client.h 26 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #ifndef CLIENT_H
  17. #define CLIENT_H
  18. #include <list>
  19. #include <atomic>
  20. #include "../common/EQStream.h"
  21. #include "../common/timer.h"
  22. #include "Items/Items.h"
  23. #include "zoneserver.h"
  24. #include "Player.h"
  25. #include "Quests.h"
  26. using namespace std;
  27. #define CLIENT_TIMEOUT 60000
  28. struct TransportDestination;
  29. struct ConversationOption;
  30. struct VoiceOverStruct;
  31. #define MAIL_SEND_RESULT_SUCCESS 0
  32. #define MAIL_SEND_RESULT_UNKNOWN_PLAYER 1
  33. #define MAIL_SEND_RESULT_CANNOT_SEND_TO_PLAYER 2
  34. #define MAIL_SEND_RESULT_GIFT_WRONG_SERVER 3 /* Cannot send gifts across worlds */
  35. #define MAIL_SEND_RESULT_CANNOT_SEND_TO_SELF 4
  36. #define MAIL_SEND_RESULT_MAILBOX_FULL 5
  37. #define MAIL_SEND_RESULT_NOT_ENOUGH_COIN 6
  38. #define MAIL_SEND_RESULT_ITEM_IN_BAG 7 /* Cannot send non-empty bags as gifts */
  39. #define MAIL_SEND_RESULT_NOT_IN_GUILD 8
  40. #define MAIL_SEND_RESULT_GUILD_ACCESS_DENIED 9
  41. #define MAIL_SEND_RESULT_GIFTS_TO_GUILD 10 /* Cannot send gifts to entire guild */
  42. #define MAIL_SEND_RESULT_EMPTY_TO_LIST 11 /* Empty recipient list */
  43. #define MAIL_SEND_RESULT_TRIAL_PLAYERS 12 /* Cannot send mail to trial players */
  44. #define MAIL_SEND_RESULT_MAIL_WRONG_SERVER 13 /* Cannot send mail across worlds */
  45. #define MAIL_SEND_RESULT_UNKNOWN_ERROR 14
  46. #define MAIL_TYPE_REGULAR 0
  47. #define MAIL_TYPE_SPAM 1
  48. #define MAIL_TYPE_GM 2
  49. struct QueuedQuest{
  50. int32 quest_id;
  51. int32 step;
  52. bool display_quest_helper;
  53. };
  54. struct BuyBackItem{
  55. int32 item_id;
  56. int32 unique_id;
  57. int16 quantity;
  58. int32 price;
  59. bool save_needed;
  60. };
  61. struct MacroData{
  62. string name;
  63. string text;
  64. int16 icon;
  65. };
  66. struct Mail {
  67. int32 mail_id;
  68. int32 player_to_id;
  69. string player_from;
  70. string subject;
  71. string mail_body;
  72. int8 already_read;
  73. int8 mail_type;
  74. int32 coin_copper;
  75. int32 coin_silver;
  76. int32 coin_gold;
  77. int32 coin_plat;
  78. int16 stack;
  79. int32 postage_cost;
  80. int32 attachment_cost;
  81. int32 char_item_id;
  82. int32 time_sent;
  83. int32 expire_time;
  84. int8 save_needed;
  85. };
  86. struct MailWindow {
  87. int32 coin_copper;
  88. int32 coin_silver;
  89. int32 coin_gold;
  90. int32 coin_plat;
  91. Item* item;
  92. int32 char_item_id;
  93. int32 stack;
  94. };
  95. struct PendingGuildInvite {
  96. Guild* guild;
  97. Player* invited_by;
  98. };
  99. struct PendingResurrection {
  100. Spawn* caster;
  101. Timer* expire_timer;
  102. string spell_name;
  103. string heal_name;
  104. bool active;
  105. float hp_perc;
  106. float mp_perc;
  107. float range;
  108. int8 crit_mod;
  109. bool no_calcs;
  110. int32 subspell;
  111. bool crit;
  112. bool should_delete;
  113. int32 spell_visual;
  114. };
  115. #define PAPERDOLL_TYPE_FULL 0
  116. #define PAPERDOLL_TYPE_HEAD 1
  117. struct IncomingPaperdollImage {
  118. uchar* image_bytes;
  119. int32 current_size_bytes;
  120. int8 image_num_packets;
  121. int8 last_received_packet_index;
  122. int8 image_type;
  123. };
  124. struct WaypointInfo {
  125. int32 id;
  126. int8 type;
  127. };
  128. struct QuestRewardData {
  129. int32 quest_id;
  130. bool is_temporary;
  131. std::string description;
  132. bool is_collection;
  133. bool has_displayed;
  134. int64 tmp_coin;
  135. int32 tmp_status;
  136. bool db_saved;
  137. int32 db_index;
  138. };
  139. class Client {
  140. public:
  141. Client(EQStream* ieqs);
