zoneserver.cpp 241 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. #include "Zone/pathfinder_interface.h"
  26. #ifdef WIN32
  27. #include <WinSock2.h>
  28. #include <windows.h>
  29. #include <dbghelp.h>
  30. #pragma comment(lib,"imagehlp.lib")
  31. #else
  32. #include <sys/socket.h>
  33. #ifdef FREEBSD //Timothy Whitman - January 7, 2003
  34. #include <sys/types.h>
  35. #endif
  36. #include <netinet/in.h>
  37. #include <arpa/inet.h>
  38. #include <errno.h>
  39. #include <pthread.h>
  40. #include <stdarg.h>
  41. #include "../common/unix.h"
  42. #define SOCKET_ERROR -1
  43. #define INVALID_SOCKET -1
  44. extern int errno;
  45. #endif
  46. #include "../common/servertalk.h"
  47. #include "../common/packet_dump.h"
  48. #include "WorldDatabase.h"
  49. #include "races.h"
  50. #include "classes.h"
  51. #include "../common/seperator.h"
  52. #include "../common/EQStream.h"
  53. #include "../common/EQStreamFactory.h"
  54. #include "../common/opcodemgr.h"
  55. #include "zoneserver.h"
  56. #include "client.h"
  57. #include "LoginServer.h"
  58. #include "World.h"
  59. #include <string>
  60. #include <assert.h>
  61. #include "LuaInterface.h"
  62. #include "Factions.h"
  63. #include "VisualStates.h"
  64. #include "ClientPacketFunctions.h"
  65. #include "SpellProcess.h"
  66. #include "../common/Log.h"
  67. #include "Rules/Rules.h"
  68. #include "Chat/Chat.h"
  69. #include "Tradeskills/Tradeskills.h"
  70. #include "RaceTypes/RaceTypes.h"
  71. #include <algorithm>
  72. #include <random>
  73. #include "Zone/SPGrid.h"
  74. #include "Bots/Bot.h"
  75. #ifdef WIN32
  76. #define snprintf _snprintf
  77. #define vsnprintf _vsnprintf
  78. #define strncasecmp _strnicmp
  79. #define strcasecmp _stricmp
  80. #endif
  81. // int32 numplayers = 0; // never used?
  82. // extern bool GetZoneLongName(char* short_name, char** long_name); // never used?
  83. // extern bool holdzones; // never used?
  84. // extern volatile bool RunLoops; // never used in the zone server?
  85. // extern Classes classes; // never used in the zone server?
  86. extern WorldDatabase database;
  87. extern sint32 numzones;
  88. extern ClientList client_list;
  89. extern LoginServer loginserver;
  90. extern ZoneList zone_list;
  91. extern World world;
  92. extern ConfigReader configReader;
  93. extern Commands commands;
  94. extern LuaInterface* lua_interface;
  95. extern MasterFactionList master_faction_list;
  96. extern VisualStates visual_states;
  97. extern RuleManager rule_manager;
  98. extern Chat chat;
  99. extern MasterRaceTypeList race_types_list;
  100. extern MasterSpellList master_spell_list; // temp - remove later
  101. extern MasterSkillList master_skill_list;
  102. int32 MinInstanceID = 1000;
  103. // JA: Moved most default values to Rules and risky initializers to ZoneServer::Init() - 2012.12.07
  104. ZoneServer::ZoneServer(const char* name) {
  105. depop_zone = false;
  106. repop_zone = false;
  107. respawns_allowed = true;
  108. instanceID = 0;
  109. strcpy(zone_name, name);
  110. zoneID = 0;
  111. rain = 0;
  112. cityzone = false;
  113. always_loaded = false;
  114. locked = false; // JA: implementing /zone lock|unlock commands
  115. pNumPlayers = 0;
  116. LoadingData = true;
  117. zoneShuttingDown = false;
  118. ++numzones;
  119. revive_points = 0;
  120. zone_motd = "";
  121. finished_depop = true;
  122. initial_spawn_threads_active = 0;
  123. minimumStatus = 0;
  124. minimumLevel = 0;
  125. maximumLevel = 0;
  126. minimumVersion = 0;
  127. weather_current_severity = 0;
  128. weather_signaled = false;
  129. xp_mod = 0;
  130. isDusk = false;
  131. dusk_hour = 0;
  132. dusk_minute = 0;
  133. dawn_hour = 0;
  134. dawn_minute = 0;
  135. reloading_spellprocess = false;
  136. MMasterZoneLock = new CriticalSection(MUTEX_ATTRIBUTE_RECURSIVE);
  137. Grid = nullptr;
  138. zonemap = nullptr;
  139. pathing = nullptr;
  140. reloading = true;
  141. }
  142. ZoneServer::~ZoneServer() {
  143. zoneShuttingDown = true; //ensure other threads shut down too
  144. //allow other threads to properly shut down
  145. while (spawnthread_active || initial_spawn_threads_active > 0){
  146. if (spawnthread_active)
  147. LogWrite(ZONE__DEBUG, 7, "Zone", "Zone shutdown waiting on spawn thread");
  148. if (initial_spawn_threads_active > 0)
  149. LogWrite(ZONE__DEBUG, 7, "Zone", "Zone shutdown waiting on initial spawn thread");
  150. Sleep(10);
  151. }
  152. LogWrite(ZONE__INFO, 0, "Zone", "Initiating zone shutdown of '%s'", zone_name);
  153. changed_spawns.clear();
  154. transport_spawns.clear();
  155. safe_delete(spellProcess);
  156. safe_delete(tradeskillMgr);
  157. MMasterZoneLock->lock();
  158. MMasterSpawnLock.writelock(__FUNCTION__, __LINE__);
  159. DeleteData(true);
  160. RemoveLocationProximities();
  161. RemoveLocationGrids();
  162. DelayedSpawnRemoval(true);
  163. DeleteSpawns(true);
  164. DeleteGlobalSpawns();
  165. DeleteFlightPaths();
  166. MMasterSpawnLock.releasewritelock(__FUNCTION__, __LINE__);
  167. MMasterZoneLock->unlock();
  168. safe_delete(MMasterZoneLock);
  169. world.UpdateServerStatistic(STAT_SERVER_NUM_ACTIVE_ZONES, -1);
  170. // If lockout, public, tradeskill, or quest instance delete from db when zone shuts down
  171. if (InstanceType == SOLO_LOCKOUT_INSTANCE || InstanceType == GROUP_LOCKOUT_INSTANCE || InstanceType == RAID_LOCKOUT_INSTANCE ||
  172. InstanceType == PUBLIC_INSTANCE || InstanceType == TRADESKILL_INSTANCE || InstanceType == QUEST_INSTANCE) {
  173. LogWrite(INSTANCE__DEBUG, 0, "Instance", "Non persistent instance shutting down, deleting instance");
  174. database.DeleteInstance(instanceID);
  175. }
  176. if (Grid != nullptr)
  177. delete Grid;
  178. if (zonemap != nullptr)
  179. delete zonemap;
  180. if (pathing != nullptr)
  181. delete pathing;
  182. if (movementMgr != nullptr)
  183. delete movementMgr;
  184. LogWrite(ZONE__INFO, 0, "Zone", "Completed zone shutdown of '%s'", zone_name);
  185. --numzones;
  186. UpdateWindowTitle(0);
  187. zone_list.Remove(this);
  188. }
  189. void ZoneServer::Init()
  190. {
  191. LogWrite(ZONE__INFO, 0, "Zone", "Loading new Zone '%s'", zone_name);
  192. zone_list.Add(this);
  193. spellProcess = new SpellProcess();
  194. tradeskillMgr = new TradeskillMgr();
  195. /* Dynamic Timers */
  196. regenTimer.Start(rule_manager.GetGlobalRule(R_Zone, RegenTimer)->GetInt32());
  197. client_save.Start(rule_manager.GetGlobalRule(R_Zone, ClientSaveTimer)->GetInt32());
  198. shutdownTimer.Disable();
  199. spawn_range.Start(rule_manager.GetGlobalRule(R_Zone, CheckAttackPlayer)->GetInt32());
  200. aggro_timer.Start(rule_manager.GetGlobalRule(R_Zone, CheckAttackNPC)->GetInt32());
  201. /* Weather stuff */
  202. InitWeather();
  203. /* Static Timers */
  204. // JA - haven't decided yet if these should remain hard-coded. Changing them could break EQ2Emu functionality
  205. spawn_check_add.Start(1000);
  206. spawn_check_remove.Start(30000);
  207. spawn_expire_timer.Start(10000);
  208. respawn_timer.Start(10000);
  209. // there was never a starter for these?
  210. widget_timer.Start(5000);
  211. tracking_timer.Start(5000);
  212. movement_timer.Start(100);
  213. location_prox_timer.Start(1000);
  214. location_grid_timer.Start(1000);
  215. charsheet_changes.Start(500);
  216. // Send game time packet every in game hour (180 sec)
  217. sync_game_time_timer.Start(180000);
  218. // Get the dusk and dawn time from the rule manager and store it in the correct variables
  219. sscanf (rule_manager.GetGlobalRule(R_World, DuskTime)->GetString(), "%d:%d", &dusk_hour, &dusk_minute);
  220. sscanf (rule_manager.GetGlobalRule(R_World, DawnTime)->GetString(), "%d:%d", &dawn_hour, &dawn_minute);
  221. spawn_update.Start(rule_manager.GetGlobalRule(R_Zone, SpawnUpdateTimer)->GetInt16());
  222. LogWrite(ZONE__DEBUG, 0, "Zone", "SpawnUpdateTimer: %ims", rule_manager.GetGlobalRule(R_Zone, SpawnUpdateTimer)->GetInt16());
  223. spawn_delete_timer = rule_manager.GetGlobalRule(R_Zone, SpawnDeleteTimer)->GetInt32();
  224. LogWrite(ZONE__DEBUG, 0, "Zone", "SpawnDeleteTimer: %ums", spawn_delete_timer);
  225. LogWrite(ZONE__DEBUG, 0, "Zone", "Loading zone flight paths");
  226. database.LoadZoneFlightPaths(this);
  227. world.UpdateServerStatistic(STAT_SERVER_NUM_ACTIVE_ZONES, 1);
  228. UpdateWindowTitle(0);
  229. string zoneName(GetZoneFile());
  230. if (zonemap == nullptr) {
  231. zonemap = Map::LoadMapFile(zoneName);
  232. }
  233. pathing = IPathfinder::Load(zoneName);
  234. movementMgr = new MobMovementManager();
  235. if (Grid == nullptr) {
  236. Grid = new SPGrid(string(GetZoneFile()), 0);
  237. if (Grid->Init())
  238. LogWrite(ZONE__DEBUG, 0, "SPGrid", "ZoneServer::Init() successfully initialized the grid");
  239. else {
  240. LogWrite(ZONE__DEBUG, 0, "SPGrid", "ZoneServer::Init() failed to initialize the grid... poor tron...");
  241. delete Grid;
  242. Grid = nullptr;
  243. }
  244. }
  245. // else
  246. // LogWrite(ZONE__ERROR, 0, "SPGrid", "ZoneServer::Init() Grid is not null in init, wtf!");
  247. MMasterSpawnLock.SetName("ZoneServer::MMasterSpawnLock");
  248. m_npc_faction_list.SetName("ZoneServer::npc_faction_list");
  249. m_enemy_faction_list.SetName("ZoneServer::enemy_faction_list");
  250. m_reverse_enemy_faction_list.SetName("ZoneServer::reverse_enemy_faction_list");
  251. MDeadSpawns.SetName("ZoneServer::dead_spawns");
  252. MTransportSpawns.SetName("ZoneServer::transport_spawns");
  253. MSpawnList.SetName("ZoneServer::spawn_list");
  254. MTransporters.SetName("ZoneServer::m_transportMaps");
  255. MSpawnGroupAssociation.SetName("ZoneServer::spawn_group_associations");
  256. MSpawnGroupLocations.SetName("ZoneServer::spawn_group_locations");
  257. MSpawnLocationGroups.SetName("ZoneServer::spawn_location_groups");
  258. MSpawnGroupChances.SetName("ZoneServer::spawn_group_chances");
  259. MTransportLocations.SetName("ZoneServer::transporter_locations");
  260. MSpawnLocationList.SetName("ZoneServer::spawn_location_list");
  261. MSpawnDeleteList.SetName("ZoneServer::spawn_delete_list");
  262. MSpawnScriptTimers.SetName("ZoneServer::spawn_script_timers");
  263. MRemoveSpawnScriptTimersList.SetName("ZoneServer::remove_spawn_script_timers_list");
  264. MClientList.SetName("ZoneServer::clients");
  265. MWidgetTimers.SetName("ZoneServer::widget_timers");
  266. #ifdef WIN32
  267. _beginthread(ZoneLoop, 0, this);
  268. _beginthread(SpawnLoop, 0, this);
  269. #else
  270. pthread_t thread;
  271. pthread_create(&thread, NULL, ZoneLoop, this);
  272. pthread_detach(thread);
  273. pthread_t thread2;
  274. pthread_create(&thread2, NULL, SpawnLoop, this);
  275. pthread_detach(thread2);
  276. #endif
  277. }
  278. void ZoneServer::InitWeather()
  279. {
  280. weather_enabled = rule_manager.GetGlobalRule(R_Zone, WeatherEnabled)->GetBool();
  281. if( weather_enabled && isWeatherAllowed())
  282. {
  283. string tmp;
  284. // set up weather system when zone starts up
  285. weather_type = rule_manager.GetGlobalRule(R_Zone, WeatherType)->GetInt8();
  286. switch(weather_type)
  287. {
  288. case 3: tmp = "Chaotic"; break;
  289. case 2: tmp = "Random"; break;
  290. case 1: tmp = "Dynamic"; break;
  291. default: tmp = "Normal"; break;
  292. }
  293. LogWrite(ZONE__DEBUG, 0, "Zone", "%s: Setting up '%s' weather", zone_name, tmp.c_str());
  294. weather_frequency = rule_manager.GetGlobalRule(R_Zone, WeatherChangeFrequency)->GetInt32();
  295. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Change weather every %u seconds", zone_name, weather_frequency);
  296. weather_change_chance = rule_manager.GetGlobalRule(R_Zone, WeatherChangeChance)->GetInt8();
  297. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Chance of weather change: %i%%", zone_name, weather_change_chance);
  298. weather_min_severity = rule_manager.GetGlobalRule(R_Zone, MinWeatherSeverity)->GetFloat();
  299. weather_max_severity = rule_manager.GetGlobalRule(R_Zone, MaxWeatherSeverity)->GetFloat();
  300. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather Severity min/max is %.2f - %.2f", zone_name, weather_min_severity, weather_max_severity);
  301. // Allow a random roll to determine if weather should start out severe or calm
  302. if( MakeRandomInt(1, 100) > 50)
  303. {
  304. weather_pattern = 1; // default weather to increase in severity initially
  305. weather_current_severity = weather_min_severity;
  306. }
  307. else
  308. {
  309. weather_pattern = 0; // default weather to decrease in severity initially
  310. weather_current_severity = weather_max_severity;
  311. }
  312. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather Severity set to %.2f, pattern: %i", zone_name, weather_current_severity, weather_pattern);
  313. weather_change_amount = rule_manager.GetGlobalRule(R_Zone, WeatherChangePerInterval)->GetFloat();
  314. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather change by %.2f each interval", zone_name, weather_change_amount);
  315. if( weather_type > 0 )
  316. {
  317. weather_dynamic_offset = rule_manager.GetGlobalRule(R_Zone, WeatherDynamicMaxOffset)->GetFloat();
  318. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather Max Offset changes no more than %.2f each interval", zone_name, weather_dynamic_offset);
  319. }
  320. else
  321. weather_dynamic_offset = 0;
  322. SetRain(weather_current_severity);
  323. weather_last_changed_time = Timer::GetUnixTimeStamp();
  324. weatherTimer.Start(rule_manager.GetGlobalRule(R_Zone, WeatherTimer)->GetInt32());
  325. }
  326. }
  327. void ZoneServer::DeleteSpellProcess(){
  328. //Just get a lock to make sure we aren't already looping the spawnprocess or clientprocess if this is different than the calling thread
  329. MMasterSpawnLock.writelock(__FUNCTION__, __LINE__);
  330. MMasterZoneLock->lock();
  331. reloading_spellprocess = true;
  332. // Remove spells from NPC's
  333. Spawn* spawn = 0;
  334. map<int32, Spawn*>::iterator itr;
  335. MSpawnList.readlock(__FUNCTION__, __LINE__);
  336. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  337. spawn = itr->second;
  338. if(spawn && spawn->IsNPC())
  339. ((NPC*)spawn)->SetSpells(0);
  340. }
  341. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  342. MMasterZoneLock->unlock();
  343. MMasterSpawnLock.releasewritelock(__FUNCTION__, __LINE__);
  344. DismissAllPets();
  345. safe_delete(spellProcess);
  346. }
  347. void ZoneServer::LoadSpellProcess(){
  348. spellProcess = new SpellProcess();
  349. reloading_spellprocess = false;
  350. // Reload NPC's spells
  351. Spawn* spawn = 0;
  352. map<int32, Spawn*>::iterator itr;
  353. MSpawnList.readlock(__FUNCTION__, __LINE__);
  354. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  355. spawn = itr->second;
  356. if(spawn && spawn->IsNPC())
  357. ((NPC*)spawn)->SetSpells(GetNPCSpells(((NPC*)spawn)->GetPrimarySpellList(), ((NPC*)spawn)->GetSecondarySpellList()));
  358. }
  359. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  360. }
  361. void ZoneServer::LockAllSpells(Player* player) {
  362. if (player && spellProcess) {
  363. Client* client = GetClientBySpawn(player);
  364. if (client)
  365. spellProcess->LockAllSpells(client);
  366. }
  367. }
  368. void ZoneServer::UnlockAllSpells(Player* player) {
  369. if (player && spellProcess) {
  370. Client* client = GetClientBySpawn(player);
  371. if (client)
  372. spellProcess->UnlockAllSpells(client);
  373. }
  374. }
  375. void ZoneServer::DeleteFactionLists() {
  376. map<int32, vector<int32> *>::iterator faction_itr;
  377. map<int32, vector<int32> *>::iterator spawn_itr;
  378. m_enemy_faction_list.writelock(__FUNCTION__, __LINE__);
  379. for (faction_itr = enemy_faction_list.begin(); faction_itr != enemy_faction_list.end(); faction_itr++)
  380. safe_delete(faction_itr->second);
  381. enemy_faction_list.clear();
  382. m_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  383. m_reverse_enemy_faction_list.writelock(__FUNCTION__, __LINE__);
  384. for (faction_itr = reverse_enemy_faction_list.begin(); faction_itr != reverse_enemy_faction_list.end(); faction_itr++)
  385. safe_delete(faction_itr->second);
  386. reverse_enemy_faction_list.clear();
  387. m_reverse_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  388. m_npc_faction_list.writelock(__FUNCTION__, __LINE__);
  389. for (spawn_itr = npc_faction_list.begin(); spawn_itr != npc_faction_list.end(); spawn_itr++)
  390. safe_delete(spawn_itr->second);
  391. npc_faction_list.clear();
  392. m_npc_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  393. }
  394. void ZoneServer::DeleteData(bool boot_clients){
  395. Spawn* spawn = 0;
  396. 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
  397. // Clear spawn groups
  398. spawn_group_map.clear();
  399. // Loop through the spawn list and set the spawn for deletion
  400. map<int32, Spawn*>::iterator itr;
  401. MSpawnList.readlock(__FUNCTION__, __LINE__);
  402. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  403. spawn = itr->second;
  404. if(spawn){
  405. if(!boot_clients && spawn->IsPlayer())
  406. tmp_player_list.push_back(spawn);
  407. else if(spawn->IsPlayer()){
  408. Client* client = GetClientBySpawn(spawn);
  409. if(client)
  410. client->Disconnect();
  411. }
  412. else{
  413. RemoveHeadingTimer(spawn); // called in RemoveSpawnSupportFunctions()
  414. RemoveSpawnSupportFunctions(spawn);
  415. AddPendingDelete(spawn);
  416. }
  417. }
  418. }
  419. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  420. // Quick hack to prevent a deadlock, RemoveSpawnSupportFunctions() will cancel spells and result in zone->GetSpawnByID()
  421. // being called which read locks the spawn list and caused a dead lock as the above mutex's were write locked
  422. MSpawnList.writelock(__FUNCTION__, __LINE__);
  423. // Clear the spawn list, this was in the mutex above, moved it down so the above mutex could be a read lock
  424. spawn_list.clear();
  425. // Moved this up so we only read lock the list once in this list
  426. vector<Spawn*>::iterator spawn_iter2;
  427. for (spawn_iter2 = tmp_player_list.begin(); spawn_iter2 != tmp_player_list.end(); spawn_iter2++) {
  428. spawn_list[(*spawn_iter2)->GetID()] = (*spawn_iter2);
  429. }
  430. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  431. // Clear player proximities
  432. RemovePlayerProximity(0, true);
  433. spawn_range_map.clear(true);
  434. if(boot_clients) {
  435. // Refactor
  436. vector<Client*>::iterator itr;
  437. MClientList.writelock(__FUNCTION__, __LINE__);
  438. for (itr = clients.begin(); itr != clients.end(); itr++)
  439. safe_delete(*itr);
  440. clients.clear();
  441. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  442. }
  443. // Clear and delete spawn locations
  444. MSpawnLocationList.writelock(__FUNCTION__, __LINE__);
  445. map<int32, SpawnLocation*>::iterator spawn_location_iter;
  446. for (spawn_location_iter = spawn_location_list.begin(); spawn_location_iter != spawn_location_list.end(); spawn_location_iter++)
  447. safe_delete(spawn_location_iter->second);
  448. spawn_location_list.clear();
  449. MSpawnLocationList.releasewritelock(__FUNCTION__, __LINE__);
  450. // If we allow clients to stay in the zone we need to preserve the revive_points, otherwise if the player dies they will crash
  451. if(revive_points && boot_clients){
  452. vector<RevivePoint*>::iterator revive_iter;
  453. for(revive_iter=revive_points->begin(); revive_iter != revive_points->end(); revive_iter++){
  454. safe_delete(*revive_iter);
  455. }
  456. safe_delete(revive_points);
  457. }
  458. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  459. map<int32, set<int32>*>::iterator assoc_itr;
  460. for (assoc_itr = spawn_group_associations.begin(); assoc_itr != spawn_group_associations.end(); assoc_itr++)
  461. safe_delete(assoc_itr->second);
  462. spawn_group_associations.clear();
  463. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  464. MSpawnGroupLocations.writelock(__FUNCTION__, __LINE__);
  465. map<int32, map<int32, int32>*>::iterator loc_itr;
  466. for (loc_itr = spawn_group_locations.begin(); loc_itr != spawn_group_locations.end(); loc_itr++)
  467. safe_delete(loc_itr->second);
  468. spawn_group_locations.clear();
  469. MSpawnGroupLocations.releasewritelock(__FUNCTION__, __LINE__);
  470. MSpawnLocationGroups.writelock(__FUNCTION__, __LINE__);
  471. map<int32, list<int32>*>::iterator group_itr;
  472. for (group_itr = spawn_location_groups.begin(); group_itr != spawn_location_groups.end(); group_itr++)
  473. safe_delete(group_itr->second);
  474. spawn_location_groups.clear();
  475. MSpawnLocationGroups.releasewritelock(__FUNCTION__, __LINE__);
  476. // Clear lists that need more then just a Clear()
  477. DeleteFactionLists();
  478. DeleteSpawnScriptTimers(0, true);
  479. DeleteSpawnScriptTimers();
  480. ClearDeadSpawns();
  481. // Clear lists
  482. heading_timers.clear();
  483. movement_spawns.clear();
  484. respawn_timers.clear();
  485. transport_spawns.clear();
  486. quick_database_id_lookup.clear();
  487. MWidgetTimers.writelock(__FUNCTION__, __LINE__);
  488. widget_timers.clear();
  489. MWidgetTimers.releasewritelock(__FUNCTION__, __LINE__);
  490. map<int16, PacketStruct*>::iterator struct_itr;
  491. for (struct_itr = versioned_info_structs.begin(); struct_itr != versioned_info_structs.end(); struct_itr++)
  492. safe_delete(struct_itr->second);
  493. versioned_info_structs.clear();
  494. for (struct_itr = versioned_pos_structs.begin(); struct_itr != versioned_pos_structs.end(); struct_itr++)
  495. safe_delete(struct_itr->second);
  496. versioned_pos_structs.clear();
  497. for (struct_itr = versioned_vis_structs.begin(); struct_itr != versioned_vis_structs.end(); struct_itr++)
  498. safe_delete(struct_itr->second);
  499. versioned_vis_structs.clear();
  500. }
  501. void ZoneServer::RemoveLocationProximities() {
  502. MutexList<LocationProximity*>::iterator itr = location_proximities.begin();
  503. while(itr.Next()){
  504. safe_delete(itr->value);
  505. }
  506. location_proximities.clear();
  507. }
  508. RevivePoint* ZoneServer::GetRevivePoint(int32 id){
  509. vector<RevivePoint*>::iterator revive_iter;
  510. for(revive_iter=revive_points->begin(); revive_iter != revive_points->end(); revive_iter++){
  511. if((*revive_iter)->id == id)
  512. return *revive_iter;
  513. }
  514. return 0;
  515. }
  516. vector<RevivePoint*>* ZoneServer::GetRevivePoints(Client* client)
  517. {
  518. vector<RevivePoint*>* points = new vector<RevivePoint*>;
  519. RevivePoint* closest_point = 0;
  520. // we should not check for revive points if this is null
  521. if ( revive_points != NULL )
  522. {
  523. LogWrite(ZONE__DEBUG, 0, "Zone", "Got revive point in %s!", __FUNCTION__);
  524. float closest = 100000;
  525. float test_closest = 0;
  526. RevivePoint* test_point = 0;
  527. vector<RevivePoint*>::iterator revive_iter;
  528. for(revive_iter=revive_points->begin(); revive_iter != revive_points->end(); revive_iter++)
  529. {
  530. test_point = *revive_iter;
  531. if(test_point)
  532. {
  533. LogWrite(ZONE__DEBUG, 0, "Zone", "Test Point Found!");
  534. test_closest = client->GetPlayer()->GetDistance(test_point->x, test_point->y, test_point->z);
  535. // should this be changed to list all revive points within max distance or just the closest
  536. if(test_closest < closest)
  537. {
  538. LogWrite(ZONE__DEBUG, 0, "Zone", "test_closest: %.2f, closest: %.2f", test_closest, closest);
  539. closest = test_closest;
  540. closest_point = test_point;
  541. if(closest <= MAX_REVIVEPOINT_DISTANCE)
  542. points->push_back(closest_point);
  543. }
  544. }
  545. }
  546. }
  547. if(closest_point && points->size() == 0 && closest_point->zone_id == GetZoneID())
  548. {
  549. LogWrite(ZONE__WARNING, 0, "Zone", "Nearest Revive Point too far away. Add another!");
  550. 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.");
  551. points->push_back(closest_point);
  552. }
  553. else if(points->size() == 0)
  554. {
  555. LogWrite(ZONE__WARNING, 0, "Zone", "No Revive Points set for zoneID %u. Add some!", GetZoneID());
  556. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "There are no revive points for this zone, you might want to ask the server admin for one.");
  557. closest_point = new RevivePoint;
  558. closest_point->heading = GetSafeHeading();
  559. closest_point->id = 0xFFFFFFFF;
  560. closest_point->location_name = "Zone Safe Point";
  561. closest_point->zone_id = GetZoneID();
  562. closest_point->x = GetSafeX();
  563. closest_point->y = GetSafeY();
  564. closest_point->z = GetSafeZ();
  565. points->push_back(closest_point);
  566. }
  567. return points;
  568. }
  569. void ZoneServer::TriggerCharSheetTimer(){
  570. charsheet_changes.Trigger();
  571. }
  572. void ZoneServer::RegenUpdate(){
  573. if(damaged_spawns.size(true) == 0)
  574. return;
  575. Spawn* spawn = 0;
  576. MutexList<int32>::iterator spawn_iter = damaged_spawns.begin();
  577. while(spawn_iter.Next()){
  578. spawn = GetSpawnByID(spawn_iter->value);
  579. if(spawn && (((spawn->GetHP() < spawn->GetTotalHP()) && spawn->GetHP()>0) || (spawn->GetPower() < spawn->GetTotalPower()))){
  580. if(spawn->IsEntity())
  581. ((Entity*)spawn)->DoRegenUpdate();
  582. if(spawn->IsPlayer()){
  583. Client* client = GetClientBySpawn(spawn);
  584. if(client && client->IsConnected())
  585. client->QueuePacket(client->GetPlayer()->GetPlayerInfo()->serialize(client->GetVersion()));
  586. }
  587. }
  588. else
  589. RemoveDamagedSpawn(spawn);
  590. //Spawn no longer valid, remove it from the list
  591. if (!spawn)
  592. damaged_spawns.Remove(spawn_iter->value);
  593. }
  594. }
  595. void ZoneServer::ClearDeadSpawns(){
  596. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  597. dead_spawns.clear();
  598. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  599. }
  600. void ZoneServer::ProcessDepop(bool respawns_allowed, bool repop) {
  601. vector<Client*>::iterator client_itr;
  602. Client* client = 0;
  603. Spawn* spawn = 0;
  604. PacketStruct* packet = 0;
  605. int16 packet_version = 0;
  606. spawn_expire_timers.clear();
  607. MClientList.readlock(__FUNCTION__, __LINE__);
  608. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  609. client = *client_itr;
  610. if(!client)
  611. continue;
  612. client->GetPlayer()->SetTarget(0);
  613. if(repop)
  614. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Zone Repop in progress...");
  615. else{
  616. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Zone Depop in progress...");
  617. if(respawns_allowed)
  618. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Spawns will respawn according to their respawn timers.");
  619. }
  620. if(!packet || packet_version != client->GetVersion()){
  621. safe_delete(packet);
  622. packet_version = client->GetVersion();
  623. packet = configReader.getStruct("WS_DestroyGhostCmd", packet_version);
  624. }
  625. map<int32, Spawn*>::iterator itr;
  626. MSpawnList.readlock(__FUNCTION__, __LINE__);
  627. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  628. spawn = itr->second;
  629. if(spawn && !spawn->IsPlayer()){
  630. SendRemoveSpawn(client, spawn, packet);
  631. }
  632. }
  633. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  634. }
  635. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  636. DeleteTransporters();
  637. safe_delete(packet);
  638. if(!repop && respawns_allowed){
  639. spawn_range_map.clear(true);
  640. 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
  641. ClearDeadSpawns();
  642. map<int32, Spawn*>::iterator itr;
  643. MSpawnList.writelock(__FUNCTION__, __LINE__);
  644. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  645. spawn = itr->second;
  646. if (spawn) {
  647. if(spawn->GetRespawnTime() > 0 && spawn->GetSpawnLocationID() > 0)
  648. respawn_timers.Put(spawn->GetSpawnLocationID(), Timer::GetCurrentTime2() + spawn->GetRespawnTime()*1000);
  649. if(spawn->IsPlayer())
  650. tmp_player_list.Add(spawn);
  651. else {
  652. RemoveSpawnSupportFunctions(spawn);
  653. AddPendingDelete(spawn);
  654. }
  655. }
  656. }
  657. spawn_list.clear();
  658. //add back just the clients
  659. MutexList<Spawn*>::iterator spawn_iter2 = tmp_player_list.begin();
  660. while(spawn_iter2.Next()) {
  661. spawn_list[spawn_iter2->value->GetID()] = spawn_iter2->value;
  662. }
  663. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  664. }
  665. else
  666. DeleteData(false);
  667. if(repop)
  668. LoadingData = true;
  669. }
  670. void ZoneServer::Depop(bool respawns, bool repop) {
  671. respawns_allowed = respawns;
  672. repop_zone = repop;
  673. finished_depop = false;
  674. depop_zone = true;
  675. }
  676. bool ZoneServer::AddCloseSpawnsToSpawnGroup(Spawn* spawn, float radius){
  677. if(!spawn)
  678. return false;
  679. Spawn* close_spawn = 0;
  680. bool ret = true;
  681. map<int32, Spawn*>::iterator itr;
  682. MSpawnList.readlock(__FUNCTION__, __LINE__);
