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- /*
- EQ2Emulator: Everquest II Server Emulator
- Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
- This file is part of EQ2Emulator.
- EQ2Emulator is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- EQ2Emulator is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
- */
- #ifndef ZONESERVER_H
- #define ZONESERVER_H
- #include <mutex>
- #include <shared_mutex>
- #include "../common/linked_list.h"
- #include "../common/timer.h"
- #include "../common/queue.h"
- #include "../common/servertalk.h"
- #include "../common/TCPConnection.h"
- #include "WorldTCPConnection.h"
- #include "../common/Mutex.h"
- #include "../common/DataBuffer.h"
- #include "net.h"
- #include "Player.h"
- #include "Combat.h"
- #include <list>
- #include <map>
- #include <set>
- #include "MutexList.h"
- #include "MutexMap.h"
- #include "MutexVector.h"
- #include "NPC.h"
- #include "Widget.h"
- #include "Object.h"
- #include "GroundSpawn.h"
- #include "Sign.h"
- #include "Zone/map.h"
- #include "Zone/pathfinder_interface.h"
- #include "Zone/mob_movement_manager.h"
- #include "Zone/region_map.h"
- extern NetConnection net; // needs to be here or compile errors in commands.cpp
- class SpellProcess;
- class TradeskillMgr;
- class Bot;
- #define EXPANSION_UNKNOWN 1
- #define EXPANSION_UNKNOWN2 64
- #define EXPANSION_UNKNOWN3 128
- #define EXPANSION_UNKNOWN4 256
- #define EXPANSION_UNKNOWN5 512
- #define EXPANSION_DOF 1024
- #define EXPANSION_KOS 2048
- #define EXPANSION_EOF 4096
- #define EXPANSION_ROK 8192
- #define EXPANSION_TSO 16384
- #define EXPANSION_DOV 65536 // This enables DoV and CoE AA tree's lower values disable both trees
- // Can't verify these 3 values
- // 32768 - SF
- // 131072 - AoD
- #define SPAWN_SCRIPT_SPAWN 0
- #define SPAWN_SCRIPT_RESPAWN 1
- #define SPAWN_SCRIPT_ATTACKED 2
- #define SPAWN_SCRIPT_TARGETED 3
- #define SPAWN_SCRIPT_HAILED 4
- #define SPAWN_SCRIPT_DEATH 5
- #define SPAWN_SCRIPT_KILLED 6
- #define SPAWN_SCRIPT_AGGRO 7
- #define SPAWN_SCRIPT_HEALTHCHANGED 8
- #define SPAWN_SCRIPT_RANDOMCHAT 9
- #define SPAWN_SCRIPT_CONVERSATION 10
- #define SPAWN_SCRIPT_TIMER 11
- #define SPAWN_SCRIPT_CUSTOM 12
- #define SPAWN_SCRIPT_HAILED_BUSY 13
- #define SPAWN_SCRIPT_CASTED_ON 14
- #define SPAWN_SCRIPT_AUTO_ATTACK_TICK 15
- #define SPAWN_SCRIPT_COMBAT_RESET 16
- #define SPAWN_SCRIPT_GROUP_DEAD 17
- #define SPAWN_SCRIPT_HEAR_SAY 18
- #define SPAWN_SCRIPT_PRESPAWN 19
- #define SPAWN_SCRIPT_USEDOOR 20
- #define SPAWN_SCRIPT_BOARD 21
- #define SPAWN_SCRIPT_DEBOARD 22
- #define SPAWN_CONDITIONAL_NONE 0
- #define SPAWN_CONDITIONAL_DAY 1
- #define SPAWN_CONDITIONAL_NIGHT 2
- #define SPAWN_CONDITIONAL_NOT_RAINING 4
- #define SPAWN_CONDITIONAL_RAINING 8
- #define MAX_REVIVEPOINT_DISTANCE 1000
- /* JA: TODO Turn into R_World Rules */
- #define SEND_SPAWN_DISTANCE 250 /* when spawns appear visually to the client */
- #define HEAR_SPAWN_DISTANCE 30 /* max distance a client can be from a spawn to 'hear' it */
- #define MAX_CHASE_DISTANCE 80
- #define REMOVE_SPAWN_DISTANCE 300 // increased distance between send/remove is ideal, this makes sure there is no overlap if a 'fast' client (AKA GM warp speed)
- #define TRACKING_STOP 0
- #define TRACKING_START 1
- #define TRACKING_UPDATE 2
- #define TRACKING_CLOSE_WINDOW 3
- #define TRACKING_TYPE_ENTITIES 1
- #define TRACKING_TYPE_HARVESTABLES 2
- #define TRACKING_SPAWN_TYPE_PC 0
- #define TRACKING_SPAWN_TYPE_NPC 1
- #define WAYPOINT_CATEGORY_GROUP 0
- #define WAYPOINT_CATEGORY_QUESTS 1
- #define WAYPOINT_CATEGORY_PEOPLE 2
- #define WAYPOINT_CATEGORY_PLACES 3
- #define WAYPOINT_CATEGORY_USER 4
- #define WAYPOINT_CATEGORY_DIRECTIONS 5
- #define WAYPOINT_CATEGORY_TRACKING 6
- #define WAYPOINT_CATEGORY_HOUSES 7
- #define WAYPOINT_CATEGORY_MAP 8
- struct PlayerProximity{
- float distance;
- string in_range_lua_function;
- string leaving_range_lua_function;
- map<Client*, bool> clients_in_proximity;
- };
- struct LocationProximity {
- float x;
- float y;
- float z;
- float max_variation;
- string in_range_lua_function;
- string leaving_range_lua_function;
- map<Client*, bool> clients_in_proximity;
- };
- struct LocationGrid {
- int32 id;
- int32 grid_id;
- string name;
- bool include_y;
- bool discovery;
- MutexList<Location*> locations;
- MutexMap<Player*, bool> players;
- };
- struct GridMap {
- int32 grid_id;
- std::map<int32, Spawn*> spawns;
- mutable std::shared_mutex MSpawns;
- };
- struct TrackedSpawn {
- Spawn* spawn;
- float distance;
- };
- struct HouseItem {
- int32 spawn_id;
- int32 item_id;
- int32 unique_id;
- Item* item;
- };
- class Widget;
- class Client;
- class Sign;
- class Object;
- class GroundSpawn;
- struct GroundSpawnEntry;
- struct GroundSpawnEntryItem;
- struct LootTable;
- struct LootDrop;
- struct GlobalLoot;
- struct TransportDestination;
- struct LocationTransportDestination;
- #ifdef WIN32
- void ZoneLoop(void *tmp);
- void SpawnLoop(void *tmp);
- void SendInitialSpawns(void *tmp);
- void SendLevelChangedSpawns(void*tmp);
- #else
- void *ZoneLoop(void *tmp);
- void *SpawnLoop(void *tmp);
- void *SendInitialSpawns(void *tmp);
- void *SendLevelChangedSpawns(void *tmp);
- #endif
- using namespace std;
- struct RevivePoint{
- int32 id;
- int32 zone_id; //usually this zone, but not always
- string location_name;
- float x;
- float y;
- float z;
- float heading;
- bool always_included;
- };
- struct SpawnScriptTimer {
- int32 timer;
- int32 spawn;
- int32 player;
- string function;
- int32 current_count;
- int32 max_count;
- };
- enum Instance_Type {
- NONE,
- GROUP_LOCKOUT_INSTANCE,
- GROUP_PERSIST_INSTANCE,
- RAID_LOCKOUT_INSTANCE,
- RAID_PERSIST_INSTANCE,
- SOLO_LOCKOUT_INSTANCE,
- SOLO_PERSIST_INSTANCE,
- TRADESKILL_INSTANCE, // allows anyone to enter, server searches for the first instance that is available
- PUBLIC_INSTANCE, // same as tradeskill, except dead spawns are tracked
- PERSONAL_HOUSE_INSTANCE,
