/* 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 . */ #include "../common/debug.h" #include using namespace std; #include #include "../common/misc.h" #include #include #include #include "Commands/Commands.h" #ifdef WIN32 #include #include #else #include #ifdef FREEBSD //Timothy Whitman - January 7, 2003 #include #endif #include #include #include #include #include #include "../common/unix.h" #define SOCKET_ERROR -1 #define INVALID_SOCKET -1 extern int errno; #endif #include "../common/servertalk.h" #include "../common/packet_dump.h" #include "WorldDatabase.h" #include "races.h" #include "classes.h" #include "../common/seperator.h" #include "../common/md5.h" #include "../common/EQStream.h" #include "../common/EQStreamFactory.h" #include "../common/opcodemgr.h" #include "zoneserver.h" #include "client.h" #include "LoginServer.h" #include "World.h" #include #include #include "LuaInterface.h" #include "Factions.h" #include "VisualStates.h" #include "ClientPacketFunctions.h" #include "SpellProcess.h" #include "../common/Log.h" #include "Rules/Rules.h" #include "Chat/Chat.h" #include "Tradeskills/Tradeskills.h" #include "RaceTypes/RaceTypes.h" #include #include #include "Zone/SPGrid.h" #include "Bots/Bot.h" #ifdef WIN32 #define snprintf _snprintf #define vsnprintf _vsnprintf #define strncasecmp _strnicmp #define strcasecmp _stricmp #endif // int32 numplayers = 0; // never used? // extern bool GetZoneLongName(char* short_name, char** long_name); // never used? // extern bool holdzones; // never used? // extern volatile bool RunLoops; // never used in the zone server? // extern Classes classes; // never used in the zone server? extern WorldDatabase database; extern sint32 numzones; extern ClientList client_list; extern LoginServer loginserver; extern ZoneList zone_list; extern World world; extern ConfigReader configReader; extern Commands commands; extern LuaInterface* lua_interface; extern MasterFactionList master_faction_list; extern VisualStates visual_states; extern RuleManager rule_manager; extern Chat chat; extern MasterRaceTypeList race_types_list; extern MasterSpellList master_spell_list; // temp - remove later extern MasterSkillList master_skill_list; int32 MinInstanceID = 1000; // JA: Moved most default values to Rules and risky initializers to ZoneServer::Init() - 2012.12.07 ZoneServer::ZoneServer(const char* name) { depop_zone = false; repop_zone = false; respawns_allowed = true; instanceID = 0; strcpy(zone_name, name); zoneID = 0; rain = 0; cityzone = false; always_loaded = false; locked = false; // JA: implementing /zone lock|unlock commands pNumPlayers = 0; LoadingData = true; zoneShuttingDown = false; ++numzones; revive_points = 0; zone_motd = ""; finished_depop = true; initial_spawn_threads_active = 0; minimumStatus = 0; minimumLevel = 0; maximumLevel = 0; minimumVersion = 0; weather_current_severity = 0; weather_signaled = false; xp_mod = 0; isDusk = false; dusk_hour = 0; dusk_minute = 0; dawn_hour = 0; dawn_minute = 0; reloading_spellprocess = false; MMasterZoneLock = new CriticalSection(MUTEX_ATTRIBUTE_RECURSIVE); Grid = nullptr; reloading = true; } ZoneServer::~ZoneServer() { zoneShuttingDown = true; //ensure other threads shut down too //allow other threads to properly shut down while (spawnthread_active || initial_spawn_threads_active > 0){ if (spawnthread_active) LogWrite(ZONE__DEBUG, 7, "Zone", "Zone shutdown waiting on spawn thread"); if (initial_spawn_threads_active > 0) LogWrite(ZONE__DEBUG, 7, "Zone", "Zone shutdown waiting on initial spawn thread"); Sleep(10); } LogWrite(ZONE__INFO, 0, "Zone", "Initiating zone shutdown of '%s'", zone_name); changed_spawns.clear(); transport_spawns.clear(); safe_delete(spellProcess); safe_delete(tradeskillMgr); MMasterZoneLock->lock(); MMasterSpawnLock.writelock(__FUNCTION__, __LINE__); DeleteData(true); RemoveLocationProximities(); RemoveLocationGrids(); DelayedSpawnRemoval(true); DeleteSpawns(true); DeleteGlobalSpawns(); DeleteFlightPaths(); MMasterSpawnLock.releasewritelock(__FUNCTION__, __LINE__); MMasterZoneLock->unlock(); safe_delete(MMasterZoneLock); world.UpdateServerStatistic(STAT_SERVER_NUM_ACTIVE_ZONES, -1); // If lockout, public, tradeskill, or quest instance delete from db when zone shuts down if (InstanceType == SOLO_LOCKOUT_INSTANCE || InstanceType == GROUP_LOCKOUT_INSTANCE || InstanceType == RAID_LOCKOUT_INSTANCE || InstanceType == PUBLIC_INSTANCE || InstanceType == TRADESKILL_INSTANCE || InstanceType == QUEST_INSTANCE) { LogWrite(INSTANCE__DEBUG, 0, "Instance", "Non persistent instance shutting down, deleting instance"); database.DeleteInstance(instanceID); } if (Grid != nullptr) delete Grid; LogWrite(ZONE__INFO, 0, "Zone", "Completed zone shutdown of '%s'", zone_name); --numzones; UpdateWindowTitle(0); zone_list.Remove(this); } void ZoneServer::Init() { LogWrite(ZONE__INFO, 0, "Zone", "Loading new Zone '%s'", zone_name); zone_list.Add(this); spellProcess = new SpellProcess(); tradeskillMgr = new TradeskillMgr(); /* Dynamic Timers */ regenTimer.Start(rule_manager.GetGlobalRule(R_Zone, RegenTimer)->GetInt32()); client_save.Start(rule_manager.GetGlobalRule(R_Zone, ClientSaveTimer)->GetInt32()); shutdownTimer.Disable(); spawn_range.Start(rule_manager.GetGlobalRule(R_Zone, CheckAttackPlayer)->GetInt32()); aggro_timer.Start(rule_manager.GetGlobalRule(R_Zone, CheckAttackNPC)->GetInt32()); /* Weather stuff */ InitWeather(); /* Static Timers */ // JA - haven't decided yet if these should remain hard-coded. Changing them could break EQ2Emu functionality spawn_check_add.Start(1000); spawn_check_remove.Start(30000); spawn_expire_timer.Start(10000); respawn_timer.Start(10000); // there was never a starter for these? widget_timer.Start(5000); tracking_timer.Start(5000); movement_timer.Start(100); location_prox_timer.Start(1000); location_grid_timer.Start(1000); charsheet_changes.Start(500); // Send game time packet every in game hour (180 sec) sync_game_time_timer.Start(180000); // Get the dusk and dawn time from the rule manager and store it in the correct variables sscanf (rule_manager.GetGlobalRule(R_World, DuskTime)->GetString(), "%d:%d", &dusk_hour, &dusk_minute); sscanf (rule_manager.GetGlobalRule(R_World, DawnTime)->GetString(), "%d:%d", &dawn_hour, &dawn_minute); spawn_update.Start(rule_manager.GetGlobalRule(R_Zone, SpawnUpdateTimer)->GetInt16()); LogWrite(ZONE__DEBUG, 0, "Zone", "SpawnUpdateTimer: %ims", rule_manager.GetGlobalRule(R_Zone, SpawnUpdateTimer)->GetInt16()); spawn_delete_timer = rule_manager.GetGlobalRule(R_Zone, SpawnDeleteTimer)->GetInt32(); LogWrite(ZONE__DEBUG, 0, "Zone", "SpawnDeleteTimer: %ums", spawn_delete_timer); LogWrite(ZONE__DEBUG, 0, "Zone", "Loading zone flight paths"); database.LoadZoneFlightPaths(this); world.UpdateServerStatistic(STAT_SERVER_NUM_ACTIVE_ZONES, 1); UpdateWindowTitle(0); if (Grid == nullptr) { Grid = new SPGrid(string(GetZoneFile()), 0); if (Grid->Init()) LogWrite(ZONE__DEBUG, 0, "SPGrid", "ZoneServer::Init() successfully initialized the grid"); else { LogWrite(ZONE__DEBUG, 0, "SPGrid", "ZoneServer::Init() failed to initialize the grid... poor tron..."); delete Grid; Grid = nullptr; } } else LogWrite(ZONE__ERROR, 0, "SPGrid", "ZoneServer::Init() Grid is not null in init, wtf!"); MMasterSpawnLock.SetName("ZoneServer::MMasterSpawnLock"); m_npc_faction_list.SetName("ZoneServer::npc_faction_list"); m_enemy_faction_list.SetName("ZoneServer::enemy_faction_list"); m_reverse_enemy_faction_list.SetName("ZoneServer::reverse_enemy_faction_list"); MDeadSpawns.SetName("ZoneServer::dead_spawns"); MTransportSpawns.SetName("ZoneServer::transport_spawns"); MSpawnList.SetName("ZoneServer::spawn_list"); MTransporters.SetName("ZoneServer::m_transportMaps"); MSpawnGroupAssociation.SetName("ZoneServer::spawn_group_associations"); MSpawnGroupLocations.SetName("ZoneServer::spawn_group_locations"); MSpawnLocationGroups.SetName("ZoneServer::spawn_location_groups"); MSpawnGroupChances.SetName("ZoneServer::spawn_group_chances"); MTransportLocations.SetName("ZoneServer::transporter_locations"); MSpawnLocationList.SetName("ZoneServer::spawn_location_list"); MSpawnDeleteList.SetName("ZoneServer::spawn_delete_list"); MSpawnScriptTimers.SetName("ZoneServer::spawn_script_timers"); MRemoveSpawnScriptTimersList.SetName("ZoneServer::remove_spawn_script_timers_list"); MClientList.SetName("ZoneServer::clients"); MWidgetTimers.SetName("ZoneServer::widget_timers"); #ifdef WIN32 _beginthread(ZoneLoop, 0, this); _beginthread(SpawnLoop, 0, this); #else pthread_t thread; pthread_create(&thread, NULL, ZoneLoop, this); pthread_detach(thread); pthread_t thread2; pthread_create(&thread2, NULL, SpawnLoop, this); pthread_detach(thread2); #endif } void ZoneServer::InitWeather() { weather_enabled = rule_manager.GetGlobalRule(R_Zone, WeatherEnabled)->GetBool(); if( weather_enabled && isWeatherAllowed()) { string tmp; // set up weather system when zone starts up weather_type = rule_manager.GetGlobalRule(R_Zone, WeatherType)->GetInt8(); switch(weather_type) { case 3: tmp = "Chaotic"; break; case 2: tmp = "Random"; break; case 1: tmp = "Dynamic"; break; default: tmp = "Normal"; break; } LogWrite(ZONE__DEBUG, 0, "Zone", "%s: Setting up '%s' weather", zone_name, tmp.c_str()); weather_frequency = rule_manager.GetGlobalRule(R_Zone, WeatherChangeFrequency)->GetInt32(); LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Change weather every %u seconds", zone_name, weather_frequency); weather_change_chance = rule_manager.GetGlobalRule(R_Zone, WeatherChangeChance)->GetInt8(); LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Chance of weather change: %i%%", zone_name, weather_change_chance); weather_min_severity = rule_manager.GetGlobalRule(R_Zone, MinWeatherSeverity)->GetFloat(); weather_max_severity = rule_manager.GetGlobalRule(R_Zone, MaxWeatherSeverity)->GetFloat(); LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather Severity min/max is %.2f - %.2f", zone_name, weather_min_severity, weather_max_severity); // Allow a random roll to determine if weather should start out severe or calm if( MakeRandomInt(1, 100) > 50) { weather_pattern = 1; // default weather to increase in severity initially weather_current_severity = weather_min_severity; } else { weather_pattern = 0; // default weather to decrease in severity initially weather_current_severity = weather_max_severity; } LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather Severity set to %.2f, pattern: %i", zone_name, weather_current_severity, weather_pattern); weather_change_amount = rule_manager.GetGlobalRule(R_Zone, WeatherChangePerInterval)->GetFloat(); LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather change by %.2f each interval", zone_name, weather_change_amount); if( weather_type > 0 ) { weather_dynamic_offset = rule_manager.GetGlobalRule(R_Zone, WeatherDynamicMaxOffset)->GetFloat(); LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather Max Offset changes no more than %.2f each interval", zone_name, weather_dynamic_offset); } else weather_dynamic_offset = 0; SetRain(weather_current_severity); weather_last_changed_time = Timer::GetUnixTimeStamp(); weatherTimer.Start(rule_manager.GetGlobalRule(R_Zone, WeatherTimer)->GetInt32()); } } void ZoneServer::DeleteSpellProcess(){ //Just get a lock to make sure we aren't already looping the spawnprocess or clientprocess if this is different than the calling thread MMasterSpawnLock.writelock(__FUNCTION__, __LINE__); MMasterZoneLock->lock(); reloading_spellprocess = true; // Remove spells from NPC's Spawn* spawn = 0; map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { spawn = itr->second; if(spawn && spawn->IsNPC()) ((NPC*)spawn)->SetSpells(0); } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); MMasterZoneLock->unlock(); MMasterSpawnLock.releasewritelock(__FUNCTION__, __LINE__); DismissAllPets(); safe_delete(spellProcess); } void ZoneServer::LoadSpellProcess(){ spellProcess = new SpellProcess(); reloading_spellprocess = false; // Reload NPC's spells Spawn* spawn = 0; map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { spawn = itr->second; if(spawn && spawn->IsNPC()) ((NPC*)spawn)->SetSpells(GetNPCSpells(((NPC*)spawn)->GetPrimarySpellList(), ((NPC*)spawn)->GetSecondarySpellList())); } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::LockAllSpells(Player* player) { if (player && spellProcess) { Client* client = GetClientBySpawn(player); if (client) spellProcess->LockAllSpells(client); } } void ZoneServer::UnlockAllSpells(Player* player) { if (player && spellProcess) { Client* client = GetClientBySpawn(player); if (client) spellProcess->UnlockAllSpells(client); } } void ZoneServer::DeleteFactionLists() { map *>::iterator faction_itr; map *>::iterator spawn_itr; m_enemy_faction_list.writelock(__FUNCTION__, __LINE__); for (faction_itr = enemy_faction_list.begin(); faction_itr != enemy_faction_list.end(); faction_itr++) safe_delete(faction_itr->second); enemy_faction_list.clear(); m_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__); m_reverse_enemy_faction_list.writelock(__FUNCTION__, __LINE__); for (faction_itr = reverse_enemy_faction_list.begin(); faction_itr != reverse_enemy_faction_list.end(); faction_itr++) safe_delete(faction_itr->second); reverse_enemy_faction_list.clear(); m_reverse_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__); m_npc_faction_list.writelock(__FUNCTION__, __LINE__); for (spawn_itr = npc_faction_list.begin(); spawn_itr != npc_faction_list.end(); spawn_itr++) safe_delete(spawn_itr->second); npc_faction_list.clear(); m_npc_faction_list.releasewritelock(__FUNCTION__, __LINE__); } void ZoneServer::DeleteData(bool boot_clients){ Spawn* spawn = 0; vector 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 // Clear spawn groups spawn_group_map.clear(); // Loop through the spawn list and set the spawn for deletion map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { spawn = itr->second; if(spawn){ if(!boot_clients && spawn->IsPlayer()) tmp_player_list.push_back(spawn); else if(spawn->IsPlayer()){ Client* client = GetClientBySpawn(spawn); if(client) client->Disconnect(); } else{ RemoveHeadingTimer(spawn); // called in RemoveSpawnSupportFunctions() RemoveSpawnSupportFunctions(spawn); AddPendingDelete(spawn); } } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); // Quick hack to prevent a deadlock, RemoveSpawnSupportFunctions() will cancel spells and result in zone->GetSpawnByID() // being called which read locks the spawn list and caused a dead lock as the above mutex's were write locked MSpawnList.writelock(__FUNCTION__, __LINE__); // Clear the spawn list, this was in the mutex above, moved it down so the above mutex could be a read lock spawn_list.clear(); // Moved this up so we only read lock the list once in this list vector::iterator spawn_iter2; for (spawn_iter2 = tmp_player_list.begin(); spawn_iter2 != tmp_player_list.end(); spawn_iter2++) { spawn_list[(*spawn_iter2)->GetID()] = (*spawn_iter2); } MSpawnList.releasewritelock(__FUNCTION__, __LINE__); // Clear player proximities RemovePlayerProximity(0, true); spawn_range_map.clear(true); if(boot_clients) { // Refactor vector::iterator itr; MClientList.writelock(__FUNCTION__, __LINE__); for (itr = clients.begin(); itr != clients.end(); itr++) safe_delete(*itr); clients.clear(); MClientList.releasewritelock(__FUNCTION__, __LINE__); } // Clear and delete spawn locations MSpawnLocationList.writelock(__FUNCTION__, __LINE__); map::iterator spawn_location_iter; for (spawn_location_iter = spawn_location_list.begin(); spawn_location_iter != spawn_location_list.end(); spawn_location_iter++) safe_delete(spawn_location_iter->second); spawn_location_list.clear(); MSpawnLocationList.releasewritelock(__FUNCTION__, __LINE__); // If we allow clients to stay in the zone we need to preserve the revive_points, otherwise if the player dies they will crash if(revive_points && boot_clients){ vector::iterator revive_iter; for(revive_iter=revive_points->begin(); revive_iter != revive_points->end(); revive_iter++){ safe_delete(*revive_iter); } safe_delete(revive_points); } MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__); map*>::iterator assoc_itr; for (assoc_itr = spawn_group_associations.begin(); assoc_itr != spawn_group_associations.end(); assoc_itr++) safe_delete(assoc_itr->second); spawn_group_associations.clear(); MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__); MSpawnGroupLocations.writelock(__FUNCTION__, __LINE__); map*>::iterator loc_itr; for (loc_itr = spawn_group_locations.begin(); loc_itr != spawn_group_locations.end(); loc_itr++) safe_delete(loc_itr->second); spawn_group_locations.clear(); MSpawnGroupLocations.releasewritelock(__FUNCTION__, __LINE__); MSpawnLocationGroups.writelock(__FUNCTION__, __LINE__); map*>::iterator group_itr; for (group_itr = spawn_location_groups.begin(); group_itr != spawn_location_groups.end(); group_itr++) safe_delete(group_itr->second); spawn_location_groups.clear(); MSpawnLocationGroups.releasewritelock(__FUNCTION__, __LINE__); // Clear lists that need more then just a Clear() DeleteFactionLists(); DeleteSpawnScriptTimers(0, true); DeleteSpawnScriptTimers(); ClearDeadSpawns(); // Clear lists heading_timers.clear(); movement_spawns.clear(); respawn_timers.clear(); transport_spawns.clear(); quick_database_id_lookup.clear(); MWidgetTimers.writelock(__FUNCTION__, __LINE__); widget_timers.clear(); MWidgetTimers.releasewritelock(__FUNCTION__, __LINE__); map::iterator struct_itr; for (struct_itr = versioned_info_structs.begin(); struct_itr != versioned_info_structs.end(); struct_itr++) safe_delete(struct_itr->second); versioned_info_structs.clear(); for (struct_itr = versioned_pos_structs.begin(); struct_itr != versioned_pos_structs.end(); struct_itr++) safe_delete(struct_itr->second); versioned_pos_structs.clear(); for (struct_itr = versioned_vis_structs.begin(); struct_itr != versioned_vis_structs.end(); struct_itr++) safe_delete(struct_itr->second); versioned_vis_structs.clear(); } void ZoneServer::RemoveLocationProximities() { MutexList::iterator itr = location_proximities.begin(); while(itr.Next()){ safe_delete(itr->value); } location_proximities.clear(); } RevivePoint* ZoneServer::GetRevivePoint(int32 id){ vector::iterator revive_iter; for(revive_iter=revive_points->begin(); revive_iter != revive_points->end(); revive_iter++){ if((*revive_iter)->id == id) return *revive_iter; } return 0; } vector* ZoneServer::GetRevivePoints(Client* client) { vector* points = new vector; RevivePoint* closest_point = 0; // we should not check for revive points if this is null if ( revive_points != NULL ) { LogWrite(ZONE__DEBUG, 0, "Zone", "Got revive point in %s!", __FUNCTION__); float closest = 100000; float test_closest = 0; RevivePoint* test_point = 0; vector::iterator revive_iter; for(revive_iter=revive_points->begin(); revive_iter != revive_points->end(); revive_iter++) { test_point = *revive_iter; if(test_point) { LogWrite(ZONE__DEBUG, 0, "Zone", "Test Point Found!"); test_closest = client->GetPlayer()->GetDistance(test_point->x, test_point->y, test_point->z); // should this be changed to list all revive points within max distance or just the closest if(test_closest < closest) { LogWrite(ZONE__DEBUG, 0, "Zone", "test_closest: %.2f, closest: %.2f", test_closest, closest); closest = test_closest; closest_point = test_point; if(closest <= MAX_REVIVEPOINT_DISTANCE) points->push_back(closest_point); } } } } if(closest_point && points->size() == 0 && closest_point->zone_id == GetZoneID()) { LogWrite(ZONE__WARNING, 0, "Zone", "Nearest Revive Point too far away. Add another!"); 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."); points->push_back(closest_point); } else if(points->size() == 0) { LogWrite(ZONE__WARNING, 0, "Zone", "No Revive Points set for zoneID %u. Add some!", GetZoneID()); client->SimpleMessage(CHANNEL_COLOR_YELLOW, "There are no revive points for this zone, you might want to ask the server admin for one."); closest_point = new RevivePoint; closest_point->heading = GetSafeHeading(); closest_point->id = 0xFFFFFFFF; closest_point->location_name = "Zone Safe Point"; closest_point->zone_id = GetZoneID(); closest_point->x = GetSafeX(); closest_point->y = GetSafeY(); closest_point->z = GetSafeZ(); points->push_back(closest_point); } return points; } void ZoneServer::TriggerCharSheetTimer(){ charsheet_changes.Trigger(); } void ZoneServer::RegenUpdate(){ if(damaged_spawns.size(true) == 0) return; Spawn* spawn = 0; MutexList::iterator spawn_iter = damaged_spawns.begin(); while(spawn_iter.Next()){ spawn = GetSpawnByID(spawn_iter->value); if(spawn && (((spawn->GetHP() < spawn->GetTotalHP()) && spawn->GetHP()>0) || (spawn->GetPower() < spawn->GetTotalPower()))){ if(spawn->IsEntity()) ((Entity*)spawn)->DoRegenUpdate(); if(spawn->IsPlayer()){ Client* client = GetClientBySpawn(spawn); if(client && client->IsConnected()) client->QueuePacket(client->GetPlayer()->GetPlayerInfo()->serialize(client->GetVersion())); } } else RemoveDamagedSpawn(spawn); //Spawn no longer valid, remove it from the list if (!spawn) damaged_spawns.Remove(spawn_iter->value); } } void ZoneServer::ClearDeadSpawns(){ MDeadSpawns.writelock(__FUNCTION__, __LINE__); dead_spawns.clear(); MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__); } void ZoneServer::ProcessDepop(bool respawns_allowed, bool repop) { vector::iterator client_itr; Client* client = 0; Spawn* spawn = 0; PacketStruct* packet = 0; int16 packet_version = 0; spawn_expire_timers.clear(); MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(!client) continue; client->GetPlayer()->SetTarget(0); if(repop) client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Zone Repop in progress..."); else{ client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Zone Depop in progress..."); if(respawns_allowed) client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Spawns will respawn according to their respawn timers."); } if(!packet || packet_version != client->GetVersion()){ safe_delete(packet); packet_version = client->GetVersion(); packet = configReader.getStruct("WS_DestroyGhostCmd", packet_version); } map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { spawn = itr->second; if(spawn && !spawn->IsPlayer()){ SendRemoveSpawn(client, spawn, packet); } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); } MClientList.releasereadlock(__FUNCTION__, __LINE__); DeleteTransporters(); safe_delete(packet); if(!repop && respawns_allowed){ spawn_range_map.clear(true); MutexList tmp_player_list; // Local variable, never be on another thread so probably don't need the extra mutex code that comes with a MutexList ClearDeadSpawns(); map::iterator itr; MSpawnList.writelock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { spawn = itr->second; if (spawn) { if(spawn->GetRespawnTime() > 0 && spawn->GetSpawnLocationID() > 0) respawn_timers.Put(spawn->GetSpawnLocationID(), Timer::GetCurrentTime2() + spawn->GetRespawnTime()*1000); if(spawn->IsPlayer()) tmp_player_list.Add(spawn); else { RemoveSpawnSupportFunctions(spawn); AddPendingDelete(spawn); } } } spawn_list.clear(); //add back just the clients MutexList::iterator spawn_iter2 = tmp_player_list.begin(); while(spawn_iter2.Next()) { spawn_list[spawn_iter2->value->GetID()] = spawn_iter2->value; } MSpawnList.releasewritelock(__FUNCTION__, __LINE__); } else DeleteData(false); if(repop) LoadingData = true; } void ZoneServer::Depop(bool respawns, bool repop) { respawns_allowed = respawns; repop_zone = repop; finished_depop = false; depop_zone = true; } bool ZoneServer::AddCloseSpawnsToSpawnGroup(Spawn* spawn, float radius){ if(!spawn) return false; Spawn* close_spawn = 0; bool ret = true; map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { close_spawn = itr->second; if(close_spawn && close_spawn != spawn && !close_spawn->IsPlayer() && close_spawn->GetDistance(spawn) <= radius){ 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())){ if(close_spawn->GetSpawnGroupID() == 0){ spawn->AddSpawnToGroup(close_spawn); close_spawn->AddSpawnToGroup(spawn); } else ret = false; } } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); return ret; } void ZoneServer::RepopSpawns(Client* client, Spawn* in_spawn){ vector* spawns = in_spawn->GetSpawnGroup(); PacketStruct* packet = configReader.getStruct("WS_DestroyGhostCmd", client->GetVersion());; if(spawns){ if(!packet) return; Spawn* spawn = 0; vector::iterator itr; for(itr = spawns->begin(); itr != spawns->end(); itr++){ spawn = *itr; SendRemoveSpawn(client, spawn, packet); } } safe_delete(spawns); SendRemoveSpawn(client, in_spawn, packet); spawn_check_add.Trigger(); safe_delete(packet); } bool ZoneServer::CheckNPCAttacks(NPC* npc, Spawn* victim, Client* client){ if(!npc || !victim) return true; if(client){ if(client->IsConnected() && client->GetPlayer()->GetFactions()->ShouldAttack(npc->GetFactionID()) && npc->AttackAllowed((Entity*)victim, false)){ if(!npc->EngagedInCombat() && client->GetPlayer()->GetArrowColor(npc->GetLevel()) != ARROW_COLOR_GRAY){ if(victim->IsEntity()) { if (npc->HasSpawnGroup()) { vector* groupVec = npc->GetSpawnGroup(); for (int32 i = 0; i < groupVec->size(); i++) { Spawn* group_member = groupVec->at(i); if (group_member && !group_member->EngagedInCombat() && group_member->Alive()) { CallSpawnScript(group_member, SPAWN_SCRIPT_AGGRO, victim); ((NPC*)group_member)->AddHate((Entity*)victim, 50); } } safe_delete(groupVec); } else { npc->AddHate((Entity*)victim, 50); } } else { if (npc->HasSpawnGroup()) { vector* groupVec = npc->GetSpawnGroup(); for (int32 i = 0; i < groupVec->size(); i++) { Spawn* group_member = groupVec->at(i); if (group_member && !group_member->EngagedInCombat() && group_member->Alive()) { CallSpawnScript(group_member, SPAWN_SCRIPT_AGGRO, victim); ((NPC*)group_member)->InCombat(true); } } safe_delete(groupVec); } else npc->InCombat(true); } } } } else{ if(!npc->EngagedInCombat()){ if(victim->IsEntity()) { if (npc->HasSpawnGroup()) { vector* groupVec = npc->GetSpawnGroup(); for (int32 i = 0; i < groupVec->size(); i++) { Spawn* group_member = groupVec->at(i); if (group_member && !group_member->EngagedInCombat() && group_member->Alive()) { CallSpawnScript(group_member, SPAWN_SCRIPT_AGGRO, victim); ((NPC*)group_member)->AddHate((Entity*)victim, 50); } } safe_delete(groupVec); } else { npc->AddHate((Entity*)victim, 50); } } else { if (npc->HasSpawnGroup()) { vector* groupVec = npc->GetSpawnGroup(); for (int32 i = 0; i < groupVec->size(); i++) { Spawn* group_member = groupVec->at(i); if (group_member && !group_member->EngagedInCombat() && group_member->Alive()) { CallSpawnScript(group_member, SPAWN_SCRIPT_AGGRO, victim); ((NPC*)group_member)->InCombat(true); } } } else { npc->InCombat(true); } } } } return true; } bool ZoneServer::CheckEnemyList(NPC* npc) { vector *factions; vector::iterator faction_itr; vector *spawns; vector::iterator spawn_itr; map attack_spawns; map reverse_attack_spawns; map::iterator itr; int32 faction_id = npc->GetFactionID(); float distance; if (faction_id == 0) return true; m_enemy_faction_list.readlock(__FUNCTION__, __LINE__); if (enemy_faction_list.count(faction_id) > 0) { factions = enemy_faction_list[faction_id]; for (faction_itr = factions->begin(); faction_itr != factions->end(); faction_itr++) { m_npc_faction_list.readlock(__FUNCTION__, __LINE__); if (npc_faction_list.count(*faction_itr) > 0) { spawns = npc_faction_list[*faction_itr]; spawn_itr = spawns->begin(); for (spawn_itr = spawns->begin(); spawn_itr != spawns->end(); spawn_itr++) { Spawn* spawn = GetSpawnByID(*spawn_itr); if (spawn) { if ((distance = spawn->GetDistance(npc)) <= npc->GetAggroRadius()) attack_spawns[distance] = spawn; } } } m_npc_faction_list.releasereadlock(__FUNCTION__, __LINE__); } } m_enemy_faction_list.releasereadlock(__FUNCTION__, __LINE__); m_reverse_enemy_faction_list.readlock(__FUNCTION__, __LINE__); if (reverse_enemy_faction_list.count(faction_id) > 0) { factions = reverse_enemy_faction_list[faction_id]; for (faction_itr = factions->begin(); faction_itr != factions->end(); faction_itr++) { m_npc_faction_list.readlock(__FUNCTION__, __LINE__); if (npc_faction_list.count(*faction_itr) > 0) { spawns = npc_faction_list[*faction_itr]; spawn_itr = spawns->begin(); for (spawn_itr = spawns->begin(); spawn_itr != spawns->end(); spawn_itr++) { Spawn* spawn = GetSpawnByID(*spawn_itr); if (spawn) { if ((distance = spawn->GetDistance(npc)) <= npc->GetAggroRadius()) reverse_attack_spawns[distance] = spawn; } } } m_npc_faction_list.releasereadlock(__FUNCTION__, __LINE__); } } m_reverse_enemy_faction_list.releasereadlock(__FUNCTION__, __LINE__); if (attack_spawns.size() > 0) { for (itr = attack_spawns.begin(); itr != attack_spawns.end(); itr++) CheckNPCAttacks(npc, itr->second); } if (reverse_attack_spawns.size() > 0) { for (itr = reverse_attack_spawns.begin(); itr != reverse_attack_spawns.end(); itr++) CheckNPCAttacks((NPC*)itr->second, npc); } return attack_spawns.size() == 0; } void ZoneServer::RemoveDeadEnemyList(Spawn *spawn) { int32 faction_id = spawn->GetFactionID(); vector *spawns; vector::iterator itr; LogWrite(ZONE__DEBUG, 7, "Zone", "Processing RemoveDeadEnemyList..."); m_npc_faction_list.writelock(__FUNCTION__, __LINE__); if (npc_faction_list.count(faction_id) > 0) { spawns = npc_faction_list[faction_id]; for (itr = spawns->begin(); itr != spawns->end(); itr++) { if (*itr == spawn->GetID()) { spawns->erase(itr); break; } } } m_npc_faction_list.releasewritelock(__FUNCTION__, __LINE__); } void ZoneServer::AddEnemyList(NPC* npc){ int32 faction_id = npc->GetFactionID(); vector *hostile_factions; vector::iterator itr; if(faction_id <= 9) return; if(!rule_manager.GetGlobalRule(R_Faction, AllowFactionBasedCombat)->GetBool()) { LogWrite(FACTION__WARNING, 0, "Faction", "Faction Combat is DISABLED via R_Faction::AllowFactionBasedCombat rule!"); return; } m_npc_faction_list.readlock(__FUNCTION__, __LINE__); if (npc_faction_list.count(faction_id) == 0) { if(faction_id > 10) { if ((hostile_factions = master_faction_list.GetHostileFactions(faction_id)) != NULL) { itr = hostile_factions->begin(); for (itr = hostile_factions->begin(); itr != hostile_factions->end(); itr++) { m_enemy_faction_list.writelock(__FUNCTION__, __LINE__); if (enemy_faction_list.count(faction_id) == 0) enemy_faction_list[faction_id] = new vector; enemy_faction_list[faction_id]->push_back(*itr); m_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__); m_reverse_enemy_faction_list.writelock(__FUNCTION__, __LINE__); if(reverse_enemy_faction_list.count(*itr) == 0) reverse_enemy_faction_list[*itr] = new vector; reverse_enemy_faction_list[*itr]->push_back(faction_id); m_reverse_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__); } } } /*m_enemy_faction_list.writelock(__FUNCTION__, __LINE__); if(enemy_faction_list.count(1) == 0) enemy_faction_list[1] = new vector; enemy_faction_list[1]->push_back(faction_id); m_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);*/ } m_npc_faction_list.releasereadlock(__FUNCTION__, __LINE__); m_npc_faction_list.writelock(__FUNCTION__, __LINE__); if(npc_faction_list.count(faction_id) == 0) npc_faction_list[faction_id] = new vector; npc_faction_list[faction_id]->push_back(npc->GetID()); m_npc_faction_list.releasewritelock(__FUNCTION__, __LINE__); } void ZoneServer::CheckSpawnRange(Client* client, Spawn* spawn, bool initial_login){ if(client && spawn && (initial_login || client->IsConnected())) { if(spawn != client->GetPlayer()) { if(spawn_range_map.count(client) == 0) spawn_range_map.Put(client, new MutexMap()); spawn_range_map.Get(client)->Put(spawn->GetID(), spawn->GetDistance(client->GetPlayer())); if(!initial_login && client && spawn->IsNPC() && spawn_range_map.Get(client)->Get(spawn->GetID()) <= ((NPC*)spawn)->GetAggroRadius() && !client->GetPlayer()->GetInvulnerable()) CheckNPCAttacks((NPC*)spawn, client->GetPlayer(), client); } if(!initial_login && player_proximities.size() > 0 && player_proximities.count(spawn->GetID()) > 0) CheckPlayerProximity(spawn, client); } } void ZoneServer::CheckSpawnRange(Spawn* spawn){ vector::iterator client_itr; Client* client = 0; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(client && client->IsReadyForSpawns()) CheckSpawnRange(client, spawn); } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::PrepareSpawnID(Player* player, Spawn* spawn){ player->spawn_id++; player->player_spawn_id_map[player->spawn_id] = spawn; player->player_spawn_reverse_id_map[spawn] = player->spawn_id; } void ZoneServer::CheckSendSpawnToClient(Client* client, bool initial_login) { if (!client) { LogWrite(ZONE__ERROR, 0, "Zone", "CheckSendSpawnToClient called with an invalid client"); return; } if (initial_login){ SetSpawnStructs(client); } else if (!client->GetInitialSpawnsSent()) return; Spawn* spawn = 0; map* > closest_spawns; if(spawn_range_map.count(client) > 0) { if(initial_login || client->IsConnected()) { MutexMap::iterator spawn_iter = spawn_range_map.Get(client)->begin(); while(spawn_iter.Next()) { spawn = GetSpawnByID(spawn_iter->first); if(spawn && spawn->GetPrivateQuestSpawn()) { if(!spawn->IsPrivateSpawn()) spawn->AddAllowAccessSpawn(spawn); if(spawn->MeetsSpawnAccessRequirements(client->GetPlayer())) { if(spawn->IsPrivateSpawn() && !spawn->AllowedAccess(client->GetPlayer())) spawn->AddAllowAccessSpawn(client->GetPlayer()); } else if(spawn->AllowedAccess(client->GetPlayer())) spawn->RemoveSpawnAccess(client->GetPlayer()); } if(spawn && spawn != client->GetPlayer() && client->GetPlayer()->ShouldSendSpawn(spawn)) { if((!initial_login && spawn_iter->second <= SEND_SPAWN_DISTANCE) || (initial_login && (spawn_iter->second <= 40 || spawn->IsWidget()))) { if(closest_spawns.count(spawn_iter->second) == 0) closest_spawns[spawn_iter->second] = new vector(); closest_spawns[spawn_iter->second]->push_back(spawn); PrepareSpawnID(client->GetPlayer(), spawn); } } } } vector::iterator spawn_iter2; map* >::iterator itr; for(itr = closest_spawns.begin(); itr != closest_spawns.end(); itr++) { for(spawn_iter2 = itr->second->begin(); spawn_iter2 != itr->second->end(); spawn_iter2++) { spawn = *spawn_iter2; client->GetPlayer()->ClearRemovedSpawn(spawn); SendSpawn(spawn, client); if(client->ShouldTarget() && client->GetCombineSpawn() == spawn) client->TargetSpawn(spawn); } delete itr->second; } } if (initial_login) client->SetInitialSpawnsSent(true); } void ZoneServer::CheckSendSpawnToClient(){ vector::iterator itr; Client* client = 0; MClientList.readlock(__FUNCTION__, __LINE__); for (itr = clients.begin(); itr != clients.end(); itr++) { client = *itr; if(client->IsReadyForSpawns()) CheckSendSpawnToClient(client); } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::CheckRemoveSpawnFromClient(Spawn* spawn) { vector::iterator itr; Client* client = 0; PacketStruct* packet = 0; int16 packet_version = 0; MClientList.readlock(__FUNCTION__, __LINE__); for (itr = clients.begin(); itr != clients.end(); itr++) { client = *itr; if(client){ if(!packet || packet_version != client->GetVersion()){ safe_delete(packet); packet_version = client->GetVersion(); packet = configReader.getStruct("WS_DestroyGhostCmd", packet_version); } if(spawn && spawn != client->GetPlayer() && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && client->GetPlayer()->WasSpawnRemoved(spawn) == false && (spawn_range_map.Get(client)->Get(spawn->GetID()) > REMOVE_SPAWN_DISTANCE && !spawn->IsWidget())){ SendRemoveSpawn(client, spawn, packet); } } } MClientList.releasereadlock(__FUNCTION__, __LINE__); safe_delete(packet); } bool ZoneServer::CombatProcess(Spawn* spawn) { bool ret = true; if (spawn && spawn->IsEntity()) ((Entity*)spawn)->ProcessCombat(); return ret; } void ZoneServer::AddDelayedSpawnRemove(Spawn* spawn, int32 time) { // this prevents a crash when a zone shuts down with a client in it if (zoneShuttingDown) return; if (delayed_spawn_remove_list.count(spawn->GetID(), true) == 0) delayed_spawn_remove_list.Put(spawn->GetID(), Timer::GetCurrentTime2() + time); } void ZoneServer::RemoveDelayedSpawnRemove(Spawn* spawn) { if (delayed_spawn_remove_list.count(spawn->GetID(), true) > 0) delayed_spawn_remove_list.erase(spawn->GetID()); } void ZoneServer::DelayedSpawnRemoval(bool force_delete_all) { if (delayed_spawn_remove_list.size(true) > 0) { MutexMap::iterator itr = delayed_spawn_remove_list.begin(); int32 current_time = Timer::GetCurrentTime2(); Spawn* spawn = 0; // Cycle through all spawns scheduled for removal while (itr.Next()) { // If it is time for removal, or a force delete of all, then remove the spawn if (force_delete_all || current_time >= itr->second) { spawn = GetSpawnByID(itr->first); delayed_spawn_remove_list.erase(itr->first); if (spawn) { if (spawn->IsEntity()) { // Remove pets ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetPet()); ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetCharmedPet()); ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetDeityPet()); ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetCosmeticPet()); } if (spawn->IsPlayer()) RemoveSpawn(spawn, false); else RemoveSpawn(spawn); } } } } } void ZoneServer::AddPendingDelete(Spawn* spawn) { MSpawnDeleteList.writelock(__FUNCTION__, __LINE__); if(spawn_delete_list.count(spawn) == 0) 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 MSpawnDeleteList.releasewritelock(__FUNCTION__, __LINE__); } void ZoneServer::DeleteSpawns(bool delete_all) { MSpawnDeleteList.writelock(__FUNCTION__, __LINE__); if(spawn_delete_list.size() > 0){ map::iterator itr; map::iterator erase_itr; int32 current_time = Timer::GetCurrentTime2(); Spawn* spawn = 0; for (itr = spawn_delete_list.begin(); itr != spawn_delete_list.end(); ) { if (delete_all || current_time >= itr->second){ spawn = itr->first; erase_itr = itr++; spawn_delete_list.erase(erase_itr); safe_delete(spawn); } else itr++; } } MSpawnDeleteList.releasewritelock(__FUNCTION__, __LINE__); } void ZoneServer::AddDamagedSpawn(Spawn* spawn){ if (spawn) damaged_spawns.Add(spawn->GetID()); } void ZoneServer::RemoveDamagedSpawn(Spawn* spawn){ if (spawn) damaged_spawns.Remove(spawn->GetID()); } bool ZoneServer::Process() { MMasterZoneLock->lock(); //Changing this back to a recursive lock to fix a possible /reload spells crash with multiple zones running - Foof #ifndef NO_CATCH try { #endif if(LoadingData){ while(zoneID == 0){ //this is loaded by world Sleep(10); } if (reloading) { LogWrite(COMMAND__DEBUG, 0, "Command", "-Loading Entity Commands..."); database.LoadEntityCommands(this); LogWrite(NPC__INFO, 0, "NPC", "-Loading NPC data..."); database.LoadNPCs(this); LogWrite(NPC__INFO, 0, "NPC", "-Load NPC data complete!"); LogWrite(OBJECT__INFO, 0, "Object", "-Loading Object data..."); database.LoadObjects(this); LogWrite(OBJECT__INFO, 0, "Object", "-Load Object data complete!"); LogWrite(SIGN__INFO, 0, "Sign", "-Loading Sign data..."); database.LoadSigns(this); LogWrite(SIGN__INFO, 0, "Sign", "-Load Sign data complete!"); LogWrite(WIDGET__INFO, 0, "Widget", "-Loading Widget data..."); database.LoadWidgets(this); LogWrite(WIDGET__INFO, 0, "Widget", "-Load Widget data complete!"); LogWrite(GROUNDSPAWN__INFO, 0, "GSpawn", "-Loading Groundspawn data..."); database.LoadGroundSpawns(this); database.LoadGroundSpawnEntries(this); LogWrite(GROUNDSPAWN__INFO, 0, "GSpawn", "-Load Groundspawn data complete!"); LogWrite(PET__INFO, 0, "Pet", "-Loading Pet data..."); database.GetPetNames(this); LogWrite(PET__INFO, 0, "Pet", "-Load Pet data complete!"); LogWrite(LOOT__INFO, 0, "Loot", "-Loading Spawn loot data..."); database.LoadLoot(this); LogWrite(LOOT__INFO, 0, "Loot", "-Loading Spawn loot data complete!"); LogWrite(TRANSPORT__INFO, 0, "Transport", "-Loading Transporters..."); database.LoadTransporters(this); LogWrite(TRANSPORT__INFO, 0, "Transport", "-Loading Transporters complete!"); reloading = false; } MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__); spawn_group_associations.clear(); MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__); MSpawnGroupLocations.writelock(__FUNCTION__, __LINE__); spawn_group_locations.clear(); MSpawnGroupLocations.releasewritelock(__FUNCTION__, __LINE__); MSpawnLocationGroups.writelock(__FUNCTION__, __LINE__); spawn_location_groups.clear(); MSpawnLocationGroups.releasewritelock(__FUNCTION__, __LINE__); MSpawnGroupChances.writelock(__FUNCTION__, __LINE__); spawn_group_chances.clear(); MSpawnGroupChances.releasewritelock(__FUNCTION__, __LINE__); DeleteTransporters(); ReloadTransporters(); database.LoadSpawns(this); ProcessSpawnLocations(); if (!revive_points) revive_points = new vector; else { while (!revive_points->empty()){ safe_delete(revive_points->back()); revive_points->pop_back(); } } database.LoadRevivePoints(revive_points, GetZoneID()); LoadingData = false; spawn_range.Trigger(); spawn_check_add.Trigger(); RemoveLocationGrids(); database.LoadLocationGrids(this); const char* zone_script = world.GetZoneScript(this->GetZoneID()); if(lua_interface && zone_script) { RemoveLocationProximities(); lua_interface->RunZoneScript(zone_script, "init_zone_script", this); } } if(shutdownTimer.Enabled() && shutdownTimer.Check()) zoneShuttingDown = true; if (reloading_spellprocess){ MMasterZoneLock->unlock(); return !zoneShuttingDown; } // Remove LD Player whos LD timer has expired if (!zoneShuttingDown) DelayedSpawnRemoval(false); // client loop if(charsheet_changes.Check()) SendCharSheetChanges(); // Client loop ClientProcess(); if(spellProcess) spellProcess->Process(); if (tradeskillMgr) tradeskillMgr->Process(); // Client loop if(client_save.Check()) SaveClients(); // Possibility to do a client loop if(weather_enabled && weatherTimer.Check()) ProcessWeather(); // client related loop, move to main thread? if(!zoneShuttingDown) ProcessDrowning(); // client than location_proximities loop, move to main thread if (location_prox_timer.Check() && !zoneShuttingDown) CheckLocationProximity(); // client than location_grid loop, move to main thread if (location_grid_timer.Check() && !zoneShuttingDown) CheckLocationGrids(); if (sync_game_time_timer.Check() && !zoneShuttingDown) SendTimeUpdateToAllClients(); if(lua_interface) lua_interface->Process(); int hour = world.GetWorldTimeStruct()->hour; int minute = world.GetWorldTimeStruct()->minute; if (!isDusk && (hour >= 19 || hour < 8)) {//((hour > dusk_hour || hour < dawn_hour) || ((dusk_hour == hour && minute >= dusk_minute) || (hour == dawn_hour && minute < dawn_minute)))) { isDusk = true; const char* zone_script = world.GetZoneScript(GetZoneID()); if (lua_interface && zone_script) lua_interface->RunZoneScript(zone_script, "dusk", this); ProcessSpawnConditional(SPAWN_CONDITIONAL_NIGHT); } 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)))) { isDusk = false; const char* zone_script = world.GetZoneScript(GetZoneID()); if (lua_interface && zone_script) lua_interface->RunZoneScript(zone_script, "dawn", this); ProcessSpawnConditional(SPAWN_CONDITIONAL_DAY); } // damaged spawns loop, spawn related, move to spawn thread? if(regenTimer.Check()) RegenUpdate(); // heading_timers loop if(!zoneShuttingDown) CheckHeadingTimers(); // respawn_timers loop if(respawn_timer.Check() && !zoneShuttingDown) CheckRespawns(); // spawn_expire_timers loop if (spawn_expire_timer.Check() && !zoneShuttingDown) CheckSpawnExpireTimers(); // widget_timers loop if(widget_timer.Check() && !zoneShuttingDown) CheckWidgetTimers(); // spawn_script_timers loop if(!zoneShuttingDown) CheckSpawnScriptTimers(); // Check to see if a dead spawn needs to be removed CheckDeadSpawnRemoval(); #ifndef NO_CATCH } catch(...) { LogWrite(ZONE__ERROR, 0, "Zone", "Exception while running '%s'", GetZoneName()); zoneShuttingDown = true; MMasterZoneLock->unlock(); return false; } #endif MMasterZoneLock->unlock(); return (zoneShuttingDown == false); } bool ZoneServer::SpawnProcess(){ if(depop_zone) { depop_zone = false; ProcessDepop(respawns_allowed, repop_zone); finished_depop = true; } MMasterSpawnLock.writelock(__FUNCTION__, __LINE__); // If the zone is loading data or shutting down don't do anything if(!LoadingData && !zoneShuttingDown && !reloading_spellprocess) { // send spawn changes, changed_spawns loop if(spawn_update.Check() && !zoneShuttingDown) { //check for changed spawns every {Rule:SpawnUpdateTimer} milliseconds (default: 200ms) SendSpawnChanges(); } // Set some bool's for timers bool movement = movement_timer.Check(); bool spawnRange = spawn_range.Check(); bool checkRemove = spawn_check_remove.Check(); bool aggroCheck = aggro_timer.Check(); vector pending_spawn_list_remove; // Loop through the spawn list map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); // Loop throught the list to set up spawns to be sent to clients for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { // if zone is shutting down kill the loop if (zoneShuttingDown) break; Spawn* spawn = itr->second; if (spawn) { // Checks the range to all clients in the zone if (spawnRange) CheckSpawnRange(spawn); // Checks to see if the spawn needs to be removed from a client if (checkRemove) CheckRemoveSpawnFromClient(spawn); } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); // 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 // client loop, move to main thread? // 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 // might be an issue with other functions moved from the spawn thread to the main thread? if(spawn_check_add.Check() && !zoneShuttingDown) CheckSendSpawnToClient(); MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { // Break the loop if the zone is shutting down if (zoneShuttingDown) break; Spawn* spawn = itr->second; if (spawn) { // Process spawn movement if (movement) { spawn->ProcessMovement(); // update last_movement_update for all spawns (used for time_step) spawn->last_movement_update = Timer::GetCurrentTime2(); } // Makes NPC's KOS to other NPC's or players if (aggroCheck) ProcessAggroChecks(spawn); // Process combat for the spawn CombatProcess(spawn); } else { // unable to get a valid spawn, lets add the id to another list to remove from the spawn list after this loop is finished pending_spawn_list_remove.push_back(itr->first); } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); // Check to see if there are any spawn id's that need to be removed from the spawn list, if so remove them all if (pending_spawn_list_remove.size() > 0) { MSpawnList.writelock(__FUNCTION__, __LINE__); vector::iterator itr2; for (itr2 = pending_spawn_list_remove.begin(); itr2 != pending_spawn_list_remove.end(); itr2++) spawn_list.erase(*itr2); pending_spawn_list_remove.clear(); MSpawnList.releasewritelock(__FUNCTION__, __LINE__); } // Check to see if there are spawns waiting to be added to the spawn list, if so add them all if (pending_spawn_list_add.size() > 0) { MSpawnList.writelock(__FUNCTION__, __LINE__); MPendingSpawnListAdd.writelock(__FUNCTION__, __LINE__); list::iterator itr2; for (itr2 = pending_spawn_list_add.begin(); itr2 != pending_spawn_list_add.end(); itr2++) { Spawn* spawn = *itr2; if (spawn) spawn_list[spawn->GetID()] = spawn; } pending_spawn_list_add.clear(); MPendingSpawnListAdd.releasewritelock(__FUNCTION__, __LINE__); MSpawnList.releasewritelock(__FUNCTION__, __LINE__); } // Do other loops for spawns // 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? //if (tracking_timer.Check()) //ProcessTracking(); // probably doesn't work as spawn loop iterator is never set // Delete unused spawns, do this last if(!zoneShuttingDown) DeleteSpawns(false); // Nothing should come after this //LogWrite(PLAYER__ERROR, 0, "Debug", "Spawn loop time %u", Timer::GetCurrentTime2() - time); } MMasterSpawnLock.releasewritelock(__FUNCTION__, __LINE__); return (zoneShuttingDown == false); } void ZoneServer::CheckDeadSpawnRemoval() { MDeadSpawns.writelock(__FUNCTION__, __LINE__); if(dead_spawns.size() > 0){ vector tmp_dead_list; int32 current_time = Timer::GetCurrentTime2(); Spawn* spawn = 0; map::iterator itr = dead_spawns.begin(); map::iterator itr_delete; while (itr != dead_spawns.end()) { spawn = GetSpawnByID(itr->first); if (spawn) { if(current_time >= itr->second) tmp_dead_list.push_back(spawn); itr++; } else { itr_delete = itr++; dead_spawns.erase(itr_delete); } } for(int i=tmp_dead_list.size()-1;i>=0;i--){ spawn = tmp_dead_list[i]; if (!spawn->IsPlayer()) { dead_spawns.erase(spawn->GetID()); RemoveSpawn(spawn, true, true, false); } } } MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__); } void ZoneServer::CheckRespawns(){ vector tmp_respawn_list; MutexMap::iterator itr = respawn_timers.begin(); while(itr.Next()){ if(Timer::GetCurrentTime2() >= itr->second) tmp_respawn_list.push_back(itr->first); } for(int i=tmp_respawn_list.size()-1;i>=0;i--){ if ( IsInstanceZone() ) { if ( database.DeleteInstanceSpawnRemoved(GetInstanceID(),tmp_respawn_list[i]) ) { } else { } } ProcessSpawnLocation(tmp_respawn_list[i], true); respawn_timers.erase(tmp_respawn_list[i]); } } void ZoneServer::CheckSpawnExpireTimers() { MutexMap::iterator itr = spawn_expire_timers.begin(); while (itr.Next()) { Spawn* spawn = GetSpawnByID(itr->first); if (spawn) { if (Timer::GetCurrentTime2() >= itr.second) { spawn_expire_timers.erase(itr.first); Despawn(spawn, spawn->GetRespawnTime()); } } else spawn_expire_timers.erase(itr->first); } } void ZoneServer::AddSpawnExpireTimer(Spawn* spawn, int32 expire_time, int32 expire_offset) { if (spawn) { int32 actual_expire_time = expire_time; if (expire_offset > 0) { int32 low = expire_time; int32 high = expire_time + expire_offset; if (expire_offset < expire_time) low = expire_time - expire_offset; int32 range = (high - low) + 1; actual_expire_time = (low + (int32)((range * rand()) / (RAND_MAX + 1.0))); } actual_expire_time *= 1000; spawn_expire_timers.Put(spawn->GetID(), Timer::GetCurrentTime2() + actual_expire_time); } } void ZoneServer::SaveClient(Client* client){ client->Save(); } void ZoneServer::SaveClients(){ vector::iterator itr; Client* client = 0; MClientList.readlock(__FUNCTION__, __LINE__); for (itr = clients.begin(); itr != clients.end(); itr++) { client = *itr; if(client->IsConnected()){ SaveClient(client); } } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::SendSpawnVisualState(Spawn* spawn, int16 type){ if(!spawn) return; vector::iterator itr; spawn->SetTempVisualState(type); Client* client = 0; MClientList.readlock(__FUNCTION__, __LINE__); for (itr = clients.begin(); itr != clients.end(); itr++) { client = *itr; if(client && client->GetPlayer() != spawn) AddChangedSpawn(spawn); } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::SendSpawnChanges(int32 spawn_id, Client* client, bool override_changes, bool override_vis_changes){ Spawn* spawn = GetSpawnByDatabaseID(spawn_id); if(spawn && (spawn->changed || override_changes || override_vis_changes)) SendSpawnChanges(spawn, client, override_changes, override_vis_changes); } void ZoneServer::SendSpawnChanges(Spawn* spawn, Client* client, bool override_changes, bool override_vis_changes){ if(client && client->IsReadyForUpdates() && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn) && client->GetPlayer()->GetDistance(spawn) < REMOVE_SPAWN_DISTANCE){ EQ2Packet* outapp = spawn->spawn_update_packet(client->GetPlayer(), client->GetVersion(), override_changes, override_vis_changes); if(outapp) client->QueuePacket(outapp); } } void ZoneServer::SendSpawnChanges(Spawn* spawn){ if(spawn && spawn->changed){ if(!spawn->IsPlayer() || (spawn->IsPlayer() && (spawn->info_changed || spawn->vis_changed))){ vector::iterator itr; Client* client = 0; MClientList.readlock(__FUNCTION__, __LINE__); for (itr = clients.begin(); itr != clients.end(); itr++) { client = *itr; SendSpawnChanges(spawn, client); } MClientList.releasereadlock(__FUNCTION__, __LINE__); } spawn->changed = false; spawn->info_changed = false; if(spawn->IsPlayer() == false) spawn->position_changed = false; spawn->vis_changed = false; } } Spawn* ZoneServer::FindSpawn(Player* searcher, const char* name){ if(!searcher || !name) return 0; Spawn* spawn = 0; vector find_spawn_list; vector::iterator fspawn_iter; int8 name_size = strlen(name); map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { spawn = itr->second; if(spawn && !strncasecmp(spawn->GetName(), name, name_size)) find_spawn_list.push_back(spawn); } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); Spawn* closest = 0; float distance = 0; float test_distance = 0; for(fspawn_iter=find_spawn_list.begin(); fspawn_iter!