World.h 22 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #ifndef EQ2_WORLD_H
  17. #define EQ2_WORLD_H
  18. #include <string>
  19. #include <vector>
  20. #include <map>
  21. #include <list>
  22. #include "SpawnLists.h"
  23. #include "zoneserver.h"
  24. #include "NPC.h"
  25. #include "Widget.h"
  26. #include "Object.h"
  27. #include "GroundSpawn.h"
  28. #include "Sign.h"
  29. #include "Variables.h"
  30. #include "MutexList.h"
  31. #include "PlayerGroups.h"
  32. #include "./Zone/region_map.h"
  33. #include "./Zone/map.h"
  34. using namespace std;
  35. struct MerchantInfo{
  36. vector<int32> inventory_ids;
  37. /*int32 faction_id;
  38. sint32 faction_min;
  39. sint32 faction_max;
  40. float low_buy_multiplier;
  41. float high_buy_multiplier;
  42. float low_sell_multiplier;
  43. float high_sell_multiplier;*/
  44. };
  45. struct MerchantItemInfo{
  46. int32 item_id;
  47. int16 quantity;
  48. int32 price_item_id;
  49. int32 price_item2_id;
  50. int16 price_item_qty;
  51. int16 price_item2_qty;
  52. int32 price_status;
  53. int64 price_coins;
  54. int32 price_stationcash;
  55. };
  56. struct LootTable{
  57. string name;
  58. int32 mincoin;
  59. int32 maxcoin;
  60. int16 maxlootitems;
  61. float lootdrop_probability;
  62. float coin_probability;
  63. };
  64. struct LootDrop{
  65. int32 item_id;
  66. int16 item_charges;
  67. bool equip_item;
  68. float probability;
  69. int32 no_drop_quest_completed_id;
  70. };
  71. struct GroundSpawnEntry {
  72. int16 min_skill_level;
  73. int16 min_adventure_level;
  74. int8 bonus_table;
  75. float harvest1;
  76. float harvest3;
  77. float harvest5;
  78. float harvest_imbue;
  79. float harvest_rare;
  80. float harvest10;
  81. int32 harvest_coin;
  82. };
  83. struct GroundSpawnEntryItem {
  84. int32 item_id;
  85. int8 is_rare;
  86. int32 grid_id;
  87. };
  88. struct TransportDestination{
  89. int32 unique_id;
  90. int8 type;
  91. string display_name;
  92. string message;
  93. int32 destination_zone_id;
  94. float destination_x;
  95. float destination_y;
  96. float destination_z;
  97. float destination_heading;
  98. int32 cost;
  99. int8 min_level;
  100. int8 max_level;
  101. int32 req_quest;
  102. int16 req_quest_step;
  103. int32 req_quest_complete;
  104. int32 map_x;
  105. int32 map_y;
  106. int32 faction_id;
  107. int32 faction_value;
  108. int32 expansion_flag;
  109. int32 holiday_flag;
  110. int32 min_client_version;
  111. int32 max_client_version;
  112. int32 flight_path_id;
  113. int16 mount_id;
  114. int8 mount_red_color;
  115. int8 mount_green_color;
  116. int8 mount_blue_color;
  117. };
  118. struct LocationTransportDestination{
  119. int32 unique_id;
  120. string message;
  121. int32 destination_zone_id;
  122. float destination_x;
  123. float destination_y;
  124. float destination_z;
  125. float destination_heading;
  126. float trigger_x;
  127. float trigger_y;
  128. float trigger_z;
  129. float trigger_radius;
  130. int32 cost;
  131. int32 faction_id;
  132. int32 faction_value;
  133. };
  134. //ideally we wouldn't need to store this information as we could get it from the Client object,
  135. //however since the client object disconnects from the server when zoning we can't count on it being available
  136. /*struct PlayerGroup;
  137. struct GroupOptions{
  138. int8 loot_method;
  139. int8 loot_items_rarity;
  140. int8 auto_split;
