list[racial_id].begin(); itr != racial_loot_list[racial_id].end(); itr++) {
  5927. GlobalLoot* loot = *itr;
  5928. if (loot->minLevel == 0 && loot->maxLevel == 0)
  5929. ret.push_back(loot->table_id);
  5930. else {
  5931. if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel)
  5932. ret.push_back(loot->table_id);
  5933. }
  5934. }
  5935. }
  5936. if (zone_loot_list.count(zone_id) > 0) {
  5937. vector<GlobalLoot*>::iterator itr;
  5938. for (itr = zone_loot_list[zone_id].begin(); itr != zone_loot_list[zone_id].end(); itr++) {
  5939. GlobalLoot* loot = *itr;
  5940. if (loot->minLevel == 0 && loot->maxLevel == 0)
  5941. ret.push_back(loot->table_id);
  5942. else {
  5943. if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel)
  5944. ret.push_back(loot->table_id);
  5945. }
  5946. }
  5947. }
  5948. return ret;
  5949. }
  5950. vector<LootDrop*>* ZoneServer::GetLootDrops(int32 table_id){
  5951. if(!reloading && loot_drops.count(table_id) > 0)
  5952. return &(loot_drops[table_id]);
  5953. else
  5954. return 0;
  5955. }
  5956. LootTable* ZoneServer::GetLootTable(int32 table_id){
  5957. return loot_tables[table_id];
  5958. }
  5959. void ZoneServer::AddLocationTransporter(int32 zone_id, string message, float trigger_x, float trigger_y, float trigger_z, float trigger_radius, int32 destination_zone_id, float destination_x, float destination_y, float destination_z, float destination_heading, int32 cost, int32 unique_id){
  5960. LocationTransportDestination* loc = new LocationTransportDestination;
  5961. loc->message = message;
  5962. loc->trigger_x = trigger_x;
  5963. loc->trigger_y = trigger_y;
  5964. loc->trigger_z = trigger_z;
  5965. loc->trigger_radius = trigger_radius;
  5966. loc->destination_zone_id = destination_zone_id;
  5967. loc->destination_x = destination_x;
  5968. loc->destination_y = destination_y;
  5969. loc->destination_z = destination_z;
  5970. loc->destination_heading = destination_heading;
  5971. loc->cost = cost;
  5972. loc->unique_id = unique_id;
  5973. MTransporters.lock();
  5974. if(location_transporters.count(zone_id) == 0)
  5975. location_transporters[zone_id] = new MutexList<LocationTransportDestination*>();
  5976. location_transporters[zone_id]->Add(loc);
  5977. MTransporters.unlock();
  5978. }
  5979. void ZoneServer::AddTransporter(int32 transport_id, int8 type, string name, string message, int32 destination_zone_id, float destination_x, float destination_y, float destination_z, float destination_heading, int32 cost, int32 unique_id, int8 min_level, int8 max_level, int32 quest_req, int16 quest_step_req, int32 quest_complete, int32 map_x, int32 map_y){
  5980. TransportDestination* transport = new TransportDestination;
  5981. transport->type = type;
  5982. transport->display_name = name;
  5983. transport->message = message;
  5984. transport->destination_zone_id = destination_zone_id;
  5985. transport->destination_x = destination_x;
  5986. transport->destination_y = destination_y;
  5987. transport->destination_z = destination_z;
  5988. transport->destination_heading = destination_heading;
  5989. transport->cost = cost;
  5990. transport->unique_id = unique_id;
  5991. transport->min_level = min_level;
  5992. transport->max_level = max_level;
  5993. transport->req_quest = quest_req;