=find_spawn_list.end(); fspawn_iter++){ spawn = *fspawn_iter; if(spawn && ((((test_distance = searcher->GetDistance(spawn)) < distance)) || !closest)){ distance = test_distance; closest = spawn; } } return closest; } void ZoneServer::AddChangedSpawn(Spawn* spawn){ if(!spawn || (spawn->IsPlayer() && !spawn->info_changed && !spawn->vis_changed)) return; if (changed_spawns.count(spawn->GetID()) == 0) changed_spawns.Add(spawn->GetID()); } void ZoneServer::RemoveChangedSpawn(Spawn* spawn){ if (spawn) changed_spawns.Remove(spawn->GetID()); } void ZoneServer::AddDrowningVictim(Player* player){ Client* client = GetClientBySpawn(player); if(client && drowning_victims.count(client) == 0) drowning_victims.Put(client, Timer::GetCurrentTime2()); } void ZoneServer::RemoveDrowningVictim(Player* player){ Client* client = GetClientBySpawn(player); if(client) drowning_victims.erase(client); } Client* ZoneServer::GetDrowningVictim(Player* player){ Client* client = GetClientBySpawn(player); if(client && drowning_victims.count(client) > 0) return(client); return 0; } void ZoneServer::ProcessDrowning(){ vector dead_list; if(drowning_victims.size(true) > 0){ sint32 damage = 0; int32 current_time = Timer::GetCurrentTime2(); MutexMap::iterator itr = drowning_victims.begin(); while(itr.Next()){ if(current_time >= itr->second) { Client* client = itr->first; Player* player = client->GetPlayer(); drowning_victims.Get(client) = Timer::GetCurrentTime2() + 2000; damage = player->GetTotalHP()/20 + player->GetHPRegen(); player->TakeDamage(damage); if(player->GetHP() == 0) dead_list.push_back(client); player->SetCharSheetChanged(true); SendCharSheetChanges(client); SendDamagePacket(0, player, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, DAMAGE_PACKET_RESULT_SUCCESSFUL, DAMAGE_PACKET_DAMAGE_TYPE_DROWN, damage, 0); client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You are drowning!"); } } } if(dead_list.size() > 0){ vector::iterator itr; for(itr = dead_list.begin(); itr != dead_list.end(); itr++){ RemoveDrowningVictim((*itr)->GetPlayer()); KillSpawn((*itr)->GetPlayer(), 0); (*itr)->SimpleMessage(CHANNEL_COLOR_WHITE, "You are sleeping with the fishes! Glug, glug..."); } } } void ZoneServer::SendSpawnChanges(){ Spawn* spawn = 0; MutexList::iterator spawn_iter = changed_spawns.begin(); while(spawn_iter.Next()){ spawn = GetSpawnByID(spawn_iter->value); if(spawn && spawn->changed){ if(!spawn->IsPlayer() || (spawn->IsPlayer() && (spawn->info_changed || spawn->vis_changed))){ SendSpawnChanges(spawn); } } if (!spawn) changed_spawns.Remove(spawn_iter->value); } changed_spawns.clear(); } void ZoneServer::SendPlayerPositionChanges(Player* player){ if(player){ player->position_changed = false; Client* client = 0; vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(player != client->GetPlayer() && client->GetPlayer()->WasSentSpawn(player->GetID()) && client->GetPlayer()->WasSpawnRemoved(player) == false){ EQ2Packet* outapp = player->player_position_update_packet(client->GetPlayer(), client->GetVersion()); if(outapp) client->QueuePacket(outapp); } } MClientList.releasereadlock(__FUNCTION__, __LINE__); } } void ZoneServer::SendCharSheetChanges(){ vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) SendCharSheetChanges(*client_itr); MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::SendCharSheetChanges(Client* client){ if(client && client->IsConnected() && client->GetPlayer()->GetCharSheetChanged()){ client->GetPlayer()->SetCharSheetChanged(false); ClientPacketFunctions::SendCharacterSheet(client); } } int32 ZoneServer::CalculateSpawnGroup(SpawnLocation* spawnlocation, bool respawn) { int32 group = 0; list* groups_at_location = GetSpawnGroupsByLocation(spawnlocation->placement_id); LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__); if(groups_at_location){ list::iterator group_location_itr; float chance = 0; float total_chance = 0; map tmp_chances; set* associated_groups = 0; for (group_location_itr = groups_at_location->begin(); group_location_itr != groups_at_location->end(); group_location_itr++) { if(tmp_chances.count(*group_location_itr) > 0) continue; associated_groups = GetAssociatedGroups(*group_location_itr); if(associated_groups){ set::iterator group_itr; for (group_itr = associated_groups->begin(); group_itr != associated_groups->end(); group_itr++) { chance = GetSpawnGroupChance(*group_itr); if(chance > 0){ total_chance += chance; tmp_chances[*group_itr] = chance; } else tmp_chances[*group_itr] = 0; } } else{ //single group, no associations chance = GetSpawnGroupChance(*group_location_itr); total_chance += chance; tmp_chances[*group_location_itr] = chance; } } if(tmp_chances.size() > 1){ //set the default for any chances not set map::iterator itr2; for(itr2 = tmp_chances.begin(); itr2 != tmp_chances.end(); itr2++){ if(itr2->second == 0){ total_chance += 100/tmp_chances.size(); tmp_chances[itr2->first] = (float)(100 / tmp_chances.size()); } } } if(tmp_chances.size() > 1){ float roll = (float)(rand()%((int32)total_chance)); map::iterator itr3; for (itr3 = tmp_chances.begin(); itr3 != tmp_chances.end(); itr3++){ if(itr3->second >= roll){ group = itr3->first; break; } else roll -= itr3->second; } } else if(tmp_chances.size() == 1) group = tmp_chances.begin()->first; } if(group > 0){ map* locations = GetSpawnLocationsByGroup(group); if(locations){ map::iterator itr; Spawn* spawn = 0; Spawn* leader = 0; MSpawnLocationList.readlock(__FUNCTION__, __LINE__); for (itr = locations->begin(); itr != locations->end(); itr++) { if(spawn_location_list.count(itr->second) > 0){ spawn = ProcessSpawnLocation(spawn_location_list[itr->second], respawn); if(!leader && spawn) leader = spawn; if(leader) leader->AddSpawnToGroup(spawn); if(spawn){ //if(spawn_group_map.count(group) == 0) // spawn_group_map.Put(group, new MutexList()); MutexList* groupList = &spawn_group_map.Get(group); groupList->Add(spawn->GetID()); spawn->SetSpawnGroupID(group); } } } MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__); } } LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__); return group; } void ZoneServer::ProcessSpawnLocation(int32 location_id, bool respawn) { LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__); MSpawnLocationList.readlock(__FUNCTION__, __LINE__); if(spawn_location_list.count(location_id) > 0) { if(respawn) //see if there are any spawns still in game associated with this spawn's group, if so, dont spawn this { list* groups = GetSpawnGroupsByLocation(spawn_location_list[location_id]->placement_id); if(groups) { set* associated_groups = 0; bool should_spawn = true; list::iterator itr; for (itr = groups->begin(); itr != groups->end(); itr++) { associated_groups = GetAssociatedGroups(*itr); if(associated_groups) { set::iterator assoc_itr; for (assoc_itr = associated_groups->begin(); assoc_itr != associated_groups->end(); assoc_itr++) { if(spawn_group_map.count(*assoc_itr) > 0 && spawn_group_map.Get(*assoc_itr).size() > 0) should_spawn = false; } } } if(should_spawn) CalculateSpawnGroup(spawn_location_list[location_id]); LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__); return; } } LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__); ProcessSpawnLocation(spawn_location_list[location_id], respawn); } MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__); } Spawn* ZoneServer::ProcessSpawnLocation(SpawnLocation* spawnlocation, bool respawn) { LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__); if(!spawnlocation) return 0; Spawn* spawn = 0; float rand_number = MakeRandomFloat(0, spawnlocation->total_percentage); for(int32 i=0;ientities.size();i++) { if(spawnlocation->entities[i]->spawn_percentage == 0) continue; if (spawnlocation->conditional > 0) { if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_DAY && isDusk) continue; if ((spawnlocation->conditional & SPAWN_CONDITIONAL_NIGHT) == SPAWN_CONDITIONAL_NIGHT && !isDusk) continue; if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_NOT_RAINING && rain >= 0.75f) continue; if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_RAINING && rain < 0.75f) continue; } if(spawnlocation->entities[i]->spawn_percentage >= rand_number){ if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_NPC) spawn = AddNPCSpawn(spawnlocation, spawnlocation->entities[i]); else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN) spawn = AddGroundSpawn(spawnlocation, spawnlocation->entities[i]); else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT) spawn = AddObjectSpawn(spawnlocation, spawnlocation->entities[i]); else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET) spawn = AddWidgetSpawn(spawnlocation, spawnlocation->entities[i]); else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_SIGN) spawn = AddSignSpawn(spawnlocation, spawnlocation->entities[i]); if (!spawn) { LogWrite(ZONE__ERROR, 0, "Zone", "Error adding spawn to zone"); safe_delete(spawn); continue; } const char* script = 0; for(int x=0;x<3;x++) { switch(x) { case 0: script = world.GetSpawnEntryScript(spawnlocation->entities[i]->spawn_entry_id); break; case 1: script = world.GetSpawnLocationScript(spawnlocation->entities[i]->spawn_location_id); break; case 2: script = world.GetSpawnScript(spawnlocation->entities[i]->spawn_id); break; } if(script && lua_interface && lua_interface->GetSpawnScript(script) != 0) { spawn->SetSpawnScript(string(script)); break; } } if (spawn) { if(respawn) CallSpawnScript(spawn, SPAWN_SCRIPT_RESPAWN); else CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN); } break; } else rand_number -= spawnlocation->entities[i]->spawn_percentage; } LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__); return spawn; } Spawn* ZoneServer::ProcessInstanceSpawnLocation(SpawnLocation* spawnlocation, map* instNPCs, map* instGroundSpawns, map* instObjSpawns, map* instWidgetSpawns, map* instSignSpawns, bool respawn) { if(!spawnlocation) return 0; LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__); Spawn* spawn = 0; float rand_number = MakeRandomFloat(0, spawnlocation->total_percentage); for(int32 i=0;ientities.size();i++) { if(spawnlocation->entities[i]->spawn_percentage == 0) continue; int32 spawnTime = 0; if(spawnlocation->entities[i]->spawn_percentage >= rand_number) { if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_NPC && (spawnTime = database.CheckSpawnRemoveInfo(instNPCs,spawnlocation->entities[i]->spawn_location_id)) > 0) spawn = AddNPCSpawn(spawnlocation, spawnlocation->entities[i]); else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN && (spawnTime = database.CheckSpawnRemoveInfo(instGroundSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0) spawn = AddGroundSpawn(spawnlocation, spawnlocation->entities[i]); else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT && (spawnTime = database.CheckSpawnRemoveInfo(instObjSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0) spawn = AddObjectSpawn(spawnlocation, spawnlocation->entities[i]); else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET && (spawnTime = database.CheckSpawnRemoveInfo(instWidgetSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0) spawn = AddWidgetSpawn(spawnlocation, spawnlocation->entities[i]); else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_SIGN && (spawnTime = database.CheckSpawnRemoveInfo(instSignSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0) spawn = AddSignSpawn(spawnlocation, spawnlocation->entities[i]); const char* script = 0; for(int x=0;x<3;x++) { switch(x) { case 0: script = world.GetSpawnEntryScript(spawnlocation->entities[i]->spawn_entry_id); break; case 1: script = world.GetSpawnLocationScript(spawnlocation->entities[i]->spawn_location_id); break; case 2: script = world.GetSpawnScript(spawnlocation->entities[i]->spawn_id); break; } if(spawn && script && lua_interface->GetSpawnScript(script) != 0) { spawn->SetSpawnScript(string(script)); break; } } if(spawn) { if (respawn) CallSpawnScript(spawn, SPAWN_SCRIPT_RESPAWN); else CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN); if ( spawnTime > 1 ) { spawn->SetRespawnTime(spawnTime); } } break; } else rand_number -= spawnlocation->entities[i]->spawn_percentage; } LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__); return spawn; } void ZoneServer::ProcessSpawnLocations() { LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__); map* instNPCs = NULL; map* instGroundSpawns = NULL; map* instObjSpawns = NULL; map* instWidgetSpawns = NULL; map* instSignSpawns = NULL; if ( this->IsInstanceZone() ) { LogWrite(SPAWN__DEBUG, 0, "Spawn", "Processing Instance Removed Spawns..."); instNPCs = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_NPC ); instGroundSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_GROUNDSPAWN ); instObjSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_OBJECT ); instWidgetSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_WIDGET ); instSignSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_SIGN ); } map processed_spawn_locations; map::iterator itr; MSpawnLocationList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_location_list.begin(); itr != spawn_location_list.end(); itr++) { LogWrite(SPAWN__TRACE, 0, "Spawn", "while spawn_location_list itr (#%u)", spawn_location_list.size()); 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 continue; if(itr->second && spawn_location_groups.count(itr->second->placement_id) > 0) { int32 group_id = CalculateSpawnGroup(itr->second); if(group_id) { LogWrite(SPAWN__TRACE, 0, "Spawn", "is group_id"); set* associated_groups = GetAssociatedGroups(group_id); if(associated_groups) { LogWrite(SPAWN__TRACE, 0, "Spawn", "is associated_groups"); vector* associated_locations = GetAssociatedLocations(associated_groups); if(associated_locations) { LogWrite(SPAWN__TRACE, 0, "Spawn", "is associated_locations"); for(int32 i=0;isize();i++) { LogWrite(SPAWN__DEBUG, 5, "Spawn", "Loading processed_spawn_locations..."); processed_spawn_locations[associated_locations->at(i)] = true; } safe_delete(associated_locations); } } } } else { if ( this->IsInstanceZone() ) { LogWrite(SPAWN__DEBUG, 5, "Spawn", "ProcessInstanceSpawnLocation (%u)...", itr->second->placement_id); ProcessInstanceSpawnLocation(itr->second,instNPCs,instGroundSpawns,instObjSpawns,instWidgetSpawns,instSignSpawns); } else { LogWrite(SPAWN__DEBUG, 5, "Spawn", "ProcessSpawnLocation (%u)...", itr->second->placement_id); ProcessSpawnLocation(itr->second); } } } MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__); safe_delete(instNPCs); safe_delete(instGroundSpawns); safe_delete(instObjSpawns); safe_delete(instWidgetSpawns); safe_delete(instSignSpawns); LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__); } void ZoneServer::AddLoot(NPC* npc){ vector loot_tables = GetSpawnLootList(npc->GetDatabaseID(), GetZoneID(), npc->GetLevel(), race_types_list.GetRaceType(npc->GetModelType())); if(loot_tables.size() > 0){ vector* loot_drops = 0; vector::iterator loot_drop_itr; LootTable* table = 0; vector::iterator loot_list_itr; float chancecoin = 0; float chancetable = 0; float chancedrop = 0; float chancetally = 0; float droptally = 0; // the following loop,loops through each table for(loot_list_itr = loot_tables.begin(); loot_list_itr != loot_tables.end(); loot_list_itr++){ table = GetLootTable(*loot_list_itr); if(table && table->maxcoin > 0){ chancecoin = rand()%100; if(table->coin_probability >= chancecoin){ if(table->maxcoin > table->mincoin) npc->AddLootCoins(table->mincoin + rand()%(table->maxcoin - table->mincoin)); } } int numberchances = 1; //if (table->lootdrop_probability == 100){ } //else //chancetally += table->lootdrop_probability; int maxchance = 0; if (table) { maxchance = table->maxlootitems; for (numberchances; numberchances <= maxchance; numberchances++) { chancetable = static_cast (rand()) / (static_cast (RAND_MAX / 100)); //LogWrite(PLAYER__DEBUG, 0, "Player", "Table Chance: '%f'", chancetable); float droppercenttotal = 0; //-------------------------------------------------------------------------------------------------------------------------------------------------------------- if (table->lootdrop_probability == 100 || table->lootdrop_probability >= chancetable) { //LogWrite(PLAYER__DEBUG, 0, "Player", "Probability:%f Table Chance: '%f'", table->lootdrop_probability, chancetable); loot_drops = GetLootDrops(*loot_list_itr); if (loot_drops) { LootDrop* drop = 0; int16 count = 0; std::shuffle(loot_drops->begin(), loot_drops->end(), std::default_random_engine(Timer::GetCurrentTime2())); int16 IC = 0; for (loot_drop_itr = loot_drops->begin(); loot_drop_itr != loot_drops->end(); loot_drop_itr++) { drop = *loot_drop_itr; droppercenttotal += drop->probability; } int droplistsize = loot_drops->size(); float chancedroptally = 0; chancedrop = static_cast (rand()) / (static_cast (RAND_MAX / 100)); for (loot_drop_itr = loot_drops->begin(); loot_drop_itr != loot_drops->end(); loot_drop_itr++) { drop = *loot_drop_itr; if (npc->HasLootItemID(drop->item_id)) continue; if (droppercenttotal >= 100) droppercenttotal = 100; chancedroptally += 100 / droppercenttotal * drop->probability; //chancedrop = static_cast (rand()) / (static_cast (RAND_MAX / 100)); //LogWrite(PLAYER__DEBUG, 0, "Player", "Loot drop: '%i' Chance: %f Prob tally: %f min: %f", drop, chancedrop, chancedroptally, chancedroptally - drop->probability); if ((chancedroptally == 100) || ((chancedroptally >= chancedrop) && (chancedroptally - (100 / droppercenttotal * drop->probability)) <= chancedrop)) { //LogWrite(PLAYER__DEBUG, 0, "Player", "Loot drop: '%i' Chance: %f Prob: %f We have a loot drop winner", drop, chancedrop, chancedroptally); count++; npc->AddLootItem(drop->item_id, drop->item_charges); //LogWrite(PLAYER__DEBUG, 0, "Player", "loot Count: '%i'",count); //LogWrite(MISC__TODO, 1, "TODO", "Auto-Equip new looted items\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__); //if(drop->equip_item) } if (table->maxlootitems > 0 && count >= table->maxlootitems) break; } } } } } } } } void ZoneServer::DeterminePosition(SpawnLocation* spawnlocation, Spawn* spawn){ if(!spawn || !spawnlocation) return; int offset = 0; if(spawnlocation->x_offset > 0){ //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers offset = (int)((spawnlocation->x_offset*1000)+1); spawn->SetX(spawnlocation->x + ((float)(rand()%offset - rand()%offset))/1000); } else spawn->SetX(spawnlocation->x); if(spawnlocation->y_offset > 0){ //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers offset = (int)((spawnlocation->y_offset*1000)+1); spawn->SetY(spawnlocation->y + ((float)(rand()%offset - rand()%offset))/1000); } else spawn->SetY(spawnlocation->y); if(spawnlocation->z_offset > 0){ //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers offset = (int)((spawnlocation->z_offset*1000)+1); spawn->SetZ(spawnlocation->z + ((float)(rand()%offset - rand()%offset))/1000); } else spawn->SetZ(spawnlocation->z); spawn->SetHeading(spawnlocation->heading); spawn->SetPitch(spawnlocation->pitch); spawn->SetRoll(spawnlocation->roll); spawn->SetSpawnOrigX(spawn->GetX()); spawn->SetSpawnOrigY(spawn->GetY()); spawn->SetSpawnOrigZ(spawn->GetZ()); spawn->SetSpawnOrigHeading(spawn->GetHeading()); spawn->SetSpawnOrigPitch(spawnlocation->pitch); spawn->SetSpawnOrigRoll(spawnlocation->roll); spawn->appearance.pos.grid_id = spawnlocation->grid_id; spawn->SetSpawnLocationPlacementID(spawnlocation->placement_id); } NPC* ZoneServer::AddNPCSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){ LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__); NPC* npc = GetNewNPC(spawnentry->spawn_id); if(npc){ DeterminePosition(spawnlocation, npc); npc->SetSpawnLocationID(spawnentry->spawn_location_id); npc->SetSpawnEntryID(spawnentry->spawn_entry_id); npc->SetRespawnTime(spawnentry->respawn); npc->SetExpireTime(spawnentry->expire_time); if (spawnentry->expire_time > 0) AddSpawnExpireTimer(npc, spawnentry->expire_time, spawnentry->expire_offset); AddLoot(npc); AddSpawn(npc); } LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__); return npc; } vector* ZoneServer::GetAssociatedLocations(set* groups){ vector* ret = 0; LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__); if(groups){ int32 group_id = 0; set::iterator group_itr; for (group_itr = groups->begin(); group_itr != groups->end(); group_itr++) { if(!ret) ret = new vector(); group_id = *group_itr; MSpawnGroupLocations.readlock(__FUNCTION__, __LINE__); if(spawn_group_locations.count(group_id) > 0){ map::iterator itr; for (itr = spawn_group_locations[group_id]->begin(); itr != spawn_group_locations[group_id]->end(); itr++) { ret->push_back(itr->first); } } MSpawnGroupLocations.releasereadlock(__FUNCTION__, __LINE__); } } LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__); return ret; } set* ZoneServer::GetAssociatedGroups(int32 group_id) { set* ret = 0; MSpawnGroupAssociation.readlock(__FUNCTION__, __LINE__); LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__); if(spawn_group_associations.count(group_id) > 0) ret = spawn_group_associations[group_id]; LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__); MSpawnGroupAssociation.releasereadlock(__FUNCTION__, __LINE__); return ret; } map* ZoneServer::GetSpawnLocationsByGroup(int32 group_id) { map* ret = 0; MSpawnGroupLocations.readlock(__FUNCTION__, __LINE__); if(spawn_group_locations.count(group_id) > 0) ret = spawn_group_locations[group_id]; MSpawnGroupLocations.releasereadlock(__FUNCTION__, __LINE__); return ret; } list* ZoneServer::GetSpawnGroupsByLocation(int32 location_id){ list* ret = 0; MSpawnLocationGroups.readlock(__FUNCTION__, __LINE__); if(spawn_location_groups.count(location_id) > 0) ret = spawn_location_groups[location_id]; MSpawnLocationGroups.releasereadlock(__FUNCTION__, __LINE__); return ret; } float ZoneServer::GetSpawnGroupChance(int32 group_id){ float ret = -1; MSpawnGroupChances.readlock(__FUNCTION__, __LINE__); if(spawn_group_chances.count(group_id) > 0) ret = spawn_group_chances[group_id]; MSpawnGroupChances.releasereadlock(__FUNCTION__, __LINE__); return ret; } void ZoneServer::AddSpawnGroupChance(int32 group_id, float percent){ MSpawnGroupChances.writelock(__FUNCTION__, __LINE__); spawn_group_chances[group_id] = percent; MSpawnGroupChances.releasewritelock(__FUNCTION__, __LINE__); } void ZoneServer::AddSpawnGroupAssociation(int32 group_id1, int32 group_id2) { MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__); //Check if we already have containers for these group ids, if not create them if (spawn_group_associations.count(group_id1) == 0) spawn_group_associations[group_id1] = new set; if (spawn_group_associations.count(group_id2) == 0) spawn_group_associations[group_id2] = new set; //Associate groups 1 and 2 now set* group_1 = spawn_group_associations.find(group_id1)->second; set* group_2 = spawn_group_associations.find(group_id2)->second; group_1->insert(group_id2); group_2->insert(group_id1); //Associate the remaining groups together set::iterator itr; for (itr = group_1->begin(); itr != group_1->end(); itr++){ group_2->insert(*itr); map*>::iterator assoc_itr = spawn_group_associations.find(*itr); if (assoc_itr != spawn_group_associations.end()) assoc_itr->second->insert(group_id2); else { set* new_set = new set; spawn_group_associations[*itr] = new_set; new_set->insert(group_id2); } } for (itr = group_2->begin(); itr != group_2->end(); itr++){ group_1->insert(*itr); map*>::iterator assoc_itr = spawn_group_associations.find(*itr); if (assoc_itr != spawn_group_associations.end()) assoc_itr->second->insert(group_id1); else { set* new_set = new set; spawn_group_associations[*itr] = new_set; new_set->insert(group_id1); } } MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__); } void ZoneServer::AddSpawnGroupLocation(int32 group_id, int32 location_id, int32 spawn_location_id) { MSpawnGroupLocations.writelock(__FUNCTION__, __LINE__); if(spawn_group_locations.count(group_id) == 0) spawn_group_locations[group_id] = new map(); (*spawn_group_locations[group_id])[location_id] = spawn_location_id; MSpawnGroupLocations.releasewritelock(__FUNCTION__, __LINE__); MSpawnLocationGroups.writelock(__FUNCTION__, __LINE__); if(spawn_location_groups.count(location_id) == 0) spawn_location_groups[location_id] = new list(); spawn_location_groups[location_id]->push_back(group_id); MSpawnLocationGroups.releasewritelock(__FUNCTION__, __LINE__); MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__); if(spawn_group_associations.count(group_id) == 0) spawn_group_associations[group_id] = new set(); spawn_group_associations[group_id]->insert(group_id); MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__); } void ZoneServer::CallSpawnScript(Spawn* npc, int8 type, Spawn* spawn, const char* message){ LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__); if(!npc) return; const char* script = npc->GetSpawnScript(); if(lua_interface && script){ switch(type){ case SPAWN_SCRIPT_SPAWN:{ lua_interface->RunSpawnScript(script, "spawn", npc); break; } case SPAWN_SCRIPT_RESPAWN:{ lua_interface->RunSpawnScript(script, "respawn", npc); break; } case SPAWN_SCRIPT_ATTACKED:{ lua_interface->RunSpawnScript(script, "attacked", npc, spawn); break; } case SPAWN_SCRIPT_TARGETED:{ lua_interface->RunSpawnScript(script, "targeted", npc, spawn); break; } case SPAWN_SCRIPT_HAILED:{ lua_interface->RunSpawnScript(script, "hailed", npc, spawn); break; } case SPAWN_SCRIPT_HAILED_BUSY:{ lua_interface->RunSpawnScript(script, "hailed_busy", npc, spawn); break; } case SPAWN_SCRIPT_DEATH:{ lua_interface->RunSpawnScript(script, "death", npc, spawn); break; } case SPAWN_SCRIPT_KILLED:{ lua_interface->RunSpawnScript(script, "killed", npc, spawn); break; } case SPAWN_SCRIPT_AGGRO:{ lua_interface->RunSpawnScript(script, "aggro", npc, spawn); break; } case SPAWN_SCRIPT_HEALTHCHANGED:{ lua_interface->RunSpawnScript(script, "healthchanged", npc, spawn); break; } case SPAWN_SCRIPT_RANDOMCHAT:{ lua_interface->RunSpawnScript(script, "randomchat", npc, 0, message); break; } case SPAWN_SCRIPT_CUSTOM: case SPAWN_SCRIPT_TIMER: case SPAWN_SCRIPT_CONVERSATION:{ lua_interface->RunSpawnScript(script, message, npc, spawn); break; } case SPAWN_SCRIPT_CASTED_ON: { lua_interface->RunSpawnScript(script, "casted_on", npc, spawn, message); break; } case SPAWN_SCRIPT_AUTO_ATTACK_TICK: { lua_interface->RunSpawnScript(script, "auto_attack_tick", npc, spawn); break; } case SPAWN_SCRIPT_COMBAT_RESET: { lua_interface->RunSpawnScript(script, "CombatReset", npc); break; } case SPAWN_SCRIPT_GROUP_DEAD: { lua_interface->RunSpawnScript(script, "group_dead", npc, spawn); break; } case SPAWN_SCRIPT_HEAR_SAY: { lua_interface->RunSpawnScript(script, "hear_say", npc, spawn, message); break; } } } LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__); } void ZoneServer::DeleteTransporters() { MTransportLocations.writelock(__FUNCTION__, __LINE__); transporter_locations.clear(); //world takes care of actually deleting the data MTransportLocations.releasewritelock(__FUNCTION__, __LINE__); } void ZoneServer::ReloadTransporters(){ MutexList* locations = GetLocationTransporters(GetZoneID()); if(locations){ MutexList::iterator itr = locations->begin(); while(itr.Next()) AddTransporter(itr->value); } } void ZoneServer::CheckTransporters(Client* client) { MTransportLocations.readlock(__FUNCTION__, __LINE__); if(transporter_locations.size() > 0){ LocationTransportDestination* loc = 0; list::iterator itr; for (itr = transporter_locations.begin(); itr != transporter_locations.end(); itr++) { loc = *itr; if(client->GetPlayer()->GetDistance(loc->trigger_x, loc->trigger_y, loc->trigger_z) <= loc->trigger_radius){ if(loc->destination_zone_id == 0 || loc->destination_zone_id == GetZoneID()){ EQ2Packet* packet = client->GetPlayer()->Move(loc->destination_x, loc->destination_y, loc->destination_z, client->GetVersion()); if(packet) client->QueuePacket(packet); } else{ ZoneServer* new_zone = zone_list.Get(loc->destination_zone_id); if(new_zone){ client->GetPlayer()->SetX(loc->destination_x); client->GetPlayer()->SetY(loc->destination_y); client->GetPlayer()->SetZ(loc->destination_z); client->GetPlayer()->SetHeading(loc->destination_heading); client->Zone(new_zone, false); } } break; } } } MTransportLocations.