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- /*
- EQ2Emulator: Everquest II Server Emulator
- Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
- This file is part of EQ2Emulator.
- EQ2Emulator is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- EQ2Emulator is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
- */
- #ifndef EQ2_WORLD_H
- #define EQ2_WORLD_H
- #include <string>
- #include <vector>
- #include <map>
- #include <list>
- #include "SpawnLists.h"
- #include "zoneserver.h"
- #include "NPC.h"
- #include "Widget.h"
- #include "Object.h"
- #include "GroundSpawn.h"
- #include "Sign.h"
- #include "Variables.h"
- #include "MutexList.h"
- #include "PlayerGroups.h"
- #include "./Zone/region_map.h"
- #include "./Zone/map.h"
- using namespace std;
- struct MerchantInfo{
- vector<int32> inventory_ids;
- /*int32 faction_id;
- sint32 faction_min;
- sint32 faction_max;
- float low_buy_multiplier;
- float high_buy_multiplier;
- float low_sell_multiplier;
- float high_sell_multiplier;*/
- };
- struct MerchantItemInfo{
- int32 item_id;
- int16 quantity;
- int32 price_item_id;
- int32 price_item2_id;
- int16 price_item_qty;
- int16 price_item2_qty;
- int32 price_status;
- int64 price_coins;
- int32 price_stationcash;
- };
- struct LootTable{
- string name;
- int32 mincoin;
- int32 maxcoin;
- int16 maxlootitems;
- float lootdrop_probability;
- float coin_probability;
- };
- struct LootDrop{
- int32 item_id;
- int16 item_charges;
- bool equip_item;
- float probability;
- int32 no_drop_quest_completed_id;
- };
- struct GroundSpawnEntry {
- 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;
- };
- struct GroundSpawnEntryItem {
- int32 item_id;
- int8 is_rare;
- int32 grid_id;
- };
- struct TransportDestination{
- int32 unique_id;
- int8 type;
- string display_name;
- string message;
- int32 destination_zone_id;
- float destination_x;
- float destination_y;
- float destination_z;
- float destination_heading;
- int32 cost;
- int8 min_level;
- int8 max_level;
- int32 req_quest;
- int16 req_quest_step;
- int32 req_quest_complete;
- int32 map_x;
- int32 map_y;
- int32 faction_id;
- int32 faction_value;
- int32 expansion_flag;
- int32 holiday_flag;
- int32 min_client_version;
- int32 max_client_version;
- int32 flight_path_id;
- int16 mount_id;
- int8 mount_red_color;
- int8 mount_green_color;
- int8 mount_blue_color;
- };
- struct LocationTransportDestination{
- int32 unique_id;
- string message;
- int32 destination_zone_id;
- float destination_x;
- float destination_y;
- float destination_z;
- float destination_heading;
- float trigger_x;
- float trigger_y;
- float trigger_z;
- float trigger_radius;
- int32 cost;
- int32 faction_id;
- int32 faction_value;
- };
- //ideally we wouldn't need to store this information as we could get it from the Client object,
- //however since the client object disconnects from the server when zoning we can't count on it being available
- /*struct PlayerGroup;
- struct GroupOptions{
- int8 loot_method;
- int8 loot_items_rarity;
- int8 auto_split;
- int8 default_yell;
- int8 group_autolock;
- int8 solo_autolock;
- };
- struct GroupMemberInfo{
- string name;
- string zone;
- sint32 hp_current;
- sint32 hp_max;
- sint32 power_current;
- sint32 power_max;
- int16 level_current;
- int16 level_max;
- int8 race_id;
- int8 class_id;
- Client* client;
- PlayerGroup* group;
- };
- struct PlayerGroup{
- deque<GroupMemberInfo*> members;
- GroupOptions options;
- };*/
- struct LottoPlayer {
- int32 end_time;