  5994. transport->req_quest_step = quest_step_req;
  5995. transport->req_quest_complete = quest_complete;
  5996. transport->map_x = map_x;
  5997. transport->map_y = map_y;
  5998. MTransporters.lock();
  5999. transporters[transport_id].push_back(transport);
  6000. MTransporters.unlock();
  6001. }
  6002. vector<TransportDestination*>* ZoneServer::GetTransporters(int32 transport_id){
  6003. vector<TransportDestination*>* ret = 0;
  6004. MTransporters.lock();
  6005. if(transporters.count(transport_id) > 0)
  6006. ret = &transporters[transport_id];
  6007. MTransporters.unlock();
  6008. return ret;
  6009. }
  6010. MutexList<LocationTransportDestination*>* ZoneServer::GetLocationTransporters(int32 zone_id){
  6011. MutexList<LocationTransportDestination*>* ret = 0;
  6012. MTransporters.lock();
  6013. if(location_transporters.count(zone_id) > 0)
  6014. ret = location_transporters[zone_id];
  6015. MTransporters.unlock();
  6016. return ret;
  6017. }
  6018. void ZoneServer::DeleteGlobalTransporters(){
  6019. MTransporters.lock();
  6020. map<int32, vector<TransportDestination*> >::iterator itr;
  6021. vector<TransportDestination*>::iterator transport_vector_itr;
  6022. for(itr = transporters.begin(); itr != transporters.end(); itr++){
  6023. for(transport_vector_itr = itr->second.begin(); transport_vector_itr != itr->second.end(); transport_vector_itr++){
  6024. safe_delete(*transport_vector_itr);
  6025. }
  6026. }
  6027. map<int32, MutexList<LocationTransportDestination*>* >::iterator itr2;
  6028. for(itr2 = location_transporters.begin(); itr2 != location_transporters.end(); itr2++){
  6029. itr2->second->clear(true);
  6030. delete itr2->second;
  6031. }
  6032. transporters.clear();
  6033. location_transporters.clear();
  6034. MTransporters.unlock();
  6035. }
  6036. void ZoneServer::DeleteGlobalSpawns() {
  6037. ClearLootTables();
  6038. map<int32, NPC*>::iterator npc_list_iter;
  6039. for(npc_list_iter=npc_list.begin();npc_list_iter!=npc_list.end();npc_list_iter++) {
  6040. safe_delete(npc_list_iter->second);
  6041. }
  6042. npc_list.clear();
  6043. map<int32, Object*>::iterator object_list_iter;
  6044. for(object_list_iter=object_list.begin();object_list_iter!=object_list.end();object_list_iter++) {
  6045. safe_delete(object_list_iter->second);
  6046. }
  6047. object_list.clear();
  6048. map<int32, GroundSpawn*>::iterator groundspawn_list_iter;
  6049. for(groundspawn_list_iter=groundspawn_list.begin();groundspawn_list_iter!=groundspawn_list.end();groundspawn_list_iter++) {
  6050. safe_delete(groundspawn_list_iter->second);
  6051. }
  6052. groundspawn_list.clear();
  6053. map<int32, Widget*>::iterator widget_list_iter;
  6054. for(widget_list_iter=widget_list.begin();widget_list_iter!=widget_list.end();widget_list_iter++) {
  6055. safe_delete(widget_list_iter->second);
  6056. }
  6057. widget_list.clear();
  6058. map<int32, Sign*>::iterator sign_list_iter;
  6059. for(sign_list_iter=sign_list.begin();sign_list_iter!=sign_list.end();sign_list_iter++) {
  6060. safe_delete(sign_list_iter->second);
  6061. }
  6062. sign_list.clear();
  6063. /*map<int32, AppearanceData*>::iterator appearance_list_iter;
  6064. for(appearance_list_iter=npc_appearance_list.begin();appearance_list_iter!=npc_appearance_list.end();appearance_list_iter++) {
  6065. safe_delete(appearance_list_iter->second);