  141. int8 default_yell;
  142. int8 group_autolock;
  143. int8 solo_autolock;
  144. };
  145. struct GroupMemberInfo{
  146. string name;
  147. string zone;
  148. sint32 hp_current;
  149. sint32 hp_max;
  150. sint32 power_current;
  151. sint32 power_max;
  152. int16 level_current;
  153. int16 level_max;
  154. int8 race_id;
  155. int8 class_id;
  156. Client* client;
  157. PlayerGroup* group;
  158. };
  159. struct PlayerGroup{
  160. deque<GroupMemberInfo*> members;
  161. GroupOptions options;
  162. };*/
  163. struct LottoPlayer {
  164. int32 end_time;
  165. int8 num_matches;
  166. bool set;
  167. };
  168. struct HouseZone {
  169. int32 id;
  170. string name;
  171. int64 cost_coin;
  172. int32 cost_status;
  173. int64 upkeep_coin;
  174. int32 upkeep_status;
  175. int8 vault_slots;
  176. int8 alignment;
  177. int8 guild_level;
  178. int32 zone_id;
  179. int32 exit_zone_id;
  180. float exit_x;
  181. float exit_y;
  182. float exit_z;
  183. float exit_heading;
  184. };
  185. struct Deposit {
  186. int32 timestamp;
  187. int64 amount;
  188. int64 last_amount;
  189. int32 status;
  190. int32 last_status;
  191. string name;
  192. };
  193. struct HouseHistory {
  194. HouseHistory()
  195. {
  196. timestamp = 0;
  197. amount = 0;
  198. name = string("");
  199. reason = string("");
  200. status = 0;
  201. pos_flag = 0;
  202. }
  203. HouseHistory(int32 in_timestamp, int64 in_amount, string in_name, string in_reason, int32 in_status, int8 in_pos_flag)
  204. {
  205. timestamp = in_timestamp;
  206. amount = in_amount;
  207. name = in_name;
  208. reason = in_reason;
  209. status = in_status;
  210. pos_flag = in_pos_flag;
  211. }
  212. int32 timestamp;
  213. int64 amount;
  214. string name;
  215. string reason;
  216. int32 status;
  217. int8 pos_flag;
  218. };
  219. struct PlayerHouse {
  220. int32 house_id;
  221. int64 unique_id;
  222. int32 instance_id;
  223. int32 upkeep_due;
  224. int64 escrow_coins;
  225. int32 escrow_status;
  226. string player_name;
  227. list<Deposit> deposits;
  228. map<string, Deposit> depositsMap;
  229. list<HouseHistory> history;
  230. };
  231. // Constants for STATs counters
  232. // Server Utilization
  233. #define STAT_SERVER_OS_TYPE 1 // what OS this server is running on
  234. #define STAT_SERVER_CPU_TYPE 2 // cpu type/speed (ie., Intel P4 3.0GHz)
  235. #define STAT_SERVER_CPU_CURRENT 3 // current CPU usage by EQ2World.exe process
  236. #define STAT_SERVER_CPU_PEAK 4 // highest CPU usage by EQ2World.exe this session
  237. #define STAT_SERVER_PHYSICAL_RAM_TOTAL 5 // total RAM in server
  238. #define STAT_SERVER_PHYSICAL_RAM_CURRENT 6 // current RAM usage by EQ2World.exe
  239. #define STAT_SERVER_PHYSICAL_RAM_PEAK 7 // highest RAM usage by EQ2World.exe this session
  240. #define STAT_SERVER_VIRTUAL_RAM_TOTAL 8 // total vRAM in server
  241. #define STAT_SERVER_VIRTUAL_RAM_CURRENT 9 // current vRAM usage by EQ2World.exe
  242. #define STAT_SERVER_VIRTUAL_RAM_PEAK 10 // highest vRAM usage by EQ2World.exe this session
  243. #define STAT_SERVER_DISK_USAGE 11 // size of /eq2emulator folder and contents
  244. #define STAT_SERVER_THREAD_COUNT 12 // thread count of EQ2World.exe process
  245. #define STAT_SERVER_AVG_LATENCY 13 // network latency between world and loginserver
  246. // Server Stats
  247. #define STAT_SERVER_CREATED 100 // unix_timestamp of date server first came online