- GUILD_HOUSE_INSTANCE,
- QUEST_INSTANCE
- };
- struct FlightPathInfo {
- float speed;
- bool flying;
- bool dismount;
- };
- struct FlightPathLocation {
- float X;
- float Y;
- float Z;
- };
- struct ZoneInfoSlideStructInfo {
- float unknown1[2];
- int32 unknown2[2];
- int32 unknown3;
- int32 unknown4;
- char slide[128];
- char voiceover[128];
- int32 key1;
- int32 key2;
- };
- struct ZoneInfoSlideStructTransitionInfo {
- int32 transition_x;
- int32 transition_y;
- float transition_zoom;
- float transition_time;
- };
- struct ZoneInfoSlideStruct {
- ZoneInfoSlideStructInfo* info;
- vector<ZoneInfoSlideStructTransitionInfo*> slide_transition_info;
- };
- enum SUBSPAWN_TYPES {
- COLLECTOR = 0,
- HOUSE_ITEM_SPAWN = 1,
- MAX_SUBSPAWN_TYPE = 20
- };
- // need to attempt to clean this up and add xml comments, remove unused code, find a logical way to sort the functions maybe by get/set/process/add etc...
- class ZoneServer {
- public:
- ZoneServer(const char* file);
- ~ZoneServer();
-
- void IncrementIncomingClients();
- void DecrementIncomingClients();
- void Init();
- bool Process();
- bool SpawnProcess();
- ZoneInfoSlideStruct* GenerateSlideStruct(float unknown1a, float unknown1b, int32 unknown2a, int32 unknown2b, int32 unknown3, int32 unknown4, const char* slide, const char* voiceover, int32 key1, int32 key2);
- void AddZoneInfoSlideStructTransitionInfo(ZoneInfoSlideStruct* info, int32 x, int32 y, float zoom, float transition_time);
- vector<ZoneInfoSlideStruct*>* GenerateTutorialSlides();
-
- void LoadRevivePoints(vector<RevivePoint*>* revive_points);
- vector<RevivePoint*>* GetRevivePoints(Client* client);
- RevivePoint* GetRevivePoint(int32 id);
- void AddClient(Client* client);
-
- void SimpleMessage(int8 type, const char* message, Spawn* from, float distance, bool send_to_sender = true);
- void HandleChatMessage(Spawn* from, const char* to, int16 channel, const char* message, float distance = 0, const char* channel_name = 0, bool show_bubble = true, int32 language = 0);
- void HandleChatMessage(Client* client, Spawn* from, const char* to, int16 channel, const char* message, float distance = 0, const char* channel_name = 0, bool show_bubble = true, int32 language = 0);
- void HandleChatMessage(Client* client, std::string fromName, const char* to, int16 channel, const char* message, float distance = 0, const char* channel_name = 0, int32 language = 0);
- void HandleChatMessage(std::string fromName, const char* to, int16 channel, const char* message, float distance, const char* channel_name, int32 language);
-
- void HandleBroadcast(const char* message);
- void HandleAnnouncement(const char* message);
-
- int16 SetSpawnTargetable(Spawn* spawn, float distance);
- int16 SetSpawnTargetable(int32 spawn_id);
- void ApplySetSpawnCommand(Client* client, Spawn* target, int8 type, const char* value);
- void SetSpawnCommand(Spawn* spawn, int8 type, char* value, Client* client = 0);
- void SetSpawnCommand(int32 spawn_id, int8 type, char* value, Client* client = 0);
- void AddLoot(NPC* npc, Spawn* killer = nullptr, GroupLootMethod loot_method = GroupLootMethod::METHOD_FFA, int8 item_rarity = 0, int32 group_id = 0);
-
- NPC* AddNPCSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry);
- Object* AddObjectSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry);
- GroundSpawn* AddGroundSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry);
- Widget* AddWidgetSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry);
- Sign* AddSignSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry);
- void AddSpawn(Spawn* spawn);
- void RemoveDeadEnemyList(Spawn* spawn);
- void RemoveDeadSpawn(Spawn* spawn);
-
- void AddSpawnGroupLocation(int32 group_id, int32 location_id, int32 spawn_location_id);
- void AddSpawnGroupAssociation(int32 group_id1, int32 group_id2);
-
- void AddSpawnGroupChance(int32 group_id, float percent);
-
- void RemoveSpawn(Spawn* spawn, bool delete_spawn = true, bool respawn = true, bool lock = true, bool erase_from_spawn_list = true, bool lock_spell_process = false);
- void ProcessSpawnLocations();
- void SendQuestUpdates(Client* client, Spawn* spawn = 0);
-
- EQ2Packet* GetZoneInfoPacket(Client* client);
- Spawn* FindSpawn(Player* searcher, const char* name);
- bool CallSpawnScript(Spawn* npc, int8 type, Spawn* spawn = 0, const char* message = 0, bool is_door_open = false, sint32 input_value = 0, sint32* return_value = 0);
- void SendSpawnVisualState(Spawn* spawn, int16 type);
- void SendSpellFailedPacket(Client* client, int16 error);
- void SendInterruptPacket(Spawn* interrupted, LuaSpell* spell, bool fizzle=false);
- void HandleEmote(Spawn* originator, string name);
- Spawn* GetSpawnByDatabaseID(int32 id);
- Spawn* GetSpawnByID(int32 id, bool spawnListLocked=false);
-
- void PlaySoundFile(Client* client, const char* name, float origin_x, float origin_y, float origin_z);
- void SendZoneSpawns(Client* client);
- void StartZoneInitialSpawnThread(Client* client);
- void SendSpawnChanges();
- void SendSpawnChanges(Spawn* spawn);
- void SendSpawnChanges(Spawn* spawn, Client* client, bool override_changes = false, bool override_vis_changes = false);
- void SendSpawnChangesByDBID(int32 spawn_id, Client* client, bool override_changes = false, bool override_vis_changes = false);
- void SendPlayerPositionChanges(Player* player);
-
- void UpdateVitality(float amount);
-
- vector<Entity*> GetPlayers();
-
- void KillSpawn(bool spawnListLocked, Spawn* dead, Spawn* killer, bool send_packet = true, int8 type = 0, int8 damage_type = 0, int16 kill_blow_type = 0);
-
- void SendDamagePacket(Spawn* attacker, Spawn* victim, int8 type1, int8 type2, int8 damage_type, int16 damage, const char* spell_name);
- void SendHealPacket(Spawn* caster, Spawn* target, int16 type, int32 heal_amt, const char* spell_name);
-
- void SendCastSpellPacket(LuaSpell* spell, Entity* caster, int32 spell_visual_override = 0, int16 casttime_override = 0xFFFF);
