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(100);
  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() || (!initial_login && !client->IsReadyForUpdates()))
  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. MSpawnList.readlock(__FUNCTION__, __LINE__);
  968. for (itr = clients.begin(); itr != clients.end(); itr++) {
  969. client = *itr;
  970. if(client->IsReadyForSpawns())
  971. CheckSendSpawnToClient(client);
  972. }
  973. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  974. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  975. }
  976. void ZoneServer::CheckRemoveSpawnFromClient(Spawn* spawn) {
  977. vector<Client*>::iterator itr;
  978. Client* client = 0;
  979. PacketStruct* packet = 0;
  980. int16 packet_version = 0;
  981. MClientList.readlock(__FUNCTION__, __LINE__);
  982. for (itr = clients.begin(); itr != clients.end(); itr++) {
  983. client = *itr;
  984. if(client){
  985. if(!packet || packet_version != client->GetVersion()){
  986. safe_delete(packet);
  987. packet_version = client->GetVersion();
  988. packet = configReader.getStruct("WS_DestroyGhostCmd", packet_version);
  989. }
  990. if(spawn && spawn != client->GetPlayer() &&
  991. client->GetPlayer()->WasSentSpawn(spawn->GetID()) &&
  992. client->GetPlayer()->WasSpawnRemoved(spawn) == false &&
  993. (spawn_range_map.Get(client)->Get(spawn->GetID()) > REMOVE_SPAWN_DISTANCE &&
  994. !spawn->IsSign() && !spawn->IsObject() && !spawn->IsWidget())){
  995. SendRemoveSpawn(client, spawn, packet);
  996. }
  997. }
  998. }
  999. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1000. safe_delete(packet);
  1001. }
  1002. bool ZoneServer::CombatProcess(Spawn* spawn) {
  1003. bool ret = true;
  1004. if (spawn && spawn->IsEntity())
  1005. ((Entity*)spawn)->ProcessCombat();
  1006. return ret;
  1007. }
  1008. void ZoneServer::AddDelayedSpawnRemove(Spawn* spawn, int32 time) {
  1009. // this prevents a crash when a zone shuts down with a client in it
  1010. if (zoneShuttingDown)
  1011. return;
  1012. if (delayed_spawn_remove_list.count(spawn->GetID(), true) == 0)
  1013. delayed_spawn_remove_list.Put(spawn->GetID(), Timer::GetCurrentTime2() + time);
  1014. }
  1015. void ZoneServer::RemoveDelayedSpawnRemove(Spawn* spawn) {
  1016. if (delayed_spawn_remove_list.count(spawn->GetID(), true) > 0)
  1017. delayed_spawn_remove_list.erase(spawn->GetID());
  1018. }
  1019. void ZoneServer::DelayedSpawnRemoval(bool force_delete_all) {
  1020. if (delayed_spawn_remove_list.size(true) > 0) {
  1021. MutexMap<int32, int32>::iterator itr = delayed_spawn_remove_list.begin();
  1022. int32 current_time = Timer::GetCurrentTime2();
  1023. Spawn* spawn = 0;
  1024. // Cycle through all spawns scheduled for removal
  1025. while (itr.Next()) {
  1026. // If it is time for removal, or a force delete of all, then remove the spawn
  1027. if (force_delete_all || current_time >= itr->second) {
  1028. spawn = GetSpawnByID(itr->first);
  1029. delayed_spawn_remove_list.erase(itr->first);
  1030. if (spawn) {
  1031. if (spawn->IsEntity()) {
  1032. // Remove pets
  1033. ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetPet());
  1034. ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetCharmedPet());
  1035. ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetDeityPet());
  1036. ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetCosmeticPet());
  1037. }
  1038. if (spawn->IsPlayer())
  1039. RemoveSpawn(false, spawn, false);
  1040. else
  1041. RemoveSpawn(false, spawn);
  1042. }
  1043. }
  1044. }
  1045. }
  1046. }
  1047. void ZoneServer::AddPendingDelete(Spawn* spawn) {
  1048. MSpawnDeleteList.writelock(__FUNCTION__, __LINE__);
  1049. if(spawn_delete_list.count(spawn) == 0)
  1050. 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
  1051. MSpawnDeleteList.releasewritelock(__FUNCTION__, __LINE__);
  1052. }
  1053. void ZoneServer::DeleteSpawns(bool delete_all) {
  1054. MSpawnDeleteList.writelock(__FUNCTION__, __LINE__);
  1055. if(spawn_delete_list.size() > 0){
  1056. map<Spawn*, int32>::iterator itr;
  1057. map<Spawn*, int32>::iterator erase_itr;
  1058. int32 current_time = Timer::GetCurrentTime2();
  1059. Spawn* spawn = 0;
  1060. for (itr = spawn_delete_list.begin(); itr != spawn_delete_list.end(); ) {
  1061. if (delete_all || current_time >= itr->second){
  1062. spawn = itr->first;
  1063. if (spawn && movementMgr != nullptr) {
  1064. movementMgr->RemoveMob((Entity*)spawn);
  1065. }
  1066. erase_itr = itr++;
  1067. spawn_delete_list.erase(erase_itr);
  1068. safe_delete(spawn);
  1069. }
  1070. else
  1071. itr++;
  1072. }
  1073. }
  1074. MSpawnDeleteList.releasewritelock(__FUNCTION__, __LINE__);
  1075. }
  1076. void ZoneServer::AddDamagedSpawn(Spawn* spawn){
  1077. if (spawn)
  1078. damaged_spawns.Add(spawn->GetID());
  1079. }
  1080. void ZoneServer::RemoveDamagedSpawn(Spawn* spawn){
  1081. if (spawn)
  1082. damaged_spawns.Remove(spawn->GetID());
  1083. }
  1084. bool ZoneServer::Process()
  1085. {
  1086. MMasterZoneLock->lock(); //Changing this back to a recursive lock to fix a possible /reload spells crash with multiple zones running - Foof
  1087. #ifndef NO_CATCH
  1088. try
  1089. {
  1090. #endif
  1091. if(LoadingData){
  1092. while(zoneID == 0){ //this is loaded by world
  1093. Sleep(10);
  1094. }
  1095. if (reloading) {
  1096. LogWrite(COMMAND__DEBUG, 0, "Command", "-Loading Entity Commands...");
  1097. database.LoadEntityCommands(this);
  1098. LogWrite(NPC__INFO, 0, "NPC", "-Loading NPC data...");
  1099. database.LoadNPCs(this);
  1100. LogWrite(NPC__INFO, 0, "NPC", "-Load NPC data complete!");
  1101. LogWrite(OBJECT__INFO, 0, "Object", "-Loading Object data...");
  1102. database.LoadObjects(this);
  1103. LogWrite(OBJECT__INFO, 0, "Object", "-Load Object data complete!");
  1104. LogWrite(SIGN__INFO, 0, "Sign", "-Loading Sign data...");
  1105. database.LoadSigns(this);
  1106. LogWrite(SIGN__INFO, 0, "Sign", "-Load Sign data complete!");
  1107. LogWrite(WIDGET__INFO, 0, "Widget", "-Loading Widget data...");
  1108. database.LoadWidgets(this);
  1109. LogWrite(WIDGET__INFO, 0, "Widget", "-Load Widget data complete!");
  1110. LogWrite(GROUNDSPAWN__INFO, 0, "GSpawn", "-Loading Groundspawn data...");
  1111. database.LoadGroundSpawns(this);
  1112. database.LoadGroundSpawnEntries(this);
  1113. LogWrite(GROUNDSPAWN__INFO, 0, "GSpawn", "-Load Groundspawn data complete!");
  1114. LogWrite(PET__INFO, 0, "Pet", "-Loading Pet data...");
  1115. database.GetPetNames(this);
  1116. LogWrite(PET__INFO, 0, "Pet", "-Load Pet data complete!");
  1117. LogWrite(LOOT__INFO, 0, "Loot", "-Loading Spawn loot data...");
  1118. database.LoadLoot(this);
  1119. LogWrite(LOOT__INFO, 0, "Loot", "-Loading Spawn loot data complete!");
  1120. LogWrite(TRANSPORT__INFO, 0, "Transport", "-Loading Transporters...");
  1121. database.LoadTransporters(this);
  1122. LogWrite(TRANSPORT__INFO, 0, "Transport", "-Loading Transporters complete!");
  1123. reloading = false;
  1124. }
  1125. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  1126. spawn_group_associations.clear();
  1127. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  1128. MSpawnGroupLocations.writelock(__FUNCTION__, __LINE__);
  1129. spawn_group_locations.clear();
  1130. MSpawnGroupLocations.releasewritelock(__FUNCTION__, __LINE__);
  1131. MSpawnLocationGroups.writelock(__FUNCTION__, __LINE__);
  1132. spawn_location_groups.clear();
  1133. MSpawnLocationGroups.releasewritelock(__FUNCTION__, __LINE__);
  1134. MSpawnGroupChances.writelock(__FUNCTION__, __LINE__);
  1135. spawn_group_chances.clear();
  1136. MSpawnGroupChances.releasewritelock(__FUNCTION__, __LINE__);
  1137. DeleteTransporters();
  1138. ReloadTransporters();
  1139. database.LoadSpawns(this);
  1140. ProcessSpawnLocations();
  1141. if (!revive_points)
  1142. revive_points = new vector<RevivePoint*>;
  1143. else {
  1144. while (!revive_points->empty()){
  1145. safe_delete(revive_points->back());
  1146. revive_points->pop_back();
  1147. }
  1148. }
  1149. database.LoadRevivePoints(revive_points, GetZoneID());
  1150. LoadingData = false;
  1151. spawn_range.Trigger();
  1152. spawn_check_add.Trigger();
  1153. RemoveLocationGrids();
  1154. database.LoadLocationGrids(this);
  1155. const char* zone_script = world.GetZoneScript(this->GetZoneID());
  1156. if(lua_interface && zone_script) {
  1157. RemoveLocationProximities();
  1158. lua_interface->RunZoneScript(zone_script, "init_zone_script", this);
  1159. }
  1160. }
  1161. if(shutdownTimer.Enabled() && shutdownTimer.Check())
  1162. zoneShuttingDown = true;
  1163. if (reloading_spellprocess){
  1164. MMasterZoneLock->unlock();
  1165. return !zoneShuttingDown;
  1166. }
  1167. // Remove LD Player whos LD timer has expired
  1168. if (!zoneShuttingDown)
  1169. DelayedSpawnRemoval(false);
  1170. // client loop
  1171. if(charsheet_changes.Check())
  1172. SendCharSheetChanges();
  1173. // Client loop
  1174. ClientProcess();
  1175. if(spellProcess)
  1176. spellProcess->Process();
  1177. if (tradeskillMgr)
  1178. tradeskillMgr->Process();
  1179. // Client loop
  1180. if(client_save.Check())
  1181. SaveClients();
  1182. // Possibility to do a client loop
  1183. if(weather_enabled && weatherTimer.Check())
  1184. ProcessWeather();
  1185. // client related loop, move to main thread?
  1186. if(!zoneShuttingDown)
  1187. ProcessDrowning();
  1188. // client than location_proximities loop, move to main thread
  1189. if (location_prox_timer.Check() && !zoneShuttingDown)
  1190. CheckLocationProximity();
  1191. // client than location_grid loop, move to main thread
  1192. if (location_grid_timer.Check() && !zoneShuttingDown)
  1193. CheckLocationGrids();
  1194. if (sync_game_time_timer.Check() && !zoneShuttingDown)
  1195. SendTimeUpdateToAllClients();
  1196. if(lua_interface)
  1197. lua_interface->Process();
  1198. int hour = world.GetWorldTimeStruct()->hour;
  1199. int minute = world.GetWorldTimeStruct()->minute;
  1200. if (!isDusk && (hour >= 19 || hour < 8)) {//((hour > dusk_hour || hour < dawn_hour) || ((dusk_hour == hour && minute >= dusk_minute) || (hour == dawn_hour && minute < dawn_minute)))) {
  1201. isDusk = true;
  1202. const char* zone_script = world.GetZoneScript(GetZoneID());
  1203. if (lua_interface && zone_script)
  1204. lua_interface->RunZoneScript(zone_script, "dusk", this);
  1205. ProcessSpawnConditional(SPAWN_CONDITIONAL_NIGHT);
  1206. }
  1207. 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)))) {
  1208. isDusk = false;
  1209. const char* zone_script = world.GetZoneScript(GetZoneID());
  1210. if (lua_interface && zone_script)
  1211. lua_interface->RunZoneScript(zone_script, "dawn", this);
  1212. ProcessSpawnConditional(SPAWN_CONDITIONAL_DAY);
  1213. }
  1214. // damaged spawns loop, spawn related, move to spawn thread?
  1215. if(regenTimer.Check())
  1216. RegenUpdate();
  1217. // heading_timers loop
  1218. if(!zoneShuttingDown)
  1219. CheckHeadingTimers();
  1220. // respawn_timers loop
  1221. if(respawn_timer.Check() && !zoneShuttingDown)
  1222. CheckRespawns();
  1223. // spawn_expire_timers loop
  1224. if (spawn_expire_timer.Check() && !zoneShuttingDown)
  1225. CheckSpawnExpireTimers();
  1226. // widget_timers loop
  1227. if(widget_timer.Check() && !zoneShuttingDown)
  1228. CheckWidgetTimers();
  1229. // spawn_script_timers loop
  1230. if(!zoneShuttingDown)
  1231. CheckSpawnScriptTimers();
  1232. // Check to see if a dead spawn needs to be removed
  1233. CheckDeadSpawnRemoval();
  1234. #ifndef NO_CATCH
  1235. }
  1236. catch(...)
  1237. {
  1238. LogWrite(ZONE__ERROR, 0, "Zone", "Exception while running '%s'", GetZoneName());
  1239. zoneShuttingDown = true;
  1240. MMasterZoneLock->unlock();
  1241. return false;
  1242. }
  1243. #endif
  1244. MMasterZoneLock->unlock();
  1245. return (zoneShuttingDown == false);
  1246. }
  1247. bool ZoneServer::SpawnProcess(){
  1248. if(depop_zone) {
  1249. depop_zone = false;
  1250. ProcessDepop(respawns_allowed, repop_zone);
  1251. finished_depop = true;
  1252. }
  1253. MMasterSpawnLock.writelock(__FUNCTION__, __LINE__);
  1254. // If the zone is loading data or shutting down don't do anything
  1255. if(!LoadingData && !zoneShuttingDown && !reloading_spellprocess) {
  1256. // Set some bool's for timers
  1257. bool movement = movement_timer.Check();
  1258. bool spawnRange = spawn_range.Check();
  1259. bool checkRemove = spawn_check_remove.Check();
  1260. bool aggroCheck = aggro_timer.Check();
  1261. vector<int32> pending_spawn_list_remove;
  1262. // Loop through the spawn list
  1263. map<int32, Spawn*>::iterator itr;
  1264. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1265. // Loop throught the list to set up spawns to be sent to clients
  1266. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  1267. // if zone is shutting down kill the loop
  1268. if (zoneShuttingDown)
  1269. {
  1270. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1271. break;
  1272. }
  1273. Spawn* spawn = itr->second;
  1274. if (spawn) {
  1275. // Checks the range to all clients in the zone
  1276. if (spawnRange)
  1277. CheckSpawnRange(spawn);
  1278. // Checks to see if the spawn needs to be removed from a client
  1279. if (checkRemove)
  1280. CheckRemoveSpawnFromClient(spawn);
  1281. }
  1282. }
  1283. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1284. // 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
  1285. // client loop, move to main thread?
  1286. // 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
  1287. // might be an issue with other functions moved from the spawn thread to the main thread?
  1288. if(spawn_check_add.Check() && !zoneShuttingDown)
  1289. CheckSendSpawnToClient();
  1290. // send spawn changes, changed_spawns loop
  1291. if (spawn_update.Check() && !zoneShuttingDown) { //check for changed spawns every {Rule:SpawnUpdateTimer} milliseconds (default: 200ms)
  1292. SendSpawnChanges();
  1293. }
  1294. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1295. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  1296. // Break the loop if the zone is shutting down
  1297. if (zoneShuttingDown)
  1298. {
  1299. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1300. break;
  1301. }
  1302. Spawn* spawn = itr->second;
  1303. if (spawn) {
  1304. // Process spawn movement
  1305. if (movement) {
  1306. spawn->ProcessMovement(true);
  1307. // update last_movement_update for all spawns (used for time_step)
  1308. spawn->last_movement_update = Timer::GetCurrentTime2();
  1309. }
  1310. // Makes NPC's KOS to other NPC's or players
  1311. if (aggroCheck)
  1312. ProcessAggroChecks(spawn);
  1313. // Process combat for the spawn
  1314. CombatProcess(spawn);
  1315. }
  1316. else {
  1317. // unable to get a valid spawn, lets add the id to another list to remove from the spawn list after this loop is finished
  1318. pending_spawn_list_remove.push_back(itr->first);
  1319. }
  1320. }
  1321. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1322. // Check to see if there are any spawn id's that need to be removed from the spawn list, if so remove them all
  1323. if (pending_spawn_list_remove.size() > 0) {
  1324. MSpawnList.writelock(__FUNCTION__, __LINE__);
  1325. vector<int32>::iterator itr2;
  1326. for (itr2 = pending_spawn_list_remove.begin(); itr2 != pending_spawn_list_remove.end(); itr2++)
  1327. spawn_list.erase(*itr2);
  1328. pending_spawn_list_remove.clear();
  1329. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  1330. }
  1331. // Check to see if there are spawns waiting to be added to the spawn list, if so add them all
  1332. if (pending_spawn_list_add.size() > 0) {
  1333. MSpawnList.writelock(__FUNCTION__, __LINE__);
  1334. MPendingSpawnListAdd.writelock(__FUNCTION__, __LINE__);
  1335. list<Spawn*>::iterator itr2;
  1336. for (itr2 = pending_spawn_list_add.begin(); itr2 != pending_spawn_list_add.end(); itr2++) {
  1337. Spawn* spawn = *itr2;
  1338. if (spawn)
  1339. spawn_list[spawn->GetID()] = spawn;
  1340. }
  1341. pending_spawn_list_add.clear();
  1342. MPendingSpawnListAdd.releasewritelock(__FUNCTION__, __LINE__);
  1343. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  1344. }
  1345. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1346. if (movementMgr != nullptr)
  1347. movementMgr->Process();
  1348. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1349. // Do other loops for spawns
  1350. // 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?
  1351. //if (tracking_timer.Check())
  1352. //ProcessTracking(); // probably doesn't work as spawn loop iterator is never set
  1353. // Delete unused spawns, do this last
  1354. if(!zoneShuttingDown)
  1355. DeleteSpawns(false);
  1356. // Nothing should come after this
  1357. //LogWrite(PLAYER__ERROR, 0, "Debug", "Spawn loop time %u", Timer::GetCurrentTime2() - time);
  1358. }
  1359. MMasterSpawnLock.releasewritelock(__FUNCTION__, __LINE__);
  1360. return (zoneShuttingDown == false);
  1361. }
  1362. void ZoneServer::CheckDeadSpawnRemoval() {
  1363. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  1364. if(dead_spawns.size() > 0){
  1365. vector<Spawn*> tmp_dead_list;
  1366. int32 current_time = Timer::GetCurrentTime2();
  1367. Spawn* spawn = 0;
  1368. map<int32, int32>::iterator itr = dead_spawns.begin();
  1369. map<int32, int32>::iterator itr_delete;
  1370. while (itr != dead_spawns.end()) {
  1371. spawn = GetSpawnByID(itr->first);
  1372. if (spawn) {
  1373. if(current_time >= itr->second)
  1374. tmp_dead_list.push_back(spawn);
  1375. itr++;
  1376. }
  1377. else {
  1378. itr_delete = itr++;
  1379. dead_spawns.erase(itr_delete);
  1380. }
  1381. }
  1382. for(int i=tmp_dead_list.size()-1;i>=0;i--){
  1383. spawn = tmp_dead_list[i];
  1384. if (!spawn->IsPlayer())
  1385. {
  1386. dead_spawns.erase(spawn->GetID());
  1387. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  1388. RemoveSpawn(false, spawn, true, true, true);
  1389. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  1390. }
  1391. }
  1392. }
  1393. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  1394. }
  1395. void ZoneServer::CheckRespawns(){
  1396. vector<int32> tmp_respawn_list;
  1397. MutexMap<int32, int32>::iterator itr = respawn_timers.begin();
  1398. while(itr.Next()){
  1399. if(Timer::GetCurrentTime2() >= itr->second)
  1400. tmp_respawn_list.push_back(itr->first);
  1401. }
  1402. for(int i=tmp_respawn_list.size()-1;i>=0;i--){
  1403. if ( IsInstanceZone() )
  1404. {
  1405. if ( database.DeleteInstanceSpawnRemoved(GetInstanceID(),tmp_respawn_list[i]) )
  1406. {
  1407. }
  1408. else
  1409. {
  1410. }
  1411. }
  1412. ProcessSpawnLocation(tmp_respawn_list[i], true);
  1413. respawn_timers.erase(tmp_respawn_list[i]);
  1414. }
  1415. }
  1416. void ZoneServer::CheckSpawnExpireTimers() {
  1417. MutexMap<int32, int32>::iterator itr = spawn_expire_timers.begin();
  1418. while (itr.Next()) {
  1419. Spawn* spawn = GetSpawnByID(itr->first);
  1420. if (spawn) {
  1421. if (Timer::GetCurrentTime2() >= itr.second) {
  1422. spawn_expire_timers.erase(itr.first);
  1423. Despawn(spawn, spawn->GetRespawnTime());
  1424. }
  1425. }
  1426. else
  1427. spawn_expire_timers.erase(itr->first);
  1428. }
  1429. }
  1430. void ZoneServer::AddSpawnExpireTimer(Spawn* spawn, int32 expire_time, int32 expire_offset) {
  1431. if (spawn) {
  1432. int32 actual_expire_time = expire_time;
  1433. if (expire_offset > 0) {
  1434. int32 low = expire_time;
  1435. int32 high = expire_time + expire_offset;
  1436. if (expire_offset < expire_time)
  1437. low = expire_time - expire_offset;
  1438. int32 range = (high - low) + 1;
  1439. actual_expire_time = (low + (int32)((range * rand()) / (RAND_MAX + 1.0)));
  1440. }
  1441. actual_expire_time *= 1000;
  1442. spawn_expire_timers.Put(spawn->GetID(), Timer::GetCurrentTime2() + actual_expire_time);
  1443. }
  1444. }
  1445. void ZoneServer::SaveClient(Client* client){
  1446. client->Save();
  1447. }
  1448. void ZoneServer::SaveClients(){
  1449. vector<Client*>::iterator itr;
  1450. Client* client = 0;
  1451. MClientList.readlock(__FUNCTION__, __LINE__);
  1452. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1453. client = *itr;
  1454. if(client->IsConnected()){
  1455. SaveClient(client);
  1456. }
  1457. }
  1458. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1459. }
  1460. void ZoneServer::SendSpawnVisualState(Spawn* spawn, int16 type){
  1461. if(!spawn)
  1462. return;
  1463. vector<Client*>::iterator itr;
  1464. spawn->SetTempVisualState(type);
  1465. Client* client = 0;
  1466. MClientList.readlock(__FUNCTION__, __LINE__);
  1467. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1468. client = *itr;
  1469. if(client && client->GetPlayer() != spawn)
  1470. AddChangedSpawn(spawn);
  1471. }
  1472. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1473. }
  1474. void ZoneServer::SendSpawnChangesByDBID(int32 db_id, Client* client, bool override_changes, bool override_vis_changes){
  1475. Spawn* spawn = GetSpawnByDatabaseID(db_id);
  1476. if(spawn && (spawn->changed || override_changes || override_vis_changes))
  1477. SendSpawnChanges(spawn, client, override_changes, override_vis_changes);
  1478. }
  1479. void ZoneServer::SendSpawnChanges(Spawn* spawn, Client* client, bool override_changes, bool override_vis_changes){
  1480. if(client && client->IsReadyForUpdates() && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn) && client->GetPlayer()->GetDistance(spawn) < SEND_SPAWN_DISTANCE){
  1481. EQ2Packet* outapp = spawn->spawn_update_packet(client->GetPlayer(), client->GetVersion(), override_changes, override_vis_changes);
  1482. if(outapp)
  1483. client->QueuePacket(outapp);
  1484. }
  1485. }
  1486. void ZoneServer::SendSpawnChanges(Spawn* spawn){
  1487. if(spawn && spawn->changed){
  1488. if(!spawn->IsPlayer() || (spawn->IsPlayer() && (spawn->info_changed || spawn->vis_changed))){
  1489. vector<Client*>::iterator itr;
  1490. Client* client = 0;
  1491. MClientList.readlock(__FUNCTION__, __LINE__);
  1492. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1493. client = *itr;
  1494. SendSpawnChanges(spawn, client);
  1495. }
  1496. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1497. }
  1498. spawn->changed = false;
  1499. spawn->info_changed = false;
  1500. if(spawn->IsPlayer() == false)
  1501. spawn->position_changed = false;
  1502. spawn->vis_changed = false;
  1503. }
  1504. }
  1505. Spawn* ZoneServer::FindSpawn(Player* searcher, const char* name){
  1506. if(!searcher || !name)
  1507. return 0;
  1508. Spawn* spawn = 0;
  1509. vector<Spawn*> find_spawn_list;
  1510. vector<Spawn*>::iterator fspawn_iter;
  1511. int8 name_size = strlen(name);
  1512. map<int32, Spawn*>::iterator itr;
  1513. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1514. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  1515. spawn = itr->second;
  1516. if(spawn && !strncasecmp(spawn->GetName(), name, name_size))
  1517. find_spawn_list.push_back(spawn);
  1518. }
  1519. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1520. Spawn* closest = 0;
  1521. float distance = 0;
  1522. float test_distance = 0;
  1523. for(fspawn_iter=find_spawn_list.begin(); fspawn_iter!=find_spawn_list.end(); fspawn_iter++){
  1524. spawn = *fspawn_iter;
  1525. if(spawn && ((((test_distance = searcher->GetDistance(spawn)) < distance)) || !closest)){
  1526. distance = test_distance;
  1527. closest = spawn;
  1528. }
  1529. }
  1530. return closest;
  1531. }
  1532. void ZoneServer::AddChangedSpawn(Spawn* spawn){
  1533. if(!spawn || (spawn->IsPlayer() && !spawn->info_changed && !spawn->vis_changed))
  1534. return;
  1535. if (changed_spawns.count(spawn->GetID()) == 0)
  1536. changed_spawns.Add(spawn->GetID());
  1537. }
  1538. void ZoneServer::RemoveChangedSpawn(Spawn* spawn){
  1539. if (spawn)
  1540. changed_spawns.Remove(spawn->GetID());
  1541. }
  1542. void ZoneServer::AddDrowningVictim(Player* player){
  1543. Client* client = GetClientBySpawn(player);
  1544. if(client && drowning_victims.count(client) == 0)
  1545. drowning_victims.Put(client, Timer::GetCurrentTime2());
  1546. }
  1547. void ZoneServer::RemoveDrowningVictim(Player* player){
  1548. Client* client = GetClientBySpawn(player);
  1549. if(client)
  1550. drowning_victims.erase(client);
  1551. }
  1552. Client* ZoneServer::GetDrowningVictim(Player* player){
  1553. Client* client = GetClientBySpawn(player);
  1554. if(client && drowning_victims.count(client) > 0)
  1555. return(client);
  1556. return 0;
  1557. }
  1558. void ZoneServer::ProcessDrowning(){
  1559. vector<Client*> dead_list;
  1560. if(drowning_victims.size(true) > 0){
  1561. sint32 damage = 0;
  1562. int32 current_time = Timer::GetCurrentTime2();
  1563. MutexMap<Client*, int32>::iterator itr = drowning_victims.begin();
  1564. while(itr.Next()){
  1565. if(current_time >= itr->second) {
  1566. Client* client = itr->first;
  1567. Player* player = client->GetPlayer();
  1568. drowning_victims.Get(client) = Timer::GetCurrentTime2() + 2000;
  1569. damage = player->GetTotalHP()/20 + player->GetHPRegen();
  1570. player->TakeDamage(damage);
  1571. if(player->GetHP() == 0)
  1572. dead_list.push_back(client);
  1573. player->SetCharSheetChanged(true);
  1574. SendCharSheetChanges(client);
  1575. SendDamagePacket(0, player, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, DAMAGE_PACKET_RESULT_SUCCESSFUL, DAMAGE_PACKET_DAMAGE_TYPE_DROWN, damage, 0);
  1576. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You are drowning!");
  1577. }
  1578. }
  1579. }
  1580. if(dead_list.size() > 0){
  1581. vector<Client*>::iterator itr;
  1582. for(itr = dead_list.begin(); itr != dead_list.end(); itr++){
  1583. RemoveDrowningVictim((*itr)->GetPlayer());
  1584. KillSpawn(false, (*itr)->GetPlayer(), 0);
  1585. (*itr)->SimpleMessage(CHANNEL_COLOR_WHITE, "You are sleeping with the fishes! Glug, glug...");
  1586. }
  1587. }
  1588. }
  1589. void ZoneServer::SendSpawnChanges(){
  1590. set<Spawn*> spawns_to_send;
  1591. Spawn* spawn = 0;
  1592. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1593. MutexList<int32>::iterator spawn_iter = changed_spawns.begin();
  1594. int count = 0;
  1595. while(spawn_iter.Next()){
  1596. spawn = GetSpawnByID(spawn_iter->value);
  1597. if(spawn){
  1598. spawns_to_send.insert(spawn);
  1599. }
  1600. if (!spawn)
  1601. changed_spawns.Remove(spawn_iter->value);
  1602. }
  1603. changed_spawns.clear();
  1604. vector<Client*>::iterator client_itr;
  1605. Client* client = 0;
  1606. MClientList.readlock(__FUNCTION__, __LINE__);
  1607. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  1608. client = *client_itr;
  1609. client->SendSpawnChanges(spawns_to_send);
  1610. }
  1611. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1612. for (const auto& spawn : spawns_to_send) {
  1613. spawn->changed = false;
  1614. spawn->position_changed = false;
  1615. spawn->vis_changed = false;
  1616. spawn->info_changed = false;
  1617. }
  1618. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1619. }
  1620. void ZoneServer::SendPlayerPositionChanges(Player* player){
  1621. if(player){
  1622. player->position_changed = false;
  1623. Client* client = 0;
  1624. vector<Client*>::iterator client_itr;
  1625. MClientList.readlock(__FUNCTION__, __LINE__);
  1626. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  1627. client = *client_itr;
  1628. if(player != client->GetPlayer() && client->GetPlayer()->WasSentSpawn(player->GetID()) && client->GetPlayer()->WasSpawnRemoved(player) == false){
  1629. EQ2Packet* outapp = player->player_position_update_packet(client->GetPlayer(), client->GetVersion());
  1630. if(outapp)
  1631. client->QueuePacket(outapp);
  1632. }
  1633. }
  1634. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1635. }
  1636. }
  1637. void ZoneServer::SendCharSheetChanges(){
  1638. vector<Client*>::iterator client_itr;
  1639. MClientList.readlock(__FUNCTION__, __LINE__);
  1640. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++)
  1641. SendCharSheetChanges(*client_itr);
  1642. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1643. }
  1644. void ZoneServer::SendCharSheetChanges(Client* client){
  1645. if(client && client->IsConnected() && client->GetPlayer()->GetCharSheetChanged()){
  1646. client->GetPlayer()->SetCharSheetChanged(false);
  1647. ClientPacketFunctions::SendCharacterSheet(client);
  1648. }
  1649. }
  1650. int32 ZoneServer::CalculateSpawnGroup(SpawnLocation* spawnlocation, bool respawn)
  1651. {
  1652. int32 group = 0;
  1653. list<int32>* groups_at_location = GetSpawnGroupsByLocation(spawnlocation->placement_id);
  1654. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1655. if(groups_at_location){
  1656. list<int32>::iterator group_location_itr;
  1657. float chance = 0;
  1658. float total_chance = 0;
  1659. map<int32, float> tmp_chances;
  1660. set<int32>* associated_groups = 0;
  1661. for (group_location_itr = groups_at_location->begin(); group_location_itr != groups_at_location->end(); group_location_itr++) {
  1662. if(tmp_chances.count(*group_location_itr) > 0)
  1663. continue;
  1664. associated_groups = GetAssociatedGroups(*group_location_itr);
  1665. if(associated_groups){
  1666. set<int32>::iterator group_itr;
  1667. for (group_itr = associated_groups->begin(); group_itr != associated_groups->end(); group_itr++) {
  1668. chance = GetSpawnGroupChance(*group_itr);
  1669. if(chance > 0){
  1670. total_chance += chance;
  1671. tmp_chances[*group_itr] = chance;
  1672. }
  1673. else
  1674. tmp_chances[*group_itr] = 0;
  1675. }
  1676. }
  1677. else{ //single group, no associations
  1678. chance = GetSpawnGroupChance(*group_location_itr);
  1679. total_chance += chance;
  1680. tmp_chances[*group_location_itr] = chance;
  1681. }
  1682. }
  1683. if(tmp_chances.size() > 1){
  1684. //set the default for any chances not set
  1685. map<int32, float>::iterator itr2;
  1686. for(itr2 = tmp_chances.begin(); itr2 != tmp_chances.end(); itr2++){
  1687. if(itr2->second == 0){
  1688. total_chance += 100/tmp_chances.size();
  1689. tmp_chances[itr2->first] = (float)(100 / tmp_chances.size());
  1690. }
  1691. }
  1692. }
  1693. if(tmp_chances.size() > 1){
  1694. float roll = (float)(rand()%((int32)total_chance));
  1695. map<int32, float>::iterator itr3;
  1696. for (itr3 = tmp_chances.begin(); itr3 != tmp_chances.end(); itr3++){
  1697. if(itr3->second >= roll){
  1698. group = itr3->first;
  1699. break;
  1700. }
  1701. else
  1702. roll -= itr3->second;
  1703. }
  1704. }
  1705. else if(tmp_chances.size() == 1)
  1706. group = tmp_chances.begin()->first;
  1707. }
  1708. if(group > 0){
  1709. map<int32, int32>* locations = GetSpawnLocationsByGroup(group);
  1710. if(locations){
  1711. map<int32, int32>::iterator itr;
  1712. Spawn* spawn = 0;
  1713. Spawn* leader = 0;
  1714. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  1715. for (itr = locations->begin(); itr != locations->end(); itr++) {
  1716. if(spawn_location_list.count(itr->second) > 0){
  1717. spawn = ProcessSpawnLocation(spawn_location_list[itr->second], respawn);
  1718. if(!leader && spawn)
  1719. leader = spawn;
  1720. if(leader)
  1721. leader->AddSpawnToGroup(spawn);
  1722. if(spawn){
  1723. //if(spawn_group_map.count(group) == 0)
  1724. // spawn_group_map.Put(group, new MutexList<Spawn*>());
  1725. MutexList<int32>* groupList = &spawn_group_map.Get(group);
  1726. groupList->Add(spawn->GetID());
  1727. spawn->SetSpawnGroupID(group);
  1728. }
  1729. }
  1730. }
  1731. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1732. }
  1733. }
  1734. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1735. return group;
  1736. }
  1737. void ZoneServer::ProcessSpawnLocation(int32 location_id, bool respawn)
  1738. {
  1739. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1740. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  1741. if(spawn_location_list.count(location_id) > 0)
  1742. {