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::AddTransporter(LocationTransportDestination* loc) { MTransportLocations.writelock(__FUNCTION__, __LINE__); transporter_locations.push_back(loc); MTransportLocations.releasewritelock(__FUNCTION__, __LINE__); } Sign* ZoneServer::AddSignSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){ LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__); Sign* sign = GetNewSign(spawnentry->spawn_id); if(sign){ DeterminePosition(spawnlocation, sign); sign->SetSpawnLocationID(spawnentry->spawn_location_id); sign->SetSpawnEntryID(spawnentry->spawn_entry_id); sign->SetRespawnTime(spawnentry->respawn); sign->SetExpireTime(spawnentry->expire_time); if (spawnentry->expire_time > 0) AddSpawnExpireTimer(sign, spawnentry->expire_time, spawnentry->expire_offset); AddSpawn(sign); } LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__); return sign; } Widget* ZoneServer::AddWidgetSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){ LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__); Widget* widget = GetNewWidget(spawnentry->spawn_id); if(widget){ DeterminePosition(spawnlocation, widget); widget->SetSpawnLocationID(spawnentry->spawn_location_id); widget->SetSpawnEntryID(spawnentry->spawn_entry_id); if(!widget->GetIncludeLocation()){ widget->SetX(widget->GetWidgetX()); if(widget->GetCloseY() != 0) widget->SetY(widget->GetCloseY()); widget->SetZ(widget->GetWidgetZ()); } widget->SetRespawnTime(spawnentry->respawn); widget->SetExpireTime(spawnentry->expire_time); widget->SetSpawnOrigHeading(widget->GetHeading()); if (spawnentry->expire_time > 0) AddSpawnExpireTimer(widget, spawnentry->expire_time, spawnentry->expire_offset); AddSpawn(widget); } LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__); return widget; } Object* ZoneServer::AddObjectSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){ LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__); Object* object = GetNewObject(spawnentry->spawn_id); if(object){ DeterminePosition(spawnlocation, object); object->SetSpawnLocationID(spawnentry->spawn_location_id); object->SetSpawnEntryID(spawnentry->spawn_entry_id); object->SetRespawnTime(spawnentry->respawn); object->SetExpireTime(spawnentry->expire_time); if (spawnentry->expire_time > 0) AddSpawnExpireTimer(object, spawnentry->expire_time, spawnentry->expire_offset); AddSpawn(object); } LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__); return object; } GroundSpawn* ZoneServer::AddGroundSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){ LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__); GroundSpawn* spawn = GetNewGroundSpawn(spawnentry->spawn_id); if(spawn){ DeterminePosition(spawnlocation, spawn); spawn->SetSpawnLocationID(spawnentry->spawn_location_id); spawn->SetSpawnEntryID(spawnentry->spawn_entry_id); spawn->SetRespawnTime(spawnentry->respawn); spawn->SetExpireTime(spawnentry->expire_time); if (spawnentry->expire_time > 0) AddSpawnExpireTimer(spawn, spawnentry->expire_time, spawnentry->expire_offset); AddSpawn(spawn); } LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__); return spawn; } void ZoneServer::AddSpawn(Spawn* spawn) { spawn->SetZone(this); spawn->position_changed = false; spawn->info_changed = false; spawn->vis_changed = false; spawn->changed = false; if(!spawn->IsPlayer() || (spawn->IsPlayer() && !((Player*)spawn)->IsReturningFromLD())) { // Write locking the spawn list here will cause deadlocks, so instead add it to a temp list that the // main spawn thread will put into the spawn_list when ever it has a chance. MPendingSpawnListAdd.writelock(__FUNCTION__, __LINE__); pending_spawn_list_add.push_back(spawn); MPendingSpawnListAdd.releasewritelock(__FUNCTION__, __LINE__); } else ((Player*)spawn)->SetReturningFromLD(false); spawn_range.Trigger(); spawn_check_add.Trigger(); if(spawn->IsNPC()) AddEnemyList((NPC*)spawn); if(spawn->IsPlayer() && ((Player*)spawn)->GetGroupMemberInfo()) world.GetGroupManager()->SendGroupUpdate(((Player*)spawn)->GetGroupMemberInfo()->group_id, GetClientBySpawn(spawn)); if (spawn->IsPlayer()) { ((Player*)spawn)->GetInfoStruct()->rain = rain; ((Player*)spawn)->SetCharSheetChanged(true); } if (Grid != nullptr) { Grid->AddSpawn(spawn); } spawn->SetAddedToWorldTimestamp(Timer::GetCurrentTime2()); } void ZoneServer::AddClient(Client* client){ MClientList.writelock(__FUNCTION__, __LINE__); clients.push_back(client); MClientList.releasewritelock(__FUNCTION__, __LINE__); connected_clients.Add(client); } void ZoneServer::RemoveClient(Client* client) { Guild *guild; if(client) { LogWrite(ZONE__DEBUG, 0, "Zone", "Sending login equipment appearance updates..."); loginserver.SendImmediateEquipmentUpdatesForChar(client->GetPlayer()->GetCharacterID()); if (!client->IsZoning()) { if ((guild = client->GetPlayer()->GetGuild()) != NULL) guild->GuildMemberLogoff(client->GetPlayer()); chat.LeaveAllChannels(client); } int32 LD_Timer = rule_manager.GetGlobalRule(R_World, LinkDeadTimer)->GetInt32(); int32 DisconnectClientTimer = rule_manager.GetGlobalRule(R_World, RemoveDisconnectedClientsTimer)->GetInt32(); if(!zoneShuttingDown && !client->IsZoning()) { GroupMemberInfo* gmi = client->GetPlayer()->GetGroupMemberInfo(); if (gmi) { int32 size = world.GetGroupManager()->GetGroupSize(gmi->group_id); if (size > 1) { bool send_left_message = size > 2; world.GetGroupManager()->RemoveGroupMember(gmi->group_id, client->GetPlayer()); if (send_left_message) world.GetGroupManager()->GroupMessage(gmi->group_id, "%s has left the group.", client->GetPlayer()->GetName()); } } if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_LINKDEAD) > 0) { LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to LD/Exit...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID()); //AddDelayedSpawnRemove(client->GetPlayer(), LD_Timer); //connected_clients.Remove(client, true, LD_Timer + DisconnectClientTimer); } else { LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to Camp/Quit...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID()); } client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetPet()); client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetCharmedPet()); client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetDeityPet()); client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetCosmeticPet()); RemoveSpawn(client->GetPlayer(), false); connected_clients.Remove(client, true, DisconnectClientTimer); //} } else { LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to some client zoning...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID()); connected_clients.Remove(client, true, DisconnectClientTimer); // changed from a hardcoded 30000 (30 sec) to the DisconnectClientTimer rule } map::iterator itr; for (itr = client->GetPlayer()->SpawnedBots.begin(); itr != client->GetPlayer()->SpawnedBots.end(); itr++) { Spawn* spawn = GetSpawnByID(itr->second); if (spawn && spawn->IsBot()) ((Bot*)spawn)->Camp(); } LogWrite(ZONE__DEBUG, 0, "Zone", "Calling clients.Remove(client)..."); MClientList.writelock(__FUNCTION__, __LINE__); clients.erase(find(clients.begin(), clients.end(), client)); MClientList.releasewritelock(__FUNCTION__, __LINE__); LogWrite(ZONE__INFO, 0, "Zone", "Scheduling client '%s' for removal.", client->GetPlayer()->GetName()); LogWrite(MISC__TODO, 1, "TODO", "Put Player Online Status updates in a timer eventually\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__); database.ToggleCharacterOnline(client, 0); } } void ZoneServer::RemoveClientImmediately(Client* client) { Guild *guild; if(client) { loginserver.SendImmediateEquipmentUpdatesForChar(client->GetPlayer()->GetCharacterID()); if(connected_clients.count(client) > 0) { if (!client->IsZoning() && (guild = client->GetPlayer()->GetGuild())) guild->GuildMemberLogoff(client->GetPlayer()); MClientList.writelock(__FUNCTION__, __LINE__); clients.erase(find(clients.begin(), clients.end(), client)); MClientList.releasewritelock(__FUNCTION__, __LINE__); //clients.Remove(client); LogWrite(ZONE__INFO, 0, "Zone", "Removing connection for client '%s'.", client->GetPlayer()->GetName()); connected_clients.Remove(client, true); } else { MClientList.writelock(__FUNCTION__, __LINE__); clients.erase(find(clients.begin(), clients.end(), client)); MClientList.releasewritelock(__FUNCTION__, __LINE__); //clients.Remove(client, true); } LogWrite(MISC__TODO, 1, "TODO", "Put Player Online Status updates in a timer eventually\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__); database.ToggleCharacterOnline(client, 0); } } void ZoneServer::ClientProcess() { if(connected_clients.size(true) == 0) { if(!IsCityZone() && !AlwaysLoaded() && !shutdownTimer.Enabled()) { LogWrite(ZONE__INFO, 0, "Zone", "Starting zone shutdown timers..."); shutdownTimer.Start(); } return; } shutdownTimer.Disable(); Client* client = 0; MutexList::iterator iterator = connected_clients.begin(); while(iterator.Next()) { client = iterator->value; #ifndef NO_CATCH try { #endif if(zoneShuttingDown || !client->Process(true)) { if(!zoneShuttingDown && !client->IsZoning()) { LogWrite(ZONE__DEBUG, 0, "Zone", "Client is disconnecting in %s (camping = %s)", __FUNCTION__, (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 ? "false" : "true"); if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 ) { //only set LD flag if we're disconnecting but not camping/quitting client->GetPlayer()->SetActivityStatus(client->GetPlayer()->GetActivityStatus() + ACTIVITY_STATUS_LINKDEAD); if(client->GetPlayer()->GetGroupMemberInfo()) { LogWrite(ZONE__DEBUG, 0, "Zone", "Telling client's group they are disconnecting"); world.GetGroupManager()->GroupMessage(client->GetPlayer()->GetGroupMemberInfo()->group_id, "%s has gone Linkdead.", client->GetPlayer()->GetName()); } } } client_spawn_map.Put(client->GetPlayer(), 0); client->Disconnect(); RemoveClient(client); } #ifndef NO_CATCH } catch(...) { LogWrite(ZONE__ERROR, 0, "Zone", "Exception caught when in ZoneServer::ClientProcess() for zone '%s'!\n%s, %i", GetZoneName(), __FUNCTION__, __LINE__); try{ if(!client->IsZoning()) { if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 ) { client->GetPlayer()->SetActivityStatus(client->GetPlayer()->GetActivityStatus() + ACTIVITY_STATUS_LINKDEAD); if(client->GetPlayer()->GetGroupMemberInfo()) world.GetGroupManager()->GroupMessage(client->GetPlayer()->GetGroupMemberInfo()->group_id, "%s has gone Linkdead.", client->GetPlayer()->GetName()); } } client_spawn_map.Put(client->GetPlayer(), 0); client->Disconnect(); RemoveClient(client); } catch(...){ LogWrite(ZONE__ERROR, 0, "Zone", "Exception caught when in ZoneServer::ClientProcess(), second try\n%s, %i", __FUNCTION__, __LINE__); } } #endif } } void ZoneServer::SimpleMessage(int8 type, const char* message, Spawn* from, float distance){ Client* client = 0; vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(from && client && client->IsConnected() && from->GetDistance(client->GetPlayer()) <= distance){ client->SimpleMessage(type, message); } } MClientList.releasereadlock(__FUNCTION__, __LINE__); } 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){ if((!distance || from->GetDistance(client->GetPlayer()) <= distance) && (!from || !client->GetPlayer()->IsIgnored(from->GetName()))){ PacketStruct* packet = configReader.getStruct("WS_HearChat", client->GetVersion()); if(packet){ if(from) packet->setMediumStringByName("from", from->GetName()); if(client->GetPlayer() != from) packet->setMediumStringByName("to", client->GetPlayer()->GetName()); packet->setDataByName("channel", channel); if(from && ((from == client->GetPlayer()) || (client->GetPlayer()->WasSentSpawn(from->GetID()) && !client->GetPlayer()->WasSpawnRemoved(from)))) packet->setDataByName("from_spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(from)); else packet->setDataByName("from_spawn_id", 0xFFFFFFFF); packet->setDataByName("to_spawn_id", 0xFFFFFFFF); packet->setMediumStringByName("message", message); packet->setDataByName("language", language); if (language > 0 && !client->GetPlayer()->HasLanguage(language)) packet->setDataByName("understood", 0); else packet->setDataByName("understood", 1); show_bubble == true ? packet->setDataByName("show_bubble", 1) : packet->setDataByName("show_bubble", 0); if(channel_name) packet->setMediumStringByName("channel_name", channel_name); client->QueuePacket(packet->serialize()); safe_delete(packet); } } } void ZoneServer::HandleChatMessage(Spawn* from, const char* to, int16 channel, const char* message, float distance, const char* channel_name, bool show_bubble, int32 language){ vector::iterator client_itr; Client* client = 0; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(client && client->IsConnected()) HandleChatMessage(client, from, to, channel, message, distance, channel_name, show_bubble, language); } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::HandleBroadcast(const char* message) { vector::iterator client_itr; Client* client = 0; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(client && client->IsConnected()) client->SimpleMessage(CHANNEL_BROADCAST, message); } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::HandleAnnouncement(const char* message) { vector::iterator client_itr; Client* client = 0; int32 words = ::CountWordsInString(message); if (words < 5) words = 5; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(client && client->IsConnected()) { client->SimpleMessage(CHANNEL_BROADCAST, message); client->SendPopupMessage(10, message, "ui_harvest_normal", words, 0xFF, 0xFF, 0x00); } } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::SendTimeUpdate(Client* client){ if(client){ PacketStruct* packet = world.GetWorldTime(client->GetVersion()); if(packet){ client->QueuePacket(packet->serialize()); safe_delete(packet); } } } void ZoneServer::SendTimeUpdateToAllClients(){ Client* client = 0; vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(client && client->IsConnected()) SendTimeUpdate(client); } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::UpdateVitality(float amount){ Client* client = 0; vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(client && client->GetPlayer()->GetInfoStruct()->xp_vitality < 100){ if((client->GetPlayer()->GetInfoStruct()->xp_vitality + amount) > 100) client->GetPlayer()->GetInfoStruct()->xp_vitality = 100; else client->GetPlayer()->GetInfoStruct()->xp_vitality += amount; client->GetPlayer()->SetCharSheetChanged(true); } } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::SendSpawn(Spawn* spawn, Client* client){ EQ2Packet* outapp = spawn->serialize(client->GetPlayer(), client->GetVersion()); if(outapp) client->QueuePacket(outapp); /* vis flags: 2 = show icon 4 = targetable 16 = show name 32 = show level/border activity_status: 4 - linkdead 8 - camping 16 - LFG 32 - LFW 2048 - mentoring 4096 - displays shield 8192 - immunity gained 16384 - immunity remaining attackable_status 1 - no_hp_bar 4 - not attackable npc_con -4 = scowls -3 = threatening -2 = dubiously -1 = apprehensively 0 = indifferent 1 = amiably 2 = kindly 3 = warmly 4 = ally quest_flag 1 = new quest 2 = update and new quest 3 = update */ } Client* ZoneServer::GetClientBySpawn(Spawn* spawn){ return client_spawn_map.Get(spawn); } Client* ZoneServer::GetClientByName(char* name) { Client* ret = 0; vector::iterator itr; MClientList.readlock(__FUNCTION__, __LINE__); for (itr = clients.begin(); itr != clients.end(); itr++) { if ((*itr)->GetPlayer()) { if (strncmp((*itr)->GetPlayer()->GetName(), name, strlen(name)) == 0) { ret = *itr; break; } } } MClientList.releasereadlock(__FUNCTION__, __LINE__); return ret; } void ZoneServer::AddMovementNPC(Spawn* spawn){ if (spawn) movement_spawns.Put(spawn->GetID(), 1); } void ZoneServer::RemoveMovementNPC(Spawn* spawn){ if (spawn) remove_movement_spawns.Add(spawn->GetID()); } void ZoneServer::ProcessMovement(){ Spawn* spawn = 0; MutexMap::iterator itr = movement_spawns.begin(); while(itr.Next()){ spawn = GetSpawnByID(itr->first); if(spawn) { if(spawn->IsNPC() && !spawn->MovementInterrupted()) spawn->ProcessMovement(); } else movement_spawns.erase(itr->first); } MutexList::iterator remove_itr = remove_movement_spawns.begin(); while(remove_itr.Next()){ movement_spawns.erase(remove_itr->value); } remove_movement_spawns.clear(); } void ZoneServer::PlayFlavor(Client* client, Spawn* spawn, const char* mp3, const char* text, const char* emote, int32 key1, int32 key2, int8 language){ if(!client || !spawn) return; PacketStruct* packet = configReader.getStruct("WS_PlayFlavor", client->GetVersion()); if(packet){ packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn)); packet->setDataByName("unknown1", 0xFFFFFFFF); packet->setDataByName("unknown5", 1, 1); packet->setDataByName("unknown5", 1, 6); if(mp3){ packet->setMediumStringByName("mp3", mp3); packet->setDataByName("key", key1); packet->setDataByName("key", key2, 1); } packet->setMediumStringByName("name", spawn->GetName()); if(text) packet->setMediumStringByName("text", text); if(emote) packet->setMediumStringByName("emote", emote); if (language != 0) packet->setDataByName("language", language); //We should probably add Common = language id 0 or 0xFF so admins can customize more.. if (language == 0 || client->GetPlayer()->HasLanguage(language)) packet->setDataByName("understood", 1); EQ2Packet* app = packet->serialize(); //DumpPacket(app); client->QueuePacket(app); safe_delete(packet); } } void ZoneServer::PlayVoice(Client* client, Spawn* spawn, const char* mp3, int32 key1, int32 key2){ if(!client || !spawn) return; PacketStruct* packet = configReader.getStruct("WS_PlayVoice", client->GetVersion()); if(packet){ packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn)); packet->setMediumStringByName("mp3", mp3); packet->setDataByName("key", key1); packet->setDataByName("key", key2, 1); client->QueuePacket(packet->serialize()); safe_delete(packet); } } void ZoneServer::PlayFlavor(Spawn* spawn, const char* mp3, const char* text, const char* emote, int32 key1, int32 key2, int8 language){ if(!spawn) return; Client* client = 0; vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(!client || !client->IsConnected() || !client->GetPlayer()->WasSentSpawn(spawn->GetID()) || client->GetPlayer()->WasSpawnRemoved(spawn) || client->GetPlayer()->GetDistance(spawn) > 30) continue; PlayFlavor(client, spawn, mp3, text, emote, key1, key2, language); } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::PlayVoice(Spawn* spawn, const char* mp3, int32 key1, int32 key2){ if(!spawn || !mp3) return; Client* client = 0; vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(!client || !client->IsConnected() || !client->GetPlayer()->WasSentSpawn(spawn->GetID()) || client->GetPlayer()->WasSpawnRemoved(spawn)) continue; PlayVoice(client, spawn, mp3, key1, key2); } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::PlaySoundFile(Client* client, const char* name, float origin_x, float origin_y, float origin_z){ if(!name) return; PacketStruct* packet = 0; if(client){ packet = configReader.getStruct("WS_Play3DSound", client->GetVersion()); if(packet){ packet->setMediumStringByName("name", name); packet->setDataByName("x", origin_x); packet->setDataByName("y", origin_y); packet->setDataByName("z", origin_z); packet->setDataByName("unknown1", 1); packet->setDataByName("unknown2", 2.5); packet->setDataByName("unknown3", 15); client->QueuePacket(packet->serialize()); safe_delete(packet); } } else{ EQ2Packet* outapp = 0; int16 packet_version = 0; vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(client && (!packet || packet_version != client->GetVersion())){ safe_delete(packet); safe_delete(outapp); packet_version = client->GetVersion(); packet = configReader.getStruct("WS_Play3DSound", packet_version); if(packet){ packet->setMediumStringByName("name", name); packet->setDataByName("x", origin_x); packet->setDataByName("y", origin_y); packet->setDataByName("z", origin_z); packet->setDataByName("unknown1", 1); packet->setDataByName("unknown2", 2.5); packet->setDataByName("unknown3", 15); outapp = packet->serialize(); } } if(outapp && client && client->IsConnected()) client->QueuePacket(outapp->Copy()); } MClientList.releasereadlock(__FUNCTION__, __LINE__); safe_delete(packet); safe_delete(outapp); } } void ZoneServer::AddHeadingTimer(Spawn* spawn){ heading_timers.Put(spawn, Timer::GetCurrentTime2() + 30000); } void ZoneServer::RemoveHeadingTimer(Spawn* spawn){ heading_timers.erase(spawn); } void ZoneServer::CheckHeadingTimers(){ if(heading_timers.size() > 0){ MutexMap::iterator itr = heading_timers.begin(); Spawn* spawn = 0; int32 current_time = Timer::GetCurrentTime2(); while(itr.Next()){ if(current_time >= itr->second){ spawn = itr->first; spawn->SetHeading(spawn->GetSpawnOrigHeading()); spawn->SetTempActionState(-1); heading_timers.erase(itr->first); } } } } bool ZoneServer::HasWidgetTimer(Spawn* widget){ bool ret = false; if (widget) { int32 id = widget->GetID(); map::iterator itr; MWidgetTimers.readlock(__FUNCTION__, __LINE__); for (itr = widget_timers.begin(); itr != widget_timers.end(); itr++) { if(itr->first == id){ ret = true; break; } } MWidgetTimers.releasereadlock(__FUNCTION__, __LINE__); } return ret; } void ZoneServer::CheckWidgetTimers(){ vector remove_list; map::iterator itr; MWidgetTimers.readlock(__FUNCTION__, __LINE__); for (itr = widget_timers.begin(); itr != widget_timers.end(); itr++) { if(Timer::GetCurrentTime2() >= itr->second){ /*Spawn* widget = GetSpawnByID(itr->first); if (widget && widget->IsWidget()) ((Widget*)widget)->HandleTimerUpdate();*/ remove_list.push_back(itr->first); } } MWidgetTimers.releasereadlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < remove_list.size(); i++) { Spawn* widget = GetSpawnByID(remove_list[i]); if (widget && widget->IsWidget()) ((Widget*)widget)->HandleTimerUpdate(); } MWidgetTimers.writelock(__FUNCTION__, __LINE__); for(int32 i=0;iIsWidget()) { MWidgetTimers.writelock(__FUNCTION__, __LINE__); widget_timers[widget->GetID()] = ((int32)(time * 1000)) + Timer::GetCurrentTime2(); MWidgetTimers.releasewritelock(__FUNCTION__, __LINE__); } } Spawn* ZoneServer::GetSpawnGroup(int32 id){ Spawn* ret = 0; Spawn* spawn = 0; map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { spawn = itr->second; if(spawn){ if(spawn->GetSpawnGroupID() == id){ ret = spawn; break; } } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); return ret; } Spawn* ZoneServer::GetSpawnByLocationID(int32 location_id) { Spawn* ret = 0; Spawn* current_spawn = 0; map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { current_spawn = itr->second; if (current_spawn && current_spawn->GetSpawnLocationID() == location_id) { ret = current_spawn; break; } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); return ret; } Spawn* ZoneServer::GetSpawnByDatabaseID(int32 id){ Spawn* ret = 0; if(quick_database_id_lookup.count(id) > 0) ret = GetSpawnByID(quick_database_id_lookup.Get(id)); else{ Spawn* spawn = 0; map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++){ spawn = itr->second; if(spawn){ if(spawn->GetDatabaseID() == id){ quick_database_id_lookup.Put(id, spawn->GetID()); ret = spawn; break; } } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); } return ret; } Spawn* ZoneServer::GetSpawnByID(int32 id) { Spawn* ret = 0; MSpawnList.readlock(__FUNCTION__, __LINE__); if (spawn_list.count(id) > 0) ret = spawn_list[id]; MSpawnList.releasereadlock(__FUNCTION__, __LINE__); return ret; } bool ZoneServer::SendRemoveSpawn(Client* client, Spawn* spawn, PacketStruct* packet, bool delete_spawn) { if(!client || !spawn) return false; int16 index = client->GetPlayer()->GetIndexForSpawn(spawn); int32 cur_id = client->GetPlayer()->GetIDWithPlayerSpawn(spawn); if(packet && index > 0 && client->GetPlayer()->WasSpawnRemoved(spawn) == false) { LogWrite(ZONE__DEBUG, 7, "Zone", "Processing SendRemoveSpawn for spawn index %u...", index); packet->setDataByName("spawn_index", index); client->GetPlayer()->GetPlayerSpawnMap()->erase(index); client->GetPlayer()->GetPlayerSpawnIndexMap()->erase(spawn); client->GetPlayer()->player_spawn_id_map.erase(cur_id); client->GetPlayer()->player_spawn_reverse_id_map.erase(spawn); client->GetPlayer()->RemoveSpawn(spawn); // sets it as removed if(delete_spawn) packet->setDataByName("delete", 1); client->QueuePacket(packet->serialize()); return true; } return false; } void ZoneServer::SetSpawnCommand(Spawn* spawn, int8 type, char* value, Client* client){ //commands LogWrite(MISC__TODO, 1, "TODO", "%s does nothing!\n%s, %i", __FUNCTION__, __FILE__, __LINE__); } void ZoneServer::SetSpawnCommand(int32 spawn_id, int8 type, char* value, Client* client){ LogWrite(MISC__TODO, 1, "TODO", "%s does nothing!