- int8 num_matches;
- bool set;
- };
- struct HouseZone {
- int32 id;
- string name;
- int64 cost_coin;
- int32 cost_status;
- int64 upkeep_coin;
- int32 upkeep_status;
- int8 vault_slots;
- int8 alignment;
- int8 guild_level;
- int32 zone_id;
- int32 exit_zone_id;
- float exit_x;
- float exit_y;
- float exit_z;
- float exit_heading;
- };
- struct Deposit {
- int32 timestamp;
- int64 amount;
- int64 last_amount;
- int32 status;
- int32 last_status;
- string name;
- };
- struct HouseHistory {
- HouseHistory()
- {
- timestamp = 0;
- amount = 0;
- name = string("");
- reason = string("");
- status = 0;
- pos_flag = 0;
- }
- HouseHistory(int32 in_timestamp, int64 in_amount, string in_name, string in_reason, int32 in_status, int8 in_pos_flag)
- {
- timestamp = in_timestamp;
- amount = in_amount;
- name = in_name;
- reason = in_reason;
- status = in_status;
- pos_flag = in_pos_flag;
- }
- int32 timestamp;
- int64 amount;
- string name;
- string reason;
- int32 status;
- int8 pos_flag;
- };
- struct PlayerHouse {
- int32 house_id;
- int64 unique_id;
- int32 instance_id;
- int32 upkeep_due;
- int64 escrow_coins;
- int32 escrow_status;
- string player_name;
- list<Deposit> deposits;
- map<string, Deposit> depositsMap;
- list<HouseHistory> history;
- };
- // Constants for STATs counters
- // Server Utilization
- #define STAT_SERVER_OS_TYPE 1 // what OS this server is running on
- #define STAT_SERVER_CPU_TYPE 2 // cpu type/speed (ie., Intel P4 3.0GHz)
- #define STAT_SERVER_CPU_CURRENT 3 // current CPU usage by EQ2World.exe process
- #define STAT_SERVER_CPU_PEAK 4 // highest CPU usage by EQ2World.exe this session
- #define STAT_SERVER_PHYSICAL_RAM_TOTAL 5 // total RAM in server
- #define STAT_SERVER_PHYSICAL_RAM_CURRENT 6 // current RAM usage by EQ2World.exe
- #define STAT_SERVER_PHYSICAL_RAM_PEAK 7 // highest RAM usage by EQ2World.exe this session
- #define STAT_SERVER_VIRTUAL_RAM_TOTAL 8 // total vRAM in server
- #define STAT_SERVER_VIRTUAL_RAM_CURRENT 9 // current vRAM usage by EQ2World.exe
- #define STAT_SERVER_VIRTUAL_RAM_PEAK 10 // highest vRAM usage by EQ2World.exe this session
- #define STAT_SERVER_DISK_USAGE 11 // size of /eq2emulator folder and contents
- #define STAT_SERVER_THREAD_COUNT 12 // thread count of EQ2World.exe process
- #define STAT_SERVER_AVG_LATENCY 13 // network latency between world and loginserver
- // Server Stats
- #define STAT_SERVER_CREATED 100 // unix_timestamp of date server first came online
- #define STAT_SERVER_START_TIME 101 // unix_timestamp of date/time server booted up
- #define STAT_SERVER_ACCEPTED_CONNECTION 102 // successful connections since server startup
- #define STAT_SERVER_MOST_CONNECTIONS 103 // most players online in history of server
- #define STAT_SERVER_NUM_ACCOUNTS 104 // total number of unique accounts
- #define STAT_SERVER_NUM_CHARACTERS 105 // total number of player characters
- #define STAT_SERVER_AVG_CHAR_LEVEL 106 // average level of player characters
- #define STAT_SERVER_NUM_ACTIVE_ZONES 107 // number of currently running/loaded zones
- #define STAT_SERVER_NUM_ACTIVE_INSTANCES 108 // number of active zones that are "instances"
- // Player PvE counters
- #define STAT_PLAYER_TOTAL_NPC_KILLS 1000 // total NPC kills by player
- #define STAT_PLAYER_TOTAL_DEATHS 1001 // total non-PvP deaths of player
- #define STAT_PLAYER_KVD_RATIO 1002 // kill-versus-death ratio of player
- #define STAT_PLAYER_HIGHEST_MELEE_HIT 1003 // players highest melee hit to date
- #define STAT_PLAYER_HIGHEST_MAGIC_HIT 1004 // players highest magic hit to date
