zoneserver.cpp 239 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #include "../common/debug.h"
  17. #include <iostream>
  18. using namespace std;
  19. #include <string.h>
  20. #include "../common/misc.h"
  21. #include <stdio.h>
  22. #include <time.h>
  23. #include <stdlib.h>
  24. #include "Commands/Commands.h"
  25. #ifdef WIN32
  26. #include <WinSock2.h>
  27. #include <windows.h>
  28. #else
  29. #include <sys/socket.h>
  30. #ifdef FREEBSD //Timothy Whitman - January 7, 2003
  31. #include <sys/types.h>
  32. #endif
  33. #include <netinet/in.h>
  34. #include <arpa/inet.h>
  35. #include <errno.h>
  36. #include <pthread.h>
  37. #include <stdarg.h>
  38. #include "../common/unix.h"
  39. #define SOCKET_ERROR -1
  40. #define INVALID_SOCKET -1
  41. extern int errno;
  42. #endif
  43. #include "../common/servertalk.h"
  44. #include "../common/packet_dump.h"
  45. #include "WorldDatabase.h"
  46. #include "races.h"
  47. #include "classes.h"
  48. #include "../common/seperator.h"
  49. #include "../common/md5.h"
  50. #include "../common/EQStream.h"
  51. #include "../common/EQStreamFactory.h"
  52. #include "../common/opcodemgr.h"
  53. #include "zoneserver.h"
  54. #include "client.h"
  55. #include "LoginServer.h"
  56. #include "World.h"
  57. #include <string>
  58. #include <assert.h>
  59. #include "LuaInterface.h"
  60. #include "Factions.h"
  61. #include "VisualStates.h"
  62. #include "ClientPacketFunctions.h"
  63. #include "SpellProcess.h"
  64. #include "../common/Log.h"
  65. #include "Rules/Rules.h"
  66. #include "Chat/Chat.h"
  67. #include "Tradeskills/Tradeskills.h"
  68. #include "RaceTypes/RaceTypes.h"
  69. #include <algorithm>
  70. #include <random>
  71. #include "Zone/SPGrid.h"
  72. #include "Bots/Bot.h"
  73. #ifdef WIN32
  74. #define snprintf _snprintf
  75. #define vsnprintf _vsnprintf
  76. #define strncasecmp _strnicmp
  77. #define strcasecmp _stricmp
  78. #endif
  79. // int32 numplayers = 0; // never used?
  80. // extern bool GetZoneLongName(char* short_name, char** long_name); // never used?
  81. // extern bool holdzones; // never used?
  82. // extern volatile bool RunLoops; // never used in the zone server?
  83. // extern Classes classes; // never used in the zone server?
  84. extern WorldDatabase database;
  85. extern sint32 numzones;
  86. extern ClientList client_list;
  87. extern LoginServer loginserver;
  88. extern ZoneList zone_list;
  89. extern World world;
  90. extern ConfigReader configReader;
  91. extern Commands commands;
  92. extern LuaInterface* lua_interface;
  93. extern MasterFactionList master_faction_list;
  94. extern VisualStates visual_states;
  95. extern RuleManager rule_manager;
  96. extern Chat chat;
  97. extern MasterRaceTypeList race_types_list;
  98. extern MasterSpellList master_spell_list; // temp - remove later
  99. extern MasterSkillList master_skill_list;
  100. int32 MinInstanceID = 1000;
  101. // JA: Moved most default values to Rules and risky initializers to ZoneServer::Init() - 2012.12.07
  102. ZoneServer::ZoneServer(const char* name) {
  103. depop_zone = false;
  104. repop_zone = false;
  105. respawns_allowed = true;
  106. instanceID = 0;
  107. strcpy(zone_name, name);
  108. zoneID = 0;
  109. rain = 0;
  110. cityzone = false;
  111. always_loaded = false;
  112. locked = false; // JA: implementing /zone lock|unlock commands
  113. pNumPlayers = 0;
  114. LoadingData = true;
  115. zoneShuttingDown = false;
  116. ++numzones;
  117. revive_points = 0;
  118. zone_motd = "";
  119. finished_depop = true;
  120. initial_spawn_threads_active = 0;
  121. minimumStatus = 0;
  122. minimumLevel = 0;
  123. maximumLevel = 0;
  124. minimumVersion = 0;
  125. weather_current_severity = 0;
  126. weather_signaled = false;
  127. xp_mod = 0;
  128. isDusk = false;
  129. dusk_hour = 0;
  130. dusk_minute = 0;
  131. dawn_hour = 0;
  132. dawn_minute = 0;
  133. reloading_spellprocess = false;
  134. MMasterZoneLock = new CriticalSection(MUTEX_ATTRIBUTE_RECURSIVE);
  135. Grid = nullptr;
  136. reloading = true;
  137. }
  138. ZoneServer::~ZoneServer() {
  139. zoneShuttingDown = true; //ensure other threads shut down too
  140. //allow other threads to properly shut down
  141. while (spawnthread_active || initial_spawn_threads_active > 0){
  142. if (spawnthread_active)
  143. LogWrite(ZONE__DEBUG, 7, "Zone", "Zone shutdown waiting on spawn thread");
  144. if (initial_spawn_threads_active > 0)
  145. LogWrite(ZONE__DEBUG, 7, "Zone", "Zone shutdown waiting on initial spawn thread");
  146. Sleep(10);
  147. }
  148. LogWrite(ZONE__INFO, 0, "Zone", "Initiating zone shutdown of '%s'", zone_name);
  149. changed_spawns.clear();
  150. transport_spawns.clear();
  151. safe_delete(spellProcess);
  152. safe_delete(tradeskillMgr);
  153. MMasterZoneLock->lock();
  154. MMasterSpawnLock.writelock(__FUNCTION__, __LINE__);
  155. DeleteData(true);
  156. RemoveLocationProximities();
  157. RemoveLocationGrids();
  158. DelayedSpawnRemoval(true);
  159. DeleteSpawns(true);
  160. DeleteGlobalSpawns();
  161. DeleteFlightPaths();
  162. MMasterSpawnLock.releasewritelock(__FUNCTION__, __LINE__);
  163. MMasterZoneLock->unlock();
  164. safe_delete(MMasterZoneLock);
  165. world.UpdateServerStatistic(STAT_SERVER_NUM_ACTIVE_ZONES, -1);
  166. // If lockout, public, tradeskill, or quest instance delete from db when zone shuts down
  167. if (InstanceType == SOLO_LOCKOUT_INSTANCE || InstanceType == GROUP_LOCKOUT_INSTANCE || InstanceType == RAID_LOCKOUT_INSTANCE ||
  168. InstanceType == PUBLIC_INSTANCE || InstanceType == TRADESKILL_INSTANCE || InstanceType == QUEST_INSTANCE) {
  169. LogWrite(INSTANCE__DEBUG, 0, "Instance", "Non persistent instance shutting down, deleting instance");
  170. database.DeleteInstance(instanceID);
  171. }
  172. if (Grid != nullptr)
  173. delete Grid;
  174. LogWrite(ZONE__INFO, 0, "Zone", "Completed zone shutdown of '%s'", zone_name);
  175. --numzones;
  176. UpdateWindowTitle(0);
  177. zone_list.Remove(this);
  178. }
  179. void ZoneServer::Init()
  180. {
  181. LogWrite(ZONE__INFO, 0, "Zone", "Loading new Zone '%s'", zone_name);
  182. zone_list.Add(this);
  183. spellProcess = new SpellProcess();
  184. tradeskillMgr = new TradeskillMgr();
  185. /* Dynamic Timers */
  186. regenTimer.Start(rule_manager.GetGlobalRule(R_Zone, RegenTimer)->GetInt32());
  187. client_save.Start(rule_manager.GetGlobalRule(R_Zone, ClientSaveTimer)->GetInt32());
  188. shutdownTimer.Disable();
  189. spawn_range.Start(rule_manager.GetGlobalRule(R_Zone, CheckAttackPlayer)->GetInt32());
  190. aggro_timer.Start(rule_manager.GetGlobalRule(R_Zone, CheckAttackNPC)->GetInt32());
  191. /* Weather stuff */
  192. InitWeather();
  193. /* Static Timers */
  194. // JA - haven't decided yet if these should remain hard-coded. Changing them could break EQ2Emu functionality
  195. spawn_check_add.Start(1000);
  196. spawn_check_remove.Start(30000);
  197. spawn_expire_timer.Start(10000);
  198. respawn_timer.Start(10000);
  199. // there was never a starter for these?
  200. widget_timer.Start(5000);
  201. tracking_timer.Start(5000);
  202. movement_timer.Start(100);
  203. location_prox_timer.Start(1000);
  204. location_grid_timer.Start(1000);
  205. charsheet_changes.Start(500);
  206. // Send game time packet every in game hour (180 sec)
  207. sync_game_time_timer.Start(180000);
  208. // Get the dusk and dawn time from the rule manager and store it in the correct variables
  209. sscanf (rule_manager.GetGlobalRule(R_World, DuskTime)->GetString(), "%d:%d", &dusk_hour, &dusk_minute);
  210. sscanf (rule_manager.GetGlobalRule(R_World, DawnTime)->GetString(), "%d:%d", &dawn_hour, &dawn_minute);
  211. spawn_update.Start(rule_manager.GetGlobalRule(R_Zone, SpawnUpdateTimer)->GetInt16());
  212. LogWrite(ZONE__DEBUG, 0, "Zone", "SpawnUpdateTimer: %ims", rule_manager.GetGlobalRule(R_Zone, SpawnUpdateTimer)->GetInt16());
  213. spawn_delete_timer = rule_manager.GetGlobalRule(R_Zone, SpawnDeleteTimer)->GetInt32();
  214. LogWrite(ZONE__DEBUG, 0, "Zone", "SpawnDeleteTimer: %ums", spawn_delete_timer);
  215. LogWrite(ZONE__DEBUG, 0, "Zone", "Loading zone flight paths");
  216. database.LoadZoneFlightPaths(this);
  217. world.UpdateServerStatistic(STAT_SERVER_NUM_ACTIVE_ZONES, 1);
  218. UpdateWindowTitle(0);
  219. if (Grid == nullptr) {
  220. Grid = new SPGrid(string(GetZoneFile()), 0);
  221. if (Grid->Init())
  222. LogWrite(ZONE__DEBUG, 0, "SPGrid", "ZoneServer::Init() successfully initialized the grid");
  223. else {
  224. LogWrite(ZONE__DEBUG, 0, "SPGrid", "ZoneServer::Init() failed to initialize the grid... poor tron...");
  225. delete Grid;
  226. Grid = nullptr;
  227. }
  228. }
  229. else
  230. LogWrite(ZONE__ERROR, 0, "SPGrid", "ZoneServer::Init() Grid is not null in init, wtf!");
  231. MMasterSpawnLock.SetName("ZoneServer::MMasterSpawnLock");
  232. m_npc_faction_list.SetName("ZoneServer::npc_faction_list");
  233. m_enemy_faction_list.SetName("ZoneServer::enemy_faction_list");
  234. m_reverse_enemy_faction_list.SetName("ZoneServer::reverse_enemy_faction_list");
  235. MDeadSpawns.SetName("ZoneServer::dead_spawns");
  236. MTransportSpawns.SetName("ZoneServer::transport_spawns");
  237. MSpawnList.SetName("ZoneServer::spawn_list");
  238. MTransporters.SetName("ZoneServer::m_transportMaps");
  239. MSpawnGroupAssociation.SetName("ZoneServer::spawn_group_associations");
  240. MSpawnGroupLocations.SetName("ZoneServer::spawn_group_locations");
  241. MSpawnLocationGroups.SetName("ZoneServer::spawn_location_groups");
  242. MSpawnGroupChances.SetName("ZoneServer::spawn_group_chances");
  243. MTransportLocations.SetName("ZoneServer::transporter_locations");
  244. MSpawnLocationList.SetName("ZoneServer::spawn_location_list");
  245. MSpawnDeleteList.SetName("ZoneServer::spawn_delete_list");
  246. MSpawnScriptTimers.SetName("ZoneServer::spawn_script_timers");
  247. MRemoveSpawnScriptTimersList.SetName("ZoneServer::remove_spawn_script_timers_list");
  248. MClientList.SetName("ZoneServer::clients");
  249. MWidgetTimers.SetName("ZoneServer::widget_timers");
  250. #ifdef WIN32
  251. _beginthread(ZoneLoop, 0, this);
  252. _beginthread(SpawnLoop, 0, this);
  253. #else
  254. pthread_t thread;
  255. pthread_create(&thread, NULL, ZoneLoop, this);
  256. pthread_detach(thread);
  257. pthread_t thread2;
  258. pthread_create(&thread2, NULL, SpawnLoop, this);
  259. pthread_detach(thread2);
  260. #endif
  261. }
  262. void ZoneServer::InitWeather()
  263. {
  264. weather_enabled = rule_manager.GetGlobalRule(R_Zone, WeatherEnabled)->GetBool();
  265. if( weather_enabled && isWeatherAllowed())
  266. {
  267. string tmp;
  268. // set up weather system when zone starts up
  269. weather_type = rule_manager.GetGlobalRule(R_Zone, WeatherType)->GetInt8();
  270. switch(weather_type)
  271. {
  272. case 3: tmp = "Chaotic"; break;
  273. case 2: tmp = "Random"; break;
  274. case 1: tmp = "Dynamic"; break;
  275. default: tmp = "Normal"; break;
  276. }
  277. LogWrite(ZONE__DEBUG, 0, "Zone", "%s: Setting up '%s' weather", zone_name, tmp.c_str());
  278. weather_frequency = rule_manager.GetGlobalRule(R_Zone, WeatherChangeFrequency)->GetInt32();
  279. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Change weather every %u seconds", zone_name, weather_frequency);
  280. weather_change_chance = rule_manager.GetGlobalRule(R_Zone, WeatherChangeChance)->GetInt8();
  281. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Chance of weather change: %i%%", zone_name, weather_change_chance);
  282. weather_min_severity = rule_manager.GetGlobalRule(R_Zone, MinWeatherSeverity)->GetFloat();
  283. weather_max_severity = rule_manager.GetGlobalRule(R_Zone, MaxWeatherSeverity)->GetFloat();
  284. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather Severity min/max is %.2f - %.2f", zone_name, weather_min_severity, weather_max_severity);
  285. // Allow a random roll to determine if weather should start out severe or calm
  286. if( MakeRandomInt(1, 100) > 50)
  287. {
  288. weather_pattern = 1; // default weather to increase in severity initially
  289. weather_current_severity = weather_min_severity;
  290. }
  291. else
  292. {
  293. weather_pattern = 0; // default weather to decrease in severity initially
  294. weather_current_severity = weather_max_severity;
  295. }
  296. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather Severity set to %.2f, pattern: %i", zone_name, weather_current_severity, weather_pattern);
  297. weather_change_amount = rule_manager.GetGlobalRule(R_Zone, WeatherChangePerInterval)->GetFloat();
  298. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather change by %.2f each interval", zone_name, weather_change_amount);
  299. if( weather_type > 0 )
  300. {
  301. weather_dynamic_offset = rule_manager.GetGlobalRule(R_Zone, WeatherDynamicMaxOffset)->GetFloat();
  302. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather Max Offset changes no more than %.2f each interval", zone_name, weather_dynamic_offset);
  303. }
  304. else
  305. weather_dynamic_offset = 0;
  306. SetRain(weather_current_severity);
  307. weather_last_changed_time = Timer::GetUnixTimeStamp();
  308. weatherTimer.Start(rule_manager.GetGlobalRule(R_Zone, WeatherTimer)->GetInt32());
  309. }
  310. }
  311. void ZoneServer::DeleteSpellProcess(){
  312. //Just get a lock to make sure we aren't already looping the spawnprocess or clientprocess if this is different than the calling thread
  313. MMasterSpawnLock.writelock(__FUNCTION__, __LINE__);
  314. MMasterZoneLock->lock();
  315. reloading_spellprocess = true;
  316. // Remove spells from NPC's
  317. Spawn* spawn = 0;
  318. map<int32, Spawn*>::iterator itr;
  319. MSpawnList.readlock(__FUNCTION__, __LINE__);
  320. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  321. spawn = itr->second;
  322. if(spawn && spawn->IsNPC())
  323. ((NPC*)spawn)->SetSpells(0);
  324. }
  325. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  326. MMasterZoneLock->unlock();
  327. MMasterSpawnLock.releasewritelock(__FUNCTION__, __LINE__);
  328. DismissAllPets();
  329. safe_delete(spellProcess);
  330. }
  331. void ZoneServer::LoadSpellProcess(){
  332. spellProcess = new SpellProcess();
  333. reloading_spellprocess = false;
  334. // Reload NPC's spells
  335. Spawn* spawn = 0;
  336. map<int32, Spawn*>::iterator itr;
  337. MSpawnList.readlock(__FUNCTION__, __LINE__);
  338. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  339. spawn = itr->second;
  340. if(spawn && spawn->IsNPC())
  341. ((NPC*)spawn)->SetSpells(GetNPCSpells(((NPC*)spawn)->GetPrimarySpellList(), ((NPC*)spawn)->GetSecondarySpellList()));
  342. }
  343. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  344. }
  345. void ZoneServer::LockAllSpells(Player* player) {
  346. if (player && spellProcess) {
  347. Client* client = GetClientBySpawn(player);
  348. if (client)
  349. spellProcess->LockAllSpells(client);
  350. }
  351. }
  352. void ZoneServer::UnlockAllSpells(Player* player) {
  353. if (player && spellProcess) {
  354. Client* client = GetClientBySpawn(player);
  355. if (client)
  356. spellProcess->UnlockAllSpells(client);
  357. }
  358. }
  359. void ZoneServer::DeleteFactionLists() {
  360. map<int32, vector<int32> *>::iterator faction_itr;
  361. map<int32, vector<int32> *>::iterator spawn_itr;
  362. m_enemy_faction_list.writelock(__FUNCTION__, __LINE__);
  363. for (faction_itr = enemy_faction_list.begin(); faction_itr != enemy_faction_list.end(); faction_itr++)
  364. safe_delete(faction_itr->second);
  365. enemy_faction_list.clear();
  366. m_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  367. m_reverse_enemy_faction_list.writelock(__FUNCTION__, __LINE__);
  368. for (faction_itr = reverse_enemy_faction_list.begin(); faction_itr != reverse_enemy_faction_list.end(); faction_itr++)
  369. safe_delete(faction_itr->second);
  370. reverse_enemy_faction_list.clear();
  371. m_reverse_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  372. m_npc_faction_list.writelock(__FUNCTION__, __LINE__);
  373. for (spawn_itr = npc_faction_list.begin(); spawn_itr != npc_faction_list.end(); spawn_itr++)
  374. safe_delete(spawn_itr->second);
  375. npc_faction_list.clear();
  376. m_npc_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  377. }
  378. void ZoneServer::DeleteData(bool boot_clients){
  379. Spawn* spawn = 0;
  380. vector<Spawn*> tmp_player_list; // changed to a vector from a MutexList as this is a local variable and don't need mutex stuff for the list
  381. // Clear spawn groups
  382. spawn_group_map.clear();
  383. // Loop through the spawn list and set the spawn for deletion
  384. map<int32, Spawn*>::iterator itr;
  385. MSpawnList.readlock(__FUNCTION__, __LINE__);
  386. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  387. spawn = itr->second;
  388. if(spawn){
  389. if(!boot_clients && spawn->IsPlayer())
  390. tmp_player_list.push_back(spawn);
  391. else if(spawn->IsPlayer()){
  392. Client* client = GetClientBySpawn(spawn);
  393. if(client)
  394. client->Disconnect();
  395. }
  396. else{
  397. RemoveHeadingTimer(spawn); // called in RemoveSpawnSupportFunctions()
  398. RemoveSpawnSupportFunctions(spawn);
  399. AddPendingDelete(spawn);
  400. }
  401. }
  402. }
  403. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  404. // Quick hack to prevent a deadlock, RemoveSpawnSupportFunctions() will cancel spells and result in zone->GetSpawnByID()
  405. // being called which read locks the spawn list and caused a dead lock as the above mutex's were write locked
  406. MSpawnList.writelock(__FUNCTION__, __LINE__);
  407. // Clear the spawn list, this was in the mutex above, moved it down so the above mutex could be a read lock
  408. spawn_list.clear();
  409. // Moved this up so we only read lock the list once in this list
  410. vector<Spawn*>::iterator spawn_iter2;
  411. for (spawn_iter2 = tmp_player_list.begin(); spawn_iter2 != tmp_player_list.end(); spawn_iter2++) {
  412. spawn_list[(*spawn_iter2)->GetID()] = (*spawn_iter2);
  413. }
  414. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  415. // Clear player proximities
  416. RemovePlayerProximity(0, true);
  417. spawn_range_map.clear(true);
  418. if(boot_clients) {
  419. // Refactor
  420. vector<Client*>::iterator itr;
  421. MClientList.writelock(__FUNCTION__, __LINE__);
  422. for (itr = clients.begin(); itr != clients.end(); itr++)
  423. safe_delete(*itr);
  424. clients.clear();
  425. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  426. }
  427. // Clear and delete spawn locations
  428. MSpawnLocationList.writelock(__FUNCTION__, __LINE__);
  429. map<int32, SpawnLocation*>::iterator spawn_location_iter;
  430. for (spawn_location_iter = spawn_location_list.begin(); spawn_location_iter != spawn_location_list.end(); spawn_location_iter++)
  431. safe_delete(spawn_location_iter->second);
  432. spawn_location_list.clear();
  433. MSpawnLocationList.releasewritelock(__FUNCTION__, __LINE__);
  434. // If we allow clients to stay in the zone we need to preserve the revive_points, otherwise if the player dies they will crash
  435. if(revive_points && boot_clients){
  436. vector<RevivePoint*>::iterator revive_iter;
  437. for(revive_iter=revive_points->begin(); revive_iter != revive_points->end(); revive_iter++){
  438. safe_delete(*revive_iter);
  439. }
  440. safe_delete(revive_points);
  441. }
  442. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  443. map<int32, set<int32>*>::iterator assoc_itr;
  444. for (assoc_itr = spawn_group_associations.begin(); assoc_itr != spawn_group_associations.end(); assoc_itr++)
  445. safe_delete(assoc_itr->second);
  446. spawn_group_associations.clear();
  447. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  448. MSpawnGroupLocations.writelock(__FUNCTION__, __LINE__);
  449. map<int32, map<int32, int32>*>::iterator loc_itr;
  450. for (loc_itr = spawn_group_locations.begin(); loc_itr != spawn_group_locations.end(); loc_itr++)
  451. safe_delete(loc_itr->second);
  452. spawn_group_locations.clear();
  453. MSpawnGroupLocations.releasewritelock(__FUNCTION__, __LINE__);
  454. MSpawnLocationGroups.writelock(__FUNCTION__, __LINE__);
  455. map<int32, list<int32>*>::iterator group_itr;
  456. for (group_itr = spawn_location_groups.begin(); group_itr != spawn_location_groups.end(); group_itr++)
  457. safe_delete(group_itr->second);
  458. spawn_location_groups.clear();
  459. MSpawnLocationGroups.releasewritelock(__FUNCTION__, __LINE__);
  460. // Clear lists that need more then just a Clear()
  461. DeleteFactionLists();
  462. DeleteSpawnScriptTimers(0, true);
  463. DeleteSpawnScriptTimers();
  464. ClearDeadSpawns();
  465. // Clear lists
  466. heading_timers.clear();
  467. movement_spawns.clear();
  468. respawn_timers.clear();
  469. transport_spawns.clear();
  470. quick_database_id_lookup.clear();
  471. MWidgetTimers.writelock(__FUNCTION__, __LINE__);
  472. widget_timers.clear();
  473. MWidgetTimers.releasewritelock(__FUNCTION__, __LINE__);
  474. map<int16, PacketStruct*>::iterator struct_itr;
  475. for (struct_itr = versioned_info_structs.begin(); struct_itr != versioned_info_structs.end(); struct_itr++)
  476. safe_delete(struct_itr->second);
  477. versioned_info_structs.clear();
  478. for (struct_itr = versioned_pos_structs.begin(); struct_itr != versioned_pos_structs.end(); struct_itr++)
  479. safe_delete(struct_itr->second);
  480. versioned_pos_structs.clear();
  481. for (struct_itr = versioned_vis_structs.begin(); struct_itr != versioned_vis_structs.end(); struct_itr++)
  482. safe_delete(struct_itr->second);
  483. versioned_vis_structs.clear();
  484. }
  485. void ZoneServer::RemoveLocationProximities() {
  486. MutexList<LocationProximity*>::iterator itr = location_proximities.begin();
  487. while(itr.Next()){
  488. safe_delete(itr->value);
  489. }
  490. location_proximities.clear();
  491. }
  492. RevivePoint* ZoneServer::GetRevivePoint(int32 id){
  493. vector<RevivePoint*>::iterator revive_iter;
  494. for(revive_iter=revive_points->begin(); revive_iter != revive_points->end(); revive_iter++){
  495. if((*revive_iter)->id == id)
  496. return *revive_iter;
  497. }
  498. return 0;
  499. }
  500. vector<RevivePoint*>* ZoneServer::GetRevivePoints(Client* client)
  501. {
  502. vector<RevivePoint*>* points = new vector<RevivePoint*>;
  503. RevivePoint* closest_point = 0;
  504. // we should not check for revive points if this is null
  505. if ( revive_points != NULL )
  506. {
  507. LogWrite(ZONE__DEBUG, 0, "Zone", "Got revive point in %s!", __FUNCTION__);
  508. float closest = 100000;
  509. float test_closest = 0;
  510. RevivePoint* test_point = 0;
  511. vector<RevivePoint*>::iterator revive_iter;
  512. for(revive_iter=revive_points->begin(); revive_iter != revive_points->end(); revive_iter++)
  513. {
  514. test_point = *revive_iter;
  515. if(test_point)
  516. {
  517. LogWrite(ZONE__DEBUG, 0, "Zone", "Test Point Found!");
  518. test_closest = client->GetPlayer()->GetDistance(test_point->x, test_point->y, test_point->z);
  519. // should this be changed to list all revive points within max distance or just the closest
  520. if(test_closest < closest)
  521. {
  522. LogWrite(ZONE__DEBUG, 0, "Zone", "test_closest: %.2f, closest: %.2f", test_closest, closest);
  523. closest = test_closest;
  524. closest_point = test_point;
  525. if(closest <= MAX_REVIVEPOINT_DISTANCE)
  526. points->push_back(closest_point);
  527. }
  528. }
  529. }
  530. }
  531. if(closest_point && points->size() == 0 && closest_point->zone_id == GetZoneID())
  532. {
  533. LogWrite(ZONE__WARNING, 0, "Zone", "Nearest Revive Point too far away. Add another!");
  534. 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.");
  535. points->push_back(closest_point);
  536. }
  537. else if(points->size() == 0)
  538. {
  539. LogWrite(ZONE__WARNING, 0, "Zone", "No Revive Points set for zoneID %u. Add some!", GetZoneID());
  540. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "There are no revive points for this zone, you might want to ask the server admin for one.");
  541. closest_point = new RevivePoint;
  542. closest_point->heading = GetSafeHeading();
  543. closest_point->id = 0xFFFFFFFF;
  544. closest_point->location_name = "Zone Safe Point";
  545. closest_point->zone_id = GetZoneID();
  546. closest_point->x = GetSafeX();
  547. closest_point->y = GetSafeY();
  548. closest_point->z = GetSafeZ();
  549. points->push_back(closest_point);
  550. }
  551. return points;
  552. }
  553. void ZoneServer::TriggerCharSheetTimer(){
  554. charsheet_changes.Trigger();
  555. }
  556. void ZoneServer::RegenUpdate(){
  557. if(damaged_spawns.size(true) == 0)
  558. return;
  559. Spawn* spawn = 0;
  560. MutexList<int32>::iterator spawn_iter = damaged_spawns.begin();
  561. while(spawn_iter.Next()){
  562. spawn = GetSpawnByID(spawn_iter->value);
  563. if(spawn && (((spawn->GetHP() < spawn->GetTotalHP()) && spawn->GetHP()>0) || (spawn->GetPower() < spawn->GetTotalPower()))){
  564. if(spawn->IsEntity())
  565. ((Entity*)spawn)->DoRegenUpdate();
  566. if(spawn->IsPlayer()){
  567. Client* client = GetClientBySpawn(spawn);
  568. if(client && client->IsConnected())
  569. client->QueuePacket(client->GetPlayer()->GetPlayerInfo()->serialize(client->GetVersion()));
  570. }
  571. }
  572. else
  573. RemoveDamagedSpawn(spawn);
  574. //Spawn no longer valid, remove it from the list
  575. if (!spawn)
  576. damaged_spawns.Remove(spawn_iter->value);
  577. }
  578. }
  579. void ZoneServer::ClearDeadSpawns(){
  580. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  581. dead_spawns.clear();
  582. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  583. }
  584. void ZoneServer::ProcessDepop(bool respawns_allowed, bool repop) {
  585. vector<Client*>::iterator client_itr;
  586. Client* client = 0;
  587. Spawn* spawn = 0;
  588. PacketStruct* packet = 0;
  589. int16 packet_version = 0;
  590. spawn_expire_timers.clear();
  591. MClientList.readlock(__FUNCTION__, __LINE__);
  592. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  593. client = *client_itr;
  594. if(!client)
  595. continue;
  596. client->GetPlayer()->SetTarget(0);
  597. if(repop)
  598. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Zone Repop in progress...");
  599. else{
  600. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Zone Depop in progress...");
  601. if(respawns_allowed)
  602. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Spawns will respawn according to their respawn timers.");
  603. }
  604. if(!packet || packet_version != client->GetVersion()){
  605. safe_delete(packet);
  606. packet_version = client->GetVersion();
  607. packet = configReader.getStruct("WS_DestroyGhostCmd", packet_version);
  608. }
  609. map<int32, Spawn*>::iterator itr;
  610. MSpawnList.readlock(__FUNCTION__, __LINE__);
  611. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  612. spawn = itr->second;
  613. if(spawn && !spawn->IsPlayer()){
  614. SendRemoveSpawn(client, spawn, packet);
  615. }
  616. }
  617. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  618. }
  619. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  620. DeleteTransporters();
  621. safe_delete(packet);
  622. if(!repop && respawns_allowed){
  623. spawn_range_map.clear(true);
  624. MutexList<Spawn*> tmp_player_list; // Local variable, never be on another thread so probably don't need the extra mutex code that comes with a MutexList
  625. ClearDeadSpawns();
  626. map<int32, Spawn*>::iterator itr;
  627. MSpawnList.writelock(__FUNCTION__, __LINE__);
  628. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  629. spawn = itr->second;
  630. if (spawn) {
  631. if(spawn->GetRespawnTime() > 0 && spawn->GetSpawnLocationID() > 0)
  632. respawn_timers.Put(spawn->GetSpawnLocationID(), Timer::GetCurrentTime2() + spawn->GetRespawnTime()*1000);
  633. if(spawn->IsPlayer())
  634. tmp_player_list.Add(spawn);
  635. else {
  636. RemoveSpawnSupportFunctions(spawn);
  637. AddPendingDelete(spawn);
  638. }
  639. }
  640. }
  641. spawn_list.clear();
  642. //add back just the clients
  643. MutexList<Spawn*>::iterator spawn_iter2 = tmp_player_list.begin();
  644. while(spawn_iter2.Next()) {
  645. spawn_list[spawn_iter2->value->GetID()] = spawn_iter2->value;
  646. }
  647. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  648. }
  649. else
  650. DeleteData(false);
  651. if(repop)
  652. LoadingData = true;
  653. }
  654. void ZoneServer::Depop(bool respawns, bool repop) {
  655. respawns_allowed = respawns;
  656. repop_zone = repop;
  657. finished_depop = false;
  658. depop_zone = true;
  659. }
  660. bool ZoneServer::AddCloseSpawnsToSpawnGroup(Spawn* spawn, float radius){
  661. if(!spawn)
  662. return false;
  663. Spawn* close_spawn = 0;
  664. bool ret = true;
  665. map<int32, Spawn*>::iterator itr;