- void SendCastSpellPacket(int32 spell_visual, Spawn* target, Spawn* caster = 0);
- void SendCastEntityCommandPacket(EntityCommand* entity_command, int32 spawn_id, int32 target_id);
- void TriggerCharSheetTimer();
-
- /// <summary>Sends the game time packet to all connected clients</summary>
- void SendTimeUpdateToAllClients();
- void AddWidgetTimer(Spawn* widget, float time);
- bool HasWidgetTimer(Spawn* widget);
-
- void Despawn(Spawn* spawn, int32 timer);
-
- void RepopSpawns(Client* client, Spawn* spawn);
- bool AddCloseSpawnsToSpawnGroup(Spawn* spawn, float radius);
- void Depop(bool respawns = false, bool repop = false);
- Spawn* GetSpawnGroup(int32 id);
- bool IsSpawnGroupAlive(int32 id);
- void AddEnemyList(NPC* npc);
-
- void ReloadClientQuests();
- void SendAllSpawnsForLevelChange(Client* client);
- void SendAllSpawnsForSeeInvisChange(Client* client);
- void SendAllSpawnsForVisChange(Client* client, bool limitToEntities=true);
-
- void AddLocationGrid(LocationGrid* grid);
- void RemoveLocationGrids();
- void DeleteTransporters();
-
- void CheckTransporters(Client* client);
-
- void WritePlayerStatistics();
- bool SendRadiusSpawnInfo(Client* client, float radius);
- void FindSpawn(Client* client, char* regSearchStr);
- volatile bool spawnthread_active;
- volatile bool combatthread_active;
- volatile int8 initial_spawn_threads_active;
- volatile bool client_thread_active;
- void AddChangedSpawn(Spawn* spawn);
-
- void AddDamagedSpawn(Spawn* spawn);
-
- void AddDrowningVictim(Player* player);
- void RemoveDrowningVictim(Player* player);
- Client* GetDrowningVictim(Player* player);
-
- void DeleteSpellProcess();
- void LoadSpellProcess();
- void LockAllSpells(Player* player);
- void UnlockAllSpells(Player* player);
- void RemoveSpellTimersFromSpawn(Spawn* spawn, bool remove_all, bool delete_recast = true, bool call_expire_function = true, bool lock_spell_process = false);
- void Interrupted(Entity* caster, Spawn* interruptor, int16 error_code, bool cancel = false, bool from_movement = false);
- Spell* GetSpell(Entity* caster);
- void ProcessSpell(Spell* spell, Entity* caster, Spawn* target = 0, bool lock = true, bool harvest_spell = false, LuaSpell* customSpell = 0, int16 custom_cast_time = 0, bool in_heroic_opp = false);
- void ProcessEntityCommand(EntityCommand* entity_command, Entity* caster, Spawn* target, bool lock = true);
- void AddPlayerTracking(Player* player);
- void RemovePlayerTracking(Player* player, int8 mode);
-
- void SendUpdateTitles(Client *client, Title *suffix = 0, Title *prefix = 0);
- void SendUpdateTitles(Spawn *spawn, Title *suffix = 0, Title *prefix = 0);
-
- void RemoveTargetFromSpell(LuaSpell* spell, Spawn* target, bool remove_caster = false);
- /// <summary>Set the rain levl in the zone</summary>
- /// <param name='val'>Level of rain in the zone 0.0 - 1.1 (rain starts at 0.76)</param>
- void SetRain(float val);
- /// <summary>Sets the wind direction</summary>
- /// <param name='val'>Direction in degrees to set the wind</param>
- void SetWind(float val);
- /// <summary>Handles zone-wide weather changes</summary>
- void ProcessWeather();
-
- Spawn* GetClosestTransportSpawn(float x, float y, float z);
- Spawn* GetTransportByRailID(sint64 rail_id);
-
- void ResurrectSpawn(Spawn* spawn, Client* client);
- void HidePrivateSpawn(Spawn* spawn);
- Client* GetClientByName(char* name);
- Client* GetClientByCharID(int32 charid);
-
- bool SetPlayerTargetByName(Client* originator, char* targetName, float distance);
- std::vector<int32> GetGridsByLocation(Spawn* originator, glm::vec3 loc, float distance);
- /// <summary>Gets spawns for a true AoE spell</summary>
- std::vector<std::pair<int32, float>> GetAttackableSpawnsByDistance(Spawn* spawn, float distance);
- // Comparator function to sort by the value (second element of the pair)
- static bool compareByValue(const std::pair<int32, float>& a, const std::pair<int32, float>& b) {
- return a.second < b.second;
- }
- void StartZoneSpawnsForLevelThread(Client* client);
- void SendDispellPacket(Entity* caster, Spawn* target, string dispell_name, string spell_name, int8 dispell_type);
- void SetupInstance(int32 createdInstanceID=0);
- void SendUpdateDefaultCommand(Spawn* spawn, const char* command, float distance, Spawn* toplayer = NULL);
- map<int32, int32>* GetSpawnLocationsByGroup(int32 group_id);
- IPathfinder* pathing;
- MobMovementManager* movementMgr;
- /****************************************************
- Following functions are only used for LUA commands
- ****************************************************/
- int32 GetClosestLocation(Spawn* spawn);
- Spawn* GetClosestSpawn(Spawn* spawn, int32 spawn_id);
- SpawnLocation* GetSpawnLocation(int32 id);
- void PlayFlavor(Client* client, Spawn* spawn, const char* mp3, const char* text, const char* emote, int32 key1, int32 key2, int8 language);
- void PlayVoice(Client* client, Spawn* spawn, const char* mp3, int32 key1, int32 key2);
- void PlayFlavor(Spawn* spawn, const char* mp3, const char* text, const char* emote, int32 key1, int32 key2, int8 language);
- void PlayFlavorID(Spawn* spawn, int8 type, int32 id, int16 index, int8 language);
- void PlayVoice(Spawn* spawn, const char* mp3, int32 key1, int32 key2);
- void SendThreatPacket(Spawn* caster, Spawn* target, int32 threat_amt, const char* spell_name);
- void SendYellPacket(Spawn* yeller, float max_distance=50.0f);
- void KillSpawnByDistance(Spawn* spawn, float max_distance, bool include_players = false, bool send_packet = false);
- void SpawnSetByDistance(Spawn* spawn, float max_distance, string field, string value);
- void AddSpawnScriptTimer(SpawnScriptTimer* timer);
- Spawn* GetSpawnByLocationID(int32 location_id);
- void AddMovementNPC(Spawn* spawn);
- void AddPlayerProximity(Spawn* spawn, float distance, string in_range_function, string leaving_range_function);
- void AddLocationProximity(float x, float y, float z, float max_variation, string in_range_function, string leaving_range_function);