- #define STAT_PLAYER_HIGHEST_HO_HIT 1005 // players highest heroic opportunity hit
- #define STAT_PLAYER_TOTAL_STATUS 1006 // player total status
- #define STAT_PLAYER_TOTAL_WEALTH 1007 // player total wealth
- #define STAT_PLAYER_QUESTS_COMPLETED 1008 // total quests completed
- #define STAT_PLAYER_RECIPES_KNOWN 1009 // total recipes player knows
- #define STAT_PLAYER_TOTAL_CRAFTED_ITEMS 1010 // total items crafted by player
- #define STAT_PLAYER_ITEMS_DISCOVERED 1011 // total items discovered by player
- #define STAT_PLAYER_RARES_HARVESTED 1012 // total rare harvests by player
- #define STAT_PLAYER_ITEMS_HARVESTED 1013 // total rare harvests by player
- #define STAT_PLAYER_MASTER_ABILITIES 1014 // total master abilities player has
- #define STAT_PLAYER_HIGHEST_FALLING_HIT 1015 // player's highest damage amount taken from falling
- // Player PvP counters
- #define STAT_PLAYER_TOTAL_PVP_KILLS 1100 // total PVP kills by player
- #define STAT_PLAYER_PVP_KILL_STREAK 1101 // longest PVP kill streak of player
- #define STAT_PLAYER_TOTAL_PVP_DEATHS 1102 // total PVP deaths of player
- #define STAT_PLAYER_PVP_DEATH_STREAK 1103 // longest PVP death streak of player
- #define STAT_PLAYER_PVP_KVD_RATIO 1104 // PVP kill-versus-death ratio of player
- #define STAT_PLAYER_TOTAL_ARENA_KILLS 1105 // total Arena kills of player
- // MOST stats for players
- #define STAT_PLAYER_MOST_NPC_KILLS 1200 // IPvP: Player with most NPC kills
- #define STAT_PLAYER_MOST_NPC_DEATHS 1201 // IPvP: Player with most non-PVP deaths
- #define STAT_PLAYER_MOST_PVP_KILLS 1202 // IPvP: Player with most PvP kills
- #define STAT_PLAYER_MOST_PVP_DEATHS 1203 // IPvP: Player with most PvP deaths
- #define STAT_PLAYER_MOST_ARENA_KILLS 1204 // IPvP: Player with most Arena kills
- #define STAT_PLAYER_MOST_STATUS 1205 // IPvP: Player with most Status
- #define STAT_PLAYER_MOST_WEALTH 1206 // IPvP: Player with most Wealth
- // HIGHEST stats for players
- #define STAT_PLAYER_HIGHEST_NPC_KVD_RATIO 1300 // IPvP: Player with highest NPC kill-versus-death ratio
- #define STAT_PLAYER_HIGHEST_PVP_KILL_STREAK 1301 // IPvP: Player with longest PvP kill streak
- #define STAT_PLAYER_HIGHEST_PVP_DEATH_STREAK 1302 // IPvP: Player with longest PvP death streak
- #define STAT_PLAYER_HIGHEST_PVP_KVD_RATIO 1303 // IPvP: Player with highest PvP kill-versus-death ratio
- #define STAT_PLAYER_HIGHEST_HP 1304 // IPvP: Player with highest HP on server
- #define STAT_PLAYER_HIGHEST_POWER 1305 // IPvP: Player with highest Power on server
- #define STAT_PLAYER_HIGHEST_RESISTS 1306 // IPvP: Player with highest Resists on server
- struct Statistic {
- int32 stat_id;
- sint32 stat_value;
- int32 stat_date;
- bool save_needed;
- };
- // Player EVENT defines
- // Some EVENTs are single occurrance (S), while others are cummulative throughout the life of the player (C)
- #define PLAYER_EVENT_NEW_ADV_LEVEL 2000 // (C) player achieves a new adventure level
- #define PLAYER_EVENT_NEW_TS_LEVEL 2001 // (C) player achieves a new tradeskill level
- #define PLAYER_EVENT_NEW_AA 2002 // (C) player earns AA pt
- #define PLAYER_EVENT_NEW_ACHIEVEMENT 2003 // (C) player new achievement
- #define PLAYER_EVENT_LAST_DEATH 2004 // (S) player was last killed
- #define PLAYER_EVENT_LAST_KILL 2005 // (S) player last killed spawn_id
- #define PLAYER_EVENT_DISCOVER_POI 2006 // (C) player discovers location_id
- // These maybe should be World stat events, since it is about 1 player discovering a new item?