  666. MSpawnList.readlock(__FUNCTION__, __LINE__);
  667. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  668. close_spawn = itr->second;
  669. if(close_spawn && close_spawn != spawn && !close_spawn->IsPlayer() && close_spawn->GetDistance(spawn) <= radius){
  670. 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())){
  671. if(close_spawn->GetSpawnGroupID() == 0){
  672. spawn->AddSpawnToGroup(close_spawn);
  673. close_spawn->AddSpawnToGroup(spawn);
  674. }
  675. else
  676. ret = false;
  677. }
  678. }
  679. }
  680. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  681. return ret;
  682. }
  683. void ZoneServer::RepopSpawns(Client* client, Spawn* in_spawn){
  684. vector<Spawn*>* spawns = in_spawn->GetSpawnGroup();
  685. PacketStruct* packet = configReader.getStruct("WS_DestroyGhostCmd", client->GetVersion());;
  686. if(spawns){
  687. if(!packet)
  688. return;
  689. Spawn* spawn = 0;
  690. vector<Spawn*>::iterator itr;
  691. for(itr = spawns->begin(); itr != spawns->end(); itr++){
  692. spawn = *itr;
  693. SendRemoveSpawn(client, spawn, packet);
  694. }
  695. }
  696. safe_delete(spawns);
  697. SendRemoveSpawn(client, in_spawn, packet);
  698. spawn_check_add.Trigger();
  699. safe_delete(packet);
  700. }
  701. bool ZoneServer::CheckNPCAttacks(NPC* npc, Spawn* victim, Client* client){
  702. if(!npc || !victim)
  703. return true;
  704. if(client){
  705. if(client->IsConnected() && client->GetPlayer()->GetFactions()->ShouldAttack(npc->GetFactionID()) && npc->AttackAllowed((Entity*)victim, false)){
  706. if(!npc->EngagedInCombat() && client->GetPlayer()->GetArrowColor(npc->GetLevel()) != ARROW_COLOR_GRAY){
  707. if(victim->IsEntity()) {
  708. if (npc->HasSpawnGroup()) {
  709. vector<Spawn*>* groupVec = npc->GetSpawnGroup();
  710. for (int32 i = 0; i < groupVec->size(); i++) {
  711. Spawn* group_member = groupVec->at(i);
  712. if (group_member && !group_member->EngagedInCombat() && group_member->Alive()) {
  713. CallSpawnScript(group_member, SPAWN_SCRIPT_AGGRO, victim);
  714. ((NPC*)group_member)->AddHate((Entity*)victim, 50);
  715. }
  716. }
  717. safe_delete(groupVec);
  718. }
  719. else
  720. {
  721. npc->AddHate((Entity*)victim, 50);
  722. }
  723. }
  724. else {
  725. if (npc->HasSpawnGroup()) {
  726. vector<Spawn*>* groupVec = npc->GetSpawnGroup();
  727. for (int32 i = 0; i < groupVec->size(); i++) {
  728. Spawn* group_member = groupVec->at(i);
  729. if (group_member && !group_member->EngagedInCombat() && group_member->Alive()) {
  730. CallSpawnScript(group_member, SPAWN_SCRIPT_AGGRO, victim);
  731. ((NPC*)group_member)->InCombat(true);
  732. }
  733. }
  734. safe_delete(groupVec);
  735. }
  736. else
  737. npc->InCombat(true);
  738. }
  739. }
  740. }
  741. }
  742. else{
  743. if(!npc->EngagedInCombat()){
  744. if(victim->IsEntity()) {
  745. if (npc->HasSpawnGroup()) {
  746. vector<Spawn*>* groupVec = npc->GetSpawnGroup();
  747. for (int32 i = 0; i < groupVec->size(); i++) {
  748. Spawn* group_member = groupVec->at(i);
  749. if (group_member && !group_member->EngagedInCombat() && group_member->Alive()) {
  750. CallSpawnScript(group_member, SPAWN_SCRIPT_AGGRO, victim);
  751. ((NPC*)group_member)->AddHate((Entity*)victim, 50);
  752. }
  753. }
  754. safe_delete(groupVec);
  755. }
  756. else
  757. {
  758. npc->AddHate((Entity*)victim, 50);
  759. }
  760. }
  761. else {
  762. if (npc->HasSpawnGroup()) {
  763. vector<Spawn*>* groupVec = npc->GetSpawnGroup();
  764. for (int32 i = 0; i < groupVec->size(); i++) {
  765. Spawn* group_member = groupVec->at(i);
  766. if (group_member && !group_member->EngagedInCombat() && group_member->Alive()) {
  767. CallSpawnScript(group_member, SPAWN_SCRIPT_AGGRO, victim);
  768. ((NPC*)group_member)->InCombat(true);
  769. }
  770. }
  771. }
  772. else
  773. {
  774. npc->InCombat(true);
  775. }
  776. }
  777. }
  778. }
  779. return true;
  780. }
  781. bool ZoneServer::CheckEnemyList(NPC* npc) {
  782. vector<int32> *factions;
  783. vector<int32>::iterator faction_itr;
  784. vector<int32> *spawns;
  785. vector<int32>::iterator spawn_itr;
  786. map<float, Spawn*> attack_spawns;
  787. map<float, Spawn*> reverse_attack_spawns;
  788. map<float, Spawn*>::iterator itr;
  789. int32 faction_id = npc->GetFactionID();
  790. float distance;
  791. if (faction_id == 0)
  792. return true;
  793. m_enemy_faction_list.readlock(__FUNCTION__, __LINE__);
  794. if (enemy_faction_list.count(faction_id) > 0) {
  795. factions = enemy_faction_list[faction_id];
  796. for (faction_itr = factions->begin(); faction_itr != factions->end(); faction_itr++) {
  797. m_npc_faction_list.readlock(__FUNCTION__, __LINE__);
  798. if (npc_faction_list.count(*faction_itr) > 0) {
  799. spawns = npc_faction_list[*faction_itr];
  800. spawn_itr = spawns->begin();
  801. for (spawn_itr = spawns->begin(); spawn_itr != spawns->end(); spawn_itr++) {
  802. Spawn* spawn = GetSpawnByID(*spawn_itr);
  803. if (spawn) {
  804. if ((distance = spawn->GetDistance(npc)) <= npc->GetAggroRadius())
  805. attack_spawns[distance] = spawn;
  806. }
  807. }
  808. }
  809. m_npc_faction_list.releasereadlock(__FUNCTION__, __LINE__);
  810. }
  811. }
  812. m_enemy_faction_list.releasereadlock(__FUNCTION__, __LINE__);
  813. m_reverse_enemy_faction_list.readlock(__FUNCTION__, __LINE__);
  814. if (reverse_enemy_faction_list.count(faction_id) > 0) {
  815. factions = reverse_enemy_faction_list[faction_id];
  816. for (faction_itr = factions->begin(); faction_itr != factions->end(); faction_itr++) {
  817. m_npc_faction_list.readlock(__FUNCTION__, __LINE__);
  818. if (npc_faction_list.count(*faction_itr) > 0) {
  819. spawns = npc_faction_list[*faction_itr];
  820. spawn_itr = spawns->begin();
  821. for (spawn_itr = spawns->begin(); spawn_itr != spawns->end(); spawn_itr++) {
  822. Spawn* spawn = GetSpawnByID(*spawn_itr);
  823. if (spawn) {
  824. if ((distance = spawn->GetDistance(npc)) <= npc->GetAggroRadius())
  825. reverse_attack_spawns[distance] = spawn;
  826. }
  827. }
  828. }
  829. m_npc_faction_list.releasereadlock(__FUNCTION__, __LINE__);
  830. }
  831. }
  832. m_reverse_enemy_faction_list.releasereadlock(__FUNCTION__, __LINE__);
  833. if (attack_spawns.size() > 0) {
  834. for (itr = attack_spawns.begin(); itr != attack_spawns.end(); itr++)
  835. CheckNPCAttacks(npc, itr->second);
  836. }
  837. if (reverse_attack_spawns.size() > 0) {
  838. for (itr = reverse_attack_spawns.begin(); itr != reverse_attack_spawns.end(); itr++)
  839. CheckNPCAttacks((NPC*)itr->second, npc);
  840. }
  841. return attack_spawns.size() == 0;
  842. }
  843. void ZoneServer::RemoveDeadEnemyList(Spawn *spawn)
  844. {
  845. int32 faction_id = spawn->GetFactionID();
  846. vector<int32> *spawns;
  847. vector<int32>::iterator itr;
  848. LogWrite(ZONE__DEBUG, 7, "Zone", "Processing RemoveDeadEnemyList...");
  849. m_npc_faction_list.writelock(__FUNCTION__, __LINE__);
  850. if (npc_faction_list.count(faction_id) > 0) {
  851. spawns = npc_faction_list[faction_id];
  852. for (itr = spawns->begin(); itr != spawns->end(); itr++) {
  853. if (*itr == spawn->GetID()) {
  854. spawns->erase(itr);
  855. break;
  856. }
  857. }
  858. }
  859. m_npc_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  860. }
  861. void ZoneServer::AddEnemyList(NPC* npc){
  862. int32 faction_id = npc->GetFactionID();
  863. vector<int32> *hostile_factions;
  864. vector<int32>::iterator itr;
  865. if(faction_id <= 9)
  866. return;
  867. if(!rule_manager.GetGlobalRule(R_Faction, AllowFactionBasedCombat)->GetBool()) {
  868. LogWrite(FACTION__WARNING, 0, "Faction", "Faction Combat is DISABLED via R_Faction::AllowFactionBasedCombat rule!");
  869. return;
  870. }
  871. m_npc_faction_list.readlock(__FUNCTION__, __LINE__);
  872. if (npc_faction_list.count(faction_id) == 0) {
  873. if(faction_id > 10) {
  874. if ((hostile_factions = master_faction_list.GetHostileFactions(faction_id)) != NULL) {
  875. itr = hostile_factions->begin();
  876. for (itr = hostile_factions->begin(); itr != hostile_factions->end(); itr++) {
  877. m_enemy_faction_list.writelock(__FUNCTION__, __LINE__);
  878. if (enemy_faction_list.count(faction_id) == 0)
  879. enemy_faction_list[faction_id] = new vector<int32>;
  880. enemy_faction_list[faction_id]->push_back(*itr);
  881. m_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  882. m_reverse_enemy_faction_list.writelock(__FUNCTION__, __LINE__);
  883. if(reverse_enemy_faction_list.count(*itr) == 0)
  884. reverse_enemy_faction_list[*itr] = new vector<int32>;
  885. reverse_enemy_faction_list[*itr]->push_back(faction_id);
  886. m_reverse_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  887. }
  888. }
  889. }
  890. /*m_enemy_faction_list.writelock(__FUNCTION__, __LINE__);
  891. if(enemy_faction_list.count(1) == 0)
  892. enemy_faction_list[1] = new vector<int32>;
  893. enemy_faction_list[1]->push_back(faction_id);
  894. m_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);*/
  895. }
  896. m_npc_faction_list.releasereadlock(__FUNCTION__, __LINE__);
  897. m_npc_faction_list.writelock(__FUNCTION__, __LINE__);
  898. if(npc_faction_list.count(faction_id) == 0)
  899. npc_faction_list[faction_id] = new vector<int32>;
  900. npc_faction_list[faction_id]->push_back(npc->GetID());
  901. m_npc_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  902. }
  903. void ZoneServer::CheckSpawnRange(Client* client, Spawn* spawn, bool initial_login){
  904. if(client && spawn && (initial_login || client->IsConnected())) {
  905. if(spawn != client->GetPlayer()) {
  906. if(spawn_range_map.count(client) == 0)
  907. spawn_range_map.Put(client, new MutexMap<int32, float >());
  908. spawn_range_map.Get(client)->Put(spawn->GetID(), spawn->GetDistance(client->GetPlayer()));
  909. if(!initial_login && client && spawn->IsNPC() && spawn_range_map.Get(client)->Get(spawn->GetID()) <= ((NPC*)spawn)->GetAggroRadius() && !client->GetPlayer()->GetInvulnerable())
  910. CheckNPCAttacks((NPC*)spawn, client->GetPlayer(), client);
  911. }
  912. if(!initial_login && player_proximities.size() > 0 && player_proximities.count(spawn->GetID()) > 0)
  913. CheckPlayerProximity(spawn, client);
  914. }
  915. }
  916. void ZoneServer::CheckSpawnRange(Spawn* spawn){
  917. vector<Client*>::iterator client_itr;
  918. Client* client = 0;
  919. MClientList.readlock(__FUNCTION__, __LINE__);
  920. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  921. client = *client_itr;
  922. if(client && client->IsReadyForSpawns())
  923. CheckSpawnRange(client, spawn);
  924. }
  925. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  926. }
  927. void ZoneServer::PrepareSpawnID(Player* player, Spawn* spawn){
  928. player->spawn_id++;
  929. player->player_spawn_id_map[player->spawn_id] = spawn;
  930. player->player_spawn_reverse_id_map[spawn] = player->spawn_id;
  931. }
  932. void ZoneServer::CheckSendSpawnToClient(Client* client, bool initial_login) {
  933. if (!client) {
  934. LogWrite(ZONE__ERROR, 0, "Zone", "CheckSendSpawnToClient called with an invalid client");
  935. return;
  936. }
  937. if (initial_login){
  938. SetSpawnStructs(client);
  939. }
  940. else if (!client->GetInitialSpawnsSent())
  941. return;
  942. Spawn* spawn = 0;
  943. map<float, vector<Spawn*>* > closest_spawns;
  944. if(spawn_range_map.count(client) > 0) {
  945. if(initial_login || client->IsConnected()) {
  946. MutexMap<int32, float >::iterator spawn_iter = spawn_range_map.Get(client)->begin();
  947. while(spawn_iter.Next()) {
  948. spawn = GetSpawnByID(spawn_iter->first);
  949. if(spawn && spawn->GetPrivateQuestSpawn()) {
  950. if(!spawn->IsPrivateSpawn())
  951. spawn->AddAllowAccessSpawn(spawn);
  952. if(spawn->MeetsSpawnAccessRequirements(client->GetPlayer())) {
  953. if(spawn->IsPrivateSpawn() && !spawn->AllowedAccess(client->GetPlayer()))
  954. spawn->AddAllowAccessSpawn(client->GetPlayer());
  955. }
  956. else if(spawn->AllowedAccess(client->GetPlayer()))
  957. spawn->RemoveSpawnAccess(client->GetPlayer());
  958. }
  959. if(spawn && spawn != client->GetPlayer() && client->GetPlayer()->ShouldSendSpawn(spawn)) {
  960. if((!initial_login && spawn_iter->second <= SEND_SPAWN_DISTANCE) || (initial_login && (spawn_iter->second <= 40 || spawn->IsWidget()))) {
  961. if(closest_spawns.count(spawn_iter->second) == 0)
  962. closest_spawns[spawn_iter->second] = new vector<Spawn*>();
  963. closest_spawns[spawn_iter->second]->push_back(spawn);
  964. PrepareSpawnID(client->GetPlayer(), spawn);
  965. }
  966. }
  967. }
  968. }
  969. vector<Spawn*>::iterator spawn_iter2;
  970. map<float, vector<Spawn*>* >::iterator itr;
  971. for(itr = closest_spawns.begin(); itr != closest_spawns.end(); itr++) {
  972. for(spawn_iter2 = itr->second->begin(); spawn_iter2 != itr->second->end(); spawn_iter2++) {
  973. spawn = *spawn_iter2;
  974. client->GetPlayer()->ClearRemovedSpawn(spawn);
  975. SendSpawn(spawn, client);
  976. if(client->ShouldTarget() && client->GetCombineSpawn() == spawn)
  977. client->TargetSpawn(spawn);
  978. }
  979. delete itr->second;
  980. }
  981. }
  982. if (initial_login)
  983. client->SetInitialSpawnsSent(true);
  984. }
  985. void ZoneServer::CheckSendSpawnToClient(){
  986. vector<Client*>::iterator itr;
  987. Client* client = 0;
  988. MClientList.readlock(__FUNCTION__, __LINE__);
  989. for (itr = clients.begin(); itr != clients.end(); itr++) {
  990. client = *itr;
  991. if(client->IsReadyForSpawns())
  992. CheckSendSpawnToClient(client);
  993. }
  994. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  995. }
  996. void ZoneServer::CheckRemoveSpawnFromClient(Spawn* spawn) {
  997. vector<Client*>::iterator itr;
  998. Client* client = 0;
  999. PacketStruct* packet = 0;
  1000. int16 packet_version = 0;
  1001. MClientList.readlock(__FUNCTION__, __LINE__);
  1002. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1003. client = *itr;
  1004. if(client){
  1005. if(!packet || packet_version != client->GetVersion()){
  1006. safe_delete(packet);
  1007. packet_version = client->GetVersion();
  1008. packet = configReader.getStruct("WS_DestroyGhostCmd", packet_version);
  1009. }
  1010. 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())){
  1011. SendRemoveSpawn(client, spawn, packet);
  1012. }
  1013. }
  1014. }
  1015. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1016. safe_delete(packet);
  1017. }
  1018. bool ZoneServer::CombatProcess(Spawn* spawn) {
  1019. bool ret = true;
  1020. if (spawn && spawn->IsEntity())
  1021. ((Entity*)spawn)->ProcessCombat();
  1022. return ret;
  1023. }
  1024. void ZoneServer::AddDelayedSpawnRemove(Spawn* spawn, int32 time) {
  1025. // this prevents a crash when a zone shuts down with a client in it
  1026. if (zoneShuttingDown)
  1027. return;
  1028. if (delayed_spawn_remove_list.count(spawn->GetID(), true) == 0)
  1029. delayed_spawn_remove_list.Put(spawn->GetID(), Timer::GetCurrentTime2() + time);
  1030. }
  1031. void ZoneServer::RemoveDelayedSpawnRemove(Spawn* spawn) {
  1032. if (delayed_spawn_remove_list.count(spawn->GetID(), true) > 0)
  1033. delayed_spawn_remove_list.erase(spawn->GetID());
  1034. }
  1035. void ZoneServer::DelayedSpawnRemoval(bool force_delete_all) {
  1036. if (delayed_spawn_remove_list.size(true) > 0) {
  1037. MutexMap<int32, int32>::iterator itr = delayed_spawn_remove_list.begin();
  1038. int32 current_time = Timer::GetCurrentTime2();
  1039. Spawn* spawn = 0;
  1040. // Cycle through all spawns scheduled for removal
  1041. while (itr.Next()) {
  1042. // If it is time for removal, or a force delete of all, then remove the spawn
  1043. if (force_delete_all || current_time >= itr->second) {
  1044. spawn = GetSpawnByID(itr->first);
  1045. delayed_spawn_remove_list.erase(itr->first);
  1046. if (spawn) {
  1047. if (spawn->IsEntity()) {
  1048. // Remove pets
  1049. ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetPet());
  1050. ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetCharmedPet());
  1051. ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetDeityPet());
  1052. ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetCosmeticPet());
  1053. }
  1054. if (spawn->IsPlayer())
  1055. RemoveSpawn(spawn, false);
  1056. else
  1057. RemoveSpawn(spawn);
  1058. }
  1059. }
  1060. }
  1061. }
  1062. }
  1063. void ZoneServer::AddPendingDelete(Spawn* spawn) {
  1064. MSpawnDeleteList.writelock(__FUNCTION__, __LINE__);
  1065. if(spawn_delete_list.count(spawn) == 0)
  1066. 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
  1067. MSpawnDeleteList.releasewritelock(__FUNCTION__, __LINE__);
  1068. }
  1069. void ZoneServer::DeleteSpawns(bool delete_all) {
  1070. MSpawnDeleteList.writelock(__FUNCTION__, __LINE__);
  1071. if(spawn_delete_list.size() > 0){
  1072. map<Spawn*, int32>::iterator itr;
  1073. map<Spawn*, int32>::iterator erase_itr;
  1074. int32 current_time = Timer::GetCurrentTime2();
  1075. Spawn* spawn = 0;
  1076. for (itr = spawn_delete_list.begin(); itr != spawn_delete_list.end(); ) {
  1077. if (delete_all || current_time >= itr->second){
  1078. spawn = itr->first;
  1079. erase_itr = itr++;
  1080. spawn_delete_list.erase(erase_itr);
  1081. safe_delete(spawn);
  1082. }
  1083. else
  1084. itr++;
  1085. }
  1086. }
  1087. MSpawnDeleteList.releasewritelock(__FUNCTION__, __LINE__);
  1088. }
  1089. void ZoneServer::AddDamagedSpawn(Spawn* spawn){
  1090. if (spawn)
  1091. damaged_spawns.Add(spawn->GetID());
  1092. }
  1093. void ZoneServer::RemoveDamagedSpawn(Spawn* spawn){
  1094. if (spawn)
  1095. damaged_spawns.Remove(spawn->GetID());
  1096. }
  1097. bool ZoneServer::Process()
  1098. {
  1099. MMasterZoneLock->lock(); //Changing this back to a recursive lock to fix a possible /reload spells crash with multiple zones running - Foof
  1100. #ifndef NO_CATCH
  1101. try
  1102. {
  1103. #endif
  1104. if(LoadingData){
  1105. while(zoneID == 0){ //this is loaded by world
  1106. Sleep(10);
  1107. }
  1108. if (reloading) {
  1109. LogWrite(COMMAND__DEBUG, 0, "Command", "-Loading Entity Commands...");
  1110. database.LoadEntityCommands(this);
  1111. LogWrite(NPC__INFO, 0, "NPC", "-Loading NPC data...");
  1112. database.LoadNPCs(this);
  1113. LogWrite(NPC__INFO, 0, "NPC", "-Load NPC data complete!");
  1114. LogWrite(OBJECT__INFO, 0, "Object", "-Loading Object data...");
  1115. database.LoadObjects(this);
  1116. LogWrite(OBJECT__INFO, 0, "Object", "-Load Object data complete!");
  1117. LogWrite(SIGN__INFO, 0, "Sign", "-Loading Sign data...");
  1118. database.LoadSigns(this);
  1119. LogWrite(SIGN__INFO, 0, "Sign", "-Load Sign data complete!");
  1120. LogWrite(WIDGET__INFO, 0, "Widget", "-Loading Widget data...");
  1121. database.LoadWidgets(this);
  1122. LogWrite(WIDGET__INFO, 0, "Widget", "-Load Widget data complete!");
  1123. LogWrite(GROUNDSPAWN__INFO, 0, "GSpawn", "-Loading Groundspawn data...");
  1124. database.LoadGroundSpawns(this);
  1125. database.LoadGroundSpawnEntries(this);
  1126. LogWrite(GROUNDSPAWN__INFO, 0, "GSpawn", "-Load Groundspawn data complete!");
  1127. LogWrite(PET__INFO, 0, "Pet", "-Loading Pet data...");
  1128. database.GetPetNames(this);
  1129. LogWrite(PET__INFO, 0, "Pet", "-Load Pet data complete!");
  1130. LogWrite(LOOT__INFO, 0, "Loot", "-Loading Spawn loot data...");
  1131. database.LoadLoot(this);
  1132. LogWrite(LOOT__INFO, 0, "Loot", "-Loading Spawn loot data complete!");
  1133. LogWrite(TRANSPORT__INFO, 0, "Transport", "-Loading Transporters...");
  1134. database.LoadTransporters(this);
  1135. LogWrite(TRANSPORT__INFO, 0, "Transport", "-Loading Transporters complete!");
  1136. reloading = false;
  1137. }
  1138. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  1139. spawn_group_associations.clear();
  1140. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  1141. MSpawnGroupLocations.writelock(__FUNCTION__, __LINE__);
  1142. spawn_group_locations.clear();
  1143. MSpawnGroupLocations.releasewritelock(__FUNCTION__, __LINE__);
  1144. MSpawnLocationGroups.writelock(__FUNCTION__, __LINE__);
  1145. spawn_location_groups.clear();
  1146. MSpawnLocationGroups.releasewritelock(__FUNCTION__, __LINE__);
  1147. MSpawnGroupChances.writelock(__FUNCTION__, __LINE__);
  1148. spawn_group_chances.clear();
  1149. MSpawnGroupChances.releasewritelock(__FUNCTION__, __LINE__);
  1150. DeleteTransporters();
  1151. ReloadTransporters();
  1152. database.LoadSpawns(this);
  1153. ProcessSpawnLocations();
  1154. if (!revive_points)
  1155. revive_points = new vector<RevivePoint*>;
  1156. else {
  1157. while (!revive_points->empty()){
  1158. safe_delete(revive_points->back());
  1159. revive_points->pop_back();
  1160. }
  1161. }
  1162. database.LoadRevivePoints(revive_points, GetZoneID());
  1163. LoadingData = false;
  1164. spawn_range.Trigger();
  1165. spawn_check_add.Trigger();
  1166. RemoveLocationGrids();
  1167. database.LoadLocationGrids(this);
  1168. const char* zone_script = world.GetZoneScript(this->GetZoneID());
  1169. if(lua_interface && zone_script) {
  1170. RemoveLocationProximities();
  1171. lua_interface->RunZoneScript(zone_script, "init_zone_script", this);
  1172. }
  1173. }
  1174. if(shutdownTimer.Enabled() && shutdownTimer.Check())
  1175. zoneShuttingDown = true;
  1176. if (reloading_spellprocess){
  1177. MMasterZoneLock->unlock();
  1178. return !zoneShuttingDown;
  1179. }
  1180. // Remove LD Player whos LD timer has expired
  1181. if (!zoneShuttingDown)
  1182. DelayedSpawnRemoval(false);
  1183. // client loop
  1184. if(charsheet_changes.Check())
  1185. SendCharSheetChanges();
  1186. // Client loop
  1187. ClientProcess();
  1188. if(spellProcess)
  1189. spellProcess->Process();
  1190. if (tradeskillMgr)
  1191. tradeskillMgr->Process();
  1192. // Client loop
  1193. if(client_save.Check())
  1194. SaveClients();
  1195. // Possibility to do a client loop
  1196. if(weather_enabled && weatherTimer.Check())
  1197. ProcessWeather();
  1198. // client related loop, move to main thread?
  1199. if(!zoneShuttingDown)
  1200. ProcessDrowning();
  1201. // client than location_proximities loop, move to main thread
  1202. if (location_prox_timer.Check() && !zoneShuttingDown)
  1203. CheckLocationProximity();
  1204. // client than location_grid loop, move to main thread
  1205. if (location_grid_timer.Check() && !zoneShuttingDown)
  1206. CheckLocationGrids();
  1207. if (sync_game_time_timer.Check() && !zoneShuttingDown)
  1208. SendTimeUpdateToAllClients();
  1209. if(lua_interface)
  1210. lua_interface->Process();
  1211. int hour = world.GetWorldTimeStruct()->hour;
  1212. int minute = world.GetWorldTimeStruct()->minute;
  1213. if (!isDusk && (hour >= 19 || hour < 8)) {//((hour > dusk_hour || hour < dawn_hour) || ((dusk_hour == hour && minute >= dusk_minute) || (hour == dawn_hour && minute < dawn_minute)))) {
  1214. isDusk = true;
  1215. const char* zone_script = world.GetZoneScript(GetZoneID());
  1216. if (lua_interface && zone_script)
  1217. lua_interface->RunZoneScript(zone_script, "dusk", this);
  1218. ProcessSpawnConditional(SPAWN_CONDITIONAL_NIGHT);
  1219. }
  1220. 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)))) {
  1221. isDusk = false;
  1222. const char* zone_script = world.GetZoneScript(GetZoneID());
  1223. if (lua_interface && zone_script)
  1224. lua_interface->RunZoneScript(zone_script, "dawn", this);
  1225. ProcessSpawnConditional(SPAWN_CONDITIONAL_DAY);
  1226. }
  1227. // damaged spawns loop, spawn related, move to spawn thread?
  1228. if(regenTimer.Check())
  1229. RegenUpdate();
  1230. // heading_timers loop
  1231. if(!zoneShuttingDown)
  1232. CheckHeadingTimers();
  1233. // respawn_timers loop
  1234. if(respawn_timer.Check() && !zoneShuttingDown)
  1235. CheckRespawns();
  1236. // spawn_expire_timers loop
  1237. if (spawn_expire_timer.Check() && !zoneShuttingDown)
  1238. CheckSpawnExpireTimers();
  1239. // widget_timers loop
  1240. if(widget_timer.Check() && !zoneShuttingDown)
  1241. CheckWidgetTimers();
  1242. // spawn_script_timers loop
  1243. if(!zoneShuttingDown)
  1244. CheckSpawnScriptTimers();
  1245. // Check to see if a dead spawn needs to be removed
  1246. CheckDeadSpawnRemoval();
  1247. #ifndef NO_CATCH
  1248. }
  1249. catch(...)
  1250. {
  1251. LogWrite(ZONE__ERROR, 0, "Zone", "Exception while running '%s'", GetZoneName());
  1252. zoneShuttingDown = true;
  1253. MMasterZoneLock->unlock();
  1254. return false;
  1255. }
  1256. #endif
  1257. MMasterZoneLock->unlock();
  1258. return (zoneShuttingDown == false);
  1259. }
  1260. bool ZoneServer::SpawnProcess(){
  1261. if(depop_zone) {
  1262. depop_zone = false;
  1263. ProcessDepop(respawns_allowed, repop_zone);
  1264. finished_depop = true;
  1265. }
  1266. MMasterSpawnLock.writelock(__FUNCTION__, __LINE__);
  1267. // If the zone is loading data or shutting down don't do anything
  1268. if(!LoadingData && !zoneShuttingDown && !reloading_spellprocess) {
  1269. // send spawn changes, changed_spawns loop
  1270. if(spawn_update.Check() && !zoneShuttingDown) { //check for changed spawns every {Rule:SpawnUpdateTimer} milliseconds (default: 200ms)
  1271. SendSpawnChanges();
  1272. }
  1273. // Set some bool's for timers
  1274. bool movement = movement_timer.Check();
  1275. bool spawnRange = spawn_range.Check();
  1276. bool checkRemove = spawn_check_remove.Check();
  1277. bool aggroCheck = aggro_timer.Check();
  1278. vector<int32> pending_spawn_list_remove;
  1279. // Loop through the spawn list
  1280. map<int32, Spawn*>::iterator itr;
  1281. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1282. // Loop throught the list to set up spawns to be sent to clients
  1283. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  1284. // if zone is shutting down kill the loop
  1285. if (zoneShuttingDown)
  1286. break;
  1287. Spawn* spawn = itr->second;
  1288. if (spawn) {
  1289. // Checks the range to all clients in the zone
  1290. if (spawnRange)
  1291. CheckSpawnRange(spawn);
  1292. // Checks to see if the spawn needs to be removed from a client
  1293. if (checkRemove)
  1294. CheckRemoveSpawnFromClient(spawn);
  1295. }
  1296. }
  1297. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1298. // 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
  1299. // client loop, move to main thread?
  1300. // 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
  1301. // might be an issue with other functions moved from the spawn thread to the main thread?
  1302. if(spawn_check_add.Check() && !zoneShuttingDown)
  1303. CheckSendSpawnToClient();
  1304. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1305. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  1306. // Break the loop if the zone is shutting down
  1307. if (zoneShuttingDown)
  1308. break;
  1309. Spawn* spawn = itr->second;
  1310. if (spawn) {
  1311. // Process spawn movement
  1312. if (movement) {
  1313. spawn->ProcessMovement();
  1314. // update last_movement_update for all spawns (used for time_step)
  1315. spawn->last_movement_update = Timer::GetCurrentTime2();
  1316. }
  1317. // Makes NPC's KOS to other NPC's or players
  1318. if (aggroCheck)
  1319. ProcessAggroChecks(spawn);
  1320. // Process combat for the spawn
  1321. CombatProcess(spawn);
  1322. }
  1323. else {
  1324. // unable to get a valid spawn, lets add the id to another list to remove from the spawn list after this loop is finished
  1325. pending_spawn_list_remove.push_back(itr->first);
  1326. }
  1327. }
  1328. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1329. // Check to see if there are any spawn id's that need to be removed from the spawn list, if so remove them all
  1330. if (pending_spawn_list_remove.size() > 0) {
  1331. MSpawnList.writelock(__FUNCTION__, __LINE__);
  1332. vector<int32>::iterator itr2;
  1333. for (itr2 = pending_spawn_list_remove.begin(); itr2 != pending_spawn_list_remove.end(); itr2++)
  1334. spawn_list.erase(*itr2);
  1335. pending_spawn_list_remove.clear();
  1336. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  1337. }
  1338. // Check to see if there are spawns waiting to be added to the spawn list, if so add them all
  1339. if (pending_spawn_list_add.size() > 0) {
  1340. MSpawnList.writelock(__FUNCTION__, __LINE__);
  1341. MPendingSpawnListAdd.writelock(__FUNCTION__, __LINE__);
  1342. list<Spawn*>::iterator itr2;
  1343. for (itr2 = pending_spawn_list_add.begin(); itr2 != pending_spawn_list_add.end(); itr2++) {
  1344. Spawn* spawn = *itr2;
  1345. if (spawn)
  1346. spawn_list[spawn->GetID()] = spawn;
  1347. }
  1348. pending_spawn_list_add.clear();
  1349. MPendingSpawnListAdd.releasewritelock(__FUNCTION__, __LINE__);
  1350. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  1351. }
  1352. // Do other loops for spawns
  1353. // 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?