- void PlayAnimation(Spawn* spawn, int32 visual_state, Spawn* spawn2 = 0, int8 type = 1);
- void AddTransportSpawn(Spawn* spawn);
- vector<Spawn*> GetSpawnsByID(int32 id);
- vector<Spawn*> GetSpawnsByRailID(sint64 rail_id);
- void RemovePlayerPassenger(int32 char_id);
- bool IsDusk() { return isDusk; } // never used, probably meant for lua though
- /****************************************************
- Following functions are all contained in the header
- ****************************************************/
- inline const char* GetZoneName() { return zone_name; }
- void SetZoneName(char* new_zone) {
- if( strlen(new_zone) >= sizeof zone_name )
- return;
- strcpy(zone_name, new_zone);
- }
- inline const char* GetZoneFile() { return zone_file; }
- void SetZoneFile(char* zone) {
- if (strlen(zone) >= sizeof zone_file)
- return;
- strcpy(zone_file, zone);
- }
- inline const char* GetZoneSkyFile() { return zonesky_file; }
- void SetZoneSkyFile(char* zone) {
- if (strlen(zone) >= sizeof zonesky_file)
- return;
- strcpy(zonesky_file, zone);
- }
- inline const char* GetZoneDescription() { return zone_description; }
- void SetZoneDescription(char* desc) {
- if( strlen(desc) >= sizeof zone_description )
- return;
- strncpy(zone_description, desc, 255);
- }
-
- void SetUnderWorld(float under){ underworld = under; }
- float GetUnderWorld(){ return underworld; }
-
- inline int32 GetZoneID() { return zoneID; }
- void SetZoneID(int32 new_id){ zoneID = new_id; }
-
- inline bool IsCityZone() { return cityzone; }
- inline bool AlwaysLoaded() { return always_loaded; }
- void SetCityZone(bool val) { cityzone = val; }
- void SetAlwaysLoaded(bool val) { always_loaded = val; }
- inline int32& NumPlayers() { return pNumPlayers; }
- void SetMinimumStatus(sint16 minStatus) { minimumStatus = minStatus; }
- sint16 GetMinimumStatus() { return minimumStatus; }
- void SetMinimumLevel(int16 minLevel) { minimumLevel = minLevel; }
- void SetMaximumLevel(int16 maxLevel) { maximumLevel = maxLevel; }
- void SetMinimumVersion(int16 minVersion) { minimumVersion = minVersion; }
- int16 GetMinimumLevel() { return minimumLevel; }
- int16 GetMaximumLevel() { return maximumLevel; }
- int16 GetMinimumVersion() { return minimumVersion; }
- inline bool GetZoneLockState() { return locked; } // JA: /zone lock|unlock
- void SetZoneLockState(bool lock_state) { locked = lock_state; } // JA: /zone lock|unlock
- int32 GetInstanceID() { return instanceID; }
- bool IsInstanceZone() { return isInstance; }
- void SetInstanceID(int32 newInstanceID) { instanceID = newInstanceID; }
- void SetShutdownTimer(int val){
- shutdownTimer.SetTimer(val*1000);
- }
- void AddSpawnLocation(int32 id, SpawnLocation* spawnlocation) {
- MSpawnLocationList.writelock(__FUNCTION__, __LINE__);
- if (spawn_location_list.count(id) > 0)
- safe_delete(spawn_location_list[id]);
- spawn_location_list[id] = spawnlocation;
- MSpawnLocationList.releasewritelock(__FUNCTION__, __LINE__);
- }
-
- void SetInstanceType(int16 type) { InstanceType = (Instance_Type)type; if(type>0)isInstance=true; else isInstance=false; }
- Instance_Type GetInstanceType() { return InstanceType; }
- float GetSafeX(){ return safe_x; }
- float GetSafeY(){ return safe_y; }
- float GetSafeZ(){ return safe_z; }
- float GetSafeHeading() { return safe_heading; }
- void SetSafeX(float val){ safe_x = val; }
- void SetSafeY(float val){ safe_y = val; }
- void SetSafeZ(float val){ safe_z = val; }
- void SetSafeHeading(float val) { safe_heading = val; }
- float GetXPModifier() { return xp_mod; }
- void SetXPModifier(float val) { xp_mod = val; }
- void SetZoneMOTD(string z_motd) { zone_motd = z_motd; }
- string GetZoneMOTD() { return zone_motd; }
- bool isZoneShuttingDown ( ) { return zoneShuttingDown; }
- void Shutdown(){ zoneShuttingDown = true; }
- int32 GetClientCount(){ return clients.size(); }
- int32 GetDefaultLockoutTime() { return def_lockout_time; }
- int32 GetDefaultReenterTime() { return def_reenter_time; }
- int32 GetDefaultResetTime() { return def_reset_time; }
- int8 GetForceGroupZoneOption() { return group_zone_option; }
- void SetDefaultLockoutTime(int32 val) { def_lockout_time = val; }
- void SetDefaultReenterTime(int32 val) { def_reenter_time = val; }
- void SetDefaultResetTime(int32 val) { def_reset_time = val; }
- void SetForceGroupZoneOption(int8 val) { group_zone_option = val; }
- SpellProcess* GetSpellProcess() {return spellProcess;}
- bool FinishedDepop(){ return finished_depop; }
- /// <summary>Returns the Tradeskill Manager for this zone</summary>
- TradeskillMgr* GetTradeskillMgr() { return tradeskillMgr; }
-
- // had to add these to access weather from Commands
- bool isWeatherEnabled() { return weather_enabled; }
- void SetWeatherEnabled(bool val) { weather_enabled = val; }
- bool isWeatherAllowed() { return weather_allowed; }
- void SetWeatherAllowed(bool val) { weather_allowed = val; }
- int8 GetWeatherType() { return weather_type; }
- void SetWeatherType(int8 val) { weather_type = val; }
- int32 GetWeatherFrequency() { return weather_frequency; }
- void SetWeatherFrequency(int32 val) { weather_frequency = val; }
- float GetWeatherMinSeverity() { return weather_min_severity; }
- void SetWeatherMinSeverity(float val) { weather_min_severity = val; }
- float GetWeatherMaxSeverity() { return weather_max_severity; }
- void SetWeatherMaxSeverity(float val) { weather_max_severity = val; }
- float GetWeatherChangeAmount() { return weather_change_amount; }
- void SetWeatherChangeAmount(float val) { weather_change_amount = val; }
- float GetWeatherDynamicOffset() { return weather_dynamic_offset; }
- void SetWeatherDynamicOffset(float val) { weather_dynamic_offset = val; }
- int8 GetWeatherChance() { return weather_change_chance; }
- void SetWeatherChance(int8 val) { weather_change_chance = val; }
- float GetCurrentWeather() { return weather_current_severity; }