- #define PLAYER_EVENT_DISCOVER_ITEM 2007 // (C) player discovers item_id
- #define PLAYER_EVENT_DISCOVER_RECIPE 2008 // (C) player discovers recipe_id
- struct PlayerHistory {
- int32 history_zone;
- int32 history_id;
- sint32 history_value;
- int32 history_date;
- bool save_needed;
- };
- struct GlobalLoot {
- int8 minLevel;
- int8 maxLevel;
- int32 table_id;
- int32 loot_tier;
- };
- #define TRANSPORT_TYPE_LOCATION 0
- #define TRANSPORT_TYPE_ZONE 1
- #define TRANSPORT_TYPE_GENERIC 2
- #define TRANSPORT_TYPE_FLIGHT 3
- // structs MUST start with class_id and race_id, in that order as int8's
- struct StartingStructHeader
- {
- int8 class_id;
- int8 race_id;
- };
- struct StartingSkill
- {
- StartingStructHeader header;
- int32 skill_id;
- int16 current_val;
- int16 max_val;
- int32 progress; // what is this for..?
- };
- struct StartingSpell
- {
- StartingStructHeader header;
- int32 spell_id;
- int8 tier;
- int32 knowledge_slot;
- };
- #define MAX_VOICEOVER_TYPE 2
- struct VoiceOverStruct{
- string mp3_string;
- string text_string;
- string emote_string;
- int32 key1;
- int32 key2;
- bool is_garbled;
- int8 garble_link_id;
- };
- class ZoneList {
- public:
- ZoneList();
- ~ZoneList();
-
- void Add(ZoneServer* zone);
- void Remove(ZoneServer* zone);
- ZoneServer* Get(int32 id, bool loadZone = true, bool skip_existing_zones = false);
- ZoneServer* Get(const char* zone_name, bool loadZone=true, bool skip_existing_zones = false);
- ZoneServer* GetByInstanceID(int32 id, int32 zone_id=0, bool skip_existing_zones = false);
- /// <summary>Get the instance for the given zone id with the lowest population</summary>
- /// <param name='zone_id'>The id of the zone to look up</param>
- /// <returns>ZoneServer* of an active zone with the given id</returns>
- ZoneServer* GetByLowestPopulation(int32 zone_id);
- void AddClientToMap(string name, Client* client){
- name = ToLower(name);
- MClientList.lock();
- client_map[name] = client;
- MClientList.unlock();
- }
- void CheckFriendList(Client* client);
- void CheckFriendZoned(Client* client);
- // move to Chat/Chat.h?