  1354. //if (tracking_timer.Check())
  1355. //ProcessTracking(); // probably doesn't work as spawn loop iterator is never set
  1356. // Delete unused spawns, do this last
  1357. if(!zoneShuttingDown)
  1358. DeleteSpawns(false);
  1359. // Nothing should come after this
  1360. //LogWrite(PLAYER__ERROR, 0, "Debug", "Spawn loop time %u", Timer::GetCurrentTime2() - time);
  1361. }
  1362. MMasterSpawnLock.releasewritelock(__FUNCTION__, __LINE__);
  1363. return (zoneShuttingDown == false);
  1364. }
  1365. void ZoneServer::CheckDeadSpawnRemoval() {
  1366. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  1367. if(dead_spawns.size() > 0){
  1368. vector<Spawn*> tmp_dead_list;
  1369. int32 current_time = Timer::GetCurrentTime2();
  1370. Spawn* spawn = 0;
  1371. map<int32, int32>::iterator itr = dead_spawns.begin();
  1372. map<int32, int32>::iterator itr_delete;
  1373. while (itr != dead_spawns.end()) {
  1374. spawn = GetSpawnByID(itr->first);
  1375. if (spawn) {
  1376. if(current_time >= itr->second)
  1377. tmp_dead_list.push_back(spawn);
  1378. itr++;
  1379. }
  1380. else {
  1381. itr_delete = itr++;
  1382. dead_spawns.erase(itr_delete);
  1383. }
  1384. }
  1385. for(int i=tmp_dead_list.size()-1;i>=0;i--){
  1386. spawn = tmp_dead_list[i];
  1387. if (!spawn->IsPlayer())
  1388. {
  1389. dead_spawns.erase(spawn->GetID());
  1390. RemoveSpawn(spawn, true, true, false);
  1391. }
  1392. }
  1393. }
  1394. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  1395. }
  1396. void ZoneServer::CheckRespawns(){
  1397. vector<int32> tmp_respawn_list;
  1398. MutexMap<int32, int32>::iterator itr = respawn_timers.begin();
  1399. while(itr.Next()){
  1400. if(Timer::GetCurrentTime2() >= itr->second)
  1401. tmp_respawn_list.push_back(itr->first);
  1402. }
  1403. for(int i=tmp_respawn_list.size()-1;i>=0;i--){
  1404. if ( IsInstanceZone() )
  1405. {
  1406. if ( database.DeleteInstanceSpawnRemoved(GetInstanceID(),tmp_respawn_list[i]) )
  1407. {
  1408. }
  1409. else
  1410. {
  1411. }
  1412. }
  1413. ProcessSpawnLocation(tmp_respawn_list[i], true);
  1414. respawn_timers.erase(tmp_respawn_list[i]);
  1415. }
  1416. }
  1417. void ZoneServer::CheckSpawnExpireTimers() {
  1418. MutexMap<int32, int32>::iterator itr = spawn_expire_timers.begin();
  1419. while (itr.Next()) {
  1420. Spawn* spawn = GetSpawnByID(itr->first);
  1421. if (spawn) {
  1422. if (Timer::GetCurrentTime2() >= itr.second) {
  1423. spawn_expire_timers.erase(itr.first);
  1424. Despawn(spawn, spawn->GetRespawnTime());
  1425. }
  1426. }
  1427. else
  1428. spawn_expire_timers.erase(itr->first);
  1429. }
  1430. }
  1431. void ZoneServer::AddSpawnExpireTimer(Spawn* spawn, int32 expire_time, int32 expire_offset) {
  1432. if (spawn) {
  1433. int32 actual_expire_time = expire_time;
  1434. if (expire_offset > 0) {
  1435. int32 low = expire_time;
  1436. int32 high = expire_time + expire_offset;
  1437. if (expire_offset < expire_time)
  1438. low = expire_time - expire_offset;
  1439. int32 range = (high - low) + 1;
  1440. actual_expire_time = (low + (int32)((range * rand()) / (RAND_MAX + 1.0)));
  1441. }
  1442. actual_expire_time *= 1000;
  1443. spawn_expire_timers.Put(spawn->GetID(), Timer::GetCurrentTime2() + actual_expire_time);
  1444. }
  1445. }
  1446. void ZoneServer::SaveClient(Client* client){
  1447. client->Save();
  1448. }
  1449. void ZoneServer::SaveClients(){
  1450. vector<Client*>::iterator itr;
  1451. Client* client = 0;
  1452. MClientList.readlock(__FUNCTION__, __LINE__);
  1453. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1454. client = *itr;
  1455. if(client->IsConnected()){
  1456. SaveClient(client);
  1457. }
  1458. }
  1459. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1460. }
  1461. void ZoneServer::SendSpawnVisualState(Spawn* spawn, int16 type){
  1462. if(!spawn)
  1463. return;
  1464. vector<Client*>::iterator itr;
  1465. spawn->SetTempVisualState(type);
  1466. Client* client = 0;
  1467. MClientList.readlock(__FUNCTION__, __LINE__);
  1468. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1469. client = *itr;
  1470. if(client && client->GetPlayer() != spawn)
  1471. AddChangedSpawn(spawn);
  1472. }
  1473. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1474. }
  1475. void ZoneServer::SendSpawnChanges(int32 spawn_id, Client* client, bool override_changes, bool override_vis_changes){
  1476. Spawn* spawn = GetSpawnByDatabaseID(spawn_id);
  1477. if(spawn && (spawn->changed || override_changes || override_vis_changes))
  1478. SendSpawnChanges(spawn, client, override_changes, override_vis_changes);
  1479. }
  1480. void ZoneServer::SendSpawnChanges(Spawn* spawn, Client* client, bool override_changes, bool override_vis_changes){
  1481. if(client && client->IsReadyForUpdates() && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn) && client->GetPlayer()->GetDistance(spawn) < REMOVE_SPAWN_DISTANCE){
  1482. EQ2Packet* outapp = spawn->spawn_update_packet(client->GetPlayer(), client->GetVersion(), override_changes, override_vis_changes);
  1483. if(outapp)
  1484. client->QueuePacket(outapp);
  1485. }
  1486. }
  1487. void ZoneServer::SendSpawnChanges(Spawn* spawn){
  1488. if(spawn && spawn->changed){
  1489. if(!spawn->IsPlayer() || (spawn->IsPlayer() && (spawn->info_changed || spawn->vis_changed))){
  1490. vector<Client*>::iterator itr;
  1491. Client* client = 0;
  1492. MClientList.readlock(__FUNCTION__, __LINE__);
  1493. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1494. client = *itr;
  1495. SendSpawnChanges(spawn, client);
  1496. }
  1497. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1498. }
  1499. spawn->changed = false;
  1500. spawn->info_changed = false;
  1501. if(spawn->IsPlayer() == false)
  1502. spawn->position_changed = false;
  1503. spawn->vis_changed = false;
  1504. }
  1505. }
  1506. Spawn* ZoneServer::FindSpawn(Player* searcher, const char* name){
  1507. if(!searcher || !name)
  1508. return 0;
  1509. Spawn* spawn = 0;
  1510. vector<Spawn*> find_spawn_list;
  1511. vector<Spawn*>::iterator fspawn_iter;
  1512. int8 name_size = strlen(name);
  1513. map<int32, Spawn*>::iterator itr;
  1514. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1515. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  1516. spawn = itr->second;
  1517. if(spawn && !strncasecmp(spawn->GetName(), name, name_size))
  1518. find_spawn_list.push_back(spawn);
  1519. }
  1520. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1521. Spawn* closest = 0;
  1522. float distance = 0;
  1523. float test_distance = 0;
  1524. for(fspawn_iter=find_spawn_list.begin(); fspawn_iter!=find_spawn_list.end(); fspawn_iter++){
  1525. spawn = *fspawn_iter;
  1526. if(spawn && ((((test_distance = searcher->GetDistance(spawn)) < distance)) || !closest)){
  1527. distance = test_distance;
  1528. closest = spawn;
  1529. }
  1530. }
  1531. return closest;
  1532. }
  1533. void ZoneServer::AddChangedSpawn(Spawn* spawn){
  1534. if(!spawn || (spawn->IsPlayer() && !spawn->info_changed && !spawn->vis_changed))
  1535. return;
  1536. if (changed_spawns.count(spawn->GetID()) == 0)
  1537. changed_spawns.Add(spawn->GetID());
  1538. }
  1539. void ZoneServer::RemoveChangedSpawn(Spawn* spawn){
  1540. if (spawn)
  1541. changed_spawns.Remove(spawn->GetID());
  1542. }
  1543. void ZoneServer::AddDrowningVictim(Player* player){
  1544. Client* client = GetClientBySpawn(player);
  1545. if(client && drowning_victims.count(client) == 0)
  1546. drowning_victims.Put(client, Timer::GetCurrentTime2());
  1547. }
  1548. void ZoneServer::RemoveDrowningVictim(Player* player){
  1549. Client* client = GetClientBySpawn(player);
  1550. if(client)
  1551. drowning_victims.erase(client);
  1552. }
  1553. Client* ZoneServer::GetDrowningVictim(Player* player){
  1554. Client* client = GetClientBySpawn(player);
  1555. if(client && drowning_victims.count(client) > 0)
  1556. return(client);
  1557. return 0;
  1558. }
  1559. void ZoneServer::ProcessDrowning(){
  1560. vector<Client*> dead_list;
  1561. if(drowning_victims.size(true) > 0){
  1562. sint32 damage = 0;
  1563. int32 current_time = Timer::GetCurrentTime2();
  1564. MutexMap<Client*, int32>::iterator itr = drowning_victims.begin();
  1565. while(itr.Next()){
  1566. if(current_time >= itr->second) {
  1567. Client* client = itr->first;
  1568. Player* player = client->GetPlayer();
  1569. drowning_victims.Get(client) = Timer::GetCurrentTime2() + 2000;
  1570. damage = player->GetTotalHP()/20 + player->GetHPRegen();
  1571. player->TakeDamage(damage);
  1572. if(player->GetHP() == 0)
  1573. dead_list.push_back(client);
  1574. player->SetCharSheetChanged(true);
  1575. SendCharSheetChanges(client);
  1576. SendDamagePacket(0, player, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, DAMAGE_PACKET_RESULT_SUCCESSFUL, DAMAGE_PACKET_DAMAGE_TYPE_DROWN, damage, 0);
  1577. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You are drowning!");
  1578. }
  1579. }
  1580. }
  1581. if(dead_list.size() > 0){
  1582. vector<Client*>::iterator itr;
  1583. for(itr = dead_list.begin(); itr != dead_list.end(); itr++){
  1584. RemoveDrowningVictim((*itr)->GetPlayer());
  1585. KillSpawn((*itr)->GetPlayer(), 0);
  1586. (*itr)->SimpleMessage(CHANNEL_COLOR_WHITE, "You are sleeping with the fishes! Glug, glug...");
  1587. }
  1588. }
  1589. }
  1590. void ZoneServer::SendSpawnChanges(){
  1591. Spawn* spawn = 0;
  1592. MutexList<int32>::iterator spawn_iter = changed_spawns.begin();
  1593. while(spawn_iter.Next()){
  1594. spawn = GetSpawnByID(spawn_iter->value);
  1595. if(spawn && spawn->changed){
  1596. if(!spawn->IsPlayer() || (spawn->IsPlayer() && (spawn->info_changed || spawn->vis_changed))){
  1597. SendSpawnChanges(spawn);
  1598. }
  1599. }
  1600. if (!spawn)
  1601. changed_spawns.Remove(spawn_iter->value);
  1602. }
  1603. changed_spawns.clear();
  1604. }
  1605. void ZoneServer::SendPlayerPositionChanges(Player* player){
  1606. if(player){
  1607. player->position_changed = false;
  1608. Client* client = 0;
  1609. vector<Client*>::iterator client_itr;
  1610. MClientList.readlock(__FUNCTION__, __LINE__);
  1611. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  1612. client = *client_itr;
  1613. if(player != client->GetPlayer() && client->GetPlayer()->WasSentSpawn(player->GetID()) && client->GetPlayer()->WasSpawnRemoved(player) == false){
  1614. EQ2Packet* outapp = player->player_position_update_packet(client->GetPlayer(), client->GetVersion());
  1615. if(outapp)
  1616. client->QueuePacket(outapp);
  1617. }
  1618. }
  1619. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1620. }
  1621. }
  1622. void ZoneServer::SendCharSheetChanges(){
  1623. vector<Client*>::iterator client_itr;
  1624. MClientList.readlock(__FUNCTION__, __LINE__);
  1625. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++)
  1626. SendCharSheetChanges(*client_itr);
  1627. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1628. }
  1629. void ZoneServer::SendCharSheetChanges(Client* client){
  1630. if(client && client->IsConnected() && client->GetPlayer()->GetCharSheetChanged()){
  1631. client->GetPlayer()->SetCharSheetChanged(false);
  1632. ClientPacketFunctions::SendCharacterSheet(client);
  1633. }
  1634. }
  1635. int32 ZoneServer::CalculateSpawnGroup(SpawnLocation* spawnlocation, bool respawn)
  1636. {
  1637. int32 group = 0;
  1638. list<int32>* groups_at_location = GetSpawnGroupsByLocation(spawnlocation->placement_id);
  1639. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1640. if(groups_at_location){
  1641. list<int32>::iterator group_location_itr;
  1642. float chance = 0;
  1643. float total_chance = 0;
  1644. map<int32, float> tmp_chances;
  1645. set<int32>* associated_groups = 0;
  1646. for (group_location_itr = groups_at_location->begin(); group_location_itr != groups_at_location->end(); group_location_itr++) {
  1647. if(tmp_chances.count(*group_location_itr) > 0)
  1648. continue;
  1649. associated_groups = GetAssociatedGroups(*group_location_itr);
  1650. if(associated_groups){
  1651. set<int32>::iterator group_itr;
  1652. for (group_itr = associated_groups->begin(); group_itr != associated_groups->end(); group_itr++) {
  1653. chance = GetSpawnGroupChance(*group_itr);
  1654. if(chance > 0){
  1655. total_chance += chance;
  1656. tmp_chances[*group_itr] = chance;
  1657. }
  1658. else
  1659. tmp_chances[*group_itr] = 0;
  1660. }
  1661. }
  1662. else{ //single group, no associations
  1663. chance = GetSpawnGroupChance(*group_location_itr);
  1664. total_chance += chance;
  1665. tmp_chances[*group_location_itr] = chance;
  1666. }
  1667. }
  1668. if(tmp_chances.size() > 1){
  1669. //set the default for any chances not set
  1670. map<int32, float>::iterator itr2;
  1671. for(itr2 = tmp_chances.begin(); itr2 != tmp_chances.end(); itr2++){
  1672. if(itr2->second == 0){
  1673. total_chance += 100/tmp_chances.size();
  1674. tmp_chances[itr2->first] = (float)(100 / tmp_chances.size());
  1675. }
  1676. }
  1677. }
  1678. if(tmp_chances.size() > 1){
  1679. float roll = (float)(rand()%((int32)total_chance));
  1680. map<int32, float>::iterator itr3;
  1681. for (itr3 = tmp_chances.begin(); itr3 != tmp_chances.end(); itr3++){
  1682. if(itr3->second >= roll){
  1683. group = itr3->first;
  1684. break;
  1685. }
  1686. else
  1687. roll -= itr3->second;
  1688. }
  1689. }
  1690. else if(tmp_chances.size() == 1)
  1691. group = tmp_chances.begin()->first;
  1692. }
  1693. if(group > 0){
  1694. map<int32, int32>* locations = GetSpawnLocationsByGroup(group);
  1695. if(locations){
  1696. map<int32, int32>::iterator itr;
  1697. Spawn* spawn = 0;
  1698. Spawn* leader = 0;
  1699. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  1700. for (itr = locations->begin(); itr != locations->end(); itr++) {
  1701. if(spawn_location_list.count(itr->second) > 0){
  1702. spawn = ProcessSpawnLocation(spawn_location_list[itr->second], respawn);
  1703. if(!leader && spawn)
  1704. leader = spawn;
  1705. if(leader)
  1706. leader->AddSpawnToGroup(spawn);
  1707. if(spawn){
  1708. //if(spawn_group_map.count(group) == 0)
  1709. // spawn_group_map.Put(group, new MutexList<Spawn*>());
  1710. MutexList<int32>* groupList = &spawn_group_map.Get(group);
  1711. groupList->Add(spawn->GetID());
  1712. spawn->SetSpawnGroupID(group);
  1713. }
  1714. }
  1715. }
  1716. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1717. }
  1718. }
  1719. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1720. return group;
  1721. }
  1722. void ZoneServer::ProcessSpawnLocation(int32 location_id, bool respawn)
  1723. {
  1724. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1725. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  1726. if(spawn_location_list.count(location_id) > 0)
  1727. {
  1728. if(respawn) //see if there are any spawns still in game associated with this spawn's group, if so, dont spawn this
  1729. {
  1730. list<int32>* groups = GetSpawnGroupsByLocation(spawn_location_list[location_id]->placement_id);
  1731. if(groups)
  1732. {
  1733. set<int32>* associated_groups = 0;
  1734. bool should_spawn = true;
  1735. list<int32>::iterator itr;
  1736. for (itr = groups->begin(); itr != groups->end(); itr++) {
  1737. associated_groups = GetAssociatedGroups(*itr);
  1738. if(associated_groups)
  1739. {
  1740. set<int32>::iterator assoc_itr;
  1741. for (assoc_itr = associated_groups->begin(); assoc_itr != associated_groups->end(); assoc_itr++) {
  1742. if(spawn_group_map.count(*assoc_itr) > 0 && spawn_group_map.Get(*assoc_itr).size() > 0)
  1743. should_spawn = false;
  1744. }
  1745. }
  1746. }
  1747. if(should_spawn)
  1748. CalculateSpawnGroup(spawn_location_list[location_id]);
  1749. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1750. // need to unlock the list before we exit the function
  1751. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1752. return;
  1753. }
  1754. }
  1755. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1756. ProcessSpawnLocation(spawn_location_list[location_id], respawn);
  1757. }
  1758. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1759. }
  1760. Spawn* ZoneServer::ProcessSpawnLocation(SpawnLocation* spawnlocation, bool respawn)
  1761. {
  1762. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1763. if(!spawnlocation)
  1764. return 0;
  1765. Spawn* spawn = 0;
  1766. float rand_number = MakeRandomFloat(0, spawnlocation->total_percentage);
  1767. for(int32 i=0;i<spawnlocation->entities.size();i++)
  1768. {
  1769. if(spawnlocation->entities[i]->spawn_percentage == 0)
  1770. continue;
  1771. if (spawnlocation->conditional > 0) {
  1772. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_DAY && isDusk)
  1773. continue;
  1774. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_NIGHT) == SPAWN_CONDITIONAL_NIGHT && !isDusk)
  1775. continue;
  1776. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_NOT_RAINING && rain >= 0.75f)
  1777. continue;
  1778. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_RAINING && rain < 0.75f)
  1779. continue;
  1780. }
  1781. if(spawnlocation->entities[i]->spawn_percentage >= rand_number){
  1782. if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_NPC)
  1783. spawn = AddNPCSpawn(spawnlocation, spawnlocation->entities[i]);
  1784. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN)
  1785. spawn = AddGroundSpawn(spawnlocation, spawnlocation->entities[i]);
  1786. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT)
  1787. spawn = AddObjectSpawn(spawnlocation, spawnlocation->entities[i]);
  1788. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET)
  1789. spawn = AddWidgetSpawn(spawnlocation, spawnlocation->entities[i]);
  1790. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_SIGN)
  1791. spawn = AddSignSpawn(spawnlocation, spawnlocation->entities[i]);
  1792. if (!spawn)
  1793. {
  1794. LogWrite(ZONE__ERROR, 0, "Zone", "Error adding spawn to zone");
  1795. safe_delete(spawn);
  1796. continue;
  1797. }
  1798. const char* script = 0;
  1799. for(int x=0;x<3;x++)
  1800. {
  1801. switch(x)
  1802. {
  1803. case 0:
  1804. script = world.GetSpawnEntryScript(spawnlocation->entities[i]->spawn_entry_id);
  1805. break;
  1806. case 1:
  1807. script = world.GetSpawnLocationScript(spawnlocation->entities[i]->spawn_location_id);
  1808. break;
  1809. case 2:
  1810. script = world.GetSpawnScript(spawnlocation->entities[i]->spawn_id);
  1811. break;
  1812. }
  1813. if(script && lua_interface && lua_interface->GetSpawnScript(script) != 0)
  1814. {
  1815. spawn->SetSpawnScript(string(script));
  1816. break;
  1817. }
  1818. }
  1819. if (spawn)
  1820. {
  1821. if(respawn)
  1822. CallSpawnScript(spawn, SPAWN_SCRIPT_RESPAWN);
  1823. else
  1824. CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  1825. }
  1826. break;
  1827. }
  1828. else
  1829. rand_number -= spawnlocation->entities[i]->spawn_percentage;
  1830. }
  1831. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1832. return spawn;
  1833. }
  1834. Spawn* ZoneServer::ProcessInstanceSpawnLocation(SpawnLocation* spawnlocation, map<int32,int32>* instNPCs, map<int32,int32>* instGroundSpawns, map<int32,int32>* instObjSpawns, map<int32,int32>* instWidgetSpawns, map<int32,int32>* instSignSpawns, bool respawn)
  1835. {
  1836. if(!spawnlocation)
  1837. return 0;
  1838. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1839. Spawn* spawn = 0;
  1840. float rand_number = MakeRandomFloat(0, spawnlocation->total_percentage);
  1841. for(int32 i=0;i<spawnlocation->entities.size();i++)
  1842. {
  1843. if(spawnlocation->entities[i]->spawn_percentage == 0)
  1844. continue;
  1845. int32 spawnTime = 0;
  1846. if(spawnlocation->entities[i]->spawn_percentage >= rand_number)
  1847. {
  1848. if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_NPC &&
  1849. (spawnTime = database.CheckSpawnRemoveInfo(instNPCs,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1850. spawn = AddNPCSpawn(spawnlocation, spawnlocation->entities[i]);
  1851. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN &&
  1852. (spawnTime = database.CheckSpawnRemoveInfo(instGroundSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1853. spawn = AddGroundSpawn(spawnlocation, spawnlocation->entities[i]);
  1854. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT &&
  1855. (spawnTime = database.CheckSpawnRemoveInfo(instObjSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1856. spawn = AddObjectSpawn(spawnlocation, spawnlocation->entities[i]);
  1857. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET &&
  1858. (spawnTime = database.CheckSpawnRemoveInfo(instWidgetSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1859. spawn = AddWidgetSpawn(spawnlocation, spawnlocation->entities[i]);
  1860. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_SIGN &&
  1861. (spawnTime = database.CheckSpawnRemoveInfo(instSignSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1862. spawn = AddSignSpawn(spawnlocation, spawnlocation->entities[i]);
  1863. const char* script = 0;
  1864. for(int x=0;x<3;x++)
  1865. {
  1866. switch(x)
  1867. {
  1868. case 0:
  1869. script = world.GetSpawnEntryScript(spawnlocation->entities[i]->spawn_entry_id);
  1870. break;
  1871. case 1:
  1872. script = world.GetSpawnLocationScript(spawnlocation->entities[i]->spawn_location_id);
  1873. break;
  1874. case 2:
  1875. script = world.GetSpawnScript(spawnlocation->entities[i]->spawn_id);
  1876. break;
  1877. }
  1878. if(spawn && script && lua_interface->GetSpawnScript(script) != 0)
  1879. {
  1880. spawn->SetSpawnScript(string(script));
  1881. break;
  1882. }
  1883. }
  1884. if(spawn)
  1885. {
  1886. if (respawn)
  1887. CallSpawnScript(spawn, SPAWN_SCRIPT_RESPAWN);
  1888. else
  1889. CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  1890. if ( spawnTime > 1 )
  1891. {
  1892. spawn->SetRespawnTime(spawnTime);
  1893. }
  1894. }
  1895. break;
  1896. }
  1897. else
  1898. rand_number -= spawnlocation->entities[i]->spawn_percentage;
  1899. }
  1900. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1901. return spawn;
  1902. }
  1903. void ZoneServer::ProcessSpawnLocations()
  1904. {
  1905. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1906. map<int32,int32>* instNPCs = NULL;
  1907. map<int32,int32>* instGroundSpawns = NULL;
  1908. map<int32,int32>* instObjSpawns = NULL;
  1909. map<int32,int32>* instWidgetSpawns = NULL;
  1910. map<int32,int32>* instSignSpawns = NULL;
  1911. if ( this->IsInstanceZone() )
  1912. {
  1913. LogWrite(SPAWN__DEBUG, 0, "Spawn", "Processing Instance Removed Spawns...");
  1914. instNPCs = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_NPC );
  1915. instGroundSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_GROUNDSPAWN );
  1916. instObjSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_OBJECT );
  1917. instWidgetSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_WIDGET );
  1918. instSignSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_SIGN );
  1919. }
  1920. map<int32, bool> processed_spawn_locations;
  1921. map<int32, SpawnLocation*>::iterator itr;
  1922. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  1923. for (itr = spawn_location_list.begin(); itr != spawn_location_list.end(); itr++) {
  1924. LogWrite(SPAWN__TRACE, 0, "Spawn", "while spawn_location_list itr (#%u)", spawn_location_list.size());
  1925. 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
  1926. continue;
  1927. if(itr->second && spawn_location_groups.count(itr->second->placement_id) > 0)
  1928. {
  1929. int32 group_id = CalculateSpawnGroup(itr->second);
  1930. if(group_id)
  1931. {
  1932. LogWrite(SPAWN__TRACE, 0, "Spawn", "is group_id");
  1933. set<int32>* associated_groups = GetAssociatedGroups(group_id);
  1934. if(associated_groups)
  1935. {
  1936. LogWrite(SPAWN__TRACE, 0, "Spawn", "is associated_groups");
  1937. vector<int32>* associated_locations = GetAssociatedLocations(associated_groups);
  1938. if(associated_locations)
  1939. {
  1940. LogWrite(SPAWN__TRACE, 0, "Spawn", "is associated_locations");
  1941. for(int32 i=0;i<associated_locations->size();i++)
  1942. {
  1943. LogWrite(SPAWN__DEBUG, 5, "Spawn", "Loading processed_spawn_locations...");
  1944. processed_spawn_locations[associated_locations->at(i)] = true;
  1945. }
  1946. safe_delete(associated_locations);
  1947. }
  1948. }
  1949. }
  1950. }
  1951. else
  1952. {
  1953. if ( this->IsInstanceZone() )
  1954. {
  1955. LogWrite(SPAWN__DEBUG, 5, "Spawn", "ProcessInstanceSpawnLocation (%u)...", itr->second->placement_id);
  1956. ProcessInstanceSpawnLocation(itr->second,instNPCs,instGroundSpawns,instObjSpawns,instWidgetSpawns,instSignSpawns);
  1957. }
  1958. else
  1959. {
  1960. LogWrite(SPAWN__DEBUG, 5, "Spawn", "ProcessSpawnLocation (%u)...", itr->second->placement_id);
  1961. ProcessSpawnLocation(itr->second);
  1962. }
  1963. }
  1964. }
  1965. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1966. safe_delete(instNPCs);
  1967. safe_delete(instGroundSpawns);
  1968. safe_delete(instObjSpawns);
  1969. safe_delete(instWidgetSpawns);
  1970. safe_delete(instSignSpawns);
  1971. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1972. }
  1973. void ZoneServer::AddLoot(NPC* npc){
  1974. vector<int32> loot_tables = GetSpawnLootList(npc->GetDatabaseID(), GetZoneID(), npc->GetLevel(), race_types_list.GetRaceType(npc->GetModelType()));
  1975. if(loot_tables.size() > 0){
  1976. vector<LootDrop*>* loot_drops = 0;
  1977. vector<LootDrop*>::iterator loot_drop_itr;
  1978. LootTable* table = 0;
  1979. vector<int32>::iterator loot_list_itr;
  1980. float chancecoin = 0;
  1981. float chancetable = 0;
  1982. float chancedrop = 0;
  1983. float chancetally = 0;
  1984. float droptally = 0;
  1985. // the following loop,loops through each table
  1986. for(loot_list_itr = loot_tables.begin(); loot_list_itr != loot_tables.end(); loot_list_itr++){
  1987. table = GetLootTable(*loot_list_itr);
  1988. if(table && table->maxcoin > 0){
  1989. chancecoin = rand()%100;
  1990. if(table->coin_probability >= chancecoin){
  1991. if(table->maxcoin > table->mincoin)
  1992. npc->AddLootCoins(table->mincoin + rand()%(table->maxcoin - table->mincoin));
  1993. }
  1994. }
  1995. int numberchances = 1;
  1996. //if (table->lootdrop_probability == 100){ }
  1997. //else
  1998. //chancetally += table->lootdrop_probability;
  1999. int maxchance = 0;
  2000. if (table) {
  2001. maxchance = table->maxlootitems;
  2002. for (numberchances; numberchances <= maxchance; numberchances++) {
  2003. chancetable = static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / 100));
  2004. //LogWrite(PLAYER__DEBUG, 0, "Player", "Table Chance: '%f'", chancetable);
  2005. float droppercenttotal = 0;
  2006. //--------------------------------------------------------------------------------------------------------------------------------------------------------------
  2007. if (table->lootdrop_probability == 100 || table->lootdrop_probability >= chancetable) {
  2008. //LogWrite(PLAYER__DEBUG, 0, "Player", "Probability:%f Table Chance: '%f'", table->lootdrop_probability, chancetable);
  2009. loot_drops = GetLootDrops(*loot_list_itr);
  2010. if (loot_drops) {
  2011. LootDrop* drop = 0;
  2012. int16 count = 0;
  2013. std::shuffle(loot_drops->begin(), loot_drops->end(), std::default_random_engine(Timer::GetCurrentTime2()));
  2014. int16 IC = 0;
  2015. for (loot_drop_itr = loot_drops->begin(); loot_drop_itr != loot_drops->end(); loot_drop_itr++) {
  2016. drop = *loot_drop_itr;
  2017. droppercenttotal += drop->probability;
  2018. }
  2019. int droplistsize = loot_drops->size();
  2020. float chancedroptally = 0;
  2021. chancedrop = static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / 100));
  2022. for (loot_drop_itr = loot_drops->begin(); loot_drop_itr != loot_drops->end(); loot_drop_itr++) {
  2023. drop = *loot_drop_itr;
  2024. if (npc->HasLootItemID(drop->item_id))
  2025. continue;
  2026. if (droppercenttotal >= 100)
  2027. droppercenttotal = 100;
  2028. chancedroptally += 100 / droppercenttotal * drop->probability;
  2029. //chancedrop = static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / 100));
  2030. //LogWrite(PLAYER__DEBUG, 0, "Player", "Loot drop: '%i' Chance: %f Prob tally: %f min: %f", drop, chancedrop, chancedroptally, chancedroptally - drop->probability);
  2031. if ((chancedroptally == 100) || ((chancedroptally >= chancedrop) && (chancedroptally - (100 / droppercenttotal * drop->probability)) <= chancedrop)) {
  2032. //LogWrite(PLAYER__DEBUG, 0, "Player", "Loot drop: '%i' Chance: %f Prob: %f We have a loot drop winner", drop, chancedrop, chancedroptally);
  2033. count++;
  2034. npc->AddLootItem(drop->item_id, drop->item_charges);
  2035. //LogWrite(PLAYER__DEBUG, 0, "Player", "loot Count: '%i'",count);
  2036. //LogWrite(MISC__TODO, 1, "TODO", "Auto-Equip new looted items\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  2037. //if(drop->equip_item)
  2038. }
  2039. if (table->maxlootitems > 0 && count >= table->maxlootitems)
  2040. break;
  2041. }
  2042. }
  2043. }
  2044. }
  2045. }
  2046. }
  2047. }
  2048. }
  2049. void ZoneServer::DeterminePosition(SpawnLocation* spawnlocation, Spawn* spawn){
  2050. if(!spawn || !spawnlocation)
  2051. return;
  2052. int offset = 0;
  2053. if(spawnlocation->x_offset > 0){
  2054. //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers
  2055. offset = (int)((spawnlocation->x_offset*1000)+1);
  2056. spawn->SetX(spawnlocation->x + ((float)(rand()%offset - rand()%offset))/1000);
  2057. }
  2058. else
  2059. spawn->SetX(spawnlocation->x);
  2060. if(spawnlocation->y_offset > 0){
  2061. //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers
  2062. offset = (int)((spawnlocation->y_offset*1000)+1);
  2063. spawn->SetY(spawnlocation->y + ((float)(rand()%offset - rand()%offset))/1000);
  2064. }
  2065. else
  2066. spawn->SetY(spawnlocation->y);
  2067. if(spawnlocation->z_offset > 0){
  2068. //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers
  2069. offset = (int)((spawnlocation->z_offset*1000)+1);
  2070. spawn->SetZ(spawnlocation->z + ((float)(rand()%offset - rand()%offset))/1000);
  2071. }
  2072. else
  2073. spawn->SetZ(spawnlocation->z);
  2074. spawn->SetHeading(spawnlocation->heading);
  2075. spawn->SetPitch(spawnlocation->pitch);
  2076. spawn->SetRoll(spawnlocation->roll);
  2077. spawn->SetSpawnOrigX(spawn->GetX());
  2078. spawn->SetSpawnOrigY(spawn->GetY());
  2079. spawn->SetSpawnOrigZ(spawn->GetZ());
  2080. spawn->SetSpawnOrigHeading(spawn->GetHeading());
  2081. spawn->SetSpawnOrigPitch(spawnlocation->pitch);
  2082. spawn->SetSpawnOrigRoll(spawnlocation->roll);
  2083. spawn->appearance.pos.grid_id = spawnlocation->grid_id;
  2084. spawn->SetSpawnLocationPlacementID(spawnlocation->placement_id);
  2085. }
  2086. NPC* ZoneServer::AddNPCSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2087. LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__);
  2088. NPC* npc = GetNewNPC(spawnentry->spawn_id);
  2089. if(npc){
  2090. DeterminePosition(spawnlocation, npc);
  2091. npc->SetSpawnLocationID(spawnentry->spawn_location_id);
  2092. npc->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2093. npc->SetRespawnTime(spawnentry->respawn);
  2094. npc->SetExpireTime(spawnentry->expire_time);
  2095. if (spawnentry->expire_time > 0)
  2096. AddSpawnExpireTimer(npc, spawnentry->expire_time, spawnentry->expire_offset);
  2097. AddLoot(npc);
  2098. AddSpawn(npc);
  2099. }
  2100. LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__);
  2101. return npc;
  2102. }
  2103. vector<int32>* ZoneServer::GetAssociatedLocations(set<int32>* groups){
  2104. vector<int32>* ret = 0;
  2105. LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__);
  2106. if(groups){
  2107. int32 group_id = 0;
  2108. set<int32>::iterator group_itr;
  2109. for (group_itr = groups->begin(); group_itr != groups->end(); group_itr++) {
  2110. if(!ret)
  2111. ret = new vector<int32>();
  2112. group_id = *group_itr;
  2113. MSpawnGroupLocations.readlock(__FUNCTION__, __LINE__);
  2114. if(spawn_group_locations.count(group_id) > 0){
  2115. map<int32, int32>::iterator itr;
  2116. for (itr = spawn_group_locations[group_id]->begin(); itr != spawn_group_locations[group_id]->end(); itr++) {
  2117. ret->push_back(itr->first);
  2118. }
  2119. }
  2120. MSpawnGroupLocations.releasereadlock(__FUNCTION__, __LINE__);
  2121. }
  2122. }
  2123. LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__);
  2124. return ret;
  2125. }
  2126. set<int32>* ZoneServer::GetAssociatedGroups(int32 group_id) {
  2127. set<int32>* ret = 0;
  2128. MSpawnGroupAssociation.readlock(__FUNCTION__, __LINE__);
  2129. LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__);
  2130. if(spawn_group_associations.count(group_id) > 0)
  2131. ret = spawn_group_associations[group_id];
  2132. LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__);
  2133. MSpawnGroupAssociation.releasereadlock(__FUNCTION__, __LINE__);
  2134. return ret;
  2135. }
  2136. map<int32, int32>* ZoneServer::GetSpawnLocationsByGroup(int32 group_id) {
  2137. map<int32, int32>* ret = 0;
  2138. MSpawnGroupLocations.readlock(__FUNCTION__, __LINE__);
  2139. if(spawn_group_locations.count(group_id) > 0)
  2140. ret = spawn_group_locations[group_id];
  2141. MSpawnGroupLocations.releasereadlock(__FUNCTION__, __LINE__);
  2142. return ret;
  2143. }
  2144. list<int32>* ZoneServer::GetSpawnGroupsByLocation(int32 location_id){
  2145. list<int32>* ret = 0;
  2146. MSpawnLocationGroups.readlock(__FUNCTION__, __LINE__);
  2147. if(spawn_location_groups.count(location_id) > 0)
  2148. ret = spawn_location_groups[location_id];
  2149. MSpawnLocationGroups.releasereadlock(__FUNCTION__, __LINE__);
  2150. return ret;
  2151. }
  2152. float ZoneServer::GetSpawnGroupChance(int32 group_id){
  2153. float ret = -1;
  2154. MSpawnGroupChances.readlock(__FUNCTION__, __LINE__);
  2155. if(spawn_group_chances.count(group_id) > 0)
  2156. ret = spawn_group_chances[group_id];
  2157. MSpawnGroupChances.releasereadlock(__FUNCTION__, __LINE__);
  2158. return ret;
  2159. }
  2160. void ZoneServer::AddSpawnGroupChance(int32 group_id, float percent){
  2161. MSpawnGroupChances.writelock(__FUNCTION__, __LINE__);
  2162. spawn_group_chances[group_id] = percent;
  2163. MSpawnGroupChances.releasewritelock(__FUNCTION__, __LINE__);
  2164. }
  2165. void ZoneServer::AddSpawnGroupAssociation(int32 group_id1, int32 group_id2) {
  2166. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  2167. //Check if we already have containers for these group ids, if not create them
  2168. if (spawn_group_associations.count(group_id1) == 0)
  2169. spawn_group_associations[group_id1] = new set<int32>;
  2170. if (spawn_group_associations.count(group_id2) == 0)
  2171. spawn_group_associations[group_id2] = new set<int32>;
  2172. //Associate groups 1 and 2 now
  2173. set<int32>* group_1 = spawn_group_associations.find(group_id1)->second;
  2174. set<int32>* group_2 = spawn_group_associations.find(group_id2)->second;
  2175. group_1->insert(group_id2);
  2176. group_2->insert(group_id1);
  2177. //Associate the remaining groups together
  2178. set<int32>::iterator itr;
  2179. for (itr = group_1->begin(); itr != group_1->end(); itr++){
  2180. group_2->insert(*itr);
  2181. map<int32, set<int32>*>::iterator assoc_itr = spawn_group_associations.find(*itr);
  2182. if (assoc_itr != spawn_group_associations.end())
  2183. assoc_itr->second->insert(group_id2);
  2184. else {
  2185. set<int32>* new_set = new set<int32>;
  2186. spawn_group_associations[*itr] = new_set;
  2187. new_set->insert(group_id2);
  2188. }
  2189. }
  2190. for (itr = group_2->begin(); itr != group_2->end(); itr++){
  2191. group_1->insert(*itr);
  2192. map<int32, set<int32>*>::iterator assoc_itr = spawn_group_associations.find(*itr);
  2193. if (assoc_itr != spawn_group_associations.end())
  2194. assoc_itr->second->insert(group_id1);
  2195. else {
  2196. set<int32>* new_set = new set<int32>;
  2197. spawn_group_associations[*itr] = new_set;
  2198. new_set->insert(group_id1);
  2199. }
  2200. }
  2201. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  2202. }
  2203. void ZoneServer::AddSpawnGroupLocation(int32 group_id, int32 location_id, int32 spawn_location_id) {
  2204. MSpawnGroupLocations.writelock(__FUNCTION__, __LINE__);
  2205. if(spawn_group_locations.count(group_id) == 0)
  2206. spawn_group_locations[group_id] = new map<int32, int32>();
  2207. (*spawn_group_locations[group_id])[location_id] = spawn_location_id;
  2208. MSpawnGroupLocations.releasewritelock(__FUNCTION__, __LINE__);
  2209. MSpawnLocationGroups.writelock(__FUNCTION__, __LINE__);
  2210. if(spawn_location_groups.count(location_id) == 0)
  2211. spawn_location_groups[location_id] = new list<int32>();
  2212. spawn_location_groups[location_id]->push_back(group_id);
  2213. MSpawnLocationGroups.releasewritelock(__FUNCTION__, __LINE__);
  2214. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  2215. if(spawn_group_associations.count(group_id) == 0)
  2216. spawn_group_associations[group_id] = new set<int32>();
  2217. spawn_group_associations[group_id]->insert(group_id);
  2218. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  2219. }
  2220. void ZoneServer::CallSpawnScript(Spawn* npc, int8 type, Spawn* spawn, const char* message){
  2221. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2222. if(!npc)
  2223. return;
  2224. const char* script = npc->GetSpawnScript();
  2225. if(lua_interface && script){
  2226. switch(type){
  2227. case SPAWN_SCRIPT_SPAWN:{
  2228. lua_interface->RunSpawnScript(script, "spawn", npc);
  2229. break;
  2230. }
  2231. case SPAWN_SCRIPT_RESPAWN:{
  2232. lua_interface->RunSpawnScript(script, "respawn", npc);
  2233. break;
  2234. }
  2235. case SPAWN_SCRIPT_ATTACKED:{
  2236. lua_interface->RunSpawnScript(script, "attacked", npc, spawn);
  2237. break;
  2238. }
  2239. case SPAWN_SCRIPT_TARGETED:{
  2240. lua_interface->RunSpawnScript(script, "targeted", npc, spawn);
  2241. break;
  2242. }
  2243. case SPAWN_SCRIPT_HAILED:{
  2244. lua_interface->RunSpawnScript(script, "hailed", npc, spawn);
  2245. break;
  2246. }
  2247. case SPAWN_SCRIPT_HAILED_BUSY:{
  2248. lua_interface->RunSpawnScript(script, "hailed_busy", npc, spawn);
  2249. break;
  2250. }
  2251. case SPAWN_SCRIPT_DEATH:{
  2252. lua_interface->RunSpawnScript(script, "death", npc, spawn);
  2253. break;
  2254. }
  2255. case SPAWN_SCRIPT_KILLED:{
  2256. lua_interface->RunSpawnScript(script, "killed", npc, spawn);
  2257. break;
  2258. }
  2259. case SPAWN_SCRIPT_AGGRO:{
  2260. lua_interface->RunSpawnScript(script, "aggro", npc, spawn);
  2261. break;
  2262. }
  2263. case SPAWN_SCRIPT_HEALTHCHANGED:{
  2264. lua_interface->RunSpawnScript(script, "healthchanged", npc, spawn);
  2265. break;
  2266. }
  2267. case SPAWN_SCRIPT_RANDOMCHAT:{
  2268. lua_interface->RunSpawnScript(script, "randomchat", npc, 0, message);
  2269. break;
  2270. }
  2271. case SPAWN_SCRIPT_CUSTOM:
  2272. case SPAWN_SCRIPT_TIMER:
  2273. case SPAWN_SCRIPT_CONVERSATION:{
  2274. lua_interface->RunSpawnScript(script, message, npc, spawn);
  2275. break;
  2276. }
  2277. case SPAWN_SCRIPT_CASTED_ON: {
  2278. lua_interface->RunSpawnScript(script, "casted_on", npc, spawn, message);
  2279. break;
  2280. }
  2281. case SPAWN_SCRIPT_AUTO_ATTACK_TICK: {
  2282. lua_interface->RunSpawnScript(script, "auto_attack_tick", npc, spawn);
  2283. break;
  2284. }
  2285. case SPAWN_SCRIPT_COMBAT_RESET: {
  2286. lua_interface->RunSpawnScript(script, "CombatReset", npc);
  2287. break;
  2288. }
  2289. case SPAWN_SCRIPT_GROUP_DEAD: {
  2290. lua_interface->RunSpawnScript(script, "group_dead", npc, spawn);
  2291. break;
  2292. }
  2293. case SPAWN_SCRIPT_HEAR_SAY: {
  2294. lua_interface->RunSpawnScript(script, "hear_say", npc, spawn, message);
  2295. break;
  2296. }
  2297. }
  2298. }
  2299. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2300. }
  2301. void ZoneServer::DeleteTransporters() {
  2302. MTransportLocations.writelock(__FUNCTION__, __LINE__);
  2303. transporter_locations.clear(); //world takes care of actually deleting the data
  2304. MTransportLocations.releasewritelock(__FUNCTION__, __LINE__);
  2305. }
  2306. void ZoneServer::ReloadTransporters(){
  2307. MutexList<LocationTransportDestination*>* locations = GetLocationTransporters(GetZoneID());
  2308. if(locations){
  2309. MutexList<LocationTransportDestination*>::iterator itr = locations->begin();
  2310. while(itr.Next())
  2311. AddTransporter(itr->value);
  2312. }
  2313. }
  2314. void ZoneServer::CheckTransporters(Client* client) {
  2315. MTransportLocations.readlock(__FUNCTION__, __LINE__);
  2316. if(transporter_locations.size() > 0){
  2317. LocationTransportDestination* loc = 0;
  2318. list<LocationTransportDestination*>::iterator itr;
  2319. for (itr = transporter_locations.begin(); itr != transporter_locations.end(); itr++) {
  2320. loc = *itr;
  2321. if(client->GetPlayer()->GetDistance(loc->trigger_x, loc->trigger_y, loc->trigger_z) <= loc->trigger_radius){
  2322. if(loc->destination_zone_id == 0 || loc->destination_zone_id == GetZoneID()){
  2323. EQ2Packet* packet = client->GetPlayer()->Move(loc->destination_x, loc->destination_y, loc->destination_z, client->GetVersion());
  2324. if(packet)
  2325. client->QueuePacket(packet);
  2326. }
  2327. else{
  2328. ZoneServer* new_zone = zone_list.Get(loc->destination_zone_id);
  2329. if(new_zone){
  2330. client->GetPlayer()->SetX(loc->destination_x);
  2331. client->GetPlayer()->SetY(loc->destination_y);
  2332. client->GetPlayer()->SetZ(loc->destination_z);
  2333. client->GetPlayer()->SetHeading(loc->destination_heading);
  2334. client->Zone(new_zone, false);
  2335. }
  2336. }
  2337. break;
  2338. }
  2339. }
  2340. }
  2341. MTransportLocations.releasereadlock(__FUNCTION__, __LINE__);
  2342. }
  2343. void ZoneServer::AddTransporter(LocationTransportDestination* loc) {
  2344. MTransportLocations.writelock(__FUNCTION__, __LINE__);
  2345. transporter_locations.push_back(loc);
  2346. MTransportLocations.releasewritelock(__FUNCTION__, __LINE__);
  2347. }
  2348. Sign* ZoneServer::AddSignSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2349. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2350. Sign* sign = GetNewSign(spawnentry->spawn_id);
  2351. if(sign){
  2352. DeterminePosition(spawnlocation, sign);
  2353. sign->SetSpawnLocationID(spawnentry->spawn_location_id);
  2354. sign->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2355. sign->SetRespawnTime(spawnentry->respawn);
  2356. sign->SetExpireTime(spawnentry->expire_time);
  2357. if (spawnentry->expire_time > 0)
  2358. AddSpawnExpireTimer(sign, spawnentry->expire_time, spawnentry->expire_offset);
  2359. AddSpawn(sign);
  2360. }
  2361. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2362. return sign;
  2363. }
  2364. Widget* ZoneServer::AddWidgetSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2365. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2366. Widget* widget = GetNewWidget(spawnentry->spawn_id);
  2367. if(widget){
  2368. DeterminePosition(spawnlocation, widget);
  2369. widget->SetSpawnLocationID(spawnentry->spawn_location_id);
  2370. widget->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2371. if(!widget->GetIncludeLocation()){
  2372. widget->SetX(widget->GetWidgetX());
  2373. if(widget->GetCloseY() != 0)
  2374. widget->SetY(widget->GetCloseY());
  2375. widget->SetZ(widget->GetWidgetZ());
  2376. }
  2377. widget->SetRespawnTime(spawnentry->respawn);
  2378. widget->SetExpireTime(spawnentry->expire_time);
  2379. widget->SetSpawnOrigHeading(widget->GetHeading());
  2380. if (spawnentry->expire_time > 0)
  2381. AddSpawnExpireTimer(widget, spawnentry->expire_time, spawnentry->expire_offset);
  2382. AddSpawn(widget);
  2383. }
  2384. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2385. return widget;
  2386. }
  2387. Object* ZoneServer::AddObjectSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2388. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2389. Object* object = GetNewObject(spawnentry->spawn_id);
  2390. if(object){
  2391. DeterminePosition(spawnlocation, object);
  2392. object->SetSpawnLocationID(spawnentry->spawn_location_id);
  2393. object->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2394. object->SetRespawnTime(spawnentry->respawn);
  2395. object->SetExpireTime(spawnentry->expire_time);
  2396. if (spawnentry->expire_time > 0)
  2397. AddSpawnExpireTimer(object, spawnentry->expire_time, spawnentry->expire_offset);
  2398. AddSpawn(object);
  2399. }
  2400. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2401. return object;
  2402. }
  2403. GroundSpawn* ZoneServer::AddGroundSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2404. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2405. GroundSpawn* spawn = GetNewGroundSpawn(spawnentry->spawn_id);
  2406. if(spawn){
  2407. DeterminePosition(spawnlocation, spawn);
  2408. spawn->SetSpawnLocationID(spawnentry->spawn_location_id);
  2409. spawn->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2410. spawn->SetRespawnTime(spawnentry->respawn);
  2411. spawn->SetExpireTime(spawnentry->expire_time);
  2412. if (spawnentry->expire_time > 0)
  2413. AddSpawnExpireTimer(spawn, spawnentry->expire_time, spawnentry->expire_offset);
  2414. AddSpawn(spawn);
  2415. }
  2416. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2417. return spawn;
  2418. }
  2419. void ZoneServer::AddSpawn(Spawn* spawn) {
  2420. spawn->SetZone(this);
  2421. spawn->position_changed = false;
  2422. spawn->info_changed = false;
  2423. spawn->vis_changed = false;
  2424. spawn->changed = false;
  2425. if(!spawn->IsPlayer() || (spawn->IsPlayer() && !((Player*)spawn)->IsReturningFromLD())) {
  2426. // Write locking the spawn list here will cause deadlocks, so instead add it to a temp list that the
  2427. // main spawn thread will put into the spawn_list when ever it has a chance.