  6066. }
  6067. npc_appearance_list.clear();*/
  6068. ClearEntityCommands();
  6069. DeleteGroundSpawnItems();
  6070. DeleteGlobalTransporters();
  6071. DeleteTransporterMaps();
  6072. }
  6073. void ZoneServer::AddTransportMap(int32 id, string name) {
  6074. MTransportMaps.writelock(__FUNCTION__, __LINE__);
  6075. m_transportMaps[id] = name;
  6076. MTransportMaps.releasewritelock(__FUNCTION__, __LINE__);
  6077. }
  6078. bool ZoneServer::TransportHasMap(int32 id) {
  6079. bool ret = false;
  6080. MTransportMaps.readlock(__FUNCTION__, __LINE__);
  6081. ret = m_transportMaps.count(id) > 0;
  6082. MTransportMaps.releasereadlock(__FUNCTION__, __LINE__);
  6083. return ret;
  6084. }
  6085. string ZoneServer::GetTransportMap(int32 id) {
  6086. string ret;
  6087. MTransportMaps.readlock(__FUNCTION__, __LINE__);
  6088. if (m_transportMaps.count(id) > 0)
  6089. ret = m_transportMaps[id];
  6090. MTransportMaps.releasereadlock(__FUNCTION__, __LINE__);
  6091. return ret;
  6092. }
  6093. void ZoneServer::DeleteTransporterMaps() {
  6094. MTransportMaps.writelock(__FUNCTION__, __LINE__);
  6095. m_transportMaps.clear();
  6096. MTransportMaps.releasewritelock(__FUNCTION__, __LINE__);
  6097. }
  6098. void ZoneServer::ReloadSpawns() {
  6099. if (reloading)
  6100. return;
  6101. reloading = true;
  6102. // Let every one in the zone know what is happening
  6103. HandleBroadcast("Reloading all spawns for this zone.");
  6104. DeleteGlobalSpawns();
  6105. Depop(false, true);
  6106. }
  6107. void ZoneServer::SendStateCommand(Spawn* spawn, int32 state) {
  6108. vector<Client*>::iterator itr;
  6109. MClientList.readlock(__FUNCTION__, __LINE__);
  6110. for (itr = clients.begin(); itr != clients.end(); itr++) {
  6111. Client* client = *itr;
  6112. if (client && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn))
  6113. ClientPacketFunctions::SendStateCommand(client, client->GetPlayer()->GetIDWithPlayerSpawn(spawn), state);
  6114. }
  6115. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  6116. }
  6117. void ZoneServer::AddFlightPath(int32 id, FlightPathInfo* info) {
  6118. if (m_flightPaths.count(id) > 0) {
  6119. LogWrite(ZONE__ERROR, 0, "Zone", "Duplicate flight path (%u)", id);
  6120. safe_delete(info);
  6121. return;
  6122. }
  6123. m_flightPaths[id] = info;
  6124. }
  6125. void ZoneServer::AddFlightPathLocation(int32 id, FlightPathLocation* location) {
  6126. if (m_flightPaths.count(id) == 0) {
  6127. LogWrite(ZONE__ERROR, 0, "Zone", "There is no flight info for this route (%u)", id);
  6128. safe_delete(location);
  6129. return;
  6130. }
  6131. m_flightPathRoutes[id].push_back(location);
  6132. }
  6133. void ZoneServer::DeleteFlightPaths() {
  6134. map<int32, vector<FlightPathLocation*> >::iterator itr;
  6135. vector<FlightPathLocation*>::iterator itr2;
  6136. map<int32, FlightPathInfo*>::iterator itr3;
  6137. for (itr = m_flightPathRoutes.begin(); itr != m_flightPathRoutes.end(); itr++) {
  6138. for (itr2 = itr->second.begin(); itr2 != itr->second.end(); itr2++) {
  6139. safe_delete(*itr2);
  6140. }
  6141. itr->second.clear();
  6142. }
  6143. m_flightPathRoutes.clear();
  6144. for (itr3 = m_flightPaths.begin(); itr3 != m_flightPaths.end(); itr3++) {
  6145. safe_delete(itr3->second);
  6146. }