  1743. if(respawn) //see if there are any spawns still in game associated with this spawn's group, if so, dont spawn this
  1744. {
  1745. list<int32>* groups = GetSpawnGroupsByLocation(spawn_location_list[location_id]->placement_id);
  1746. if(groups)
  1747. {
  1748. set<int32>* associated_groups = 0;
  1749. bool should_spawn = true;
  1750. list<int32>::iterator itr;
  1751. for (itr = groups->begin(); itr != groups->end(); itr++) {
  1752. associated_groups = GetAssociatedGroups(*itr);
  1753. if(associated_groups)
  1754. {
  1755. set<int32>::iterator assoc_itr;
  1756. for (assoc_itr = associated_groups->begin(); assoc_itr != associated_groups->end(); assoc_itr++) {
  1757. if(spawn_group_map.count(*assoc_itr) > 0 && spawn_group_map.Get(*assoc_itr).size() > 0)
  1758. should_spawn = false;
  1759. }
  1760. }
  1761. }
  1762. if(should_spawn)
  1763. CalculateSpawnGroup(spawn_location_list[location_id]);
  1764. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1765. // need to unlock the list before we exit the function
  1766. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1767. return;
  1768. }
  1769. }
  1770. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1771. ProcessSpawnLocation(spawn_location_list[location_id], respawn);
  1772. }
  1773. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1774. }
  1775. Spawn* ZoneServer::ProcessSpawnLocation(SpawnLocation* spawnlocation, bool respawn)
  1776. {
  1777. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1778. if(!spawnlocation)
  1779. return 0;
  1780. Spawn* spawn = 0;
  1781. float rand_number = MakeRandomFloat(0, spawnlocation->total_percentage);
  1782. for(int32 i=0;i<spawnlocation->entities.size();i++)
  1783. {
  1784. if(spawnlocation->entities[i]->spawn_percentage == 0)
  1785. continue;
  1786. if (spawnlocation->conditional > 0) {
  1787. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_DAY && isDusk)
  1788. continue;
  1789. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_NIGHT) == SPAWN_CONDITIONAL_NIGHT && !isDusk)
  1790. continue;
  1791. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_NOT_RAINING && rain >= 0.75f)
  1792. continue;
  1793. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_RAINING && rain < 0.75f)
  1794. continue;
  1795. }
  1796. if(spawnlocation->entities[i]->spawn_percentage >= rand_number){
  1797. if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_NPC)
  1798. spawn = AddNPCSpawn(spawnlocation, spawnlocation->entities[i]);
  1799. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN)
  1800. spawn = AddGroundSpawn(spawnlocation, spawnlocation->entities[i]);
  1801. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT)
  1802. spawn = AddObjectSpawn(spawnlocation, spawnlocation->entities[i]);
  1803. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET)
  1804. spawn = AddWidgetSpawn(spawnlocation, spawnlocation->entities[i]);
  1805. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_SIGN)
  1806. spawn = AddSignSpawn(spawnlocation, spawnlocation->entities[i]);
  1807. if (!spawn)
  1808. {
  1809. LogWrite(ZONE__ERROR, 0, "Zone", "Error adding spawn to zone");
  1810. safe_delete(spawn);
  1811. continue;
  1812. }
  1813. const char* script = 0;
  1814. for(int x=0;x<3;x++)
  1815. {
  1816. switch(x)
  1817. {
  1818. case 0:
  1819. script = world.GetSpawnEntryScript(spawnlocation->entities[i]->spawn_entry_id);
  1820. break;
  1821. case 1:
  1822. script = world.GetSpawnLocationScript(spawnlocation->entities[i]->spawn_location_id);
  1823. break;
  1824. case 2:
  1825. script = world.GetSpawnScript(spawnlocation->entities[i]->spawn_id);
  1826. break;
  1827. }
  1828. if(script && lua_interface && lua_interface->GetSpawnScript(script) != 0)
  1829. {
  1830. spawn->SetSpawnScript(string(script));
  1831. break;
  1832. }
  1833. }
  1834. if (spawn)
  1835. {
  1836. if(respawn)
  1837. CallSpawnScript(spawn, SPAWN_SCRIPT_RESPAWN);
  1838. else
  1839. CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  1840. }
  1841. break;
  1842. }
  1843. else
  1844. rand_number -= spawnlocation->entities[i]->spawn_percentage;
  1845. }
  1846. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1847. return spawn;
  1848. }
  1849. 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)
  1850. {
  1851. if(!spawnlocation)
  1852. return 0;
  1853. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1854. Spawn* spawn = 0;
  1855. float rand_number = MakeRandomFloat(0, spawnlocation->total_percentage);
  1856. for(int32 i=0;i<spawnlocation->entities.size();i++)
  1857. {
  1858. if(spawnlocation->entities[i]->spawn_percentage == 0)
  1859. continue;
  1860. int32 spawnTime = 0;
  1861. if(spawnlocation->entities[i]->spawn_percentage >= rand_number)
  1862. {
  1863. if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_NPC &&
  1864. (spawnTime = database.CheckSpawnRemoveInfo(instNPCs,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1865. spawn = AddNPCSpawn(spawnlocation, spawnlocation->entities[i]);
  1866. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN &&
  1867. (spawnTime = database.CheckSpawnRemoveInfo(instGroundSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1868. spawn = AddGroundSpawn(spawnlocation, spawnlocation->entities[i]);
  1869. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT &&
  1870. (spawnTime = database.CheckSpawnRemoveInfo(instObjSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1871. spawn = AddObjectSpawn(spawnlocation, spawnlocation->entities[i]);
  1872. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET &&
  1873. (spawnTime = database.CheckSpawnRemoveInfo(instWidgetSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1874. spawn = AddWidgetSpawn(spawnlocation, spawnlocation->entities[i]);
  1875. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_SIGN &&
  1876. (spawnTime = database.CheckSpawnRemoveInfo(instSignSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1877. spawn = AddSignSpawn(spawnlocation, spawnlocation->entities[i]);
  1878. const char* script = 0;
  1879. for(int x=0;x<3;x++)
  1880. {
  1881. switch(x)
  1882. {
  1883. case 0:
  1884. script = world.GetSpawnEntryScript(spawnlocation->entities[i]->spawn_entry_id);
  1885. break;
  1886. case 1:
  1887. script = world.GetSpawnLocationScript(spawnlocation->entities[i]->spawn_location_id);
  1888. break;
  1889. case 2:
  1890. script = world.GetSpawnScript(spawnlocation->entities[i]->spawn_id);
  1891. break;
  1892. }
  1893. if(spawn && script && lua_interface->GetSpawnScript(script) != 0)
  1894. {
  1895. spawn->SetSpawnScript(string(script));
  1896. break;
  1897. }
  1898. }
  1899. if(spawn)
  1900. {
  1901. if (respawn)
  1902. CallSpawnScript(spawn, SPAWN_SCRIPT_RESPAWN);
  1903. else
  1904. CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  1905. if ( spawnTime > 1 )
  1906. {
  1907. spawn->SetRespawnTime(spawnTime);
  1908. }
  1909. }
  1910. break;
  1911. }
  1912. else
  1913. rand_number -= spawnlocation->entities[i]->spawn_percentage;
  1914. }
  1915. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1916. return spawn;
  1917. }
  1918. void ZoneServer::ProcessSpawnLocations()
  1919. {
  1920. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1921. map<int32,int32>* instNPCs = NULL;
  1922. map<int32,int32>* instGroundSpawns = NULL;
  1923. map<int32,int32>* instObjSpawns = NULL;
  1924. map<int32,int32>* instWidgetSpawns = NULL;
  1925. map<int32,int32>* instSignSpawns = NULL;
  1926. if ( this->IsInstanceZone() )
  1927. {
  1928. LogWrite(SPAWN__DEBUG, 0, "Spawn", "Processing Instance Removed Spawns...");
  1929. instNPCs = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_NPC );
  1930. instGroundSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_GROUNDSPAWN );
  1931. instObjSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_OBJECT );
  1932. instWidgetSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_WIDGET );
  1933. instSignSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_SIGN );
  1934. }
  1935. map<int32, bool> processed_spawn_locations;
  1936. map<int32, SpawnLocation*>::iterator itr;
  1937. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  1938. for (itr = spawn_location_list.begin(); itr != spawn_location_list.end(); itr++) {
  1939. LogWrite(SPAWN__TRACE, 0, "Spawn", "while spawn_location_list itr (#%u)", spawn_location_list.size());
  1940. 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
  1941. continue;
  1942. if(itr->second && spawn_location_groups.count(itr->second->placement_id) > 0)
  1943. {
  1944. int32 group_id = CalculateSpawnGroup(itr->second);
  1945. if(group_id)
  1946. {
  1947. LogWrite(SPAWN__TRACE, 0, "Spawn", "is group_id");
  1948. set<int32>* associated_groups = GetAssociatedGroups(group_id);
  1949. if(associated_groups)
  1950. {
  1951. LogWrite(SPAWN__TRACE, 0, "Spawn", "is associated_groups");
  1952. vector<int32>* associated_locations = GetAssociatedLocations(associated_groups);
  1953. if(associated_locations)
  1954. {
  1955. LogWrite(SPAWN__TRACE, 0, "Spawn", "is associated_locations");
  1956. for(int32 i=0;i<associated_locations->size();i++)
  1957. {
  1958. LogWrite(SPAWN__DEBUG, 5, "Spawn", "Loading processed_spawn_locations...");
  1959. processed_spawn_locations[associated_locations->at(i)] = true;
  1960. }
  1961. safe_delete(associated_locations);
  1962. }
  1963. }
  1964. }
  1965. }
  1966. else
  1967. {
  1968. if ( this->IsInstanceZone() )
  1969. {
  1970. LogWrite(SPAWN__DEBUG, 5, "Spawn", "ProcessInstanceSpawnLocation (%u)...", itr->second->placement_id);
  1971. ProcessInstanceSpawnLocation(itr->second,instNPCs,instGroundSpawns,instObjSpawns,instWidgetSpawns,instSignSpawns);
  1972. }
  1973. else
  1974. {
  1975. LogWrite(SPAWN__DEBUG, 5, "Spawn", "ProcessSpawnLocation (%u)...", itr->second->placement_id);
  1976. ProcessSpawnLocation(itr->second);
  1977. }
  1978. }
  1979. }
  1980. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1981. safe_delete(instNPCs);
  1982. safe_delete(instGroundSpawns);
  1983. safe_delete(instObjSpawns);
  1984. safe_delete(instWidgetSpawns);
  1985. safe_delete(instSignSpawns);
  1986. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1987. }
  1988. void ZoneServer::AddLoot(NPC* npc){
  1989. vector<int32> loot_tables = GetSpawnLootList(npc->GetDatabaseID(), GetZoneID(), npc->GetLevel(), race_types_list.GetRaceType(npc->GetModelType()));
  1990. if(loot_tables.size() > 0){
  1991. vector<LootDrop*>* loot_drops = 0;
  1992. vector<LootDrop*>::iterator loot_drop_itr;
  1993. LootTable* table = 0;
  1994. vector<int32>::iterator loot_list_itr;
  1995. float chancecoin = 0;
  1996. float chancetable = 0;
  1997. float chancedrop = 0;
  1998. float chancetally = 0;
  1999. float droptally = 0;
  2000. // the following loop,loops through each table
  2001. for(loot_list_itr = loot_tables.begin(); loot_list_itr != loot_tables.end(); loot_list_itr++){
  2002. table = GetLootTable(*loot_list_itr);
  2003. if(table && table->maxcoin > 0){
  2004. chancecoin = rand()%100;
  2005. if(table->coin_probability >= chancecoin){
  2006. if(table->maxcoin > table->mincoin)
  2007. npc->AddLootCoins(table->mincoin + rand()%(table->maxcoin - table->mincoin));
  2008. }
  2009. }
  2010. int numberchances = 1;
  2011. //if (table->lootdrop_probability == 100){ }
  2012. //else
  2013. //chancetally += table->lootdrop_probability;
  2014. int maxchance = 0;
  2015. if (table) {
  2016. maxchance = table->maxlootitems;
  2017. for (numberchances; numberchances <= maxchance; numberchances++) {
  2018. chancetable = static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / 100));
  2019. //LogWrite(PLAYER__DEBUG, 0, "Player", "Table Chance: '%f'", chancetable);
  2020. float droppercenttotal = 0;
  2021. //--------------------------------------------------------------------------------------------------------------------------------------------------------------
  2022. if (table->lootdrop_probability == 100 || table->lootdrop_probability >= chancetable) {
  2023. //LogWrite(PLAYER__DEBUG, 0, "Player", "Probability:%f Table Chance: '%f'", table->lootdrop_probability, chancetable);
  2024. loot_drops = GetLootDrops(*loot_list_itr);
  2025. if (loot_drops) {
  2026. LootDrop* drop = 0;
  2027. int16 count = 0;
  2028. std::shuffle(loot_drops->begin(), loot_drops->end(), std::default_random_engine(Timer::GetCurrentTime2()));
  2029. int16 IC = 0;
  2030. for (loot_drop_itr = loot_drops->begin(); loot_drop_itr != loot_drops->end(); loot_drop_itr++) {
  2031. drop = *loot_drop_itr;
  2032. droppercenttotal += drop->probability;
  2033. }
  2034. int droplistsize = loot_drops->size();
  2035. float chancedroptally = 0;
  2036. chancedrop = static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / 100));
  2037. for (loot_drop_itr = loot_drops->begin(); loot_drop_itr != loot_drops->end(); loot_drop_itr++) {
  2038. drop = *loot_drop_itr;
  2039. if (npc->HasLootItemID(drop->item_id))
  2040. continue;
  2041. if (droppercenttotal >= 100)
  2042. droppercenttotal = 100;
  2043. chancedroptally += 100 / droppercenttotal * drop->probability;
  2044. //chancedrop = static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / 100));
  2045. //LogWrite(PLAYER__DEBUG, 0, "Player", "Loot drop: '%i' Chance: %f Prob tally: %f min: %f", drop, chancedrop, chancedroptally, chancedroptally - drop->probability);
  2046. if ((chancedroptally == 100) || ((chancedroptally >= chancedrop) && (chancedroptally - (100 / droppercenttotal * drop->probability)) <= chancedrop)) {
  2047. //LogWrite(PLAYER__DEBUG, 0, "Player", "Loot drop: '%i' Chance: %f Prob: %f We have a loot drop winner", drop, chancedrop, chancedroptally);
  2048. count++;
  2049. npc->AddLootItem(drop->item_id, drop->item_charges);
  2050. //LogWrite(PLAYER__DEBUG, 0, "Player", "loot Count: '%i'",count);
  2051. //LogWrite(MISC__TODO, 1, "TODO", "Auto-Equip new looted items\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  2052. //if(drop->equip_item)
  2053. }
  2054. if (table->maxlootitems > 0 && count >= table->maxlootitems)
  2055. break;
  2056. }
  2057. }
  2058. }
  2059. }
  2060. }
  2061. }
  2062. }
  2063. }
  2064. void ZoneServer::DeterminePosition(SpawnLocation* spawnlocation, Spawn* spawn){
  2065. if(!spawn || !spawnlocation)
  2066. return;
  2067. int offset = 0;
  2068. if(spawnlocation->x_offset > 0){
  2069. //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers
  2070. offset = (int)((spawnlocation->x_offset*1000)+1);
  2071. spawn->SetX(spawnlocation->x + ((float)(rand()%offset - rand()%offset))/1000);
  2072. }
  2073. else
  2074. spawn->SetX(spawnlocation->x);
  2075. if(spawnlocation->y_offset > 0){
  2076. //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers
  2077. offset = (int)((spawnlocation->y_offset*1000)+1);
  2078. spawn->SetY(spawnlocation->y + ((float)(rand()%offset - rand()%offset))/1000);
  2079. }
  2080. else
  2081. spawn->SetY(spawnlocation->y, true, true);
  2082. if(spawnlocation->z_offset > 0){
  2083. //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers
  2084. offset = (int)((spawnlocation->z_offset*1000)+1);
  2085. spawn->SetZ(spawnlocation->z + ((float)(rand()%offset - rand()%offset))/1000);
  2086. }
  2087. else
  2088. spawn->SetZ(spawnlocation->z);
  2089. spawn->SetHeading(spawnlocation->heading);
  2090. spawn->SetPitch(spawnlocation->pitch);
  2091. spawn->SetRoll(spawnlocation->roll);
  2092. spawn->SetSpawnOrigX(spawn->GetX());
  2093. spawn->SetSpawnOrigY(spawn->GetY());
  2094. spawn->SetSpawnOrigZ(spawn->GetZ());
  2095. spawn->SetSpawnOrigHeading(spawn->GetHeading());
  2096. spawn->SetSpawnOrigPitch(spawnlocation->pitch);
  2097. spawn->SetSpawnOrigRoll(spawnlocation->roll);
  2098. spawn->appearance.pos.grid_id = spawnlocation->grid_id;
  2099. spawn->SetSpawnLocationPlacementID(spawnlocation->placement_id);
  2100. }
  2101. NPC* ZoneServer::AddNPCSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2102. LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__);
  2103. NPC* npc = GetNewNPC(spawnentry->spawn_id);
  2104. if(npc){
  2105. DeterminePosition(spawnlocation, npc);
  2106. npc->SetSpawnLocationID(spawnentry->spawn_location_id);
  2107. npc->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2108. npc->SetRespawnTime(spawnentry->respawn);
  2109. npc->SetExpireTime(spawnentry->expire_time);
  2110. if (spawnentry->expire_time > 0)
  2111. AddSpawnExpireTimer(npc, spawnentry->expire_time, spawnentry->expire_offset);
  2112. AddLoot(npc);
  2113. AddSpawn(npc);
  2114. }
  2115. LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__);
  2116. return npc;
  2117. }
  2118. vector<int32>* ZoneServer::GetAssociatedLocations(set<int32>* groups){
  2119. vector<int32>* ret = 0;
  2120. LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__);
  2121. if(groups){
  2122. int32 group_id = 0;
  2123. set<int32>::iterator group_itr;
  2124. for (group_itr = groups->begin(); group_itr != groups->end(); group_itr++) {
  2125. if(!ret)
  2126. ret = new vector<int32>();
  2127. group_id = *group_itr;
  2128. MSpawnGroupLocations.readlock(__FUNCTION__, __LINE__);
  2129. if(spawn_group_locations.count(group_id) > 0){
  2130. map<int32, int32>::iterator itr;
  2131. for (itr = spawn_group_locations[group_id]->begin(); itr != spawn_group_locations[group_id]->end(); itr++) {
  2132. ret->push_back(itr->first);
  2133. }
  2134. }
  2135. MSpawnGroupLocations.releasereadlock(__FUNCTION__, __LINE__);
  2136. }
  2137. }
  2138. LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__);
  2139. return ret;
  2140. }
  2141. set<int32>* ZoneServer::GetAssociatedGroups(int32 group_id) {
  2142. set<int32>* ret = 0;
  2143. MSpawnGroupAssociation.readlock(__FUNCTION__, __LINE__);
  2144. LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__);
  2145. if(spawn_group_associations.count(group_id) > 0)
  2146. ret = spawn_group_associations[group_id];
  2147. LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__);
  2148. MSpawnGroupAssociation.releasereadlock(__FUNCTION__, __LINE__);
  2149. return ret;
  2150. }
  2151. map<int32, int32>* ZoneServer::GetSpawnLocationsByGroup(int32 group_id) {
  2152. map<int32, int32>* ret = 0;
  2153. MSpawnGroupLocations.readlock(__FUNCTION__, __LINE__);
  2154. if(spawn_group_locations.count(group_id) > 0)
  2155. ret = spawn_group_locations[group_id];
  2156. MSpawnGroupLocations.releasereadlock(__FUNCTION__, __LINE__);
  2157. return ret;
  2158. }
  2159. list<int32>* ZoneServer::GetSpawnGroupsByLocation(int32 location_id){
  2160. list<int32>* ret = 0;
  2161. MSpawnLocationGroups.readlock(__FUNCTION__, __LINE__);
  2162. if(spawn_location_groups.count(location_id) > 0)
  2163. ret = spawn_location_groups[location_id];
  2164. MSpawnLocationGroups.releasereadlock(__FUNCTION__, __LINE__);
  2165. return ret;
  2166. }
  2167. float ZoneServer::GetSpawnGroupChance(int32 group_id){
  2168. float ret = -1;
  2169. MSpawnGroupChances.readlock(__FUNCTION__, __LINE__);
  2170. if(spawn_group_chances.count(group_id) > 0)
  2171. ret = spawn_group_chances[group_id];
  2172. MSpawnGroupChances.releasereadlock(__FUNCTION__, __LINE__);
  2173. return ret;
  2174. }
  2175. void ZoneServer::AddSpawnGroupChance(int32 group_id, float percent){
  2176. MSpawnGroupChances.writelock(__FUNCTION__, __LINE__);
  2177. spawn_group_chances[group_id] = percent;
  2178. MSpawnGroupChances.releasewritelock(__FUNCTION__, __LINE__);
  2179. }
  2180. void ZoneServer::AddSpawnGroupAssociation(int32 group_id1, int32 group_id2) {
  2181. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  2182. //Check if we already have containers for these group ids, if not create them
  2183. if (spawn_group_associations.count(group_id1) == 0)
  2184. spawn_group_associations[group_id1] = new set<int32>;
  2185. if (spawn_group_associations.count(group_id2) == 0)
  2186. spawn_group_associations[group_id2] = new set<int32>;
  2187. //Associate groups 1 and 2 now
  2188. set<int32>* group_1 = spawn_group_associations.find(group_id1)->second;
  2189. set<int32>* group_2 = spawn_group_associations.find(group_id2)->second;
  2190. group_1->insert(group_id2);
  2191. group_2->insert(group_id1);
  2192. //Associate the remaining groups together
  2193. set<int32>::iterator itr;
  2194. for (itr = group_1->begin(); itr != group_1->end(); itr++){
  2195. group_2->insert(*itr);
  2196. map<int32, set<int32>*>::iterator assoc_itr = spawn_group_associations.find(*itr);
  2197. if (assoc_itr != spawn_group_associations.end())
  2198. assoc_itr->second->insert(group_id2);
  2199. else {
  2200. set<int32>* new_set = new set<int32>;
  2201. spawn_group_associations[*itr] = new_set;
  2202. new_set->insert(group_id2);
  2203. }
  2204. }
  2205. for (itr = group_2->begin(); itr != group_2->end(); itr++){
  2206. group_1->insert(*itr);
  2207. map<int32, set<int32>*>::iterator assoc_itr = spawn_group_associations.find(*itr);
  2208. if (assoc_itr != spawn_group_associations.end())
  2209. assoc_itr->second->insert(group_id1);
  2210. else {
  2211. set<int32>* new_set = new set<int32>;
  2212. spawn_group_associations[*itr] = new_set;
  2213. new_set->insert(group_id1);
  2214. }
  2215. }
  2216. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  2217. }
  2218. void ZoneServer::AddSpawnGroupLocation(int32 group_id, int32 location_id, int32 spawn_location_id) {
  2219. MSpawnGroupLocations.writelock(__FUNCTION__, __LINE__);
  2220. if(spawn_group_locations.count(group_id) == 0)
  2221. spawn_group_locations[group_id] = new map<int32, int32>();
  2222. (*spawn_group_locations[group_id])[location_id] = spawn_location_id;
  2223. MSpawnGroupLocations.releasewritelock(__FUNCTION__, __LINE__);
  2224. MSpawnLocationGroups.writelock(__FUNCTION__, __LINE__);
  2225. if(spawn_location_groups.count(location_id) == 0)
  2226. spawn_location_groups[location_id] = new list<int32>();
  2227. spawn_location_groups[location_id]->push_back(group_id);
  2228. MSpawnLocationGroups.releasewritelock(__FUNCTION__, __LINE__);
  2229. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  2230. if(spawn_group_associations.count(group_id) == 0)
  2231. spawn_group_associations[group_id] = new set<int32>();
  2232. spawn_group_associations[group_id]->insert(group_id);
  2233. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  2234. }
  2235. void ZoneServer::CallSpawnScript(Spawn* npc, int8 type, Spawn* spawn, const char* message){
  2236. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2237. if(!npc)
  2238. return;
  2239. const char* script = npc->GetSpawnScript();
  2240. if ( script == nullptr || strlen(script) < 1 )
  2241. {
  2242. if (npc->GetZone() != nullptr)
  2243. {
  2244. string tmpScript;
  2245. tmpScript.append("SpawnScripts/");
  2246. tmpScript.append(npc->GetZone()->GetZoneName());
  2247. tmpScript.append("/");
  2248. int count = 0;
  2249. for (int s = 0; s < strlen(npc->GetName()); s++)
  2250. {
  2251. if (isalnum(npc->GetName()[s]))
  2252. {
  2253. tmpScript += npc->GetName()[s];
  2254. count++;
  2255. }
  2256. }
  2257. tmpScript.append(".lua");
  2258. if (count < 1)
  2259. {
  2260. LogWrite(SPAWN__TRACE, 0, "Spawn", "Could not form script name %s..", __FUNCTION__);
  2261. }
  2262. else
  2263. {
  2264. struct stat buffer;
  2265. bool fileExists = (stat(tmpScript.c_str(), &buffer) == 0);
  2266. if (fileExists)
  2267. {
  2268. LogWrite(SPAWN__WARNING, 0, "Spawn", "No script file described in the database, overriding with SpawnScript at %s", (char*)tmpScript.c_str());
  2269. npc->SetSpawnScript(tmpScript);
  2270. script = npc->GetSpawnScript();
  2271. }
  2272. }
  2273. }
  2274. }
  2275. if(lua_interface && script){
  2276. switch(type){
  2277. case SPAWN_SCRIPT_SPAWN:{
  2278. lua_interface->RunSpawnScript(script, "spawn", npc);
  2279. break;
  2280. }
  2281. case SPAWN_SCRIPT_RESPAWN:{
  2282. lua_interface->RunSpawnScript(script, "respawn", npc);
  2283. break;
  2284. }
  2285. case SPAWN_SCRIPT_ATTACKED:{
  2286. lua_interface->RunSpawnScript(script, "attacked", npc, spawn);
  2287. break;
  2288. }
  2289. case SPAWN_SCRIPT_TARGETED:{
  2290. lua_interface->RunSpawnScript(script, "targeted", npc, spawn);
  2291. break;
  2292. }
  2293. case SPAWN_SCRIPT_HAILED:{
  2294. lua_interface->RunSpawnScript(script, "hailed", npc, spawn);
  2295. break;
  2296. }
  2297. case SPAWN_SCRIPT_HAILED_BUSY:{
  2298. lua_interface->RunSpawnScript(script, "hailed_busy", npc, spawn);
  2299. break;
  2300. }
  2301. case SPAWN_SCRIPT_DEATH:{
  2302. lua_interface->RunSpawnScript(script, "death", npc, spawn);
  2303. break;
  2304. }
  2305. case SPAWN_SCRIPT_KILLED:{
  2306. lua_interface->RunSpawnScript(script, "killed", npc, spawn);
  2307. break;
  2308. }
  2309. case SPAWN_SCRIPT_AGGRO:{
  2310. lua_interface->RunSpawnScript(script, "aggro", npc, spawn);
  2311. break;
  2312. }
  2313. case SPAWN_SCRIPT_HEALTHCHANGED:{
  2314. lua_interface->RunSpawnScript(script, "healthchanged", npc, spawn);
  2315. break;
  2316. }
  2317. case SPAWN_SCRIPT_RANDOMCHAT:{
  2318. lua_interface->RunSpawnScript(script, "randomchat", npc, 0, message);
  2319. break;
  2320. }
  2321. case SPAWN_SCRIPT_CUSTOM:
  2322. case SPAWN_SCRIPT_TIMER:
  2323. case SPAWN_SCRIPT_CONVERSATION:{
  2324. lua_interface->RunSpawnScript(script, message, npc, spawn);
  2325. break;
  2326. }
  2327. case SPAWN_SCRIPT_CASTED_ON: {
  2328. lua_interface->RunSpawnScript(script, "casted_on", npc, spawn, message);
  2329. break;
  2330. }
  2331. case SPAWN_SCRIPT_AUTO_ATTACK_TICK: {
  2332. lua_interface->RunSpawnScript(script, "auto_attack_tick", npc, spawn);
  2333. break;
  2334. }
  2335. case SPAWN_SCRIPT_COMBAT_RESET: {
  2336. lua_interface->RunSpawnScript(script, "CombatReset", npc);
  2337. break;
  2338. }
  2339. case SPAWN_SCRIPT_GROUP_DEAD: {
  2340. lua_interface->RunSpawnScript(script, "group_dead", npc, spawn);
  2341. break;
  2342. }
  2343. case SPAWN_SCRIPT_HEAR_SAY: {
  2344. lua_interface->RunSpawnScript(script, "hear_say", npc, spawn, message);
  2345. break;
  2346. }
  2347. }
  2348. }
  2349. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2350. }
  2351. void ZoneServer::DeleteTransporters() {
  2352. MTransportLocations.writelock(__FUNCTION__, __LINE__);
  2353. transporter_locations.clear(); //world takes care of actually deleting the data
  2354. MTransportLocations.releasewritelock(__FUNCTION__, __LINE__);
  2355. }
  2356. void ZoneServer::ReloadTransporters(){
  2357. MutexList<LocationTransportDestination*>* locations = GetLocationTransporters(GetZoneID());
  2358. if(locations){
  2359. MutexList<LocationTransportDestination*>::iterator itr = locations->begin();
  2360. while(itr.Next())
  2361. AddTransporter(itr->value);
  2362. }
  2363. }
  2364. void ZoneServer::CheckTransporters(Client* client) {
  2365. MTransportLocations.readlock(__FUNCTION__, __LINE__);
  2366. if(transporter_locations.size() > 0){
  2367. LocationTransportDestination* loc = 0;
  2368. list<LocationTransportDestination*>::iterator itr;
  2369. for (itr = transporter_locations.begin(); itr != transporter_locations.end(); itr++) {
  2370. loc = *itr;
  2371. if(client->GetPlayer()->GetDistance(loc->trigger_x, loc->trigger_y, loc->trigger_z) <= loc->trigger_radius){
  2372. if(loc->destination_zone_id == 0 || loc->destination_zone_id == GetZoneID()){
  2373. EQ2Packet* packet = client->GetPlayer()->Move(loc->destination_x, loc->destination_y, loc->destination_z, client->GetVersion());
  2374. if(packet)
  2375. client->QueuePacket(packet);
  2376. }
  2377. else{
  2378. ZoneServer* new_zone = zone_list.Get(loc->destination_zone_id);
  2379. if(new_zone){
  2380. client->GetPlayer()->SetX(loc->destination_x);
  2381. client->GetPlayer()->SetY(loc->destination_y);
  2382. client->GetPlayer()->SetZ(loc->destination_z);
  2383. client->GetPlayer()->SetHeading(loc->destination_heading);
  2384. client->Zone(new_zone, false);
  2385. }
  2386. }
  2387. break;
  2388. }
  2389. }
  2390. }
  2391. MTransportLocations.releasereadlock(__FUNCTION__, __LINE__);
  2392. }
  2393. void ZoneServer::AddTransporter(LocationTransportDestination* loc) {
  2394. MTransportLocations.writelock(__FUNCTION__, __LINE__);
  2395. transporter_locations.push_back(loc);
  2396. MTransportLocations.releasewritelock(__FUNCTION__, __LINE__);
  2397. }
  2398. Sign* ZoneServer::AddSignSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2399. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2400. Sign* sign = GetNewSign(spawnentry->spawn_id);
  2401. if(sign){
  2402. DeterminePosition(spawnlocation, sign);
  2403. sign->SetSpawnLocationID(spawnentry->spawn_location_id);
  2404. sign->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2405. sign->SetRespawnTime(spawnentry->respawn);
  2406. sign->SetExpireTime(spawnentry->expire_time);
  2407. if (spawnentry->expire_time > 0)
  2408. AddSpawnExpireTimer(sign, spawnentry->expire_time, spawnentry->expire_offset);
  2409. AddSpawn(sign);
  2410. }
  2411. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2412. return sign;
  2413. }
  2414. Widget* ZoneServer::AddWidgetSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2415. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2416. Widget* widget = GetNewWidget(spawnentry->spawn_id);
  2417. if(widget){
  2418. DeterminePosition(spawnlocation, widget);
  2419. widget->SetSpawnLocationID(spawnentry->spawn_location_id);
  2420. widget->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2421. if(!widget->GetIncludeLocation()){
  2422. widget->SetX(widget->GetWidgetX());
  2423. if(widget->GetCloseY() != 0)
  2424. widget->SetY(widget->GetCloseY());
  2425. widget->SetZ(widget->GetWidgetZ());
  2426. }
  2427. widget->SetRespawnTime(spawnentry->respawn);
  2428. widget->SetExpireTime(spawnentry->expire_time);
  2429. widget->SetSpawnOrigHeading(widget->GetHeading());
  2430. if (spawnentry->expire_time > 0)
  2431. AddSpawnExpireTimer(widget, spawnentry->expire_time, spawnentry->expire_offset);
  2432. AddSpawn(widget);
  2433. }
  2434. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2435. return widget;
  2436. }
  2437. Object* ZoneServer::AddObjectSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2438. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2439. Object* object = GetNewObject(spawnentry->spawn_id);
  2440. if(object){
  2441. DeterminePosition(spawnlocation, object);
  2442. object->SetSpawnLocationID(spawnentry->spawn_location_id);
  2443. object->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2444. object->SetRespawnTime(spawnentry->respawn);
  2445. object->SetExpireTime(spawnentry->expire_time);
  2446. if (spawnentry->expire_time > 0)
  2447. AddSpawnExpireTimer(object, spawnentry->expire_time, spawnentry->expire_offset);
  2448. AddSpawn(object);
  2449. }
  2450. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2451. return object;
  2452. }
  2453. GroundSpawn* ZoneServer::AddGroundSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2454. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2455. GroundSpawn* spawn = GetNewGroundSpawn(spawnentry->spawn_id);
  2456. if(spawn){
  2457. DeterminePosition(spawnlocation, spawn);
  2458. spawn->SetSpawnLocationID(spawnentry->spawn_location_id);
  2459. spawn->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2460. spawn->SetRespawnTime(spawnentry->respawn);
  2461. spawn->SetExpireTime(spawnentry->expire_time);
  2462. if (spawnentry->expire_time > 0)
  2463. AddSpawnExpireTimer(spawn, spawnentry->expire_time, spawnentry->expire_offset);
  2464. AddSpawn(spawn);
  2465. }
  2466. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2467. return spawn;
  2468. }
  2469. void ZoneServer::AddSpawn(Spawn* spawn) {
  2470. spawn->SetZone(this);
  2471. spawn->position_changed = false;
  2472. spawn->info_changed = false;
  2473. spawn->vis_changed = false;
  2474. spawn->changed = false;
  2475. if(!spawn->IsPlayer() || (spawn->IsPlayer() && !((Player*)spawn)->IsReturningFromLD())) {
  2476. // Write locking the spawn list here will cause deadlocks, so instead add it to a temp list that the
  2477. // main spawn thread will put into the spawn_list when ever it has a chance.