  142. ~Client();
  143. void RemoveClientFromZone();
  144. bool Process(bool zone_process = false);
  145. void Disconnect(bool send_disconnect = true);
  146. void SetConnected(bool val){ connected = val; }
  147. bool IsConnected(){ return connected; }
  148. bool IsReadyForSpawns(){ return ready_for_spawns; }
  149. bool IsReadyForUpdates() { return ready_for_updates; }
  150. bool IsZoning(){ return client_zoning; }
  151. void SetReadyForUpdates();
  152. void SetReadyForSpawns(bool val);
  153. void QueuePacket(EQ2Packet* app, bool attemptedCombine=false);
  154. void SendLoginInfo();
  155. int8 GetMessageChannelColor(int8 channel_type);
  156. void HandleTellMessage(Client* from, const char* message, const char* to, int32 current_language_id);
  157. void SimpleMessage(int8 color, const char* message);
  158. void Message(int8 type, const char* message, ...);
  159. void SendSpellUpdate(Spell* spell, bool add_silently = false, bool add_to_hotbar = true);
  160. void Zone(ZoneServer* new_zone, bool set_coords = true, bool is_spell = false);
  161. void Zone(const char* new_zone, bool set_coords = true, bool is_spell = false);
  162. void Zone(int32 instanceid, bool set_coords = true, bool byInstanceID=false, bool is_spell = false);
  163. void SendZoneInfo();
  164. void SendZoneSpawns();
  165. void HandleVerbRequest(EQApplicationPacket* app);
  166. void SendCharInfo();
  167. void SendLoginDeniedBadVersion();
  168. void SendCharPOVGhost();
  169. void SendPlayerDeathWindow();
  170. float DistanceFrom(Client* client);
  171. void SendDefaultGroupOptions();
  172. bool HandleLootItem(Spawn* entity, int32 item_id);
  173. bool HandleLootItem(Spawn* entity, Item* item);
  174. void HandleLoot(EQApplicationPacket* app);
  175. void HandleSkillInfoRequest(EQApplicationPacket* app);
  176. void HandleExamineInfoRequest(EQApplicationPacket* app);
  177. void HandleQuickbarUpdateRequest(EQApplicationPacket* app);
  178. void SendPopupMessage(int8 unknown, const char* text, const char* type, float size, int8 red, int8 green, int8 blue);
  179. void PopulateSkillMap();
  180. void ChangeLevel(int16 old_level, int16 new_level);
  181. void ChangeTSLevel(int16 old_level, int16 new_level);
  182. bool Summon(const char* search_name);
  183. std::string IdentifyInstanceLockout(int32 zoneID, bool displayClient = true);
  184. ZoneServer* IdentifyInstance(int32 zoneID);
  185. bool TryZoneInstance(int32 zoneID, bool zone_coords_valid=false);
  186. bool GotoSpawn(const char* search_name, bool forceTarget=false);
  187. void DisplayDeadWindow();
  188. void HandlePlayerRevive(int32 point_id);
  189. void Bank(Spawn* banker, bool cancel = false);
  190. void BankWithdrawal(int64 amount);
  191. void BankDeposit(int64 amount);
  192. Spawn* GetBanker();
  193. void SetBanker(Spawn* in_banker);
  194. bool AddItem(int32 item_id, int16 quantity = 0, AddItemType type = AddItemType::NOT_SET);
  195. bool AddItem(Item* item, bool* item_deleted = 0, AddItemType type = AddItemType::NOT_SET);
  196. bool AddItemToBank(int32 item_id, int16 quantity = 0);
  197. bool AddItemToBank(Item* item);
  198. void UnequipItem(int16 index, sint32 bag_id = -999, int8 to_slot = 255, int8 appearance_equip = 0);
  199. bool RemoveItem(Item *item, int16 quantity, bool force_override_no_delete = false);
  200. void ProcessTeleport(Spawn* spawn, vector<TransportDestination*>* destinations, int32 transport_id = 0, bool is_spell = false);
  201. void ProcessTeleportLocation(EQApplicationPacket* app);
  202. void UpdateCharacterInstances();
  203. void SetLastSavedTimeStamp(int32 unixts) { last_saved_timestamp = unixts; }