  248. #define STAT_SERVER_START_TIME 101 // unix_timestamp of date/time server booted up
  249. #define STAT_SERVER_ACCEPTED_CONNECTION 102 // successful connections since server startup
  250. #define STAT_SERVER_MOST_CONNECTIONS 103 // most players online in history of server
  251. #define STAT_SERVER_NUM_ACCOUNTS 104 // total number of unique accounts
  252. #define STAT_SERVER_NUM_CHARACTERS 105 // total number of player characters
  253. #define STAT_SERVER_AVG_CHAR_LEVEL 106 // average level of player characters
  254. #define STAT_SERVER_NUM_ACTIVE_ZONES 107 // number of currently running/loaded zones
  255. #define STAT_SERVER_NUM_ACTIVE_INSTANCES 108 // number of active zones that are "instances"
  256. // Player PvE counters
  257. #define STAT_PLAYER_TOTAL_NPC_KILLS 1000 // total NPC kills by player
  258. #define STAT_PLAYER_TOTAL_DEATHS 1001 // total non-PvP deaths of player
  259. #define STAT_PLAYER_KVD_RATIO 1002 // kill-versus-death ratio of player
  260. #define STAT_PLAYER_HIGHEST_MELEE_HIT 1003 // players highest melee hit to date
  261. #define STAT_PLAYER_HIGHEST_MAGIC_HIT 1004 // players highest magic hit to date
  262. #define STAT_PLAYER_HIGHEST_HO_HIT 1005 // players highest heroic opportunity hit
  263. #define STAT_PLAYER_TOTAL_STATUS 1006 // player total status
  264. #define STAT_PLAYER_TOTAL_WEALTH 1007 // player total wealth
  265. #define STAT_PLAYER_QUESTS_COMPLETED 1008 // total quests completed
  266. #define STAT_PLAYER_RECIPES_KNOWN 1009 // total recipes player knows
  267. #define STAT_PLAYER_TOTAL_CRAFTED_ITEMS 1010 // total items crafted by player
  268. #define STAT_PLAYER_ITEMS_DISCOVERED 1011 // total items discovered by player
  269. #define STAT_PLAYER_RARES_HARVESTED 1012 // total rare harvests by player
  270. #define STAT_PLAYER_ITEMS_HARVESTED 1013 // total rare harvests by player
  271. #define STAT_PLAYER_MASTER_ABILITIES 1014 // total master abilities player has
  272. #define STAT_PLAYER_HIGHEST_FALLING_HIT 1015 // player's highest damage amount taken from falling
  273. // Player PvP counters
  274. #define STAT_PLAYER_TOTAL_PVP_KILLS 1100 // total PVP kills by player
  275. #define STAT_PLAYER_PVP_KILL_STREAK 1101 // longest PVP kill streak of player
  276. #define STAT_PLAYER_TOTAL_PVP_DEATHS 1102 // total PVP deaths of player
  277. #define STAT_PLAYER_PVP_DEATH_STREAK 1103 // longest PVP death streak of player
  278. #define STAT_PLAYER_PVP_KVD_RATIO 1104 // PVP kill-versus-death ratio of player
  279. #define STAT_PLAYER_TOTAL_ARENA_KILLS 1105 // total Arena kills of player
  280. // MOST stats for players
  281. #define STAT_PLAYER_MOST_NPC_KILLS 1200 // IPvP: Player with most NPC kills
  282. #define STAT_PLAYER_MOST_NPC_DEATHS 1201 // IPvP: Player with most non-PVP deaths
  283. #define STAT_PLAYER_MOST_PVP_KILLS 1202 // IPvP: Player with most PvP kills
  284. #define STAT_PLAYER_MOST_PVP_DEATHS 1203 // IPvP: Player with most PvP deaths
  285. #define STAT_PLAYER_MOST_ARENA_KILLS 1204 // IPvP: Player with most Arena kills
  286. #define STAT_PLAYER_MOST_STATUS 1205 // IPvP: Player with most Status
  287. #define STAT_PLAYER_MOST_WEALTH 1206 // IPvP: Player with most Wealth
  288. // HIGHEST stats for players
  289. #define STAT_PLAYER_HIGHEST_NPC_KVD_RATIO 1300 // IPvP: Player with highest NPC kill-versus-death ratio
  290. #define STAT_PLAYER_HIGHEST_PVP_KILL_STREAK 1301 // IPvP: Player with longest PvP kill streak
  291. #define STAT_PLAYER_HIGHEST_PVP_DEATH_STREAK 1302 // IPvP: Player with longest PvP death streak