  2478. MPendingSpawnListAdd.writelock(__FUNCTION__, __LINE__);
  2479. pending_spawn_list_add.push_back(spawn);
  2480. MPendingSpawnListAdd.releasewritelock(__FUNCTION__, __LINE__);
  2481. }
  2482. else
  2483. ((Player*)spawn)->SetReturningFromLD(false);
  2484. spawn_range.Trigger();
  2485. spawn_check_add.Trigger();
  2486. if(spawn->IsNPC())
  2487. AddEnemyList((NPC*)spawn);
  2488. if(spawn->IsPlayer() && ((Player*)spawn)->GetGroupMemberInfo())
  2489. world.GetGroupManager()->SendGroupUpdate(((Player*)spawn)->GetGroupMemberInfo()->group_id, GetClientBySpawn(spawn));
  2490. if (spawn->IsPlayer()) {
  2491. ((Player*)spawn)->GetInfoStruct()->rain = rain;
  2492. ((Player*)spawn)->SetCharSheetChanged(true);
  2493. }
  2494. if (Grid != nullptr) {
  2495. Grid->AddSpawn(spawn);
  2496. }
  2497. if (movementMgr != nullptr) {
  2498. movementMgr->AddMob((Entity*)spawn);
  2499. }
  2500. spawn->SetAddedToWorldTimestamp(Timer::GetCurrentTime2());
  2501. }
  2502. void ZoneServer::AddClient(Client* client){
  2503. MClientList.writelock(__FUNCTION__, __LINE__);
  2504. clients.push_back(client);
  2505. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2506. connected_clients.Add(client);
  2507. }
  2508. void ZoneServer::RemoveClient(Client* client)
  2509. {
  2510. Guild *guild;
  2511. if(client)
  2512. {
  2513. if (client->GetPlayer())
  2514. client_list.RemovePlayerFromInvisHistory(client->GetPlayer()->GetID());
  2515. LogWrite(ZONE__DEBUG, 0, "Zone", "Sending login equipment appearance updates...");
  2516. loginserver.SendImmediateEquipmentUpdatesForChar(client->GetPlayer()->GetCharacterID());
  2517. if (!client->IsZoning())
  2518. {
  2519. if ((guild = client->GetPlayer()->GetGuild()) != NULL)
  2520. guild->GuildMemberLogoff(client->GetPlayer());
  2521. chat.LeaveAllChannels(client);
  2522. }
  2523. int32 LD_Timer = rule_manager.GetGlobalRule(R_World, LinkDeadTimer)->GetInt32();
  2524. int32 DisconnectClientTimer = rule_manager.GetGlobalRule(R_World, RemoveDisconnectedClientsTimer)->GetInt32();
  2525. if(!zoneShuttingDown && !client->IsZoning())
  2526. {
  2527. GroupMemberInfo* gmi = client->GetPlayer()->GetGroupMemberInfo();
  2528. if (gmi) {
  2529. int32 size = world.GetGroupManager()->GetGroupSize(gmi->group_id);
  2530. if (size > 1) {
  2531. bool send_left_message = size > 2;
  2532. world.GetGroupManager()->RemoveGroupMember(gmi->group_id, client->GetPlayer());
  2533. if (send_left_message)
  2534. world.GetGroupManager()->GroupMessage(gmi->group_id, "%s has left the group.", client->GetPlayer()->GetName());
  2535. }
  2536. }
  2537. if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_LINKDEAD) > 0)
  2538. {
  2539. LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to LD/Exit...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID());
  2540. //AddDelayedSpawnRemove(client->GetPlayer(), LD_Timer);
  2541. //connected_clients.Remove(client, true, LD_Timer + DisconnectClientTimer);
  2542. }
  2543. else
  2544. {
  2545. LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to Camp/Quit...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID());
  2546. }
  2547. client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetPet());
  2548. client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetCharmedPet());
  2549. client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetDeityPet());
  2550. client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetCosmeticPet());
  2551. //}
  2552. }
  2553. else
  2554. {
  2555. LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to some client zoning...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID());
  2556. }
  2557. map<int32, int32>::iterator itr;
  2558. for (itr = client->GetPlayer()->SpawnedBots.begin(); itr != client->GetPlayer()->SpawnedBots.end(); itr++) {
  2559. Spawn* spawn = GetSpawnByID(itr->second);
  2560. if (spawn && spawn->IsBot())
  2561. ((Bot*)spawn)->Camp();
  2562. }
  2563. LogWrite(ZONE__DEBUG, 0, "Zone", "Calling clients.Remove(client)...");
  2564. MClientList.writelock(__FUNCTION__, __LINE__);
  2565. clients.erase(find(clients.begin(), clients.end(), client));
  2566. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2567. LogWrite(ZONE__INFO, 0, "Zone", "Scheduling client '%s' for removal.", client->GetPlayer()->GetName());
  2568. LogWrite(MISC__TODO, 1, "TODO", "Put Player Online Status updates in a timer eventually\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  2569. database.ToggleCharacterOnline(client, 0);
  2570. RemoveSpawn(false, client->GetPlayer(), false);
  2571. connected_clients.Remove(client, true, DisconnectClientTimer); // changed from a hardcoded 30000 (30 sec) to the DisconnectClientTimer rule
  2572. }
  2573. }
  2574. void ZoneServer::RemoveClientImmediately(Client* client) {
  2575. Guild *guild;
  2576. if(client)
  2577. {
  2578. loginserver.SendImmediateEquipmentUpdatesForChar(client->GetPlayer()->GetCharacterID());
  2579. if(connected_clients.count(client) > 0)
  2580. {
  2581. if (!client->IsZoning() && (guild = client->GetPlayer()->GetGuild()))
  2582. guild->GuildMemberLogoff(client->GetPlayer());
  2583. MClientList.writelock(__FUNCTION__, __LINE__);
  2584. std::vector<Client*>::iterator itr = find(clients.begin(), clients.end(), client);
  2585. if (itr != clients.end())
  2586. clients.erase(itr);
  2587. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2588. //clients.Remove(client);
  2589. LogWrite(ZONE__INFO, 0, "Zone", "Removing connection for client '%s'.", client->GetPlayer()->GetName());
  2590. connected_clients.Remove(client, true);
  2591. }
  2592. else
  2593. {
  2594. MClientList.writelock(__FUNCTION__, __LINE__);
  2595. std::vector<Client*>::iterator itr = find(clients.begin(), clients.end(), client);
  2596. if (itr != clients.end())
  2597. clients.erase(itr);
  2598. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2599. //clients.Remove(client, true);
  2600. }
  2601. LogWrite(MISC__TODO, 1, "TODO", "Put Player Online Status updates in a timer eventually\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  2602. database.ToggleCharacterOnline(client, 0);
  2603. }
  2604. }
  2605. void ZoneServer::ClientProcess()
  2606. {
  2607. if(connected_clients.size(true) == 0)
  2608. {
  2609. if(!IsCityZone() && !AlwaysLoaded() && !shutdownTimer.Enabled())
  2610. {
  2611. LogWrite(ZONE__INFO, 0, "Zone", "Starting zone shutdown timers...");
  2612. shutdownTimer.Start();
  2613. }
  2614. return;
  2615. }
  2616. shutdownTimer.Disable();
  2617. Client* client = 0;
  2618. MutexList<Client*>::iterator iterator = connected_clients.begin();
  2619. while(iterator.Next())
  2620. {
  2621. client = iterator->value;
  2622. #ifndef NO_CATCH
  2623. try
  2624. {
  2625. #endif
  2626. if(zoneShuttingDown || !client->Process(true))
  2627. {
  2628. if(!zoneShuttingDown && !client->IsZoning())
  2629. {
  2630. LogWrite(ZONE__DEBUG, 0, "Zone", "Client is disconnecting in %s (camping = %s)", __FUNCTION__, (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 ? "false" : "true");
  2631. if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 )
  2632. {
  2633. //only set LD flag if we're disconnecting but not camping/quitting
  2634. client->GetPlayer()->SetActivityStatus(client->GetPlayer()->GetActivityStatus() + ACTIVITY_STATUS_LINKDEAD);
  2635. if(client->GetPlayer()->GetGroupMemberInfo())
  2636. {
  2637. LogWrite(ZONE__DEBUG, 0, "Zone", "Telling client's group they are disconnecting");
  2638. world.GetGroupManager()->GroupMessage(client->GetPlayer()->GetGroupMemberInfo()->group_id, "%s has gone Linkdead.", client->GetPlayer()->GetName());
  2639. }
  2640. }
  2641. }
  2642. client_spawn_map.Put(client->GetPlayer(), 0);
  2643. client->Disconnect();
  2644. RemoveClient(client);
  2645. }
  2646. #ifndef NO_CATCH
  2647. }
  2648. catch(...)
  2649. {
  2650. LogWrite(ZONE__ERROR, 0, "Zone", "Exception caught when in ZoneServer::ClientProcess() for zone '%s'!\n%s, %i", GetZoneName(), __FUNCTION__, __LINE__);
  2651. try{
  2652. if(!client->IsZoning())
  2653. {
  2654. if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 )
  2655. {
  2656. client->GetPlayer()->SetActivityStatus(client->GetPlayer()->GetActivityStatus() + ACTIVITY_STATUS_LINKDEAD);
  2657. if(client->GetPlayer()->GetGroupMemberInfo())
  2658. world.GetGroupManager()->GroupMessage(client->GetPlayer()->GetGroupMemberInfo()->group_id, "%s has gone Linkdead.", client->GetPlayer()->GetName());
  2659. }
  2660. }
  2661. client_spawn_map.Put(client->GetPlayer(), 0);
  2662. client->Disconnect();
  2663. RemoveClient(client);
  2664. }
  2665. catch(...){
  2666. LogWrite(ZONE__ERROR, 0, "Zone", "Exception caught when in ZoneServer::ClientProcess(), second try\n%s, %i", __FUNCTION__, __LINE__);
  2667. }
  2668. }
  2669. #endif
  2670. }
  2671. }
  2672. void ZoneServer::SimpleMessage(int8 type, const char* message, Spawn* from, float distance){
  2673. Client* client = 0;
  2674. vector<Client*>::iterator client_itr;
  2675. MClientList.readlock(__FUNCTION__, __LINE__);
  2676. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2677. client = *client_itr;
  2678. if(from && client && client->IsConnected() && from->GetDistance(client->GetPlayer()) <= distance){
  2679. client->SimpleMessage(type, message);
  2680. }
  2681. }
  2682. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2683. }
  2684. 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){
  2685. if((!distance || from->GetDistance(client->GetPlayer()) <= distance) && (!from || !client->GetPlayer()->IsIgnored(from->GetName()))){
  2686. PacketStruct* packet = configReader.getStruct("WS_HearChat", client->GetVersion());
  2687. if(packet){
  2688. if(from)
  2689. packet->setMediumStringByName("from", from->GetName());
  2690. if(client->GetPlayer() != from)
  2691. packet->setMediumStringByName("to", client->GetPlayer()->GetName());
  2692. packet->setDataByName("channel", channel);
  2693. if(from && ((from == client->GetPlayer()) || (client->GetPlayer()->WasSentSpawn(from->GetID()) && !client->GetPlayer()->WasSpawnRemoved(from))))
  2694. packet->setDataByName("from_spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(from));
  2695. else
  2696. packet->setDataByName("from_spawn_id", 0xFFFFFFFF);
  2697. packet->setDataByName("to_spawn_id", 0xFFFFFFFF);
  2698. packet->setMediumStringByName("message", message);
  2699. packet->setDataByName("language", language);
  2700. if (language > 0 && !client->GetPlayer()->HasLanguage(language))
  2701. packet->setDataByName("understood", 0);
  2702. else
  2703. packet->setDataByName("understood", 1);
  2704. show_bubble == true ? packet->setDataByName("show_bubble", 1) : packet->setDataByName("show_bubble", 0);
  2705. if(channel_name)
  2706. packet->setMediumStringByName("channel_name", channel_name);
  2707. client->QueuePacket(packet->serialize());
  2708. safe_delete(packet);
  2709. }
  2710. }
  2711. }
  2712. void ZoneServer::HandleChatMessage(Spawn* from, const char* to, int16 channel, const char* message, float distance, const char* channel_name, bool show_bubble, int32 language){
  2713. vector<Client*>::iterator client_itr;
  2714. Client* client = 0;
  2715. MClientList.readlock(__FUNCTION__, __LINE__);
  2716. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2717. client = *client_itr;
  2718. if(client && client->IsConnected())
  2719. HandleChatMessage(client, from, to, channel, message, distance, channel_name, show_bubble, language);
  2720. }
  2721. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2722. }
  2723. void ZoneServer::HandleBroadcast(const char* message) {
  2724. vector<Client*>::iterator client_itr;
  2725. Client* client = 0;
  2726. MClientList.readlock(__FUNCTION__, __LINE__);
  2727. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2728. client = *client_itr;
  2729. if(client && client->IsConnected())
  2730. client->SimpleMessage(CHANNEL_BROADCAST, message);
  2731. }
  2732. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2733. }
  2734. void ZoneServer::HandleAnnouncement(const char* message) {
  2735. vector<Client*>::iterator client_itr;
  2736. Client* client = 0;
  2737. int32 words = ::CountWordsInString(message);
  2738. if (words < 5)
  2739. words = 5;
  2740. MClientList.readlock(__FUNCTION__, __LINE__);
  2741. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2742. client = *client_itr;
  2743. if(client && client->IsConnected()) {
  2744. client->SimpleMessage(CHANNEL_BROADCAST, message);
  2745. client->SendPopupMessage(10, message, "ui_harvest_normal", words, 0xFF, 0xFF, 0x00);
  2746. }
  2747. }
  2748. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2749. }
  2750. void ZoneServer::SendTimeUpdate(Client* client){
  2751. if(client){
  2752. PacketStruct* packet = world.GetWorldTime(client->GetVersion());
  2753. if(packet){
  2754. client->QueuePacket(packet->serialize());
  2755. safe_delete(packet);
  2756. }
  2757. }
  2758. }
  2759. void ZoneServer::SendTimeUpdateToAllClients(){
  2760. Client* client = 0;
  2761. vector<Client*>::iterator client_itr;
  2762. MClientList.readlock(__FUNCTION__, __LINE__);
  2763. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2764. client = *client_itr;
  2765. if(client && client->IsConnected())
  2766. SendTimeUpdate(client);
  2767. }
  2768. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2769. }
  2770. void ZoneServer::UpdateVitality(float amount){
  2771. Client* client = 0;
  2772. vector<Client*>::iterator client_itr;
  2773. MClientList.readlock(__FUNCTION__, __LINE__);
  2774. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2775. client = *client_itr;
  2776. if(client && client->GetPlayer()->GetInfoStruct()->xp_vitality < 100){
  2777. if((client->GetPlayer()->GetInfoStruct()->xp_vitality + amount) > 100)
  2778. client->GetPlayer()->GetInfoStruct()->xp_vitality = 100;
  2779. else
  2780. client->GetPlayer()->GetInfoStruct()->xp_vitality += amount;
  2781. client->GetPlayer()->SetCharSheetChanged(true);
  2782. }
  2783. }
  2784. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2785. }
  2786. void ZoneServer::SendSpawn(Spawn* spawn, Client* client){
  2787. EQ2Packet* outapp = spawn->serialize(client->GetPlayer(), client->GetVersion());
  2788. if(outapp)
  2789. client->QueuePacket(outapp);
  2790. /*
  2791. vis flags:
  2792. 2 = show icon
  2793. 4 = targetable
  2794. 16 = show name
  2795. 32 = show level/border
  2796. activity_status:
  2797. 4 - linkdead
  2798. 8 - camping
  2799. 16 - LFG
  2800. 32 - LFW
  2801. 2048 - mentoring
  2802. 4096 - displays shield
  2803. 8192 - immunity gained
  2804. 16384 - immunity remaining
  2805. attackable_status
  2806. 1 - no_hp_bar
  2807. 4 - not attackable
  2808. npc_con
  2809. -4 = scowls
  2810. -3 = threatening
  2811. -2 = dubiously
  2812. -1 = apprehensively
  2813. 0 = indifferent
  2814. 1 = amiably
  2815. 2 = kindly
  2816. 3 = warmly
  2817. 4 = ally
  2818. quest_flag
  2819. 1 = new quest
  2820. 2 = update and new quest
  2821. 3 = update
  2822. */
  2823. }
  2824. Client* ZoneServer::GetClientBySpawn(Spawn* spawn){
  2825. return client_spawn_map.Get(spawn);
  2826. }
  2827. Client* ZoneServer::GetClientByName(char* name) {
  2828. Client* ret = 0;
  2829. vector<Client*>::iterator itr;
  2830. MClientList.readlock(__FUNCTION__, __LINE__);
  2831. for (itr = clients.begin(); itr != clients.end(); itr++) {
  2832. if ((*itr)->GetPlayer()) {
  2833. if (strncmp((*itr)->GetPlayer()->GetName(), name, strlen(name)) == 0) {
  2834. ret = *itr;
  2835. break;
  2836. }
  2837. }
  2838. }
  2839. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2840. return ret;
  2841. }
  2842. void ZoneServer::AddMovementNPC(Spawn* spawn){
  2843. if (spawn)
  2844. movement_spawns.Put(spawn->GetID(), 1);
  2845. }
  2846. void ZoneServer::RemoveMovementNPC(Spawn* spawn){
  2847. if (spawn)
  2848. remove_movement_spawns.Add(spawn->GetID());
  2849. }
  2850. void ZoneServer::PlayFlavor(Client* client, Spawn* spawn, const char* mp3, const char* text, const char* emote, int32 key1, int32 key2, int8 language){
  2851. if(!client || !spawn)
  2852. return;
  2853. PacketStruct* packet = configReader.getStruct("WS_PlayFlavor", client->GetVersion());
  2854. if(packet){
  2855. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  2856. packet->setDataByName("unknown1", 0xFFFFFFFF);
  2857. packet->setDataByName("unknown5", 1, 1);
  2858. packet->setDataByName("unknown5", 1, 6);
  2859. if(mp3){
  2860. packet->setMediumStringByName("mp3", mp3);
  2861. packet->setDataByName("key", key1);
  2862. packet->setDataByName("key", key2, 1);
  2863. }
  2864. packet->setMediumStringByName("name", spawn->GetName());
  2865. if(text)
  2866. packet->setMediumStringByName("text", text);
  2867. if(emote)
  2868. packet->setMediumStringByName("emote", emote);
  2869. if (language != 0)
  2870. packet->setDataByName("language", language);
  2871. //We should probably add Common = language id 0 or 0xFF so admins can customize more..