  683. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  684. close_spawn = itr->second;
  685. if(close_spawn && close_spawn != spawn && !close_spawn->IsPlayer() && close_spawn->GetDistance(spawn) <= radius){
  686. 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())){
  687. if(close_spawn->GetSpawnGroupID() == 0){
  688. spawn->AddSpawnToGroup(close_spawn);
  689. close_spawn->AddSpawnToGroup(spawn);
  690. }
  691. else
  692. ret = false;
  693. }
  694. }
  695. }
  696. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  697. return ret;
  698. }
  699. void ZoneServer::RepopSpawns(Client* client, Spawn* in_spawn){
  700. vector<Spawn*>* spawns = in_spawn->GetSpawnGroup();
  701. PacketStruct* packet = configReader.getStruct("WS_DestroyGhostCmd", client->GetVersion());;
  702. if(spawns){
  703. if(!packet)
  704. return;
  705. Spawn* spawn = 0;
  706. vector<Spawn*>::iterator itr;
  707. for(itr = spawns->begin(); itr != spawns->end(); itr++){
  708. spawn = *itr;
  709. SendRemoveSpawn(client, spawn, packet);
  710. }
  711. }
  712. safe_delete(spawns);
  713. SendRemoveSpawn(client, in_spawn, packet);
  714. spawn_check_add.Trigger();
  715. safe_delete(packet);
  716. }
  717. bool ZoneServer::CheckNPCAttacks(NPC* npc, Spawn* victim, Client* client){
  718. if(!npc || !victim)
  719. return true;
  720. if(client){
  721. if(client->IsConnected() && client->GetPlayer()->GetFactions()->ShouldAttack(npc->GetFactionID()) && npc->AttackAllowed((Entity*)victim, false)){
  722. if(!npc->EngagedInCombat() && client->GetPlayer()->GetArrowColor(npc->GetLevel()) != ARROW_COLOR_GRAY){
  723. if(victim->IsEntity()) {
  724. if (npc->HasSpawnGroup()) {
  725. vector<Spawn*>* groupVec = npc->GetSpawnGroup();
  726. for (int32 i = 0; i < groupVec->size(); i++) {
  727. Spawn* group_member = groupVec->at(i);
  728. if (group_member && !group_member->EngagedInCombat() && group_member->Alive()) {
  729. CallSpawnScript(group_member, SPAWN_SCRIPT_AGGRO, victim);
  730. ((NPC*)group_member)->AddHate((Entity*)victim, 50);
  731. }
  732. }
  733. safe_delete(groupVec);
  734. }
  735. else
  736. {
  737. npc->AddHate((Entity*)victim, 50);
  738. }
  739. }
  740. else {
  741. if (npc->HasSpawnGroup()) {
  742. vector<Spawn*>* groupVec = npc->GetSpawnGroup();
  743. for (int32 i = 0; i < groupVec->size(); i++) {
  744. Spawn* group_member = groupVec->at(i);
  745. if (group_member && !group_member->EngagedInCombat() && group_member->Alive()) {
  746. CallSpawnScript(group_member, SPAWN_SCRIPT_AGGRO, victim);
  747. ((NPC*)group_member)->InCombat(true);
  748. }
  749. }
  750. safe_delete(groupVec);
  751. }
  752. else
  753. npc->InCombat(true);
  754. }
  755. }
  756. }
  757. }
  758. else{
  759. if(!npc->EngagedInCombat()){
  760. if(victim->IsEntity()) {
  761. if (npc->HasSpawnGroup()) {
  762. vector<Spawn*>* groupVec = npc->GetSpawnGroup();
  763. for (int32 i = 0; i < groupVec->size(); i++) {
  764. Spawn* group_member = groupVec->at(i);
  765. if (group_member && !group_member->EngagedInCombat() && group_member->Alive()) {
  766. CallSpawnScript(group_member, SPAWN_SCRIPT_AGGRO, victim);
  767. ((NPC*)group_member)->AddHate((Entity*)victim, 50);
  768. }
  769. }
  770. safe_delete(groupVec);
  771. }
  772. else
  773. {
  774. npc->AddHate((Entity*)victim, 50);
  775. }
  776. }
  777. else {
  778. if (npc->HasSpawnGroup()) {
  779. vector<Spawn*>* groupVec = npc->GetSpawnGroup();
  780. for (int32 i = 0; i < groupVec->size(); i++) {
  781. Spawn* group_member = groupVec->at(i);
  782. if (group_member && !group_member->EngagedInCombat() && group_member->Alive()) {
  783. CallSpawnScript(group_member, SPAWN_SCRIPT_AGGRO, victim);
  784. ((NPC*)group_member)->InCombat(true);
  785. }
  786. }
  787. }
  788. else
  789. {
  790. npc->InCombat(true);
  791. }
  792. }
  793. }
  794. }
  795. return true;
  796. }
  797. bool ZoneServer::CheckEnemyList(NPC* npc) {
  798. vector<int32> *factions;
  799. vector<int32>::iterator faction_itr;
  800. vector<int32> *spawns;
  801. vector<int32>::iterator spawn_itr;
  802. map<float, Spawn*> attack_spawns;
  803. map<float, Spawn*> reverse_attack_spawns;
  804. map<float, Spawn*>::iterator itr;
  805. int32 faction_id = npc->GetFactionID();
  806. float distance;
  807. if (faction_id == 0)
  808. return true;
  809. m_enemy_faction_list.readlock(__FUNCTION__, __LINE__);
  810. if (enemy_faction_list.count(faction_id) > 0) {
  811. factions = enemy_faction_list[faction_id];
  812. for (faction_itr = factions->begin(); faction_itr != factions->end(); faction_itr++) {
  813. m_npc_faction_list.readlock(__FUNCTION__, __LINE__);
  814. if (npc_faction_list.count(*faction_itr) > 0) {
  815. spawns = npc_faction_list[*faction_itr];
  816. spawn_itr = spawns->begin();
  817. for (spawn_itr = spawns->begin(); spawn_itr != spawns->end(); spawn_itr++) {
  818. Spawn* spawn = GetSpawnByID(*spawn_itr);
  819. if (spawn) {
  820. if ((distance = spawn->GetDistance(npc)) <= npc->GetAggroRadius())
  821. attack_spawns[distance] = spawn;
  822. }
  823. }
  824. }
  825. m_npc_faction_list.releasereadlock(__FUNCTION__, __LINE__);
  826. }
  827. }
  828. m_enemy_faction_list.releasereadlock(__FUNCTION__, __LINE__);
  829. m_reverse_enemy_faction_list.readlock(__FUNCTION__, __LINE__);
  830. if (reverse_enemy_faction_list.count(faction_id) > 0) {
  831. factions = reverse_enemy_faction_list[faction_id];
  832. for (faction_itr = factions->begin(); faction_itr != factions->end(); faction_itr++) {
  833. m_npc_faction_list.readlock(__FUNCTION__, __LINE__);
  834. if (npc_faction_list.count(*faction_itr) > 0) {
  835. spawns = npc_faction_list[*faction_itr];
  836. spawn_itr = spawns->begin();
  837. for (spawn_itr = spawns->begin(); spawn_itr != spawns->end(); spawn_itr++) {
  838. Spawn* spawn = GetSpawnByID(*spawn_itr);
  839. if (spawn) {
  840. if ((distance = spawn->GetDistance(npc)) <= npc->GetAggroRadius())
  841. reverse_attack_spawns[distance] = spawn;
  842. }
  843. }
  844. }
  845. m_npc_faction_list.releasereadlock(__FUNCTION__, __LINE__);
  846. }
  847. }
  848. m_reverse_enemy_faction_list.releasereadlock(__FUNCTION__, __LINE__);
  849. if (attack_spawns.size() > 0) {
  850. for (itr = attack_spawns.begin(); itr != attack_spawns.end(); itr++)
  851. CheckNPCAttacks(npc, itr->second);
  852. }
  853. if (reverse_attack_spawns.size() > 0) {
  854. for (itr = reverse_attack_spawns.begin(); itr != reverse_attack_spawns.end(); itr++)
  855. CheckNPCAttacks((NPC*)itr->second, npc);
  856. }
  857. return attack_spawns.size() == 0;
  858. }
  859. void ZoneServer::RemoveDeadEnemyList(Spawn *spawn)
  860. {
  861. int32 faction_id = spawn->GetFactionID();
  862. vector<int32> *spawns;
  863. vector<int32>::iterator itr;
  864. LogWrite(ZONE__DEBUG, 7, "Zone", "Processing RemoveDeadEnemyList...");
  865. m_npc_faction_list.writelock(__FUNCTION__, __LINE__);
  866. if (npc_faction_list.count(faction_id) > 0) {
  867. spawns = npc_faction_list[faction_id];
  868. for (itr = spawns->begin(); itr != spawns->end(); itr++) {
  869. if (*itr == spawn->GetID()) {
  870. spawns->erase(itr);
  871. break;
  872. }
  873. }
  874. }
  875. m_npc_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  876. }
  877. void ZoneServer::AddEnemyList(NPC* npc){
  878. int32 faction_id = npc->GetFactionID();
  879. vector<int32> *hostile_factions;
  880. vector<int32>::iterator itr;
  881. if(faction_id <= 9)
  882. return;
  883. if(!rule_manager.GetGlobalRule(R_Faction, AllowFactionBasedCombat)->GetBool()) {
  884. LogWrite(FACTION__WARNING, 0, "Faction", "Faction Combat is DISABLED via R_Faction::AllowFactionBasedCombat rule!");
  885. return;
  886. }
  887. m_npc_faction_list.readlock(__FUNCTION__, __LINE__);
  888. if (npc_faction_list.count(faction_id) == 0) {
  889. if(faction_id > 10) {
  890. if ((hostile_factions = master_faction_list.GetHostileFactions(faction_id)) != NULL) {
  891. itr = hostile_factions->begin();
  892. for (itr = hostile_factions->begin(); itr != hostile_factions->end(); itr++) {
  893. m_enemy_faction_list.writelock(__FUNCTION__, __LINE__);
  894. if (enemy_faction_list.count(faction_id) == 0)
  895. enemy_faction_list[faction_id] = new vector<int32>;
  896. enemy_faction_list[faction_id]->push_back(*itr);
  897. m_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  898. m_reverse_enemy_faction_list.writelock(__FUNCTION__, __LINE__);
  899. if(reverse_enemy_faction_list.count(*itr) == 0)
  900. reverse_enemy_faction_list[*itr] = new vector<int32>;
  901. reverse_enemy_faction_list[*itr]->push_back(faction_id);
  902. m_reverse_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  903. }
  904. }
  905. }
  906. /*m_enemy_faction_list.writelock(__FUNCTION__, __LINE__);
  907. if(enemy_faction_list.count(1) == 0)
  908. enemy_faction_list[1] = new vector<int32>;
  909. enemy_faction_list[1]->push_back(faction_id);
  910. m_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);*/
  911. }
  912. m_npc_faction_list.releasereadlock(__FUNCTION__, __LINE__);
  913. m_npc_faction_list.writelock(__FUNCTION__, __LINE__);
  914. if(npc_faction_list.count(faction_id) == 0)
  915. npc_faction_list[faction_id] = new vector<int32>;
  916. npc_faction_list[faction_id]->push_back(npc->GetID());
  917. m_npc_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  918. }
  919. void ZoneServer::CheckSpawnRange(Client* client, Spawn* spawn, bool initial_login){
  920. if(client && spawn && (initial_login || client->IsConnected())) {
  921. if(spawn != client->GetPlayer()) {
  922. if(spawn_range_map.count(client) == 0)
  923. spawn_range_map.Put(client, new MutexMap<int32, float >());
  924. spawn_range_map.Get(client)->Put(spawn->GetID(), spawn->GetDistance(client->GetPlayer()));
  925. if(!initial_login && client && spawn->IsNPC() && spawn_range_map.Get(client)->Get(spawn->GetID()) <= ((NPC*)spawn)->GetAggroRadius() && !client->GetPlayer()->GetInvulnerable())
  926. CheckNPCAttacks((NPC*)spawn, client->GetPlayer(), client);
  927. }
  928. if(!initial_login && player_proximities.size() > 0 && player_proximities.count(spawn->GetID()) > 0)
  929. CheckPlayerProximity(spawn, client);
  930. }
  931. }
  932. void ZoneServer::CheckSpawnRange(Spawn* spawn){
  933. vector<Client*>::iterator client_itr;
  934. Client* client = 0;
  935. MClientList.readlock(__FUNCTION__, __LINE__);
  936. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  937. client = *client_itr;
  938. if(client && client->IsReadyForSpawns())
  939. CheckSpawnRange(client, spawn);
  940. }
  941. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  942. }
  943. void ZoneServer::PrepareSpawnID(Player* player, Spawn* spawn){
  944. player->spawn_id++;
  945. player->player_spawn_id_map[player->spawn_id] = spawn;
  946. player->player_spawn_reverse_id_map[spawn] = player->spawn_id;
  947. }
  948. void ZoneServer::CheckSendSpawnToClient(Client* client, bool initial_login) {
  949. if (!client) {
  950. LogWrite(ZONE__ERROR, 0, "Zone", "CheckSendSpawnToClient called with an invalid client");
  951. return;
  952. }
  953. if (!initial_login && !client->GetInitialSpawnsSent())
  954. return;
  955. Spawn* spawn = 0;
  956. map<float, vector<Spawn*>* > closest_spawns;
  957. if(spawn_range_map.count(client) > 0) {
  958. if(initial_login || client->IsConnected()) {
  959. MutexMap<int32, float >::iterator spawn_iter = spawn_range_map.Get(client)->begin();
  960. while(spawn_iter.Next()) {
  961. spawn = GetSpawnByID(spawn_iter->first);
  962. if(spawn && spawn->GetPrivateQuestSpawn()) {
  963. if(!spawn->IsPrivateSpawn())
  964. spawn->AddAllowAccessSpawn(spawn);
  965. if(spawn->MeetsSpawnAccessRequirements(client->GetPlayer())) {
  966. if(spawn->IsPrivateSpawn() && !spawn->AllowedAccess(client->GetPlayer()))
  967. spawn->AddAllowAccessSpawn(client->GetPlayer());
  968. }
  969. else if(spawn->AllowedAccess(client->GetPlayer()))
  970. spawn->RemoveSpawnAccess(client->GetPlayer());
  971. }
  972. if(spawn && spawn != client->GetPlayer() && client->GetPlayer()->ShouldSendSpawn(spawn)) {
  973. if((!initial_login && spawn_iter->second <= SEND_SPAWN_DISTANCE) || (initial_login && (spawn_iter->second <= 40 || spawn->IsWidget()))) {
  974. if(closest_spawns.count(spawn_iter->second) == 0)
  975. closest_spawns[spawn_iter->second] = new vector<Spawn*>();
  976. closest_spawns[spawn_iter->second]->push_back(spawn);
  977. PrepareSpawnID(client->GetPlayer(), spawn);
  978. }
  979. }
  980. }
  981. }
  982. vector<Spawn*>::iterator spawn_iter2;
  983. map<float, vector<Spawn*>* >::iterator itr;
  984. for(itr = closest_spawns.begin(); itr != closest_spawns.end(); itr++) {
  985. for(spawn_iter2 = itr->second->begin(); spawn_iter2 != itr->second->end(); spawn_iter2++) {
  986. spawn = *spawn_iter2;
  987. client->GetPlayer()->ClearRemovedSpawn(spawn);
  988. SendSpawn(spawn, client);
  989. if(client->ShouldTarget() && client->GetCombineSpawn() == spawn)
  990. client->TargetSpawn(spawn);
  991. }
  992. delete itr->second;
  993. }
  994. }
  995. if (initial_login)
  996. client->SetInitialSpawnsSent(true);
  997. }
  998. void ZoneServer::CheckSendSpawnToClient(){
  999. vector<Client*>::iterator itr;
  1000. Client* client = 0;
  1001. MClientList.readlock(__FUNCTION__, __LINE__);
  1002. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1003. client = *itr;
  1004. if(client->IsReadyForSpawns())
  1005. CheckSendSpawnToClient(client);
  1006. }
  1007. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1008. }
  1009. void ZoneServer::CheckRemoveSpawnFromClient(Spawn* spawn) {
  1010. vector<Client*>::iterator itr;
  1011. Client* client = 0;
  1012. PacketStruct* packet = 0;
  1013. int16 packet_version = 0;
  1014. MClientList.readlock(__FUNCTION__, __LINE__);
  1015. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1016. client = *itr;
  1017. if(client){
  1018. if(!packet || packet_version != client->GetVersion()){
  1019. safe_delete(packet);
  1020. packet_version = client->GetVersion();
  1021. packet = configReader.getStruct("WS_DestroyGhostCmd", packet_version);
  1022. }
  1023. 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())){
  1024. SendRemoveSpawn(client, spawn, packet);
  1025. }
  1026. }
  1027. }
  1028. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1029. safe_delete(packet);
  1030. }
  1031. bool ZoneServer::CombatProcess(Spawn* spawn) {
  1032. bool ret = true;
  1033. if (spawn && spawn->IsEntity())
  1034. ((Entity*)spawn)->ProcessCombat();
  1035. return ret;
  1036. }
  1037. void ZoneServer::AddDelayedSpawnRemove(Spawn* spawn, int32 time) {
  1038. // this prevents a crash when a zone shuts down with a client in it
  1039. if (zoneShuttingDown)
  1040. return;
  1041. if (delayed_spawn_remove_list.count(spawn->GetID(), true) == 0)
  1042. delayed_spawn_remove_list.Put(spawn->GetID(), Timer::GetCurrentTime2() + time);
  1043. }
  1044. void ZoneServer::RemoveDelayedSpawnRemove(Spawn* spawn) {
  1045. if (delayed_spawn_remove_list.count(spawn->GetID(), true) > 0)
  1046. delayed_spawn_remove_list.erase(spawn->GetID());
  1047. }
  1048. void ZoneServer::DelayedSpawnRemoval(bool force_delete_all) {
  1049. if (delayed_spawn_remove_list.size(true) > 0) {
  1050. MutexMap<int32, int32>::iterator itr = delayed_spawn_remove_list.begin();
  1051. int32 current_time = Timer::GetCurrentTime2();
  1052. Spawn* spawn = 0;
  1053. // Cycle through all spawns scheduled for removal
  1054. while (itr.Next()) {
  1055. // If it is time for removal, or a force delete of all, then remove the spawn
  1056. if (force_delete_all || current_time >= itr->second) {
  1057. spawn = GetSpawnByID(itr->first);
  1058. delayed_spawn_remove_list.erase(itr->first);
  1059. if (spawn) {
  1060. if (spawn->IsEntity()) {
  1061. // Remove pets
  1062. ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetPet());
  1063. ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetCharmedPet());
  1064. ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetDeityPet());
  1065. ((Entity*)spawn)->DismissPet((NPC*)((Entity*)spawn)->GetCosmeticPet());
  1066. }
  1067. if (spawn->IsPlayer())
  1068. RemoveSpawn(false, spawn, false);
  1069. else
  1070. RemoveSpawn(false, spawn);
  1071. }
  1072. }
  1073. }
  1074. }
  1075. }
  1076. void ZoneServer::AddPendingDelete(Spawn* spawn) {
  1077. MSpawnDeleteList.writelock(__FUNCTION__, __LINE__);
  1078. if(spawn_delete_list.count(spawn) == 0)
  1079. 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
  1080. MSpawnDeleteList.releasewritelock(__FUNCTION__, __LINE__);
  1081. }
  1082. void ZoneServer::DeleteSpawns(bool delete_all) {
  1083. MSpawnDeleteList.writelock(__FUNCTION__, __LINE__);
  1084. if(spawn_delete_list.size() > 0){
  1085. map<Spawn*, int32>::iterator itr;
  1086. map<Spawn*, int32>::iterator erase_itr;
  1087. int32 current_time = Timer::GetCurrentTime2();
  1088. Spawn* spawn = 0;
  1089. for (itr = spawn_delete_list.begin(); itr != spawn_delete_list.end(); ) {
  1090. if (delete_all || current_time >= itr->second){
  1091. spawn = itr->first;
  1092. if (spawn && movementMgr != nullptr) {
  1093. movementMgr->RemoveMob((Entity*)spawn);
  1094. }
  1095. erase_itr = itr++;
  1096. spawn_delete_list.erase(erase_itr);
  1097. safe_delete(spawn);
  1098. }
  1099. else
  1100. itr++;
  1101. }
  1102. }
  1103. MSpawnDeleteList.releasewritelock(__FUNCTION__, __LINE__);
  1104. }
  1105. void ZoneServer::AddDamagedSpawn(Spawn* spawn){
  1106. if (spawn)
  1107. damaged_spawns.Add(spawn->GetID());
  1108. }
  1109. void ZoneServer::RemoveDamagedSpawn(Spawn* spawn){
  1110. if (spawn)
  1111. damaged_spawns.Remove(spawn->GetID());
  1112. }
  1113. bool ZoneServer::Process()
  1114. {
  1115. MMasterZoneLock->lock(); //Changing this back to a recursive lock to fix a possible /reload spells crash with multiple zones running - Foof
  1116. #ifndef NO_CATCH
  1117. try
  1118. {
  1119. #endif
  1120. if(LoadingData){
  1121. while(zoneID == 0){ //this is loaded by world
  1122. Sleep(10);
  1123. }
  1124. if (reloading) {
  1125. LogWrite(COMMAND__DEBUG, 0, "Command", "-Loading Entity Commands...");
  1126. database.LoadEntityCommands(this);
  1127. LogWrite(NPC__INFO, 0, "NPC", "-Loading NPC data...");
  1128. database.LoadNPCs(this);
  1129. LogWrite(NPC__INFO, 0, "NPC", "-Load NPC data complete!");
  1130. LogWrite(OBJECT__INFO, 0, "Object", "-Loading Object data...");
  1131. database.LoadObjects(this);
  1132. LogWrite(OBJECT__INFO, 0, "Object", "-Load Object data complete!");
  1133. LogWrite(SIGN__INFO, 0, "Sign", "-Loading Sign data...");
  1134. database.LoadSigns(this);
  1135. LogWrite(SIGN__INFO, 0, "Sign", "-Load Sign data complete!");
  1136. LogWrite(WIDGET__INFO, 0, "Widget", "-Loading Widget data...");
  1137. database.LoadWidgets(this);
  1138. LogWrite(WIDGET__INFO, 0, "Widget", "-Load Widget data complete!");
  1139. LogWrite(GROUNDSPAWN__INFO, 0, "GSpawn", "-Loading Groundspawn data...");
  1140. database.LoadGroundSpawns(this);
  1141. database.LoadGroundSpawnEntries(this);
  1142. LogWrite(GROUNDSPAWN__INFO, 0, "GSpawn", "-Load Groundspawn data complete!");
  1143. LogWrite(PET__INFO, 0, "Pet", "-Loading Pet data...");
  1144. database.GetPetNames(this);
  1145. LogWrite(PET__INFO, 0, "Pet", "-Load Pet data complete!");
  1146. LogWrite(LOOT__INFO, 0, "Loot", "-Loading Spawn loot data...");
  1147. database.LoadLoot(this);
  1148. LogWrite(LOOT__INFO, 0, "Loot", "-Loading Spawn loot data complete!");
  1149. LogWrite(TRANSPORT__INFO, 0, "Transport", "-Loading Transporters...");
  1150. database.LoadTransporters(this);
  1151. LogWrite(TRANSPORT__INFO, 0, "Transport", "-Loading Transporters complete!");
  1152. reloading = false;
  1153. }
  1154. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  1155. spawn_group_associations.clear();
  1156. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  1157. MSpawnGroupLocations.writelock(__FUNCTION__, __LINE__);
  1158. spawn_group_locations.clear();
  1159. MSpawnGroupLocations.releasewritelock(__FUNCTION__, __LINE__);
  1160. MSpawnLocationGroups.writelock(__FUNCTION__, __LINE__);
  1161. spawn_location_groups.clear();
  1162. MSpawnLocationGroups.releasewritelock(__FUNCTION__, __LINE__);
  1163. MSpawnGroupChances.writelock(__FUNCTION__, __LINE__);
  1164. spawn_group_chances.clear();
  1165. MSpawnGroupChances.releasewritelock(__FUNCTION__, __LINE__);
  1166. DeleteTransporters();
  1167. ReloadTransporters();
  1168. database.LoadSpawns(this);
  1169. ProcessSpawnLocations();
  1170. if (!revive_points)
  1171. revive_points = new vector<RevivePoint*>;
  1172. else {
  1173. while (!revive_points->empty()){
  1174. safe_delete(revive_points->back());
  1175. revive_points->pop_back();
  1176. }
  1177. }
  1178. database.LoadRevivePoints(revive_points, GetZoneID());
  1179. LoadingData = false;
  1180. spawn_range.Trigger();
  1181. spawn_check_add.Trigger();
  1182. RemoveLocationGrids();
  1183. database.LoadLocationGrids(this);
  1184. const char* zone_script = world.GetZoneScript(this->GetZoneID());
  1185. if(lua_interface && zone_script) {
  1186. RemoveLocationProximities();
  1187. lua_interface->RunZoneScript(zone_script, "init_zone_script", this);
  1188. }
  1189. }
  1190. if(shutdownTimer.Enabled() && shutdownTimer.Check())
  1191. zoneShuttingDown = true;
  1192. if (reloading_spellprocess){
  1193. MMasterZoneLock->unlock();
  1194. return !zoneShuttingDown;
  1195. }
  1196. // Remove LD Player whos LD timer has expired
  1197. if (!zoneShuttingDown)
  1198. DelayedSpawnRemoval(false);
  1199. // client loop
  1200. if(charsheet_changes.Check())
  1201. SendCharSheetChanges();
  1202. // Client loop
  1203. ClientProcess();
  1204. if(spellProcess)
  1205. spellProcess->Process();
  1206. if (tradeskillMgr)
  1207. tradeskillMgr->Process();
  1208. // Client loop
  1209. if(client_save.Check())
  1210. SaveClients();
  1211. // Possibility to do a client loop
  1212. if(weather_enabled && weatherTimer.Check())
  1213. ProcessWeather();
  1214. // client related loop, move to main thread?
  1215. if(!zoneShuttingDown)
  1216. ProcessDrowning();
  1217. // client than location_proximities loop, move to main thread
  1218. if (location_prox_timer.Check() && !zoneShuttingDown)
  1219. CheckLocationProximity();
  1220. // client than location_grid loop, move to main thread
  1221. if (location_grid_timer.Check() && !zoneShuttingDown)
  1222. CheckLocationGrids();
  1223. if (sync_game_time_timer.Check() && !zoneShuttingDown)
  1224. SendTimeUpdateToAllClients();
  1225. if(lua_interface)
  1226. lua_interface->Process();
  1227. int hour = world.GetWorldTimeStruct()->hour;
  1228. int minute = world.GetWorldTimeStruct()->minute;
  1229. if (!isDusk && (hour >= 19 || hour < 8)) {//((hour > dusk_hour || hour < dawn_hour) || ((dusk_hour == hour && minute >= dusk_minute) || (hour == dawn_hour && minute < dawn_minute)))) {
  1230. isDusk = true;
  1231. const char* zone_script = world.GetZoneScript(GetZoneID());
  1232. if (lua_interface && zone_script)
  1233. lua_interface->RunZoneScript(zone_script, "dusk", this);
  1234. ProcessSpawnConditional(SPAWN_CONDITIONAL_NIGHT);
  1235. }
  1236. 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)))) {
  1237. isDusk = false;
  1238. const char* zone_script = world.GetZoneScript(GetZoneID());
  1239. if (lua_interface && zone_script)
  1240. lua_interface->RunZoneScript(zone_script, "dawn", this);
  1241. ProcessSpawnConditional(SPAWN_CONDITIONAL_DAY);
  1242. }
  1243. // damaged spawns loop, spawn related, move to spawn thread?
  1244. if(regenTimer.Check())
  1245. RegenUpdate();
  1246. // heading_timers loop
  1247. if(!zoneShuttingDown)
  1248. CheckHeadingTimers();
  1249. // respawn_timers loop
  1250. if(respawn_timer.Check() && !zoneShuttingDown)
  1251. CheckRespawns();
  1252. // spawn_expire_timers loop
  1253. if (spawn_expire_timer.Check() && !zoneShuttingDown)
  1254. CheckSpawnExpireTimers();
  1255. // widget_timers loop
  1256. if(widget_timer.Check() && !zoneShuttingDown)
  1257. CheckWidgetTimers();
  1258. // spawn_script_timers loop
  1259. if(!zoneShuttingDown)
  1260. CheckSpawnScriptTimers();
  1261. // Check to see if a dead spawn needs to be removed
  1262. CheckDeadSpawnRemoval();
  1263. #ifndef NO_CATCH
  1264. }
  1265. catch(...)
  1266. {
  1267. LogWrite(ZONE__ERROR, 0, "Zone", "Exception while running '%s'", GetZoneName());
  1268. zoneShuttingDown = true;
  1269. MMasterZoneLock->unlock();
  1270. return false;
  1271. }
  1272. #endif
  1273. MMasterZoneLock->unlock();
  1274. return (zoneShuttingDown == false);
  1275. }
  1276. bool ZoneServer::SpawnProcess(){
  1277. if(depop_zone) {
  1278. depop_zone = false;
  1279. ProcessDepop(respawns_allowed, repop_zone);
  1280. finished_depop = true;
  1281. }
  1282. MMasterSpawnLock.writelock(__FUNCTION__, __LINE__);
  1283. // If the zone is loading data or shutting down don't do anything
  1284. if(!LoadingData && !zoneShuttingDown && !reloading_spellprocess) {
  1285. // send spawn changes, changed_spawns loop
  1286. if(spawn_update.Check() && !zoneShuttingDown) { //check for changed spawns every {Rule:SpawnUpdateTimer} milliseconds (default: 200ms)
  1287. SendSpawnChanges();
  1288. }
  1289. // Set some bool's for timers
  1290. bool movement = movement_timer.Check();
  1291. bool spawnRange = spawn_range.Check();
  1292. bool checkRemove = spawn_check_remove.Check();
  1293. bool aggroCheck = aggro_timer.Check();
  1294. vector<int32> pending_spawn_list_remove;
  1295. // Loop through the spawn list
  1296. map<int32, Spawn*>::iterator itr;
  1297. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1298. // Loop throught the list to set up spawns to be sent to clients
  1299. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  1300. // if zone is shutting down kill the loop
  1301. if (zoneShuttingDown)
  1302. break;
  1303. Spawn* spawn = itr->second;
  1304. if (spawn) {
  1305. // Checks the range to all clients in the zone
  1306. if (spawnRange)
  1307. CheckSpawnRange(spawn);
  1308. // Checks to see if the spawn needs to be removed from a client
  1309. if (checkRemove)
  1310. CheckRemoveSpawnFromClient(spawn);
  1311. }
  1312. }
  1313. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1314. // 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
  1315. // client loop, move to main thread?
  1316. // 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
  1317. // might be an issue with other functions moved from the spawn thread to the main thread?
  1318. if(spawn_check_add.Check() && !zoneShuttingDown)
  1319. CheckSendSpawnToClient();
  1320. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1321. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  1322. // Break the loop if the zone is shutting down
  1323. if (zoneShuttingDown)
  1324. break;
  1325. Spawn* spawn = itr->second;
  1326. if (spawn) {
  1327. // Process spawn movement
  1328. if (movement) {
  1329. spawn->ProcessMovement(true);
  1330. // update last_movement_update for all spawns (used for time_step)
  1331. spawn->last_movement_update = Timer::GetCurrentTime2();
  1332. }
  1333. // Makes NPC's KOS to other NPC's or players
  1334. if (aggroCheck)
  1335. ProcessAggroChecks(spawn);
  1336. // Process combat for the spawn
  1337. CombatProcess(spawn);
  1338. }
  1339. else {
  1340. // unable to get a valid spawn, lets add the id to another list to remove from the spawn list after this loop is finished
  1341. pending_spawn_list_remove.push_back(itr->first);
  1342. }
  1343. }
  1344. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1345. // Check to see if there are any spawn id's that need to be removed from the spawn list, if so remove them all
  1346. if (pending_spawn_list_remove.size() > 0) {
  1347. MSpawnList.writelock(__FUNCTION__, __LINE__);
  1348. vector<int32>::iterator itr2;
  1349. for (itr2 = pending_spawn_list_remove.begin(); itr2 != pending_spawn_list_remove.end(); itr2++)
  1350. spawn_list.erase(*itr2);
  1351. pending_spawn_list_remove.clear();
  1352. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  1353. }
  1354. // Check to see if there are spawns waiting to be added to the spawn list, if so add them all
  1355. if (pending_spawn_list_add.size() > 0) {
  1356. MSpawnList.writelock(__FUNCTION__, __LINE__);
  1357. MPendingSpawnListAdd.writelock(__FUNCTION__, __LINE__);
  1358. list<Spawn*>::iterator itr2;
  1359. for (itr2 = pending_spawn_list_add.begin(); itr2 != pending_spawn_list_add.end(); itr2++) {
  1360. Spawn* spawn = *itr2;
  1361. if (spawn)
  1362. spawn_list[spawn->GetID()] = spawn;
  1363. }
  1364. pending_spawn_list_add.clear();
  1365. MPendingSpawnListAdd.releasewritelock(__FUNCTION__, __LINE__);
  1366. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  1367. }
  1368. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1369. if (movementMgr != nullptr)
  1370. movementMgr->Process();
  1371. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1372. // Do other loops for spawns
  1373. // 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?