  292. #define STAT_PLAYER_HIGHEST_PVP_KVD_RATIO 1303 // IPvP: Player with highest PvP kill-versus-death ratio
  293. #define STAT_PLAYER_HIGHEST_HP 1304 // IPvP: Player with highest HP on server
  294. #define STAT_PLAYER_HIGHEST_POWER 1305 // IPvP: Player with highest Power on server
  295. #define STAT_PLAYER_HIGHEST_RESISTS 1306 // IPvP: Player with highest Resists on server
  296. struct Statistic {
  297. int32 stat_id;
  298. sint32 stat_value;
  299. int32 stat_date;
  300. bool save_needed;
  301. };
  302. // Player EVENT defines
  303. // Some EVENTs are single occurrance (S), while others are cummulative throughout the life of the player (C)
  304. #define PLAYER_EVENT_NEW_ADV_LEVEL 2000 // (C) player achieves a new adventure level
  305. #define PLAYER_EVENT_NEW_TS_LEVEL 2001 // (C) player achieves a new tradeskill level
  306. #define PLAYER_EVENT_NEW_AA 2002 // (C) player earns AA pt
  307. #define PLAYER_EVENT_NEW_ACHIEVEMENT 2003 // (C) player new achievement
  308. #define PLAYER_EVENT_LAST_DEATH 2004 // (S) player was last killed
  309. #define PLAYER_EVENT_LAST_KILL 2005 // (S) player last killed spawn_id
  310. #define PLAYER_EVENT_DISCOVER_POI 2006 // (C) player discovers location_id
  311. // These maybe should be World stat events, since it is about 1 player discovering a new item?
  312. #define PLAYER_EVENT_DISCOVER_ITEM 2007 // (C) player discovers item_id
  313. #define PLAYER_EVENT_DISCOVER_RECIPE 2008 // (C) player discovers recipe_id
  314. struct PlayerHistory {
  315. int32 history_zone;
  316. int32 history_id;
  317. sint32 history_value;
  318. int32 history_date;
  319. bool save_needed;
  320. };
  321. struct GlobalLoot {
  322. int8 minLevel;
  323. int8 maxLevel;
  324. int32 table_id;
  325. int32 loot_tier;
  326. };
  327. #define TRANSPORT_TYPE_LOCATION 0
  328. #define TRANSPORT_TYPE_ZONE 1
  329. #define TRANSPORT_TYPE_GENERIC 2
  330. #define TRANSPORT_TYPE_FLIGHT 3
  331. // structs MUST start with class_id and race_id, in that order as int8's
  332. struct StartingStructHeader
  333. {
  334. int8 class_id;
  335. int8 race_id;
  336. };
  337. struct StartingSkill
  338. {
  339. StartingStructHeader header;
  340. int32 skill_id;
  341. int16 current_val;
  342. int16 max_val;
  343. int32 progress; // what is this for..?
  344. };
  345. struct StartingSpell
  346. {
  347. StartingStructHeader header;
  348. int32 spell_id;
  349. int8 tier;
  350. int32 knowledge_slot;
  351. };
  352. class ZoneList {
  353. public:
  354. ZoneList();
  355. ~ZoneList();
  356. void Add(ZoneServer* zone);
  357. void Remove(ZoneServer* zone);
  358. ZoneServer* Get(int32 id, bool loadZone = true);
  359. ZoneServer* Get(const char* zone_name, bool loadZone=true);
  360. ZoneServer* GetByInstanceID(int32 id, int32 zone_id=0);
  361. /// <summary>Get the instance for the given zone id with the lowest population</summary>
  362. /// <param name='zone_id'>The id of the zone to look up</param>
  363. /// <returns>ZoneServer* of an active zone with the given id</returns>
  364. ZoneServer* GetByLowestPopulation(int32 zone_id);
  365. void AddClientToMap(string name, Client* client){
  366. name = ToLower(name);
  367. MClientList.lock();
  368. client_map[name] = client;
  369. MClientList.unlock();
  370. }
  371. void CheckFriendList(Client* client);
  372. void CheckFriendZoned(Client* client);
  373. // move to Chat/Chat.h?