  204. int32 GetLastSavedTimeStamp() { return last_saved_timestamp; }
  205. bool CheckZoneAccess(const char* zoneName);
  206. ZoneServer* GetCurrentZone();
  207. void SetCurrentZoneByInstanceID(int32 id, int32 zoneid);
  208. //void SetCurrentZoneByInstanceID(instanceid, zoneid);
  209. void SetCurrentZone(int32 id);
  210. void SetCurrentZone(ZoneServer* zone) {
  211. current_zone = zone;
  212. player->SetZone(zone, GetVersion());
  213. }
  214. void SetZoningDestination(ZoneServer* zone) {
  215. zoning_destination = zone;
  216. }
  217. ZoneServer* GetZoningDestination() { return zoning_destination; }
  218. Player* GetPlayer(){ return player; }
  219. EQStream* getConnection(){ return eqs; }
  220. inline int32 GetIP() { return ip; }
  221. inline int16 GetPort() { return port; }
  222. inline int32 WaitingForBootup() { return pwaitingforbootup; }
  223. inline int32 GetCharacterID() { return character_id; }
  224. inline int32 GetAccountID() { return account_id; }
  225. inline const char* GetAccountName() { return account_name; }
  226. inline sint16 GetAdminStatus() { return admin_status; }
  227. inline int16 GetVersion() { return version; }
  228. void SetNameCRC(int32 val){ name_crc = val; }
  229. int32 GetNameCRC(){ return name_crc; }
  230. void SetVersion(int16 new_version){ version = new_version; }
  231. void SetAccountID(int32 in_accountid) { account_id = in_accountid; }
  232. void SetCharacterID(int32 in_characterid) { character_id = in_characterid; }
  233. void SetAdminStatus(sint16 in_status) { admin_status = in_status; }
  234. void DetermineCharacterUpdates ( );
  235. void UpdateTimeStampFlag ( int8 flagType )
  236. {
  237. if(! (timestamp_flag & flagType ) )
  238. timestamp_flag |= flagType;
  239. }
  240. int8 GetTimeStampFlag ( ) { return timestamp_flag; }
  241. bool UpdateQuickbarNeeded();
  242. void Save();
  243. bool remove_from_list;
  244. void CloseLoot(int32 spawn_id);
  245. void SendPendingLoot(int32 total_coins, Spawn* entity);
  246. void Loot(int32 total_coins, vector<Item*>* items, Spawn* entity);
  247. void Loot(Spawn* entity, bool attemptDisarm=true);
  248. void OpenChest(Spawn* entity, bool attemptDisarm=true);
  249. void CastGroupOrSelf(Entity* source, uint32 spellID, uint32 spellTier=1, float restrictiveRadius=0.0f);
  250. void CheckPlayerQuestsKillUpdate(Spawn* spawn);
  251. void CheckPlayerQuestsChatUpdate(Spawn* spawn);
  252. void CheckPlayerQuestsItemUpdate(Item* item);
  253. void CheckPlayerQuestsSpellUpdate(Spell* spell);
  254. void CheckPlayerQuestsLocationUpdate();
  255. void AddPendingQuest(Quest* quest, bool forced = false);
  256. void AcceptQuest(int32 id);
  257. Quest* GetPendingQuest(int32 id);
  258. void RemovePendingQuest(Quest* quest);
  259. void SetPlayerQuest(Quest* quest, map<int32, int32>* progress);
  260. void AddPlayerQuest(Quest* quest, bool call_accepted = true, bool send_packets = true);
  261. void RemovePlayerQuest(int32 id, bool send_update = true, bool delete_quest = true);
  262. void SendQuestJournal(bool all_quests = false, Client* client = 0, bool updated = true);
  263. void SendQuestUpdate(Quest* quest);
  264. void SendQuestFailure(Quest* quest);
  265. void SendQuestUpdateStep(Quest* quest, int32 step, bool display_quest_helper = true);
  266. void SendQuestUpdateStepImmediately(Quest* quest, int32 step, bool display_quest_helper = true);
  267. void DisplayQuestRewards(Quest* quest, int64 coin, vector<Item*>* rewards=0, vector<Item*>* selectable_rewards=0, map<int32, sint32>* factions=0, const char* header="Quest Reward!", int32 status_points=0, const char* text=0, bool was_displayed = false);