- void SetCurrentWeather(float val) { weather_current_severity = val; }
- int8 GetWeatherPattern() { return weather_pattern; }
- void SetWeatherPattern(int8 val) { weather_pattern = val; }
- void SetWeatherLastChangedTime(int32 val) { weather_last_changed_time = val; }
- int32 GetExpansionFlag() { return expansion_flag; }
- void SetExpansionFlag(int32 val) { expansion_flag = val; }
- int32 GetHolidayFlag() { return holiday_flag; }
- void SetHolidayFlag(int32 val) { holiday_flag = val; }
- int32 GetCanBind() { return can_bind; }
- void SetCanBind(int32 val) { can_bind = val; }
- bool GetCanGate() { return can_gate; }
- void SetCanGate(int32 val) { can_gate = val; }
- bool GetCanEvac() { return can_evac; }
- void SetCanEvac(int32 val) { can_evac = val; }
- void RemoveClientImmediately(Client* client);
- void ClearHate(Entity* entity);
- /****************************************************
- Following functions are pending deletion, left in for
- now just to make sure one won't be of future use.
- ****************************************************/
- //void RemoveFromRangeMap(Client* client); // never used?
- //void AddSpawnAssociatedGroup(vector<int32>* ret, int32 group_id); // never used, not even any code for it
- //inline const char* GetCAddress() { return clientaddress; } // never used?
- //inline int16 GetCPort() { return clientport; } // never used?
- //inline bool IsBootingUp() { return BootingUp; } // never used?
- //int32 GetShutdownTimer() {return shutdownTimer.GetTimerTime();} // never used
- // Following were private
- //char clientaddress[250]; // never used
- //int16 clientport; // never used
- //bool BootingUp; // never used
- //bool authenticated; // never used?
- //int16 next_index; // never used
- void AddFlightPath(int32 id, FlightPathInfo* info);
- void AddFlightPathLocation(int32 id, FlightPathLocation* location);
- void DeleteFlightPaths();
- void SendFlightPathsPackets(Client* client);
- int32 GetFlightPathIndex(int32 id);
- float GetFlightPathSpeed(int32 id);
- void SendSpawn(Spawn* spawn, Client* client); // moved from private to public for bots
- void ProcessSpawnConditional(int8 condition);
- void SetSpawnStructs(Client* client);
- void AddSpawnProximities(Spawn* spawn);
- void RemoveSpawnProximities(Spawn* spawn);
- void SetSpawnScript(SpawnEntry* entry, Spawn* spawn);
- bool IsLoading() {
- return LoadingData;
- }
- vector<HouseItem> GetHouseItems(Client* client);
- Spawn* GetSpawnFromUniqueItemID(int32 unique_id);
- void SendHouseItems(Client* client);
- MutexMap<int32, int32> house_object_database_lookup; // 1st int32 = model type, 2nd int32 = spawn id
- int32 GetWatchdogTime() { return watchdogTimestamp; }
- void SetWatchdogTime(int32 time) { watchdogTimestamp = time; }
- void CancelThreads();
- void AddPendingSpawnRemove(int32 id);
- void ProcessSpawnRemovals();
- bool SendRemoveSpawn(Client* client, Spawn* spawn, PacketStruct* packet = 0, bool delete_spawn = false);
- void AddSpawnToGroup(Spawn* spawn, int32 group_id);
- void QueueStateCommandToClients(int32 spawn_id, int32 state);
- void QueueDefaultCommand(int32 spawn_id, std::string command, float distance);
- void ProcessQueuedStateCommands();
- void RemoveClientsFromZone(ZoneServer* zone);
- void WorldTimeUpdateTrigger() { sync_game_time_timer.Trigger(); }
- void StopSpawnScriptTimer(Spawn* spawn, std::string functionName);
- Client* RemoveZoneServerFromClient(ZoneServer* zone);
-
- void SendSubSpawnUpdates(SUBSPAWN_TYPES subtype);
- bool HouseItemSpawnExists(int32 item_id);
- void ProcessPendingSpawns();
- void AddSpawnToGrid(Spawn* spawn, int32 grid_id);
- void RemoveSpawnFromGrid(Spawn* spawn, int32 grid_id);
- int32 GetSpawnCountInGrid(int32 grid_id);
- void SendClientSpawnListInGrid(Client* client, int32 grid_id);
-
- void AddIgnoredWidget(int32 id);
-
- void AddRespawn(Spawn* spawn);
- void AddRespawn(int32 locationID, int32 respawnTime);
- private:
- #ifndef WIN32
- pthread_t ZoneThread;
- pthread_t SpawnThread;
- #endif
- /* Private Functions */
- void AddTransporter(LocationTransportDestination* loc);
- void CheckDeadSpawnRemoval();
- void DeleteData(bool boot_clients = true);
- void DeleteFactionLists();
- void ProcessDepop(bool respawns_allowed = false, bool repop = false);
- /*
- Following functions were public but never used outside the zone server so moved them to private
- */
- void ClientProcess(bool ignore_shutdown_timer = false); // never used outside zone server
- void RemoveClient(Client* client); // never used outside zone server
- void DeterminePosition(SpawnLocation* spawnlocation, Spawn* spawn); // never used outside zone server
- void AddDeadSpawn(Spawn* spawn, int32 timer = 0xFFFFFFFF); // never used outside zone server
- int32 CalculateSpawnGroup(SpawnLocation* spawnlocation, bool respawn = false); // never used outside zone server
- float GetSpawnGroupChance(int32 group_id); // never used outside zone server
- vector<int32>* GetAssociatedLocations(set<int32>* groups); // never used outside zone server
- set<int32>* GetAssociatedGroups(int32 group_id); // never used outside zone server
- list<int32>* GetSpawnGroupsByLocation(int32 location_id); // never used outside zone server
- void ProcessSpawnLocation(int32 location_id, map<int32,int32>* instNPCs, map<int32,int32>* instGroundSpawns, map<int32,int32>* instObjSpawns, map<int32,int32>* instWidgetSpawns, map<int32,int32>* instSignSpawns, bool respawn = false); // never used outside zone server
- Spawn* ProcessSpawnLocation(SpawnLocation* spawnlocation, map<int32,int32>* instNPCs, map<int32,int32>* instGroundSpawns, map<int32,int32>* instObjSpawns, map<int32,int32>* instWidgetSpawns, map<int32,int32>* instSignSpawns, bool respawn = false); // never used outside zone server
- Spawn* 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 = false); // never used outside zone server
- void SendRaidSheetChanges(); // never used outside zone server