  2428. MPendingSpawnListAdd.writelock(__FUNCTION__, __LINE__);
  2429. pending_spawn_list_add.push_back(spawn);
  2430. MPendingSpawnListAdd.releasewritelock(__FUNCTION__, __LINE__);
  2431. }
  2432. else
  2433. ((Player*)spawn)->SetReturningFromLD(false);
  2434. spawn_range.Trigger();
  2435. spawn_check_add.Trigger();
  2436. if(spawn->IsNPC())
  2437. AddEnemyList((NPC*)spawn);
  2438. if(spawn->IsPlayer() && ((Player*)spawn)->GetGroupMemberInfo())
  2439. world.GetGroupManager()->SendGroupUpdate(((Player*)spawn)->GetGroupMemberInfo()->group_id, GetClientBySpawn(spawn));
  2440. if (spawn->IsPlayer()) {
  2441. ((Player*)spawn)->GetInfoStruct()->rain = rain;
  2442. ((Player*)spawn)->SetCharSheetChanged(true);
  2443. }
  2444. if (Grid != nullptr) {
  2445. Grid->AddSpawn(spawn);
  2446. }
  2447. spawn->SetAddedToWorldTimestamp(Timer::GetCurrentTime2());
  2448. }
  2449. void ZoneServer::AddClient(Client* client){
  2450. MClientList.writelock(__FUNCTION__, __LINE__);
  2451. clients.push_back(client);
  2452. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2453. connected_clients.Add(client);
  2454. }
  2455. void ZoneServer::RemoveClient(Client* client)
  2456. {
  2457. Guild *guild;
  2458. if(client)
  2459. {
  2460. LogWrite(ZONE__DEBUG, 0, "Zone", "Sending login equipment appearance updates...");
  2461. loginserver.SendImmediateEquipmentUpdatesForChar(client->GetPlayer()->GetCharacterID());
  2462. if (!client->IsZoning())
  2463. {
  2464. if ((guild = client->GetPlayer()->GetGuild()) != NULL)
  2465. guild->GuildMemberLogoff(client->GetPlayer());
  2466. chat.LeaveAllChannels(client);
  2467. }
  2468. int32 LD_Timer = rule_manager.GetGlobalRule(R_World, LinkDeadTimer)->GetInt32();
  2469. int32 DisconnectClientTimer = rule_manager.GetGlobalRule(R_World, RemoveDisconnectedClientsTimer)->GetInt32();
  2470. if(!zoneShuttingDown && !client->IsZoning())
  2471. {
  2472. GroupMemberInfo* gmi = client->GetPlayer()->GetGroupMemberInfo();
  2473. if (gmi) {
  2474. int32 size = world.GetGroupManager()->GetGroupSize(gmi->group_id);
  2475. if (size > 1) {
  2476. bool send_left_message = size > 2;
  2477. world.GetGroupManager()->RemoveGroupMember(gmi->group_id, client->GetPlayer());
  2478. if (send_left_message)
  2479. world.GetGroupManager()->GroupMessage(gmi->group_id, "%s has left the group.", client->GetPlayer()->GetName());
  2480. }
  2481. }
  2482. if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_LINKDEAD) > 0)
  2483. {
  2484. LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to LD/Exit...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID());
  2485. //AddDelayedSpawnRemove(client->GetPlayer(), LD_Timer);
  2486. //connected_clients.Remove(client, true, LD_Timer + DisconnectClientTimer);
  2487. }
  2488. else
  2489. {
  2490. LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to Camp/Quit...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID());
  2491. }
  2492. client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetPet());
  2493. client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetCharmedPet());
  2494. client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetDeityPet());
  2495. client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetCosmeticPet());
  2496. RemoveSpawn(client->GetPlayer(), false);
  2497. connected_clients.Remove(client, true, DisconnectClientTimer);
  2498. //}
  2499. }
  2500. else
  2501. {
  2502. LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to some client zoning...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID());
  2503. connected_clients.Remove(client, true, DisconnectClientTimer); // changed from a hardcoded 30000 (30 sec) to the DisconnectClientTimer rule
  2504. }
  2505. map<int32, int32>::iterator itr;
  2506. for (itr = client->GetPlayer()->SpawnedBots.begin(); itr != client->GetPlayer()->SpawnedBots.end(); itr++) {
  2507. Spawn* spawn = GetSpawnByID(itr->second);
  2508. if (spawn && spawn->IsBot())
  2509. ((Bot*)spawn)->Camp();
  2510. }
  2511. LogWrite(ZONE__DEBUG, 0, "Zone", "Calling clients.Remove(client)...");
  2512. MClientList.writelock(__FUNCTION__, __LINE__);
  2513. clients.erase(find(clients.begin(), clients.end(), client));
  2514. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2515. LogWrite(ZONE__INFO, 0, "Zone", "Scheduling client '%s' for removal.", client->GetPlayer()->GetName());
  2516. LogWrite(MISC__TODO, 1, "TODO", "Put Player Online Status updates in a timer eventually\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  2517. database.ToggleCharacterOnline(client, 0);
  2518. }
  2519. }
  2520. void ZoneServer::RemoveClientImmediately(Client* client) {
  2521. Guild *guild;
  2522. if(client)
  2523. {
  2524. loginserver.SendImmediateEquipmentUpdatesForChar(client->GetPlayer()->GetCharacterID());
  2525. if(connected_clients.count(client) > 0)
  2526. {
  2527. if (!client->IsZoning() && (guild = client->GetPlayer()->GetGuild()))
  2528. guild->GuildMemberLogoff(client->GetPlayer());
  2529. MClientList.writelock(__FUNCTION__, __LINE__);
  2530. clients.erase(find(clients.begin(), clients.end(), client));
  2531. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2532. //clients.Remove(client);
  2533. LogWrite(ZONE__INFO, 0, "Zone", "Removing connection for client '%s'.", client->GetPlayer()->GetName());
  2534. connected_clients.Remove(client, true);
  2535. }
  2536. else
  2537. {
  2538. MClientList.writelock(__FUNCTION__, __LINE__);
  2539. clients.erase(find(clients.begin(), clients.end(), client));
  2540. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2541. //clients.Remove(client, true);
  2542. }
  2543. LogWrite(MISC__TODO, 1, "TODO", "Put Player Online Status updates in a timer eventually\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  2544. database.ToggleCharacterOnline(client, 0);
  2545. }
  2546. }
  2547. void ZoneServer::ClientProcess()
  2548. {
  2549. if(connected_clients.size(true) == 0)
  2550. {
  2551. if(!IsCityZone() && !AlwaysLoaded() && !shutdownTimer.Enabled())
  2552. {
  2553. LogWrite(ZONE__INFO, 0, "Zone", "Starting zone shutdown timers...");
  2554. shutdownTimer.Start();
  2555. }
  2556. return;
  2557. }
  2558. shutdownTimer.Disable();
  2559. Client* client = 0;
  2560. MutexList<Client*>::iterator iterator = connected_clients.begin();
  2561. while(iterator.Next())
  2562. {
  2563. client = iterator->value;
  2564. #ifndef NO_CATCH
  2565. try
  2566. {
  2567. #endif
  2568. if(zoneShuttingDown || !client->Process(true))
  2569. {
  2570. if(!zoneShuttingDown && !client->IsZoning())
  2571. {
  2572. LogWrite(ZONE__DEBUG, 0, "Zone", "Client is disconnecting in %s (camping = %s)", __FUNCTION__, (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 ? "false" : "true");
  2573. if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 )
  2574. {
  2575. //only set LD flag if we're disconnecting but not camping/quitting
  2576. client->GetPlayer()->SetActivityStatus(client->GetPlayer()->GetActivityStatus() + ACTIVITY_STATUS_LINKDEAD);
  2577. if(client->GetPlayer()->GetGroupMemberInfo())
  2578. {
  2579. LogWrite(ZONE__DEBUG, 0, "Zone", "Telling client's group they are disconnecting");
  2580. world.GetGroupManager()->GroupMessage(client->GetPlayer()->GetGroupMemberInfo()->group_id, "%s has gone Linkdead.", client->GetPlayer()->GetName());
  2581. }
  2582. }
  2583. }
  2584. client_spawn_map.Put(client->GetPlayer(), 0);
  2585. client->Disconnect();
  2586. RemoveClient(client);
  2587. }
  2588. #ifndef NO_CATCH
  2589. }
  2590. catch(...)
  2591. {
  2592. LogWrite(ZONE__ERROR, 0, "Zone", "Exception caught when in ZoneServer::ClientProcess() for zone '%s'!\n%s, %i", GetZoneName(), __FUNCTION__, __LINE__);
  2593. try{
  2594. if(!client->IsZoning())
  2595. {
  2596. if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 )
  2597. {
  2598. client->GetPlayer()->SetActivityStatus(client->GetPlayer()->GetActivityStatus() + ACTIVITY_STATUS_LINKDEAD);
  2599. if(client->GetPlayer()->GetGroupMemberInfo())
  2600. world.GetGroupManager()->GroupMessage(client->GetPlayer()->GetGroupMemberInfo()->group_id, "%s has gone Linkdead.", client->GetPlayer()->GetName());
  2601. }
  2602. }
  2603. client_spawn_map.Put(client->GetPlayer(), 0);
  2604. client->Disconnect();
  2605. RemoveClient(client);
  2606. }
  2607. catch(...){
  2608. LogWrite(ZONE__ERROR, 0, "Zone", "Exception caught when in ZoneServer::ClientProcess(), second try\n%s, %i", __FUNCTION__, __LINE__);
  2609. }
  2610. }
  2611. #endif
  2612. }
  2613. }
  2614. void ZoneServer::SimpleMessage(int8 type, const char* message, Spawn* from, float distance){
  2615. Client* client = 0;
  2616. vector<Client*>::iterator client_itr;
  2617. MClientList.readlock(__FUNCTION__, __LINE__);
  2618. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2619. client = *client_itr;
  2620. if(from && client && client->IsConnected() && from->GetDistance(client->GetPlayer()) <= distance){
  2621. client->SimpleMessage(type, message);
  2622. }
  2623. }
  2624. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2625. }
  2626. 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){
  2627. if((!distance || from->GetDistance(client->GetPlayer()) <= distance) && (!from || !client->GetPlayer()->IsIgnored(from->GetName()))){
  2628. PacketStruct* packet = configReader.getStruct("WS_HearChat", client->GetVersion());
  2629. if(packet){
  2630. if(from)
  2631. packet->setMediumStringByName("from", from->GetName());
  2632. if(client->GetPlayer() != from)
  2633. packet->setMediumStringByName("to", client->GetPlayer()->GetName());
  2634. packet->setDataByName("channel", channel);
  2635. if(from && ((from == client->GetPlayer()) || (client->GetPlayer()->WasSentSpawn(from->GetID()) && !client->GetPlayer()->WasSpawnRemoved(from))))
  2636. packet->setDataByName("from_spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(from));
  2637. else
  2638. packet->setDataByName("from_spawn_id", 0xFFFFFFFF);
  2639. packet->setDataByName("to_spawn_id", 0xFFFFFFFF);
  2640. packet->setMediumStringByName("message", message);
  2641. packet->setDataByName("language", language);
  2642. if (language > 0 && !client->GetPlayer()->HasLanguage(language))
  2643. packet->setDataByName("understood", 0);
  2644. else
  2645. packet->setDataByName("understood", 1);
  2646. show_bubble == true ? packet->setDataByName("show_bubble", 1) : packet->setDataByName("show_bubble", 0);
  2647. if(channel_name)
  2648. packet->setMediumStringByName("channel_name", channel_name);
  2649. client->QueuePacket(packet->serialize());
  2650. safe_delete(packet);
  2651. }
  2652. }
  2653. }
  2654. void ZoneServer::HandleChatMessage(Spawn* from, const char* to, int16 channel, const char* message, float distance, const char* channel_name, bool show_bubble, int32 language){
  2655. vector<Client*>::iterator client_itr;
  2656. Client* client = 0;
  2657. MClientList.readlock(__FUNCTION__, __LINE__);
  2658. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2659. client = *client_itr;
  2660. if(client && client->IsConnected())
  2661. HandleChatMessage(client, from, to, channel, message, distance, channel_name, show_bubble, language);
  2662. }
  2663. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2664. }
  2665. void ZoneServer::HandleBroadcast(const char* message) {
  2666. vector<Client*>::iterator client_itr;
  2667. Client* client = 0;
  2668. MClientList.readlock(__FUNCTION__, __LINE__);
  2669. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2670. client = *client_itr;
  2671. if(client && client->IsConnected())
  2672. client->SimpleMessage(CHANNEL_BROADCAST, message);
  2673. }
  2674. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2675. }
  2676. void ZoneServer::HandleAnnouncement(const char* message) {
  2677. vector<Client*>::iterator client_itr;
  2678. Client* client = 0;
  2679. int32 words = ::CountWordsInString(message);
  2680. if (words < 5)
  2681. words = 5;
  2682. MClientList.readlock(__FUNCTION__, __LINE__);
  2683. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2684. client = *client_itr;
  2685. if(client && client->IsConnected()) {
  2686. client->SimpleMessage(CHANNEL_BROADCAST, message);
  2687. client->SendPopupMessage(10, message, "ui_harvest_normal", words, 0xFF, 0xFF, 0x00);
  2688. }
  2689. }
  2690. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2691. }
  2692. void ZoneServer::SendTimeUpdate(Client* client){
  2693. if(client){
  2694. PacketStruct* packet = world.GetWorldTime(client->GetVersion());
  2695. if(packet){
  2696. client->QueuePacket(packet->serialize());
  2697. safe_delete(packet);
  2698. }
  2699. }
  2700. }
  2701. void ZoneServer::SendTimeUpdateToAllClients(){
  2702. Client* client = 0;
  2703. vector<Client*>::iterator client_itr;
  2704. MClientList.readlock(__FUNCTION__, __LINE__);
  2705. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2706. client = *client_itr;
  2707. if(client && client->IsConnected())
  2708. SendTimeUpdate(client);
  2709. }
  2710. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2711. }
  2712. void ZoneServer::UpdateVitality(float amount){
  2713. Client* client = 0;
  2714. vector<Client*>::iterator client_itr;
  2715. MClientList.readlock(__FUNCTION__, __LINE__);
  2716. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2717. client = *client_itr;
  2718. if(client && client->GetPlayer()->GetInfoStruct()->xp_vitality < 100){
  2719. if((client->GetPlayer()->GetInfoStruct()->xp_vitality + amount) > 100)
  2720. client->GetPlayer()->GetInfoStruct()->xp_vitality = 100;
  2721. else
  2722. client->GetPlayer()->GetInfoStruct()->xp_vitality += amount;
  2723. client->GetPlayer()->SetCharSheetChanged(true);
  2724. }
  2725. }
  2726. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2727. }
  2728. void ZoneServer::SendSpawn(Spawn* spawn, Client* client){
  2729. EQ2Packet* outapp = spawn->serialize(client->GetPlayer(), client->GetVersion());
  2730. if(outapp)
  2731. client->QueuePacket(outapp);
  2732. /*
  2733. vis flags:
  2734. 2 = show icon
  2735. 4 = targetable
  2736. 16 = show name
  2737. 32 = show level/border
  2738. activity_status:
  2739. 4 - linkdead
  2740. 8 - camping
  2741. 16 - LFG
  2742. 32 - LFW
  2743. 2048 - mentoring
  2744. 4096 - displays shield
  2745. 8192 - immunity gained
  2746. 16384 - immunity remaining
  2747. attackable_status
  2748. 1 - no_hp_bar
  2749. 4 - not attackable
  2750. npc_con
  2751. -4 = scowls
  2752. -3 = threatening
  2753. -2 = dubiously
  2754. -1 = apprehensively
  2755. 0 = indifferent
  2756. 1 = amiably
  2757. 2 = kindly
  2758. 3 = warmly
  2759. 4 = ally
  2760. quest_flag
  2761. 1 = new quest
  2762. 2 = update and new quest
  2763. 3 = update
  2764. */
  2765. }
  2766. Client* ZoneServer::GetClientBySpawn(Spawn* spawn){
  2767. return client_spawn_map.Get(spawn);
  2768. }
  2769. Client* ZoneServer::GetClientByName(char* name) {
  2770. Client* ret = 0;
  2771. vector<Client*>::iterator itr;
  2772. MClientList.readlock(__FUNCTION__, __LINE__);
  2773. for (itr = clients.begin(); itr != clients.end(); itr++) {
  2774. if ((*itr)->GetPlayer()) {
  2775. if (strncmp((*itr)->GetPlayer()->GetName(), name, strlen(name)) == 0) {
  2776. ret = *itr;
  2777. break;
  2778. }
  2779. }
  2780. }
  2781. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2782. return ret;
  2783. }
  2784. void ZoneServer::AddMovementNPC(Spawn* spawn){
  2785. if (spawn)
  2786. movement_spawns.Put(spawn->GetID(), 1);
  2787. }
  2788. void ZoneServer::RemoveMovementNPC(Spawn* spawn){
  2789. if (spawn)
  2790. remove_movement_spawns.Add(spawn->GetID());
  2791. }
  2792. void ZoneServer::ProcessMovement(){
  2793. Spawn* spawn = 0;
  2794. MutexMap<int32, int32>::iterator itr = movement_spawns.begin();
  2795. while(itr.Next()){
  2796. spawn = GetSpawnByID(itr->first);
  2797. if(spawn) {
  2798. if(spawn->IsNPC() && !spawn->MovementInterrupted())
  2799. spawn->ProcessMovement();
  2800. }
  2801. else
  2802. movement_spawns.erase(itr->first);
  2803. }
  2804. MutexList<int32>::iterator remove_itr = remove_movement_spawns.begin();
  2805. while(remove_itr.Next()){
  2806. movement_spawns.erase(remove_itr->value);
  2807. }
  2808. remove_movement_spawns.clear();
  2809. }
  2810. void ZoneServer::PlayFlavor(Client* client, Spawn* spawn, const char* mp3, const char* text, const char* emote, int32 key1, int32 key2, int8 language){
  2811. if(!client || !spawn)
  2812. return;
  2813. PacketStruct* packet = configReader.getStruct("WS_PlayFlavor", client->GetVersion());
  2814. if(packet){
  2815. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  2816. packet->setDataByName("unknown1", 0xFFFFFFFF);
  2817. packet->setDataByName("unknown5", 1, 1);
  2818. packet->setDataByName("unknown5", 1, 6);
  2819. if(mp3){
  2820. packet->setMediumStringByName("mp3", mp3);
  2821. packet->setDataByName("key", key1);
  2822. packet->setDataByName("key", key2, 1);
  2823. }
  2824. packet->setMediumStringByName("name", spawn->GetName());
  2825. if(text)
  2826. packet->setMediumStringByName("text", text);
  2827. if(emote)
  2828. packet->setMediumStringByName("emote", emote);
  2829. if (language != 0)
  2830. packet->setDataByName("language", language);
  2831. //We should probably add Common = language id 0 or 0xFF so admins can customize more..
  2832. if (language == 0 || client->GetPlayer()->HasLanguage(language))
  2833. packet->setDataByName("understood", 1);
  2834. EQ2Packet* app = packet->serialize();
  2835. //DumpPacket(app);
  2836. client->QueuePacket(app);
  2837. safe_delete(packet);
  2838. }
  2839. }
  2840. void ZoneServer::PlayVoice(Client* client, Spawn* spawn, const char* mp3, int32 key1, int32 key2){
  2841. if(!client || !spawn)
  2842. return;
  2843. PacketStruct* packet = configReader.getStruct("WS_PlayVoice", client->GetVersion());
  2844. if(packet){
  2845. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  2846. packet->setMediumStringByName("mp3", mp3);
  2847. packet->setDataByName("key", key1);
  2848. packet->setDataByName("key", key2, 1);
  2849. client->QueuePacket(packet->serialize());
  2850. safe_delete(packet);
  2851. }
  2852. }
  2853. void ZoneServer::PlayFlavor(Spawn* spawn, const char* mp3, const char* text, const char* emote, int32 key1, int32 key2, int8 language){
  2854. if(!spawn)
  2855. return;
  2856. Client* client = 0;
  2857. vector<Client*>::iterator client_itr;
  2858. MClientList.readlock(__FUNCTION__, __LINE__);
  2859. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2860. client = *client_itr;
  2861. if(!client || !client->IsConnected() || !client->GetPlayer()->WasSentSpawn(spawn->GetID()) || client->GetPlayer()->WasSpawnRemoved(spawn) || client->GetPlayer()->GetDistance(spawn) > 30)
  2862. continue;
  2863. PlayFlavor(client, spawn, mp3, text, emote, key1, key2, language);
  2864. }
  2865. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2866. }
  2867. void ZoneServer::PlayVoice(Spawn* spawn, const char* mp3, int32 key1, int32 key2){
  2868. if(!spawn || !mp3)
  2869. return;
  2870. Client* client = 0;
  2871. vector<Client*>::iterator client_itr;
  2872. MClientList.readlock(__FUNCTION__, __LINE__);
  2873. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2874. client = *client_itr;
  2875. if(!client || !client->IsConnected() || !client->GetPlayer()->WasSentSpawn(spawn->GetID()) || client->GetPlayer()->WasSpawnRemoved(spawn))
  2876. continue;
  2877. PlayVoice(client, spawn, mp3, key1, key2);
  2878. }
  2879. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2880. }
  2881. void ZoneServer::PlaySoundFile(Client* client, const char* name, float origin_x, float origin_y, float origin_z){
  2882. if(!name)
  2883. return;
  2884. PacketStruct* packet = 0;
  2885. if(client){
  2886. packet = configReader.getStruct("WS_Play3DSound", client->GetVersion());
  2887. if(packet){
  2888. packet->setMediumStringByName("name", name);
  2889. packet->setDataByName("x", origin_x);
  2890. packet->setDataByName("y", origin_y);
  2891. packet->setDataByName("z", origin_z);
  2892. packet->setDataByName("unknown1", 1);
  2893. packet->setDataByName("unknown2", 2.5);
  2894. packet->setDataByName("unknown3", 15);
  2895. client->QueuePacket(packet->serialize());
  2896. safe_delete(packet);
  2897. }
  2898. }
  2899. else{
  2900. EQ2Packet* outapp = 0;
  2901. int16 packet_version = 0;
  2902. vector<Client*>::iterator client_itr;
  2903. MClientList.readlock(__FUNCTION__, __LINE__);
  2904. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2905. client = *client_itr;
  2906. if(client && (!packet || packet_version != client->GetVersion())){
  2907. safe_delete(packet);
  2908. safe_delete(outapp);
  2909. packet_version = client->GetVersion();
  2910. packet = configReader.getStruct("WS_Play3DSound", packet_version);
  2911. if(packet){
  2912. packet->setMediumStringByName("name", name);
  2913. packet->setDataByName("x", origin_x);
  2914. packet->setDataByName("y", origin_y);
  2915. packet->setDataByName("z", origin_z);
  2916. packet->setDataByName("unknown1", 1);
  2917. packet->setDataByName("unknown2", 2.5);
  2918. packet->setDataByName("unknown3", 15);
  2919. outapp = packet->serialize();
  2920. }
  2921. }
  2922. if(outapp && client && client->IsConnected())
  2923. client->QueuePacket(outapp->Copy());
  2924. }
  2925. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2926. safe_delete(packet);
  2927. safe_delete(outapp);
  2928. }
  2929. }
  2930. void ZoneServer::AddHeadingTimer(Spawn* spawn){
  2931. heading_timers.Put(spawn, Timer::GetCurrentTime2() + 30000);
  2932. }
  2933. void ZoneServer::RemoveHeadingTimer(Spawn* spawn){
  2934. heading_timers.erase(spawn);
  2935. }
  2936. void ZoneServer::CheckHeadingTimers(){
  2937. if(heading_timers.size() > 0){
  2938. MutexMap<Spawn*, int32>::iterator itr = heading_timers.begin();
  2939. Spawn* spawn = 0;
  2940. int32 current_time = Timer::GetCurrentTime2();
  2941. while(itr.Next()){
  2942. if(current_time >= itr->second){
  2943. spawn = itr->first;
  2944. spawn->SetHeading(spawn->GetSpawnOrigHeading());
  2945. spawn->SetTempActionState(-1);
  2946. heading_timers.erase(itr->first);
  2947. }
  2948. }
  2949. }
  2950. }
  2951. bool ZoneServer::HasWidgetTimer(Spawn* widget){
  2952. bool ret = false;
  2953. if (widget) {
  2954. int32 id = widget->GetID();
  2955. map<int32, int32>::iterator itr;
  2956. MWidgetTimers.readlock(__FUNCTION__, __LINE__);
  2957. for (itr = widget_timers.begin(); itr != widget_timers.end(); itr++) {
  2958. if(itr->first == id){
  2959. ret = true;
  2960. break;
  2961. }
  2962. }
  2963. MWidgetTimers.releasereadlock(__FUNCTION__, __LINE__);
  2964. }
  2965. return ret;
  2966. }
  2967. void ZoneServer::CheckWidgetTimers(){
  2968. vector<int32> remove_list;
  2969. map<int32, int32>::iterator itr;
  2970. MWidgetTimers.readlock(__FUNCTION__, __LINE__);
  2971. for (itr = widget_timers.begin(); itr != widget_timers.end(); itr++) {
  2972. if(Timer::GetCurrentTime2() >= itr->second){
  2973. /*Spawn* widget = GetSpawnByID(itr->first);
  2974. if (widget && widget->IsWidget())
  2975. ((Widget*)widget)->HandleTimerUpdate();*/
  2976. remove_list.push_back(itr->first);
  2977. }
  2978. }
  2979. MWidgetTimers.releasereadlock(__FUNCTION__, __LINE__);
  2980. for (int32 i = 0; i < remove_list.size(); i++) {
  2981. Spawn* widget = GetSpawnByID(remove_list[i]);
  2982. if (widget && widget->IsWidget())
  2983. ((Widget*)widget)->HandleTimerUpdate();
  2984. }
  2985. MWidgetTimers.writelock(__FUNCTION__, __LINE__);
  2986. for(int32 i=0;i<remove_list.size(); i++)
  2987. widget_timers.erase(remove_list[i]);
  2988. MWidgetTimers.releasewritelock(__FUNCTION__, __LINE__);
  2989. }
  2990. void ZoneServer::AddWidgetTimer(Spawn* widget, float time) {
  2991. if (widget && widget->IsWidget()) {
  2992. MWidgetTimers.writelock(__FUNCTION__, __LINE__);
  2993. widget_timers[widget->GetID()] = ((int32)(time * 1000)) + Timer::GetCurrentTime2();
  2994. MWidgetTimers.releasewritelock(__FUNCTION__, __LINE__);
  2995. }
  2996. }
  2997. Spawn* ZoneServer::GetSpawnGroup(int32 id){
  2998. Spawn* ret = 0;
  2999. Spawn* spawn = 0;
  3000. map<int32, Spawn*>::iterator itr;
  3001. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3002. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3003. spawn = itr->second;
  3004. if(spawn){
  3005. if(spawn->GetSpawnGroupID() == id){
  3006. ret = spawn;
  3007. break;
  3008. }
  3009. }
  3010. }
  3011. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3012. return ret;
  3013. }
  3014. Spawn* ZoneServer::GetSpawnByLocationID(int32 location_id) {
  3015. Spawn* ret = 0;
  3016. Spawn* current_spawn = 0;
  3017. map<int32, Spawn*>::iterator itr;
  3018. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3019. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3020. current_spawn = itr->second;
  3021. if (current_spawn && current_spawn->GetSpawnLocationID() == location_id) {
  3022. ret = current_spawn;
  3023. break;
  3024. }
  3025. }
  3026. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3027. return ret;
  3028. }
  3029. Spawn* ZoneServer::GetSpawnByDatabaseID(int32 id){
  3030. Spawn* ret = 0;
  3031. if(quick_database_id_lookup.count(id) > 0)
  3032. ret = GetSpawnByID(quick_database_id_lookup.Get(id));
  3033. else{
  3034. Spawn* spawn = 0;
  3035. map<int32, Spawn*>::iterator itr;
  3036. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3037. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++){
  3038. spawn = itr->second;
  3039. if(spawn){
  3040. if(spawn->GetDatabaseID() == id){
  3041. quick_database_id_lookup.Put(id, spawn->GetID());
  3042. ret = spawn;
  3043. break;
  3044. }
  3045. }
  3046. }
  3047. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3048. }
  3049. return ret;
  3050. }
  3051. Spawn* ZoneServer::GetSpawnByID(int32 id) {
  3052. Spawn* ret = 0;
  3053. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3054. if (spawn_list.count(id) > 0)
  3055. ret = spawn_list[id];
  3056. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3057. return ret;
  3058. }
  3059. bool ZoneServer::SendRemoveSpawn(Client* client, Spawn* spawn, PacketStruct* packet, bool delete_spawn)
  3060. {
  3061. if(!client || !spawn)
  3062. return false;
  3063. int16 index = client->GetPlayer()->GetIndexForSpawn(spawn);
  3064. int32 cur_id = client->GetPlayer()->GetIDWithPlayerSpawn(spawn);
  3065. if(packet && index > 0 && client->GetPlayer()->WasSpawnRemoved(spawn) == false)
  3066. {
  3067. LogWrite(ZONE__DEBUG, 7, "Zone", "Processing SendRemoveSpawn for spawn index %u...", index);
  3068. packet->setDataByName("spawn_index", index);
  3069. client->GetPlayer()->GetPlayerSpawnMap()->erase(index);
  3070. client->GetPlayer()->GetPlayerSpawnIndexMap()->erase(spawn);
  3071. client->GetPlayer()->player_spawn_id_map.erase(cur_id);
  3072. client->GetPlayer()->player_spawn_reverse_id_map.erase(spawn);
  3073. client->GetPlayer()->RemoveSpawn(spawn); // sets it as removed
  3074. if(delete_spawn)
  3075. packet->setDataByName("delete", 1);
  3076. client->QueuePacket(packet->serialize());
  3077. return true;
  3078. }
  3079. return false;
  3080. }
  3081. void ZoneServer::SetSpawnCommand(Spawn* spawn, int8 type, char* value, Client* client){
  3082. //commands
  3083. LogWrite(MISC__TODO, 1, "TODO", "%s does nothing!\n%s, %i", __FUNCTION__, __FILE__, __LINE__);
  3084. }
  3085. void ZoneServer::SetSpawnCommand(int32 spawn_id, int8 type, char* value, Client* client){
  3086. LogWrite(MISC__TODO, 1, "TODO", "%s does nothing!\n%s, %i", __FUNCTION__, __FILE__, __LINE__);
  3087. }
  3088. void ZoneServer::ApplySetSpawnCommand(Client* client, Spawn* target, int8 type, char* value){
  3089. // 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
  3090. // location values (x, y, z, heading, grid) for all spawns in the zone with the same DB ID, only the targeted spawn
  3091. if(type == SPAWN_SET_VALUE_SPAWNENTRY_SCRIPT || type == SPAWN_SET_VALUE_SPAWNLOCATION_SCRIPT || (type >= SPAWN_SET_VALUE_X && type <= SPAWN_SET_VALUE_LOCATION) ||
  3092. type == SPAWN_SET_VALUE_PITCH || type == SPAWN_SET_VALUE_ROLL)
  3093. return;
  3094. Spawn* tmp = 0;
  3095. if(target->IsNPC())
  3096. tmp = GetNPC(target->GetDatabaseID());
  3097. else if(target->IsObject())
  3098. tmp = GetObject(target->GetDatabaseID());
  3099. else if(target->IsGroundSpawn())
  3100. tmp = GetGroundSpawn(target->GetDatabaseID());
  3101. else if(target->IsSign())
  3102. tmp = GetSign(target->GetDatabaseID());
  3103. else if(target->IsWidget())
  3104. tmp = GetWidget(target->GetDatabaseID());
  3105. if(tmp && type == SPAWN_SET_VALUE_SPAWN_SCRIPT)
  3106. tmp->SetSpawnScript(value);
  3107. else if(tmp)
  3108. commands.SetSpawnCommand(client, tmp, type, value); // set the master spawn
  3109. Spawn* spawn = 0;
  3110. // this check needs to be here otherwise every spawn with 0 will be set
  3111. if ( target->GetDatabaseID ( ) > 0 )
  3112. {
  3113. map<int32, Spawn*>::iterator itr;
  3114. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3115. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3116. spawn = itr->second;
  3117. if(spawn && spawn->GetDatabaseID() == target->GetDatabaseID()){
  3118. if(type == SPAWN_SET_VALUE_SPAWN_SCRIPT)
  3119. spawn->SetSpawnScript(value);
  3120. else
  3121. commands.SetSpawnCommand(client, spawn, type, value);
  3122. }
  3123. }
  3124. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3125. }
  3126. }
  3127. void ZoneServer::DeleteSpawnScriptTimers(Spawn* spawn, bool all){
  3128. MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__);
  3129. MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__);
  3130. if(spawn_script_timers.size() > 0){
  3131. set<SpawnScriptTimer*>::iterator itr;
  3132. SpawnScriptTimer* timer = 0;
  3133. for (itr = spawn_script_timers.begin(); itr != spawn_script_timers.end(); itr++) {
  3134. timer = *itr;
  3135. if((all || timer->spawn == spawn->GetID()) && remove_spawn_script_timers_list.count(timer) == 0)
  3136. remove_spawn_script_timers_list.insert(timer);
  3137. }
  3138. if(all)
  3139. spawn_script_timers.clear();
  3140. }
  3141. MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__);
  3142. MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__);
  3143. }
  3144. void ZoneServer::DeleteSpawnScriptTimers() {
  3145. MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__);
  3146. MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__);
  3147. if(remove_spawn_script_timers_list.size() > 0){
  3148. set<SpawnScriptTimer*>::iterator itr;
  3149. SpawnScriptTimer* timer = 0;
  3150. for (itr = remove_spawn_script_timers_list.begin(); itr != remove_spawn_script_timers_list.end(); itr++) {
  3151. timer = *itr;
  3152. spawn_script_timers.erase(timer);
  3153. safe_delete(timer);
  3154. }
  3155. remove_spawn_script_timers_list.clear();
  3156. }
  3157. MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__);
  3158. MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__);
  3159. }
  3160. void ZoneServer::CheckSpawnScriptTimers(){
  3161. DeleteSpawnScriptTimers();
  3162. SpawnScriptTimer* timer = 0;
  3163. vector<SpawnScriptTimer*> call_timers;
  3164. MSpawnScriptTimers.readlock(__FUNCTION__, __LINE__);
  3165. MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__);
  3166. if(spawn_script_timers.size() > 0){
  3167. int32 current_time = Timer::GetCurrentTime2();
  3168. set<SpawnScriptTimer*>::iterator itr;
  3169. for (itr = spawn_script_timers.begin(); itr != spawn_script_timers.end(); itr++) {
  3170. timer = *itr;
  3171. if(timer->current_count < timer->max_count && current_time >= timer->timer){
  3172. timer->current_count++;
  3173. call_timers.push_back(timer);
  3174. }
  3175. if(timer->current_count >= timer->max_count && remove_spawn_script_timers_list.count(timer) == 0)
  3176. remove_spawn_script_timers_list.insert(timer);
  3177. }
  3178. }
  3179. MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__);
  3180. MSpawnScriptTimers.releasereadlock(__FUNCTION__, __LINE__);
  3181. if(call_timers.size() > 0){
  3182. vector<SpawnScriptTimer*>::iterator itr;
  3183. for(itr = call_timers.begin(); itr != call_timers.end(); itr++){
  3184. timer = *itr;
  3185. CallSpawnScript(GetSpawnByID(timer->spawn), SPAWN_SCRIPT_TIMER, timer->player > 0 ? GetSpawnByID(timer->player) : 0, timer->function.c_str());
  3186. }
  3187. }
  3188. }
  3189. void ZoneServer::KillSpawnByDistance(Spawn* spawn, float max_distance, bool include_players, bool send_packet){
  3190. Spawn* test_spawn = 0;
  3191. map<int32, Spawn*>::iterator itr;
  3192. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3193. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3194. test_spawn = itr->second;
  3195. if(test_spawn && test_spawn->IsEntity() && test_spawn != spawn && (!test_spawn->IsPlayer() || include_players)){
  3196. if(test_spawn->GetDistance(spawn) < max_distance)
  3197. KillSpawn(test_spawn, spawn, send_packet);
  3198. }
  3199. }
  3200. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3201. }
  3202. void ZoneServer::SpawnSetByDistance(Spawn* spawn, float max_distance, string field, string value){
  3203. Spawn* test_spawn = 0;
  3204. int32 type = commands.GetSpawnSetType(field);
  3205. if(type == 0xFFFFFFFF)
  3206. return;
  3207. map<int32, Spawn*>::iterator itr;
  3208. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3209. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3210. test_spawn = itr->second;
  3211. if(test_spawn && test_spawn != spawn && !test_spawn->IsPlayer()){
  3212. if(test_spawn->GetDistance(spawn) < max_distance){
  3213. commands.SetSpawnCommand(0, test_spawn, type, value.c_str());
  3214. }
  3215. }
  3216. }
  3217. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3218. }
  3219. void ZoneServer::AddSpawnScriptTimer(SpawnScriptTimer* timer){
  3220. MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__);
  3221. spawn_script_timers.insert(timer);
  3222. MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__);
  3223. }
  3224. /*
  3225. void ZoneServer::RemoveFromRangeMap(Client* client){
  3226. spawn_range_map.erase(client);
  3227. }
  3228. */
  3229. void ZoneServer::RemoveSpawn(Spawn* spawn, bool delete_spawn, bool respawn, bool lock)
  3230. {
  3231. LogWrite(ZONE__DEBUG, 3, "Zone", "Processing RemoveSpawn function...");
  3232. if (Grid != nullptr) {
  3233. Grid->RemoveSpawnFromCell(spawn);
  3234. }
  3235. RemoveSpawnSupportFunctions(spawn);
  3236. RemoveDeadEnemyList(spawn);
  3237. if (lock)
  3238. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  3239. if (dead_spawns.count(spawn->GetID()) > 0)
  3240. dead_spawns.erase(spawn->GetID());
  3241. if (lock)
  3242. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);;
  3243. if (spawn_expire_timers.count(spawn->GetID()) > 0)
  3244. spawn_expire_timers.erase(spawn->GetID());
  3245. RemoveDelayedSpawnRemove(spawn);
  3246. if(respawn && !spawn->IsPlayer() && spawn->GetRespawnTime() > 0 && spawn->GetSpawnLocationID() > 0)
  3247. {
  3248. LogWrite(ZONE__DEBUG, 3, "Zone", "Handle NPC Respawn for '%s'.", spawn->GetName());
  3249. // handle instance spawn db info
  3250. // we don't care if a NPC or a client kills the spawn, we could have events that cause NPCs to kill NPCs.