\n%s, %i", __FUNCTION__, __FILE__, __LINE__); } void ZoneServer::ApplySetSpawnCommand(Client* client, Spawn* target, int8 type, char* value){ // 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 // location values (x, y, z, heading, grid) for all spawns in the zone with the same DB ID, only the targeted spawn if(type == SPAWN_SET_VALUE_SPAWNENTRY_SCRIPT || type == SPAWN_SET_VALUE_SPAWNLOCATION_SCRIPT || (type >= SPAWN_SET_VALUE_X && type <= SPAWN_SET_VALUE_LOCATION) || type == SPAWN_SET_VALUE_PITCH || type == SPAWN_SET_VALUE_ROLL) return; Spawn* tmp = 0; if(target->IsNPC()) tmp = GetNPC(target->GetDatabaseID()); else if(target->IsObject()) tmp = GetObject(target->GetDatabaseID()); else if(target->IsGroundSpawn()) tmp = GetGroundSpawn(target->GetDatabaseID()); else if(target->IsSign()) tmp = GetSign(target->GetDatabaseID()); else if(target->IsWidget()) tmp = GetWidget(target->GetDatabaseID()); if(tmp && type == SPAWN_SET_VALUE_SPAWN_SCRIPT) tmp->SetSpawnScript(value); else if(tmp) commands.SetSpawnCommand(client, tmp, type, value); // set the master spawn Spawn* spawn = 0; // this check needs to be here otherwise every spawn with 0 will be set if ( target->GetDatabaseID ( ) > 0 ) { map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { spawn = itr->second; if(spawn && spawn->GetDatabaseID() == target->GetDatabaseID()){ if(type == SPAWN_SET_VALUE_SPAWN_SCRIPT) spawn->SetSpawnScript(value); else commands.SetSpawnCommand(client, spawn, type, value); } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); } } void ZoneServer::DeleteSpawnScriptTimers(Spawn* spawn, bool all){ MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__); MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__); if(spawn_script_timers.size() > 0){ set::iterator itr; SpawnScriptTimer* timer = 0; for (itr = spawn_script_timers.begin(); itr != spawn_script_timers.end(); itr++) { timer = *itr; if((all || timer->spawn == spawn->GetID()) && remove_spawn_script_timers_list.count(timer) == 0) remove_spawn_script_timers_list.insert(timer); } if(all) spawn_script_timers.clear(); } MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__); MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__); } void ZoneServer::DeleteSpawnScriptTimers() { MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__); MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__); if(remove_spawn_script_timers_list.size() > 0){ set::iterator itr; SpawnScriptTimer* timer = 0; for (itr = remove_spawn_script_timers_list.begin(); itr != remove_spawn_script_timers_list.end(); itr++) { timer = *itr; spawn_script_timers.erase(timer); safe_delete(timer); } remove_spawn_script_timers_list.clear(); } MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__); MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__); } void ZoneServer::CheckSpawnScriptTimers(){ DeleteSpawnScriptTimers(); SpawnScriptTimer* timer = 0; vector call_timers; MSpawnScriptTimers.readlock(__FUNCTION__, __LINE__); MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__); if(spawn_script_timers.size() > 0){ int32 current_time = Timer::GetCurrentTime2(); set::iterator itr; for (itr = spawn_script_timers.begin(); itr != spawn_script_timers.end(); itr++) { timer = *itr; if(timer->current_count < timer->max_count && current_time >= timer->timer){ timer->current_count++; call_timers.push_back(timer); } if(timer->current_count >= timer->max_count && remove_spawn_script_timers_list.count(timer) == 0) remove_spawn_script_timers_list.insert(timer); } } MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__); MSpawnScriptTimers.releasereadlock(__FUNCTION__, __LINE__); if(call_timers.size() > 0){ vector::iterator itr; for(itr = call_timers.begin(); itr != call_timers.end(); itr++){ timer = *itr; CallSpawnScript(GetSpawnByID(timer->spawn), SPAWN_SCRIPT_TIMER, timer->player > 0 ? GetSpawnByID(timer->player) : 0, timer->function.c_str()); } } } void ZoneServer::KillSpawnByDistance(Spawn* spawn, float max_distance, bool include_players, bool send_packet){ Spawn* test_spawn = 0; map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { test_spawn = itr->second; if(test_spawn && test_spawn->IsEntity() && test_spawn != spawn && (!test_spawn->IsPlayer() || include_players)){ if(test_spawn->GetDistance(spawn) < max_distance) KillSpawn(test_spawn, spawn, send_packet); } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::SpawnSetByDistance(Spawn* spawn, float max_distance, string field, string value){ Spawn* test_spawn = 0; int32 type = commands.GetSpawnSetType(field); if(type == 0xFFFFFFFF) return; map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { test_spawn = itr->second; if(test_spawn && test_spawn != spawn && !test_spawn->IsPlayer()){ if(test_spawn->GetDistance(spawn) < max_distance){ commands.SetSpawnCommand(0, test_spawn, type, value.c_str()); } } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::AddSpawnScriptTimer(SpawnScriptTimer* timer){ MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__); spawn_script_timers.insert(timer); MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__); } /* void ZoneServer::RemoveFromRangeMap(Client* client){ spawn_range_map.erase(client); } */ void ZoneServer::RemoveSpawn(Spawn* spawn, bool delete_spawn, bool respawn, bool lock) { LogWrite(ZONE__DEBUG, 3, "Zone", "Processing RemoveSpawn function..."); if (Grid != nullptr) { Grid->RemoveSpawnFromCell(spawn); } RemoveSpawnSupportFunctions(spawn); RemoveDeadEnemyList(spawn); if (lock) MDeadSpawns.writelock(__FUNCTION__, __LINE__); if (dead_spawns.count(spawn->GetID()) > 0) dead_spawns.erase(spawn->GetID()); if (lock) MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);; if (spawn_expire_timers.count(spawn->GetID()) > 0) spawn_expire_timers.erase(spawn->GetID()); RemoveDelayedSpawnRemove(spawn); if(respawn && !spawn->IsPlayer() && spawn->GetRespawnTime() > 0 && spawn->GetSpawnLocationID() > 0) { LogWrite(ZONE__DEBUG, 3, "Zone", "Handle NPC Respawn for '%s'.", spawn->GetName()); // handle instance spawn db info // we don't care if a NPC or a client kills the spawn, we could have events that cause NPCs to kill NPCs. if(spawn->GetZone()->GetInstanceID() > 0 && spawn->GetSpawnLocationID() > 0) { LogWrite(ZONE__DEBUG, 3, "Zone", "Handle NPC Respawn in an Instance."); // use respawn time to either insert/update entry (likely insert in this situation) if ( spawn->IsNPC() ) { database.CreateInstanceSpawnRemoved(spawn->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_NPC, spawn->GetRespawnTime(),spawn->GetZone()->GetInstanceID()); } else if ( spawn->IsObject ( ) ) { database.CreateInstanceSpawnRemoved(spawn->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_OBJECT, spawn->GetRespawnTime(),spawn->GetZone()->GetInstanceID()); } } else respawn_timers.Put(spawn->GetSpawnLocationID(), Timer::GetCurrentTime2() + spawn->GetRespawnTime()*1000); } PacketStruct* packet = 0; int16 packet_version = 0; Client* client = 0; // Clear the pointer in the spawn list, spawn thread will remove the key MSpawnList.readlock(__FUNCTION__, __LINE__); spawn_list[spawn->GetID()] = 0; MSpawnList.releasereadlock(__FUNCTION__, __LINE__); vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if (client) { if(client->IsConnected() && (!packet || packet_version != client->GetVersion())) { safe_delete(packet); packet_version = client->GetVersion(); packet = configReader.getStruct("WS_DestroyGhostCmd", packet_version); } if(client->GetPlayer()->HasTarget() && client->GetPlayer()->GetTarget() == spawn) client->GetPlayer()->SetTarget(0); SendRemoveSpawn(client, spawn, packet, delete_spawn); if(spawn_range_map.count(client) > 0) spawn_range_map.Get(client)->erase(spawn->GetID()); } } MClientList.releasereadlock(__FUNCTION__, __LINE__); safe_delete(packet); // 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 if (lock) MDeadSpawns.readlock(__FUNCTION__, __LINE__); if(delete_spawn && dead_spawns.count(spawn->GetID()) == 0) AddPendingDelete(spawn); if (lock) MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__); LogWrite(ZONE__DEBUG, 3, "Zone", "Done processing RemoveSpawn function..."); } Spawn* ZoneServer::GetClosestSpawn(Spawn* spawn, int32 spawn_id){ Spawn* closest_spawn = 0; Spawn* test_spawn = 0; float closest_distance = 1000000; float test_distance = 0; map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { test_spawn = itr->second; if(test_spawn && test_spawn->GetDatabaseID() == spawn_id){ test_distance = test_spawn->GetDistance(spawn); if(test_distance < closest_distance){ closest_distance = test_distance; closest_spawn = test_spawn; } } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); return closest_spawn; } int32 ZoneServer::GetClosestLocation(Spawn* spawn){ Spawn* closest_spawn = 0; Spawn* test_spawn = 0; float closest_distance = 1000000; float test_distance = 0; map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { test_spawn = itr->second; if(test_spawn){ test_distance = test_spawn->GetDistance(spawn); if(test_distance < closest_distance){ closest_distance = test_distance; closest_spawn = test_spawn; if(closest_distance < 10) break; } } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); if(closest_spawn) return closest_spawn->GetLocation(); return 0; } void ZoneServer::SendQuestUpdates(Client* client, Spawn* spawn){ if(!client) return; if(spawn){ if(client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn)) SendSpawnChanges(spawn, client, false, true); } else{ map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { spawn = itr->second; if (spawn) { spawn->m_requiredQuests.readlock(__FUNCTION__, __LINE__); 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)))) SendSpawnChanges(spawn, client, false, true); spawn->m_requiredQuests.releasereadlock(__FUNCTION__, __LINE__); } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); } } void ZoneServer::SendAllSpawnsForLevelChange(Client* client){ Spawn* spawn = 0; if(spawn_range_map.count(client) > 0) { MutexMap::iterator itr = spawn_range_map.Get(client)->begin(); while(itr.Next()) { spawn = GetSpawnByID(itr->first); if(spawn && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn)) { SendSpawnChanges(spawn, client, false, true); // Attempt to slow down the packet spam sent to the client Sleep(5); } } } } void ZoneServer::StartZoneSpawnsForLevelThread(Client* client){ if(zoneShuttingDown) return; #ifdef WIN32 _beginthread(SendLevelChangedSpawns, 0, client); #else pthread_t thread; pthread_create(&thread, NULL, SendLevelChangedSpawns, client); pthread_detach(thread); #endif } void ZoneServer::ReloadClientQuests(){ Client* client = 0; vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(client) client->ReloadQuests(); } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::SendCalculatedXP(Player* player, Spawn* victim){ if (player && victim) { if (player->GetGroupMemberInfo()) { world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__); deque* members = world.GetGroupManager()->GetGroupMembers(player->GetGroupMemberInfo()->group_id); deque::iterator itr; for (itr = members->begin(); itr != members->end(); itr++) { GroupMemberInfo* gmi = *itr; if (gmi->client) { Player* group_member = gmi->client->GetPlayer(); float xp = group_member->CalculateXP(victim) / members->size(); if (xp > 0) { int16 level = group_member->GetLevel(); if (group_member->AddXP((int32)xp)) { gmi->client->Message(CHANNEL_COLOR_EXP, "You gain %u experience!", (int32)xp); LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience (GroupID %u)", group_member->GetName(), (int32)xp, player->GetGroupMemberInfo()->group_id); if(group_member->GetLevel() != level) gmi->client->ChangeLevel(level, group_member->GetLevel()); group_member->SetCharSheetChanged(true); } } } } world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__); } else { float xp = player->CalculateXP(victim); if (xp > 0) { Client* client = GetClientBySpawn(player); if(!client) return; int16 level = player->GetLevel(); if (player->AddXP((int32)xp)) { client->Message(CHANNEL_COLOR_EXP, "You gain %u XP!", (int32)xp); LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience.", player->GetName(), (int32)xp); if(player->GetLevel() != level) client->ChangeLevel(level, player->GetLevel()); player->SetCharSheetChanged(true); } } } } } void ZoneServer::ProcessFaction(Spawn* spawn, Client* client) { if(client && !spawn->IsPlayer() && spawn->GetFactionID() > 10) { bool update_result = false; Faction* faction = 0; vector* factions = 0; Player* player = client->GetPlayer(); if(player->GetFactions()->ShouldDecrease(spawn->GetFactionID())) { update_result = player->GetFactions()->DecreaseFaction(spawn->GetFactionID()); faction = master_faction_list.GetFaction(spawn->GetFactionID()); if(faction && update_result) client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s got worse.", faction->name.c_str()); else if(faction) client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str()); factions = master_faction_list.GetHostileFactions(spawn->GetFactionID()); if(factions) { vector::iterator itr; for(itr = factions->begin(); itr != factions->end(); itr++) { if(player->GetFactions()->ShouldIncrease(*itr)) { update_result = player->GetFactions()->IncreaseFaction(*itr); faction = master_faction_list.GetFaction(*itr); if(faction && update_result) client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s got better.", faction->name.c_str()); else if(faction) client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s could not possibly get any better.", faction->name.c_str()); } } } } factions = master_faction_list.GetFriendlyFactions(spawn->GetFactionID()); if(factions) { vector::iterator itr; for(itr = factions->begin(); itr != factions->end(); itr++) { if(player->GetFactions()->ShouldDecrease(*itr)) { update_result = player->GetFactions()->DecreaseFaction(*itr); faction = master_faction_list.GetFaction(*itr); if(faction && update_result) client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s got worse.", faction->name.c_str()); else if(faction) client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str()); } } } EQ2Packet* outapp = client->GetPlayer()->GetFactions()->FactionUpdate(client->GetVersion()); if(outapp) client->QueuePacket(outapp); } } void ZoneServer::Despawn(Spawn* spawn, int32 timer){ if(!spawn || spawn->IsPlayer()) return; RemoveSpawnSupportFunctions(spawn); if(spawn->IsEntity()) ((Entity*)spawn)->InCombat(false); if(timer == 0) timer = 1; AddDeadSpawn(spawn, timer); } void ZoneServer::KillSpawn(Spawn* dead, Spawn* killer, bool send_packet, int8 damage_type, int16 kill_blow_type) { MDeadSpawns.readlock(__FUNCTION__, __LINE__); if(!dead || this->dead_spawns.count(dead->GetID()) > 0) { MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__); return; } MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__); PacketStruct* packet = 0; Client* client = 0; vector* encounter = 0; bool killer_in_encounter = false; if(dead->IsEntity()) { ((Entity*)dead)->InCombat(false); dead->SetInitialState(16512, false); // This will make aerial npc's fall after death dead->SetHP(0); dead->SetSpawnType(3); dead->appearance.attackable = 0; // Remove hate towards dead from all npc's in the zone ClearHate((Entity*)dead); // Check kill and death procs if (killer && dead != killer){ if (dead->IsEntity()) ((Entity*)dead)->CheckProcs(PROC_TYPE_DEATH, killer); if (killer->IsEntity()) ((Entity*)killer)->CheckProcs(PROC_TYPE_KILL, dead); } //Check if caster is alive after death proc called, incase of deathsave if (dead->Alive()) return; RemoveSpellTimersFromSpawn(dead, true, !dead->IsPlayer()); if(dead->IsPlayer()) { ((Player*)dead)->UpdatePlayerStatistic(STAT_PLAYER_TOTAL_DEATHS, 1); client = GetClientBySpawn(dead); if(client) { if(client->GetPlayer()->DamageEquippedItems(10, client)) client->QueuePacket(client->GetPlayer()->GetEquipmentList()->serialize(client->GetVersion())); client->DisplayDeadWindow(); } } else if (dead->IsNPC()) { encounter = ((NPC*)dead)->Brain()->GetEncounter(); } } dead->SetActionState(0); dead->SetTempActionState(0); // If dead is an npc get the encounter and loop through it giving out the rewards, no rewards for pets if (dead->IsNPC() && !dead->IsPet() && !dead->IsBot()) { Spawn* spawn = 0; int8 size = encounter->size(); // Needs npc to have access to the encounter list for who is allowed to loot NPC* chest = 0; if (!((NPC*)dead)->Brain()->PlayerInEncounter()) { ((NPC*)dead)->SetLootCoins(0); ((NPC*)dead)->GetLootItems()->clear(); } // If dead has loot attempt to drop a chest if (((NPC*)dead)->HasLoot()) { chest = ((NPC*)dead)->DropChest(); } for (int8 i = 0; i < encounter->size(); i++) { spawn = GetSpawnByID(encounter->at(i)); // set a flag to let us know if the killer is in the encounter if (!killer_in_encounter && spawn == killer) killer_in_encounter = true; if (spawn && spawn->IsPlayer()) { // Update players total kill count ((Player*)spawn)->UpdatePlayerStatistic(STAT_PLAYER_TOTAL_NPC_KILLS, 1); // If this was an epic mob kill send the announcement for this player if (dead->GetEncounterLevel() >= 10) SendEpicMobDeathToGuild((Player*)spawn, dead); // Clear hostile spells from the players spell queue spellProcess->RemoveSpellFromQueue((Player*)spawn, true); // Get the client of the player client = GetClientBySpawn(spawn); // valid client? if(client) { // Check for quest kill updates client->CheckPlayerQuestsKillUpdate(dead); // 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 if(!dead->IsPlayer() && dead->GetFactionID() > 10) ProcessFaction(dead, client); // Send xp...this is currently wrong fix it if (spawn != dead && ((Player*)spawn)->GetArrowColor(dead->GetLevel()) >= ARROW_COLOR_GREEN) { //SendCalculatedXP((Player*)spawn, dead); float xp = ((Player*)spawn)->CalculateXP(dead) / size; if (xp > 0) { int16 level = spawn->GetLevel(); if (((Player*)spawn)->AddXP((int32)xp)) { client->Message(CHANNEL_COLOR_EXP, "You gain %u XP!", (int32)xp); LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience.", spawn->GetName(), (int32)xp); if(spawn->GetLevel() != level) client->ChangeLevel(level, spawn->GetLevel()); ((Player*)spawn)->SetCharSheetChanged(true); } } } } } // If a chest is being dropped add this spawn to the chest's encounter so they can loot it if (chest) chest->Brain()->AddToEncounter((Entity*)spawn); } // If a chest is being dropped add it to the world and set the timer to remove it. if (chest) { AddSpawn(chest); AddDeadSpawn(chest, 0xFFFFFFFF); LogWrite(LOOT__DEBUG, 0, "Loot", "Adding a chest to the world..."); } } // Reset client pointer client = 0; // Killer was not in the encounter, give them the faction hit but no xp if (!killer_in_encounter) { // make sure the killer is a player and the dead spawn had a faction and wasn't a player if (killer && killer->IsPlayer()) { if (!dead->IsPlayer() && dead->GetFactionID() > 10) { client = GetClientBySpawn(killer); if (client) ProcessFaction(dead, client); } // Clear hostile spells from the killers spell queue spellProcess->RemoveSpellFromQueue((Player*)killer, true); } } // Reset client pointer client = 0; vector* group = dead->GetSpawnGroup(); if (group && group->size() == 1) CallSpawnScript(dead, SPAWN_SCRIPT_GROUP_DEAD, killer); safe_delete(group); // Remove the support functions for the dead spawn RemoveSpawnSupportFunctions(dead); // Erase the expire timer if it has one if (spawn_expire_timers.count(dead->GetID()) > 0) spawn_expire_timers.erase(dead->GetID()); // If dead is an npc or object call the spawn scrip and handle instance stuff if(dead->IsNPC() || dead->IsObject()) { // handle instance spawn db info // we don't care if a NPC or a client kills the spawn, we could have events that cause NPCs to kill NPCs. if(dead->GetZone()->GetInstanceID() > 0 && dead->GetSpawnLocationID() > 0) { // use respawn time to either insert/update entry (likely insert in this situation) if(dead->IsNPC()) database.CreateInstanceSpawnRemoved(dead->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_NPC, dead->GetRespawnTime(),dead->GetZone()->GetInstanceID()); else if ( dead->IsObject ( ) ) database.CreateInstanceSpawnRemoved(dead->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_OBJECT, dead->GetRespawnTime(),dead->GetZone()->GetInstanceID()); } // Call the spawn scripts death() function CallSpawnScript(dead, SPAWN_SCRIPT_DEATH, killer); } int32 victim_id = dead->GetID(); int32 attacker_id = 0xFFFFFFFF; if(killer) attacker_id = killer->GetID(); if(send_packet) { vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(!client->GetPlayer()->WasSentSpawn(victim_id) || (attacker_id != 0xFFFFFFFF && !client->GetPlayer()->WasSentSpawn(attacker_id)) ) continue; else if(client->GetPlayer()->WasSpawnRemoved(dead) || (attacker_id != 0xFFFFFFFF && client->GetPlayer()->WasSpawnRemoved(killer))) continue; else if(killer && killer->GetDistance(client->GetPlayer()) > HEAR_SPAWN_DISTANCE) continue; packet = configReader.getStruct("WS_HearDeath", client->GetVersion()); if(packet) { if(killer) packet->setDataByName("attacker", client->GetPlayer()->GetIDWithPlayerSpawn(killer)); else packet->setDataByName("attacker", 0xFFFFFFFF); packet->setDataByName("defender", client->GetPlayer()->GetIDWithPlayerSpawn(dead)); packet->setDataByName("damage_type", damage_type); packet->setDataByName("blow_type", kill_blow_type); client->QueuePacket(packet->serialize()); LogWrite(COMBAT__DEBUG, 0, "Combat", "Zone Killing '%s'", dead->GetName()); safe_delete(packet); } } MClientList.releasereadlock(__FUNCTION__, __LINE__); } int32 pop_timer = 0xFFFFFFFF; if(killer && killer->IsNPC()) { // Call the spawn scripts killed() function CallSpawnScript(killer, SPAWN_SCRIPT_KILLED, dead); if(!dead->IsPlayer()) { LogWrite(MISC__TODO, 1, "TODO", "Whenever pets are added, check for pet kills\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__); // Set the time for the corpse to linger to 5 sec //pop_timer = 5000; // commented out the timer so in the event the killer is not a player (pet, guard, something else i haven't thought of) // the corpse doesn't vanish sooner then it should if it had loot for the players. AddDeadSpawn() will set timers based on if // the corpse has loot or not if the timer value (pop_timer) is 0xFFFFFFFF } } // If the dead spawns was not a player add it to the dead spawn list if (!dead->IsPlayer() && !dead->IsBot()) AddDeadSpawn(dead, pop_timer); // if dead was a player clear hostile spells from its spell queue if (dead->IsPlayer()) spellProcess->RemoveSpellFromQueue((Player*)dead, true); if (dead->IsNPC()) ((NPC*)dead)->Brain()->ClearHate(); // ResetPetInfo() is called in DismissPet(), might not need to be here // Players pet is killed, clear the pet info from char sheet /*if (dead->IsNPC() && ((NPC*)dead)->IsPet() && ((NPC*)dead)->GetOwner()->IsPlayer()) ((Player*)((NPC*)dead)->GetOwner())->ResetPetInfo();*/ safe_delete(encounter); } void ZoneServer::SendDamagePacket(Spawn* attacker, Spawn* victim, int8 type1, int8 type2, int8 damage_type, int16 damage, const char* spell_name){ //Scat: was set but never being used anywhere. i see references to 0xFFFFFFFF below so could be old code not used anymore //int32 attacker_id = 0xFFFFFFFF; //if(attacker) // attacker_id = attacker->GetID(); PacketStruct* packet = 0; Client* client = 0; if(attacker && victim && victim->IsPlayer() && victim->GetTarget() == 0){ client = GetClientBySpawn(victim); if(client) client->TargetSpawn(attacker); } vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(!client || (client->GetPlayer() != attacker && client->GetPlayer() != victim && ((attacker && client->GetPlayer()->WasSentSpawn(attacker->GetID()) == false) || (victim && client->GetPlayer()->WasSentSpawn(victim->GetID()) == false)))) continue; if((attacker && client->GetPlayer()->WasSpawnRemoved(attacker)) || (victim && client->GetPlayer()->WasSpawnRemoved(victim))) continue; if(attacker && attacker->GetDistance(client->GetPlayer()) > 50) continue; if(victim && victim->GetDistance(client->GetPlayer()) > 50) continue; switch(type1){ case DAMAGE_PACKET_TYPE_SIPHON_SPELL: case DAMAGE_PACKET_TYPE_SIPHON_SPELL2: packet = configReader.getStruct("WS_HearSiphonSpellDamage", client->GetVersion()); break; case DAMAGE_PACKET_TYPE_MULTIPLE_DAMAGE: packet = configReader.getStruct("WS_HearMultipleDamage", client->GetVersion()); break; case DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG: case DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE: packet = configReader.getStruct("WS_HearSimpleDamage", client->GetVersion()); break; case DAMAGE_PACKET_TYPE_SPELL_DAMAGE2: case DAMAGE_PACKET_TYPE_SPELL_DAMAGE3: case DAMAGE_PACKET_TYPE_SPELL_CRIT_DMG: case DAMAGE_PACKET_TYPE_SPELL_DAMAGE: packet = configReader.getStruct("WS_HearSpellDamage", client->GetVersion()); if (packet) packet->setSubstructDataByName("header", "unknown", 5); break; case DAMAGE_PACKET_TYPE_RANGE_DAMAGE: packet = configReader.getStruct("WS_HearRangeDamage", client->GetVersion()); break; case DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG: case DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG2: packet = configReader.getStruct("WS_HearRangeDamage", client->GetVersion()); break; default: LogWrite(ZONE__ERROR, 0, "Zone", "Unknown Damage Packet type: %i in ZoneServer::SendDamagePacket.", type1); MClientList.releasereadlock(__FUNCTION__, __LINE__); return; } if(packet){ packet->setSubstructDataByName("header", "packet_type", type1); packet->setSubstructDataByName("header", "result_type", type2); if(!attacker) packet->setSubstructDataByName("header", "attacker", 0xFFFFFFFF); else packet->setSubstructDataByName("header", "attacker", client->GetPlayer()->GetIDWithPlayerSpawn(attacker)); packet->setSubstructDataByName("header", "defender", client->GetPlayer()->GetIDWithPlayerSpawn(victim)); packet->setDataByName("damage_type", damage_type); packet->setDataByName("damage", damage); if(spell_name) packet->setSmallStringByName("spell_name", spell_name); EQ2Packet* app = packet->serialize(); //DumpPacket(app); client->QueuePacket(app); safe_delete(packet); packet = 0; } } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::SendHealPacket(Spawn* caster, Spawn* target, int16 heal_type, int32 heal_amt, const char* spell_name){ Client* client = 0; vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(!client || (client->GetPlayer() != caster && ((caster && client->GetPlayer()->WasSentSpawn(caster->GetID()) == false) || (target && client->GetPlayer()->WasSentSpawn(target->GetID()) == false)))) continue; if((caster && client->GetPlayer()->WasSpawnRemoved(caster)) || (caster && client->GetPlayer()->WasSpawnRemoved(target))) continue; if(caster && caster->GetDistance(client->GetPlayer()) > 50) continue; if(target && target->GetDistance(client->GetPlayer()) > 50) continue; PacketStruct* packet = configReader.getStruct("WS_HearHeal", client->GetVersion()); if (packet) { packet->setDataByName("caster", client->GetPlayer()->GetIDWithPlayerSpawn(caster)); packet->setDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target)); packet->setDataByName("heal_amt", heal_amt); packet->setDataByName("spellname", spell_name); packet->setDataByName("type", heal_type); packet->setDataByName("unknown2", 