- void SendCharSheetChanges(); // never used outside zone server
- void SendCharSheetChanges(Client* client); // never used outside zone server
- void SaveClients(); // never used outside zone server
- void CheckSendSpawnToClient(); // never used outside zone server
- void CheckSendSpawnToClient(Client* client, bool initial_login = false); // never used outside zone server
- void CheckRemoveSpawnFromClient(Spawn* spawn); // never used outside zone server
- void SaveClient(Client* client); // never used outside zone server
- void ProcessFaction(Spawn* spawn, Client* client); // never used outside zone server
- void RegenUpdate(); // never used outside zone server
- void SendCalculatedXP(Player* player, Spawn* victim); // never used outside zone server, might not be used at all any more
- void SendTimeUpdate(Client* client); // never used outside zone server
- void CheckWidgetTimers(); // never used outside zone server
- void CheckRespawns(); // never used outside zone server
- void CheckSpawnExpireTimers(); // never used outside zone server
- void AddSpawnExpireTimer(Spawn* spawn, int32 expire_time, int32 expire_offset = 0); // never used outside zone server
- void CheckSpawnRange(Client* client, Spawn* spawn, bool initial_login = false); // never used outside zone server
- void CheckSpawnRange(Spawn* spawn); // never used outside zone server
- void DeleteSpawnScriptTimers(Spawn* spawn, bool all = false); // never used outside zone server
- void DeleteSpawnScriptTimers(); // never used outside zone server
- void CheckSpawnScriptTimers(); // never used outside zone server
- bool PrepareSpawnID(Player* player, Spawn* spawn); // never used outside zone server
- void RemoveMovementNPC(Spawn* spawn); // never used outside zone server
- bool CheckNPCAttacks(NPC* npc, Spawn* victim, Client* client = 0); // never used outside zone server
- bool AggroVictim(NPC* npc, Spawn* victim, Client* client = 0); // never used outside zone server
- bool CheckEnemyList(NPC* npc); // never used outside zone server
- void RemovePlayerProximity(Spawn* spawn, bool all = false); // never used outside zone server
- void RemovePlayerProximity(Client* client); // never used outside zone server
- void CheckPlayerProximity(Spawn* spawn, Client* client); // never used outside zone server
- void RemoveLocationProximities(); // never used outside zone server
- void CheckLocationProximity(); // never used outside zone server
- void CheckLocationGrids(); // never used outside zone server
- void RemoveSpawnSupportFunctions(Spawn* spawn, bool lock_spell_process = false, bool shutdown = false); // never used outside zone server
- void ReloadTransporters(); // never used outside zone server
- void DeleteSpawns(bool delete_all); // never used outside zone server
- void AddPendingDelete(Spawn* spawn); // never used outside zone server
- void ClearDeadSpawns(); // never used outside zone server
- void RemoveChangedSpawn(Spawn* spawn); // never used outside zone server
- void ProcessDrowning(); // never used outside zone server
- void RemoveDamagedSpawn(Spawn* spawn); // never used outside zone server
- void ProcessTracking(); // never used outside zone server
- void ProcessTracking(Client* client); // never used outside zone server
- void SendEpicMobDeathToGuild(Player* killer, Spawn* victim); // never used outside zone server
- void ProcessAggroChecks(Spawn* spawn); // never used outside zone server
- /// <summary>Checks to see if it is time to remove a spawn and removes it</summary>
- /// <param name='force_delete_all'>Forces all spawns scheduled to be removed regardless of time</param>
- bool CombatProcess(Spawn* spawn); // never used outside zone server
- void LootProcess(Spawn* spawn);
- void CloseSpawnLootWindow(Spawn* spawn);
- void InitWeather(); // never used outside zone server
- ///<summary>Dismiss all pets in the zone, useful when the spell process needs to be reloaded</summary>
- void DismissAllPets(); // never used outside zone server
-
- /* Mutex Lists */
- std::map<int32, bool> changed_spawns; // int32 = spawn id
- vector<Client*> clients;
- MutexList<Client*> connected_clients; // probably remove this list so we are not maintaining 2 client lists
- MutexList<int32> damaged_spawns; // int32 = spawn id
- MutexList<LocationProximity*> location_proximities;
- MutexList<LocationGrid*> location_grids;
- MutexList<int32> remove_movement_spawns; // int32 = spawn id
- set<SpawnScriptTimer*> spawn_script_timers;
- Mutex MSpawnScriptTimers;
- set<SpawnScriptTimer*> remove_spawn_script_timers_list;
- Mutex MRemoveSpawnScriptTimersList;
- list<LocationTransportDestination*> transporter_locations;
-
- /* Mutex Maps */
- MutexMap<Client*, int32> drowning_victims;
- MutexMap<int32, int32> movement_spawns; // 1st int32 = spawn id
- MutexMap<int32, PlayerProximity*> player_proximities; // 1st int32 = spawn id
- MutexMap<int32, Player*> players_tracking;
- MutexMap<int32, int32> quick_database_id_lookup; // 1st int32 = database id, 2nd int32 = spawn id
- MutexMap<int32, int32> quick_location_id_lookup; // 1st int32 = location id, 2nd int32 = spawn id
- MutexMap<int32, int32> quick_group_id_lookup; // 1st int32 = group id, 2nd int32 = spawn id
- MutexMap<int32, int32> respawn_timers;
- map<Spawn*, int32> spawn_delete_list;
- MutexMap<int32, int32> spawn_expire_timers; // 1st int32 = spawn id
- map<int32, set<int32>* > spawn_group_associations;
- map<int32, float> spawn_group_chances;
- map<int32, map<int32, int32>* > spawn_group_locations;
- MutexMap<int32, MutexList<int32> > spawn_group_map; // MutexList<int32> is a list of spawn id's
- map<int32, list<int32>* > spawn_location_groups;
- map<int32, SpawnLocation*> spawn_location_list;
- MutexMap<Client*, MutexMap<int32, float >* > spawn_range_map; // int32 in the MutexMap<int32, float>* = spawn id, float = distance
- Mutex MWidgetTimers;
- map<int32, int32> widget_timers; // 1st int32 = spawn id