  268. void PopulateQuestRewardItems(vector <Item*>* items, PacketStruct* packet, std::string num_rewards_str = "num_rewards", std::string reward_id_str = "reward_id" , std::string item_str = "item");
  269. void DisplayQuestComplete(Quest* quest, bool tempReward = false, std::string customDescription = string(""), bool was_displayed = false);
  270. void DisplayRandomizeFeatures(int32 features);
  271. void AcceptQuestReward(Quest* quest, int32 item_id);
  272. Quest* GetPendingQuestAcceptance(int32 item_id);
  273. Quest* GetActiveQuest(int32 quest_id);
  274. void DisplayConversation(int32 conversation_id, int32 spawn_id, vector<ConversationOption>* conversations, const char* text, const char* mp3, int32 key1, int32 key2, int8 language = 0, int8 can_close = 1);
  275. void DisplayConversation(Item* item, vector<ConversationOption>* conversations, const char* text, int8 type, const char* mp3 = 0, int32 key1 = 0, int32 key2 = 0, int8 language = 0, int8 can_close = 1);
  276. void DisplayConversation(Spawn* src, int8 type, vector<ConversationOption>* conversations, const char* text, const char* mp3 = 0, int32 key1 = 0, int32 key2 = 0, int8 language = 0, int8 can_close = 1);
  277. void CloseDialog(int32 conversation_id);
  278. int32 GetConversationID(Spawn* spawn, Item* item);
  279. void CombineSpawns(float radius, Spawn* spawn);
  280. void AddCombineSpawn(Spawn* spawn);
  281. void RemoveCombineSpawn(Spawn* spawn);
  282. void SaveCombineSpawns(const char* name = 0);
  283. Spawn* GetCombineSpawn();
  284. bool ShouldTarget();
  285. void TargetSpawn(Spawn* spawn);
  286. void ReloadQuests();
  287. int32 GetCurrentQuestID(){ return current_quest_id; }
  288. void SetLuaDebugClient(bool val);
  289. void SetMerchantTransaction(Spawn* spawn);
  290. Spawn* GetMerchantTransaction();
  291. void SetMailTransaction(Spawn* spawn);
  292. Spawn* GetMailTransaction();
  293. void PlaySound(const char* name);
  294. void SendBuyMerchantList(bool sell = false);
  295. void SendSellMerchantList(bool sell = false);
  296. void SendBuyBackList(bool sell = false);
  297. void SendRepairList();
  298. void ShowLottoWindow();
  299. void PlayLotto(int32 price, int32 ticket_item_id);
  300. void SendGuildCreateWindow();
  301. float CalculateBuyMultiplier(int32 merchant_id);
  302. float CalculateSellMultiplier(int32 merchant_id);
  303. void BuyItem(int32 item_id, int16 quantity);
  304. void SellItem(int32 item_id, int16 quantity, int32 unique_id = 0);
  305. void BuyBack(int32 item_id, int16 quantity);
  306. void RepairItem(int32 item_id);
  307. void RepairAllItems();
  308. void AddBuyBack(int32 unique_id, int32 item_id, int16 quantity, int32 price, bool save_needed = true);
  309. deque<BuyBackItem*>* GetBuyBacks();
  310. vector<Item*>* GetRepairableItems();
  311. vector<Item*>* GetItemsByEffectType(ItemEffectType type, ItemEffectType secondary_effect = NO_EFFECT_TYPE);
  312. void SendMailList();
  313. void DisplayMailMessage(int32 mail_id);
  314. void HandleSentMail(EQApplicationPacket* app);
  315. void DeleteMail(int32 mail_id, bool from_database = false);
  316. bool AddMailItem(Item* item);
  317. bool AddMailCoin(int32 copper, int32 silver = 0, int32 gold = 0, int32 plat = 0);
  318. bool RemoveMailCoin(int32 copper, int32 silver = 0, int32 gold = 0, int32 plat = 0);
  319. void TakeMailAttachments(int32 mail_id);
  320. void ResetSendMail(bool cancel = true, bool needslock = true);
  321. bool GateAllowed();
  322. bool BindAllowed();
  323. bool Bind();
  324. bool Gate(bool is_spell = false);
  325. void SendChatRelationship(int8 type, const char* name);
  326. void SendFriendList();
  327. void SendIgnoreList();
  328. void SendNewSpells(int8 class_id);