1); EQ2Packet* app = packet->serialize(); client->QueuePacket(app); safe_delete(packet); } } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::SendThreatPacket(Spawn* caster, Spawn* target, int32 threat_amt, const char* spell_name) { Client* client = 0; vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(!client || (client->GetPlayer() != caster && ((caster && client->GetPlayer()->WasSentSpawn(caster->GetID()) == false) || (target && client->GetPlayer()->WasSentSpawn(target->GetID()) == false)))) continue; if((caster && client->GetPlayer()->WasSpawnRemoved(caster)) || (caster && client->GetPlayer()->WasSpawnRemoved(target))) continue; if(caster && caster->GetDistance(client->GetPlayer()) > 50) continue; if(target && target->GetDistance(client->GetPlayer()) > 50) continue; PacketStruct* packet = configReader.getStruct("WS_HearThreatCmd", client->GetVersion()); if (packet) { packet->setDataByName("spell_name", spell_name); packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(caster)); packet->setDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target)); packet->setDataByName("threat_amount", threat_amt); client->QueuePacket(packet->serialize()); } safe_delete(packet); } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::SendSpellFailedPacket(Client* client, int16 error){ if(!client) return; PacketStruct* packet = configReader.getStruct("WS_DisplaySpellFailed", client->GetVersion()); if(packet){ /* Temp solution, need to modify the error code before this function and while we still have access to the spell/combat art */ error = master_spell_list.GetSpellErrorValue(client->GetVersion(), error); packet->setDataByName("error_code", error); //packet->PrintPacket(); client->QueuePacket(packet->serialize()); safe_delete(packet); } } void ZoneServer::SendInterruptPacket(Spawn* interrupted, LuaSpell* spell){ if(!interrupted || !spell) return; EQ2Packet* outapp = 0; PacketStruct* packet = 0; Client* client = 0; vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(!client || !client->GetPlayer()->WasSentSpawn(interrupted->GetID()) || client->GetPlayer()->WasSpawnRemoved(interrupted)) continue; packet = configReader.getStruct("WS_Interrupt", client->GetVersion()); if(packet){ packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(interrupted)); packet->setArrayLengthByName("num_targets", spell->targets.size()); for (int32 i = 0; i < spell->targets.size(); i++) packet->setArrayDataByName("target_id", client->GetPlayer()->GetIDWithPlayerSpawn(client->GetPlayer()->GetZone()->GetSpawnByID(spell->targets[i])), i); packet->setDataByName("spell_id", spell->spell->GetSpellID()); outapp = packet->serialize(); client->QueuePacket(outapp); safe_delete(packet); } } MClientList.releasereadlock(__FUNCTION__, __LINE__); safe_delete(packet); } void ZoneServer::SendCastSpellPacket(LuaSpell* spell, Entity* caster){ EQ2Packet* outapp = 0; PacketStruct* packet = 0; Client* client = 0; if(!caster || !spell || !spell->spell || spell->interrupted) return; vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(!client) continue; packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion()); if(packet){ packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(caster)); packet->setArrayLengthByName("num_targets", spell->targets.size()); for (int32 i = 0; i < spell->targets.size(); i++) packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(spell->caster->GetZone()->GetSpawnByID(spell->targets[i])), i); packet->setDataByName("spell_visual", spell->spell->GetSpellData()->spell_visual); //result packet->setDataByName("cast_time", spell->spell->GetSpellData()->cast_time*.01); //delay packet->setDataByName("spell_id", spell->spell->GetSpellID()); packet->setDataByName("spell_level", 1); packet->setDataByName("spell_tier", spell->spell->GetSpellData()->tier); outapp = packet->serialize(); client->QueuePacket(outapp); safe_delete(packet); } } MClientList.releasereadlock(__FUNCTION__, __LINE__); safe_delete(packet); } void ZoneServer::SendCastSpellPacket(int32 spell_visual, Spawn* target) { if (target) { vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { Client* client = *client_itr; if (!client) continue; PacketStruct* packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion()); if (packet) { packet->setDataByName("spawn_id", 0xFFFFFFFF); packet->setArrayLengthByName("num_targets", 1); packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target)); packet->setDataByName("spell_id", 0xFFFFFFFF); packet->setDataByName("spell_visual", spell_visual); packet->setDataByName("cast_time", 0); packet->setDataByName("spell_id", 0); packet->setDataByName("spell_level", 0); packet->setDataByName("spell_tier", 0); client->QueuePacket(packet->serialize()); safe_delete(packet); } } MClientList.releasereadlock(__FUNCTION__, __LINE__); } } void ZoneServer::SendCastEntityCommandPacket(EntityCommand* entity_command, int32 spawn_id, int32 target_id) { if (entity_command) { Spawn* spawn = GetSpawnByID(spawn_id); Spawn* target = GetSpawnByID(target_id); if (!spawn || !target) return; Client* client = 0; vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if (!client || !client->GetPlayer()->WasSentSpawn(spawn_id) || client->GetPlayer()->WasSpawnRemoved(spawn) || !client->GetPlayer()->WasSentSpawn(target_id) || client->GetPlayer()->WasSpawnRemoved(target)) continue; PacketStruct* packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion()); if (packet) { packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn)); packet->setArrayLengthByName("num_targets", 1); packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target)); packet->setDataByName("num_targets", 1); packet->setDataByName("spell_visual", entity_command->spell_visual); //result packet->setDataByName("cast_time", entity_command->cast_time * 0.01); //delay packet->setDataByName("spell_id", 1); packet->setDataByName("spell_level", 1); packet->setDataByName("spell_tier", 1); EQ2Packet* outapp = packet->serialize(); client->QueuePacket(outapp); safe_delete(packet); } } MClientList.releasereadlock(__FUNCTION__, __LINE__); } } void ZoneServer::StartZoneInitialSpawnThread(Client* client){ if(zoneShuttingDown) return; #ifdef WIN32 _beginthread(SendInitialSpawns, 0, client); #else pthread_t thread; pthread_create(&thread, NULL, SendInitialSpawns, client); pthread_detach(thread); #endif } void ZoneServer::SendZoneSpawns(Client* client){ initial_spawn_threads_active++; map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { Spawn* spawn = itr->second; if (spawn) { CheckSpawnRange(client, spawn, true); } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); CheckSendSpawnToClient(client, true); client->SetConnected(true); ClientPacketFunctions::SendFinishedEntitiesList(client); initial_spawn_threads_active--; } vector ZoneServer::GetPlayers(){ vector ret; Client* client = 0; vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; ret.push_back(client->GetPlayer()); } MClientList.releasereadlock(__FUNCTION__, __LINE__); return ret; } int16 ZoneServer::SetSpawnTargetable(Spawn* spawn, float distance){ Spawn* test_spawn = 0; int16 ret_val = 0; map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { test_spawn = itr->second; if(test_spawn){ if(test_spawn->GetDistance(spawn) <= distance){ test_spawn->SetTargetable(1); ret_val++; } } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); return ret_val; } int16 ZoneServer::SetSpawnTargetable(int32 spawn_id){ Spawn* spawn = 0; int16 ret_val = 0; map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { spawn = itr->second; if(spawn){ if(spawn->GetDatabaseID() == spawn_id){ spawn->SetTargetable(1); ret_val++; } } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); return ret_val; } EQ2Packet* ZoneServer::GetZoneInfoPacket(Client* client){ client_spawn_map.Put(client->GetPlayer(), client); PacketStruct* packet = configReader.getStruct("WS_ZoneInfo", client->GetVersion()); packet->setSmallStringByName("server1",net.GetWorldName()); packet->setSmallStringByName("server2",net.GetWorldName()); packet->setDataByName("unknown1", 1, 1);//1, 1 int32 expansions = EXPANSION_UNKNOWN + EXPANSION_DOF + EXPANSION_KOS + EXPANSION_EOF + EXPANSION_ROK + EXPANSION_TSO + EXPANSION_DOV; //packet->setDataByName("expansions_enabled", 82313211);//expansions 63181 //packet->setDataByName("expansions_enabled", 552075103);//expansions 63182 packet->setDataByName("expansions_enabled", 4294967295);//expansions 1096 //612499455 works if (client->GetVersion() >= 1193) { packet->setDataByName("unknown3", 4294967295, 0); // DOV and down packet->setDataByName("unknown3", 4294967295, 1); //COE and up packet->setDataByName("unknown3", 4294967295, 2); } else packet->setDataByName("unknown3", 4294967295, 0); // DOV and down packet->setSmallStringByName("auction_website", "eq2emulator.net"); packet->setDataByName("auction_port", 80); packet->setSmallStringByName("upload_page", "test_upload.m"); packet->setSmallStringByName("upload_key", "dsya987yda9"); packet->setSmallStringByName("zone", GetZoneFile()); packet->setSmallStringByName("zone2", GetZoneName()); packet->setSmallStringByName("zone_desc", GetZoneDescription()); packet->setSmallStringByName("char_name", client->GetPlayer()->GetName()); packet->setDataByName("x", client->GetPlayer()->GetX()); packet->setDataByName("y", client->GetPlayer()->GetY()); packet->setDataByName("z", client->GetPlayer()->GetZ()); // unknown3 can prevent screen shots from being taken if //packet->setDataByName("unknown3", 2094661567, 1); // Screenshots allowed with this value //packet->setDataByName("unknown3", 3815767999, 1); // Screenshots disabled with this value //packet->setDataByName("unknown3", 1, 2); /*if (client->GetVersion() >= 63587) { packet->setArrayLengthByName("num_exp_feature_bytes", 9); packet->setArrayDataByName("exp_feature_bytes", 95, 0);//kos and dof packet->setArrayDataByName("exp_feature_bytes", 255, 1);//eof rok tso sf dov coe tov packet->setArrayDataByName("exp_feature_bytes", 247, 2);//aom tot ka exp14 packet->setArrayDataByName("exp_feature_bytes", 32, 3);//rum cellar packet->setArrayDataByName("exp_feature_bytes", 140, 4); packet->setArrayDataByName("exp_feature_bytes", 62, 5); packet->setArrayDataByName("exp_feature_bytes", 0, 6); packet->setArrayDataByName("exp_feature_bytes", 45, 7); packet->setArrayDataByName("exp_feature_bytes", 128, 8); packet->setArrayLengthByName("num_unknown3b_bytes", 9); packet->setArrayDataByName("unknown3b_bytes", 95, 0); packet->setArrayDataByName("unknown3b_bytes", 255, 1); packet->setArrayDataByName("unknown3b_bytes", 247, 2); packet->setArrayDataByName("unknown3b_bytes", 237, 3); packet->setArrayDataByName("unknown3b_bytes", 143, 4); packet->setArrayDataByName("unknown3b_bytes", 255, 5); packet->setArrayDataByName("unknown3b_bytes", 255, 6); packet->setArrayDataByName("unknown3b_bytes", 255, 7); packet->setArrayDataByName("unknown3b_bytes", 128, 8); } else if (client->GetVersion() >= 63214) { packet->setArrayLengthByName("num_exp_feature_bytes", 9); packet->setArrayDataByName("exp_feature_bytes", 95, 0);//kos and dof packet->setArrayDataByName("exp_feature_bytes", 255, 1);//eof rok tso sf dov coe tov packet->setArrayDataByName("exp_feature_bytes", 247, 2);//aom tot ka exp14 packet->setArrayDataByName("exp_feature_bytes", 32, 3);//rum cellar packet->setArrayDataByName("exp_feature_bytes", 140, 4); packet->setArrayDataByName("exp_feature_bytes", 62, 5); packet->setArrayDataByName("exp_feature_bytes", 0, 6); packet->setArrayDataByName("exp_feature_bytes", 45, 7); packet->setArrayDataByName("exp_feature_bytes", 128, 8); packet->setArrayLengthByName("num_unknown3b_bytes", 9); packet->setArrayDataByName("unknown3b_bytes", 95, 0); packet->setArrayDataByName("unknown3b_bytes", 255, 1); packet->setArrayDataByName("unknown3b_bytes", 247, 2); packet->setArrayDataByName("unknown3b_bytes", 237, 3); packet->setArrayDataByName("unknown3b_bytes", 143, 4); packet->setArrayDataByName("unknown3b_bytes", 255, 5); packet->setArrayDataByName("unknown3b_bytes", 255, 6); packet->setArrayDataByName("unknown3b_bytes", 255, 7); packet->setArrayDataByName("unknown3b_bytes", 128, 8); }*/ if (client->GetVersion() >= 64644) { packet->setDataByName("unknown3a", 12598924); packet->setDataByName("unknown3b", 3992452959); packet->setDataByName("unknown3c", 4294967183); packet->setDataByName("unknown2a", 9); packet->setDataByName("unknown2b", 9); } else if (client->GetVersion() >= 63181) { packet->setDataByName("unknown3a", 750796556);//63182 73821356 packet->setDataByName("unknown3b", 3991404383);// 63182 3991404383 packet->setDataByName("unknown3c", 4278189967);// 63182 4278189967 packet->setDataByName("unknown2a", 8);// 63182 packet->setDataByName("unknown2b", 8);// 63182 } else{ //packet->setDataByName("unknown3", 872447025,0);//63181 //packet->setDataByName("unknown3", 3085434875,1);// 63181 //packet->setDataByName("unknown3", 2147483633,2);// 63181 } packet->setDataByName("year", world.GetWorldTimeStruct()->year); packet->setDataByName("month", world.GetWorldTimeStruct()->month); packet->setDataByName("day", world.GetWorldTimeStruct()->day); packet->setDataByName("hour", world.GetWorldTimeStruct()->hour); packet->setDataByName("minute", world.GetWorldTimeStruct()->minute); packet->setDataByName("unknown", 0); packet->setDataByName("unknown7", 1); packet->setDataByName("unknown7", 1, 1); packet->setDataByName("unknown9", 13); //packet->setDataByName("unknown10", 25188959);4294967295 //packet->setDataByName("unknown10", 25190239); packet->setDataByName("unknown10", 25191524);//25191524 packet->setDataByName("unknown10b", 1); 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 packet->setDataByName("num_adv", 9); packet->setArrayDataByName("adv_name", "adv02_dun_drowned_caverns", 0); packet->setArrayDataByName("adv_id", 6, 0); packet->setArrayDataByName("adv_name", "adv02_dun_sundered_splitpaw_hub", 1); packet->setArrayDataByName("adv_id", 5, 1); packet->setArrayDataByName("adv_name", "exp03_rgn_butcherblock", 2); packet->setArrayDataByName("adv_id", 8, 2); packet->setArrayDataByName("adv_name", "exp03_rgn_greater_faydark", 3); packet->setArrayDataByName("adv_id", 7, 3); packet->setArrayDataByName("adv_name", "mod01_dun_crypt_of_thaen", 4); packet->setArrayDataByName("adv_id", 3, 4); packet->setArrayDataByName("adv_name", "mod01_dun_tombs_of_night", 5); packet->setArrayDataByName("adv_id", 4, 5); packet->setArrayDataByName("adv_name", "nektulos_mini01", 6); packet->setArrayDataByName("adv_id", 0, 6); packet->setArrayDataByName("adv_name", "nektulos_mini02", 7); packet->setArrayDataByName("adv_id", 1, 7); packet->setArrayDataByName("adv_name", "nektulos_mini03", 8); packet->setArrayDataByName("adv_id", 2, 8); LogWrite(MISC__TODO, 0, "TODO", "Put cl_ client commands back in variables (not Rules) so they can be dynamically maintained"); vector* variables = world.GetClientVariables(); packet->setArrayLengthByName("num_client_setup", variables->size()); for(int i=variables->size()-1;i>=0;i--) packet->setArrayDataByName("client_cmds", variables->at(i)->GetNameValuePair().c_str(), i); safe_delete(variables); //packet->setDataByName("unknown8", ); story? // AA Tabs for 1193+ clients if (client->GetVersion() >= 1193) { packet->setArrayLengthByName("tab_count", 48); int8 i = 0; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":es24a58bd8fcaac8c2:All", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c727bd47a6:Racial Innate", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c75a96e23c:Tradeskill Advancement", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c744f1fd99:Focus Effects", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c71edd2a66:Heroic", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c76ee6239f:Shadows", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7e678b977:Prestige", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c77ee422d7:Animalist", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7f165af77:Bard", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7421b9375:Brawler", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7a03ae7d1:Cleric", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7c9605e9f:Crusader", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7f9424168:Druid", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c79cb9556c:Enchanter", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c70c8b6aa4:Predator", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c73a43b6dd:Rogue", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c759fe7d15:Sorcerer", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7ad610aca:Summoner", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c71e056728:Warrior", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7ba864c0b:Assassin", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7b8116aad:Beastlord", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7f53feb7b:Berserker", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c73d8a70e2:Brigand", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c770c766d6:Bruiser", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c79226984b:Coercer", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c70c58bb30:Conjurer", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c73dfe68d0:Defiler", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c792919a6b:Dirge", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7062e5f55:Fury", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c762c1fdfc:Guardian", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c78addfbf4:Illusionist", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7ece054a7:Inquisitor", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7d550d2e7:Monk", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c743cfeaa2:Mystic", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7f63c9c8c:Necromancer", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c70c5de0ae:Paladin", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c79bc97b3a:Ranger", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c78fbd2256:Shadowknight", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7781cc625:Shaman", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c77eecdcdb:Swashbuckler", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7648d181e:Templar", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c78df47d77:Troubador", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7c78ce0b8:Warden", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c76290dcfa:Warlock", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7d1d52cf5:Wizard", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c71c8f6f4d:Shaper", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c72f6e354d:Channeler", i); i++; packet->setArrayDataByName("tab_index", i, i); packet->setArrayDataByName("tab_name", ":410385c7df8bd37d:Dragon", i); } packet->setDataByName("unknown_mj", 1);//int8 packet->setDataByName("unknown_mj1", 335544320);//int32 packet->setDataByName("unknown_mj2", 4);//int32 packet->setDataByName("unknown_mj3", 3962504088);//int32 packet->setDataByName("unknown_mj4", 3985947216);//int32 packet->setDataByName("unknown_mj5", 1);//int32 packet->setDataByName("unknown_mj6", 386);//int32 packet->setDataByName("unknown_mj7", 4294967295);//int32 packet->setDataByName("unknown_mj8", 2716312211);//int32 packet->setDataByName("unknown_mj9", 1774338333);//int32 packet->setDataByName("unknown_mj10", 1);//int32 packet->setDataByName("unknown_mj11", 391);//int32 packet->setDataByName("unknown_mj12", 4294967295);//int32 packet->setDataByName("unknown_mj13", 3168965163);//int32 packet->setDataByName("unknown_mj14", 4117025286);//int32 packet->setDataByName("unknown_mj15", 1);//int32 packet->setDataByName("unknown_mj16", 394);//int32 packet->setDataByName("unknown_mj17", 4294967295);//int32 packet->setDataByName("unknown_mj18", 1790669110);//int32 packet->setDataByName("unknown_mj19", 107158108);//int32 packet->setDataByName("unknown_mj20", 1);//int32 packet->setDataByName("unknown_mj21", 393);//int32 packet->setDataByName("unknown_mj22", 4294967295);//int32 EQ2Packet* outapp = packet->serialize(); //packet->PrintPacket(); //DumpPacket(outapp); safe_delete(packet); return outapp; } void ZoneServer::SendUpdateDefaultCommand(Spawn* spawn, const char* command, float distance){ Client* client = 0; PacketStruct* packet = 0; vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(client && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && client->GetPlayer()->WasSpawnRemoved(spawn) == false){ packet = configReader.getStruct("WS_SetDefaultCommand", client->GetVersion()); if(packet){ packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn)); packet->setMediumStringByName("command_name", command); packet->setDataByName("distance", distance); client->QueuePacket(packet->serialize()); safe_delete(packet); } } spawn->SetPrimaryCommand(command, command, distance); } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::CheckPlayerProximity(Spawn* spawn, Client* client){ if(player_proximities.count(spawn->GetID()) > 0){ PlayerProximity* prox = player_proximities.Get(spawn->GetID()); 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){ prox->clients_in_proximity[client] = true; CallSpawnScript(spawn, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), prox->in_range_lua_function.c_str()); } 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){ if(prox->leaving_range_lua_function.length() > 0) CallSpawnScript(spawn, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), prox->leaving_range_lua_function.c_str()); prox->clients_in_proximity.erase(client); } } } void ZoneServer::AddPlayerProximity(Spawn* spawn, float distance, string in_range_function, string leaving_range_function){ RemovePlayerProximity(spawn); PlayerProximity* prox = new PlayerProximity; prox->distance = distance; prox->in_range_lua_function = in_range_function; prox->leaving_range_lua_function = leaving_range_function; player_proximities.Put(spawn->GetID(), prox); } void ZoneServer::RemovePlayerProximity(Client* client){ PlayerProximity* prox = 0; MutexMap::iterator itr = player_proximities.begin(); while(itr.Next()){ prox = itr->second; if(prox->clients_in_proximity.count(client) > 0) prox->clients_in_proximity.erase(client); } } void ZoneServer::RemovePlayerProximity(Spawn* spawn, bool all){ if(all){ MutexMap::iterator itr = player_proximities.begin(); while(itr.Next()){ player_proximities.erase(itr->first, false, true, 10000); } } else if(player_proximities.count(spawn->GetID()) > 0){ player_proximities.erase(spawn->GetID(), false, true, 10000); } } void ZoneServer::AddLocationProximity(float x, float y, float z, float max_variation, string in_range_function, string leaving_range_function) { LocationProximity* prox = new LocationProximity; prox->x = x; prox->y = y; prox->z = z; prox->max_variation = max_variation; prox->in_range_lua_function = in_range_function; prox->leaving_range_lua_function = leaving_range_function; location_proximities.Add(prox); } void ZoneServer::CheckLocationProximity() { const char* zone_script = world.GetZoneScript(this->GetZoneID()); if (!zone_script) return; if (location_proximities.size() > 0 && connected_clients.size() > 0) { Client* client = 0; MutexList::iterator iterator = connected_clients.begin(); while(iterator.Next()){ client = iterator->value; if (client->IsConnected() && client->IsReadyForSpawns() && !client->IsZoning()) { try { MutexList::iterator itr = location_proximities.begin(); LocationProximity* prox = 0; while(itr.Next()){ prox = itr->value; bool in_range = false; float char_x = client->GetPlayer()->GetX(); float char_y = client->GetPlayer()->GetY(); float char_z = client->GetPlayer()->GetZ(); float x = prox->x; float y = prox->y; float z = prox->z; float max_variation = prox->max_variation; float total_diff = 0; float diff = x - char_x; //Check X if(diff < 0) diff *= -1; if(diff <= max_variation) { total_diff += diff; diff = z - char_z; //Check Z (we check Z first because it is far more likely to be a much greater variation than y) if(diff < 0) diff *= -1; if(diff <= max_variation) { total_diff += diff; if(total_diff <= max_variation) { //Check Total diff = y - char_y; //Check Y if(diff < 0) diff *= -1; if(diff <= max_variation) { total_diff += diff; if(total_diff <= max_variation) { in_range = true; if(lua_interface && prox->in_range_lua_function.length() > 0 && prox->clients_in_proximity.count(client) == 0) { //Check Total prox->clients_in_proximity[client] = true; lua_interface->RunZoneScript(zone_script, prox->in_range_lua_function.c_str(), this, client->GetPlayer()); } } } } } } if (!in_range) { if(lua_interface && prox->leaving_range_lua_function.length() > 0 && prox->clients_in_proximity.count(client) > 0) { lua_interface->RunZoneScript(zone_script, prox->leaving_range_lua_function.c_str(), this, client->GetPlayer()); prox->clients_in_proximity.erase(client); } } } } catch (...) { LogWrite(ZONE__ERROR, 0, "Zone", "Except caught in ZoneServer::CheckLocationProximity"); return; } } } } } void ZoneServer::CheckLocationGrids() { if (connected_clients.size() > 0 && location_grids.size() > 0) { MutexList::iterator client_itr = connected_clients.begin(); while (client_itr.Next()) { Client* client = client_itr.value; if (!client) continue; Player* player = client->GetPlayer(); float x = player->GetX(); float y = player->GetY(); float z = player->GetZ(); int32 grid_id = player->appearance.pos.grid_id; MutexList::iterator location_grid_itr = location_grids.begin(); while (location_grid_itr.Next()) { LocationGrid* grid = location_grid_itr.value; if (grid->locations.size() > 0 || /*(grid->grid_id == grid_id ||*/ grid->players.count(player) > 0) { float x_small = 0; float x_large = 0; float y_small = 0; float y_large = 0; float z_small = 0; float z_large = 0; bool first = true; bool in_grid = false; MutexList::iterator location_itr = grid->locations.begin(); while (location_itr.Next()) { Location* location = location_itr.value; if (first) { x_small = location->x; x_large = location->x; if (grid->include_y) { y_small = location->y; y_large = location->y; } z_small = location->z; z_large = location->z; first = false; } else { if (location->x < x_small) x_small = location->x; else if (location->x > x_large) x_large = location->x; if (grid->include_y) { if (location->y < y_small) y_small = location->y; else if (location->y > y_large) y_large = location->y; } if (location->z < z_small) z_small = location->z; else if (location->z > z_large) z_large = location->z; } } if (grid->include_y && (x >= x_small && x <= x_large && y >= y_small && y <= y_large && z >= z_small && z <= z_large)) in_grid = true; else if (x >= x_small && x <= x_large && z >= z_small && z <= z_large) in_grid = true; if (in_grid && grid->players.count(player) == 0) { grid->players.Put(player, true); bool show_enter_location_popup = true; bool discovery_enabled = rule_manager.GetGlobalRule(R_World, EnablePOIDiscovery)->GetBool(); if( grid->discovery && discovery_enabled && !player->DiscoveredLocation(grid->id) ) { // check if player has already discovered this location // if not, process new discovery char tmp[200] = {0}; sprintf(tmp, "\\#FFE400You have discovered\12\\#FFF283%s", grid->name.c_str()); client->SendPopupMessage(11, tmp, "ui_discovery", 2.25, 0xFF, 0xFF, 0xFF); LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' discovered location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id); player->UpdatePlayerHistory(HISTORY_TYPE_DISCOVERY, HISTORY_SUBTYPE_LOCATION, grid->id); show_enter_location_popup = false; // else, print standard location entry } if( show_enter_location_popup ) { LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' entering location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id); client->SendPopupMessage(10, grid->name.c_str(), 0, 2.5, 255, 255, 0); } } else if (!in_grid && grid->players.count(player) > 0) { LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' leaving location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id); grid->players.erase(player); } } } } } } // Called from a command (client, main zone thread) and the main zone thread // so no need for a mutex container void ZoneServer::AddLocationGrid(LocationGrid* grid) { if (grid) location_grids.Add(grid); } void ZoneServer::RemoveLocationGrids() { MutexList::iterator itr = location_grids.begin(); while (itr.Next()) itr.value->locations.clear(true); location_grids.clear(true); } void ZoneServer::RemoveSpellTimersFromSpawn(Spawn* spawn, bool remove_all, bool delete_recast){ if(spellProcess) spellProcess->RemoveSpellTimersFromSpawn(spawn, remove_all, delete_recast); } void ZoneServer::Interrupted(Entity* caster, Spawn* interruptor, int16 error_code, bool cancel, bool from_movement){ if(spellProcess) spellProcess->Interrupted(caster, interruptor, error_code, cancel, from_movement); } Spell* ZoneServer::GetSpell(Entity* caster){ Spell* spell = 0; if(spellProcess) spell = spellProcess->GetSpell(caster); return spell; } void ZoneServer::ProcessSpell(Spell* spell, Entity* caster, Spawn* target, bool lock, bool harvest_spell){ if(spellProcess) spellProcess->ProcessSpell(this, spell, caster, target, lock, harvest_spell); } void ZoneServer::ProcessEntityCommand(EntityCommand* entity_command, Entity* caster, Spawn* target, bool lock) { if (spellProcess) spellProcess->ProcessEntityCommand(this, entity_command, caster, target, lock); } void ZoneServer::RemoveSpawnSupportFunctions(Spawn* spawn) { if(!spawn) return; LogWrite(ZONE__DEBUG, 7, "Zone", "Processing RemoveSpawnSupportFunctions..."); if(spawn->IsEntity()) RemoveSpellTimersFromSpawn((Entity*)spawn, true); RemoveDamagedSpawn(spawn); spawn->SendSpawnChanges(false); RemoveChangedSpawn(spawn); // Everything inside this if will be nuked during a reload in other spots, no need to do it twice if (!reloading) { RemoveDeadEnemyList(spawn); spawn->changed = true; spawn->info_changed = true; spawn->vis_changed = true; spawn->position_changed = true; SendSpawnChanges(spawn); if (spawn->GetSpawnGroupID() > 0) { int32 group_id = spawn->GetSpawnGroupID(); spawn->RemoveSpawnFromGroup(); if (spawn_group_map.count(group_id) > 0) spawn_group_map.Get(group_id).Remove(spawn->GetID()); } if (!spawn->IsPlayer()) { if(quick_database_id_lookup.count(spawn->GetDatabaseID()) > 0) quick_database_id_lookup.erase(spawn->GetDatabaseID()); } RemoveHeadingTimer(spawn); DeleteSpawnScriptTimers(spawn); RemovePlayerProximity(spawn); } // We don't use RemoveMovementNPC() here as it caused a hell of a delay during reloads // instead we remove it from the list directly if (spawn->IsNPC()) movement_spawns.erase(spawn->GetID()); } void ZoneServer::HandleEmote(Client* originator, string name) { if (!originator) { LogWrite(ZONE__ERROR, 0, "Zone", "HandleEmote called with an invalid client"); return; } Client* client = 0; Emote* emote = visual_states.FindEmote(name); if(!emote){ 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()); return; } PacketStruct* packet = 0; char* emoteResponse = 0; vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(!client || (client && client->GetPlayer()->IsIgnored(originator->GetPlayer()->GetName()))) continue; packet = configReader.getStruct("WS_CannedEmote", client->GetVersion()); if(packet){ packet->setDataByName("spawn_id" , client->GetPlayer()->GetIDWithPlayerSpawn(originator->GetPlayer())); if(!emoteResponse){ string message; if(originator->GetPlayer()->GetTarget() && originator->GetPlayer()->GetTarget()->GetID() != originator->GetPlayer()->GetID()){ message = emote->GetTargetedMessageString(); if(message.find("%t") < 0xFFFFFFFF) message.replace(message.find("%t"), 2, originator->GetPlayer()->GetTarget()->GetName()); } if(message.length() == 0) message = emote->GetMessageString(); if(message.find("%g1") < 0xFFFFFFFF){ if(originator->GetPlayer()->GetGender() == 1) message.replace(message.find("%g1"), 3, "his"); else message.replace(message.find("%g1"), 3, "her"); } if(message.find("%g2") < 0xFFFFFFFF){ if(originator->GetPlayer()->GetGender() == 1) message.replace(message.find("%g2"), 3, "him"); else message.replace(message.find("%g2"), 3, "her"); } if(message.find("%g3") < 0xFFFFFFFF){ if(originator->GetPlayer()->GetGender() == 1) message.replace(message.find("%g3"), 3, "he"); else message.replace(message.find("%g3"), 3, "she"); } if(message.length() > 0){ emoteResponse = new char[message.length() + strlen(originator->GetPlayer()->GetName()) + 10]; sprintf(emoteResponse,"%s %s", originator->GetPlayer()->GetName(), message.c_str()); } else{ originator->Message(CHANNEL_COLOR_YELLOW, "%s is not properly configured, be sure to submit a /bug report.", name.c_str()); safe_delete(packet); break; } } packet->setMediumStringByName("emote_msg", emoteResponse); packet->setDataByName("anim_type", emote->GetVisualState()); client->QueuePacket(packet->serialize()); safe_delete(packet); safe_delete_array(emoteResponse); } } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::SetupInstance(int32 createdInstanceID) { if ( createdInstanceID == 0 ) // if this happens that isn't good! instanceID = ++MinInstanceID; else // db should pass the good ID instanceID = createdInstanceID; } void ZoneServer::RemoveDeadSpawn(Spawn* spawn){ AddDeadSpawn(spawn, 0); } void ZoneServer::AddDeadSpawn(Spawn* spawn, int32 timer){ MDeadSpawns.writelock(__FUNCTION__, __LINE__); if (dead_spawns.count(spawn->GetID()) > 0) dead_spawns[spawn->GetID()] = Timer::GetCurrentTime2() + timer; else if(timer != 0xFFFFFFFF) dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + timer)); else{ if(spawn->IsEntity() && ((Entity*)spawn)->HasLoot()){ dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + (15000 * spawn->GetLevel() + 240000))); SendUpdateDefaultCommand(spawn, "loot", 10); } else dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + 10000)); } MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__); } void ZoneServer::WritePlayerStatistics() { MutexList::iterator client_itr = connected_clients.begin(); while(client_itr.Next()) client_itr->value->GetPlayer()->WritePlayerStatistics(); } void ZoneServer::AddPlayerTracking(Player* player) { if (player && !player->GetIsTracking() && players_tracking.count(player->GetDatabaseID()) == 0) { Client* client = GetClientBySpawn(player); if (client) { PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion()); if (packet) { player->SetIsTracking(true); players_tracking.Put(client->GetCharacterID(), player); packet->setDataByName("mode", TRACKING_START); packet->setDataByName("type", TRACKING_TYPE_ENTITIES); client->QueuePacket(packet->serialize()); safe_delete(packet); } } } } void ZoneServer::RemovePlayerTracking(Player* player, int8 mode) { if (player && player->GetIsTracking()) { Client* client = GetClientBySpawn(player); if (client) { PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion()); if (packet) { player->SetIsTracking(false); players_tracking.erase(client->GetCharacterID()); packet->setDataByName("mode", mode); packet->setDataByName("type", TRACKING_TYPE_ENTITIES); client->QueuePacket(packet->serialize()); safe_delete(packet); } } } } void ZoneServer::ProcessTracking() { MutexMap::iterator itr = players_tracking.begin(); while (itr.Next()) ProcessTracking(GetClientBySpawn(itr->second)); } void ZoneServer::ProcessTracking(Client* client) { if (!client) return; Player* player = client->GetPlayer(); if (player && player->GetIsTracking()) { MutexMap::iterator spawn_itr; PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion()); if (packet) { packet->setDataByName("mode", TRACKING_UPDATE); packet->setDataByName("type", TRACKING_TYPE_ENTITIES); vector spawns_tracked; while (spawn_itr.Next()) { Spawn* spawn = spawn_itr->second; float distance = player->GetDistance(spawn); if (spawn->IsEntity() && distance <= 80 && spawn != player) { TrackedSpawn* ts = new TrackedSpawn; ts->spawn = spawn; ts->distance = distance; /* Add spawns in ascending order from closest to furthest */ if (spawns_tracked.empty()) spawns_tracked.push_back(ts); else { vector::iterator tracked_itr; bool added = false; for (tracked_itr = spawns_tracked.begin(); tracked_itr != spawns_tracked.end(); tracked_itr++) { TrackedSpawn* cur_ts = *tracked_itr; if (ts->distance <= cur_ts->distance) { spawns_tracked.insert(tracked_itr, ts); added = true; break; } } if (!added) spawns_tracked.push_back(ts); } } } packet->setArrayLengthByName("num_spawns", spawns_tracked.size()); for (int32 i = 0; i < spawns_tracked.size(); i++) { TrackedSpawn* ts = spawns_tracked[i]; LogWrite(ZONE__DEBUG, 0, "Zone", "%s (%f)", ts->spawn->GetName(), ts->distance); packet->setArrayDataByName("spawn_id", player->GetIDWithPlayerSpawn(ts->spawn), i); packet->setArrayDataByName("spawn_name", ts->spawn->GetName(), i); if (ts->spawn->IsPlayer()) packet->setArrayDataByName("spawn_type", TRACKING_SPAWN_TYPE_PC, i); else packet->setArrayDataByName("spawn_type", TRACKING_SPAWN_TYPE_NPC, i); packet->setArrayDataByName("spawn_con_color", player->GetArrowColor(ts->spawn->GetLevel()), i); } packet->setArrayLengthByName("num_array1", 0); //for (int32 i = 0; i < spawns_tracked.size(); i++) { //} packet->setArrayLengthByName("num_spawns2", spawns_tracked.size()); for (int32 i = 0; i < spawns_tracked.size(); i++) { TrackedSpawn* ts = spawns_tracked[i]; packet->setArrayDataByName("list_spawn_id", player->GetIDWithPlayerSpawn(ts->spawn), i); packet->setArrayDataByName("list_number", i, i); } client->QueuePacket(packet->serialize()); safe_delete(packet); for (int32 i = 0; i < spawns_tracked.size(); i++) safe_delete(spawns_tracked[i]); } } } void ZoneServer::SendEpicMobDeathToGuild(Player* killer, Spawn* victim) { if (killer && victim) { LogWrite(MISC__TODO, 1, "TODO" , "Check if player is in raid\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__); if (killer->GetGroupMemberInfo()) { world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__); deque::iterator itr; deque* members = world.GetGroupManager()->GetGroupMembers(killer->GetGroupMemberInfo()->group_id); for (itr = members->begin(); itr != members->end(); itr++) { GroupMemberInfo* gmi = *itr; if (gmi->client) { Player* group_member = gmi->client->GetPlayer(); if (group_member->GetGuild()) { Guild* guild = group_member->GetGuild(); string message = Guild::GetEpicMobDeathMessage(group_member->GetName(), victim->GetName()); guild->AddNewGuildEvent(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str(), Timer::GetUnixTimeStamp()); guild->SendMessageToGuild(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str()); } } } world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__); } else if (killer->GetGuild()) { Guild* guild = killer->GetGuild(); string message = Guild::GetEpicMobDeathMessage(killer->GetName(), victim->GetName()); guild->AddNewGuildEvent(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str(), Timer::GetUnixTimeStamp()); guild->SendMessageToGuild(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str()); } } } void ZoneServer::ProcessAggroChecks(Spawn* spawn) { // If faction based combat is not allowed then no need to run the loops so just return out if(!rule_manager.GetGlobalRule(R_Faction, AllowFactionBasedCombat)->GetBool()) return; if (spawn && spawn->IsNPC() && spawn->Alive()) CheckEnemyList((NPC*)spawn); } void ZoneServer::SendUpdateTitles(Client *client, Title *suffix, Title *prefix) { assert(client); SendUpdateTitles(client->GetPlayer(), suffix, prefix); } void ZoneServer::SendUpdateTitles(Spawn *spawn, Title *suffix, Title *prefix) { if (!spawn) return; vector::iterator itr; PacketStruct *packet; Client* current_client; MClientList.readlock(__FUNCTION__, __LINE__); for (itr = clients.begin(); itr != clients.end(); itr++) { current_client = *itr; if (!(packet = configReader.getStruct("WS_UpdateTitle", current_client->GetVersion()))) break; packet->setDataByName("player_id", current_client->GetPlayer()->GetIDWithPlayerSpawn(spawn)); packet->setDataByName("player_name", spawn->GetName()); packet->setDataByName("unknown1", 1, 1); if(suffix) packet->setDataByName("suffix_title", suffix->GetName()); else packet->setDataByName("suffix_title", spawn->GetSuffixTitle()); if(prefix) packet->setDataByName("prefix_title", prefix->GetName()); else packet->setDataByName("prefix_title", spawn->GetPrefixTitle()); packet->setDataByName("last_name", spawn->GetLastName()); packet->setDataByName("sub_title", spawn->GetSubTitle()); current_client->QueuePacket(packet->serialize()); safe_delete(packet); } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::AddTransportSpawn(Spawn* spawn){ if(!spawn) return; MTransportSpawns.writelock(__FUNCTION__, __LINE__); transport_spawns.push_back(spawn->GetID()); MTransportSpawns.releasewritelock(__FUNCTION__, __LINE__); } Spawn* ZoneServer::GetClosestTransportSpawn(float x, float y, float z){ Spawn* spawn = 0; Spawn* closest_spawn = 0; float closest_distance = 0.0; MTransportSpawns.writelock(__FUNCTION__, __LINE__); vector::iterator itr = transport_spawns.begin(); while(itr != transport_spawns.end()){ spawn = GetSpawnByID(*itr); if(spawn){ if(closest_distance == 0.0){ closest_spawn = spawn; closest_distance = spawn->GetDistance(x, y, z); } else if(spawn->GetDistance(x, y, z) < closest_distance){ closest_spawn = spawn; closest_distance = spawn->GetDistance(x, y, z); } itr++; } else itr = transport_spawns.erase(itr); } MTransportSpawns.releasewritelock(__FUNCTION__, __LINE__); return closest_spawn; } void ZoneServer::SetRain(float val) { rain = val; vector::iterator itr; MClientList.readlock(__FUNCTION__, __LINE__); for (itr = clients.begin(); itr != clients.end(); itr++) { Client* client = *itr; client->GetPlayer()->GetInfoStruct()->rain = val; client->GetPlayer()->SetCharSheetChanged(true); if( val >= 0.75 && !weather_signaled ) { client->SimpleMessage(CHANNEL_COLOR_WHITE, "It starts to rain."); } else if( val < 0.75 && weather_signaled ) { client->SimpleMessage(CHANNEL_COLOR_WHITE, "It stops raining."); } } MClientList.releasereadlock(__FUNCTION__, __LINE__); if (val >= 0.75 && !weather_signaled) { weather_signaled = true; ProcessSpawnConditional(SPAWN_CONDITIONAL_RAINING); } else if (val < 0.75 && weather_signaled) { weather_signaled = false; ProcessSpawnConditional(SPAWN_CONDITIONAL_NOT_RAINING); } } void ZoneServer::SetWind(float val) { vector::iterator itr; MClientList.readlock(__FUNCTION__, __LINE__); for (itr = clients.begin(); itr != clients.end(); itr++) { Client* client = *itr; client->GetPlayer()->GetInfoStruct()->wind = val; client->GetPlayer()->SetCharSheetChanged(true); } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::ProcessWeather() { // if the global rule to disable weather is set, or if the `weather_allowed` field in the zone record == 0, do not process weather if( !weather_enabled || !isWeatherAllowed() ) return; LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Processing weather changes", zone_name); float new_weather = 0; float weather_offset = 0; bool change_weather = false; // check to see if it is time to change the weather according to weather_frequency (time between changes) if( weather_last_changed_time <= (Timer::GetUnixTimeStamp() - weather_frequency) ) { LogWrite(ZONE__DEBUG, 2, "Zone", "%s: Checking for weather changes", zone_name); // reset last changed time (frequency check) weather_last_changed_time = Timer::GetUnixTimeStamp(); // this is the chance a weather change occurs at all at the expired interval int8 weather_random = MakeRandomInt(1, 100); 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"); if( weather_random <= weather_change_chance ) { change_weather = true; weather_offset = weather_change_amount; if( weather_type == 3 ) // chaotic weather patterns, random weather between min/max { new_weather = MakeRandomFloat(weather_min_severity, weather_max_severity); LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Chaotic weather severity changed to %.2f", zone_name, new_weather); weather_pattern = 2; } else if( weather_type == 2 ) // random weather patterns, combination of normal + dynamic + max_offset { weather_offset = MakeRandomFloat(weather_change_amount, weather_dynamic_offset); LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Random weather severity changed by %.2f", zone_name, weather_offset); int8 weather_alter = weather_change_chance / 10; // the divide is to prevent too many direction changes in a cycle weather_random = MakeRandomInt(1, 100); // chance that the weather changes direction (weather_pattern) if( weather_random <= weather_alter ) weather_pattern = ( weather_pattern == 0 ) ? 1 : 0; } else if( weather_type == 1 ) // dynamic weather patterns, weather may not reach min/max { int8 weather_alter = weather_change_chance / 10; // the divide is to prevent too many direction changes in a cycle weather_random = MakeRandomInt(1, 100); // chance that the weather changes direction (weather_pattern) if( weather_random <= weather_alter ) { weather_pattern = ( weather_pattern == 0 ) ? 1 : 0; LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Dynamic weather pattern changed to %i", zone_name, weather_pattern); } } else // normal weather patterns, weather starts at min, goes to max, then back down again { // do nothing (processed below) LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Normal weather severity changed by %.2f", zone_name, weather_offset); } // when all done, change the weather if( change_weather ) { if( weather_pattern == 1 ) { // weather is getting worse, til it reaches weather_max_severity new_weather = ( weather_current_severity <= weather_max_severity ) ? weather_current_severity + weather_offset : weather_max_severity; LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Increased weather severity by %.2f", zone_name, weather_offset); if(new_weather > weather_max_severity) { new_weather = weather_max_severity - weather_offset; weather_pattern = 0; } } else if( weather_pattern == 0 ) { // weather is clearing up, til it reaches weather_min_severity new_weather = ( weather_current_severity >= weather_min_severity ) ? weather_current_severity - weather_offset : weather_min_severity; LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Decreased weather severity by %.2f", zone_name, weather_offset); if(new_weather < weather_min_severity) { new_weather = weather_min_severity + weather_offset; weather_pattern = 1; } } LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather change triggered from %.2f to %.2f", zone_name, weather_current_severity, new_weather); this->SetRain(new_weather); weather_current_severity = new_weather; } } } else LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Not time to change weather yet", zone_name); } void ZoneServer::HidePrivateSpawn(Spawn* spawn) { if (!spawn->IsPrivateSpawn()) return; Client* client = 0; Player* player = 0; PacketStruct* packet = 0; MutexList::iterator itr = connected_clients.begin(); while (itr->Next()) { client = itr->value; player = client->GetPlayer(); if (player->WasSentSpawn(spawn->GetID()) && !player->WasSpawnRemoved(spawn)) { packet = configReader.getStruct("WS_DestroyGhostCmd", client->GetVersion()); SendRemoveSpawn(client, spawn, packet); if(spawn_range_map.count(client) > 0) spawn_range_map.Get(client)->erase(spawn->GetID()); if(player->GetTarget() == spawn) player->SetTarget(0); } } } SpawnLocation* ZoneServer::GetSpawnLocation(int32 id) { SpawnLocation* ret = 0; MSpawnLocationList.readlock(__FUNCTION__, __LINE__); if (spawn_location_list.count(id) > 0) ret = spawn_location_list[id]; MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__); return ret; } void ZoneServer::PlayAnimation(Spawn* spawn, int32 visual_state, Spawn* spawn2, int8 hide_type){ Client* client = 0; PacketStruct* packet = 0; Spawn* exclude_spawn = 0; if (!spawn) return; if (spawn2){ if(hide_type == 1){ client = GetClientBySpawn(spawn2); if(client){ packet = configReader.getStruct("WS_CannedEmote", client->GetVersion()); packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn)); packet->setDataByName("anim_type", visual_state); client->QueuePacket(packet->serialize()); } return; } if(hide_type == 2) exclude_spawn = spawn2; } vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) { client = *client_itr; if(spawn->GetDistance(client->GetPlayer()) > 50) continue; if(exclude_spawn == client->GetPlayer()) continue; packet = configReader.getStruct("WS_CannedEmote", client->GetVersion()); if (packet) { packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn)); packet->setDataByName("anim_type", visual_state); client->QueuePacket(packet->serialize()); safe_delete(packet); } } MClientList.releasereadlock(__FUNCTION__, __LINE__); } vector ZoneServer::GetSpawnsByID(int32 id) { vector tmp_list; Spawn* spawn; map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { spawn = itr->second; if (spawn && (spawn->GetDatabaseID() == id)) tmp_list.push_back(spawn); } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); return tmp_list; } vector ZoneServer::GetAttackableSpawnsByDistance(Spawn* caster, float distance) { vector ret; Spawn* spawn = 0; map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { spawn = itr->second; if (spawn && spawn->IsNPC() && spawn->appearance.attackable > 0 && spawn != caster && spawn->Alive() && spawn->GetDistance(caster, true) <= distance) ret.push_back(spawn); } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); return ret; } void ZoneServer::ResurrectSpawn(Spawn* spawn, Client* client) { if(!client || !spawn) return; PendingResurrection* rez = client->GetCurrentRez(); if(!rez || !rez->caster) return; PacketStruct* packet = 0; float power_perc = rez->mp_perc; float health_perc = rez->hp_perc; Spawn* caster_spawn = rez->caster; sint32 heal_amt = 0; sint32 power_amt = 0; bool no_calcs = rez->no_calcs; int8 crit_mod = rez->crit_mod; Entity* caster = 0; InfoStruct* info = 0; bool crit = false; string heal_spell = rez->heal_name; int16 heal_packet_type = 0; int16 power_packet_type = 0; //Calculations for how much to heal the spawn if(health_perc > 0) heal_amt = (spawn->GetTotalHP() * (health_perc / 100)); if(power_perc > 0) power_amt = (spawn->GetTotalPower() * (power_perc / 100)); if(caster_spawn->IsEntity()){ caster = ((Entity*)caster_spawn); info = caster->GetInfoStruct(); } if(!no_calcs && caster){ //Potency Mod heal_amt *= ((caster->stats[ITEM_STAT_POTENCY] / 100) + 1); power_amt *= ((caster->stats[ITEM_STAT_POTENCY] / 100) + 1); //Ability Mod heal_amt += (int32)min((int32)info->ability_modifier, (int32)(heal_amt / 2)); power_amt += (int32)min((int32)info->ability_modifier, (int32)(power_amt / 2)); if(!crit_mod || crit_mod == 1){ if(crit_mod == 1) crit = true; else { // Crit Roll float chance = (float)max((float)0, (float)info->crit_chance); crit = (MakeRandomFloat(0, 100) <= chance); } if(crit){ //Apply total crit multiplier with crit bonus heal_amt *= ((info->crit_bonus / 100) + 1.3); power_amt *= ((info->crit_bonus / 100) + 1.3); } } } //Set this rez as a crit to be passed to subspell (not yet used) rez->crit = true; //Set Heal amt to 1 if 0 now so the player has health if(heal_amt == 0) heal_amt = 1; if(heal_amt > spawn->GetTotalHP()) heal_amt = spawn->GetTotalHP(); if(power_amt > spawn->GetTotalPower()) power_amt = spawn->GetTotalPower(); spawn->SetHP(heal_amt); if(power_amt > 0) spawn->SetPower(power_amt); if(client && caster){ EQ2Packet* move = ((Player*)spawn)->Move(caster->GetX(), caster->GetY(), caster->GetZ(), client->GetVersion()); if(move) client->QueuePacket(move); } if(crit){ power_packet_type = HEAL_PACKET_TYPE_CRIT_MANA; heal_packet_type = HEAL_PACKET_TYPE_CRIT_HEAL; } else { power_packet_type = HEAL_PACKET_TYPE_SIMPLE_MANA; heal_packet_type = HEAL_PACKET_TYPE_SIMPLE_HEAL; } SendHealPacket(caster, spawn, heal_packet_type, heal_amt, heal_spell.c_str()); if(power_amt > 0) SendHealPacket(caster, spawn, power_packet_type, power_amt, heal_spell.c_str()); //The following code sets the spawn as alive if(dead_spawns.count(spawn->GetID()) > 0) dead_spawns.erase(spawn->GetID()); if(spawn->IsPlayer()){ spawn->SetSpawnType(4); client = GetClientBySpawn(spawn); if(client){ packet = configReader.getStruct("WS_Resurrected", client->GetVersion()); if(packet){ client->QueuePacket(packet->serialize()); } packet = configReader.getStruct("WS_ServerControlFlags", client->GetVersion()); if(packet) { packet->setDataByName("parameter1", 8); client->QueuePacket(packet->serialize()); packet->setDataByName("parameter1", 16); client->QueuePacket(packet->serialize()); } safe_delete(packet); client->SimpleMessage(CHANNEL_COLOR_REVIVE, "You regain consciousness!"); } } spawn->SendSpawnChanges(true); spawn->SetTempActionState(-1); spawn->appearance.attackable = 1; } void ZoneServer::SendDispellPacket(Entity* caster, Spawn* target, string dispell_name, string spell_name, int8 dispell_type){ if(!caster || !target) return; Client* client = 0; Player* player = 0; PacketStruct* packet = 0; vector::iterator client_itr; MClientList.readlock(__FUNCTION__, __LINE__); for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++){ client = *client_itr; if(!client || !