- bool HandleGlobalChatMessage(Client* from, char* to, int16 channel, const char* message, const char* channel_name = 0, int32 current_language_id = 0);
- void HandleGlobalBroadcast(const char* message);
- void HandleGlobalAnnouncement(const char* message);
- //
- int32 Count();
- Client* GetClientByCharName(string name){
- name = ToLower(name);
- Client* ret = 0;
- MClientList.lock();
- if(client_map.count(name) > 0)
- ret = client_map[name];
- MClientList.unlock();
- return ret;
- }
- Client* GetClientByCharID(int32 id) {
- Client* ret = 0;
- MClientList.lock();
- map<string, Client*>::iterator itr;
- for (itr = client_map.begin(); itr != client_map.end(); itr++) {
- if (itr->second->GetCharacterID() == id) {
- ret = itr->second;
- break;
- }
- }
- MClientList.unlock();
- return ret;
- }
- Client* GetClientByEQStream(EQStream* eqs) {
- Client* ret = 0;
- if (eqs) {
- MClientList.lock();
- map<string, Client*>::iterator itr;
- for (itr = client_map.begin(); itr != client_map.end(); itr++) {
- if (itr->second->getConnection() == eqs) {
- ret = itr->second;
- break;
- }
- }
- MClientList.unlock();
- }
- return ret;
- }
- void UpdateVitality(float amount);
- void RemoveClientFromMap(string name, Client* client){
- name = ToLower(name);
- MClientList.lock();
- if(client_map.count(name) > 0 && client_map[name] == client)
- client_map.erase(name);
- MClientList.unlock();
- }
- bool ClientConnected(int32 account_id);
- void RemoveClientZoneReference(ZoneServer* zone);
- void ReloadClientQuests();
- bool DepopFinished();
- void Depop();
- void Repop();
- void DeleteSpellProcess();
- void LoadSpellProcess();
- void ProcessWhoQuery(const char* query, Client* client);
- void ProcessWhoQuery(vector<string>* queries, ZoneServer* zone, vector<Entity*>* players, bool isGM);
- void SendZoneList(Client* client);
- void WritePlayerStatistics();
- void ShutDownZones();
- void ReloadMail();
- void ReloadSpawns();
- void WatchdogHeartbeat();
- void SendTimeUpdate();
- private:
- Mutex MClientList;
- Mutex MZoneList;
- map<ZoneServer*, int32> removed_zoneservers;
- map<string,Client*> client_map;
- list<ZoneServer*> zlist;
- };
- class World {
- public:
- World();
- ~World();
- int8 GetClassID(const char* name);
- void Process();
- void init();
- PacketStruct* GetWorldTime(int16 version);
- void WorldTimeTick();
- float GetXPRate();
- float GetTSXPRate();
- void LoadVitalityInformation();
- void UpdateVitality();
- WorldTime* GetWorldTimeStruct(){
- return &world_time;
- }
- ulong GetCurrentThreadID();
- int64 GetThreadUsageCPUTime();
-
- // These 2 functions are never used. What was their purpose? Should they be removed?
- void AddNPCAppearance(int32 id, AppearanceData* appearance){ npc_appearance_list[id] = appearance; }
- AppearanceData* GetNPCAppearance(int32 id) { return npc_appearance_list[id]; }
-
- void ReloadGuilds();
- bool ReportBug(string data, char* player_name, int32 account_id, const char* spawn_name, int32 spawn_id, int32 zone_id);
- void AddSpawnScript(int32 id, const char* name);
- void AddSpawnEntryScript(int32 id, const char* name);
- void AddSpawnLocationScript(int32 id, const char* name);
- void AddZoneScript(int32 id, const char* name);
- const char* GetSpawnScript(int32 id);
- const char* GetSpawnEntryScript(int32 id);
- const char* GetSpawnLocationScript(int32 id);
- const char* GetZoneScript(int32 id);
- void ResetSpawnScripts();
- void ResetZoneScripts();
- int16 GetMerchantItemQuantity(int32 merchant_id, int32 item_id);
- void DecreaseMerchantQuantity(int32 merchant_id, int32 item_id, int16 amount);
- int32 GetInventoryID(int32 merchant_id, int32 item_id);