  329. string GetCoinMessage(int32 total_coins);
  330. void SetItemSearch(vector<Item*>* items);
  331. vector<Item*>* GetSearchItems();
  332. void SearchStore(int32 page);
  333. void SetPlayer(Player* new_player);
  334. void AddPendingQuestAcceptReward(Quest* quest);
  335. void AddPendingQuestReward(Quest* quest, bool update=true, bool is_temporary = false, std::string description = std::string(""));
  336. bool HasQuestRewardQueued(int32 quest_id, bool is_temporary, bool is_collection);
  337. void QueueQuestReward(int32 quest_id, bool is_temporary, bool is_collection, bool has_displayed, int64 tmp_coin, int32 tmp_status, std::string description, bool db_saved=false, int32 index=0);
  338. void RemoveQueuedQuestReward();
  339. void AddPendingQuestUpdate(int32 quest_id, int32 step_id, int32 progress = 0xFFFFFFFF);
  340. void ProcessQuestUpdates();
  341. void AddWaypoint(const char* waypoint_name, int8 waypoint_category, int32 spawn_id);
  342. void BeginWaypoint(const char* waypoint_name, float x, float y, float z);
  343. void InspectPlayer(Player* player_to_inspect);
  344. void SetPendingGuildInvite(Guild* guild, Player* invited_by = 0);
  345. PendingGuildInvite* GetPendingGuildInvite() {return &pending_guild_invite;}
  346. void ShowClaimWindow();
  347. void ShowGuildSearchWindow();
  348. void CheckQuestQueue();
  349. void ShowDressingRoom(Item *item, sint32 crc);
  350. void SendCollectionList();
  351. bool SendCollectionsForItem(Item *item);
  352. void HandleCollectionAddItem(int32 collection_id, Item *item);
  353. void DisplayCollectionComplete(Collection *collection);
  354. void HandInCollections();
  355. void AcceptCollectionRewards(Collection *collection, int32 selectable_item_id = 0);
  356. void SendRecipeList();
  357. void SendTitleUpdate();
  358. void SendUpdateTitles(sint32 prefix, sint32 suffix);
  359. void SendLanguagesUpdate(int32 id);
  360. void SendAchievementsList();
  361. void SendAchievementUpdate(bool first_login = false);
  362. ///<summary>Send the pet options window to the client</summary>
  363. ///<param name="type">Type of pet, 1 = combat 0 = non combat</param>
  364. void SendPetOptionsWindow(const char* pet_name, int8 type = 1);
  365. void SendBiography();
  366. bool IsCrafting();
  367. void SetRecipeListSent(bool val) {m_recipeListSent = val; }
  368. bool GetRecipeListSent() { return m_recipeListSent; }
  369. void ShowRecipeBook();
  370. PendingResurrection* GetCurrentRez();
  371. void SendResurrectionWindow();
  372. void AcceptResurrection();
  373. Mutex m_resurrect;
  374. Mutex* GetResurrectMutex();
  375. void SetPendingLastName(string last_name);
  376. void RemovePendingLastName();
  377. string* GetPendingLastName();
  378. void SendLastNameConfirmation();
  379. void SetInitialSpawnsSent(bool val) { initial_spawns_sent = val; }
  380. bool GetInitialSpawnsSent() { return initial_spawns_sent; }
  381. void SendQuestJournalUpdate(Quest* quest, bool updated=true);
  382. void AddQuestTimer(int32 quest_id);
  383. void RemoveQuestTimer(int32 quest_id);
  384. void SetPendingFlightPath(int32 val) { pending_flight_path = val; }
  385. int32 GetPendingFlightPath() { return pending_flight_path; }
  386. void EndAutoMount();
  387. bool GetOnAutoMount() { return on_auto_mount; }
  388. bool IsCurrentTransmuteID(int32 trans_id);
  389. void SetTransmuteID(int32 trans_id);
  390. int32 GetTransmuteID();
  391. enum ServerSpawnPlacementMode { DEFAULT, OPEN_HEADING, CLOSE_HEADING };
  392. void SetSpawnPlacementMode(ServerSpawnPlacementMode mode) { spawnPlacementMode = mode; }
  393. ServerSpawnPlacementMode GetSpawnPlacementMode() { return spawnPlacementMode; }