  3251. if(spawn->GetZone()->GetInstanceID() > 0 && spawn->GetSpawnLocationID() > 0)
  3252. {
  3253. LogWrite(ZONE__DEBUG, 3, "Zone", "Handle NPC Respawn in an Instance.");
  3254. // use respawn time to either insert/update entry (likely insert in this situation)
  3255. if ( spawn->IsNPC() )
  3256. {
  3257. database.CreateInstanceSpawnRemoved(spawn->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_NPC,
  3258. spawn->GetRespawnTime(),spawn->GetZone()->GetInstanceID());
  3259. }
  3260. else if ( spawn->IsObject ( ) )
  3261. {
  3262. database.CreateInstanceSpawnRemoved(spawn->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_OBJECT,
  3263. spawn->GetRespawnTime(),spawn->GetZone()->GetInstanceID());
  3264. }
  3265. }
  3266. else
  3267. respawn_timers.Put(spawn->GetSpawnLocationID(), Timer::GetCurrentTime2() + spawn->GetRespawnTime()*1000);
  3268. }
  3269. PacketStruct* packet = 0;
  3270. int16 packet_version = 0;
  3271. Client* client = 0;
  3272. // Clear the pointer in the spawn list, spawn thread will remove the key
  3273. MSpawnList.writelock(__FUNCTION__, __LINE__);
  3274. spawn_list.erase(spawn->GetID());
  3275. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  3276. vector<Client*>::iterator client_itr;
  3277. MClientList.readlock(__FUNCTION__, __LINE__);
  3278. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3279. client = *client_itr;
  3280. if (client) {
  3281. if(client->IsConnected() && (!packet || packet_version != client->GetVersion()))
  3282. {
  3283. safe_delete(packet);
  3284. packet_version = client->GetVersion();
  3285. packet = configReader.getStruct("WS_DestroyGhostCmd", packet_version);
  3286. }
  3287. if(client->GetPlayer()->HasTarget() && client->GetPlayer()->GetTarget() == spawn)
  3288. client->GetPlayer()->SetTarget(0);
  3289. SendRemoveSpawn(client, spawn, packet, delete_spawn);
  3290. if(spawn_range_map.count(client) > 0)
  3291. spawn_range_map.Get(client)->erase(spawn->GetID());
  3292. }
  3293. }
  3294. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3295. safe_delete(packet);
  3296. // 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
  3297. if (lock)
  3298. MDeadSpawns.readlock(__FUNCTION__, __LINE__);
  3299. if(delete_spawn && dead_spawns.count(spawn->GetID()) == 0)
  3300. AddPendingDelete(spawn);
  3301. if (lock)
  3302. MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__);
  3303. LogWrite(ZONE__DEBUG, 3, "Zone", "Done processing RemoveSpawn function...");
  3304. }
  3305. Spawn* ZoneServer::GetClosestSpawn(Spawn* spawn, int32 spawn_id){
  3306. Spawn* closest_spawn = 0;
  3307. Spawn* test_spawn = 0;
  3308. float closest_distance = 1000000;
  3309. float test_distance = 0;
  3310. map<int32, Spawn*>::iterator itr;
  3311. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3312. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3313. test_spawn = itr->second;
  3314. if(test_spawn && test_spawn->GetDatabaseID() == spawn_id){
  3315. test_distance = test_spawn->GetDistance(spawn);
  3316. if(test_distance < closest_distance){
  3317. closest_distance = test_distance;
  3318. closest_spawn = test_spawn;
  3319. }
  3320. }
  3321. }
  3322. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3323. return closest_spawn;
  3324. }
  3325. int32 ZoneServer::GetClosestLocation(Spawn* spawn){
  3326. Spawn* closest_spawn = 0;
  3327. Spawn* test_spawn = 0;
  3328. float closest_distance = 1000000;
  3329. float test_distance = 0;
  3330. map<int32, Spawn*>::iterator itr;
  3331. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3332. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3333. test_spawn = itr->second;
  3334. if(test_spawn){
  3335. test_distance = test_spawn->GetDistance(spawn);
  3336. if(test_distance < closest_distance){
  3337. closest_distance = test_distance;
  3338. closest_spawn = test_spawn;
  3339. if(closest_distance < 10)
  3340. break;
  3341. }
  3342. }
  3343. }
  3344. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3345. if(closest_spawn)
  3346. return closest_spawn->GetLocation();
  3347. return 0;
  3348. }
  3349. void ZoneServer::SendQuestUpdates(Client* client, Spawn* spawn){
  3350. if(!client)
  3351. return;
  3352. if(spawn){
  3353. if(client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn))
  3354. SendSpawnChanges(spawn, client, false, true);
  3355. }
  3356. else{
  3357. map<int32, Spawn*>::iterator itr;
  3358. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3359. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3360. spawn = itr->second;
  3361. if (spawn) {
  3362. spawn->m_requiredQuests.readlock(__FUNCTION__, __LINE__);
  3363. 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))))
  3364. SendSpawnChanges(spawn, client, false, true);
  3365. spawn->m_requiredQuests.releasereadlock(__FUNCTION__, __LINE__);
  3366. }
  3367. }
  3368. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3369. }
  3370. }
  3371. void ZoneServer::SendAllSpawnsForLevelChange(Client* client){
  3372. Spawn* spawn = 0;
  3373. if(spawn_range_map.count(client) > 0) {
  3374. MutexMap<int32, float >::iterator itr = spawn_range_map.Get(client)->begin();
  3375. while(itr.Next()) {
  3376. spawn = GetSpawnByID(itr->first);
  3377. if(spawn && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn)) {
  3378. SendSpawnChanges(spawn, client, false, true);
  3379. // Attempt to slow down the packet spam sent to the client
  3380. Sleep(5);
  3381. }
  3382. }
  3383. }
  3384. }
  3385. void ZoneServer::StartZoneSpawnsForLevelThread(Client* client){
  3386. if(zoneShuttingDown)
  3387. return;
  3388. #ifdef WIN32
  3389. _beginthread(SendLevelChangedSpawns, 0, client);
  3390. #else
  3391. pthread_t thread;
  3392. pthread_create(&thread, NULL, SendLevelChangedSpawns, client);
  3393. pthread_detach(thread);
  3394. #endif
  3395. }
  3396. void ZoneServer::ReloadClientQuests(){
  3397. Client* client = 0;
  3398. vector<Client*>::iterator client_itr;
  3399. MClientList.readlock(__FUNCTION__, __LINE__);
  3400. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3401. client = *client_itr;
  3402. if(client)
  3403. client->ReloadQuests();
  3404. }
  3405. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3406. }
  3407. void ZoneServer::SendCalculatedXP(Player* player, Spawn* victim){
  3408. if (player && victim) {
  3409. if (player->GetGroupMemberInfo()) {
  3410. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  3411. deque<GroupMemberInfo*>* members = world.GetGroupManager()->GetGroupMembers(player->GetGroupMemberInfo()->group_id);
  3412. deque<GroupMemberInfo*>::iterator itr;
  3413. for (itr = members->begin(); itr != members->end(); itr++) {
  3414. GroupMemberInfo* gmi = *itr;
  3415. if (gmi->client) {
  3416. Player* group_member = gmi->client->GetPlayer();
  3417. float xp = group_member->CalculateXP(victim) / members->size();
  3418. if (xp > 0) {
  3419. int16 level = group_member->GetLevel();
  3420. if (group_member->AddXP((int32)xp)) {
  3421. gmi->client->Message(CHANNEL_COLOR_EXP, "You gain %u experience!", (int32)xp);
  3422. LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience (GroupID %u)", group_member->GetName(), (int32)xp, player->GetGroupMemberInfo()->group_id);
  3423. if(group_member->GetLevel() != level)
  3424. gmi->client->ChangeLevel(level, group_member->GetLevel());
  3425. group_member->SetCharSheetChanged(true);
  3426. }
  3427. }
  3428. }
  3429. }
  3430. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  3431. }
  3432. else {
  3433. float xp = player->CalculateXP(victim);
  3434. if (xp > 0) {
  3435. Client* client = GetClientBySpawn(player);
  3436. if(!client)
  3437. return;
  3438. int16 level = player->GetLevel();
  3439. if (player->AddXP((int32)xp)) {
  3440. client->Message(CHANNEL_COLOR_EXP, "You gain %u XP!", (int32)xp);
  3441. LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience.", player->GetName(), (int32)xp);
  3442. if(player->GetLevel() != level)
  3443. client->ChangeLevel(level, player->GetLevel());
  3444. player->SetCharSheetChanged(true);
  3445. }
  3446. }
  3447. }
  3448. }
  3449. }
  3450. void ZoneServer::ProcessFaction(Spawn* spawn, Client* client)
  3451. {
  3452. if(client && !spawn->IsPlayer() && spawn->GetFactionID() > 10)
  3453. {
  3454. bool update_result = false;
  3455. Faction* faction = 0;
  3456. vector<int32>* factions = 0;
  3457. Player* player = client->GetPlayer();
  3458. if(player->GetFactions()->ShouldDecrease(spawn->GetFactionID()))
  3459. {
  3460. update_result = player->GetFactions()->DecreaseFaction(spawn->GetFactionID());
  3461. faction = master_faction_list.GetFaction(spawn->GetFactionID());
  3462. if(faction && update_result)
  3463. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s got worse.", faction->name.c_str());
  3464. else if(faction)
  3465. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str());
  3466. factions = master_faction_list.GetHostileFactions(spawn->GetFactionID());
  3467. if(factions)
  3468. {
  3469. vector<int32>::iterator itr;
  3470. for(itr = factions->begin(); itr != factions->end(); itr++)
  3471. {
  3472. if(player->GetFactions()->ShouldIncrease(*itr))
  3473. {
  3474. update_result = player->GetFactions()->IncreaseFaction(*itr);
  3475. faction = master_faction_list.GetFaction(*itr);
  3476. if(faction && update_result)
  3477. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s got better.", faction->name.c_str());
  3478. else if(faction)
  3479. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s could not possibly get any better.", faction->name.c_str());
  3480. }
  3481. }
  3482. }
  3483. }
  3484. factions = master_faction_list.GetFriendlyFactions(spawn->GetFactionID());
  3485. if(factions)
  3486. {
  3487. vector<int32>::iterator itr;
  3488. for(itr = factions->begin(); itr != factions->end(); itr++)
  3489. {
  3490. if(player->GetFactions()->ShouldDecrease(*itr))
  3491. {
  3492. update_result = player->GetFactions()->DecreaseFaction(*itr);
  3493. faction = master_faction_list.GetFaction(*itr);
  3494. if(faction && update_result)
  3495. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s got worse.", faction->name.c_str());
  3496. else if(faction)
  3497. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str());
  3498. }
  3499. }
  3500. }
  3501. EQ2Packet* outapp = client->GetPlayer()->GetFactions()->FactionUpdate(client->GetVersion());
  3502. if(outapp)
  3503. client->QueuePacket(outapp);
  3504. }
  3505. }
  3506. void ZoneServer::Despawn(Spawn* spawn, int32 timer){
  3507. if(!spawn || spawn->IsPlayer())
  3508. return;
  3509. RemoveSpawnSupportFunctions(spawn);
  3510. if(spawn->IsEntity())
  3511. ((Entity*)spawn)->InCombat(false);
  3512. if(timer == 0)
  3513. timer = 1;
  3514. AddDeadSpawn(spawn, timer);
  3515. }
  3516. void ZoneServer::KillSpawn(Spawn* dead, Spawn* killer, bool send_packet, int8 damage_type, int16 kill_blow_type)
  3517. {
  3518. MDeadSpawns.readlock(__FUNCTION__, __LINE__);
  3519. if(!dead || this->dead_spawns.count(dead->GetID()) > 0) {
  3520. MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__);
  3521. return;
  3522. }
  3523. MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__);
  3524. PacketStruct* packet = 0;
  3525. Client* client = 0;
  3526. vector<int32>* encounter = 0;
  3527. bool killer_in_encounter = false;
  3528. if(dead->IsEntity())
  3529. {
  3530. ((Entity*)dead)->InCombat(false);
  3531. dead->SetInitialState(16512, false); // This will make aerial npc's fall after death
  3532. dead->SetHP(0);
  3533. dead->SetSpawnType(3);
  3534. dead->appearance.attackable = 0;
  3535. // Remove hate towards dead from all npc's in the zone
  3536. ClearHate((Entity*)dead);
  3537. // Check kill and death procs
  3538. if (killer && dead != killer){
  3539. if (dead->IsEntity())
  3540. ((Entity*)dead)->CheckProcs(PROC_TYPE_DEATH, killer);
  3541. if (killer->IsEntity())
  3542. ((Entity*)killer)->CheckProcs(PROC_TYPE_KILL, dead);
  3543. }
  3544. //Check if caster is alive after death proc called, incase of deathsave
  3545. if (dead->Alive())
  3546. return;
  3547. RemoveSpellTimersFromSpawn(dead, true, !dead->IsPlayer());
  3548. if(dead->IsPlayer())
  3549. {
  3550. ((Player*)dead)->UpdatePlayerStatistic(STAT_PLAYER_TOTAL_DEATHS, 1);
  3551. client = GetClientBySpawn(dead);
  3552. if(client) {
  3553. if(client->GetPlayer()->DamageEquippedItems(10, client))
  3554. client->QueuePacket(client->GetPlayer()->GetEquipmentList()->serialize(client->GetVersion()));
  3555. client->DisplayDeadWindow();
  3556. }
  3557. }
  3558. else if (dead->IsNPC()) {
  3559. encounter = ((NPC*)dead)->Brain()->GetEncounter();
  3560. }
  3561. }
  3562. dead->SetActionState(0);
  3563. dead->SetTempActionState(0);
  3564. // If dead is an npc get the encounter and loop through it giving out the rewards, no rewards for pets
  3565. if (dead->IsNPC() && !dead->IsPet() && !dead->IsBot()) {
  3566. Spawn* spawn = 0;
  3567. int8 size = encounter->size();
  3568. // Needs npc to have access to the encounter list for who is allowed to loot
  3569. NPC* chest = 0;
  3570. if (!((NPC*)dead)->Brain()->PlayerInEncounter()) {
  3571. ((NPC*)dead)->SetLootCoins(0);
  3572. ((NPC*)dead)->GetLootItems()->clear();
  3573. }
  3574. // If dead has loot attempt to drop a chest
  3575. if (((NPC*)dead)->HasLoot()) {
  3576. chest = ((NPC*)dead)->DropChest();
  3577. }
  3578. for (int8 i = 0; i < encounter->size(); i++) {
  3579. spawn = GetSpawnByID(encounter->at(i));
  3580. // set a flag to let us know if the killer is in the encounter
  3581. if (!killer_in_encounter && spawn == killer)
  3582. killer_in_encounter = true;
  3583. if (spawn && spawn->IsPlayer()) {
  3584. // Update players total kill count
  3585. ((Player*)spawn)->UpdatePlayerStatistic(STAT_PLAYER_TOTAL_NPC_KILLS, 1);
  3586. // If this was an epic mob kill send the announcement for this player
  3587. if (dead->GetEncounterLevel() >= 10)
  3588. SendEpicMobDeathToGuild((Player*)spawn, dead);
  3589. // Clear hostile spells from the players spell queue
  3590. spellProcess->RemoveSpellFromQueue((Player*)spawn, true);
  3591. // Get the client of the player
  3592. client = GetClientBySpawn(spawn);
  3593. // valid client?
  3594. if(client) {
  3595. // Check for quest kill updates
  3596. client->CheckPlayerQuestsKillUpdate(dead);
  3597. // 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
  3598. if(!dead->IsPlayer() && dead->GetFactionID() > 10)
  3599. ProcessFaction(dead, client);
  3600. // Send xp...this is currently wrong fix it
  3601. if (spawn != dead && ((Player*)spawn)->GetArrowColor(dead->GetLevel()) >= ARROW_COLOR_GREEN) {
  3602. //SendCalculatedXP((Player*)spawn, dead);
  3603. float xp = ((Player*)spawn)->CalculateXP(dead) / size;
  3604. if (xp > 0) {
  3605. int16 level = spawn->GetLevel();
  3606. if (((Player*)spawn)->AddXP((int32)xp)) {
  3607. client->Message(CHANNEL_COLOR_EXP, "You gain %u XP!", (int32)xp);
  3608. LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience.", spawn->GetName(), (int32)xp);
  3609. if(spawn->GetLevel() != level)
  3610. client->ChangeLevel(level, spawn->GetLevel());
  3611. ((Player*)spawn)->SetCharSheetChanged(true);
  3612. }
  3613. }
  3614. }
  3615. }
  3616. }
  3617. // If a chest is being dropped add this spawn to the chest's encounter so they can loot it
  3618. if (chest)
  3619. chest->Brain()->AddToEncounter((Entity*)spawn);
  3620. }
  3621. // If a chest is being dropped add it to the world and set the timer to remove it.
  3622. if (chest) {
  3623. AddSpawn(chest);
  3624. AddDeadSpawn(chest, 0xFFFFFFFF);
  3625. LogWrite(LOOT__DEBUG, 0, "Loot", "Adding a chest to the world...");
  3626. }
  3627. }
  3628. // Reset client pointer
  3629. client = 0;
  3630. // Killer was not in the encounter, give them the faction hit but no xp
  3631. if (!killer_in_encounter) {
  3632. // make sure the killer is a player and the dead spawn had a faction and wasn't a player
  3633. if (killer && killer->IsPlayer()) {
  3634. if (!dead->IsPlayer() && dead->GetFactionID() > 10) {
  3635. client = GetClientBySpawn(killer);
  3636. if (client)
  3637. ProcessFaction(dead, client);
  3638. }
  3639. // Clear hostile spells from the killers spell queue
  3640. spellProcess->RemoveSpellFromQueue((Player*)killer, true);
  3641. }
  3642. }
  3643. // Reset client pointer
  3644. client = 0;
  3645. vector<Spawn*>* group = dead->GetSpawnGroup();
  3646. if (group && group->size() == 1)
  3647. CallSpawnScript(dead, SPAWN_SCRIPT_GROUP_DEAD, killer);
  3648. safe_delete(group);
  3649. // Remove the support functions for the dead spawn
  3650. RemoveSpawnSupportFunctions(dead);
  3651. // Erase the expire timer if it has one
  3652. if (spawn_expire_timers.count(dead->GetID()) > 0)
  3653. spawn_expire_timers.erase(dead->GetID());
  3654. // If dead is an npc or object call the spawn scrip and handle instance stuff
  3655. if(dead->IsNPC() || dead->IsObject())
  3656. {
  3657. // handle instance spawn db info
  3658. // we don't care if a NPC or a client kills the spawn, we could have events that cause NPCs to kill NPCs.
  3659. if(dead->GetZone()->GetInstanceID() > 0 && dead->GetSpawnLocationID() > 0)
  3660. {
  3661. // use respawn time to either insert/update entry (likely insert in this situation)
  3662. if(dead->IsNPC())
  3663. database.CreateInstanceSpawnRemoved(dead->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_NPC, dead->GetRespawnTime(),dead->GetZone()->GetInstanceID());
  3664. else if ( dead->IsObject ( ) )
  3665. database.CreateInstanceSpawnRemoved(dead->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_OBJECT, dead->GetRespawnTime(),dead->GetZone()->GetInstanceID());
  3666. }
  3667. // Call the spawn scripts death() function
  3668. CallSpawnScript(dead, SPAWN_SCRIPT_DEATH, killer);
  3669. }
  3670. int32 victim_id = dead->GetID();
  3671. int32 attacker_id = 0xFFFFFFFF;
  3672. if(killer)
  3673. attacker_id = killer->GetID();
  3674. if(send_packet)
  3675. {
  3676. vector<Client*>::iterator client_itr;
  3677. MClientList.readlock(__FUNCTION__, __LINE__);
  3678. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3679. client = *client_itr;
  3680. if(!client->GetPlayer()->WasSentSpawn(victim_id) || (attacker_id != 0xFFFFFFFF && !client->GetPlayer()->WasSentSpawn(attacker_id)) )
  3681. continue;
  3682. else if(client->GetPlayer()->WasSpawnRemoved(dead) || (attacker_id != 0xFFFFFFFF && client->GetPlayer()->WasSpawnRemoved(killer)))
  3683. continue;
  3684. else if(killer && killer->GetDistance(client->GetPlayer()) > HEAR_SPAWN_DISTANCE)
  3685. continue;
  3686. packet = configReader.getStruct("WS_HearDeath", client->GetVersion());
  3687. if(packet)
  3688. {
  3689. if(killer)
  3690. packet->setDataByName("attacker", client->GetPlayer()->GetIDWithPlayerSpawn(killer));
  3691. else
  3692. packet->setDataByName("attacker", 0xFFFFFFFF);
  3693. packet->setDataByName("defender", client->GetPlayer()->GetIDWithPlayerSpawn(dead));
  3694. packet->setDataByName("damage_type", damage_type);
  3695. packet->setDataByName("blow_type", kill_blow_type);
  3696. client->QueuePacket(packet->serialize());
  3697. LogWrite(COMBAT__DEBUG, 0, "Combat", "Zone Killing '%s'", dead->GetName());
  3698. safe_delete(packet);
  3699. }
  3700. }
  3701. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3702. }
  3703. int32 pop_timer = 0xFFFFFFFF;
  3704. if(killer && killer->IsNPC())
  3705. {
  3706. // Call the spawn scripts killed() function
  3707. CallSpawnScript(killer, SPAWN_SCRIPT_KILLED, dead);
  3708. if(!dead->IsPlayer())
  3709. {
  3710. LogWrite(MISC__TODO, 1, "TODO", "Whenever pets are added, check for pet kills\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  3711. // Set the time for the corpse to linger to 5 sec
  3712. //pop_timer = 5000;
  3713. // commented out the timer so in the event the killer is not a player (pet, guard, something else i haven't thought of)
  3714. // the corpse doesn't vanish sooner then it should if it had loot for the players. AddDeadSpawn() will set timers based on if
  3715. // the corpse has loot or not if the timer value (pop_timer) is 0xFFFFFFFF
  3716. }
  3717. }
  3718. // If the dead spawns was not a player add it to the dead spawn list
  3719. if (!dead->IsPlayer() && !dead->IsBot())
  3720. AddDeadSpawn(dead, pop_timer);
  3721. // if dead was a player clear hostile spells from its spell queue
  3722. if (dead->IsPlayer())
  3723. spellProcess->RemoveSpellFromQueue((Player*)dead, true);
  3724. if (dead->IsNPC())
  3725. ((NPC*)dead)->Brain()->ClearHate();
  3726. // ResetPetInfo() is called in DismissPet(), might not need to be here
  3727. // Players pet is killed, clear the pet info from char sheet
  3728. /*if (dead->IsNPC() && ((NPC*)dead)->IsPet() && ((NPC*)dead)->GetOwner()->IsPlayer())
  3729. ((Player*)((NPC*)dead)->GetOwner())->ResetPetInfo();*/
  3730. safe_delete(encounter);
  3731. }
  3732. void ZoneServer::SendDamagePacket(Spawn* attacker, Spawn* victim, int8 type1, int8 type2, int8 damage_type, int16 damage, const char* spell_name){
  3733. //Scat: was set but never being used anywhere. i see references to 0xFFFFFFFF below so could be old code not used anymore
  3734. //int32 attacker_id = 0xFFFFFFFF;
  3735. //if(attacker)
  3736. // attacker_id = attacker->GetID();
  3737. PacketStruct* packet = 0;
  3738. Client* client = 0;
  3739. if(attacker && victim && victim->IsPlayer() && victim->GetTarget() == 0){
  3740. client = GetClientBySpawn(victim);
  3741. if(client)
  3742. client->TargetSpawn(attacker);
  3743. }
  3744. vector<Client*>::iterator client_itr;
  3745. MClientList.readlock(__FUNCTION__, __LINE__);
  3746. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3747. client = *client_itr;
  3748. if(!client || (client->GetPlayer() != attacker && client->GetPlayer() != victim && ((attacker && client->GetPlayer()->WasSentSpawn(attacker->GetID()) == false) || (victim && client->GetPlayer()->WasSentSpawn(victim->GetID()) == false))))
  3749. continue;
  3750. if((attacker && client->GetPlayer()->WasSpawnRemoved(attacker)) || (victim && client->GetPlayer()->WasSpawnRemoved(victim)))
  3751. continue;
  3752. if(attacker && attacker->GetDistance(client->GetPlayer()) > 50)
  3753. continue;
  3754. if(victim && victim->GetDistance(client->GetPlayer()) > 50)
  3755. continue;
  3756. switch(type1){
  3757. case DAMAGE_PACKET_TYPE_SIPHON_SPELL:
  3758. case DAMAGE_PACKET_TYPE_SIPHON_SPELL2:
  3759. packet = configReader.getStruct("WS_HearSiphonSpellDamage", client->GetVersion());
  3760. break;
  3761. case DAMAGE_PACKET_TYPE_MULTIPLE_DAMAGE:
  3762. packet = configReader.getStruct("WS_HearMultipleDamage", client->GetVersion());
  3763. break;
  3764. case DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG:
  3765. case DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE:
  3766. packet = configReader.getStruct("WS_HearSimpleDamage", client->GetVersion());
  3767. break;
  3768. case DAMAGE_PACKET_TYPE_SPELL_DAMAGE2:
  3769. case DAMAGE_PACKET_TYPE_SPELL_DAMAGE3:
  3770. case DAMAGE_PACKET_TYPE_SPELL_CRIT_DMG:
  3771. case DAMAGE_PACKET_TYPE_SPELL_DAMAGE:
  3772. packet = configReader.getStruct("WS_HearSpellDamage", client->GetVersion());
  3773. if (packet)
  3774. packet->setSubstructDataByName("header", "unknown", 5);
  3775. break;
  3776. case DAMAGE_PACKET_TYPE_RANGE_DAMAGE:
  3777. packet = configReader.getStruct("WS_HearRangeDamage", client->GetVersion());
  3778. break;
  3779. case DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG:
  3780. case DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG2:
  3781. packet = configReader.getStruct("WS_HearRangeDamage", client->GetVersion());
  3782. break;
  3783. default:
  3784. LogWrite(ZONE__ERROR, 0, "Zone", "Unknown Damage Packet type: %i in ZoneServer::SendDamagePacket.", type1);
  3785. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3786. return;
  3787. }
  3788. if(packet){
  3789. packet->setSubstructDataByName("header", "packet_type", type1);
  3790. packet->setSubstructDataByName("header", "result_type", type2);
  3791. if(!attacker)
  3792. packet->setSubstructDataByName("header", "attacker", 0xFFFFFFFF);
  3793. else
  3794. packet->setSubstructDataByName("header", "attacker", client->GetPlayer()->GetIDWithPlayerSpawn(attacker));
  3795. packet->setSubstructDataByName("header", "defender", client->GetPlayer()->GetIDWithPlayerSpawn(victim));
  3796. packet->setDataByName("damage_type", damage_type);
  3797. packet->setDataByName("damage", damage);
  3798. if(spell_name)
  3799. packet->setSmallStringByName("spell_name", spell_name);
  3800. EQ2Packet* app = packet->serialize();
  3801. //DumpPacket(app);
  3802. client->QueuePacket(app);
  3803. safe_delete(packet);
  3804. packet = 0;
  3805. }
  3806. }
  3807. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3808. }
  3809. void ZoneServer::SendHealPacket(Spawn* caster, Spawn* target, int16 heal_type, int32 heal_amt, const char* spell_name){
  3810. Client* client = 0;
  3811. vector<Client*>::iterator client_itr;
  3812. MClientList.readlock(__FUNCTION__, __LINE__);
  3813. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3814. client = *client_itr;
  3815. if(!client || (client->GetPlayer() != caster && ((caster && client->GetPlayer()->WasSentSpawn(caster->GetID()) == false) || (target && client->GetPlayer()->WasSentSpawn(target->GetID()) == false))))
  3816. continue;
  3817. if((caster && client->GetPlayer()->WasSpawnRemoved(caster)) || (caster && client->GetPlayer()->WasSpawnRemoved(target)))
  3818. continue;
  3819. if(caster && caster->GetDistance(client->GetPlayer()) > 50)
  3820. continue;
  3821. if(target && target->GetDistance(client->GetPlayer()) > 50)
  3822. continue;
  3823. PacketStruct* packet = configReader.getStruct("WS_HearHeal", client->GetVersion());
  3824. if (packet) {
  3825. packet->setDataByName("caster", client->GetPlayer()->GetIDWithPlayerSpawn(caster));
  3826. packet->setDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  3827. packet->setDataByName("heal_amt", heal_amt);
  3828. packet->setDataByName("spellname", spell_name);
  3829. packet->setDataByName("type", heal_type);
  3830. packet->setDataByName("unknown2", 1);
  3831. EQ2Packet* app = packet->serialize();
  3832. client->QueuePacket(app);
  3833. safe_delete(packet);
  3834. }
  3835. }
  3836. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3837. }
  3838. void ZoneServer::SendThreatPacket(Spawn* caster, Spawn* target, int32 threat_amt, const char* spell_name) {
  3839. Client* client = 0;
  3840. vector<Client*>::iterator client_itr;
  3841. MClientList.readlock(__FUNCTION__, __LINE__);
  3842. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3843. client = *client_itr;
  3844. if(!client || (client->GetPlayer() != caster && ((caster && client->GetPlayer()->WasSentSpawn(caster->GetID()) == false) || (target && client->GetPlayer()->WasSentSpawn(target->GetID()) == false))))
  3845. continue;
  3846. if((caster && client->GetPlayer()->WasSpawnRemoved(caster)) || (caster && client->GetPlayer()->WasSpawnRemoved(target)))
  3847. continue;
  3848. if(caster && caster->GetDistance(client->GetPlayer()) > 50)
  3849. continue;
  3850. if(target && target->GetDistance(client->GetPlayer()) > 50)
  3851. continue;
  3852. PacketStruct* packet = configReader.getStruct("WS_HearThreatCmd", client->GetVersion());
  3853. if (packet) {
  3854. packet->setDataByName("spell_name", spell_name);
  3855. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(caster));
  3856. packet->setDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  3857. packet->setDataByName("threat_amount", threat_amt);
  3858. client->QueuePacket(packet->serialize());
  3859. }
  3860. safe_delete(packet);
  3861. }
  3862. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3863. }
  3864. void ZoneServer::SendSpellFailedPacket(Client* client, int16 error){
  3865. if(!client)
  3866. return;
  3867. PacketStruct* packet = configReader.getStruct("WS_DisplaySpellFailed", client->GetVersion());
  3868. if(packet){
  3869. /* Temp solution, need to modify the error code before this function and while we still have access to the spell/combat art */
  3870. error = master_spell_list.GetSpellErrorValue(client->GetVersion(), error);
  3871. packet->setDataByName("error_code", error);
  3872. //packet->PrintPacket();
  3873. client->QueuePacket(packet->serialize());
  3874. safe_delete(packet);
  3875. }
  3876. }
  3877. void ZoneServer::SendInterruptPacket(Spawn* interrupted, LuaSpell* spell){
  3878. if(!interrupted || !spell)
  3879. return;
  3880. EQ2Packet* outapp = 0;
  3881. PacketStruct* packet = 0;
  3882. Client* client = 0;
  3883. vector<Client*>::iterator client_itr;
  3884. MClientList.readlock(__FUNCTION__, __LINE__);
  3885. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3886. client = *client_itr;
  3887. if(!client || !client->GetPlayer()->WasSentSpawn(interrupted->GetID()) || client->GetPlayer()->WasSpawnRemoved(interrupted))
  3888. continue;
  3889. packet = configReader.getStruct("WS_Interrupt", client->GetVersion());
  3890. if(packet){
  3891. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(interrupted));
  3892. packet->setArrayLengthByName("num_targets", spell->targets.size());
  3893. for (int32 i = 0; i < spell->targets.size(); i++)
  3894. packet->setArrayDataByName("target_id", client->GetPlayer()->GetIDWithPlayerSpawn(client->GetPlayer()->GetZone()->GetSpawnByID(spell->targets[i])), i);
  3895. packet->setDataByName("spell_id", spell->spell->GetSpellID());
  3896. outapp = packet->serialize();
  3897. client->QueuePacket(outapp);
  3898. safe_delete(packet);
  3899. }
  3900. }
  3901. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3902. safe_delete(packet);
  3903. }
  3904. void ZoneServer::SendCastSpellPacket(LuaSpell* spell, Entity* caster){
  3905. EQ2Packet* outapp = 0;
  3906. PacketStruct* packet = 0;
  3907. Client* client = 0;
  3908. if(!caster || !spell || !spell->spell || spell->interrupted)
  3909. return;
  3910. vector<Client*>::iterator client_itr;
  3911. MClientList.readlock(__FUNCTION__, __LINE__);
  3912. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3913. client = *client_itr;
  3914. if(!client)
  3915. continue;
  3916. packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion());
  3917. if(packet){
  3918. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(caster));
  3919. packet->setArrayLengthByName("num_targets", spell->targets.size());
  3920. for (int32 i = 0; i < spell->targets.size(); i++)
  3921. packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(spell->caster->GetZone()->GetSpawnByID(spell->targets[i])), i);
  3922. packet->setDataByName("spell_visual", spell->spell->GetSpellData()->spell_visual); //result
  3923. packet->setDataByName("cast_time", spell->spell->GetSpellData()->cast_time*.01); //delay
  3924. packet->setDataByName("spell_id", spell->spell->GetSpellID());
  3925. packet->setDataByName("spell_level", 1);
  3926. packet->setDataByName("spell_tier", spell->spell->GetSpellData()->tier);
  3927. outapp = packet->serialize();
  3928. client->QueuePacket(outapp);
  3929. safe_delete(packet);
  3930. }
  3931. }
  3932. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3933. safe_delete(packet);
  3934. }
  3935. void ZoneServer::SendCastSpellPacket(int32 spell_visual, Spawn* target) {
  3936. if (target) {
  3937. vector<Client*>::iterator client_itr;
  3938. MClientList.readlock(__FUNCTION__, __LINE__);
  3939. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3940. Client* client = *client_itr;
  3941. if (!client)
  3942. continue;
  3943. PacketStruct* packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion());
  3944. if (packet) {
  3945. packet->setDataByName("spawn_id", 0xFFFFFFFF);
  3946. packet->setArrayLengthByName("num_targets", 1);
  3947. packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  3948. packet->setDataByName("spell_id", 0xFFFFFFFF);
  3949. packet->setDataByName("spell_visual", spell_visual);
  3950. packet->setDataByName("cast_time", 0);
  3951. packet->setDataByName("spell_id", 0);
  3952. packet->setDataByName("spell_level", 0);
  3953. packet->setDataByName("spell_tier", 0);
  3954. client->QueuePacket(packet->serialize());
  3955. safe_delete(packet);
  3956. }
  3957. }
  3958. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3959. }
  3960. }
  3961. void ZoneServer::SendCastEntityCommandPacket(EntityCommand* entity_command, int32 spawn_id, int32 target_id) {
  3962. if (entity_command) {
  3963. Spawn* spawn = GetSpawnByID(spawn_id);
  3964. Spawn* target = GetSpawnByID(target_id);
  3965. if (!spawn || !target)
  3966. return;
  3967. Client* client = 0;
  3968. vector<Client*>::iterator client_itr;
  3969. MClientList.readlock(__FUNCTION__, __LINE__);
  3970. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3971. client = *client_itr;
  3972. if (!client || !client->GetPlayer()->WasSentSpawn(spawn_id) || client->GetPlayer()->WasSpawnRemoved(spawn) || !client->GetPlayer()->WasSentSpawn(target_id) || client->GetPlayer()->WasSpawnRemoved(target))
  3973. continue;
  3974. PacketStruct* packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion());
  3975. if (packet) {
  3976. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  3977. packet->setArrayLengthByName("num_targets", 1);
  3978. packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  3979. packet->setDataByName("num_targets", 1);
  3980. packet->setDataByName("spell_visual", entity_command->spell_visual); //result
  3981. packet->setDataByName("cast_time", entity_command->cast_time * 0.01); //delay
  3982. packet->setDataByName("spell_id", 1);
  3983. packet->setDataByName("spell_level", 1);
  3984. packet->setDataByName("spell_tier", 1);
  3985. EQ2Packet* outapp = packet->serialize();
  3986. client->QueuePacket(outapp);
  3987. safe_delete(packet);
  3988. }
  3989. }
  3990. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3991. }
  3992. }
  3993. void ZoneServer::StartZoneInitialSpawnThread(Client* client){
  3994. if(zoneShuttingDown)
  3995. return;
  3996. #ifdef WIN32
  3997. _beginthread(SendInitialSpawns, 0, client);
  3998. #else
  3999. pthread_t thread;
  4000. pthread_create(&thread, NULL, SendInitialSpawns, client);
  4001. pthread_detach(thread);
  4002. #endif
  4003. }
  4004. void ZoneServer::SendZoneSpawns(Client* client){
  4005. initial_spawn_threads_active++;
  4006. map<int32, Spawn*>::iterator itr;
  4007. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4008. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4009. Spawn* spawn = itr->second;
  4010. if (spawn) {
  4011. CheckSpawnRange(client, spawn, true);
  4012. }
  4013. }
  4014. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4015. CheckSendSpawnToClient(client, true);
  4016. client->SetConnected(true);
  4017. ClientPacketFunctions::SendFinishedEntitiesList(client);
  4018. initial_spawn_threads_active--;
  4019. }
  4020. vector<Entity*> ZoneServer::GetPlayers(){
