zoneserver.cpp 283 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 <regex>
  25. #include "Commands/Commands.h"
  26. #include "Zone/pathfinder_interface.h"
  27. #include "NPC_AI.h"
  28. #ifdef WIN32
  29. #include <WinSock2.h>
  30. #include <windows.h>
  31. #include <dbghelp.h>
  32. #pragma comment(lib,"imagehlp.lib")
  33. #else
  34. #include <sys/socket.h>
  35. #include <sys/stat.h>
  36. #ifdef FREEBSD //Timothy Whitman - January 7, 2003
  37. #include <sys/types.h>
  38. #endif
  39. #include <netinet/in.h>
  40. #include <arpa/inet.h>
  41. #include <errno.h>
  42. #include <pthread.h>
  43. #include <stdarg.h>
  44. #include "../common/unix.h"
  45. #define SOCKET_ERROR -1
  46. #define INVALID_SOCKET -1
  47. extern int errno;
  48. #endif
  49. #include "../common/servertalk.h"
  50. #include "../common/packet_dump.h"
  51. #include "WorldDatabase.h"
  52. #include "races.h"
  53. #include "classes.h"
  54. #include "../common/seperator.h"
  55. #include "../common/EQStream.h"
  56. #include "../common/EQStreamFactory.h"
  57. #include "../common/opcodemgr.h"
  58. #include "zoneserver.h"
  59. #include "client.h"
  60. #include "LoginServer.h"
  61. #include "World.h"
  62. #include <string>
  63. #include <assert.h>
  64. #include "LuaInterface.h"
  65. #include "Factions.h"
  66. #include "VisualStates.h"
  67. #include "ClientPacketFunctions.h"
  68. #include "SpellProcess.h"
  69. #include "../common/Log.h"
  70. #include "Rules/Rules.h"
  71. #include "Chat/Chat.h"
  72. #include "Tradeskills/Tradeskills.h"
  73. #include "RaceTypes/RaceTypes.h"
  74. #include <algorithm>
  75. #include <random>
  76. #include "Bots/Bot.h"
  77. #ifdef WIN32
  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. #define NO_CATCH 1
  87. extern WorldDatabase database;
  88. extern sint32 numzones;
  89. extern ClientList client_list;
  90. extern LoginServer loginserver;
  91. extern ZoneList zone_list;
  92. extern World world;
  93. extern ConfigReader configReader;
  94. extern Commands commands;
  95. extern LuaInterface* lua_interface;
  96. extern MasterFactionList master_faction_list;
  97. extern VisualStates visual_states;
  98. extern RuleManager rule_manager;
  99. extern Chat chat;
  100. extern MasterRaceTypeList race_types_list;
  101. extern MasterSpellList master_spell_list; // temp - remove later
  102. extern MasterSkillList master_skill_list;
  103. int32 MinInstanceID = 1000;
  104. // JA: Moved most default values to Rules and risky initializers to ZoneServer::Init() - 2012.12.07
  105. ZoneServer::ZoneServer(const char* name, bool incoming_clients) {
  106. incoming_clients = 0;
  107. if(incoming_clients)
  108. IncrementIncomingClients();
  109. MIncomingClients.SetName("ZoneServer::MIncomingClients");
  110. depop_zone = false;
  111. repop_zone = false;
  112. respawns_allowed = true;
  113. instanceID = 0;
  114. strcpy(zone_name, name);
  115. zoneID = 0;
  116. rain = 0;
  117. cityzone = false;
  118. always_loaded = false;
  119. locked = false; // JA: implementing /zone lock|unlock commands
  120. pNumPlayers = 0;
  121. LoadingData = true;
  122. zoneShuttingDown = false;
  123. ++numzones;
  124. revive_points = 0;
  125. zone_motd = "";
  126. finished_depop = true;
  127. initial_spawn_threads_active = 0;
  128. minimumStatus = 0;
  129. minimumLevel = 0;
  130. maximumLevel = 0;
  131. minimumVersion = 0;
  132. weather_current_severity = 0;
  133. weather_signaled = false;
  134. xp_mod = 0;
  135. isDusk = false;
  136. dusk_hour = 0;
  137. dusk_minute = 0;
  138. dawn_hour = 0;
  139. dawn_minute = 0;
  140. reloading_spellprocess = false;
  141. expansion_flag = 0;
  142. holiday_flag = 0;
  143. MMasterZoneLock = new CriticalSection(MUTEX_ATTRIBUTE_RECURSIVE);
  144. pathing = nullptr;
  145. strcpy(zonesky_file,"");
  146. reloading = true;
  147. watchdogTimestamp = Timer::GetCurrentTime2();
  148. MPendingSpawnRemoval.SetName("ZoneServer::MPendingSpawnRemoval");
  149. lifetime_client_count = 0;
  150. }
  151. ZoneServer::~ZoneServer() {
  152. zoneShuttingDown = true; //ensure other threads shut down too
  153. //allow other threads to properly shut down
  154. while (spawnthread_active || initial_spawn_threads_active > 0){
  155. if (spawnthread_active)
  156. LogWrite(ZONE__DEBUG, 7, "Zone", "Zone shutdown waiting on spawn thread");
  157. if (initial_spawn_threads_active > 0)
  158. LogWrite(ZONE__DEBUG, 7, "Zone", "Zone shutdown waiting on initial spawn thread");
  159. Sleep(10);
  160. }
  161. LogWrite(ZONE__INFO, 0, "Zone", "Initiating zone shutdown of '%s'", zone_name);
  162. changed_spawns.clear(true);
  163. transport_spawns.clear();
  164. safe_delete(tradeskillMgr);
  165. MMasterZoneLock->lock();
  166. MMasterSpawnLock.writelock(__FUNCTION__, __LINE__);
  167. DeleteData(true);
  168. RemoveLocationProximities();
  169. RemoveLocationGrids();
  170. DeleteSpawns(true);
  171. DeleteGlobalSpawns();
  172. DeleteFlightPaths();
  173. MMasterSpawnLock.releasewritelock(__FUNCTION__, __LINE__);
  174. MMasterZoneLock->unlock();
  175. world.UpdateServerStatistic(STAT_SERVER_NUM_ACTIVE_ZONES, -1);
  176. // If lockout, public, tradeskill, or quest instance delete from db when zone shuts down
  177. if (InstanceType == SOLO_LOCKOUT_INSTANCE || InstanceType == GROUP_LOCKOUT_INSTANCE || InstanceType == RAID_LOCKOUT_INSTANCE ||
  178. InstanceType == PUBLIC_INSTANCE || InstanceType == TRADESKILL_INSTANCE || InstanceType == QUEST_INSTANCE) {
  179. LogWrite(INSTANCE__DEBUG, 0, "Instance", "Non persistent instance shutting down, deleting instance");
  180. database.DeleteInstance(instanceID);
  181. }
  182. if (pathing != nullptr)
  183. delete pathing;
  184. if (movementMgr != nullptr)
  185. delete movementMgr;
  186. // moved to the bottom as we want spawns deleted first, this used to be above Spawn deletion which is a big no no
  187. safe_delete(spellProcess);
  188. LogWrite(ZONE__INFO, 0, "Zone", "Completed zone shutdown of '%s'", zone_name);
  189. --numzones;
  190. UpdateWindowTitle(0);
  191. zone_list.Remove(this);
  192. zone_list.RemoveClientZoneReference(this);
  193. safe_delete(MMasterZoneLock);
  194. }
  195. void ZoneServer::IncrementIncomingClients() {
  196. MIncomingClients.writelock(__FUNCTION__, __LINE__);
  197. incoming_clients++;
  198. MIncomingClients.releasewritelock(__FUNCTION__, __LINE__);
  199. }
  200. void ZoneServer::DecrementIncomingClients() {
  201. MIncomingClients.writelock(__FUNCTION__, __LINE__);
  202. if(incoming_clients)
  203. incoming_clients--;
  204. MIncomingClients.releasewritelock(__FUNCTION__, __LINE__);
  205. }
  206. void ZoneServer::Init()
  207. {
  208. LogWrite(ZONE__INFO, 0, "Zone", "Loading new Zone '%s'", zone_name);
  209. zone_list.Add(this);
  210. spellProcess = new SpellProcess();
  211. tradeskillMgr = new TradeskillMgr();
  212. /* Dynamic Timers */
  213. regenTimer.Start(rule_manager.GetGlobalRule(R_Zone, RegenTimer)->GetInt32());
  214. client_save.Start(rule_manager.GetGlobalRule(R_Zone, ClientSaveTimer)->GetInt32());
  215. shutdownTimer.Disable();
  216. spawn_range.Start(rule_manager.GetGlobalRule(R_Zone, CheckAttackPlayer)->GetInt32());
  217. aggro_timer.Start(rule_manager.GetGlobalRule(R_Zone, CheckAttackNPC)->GetInt32());
  218. /* Weather stuff */
  219. InitWeather();
  220. /* Static Timers */
  221. // JA - haven't decided yet if these should remain hard-coded. Changing them could break EQ2Emu functionality
  222. spawn_check_add.Start(1000);
  223. spawn_check_remove.Start(30000);
  224. spawn_expire_timer.Start(10000);
  225. respawn_timer.Start(10000);
  226. // there was never a starter for these?
  227. widget_timer.Start(5000);
  228. tracking_timer.Start(5000);
  229. movement_timer.Start(100);
  230. location_prox_timer.Start(1000);
  231. location_grid_timer.Start(1000);
  232. charsheet_changes.Start(500);
  233. // Send game time packet every in game hour (180 sec)
  234. sync_game_time_timer.Start(180000);
  235. // Get the dusk and dawn time from the rule manager and store it in the correct variables
  236. sscanf (rule_manager.GetGlobalRule(R_World, DuskTime)->GetString(), "%d:%d", &dusk_hour, &dusk_minute);
  237. sscanf (rule_manager.GetGlobalRule(R_World, DawnTime)->GetString(), "%d:%d", &dawn_hour, &dawn_minute);
  238. spawn_update.Start(rule_manager.GetGlobalRule(R_Zone, SpawnUpdateTimer)->GetInt16());
  239. LogWrite(ZONE__DEBUG, 0, "Zone", "SpawnUpdateTimer: %ims", rule_manager.GetGlobalRule(R_Zone, SpawnUpdateTimer)->GetInt16());
  240. queue_updates.Start(rule_manager.GetGlobalRule(R_Zone, SpawnUpdateTimer)->GetInt16());
  241. LogWrite(ZONE__DEBUG, 0, "Zone", "QueueUpdateTimer(inherits SpawnUpdateTimer): %ims", rule_manager.GetGlobalRule(R_Zone, SpawnUpdateTimer)->GetInt16());
  242. spawn_delete_timer = rule_manager.GetGlobalRule(R_Zone, SpawnDeleteTimer)->GetInt32();
  243. LogWrite(ZONE__DEBUG, 0, "Zone", "SpawnDeleteTimer: %ums", spawn_delete_timer);
  244. LogWrite(ZONE__DEBUG, 0, "Zone", "Loading zone flight paths");
  245. database.LoadZoneFlightPaths(this);
  246. world.UpdateServerStatistic(STAT_SERVER_NUM_ACTIVE_ZONES, 1);
  247. UpdateWindowTitle(0);
  248. string zoneName(GetZoneFile());
  249. world.LoadRegionMaps(zoneName);
  250. world.LoadMaps(zoneName);
  251. pathing = IPathfinder::Load(zoneName);
  252. movementMgr = new MobMovementManager();
  253. MMasterSpawnLock.SetName("ZoneServer::MMasterSpawnLock");
  254. m_npc_faction_list.SetName("ZoneServer::npc_faction_list");
  255. m_enemy_faction_list.SetName("ZoneServer::enemy_faction_list");
  256. m_reverse_enemy_faction_list.SetName("ZoneServer::reverse_enemy_faction_list");
  257. MDeadSpawns.SetName("ZoneServer::dead_spawns");
  258. MTransportSpawns.SetName("ZoneServer::transport_spawns");
  259. MSpawnList.SetName("ZoneServer::spawn_list");
  260. MTransporters.SetName("ZoneServer::m_transportMaps");
  261. MSpawnGroupAssociation.SetName("ZoneServer::spawn_group_associations");
  262. MSpawnGroupLocations.SetName("ZoneServer::spawn_group_locations");
  263. MSpawnLocationGroups.SetName("ZoneServer::spawn_location_groups");
  264. MSpawnGroupChances.SetName("ZoneServer::spawn_group_chances");
  265. MTransportLocations.SetName("ZoneServer::transporter_locations");
  266. MSpawnLocationList.SetName("ZoneServer::spawn_location_list");
  267. MSpawnDeleteList.SetName("ZoneServer::spawn_delete_list");
  268. MSpawnScriptTimers.SetName("ZoneServer::spawn_script_timers");
  269. MRemoveSpawnScriptTimersList.SetName("ZoneServer::remove_spawn_script_timers_list");
  270. MClientList.SetName("ZoneServer::clients");
  271. MWidgetTimers.SetName("ZoneServer::widget_timers");
  272. #ifdef WIN32
  273. _beginthread(ZoneLoop, 0, this);
  274. _beginthread(SpawnLoop, 0, this);
  275. #else
  276. pthread_create(&ZoneThread, NULL, ZoneLoop, this);
  277. pthread_detach(ZoneThread);
  278. pthread_create(&SpawnThread, NULL, SpawnLoop, this);
  279. pthread_detach(SpawnThread);
  280. #endif
  281. }
  282. void ZoneServer::CancelThreads() {
  283. #ifdef WIN32
  284. LogWrite(WORLD__ERROR, 1, "World", "Zone %s is hung, however CancelThreads is unsupported for WIN32.", GetZoneName());
  285. #else
  286. pthread_cancel(ZoneThread);
  287. pthread_cancel(SpawnThread);
  288. #endif
  289. }
  290. void ZoneServer::InitWeather()
  291. {
  292. weather_enabled = rule_manager.GetGlobalRule(R_Zone, WeatherEnabled)->GetBool();
  293. if( weather_enabled && isWeatherAllowed())
  294. {
  295. string tmp;
  296. // set up weather system when zone starts up
  297. weather_type = rule_manager.GetGlobalRule(R_Zone, WeatherType)->GetInt8();
  298. switch(weather_type)
  299. {
  300. case 3: tmp = "Chaotic"; break;
  301. case 2: tmp = "Random"; break;
  302. case 1: tmp = "Dynamic"; break;
  303. default: tmp = "Normal"; break;
  304. }
  305. LogWrite(ZONE__DEBUG, 0, "Zone", "%s: Setting up '%s' weather", zone_name, tmp.c_str());
  306. weather_frequency = rule_manager.GetGlobalRule(R_Zone, WeatherChangeFrequency)->GetInt32();
  307. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Change weather every %u seconds", zone_name, weather_frequency);
  308. weather_change_chance = rule_manager.GetGlobalRule(R_Zone, WeatherChangeChance)->GetInt8();
  309. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Chance of weather change: %i%%", zone_name, weather_change_chance);
  310. weather_min_severity = rule_manager.GetGlobalRule(R_Zone, MinWeatherSeverity)->GetFloat();
  311. weather_max_severity = rule_manager.GetGlobalRule(R_Zone, MaxWeatherSeverity)->GetFloat();
  312. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather Severity min/max is %.2f - %.2f", zone_name, weather_min_severity, weather_max_severity);
  313. // Allow a random roll to determine if weather should start out severe or calm
  314. if( MakeRandomInt(1, 100) > 50)
  315. {
  316. weather_pattern = 1; // default weather to increase in severity initially
  317. weather_current_severity = weather_min_severity;
  318. }
  319. else
  320. {
  321. weather_pattern = 0; // default weather to decrease in severity initially
  322. weather_current_severity = weather_max_severity;
  323. }
  324. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather Severity set to %.2f, pattern: %i", zone_name, weather_current_severity, weather_pattern);
  325. weather_change_amount = rule_manager.GetGlobalRule(R_Zone, WeatherChangePerInterval)->GetFloat();
  326. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather change by %.2f each interval", zone_name, weather_change_amount);
  327. if( weather_type > 0 )
  328. {
  329. weather_dynamic_offset = rule_manager.GetGlobalRule(R_Zone, WeatherDynamicMaxOffset)->GetFloat();
  330. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather Max Offset changes no more than %.2f each interval", zone_name, weather_dynamic_offset);
  331. }
  332. else
  333. weather_dynamic_offset = 0;
  334. SetRain(weather_current_severity);
  335. weather_last_changed_time = Timer::GetUnixTimeStamp();
  336. weatherTimer.Start(rule_manager.GetGlobalRule(R_Zone, WeatherTimer)->GetInt32());
  337. }
  338. }
  339. void ZoneServer::DeleteSpellProcess(){
  340. //Just get a lock to make sure we aren't already looping the spawnprocess or clientprocess if this is different than the calling thread
  341. MMasterSpawnLock.writelock(__FUNCTION__, __LINE__);
  342. MMasterZoneLock->lock();
  343. reloading_spellprocess = true;
  344. // Remove spells from NPC's
  345. Spawn* spawn = 0;
  346. map<int32, Spawn*>::iterator itr;
  347. MSpawnList.readlock(__FUNCTION__, __LINE__);
  348. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  349. spawn = itr->second;
  350. if(spawn && spawn->IsNPC())
  351. ((NPC*)spawn)->SetSpells(0);
  352. if(spawn->IsEntity())
  353. ((Entity*)spawn)->RemoveSpellBonus(nullptr, true);
  354. }
  355. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  356. MMasterZoneLock->unlock();
  357. MMasterSpawnLock.releasewritelock(__FUNCTION__, __LINE__);
  358. DismissAllPets();
  359. safe_delete(spellProcess);
  360. }
  361. void ZoneServer::LoadSpellProcess(){
  362. spellProcess = new SpellProcess();
  363. reloading_spellprocess = false;
  364. // Reload NPC's spells
  365. Spawn* spawn = 0;
  366. map<int32, Spawn*>::iterator itr;
  367. MSpawnList.readlock(__FUNCTION__, __LINE__);
  368. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  369. spawn = itr->second;
  370. if(spawn && spawn->IsNPC())
  371. ((NPC*)spawn)->SetSpells(GetNPCSpells(((NPC*)spawn)->GetPrimarySpellList(), ((NPC*)spawn)->GetSecondarySpellList()));
  372. }
  373. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  374. }
  375. void ZoneServer::LockAllSpells(Player* player) {
  376. if (player && spellProcess) {
  377. Client* client = GetClientBySpawn(player);
  378. if (client)
  379. spellProcess->LockAllSpells(client);
  380. }
  381. }
  382. void ZoneServer::UnlockAllSpells(Player* player) {
  383. if (player && spellProcess) {
  384. Client* client = GetClientBySpawn(player);
  385. if (client)
  386. spellProcess->UnlockAllSpells(client);
  387. }
  388. }
  389. void ZoneServer::DeleteFactionLists() {
  390. map<int32, vector<int32> *>::iterator faction_itr;
  391. map<int32, vector<int32> *>::iterator spawn_itr;
  392. m_enemy_faction_list.writelock(__FUNCTION__, __LINE__);
  393. for (faction_itr = enemy_faction_list.begin(); faction_itr != enemy_faction_list.end(); faction_itr++)
  394. safe_delete(faction_itr->second);
  395. enemy_faction_list.clear();
  396. m_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  397. m_reverse_enemy_faction_list.writelock(__FUNCTION__, __LINE__);
  398. for (faction_itr = reverse_enemy_faction_list.begin(); faction_itr != reverse_enemy_faction_list.end(); faction_itr++)
  399. safe_delete(faction_itr->second);
  400. reverse_enemy_faction_list.clear();
  401. m_reverse_enemy_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  402. m_npc_faction_list.writelock(__FUNCTION__, __LINE__);
  403. for (spawn_itr = npc_faction_list.begin(); spawn_itr != npc_faction_list.end(); spawn_itr++)
  404. safe_delete(spawn_itr->second);
  405. npc_faction_list.clear();
  406. m_npc_faction_list.releasewritelock(__FUNCTION__, __LINE__);
  407. }
  408. void ZoneServer::DeleteData(bool boot_clients){
  409. Spawn* spawn = 0;
  410. 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
  411. // Clear spawn groups
  412. spawn_group_map.clear();
  413. // Loop through the spawn list and set the spawn for deletion
  414. map<int32, Spawn*>::iterator itr;
  415. MSpawnList.readlock(__FUNCTION__, __LINE__);
  416. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  417. spawn = itr->second;
  418. if(spawn){
  419. if(!boot_clients && spawn->IsPlayer())
  420. tmp_player_list.push_back(spawn);
  421. else if(spawn->IsPlayer()){
  422. Client* client = GetClientBySpawn(spawn);
  423. if(client)
  424. client->Disconnect();
  425. }
  426. else{
  427. RemoveSpawnSupportFunctions(spawn, true);
  428. AddPendingDelete(spawn);
  429. }
  430. }
  431. }
  432. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  433. // Quick hack to prevent a deadlock, RemoveSpawnSupportFunctions() will cancel spells and result in zone->GetSpawnByID()
  434. // being called which read locks the spawn list and caused a dead lock as the above mutex's were write locked
  435. MSpawnList.writelock(__FUNCTION__, __LINE__);
  436. // Clear the spawn list, this was in the mutex above, moved it down so the above mutex could be a read lock
  437. spawn_list.clear();
  438. // Moved this up so we only read lock the list once in this list
  439. vector<Spawn*>::iterator spawn_iter2;
  440. for (spawn_iter2 = tmp_player_list.begin(); spawn_iter2 != tmp_player_list.end(); spawn_iter2++) {
  441. spawn_list[(*spawn_iter2)->GetID()] = (*spawn_iter2);
  442. }
  443. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  444. // Clear player proximities
  445. RemovePlayerProximity(0, true);
  446. spawn_range_map.clear(true);
  447. if(boot_clients) {
  448. // Refactor
  449. vector<Client*>::iterator itr;
  450. MClientList.writelock(__FUNCTION__, __LINE__);
  451. for (itr = clients.begin(); itr != clients.end(); itr++)
  452. safe_delete(*itr);
  453. clients.clear();
  454. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  455. }
  456. // Clear and delete spawn locations
  457. MSpawnLocationList.writelock(__FUNCTION__, __LINE__);
  458. map<int32, SpawnLocation*>::iterator spawn_location_iter;
  459. for (spawn_location_iter = spawn_location_list.begin(); spawn_location_iter != spawn_location_list.end(); spawn_location_iter++)
  460. safe_delete(spawn_location_iter->second);
  461. spawn_location_list.clear();
  462. MSpawnLocationList.releasewritelock(__FUNCTION__, __LINE__);
  463. // If we allow clients to stay in the zone we need to preserve the revive_points, otherwise if the player dies they will crash
  464. if(revive_points && boot_clients){
  465. vector<RevivePoint*>::iterator revive_iter;
  466. for(revive_iter=revive_points->begin(); revive_iter != revive_points->end(); revive_iter++){
  467. safe_delete(*revive_iter);
  468. }
  469. safe_delete(revive_points);
  470. }
  471. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  472. map<int32, set<int32>*>::iterator assoc_itr;
  473. for (assoc_itr = spawn_group_associations.begin(); assoc_itr != spawn_group_associations.end(); assoc_itr++)
  474. safe_delete(assoc_itr->second);
  475. spawn_group_associations.clear();
  476. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  477. MSpawnGroupLocations.writelock(__FUNCTION__, __LINE__);
  478. map<int32, map<int32, int32>*>::iterator loc_itr;
  479. for (loc_itr = spawn_group_locations.begin(); loc_itr != spawn_group_locations.end(); loc_itr++)
  480. safe_delete(loc_itr->second);
  481. spawn_group_locations.clear();
  482. MSpawnGroupLocations.releasewritelock(__FUNCTION__, __LINE__);
  483. MSpawnLocationGroups.writelock(__FUNCTION__, __LINE__);
  484. map<int32, list<int32>*>::iterator group_itr;
  485. for (group_itr = spawn_location_groups.begin(); group_itr != spawn_location_groups.end(); group_itr++)
  486. safe_delete(group_itr->second);
  487. spawn_location_groups.clear();
  488. MSpawnLocationGroups.releasewritelock(__FUNCTION__, __LINE__);
  489. // Clear lists that need more then just a Clear()
  490. DeleteFactionLists();
  491. DeleteSpawnScriptTimers(0, true);
  492. DeleteSpawnScriptTimers();
  493. ClearDeadSpawns();
  494. // Clear lists
  495. movement_spawns.clear();
  496. respawn_timers.clear();
  497. transport_spawns.clear();
  498. quick_database_id_lookup.clear();
  499. MWidgetTimers.writelock(__FUNCTION__, __LINE__);
  500. widget_timers.clear();
  501. MWidgetTimers.releasewritelock(__FUNCTION__, __LINE__);
  502. map<int16, PacketStruct*>::iterator struct_itr;
  503. for (struct_itr = versioned_info_structs.begin(); struct_itr != versioned_info_structs.end(); struct_itr++)
  504. safe_delete(struct_itr->second);
  505. versioned_info_structs.clear();
  506. for (struct_itr = versioned_pos_structs.begin(); struct_itr != versioned_pos_structs.end(); struct_itr++)
  507. safe_delete(struct_itr->second);
  508. versioned_pos_structs.clear();
  509. for (struct_itr = versioned_vis_structs.begin(); struct_itr != versioned_vis_structs.end(); struct_itr++)
  510. safe_delete(struct_itr->second);
  511. versioned_vis_structs.clear();
  512. }
  513. void ZoneServer::RemoveLocationProximities() {
  514. MutexList<LocationProximity*>::iterator itr = location_proximities.begin();
  515. while(itr.Next()){
  516. safe_delete(itr->value);
  517. }
  518. location_proximities.clear();
  519. }
  520. RevivePoint* ZoneServer::GetRevivePoint(int32 id){
  521. vector<RevivePoint*>::iterator revive_iter;
  522. for(revive_iter=revive_points->begin(); revive_iter != revive_points->end(); revive_iter++){
  523. if((*revive_iter)->id == id)
  524. return *revive_iter;
  525. }
  526. return 0;
  527. }
  528. vector<RevivePoint*>* ZoneServer::GetRevivePoints(Client* client)
  529. {
  530. vector<RevivePoint*>* points = new vector<RevivePoint*>;
  531. RevivePoint* closest_point = 0;
  532. // we should not check for revive points if this is null
  533. if ( revive_points != NULL )
  534. {
  535. LogWrite(ZONE__DEBUG, 0, "Zone", "Got revive point in %s!", __FUNCTION__);
  536. float closest = 100000;
  537. float test_closest = 0;
  538. RevivePoint* test_point = 0;
  539. vector<RevivePoint*>::iterator revive_iter;
  540. for(revive_iter=revive_points->begin(); revive_iter != revive_points->end(); revive_iter++)
  541. {
  542. test_point = *revive_iter;
  543. if(test_point)
  544. {
  545. LogWrite(ZONE__DEBUG, 0, "Zone", "Test Point Found!");
  546. test_closest = client->GetPlayer()->GetDistance(test_point->x, test_point->y, test_point->z);
  547. // should this be changed to list all revive points within max distance or just the closest
  548. if(test_closest < closest)
  549. {
  550. LogWrite(ZONE__DEBUG, 0, "Zone", "test_closest: %.2f, closest: %.2f", test_closest, closest);
  551. closest = test_closest;
  552. closest_point = test_point;
  553. if(closest <= MAX_REVIVEPOINT_DISTANCE)
  554. points->push_back(closest_point);
  555. }
  556. }
  557. }
  558. }
  559. if(closest_point && points->size() == 0 && closest_point->zone_id == GetZoneID())
  560. {
  561. LogWrite(ZONE__WARNING, 0, "Zone", "Nearest Revive Point too far away. Add another!");
  562. 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.");
  563. points->push_back(closest_point);
  564. }
  565. else if(points->size() == 0)
  566. {
  567. LogWrite(ZONE__WARNING, 0, "Zone", "No Revive Points set for zoneID %u. Add some!", GetZoneID());
  568. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "There are no revive points for this zone, you might want to ask the server admin for one.");
  569. closest_point = new RevivePoint;
  570. closest_point->heading = GetSafeHeading();
  571. closest_point->id = 0xFFFFFFFF;
  572. closest_point->location_name = "Zone Safe Point";
  573. closest_point->zone_id = GetZoneID();
  574. closest_point->x = GetSafeX();
  575. closest_point->y = GetSafeY();
  576. closest_point->z = GetSafeZ();
  577. points->push_back(closest_point);
  578. }
  579. return points;
  580. }
  581. void ZoneServer::TriggerCharSheetTimer(){
  582. charsheet_changes.Trigger();
  583. }
  584. void ZoneServer::RegenUpdate(){
  585. if(damaged_spawns.size(true) == 0)
  586. return;
  587. Spawn* spawn = 0;
  588. MutexList<int32>::iterator spawn_iter = damaged_spawns.begin();
  589. while(spawn_iter.Next()){
  590. spawn = GetSpawnByID(spawn_iter->value);
  591. if(spawn && (((spawn->GetHP() < spawn->GetTotalHP()) && spawn->GetHP()>0) || (spawn->GetPower() < spawn->GetTotalPower()))){
  592. if(spawn->IsEntity())
  593. ((Entity*)spawn)->DoRegenUpdate();
  594. if(spawn->IsPlayer()){
  595. Client* client = GetClientBySpawn(spawn);
  596. if(client && client->IsConnected())
  597. client->QueuePacket(client->GetPlayer()->GetPlayerInfo()->serialize(client->GetVersion()));
  598. }
  599. }
  600. else
  601. RemoveDamagedSpawn(spawn);
  602. //Spawn no longer valid, remove it from the list
  603. if (!spawn)
  604. damaged_spawns.Remove(spawn_iter->value);
  605. }
  606. }
  607. void ZoneServer::ClearDeadSpawns(){
  608. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  609. dead_spawns.clear();
  610. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  611. }
  612. void ZoneServer::ProcessDepop(bool respawns_allowed, bool repop) {
  613. vector<Client*>::iterator client_itr;
  614. Client* client = 0;
  615. Spawn* spawn = 0;
  616. PacketStruct* packet = 0;
  617. int16 packet_version = 0;
  618. spawn_expire_timers.clear();
  619. MClientList.readlock(__FUNCTION__, __LINE__);
  620. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  621. client = *client_itr;
  622. if(!client)
  623. continue;
  624. client->GetPlayer()->SetTarget(0);
  625. if(repop)
  626. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Zone Repop in progress...");
  627. else{
  628. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Zone Depop in progress...");
  629. if(respawns_allowed)
  630. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Spawns will respawn according to their respawn timers.");
  631. }
  632. if(!packet || packet_version != client->GetVersion()){
  633. safe_delete(packet);
  634. packet_version = client->GetVersion();
  635. packet = configReader.getStruct("WS_DestroyGhostCmd", packet_version);
  636. }
  637. map<int32, Spawn*>::iterator itr;
  638. MSpawnList.readlock(__FUNCTION__, __LINE__);
  639. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  640. spawn = itr->second;
  641. if(spawn && !spawn->IsPlayer()){
  642. bool dispatched = false;
  643. spawn->SetDeletedSpawn(true);
  644. if(spawn->IsBot())
  645. {
  646. ((Bot*)spawn)->Camp(true);
  647. dispatched = true;
  648. }
  649. else if(spawn->IsPet())
  650. {
  651. Entity* owner = ((Entity*)spawn)->GetOwner();
  652. if(owner)
  653. {
  654. owner->DismissPet((Entity*)spawn);
  655. dispatched = true;
  656. }
  657. }
  658. if(!dispatched)
  659. SendRemoveSpawn(client, spawn, packet);
  660. }
  661. }
  662. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  663. }
  664. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  665. DeleteTransporters();
  666. safe_delete(packet);
  667. if(!repop && respawns_allowed){
  668. spawn_range_map.clear(true);
  669. 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
  670. ClearDeadSpawns();
  671. map<int32, Spawn*>::iterator itr;
  672. MSpawnList.writelock(__FUNCTION__, __LINE__);
  673. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  674. spawn = itr->second;
  675. if (spawn) {
  676. if(spawn->GetRespawnTime() > 0 && spawn->GetSpawnLocationID() > 0)
  677. respawn_timers.Put(spawn->GetSpawnLocationID(), Timer::GetCurrentTime2() + spawn->GetRespawnTime()*1000);
  678. if(spawn->IsPlayer())
  679. tmp_player_list.Add(spawn);
  680. else {
  681. RemoveSpawnSupportFunctions(spawn, true);
  682. AddPendingDelete(spawn);
  683. }
  684. }
  685. }
  686. spawn_list.clear();
  687. //add back just the clients
  688. MutexList<Spawn*>::iterator spawn_iter2 = tmp_player_list.begin();
  689. while(spawn_iter2.Next()) {
  690. spawn_list[spawn_iter2->value->GetID()] = spawn_iter2->value;
  691. }
  692. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  693. }
  694. else
  695. DeleteData(false);
  696. if(repop)
  697. {
  698. // reload spirit shards for the current zone
  699. database.LoadSpiritShards(this);
  700. LoadingData = true;
  701. }
  702. }
  703. void ZoneServer::Depop(bool respawns, bool repop) {
  704. respawns_allowed = respawns;
  705. repop_zone = repop;
  706. finished_depop = false;
  707. depop_zone = true;
  708. }
  709. bool ZoneServer::AddCloseSpawnsToSpawnGroup(Spawn* spawn, float radius){
  710. if(!spawn)
  711. return false;
  712. Spawn* close_spawn = 0;
  713. bool ret = true;
  714. map<int32, Spawn*>::iterator itr;
  715. MSpawnList.readlock(__FUNCTION__, __LINE__);
  716. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  717. close_spawn = itr->second;
  718. if(close_spawn && close_spawn != spawn && !close_spawn->IsPlayer() && close_spawn->GetDistance(spawn) <= radius){
  719. 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())){
  720. if(close_spawn->GetSpawnGroupID() == 0){
  721. spawn->AddSpawnToGroup(close_spawn);
  722. close_spawn->AddSpawnToGroup(spawn);
  723. }
  724. else
  725. ret = false;
  726. }
  727. }
  728. }
  729. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  730. return ret;
  731. }
  732. void ZoneServer::RepopSpawns(Client* client, Spawn* in_spawn){
  733. vector<Spawn*>* spawns = in_spawn->GetSpawnGroup();
  734. PacketStruct* packet = configReader.getStruct("WS_DestroyGhostCmd", client->GetVersion());
  735. if(spawns){
  736. if(!packet)
  737. return;
  738. Spawn* spawn = 0;
  739. vector<Spawn*>::iterator itr;
  740. for(itr = spawns->begin(); itr != spawns->end(); itr++){
  741. spawn = *itr;
  742. spawn->SetDeletedSpawn(true);
  743. SendRemoveSpawn(client, spawn, packet);
  744. }
  745. }
  746. safe_delete(spawns);
  747. if(in_spawn)
  748. in_spawn->SetDeletedSpawn(true);
  749. SendRemoveSpawn(client, in_spawn, packet);
  750. spawn_check_add.Trigger();
  751. safe_delete(packet);
  752. }
  753. bool ZoneServer::AggroVictim(NPC* npc, Spawn* victim, Client* client)
  754. {
  755. bool isEntity = victim->IsEntity();
  756. if (npc->HasSpawnGroup()) {
  757. vector<Spawn*>* groupVec = npc->GetSpawnGroup();
  758. for (int32 i = 0; i < groupVec->size(); i++) {
  759. Spawn* group_member = groupVec->at(i);
  760. if (group_member && !group_member->EngagedInCombat() && group_member->Alive()) {
  761. CallSpawnScript(group_member, SPAWN_SCRIPT_AGGRO, victim);
  762. if (isEntity)
  763. ((NPC*)group_member)->AddHate((Entity*)victim, 50);
  764. else
  765. ((NPC*)group_member)->InCombat(true);
  766. }
  767. }
  768. safe_delete(groupVec);
  769. }
  770. else
  771. {
  772. if (isEntity)
  773. {
  774. CallSpawnScript(victim, SPAWN_SCRIPT_AGGRO, victim);
  775. npc->AddHate((Entity*)victim, 50);
  776. }
  777. else
  778. npc->InCombat(true);
  779. }
  780. return true;
  781. }
  782. bool ZoneServer::CheckNPCAttacks(NPC* npc, Spawn* victim, Client* client){
  783. if(!npc || !victim)
  784. return true;
  785. if (client) {
  786. if (client->IsConnected() && npc->CanSeeInvis(client->GetPlayer()) && client->GetPlayer()->GetFactions()->ShouldAttack(npc->GetFactionID()) && npc->AttackAllowed((Entity*)victim, false)) {
  787. if (!npc->EngagedInCombat() && client->GetPlayer()->GetArrowColor(npc->GetLevel()) != ARROW_COLOR_GRAY) {
  788. AggroVictim(npc, victim, client);
  789. }
  790. }
  791. }
  792. else{
  793. AggroVictim(npc, victim, client);
  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. float curDist = spawn->GetDistance(client->GetPlayer());
  925. if (!client->GetPlayer()->WasSentSpawn(spawn->GetID()) && curDist > SEND_SPAWN_DISTANCE)
  926. {
  927. return;
  928. }
  929. spawn_range_map.Get(client)->Put(spawn->GetID(), curDist);
  930. if(!initial_login && client && spawn->IsNPC() && curDist <= ((NPC*)spawn)->GetAggroRadius() && !client->GetPlayer()->GetInvulnerable())
  931. CheckNPCAttacks((NPC*)spawn, client->GetPlayer(), client);
  932. }
  933. if(!initial_login)
  934. CheckPlayerProximity(spawn, client);
  935. }
  936. }
  937. void ZoneServer::CheckSpawnRange(Spawn* spawn){
  938. vector<Client*>::iterator client_itr;
  939. Client* client = 0;
  940. MClientList.readlock(__FUNCTION__, __LINE__);
  941. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  942. client = *client_itr;
  943. if(client && client->IsReadyForSpawns())
  944. CheckSpawnRange(client, spawn);
  945. }
  946. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  947. }
  948. bool ZoneServer::PrepareSpawnID(Player* player, Spawn* spawn){
  949. return player->SetSpawnMap(spawn);
  950. }
  951. void ZoneServer::CheckSendSpawnToClient(Client* client, bool initial_login) {
  952. if (!client) {
  953. LogWrite(ZONE__ERROR, 0, "Zone", "CheckSendSpawnToClient called with an invalid client");
  954. return;
  955. }
  956. if (!initial_login && !client->GetInitialSpawnsSent() || (!initial_login && !client->IsReadyForSpawns()))
  957. return;
  958. Spawn* spawn = 0;
  959. map<float, vector<Spawn*>* > closest_spawns;
  960. if (spawn_range_map.count(client) > 0) {
  961. if (initial_login || client->IsConnected()) {
  962. MutexMap<int32, float >::iterator spawn_iter = spawn_range_map.Get(client)->begin();
  963. while (spawn_iter.Next()) {
  964. spawn = GetSpawnByID(spawn_iter->first, true);
  965. if (spawn && spawn->GetPrivateQuestSpawn()) {
  966. if (!spawn->IsPrivateSpawn())
  967. spawn->AddAllowAccessSpawn(spawn);
  968. if (spawn->MeetsSpawnAccessRequirements(client->GetPlayer())) {
  969. if (spawn->IsPrivateSpawn() && !spawn->AllowedAccess(client->GetPlayer()))
  970. spawn->AddAllowAccessSpawn(client->GetPlayer());
  971. }
  972. else if (spawn->AllowedAccess(client->GetPlayer()))
  973. spawn->RemoveSpawnAccess(client->GetPlayer());
  974. }
  975. if (spawn && spawn != client->GetPlayer() && client->GetPlayer()->ShouldSendSpawn(spawn)) {
  976. if ((!initial_login && spawn_iter->second <= SEND_SPAWN_DISTANCE) || (initial_login && (spawn_iter->second <= (SEND_SPAWN_DISTANCE / 2) || spawn->IsWidget()))) {
  977. if(PrepareSpawnID(client->GetPlayer(), spawn)) {
  978. if (closest_spawns.count(spawn_iter->second) == 0)
  979. closest_spawns[spawn_iter->second] = new vector<Spawn*>();
  980. closest_spawns[spawn_iter->second]->push_back(spawn);
  981. }
  982. }
  983. }
  984. }
  985. }
  986. vector<Spawn*>::iterator spawn_iter2;
  987. map<float, vector<Spawn*>* >::iterator itr;
  988. for (itr = closest_spawns.begin(); itr != closest_spawns.end(); ) {
  989. for (spawn_iter2 = itr->second->begin(); spawn_iter2 != itr->second->end(); spawn_iter2++) {
  990. spawn = *spawn_iter2;
  991. if(!client->IsReloadingZone() || (client->IsReloadingZone() && spawn != client->GetPlayer()))
  992. SendSpawn(spawn, client);
  993. if (client->ShouldTarget() && client->GetCombineSpawn() == spawn)
  994. client->TargetSpawn(spawn);
  995. }
  996. vector<Spawn*>* vect = itr->second;
  997. map<float, vector<Spawn*>* >::iterator tmpitr = itr;
  998. itr++;
  999. closest_spawns.erase(tmpitr);
  1000. safe_delete(vect);
  1001. }
  1002. }
  1003. if (initial_login)
  1004. client->SetInitialSpawnsSent(true);
  1005. }
  1006. void ZoneServer::CheckSendSpawnToClient(){
  1007. vector<Client*>::iterator itr;
  1008. Client* client = 0;
  1009. MClientList.readlock(__FUNCTION__, __LINE__);
  1010. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1011. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1012. client = *itr;
  1013. if(client->IsReadyForSpawns())
  1014. CheckSendSpawnToClient(client);
  1015. }
  1016. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1017. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1018. }
  1019. void ZoneServer::CheckRemoveSpawnFromClient(Spawn* spawn) {
  1020. vector<Client*>::iterator itr;
  1021. Client* client = 0;
  1022. PacketStruct* packet = 0;
  1023. int16 packet_version = 0;
  1024. MClientList.readlock(__FUNCTION__, __LINE__);
  1025. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1026. client = *itr;
  1027. if(client){
  1028. if(!packet || packet_version != client->GetVersion()){
  1029. safe_delete(packet);
  1030. packet_version = client->GetVersion();
  1031. packet = configReader.getStruct("WS_DestroyGhostCmd", packet_version);
  1032. }
  1033. if(spawn && spawn != client->GetPlayer() &&
  1034. client->GetPlayer()->WasSentSpawn(spawn->GetID()) &&
  1035. !client->GetPlayer()->IsRemovingSpawn(spawn->GetID()) &&
  1036. client->GetPlayer()->WasSpawnRemoved(spawn) == false &&
  1037. (spawn_range_map.Get(client)->Get(spawn->GetID()) > REMOVE_SPAWN_DISTANCE &&
  1038. !spawn->IsSign() && !spawn->IsObject() && !spawn->IsWidget() && !spawn->IsTransportSpawn())){
  1039. SendRemoveSpawn(client, spawn, packet);
  1040. spawn_range_map.Get(client)->erase(spawn->GetID());
  1041. }
  1042. }
  1043. }
  1044. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1045. safe_delete(packet);
  1046. }
  1047. bool ZoneServer::CombatProcess(Spawn* spawn) {
  1048. bool ret = true;
  1049. if (spawn && spawn->IsEntity())
  1050. ((Entity*)spawn)->ProcessCombat();
  1051. return ret;
  1052. }
  1053. void ZoneServer::AddPendingDelete(Spawn* spawn) {
  1054. MSpawnDeleteList.writelock(__FUNCTION__, __LINE__);
  1055. if (spawn_delete_list.count(spawn) == 0)
  1056. 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
  1057. MSpawnDeleteList.releasewritelock(__FUNCTION__, __LINE__);
  1058. }
  1059. void ZoneServer::RemovePendingDelete(Spawn* spawn) {
  1060. if (!spawn)
  1061. return;
  1062. MSpawnDeleteList.writelock(__FUNCTION__, __LINE__);
  1063. if (spawn_delete_list.count(spawn) > 0)
  1064. {
  1065. spawn_delete_list.erase(spawn);
  1066. }
  1067. MSpawnDeleteList.releasewritelock(__FUNCTION__, __LINE__);
  1068. }
  1069. void ZoneServer::DeleteSpawns(bool delete_all) {
  1070. MSpawnDeleteList.writelock(__FUNCTION__, __LINE__);
  1071. MPendingSpawnRemoval.readlock(__FUNCTION__, __LINE__);
  1072. if(spawn_delete_list.size() > 0){
  1073. map<Spawn*, int32>::iterator itr;
  1074. map<Spawn*, int32>::iterator erase_itr;
  1075. int32 current_time = Timer::GetCurrentTime2();
  1076. Spawn* spawn = 0;
  1077. for (itr = spawn_delete_list.begin(); itr != spawn_delete_list.end(); ) {
  1078. if (delete_all || current_time >= itr->second){
  1079. // we haven't removed it from the spawn list yet..