  394. bool HandleNewLogin(int32 account_id, int32 access_code);
  395. void SendSpawnChanges(set<Spawn*>& spawns);
  396. void MakeSpawnChangePacket(map<int32, SpawnData> info_changes, map<int32, SpawnData> pos_changes, map<int32, SpawnData> vis_changes, int32 info_size, int32 pos_size, int32 vis_size);
  397. bool IsZonedIn() { return connected_to_zone; }
  398. void SendHailCommand(Spawn* target);
  399. void SendDefaultCommand(Spawn* spawn, const char* command, float distance);
  400. void SetTempPlacementSpawn(Spawn* tmp);
  401. Spawn* GetTempPlacementSpawn() { return tempPlacementSpawn; }
  402. void SetPlacementUniqueItemID(int32 id) { placement_unique_item_id = id; }
  403. int32 GetPlacementUniqueItemID() { return placement_unique_item_id; }
  404. void SetHasOwnerOrEditAccess(bool val) { hasOwnerOrEditAccess = val; }
  405. bool HasOwnerOrEditAccess() { return hasOwnerOrEditAccess; }
  406. bool HandleHouseEntityCommands(Spawn* spawn, int32 spawnid, string command);
  407. // find an appropriate spawn to use for the house object, save spawn location/entry data to DB
  408. bool PopulateHouseSpawn(PacketStruct* place_object);
  409. // finalize the spawn-in of the object in world, remove the item from player inventory, set the spawned in object item id (for future pickup)
  410. bool PopulateHouseSpawnFinalize();
  411. void SendMoveObjectMode(Spawn* spawn, uint8 placementMode, float unknown2_3=0.0f);
  412. void SendFlightAutoMount(int32 path_id, int16 mount_id = 0, int8 mount_red_color = 0xFF, int8 mount_green_color = 0xFF, int8 mount_blue_color=0xFF);
  413. void SendShowBook(Spawn* sender, string title, int8 language, int8 num_pages, ...);
  414. void SendShowBook(Spawn* sender, string title, int8 language, vector<Item::BookPage*> pages);
  415. void SetTemporaryTransportID(int32 id) { temporary_transport_id = id; }
  416. int32 GetTemporaryTransportID() { return temporary_transport_id; }
  417. void SetRejoinGroupID(int32 id) { rejoin_group_id = id; }
  418. void TempRemoveGroup();
  419. void ReplaceGroupClient(Client* new_client);
  420. void SendWaypoints();
  421. void AddWaypoint(string name, int8 type);
  422. void RemoveWaypoint(string name) {
  423. if (waypoints.count(name) > 0){
  424. waypoints.erase(name);
  425. }
  426. }
  427. void SelectWaypoint(int32 id);
  428. void ClearWaypoint();
  429. bool ShowPathToTarget(float x, float y, float z, float y_offset);
  430. bool ShowPathToTarget(Spawn* spawn);
  431. void SetRegionDebug(bool val) { regionDebugMessaging = val; }
  432. static void CreateMail(int32 charID, std::string fromName, std::string subjectName, std::string mailBody,
  433. int8 mailType, int32 copper, int32 silver, int32 gold, int32 platinum, int32 item_id, int16 stack_size, int32 time_sent, int32 expire_time);
  434. void CreateAndUpdateMail(std::string fromName, std::string subjectName, std::string mailBody,
  435. int8 mailType, int32 copper, int32 silver, int32 gold, int32 platinum, int32 item_id, int16 stack_size, int32 time_sent, int32 expire_time);
  436. void SendEquipOrInvUpdateBySlot(int8 slot);
  437. void SetReloadingZone(bool val) { client_reloading_zone = val; }
  438. bool IsReloadingZone() { return client_reloading_zone; }
  439. void QueueStateCommand(int32 spawn_player_id, int32 state);
  440. void ProcessStateCommands();
  441. void PurgeItem(Item* item);
  442. void ConsumeFoodDrink(Item* item, int32 slot);
  443. void AwardCoins(int64 total_coins, std::string reason = string(""));
  444. void TriggerSpellSave();
  445. void ClearSentItemDetails() {
  446. MItemDetails.writelock(__FUNCTION__, __LINE__);
  447. sent_item_details.clear();