  4021. vector<Entity*> ret;
  4022. Client* client = 0;
  4023. vector<Client*>::iterator client_itr;
  4024. MClientList.readlock(__FUNCTION__, __LINE__);
  4025. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4026. client = *client_itr;
  4027. ret.push_back(client->GetPlayer());
  4028. }
  4029. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4030. return ret;
  4031. }
  4032. int16 ZoneServer::SetSpawnTargetable(Spawn* spawn, float distance){
  4033. Spawn* test_spawn = 0;
  4034. int16 ret_val = 0;
  4035. map<int32, Spawn*>::iterator itr;
  4036. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4037. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4038. test_spawn = itr->second;
  4039. if(test_spawn){
  4040. if(test_spawn->GetDistance(spawn) <= distance){
  4041. test_spawn->SetTargetable(1);
  4042. ret_val++;
  4043. }
  4044. }
  4045. }
  4046. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4047. return ret_val;
  4048. }
  4049. int16 ZoneServer::SetSpawnTargetable(int32 spawn_id){
  4050. Spawn* spawn = 0;
  4051. int16 ret_val = 0;
  4052. map<int32, Spawn*>::iterator itr;
  4053. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4054. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4055. spawn = itr->second;
  4056. if(spawn){
  4057. if(spawn->GetDatabaseID() == spawn_id){
  4058. spawn->SetTargetable(1);
  4059. ret_val++;
  4060. }
  4061. }
  4062. }
  4063. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4064. return ret_val;
  4065. }
  4066. EQ2Packet* ZoneServer::GetZoneInfoPacket(Client* client){
  4067. client_spawn_map.Put(client->GetPlayer(), client);
  4068. PacketStruct* packet = configReader.getStruct("WS_ZoneInfo", client->GetVersion());
  4069. packet->setSmallStringByName("server1",net.GetWorldName());
  4070. packet->setSmallStringByName("server2",net.GetWorldName());
  4071. packet->setDataByName("unknown1", 1, 1);//1, 1
  4072. int32 expansions = EXPANSION_UNKNOWN + EXPANSION_DOF + EXPANSION_KOS + EXPANSION_EOF + EXPANSION_ROK + EXPANSION_TSO + EXPANSION_DOV;
  4073. //packet->setDataByName("expansions_enabled", 82313211);//expansions 63181
  4074. //packet->setDataByName("expansions_enabled", 552075103);//expansions 63182
  4075. packet->setDataByName("expansions_enabled", 4294967295);//expansions 1096 //612499455 works
  4076. if (client->GetVersion() >= 1193) {
  4077. packet->setDataByName("unknown3", 4294967295, 0); // DOV and down
  4078. packet->setDataByName("unknown3", 4294967295, 1); //COE and up
  4079. packet->setDataByName("unknown3", 4294967295, 2);
  4080. }
  4081. else
  4082. packet->setDataByName("unknown3", 4294967295, 0); // DOV and down
  4083. packet->setSmallStringByName("auction_website", "eq2emulator.net");
  4084. packet->setDataByName("auction_port", 80);
  4085. packet->setSmallStringByName("upload_page", "test_upload.m");
  4086. packet->setSmallStringByName("upload_key", "dsya987yda9");
  4087. packet->setSmallStringByName("zone", GetZoneFile());
  4088. packet->setSmallStringByName("zone2", GetZoneName());
  4089. packet->setSmallStringByName("zone_desc", GetZoneDescription());
  4090. packet->setSmallStringByName("char_name", client->GetPlayer()->GetName());
  4091. packet->setDataByName("x", client->GetPlayer()->GetX());
  4092. packet->setDataByName("y", client->GetPlayer()->GetY());
  4093. packet->setDataByName("z", client->GetPlayer()->GetZ());
  4094. // unknown3 can prevent screen shots from being taken if
  4095. //packet->setDataByName("unknown3", 2094661567, 1); // Screenshots allowed with this value
  4096. //packet->setDataByName("unknown3", 3815767999, 1); // Screenshots disabled with this value
  4097. //packet->setDataByName("unknown3", 1, 2);
  4098. /*if (client->GetVersion() >= 63587) {
  4099. packet->setArrayLengthByName("num_exp_feature_bytes", 9);
  4100. packet->setArrayDataByName("exp_feature_bytes", 95, 0);//kos and dof
  4101. packet->setArrayDataByName("exp_feature_bytes", 255, 1);//eof rok tso sf dov coe tov
  4102. packet->setArrayDataByName("exp_feature_bytes", 247, 2);//aom tot ka exp14
  4103. packet->setArrayDataByName("exp_feature_bytes", 32, 3);//rum cellar
  4104. packet->setArrayDataByName("exp_feature_bytes", 140, 4);
  4105. packet->setArrayDataByName("exp_feature_bytes", 62, 5);
  4106. packet->setArrayDataByName("exp_feature_bytes", 0, 6);
  4107. packet->setArrayDataByName("exp_feature_bytes", 45, 7);
  4108. packet->setArrayDataByName("exp_feature_bytes", 128, 8);
  4109. packet->setArrayLengthByName("num_unknown3b_bytes", 9);
  4110. packet->setArrayDataByName("unknown3b_bytes", 95, 0);
  4111. packet->setArrayDataByName("unknown3b_bytes", 255, 1);
  4112. packet->setArrayDataByName("unknown3b_bytes", 247, 2);
  4113. packet->setArrayDataByName("unknown3b_bytes", 237, 3);
  4114. packet->setArrayDataByName("unknown3b_bytes", 143, 4);
  4115. packet->setArrayDataByName("unknown3b_bytes", 255, 5);
  4116. packet->setArrayDataByName("unknown3b_bytes", 255, 6);
  4117. packet->setArrayDataByName("unknown3b_bytes", 255, 7);
  4118. packet->setArrayDataByName("unknown3b_bytes", 128, 8);
  4119. }
  4120. else if (client->GetVersion() >= 63214) {
  4121. packet->setArrayLengthByName("num_exp_feature_bytes", 9);
  4122. packet->setArrayDataByName("exp_feature_bytes", 95, 0);//kos and dof
  4123. packet->setArrayDataByName("exp_feature_bytes", 255, 1);//eof rok tso sf dov coe tov
  4124. packet->setArrayDataByName("exp_feature_bytes", 247, 2);//aom tot ka exp14
  4125. packet->setArrayDataByName("exp_feature_bytes", 32, 3);//rum cellar
  4126. packet->setArrayDataByName("exp_feature_bytes", 140, 4);
  4127. packet->setArrayDataByName("exp_feature_bytes", 62, 5);
  4128. packet->setArrayDataByName("exp_feature_bytes", 0, 6);
  4129. packet->setArrayDataByName("exp_feature_bytes", 45, 7);
  4130. packet->setArrayDataByName("exp_feature_bytes", 128, 8);
  4131. packet->setArrayLengthByName("num_unknown3b_bytes", 9);
  4132. packet->setArrayDataByName("unknown3b_bytes", 95, 0);
  4133. packet->setArrayDataByName("unknown3b_bytes", 255, 1);
  4134. packet->setArrayDataByName("unknown3b_bytes", 247, 2);
  4135. packet->setArrayDataByName("unknown3b_bytes", 237, 3);
  4136. packet->setArrayDataByName("unknown3b_bytes", 143, 4);
  4137. packet->setArrayDataByName("unknown3b_bytes", 255, 5);
  4138. packet->setArrayDataByName("unknown3b_bytes", 255, 6);
  4139. packet->setArrayDataByName("unknown3b_bytes", 255, 7);
  4140. packet->setArrayDataByName("unknown3b_bytes", 128, 8);
  4141. }*/
  4142. if (client->GetVersion() >= 64644) {
  4143. packet->setDataByName("unknown3a", 12598924);
  4144. packet->setDataByName("unknown3b", 3992452959);
  4145. packet->setDataByName("unknown3c", 4294967183);
  4146. packet->setDataByName("unknown2a", 9);
  4147. packet->setDataByName("unknown2b", 9);
  4148. }
  4149. else if (client->GetVersion() >= 63181) {
  4150. packet->setDataByName("unknown3a", 750796556);//63182 73821356
  4151. packet->setDataByName("unknown3b", 3991404383);// 63182 3991404383
  4152. packet->setDataByName("unknown3c", 4278189967);// 63182 4278189967
  4153. packet->setDataByName("unknown2a", 8);// 63182
  4154. packet->setDataByName("unknown2b", 8);// 63182
  4155. }
  4156. else{
  4157. //packet->setDataByName("unknown3", 872447025,0);//63181
  4158. //packet->setDataByName("unknown3", 3085434875,1);// 63181
  4159. //packet->setDataByName("unknown3", 2147483633,2);// 63181
  4160. }
  4161. packet->setDataByName("year", world.GetWorldTimeStruct()->year);
  4162. packet->setDataByName("month", world.GetWorldTimeStruct()->month);
  4163. packet->setDataByName("day", world.GetWorldTimeStruct()->day);
  4164. packet->setDataByName("hour", world.GetWorldTimeStruct()->hour);
  4165. packet->setDataByName("minute", world.GetWorldTimeStruct()->minute);
  4166. packet->setDataByName("unknown", 0);
  4167. packet->setDataByName("unknown7", 1);
  4168. packet->setDataByName("unknown7", 1, 1);
  4169. packet->setDataByName("unknown9", 13);
  4170. //packet->setDataByName("unknown10", 25188959);4294967295
  4171. //packet->setDataByName("unknown10", 25190239);
  4172. packet->setDataByName("unknown10", 25191524);//25191524
  4173. packet->setDataByName("unknown10b", 1);
  4174. 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
  4175. packet->setDataByName("num_adv", 9);
  4176. packet->setArrayDataByName("adv_name", "adv02_dun_drowned_caverns", 0);
  4177. packet->setArrayDataByName("adv_id", 6, 0);
  4178. packet->setArrayDataByName("adv_name", "adv02_dun_sundered_splitpaw_hub", 1);
  4179. packet->setArrayDataByName("adv_id", 5, 1);
  4180. packet->setArrayDataByName("adv_name", "exp03_rgn_butcherblock", 2);
  4181. packet->setArrayDataByName("adv_id", 8, 2);
  4182. packet->setArrayDataByName("adv_name", "exp03_rgn_greater_faydark", 3);
  4183. packet->setArrayDataByName("adv_id", 7, 3);
  4184. packet->setArrayDataByName("adv_name", "mod01_dun_crypt_of_thaen", 4);
  4185. packet->setArrayDataByName("adv_id", 3, 4);
  4186. packet->setArrayDataByName("adv_name", "mod01_dun_tombs_of_night", 5);
  4187. packet->setArrayDataByName("adv_id", 4, 5);
  4188. packet->setArrayDataByName("adv_name", "nektulos_mini01", 6);
  4189. packet->setArrayDataByName("adv_id", 0, 6);
  4190. packet->setArrayDataByName("adv_name", "nektulos_mini02", 7);
  4191. packet->setArrayDataByName("adv_id", 1, 7);
  4192. packet->setArrayDataByName("adv_name", "nektulos_mini03", 8);
  4193. packet->setArrayDataByName("adv_id", 2, 8);
  4194. LogWrite(MISC__TODO, 0, "TODO", "Put cl_ client commands back in variables (not Rules) so they can be dynamically maintained");
  4195. vector<Variable*>* variables = world.GetClientVariables();
  4196. packet->setArrayLengthByName("num_client_setup", variables->size());
  4197. for(int i=variables->size()-1;i>=0;i--)
  4198. packet->setArrayDataByName("client_cmds", variables->at(i)->GetNameValuePair().c_str(), i);
  4199. // For AoM clients so item link work
  4200. if (client->GetVersion() >= 60114)
  4201. packet->setArrayDataByName("client_cmds", "chat_linkbrackets_item 1", variables->size());
  4202. safe_delete(variables);
  4203. //packet->setDataByName("unknown8", ); story?
  4204. // AA Tabs for 1193+ clients
  4205. if (client->GetVersion() >= 1193) {
  4206. packet->setArrayLengthByName("tab_count", 48);
  4207. int8 i = 0;
  4208. packet->setArrayDataByName("tab_index", i, i);
  4209. packet->setArrayDataByName("tab_name", ":es24a58bd8fcaac8c2:All", i);
  4210. i++;
  4211. packet->setArrayDataByName("tab_index", i, i);
  4212. packet->setArrayDataByName("tab_name", ":410385c727bd47a6:Racial Innate", i);
  4213. i++;
  4214. packet->setArrayDataByName("tab_index", i, i);
  4215. packet->setArrayDataByName("tab_name", ":410385c75a96e23c:Tradeskill Advancement", i);
  4216. i++;
  4217. packet->setArrayDataByName("tab_index", i, i);
  4218. packet->setArrayDataByName("tab_name", ":410385c744f1fd99:Focus Effects", i);
  4219. i++;
  4220. packet->setArrayDataByName("tab_index", i, i);
  4221. packet->setArrayDataByName("tab_name", ":410385c71edd2a66:Heroic", i);
  4222. i++;
  4223. packet->setArrayDataByName("tab_index", i, i);
  4224. packet->setArrayDataByName("tab_name", ":410385c76ee6239f:Shadows", i);
  4225. i++;
  4226. packet->setArrayDataByName("tab_index", i, i);
  4227. packet->setArrayDataByName("tab_name", ":410385c7e678b977:Prestige", i);
  4228. i++;
  4229. packet->setArrayDataByName("tab_index", i, i);
  4230. packet->setArrayDataByName("tab_name", ":410385c77ee422d7:Animalist", i);
  4231. i++;
  4232. packet->setArrayDataByName("tab_index", i, i);
  4233. packet->setArrayDataByName("tab_name", ":410385c7f165af77:Bard", i);
  4234. i++;
  4235. packet->setArrayDataByName("tab_index", i, i);
  4236. packet->setArrayDataByName("tab_name", ":410385c7421b9375:Brawler", i);
  4237. i++;
  4238. packet->setArrayDataByName("tab_index", i, i);
  4239. packet->setArrayDataByName("tab_name", ":410385c7a03ae7d1:Cleric", i);
  4240. i++;
  4241. packet->setArrayDataByName("tab_index", i, i);
  4242. packet->setArrayDataByName("tab_name", ":410385c7c9605e9f:Crusader", i);
  4243. i++;
  4244. packet->setArrayDataByName("tab_index", i, i);
  4245. packet->setArrayDataByName("tab_name", ":410385c7f9424168:Druid", i);
  4246. i++;
  4247. packet->setArrayDataByName("tab_index", i, i);
  4248. packet->setArrayDataByName("tab_name", ":410385c79cb9556c:Enchanter", i);
  4249. i++;
  4250. packet->setArrayDataByName("tab_index", i, i);
  4251. packet->setArrayDataByName("tab_name", ":410385c70c8b6aa4:Predator", i);
  4252. i++;
  4253. packet->setArrayDataByName("tab_index", i, i);
  4254. packet->setArrayDataByName("tab_name", ":410385c73a43b6dd:Rogue", i);
  4255. i++;
  4256. packet->setArrayDataByName("tab_index", i, i);
  4257. packet->setArrayDataByName("tab_name", ":410385c759fe7d15:Sorcerer", i);
  4258. i++;
  4259. packet->setArrayDataByName("tab_index", i, i);
  4260. packet->setArrayDataByName("tab_name", ":410385c7ad610aca:Summoner", i);
  4261. i++;
  4262. packet->setArrayDataByName("tab_index", i, i);
  4263. packet->setArrayDataByName("tab_name", ":410385c71e056728:Warrior", i);
  4264. i++;
  4265. packet->setArrayDataByName("tab_index", i, i);
  4266. packet->setArrayDataByName("tab_name", ":410385c7ba864c0b:Assassin", i);
  4267. i++;
  4268. packet->setArrayDataByName("tab_index", i, i);
  4269. packet->setArrayDataByName("tab_name", ":410385c7b8116aad:Beastlord", i);
  4270. i++;
  4271. packet->setArrayDataByName("tab_index", i, i);
  4272. packet->setArrayDataByName("tab_name", ":410385c7f53feb7b:Berserker", i);
  4273. i++;
  4274. packet->setArrayDataByName("tab_index", i, i);
  4275. packet->setArrayDataByName("tab_name", ":410385c73d8a70e2:Brigand", i);
  4276. i++;
  4277. packet->setArrayDataByName("tab_index", i, i);
  4278. packet->setArrayDataByName("tab_name", ":410385c770c766d6:Bruiser", i);
  4279. i++;
  4280. packet->setArrayDataByName("tab_index", i, i);
  4281. packet->setArrayDataByName("tab_name", ":410385c79226984b:Coercer", i);
  4282. i++;
  4283. packet->setArrayDataByName("tab_index", i, i);
  4284. packet->setArrayDataByName("tab_name", ":410385c70c58bb30:Conjurer", i);
  4285. i++;
  4286. packet->setArrayDataByName("tab_index", i, i);
  4287. packet->setArrayDataByName("tab_name", ":410385c73dfe68d0:Defiler", i);
  4288. i++;
  4289. packet->setArrayDataByName("tab_index", i, i);
  4290. packet->setArrayDataByName("tab_name", ":410385c792919a6b:Dirge", i);
  4291. i++;
  4292. packet->setArrayDataByName("tab_index", i, i);
  4293. packet->setArrayDataByName("tab_name", ":410385c7062e5f55:Fury", i);
  4294. i++;
  4295. packet->setArrayDataByName("tab_index", i, i);
  4296. packet->setArrayDataByName("tab_name", ":410385c762c1fdfc:Guardian", i);
  4297. i++;
  4298. packet->setArrayDataByName("tab_index", i, i);
  4299. packet->setArrayDataByName("tab_name", ":410385c78addfbf4:Illusionist", i);
  4300. i++;
  4301. packet->setArrayDataByName("tab_index", i, i);
  4302. packet->setArrayDataByName("tab_name", ":410385c7ece054a7:Inquisitor", i);
  4303. i++;
  4304. packet->setArrayDataByName("tab_index", i, i);
  4305. packet->setArrayDataByName("tab_name", ":410385c7d550d2e7:Monk", i);
  4306. i++;
  4307. packet->setArrayDataByName("tab_index", i, i);
  4308. packet->setArrayDataByName("tab_name", ":410385c743cfeaa2:Mystic", i);
  4309. i++;
  4310. packet->setArrayDataByName("tab_index", i, i);
  4311. packet->setArrayDataByName("tab_name", ":410385c7f63c9c8c:Necromancer", i);
  4312. i++;
  4313. packet->setArrayDataByName("tab_index", i, i);
  4314. packet->setArrayDataByName("tab_name", ":410385c70c5de0ae:Paladin", i);
  4315. i++;
  4316. packet->setArrayDataByName("tab_index", i, i);
  4317. packet->setArrayDataByName("tab_name", ":410385c79bc97b3a:Ranger", i);
  4318. i++;
  4319. packet->setArrayDataByName("tab_index", i, i);
  4320. packet->setArrayDataByName("tab_name", ":410385c78fbd2256:Shadowknight", i);
  4321. i++;
  4322. packet->setArrayDataByName("tab_index", i, i);
  4323. packet->setArrayDataByName("tab_name", ":410385c7781cc625:Shaman", i);
  4324. i++;
  4325. packet->setArrayDataByName("tab_index", i, i);
  4326. packet->setArrayDataByName("tab_name", ":410385c77eecdcdb:Swashbuckler", i);
  4327. i++;
  4328. packet->setArrayDataByName("tab_index", i, i);
  4329. packet->setArrayDataByName("tab_name", ":410385c7648d181e:Templar", i);
  4330. i++;
  4331. packet->setArrayDataByName("tab_index", i, i);
  4332. packet->setArrayDataByName("tab_name", ":410385c78df47d77:Troubador", i);
  4333. i++;
  4334. packet->setArrayDataByName("tab_index", i, i);
  4335. packet->setArrayDataByName("tab_name", ":410385c7c78ce0b8:Warden", i);
  4336. i++;
  4337. packet->setArrayDataByName("tab_index", i, i);
  4338. packet->setArrayDataByName("tab_name", ":410385c76290dcfa:Warlock", i);
  4339. i++;
  4340. packet->setArrayDataByName("tab_index", i, i);
  4341. packet->setArrayDataByName("tab_name", ":410385c7d1d52cf5:Wizard", i);
  4342. i++;
  4343. packet->setArrayDataByName("tab_index", i, i);
  4344. packet->setArrayDataByName("tab_name", ":410385c71c8f6f4d:Shaper", i);
  4345. i++;
  4346. packet->setArrayDataByName("tab_index", i, i);
  4347. packet->setArrayDataByName("tab_name", ":410385c72f6e354d:Channeler", i);
  4348. i++;
  4349. packet->setArrayDataByName("tab_index", i, i);
  4350. packet->setArrayDataByName("tab_name", ":410385c7df8bd37d:Dragon", i);
  4351. }
  4352. packet->setDataByName("unknown_mj", 1);//int8
  4353. packet->setDataByName("unknown_mj1", 335544320);//int32
  4354. packet->setDataByName("unknown_mj2", 4);//int32
  4355. packet->setDataByName("unknown_mj3", 3962504088);//int32
  4356. packet->setDataByName("unknown_mj4", 3985947216);//int32
  4357. packet->setDataByName("unknown_mj5", 1);//int32
  4358. packet->setDataByName("unknown_mj6", 386);//int32
  4359. packet->setDataByName("unknown_mj7", 4294967295);//int32
  4360. packet->setDataByName("unknown_mj8", 2716312211);//int32
  4361. packet->setDataByName("unknown_mj9", 1774338333);//int32
  4362. packet->setDataByName("unknown_mj10", 1);//int32
  4363. packet->setDataByName("unknown_mj11", 391);//int32
  4364. packet->setDataByName("unknown_mj12", 4294967295);//int32
  4365. packet->setDataByName("unknown_mj13", 3168965163);//int32
  4366. packet->setDataByName("unknown_mj14", 4117025286);//int32
  4367. packet->setDataByName("unknown_mj15", 1);//int32
  4368. packet->setDataByName("unknown_mj16", 394);//int32
  4369. packet->setDataByName("unknown_mj17", 4294967295);//int32
  4370. packet->setDataByName("unknown_mj18", 1790669110);//int32
  4371. packet->setDataByName("unknown_mj19", 107158108);//int32
  4372. packet->setDataByName("unknown_mj20", 1);//int32
  4373. packet->setDataByName("unknown_mj21", 393);//int32
  4374. packet->setDataByName("unknown_mj22", 4294967295);//int32
  4375. EQ2Packet* outapp = packet->serialize();
  4376. //packet->PrintPacket();
  4377. //DumpPacket(outapp);
  4378. safe_delete(packet);
  4379. return outapp;
  4380. }
  4381. void ZoneServer::SendUpdateDefaultCommand(Spawn* spawn, const char* command, float distance){
  4382. Client* client = 0;
  4383. PacketStruct* packet = 0;
  4384. vector<Client*>::iterator client_itr;
  4385. MClientList.readlock(__FUNCTION__, __LINE__);
  4386. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4387. client = *client_itr;
  4388. if(client && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && client->GetPlayer()->WasSpawnRemoved(spawn) == false){
  4389. packet = configReader.getStruct("WS_SetDefaultCommand", client->GetVersion());
  4390. if(packet){
  4391. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  4392. packet->setMediumStringByName("command_name", command);
  4393. packet->setDataByName("distance", distance);
  4394. client->QueuePacket(packet->serialize());
  4395. safe_delete(packet);
  4396. }
  4397. }
  4398. spawn->SetPrimaryCommand(command, command, distance);
  4399. }
  4400. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4401. }
  4402. void ZoneServer::CheckPlayerProximity(Spawn* spawn, Client* client){
  4403. if(player_proximities.count(spawn->GetID()) > 0){
  4404. PlayerProximity* prox = player_proximities.Get(spawn->GetID());
  4405. 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){
  4406. prox->clients_in_proximity[client] = true;
  4407. CallSpawnScript(spawn, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), prox->in_range_lua_function.c_str());
  4408. }
  4409. 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){
  4410. if(prox->leaving_range_lua_function.length() > 0)
  4411. CallSpawnScript(spawn, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), prox->leaving_range_lua_function.c_str());
  4412. prox->clients_in_proximity.erase(client);
  4413. }
  4414. }
  4415. }
  4416. void ZoneServer::AddPlayerProximity(Spawn* spawn, float distance, string in_range_function, string leaving_range_function){
  4417. RemovePlayerProximity(spawn);
  4418. PlayerProximity* prox = new PlayerProximity;
  4419. prox->distance = distance;
  4420. prox->in_range_lua_function = in_range_function;
  4421. prox->leaving_range_lua_function = leaving_range_function;
  4422. player_proximities.Put(spawn->GetID(), prox);
  4423. }
  4424. void ZoneServer::RemovePlayerProximity(Client* client){
  4425. PlayerProximity* prox = 0;
  4426. MutexMap<int32, PlayerProximity*>::iterator itr = player_proximities.begin();
  4427. while(itr.Next()){
  4428. prox = itr->second;
  4429. if(prox->clients_in_proximity.count(client) > 0)
  4430. prox->clients_in_proximity.erase(client);
  4431. }
  4432. }
  4433. void ZoneServer::RemovePlayerProximity(Spawn* spawn, bool all){
  4434. if(all){
  4435. MutexMap<int32, PlayerProximity*>::iterator itr = player_proximities.begin();
  4436. while(itr.Next()){
  4437. player_proximities.erase(itr->first, false, true, 10000);
  4438. }
  4439. }
  4440. else if(player_proximities.count(spawn->GetID()) > 0){
  4441. player_proximities.erase(spawn->GetID(), false, true, 10000);
  4442. }
  4443. }
  4444. void ZoneServer::AddLocationProximity(float x, float y, float z, float max_variation, string in_range_function, string leaving_range_function) {
  4445. LocationProximity* prox = new LocationProximity;
  4446. prox->x = x;
  4447. prox->y = y;
  4448. prox->z = z;
  4449. prox->max_variation = max_variation;
  4450. prox->in_range_lua_function = in_range_function;
  4451. prox->leaving_range_lua_function = leaving_range_function;
  4452. location_proximities.Add(prox);
  4453. }
  4454. void ZoneServer::CheckLocationProximity() {
  4455. const char* zone_script = world.GetZoneScript(this->GetZoneID());
  4456. if (!zone_script)
  4457. return;
  4458. if (location_proximities.size() > 0 && connected_clients.size() > 0) {
  4459. Client* client = 0;
  4460. MutexList<Client*>::iterator iterator = connected_clients.begin();
  4461. while(iterator.Next()){
  4462. client = iterator->value;
  4463. if (client->IsConnected() && client->IsReadyForSpawns() && !client->IsZoning()) {
  4464. try {
  4465. MutexList<LocationProximity*>::iterator itr = location_proximities.begin();
  4466. LocationProximity* prox = 0;
  4467. while(itr.Next()){
  4468. prox = itr->value;
  4469. bool in_range = false;
  4470. float char_x = client->GetPlayer()->GetX();
  4471. float char_y = client->GetPlayer()->GetY();
  4472. float char_z = client->GetPlayer()->GetZ();
  4473. float x = prox->x;
  4474. float y = prox->y;
  4475. float z = prox->z;
  4476. float max_variation = prox->max_variation;
  4477. float total_diff = 0;
  4478. float diff = x - char_x; //Check X
  4479. if(diff < 0)
  4480. diff *= -1;
  4481. if(diff <= max_variation) {
  4482. total_diff += diff;
  4483. diff = z - char_z; //Check Z (we check Z first because it is far more likely to be a much greater variation than y)
  4484. if(diff < 0)
  4485. diff *= -1;
  4486. if(diff <= max_variation) {
  4487. total_diff += diff;
  4488. if(total_diff <= max_variation) { //Check Total
  4489. diff = y - char_y; //Check Y
  4490. if(diff < 0)
  4491. diff *= -1;
  4492. if(diff <= max_variation) {
  4493. total_diff += diff;
  4494. if(total_diff <= max_variation) {
  4495. in_range = true;
  4496. if(lua_interface && prox->in_range_lua_function.length() > 0 && prox->clients_in_proximity.count(client) == 0) { //Check Total
  4497. prox->clients_in_proximity[client] = true;
  4498. lua_interface->RunZoneScript(zone_script, prox->in_range_lua_function.c_str(), this, client->GetPlayer());
  4499. }
  4500. }
  4501. }
  4502. }
  4503. }
  4504. }
  4505. if (!in_range) {
  4506. if(lua_interface && prox->leaving_range_lua_function.length() > 0 && prox->clients_in_proximity.count(client) > 0) {
  4507. lua_interface->RunZoneScript(zone_script, prox->leaving_range_lua_function.c_str(), this, client->GetPlayer());
  4508. prox->clients_in_proximity.erase(client);
  4509. }
  4510. }
  4511. }
  4512. }
  4513. catch (...) {
  4514. LogWrite(ZONE__ERROR, 0, "Zone", "Except caught in ZoneServer::CheckLocationProximity");
  4515. return;
  4516. }
  4517. }
  4518. }
  4519. }
  4520. }
  4521. void ZoneServer::CheckLocationGrids() {
  4522. if (connected_clients.size() > 0 && location_grids.size() > 0) {
  4523. MutexList<Client*>::iterator client_itr = connected_clients.begin();
  4524. while (client_itr.Next()) {
  4525. Client* client = client_itr.value;
  4526. if (!client)
  4527. continue;
  4528. Player* player = client->GetPlayer();
  4529. float x = player->GetX();
  4530. float y = player->GetY();
  4531. float z = player->GetZ();
  4532. int32 grid_id = player->appearance.pos.grid_id;
  4533. MutexList<LocationGrid*>::iterator location_grid_itr = location_grids.begin();
  4534. while (location_grid_itr.Next()) {
  4535. LocationGrid* grid = location_grid_itr.value;
  4536. if (grid->locations.size() > 0 || /*(grid->grid_id == grid_id ||*/ grid->players.count(player) > 0) {
  4537. float x_small = 0;
  4538. float x_large = 0;
  4539. float y_small = 0;
  4540. float y_large = 0;
  4541. float z_small = 0;
  4542. float z_large = 0;
  4543. bool first = true;
  4544. bool in_grid = false;
  4545. MutexList<Location*>::iterator location_itr = grid->locations.begin();
  4546. while (location_itr.Next()) {
  4547. Location* location = location_itr.value;
  4548. if (first) {
  4549. x_small = location->x;
  4550. x_large = location->x;
  4551. if (grid->include_y) {
  4552. y_small = location->y;
  4553. y_large = location->y;
  4554. }
  4555. z_small = location->z;
  4556. z_large = location->z;
  4557. first = false;
  4558. }
  4559. else {
  4560. if (location->x < x_small)
  4561. x_small = location->x;
  4562. else if (location->x > x_large)
  4563. x_large = location->x;
  4564. if (grid->include_y) {
  4565. if (location->y < y_small)
  4566. y_small = location->y;
  4567. else if (location->y > y_large)
  4568. y_large = location->y;
  4569. }
  4570. if (location->z < z_small)
  4571. z_small = location->z;
  4572. else if (location->z > z_large)
  4573. z_large = location->z;
  4574. }
  4575. }
  4576. if (grid->include_y && (x >= x_small && x <= x_large && y >= y_small && y <= y_large && z >= z_small && z <= z_large))
  4577. in_grid = true;
  4578. else if (x >= x_small && x <= x_large && z >= z_small && z <= z_large)
  4579. in_grid = true;
  4580. if (in_grid && grid->players.count(player) == 0) {
  4581. grid->players.Put(player, true);
  4582. bool show_enter_location_popup = true;
  4583. bool discovery_enabled = rule_manager.GetGlobalRule(R_World, EnablePOIDiscovery)->GetBool();
  4584. if( grid->discovery && discovery_enabled && !player->DiscoveredLocation(grid->id) )
  4585. {
  4586. // check if player has already discovered this location
  4587. // if not, process new discovery
  4588. char tmp[200] = {0};
  4589. sprintf(tmp, "\\#FFE400You have discovered\12\\#FFF283%s", grid->name.c_str());
  4590. client->SendPopupMessage(11, tmp, "ui_discovery", 2.25, 0xFF, 0xFF, 0xFF);
  4591. LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' discovered location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id);
  4592. player->UpdatePlayerHistory(HISTORY_TYPE_DISCOVERY, HISTORY_SUBTYPE_LOCATION, grid->id);
  4593. show_enter_location_popup = false;
  4594. // else, print standard location entry
  4595. }
  4596. if( show_enter_location_popup )
  4597. {
  4598. LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' entering location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id);
  4599. client->SendPopupMessage(10, grid->name.c_str(), 0, 2.5, 255, 255, 0);
  4600. }
  4601. }
  4602. else if (!in_grid && grid->players.count(player) > 0) {
  4603. LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' leaving location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id);
  4604. grid->players.erase(player);
  4605. }
  4606. }
  4607. }
  4608. }
  4609. }
  4610. }
  4611. // Called from a command (client, main zone thread) and the main zone thread
  4612. // so no need for a mutex container
  4613. void ZoneServer::AddLocationGrid(LocationGrid* grid) {
  4614. if (grid)
  4615. location_grids.Add(grid);
  4616. }
  4617. void ZoneServer::RemoveLocationGrids() {
  4618. MutexList<LocationGrid*>::iterator itr = location_grids.begin();
  4619. while (itr.Next())
  4620. itr.value->locations.clear(true);
  4621. location_grids.clear(true);
  4622. }
  4623. void ZoneServer::RemoveSpellTimersFromSpawn(Spawn* spawn, bool remove_all, bool delete_recast){
  4624. if(spellProcess)
  4625. spellProcess->RemoveSpellTimersFromSpawn(spawn, remove_all, delete_recast);
  4626. }
  4627. void ZoneServer::Interrupted(Entity* caster, Spawn* interruptor, int16 error_code, bool cancel, bool from_movement){
  4628. if(spellProcess)
  4629. spellProcess->Interrupted(caster, interruptor, error_code, cancel, from_movement);
  4630. }
  4631. Spell* ZoneServer::GetSpell(Entity* caster){
  4632. Spell* spell = 0;
  4633. if(spellProcess)
  4634. spell = spellProcess->GetSpell(caster);
  4635. return spell;
  4636. }
  4637. void ZoneServer::ProcessSpell(Spell* spell, Entity* caster, Spawn* target, bool lock, bool harvest_spell){
  4638. if(spellProcess)
  4639. spellProcess->ProcessSpell(this, spell, caster, target, lock, harvest_spell);
  4640. }
  4641. void ZoneServer::ProcessEntityCommand(EntityCommand* entity_command, Entity* caster, Spawn* target, bool lock) {
  4642. if (spellProcess)
  4643. spellProcess->ProcessEntityCommand(this, entity_command, caster, target, lock);
  4644. }
  4645. void ZoneServer::RemoveSpawnSupportFunctions(Spawn* spawn) {
  4646. if(!spawn)
  4647. return;
  4648. LogWrite(ZONE__DEBUG, 7, "Zone", "Processing RemoveSpawnSupportFunctions...");
  4649. if(spawn->IsEntity())
  4650. RemoveSpellTimersFromSpawn((Entity*)spawn, true);
  4651. RemoveDamagedSpawn(spawn);
  4652. spawn->SendSpawnChanges(false);
  4653. RemoveChangedSpawn(spawn);
  4654. // Everything inside this if will be nuked during a reload in other spots, no need to do it twice
  4655. if (!reloading) {
  4656. RemoveDeadEnemyList(spawn);
  4657. spawn->changed = true;
  4658. spawn->info_changed = true;
  4659. spawn->vis_changed = true;
  4660. spawn->position_changed = true;
  4661. SendSpawnChanges(spawn);
  4662. if (spawn->GetSpawnGroupID() > 0) {
  4663. int32 group_id = spawn->GetSpawnGroupID();
  4664. spawn->RemoveSpawnFromGroup();
  4665. if (spawn_group_map.count(group_id) > 0)
  4666. spawn_group_map.Get(group_id).Remove(spawn->GetID());
  4667. }
  4668. if (!spawn->IsPlayer()) {
  4669. if(quick_database_id_lookup.count(spawn->GetDatabaseID()) > 0)
  4670. quick_database_id_lookup.erase(spawn->GetDatabaseID());
  4671. }
  4672. RemoveHeadingTimer(spawn);
  4673. DeleteSpawnScriptTimers(spawn);
  4674. RemovePlayerProximity(spawn);
  4675. }
  4676. // We don't use RemoveMovementNPC() here as it caused a hell of a delay during reloads
  4677. // instead we remove it from the list directly
  4678. if (spawn->IsNPC())
  4679. movement_spawns.erase(spawn->GetID());
  4680. }
  4681. void ZoneServer::HandleEmote(Client* originator, string name) {
  4682. if (!originator) {
  4683. LogWrite(ZONE__ERROR, 0, "Zone", "HandleEmote called with an invalid client");
  4684. return;
  4685. }
  4686. Client* client = 0;
  4687. Emote* emote = visual_states.FindEmote(name);
  4688. if(!emote){
  4689. 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());
  4690. return;
  4691. }
  4692. PacketStruct* packet = 0;
  4693. char* emoteResponse = 0;
  4694. vector<Client*>::iterator client_itr;
  4695. MClientList.readlock(__FUNCTION__, __LINE__);
  4696. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4697. client = *client_itr;
  4698. if(!client || (client && client->GetPlayer()->IsIgnored(originator->GetPlayer()->GetName())))
  4699. continue;
  4700. packet = configReader.getStruct("WS_CannedEmote", client->GetVersion());
  4701. if(packet){
  4702. packet->setDataByName("spawn_id" , client->GetPlayer()->GetIDWithPlayerSpawn(originator->GetPlayer()));
  4703. if(!emoteResponse){
  4704. string message;
  4705. if(originator->GetPlayer()->GetTarget() && originator->GetPlayer()->GetTarget()->GetID() != originator->GetPlayer()->GetID()){
  4706. message = emote->GetTargetedMessageString();
  4707. if(message.find("%t") < 0xFFFFFFFF)
  4708. message.replace(message.find("%t"), 2, originator->GetPlayer()->GetTarget()->GetName());
  4709. }
  4710. if(message.length() == 0)
  4711. message = emote->GetMessageString();
  4712. if(message.find("%g1") < 0xFFFFFFFF){
  4713. if(originator->GetPlayer()->GetGender() == 1)
  4714. message.replace(message.find("%g1"), 3, "his");
  4715. else
  4716. message.replace(message.find("%g1"), 3, "her");
  4717. }
  4718. if(message.find("%g2") < 0xFFFFFFFF){
  4719. if(originator->GetPlayer()->GetGender() == 1)
  4720. message.replace(message.find("%g2"), 3, "him");
  4721. else
  4722. message.replace(message.find("%g2"), 3, "her");
  4723. }
  4724. if(message.find("%g3") < 0xFFFFFFFF){
  4725. if(originator->GetPlayer()->GetGender() == 1)
  4726. message.replace(message.find("%g3"), 3, "he");
  4727. else
  4728. message.replace(message.find("%g3"), 3, "she");
  4729. }
  4730. if(message.length() > 0){
  4731. emoteResponse = new char[message.length() + strlen(originator->GetPlayer()->GetName()) + 10];
  4732. sprintf(emoteResponse,"%s %s", originator->GetPlayer()->GetName(), message.c_str());
  4733. }
  4734. else{
  4735. originator->Message(CHANNEL_COLOR_YELLOW, "%s is not properly configured, be sure to submit a /bug report.", name.c_str());
  4736. safe_delete(packet);
  4737. break;
  4738. }
  4739. }
  4740. packet->setMediumStringByName("emote_msg", emoteResponse);
  4741. packet->setDataByName("anim_type", emote->GetVisualState());
  4742. client->QueuePacket(packet->serialize());
  4743. safe_delete(packet);
  4744. safe_delete_array(emoteResponse);
  4745. }
  4746. }
  4747. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4748. }
  4749. void ZoneServer::SetupInstance(int32 createdInstanceID) {
  4750. if ( createdInstanceID == 0 ) // if this happens that isn't good!