  1080. if(!delete_all && m_pendingSpawnRemove.count(itr->first->GetID()))
  1081. continue;
  1082. spawn = itr->first;
  1083. if (spawn && movementMgr != nullptr) {
  1084. movementMgr->RemoveMob((Entity*)spawn);
  1085. }
  1086. // delete brain if it has one
  1087. if(spawn->IsNPC()) {
  1088. NPC* tmpNPC = (NPC*)spawn;
  1089. if(tmpNPC->Brain())
  1090. tmpNPC->SetBrain(nullptr);
  1091. }
  1092. erase_itr = itr++;
  1093. spawn_delete_list.erase(erase_itr);
  1094. MSpawnList.writelock(__FUNCTION__, __LINE__);
  1095. std::map<int32, Spawn*>::iterator sitr = spawn_list.find(spawn->GetID());
  1096. if(sitr != spawn_list.end()) {
  1097. spawn_list.erase(sitr);
  1098. }
  1099. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  1100. safe_delete(spawn);
  1101. }
  1102. else
  1103. itr++;
  1104. }
  1105. }
  1106. MPendingSpawnRemoval.releasereadlock(__FUNCTION__, __LINE__);
  1107. MSpawnDeleteList.releasewritelock(__FUNCTION__, __LINE__);
  1108. }
  1109. void ZoneServer::AddDamagedSpawn(Spawn* spawn){
  1110. if (spawn)
  1111. damaged_spawns.Add(spawn->GetID());
  1112. }
  1113. void ZoneServer::RemoveDamagedSpawn(Spawn* spawn){
  1114. if (spawn)
  1115. damaged_spawns.Remove(spawn->GetID());
  1116. }
  1117. bool ZoneServer::Process()
  1118. {
  1119. MMasterZoneLock->lock(); //Changing this back to a recursive lock to fix a possible /reload spells crash with multiple zones running - Foof
  1120. SetWatchdogTime(Timer::GetCurrentTime2());
  1121. #ifndef NO_CATCH
  1122. try
  1123. {
  1124. #endif
  1125. while (zoneID == 0) { //this is loaded by world
  1126. SetWatchdogTime(Timer::GetCurrentTime2());
  1127. Sleep(10);
  1128. }
  1129. if (LoadingData) {
  1130. if (lua_interface) {
  1131. string tmpScript("ZoneScripts/");
  1132. tmpScript.append(GetZoneName());
  1133. tmpScript.append(".lua");
  1134. struct stat buffer;
  1135. bool fileExists = (stat(tmpScript.c_str(), &buffer) == 0);
  1136. if (fileExists)
  1137. lua_interface->RunZoneScript(tmpScript.c_str(), "preinit_zone_script", this);
  1138. }
  1139. if (reloading) {
  1140. LogWrite(COMMAND__DEBUG, 0, "Command", "-Loading Entity Commands...");
  1141. database.LoadEntityCommands(this);
  1142. LogWrite(NPC__INFO, 0, "NPC", "-Loading Spirit Shard data...");
  1143. database.LoadSpiritShards(this);
  1144. LogWrite(NPC__INFO, 0, "NPC", "-Load Spirit Shard data complete!");
  1145. LogWrite(NPC__INFO, 0, "NPC", "-Loading NPC data...");
  1146. database.LoadNPCs(this);
  1147. LogWrite(NPC__INFO, 0, "NPC", "-Load NPC data complete!");
  1148. LogWrite(OBJECT__INFO, 0, "Object", "-Loading Object data...");
  1149. database.LoadObjects(this);
  1150. LogWrite(OBJECT__INFO, 0, "Object", "-Load Object data complete!");
  1151. LogWrite(SIGN__INFO, 0, "Sign", "-Loading Sign data...");
  1152. database.LoadSigns(this);
  1153. LogWrite(SIGN__INFO, 0, "Sign", "-Load Sign data complete!");
  1154. LogWrite(WIDGET__INFO, 0, "Widget", "-Loading Widget data...");
  1155. database.LoadWidgets(this);
  1156. LogWrite(WIDGET__INFO, 0, "Widget", "-Load Widget data complete!");
  1157. LogWrite(GROUNDSPAWN__INFO, 0, "GSpawn", "-Loading Groundspawn data...");
  1158. database.LoadGroundSpawns(this);
  1159. database.LoadGroundSpawnEntries(this);
  1160. LogWrite(GROUNDSPAWN__INFO, 0, "GSpawn", "-Load Groundspawn data complete!");
  1161. LogWrite(PET__INFO, 0, "Pet", "-Loading Pet data...");
  1162. database.GetPetNames(this);
  1163. LogWrite(PET__INFO, 0, "Pet", "-Load Pet data complete!");
  1164. LogWrite(LOOT__INFO, 0, "Loot", "-Loading Spawn loot data...");
  1165. database.LoadLoot(this);
  1166. LogWrite(LOOT__INFO, 0, "Loot", "-Loading Spawn loot data complete!");
  1167. LogWrite(TRANSPORT__INFO, 0, "Transport", "-Loading Transporters...");
  1168. database.LoadTransporters(this);
  1169. LogWrite(TRANSPORT__INFO, 0, "Transport", "-Loading Transporters complete!");
  1170. reloading = false;
  1171. world.RemoveReloadingSubSystem("Spawns");
  1172. }
  1173. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  1174. spawn_group_associations.clear();
  1175. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  1176. MSpawnGroupLocations.writelock(__FUNCTION__, __LINE__);
  1177. spawn_group_locations.clear();
  1178. MSpawnGroupLocations.releasewritelock(__FUNCTION__, __LINE__);
  1179. MSpawnLocationGroups.writelock(__FUNCTION__, __LINE__);
  1180. spawn_location_groups.clear();
  1181. MSpawnLocationGroups.releasewritelock(__FUNCTION__, __LINE__);
  1182. MSpawnGroupChances.writelock(__FUNCTION__, __LINE__);
  1183. spawn_group_chances.clear();
  1184. MSpawnGroupChances.releasewritelock(__FUNCTION__, __LINE__);
  1185. Map* zonemap = world.GetMap(std::string(GetZoneName()),0);
  1186. while (zonemap != nullptr && zonemap->IsMapLoading())
  1187. {
  1188. SetWatchdogTime(Timer::GetCurrentTime2());
  1189. // Client loop
  1190. ClientProcess();
  1191. Sleep(10);
  1192. }
  1193. DeleteTransporters();
  1194. ReloadTransporters();
  1195. database.LoadSpawns(this);
  1196. ProcessSpawnLocations();
  1197. if (!revive_points)
  1198. revive_points = new vector<RevivePoint*>;
  1199. else {
  1200. while (!revive_points->empty()) {
  1201. safe_delete(revive_points->back());
  1202. revive_points->pop_back();
  1203. }
  1204. }
  1205. database.LoadRevivePoints(revive_points, GetZoneID());
  1206. RemoveLocationGrids();
  1207. database.LoadLocationGrids(this);
  1208. LoadingData = false;
  1209. spawn_range.Trigger();
  1210. spawn_check_add.Trigger();
  1211. const char* zone_script = world.GetZoneScript(this->GetZoneID());
  1212. if (lua_interface && zone_script) {
  1213. RemoveLocationProximities();
  1214. lua_interface->RunZoneScript(zone_script, "init_zone_script", this);
  1215. }
  1216. }
  1217. if(shutdownTimer.Enabled() && shutdownTimer.Check() && connected_clients.size(true) == 0) {
  1218. //if(lifetime_client_count)
  1219. zoneShuttingDown = true;
  1220. /*else { // allow up to 120 seconds then timeout
  1221. LogWrite(ZONE__WARNING, 0, "Zone", "No clients have connected to zone '%s' and the shutdown timer has counted down -- will delay shutdown for 120 seconds.", GetZoneName());
  1222. shutdownTimer.Start(120000, true);
  1223. lifetime_client_count = 1;
  1224. }*/
  1225. }
  1226. if (reloading_spellprocess){
  1227. MMasterZoneLock->unlock();
  1228. return !zoneShuttingDown;
  1229. }
  1230. // client loop
  1231. if(charsheet_changes.Check())
  1232. SendCharSheetChanges();
  1233. // Client loop
  1234. ClientProcess();
  1235. if(spellProcess)
  1236. spellProcess->Process();
  1237. if (tradeskillMgr)
  1238. tradeskillMgr->Process();
  1239. // Client loop
  1240. if(client_save.Check())
  1241. SaveClients();
  1242. // Possibility to do a client loop
  1243. if(weather_enabled && weatherTimer.Check())
  1244. ProcessWeather();
  1245. // client related loop, move to main thread?
  1246. if(!zoneShuttingDown)
  1247. ProcessDrowning();
  1248. // client than location_proximities loop, move to main thread
  1249. if (location_prox_timer.Check() && !zoneShuttingDown)
  1250. CheckLocationProximity();
  1251. // client than location_grid loop, move to main thread
  1252. if (location_grid_timer.Check() && !zoneShuttingDown)
  1253. CheckLocationGrids();
  1254. if (sync_game_time_timer.Check() && !zoneShuttingDown)
  1255. SendTimeUpdateToAllClients();
  1256. if(lua_interface)
  1257. lua_interface->Process();
  1258. world.MWorldTime.readlock(__FUNCTION__, __LINE__);
  1259. int hour = world.GetWorldTimeStruct()->hour;
  1260. int minute = world.GetWorldTimeStruct()->minute;
  1261. world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
  1262. if (!isDusk && (hour >= 19 || hour < 8)) {//((hour > dusk_hour || hour < dawn_hour) || ((dusk_hour == hour && minute >= dusk_minute) || (hour == dawn_hour && minute < dawn_minute)))) {
  1263. isDusk = true;
  1264. const char* zone_script = world.GetZoneScript(GetZoneID());
  1265. if (lua_interface && zone_script)
  1266. lua_interface->RunZoneScript(zone_script, "dusk", this);
  1267. ProcessSpawnConditional(SPAWN_CONDITIONAL_NIGHT);
  1268. }
  1269. 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)))) {
  1270. isDusk = false;
  1271. const char* zone_script = world.GetZoneScript(GetZoneID());
  1272. if (lua_interface && zone_script)
  1273. lua_interface->RunZoneScript(zone_script, "dawn", this);
  1274. ProcessSpawnConditional(SPAWN_CONDITIONAL_DAY);
  1275. }
  1276. // damaged spawns loop, spawn related, move to spawn thread?
  1277. if(regenTimer.Check())
  1278. RegenUpdate();
  1279. // respawn_timers loop
  1280. if(respawn_timer.Check() && !zoneShuttingDown)
  1281. CheckRespawns();
  1282. // spawn_expire_timers loop
  1283. if (spawn_expire_timer.Check() && !zoneShuttingDown)
  1284. CheckSpawnExpireTimers();
  1285. // widget_timers loop
  1286. if(widget_timer.Check() && !zoneShuttingDown)
  1287. CheckWidgetTimers();
  1288. // spawn_script_timers loop
  1289. if(!zoneShuttingDown)
  1290. CheckSpawnScriptTimers();
  1291. // Check to see if a dead spawn needs to be removed
  1292. CheckDeadSpawnRemoval();
  1293. #ifndef NO_CATCH
  1294. }
  1295. catch(...)
  1296. {
  1297. LogWrite(ZONE__ERROR, 0, "Zone", "Exception while running '%s'", GetZoneName());
  1298. zoneShuttingDown = true;
  1299. MMasterZoneLock->unlock();
  1300. return false;
  1301. }
  1302. #endif
  1303. MMasterZoneLock->unlock();
  1304. return (zoneShuttingDown == false);
  1305. }
  1306. bool ZoneServer::SpawnProcess(){
  1307. if(depop_zone) {
  1308. depop_zone = false;
  1309. ProcessDepop(respawns_allowed, repop_zone);
  1310. finished_depop = true;
  1311. }
  1312. MMasterSpawnLock.writelock(__FUNCTION__, __LINE__);
  1313. // If the zone is loading data or shutting down don't do anything
  1314. if(!LoadingData && !zoneShuttingDown && !reloading_spellprocess) {
  1315. // Set some bool's for timers
  1316. bool movement = movement_timer.Check();
  1317. bool spawnRange = spawn_range.Check();
  1318. bool checkRemove = spawn_check_remove.Check();
  1319. bool aggroCheck = aggro_timer.Check();
  1320. vector<int32> pending_spawn_list_remove;
  1321. // Check to see if there are any spawn id's that need to be removed from the spawn list, if so remove them all
  1322. ProcessSpawnRemovals();
  1323. map<int32, Spawn*>::iterator itr;
  1324. if (spawnRange || checkRemove)
  1325. {
  1326. // Loop through the spawn list
  1327. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1328. // Loop throught the list to set up spawns to be sent to clients
  1329. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  1330. // if zone is shutting down kill the loop
  1331. if (zoneShuttingDown)
  1332. break;
  1333. Spawn* spawn = itr->second;
  1334. if (spawn) {
  1335. // Checks the range to all clients in the zone
  1336. if (spawnRange)
  1337. CheckSpawnRange(spawn);
  1338. // Checks to see if the spawn needs to be removed from a client
  1339. if (checkRemove)
  1340. CheckRemoveSpawnFromClient(spawn);
  1341. }
  1342. }
  1343. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1344. }
  1345. // 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
  1346. // client loop, move to main thread?
  1347. // 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
  1348. // might be an issue with other functions moved from the spawn thread to the main thread?
  1349. if(spawn_check_add.Check() && !zoneShuttingDown)
  1350. CheckSendSpawnToClient();
  1351. // send spawn changes, changed_spawns loop
  1352. if (spawn_update.Check() && !zoneShuttingDown) { //check for changed spawns every {Rule:SpawnUpdateTimer} milliseconds (default: 200ms)
  1353. SendSpawnChanges();
  1354. }
  1355. if (movement || aggroCheck)
  1356. {
  1357. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1358. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  1359. // Break the loop if the zone is shutting down
  1360. if (zoneShuttingDown)
  1361. break;
  1362. Spawn* spawn = itr->second;
  1363. if (spawn) {
  1364. // Process spawn movement
  1365. if (movement) {
  1366. spawn->ProcessMovement(true);
  1367. // update last_movement_update for all spawns (used for time_step)
  1368. spawn->last_movement_update = Timer::GetCurrentTime2();
  1369. if (!aggroCheck)
  1370. CombatProcess(spawn);
  1371. }
  1372. // Makes NPC's KOS to other NPC's or players
  1373. if (aggroCheck)
  1374. {
  1375. ProcessAggroChecks(spawn);
  1376. CombatProcess(spawn);
  1377. }
  1378. }
  1379. else {
  1380. // unable to get a valid spawn, lets add the id to another list to remove from the spawn list after this loop is finished
  1381. pending_spawn_list_remove.push_back(itr->first);
  1382. }
  1383. }
  1384. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1385. }
  1386. // Check to see if there are any spawn id's that need to be removed from the spawn list, if so remove them all
  1387. if (pending_spawn_list_remove.size() > 0) {
  1388. MSpawnList.writelock(__FUNCTION__, __LINE__);
  1389. vector<int32>::iterator itr2;
  1390. for (itr2 = pending_spawn_list_remove.begin(); itr2 != pending_spawn_list_remove.end(); itr2++)
  1391. spawn_list.erase(*itr2);
  1392. pending_spawn_list_remove.clear();
  1393. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  1394. }
  1395. // Double Check to see if there are any spawn id's that need to be removed from the spawn list, if so remove them before we replace with pending spawns
  1396. // and also potentially further down when we delete the Spawn* in DeleteSpawns(false)
  1397. ProcessSpawnRemovals();
  1398. // Check to see if there are spawns waiting to be added to the spawn list, if so add them all
  1399. if (pending_spawn_list_add.size() > 0) {
  1400. MSpawnList.writelock(__FUNCTION__, __LINE__);
  1401. MPendingSpawnListAdd.writelock(__FUNCTION__, __LINE__);
  1402. list<Spawn*>::iterator itr2;
  1403. for (itr2 = pending_spawn_list_add.begin(); itr2 != pending_spawn_list_add.end(); itr2++) {
  1404. Spawn* spawn = *itr2;
  1405. if (spawn)
  1406. spawn_list[spawn->GetID()] = spawn;
  1407. }
  1408. pending_spawn_list_add.clear();
  1409. MPendingSpawnListAdd.releasewritelock(__FUNCTION__, __LINE__);
  1410. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  1411. }
  1412. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1413. if (movementMgr != nullptr)
  1414. movementMgr->Process();
  1415. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1416. if(queue_updates.Check())
  1417. ProcessQueuedStateCommands();
  1418. // Do other loops for spawns
  1419. // 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?
  1420. //if (tracking_timer.Check())
  1421. //ProcessTracking(); // probably doesn't work as spawn loop iterator is never set
  1422. // Delete unused spawns, do this last
  1423. if(!zoneShuttingDown)
  1424. DeleteSpawns(false);
  1425. // Nothing should come after this
  1426. //LogWrite(PLAYER__ERROR, 0, "Debug", "Spawn loop time %u", Timer::GetCurrentTime2() - time);
  1427. }
  1428. MMasterSpawnLock.releasewritelock(__FUNCTION__, __LINE__);
  1429. return (zoneShuttingDown == false);
  1430. }
  1431. void ZoneServer::CheckDeadSpawnRemoval() {
  1432. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  1433. if(dead_spawns.size() > 0){
  1434. vector<Spawn*> tmp_dead_list;
  1435. int32 current_time = Timer::GetCurrentTime2();
  1436. Spawn* spawn = 0;
  1437. map<int32, int32>::iterator itr = dead_spawns.begin();
  1438. map<int32, int32>::iterator itr_delete;
  1439. while (itr != dead_spawns.end()) {
  1440. spawn = GetSpawnByID(itr->first);
  1441. if (spawn) {
  1442. if(current_time >= itr->second)
  1443. tmp_dead_list.push_back(spawn);
  1444. itr++;
  1445. }
  1446. else {
  1447. itr_delete = itr++;
  1448. dead_spawns.erase(itr_delete);
  1449. }
  1450. }
  1451. for(int i=tmp_dead_list.size()-1;i>=0;i--){
  1452. spawn = tmp_dead_list[i];
  1453. if (!spawn->IsPlayer())
  1454. {
  1455. dead_spawns.erase(spawn->GetID());
  1456. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  1457. RemoveSpawn(spawn, true, true, true, true, true);
  1458. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  1459. }
  1460. }
  1461. }
  1462. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  1463. }
  1464. void ZoneServer::CheckRespawns(){
  1465. vector<int32> tmp_respawn_list;
  1466. MutexMap<int32, int32>::iterator itr = respawn_timers.begin();
  1467. while(itr.Next()){
  1468. if(Timer::GetCurrentTime2() >= itr->second)
  1469. tmp_respawn_list.push_back(itr->first);
  1470. }
  1471. for(int i=tmp_respawn_list.size()-1;i>=0;i--){
  1472. if ( IsInstanceZone() )
  1473. {
  1474. if ( database.DeleteInstanceSpawnRemoved(GetInstanceID(),tmp_respawn_list[i]) )
  1475. {
  1476. }
  1477. else
  1478. {
  1479. }
  1480. }
  1481. ProcessSpawnLocation(tmp_respawn_list[i], true);
  1482. respawn_timers.erase(tmp_respawn_list[i]);
  1483. }
  1484. }
  1485. void ZoneServer::CheckSpawnExpireTimers() {
  1486. MutexMap<int32, int32>::iterator itr = spawn_expire_timers.begin();
  1487. while (itr.Next()) {
  1488. Spawn* spawn = GetSpawnByID(itr->first);
  1489. if (spawn) {
  1490. if (Timer::GetCurrentTime2() >= itr.second) {
  1491. spawn_expire_timers.erase(itr.first);
  1492. Despawn(spawn, spawn->GetRespawnTime());
  1493. }
  1494. }
  1495. else
  1496. spawn_expire_timers.erase(itr->first);
  1497. }
  1498. }
  1499. void ZoneServer::AddSpawnExpireTimer(Spawn* spawn, int32 expire_time, int32 expire_offset) {
  1500. if (spawn) {
  1501. int32 actual_expire_time = expire_time;
  1502. if (expire_offset > 0) {
  1503. int32 low = expire_time;
  1504. int32 high = expire_time + expire_offset;
  1505. if (expire_offset < expire_time)
  1506. low = expire_time - expire_offset;
  1507. int32 range = (high - low) + 1;
  1508. actual_expire_time = (low + (int32)((range * rand()) / (RAND_MAX + 1.0)));
  1509. }
  1510. actual_expire_time *= 1000;
  1511. spawn_expire_timers.Put(spawn->GetID(), Timer::GetCurrentTime2() + actual_expire_time);
  1512. }
  1513. }
  1514. void ZoneServer::SaveClient(Client* client){
  1515. client->Save();
  1516. }
  1517. void ZoneServer::SaveClients(){
  1518. vector<Client*>::iterator itr;
  1519. Client* client = 0;
  1520. MClientList.readlock(__FUNCTION__, __LINE__);
  1521. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1522. client = *itr;
  1523. if(client->IsConnected()){
  1524. SaveClient(client);
  1525. }
  1526. }
  1527. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1528. }
  1529. void ZoneServer::SendSpawnVisualState(Spawn* spawn, int16 type){
  1530. if(!spawn)
  1531. return;
  1532. vector<Client*>::iterator itr;
  1533. spawn->SetTempVisualState(type);
  1534. Client* client = 0;
  1535. MClientList.readlock(__FUNCTION__, __LINE__);
  1536. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1537. client = *itr;
  1538. if(client && client->GetPlayer() != spawn)
  1539. AddChangedSpawn(spawn);
  1540. }
  1541. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1542. }
  1543. void ZoneServer::SendSpawnChangesByDBID(int32 db_id, Client* client, bool override_changes, bool override_vis_changes){
  1544. Spawn* spawn = GetSpawnByDatabaseID(db_id);
  1545. if(spawn && (spawn->changed || override_changes || override_vis_changes))
  1546. SendSpawnChanges(spawn, client, override_changes, override_vis_changes);
  1547. }
  1548. void ZoneServer::SendSpawnChanges(Spawn* spawn, Client* client, bool override_changes, bool override_vis_changes){
  1549. if(client && client->IsReadyForUpdates() && client->GetPlayer()->WasSentSpawn(spawn->GetID()) && (spawn->IsTransportSpawn() || client->GetPlayer()->GetDistance(spawn) < SEND_SPAWN_DISTANCE)){
  1550. EQ2Packet* outapp = spawn->spawn_update_packet(client->GetPlayer(), client->GetVersion(), override_changes, override_vis_changes);
  1551. if(outapp)
  1552. client->QueuePacket(outapp);
  1553. }
  1554. }
  1555. void ZoneServer::SendSpawnChanges(Spawn* spawn){
  1556. MSpawnList.readlock();
  1557. if(spawn && spawn->changed){
  1558. if(!spawn->IsPlayer() || (spawn->IsPlayer() && (spawn->info_changed || spawn->vis_changed))){
  1559. vector<Client*>::iterator itr;
  1560. Client* client = 0;
  1561. MClientList.readlock(__FUNCTION__, __LINE__);
  1562. for (itr = clients.begin(); itr != clients.end(); itr++) {
  1563. client = *itr;
  1564. SendSpawnChanges(spawn, client);
  1565. }
  1566. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1567. }
  1568. spawn->changed = false;
  1569. spawn->info_changed = false;
  1570. if(spawn->IsPlayer() == false)
  1571. spawn->position_changed = false;
  1572. spawn->vis_changed = false;
  1573. }
  1574. MSpawnList.releasereadlock();
  1575. }
  1576. Spawn* ZoneServer::FindSpawn(Player* searcher, const char* name){
  1577. if(!searcher || !name)
  1578. return 0;
  1579. Spawn* spawn = 0;
  1580. vector<Spawn*> find_spawn_list;
  1581. vector<Spawn*>::iterator fspawn_iter;
  1582. int8 name_size = strlen(name);
  1583. map<int32, Spawn*>::iterator itr;
  1584. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1585. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  1586. spawn = itr->second;
  1587. if(spawn && !strncasecmp(spawn->GetName(), name, name_size))
  1588. find_spawn_list.push_back(spawn);
  1589. }
  1590. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1591. Spawn* closest = 0;
  1592. float distance = 0;
  1593. float test_distance = 0;
  1594. for(fspawn_iter=find_spawn_list.begin(); fspawn_iter!=find_spawn_list.end(); fspawn_iter++){
  1595. spawn = *fspawn_iter;
  1596. if(spawn && ((((test_distance = searcher->GetDistance(spawn)) < distance)) || !closest)){
  1597. distance = test_distance;
  1598. closest = spawn;
  1599. }
  1600. }
  1601. return closest;
  1602. }
  1603. void ZoneServer::AddChangedSpawn(Spawn* spawn) {
  1604. if (!spawn || (spawn->IsPlayer() && !spawn->info_changed && !spawn->vis_changed) || (spawn->IsPlayer() && ((Player*)spawn)->IsFullyLoggedIn() == false))
  1605. return;
  1606. if (changed_spawns.count(spawn->GetID()) == 0)
  1607. changed_spawns.Add(spawn->GetID());
  1608. }
  1609. void ZoneServer::RemoveChangedSpawn(Spawn* spawn){
  1610. if (spawn)
  1611. changed_spawns.Remove(spawn->GetID());
  1612. }
  1613. void ZoneServer::AddDrowningVictim(Player* player){
  1614. Client* client = GetClientBySpawn(player);
  1615. if(client && drowning_victims.count(client) == 0)
  1616. drowning_victims.Put(client, Timer::GetCurrentTime2());
  1617. }
  1618. void ZoneServer::RemoveDrowningVictim(Player* player){
  1619. Client* client = GetClientBySpawn(player);
  1620. if(client)
  1621. drowning_victims.erase(client);
  1622. }
  1623. Client* ZoneServer::GetDrowningVictim(Player* player){
  1624. Client* client = GetClientBySpawn(player);
  1625. if(client && drowning_victims.count(client) > 0)
  1626. return(client);
  1627. return 0;
  1628. }
  1629. void ZoneServer::ProcessDrowning(){
  1630. vector<Client*> dead_list;
  1631. if(drowning_victims.size(true) > 0){
  1632. sint32 damage = 0;
  1633. int32 current_time = Timer::GetCurrentTime2();
  1634. MutexMap<Client*, int32>::iterator itr = drowning_victims.begin();
  1635. while(itr.Next()){
  1636. if(current_time >= itr->second) {
  1637. Client* client = itr->first;
  1638. Player* player = client->GetPlayer();
  1639. drowning_victims.Get(client) = Timer::GetCurrentTime2() + 2000;
  1640. damage = player->GetTotalHP()/20 + player->GetInfoStruct()->get_hp_regen();
  1641. player->TakeDamage(damage);
  1642. if(player->GetHP() == 0)
  1643. dead_list.push_back(client);
  1644. player->SetCharSheetChanged(true);
  1645. SendCharSheetChanges(client);
  1646. SendDamagePacket(0, player, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, DAMAGE_PACKET_RESULT_SUCCESSFUL, DAMAGE_PACKET_DAMAGE_TYPE_DROWN, damage, 0);
  1647. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You are drowning!");
  1648. }
  1649. }
  1650. }
  1651. if(dead_list.size() > 0){
  1652. vector<Client*>::iterator itr;
  1653. for(itr = dead_list.begin(); itr != dead_list.end(); itr++){
  1654. RemoveDrowningVictim((*itr)->GetPlayer());
  1655. KillSpawn(false, (*itr)->GetPlayer(), 0);
  1656. (*itr)->SimpleMessage(CHANNEL_NARRATIVE, "You are sleeping with the fishes! Glug, glug...");
  1657. }
  1658. }
  1659. }
  1660. void ZoneServer::SendSpawnChanges(){
  1661. if (changed_spawns.size() < 1)
  1662. return;
  1663. set<Spawn*> spawns_to_send;
  1664. Spawn* spawn = 0;
  1665. MSpawnList.readlock(__FUNCTION__, __LINE__);
  1666. MutexList<int32>::iterator spawn_iter = changed_spawns.begin();
  1667. int count = 0;
  1668. while(spawn_iter.Next()){
  1669. spawn = GetSpawnByID(spawn_iter->value);
  1670. if(spawn){
  1671. spawns_to_send.insert(spawn);
  1672. count++;
  1673. }
  1674. if (!spawn)
  1675. changed_spawns.Remove(spawn_iter->value);
  1676. }
  1677. vector<Client*>::iterator client_itr;
  1678. Client* client = 0;
  1679. MClientList.readlock(__FUNCTION__, __LINE__);
  1680. if(clients.size())
  1681. {
  1682. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  1683. client = *client_itr;
  1684. if(client)
  1685. client->SendSpawnChanges(spawns_to_send);
  1686. }
  1687. }
  1688. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1689. for (const auto& spawn : spawns_to_send) {
  1690. spawn->changed = false;
  1691. spawn->position_changed = false;
  1692. spawn->vis_changed = false;
  1693. spawn->info_changed = false;
  1694. }
  1695. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  1696. }
  1697. void ZoneServer::SendPlayerPositionChanges(Player* player){
  1698. if(player){
  1699. player->position_changed = false;
  1700. Client* client = 0;
  1701. vector<Client*>::iterator client_itr;
  1702. MClientList.readlock(__FUNCTION__, __LINE__);
  1703. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  1704. client = *client_itr;
  1705. if(player != client->GetPlayer() && client->GetPlayer()->WasSentSpawn(player->GetID())){
  1706. EQ2Packet* outapp = player->player_position_update_packet(client->GetPlayer(), client->GetVersion());
  1707. if(outapp)
  1708. client->QueuePacket(outapp);
  1709. }
  1710. }
  1711. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1712. }
  1713. }
  1714. void ZoneServer::SendCharSheetChanges(){
  1715. vector<Client*>::iterator client_itr;
  1716. MClientList.readlock(__FUNCTION__, __LINE__);
  1717. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++)
  1718. SendCharSheetChanges(*client_itr);
  1719. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  1720. }
  1721. void ZoneServer::SendCharSheetChanges(Client* client){
  1722. if(client && client->IsConnected() && client->GetPlayer()->GetCharSheetChanged()){
  1723. client->GetPlayer()->SetCharSheetChanged(false);
  1724. ClientPacketFunctions::SendCharacterSheet(client);
  1725. }
  1726. }
  1727. int32 ZoneServer::CalculateSpawnGroup(SpawnLocation* spawnlocation, bool respawn)
  1728. {
  1729. int32 group = 0;
  1730. list<int32>* groups_at_location = GetSpawnGroupsByLocation(spawnlocation->placement_id);
  1731. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1732. if(groups_at_location){
  1733. list<int32>::iterator group_location_itr;
  1734. float chance = 0;
  1735. float total_chance = 0;
  1736. map<int32, float> tmp_chances;
  1737. set<int32>* associated_groups = 0;
  1738. for (group_location_itr = groups_at_location->begin(); group_location_itr != groups_at_location->end(); group_location_itr++) {
  1739. if(tmp_chances.count(*group_location_itr) > 0)
  1740. continue;
  1741. associated_groups = GetAssociatedGroups(*group_location_itr);
  1742. if(associated_groups){
  1743. set<int32>::iterator group_itr;
  1744. for (group_itr = associated_groups->begin(); group_itr != associated_groups->end(); group_itr++) {
  1745. chance = GetSpawnGroupChance(*group_itr);
  1746. if(chance > 0){
  1747. total_chance += chance;
  1748. tmp_chances[*group_itr] = chance;
  1749. }
  1750. else
  1751. tmp_chances[*group_itr] = 0;
  1752. }
  1753. }
  1754. else{ //single group, no associations
  1755. chance = GetSpawnGroupChance(*group_location_itr);
  1756. total_chance += chance;
  1757. tmp_chances[*group_location_itr] = chance;
  1758. }
  1759. }
  1760. if(tmp_chances.size() > 1){
  1761. //set the default for any chances not set
  1762. map<int32, float>::iterator itr2;
  1763. for(itr2 = tmp_chances.begin(); itr2 != tmp_chances.end(); itr2++){
  1764. if(itr2->second == 0){
  1765. total_chance += 100/tmp_chances.size();
  1766. tmp_chances[itr2->first] = (float)(100 / tmp_chances.size());
  1767. }
  1768. }
  1769. }
  1770. if(tmp_chances.size() > 1){
  1771. float roll = (float)(rand()%((int32)total_chance));
  1772. map<int32, float>::iterator itr3;
  1773. for (itr3 = tmp_chances.begin(); itr3 != tmp_chances.end(); itr3++){
  1774. if(itr3->second >= roll){
  1775. group = itr3->first;
  1776. break;
  1777. }
  1778. else
  1779. roll -= itr3->second;
  1780. }
  1781. }
  1782. else if(tmp_chances.size() == 1)
  1783. group = tmp_chances.begin()->first;
  1784. }
  1785. if(group > 0){
  1786. map<int32, int32>* locations = GetSpawnLocationsByGroup(group);
  1787. if(locations){
  1788. map<int32, int32>::iterator itr;
  1789. Spawn* spawn = 0;
  1790. Spawn* leader = 0;
  1791. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  1792. for (itr = locations->begin(); itr != locations->end(); itr++) {
  1793. if(spawn_location_list.count(itr->second) > 0){
  1794. spawn = ProcessSpawnLocation(spawn_location_list[itr->second], respawn);
  1795. if(!leader && spawn)
  1796. leader = spawn;
  1797. if(leader)
  1798. leader->AddSpawnToGroup(spawn);
  1799. if(spawn){
  1800. //if(spawn_group_map.count(group) == 0)
  1801. // spawn_group_map.Put(group, new MutexList<Spawn*>());
  1802. MutexList<int32>* groupList = &spawn_group_map.Get(group);
  1803. groupList->Add(spawn->GetID());
  1804. spawn->SetSpawnGroupID(group);
  1805. }
  1806. }
  1807. }
  1808. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1809. }
  1810. }
  1811. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1812. return group;
  1813. }
  1814. void ZoneServer::ProcessSpawnLocation(int32 location_id, bool respawn)
  1815. {
  1816. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1817. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  1818. if(spawn_location_list.count(location_id) > 0)
  1819. {
  1820. if(respawn) //see if there are any spawns still in game associated with this spawn's group, if so, dont spawn this
  1821. {
  1822. list<int32>* groups = GetSpawnGroupsByLocation(spawn_location_list[location_id]->placement_id);
  1823. if(groups)
  1824. {
  1825. set<int32>* associated_groups = 0;
  1826. bool should_spawn = true;
  1827. list<int32>::iterator itr;
  1828. for (itr = groups->begin(); itr != groups->end(); itr++) {
  1829. associated_groups = GetAssociatedGroups(*itr);
  1830. if(associated_groups)
  1831. {
  1832. set<int32>::iterator assoc_itr;
  1833. for (assoc_itr = associated_groups->begin(); assoc_itr != associated_groups->end(); assoc_itr++) {
  1834. if(spawn_group_map.count(*assoc_itr) > 0 && spawn_group_map.Get(*assoc_itr).size() > 0)
  1835. should_spawn = false;
  1836. }
  1837. }
  1838. }
  1839. if(should_spawn)
  1840. CalculateSpawnGroup(spawn_location_list[location_id]);
  1841. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1842. // need to unlock the list before we exit the function
  1843. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1844. return;
  1845. }
  1846. }
  1847. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1848. ProcessSpawnLocation(spawn_location_list[location_id], respawn);
  1849. }
  1850. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  1851. }
  1852. Spawn* ZoneServer::ProcessSpawnLocation(SpawnLocation* spawnlocation, bool respawn)
  1853. {
  1854. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1855. if(!spawnlocation)
  1856. return 0;
  1857. Spawn* spawn = 0;
  1858. float rand_number = MakeRandomFloat(0, spawnlocation->total_percentage);
  1859. for(int32 i=0;i<spawnlocation->entities.size();i++)
  1860. {
  1861. if(spawnlocation->entities[i]->spawn_percentage == 0)
  1862. continue;
  1863. if (spawnlocation->conditional > 0) {
  1864. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_DAY && isDusk)
  1865. continue;
  1866. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_NIGHT) == SPAWN_CONDITIONAL_NIGHT && !isDusk)
  1867. continue;
  1868. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_NOT_RAINING && rain >= 0.75f)
  1869. continue;
  1870. if ((spawnlocation->conditional & SPAWN_CONDITIONAL_DAY) == SPAWN_CONDITIONAL_RAINING && rain < 0.75f)
  1871. continue;
  1872. }
  1873. if (spawnlocation->entities[i]->spawn_percentage >= rand_number) {
  1874. if (spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_NPC)
  1875. spawn = AddNPCSpawn(spawnlocation, spawnlocation->entities[i]);
  1876. else if (spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN)
  1877. spawn = AddGroundSpawn(spawnlocation, spawnlocation->entities[i]);
  1878. else if (spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT)
  1879. spawn = AddObjectSpawn(spawnlocation, spawnlocation->entities[i]);
  1880. else if (spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET)
  1881. spawn = AddWidgetSpawn(spawnlocation, spawnlocation->entities[i]);
  1882. else if (spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_SIGN)
  1883. spawn = AddSignSpawn(spawnlocation, spawnlocation->entities[i]);
  1884. if (GetInstanceType() == PERSONAL_HOUSE_INSTANCE)
  1885. database.GetHouseSpawnInstanceData(this, spawn);
  1886. if(spawn && spawn->IsOmittedByDBFlag())
  1887. {
  1888. LogWrite(SPAWN__WARNING, 0, "Spawn", "Spawn (%u) in spawn location id %u was skipped due to a missing expansion / holiday flag being met (ZoneServer::ProcessSpawnLocation)", spawnlocation->entities[i]->spawn_id, spawnlocation->entities[i]->spawn_location_id);
  1889. safe_delete(spawn);
  1890. spawn = 0;
  1891. continue;
  1892. }
  1893. else if (!spawn)
  1894. {
  1895. LogWrite(ZONE__ERROR, 0, "Zone", "Error adding spawn by spawn location to zone %s with location id %u, spawn id %u, spawn type %u.", GetZoneName(), spawnlocation->entities[i]->spawn_location_id, spawnlocation->entities[i]->spawn_id, spawnlocation->entities[i]->spawn_type);
  1896. continue;
  1897. }
  1898. if (spawn)
  1899. {
  1900. if(respawn)
  1901. CallSpawnScript(spawn, SPAWN_SCRIPT_RESPAWN);
  1902. else
  1903. CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  1904. }
  1905. break;
  1906. }
  1907. else
  1908. rand_number -= spawnlocation->entities[i]->spawn_percentage;
  1909. }
  1910. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1911. return spawn;
  1912. }
  1913. 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)
  1914. {
  1915. if(!spawnlocation)
  1916. return 0;
  1917. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1918. Spawn* spawn = 0;
  1919. float rand_number = MakeRandomFloat(0, spawnlocation->total_percentage);
  1920. for(int32 i=0;i<spawnlocation->entities.size();i++)
  1921. {
  1922. if(spawnlocation->entities[i]->spawn_percentage == 0)
  1923. continue;
  1924. int32 spawnTime = 0;
  1925. if(spawnlocation->entities[i]->spawn_percentage >= rand_number)
  1926. {
  1927. if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_NPC &&
  1928. (spawnTime = database.CheckSpawnRemoveInfo(instNPCs,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1929. spawn = AddNPCSpawn(spawnlocation, spawnlocation->entities[i]);
  1930. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN &&
  1931. (spawnTime = database.CheckSpawnRemoveInfo(instGroundSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1932. spawn = AddGroundSpawn(spawnlocation, spawnlocation->entities[i]);
  1933. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT &&
  1934. (spawnTime = database.CheckSpawnRemoveInfo(instObjSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1935. spawn = AddObjectSpawn(spawnlocation, spawnlocation->entities[i]);
  1936. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET &&
  1937. (spawnTime = database.CheckSpawnRemoveInfo(instWidgetSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1938. spawn = AddWidgetSpawn(spawnlocation, spawnlocation->entities[i]);
  1939. else if(spawnlocation->entities[i]->spawn_type == SPAWN_ENTRY_TYPE_SIGN &&
  1940. (spawnTime = database.CheckSpawnRemoveInfo(instSignSpawns,spawnlocation->entities[i]->spawn_location_id)) > 0)
  1941. spawn = AddSignSpawn(spawnlocation, spawnlocation->entities[i]);
  1942. if(spawn && spawn->IsOmittedByDBFlag())
  1943. {
  1944. LogWrite(SPAWN__WARNING, 0, "Spawn", "Spawn (%u) in spawn location id %u was skipped due to a missing expansion / holiday flag being met (ZoneServer::ProcessInstanceSpawnLocation)", spawnlocation->entities[i]->spawn_id, spawnlocation->entities[i]->spawn_location_id);
  1945. safe_delete(spawn);
  1946. spawn = 0;
  1947. continue;
  1948. }
  1949. if (GetInstanceType() == PERSONAL_HOUSE_INSTANCE)
  1950. database.GetHouseSpawnInstanceData(this, spawn);
  1951. const char* script = 0;
  1952. for(int x=0;x<3;x++)
  1953. {
  1954. switch(x)
  1955. {
  1956. case 0:
  1957. script = world.GetSpawnEntryScript(spawnlocation->entities[i]->spawn_entry_id);
  1958. break;
  1959. case 1:
  1960. script = world.GetSpawnLocationScript(spawnlocation->entities[i]->spawn_location_id);
  1961. break;
  1962. case 2:
  1963. script = world.GetSpawnScript(spawnlocation->entities[i]->spawn_id);
  1964. break;
  1965. }
  1966. if(spawn && script && lua_interface->GetSpawnScript(script) != 0)
  1967. {
  1968. spawn->SetSpawnScript(string(script));
  1969. break;
  1970. }
  1971. }
  1972. if(spawn)
  1973. {
  1974. if (respawn)
  1975. CallSpawnScript(spawn, SPAWN_SCRIPT_RESPAWN);
  1976. else
  1977. CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  1978. if ( spawnTime > 1 )
  1979. {
  1980. spawn->SetRespawnTime(spawnTime);
  1981. }
  1982. }
  1983. break;
  1984. }
  1985. else
  1986. rand_number -= spawnlocation->entities[i]->spawn_percentage;
  1987. }
  1988. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  1989. return spawn;
  1990. }
  1991. void ZoneServer::ProcessSpawnLocations()
  1992. {
  1993. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  1994. map<int32,int32>* instNPCs = NULL;