  1374. //if (tracking_timer.Check())
  1375. //ProcessTracking(); // probably doesn't work as spawn loop iterator is never set
  1376. // Delete unused spawns, do this last
  1377. if(!zoneShuttingDown)
  1378. DeleteSpawns(false);
  1379. // Nothing should come after this
  1380. //LogWrite(PLAYER__ERROR, 0, "Debug", "Spawn loop time %u", Timer::GetCurrentTime2() - time);
  1381. }
  1382. MMasterSpawnLock.releasewritelock(__FUNCTION__, __LINE__);
  1383. return (zoneShuttingDown == false);
  1384. }
  1385. void ZoneServer::CheckDeadSpawnRemoval() {
  1386. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  1387. if(dead_spawns.size() > 0){
  1388. vector<Spawn*> tmp_dead_list;
  1389. int32 current_time = Timer::GetCurrentTime2();
  1390. Spawn* spawn = 0;
  1391. map<int32, int32>::iterator itr = dead_spawns.begin();
  1392. map<int32, int32>::iterator itr_delete;
  1393. while (itr != dead_spawns.end()) {
  1394. spawn = GetSpawnByID(itr->first);
  1395. if (spawn) {
  1396. if(current_time >= itr->second)
  1397. tmp_dead_list.push_back(spawn);
  1398. itr++;
  1399. }
  1400. else {
  1401. itr_delete = itr++;
  1402. dead_spawns.erase(itr_delete);
  1403. }
  1404. }
  1405. for(int i=tmp_dead_list.size()-1;i>=0;i--){
  1406. spawn = tmp_dead_list[i];
  1407. if (!spawn->IsPlayer())
  1408. {
  1409. dead_spawns.erase(spawn->GetID());
  1410. RemoveSpawn(true, spawn, true, true, false);
  1411. }
  1412. }
  1413. }
  1414. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  1415. }
  1416. void ZoneServer::CheckRespawns(){
  1417. vector<int32> tmp_respawn_list;
  1418. MutexMap<int32, int32>::iterator itr = respawn_timers.begin();
  1419. while(itr.Next()){
  1420. if(Timer::GetCurrentTime2() >= itr->second)
  1421. tmp_respawn_list.push_back(itr->first);
  1422. }
  1423. for(int i=tmp_respawn_list.size()-1;i>=0;i--){
  1424. if ( IsInstanceZone() )
  1425. {
  1426. if ( database.DeleteInstanceSpawnRemoved(GetInstanceID(),tmp_respawn_list[i]) )
  1427. {
  1428. }
  1429. else
  1430. {
  1431. }
  1432. }
  1433. ProcessSpawnLocation(tmp_respawn_list[i], true);
  1434. respawn_timers.erase(tmp_respawn_list[i]);
  1435. }
  1436. }
  1437. void ZoneServer::CheckSpawnExpireTimers() {
  1438. MutexMap<int32, int32>::iterator itr = spawn_expire_timers.begin();
  1439. while (itr.Next()) {
  1440. Spawn* spawn = GetSpawnByID(itr->first);
  1441. if (spawn) {
  1442. if (Timer::GetCurrentTime2() >= itr.second) {
  1443. spawn_expire_timers.erase(itr.first);
  1444. Despawn(spawn, spawn->GetRespawnTime());
  1445. }
  1446. }
  1447. else
  1448. spawn_expire_timers.erase(itr->first);
  1449. }
  1450. }
  1451. void ZoneServer::AddSpawnExpireTimer(Spawn* spawn, int32 expire_time, int32 expire_offset) {
  1452. if (spawn) {
  1453. int32 actual_expire_time = expire_time;
  1454. if (expire_offset > 0) {
  1455. int32 low = expire_time;
  1456. int32 high = expire_time + expire_offset;
  1457. if (expire_offset < expire_time)
  1458. low = expire_time - expire_offset;
  1459. int32 range = (high - low) + 1;
  1460. actual_expire_time = (low + (int32)((range * rand()) / (RAND_MAX + 1.0)));
  1461. }
  1462. actual_expire_time *= 1000;
  1463. spawn_expire_timers.Put(spawn->GetID(), Timer::GetCurrentTime2() + actual_expire_time);
  1464. }
  1465. }
  1466. void ZoneServer::SaveClient(Client* client){
  1467. client->Save();
  1468. }
  1469. void ZoneServer::SaveClients(){
  1470. vector<Client*>::iterator itr;
  1471. Client* client = 0;
  1472. MClientList.readlock(__FUNCTION__, __LINE__);
  1473. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1474. client = *itr;
  1475. if(client->IsConnected()){
  1476. SaveClient(client);
  1477. }
  1478. }
  1479. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1480. }
  1481. void ZoneServer::SendSpawnVisualState(Spawn* spawn, int16 type){
  1482. if(!spawn)
  1483. return;
  1484. vector<Client*>::iterator itr;
  1485. spawn->SetTempVisualState(type);
  1486. Client* client = 0;
  1487. MClientList.readlock(__FUNCTION__, __LINE__);
  1488. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1489. client = *itr;
  1490. if(client && client->GetPlayer() != spawn)
  1491. AddChangedSpawn(spawn);
  1492. }
  1493. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1494. }
  1495. void ZoneServer::SendSpawnChanges(int32 spawn_id, Client* client, bool override_changes, bool override_vis_changes){
  1496. Spawn* spawn = GetSpawnByDatabaseID(spawn_id);
  1497. if(spawn && (spawn->changed || override_changes || override_vis_changes))
  1498. SendSpawnChanges(spawn, client, override_changes, override_vis_changes);
  1499. }
  1500. void ZoneServer::SendSpawnChanges(Spawn* spawn, Client* client, bool override_changes, bool override_vis_changes){
  1501. if(client && client->IsReadyForUpdates() && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn) && client->GetPlayer()->GetDistance(spawn) < REMOVE_SPAWN_DISTANCE){
  1502. EQ2Packet* outapp = spawn->spawn_update_packet(client->GetPlayer(), client->GetVersion(), override_changes, override_vis_changes);
  1503. if(outapp)
  1504. client->QueuePacket(outapp);
  1505. }
  1506. }
  1507. void ZoneServer::SendSpawnChanges(Spawn* spawn){
  1508. if(spawn && spawn->changed){
  1509. if(!spawn->IsPlayer() || (spawn->IsPlayer() && (spawn->info_changed || spawn->vis_changed))){
  1510. vector<Client*>::iterator itr;
  1511. Client* client = 0;
  1512. MClientList.readlock(__FUNCTION__, __LINE__);
  1513. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1514. client = *itr;
  1515. SendSpawnChanges(spawn, client);
  1516. }
  1517. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1518. }
  1519. spawn->changed = false;
  1520. spawn->info_changed = false;
  1521. if(spawn->IsPlayer() == false)
  1522. spawn->position_changed = false;
  1523. spawn->vis_changed = false;
  1524. }
  1525. }
  1526. Spawn* ZoneServer::FindSpawn(Player* searcher, const char* name){
  1527. if(!searcher || !name)
  1528. return 0;
  1529. Spawn* spawn = 0;
  1530. vector<Spawn*> find_spawn_list;
  1531. vector<Spawn*>::iterator fspawn_iter;
  1532. int8 name_size = strlen(name);
  1533. map<int32, Spawn*>::iterator itr;
  1534. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1535. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  1536. spawn = itr->second;
  1537. if(spawn && !strncasecmp(spawn->GetName(), name, name_size))
  1538. find_spawn_list.push_back(spawn);
  1539. }
  1540. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1541. Spawn* closest = 0;
  1542. float distance = 0;
  1543. float test_distance = 0;
  1544. for(fspawn_iter=find_spawn_list.begin(); fspawn_iter!=find_spawn_list.end(); fspawn_iter++){
  1545. spawn = *fspawn_iter;
  1546. if(spawn && ((((test_distance = searcher->GetDistance(spawn)) < distance)) || !closest)){
  1547. distance = test_distance;
  1548. closest = spawn;
  1549. }
  1550. }
  1551. return closest;
  1552. }
  1553. void ZoneServer::AddChangedSpawn(Spawn* spawn){
  1554. if(!spawn || (spawn->IsPlayer() && !spawn->info_changed && !spawn->vis_changed))
  1555. return;
  1556. if (changed_spawns.count(spawn->GetID()) == 0)
  1557. changed_spawns.Add(spawn->GetID());
  1558. }
  1559. void ZoneServer::RemoveChangedSpawn(Spawn* spawn){
  1560. if (spawn)
  1561. changed_spawns.Remove(spawn->GetID());
  1562. }
  1563. void ZoneServer::AddDrowningVictim(Player* player){
  1564. Client* client = GetClientBySpawn(player);
  1565. if(client && drowning_victims.count(client) == 0)
  1566. drowning_victims.Put(client, Timer::GetCurrentTime2());
  1567. }
  1568. void ZoneServer::RemoveDrowningVictim(Player* player){
  1569. Client* client = GetClientBySpawn(player);
  1570. if(client)
  1571. drowning_victims.erase(client);
  1572. }
  1573. Client* ZoneServer::GetDrowningVictim(Player* player){
  1574. Client* client = GetClientBySpawn(player);
  1575. if(client && drowning_victims.count(client) > 0)
  1576. return(client);
  1577. return 0;
  1578. }
  1579. void ZoneServer::ProcessDrowning(){
  1580. vector<Client*> dead_list;
  1581. if(drowning_victims.size(true) > 0){
  1582. sint32 damage = 0;
  1583. int32 current_time = Timer::GetCurrentTime2();
  1584. MutexMap<Client*, int32>::iterator itr = drowning_victims.begin();
  1585. while(itr.Next()){
  1586. if(current_time >= itr->second) {
  1587. Client* client = itr->first;
  1588. Player* player = client->GetPlayer();
  1589. drowning_victims.Get(client) = Timer::GetCurrentTime2() + 2000;
  1590. damage = player->GetTotalHP()/20 + player->GetHPRegen();
  1591. player->TakeDamage(damage);
  1592. if(player->GetHP() == 0)
  1593. dead_list.push_back(client);
  1594. player->SetCharSheetChanged(true);
  1595. SendCharSheetChanges(client);
  1596. SendDamagePacket(0, player, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, DAMAGE_PACKET_RESULT_SUCCESSFUL, DAMAGE_PACKET_DAMAGE_TYPE_DROWN, damage, 0);
  1597. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You are drowning!");
  1598. }
  1599. }
  1600. }
  1601. if(dead_list.size() > 0){
  1602. vector<Client*>::iterator itr;
  1603. for(itr = dead_list.begin(); itr != dead_list.end(); itr++){
  1604. RemoveDrowningVictim((*itr)->GetPlayer());
  1605. KillSpawn(false, (*itr)->GetPlayer(), 0);
  1606. (*itr)->SimpleMessage(CHANNEL_COLOR_WHITE, "You are sleeping with the fishes! Glug, glug...");
  1607. }
  1608. }
  1609. }
  1610. void ZoneServer::SendSpawnChanges(){
  1611. set<Spawn*> spawns_to_send;
  1612. Spawn* spawn = 0;
  1613. MutexList<int32>::iterator spawn_iter = changed_spawns.begin();
  1614. int count = 0;
  1615. while(spawn_iter.Next()){
  1616. spawn = GetSpawnByID(spawn_iter->value);
  1617. if(spawn && spawn->changed){
  1618. if(!spawn->IsPlayer() || (spawn->IsPlayer() && (spawn->info_changed || spawn->vis_changed))){
  1619. spawns_to_send.insert(spawn);
  1620. }
  1621. }
  1622. if (!spawn)
  1623. changed_spawns.Remove(spawn_iter->value);
  1624. }
  1625. changed_spawns.clear();
  1626. vector<Client*>::iterator client_itr;
  1627. Client* client = 0;
  1628. MClientList.readlock(__FUNCTION__, __LINE__);
  1629. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  1630. client = *client_itr;
  1631. client->SendSpawnChanges(spawns_to_send);
  1632. }
  1633. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1634. for (const auto& spawn : spawns_to_send) {
  1635. spawn->changed = false;
  1636. spawn->position_changed = false;
  1637. spawn->vis_changed = false;
  1638. spawn->info_changed = false;
  1639. }
  1640. }
  1641. void ZoneServer::SendPlayerPositionChanges(Player* player){
  1642. if(player){
  1643. player->position_changed = false;
  1644. Client* client = 0;
  1645. vector<Client*>::iterator client_itr;
  1646. MClientList.readlock(__FUNCTION__, __LINE__);
  1647. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  1648. client = *client_itr;
  1649. if(player != client->GetPlayer() && client->GetPlayer()->WasSentSpawn(player->GetID()) && client->GetPlayer()->WasSpawnRemoved(player) == false){
  1650. EQ2Packet* outapp = player->player_position_update_packet(client->GetPlayer(), client->GetVersion());
  1651. if(outapp)
  1652. client->QueuePacket(outapp);
  1653. }
  1654. }
  1655. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1656. }
  1657. }
  1658. void ZoneServer::SendCharSheetChanges(){
  1659. vector<Client*>::iterator client_itr;
  1660. MClientList.readlock(__FUNCTION__, __LINE__);
  1661. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++)
  1662. SendCharSheetChanges(*client_itr);
  1663. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1664. }
  1665. void ZoneServer::SendCharSheetChanges(Client* client){
  1666. if(client && client->IsConnected() && client->GetPlayer()->GetCharSheetChanged()){
  1667. client->GetPlayer()->SetCharSheetChanged(false);
  1668. ClientPacketFunctions::SendCharacterSheet(client);
  1669. }
  1670. }
  1671. int32 ZoneServer::CalculateSpawnGroup(SpawnLocation* spawnlocation, bool respawn)
  1672. {
  1673. int32 group = 0;
  1674. list<int32>* groups_at_location = GetSpawnGroupsByLocation(spawnlocation->placement_id);
  1675. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1676. if(groups_at_location){
  1677. list<int32>::iterator group_location_itr;
  1678. float chance = 0;
  1679. float total_chance = 0;
  1680. map<int32, float> tmp_chances;
  1681. set<int32>* associated_groups = 0;
  1682. for (group_location_itr = groups_at_location->begin(); group_location_itr != groups_at_location->end(); group_location_itr++) {
  1683. if(tmp_chances.count(*group_location_itr) > 0)
  1684. continue;
  1685. associated_groups = GetAssociatedGroups(*group_location_itr);
  1686. if(associated_groups){
  1687. set<int32>::iterator group_itr;
  1688. for (group_itr = associated_groups->begin(); group_itr != associated_groups->end(); group_itr++) {
  1689. chance = GetSpawnGroupChance(*group_itr);
  1690. if(chance > 0){
  1691. total_chance += chance;
  1692. tmp_chances[*group_itr] = chance;
  1693. }
  1694. else
  1695. tmp_chances[*group_itr] = 0;
  1696. }
  1697. }
  1698. else{ //single group, no associations
  1699. chance = GetSpawnGroupChance(*group_location_itr);
  1700. total_chance += chance;
  1701. tmp_chances[*group_location_itr] = chance;
  1702. }
  1703. }
  1704. if(tmp_chances.size() > 1){
  1705. //set the default for any chances not set
  1706. map<int32, float>::iterator itr2;
  1707. for(itr2 = tmp_chances.begin(); itr2 != tmp_chances.end(); itr2++){
  1708. if(itr2->second == 0){
  1709. total_chance += 100/tmp_chances.size();
  1710. tmp_chances[itr2->first] = (float)(100 / tmp_chances.size());
  1711. }
  1712. }
  1713. }
  1714. if(tmp_chances.size() > 1){
  1715. float roll = (float)(rand()%((int32)total_chance));
  1716. map<int32, float>::iterator itr3;
  1717. for (itr3 = tmp_chances.begin(); itr3 != tmp_chances.end(); itr3++){
  1718. if(itr3->second >= roll){
  1719. group = itr3->first;
  1720. break;
  1721. }
  1722. else
  1723. roll -= itr3->second;
  1724. }
  1725. }
  1726. else if(tmp_chances.size() == 1)
  1727. group = tmp_chances.begin()->first;
  1728. }
  1729. if(group > 0){
  1730. map<int32, int32>* locations = GetSpawnLocationsByGroup(group);
  1731. if(locations){
  1732. map<int32, int32>::iterator itr;
  1733. Spawn* spawn = 0;
  1734. Spawn* leader = 0;
  1735. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  1736. for (itr = locations->begin(); itr != locations->end(); itr++) {
  1737. if(spawn_location_list.count(itr->second) > 0){
  1738. spawn = ProcessSpawnLocation(spawn_location_list[itr->second], respawn);
  1739. if(!leader && spawn)
  1740. leader = spawn;
  1741. if(leader)
  1742. leader->AddSpawnToGroup(spawn);
  1743. if(spawn){
  1744. //if(spawn_group_map.count(group) == 0)
  1745. // spawn_group_map.Put(group, new MutexList<Spawn*>());
  1746. MutexList<int32>* groupList = &spawn_group_map.Get(group);
  1747. groupList->Add(spawn->GetID());
  1748. spawn->SetSpawnGroupID(group);
  1749. }
  1750. }
  1751. }
  1752. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1753. }
  1754. }
  1755. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1756. return group;
  1757. }
  1758. void ZoneServer::ProcessSpawnLocation(int32 location_id, bool respawn)
  1759. {
  1760. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1761. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  1762. if(spawn_location_list.count(location_id) > 0)
  1763. {
  1764. if(respawn) //see if there are any spawns still in game associated with this spawn's group, if so, dont spawn this
  1765. {
  1766. list<int32>* groups = GetSpawnGroupsByLocation(spawn_location_list[location_id]->placement_id);
  1767. if(groups)
  1768. {
  1769. set<int32>* associated_groups = 0;
  1770. bool should_spawn = true;
  1771. list<int32>::iterator itr;
  1772. for (itr = groups->begin(); itr != groups->end(); itr++) {
  1773. associated_groups = GetAssociatedGroups(*itr);
  1774. if(associated_groups)
  1775. {
  1776. set<int32>::iterator assoc_itr;
  1777. for (assoc_itr = associated_groups->begin(); assoc_itr != associated_groups->end(); assoc_itr++) {
  1778. if(spawn_group_map.count(*assoc_itr) > 0 && spawn_group_map.Get(*assoc_itr).size() > 0)
  1779. should_spawn = false;
  1780. }
  1781. }
  1782. }
  1783. if(should_spawn)
  1784. CalculateSpawnGroup(spawn_location_list[location_id]);
  1785. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1786. // need to unlock the list before we exit the function
  1787. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1788. return;
  1789. }
  1790. }
  1791. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1792. ProcessSpawnLocation(spawn_location_list[location_id], respawn);
  1793. }
  1794. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1795. }
  1796. Spawn* ZoneServer::ProcessSpawnLocation(SpawnLocation* spawnlocation, bool respawn)
  1797. {
  1798. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1799. if(!spawnlocation)
  1800. return 0;
  1801. Spawn* spawn = 0;
  1802. float rand_number = MakeRandomFloat(0, spawnlocation->total_percentage);
  1803. for(int32 i=0;i<spawnlocation->entities.size();i++)
  1804. {
  1805. if(spawnlocation->entities[i]->spawn_percentage == 0)
  1806. continue;
  1807. if (spawnlocation->conditional > 0) {
  1808. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_DAY && isDusk)
  1809. continue;
  1810. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_NIGHT) == SPAWN_CONDITIONAL_NIGHT && !isDusk)
  1811. continue;
  1812. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_NOT_RAINING && rain >= 0.75f)
  1813. continue;
  1814. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_RAINING && rain < 0.75f)
  1815. continue;
  1816. }
  1817. if(spawnlocation->entities[i]->spawn_percentage >= rand_number){
  1818. if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_NPC)
  1819. spawn = AddNPCSpawn(spawnlocation, spawnlocation->entities[i]);
  1820. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN)
  1821. spawn = AddGroundSpawn(spawnlocation, spawnlocation->entities[i]);
  1822. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT)
  1823. spawn = AddObjectSpawn(spawnlocation, spawnlocation->entities[i]);
  1824. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET)
  1825. spawn = AddWidgetSpawn(spawnlocation, spawnlocation->entities[i]);
  1826. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_SIGN)
  1827. spawn = AddSignSpawn(spawnlocation, spawnlocation->entities[i]);
  1828. if (!spawn)
  1829. {
  1830. LogWrite(ZONE__ERROR, 0, "Zone", "Error adding spawn to zone");
  1831. safe_delete(spawn);
  1832. continue;
  1833. }
  1834. const char* script = 0;
  1835. for(int x=0;x<3;x++)
  1836. {
  1837. switch(x)
  1838. {
  1839. case 0:
  1840. script = world.GetSpawnEntryScript(spawnlocation->entities[i]->spawn_entry_id);
  1841. break;
  1842. case 1:
  1843. script = world.GetSpawnLocationScript(spawnlocation->entities[i]->spawn_location_id);
  1844. break;
  1845. case 2:
  1846. script = world.GetSpawnScript(spawnlocation->entities[i]->spawn_id);
  1847. break;
  1848. }
  1849. if(script && lua_interface && lua_interface->GetSpawnScript(script) != 0)
  1850. {
  1851. spawn->SetSpawnScript(string(script));
  1852. break;
  1853. }
  1854. }
  1855. if (spawn)
  1856. {
  1857. if(respawn)
  1858. CallSpawnScript(spawn, SPAWN_SCRIPT_RESPAWN);
  1859. else
  1860. CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  1861. }
  1862. break;
  1863. }
  1864. else
  1865. rand_number -= spawnlocation->entities[i]->spawn_percentage;
  1866. }
  1867. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1868. return spawn;
  1869. }
  1870. 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)
  1871. {
  1872. if(!spawnlocation)
  1873. return 0;
  1874. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1875. Spawn* spawn = 0;
  1876. float rand_number = MakeRandomFloat(0, spawnlocation->total_percentage);
  1877. for(int32 i=0;i<spawnlocation->entities.size();i++)
  1878. {
  1879. if(spawnlocation->entities[i]->spawn_percentage == 0)
  1880. continue;
  1881. int32 spawnTime = 0;
  1882. if(spawnlocation->entities[i]->spawn_percentage >= rand_number)
  1883. {
  1884. if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_NPC &&
  1885. (spawnTime = database.CheckSpawnRemoveInfo(instNPCs,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1886. spawn = AddNPCSpawn(spawnlocation, spawnlocation->entities[i]);
  1887. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN &&
  1888. (spawnTime = database.CheckSpawnRemoveInfo(instGroundSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1889. spawn = AddGroundSpawn(spawnlocation, spawnlocation->entities[i]);
  1890. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT &&
  1891. (spawnTime = database.CheckSpawnRemoveInfo(instObjSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1892. spawn = AddObjectSpawn(spawnlocation, spawnlocation->entities[i]);
  1893. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET &&
  1894. (spawnTime = database.CheckSpawnRemoveInfo(instWidgetSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1895. spawn = AddWidgetSpawn(spawnlocation, spawnlocation->entities[i]);
  1896. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_SIGN &&
  1897. (spawnTime = database.CheckSpawnRemoveInfo(instSignSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1898. spawn = AddSignSpawn(spawnlocation, spawnlocation->entities[i]);
  1899. const char* script = 0;
  1900. for(int x=0;x<3;x++)
  1901. {
  1902. switch(x)
  1903. {
  1904. case 0:
  1905. script = world.GetSpawnEntryScript(spawnlocation->entities[i]->spawn_entry_id);
  1906. break;
  1907. case 1:
  1908. script = world.GetSpawnLocationScript(spawnlocation->entities[i]->spawn_location_id);
  1909. break;
  1910. case 2:
  1911. script = world.GetSpawnScript(spawnlocation->entities[i]->spawn_id);
  1912. break;
  1913. }
  1914. if(spawn && script && lua_interface->GetSpawnScript(script) != 0)
  1915. {
  1916. spawn->SetSpawnScript(string(script));
  1917. break;
  1918. }
  1919. }
  1920. if(spawn)
  1921. {
  1922. if (respawn)
  1923. CallSpawnScript(spawn, SPAWN_SCRIPT_RESPAWN);
  1924. else
  1925. CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  1926. if ( spawnTime > 1 )
  1927. {
  1928. spawn->SetRespawnTime(spawnTime);
  1929. }
  1930. }
  1931. break;
  1932. }
  1933. else
  1934. rand_number -= spawnlocation->entities[i]->spawn_percentage;
  1935. }
  1936. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1937. return spawn;
  1938. }
  1939. void ZoneServer::ProcessSpawnLocations()
  1940. {
  1941. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1942. map<int32,int32>* instNPCs = NULL;
  1943. map<int32,int32>* instGroundSpawns = NULL;
  1944. map<int32,int32>* instObjSpawns = NULL;
  1945. map<int32,int32>* instWidgetSpawns = NULL;
  1946. map<int32,int32>* instSignSpawns = NULL;
  1947. if ( this->IsInstanceZone() )
  1948. {
  1949. LogWrite(SPAWN__DEBUG, 0, "Spawn", "Processing Instance Removed Spawns...");
  1950. instNPCs = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_NPC );
  1951. instGroundSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_GROUNDSPAWN );
  1952. instObjSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_OBJECT );
  1953. instWidgetSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_WIDGET );
  1954. instSignSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_SIGN );
  1955. }
  1956. map<int32, bool> processed_spawn_locations;
  1957. map<int32, SpawnLocation*>::iterator itr;
  1958. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  1959. for (itr = spawn_location_list.begin(); itr != spawn_location_list.end(); itr++) {
  1960. LogWrite(SPAWN__TRACE, 0, "Spawn", "while spawn_location_list itr (#%u)", spawn_location_list.size());
  1961. 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
  1962. continue;
  1963. if(itr->second && spawn_location_groups.count(itr->second->placement_id) > 0)
  1964. {
  1965. int32 group_id = CalculateSpawnGroup(itr->second);
  1966. if(group_id)
  1967. {
  1968. LogWrite(SPAWN__TRACE, 0, "Spawn", "is group_id");
  1969. set<int32>* associated_groups = GetAssociatedGroups(group_id);
  1970. if(associated_groups)
  1971. {
  1972. LogWrite(SPAWN__TRACE, 0, "Spawn", "is associated_groups");
  1973. vector<int32>* associated_locations = GetAssociatedLocations(associated_groups);
  1974. if(associated_locations)
  1975. {
  1976. LogWrite(SPAWN__TRACE, 0, "Spawn", "is associated_locations");
  1977. for(int32 i=0;i<associated_locations->size();i++)
  1978. {
  1979. LogWrite(SPAWN__DEBUG, 5, "Spawn", "Loading processed_spawn_locations...");
  1980. processed_spawn_locations[associated_locations->at(i)] = true;
  1981. }
  1982. safe_delete(associated_locations);
  1983. }
  1984. }
  1985. }
  1986. }
  1987. else
  1988. {
  1989. if ( this->IsInstanceZone() )
  1990. {
  1991. LogWrite(SPAWN__DEBUG, 5, "Spawn", "ProcessInstanceSpawnLocation (%u)...", itr->second->placement_id);
  1992. ProcessInstanceSpawnLocation(itr->second,instNPCs,instGroundSpawns,instObjSpawns,instWidgetSpawns,instSignSpawns);
  1993. }
  1994. else
  1995. {
  1996. LogWrite(SPAWN__DEBUG, 5, "Spawn", "ProcessSpawnLocation (%u)...", itr->second->placement_id);
  1997. ProcessSpawnLocation(itr->second);
  1998. }
  1999. }
  2000. }
  2001. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  2002. safe_delete(instNPCs);
  2003. safe_delete(instGroundSpawns);
  2004. safe_delete(instObjSpawns);
  2005. safe_delete(instWidgetSpawns);
  2006. safe_delete(instSignSpawns);
  2007. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2008. }
  2009. void ZoneServer::AddLoot(NPC* npc){
  2010. vector<int32> loot_tables = GetSpawnLootList(npc->GetDatabaseID(), GetZoneID(), npc->GetLevel(), race_types_list.GetRaceType(npc->GetModelType()));
  2011. if(loot_tables.size() > 0){
  2012. vector<LootDrop*>* loot_drops = 0;
  2013. vector<LootDrop*>::iterator loot_drop_itr;
  2014. LootTable* table = 0;
  2015. vector<int32>::iterator loot_list_itr;
  2016. float chancecoin = 0;
  2017. float chancetable = 0;
  2018. float chancedrop = 0;
  2019. float chancetally = 0;
  2020. float droptally = 0;
  2021. // the following loop,loops through each table
  2022. for(loot_list_itr = loot_tables.begin(); loot_list_itr != loot_tables.end(); loot_list_itr++){
  2023. table = GetLootTable(*loot_list_itr);
  2024. if(table && table->maxcoin > 0){
  2025. chancecoin = rand()%100;
  2026. if(table->coin_probability >= chancecoin){
  2027. if(table->maxcoin > table->mincoin)
  2028. npc->AddLootCoins(table->mincoin + rand()%(table->maxcoin - table->mincoin));
  2029. }
  2030. }
  2031. int numberchances = 1;
  2032. //if (table->lootdrop_probability == 100){ }
  2033. //else
  2034. //chancetally += table->lootdrop_probability;
  2035. int maxchance = 0;
  2036. if (table) {
  2037. maxchance = table->maxlootitems;
  2038. for (numberchances; numberchances <= maxchance; numberchances++) {
  2039. chancetable = static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / 100));
  2040. //LogWrite(PLAYER__DEBUG, 0, "Player", "Table Chance: '%f'", chancetable);
  2041. float droppercenttotal = 0;
  2042. //--------------------------------------------------------------------------------------------------------------------------------------------------------------
  2043. if (table->lootdrop_probability == 100 || table->lootdrop_probability >= chancetable) {
  2044. //LogWrite(PLAYER__DEBUG, 0, "Player", "Probability:%f Table Chance: '%f'", table->lootdrop_probability, chancetable);
  2045. loot_drops = GetLootDrops(*loot_list_itr);
  2046. if (loot_drops) {
  2047. LootDrop* drop = 0;
  2048. int16 count = 0;
  2049. std::shuffle(loot_drops->begin(), loot_drops->end(), std::default_random_engine(Timer::GetCurrentTime2()));
  2050. int16 IC = 0;
  2051. for (loot_drop_itr = loot_drops->begin(); loot_drop_itr != loot_drops->end(); loot_drop_itr++) {
  2052. drop = *loot_drop_itr;
  2053. droppercenttotal += drop->probability;
  2054. }
  2055. int droplistsize = loot_drops->size();
  2056. float chancedroptally = 0;
  2057. chancedrop = static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / 100));
  2058. for (loot_drop_itr = loot_drops->begin(); loot_drop_itr != loot_drops->end(); loot_drop_itr++) {
  2059. drop = *loot_drop_itr;
  2060. if (npc->HasLootItemID(drop->item_id))
  2061. continue;
  2062. if (droppercenttotal >= 100)
  2063. droppercenttotal = 100;
  2064. chancedroptally += 100 / droppercenttotal * drop->probability;
  2065. //chancedrop = static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / 100));
  2066. //LogWrite(PLAYER__DEBUG, 0, "Player", "Loot drop: '%i' Chance: %f Prob tally: %f min: %f", drop, chancedrop, chancedroptally, chancedroptally - drop->probability);
  2067. if ((chancedroptally == 100) || ((chancedroptally >= chancedrop) && (chancedroptally - (100 / droppercenttotal * drop->probability)) <= chancedrop)) {
  2068. //LogWrite(PLAYER__DEBUG, 0, "Player", "Loot drop: '%i' Chance: %f Prob: %f We have a loot drop winner", drop, chancedrop, chancedroptally);
  2069. count++;
  2070. npc->AddLootItem(drop->item_id, drop->item_charges);
  2071. //LogWrite(PLAYER__DEBUG, 0, "Player", "loot Count: '%i'",count);
  2072. //LogWrite(MISC__TODO, 1, "TODO", "Auto-Equip new looted items\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  2073. //if(drop->equip_item)
  2074. }
  2075. if (table->maxlootitems > 0 && count >= table->maxlootitems)
  2076. break;
  2077. }
  2078. }
  2079. }
  2080. }
  2081. }
  2082. }
  2083. }
  2084. }
  2085. void ZoneServer::DeterminePosition(SpawnLocation* spawnlocation, Spawn* spawn){
  2086. if(!spawn || !spawnlocation)
  2087. return;
  2088. int offset = 0;
  2089. if(spawnlocation->x_offset > 0){
  2090. //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers
  2091. offset = (int)((spawnlocation->x_offset*1000)+1);
  2092. spawn->SetX(spawnlocation->x + ((float)(rand()%offset - rand()%offset))/1000);
  2093. }
  2094. else
  2095. spawn->SetX(spawnlocation->x);
  2096. if(spawnlocation->y_offset > 0){
  2097. //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers
  2098. offset = (int)((spawnlocation->y_offset*1000)+1);
  2099. spawn->SetY(spawnlocation->y + ((float)(rand()%offset - rand()%offset))/1000);
  2100. }
  2101. else
  2102. spawn->SetY(spawnlocation->y, true, true);
  2103. if(spawnlocation->z_offset > 0){
  2104. //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers
  2105. offset = (int)((spawnlocation->z_offset*1000)+1);
  2106. spawn->SetZ(spawnlocation->z + ((float)(rand()%offset - rand()%offset))/1000);
  2107. }
  2108. else
  2109. spawn->SetZ(spawnlocation->z);
  2110. spawn->SetHeading(spawnlocation->heading);
  2111. spawn->SetPitch(spawnlocation->pitch);
  2112. spawn->SetRoll(spawnlocation->roll);
  2113. spawn->SetSpawnOrigX(spawn->GetX());
  2114. spawn->SetSpawnOrigY(spawn->GetY());
  2115. spawn->SetSpawnOrigZ(spawn->GetZ());
  2116. spawn->SetSpawnOrigHeading(spawn->GetHeading());
  2117. spawn->SetSpawnOrigPitch(spawnlocation->pitch);
  2118. spawn->SetSpawnOrigRoll(spawnlocation->roll);
  2119. spawn->appearance.pos.grid_id = spawnlocation->grid_id;
  2120. spawn->SetSpawnLocationPlacementID(spawnlocation->placement_id);
  2121. }
  2122. NPC* ZoneServer::AddNPCSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2123. LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__);
  2124. NPC* npc = GetNewNPC(spawnentry->spawn_id);
  2125. if(npc){
  2126. DeterminePosition(spawnlocation, npc);
  2127. npc->SetSpawnLocationID(spawnentry->spawn_location_id);
  2128. npc->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2129. npc->SetRespawnTime(spawnentry->respawn);
  2130. npc->SetExpireTime(spawnentry->expire_time);
  2131. if (spawnentry->expire_time > 0)
  2132. AddSpawnExpireTimer(npc, spawnentry->expire_time, spawnentry->expire_offset);
  2133. AddLoot(npc);
  2134. AddSpawn(npc);
  2135. }
  2136. LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__);
  2137. return npc;
  2138. }
  2139. vector<int32>* ZoneServer::GetAssociatedLocations(set<int32>* groups){
  2140. vector<int32>* ret = 0;
  2141. LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__);
  2142. if(groups){
  2143. int32 group_id = 0;
  2144. set<int32>::iterator group_itr;
  2145. for (group_itr = groups->begin(); group_itr != groups->end(); group_itr++) {
  2146. if(!ret)
  2147. ret = new vector<int32>();
  2148. group_id = *group_itr;
  2149. MSpawnGroupLocations.readlock(__FUNCTION__, __LINE__);
  2150. if(spawn_group_locations.count(group_id) > 0){
  2151. map<int32, int32>::iterator itr;
  2152. for (itr = spawn_group_locations[group_id]->begin(); itr != spawn_group_locations[group_id]->end(); itr++) {
  2153. ret->push_back(itr->first);
  2154. }
  2155. }
  2156. MSpawnGroupLocations.releasereadlock(__FUNCTION__, __LINE__);
  2157. }
  2158. }
  2159. LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__);
  2160. return ret;
  2161. }
  2162. set<int32>* ZoneServer::GetAssociatedGroups(int32 group_id) {
  2163. set<int32>* ret = 0;
  2164. MSpawnGroupAssociation.readlock(__FUNCTION__, __LINE__);
  2165. LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__);
  2166. if(spawn_group_associations.count(group_id) > 0)
  2167. ret = spawn_group_associations[group_id];
  2168. LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__);
  2169. MSpawnGroupAssociation.releasereadlock(__FUNCTION__, __LINE__);
  2170. return ret;
  2171. }
  2172. map<int32, int32>* ZoneServer::GetSpawnLocationsByGroup(int32 group_id) {
  2173. map<int32, int32>* ret = 0;
  2174. MSpawnGroupLocations.readlock(__FUNCTION__, __LINE__);
  2175. if(spawn_group_locations.count(group_id) > 0)
  2176. ret = spawn_group_locations[group_id];
  2177. MSpawnGroupLocations.releasereadlock(__FUNCTION__, __LINE__);
  2178. return ret;
  2179. }
  2180. list<int32>* ZoneServer::GetSpawnGroupsByLocation(int32 location_id){
  2181. list<int32>* ret = 0;
  2182. MSpawnLocationGroups.readlock(__FUNCTION__, __LINE__);
  2183. if(spawn_location_groups.count(location_id) > 0)
  2184. ret = spawn_location_groups[location_id];
  2185. MSpawnLocationGroups.releasereadlock(__FUNCTION__, __LINE__);
  2186. return ret;
  2187. }
  2188. float ZoneServer::GetSpawnGroupChance(int32 group_id){
  2189. float ret = -1;
  2190. MSpawnGroupChances.readlock(__FUNCTION__, __LINE__);
  2191. if(spawn_group_chances.count(group_id) > 0)
  2192. ret = spawn_group_chances[group_id];
  2193. MSpawnGroupChances.releasereadlock(__FUNCTION__, __LINE__);
  2194. return ret;
  2195. }
  2196. void ZoneServer::AddSpawnGroupChance(int32 group_id, float percent){
  2197. MSpawnGroupChances.writelock(__FUNCTION__, __LINE__);
  2198. spawn_group_chances[group_id] = percent;
  2199. MSpawnGroupChances.releasewritelock(__FUNCTION__, __LINE__);
  2200. }
  2201. void ZoneServer::AddSpawnGroupAssociation(int32 group_id1, int32 group_id2) {
  2202. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  2203. //Check if we already have containers for these group ids, if not create them
  2204. if (spawn_group_associations.count(group_id1) == 0)
  2205. spawn_group_associations[group_id1] = new set<int32>;
  2206. if (spawn_group_associations.count(group_id2) == 0)
  2207. spawn_group_associations[group_id2] = new set<int32>;
  2208. //Associate groups 1 and 2 now
  2209. set<int32>* group_1 = spawn_group_associations.find(group_id1)->second;
  2210. set<int32>* group_2 = spawn_group_associations.find(group_id2)->second;
  2211. group_1->insert(group_id2);
  2212. group_2->insert(group_id1);
  2213. //Associate the remaining groups together
  2214. set<int32>::iterator itr;
  2215. for (itr = group_1->begin(); itr != group_1->end(); itr++){
  2216. group_2->insert(*itr);
  2217. map<int32, set<int32>*>::iterator assoc_itr = spawn_group_associations.find(*itr);
  2218. if (assoc_itr != spawn_group_associations.end())
  2219. assoc_itr->second->insert(group_id2);
  2220. else {
  2221. set<int32>* new_set = new set<int32>;
  2222. spawn_group_associations[*itr] = new_set;
  2223. new_set->insert(group_id2);
  2224. }
  2225. }
  2226. for (itr = group_2->begin(); itr != group_2->end(); itr++){
  2227. group_1->insert(*itr);
  2228. map<int32, set<int32>*>::iterator assoc_itr = spawn_group_associations.find(*itr);
  2229. if (assoc_itr != spawn_group_associations.end())
  2230. assoc_itr->second->insert(group_id1);
  2231. else {
  2232. set<int32>* new_set = new set<int32>;
  2233. spawn_group_associations[*itr] = new_set;
  2234. new_set->insert(group_id1);
  2235. }
  2236. }
  2237. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  2238. }
  2239. void ZoneServer::AddSpawnGroupLocation(int32 group_id, int32 location_id, int32 spawn_location_id) {
  2240. MSpawnGroupLocations.writelock(__FUNCTION__, __LINE__);
  2241. if(spawn_group_locations.count(group_id) == 0)
  2242. spawn_group_locations[group_id] = new map<int32, int32>();
  2243. (*spawn_group_locations[group_id])[location_id] = spawn_location_id;
  2244. MSpawnGroupLocations.releasewritelock(__FUNCTION__, __LINE__);
  2245. MSpawnLocationGroups.writelock(__FUNCTION__, __LINE__);
  2246. if(spawn_location_groups.count(location_id) == 0)
  2247. spawn_location_groups[location_id] = new list<int32>();
  2248. spawn_location_groups[location_id]->push_back(group_id);
  2249. MSpawnLocationGroups.releasewritelock(__FUNCTION__, __LINE__);
  2250. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  2251. if(spawn_group_associations.count(group_id) == 0)
  2252. spawn_group_associations[group_id] = new set<int32>();
  2253. spawn_group_associations[group_id]->insert(group_id);
  2254. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  2255. }
  2256. void ZoneServer::CallSpawnScript(Spawn* npc, int8 type, Spawn* spawn, const char* message){
  2257. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2258. if(!npc)
  2259. return;
  2260. const char* script = npc->GetSpawnScript();
  2261. if(lua_interface && script){
  2262. switch(type){
  2263. case SPAWN_SCRIPT_SPAWN:{
  2264. lua_interface->RunSpawnScript(script, "spawn", npc);
  2265. break;
  2266. }
  2267. case SPAWN_SCRIPT_RESPAWN:{
  2268. lua_interface->RunSpawnScript(script, "respawn", npc);
  2269. break;
  2270. }
  2271. case SPAWN_SCRIPT_ATTACKED:{
  2272. lua_interface->RunSpawnScript(script, "attacked", npc, spawn);
  2273. break;
  2274. }
  2275. case SPAWN_SCRIPT_TARGETED:{
  2276. lua_interface->RunSpawnScript(script, "targeted", npc, spawn);
  2277. break;
  2278. }
  2279. case SPAWN_SCRIPT_HAILED:{
  2280. lua_interface->RunSpawnScript(script, "hailed", npc, spawn);
  2281. break;
  2282. }
  2283. case SPAWN_SCRIPT_HAILED_BUSY:{
  2284. lua_interface->RunSpawnScript(script, "hailed_busy", npc, spawn);
  2285. break;
  2286. }
  2287. case SPAWN_SCRIPT_DEATH:{
  2288. lua_interface->RunSpawnScript(script, "death", npc, spawn);
  2289. break;
  2290. }
  2291. case SPAWN_SCRIPT_KILLED:{
  2292. lua_interface->RunSpawnScript(script, "killed", npc, spawn);
  2293. break;
  2294. }
  2295. case SPAWN_SCRIPT_AGGRO:{
  2296. lua_interface->RunSpawnScript(script, "aggro", npc, spawn);
  2297. break;
  2298. }
  2299. case SPAWN_SCRIPT_HEALTHCHANGED:{
  2300. lua_interface->RunSpawnScript(script, "healthchanged", npc, spawn);
  2301. break;
  2302. }
  2303. case SPAWN_SCRIPT_RANDOMCHAT:{
  2304. lua_interface->RunSpawnScript(script, "randomchat", npc, 0, message);
  2305. break;
  2306. }
  2307. case SPAWN_SCRIPT_CUSTOM:
  2308. case SPAWN_SCRIPT_TIMER:
  2309. case SPAWN_SCRIPT_CONVERSATION:{
  2310. lua_interface->RunSpawnScript(script, message, npc, spawn);
  2311. break;
  2312. }
  2313. case SPAWN_SCRIPT_CASTED_ON: {
  2314. lua_interface->RunSpawnScript(script, "casted_on", npc, spawn, message);
  2315. break;
  2316. }
  2317. case SPAWN_SCRIPT_AUTO_ATTACK_TICK: {
  2318. lua_interface->RunSpawnScript(script, "auto_attack_tick", npc, spawn);
  2319. break;
  2320. }
  2321. case SPAWN_SCRIPT_COMBAT_RESET: {
  2322. lua_interface->RunSpawnScript(script, "CombatReset", npc);
  2323. break;
  2324. }
  2325. case SPAWN_SCRIPT_GROUP_DEAD: {
  2326. lua_interface->RunSpawnScript(script, "group_dead", npc, spawn);
  2327. break;
  2328. }
  2329. case SPAWN_SCRIPT_HEAR_SAY: {
  2330. lua_interface->RunSpawnScript(script, "hear_say", npc, spawn, message);
  2331. break;
  2332. }
  2333. }
  2334. }
  2335. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2336. }
  2337. void ZoneServer::DeleteTransporters() {
  2338. MTransportLocations.writelock(__FUNCTION__, __LINE__);
  2339. transporter_locations.clear(); //world takes care of actually deleting the data
  2340. MTransportLocations.releasewritelock(__FUNCTION__, __LINE__);
  2341. }
  2342. void ZoneServer::ReloadTransporters(){
  2343. MutexList<LocationTransportDestination*>* locations = GetLocationTransporters(GetZoneID());
  2344. if(locations){
  2345. MutexList<LocationTransportDestination*>::iterator itr = locations->begin();
  2346. while(itr.Next())
  2347. AddTransporter(itr->value);
  2348. }
  2349. }
  2350. void ZoneServer::CheckTransporters(Client* client) {
  2351. MTransportLocations.readlock(__FUNCTION__, __LINE__);
  2352. if(transporter_locations.size() > 0){
  2353. LocationTransportDestination* loc = 0;
  2354. list<LocationTransportDestination*>::iterator itr;
  2355. for (itr = transporter_locations.begin(); itr != transporter_locations.end(); itr++) {
  2356. loc = *itr;
  2357. if(client->GetPlayer()->GetDistance(loc->trigger_x, loc->trigger_y, loc->trigger_z) <= loc->trigger_radius){
  2358. if(loc->destination_zone_id == 0 || loc->destination_zone_id == GetZoneID()){
  2359. EQ2Packet* packet = client->GetPlayer()->Move(loc->destination_x, loc->destination_y, loc->destination_z, client->GetVersion());
  2360. if(packet)
  2361. client->QueuePacket(packet);
  2362. }
  2363. else{
  2364. ZoneServer* new_zone = zone_list.Get(loc->destination_zone_id);
  2365. if(new_zone){
  2366. client->GetPlayer()->SetX(loc->destination_x);
  2367. client->GetPlayer()->SetY(loc->destination_y);
  2368. client->GetPlayer()->SetZ(loc->destination_z);
  2369. client->GetPlayer()->SetHeading(loc->destination_heading);
  2370. client->Zone(new_zone, false);
  2371. }
  2372. }
  2373. break;
  2374. }
  2375. }
  2376. }
  2377. MTransportLocations.releasereadlock(__FUNCTION__, __LINE__);
  2378. }
  2379. void ZoneServer::AddTransporter(LocationTransportDestination* loc) {
  2380. MTransportLocations.writelock(__FUNCTION__, __LINE__);
  2381. transporter_locations.push_back(loc);
  2382. MTransportLocations.releasewritelock(__FUNCTION__, __LINE__);
  2383. }
  2384. Sign* ZoneServer::AddSignSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2385. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2386. Sign* sign = GetNewSign(spawnentry->spawn_id);
  2387. if(sign){
  2388. DeterminePosition(spawnlocation, sign);
  2389. sign->SetSpawnLocationID(spawnentry->spawn_location_id);
  2390. sign->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2391. sign->SetRespawnTime(spawnentry->respawn);
  2392. sign->SetExpireTime(spawnentry->expire_time);
  2393. if (spawnentry->expire_time > 0)
  2394. AddSpawnExpireTimer(sign, spawnentry->expire_time, spawnentry->expire_offset);
  2395. AddSpawn(sign);
  2396. }
  2397. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2398. return sign;
  2399. }
  2400. Widget* ZoneServer::AddWidgetSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2401. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2402. Widget* widget = GetNewWidget(spawnentry->spawn_id);
  2403. if(widget){
  2404. DeterminePosition(spawnlocation, widget);
  2405. widget->SetSpawnLocationID(spawnentry->spawn_location_id);
  2406. widget->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2407. if(!widget->GetIncludeLocation()){
  2408. widget->SetX(widget->GetWidgetX());
  2409. if(widget->GetCloseY() != 0)
  2410. widget->SetY(widget->GetCloseY());
  2411. widget->SetZ(widget->GetWidgetZ());
  2412. }
  2413. widget->SetRespawnTime(spawnentry->respawn);
  2414. widget->SetExpireTime(spawnentry->expire_time);
  2415. widget->SetSpawnOrigHeading(widget->GetHeading());
  2416. if (spawnentry->expire_time > 0)
  2417. AddSpawnExpireTimer(widget, spawnentry->expire_time, spawnentry->expire_offset);
  2418. AddSpawn(widget);
  2419. }
  2420. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2421. return widget;
  2422. }
  2423. Object* ZoneServer::AddObjectSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2424. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2425. Object* object = GetNewObject(spawnentry->spawn_id);
  2426. if(object){
  2427. DeterminePosition(spawnlocation, object);
  2428. object->SetSpawnLocationID(spawnentry->spawn_location_id);
  2429. object->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2430. object->SetRespawnTime(spawnentry->respawn);
  2431. object->SetExpireTime(spawnentry->expire_time);
  2432. if (spawnentry->expire_time > 0)
  2433. AddSpawnExpireTimer(object, spawnentry->expire_time, spawnentry->expire_offset);
  2434. AddSpawn(object);
  2435. }
  2436. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2437. return object;
  2438. }
  2439. GroundSpawn* ZoneServer::AddGroundSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2440. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2441. GroundSpawn* spawn = GetNewGroundSpawn(spawnentry->spawn_id);
  2442. if(spawn){
  2443. DeterminePosition(spawnlocation, spawn);
  2444. spawn->SetSpawnLocationID(spawnentry->spawn_location_id);
  2445. spawn->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2446. spawn->SetRespawnTime(spawnentry->respawn);
  2447. spawn->SetExpireTime(spawnentry->expire_time);
  2448. if (spawnentry->expire_time > 0)
  2449. AddSpawnExpireTimer(spawn, spawnentry->expire_time, spawnentry->expire_offset);
  2450. AddSpawn(spawn);
  2451. }
  2452. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2453. return spawn;
  2454. }
  2455. void ZoneServer::AddSpawn(Spawn* spawn) {
  2456. spawn->SetZone(this);
  2457. spawn->position_changed = false;
  2458. spawn->info_changed = false;
  2459. spawn->vis_changed = false;
  2460. spawn->changed = false;
  2461. if(!spawn->IsPlayer() || (spawn->IsPlayer() && !((Player*)spawn)->IsReturningFromLD())) {
  2462. // Write locking the spawn list here will cause deadlocks, so instead add it to a temp list that the
  2463. // main spawn thread will put into the spawn_list when ever it has a chance.