- void AddMerchantItem(int32 inventory_id, MerchantItemInfo ItemInfo);
- void RemoveMerchantItem(int32 inventory_id, int32 item_id);
- vector<MerchantItemInfo>* GetMerchantList(int32 merchant_id);
- vector<MerchantItemInfo>* GetMerchantItemList(int32 merchant_id, int8 merchant_type, Player* player);
- MerchantInfo* GetMerchantInfo(int32 merchant_id);
- map<int32, MerchantInfo*>* GetMerchantInfo();
- void AddMerchantInfo(int32 merchant_id, MerchantInfo* multiplier);
- void DeleteMerchantsInfo();
- void DeleteMerchantItems();
- void DeleteSpawns();
- vector<Variable*>* GetClientVariables();
- void WritePlayerStatistics();
- void WriteServerStatistics();
- void AddServerStatistic(int32 stat_id, sint32 stat_value, int32 stat_date);
- void UpdateServerStatistic(int32 stat_id, sint32 stat_value, bool overwrite = false);
- sint32 GetServerStatisticValue(int32 stat_id);
- void RemoveServerStatistics();
-
- //PlayerGroup* AddGroup(Client* leader);
- //void AddGroupMember(PlayerGroup* group, Client* member);
- //void RemoveGroupMember(Client* member, bool immediate = false);
- //void DisbandGroup(PlayerGroup* group, bool lock = true);
- void SendGroupQuests(PlayerGroup* group, Client* client);
- //void UpdateGroupBuffs();
- //void RemoveGroupBuffs(PlayerGroup *group, Client *client);
- //void SetPendingGroup(char* name, char* leader);
- //void GroupMessage(PlayerGroup* group, const char* message, ...);
- //void SimpleGroupMessage(PlayerGroup* group, const char* message);
- //void GroupChatMessage(PlayerGroup* group, Spawn* from, const char* message);
- //const char* GetPendingGroup(string name);
- //void GroupReadLock();
- //void GroupReadUnLock();
- //void CheckRemoveGroupedPlayer();
- //void SendGroupUpdate(PlayerGroup* group, Client* exclude = 0);
- bool RejoinGroup(Client* client, int32 group_id);
- //bool MakeLeader(Client* leader, string new_leader);
-
- void AddBonuses(Item* item, ItemStatsValues* values, int16 type, sint32 value, Entity* entity);
- void CreateGuild(const char* guild_name, Client* leader = 0, int32 group_id = 0);
- void SaveGuilds();
- void PickRandomLottoDigits(int32* digits);
- void AddLottoPlayer(int32 character_id, int32 end_time);
- void RemoveLottoPlayer(int32 character_id);
- void SetLottoPlayerNumMatches(int32 character_id, int8 num_matches);
- void CheckLottoPlayers();
- void PopulateTOVStatMap();
- int32 LoadItemBlueStats();
- sint16 GetItemStatAOMValue(sint16 subtype);
- sint16 GetItemStatTOVValue(sint16 subtype);
- sint16 GetItemStatDOVValue(sint16 subtype);
- sint16 GetItemStatCOEValue(sint16 subtype);
- sint16 GetItemStatKAValue(sint16 subtype);
- sint16 GetItemStatTESTValue(sint16 subtype);
- vector<string> biography;
- volatile bool items_loaded;
- volatile bool spells_loaded;
- volatile bool achievments_loaded;
- void AddHouseZone(int32 id, string name, int64 cost_coins, int32 cost_status, int64 upkeep_coins, int32 upkeep_status, int8 vault_slots, int8 alignment, int8 guild_level, int32 zone_id, int32 exit_zone_id, float exit_x, float exit_y, float exit_z, float exit_heading);
- HouseZone* GetHouseZone(int32 id);
- void AddPlayerHouse(int32 char_id, int32 house_id, int64 unique_id, int32 instance_id, int32 upkeep_due, int64 escrow_coins, int32 escrow_status, string player_name);
- PlayerHouse* GetPlayerHouseByHouseID(int32 char_id, int32 house_id);
- PlayerHouse* GetPlayerHouseByUniqueID(int64 unique_id);
- PlayerHouse* GetPlayerHouseByInstanceID(int32 instance_id);
- vector<PlayerHouse*> GetAllPlayerHouses(int32 char_id);
- vector<PlayerHouse*> GetAllPlayerHousesByHouseID(int32 house_id);
- void ReloadHouseData(PlayerHouse* ph);