  1995. map<int32,int32>* instGroundSpawns = NULL;
  1996. map<int32,int32>* instObjSpawns = NULL;
  1997. map<int32,int32>* instWidgetSpawns = NULL;
  1998. map<int32,int32>* instSignSpawns = NULL;
  1999. if ( this->IsInstanceZone() )
  2000. {
  2001. LogWrite(SPAWN__DEBUG, 0, "Spawn", "Processing Instance Removed Spawns...");
  2002. instNPCs = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_NPC );
  2003. instGroundSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_GROUNDSPAWN );
  2004. instObjSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_OBJECT );
  2005. instWidgetSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_WIDGET );
  2006. instSignSpawns = database.GetInstanceRemovedSpawns(this->GetInstanceID() , SPAWN_ENTRY_TYPE_SIGN );
  2007. }
  2008. map<int32, bool> processed_spawn_locations;
  2009. map<int32, SpawnLocation*>::iterator itr;
  2010. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  2011. for (itr = spawn_location_list.begin(); itr != spawn_location_list.end(); itr++) {
  2012. LogWrite(SPAWN__TRACE, 0, "Spawn", "while spawn_location_list itr (#%u)", spawn_location_list.size());
  2013. 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
  2014. continue;
  2015. if(itr->second && spawn_location_groups.count(itr->second->placement_id) > 0)
  2016. {
  2017. int32 group_id = CalculateSpawnGroup(itr->second);
  2018. if(group_id)
  2019. {
  2020. LogWrite(SPAWN__TRACE, 0, "Spawn", "is group_id");
  2021. set<int32>* associated_groups = GetAssociatedGroups(group_id);
  2022. if(associated_groups)
  2023. {
  2024. LogWrite(SPAWN__TRACE, 0, "Spawn", "is associated_groups");
  2025. vector<int32>* associated_locations = GetAssociatedLocations(associated_groups);
  2026. if(associated_locations)
  2027. {
  2028. LogWrite(SPAWN__TRACE, 0, "Spawn", "is associated_locations");
  2029. for(int32 i=0;i<associated_locations->size();i++)
  2030. {
  2031. LogWrite(SPAWN__DEBUG, 5, "Spawn", "Loading processed_spawn_locations...");
  2032. processed_spawn_locations[associated_locations->at(i)] = true;
  2033. }
  2034. safe_delete(associated_locations);
  2035. }
  2036. }
  2037. }
  2038. }
  2039. else
  2040. {
  2041. if ( this->IsInstanceZone() )
  2042. {
  2043. //LogWrite(SPAWN__DEBUG, 5, "Spawn", "ProcessInstanceSpawnLocation (%u)...", itr->second->placement_id);
  2044. ProcessInstanceSpawnLocation(itr->second,instNPCs,instGroundSpawns,instObjSpawns,instWidgetSpawns,instSignSpawns);
  2045. }
  2046. else
  2047. {
  2048. //LogWrite(SPAWN__DEBUG, 5, "Spawn", "ProcessSpawnLocation (%u)...", itr->second->placement_id);
  2049. ProcessSpawnLocation(itr->second);
  2050. }
  2051. }
  2052. }
  2053. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  2054. safe_delete(instNPCs);
  2055. safe_delete(instGroundSpawns);
  2056. safe_delete(instObjSpawns);
  2057. safe_delete(instWidgetSpawns);
  2058. safe_delete(instSignSpawns);
  2059. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2060. }
  2061. void ZoneServer::AddLoot(NPC* npc, Spawn* killer){
  2062. // this function is ran twice, first on spawn of mob, then at death of mob (gray mob check and no_drop_quest_completed_id check)
  2063. // first we see if the skipping of gray mobs loot is enabled, then we move all non body drops
  2064. if(killer)
  2065. {
  2066. int8 skip_loot_gray_mob_flag = rule_manager.GetGlobalRule(R_Loot, SkipLootGrayMob)->GetInt8();
  2067. if(skip_loot_gray_mob_flag) {
  2068. Player* player = 0;
  2069. if(killer->IsPlayer())
  2070. player = (Player*)killer;
  2071. else if(killer->IsPet()) {
  2072. Spawn* owner = ((Entity*)killer)->GetOwner();
  2073. if(owner->IsPlayer())
  2074. player = (Player*)owner;
  2075. }
  2076. if(player) {
  2077. int8 difficulty = player->GetArrowColor(npc->GetLevel());
  2078. if(difficulty == ARROW_COLOR_GRAY) {
  2079. npc->ClearNonBodyLoot();
  2080. }
  2081. }
  2082. }
  2083. }
  2084. // check for starting loot of Spawn and death of Spawn loot (no_drop_quest_completed_id)
  2085. vector<int32> loot_tables = GetSpawnLootList(npc->GetDatabaseID(), GetZoneID(), npc->GetLevel(), race_types_list.GetRaceType(npc->GetModelType()), npc);
  2086. if(loot_tables.size() > 0){
  2087. vector<LootDrop*>* loot_drops = 0;
  2088. vector<LootDrop*>::iterator loot_drop_itr;
  2089. LootTable* table = 0;
  2090. vector<int32>::iterator loot_list_itr;
  2091. float chancecoin = 0;
  2092. float chancetable = 0;
  2093. float chancedrop = 0;
  2094. float chancetally = 0;
  2095. float droptally = 0;
  2096. // the following loop,loops through each table
  2097. for(loot_list_itr = loot_tables.begin(); loot_list_itr != loot_tables.end(); loot_list_itr++){
  2098. table = GetLootTable(*loot_list_itr);
  2099. // if killer is assigned this is on-death, we already assigned coin
  2100. if(!killer && table && table->maxcoin > 0){
  2101. chancecoin = rand()%100;
  2102. if(table->coin_probability >= chancecoin){
  2103. if(table->maxcoin > table->mincoin)
  2104. npc->AddLootCoins(table->mincoin + rand()%(table->maxcoin - table->mincoin));
  2105. }
  2106. }
  2107. int numberchances = 1;
  2108. //if (table->lootdrop_probability == 100){ }
  2109. //else
  2110. //chancetally += table->lootdrop_probability;
  2111. int maxchance = 0;
  2112. if (table) {
  2113. maxchance = table->maxlootitems;
  2114. for (numberchances; numberchances <= maxchance; numberchances++) {
  2115. chancetable = static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / 100));
  2116. //LogWrite(PLAYER__DEBUG, 0, "Player", "Table Chance: '%f'", chancetable);
  2117. float droppercenttotal = 0;
  2118. //--------------------------------------------------------------------------------------------------------------------------------------------------------------
  2119. if (table->lootdrop_probability == 100 || table->lootdrop_probability >= chancetable) {
  2120. //LogWrite(PLAYER__DEBUG, 0, "Player", "Probability:%f Table Chance: '%f'", table->lootdrop_probability, chancetable);
  2121. loot_drops = GetLootDrops(*loot_list_itr);
  2122. if (loot_drops && loot_drops->size() > 0) {
  2123. LootDrop* drop = 0;
  2124. int16 count = 0;
  2125. std::shuffle(loot_drops->begin(), loot_drops->end(), std::default_random_engine(Timer::GetCurrentTime2()));
  2126. int16 IC = 0;
  2127. for (loot_drop_itr = loot_drops->begin(); loot_drop_itr != loot_drops->end(); loot_drop_itr++) {
  2128. drop = *loot_drop_itr;
  2129. droppercenttotal += drop->probability;
  2130. }
  2131. int droplistsize = loot_drops->size();
  2132. float chancedroptally = 0;
  2133. chancedrop = static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / 100));
  2134. for (loot_drop_itr = loot_drops->begin(); loot_drop_itr != loot_drops->end(); loot_drop_itr++) {
  2135. drop = *loot_drop_itr;
  2136. // if no killer is provided, then we are instantiating the spawn loot, quest related loot should be added on death of the spawn to check against spawn/group members
  2137. if(drop->no_drop_quest_completed_id && killer == nullptr)
  2138. continue;
  2139. else if(!drop->no_drop_quest_completed_id && killer) // skip since this doesn't have a quest id attached and we are doing after-math of death loot additions
  2140. continue;
  2141. else if(killer && drop->no_drop_quest_completed_id) // check if the player already completed quest related to item
  2142. {
  2143. Player* player = nullptr;
  2144. if(killer->IsPlayer())
  2145. {
  2146. player = (Player*)killer;
  2147. // player has already completed the quest
  2148. if(player->GetCompletedQuest(drop->no_drop_quest_completed_id) && !player->GetGroupMemberInfo())
  2149. {
  2150. LogWrite(PLAYER__DEBUG, 0, "Player", "%s: Player has completed quest %u, skipping loot item %u", npc->GetName(), drop->no_drop_quest_completed_id, drop->item_id);
  2151. continue;
  2152. }
  2153. else if(player->GetGroupMemberInfo() && world.GetGroupManager()->HasGroupCompletedQuest(player->GetGroupMemberInfo()->group_id, drop->no_drop_quest_completed_id))
  2154. {
  2155. LogWrite(PLAYER__DEBUG, 0, "Player", "%s: Group %u has completed quest %u, skipping loot item %u", npc->GetName(), player->GetGroupMemberInfo()->group_id, drop->no_drop_quest_completed_id, drop->item_id);
  2156. continue;
  2157. }
  2158. }
  2159. else
  2160. {
  2161. LogWrite(PLAYER__DEBUG, 0, "Player", "%s: Killer is not a player, skipping loot item %u", npc->GetName(), drop->item_id);
  2162. continue;
  2163. }
  2164. }
  2165. if (npc->HasLootItemID(drop->item_id))
  2166. continue;
  2167. if (droppercenttotal >= 100)
  2168. droppercenttotal = 100;
  2169. chancedroptally += 100 / droppercenttotal * drop->probability;
  2170. //chancedrop = static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / 100));
  2171. //LogWrite(PLAYER__DEBUG, 0, "Player", "Loot drop: '%i' Chance: %f Prob tally: %f min: %f", drop, chancedrop, chancedroptally, chancedroptally - drop->probability);
  2172. if ((chancedroptally == 100) || ((chancedroptally >= chancedrop) && (chancedroptally - (100 / droppercenttotal * drop->probability)) <= chancedrop)) {
  2173. //LogWrite(PLAYER__DEBUG, 0, "Player", "Loot drop: '%i' Chance: %f Prob: %f We have a loot drop winner", drop, chancedrop, chancedroptally);
  2174. count++;
  2175. npc->AddLootItem(drop->item_id, drop->item_charges);
  2176. //LogWrite(PLAYER__DEBUG, 0, "Player", "loot Count: '%i'",count);
  2177. //LogWrite(MISC__TODO, 1, "TODO", "Auto-Equip new looted items\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  2178. //if(drop->equip_item)
  2179. }
  2180. if (table->maxlootitems > 0 && count >= table->maxlootitems)
  2181. break;
  2182. }
  2183. }
  2184. }
  2185. }
  2186. }
  2187. }
  2188. }
  2189. }
  2190. void ZoneServer::DeterminePosition(SpawnLocation* spawnlocation, Spawn* spawn){
  2191. if(!spawn || !spawnlocation)
  2192. return;
  2193. int offset = 0;
  2194. if(spawnlocation->x_offset > 0){
  2195. //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers
  2196. offset = (int)((spawnlocation->x_offset*1000)+1);
  2197. spawn->SetX(spawnlocation->x + ((float)(rand()%offset - rand()%offset))/1000);
  2198. }
  2199. else
  2200. spawn->SetX(spawnlocation->x);
  2201. if(spawnlocation->y_offset > 0){
  2202. //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers
  2203. offset = (int)((spawnlocation->y_offset*1000)+1);
  2204. spawn->SetY(spawnlocation->y + ((float)(rand()%offset - rand()%offset))/1000);
  2205. }
  2206. else
  2207. spawn->SetY(spawnlocation->y, true, true);
  2208. if(spawnlocation->z_offset > 0){
  2209. //since rand() deals with integers only, we are going to divide by 1000 later so that we can use fractions of integers
  2210. offset = (int)((spawnlocation->z_offset*1000)+1);
  2211. spawn->SetZ(spawnlocation->z + ((float)(rand()%offset - rand()%offset))/1000);
  2212. }
  2213. else
  2214. spawn->SetZ(spawnlocation->z);
  2215. spawn->SetHeading(spawnlocation->heading);
  2216. spawn->SetPitch(spawnlocation->pitch);
  2217. spawn->SetRoll(spawnlocation->roll);
  2218. spawn->SetSpawnOrigX(spawn->GetX());
  2219. spawn->SetSpawnOrigY(spawn->GetY());
  2220. spawn->SetSpawnOrigZ(spawn->GetZ());
  2221. spawn->SetSpawnOrigHeading(spawn->GetHeading());
  2222. spawn->SetSpawnOrigPitch(spawnlocation->pitch);
  2223. spawn->SetSpawnOrigRoll(spawnlocation->roll);
  2224. spawn->appearance.pos.grid_id = spawnlocation->grid_id;
  2225. spawn->SetSpawnLocationPlacementID(spawnlocation->placement_id);
  2226. }
  2227. NPC* ZoneServer::AddNPCSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2228. LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__);
  2229. NPC* npc = GetNewNPC(spawnentry->spawn_id);
  2230. if(npc && !npc->IsOmittedByDBFlag()){
  2231. DeterminePosition(spawnlocation, npc);
  2232. npc->SetDatabaseID(spawnentry->spawn_id);
  2233. npc->SetSpawnLocationID(spawnentry->spawn_location_id);
  2234. npc->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2235. npc->SetRespawnTime(spawnentry->respawn);
  2236. npc->SetExpireTime(spawnentry->expire_time);
  2237. if (spawnentry->expire_time > 0)
  2238. AddSpawnExpireTimer(npc, spawnentry->expire_time, spawnentry->expire_offset);
  2239. AddLoot(npc);
  2240. SetSpawnScript(spawnentry, npc);
  2241. CallSpawnScript(npc, SPAWN_SCRIPT_PRESPAWN);
  2242. AddSpawn(npc);
  2243. }
  2244. LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__);
  2245. return npc;
  2246. }
  2247. vector<int32>* ZoneServer::GetAssociatedLocations(set<int32>* groups){
  2248. vector<int32>* ret = 0;
  2249. LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__);
  2250. if(groups){
  2251. int32 group_id = 0;
  2252. set<int32>::iterator group_itr;
  2253. for (group_itr = groups->begin(); group_itr != groups->end(); group_itr++) {
  2254. if(!ret)
  2255. ret = new vector<int32>();
  2256. group_id = *group_itr;
  2257. MSpawnGroupLocations.readlock(__FUNCTION__, __LINE__);
  2258. if(spawn_group_locations.count(group_id) > 0){
  2259. map<int32, int32>::iterator itr;
  2260. for (itr = spawn_group_locations[group_id]->begin(); itr != spawn_group_locations[group_id]->end(); itr++) {
  2261. ret->push_back(itr->first);
  2262. }
  2263. }
  2264. MSpawnGroupLocations.releasereadlock(__FUNCTION__, __LINE__);
  2265. }
  2266. }
  2267. LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__);
  2268. return ret;
  2269. }
  2270. set<int32>* ZoneServer::GetAssociatedGroups(int32 group_id) {
  2271. set<int32>* ret = 0;
  2272. MSpawnGroupAssociation.readlock(__FUNCTION__, __LINE__);
  2273. LogWrite(SPAWN__TRACE, 1, "Spawn", "Enter %s", __FUNCTION__);
  2274. if(spawn_group_associations.count(group_id) > 0)
  2275. ret = spawn_group_associations[group_id];
  2276. LogWrite(SPAWN__TRACE, 1, "Spawn", "Exit %s", __FUNCTION__);
  2277. MSpawnGroupAssociation.releasereadlock(__FUNCTION__, __LINE__);
  2278. return ret;
  2279. }
  2280. map<int32, int32>* ZoneServer::GetSpawnLocationsByGroup(int32 group_id) {
  2281. map<int32, int32>* ret = 0;
  2282. MSpawnGroupLocations.readlock(__FUNCTION__, __LINE__);
  2283. if(spawn_group_locations.count(group_id) > 0)
  2284. ret = spawn_group_locations[group_id];
  2285. MSpawnGroupLocations.releasereadlock(__FUNCTION__, __LINE__);
  2286. return ret;
  2287. }
  2288. list<int32>* ZoneServer::GetSpawnGroupsByLocation(int32 location_id){
  2289. list<int32>* ret = 0;
  2290. MSpawnLocationGroups.readlock(__FUNCTION__, __LINE__);
  2291. if(spawn_location_groups.count(location_id) > 0)
  2292. ret = spawn_location_groups[location_id];
  2293. MSpawnLocationGroups.releasereadlock(__FUNCTION__, __LINE__);
  2294. return ret;
  2295. }
  2296. float ZoneServer::GetSpawnGroupChance(int32 group_id){
  2297. float ret = -1;
  2298. MSpawnGroupChances.readlock(__FUNCTION__, __LINE__);
  2299. if(spawn_group_chances.count(group_id) > 0)
  2300. ret = spawn_group_chances[group_id];
  2301. MSpawnGroupChances.releasereadlock(__FUNCTION__, __LINE__);
  2302. return ret;
  2303. }
  2304. void ZoneServer::AddSpawnGroupChance(int32 group_id, float percent){
  2305. MSpawnGroupChances.writelock(__FUNCTION__, __LINE__);
  2306. spawn_group_chances[group_id] = percent;
  2307. MSpawnGroupChances.releasewritelock(__FUNCTION__, __LINE__);
  2308. }
  2309. void ZoneServer::AddSpawnGroupAssociation(int32 group_id1, int32 group_id2) {
  2310. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  2311. //Check if we already have containers for these group ids, if not create them
  2312. if (spawn_group_associations.count(group_id1) == 0)
  2313. spawn_group_associations[group_id1] = new set<int32>;
  2314. if (spawn_group_associations.count(group_id2) == 0)
  2315. spawn_group_associations[group_id2] = new set<int32>;
  2316. //Associate groups 1 and 2 now
  2317. set<int32>* group_1 = spawn_group_associations.find(group_id1)->second;
  2318. set<int32>* group_2 = spawn_group_associations.find(group_id2)->second;
  2319. group_1->insert(group_id2);
  2320. group_2->insert(group_id1);
  2321. //Associate the remaining groups together
  2322. set<int32>::iterator itr;
  2323. for (itr = group_1->begin(); itr != group_1->end(); itr++){
  2324. group_2->insert(*itr);
  2325. map<int32, set<int32>*>::iterator assoc_itr = spawn_group_associations.find(*itr);
  2326. if (assoc_itr != spawn_group_associations.end())
  2327. assoc_itr->second->insert(group_id2);
  2328. else {
  2329. set<int32>* new_set = new set<int32>;
  2330. spawn_group_associations[*itr] = new_set;
  2331. new_set->insert(group_id2);
  2332. }
  2333. }
  2334. for (itr = group_2->begin(); itr != group_2->end(); itr++){
  2335. group_1->insert(*itr);
  2336. map<int32, set<int32>*>::iterator assoc_itr = spawn_group_associations.find(*itr);
  2337. if (assoc_itr != spawn_group_associations.end())
  2338. assoc_itr->second->insert(group_id1);
  2339. else {
  2340. set<int32>* new_set = new set<int32>;
  2341. spawn_group_associations[*itr] = new_set;
  2342. new_set->insert(group_id1);
  2343. }
  2344. }
  2345. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  2346. }
  2347. void ZoneServer::AddSpawnGroupLocation(int32 group_id, int32 location_id, int32 spawn_location_id) {
  2348. MSpawnGroupLocations.writelock(__FUNCTION__, __LINE__);
  2349. if(spawn_group_locations.count(group_id) == 0)
  2350. spawn_group_locations[group_id] = new map<int32, int32>();
  2351. (*spawn_group_locations[group_id])[location_id] = spawn_location_id;
  2352. MSpawnGroupLocations.releasewritelock(__FUNCTION__, __LINE__);
  2353. MSpawnLocationGroups.writelock(__FUNCTION__, __LINE__);
  2354. if(spawn_location_groups.count(location_id) == 0)
  2355. spawn_location_groups[location_id] = new list<int32>();
  2356. spawn_location_groups[location_id]->push_back(group_id);
  2357. MSpawnLocationGroups.releasewritelock(__FUNCTION__, __LINE__);
  2358. MSpawnGroupAssociation.writelock(__FUNCTION__, __LINE__);
  2359. if(spawn_group_associations.count(group_id) == 0)
  2360. spawn_group_associations[group_id] = new set<int32>();
  2361. spawn_group_associations[group_id]->insert(group_id);
  2362. MSpawnGroupAssociation.releasewritelock(__FUNCTION__, __LINE__);
  2363. }
  2364. bool ZoneServer::CallSpawnScript(Spawn* npc, int8 type, Spawn* spawn, const char* message, bool is_door_open, sint32 input_value, sint32* return_value){
  2365. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2366. if(!npc)
  2367. return false;
  2368. const char* script = npc->GetSpawnScript();
  2369. if ( script == nullptr || strlen(script) < 1 )
  2370. {
  2371. if (npc->GetZone() != nullptr)
  2372. {
  2373. string tmpScript;
  2374. tmpScript.append("SpawnScripts/");
  2375. tmpScript.append(npc->GetZone()->GetZoneName());
  2376. tmpScript.append("/");
  2377. int count = 0;
  2378. for (int s = 0; s < strlen(npc->GetName()); s++)
  2379. {
  2380. if (isalnum(npc->GetName()[s]))
  2381. {
  2382. tmpScript += npc->GetName()[s];
  2383. count++;
  2384. }
  2385. }
  2386. tmpScript.append(".lua");
  2387. if (count < 1)
  2388. {
  2389. LogWrite(SPAWN__TRACE, 0, "Spawn", "Could not form script name %s..", __FUNCTION__);
  2390. }
  2391. else
  2392. {
  2393. struct stat buffer;
  2394. bool fileExists = (stat(tmpScript.c_str(), &buffer) == 0);
  2395. if (fileExists)
  2396. {
  2397. LogWrite(SPAWN__WARNING, 0, "Spawn", "No script file described in the database, overriding with SpawnScript at %s", (char*)tmpScript.c_str());
  2398. npc->SetSpawnScript(tmpScript);
  2399. script = npc->GetSpawnScript();
  2400. }
  2401. }
  2402. }
  2403. }
  2404. bool result = false;
  2405. if(lua_interface && script){
  2406. result = true; // default to true, if we don't match a switch case, return false in default case
  2407. switch(type){
  2408. case SPAWN_SCRIPT_SPAWN:{
  2409. lua_interface->RunSpawnScript(script, "spawn", npc);
  2410. break;
  2411. }
  2412. case SPAWN_SCRIPT_RESPAWN:{
  2413. lua_interface->RunSpawnScript(script, "respawn", npc);
  2414. break;
  2415. }
  2416. case SPAWN_SCRIPT_ATTACKED:{
  2417. lua_interface->RunSpawnScript(script, "attacked", npc, spawn);
  2418. break;
  2419. }
  2420. case SPAWN_SCRIPT_TARGETED:{
  2421. lua_interface->RunSpawnScript(script, "targeted", npc, spawn);
  2422. break;
  2423. }
  2424. case SPAWN_SCRIPT_HAILED:{
  2425. result = lua_interface->RunSpawnScript(script, "hailed", npc, spawn);
  2426. break;
  2427. }
  2428. case SPAWN_SCRIPT_HAILED_BUSY:{
  2429. lua_interface->RunSpawnScript(script, "hailed_busy", npc, spawn);
  2430. break;
  2431. }
  2432. case SPAWN_SCRIPT_DEATH:{
  2433. lua_interface->RunSpawnScript(script, "death", npc, spawn);
  2434. break;
  2435. }
  2436. case SPAWN_SCRIPT_KILLED:{
  2437. lua_interface->RunSpawnScript(script, "killed", npc, spawn);
  2438. break;
  2439. }
  2440. case SPAWN_SCRIPT_AGGRO:{
  2441. lua_interface->RunSpawnScript(script, "aggro", npc, spawn);
  2442. break;
  2443. }
  2444. case SPAWN_SCRIPT_HEALTHCHANGED:{
  2445. result = lua_interface->RunSpawnScript(script, "healthchanged", npc, spawn, 0, false, input_value, return_value);
  2446. break;
  2447. }
  2448. case SPAWN_SCRIPT_RANDOMCHAT:{
  2449. lua_interface->RunSpawnScript(script, "randomchat", npc, 0, message);
  2450. break;
  2451. }
  2452. case SPAWN_SCRIPT_CUSTOM:
  2453. case SPAWN_SCRIPT_TIMER:
  2454. case SPAWN_SCRIPT_CONVERSATION:{
  2455. lua_interface->RunSpawnScript(script, message, npc, spawn);
  2456. break;
  2457. }
  2458. case SPAWN_SCRIPT_CASTED_ON: {
  2459. lua_interface->RunSpawnScript(script, "casted_on", npc, spawn, message);
  2460. break;
  2461. }
  2462. case SPAWN_SCRIPT_AUTO_ATTACK_TICK: {
  2463. lua_interface->RunSpawnScript(script, "auto_attack_tick", npc, spawn);
  2464. break;
  2465. }
  2466. case SPAWN_SCRIPT_COMBAT_RESET: {
  2467. lua_interface->RunSpawnScript(script, "CombatReset", npc);
  2468. break;
  2469. }
  2470. case SPAWN_SCRIPT_GROUP_DEAD: {
  2471. lua_interface->RunSpawnScript(script, "group_dead", npc, spawn);
  2472. break;
  2473. }
  2474. case SPAWN_SCRIPT_HEAR_SAY: {
  2475. lua_interface->RunSpawnScript(script, "hear_say", npc, spawn, message);
  2476. break;
  2477. }
  2478. case SPAWN_SCRIPT_PRESPAWN: {
  2479. lua_interface->RunSpawnScript(script, "prespawn", npc);
  2480. break;
  2481. }
  2482. case SPAWN_SCRIPT_USEDOOR: {
  2483. result = lua_interface->RunSpawnScript(script, "usedoor", npc, spawn, "", is_door_open);
  2484. break;
  2485. }
  2486. case SPAWN_SCRIPT_BOARD: {
  2487. result = lua_interface->RunSpawnScript(script, "board", npc, spawn);
  2488. break;
  2489. }
  2490. case SPAWN_SCRIPT_DEBOARD: {
  2491. result = lua_interface->RunSpawnScript(script, "deboard", npc, spawn);
  2492. break;
  2493. }
  2494. default:
  2495. {
  2496. result = false;
  2497. break;
  2498. }
  2499. }
  2500. }
  2501. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2502. return result;
  2503. }
  2504. void ZoneServer::DeleteTransporters() {
  2505. MTransportLocations.writelock(__FUNCTION__, __LINE__);
  2506. transporter_locations.clear(); //world takes care of actually deleting the data
  2507. MTransportLocations.releasewritelock(__FUNCTION__, __LINE__);
  2508. }
  2509. void ZoneServer::ReloadTransporters(){
  2510. MutexList<LocationTransportDestination*>* locations = GetLocationTransporters(GetZoneID());
  2511. if(locations){
  2512. MutexList<LocationTransportDestination*>::iterator itr = locations->begin();
  2513. while(itr.Next())
  2514. AddTransporter(itr->value);
  2515. }
  2516. }
  2517. void ZoneServer::CheckTransporters(Client* client) {
  2518. MTransportLocations.readlock(__FUNCTION__, __LINE__);
  2519. if(transporter_locations.size() > 0){
  2520. LocationTransportDestination* loc = 0;
  2521. list<LocationTransportDestination*>::iterator itr;
  2522. for (itr = transporter_locations.begin(); itr != transporter_locations.end(); itr++) {
  2523. loc = *itr;
  2524. if(client->GetPlayer()->GetDistance(loc->trigger_x, loc->trigger_y, loc->trigger_z) <= loc->trigger_radius){
  2525. if(loc->destination_zone_id == 0 || loc->destination_zone_id == GetZoneID()){
  2526. EQ2Packet* packet = client->GetPlayer()->Move(loc->destination_x, loc->destination_y, loc->destination_z, client->GetVersion());
  2527. if(packet)
  2528. client->QueuePacket(packet);
  2529. }
  2530. else{
  2531. ZoneServer* new_zone = zone_list.Get(loc->destination_zone_id);
  2532. if(new_zone){
  2533. client->GetPlayer()->SetX(loc->destination_x);
  2534. client->GetPlayer()->SetY(loc->destination_y);
  2535. client->GetPlayer()->SetZ(loc->destination_z);
  2536. client->GetPlayer()->SetHeading(loc->destination_heading);
  2537. client->Zone(new_zone, false);
  2538. }
  2539. }
  2540. break;
  2541. }
  2542. }
  2543. }
  2544. MTransportLocations.releasereadlock(__FUNCTION__, __LINE__);
  2545. }
  2546. void ZoneServer::AddTransporter(LocationTransportDestination* loc) {
  2547. MTransportLocations.writelock(__FUNCTION__, __LINE__);
  2548. transporter_locations.push_back(loc);
  2549. MTransportLocations.releasewritelock(__FUNCTION__, __LINE__);
  2550. }
  2551. Sign* ZoneServer::AddSignSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2552. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2553. Sign* sign = GetNewSign(spawnentry->spawn_id);
  2554. if(sign && !sign->IsOmittedByDBFlag()){
  2555. DeterminePosition(spawnlocation, sign);
  2556. sign->SetDatabaseID(spawnentry->spawn_id);
  2557. sign->SetSpawnLocationID(spawnentry->spawn_location_id);
  2558. sign->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2559. sign->SetRespawnTime(spawnentry->respawn);
  2560. sign->SetExpireTime(spawnentry->expire_time);
  2561. if (spawnentry->expire_time > 0)
  2562. AddSpawnExpireTimer(sign, spawnentry->expire_time, spawnentry->expire_offset);
  2563. SetSpawnScript(spawnentry, sign);
  2564. CallSpawnScript(sign, SPAWN_SCRIPT_PRESPAWN);
  2565. AddSpawn(sign);
  2566. }
  2567. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2568. return sign;
  2569. }
  2570. Widget* ZoneServer::AddWidgetSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2571. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2572. Widget* widget = GetNewWidget(spawnentry->spawn_id);
  2573. if(widget && !widget->IsOmittedByDBFlag()){
  2574. DeterminePosition(spawnlocation, widget);
  2575. widget->SetDatabaseID(spawnentry->spawn_id);
  2576. widget->SetSpawnLocationID(spawnentry->spawn_location_id);
  2577. widget->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2578. if(!widget->GetIncludeLocation()){
  2579. widget->SetX(widget->GetWidgetX());
  2580. if(widget->GetCloseY() != 0)
  2581. widget->SetY(widget->GetCloseY());
  2582. widget->SetZ(widget->GetWidgetZ());
  2583. }
  2584. widget->SetRespawnTime(spawnentry->respawn);
  2585. widget->SetExpireTime(spawnentry->expire_time);
  2586. widget->SetSpawnOrigHeading(widget->GetHeading());
  2587. if (spawnentry->expire_time > 0)
  2588. AddSpawnExpireTimer(widget, spawnentry->expire_time, spawnentry->expire_offset);
  2589. SetSpawnScript(spawnentry, widget);
  2590. CallSpawnScript(widget, SPAWN_SCRIPT_PRESPAWN);
  2591. AddSpawn(widget);
  2592. }
  2593. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2594. return widget;
  2595. }
  2596. Object* ZoneServer::AddObjectSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2597. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2598. Object* object = GetNewObject(spawnentry->spawn_id);
  2599. if(object && !object->IsOmittedByDBFlag()){
  2600. DeterminePosition(spawnlocation, object);
  2601. object->SetDatabaseID(spawnentry->spawn_id);
  2602. object->SetSpawnLocationID(spawnentry->spawn_location_id);
  2603. object->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2604. object->SetRespawnTime(spawnentry->respawn);
  2605. object->SetExpireTime(spawnentry->expire_time);
  2606. if (spawnentry->expire_time > 0)
  2607. AddSpawnExpireTimer(object, spawnentry->expire_time, spawnentry->expire_offset);
  2608. SetSpawnScript(spawnentry, object);
  2609. CallSpawnScript(object, SPAWN_SCRIPT_PRESPAWN);
  2610. AddSpawn(object);
  2611. }
  2612. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2613. return object;
  2614. }
  2615. GroundSpawn* ZoneServer::AddGroundSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry){
  2616. LogWrite(SPAWN__TRACE, 0, "Spawn", "Enter %s", __FUNCTION__);
  2617. GroundSpawn* spawn = GetNewGroundSpawn(spawnentry->spawn_id);
  2618. if(spawn && !spawn->IsOmittedByDBFlag()){
  2619. DeterminePosition(spawnlocation, spawn);
  2620. spawn->SetDatabaseID(spawnentry->spawn_id);
  2621. spawn->SetSpawnLocationID(spawnentry->spawn_location_id);
  2622. spawn->SetSpawnEntryID(spawnentry->spawn_entry_id);
  2623. spawn->SetRespawnTime(spawnentry->respawn);
  2624. spawn->SetExpireTime(spawnentry->expire_time);
  2625. if (spawnentry->expire_time > 0)
  2626. AddSpawnExpireTimer(spawn, spawnentry->expire_time, spawnentry->expire_offset);
  2627. SetSpawnScript(spawnentry, spawn);
  2628. CallSpawnScript(spawn, SPAWN_SCRIPT_PRESPAWN);
  2629. AddSpawn(spawn);
  2630. }
  2631. LogWrite(SPAWN__TRACE, 0, "Spawn", "Exit %s", __FUNCTION__);
  2632. return spawn;
  2633. }
  2634. void ZoneServer::AddSpawn(Spawn* spawn) {
  2635. if(!spawn->IsPlayer()) // we already set it on loadCharacter
  2636. spawn->SetZone(this);
  2637. spawn->position_changed = false;
  2638. spawn->info_changed = false;
  2639. spawn->vis_changed = false;
  2640. spawn->changed = false;
  2641. // Write locking the spawn list here will cause deadlocks, so instead add it to a temp list that the
  2642. // main spawn thread will put into the spawn_list when ever it has a chance.
  2643. MPendingSpawnListAdd.writelock(__FUNCTION__, __LINE__);
  2644. pending_spawn_list_add.push_back(spawn);
  2645. MPendingSpawnListAdd.releasewritelock(__FUNCTION__, __LINE__);
  2646. spawn_range.Trigger();
  2647. spawn_check_add.Trigger();
  2648. if (GetInstanceType() == PERSONAL_HOUSE_INSTANCE && spawn->IsObject())
  2649. {
  2650. spawn->AddSecondaryEntityCommand("Examine", 20, "house_spawn_examine", "", 0, 0);
  2651. spawn->AddSecondaryEntityCommand("Move", 20, "move_item", "", 0, 0);
  2652. spawn->AddSecondaryEntityCommand("Pack in Moving Crate", 20, "house_spawn_pack_in_moving_crate", "", 0, 0);
  2653. spawn->AddSecondaryEntityCommand("Pick Up", 20, "pickup", "", 0, 0);
  2654. spawn->SetShowCommandIcon(1);
  2655. }
  2656. if(spawn->IsNPC())
  2657. AddEnemyList((NPC*)spawn);
  2658. if(spawn->IsPlayer() && ((Player*)spawn)->GetGroupMemberInfo())
  2659. world.GetGroupManager()->SendGroupUpdate(((Player*)spawn)->GetGroupMemberInfo()->group_id, GetClientBySpawn(spawn));
  2660. if (spawn->IsPlayer()) {
  2661. ((Player*)spawn)->GetInfoStruct()->set_rain(rain);
  2662. ((Player*)spawn)->SetCharSheetChanged(true);
  2663. }
  2664. if (movementMgr != nullptr && spawn->IsEntity()) {
  2665. movementMgr->AddMob((Entity*)spawn);
  2666. }
  2667. AddSpawnProximities(spawn);
  2668. spawn->SetAddedToWorldTimestamp(Timer::GetCurrentTime2());
  2669. }
  2670. void ZoneServer::AddClient(Client* client){
  2671. MClientList.writelock(__FUNCTION__, __LINE__);
  2672. lifetime_client_count++;
  2673. DecrementIncomingClients();
  2674. clients.push_back(client);
  2675. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2676. connected_clients.Add(client);
  2677. }
  2678. void ZoneServer::RemoveClient(Client* client)
  2679. {
  2680. Guild *guild;
  2681. if(client)
  2682. {
  2683. if (client->GetPlayer())
  2684. client_list.RemovePlayerFromInvisHistory(client->GetPlayer()->GetID());
  2685. LogWrite(ZONE__DEBUG, 0, "Zone", "Sending login equipment appearance updates...");
  2686. loginserver.SendImmediateEquipmentUpdatesForChar(client->GetPlayer()->GetCharacterID());
  2687. if (!client->IsZoning())
  2688. {
  2689. if ((guild = client->GetPlayer()->GetGuild()) != NULL)
  2690. guild->GuildMemberLogoff(client->GetPlayer());
  2691. chat.LeaveAllChannels(client);
  2692. }
  2693. int32 LD_Timer = rule_manager.GetGlobalRule(R_World, LinkDeadTimer)->GetInt32();
  2694. int32 DisconnectClientTimer = rule_manager.GetGlobalRule(R_World, RemoveDisconnectedClientsTimer)->GetInt32();
  2695. if(!zoneShuttingDown && !client->IsZoning())
  2696. {
  2697. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  2698. GroupMemberInfo* gmi = client->GetPlayer()->GetGroupMemberInfo();
  2699. int32 group_id = 0;
  2700. if (gmi) {
  2701. group_id = gmi->group_id;
  2702. }
  2703. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  2704. if (group_id) {
  2705. int32 size = world.GetGroupManager()->GetGroupSize(group_id);
  2706. if (size > 1) {
  2707. bool send_left_message = size > 2;
  2708. // removegroupmember can delete the gmi, so make sure we still have a group_id after
  2709. world.GetGroupManager()->RemoveGroupMember(group_id, client->GetPlayer());
  2710. if (send_left_message)
  2711. world.GetGroupManager()->GroupMessage(group_id, "%s has left the group.", client->GetPlayer()->GetName());
  2712. }
  2713. }
  2714. if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_LINKDEAD) > 0)
  2715. {
  2716. LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to LD/Exit...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID());
  2717. //connected_clients.Remove(client, true, LD_Timer + DisconnectClientTimer);
  2718. }
  2719. else
  2720. {
  2721. LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to Camp/Quit...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID());
  2722. }
  2723. ((Entity*)client->GetPlayer())->DismissAllPets();
  2724. //}
  2725. }
  2726. else
  2727. {
  2728. LogWrite(ZONE__DEBUG, 0, "Zone", "Removing client '%s' (%u) due to some client zoning...", client->GetPlayer()->GetName(), client->GetPlayer()->GetCharacterID());
  2729. }
  2730. map<int32, int32>::iterator itr;
  2731. for (itr = client->GetPlayer()->SpawnedBots.begin(); itr != client->GetPlayer()->SpawnedBots.end(); itr++) {
  2732. Spawn* spawn = GetSpawnByID(itr->second);
  2733. if (spawn)
  2734. ((Bot*)spawn)->Camp();
  2735. }
  2736. LogWrite(ZONE__DEBUG, 0, "Zone", "Calling clients.Remove(client)...");
  2737. MClientList.writelock(__FUNCTION__, __LINE__);
  2738. std::vector<Client*>::iterator itr2 = find(clients.begin(), clients.end(), client);
  2739. if (itr2 != clients.end())
  2740. clients.erase(itr2);
  2741. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2742. LogWrite(ZONE__INFO, 0, "Zone", "Scheduling client '%s' for removal.", client->GetPlayer()->GetName());
  2743. LogWrite(MISC__TODO, 1, "TODO", "Put Player Online Status updates in a timer eventually\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  2744. database.ToggleCharacterOnline(client, 0);
  2745. client->GetPlayer()->DeleteSpellEffects(true);
  2746. if(client->getConnection()) {
  2747. client->getConnection()->ResetSessionAttempts();
  2748. client->getConnection()->SetState(EQStreamState::WAIT_CLOSE);
  2749. }
  2750. RemoveSpawn(client->GetPlayer(), false, true, true, true, true);
  2751. connected_clients.Remove(client, true, DisconnectClientTimer); // changed from a hardcoded 30000 (30 sec) to the DisconnectClientTimer rule
  2752. }
  2753. }
  2754. void ZoneServer::RemoveClientImmediately(Client* client) {
  2755. Guild *guild;
  2756. if(client)
  2757. {
  2758. MClientList.writelock(__FUNCTION__, __LINE__);
  2759. std::vector<Client*>::iterator itr = find(clients.begin(), clients.end(), client);
  2760. if (itr != clients.end())
  2761. clients.erase(itr);
  2762. MClientList.releasewritelock(__FUNCTION__, __LINE__);
  2763. //clients.Remove(client, true);
  2764. }
  2765. }
  2766. void ZoneServer::ClientProcess()
  2767. {
  2768. if(connected_clients.size(true) == 0)
  2769. {
  2770. MIncomingClients.readlock(__FUNCTION__, __LINE__);
  2771. bool shutdownDelayCheck = shutdownDelayTimer.Check();
  2772. if((!IsCityZone() && !AlwaysLoaded() && !shutdownTimer.Enabled()) || shutdownDelayCheck)
  2773. {
  2774. if(incoming_clients && !shutdownDelayTimer.Enabled()) {
  2775. LogWrite(ZONE__INFO, 0, "Zone", "Incoming clients (%u) expected for %s, delaying shutdown timer...", incoming_clients, GetZoneName());
  2776. int32 timerDelay = rule_manager.GetGlobalRule(R_Zone, ShutdownDelayTimer)->GetInt32();
  2777. if(timerDelay < 10) {
  2778. LogWrite(ZONE__INFO, 0, "Zone", "Overriding %s shutdown delay timer as other clients are incoming, value %u too short, setting to 10...", GetZoneName(), timerDelay);
  2779. timerDelay = 10;
  2780. }
  2781. shutdownDelayTimer.Start(timerDelay, true);
  2782. }
  2783. else if(!incoming_clients || shutdownDelayCheck) {
  2784. LogWrite(ZONE__INFO, 0, "Zone", "Starting zone shutdown timer for %s...", GetZoneName());
  2785. shutdownTimer.Start();
  2786. }
  2787. }
  2788. MIncomingClients.releasereadlock(__FUNCTION__, __LINE__);
  2789. return;
  2790. }
  2791. shutdownTimer.Disable();
  2792. shutdownDelayTimer.Disable();
  2793. Client* client = 0;
  2794. MutexList<Client*>::iterator iterator = connected_clients.begin();
  2795. while(iterator.Next())
  2796. {
  2797. client = iterator->value;
  2798. #ifndef NO_CATCH
  2799. try
  2800. {
  2801. #endif
  2802. if(zoneShuttingDown || !client->Process(true))
  2803. {
  2804. if(client->getConnection() && client->getConnection()->HasSessionAttempts()) {
  2805. printf("Client has an attempt to reconnect..\n");
  2806. continue;
  2807. }
  2808. if(!zoneShuttingDown && !client->IsZoning())
  2809. {
  2810. LogWrite(ZONE__DEBUG, 0, "Zone", "Client is disconnecting in %s (camping = %s)", __FUNCTION__, (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 ? "false" : "true");
  2811. if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 )
  2812. {
  2813. //only set LD flag if we're disconnecting but not camping/quitting
  2814. client->GetPlayer()->SetActivityStatus(client->GetPlayer()->GetActivityStatus() + ACTIVITY_STATUS_LINKDEAD);
  2815. if(client->GetPlayer()->GetGroupMemberInfo())
  2816. {
  2817. LogWrite(ZONE__DEBUG, 0, "Zone", "Telling client's group they are disconnecting");
  2818. world.GetGroupManager()->GroupMessage(client->GetPlayer()->GetGroupMemberInfo()->group_id, "%s has gone Linkdead.", client->GetPlayer()->GetName());
  2819. }
  2820. }
  2821. }
  2822. UpdateClientSpawnMap(client->GetPlayer(), 0);
  2823. client->Disconnect();
  2824. RemoveClient(client);
  2825. }
  2826. #ifndef NO_CATCH
  2827. }
  2828. catch(...)