  2872. if (language == 0 || client->GetPlayer()->HasLanguage(language))
  2873. packet->setDataByName("understood", 1);
  2874. EQ2Packet* app = packet->serialize();
  2875. //DumpPacket(app);
  2876. client->QueuePacket(app);
  2877. safe_delete(packet);
  2878. }
  2879. }
  2880. void ZoneServer::PlayVoice(Client* client, Spawn* spawn, const char* mp3, int32 key1, int32 key2){
  2881. if(!client || !spawn)
  2882. return;
  2883. PacketStruct* packet = configReader.getStruct("WS_PlayVoice", client->GetVersion());
  2884. if(packet){
  2885. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  2886. packet->setMediumStringByName("mp3", mp3);
  2887. packet->setDataByName("key", key1);
  2888. packet->setDataByName("key", key2, 1);
  2889. client->QueuePacket(packet->serialize());
  2890. safe_delete(packet);
  2891. }
  2892. }
  2893. void ZoneServer::PlayFlavor(Spawn* spawn, const char* mp3, const char* text, const char* emote, int32 key1, int32 key2, int8 language){
  2894. if(!spawn)
  2895. return;
  2896. Client* client = 0;
  2897. vector<Client*>::iterator client_itr;
  2898. MClientList.readlock(__FUNCTION__, __LINE__);
  2899. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2900. client = *client_itr;
  2901. if(!client || !client->IsConnected() || !client->GetPlayer()->WasSentSpawn(spawn->GetID()) || client->GetPlayer()->WasSpawnRemoved(spawn) || client->GetPlayer()->GetDistance(spawn) > 30)
  2902. continue;
  2903. PlayFlavor(client, spawn, mp3, text, emote, key1, key2, language);
  2904. }
  2905. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2906. }
  2907. void ZoneServer::PlayVoice(Spawn* spawn, const char* mp3, int32 key1, int32 key2){
  2908. if(!spawn || !mp3)
  2909. return;
  2910. Client* client = 0;
  2911. vector<Client*>::iterator client_itr;
  2912. MClientList.readlock(__FUNCTION__, __LINE__);
  2913. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2914. client = *client_itr;
  2915. if(!client || !client->IsConnected() || !client->GetPlayer()->WasSentSpawn(spawn->GetID()) || client->GetPlayer()->WasSpawnRemoved(spawn))
  2916. continue;
  2917. PlayVoice(client, spawn, mp3, key1, key2);
  2918. }
  2919. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2920. }
  2921. void ZoneServer::PlaySoundFile(Client* client, const char* name, float origin_x, float origin_y, float origin_z){
  2922. if(!name)
  2923. return;
  2924. PacketStruct* packet = 0;
  2925. if(client){
  2926. packet = configReader.getStruct("WS_Play3DSound", client->GetVersion());
  2927. if(packet){
  2928. packet->setMediumStringByName("name", name);
  2929. packet->setDataByName("x", origin_x);
  2930. packet->setDataByName("y", origin_y);
  2931. packet->setDataByName("z", origin_z);
  2932. packet->setDataByName("unknown1", 1);
  2933. packet->setDataByName("unknown2", 2.5);
  2934. packet->setDataByName("unknown3", 15);
  2935. client->QueuePacket(packet->serialize());
  2936. safe_delete(packet);
  2937. }
  2938. }
  2939. else{
  2940. EQ2Packet* outapp = 0;
  2941. int16 packet_version = 0;
  2942. vector<Client*>::iterator client_itr;
  2943. MClientList.readlock(__FUNCTION__, __LINE__);
  2944. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2945. client = *client_itr;
  2946. if(client && (!packet || packet_version != client->GetVersion())){
  2947. safe_delete(packet);
  2948. safe_delete(outapp);
  2949. packet_version = client->GetVersion();
  2950. packet = configReader.getStruct("WS_Play3DSound", packet_version);
  2951. if(packet){
  2952. packet->setMediumStringByName("name", name);
  2953. packet->setDataByName("x", origin_x);
  2954. packet->setDataByName("y", origin_y);
  2955. packet->setDataByName("z", origin_z);
  2956. packet->setDataByName("unknown1", 1);
  2957. packet->setDataByName("unknown2", 2.5);
  2958. packet->setDataByName("unknown3", 15);
  2959. outapp = packet->serialize();
  2960. }
  2961. }
  2962. if(outapp && client && client->IsConnected())
  2963. client->QueuePacket(outapp->Copy());
  2964. }
  2965. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2966. safe_delete(packet);
  2967. safe_delete(outapp);
  2968. }
  2969. }
  2970. void ZoneServer::AddHeadingTimer(Spawn* spawn){
  2971. heading_timers.Put(spawn, Timer::GetCurrentTime2() + 30000);
  2972. }
  2973. void ZoneServer::RemoveHeadingTimer(Spawn* spawn){
  2974. heading_timers.erase(spawn);
  2975. }
  2976. void ZoneServer::CheckHeadingTimers(){
  2977. if(heading_timers.size() > 0){
  2978. MutexMap<Spawn*, int32>::iterator itr = heading_timers.begin();
  2979. Spawn* spawn = 0;
  2980. int32 current_time = Timer::GetCurrentTime2();
  2981. while(itr.Next()){
  2982. if(current_time >= itr->second){
  2983. spawn = itr->first;
  2984. spawn->SetHeading(spawn->GetSpawnOrigHeading());
  2985. spawn->SetTempActionState(-1);
  2986. heading_timers.erase(itr->first);
  2987. }
  2988. }
  2989. }
  2990. }
  2991. bool ZoneServer::HasWidgetTimer(Spawn* widget){
  2992. bool ret = false;
  2993. if (widget) {
  2994. int32 id = widget->GetID();
  2995. map<int32, int32>::iterator itr;
  2996. MWidgetTimers.readlock(__FUNCTION__, __LINE__);
  2997. for (itr = widget_timers.begin(); itr != widget_timers.end(); itr++) {
  2998. if(itr->first == id){
  2999. ret = true;
  3000. break;
  3001. }
  3002. }
  3003. MWidgetTimers.releasereadlock(__FUNCTION__, __LINE__);
  3004. }
  3005. return ret;
  3006. }
  3007. void ZoneServer::CheckWidgetTimers(){
  3008. vector<int32> remove_list;
  3009. map<int32, int32>::iterator itr;
  3010. MWidgetTimers.readlock(__FUNCTION__, __LINE__);
  3011. for (itr = widget_timers.begin(); itr != widget_timers.end(); itr++) {
  3012. if(Timer::GetCurrentTime2() >= itr->second){
  3013. /*Spawn* widget = GetSpawnByID(itr->first);
  3014. if (widget && widget->IsWidget())
  3015. ((Widget*)widget)->HandleTimerUpdate();*/
  3016. remove_list.push_back(itr->first);
  3017. }
  3018. }
  3019. MWidgetTimers.releasereadlock(__FUNCTION__, __LINE__);
  3020. for (int32 i = 0; i < remove_list.size(); i++) {
  3021. Spawn* widget = GetSpawnByID(remove_list[i]);
  3022. if (widget && widget->IsWidget())
  3023. ((Widget*)widget)->HandleTimerUpdate();
  3024. }
  3025. MWidgetTimers.writelock(__FUNCTION__, __LINE__);
  3026. for(int32 i=0;i<remove_list.size(); i++)
  3027. widget_timers.erase(remove_list[i]);
  3028. MWidgetTimers.releasewritelock(__FUNCTION__, __LINE__);
  3029. }
  3030. void ZoneServer::AddWidgetTimer(Spawn* widget, float time) {
  3031. if (widget && widget->IsWidget()) {
  3032. MWidgetTimers.writelock(__FUNCTION__, __LINE__);
  3033. widget_timers[widget->GetID()] = ((int32)(time * 1000)) + Timer::GetCurrentTime2();
  3034. MWidgetTimers.releasewritelock(__FUNCTION__, __LINE__);
  3035. }
  3036. }
  3037. Spawn* ZoneServer::GetSpawnGroup(int32 id){
  3038. Spawn* ret = 0;
  3039. Spawn* spawn = 0;
  3040. map<int32, Spawn*>::iterator itr;
  3041. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3042. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3043. spawn = itr->second;
  3044. if(spawn){
  3045. if(spawn->GetSpawnGroupID() == id){
  3046. ret = spawn;
  3047. break;
  3048. }
  3049. }
  3050. }
  3051. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3052. return ret;
  3053. }
  3054. Spawn* ZoneServer::GetSpawnByLocationID(int32 location_id) {
  3055. Spawn* ret = 0;
  3056. Spawn* current_spawn = 0;
  3057. map<int32, Spawn*>::iterator itr;
  3058. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3059. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3060. current_spawn = itr->second;
  3061. if (current_spawn && current_spawn->GetSpawnLocationID() == location_id) {
  3062. ret = current_spawn;
  3063. break;
  3064. }
  3065. }
  3066. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3067. return ret;
  3068. }
  3069. Spawn* ZoneServer::GetSpawnByDatabaseID(int32 id){
  3070. Spawn* ret = 0;
  3071. if(quick_database_id_lookup.count(id) > 0)
  3072. ret = GetSpawnByID(quick_database_id_lookup.Get(id));
  3073. else{
  3074. Spawn* spawn = 0;
  3075. map<int32, Spawn*>::iterator itr;
  3076. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3077. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++){
  3078. spawn = itr->second;
  3079. if(spawn){
  3080. if(spawn->GetDatabaseID() == id){
  3081. quick_database_id_lookup.Put(id, spawn->GetID());
  3082. ret = spawn;
  3083. break;
  3084. }
  3085. }
  3086. }
  3087. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3088. }
  3089. return ret;
  3090. }
  3091. Spawn* ZoneServer::GetSpawnByID(int32 id, bool spawnListLocked) {
  3092. Spawn* ret = 0;
  3093. if (!spawnListLocked )
  3094. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3095. if (spawn_list.count(id) > 0)
  3096. ret = spawn_list[id];
  3097. if (!spawnListLocked)
  3098. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3099. return ret;
  3100. }
  3101. bool ZoneServer::SendRemoveSpawn(Client* client, Spawn* spawn, PacketStruct* packet, bool delete_spawn)
  3102. {
  3103. if(!client || !spawn)
  3104. return false;
  3105. int16 index = client->GetPlayer()->GetIndexForSpawn(spawn);
  3106. int32 cur_id = client->GetPlayer()->GetIDWithPlayerSpawn(spawn);
  3107. if(packet && index > 0 && client->GetPlayer()->WasSpawnRemoved(spawn) == false)
  3108. {
  3109. LogWrite(ZONE__DEBUG, 7, "Zone", "Processing SendRemoveSpawn for spawn index %u (%s)...cur_id: %i", index,spawn->GetName(), cur_id);
  3110. packet->setDataByName("spawn_index", index);
  3111. client->GetPlayer()->GetPlayerSpawnMap()->erase(index);
  3112. client->GetPlayer()->GetPlayerSpawnIndexMap()->erase(spawn);
  3113. client->GetPlayer()->player_spawn_id_map.erase(cur_id);
  3114. client->GetPlayer()->player_spawn_reverse_id_map.erase(spawn);
  3115. client->GetPlayer()->RemoveSpawn(spawn); // sets it as removed
  3116. if(delete_spawn)
  3117. packet->setDataByName("delete", 1);
  3118. client->QueuePacket(packet->serialize());
  3119. return true;
  3120. }
  3121. return false;
  3122. }
  3123. void ZoneServer::SetSpawnCommand(Spawn* spawn, int8 type, char* value, Client* client){
  3124. //commands
  3125. LogWrite(MISC__TODO, 1, "TODO", "%s does nothing!\n%s, %i", __FUNCTION__, __FILE__, __LINE__);
  3126. }
  3127. void ZoneServer::SetSpawnCommand(int32 spawn_id, int8 type, char* value, Client* client){
  3128. LogWrite(MISC__TODO, 1, "TODO", "%s does nothing!\n%s, %i", __FUNCTION__, __FILE__, __LINE__);
  3129. }
  3130. void ZoneServer::ApplySetSpawnCommand(Client* client, Spawn* target, int8 type, char* value){
  3131. // 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
  3132. // location values (x, y, z, heading, grid) for all spawns in the zone with the same DB ID, only the targeted spawn
  3133. if(type == SPAWN_SET_VALUE_SPAWNENTRY_SCRIPT || type == SPAWN_SET_VALUE_SPAWNLOCATION_SCRIPT || (type >= SPAWN_SET_VALUE_X && type <= SPAWN_SET_VALUE_LOCATION) ||
  3134. type == SPAWN_SET_VALUE_PITCH || type == SPAWN_SET_VALUE_ROLL)
  3135. return;
  3136. Spawn* tmp = 0;
  3137. if(target->IsNPC())
  3138. tmp = GetNPC(target->GetDatabaseID());
  3139. else if(target->IsObject())
  3140. tmp = GetObject(target->GetDatabaseID());
  3141. else if(target->IsGroundSpawn())
  3142. tmp = GetGroundSpawn(target->GetDatabaseID());
  3143. else if(target->IsSign())
  3144. tmp = GetSign(target->GetDatabaseID());
  3145. else if(target->IsWidget())
  3146. tmp = GetWidget(target->GetDatabaseID());
  3147. if(tmp && type == SPAWN_SET_VALUE_SPAWN_SCRIPT)
  3148. tmp->SetSpawnScript(value);
  3149. else if(tmp)
  3150. commands.SetSpawnCommand(client, tmp, type, value); // set the master spawn
  3151. Spawn* spawn = 0;
  3152. // this check needs to be here otherwise every spawn with 0 will be set
  3153. if ( target->GetDatabaseID ( ) > 0 )
  3154. {
  3155. map<int32, Spawn*>::iterator itr;
  3156. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3157. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3158. spawn = itr->second;
  3159. if(spawn && spawn->GetDatabaseID() == target->GetDatabaseID()){
  3160. if(type == SPAWN_SET_VALUE_SPAWN_SCRIPT)
  3161. spawn->SetSpawnScript(value);
  3162. else
  3163. commands.SetSpawnCommand(client, spawn, type, value);
  3164. }
  3165. }
  3166. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3167. }
  3168. }
  3169. void ZoneServer::DeleteSpawnScriptTimers(Spawn* spawn, bool all){
  3170. MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__);
  3171. MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__);
  3172. if(spawn_script_timers.size() > 0){
  3173. set<SpawnScriptTimer*>::iterator itr;
  3174. SpawnScriptTimer* timer = 0;
  3175. for (itr = spawn_script_timers.begin(); itr != spawn_script_timers.end(); itr++) {
  3176. timer = *itr;
  3177. if((all || timer->spawn == spawn->GetID()) && remove_spawn_script_timers_list.count(timer) == 0)
  3178. remove_spawn_script_timers_list.insert(timer);
  3179. }
  3180. if(all)
  3181. spawn_script_timers.clear();
  3182. }
  3183. MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__);
  3184. MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__);
  3185. }
  3186. void ZoneServer::DeleteSpawnScriptTimers() {
  3187. MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__);
  3188. MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__);
  3189. if(remove_spawn_script_timers_list.size() > 0){
  3190. set<SpawnScriptTimer*>::iterator itr;
  3191. SpawnScriptTimer* timer = 0;
  3192. for (itr = remove_spawn_script_timers_list.begin(); itr != remove_spawn_script_timers_list.end(); itr++) {
  3193. timer = *itr;
  3194. spawn_script_timers.erase(timer);
  3195. safe_delete(timer);
  3196. }
  3197. remove_spawn_script_timers_list.clear();
  3198. }
  3199. MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__);
  3200. MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__);
  3201. }
  3202. void ZoneServer::CheckSpawnScriptTimers(){
  3203. DeleteSpawnScriptTimers();
  3204. SpawnScriptTimer* timer = 0;
  3205. vector<SpawnScriptTimer*> call_timers;
  3206. MSpawnScriptTimers.readlock(__FUNCTION__, __LINE__);
  3207. MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__);
  3208. if(spawn_script_timers.size() > 0){
  3209. int32 current_time = Timer::GetCurrentTime2();
  3210. set<SpawnScriptTimer*>::iterator itr;
  3211. for (itr = spawn_script_timers.begin(); itr != spawn_script_timers.end(); itr++) {
  3212. timer = *itr;
  3213. if(timer->current_count < timer->max_count && current_time >= timer->timer){
  3214. timer->current_count++;
  3215. call_timers.push_back(timer);
  3216. }
  3217. if(timer->current_count >= timer->max_count && remove_spawn_script_timers_list.count(timer) == 0)
  3218. remove_spawn_script_timers_list.insert(timer);
  3219. }
  3220. }
  3221. MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__);
  3222. MSpawnScriptTimers.releasereadlock(__FUNCTION__, __LINE__);
  3223. if(call_timers.size() > 0){
  3224. vector<SpawnScriptTimer*>::iterator itr;
  3225. for(itr = call_timers.begin(); itr != call_timers.end(); itr++){
  3226. timer = *itr;
  3227. CallSpawnScript(GetSpawnByID(timer->spawn), SPAWN_SCRIPT_TIMER, timer->player > 0 ? GetSpawnByID(timer->player) : 0, timer->function.c_str());
  3228. }
  3229. }
  3230. }
  3231. void ZoneServer::KillSpawnByDistance(Spawn* spawn, float max_distance, bool include_players, bool send_packet){
  3232. Spawn* test_spawn = 0;
  3233. map<int32, Spawn*>::iterator itr;
  3234. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3235. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3236. test_spawn = itr->second;
  3237. if(test_spawn && test_spawn->IsEntity() && test_spawn != spawn && (!test_spawn->IsPlayer() || include_players)){
  3238. if(test_spawn->GetDistance(spawn) < max_distance)
  3239. KillSpawn(true, test_spawn, spawn, send_packet);
  3240. }
  3241. }
  3242. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3243. }
  3244. void ZoneServer::SpawnSetByDistance(Spawn* spawn, float max_distance, string field, string value){
  3245. Spawn* test_spawn = 0;
  3246. int32 type = commands.GetSpawnSetType(field);
  3247. if(type == 0xFFFFFFFF)
  3248. return;
  3249. map<int32, Spawn*>::iterator itr;
  3250. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3251. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3252. test_spawn = itr->second;
  3253. if(test_spawn && test_spawn != spawn && !test_spawn->IsPlayer()){
  3254. if(test_spawn->GetDistance(spawn) < max_distance){
  3255. commands.SetSpawnCommand(0, test_spawn, type, value.c_str());
  3256. }
  3257. }
  3258. }
  3259. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3260. }
  3261. void ZoneServer::AddSpawnScriptTimer(SpawnScriptTimer* timer){
  3262. MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__);
  3263. spawn_script_timers.insert(timer);
  3264. MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__);
  3265. }
  3266. /*
  3267. void ZoneServer::RemoveFromRangeMap(Client* client){
  3268. spawn_range_map.erase(client);
  3269. }
  3270. */
  3271. void ZoneServer::RemoveSpawn(bool spawnListLocked, Spawn* spawn, bool delete_spawn, bool respawn, bool lock)
  3272. {
  3273. LogWrite(ZONE__DEBUG, 3, "Zone", "Processing RemoveSpawn function...");
  3274. if (Grid != nullptr) {
  3275. Grid->RemoveSpawnFromCell(spawn);
  3276. }
  3277. if (movementMgr != nullptr) {
  3278. movementMgr->RemoveMob((Entity*)spawn);
  3279. }
  3280. RemoveSpawnSupportFunctions(spawn);
  3281. if (reloading)
  3282. RemoveDeadEnemyList(spawn);
  3283. if (lock)
  3284. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  3285. if (dead_spawns.count(spawn->GetID()) > 0)
  3286. dead_spawns.erase(spawn->GetID());
  3287. if (lock)
  3288. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  3289. if (spawn_expire_timers.count(spawn->GetID()) > 0)
  3290. spawn_expire_timers.erase(spawn->GetID());
  3291. RemoveDelayedSpawnRemove(spawn);
  3292. // Clear the pointer in the spawn list, spawn thread will remove the key
  3293. if (!spawnListLocked)
  3294. MSpawnList.writelock(__FUNCTION__, __LINE__);
  3295. spawn_list.erase(spawn->GetID());
  3296. if (!spawnListLocked)
  3297. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  3298. PacketStruct* packet = 0;
  3299. int16 packet_version = 0;
  3300. Client* client = 0;
  3301. vector<Client*>::iterator client_itr;
  3302. MClientList.readlock(__FUNCTION__, __LINE__);
  3303. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3304. client = *client_itr;
  3305. if (client) {
  3306. if (client->IsConnected() && (!packet || packet_version != client->GetVersion()))
  3307. {
  3308. safe_delete(packet);
  3309. packet_version = client->GetVersion();
  3310. packet = configReader.getStruct("WS_DestroyGhostCmd", packet_version);
  3311. }
  3312. if (client->GetPlayer()->HasTarget() && client->GetPlayer()->GetTarget() == spawn)
  3313. client->GetPlayer()->SetTarget(0);
  3314. SendRemoveSpawn(client, spawn, packet, delete_spawn);
  3315. if (spawn_range_map.count(client) > 0)
  3316. spawn_range_map.Get(client)->erase(spawn->GetID());
  3317. }
  3318. }
  3319. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3320. safe_delete(packet);
  3321. if(respawn && !spawn->IsPlayer() && spawn->GetRespawnTime() > 0 && spawn->GetSpawnLocationID() > 0)
  3322. {
  3323. LogWrite(ZONE__DEBUG, 3, "Zone", "Handle NPC Respawn for '%s'.", spawn->GetName());
  3324. // handle instance spawn db info
  3325. // we don't care if a NPC or a client kills the spawn, we could have events that cause NPCs to kill NPCs.
  3326. if(spawn->GetZone()->GetInstanceID() > 0 && spawn->GetSpawnLocationID() > 0)
  3327. {
  3328. LogWrite(ZONE__DEBUG, 3, "Zone", "Handle NPC Respawn in an Instance.");
  3329. // use respawn time to either insert/update entry (likely insert in this situation)
  3330. if ( spawn->IsNPC() )
  3331. {
  3332. database.CreateInstanceSpawnRemoved(spawn->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_NPC,
  3333. spawn->GetRespawnTime(),spawn->GetZone()->GetInstanceID());
  3334. }
  3335. else if ( spawn->IsObject ( ) )
  3336. {
  3337. database.CreateInstanceSpawnRemoved(spawn->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_OBJECT,
  3338. spawn->GetRespawnTime(),spawn->GetZone()->GetInstanceID());
  3339. }
  3340. safe_delete(spawn);
  3341. }
  3342. else
  3343. {
  3344. int32 spawnLocationID = spawn->GetSpawnLocationID();
  3345. int32 spawnRespawnTime = spawn->GetRespawnTime();
  3346. safe_delete(spawn);
  3347. respawn_timers.Put(spawnLocationID, Timer::GetCurrentTime2() + spawnRespawnTime * 1000);
  3348. }
  3349. }
  3350. // 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
  3351. if (lock && !respawn)
  3352. MDeadSpawns.readlock(__FUNCTION__, __LINE__);
  3353. if(!respawn && delete_spawn && dead_spawns.count(spawn->GetID()) == 0)
  3354. AddPendingDelete(spawn);
  3355. if (lock && !respawn)
  3356. MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__);
  3357. LogWrite(ZONE__DEBUG, 3, "Zone", "Done processing RemoveSpawn function...");
  3358. }
  3359. Spawn* ZoneServer::GetClosestSpawn(Spawn* spawn, int32 spawn_id){
  3360. Spawn* closest_spawn = 0;
  3361. Spawn* test_spawn = 0;
  3362. float closest_distance = 1000000;
  3363. float test_distance = 0;
  3364. map<int32, Spawn*>::iterator itr;
  3365. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3366. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3367. test_spawn = itr->second;
  3368. if(test_spawn && test_spawn->GetDatabaseID() == spawn_id){
  3369. test_distance = test_spawn->GetDistance(spawn);
  3370. if(test_distance < closest_distance){
  3371. closest_distance = test_distance;
  3372. closest_spawn = test_spawn;
  3373. }
  3374. }
  3375. }
  3376. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3377. return closest_spawn;
  3378. }
  3379. int32 ZoneServer::GetClosestLocation(Spawn* spawn){
  3380. Spawn* closest_spawn = 0;
  3381. Spawn* test_spawn = 0;
  3382. float closest_distance = 1000000;
  3383. float test_distance = 0;
  3384. map<int32, Spawn*>::iterator itr;
  3385. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3386. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3387. test_spawn = itr->second;
  3388. if(test_spawn){
  3389. test_distance = test_spawn->GetDistance(spawn);
  3390. if(test_distance < closest_distance){
  3391. closest_distance = test_distance;
  3392. closest_spawn = test_spawn;
  3393. if(closest_distance < 10)
  3394. break;
  3395. }
  3396. }
  3397. }
  3398. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3399. if(closest_spawn)
  3400. return closest_spawn->GetLocation();
  3401. return 0;
  3402. }
  3403. void ZoneServer::SendQuestUpdates(Client* client, Spawn* spawn){
  3404. if(!client)
  3405. return;
  3406. if(spawn){
  3407. if(client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn))
  3408. SendSpawnChanges(spawn, client, false, true);
  3409. }
  3410. else{
  3411. map<int32, Spawn*>::iterator itr;
  3412. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3413. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3414. spawn = itr->second;
  3415. if (spawn) {
  3416. spawn->m_requiredQuests.readlock(__FUNCTION__, __LINE__);
  3417. 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))))
  3418. SendSpawnChanges(spawn, client, false, true);
  3419. spawn->m_requiredQuests.releasereadlock(__FUNCTION__, __LINE__);
  3420. }
  3421. }
  3422. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3423. }
  3424. }
  3425. void ZoneServer::SendAllSpawnsForLevelChange(Client* client){
  3426. Spawn* spawn = 0;
  3427. if(spawn_range_map.count(client) > 0) {
  3428. MutexMap<int32, float >::iterator itr = spawn_range_map.Get(client)->begin();
  3429. while(itr.Next()) {
  3430. spawn = GetSpawnByID(itr->first);
  3431. if(spawn && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn)) {
  3432. SendSpawnChanges(spawn, client, false, true);
  3433. // Attempt to slow down the packet spam sent to the client
  3434. Sleep(5);
  3435. }
  3436. }
  3437. }
  3438. }
  3439. void ZoneServer::StartZoneSpawnsForLevelThread(Client* client){
  3440. if(zoneShuttingDown)
  3441. return;
  3442. #ifdef WIN32
  3443. _beginthread(SendLevelChangedSpawns, 0, client);
  3444. #else
  3445. pthread_t thread;
  3446. pthread_create(&thread, NULL, SendLevelChangedSpawns, client);
  3447. pthread_detach(thread);
  3448. #endif
  3449. }
  3450. void ZoneServer::ReloadClientQuests(){
  3451. Client* client = 0;
  3452. vector<Client*>::iterator client_itr;
  3453. MClientList.readlock(__FUNCTION__, __LINE__);
  3454. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3455. client = *client_itr;
  3456. if(client)
  3457. client->ReloadQuests();
  3458. }
  3459. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3460. }
  3461. void ZoneServer::SendCalculatedXP(Player* player, Spawn* victim){
  3462. if (player && victim) {
  3463. if (player->GetGroupMemberInfo()) {
  3464. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  3465. deque<GroupMemberInfo*>* members = world.GetGroupManager()->GetGroupMembers(player->GetGroupMemberInfo()->group_id);
  3466. deque<GroupMemberInfo*>::iterator itr;
  3467. for (itr = members->begin(); itr != members->end(); itr++) {
  3468. GroupMemberInfo* gmi = *itr;
  3469. if (gmi->client) {
  3470. Player* group_member = gmi->client->GetPlayer();
  3471. float xp = group_member->CalculateXP(victim) / members->size();
  3472. if (xp > 0) {
  3473. int16 level = group_member->GetLevel();
  3474. if (group_member->AddXP((int32)xp)) {
  3475. gmi->client->Message(CHANNEL_COLOR_EXP, "You gain %u experience!", (int32)xp);
  3476. LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience (GroupID %u)", group_member->GetName(), (int32)xp, player->GetGroupMemberInfo()->group_id);
  3477. if(group_member->GetLevel() != level)
  3478. gmi->client->ChangeLevel(level, group_member->GetLevel());
  3479. group_member->SetCharSheetChanged(true);
  3480. }
  3481. }
  3482. }
  3483. }
  3484. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  3485. }
  3486. else {
  3487. float xp = player->CalculateXP(victim);
  3488. if (xp > 0) {
  3489. Client* client = GetClientBySpawn(player);
  3490. if(!client)
  3491. return;
  3492. int16 level = player->GetLevel();
  3493. if (player->AddXP((int32)xp)) {
  3494. client->Message(CHANNEL_COLOR_EXP, "You gain %u XP!", (int32)xp);
  3495. LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience.", player->GetName(), (int32)xp);
  3496. if(player->GetLevel() != level)
  3497. client->ChangeLevel(level, player->GetLevel());
  3498. player->SetCharSheetChanged(true);
  3499. }
  3500. }
  3501. }
  3502. }
  3503. }
  3504. void ZoneServer::ProcessFaction(Spawn* spawn, Client* client)
  3505. {
  3506. if(client && !spawn->IsPlayer() && spawn->GetFactionID() > 10)
  3507. {
  3508. bool update_result = false;
  3509. Faction* faction = 0;
  3510. vector<int32>* factions = 0;
  3511. Player* player = client->GetPlayer();
  3512. if(player->GetFactions()->ShouldDecrease(spawn->GetFactionID()))
  3513. {
  3514. update_result = player->GetFactions()->DecreaseFaction(spawn->GetFactionID());
  3515. faction = master_faction_list.GetFaction(spawn->GetFactionID());
  3516. if(faction && update_result)
  3517. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s got worse.", faction->name.c_str());
  3518. else if(faction)
  3519. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str());
  3520. factions = master_faction_list.GetHostileFactions(spawn->GetFactionID());
  3521. if(factions)
  3522. {
  3523. vector<int32>::iterator itr;
  3524. for(itr = factions->begin(); itr != factions->end(); itr++)
  3525. {
  3526. if(player->GetFactions()->ShouldIncrease(*itr))
  3527. {
  3528. update_result = player->GetFactions()->IncreaseFaction(*itr);
  3529. faction = master_faction_list.GetFaction(*itr);
  3530. if(faction && update_result)
  3531. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s got better.", faction->name.c_str());
  3532. else if(faction)
  3533. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s could not possibly get any better.", faction->name.c_str());
  3534. }
  3535. }
  3536. }
  3537. }
  3538. factions = master_faction_list.GetFriendlyFactions(spawn->GetFactionID());
  3539. if(factions)
  3540. {
  3541. vector<int32>::iterator itr;
  3542. for(itr = factions->begin(); itr != factions->end(); itr++)
  3543. {
  3544. if(player->GetFactions()->ShouldDecrease(*itr))
  3545. {
  3546. update_result = player->GetFactions()->DecreaseFaction(*itr);
  3547. faction = master_faction_list.GetFaction(*itr);
  3548. if(faction && update_result)
  3549. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s got worse.", faction->name.c_str());
  3550. else if(faction)
  3551. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str());
  3552. }
  3553. }
  3554. }
  3555. EQ2Packet* outapp = client->GetPlayer()->GetFactions()->FactionUpdate(client->GetVersion());
  3556. if(outapp)
  3557. client->QueuePacket(outapp);
  3558. }
  3559. }
  3560. void ZoneServer::Despawn(Spawn* spawn, int32 timer){
  3561. if (spawn && movementMgr != nullptr) {
  3562. movementMgr->RemoveMob((Entity*)spawn);
  3563. }
  3564. if(!spawn || spawn->IsPlayer())
  3565. return;
  3566. RemoveSpawnSupportFunctions(spawn);
  3567. if(spawn->IsEntity())
  3568. ((Entity*)spawn)->InCombat(false);
  3569. if(timer == 0)
  3570. timer = 1;
  3571. AddDeadSpawn(spawn, timer);
  3572. }
  3573. void ZoneServer::KillSpawn(bool spawnListLocked, Spawn* dead, Spawn* killer, bool send_packet, int8 damage_type, int16 kill_blow_type)
  3574. {
  3575. MDeadSpawns.readlock(__FUNCTION__, __LINE__);
  3576. if(!dead || this->dead_spawns.count(dead->GetID()) > 0) {
  3577. MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__);
  3578. return;
  3579. }
  3580. MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__);
  3581. PacketStruct* packet = 0;
  3582. Client* client = 0;
  3583. vector<int32>* encounter = 0;
  3584. bool killer_in_encounter = false;
  3585. if(dead->IsEntity())
  3586. {
  3587. ((Entity*)dead)->InCombat(false);
  3588. dead->SetInitialState(16512, false); // This will make aerial npc's fall after death
  3589. dead->SetHP(0);
  3590. dead->SetSpawnType(3);
  3591. dead->appearance.attackable = 0;
  3592. // Remove hate towards dead from all npc's in the zone
  3593. ClearHate((Entity*)dead);
  3594. // Check kill and death procs
  3595. if (killer && dead != killer){
  3596. if (dead->IsEntity())
  3597. ((Entity*)dead)->CheckProcs(PROC_TYPE_DEATH, killer);
  3598. if (killer->IsEntity())
  3599. ((Entity*)killer)->CheckProcs(PROC_TYPE_KILL, dead);
  3600. }
  3601. //Check if caster is alive after death proc called, incase of deathsave
  3602. if (dead->Alive())
  3603. return;
  3604. RemoveSpellTimersFromSpawn(dead, true, !dead->IsPlayer());
  3605. if(dead->IsPlayer())
  3606. {
  3607. ((Player*)dead)->UpdatePlayerStatistic(STAT_PLAYER_TOTAL_DEATHS, 1);
  3608. client = GetClientBySpawn(dead);
  3609. if(client) {
  3610. if(client->GetPlayer()->DamageEquippedItems(10, client))
  3611. client->QueuePacket(client->GetPlayer()->GetEquipmentList()->serialize(client->GetVersion()));
  3612. client->DisplayDeadWindow();
  3613. }
  3614. }
  3615. else if (dead->IsNPC()) {
  3616. encounter = ((NPC*)dead)->Brain()->GetEncounter();
  3617. }
  3618. }
  3619. dead->SetActionState(0);
  3620. dead->SetTempActionState(0);
  3621. // If dead is an npc get the encounter and loop through it giving out the rewards, no rewards for pets
  3622. if (dead->IsNPC() && !dead->IsPet() && !dead->IsBot()) {
  3623. Spawn* spawn = 0;
  3624. int8 size = encounter->size();
  3625. // Needs npc to have access to the encounter list for who is allowed to loot
  3626. NPC* chest = 0;
  3627. if (!((NPC*)dead)->Brain()->PlayerInEncounter()) {
  3628. ((NPC*)dead)->SetLootCoins(0);
  3629. ((NPC*)dead)->GetLootItems()->clear();
  3630. }
  3631. // If dead has loot attempt to drop a chest
  3632. if (((NPC*)dead)->HasLoot()) {
  3633. chest = ((NPC*)dead)->DropChest();
  3634. }
  3635. for (int8 i = 0; i < encounter->size(); i++) {
  3636. spawn = GetSpawnByID(encounter->at(i),spawnListLocked);
  3637. // set a flag to let us know if the killer is in the encounter
  3638. if (!killer_in_encounter && spawn == killer)
  3639. killer_in_encounter = true;
  3640. if (spawn && spawn->IsPlayer()) {
  3641. // Update players total kill count
  3642. ((Player*)spawn)->UpdatePlayerStatistic(STAT_PLAYER_TOTAL_NPC_KILLS, 1);
  3643. // If this was an epic mob kill send the announcement for this player
  3644. if (dead->GetEncounterLevel() >= 10)
  3645. SendEpicMobDeathToGuild((Player*)spawn, dead);
  3646. // Clear hostile spells from the players spell queue
  3647. spellProcess->RemoveSpellFromQueue((Player*)spawn, true);
  3648. // Get the client of the player
  3649. client = GetClientBySpawn(spawn);
  3650. // valid client?
  3651. if(client) {
  3652. // Check for quest kill updates
  3653. client->CheckPlayerQuestsKillUpdate(dead);
  3654. // 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
  3655. if(!dead->IsPlayer() && dead->GetFactionID() > 10)
  3656. ProcessFaction(dead, client);
  3657. // Send xp...this is currently wrong fix it
  3658. if (spawn != dead && ((Player*)spawn)->GetArrowColor(dead->GetLevel()) >= ARROW_COLOR_GREEN) {
  3659. //SendCalculatedXP((Player*)spawn, dead);
  3660. float xp = ((Player*)spawn)->CalculateXP(dead) / size;
  3661. if (xp > 0) {
  3662. int16 level = spawn->GetLevel();
  3663. if (((Player*)spawn)->AddXP((int32)xp)) {
  3664. client->Message(CHANNEL_COLOR_EXP, "You gain %u XP!", (int32)xp);
  3665. LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience.", spawn->GetName(), (int32)xp);
  3666. if(spawn->GetLevel() != level)
  3667. client->ChangeLevel(level, spawn->GetLevel());
  3668. ((Player*)spawn)->SetCharSheetChanged(true);
  3669. }
  3670. }
  3671. }
  3672. }
  3673. }
  3674. // If a chest is being dropped add this spawn to the chest's encounter so they can loot it
  3675. if (chest)
  3676. chest->Brain()->AddToEncounter((Entity*)spawn);
  3677. }
  3678. // If a chest is being dropped add it to the world and set the timer to remove it.
  3679. if (chest) {
  3680. AddSpawn(chest);
  3681. AddDeadSpawn(chest, 0xFFFFFFFF);
  3682. LogWrite(LOOT__DEBUG, 0, "Loot", "Adding a chest to the world...");
  3683. }
  3684. }
  3685. // Reset client pointer
  3686. client = 0;
  3687. // Killer was not in the encounter, give them the faction hit but no xp
  3688. if (!killer_in_encounter) {
  3689. // make sure the killer is a player and the dead spawn had a faction and wasn't a player
  3690. if (killer && killer->IsPlayer()) {
  3691. if (!dead->IsPlayer() && dead->GetFactionID() > 10) {
  3692. client = GetClientBySpawn(killer);
  3693. if (client)
  3694. ProcessFaction(dead, client);
  3695. }
  3696. // Clear hostile spells from the killers spell queue
  3697. spellProcess->RemoveSpellFromQueue((Player*)killer, true);
  3698. }
  3699. }
  3700. // Reset client pointer
  3701. client = 0;
  3702. vector<Spawn*>* group = dead->GetSpawnGroup();
  3703. if (group && group->size() == 1)
  3704. CallSpawnScript(dead, SPAWN_SCRIPT_GROUP_DEAD, killer);
  3705. safe_delete(group);
  3706. // Remove the support functions for the dead spawn
  3707. RemoveSpawnSupportFunctions(dead);
  3708. // Erase the expire timer if it has one
  3709. if (spawn_expire_timers.count(dead->GetID()) > 0)
  3710. spawn_expire_timers.erase(dead->GetID());
  3711. // If dead is an npc or object call the spawn scrip and handle instance stuff
  3712. if(dead->IsNPC() || dead->IsObject())
  3713. {
  3714. // handle instance spawn db info
  3715. // we don't care if a NPC or a client kills the spawn, we could have events that cause NPCs to kill NPCs.