  4751. instanceID = ++MinInstanceID;
  4752. else // db should pass the good ID
  4753. instanceID = createdInstanceID;
  4754. }
  4755. void ZoneServer::RemoveDeadSpawn(Spawn* spawn){
  4756. AddDeadSpawn(spawn, 0);
  4757. }
  4758. void ZoneServer::AddDeadSpawn(Spawn* spawn, int32 timer){
  4759. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  4760. if (dead_spawns.count(spawn->GetID()) > 0)
  4761. dead_spawns[spawn->GetID()] = Timer::GetCurrentTime2() + timer;
  4762. else if(timer != 0xFFFFFFFF)
  4763. dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + timer));
  4764. else{
  4765. if(spawn->IsEntity() && ((Entity*)spawn)->HasLoot()){
  4766. dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + (15000 * spawn->GetLevel() + 240000)));
  4767. SendUpdateDefaultCommand(spawn, "loot", 10);
  4768. }
  4769. else
  4770. dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + 10000));
  4771. }
  4772. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  4773. }
  4774. void ZoneServer::WritePlayerStatistics() {
  4775. MutexList<Client*>::iterator client_itr = connected_clients.begin();
  4776. while(client_itr.Next())
  4777. client_itr->value->GetPlayer()->WritePlayerStatistics();
  4778. }
  4779. bool ZoneServer::SendRadiusSpawnInfo(Client* client, float radius) {
  4780. if (!client)
  4781. return false;
  4782. Spawn* spawn = 0;
  4783. bool ret = false;
  4784. map<int32, Spawn*>::iterator itr;
  4785. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4786. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4787. spawn = itr->second;
  4788. if (spawn && spawn != client->GetPlayer() && !spawn->IsPlayer() && spawn->GetDistance(client->GetPlayer()) <= radius) {
  4789. const char* type = "NPC";
  4790. const char* specialTypeID = "N/A";
  4791. int32 specialID = 0, spawnEntryID = spawn->GetSpawnEntryID();
  4792. if (spawn->IsObject())
  4793. {
  4794. Object* obj = (Object*)spawn;
  4795. specialID = obj->GetID();
  4796. specialTypeID = "GetID";
  4797. type = "Object";
  4798. }
  4799. else if (spawn->IsSign())
  4800. {
  4801. Sign* sign = (Sign*)spawn;
  4802. specialID = sign->GetWidgetID();
  4803. specialTypeID = "WidgetID";
  4804. type = "Sign";
  4805. }
  4806. else if (spawn->IsWidget())
  4807. {
  4808. Widget* widget = (Widget*)spawn;
  4809. specialID = widget->GetWidgetID();
  4810. specialTypeID = "WidgetID";
  4811. if ( specialID == 0xFFFFFFFF )
  4812. specialTypeID = "WidgetID(spawn_widgets entry missing)";
  4813. type = "Widget";
  4814. }
  4815. else if (spawn->IsGroundSpawn())
  4816. {
  4817. GroundSpawn* gs = (GroundSpawn*)spawn;
  4818. specialID = gs->GetGroundSpawnEntryID();
  4819. specialTypeID = "GroundSpawnEntryID";
  4820. type = "GroundSpawn";
  4821. }
  4822. client->Message(CHANNEL_COLOR_RED, "Name: %s (%s), Spawn Table ID: %u, %s: %u", spawn->GetName(), type, spawn->GetDatabaseID(), specialTypeID, specialID);
  4823. client->Message(CHANNEL_COLOR_RED, "Spawn Location ID: %u, Spawn Group ID: %u, SpawnEntryID: %u, Grid ID: %u", spawn->GetSpawnLocationID(), spawn->GetSpawnGroupID(), spawnEntryID, spawn->GetLocation());
  4824. client->Message(CHANNEL_COLOR_RED, "Respawn Time: %u (sec), X: %f, Y: %f, Z: %f Heading: %f", spawn->GetRespawnTime(), spawn->GetX(), spawn->GetY(), spawn->GetZ(), spawn->GetHeading());
  4825. client->Message(CHANNEL_COLOR_YELLOW, "=============================");
  4826. ret = true;
  4827. }
  4828. }
  4829. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4830. return ret;
  4831. }
  4832. void ZoneServer::AddPlayerTracking(Player* player) {
  4833. if (player && !player->GetIsTracking() && players_tracking.count(player->GetDatabaseID()) == 0) {
  4834. Client* client = GetClientBySpawn(player);
  4835. if (client) {
  4836. PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion());
  4837. if (packet) {
  4838. player->SetIsTracking(true);
  4839. players_tracking.Put(client->GetCharacterID(), player);
  4840. packet->setDataByName("mode", TRACKING_START);
  4841. packet->setDataByName("type", TRACKING_TYPE_ENTITIES);
  4842. client->QueuePacket(packet->serialize());
  4843. safe_delete(packet);
  4844. }
  4845. }
  4846. }
  4847. }
  4848. void ZoneServer::RemovePlayerTracking(Player* player, int8 mode) {
  4849. if (player && player->GetIsTracking()) {
  4850. Client* client = GetClientBySpawn(player);
  4851. if (client) {
  4852. PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion());
  4853. if (packet) {
  4854. player->SetIsTracking(false);
  4855. players_tracking.erase(client->GetCharacterID());
  4856. packet->setDataByName("mode", mode);
  4857. packet->setDataByName("type", TRACKING_TYPE_ENTITIES);
  4858. client->QueuePacket(packet->serialize());
  4859. safe_delete(packet);
  4860. }
  4861. }
  4862. }
  4863. }
  4864. void ZoneServer::ProcessTracking() {
  4865. MutexMap<int32, Player*>::iterator itr = players_tracking.begin();
  4866. while (itr.Next())
  4867. ProcessTracking(GetClientBySpawn(itr->second));
  4868. }
  4869. void ZoneServer::ProcessTracking(Client* client) {
  4870. if (!client)
  4871. return;
  4872. Player* player = client->GetPlayer();
  4873. if (player && player->GetIsTracking()) {
  4874. MutexMap<int32, Spawn*>::iterator spawn_itr;
  4875. PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion());
  4876. if (packet) {
  4877. packet->setDataByName("mode", TRACKING_UPDATE);
  4878. packet->setDataByName("type", TRACKING_TYPE_ENTITIES);
  4879. vector<TrackedSpawn*> spawns_tracked;
  4880. while (spawn_itr.Next()) {
  4881. Spawn* spawn = spawn_itr->second;
  4882. float distance = player->GetDistance(spawn);
  4883. if (spawn->IsEntity() && distance <= 80 && spawn != player) {
  4884. TrackedSpawn* ts = new TrackedSpawn;
  4885. ts->spawn = spawn;
  4886. ts->distance = distance;
  4887. /* Add spawns in ascending order from closest to furthest */
  4888. if (spawns_tracked.empty())
  4889. spawns_tracked.push_back(ts);
  4890. else {
  4891. vector<TrackedSpawn*>::iterator tracked_itr;
  4892. bool added = false;
  4893. for (tracked_itr = spawns_tracked.begin(); tracked_itr != spawns_tracked.end(); tracked_itr++) {
  4894. TrackedSpawn* cur_ts = *tracked_itr;
  4895. if (ts->distance <= cur_ts->distance) {
  4896. spawns_tracked.insert(tracked_itr, ts);
  4897. added = true;
  4898. break;
  4899. }
  4900. }
  4901. if (!added)
  4902. spawns_tracked.push_back(ts);
  4903. }
  4904. }
  4905. }
  4906. packet->setArrayLengthByName("num_spawns", spawns_tracked.size());
  4907. for (int32 i = 0; i < spawns_tracked.size(); i++) {
  4908. TrackedSpawn* ts = spawns_tracked[i];
  4909. LogWrite(ZONE__DEBUG, 0, "Zone", "%s (%f)", ts->spawn->GetName(), ts->distance);
  4910. packet->setArrayDataByName("spawn_id", player->GetIDWithPlayerSpawn(ts->spawn), i);
  4911. packet->setArrayDataByName("spawn_name", ts->spawn->GetName(), i);
  4912. if (ts->spawn->IsPlayer())
  4913. packet->setArrayDataByName("spawn_type", TRACKING_SPAWN_TYPE_PC, i);
  4914. else
  4915. packet->setArrayDataByName("spawn_type", TRACKING_SPAWN_TYPE_NPC, i);
  4916. packet->setArrayDataByName("spawn_con_color", player->GetArrowColor(ts->spawn->GetLevel()), i);
  4917. }
  4918. packet->setArrayLengthByName("num_array1", 0);
  4919. //for (int32 i = 0; i < spawns_tracked.size(); i++) {
  4920. //}
  4921. packet->setArrayLengthByName("num_spawns2", spawns_tracked.size());
  4922. for (int32 i = 0; i < spawns_tracked.size(); i++) {
  4923. TrackedSpawn* ts = spawns_tracked[i];
  4924. packet->setArrayDataByName("list_spawn_id", player->GetIDWithPlayerSpawn(ts->spawn), i);
  4925. packet->setArrayDataByName("list_number", i, i);
  4926. }
  4927. client->QueuePacket(packet->serialize());
  4928. safe_delete(packet);
  4929. for (int32 i = 0; i < spawns_tracked.size(); i++)
  4930. safe_delete(spawns_tracked[i]);
  4931. }
  4932. }
  4933. }
  4934. void ZoneServer::SendEpicMobDeathToGuild(Player* killer, Spawn* victim) {
  4935. if (killer && victim) {
  4936. LogWrite(MISC__TODO, 1, "TODO" , "Check if player is in raid\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  4937. if (killer->GetGroupMemberInfo()) {
  4938. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  4939. deque<GroupMemberInfo*>::iterator itr;
  4940. deque<GroupMemberInfo*>* members = world.GetGroupManager()->GetGroupMembers(killer->GetGroupMemberInfo()->group_id);
  4941. for (itr = members->begin(); itr != members->end(); itr++) {
  4942. GroupMemberInfo* gmi = *itr;
  4943. if (gmi->client) {
  4944. Player* group_member = gmi->client->GetPlayer();
  4945. if (group_member->GetGuild()) {
  4946. Guild* guild = group_member->GetGuild();
  4947. string message = Guild::GetEpicMobDeathMessage(group_member->GetName(), victim->GetName());
  4948. guild->AddNewGuildEvent(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str(), Timer::GetUnixTimeStamp());
  4949. guild->SendMessageToGuild(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str());
  4950. }
  4951. }
  4952. }
  4953. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  4954. }
  4955. else if (killer->GetGuild()) {
  4956. Guild* guild = killer->GetGuild();
  4957. string message = Guild::GetEpicMobDeathMessage(killer->GetName(), victim->GetName());
  4958. guild->AddNewGuildEvent(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str(), Timer::GetUnixTimeStamp());
  4959. guild->SendMessageToGuild(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str());
  4960. }
  4961. }
  4962. }
  4963. void ZoneServer::ProcessAggroChecks(Spawn* spawn) {
  4964. // If faction based combat is not allowed then no need to run the loops so just return out
  4965. if(!rule_manager.GetGlobalRule(R_Faction, AllowFactionBasedCombat)->GetBool())
  4966. return;
  4967. if (spawn && spawn->IsNPC() && spawn->Alive())
  4968. CheckEnemyList((NPC*)spawn);
  4969. }
  4970. void ZoneServer::SendUpdateTitles(Client *client, Title *suffix, Title *prefix) {
  4971. assert(client);
  4972. SendUpdateTitles(client->GetPlayer(), suffix, prefix);
  4973. }
  4974. void ZoneServer::SendUpdateTitles(Spawn *spawn, Title *suffix, Title *prefix) {
  4975. if (!spawn)
  4976. return;
  4977. vector<Client*>::iterator itr;
  4978. PacketStruct *packet;
  4979. Client* current_client;
  4980. MClientList.readlock(__FUNCTION__, __LINE__);
  4981. for (itr = clients.begin(); itr != clients.end(); itr++) {
  4982. current_client = *itr;
  4983. if (!(packet = configReader.getStruct("WS_UpdateTitle", current_client->GetVersion())))
  4984. break;
  4985. packet->setDataByName("player_id", current_client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  4986. packet->setDataByName("player_name", spawn->GetName());
  4987. packet->setDataByName("unknown1", 1, 1);
  4988. if(suffix)
  4989. packet->setDataByName("suffix_title", suffix->GetName());
  4990. else
  4991. packet->setDataByName("suffix_title", spawn->GetSuffixTitle());
  4992. if(prefix)
  4993. packet->setDataByName("prefix_title", prefix->GetName());
  4994. else
  4995. packet->setDataByName("prefix_title", spawn->GetPrefixTitle());
  4996. packet->setDataByName("last_name", spawn->GetLastName());
  4997. packet->setDataByName("sub_title", spawn->GetSubTitle());
  4998. current_client->QueuePacket(packet->serialize());
  4999. safe_delete(packet);
  5000. }
  5001. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5002. }
  5003. void ZoneServer::AddTransportSpawn(Spawn* spawn){
  5004. if(!spawn)
  5005. return;
  5006. MTransportSpawns.writelock(__FUNCTION__, __LINE__);
  5007. transport_spawns.push_back(spawn->GetID());
  5008. MTransportSpawns.releasewritelock(__FUNCTION__, __LINE__);
  5009. }
  5010. Spawn* ZoneServer::GetClosestTransportSpawn(float x, float y, float z){
  5011. Spawn* spawn = 0;
  5012. Spawn* closest_spawn = 0;
  5013. float closest_distance = 0.0;
  5014. MTransportSpawns.writelock(__FUNCTION__, __LINE__);
  5015. vector<int32>::iterator itr = transport_spawns.begin();
  5016. while(itr != transport_spawns.end()){
  5017. spawn = GetSpawnByID(*itr);
  5018. if(spawn){
  5019. if(closest_distance == 0.0){
  5020. closest_spawn = spawn;
  5021. closest_distance = spawn->GetDistance(x, y, z);
  5022. }
  5023. else if(spawn->GetDistance(x, y, z) < closest_distance){
  5024. closest_spawn = spawn;
  5025. closest_distance = spawn->GetDistance(x, y, z);
  5026. }
  5027. itr++;
  5028. }
  5029. else
  5030. itr = transport_spawns.erase(itr);
  5031. }
  5032. MTransportSpawns.releasewritelock(__FUNCTION__, __LINE__);
  5033. return closest_spawn;
  5034. }
  5035. void ZoneServer::SetRain(float val) {
  5036. rain = val;
  5037. vector<Client*>::iterator itr;
  5038. MClientList.readlock(__FUNCTION__, __LINE__);
  5039. for (itr = clients.begin(); itr != clients.end(); itr++) {
  5040. Client* client = *itr;
  5041. client->GetPlayer()->GetInfoStruct()->rain = val;
  5042. client->GetPlayer()->SetCharSheetChanged(true);
  5043. if( val >= 0.75 && !weather_signaled )
  5044. {
  5045. client->SimpleMessage(CHANNEL_COLOR_WHITE, "It starts to rain.");
  5046. }
  5047. else if( val < 0.75 && weather_signaled )
  5048. {
  5049. client->SimpleMessage(CHANNEL_COLOR_WHITE, "It stops raining.");
  5050. }
  5051. }
  5052. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5053. if (val >= 0.75 && !weather_signaled) {
  5054. weather_signaled = true;
  5055. ProcessSpawnConditional(SPAWN_CONDITIONAL_RAINING);
  5056. }
  5057. else if (val < 0.75 && weather_signaled) {
  5058. weather_signaled = false;
  5059. ProcessSpawnConditional(SPAWN_CONDITIONAL_NOT_RAINING);
  5060. }
  5061. }
  5062. void ZoneServer::SetWind(float val) {
  5063. vector<Client*>::iterator itr;
  5064. MClientList.readlock(__FUNCTION__, __LINE__);
  5065. for (itr = clients.begin(); itr != clients.end(); itr++) {
  5066. Client* client = *itr;
  5067. client->GetPlayer()->GetInfoStruct()->wind = val;
  5068. client->GetPlayer()->SetCharSheetChanged(true);
  5069. }
  5070. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5071. }
  5072. void ZoneServer::ProcessWeather()
  5073. {
  5074. // if the global rule to disable weather is set, or if the `weather_allowed` field in the zone record == 0, do not process weather
  5075. if( !weather_enabled || !isWeatherAllowed() )
  5076. return;
  5077. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Processing weather changes", zone_name);
  5078. float new_weather = 0;
  5079. float weather_offset = 0;
  5080. bool change_weather = false;
  5081. // check to see if it is time to change the weather according to weather_frequency (time between changes)
  5082. if( weather_last_changed_time <= (Timer::GetUnixTimeStamp() - weather_frequency) )
  5083. {
  5084. LogWrite(ZONE__DEBUG, 2, "Zone", "%s: Checking for weather changes", zone_name);
  5085. // reset last changed time (frequency check)
  5086. weather_last_changed_time = Timer::GetUnixTimeStamp();
  5087. // this is the chance a weather change occurs at all at the expired interval
  5088. int8 weather_random = MakeRandomInt(1, 100);
  5089. 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");
  5090. if( weather_random <= weather_change_chance )
  5091. {
  5092. change_weather = true;
  5093. weather_offset = weather_change_amount;
  5094. if( weather_type == 3 ) // chaotic weather patterns, random weather between min/max
  5095. {
  5096. new_weather = MakeRandomFloat(weather_min_severity, weather_max_severity);
  5097. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Chaotic weather severity changed to %.2f", zone_name, new_weather);
  5098. weather_pattern = 2;
  5099. }
  5100. else if( weather_type == 2 ) // random weather patterns, combination of normal + dynamic + max_offset
  5101. {
  5102. weather_offset = MakeRandomFloat(weather_change_amount, weather_dynamic_offset);
  5103. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Random weather severity changed by %.2f", zone_name, weather_offset);
  5104. int8 weather_alter = weather_change_chance / 10; // the divide is to prevent too many direction changes in a cycle
  5105. weather_random = MakeRandomInt(1, 100); // chance that the weather changes direction (weather_pattern)
  5106. if( weather_random <= weather_alter )
  5107. weather_pattern = ( weather_pattern == 0 ) ? 1 : 0;
  5108. }
  5109. else if( weather_type == 1 ) // dynamic weather patterns, weather may not reach min/max
  5110. {
  5111. int8 weather_alter = weather_change_chance / 10; // the divide is to prevent too many direction changes in a cycle
  5112. weather_random = MakeRandomInt(1, 100); // chance that the weather changes direction (weather_pattern)
  5113. if( weather_random <= weather_alter )
  5114. {
  5115. weather_pattern = ( weather_pattern == 0 ) ? 1 : 0;
  5116. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Dynamic weather pattern changed to %i", zone_name, weather_pattern);
  5117. }
  5118. }
  5119. else // normal weather patterns, weather starts at min, goes to max, then back down again
  5120. {
  5121. // do nothing (processed below)
  5122. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Normal weather severity changed by %.2f", zone_name, weather_offset);
  5123. }
  5124. // when all done, change the weather
  5125. if( change_weather )
  5126. {
  5127. if( weather_pattern == 1 )
  5128. {
  5129. // weather is getting worse, til it reaches weather_max_severity
  5130. new_weather = ( weather_current_severity <= weather_max_severity ) ? weather_current_severity + weather_offset : weather_max_severity;
  5131. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Increased weather severity by %.2f", zone_name, weather_offset);
  5132. if(new_weather > weather_max_severity)
  5133. {
  5134. new_weather = weather_max_severity - weather_offset;
  5135. weather_pattern = 0;
  5136. }
  5137. }
  5138. else if( weather_pattern == 0 )
  5139. {
  5140. // weather is clearing up, til it reaches weather_min_severity
  5141. new_weather = ( weather_current_severity >= weather_min_severity ) ? weather_current_severity - weather_offset : weather_min_severity;
  5142. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Decreased weather severity by %.2f", zone_name, weather_offset);
  5143. if(new_weather < weather_min_severity)
  5144. {
  5145. new_weather = weather_min_severity + weather_offset;
  5146. weather_pattern = 1;
  5147. }
  5148. }
  5149. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather change triggered from %.2f to %.2f", zone_name, weather_current_severity, new_weather);
  5150. this->SetRain(new_weather);
  5151. weather_current_severity = new_weather;
  5152. }
  5153. }
  5154. }
  5155. else
  5156. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Not time to change weather yet", zone_name);
  5157. }
  5158. void ZoneServer::HidePrivateSpawn(Spawn* spawn) {
  5159. if (!spawn->IsPrivateSpawn())
  5160. return;
  5161. Client* client = 0;
  5162. Player* player = 0;
  5163. PacketStruct* packet = 0;
  5164. MutexList<Client*>::iterator itr = connected_clients.begin();
  5165. while (itr->Next()) {
  5166. client = itr->value;
  5167. player = client->GetPlayer();
  5168. if (player->WasSentSpawn(spawn->GetID()) && !player->WasSpawnRemoved(spawn)) {
  5169. packet = configReader.getStruct("WS_DestroyGhostCmd", client->GetVersion());
  5170. SendRemoveSpawn(client, spawn, packet);
  5171. if(spawn_range_map.count(client) > 0)
  5172. spawn_range_map.Get(client)->erase(spawn->GetID());
  5173. if(player->GetTarget() == spawn)
  5174. player->SetTarget(0);
  5175. }
  5176. }
  5177. }
  5178. SpawnLocation* ZoneServer::GetSpawnLocation(int32 id) {
  5179. SpawnLocation* ret = 0;
  5180. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  5181. if (spawn_location_list.count(id) > 0)
  5182. ret = spawn_location_list[id];
  5183. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  5184. return ret;
  5185. }
  5186. void ZoneServer::PlayAnimation(Spawn* spawn, int32 visual_state, Spawn* spawn2, int8 hide_type){
  5187. Client* client = 0;
  5188. PacketStruct* packet = 0;
  5189. Spawn* exclude_spawn = 0;
  5190. if (!spawn)
  5191. return;
  5192. if (spawn2){
  5193. if(hide_type == 1){
  5194. client = GetClientBySpawn(spawn2);
  5195. if(client){
  5196. packet = configReader.getStruct("WS_CannedEmote", client->GetVersion());
  5197. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  5198. packet->setDataByName("anim_type", visual_state);
  5199. client->QueuePacket(packet->serialize());
  5200. }
  5201. return;
  5202. }
  5203. if(hide_type == 2)
  5204. exclude_spawn = spawn2;
  5205. }
  5206. vector<Client*>::iterator client_itr;
  5207. MClientList.readlock(__FUNCTION__, __LINE__);
  5208. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  5209. client = *client_itr;
  5210. if(spawn->GetDistance(client->GetPlayer()) > 50)
  5211. continue;
  5212. if(exclude_spawn == client->GetPlayer())
  5213. continue;
  5214. packet = configReader.getStruct("WS_CannedEmote", client->GetVersion());
  5215. if (packet) {
  5216. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  5217. packet->setDataByName("anim_type", visual_state);
  5218. client->QueuePacket(packet->serialize());
  5219. safe_delete(packet);
  5220. }
  5221. }
  5222. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5223. }
  5224. vector<Spawn*> ZoneServer::GetSpawnsByID(int32 id) {
  5225. vector<Spawn*> tmp_list;
  5226. Spawn* spawn;
  5227. map<int32, Spawn*>::iterator itr;
  5228. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5229. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5230. spawn = itr->second;
  5231. if (spawn && (spawn->GetDatabaseID() == id))
  5232. tmp_list.push_back(spawn);
  5233. }
  5234. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5235. return tmp_list;
  5236. }
  5237. vector<Spawn*> ZoneServer::GetAttackableSpawnsByDistance(Spawn* caster, float distance) {
  5238. vector<Spawn*> ret;
  5239. Spawn* spawn = 0;
  5240. map<int32, Spawn*>::iterator itr;
  5241. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5242. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5243. spawn = itr->second;
  5244. if (spawn && spawn->IsNPC() && spawn->appearance.attackable > 0 && spawn != caster && spawn->Alive() && spawn->GetDistance(caster, true) <= distance)
  5245. ret.push_back(spawn);
  5246. }
  5247. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5248. return ret;
  5249. }
  5250. void ZoneServer::ResurrectSpawn(Spawn* spawn, Client* client) {
  5251. if(!client || !spawn)
  5252. return;
  5253. PendingResurrection* rez = client->GetCurrentRez();
  5254. if(!rez || !rez->caster)
  5255. return;
  5256. PacketStruct* packet = 0;
  5257. float power_perc = rez->mp_perc;
  5258. float health_perc = rez->hp_perc;
  5259. Spawn* caster_spawn = rez->caster;
  5260. sint32 heal_amt = 0;
  5261. sint32 power_amt = 0;
  5262. bool no_calcs = rez->no_calcs;
  5263. int8 crit_mod = rez->crit_mod;
  5264. Entity* caster = 0;
  5265. InfoStruct* info = 0;
  5266. bool crit = false;
  5267. string heal_spell = rez->heal_name;
  5268. int16 heal_packet_type = 0;
  5269. int16 power_packet_type = 0;
  5270. //Calculations for how much to heal the spawn
  5271. if(health_perc > 0)
  5272. heal_amt = (spawn->GetTotalHP() * (health_perc / 100));
  5273. if(power_perc > 0)
  5274. power_amt = (spawn->GetTotalPower() * (power_perc / 100));
  5275. if(caster_spawn->IsEntity()){
  5276. caster = ((Entity*)caster_spawn);
  5277. info = caster->GetInfoStruct();
  5278. }
  5279. if(!no_calcs && caster){
  5280. //Potency Mod
  5281. heal_amt *= ((caster->stats[ITEM_STAT_POTENCY] / 100) + 1);
  5282. power_amt *= ((caster->stats[ITEM_STAT_POTENCY] / 100) + 1);
  5283. //Ability Mod
  5284. heal_amt += (int32)min((int32)info->ability_modifier, (int32)(heal_amt / 2));
  5285. power_amt += (int32)min((int32)info->ability_modifier, (int32)(power_amt / 2));
  5286. if(!crit_mod || crit_mod == 1){
  5287. if(crit_mod == 1)
  5288. crit = true;
  5289. else {
  5290. // Crit Roll
  5291. float chance = (float)max((float)0, (float)info->crit_chance);
  5292. crit = (MakeRandomFloat(0, 100) <= chance);
  5293. }
  5294. if(crit){
  5295. //Apply total crit multiplier with crit bonus
  5296. heal_amt *= ((info->crit_bonus / 100) + 1.3);
  5297. power_amt *= ((info->crit_bonus / 100) + 1.3);
  5298. }
  5299. }
  5300. }
  5301. //Set this rez as a crit to be passed to subspell (not yet used)
  5302. rez->crit = true;
  5303. //Set Heal amt to 1 if 0 now so the player has health
  5304. if(heal_amt == 0)
  5305. heal_amt = 1;
  5306. if(heal_amt > spawn->GetTotalHP())
  5307. heal_amt = spawn->GetTotalHP();
  5308. if(power_amt > spawn->GetTotalPower())
  5309. power_amt = spawn->GetTotalPower();
  5310. spawn->SetHP(heal_amt);
  5311. if(power_amt > 0)
  5312. spawn->SetPower(power_amt);
  5313. if(client && caster){
  5314. EQ2Packet* move = ((Player*)spawn)->Move(caster->GetX(), caster->GetY(), caster->GetZ(), client->GetVersion());
  5315. if(move)
  5316. client->QueuePacket(move);
  5317. }
  5318. if(crit){
  5319. power_packet_type = HEAL_PACKET_TYPE_CRIT_MANA;
  5320. heal_packet_type = HEAL_PACKET_TYPE_CRIT_HEAL;
  5321. }
  5322. else {
  5323. power_packet_type = HEAL_PACKET_TYPE_SIMPLE_MANA;
  5324. heal_packet_type = HEAL_PACKET_TYPE_SIMPLE_HEAL;
  5325. }
  5326. SendHealPacket(caster, spawn, heal_packet_type, heal_amt, heal_spell.c_str());
  5327. if(power_amt > 0)
  5328. SendHealPacket(caster, spawn, power_packet_type, power_amt, heal_spell.c_str());
  5329. //The following code sets the spawn as alive
  5330. if(dead_spawns.count(spawn->GetID()) > 0)
  5331. dead_spawns.erase(spawn->GetID());
  5332. if(spawn->IsPlayer()){
  5333. spawn->SetSpawnType(4);
  5334. client = GetClientBySpawn(spawn);
  5335. if(client){
  5336. packet = configReader.getStruct("WS_Resurrected", client->GetVersion());
  5337. if(packet){
  5338. client->QueuePacket(packet->serialize());
  5339. }
  5340. packet = configReader.getStruct("WS_ServerControlFlags", client->GetVersion());
  5341. if(packet)
  5342. {
  5343. packet->setDataByName("parameter1", 8);
  5344. client->QueuePacket(packet->serialize());
  5345. packet->setDataByName("parameter1", 16);
  5346. client->QueuePacket(packet->serialize());
  5347. }
  5348. safe_delete(packet);
  5349. client->SimpleMessage(CHANNEL_COLOR_REVIVE, "You regain consciousness!");
  5350. }
  5351. }
  5352. spawn->SendSpawnChanges(true);
  5353. spawn->SetTempActionState(-1);
  5354. spawn->appearance.attackable = 1;
  5355. }
  5356. void ZoneServer::SendDispellPacket(Entity* caster, Spawn* target, string dispell_name, string spell_name, int8 dispell_type){
  5357. if(!caster || !target)
  5358. return;
  5359. Client* client = 0;
  5360. Player* player = 0;
  5361. PacketStruct* packet = 0;
  5362. vector<Client*>::iterator client_itr;
  5363. MClientList.readlock(__FUNCTION__, __LINE__);
  5364. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++){
  5365. client = *client_itr;
  5366. if(!client || !(player = client->GetPlayer()) || (player != caster && ((caster && player->WasSentSpawn(caster->GetID()) == false) || (target && player->WasSentSpawn(target->GetID()) == false))))
  5367. continue;
  5368. if((caster && player->WasSpawnRemoved(caster)) || (caster && player->WasSpawnRemoved(target)))
  5369. continue;
  5370. if(caster && caster->GetDistance(player) > 50)
  5371. continue;
  5372. if(target && target->GetDistance(player) > 50)
  5373. continue;
  5374. packet = configReader.getStruct("WS_HearDispell", client->GetVersion());
  5375. if(packet){
  5376. packet->setDataByName("spell_name", spell_name.c_str());
  5377. packet->setDataByName("dispell_name", dispell_name.c_str());
  5378. packet->setDataByName("caster", player->GetIDWithPlayerSpawn(caster));
  5379. packet->setDataByName("target", player->GetIDWithPlayerSpawn(target));
  5380. packet->setDataByName("type", dispell_type);
  5381. client->QueuePacket(packet->serialize());
  5382. }
  5383. safe_delete(packet);
  5384. }
  5385. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5386. }
  5387. void ZoneServer::DismissAllPets() {
  5388. Spawn* spawn = 0;
  5389. map<int32, Spawn*>::iterator itr;
  5390. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5391. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5392. spawn = itr->second;
  5393. if (spawn && spawn->IsPet() && ((NPC*)spawn)->GetOwner())
  5394. ((NPC*)spawn)->GetOwner()->DismissPet((NPC*)spawn);
  5395. }
  5396. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5397. }
  5398. void ZoneServer::RemoveTargetFromSpell(LuaSpell* spell, Spawn* target){
  5399. if (spellProcess)
  5400. spellProcess->RemoveTargetFromSpell(spell, target);
  5401. }
  5402. void ZoneServer::ClearHate(Entity* entity) {
  5403. Spawn* spawn = 0;
  5404. map<int32, Spawn*>::iterator itr;
  5405. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5406. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5407. spawn = itr->second;
  5408. if (spawn && spawn->IsNPC() && ((NPC*)spawn)->Brain())
  5409. ((NPC*)spawn)->Brain()->ClearHate(entity);
  5410. }
  5411. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5412. }
  5413. ThreadReturnType ZoneLoop(void* tmp) {
  5414. #ifdef WIN32
  5415. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
  5416. #endif
  5417. if (tmp == 0) {
  5418. ThrowError("ZoneLoop(): tmp = 0!");
  5419. THREAD_RETURN(NULL);
  5420. }
  5421. ZoneServer* zs = (ZoneServer*) tmp;
  5422. while (zs->Process()) {
  5423. if(zs->GetClientCount() == 0)
  5424. Sleep(1000);
  5425. else
  5426. Sleep(10);
  5427. }
  5428. zs->Process(); //run loop once more to clean up some functions
  5429. safe_delete(zs);
  5430. THREAD_RETURN(NULL);
  5431. }
  5432. ThreadReturnType SpawnLoop(void* tmp) {
  5433. #ifdef WIN32
  5434. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
  5435. #endif
  5436. if (tmp == 0) {
  5437. ThrowError("SpawnLoop(): tmp = 0!");
  5438. THREAD_RETURN(NULL);
  5439. }
  5440. ZoneServer* zs = (ZoneServer*) tmp;
  5441. #ifndef NO_CATCH
  5442. try {
  5443. #endif
  5444. zs->spawnthread_active = true;
  5445. while (zs->SpawnProcess()) {
  5446. if(zs->GetClientCount() == 0)
  5447. Sleep(1000);
  5448. else
  5449. Sleep(20);
  5450. }
  5451. zs->spawnthread_active = false;
  5452. #ifndef NO_CATCH