  2829. {
  2830. LogWrite(ZONE__ERROR, 0, "Zone", "Exception caught when in ZoneServer::ClientProcess() for zone '%s'!\n%s, %i", GetZoneName(), __FUNCTION__, __LINE__);
  2831. try{
  2832. if(!client->IsZoning())
  2833. {
  2834. if( (client->GetPlayer()->GetActivityStatus() & ACTIVITY_STATUS_CAMPING) == 0 )
  2835. {
  2836. client->GetPlayer()->SetActivityStatus(client->GetPlayer()->GetActivityStatus() + ACTIVITY_STATUS_LINKDEAD);
  2837. if(client->GetPlayer()->GetGroupMemberInfo())
  2838. world.GetGroupManager()->GroupMessage(client->GetPlayer()->GetGroupMemberInfo()->group_id, "%s has gone Linkdead.", client->GetPlayer()->GetName());
  2839. }
  2840. }
  2841. UpdateClientSpawnMap(client->GetPlayer(), 0);
  2842. client->Disconnect();
  2843. RemoveClient(client);
  2844. }
  2845. catch(...){
  2846. LogWrite(ZONE__ERROR, 0, "Zone", "Exception caught when in ZoneServer::ClientProcess(), second try\n%s, %i", __FUNCTION__, __LINE__);
  2847. }
  2848. }
  2849. #endif
  2850. }
  2851. }
  2852. void ZoneServer::SimpleMessage(int8 type, const char* message, Spawn* from, float distance, bool send_to_sender){
  2853. Client* client = 0;
  2854. vector<Client*>::iterator client_itr;
  2855. MClientList.readlock(__FUNCTION__, __LINE__);
  2856. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2857. client = *client_itr;
  2858. if(from && client && client->IsConnected() && (send_to_sender || from != client->GetPlayer()) && from->GetDistance(client->GetPlayer()) <= distance){
  2859. client->SimpleMessage(type, message);
  2860. }
  2861. }
  2862. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2863. }
  2864. 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) {
  2865. if ((!distance || from->GetDistance(client->GetPlayer()) <= distance) && (!from || !client->GetPlayer()->IsIgnored(from->GetName()))) {
  2866. PacketStruct* packet = configReader.getStruct("WS_HearChat", client->GetVersion());
  2867. if (packet) {
  2868. if (from)
  2869. packet->setMediumStringByName("from", from->GetName());
  2870. if (client->GetPlayer() != from)
  2871. packet->setMediumStringByName("to", client->GetPlayer()->GetName());
  2872. packet->setDataByName("channel", client->GetMessageChannelColor(channel));
  2873. if (from && ((from == client->GetPlayer()) || (client->GetPlayer()->WasSentSpawn(from->GetID()))))
  2874. packet->setDataByName("from_spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(from));
  2875. else
  2876. packet->setDataByName("from_spawn_id", 0xFFFFFFFF);
  2877. packet->setDataByName("to_spawn_id", 0xFFFFFFFF);
  2878. packet->setMediumStringByName("message", message);
  2879. packet->setDataByName("language", language);
  2880. if (language > 0 && !client->GetPlayer()->HasLanguage(language))
  2881. packet->setDataByName("understood", 0);
  2882. else
  2883. packet->setDataByName("understood", 1);
  2884. show_bubble == true ? packet->setDataByName("show_bubble", 1) : packet->setDataByName("show_bubble", 0);
  2885. if (channel_name)
  2886. packet->setMediumStringByName("channel_name", channel_name);
  2887. EQ2Packet* outapp = packet->serialize();
  2888. DumpPacket(outapp);
  2889. client->QueuePacket(outapp);
  2890. safe_delete(packet);
  2891. }
  2892. }
  2893. }
  2894. void ZoneServer::HandleChatMessage(Spawn* from, const char* to, int16 channel, const char* message, float distance, const char* channel_name, bool show_bubble, int32 language){
  2895. vector<Client*>::iterator client_itr;
  2896. Client* client = 0;
  2897. MClientList.readlock(__FUNCTION__, __LINE__);
  2898. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2899. client = *client_itr;
  2900. if(client && client->IsConnected())
  2901. HandleChatMessage(client, from, to, channel, message, distance, channel_name, show_bubble, language);
  2902. }
  2903. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2904. }
  2905. void ZoneServer::HandleBroadcast(const char* message) {
  2906. vector<Client*>::iterator client_itr;
  2907. Client* client = 0;
  2908. MClientList.readlock(__FUNCTION__, __LINE__);
  2909. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2910. client = *client_itr;
  2911. if(client && client->IsConnected())
  2912. client->SimpleMessage(CHANNEL_BROADCAST, message);
  2913. }
  2914. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2915. }
  2916. void ZoneServer::HandleAnnouncement(const char* message) {
  2917. vector<Client*>::iterator client_itr;
  2918. Client* client = 0;
  2919. int32 words = ::CountWordsInString(message);
  2920. if (words < 5)
  2921. words = 5;
  2922. MClientList.readlock(__FUNCTION__, __LINE__);
  2923. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2924. client = *client_itr;
  2925. if(client && client->IsConnected()) {
  2926. client->SimpleMessage(CHANNEL_BROADCAST, message);
  2927. client->SendPopupMessage(10, message, "ui_harvest_normal", words, 0xFF, 0xFF, 0x00);
  2928. }
  2929. }
  2930. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2931. }
  2932. void ZoneServer::SendTimeUpdate(Client* client){
  2933. if(client){
  2934. PacketStruct* packet = world.GetWorldTime(client->GetVersion());
  2935. if(packet){
  2936. client->QueuePacket(packet->serialize());
  2937. safe_delete(packet);
  2938. }
  2939. }
  2940. }
  2941. void ZoneServer::SendTimeUpdateToAllClients(){
  2942. Client* client = 0;
  2943. vector<Client*>::iterator client_itr;
  2944. MClientList.readlock(__FUNCTION__, __LINE__);
  2945. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2946. client = *client_itr;
  2947. if(client && client->IsConnected())
  2948. SendTimeUpdate(client);
  2949. }
  2950. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2951. }
  2952. void ZoneServer::UpdateVitality(float amount){
  2953. Client* client = 0;
  2954. vector<Client*>::iterator client_itr;
  2955. MClientList.readlock(__FUNCTION__, __LINE__);
  2956. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  2957. client = *client_itr;
  2958. if(client && client->GetPlayer()->GetInfoStruct()->get_xp_vitality() < 100){
  2959. if((client->GetPlayer()->GetInfoStruct()->get_xp_vitality() + amount) > 100)
  2960. client->GetPlayer()->GetInfoStruct()->set_xp_vitality(100);
  2961. else
  2962. client->GetPlayer()->GetInfoStruct()->add_xp_vitality(amount);
  2963. client->GetPlayer()->SetCharSheetChanged(true);
  2964. }
  2965. }
  2966. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  2967. }
  2968. void ZoneServer::SendSpawn(Spawn* spawn, Client* client){
  2969. EQ2Packet* outapp = spawn->serialize(client->GetPlayer(), client->GetVersion());
  2970. if(!client->GetPlayer()->IsSendingSpawn(spawn->GetID())) {
  2971. safe_delete(outapp);
  2972. }
  2973. else {
  2974. LogWrite(ZONE__DEBUG, 7, "Zone", "%s: Processing SendSpawn for spawn index %u (%s)...", client->GetPlayer()->GetName(), client->GetPlayer()->GetIndexForSpawn(spawn), spawn->GetName());
  2975. if(outapp)
  2976. client->QueuePacket(outapp, true);
  2977. client->GetPlayer()->SetSpawnSentState(spawn, SpawnState::SPAWN_STATE_SENT_WAIT);
  2978. }
  2979. /*
  2980. vis flags:
  2981. 2 = show icon
  2982. 4 = targetable
  2983. 16 = show name
  2984. 32 = show level/border
  2985. activity_status:
  2986. 4 - linkdead
  2987. 8 - camping
  2988. 16 - LFG
  2989. 32 - LFW
  2990. 2048 - mentoring
  2991. 4096 - displays shield
  2992. 8192 - immunity gained
  2993. 16384 - immunity remaining
  2994. attackable_status
  2995. 1 - no_hp_bar
  2996. 4 - not attackable
  2997. npc_con
  2998. -4 = scowls
  2999. -3 = threatening
  3000. -2 = dubiously
  3001. -1 = apprehensively
  3002. 0 = indifferent
  3003. 1 = amiably
  3004. 2 = kindly
  3005. 3 = warmly
  3006. 4 = ally
  3007. quest_flag
  3008. 1 = new quest
  3009. 2 = update and new quest
  3010. 3 = update
  3011. */
  3012. if(spawn->IsEntity() && spawn->HasTrapTriggered())
  3013. client->QueueStateCommand(client->GetPlayer()->GetIDWithPlayerSpawn(spawn), spawn->GetTrapState());
  3014. }
  3015. Client* ZoneServer::GetClientBySpawn(Spawn* spawn){
  3016. return client_spawn_map.Get(spawn);
  3017. }
  3018. Client* ZoneServer::GetClientByName(char* name) {
  3019. Client* ret = 0;
  3020. vector<Client*>::iterator itr;
  3021. MClientList.readlock(__FUNCTION__, __LINE__);
  3022. for (itr = clients.begin(); itr != clients.end(); itr++) {
  3023. if ((*itr)->GetPlayer()) {
  3024. if (strncmp((*itr)->GetPlayer()->GetName(), name, strlen(name)) == 0) {
  3025. ret = *itr;
  3026. break;
  3027. }
  3028. }
  3029. }
  3030. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3031. return ret;
  3032. }
  3033. Client* ZoneServer::GetClientByCharID(int32 charid) {
  3034. Client* ret = 0;
  3035. vector<Client*>::iterator itr;
  3036. MClientList.readlock(__FUNCTION__, __LINE__);
  3037. for (itr = clients.begin(); itr != clients.end(); itr++) {
  3038. if ((*itr)->GetCharacterID() == charid) {
  3039. ret = *itr;
  3040. break;
  3041. }
  3042. }
  3043. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3044. return ret;
  3045. }
  3046. void ZoneServer::AddMovementNPC(Spawn* spawn){
  3047. if (spawn)
  3048. movement_spawns.Put(spawn->GetID(), 1);
  3049. }
  3050. void ZoneServer::RemoveMovementNPC(Spawn* spawn){
  3051. if (spawn)
  3052. remove_movement_spawns.Add(spawn->GetID());
  3053. }
  3054. void ZoneServer::PlayFlavor(Client* client, Spawn* spawn, const char* mp3, const char* text, const char* emote, int32 key1, int32 key2, int8 language){
  3055. if(!client || !spawn)
  3056. return;
  3057. PacketStruct* packet = configReader.getStruct("WS_PlayFlavor", client->GetVersion());
  3058. if(packet){
  3059. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  3060. packet->setDataByName("unknown1", 0xFFFFFFFF);
  3061. packet->setDataByName("unknown5", 1, 1);
  3062. packet->setDataByName("unknown5", 1, 6);
  3063. if(mp3){
  3064. packet->setMediumStringByName("mp3", mp3);
  3065. packet->setDataByName("key", key1);
  3066. packet->setDataByName("key", key2, 1);
  3067. }
  3068. packet->setMediumStringByName("name", spawn->GetName());
  3069. if(text)
  3070. packet->setMediumStringByName("text", text);
  3071. if(emote)
  3072. packet->setMediumStringByName("emote", emote);
  3073. if (language != 0)
  3074. packet->setDataByName("language", language);
  3075. //We should probably add Common = language id 0 or 0xFF so admins can customize more..
  3076. if (language == 0 || client->GetPlayer()->HasLanguage(language))
  3077. packet->setDataByName("understood", 1);
  3078. EQ2Packet* app = packet->serialize();
  3079. //DumpPacket(app);
  3080. client->QueuePacket(app);
  3081. safe_delete(packet);
  3082. }
  3083. }
  3084. void ZoneServer::PlayVoice(Client* client, Spawn* spawn, const char* mp3, int32 key1, int32 key2){
  3085. if(!client || !spawn)
  3086. return;
  3087. PacketStruct* packet = configReader.getStruct("WS_PlayVoice", client->GetVersion());
  3088. if(packet){
  3089. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  3090. packet->setMediumStringByName("mp3", mp3);
  3091. packet->setDataByName("key", key1);
  3092. packet->setDataByName("key", key2, 1);
  3093. client->QueuePacket(packet->serialize());
  3094. safe_delete(packet);
  3095. }
  3096. }
  3097. void ZoneServer::PlayFlavor(Spawn* spawn, const char* mp3, const char* text, const char* emote, int32 key1, int32 key2, int8 language){
  3098. if(!spawn)
  3099. return;
  3100. Client* client = 0;
  3101. vector<Client*>::iterator client_itr;
  3102. MClientList.readlock(__FUNCTION__, __LINE__);
  3103. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3104. client = *client_itr;
  3105. if(!client || !client->IsConnected() || !client->GetPlayer()->WasSentSpawn(spawn->GetID()) || client->GetPlayer()->GetDistance(spawn) > 30)
  3106. continue;
  3107. PlayFlavor(client, spawn, mp3, text, emote, key1, key2, language);
  3108. }
  3109. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3110. }
  3111. void ZoneServer::PlayVoice(Spawn* spawn, const char* mp3, int32 key1, int32 key2){
  3112. if(!spawn || !mp3)
  3113. return;
  3114. Client* client = 0;
  3115. vector<Client*>::iterator client_itr;
  3116. MClientList.readlock(__FUNCTION__, __LINE__);
  3117. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3118. client = *client_itr;
  3119. if(!client || !client->IsConnected() || !client->GetPlayer()->WasSentSpawn(spawn->GetID()))
  3120. continue;
  3121. PlayVoice(client, spawn, mp3, key1, key2);
  3122. }
  3123. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3124. }
  3125. void ZoneServer::PlaySoundFile(Client* client, const char* name, float origin_x, float origin_y, float origin_z){
  3126. if(!name)
  3127. return;
  3128. PacketStruct* packet = 0;
  3129. if(client){
  3130. packet = configReader.getStruct("WS_Play3DSound", client->GetVersion());
  3131. if(packet){
  3132. packet->setMediumStringByName("name", name);
  3133. packet->setDataByName("x", origin_x);
  3134. packet->setDataByName("y", origin_y);
  3135. packet->setDataByName("z", origin_z);
  3136. packet->setDataByName("unknown1", 1);
  3137. packet->setDataByName("unknown2", 2.5);
  3138. packet->setDataByName("unknown3", 15);
  3139. client->QueuePacket(packet->serialize());
  3140. safe_delete(packet);
  3141. }
  3142. }
  3143. else{
  3144. EQ2Packet* outapp = 0;
  3145. int16 packet_version = 0;
  3146. vector<Client*>::iterator client_itr;
  3147. MClientList.readlock(__FUNCTION__, __LINE__);
  3148. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3149. client = *client_itr;
  3150. if(client && (!packet || packet_version != client->GetVersion())){
  3151. safe_delete(packet);
  3152. safe_delete(outapp);
  3153. packet_version = client->GetVersion();
  3154. packet = configReader.getStruct("WS_Play3DSound", packet_version);
  3155. if(packet){
  3156. packet->setMediumStringByName("name", name);
  3157. packet->setDataByName("x", origin_x);
  3158. packet->setDataByName("y", origin_y);
  3159. packet->setDataByName("z", origin_z);
  3160. packet->setDataByName("unknown1", 1);
  3161. packet->setDataByName("unknown2", 2.5);
  3162. packet->setDataByName("unknown3", 15);
  3163. outapp = packet->serialize();
  3164. }
  3165. }
  3166. if(outapp && client && client->IsConnected())
  3167. client->QueuePacket(outapp->Copy());
  3168. }
  3169. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3170. safe_delete(packet);
  3171. safe_delete(outapp);
  3172. }
  3173. }
  3174. bool ZoneServer::HasWidgetTimer(Spawn* widget){
  3175. bool ret = false;
  3176. if (widget) {
  3177. int32 id = widget->GetID();
  3178. map<int32, int32>::iterator itr;
  3179. MWidgetTimers.readlock(__FUNCTION__, __LINE__);
  3180. for (itr = widget_timers.begin(); itr != widget_timers.end(); itr++) {
  3181. if(itr->first == id){
  3182. ret = true;
  3183. break;
  3184. }
  3185. }
  3186. MWidgetTimers.releasereadlock(__FUNCTION__, __LINE__);
  3187. }
  3188. return ret;
  3189. }
  3190. void ZoneServer::CheckWidgetTimers(){
  3191. vector<int32> remove_list;
  3192. map<int32, int32>::iterator itr;
  3193. MWidgetTimers.readlock(__FUNCTION__, __LINE__);
  3194. for (itr = widget_timers.begin(); itr != widget_timers.end(); itr++) {
  3195. if(Timer::GetCurrentTime2() >= itr->second){
  3196. /*Spawn* widget = GetSpawnByID(itr->first);
  3197. if (widget && widget->IsWidget())
  3198. ((Widget*)widget)->HandleTimerUpdate();*/
  3199. remove_list.push_back(itr->first);
  3200. }
  3201. }
  3202. MWidgetTimers.releasereadlock(__FUNCTION__, __LINE__);
  3203. for (int32 i = 0; i < remove_list.size(); i++) {
  3204. Spawn* widget = GetSpawnByID(remove_list[i]);
  3205. if (widget && widget->IsWidget())
  3206. ((Widget*)widget)->HandleTimerUpdate();
  3207. }
  3208. MWidgetTimers.writelock(__FUNCTION__, __LINE__);
  3209. for(int32 i=0;i<remove_list.size(); i++)
  3210. widget_timers.erase(remove_list[i]);
  3211. MWidgetTimers.releasewritelock(__FUNCTION__, __LINE__);
  3212. }
  3213. void ZoneServer::AddWidgetTimer(Spawn* widget, float time) {
  3214. if (widget && widget->IsWidget()) {
  3215. MWidgetTimers.writelock(__FUNCTION__, __LINE__);
  3216. widget_timers[widget->GetID()] = ((int32)(time * 1000)) + Timer::GetCurrentTime2();
  3217. MWidgetTimers.releasewritelock(__FUNCTION__, __LINE__);
  3218. }
  3219. }
  3220. Spawn* ZoneServer::GetSpawnGroup(int32 id){
  3221. Spawn* ret = 0;
  3222. Spawn* spawn = 0;
  3223. map<int32, Spawn*>::iterator itr;
  3224. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3225. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3226. spawn = itr->second;
  3227. if(spawn){
  3228. if(spawn->GetSpawnGroupID() == id){
  3229. ret = spawn;
  3230. break;
  3231. }
  3232. }
  3233. }
  3234. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3235. return ret;
  3236. }
  3237. Spawn* ZoneServer::GetSpawnByLocationID(int32 location_id) {
  3238. Spawn* ret = 0;
  3239. Spawn* current_spawn = 0;
  3240. map<int32, Spawn*>::iterator itr;
  3241. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3242. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3243. current_spawn = itr->second;
  3244. if (current_spawn && current_spawn->GetSpawnLocationID() == location_id) {
  3245. ret = current_spawn;
  3246. break;
  3247. }
  3248. }
  3249. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3250. return ret;
  3251. }
  3252. Spawn* ZoneServer::GetSpawnByDatabaseID(int32 id){
  3253. Spawn* ret = 0;
  3254. if(quick_database_id_lookup.count(id) > 0)
  3255. ret = GetSpawnByID(quick_database_id_lookup.Get(id));
  3256. else{
  3257. Spawn* spawn = 0;
  3258. map<int32, Spawn*>::iterator itr;
  3259. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3260. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++){
  3261. spawn = itr->second;
  3262. if(spawn){
  3263. if(spawn->GetDatabaseID() == id){
  3264. quick_database_id_lookup.Put(id, spawn->GetID());
  3265. ret = spawn;
  3266. break;
  3267. }
  3268. }
  3269. }
  3270. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3271. }
  3272. return ret;
  3273. }
  3274. Spawn* ZoneServer::GetSpawnByID(int32 id, bool spawnListLocked) {
  3275. Spawn* ret = 0;
  3276. if (!spawnListLocked )
  3277. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3278. if (spawn_list.count(id) > 0)
  3279. ret = spawn_list[id];
  3280. if (!spawnListLocked)
  3281. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3282. return ret;
  3283. }
  3284. bool ZoneServer::SendRemoveSpawn(Client* client, Spawn* spawn, PacketStruct* packet, bool delete_spawn)
  3285. {
  3286. if(!client || !spawn || (client && client->GetPlayer() == spawn))
  3287. return false;
  3288. spawn->RemoveSpawnFromPlayer(client->GetPlayer());
  3289. // LogWrite(ZONE__DEBUG, 7, "Zone", "%s: Processing SendRemoveSpawn for spawn index %u (%s)...cur_id: %i, wasremoved:: %i", client->GetPlayer()->GetName(), index, spawn->GetName(), cur_id, wasRemoved);
  3290. /* if(packet && index > 0 && !wasRemoved)
  3291. {
  3292. packet->ResetData();
  3293. packet->setDataByName("spawn_index", index);
  3294. spawn->RemoveSpawnFromPlayer(client->GetPlayer());
  3295. if(delete_spawn)
  3296. packet->setDataByName("delete", 1);
  3297. client->QueuePacket(packet->serialize());
  3298. return true;
  3299. }
  3300. return false;*/
  3301. return true;
  3302. }
  3303. void ZoneServer::SetSpawnCommand(Spawn* spawn, int8 type, char* value, Client* client){
  3304. //commands
  3305. LogWrite(MISC__TODO, 1, "TODO", "%s does nothing!\n%s, %i", __FUNCTION__, __FILE__, __LINE__);
  3306. }
  3307. void ZoneServer::SetSpawnCommand(int32 spawn_id, int8 type, char* value, Client* client){
  3308. LogWrite(MISC__TODO, 1, "TODO", "%s does nothing!\n%s, %i", __FUNCTION__, __FILE__, __LINE__);
  3309. }
  3310. void ZoneServer::ApplySetSpawnCommand(Client* client, Spawn* target, int8 type, const char* value){
  3311. // 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
  3312. // location values (x, y, z, heading, grid) for all spawns in the zone with the same DB ID, only the targeted spawn
  3313. if(type == SPAWN_SET_VALUE_SPAWNENTRY_SCRIPT || type == SPAWN_SET_VALUE_SPAWNLOCATION_SCRIPT || (type >= SPAWN_SET_VALUE_X && type <= SPAWN_SET_VALUE_LOCATION) ||
  3314. type == SPAWN_SET_VALUE_PITCH || type == SPAWN_SET_VALUE_ROLL)
  3315. return;
  3316. Spawn* tmp = 0;
  3317. if(target->IsNPC())
  3318. tmp = GetNPC(target->GetDatabaseID());
  3319. else if(target->IsObject())
  3320. tmp = GetObject(target->GetDatabaseID());
  3321. else if(target->IsGroundSpawn())
  3322. tmp = GetGroundSpawn(target->GetDatabaseID());
  3323. else if(target->IsSign())
  3324. tmp = GetSign(target->GetDatabaseID());
  3325. else if(target->IsWidget())
  3326. tmp = GetWidget(target->GetDatabaseID());
  3327. if(tmp && type == SPAWN_SET_VALUE_SPAWN_SCRIPT)
  3328. tmp->SetSpawnScript(value);
  3329. else if(tmp)
  3330. commands.SetSpawnCommand(client, tmp, type, value); // set the master spawn
  3331. Spawn* spawn = 0;
  3332. // this check needs to be here otherwise every spawn with 0 will be set
  3333. if ( target->GetDatabaseID ( ) > 0 )
  3334. {
  3335. map<int32, Spawn*>::iterator itr;
  3336. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3337. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3338. spawn = itr->second;
  3339. if(spawn && spawn->GetDatabaseID() == target->GetDatabaseID()){
  3340. if(type == SPAWN_SET_VALUE_SPAWN_SCRIPT)
  3341. spawn->SetSpawnScript(value);
  3342. else
  3343. commands.SetSpawnCommand(client, spawn, type, value);
  3344. }
  3345. }
  3346. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3347. }
  3348. }
  3349. void ZoneServer::StopSpawnScriptTimer(Spawn* spawn, std::string functionName){
  3350. MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__);
  3351. MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__);
  3352. if(spawn_script_timers.size() > 0){
  3353. set<SpawnScriptTimer*>::iterator itr;
  3354. SpawnScriptTimer* timer = 0;
  3355. for (itr = spawn_script_timers.begin(); itr != spawn_script_timers.end(); itr++) {
  3356. timer = *itr;
  3357. if(timer->spawn == spawn->GetID() && (functionName == "" || timer->function == functionName) && remove_spawn_script_timers_list.count(timer) == 0) {
  3358. itr = spawn_script_timers.erase(itr);
  3359. safe_delete(timer);
  3360. }
  3361. }
  3362. }
  3363. MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__);
  3364. MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__);
  3365. }
  3366. void ZoneServer::DeleteSpawnScriptTimers(Spawn* spawn, bool all){
  3367. MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__);
  3368. MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__);
  3369. if(spawn_script_timers.size() > 0){
  3370. set<SpawnScriptTimer*>::iterator itr;
  3371. SpawnScriptTimer* timer = 0;
  3372. for (itr = spawn_script_timers.begin(); itr != spawn_script_timers.end(); itr++) {
  3373. timer = *itr;
  3374. if((all || timer->spawn == spawn->GetID()) && remove_spawn_script_timers_list.count(timer) == 0)
  3375. remove_spawn_script_timers_list.insert(timer);
  3376. }
  3377. if(all)
  3378. spawn_script_timers.clear();
  3379. }
  3380. MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__);
  3381. MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__);
  3382. }
  3383. void ZoneServer::DeleteSpawnScriptTimers() {
  3384. MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__);
  3385. MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__);
  3386. if(remove_spawn_script_timers_list.size() > 0){
  3387. set<SpawnScriptTimer*>::iterator itr;
  3388. SpawnScriptTimer* timer = 0;
  3389. for (itr = remove_spawn_script_timers_list.begin(); itr != remove_spawn_script_timers_list.end(); itr++) {
  3390. timer = *itr;
  3391. spawn_script_timers.erase(timer);
  3392. safe_delete(timer);
  3393. }
  3394. remove_spawn_script_timers_list.clear();
  3395. }
  3396. MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__);
  3397. MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__);
  3398. }
  3399. void ZoneServer::CheckSpawnScriptTimers(){
  3400. DeleteSpawnScriptTimers();
  3401. SpawnScriptTimer* timer = 0;
  3402. vector<SpawnScriptTimer> call_timers;
  3403. MSpawnScriptTimers.readlock(__FUNCTION__, __LINE__);
  3404. MRemoveSpawnScriptTimersList.writelock(__FUNCTION__, __LINE__);
  3405. if(spawn_script_timers.size() > 0){
  3406. int32 current_time = Timer::GetCurrentTime2();
  3407. set<SpawnScriptTimer*>::iterator itr;
  3408. for (itr = spawn_script_timers.begin(); itr != spawn_script_timers.end(); itr++) {
  3409. timer = *itr;
  3410. if(remove_spawn_script_timers_list.count(timer) == 0 &&
  3411. timer->current_count < timer->max_count && current_time >= timer->timer){
  3412. timer->current_count++;
  3413. SpawnScriptTimer tmpTimer;
  3414. tmpTimer.current_count = timer->current_count;
  3415. tmpTimer.function = timer->function;
  3416. tmpTimer.player = timer->player;
  3417. tmpTimer.spawn = timer->spawn;
  3418. tmpTimer.max_count = timer->max_count;
  3419. call_timers.push_back(tmpTimer);
  3420. }
  3421. if(timer->current_count >= timer->max_count && remove_spawn_script_timers_list.count(timer) == 0)
  3422. remove_spawn_script_timers_list.insert(timer);
  3423. }
  3424. }
  3425. MRemoveSpawnScriptTimersList.releasewritelock(__FUNCTION__, __LINE__);
  3426. MSpawnScriptTimers.releasereadlock(__FUNCTION__, __LINE__);
  3427. if(call_timers.size() > 0){
  3428. vector<SpawnScriptTimer>::iterator itr;
  3429. for(itr = call_timers.begin(); itr != call_timers.end(); itr++){
  3430. SpawnScriptTimer tmpTimer = (SpawnScriptTimer)*itr;
  3431. CallSpawnScript(GetSpawnByID(tmpTimer.spawn), SPAWN_SCRIPT_TIMER, tmpTimer.player > 0 ? GetSpawnByID(tmpTimer.player) : 0, tmpTimer.function.c_str());
  3432. }
  3433. }
  3434. }
  3435. void ZoneServer::KillSpawnByDistance(Spawn* spawn, float max_distance, bool include_players, bool send_packet){
  3436. Spawn* test_spawn = 0;
  3437. map<int32, Spawn*>::iterator itr;
  3438. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3439. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3440. test_spawn = itr->second;
  3441. if(test_spawn && test_spawn->IsEntity() && test_spawn != spawn && (!test_spawn->IsPlayer() || include_players)){
  3442. if(test_spawn->GetDistance(spawn) < max_distance)
  3443. KillSpawn(true, test_spawn, spawn, send_packet);
  3444. }
  3445. }
  3446. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3447. }
  3448. void ZoneServer::SpawnSetByDistance(Spawn* spawn, float max_distance, string field, string value){
  3449. Spawn* test_spawn = 0;
  3450. int32 type = commands.GetSpawnSetType(field);
  3451. if(type == 0xFFFFFFFF)
  3452. return;
  3453. map<int32, Spawn*>::iterator itr;
  3454. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3455. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3456. test_spawn = itr->second;
  3457. if(test_spawn && test_spawn != spawn && !test_spawn->IsPlayer()){
  3458. if(test_spawn->GetDistance(spawn) < max_distance){
  3459. commands.SetSpawnCommand(0, test_spawn, type, value.c_str());
  3460. }
  3461. }
  3462. }
  3463. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3464. }
  3465. void ZoneServer::AddSpawnScriptTimer(SpawnScriptTimer* timer){
  3466. MSpawnScriptTimers.writelock(__FUNCTION__, __LINE__);
  3467. spawn_script_timers.insert(timer);
  3468. MSpawnScriptTimers.releasewritelock(__FUNCTION__, __LINE__);
  3469. }
  3470. /*
  3471. void ZoneServer::RemoveFromRangeMap(Client* client){
  3472. spawn_range_map.erase(client);
  3473. }
  3474. */
  3475. void ZoneServer::RemoveSpawn(Spawn* spawn, bool delete_spawn, bool respawn, bool lock, bool erase_from_spawn_list, bool lock_spell_process)
  3476. {
  3477. LogWrite(ZONE__DEBUG, 3, "Zone", "Processing RemoveSpawn function for %s (%i)...", spawn->GetName(),spawn->GetID());
  3478. PacketStruct* packet = 0;
  3479. int16 packet_version = 0;
  3480. Client* client = 0;
  3481. vector<Client*>::iterator client_itr;
  3482. MClientList.readlock(__FUNCTION__, __LINE__);
  3483. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3484. client = *client_itr;
  3485. if (client && (client->GetVersion() > 283 || !client->IsZoning() || client->GetPlayer() != spawn)) { //don't send destroy ghost of 283 client when zoning
  3486. if (client->GetPlayer()->HasTarget() && client->GetPlayer()->GetTarget() == spawn)
  3487. client->GetPlayer()->SetTarget(0);
  3488. if(client->GetPlayer()->WasSentSpawn(spawn->GetID()) || client->GetPlayer()->IsSendingSpawn(spawn->GetID()))
  3489. SendRemoveSpawn(client, spawn, packet, delete_spawn);
  3490. if (spawn_range_map.count(client) > 0)
  3491. spawn_range_map.Get(client)->erase(spawn->GetID());
  3492. }
  3493. }
  3494. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3495. safe_delete(packet);
  3496. spawn->RemoveSpawnProximities();
  3497. RemoveSpawnProximities(spawn);
  3498. if (movementMgr != nullptr && spawn->IsEntity()) {
  3499. movementMgr->RemoveMob((Entity*)spawn);
  3500. }
  3501. RemoveSpawnSupportFunctions(spawn, lock_spell_process);
  3502. if (reloading)
  3503. RemoveDeadEnemyList(spawn);
  3504. if (lock)
  3505. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  3506. if (dead_spawns.count(spawn->GetID()) > 0)
  3507. dead_spawns.erase(spawn->GetID());
  3508. if (lock)
  3509. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  3510. if (spawn_expire_timers.count(spawn->GetID()) > 0)
  3511. spawn_expire_timers.erase(spawn->GetID());
  3512. spawn->SetDeletedSpawn(true);
  3513. // we will remove the spawn ptr and entry in the spawn_list later.. it is not safe right now (lua? client process? spawn process? etc? too many factors)
  3514. if(erase_from_spawn_list)
  3515. AddPendingSpawnRemove(spawn->GetID());
  3516. if(respawn && !spawn->IsPlayer() && spawn->GetRespawnTime() > 0 && spawn->GetSpawnLocationID() > 0)
  3517. {
  3518. LogWrite(ZONE__DEBUG, 3, "Zone", "Handle NPC Respawn for '%s'.", spawn->GetName());
  3519. // handle instance spawn db info
  3520. // we don't care if a NPC or a client kills the spawn, we could have events that cause NPCs to kill NPCs.
  3521. if(spawn->GetZone()->GetInstanceID() > 0 && spawn->GetSpawnLocationID() > 0)
  3522. {
  3523. LogWrite(ZONE__DEBUG, 3, "Zone", "Handle NPC Respawn in an Instance.");
  3524. // use respawn time to either insert/update entry (likely insert in this situation)
  3525. if ( spawn->IsNPC() )
  3526. {
  3527. database.CreateInstanceSpawnRemoved(spawn->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_NPC,
  3528. spawn->GetRespawnTime(),spawn->GetZone()->GetInstanceID());
  3529. }
  3530. else if ( spawn->IsObject ( ) )
  3531. {
  3532. database.CreateInstanceSpawnRemoved(spawn->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_OBJECT,
  3533. spawn->GetRespawnTime(),spawn->GetZone()->GetInstanceID());
  3534. }
  3535. }
  3536. else
  3537. {
  3538. int32 spawnLocationID = spawn->GetSpawnLocationID();
  3539. int32 spawnRespawnTime = spawn->GetRespawnTime();
  3540. respawn_timers.Put(spawnLocationID, Timer::GetCurrentTime2() + spawnRespawnTime * 1000);
  3541. }
  3542. }
  3543. // 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
  3544. if (lock && !respawn)
  3545. MDeadSpawns.readlock(__FUNCTION__, __LINE__);
  3546. if(delete_spawn && dead_spawns.count(spawn->GetID()) == 0)
  3547. AddPendingDelete(spawn);
  3548. if (lock && !respawn)
  3549. MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__);
  3550. LogWrite(ZONE__DEBUG, 3, "Zone", "Done processing RemoveSpawn function...");
  3551. }
  3552. Spawn* ZoneServer::GetClosestSpawn(Spawn* spawn, int32 spawn_id){
  3553. Spawn* closest_spawn = 0;
  3554. Spawn* test_spawn = 0;
  3555. float closest_distance = 1000000;
  3556. float test_distance = 0;
  3557. map<int32, Spawn*>::iterator itr;
  3558. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3559. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3560. test_spawn = itr->second;
  3561. if(test_spawn && test_spawn != spawn && test_spawn->GetDatabaseID() == spawn_id){
  3562. test_distance = test_spawn->GetDistance(spawn);
  3563. if(test_distance < closest_distance){
  3564. closest_distance = test_distance;
  3565. closest_spawn = test_spawn;
  3566. }
  3567. }
  3568. }
  3569. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3570. return closest_spawn;
  3571. }
  3572. int32 ZoneServer::GetClosestLocation(Spawn* spawn){
  3573. Spawn* closest_spawn = 0;
  3574. Spawn* test_spawn = 0;
  3575. float closest_distance = 1000000;
  3576. float test_distance = 0;
  3577. map<int32, Spawn*>::iterator itr;
  3578. MSpawnList.readlock(__FUNCTION__, __LINE__);
  3579. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  3580. test_spawn = itr->second;
  3581. if(test_spawn){
  3582. test_distance = test_spawn->GetDistance(spawn);
  3583. if(test_distance < closest_distance){
  3584. closest_distance = test_distance;
  3585. closest_spawn = test_spawn;
  3586. if(closest_distance < 10)
  3587. break;
  3588. }
  3589. }
  3590. }
  3591. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  3592. if(closest_spawn)
  3593. return closest_spawn->GetLocation();
  3594. return 0;
  3595. }
  3596. void ZoneServer::SendQuestUpdates(Client* client, Spawn* spawn){
  3597. if(!client)
  3598. return;
  3599. if(spawn){
  3600. if(client->GetPlayer()->WasSentSpawn(spawn->GetID()))
  3601. SendSpawnChanges(spawn, client, false, true);
  3602. }
  3603. else{
  3604. client->GetCurrentZone()->SendAllSpawnsForVisChange(client);
  3605. }
  3606. }
  3607. void ZoneServer::SendAllSpawnsForLevelChange(Client* client) {
  3608. Spawn* spawn = 0;
  3609. if (spawn_range_map.count(client) > 0) {
  3610. MutexMap<int32, float >::iterator itr = spawn_range_map.Get(client)->begin();
  3611. while (itr.Next()) {
  3612. spawn = GetSpawnByID(itr->first);
  3613. if (spawn && client->GetPlayer()->WasSentSpawn(spawn->GetID())) {
  3614. SendSpawnChanges(spawn, client, false, true);
  3615. // Attempt to slow down the packet spam sent to the client
  3616. // who the bloody fuck put a Sleep here
  3617. //Sleep(5);
  3618. }
  3619. }
  3620. }
  3621. }
  3622. void ZoneServer::SendAllSpawnsForSeeInvisChange(Client* client) {
  3623. Spawn* spawn = 0;
  3624. if (spawn_range_map.count(client) > 0) {
  3625. MutexMap<int32, float >::iterator itr = spawn_range_map.Get(client)->begin();
  3626. while (itr.Next()) {
  3627. spawn = GetSpawnByID(itr->first);
  3628. if (spawn && spawn->IsEntity() && (((Entity*)spawn)->IsInvis() || ((Entity*)spawn)->IsStealthed()) && client->GetPlayer()->WasSentSpawn(spawn->GetID())) {
  3629. SendSpawnChanges(spawn, client, true, true);
  3630. }
  3631. }
  3632. }
  3633. }
  3634. void ZoneServer::SendAllSpawnsForVisChange(Client* client, bool limitToEntities) {
  3635. Spawn* spawn = 0;
  3636. if (spawn_range_map.count(client) > 0) {
  3637. MutexMap<int32, float >::iterator itr = spawn_range_map.Get(client)->begin();
  3638. while (itr.Next()) {
  3639. spawn = GetSpawnByID(itr->first);
  3640. if (spawn && (!limitToEntities || (limitToEntities && spawn->IsEntity())) && client->GetPlayer()->WasSentSpawn(spawn->GetID())) {
  3641. SendSpawnChanges(spawn, client, false, true);
  3642. }
  3643. }
  3644. }
  3645. }
  3646. void ZoneServer::StartZoneSpawnsForLevelThread(Client* client){
  3647. if(zoneShuttingDown)
  3648. return;
  3649. #ifdef WIN32
  3650. _beginthread(SendLevelChangedSpawns, 0, client);
  3651. #else
  3652. pthread_t thread;
  3653. pthread_create(&thread, NULL, SendLevelChangedSpawns, client);
  3654. pthread_detach(thread);
  3655. #endif
  3656. }
  3657. void ZoneServer::ReloadClientQuests(){
  3658. Client* client = 0;
  3659. vector<Client*>::iterator client_itr;
  3660. MClientList.readlock(__FUNCTION__, __LINE__);
  3661. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  3662. client = *client_itr;
  3663. if(client)
  3664. client->ReloadQuests();
  3665. }
  3666. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  3667. }
  3668. void ZoneServer::SendCalculatedXP(Player* player, Spawn* victim){
  3669. if (player && victim) {
  3670. if (player->GetGroupMemberInfo()) {
  3671. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  3672. PlayerGroup* group = world.GetGroupManager()->GetGroup(player->GetGroupMemberInfo()->group_id);
  3673. if (group)
  3674. {
  3675. group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
  3676. deque<GroupMemberInfo*>* members = group->GetMembers();
  3677. deque<GroupMemberInfo*>::iterator itr;
  3678. bool skipGrayMob = false;
  3679. for (itr = members->begin(); itr != members->end(); itr++) {
  3680. GroupMemberInfo* gmi = *itr;
  3681. if (gmi->client) {
  3682. Player* group_member = gmi->client->GetPlayer();
  3683. if(group_member && group_member->GetArrowColor(victim->GetLevel()) == ARROW_COLOR_GRAY) {
  3684. skipGrayMob = true;
  3685. break;
  3686. }
  3687. }
  3688. }
  3689. for (itr = members->begin(); !skipGrayMob && itr != members->end(); itr++) {
  3690. GroupMemberInfo* gmi = *itr;
  3691. if (gmi->client) {
  3692. Player* group_member = gmi->client->GetPlayer();
  3693. float xp = group_member->CalculateXP(victim) / members->size();
  3694. if (xp > 0) {
  3695. int16 level = group_member->GetLevel();
  3696. if (group_member->AddXP((int32)xp)) {
  3697. gmi->client->Message(CHANNEL_REWARD, "You gain %u experience!", (int32)xp);
  3698. LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience (GroupID %u)", group_member->GetName(), (int32)xp, player->GetGroupMemberInfo()->group_id);
  3699. if (group_member->GetLevel() != level)
  3700. gmi->client->ChangeLevel(level, group_member->GetLevel());
  3701. group_member->SetCharSheetChanged(true);
  3702. }
  3703. }
  3704. }
  3705. }
  3706. group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
  3707. }
  3708. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  3709. }
  3710. else {
  3711. float xp = player->CalculateXP(victim);
  3712. if (xp > 0) {
  3713. Client* client = GetClientBySpawn(player);
  3714. if(!client)
  3715. return;
  3716. int16 level = player->GetLevel();
  3717. if (player->AddXP((int32)xp)) {
  3718. client->Message(CHANNEL_REWARD, "You gain %u XP!", (int32)xp);
  3719. LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience.", player->GetName(), (int32)xp);
  3720. if(player->GetLevel() != level)
  3721. client->ChangeLevel(level, player->GetLevel());
  3722. player->SetCharSheetChanged(true);
  3723. }
  3724. }
  3725. }
  3726. }
  3727. }
  3728. void ZoneServer::ProcessFaction(Spawn* spawn, Client* client)
  3729. {
  3730. if(client && !spawn->IsPlayer() && spawn->GetFactionID() > 10)
  3731. {
  3732. bool update_result = false;
  3733. Faction* faction = 0;
  3734. vector<int32>* factions = 0;
  3735. Player* player = client->GetPlayer();
  3736. if(player->GetFactions()->ShouldDecrease(spawn->GetFactionID()))
  3737. {
  3738. //make sure the player has discovered the faction before we do anything with it, otherwise add it.
  3739. bool hasfaction = database.VerifyFactionID(player->GetCharacterID(), spawn->GetFactionID());
  3740. database.VerifyFactionID(player->GetCharacterID(),spawn->GetFactionID());
  3741. if(hasfaction == 0) {
  3742. //they do not have the faction. Lets get the default value and feed it in.