  374. bool HandleGlobalChatMessage(Client* from, char* to, int16 channel, const char* message, const char* channel_name = 0);
  375. void HandleGlobalBroadcast(const char* message);
  376. void HandleGlobalAnnouncement(const char* message);
  377. //
  378. int32 Count();
  379. Client* GetClientByCharName(string name){
  380. name = ToLower(name);
  381. Client* ret = 0;
  382. MClientList.lock();
  383. if(client_map.count(name) > 0)
  384. ret = client_map[name];
  385. MClientList.unlock();
  386. return ret;
  387. }
  388. Client* GetClientByCharID(int32 id) {
  389. Client* ret = 0;
  390. MClientList.lock();
  391. map<string, Client*>::iterator itr;
  392. for (itr = client_map.begin(); itr != client_map.end(); itr++) {
  393. if (itr->second->GetCharacterID() == id) {
  394. ret = itr->second;
  395. break;
  396. }
  397. }
  398. MClientList.unlock();
  399. return ret;
  400. }
  401. Client* GetClientByEQStream(EQStream* eqs) {
  402. Client* ret = 0;
  403. if (eqs) {
  404. MClientList.lock();
  405. map<string, Client*>::iterator itr;
  406. for (itr = client_map.begin(); itr != client_map.end(); itr++) {
  407. if (itr->second->getConnection() == eqs) {
  408. ret = itr->second;
  409. break;
  410. }
  411. }
  412. MClientList.unlock();
  413. }
  414. return ret;
  415. }
  416. void UpdateVitality(float amount);
  417. void RemoveClientFromMap(string name, Client* client){
  418. name = ToLower(name);
  419. MClientList.lock();
  420. if(client_map.count(name) > 0 && client_map[name] == client)
  421. client_map.erase(name);
  422. MClientList.unlock();
  423. }
  424. bool ClientConnected(int32 account_id);
  425. void ReloadClientQuests();
  426. bool DepopFinished();
  427. void Depop();
  428. void Repop();
  429. void DeleteSpellProcess();
  430. void LoadSpellProcess();
  431. void ProcessWhoQuery(const char* query, Client* client);
  432. void ProcessWhoQuery(vector<string>* queries, ZoneServer* zone, vector<Entity*>* players, bool isGM);
  433. void SendZoneList(Client* client);
  434. void WritePlayerStatistics();
  435. void ShutDownZones();
  436. void ReloadMail();
  437. void ReloadSpawns();
  438. void WatchdogHeartbeat();
  439. void SendTimeUpdate();
  440. private:
  441. Mutex MClientList;
  442. Mutex MZoneList;
  443. map<ZoneServer*, int32> removed_zoneservers;
  444. map<string,Client*> client_map;
  445. list<ZoneServer*> zlist;
  446. };
  447. class World {
  448. public:
  449. World();
  450. ~World();
  451. int8 GetClassID(const char* name);
  452. void Process();
  453. void init();
  454. PacketStruct* GetWorldTime(int16 version);
  455. void WorldTimeTick();
  456. float GetXPRate();
  457. float GetTSXPRate();
  458. void LoadVitalityInformation();
  459. void UpdateVitality();
  460. WorldTime* GetWorldTimeStruct(){
  461. return &world_time;
  462. }
  463. ulong GetCurrentThreadID();
  464. int64 GetThreadUsageCPUTime();
  465. // These 2 functions are never used. What was their purpose? Should they be removed?
  466. void AddNPCAppearance(int32 id, AppearanceData* appearance){ npc_appearance_list[id] = appearance; }
  467. AppearanceData* GetNPCAppearance(int32 id) { return npc_appearance_list[id]; }
  468. void ReloadGuilds();
  469. bool ReportBug(string data, char* player_name, int32 account_id, const char* spawn_name, int32 spawn_id, int32 zone_id);
  470. void AddSpawnScript(int32 id, const char* name);
  471. void AddSpawnEntryScript(int32 id, const char* name);
  472. void AddSpawnLocationScript(int32 id, const char* name);
  473. void AddZoneScript(int32 id, const char* name);
  474. const char* GetSpawnScript(int32 id);
  475. const char* GetSpawnEntryScript(int32 id);
  476. const char* GetSpawnLocationScript(int32 id);
  477. const char* GetZoneScript(int32 id);
  478. void ResetSpawnScripts();