  448. MItemDetails.releasewritelock(__FUNCTION__, __LINE__);
  449. }
  450. bool IsPlayerLoadingComplete() { return player_loading_complete; }
  451. int32 GetRejoinGroupID() { return rejoin_group_id; }
  452. void ClearSentSpellList() {
  453. MSpellDetails.writelock(__FUNCTION__, __LINE__);
  454. sent_spell_details.clear();
  455. MSpellDetails.releasewritelock(__FUNCTION__, __LINE__);
  456. }
  457. void UpdateSentSpellList();
  458. bool CountSentSpell(int32 id, int32 tier) {
  459. bool res = false;
  460. MSpellDetails.readlock(__FUNCTION__, __LINE__);
  461. std::map<int32, int32>::iterator itr = sent_spell_details.find(id);
  462. if(itr != sent_spell_details.end() && itr->second == tier)
  463. res = true;
  464. MSpellDetails.releasereadlock(__FUNCTION__, __LINE__);
  465. return res;
  466. }
  467. void SetSentSpell(int32 id, int32 tier) {
  468. MSpellDetails.writelock(__FUNCTION__, __LINE__);
  469. sent_spell_details[id] = tier;
  470. MSpellDetails.releasewritelock(__FUNCTION__, __LINE__);
  471. }
  472. void DisableSave() { disable_save = true; }
  473. bool IsSaveDisabled() { return disable_save; }
  474. void ResetZoningCoords() {
  475. zoning_x = 0;
  476. zoning_y = 0;
  477. zoning_z = 0;
  478. zoning_h = 0;
  479. }
  480. void SetZoningCoords(float x, float y, float z, float h) {
  481. zoning_x = x;
  482. zoning_y = y;
  483. zoning_z = z;
  484. zoning_h = h;
  485. }
  486. bool UseItem(Item* item, Spawn* target = nullptr);
  487. void SendPlayFlavor(Spawn* spawn, int8 language, VoiceOverStruct* non_garble, VoiceOverStruct* garble, bool success = false, bool garble_success = false);
  488. void SaveQuestRewardData(bool force_refresh = false);
  489. void UpdateCharacterRewardData(QuestRewardData* data);
  490. void SetQuestUpdateState(bool val) { quest_updates = val; }
  491. void AddRecipeToPlayer(Recipe* recipe, PacketStruct* packet, int16* i);
  492. bool SetPlayerPOVGhost(Spawn* spawn);
  493. int32 GetPlayerPOVGhostSpawnID() { return pov_ghost_spawn_id; }
  494. private:
  495. void SavePlayerImages();
  496. void SkillChanged(Skill* skill, int16 previous_value, int16 new_value);
  497. void GiveQuestReward(Quest* quest, bool has_displayed = false);
  498. void SetStepComplete(int32 quest_id, int32 step);
  499. void AddStepProgress(int32 quest_id, int32 step, int32 progress);
  500. map<int32, map<int32, int32> > quest_pending_updates;
  501. vector<QueuedQuest*> quest_queue;
  502. vector<QuestRewardData*> quest_pending_reward;
  503. volatile bool quest_updates;
  504. Mutex MQuestPendingUpdates;
  505. Mutex MQuestQueue;
  506. Mutex MDeletePlayer;
  507. vector<Item*>* search_items;
  508. int32 waypoint_id = 0;
  509. map<string, WaypointInfo> waypoints;
  510. Spawn* transport_spawn;
  511. Mutex MBuyBack;
  512. deque<BuyBackItem*> buy_back_items;
  513. Spawn* merchant_transaction;
  514. Spawn* mail_transaction;
  515. Mutex MPendingQuestAccept;
  516. vector<int32> pending_quest_accept;
  517. bool lua_debug;
  518. bool should_target;
  519. Spawn* combine_spawn;
  520. int8 num_active_failures;
  521. int32 next_conversation_id;
  522. map<int32, int32> conversation_spawns;
  523. map<int32, Item*> conversation_items;
  524. Mutex MConversation;
  525. map<int32, map<int8, string> > conversation_map;
  526. int32 current_quest_id;
  527. Spawn* banker;
  528. map<int32, int32> sent_spell_details;
  529. map<int32, bool> sent_item_details;
  530. Player* player;
  531. int16 version;
  532. int8 timestamp_flag;
  533. int32 ip;
  534. int16 port;
  535. int32 account_id;
  536. int32 character_id;
  537. sint16 admin_status; // -2 Banned, -1 Suspended, 0 User, etc.