  3743. sint32 defaultfaction = master_faction_list.GetDefaultFactionValue(spawn->GetFactionID());
  3744. //add the default faction for the player.
  3745. player->SetFactionValue(spawn->GetFactionID(), defaultfaction);
  3746. }
  3747. update_result = player->GetFactions()->DecreaseFaction(spawn->GetFactionID());
  3748. faction = master_faction_list.GetFaction(spawn->GetFactionID());
  3749. if(faction && update_result)
  3750. client->Message(CHANNEL_FACTION, "Your faction standing with %s got worse.", faction->name.c_str());
  3751. else if(faction)
  3752. client->Message(CHANNEL_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str());
  3753. factions = master_faction_list.GetHostileFactions(spawn->GetFactionID());
  3754. if(factions)
  3755. {
  3756. vector<int32>::iterator itr;
  3757. for(itr = factions->begin(); itr != factions->end(); itr++)
  3758. {
  3759. if(player->GetFactions()->ShouldIncrease(*itr))
  3760. {
  3761. update_result = player->GetFactions()->IncreaseFaction(*itr);
  3762. faction = master_faction_list.GetFaction(*itr);
  3763. if(faction && update_result)
  3764. client->Message(CHANNEL_FACTION, "Your faction standing with %s got better.", faction->name.c_str());
  3765. else if(faction)
  3766. client->Message(CHANNEL_FACTION, "Your faction standing with %s could not possibly get any better.", faction->name.c_str());
  3767. }
  3768. }
  3769. }
  3770. }
  3771. factions = master_faction_list.GetFriendlyFactions(spawn->GetFactionID());
  3772. if(factions)
  3773. {
  3774. vector<int32>::iterator itr;
  3775. for(itr = factions->begin(); itr != factions->end(); itr++)
  3776. {
  3777. if(player->GetFactions()->ShouldDecrease(*itr))
  3778. {
  3779. bool hasfaction = database.VerifyFactionID(player->GetCharacterID(),spawn->GetFactionID());
  3780. if(hasfaction == 0) {
  3781. //they do not have the faction. Lets get the default value and feed it in.
  3782. sint32 defaultfaction = master_faction_list.GetDefaultFactionValue(spawn->GetFactionID());
  3783. //add the default faction for the player.
  3784. player->SetFactionValue(spawn->GetFactionID(), defaultfaction);
  3785. }
  3786. update_result = player->GetFactions()->DecreaseFaction(*itr);
  3787. faction = master_faction_list.GetFaction(*itr);
  3788. if(faction && update_result)
  3789. client->Message(CHANNEL_FACTION, "Your faction standing with %s got worse.", faction->name.c_str());
  3790. else if(faction)
  3791. client->Message(CHANNEL_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str());
  3792. }
  3793. }
  3794. }
  3795. EQ2Packet* outapp = client->GetPlayer()->GetFactions()->FactionUpdate(client->GetVersion());
  3796. if(outapp)
  3797. client->QueuePacket(outapp);
  3798. }
  3799. }
  3800. void ZoneServer::Despawn(Spawn* spawn, int32 timer){
  3801. if (spawn && movementMgr != nullptr) {
  3802. movementMgr->RemoveMob((Entity*)spawn);
  3803. }
  3804. if(!spawn || spawn->IsPlayer())
  3805. return;
  3806. RemoveSpawnSupportFunctions(spawn, true);
  3807. if(spawn->IsEntity())
  3808. ((Entity*)spawn)->InCombat(false);
  3809. if(timer == 0)
  3810. timer = 1;
  3811. AddDeadSpawn(spawn, timer);
  3812. }
  3813. void ZoneServer::KillSpawn(bool spawnListLocked, Spawn* dead, Spawn* killer, bool send_packet, int8 damage_type, int16 kill_blow_type)
  3814. {
  3815. MDeadSpawns.readlock(__FUNCTION__, __LINE__);
  3816. if(!dead || this->dead_spawns.count(dead->GetID()) > 0) {
  3817. MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__);
  3818. return;
  3819. }
  3820. MDeadSpawns.releasereadlock(__FUNCTION__, __LINE__);
  3821. PacketStruct* packet = 0;
  3822. Client* client = 0;
  3823. vector<int32>* encounter = 0;
  3824. bool killer_in_encounter = false;
  3825. if(dead->IsEntity())
  3826. {
  3827. // add any special quest related loot (no_drop_quest_completed)
  3828. if(dead->IsNPC() && killer && killer != dead)
  3829. AddLoot((NPC*)dead, killer);
  3830. ((Entity*)dead)->InCombat(false);
  3831. dead->SetInitialState(16512, false); // This will make aerial npc's fall after death
  3832. dead->SetHP(0);
  3833. dead->SetSpawnType(3);
  3834. dead->appearance.attackable = 0;
  3835. // Remove hate towards dead from all npc's in the zone
  3836. ClearHate((Entity*)dead);
  3837. // Check kill and death procs
  3838. if (killer && dead != killer){
  3839. if (dead->IsEntity())
  3840. ((Entity*)dead)->CheckProcs(PROC_TYPE_DEATH, killer);
  3841. if (killer->IsEntity())
  3842. ((Entity*)killer)->CheckProcs(PROC_TYPE_KILL, dead);
  3843. }
  3844. //Check if caster is alive after death proc called, incase of deathsave
  3845. if (dead->Alive())
  3846. return;
  3847. RemoveSpellTimersFromSpawn(dead, true, !dead->IsPlayer());
  3848. if(dead->IsPlayer())
  3849. {
  3850. ((Player*)dead)->UpdatePlayerStatistic(STAT_PLAYER_TOTAL_DEATHS, 1);
  3851. client = GetClientBySpawn(dead);
  3852. ((Entity*)dead)->HandleDeathExperienceDebt(killer);
  3853. if(client) {
  3854. if(client->GetPlayer()->DamageEquippedItems(10, client))
  3855. client->QueuePacket(client->GetPlayer()->GetEquipmentList()->serialize(client->GetVersion(), client->GetPlayer()));
  3856. client->DisplayDeadWindow();
  3857. }
  3858. }
  3859. else if (dead->IsNPC()) {
  3860. encounter = ((NPC*)dead)->Brain()->GetEncounter();
  3861. }
  3862. }
  3863. dead->SetActionState(0);
  3864. dead->SetTempActionState(0);
  3865. // If dead is an npc get the encounter and loop through it giving out the rewards, no rewards for pets
  3866. if (dead->IsNPC() && !dead->IsPet() && !dead->IsBot()) {
  3867. Spawn* spawn = 0;
  3868. int8 size = encounter->size();
  3869. // Needs npc to have access to the encounter list for who is allowed to loot
  3870. NPC* chest = 0;
  3871. if (!((NPC*)dead)->Brain()->PlayerInEncounter()) {
  3872. dead->SetLootCoins(0);
  3873. dead->ClearLoot();
  3874. }
  3875. // If dead has loot attempt to drop a chest
  3876. if (dead->HasLoot()) {
  3877. chest = ((NPC*)dead)->DropChest();
  3878. }
  3879. for (int8 i = 0; i < encounter->size(); i++) {
  3880. spawn = GetSpawnByID(encounter->at(i), spawnListLocked);
  3881. // set a flag to let us know if the killer is in the encounter
  3882. if (!killer_in_encounter && spawn == killer)
  3883. killer_in_encounter = true;
  3884. if (spawn && spawn->IsPlayer()) {
  3885. // Update players total kill count
  3886. ((Player*)spawn)->UpdatePlayerStatistic(STAT_PLAYER_TOTAL_NPC_KILLS, 1);
  3887. // If this was an epic mob kill send the announcement for this player
  3888. if (dead->GetEncounterLevel() >= 10)
  3889. SendEpicMobDeathToGuild((Player*)spawn, dead);
  3890. // Clear hostile spells from the players spell queue
  3891. spellProcess->RemoveSpellFromQueue((Player*)spawn, true);
  3892. // Get the client of the player
  3893. client = GetClientBySpawn(spawn);
  3894. // valid client?
  3895. if (client) {
  3896. // Check for quest kill updates
  3897. client->CheckPlayerQuestsKillUpdate(dead);
  3898. // 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
  3899. if (!dead->IsPlayer() && dead->GetFactionID() > 10)
  3900. ProcessFaction(dead, client);
  3901. // Send xp...this is currently wrong fix it
  3902. if (spawn != dead && ((Player*)spawn)->GetArrowColor(dead->GetLevel()) >= ARROW_COLOR_GREEN) {
  3903. //SendCalculatedXP((Player*)spawn, dead);
  3904. float xp = ((Player*)spawn)->CalculateXP(dead) / size;
  3905. if (xp > 0) {
  3906. int16 level = spawn->GetLevel();
  3907. if (((Player*)spawn)->AddXP((int32)xp)) {
  3908. client->Message(CHANNEL_REWARD, "You gain %u XP!", (int32)xp);
  3909. LogWrite(PLAYER__DEBUG, 0, "Player", "Player: %s earned %u experience.", spawn->GetName(), (int32)xp);
  3910. if (spawn->GetLevel() != level)
  3911. client->ChangeLevel(level, spawn->GetLevel());
  3912. ((Player*)spawn)->SetCharSheetChanged(true);
  3913. }
  3914. }
  3915. }
  3916. }
  3917. }
  3918. // If a chest is being dropped add this spawn to the chest's encounter so they can loot it
  3919. if (chest && spawn && spawn->IsEntity())
  3920. chest->Brain()->AddToEncounter((Entity*)spawn);
  3921. }
  3922. // If a chest is being dropped add it to the world and set the timer to remove it.
  3923. if (chest) {
  3924. AddSpawn(chest);
  3925. AddDeadSpawn(chest, 0xFFFFFFFF);
  3926. LogWrite(LOOT__DEBUG, 0, "Loot", "Adding a chest to the world...");
  3927. }
  3928. }
  3929. // Reset client pointer
  3930. client = 0;
  3931. // Killer was not in the encounter, give them the faction hit but no xp
  3932. if (!killer_in_encounter) {
  3933. // make sure the killer is a player and the dead spawn had a faction and wasn't a player
  3934. if (killer && killer->IsPlayer()) {
  3935. if (!dead->IsPlayer() && dead->GetFactionID() > 10) {
  3936. client = GetClientBySpawn(killer);
  3937. if (client)
  3938. ProcessFaction(dead, client);
  3939. }
  3940. // Clear hostile spells from the killers spell queue
  3941. spellProcess->RemoveSpellFromQueue((Player*)killer, true);
  3942. }
  3943. }
  3944. // Reset client pointer
  3945. client = 0;
  3946. vector<Spawn*>* group = dead->GetSpawnGroup();
  3947. if (group && group->size() == 1)
  3948. CallSpawnScript(dead, SPAWN_SCRIPT_GROUP_DEAD, killer);
  3949. safe_delete(group);
  3950. // Remove the support functions for the dead spawn
  3951. RemoveSpawnSupportFunctions(dead);
  3952. // Erase the expire timer if it has one
  3953. if (spawn_expire_timers.count(dead->GetID()) > 0)
  3954. spawn_expire_timers.erase(dead->GetID());
  3955. // If dead is an npc or object call the spawn scrip and handle instance stuff
  3956. if(dead->IsNPC() || dead->IsObject())
  3957. {
  3958. // handle instance spawn db info
  3959. // we don't care if a NPC or a client kills the spawn, we could have events that cause NPCs to kill NPCs.
  3960. if(dead->GetZone()->GetInstanceID() > 0 && dead->GetSpawnLocationID() > 0)
  3961. {
  3962. // use respawn time to either insert/update entry (likely insert in this situation)
  3963. if(dead->IsNPC())
  3964. database.CreateInstanceSpawnRemoved(dead->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_NPC, dead->GetRespawnTime(),dead->GetZone()->GetInstanceID());
  3965. else if ( dead->IsObject ( ) )
  3966. database.CreateInstanceSpawnRemoved(dead->GetSpawnLocationID(),SPAWN_ENTRY_TYPE_OBJECT, dead->GetRespawnTime(),dead->GetZone()->GetInstanceID());
  3967. }
  3968. // Call the spawn scripts death() function
  3969. CallSpawnScript(dead, SPAWN_SCRIPT_DEATH, killer);
  3970. const char* zone_script = world.GetZoneScript(this->GetZoneID());
  3971. if (zone_script && lua_interface)
  3972. lua_interface->RunZoneScript(zone_script, "spawn_killed", this, dead, 0, 0, killer);
  3973. }
  3974. int32 victim_id = dead->GetID();
  3975. int32 attacker_id = 0xFFFFFFFF;
  3976. if(killer)
  3977. attacker_id = killer->GetID();
  3978. if(send_packet)
  3979. {
  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_itr;
  3984. if(!client->GetPlayer()->WasSentSpawn(victim_id) || (attacker_id != 0xFFFFFFFF && !client->GetPlayer()->WasSentSpawn(attacker_id)) )
  3985. continue;
  3986. else if(killer && killer->GetDistance(client->GetPlayer()) > HEAR_SPAWN_DISTANCE)
  3987. continue;
  3988. packet = configReader.getStruct("WS_HearDeath", client->GetVersion());
  3989. if(packet)
  3990. {
  3991. if(killer)
  3992. packet->setDataByName("attacker", client->GetPlayer()->GetIDWithPlayerSpawn(killer));
  3993. else
  3994. packet->setDataByName("attacker", 0xFFFFFFFF);
  3995. packet->setDataByName("defender", client->GetPlayer()->GetIDWithPlayerSpawn(dead));
  3996. packet->setDataByName("damage_type", damage_type);
  3997. packet->setDataByName("blow_type", kill_blow_type);
  3998. client->QueuePacket(packet->serialize());
  3999. LogWrite(COMBAT__DEBUG, 0, "Combat", "Zone Killing '%s'", dead->GetName());
  4000. safe_delete(packet);
  4001. }
  4002. }
  4003. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4004. }
  4005. int32 pop_timer = 0xFFFFFFFF;
  4006. if(killer && killer->IsNPC())
  4007. {
  4008. // Call the spawn scripts killed() function
  4009. CallSpawnScript(killer, SPAWN_SCRIPT_KILLED, dead);
  4010. if(!dead->IsPlayer())
  4011. {
  4012. LogWrite(MISC__TODO, 1, "TODO", "Whenever pets are added, check for pet kills\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  4013. // Set the time for the corpse to linger to 5 sec
  4014. //pop_timer = 5000;
  4015. // commented out the timer so in the event the killer is not a player (pet, guard, something else i haven't thought of)
  4016. // the corpse doesn't vanish sooner then it should if it had loot for the players. AddDeadSpawn() will set timers based on if
  4017. // the corpse has loot or not if the timer value (pop_timer) is 0xFFFFFFFF
  4018. }
  4019. }
  4020. // If the dead spawns was not a player add it to the dead spawn list
  4021. if (!dead->IsPlayer() && !dead->IsBot())
  4022. AddDeadSpawn(dead, pop_timer);
  4023. // if dead was a player clear hostile spells from its spell queue
  4024. if (dead->IsPlayer())
  4025. spellProcess->RemoveSpellFromQueue((Player*)dead, true);
  4026. if (dead->IsNPC())
  4027. ((NPC*)dead)->Brain()->ClearHate();
  4028. // ResetPetInfo() is called in DismissPet(), might not need to be here
  4029. // Players pet is killed, clear the pet info from char sheet
  4030. /*if (dead->IsNPC() && ((NPC*)dead)->IsPet() && ((NPC*)dead)->GetOwner()->IsPlayer())
  4031. ((Player*)((NPC*)dead)->GetOwner())->ResetPetInfo();*/
  4032. safe_delete(encounter);
  4033. }
  4034. void ZoneServer::SendDamagePacket(Spawn* attacker, Spawn* victim, int8 type1, int8 type2, int8 damage_type, int16 damage, const char* spell_name) {
  4035. //Scat: was set but never being used anywhere. i see references to 0xFFFFFFFF below so could be old code not used anymore
  4036. //int32 attacker_id = 0xFFFFFFFF;
  4037. //if(attacker)
  4038. // attacker_id = attacker->GetID();
  4039. PacketStruct* packet = 0;
  4040. Client* client = 0;
  4041. if (attacker && victim && victim->IsPlayer() && victim->GetTarget() == 0) {
  4042. client = GetClientBySpawn(victim);
  4043. if (client)
  4044. client->TargetSpawn(attacker);
  4045. }
  4046. vector<Client*>::iterator client_itr;
  4047. MClientList.readlock(__FUNCTION__, __LINE__);
  4048. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4049. client = *client_itr;
  4050. if (!client || (client->GetPlayer() != attacker && client->GetPlayer() != victim && ((attacker && client->GetPlayer()->WasSentSpawn(attacker->GetID()) == false) || (victim && client->GetPlayer()->WasSentSpawn(victim->GetID()) == false))))
  4051. continue;
  4052. if (attacker && attacker->GetDistance(client->GetPlayer()) > 50)
  4053. continue;
  4054. if (victim && victim->GetDistance(client->GetPlayer()) > 50)
  4055. continue;
  4056. switch (type1) {
  4057. case DAMAGE_PACKET_TYPE_SIPHON_SPELL:
  4058. case DAMAGE_PACKET_TYPE_SIPHON_SPELL2:
  4059. packet = configReader.getStruct("WS_HearSiphonSpellDamage", client->GetVersion());
  4060. break;
  4061. case DAMAGE_PACKET_TYPE_MULTIPLE_DAMAGE:
  4062. if (client->GetVersion() > 546)
  4063. packet = configReader.getStruct("WS_HearMultipleDamage", client->GetVersion());
  4064. else
  4065. packet = configReader.getStruct("WS_HearSimpleDamage", client->GetVersion());
  4066. break;
  4067. case DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG:
  4068. case DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE:
  4069. packet = configReader.getStruct("WS_HearSimpleDamage", client->GetVersion());
  4070. break;
  4071. case DAMAGE_PACKET_TYPE_SPELL_DAMAGE2:
  4072. case DAMAGE_PACKET_TYPE_SPELL_DAMAGE3:
  4073. case DAMAGE_PACKET_TYPE_SPELL_CRIT_DMG:
  4074. case DAMAGE_PACKET_TYPE_SPELL_DAMAGE:
  4075. if (client->GetVersion() > 546)
  4076. packet = configReader.getStruct("WS_HearSpellDamage", client->GetVersion());
  4077. else
  4078. packet = configReader.getStruct("WS_HearSimpleDamage", client->GetVersion());
  4079. if (packet)
  4080. packet->setSubstructDataByName("header", "unknown", 5);
  4081. break;
  4082. case DAMAGE_PACKET_TYPE_RANGE_DAMAGE:
  4083. packet = configReader.getStruct("WS_HearRangeDamage", client->GetVersion());
  4084. break;
  4085. case DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG:
  4086. case DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG2:
  4087. packet = configReader.getStruct("WS_HearRangeDamage", client->GetVersion());
  4088. break;
  4089. default:
  4090. LogWrite(ZONE__ERROR, 0, "Zone", "Unknown Damage Packet type: %i in ZoneServer::SendDamagePacket.", type1);
  4091. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4092. return;
  4093. }
  4094. if (packet) {
  4095. if (client->GetVersion() > 546) {
  4096. packet->setSubstructDataByName("header", "packet_type", type1);
  4097. packet->setSubstructDataByName("header", "result_type", type2);
  4098. packet->setDataByName("damage_type", damage_type);
  4099. packet->setDataByName("damage", damage);
  4100. }
  4101. else {
  4102. switch (type2) {
  4103. case DAMAGE_PACKET_RESULT_MISS:
  4104. packet->setSubstructDataByName("header", "result_type", 1);
  4105. break;
  4106. case DAMAGE_PACKET_RESULT_DODGE:
  4107. packet->setSubstructDataByName("header", "result_type", 2);
  4108. break;
  4109. case DAMAGE_PACKET_RESULT_PARRY:
  4110. packet->setSubstructDataByName("header", "result_type", 3);
  4111. break;
  4112. case DAMAGE_PACKET_RESULT_RIPOSTE:
  4113. packet->setSubstructDataByName("header", "result_type", 4);
  4114. break;
  4115. case DAMAGE_PACKET_RESULT_BLOCK:
  4116. packet->setSubstructDataByName("header", "result_type", 5);
  4117. break;
  4118. case DAMAGE_PACKET_RESULT_INVULNERABLE:
  4119. packet->setSubstructDataByName("header", "result_type", 7);
  4120. break;
  4121. case DAMAGE_PACKET_RESULT_RESIST:
  4122. packet->setSubstructDataByName("header", "result_type", 9);
  4123. break;
  4124. case DAMAGE_PACKET_RESULT_REFLECT:
  4125. packet->setSubstructDataByName("header", "result_type", 10);
  4126. break;
  4127. case DAMAGE_PACKET_RESULT_IMMUNE:
  4128. packet->setSubstructDataByName("header", "result_type", 11);
  4129. break;
  4130. }
  4131. packet->setArrayLengthByName("num_dmg", 1);
  4132. packet->setSubstructDataByName("header", "defender_proxy", client->GetPlayer()->GetIDWithPlayerSpawn(victim));
  4133. packet->setArrayDataByName("damage_type", damage_type);
  4134. packet->setArrayDataByName("damage", damage);
  4135. }
  4136. if (!attacker)
  4137. packet->setSubstructDataByName("header", "attacker", 0xFFFFFFFF);
  4138. else
  4139. packet->setSubstructDataByName("header", "attacker", client->GetPlayer()->GetIDWithPlayerSpawn(attacker));
  4140. packet->setSubstructDataByName("header", "defender", client->GetPlayer()->GetIDWithPlayerSpawn(victim));
  4141. if (spell_name) {
  4142. packet->setDataByName("spell", 1);
  4143. packet->setDataByName("spell_name", spell_name);
  4144. }
  4145. EQ2Packet* app = packet->serialize();
  4146. //DumpPacket(app);
  4147. client->QueuePacket(app);
  4148. safe_delete(packet);
  4149. packet = 0;
  4150. }
  4151. }
  4152. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4153. }
  4154. void ZoneServer::SendHealPacket(Spawn* caster, Spawn* target, int16 heal_type, int32 heal_amt, const char* spell_name){
  4155. Client* client = 0;
  4156. vector<Client*>::iterator client_itr;
  4157. MClientList.readlock(__FUNCTION__, __LINE__);
  4158. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4159. client = *client_itr;
  4160. if(!client || (client->GetPlayer() != caster && ((caster && client->GetPlayer()->WasSentSpawn(caster->GetID()) == false) || (target && client->GetPlayer()->WasSentSpawn(target->GetID()) == false))))
  4161. continue;
  4162. if(caster && caster->GetDistance(client->GetPlayer()) > 50)
  4163. continue;
  4164. if(target && target->GetDistance(client->GetPlayer()) > 50)
  4165. continue;
  4166. PacketStruct* packet = configReader.getStruct("WS_HearHeal", client->GetVersion());
  4167. if (packet) {
  4168. packet->setDataByName("caster", client->GetPlayer()->GetIDWithPlayerSpawn(caster));
  4169. packet->setDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  4170. packet->setDataByName("heal_amt", heal_amt);
  4171. packet->setDataByName("spellname", spell_name);
  4172. packet->setDataByName("type", heal_type);
  4173. packet->setDataByName("unknown2", 1);
  4174. EQ2Packet* app = packet->serialize();
  4175. client->QueuePacket(app);
  4176. safe_delete(packet);
  4177. }
  4178. }
  4179. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4180. }
  4181. void ZoneServer::SendThreatPacket(Spawn* caster, Spawn* target, int32 threat_amt, const char* spell_name) {
  4182. Client* client = 0;
  4183. vector<Client*>::iterator client_itr;
  4184. MClientList.readlock(__FUNCTION__, __LINE__);
  4185. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4186. client = *client_itr;
  4187. if(!client || (client->GetPlayer() != caster && ((caster && client->GetPlayer()->WasSentSpawn(caster->GetID()) == false) || (target && client->GetPlayer()->WasSentSpawn(target->GetID()) == false))))
  4188. continue;
  4189. if(caster && caster->GetDistance(client->GetPlayer()) > 50)
  4190. continue;
  4191. if(target && target->GetDistance(client->GetPlayer()) > 50)
  4192. continue;
  4193. PacketStruct* packet = configReader.getStruct("WS_HearThreatCmd", client->GetVersion());
  4194. if (packet) {
  4195. packet->setDataByName("spell_name", spell_name);
  4196. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(caster));
  4197. packet->setDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  4198. packet->setDataByName("threat_amount", threat_amt);
  4199. client->QueuePacket(packet->serialize());
  4200. }
  4201. safe_delete(packet);
  4202. }
  4203. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4204. }
  4205. void ZoneServer::SendSpellFailedPacket(Client* client, int16 error){
  4206. if(!client)
  4207. return;
  4208. PacketStruct* packet = configReader.getStruct("WS_DisplaySpellFailed", client->GetVersion());
  4209. if(packet){
  4210. /* Temp solution, need to modify the error code before this function and while we still have access to the spell/combat art */
  4211. error = master_spell_list.GetSpellErrorValue(client->GetVersion(), error);
  4212. packet->setDataByName("error_code", error);
  4213. //packet->PrintPacket();
  4214. client->QueuePacket(packet->serialize());
  4215. safe_delete(packet);
  4216. }
  4217. }
  4218. void ZoneServer::SendInterruptPacket(Spawn* interrupted, LuaSpell* spell, bool fizzle){
  4219. if(!interrupted || !spell)
  4220. return;
  4221. EQ2Packet* outapp = 0;
  4222. PacketStruct* packet = 0;
  4223. Client* client = 0;
  4224. vector<Client*>::iterator client_itr;
  4225. MClientList.readlock(__FUNCTION__, __LINE__);
  4226. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4227. client = *client_itr;
  4228. if(!client || !client->GetPlayer()->WasSentSpawn(interrupted->GetID()))
  4229. continue;
  4230. packet = configReader.getStruct(fizzle ? "WS_SpellFizzle" : "WS_Interrupt", client->GetVersion());
  4231. if(packet){
  4232. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(interrupted));
  4233. packet->setArrayLengthByName("num_targets", spell->targets.size());
  4234. for (int32 i = 0; i < spell->targets.size(); i++)
  4235. packet->setArrayDataByName("target_id", client->GetPlayer()->GetIDWithPlayerSpawn(client->GetPlayer()->GetZone()->GetSpawnByID(spell->targets[i])), i);
  4236. packet->setDataByName("spell_id", spell->spell->GetSpellID());
  4237. outapp = packet->serialize();
  4238. client->QueuePacket(outapp);
  4239. safe_delete(packet);
  4240. }
  4241. }
  4242. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4243. safe_delete(packet);
  4244. }
  4245. void ZoneServer::SendCastSpellPacket(LuaSpell* spell, Entity* caster){
  4246. EQ2Packet* outapp = 0;
  4247. PacketStruct* packet = 0;
  4248. Client* client = 0;
  4249. if(!caster || !spell || !spell->spell || spell->interrupted)
  4250. return;
  4251. vector<Client*>::iterator client_itr;
  4252. MClientList.readlock(__FUNCTION__, __LINE__);
  4253. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4254. client = *client_itr;
  4255. if(!client)
  4256. continue;
  4257. packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion());
  4258. if(packet){
  4259. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(caster));
  4260. packet->setArrayLengthByName("num_targets", spell->targets.size());
  4261. for (int32 i = 0; i < spell->targets.size(); i++)
  4262. packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(spell->caster->GetZone()->GetSpawnByID(spell->targets[i])), i);
  4263. packet->setDataByName("spell_visual", spell->spell->GetSpellData()->spell_visual); //result
  4264. packet->setDataByName("cast_time", spell->spell->GetSpellData()->cast_time*.01); //delay
  4265. packet->setDataByName("spell_id", spell->spell->GetSpellID());
  4266. packet->setDataByName("spell_level", 1);
  4267. packet->setDataByName("spell_tier", spell->spell->GetSpellData()->tier);
  4268. outapp = packet->serialize();
  4269. client->QueuePacket(outapp);
  4270. safe_delete(packet);
  4271. }
  4272. }
  4273. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4274. safe_delete(packet);
  4275. }
  4276. void ZoneServer::SendCastSpellPacket(int32 spell_visual, Spawn* target, Spawn* caster) {
  4277. if (target) {
  4278. vector<Client*>::iterator client_itr;
  4279. MClientList.readlock(__FUNCTION__, __LINE__);
  4280. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4281. Client* client = *client_itr;
  4282. if (!client)
  4283. continue;
  4284. PacketStruct* packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion());
  4285. if (packet) {
  4286. if (!caster) {
  4287. packet->setDataByName("spawn_id", 0xFFFFFFFF);
  4288. packet->setDataByName("invoker_id", 0xFFFFFFFF);
  4289. }
  4290. else {
  4291. int32 caster_id = client->GetPlayer()->GetIDWithPlayerSpawn(caster);
  4292. packet->setDataByName("spawn_id", caster_id);
  4293. packet->setDataByName("invoker_id", caster_id);
  4294. }
  4295. packet->setArrayLengthByName("num_targets", 1);
  4296. packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  4297. packet->setDataByName("spell_visual", spell_visual);
  4298. packet->setDataByName("cast_time", 0);
  4299. packet->setDataByName("spell_id", 0);
  4300. packet->setDataByName("spell_level", 0);
  4301. packet->setDataByName("spell_tier", 1);
  4302. client->QueuePacket(packet->serialize());
  4303. safe_delete(packet);
  4304. }
  4305. }
  4306. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4307. }
  4308. }
  4309. void ZoneServer::SendCastEntityCommandPacket(EntityCommand* entity_command, int32 spawn_id, int32 target_id) {
  4310. if (entity_command) {
  4311. Spawn* spawn = GetSpawnByID(spawn_id);
  4312. Spawn* target = GetSpawnByID(target_id);
  4313. if (!spawn || !target)
  4314. return;
  4315. Client* client = 0;
  4316. vector<Client*>::iterator client_itr;
  4317. MClientList.readlock(__FUNCTION__, __LINE__);
  4318. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4319. client = *client_itr;
  4320. if (!client || !client->GetPlayer()->WasSentSpawn(spawn_id) || !client->GetPlayer()->WasSentSpawn(target_id))
  4321. continue;
  4322. PacketStruct* packet = configReader.getStruct("WS_HearCastSpell", client->GetVersion());
  4323. if (packet) {
  4324. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  4325. packet->setArrayLengthByName("num_targets", 1);
  4326. packet->setArrayDataByName("target", client->GetPlayer()->GetIDWithPlayerSpawn(target));
  4327. packet->setDataByName("num_targets", 1);
  4328. packet->setDataByName("spell_visual", entity_command->spell_visual); //result
  4329. packet->setDataByName("cast_time", entity_command->cast_time * 0.01); //delay
  4330. packet->setDataByName("spell_id", 1);
  4331. packet->setDataByName("spell_level", 1);
  4332. packet->setDataByName("spell_tier", 1);
  4333. EQ2Packet* outapp = packet->serialize();
  4334. client->QueuePacket(outapp);
  4335. safe_delete(packet);
  4336. }
  4337. }
  4338. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4339. }
  4340. }
  4341. void ZoneServer::StartZoneInitialSpawnThread(Client* client){
  4342. if(zoneShuttingDown)
  4343. return;
  4344. #ifdef WIN32
  4345. _beginthread(SendInitialSpawns, 0, client);
  4346. #else
  4347. pthread_t thread;
  4348. pthread_create(&thread, NULL, SendInitialSpawns, client);
  4349. pthread_detach(thread);
  4350. #endif
  4351. }
  4352. void ZoneServer::SendZoneSpawns(Client* client){
  4353. int8 count = 0;
  4354. while (LoadingData && count <= 6000) { //sleep for max of 60 seconds (60000ms) while the maps are loading
  4355. count++;
  4356. Sleep(10);
  4357. }
  4358. count = 0;
  4359. int16 size = 0;
  4360. //give the spawn thread a tad bit of time to add the pending_spawns to spawn_list (up to 10 seconds)
  4361. while (count < 1000) {
  4362. MPendingSpawnListAdd.readlock(__FUNCTION__, __LINE__);
  4363. size = pending_spawn_list_add.size();
  4364. MPendingSpawnListAdd.releasereadlock(__FUNCTION__, __LINE__);
  4365. if (size == 0)
  4366. break;
  4367. Sleep(10);
  4368. count++;
  4369. }
  4370. initial_spawn_threads_active++;
  4371. map<int32, Spawn*>::iterator itr;
  4372. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4373. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4374. Spawn* spawn = itr->second;
  4375. if (spawn) {
  4376. if(spawn == client->GetPlayer() && (client->IsReloadingZone() || client->GetPlayer()->IsReturningFromLD()))
  4377. {
  4378. if(!client->GetPlayer()->SetSpawnMap(spawn))
  4379. continue;
  4380. }
  4381. CheckSpawnRange(client, spawn, true);
  4382. }
  4383. }
  4384. CheckSendSpawnToClient(client, true);
  4385. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4386. client->SetConnected(true);
  4387. ClientPacketFunctions::SendFinishedEntitiesList(client);
  4388. initial_spawn_threads_active--;
  4389. }
  4390. vector<Entity*> ZoneServer::GetPlayers(){
  4391. vector<Entity*> ret;
  4392. Client* client = 0;
  4393. vector<Client*>::iterator client_itr;
  4394. MClientList.readlock(__FUNCTION__, __LINE__);
  4395. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  4396. client = *client_itr;
  4397. ret.push_back(client->GetPlayer());
  4398. }
  4399. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  4400. return ret;
  4401. }
  4402. int16 ZoneServer::SetSpawnTargetable(Spawn* spawn, float distance){
  4403. Spawn* test_spawn = 0;
  4404. int16 ret_val = 0;
  4405. map<int32, Spawn*>::iterator itr;
  4406. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4407. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4408. test_spawn = itr->second;
  4409. if(test_spawn){
  4410. if(test_spawn->GetDistance(spawn) <= distance){
  4411. test_spawn->SetTargetable(1);
  4412. ret_val++;
  4413. }
  4414. }
  4415. }
  4416. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4417. return ret_val;
  4418. }
  4419. int16 ZoneServer::SetSpawnTargetable(int32 spawn_id){
  4420. Spawn* spawn = 0;
  4421. int16 ret_val = 0;
  4422. map<int32, Spawn*>::iterator itr;
  4423. MSpawnList.readlock(__FUNCTION__, __LINE__);
  4424. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  4425. spawn = itr->second;
  4426. if(spawn){
  4427. if(spawn->GetDatabaseID() == spawn_id){
  4428. spawn->SetTargetable(1);
  4429. ret_val++;
  4430. }
  4431. }
  4432. }
  4433. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  4434. return ret_val;
  4435. }
  4436. ZoneInfoSlideStruct* ZoneServer::GenerateSlideStruct(float unknown1a, float unknown1b, int32 unknown2a, int32 unknown2b, int32 unknown3, int32 unknown4, const char* slide, const char* voiceover, int32 key1, int32 key2) {
  4437. ZoneInfoSlideStructInfo* info = new ZoneInfoSlideStructInfo();
  4438. memset(info, 0, sizeof(ZoneInfoSlideStructInfo));
  4439. info->unknown1[0] = unknown1a;
  4440. info->unknown1[1] = unknown1b;
  4441. info->unknown2[0] = unknown2a;
  4442. info->unknown2[1] = unknown2b;
  4443. info->unknown3 = unknown3;
  4444. info->unknown4 = unknown4;
  4445. int8 length = strlen(slide);
  4446. if (length >= 128)
  4447. length = 127;
  4448. strncpy(info->slide, slide, length);
  4449. length = strlen(voiceover);
  4450. if (length >= 128)
  4451. length = 127;
  4452. strncpy(info->voiceover, voiceover, length);
  4453. info->key1 = key1;
  4454. info->key2 = key2;
  4455. ZoneInfoSlideStruct* ret = new ZoneInfoSlideStruct();
  4456. ret->info = info;
  4457. return ret;
  4458. }
  4459. void ZoneServer::AddZoneInfoSlideStructTransitionInfo(ZoneInfoSlideStruct* info, int32 x, int32 y, float zoom, float transition_time) {
  4460. ZoneInfoSlideStructTransitionInfo* transition_info = new ZoneInfoSlideStructTransitionInfo();
  4461. transition_info->transition_x = x;
  4462. transition_info->transition_y = y;
  4463. transition_info->transition_zoom = zoom;
  4464. transition_info->transition_time = transition_time;
  4465. info->slide_transition_info.push_back(transition_info);
  4466. }
  4467. vector<ZoneInfoSlideStruct*>* ZoneServer::GenerateTutorialSlides() {
  4468. vector<ZoneInfoSlideStruct*>* slides = new vector<ZoneInfoSlideStruct*>();
  4469. ZoneInfoSlideStruct* slide = GenerateSlideStruct(0.5, 0.5, 15, 15, 1842, 1012, "images/slideshows/boat_06p_tutorial02/lore_chapt01_final001.dds", "voiceover/english/antonia_intro/antonia_intro_001_64.mp3", 2519553957, 1010319376);
  4470. AddZoneInfoSlideStructTransitionInfo(slide, 920, 495, 1, 0);
  4471. AddZoneInfoSlideStructTransitionInfo(slide, 920, 495, 1.5, 16);
  4472. slides->push_back(slide);
  4473. slide = GenerateSlideStruct(0.5, 0.5, 15, 15, 1842, 1012, "images/slideshows/boat_06p_tutorial02/lore_chapt02_final001.dds", "voiceover/english/antonia_intro/antonia_intro_002_64.mp3", 567178266, 3055063399);
  4474. AddZoneInfoSlideStructTransitionInfo(slide, 600, 365, 1.60000002384186, 0);
  4475. AddZoneInfoSlideStructTransitionInfo(slide, 800, 370, 1.39999997615814, 9);
  4476. AddZoneInfoSlideStructTransitionInfo(slide, 920, 420, 1.20000004768372, 8);
  4477. slides->push_back(slide);
  4478. slide = GenerateSlideStruct(0.5, 0.5, 15, 15, 1842, 1012, "images/slideshows/boat_06p_tutorial02/lore_chapt03_final001.dds", "voiceover/english/antonia_intro/antonia_intro_003_64.mp3", 3171561318, 593374281);
  4479. AddZoneInfoSlideStructTransitionInfo(slide, 920, 420, 1.20000004768372, 0);
  4480. AddZoneInfoSlideStructTransitionInfo(slide, 750, 320, 1.60000002384186, 10);
  4481. AddZoneInfoSlideStructTransitionInfo(slide, 575, 265, 2.29999995231628, 10);
  4482. slides->push_back(slide);
  4483. slide = GenerateSlideStruct(0.5, 0.5, 15, 15, 1842, 1012, "images/slideshows/boat_06p_tutorial02/lore_chapt04_final001.dds", "voiceover/english/antonia_intro/antonia_intro_004_64.mp3", 1959944485, 4285605574);
  4484. AddZoneInfoSlideStructTransitionInfo(slide, 920, 420, 2.5, 0);
  4485. AddZoneInfoSlideStructTransitionInfo(slide, 920, 420, 1.70000004768372, 8);
  4486. AddZoneInfoSlideStructTransitionInfo(slide, 675, 390, 2.20000004768372, 11);
  4487. slides->push_back(slide);
  4488. slide = GenerateSlideStruct(0.5, 0.5, 15, 15, 1842, 1012, "images/slideshows/boat_06p_tutorial02/lore_chapt05_final001.dds", "voiceover/english/antonia_intro/antonia_intro_005_64.mp3", 609693392, 260295215);
  4489. AddZoneInfoSlideStructTransitionInfo(slide, 750, 500, 2.79999995231628, 0);
  4490. AddZoneInfoSlideStructTransitionInfo(slide, 720, 300, 2.5, 9);
  4491. AddZoneInfoSlideStructTransitionInfo(slide, 975, 270, 2.20000004768372, 9);
  4492. slides->push_back(slide);
  4493. slide = GenerateSlideStruct(0.5, 0.5, 15, 15, 1842, 1012, "images/slideshows/boat_06p_tutorial02/lore_chapt06_final001.dds", "voiceover/english/antonia_intro/antonia_intro_006_64.mp3", 3056613203, 775201556);
  4494. AddZoneInfoSlideStructTransitionInfo(slide, 920, 495, 1.89999997615814, 0);
  4495. AddZoneInfoSlideStructTransitionInfo(slide, 920, 475, 1, 24);
  4496. slides->push_back(slide);
  4497. slide = GenerateSlideStruct(0.5, 0.5, 15, 15, 1842, 1012, "images/slideshows/boat_06p_tutorial02/lore_chapt07_final001.dds", "voiceover/english/antonia_intro/antonia_intro_007_64.mp3", 3113327662, 1299367895);
  4498. AddZoneInfoSlideStructTransitionInfo(slide, 1400, 420, 2.40000009536743, 0);
  4499. AddZoneInfoSlideStructTransitionInfo(slide, 1200, 375, 1.70000004768372, 7);
  4500. AddZoneInfoSlideStructTransitionInfo(slide, 800, 225, 2.29999995231628, 7);
  4501. slides->push_back(slide);
  4502. slide = GenerateSlideStruct(0.5, 0.5, 15, 15, 1842, 1012, "images/slideshows/boat_06p_tutorial02/lore_chapt08_final001.dds", "voiceover/english/antonia_intro/antonia_intro_008_64.mp3", 2558791235, 2674773065);
  4503. AddZoneInfoSlideStructTransitionInfo(slide, 920, 495, 1, 0);
  4504. AddZoneInfoSlideStructTransitionInfo(slide, 920, 495, 1.5, 27);
  4505. slides->push_back(slide);
  4506. slide = GenerateSlideStruct(0.5, 0.5, 15, 15, 1842, 1012, "images/slideshows/boat_06p_tutorial02/lore_chapt09_final001.dds", "voiceover/english/antonia_intro/antonia_intro_009_64.mp3", 4029296401, 1369011033);
  4507. AddZoneInfoSlideStructTransitionInfo(slide, 715, 305, 2.40000009536743, 0);
  4508. AddZoneInfoSlideStructTransitionInfo(slide, 730, 325, 1.79999995231628, 6);
  4509. AddZoneInfoSlideStructTransitionInfo(slide, 920, 395, 1.5, 5);
  4510. AddZoneInfoSlideStructTransitionInfo(slide, 1360, 330, 1.79999995231628, 9);
  4511. slides->push_back(slide);
  4512. slide = GenerateSlideStruct(0.5, 0.5, 15, 15, 1842, 1012, "images/slideshows/boat_06p_tutorial02/lore_chapt10_final001.dds", "voiceover/english/antonia_intro/antonia_intro_010_64.mp3", 3055524517, 3787058332);
  4513. AddZoneInfoSlideStructTransitionInfo(slide, 670, 675, 2.20000004768372, 0);
  4514. AddZoneInfoSlideStructTransitionInfo(slide, 710, 390, 1.79999995231628, 7);
  4515. AddZoneInfoSlideStructTransitionInfo(slide, 920, 415, 1.60000002384186, 5.5);
  4516. AddZoneInfoSlideStructTransitionInfo(slide, 1250, 675, 1.79999995231628, 8);
  4517. slides->push_back(slide);