  479. void ResetZoneScripts();
  480. int16 GetMerchantItemQuantity(int32 merchant_id, int32 item_id);
  481. void DecreaseMerchantQuantity(int32 merchant_id, int32 item_id, int16 amount);
  482. int32 GetInventoryID(int32 merchant_id, int32 item_id);
  483. void AddMerchantItem(int32 inventory_id, MerchantItemInfo ItemInfo);
  484. void RemoveMerchantItem(int32 inventory_id, int32 item_id);
  485. vector<MerchantItemInfo>* GetMerchantList(int32 merchant_id);
  486. vector<MerchantItemInfo>* GetMerchantItemList(int32 merchant_id, int8 merchant_type, Player* player);
  487. MerchantInfo* GetMerchantInfo(int32 merchant_id);
  488. map<int32, MerchantInfo*>* GetMerchantInfo();
  489. void AddMerchantInfo(int32 merchant_id, MerchantInfo* multiplier);
  490. void DeleteMerchantsInfo();
  491. void DeleteMerchantItems();
  492. void DeleteSpawns();
  493. vector<Variable*>* GetClientVariables();
  494. void WritePlayerStatistics();
  495. void WriteServerStatistics();
  496. void AddServerStatistic(int32 stat_id, sint32 stat_value, int32 stat_date);
  497. void UpdateServerStatistic(int32 stat_id, sint32 stat_value, bool overwrite = false);
  498. sint32 GetServerStatisticValue(int32 stat_id);
  499. void RemoveServerStatistics();
  500. //PlayerGroup* AddGroup(Client* leader);
  501. //void AddGroupMember(PlayerGroup* group, Client* member);
  502. //void RemoveGroupMember(Client* member, bool immediate = false);
  503. //void DisbandGroup(PlayerGroup* group, bool lock = true);
  504. void SendGroupQuests(PlayerGroup* group, Client* client);
  505. //void UpdateGroupBuffs();
  506. //void RemoveGroupBuffs(PlayerGroup *group, Client *client);
  507. //void SetPendingGroup(char* name, char* leader);
  508. //void GroupMessage(PlayerGroup* group, const char* message, ...);
  509. //void SimpleGroupMessage(PlayerGroup* group, const char* message);
  510. //void GroupChatMessage(PlayerGroup* group, Spawn* from, const char* message);
  511. //const char* GetPendingGroup(string name);
  512. //void GroupReadLock();
  513. //void GroupReadUnLock();
  514. //void CheckRemoveGroupedPlayer();
  515. //void SendGroupUpdate(PlayerGroup* group, Client* exclude = 0);
  516. bool RejoinGroup(Client* client, int32 group_id);
  517. //bool MakeLeader(Client* leader, string new_leader);
  518. void AddBonuses(Item* item, ItemStatsValues* values, int16 type, sint32 value, Entity* entity);
  519. void CreateGuild(const char* guild_name, Client* leader = 0, int32 group_id = 0);
  520. void SaveGuilds();
  521. void PickRandomLottoDigits(int32* digits);
  522. void AddLottoPlayer(int32 character_id, int32 end_time);
  523. void RemoveLottoPlayer(int32 character_id);
  524. void SetLottoPlayerNumMatches(int32 character_id, int8 num_matches);
  525. void CheckLottoPlayers();
  526. void PopulateTOVStatMap();
  527. int32 LoadItemBlueStats();
  528. sint16 GetItemStatAOMValue(sint16 subtype);
  529. sint16 GetItemStatTOVValue(sint16 subtype);
  530. sint16 GetItemStatDOVValue(sint16 subtype);
  531. sint16 GetItemStatCOEValue(sint16 subtype);
  532. sint16 GetItemStatKAValue(sint16 subtype);
  533. sint16 GetItemStatTESTValue(sint16 subtype);
  534. vector<string> biography;
  535. volatile bool items_loaded;
  536. volatile bool spells_loaded;
  537. volatile bool achievments_loaded;
  538. void AddHouseZone(int32 id, string name, int64 cost_coins, int32 cost_status, int64 upkeep_coins, int32 upkeep_status, int8 vault_slots, int8 alignment, int8 guild_level, int32 zone_id, int32 exit_zone_id, float exit_x, float exit_y, float exit_z, float exit_heading);
  539. HouseZone* GetHouseZone(int32 id);
  540. void AddPlayerHouse(int32 char_id, int32 house_id, int64 unique_id, int32 instance_id, int32 upkeep_due, int64 escrow_coins, int32 escrow_status, string player_name);