(player = client->GetPlayer()) || (player != caster && ((caster && player->WasSentSpawn(caster->GetID()) == false) || (target && player->WasSentSpawn(target->GetID()) == false)))) continue; if((caster && player->WasSpawnRemoved(caster)) || (caster && player->WasSpawnRemoved(target))) continue; if(caster && caster->GetDistance(player) > 50) continue; if(target && target->GetDistance(player) > 50) continue; packet = configReader.getStruct("WS_HearDispell", client->GetVersion()); if(packet){ packet->setDataByName("spell_name", spell_name.c_str()); packet->setDataByName("dispell_name", dispell_name.c_str()); packet->setDataByName("caster", player->GetIDWithPlayerSpawn(caster)); packet->setDataByName("target", player->GetIDWithPlayerSpawn(target)); packet->setDataByName("type", dispell_type); client->QueuePacket(packet->serialize()); } safe_delete(packet); } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::DismissAllPets() { Spawn* spawn = 0; map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { spawn = itr->second; if (spawn && spawn->IsPet() && ((NPC*)spawn)->GetOwner()) ((NPC*)spawn)->GetOwner()->DismissPet((NPC*)spawn); } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::RemoveTargetFromSpell(LuaSpell* spell, Spawn* target){ if (spellProcess) spellProcess->RemoveTargetFromSpell(spell, target); } void ZoneServer::ClearHate(Entity* entity) { Spawn* spawn = 0; map::iterator itr; MSpawnList.readlock(__FUNCTION__, __LINE__); for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { spawn = itr->second; if (spawn && spawn->IsNPC() && ((NPC*)spawn)->Brain()) ((NPC*)spawn)->Brain()->ClearHate(entity); } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); } ThreadReturnType ZoneLoop(void* tmp) { #ifdef WIN32 SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL); #endif if (tmp == 0) { ThrowError("ZoneLoop(): tmp = 0!"); THREAD_RETURN(NULL); } ZoneServer* zs = (ZoneServer*) tmp; while (zs->Process()) { if(zs->GetClientCount() == 0) Sleep(1000); else Sleep(10); } zs->Process(); //run loop once more to clean up some functions safe_delete(zs); THREAD_RETURN(NULL); } ThreadReturnType SpawnLoop(void* tmp) { #ifdef WIN32 SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL); #endif if (tmp == 0) { ThrowError("SpawnLoop(): tmp = 0!"); THREAD_RETURN(NULL); } ZoneServer* zs = (ZoneServer*) tmp; #ifndef NO_CATCH try { #endif zs->spawnthread_active = true; while (zs->SpawnProcess()) { if(zs->GetClientCount() == 0) Sleep(1000); else Sleep(20); } zs->spawnthread_active = false; #ifndef NO_CATCH } catch(...) { LogWrite(ZONE__ERROR, 0, "Zone", "Error Processing SpawnLoop, shutting down zone '%s'...", zs->GetZoneName()); try{ zs->Shutdown(); } catch(...){ LogWrite(ZONE__ERROR, 0, "Zone", "Error Processing SpawnLoop while shutting down zone '%s'...", zs->GetZoneName()); } } #endif THREAD_RETURN(NULL); } ThreadReturnType SendInitialSpawns(void* tmp) { #ifdef WIN32 SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_ABOVE_NORMAL); #endif if (tmp == 0) { ThrowError("SendInitialSpawns(): tmp = 0!"); THREAD_RETURN(NULL); } Client* client = (Client*) tmp; client->GetCurrentZone()->SendZoneSpawns(client); THREAD_RETURN(NULL); } ThreadReturnType SendLevelChangedSpawns(void* tmp) { #ifdef WIN32 SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL); #endif if (tmp == 0) { ThrowError("SendLevelChangedSpawns(): tmp = 0!"); THREAD_RETURN(NULL); } Client* client = (Client*)tmp; client->GetCurrentZone()->SendAllSpawnsForLevelChange(client); THREAD_RETURN(NULL); } void ZoneServer::SetSpawnStructs(Client* client) { int16 client_ver = client->GetVersion(); Player* player = client->GetPlayer(); //Save a copy of the correct spawn substructs for the client's player, save here a copy if we don't have one PacketStruct* pos = configReader.getStruct("Substruct_SpawnPositionStruct", client_ver); player->SetSpawnPosStruct(pos); if (versioned_pos_structs.count(pos->GetVersion()) == 0) versioned_pos_structs[pos->GetVersion()] = new PacketStruct(pos, true); PacketStruct* vis = configReader.getStruct("Substruct_SpawnVisualizationInfoStruct", client_ver); player->SetSpawnVisStruct(vis); if (versioned_vis_structs.count(vis->GetVersion()) == 0) versioned_vis_structs[vis->GetVersion()] = new PacketStruct(vis, true); PacketStruct* info = configReader.getStruct("Substruct_SpawnInfoStruct", client_ver); player->SetSpawnInfoStruct(info); if (versioned_info_structs.count(info->GetVersion()) == 0) versioned_info_structs[info->GetVersion()] = new PacketStruct(info, true); PacketStruct* header = configReader.getStruct("WS_SpawnStruct_Header", client_ver); player->SetSpawnHeaderStruct(header); PacketStruct* footer = configReader.getStruct("WS_SpawnStruct_Footer", client_ver); player->SetSpawnFooterStruct(footer); PacketStruct* sfooter = configReader.getStruct("WS_SignWidgetSpawnStruct_Footer", client_ver); player->SetSignFooterStruct(sfooter); PacketStruct* wfooter = configReader.getStruct("WS_WidgetSpawnStruct_Footer", client_ver); player->SetWidgetFooterStruct(wfooter); } Spawn* ZoneServer::GetSpawn(int32 id){ Spawn* ret = 0; if(GetNPC(id)) ret = GetNewNPC(id); else if(this->GetObject(id)) ret = GetNewObject(id); else if(GetWidget(id)) ret = GetNewWidget(id); else if(GetSign(id)) ret = GetNewSign(id); else if(GetGroundSpawn(id)) ret = GetNewGroundSpawn(id); // Unable to find the spawn in the list lets attempt to add it if we are not currently reloading else if (!reloading && database.LoadNPC(this, id)) { if (GetNPC(id)) ret = GetNewNPC(id); else LogWrite(NPC__ERROR, 0, "NPC", "Database inserted npc (%u) but was still unable to retrieve it!", id); } else if (!reloading && database.LoadObject(this, id)) { if (this->GetObject(id)) ret = GetNewObject(id); else LogWrite(OBJECT__ERROR, 0, "Object", "Database inserted object (%u) but was still unable to retrieve it!", id); } else if (!reloading && database.LoadWidget(this, id)) { if (GetWidget(id)) ret = GetNewWidget(id); else LogWrite(WIDGET__ERROR, 0, "Widget", "Database inserted widget (%u) but was still unable to retrieve it!", id); } else if (!reloading && database.LoadSign(this, id)) { if (GetSign(id)) ret = GetNewSign(id); else LogWrite(SIGN__ERROR, 0, "Sign", "Database inserted sign (%u) but was still unable to retrieve it!", id); } else if (!reloading && database.LoadGroundSpawn(this, id)) { if (GetGroundSpawn(id)) ret = GetNewGroundSpawn(id); else LogWrite(GROUNDSPAWN__ERROR, 0, "GSpawn", "Database inserted ground spawn (%u) but was still unable to retrieve it!", id); } if(ret) ret->SetID(Spawn::NextID()); return ret; } vector* ZoneServer::GetEntityCommandList(int32 id){ if(entity_command_list.count(id) > 0) return entity_command_list[id]; else return 0; } void ZoneServer::SetEntityCommandList(int32 id, EntityCommand* command) { if (entity_command_list.count(id) == 0) entity_command_list[id] = new vector; entity_command_list[id]->push_back(command); } EntityCommand* ZoneServer::GetEntityCommand(int32 id, string name) { EntityCommand* ret = 0; if (entity_command_list.count(id) == 0) return ret; vector::iterator itr; for (itr = entity_command_list[id]->begin(); itr != entity_command_list[id]->end(); itr++) { if ((*itr)->name == name) { ret = (*itr); break; } } return ret; } void ZoneServer::ClearEntityCommands() { if (entity_command_list.size() > 0) { map* >::iterator itr; for (itr = entity_command_list.begin(); itr != entity_command_list.end(); itr++) { vector* entity_commands = itr->second; if (entity_commands && entity_commands->size() > 0) { vector::iterator v_itr; for (v_itr = entity_commands->begin(); v_itr != entity_commands->end(); v_itr++) safe_delete(*v_itr); entity_commands->clear(); } safe_delete(entity_commands); } entity_command_list.clear(); } } void ZoneServer::AddNPCSpell(int32 list_id, int32 spell_id, int8 tier){ npc_spell_list[list_id][spell_id] = tier; } vector* ZoneServer::GetNPCSpells(int32 primary_list, int32 secondary_list){ vector* ret = 0; if(npc_spell_list.count(primary_list) > 0){ ret = new vector(); map::iterator itr; Spell* tmpSpell = 0; for(itr = npc_spell_list[primary_list].begin(); itr != npc_spell_list[primary_list].end(); itr++){ tmpSpell = master_spell_list.GetSpell(itr->first, itr->second); if(tmpSpell) ret->push_back(tmpSpell); } } if(npc_spell_list.count(secondary_list) > 0){ if(!ret) ret = new vector(); map::iterator itr; Spell* tmpSpell = 0; for(itr = npc_spell_list[secondary_list].begin(); itr != npc_spell_list[secondary_list].end(); itr++){ tmpSpell = master_spell_list.GetSpell(itr->first, itr->second); if(tmpSpell) ret->push_back(tmpSpell); } } if(ret && ret->size() == 0){ safe_delete(ret); ret = 0; } return ret; } void ZoneServer::AddNPCSkill(int32 list_id, int32 skill_id, int16 value){ npc_skill_list[list_id][skill_id] = value; } map* ZoneServer::GetNPCSkills(int32 primary_list, int32 secondary_list){ map* ret = 0; if(npc_skill_list.count(primary_list) > 0){ ret = new map(); map::iterator itr; Skill* tmpSkill = 0; for(itr = npc_skill_list[primary_list].begin(); itr != npc_skill_list[primary_list].end(); itr++){ tmpSkill = master_skill_list.GetSkill(itr->first); if(tmpSkill){ tmpSkill = new Skill(tmpSkill); tmpSkill->current_val = itr->second; tmpSkill->max_val = tmpSkill->current_val+5; (*ret)[tmpSkill->name.data] = tmpSkill; } } } if(npc_skill_list.count(secondary_list) > 0){ if(!ret) ret = new map(); map::iterator itr; Skill* tmpSkill = 0; for(itr = npc_skill_list[secondary_list].begin(); itr != npc_skill_list[secondary_list].end(); itr++){ tmpSkill = master_skill_list.GetSkill(itr->first); if(tmpSkill){ tmpSkill = new Skill(tmpSkill); tmpSkill->current_val = itr->second; tmpSkill->max_val = tmpSkill->current_val+5; (*ret)[tmpSkill->name.data] = tmpSkill; } } } if(ret && ret->size() == 0){ safe_delete(ret); ret = 0; } return ret; } void ZoneServer::AddNPCEquipment(int32 list_id, int32 item_id){ npc_equipment_list[list_id].push_back(item_id); } void ZoneServer::SetNPCEquipment(NPC* npc) { if(npc_equipment_list.count(npc->GetEquipmentListID()) > 0){ Item* tmpItem = 0; int8 slot = 0; vector::iterator itr; for(itr = npc_equipment_list[npc->GetEquipmentListID()].begin(); itr != npc_equipment_list[npc->GetEquipmentListID()].end(); itr++){ tmpItem = master_item_list.GetItem(*itr); if(tmpItem){ slot = npc->GetEquipmentList()->GetFreeSlot(tmpItem); if(slot < 255){ tmpItem = new Item(tmpItem); npc->GetEquipmentList()->SetItem(slot, tmpItem); } } } } } void ZoneServer::AddNPC(int32 id, NPC* npc) { npc_list[id] = npc; } void ZoneServer::AddWidget(int32 id, Widget* widget) { widget_list[id] = widget; } Widget* ZoneServer::GetWidget(int32 id, bool override_loading) { if((!reloading || override_loading) && widget_list.count(id) > 0) return widget_list[id]; else return 0; } Widget* ZoneServer::GetNewWidget(int32 id) { if(!reloading && widget_list.count(id) > 0) return widget_list[id]->Copy(); else return 0; } void ZoneServer::LoadGroundSpawnEntries(){ MGroundSpawnItems.lock(); database.LoadGroundSpawnEntries(this); MGroundSpawnItems.unlock(); } void ZoneServer::LoadGroundSpawnItems() { } 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) { GroundSpawnEntry* entry = new GroundSpawnEntry; entry->min_skill_level = min_skill_level; entry->min_adventure_level = min_adventure_level; entry->bonus_table = bonus_table; entry->harvest1 = harvest1; entry->harvest3 = harvest3; entry->harvest5 = harvest5; entry->harvest_imbue = harvest_imbue; entry->harvest_rare = harvest_rare; entry->harvest10 = harvest10; entry->harvest_coin = harvest_coin; groundspawn_entries[groundspawn_id].push_back(entry); } void ZoneServer::AddGroundSpawnItem(int32 groundspawn_id, int32 item_id, int8 is_rare, int32 grid_id) { GroundSpawnEntryItem* entry = new GroundSpawnEntryItem; entry->item_id = item_id; entry->is_rare = is_rare; entry->grid_id = grid_id; groundspawn_items[groundspawn_id].push_back(entry); } vector* ZoneServer::GetGroundSpawnEntries(int32 id){ vector* ret = 0; MGroundSpawnItems.lock(); if(groundspawn_entries.count(id) > 0) ret = &groundspawn_entries[id]; MGroundSpawnItems.unlock(); return ret; } vector* ZoneServer::GetGroundSpawnEntryItems(int32 id){ vector* ret = 0; if(groundspawn_items.count(id) > 0) ret = &groundspawn_items[id]; return ret; } // TODO - mis-named, should be DeleteGroundSpawnEntries() but this is ok for now :) void ZoneServer::DeleteGroundSpawnItems() { MGroundSpawnItems.lock(); map >::iterator groundspawnentry_map_itr; vector::iterator groundspawnentry_itr; for(groundspawnentry_map_itr = groundspawn_entries.begin(); groundspawnentry_map_itr != groundspawn_entries.end(); groundspawnentry_map_itr++) { for(groundspawnentry_itr = groundspawnentry_map_itr->second.begin(); groundspawnentry_itr != groundspawnentry_map_itr->second.end(); groundspawnentry_itr++) { safe_delete(*groundspawnentry_itr); } } groundspawn_entries.clear(); map >::iterator groundspawnitem_map_itr; vector::iterator groundspawnitem_itr; for(groundspawnitem_map_itr = groundspawn_items.begin(); groundspawnitem_map_itr != groundspawn_items.end(); groundspawnitem_map_itr++) { for(groundspawnitem_itr = groundspawnitem_map_itr->second.begin(); groundspawnitem_itr != groundspawnitem_map_itr->second.end(); groundspawnitem_itr++) { safe_delete(*groundspawnitem_itr); } } groundspawn_items.clear(); MGroundSpawnItems.unlock(); } void ZoneServer::AddGroundSpawn(int32 id, GroundSpawn* spawn) { groundspawn_list[id] = spawn; } GroundSpawn* ZoneServer::GetGroundSpawn(int32 id, bool override_loading) { if((!reloading || override_loading) && groundspawn_list.count(id) > 0) return groundspawn_list[id]; else return 0; } GroundSpawn* ZoneServer::GetNewGroundSpawn(int32 id) { if(!reloading && groundspawn_list.count(id) > 0) return groundspawn_list[id]->Copy(); else return 0; } void ZoneServer::AddLootTable(int32 id, LootTable* table){ loot_tables[id] = table; } void ZoneServer::AddLootDrop(int32 id, LootDrop* drop){ loot_drops[id].push_back(drop); } void ZoneServer::AddSpawnLootList(int32 spawn_id, int32 id){ spawn_loot_list[spawn_id].push_back(id); } void ZoneServer::AddLevelLootList(GlobalLoot* loot) { level_loot_list.push_back(loot); } void ZoneServer::AddRacialLootList(int16 racial_id, GlobalLoot* loot) { racial_loot_list[racial_id].push_back(loot); } void ZoneServer::AddZoneLootList(int32 zone, GlobalLoot* loot) { zone_loot_list[zone].push_back(loot); } void ZoneServer::ClearLootTables(){ map::iterator table_itr; for(table_itr = loot_tables.begin(); table_itr != loot_tables.end(); table_itr++){ safe_delete(table_itr->second); } map >::iterator drop_itr; vector::iterator drop_itr2; for(drop_itr = loot_drops.begin(); drop_itr != loot_drops.end(); drop_itr++){ for(drop_itr2 = drop_itr->second.begin(); drop_itr2 != drop_itr->second.end(); drop_itr2++){ safe_delete(*drop_itr2); } } vector::iterator level_itr; for (level_itr = level_loot_list.begin(); level_itr != level_loot_list.end(); level_itr++) { safe_delete(*level_itr); } map >::iterator race_itr; vector::iterator race_itr2; for (race_itr = racial_loot_list.begin(); race_itr != racial_loot_list.end(); race_itr++) { for (race_itr2 = race_itr->second.begin(); race_itr2 != race_itr->second.end(); race_itr2++) { safe_delete(*race_itr2); } } map >::iterator zone_itr; vector::iterator zone_itr2; for(zone_itr = zone_loot_list.begin(); zone_itr != zone_loot_list.end(); zone_itr++) { for (zone_itr2 = zone_itr->second.begin(); zone_itr2 != zone_itr->second.end(); zone_itr2++) { safe_delete(*zone_itr2); } } loot_tables.clear(); loot_drops.clear(); spawn_loot_list.clear(); level_loot_list.clear(); racial_loot_list.clear(); zone_loot_list.clear(); } vector ZoneServer::GetSpawnLootList(int32 spawn_id, int32 zone_id, int8 spawn_level, int16 racial_id) { vector ret; if(reloading) return ret; if (spawn_loot_list.count(spawn_id) > 0) ret.insert(ret.end(), spawn_loot_list[spawn_id].begin(), spawn_loot_list[spawn_id].end()); if (level_loot_list.size() > 0) { vector::iterator itr; for (itr = level_loot_list.begin(); itr != level_loot_list.end(); itr++) { GlobalLoot* loot = *itr; if (loot->minLevel == 0 && loot->maxLevel == 0) ret.push_back(loot->table_id); else { if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel) ret.push_back(loot->table_id); } } } if (racial_loot_list.count(racial_id) > 0) { vector::iterator itr; for (itr = racial_loot_list[racial_id].begin(); itr != racial_loot_list[racial_id].end(); itr++) { GlobalLoot* loot = *itr; if (loot->minLevel == 0 && loot->maxLevel == 0) ret.push_back(loot->table_id); else { if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel) ret.push_back(loot->table_id); } } } if (zone_loot_list.count(zone_id) > 0) { vector::iterator itr; for (itr = zone_loot_list[zone_id].begin(); itr != zone_loot_list[zone_id].end(); itr++) { GlobalLoot* loot = *itr; if (loot->minLevel == 0 && loot->maxLevel == 0) ret.push_back(loot->table_id); else { if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel) ret.push_back(loot->table_id); } } } return ret; } vector* ZoneServer::GetLootDrops(int32 table_id){ if(!reloading && loot_drops.count(table_id) > 0) return &(loot_drops[table_id]); else return 0; } LootTable* ZoneServer::GetLootTable(int32 table_id){ return loot_tables[table_id]; } 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){ LocationTransportDestination* loc = new LocationTransportDestination; loc->message = message; loc->trigger_x = trigger_x; loc->trigger_y = trigger_y; loc->trigger_z = trigger_z; loc->trigger_radius = trigger_radius; loc->destination_zone_id = destination_zone_id; loc->destination_x = destination_x; loc->destination_y = destination_y; loc->destination_z = destination_z; loc->destination_heading = destination_heading; loc->cost = cost; loc->unique_id = unique_id; MTransporters.lock(); if(location_transporters.count(zone_id) == 0) location_transporters[zone_id] = new MutexList(); location_transporters[zone_id]->Add(loc); MTransporters.unlock(); } 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){ TransportDestination* transport = new TransportDestination; transport->type = type; transport->display_name = name; transport->message = message; transport->destination_zone_id = destination_zone_id; transport->destination_x = destination_x; transport->destination_y = destination_y; transport->destination_z = destination_z; transport->destination_heading = destination_heading; transport->cost = cost; transport->unique_id = unique_id; transport->min_level = min_level; transport->max_level = max_level; transport->req_quest = quest_req; transport->req_quest_step = quest_step_req; transport->req_quest_complete = quest_complete; transport->map_x = map_x; transport->map_y = map_y; MTransporters.lock(); transporters[transport_id].push_back(transport); MTransporters.unlock(); } vector* ZoneServer::GetTransporters(int32 transport_id){ vector* ret = 0; MTransporters.lock(); if(transporters.count(transport_id) > 0) ret = &transporters[transport_id]; MTransporters.unlock(); return ret; } MutexList* ZoneServer::GetLocationTransporters(int32 zone_id){ MutexList* ret = 0; MTransporters.lock(); if(location_transporters.count(zone_id) > 0) ret = location_transporters[zone_id]; MTransporters.unlock(); return ret; } void ZoneServer::DeleteGlobalTransporters(){ MTransporters.lock(); map >::iterator itr; vector::iterator transport_vector_itr; for(itr = transporters.begin(); itr != transporters.end(); itr++){ for(transport_vector_itr = itr->second.begin(); transport_vector_itr != itr->second.end(); transport_vector_itr++){ safe_delete(*transport_vector_itr); } } map* >::iterator itr2; for(itr2 = location_transporters.begin(); itr2 != location_transporters.end(); itr2++){ itr2->second->clear(true); delete itr2->second; } transporters.clear(); location_transporters.clear(); MTransporters.unlock(); } void ZoneServer::DeleteGlobalSpawns() { ClearLootTables(); map::iterator npc_list_iter; for(npc_list_iter=npc_list.begin();npc_list_iter!=npc_list.end();npc_list_iter++) { safe_delete(npc_list_iter->second); } npc_list.clear(); map::iterator object_list_iter; for(object_list_iter=object_list.begin();object_list_iter!=object_list.end();object_list_iter++) { safe_delete(object_list_iter->second); } object_list.clear(); map::iterator groundspawn_list_iter; for(groundspawn_list_iter=groundspawn_list.begin();groundspawn_list_iter!=groundspawn_list.end();groundspawn_list_iter++) { safe_delete(groundspawn_list_iter->second); } groundspawn_list.clear(); map::iterator widget_list_iter; for(widget_list_iter=widget_list.begin();widget_list_iter!=widget_list.end();widget_list_iter++) { safe_delete(widget_list_iter->second); } widget_list.clear(); map::iterator sign_list_iter; for(sign_list_iter=sign_list.begin();sign_list_iter!=sign_list.end();sign_list_iter++) { safe_delete(sign_list_iter->second); } sign_list.clear(); /*map::iterator appearance_list_iter; for(appearance_list_iter=npc_appearance_list.begin();appearance_list_iter!=npc_appearance_list.end();appearance_list_iter++) { safe_delete(appearance_list_iter->second); } npc_appearance_list.clear();*/ ClearEntityCommands(); DeleteGroundSpawnItems(); DeleteGlobalTransporters(); DeleteTransporterMaps(); } void ZoneServer::AddTransportMap(int32 id, string name) { MTransportMaps.writelock(__FUNCTION__, __LINE__); m_transportMaps[id] = name; MTransportMaps.releasewritelock(__FUNCTION__, __LINE__); } bool ZoneServer::TransportHasMap(int32 id) { bool ret = false; MTransportMaps.readlock(__FUNCTION__, __LINE__); ret = m_transportMaps.count(id) > 0; MTransportMaps.releasereadlock(__FUNCTION__, __LINE__); return ret; } string ZoneServer::GetTransportMap(int32 id) { string ret; MTransportMaps.readlock(__FUNCTION__, __LINE__); if (m_transportMaps.count(id) > 0) ret = m_transportMaps[id]; MTransportMaps.releasereadlock(__FUNCTION__, __LINE__); return ret; } void ZoneServer::DeleteTransporterMaps() { MTransportMaps.writelock(__FUNCTION__, __LINE__); m_transportMaps.clear(); MTransportMaps.releasewritelock(__FUNCTION__, __LINE__); } void ZoneServer::ReloadSpawns() { if (reloading) return; reloading = true; // Let every one in the zone know what is happening HandleBroadcast("Reloading all spawns for this zone."); DeleteGlobalSpawns(); Depop(false, true); } void ZoneServer::SendStateCommand(Spawn* spawn, int32 state) { vector::iterator itr; MClientList.readlock(__FUNCTION__, __LINE__); for (itr = clients.begin(); itr != clients.end(); itr++) { Client* client = *itr; if (client && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn)) ClientPacketFunctions::SendStateCommand(client, client->GetPlayer()->GetIDWithPlayerSpawn(spawn), state); } MClientList.releasereadlock(__FUNCTION__, __LINE__); } void ZoneServer::AddFlightPath(int32 id, FlightPathInfo* info) { if (m_flightPaths.count(id) > 0) { LogWrite(ZONE__ERROR, 0, "Zone", "Duplicate flight path (%u)", id); safe_delete(info); return; } m_flightPaths[id] = info; } void ZoneServer::AddFlightPathLocation(int32 id, FlightPathLocation* location) { if (m_flightPaths.count(id) == 0) { LogWrite(ZONE__ERROR, 0, "Zone", "There is no flight info for this route (%u)", id); safe_delete(location); return; } m_flightPathRoutes[id].push_back(location); } void ZoneServer::DeleteFlightPaths() { map >::iterator itr; vector::iterator itr2; map::iterator itr3; for (itr = m_flightPathRoutes.begin(); itr != m_flightPathRoutes.end(); itr++) { for (itr2 = itr->second.begin(); itr2 != itr->second.end(); itr2++) { safe_delete(*itr2); } itr->second.clear(); } m_flightPathRoutes.clear(); for (itr3 = m_flightPaths.begin(); itr3 != m_flightPaths.end(); itr3++) { safe_delete(itr3->second); } m_flightPaths.clear(); } void ZoneServer::SendFlightPathsPackets(Client* client) { // Only send a packet if there are flight paths if (m_flightPathRoutes.size() > 0) { PacketStruct* packet = configReader.getStruct("WS_FlightPathsMsg", client->GetVersion()); if (packet) { int32 num_routes = m_flightPaths.size(); packet->setArrayLengthByName("number_of_routes", num_routes); packet->setArrayLengthByName("number_of_routes2", num_routes); packet->setArrayLengthByName("number_of_routes3", num_routes); packet->setArrayLengthByName("number_of_routes4", num_routes); map::iterator itr; int32 i = 0; for (itr = m_flightPaths.begin(); itr != m_flightPaths.end(); itr++, i++) { packet->setArrayDataByName("route_length", m_flightPathRoutes[itr->first].size(), i); packet->setArrayDataByName("ground_mount", itr->second->flying ? 0 : 1, i); packet->setArrayDataByName("allow_dismount", itr->second->dismount ? 1 : 0, i); packet->setSubArrayLengthByName("route_length2", m_flightPathRoutes[itr->first].size(), i); vector::iterator itr2; int32 j = 0; for (itr2 = m_flightPathRoutes[itr->first].begin(); itr2 != m_flightPathRoutes[itr->first].end(); itr2++, j++) { packet->setSubArrayDataByName("x", (*itr2)->X, i, j); packet->setSubArrayDataByName("y", (*itr2)->Y, i, j); packet->setSubArrayDataByName("z", (*itr2)->Z, i, j); } } client->QueuePacket(packet->serialize()); safe_delete(packet); } } } int32 ZoneServer::GetFlightPathIndex(int32 id) { int32 index = 0; map::iterator itr; for (itr = m_flightPaths.begin(); itr != m_flightPaths.end(); itr++, index++) { if (itr->first == id) return index; } return -1; } float ZoneServer::GetFlightPathSpeed(int32 id) { float speed = 1; if (m_flightPaths.count(id) > 0) speed = m_flightPaths[id]->speed; return speed; } void ZoneServer::ProcessSpawnConditional(int8 condition) { MSpawnLocationList.readlock(__FUNCTION__, __LINE__); MSpawnList.readlock(__FUNCTION__, __LINE__); map::iterator itr; for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) { SpawnLocation* loc = spawn_location_list[itr->second->GetSpawnLocationID()]; if (loc && loc->conditional > 0) { if ((loc->conditional & condition) != condition) { Despawn(itr->second, 0); } } } MSpawnList.releasereadlock(__FUNCTION__, __LINE__); map::iterator itr2; for (itr2 = spawn_location_list.begin(); itr2 != spawn_location_list.end(); itr2++) { SpawnLocation* loc = itr2->second; if (loc && loc->conditional > 0 && ((loc->conditional & condition) == condition)) if (GetSpawnByLocationID(loc->placement_id) == NULL) ProcessSpawnLocation(loc); } MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__); }