  2464. MPendingSpawnListAdd.writelock(__FUNCTION__, __LINE__);
  2465. pending_spawn_list_add.push_back(spawn);
  2466. MPendingSpawnListAdd.releasewritelock(__FUNCTION__, __LINE__);
  2467. }
  2468. else
  2469. ((Player*)spawn)->SetReturningFromLD(false);
  2470. spawn_range.Trigger();
  2471. spawn_check_add.Trigger();
  2472. if(spawn->IsNPC())
  2473. AddEnemyList((NPC*)spawn);
  2474. if(spawn->IsPlayer() && ((Player*)spawn)->GetGroupMemberInfo())
  2475. world.GetGroupManager()->SendGroupUpdate(((Player*)spawn)->GetGroupMemberInfo()->group_id, GetClientBySpawn(spawn));
  2476. if (spawn->IsPlayer()) {
  2477. ((Player*)spawn)->GetInfoStruct()->rain = rain;
  2478. ((Player*)spawn)->SetCharSheetChanged(true);
  2479. }
  2480. if (Grid != nullptr) {
  2481. Grid->AddSpawn(spawn);
  2482. }
  2483. if (movementMgr != nullptr) {
  2484. movementMgr->AddMob((Entity*)spawn);
  2485. }
  2486. spawn->SetAddedToWorldTimestamp(Timer::GetCurrentTime2());
  2487. }
  2488. void ZoneServer::AddClient(Client* client){
  2489. MClientList.writelock(__FUNCTION__, __LINE__);
  2490. clients.push_back(client);
  2491. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2492. connected_clients.Add(client);
  2493. }
  2494. void ZoneServer::RemoveClient(Client* client)
  2495. {
  2496. Guild *guild;
  2497. if(client)
  2498. {
  2499. if (client->GetPlayer())
  2500. client_list.RemovePlayerFromInvisHistory(client->GetPlayer()->GetID());
  2501. LogWrite(ZONE__DEBUG, 0, "Zone", "Sending login equipment appearance updates...");
  2502. loginserver.SendImmediateEquipmentUpdatesForChar(client->GetPlayer()->GetCharacterID());
  2503. if (!client->IsZoning())
  2504. {
  2505. if ((guild = client->GetPlayer()->GetGuild()) != NULL)
  2506. guild->GuildMemberLogoff(client->GetPlayer());
  2507. chat.LeaveAllChannels(client);
  2508. }
  2509. int32 LD_Timer = rule_manager.GetGlobalRule(R_World, LinkDeadTimer)->GetInt32();
  2510. int32 DisconnectClientTimer = rule_manager.GetGlobalRule(R_World, RemoveDisconnectedClientsTimer)->GetInt32();
  2511. if(!zoneShuttingDown && !client->IsZoning())
  2512. {
  2513. GroupMemberInfo* gmi = client->GetPlayer()->GetGroupMemberInfo();
  2514. if (gmi) {
  2515. int32 size = world.GetGroupManager()->GetGroupSize(gmi->group_id);
  2516. if (size > 1) {
  2517. bool send_left_message = size > 2;
  2518. world.GetGroupManager()->RemoveGroupMember(gmi->group_id, client->GetPlayer());
  2519. if (send_left_message)
  2520. world.GetGroupManager()->GroupMessage(gmi->group_id, "%s has left the group.", client->GetPlayer()->GetName());
  2521. }
  2522. }
  2523. if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_LINKDEAD) > 0)
  2524. {
  2525. LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to LD/Exit...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID());
  2526. //AddDelayedSpawnRemove(client->GetPlayer(), LD_Timer);
  2527. //connected_clients.Remove(client, true, LD_Timer + DisconnectClientTimer);
  2528. }
  2529. else
  2530. {
  2531. LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to Camp/Quit...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID());
  2532. }
  2533. client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetPet());
  2534. client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetCharmedPet());
  2535. client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetDeityPet());
  2536. client->GetPlayer()->DismissPet((NPC*)client->GetPlayer()->GetCosmeticPet());
  2537. //}
  2538. }
  2539. else
  2540. {
  2541. LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to some client zoning...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID());
  2542. }
  2543. map<int32, int32>::iterator itr;
  2544. for (itr = client->GetPlayer()->SpawnedBots.begin(); itr != client->GetPlayer()->SpawnedBots.end(); itr++) {
  2545. Spawn* spawn = GetSpawnByID(itr->second);
  2546. if (spawn && spawn->IsBot())
  2547. ((Bot*)spawn)->Camp();
  2548. }
  2549. LogWrite(ZONE__DEBUG, 0, "Zone", "Calling clients.Remove(client)...");
  2550. MClientList.writelock(__FUNCTION__, __LINE__);
  2551. clients.erase(find(clients.begin(), clients.end(), client));
  2552. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2553. LogWrite(ZONE__INFO, 0, "Zone", "Scheduling client '%s' for removal.", client->GetPlayer()->GetName());
  2554. LogWrite(MISC__TODO, 1, "TODO", "Put Player Online Status updates in a timer eventually\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  2555. database.ToggleCharacterOnline(client, 0);
  2556. RemoveSpawn(false, client->GetPlayer(), false);
  2557. connected_clients.Remove(client, true, DisconnectClientTimer); // changed from a hardcoded 30000 (30 sec) to the DisconnectClientTimer rule
  2558. }
  2559. }
  2560. void ZoneServer::RemoveClientImmediately(Client* client) {
  2561. Guild *guild;
  2562. if(client)
  2563. {
  2564. loginserver.SendImmediateEquipmentUpdatesForChar(client->GetPlayer()->GetCharacterID());
  2565. if(connected_clients.count(client) > 0)
  2566. {
  2567. if (!client->IsZoning() && (guild = client->GetPlayer()->GetGuild()))
  2568. guild->GuildMemberLogoff(client->GetPlayer());
  2569. MClientList.writelock(__FUNCTION__, __LINE__);
  2570. std::vector<Client*>::iterator itr = find(clients.begin(), clients.end(), client);
  2571. if (itr != clients.end())
  2572. clients.erase(itr);
  2573. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2574. //clients.Remove(client);
  2575. LogWrite(ZONE__INFO, 0, "Zone", "Removing connection for client '%s'.", client->GetPlayer()->GetName());
  2576. connected_clients.Remove(client, true);
  2577. }
  2578. else
  2579. {
  2580. MClientList.writelock(__FUNCTION__, __LINE__);
  2581. std::vector<Client*>::iterator itr = find(clients.begin(), clients.end(), client);
  2582. if (itr != clients.end())
  2583. clients.erase(itr);
  2584. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2585. //clients.Remove(client, true);
  2586. }
  2587. LogWrite(MISC__TODO, 1, "TODO", "Put Player Online Status updates in a timer eventually\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  2588. database.ToggleCharacterOnline(client, 0);
  2589. }
  2590. }
  2591. void ZoneServer::ClientProcess()
  2592. {
  2593. if(connected_clients.size(true) == 0)
  2594. {
  2595. if(!IsCityZone() && !AlwaysLoaded() && !shutdownTimer.Enabled())
  2596. {
  2597. LogWrite(ZONE__INFO, 0, "Zone", "Starting zone shutdown timers...");
  2598. shutdownTimer.Start();
  2599. }
  2600. return;
  2601. }
  2602. shutdownTimer.Disable();
  2603. Client* client = 0;
  2604. MutexList<Client*>::iterator iterator = connected_clients.begin();
  2605. while(iterator.Next())
  2606. {
  2607. client = iterator->value;
  2608. #ifndef NO_CATCH
  2609. try
  2610. {
  2611. #endif
  2612. if(zoneShuttingDown || !client->Process(true))
  2613. {
  2614. if(!zoneShuttingDown && !client->IsZoning())
  2615. {
  2616. LogWrite(ZONE__DEBUG, 0, "Zone", "Client is disconnecting in %s (camping = %s)", __FUNCTION__, (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 ? "false" : "true");
  2617. if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 )
  2618. {
  2619. //only set LD flag if we're disconnecting but not camping/quitting
  2620. client->GetPlayer()->SetActivityStatus(client->GetPlayer()->GetActivityStatus() + ACTIVITY_STATUS_LINKDEAD);
  2621. if(client->GetPlayer()->GetGroupMemberInfo())
  2622. {
  2623. LogWrite(ZONE__DEBUG, 0, "Zone", "Telling client's group they are disconnecting");
  2624. world.GetGroupManager()->GroupMessage(client->GetPlayer()->GetGroupMemberInfo()->group_id, "%s has gone Linkdead.", client->GetPlayer()->GetName());
  2625. }
  2626. }
  2627. }
  2628. client_spawn_map.Put(client->GetPlayer(), 0);
  2629. client->Disconnect();
  2630. RemoveClient(client);
  2631. }
  2632. #ifndef NO_CATCH
  2633. }
  2634. catch(...)
  2635. {
  2636. LogWrite(ZONE__ERROR, 0, "Zone", "Exception caught when in ZoneServer::ClientProcess() for zone '%s'!\n%s, %i", GetZoneName(), __FUNCTION__, __LINE__);
  2637. try{
  2638. if(!client->IsZoning())
  2639. {
  2640. if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 )
  2641. {
  2642. client->GetPlayer()->SetActivityStatus(client->GetPlayer()->GetActivityStatus() + ACTIVITY_STATUS_LINKDEAD);
  2643. if(client->GetPlayer()->GetGroupMemberInfo())
  2644. world.GetGroupManager()->GroupMessage(client->GetPlayer()->GetGroupMemberInfo()->group_id, "%s has gone Linkdead.", client->GetPlayer()->GetName());
  2645. }
  2646. }
  2647. client_spawn_map.Put(client->GetPlayer(), 0);
  2648. client->Disconnect();
  2649. RemoveClient(client);
  2650. }
  2651. catch(...){
  2652. LogWrite(ZONE__ERROR, 0, "Zone", "Exception caught when in ZoneServer::ClientProcess(), second try\n%s, %i", __FUNCTION__, __LINE__);
  2653. }
  2654. }
  2655. #endif
  2656. }
  2657. }
  2658. void ZoneServer::SimpleMessage(int8 type, const char* message, Spawn* from, float distance){
  2659. Client* client = 0;
  2660. vector<Client*>::iterator client_itr;
  2661. MClientList.readlock(__FUNCTION__, __LINE__);
  2662. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2663. client = *client_itr;
  2664. if(from && client && client->IsConnected() && from->GetDistance(client->GetPlayer()) <= distance){
  2665. client->SimpleMessage(type, message);
  2666. }
  2667. }
  2668. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2669. }
  2670. 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){
  2671. if((!distance || from->GetDistance(client->GetPlayer()) <= distance) && (!from || !client->GetPlayer()->IsIgnored(from->GetName()))){
  2672. PacketStruct* packet = configReader.getStruct("WS_HearChat", client->GetVersion());
  2673. if(packet){
  2674. if(from)
  2675. packet->setMediumStringByName("from", from->GetName());
  2676. if(client->GetPlayer() != from)
  2677. packet->setMediumStringByName("to", client->GetPlayer()->GetName());
  2678. packet->setDataByName("channel", channel);
  2679. if(from && ((from == client->GetPlayer()) || (client->GetPlayer()->WasSentSpawn(from->GetID()) && !client->GetPlayer()->WasSpawnRemoved(from))))
  2680. packet->setDataByName("from_spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(from));
  2681. else
  2682. packet->setDataByName("from_spawn_id", 0xFFFFFFFF);
  2683. packet->setDataByName("to_spawn_id", 0xFFFFFFFF);
  2684. packet->setMediumStringByName("message", message);
  2685. packet->setDataByName("language", language);
  2686. if (language > 0 && !client->GetPlayer()->HasLanguage(language))
  2687. packet->setDataByName("understood", 0);
  2688. else
  2689. packet->setDataByName("understood", 1);
  2690. show_bubble == true ? packet->setDataByName("show_bubble", 1) : packet->setDataByName("show_bubble", 0);
  2691. if(channel_name)
  2692. packet->setMediumStringByName("channel_name", channel_name);
  2693. client->QueuePacket(packet->serialize());
  2694. safe_delete(packet);
  2695. }
  2696. }
  2697. }
  2698. void ZoneServer::HandleChatMessage(Spawn* from, const char* to, int16 channel, const char* message, float distance, const char* channel_name, bool show_bubble, int32 language){
  2699. vector<Client*>::iterator client_itr;
  2700. Client* client = 0;
  2701. MClientList.readlock(__FUNCTION__, __LINE__);
  2702. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2703. client = *client_itr;
  2704. if(client && client->IsConnected())
  2705. HandleChatMessage(client, from, to, channel, message, distance, channel_name, show_bubble, language);
  2706. }
  2707. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2708. }
  2709. void ZoneServer::HandleBroadcast(const char* message) {
  2710. vector<Client*>::iterator client_itr;
  2711. Client* client = 0;
  2712. MClientList.readlock(__FUNCTION__, __LINE__);
  2713. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2714. client = *client_itr;
  2715. if(client && client->IsConnected())
  2716. client->SimpleMessage(CHANNEL_BROADCAST, message);
  2717. }
  2718. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2719. }
  2720. void ZoneServer::HandleAnnouncement(const char* message) {
  2721. vector<Client*>::iterator client_itr;
  2722. Client* client = 0;
  2723. int32 words = ::CountWordsInString(message);
  2724. if (words < 5)
  2725. words = 5;
  2726. MClientList.readlock(__FUNCTION__, __LINE__);
  2727. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2728. client = *client_itr;
  2729. if(client && client->IsConnected()) {
  2730. client->SimpleMessage(CHANNEL_BROADCAST, message);
  2731. client->SendPopupMessage(10, message, "ui_harvest_normal", words, 0xFF, 0xFF, 0x00);
  2732. }
  2733. }
  2734. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2735. }
  2736. void ZoneServer::SendTimeUpdate(Client* client){
  2737. if(client){
  2738. PacketStruct* packet = world.GetWorldTime(client->GetVersion());
  2739. if(packet){
  2740. client->QueuePacket(packet->serialize());
  2741. safe_delete(packet);
  2742. }
  2743. }
  2744. }
  2745. void ZoneServer::SendTimeUpdateToAllClients(){
  2746. Client* client = 0;
  2747. vector<Client*>::iterator client_itr;
  2748. MClientList.readlock(__FUNCTION__, __LINE__);
  2749. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2750. client = *client_itr;
  2751. if(client && client->IsConnected())
  2752. SendTimeUpdate(client);
  2753. }
  2754. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2755. }
  2756. void ZoneServer::UpdateVitality(float amount){
  2757. Client* client = 0;
  2758. vector<Client*>::iterator client_itr;
  2759. MClientList.readlock(__FUNCTION__, __LINE__);
  2760. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2761. client = *client_itr;
  2762. if(client && client->GetPlayer()->GetInfoStruct()->xp_vitality < 100){
  2763. if((client->GetPlayer()->GetInfoStruct()->xp_vitality + amount) > 100)
  2764. client->GetPlayer()->GetInfoStruct()->xp_vitality = 100;
  2765. else
  2766. client->GetPlayer()->GetInfoStruct()->xp_vitality += amount;
  2767. client->GetPlayer()->SetCharSheetChanged(true);
  2768. }
  2769. }
  2770. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2771. }
  2772. void ZoneServer::SendSpawn(Spawn* spawn, Client* client){
  2773. EQ2Packet* outapp = spawn->serialize(client->GetPlayer(), client->GetVersion());
  2774. if(outapp)
  2775. client->QueuePacket(outapp);
  2776. /*
  2777. vis flags:
  2778. 2 = show icon
  2779. 4 = targetable
  2780. 16 = show name
  2781. 32 = show level/border
  2782. activity_status:
  2783. 4 - linkdead
  2784. 8 - camping
  2785. 16 - LFG
  2786. 32 - LFW
  2787. 2048 - mentoring
  2788. 4096 - displays shield
  2789. 8192 - immunity gained
  2790. 16384 - immunity remaining
  2791. attackable_status
  2792. 1 - no_hp_bar
  2793. 4 - not attackable
  2794. npc_con
  2795. -4 = scowls
  2796. -3 = threatening
  2797. -2 = dubiously
  2798. -1 = apprehensively
  2799. 0 = indifferent
  2800. 1 = amiably
  2801. 2 = kindly
  2802. 3 = warmly
  2803. 4 = ally
  2804. quest_flag
  2805. 1 = new quest
  2806. 2 = update and new quest
  2807. 3 = update
  2808. */
  2809. }
  2810. Client* ZoneServer::GetClientBySpawn(Spawn* spawn){
  2811. return client_spawn_map.Get(spawn);
  2812. }
  2813. Client* ZoneServer::GetClientByName(char* name) {
  2814. Client* ret = 0;
  2815. vector<Client*>::iterator itr;
  2816. MClientList.readlock(__FUNCTION__, __LINE__);
  2817. for (itr = clients.begin(); itr != clients.end(); itr++) {
  2818. if ((*itr)->GetPlayer()) {
  2819. if (strncmp((*itr)->GetPlayer()->GetName(), name, strlen(name)) == 0) {
  2820. ret = *itr;
  2821. break;
  2822. }
  2823. }
  2824. }
  2825. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2826. return ret;
  2827. }
  2828. void ZoneServer::AddMovementNPC(Spawn* spawn){
  2829. if (spawn)
  2830. movement_spawns.Put(spawn->GetID(), 1);
  2831. }
  2832. void ZoneServer::RemoveMovementNPC(Spawn* spawn){
  2833. if (spawn)
  2834. remove_movement_spawns.Add(spawn->GetID());
  2835. }
  2836. void ZoneServer::PlayFlavor(Client* client, Spawn* spawn, const char* mp3, const char* text, const char* emote, int32 key1, int32 key2, int8 language){
  2837. if(!client || !spawn)
  2838. return;
  2839. PacketStruct* packet = configReader.getStruct("WS_PlayFlavor", client->GetVersion());
  2840. if(packet){
  2841. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  2842. packet->setDataByName("unknown1", 0xFFFFFFFF);
  2843. packet->setDataByName("unknown5", 1, 1);
  2844. packet->setDataByName("unknown5", 1, 6);
  2845. if(mp3){
  2846. packet->setMediumStringByName("mp3", mp3);
  2847. packet->setDataByName("key", key1);
  2848. packet->setDataByName("key", key2, 1);
  2849. }
  2850. packet->setMediumStringByName("name", spawn->GetName());
  2851. if(text)
  2852. packet->setMediumStringByName("text", text);
  2853. if(emote)
  2854. packet->setMediumStringByName("emote", emote);
  2855. if (language != 0)
  2856. packet->setDataByName("language", language);
  2857. //We should probably add Common = language id 0 or 0xFF so admins can customize more..
  2858. if (language == 0 || client->GetPlayer()->HasLanguage(language))
  2859. packet->setDataByName("understood", 1);
  2860. EQ2Packet* app = packet->serialize();
  2861. //DumpPacket(app);
  2862. client->QueuePacket(app);
  2863. safe_delete(packet);
  2864. }
  2865. }
  2866. void ZoneServer::PlayVoice(Client* client, Spawn* spawn, const char* mp3, int32 key1, int32 key2){
  2867. if(!client || !spawn)
  2868. return;
  2869. PacketStruct* packet = configReader.getStruct("WS_PlayVoice", client->GetVersion());
  2870. if(packet){
  2871. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  2872. packet->setMediumStringByName("mp3", mp3);
  2873. packet->setDataByName("key", key1);
  2874. packet->setDataByName("key", key2, 1);
  2875. client->QueuePacket(packet->serialize());
  2876. safe_delete(packet);
  2877. }
  2878. }
  2879. void ZoneServer::PlayFlavor(Spawn* spawn, const char* mp3, const char* text, const char* emote, int32 key1, int32 key2, int8 language){
  2880. if(!spawn)
  2881. return;
  2882. Client* client = 0;
  2883. vector<Client*>::iterator client_itr;
  2884. MClientList.readlock(__FUNCTION__, __LINE__);
  2885. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2886. client = *client_itr;
  2887. if(!client || !client->IsConnected() || !client->GetPlayer()->WasSentSpawn(spawn->GetID()) || client->GetPlayer()->WasSpawnRemoved(spawn) || client->GetPlayer()->GetDistance(spawn) > 30)
  2888. continue;
  2889. PlayFlavor(client, spawn, mp3, text, emote, key1, key2, language);
  2890. }
  2891. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2892. }
  2893. void ZoneServer::PlayVoice(Spawn* spawn, const char* mp3, int32 key1, int32 key2){
  2894. if(!spawn || !mp3)
  2895. return;
  2896. Client* client = 0;
  2897. vector<Client*>::iterator client_itr;
  2898. MClientList.readlock(__FUNCTION__, __LINE__);
  2899. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2900. client = *client_itr;
  2901. if(!client || !client->IsConnected() || !client->GetPlayer()->WasSentSpawn(spawn->GetID()) || client->GetPlayer()->WasSpawnRemoved(spawn))
  2902. continue;
  2903. PlayVoice(client, spawn, mp3, key1, key2);
  2904. }
  2905. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2906. }
  2907. void ZoneServer::PlaySoundFile(Client* client, const char* name, float origin_x, float origin_y, float origin_z){
  2908. if(!name)
  2909. return;
  2910. PacketStruct* packet = 0;
  2911. if(client){
  2912. packet = configReader.getStruct("WS_Play3DSound", client->GetVersion());
  2913. if(packet){
  2914. packet->setMediumStringByName("name", name);
  2915. packet->setDataByName("x", origin_x);
  2916. packet->setDataByName("y", origin_y);
  2917. packet->setDataByName("z", origin_z);
  2918. packet->setDataByName("unknown1", 1);
  2919. packet->setDataByName("unknown2", 2.5);
  2920. packet->setDataByName("unknown3", 15);
  2921. client->QueuePacket(packet->serialize());
  2922. safe_delete(packet);
  2923. }
  2924. }
  2925. else{
  2926. EQ2Packet* outapp = 0;
  2927. int16 packet_version = 0;
  2928. vector<Client*>::iterator client_itr;
  2929. MClientList.readlock(__FUNCTION__, __LINE__);
  2930. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2931. client = *client_itr;
  2932. if(client && (!packet || packet_version != client->GetVersion())){
  2933. safe_delete(packet);
  2934. safe_delete(outapp);
  2935. packet_version = client->GetVersion();
  2936. packet = configReader.getStruct("WS_Play3DSound", packet_version);
  2937. if(packet){
  2938. packet->setMediumStringByName("name", name);
  2939. packet->setDataByName("x", origin_x);
  2940. packet->setDataByName("y", origin_y);
  2941. packet->setDataByName("z", origin_z);
  2942. packet->setDataByName("unknown1", 1);
  2943. packet->setDataByName("unknown2", 2.5);
  2944. packet->setDataByName("unknown3", 15);
  2945. outapp = packet->serialize();
  2946. }
  2947. }
  2948. if(outapp && client && client->IsConnected())
  2949. client->QueuePacket(outapp->Copy());
  2950. }
  2951. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2952. safe_delete(packet);
  2953. safe_delete(outapp);
  2954. }
  2955. }
  2956. void ZoneServer::AddHeadingTimer(Spawn* spawn){
  2957. heading_timers.Put(spawn, Timer::GetCurrentTime2() + 30000);
  2958. }
  2959. void ZoneServer::RemoveHeadingTimer(Spawn* spawn){
  2960. heading_timers.erase(spawn);
  2961. }
  2962. void ZoneServer::CheckHeadingTimers(){
  2963. if(heading_timers.size() > 0){
  2964. MutexMap<Spawn*, int32>::iterator itr = heading_timers.begin();
  2965. Spawn* spawn = 0;
  2966. int32 current_time = Timer::GetCurrentTime2();
  2967. while(itr.Next()){
  2968. if(current_time >= itr->second){
  2969. spawn = itr->first;
  2970. spawn->SetHeading(spawn->GetSpawnOrigHeading());
  2971. spawn->SetTempActionState(-1);
  2972. heading_timers.erase(itr->first);
  2973. }
  2974. }
  2975. }
  2976. }
  2977. bool ZoneServer::HasWidgetTimer(Spawn* widget){
  2978. bool ret = false;
  2979. if (widget) {
  2980. int32 id = widget->GetID();
  2981. map<int32, int32>::iterator itr;
  2982. MWidgetTimers.readlock(__FUNCTION__, __LINE__);
  2983. for (itr = widget_timers.begin(); itr != widget_timers.end(); itr++) {
  2984. if(itr->first == id){
  2985. ret = true;
  2986. break;
  2987. }
  2988. }
  2989. MWidgetTimers.releasereadlock(__FUNCTION__, __LINE__);
  2990. }
  2991. return ret;
  2992. }
  2993. void ZoneServer::CheckWidgetTimers(){
  2994. vector<int32> remove_list;
  2995. map<int32, int32>::iterator itr;
  2996. MWidgetTimers.readlock(__FUNCTION__, __LINE__);
  2997. for (itr = widget_timers.begin(); itr != widget_timers.end(); itr++) {
  2998. if(Timer::GetCurrentTime2() >= itr->second){
  2999. /*Spawn* widget = GetSpawnByID(itr->first);
  3000. if (widget && widget->IsWidget())
  3001. ((Widget*)widget)->HandleTimerUpdate();*/
  3002. remove_list.push_back(itr->first);
  3003. }
  3004. }
  3005. MWidgetTimers.releasereadlock(__FUNCTION__, __LINE__);
  3006. for (int32 i = 0; i < remove_list.size(); i++) {
  3007. Spawn* widget = GetSpawnByID(remove_list[i]);
  3008. if (widget && widget->IsWidget())
  3009. ((Widget*)widget)->HandleTimerUpdate();
  3010. }
  3011. MWidgetTimers.writelock(__FUNCTION__, __LINE__);
  3012. for(int32 i=0;i<remove_list.size(); i++)
  3013. widget_timers.erase(remove_list[i]);
  3014. MWidgetTimers.releasewritelock(__FUNCTION__, __LINE__);
  3015. }
  3016. void ZoneServer::AddWidgetTimer(Spawn* widget, float time) {
  3017. if (widget && widget->IsWidget()) {
  3018. MWidgetTimers.writelock(__FUNCTION__, __LINE__);
  3019. widget_timers[widget->GetID()] = ((int32)(time * 1000)) + Timer::GetCurrentTime2();
  3020. MWidgetTimers.releasewritelock(__FUNCTION__, __LINE__);
  3021. }
  3022. }
  3023. Spawn* ZoneServer::GetSpawnGroup(int32 id){
  3024. Spawn* ret = 0;
  3025. Spawn* spawn = 0;
  3026. map<int32, Spawn*>::iterator itr;
  3027. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3028. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3029. spawn = itr->second;
  3030. if(spawn){
  3031. if(spawn->GetSpawnGroupID() == id){
  3032. ret = spawn;
  3033. break;
  3034. }
  3035. }
  3036. }
  3037. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3038. return ret;
  3039. }
  3040. Spawn* ZoneServer::GetSpawnByLocationID(int32 location_id) {
  3041. Spawn* ret = 0;
  3042. Spawn* current_spawn = 0;
  3043. map<int32, Spawn*>::iterator itr;
  3044. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3045. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3046. current_spawn = itr->second;
  3047. if (current_spawn && current_spawn->GetSpawnLocationID() == location_id) {
  3048. ret = current_spawn;
  3049. break;
  3050. }
  3051. }
  3052. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3053. return ret;
  3054. }
  3055. Spawn* ZoneServer::GetSpawnByDatabaseID(int32 id){
  3056. Spawn* ret = 0;
  3057. if(quick_database_id_lookup.count(id) > 0)
  3058. ret = GetSpawnByID(quick_database_id_lookup.Get(id));
  3059. else{
  3060. Spawn* spawn = 0;
  3061. map<int32, Spawn*>::iterator itr;
  3062. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3063. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++){
  3064. spawn = itr->second;
  3065. if(spawn){
  3066. if(spawn->GetDatabaseID() == id){
  3067. quick_database_id_lookup.Put(id, spawn->GetID());
  3068. ret = spawn;
  3069. break;
  3070. }
  3071. }
  3072. }
  3073. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3074. }
  3075. return ret;
  3076. }
  3077. Spawn* ZoneServer::GetSpawnByID(int32 id, bool spawnListLocked) {
  3078. Spawn* ret = 0;
  3079. if (!spawnListLocked )
  3080. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3081. if (spawn_list.count(id) > 0)
  3082. ret = spawn_list[id];
  3083. if (!spawnListLocked)
  3084. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3085. return ret;
  3086. }
  3087. bool ZoneServer::SendRemoveSpawn(Client* client, Spawn* spawn, PacketStruct* packet, bool delete_spawn)
  3088. {
  3089. if(!client || !spawn)
  3090. return false;
  3091. int16 index = client->GetPlayer()->GetIndexForSpawn(spawn);
  3092. int32 cur_id = client->GetPlayer()->GetIDWithPlayerSpawn(spawn);
  3093. if(packet && index > 0 && client->GetPlayer()->WasSpawnRemoved(spawn) == false)
  3094. {
  3095. LogWrite(ZONE__DEBUG, 7, "Zone", "Processing SendRemoveSpawn for spawn index %u...", index);
  3096. packet->setDataByName("spawn_index", index);
  3097. client->GetPlayer()->GetPlayerSpawnMap()->erase(index);
  3098. client->GetPlayer()->GetPlayerSpawnIndexMap()->erase(spawn);
  3099. client->GetPlayer()->player_spawn_id_map.erase(cur_id);
  3100. client->GetPlayer()->player_spawn_reverse_id_map.erase(spawn);
  3101. client->GetPlayer()->RemoveSpawn(spawn); // sets it as removed
  3102. if(delete_spawn)
  3103. packet->setDataByName("delete", 1);
  3104. client->QueuePacket(packet->serialize());
  3105. return true;
  3106. }
  3107. return false;
  3108. }
  3109. void ZoneServer::SetSpawnCommand(Spawn* spawn, int8 type, char* value, Client* client){
  3110. //commands
  3111. LogWrite(MISC__TODO, 1, "TODO", "%s does nothing!\n%s, %i", __FUNCTION__, __FILE__, __LINE__);
  3112. }
  3113. void ZoneServer::SetSpawnCommand(int32 spawn_id, int8 type, char* value, Client* client){
  3114. LogWrite(MISC__TODO, 1, "TODO", "%s does nothing!\n%s, %i", __FUNCTION__, __FILE__, __LINE__);
  3115. }
  3116. void ZoneServer::ApplySetSpawnCommand(Client* client, Spawn* target, int8 type, char* value){
  3117. // 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
  3118. // location values (x, y, z, heading, grid) for all spawns in the zone with the same DB ID, only the targeted spawn
  3119. if(type == SPAWN_SET_VALUE_SPAWNENTRY_SCRIPT || type == SPAWN_SET_VALUE_SPAWNLOCATION_SCRIPT || (type >= SPAWN_SET_VALUE_X && type <= SPAWN_SET_VALUE_LOCATION) ||
  3120. type == SPAWN_SET_VALUE_PITCH || type == SPAWN_SET_VALUE_ROLL)
  3121. return;
  3122. Spawn* tmp = 0;
  3123. if(target->IsNPC())
  3124. tmp = GetNPC(target->GetDatabaseID());
  3125. else if(target->IsObject())
  3126. tmp = GetObject(target->GetDatabaseID());
  3127. else if(target->IsGroundSpawn())
  3128. tmp = GetGroundSpawn(target->GetDatabaseID());
  3129. else if(target->IsSign())
  3130. tmp = GetSign(target->GetDatabaseID());
  3131. else if(target->IsWidget())
  3132. tmp = GetWidget(target->GetDatabaseID());
  3133. if(tmp && type == SPAWN_SET_VALUE_SPAWN_SCRIPT)
  3134. tmp->SetSpawnScript(value);
  3135. else if(tmp)
  3136. commands.SetSpawnCommand(client, tmp, type, value); // set the master spawn
  3137. Spawn* spawn = 0;
  3138. // this check needs to be here otherwise every spawn with 0 will be set
  3139. if ( target->GetDatabaseID ( ) > 0 )
  3140. {
  3141. map<int32, Spawn*>::iterator itr;
  3142. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3143. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3144. spawn = itr->second;
  3145. if(spawn && spawn->GetDatabaseID() == target->GetDatabaseID()){
  3146. if(type == SPAWN_SET_VALUE_SPAWN_SCRIPT)
  3147. spawn->SetSpawnScript(value);
  3148. else
  3149. commands.SetSpawnCommand(client, spawn, type, value);
  3150. }
  3151. }
  3152. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3153. }
  3154. }
  3155. void ZoneServer::DeleteSpawnScriptTimers(Spawn* spawn, bool all){
  3156. MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__);
  3157. MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__);
  3158. if(spawn_script_timers.size() > 0){
  3159. set<SpawnScriptTimer*>::iterator itr;
  3160. SpawnScriptTimer* timer = 0;
  3161. for (itr = spawn_script_timers.begin(); itr != spawn_script_timers.end(); itr++) {
  3162. timer = *itr;
  3163. if((all || timer->spawn == spawn->GetID()) && remove_spawn_script_timers_list.count(timer) == 0)
  3164. remove_spawn_script_timers_list.insert(timer);
  3165. }
  3166. if(all)
  3167. spawn_script_timers.clear();
  3168. }
  3169. MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__);
  3170. MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__);
  3171. }
  3172. void ZoneServer::DeleteSpawnScriptTimers() {
  3173. MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__);
  3174. MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__);
  3175. if(remove_spawn_script_timers_list.size() > 0){
  3176. set<SpawnScriptTimer*>::iterator itr;
  3177. SpawnScriptTimer* timer = 0;
  3178. for (itr = remove_spawn_script_timers_list.begin(); itr != remove_spawn_script_timers_list.end(); itr++) {
  3179. timer = *itr;
  3180. spawn_script_timers.erase(timer);
  3181. safe_delete(timer);
  3182. }
  3183. remove_spawn_script_timers_list.clear();
  3184. }
  3185. MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__);
  3186. MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__);
  3187. }
  3188. void ZoneServer::CheckSpawnScriptTimers(){
  3189. DeleteSpawnScriptTimers();
  3190. SpawnScriptTimer* timer = 0;
  3191. vector<SpawnScriptTimer*> call_timers;
  3192. MSpawnScriptTimers.readlock(__FUNCTION__, __LINE__);
  3193. MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__);
  3194. if(spawn_script_timers.size() > 0){
  3195. int32 current_time = Timer::GetCurrentTime2();
  3196. set<SpawnScriptTimer*>::iterator itr;
  3197. for (itr = spawn_script_timers.begin(); itr != spawn_script_timers.end(); itr++) {
  3198. timer = *itr;
  3199. if(timer->current_count < timer->max_count && current_time >= timer->timer){
  3200. timer->current_count++;
  3201. call_timers.push_back(timer);
  3202. }
  3203. if(timer->current_count >= timer->max_count && remove_spawn_script_timers_list.count(timer) == 0)
  3204. remove_spawn_script_timers_list.insert(timer);
  3205. }
  3206. }
  3207. MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__);
  3208. MSpawnScriptTimers.releasereadlock(__FUNCTION__, __LINE__);
  3209. if(call_timers.size() > 0){
  3210. vector<SpawnScriptTimer*>::iterator itr;
  3211. for(itr = call_timers.begin(); itr != call_timers.end(); itr++){
  3212. timer = *itr;
  3213. CallSpawnScript(GetSpawnByID(timer->spawn), SPAWN_SCRIPT_TIMER, timer->player > 0 ? GetSpawnByID(timer->player) : 0, timer->function.c_str());
  3214. }
  3215. }
  3216. }
  3217. void ZoneServer::KillSpawnByDistance(Spawn* spawn, float max_distance, bool include_players, bool send_packet){
  3218. Spawn* test_spawn = 0;
  3219. map<int32, Spawn*>::iterator itr;
  3220. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3221. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3222. test_spawn = itr->second;
  3223. if(test_spawn && test_spawn->IsEntity() && test_spawn != spawn && (!test_spawn->IsPlayer() || include_players)){
  3224. if(test_spawn->GetDistance(spawn) < max_distance)
  3225. KillSpawn(true, test_spawn, spawn, send_packet);
  3226. }
  3227. }
  3228. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3229. }
  3230. void ZoneServer::SpawnSetByDistance(Spawn* spawn, float max_distance, string field, string value){
  3231. Spawn* test_spawn = 0;
  3232. int32 type = commands.GetSpawnSetType(field);
  3233. if(type == 0xFFFFFFFF)
  3234. return;
  3235. map<int32, Spawn*>::iterator itr;
  3236. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3237. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3238. test_spawn = itr->second;
  3239. if(test_spawn && test_spawn != spawn && !test_spawn->IsPlayer()){
  3240. if(test_spawn->GetDistance(spawn) < max_distance){
  3241. commands.SetSpawnCommand(0, test_spawn, type, value.c_str());
  3242. }
  3243. }
  3244. }
  3245. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3246. }
  3247. void ZoneServer::AddSpawnScriptTimer(SpawnScriptTimer* timer){
  3248. MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__);
  3249. spawn_script_timers.insert(timer);
  3250. MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__);
  3251. }
  3252. /*
  3253. void ZoneServer::RemoveFromRangeMap(Client* client){
  3254. spawn_range_map.erase(client);
  3255. }
  3256. */
  3257. void ZoneServer::RemoveSpawn(bool spawnListLocked, Spawn* spawn, bool delete_spawn, bool respawn, bool lock)
  3258. {
  3259. LogWrite(ZONE__DEBUG, 3, "Zone", "Processing RemoveSpawn function...");
  3260. if (Grid != nullptr) {
  3261. Grid->RemoveSpawnFromCell(spawn);
  3262. }
  3263. if (movementMgr != nullptr) {
  3264. movementMgr->RemoveMob((Entity*)spawn);
  3265. }
  3266. RemoveSpawnSupportFunctions(spawn);
  3267. if (reloading)
  3268. RemoveDeadEnemyList(spawn);
  3269. if (lock)
  3270. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  3271. if (dead_spawns.count(spawn->GetID()) > 0)
  3272. dead_spawns.erase(spawn->GetID());
  3273. if (lock)
  3274. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  3275. if (spawn_expire_timers.count(spawn->GetID()) > 0)
  3276. spawn_expire_timers.erase(spawn->GetID());
  3277. RemoveDelayedSpawnRemove(spawn);
  3278. // Clear the pointer in the spawn list, spawn thread will remove the key
  3279. if (!spawnListLocked)
  3280. MSpawnList.writelock(__FUNCTION__, __LINE__);
  3281. spawn_list.erase(spawn->GetID());
  3282. if (!spawnListLocked)
  3283. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  3284. PacketStruct* packet = 0;
  3285. int16 packet_version = 0;
  3286. Client* client = 0;
  3287. vector<Client*>::iterator client_itr;
  3288. MClientList.readlock(__FUNCTION__, __LINE__);
  3289. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3290. client = *client_itr;
  3291. if (client) {
  3292. if (client->IsConnected() && (!packet || packet_version != client->GetVersion()))
  3293. {
  3294. safe_delete(packet);
  3295. packet_version = client->GetVersion();
  3296. packet = configReader.getStruct("WS_DestroyGhostCmd", packet_version);
  3297. }
  3298. if (client->GetPlayer()->HasTarget() && client->GetPlayer()->GetTarget() == spawn)
  3299. client->GetPlayer()->SetTarget(0);
  3300. SendRemoveSpawn(client, spawn, packet, delete_spawn);
  3301. if (spawn_range_map.count(client) > 0)
  3302. spawn_range_map.Get(client)->erase(spawn->GetID());
  3303. }
  3304. }
  3305. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3306. safe_delete(packet);
  3307. if(respawn && !spawn->IsPlayer() && spawn->GetRespawnTime() > 0 && spawn->GetSpawnLocationID() > 0)
  3308. {
  3309. LogWrite(ZONE__DEBUG, 3, "Zone", "Handle NPC Respawn for '%s'.", spawn->GetName());
  3310. // handle instance spawn db info
  3311. // we don't care if a NPC or a client kills the spawn, we could have events that cause NPCs to kill NPCs.