  4518. slide = GenerateSlideStruct(0.5, 0.5, 15, 15, 1842, 1012, "images/slideshows/boat_06p_tutorial02/lore_chapt11_final001.dds", "voiceover/english/antonia_intro/antonia_intro_011_64.mp3", 3525586740, 812068950);
  4519. AddZoneInfoSlideStructTransitionInfo(slide, 920, 495, 1, 0);
  4520. AddZoneInfoSlideStructTransitionInfo(slide, 920, 495, 2, 19);
  4521. slides->push_back(slide);
  4522. slide = GenerateSlideStruct(0.5, 0.5, 15, 15, 1842, 1012, "images/slideshows/boat_06p_tutorial02/lore_chapt12_final001.dds", "voiceover/english/antonia_intro/antonia_intro_012_64.mp3", 3493874350, 2037661816);
  4523. AddZoneInfoSlideStructTransitionInfo(slide, 920, 495, 2, 0);
  4524. AddZoneInfoSlideStructTransitionInfo(slide, 920, 495, 1, 43);
  4525. slides->push_back(slide);
  4526. return slides;
  4527. }
  4528. EQ2Packet* ZoneServer::GetZoneInfoPacket(Client* client){
  4529. // this takes place when we get the LoginInfo for returning LD players
  4530. if(!client->GetPlayer()->IsReturningFromLD())
  4531. UpdateClientSpawnMap(client->GetPlayer(), client);
  4532. PacketStruct* packet = configReader.getStruct("WS_ZoneInfo", client->GetVersion());
  4533. packet->setSmallStringByName("server1",net.GetWorldName());
  4534. packet->setSmallStringByName("server2",net.GetWorldName());
  4535. packet->setDataByName("unknown1", 1, 1);//1, 1
  4536. int32 expansions = EXPANSION_UNKNOWN + EXPANSION_DOF + EXPANSION_KOS + EXPANSION_EOF + EXPANSION_ROK + EXPANSION_TSO + EXPANSION_DOV;
  4537. //packet->setDataByName("expansions_enabled", 82313211);//expansions 63181
  4538. //packet->setDataByName("expansions_enabled", 552075103);//expansions 63182
  4539. packet->setDataByName("expansions_enabled", 4294967295);//expansions 1096 //612499455 works
  4540. if (client->GetVersion() >= 1193) {
  4541. packet->setDataByName("unknown3", 4294967295, 0); // DOV and down
  4542. packet->setDataByName("unknown3", 4294967295, 1); //COE and up
  4543. packet->setDataByName("unknown3", 4294967295, 2);
  4544. }
  4545. else
  4546. packet->setDataByName("unknown3", 4294967295, 0); // DOV and down
  4547. packet->setSmallStringByName("auction_website", "eq2emulator.net");
  4548. packet->setDataByName("auction_port", 80);
  4549. packet->setSmallStringByName("upload_page", "test_upload.m");
  4550. packet->setSmallStringByName("upload_key", "dsya987yda9");
  4551. packet->setSmallStringByName("zone", GetZoneFile());
  4552. //packet->setSmallStringByName("zone2", GetZoneName());
  4553. //if ( strlen(GetZoneSkyFile()) > 0 )
  4554. // packet->setSmallStringByName("zone_unknown2", GetZoneSkyFile()); // used for the sky map
  4555. packet->setSmallStringByName("zone_desc", GetZoneDescription());
  4556. packet->setSmallStringByName("char_name", client->GetPlayer()->GetName());
  4557. packet->setDataByName("x", client->GetPlayer()->GetX());
  4558. packet->setDataByName("y", client->GetPlayer()->GetY());
  4559. packet->setDataByName("z", client->GetPlayer()->GetZ());
  4560. if ((GetZoneFile() && strcmp("boat_06p_tutorial02", GetZoneFile()) == 0) && client->GetPlayer()->GetX() == this->GetSafeX() && client->GetPlayer()->GetY() == this->GetSafeY() && client->GetPlayer()->GetZ() == this->GetSafeZ()) { //basically the only time the player will see this is if their zone in coords are the exact same as the safe coords (they haven't moved)
  4561. vector<ZoneInfoSlideStruct*>* slides = GenerateTutorialSlides();
  4562. if (slides) {
  4563. packet->setArrayLengthByName("num_slides", slides->size());
  4564. ZoneInfoSlideStruct* slide = 0;
  4565. for (int8 i = 0; i < slides->size(); i++) {
  4566. slide = slides->at(i);
  4567. packet->setArrayDataByName("unknown1", slide->info->unknown1[0], i, 0);
  4568. packet->setArrayDataByName("unknown1", slide->info->unknown1[1], i, 1);
  4569. packet->setArrayDataByName("unknown2", slide->info->unknown2[0], i, 0);
  4570. packet->setArrayDataByName("unknown2", slide->info->unknown2[1], i, 1);
  4571. packet->setArrayDataByName("unknown3", slide->info->unknown3, i);
  4572. packet->setArrayDataByName("unknown4", slide->info->unknown4, i);
  4573. packet->setArrayDataByName("slide", slide->info->slide, i);
  4574. packet->setArrayDataByName("voiceover", slide->info->voiceover, i);
  4575. packet->setArrayDataByName("key1", slide->info->key1, i);
  4576. packet->setArrayDataByName("key2", slide->info->key2, i);
  4577. packet->setSubArrayLengthByName("num_transitions", slide->slide_transition_info.size(), i);
  4578. for (int8 x = 0; x < slide->slide_transition_info.size(); x++) {
  4579. packet->setSubArrayDataByName("transition_x", slide->slide_transition_info[x]->transition_x, i, x);
  4580. packet->setSubArrayDataByName("transition_y", slide->slide_transition_info[x]->transition_y, i, x);
  4581. packet->setSubArrayDataByName("transition_zoom", slide->slide_transition_info[x]->transition_zoom, i, x);
  4582. packet->setSubArrayDataByName("transition_time", slide->slide_transition_info[x]->transition_time, i, x);
  4583. safe_delete(slide->slide_transition_info[x]);
  4584. }
  4585. safe_delete(slide->info);
  4586. safe_delete(slide);
  4587. }
  4588. }
  4589. safe_delete(slides);
  4590. }
  4591. packet->setDataByName("underworld", underworld);
  4592. // unknown3 can prevent screen shots from being taken if
  4593. //packet->setDataByName("unknown3", 2094661567, 1); // Screenshots allowed with this value
  4594. //packet->setDataByName("unknown3", 3815767999, 1); // Screenshots disabled with this value
  4595. //packet->setDataByName("unknown3", 1, 2);
  4596. /*if (client->GetVersion() >= 63587) {
  4597. packet->setArrayLengthByName("num_exp_feature_bytes", 9);
  4598. packet->setArrayDataByName("exp_feature_bytes", 95, 0);//kos and dof
  4599. packet->setArrayDataByName("exp_feature_bytes", 255, 1);//eof rok tso sf dov coe tov
  4600. packet->setArrayDataByName("exp_feature_bytes", 247, 2);//aom tot ka exp14
  4601. packet->setArrayDataByName("exp_feature_bytes", 32, 3);//rum cellar
  4602. packet->setArrayDataByName("exp_feature_bytes", 140, 4);
  4603. packet->setArrayDataByName("exp_feature_bytes", 62, 5);
  4604. packet->setArrayDataByName("exp_feature_bytes", 0, 6);
  4605. packet->setArrayDataByName("exp_feature_bytes", 45, 7);
  4606. packet->setArrayDataByName("exp_feature_bytes", 128, 8);
  4607. packet->setArrayLengthByName("num_unknown3b_bytes", 9);
  4608. packet->setArrayDataByName("unknown3b_bytes", 95, 0);
  4609. packet->setArrayDataByName("unknown3b_bytes", 255, 1);
  4610. packet->setArrayDataByName("unknown3b_bytes", 247, 2);
  4611. packet->setArrayDataByName("unknown3b_bytes", 237, 3);
  4612. packet->setArrayDataByName("unknown3b_bytes", 143, 4);
  4613. packet->setArrayDataByName("unknown3b_bytes", 255, 5);
  4614. packet->setArrayDataByName("unknown3b_bytes", 255, 6);
  4615. packet->setArrayDataByName("unknown3b_bytes", 255, 7);
  4616. packet->setArrayDataByName("unknown3b_bytes", 128, 8);
  4617. }
  4618. else if (client->GetVersion() >= 63214) {
  4619. packet->setArrayLengthByName("num_exp_feature_bytes", 9);
  4620. packet->setArrayDataByName("exp_feature_bytes", 95, 0);//kos and dof
  4621. packet->setArrayDataByName("exp_feature_bytes", 255, 1);//eof rok tso sf dov coe tov
  4622. packet->setArrayDataByName("exp_feature_bytes", 247, 2);//aom tot ka exp14
  4623. packet->setArrayDataByName("exp_feature_bytes", 32, 3);//rum cellar
  4624. packet->setArrayDataByName("exp_feature_bytes", 140, 4);
  4625. packet->setArrayDataByName("exp_feature_bytes", 62, 5);
  4626. packet->setArrayDataByName("exp_feature_bytes", 0, 6);
  4627. packet->setArrayDataByName("exp_feature_bytes", 45, 7);
  4628. packet->setArrayDataByName("exp_feature_bytes", 128, 8);
  4629. packet->setArrayLengthByName("num_unknown3b_bytes", 9);
  4630. packet->setArrayDataByName("unknown3b_bytes", 95, 0);
  4631. packet->setArrayDataByName("unknown3b_bytes", 255, 1);
  4632. packet->setArrayDataByName("unknown3b_bytes", 247, 2);
  4633. packet->setArrayDataByName("unknown3b_bytes", 237, 3);
  4634. packet->setArrayDataByName("unknown3b_bytes", 143, 4);
  4635. packet->setArrayDataByName("unknown3b_bytes", 255, 5);
  4636. packet->setArrayDataByName("unknown3b_bytes", 255, 6);
  4637. packet->setArrayDataByName("unknown3b_bytes", 255, 7);
  4638. packet->setArrayDataByName("unknown3b_bytes", 128, 8);
  4639. }*/
  4640. if (client->GetVersion() >= 64644) {
  4641. packet->setDataByName("unknown3a", 12598924);
  4642. packet->setDataByName("unknown3b", 3992452959);
  4643. packet->setDataByName("unknown3c", 4294967183);
  4644. packet->setDataByName("unknown2a", 9);
  4645. packet->setDataByName("unknown2b", 9);
  4646. }
  4647. else if (client->GetVersion() >= 63181) {
  4648. packet->setDataByName("unknown3a", 750796556);//63182 73821356
  4649. packet->setDataByName("unknown3b", 3991404383);// 63182 3991404383
  4650. packet->setDataByName("unknown3c", 4278189967);// 63182 4278189967
  4651. packet->setDataByName("unknown2a", 8);// 63182
  4652. packet->setDataByName("unknown2b", 8);// 63182
  4653. }
  4654. else{
  4655. //packet->setDataByName("unknown3", 872447025,0);//63181
  4656. //packet->setDataByName("unknown3", 3085434875,1);// 63181
  4657. //packet->setDataByName("unknown3", 2147483633,2);// 63181
  4658. }
  4659. packet->setDataByName("year", world.GetWorldTimeStruct()->year);
  4660. packet->setDataByName("month", world.GetWorldTimeStruct()->month);
  4661. packet->setDataByName("day", world.GetWorldTimeStruct()->day);
  4662. packet->setDataByName("hour", world.GetWorldTimeStruct()->hour);
  4663. packet->setDataByName("minute", world.GetWorldTimeStruct()->minute);
  4664. packet->setDataByName("unknown", 0);
  4665. packet->setDataByName("unknown7", 1);
  4666. packet->setDataByName("unknown7", 1, 1);
  4667. packet->setDataByName("unknown9", 13);
  4668. //packet->setDataByName("unknown10", 25188959);4294967295
  4669. //packet->setDataByName("unknown10", 25190239);
  4670. packet->setDataByName("unknown10", 25191524);//25191524
  4671. packet->setDataByName("unknown10b", 1);
  4672. 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
  4673. packet->setDataByName("num_adv", 9);
  4674. packet->setArrayDataByName("adv_name", "adv02_dun_drowned_caverns", 0);
  4675. packet->setArrayDataByName("adv_id", 6, 0);
  4676. packet->setArrayDataByName("adv_name", "adv02_dun_sundered_splitpaw_hub", 1);
  4677. packet->setArrayDataByName("adv_id", 5, 1);
  4678. packet->setArrayDataByName("adv_name", "exp03_rgn_butcherblock", 2);
  4679. packet->setArrayDataByName("adv_id", 8, 2);
  4680. packet->setArrayDataByName("adv_name", "exp03_rgn_greater_faydark", 3);
  4681. packet->setArrayDataByName("adv_id", 7, 3);
  4682. packet->setArrayDataByName("adv_name", "mod01_dun_crypt_of_thaen", 4);
  4683. packet->setArrayDataByName("adv_id", 3, 4);
  4684. packet->setArrayDataByName("adv_name", "mod01_dun_tombs_of_night", 5);
  4685. packet->setArrayDataByName("adv_id", 4, 5);
  4686. packet->setArrayDataByName("adv_name", "nektulos_mini01", 6);
  4687. packet->setArrayDataByName("adv_id", 0, 6);
  4688. packet->setArrayDataByName("adv_name", "nektulos_mini02", 7);
  4689. packet->setArrayDataByName("adv_id", 1, 7);
  4690. packet->setArrayDataByName("adv_name", "nektulos_mini03", 8);
  4691. packet->setArrayDataByName("adv_id", 2, 8);
  4692. LogWrite(MISC__TODO, 0, "TODO", "Put cl_ client commands back in variables (not Rules) so they can be dynamically maintained");
  4693. vector<Variable*>* variables = world.GetClientVariables();
  4694. packet->setArrayLengthByName("num_client_setup", variables->size());
  4695. for(int i=variables->size()-1;i>=0;i--)
  4696. packet->setArrayDataByName("client_cmds", variables->at(i)->GetNameValuePair().c_str(), i);
  4697. // For AoM clients so item link work
  4698. if (client->GetVersion() >= 60114)
  4699. packet->setArrayDataByName("client_cmds", "chat_linkbrackets_item 1", variables->size());
  4700. safe_delete(variables);
  4701. //packet->setDataByName("unknown8", ); story?
  4702. // AA Tabs for 1193+ clients
  4703. if (client->GetVersion() >= 1193) {
  4704. packet->setArrayLengthByName("tab_count", 48);
  4705. int8 i = 0;
  4706. packet->setArrayDataByName("tab_index", i, i);
  4707. packet->setArrayDataByName("tab_name", ":es24a58bd8fcaac8c2:All", i);
  4708. i++;
  4709. packet->setArrayDataByName("tab_index", i, i);
  4710. packet->setArrayDataByName("tab_name", ":410385c727bd47a6:Racial Innate", i);
  4711. i++;
  4712. packet->setArrayDataByName("tab_index", i, i);
  4713. packet->setArrayDataByName("tab_name", ":410385c75a96e23c:Tradeskill Advancement", i);
  4714. i++;
  4715. packet->setArrayDataByName("tab_index", i, i);
  4716. packet->setArrayDataByName("tab_name", ":410385c744f1fd99:Focus Effects", i);
  4717. i++;
  4718. packet->setArrayDataByName("tab_index", i, i);
  4719. packet->setArrayDataByName("tab_name", ":410385c71edd2a66:Heroic", i);
  4720. i++;
  4721. packet->setArrayDataByName("tab_index", i, i);
  4722. packet->setArrayDataByName("tab_name", ":410385c76ee6239f:Shadows", i);
  4723. i++;
  4724. packet->setArrayDataByName("tab_index", i, i);
  4725. packet->setArrayDataByName("tab_name", ":410385c7e678b977:Prestige", i);
  4726. i++;
  4727. packet->setArrayDataByName("tab_index", i, i);
  4728. packet->setArrayDataByName("tab_name", ":410385c77ee422d7:Animalist", i);
  4729. i++;
  4730. packet->setArrayDataByName("tab_index", i, i);
  4731. packet->setArrayDataByName("tab_name", ":410385c7f165af77:Bard", i);
  4732. i++;
  4733. packet->setArrayDataByName("tab_index", i, i);
  4734. packet->setArrayDataByName("tab_name", ":410385c7421b9375:Brawler", i);
  4735. i++;
  4736. packet->setArrayDataByName("tab_index", i, i);
  4737. packet->setArrayDataByName("tab_name", ":410385c7a03ae7d1:Cleric", i);
  4738. i++;
  4739. packet->setArrayDataByName("tab_index", i, i);
  4740. packet->setArrayDataByName("tab_name", ":410385c7c9605e9f:Crusader", i);
  4741. i++;
  4742. packet->setArrayDataByName("tab_index", i, i);
  4743. packet->setArrayDataByName("tab_name", ":410385c7f9424168:Druid", i);
  4744. i++;
  4745. packet->setArrayDataByName("tab_index", i, i);
  4746. packet->setArrayDataByName("tab_name", ":410385c79cb9556c:Enchanter", i);
  4747. i++;
  4748. packet->setArrayDataByName("tab_index", i, i);
  4749. packet->setArrayDataByName("tab_name", ":410385c70c8b6aa4:Predator", i);
  4750. i++;
  4751. packet->setArrayDataByName("tab_index", i, i);
  4752. packet->setArrayDataByName("tab_name", ":410385c73a43b6dd:Rogue", i);
  4753. i++;
  4754. packet->setArrayDataByName("tab_index", i, i);
  4755. packet->setArrayDataByName("tab_name", ":410385c759fe7d15:Sorcerer", i);
  4756. i++;
  4757. packet->setArrayDataByName("tab_index", i, i);
  4758. packet->setArrayDataByName("tab_name", ":410385c7ad610aca:Summoner", i);
  4759. i++;
  4760. packet->setArrayDataByName("tab_index", i, i);
  4761. packet->setArrayDataByName("tab_name", ":410385c71e056728:Warrior", i);
  4762. i++;
  4763. packet->setArrayDataByName("tab_index", i, i);
  4764. packet->setArrayDataByName("tab_name", ":410385c7ba864c0b:Assassin", i);
  4765. i++;
  4766. packet->setArrayDataByName("tab_index", i, i);
  4767. packet->setArrayDataByName("tab_name", ":410385c7b8116aad:Beastlord", i);
  4768. i++;
  4769. packet->setArrayDataByName("tab_index", i, i);
  4770. packet->setArrayDataByName("tab_name", ":410385c7f53feb7b:Berserker", i);
  4771. i++;
  4772. packet->setArrayDataByName("tab_index", i, i);
  4773. packet->setArrayDataByName("tab_name", ":410385c73d8a70e2:Brigand", i);
  4774. i++;
  4775. packet->setArrayDataByName("tab_index", i, i);
  4776. packet->setArrayDataByName("tab_name", ":410385c770c766d6:Bruiser", i);
  4777. i++;
  4778. packet->setArrayDataByName("tab_index", i, i);
  4779. packet->setArrayDataByName("tab_name", ":410385c79226984b:Coercer", i);
  4780. i++;
  4781. packet->setArrayDataByName("tab_index", i, i);
  4782. packet->setArrayDataByName("tab_name", ":410385c70c58bb30:Conjurer", i);
  4783. i++;
  4784. packet->setArrayDataByName("tab_index", i, i);
  4785. packet->setArrayDataByName("tab_name", ":410385c73dfe68d0:Defiler", i);
  4786. i++;
  4787. packet->setArrayDataByName("tab_index", i, i);
  4788. packet->setArrayDataByName("tab_name", ":410385c792919a6b:Dirge", i);
  4789. i++;
  4790. packet->setArrayDataByName("tab_index", i, i);
  4791. packet->setArrayDataByName("tab_name", ":410385c7062e5f55:Fury", i);
  4792. i++;
  4793. packet->setArrayDataByName("tab_index", i, i);
  4794. packet->setArrayDataByName("tab_name", ":410385c762c1fdfc:Guardian", i);
  4795. i++;
  4796. packet->setArrayDataByName("tab_index", i, i);
  4797. packet->setArrayDataByName("tab_name", ":410385c78addfbf4:Illusionist", i);
  4798. i++;
  4799. packet->setArrayDataByName("tab_index", i, i);
  4800. packet->setArrayDataByName("tab_name", ":410385c7ece054a7:Inquisitor", i);
  4801. i++;
  4802. packet->setArrayDataByName("tab_index", i, i);
  4803. packet->setArrayDataByName("tab_name", ":410385c7d550d2e7:Monk", i);
  4804. i++;
  4805. packet->setArrayDataByName("tab_index", i, i);
  4806. packet->setArrayDataByName("tab_name", ":410385c743cfeaa2:Mystic", i);
  4807. i++;
  4808. packet->setArrayDataByName("tab_index", i, i);
  4809. packet->setArrayDataByName("tab_name", ":410385c7f63c9c8c:Necromancer", i);
  4810. i++;
  4811. packet->setArrayDataByName("tab_index", i, i);
  4812. packet->setArrayDataByName("tab_name", ":410385c70c5de0ae:Paladin", i);
  4813. i++;
  4814. packet->setArrayDataByName("tab_index", i, i);
  4815. packet->setArrayDataByName("tab_name", ":410385c79bc97b3a:Ranger", i);
  4816. i++;
  4817. packet->setArrayDataByName("tab_index", i, i);
  4818. packet->setArrayDataByName("tab_name", ":410385c78fbd2256:Shadowknight", i);
  4819. i++;
  4820. packet->setArrayDataByName("tab_index", i, i);
  4821. packet->setArrayDataByName("tab_name", ":410385c7781cc625:Shaman", i);
  4822. i++;
  4823. packet->setArrayDataByName("tab_index", i, i);
  4824. packet->setArrayDataByName("tab_name", ":410385c77eecdcdb:Swashbuckler", i);
  4825. i++;
  4826. packet->setArrayDataByName("tab_index", i, i);
  4827. packet->setArrayDataByName("tab_name", ":410385c7648d181e:Templar", i);
  4828. i++;
  4829. packet->setArrayDataByName("tab_index", i, i);
  4830. packet->setArrayDataByName("tab_name", ":410385c78df47d77:Troubador", i);
  4831. i++;
  4832. packet->setArrayDataByName("tab_index", i, i);
  4833. packet->setArrayDataByName("tab_name", ":410385c7c78ce0b8:Warden", i);
  4834. i++;
  4835. packet->setArrayDataByName("tab_index", i, i);
  4836. packet->setArrayDataByName("tab_name", ":410385c76290dcfa:Warlock", i);
  4837. i++;
  4838. packet->setArrayDataByName("tab_index", i, i);
  4839. packet->setArrayDataByName("tab_name", ":410385c7d1d52cf5:Wizard", i);
  4840. i++;
  4841. packet->setArrayDataByName("tab_index", i, i);
  4842. packet->setArrayDataByName("tab_name", ":410385c71c8f6f4d:Shaper", i);
  4843. i++;
  4844. packet->setArrayDataByName("tab_index", i, i);
  4845. packet->setArrayDataByName("tab_name", ":410385c72f6e354d:Channeler", i);
  4846. i++;
  4847. packet->setArrayDataByName("tab_index", i, i);
  4848. packet->setArrayDataByName("tab_name", ":410385c7df8bd37d:Dragon", i);
  4849. }
  4850. packet->setDataByName("unknown_mj", 1);//int8
  4851. packet->setDataByName("unknown_mj1", 335544320);//int32
  4852. packet->setDataByName("unknown_mj2", 4);//int32
  4853. packet->setDataByName("unknown_mj3", 3962504088);//int32
  4854. packet->setDataByName("unknown_mj4", 3985947216);//int32
  4855. packet->setDataByName("unknown_mj5", 1);//int32
  4856. packet->setDataByName("unknown_mj6", 386);//int32
  4857. packet->setDataByName("unknown_mj7", 4294967295);//int32
  4858. packet->setDataByName("unknown_mj8", 2716312211);//int32
  4859. packet->setDataByName("unknown_mj9", 1774338333);//int32
  4860. packet->setDataByName("unknown_mj10", 1);//int32
  4861. packet->setDataByName("unknown_mj11", 391);//int32
  4862. packet->setDataByName("unknown_mj12", 4294967295);//int32
  4863. packet->setDataByName("unknown_mj13", 3168965163);//int32
  4864. packet->setDataByName("unknown_mj14", 4117025286);//int32
  4865. packet->setDataByName("unknown_mj15", 1);//int32
  4866. packet->setDataByName("unknown_mj16", 394);//int32
  4867. packet->setDataByName("unknown_mj17", 4294967295);//int32
  4868. packet->setDataByName("unknown_mj18", 1790669110);//int32
  4869. packet->setDataByName("unknown_mj19", 107158108);//int32
  4870. packet->setDataByName("unknown_mj20", 1);//int32
  4871. packet->setDataByName("unknown_mj21", 393);//int32
  4872. packet->setDataByName("unknown_mj22", 4294967295);//int32
  4873. EQ2Packet* outapp = packet->serialize();
  4874. //packet->PrintPacket();
  4875. //DumpPacket(outapp);
  4876. safe_delete(packet);
  4877. return outapp;
  4878. }
  4879. void ZoneServer::SendUpdateDefaultCommand(Spawn* spawn, const char* command, float distance, Spawn* toPlayer){
  4880. if (spawn == nullptr || command == nullptr)
  4881. return;
  4882. if (toPlayer)
  4883. {
  4884. if (!toPlayer->IsPlayer())
  4885. return;
  4886. Client* client = GetClientBySpawn(toPlayer);
  4887. if (client)
  4888. {
  4889. client->SendDefaultCommand(spawn, command, distance);
  4890. }
  4891. // we don't override the primary command cause that would change ALL clients
  4892. return;
  4893. }
  4894. QueueDefaultCommand(spawn->GetID(), std::string(command), distance);
  4895. if (strlen(command)>0)
  4896. spawn->SetPrimaryCommand(command, command, distance);
  4897. }
  4898. void ZoneServer::CheckPlayerProximity(Spawn* spawn, Client* client){
  4899. if (player_proximities.size() < 1)
  4900. return;
  4901. if(player_proximities.count(spawn->GetID()) > 0){
  4902. PlayerProximity* prox = player_proximities.Get(spawn->GetID());
  4903. 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){
  4904. prox->clients_in_proximity[client] = true;
  4905. CallSpawnScript(spawn, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), prox->in_range_lua_function.c_str());
  4906. }
  4907. 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){
  4908. if(prox->leaving_range_lua_function.length() > 0)
  4909. CallSpawnScript(spawn, SPAWN_SCRIPT_CUSTOM, client->GetPlayer(), prox->leaving_range_lua_function.c_str());
  4910. prox->clients_in_proximity.erase(client);
  4911. }
  4912. }
  4913. }
  4914. void ZoneServer::AddPlayerProximity(Spawn* spawn, float distance, string in_range_function, string leaving_range_function){
  4915. RemovePlayerProximity(spawn);
  4916. PlayerProximity* prox = new PlayerProximity;
  4917. prox->distance = distance;
  4918. prox->in_range_lua_function = in_range_function;
  4919. prox->leaving_range_lua_function = leaving_range_function;
  4920. player_proximities.Put(spawn->GetID(), prox);
  4921. }
  4922. void ZoneServer::RemovePlayerProximity(Client* client){
  4923. PlayerProximity* prox = 0;
  4924. MutexMap<int32, PlayerProximity*>::iterator itr = player_proximities.begin();
  4925. while(itr.Next()){
  4926. prox = itr->second;
  4927. if(prox->clients_in_proximity.count(client) > 0)
  4928. prox->clients_in_proximity.erase(client);
  4929. }
  4930. }
  4931. void ZoneServer::RemovePlayerProximity(Spawn* spawn, bool all){
  4932. if(all){
  4933. MutexMap<int32, PlayerProximity*>::iterator itr = player_proximities.begin();
  4934. while(itr.Next()){
  4935. player_proximities.erase(itr->first, false, true, 10000);
  4936. }
  4937. }
  4938. else if(player_proximities.count(spawn->GetID()) > 0){
  4939. player_proximities.erase(spawn->GetID(), false, true, 10000);
  4940. }
  4941. }
  4942. void ZoneServer::AddLocationProximity(float x, float y, float z, float max_variation, string in_range_function, string leaving_range_function) {
  4943. LocationProximity* prox = new LocationProximity;
  4944. prox->x = x;
  4945. prox->y = y;
  4946. prox->z = z;
  4947. prox->max_variation = max_variation;
  4948. prox->in_range_lua_function = in_range_function;
  4949. prox->leaving_range_lua_function = leaving_range_function;
  4950. location_proximities.Add(prox);
  4951. }
  4952. void ZoneServer::CheckLocationProximity() {
  4953. const char* zone_script = world.GetZoneScript(this->GetZoneID());
  4954. if (!zone_script)
  4955. return;
  4956. if (location_proximities.size() > 0 && connected_clients.size() > 0) {
  4957. Client* client = 0;
  4958. MutexList<Client*>::iterator iterator = connected_clients.begin();
  4959. while(iterator.Next()){
  4960. client = iterator->value;
  4961. if (client->IsConnected() && client->IsReadyForSpawns() && !client->IsZoning()) {
  4962. try {
  4963. MutexList<LocationProximity*>::iterator itr = location_proximities.begin();
  4964. LocationProximity* prox = 0;
  4965. while(itr.Next()){
  4966. prox = itr->value;
  4967. bool in_range = false;
  4968. float char_x = client->GetPlayer()->GetX();
  4969. float char_y = client->GetPlayer()->GetY();
  4970. float char_z = client->GetPlayer()->GetZ();
  4971. float x = prox->x;
  4972. float y = prox->y;
  4973. float z = prox->z;
  4974. float max_variation = prox->max_variation;
  4975. float total_diff = 0;
  4976. float diff = x - char_x; //Check X
  4977. if(diff < 0)
  4978. diff *= -1;
  4979. if(diff <= max_variation) {
  4980. total_diff += diff;
  4981. diff = z - char_z; //Check Z (we check Z first because it is far more likely to be a much greater variation than y)
  4982. if(diff < 0)
  4983. diff *= -1;
  4984. if(diff <= max_variation) {
  4985. total_diff += diff;
  4986. if(total_diff <= max_variation) { //Check Total
  4987. diff = y - char_y; //Check Y
  4988. if(diff < 0)
  4989. diff *= -1;
  4990. if(diff <= max_variation) {
  4991. total_diff += diff;
  4992. if(total_diff <= max_variation) {
  4993. in_range = true;
  4994. if(lua_interface && prox->in_range_lua_function.length() > 0 && prox->clients_in_proximity.count(client) == 0) { //Check Total
  4995. prox->clients_in_proximity[client] = true;
  4996. lua_interface->RunZoneScript(zone_script, prox->in_range_lua_function.c_str(), this, client->GetPlayer());
  4997. }
  4998. }
  4999. }
  5000. }
  5001. }
  5002. }
  5003. if (!in_range) {
  5004. if(lua_interface && prox->leaving_range_lua_function.length() > 0 && prox->clients_in_proximity.count(client) > 0) {
  5005. lua_interface->RunZoneScript(zone_script, prox->leaving_range_lua_function.c_str(), this, client->GetPlayer());
  5006. prox->clients_in_proximity.erase(client);
  5007. }
  5008. }
  5009. }
  5010. }
  5011. catch (...) {
  5012. LogWrite(ZONE__ERROR, 0, "Zone", "Except caught in ZoneServer::CheckLocationProximity");
  5013. return;
  5014. }
  5015. }
  5016. }
  5017. }
  5018. }
  5019. void ZoneServer::CheckLocationGrids() {
  5020. if (connected_clients.size() > 0 && location_grids.size() > 0) {
  5021. MutexList<Client*>::iterator client_itr = connected_clients.begin();
  5022. while (client_itr.Next()) {
  5023. Client* client = client_itr.value;
  5024. if (!client)
  5025. continue;
  5026. Player* player = client->GetPlayer();
  5027. float x = player->GetX();
  5028. float y = player->GetY();
  5029. float z = player->GetZ();
  5030. int32 grid_id = player->appearance.pos.grid_id;
  5031. MutexList<LocationGrid*>::iterator location_grid_itr = location_grids.begin();
  5032. while (location_grid_itr.Next()) {
  5033. LocationGrid* grid = location_grid_itr.value;
  5034. if (grid->locations.size() > 0 || /*(grid->grid_id == grid_id ||*/ grid->players.count(player) > 0) {
  5035. float x_small = 0;
  5036. float x_large = 0;
  5037. float y_small = 0;
  5038. float y_large = 0;
  5039. float z_small = 0;
  5040. float z_large = 0;
  5041. bool first = true;
  5042. bool in_grid = false;
  5043. MutexList<Location*>::iterator location_itr = grid->locations.begin();
  5044. while (location_itr.Next()) {
  5045. Location* location = location_itr.value;
  5046. if (first) {
  5047. x_small = location->x;
  5048. x_large = location->x;
  5049. if (grid->include_y) {
  5050. y_small = location->y;
  5051. y_large = location->y;
  5052. }
  5053. z_small = location->z;
  5054. z_large = location->z;
  5055. first = false;
  5056. }
  5057. else {
  5058. if (location->x < x_small)
  5059. x_small = location->x;
  5060. else if (location->x > x_large)
  5061. x_large = location->x;
  5062. if (grid->include_y) {
  5063. if (location->y < y_small)
  5064. y_small = location->y;
  5065. else if (location->y > y_large)
  5066. y_large = location->y;
  5067. }
  5068. if (location->z < z_small)
  5069. z_small = location->z;
  5070. else if (location->z > z_large)
  5071. z_large = location->z;
  5072. }
  5073. }
  5074. if (grid->include_y && (x >= x_small && x <= x_large && y >= y_small && y <= y_large && z >= z_small && z <= z_large))
  5075. in_grid = true;
  5076. else if (x >= x_small && x <= x_large && z >= z_small && z <= z_large)
  5077. in_grid = true;
  5078. if (in_grid && grid->players.count(player) == 0) {
  5079. grid->players.Put(player, true);
  5080. bool show_enter_location_popup = true;
  5081. bool discovery_enabled = rule_manager.GetGlobalRule(R_World, EnablePOIDiscovery)->GetBool();
  5082. if( grid->discovery && discovery_enabled && !player->DiscoveredLocation(grid->id) )
  5083. {
  5084. // check if player has already discovered this location
  5085. // if not, process new discovery
  5086. char tmp[200] = {0};
  5087. sprintf(tmp, "\\#FFE400You have discovered\12\\#FFF283%s", grid->name.c_str());
  5088. client->SendPopupMessage(11, tmp, "ui_discovery", 2.25, 0xFF, 0xFF, 0xFF);
  5089. LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' discovered location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id);
  5090. player->UpdatePlayerHistory(HISTORY_TYPE_DISCOVERY, HISTORY_SUBTYPE_LOCATION, grid->id);
  5091. show_enter_location_popup = false;
  5092. // else, print standard location entry
  5093. }
  5094. if( show_enter_location_popup )
  5095. {
  5096. LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' entering location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id);
  5097. client->SendPopupMessage(10, grid->name.c_str(), 0, 2.5, 255, 255, 0);
  5098. }
  5099. }
  5100. else if (!in_grid && grid->players.count(player) > 0) {
  5101. LogWrite(ZONE__DEBUG, 0, "Zone", "Player '%s' leaving location '%s' (%u)", player->GetName(), grid->name.c_str(), grid->id);
  5102. grid->players.erase(player);
  5103. }
  5104. }
  5105. }
  5106. }
  5107. }
  5108. }
  5109. // Called from a command (client, main zone thread) and the main zone thread
  5110. // so no need for a mutex container
  5111. void ZoneServer::AddLocationGrid(LocationGrid* grid) {
  5112. if (grid)
  5113. location_grids.Add(grid);
  5114. }
  5115. void ZoneServer::RemoveLocationGrids() {
  5116. MutexList<LocationGrid*>::iterator itr = location_grids.begin();
  5117. while (itr.Next())
  5118. itr.value->locations.clear(true);
  5119. location_grids.clear(true);
  5120. }
  5121. void ZoneServer::RemoveSpellTimersFromSpawn(Spawn* spawn, bool remove_all, bool delete_recast, bool call_expire_function, bool lock_spell_process){
  5122. if(spellProcess)
  5123. spellProcess->RemoveSpellTimersFromSpawn(spawn, remove_all, delete_recast, call_expire_function, lock_spell_process);
  5124. }
  5125. void ZoneServer::Interrupted(Entity* caster, Spawn* interruptor, int16 error_code, bool cancel, bool from_movement){
  5126. if(spellProcess)
  5127. spellProcess->Interrupted(caster, interruptor, error_code, cancel, from_movement);
  5128. }
  5129. Spell* ZoneServer::GetSpell(Entity* caster){
  5130. Spell* spell = 0;
  5131. if(spellProcess)
  5132. spell = spellProcess->GetSpell(caster);
  5133. return spell;
  5134. }
  5135. void ZoneServer::ProcessSpell(Spell* spell, Entity* caster, Spawn* target, bool lock, bool harvest_spell, LuaSpell* customSpell, int16 custom_cast_time, bool in_heroic_opp){
  5136. if(spellProcess)
  5137. spellProcess->ProcessSpell(this, spell, caster, target, lock, harvest_spell, customSpell, custom_cast_time, in_heroic_opp);
  5138. }
  5139. void ZoneServer::ProcessEntityCommand(EntityCommand* entity_command, Entity* caster, Spawn* target, bool lock) {
  5140. if (target && target->GetSpawnScript()) {
  5141. Player* player = 0;
  5142. if (caster && caster->IsPlayer())
  5143. player = (Player*)caster;
  5144. CallSpawnScript(target, SPAWN_SCRIPT_CUSTOM, player, entity_command->command.c_str());
  5145. }
  5146. if (spellProcess)
  5147. spellProcess->ProcessEntityCommand(this, entity_command, caster, target, lock);
  5148. }
  5149. void ZoneServer::RemoveSpawnSupportFunctions(Spawn* spawn, bool lock_spell_process) {
  5150. if(!spawn)
  5151. return;
  5152. LogWrite(ZONE__DEBUG, 7, "Zone", "Processing RemoveSpawnSupportFunctions...");
  5153. if(spawn->IsPlayer() && spawn->GetZone())
  5154. spawn->GetZone()->RemovePlayerPassenger(((Player*)spawn)->GetCharacterID());
  5155. if(spawn->IsEntity())
  5156. RemoveSpellTimersFromSpawn((Entity*)spawn, true, true, true, lock_spell_process);
  5157. RemoveDamagedSpawn(spawn);
  5158. spawn->SendSpawnChanges(false);
  5159. RemoveChangedSpawn(spawn);
  5160. // Everything inside this if will be nuked during a reload in other spots, no need to do it twice
  5161. if (!reloading) {
  5162. RemoveDeadEnemyList(spawn);
  5163. spawn->changed = true;
  5164. spawn->info_changed = true;
  5165. spawn->vis_changed = true;
  5166. spawn->position_changed = true;
  5167. SendSpawnChanges(spawn);
  5168. if (spawn->GetSpawnGroupID() > 0) {
  5169. int32 group_id = spawn->GetSpawnGroupID();
  5170. spawn->RemoveSpawnFromGroup();
  5171. if (spawn_group_map.count(group_id) > 0)
  5172. spawn_group_map.Get(group_id).Remove(spawn->GetID());
  5173. }
  5174. if (!spawn->IsPlayer()) {
  5175. if(quick_database_id_lookup.count(spawn->GetDatabaseID()) > 0)
  5176. quick_database_id_lookup.erase(spawn->GetDatabaseID());
  5177. }
  5178. DeleteSpawnScriptTimers(spawn);
  5179. RemovePlayerProximity(spawn);
  5180. }
  5181. // We don't use RemoveMovementNPC() here as it caused a hell of a delay during reloads
  5182. // instead we remove it from the list directly
  5183. if (spawn->IsNPC())
  5184. movement_spawns.erase(spawn->GetID());
  5185. }
  5186. void ZoneServer::HandleEmote(Client* originator, string name) {
  5187. if (!originator) {
  5188. LogWrite(ZONE__ERROR, 0, "Zone", "HandleEmote called with an invalid client");
  5189. return;
  5190. }
  5191. Client* client = 0;
  5192. Emote* origEmote = visual_states.FindEmote(name, originator->GetVersion());
  5193. if(!origEmote){
  5194. 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());
  5195. return;
  5196. }
  5197. Emote* emote = origEmote;
  5198. PacketStruct* packet = 0;
  5199. char* emoteResponse = 0;
  5200. vector<Client*>::iterator client_itr;
  5201. int32 cur_client_version = originator->GetVersion();
  5202. map<int32, Emote*> emote_version_range;
  5203. MClientList.readlock(__FUNCTION__, __LINE__);
  5204. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  5205. client = *client_itr;
  5206. if(!client || (client && client->GetPlayer()->IsIgnored(originator->GetPlayer()->GetName())))
  5207. continue;
  5208. // establish appropriate emote for the version used by the client
  5209. if (client->GetVersion() != originator->GetVersion())
  5210. {
  5211. map<int32, Emote*>::iterator rangeitr = emote_version_range.find(client->GetVersion());
  5212. if (rangeitr == emote_version_range.end())
  5213. {
  5214. Emote* tmp_new_emote = visual_states.FindEmote(name, client->GetVersion());
  5215. if (tmp_new_emote)
  5216. {
  5217. emote_version_range.insert(make_pair(client->GetVersion(), tmp_new_emote));
  5218. emote = tmp_new_emote;
  5219. } // else its missing just use the current clients default
  5220. }
  5221. else // we have an existing emote already cached
  5222. emote = rangeitr->second;
  5223. }
  5224. else // since the client and originator client match use the original emote
  5225. emote = origEmote;
  5226. packet = configReader.getStruct("WS_CannedEmote", client->GetVersion());
  5227. if(packet){
  5228. packet->setDataByName("spawn_id" , client->GetPlayer()->GetIDWithPlayerSpawn(originator->GetPlayer()));
  5229. if(!emoteResponse){
  5230. string message;
  5231. if(originator->GetPlayer()->GetTarget() && originator->GetPlayer()->GetTarget()->GetID() != originator->GetPlayer()->GetID()){
  5232. message = emote->GetTargetedMessageString();
  5233. if(message.find("%t") < 0xFFFFFFFF)
  5234. message.replace(message.find("%t"), 2, originator->GetPlayer()->GetTarget()->GetName());
  5235. }
  5236. if(message.length() == 0)
  5237. message = emote->GetMessageString();
  5238. if(message.find("%g1") < 0xFFFFFFFF){
  5239. if(originator->GetPlayer()->GetGender() == 1)
  5240. message.replace(message.find("%g1"), 3, "his");
  5241. else
  5242. message.replace(message.find("%g1"), 3, "her");
  5243. }
  5244. if(message.find("%g2") < 0xFFFFFFFF){
  5245. if(originator->GetPlayer()->GetGender() == 1)
  5246. message.replace(message.find("%g2"), 3, "him");
  5247. else
  5248. message.replace(message.find("%g2"), 3, "her");
  5249. }
  5250. if(message.find("%g3") < 0xFFFFFFFF){
  5251. if(originator->GetPlayer()->GetGender() == 1)
  5252. message.replace(message.find("%g3"), 3, "he");
  5253. else
  5254. message.replace(message.find("%g3"), 3, "she");
  5255. }
  5256. if(message.length() > 0){
  5257. emoteResponse = new char[message.length() + strlen(originator->GetPlayer()->GetName()) + 10];
  5258. sprintf(emoteResponse,"%s %s", originator->GetPlayer()->GetName(), message.c_str());
  5259. }
  5260. else{
  5261. originator->Message(CHANNEL_COLOR_YELLOW, "%s is not properly configured, be sure to submit a /bug report.", name.c_str());
  5262. safe_delete(packet);
  5263. break;
  5264. }
  5265. }
  5266. packet->setMediumStringByName("emote_msg", emoteResponse);
  5267. packet->setDataByName("anim_type", emote->GetVisualState());
  5268. client->QueuePacket(packet->serialize());
  5269. safe_delete(packet);
  5270. safe_delete_array(emoteResponse);
  5271. }
  5272. }
  5273. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5274. }
  5275. void ZoneServer::SetupInstance(int32 createdInstanceID) {
  5276. if ( createdInstanceID == 0 ) // if this happens that isn't good!