- std::map<int32, GridMap*> grid_maps;
-
- /* Mutexs */
- mutable std::shared_mutex MGridMaps;
- mutable std::shared_mutex MChangedSpawns;
-
- Mutex m_enemy_faction_list;
- Mutex m_npc_faction_list;
- Mutex m_reverse_enemy_faction_list;
- Mutex MDeadSpawns;
- CriticalSection* MMasterZoneLock; //This needs to be a recursive lock to fix a possible /reload spells crash with multiple zones loaded - Foof
- Mutex MMasterSpawnLock;
- Mutex MPendingSpawnListAdd;
- Mutex MSpawnList;
- Mutex MTransportSpawns;
- Mutex MSpawnGroupAssociation;
- Mutex MSpawnGroupLocations;
- Mutex MSpawnLocationGroups;
- Mutex MSpawnGroupChances;
- Mutex MTransportLocations;
- Mutex MSpawnLocationList;
- Mutex MSpawnDeleteList;
- Mutex MClientList;
- Mutex MIncomingClients;
-
- /* Maps */
- map<int32, int32> dead_spawns;
- map<int32, vector<int32>* > enemy_faction_list;
- map<int32, vector<int32>* > npc_faction_list;
- map<int32, vector<int32>* > reverse_enemy_faction_list;
- map<int32, Spawn*> spawn_list;
- map<int32, FlightPathInfo*> m_flightPaths;
- map<int32, vector<FlightPathLocation*> > m_flightPathRoutes;
- /* Lists */
- list<Spawn*> pending_spawn_list_add;
-
- /* Specialized Lists to update specific scenarios */
- std::map<int32, Spawn*> subspawn_list[SUBSPAWN_TYPES::MAX_SUBSPAWN_TYPE];
- std::map<int32, int32> housing_spawn_map;
-
- /* Vectors */
- vector<RevivePoint*>* revive_points;
- vector<int32> transport_spawns;
- /* Classes */
- SpellProcess* spellProcess;
- TradeskillMgr* tradeskillMgr;
-
- /* Timers */
- Timer aggro_timer;
- Timer charsheet_changes;
- Timer client_save;
- Timer location_prox_timer;
- Timer location_grid_timer;
- Timer movement_timer;
- Timer regenTimer;
- Timer respawn_timer;
- Timer shutdownTimer;
- Timer startupDelayTimer;
- Timer spawn_check_add;
- Timer spawn_check_remove;
- Timer spawn_expire_timer;
- Timer spawn_range;
- Timer spawn_update;
- Timer sync_game_time_timer;
- Timer tracking_timer;
- Timer weatherTimer;
- Timer widget_timer;
- Timer queue_updates;
- Timer shutdownDelayTimer;
-
- /* Enums */
- Instance_Type InstanceType;
- /* Variables */
- volatile bool finished_depop;
- volatile bool depop_zone;
- volatile bool repop_zone;
- volatile bool respawns_allowed;
- volatile bool LoadingData;
- std::atomic<bool> reloading_spellprocess;
- std::atomic<bool> zoneShuttingDown;
- std::atomic<bool> is_initialized;
- bool cityzone;
- bool always_loaded;
- bool isInstance;
-
- int32 pNumPlayers;
- sint16 minimumStatus;
- int16 minimumLevel;
- int16 maximumLevel;
- int16 minimumVersion;
- char zone_name[64];
- char zonesky_file[64];
- char zone_file[64];
- char zone_description[255];
- float underworld;
- float safe_x;
- float safe_y;
- float safe_z;
- float safe_heading;
- float xp_mod;
- volatile int32 zoneID;
- bool locked; // JA: implementing /zone lock|unlock commands
- int32 instanceID;
- string zone_motd;
- int32 def_reenter_time;
- int32 def_reset_time;
- int32 def_lockout_time;
- int8 group_zone_option;
- float rain;
- bool isDusk;
- int dusk_hour;
- int dawn_hour;
- int dusk_minute;
- int dawn_minute;
- int32 spawn_delete_timer;
- int32 expansion_flag;
- int32 holiday_flag;
- //devn00b:test
- int can_bind;
- bool can_gate;
- bool can_evac;
- map<int16, PacketStruct*> versioned_pos_structs;
- map<int16, PacketStruct*> versioned_info_structs;
- map<int16, PacketStruct*> versioned_vis_structs;
- /* Weather Stuff */
- bool weather_enabled; // false = disabled, true = enabled
- int8 weather_type; // 0 = normal, 1 = dynamic, 2 = random, 3 = chaotic
- int32 weather_frequency; // how often weather changes
- float weather_min_severity; // minimum weather severity in a zone
- float weather_max_severity; // maximum weather severity in a zone
- float weather_change_amount; // how much does the weather change each interval (normal weather conditions)
- float weather_dynamic_offset; // max amount the weather change each interval (dynamic weather conditions)
- int8 weather_change_chance; // percentage chance the weather will change
- int8 weather_pattern; // 0 = decreasing severity, 1 = increasing severity, 2 = random severity
- int32 weather_last_changed_time; // last time weather changed (used with weather_frequency)
- float weather_current_severity; // current weather conditions in a zone
- bool weather_allowed; // from zones.weather_allowed field in database
- bool weather_signaled; // whether or not we told the client "it begins to rain"
- bool reloading;
- map<int32, vector<EntityCommand*>* > entity_command_list;
- map<int32, map<int32, int16> > npc_skill_list;
- map<int32, vector<int32> > npc_equipment_list;
- map<int32, NPC*> npc_list;
- map<int32,Object*> object_list;
- map<int32,Sign*> sign_list;
- map<int32,Widget*> widget_list;
- map<int32, vector<GroundSpawnEntry*> > groundspawn_entries;
- map<int32, vector<GroundSpawnEntryItem*> > groundspawn_items;
- Mutex MGroundSpawnItems;
- map<int32,GroundSpawn*> groundspawn_list;
- map<int32,LootTable*> loot_tables;
- map<int32, vector<LootDrop*> > loot_drops;
- map<int32, vector<int32> > spawn_loot_list;
- vector<GlobalLoot*> level_loot_list;
- map<int16, vector<GlobalLoot*> > racial_loot_list;
- map<int32, vector<GlobalLoot*> > zone_loot_list;
- map<int32, vector<TransportDestination*> > transporters;
- map<int32, MutexList<LocationTransportDestination*>* > location_transporters;
- Mutex MTransporters;
- Mutex MTransportMaps;
- // Map <transport if, map name>
- map<int32, string> m_transportMaps;
-
- int32 watchdogTimestamp;
- std::map<int32, bool> m_pendingSpawnRemove;
- Mutex MPendingSpawnRemoval;
- std::map<int32, int32> lua_queued_state_commands;
- std::map<int32, std::map<std::string, float>> lua_spawn_update_command;
- std::mutex MLuaQueueStateCmd;
-
- mutable std::shared_mutex MIgnoredWidgets;
- std::map<int32, bool> ignored_widgets;
- Map* default_zone_map; // this is the map that npcs, ground spawns, so on use. May not be the same as the clients!