  5453. }
  5454. catch(...) {
  5455. LogWrite(ZONE__ERROR, 0, "Zone", "Error Processing SpawnLoop, shutting down zone '%s'...", zs->GetZoneName());
  5456. try{
  5457. zs->Shutdown();
  5458. }
  5459. catch(...){
  5460. LogWrite(ZONE__ERROR, 0, "Zone", "Error Processing SpawnLoop while shutting down zone '%s'...", zs->GetZoneName());
  5461. }
  5462. }
  5463. #endif
  5464. THREAD_RETURN(NULL);
  5465. }
  5466. ThreadReturnType SendInitialSpawns(void* tmp) {
  5467. #ifdef WIN32
  5468. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_ABOVE_NORMAL);
  5469. #endif
  5470. if (tmp == 0) {
  5471. ThrowError("SendInitialSpawns(): tmp = 0!");
  5472. THREAD_RETURN(NULL);
  5473. }
  5474. Client* client = (Client*) tmp;
  5475. client->GetCurrentZone()->SendZoneSpawns(client);
  5476. THREAD_RETURN(NULL);
  5477. }
  5478. ThreadReturnType SendLevelChangedSpawns(void* tmp) {
  5479. #ifdef WIN32
  5480. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
  5481. #endif
  5482. if (tmp == 0) {
  5483. ThrowError("SendLevelChangedSpawns(): tmp = 0!");
  5484. THREAD_RETURN(NULL);
  5485. }
  5486. Client* client = (Client*)tmp;
  5487. client->GetCurrentZone()->SendAllSpawnsForLevelChange(client);
  5488. THREAD_RETURN(NULL);
  5489. }
  5490. void ZoneServer::SetSpawnStructs(Client* client) {
  5491. int16 client_ver = client->GetVersion();
  5492. Player* player = client->GetPlayer();
  5493. //Save a copy of the correct spawn substructs for the client's player, save here a copy if we don't have one
  5494. PacketStruct* pos = configReader.getStruct("Substruct_SpawnPositionStruct", client_ver);
  5495. player->SetSpawnPosStruct(pos);
  5496. if (versioned_pos_structs.count(pos->GetVersion()) == 0)
  5497. versioned_pos_structs[pos->GetVersion()] = new PacketStruct(pos, true);
  5498. PacketStruct* vis = configReader.getStruct("Substruct_SpawnVisualizationInfoStruct", client_ver);
  5499. player->SetSpawnVisStruct(vis);
  5500. if (versioned_vis_structs.count(vis->GetVersion()) == 0)
  5501. versioned_vis_structs[vis->GetVersion()] = new PacketStruct(vis, true);
  5502. PacketStruct* info = configReader.getStruct("Substruct_SpawnInfoStruct", client_ver);
  5503. player->SetSpawnInfoStruct(info);
  5504. if (versioned_info_structs.count(info->GetVersion()) == 0)
  5505. versioned_info_structs[info->GetVersion()] = new PacketStruct(info, true);
  5506. PacketStruct* header = configReader.getStruct("WS_SpawnStruct_Header", client_ver);
  5507. player->SetSpawnHeaderStruct(header);
  5508. PacketStruct* footer = configReader.getStruct("WS_SpawnStruct_Footer", client_ver);
  5509. player->SetSpawnFooterStruct(footer);
  5510. PacketStruct* sfooter = configReader.getStruct("WS_SignWidgetSpawnStruct_Footer", client_ver);
  5511. player->SetSignFooterStruct(sfooter);
  5512. PacketStruct* wfooter = configReader.getStruct("WS_WidgetSpawnStruct_Footer", client_ver);
  5513. player->SetWidgetFooterStruct(wfooter);
  5514. }
  5515. Spawn* ZoneServer::GetSpawn(int32 id){
  5516. Spawn* ret = 0;
  5517. if(GetNPC(id))
  5518. ret = GetNewNPC(id);
  5519. else if(this->GetObject(id))
  5520. ret = GetNewObject(id);
  5521. else if(GetWidget(id))
  5522. ret = GetNewWidget(id);
  5523. else if(GetSign(id))
  5524. ret = GetNewSign(id);
  5525. else if(GetGroundSpawn(id))
  5526. ret = GetNewGroundSpawn(id);
  5527. // Unable to find the spawn in the list lets attempt to add it if we are not currently reloading
  5528. else if (!reloading && database.LoadNPC(this, id)) {
  5529. if (GetNPC(id))
  5530. ret = GetNewNPC(id);
  5531. else
  5532. LogWrite(NPC__ERROR, 0, "NPC", "Database inserted npc (%u) but was still unable to retrieve it!", id);
  5533. }
  5534. else if (!reloading && database.LoadObject(this, id)) {
  5535. if (this->GetObject(id))
  5536. ret = GetNewObject(id);
  5537. else
  5538. LogWrite(OBJECT__ERROR, 0, "Object", "Database inserted object (%u) but was still unable to retrieve it!", id);
  5539. }
  5540. else if (!reloading && database.LoadWidget(this, id)) {
  5541. if (GetWidget(id))
  5542. ret = GetNewWidget(id);
  5543. else
  5544. LogWrite(WIDGET__ERROR, 0, "Widget", "Database inserted widget (%u) but was still unable to retrieve it!", id);
  5545. }
  5546. else if (!reloading && database.LoadSign(this, id)) {
  5547. if (GetSign(id))
  5548. ret = GetNewSign(id);
  5549. else
  5550. LogWrite(SIGN__ERROR, 0, "Sign", "Database inserted sign (%u) but was still unable to retrieve it!", id);
  5551. }
  5552. else if (!reloading && database.LoadGroundSpawn(this, id)) {
  5553. if (GetGroundSpawn(id))
  5554. ret = GetNewGroundSpawn(id);
  5555. else
  5556. LogWrite(GROUNDSPAWN__ERROR, 0, "GSpawn", "Database inserted ground spawn (%u) but was still unable to retrieve it!", id);
  5557. }
  5558. if(ret)
  5559. ret->SetID(Spawn::NextID());
  5560. return ret;
  5561. }
  5562. vector<EntityCommand*>* ZoneServer::GetEntityCommandList(int32 id){
  5563. if(entity_command_list.count(id) > 0)
  5564. return entity_command_list[id];
  5565. else
  5566. return 0;
  5567. }
  5568. void ZoneServer::SetEntityCommandList(int32 id, EntityCommand* command) {
  5569. if (entity_command_list.count(id) == 0)
  5570. entity_command_list[id] = new vector<EntityCommand*>;
  5571. entity_command_list[id]->push_back(command);
  5572. }
  5573. EntityCommand* ZoneServer::GetEntityCommand(int32 id, string name) {
  5574. EntityCommand* ret = 0;
  5575. if (entity_command_list.count(id) == 0)
  5576. return ret;
  5577. vector<EntityCommand*>::iterator itr;
  5578. for (itr = entity_command_list[id]->begin(); itr != entity_command_list[id]->end(); itr++) {
  5579. if ((*itr)->name == name) {
  5580. ret = (*itr);
  5581. break;
  5582. }
  5583. }
  5584. return ret;
  5585. }
  5586. void ZoneServer::ClearEntityCommands() {
  5587. if (entity_command_list.size() > 0) {
  5588. map<int32, vector<EntityCommand*>* >::iterator itr;
  5589. for (itr = entity_command_list.begin(); itr != entity_command_list.end(); itr++) {
  5590. vector<EntityCommand*>* entity_commands = itr->second;
  5591. if (entity_commands && entity_commands->size() > 0) {
  5592. vector<EntityCommand*>::iterator v_itr;
  5593. for (v_itr = entity_commands->begin(); v_itr != entity_commands->end(); v_itr++)
  5594. safe_delete(*v_itr);
  5595. entity_commands->clear();
  5596. }
  5597. safe_delete(entity_commands);
  5598. }
  5599. entity_command_list.clear();
  5600. }
  5601. }
  5602. void ZoneServer::AddNPCSpell(int32 list_id, int32 spell_id, int8 tier){
  5603. npc_spell_list[list_id][spell_id] = tier;
  5604. }
  5605. vector<Spell*>* ZoneServer::GetNPCSpells(int32 primary_list, int32 secondary_list){
  5606. vector<Spell*>* ret = 0;
  5607. if(npc_spell_list.count(primary_list) > 0){
  5608. ret = new vector<Spell*>();
  5609. map<int32, int8>::iterator itr;
  5610. Spell* tmpSpell = 0;
  5611. for(itr = npc_spell_list[primary_list].begin(); itr != npc_spell_list[primary_list].end(); itr++){
  5612. tmpSpell = master_spell_list.GetSpell(itr->first, itr->second);
  5613. if(tmpSpell)
  5614. ret->push_back(tmpSpell);
  5615. }
  5616. }
  5617. if(npc_spell_list.count(secondary_list) > 0){
  5618. if(!ret)
  5619. ret = new vector<Spell*>();
  5620. map<int32, int8>::iterator itr;
  5621. Spell* tmpSpell = 0;
  5622. for(itr = npc_spell_list[secondary_list].begin(); itr != npc_spell_list[secondary_list].end(); itr++){
  5623. tmpSpell = master_spell_list.GetSpell(itr->first, itr->second);
  5624. if(tmpSpell)
  5625. ret->push_back(tmpSpell);
  5626. }
  5627. }
  5628. if(ret && ret->size() == 0){
  5629. safe_delete(ret);
  5630. ret = 0;
  5631. }
  5632. return ret;
  5633. }
  5634. void ZoneServer::AddNPCSkill(int32 list_id, int32 skill_id, int16 value){
  5635. npc_skill_list[list_id][skill_id] = value;
  5636. }
  5637. map<string, Skill*>* ZoneServer::GetNPCSkills(int32 primary_list, int32 secondary_list){
  5638. map<string, Skill*>* ret = 0;
  5639. if(npc_skill_list.count(primary_list) > 0){
  5640. ret = new map<string, Skill*>();
  5641. map<int32, int16>::iterator itr;
  5642. Skill* tmpSkill = 0;
  5643. for(itr = npc_skill_list[primary_list].begin(); itr != npc_skill_list[primary_list].end(); itr++){
  5644. tmpSkill = master_skill_list.GetSkill(itr->first);
  5645. if(tmpSkill){
  5646. tmpSkill = new Skill(tmpSkill);
  5647. tmpSkill->current_val = itr->second;
  5648. tmpSkill->max_val = tmpSkill->current_val+5;
  5649. (*ret)[tmpSkill->name.data] = tmpSkill;
  5650. }
  5651. }
  5652. }
  5653. if(npc_skill_list.count(secondary_list) > 0){
  5654. if(!ret)
  5655. ret = new map<string, Skill*>();
  5656. map<int32, int16>::iterator itr;
  5657. Skill* tmpSkill = 0;
  5658. for(itr = npc_skill_list[secondary_list].begin(); itr != npc_skill_list[secondary_list].end(); itr++){
  5659. tmpSkill = master_skill_list.GetSkill(itr->first);
  5660. if(tmpSkill){
  5661. tmpSkill = new Skill(tmpSkill);
  5662. tmpSkill->current_val = itr->second;
  5663. tmpSkill->max_val = tmpSkill->current_val+5;
  5664. (*ret)[tmpSkill->name.data] = tmpSkill;
  5665. }
  5666. }
  5667. }
  5668. if(ret && ret->size() == 0){
  5669. safe_delete(ret);
  5670. ret = 0;
  5671. }
  5672. return ret;
  5673. }
  5674. void ZoneServer::AddNPCEquipment(int32 list_id, int32 item_id){
  5675. npc_equipment_list[list_id].push_back(item_id);
  5676. }
  5677. void ZoneServer::SetNPCEquipment(NPC* npc) {
  5678. if(npc_equipment_list.count(npc->GetEquipmentListID()) > 0){
  5679. Item* tmpItem = 0;
  5680. int8 slot = 0;
  5681. vector<int32>::iterator itr;
  5682. for(itr = npc_equipment_list[npc->GetEquipmentListID()].begin(); itr != npc_equipment_list[npc->GetEquipmentListID()].end(); itr++){
  5683. tmpItem = master_item_list.GetItem(*itr);
  5684. if(tmpItem){
  5685. slot = npc->GetEquipmentList()->GetFreeSlot(tmpItem);
  5686. if(slot < 255){
  5687. tmpItem = new Item(tmpItem);
  5688. npc->GetEquipmentList()->SetItem(slot, tmpItem);
  5689. }
  5690. }
  5691. }
  5692. }
  5693. }
  5694. void ZoneServer::AddNPC(int32 id, NPC* npc) {
  5695. npc_list[id] = npc;
  5696. }
  5697. void ZoneServer::AddWidget(int32 id, Widget* widget) {
  5698. widget_list[id] = widget;
  5699. }
  5700. Widget* ZoneServer::GetWidget(int32 id, bool override_loading) {
  5701. if((!reloading || override_loading) && widget_list.count(id) > 0)
  5702. return widget_list[id];
  5703. else
  5704. return 0;
  5705. }
  5706. Widget* ZoneServer::GetNewWidget(int32 id) {
  5707. if(!reloading && widget_list.count(id) > 0)
  5708. return widget_list[id]->Copy();
  5709. else
  5710. return 0;
  5711. }
  5712. void ZoneServer::LoadGroundSpawnEntries(){
  5713. MGroundSpawnItems.lock();
  5714. database.LoadGroundSpawnEntries(this);
  5715. MGroundSpawnItems.unlock();
  5716. }
  5717. void ZoneServer::LoadGroundSpawnItems() {
  5718. }
  5719. 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) {
  5720. GroundSpawnEntry* entry = new GroundSpawnEntry;
  5721. entry->min_skill_level = min_skill_level;
  5722. entry->min_adventure_level = min_adventure_level;
  5723. entry->bonus_table = bonus_table;
  5724. entry->harvest1 = harvest1;
  5725. entry->harvest3 = harvest3;
  5726. entry->harvest5 = harvest5;
  5727. entry->harvest_imbue = harvest_imbue;
  5728. entry->harvest_rare = harvest_rare;
  5729. entry->harvest10 = harvest10;
  5730. entry->harvest_coin = harvest_coin;
  5731. groundspawn_entries[groundspawn_id].push_back(entry);
  5732. }
  5733. void ZoneServer::AddGroundSpawnItem(int32 groundspawn_id, int32 item_id, int8 is_rare, int32 grid_id) {
  5734. GroundSpawnEntryItem* entry = new GroundSpawnEntryItem;
  5735. entry->item_id = item_id;
  5736. entry->is_rare = is_rare;
  5737. entry->grid_id = grid_id;
  5738. groundspawn_items[groundspawn_id].push_back(entry);
  5739. }
  5740. vector<GroundSpawnEntry*>* ZoneServer::GetGroundSpawnEntries(int32 id){
  5741. vector<GroundSpawnEntry*>* ret = 0;
  5742. MGroundSpawnItems.lock();
  5743. if(groundspawn_entries.count(id) > 0)
  5744. ret = &groundspawn_entries[id];
  5745. MGroundSpawnItems.unlock();
  5746. return ret;
  5747. }
  5748. vector<GroundSpawnEntryItem*>* ZoneServer::GetGroundSpawnEntryItems(int32 id){
  5749. vector<GroundSpawnEntryItem*>* ret = 0;
  5750. if(groundspawn_items.count(id) > 0)
  5751. ret = &groundspawn_items[id];
  5752. return ret;
  5753. }
  5754. // TODO - mis-named, should be DeleteGroundSpawnEntries() but this is ok for now :)
  5755. void ZoneServer::DeleteGroundSpawnItems()
  5756. {
  5757. MGroundSpawnItems.lock();
  5758. map<int32, vector<GroundSpawnEntry*> >::iterator groundspawnentry_map_itr;
  5759. vector<GroundSpawnEntry*>::iterator groundspawnentry_itr;
  5760. for(groundspawnentry_map_itr = groundspawn_entries.begin(); groundspawnentry_map_itr != groundspawn_entries.end(); groundspawnentry_map_itr++)
  5761. {
  5762. for(groundspawnentry_itr = groundspawnentry_map_itr->second.begin(); groundspawnentry_itr != groundspawnentry_map_itr->second.end(); groundspawnentry_itr++)
  5763. {
  5764. safe_delete(*groundspawnentry_itr);
  5765. }
  5766. }
  5767. groundspawn_entries.clear();
  5768. map<int32, vector<GroundSpawnEntryItem*> >::iterator groundspawnitem_map_itr;
  5769. vector<GroundSpawnEntryItem*>::iterator groundspawnitem_itr;
  5770. for(groundspawnitem_map_itr = groundspawn_items.begin(); groundspawnitem_map_itr != groundspawn_items.end(); groundspawnitem_map_itr++)
  5771. {
  5772. for(groundspawnitem_itr = groundspawnitem_map_itr->second.begin(); groundspawnitem_itr != groundspawnitem_map_itr->second.end(); groundspawnitem_itr++)
  5773. {
  5774. safe_delete(*groundspawnitem_itr);
  5775. }
  5776. }
  5777. groundspawn_items.clear();
  5778. MGroundSpawnItems.unlock();
  5779. }
  5780. void ZoneServer::AddGroundSpawn(int32 id, GroundSpawn* spawn) {
  5781. groundspawn_list[id] = spawn;
  5782. }
  5783. GroundSpawn* ZoneServer::GetGroundSpawn(int32 id, bool override_loading) {
  5784. if((!reloading || override_loading) && groundspawn_list.count(id) > 0)
  5785. return groundspawn_list[id];
  5786. else
  5787. return 0;
  5788. }
  5789. GroundSpawn* ZoneServer::GetNewGroundSpawn(int32 id) {
  5790. if(!reloading && groundspawn_list.count(id) > 0)
  5791. return groundspawn_list[id]->Copy();
  5792. else
  5793. return 0;
  5794. }
  5795. void ZoneServer::AddLootTable(int32 id, LootTable* table){
  5796. loot_tables[id] = table;
  5797. }
  5798. void ZoneServer::AddLootDrop(int32 id, LootDrop* drop){
  5799. loot_drops[id].push_back(drop);
  5800. }
  5801. void ZoneServer::AddSpawnLootList(int32 spawn_id, int32 id){
  5802. spawn_loot_list[spawn_id].push_back(id);
  5803. }
  5804. void ZoneServer::AddLevelLootList(GlobalLoot* loot) {
  5805. level_loot_list.push_back(loot);
  5806. }
  5807. void ZoneServer::AddRacialLootList(int16 racial_id, GlobalLoot* loot) {
  5808. racial_loot_list[racial_id].push_back(loot);
  5809. }
  5810. void ZoneServer::AddZoneLootList(int32 zone, GlobalLoot* loot) {
  5811. zone_loot_list[zone].push_back(loot);
  5812. }
  5813. void ZoneServer::ClearLootTables(){
  5814. map<int32,LootTable*>::iterator table_itr;
  5815. for(table_itr = loot_tables.begin(); table_itr != loot_tables.end(); table_itr++){
  5816. safe_delete(table_itr->second);
  5817. }
  5818. map<int32, vector<LootDrop*> >::iterator drop_itr;
  5819. vector<LootDrop*>::iterator drop_itr2;
  5820. for(drop_itr = loot_drops.begin(); drop_itr != loot_drops.end(); drop_itr++){
  5821. for(drop_itr2 = drop_itr->second.begin(); drop_itr2 != drop_itr->second.end(); drop_itr2++){
  5822. safe_delete(*drop_itr2);
  5823. }
  5824. }
  5825. vector<GlobalLoot*>::iterator level_itr;
  5826. for (level_itr = level_loot_list.begin(); level_itr != level_loot_list.end(); level_itr++) {
  5827. safe_delete(*level_itr);
  5828. }
  5829. map<int16, vector<GlobalLoot*> >::iterator race_itr;
  5830. vector<GlobalLoot*>::iterator race_itr2;
  5831. for (race_itr = racial_loot_list.begin(); race_itr != racial_loot_list.end(); race_itr++) {
  5832. for (race_itr2 = race_itr->second.begin(); race_itr2 != race_itr->second.end(); race_itr2++) {
  5833. safe_delete(*race_itr2);
  5834. }
  5835. }
  5836. map<int32, vector<GlobalLoot*> >::iterator zone_itr;
  5837. vector<GlobalLoot*>::iterator zone_itr2;
  5838. for(zone_itr = zone_loot_list.begin(); zone_itr != zone_loot_list.end(); zone_itr++) {
  5839. for (zone_itr2 = zone_itr->second.begin(); zone_itr2 != zone_itr->second.end(); zone_itr2++) {
  5840. safe_delete(*zone_itr2);
  5841. }
  5842. }
  5843. loot_tables.clear();
  5844. loot_drops.clear();
  5845. spawn_loot_list.clear();
  5846. level_loot_list.clear();
  5847. racial_loot_list.clear();
  5848. zone_loot_list.clear();
  5849. }
  5850. vector<int32> ZoneServer::GetSpawnLootList(int32 spawn_id, int32 zone_id, int8 spawn_level, int16 racial_id) {
  5851. vector<int32> ret;
  5852. if(reloading)
  5853. return ret;
  5854. if (spawn_loot_list.count(spawn_id) > 0)
  5855. ret.insert(ret.end(), spawn_loot_list[spawn_id].begin(), spawn_loot_list[spawn_id].end());
  5856. if (level_loot_list.size() > 0) {
  5857. vector<GlobalLoot*>::iterator itr;
  5858. for (itr = level_loot_list.begin(); itr != level_loot_list.end(); itr++) {
  5859. GlobalLoot* loot = *itr;
  5860. if (loot->minLevel == 0 && loot->maxLevel == 0)
  5861. ret.push_back(loot->table_id);
  5862. else {
  5863. if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel)
  5864. ret.push_back(loot->table_id);
  5865. }
  5866. }
  5867. }
  5868. if (racial_loot_list.count(racial_id) > 0) {
  5869. vector<GlobalLoot*>::iterator itr;
  5870. for (itr = racial_loot_list[racial_id].begin(); itr != racial_loot_list[racial_id].end(); itr++) {
  5871. GlobalLoot* loot = *itr;
  5872. if (loot->minLevel == 0 && loot->maxLevel == 0)
  5873. ret.push_back(loot->table_id);
  5874. else {
  5875. if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel)
  5876. ret.push_back(loot->table_id);
  5877. }
  5878. }
  5879. }
  5880. if (zone_loot_list.count(zone_id) > 0) {
  5881. vector<GlobalLoot*>::iterator itr;
  5882. for (itr = zone_loot_list[zone_id].begin(); itr != zone_loot_list[zone_id].end(); itr++) {
  5883. GlobalLoot* loot = *itr;
  5884. if (loot->minLevel == 0 && loot->maxLevel == 0)
  5885. ret.push_back(loot->table_id);
  5886. else {
  5887. if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel)
  5888. ret.push_back(loot->table_id);
  5889. }
  5890. }
  5891. }
  5892. return ret;
  5893. }
  5894. vector<LootDrop*>* ZoneServer::GetLootDrops(int32 table_id){
  5895. if(!reloading && loot_drops.count(table_id) > 0)
  5896. return &(loot_drops[table_id]);
  5897. else
  5898. return 0;
  5899. }
  5900. LootTable* ZoneServer::GetLootTable(int32 table_id){
  5901. return loot_tables[table_id];
  5902. }
  5903. 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){
  5904. LocationTransportDestination* loc = new LocationTransportDestination;
  5905. loc->message = message;
  5906. loc->trigger_x = trigger_x;
  5907. loc->trigger_y = trigger_y;
  5908. loc->trigger_z = trigger_z;
  5909. loc->trigger_radius = trigger_radius;
  5910. loc->destination_zone_id = destination_zone_id;
  5911. loc->destination_x = destination_x;
  5912. loc->destination_y = destination_y;
  5913. loc->destination_z = destination_z;
  5914. loc->destination_heading = destination_heading;
  5915. loc->cost = cost;
  5916. loc->unique_id = unique_id;
  5917. MTransporters.lock();
  5918. if(location_transporters.count(zone_id) == 0)
  5919. location_transporters[zone_id] = new MutexList<LocationTransportDestination*>();
  5920. location_transporters[zone_id]->Add(loc);
  5921. MTransporters.unlock();
  5922. }
  5923. 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){
  5924. TransportDestination* transport = new TransportDestination;
  5925. transport->type = type;
  5926. transport->display_name = name;
  5927. transport->message = message;
  5928. transport->destination_zone_id = destination_zone_id;
  5929. transport->destination_x = destination_x;
  5930. transport->destination_y = destination_y;
  5931. transport->destination_z = destination_z;
  5932. transport->destination_heading = destination_heading;
  5933. transport->cost = cost;
  5934. transport->unique_id = unique_id;
  5935. transport->min_level = min_level;
  5936. transport->max_level = max_level;
  5937. transport->req_quest = quest_req;
  5938. transport->req_quest_step = quest_step_req;
  5939. transport->req_quest_complete = quest_complete;
  5940. transport->map_x = map_x;
  5941. transport->map_y = map_y;
  5942. MTransporters.lock();
  5943. transporters[transport_id].push_back(transport);
  5944. MTransporters.unlock();
  5945. }
  5946. vector<TransportDestination*>* ZoneServer::GetTransporters(int32 transport_id){
  5947. vector<TransportDestination*>* ret = 0;
  5948. MTransporters.lock();
  5949. if(transporters.count(transport_id) > 0)
  5950. ret = &transporters[transport_id];
  5951. MTransporters.unlock();
  5952. return ret;
  5953. }
  5954. MutexList<LocationTransportDestination*>* ZoneServer::GetLocationTransporters(int32 zone_id){
  5955. MutexList<LocationTransportDestination*>* ret = 0;
  5956. MTransporters.lock();
  5957. if(location_transporters.count(zone_id) > 0)
  5958. ret = location_transporters[zone_id];
  5959. MTransporters.unlock();
  5960. return ret;
  5961. }
  5962. void ZoneServer::DeleteGlobalTransporters(){
  5963. MTransporters.lock();
  5964. map<int32, vector<TransportDestination*> >::iterator itr;
  5965. vector<TransportDestination*>::iterator transport_vector_itr;
  5966. for(itr = transporters.begin(); itr != transporters.end(); itr++){
  5967. for(transport_vector_itr = itr->second.begin(); transport_vector_itr != itr->second.end(); transport_vector_itr++){
  5968. safe_delete(*transport_vector_itr);
  5969. }
  5970. }
  5971. map<int32, MutexList<LocationTransportDestination*>* >::iterator itr2;
  5972. for(itr2 = location_transporters.begin(); itr2 != location_transporters.end(); itr2++){
  5973. itr2->second->clear(true);
  5974. delete itr2->second;
  5975. }
  5976. transporters.clear();
  5977. location_transporters.clear();
  5978. MTransporters.unlock();
  5979. }
  5980. void ZoneServer::DeleteGlobalSpawns() {
  5981. ClearLootTables();
  5982. map<int32, NPC*>::iterator npc_list_iter;
  5983. for(npc_list_iter=npc_list.begin();npc_list_iter!=npc_list.end();npc_list_iter++) {
  5984. safe_delete(npc_list_iter->second);
  5985. }
  5986. npc_list.clear();
  5987. map<int32, Object*>::iterator object_list_iter;
  5988. for(object_list_iter=object_list.begin();object_list_iter!=object_list.end();object_list_iter++) {
  5989. safe_delete(object_list_iter->second);
  5990. }
  5991. object_list.clear();
  5992. map<int32, GroundSpawn*>::iterator groundspawn_list_iter;
  5993. for(groundspawn_list_iter=groundspawn_list.begin();groundspawn_list_iter!=groundspawn_list.end();groundspawn_list_iter++) {
  5994. safe_delete(groundspawn_list_iter->second);
  5995. }
  5996. groundspawn_list.clear();
  5997. map<int32, Widget*>::iterator widget_list_iter;
  5998. for(widget_list_iter=widget_list.begin();widget_list_iter!=widget_list.end();widget_list_iter++) {
  5999. safe_delete(widget_list_iter->second);
  6000. }
  6001. widget_list.clear();
  6002. map<int32, Sign*>::iterator sign_list_iter;
  6003. for(sign_list_iter=sign_list.begin();sign_list_iter!=sign_list.end();sign_list_iter++) {
  6004. safe_delete(sign_list_iter->second);
  6005. }
  6006. sign_list.clear();
  6007. /*map<int32, AppearanceData*>::iterator appearance_list_iter;
  6008. for(appearance_list_iter=npc_appearance_list.begin();appearance_list_iter!=npc_appearance_list.end();appearance_list_iter++) {
  6009. safe_delete(appearance_list_iter->second);
  6010. }
  6011. npc_appearance_list.clear();*/
  6012. ClearEntityCommands();
  6013. DeleteGroundSpawnItems();
  6014. DeleteGlobalTransporters();
  6015. DeleteTransporterMaps();
  6016. }
  6017. void ZoneServer::AddTransportMap(int32 id, string name) {
  6018. MTransportMaps.writelock(__FUNCTION__, __LINE__);
  6019. m_transportMaps[id] = name;
  6020. MTransportMaps.releasewritelock(__FUNCTION__, __LINE__);
  6021. }
  6022. bool ZoneServer::TransportHasMap(int32 id) {
  6023. bool ret = false;
  6024. MTransportMaps.readlock(__FUNCTION__, __LINE__);
  6025. ret = m_transportMaps.count(id) > 0;
  6026. MTransportMaps.releasereadlock(__FUNCTION__, __LINE__);
  6027. return ret;
  6028. }
  6029. string ZoneServer::GetTransportMap(int32 id) {
  6030. string ret;
  6031. MTransportMaps.readlock(__FUNCTION__, __LINE__);
  6032. if (m_transportMaps.count(id) > 0)
  6033. ret = m_transportMaps[id];
  6034. MTransportMaps.releasereadlock(__FUNCTION__, __LINE__);
  6035. return ret;
  6036. }
  6037. void ZoneServer::DeleteTransporterMaps() {
  6038. MTransportMaps.writelock(__FUNCTION__, __LINE__);
  6039. m_transportMaps.clear();
  6040. MTransportMaps.releasewritelock(__FUNCTION__, __LINE__);
  6041. }
  6042. void ZoneServer::ReloadSpawns() {
  6043. if (reloading)
  6044. return;
  6045. reloading = true;
  6046. // Let every one in the zone know what is happening
  6047. HandleBroadcast("Reloading all spawns for this zone.");
  6048. DeleteGlobalSpawns();
  6049. Depop(false, true);
  6050. }
  6051. void ZoneServer::SendStateCommand(Spawn* spawn, int32 state) {
  6052. vector<Client*>::iterator itr;
  6053. MClientList.readlock(__FUNCTION__, __LINE__);
  6054. for (itr = clients.begin(); itr != clients.end(); itr++) {
  6055. Client* client = *itr;
  6056. if (client && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn))
  6057. ClientPacketFunctions::SendStateCommand(client, client->GetPlayer()->GetIDWithPlayerSpawn(spawn), state);
  6058. }
  6059. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  6060. }
  6061. void ZoneServer::AddFlightPath(int32 id, FlightPathInfo* info) {
  6062. if (m_flightPaths.count(id) > 0) {
  6063. LogWrite(ZONE__ERROR, 0, "Zone", "Duplicate flight path (%u)", id);
  6064. safe_delete(info);
  6065. return;
  6066. }
  6067. m_flightPaths[id] = info;
  6068. }
  6069. void ZoneServer::AddFlightPathLocation(int32 id, FlightPathLocation* location) {
  6070. if (m_flightPaths.count(id) == 0) {
  6071. LogWrite(ZONE__ERROR, 0, "Zone", "There is no flight info for this route (%u)", id);
  6072. safe_delete(location);
  6073. return;
  6074. }
  6075. m_flightPathRoutes[id].push_back(location);
  6076. }
  6077. void ZoneServer::DeleteFlightPaths() {
  6078. map<int32, vector<FlightPathLocation*> >::iterator itr;
  6079. vector<FlightPathLocation*>::iterator itr2;
  6080. map<int32, FlightPathInfo*>::iterator itr3;
  6081. for (itr = m_flightPathRoutes.begin(); itr != m_flightPathRoutes.end(); itr++) {
  6082. for (itr2 = itr->second.begin(); itr2 != itr->second.end(); itr2++) {
  6083. safe_delete(*itr2);
  6084. }
  6085. itr->second.clear();
  6086. }
  6087. m_flightPathRoutes.clear();
  6088. for (itr3 = m_flightPaths.begin(); itr3 != m_flightPaths.end(); itr3++) {
  6089. safe_delete(itr3->second);
  6090. }
  6091. m_flightPaths.clear();
  6092. }
  6093. void ZoneServer::SendFlightPathsPackets(Client* client) {
  6094. // Only send a packet if there are flight paths
  6095. if (m_flightPathRoutes.size() > 0) {
  6096. PacketStruct* packet = configReader.getStruct("WS_FlightPathsMsg", client->GetVersion());
  6097. if (packet) {
  6098. int32 num_routes = m_flightPaths.size();
  6099. packet->setArrayLengthByName("number_of_routes", num_routes);
  6100. packet->setArrayLengthByName("number_of_routes2", num_routes);
  6101. packet->setArrayLengthByName("number_of_routes3", num_routes);
  6102. packet->setArrayLengthByName("number_of_routes4", num_routes);
  6103. map<int32, FlightPathInfo*>::iterator itr;
  6104. int32 i = 0;
  6105. for (itr = m_flightPaths.begin(); itr != m_flightPaths.end(); itr++, i++) {
  6106. packet->setArrayDataByName("route_length", m_flightPathRoutes[itr->first].size(), i);
  6107. packet->setArrayDataByName("ground_mount", itr->second->flying ? 0 : 1, i);
  6108. packet->setArrayDataByName("allow_dismount", itr->second->dismount ? 1 : 0, i);
  6109. packet->setSubArrayLengthByName("route_length2", m_flightPathRoutes[itr->first].size(), i);
  6110. vector<FlightPathLocation*>::iterator itr2;
  6111. int32 j = 0;
  6112. for (itr2 = m_flightPathRoutes[itr->first].begin(); itr2 != m_flightPathRoutes[itr->first].end(); itr2++, j++) {
  6113. packet->setSubArrayDataByName("x", (*itr2)->X, i, j);
  6114. packet->setSubArrayDataByName("y", (*itr2)->Y, i, j);
  6115. packet->setSubArrayDataByName("z", (*itr2)->Z, i, j);
  6116. }
  6117. }
  6118. client->QueuePacket(packet->serialize());
  6119. safe_delete(packet);
  6120. }
  6121. }
  6122. }
  6123. int32 ZoneServer::GetFlightPathIndex(int32 id) {
  6124. int32 index = 0;
  6125. map<int32, FlightPathInfo*>::iterator itr;
  6126. for (itr = m_flightPaths.begin(); itr != m_flightPaths.end(); itr++, index++) {
  6127. if (itr->first == id)
  6128. return index;
  6129. }
  6130. return -1;
  6131. }
  6132. float ZoneServer::GetFlightPathSpeed(int32 id) {
  6133. float speed = 1;
  6134. if (m_flightPaths.count(id) > 0)
  6135. speed = m_flightPaths[id]->speed;
  6136. return speed;
  6137. }
  6138. void ZoneServer::ProcessSpawnConditional(int8 condition) {
  6139. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  6140. MSpawnList.readlock(__FUNCTION__, __LINE__);
  6141. map<int32, Spawn*>::iterator itr;
  6142. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  6143. SpawnLocation* loc = spawn_location_list[itr->second->GetSpawnLocationID()];
  6144. if (loc && loc->conditional > 0) {
  6145. if ((loc->conditional & condition) != condition) {
  6146. Despawn(itr->second, 0);
  6147. }
  6148. }
  6149. }
  6150. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  6151. map<int32, SpawnLocation*>::iterator itr2;
  6152. for (itr2 = spawn_location_list.begin(); itr2 != spawn_location_list.end(); itr2++) {
  6153. SpawnLocation* loc = itr2->second;
  6154. if (loc && loc->conditional > 0 && ((loc->conditional & condition) == condition))
  6155. if (GetSpawnByLocationID(loc->placement_id) == NULL)
  6156. ProcessSpawnLocation(loc);
  6157. }
  6158. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  6159. }