  3716. if(dead->GetZone()->GetInstanceID() > 0 && dead->GetSpawnLocationID() > 0)
  3717. {
  3718. // use respawn time to either insert/update entry (likely insert in this situation)
  3719. if(dead->IsNPC())
  3720. database.CreateInstanceSpawnRemoved(dead->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_NPC, dead->GetRespawnTime(),dead->GetZone()->GetInstanceID());
  3721. else if ( dead->IsObject ( ) )
  3722. database.CreateInstanceSpawnRemoved(dead->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_OBJECT, dead->GetRespawnTime(),dead->GetZone()->GetInstanceID());
  3723. }
  3724. // Call the spawn scripts death() function
  3725. CallSpawnScript(dead, SPAWN_SCRIPT_DEATH, killer);
  3726. }
  3727. int32 victim_id = dead->GetID();
  3728. int32 attacker_id = 0xFFFFFFFF;
  3729. if(killer)
  3730. attacker_id = killer->GetID();
  3731. if(send_packet)
  3732. {
  3733. vector<Client*>::iterator client_itr;
  3734. MClientList.readlock(__FUNCTION__, __LINE__);
  3735. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3736. client = *client_itr;
  3737. if(!client->GetPlayer()->WasSentSpawn(victim_id) || (attacker_id != 0xFFFFFFFF && !client->GetPlayer()->WasSentSpawn(attacker_id)) )
  3738. continue;
  3739. else if(client->GetPlayer()->WasSpawnRemoved(dead) || (attacker_id != 0xFFFFFFFF && client->GetPlayer()->WasSpawnRemoved(killer)))
  3740. continue;
  3741. else if(killer && killer->GetDistance(client->GetPlayer()) > HEAR_SPAWN_DISTANCE)
  3742. continue;
  3743. packet = configReader.getStruct("WS_HearDeath", client->GetVersion());
  3744. if(packet)
  3745. {
  3746. if(killer)
  3747. packet->setDataByName("attacker", client->GetPlayer()->GetIDWithPlayerSpawn(killer));
  3748. else
  3749. packet->setDataByName("attacker", 0xFFFFFFFF);
  3750. packet->setDataByName("defender", client->GetPlayer()->GetIDWithPlayerSpawn(dead));
  3751. packet->setDataByName("damage_type", damage_type);
  3752. packet->setDataByName("blow_type", kill_blow_type);
  3753. client->QueuePacket(packet->serialize());
  3754. LogWrite(COMBAT__DEBUG, 0, "Combat", "Zone Killing '%s'", dead->GetName());
  3755. safe_delete(packet);
  3756. }
  3757. }
  3758. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3759. }
  3760. int32 pop_timer = 0xFFFFFFFF;
  3761. if(killer && killer->IsNPC())
  3762. {
  3763. // Call the spawn scripts killed() function
  3764. CallSpawnScript(killer, SPAWN_SCRIPT_KILLED, dead);
  3765. if(!dead->IsPlayer())
  3766. {
  3767. LogWrite(MISC__TODO, 1, "TODO", "Whenever pets are added, check for pet kills\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  3768. // Set the time for the corpse to linger to 5 sec
  3769. //pop_timer = 5000;
  3770. // commented out the timer so in the event the killer is not a player (pet, guard, something else i haven't thought of)
  3771. // the corpse doesn't vanish sooner then it should if it had loot for the players. AddDeadSpawn() will set timers based on if
  3772. // the corpse has loot or not if the timer value (pop_timer) is 0xFFFFFFFF
  3773. }
  3774. }
  3775. // If the dead spawns was not a player add it to the dead spawn list
  3776. if (!dead->IsPlayer() && !dead->IsBot())
  3777. AddDeadSpawn(dead, pop_timer);
  3778. // if dead was a player clear hostile spells from its spell queue
  3779. if (dead->IsPlayer())
  3780. spellProcess->RemoveSpellFromQueue((Player*)dead, true);
  3781. if (dead->IsNPC())
  3782. ((NPC*)dead)->Brain()->ClearHate();
  3783. // ResetPetInfo() is called in DismissPet(), might not need to be here
  3784. // Players pet is killed, clear the pet info from char sheet
  3785. /*if (dead->IsNPC() && ((NPC*)dead)->IsPet() && ((NPC*)dead)->GetOwner()->IsPlayer())
  3786. ((Player*)((NPC*)dead)->GetOwner())->ResetPetInfo();*/
  3787. safe_delete(encounter);
  3788. }
  3789. void ZoneServer::SendDamagePacket(Spawn* attacker, Spawn* victim, int8 type1, int8 type2, int8 damage_type, int16 damage, const char* spell_name){
  3790. //Scat: was set but never being used anywhere. i see references to 0xFFFFFFFF below so could be old code not used anymore
  3791. //int32 attacker_id = 0xFFFFFFFF;
  3792. //if(attacker)
  3793. // attacker_id = attacker->GetID();
  3794. PacketStruct* packet = 0;
  3795. Client* client = 0;
  3796. if(attacker && victim && victim->IsPlayer() && victim->GetTarget() == 0){
  3797. client = GetClientBySpawn(victim);
  3798. if(client)
  3799. client->TargetSpawn(attacker);
  3800. }
  3801. vector<Client*>::iterator client_itr;
  3802. MClientList.readlock(__FUNCTION__, __LINE__);
  3803. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3804. client = *client_itr;
  3805. if(!client || (client->GetPlayer() != attacker && client->GetPlayer() != victim && ((attacker && client->GetPlayer()->WasSentSpawn(attacker->GetID()) == false) || (victim && client->GetPlayer()->WasSentSpawn(victim->GetID()) == false))))
  3806. continue;
  3807. if((attacker && client->GetPlayer()->WasSpawnRemoved(attacker)) || (victim && client->GetPlayer()->WasSpawnRemoved(victim)))
  3808. continue;
  3809. if(attacker && attacker->GetDistance(client->GetPlayer()) > 50)
  3810. continue;
  3811. if(victim && victim->GetDistance(client->GetPlayer()) > 50)
  3812. continue;
  3813. switch(type1){
  3814. case DAMAGE_PACKET_TYPE_SIPHON_SPELL:
  3815. case DAMAGE_PACKET_TYPE_SIPHON_SPELL2:
  3816. packet = configReader.getStruct("WS_HearSiphonSpellDamage", client->GetVersion());
  3817. break;
  3818. case DAMAGE_PACKET_TYPE_MULTIPLE_DAMAGE:
  3819. packet = configReader.getStruct("WS_HearMultipleDamage", client->GetVersion());
  3820. break;
  3821. case DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG:
  3822. case DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE:
  3823. packet = configReader.getStruct("WS_HearSimpleDamage", client->GetVersion());
  3824. break;
  3825. case DAMAGE_PACKET_TYPE_SPELL_DAMAGE2:
  3826. case DAMAGE_PACKET_TYPE_SPELL_DAMAGE3:
  3827. case DAMAGE_PACKET_TYPE_SPELL_CRIT_DMG:
  3828. case DAMAGE_PACKET_TYPE_SPELL_DAMAGE:
  3829. packet = configReader.getStruct("WS_HearSpellDamage", client->GetVersion());
  3830. if (packet)
  3831. packet->setSubstructDataByName("header", "unknown", 5);
  3832. break;
  3833. case DAMAGE_PACKET_TYPE_RANGE_DAMAGE:
  3834. packet = configReader.getStruct("WS_HearRangeDamage", client->GetVersion());
  3835. break;
  3836. case DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG:
  3837. case DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG2:
  3838. packet = configReader.getStruct("WS_HearRangeDamage", client->GetVersion());
  3839. break;
  3840. default:
  3841. LogWrite(ZONE__ERROR, 0, "Zone", "Unknown Damage Packet type: %i in ZoneServer::SendDamagePacket.", type1);
  3842. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3843. return;
  3844. }
  3845. if(packet){
  3846. packet->setSubstructDataByName("header", "packet_type", type1);
  3847. packet->setSubstructDataByName("header", "result_type", type2);
  3848. if(!attacker)
  3849. packet->setSubstructDataByName("header", "attacker", 0xFFFFFFFF);
  3850. else
  3851. packet->setSubstructDataByName("header", "attacker", client->GetPlayer()->GetIDWithPlayerSpawn(attacker));
  3852. packet->setSubstructDataByName("header", "defender", client->GetPlayer()->GetIDWithPlayerSpawn(victim));
  3853. packet->setDataByName("damage_type", damage_type);
  3854. packet->setDataByName("damage", damage);
  3855. if(spell_name)
  3856. packet->setSmallStringByName("spell_name", spell_name);
  3857. EQ2Packet* app = packet->serialize();
  3858. //DumpPacket(app);
  3859. client->QueuePacket(app);
  3860. safe_delete(packet);
  3861. packet = 0;
  3862. }
  3863. }
  3864. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3865. }
  3866. void ZoneServer::SendHealPacket(Spawn* caster, Spawn* target, int16 heal_type, int32 heal_amt, const char* spell_name){
  3867. Client* client = 0;
  3868. vector<Client*>::iterator client_itr;
  3869. MClientList.readlock(__FUNCTION__, __LINE__);
  3870. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3871. client = *client_itr;
  3872. if(!client || (client->GetPlayer() != caster && ((caster && client->GetPlayer()->WasSentSpawn(caster->GetID()) == false) || (target && client->GetPlayer()->WasSentSpawn(target->GetID()) == false))))
  3873. continue;
  3874. if((caster && client->GetPlayer()->WasSpawnRemoved(caster)) || (caster && client->GetPlayer()->WasSpawnRemoved(target)))
  3875. continue;
  3876. if(caster && caster->GetDistance(client->GetPlayer()) > 50)
  3877. continue;
  3878. if(target && target->GetDistance(client->GetPlayer()) > 50)
  3879. continue;
  3880. PacketStruct* packet = configReader.getStruct("WS_HearHeal", client->GetVersion());
  3881. if (packet) {
  3882. packet->setDataByName("caster", client->GetPlayer()->GetIDWithPlayerSpawn(caster));
  3883. packet->setDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  3884. packet->setDataByName("heal_amt", heal_amt);
  3885. packet->setDataByName("spellname", spell_name);
  3886. packet->setDataByName("type", heal_type);
  3887. packet->setDataByName("unknown2", 1);
  3888. EQ2Packet* app = packet->serialize();
  3889. client->QueuePacket(app);
  3890. safe_delete(packet);
  3891. }
  3892. }
  3893. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3894. }
  3895. void ZoneServer::SendThreatPacket(Spawn* caster, Spawn* target, int32 threat_amt, const char* spell_name) {
  3896. Client* client = 0;
  3897. vector<Client*>::iterator client_itr;
  3898. MClientList.readlock(__FUNCTION__, __LINE__);
  3899. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3900. client = *client_itr;
  3901. if(!client || (client->GetPlayer() != caster && ((caster && client->GetPlayer()->WasSentSpawn(caster->GetID()) == false) || (target && client->GetPlayer()->WasSentSpawn(target->GetID()) == false))))
  3902. continue;
  3903. if((caster && client->GetPlayer()->WasSpawnRemoved(caster)) || (caster && client->GetPlayer()->WasSpawnRemoved(target)))
  3904. continue;
  3905. if(caster && caster->GetDistance(client->GetPlayer()) > 50)
  3906. continue;
  3907. if(target && target->GetDistance(client->GetPlayer()) > 50)
  3908. continue;
  3909. PacketStruct* packet = configReader.getStruct("WS_HearThreatCmd", client->GetVersion());
  3910. if (packet) {
  3911. packet->setDataByName("spell_name", spell_name);
  3912. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(caster));
  3913. packet->setDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  3914. packet->setDataByName("threat_amount", threat_amt);
  3915. client->QueuePacket(packet->serialize());
  3916. }
  3917. safe_delete(packet);
  3918. }
  3919. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3920. }
  3921. void ZoneServer::SendSpellFailedPacket(Client* client, int16 error){
  3922. if(!client)
  3923. return;
  3924. PacketStruct* packet = configReader.getStruct("WS_DisplaySpellFailed", client->GetVersion());
  3925. if(packet){
  3926. /* Temp solution, need to modify the error code before this function and while we still have access to the spell/combat art */
  3927. error = master_spell_list.GetSpellErrorValue(client->GetVersion(), error);
  3928. packet->setDataByName("error_code", error);
  3929. //packet->PrintPacket();
  3930. client->QueuePacket(packet->serialize());
  3931. safe_delete(packet);
  3932. }
  3933. }
  3934. void ZoneServer::SendInterruptPacket(Spawn* interrupted, LuaSpell* spell){
  3935. if(!interrupted || !spell)
  3936. return;
  3937. EQ2Packet* outapp = 0;
  3938. PacketStruct* packet = 0;
  3939. Client* client = 0;
  3940. vector<Client*>::iterator client_itr;
  3941. MClientList.readlock(__FUNCTION__, __LINE__);
  3942. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3943. client = *client_itr;
  3944. if(!client || !client->GetPlayer()->WasSentSpawn(interrupted->GetID()) || client->GetPlayer()->WasSpawnRemoved(interrupted))
  3945. continue;
  3946. packet = configReader.getStruct("WS_Interrupt", client->GetVersion());
  3947. if(packet){
  3948. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(interrupted));
  3949. packet->setArrayLengthByName("num_targets", spell->targets.size());
  3950. for (int32 i = 0; i < spell->targets.size(); i++)
  3951. packet->setArrayDataByName("target_id", client->GetPlayer()->GetIDWithPlayerSpawn(client->GetPlayer()->GetZone()->GetSpawnByID(spell->targets[i])), i);
  3952. packet->setDataByName("spell_id", spell->spell->GetSpellID());
  3953. outapp = packet->serialize();
  3954. client->QueuePacket(outapp);
  3955. safe_delete(packet);
  3956. }
  3957. }
  3958. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3959. safe_delete(packet);
  3960. }
  3961. void ZoneServer::SendCastSpellPacket(LuaSpell* spell, Entity* caster){
  3962. EQ2Packet* outapp = 0;
  3963. PacketStruct* packet = 0;
  3964. Client* client = 0;
  3965. if(!caster || !spell || !spell->spell || spell->interrupted)
  3966. return;
  3967. vector<Client*>::iterator client_itr;
  3968. MClientList.readlock(__FUNCTION__, __LINE__);
  3969. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3970. client = *client_itr;
  3971. if(!client)
  3972. continue;
  3973. packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion());
  3974. if(packet){
  3975. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(caster));
  3976. packet->setArrayLengthByName("num_targets", spell->targets.size());
  3977. for (int32 i = 0; i < spell->targets.size(); i++)
  3978. packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(spell->caster->GetZone()->GetSpawnByID(spell->targets[i])), i);
  3979. packet->setDataByName("spell_visual", spell->spell->GetSpellData()->spell_visual); //result
  3980. packet->setDataByName("cast_time", spell->spell->GetSpellData()->cast_time*.01); //delay
  3981. packet->setDataByName("spell_id", spell->spell->GetSpellID());
  3982. packet->setDataByName("spell_level", 1);
  3983. packet->setDataByName("spell_tier", spell->spell->GetSpellData()->tier);
  3984. outapp = packet->serialize();
  3985. client->QueuePacket(outapp);
  3986. safe_delete(packet);
  3987. }
  3988. }
  3989. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3990. safe_delete(packet);
  3991. }
  3992. void ZoneServer::SendCastSpellPacket(int32 spell_visual, Spawn* target) {
  3993. if (target) {
  3994. vector<Client*>::iterator client_itr;
  3995. MClientList.readlock(__FUNCTION__, __LINE__);
  3996. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3997. Client* client = *client_itr;
  3998. if (!client)
  3999. continue;
  4000. PacketStruct* packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion());
  4001. if (packet) {
  4002. packet->setDataByName("spawn_id", 0xFFFFFFFF);
  4003. packet->setArrayLengthByName("num_targets", 1);
  4004. packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  4005. packet->setDataByName("spell_id", 0xFFFFFFFF);
  4006. packet->setDataByName("spell_visual", spell_visual);
  4007. packet->setDataByName("cast_time", 0);
  4008. packet->setDataByName("spell_id", 0);
  4009. packet->setDataByName("spell_level", 0);
  4010. packet->setDataByName("spell_tier", 0);
  4011. client->QueuePacket(packet->serialize());
  4012. safe_delete(packet);
  4013. }
  4014. }
  4015. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4016. }
  4017. }
  4018. void ZoneServer::SendCastEntityCommandPacket(EntityCommand* entity_command, int32 spawn_id, int32 target_id) {
  4019. if (entity_command) {
  4020. Spawn* spawn = GetSpawnByID(spawn_id);
  4021. Spawn* target = GetSpawnByID(target_id);
  4022. if (!spawn || !target)
  4023. return;
  4024. Client* client = 0;
  4025. vector<Client*>::iterator client_itr;
  4026. MClientList.readlock(__FUNCTION__, __LINE__);
  4027. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4028. client = *client_itr;
  4029. if (!client || !client->GetPlayer()->WasSentSpawn(spawn_id) || client->GetPlayer()->WasSpawnRemoved(spawn) || !client->GetPlayer()->WasSentSpawn(target_id) || client->GetPlayer()->WasSpawnRemoved(target))
  4030. continue;
  4031. PacketStruct* packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion());
  4032. if (packet) {
  4033. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  4034. packet->setArrayLengthByName("num_targets", 1);
  4035. packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  4036. packet->setDataByName("num_targets", 1);
  4037. packet->setDataByName("spell_visual", entity_command->spell_visual); //result
  4038. packet->setDataByName("cast_time", entity_command->cast_time * 0.01); //delay
  4039. packet->setDataByName("spell_id", 1);
  4040. packet->setDataByName("spell_level", 1);
  4041. packet->setDataByName("spell_tier", 1);
  4042. EQ2Packet* outapp = packet->serialize();
  4043. client->QueuePacket(outapp);
  4044. safe_delete(packet);
  4045. }
  4046. }
  4047. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4048. }
  4049. }
  4050. void ZoneServer::StartZoneInitialSpawnThread(Client* client){
  4051. if(zoneShuttingDown)
  4052. return;
  4053. #ifdef WIN32
  4054. _beginthread(SendInitialSpawns, 0, client);
  4055. #else
  4056. pthread_t thread;
  4057. pthread_create(&thread, NULL, SendInitialSpawns, client);
  4058. pthread_detach(thread);
  4059. #endif
  4060. }
  4061. void ZoneServer::SendZoneSpawns(Client* client){
  4062. initial_spawn_threads_active++;
  4063. map<int32, Spawn*>::iterator itr;
  4064. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4065. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4066. Spawn* spawn = itr->second;
  4067. if (spawn) {
  4068. CheckSpawnRange(client, spawn, true);
  4069. }
  4070. }
  4071. CheckSendSpawnToClient(client, true);
  4072. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4073. client->SetConnected(true);
  4074. ClientPacketFunctions::SendFinishedEntitiesList(client);
  4075. initial_spawn_threads_active--;
  4076. }
  4077. vector<Entity*> ZoneServer::GetPlayers(){
  4078. vector<Entity*> ret;
  4079. Client* client = 0;
  4080. vector<Client*>::iterator client_itr;
  4081. MClientList.readlock(__FUNCTION__, __LINE__);
  4082. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4083. client = *client_itr;
  4084. ret.push_back(client->GetPlayer());
  4085. }
  4086. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4087. return ret;
  4088. }
  4089. int16 ZoneServer::SetSpawnTargetable(Spawn* spawn, float distance){
  4090. Spawn* test_spawn = 0;
  4091. int16 ret_val = 0;
  4092. map<int32, Spawn*>::iterator itr;
  4093. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4094. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4095. test_spawn = itr->second;
  4096. if(test_spawn){
  4097. if(test_spawn->GetDistance(spawn) <= distance){
  4098. test_spawn->SetTargetable(1);
  4099. ret_val++;
  4100. }
  4101. }
  4102. }
  4103. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4104. return ret_val;
  4105. }
  4106. int16 ZoneServer::SetSpawnTargetable(int32 spawn_id){
  4107. Spawn* spawn = 0;
  4108. int16 ret_val = 0;
  4109. map<int32, Spawn*>::iterator itr;
  4110. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4111. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4112. spawn = itr->second;
  4113. if(spawn){
  4114. if(spawn->GetDatabaseID() == spawn_id){
  4115. spawn->SetTargetable(1);
  4116. ret_val++;
  4117. }
  4118. }
  4119. }
  4120. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4121. return ret_val;
  4122. }
  4123. EQ2Packet* ZoneServer::GetZoneInfoPacket(Client* client){
  4124. client_spawn_map.Put(client->GetPlayer(), client);
  4125. PacketStruct* packet = configReader.getStruct("WS_ZoneInfo", client->GetVersion());
  4126. packet->setSmallStringByName("server1",net.GetWorldName());
  4127. packet->setSmallStringByName("server2",net.GetWorldName());
  4128. packet->setDataByName("unknown1", 1, 1);//1, 1
  4129. int32 expansions = EXPANSION_UNKNOWN + EXPANSION_DOF + EXPANSION_KOS + EXPANSION_EOF + EXPANSION_ROK + EXPANSION_TSO + EXPANSION_DOV;
  4130. //packet->setDataByName("expansions_enabled", 82313211);//expansions 63181
  4131. //packet->setDataByName("expansions_enabled", 552075103);//expansions 63182
  4132. packet->setDataByName("expansions_enabled", 4294967295);//expansions 1096 //612499455 works
  4133. if (client->GetVersion() >= 1193) {
  4134. packet->setDataByName("unknown3", 4294967295, 0); // DOV and down
  4135. packet->setDataByName("unknown3", 4294967295, 1); //COE and up
  4136. packet->setDataByName("unknown3", 4294967295, 2);
  4137. }
  4138. else
  4139. packet->setDataByName("unknown3", 4294967295, 0); // DOV and down
  4140. packet->setSmallStringByName("auction_website", "eq2emulator.net");
  4141. packet->setDataByName("auction_port", 80);
  4142. packet->setSmallStringByName("upload_page", "test_upload.m");
  4143. packet->setSmallStringByName("upload_key", "dsya987yda9");
  4144. packet->setSmallStringByName("zone", GetZoneFile());
  4145. packet->setSmallStringByName("zone2", GetZoneName());
  4146. packet->setSmallStringByName("zone_desc", GetZoneDescription());
  4147. packet->setSmallStringByName("char_name", client->GetPlayer()->GetName());
  4148. packet->setDataByName("x", client->GetPlayer()->GetX());
  4149. packet->setDataByName("y", client->GetPlayer()->GetY());
  4150. packet->setDataByName("z", client->GetPlayer()->GetZ());
  4151. // unknown3 can prevent screen shots from being taken if
  4152. //packet->setDataByName("unknown3", 2094661567, 1); // Screenshots allowed with this value
  4153. //packet->setDataByName("unknown3", 3815767999, 1); // Screenshots disabled with this value
  4154. //packet->setDataByName("unknown3", 1, 2);
  4155. /*if (client->GetVersion() >= 63587) {
  4156. packet->setArrayLengthByName("num_exp_feature_bytes", 9);
  4157. packet->setArrayDataByName("exp_feature_bytes", 95, 0);//kos and dof
  4158. packet->setArrayDataByName("exp_feature_bytes", 255, 1);//eof rok tso sf dov coe tov
  4159. packet->setArrayDataByName("exp_feature_bytes", 247, 2);//aom tot ka exp14
  4160. packet->setArrayDataByName("exp_feature_bytes", 32, 3);//rum cellar
  4161. packet->setArrayDataByName("exp_feature_bytes", 140, 4);
  4162. packet->setArrayDataByName("exp_feature_bytes", 62, 5);
  4163. packet->setArrayDataByName("exp_feature_bytes", 0, 6);
  4164. packet->setArrayDataByName("exp_feature_bytes", 45, 7);
  4165. packet->setArrayDataByName("exp_feature_bytes", 128, 8);
  4166. packet->setArrayLengthByName("num_unknown3b_bytes", 9);
  4167. packet->setArrayDataByName("unknown3b_bytes", 95, 0);
  4168. packet->setArrayDataByName("unknown3b_bytes", 255, 1);
  4169. packet->setArrayDataByName("unknown3b_bytes", 247, 2);
  4170. packet->setArrayDataByName("unknown3b_bytes", 237, 3);
  4171. packet->setArrayDataByName("unknown3b_bytes", 143, 4);
  4172. packet->setArrayDataByName("unknown3b_bytes", 255, 5);
  4173. packet->setArrayDataByName("unknown3b_bytes", 255, 6);
  4174. packet->setArrayDataByName("unknown3b_bytes", 255, 7);
  4175. packet->setArrayDataByName("unknown3b_bytes", 128, 8);
  4176. }
  4177. else if (client->GetVersion() >= 63214) {
  4178. packet->setArrayLengthByName("num_exp_feature_bytes", 9);
  4179. packet->setArrayDataByName("exp_feature_bytes", 95, 0);//kos and dof
  4180. packet->setArrayDataByName("exp_feature_bytes", 255, 1);//eof rok tso sf dov coe tov
  4181. packet->setArrayDataByName("exp_feature_bytes", 247, 2);//aom tot ka exp14
  4182. packet->setArrayDataByName("exp_feature_bytes", 32, 3);//rum cellar
  4183. packet->setArrayDataByName("exp_feature_bytes", 140, 4);
  4184. packet->setArrayDataByName("exp_feature_bytes", 62, 5);
  4185. packet->setArrayDataByName("exp_feature_bytes", 0, 6);
  4186. packet->setArrayDataByName("exp_feature_bytes", 45, 7);
  4187. packet->setArrayDataByName("exp_feature_bytes", 128, 8);
  4188. packet->setArrayLengthByName("num_unknown3b_bytes", 9);
  4189. packet->setArrayDataByName("unknown3b_bytes", 95, 0);
  4190. packet->setArrayDataByName("unknown3b_bytes", 255, 1);
  4191. packet->setArrayDataByName("unknown3b_bytes", 247, 2);
  4192. packet->setArrayDataByName("unknown3b_bytes", 237, 3);
  4193. packet->setArrayDataByName("unknown3b_bytes", 143, 4);
  4194. packet->setArrayDataByName("unknown3b_bytes", 255, 5);
  4195. packet->setArrayDataByName("unknown3b_bytes", 255, 6);
  4196. packet->setArrayDataByName("unknown3b_bytes", 255, 7);
  4197. packet->setArrayDataByName("unknown3b_bytes", 128, 8);
  4198. }*/
  4199. if (client->GetVersion() >= 64644) {
  4200. packet->setDataByName("unknown3a", 12598924);
  4201. packet->setDataByName("unknown3b", 3992452959);
  4202. packet->setDataByName("unknown3c", 4294967183);
  4203. packet->setDataByName("unknown2a", 9);
  4204. packet->setDataByName("unknown2b", 9);
  4205. }
  4206. else if (client->GetVersion() >= 63181) {
  4207. packet->setDataByName("unknown3a", 750796556);//63182 73821356
  4208. packet->setDataByName("unknown3b", 3991404383);// 63182 3991404383
  4209. packet->setDataByName("unknown3c", 4278189967);// 63182 4278189967
  4210. packet->setDataByName("unknown2a", 8);// 63182
  4211. packet->setDataByName("unknown2b", 8);// 63182
  4212. }
  4213. else{
  4214. //packet->setDataByName("unknown3", 872447025,0);//63181
  4215. //packet->setDataByName("unknown3", 3085434875,1);// 63181
  4216. //packet->setDataByName("unknown3", 2147483633,2);// 63181
  4217. }
  4218. packet->setDataByName("year", world.GetWorldTimeStruct()->year);
  4219. packet->setDataByName("month", world.GetWorldTimeStruct()->month);
  4220. packet->setDataByName("day", world.GetWorldTimeStruct()->day);
  4221. packet->setDataByName("hour", world.GetWorldTimeStruct()->hour);
  4222. packet->setDataByName("minute", world.GetWorldTimeStruct()->minute);
  4223. packet->setDataByName("unknown", 0);
  4224. packet->setDataByName("unknown7", 1);
  4225. packet->setDataByName("unknown7", 1, 1);
  4226. packet->setDataByName("unknown9", 13);
  4227. //packet->setDataByName("unknown10", 25188959);4294967295
  4228. //packet->setDataByName("unknown10", 25190239);
  4229. packet->setDataByName("unknown10", 25191524);//25191524
  4230. packet->setDataByName("unknown10b", 1);
  4231. 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
  4232. packet->setDataByName("num_adv", 9);
  4233. packet->setArrayDataByName("adv_name", "adv02_dun_drowned_caverns", 0);
  4234. packet->setArrayDataByName("adv_id", 6, 0);
  4235. packet->setArrayDataByName("adv_name", "adv02_dun_sundered_splitpaw_hub", 1);
  4236. packet->setArrayDataByName("adv_id", 5, 1);
  4237. packet->setArrayDataByName("adv_name", "exp03_rgn_butcherblock", 2);
  4238. packet->setArrayDataByName("adv_id", 8, 2);
  4239. packet->setArrayDataByName("adv_name", "exp03_rgn_greater_faydark", 3);
  4240. packet->setArrayDataByName("adv_id", 7, 3);
  4241. packet->setArrayDataByName("adv_name", "mod01_dun_crypt_of_thaen", 4);
  4242. packet->setArrayDataByName("adv_id", 3, 4);
  4243. packet->setArrayDataByName("adv_name", "mod01_dun_tombs_of_night", 5);
  4244. packet->setArrayDataByName("adv_id", 4, 5);
  4245. packet->setArrayDataByName("adv_name", "nektulos_mini01", 6);
  4246. packet->setArrayDataByName("adv_id", 0, 6);
  4247. packet->setArrayDataByName("adv_name", "nektulos_mini02", 7);
  4248. packet->setArrayDataByName("adv_id", 1, 7);
  4249. packet->setArrayDataByName("adv_name", "nektulos_mini03", 8);
  4250. packet->setArrayDataByName("adv_id", 2, 8);
  4251. LogWrite(MISC__TODO, 0, "TODO", "Put cl_ client commands back in variables (not Rules) so they can be dynamically maintained");
  4252. vector<Variable*>* variables = world.GetClientVariables();
  4253. packet->setArrayLengthByName("num_client_setup", variables->size());
  4254. for(int i=variables->size()-1;i>=0;i--)
  4255. packet->setArrayDataByName("client_cmds", variables->at(i)->GetNameValuePair().c_str(), i);
  4256. // For AoM clients so item link work
  4257. if (client->GetVersion() >= 60114)
  4258. packet->setArrayDataByName("client_cmds", "chat_linkbrackets_item 1", variables->size());
  4259. safe_delete(variables);
  4260. //packet->setDataByName("unknown8", ); story?