  5277. instanceID = ++MinInstanceID;
  5278. else // db should pass the good ID
  5279. instanceID = createdInstanceID;
  5280. }
  5281. void ZoneServer::RemoveDeadSpawn(Spawn* spawn){
  5282. AddDeadSpawn(spawn, 0);
  5283. }
  5284. void ZoneServer::AddDeadSpawn(Spawn* spawn, int32 timer){
  5285. MDeadSpawns.writelock(__FUNCTION__, __LINE__);
  5286. if (dead_spawns.count(spawn->GetID()) > 0)
  5287. dead_spawns[spawn->GetID()] = Timer::GetCurrentTime2() + timer;
  5288. else if(timer != 0xFFFFFFFF)
  5289. dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + timer));
  5290. else{
  5291. if(spawn->IsEntity() && spawn->HasLoot()){
  5292. dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + (15000 * spawn->GetLevel() + 240000)));
  5293. SendUpdateDefaultCommand(spawn, "loot", 10);
  5294. }
  5295. else
  5296. dead_spawns.insert(make_pair(spawn->GetID(), Timer::GetCurrentTime2() + 10000));
  5297. }
  5298. MDeadSpawns.releasewritelock(__FUNCTION__, __LINE__);
  5299. }
  5300. void ZoneServer::WritePlayerStatistics() {
  5301. MutexList<Client*>::iterator client_itr = connected_clients.begin();
  5302. while(client_itr.Next())
  5303. client_itr->value->GetPlayer()->WritePlayerStatistics();
  5304. }
  5305. bool ZoneServer::SendRadiusSpawnInfo(Client* client, float radius) {
  5306. if (!client)
  5307. return false;
  5308. Spawn* spawn = 0;
  5309. bool ret = false;
  5310. map<int32, Spawn*>::iterator itr;
  5311. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5312. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5313. spawn = itr->second;
  5314. if (spawn && spawn != client->GetPlayer() && !spawn->IsPlayer() && spawn->GetDistance(client->GetPlayer()) <= radius) {
  5315. const char* type = "NPC";
  5316. const char* specialTypeID = "N/A";
  5317. int32 specialID = 0, spawnEntryID = spawn->GetSpawnEntryID();
  5318. if (spawn->IsObject())
  5319. {
  5320. Object* obj = (Object*)spawn;
  5321. specialID = obj->GetID();
  5322. specialTypeID = "GetID";
  5323. type = "Object";
  5324. }
  5325. else if (spawn->IsSign())
  5326. {
  5327. Sign* sign = (Sign*)spawn;
  5328. specialID = sign->GetWidgetID();
  5329. specialTypeID = "WidgetID";
  5330. type = "Sign";
  5331. }
  5332. else if (spawn->IsWidget())
  5333. {
  5334. Widget* widget = (Widget*)spawn;
  5335. specialID = widget->GetWidgetID();
  5336. specialTypeID = "WidgetID";
  5337. if ( specialID == 0xFFFFFFFF )
  5338. specialTypeID = "WidgetID(spawn_widgets entry missing)";
  5339. type = "Widget";
  5340. }
  5341. else if (spawn->IsGroundSpawn())
  5342. {
  5343. GroundSpawn* gs = (GroundSpawn*)spawn;
  5344. specialID = gs->GetGroundSpawnEntryID();
  5345. specialTypeID = "GroundSpawnEntryID";
  5346. type = "GroundSpawn";
  5347. }
  5348. client->Message(CHANNEL_COLOR_RED, "Name: %s (%s), Spawn Table ID: %u, %s: %u", spawn->GetName(), type, spawn->GetDatabaseID(), specialTypeID, specialID);
  5349. 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());
  5350. 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());
  5351. client->Message(CHANNEL_COLOR_YELLOW, "=============================");
  5352. ret = true;
  5353. }
  5354. }
  5355. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5356. return ret;
  5357. }
  5358. void ZoneServer::FindSpawn(Client* client, char* regSearchStr)
  5359. {
  5360. if (!regSearchStr || strlen(regSearchStr) < 1)
  5361. {
  5362. client->SimpleMessage(CHANNEL_COLOR_RED, "Bad ZoneServer::FindSpawn(Client*, char* regSearchStr) attempt, regSearchStr is NULL or empty.");
  5363. return;
  5364. }
  5365. string resString = string(regSearchStr);
  5366. try
  5367. {
  5368. std::regex pre_re_check("^[a-zA-Z0-9_ ]+$");
  5369. bool output = std::regex_match(resString, pre_re_check);
  5370. if (output)
  5371. {
  5372. string newStr(".*");
  5373. newStr.append(regSearchStr);
  5374. newStr.append(".*");
  5375. resString = newStr;
  5376. }
  5377. }
  5378. catch (...)
  5379. {
  5380. client->SimpleMessage(CHANNEL_COLOR_RED, "Try/Catch ZoneServer::FindSpawn(Client*, char* regSearchStr) failure.");
  5381. return;
  5382. }
  5383. client->Message(CHANNEL_NARRATIVE, "RegEx Search Spawn List: %s", regSearchStr);
  5384. client->Message(CHANNEL_NARRATIVE, "Database ID | Spawn Name | X , Y , Z");
  5385. client->Message(CHANNEL_NARRATIVE, "========================");
  5386. map<int32, Spawn*>::iterator itr;
  5387. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5388. int32 spawnsFound = 0;
  5389. std::regex re(resString, std::regex_constants::icase);
  5390. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5391. Spawn* spawn = itr->second;
  5392. if (!spawn || !spawn->GetName())
  5393. continue;
  5394. bool output = false;
  5395. try {
  5396. output = std::regex_match(string(spawn->GetName()), re);
  5397. }
  5398. catch (...)
  5399. {
  5400. continue;
  5401. }
  5402. if (output)
  5403. {
  5404. client->Message(CHANNEL_NARRATIVE, "%i | %s | %f , %f , %f", spawn->GetDatabaseID(), spawn->GetName(), spawn->GetX(), spawn->GetY(), spawn->GetZ());
  5405. spawnsFound++;
  5406. }
  5407. }
  5408. client->Message(CHANNEL_NARRATIVE, "========================", spawnsFound);
  5409. client->Message(CHANNEL_NARRATIVE, "%u Results Found.", spawnsFound);
  5410. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5411. }
  5412. void ZoneServer::AddPlayerTracking(Player* player) {
  5413. if (player && !player->GetIsTracking() && players_tracking.count(player->GetDatabaseID()) == 0) {
  5414. Client* client = GetClientBySpawn(player);
  5415. if (client) {
  5416. PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion());
  5417. if (packet) {
  5418. player->SetIsTracking(true);
  5419. players_tracking.Put(client->GetCharacterID(), player);
  5420. packet->setDataByName("mode", TRACKING_START);
  5421. packet->setDataByName("type", TRACKING_TYPE_ENTITIES);
  5422. client->QueuePacket(packet->serialize());
  5423. safe_delete(packet);
  5424. }
  5425. }
  5426. }
  5427. }
  5428. void ZoneServer::RemovePlayerTracking(Player* player, int8 mode) {
  5429. if (player && player->GetIsTracking()) {
  5430. Client* client = GetClientBySpawn(player);
  5431. if (client) {
  5432. PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion());
  5433. if (packet) {
  5434. player->SetIsTracking(false);
  5435. players_tracking.erase(client->GetCharacterID());
  5436. packet->setDataByName("mode", mode);
  5437. packet->setDataByName("type", TRACKING_TYPE_ENTITIES);
  5438. client->QueuePacket(packet->serialize());
  5439. safe_delete(packet);
  5440. }
  5441. }
  5442. }
  5443. }
  5444. void ZoneServer::ProcessTracking() {
  5445. MutexMap<int32, Player*>::iterator itr = players_tracking.begin();
  5446. while (itr.Next())
  5447. ProcessTracking(GetClientBySpawn(itr->second));
  5448. }
  5449. void ZoneServer::ProcessTracking(Client* client) {
  5450. if (!client)
  5451. return;
  5452. Player* player = client->GetPlayer();
  5453. if (player && player->GetIsTracking()) {
  5454. MutexMap<int32, Spawn*>::iterator spawn_itr;
  5455. PacketStruct* packet = configReader.getStruct("WS_TrackingUpdate", client->GetVersion());
  5456. if (packet) {
  5457. packet->setDataByName("mode", TRACKING_UPDATE);
  5458. packet->setDataByName("type", TRACKING_TYPE_ENTITIES);
  5459. vector<TrackedSpawn*> spawns_tracked;
  5460. while (spawn_itr.Next()) {
  5461. Spawn* spawn = spawn_itr->second;
  5462. float distance = player->GetDistance(spawn);
  5463. if (spawn->IsEntity() && distance <= 80 && spawn != player) {
  5464. TrackedSpawn* ts = new TrackedSpawn;
  5465. ts->spawn = spawn;
  5466. ts->distance = distance;
  5467. /* Add spawns in ascending order from closest to furthest */
  5468. if (spawns_tracked.empty())
  5469. spawns_tracked.push_back(ts);
  5470. else {
  5471. vector<TrackedSpawn*>::iterator tracked_itr;
  5472. bool added = false;
  5473. for (tracked_itr = spawns_tracked.begin(); tracked_itr != spawns_tracked.end(); tracked_itr++) {
  5474. TrackedSpawn* cur_ts = *tracked_itr;
  5475. if (ts->distance <= cur_ts->distance) {
  5476. spawns_tracked.insert(tracked_itr, ts);
  5477. added = true;
  5478. break;
  5479. }
  5480. }
  5481. if (!added)
  5482. spawns_tracked.push_back(ts);
  5483. }
  5484. }
  5485. }
  5486. packet->setArrayLengthByName("num_spawns", spawns_tracked.size());
  5487. for (int32 i = 0; i < spawns_tracked.size(); i++) {
  5488. TrackedSpawn* ts = spawns_tracked[i];
  5489. LogWrite(ZONE__DEBUG, 0, "Zone", "%s (%f)", ts->spawn->GetName(), ts->distance);
  5490. packet->setArrayDataByName("spawn_id", player->GetIDWithPlayerSpawn(ts->spawn), i);
  5491. packet->setArrayDataByName("spawn_name", ts->spawn->GetName(), i);
  5492. if (ts->spawn->IsPlayer())
  5493. packet->setArrayDataByName("spawn_type", TRACKING_SPAWN_TYPE_PC, i);
  5494. else
  5495. packet->setArrayDataByName("spawn_type", TRACKING_SPAWN_TYPE_NPC, i);
  5496. packet->setArrayDataByName("spawn_con_color", player->GetArrowColor(ts->spawn->GetLevel()), i);
  5497. }
  5498. packet->setArrayLengthByName("num_array1", 0);
  5499. //for (int32 i = 0; i < spawns_tracked.size(); i++) {
  5500. //}
  5501. packet->setArrayLengthByName("num_spawns2", spawns_tracked.size());
  5502. for (int32 i = 0; i < spawns_tracked.size(); i++) {
  5503. TrackedSpawn* ts = spawns_tracked[i];
  5504. packet->setArrayDataByName("list_spawn_id", player->GetIDWithPlayerSpawn(ts->spawn), i);
  5505. packet->setArrayDataByName("list_number", i, i);
  5506. }
  5507. client->QueuePacket(packet->serialize());
  5508. safe_delete(packet);
  5509. for (int32 i = 0; i < spawns_tracked.size(); i++)
  5510. safe_delete(spawns_tracked[i]);
  5511. }
  5512. }
  5513. }
  5514. void ZoneServer::SendEpicMobDeathToGuild(Player* killer, Spawn* victim) {
  5515. if (killer && victim) {
  5516. LogWrite(MISC__TODO, 1, "TODO" , "Check if player is in raid\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
  5517. if (killer->GetGroupMemberInfo()) {
  5518. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  5519. deque<GroupMemberInfo*>::iterator itr;
  5520. PlayerGroup* group = world.GetGroupManager()->GetGroup(killer->GetGroupMemberInfo()->group_id);
  5521. if (group)
  5522. {
  5523. group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
  5524. deque<GroupMemberInfo*>* members = group->GetMembers();
  5525. for (itr = members->begin(); itr != members->end(); itr++) {
  5526. GroupMemberInfo* gmi = *itr;
  5527. if (gmi->client) {
  5528. Player* group_member = gmi->client->GetPlayer();
  5529. if (group_member->GetGuild()) {
  5530. Guild* guild = group_member->GetGuild();
  5531. string message = Guild::GetEpicMobDeathMessage(group_member->GetName(), victim->GetName());
  5532. guild->AddNewGuildEvent(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str(), Timer::GetUnixTimeStamp());
  5533. guild->SendMessageToGuild(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str());
  5534. }
  5535. }
  5536. }
  5537. group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
  5538. }
  5539. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  5540. }
  5541. else if (killer->GetGuild()) {
  5542. Guild* guild = killer->GetGuild();
  5543. string message = Guild::GetEpicMobDeathMessage(killer->GetName(), victim->GetName());
  5544. guild->AddNewGuildEvent(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str(), Timer::GetUnixTimeStamp());
  5545. guild->SendMessageToGuild(GUILD_EVENT_KILLS_EPIC_MONSTER, message.c_str());
  5546. }
  5547. }
  5548. }
  5549. void ZoneServer::ProcessAggroChecks(Spawn* spawn) {
  5550. if (spawn->GetFactionID() < 1 || spawn->EngagedInCombat())
  5551. return;
  5552. // If faction based combat is not allowed then no need to run the loops so just return out
  5553. if(!rule_manager.GetGlobalRule(R_Faction, AllowFactionBasedCombat)->GetBool())
  5554. return;
  5555. if (spawn && spawn->IsNPC() && spawn->Alive())
  5556. CheckEnemyList((NPC*)spawn);
  5557. }
  5558. void ZoneServer::SendUpdateTitles(Client* client, Title* suffix, Title* prefix) {
  5559. assert(client);
  5560. if (client->GetVersion() > 546)
  5561. SendUpdateTitles(client->GetPlayer(), suffix, prefix);
  5562. }
  5563. void ZoneServer::SendUpdateTitles(Spawn *spawn, Title *suffix, Title *prefix) {
  5564. if (!spawn)
  5565. return;
  5566. vector<Client*>::iterator itr;
  5567. PacketStruct *packet;
  5568. Client* current_client;
  5569. MClientList.readlock(__FUNCTION__, __LINE__);
  5570. for (itr = clients.begin(); itr != clients.end(); itr++) {
  5571. current_client = *itr;
  5572. if (current_client->GetVersion() <= 546)
  5573. continue;
  5574. if (!(packet = configReader.getStruct("WS_UpdateTitle", current_client->GetVersion())))
  5575. continue;
  5576. packet->setDataByName("player_id", current_client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  5577. packet->setDataByName("player_name", spawn->GetName());
  5578. packet->setDataByName("unknown1", 1, 1);
  5579. if(suffix)
  5580. packet->setDataByName("suffix_title", suffix->GetName());
  5581. else
  5582. packet->setDataByName("suffix_title", spawn->GetSuffixTitle());
  5583. if(prefix)
  5584. packet->setDataByName("prefix_title", prefix->GetName());
  5585. else
  5586. packet->setDataByName("prefix_title", spawn->GetPrefixTitle());
  5587. packet->setDataByName("last_name", spawn->GetLastName());
  5588. packet->setDataByName("sub_title", spawn->GetSubTitle());
  5589. current_client->QueuePacket(packet->serialize());
  5590. safe_delete(packet);
  5591. }
  5592. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5593. }
  5594. void ZoneServer::AddTransportSpawn(Spawn* spawn){
  5595. if(!spawn)
  5596. return;
  5597. MTransportSpawns.writelock(__FUNCTION__, __LINE__);
  5598. transport_spawns.push_back(spawn->GetID());
  5599. spawn->SetTransportSpawn(true);
  5600. MTransportSpawns.releasewritelock(__FUNCTION__, __LINE__);
  5601. }
  5602. Spawn* ZoneServer::GetClosestTransportSpawn(float x, float y, float z){
  5603. Spawn* spawn = 0;
  5604. Spawn* closest_spawn = 0;
  5605. float closest_distance = 0.0;
  5606. MTransportSpawns.writelock(__FUNCTION__, __LINE__);
  5607. vector<int32>::iterator itr = transport_spawns.begin();
  5608. while(itr != transport_spawns.end()){
  5609. spawn = GetSpawnByID(*itr);
  5610. if(spawn){
  5611. if(closest_distance == 0.0){
  5612. closest_spawn = spawn;
  5613. closest_distance = spawn->GetDistance(x, y, z);
  5614. }
  5615. else if(spawn->GetDistance(x, y, z) < closest_distance){
  5616. closest_spawn = spawn;
  5617. closest_distance = spawn->GetDistance(x, y, z);
  5618. }
  5619. itr++;
  5620. }
  5621. else
  5622. itr = transport_spawns.erase(itr);
  5623. }
  5624. MTransportSpawns.releasewritelock(__FUNCTION__, __LINE__);
  5625. return closest_spawn;
  5626. }
  5627. Spawn* ZoneServer::GetTransportByRailID(sint64 rail_id){
  5628. Spawn* spawn = 0;
  5629. Spawn* closest_spawn = 0;
  5630. MTransportSpawns.readlock(__FUNCTION__, __LINE__);
  5631. vector<int32>::iterator itr = transport_spawns.begin();
  5632. while(itr != transport_spawns.end()){
  5633. spawn = GetSpawnByID(*itr);
  5634. //printf("Rail id: %i vs %i\n", spawn ? spawn->GetRailID() : 0, rail_id);
  5635. if(spawn && spawn->GetRailID() == rail_id){
  5636. closest_spawn = spawn;
  5637. break;
  5638. }
  5639. itr++;
  5640. }
  5641. MTransportSpawns.releasereadlock(__FUNCTION__, __LINE__);
  5642. return closest_spawn;
  5643. }
  5644. void ZoneServer::SetRain(float val) {
  5645. rain = val;
  5646. vector<Client*>::iterator itr;
  5647. MClientList.readlock(__FUNCTION__, __LINE__);
  5648. for (itr = clients.begin(); itr != clients.end(); itr++) {
  5649. Client* client = *itr;
  5650. client->GetPlayer()->GetInfoStruct()->set_rain(val);
  5651. client->GetPlayer()->SetCharSheetChanged(true);
  5652. if( val >= 0.75 && !weather_signaled )
  5653. {
  5654. client->SimpleMessage(CHANNEL_NARRATIVE, "It starts to rain.");
  5655. }
  5656. else if( val < 0.75 && weather_signaled )
  5657. {
  5658. client->SimpleMessage(CHANNEL_NARRATIVE, "It stops raining.");
  5659. }
  5660. }
  5661. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5662. if (val >= 0.75 && !weather_signaled) {
  5663. weather_signaled = true;
  5664. ProcessSpawnConditional(SPAWN_CONDITIONAL_RAINING);
  5665. }
  5666. else if (val < 0.75 && weather_signaled) {
  5667. weather_signaled = false;
  5668. ProcessSpawnConditional(SPAWN_CONDITIONAL_NOT_RAINING);
  5669. }
  5670. }
  5671. void ZoneServer::SetWind(float val) {
  5672. vector<Client*>::iterator itr;
  5673. MClientList.readlock(__FUNCTION__, __LINE__);
  5674. for (itr = clients.begin(); itr != clients.end(); itr++) {
  5675. Client* client = *itr;
  5676. client->GetPlayer()->GetInfoStruct()->set_wind(val);
  5677. client->GetPlayer()->SetCharSheetChanged(true);
  5678. }
  5679. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5680. }
  5681. void ZoneServer::ProcessWeather()
  5682. {
  5683. // if the global rule to disable weather is set, or if the `weather_allowed` field in the zone record == 0, do not process weather
  5684. if( !weather_enabled || !isWeatherAllowed() )
  5685. return;
  5686. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Processing weather changes", zone_name);
  5687. float new_weather = 0;
  5688. float weather_offset = 0;
  5689. bool change_weather = false;
  5690. // check to see if it is time to change the weather according to weather_frequency (time between changes)
  5691. if( weather_last_changed_time <= (Timer::GetUnixTimeStamp() - weather_frequency) )
  5692. {
  5693. LogWrite(ZONE__DEBUG, 2, "Zone", "%s: Checking for weather changes", zone_name);
  5694. // reset last changed time (frequency check)
  5695. weather_last_changed_time = Timer::GetUnixTimeStamp();
  5696. // this is the chance a weather change occurs at all at the expired interval
  5697. int8 weather_random = MakeRandomInt(1, 100);
  5698. 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");
  5699. if( weather_random <= weather_change_chance )
  5700. {
  5701. change_weather = true;
  5702. weather_offset = weather_change_amount;
  5703. if( weather_type == 3 ) // chaotic weather patterns, random weather between min/max
  5704. {
  5705. new_weather = MakeRandomFloat(weather_min_severity, weather_max_severity);
  5706. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Chaotic weather severity changed to %.2f", zone_name, new_weather);
  5707. weather_pattern = 2;
  5708. }
  5709. else if( weather_type == 2 ) // random weather patterns, combination of normal + dynamic + max_offset
  5710. {
  5711. weather_offset = MakeRandomFloat(weather_change_amount, weather_dynamic_offset);
  5712. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Random weather severity changed by %.2f", zone_name, weather_offset);
  5713. int8 weather_alter = weather_change_chance / 10; // the divide is to prevent too many direction changes in a cycle
  5714. weather_random = MakeRandomInt(1, 100); // chance that the weather changes direction (weather_pattern)
  5715. if( weather_random <= weather_alter )
  5716. weather_pattern = ( weather_pattern == 0 ) ? 1 : 0;
  5717. }
  5718. else if( weather_type == 1 ) // dynamic weather patterns, weather may not reach min/max
  5719. {
  5720. int8 weather_alter = weather_change_chance / 10; // the divide is to prevent too many direction changes in a cycle
  5721. weather_random = MakeRandomInt(1, 100); // chance that the weather changes direction (weather_pattern)
  5722. if( weather_random <= weather_alter )
  5723. {
  5724. weather_pattern = ( weather_pattern == 0 ) ? 1 : 0;
  5725. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Dynamic weather pattern changed to %i", zone_name, weather_pattern);
  5726. }
  5727. }
  5728. else // normal weather patterns, weather starts at min, goes to max, then back down again
  5729. {
  5730. // do nothing (processed below)
  5731. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Normal weather severity changed by %.2f", zone_name, weather_offset);
  5732. }
  5733. // when all done, change the weather
  5734. if( change_weather )
  5735. {
  5736. if( weather_pattern == 1 )
  5737. {
  5738. // weather is getting worse, til it reaches weather_max_severity
  5739. new_weather = ( weather_current_severity <= weather_max_severity ) ? weather_current_severity + weather_offset : weather_max_severity;
  5740. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Increased weather severity by %.2f", zone_name, weather_offset);
  5741. if(new_weather > weather_max_severity)
  5742. {
  5743. new_weather = weather_max_severity - weather_offset;
  5744. weather_pattern = 0;
  5745. }
  5746. }
  5747. else if( weather_pattern == 0 )
  5748. {
  5749. // weather is clearing up, til it reaches weather_min_severity
  5750. new_weather = ( weather_current_severity >= weather_min_severity ) ? weather_current_severity - weather_offset : weather_min_severity;
  5751. LogWrite(ZONE__DEBUG, 3, "Zone", "%s: Decreased weather severity by %.2f", zone_name, weather_offset);
  5752. if(new_weather < weather_min_severity)
  5753. {
  5754. new_weather = weather_min_severity + weather_offset;
  5755. weather_pattern = 1;
  5756. }
  5757. }
  5758. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Weather change triggered from %.2f to %.2f", zone_name, weather_current_severity, new_weather);
  5759. this->SetRain(new_weather);
  5760. weather_current_severity = new_weather;
  5761. }
  5762. }
  5763. }
  5764. else
  5765. LogWrite(ZONE__DEBUG, 1, "Zone", "%s: Not time to change weather yet", zone_name);
  5766. }
  5767. void ZoneServer::HidePrivateSpawn(Spawn* spawn) {
  5768. if (!spawn->IsPrivateSpawn())
  5769. return;
  5770. Client* client = 0;
  5771. Player* player = 0;
  5772. PacketStruct* packet = 0;
  5773. int32 packet_version = 0;
  5774. MutexList<Client*>::iterator itr = connected_clients.begin();
  5775. while (itr->Next()) {
  5776. client = itr->value;
  5777. player = client->GetPlayer();
  5778. if (player->WasSentSpawn(spawn->GetID())) {
  5779. if (!packet || packet_version != client->GetVersion()) {
  5780. safe_delete(packet);
  5781. packet_version = client->GetVersion();
  5782. packet = configReader.getStruct("WS_DestroyGhostCmd", packet_version);
  5783. }
  5784. SendRemoveSpawn(client, spawn, packet);
  5785. if(spawn_range_map.count(client) > 0)
  5786. spawn_range_map.Get(client)->erase(spawn->GetID());
  5787. if(player->GetTarget() == spawn)
  5788. player->SetTarget(0);
  5789. }
  5790. }
  5791. safe_delete(packet);
  5792. }
  5793. SpawnLocation* ZoneServer::GetSpawnLocation(int32 id) {
  5794. SpawnLocation* ret = 0;
  5795. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  5796. if (spawn_location_list.count(id) > 0)
  5797. ret = spawn_location_list[id];
  5798. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  5799. return ret;
  5800. }
  5801. void ZoneServer::PlayAnimation(Spawn* spawn, int32 visual_state, Spawn* spawn2, int8 hide_type){
  5802. Client* client = 0;
  5803. PacketStruct* packet = 0;
  5804. Spawn* exclude_spawn = 0;
  5805. if (!spawn)
  5806. return;
  5807. if (spawn2){
  5808. if(hide_type == 1){
  5809. client = GetClientBySpawn(spawn2);
  5810. if(client){
  5811. packet = configReader.getStruct("WS_CannedEmote", client->GetVersion());
  5812. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  5813. packet->setDataByName("anim_type", visual_state);
  5814. client->QueuePacket(packet->serialize());
  5815. }
  5816. return;
  5817. }
  5818. if(hide_type == 2)
  5819. exclude_spawn = spawn2;
  5820. }
  5821. vector<Client*>::iterator client_itr;
  5822. MClientList.readlock(__FUNCTION__, __LINE__);
  5823. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++) {
  5824. client = *client_itr;
  5825. if(spawn->GetDistance(client->GetPlayer()) > 50)
  5826. continue;
  5827. if(exclude_spawn == client->GetPlayer())
  5828. continue;
  5829. packet = configReader.getStruct("WS_CannedEmote", client->GetVersion());
  5830. if (packet) {
  5831. packet->setDataByName("spawn_id", client->GetPlayer()->GetIDWithPlayerSpawn(spawn));
  5832. packet->setDataByName("anim_type", visual_state);
  5833. client->QueuePacket(packet->serialize());
  5834. safe_delete(packet);
  5835. }
  5836. }
  5837. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  5838. }
  5839. vector<Spawn*> ZoneServer::GetSpawnsByID(int32 id) {
  5840. vector<Spawn*> tmp_list;
  5841. Spawn* spawn;
  5842. map<int32, Spawn*>::iterator itr;
  5843. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5844. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5845. spawn = itr->second;
  5846. if (spawn && (spawn->GetDatabaseID() == id))
  5847. tmp_list.push_back(spawn);
  5848. }
  5849. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5850. return tmp_list;
  5851. }
  5852. vector<Spawn*> ZoneServer::GetSpawnsByRailID(sint64 rail_id) {
  5853. vector<Spawn*> tmp_list;
  5854. Spawn* spawn;
  5855. MTransportSpawns.readlock(__FUNCTION__, __LINE__);
  5856. vector<int32>::iterator itr = transport_spawns.begin();
  5857. while(itr != transport_spawns.end()){
  5858. spawn = GetSpawnByID(*itr);
  5859. if(spawn && spawn->GetRailID() == rail_id){
  5860. tmp_list.push_back(spawn);
  5861. }
  5862. itr++;
  5863. }
  5864. MTransportSpawns.releasereadlock(__FUNCTION__, __LINE__);
  5865. return tmp_list;
  5866. }
  5867. void ZoneServer::RemovePlayerPassenger(int32 char_id) {
  5868. vector<Spawn*> tmp_list;
  5869. Spawn* spawn;
  5870. MTransportSpawns.readlock(__FUNCTION__, __LINE__);
  5871. vector<int32>::iterator itr = transport_spawns.begin();
  5872. while(itr != transport_spawns.end()){
  5873. spawn = GetSpawnByID(*itr);
  5874. if(spawn) {
  5875. spawn->RemoveRailPassenger(char_id);
  5876. }
  5877. itr++;
  5878. }
  5879. MTransportSpawns.releasereadlock(__FUNCTION__, __LINE__);
  5880. }
  5881. vector<Spawn*> ZoneServer::GetAttackableSpawnsByDistance(Spawn* caster, float distance) {
  5882. vector<Spawn*> ret;
  5883. Spawn* spawn = 0;
  5884. map<int32, Spawn*>::iterator itr;
  5885. MSpawnList.readlock(__FUNCTION__, __LINE__);
  5886. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  5887. spawn = itr->second;
  5888. if (spawn && spawn->IsNPC() && spawn->appearance.attackable > 0 && spawn != caster && spawn->Alive() && spawn->GetDistance(caster, true) <= distance)
  5889. ret.push_back(spawn);
  5890. }
  5891. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  5892. return ret;
  5893. }
  5894. void ZoneServer::ResurrectSpawn(Spawn* spawn, Client* client) {
  5895. if(!client || !spawn)
  5896. return;
  5897. PendingResurrection* rez = client->GetCurrentRez();
  5898. if(!rez || !rez->caster)
  5899. return;
  5900. PacketStruct* packet = 0;
  5901. float power_perc = rez->mp_perc;
  5902. float health_perc = rez->hp_perc;
  5903. Spawn* caster_spawn = rez->caster;
  5904. sint32 heal_amt = 0;
  5905. sint32 power_amt = 0;
  5906. bool no_calcs = rez->no_calcs;
  5907. int8 crit_mod = rez->crit_mod;
  5908. Entity* caster = 0;
  5909. InfoStruct* info = 0;
  5910. bool crit = false;
  5911. string heal_spell = rez->heal_name;
  5912. int16 heal_packet_type = 0;
  5913. int16 power_packet_type = 0;
  5914. //Calculations for how much to heal the spawn
  5915. if(health_perc > 0)
  5916. heal_amt = (spawn->GetTotalHP() * (health_perc / 100));
  5917. if(power_perc > 0)
  5918. power_amt = (spawn->GetTotalPower() * (power_perc / 100));
  5919. if(caster_spawn->IsEntity()){
  5920. caster = ((Entity*)caster_spawn);
  5921. info = caster->GetInfoStruct();
  5922. }
  5923. if(!no_calcs && caster){
  5924. heal_amt = caster->CalculateHealAmount(spawn, heal_amt, crit_mod, &crit);
  5925. power_amt = caster->CalculateHealAmount(spawn, power_amt, crit_mod, &crit);
  5926. }
  5927. //Set this rez as a crit to be passed to subspell (not yet used)
  5928. rez->crit = true;
  5929. //Set Heal amt to 1 if 0 now so the player has health
  5930. if(heal_amt == 0)
  5931. heal_amt = 1;
  5932. if(heal_amt > spawn->GetTotalHP())
  5933. heal_amt = spawn->GetTotalHP();
  5934. if(power_amt > spawn->GetTotalPower())
  5935. power_amt = spawn->GetTotalPower();
  5936. spawn->SetHP(heal_amt);
  5937. if(power_amt > 0)
  5938. spawn->SetPower(power_amt);
  5939. if(client && caster){
  5940. EQ2Packet* move = ((Player*)spawn)->Move(caster->GetX(), caster->GetY(), caster->GetZ(), client->GetVersion());
  5941. if(move)
  5942. client->QueuePacket(move);
  5943. }
  5944. if(crit){
  5945. power_packet_type = HEAL_PACKET_TYPE_CRIT_MANA;
  5946. heal_packet_type = HEAL_PACKET_TYPE_CRIT_HEAL;
  5947. }
  5948. else {
  5949. power_packet_type = HEAL_PACKET_TYPE_SIMPLE_MANA;
  5950. heal_packet_type = HEAL_PACKET_TYPE_SIMPLE_HEAL;
  5951. }
  5952. SendHealPacket(caster, spawn, heal_packet_type, heal_amt, heal_spell.c_str());
  5953. if(power_amt > 0)
  5954. SendHealPacket(caster, spawn, power_packet_type, power_amt, heal_spell.c_str());
  5955. //The following code sets the spawn as alive
  5956. if(dead_spawns.count(spawn->GetID()) > 0)
  5957. dead_spawns.erase(spawn->GetID());
  5958. if(spawn->IsPlayer()){
  5959. spawn->SetSpawnType(4);
  5960. client = GetClientBySpawn(spawn);
  5961. if(client){
  5962. packet = configReader.getStruct("WS_Resurrected", client->GetVersion());
  5963. if(packet){
  5964. client->QueuePacket(packet->serialize());
  5965. }
  5966. packet = configReader.getStruct("WS_ServerControlFlags", client->GetVersion());
  5967. if(packet)
  5968. {
  5969. packet->setDataByName("parameter1", 8);
  5970. client->QueuePacket(packet->serialize());
  5971. packet->setDataByName("parameter1", 16);
  5972. client->QueuePacket(packet->serialize());
  5973. }
  5974. safe_delete(packet);
  5975. client->SimpleMessage(CHANNEL_NARRATIVE, "You regain consciousness!");
  5976. }
  5977. }
  5978. spawn->SendSpawnChanges(true);
  5979. spawn->SetTempActionState(-1);
  5980. spawn->appearance.attackable = 1;
  5981. }
  5982. void ZoneServer::SendDispellPacket(Entity* caster, Spawn* target, string dispell_name, string spell_name, int8 dispell_type){
  5983. if(!caster || !target)
  5984. return;
  5985. Client* client = 0;
  5986. Player* player = 0;
  5987. PacketStruct* packet = 0;
  5988. vector<Client*>::iterator client_itr;
  5989. MClientList.readlock(__FUNCTION__, __LINE__);
  5990. for (client_itr = clients.begin(); client_itr != clients.end(); client_itr++){
  5991. client = *client_itr;
  5992. if(!client || !(player = client->GetPlayer()) || (player != caster && ((caster && player->WasSentSpawn(caster->GetID()) == false) || (target && player->WasSentSpawn(target->GetID()) == false))))
  5993. continue;
  5994. if(caster && caster->GetDistance(player) > 50)
  5995. continue;
  5996. if(target && target->GetDistance(player) > 50)
  5997. continue;
  5998. packet = configReader.getStruct("WS_HearDispell", client->GetVersion());
  5999. if(packet){
  6000. packet->setDataByName("spell_name", spell_name.c_str());
  6001. packet->setDataByName("dispell_name", dispell_name.c_str());
  6002. packet->setDataByName("caster", player->GetIDWithPlayerSpawn(caster));
  6003. packet->setDataByName("target", player->GetIDWithPlayerSpawn(target));
  6004. packet->setDataByName("type", dispell_type);
  6005. client->QueuePacket(packet->serialize());
  6006. }
  6007. safe_delete(packet);
  6008. }
  6009. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  6010. }
  6011. void ZoneServer::DismissAllPets() {
  6012. Spawn* spawn = 0;
  6013. map<int32, Spawn*>::iterator itr;
  6014. MSpawnList.readlock(__FUNCTION__, __LINE__);
  6015. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  6016. spawn = itr->second;
  6017. if (spawn && spawn->IsEntity())
  6018. ((Entity*)spawn)->DismissAllPets();
  6019. }
  6020. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  6021. }
  6022. void ZoneServer::RemoveTargetFromSpell(LuaSpell* spell, Spawn* target, bool remove_caster){
  6023. if (spellProcess)
  6024. spellProcess->RemoveTargetFromSpell(spell, target, remove_caster);
  6025. }
  6026. void ZoneServer::ClearHate(Entity* entity) {
  6027. Spawn* spawn = 0;
  6028. map<int32, Spawn*>::iterator itr;
  6029. MSpawnList.readlock(__FUNCTION__, __LINE__);
  6030. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  6031. spawn = itr->second;
  6032. if (spawn && spawn->IsNPC() && ((NPC*)spawn)->Brain())
  6033. ((NPC*)spawn)->Brain()->ClearHate(entity);
  6034. }
  6035. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  6036. }
  6037. ThreadReturnType ZoneLoop(void* tmp) {
  6038. #ifdef WIN32
  6039. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
  6040. #endif
  6041. if (tmp == 0) {
  6042. ThrowError("ZoneLoop(): tmp = 0!");
  6043. THREAD_RETURN(NULL);
  6044. }
  6045. ZoneServer* zs = (ZoneServer*) tmp;
  6046. while (zs->Process()) {
  6047. if(zs->GetClientCount() == 0)
  6048. Sleep(1000);
  6049. else
  6050. Sleep(10);
  6051. }
  6052. zs->Process(); //run loop once more to clean up some functions
  6053. safe_delete(zs);
  6054. THREAD_RETURN(NULL);
  6055. }
  6056. ThreadReturnType SpawnLoop(void* tmp) {
  6057. #ifdef WIN32
  6058. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
  6059. #endif
  6060. if (tmp == 0) {
  6061. ThrowError("SpawnLoop(): tmp = 0!");
  6062. THREAD_RETURN(NULL);
  6063. }
  6064. ZoneServer* zs = (ZoneServer*) tmp;
  6065. #ifndef NO_CATCH
  6066. try {
  6067. #endif
  6068. zs->spawnthread_active = true;
  6069. while (zs->SpawnProcess()) {
  6070. if(zs->GetClientCount() == 0)
  6071. Sleep(1000);
  6072. else
  6073. Sleep(20);
  6074. }
  6075. zs->spawnthread_active = false;
  6076. #ifndef NO_CATCH
  6077. }
  6078. catch(...) {
  6079. zs->spawnthread_active = false;
  6080. zs->initial_spawn_threads_active = 0;
  6081. LogWrite(ZONE__ERROR, 0, "Zone", "Error Processing SpawnLoop, shutting down zone '%s'...", zs->GetZoneName());
  6082. try{
  6083. zs->Shutdown();
  6084. }
  6085. catch(...){
  6086. LogWrite(ZONE__ERROR, 0, "Zone", "Error Processing SpawnLoop while shutting down zone '%s'...", zs->GetZoneName());
  6087. throw;
  6088. }
  6089. throw;
  6090. }
  6091. #endif
  6092. THREAD_RETURN(NULL);
  6093. }
  6094. ThreadReturnType SendInitialSpawns(void* tmp) {
  6095. #ifdef WIN32
  6096. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_ABOVE_NORMAL);
  6097. #endif
  6098. if (tmp == 0) {
  6099. ThrowError("SendInitialSpawns(): tmp = 0!");
  6100. THREAD_RETURN(NULL);
  6101. }
  6102. Client* client = (Client*) tmp;
  6103. client->GetCurrentZone()->SendZoneSpawns(client);
  6104. THREAD_RETURN(NULL);
  6105. }
  6106. ThreadReturnType SendLevelChangedSpawns(void* tmp) {
  6107. #ifdef WIN32
  6108. SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
  6109. #endif
  6110. if (tmp == 0) {
  6111. ThrowError("SendLevelChangedSpawns(): tmp = 0!");
  6112. THREAD_RETURN(NULL);
  6113. }
  6114. Client* client = (Client*)tmp;
  6115. client->GetCurrentZone()->SendAllSpawnsForLevelChange(client);
  6116. THREAD_RETURN(NULL);
  6117. }
  6118. void ZoneServer::SetSpawnStructs(Client* client) {
  6119. int16 client_ver = client->GetVersion();
  6120. Player* player = client->GetPlayer();
  6121. //Save a copy of the correct spawn substructs for the client's player, save here a copy if we don't have one
  6122. PacketStruct* pos = configReader.getStruct("Substruct_SpawnPositionStruct", client_ver);
  6123. player->SetSpawnPosStruct(pos);
  6124. if (versioned_pos_structs.count(pos->GetVersion()) == 0)
  6125. versioned_pos_structs[pos->GetVersion()] = new PacketStruct(pos, true);
  6126. PacketStruct* vis = configReader.getStruct("Substruct_SpawnVisualizationInfoStruct", client_ver);
  6127. player->SetSpawnVisStruct(vis);
  6128. if (versioned_vis_structs.count(vis->GetVersion()) == 0)
  6129. versioned_vis_structs[vis->GetVersion()] = new PacketStruct(vis, true);
  6130. PacketStruct* info = configReader.getStruct("Substruct_SpawnInfoStruct", client_ver);
  6131. player->SetSpawnInfoStruct(info);
  6132. if (versioned_info_structs.count(info->GetVersion()) == 0)
  6133. versioned_info_structs[info->GetVersion()] = new PacketStruct(info, true);
  6134. PacketStruct* header = configReader.getStruct("WS_SpawnStruct_Header", client_ver);
  6135. player->SetSpawnHeaderStruct(header);
  6136. PacketStruct* footer = configReader.getStruct("WS_SpawnStruct_Footer", client_ver);
  6137. player->SetSpawnFooterStruct(footer);
  6138. PacketStruct* sfooter = configReader.getStruct("WS_SignWidgetSpawnStruct_Footer", client_ver);
  6139. player->SetSignFooterStruct(sfooter);
  6140. PacketStruct* wfooter = configReader.getStruct("WS_WidgetSpawnStruct_Footer", client_ver);
  6141. player->SetWidgetFooterStruct(wfooter);
  6142. }
  6143. Spawn* ZoneServer::GetSpawn(int32 id){
  6144. Spawn* ret = 0;
  6145. if(GetNPC(id))
  6146. ret = GetNewNPC(id);
  6147. else if(this->GetObject(id))
  6148. ret = GetNewObject(id);
  6149. else if(GetWidget(id))
  6150. ret = GetNewWidget(id);
  6151. else if(GetSign(id))
  6152. ret = GetNewSign(id);
  6153. else if(GetGroundSpawn(id))
  6154. ret = GetNewGroundSpawn(id);
  6155. // Unable to find the spawn in the list lets attempt to add it if we are not currently reloading
  6156. else if (!reloading && database.LoadNPC(this, id)) {
  6157. if (GetNPC(id))
  6158. ret = GetNewNPC(id);
  6159. else
  6160. LogWrite(NPC__ERROR, 0, "NPC", "Database inserted npc (%u) but was still unable to retrieve it!", id);
  6161. }
  6162. else if (!reloading && database.LoadObject(this, id)) {
  6163. if (this->GetObject(id))
  6164. ret = GetNewObject(id);
  6165. else
  6166. LogWrite(OBJECT__ERROR, 0, "Object", "Database inserted object (%u) but was still unable to retrieve it!", id);
  6167. }