  3312. if(spawn->GetZone()->GetInstanceID() > 0 && spawn->GetSpawnLocationID() > 0)
  3313. {
  3314. LogWrite(ZONE__DEBUG, 3, "Zone", "Handle NPC Respawn in an Instance.");
  3315. // use respawn time to either insert/update entry (likely insert in this situation)
  3316. if ( spawn->IsNPC() )
  3317. {
  3318. database.CreateInstanceSpawnRemoved(spawn->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_NPC,
  3319. spawn->GetRespawnTime(),spawn->GetZone()->GetInstanceID());
  3320. }
  3321. else if ( spawn->IsObject ( ) )
  3322. {
  3323. database.CreateInstanceSpawnRemoved(spawn->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_OBJECT,
  3324. spawn->GetRespawnTime(),spawn->GetZone()->GetInstanceID());
  3325. }
  3326. safe_delete(spawn);
  3327. }
  3328. else
  3329. {
  3330. int32 spawnLocationID = spawn->GetSpawnLocationID();
  3331. int32 spawnRespawnTime = spawn->GetRespawnTime();
  3332. safe_delete(spawn);
  3333. respawn_timers.Put(spawnLocationID, Timer::GetCurrentTime2() + spawnRespawnTime * 1000);
  3334. }
  3335. }
  3336. // 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
  3337. if (lock && !respawn)
  3338. MDeadSpawns.readlock(__FUNCTION__, __LINE__);
  3339. if(!respawn && delete_spawn && dead_spawns.count(spawn->GetID()) == 0)
  3340. AddPendingDelete(spawn);
  3341. if (lock && !respawn)
  3342. MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__);
  3343. LogWrite(ZONE__DEBUG, 3, "Zone", "Done processing RemoveSpawn function...");
  3344. }
  3345. Spawn* ZoneServer::GetClosestSpawn(Spawn* spawn, int32 spawn_id){
  3346. Spawn* closest_spawn = 0;
  3347. Spawn* test_spawn = 0;
  3348. float closest_distance = 1000000;
  3349. float test_distance = 0;
  3350. map<int32, Spawn*>::iterator itr;
  3351. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3352. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3353. test_spawn = itr->second;
  3354. if(test_spawn && test_spawn->GetDatabaseID() == spawn_id){
  3355. test_distance = test_spawn->GetDistance(spawn);
  3356. if(test_distance < closest_distance){
  3357. closest_distance = test_distance;
  3358. closest_spawn = test_spawn;
  3359. }
  3360. }
  3361. }
  3362. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3363. return closest_spawn;
  3364. }
  3365. int32 ZoneServer::GetClosestLocation(Spawn* spawn){
  3366. Spawn* closest_spawn = 0;
  3367. Spawn* test_spawn = 0;
  3368. float closest_distance = 1000000;
  3369. float test_distance = 0;
  3370. map<int32, Spawn*>::iterator itr;
  3371. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3372. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3373. test_spawn = itr->second;
  3374. if(test_spawn){
  3375. test_distance = test_spawn->GetDistance(spawn);
  3376. if(test_distance < closest_distance){
  3377. closest_distance = test_distance;
  3378. closest_spawn = test_spawn;
  3379. if(closest_distance < 10)
  3380. break;
  3381. }
  3382. }
  3383. }
  3384. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3385. if(closest_spawn)
  3386. return closest_spawn->GetLocation();
  3387. return 0;
  3388. }
  3389. void ZoneServer::SendQuestUpdates(Client* client, Spawn* spawn){
  3390. if(!client)
  3391. return;
  3392. if(spawn){
  3393. if(client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn))
  3394. SendSpawnChanges(spawn, client, false, true);
  3395. }
  3396. else{
  3397. map<int32, Spawn*>::iterator itr;
  3398. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3399. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3400. spawn = itr->second;
  3401. if (spawn) {
  3402. spawn->m_requiredQuests.readlock(__FUNCTION__, __LINE__);
  3403. 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))))
  3404. SendSpawnChanges(spawn, client, false, true);
  3405. spawn->m_requiredQuests.releasereadlock(__FUNCTION__, __LINE__);
  3406. }
  3407. }
  3408. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3409. }
  3410. }
  3411. void ZoneServer::SendAllSpawnsForLevelChange(Client* client){
  3412. Spawn* spawn = 0;
  3413. if(spawn_range_map.count(client) > 0) {
  3414. MutexMap<int32, float >::iterator itr = spawn_range_map.Get(client)->begin();
  3415. while(itr.Next()) {
  3416. spawn = GetSpawnByID(itr->first);
  3417. if(spawn && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn)) {
  3418. SendSpawnChanges(spawn, client, false, true);
  3419. // Attempt to slow down the packet spam sent to the client
  3420. Sleep(5);
  3421. }
  3422. }
  3423. }
  3424. }
  3425. void ZoneServer::StartZoneSpawnsForLevelThread(Client* client){
  3426. if(zoneShuttingDown)
  3427. return;
  3428. #ifdef WIN32
  3429. _beginthread(SendLevelChangedSpawns, 0, client);
  3430. #else
  3431. pthread_t thread;
  3432. pthread_create(&thread, NULL, SendLevelChangedSpawns, client);
  3433. pthread_detach(thread);
  3434. #endif
  3435. }
  3436. void ZoneServer::ReloadClientQuests(){
  3437. Client* client = 0;
  3438. vector<Client*>::iterator client_itr;
  3439. MClientList.readlock(__FUNCTION__, __LINE__);
  3440. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3441. client = *client_itr;
  3442. if(client)
  3443. client->ReloadQuests();
  3444. }
  3445. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3446. }
  3447. void ZoneServer::SendCalculatedXP(Player* player, Spawn* victim){
  3448. if (player && victim) {
  3449. if (player->GetGroupMemberInfo()) {
  3450. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  3451. deque<GroupMemberInfo*>* members = world.GetGroupManager()->GetGroupMembers(player->GetGroupMemberInfo()->group_id);
  3452. deque<GroupMemberInfo*>::iterator itr;
  3453. for (itr = members->begin(); itr != members->end(); itr++) {
  3454. GroupMemberInfo* gmi = *itr;
  3455. if (gmi->client) {
  3456. Player* group_member = gmi->client->GetPlayer();
  3457. float xp = group_member->CalculateXP(victim) / members->size();
  3458. if (xp > 0) {
  3459. int16 level = group_member->GetLevel();
  3460. if (group_member->AddXP((int32)xp)) {
  3461. gmi->client->Message(CHANNEL_COLOR_EXP, "You gain %u experience!", (int32)xp);
  3462. LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience (GroupID %u)", group_member->GetName(), (int32)xp, player->GetGroupMemberInfo()->group_id);
  3463. if(group_member->GetLevel() != level)
  3464. gmi->client->ChangeLevel(level, group_member->GetLevel());
  3465. group_member->SetCharSheetChanged(true);
  3466. }
  3467. }
  3468. }
  3469. }
  3470. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  3471. }
  3472. else {
  3473. float xp = player->CalculateXP(victim);
  3474. if (xp > 0) {
  3475. Client* client = GetClientBySpawn(player);
  3476. if(!client)
  3477. return;
  3478. int16 level = player->GetLevel();
  3479. if (player->AddXP((int32)xp)) {
  3480. client->Message(CHANNEL_COLOR_EXP, "You gain %u XP!", (int32)xp);
  3481. LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience.", player->GetName(), (int32)xp);
  3482. if(player->GetLevel() != level)
  3483. client->ChangeLevel(level, player->GetLevel());
  3484. player->SetCharSheetChanged(true);
  3485. }
  3486. }
  3487. }
  3488. }
  3489. }
  3490. void ZoneServer::ProcessFaction(Spawn* spawn, Client* client)
  3491. {
  3492. if(client && !spawn->IsPlayer() && spawn->GetFactionID() > 10)
  3493. {
  3494. bool update_result = false;
  3495. Faction* faction = 0;
  3496. vector<int32>* factions = 0;
  3497. Player* player = client->GetPlayer();
  3498. if(player->GetFactions()->ShouldDecrease(spawn->GetFactionID()))
  3499. {
  3500. update_result = player->GetFactions()->DecreaseFaction(spawn->GetFactionID());
  3501. faction = master_faction_list.GetFaction(spawn->GetFactionID());
  3502. if(faction && update_result)
  3503. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s got worse.", faction->name.c_str());
  3504. else if(faction)
  3505. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str());
  3506. factions = master_faction_list.GetHostileFactions(spawn->GetFactionID());
  3507. if(factions)
  3508. {
  3509. vector<int32>::iterator itr;
  3510. for(itr = factions->begin(); itr != factions->end(); itr++)
  3511. {
  3512. if(player->GetFactions()->ShouldIncrease(*itr))
  3513. {
  3514. update_result = player->GetFactions()->IncreaseFaction(*itr);
  3515. faction = master_faction_list.GetFaction(*itr);
  3516. if(faction && update_result)
  3517. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s got better.", faction->name.c_str());
  3518. else if(faction)
  3519. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s could not possibly get any better.", faction->name.c_str());
  3520. }
  3521. }
  3522. }
  3523. }
  3524. factions = master_faction_list.GetFriendlyFactions(spawn->GetFactionID());
  3525. if(factions)
  3526. {
  3527. vector<int32>::iterator itr;
  3528. for(itr = factions->begin(); itr != factions->end(); itr++)
  3529. {
  3530. if(player->GetFactions()->ShouldDecrease(*itr))
  3531. {
  3532. update_result = player->GetFactions()->DecreaseFaction(*itr);
  3533. faction = master_faction_list.GetFaction(*itr);
  3534. if(faction && update_result)
  3535. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s got worse.", faction->name.c_str());
  3536. else if(faction)
  3537. client->Message(CHANNEL_COLOR_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str());
  3538. }
  3539. }
  3540. }
  3541. EQ2Packet* outapp = client->GetPlayer()->GetFactions()->FactionUpdate(client->GetVersion());
  3542. if(outapp)
  3543. client->QueuePacket(outapp);
  3544. }
  3545. }
  3546. void ZoneServer::Despawn(Spawn* spawn, int32 timer){
  3547. if (spawn && movementMgr != nullptr) {
  3548. movementMgr->RemoveMob((Entity*)spawn);
  3549. }
  3550. if(!spawn || spawn->IsPlayer())
  3551. return;
  3552. RemoveSpawnSupportFunctions(spawn);
  3553. if(spawn->IsEntity())
  3554. ((Entity*)spawn)->InCombat(false);
  3555. if(timer == 0)
  3556. timer = 1;
  3557. AddDeadSpawn(spawn, timer);
  3558. }
  3559. void ZoneServer::KillSpawn(bool spawnListLocked, Spawn* dead, Spawn* killer, bool send_packet, int8 damage_type, int16 kill_blow_type)
  3560. {
  3561. MDeadSpawns.readlock(__FUNCTION__, __LINE__);
  3562. if(!dead || this->dead_spawns.count(dead->GetID()) > 0) {
  3563. MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__);
  3564. return;
  3565. }
  3566. MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__);
  3567. PacketStruct* packet = 0;
  3568. Client* client = 0;
  3569. vector<int32>* encounter = 0;
  3570. bool killer_in_encounter = false;
  3571. if(dead->IsEntity())
  3572. {
  3573. ((Entity*)dead)->InCombat(false);
  3574. dead->SetInitialState(16512, false); // This will make aerial npc's fall after death
  3575. dead->SetHP(0);
  3576. dead->SetSpawnType(3);
  3577. dead->appearance.attackable = 0;
  3578. // Remove hate towards dead from all npc's in the zone
  3579. ClearHate((Entity*)dead);
  3580. // Check kill and death procs
  3581. if (killer && dead != killer){
  3582. if (dead->IsEntity())
  3583. ((Entity*)dead)->CheckProcs(PROC_TYPE_DEATH, killer);
  3584. if (killer->IsEntity())
  3585. ((Entity*)killer)->CheckProcs(PROC_TYPE_KILL, dead);
  3586. }
  3587. //Check if caster is alive after death proc called, incase of deathsave
  3588. if (dead->Alive())
  3589. return;
  3590. RemoveSpellTimersFromSpawn(dead, true, !dead->IsPlayer());
  3591. if(dead->IsPlayer())
  3592. {
  3593. ((Player*)dead)->UpdatePlayerStatistic(STAT_PLAYER_TOTAL_DEATHS, 1);
  3594. client = GetClientBySpawn(dead);
  3595. if(client) {
  3596. if(client->GetPlayer()->DamageEquippedItems(10, client))
  3597. client->QueuePacket(client->GetPlayer()->GetEquipmentList()->serialize(client->GetVersion()));
  3598. client->DisplayDeadWindow();
  3599. }
  3600. }
  3601. else if (dead->IsNPC()) {
  3602. encounter = ((NPC*)dead)->Brain()->GetEncounter();
  3603. }
  3604. }
  3605. dead->SetActionState(0);
  3606. dead->SetTempActionState(0);
  3607. // If dead is an npc get the encounter and loop through it giving out the rewards, no rewards for pets
  3608. if (dead->IsNPC() && !dead->IsPet() && !dead->IsBot()) {
  3609. Spawn* spawn = 0;
  3610. int8 size = encounter->size();
  3611. // Needs npc to have access to the encounter list for who is allowed to loot
  3612. NPC* chest = 0;
  3613. if (!((NPC*)dead)->Brain()->PlayerInEncounter()) {
  3614. ((NPC*)dead)->SetLootCoins(0);
  3615. ((NPC*)dead)->GetLootItems()->clear();
  3616. }
  3617. // If dead has loot attempt to drop a chest
  3618. if (((NPC*)dead)->HasLoot()) {
  3619. chest = ((NPC*)dead)->DropChest();
  3620. }
  3621. for (int8 i = 0; i < encounter->size(); i++) {
  3622. spawn = GetSpawnByID(encounter->at(i),spawnListLocked);
  3623. // set a flag to let us know if the killer is in the encounter
  3624. if (!killer_in_encounter && spawn == killer)
  3625. killer_in_encounter = true;
  3626. if (spawn && spawn->IsPlayer()) {
  3627. // Update players total kill count
  3628. ((Player*)spawn)->UpdatePlayerStatistic(STAT_PLAYER_TOTAL_NPC_KILLS, 1);
  3629. // If this was an epic mob kill send the announcement for this player
  3630. if (dead->GetEncounterLevel() >= 10)
  3631. SendEpicMobDeathToGuild((Player*)spawn, dead);
  3632. // Clear hostile spells from the players spell queue
  3633. spellProcess->RemoveSpellFromQueue((Player*)spawn, true);
  3634. // Get the client of the player
  3635. client = GetClientBySpawn(spawn);
  3636. // valid client?
  3637. if(client) {
  3638. // Check for quest kill updates
  3639. client->CheckPlayerQuestsKillUpdate(dead);
  3640. // 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
  3641. if(!dead->IsPlayer() && dead->GetFactionID() > 10)
  3642. ProcessFaction(dead, client);
  3643. // Send xp...this is currently wrong fix it
  3644. if (spawn != dead && ((Player*)spawn)->GetArrowColor(dead->GetLevel()) >= ARROW_COLOR_GREEN) {
  3645. //SendCalculatedXP((Player*)spawn, dead);
  3646. float xp = ((Player*)spawn)->CalculateXP(dead) / size;
  3647. if (xp > 0) {
  3648. int16 level = spawn->GetLevel();
  3649. if (((Player*)spawn)->AddXP((int32)xp)) {
  3650. client->Message(CHANNEL_COLOR_EXP, "You gain %u XP!", (int32)xp);
  3651. LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience.", spawn->GetName(), (int32)xp);
  3652. if(spawn->GetLevel() != level)
  3653. client->ChangeLevel(level, spawn->GetLevel());
  3654. ((Player*)spawn)->SetCharSheetChanged(true);
  3655. }
  3656. }
  3657. }
  3658. }
  3659. }
  3660. // If a chest is being dropped add this spawn to the chest's encounter so they can loot it
  3661. if (chest)
  3662. chest->Brain()->AddToEncounter((Entity*)spawn);
  3663. }
  3664. // If a chest is being dropped add it to the world and set the timer to remove it.
  3665. if (chest) {
  3666. AddSpawn(chest);
  3667. AddDeadSpawn(chest, 0xFFFFFFFF);
  3668. LogWrite(LOOT__DEBUG, 0, "Loot", "Adding a chest to the world...");
  3669. }
  3670. }
  3671. // Reset client pointer
  3672. client = 0;
  3673. // Killer was not in the encounter, give them the faction hit but no xp
  3674. if (!killer_in_encounter) {
  3675. // make sure the killer is a player and the dead spawn had a faction and wasn't a player
  3676. if (killer && killer->IsPlayer()) {
  3677. if (!dead->IsPlayer() && dead->GetFactionID() > 10) {
  3678. client = GetClientBySpawn(killer);
  3679. if (client)
  3680. ProcessFaction(dead, client);
  3681. }
  3682. // Clear hostile spells from the killers spell queue
  3683. spellProcess->RemoveSpellFromQueue((Player*)killer, true);
  3684. }
  3685. }
  3686. // Reset client pointer
  3687. client = 0;
  3688. vector<Spawn*>* group = dead->GetSpawnGroup();
  3689. if (group && group->size() == 1)
  3690. CallSpawnScript(dead, SPAWN_SCRIPT_GROUP_DEAD, killer);
  3691. safe_delete(group);
  3692. // Remove the support functions for the dead spawn
  3693. RemoveSpawnSupportFunctions(dead);
  3694. // Erase the expire timer if it has one
  3695. if (spawn_expire_timers.count(dead->GetID()) > 0)
  3696. spawn_expire_timers.erase(dead->GetID());
  3697. // If dead is an npc or object call the spawn scrip and handle instance stuff
  3698. if(dead->IsNPC() || dead->IsObject())
  3699. {
  3700. // handle instance spawn db info
  3701. // we don't care if a NPC or a client kills the spawn, we could have events that cause NPCs to kill NPCs.
  3702. if(dead->GetZone()->GetInstanceID() > 0 && dead->GetSpawnLocationID() > 0)
  3703. {
  3704. // use respawn time to either insert/update entry (likely insert in this situation)
  3705. if(dead->IsNPC())
  3706. database.CreateInstanceSpawnRemoved(dead->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_NPC, dead->GetRespawnTime(),dead->GetZone()->GetInstanceID());
  3707. else if ( dead->IsObject ( ) )
  3708. database.CreateInstanceSpawnRemoved(dead->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_OBJECT, dead->GetRespawnTime(),dead->GetZone()->GetInstanceID());
  3709. }
  3710. // Call the spawn scripts death() function
  3711. CallSpawnScript(dead, SPAWN_SCRIPT_DEATH, killer);
  3712. }
  3713. int32 victim_id = dead->GetID();
  3714. int32 attacker_id = 0xFFFFFFFF;
  3715. if(killer)
  3716. attacker_id = killer->GetID();
  3717. if(send_packet)
  3718. {
  3719. vector<Client*>::iterator client_itr;
  3720. MClientList.readlock(__FUNCTION__, __LINE__);
  3721. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3722. client = *client_itr;
  3723. if(!client->GetPlayer()->WasSentSpawn(victim_id) || (attacker_id != 0xFFFFFFFF && !client->GetPlayer()->WasSentSpawn(attacker_id)) )
  3724. continue;
  3725. else if(client->GetPlayer()->WasSpawnRemoved(dead) || (attacker_id != 0xFFFFFFFF && client->GetPlayer()->WasSpawnRemoved(killer)))
  3726. continue;
  3727. else if(killer && killer->GetDistance(client->GetPlayer()) > HEAR_SPAWN_DISTANCE)
  3728. continue;
  3729. packet = configReader.getStruct("WS_HearDeath", client->GetVersion());
  3730. if(packet)
  3731. {
  3732. if(killer)
  3733. packet->setDataByName("attacker", client->GetPlayer()->GetIDWithPlayerSpawn(killer));
  3734. else
  3735. packet->setDataByName("attacker", 0xFFFFFFFF);
  3736. packet->setDataByName("defender", client->GetPlayer()->GetIDWithPlayerSpawn(dead));
  3737. packet->setDataByName("damage_type", damage_type);
  3738. packet->setDataByName("blow_type", kill_blow_type);
  3739. client->QueuePacket(packet->serialize());
  3740. LogWrite(COMBAT__DEBUG, 0, "Combat", "Zone Killing '%s'", dead->GetName());
  3741. safe_delete(packet);
  3742. }
  3743. }
  3744. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3745. }
  3746. int32 pop_timer = 0xFFFFFFFF;
  3747. if(killer && killer->IsNPC())
  3748. {
  3749. // Call the spawn scripts killed() function
  3750. CallSpawnScript(killer, SPAWN_SCRIPT_KILLED, dead);
  3751. if(!dead->IsPlayer())
  3752. {
  3753. LogWrite(MISC__TODO, 1, "TODO", "Whenever pets are added, check for pet kills\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  3754. // Set the time for the corpse to linger to 5 sec
  3755. //pop_timer = 5000;
  3756. // commented out the timer so in the event the killer is not a player (pet, guard, something else i haven't thought of)
  3757. // the corpse doesn't vanish sooner then it should if it had loot for the players. AddDeadSpawn() will set timers based on if
  3758. // the corpse has loot or not if the timer value (pop_timer) is 0xFFFFFFFF
  3759. }
  3760. }
  3761. // If the dead spawns was not a player add it to the dead spawn list
  3762. if (!dead->IsPlayer() && !dead->IsBot())
  3763. AddDeadSpawn(dead, pop_timer);
  3764. // if dead was a player clear hostile spells from its spell queue
  3765. if (dead->IsPlayer())
  3766. spellProcess->RemoveSpellFromQueue((Player*)dead, true);
  3767. if (dead->IsNPC())
  3768. ((NPC*)dead)->Brain()->ClearHate();
  3769. // ResetPetInfo() is called in DismissPet(), might not need to be here
  3770. // Players pet is killed, clear the pet info from char sheet
  3771. /*if (dead->IsNPC() && ((NPC*)dead)->IsPet() && ((NPC*)dead)->GetOwner()->IsPlayer())
  3772. ((Player*)((NPC*)dead)->GetOwner())->ResetPetInfo();*/
  3773. safe_delete(encounter);
  3774. }
  3775. void ZoneServer::SendDamagePacket(Spawn* attacker, Spawn* victim, int8 type1, int8 type2, int8 damage_type, int16 damage, const char* spell_name){
  3776. //Scat: was set but never being used anywhere. i see references to 0xFFFFFFFF below so could be old code not used anymore
  3777. //int32 attacker_id = 0xFFFFFFFF;
  3778. //if(attacker)
  3779. // attacker_id = attacker->GetID();
  3780. PacketStruct* packet = 0;
  3781. Client* client = 0;
  3782. if(attacker && victim && victim->IsPlayer() && victim->GetTarget() == 0){
  3783. client = GetClientBySpawn(victim);
  3784. if(client)
  3785. client->TargetSpawn(attacker);
  3786. }
  3787. vector<Client*>::iterator client_itr;
  3788. MClientList.readlock(__FUNCTION__, __LINE__);
  3789. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3790. client = *client_itr;
  3791. if(!client || (client->GetPlayer() != attacker && client->GetPlayer() != victim && ((attacker && client->GetPlayer()->WasSentSpawn(attacker->GetID()) == false) || (victim && client->GetPlayer()->WasSentSpawn(victim->GetID()) == false))))
  3792. continue;
  3793. if((attacker && client->GetPlayer()->WasSpawnRemoved(attacker)) || (victim && client->GetPlayer()->WasSpawnRemoved(victim)))
  3794. continue;
  3795. if(attacker && attacker->GetDistance(client->GetPlayer()) > 50)
  3796. continue;
  3797. if(victim && victim->GetDistance(client->GetPlayer()) > 50)
  3798. continue;
  3799. switch(type1){
  3800. case DAMAGE_PACKET_TYPE_SIPHON_SPELL:
  3801. case DAMAGE_PACKET_TYPE_SIPHON_SPELL2:
  3802. packet = configReader.getStruct("WS_HearSiphonSpellDamage", client->GetVersion());
  3803. break;
  3804. case DAMAGE_PACKET_TYPE_MULTIPLE_DAMAGE:
  3805. packet = configReader.getStruct("WS_HearMultipleDamage", client->GetVersion());
  3806. break;
  3807. case DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG:
  3808. case DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE:
  3809. packet = configReader.getStruct("WS_HearSimpleDamage", client->GetVersion());
  3810. break;
  3811. case DAMAGE_PACKET_TYPE_SPELL_DAMAGE2:
  3812. case DAMAGE_PACKET_TYPE_SPELL_DAMAGE3:
  3813. case DAMAGE_PACKET_TYPE_SPELL_CRIT_DMG:
  3814. case DAMAGE_PACKET_TYPE_SPELL_DAMAGE:
  3815. packet = configReader.getStruct("WS_HearSpellDamage", client->GetVersion());
  3816. if (packet)
  3817. packet->setSubstructDataByName("header", "unknown", 5);
  3818. break;
  3819. case DAMAGE_PACKET_TYPE_RANGE_DAMAGE:
  3820. packet = configReader.getStruct("WS_HearRangeDamage", client->GetVersion());
  3821. break;
  3822. case DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG:
  3823. case DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG2:
  3824. packet = configReader.getStruct("WS_HearRangeDamage", client->GetVersion());
  3825. break;
  3826. default:
  3827. LogWrite(ZONE__ERROR, 0, "Zone", "Unknown Damage Packet type: %i in ZoneServer::SendDamagePacket.", type1);
  3828. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3829. return;
  3830. }
  3831. if(packet){
  3832. packet->setSubstructDataByName("header", "packet_type", type1);
  3833. packet->setSubstructDataByName("header", "result_type", type2);
  3834. if(!attacker)
  3835. packet->setSubstructDataByName("header", "attacker", 0xFFFFFFFF);
  3836. else
  3837. packet->setSubstructDataByName("header", "attacker", client->GetPlayer()->GetIDWithPlayerSpawn(attacker));
  3838. packet->setSubstructDataByName("header", "defender", client->GetPlayer()->GetIDWithPlayerSpawn(victim));
  3839. packet->setDataByName("damage_type", damage_type);
  3840. packet->setDataByName("damage", damage);
  3841. if(spell_name)
  3842. packet->setSmallStringByName("spell_name", spell_name);
  3843. EQ2Packet* app = packet->serialize();
  3844. //DumpPacket(app);
  3845. client->QueuePacket(app);
  3846. safe_delete(packet);
  3847. packet = 0;
  3848. }
  3849. }
  3850. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3851. }
  3852. void ZoneServer::SendHealPacket(Spawn* caster, Spawn* target, int16 heal_type, int32 heal_amt, const char* spell_name){
  3853. Client* client = 0;
  3854. vector<Client*>::iterator client_itr;
  3855. MClientList.readlock(__FUNCTION__, __LINE__);
  3856. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3857. client = *client_itr;
  3858. if(!client || (client->GetPlayer() != caster && ((caster && client->GetPlayer()->WasSentSpawn(caster->GetID()) == false) || (target && client->GetPlayer()->WasSentSpawn(target->GetID()) == false))))
  3859. continue;
  3860. if((caster && client->GetPlayer()->WasSpawnRemoved(caster)) || (caster && client->GetPlayer()->WasSpawnRemoved(target)))
  3861. continue;
  3862. if(caster && caster->GetDistance(client->GetPlayer()) > 50)
  3863. continue;
  3864. if(target && target->GetDistance(client->GetPlayer()) > 50)
  3865. continue;
  3866. PacketStruct* packet = configReader.getStruct("WS_HearHeal", client->GetVersion());
  3867. if (packet) {
  3868. packet->setDataByName("caster", client->GetPlayer()->GetIDWithPlayerSpawn(caster));
  3869. packet->setDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  3870. packet->setDataByName("heal_amt", heal_amt);
  3871. packet->setDataByName("spellname", spell_name);
  3872. packet->setDataByName("type", heal_type);
  3873. packet->setDataByName("unknown2", 1);
  3874. EQ2Packet* app = packet->serialize();
  3875. client->QueuePacket(app);
  3876. safe_delete(packet);
  3877. }
  3878. }
  3879. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3880. }
  3881. void ZoneServer::SendThreatPacket(Spawn* caster, Spawn* target, int32 threat_amt, const char* spell_name) {
  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() != caster && ((caster && client->GetPlayer()->WasSentSpawn(caster->GetID()) == false) || (target && client->GetPlayer()->WasSentSpawn(target->GetID()) == false))))
  3888. continue;
  3889. if((caster && client->GetPlayer()->WasSpawnRemoved(caster)) || (caster && client->GetPlayer()->WasSpawnRemoved(target)))
  3890. continue;
  3891. if(caster && caster->GetDistance(client->GetPlayer()) > 50)
  3892. continue;
  3893. if(target && target->GetDistance(client->GetPlayer()) > 50)
  3894. continue;
  3895. PacketStruct* packet = configReader.getStruct("WS_HearThreatCmd", client->GetVersion());
  3896. if (packet) {
  3897. packet->setDataByName("spell_name", spell_name);
  3898. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(caster));
  3899. packet->setDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  3900. packet->setDataByName("threat_amount", threat_amt);
  3901. client->QueuePacket(packet->serialize());
  3902. }
  3903. safe_delete(packet);
  3904. }
  3905. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3906. }
  3907. void ZoneServer::SendSpellFailedPacket(Client* client, int16 error){
  3908. if(!client)
  3909. return;
  3910. PacketStruct* packet = configReader.getStruct("WS_DisplaySpellFailed", client->GetVersion());
  3911. if(packet){
  3912. /* Temp solution, need to modify the error code before this function and while we still have access to the spell/combat art */
  3913. error = master_spell_list.GetSpellErrorValue(client->GetVersion(), error);
  3914. packet->setDataByName("error_code", error);
  3915. //packet->PrintPacket();
  3916. client->QueuePacket(packet->serialize());
  3917. safe_delete(packet);
  3918. }
  3919. }
  3920. void ZoneServer::SendInterruptPacket(Spawn* interrupted, LuaSpell* spell){
  3921. if(!interrupted || !spell)
  3922. return;
  3923. EQ2Packet* outapp = 0;
  3924. PacketStruct* packet = 0;
  3925. Client* client = 0;
  3926. vector<Client*>::iterator client_itr;
  3927. MClientList.readlock(__FUNCTION__, __LINE__);
  3928. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3929. client = *client_itr;
  3930. if(!client || !client->GetPlayer()->WasSentSpawn(interrupted->GetID()) || client->GetPlayer()->WasSpawnRemoved(interrupted))
  3931. continue;
  3932. packet = configReader.getStruct("WS_Interrupt", client->GetVersion());
  3933. if(packet){
  3934. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(interrupted));
  3935. packet->setArrayLengthByName("num_targets", spell->targets.size());
  3936. for (int32 i = 0; i < spell->targets.size(); i++)
  3937. packet->setArrayDataByName("target_id", client->GetPlayer()->GetIDWithPlayerSpawn(client->GetPlayer()->GetZone()->GetSpawnByID(spell->targets[i])), i);
  3938. packet->setDataByName("spell_id", spell->spell->GetSpellID());
  3939. outapp = packet->serialize();
  3940. client->QueuePacket(outapp);
  3941. safe_delete(packet);
  3942. }
  3943. }
  3944. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3945. safe_delete(packet);
  3946. }
  3947. void ZoneServer::SendCastSpellPacket(LuaSpell* spell, Entity* caster){
  3948. EQ2Packet* outapp = 0;
  3949. PacketStruct* packet = 0;
  3950. Client* client = 0;
  3951. if(!caster || !spell || !spell->spell || spell->interrupted)
  3952. return;
  3953. vector<Client*>::iterator client_itr;
  3954. MClientList.readlock(__FUNCTION__, __LINE__);
  3955. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3956. client = *client_itr;
  3957. if(!client)
  3958. continue;
  3959. packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion());
  3960. if(packet){
  3961. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(caster));
  3962. packet->setArrayLengthByName("num_targets", spell->targets.size());
  3963. for (int32 i = 0; i < spell->targets.size(); i++)
  3964. packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(spell->caster->GetZone()->GetSpawnByID(spell->targets[i])), i);
  3965. packet->setDataByName("spell_visual", spell->spell->GetSpellData()->spell_visual); //result
  3966. packet->setDataByName("cast_time", spell->spell->GetSpellData()->cast_time*.01); //delay
  3967. packet->setDataByName("spell_id", spell->spell->GetSpellID());
  3968. packet->setDataByName("spell_level", 1);
  3969. packet->setDataByName("spell_tier", spell->spell->GetSpellData()->tier);
  3970. outapp = packet->serialize();
  3971. client->QueuePacket(outapp);
  3972. safe_delete(packet);
  3973. }
  3974. }
  3975. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3976. safe_delete(packet);
  3977. }
  3978. void ZoneServer::SendCastSpellPacket(int32 spell_visual, Spawn* target) {
  3979. if (target) {
  3980. vector<Client*>::iterator client_itr;
  3981. MClientList.readlock(__FUNCTION__, __LINE__);
  3982. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3983. Client* client = *client_itr;
  3984. if (!client)
  3985. continue;
  3986. PacketStruct* packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion());
  3987. if (packet) {
  3988. packet->setDataByName("spawn_id", 0xFFFFFFFF);
  3989. packet->setArrayLengthByName("num_targets", 1);
  3990. packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  3991. packet->setDataByName("spell_id", 0xFFFFFFFF);
  3992. packet->setDataByName("spell_visual", spell_visual);
  3993. packet->setDataByName("cast_time", 0);
  3994. packet->setDataByName("spell_id", 0);
  3995. packet->setDataByName("spell_level", 0);
  3996. packet->setDataByName("spell_tier", 0);
  3997. client->QueuePacket(packet->serialize());
  3998. safe_delete(packet);
  3999. }
  4000. }
  4001. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4002. }
  4003. }
  4004. void ZoneServer::SendCastEntityCommandPacket(EntityCommand* entity_command, int32 spawn_id, int32 target_id) {
  4005. if (entity_command) {
  4006. Spawn* spawn = GetSpawnByID(spawn_id);
  4007. Spawn* target = GetSpawnByID(target_id);
  4008. if (!spawn || !target)
  4009. return;
  4010. Client* client = 0;
  4011. vector<Client*>::iterator client_itr;
  4012. MClientList.readlock(__FUNCTION__, __LINE__);
  4013. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4014. client = *client_itr;
  4015. if (!client || !client->GetPlayer()->WasSentSpawn(spawn_id) || client->GetPlayer()->WasSpawnRemoved(spawn) || !client->GetPlayer()->WasSentSpawn(target_id) || client->GetPlayer()->WasSpawnRemoved(target))
  4016. continue;
  4017. PacketStruct* packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion());
  4018. if (packet) {
  4019. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  4020. packet->setArrayLengthByName("num_targets", 1);
  4021. packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  4022. packet->setDataByName("num_targets", 1);
  4023. packet->setDataByName("spell_visual", entity_command->spell_visual); //result
  4024. packet->setDataByName("cast_time", entity_command->cast_time * 0.01); //delay
  4025. packet->setDataByName("spell_id", 1);
  4026. packet->setDataByName("spell_level", 1);
  4027. packet->setDataByName("spell_tier", 1);
  4028. EQ2Packet* outapp = packet->serialize();
  4029. client->QueuePacket(outapp);
  4030. safe_delete(packet);
  4031. }
  4032. }
  4033. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4034. }
  4035. }
  4036. void ZoneServer::StartZoneInitialSpawnThread(Client* client){
  4037. if(zoneShuttingDown)
  4038. return;
  4039. #ifdef WIN32
  4040. _beginthread(SendInitialSpawns, 0, client);
  4041. #else
  4042. pthread_t thread;
  4043. pthread_create(&thread, NULL, SendInitialSpawns, client);
  4044. pthread_detach(thread);
  4045. #endif
  4046. }
  4047. void ZoneServer::SendZoneSpawns(Client* client){
  4048. initial_spawn_threads_active++;
  4049. map<int32, Spawn*>::iterator itr;
  4050. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4051. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4052. Spawn* spawn = itr->second;
  4053. if (spawn) {
  4054. CheckSpawnRange(client, spawn, true);
  4055. }
  4056. }
  4057. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4058. CheckSendSpawnToClient(client, true);
  4059. client->SetConnected(true);
  4060. ClientPacketFunctions::SendFinishedEntitiesList(client);
  4061. initial_spawn_threads_active--;
  4062. }
  4063. vector<Entity*> ZoneServer::GetPlayers(){
  4064. vector<Entity*> ret;
  4065. Client* client = 0;
  4066. vector<Client*>::iterator client_itr;
  4067. MClientList.readlock(__FUNCTION__, __LINE__);
  4068. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4069. client = *client_itr;
  4070. ret.push_back(client->GetPlayer());
  4071. }
  4072. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4073. return ret;
  4074. }
  4075. int16 ZoneServer::SetSpawnTargetable(Spawn* spawn, float distance){
  4076. Spawn* test_spawn = 0;
  4077. int16 ret_val = 0;