  4261. // AA Tabs for 1193+ clients
  4262. if (client->GetVersion() >= 1193) {
  4263. packet->setArrayLengthByName("tab_count", 48);
  4264. int8 i = 0;
  4265. packet->setArrayDataByName("tab_index", i, i);
  4266. packet->setArrayDataByName("tab_name", ":es24a58bd8fcaac8c2:All", i);
  4267. i++;
  4268. packet->setArrayDataByName("tab_index", i, i);
  4269. packet->setArrayDataByName("tab_name", ":410385c727bd47a6:Racial Innate", i);
  4270. i++;
  4271. packet->setArrayDataByName("tab_index", i, i);
  4272. packet->setArrayDataByName("tab_name", ":410385c75a96e23c:Tradeskill Advancement", i);
  4273. i++;
  4274. packet->setArrayDataByName("tab_index", i, i);
  4275. packet->setArrayDataByName("tab_name", ":410385c744f1fd99:Focus Effects", i);
  4276. i++;
  4277. packet->setArrayDataByName("tab_index", i, i);
  4278. packet->setArrayDataByName("tab_name", ":410385c71edd2a66:Heroic", i);
  4279. i++;
  4280. packet->setArrayDataByName("tab_index", i, i);
  4281. packet->setArrayDataByName("tab_name", ":410385c76ee6239f:Shadows", i);
  4282. i++;
  4283. packet->setArrayDataByName("tab_index", i, i);
  4284. packet->setArrayDataByName("tab_name", ":410385c7e678b977:Prestige", i);
  4285. i++;
  4286. packet->setArrayDataByName("tab_index", i, i);
  4287. packet->setArrayDataByName("tab_name", ":410385c77ee422d7:Animalist", i);
  4288. i++;
  4289. packet->setArrayDataByName("tab_index", i, i);
  4290. packet->setArrayDataByName("tab_name", ":410385c7f165af77:Bard", i);
  4291. i++;
  4292. packet->setArrayDataByName("tab_index", i, i);
  4293. packet->setArrayDataByName("tab_name", ":410385c7421b9375:Brawler", i);
  4294. i++;
  4295. packet->setArrayDataByName("tab_index", i, i);
  4296. packet->setArrayDataByName("tab_name", ":410385c7a03ae7d1:Cleric", i);
  4297. i++;
  4298. packet->setArrayDataByName("tab_index", i, i);
  4299. packet->setArrayDataByName("tab_name", ":410385c7c9605e9f:Crusader", i);
  4300. i++;
  4301. packet->setArrayDataByName("tab_index", i, i);
  4302. packet->setArrayDataByName("tab_name", ":410385c7f9424168:Druid", i);
  4303. i++;
  4304. packet->setArrayDataByName("tab_index", i, i);
  4305. packet->setArrayDataByName("tab_name", ":410385c79cb9556c:Enchanter", i);
  4306. i++;
  4307. packet->setArrayDataByName("tab_index", i, i);
  4308. packet->setArrayDataByName("tab_name", ":410385c70c8b6aa4:Predator", i);
  4309. i++;
  4310. packet->setArrayDataByName("tab_index", i, i);
  4311. packet->setArrayDataByName("tab_name", ":410385c73a43b6dd:Rogue", i);
  4312. i++;
  4313. packet->setArrayDataByName("tab_index", i, i);
  4314. packet->setArrayDataByName("tab_name", ":410385c759fe7d15:Sorcerer", i);
  4315. i++;
  4316. packet->setArrayDataByName("tab_index", i, i);
  4317. packet->setArrayDataByName("tab_name", ":410385c7ad610aca:Summoner", i);
  4318. i++;
  4319. packet->setArrayDataByName("tab_index", i, i);
  4320. packet->setArrayDataByName("tab_name", ":410385c71e056728:Warrior", i);
  4321. i++;
  4322. packet->setArrayDataByName("tab_index", i, i);
  4323. packet->setArrayDataByName("tab_name", ":410385c7ba864c0b:Assassin", i);
  4324. i++;
  4325. packet->setArrayDataByName("tab_index", i, i);
  4326. packet->setArrayDataByName("tab_name", ":410385c7b8116aad:Beastlord", i);
  4327. i++;
  4328. packet->setArrayDataByName("tab_index", i, i);
  4329. packet->setArrayDataByName("tab_name", ":410385c7f53feb7b:Berserker", i);
  4330. i++;
  4331. packet->setArrayDataByName("tab_index", i, i);
  4332. packet->setArrayDataByName("tab_name", ":410385c73d8a70e2:Brigand", i);
  4333. i++;
  4334. packet->setArrayDataByName("tab_index", i, i);
  4335. packet->setArrayDataByName("tab_name", ":410385c770c766d6:Bruiser", i);
  4336. i++;
  4337. packet->setArrayDataByName("tab_index", i, i);
  4338. packet->setArrayDataByName("tab_name", ":410385c79226984b:Coercer", i);
  4339. i++;
  4340. packet->setArrayDataByName("tab_index", i, i);
  4341. packet->setArrayDataByName("tab_name", ":410385c70c58bb30:Conjurer", i);
  4342. i++;
  4343. packet->setArrayDataByName("tab_index", i, i);
  4344. packet->setArrayDataByName("tab_name", ":410385c73dfe68d0:Defiler", i);
  4345. i++;
  4346. packet->setArrayDataByName("tab_index", i, i);
  4347. packet->setArrayDataByName("tab_name", ":410385c792919a6b:Dirge", i);
  4348. i++;
  4349. packet->setArrayDataByName("tab_index", i, i);
  4350. packet->setArrayDataByName("tab_name", ":410385c7062e5f55:Fury", i);
  4351. i++;
  4352. packet->setArrayDataByName("tab_index", i, i);
  4353. packet->setArrayDataByName("tab_name", ":410385c762c1fdfc:Guardian", i);
  4354. i++;
  4355. packet->setArrayDataByName("tab_index", i, i);
  4356. packet->setArrayDataByName("tab_name", ":410385c78addfbf4:Illusionist", i);
  4357. i++;
  4358. packet->setArrayDataByName("tab_index", i, i);
  4359. packet->setArrayDataByName("tab_name", ":410385c7ece054a7:Inquisitor", i);
  4360. i++;
  4361. packet->setArrayDataByName("tab_index", i, i);
  4362. packet->setArrayDataByName("tab_name", ":410385c7d550d2e7:Monk", i);
  4363. i++;
  4364. packet->setArrayDataByName("tab_index", i, i);
  4365. packet->setArrayDataByName("tab_name", ":410385c743cfeaa2:Mystic", i);
  4366. i++;
  4367. packet->setArrayDataByName("tab_index", i, i);
  4368. packet->setArrayDataByName("tab_name", ":410385c7f63c9c8c:Necromancer", i);
  4369. i++;
  4370. packet->setArrayDataByName("tab_index", i, i);
  4371. packet->setArrayDataByName("tab_name", ":410385c70c5de0ae:Paladin", i);
  4372. i++;
  4373. packet->setArrayDataByName("tab_index", i, i);
  4374. packet->setArrayDataByName("tab_name", ":410385c79bc97b3a:Ranger", i);
  4375. i++;
  4376. packet->setArrayDataByName("tab_index", i, i);
  4377. packet->setArrayDataByName("tab_name", ":410385c78fbd2256:Shadowknight", i);
  4378. i++;
  4379. packet->setArrayDataByName("tab_index", i, i);
  4380. packet->setArrayDataByName("tab_name", ":410385c7781cc625:Shaman", i);
  4381. i++;
  4382. packet->setArrayDataByName("tab_index", i, i);
  4383. packet->setArrayDataByName("tab_name", ":410385c77eecdcdb:Swashbuckler", i);
  4384. i++;
  4385. packet->setArrayDataByName("tab_index", i, i);
  4386. packet->setArrayDataByName("tab_name", ":410385c7648d181e:Templar", i);
  4387. i++;
  4388. packet->setArrayDataByName("tab_index", i, i);
  4389. packet->setArrayDataByName("tab_name", ":410385c78df47d77:Troubador", i);
  4390. i++;
  4391. packet->setArrayDataByName("tab_index", i, i);
  4392. packet->setArrayDataByName("tab_name", ":410385c7c78ce0b8:Warden", i);
  4393. i++;
  4394. packet->setArrayDataByName("tab_index", i, i);
  4395. packet->setArrayDataByName("tab_name", ":410385c76290dcfa:Warlock", i);
  4396. i++;
  4397. packet->setArrayDataByName("tab_index", i, i);
  4398. packet->setArrayDataByName("tab_name", ":410385c7d1d52cf5:Wizard", i);
  4399. i++;
  4400. packet->setArrayDataByName("tab_index", i, i);
  4401. packet->setArrayDataByName("tab_name", ":410385c71c8f6f4d:Shaper", i);
  4402. i++;
  4403. packet->setArrayDataByName("tab_index", i, i);
  4404. packet->setArrayDataByName("tab_name", ":410385c72f6e354d:Channeler", i);
  4405. i++;
  4406. packet->setArrayDataByName("tab_index", i, i);
  4407. packet->setArrayDataByName("tab_name", ":410385c7df8bd37d:Dragon", i);
  4408. }
  4409. packet->setDataByName("unknown_mj", 1);//int8
  4410. packet->setDataByName("unknown_mj1", 335544320);//int32
  4411. packet->setDataByName("unknown_mj2", 4);//int32
  4412. packet->setDataByName("unknown_mj3", 3962504088);//int32
  4413. packet->setDataByName("unknown_mj4", 3985947216);//int32
  4414. packet->setDataByName("unknown_mj5", 1);//int32
  4415. packet->setDataByName("unknown_mj6", 386);//int32
  4416. packet->setDataByName("unknown_mj7", 4294967295);//int32
  4417. packet->setDataByName("unknown_mj8", 2716312211);//int32
  4418. packet->setDataByName("unknown_mj9", 1774338333);//int32
  4419. packet->setDataByName("unknown_mj10", 1);//int32
  4420. packet->setDataByName("unknown_mj11", 391);//int32
  4421. packet->setDataByName("unknown_mj12", 4294967295);//int32
  4422. packet->setDataByName("unknown_mj13", 3168965163);//int32
  4423. packet->setDataByName("unknown_mj14", 4117025286);//int32
  4424. packet->setDataByName("unknown_mj15", 1);//int32
  4425. packet->setDataByName("unknown_mj16", 394);//int32
  4426. packet->setDataByName("unknown_mj17", 4294967295);//int32
  4427. packet->setDataByName("unknown_mj18", 1790669110);//int32
  4428. packet->setDataByName("unknown_mj19", 107158108);//int32
  4429. packet->setDataByName("unknown_mj20", 1);//int32
  4430. packet->setDataByName("unknown_mj21", 393);//int32
  4431. packet->setDataByName("unknown_mj22", 4294967295);//int32
  4432. EQ2Packet* outapp = packet->serialize();
  4433. //packet->PrintPacket();
  4434. //DumpPacket(outapp);
  4435. safe_delete(packet);
  4436. return outapp;
  4437. }
  4438. void ZoneServer::SendUpdateDefaultCommand(Spawn* spawn, const char* command, float distance){
  4439. Client* client = 0;
  4440. PacketStruct* packet = 0;
  4441. vector<Client*>::iterator client_itr;
  4442. MClientList.readlock(__FUNCTION__, __LINE__);
  4443. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4444. client = *client_itr;
  4445. if(client && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && client->GetPlayer()->WasSpawnRemoved(spawn) == false){
  4446. packet = configReader.getStruct("WS_SetDefaultCommand", client->GetVersion());
  4447. if(packet){
  4448. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  4449. packet->setMediumStringByName("command_name", command);
  4450. packet->setDataByName("distance", distance);
  4451. client->QueuePacket(packet->serialize());
  4452. safe_delete(packet);
  4453. }
  4454. }
  4455. spawn->SetPrimaryCommand(command, command, distance);
  4456. }
  4457. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4458. }
  4459. void ZoneServer::CheckPlayerProximity(Spawn* spawn, Client* client){
  4460. if(player_proximities.count(spawn->GetID()) > 0){
  4461. PlayerProximity* prox = player_proximities.Get(spawn->GetID());
  4462. 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. prox->clients_in_proximity[client] = true;
  4464. CallSpawnScript(spawn, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), prox->in_range_lua_function.c_str());
  4465. }
  4466. 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){
  4467. if(prox->leaving_range_lua_function.length() > 0)
  4468. CallSpawnScript(spawn, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), prox->leaving_range_lua_function.c_str());
  4469. prox->clients_in_proximity.erase(client);
  4470. }
  4471. }
  4472. }
  4473. void ZoneServer::AddPlayerProximity(Spawn* spawn, float distance, string in_range_function, string leaving_range_function){
  4474. RemovePlayerProximity(spawn);
  4475. PlayerProximity* prox = new PlayerProximity;
  4476. prox->distance = distance;
  4477. prox->in_range_lua_function = in_range_function;
  4478. prox->leaving_range_lua_function = leaving_range_function;
  4479. player_proximities.Put(spawn->GetID(), prox);
  4480. }
  4481. void ZoneServer::RemovePlayerProximity(Client* client){
  4482. PlayerProximity* prox = 0;
  4483. MutexMap<int32, PlayerProximity*>::iterator itr = player_proximities.begin();
  4484. while(itr.Next()){
  4485. prox = itr->second;
  4486. if(prox->clients_in_proximity.count(client) > 0)
  4487. prox->clients_in_proximity.erase(client);
  4488. }
  4489. }
  4490. void ZoneServer::RemovePlayerProximity(Spawn* spawn, bool all){
  4491. if(all){
  4492. MutexMap<int32, PlayerProximity*>::iterator itr = player_proximities.begin();
  4493. while(itr.Next()){
  4494. player_proximities.erase(itr->first, false, true, 10000);
  4495. }
  4496. }
  4497. else if(player_proximities.count(spawn->GetID()) > 0){
  4498. player_proximities.erase(spawn->GetID(), false, true, 10000);
  4499. }
  4500. }
  4501. void ZoneServer::AddLocationProximity(float x, float y, float z, float max_variation, string in_range_function, string leaving_range_function) {
  4502. LocationProximity* prox = new LocationProximity;
  4503. prox->x = x;
  4504. prox->y = y;
  4505. prox->z = z;
  4506. prox->max_variation = max_variation;
  4507. prox->in_range_lua_function = in_range_function;
  4508. prox->leaving_range_lua_function = leaving_range_function;
  4509. location_proximities.Add(prox);
  4510. }
  4511. void ZoneServer::CheckLocationProximity() {
  4512. const char* zone_script = world.GetZoneScript(this->GetZoneID());
  4513. if (!zone_script)
  4514. return;
  4515. if (location_proximities.size() > 0 && connected_clients.size() > 0) {
  4516. Client* client = 0;
  4517. MutexList<Client*>::iterator iterator = connected_clients.begin();
  4518. while(iterator.Next()){
  4519. client = iterator->value;
  4520. if (client->IsConnected() && client->IsReadyForSpawns() && !client->IsZoning()) {
  4521. try {
  4522. MutexList<LocationProximity*>::iterator itr = location_proximities.begin();
  4523. LocationProximity* prox = 0;
  4524. while(itr.Next()){
  4525. prox = itr->value;
  4526. bool in_range = false;
  4527. float char_x = client->GetPlayer()->GetX();
  4528. float char_y = client->GetPlayer()->GetY();
  4529. float char_z = client->GetPlayer()->GetZ();
  4530. float x = prox->x;
  4531. float y = prox->y;
  4532. float z = prox->z;
  4533. float max_variation = prox->max_variation;
  4534. float total_diff = 0;
  4535. float diff = x - char_x; //Check X
  4536. if(diff < 0)
  4537. diff *= -1;
  4538. if(diff <= max_variation) {
  4539. total_diff += diff;
  4540. diff = z - char_z; //Check Z (we check Z first because it is far more likely to be a much greater variation than y)
  4541. if(diff < 0)
  4542. diff *= -1;
  4543. if(diff <= max_variation) {
  4544. total_diff += diff;
  4545. if(total_diff <= max_variation) { //Check Total
  4546. diff = y - char_y; //Check Y
  4547. if(diff < 0)
  4548. diff *= -1;
  4549. if(diff <= max_variation) {
  4550. total_diff += diff;
  4551. if(total_diff <= max_variation) {
  4552. in_range = true;
  4553. if(lua_interface && prox->in_range_lua_function.length() > 0 && prox->clients_in_proximity.count(client) == 0) { //Check Total
  4554. prox->clients_in_proximity[client] = true;
  4555. lua_interface->RunZoneScript(zone_script, prox->in_range_lua_function.c_str(), this, client->GetPlayer());
  4556. }
  4557. }
  4558. }
  4559. }
  4560. }
  4561. }
  4562. if (!in_range) {
  4563. if(lua_interface && prox->leaving_range_lua_function.length() > 0 && prox->clients_in_proximity.count(client) > 0) {
  4564. lua_interface->RunZoneScript(zone_script, prox->leaving_range_lua_function.c_str(), this, client->GetPlayer());
  4565. prox->clients_in_proximity.erase(client);
  4566. }
  4567. }
  4568. }
  4569. }
  4570. catch (...) {
  4571. LogWrite(ZONE__ERROR, 0, "Zone", "Except caught in ZoneServer::CheckLocationProximity");
  4572. return;
  4573. }
  4574. }
  4575. }
  4576. }
  4577. }
  4578. void ZoneServer::CheckLocationGrids() {
  4579. if (connected_clients.size() > 0 && location_grids.size() > 0) {
  4580. MutexList<Client*>::iterator client_itr = connected_clients.begin();
  4581. while (client_itr.Next()) {
  4582. Client* client = client_itr.value;
  4583. if (!client)
  4584. continue;
  4585. Player* player = client->GetPlayer();
  4586. float x = player->GetX();
  4587. float y = player->GetY();
  4588. float z = player->GetZ();
  4589. int32 grid_id = player->appearance.pos.grid_id;
  4590. MutexList<LocationGrid*>::iterator location_grid_itr = location_grids.begin();
  4591. while (location_grid_itr.Next()) {
  4592. LocationGrid* grid = location_grid_itr.value;
  4593. if (grid->locations.size() > 0 || /*(grid->grid_id == grid_id ||*/ grid->players.count(player) > 0) {
  4594. float x_small = 0;
  4595. float x_large = 0;
  4596. float y_small = 0;
  4597. float y_large = 0;
  4598. float z_small = 0;
  4599. float z_large = 0;
  4600. bool first = true;
  4601. bool in_grid = false;
  4602. MutexList<Location*>::iterator location_itr = grid->locations.begin();
  4603. while (location_itr.Next()) {
  4604. Location* location = location_itr.value;
  4605. if (first) {
  4606. x_small = location->x;
  4607. x_large = location->x;
  4608. if (grid->include_y) {
  4609. y_small = location->y;
  4610. y_large = location->y;
  4611. }
  4612. z_small = location->z;
  4613. z_large = location->z;
  4614. first = false;
  4615. }
  4616. else {
  4617. if (location->x < x_small)
  4618. x_small = location->x;
  4619. else if (location->x > x_large)
  4620. x_large = location->x;
  4621. if (grid->include_y) {
  4622. if (location->y < y_small)
  4623. y_small = location->y;
  4624. else if (location->y > y_large)
  4625. y_large = location->y;
  4626. }
  4627. if (location->z < z_small)
  4628. z_small = location->z;
  4629. else if (location->z > z_large)
  4630. z_large = location->z;
  4631. }
  4632. }
  4633. if (grid->include_y && (x >= x_small && x <= x_large && y >= y_small && y <= y_large && z >= z_small && z <= z_large))
  4634. in_grid = true;
  4635. else if (x >= x_small && x <= x_large && z >= z_small && z <= z_large)
  4636. in_grid = true;
  4637. if (in_grid && grid->players.count(player) == 0) {
  4638. grid->players.Put(player, true);
  4639. bool show_enter_location_popup = true;
  4640. bool discovery_enabled = rule_manager.GetGlobalRule(R_World, EnablePOIDiscovery)->GetBool();
  4641. if( grid->discovery && discovery_enabled && !player->DiscoveredLocation(grid->id) )
  4642. {
  4643. // check if player has already discovered this location
  4644. // if not, process new discovery
  4645. char tmp[200] = {0};
  4646. sprintf(tmp, "\\#FFE400You have discovered\12\\#FFF283%s", grid->name.c_str());
  4647. client->SendPopupMessage(11, tmp, "ui_discovery", 2.25, 0xFF, 0xFF, 0xFF);
  4648. LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' discovered location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id);
  4649. player->UpdatePlayerHistory(HISTORY_TYPE_DISCOVERY, HISTORY_SUBTYPE_LOCATION, grid->id);
  4650. show_enter_location_popup = false;
  4651. // else, print standard location entry
  4652. }
  4653. if( show_enter_location_popup )
  4654. {
  4655. LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' entering location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id);
  4656. client->SendPopupMessage(10, grid->name.c_str(), 0, 2.5, 255, 255, 0);
  4657. }
  4658. }
  4659. else if (!in_grid && grid->players.count(player) > 0) {
  4660. LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' leaving location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id);
  4661. grid->players.erase(player);
  4662. }
  4663. }
  4664. }
  4665. }
  4666. }
  4667. }
  4668. // Called from a command (client, main zone thread) and the main zone thread
  4669. // so no need for a mutex container
  4670. void ZoneServer::AddLocationGrid(LocationGrid* grid) {
  4671. if (grid)
  4672. location_grids.Add(grid);
  4673. }
  4674. void ZoneServer::RemoveLocationGrids() {
  4675. MutexList<LocationGrid*>::iterator itr = location_grids.begin();
  4676. while (itr.Next())
  4677. itr.value->locations.clear(true);
  4678. location_grids.clear(true);
  4679. }
  4680. void ZoneServer::RemoveSpellTimersFromSpawn(Spawn* spawn, bool remove_all, bool delete_recast){
  4681. if(spellProcess)
  4682. spellProcess->RemoveSpellTimersFromSpawn(spawn, remove_all, delete_recast);
  4683. }
  4684. void ZoneServer::Interrupted(Entity* caster, Spawn* interruptor, int16 error_code, bool cancel, bool from_movement){
  4685. if(spellProcess)
  4686. spellProcess->Interrupted(caster, interruptor, error_code, cancel, from_movement);
  4687. }
  4688. Spell* ZoneServer::GetSpell(Entity* caster){
  4689. Spell* spell = 0;
  4690. if(spellProcess)
  4691. spell = spellProcess->GetSpell(caster);
  4692. return spell;
  4693. }
  4694. void ZoneServer::ProcessSpell(Spell* spell, Entity* caster, Spawn* target, bool lock, bool harvest_spell){
  4695. if(spellProcess)
  4696. spellProcess->ProcessSpell(this, spell, caster, target, lock, harvest_spell);
  4697. }
  4698. void ZoneServer::ProcessEntityCommand(EntityCommand* entity_command, Entity* caster, Spawn* target, bool lock) {
  4699. if (spellProcess)
  4700. spellProcess->ProcessEntityCommand(this, entity_command, caster, target, lock);
  4701. }
  4702. void ZoneServer::RemoveSpawnSupportFunctions(Spawn* spawn) {
  4703. if(!spawn)
  4704. return;
  4705. LogWrite(ZONE__DEBUG, 7, "Zone", "Processing RemoveSpawnSupportFunctions...");
  4706. if(spawn->IsEntity())
  4707. RemoveSpellTimersFromSpawn((Entity*)spawn, true);
  4708. RemoveDamagedSpawn(spawn);
  4709. spawn->SendSpawnChanges(false);
  4710. RemoveChangedSpawn(spawn);
  4711. // Everything inside this if will be nuked during a reload in other spots, no need to do it twice
  4712. if (!reloading) {
  4713. RemoveDeadEnemyList(spawn);
  4714. spawn->changed = true;
  4715. spawn->info_changed = true;
  4716. spawn->vis_changed = true;
  4717. spawn->position_changed = true;
  4718. SendSpawnChanges(spawn);
  4719. if (spawn->GetSpawnGroupID() > 0) {
  4720. int32 group_id = spawn->GetSpawnGroupID();
  4721. spawn->RemoveSpawnFromGroup();
  4722. if (spawn_group_map.count(group_id) > 0)
  4723. spawn_group_map.Get(group_id).Remove(spawn->GetID());
  4724. }
  4725. if (!spawn->IsPlayer()) {
  4726. if(quick_database_id_lookup.count(spawn->GetDatabaseID()) > 0)
  4727. quick_database_id_lookup.erase(spawn->GetDatabaseID());
  4728. }
  4729. RemoveHeadingTimer(spawn);
  4730. DeleteSpawnScriptTimers(spawn);
  4731. RemovePlayerProximity(spawn);
  4732. }
  4733. // We don't use RemoveMovementNPC() here as it caused a hell of a delay during reloads
  4734. // instead we remove it from the list directly
  4735. if (spawn->IsNPC())
  4736. movement_spawns.erase(spawn->GetID());
  4737. }
  4738. void ZoneServer::HandleEmote(Client* originator, string name) {
  4739. if (!originator) {
  4740. LogWrite(ZONE__ERROR, 0, "Zone", "HandleEmote called with an invalid client");
  4741. return;
  4742. }
  4743. Client* client = 0;
  4744. Emote* emote = visual_states.FindEmote(name);
  4745. if(!emote){
  4746. 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());
  4747. return;
  4748. }
  4749. PacketStruct* packet = 0;
  4750. char* emoteResponse = 0;
  4751. vector<Client*>::iterator client_itr;
  4752. MClientList.readlock(__FUNCTION__, __LINE__);
  4753. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4754. client = *client_itr;
  4755. if(!client || (client && client->GetPlayer()->IsIgnored(originator->GetPlayer()->GetName())))
  4756. continue;
  4757. packet = configReader.getStruct("WS_CannedEmote", client->GetVersion());
  4758. if(packet){
  4759. packet->setDataByName("spawn_id" , client->GetPlayer()->GetIDWithPlayerSpawn(originator->GetPlayer()));
  4760. if(!emoteResponse){
  4761. string message;
  4762. if(originator->GetPlayer()->GetTarget() && originator->GetPlayer()->GetTarget()->GetID() != originator->GetPlayer()->GetID()){
  4763. message = emote->GetTargetedMessageString();
  4764. if(message.find("%t") < 0xFFFFFFFF)
  4765. message.replace(message.find("%t"), 2, originator->GetPlayer()->GetTarget()->GetName());
  4766. }
  4767. if(message.length() == 0)
  4768. message = emote->GetMessageString();
  4769. if(message.find("%g1") < 0xFFFFFFFF){
  4770. if(originator->GetPlayer()->GetGender() == 1)
  4771. message.replace(message.find("%g1"), 3, "his");
  4772. else
  4773. message.replace(message.find("%g1"), 3, "her");
  4774. }
  4775. if(message.find("%g2") < 0xFFFFFFFF){
  4776. if(originator->GetPlayer()->GetGender() == 1)
  4777. message.replace(message.find("%g2"), 3, "him");
  4778. else
  4779. message.replace(message.find("%g2"), 3, "her");
  4780. }
  4781. if(message.find("%g3") < 0xFFFFFFFF){
  4782. if(originator->GetPlayer()->GetGender() == 1)
  4783. message.replace(message.find("%g3"), 3, "he");
  4784. else
  4785. message.replace(message.find("%g3"), 3, "she");
  4786. }
  4787. if(message.length() > 0){
  4788. emoteResponse = new char[message.length() + strlen(originator->GetPlayer()->GetName()) + 10];
  4789. sprintf(emoteResponse,"%s %s", originator->GetPlayer()->GetName(), message.c_str());
  4790. }
  4791. else{
  4792. originator->Message(CHANNEL_COLOR_YELLOW, "%s is not properly configured, be sure to submit a /bug report.", name.c_str());
  4793. safe_delete(packet);
  4794. break;
  4795. }
  4796. }
  4797. packet->setMediumStringByName("emote_msg", emoteResponse);
  4798. packet->setDataByName("anim_type", emote->GetVisualState());
  4799. client->QueuePacket(packet->serialize());
  4800. safe_delete(packet);
  4801. safe_delete_array(emoteResponse);
  4802. }
  4803. }
  4804. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4805. }
  4806. void ZoneServer::SetupInstance(int32 createdInstanceID) {
  4807. if ( createdInstanceID == 0 ) // if this happens that isn't good!