  541. PlayerHouse* GetPlayerHouseByHouseID(int32 char_id, int32 house_id);
  542. PlayerHouse* GetPlayerHouseByUniqueID(int64 unique_id);
  543. PlayerHouse* GetPlayerHouseByInstanceID(int32 instance_id);
  544. vector<PlayerHouse*> GetAllPlayerHouses(int32 char_id);
  545. vector<PlayerHouse*> GetAllPlayerHousesByHouseID(int32 house_id);
  546. void ReloadHouseData(PlayerHouse* ph);
  547. PlayerGroupManager* GetGroupManager() { return &m_playerGroupManager; }
  548. bool CheckTempBugCRC(char* msg);
  549. void SyncCharacterAbilities(Client* client);
  550. void LoadStartingLists();
  551. void PurgeStartingLists();
  552. multimap<int8, multimap<int8, StartingSkill>*> starting_skills;
  553. multimap<int8, multimap<int8, StartingSpell>*> starting_spells;
  554. Mutex MStartingLists;
  555. void SetReloadingSubsystem(string subsystem);
  556. void RemoveReloadingSubSystem(string subsystem);
  557. bool IsReloadingSubsystems();
  558. int32 GetSuppressedWarningTime() {
  559. return suppressed_warning;
  560. }
  561. void SetSuppressedWarning() { suppressed_warning = Timer::GetCurrentTime2(); }
  562. map<string, int32> GetOldestReloadingSubsystem();
  563. void LoadRegionMaps(std::string zoneFile);
  564. RegionMap* GetRegionMap(std::string zoneFile, int32 client_version);
  565. void LoadMaps(std::string zoneFile);
  566. Map* GetMap(std::string zoneFile, int32 client_version);
  567. void SendTimeUpdate();
  568. // just in case we roll over a time as to not send bad times to clients (days before hours, hours before minutes as examples)
  569. Mutex MWorldTime;
  570. static sint64 newValue;
  571. private:
  572. int32 suppressed_warning = 0;
  573. map<string, int32> reloading_subsystems;
  574. //void RemovePlayerFromGroup(PlayerGroup* group, GroupMemberInfo* info, bool erase = true);
  575. //void DeleteGroupMember(GroupMemberInfo* info);
  576. Mutex MReloadingSubsystems;
  577. Mutex MMerchantList;
  578. Mutex MSpawnScripts;
  579. Mutex MZoneScripts;
  580. //Mutex MGroups;
  581. map<int32, MerchantInfo*> merchant_info;
  582. map<int32, vector<MerchantItemInfo> > merchant_inventory_items;
  583. int32 vitality_frequency;
  584. float vitality_amount;
  585. float xp_rate;
  586. float ts_xp_rate; // JA
  587. WorldTime world_time;
  588. map<int32,AppearanceData*> npc_appearance_list;
  589. map<int32, string> spawn_scripts;
  590. map<int32, string> spawnentry_scripts;
  591. map<int32, string> spawnlocation_scripts;
  592. map<int32, string> zone_scripts;
  593. //vector<PlayerGroup*> player_groups;
  594. //map<GroupMemberInfo*, int32> group_removal_pending;
  595. //map<string, string> pending_groups;
  596. map<int32, Statistic*> server_statistics;
  597. MutexMap<int32, LottoPlayer*> lotto_players;
  598. int32 last_checked_time;
  599. Timer save_time_timer;
  600. Timer time_tick_timer;
  601. Timer vitality_timer;
  602. Timer player_stats_timer;
  603. Timer server_stats_timer;
  604. //Timer remove_grouped_player;
  605. Timer guilds_timer;
  606. Timer lotto_players_timer;
  607. Timer group_buff_updates;
  608. Timer watchdog_timer;
  609. map<int32, HouseZone*> m_houseZones;
  610. // Map <house id, map<char id, player house>>
  611. map<int32, map<int32, PlayerHouse*> > m_playerHouses;
  612. Mutex MHouseZones;
  613. Mutex MPlayerHouses;
  614. map<int16,int16> tov_itemstat_conversion;
  615. map<int16,int16> dov_itemstat_conversion;
  616. map<int16,int16> coe_itemstat_conversion;
  617. map<int16,int16> ka_itemstat_conversion;
  618. PlayerGroupManager m_playerGroupManager;
  619. Mutex MBugReport;
  620. map<sint32, bool> bug_report_crc;
  621. std::map<std::string, RegionMapRange*> region_maps;
  622. std::map<std::string, MapRange*> maps;
  623. Mutex MWorldMaps;
  624. Mutex MWorldRegionMaps;
  625. };
  626. #endif