  4078. map<int32, Spawn*>::iterator itr;
  4079. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4080. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4081. test_spawn = itr->second;
  4082. if(test_spawn){
  4083. if(test_spawn->GetDistance(spawn) <= distance){
  4084. test_spawn->SetTargetable(1);
  4085. ret_val++;
  4086. }
  4087. }
  4088. }
  4089. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4090. return ret_val;
  4091. }
  4092. int16 ZoneServer::SetSpawnTargetable(int32 spawn_id){
  4093. Spawn* spawn = 0;
  4094. int16 ret_val = 0;
  4095. map<int32, Spawn*>::iterator itr;
  4096. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4097. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4098. spawn = itr->second;
  4099. if(spawn){
  4100. if(spawn->GetDatabaseID() == spawn_id){
  4101. spawn->SetTargetable(1);
  4102. ret_val++;
  4103. }
  4104. }
  4105. }
  4106. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4107. return ret_val;
  4108. }
  4109. EQ2Packet* ZoneServer::GetZoneInfoPacket(Client* client){
  4110. client_spawn_map.Put(client->GetPlayer(), client);
  4111. PacketStruct* packet = configReader.getStruct("WS_ZoneInfo", client->GetVersion());
  4112. packet->setSmallStringByName("server1",net.GetWorldName());
  4113. packet->setSmallStringByName("server2",net.GetWorldName());
  4114. packet->setDataByName("unknown1", 1, 1);//1, 1
  4115. int32 expansions = EXPANSION_UNKNOWN + EXPANSION_DOF + EXPANSION_KOS + EXPANSION_EOF + EXPANSION_ROK + EXPANSION_TSO + EXPANSION_DOV;
  4116. //packet->setDataByName("expansions_enabled", 82313211);//expansions 63181
  4117. //packet->setDataByName("expansions_enabled", 552075103);//expansions 63182
  4118. packet->setDataByName("expansions_enabled", 4294967295);//expansions 1096 //612499455 works
  4119. if (client->GetVersion() >= 1193) {
  4120. packet->setDataByName("unknown3", 4294967295, 0); // DOV and down
  4121. packet->setDataByName("unknown3", 4294967295, 1); //COE and up
  4122. packet->setDataByName("unknown3", 4294967295, 2);
  4123. }
  4124. else
  4125. packet->setDataByName("unknown3", 4294967295, 0); // DOV and down
  4126. packet->setSmallStringByName("auction_website", "eq2emulator.net");
  4127. packet->setDataByName("auction_port", 80);
  4128. packet->setSmallStringByName("upload_page", "test_upload.m");
  4129. packet->setSmallStringByName("upload_key", "dsya987yda9");
  4130. packet->setSmallStringByName("zone", GetZoneFile());
  4131. packet->setSmallStringByName("zone2", GetZoneName());
  4132. packet->setSmallStringByName("zone_desc", GetZoneDescription());
  4133. packet->setSmallStringByName("char_name", client->GetPlayer()->GetName());
  4134. packet->setDataByName("x", client->GetPlayer()->GetX());
  4135. packet->setDataByName("y", client->GetPlayer()->GetY());
  4136. packet->setDataByName("z", client->GetPlayer()->GetZ());
  4137. // unknown3 can prevent screen shots from being taken if
  4138. //packet->setDataByName("unknown3", 2094661567, 1); // Screenshots allowed with this value
  4139. //packet->setDataByName("unknown3", 3815767999, 1); // Screenshots disabled with this value
  4140. //packet->setDataByName("unknown3", 1, 2);
  4141. /*if (client->GetVersion() >= 63587) {
  4142. packet->setArrayLengthByName("num_exp_feature_bytes", 9);
  4143. packet->setArrayDataByName("exp_feature_bytes", 95, 0);//kos and dof
  4144. packet->setArrayDataByName("exp_feature_bytes", 255, 1);//eof rok tso sf dov coe tov
  4145. packet->setArrayDataByName("exp_feature_bytes", 247, 2);//aom tot ka exp14
  4146. packet->setArrayDataByName("exp_feature_bytes", 32, 3);//rum cellar
  4147. packet->setArrayDataByName("exp_feature_bytes", 140, 4);
  4148. packet->setArrayDataByName("exp_feature_bytes", 62, 5);
  4149. packet->setArrayDataByName("exp_feature_bytes", 0, 6);
  4150. packet->setArrayDataByName("exp_feature_bytes", 45, 7);
  4151. packet->setArrayDataByName("exp_feature_bytes", 128, 8);
  4152. packet->setArrayLengthByName("num_unknown3b_bytes", 9);
  4153. packet->setArrayDataByName("unknown3b_bytes", 95, 0);
  4154. packet->setArrayDataByName("unknown3b_bytes", 255, 1);
  4155. packet->setArrayDataByName("unknown3b_bytes", 247, 2);
  4156. packet->setArrayDataByName("unknown3b_bytes", 237, 3);
  4157. packet->setArrayDataByName("unknown3b_bytes", 143, 4);
  4158. packet->setArrayDataByName("unknown3b_bytes", 255, 5);
  4159. packet->setArrayDataByName("unknown3b_bytes", 255, 6);
  4160. packet->setArrayDataByName("unknown3b_bytes", 255, 7);
  4161. packet->setArrayDataByName("unknown3b_bytes", 128, 8);
  4162. }
  4163. else if (client->GetVersion() >= 63214) {
  4164. packet->setArrayLengthByName("num_exp_feature_bytes", 9);
  4165. packet->setArrayDataByName("exp_feature_bytes", 95, 0);//kos and dof
  4166. packet->setArrayDataByName("exp_feature_bytes", 255, 1);//eof rok tso sf dov coe tov
  4167. packet->setArrayDataByName("exp_feature_bytes", 247, 2);//aom tot ka exp14
  4168. packet->setArrayDataByName("exp_feature_bytes", 32, 3);//rum cellar
  4169. packet->setArrayDataByName("exp_feature_bytes", 140, 4);
  4170. packet->setArrayDataByName("exp_feature_bytes", 62, 5);
  4171. packet->setArrayDataByName("exp_feature_bytes", 0, 6);
  4172. packet->setArrayDataByName("exp_feature_bytes", 45, 7);
  4173. packet->setArrayDataByName("exp_feature_bytes", 128, 8);
  4174. packet->setArrayLengthByName("num_unknown3b_bytes", 9);
  4175. packet->setArrayDataByName("unknown3b_bytes", 95, 0);
  4176. packet->setArrayDataByName("unknown3b_bytes", 255, 1);
  4177. packet->setArrayDataByName("unknown3b_bytes", 247, 2);
  4178. packet->setArrayDataByName("unknown3b_bytes", 237, 3);
  4179. packet->setArrayDataByName("unknown3b_bytes", 143, 4);
  4180. packet->setArrayDataByName("unknown3b_bytes", 255, 5);
  4181. packet->setArrayDataByName("unknown3b_bytes", 255, 6);
  4182. packet->setArrayDataByName("unknown3b_bytes", 255, 7);
  4183. packet->setArrayDataByName("unknown3b_bytes", 128, 8);
  4184. }*/
  4185. if (client->GetVersion() >= 64644) {
  4186. packet->setDataByName("unknown3a", 12598924);
  4187. packet->setDataByName("unknown3b", 3992452959);
  4188. packet->setDataByName("unknown3c", 4294967183);
  4189. packet->setDataByName("unknown2a", 9);
  4190. packet->setDataByName("unknown2b", 9);
  4191. }
  4192. else if (client->GetVersion() >= 63181) {
  4193. packet->setDataByName("unknown3a", 750796556);//63182 73821356
  4194. packet->setDataByName("unknown3b", 3991404383);// 63182 3991404383
  4195. packet->setDataByName("unknown3c", 4278189967);// 63182 4278189967
  4196. packet->setDataByName("unknown2a", 8);// 63182
  4197. packet->setDataByName("unknown2b", 8);// 63182
  4198. }
  4199. else{
  4200. //packet->setDataByName("unknown3", 872447025,0);//63181
  4201. //packet->setDataByName("unknown3", 3085434875,1);// 63181
  4202. //packet->setDataByName("unknown3", 2147483633,2);// 63181
  4203. }
  4204. packet->setDataByName("year", world.GetWorldTimeStruct()->year);
  4205. packet->setDataByName("month", world.GetWorldTimeStruct()->month);
  4206. packet->setDataByName("day", world.GetWorldTimeStruct()->day);
  4207. packet->setDataByName("hour", world.GetWorldTimeStruct()->hour);
  4208. packet->setDataByName("minute", world.GetWorldTimeStruct()->minute);
  4209. packet->setDataByName("unknown", 0);
  4210. packet->setDataByName("unknown7", 1);
  4211. packet->setDataByName("unknown7", 1, 1);
  4212. packet->setDataByName("unknown9", 13);
  4213. //packet->setDataByName("unknown10", 25188959);4294967295
  4214. //packet->setDataByName("unknown10", 25190239);
  4215. packet->setDataByName("unknown10", 25191524);//25191524
  4216. packet->setDataByName("unknown10b", 1);
  4217. 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
  4218. packet->setDataByName("num_adv", 9);
  4219. packet->setArrayDataByName("adv_name", "adv02_dun_drowned_caverns", 0);
  4220. packet->setArrayDataByName("adv_id", 6, 0);
  4221. packet->setArrayDataByName("adv_name", "adv02_dun_sundered_splitpaw_hub", 1);
  4222. packet->setArrayDataByName("adv_id", 5, 1);
  4223. packet->setArrayDataByName("adv_name", "exp03_rgn_butcherblock", 2);
  4224. packet->setArrayDataByName("adv_id", 8, 2);
  4225. packet->setArrayDataByName("adv_name", "exp03_rgn_greater_faydark", 3);
  4226. packet->setArrayDataByName("adv_id", 7, 3);
  4227. packet->setArrayDataByName("adv_name", "mod01_dun_crypt_of_thaen", 4);
  4228. packet->setArrayDataByName("adv_id", 3, 4);
  4229. packet->setArrayDataByName("adv_name", "mod01_dun_tombs_of_night", 5);
  4230. packet->setArrayDataByName("adv_id", 4, 5);
  4231. packet->setArrayDataByName("adv_name", "nektulos_mini01", 6);
  4232. packet->setArrayDataByName("adv_id", 0, 6);
  4233. packet->setArrayDataByName("adv_name", "nektulos_mini02", 7);
  4234. packet->setArrayDataByName("adv_id", 1, 7);
  4235. packet->setArrayDataByName("adv_name", "nektulos_mini03", 8);
  4236. packet->setArrayDataByName("adv_id", 2, 8);
  4237. LogWrite(MISC__TODO, 0, "TODO", "Put cl_ client commands back in variables (not Rules) so they can be dynamically maintained");
  4238. vector<Variable*>* variables = world.GetClientVariables();
  4239. packet->setArrayLengthByName("num_client_setup", variables->size());
  4240. for(int i=variables->size()-1;i>=0;i--)
  4241. packet->setArrayDataByName("client_cmds", variables->at(i)->GetNameValuePair().c_str(), i);
  4242. // For AoM clients so item link work
  4243. if (client->GetVersion() >= 60114)
  4244. packet->setArrayDataByName("client_cmds", "chat_linkbrackets_item 1", variables->size());
  4245. safe_delete(variables);
  4246. //packet->setDataByName("unknown8", ); story?
  4247. // AA Tabs for 1193+ clients
  4248. if (client->GetVersion() >= 1193) {
  4249. packet->setArrayLengthByName("tab_count", 48);
  4250. int8 i = 0;
  4251. packet->setArrayDataByName("tab_index", i, i);
  4252. packet->setArrayDataByName("tab_name", ":es24a58bd8fcaac8c2:All", i);
  4253. i++;
  4254. packet->setArrayDataByName("tab_index", i, i);
  4255. packet->setArrayDataByName("tab_name", ":410385c727bd47a6:Racial Innate", i);
  4256. i++;
  4257. packet->setArrayDataByName("tab_index", i, i);
  4258. packet->setArrayDataByName("tab_name", ":410385c75a96e23c:Tradeskill Advancement", i);
  4259. i++;
  4260. packet->setArrayDataByName("tab_index", i, i);
  4261. packet->setArrayDataByName("tab_name", ":410385c744f1fd99:Focus Effects", i);
  4262. i++;
  4263. packet->setArrayDataByName("tab_index", i, i);
  4264. packet->setArrayDataByName("tab_name", ":410385c71edd2a66:Heroic", i);
  4265. i++;
  4266. packet->setArrayDataByName("tab_index", i, i);
  4267. packet->setArrayDataByName("tab_name", ":410385c76ee6239f:Shadows", i);
  4268. i++;
  4269. packet->setArrayDataByName("tab_index", i, i);
  4270. packet->setArrayDataByName("tab_name", ":410385c7e678b977:Prestige", i);
  4271. i++;
  4272. packet->setArrayDataByName("tab_index", i, i);
  4273. packet->setArrayDataByName("tab_name", ":410385c77ee422d7:Animalist", i);
  4274. i++;
  4275. packet->setArrayDataByName("tab_index", i, i);
  4276. packet->setArrayDataByName("tab_name", ":410385c7f165af77:Bard", i);
  4277. i++;
  4278. packet->setArrayDataByName("tab_index", i, i);
  4279. packet->setArrayDataByName("tab_name", ":410385c7421b9375:Brawler", i);
  4280. i++;
  4281. packet->setArrayDataByName("tab_index", i, i);
  4282. packet->setArrayDataByName("tab_name", ":410385c7a03ae7d1:Cleric", i);
  4283. i++;
  4284. packet->setArrayDataByName("tab_index", i, i);
  4285. packet->setArrayDataByName("tab_name", ":410385c7c9605e9f:Crusader", i);
  4286. i++;
  4287. packet->setArrayDataByName("tab_index", i, i);
  4288. packet->setArrayDataByName("tab_name", ":410385c7f9424168:Druid", i);
  4289. i++;
  4290. packet->setArrayDataByName("tab_index", i, i);
  4291. packet->setArrayDataByName("tab_name", ":410385c79cb9556c:Enchanter", i);
  4292. i++;
  4293. packet->setArrayDataByName("tab_index", i, i);
  4294. packet->setArrayDataByName("tab_name", ":410385c70c8b6aa4:Predator", i);
  4295. i++;
  4296. packet->setArrayDataByName("tab_index", i, i);
  4297. packet->setArrayDataByName("tab_name", ":410385c73a43b6dd:Rogue", i);
  4298. i++;
  4299. packet->setArrayDataByName("tab_index", i, i);
  4300. packet->setArrayDataByName("tab_name", ":410385c759fe7d15:Sorcerer", i);
  4301. i++;
  4302. packet->setArrayDataByName("tab_index", i, i);
  4303. packet->setArrayDataByName("tab_name", ":410385c7ad610aca:Summoner", i);
  4304. i++;
  4305. packet->setArrayDataByName("tab_index", i, i);
  4306. packet->setArrayDataByName("tab_name", ":410385c71e056728:Warrior", i);
  4307. i++;
  4308. packet->setArrayDataByName("tab_index", i, i);
  4309. packet->setArrayDataByName("tab_name", ":410385c7ba864c0b:Assassin", i);
  4310. i++;
  4311. packet->setArrayDataByName("tab_index", i, i);
  4312. packet->setArrayDataByName("tab_name", ":410385c7b8116aad:Beastlord", i);
  4313. i++;
  4314. packet->setArrayDataByName("tab_index", i, i);
  4315. packet->setArrayDataByName("tab_name", ":410385c7f53feb7b:Berserker", i);
  4316. i++;
  4317. packet->setArrayDataByName("tab_index", i, i);
  4318. packet->setArrayDataByName("tab_name", ":410385c73d8a70e2:Brigand", i);
  4319. i++;
  4320. packet->setArrayDataByName("tab_index", i, i);
  4321. packet->setArrayDataByName("tab_name", ":410385c770c766d6:Bruiser", i);
  4322. i++;
  4323. packet->setArrayDataByName("tab_index", i, i);
  4324. packet->setArrayDataByName("tab_name", ":410385c79226984b:Coercer", i);
  4325. i++;
  4326. packet->setArrayDataByName("tab_index", i, i);
  4327. packet->setArrayDataByName("tab_name", ":410385c70c58bb30:Conjurer", i);
  4328. i++;
  4329. packet->setArrayDataByName("tab_index", i, i);
  4330. packet->setArrayDataByName("tab_name", ":410385c73dfe68d0:Defiler", i);
  4331. i++;
  4332. packet->setArrayDataByName("tab_index", i, i);
  4333. packet->setArrayDataByName("tab_name", ":410385c792919a6b:Dirge", i);
  4334. i++;
  4335. packet->setArrayDataByName("tab_index", i, i);
  4336. packet->setArrayDataByName("tab_name", ":410385c7062e5f55:Fury", i);
  4337. i++;
  4338. packet->setArrayDataByName("tab_index", i, i);
  4339. packet->setArrayDataByName("tab_name", ":410385c762c1fdfc:Guardian", i);
  4340. i++;
  4341. packet->setArrayDataByName("tab_index", i, i);
  4342. packet->setArrayDataByName("tab_name", ":410385c78addfbf4:Illusionist", i);
  4343. i++;
  4344. packet->setArrayDataByName("tab_index", i, i);
  4345. packet->setArrayDataByName("tab_name", ":410385c7ece054a7:Inquisitor", i);
  4346. i++;
  4347. packet->setArrayDataByName("tab_index", i, i);
  4348. packet->setArrayDataByName("tab_name", ":410385c7d550d2e7:Monk", i);
  4349. i++;
  4350. packet->setArrayDataByName("tab_index", i, i);
  4351. packet->setArrayDataByName("tab_name", ":410385c743cfeaa2:Mystic", i);
  4352. i++;
  4353. packet->setArrayDataByName("tab_index", i, i);
  4354. packet->setArrayDataByName("tab_name", ":410385c7f63c9c8c:Necromancer", i);
  4355. i++;
  4356. packet->setArrayDataByName("tab_index", i, i);
  4357. packet->setArrayDataByName("tab_name", ":410385c70c5de0ae:Paladin", i);
  4358. i++;
  4359. packet->setArrayDataByName("tab_index", i, i);
  4360. packet->setArrayDataByName("tab_name", ":410385c79bc97b3a:Ranger", i);
  4361. i++;
  4362. packet->setArrayDataByName("tab_index", i, i);
  4363. packet->setArrayDataByName("tab_name", ":410385c78fbd2256:Shadowknight", i);
  4364. i++;
  4365. packet->setArrayDataByName("tab_index", i, i);
  4366. packet->setArrayDataByName("tab_name", ":410385c7781cc625:Shaman", i);
  4367. i++;
  4368. packet->setArrayDataByName("tab_index", i, i);
  4369. packet->setArrayDataByName("tab_name", ":410385c77eecdcdb:Swashbuckler", i);
  4370. i++;
  4371. packet->setArrayDataByName("tab_index", i, i);
  4372. packet->setArrayDataByName("tab_name", ":410385c7648d181e:Templar", i);
  4373. i++;
  4374. packet->setArrayDataByName("tab_index", i, i);
  4375. packet->setArrayDataByName("tab_name", ":410385c78df47d77:Troubador", i);
  4376. i++;
  4377. packet->setArrayDataByName("tab_index", i, i);
  4378. packet->setArrayDataByName("tab_name", ":410385c7c78ce0b8:Warden", i);
  4379. i++;
  4380. packet->setArrayDataByName("tab_index", i, i);
  4381. packet->setArrayDataByName("tab_name", ":410385c76290dcfa:Warlock", i);
  4382. i++;
  4383. packet->setArrayDataByName("tab_index", i, i);
  4384. packet->setArrayDataByName("tab_name", ":410385c7d1d52cf5:Wizard", i);
  4385. i++;
  4386. packet->setArrayDataByName("tab_index", i, i);
  4387. packet->setArrayDataByName("tab_name", ":410385c71c8f6f4d:Shaper", i);
  4388. i++;
  4389. packet->setArrayDataByName("tab_index", i, i);
  4390. packet->setArrayDataByName("tab_name", ":410385c72f6e354d:Channeler", i);
  4391. i++;
  4392. packet->setArrayDataByName("tab_index", i, i);
  4393. packet->setArrayDataByName("tab_name", ":410385c7df8bd37d:Dragon", i);
  4394. }
  4395. packet->setDataByName("unknown_mj", 1);//int8
  4396. packet->setDataByName("unknown_mj1", 335544320);//int32
  4397. packet->setDataByName("unknown_mj2", 4);//int32
  4398. packet->setDataByName("unknown_mj3", 3962504088);//int32
  4399. packet->setDataByName("unknown_mj4", 3985947216);//int32
  4400. packet->setDataByName("unknown_mj5", 1);//int32
  4401. packet->setDataByName("unknown_mj6", 386);//int32
  4402. packet->setDataByName("unknown_mj7", 4294967295);//int32
  4403. packet->setDataByName("unknown_mj8", 2716312211);//int32
  4404. packet->setDataByName("unknown_mj9", 1774338333);//int32
  4405. packet->setDataByName("unknown_mj10", 1);//int32
  4406. packet->setDataByName("unknown_mj11", 391);//int32
  4407. packet->setDataByName("unknown_mj12", 4294967295);//int32
  4408. packet->setDataByName("unknown_mj13", 3168965163);//int32
  4409. packet->setDataByName("unknown_mj14", 4117025286);//int32
  4410. packet->setDataByName("unknown_mj15", 1);//int32
  4411. packet->setDataByName("unknown_mj16", 394);//int32
  4412. packet->setDataByName("unknown_mj17", 4294967295);//int32
  4413. packet->setDataByName("unknown_mj18", 1790669110);//int32
  4414. packet->setDataByName("unknown_mj19", 107158108);//int32
  4415. packet->setDataByName("unknown_mj20", 1);//int32
  4416. packet->setDataByName("unknown_mj21", 393);//int32
  4417. packet->setDataByName("unknown_mj22", 4294967295);//int32
  4418. EQ2Packet* outapp = packet->serialize();
  4419. //packet->PrintPacket();
  4420. //DumpPacket(outapp);
  4421. safe_delete(packet);
  4422. return outapp;
  4423. }
  4424. void ZoneServer::SendUpdateDefaultCommand(Spawn* spawn, const char* command, float distance){
  4425. Client* client = 0;
  4426. PacketStruct* packet = 0;
  4427. vector<Client*>::iterator client_itr;
  4428. MClientList.readlock(__FUNCTION__, __LINE__);
  4429. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4430. client = *client_itr;
  4431. if(client && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && client->GetPlayer()->WasSpawnRemoved(spawn) == false){
  4432. packet = configReader.getStruct("WS_SetDefaultCommand", client->GetVersion());
  4433. if(packet){
  4434. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  4435. packet->setMediumStringByName("command_name", command);
  4436. packet->setDataByName("distance", distance);
  4437. client->QueuePacket(packet->serialize());
  4438. safe_delete(packet);
  4439. }
  4440. }
  4441. spawn->SetPrimaryCommand(command, command, distance);
  4442. }
  4443. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4444. }
  4445. void ZoneServer::CheckPlayerProximity(Spawn* spawn, Client* client){
  4446. if(player_proximities.count(spawn->GetID()) > 0){
  4447. PlayerProximity* prox = player_proximities.Get(spawn->GetID());
  4448. 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){
  4449. prox->clients_in_proximity[client] = true;
  4450. CallSpawnScript(spawn, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), prox->in_range_lua_function.c_str());
  4451. }
  4452. 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){
  4453. if(prox->leaving_range_lua_function.length() > 0)
  4454. CallSpawnScript(spawn, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), prox->leaving_range_lua_function.c_str());
  4455. prox->clients_in_proximity.erase(client);
  4456. }
  4457. }
  4458. }
  4459. void ZoneServer::AddPlayerProximity(Spawn* spawn, float distance, string in_range_function, string leaving_range_function){
  4460. RemovePlayerProximity(spawn);
  4461. PlayerProximity* prox = new PlayerProximity;
  4462. prox->distance = distance;
  4463. prox->in_range_lua_function = in_range_function;
  4464. prox->leaving_range_lua_function = leaving_range_function;
  4465. player_proximities.Put(spawn->GetID(), prox);
  4466. }
  4467. void ZoneServer::RemovePlayerProximity(Client* client){
  4468. PlayerProximity* prox = 0;
  4469. MutexMap<int32, PlayerProximity*>::iterator itr = player_proximities.begin();
  4470. while(itr.Next()){
  4471. prox = itr->second;
  4472. if(prox->clients_in_proximity.count(client) > 0)
  4473. prox->clients_in_proximity.erase(client);
  4474. }
  4475. }
  4476. void ZoneServer::RemovePlayerProximity(Spawn* spawn, bool all){
  4477. if(all){
  4478. MutexMap<int32, PlayerProximity*>::iterator itr = player_proximities.begin();
  4479. while(itr.Next()){
  4480. player_proximities.erase(itr->first, false, true, 10000);
  4481. }
  4482. }
  4483. else if(player_proximities.count(spawn->GetID()) > 0){
  4484. player_proximities.erase(spawn->GetID(), false, true, 10000);
  4485. }
  4486. }
  4487. void ZoneServer::AddLocationProximity(float x, float y, float z, float max_variation, string in_range_function, string leaving_range_function) {
  4488. LocationProximity* prox = new LocationProximity;
  4489. prox->x = x;
  4490. prox->y = y;
  4491. prox->z = z;
  4492. prox->max_variation = max_variation;
  4493. prox->in_range_lua_function = in_range_function;
  4494. prox->leaving_range_lua_function = leaving_range_function;
  4495. location_proximities.Add(prox);
  4496. }
  4497. void ZoneServer::CheckLocationProximity() {
  4498. const char* zone_script = world.GetZoneScript(this->GetZoneID());
  4499. if (!zone_script)
  4500. return;
  4501. if (location_proximities.size() > 0 && connected_clients.size() > 0) {
  4502. Client* client = 0;
  4503. MutexList<Client*>::iterator iterator = connected_clients.begin();
  4504. while(iterator.Next()){
  4505. client = iterator->value;
  4506. if (client->IsConnected() && client->IsReadyForSpawns() && !client->IsZoning()) {
  4507. try {
  4508. MutexList<LocationProximity*>::iterator itr = location_proximities.begin();
  4509. LocationProximity* prox = 0;
  4510. while(itr.Next()){
  4511. prox = itr->value;
  4512. bool in_range = false;
  4513. float char_x = client->GetPlayer()->GetX();
  4514. float char_y = client->GetPlayer()->GetY();
  4515. float char_z = client->GetPlayer()->GetZ();
  4516. float x = prox->x;
  4517. float y = prox->y;
  4518. float z = prox->z;
  4519. float max_variation = prox->max_variation;
  4520. float total_diff = 0;
  4521. float diff = x - char_x; //Check X
  4522. if(diff < 0)
  4523. diff *= -1;
  4524. if(diff <= max_variation) {
  4525. total_diff += diff;
  4526. diff = z - char_z; //Check Z (we check Z first because it is far more likely to be a much greater variation than y)
  4527. if(diff < 0)
  4528. diff *= -1;
  4529. if(diff <= max_variation) {
  4530. total_diff += diff;
  4531. if(total_diff <= max_variation) { //Check Total
  4532. diff = y - char_y; //Check Y
  4533. if(diff < 0)
  4534. diff *= -1;
  4535. if(diff <= max_variation) {
  4536. total_diff += diff;
  4537. if(total_diff <= max_variation) {
  4538. in_range = true;
  4539. if(lua_interface && prox->in_range_lua_function.length() > 0 && prox->clients_in_proximity.count(client) == 0) { //Check Total
  4540. prox->clients_in_proximity[client] = true;
  4541. lua_interface->RunZoneScript(zone_script, prox->in_range_lua_function.c_str(), this, client->GetPlayer());
  4542. }
  4543. }
  4544. }
  4545. }
  4546. }
  4547. }
  4548. if (!in_range) {
  4549. if(lua_interface && prox->leaving_range_lua_function.length() > 0 && prox->clients_in_proximity.count(client) > 0) {
  4550. lua_interface->RunZoneScript(zone_script, prox->leaving_range_lua_function.c_str(), this, client->GetPlayer());
  4551. prox->clients_in_proximity.erase(client);
  4552. }
  4553. }
  4554. }
  4555. }
  4556. catch (...) {
  4557. LogWrite(ZONE__ERROR, 0, "Zone", "Except caught in ZoneServer::CheckLocationProximity");
  4558. return;
  4559. }
  4560. }
  4561. }
  4562. }
  4563. }
  4564. void ZoneServer::CheckLocationGrids() {
  4565. if (connected_clients.size() > 0 && location_grids.size() > 0) {
  4566. MutexList<Client*>::iterator client_itr = connected_clients.begin();
  4567. while (client_itr.Next()) {
  4568. Client* client = client_itr.value;
  4569. if (!client)
  4570. continue;
  4571. Player* player = client->GetPlayer();
  4572. float x = player->GetX();
  4573. float y = player->GetY();
  4574. float z = player->GetZ();
  4575. int32 grid_id = player->appearance.pos.grid_id;
  4576. MutexList<LocationGrid*>::iterator location_grid_itr = location_grids.begin();
  4577. while (location_grid_itr.Next()) {
  4578. LocationGrid* grid = location_grid_itr.value;
  4579. if (grid->locations.size() > 0 || /*(grid->grid_id == grid_id ||*/ grid->players.count(player) > 0) {
  4580. float x_small = 0;
  4581. float x_large = 0;
  4582. float y_small = 0;
  4583. float y_large = 0;
  4584. float z_small = 0;
  4585. float z_large = 0;
  4586. bool first = true;
  4587. bool in_grid = false;
  4588. MutexList<Location*>::iterator location_itr = grid->locations.begin();
  4589. while (location_itr.Next()) {
  4590. Location* location = location_itr.value;
  4591. if (first) {
  4592. x_small = location->x;
  4593. x_large = location->x;
  4594. if (grid->include_y) {
  4595. y_small = location->y;
  4596. y_large = location->y;
  4597. }
  4598. z_small = location->z;
  4599. z_large = location->z;
  4600. first = false;
  4601. }
  4602. else {
  4603. if (location->x < x_small)
  4604. x_small = location->x;
  4605. else if (location->x > x_large)
  4606. x_large = location->x;
  4607. if (grid->include_y) {
  4608. if (location->y < y_small)
  4609. y_small = location->y;
  4610. else if (location->y > y_large)
  4611. y_large = location->y;
  4612. }
  4613. if (location->z < z_small)
  4614. z_small = location->z;
  4615. else if (location->z > z_large)
  4616. z_large = location->z;
  4617. }
  4618. }
  4619. if (grid->include_y && (x >= x_small && x <= x_large && y >= y_small && y <= y_large && z >= z_small && z <= z_large))
  4620. in_grid = true;
  4621. else if (x >= x_small && x <= x_large && z >= z_small && z <= z_large)
  4622. in_grid = true;
  4623. if (in_grid && grid->players.count(player) == 0) {
  4624. grid->players.Put(player, true);
  4625. bool show_enter_location_popup = true;
  4626. bool discovery_enabled = rule_manager.GetGlobalRule(R_World, EnablePOIDiscovery)->GetBool();
  4627. if( grid->discovery && discovery_enabled && !player->DiscoveredLocation(grid->id) )
  4628. {
  4629. // check if player has already discovered this location
  4630. // if not, process new discovery
  4631. char tmp[200] = {0};
  4632. sprintf(tmp, "\\#FFE400You have discovered\12\\#FFF283%s", grid->name.c_str());
  4633. client->SendPopupMessage(11, tmp, "ui_discovery", 2.25, 0xFF, 0xFF, 0xFF);
  4634. LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' discovered location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id);
  4635. player->UpdatePlayerHistory(HISTORY_TYPE_DISCOVERY, HISTORY_SUBTYPE_LOCATION, grid->id);
  4636. show_enter_location_popup = false;
  4637. // else, print standard location entry
  4638. }
  4639. if( show_enter_location_popup )
  4640. {
  4641. LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' entering location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id);
  4642. client->SendPopupMessage(10, grid->name.c_str(), 0, 2.5, 255, 255, 0);
  4643. }
  4644. }
  4645. else if (!in_grid && grid->players.count(player) > 0) {
  4646. LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' leaving location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id);
  4647. grid->players.erase(player);
  4648. }
  4649. }
  4650. }
  4651. }
  4652. }
  4653. }
  4654. // Called from a command (client, main zone thread) and the main zone thread
  4655. // so no need for a mutex container
  4656. void ZoneServer::AddLocationGrid(LocationGrid* grid) {
  4657. if (grid)
  4658. location_grids.Add(grid);
  4659. }
  4660. void ZoneServer::RemoveLocationGrids() {
  4661. MutexList<LocationGrid*>::iterator itr = location_grids.begin();
  4662. while (itr.Next())
  4663. itr.value->locations.clear(true);
  4664. location_grids.clear(true);
  4665. }
  4666. void ZoneServer::RemoveSpellTimersFromSpawn(Spawn* spawn, bool remove_all, bool delete_recast){
  4667. if(spellProcess)
  4668. spellProcess->RemoveSpellTimersFromSpawn(spawn, remove_all, delete_recast);
  4669. }
  4670. void ZoneServer::Interrupted(Entity* caster, Spawn* interruptor, int16 error_code, bool cancel, bool from_movement){
  4671. if(spellProcess)
  4672. spellProcess->Interrupted(caster, interruptor, error_code, cancel, from_movement);
  4673. }
  4674. Spell* ZoneServer::GetSpell(Entity* caster){
  4675. Spell* spell = 0;
  4676. if(spellProcess)
  4677. spell = spellProcess->GetSpell(caster);
  4678. return spell;
  4679. }
  4680. void ZoneServer::ProcessSpell(Spell* spell, Entity* caster, Spawn* target, bool lock, bool harvest_spell){
  4681. if(spellProcess)
  4682. spellProcess->ProcessSpell(this, spell, caster, target, lock, harvest_spell);
  4683. }
  4684. void ZoneServer::ProcessEntityCommand(EntityCommand* entity_command, Entity* caster, Spawn* target, bool lock) {
  4685. if (spellProcess)
  4686. spellProcess->ProcessEntityCommand(this, entity_command, caster, target, lock);
  4687. }
  4688. void ZoneServer::RemoveSpawnSupportFunctions(Spawn* spawn) {
  4689. if(!spawn)
  4690. return;
  4691. LogWrite(ZONE__DEBUG, 7, "Zone", "Processing RemoveSpawnSupportFunctions...");
  4692. if(spawn->IsEntity())
  4693. RemoveSpellTimersFromSpawn((Entity*)spawn, true);
  4694. RemoveDamagedSpawn(spawn);
  4695. spawn->SendSpawnChanges(false);
  4696. RemoveChangedSpawn(spawn);
  4697. // Everything inside this if will be nuked during a reload in other spots, no need to do it twice
  4698. if (!reloading) {
  4699. RemoveDeadEnemyList(spawn);
  4700. spawn->changed = true;
  4701. spawn->info_changed = true;
  4702. spawn->vis_changed = true;
  4703. spawn->position_changed = true;
  4704. SendSpawnChanges(spawn);
  4705. if (spawn->GetSpawnGroupID() > 0) {
  4706. int32 group_id = spawn->GetSpawnGroupID();
  4707. spawn->RemoveSpawnFromGroup();
  4708. if (spawn_group_map.count(group_id) > 0)
  4709. spawn_group_map.Get(group_id).Remove(spawn->GetID());
  4710. }
  4711. if (!spawn->IsPlayer()) {
  4712. if(quick_database_id_lookup.count(spawn->GetDatabaseID()) > 0)
  4713. quick_database_id_lookup.erase(spawn->GetDatabaseID());
  4714. }
  4715. RemoveHeadingTimer(spawn);
  4716. DeleteSpawnScriptTimers(spawn);
  4717. RemovePlayerProximity(spawn);
  4718. }
  4719. // We don't use RemoveMovementNPC() here as it caused a hell of a delay during reloads
  4720. // instead we remove it from the list directly
  4721. if (spawn->IsNPC())
  4722. movement_spawns.erase(spawn->GetID());
  4723. }
  4724. void ZoneServer::HandleEmote(Client* originator, string name) {
  4725. if (!originator) {
  4726. LogWrite(ZONE__ERROR, 0, "Zone", "HandleEmote called with an invalid client");
  4727. return;
  4728. }
  4729. Client* client = 0;
  4730. Emote* emote = visual_states.FindEmote(name);
  4731. if(!emote){
  4732. 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());
  4733. return;
  4734. }
  4735. PacketStruct* packet = 0;
  4736. char* emoteResponse = 0;
  4737. vector<Client*>::iterator client_itr;
  4738. MClientList.readlock(__FUNCTION__, __LINE__);
  4739. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4740. client = *client_itr;
  4741. if(!client || (client && client->GetPlayer()->IsIgnored(originator->GetPlayer()->GetName())))
  4742. continue;
  4743. packet = configReader.getStruct("WS_CannedEmote", client->GetVersion());
  4744. if(packet){
  4745. packet->setDataByName("spawn_id" , client->GetPlayer()->GetIDWithPlayerSpawn(originator->GetPlayer()));
  4746. if(!emoteResponse){
  4747. string message;
  4748. if(originator->GetPlayer()->GetTarget() && originator->GetPlayer()->GetTarget()->GetID() != originator->GetPlayer()->GetID()){
  4749. message = emote->GetTargetedMessageString();
  4750. if(message.find("%t") < 0xFFFFFFFF)
  4751. message.replace(message.find("%t"), 2, originator->GetPlayer()->GetTarget()->GetName());
  4752. }
  4753. if(message.length() == 0)
  4754. message = emote->GetMessageString();
  4755. if(message.find("%g1") < 0xFFFFFFFF){
  4756. if(originator->GetPlayer()->GetGender() == 1)
  4757. message.replace(message.find("%g1"), 3, "his");
  4758. else
  4759. message.replace(message.find("%g1"), 3, "her");
  4760. }
  4761. if(message.find("%g2") < 0xFFFFFFFF){
  4762. if(originator->GetPlayer()->GetGender() == 1)
  4763. message.replace(message.find("%g2"), 3, "him");
  4764. else
  4765. message.replace(message.find("%g2"), 3, "her");
  4766. }
  4767. if(message.find("%g3") < 0xFFFFFFFF){
  4768. if(originator->GetPlayer()->GetGender() == 1)
  4769. message.replace(message.find("%g3"), 3, "he");
  4770. else
  4771. message.replace(message.find("%g3"), 3, "she");
  4772. }
  4773. if(message.length() > 0){
  4774. emoteResponse = new char[message.length() + strlen(originator->GetPlayer()->GetName()) + 10];
  4775. sprintf(emoteResponse,"%s %s", originator->GetPlayer()->GetName(), message.c_str());
  4776. }
  4777. else{
  4778. originator->Message(CHANNEL_COLOR_YELLOW, "%s is not properly configured, be sure to submit a /bug report.", name.c_str());
  4779. safe_delete(packet);
  4780. break;
  4781. }
  4782. }
  4783. packet->setMediumStringByName("emote_msg", emoteResponse);
  4784. packet->setDataByName("anim_type", emote->GetVisualState());
  4785. client->QueuePacket(packet->serialize());
  4786. safe_delete(packet);
  4787. safe_delete_array(emoteResponse);
  4788. }
  4789. }
  4790. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4791. }
  4792. void ZoneServer::SetupInstance(int32 createdInstanceID) {
  4793. if ( createdInstanceID == 0 ) // if this happens that isn't good!