  4808. instanceID = ++MinInstanceID;
  4809. else // db should pass the good ID
  4810. instanceID = createdInstanceID;
  4811. }
  4812. void ZoneServer::RemoveDeadSpawn(Spawn* spawn){
  4813. AddDeadSpawn(spawn, 0);
  4814. }
  4815. void ZoneServer::AddDeadSpawn(Spawn* spawn, int32 timer){
  4816. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  4817. if (dead_spawns.count(spawn->GetID()) > 0)
  4818. dead_spawns[spawn->GetID()] = Timer::GetCurrentTime2() + timer;
  4819. else if(timer != 0xFFFFFFFF)
  4820. dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + timer));
  4821. else{
  4822. if(spawn->IsEntity() && ((Entity*)spawn)->HasLoot()){
  4823. dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + (15000 * spawn->GetLevel() + 240000)));
  4824. SendUpdateDefaultCommand(spawn, "loot", 10);
  4825. }
  4826. else
  4827. dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + 10000));
  4828. }
  4829. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  4830. }
  4831. void ZoneServer::WritePlayerStatistics() {
  4832. MutexList<Client*>::iterator client_itr = connected_clients.begin();
  4833. while(client_itr.Next())
  4834. client_itr->value->GetPlayer()->WritePlayerStatistics();
  4835. }
  4836. bool ZoneServer::SendRadiusSpawnInfo(Client* client, float radius) {
  4837. if (!client)
  4838. return false;
  4839. Spawn* spawn = 0;
  4840. bool ret = false;
  4841. map<int32, Spawn*>::iterator itr;
  4842. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4843. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4844. spawn = itr->second;
  4845. if (spawn && spawn != client->GetPlayer() && !spawn->IsPlayer() && spawn->GetDistance(client->GetPlayer()) <= radius) {
  4846. const char* type = "NPC";
  4847. const char* specialTypeID = "N/A";
  4848. int32 specialID = 0, spawnEntryID = spawn->GetSpawnEntryID();
  4849. if (spawn->IsObject())
  4850. {
  4851. Object* obj = (Object*)spawn;
  4852. specialID = obj->GetID();
  4853. specialTypeID = "GetID";
  4854. type = "Object";
  4855. }
  4856. else if (spawn->IsSign())
  4857. {
  4858. Sign* sign = (Sign*)spawn;
  4859. specialID = sign->GetWidgetID();
  4860. specialTypeID = "WidgetID";
  4861. type = "Sign";
  4862. }
  4863. else if (spawn->IsWidget())
  4864. {
  4865. Widget* widget = (Widget*)spawn;
  4866. specialID = widget->GetWidgetID();
  4867. specialTypeID = "WidgetID";
  4868. if ( specialID == 0xFFFFFFFF )
  4869. specialTypeID = "WidgetID(spawn_widgets entry missing)";
  4870. type = "Widget";
  4871. }
  4872. else if (spawn->IsGroundSpawn())
  4873. {
  4874. GroundSpawn* gs = (GroundSpawn*)spawn;
  4875. specialID = gs->GetGroundSpawnEntryID();
  4876. specialTypeID = "GroundSpawnEntryID";
  4877. type = "GroundSpawn";
  4878. }
  4879. client->Message(CHANNEL_COLOR_RED, "Name: %s (%s), Spawn Table ID: %u, %s: %u", spawn->GetName(), type, spawn->GetDatabaseID(), specialTypeID, specialID);
  4880. 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());
  4881. 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());
  4882. client->Message(CHANNEL_COLOR_YELLOW, "=============================");
  4883. ret = true;
  4884. }
  4885. }
  4886. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4887. return ret;
  4888. }
  4889. void ZoneServer::AddPlayerTracking(Player* player) {
  4890. if (player && !player->GetIsTracking() && players_tracking.count(player->GetDatabaseID()) == 0) {
  4891. Client* client = GetClientBySpawn(player);
  4892. if (client) {
  4893. PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion());
  4894. if (packet) {
  4895. player->SetIsTracking(true);
  4896. players_tracking.Put(client->GetCharacterID(), player);
  4897. packet->setDataByName("mode", TRACKING_START);
  4898. packet->setDataByName("type", TRACKING_TYPE_ENTITIES);
  4899. client->QueuePacket(packet->serialize());
  4900. safe_delete(packet);
  4901. }
  4902. }
  4903. }
  4904. }
  4905. void ZoneServer::RemovePlayerTracking(Player* player, int8 mode) {
  4906. if (player && player->GetIsTracking()) {
  4907. Client* client = GetClientBySpawn(player);
  4908. if (client) {
  4909. PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion());
  4910. if (packet) {
  4911. player->SetIsTracking(false);
  4912. players_tracking.erase(client->GetCharacterID());
  4913. packet->setDataByName("mode", mode);
  4914. packet->setDataByName("type", TRACKING_TYPE_ENTITIES);
  4915. client->QueuePacket(packet->serialize());
  4916. safe_delete(packet);
  4917. }
  4918. }
  4919. }
  4920. }
  4921. void ZoneServer::ProcessTracking() {
  4922. MutexMap<int32, Player*>::iterator itr = players_tracking.begin();
  4923. while (itr.Next())
  4924. ProcessTracking(GetClientBySpawn(itr->second));
  4925. }
  4926. void ZoneServer::ProcessTracking(Client* client) {
  4927. if (!client)
  4928. return;
  4929. Player* player = client->GetPlayer();
  4930. if (player && player->GetIsTracking()) {
  4931. MutexMap<int32, Spawn*>::iterator spawn_itr;
  4932. PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion());
  4933. if (packet) {
  4934. packet->setDataByName("mode", TRACKING_UPDATE);
  4935. packet->setDataByName("type", TRACKING_TYPE_ENTITIES);
  4936. vector<TrackedSpawn*> spawns_tracked;
  4937. while (spawn_itr.Next()) {
  4938. Spawn* spawn = spawn_itr->second;
  4939. float distance = player->GetDistance(spawn);
  4940. if (spawn->IsEntity() && distance <= 80 && spawn != player) {
  4941. TrackedSpawn* ts = new TrackedSpawn;
  4942. ts->spawn = spawn;
  4943. ts->distance = distance;
  4944. /* Add spawns in ascending order from closest to furthest */
  4945. if (spawns_tracked.empty())
  4946. spawns_tracked.push_back(ts);
  4947. else {
  4948. vector<TrackedSpawn*>::iterator tracked_itr;
  4949. bool added = false;
  4950. for (tracked_itr = spawns_tracked.begin(); tracked_itr != spawns_tracked.end(); tracked_itr++) {
  4951. TrackedSpawn* cur_ts = *tracked_itr;
  4952. if (ts->distance <= cur_ts->distance) {
  4953. spawns_tracked.insert(tracked_itr, ts);
  4954. added = true;
  4955. break;
  4956. }
  4957. }
  4958. if (!added)
  4959. spawns_tracked.push_back(ts);
  4960. }
  4961. }
  4962. }
  4963. packet->setArrayLengthByName("num_spawns", spawns_tracked.size());
  4964. for (int32 i = 0; i < spawns_tracked.size(); i++) {
  4965. TrackedSpawn* ts = spawns_tracked[i];
  4966. LogWrite(ZONE__DEBUG, 0, "Zone", "%s (%f)", ts->spawn->GetName(), ts->distance);
  4967. packet->setArrayDataByName("spawn_id", player->GetIDWithPlayerSpawn(ts->spawn), i);
  4968. packet->setArrayDataByName("spawn_name", ts->spawn->GetName(), i);
  4969. if (ts->spawn->IsPlayer())
  4970. packet->setArrayDataByName("spawn_type", TRACKING_SPAWN_TYPE_PC, i);
  4971. else
  4972. packet->setArrayDataByName("spawn_type", TRACKING_SPAWN_TYPE_NPC, i);
  4973. packet->setArrayDataByName("spawn_con_color", player->GetArrowColor(ts->spawn->GetLevel()), i);
  4974. }
  4975. packet->setArrayLengthByName("num_array1", 0);
  4976. //for (int32 i = 0; i < spawns_tracked.size(); i++) {
  4977. //}
  4978. packet->setArrayLengthByName("num_spawns2", spawns_tracked.size());
  4979. for (int32 i = 0; i < spawns_tracked.size(); i++) {
  4980. TrackedSpawn* ts = spawns_tracked[i];
  4981. packet->setArrayDataByName("list_spawn_id", player->GetIDWithPlayerSpawn(ts->spawn), i);
  4982. packet->setArrayDataByName("list_number", i, i);
  4983. }
  4984. client->QueuePacket(packet->serialize());
  4985. safe_delete(packet);
  4986. for (int32 i = 0; i < spawns_tracked.size(); i++)
  4987. safe_delete(spawns_tracked[i]);
  4988. }
  4989. }
  4990. }
  4991. void ZoneServer::SendEpicMobDeathToGuild(Player* killer, Spawn* victim) {
  4992. if (killer && victim) {
  4993. LogWrite(MISC__TODO, 1, "TODO" , "Check if player is in raid\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  4994. if (killer->GetGroupMemberInfo()) {
  4995. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  4996. deque<GroupMemberInfo*>::iterator itr;
  4997. deque<GroupMemberInfo*>* members = world.GetGroupManager()->GetGroupMembers(killer->GetGroupMemberInfo()->group_id);
  4998. for (itr = members->begin(); itr != members->end(); itr++) {
  4999. GroupMemberInfo* gmi = *itr;
  5000. if (gmi->client) {
  5001. Player* group_member = gmi->client->GetPlayer();
  5002. if (group_member->GetGuild()) {
  5003. Guild* guild = group_member->GetGuild();
  5004. string message = Guild::GetEpicMobDeathMessage(group_member->GetName(), victim->GetName());
  5005. guild->AddNewGuildEvent(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str(), Timer::GetUnixTimeStamp());
  5006. guild->SendMessageToGuild(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str());
  5007. }
  5008. }
  5009. }
  5010. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  5011. }
  5012. else if (killer->GetGuild()) {
  5013. Guild* guild = killer->GetGuild();
  5014. string message = Guild::GetEpicMobDeathMessage(killer->GetName(), victim->GetName());
  5015. guild->AddNewGuildEvent(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str(), Timer::GetUnixTimeStamp());
  5016. guild->SendMessageToGuild(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str());
  5017. }
  5018. }
  5019. }
  5020. void ZoneServer::ProcessAggroChecks(Spawn* spawn) {
  5021. // If faction based combat is not allowed then no need to run the loops so just return out
  5022. if(!rule_manager.GetGlobalRule(R_Faction, AllowFactionBasedCombat)->GetBool())
  5023. return;
  5024. if (spawn && spawn->IsNPC() && spawn->Alive())
  5025. CheckEnemyList((NPC*)spawn);
  5026. }
  5027. void ZoneServer::SendUpdateTitles(Client *client, Title *suffix, Title *prefix) {
  5028. assert(client);
  5029. SendUpdateTitles(client->GetPlayer(), suffix, prefix);
  5030. }
  5031. void ZoneServer::SendUpdateTitles(Spawn *spawn, Title *suffix, Title *prefix) {
  5032. if (!spawn)
  5033. return;
  5034. vector<Client*>::iterator itr;
  5035. PacketStruct *packet;
  5036. Client* current_client;
  5037. MClientList.readlock(__FUNCTION__, __LINE__);
  5038. for (itr = clients.begin(); itr != clients.end(); itr++) {
  5039. current_client = *itr;
  5040. if (!(packet = configReader.getStruct("WS_UpdateTitle", current_client->GetVersion())))
  5041. break;
  5042. packet->setDataByName("player_id", current_client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  5043. packet->setDataByName("player_name", spawn->GetName());
  5044. packet->setDataByName("unknown1", 1, 1);
  5045. if(suffix)
  5046. packet->setDataByName("suffix_title", suffix->GetName());
  5047. else
  5048. packet->setDataByName("suffix_title", spawn->GetSuffixTitle());
  5049. if(prefix)
  5050. packet->setDataByName("prefix_title", prefix->GetName());
  5051. else
  5052. packet->setDataByName("prefix_title", spawn->GetPrefixTitle());
  5053. packet->setDataByName("last_name", spawn->GetLastName());
  5054. packet->setDataByName("sub_title", spawn->GetSubTitle());
  5055. current_client->QueuePacket(packet->serialize());
  5056. safe_delete(packet);
  5057. }
  5058. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5059. }
  5060. void ZoneServer::AddTransportSpawn(Spawn* spawn){
  5061. if(!spawn)
  5062. return;
  5063. MTransportSpawns.writelock(__FUNCTION__, __LINE__);
  5064. transport_spawns.push_back(spawn->GetID());
  5065. MTransportSpawns.releasewritelock(__FUNCTION__, __LINE__);
  5066. }
  5067. Spawn* ZoneServer::GetClosestTransportSpawn(float x, float y, float z){
  5068. Spawn* spawn = 0;
  5069. Spawn* closest_spawn = 0;
  5070. float closest_distance = 0.0;
  5071. MTransportSpawns.writelock(__FUNCTION__, __LINE__);
  5072. vector<int32>::iterator itr = transport_spawns.begin();
  5073. while(itr != transport_spawns.end()){
  5074. spawn = GetSpawnByID(*itr);
  5075. if(spawn){
  5076. if(closest_distance == 0.0){
  5077. closest_spawn = spawn;
  5078. closest_distance = spawn->GetDistance(x, y, z);
  5079. }
  5080. else if(spawn->GetDistance(x, y, z) < closest_distance){
  5081. closest_spawn = spawn;
  5082. closest_distance = spawn->GetDistance(x, y, z);
  5083. }
  5084. itr++;
  5085. }
  5086. else
  5087. itr = transport_spawns.erase(itr);
  5088. }
  5089. MTransportSpawns.releasewritelock(__FUNCTION__, __LINE__);
  5090. return closest_spawn;
  5091. }
  5092. void ZoneServer::SetRain(float val) {
  5093. rain = val;
  5094. vector<Client*>::iterator itr;
  5095. MClientList.readlock(__FUNCTION__, __LINE__);
  5096. for (itr = clients.begin(); itr != clients.end(); itr++) {
  5097. Client* client = *itr;
  5098. client->GetPlayer()->GetInfoStruct()->rain = val;
  5099. client->GetPlayer()->SetCharSheetChanged(true);
  5100. if( val >= 0.75 && !weather_signaled )
  5101. {
  5102. client->SimpleMessage(CHANNEL_COLOR_WHITE, "It starts to rain.");
  5103. }
  5104. else if( val < 0.75 && weather_signaled )
  5105. {
  5106. client->SimpleMessage(CHANNEL_COLOR_WHITE, "It stops raining.");
  5107. }
  5108. }
  5109. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5110. if (val >= 0.75 && !weather_signaled) {
  5111. weather_signaled = true;
  5112. ProcessSpawnConditional(SPAWN_CONDITIONAL_RAINING);
  5113. }
  5114. else if (val < 0.75 && weather_signaled) {
  5115. weather_signaled = false;
  5116. ProcessSpawnConditional(SPAWN_CONDITIONAL_NOT_RAINING);
  5117. }
  5118. }
  5119. void ZoneServer::SetWind(float val) {
  5120. vector<Client*>::iterator itr;
  5121. MClientList.readlock(__FUNCTION__, __LINE__);
  5122. for (itr = clients.begin(); itr != clients.end(); itr++) {
  5123. Client* client = *itr;
  5124. client->GetPlayer()->GetInfoStruct()->wind = val;
  5125. client->GetPlayer()->SetCharSheetChanged(true);
  5126. }
  5127. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5128. }
  5129. void ZoneServer::ProcessWeather()
  5130. {
  5131. // if the global rule to disable weather is set, or if the `weather_allowed` field in the zone record == 0, do not process weather
  5132. if( !weather_enabled || !isWeatherAllowed() )
  5133. return;
  5134. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Processing weather changes", zone_name);
  5135. float new_weather = 0;
  5136. float weather_offset = 0;
  5137. bool change_weather = false;
  5138. // check to see if it is time to change the weather according to weather_frequency (time between changes)
  5139. if( weather_last_changed_time <= (Timer::GetUnixTimeStamp() - weather_frequency) )
  5140. {
  5141. LogWrite(ZONE__DEBUG, 2, "Zone", "%s: Checking for weather changes", zone_name);
  5142. // reset last changed time (frequency check)
  5143. weather_last_changed_time = Timer::GetUnixTimeStamp();
  5144. // this is the chance a weather change occurs at all at the expired interval
  5145. int8 weather_random = MakeRandomInt(1, 100);
  5146. 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");
  5147. if( weather_random <= weather_change_chance )
  5148. {
  5149. change_weather = true;
  5150. weather_offset = weather_change_amount;
  5151. if( weather_type == 3 ) // chaotic weather patterns, random weather between min/max
  5152. {
  5153. new_weather = MakeRandomFloat(weather_min_severity, weather_max_severity);
  5154. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Chaotic weather severity changed to %.2f", zone_name, new_weather);
  5155. weather_pattern = 2;
  5156. }
  5157. else if( weather_type == 2 ) // random weather patterns, combination of normal + dynamic + max_offset
  5158. {
  5159. weather_offset = MakeRandomFloat(weather_change_amount, weather_dynamic_offset);
  5160. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Random weather severity changed by %.2f", zone_name, weather_offset);
  5161. int8 weather_alter = weather_change_chance / 10; // the divide is to prevent too many direction changes in a cycle
  5162. weather_random = MakeRandomInt(1, 100); // chance that the weather changes direction (weather_pattern)
  5163. if( weather_random <= weather_alter )
  5164. weather_pattern = ( weather_pattern == 0 ) ? 1 : 0;
  5165. }
  5166. else if( weather_type == 1 ) // dynamic weather patterns, weather may not reach min/max
  5167. {
  5168. int8 weather_alter = weather_change_chance / 10; // the divide is to prevent too many direction changes in a cycle
  5169. weather_random = MakeRandomInt(1, 100); // chance that the weather changes direction (weather_pattern)
  5170. if( weather_random <= weather_alter )
  5171. {
  5172. weather_pattern = ( weather_pattern == 0 ) ? 1 : 0;
  5173. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Dynamic weather pattern changed to %i", zone_name, weather_pattern);
  5174. }
  5175. }
  5176. else // normal weather patterns, weather starts at min, goes to max, then back down again
  5177. {
  5178. // do nothing (processed below)
  5179. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Normal weather severity changed by %.2f", zone_name, weather_offset);
  5180. }
  5181. // when all done, change the weather
  5182. if( change_weather )
  5183. {
  5184. if( weather_pattern == 1 )
  5185. {
  5186. // weather is getting worse, til it reaches weather_max_severity
  5187. new_weather = ( weather_current_severity <= weather_max_severity ) ? weather_current_severity + weather_offset : weather_max_severity;
  5188. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Increased weather severity by %.2f", zone_name, weather_offset);
  5189. if(new_weather > weather_max_severity)
  5190. {
  5191. new_weather = weather_max_severity - weather_offset;
  5192. weather_pattern = 0;
  5193. }
  5194. }
  5195. else if( weather_pattern == 0 )
  5196. {
  5197. // weather is clearing up, til it reaches weather_min_severity
  5198. new_weather = ( weather_current_severity >= weather_min_severity ) ? weather_current_severity - weather_offset : weather_min_severity;
  5199. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Decreased weather severity by %.2f", zone_name, weather_offset);
  5200. if(new_weather < weather_min_severity)
  5201. {
  5202. new_weather = weather_min_severity + weather_offset;
  5203. weather_pattern = 1;
  5204. }
  5205. }
  5206. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather change triggered from %.2f to %.2f", zone_name, weather_current_severity, new_weather);
  5207. this->SetRain(new_weather);
  5208. weather_current_severity = new_weather;
  5209. }
  5210. }
  5211. }
  5212. else
  5213. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Not time to change weather yet", zone_name);
  5214. }
  5215. void ZoneServer::HidePrivateSpawn(Spawn* spawn) {
  5216. if (!spawn->IsPrivateSpawn())
  5217. return;
  5218. Client* client = 0;
  5219. Player* player = 0;
  5220. PacketStruct* packet = 0;
  5221. MutexList<Client*>::iterator itr = connected_clients.begin();
  5222. while (itr->Next()) {
  5223. client = itr->value;
  5224. player = client->GetPlayer();
  5225. if (player->WasSentSpawn(spawn->GetID()) && !player->WasSpawnRemoved(spawn)) {
  5226. packet = configReader.getStruct("WS_DestroyGhostCmd", client->GetVersion());
  5227. SendRemoveSpawn(client, spawn, packet);
  5228. if(spawn_range_map.count(client) > 0)
  5229. spawn_range_map.Get(client)->erase(spawn->GetID());
  5230. if(player->GetTarget() == spawn)
  5231. player->SetTarget(0);
  5232. }
  5233. }
  5234. }
  5235. SpawnLocation* ZoneServer::GetSpawnLocation(int32 id) {
  5236. SpawnLocation* ret = 0;
  5237. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  5238. if (spawn_location_list.count(id) > 0)
  5239. ret = spawn_location_list[id];
  5240. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  5241. return ret;
  5242. }
  5243. void ZoneServer::PlayAnimation(Spawn* spawn, int32 visual_state, Spawn* spawn2, int8 hide_type){
  5244. Client* client = 0;
  5245. PacketStruct* packet = 0;
  5246. Spawn* exclude_spawn = 0;
  5247. if (!spawn)
  5248. return;
  5249. if (spawn2){
  5250. if(hide_type == 1){
  5251. client = GetClientBySpawn(spawn2);
  5252. if(client){
  5253. packet = configReader.getStruct("WS_CannedEmote", client->GetVersion());
  5254. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  5255. packet->setDataByName("anim_type", visual_state);
  5256. client->QueuePacket(packet->serialize());
  5257. }
  5258. return;
  5259. }
  5260. if(hide_type == 2)
  5261. exclude_spawn = spawn2;
  5262. }
  5263. vector<Client*>::iterator client_itr;
  5264. MClientList.readlock(__FUNCTION__, __LINE__);
  5265. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  5266. client = *client_itr;
  5267. if(spawn->GetDistance(client->GetPlayer()) > 50)
  5268. continue;
  5269. if(exclude_spawn == client->GetPlayer())
  5270. continue;
  5271. packet = configReader.getStruct("WS_CannedEmote", client->GetVersion());
  5272. if (packet) {
  5273. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  5274. packet->setDataByName("anim_type", visual_state);
  5275. client->QueuePacket(packet->serialize());
  5276. safe_delete(packet);
  5277. }
  5278. }
  5279. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5280. }
  5281. vector<Spawn*> ZoneServer::GetSpawnsByID(int32 id) {
  5282. vector<Spawn*> tmp_list;
  5283. Spawn* spawn;
  5284. map<int32, Spawn*>::iterator itr;
  5285. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5286. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5287. spawn = itr->second;
  5288. if (spawn && (spawn->GetDatabaseID() == id))
  5289. tmp_list.push_back(spawn);
  5290. }
  5291. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5292. return tmp_list;
  5293. }
  5294. vector<Spawn*> ZoneServer::GetAttackableSpawnsByDistance(Spawn* caster, float distance) {
  5295. vector<Spawn*> ret;
  5296. Spawn* spawn = 0;
  5297. map<int32, Spawn*>::iterator itr;
  5298. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5299. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5300. spawn = itr->second;
  5301. if (spawn && spawn->IsNPC() && spawn->appearance.attackable > 0 && spawn != caster && spawn->Alive() && spawn->GetDistance(caster, true) <= distance)
  5302. ret.push_back(spawn);
  5303. }
  5304. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5305. return ret;
  5306. }
  5307. void ZoneServer::ResurrectSpawn(Spawn* spawn, Client* client) {
  5308. if(!client || !spawn)
  5309. return;
  5310. PendingResurrection* rez = client->GetCurrentRez();
  5311. if(!rez || !rez->caster)
  5312. return;
  5313. PacketStruct* packet = 0;
  5314. float power_perc = rez->mp_perc;
  5315. float health_perc = rez->hp_perc;
  5316. Spawn* caster_spawn = rez->caster;
  5317. sint32 heal_amt = 0;
  5318. sint32 power_amt = 0;
  5319. bool no_calcs = rez->no_calcs;
  5320. int8 crit_mod = rez->crit_mod;
  5321. Entity* caster = 0;
  5322. InfoStruct* info = 0;
  5323. bool crit = false;
  5324. string heal_spell = rez->heal_name;
  5325. int16 heal_packet_type = 0;
  5326. int16 power_packet_type = 0;
  5327. //Calculations for how much to heal the spawn
  5328. if(health_perc > 0)
  5329. heal_amt = (spawn->GetTotalHP() * (health_perc / 100));
  5330. if(power_perc > 0)
  5331. power_amt = (spawn->GetTotalPower() * (power_perc / 100));
  5332. if(caster_spawn->IsEntity()){
  5333. caster = ((Entity*)caster_spawn);
  5334. info = caster->GetInfoStruct();
  5335. }
  5336. if(!no_calcs && caster){
  5337. //Potency Mod
  5338. heal_amt *= ((caster->stats[ITEM_STAT_POTENCY] / 100) + 1);
  5339. power_amt *= ((caster->stats[ITEM_STAT_POTENCY] / 100) + 1);
  5340. //Ability Mod
  5341. heal_amt += (int32)min((int32)info->ability_modifier, (int32)(heal_amt / 2));
  5342. power_amt += (int32)min((int32)info->ability_modifier, (int32)(power_amt / 2));
  5343. if(!crit_mod || crit_mod == 1){
  5344. if(crit_mod == 1)
  5345. crit = true;
  5346. else {
  5347. // Crit Roll
  5348. float chance = (float)max((float)0, (float)info->crit_chance);
  5349. crit = (MakeRandomFloat(0, 100) <= chance);
  5350. }
  5351. if(crit){
  5352. //Apply total crit multiplier with crit bonus
  5353. heal_amt *= ((info->crit_bonus / 100) + 1.3);
  5354. power_amt *= ((info->crit_bonus / 100) + 1.3);
  5355. }
  5356. }
  5357. }
  5358. //Set this rez as a crit to be passed to subspell (not yet used)
  5359. rez->crit = true;
  5360. //Set Heal amt to 1 if 0 now so the player has health
  5361. if(heal_amt == 0)
  5362. heal_amt = 1;
  5363. if(heal_amt > spawn->GetTotalHP())
  5364. heal_amt = spawn->GetTotalHP();
  5365. if(power_amt > spawn->GetTotalPower())
  5366. power_amt = spawn->GetTotalPower();
  5367. spawn->SetHP(heal_amt);
  5368. if(power_amt > 0)
  5369. spawn->SetPower(power_amt);
  5370. if(client && caster){
  5371. EQ2Packet* move = ((Player*)spawn)->Move(caster->GetX(), caster->GetY(), caster->GetZ(), client->GetVersion());
  5372. if(move)
  5373. client->QueuePacket(move);
  5374. }
  5375. if(crit){
  5376. power_packet_type = HEAL_PACKET_TYPE_CRIT_MANA;
  5377. heal_packet_type = HEAL_PACKET_TYPE_CRIT_HEAL;
  5378. }
  5379. else {
  5380. power_packet_type = HEAL_PACKET_TYPE_SIMPLE_MANA;
  5381. heal_packet_type = HEAL_PACKET_TYPE_SIMPLE_HEAL;
  5382. }
  5383. SendHealPacket(caster, spawn, heal_packet_type, heal_amt, heal_spell.c_str());
  5384. if(power_amt > 0)
  5385. SendHealPacket(caster, spawn, power_packet_type, power_amt, heal_spell.c_str());
  5386. //The following code sets the spawn as alive
  5387. if(dead_spawns.count(spawn->GetID()) > 0)
  5388. dead_spawns.erase(spawn->GetID());
  5389. if(spawn->IsPlayer()){
  5390. spawn->SetSpawnType(4);
  5391. client = GetClientBySpawn(spawn);
  5392. if(client){
  5393. packet = configReader.getStruct("WS_Resurrected", client->GetVersion());
  5394. if(packet){
  5395. client->QueuePacket(packet->serialize());
  5396. }
  5397. packet = configReader.getStruct("WS_ServerControlFlags", client->GetVersion());
  5398. if(packet)
  5399. {
  5400. packet->setDataByName("parameter1", 8);
  5401. client->QueuePacket(packet->serialize());
  5402. packet->setDataByName("parameter1", 16);
  5403. client->QueuePacket(packet->serialize());
  5404. }
  5405. safe_delete(packet);
  5406. client->SimpleMessage(CHANNEL_COLOR_REVIVE, "You regain consciousness!");
  5407. }
  5408. }
  5409. spawn->SendSpawnChanges(true);
  5410. spawn->SetTempActionState(-1);
  5411. spawn->appearance.attackable = 1;
  5412. }
  5413. void ZoneServer::SendDispellPacket(Entity* caster, Spawn* target, string dispell_name, string spell_name, int8 dispell_type){
  5414. if(!caster || !target)
  5415. return;
  5416. Client* client = 0;
  5417. Player* player = 0;
  5418. PacketStruct* packet = 0;
  5419. vector<Client*>::iterator client_itr;
  5420. MClientList.readlock(__FUNCTION__, __LINE__);
  5421. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++){
  5422. client = *client_itr;
  5423. if(!client || !(player = client->GetPlayer()) || (player != caster && ((caster && player->WasSentSpawn(caster->GetID()) == false) || (target && player->WasSentSpawn(target->GetID()) == false))))
  5424. continue;
  5425. if((caster && player->WasSpawnRemoved(caster)) || (caster && player->WasSpawnRemoved(target)))
  5426. continue;
  5427. if(caster && caster->GetDistance(player) > 50)
  5428. continue;
  5429. if(target && target->GetDistance(player) > 50)
  5430. continue;
  5431. packet = configReader.getStruct("WS_HearDispell", client->GetVersion());
  5432. if(packet){
  5433. packet->setDataByName("spell_name", spell_name.c_str());
  5434. packet->setDataByName("dispell_name", dispell_name.c_str());
  5435. packet->setDataByName("caster", player->GetIDWithPlayerSpawn(caster));
  5436. packet->setDataByName("target", player->GetIDWithPlayerSpawn(target));
  5437. packet->setDataByName("type", dispell_type);
  5438. client->QueuePacket(packet->serialize());
  5439. }
  5440. safe_delete(packet);
  5441. }
  5442. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5443. }
  5444. void ZoneServer::DismissAllPets() {
  5445. Spawn* spawn = 0;
  5446. map<int32, Spawn*>::iterator itr;
  5447. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5448. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5449. spawn = itr->second;
  5450. if (spawn && spawn->IsPet() && ((NPC*)spawn)->GetOwner())
  5451. ((NPC*)spawn)->GetOwner()->DismissPet((NPC*)spawn);
  5452. }
  5453. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5454. }
  5455. void ZoneServer::RemoveTargetFromSpell(LuaSpell* spell, Spawn* target){
  5456. if (spellProcess)
  5457. spellProcess->RemoveTargetFromSpell(spell, target);
  5458. }
  5459. void ZoneServer::ClearHate(Entity* entity) {
  5460. Spawn* spawn = 0;
  5461. map<int32, Spawn*>::iterator itr;
  5462. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5463. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5464. spawn = itr->second;
  5465. if (spawn && spawn->IsNPC() && ((NPC*)spawn)->Brain())
  5466. ((NPC*)spawn)->Brain()->ClearHate(entity);
  5467. }
  5468. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5469. }
  5470. ThreadReturnType ZoneLoop(void* tmp) {
  5471. #ifdef WIN32
  5472. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
  5473. #endif
  5474. if (tmp == 0) {
  5475. ThrowError("ZoneLoop(): tmp = 0!");
  5476. THREAD_RETURN(NULL);
  5477. }
  5478. ZoneServer* zs = (ZoneServer*) tmp;
  5479. while (zs->Process()) {
  5480. if(zs->GetClientCount() == 0)
  5481. Sleep(1000);
  5482. else
  5483. Sleep(10);
  5484. }
  5485. zs->Process(); //run loop once more to clean up some functions
  5486. safe_delete(zs);
  5487. THREAD_RETURN(NULL);
  5488. }
  5489. ThreadReturnType SpawnLoop(void* tmp) {
  5490. #ifdef WIN32
  5491. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
  5492. #endif
  5493. if (tmp == 0) {
  5494. ThrowError("SpawnLoop(): tmp = 0!");
  5495. THREAD_RETURN(NULL);
  5496. }
  5497. ZoneServer* zs = (ZoneServer*) tmp;
  5498. #ifndef NO_CATCH
  5499. try {
  5500. #endif
  5501. zs->spawnthread_active = true;
  5502. while (zs->SpawnProcess()) {
  5503. if(zs->GetClientCount() == 0)
  5504. Sleep(1000);
  5505. else
  5506. Sleep(20);
  5507. }
  5508. zs->spawnthread_active = false;
  5509. #ifndef NO_CATCH
  5510. }
  5511. catch(...) {
  5512. LogWrite(ZONE__ERROR, 0, "Zone", "Error Processing SpawnLoop, shutting down zone '%s'...", zs->GetZoneName());
  5513. try{
  5514. zs->Shutdown();
  5515. }
  5516. catch(...){