  6147. m_flightPaths.clear();
  6148. }
  6149. void ZoneServer::SendFlightPathsPackets(Client* client) {
  6150. // Only send a packet if there are flight paths
  6151. if (m_flightPathRoutes.size() > 0) {
  6152. PacketStruct* packet = configReader.getStruct("WS_FlightPathsMsg", client->GetVersion());
  6153. if (packet) {
  6154. int32 num_routes = m_flightPaths.size();
  6155. packet->setArrayLengthByName("number_of_routes", num_routes);
  6156. packet->setArrayLengthByName("number_of_routes2", num_routes);
  6157. packet->setArrayLengthByName("number_of_routes3", num_routes);
  6158. packet->setArrayLengthByName("number_of_routes4", num_routes);
  6159. map<int32, FlightPathInfo*>::iterator itr;
  6160. int32 i = 0;
  6161. for (itr = m_flightPaths.begin(); itr != m_flightPaths.end(); itr++, i++) {
  6162. packet->setArrayDataByName("route_length", m_flightPathRoutes[itr->first].size(), i);
  6163. packet->setArrayDataByName("ground_mount", itr->second->flying ? 0 : 1, i);
  6164. packet->setArrayDataByName("allow_dismount", itr->second->dismount ? 1 : 0, i);
  6165. packet->setSubArrayLengthByName("route_length2", m_flightPathRoutes[itr->first].size(), i);
  6166. vector<FlightPathLocation*>::iterator itr2;
  6167. int32 j = 0;
  6168. for (itr2 = m_flightPathRoutes[itr->first].begin(); itr2 != m_flightPathRoutes[itr->first].end(); itr2++, j++) {
  6169. packet->setSubArrayDataByName("x", (*itr2)->X, i, j);
  6170. packet->setSubArrayDataByName("y", (*itr2)->Y, i, j);
  6171. packet->setSubArrayDataByName("z", (*itr2)->Z, i, j);
  6172. }
  6173. }
  6174. client->QueuePacket(packet->serialize());
  6175. safe_delete(packet);
  6176. }
  6177. }
  6178. }
  6179. int32 ZoneServer::GetFlightPathIndex(int32 id) {
  6180. int32 index = 0;
  6181. map<int32, FlightPathInfo*>::iterator itr;
  6182. for (itr = m_flightPaths.begin(); itr != m_flightPaths.end(); itr++, index++) {
  6183. if (itr->first == id)
  6184. return index;
  6185. }
  6186. return -1;
  6187. }
  6188. float ZoneServer::GetFlightPathSpeed(int32 id) {
  6189. float speed = 1;
  6190. if (m_flightPaths.count(id) > 0)
  6191. speed = m_flightPaths[id]->speed;
  6192. return speed;
  6193. }
  6194. void ZoneServer::ProcessSpawnConditional(int8 condition) {
  6195. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  6196. MSpawnList.readlock(__FUNCTION__, __LINE__);
  6197. map<int32, Spawn*>::iterator itr;
  6198. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  6199. if (itr->second != NULL) // null itr->second still coming into ProcessSpawnConditional
  6200. {
  6201. SpawnLocation* loc = spawn_location_list[itr->second->GetSpawnLocationID()];
  6202. if (loc && loc->conditional > 0) {
  6203. if ((loc->conditional & condition) != condition) {
  6204. Despawn(itr->second, 0);
  6205. }
  6206. }
  6207. }
  6208. }
  6209. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  6210. map<int32, SpawnLocation*>::iterator itr2;
  6211. for (itr2 = spawn_location_list.begin(); itr2 != spawn_location_list.end(); itr2++) {
  6212. SpawnLocation* loc = itr2->second;
  6213. if (loc && loc->conditional > 0 && ((loc->conditional & condition) == condition))
  6214. if (GetSpawnByLocationID(loc->placement_id) == NULL)
  6215. ProcessSpawnLocation(loc);
  6216. }
  6217. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  6218. }