  4794. instanceID = ++MinInstanceID;
  4795. else // db should pass the good ID
  4796. instanceID = createdInstanceID;
  4797. }
  4798. void ZoneServer::RemoveDeadSpawn(Spawn* spawn){
  4799. AddDeadSpawn(spawn, 0);
  4800. }
  4801. void ZoneServer::AddDeadSpawn(Spawn* spawn, int32 timer){
  4802. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  4803. if (dead_spawns.count(spawn->GetID()) > 0)
  4804. dead_spawns[spawn->GetID()] = Timer::GetCurrentTime2() + timer;
  4805. else if(timer != 0xFFFFFFFF)
  4806. dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + timer));
  4807. else{
  4808. if(spawn->IsEntity() && ((Entity*)spawn)->HasLoot()){
  4809. dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + (15000 * spawn->GetLevel() + 240000)));
  4810. SendUpdateDefaultCommand(spawn, "loot", 10);
  4811. }
  4812. else
  4813. dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + 10000));
  4814. }
  4815. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  4816. }
  4817. void ZoneServer::WritePlayerStatistics() {
  4818. MutexList<Client*>::iterator client_itr = connected_clients.begin();
  4819. while(client_itr.Next())
  4820. client_itr->value->GetPlayer()->WritePlayerStatistics();
  4821. }
  4822. bool ZoneServer::SendRadiusSpawnInfo(Client* client, float radius) {
  4823. if (!client)
  4824. return false;
  4825. Spawn* spawn = 0;
  4826. bool ret = false;
  4827. map<int32, Spawn*>::iterator itr;
  4828. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4829. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4830. spawn = itr->second;
  4831. if (spawn && spawn != client->GetPlayer() && !spawn->IsPlayer() && spawn->GetDistance(client->GetPlayer()) <= radius) {
  4832. const char* type = "NPC";
  4833. const char* specialTypeID = "N/A";
  4834. int32 specialID = 0, spawnEntryID = spawn->GetSpawnEntryID();
  4835. if (spawn->IsObject())
  4836. {
  4837. Object* obj = (Object*)spawn;
  4838. specialID = obj->GetID();
  4839. specialTypeID = "GetID";
  4840. type = "Object";
  4841. }
  4842. else if (spawn->IsSign())
  4843. {
  4844. Sign* sign = (Sign*)spawn;
  4845. specialID = sign->GetWidgetID();
  4846. specialTypeID = "WidgetID";
  4847. type = "Sign";
  4848. }
  4849. else if (spawn->IsWidget())
  4850. {
  4851. Widget* widget = (Widget*)spawn;
  4852. specialID = widget->GetWidgetID();
  4853. specialTypeID = "WidgetID";
  4854. if ( specialID == 0xFFFFFFFF )
  4855. specialTypeID = "WidgetID(spawn_widgets entry missing)";
  4856. type = "Widget";
  4857. }
  4858. else if (spawn->IsGroundSpawn())
  4859. {
  4860. GroundSpawn* gs = (GroundSpawn*)spawn;
  4861. specialID = gs->GetGroundSpawnEntryID();
  4862. specialTypeID = "GroundSpawnEntryID";
  4863. type = "GroundSpawn";
  4864. }
  4865. client->Message(CHANNEL_COLOR_RED, "Name: %s (%s), Spawn Table ID: %u, %s: %u", spawn->GetName(), type, spawn->GetDatabaseID(), specialTypeID, specialID);
  4866. 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());
  4867. 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());
  4868. client->Message(CHANNEL_COLOR_YELLOW, "=============================");
  4869. ret = true;
  4870. }
  4871. }
  4872. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4873. return ret;
  4874. }
  4875. void ZoneServer::AddPlayerTracking(Player* player) {
  4876. if (player && !player->GetIsTracking() && players_tracking.count(player->GetDatabaseID()) == 0) {
  4877. Client* client = GetClientBySpawn(player);
  4878. if (client) {
  4879. PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion());
  4880. if (packet) {
  4881. player->SetIsTracking(true);
  4882. players_tracking.Put(client->GetCharacterID(), player);
  4883. packet->setDataByName("mode", TRACKING_START);
  4884. packet->setDataByName("type", TRACKING_TYPE_ENTITIES);
  4885. client->QueuePacket(packet->serialize());
  4886. safe_delete(packet);
  4887. }
  4888. }
  4889. }
  4890. }
  4891. void ZoneServer::RemovePlayerTracking(Player* player, int8 mode) {
  4892. if (player && player->GetIsTracking()) {
  4893. Client* client = GetClientBySpawn(player);
  4894. if (client) {
  4895. PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion());
  4896. if (packet) {
  4897. player->SetIsTracking(false);
  4898. players_tracking.erase(client->GetCharacterID());
  4899. packet->setDataByName("mode", mode);
  4900. packet->setDataByName("type", TRACKING_TYPE_ENTITIES);
  4901. client->QueuePacket(packet->serialize());
  4902. safe_delete(packet);
  4903. }
  4904. }
  4905. }
  4906. }
  4907. void ZoneServer::ProcessTracking() {
  4908. MutexMap<int32, Player*>::iterator itr = players_tracking.begin();
  4909. while (itr.Next())
  4910. ProcessTracking(GetClientBySpawn(itr->second));
  4911. }
  4912. void ZoneServer::ProcessTracking(Client* client) {
  4913. if (!client)
  4914. return;
  4915. Player* player = client->GetPlayer();
  4916. if (player && player->GetIsTracking()) {
  4917. MutexMap<int32, Spawn*>::iterator spawn_itr;
  4918. PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion());
  4919. if (packet) {
  4920. packet->setDataByName("mode", TRACKING_UPDATE);
  4921. packet->setDataByName("type", TRACKING_TYPE_ENTITIES);
  4922. vector<TrackedSpawn*> spawns_tracked;
  4923. while (spawn_itr.Next()) {
  4924. Spawn* spawn = spawn_itr->second;
  4925. float distance = player->GetDistance(spawn);
  4926. if (spawn->IsEntity() && distance <= 80 && spawn != player) {
  4927. TrackedSpawn* ts = new TrackedSpawn;
  4928. ts->spawn = spawn;
  4929. ts->distance = distance;
  4930. /* Add spawns in ascending order from closest to furthest */
  4931. if (spawns_tracked.empty())
  4932. spawns_tracked.push_back(ts);
  4933. else {
  4934. vector<TrackedSpawn*>::iterator tracked_itr;
  4935. bool added = false;
  4936. for (tracked_itr = spawns_tracked.begin(); tracked_itr != spawns_tracked.end(); tracked_itr++) {
  4937. TrackedSpawn* cur_ts = *tracked_itr;
  4938. if (ts->distance <= cur_ts->distance) {
  4939. spawns_tracked.insert(tracked_itr, ts);
  4940. added = true;
  4941. break;
  4942. }
  4943. }
  4944. if (!added)
  4945. spawns_tracked.push_back(ts);
  4946. }
  4947. }
  4948. }
  4949. packet->setArrayLengthByName("num_spawns", spawns_tracked.size());
  4950. for (int32 i = 0; i < spawns_tracked.size(); i++) {
  4951. TrackedSpawn* ts = spawns_tracked[i];
  4952. LogWrite(ZONE__DEBUG, 0, "Zone", "%s (%f)", ts->spawn->GetName(), ts->distance);
  4953. packet->setArrayDataByName("spawn_id", player->GetIDWithPlayerSpawn(ts->spawn), i);
  4954. packet->setArrayDataByName("spawn_name", ts->spawn->GetName(), i);
  4955. if (ts->spawn->IsPlayer())
  4956. packet->setArrayDataByName("spawn_type", TRACKING_SPAWN_TYPE_PC, i);
  4957. else
  4958. packet->setArrayDataByName("spawn_type", TRACKING_SPAWN_TYPE_NPC, i);
  4959. packet->setArrayDataByName("spawn_con_color", player->GetArrowColor(ts->spawn->GetLevel()), i);
  4960. }
  4961. packet->setArrayLengthByName("num_array1", 0);
  4962. //for (int32 i = 0; i < spawns_tracked.size(); i++) {
  4963. //}
  4964. packet->setArrayLengthByName("num_spawns2", spawns_tracked.size());
  4965. for (int32 i = 0; i < spawns_tracked.size(); i++) {
  4966. TrackedSpawn* ts = spawns_tracked[i];
  4967. packet->setArrayDataByName("list_spawn_id", player->GetIDWithPlayerSpawn(ts->spawn), i);
  4968. packet->setArrayDataByName("list_number", i, i);
  4969. }
  4970. client->QueuePacket(packet->serialize());
  4971. safe_delete(packet);
  4972. for (int32 i = 0; i < spawns_tracked.size(); i++)
  4973. safe_delete(spawns_tracked[i]);
  4974. }
  4975. }
  4976. }
  4977. void ZoneServer::SendEpicMobDeathToGuild(Player* killer, Spawn* victim) {
  4978. if (killer && victim) {
  4979. LogWrite(MISC__TODO, 1, "TODO" , "Check if player is in raid\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  4980. if (killer->GetGroupMemberInfo()) {
  4981. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  4982. deque<GroupMemberInfo*>::iterator itr;
  4983. deque<GroupMemberInfo*>* members = world.GetGroupManager()->GetGroupMembers(killer->GetGroupMemberInfo()->group_id);
  4984. for (itr = members->begin(); itr != members->end(); itr++) {
  4985. GroupMemberInfo* gmi = *itr;
  4986. if (gmi->client) {
  4987. Player* group_member = gmi->client->GetPlayer();
  4988. if (group_member->GetGuild()) {
  4989. Guild* guild = group_member->GetGuild();
  4990. string message = Guild::GetEpicMobDeathMessage(group_member->GetName(), victim->GetName());
  4991. guild->AddNewGuildEvent(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str(), Timer::GetUnixTimeStamp());
  4992. guild->SendMessageToGuild(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str());
  4993. }
  4994. }
  4995. }
  4996. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  4997. }
  4998. else if (killer->GetGuild()) {
  4999. Guild* guild = killer->GetGuild();
  5000. string message = Guild::GetEpicMobDeathMessage(killer->GetName(), victim->GetName());
  5001. guild->AddNewGuildEvent(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str(), Timer::GetUnixTimeStamp());
  5002. guild->SendMessageToGuild(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str());
  5003. }
  5004. }
  5005. }
  5006. void ZoneServer::ProcessAggroChecks(Spawn* spawn) {
  5007. // If faction based combat is not allowed then no need to run the loops so just return out
  5008. if(!rule_manager.GetGlobalRule(R_Faction, AllowFactionBasedCombat)->GetBool())
  5009. return;
  5010. if (spawn && spawn->IsNPC() && spawn->Alive())
  5011. CheckEnemyList((NPC*)spawn);
  5012. }
  5013. void ZoneServer::SendUpdateTitles(Client *client, Title *suffix, Title *prefix) {
  5014. assert(client);
  5015. SendUpdateTitles(client->GetPlayer(), suffix, prefix);
  5016. }
  5017. void ZoneServer::SendUpdateTitles(Spawn *spawn, Title *suffix, Title *prefix) {
  5018. if (!spawn)
  5019. return;
  5020. vector<Client*>::iterator itr;
  5021. PacketStruct *packet;
  5022. Client* current_client;
  5023. MClientList.readlock(__FUNCTION__, __LINE__);
  5024. for (itr = clients.begin(); itr != clients.end(); itr++) {
  5025. current_client = *itr;
  5026. if (!(packet = configReader.getStruct("WS_UpdateTitle", current_client->GetVersion())))
  5027. break;
  5028. packet->setDataByName("player_id", current_client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  5029. packet->setDataByName("player_name", spawn->GetName());
  5030. packet->setDataByName("unknown1", 1, 1);
  5031. if(suffix)
  5032. packet->setDataByName("suffix_title", suffix->GetName());
  5033. else
  5034. packet->setDataByName("suffix_title", spawn->GetSuffixTitle());
  5035. if(prefix)
  5036. packet->setDataByName("prefix_title", prefix->GetName());
  5037. else
  5038. packet->setDataByName("prefix_title", spawn->GetPrefixTitle());
  5039. packet->setDataByName("last_name", spawn->GetLastName());
  5040. packet->setDataByName("sub_title", spawn->GetSubTitle());
  5041. current_client->QueuePacket(packet->serialize());
  5042. safe_delete(packet);
  5043. }
  5044. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5045. }
  5046. void ZoneServer::AddTransportSpawn(Spawn* spawn){
  5047. if(!spawn)
  5048. return;
  5049. MTransportSpawns.writelock(__FUNCTION__, __LINE__);
  5050. transport_spawns.push_back(spawn->GetID());
  5051. MTransportSpawns.releasewritelock(__FUNCTION__, __LINE__);
  5052. }
  5053. Spawn* ZoneServer::GetClosestTransportSpawn(float x, float y, float z){
  5054. Spawn* spawn = 0;
  5055. Spawn* closest_spawn = 0;
  5056. float closest_distance = 0.0;
  5057. MTransportSpawns.writelock(__FUNCTION__, __LINE__);
  5058. vector<int32>::iterator itr = transport_spawns.begin();
  5059. while(itr != transport_spawns.end()){
  5060. spawn = GetSpawnByID(*itr);
  5061. if(spawn){
  5062. if(closest_distance == 0.0){
  5063. closest_spawn = spawn;
  5064. closest_distance = spawn->GetDistance(x, y, z);
  5065. }
  5066. else if(spawn->GetDistance(x, y, z) < closest_distance){
  5067. closest_spawn = spawn;
  5068. closest_distance = spawn->GetDistance(x, y, z);
  5069. }
  5070. itr++;
  5071. }
  5072. else
  5073. itr = transport_spawns.erase(itr);
  5074. }
  5075. MTransportSpawns.releasewritelock(__FUNCTION__, __LINE__);
  5076. return closest_spawn;
  5077. }
  5078. void ZoneServer::SetRain(float val) {
  5079. rain = val;
  5080. vector<Client*>::iterator itr;
  5081. MClientList.readlock(__FUNCTION__, __LINE__);
  5082. for (itr = clients.begin(); itr != clients.end(); itr++) {
  5083. Client* client = *itr;
  5084. client->GetPlayer()->GetInfoStruct()->rain = val;
  5085. client->GetPlayer()->SetCharSheetChanged(true);
  5086. if( val >= 0.75 && !weather_signaled )
  5087. {
  5088. client->SimpleMessage(CHANNEL_COLOR_WHITE, "It starts to rain.");
  5089. }
  5090. else if( val < 0.75 && weather_signaled )
  5091. {
  5092. client->SimpleMessage(CHANNEL_COLOR_WHITE, "It stops raining.");
  5093. }
  5094. }
  5095. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5096. if (val >= 0.75 && !weather_signaled) {
  5097. weather_signaled = true;
  5098. ProcessSpawnConditional(SPAWN_CONDITIONAL_RAINING);
  5099. }
  5100. else if (val < 0.75 && weather_signaled) {
  5101. weather_signaled = false;
  5102. ProcessSpawnConditional(SPAWN_CONDITIONAL_NOT_RAINING);
  5103. }
  5104. }
  5105. void ZoneServer::SetWind(float val) {
  5106. vector<Client*>::iterator itr;
  5107. MClientList.readlock(__FUNCTION__, __LINE__);
  5108. for (itr = clients.begin(); itr != clients.end(); itr++) {
  5109. Client* client = *itr;
  5110. client->GetPlayer()->GetInfoStruct()->wind = val;
  5111. client->GetPlayer()->SetCharSheetChanged(true);
  5112. }
  5113. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5114. }
  5115. void ZoneServer::ProcessWeather()
  5116. {
  5117. // if the global rule to disable weather is set, or if the `weather_allowed` field in the zone record == 0, do not process weather
  5118. if( !weather_enabled || !isWeatherAllowed() )
  5119. return;
  5120. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Processing weather changes", zone_name);
  5121. float new_weather = 0;
  5122. float weather_offset = 0;
  5123. bool change_weather = false;
  5124. // check to see if it is time to change the weather according to weather_frequency (time between changes)
  5125. if( weather_last_changed_time <= (Timer::GetUnixTimeStamp() - weather_frequency) )
  5126. {
  5127. LogWrite(ZONE__DEBUG, 2, "Zone", "%s: Checking for weather changes", zone_name);
  5128. // reset last changed time (frequency check)
  5129. weather_last_changed_time = Timer::GetUnixTimeStamp();
  5130. // this is the chance a weather change occurs at all at the expired interval
  5131. int8 weather_random = MakeRandomInt(1, 100);
  5132. 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");
  5133. if( weather_random <= weather_change_chance )
  5134. {
  5135. change_weather = true;
  5136. weather_offset = weather_change_amount;
  5137. if( weather_type == 3 ) // chaotic weather patterns, random weather between min/max
  5138. {
  5139. new_weather = MakeRandomFloat(weather_min_severity, weather_max_severity);
  5140. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Chaotic weather severity changed to %.2f", zone_name, new_weather);
  5141. weather_pattern = 2;
  5142. }
  5143. else if( weather_type == 2 ) // random weather patterns, combination of normal + dynamic + max_offset
  5144. {
  5145. weather_offset = MakeRandomFloat(weather_change_amount, weather_dynamic_offset);
  5146. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Random weather severity changed by %.2f", zone_name, weather_offset);
  5147. int8 weather_alter = weather_change_chance / 10; // the divide is to prevent too many direction changes in a cycle
  5148. weather_random = MakeRandomInt(1, 100); // chance that the weather changes direction (weather_pattern)
  5149. if( weather_random <= weather_alter )
  5150. weather_pattern = ( weather_pattern == 0 ) ? 1 : 0;
  5151. }
  5152. else if( weather_type == 1 ) // dynamic weather patterns, weather may not reach min/max
  5153. {
  5154. int8 weather_alter = weather_change_chance / 10; // the divide is to prevent too many direction changes in a cycle
  5155. weather_random = MakeRandomInt(1, 100); // chance that the weather changes direction (weather_pattern)
  5156. if( weather_random <= weather_alter )
  5157. {
  5158. weather_pattern = ( weather_pattern == 0 ) ? 1 : 0;
  5159. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Dynamic weather pattern changed to %i", zone_name, weather_pattern);
  5160. }
  5161. }
  5162. else // normal weather patterns, weather starts at min, goes to max, then back down again
  5163. {
  5164. // do nothing (processed below)
  5165. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Normal weather severity changed by %.2f", zone_name, weather_offset);
  5166. }
  5167. // when all done, change the weather
  5168. if( change_weather )
  5169. {
  5170. if( weather_pattern == 1 )
  5171. {
  5172. // weather is getting worse, til it reaches weather_max_severity
  5173. new_weather = ( weather_current_severity <= weather_max_severity ) ? weather_current_severity + weather_offset : weather_max_severity;
  5174. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Increased weather severity by %.2f", zone_name, weather_offset);
  5175. if(new_weather > weather_max_severity)
  5176. {
  5177. new_weather = weather_max_severity - weather_offset;
  5178. weather_pattern = 0;
  5179. }
  5180. }
  5181. else if( weather_pattern == 0 )
  5182. {
  5183. // weather is clearing up, til it reaches weather_min_severity
  5184. new_weather = ( weather_current_severity >= weather_min_severity ) ? weather_current_severity - weather_offset : weather_min_severity;
  5185. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Decreased weather severity by %.2f", zone_name, weather_offset);
  5186. if(new_weather < weather_min_severity)
  5187. {
  5188. new_weather = weather_min_severity + weather_offset;
  5189. weather_pattern = 1;
  5190. }
  5191. }
  5192. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather change triggered from %.2f to %.2f", zone_name, weather_current_severity, new_weather);
  5193. this->SetRain(new_weather);
  5194. weather_current_severity = new_weather;
  5195. }
  5196. }
  5197. }
  5198. else
  5199. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Not time to change weather yet", zone_name);
  5200. }
  5201. void ZoneServer::HidePrivateSpawn(Spawn* spawn) {
  5202. if (!spawn->IsPrivateSpawn())
  5203. return;
  5204. Client* client = 0;
  5205. Player* player = 0;
  5206. PacketStruct* packet = 0;
  5207. MutexList<Client*>::iterator itr = connected_clients.begin();
  5208. while (itr->Next()) {
  5209. client = itr->value;
  5210. player = client->GetPlayer();
  5211. if (player->WasSentSpawn(spawn->GetID()) && !player->WasSpawnRemoved(spawn)) {
  5212. packet = configReader.getStruct("WS_DestroyGhostCmd", client->GetVersion());
  5213. SendRemoveSpawn(client, spawn, packet);
  5214. if(spawn_range_map.count(client) > 0)
  5215. spawn_range_map.Get(client)->erase(spawn->GetID());
  5216. if(player->GetTarget() == spawn)
  5217. player->SetTarget(0);
  5218. }
  5219. }
  5220. }
  5221. SpawnLocation* ZoneServer::GetSpawnLocation(int32 id) {
  5222. SpawnLocation* ret = 0;
  5223. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  5224. if (spawn_location_list.count(id) > 0)
  5225. ret = spawn_location_list[id];
  5226. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  5227. return ret;
  5228. }
  5229. void ZoneServer::PlayAnimation(Spawn* spawn, int32 visual_state, Spawn* spawn2, int8 hide_type){
  5230. Client* client = 0;
  5231. PacketStruct* packet = 0;
  5232. Spawn* exclude_spawn = 0;
  5233. if (!spawn)
  5234. return;
  5235. if (spawn2){
  5236. if(hide_type == 1){
  5237. client = GetClientBySpawn(spawn2);
  5238. if(client){
  5239. packet = configReader.getStruct("WS_CannedEmote", client->GetVersion());
  5240. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  5241. packet->setDataByName("anim_type", visual_state);
  5242. client->QueuePacket(packet->serialize());
  5243. }
  5244. return;
  5245. }
  5246. if(hide_type == 2)
  5247. exclude_spawn = spawn2;
  5248. }
  5249. vector<Client*>::iterator client_itr;
  5250. MClientList.readlock(__FUNCTION__, __LINE__);
  5251. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  5252. client = *client_itr;
  5253. if(spawn->GetDistance(client->GetPlayer()) > 50)
  5254. continue;
  5255. if(exclude_spawn == client->GetPlayer())
  5256. continue;
  5257. packet = configReader.getStruct("WS_CannedEmote", client->GetVersion());
  5258. if (packet) {
  5259. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  5260. packet->setDataByName("anim_type", visual_state);
  5261. client->QueuePacket(packet->serialize());
  5262. safe_delete(packet);
  5263. }
  5264. }
  5265. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5266. }
  5267. vector<Spawn*> ZoneServer::GetSpawnsByID(int32 id) {
  5268. vector<Spawn*> tmp_list;
  5269. Spawn* spawn;
  5270. map<int32, Spawn*>::iterator itr;
  5271. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5272. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5273. spawn = itr->second;
  5274. if (spawn && (spawn->GetDatabaseID() == id))
  5275. tmp_list.push_back(spawn);
  5276. }
  5277. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5278. return tmp_list;
  5279. }
  5280. vector<Spawn*> ZoneServer::GetAttackableSpawnsByDistance(Spawn* caster, float distance) {
  5281. vector<Spawn*> ret;
  5282. Spawn* spawn = 0;
  5283. map<int32, Spawn*>::iterator itr;
  5284. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5285. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5286. spawn = itr->second;
  5287. if (spawn && spawn->IsNPC() && spawn->appearance.attackable > 0 && spawn != caster && spawn->Alive() && spawn->GetDistance(caster, true) <= distance)
  5288. ret.push_back(spawn);
  5289. }
  5290. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5291. return ret;
  5292. }
  5293. void ZoneServer::ResurrectSpawn(Spawn* spawn, Client* client) {
  5294. if(!client || !spawn)
  5295. return;
  5296. PendingResurrection* rez = client->GetCurrentRez();
  5297. if(!rez || !rez->caster)
  5298. return;
  5299. PacketStruct* packet = 0;
  5300. float power_perc = rez->mp_perc;
  5301. float health_perc = rez->hp_perc;
  5302. Spawn* caster_spawn = rez->caster;
  5303. sint32 heal_amt = 0;
  5304. sint32 power_amt = 0;
  5305. bool no_calcs = rez->no_calcs;
  5306. int8 crit_mod = rez->crit_mod;
  5307. Entity* caster = 0;
  5308. InfoStruct* info = 0;
  5309. bool crit = false;
  5310. string heal_spell = rez->heal_name;
  5311. int16 heal_packet_type = 0;
  5312. int16 power_packet_type = 0;
  5313. //Calculations for how much to heal the spawn
  5314. if(health_perc > 0)
  5315. heal_amt = (spawn->GetTotalHP() * (health_perc / 100));
  5316. if(power_perc > 0)
  5317. power_amt = (spawn->GetTotalPower() * (power_perc / 100));
  5318. if(caster_spawn->IsEntity()){
  5319. caster = ((Entity*)caster_spawn);
  5320. info = caster->GetInfoStruct();
  5321. }
  5322. if(!no_calcs && caster){
  5323. //Potency Mod
  5324. heal_amt *= ((caster->stats[ITEM_STAT_POTENCY] / 100) + 1);
  5325. power_amt *= ((caster->stats[ITEM_STAT_POTENCY] / 100) + 1);
  5326. //Ability Mod
  5327. heal_amt += (int32)min((int32)info->ability_modifier, (int32)(heal_amt / 2));
  5328. power_amt += (int32)min((int32)info->ability_modifier, (int32)(power_amt / 2));
  5329. if(!crit_mod || crit_mod == 1){
  5330. if(crit_mod == 1)
  5331. crit = true;
  5332. else {
  5333. // Crit Roll
  5334. float chance = (float)max((float)0, (float)info->crit_chance);
  5335. crit = (MakeRandomFloat(0, 100) <= chance);
  5336. }
  5337. if(crit){
  5338. //Apply total crit multiplier with crit bonus
  5339. heal_amt *= ((info->crit_bonus / 100) + 1.3);
  5340. power_amt *= ((info->crit_bonus / 100) + 1.3);
  5341. }
  5342. }
  5343. }
  5344. //Set this rez as a crit to be passed to subspell (not yet used)
  5345. rez->crit = true;
  5346. //Set Heal amt to 1 if 0 now so the player has health
  5347. if(heal_amt == 0)
  5348. heal_amt = 1;
  5349. if(heal_amt > spawn->GetTotalHP())
  5350. heal_amt = spawn->GetTotalHP();
  5351. if(power_amt > spawn->GetTotalPower())
  5352. power_amt = spawn->GetTotalPower();
  5353. spawn->SetHP(heal_amt);
  5354. if(power_amt > 0)
  5355. spawn->SetPower(power_amt);
  5356. if(client && caster){
  5357. EQ2Packet* move = ((Player*)spawn)->Move(caster->GetX(), caster->GetY(), caster->GetZ(), client->GetVersion());
  5358. if(move)
  5359. client->QueuePacket(move);
  5360. }
  5361. if(crit){
  5362. power_packet_type = HEAL_PACKET_TYPE_CRIT_MANA;
  5363. heal_packet_type = HEAL_PACKET_TYPE_CRIT_HEAL;
  5364. }
  5365. else {
  5366. power_packet_type = HEAL_PACKET_TYPE_SIMPLE_MANA;
  5367. heal_packet_type = HEAL_PACKET_TYPE_SIMPLE_HEAL;
  5368. }
  5369. SendHealPacket(caster, spawn, heal_packet_type, heal_amt, heal_spell.c_str());
  5370. if(power_amt > 0)
  5371. SendHealPacket(caster, spawn, power_packet_type, power_amt, heal_spell.c_str());
  5372. //The following code sets the spawn as alive
  5373. if(dead_spawns.count(spawn->GetID()) > 0)
  5374. dead_spawns.erase(spawn->GetID());
  5375. if(spawn->IsPlayer()){
  5376. spawn->SetSpawnType(4);
  5377. client = GetClientBySpawn(spawn);
  5378. if(client){
  5379. packet = configReader.getStruct("WS_Resurrected", client->GetVersion());
  5380. if(packet){
  5381. client->QueuePacket(packet->serialize());
  5382. }
  5383. packet = configReader.getStruct("WS_ServerControlFlags", client->GetVersion());
  5384. if(packet)
  5385. {
  5386. packet->setDataByName("parameter1", 8);
  5387. client->QueuePacket(packet->serialize());
  5388. packet->setDataByName("parameter1", 16);
  5389. client->QueuePacket(packet->serialize());
  5390. }
  5391. safe_delete(packet);
  5392. client->SimpleMessage(CHANNEL_COLOR_REVIVE, "You regain consciousness!");
  5393. }
  5394. }
  5395. spawn->SendSpawnChanges(true);
  5396. spawn->SetTempActionState(-1);
  5397. spawn->appearance.attackable = 1;
  5398. }
  5399. void ZoneServer::SendDispellPacket(Entity* caster, Spawn* target, string dispell_name, string spell_name, int8 dispell_type){
  5400. if(!caster || !target)
  5401. return;
  5402. Client* client = 0;
  5403. Player* player = 0;
  5404. PacketStruct* packet = 0;
  5405. vector<Client*>::iterator client_itr;
  5406. MClientList.readlock(__FUNCTION__, __LINE__);
  5407. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++){
  5408. client = *client_itr;
  5409. if(!client || !(player = client->GetPlayer()) || (player != caster && ((caster && player->WasSentSpawn(caster->GetID()) == false) || (target && player->WasSentSpawn(target->GetID()) == false))))
  5410. continue;
  5411. if((caster && player->WasSpawnRemoved(caster)) || (caster && player->WasSpawnRemoved(target)))
  5412. continue;
  5413. if(caster && caster->GetDistance(player) > 50)
  5414. continue;
  5415. if(target && target->GetDistance(player) > 50)
  5416. continue;
  5417. packet = configReader.getStruct("WS_HearDispell", client->GetVersion());
  5418. if(packet){
  5419. packet->setDataByName("spell_name", spell_name.c_str());
  5420. packet->setDataByName("dispell_name", dispell_name.c_str());
  5421. packet->setDataByName("caster", player->GetIDWithPlayerSpawn(caster));
  5422. packet->setDataByName("target", player->GetIDWithPlayerSpawn(target));
  5423. packet->setDataByName("type", dispell_type);
  5424. client->QueuePacket(packet->serialize());
  5425. }
  5426. safe_delete(packet);
  5427. }
  5428. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5429. }
  5430. void ZoneServer::DismissAllPets() {
  5431. Spawn* spawn = 0;
  5432. map<int32, Spawn*>::iterator itr;
  5433. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5434. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5435. spawn = itr->second;
  5436. if (spawn && spawn->IsPet() && ((NPC*)spawn)->GetOwner())
  5437. ((NPC*)spawn)->GetOwner()->DismissPet((NPC*)spawn);
  5438. }
  5439. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5440. }
  5441. void ZoneServer::RemoveTargetFromSpell(LuaSpell* spell, Spawn* target){
  5442. if (spellProcess)
  5443. spellProcess->RemoveTargetFromSpell(spell, target);
  5444. }
  5445. void ZoneServer::ClearHate(Entity* entity) {
  5446. Spawn* spawn = 0;
  5447. map<int32, Spawn*>::iterator itr;
  5448. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5449. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5450. spawn = itr->second;
  5451. if (spawn && spawn->IsNPC() && ((NPC*)spawn)->Brain())
  5452. ((NPC*)spawn)->Brain()->ClearHate(entity);
  5453. }
  5454. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5455. }
  5456. ThreadReturnType ZoneLoop(void* tmp) {
  5457. #ifdef WIN32
  5458. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
  5459. #endif
  5460. if (tmp == 0) {
  5461. ThrowError("ZoneLoop(): tmp = 0!");
  5462. THREAD_RETURN(NULL);
  5463. }
  5464. ZoneServer* zs = (ZoneServer*) tmp;
  5465. while (zs->Process()) {
  5466. if(zs->GetClientCount() == 0)
  5467. Sleep(10);
  5468. else
  5469. Sleep(10);
  5470. }
  5471. zs->Process(); //run loop once more to clean up some functions
  5472. safe_delete(zs);
  5473. THREAD_RETURN(NULL);
  5474. }
  5475. ThreadReturnType SpawnLoop(void* tmp) {
  5476. #ifdef WIN32
  5477. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
  5478. #endif
  5479. if (tmp == 0) {
  5480. ThrowError("SpawnLoop(): tmp = 0!");
  5481. THREAD_RETURN(NULL);
  5482. }
  5483. ZoneServer* zs = (ZoneServer*) tmp;
  5484. #ifndef NO_CATCH
  5485. try {
  5486. #endif
  5487. zs->spawnthread_active = true;
  5488. while (zs->SpawnProcess()) {
  5489. if(zs->GetClientCount() == 0)
  5490. Sleep(1000);
  5491. else
  5492. Sleep(20);
  5493. }
  5494. zs->spawnthread_active = false;
  5495. #ifndef NO_CATCH
  5496. }
  5497. catch(...) {
  5498. LogWrite(ZONE__ERROR, 0, "Zone", "Error Processing SpawnLoop, shutting down zone '%s'...", zs->GetZoneName());
  5499. try{
  5500. zs->Shutdown();
  5501. }
  5502. catch(...){