  538. char account_name[64];
  539. char zone_name[64];
  540. int32 zoneID;
  541. int32 instanceID;
  542. Timer* autobootup_timeout;
  543. int32 pwaitingforbootup;
  544. int32 last_update_time;
  545. int32 last_saved_timestamp;
  546. Timer* CLE_keepalive_timer;
  547. Timer* connect;
  548. Timer* camp_timer;
  549. bool connected;
  550. bool ready_for_spawns;
  551. bool ready_for_updates;
  552. bool seencharsel;
  553. bool connected_to_zone;
  554. bool client_zoning;
  555. int32 zoning_id;
  556. int32 zoning_instance_id;
  557. ZoneServer* zoning_destination;
  558. float zoning_x;
  559. float zoning_y;
  560. float zoning_z;
  561. float zoning_h;
  562. bool firstlogin;
  563. bool new_client_login;
  564. Timer underworld_cooldown_timer;
  565. Timer pos_update;
  566. Timer quest_pos_timer;
  567. Timer lua_debug_timer;
  568. Timer temp_placement_timer;
  569. Timer spawn_removal_timer;
  570. std::atomic<bool> player_pos_changed;
  571. std::atomic<int8> player_pos_change_count;
  572. bool HandlePacket(EQApplicationPacket *app);
  573. EQStream* eqs;
  574. bool quickbar_changed;
  575. ZoneServer* current_zone;
  576. int32 name_crc;
  577. MailWindow mail_window;
  578. std::mutex MMailWindowMutex;
  579. PendingGuildInvite pending_guild_invite;
  580. PendingResurrection current_rez;
  581. string* pending_last_name;
  582. IncomingPaperdollImage incoming_paperdoll;
  583. int32 transmuteID;
  584. bool m_recipeListSent;
  585. bool initial_spawns_sent;
  586. bool should_load_spells;
  587. // int32 = quest id
  588. vector<int32> quest_timers;
  589. Mutex MQuestTimers;
  590. int32 pending_flight_path;
  591. ServerSpawnPlacementMode spawnPlacementMode;
  592. bool on_auto_mount;
  593. bool EntityCommandPrecheck(Spawn* spawn, const char* command);
  594. bool delayedLogin;
  595. int32 delayedAccountID;
  596. int32 delayedAccessKey;
  597. Timer delayTimer;
  598. Spawn* tempPlacementSpawn;
  599. int32 placement_unique_item_id;
  600. bool hasOwnerOrEditAccess;
  601. bool hasSentTempPlacementSpawn;
  602. int32 temporary_transport_id;
  603. int32 rejoin_group_id;
  604. int32 lastRegionRemapTime;
  605. bool regionDebugMessaging;
  606. bool client_reloading_zone;
  607. map<int32, int32> queued_state_commands;
  608. Mutex MQueueStateCmds;
  609. Timer save_spell_state_timer; // will be the 're-trigger' to delay
  610. int32 save_spell_state_time_bucket; // bucket as we collect over time when timer is reset by new spell effects being casted
  611. std::mutex MSaveSpellStateMutex;
  612. bool player_loading_complete;
  613. Mutex MItemDetails;
  614. Mutex MSpellDetails;
  615. bool disable_save;
  616. vector< string > devices;
  617. std::atomic<int32> pov_ghost_spawn_id;
  618. };
  619. class ClientList {
  620. public:
  621. ClientList();
  622. ~ClientList();
  623. bool ContainsStream(EQStream* eqs);
  624. void Add(Client* client);
  625. Client* Get(int32 ip, int16 port);
  626. Client* FindByAccountID(int32 account_id);
  627. Client* FindByName(char* charname);
  628. void Remove(Client* client, bool delete_data = false);
  629. void RemoveConnection(EQStream* eqs);
  630. void Process();
  631. int32 Count();
  632. void ReloadQuests();
  633. void CheckPlayersInvisStatus(Client* owner);
  634. void RemovePlayerFromInvisHistory(int32 spawnID);
  635. private:
  636. Mutex MClients;
  637. list<Client*> client_list;
  638. };
  639. #endif