- PlayerGroupManager* GetGroupManager() { return &m_playerGroupManager; }
- bool CheckTempBugCRC(char* msg);
- void SyncCharacterAbilities(Client* client);
- void LoadStartingLists();
- void PurgeStartingLists();
- multimap<int8, multimap<int8, StartingSkill>*> starting_skills;
- multimap<int8, multimap<int8, StartingSpell>*> starting_spells;
- Mutex MStartingLists;
- void SetReloadingSubsystem(string subsystem);
- void RemoveReloadingSubSystem(string subsystem);
- bool IsReloadingSubsystems();
- int32 GetSuppressedWarningTime() {
- return suppressed_warning;
- }
- void SetSuppressedWarning() { suppressed_warning = Timer::GetCurrentTime2(); }
- map<string, int32> GetOldestReloadingSubsystem();
- void LoadRegionMaps(std::string zoneFile);
- RegionMap* GetRegionMap(std::string zoneFile, int32 client_version);
-
- void LoadMaps(std::string zoneFile);
- Map* GetMap(std::string zoneFile, int32 client_version);
-
- void SendTimeUpdate();
- // just in case we roll over a time as to not send bad times to clients (days before hours, hours before minutes as examples)
- Mutex MWorldTime;
- void LoadVoiceOvers();
- void PurgeVoiceOvers();
- typedef std::multimap<int16, VoiceOverStruct>::iterator VOMapIterator;
- bool FindVoiceOver(int8 type, int32 id, int16 index, VoiceOverStruct* struct_ = nullptr, bool* find_garbled = nullptr, VoiceOverStruct* garble_struct_ = nullptr);
- void AddVoiceOver(int8 type, int32 id, int16 index, VoiceOverStruct* struct_);
- void CopyVoiceOver(VoiceOverStruct* struct1, VoiceOverStruct* struct2);
- Mutex MVoiceOvers;
-
- static sint64 newValue;
- private:
- multimap<int32, multimap<int16, VoiceOverStruct>*> voiceover_map[3];
- int32 suppressed_warning = 0;
- map<string, int32> reloading_subsystems;
- //void RemovePlayerFromGroup(PlayerGroup* group, GroupMemberInfo* info, bool erase = true);
- //void DeleteGroupMember(GroupMemberInfo* info);
- Mutex MReloadingSubsystems;
- Mutex MMerchantList;
- Mutex MSpawnScripts;
- Mutex MZoneScripts;
- //Mutex MGroups;
-
- map<int32, MerchantInfo*> merchant_info;
- map<int32, vector<MerchantItemInfo> > merchant_inventory_items;
- int32 vitality_frequency;
- float vitality_amount;
- float xp_rate;
- float ts_xp_rate; // JA
- WorldTime world_time;
-
- map<int32,AppearanceData*> npc_appearance_list;
-
- map<int32, string> spawn_scripts;
- map<int32, string> spawnentry_scripts;
- map<int32, string> spawnlocation_scripts;
- map<int32, string> zone_scripts;
- //vector<PlayerGroup*> player_groups;
- //map<GroupMemberInfo*, int32> group_removal_pending;
- //map<string, string> pending_groups;
- map<int32, Statistic*> server_statistics;
- MutexMap<int32, LottoPlayer*> lotto_players;
- int32 last_checked_time;
- Timer save_time_timer;
- Timer time_tick_timer;
- Timer vitality_timer;
- Timer player_stats_timer;
- Timer server_stats_timer;
- //Timer remove_grouped_player;
- Timer guilds_timer;
- Timer lotto_players_timer;
- Timer group_buff_updates;
- Timer watchdog_timer;
- map<int32, HouseZone*> m_houseZones;
- // Map <house id, map<char id, player house>>
- map<int32, map<int32, PlayerHouse*> > m_playerHouses;
- Mutex MHouseZones;
- Mutex MPlayerHouses;
- map<int16,int16> tov_itemstat_conversion;
- map<int16,int16> dov_itemstat_conversion;
- map<int16,int16> coe_itemstat_conversion;
- map<int16,int16> ka_itemstat_conversion;
- PlayerGroupManager m_playerGroupManager;
- Mutex MBugReport;
- map<sint32, bool> bug_report_crc;
- std::map<std::string, RegionMapRange*> region_maps;
- std::map<std::string, MapRange*> maps;
- Mutex MWorldMaps;
- Mutex MWorldRegionMaps;
- };
- #endif
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