  5503. LogWrite(ZONE__ERROR, 0, "Zone", "Error Processing SpawnLoop while shutting down zone '%s'...", zs->GetZoneName());
  5504. }
  5505. }
  5506. #endif
  5507. THREAD_RETURN(NULL);
  5508. }
  5509. ThreadReturnType SendInitialSpawns(void* tmp) {
  5510. #ifdef WIN32
  5511. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_ABOVE_NORMAL);
  5512. #endif
  5513. if (tmp == 0) {
  5514. ThrowError("SendInitialSpawns(): tmp = 0!");
  5515. THREAD_RETURN(NULL);
  5516. }
  5517. Client* client = (Client*) tmp;
  5518. client->GetCurrentZone()->SendZoneSpawns(client);
  5519. THREAD_RETURN(NULL);
  5520. }
  5521. ThreadReturnType SendLevelChangedSpawns(void* tmp) {
  5522. #ifdef WIN32
  5523. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
  5524. #endif
  5525. if (tmp == 0) {
  5526. ThrowError("SendLevelChangedSpawns(): tmp = 0!");
  5527. THREAD_RETURN(NULL);
  5528. }
  5529. Client* client = (Client*)tmp;
  5530. client->GetCurrentZone()->SendAllSpawnsForLevelChange(client);
  5531. THREAD_RETURN(NULL);
  5532. }
  5533. void ZoneServer::SetSpawnStructs(Client* client) {
  5534. int16 client_ver = client->GetVersion();
  5535. Player* player = client->GetPlayer();
  5536. //Save a copy of the correct spawn substructs for the client's player, save here a copy if we don't have one
  5537. PacketStruct* pos = configReader.getStruct("Substruct_SpawnPositionStruct", client_ver);
  5538. player->SetSpawnPosStruct(pos);
  5539. if (versioned_pos_structs.count(pos->GetVersion()) == 0)
  5540. versioned_pos_structs[pos->GetVersion()] = new PacketStruct(pos, true);
  5541. PacketStruct* vis = configReader.getStruct("Substruct_SpawnVisualizationInfoStruct", client_ver);
  5542. player->SetSpawnVisStruct(vis);
  5543. if (versioned_vis_structs.count(vis->GetVersion()) == 0)
  5544. versioned_vis_structs[vis->GetVersion()] = new PacketStruct(vis, true);
  5545. PacketStruct* info = configReader.getStruct("Substruct_SpawnInfoStruct", client_ver);
  5546. player->SetSpawnInfoStruct(info);
  5547. if (versioned_info_structs.count(info->GetVersion()) == 0)
  5548. versioned_info_structs[info->GetVersion()] = new PacketStruct(info, true);
  5549. PacketStruct* header = configReader.getStruct("WS_SpawnStruct_Header", client_ver);
  5550. player->SetSpawnHeaderStruct(header);
  5551. PacketStruct* footer = configReader.getStruct("WS_SpawnStruct_Footer", client_ver);
  5552. player->SetSpawnFooterStruct(footer);
  5553. PacketStruct* sfooter = configReader.getStruct("WS_SignWidgetSpawnStruct_Footer", client_ver);
  5554. player->SetSignFooterStruct(sfooter);
  5555. PacketStruct* wfooter = configReader.getStruct("WS_WidgetSpawnStruct_Footer", client_ver);
  5556. player->SetWidgetFooterStruct(wfooter);
  5557. }
  5558. Spawn* ZoneServer::GetSpawn(int32 id){
  5559. Spawn* ret = 0;
  5560. if(GetNPC(id))
  5561. ret = GetNewNPC(id);
  5562. else if(this->GetObject(id))
  5563. ret = GetNewObject(id);
  5564. else if(GetWidget(id))
  5565. ret = GetNewWidget(id);
  5566. else if(GetSign(id))
  5567. ret = GetNewSign(id);
  5568. else if(GetGroundSpawn(id))
  5569. ret = GetNewGroundSpawn(id);
  5570. // Unable to find the spawn in the list lets attempt to add it if we are not currently reloading
  5571. else if (!reloading && database.LoadNPC(this, id)) {
  5572. if (GetNPC(id))
  5573. ret = GetNewNPC(id);
  5574. else
  5575. LogWrite(NPC__ERROR, 0, "NPC", "Database inserted npc (%u) but was still unable to retrieve it!", id);
  5576. }
  5577. else if (!reloading && database.LoadObject(this, id)) {
  5578. if (this->GetObject(id))
  5579. ret = GetNewObject(id);
  5580. else
  5581. LogWrite(OBJECT__ERROR, 0, "Object", "Database inserted object (%u) but was still unable to retrieve it!", id);
  5582. }
  5583. else if (!reloading && database.LoadWidget(this, id)) {
  5584. if (GetWidget(id))
  5585. ret = GetNewWidget(id);
  5586. else
  5587. LogWrite(WIDGET__ERROR, 0, "Widget", "Database inserted widget (%u) but was still unable to retrieve it!", id);
  5588. }
  5589. else if (!reloading && database.LoadSign(this, id)) {
  5590. if (GetSign(id))
  5591. ret = GetNewSign(id);
  5592. else
  5593. LogWrite(SIGN__ERROR, 0, "Sign", "Database inserted sign (%u) but was still unable to retrieve it!", id);
  5594. }
  5595. else if (!reloading && database.LoadGroundSpawn(this, id)) {
  5596. if (GetGroundSpawn(id))
  5597. ret = GetNewGroundSpawn(id);
  5598. else
  5599. LogWrite(GROUNDSPAWN__ERROR, 0, "GSpawn", "Database inserted ground spawn (%u) but was still unable to retrieve it!", id);
  5600. }
  5601. if(ret)
  5602. ret->SetID(Spawn::NextID());
  5603. return ret;
  5604. }
  5605. vector<EntityCommand*>* ZoneServer::GetEntityCommandList(int32 id){
  5606. if(entity_command_list.count(id) > 0)
  5607. return entity_command_list[id];
  5608. else
  5609. return 0;
  5610. }
  5611. void ZoneServer::SetEntityCommandList(int32 id, EntityCommand* command) {
  5612. if (entity_command_list.count(id) == 0)
  5613. entity_command_list[id] = new vector<EntityCommand*>;
  5614. entity_command_list[id]->push_back(command);
  5615. }
  5616. EntityCommand* ZoneServer::GetEntityCommand(int32 id, string name) {
  5617. EntityCommand* ret = 0;
  5618. if (entity_command_list.count(id) == 0)
  5619. return ret;
  5620. vector<EntityCommand*>::iterator itr;
  5621. for (itr = entity_command_list[id]->begin(); itr != entity_command_list[id]->end(); itr++) {
  5622. if ((*itr)->name == name) {
  5623. ret = (*itr);
  5624. break;
  5625. }
  5626. }
  5627. return ret;
  5628. }
  5629. void ZoneServer::ClearEntityCommands() {
  5630. if (entity_command_list.size() > 0) {
  5631. map<int32, vector<EntityCommand*>* >::iterator itr;
  5632. for (itr = entity_command_list.begin(); itr != entity_command_list.end(); itr++) {
  5633. vector<EntityCommand*>* entity_commands = itr->second;
  5634. if (entity_commands && entity_commands->size() > 0) {
  5635. vector<EntityCommand*>::iterator v_itr;
  5636. for (v_itr = entity_commands->begin(); v_itr != entity_commands->end(); v_itr++)
  5637. safe_delete(*v_itr);
  5638. entity_commands->clear();
  5639. }
  5640. safe_delete(entity_commands);
  5641. }
  5642. entity_command_list.clear();
  5643. }
  5644. }
  5645. void ZoneServer::AddNPCSpell(int32 list_id, int32 spell_id, int8 tier){
  5646. npc_spell_list[list_id][spell_id] = tier;
  5647. }
  5648. vector<Spell*>* ZoneServer::GetNPCSpells(int32 primary_list, int32 secondary_list){
  5649. vector<Spell*>* ret = 0;
  5650. if(npc_spell_list.count(primary_list) > 0){
  5651. ret = new vector<Spell*>();
  5652. map<int32, int8>::iterator itr;
  5653. Spell* tmpSpell = 0;
  5654. for(itr = npc_spell_list[primary_list].begin(); itr != npc_spell_list[primary_list].end(); itr++){
  5655. tmpSpell = master_spell_list.GetSpell(itr->first, itr->second);
  5656. if(tmpSpell)
  5657. ret->push_back(tmpSpell);
  5658. }
  5659. }
  5660. if(npc_spell_list.count(secondary_list) > 0){
  5661. if(!ret)
  5662. ret = new vector<Spell*>();
  5663. map<int32, int8>::iterator itr;
  5664. Spell* tmpSpell = 0;
  5665. for(itr = npc_spell_list[secondary_list].begin(); itr != npc_spell_list[secondary_list].end(); itr++){
  5666. tmpSpell = master_spell_list.GetSpell(itr->first, itr->second);
  5667. if(tmpSpell)
  5668. ret->push_back(tmpSpell);
  5669. }
  5670. }
  5671. if(ret && ret->size() == 0){
  5672. safe_delete(ret);
  5673. ret = 0;
  5674. }
  5675. return ret;
  5676. }
  5677. void ZoneServer::AddNPCSkill(int32 list_id, int32 skill_id, int16 value){
  5678. npc_skill_list[list_id][skill_id] = value;
  5679. }
  5680. map<string, Skill*>* ZoneServer::GetNPCSkills(int32 primary_list, int32 secondary_list){
  5681. map<string, Skill*>* ret = 0;
  5682. if(npc_skill_list.count(primary_list) > 0){
  5683. ret = new map<string, Skill*>();
  5684. map<int32, int16>::iterator itr;
  5685. Skill* tmpSkill = 0;
  5686. for(itr = npc_skill_list[primary_list].begin(); itr != npc_skill_list[primary_list].end(); itr++){
  5687. tmpSkill = master_skill_list.GetSkill(itr->first);
  5688. if(tmpSkill){
  5689. tmpSkill = new Skill(tmpSkill);
  5690. tmpSkill->current_val = itr->second;
  5691. tmpSkill->max_val = tmpSkill->current_val+5;
  5692. (*ret)[tmpSkill->name.data] = tmpSkill;
  5693. }
  5694. }
  5695. }
  5696. if(npc_skill_list.count(secondary_list) > 0){
  5697. if(!ret)
  5698. ret = new map<string, Skill*>();
  5699. map<int32, int16>::iterator itr;
  5700. Skill* tmpSkill = 0;
  5701. for(itr = npc_skill_list[secondary_list].begin(); itr != npc_skill_list[secondary_list].end(); itr++){
  5702. tmpSkill = master_skill_list.GetSkill(itr->first);
  5703. if(tmpSkill){
  5704. tmpSkill = new Skill(tmpSkill);
  5705. tmpSkill->current_val = itr->second;
  5706. tmpSkill->max_val = tmpSkill->current_val+5;
  5707. (*ret)[tmpSkill->name.data] = tmpSkill;
  5708. }
  5709. }
  5710. }
  5711. if(ret && ret->size() == 0){
  5712. safe_delete(ret);
  5713. ret = 0;
  5714. }
  5715. return ret;
  5716. }
  5717. void ZoneServer::AddNPCEquipment(int32 list_id, int32 item_id){
  5718. npc_equipment_list[list_id].push_back(item_id);
  5719. }
  5720. void ZoneServer::SetNPCEquipment(NPC* npc) {
  5721. if(npc_equipment_list.count(npc->GetEquipmentListID()) > 0){
  5722. Item* tmpItem = 0;
  5723. int8 slot = 0;
  5724. vector<int32>::iterator itr;
  5725. for(itr = npc_equipment_list[npc->GetEquipmentListID()].begin(); itr != npc_equipment_list[npc->GetEquipmentListID()].end(); itr++){
  5726. tmpItem = master_item_list.GetItem(*itr);
  5727. if(tmpItem){
  5728. slot = npc->GetEquipmentList()->GetFreeSlot(tmpItem);
  5729. if(slot < 255){
  5730. tmpItem = new Item(tmpItem);
  5731. npc->GetEquipmentList()->SetItem(slot, tmpItem);
  5732. }
  5733. }
  5734. }
  5735. }
  5736. }
  5737. void ZoneServer::AddNPC(int32 id, NPC* npc) {
  5738. npc_list[id] = npc;
  5739. }
  5740. void ZoneServer::AddWidget(int32 id, Widget* widget) {
  5741. widget_list[id] = widget;
  5742. }
  5743. Widget* ZoneServer::GetWidget(int32 id, bool override_loading) {
  5744. if((!reloading || override_loading) && widget_list.count(id) > 0)
  5745. return widget_list[id];
  5746. else
  5747. return 0;
  5748. }
  5749. Widget* ZoneServer::GetNewWidget(int32 id) {
  5750. if(!reloading && widget_list.count(id) > 0)
  5751. return widget_list[id]->Copy();
  5752. else
  5753. return 0;
  5754. }
  5755. void ZoneServer::LoadGroundSpawnEntries(){
  5756. MGroundSpawnItems.lock();
  5757. database.LoadGroundSpawnEntries(this);
  5758. MGroundSpawnItems.unlock();
  5759. }
  5760. void ZoneServer::LoadGroundSpawnItems() {
  5761. }
  5762. 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) {
  5763. GroundSpawnEntry* entry = new GroundSpawnEntry;
  5764. entry->min_skill_level = min_skill_level;
  5765. entry->min_adventure_level = min_adventure_level;
  5766. entry->bonus_table = bonus_table;
  5767. entry->harvest1 = harvest1;
  5768. entry->harvest3 = harvest3;
  5769. entry->harvest5 = harvest5;
  5770. entry->harvest_imbue = harvest_imbue;
  5771. entry->harvest_rare = harvest_rare;
  5772. entry->harvest10 = harvest10;
  5773. entry->harvest_coin = harvest_coin;
  5774. groundspawn_entries[groundspawn_id].push_back(entry);
  5775. }
  5776. void ZoneServer::AddGroundSpawnItem(int32 groundspawn_id, int32 item_id, int8 is_rare, int32 grid_id) {
  5777. GroundSpawnEntryItem* entry = new GroundSpawnEntryItem;
  5778. entry->item_id = item_id;
  5779. entry->is_rare = is_rare;
  5780. entry->grid_id = grid_id;
  5781. groundspawn_items[groundspawn_id].push_back(entry);
  5782. }
  5783. vector<GroundSpawnEntry*>* ZoneServer::GetGroundSpawnEntries(int32 id){
  5784. vector<GroundSpawnEntry*>* ret = 0;
  5785. MGroundSpawnItems.lock();
  5786. if(groundspawn_entries.count(id) > 0)
  5787. ret = &groundspawn_entries[id];
  5788. MGroundSpawnItems.unlock();
  5789. return ret;
  5790. }
  5791. vector<GroundSpawnEntryItem*>* ZoneServer::GetGroundSpawnEntryItems(int32 id){
  5792. vector<GroundSpawnEntryItem*>* ret = 0;
  5793. if(groundspawn_items.count(id) > 0)
  5794. ret = &groundspawn_items[id];
  5795. return ret;
  5796. }
  5797. // TODO - mis-named, should be DeleteGroundSpawnEntries() but this is ok for now :)
  5798. void ZoneServer::DeleteGroundSpawnItems()
  5799. {
  5800. MGroundSpawnItems.lock();
  5801. map<int32, vector<GroundSpawnEntry*> >::iterator groundspawnentry_map_itr;
  5802. vector<GroundSpawnEntry*>::iterator groundspawnentry_itr;
  5803. for(groundspawnentry_map_itr = groundspawn_entries.begin(); groundspawnentry_map_itr != groundspawn_entries.end(); groundspawnentry_map_itr++)
  5804. {
  5805. for(groundspawnentry_itr = groundspawnentry_map_itr->second.begin(); groundspawnentry_itr != groundspawnentry_map_itr->second.end(); groundspawnentry_itr++)
  5806. {
  5807. safe_delete(*groundspawnentry_itr);
  5808. }
  5809. }
  5810. groundspawn_entries.clear();
  5811. map<int32, vector<GroundSpawnEntryItem*> >::iterator groundspawnitem_map_itr;
  5812. vector<GroundSpawnEntryItem*>::iterator groundspawnitem_itr;
  5813. for(groundspawnitem_map_itr = groundspawn_items.begin(); groundspawnitem_map_itr != groundspawn_items.end(); groundspawnitem_map_itr++)
  5814. {
  5815. for(groundspawnitem_itr = groundspawnitem_map_itr->second.begin(); groundspawnitem_itr != groundspawnitem_map_itr->second.end(); groundspawnitem_itr++)
  5816. {
  5817. safe_delete(*groundspawnitem_itr);
  5818. }
  5819. }
  5820. groundspawn_items.clear();
  5821. MGroundSpawnItems.unlock();
  5822. }
  5823. void ZoneServer::AddGroundSpawn(int32 id, GroundSpawn* spawn) {
  5824. groundspawn_list[id] = spawn;
  5825. }
  5826. GroundSpawn* ZoneServer::GetGroundSpawn(int32 id, bool override_loading) {
  5827. if((!reloading || override_loading) && groundspawn_list.count(id) > 0)
  5828. return groundspawn_list[id];
  5829. else
  5830. return 0;
  5831. }
  5832. GroundSpawn* ZoneServer::GetNewGroundSpawn(int32 id) {
  5833. if(!reloading && groundspawn_list.count(id) > 0)
  5834. return groundspawn_list[id]->Copy();
  5835. else
  5836. return 0;
  5837. }
  5838. void ZoneServer::AddLootTable(int32 id, LootTable* table){
  5839. loot_tables[id] = table;
  5840. }
  5841. void ZoneServer::AddLootDrop(int32 id, LootDrop* drop){
  5842. loot_drops[id].push_back(drop);
  5843. }
  5844. void ZoneServer::AddSpawnLootList(int32 spawn_id, int32 id) {
  5845. spawn_loot_list[spawn_id].push_back(id);
  5846. }
  5847. void ZoneServer::ClearSpawnLootList(int32 spawn_id) {
  5848. spawn_loot_list[spawn_id].clear();
  5849. }
  5850. void ZoneServer::AddLevelLootList(GlobalLoot* loot) {
  5851. level_loot_list.push_back(loot);
  5852. }
  5853. void ZoneServer::AddRacialLootList(int16 racial_id, GlobalLoot* loot) {
  5854. racial_loot_list[racial_id].push_back(loot);
  5855. }
  5856. void ZoneServer::AddZoneLootList(int32 zone, GlobalLoot* loot) {
  5857. zone_loot_list[zone].push_back(loot);
  5858. }
  5859. void ZoneServer::ClearLootTables(){
  5860. map<int32,LootTable*>::iterator table_itr;
  5861. for(table_itr = loot_tables.begin(); table_itr != loot_tables.end(); table_itr++){
  5862. safe_delete(table_itr->second);
  5863. }
  5864. map<int32, vector<LootDrop*> >::iterator drop_itr;
  5865. vector<LootDrop*>::iterator drop_itr2;
  5866. for(drop_itr = loot_drops.begin(); drop_itr != loot_drops.end(); drop_itr++){
  5867. for(drop_itr2 = drop_itr->second.begin(); drop_itr2 != drop_itr->second.end(); drop_itr2++){
  5868. safe_delete(*drop_itr2);
  5869. }
  5870. }
  5871. vector<GlobalLoot*>::iterator level_itr;
  5872. for (level_itr = level_loot_list.begin(); level_itr != level_loot_list.end(); level_itr++) {
  5873. safe_delete(*level_itr);
  5874. }
  5875. map<int16, vector<GlobalLoot*> >::iterator race_itr;
  5876. vector<GlobalLoot*>::iterator race_itr2;
  5877. for (race_itr = racial_loot_list.begin(); race_itr != racial_loot_list.end(); race_itr++) {
  5878. for (race_itr2 = race_itr->second.begin(); race_itr2 != race_itr->second.end(); race_itr2++) {
  5879. safe_delete(*race_itr2);
  5880. }
  5881. }
  5882. map<int32, vector<GlobalLoot*> >::iterator zone_itr;
  5883. vector<GlobalLoot*>::iterator zone_itr2;
  5884. for(zone_itr = zone_loot_list.begin(); zone_itr != zone_loot_list.end(); zone_itr++) {
  5885. for (zone_itr2 = zone_itr->second.begin(); zone_itr2 != zone_itr->second.end(); zone_itr2++) {
  5886. safe_delete(*zone_itr2);
  5887. }
  5888. }
  5889. loot_tables.clear();
  5890. loot_drops.clear();
  5891. spawn_loot_list.clear();
  5892. level_loot_list.clear();
  5893. racial_loot_list.clear();
  5894. zone_loot_list.clear();
  5895. }
  5896. vector<int32> ZoneServer::GetSpawnLootList(int32 spawn_id, int32 zone_id, int8 spawn_level, int16 racial_id) {
  5897. vector<int32> ret;
  5898. if(reloading)
  5899. return ret;
  5900. if (spawn_loot_list.count(spawn_id) > 0)
  5901. ret.insert(ret.end(), spawn_loot_list[spawn_id].begin(), spawn_loot_list[spawn_id].end());
  5902. if (level_loot_list.size() > 0) {
  5903. vector<GlobalLoot*>::iterator itr;
  5904. for (itr = level_loot_list.begin(); itr != level_loot_list.end(); itr++) {
  5905. GlobalLoot* loot = *itr;
  5906. if (loot->minLevel == 0 && loot->maxLevel == 0)
  5907. ret.push_back(loot->table_id);
  5908. else {
  5909. if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel)
  5910. ret.push_back(loot->table_id);
  5911. }
  5912. }
  5913. }
  5914. if (racial_loot_list.count(racial_id) > 0) {
  5915. vector<GlobalLoot*>::iterator itr;
  5916. for (itr = racial_loot_list[racial_id].begin(); itr != racial_loot_list[racial_id].end(); itr++) {
  5917. GlobalLoot* loot = *itr;
  5918. if (loot->minLevel == 0 && loot->maxLevel == 0)
  5919. ret.push_back(loot->table_id);
  5920. else {
  5921. if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel)
  5922. ret.push_back(loot->table_id);
  5923. }
  5924. }
  5925. }
  5926. if (zone_loot_list.count(zone_id) > 0) {
  5927. vector<GlobalLoot*>::iterator itr;
  5928. for (itr = zone_loot_list[zone_id].begin(); itr != zone_loot_list[zone_id].end(); itr++) {
  5929. GlobalLoot* loot = *itr;
  5930. if (loot->minLevel == 0 && loot->maxLevel == 0)
  5931. ret.push_back(loot->table_id);
  5932. else {
  5933. if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel)
  5934. ret.push_back(loot->table_id);
  5935. }
  5936. }
  5937. }
  5938. return ret;
  5939. }
  5940. vector<LootDrop*>* ZoneServer::GetLootDrops(int32 table_id){
  5941. if(!reloading && loot_drops.count(table_id) > 0)
  5942. return &(loot_drops[table_id]);
  5943. else
  5944. return 0;
  5945. }
  5946. LootTable* ZoneServer::GetLootTable(int32 table_id){
  5947. return loot_tables[table_id];
  5948. }
  5949. 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){
  5950. LocationTransportDestination* loc = new LocationTransportDestination;
  5951. loc->message = message;
  5952. loc->trigger_x = trigger_x;
  5953. loc->trigger_y = trigger_y;
  5954. loc->trigger_z = trigger_z;
  5955. loc->trigger_radius = trigger_radius;
  5956. loc->destination_zone_id = destination_zone_id;
  5957. loc->destination_x = destination_x;
  5958. loc->destination_y = destination_y;
  5959. loc->destination_z = destination_z;
  5960. loc->destination_heading = destination_heading;
  5961. loc->cost = cost;
  5962. loc->unique_id = unique_id;
  5963. MTransporters.lock();
  5964. if(location_transporters.count(zone_id) == 0)
  5965. location_transporters[zone_id] = new MutexList<LocationTransportDestination*>();
  5966. location_transporters[zone_id]->Add(loc);
  5967. MTransporters.unlock();
  5968. }
  5969. 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){
  5970. TransportDestination* transport = new TransportDestination;
  5971. transport->type = type;
  5972. transport->display_name = name;
  5973. transport->message = message;
  5974. transport->destination_zone_id = destination_zone_id;
  5975. transport->destination_x = destination_x;
  5976. transport->destination_y = destination_y;
  5977. transport->destination_z = destination_z;
  5978. transport->destination_heading = destination_heading;
  5979. transport->cost = cost;
  5980. transport->unique_id = unique_id;
  5981. transport->min_level = min_level;
  5982. transport->max_level = max_level;
  5983. transport->req_quest = quest_req;
  5984. transport->req_quest_step = quest_step_req;
  5985. transport->req_quest_complete = quest_complete;
  5986. transport->map_x = map_x;
  5987. transport->map_y = map_y;
  5988. MTransporters.lock();
  5989. transporters[transport_id].push_back(transport);
  5990. MTransporters.unlock();
  5991. }
  5992. vector<TransportDestination*>* ZoneServer::GetTransporters(int32 transport_id){
  5993. vector<TransportDestination*>* ret = 0;
  5994. MTransporters.lock();
  5995. if(transporters.count(transport_id) > 0)
  5996. ret = &transporters[transport_id];
  5997. MTransporters.unlock();
  5998. return ret;
  5999. }
  6000. MutexList<LocationTransportDestination*>* ZoneServer::GetLocationTransporters(int32 zone_id){
  6001. MutexList<LocationTransportDestination*>* ret = 0;
  6002. MTransporters.lock();
  6003. if(location_transporters.count(zone_id) > 0)
  6004. ret = location_transporters[zone_id];
  6005. MTransporters.unlock();
  6006. return ret;
  6007. }
  6008. void ZoneServer::DeleteGlobalTransporters(){
  6009. MTransporters.lock();
  6010. map<int32, vector<TransportDestination*> >::iterator itr;
  6011. vector<TransportDestination*>::iterator transport_vector_itr;
  6012. for(itr = transporters.begin(); itr != transporters.end(); itr++){
  6013. for(transport_vector_itr = itr->second.begin(); transport_vector_itr != itr->second.end(); transport_vector_itr++){
  6014. safe_delete(*transport_vector_itr);
  6015. }
  6016. }
  6017. map<int32, MutexList<LocationTransportDestination*>* >::iterator itr2;
  6018. for(itr2 = location_transporters.begin(); itr2 != location_transporters.end(); itr2++){
  6019. itr2->second->clear(true);
  6020. delete itr2->second;
  6021. }
  6022. transporters.clear();
  6023. location_transporters.clear();
  6024. MTransporters.unlock();
  6025. }
  6026. void ZoneServer::DeleteGlobalSpawns() {
  6027. ClearLootTables();
  6028. map<int32, NPC*>::iterator npc_list_iter;
  6029. for(npc_list_iter=npc_list.begin();npc_list_iter!=npc_list.end();npc_list_iter++) {
  6030. safe_delete(npc_list_iter->second);
  6031. }
  6032. npc_list.clear();
  6033. map<int32, Object*>::iterator object_list_iter;
  6034. for(object_list_iter=object_list.begin();object_list_iter!=object_list.end();object_list_iter++) {
  6035. safe_delete(object_list_iter->second);
  6036. }
  6037. object_list.clear();
  6038. map<int32, GroundSpawn*>::iterator groundspawn_list_iter;
  6039. for(groundspawn_list_iter=groundspawn_list.begin();groundspawn_list_iter!=groundspawn_list.end();groundspawn_list_iter++) {
  6040. safe_delete(groundspawn_list_iter->second);
  6041. }
  6042. groundspawn_list.clear();
  6043. map<int32, Widget*>::iterator widget_list_iter;
  6044. for(widget_list_iter=widget_list.begin();widget_list_iter!=widget_list.end();widget_list_iter++) {
  6045. safe_delete(widget_list_iter->second);
  6046. }
  6047. widget_list.clear();
  6048. map<int32, Sign*>::iterator sign_list_iter;
  6049. for(sign_list_iter=sign_list.begin();sign_list_iter!=sign_list.end();sign_list_iter++) {
  6050. safe_delete(sign_list_iter->second);
  6051. }
  6052. sign_list.clear();
  6053. /*map<int32, AppearanceData*>::iterator appearance_list_iter;
  6054. for(appearance_list_iter=npc_appearance_list.begin();appearance_list_iter!=npc_appearance_list.end();appearance_list_iter++) {
  6055. safe_delete(appearance_list_iter->second);
  6056. }
  6057. npc_appearance_list.clear();*/
  6058. ClearEntityCommands();
  6059. DeleteGroundSpawnItems();
  6060. DeleteGlobalTransporters();
  6061. DeleteTransporterMaps();
  6062. }
  6063. void ZoneServer::AddTransportMap(int32 id, string name) {
  6064. MTransportMaps.writelock(__FUNCTION__, __LINE__);
  6065. m_transportMaps[id] = name;
  6066. MTransportMaps.releasewritelock(__FUNCTION__, __LINE__);
  6067. }
  6068. bool ZoneServer::TransportHasMap(int32 id) {
  6069. bool ret = false;
  6070. MTransportMaps.readlock(__FUNCTION__, __LINE__);
  6071. ret = m_transportMaps.count(id) > 0;
  6072. MTransportMaps.releasereadlock(__FUNCTION__, __LINE__);
  6073. return ret;
  6074. }
  6075. string ZoneServer::GetTransportMap(int32 id) {
  6076. string ret;
  6077. MTransportMaps.readlock(__FUNCTION__, __LINE__);
  6078. if (m_transportMaps.count(id) > 0)
  6079. ret = m_transportMaps[id];
  6080. MTransportMaps.releasereadlock(__FUNCTION__, __LINE__);
  6081. return ret;
  6082. }
  6083. void ZoneServer::DeleteTransporterMaps() {
  6084. MTransportMaps.writelock(__FUNCTION__, __LINE__);
  6085. m_transportMaps.clear();
  6086. MTransportMaps.releasewritelock(__FUNCTION__, __LINE__);
  6087. }
  6088. void ZoneServer::ReloadSpawns() {
  6089. if (reloading)
  6090. return;
  6091. reloading = true;
  6092. // Let every one in the zone know what is happening
  6093. HandleBroadcast("Reloading all spawns for this zone.");
  6094. DeleteGlobalSpawns();
  6095. Depop(false, true);
  6096. }
  6097. void ZoneServer::SendStateCommand(Spawn* spawn, int32 state) {
  6098. vector<Client*>::iterator itr;
  6099. MClientList.readlock(__FUNCTION__, __LINE__);
  6100. for (itr = clients.begin(); itr != clients.end(); itr++) {
  6101. Client* client = *itr;
  6102. if (client && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && !client->GetPlayer()->WasSpawnRemoved(spawn))
  6103. ClientPacketFunctions::SendStateCommand(client, client->GetPlayer()->GetIDWithPlayerSpawn(spawn), state);
  6104. }
  6105. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  6106. }
  6107. void ZoneServer::AddFlightPath(int32 id, FlightPathInfo* info) {
  6108. if (m_flightPaths.count(id) > 0) {
  6109. LogWrite(ZONE__ERROR, 0, "Zone", "Duplicate flight path (%u)", id);
  6110. safe_delete(info);
  6111. return;
  6112. }
  6113. m_flightPaths[id] = info;
  6114. }
  6115. void ZoneServer::AddFlightPathLocation(int32 id, FlightPathLocation* location) {
  6116. if (m_flightPaths.count(id) == 0) {
  6117. LogWrite(ZONE__ERROR, 0, "Zone", "There is no flight info for this route (%u)", id);
  6118. safe_delete(location);
  6119. return;
  6120. }
  6121. m_flightPathRoutes[id].push_back(location);
  6122. }
  6123. void ZoneServer::DeleteFlightPaths() {
  6124. map<int32, vector<FlightPathLocation*> >::iterator itr;
  6125. vector<FlightPathLocation*>::iterator itr2;
  6126. map<int32, FlightPathInfo*>::iterator itr3;
  6127. for (itr = m_flightPathRoutes.begin(); itr != m_flightPathRoutes.end(); itr++) {
  6128. for (itr2 = itr->second.begin(); itr2 != itr->second.end(); itr2++) {
  6129. safe_delete(*itr2);
  6130. }
  6131. itr->second.clear();
  6132. }
  6133. m_flightPathRoutes.clear();
  6134. for (itr3 = m_flightPaths.begin(); itr3 != m_flightPaths.end(); itr3++) {
  6135. safe_delete(itr3->second);
  6136. }
  6137. m_flightPaths.clear();
  6138. }
  6139. void ZoneServer::SendFlightPathsPackets(Client* client) {
  6140. // Only send a packet if there are flight paths
  6141. if (m_flightPathRoutes.size() > 0) {
  6142. PacketStruct* packet = configReader.getStruct("WS_FlightPathsMsg", client->GetVersion());
  6143. if (packet) {
  6144. int32 num_routes = m_flightPaths.size();
  6145. packet->setArrayLengthByName("number_of_routes", num_routes);
  6146. packet->setArrayLengthByName("number_of_routes2", num_routes);
  6147. packet->setArrayLengthByName("number_of_routes3", num_routes);
  6148. packet->setArrayLengthByName("number_of_routes4", num_routes);
  6149. map<int32, FlightPathInfo*>::iterator itr;
  6150. int32 i = 0;
  6151. for (itr = m_flightPaths.begin(); itr != m_flightPaths.end(); itr++, i++) {
  6152. packet->setArrayDataByName("route_length", m_flightPathRoutes[itr->first].size(), i);
  6153. packet->setArrayDataByName("ground_mount", itr->second->flying ? 0 : 1, i);
  6154. packet->setArrayDataByName("allow_dismount", itr->second->dismount ? 1 : 0, i);
  6155. packet->setSubArrayLengthByName("route_length2", m_flightPathRoutes[itr->first].size(), i);
  6156. vector<FlightPathLocation*>::iterator itr2;
  6157. int32 j = 0;
  6158. for (itr2 = m_flightPathRoutes[itr->first].begin(); itr2 != m_flightPathRoutes[itr->first].end(); itr2++, j++) {
  6159. packet->setSubArrayDataByName("x", (*itr2)->X, i, j);
  6160. packet->setSubArrayDataByName("y", (*itr2)->Y, i, j);
  6161. packet->setSubArrayDataByName("z", (*itr2)->Z, i, j);
  6162. }
  6163. }
  6164. client->QueuePacket(packet->serialize());
  6165. safe_delete(packet);
  6166. }
  6167. }
  6168. }
  6169. int32 ZoneServer::GetFlightPathIndex(int32 id) {
  6170. int32 index = 0;
  6171. map<int32, FlightPathInfo*>::iterator itr;
  6172. for (itr = m_flightPaths.begin(); itr != m_flightPaths.end(); itr++, index++) {
  6173. if (itr->first == id)
  6174. return index;
  6175. }
  6176. return -1;
  6177. }
  6178. float ZoneServer::GetFlightPathSpeed(int32 id) {
  6179. float speed = 1;
  6180. if (m_flightPaths.count(id) > 0)
  6181. speed = m_flightPaths[id]->speed;
  6182. return speed;
  6183. }
  6184. void ZoneServer::ProcessSpawnConditional(int8 condition) {
  6185. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  6186. MSpawnList.readlock(__FUNCTION__, __LINE__);
  6187. map<int32, Spawn*>::iterator itr;
  6188. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  6189. if (itr->second != NULL) // null itr->second still coming into ProcessSpawnConditional
  6190. {
  6191. SpawnLocation* loc = spawn_location_list[itr->second->GetSpawnLocationID()];
  6192. if (loc && loc->conditional > 0) {
  6193. if ((loc->conditional & condition) != condition) {
  6194. Despawn(itr->second, 0);
  6195. }
  6196. }
  6197. }
  6198. }
  6199. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  6200. map<int32, SpawnLocation*>::iterator itr2;
  6201. for (itr2 = spawn_location_list.begin(); itr2 != spawn_location_list.end(); itr2++) {
  6202. SpawnLocation* loc = itr2->second;
  6203. if (loc && loc->conditional > 0 && ((loc->conditional & condition) == condition))
  6204. if (GetSpawnByLocationID(loc->placement_id) == NULL)
  6205. ProcessSpawnLocation(loc);
  6206. }
  6207. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  6208. }