  5517. LogWrite(ZONE__ERROR, 0, "Zone", "Error Processing SpawnLoop while shutting down zone '%s'...", zs->GetZoneName());
  5518. }
  5519. }
  5520. #endif
  5521. THREAD_RETURN(NULL);
  5522. }
  5523. ThreadReturnType SendInitialSpawns(void* tmp) {
  5524. #ifdef WIN32
  5525. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_ABOVE_NORMAL);
  5526. #endif
  5527. if (tmp == 0) {
  5528. ThrowError("SendInitialSpawns(): tmp = 0!");
  5529. THREAD_RETURN(NULL);
  5530. }
  5531. Client* client = (Client*) tmp;
  5532. client->GetCurrentZone()->SendZoneSpawns(client);
  5533. THREAD_RETURN(NULL);
  5534. }
  5535. ThreadReturnType SendLevelChangedSpawns(void* tmp) {
  5536. #ifdef WIN32
  5537. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
  5538. #endif
  5539. if (tmp == 0) {
  5540. ThrowError("SendLevelChangedSpawns(): tmp = 0!");
  5541. THREAD_RETURN(NULL);
  5542. }
  5543. Client* client = (Client*)tmp;
  5544. client->GetCurrentZone()->SendAllSpawnsForLevelChange(client);
  5545. THREAD_RETURN(NULL);
  5546. }
  5547. void ZoneServer::SetSpawnStructs(Client* client) {
  5548. int16 client_ver = client->GetVersion();
  5549. Player* player = client->GetPlayer();
  5550. //Save a copy of the correct spawn substructs for the client's player, save here a copy if we don't have one
  5551. PacketStruct* pos = configReader.getStruct("Substruct_SpawnPositionStruct", client_ver);
  5552. player->SetSpawnPosStruct(pos);
  5553. if (versioned_pos_structs.count(pos->GetVersion()) == 0)
  5554. versioned_pos_structs[pos->GetVersion()] = new PacketStruct(pos, true);
  5555. PacketStruct* vis = configReader.getStruct("Substruct_SpawnVisualizationInfoStruct", client_ver);
  5556. player->SetSpawnVisStruct(vis);
  5557. if (versioned_vis_structs.count(vis->GetVersion()) == 0)
  5558. versioned_vis_structs[vis->GetVersion()] = new PacketStruct(vis, true);
  5559. PacketStruct* info = configReader.getStruct("Substruct_SpawnInfoStruct", client_ver);
  5560. player->SetSpawnInfoStruct(info);
  5561. if (versioned_info_structs.count(info->GetVersion()) == 0)
  5562. versioned_info_structs[info->GetVersion()] = new PacketStruct(info, true);
  5563. PacketStruct* header = configReader.getStruct("WS_SpawnStruct_Header", client_ver);
  5564. player->SetSpawnHeaderStruct(header);
  5565. PacketStruct* footer = configReader.getStruct("WS_SpawnStruct_Footer", client_ver);
  5566. player->SetSpawnFooterStruct(footer);
  5567. PacketStruct* sfooter = configReader.getStruct("WS_SignWidgetSpawnStruct_Footer", client_ver);
  5568. player->SetSignFooterStruct(sfooter);
  5569. PacketStruct* wfooter = configReader.getStruct("WS_WidgetSpawnStruct_Footer", client_ver);
  5570. player->SetWidgetFooterStruct(wfooter);
  5571. }
  5572. Spawn* ZoneServer::GetSpawn(int32 id){
  5573. Spawn* ret = 0;
  5574. if(GetNPC(id))
  5575. ret = GetNewNPC(id);
  5576. else if(this->GetObject(id))
  5577. ret = GetNewObject(id);
  5578. else if(GetWidget(id))
  5579. ret = GetNewWidget(id);
  5580. else if(GetSign(id))
  5581. ret = GetNewSign(id);
  5582. else if(GetGroundSpawn(id))
  5583. ret = GetNewGroundSpawn(id);
  5584. // Unable to find the spawn in the list lets attempt to add it if we are not currently reloading
  5585. else if (!reloading && database.LoadNPC(this, id)) {
  5586. if (GetNPC(id))
  5587. ret = GetNewNPC(id);
  5588. else
  5589. LogWrite(NPC__ERROR, 0, "NPC", "Database inserted npc (%u) but was still unable to retrieve it!", id);
  5590. }
  5591. else if (!reloading && database.LoadObject(this, id)) {
  5592. if (this->GetObject(id))
  5593. ret = GetNewObject(id);
  5594. else
  5595. LogWrite(OBJECT__ERROR, 0, "Object", "Database inserted object (%u) but was still unable to retrieve it!", id);
  5596. }
  5597. else if (!reloading && database.LoadWidget(this, id)) {
  5598. if (GetWidget(id))
  5599. ret = GetNewWidget(id);
  5600. else
  5601. LogWrite(WIDGET__ERROR, 0, "Widget", "Database inserted widget (%u) but was still unable to retrieve it!", id);
  5602. }
  5603. else if (!reloading && database.LoadSign(this, id)) {
  5604. if (GetSign(id))
  5605. ret = GetNewSign(id);
  5606. else
  5607. LogWrite(SIGN__ERROR, 0, "Sign", "Database inserted sign (%u) but was still unable to retrieve it!", id);
  5608. }
  5609. else if (!reloading && database.LoadGroundSpawn(this, id)) {
  5610. if (GetGroundSpawn(id))
  5611. ret = GetNewGroundSpawn(id);
  5612. else
  5613. LogWrite(GROUNDSPAWN__ERROR, 0, "GSpawn", "Database inserted ground spawn (%u) but was still unable to retrieve it!", id);
  5614. }
  5615. if(ret)
  5616. ret->SetID(Spawn::NextID());
  5617. return ret;
  5618. }
  5619. vector<EntityCommand*>* ZoneServer::GetEntityCommandList(int32 id){
  5620. if(entity_command_list.count(id) > 0)
  5621. return entity_command_list[id];
  5622. else
  5623. return 0;
  5624. }
  5625. void ZoneServer::SetEntityCommandList(int32 id, EntityCommand* command) {
  5626. if (entity_command_list.count(id) == 0)
  5627. entity_command_list[id] = new vector<EntityCommand*>;
  5628. entity_command_list[id]->push_back(command);
  5629. }
  5630. EntityCommand* ZoneServer::GetEntityCommand(int32 id, string name) {
  5631. EntityCommand* ret = 0;
  5632. if (entity_command_list.count(id) == 0)
  5633. return ret;
  5634. vector<EntityCommand*>::iterator itr;
  5635. for (itr = entity_command_list[id]->begin(); itr != entity_command_list[id]->end(); itr++) {
  5636. if ((*itr)->name == name) {
  5637. ret = (*itr);
  5638. break;
  5639. }
  5640. }
  5641. return ret;
  5642. }
  5643. void ZoneServer::ClearEntityCommands() {
  5644. if (entity_command_list.size() > 0) {
  5645. map<int32, vector<EntityCommand*>* >::iterator itr;
  5646. for (itr = entity_command_list.begin(); itr != entity_command_list.end(); itr++) {
  5647. vector<EntityCommand*>* entity_commands = itr->second;
  5648. if (entity_commands && entity_commands->size() > 0) {
  5649. vector<EntityCommand*>::iterator v_itr;
  5650. for (v_itr = entity_commands->begin(); v_itr != entity_commands->end(); v_itr++)
  5651. safe_delete(*v_itr);
  5652. entity_commands->clear();
  5653. }
  5654. safe_delete(entity_commands);
  5655. }
  5656. entity_command_list.clear();
  5657. }
  5658. }
  5659. void ZoneServer::AddNPCSpell(int32 list_id, int32 spell_id, int8 tier){
  5660. npc_spell_list[list_id][spell_id] = tier;
  5661. }
  5662. vector<Spell*>* ZoneServer::GetNPCSpells(int32 primary_list, int32 secondary_list){
  5663. vector<Spell*>* ret = 0;
  5664. if(npc_spell_list.count(primary_list) > 0){
  5665. ret = new vector<Spell*>();
  5666. map<int32, int8>::iterator itr;
  5667. Spell* tmpSpell = 0;
  5668. for(itr = npc_spell_list[primary_list].begin(); itr != npc_spell_list[primary_list].end(); itr++){
  5669. tmpSpell = master_spell_list.GetSpell(itr->first, itr->second);
  5670. if(tmpSpell)
  5671. ret->push_back(tmpSpell);
  5672. }
  5673. }
  5674. if(npc_spell_list.count(secondary_list) > 0){
  5675. if(!ret)
  5676. ret = new vector<Spell*>();
  5677. map<int32, int8>::iterator itr;
  5678. Spell* tmpSpell = 0;
  5679. for(itr = npc_spell_list[secondary_list].begin(); itr != npc_spell_list[secondary_list].end(); itr++){
  5680. tmpSpell = master_spell_list.GetSpell(itr->first, itr->second);
  5681. if(tmpSpell)
  5682. ret->push_back(tmpSpell);
  5683. }
  5684. }
  5685. if(ret && ret->size() == 0){
  5686. safe_delete(ret);
  5687. ret = 0;
  5688. }
  5689. return ret;
  5690. }
  5691. void ZoneServer::AddNPCSkill(int32 list_id, int32 skill_id, int16 value){
  5692. npc_skill_list[list_id][skill_id] = value;
  5693. }
  5694. map<string, Skill*>* ZoneServer::GetNPCSkills(int32 primary_list, int32 secondary_list){
  5695. map<string, Skill*>* ret = 0;
  5696. if(npc_skill_list.count(primary_list) > 0){
  5697. ret = new map<string, Skill*>();
  5698. map<int32, int16>::iterator itr;
  5699. Skill* tmpSkill = 0;
  5700. for(itr = npc_skill_list[primary_list].begin(); itr != npc_skill_list[primary_list].end(); itr++){
  5701. tmpSkill = master_skill_list.GetSkill(itr->first);
  5702. if(tmpSkill){
  5703. tmpSkill = new Skill(tmpSkill);
  5704. tmpSkill->current_val = itr->second;
  5705. tmpSkill->max_val = tmpSkill->current_val+5;
  5706. (*ret)[tmpSkill->name.data] = tmpSkill;
  5707. }
  5708. }
  5709. }
  5710. if(npc_skill_list.count(secondary_list) > 0){
  5711. if(!ret)
  5712. ret = new map<string, Skill*>();
  5713. map<int32, int16>::iterator itr;
  5714. Skill* tmpSkill = 0;
  5715. for(itr = npc_skill_list[secondary_list].begin(); itr != npc_skill_list[secondary_list].end(); itr++){
  5716. tmpSkill = master_skill_list.GetSkill(itr->first);
  5717. if(tmpSkill){
  5718. tmpSkill = new Skill(tmpSkill);
  5719. tmpSkill->current_val = itr->second;
  5720. tmpSkill->max_val = tmpSkill->current_val+5;
  5721. (*ret)[tmpSkill->name.data] = tmpSkill;
  5722. }
  5723. }
  5724. }
  5725. if(ret && ret->size() == 0){
  5726. safe_delete(ret);
  5727. ret = 0;
  5728. }
  5729. return ret;
  5730. }
  5731. void ZoneServer::AddNPCEquipment(int32 list_id, int32 item_id){
  5732. npc_equipment_list[list_id].push_back(item_id);
  5733. }
  5734. void ZoneServer::SetNPCEquipment(NPC* npc) {
  5735. if(npc_equipment_list.count(npc->GetEquipmentListID()) > 0){
  5736. Item* tmpItem = 0;
  5737. int8 slot = 0;
  5738. vector<int32>::iterator itr;
  5739. for(itr = npc_equipment_list[npc->GetEquipmentListID()].begin(); itr != npc_equipment_list[npc->GetEquipmentListID()].end(); itr++){
  5740. tmpItem = master_item_list.GetItem(*itr);
  5741. if(tmpItem){
  5742. slot = npc->GetEquipmentList()->GetFreeSlot(tmpItem);
  5743. if(slot < 255){
  5744. tmpItem = new Item(tmpItem);
  5745. npc->GetEquipmentList()->SetItem(slot, tmpItem);
  5746. }
  5747. }
  5748. }
  5749. }
  5750. }
  5751. void ZoneServer::AddNPC(int32 id, NPC* npc) {
  5752. npc_list[id] = npc;
  5753. }
  5754. void ZoneServer::AddWidget(int32 id, Widget* widget) {
  5755. widget_list[id] = widget;
  5756. }
  5757. Widget* ZoneServer::GetWidget(int32 id, bool override_loading) {
  5758. if((!reloading || override_loading) && widget_list.count(id) > 0)
  5759. return widget_list[id];
  5760. else
  5761. return 0;
  5762. }
  5763. Widget* ZoneServer::GetNewWidget(int32 id) {
  5764. if(!reloading && widget_list.count(id) > 0)
  5765. return widget_list[id]->Copy();
  5766. else
  5767. return 0;
  5768. }
  5769. void ZoneServer::LoadGroundSpawnEntries(){
  5770. MGroundSpawnItems.lock();
  5771. database.LoadGroundSpawnEntries(this);
  5772. MGroundSpawnItems.unlock();
  5773. }
  5774. void ZoneServer::LoadGroundSpawnItems() {
  5775. }
  5776. 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) {
  5777. GroundSpawnEntry* entry = new GroundSpawnEntry;
  5778. entry->min_skill_level = min_skill_level;
  5779. entry->min_adventure_level = min_adventure_level;
  5780. entry->bonus_table = bonus_table;
  5781. entry->harvest1 = harvest1;
  5782. entry->harvest3 = harvest3;
  5783. entry->harvest5 = harvest5;
  5784. entry->harvest_imbue = harvest_imbue;
  5785. entry->harvest_rare = harvest_rare;
  5786. entry->harvest10 = harvest10;
  5787. entry->harvest_coin = harvest_coin;
  5788. groundspawn_entries[groundspawn_id].push_back(entry);
  5789. }
  5790. void ZoneServer::AddGroundSpawnItem(int32 groundspawn_id, int32 item_id, int8 is_rare, int32 grid_id) {
  5791. GroundSpawnEntryItem* entry = new GroundSpawnEntryItem;
  5792. entry->item_id = item_id;
  5793. entry->is_rare = is_rare;
  5794. entry->grid_id = grid_id;
  5795. groundspawn_items[groundspawn_id].push_back(entry);
  5796. }
  5797. vector<GroundSpawnEntry*>* ZoneServer::GetGroundSpawnEntries(int32 id){
  5798. vector<GroundSpawnEntry*>* ret = 0;
  5799. MGroundSpawnItems.lock();
  5800. if(groundspawn_entries.count(id) > 0)
  5801. ret = &groundspawn_entries[id];
  5802. MGroundSpawnItems.unlock();
  5803. return ret;
  5804. }
  5805. vector<GroundSpawnEntryItem*>* ZoneServer::GetGroundSpawnEntryItems(int32 id){
  5806. vector<GroundSpawnEntryItem*>* ret = 0;
  5807. if(groundspawn_items.count(id) > 0)
  5808. ret = &groundspawn_items[id];
  5809. return ret;
  5810. }
  5811. // TODO - mis-named, should be DeleteGroundSpawnEntries() but this is ok for now :)
  5812. void ZoneServer::DeleteGroundSpawnItems()
  5813. {
  5814. MGroundSpawnItems.lock();
  5815. map<int32, vector<GroundSpawnEntry*> >::iterator groundspawnentry_map_itr;
  5816. vector<GroundSpawnEntry*>::iterator groundspawnentry_itr;
  5817. for(groundspawnentry_map_itr = groundspawn_entries.begin(); groundspawnentry_map_itr != groundspawn_entries.end(); groundspawnentry_map_itr++)
  5818. {
  5819. for(groundspawnentry_itr = groundspawnentry_map_itr->second.begin(); groundspawnentry_itr != groundspawnentry_map_itr->second.end(); groundspawnentry_itr++)
  5820. {
  5821. safe_delete(*groundspawnentry_itr);
  5822. }
  5823. }
  5824. groundspawn_entries.clear();
  5825. map<int32, vector<GroundSpawnEntryItem*> >::iterator groundspawnitem_map_itr;
  5826. vector<GroundSpawnEntryItem*>::iterator groundspawnitem_itr;
  5827. for(groundspawnitem_map_itr = groundspawn_items.begin(); groundspawnitem_map_itr != groundspawn_items.end(); groundspawnitem_map_itr++)
  5828. {
  5829. for(groundspawnitem_itr = groundspawnitem_map_itr->second.begin(); groundspawnitem_itr != groundspawnitem_map_itr->second.end(); groundspawnitem_itr++)
  5830. {
  5831. safe_delete(*groundspawnitem_itr);
  5832. }
  5833. }
  5834. groundspawn_items.clear();
  5835. MGroundSpawnItems.unlock();
  5836. }
  5837. void ZoneServer::AddGroundSpawn(int32 id, GroundSpawn* spawn) {
  5838. groundspawn_list[id] = spawn;
  5839. }
  5840. GroundSpawn* ZoneServer::GetGroundSpawn(int32 id, bool override_loading) {
  5841. if((!reloading || override_loading) && groundspawn_list.count(id) > 0)
  5842. return groundspawn_list[id];
  5843. else
  5844. return 0;
  5845. }
  5846. GroundSpawn* ZoneServer::GetNewGroundSpawn(int32 id) {
  5847. if(!reloading && groundspawn_list.count(id) > 0)
  5848. return groundspawn_list[id]->Copy();
  5849. else
  5850. return 0;
  5851. }
  5852. void ZoneServer::AddLootTable(int32 id, LootTable* table){
  5853. loot_tables[id] = table;
  5854. }
  5855. void ZoneServer::AddLootDrop(int32 id, LootDrop* drop){
  5856. loot_drops[id].push_back(drop);
  5857. }
  5858. void ZoneServer::AddSpawnLootList(int32 spawn_id, int32 id) {
  5859. spawn_loot_list[spawn_id].push_back(id);
  5860. }
  5861. void ZoneServer::ClearSpawnLootList(int32 spawn_id) {
  5862. spawn_loot_list[spawn_id].clear();
  5863. }
  5864. void ZoneServer::AddLevelLootList(GlobalLoot* loot) {
  5865. level_loot_list.push_back(loot);
  5866. }
  5867. void ZoneServer::AddRacialLootList(int16 racial_id, GlobalLoot* loot) {
  5868. racial_loot_list[racial_id].push_back(loot);
  5869. }
  5870. void ZoneServer::AddZoneLootList(int32 zone, GlobalLoot* loot) {
  5871. zone_loot_list[zone].push_back(loot);
  5872. }
  5873. void ZoneServer::ClearLootTables(){
  5874. map<int32,LootTable*>::iterator table_itr;
  5875. for(table_itr = loot_tables.begin(); table_itr != loot_tables.end(); table_itr++){
  5876. safe_delete(table_itr->second);
  5877. }
  5878. map<int32, vector<LootDrop*> >::iterator drop_itr;
  5879. vector<LootDrop*>::iterator drop_itr2;
  5880. for(drop_itr = loot_drops.begin(); drop_itr != loot_drops.end(); drop_itr++){
  5881. for(drop_itr2 = drop_itr->second.begin(); drop_itr2 != drop_itr->second.end(); drop_itr2++){
  5882. safe_delete(*drop_itr2);
  5883. }
  5884. }
  5885. vector<GlobalLoot*>::iterator level_itr;
  5886. for (level_itr = level_loot_list.begin(); level_itr != level_loot_list.end(); level_itr++) {
  5887. safe_delete(*level_itr);
  5888. }
  5889. map<int16, vector<GlobalLoot*> >::iterator race_itr;
  5890. vector<GlobalLoot*>::iterator race_itr2;
  5891. for (race_itr = racial_loot_list.begin(); race_itr != racial_loot_list.end(); race_itr++) {
  5892. for (race_itr2 = race_itr->second.begin(); race_itr2 != race_itr->second.end(); race_itr2++) {
  5893. safe_delete(*race_itr2);
  5894. }
  5895. }
  5896. map<int32, vector<GlobalLoot*> >::iterator zone_itr;
  5897. vector<GlobalLoot*>::iterator zone_itr2;
  5898. for(zone_itr = zone_loot_list.begin(); zone_itr != zone_loot_list.end(); zone_itr++) {
  5899. for (zone_itr2 = zone_itr->second.begin(); zone_itr2 != zone_itr->second.end(); zone_itr2++) {
  5900. safe_delete(*zone_itr2);
  5901. }
  5902. }
  5903. loot_tables.clear();
  5904. loot_drops.clear();
  5905. spawn_loot_list.clear();
  5906. level_loot_list.clear();
  5907. racial_loot_list.clear();
  5908. zone_loot_list.clear();
  5909. }
  5910. vector<int32> ZoneServer::GetSpawnLootList(int32 spawn_id, int32 zone_id, int8 spawn_level, int16 racial_id) {
  5911. vector<int32> ret;
  5912. if(reloading)
  5913. return ret;
  5914. if (spawn_loot_list.count(spawn_id) > 0)
  5915. ret.insert(ret.end(), spawn_loot_list[spawn_id].begin(), spawn_loot_list[spawn_id].end());
  5916. if (level_loot_list.size() > 0) {
  5917. vector<GlobalLoot*>::iterator itr;
  5918. for (itr = level_loot_list.begin(); itr != level_loot_list.end(); itr++) {
  5919. GlobalLoot* loot = *itr;
  5920. if (loot->minLevel == 0 && loot->maxLevel == 0)
  5921. ret.push_back(loot->table_id);
  5922. else {
  5923. if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel)
  5924. ret.push_back(loot->table_id);
  5925. }
  5926. }
  5927. }
  5928. if (racial_loot_list.count(racial_id) > 0) {
  5929. vector<GlobalLoot*>::iterator itr;
  5930. for (itr = racial_loot_list[racial_id].begin(); itr != racial_loot_list[racial_id].end(); itr++) {
  5931. GlobalLoot* loot = *itr;
  5932. if (loot->minLevel == 0 && loot->maxLevel == 0)
  5933. ret.push_back(loot->table_id);
  5934. else {
  5935. if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel)
  5936. ret.push_back(loot->table_id);
  5937. }
  5938. }
  5939. }
  5940. if (zone_loot_list.count(zone_id) > 0) {
  5941. vector<GlobalLoot*>::iterator itr;
  5942. for (itr = zone_loot_list[zone_id].begin(); itr != zone_loot_list[zone_id].end(); itr++) {
  5943. GlobalLoot* loot = *itr;
  5944. if (loot->minLevel == 0 && loot->maxLevel == 0)
  5945. ret.push_back(loot->table_id);
  5946. else {
  5947. if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel)
  5948. ret.push_back(loot->table_id);
  5949. }
  5950. }
  5951. }
  5952. return ret;
  5953. }
  5954. vector<LootDrop*>* ZoneServer::GetLootDrops(int32 table_id){
  5955. if(!reloading && loot_drops.count(table_id) > 0)
  5956. return &(loot_drops[table_id]);
  5957. else
  5958. return 0;
  5959. }
  5960. LootTable* ZoneServer::GetLootTable(int32 table_id){
  5961. return loot_tables[table_id];
  5962. }
  5963. 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){
  5964. LocationTransportDestination* loc = new LocationTransportDestination;
  5965. loc->message = message;
  5966. loc->trigger_x = trigger_x;
  5967. loc->trigger_y = trigger_y;
  5968. loc->trigger_z = trigger_z;
  5969. loc->trigger_radius = trigger_radius;
  5970. loc->destination_zone_id = destination_zone_id;
  5971. loc->destination_x = destination_x;
  5972. loc->destination_y = destination_y;
  5973. loc->destination_z = destination_z;
  5974. loc->destination_heading = destination_heading;
  5975. loc->cost = cost;
  5976. loc->unique_id = unique_id;
  5977. MTransporters.lock();
  5978. if(location_transporters.count(zone_id) == 0)
  5979. location_transporters[zone_id] = new MutexList<LocationTransportDestination*>();
  5980. location_transporters[zone_id]->Add(loc);
  5981. MTransporters.unlock();
  5982. }
  5983. 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){
  5984. TransportDestination* transport = new TransportDestination;
  5985. transport->type = type;
  5986. transport->display_name = name;
  5987. transport->message = message;
  5988. transport->destination_zone_id = destination_zone_id;
  5989. transport->destination_x = destination_x;
  5990. transport->destination_y = destination_y;
  5991. transport->destination_z = destination_z;
  5992. transport->destination_heading = destination_heading;
  5993. transport->cost = cost;
  5994. transport->unique_id = unique_id;
  5995. transport->min_level = min_level;
  5996. transport->max_level = max_level;
  5997. transport->req_quest = quest_req;
  5998. transport->req_quest_step = quest_step_req;
  5999. transport->req_quest_complete = quest_complete;
  6000. transport->map_x = map_x;
  6001. transport->map_y = map_y;
  6002. MTransporters.lock();
  6003. transporters[transport_id].push_back(transport);
  6004. MTransporters.unlock();
  6005. }
  6006. vector<TransportDestination*>* ZoneServer::GetTransporters(int32 transport_id){
  6007. vector<TransportDestination*>* ret = 0;
  6008. MTransporters.lock();
  6009. if(transporters.count(transport_id) > 0)
  6010. ret = &transporters[transport_id];
  6011. MTransporters.unlock();
  6012. return ret;
  6013. }
  6014. MutexList<LocationTransportDestination*>* ZoneServer::GetLocationTransporters(int32 zone_id){
  6015. MutexList<LocationTransportDestination*>* ret = 0;
  6016. MTransporters.lock();
  6017. if(location_transporters.count(zone_id) > 0)
  6018. ret = location_transporters[zone_id];
  6019. MTransporters.unlock();
  6020. return ret;
  6021. }
  6022. void ZoneServer::DeleteGlobalTransporters(){
  6023. MTransporters.lock();
  6024. map<int32, vector<TransportDestination*> >::iterator itr;
  6025. vector<TransportDestination*>::iterator transport_vector_itr;
  6026. for(itr = transporters.begin(); itr != transporters.end(); itr++){
  6027. for(transport_vector_itr = itr->second.begin(); transport_vector_itr != itr->second.end(); transport_vector_itr++){
  6028. safe_delete(*transport_vector_itr);
  6029. }
  6030. }
  6031. map<int32, MutexList<LocationTransportDestination*>* >::iterator itr2;
  6032. for(itr2 = location_transporters.begin(); itr2 != location_transporters.end(); itr2++){
  6033. itr2->second->clear(true);
  6034. delete itr2->second;
  6035. }
  6036. transporters.clear();
  6037. location_transporters.clear();
  6038. MTransporters.unlock();
  6039. }
  6040. void ZoneServer::DeleteGlobalSpawns() {
  6041. ClearLootTables();
  6042. map<int32, NPC*>::iterator npc_list_iter;
  6043. for(npc_list_iter=npc_list.begin();npc_list_iter!=npc_list.end();npc_list_iter++) {
  6044. safe_delete(npc_list_iter->second);
  6045. }
  6046. npc_list.clear();
  6047. map<int32, Object*>::iterator object_list_iter;
  6048. for(object_list_iter=object_list.begin();object_list_iter!=object_list.end();object_list_iter++) {
  6049. safe_delete(object_list_iter->second);
  6050. }
  6051. object_list.clear();
  6052. map<int32, GroundSpawn*>::iterator groundspawn_list_iter;
  6053. for(groundspawn_list_iter=groundspawn_list.begin();groundspawn_list_iter!=groundspawn_list.end();groundspawn_list_iter++) {
  6054. safe_delete(groundspawn_list_iter->second);
  6055. }
  6056. groundspawn_list.clear();
  6057. map<int32, Widget*>::iterator widget_list_iter;
  6058. for(widget_list_iter=widget_list.begin();widget_list_iter!=widget_list.end();widget_list_iter++) {
  6059. safe_delete(widget_list_iter->second);
  6060. }
  6061. widget_list.clear();
  6062. map<int32, Sign*>::iterator sign_list_iter;
  6063. for(sign_list_iter=sign_list.begin();sign_list_iter!=sign_list.end();sign_list_iter++) {
  6064. safe_delete(sign_list_iter->second);
  6065. }
  6066. sign_list.clear();
  6067. /*map<int32, AppearanceData*>::iterator appearance_list_iter;
  6068. for(appearance_list_iter=npc_appearance_list.begin();appearance_list_iter!=npc_appearance_list.end();appearance_list_iter++) {
  6069. safe_delete(appearance_list_iter->second);
  6070. }
  6071. npc_appearance_list.clear();*/
  6072. ClearEntityCommands();
  6073. DeleteGroundSpawnItems();
  6074. DeleteGlobalTransporters();
  6075. DeleteTransporterMaps();
  6076. }
  6077. void ZoneServer::AddTransportMap(int32 id, string name) {
  6078. MTransportMaps.writelock(__FUNCTION__, __LINE__);
  6079. m_transportMaps[id] = name;
  6080. MTransportMaps.releasewritelock(__FUNCTION__, __LINE__);
  6081. }
  6082. bool ZoneServer::TransportHasMap(int32 id) {
  6083. bool ret = false;
  6084. MTransportMaps.readlock(__FUNCTION__, __LINE__);
  6085. ret = m_transportMaps.count(id) > 0;
  6086. MTransportMaps.releasereadlock(__FUNCTION__, __LINE__);
  6087. return ret;
  6088. }
  6089. string ZoneServer::GetTransportMap(int32 id) {
  6090. string ret;
  6091. MTransportMaps.readlock(__FUNCTION__, __LINE__);
  6092. if (m_transportMaps.count(id) > 0)
  6093. ret = m_transportMaps[id];
  6094. MTransportMaps.releasereadlock(__FUNCTION__, __LINE__);
  6095. return ret;
  6096. }
  6097. void ZoneServer::DeleteTransporterMaps() {
  6098. MTransportMaps.writelock(__FUNCTION__, __LINE__);
  6099. m_transportMaps.clear();
  6100. MTransportMaps.releasewritelock(__FUNCTION__, __LINE__);
  6101. }
  6102. void ZoneServer::ReloadSpawns() {
  6103. if (reloading)
  6104. return;
  6105. reloading = true;
  6106. // Let every one in the zone know what is happening
  6107. HandleBroadcast("Reloading all spawns for this zone.");
  6108. DeleteGlobalSpawns();
  6109. Depop(false, true);
  6110. }
  6111. void ZoneServer::SendStateCommand(Spawn* spawn, int32 state) {
  6112. vector<Client*>::iterator itr;
  6113. MClientList.readlock(__FUNCTION__, __LINE__);
  6114. for (itr = clients.begin(); itr != clients.end(); itr++) {
  6115. Client* client = *itr;
  6116. if (client && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn))
  6117. ClientPacketFunctions::SendStateCommand(client, client->GetPlayer()->GetIDWithPlayerSpawn(spawn), state);
  6118. }
  6119. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  6120. }
  6121. void ZoneServer::AddFlightPath(int32 id, FlightPathInfo* info) {
  6122. if (m_flightPaths.count(id) > 0) {
  6123. LogWrite(ZONE__ERROR, 0, "Zone", "Duplicate flight path (%u)", id);
  6124. safe_delete(info);
  6125. return;
  6126. }
  6127. m_flightPaths[id] = info;
  6128. }
  6129. void ZoneServer::AddFlightPathLocation(int32 id, FlightPathLocation* location) {
  6130. if (m_flightPaths.count(id) == 0) {
  6131. LogWrite(ZONE__ERROR, 0, "Zone", "There is no flight info for this route (%u)", id);
  6132. safe_delete(location);
  6133. return;
  6134. }
  6135. m_flightPathRoutes[id].push_back(location);
  6136. }
  6137. void ZoneServer::DeleteFlightPaths() {
  6138. map<int32, vector<FlightPathLocation*> >::iterator itr;
  6139. vector<FlightPathLocation*>::iterator itr2;
  6140. map<int32, FlightPathInfo*>::iterator itr3;
  6141. for (itr = m_flightPathRoutes.begin(); itr != m_flightPathRoutes.end(); itr++) {
  6142. for (itr2 = itr->second.begin(); itr2 != itr->second.end(); itr2++) {
  6143. safe_delete(*itr2);
  6144. }
  6145. itr->second.clear();
  6146. }
  6147. m_flightPathRoutes.clear();
  6148. for (itr3 = m_flightPaths.begin(); itr3 != m_flightPaths.end(); itr3++) {
  6149. safe_delete(itr3->second);
  6150. }
  6151. m_flightPaths.clear();
  6152. }
  6153. void ZoneServer::SendFlightPathsPackets(Client* client) {
  6154. // Only send a packet if there are flight paths
  6155. if (m_flightPathRoutes.size() > 0) {
  6156. PacketStruct* packet = configReader.getStruct("WS_FlightPathsMsg", client->GetVersion());
  6157. if (packet) {
  6158. int32 num_routes = m_flightPaths.size();
  6159. packet->setArrayLengthByName("number_of_routes", num_routes);
  6160. packet->setArrayLengthByName("number_of_routes2", num_routes);
  6161. packet->setArrayLengthByName("number_of_routes3", num_routes);
  6162. packet->setArrayLengthByName("number_of_routes4", num_routes);
  6163. map<int32, FlightPathInfo*>::iterator itr;
  6164. int32 i = 0;
  6165. for (itr = m_flightPaths.begin(); itr != m_flightPaths.end(); itr++, i++) {
  6166. packet->setArrayDataByName("route_length", m_flightPathRoutes[itr->first].size(), i);
  6167. packet->setArrayDataByName("ground_mount", itr->second->flying ? 0 : 1, i);
  6168. packet->setArrayDataByName("allow_dismount", itr->second->dismount ? 1 : 0, i);
  6169. packet->setSubArrayLengthByName("route_length2", m_flightPathRoutes[itr->first].size(), i);
  6170. vector<FlightPathLocation*>::iterator itr2;
  6171. int32 j = 0;
  6172. for (itr2 = m_flightPathRoutes[itr->first].begin(); itr2 != m_flightPathRoutes[itr->first].end(); itr2++, j++) {
  6173. packet->setSubArrayDataByName("x", (*itr2)->X, i, j);
  6174. packet->setSubArrayDataByName("y", (*itr2)->Y, i, j);
  6175. packet->setSubArrayDataByName("z", (*itr2)->Z, i, j);
  6176. }
  6177. }
  6178. client->QueuePacket(packet->serialize());
  6179. safe_delete(packet);
  6180. }
  6181. }
  6182. }
  6183. int32 ZoneServer::GetFlightPathIndex(int32 id) {
  6184. int32 index = 0;
  6185. map<int32, FlightPathInfo*>::iterator itr;
  6186. for (itr = m_flightPaths.begin(); itr != m_flightPaths.end(); itr++, index++) {
  6187. if (itr->first == id)
  6188. return index;
  6189. }
  6190. return -1;
  6191. }
  6192. float ZoneServer::GetFlightPathSpeed(int32 id) {
  6193. float speed = 1;
  6194. if (m_flightPaths.count(id) > 0)
  6195. speed = m_flightPaths[id]->speed;
  6196. return speed;
  6197. }
  6198. void ZoneServer::ProcessSpawnConditional(int8 condition) {
  6199. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  6200. MSpawnList.readlock(__FUNCTION__, __LINE__);
  6201. map<int32, Spawn*>::iterator itr;
  6202. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  6203. if (itr->second != NULL) // null itr->second still coming into ProcessSpawnConditional
  6204. {
  6205. SpawnLocation* loc = spawn_location_list[itr->second->GetSpawnLocationID()];
  6206. if (loc && loc->conditional > 0) {
  6207. if ((loc->conditional & condition) != condition) {
  6208. Despawn(itr->second, 0);
  6209. }
  6210. }
  6211. }
  6212. }
  6213. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  6214. map<int32, SpawnLocation*>::iterator itr2;
  6215. for (itr2 = spawn_location_list.begin(); itr2 != spawn_location_list.end(); itr2++) {
  6216. SpawnLocation* loc = itr2->second;
  6217. if (loc && loc->conditional > 0 && ((loc->conditional & condition) == condition))
  6218. if (GetSpawnByLocationID(loc->placement_id) == NULL)
  6219. ProcessSpawnLocation(loc);
  6220. }
  6221. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  6222. }