- public:
- Spawn* GetSpawn(int32 id);
- /* Entity Commands */
- map<int32, vector<EntityCommand*>*>* GetEntityCommandListAll() {return &entity_command_list;}
- vector<EntityCommand*>* GetEntityCommandList(int32 id);
- void SetEntityCommandList(int32 id, EntityCommand* command);
- void ClearEntityCommands();
- EntityCommand* GetEntityCommand(int32 id, string name);
- /* NPC's */
- void AddNPC(int32 id, NPC* npc);
- NPC* GetNPC(int32 id, bool override_loading = false) {
- if((!reloading || override_loading) && npc_list.count(id) > 0)
- return npc_list[id];
- else
- return 0;
- }
- NPC* GetNewNPC(int32 id) {
- if(!reloading && npc_list.count(id) > 0)
- return new NPC(npc_list[id]);
- else
- return 0;
- }
- /* NPC Skills */
- void AddNPCSkill(int32 list_id, int32 skill_id, int16 value);
- map<string, Skill*>* GetNPCSkills(int32 primary_list, int32 secondary_list);
- /* NPC Equipment */
- void AddNPCEquipment(int32 list_id, int32 item_id);
- void SetNPCEquipment(NPC* npc);
- /* Objects */
- void AddObject(int32 id, Object* object){ object_list[id] = object; }
- Object* GetObject(int32 id, bool override_loading = false) {
- if((!reloading || override_loading) && object_list.count(id) > 0)
- return object_list[id];
- else
- return 0;
- }
- Object* GetNewObject(int32 id) {
- if(!reloading && object_list.count(id) > 0)
- return object_list[id]->Copy();
- else
- return 0;
- }
- /* Signs */
- void AddSign(int32 id, Sign* sign){ sign_list[id] = sign; }
- Sign* GetSign(int32 id, bool override_loading = false) {
- if((!reloading || override_loading) && sign_list.count(id) > 0)
- return sign_list[id];
- else
- return 0;
- }
- Sign* GetNewSign(int32 id) {
- if(!reloading && sign_list.count(id) > 0)
- return sign_list[id]->Copy();
- else
- return 0;
- }
- /* Widgets */
- void AddWidget(int32 id, Widget* widget);
- Widget* GetWidget(int32 id, bool override_loading = false);
- Widget* GetNewWidget(int32 id);
- /* Groundspawns */
- // JA: groundspawn revamp
- void 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);
- void AddGroundSpawnItem(int32 groundspawn_id, int32 item_id, int8 is_rare, int32 grid_id);
- vector<GroundSpawnEntry*>* GetGroundSpawnEntries(int32 id);
- vector<GroundSpawnEntryItem*>* GetGroundSpawnEntryItems(int32 id);
- void LoadGroundSpawnEntries();
- void LoadGroundSpawnItems();
- //
- void DeleteGroundSpawnItems();
- void AddGroundSpawn(int32 id, GroundSpawn* spawn);
- GroundSpawn* GetGroundSpawn(int32 id, bool override_loading = false);
- GroundSpawn* GetNewGroundSpawn(int32 id);
- /* Pet names */
- vector<string> pet_names;
- /* Loot */
- void AddLootTable(int32 id, LootTable* table);
- void AddLootDrop(int32 id, LootDrop* drop);
- void AddSpawnLootList(int32 spawn_id, int32 id);
- void ClearSpawnLootList(int32 spawn_id);
- void AddLevelLootList(GlobalLoot* loot);
- void AddRacialLootList(int16 racial_id, GlobalLoot* loot);
- void AddZoneLootList(int32 zone, GlobalLoot* loot);
- void ClearLootTables();
- vector<int32> GetSpawnLootList(int32 spawn_id, int32 zone_id, int8 spawn_level, int16 racial_id, Spawn* spawn = 0);
- vector<LootDrop*>* GetLootDrops(int32 table_id);
- LootTable* GetLootTable(int32 table_id);
- /* Transporters */
- void 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);
- void 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, int32 expansion_flag, int32 holiday_flag, int32 min_client_version,
- int32 max_client_version, int32 flight_path_id, int16 mount_id, int8 mount_red_color, int8 mount_green_color, int8 mount_blue_color);
- void GetTransporters(vector<TransportDestination*>* returnList, Client* client, int32 transport_id);
- MutexList<LocationTransportDestination*>* GetLocationTransporters(int32 zone_id);
- void DeleteGlobalTransporters();
- ///<summary></summary>
- ///<param name='id'>The transport id</param>
- ///<param name='name'>Name of the map</param>
- void AddTransportMap(int32 id, string name);
- ///<summary>Checks to see if the transport has a map</summary>
- ///<param name='id'>The transport id we want to check</param>
- ///<returns>True if the transport id has a map</returns>
- bool TransportHasMap(int32 id);
- ///<summary>Gets the map name for the given transport id</summary>
- ///<param name='id'>The transport id that we want a map for</param>
- ///<returns>Map name</returns>
- string GetTransportMap(int32 id);
- ///<summary>Clears the list of transporter maps</summary>
- void DeleteTransporterMaps();
-
- void DeleteGlobalSpawns();
- void ReloadSpawns();
- void SendStateCommand(Spawn* spawn, int32 state);
- int32 lifetime_client_count;
- int32 incoming_clients;
- };
- #endif
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