  6168. else if (!reloading && database.LoadWidget(this, id)) {
  6169. if (GetWidget(id))
  6170. ret = GetNewWidget(id);
  6171. else
  6172. LogWrite(WIDGET__ERROR, 0, "Widget", "Database inserted widget (%u) but was still unable to retrieve it!", id);
  6173. }
  6174. else if (!reloading && database.LoadSign(this, id)) {
  6175. if (GetSign(id))
  6176. ret = GetNewSign(id);
  6177. else
  6178. LogWrite(SIGN__ERROR, 0, "Sign", "Database inserted sign (%u) but was still unable to retrieve it!", id);
  6179. }
  6180. else if (!reloading && database.LoadGroundSpawn(this, id)) {
  6181. if (GetGroundSpawn(id))
  6182. ret = GetNewGroundSpawn(id);
  6183. else
  6184. LogWrite(GROUNDSPAWN__ERROR, 0, "GSpawn", "Database inserted ground spawn (%u) but was still unable to retrieve it!", id);
  6185. }
  6186. if(ret && ret->IsOmittedByDBFlag())
  6187. {
  6188. LogWrite(SPAWN__WARNING, 0, "Spawn", "Spawn (%u) was skipped due to a missing expansion / holiday flag being met.", id);
  6189. safe_delete(ret);
  6190. ret = 0;
  6191. }
  6192. if(ret)
  6193. ret->SetID(Spawn::NextID());
  6194. return ret;
  6195. }
  6196. vector<EntityCommand*>* ZoneServer::GetEntityCommandList(int32 id){
  6197. if(entity_command_list.count(id) > 0)
  6198. return entity_command_list[id];
  6199. else
  6200. return 0;
  6201. }
  6202. void ZoneServer::SetEntityCommandList(int32 id, EntityCommand* command) {
  6203. if (entity_command_list.count(id) == 0)
  6204. entity_command_list[id] = new vector<EntityCommand*>;
  6205. entity_command_list[id]->push_back(command);
  6206. }
  6207. EntityCommand* ZoneServer::GetEntityCommand(int32 id, string name) {
  6208. EntityCommand* ret = 0;
  6209. if (entity_command_list.count(id) == 0)
  6210. return ret;
  6211. vector<EntityCommand*>::iterator itr;
  6212. for (itr = entity_command_list[id]->begin(); itr != entity_command_list[id]->end(); itr++) {
  6213. if ((*itr)->name == name) {
  6214. ret = (*itr);
  6215. break;
  6216. }
  6217. }
  6218. return ret;
  6219. }
  6220. void ZoneServer::ClearEntityCommands() {
  6221. if (entity_command_list.size() > 0) {
  6222. map<int32, vector<EntityCommand*>* >::iterator itr;
  6223. for (itr = entity_command_list.begin(); itr != entity_command_list.end(); itr++) {
  6224. vector<EntityCommand*>* entity_commands = itr->second;
  6225. if (entity_commands && entity_commands->size() > 0) {
  6226. vector<EntityCommand*>::iterator v_itr;
  6227. for (v_itr = entity_commands->begin(); v_itr != entity_commands->end(); v_itr++)
  6228. safe_delete(*v_itr);
  6229. entity_commands->clear();
  6230. }
  6231. safe_delete(entity_commands);
  6232. }
  6233. entity_command_list.clear();
  6234. }
  6235. }
  6236. void ZoneServer::AddNPCSpell(int32 list_id, int32 spell_id, int8 tier){
  6237. npc_spell_list[list_id][spell_id] = tier;
  6238. }
  6239. vector<Spell*>* ZoneServer::GetNPCSpells(int32 primary_list, int32 secondary_list){
  6240. vector<Spell*>* ret = 0;
  6241. if(npc_spell_list.count(primary_list) > 0){
  6242. ret = new vector<Spell*>();
  6243. map<int32, int8>::iterator itr;
  6244. Spell* tmpSpell = 0;
  6245. for(itr = npc_spell_list[primary_list].begin(); itr != npc_spell_list[primary_list].end(); itr++){
  6246. tmpSpell = master_spell_list.GetSpell(itr->first, itr->second);
  6247. if(tmpSpell)
  6248. ret->push_back(tmpSpell);
  6249. }
  6250. }
  6251. if(npc_spell_list.count(secondary_list) > 0){
  6252. if(!ret)
  6253. ret = new vector<Spell*>();
  6254. map<int32, int8>::iterator itr;
  6255. Spell* tmpSpell = 0;
  6256. for(itr = npc_spell_list[secondary_list].begin(); itr != npc_spell_list[secondary_list].end(); itr++){
  6257. tmpSpell = master_spell_list.GetSpell(itr->first, itr->second);
  6258. if(tmpSpell)
  6259. ret->push_back(tmpSpell);
  6260. }
  6261. }
  6262. if(ret && ret->size() == 0){
  6263. safe_delete(ret);
  6264. ret = 0;
  6265. }
  6266. return ret;
  6267. }
  6268. void ZoneServer::AddNPCSkill(int32 list_id, int32 skill_id, int16 value){
  6269. npc_skill_list[list_id][skill_id] = value;
  6270. }
  6271. map<string, Skill*>* ZoneServer::GetNPCSkills(int32 primary_list, int32 secondary_list){
  6272. map<string, Skill*>* ret = 0;
  6273. if(npc_skill_list.count(primary_list) > 0){
  6274. ret = new map<string, Skill*>();
  6275. map<int32, int16>::iterator itr;
  6276. Skill* tmpSkill = 0;
  6277. for(itr = npc_skill_list[primary_list].begin(); itr != npc_skill_list[primary_list].end(); itr++){
  6278. tmpSkill = master_skill_list.GetSkill(itr->first);
  6279. if(tmpSkill){
  6280. tmpSkill = new Skill(tmpSkill);
  6281. tmpSkill->current_val = itr->second;
  6282. tmpSkill->max_val = tmpSkill->current_val+5;
  6283. (*ret)[tmpSkill->name.data] = tmpSkill;
  6284. }
  6285. }
  6286. }
  6287. if(npc_skill_list.count(secondary_list) > 0){
  6288. if(!ret)
  6289. ret = new map<string, Skill*>();
  6290. map<int32, int16>::iterator itr;
  6291. Skill* tmpSkill = 0;
  6292. for(itr = npc_skill_list[secondary_list].begin(); itr != npc_skill_list[secondary_list].end(); itr++){
  6293. tmpSkill = master_skill_list.GetSkill(itr->first);
  6294. if(tmpSkill){
  6295. tmpSkill = new Skill(tmpSkill);
  6296. tmpSkill->current_val = itr->second;
  6297. tmpSkill->max_val = tmpSkill->current_val+5;
  6298. (*ret)[tmpSkill->name.data] = tmpSkill;
  6299. }
  6300. }
  6301. }
  6302. if(ret && ret->size() == 0){
  6303. safe_delete(ret);
  6304. ret = 0;
  6305. }
  6306. return ret;
  6307. }
  6308. void ZoneServer::AddNPCEquipment(int32 list_id, int32 item_id){
  6309. npc_equipment_list[list_id].push_back(item_id);
  6310. }
  6311. void ZoneServer::SetNPCEquipment(NPC* npc) {
  6312. if(npc_equipment_list.count(npc->GetEquipmentListID()) > 0){
  6313. Item* tmpItem = 0;
  6314. int8 slot = 0;
  6315. vector<int32>::iterator itr;
  6316. for(itr = npc_equipment_list[npc->GetEquipmentListID()].begin(); itr != npc_equipment_list[npc->GetEquipmentListID()].end(); itr++){
  6317. tmpItem = master_item_list.GetItem(*itr);
  6318. if(tmpItem){
  6319. slot = npc->GetEquipmentList()->GetFreeSlot(tmpItem);
  6320. if(slot < 255){
  6321. tmpItem = new Item(tmpItem);
  6322. npc->GetEquipmentList()->SetItem(slot, tmpItem);
  6323. }
  6324. }
  6325. }
  6326. }
  6327. }
  6328. void ZoneServer::AddNPC(int32 id, NPC* npc) {
  6329. npc_list[id] = npc;
  6330. }
  6331. void ZoneServer::AddWidget(int32 id, Widget* widget) {
  6332. widget_list[id] = widget;
  6333. }
  6334. Widget* ZoneServer::GetWidget(int32 id, bool override_loading) {
  6335. if((!reloading || override_loading) && widget_list.count(id) > 0)
  6336. return widget_list[id];
  6337. else
  6338. return 0;
  6339. }
  6340. Widget* ZoneServer::GetNewWidget(int32 id) {
  6341. if(!reloading && widget_list.count(id) > 0)
  6342. return widget_list[id]->Copy();
  6343. else
  6344. return 0;
  6345. }
  6346. void ZoneServer::LoadGroundSpawnEntries(){
  6347. MGroundSpawnItems.lock();
  6348. database.LoadGroundSpawnEntries(this);
  6349. MGroundSpawnItems.unlock();
  6350. }
  6351. void ZoneServer::LoadGroundSpawnItems() {
  6352. }
  6353. 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) {
  6354. GroundSpawnEntry* entry = new GroundSpawnEntry;
  6355. entry->min_skill_level = min_skill_level;
  6356. entry->min_adventure_level = min_adventure_level;
  6357. entry->bonus_table = bonus_table;
  6358. entry->harvest1 = harvest1;
  6359. entry->harvest3 = harvest3;
  6360. entry->harvest5 = harvest5;
  6361. entry->harvest_imbue = harvest_imbue;
  6362. entry->harvest_rare = harvest_rare;
  6363. entry->harvest10 = harvest10;
  6364. entry->harvest_coin = harvest_coin;
  6365. groundspawn_entries[groundspawn_id].push_back(entry);
  6366. }
  6367. void ZoneServer::AddGroundSpawnItem(int32 groundspawn_id, int32 item_id, int8 is_rare, int32 grid_id) {
  6368. GroundSpawnEntryItem* entry = new GroundSpawnEntryItem;
  6369. entry->item_id = item_id;
  6370. entry->is_rare = is_rare;
  6371. entry->grid_id = grid_id;
  6372. groundspawn_items[groundspawn_id].push_back(entry);
  6373. }
  6374. vector<GroundSpawnEntry*>* ZoneServer::GetGroundSpawnEntries(int32 id){
  6375. vector<GroundSpawnEntry*>* ret = 0;
  6376. MGroundSpawnItems.lock();
  6377. if(groundspawn_entries.count(id) > 0)
  6378. ret = &groundspawn_entries[id];
  6379. MGroundSpawnItems.unlock();
  6380. return ret;
  6381. }
  6382. vector<GroundSpawnEntryItem*>* ZoneServer::GetGroundSpawnEntryItems(int32 id){
  6383. vector<GroundSpawnEntryItem*>* ret = 0;
  6384. if(groundspawn_items.count(id) > 0)
  6385. ret = &groundspawn_items[id];
  6386. return ret;
  6387. }
  6388. // TODO - mis-named, should be DeleteGroundSpawnEntries() but this is ok for now :)
  6389. void ZoneServer::DeleteGroundSpawnItems()
  6390. {
  6391. MGroundSpawnItems.lock();
  6392. map<int32, vector<GroundSpawnEntry*> >::iterator groundspawnentry_map_itr;
  6393. vector<GroundSpawnEntry*>::iterator groundspawnentry_itr;
  6394. for(groundspawnentry_map_itr = groundspawn_entries.begin(); groundspawnentry_map_itr != groundspawn_entries.end(); groundspawnentry_map_itr++)
  6395. {
  6396. for(groundspawnentry_itr = groundspawnentry_map_itr->second.begin(); groundspawnentry_itr != groundspawnentry_map_itr->second.end(); groundspawnentry_itr++)
  6397. {
  6398. safe_delete(*groundspawnentry_itr);
  6399. }
  6400. }
  6401. groundspawn_entries.clear();
  6402. map<int32, vector<GroundSpawnEntryItem*> >::iterator groundspawnitem_map_itr;
  6403. vector<GroundSpawnEntryItem*>::iterator groundspawnitem_itr;
  6404. for(groundspawnitem_map_itr = groundspawn_items.begin(); groundspawnitem_map_itr != groundspawn_items.end(); groundspawnitem_map_itr++)
  6405. {
  6406. for(groundspawnitem_itr = groundspawnitem_map_itr->second.begin(); groundspawnitem_itr != groundspawnitem_map_itr->second.end(); groundspawnitem_itr++)
  6407. {
  6408. safe_delete(*groundspawnitem_itr);
  6409. }
  6410. }
  6411. groundspawn_items.clear();
  6412. MGroundSpawnItems.unlock();
  6413. }
  6414. void ZoneServer::AddGroundSpawn(int32 id, GroundSpawn* spawn) {
  6415. groundspawn_list[id] = spawn;
  6416. }
  6417. GroundSpawn* ZoneServer::GetGroundSpawn(int32 id, bool override_loading) {
  6418. if((!reloading || override_loading) && groundspawn_list.count(id) > 0)
  6419. return groundspawn_list[id];
  6420. else
  6421. return 0;
  6422. }
  6423. GroundSpawn* ZoneServer::GetNewGroundSpawn(int32 id) {
  6424. if(!reloading && groundspawn_list.count(id) > 0)
  6425. return groundspawn_list[id]->Copy();
  6426. else
  6427. return 0;
  6428. }
  6429. void ZoneServer::AddLootTable(int32 id, LootTable* table){
  6430. loot_tables[id] = table;
  6431. }
  6432. void ZoneServer::AddLootDrop(int32 id, LootDrop* drop){
  6433. loot_drops[id].push_back(drop);
  6434. }
  6435. void ZoneServer::AddSpawnLootList(int32 spawn_id, int32 id) {
  6436. spawn_loot_list[spawn_id].push_back(id);
  6437. }
  6438. void ZoneServer::ClearSpawnLootList(int32 spawn_id) {
  6439. spawn_loot_list[spawn_id].clear();
  6440. }
  6441. void ZoneServer::AddLevelLootList(GlobalLoot* loot) {
  6442. level_loot_list.push_back(loot);
  6443. }
  6444. void ZoneServer::AddRacialLootList(int16 racial_id, GlobalLoot* loot) {
  6445. racial_loot_list[racial_id].push_back(loot);
  6446. }
  6447. void ZoneServer::AddZoneLootList(int32 zone, GlobalLoot* loot) {
  6448. zone_loot_list[zone].push_back(loot);
  6449. }
  6450. void ZoneServer::ClearLootTables(){
  6451. map<int32,LootTable*>::iterator table_itr;
  6452. for(table_itr = loot_tables.begin(); table_itr != loot_tables.end(); table_itr++){
  6453. safe_delete(table_itr->second);
  6454. }
  6455. map<int32, vector<LootDrop*> >::iterator drop_itr;
  6456. vector<LootDrop*>::iterator drop_itr2;
  6457. for(drop_itr = loot_drops.begin(); drop_itr != loot_drops.end(); drop_itr++){
  6458. for(drop_itr2 = drop_itr->second.begin(); drop_itr2 != drop_itr->second.end(); drop_itr2++){
  6459. safe_delete(*drop_itr2);
  6460. }
  6461. }
  6462. vector<GlobalLoot*>::iterator level_itr;
  6463. for (level_itr = level_loot_list.begin(); level_itr != level_loot_list.end(); level_itr++) {
  6464. safe_delete(*level_itr);
  6465. }
  6466. map<int16, vector<GlobalLoot*> >::iterator race_itr;
  6467. vector<GlobalLoot*>::iterator race_itr2;
  6468. for (race_itr = racial_loot_list.begin(); race_itr != racial_loot_list.end(); race_itr++) {
  6469. for (race_itr2 = race_itr->second.begin(); race_itr2 != race_itr->second.end(); race_itr2++) {
  6470. safe_delete(*race_itr2);
  6471. }
  6472. }
  6473. map<int32, vector<GlobalLoot*> >::iterator zone_itr;
  6474. vector<GlobalLoot*>::iterator zone_itr2;
  6475. for(zone_itr = zone_loot_list.begin(); zone_itr != zone_loot_list.end(); zone_itr++) {
  6476. for (zone_itr2 = zone_itr->second.begin(); zone_itr2 != zone_itr->second.end(); zone_itr2++) {
  6477. safe_delete(*zone_itr2);
  6478. }
  6479. }
  6480. loot_tables.clear();
  6481. loot_drops.clear();
  6482. spawn_loot_list.clear();
  6483. level_loot_list.clear();
  6484. racial_loot_list.clear();
  6485. zone_loot_list.clear();
  6486. }
  6487. vector<int32> ZoneServer::GetSpawnLootList(int32 spawn_id, int32 zone_id, int8 spawn_level, int16 racial_id, Spawn* spawn) {
  6488. vector<int32> ret;
  6489. int32 returnValue = 0;
  6490. if(reloading)
  6491. return ret;
  6492. if (spawn_loot_list.count(spawn_id) > 0)
  6493. ret.insert(ret.end(), spawn_loot_list[spawn_id].begin(), spawn_loot_list[spawn_id].end());
  6494. if (level_loot_list.size() > 0) {
  6495. vector<GlobalLoot*>::iterator itr;
  6496. for (itr = level_loot_list.begin(); itr != level_loot_list.end(); itr++) {
  6497. GlobalLoot* loot = *itr;
  6498. const char* zone_script = world.GetZoneScript(this->GetZoneID());
  6499. returnValue = 0; // reset since this can override the database setting
  6500. if(zone_script)
  6501. {
  6502. if(lua_interface->RunZoneScriptWithReturn(zone_script, "loot_criteria_level", spawn->GetZone(), spawn, loot->table_id, loot->minLevel, loot->maxLevel, &returnValue) && returnValue == 0)
  6503. continue;
  6504. }
  6505. bool entryAdded = false;
  6506. if (loot->minLevel == 0 && loot->maxLevel == 0 && (!loot->loot_tier || spawn->GetLootTier() >= loot->loot_tier) && (entryAdded = true)) // successful plan to add set entryAdded to true
  6507. ret.push_back(loot->table_id);
  6508. else {
  6509. if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel && (!loot->loot_tier || spawn->GetLootTier() >= loot->loot_tier) && (entryAdded = true)) // successful plan to add set entryAdded to true
  6510. ret.push_back(loot->table_id);
  6511. }
  6512. if(!entryAdded && returnValue) // DB override via LUA scripting
  6513. ret.push_back(loot->table_id);
  6514. }
  6515. }
  6516. if (racial_loot_list.count(racial_id) > 0) {
  6517. vector<GlobalLoot*>::iterator itr;
  6518. for (itr = racial_loot_list[racial_id].begin(); itr != racial_loot_list[racial_id].end(); itr++) {
  6519. GlobalLoot* loot = *itr;
  6520. const char* zone_script = world.GetZoneScript(this->GetZoneID());
  6521. returnValue = 0; // reset since this can override the database setting
  6522. if(zone_script)
  6523. {
  6524. if(lua_interface->RunZoneScriptWithReturn(zone_script, "loot_criteria_racial", spawn->GetZone(), spawn, loot->table_id, loot->minLevel, loot->maxLevel, &returnValue) && returnValue == 0)
  6525. continue;
  6526. }
  6527. bool entryAdded = false;
  6528. if (loot->minLevel == 0 && loot->maxLevel == 0 && (!loot->loot_tier || spawn->GetLootTier() >= loot->loot_tier) && (entryAdded = true)) // successful plan to add set entryAdded to true
  6529. ret.push_back(loot->table_id);
  6530. else {
  6531. if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel && (!loot->loot_tier || spawn->GetLootTier() >= loot->loot_tier) && (entryAdded = true)) // successful plan to add set entryAdded to true
  6532. ret.push_back(loot->table_id);
  6533. }
  6534. if(!entryAdded && returnValue) // DB override via LUA scripting
  6535. ret.push_back(loot->table_id);
  6536. }
  6537. }
  6538. if (zone_loot_list.count(zone_id) > 0) {
  6539. vector<GlobalLoot*>::iterator itr;
  6540. for (itr = zone_loot_list[zone_id].begin(); itr != zone_loot_list[zone_id].end(); itr++) {
  6541. GlobalLoot* loot = *itr;
  6542. const char* zone_script = world.GetZoneScript(this->GetZoneID());
  6543. returnValue = 0; // reset since this can override the database setting
  6544. if(zone_script)
  6545. {
  6546. if(lua_interface->RunZoneScriptWithReturn(zone_script, "loot_criteria_zone", spawn->GetZone(), spawn, loot->table_id, loot->minLevel, loot->maxLevel, &returnValue) && returnValue == 0)
  6547. continue;
  6548. }
  6549. bool entryAdded = false;
  6550. if (loot->minLevel == 0 && loot->maxLevel == 0 && (!loot->loot_tier || spawn->GetLootTier() >= loot->loot_tier) && (entryAdded = true)) // successful plan to add set entryAdded to true
  6551. ret.push_back(loot->table_id);
  6552. else {
  6553. if (spawn_level >= loot->minLevel && spawn_level <= loot->maxLevel && (!loot->loot_tier || spawn->GetLootTier() >= loot->loot_tier) && (entryAdded = true)) // successful plan to add set entryAdded to true
  6554. ret.push_back(loot->table_id);
  6555. }
  6556. if(!entryAdded && returnValue) // DB override via LUA scripting
  6557. ret.push_back(loot->table_id);
  6558. }
  6559. }
  6560. return ret;
  6561. }
  6562. vector<LootDrop*>* ZoneServer::GetLootDrops(int32 table_id){
  6563. if(!reloading && loot_drops.count(table_id) > 0)
  6564. return &(loot_drops[table_id]);
  6565. else
  6566. return 0;
  6567. }
  6568. LootTable* ZoneServer::GetLootTable(int32 table_id){
  6569. return loot_tables[table_id];
  6570. }
  6571. 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){
  6572. LocationTransportDestination* loc = new LocationTransportDestination;
  6573. loc->message = message;
  6574. loc->trigger_x = trigger_x;
  6575. loc->trigger_y = trigger_y;
  6576. loc->trigger_z = trigger_z;
  6577. loc->trigger_radius = trigger_radius;
  6578. loc->destination_zone_id = destination_zone_id;
  6579. loc->destination_x = destination_x;
  6580. loc->destination_y = destination_y;
  6581. loc->destination_z = destination_z;
  6582. loc->destination_heading = destination_heading;
  6583. loc->cost = cost;
  6584. loc->unique_id = unique_id;
  6585. MTransporters.lock();
  6586. if(location_transporters.count(zone_id) == 0)
  6587. location_transporters[zone_id] = new MutexList<LocationTransportDestination*>();
  6588. location_transporters[zone_id]->Add(loc);
  6589. MTransporters.unlock();
  6590. }
  6591. 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,
  6592. 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, int32 expansion_flag, int32 holiday_flag, int32 min_client_version,
  6593. int32 max_client_version, int32 flight_path_id, int16 mount_id, int8 mount_red_color, int8 mount_green_color, int8 mount_blue_color){
  6594. TransportDestination* transport = new TransportDestination;
  6595. transport->type = type;
  6596. transport->display_name = name;
  6597. transport->message = message;
  6598. transport->destination_zone_id = destination_zone_id;
  6599. transport->destination_x = destination_x;
  6600. transport->destination_y = destination_y;
  6601. transport->destination_z = destination_z;
  6602. transport->destination_heading = destination_heading;
  6603. transport->cost = cost;
  6604. transport->unique_id = unique_id;
  6605. transport->min_level = min_level;
  6606. transport->max_level = max_level;
  6607. transport->req_quest = quest_req;
  6608. transport->req_quest_step = quest_step_req;
  6609. transport->req_quest_complete = quest_complete;
  6610. transport->map_x = map_x;
  6611. transport->map_y = map_y;
  6612. transport->expansion_flag = expansion_flag;
  6613. transport->holiday_flag = holiday_flag;
  6614. transport->min_client_version = min_client_version;
  6615. transport->max_client_version = max_client_version;
  6616. transport->flight_path_id = flight_path_id;
  6617. transport->mount_id = mount_id;
  6618. transport->mount_red_color = mount_red_color;
  6619. transport->mount_green_color = mount_green_color;
  6620. transport->mount_blue_color = mount_blue_color;
  6621. MTransporters.lock();
  6622. transporters[transport_id].push_back(transport);
  6623. MTransporters.unlock();
  6624. }
  6625. void ZoneServer::GetTransporters(vector<TransportDestination*>* returnList, Client* client, int32 transport_id){
  6626. if (!returnList)
  6627. return;
  6628. MTransporters.lock();
  6629. if (transporters.count(transport_id) > 0)
  6630. {
  6631. vector<TransportDestination*> list;
  6632. for (int i = 0; i < transporters[transport_id].size(); i++)
  6633. {
  6634. if (transporters[transport_id][i]->min_client_version && client->GetVersion() < transporters[transport_id][i]->min_client_version)
  6635. continue;
  6636. else if (transporters[transport_id][i]->max_client_version && client->GetVersion() > transporters[transport_id][i]->max_client_version)
  6637. continue;
  6638. if (database.CheckExpansionFlags(this, transporters[transport_id][i]->expansion_flag) && database.CheckHolidayFlags(this, transporters[transport_id][i]->holiday_flag))
  6639. {
  6640. returnList->push_back(transporters[transport_id][i]);
  6641. }
  6642. }
  6643. }
  6644. MTransporters.unlock();
  6645. }
  6646. MutexList<LocationTransportDestination*>* ZoneServer::GetLocationTransporters(int32 zone_id){
  6647. MutexList<LocationTransportDestination*>* ret = 0;
  6648. MTransporters.lock();
  6649. if(location_transporters.count(zone_id) > 0)
  6650. ret = location_transporters[zone_id];
  6651. MTransporters.unlock();
  6652. return ret;
  6653. }
  6654. void ZoneServer::DeleteGlobalTransporters(){
  6655. MTransporters.lock();
  6656. map<int32, vector<TransportDestination*> >::iterator itr;
  6657. vector<TransportDestination*>::iterator transport_vector_itr;
  6658. for(itr = transporters.begin(); itr != transporters.end(); itr++){
  6659. for(transport_vector_itr = itr->second.begin(); transport_vector_itr != itr->second.end(); transport_vector_itr++){
  6660. safe_delete(*transport_vector_itr);
  6661. }
  6662. }
  6663. map<int32, MutexList<LocationTransportDestination*>* >::iterator itr2;
  6664. for(itr2 = location_transporters.begin(); itr2 != location_transporters.end(); itr2++){
  6665. itr2->second->clear(true);
  6666. delete itr2->second;
  6667. }
  6668. transporters.clear();
  6669. location_transporters.clear();
  6670. MTransporters.unlock();
  6671. }
  6672. void ZoneServer::DeleteGlobalSpawns() {
  6673. ClearLootTables();
  6674. map<int32, NPC*>::iterator npc_list_iter;
  6675. for(npc_list_iter=npc_list.begin();npc_list_iter!=npc_list.end();npc_list_iter++) {
  6676. safe_delete(npc_list_iter->second);
  6677. }
  6678. npc_list.clear();
  6679. map<int32, Object*>::iterator object_list_iter;
  6680. for(object_list_iter=object_list.begin();object_list_iter!=object_list.end();object_list_iter++) {
  6681. safe_delete(object_list_iter->second);
  6682. }
  6683. object_list.clear();
  6684. map<int32, GroundSpawn*>::iterator groundspawn_list_iter;
  6685. for(groundspawn_list_iter=groundspawn_list.begin();groundspawn_list_iter!=groundspawn_list.end();groundspawn_list_iter++) {
  6686. safe_delete(groundspawn_list_iter->second);
  6687. }
  6688. groundspawn_list.clear();
  6689. map<int32, Widget*>::iterator widget_list_iter;
  6690. for(widget_list_iter=widget_list.begin();widget_list_iter!=widget_list.end();widget_list_iter++) {
  6691. safe_delete(widget_list_iter->second);
  6692. }
  6693. widget_list.clear();
  6694. map<int32, Sign*>::iterator sign_list_iter;
  6695. for(sign_list_iter=sign_list.begin();sign_list_iter!=sign_list.end();sign_list_iter++) {
  6696. safe_delete(sign_list_iter->second);
  6697. }
  6698. sign_list.clear();
  6699. /*map<int32, AppearanceData*>::iterator appearance_list_iter;
  6700. for(appearance_list_iter=npc_appearance_list.begin();appearance_list_iter!=npc_appearance_list.end();appearance_list_iter++) {
  6701. safe_delete(appearance_list_iter->second);
  6702. }
  6703. npc_appearance_list.clear();*/
  6704. ClearEntityCommands();
  6705. DeleteGroundSpawnItems();
  6706. DeleteGlobalTransporters();
  6707. DeleteTransporterMaps();
  6708. }
  6709. void ZoneServer::AddTransportMap(int32 id, string name) {
  6710. MTransportMaps.writelock(__FUNCTION__, __LINE__);
  6711. m_transportMaps[id] = name;
  6712. MTransportMaps.releasewritelock(__FUNCTION__, __LINE__);
  6713. }
  6714. bool ZoneServer::TransportHasMap(int32 id) {
  6715. bool ret = false;
  6716. MTransportMaps.readlock(__FUNCTION__, __LINE__);
  6717. ret = m_transportMaps.count(id) > 0;
  6718. MTransportMaps.releasereadlock(__FUNCTION__, __LINE__);
  6719. return ret;
  6720. }
  6721. string ZoneServer::GetTransportMap(int32 id) {
  6722. string ret;
  6723. MTransportMaps.readlock(__FUNCTION__, __LINE__);
  6724. if (m_transportMaps.count(id) > 0)
  6725. ret = m_transportMaps[id];
  6726. MTransportMaps.releasereadlock(__FUNCTION__, __LINE__);
  6727. return ret;
  6728. }
  6729. void ZoneServer::DeleteTransporterMaps() {
  6730. MTransportMaps.writelock(__FUNCTION__, __LINE__);
  6731. m_transportMaps.clear();
  6732. MTransportMaps.releasewritelock(__FUNCTION__, __LINE__);
  6733. }
  6734. void ZoneServer::ReloadSpawns() {
  6735. if (reloading)
  6736. return;
  6737. reloading = true;
  6738. world.SetReloadingSubsystem("Spawns");
  6739. // Let every one in the zone know what is happening
  6740. HandleBroadcast("Reloading all spawns for this zone.");
  6741. DeleteGlobalSpawns();
  6742. Depop(false, true);
  6743. }
  6744. void ZoneServer::SendStateCommand(Spawn* spawn, int32 state) {
  6745. vector<Client*>::iterator itr;
  6746. MClientList.readlock(__FUNCTION__, __LINE__);
  6747. for (itr = clients.begin(); itr != clients.end(); itr++) {
  6748. Client* client = *itr;
  6749. if (client && client->GetPlayer()->WasSentSpawn(spawn->GetID()))
  6750. ClientPacketFunctions::SendStateCommand(client, client->GetPlayer()->GetIDWithPlayerSpawn(spawn), state);
  6751. }
  6752. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  6753. }
  6754. void ZoneServer::AddFlightPath(int32 id, FlightPathInfo* info) {
  6755. if (m_flightPaths.count(id) > 0) {
  6756. LogWrite(ZONE__ERROR, 0, "Zone", "Duplicate flight path (%u)", id);
  6757. safe_delete(info);
  6758. return;
  6759. }
  6760. m_flightPaths[id] = info;
  6761. }
  6762. void ZoneServer::AddFlightPathLocation(int32 id, FlightPathLocation* location) {
  6763. if (m_flightPaths.count(id) == 0) {
  6764. LogWrite(ZONE__ERROR, 0, "Zone", "There is no flight info for this route (%u)", id);
  6765. safe_delete(location);
  6766. return;
  6767. }
  6768. m_flightPathRoutes[id].push_back(location);
  6769. }
  6770. void ZoneServer::DeleteFlightPaths() {
  6771. map<int32, vector<FlightPathLocation*> >::iterator itr;
  6772. vector<FlightPathLocation*>::iterator itr2;
  6773. map<int32, FlightPathInfo*>::iterator itr3;
  6774. for (itr = m_flightPathRoutes.begin(); itr != m_flightPathRoutes.end(); itr++) {
  6775. for (itr2 = itr->second.begin(); itr2 != itr->second.end(); itr2++) {
  6776. safe_delete(*itr2);
  6777. }
  6778. itr->second.clear();
  6779. }
  6780. m_flightPathRoutes.clear();
  6781. for (itr3 = m_flightPaths.begin(); itr3 != m_flightPaths.end(); itr3++) {
  6782. safe_delete(itr3->second);
  6783. }
  6784. m_flightPaths.clear();
  6785. }
  6786. void ZoneServer::SendFlightPathsPackets(Client* client) {
  6787. // Only send a packet if there are flight paths
  6788. if (m_flightPathRoutes.size() > 0) {
  6789. PacketStruct* packet = configReader.getStruct("WS_FlightPathsMsg", client->GetVersion());
  6790. if (packet) {
  6791. int32 num_routes = m_flightPaths.size();
  6792. packet->setArrayLengthByName("number_of_routes", num_routes);
  6793. packet->setArrayLengthByName("number_of_routes2", num_routes);
  6794. packet->setArrayLengthByName("number_of_routes3", num_routes);
  6795. packet->setArrayLengthByName("number_of_routes4", num_routes);
  6796. map<int32, FlightPathInfo*>::iterator itr;
  6797. int32 i = 0;
  6798. for (itr = m_flightPaths.begin(); itr != m_flightPaths.end(); itr++, i++) {
  6799. packet->setArrayDataByName("route_length", m_flightPathRoutes[itr->first].size(), i);
  6800. packet->setArrayDataByName("ground_mount", itr->second->flying ? 0 : 1, i);
  6801. packet->setArrayDataByName("allow_dismount", itr->second->dismount ? 1 : 0, i);
  6802. packet->setSubArrayLengthByName("route_length2", m_flightPathRoutes[itr->first].size(), i);
  6803. vector<FlightPathLocation*>::iterator itr2;
  6804. int32 j = 0;
  6805. for (itr2 = m_flightPathRoutes[itr->first].begin(); itr2 != m_flightPathRoutes[itr->first].end(); itr2++, j++) {
  6806. packet->setSubArrayDataByName("x", (*itr2)->X, i, j);
  6807. packet->setSubArrayDataByName("y", (*itr2)->Y, i, j);
  6808. packet->setSubArrayDataByName("z", (*itr2)->Z, i, j);
  6809. }
  6810. }
  6811. client->QueuePacket(packet->serialize());
  6812. safe_delete(packet);
  6813. }
  6814. }
  6815. }
  6816. int32 ZoneServer::GetFlightPathIndex(int32 id) {
  6817. int32 index = 0;
  6818. map<int32, FlightPathInfo*>::iterator itr;
  6819. for (itr = m_flightPaths.begin(); itr != m_flightPaths.end(); itr++, index++) {
  6820. if (itr->first == id)
  6821. return index;
  6822. }
  6823. return -1;
  6824. }
  6825. float ZoneServer::GetFlightPathSpeed(int32 id) {
  6826. float speed = 1;
  6827. if (m_flightPaths.count(id) > 0)
  6828. speed = m_flightPaths[id]->speed;
  6829. return speed;
  6830. }
  6831. void ZoneServer::ProcessSpawnConditional(int8 condition) {
  6832. MSpawnLocationList.readlock(__FUNCTION__, __LINE__);
  6833. MSpawnList.readlock(__FUNCTION__, __LINE__);
  6834. map<int32, Spawn*>::iterator itr;
  6835. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  6836. if (itr->second != NULL) // null itr->second still coming into ProcessSpawnConditional
  6837. {
  6838. SpawnLocation* loc = spawn_location_list[itr->second->GetSpawnLocationID()];
  6839. if (loc && loc->conditional > 0) {
  6840. if ((loc->conditional & condition) != condition) {
  6841. Despawn(itr->second, 0);
  6842. }
  6843. }
  6844. }
  6845. }
  6846. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  6847. map<int32, SpawnLocation*>::iterator itr2;
  6848. for (itr2 = spawn_location_list.begin(); itr2 != spawn_location_list.end(); itr2++) {
  6849. SpawnLocation* loc = itr2->second;
  6850. if (loc && loc->conditional > 0 && ((loc->conditional & condition) == condition))
  6851. if (GetSpawnByLocationID(loc->placement_id) == NULL)
  6852. ProcessSpawnLocation(loc);
  6853. }
  6854. MSpawnLocationList.releasereadlock(__FUNCTION__, __LINE__);
  6855. }
  6856. void ZoneServer::AddSpawnProximities(Spawn* newSpawn) {
  6857. Spawn* spawn = 0;
  6858. map<int32, Spawn*>::iterator itr;
  6859. MSpawnList.readlock(__FUNCTION__, __LINE__);
  6860. MPendingSpawnListAdd.readlock(__FUNCTION__, __LINE__);
  6861. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  6862. spawn = itr->second;
  6863. if (spawn && spawn != newSpawn) {
  6864. if (newSpawn->GetDatabaseID())
  6865. spawn->AddSpawnToProximity(newSpawn->GetDatabaseID(), Spawn::SpawnProximityType::SPAWNPROXIMITY_DATABASE_ID);
  6866. if (newSpawn->GetSpawnLocationID())
  6867. spawn->AddSpawnToProximity(newSpawn->GetSpawnLocationID(), Spawn::SpawnProximityType::SPAWNPROXIMITY_LOCATION_ID);
  6868. if (spawn->GetDatabaseID())
  6869. newSpawn->AddSpawnToProximity(spawn->GetDatabaseID(), Spawn::SpawnProximityType::SPAWNPROXIMITY_DATABASE_ID);
  6870. if (spawn->GetSpawnLocationID())
  6871. newSpawn->AddSpawnToProximity(spawn->GetSpawnLocationID(), Spawn::SpawnProximityType::SPAWNPROXIMITY_LOCATION_ID);
  6872. }
  6873. }
  6874. list<Spawn*>::iterator itr2;
  6875. for (itr2 = pending_spawn_list_add.begin(); itr2 != pending_spawn_list_add.end(); itr2++) {
  6876. spawn = *itr2;
  6877. if (spawn && spawn != newSpawn) {
  6878. if (newSpawn->GetDatabaseID())
  6879. spawn->AddSpawnToProximity(newSpawn->GetDatabaseID(), Spawn::SpawnProximityType::SPAWNPROXIMITY_DATABASE_ID);
  6880. if (newSpawn->GetSpawnLocationID())
  6881. spawn->AddSpawnToProximity(newSpawn->GetSpawnLocationID(), Spawn::SpawnProximityType::SPAWNPROXIMITY_LOCATION_ID);
  6882. if (spawn->GetDatabaseID())
  6883. newSpawn->AddSpawnToProximity(spawn->GetDatabaseID(), Spawn::SpawnProximityType::SPAWNPROXIMITY_DATABASE_ID);
  6884. if (spawn->GetSpawnLocationID())
  6885. newSpawn->AddSpawnToProximity(spawn->GetSpawnLocationID(), Spawn::SpawnProximityType::SPAWNPROXIMITY_LOCATION_ID);
  6886. }
  6887. }
  6888. MPendingSpawnListAdd.releasereadlock(__FUNCTION__, __LINE__);
  6889. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  6890. }
  6891. // we only call this inside a write lock
  6892. void ZoneServer::RemoveSpawnProximities(Spawn* oldSpawn) {
  6893. Spawn* spawn = 0;
  6894. map<int32, Spawn*>::iterator itr;
  6895. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  6896. spawn = itr->second;
  6897. if (spawn && spawn != oldSpawn) {
  6898. if (oldSpawn->GetDatabaseID())
  6899. spawn->RemoveSpawnFromProximity(oldSpawn->GetDatabaseID(), Spawn::SpawnProximityType::SPAWNPROXIMITY_DATABASE_ID);
  6900. if (oldSpawn->GetSpawnLocationID())
  6901. spawn->RemoveSpawnFromProximity(oldSpawn->GetSpawnLocationID(), Spawn::SpawnProximityType::SPAWNPROXIMITY_LOCATION_ID);
  6902. // don't need to remove oldSpawn proximities, we clear them all out
  6903. }
  6904. }
  6905. }
  6906. void ZoneServer::SetSpawnScript(SpawnEntry* entry, Spawn* spawn)
  6907. {
  6908. if (!entry || !spawn)
  6909. return;
  6910. const char* script = 0;
  6911. for (int x = 0; x < 3; x++)
  6912. {
  6913. switch (x)
  6914. {
  6915. case 0:
  6916. script = world.GetSpawnEntryScript(entry->spawn_entry_id);
  6917. break;
  6918. case 1:
  6919. script = world.GetSpawnLocationScript(entry->spawn_location_id);
  6920. break;
  6921. case 2:
  6922. script = world.GetSpawnScript(entry->spawn_id);
  6923. break;
  6924. }
  6925. if (script && lua_interface && lua_interface->GetSpawnScript(script) != 0)
  6926. {
  6927. spawn->SetSpawnScript(string(script));
  6928. break;
  6929. }
  6930. }
  6931. }
  6932. vector<HouseItem> ZoneServer::GetHouseItems(Client* client)
  6933. {
  6934. if (!client->GetCurrentZone()->GetInstanceID() || !client->HasOwnerOrEditAccess())
  6935. return std::vector<HouseItem>();
  6936. PacketStruct* packet = configReader.getStruct("WS_HouseItemsList", client->GetVersion());
  6937. std::vector<HouseItem> items;
  6938. map<int32, Spawn*>::iterator itr;
  6939. Spawn* spawn = 0;
  6940. MSpawnList.readlock(__FUNCTION__, __LINE__);
  6941. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  6942. spawn = itr->second;
  6943. if (spawn && spawn->IsObject() && spawn->GetPickupItemID())
  6944. {
  6945. HouseItem tmpItem;
  6946. tmpItem.item_id = spawn->GetPickupItemID();
  6947. tmpItem.unique_id = spawn->GetPickupUniqueItemID();
  6948. tmpItem.spawn_id = spawn->GetID();
  6949. tmpItem.item = master_item_list.GetItem(spawn->GetPickupItemID());
  6950. if (!tmpItem.item)
  6951. continue;
  6952. items.push_back(tmpItem);
  6953. }
  6954. }
  6955. MSpawnList.releasereadlock(__FUNCTION__, __LINE__);
  6956. return items;
  6957. }
  6958. void ZoneServer::SendHouseItems(Client* client)
  6959. {
  6960. if (!client->GetCurrentZone()->GetInstanceID() || !client->HasOwnerOrEditAccess())
  6961. return;
  6962. PacketStruct* packet = configReader.getStruct("WS_HouseItemsList", client->GetVersion());
  6963. std::vector<HouseItem> items = GetHouseItems(client);
  6964. // setting this to 1 puts it on the door widget
  6965. packet->setDataByName("is_widget_door", 1);
  6966. packet->setArrayLengthByName("num_items", items.size());
  6967. for (int i = 0; i < items.size(); i++)
  6968. {
  6969. HouseItem tmpItem = items[i];
  6970. packet->setArrayDataByName("unique_id", tmpItem.unique_id, i); // unique_id is in fact the item_id...
  6971. packet->setArrayDataByName("item_name", tmpItem.item->name.c_str(), i);
  6972. packet->setArrayDataByName("status_reduction", tmpItem.item->houseitem_info->status_rent_reduction, i);
  6973. // location, 0 = floor, 1 = ceiling
  6974. //packet->setArrayDataByName("location", 1, i, 0);
  6975. // item_state int8
  6976. // 0 = normal (cannot pick up item / move item / toggle visibility)
  6977. // 1 = virtual (toggle visibility available, no move item)
  6978. // 2 = hidden (cannot pick up item / move item / toggle visibility)
  6979. // 3 = virtual/hidden/toggle visibility
  6980. // 4 = none (cannot pick up item / move item / toggle visibility)
  6981. // 5 = none, toggle visibility (cannot pick up item / move item)
  6982. // 8 = none (cannot pick up item / move item / toggle visibility)
  6983. //packet->setArrayDataByName("item_state", tmpvalue, i, 0);
  6984. // makes it so we don't have access to move item/retrieve item
  6985. // cannot use in conjunction with ui_tab_flag1/ui_tab_flag2
  6986. //packet->setArrayDataByName("tradeable", 1, i);
  6987. //packet->setArrayDataByName("item_description", "failboat", i);
  6988. // access to move item/retrieve item, do not use in conjunction with tradeable
  6989. packet->setArrayDataByName("ui_tab_flag1", 1, i, 0);
  6990. packet->setArrayDataByName("ui_tab_flag2", 1, i, 0);
  6991. // both of these can serve as description fields (only one should be used they populate the same area below the item name)
  6992. //packet->setArrayDataByName("first_item_description", "test", i);
  6993. //packet->setArrayDataByName("second_item_description", "Description here!", i);
  6994. packet->setArrayDataByName("icon", tmpItem.item->details.icon, i);
  6995. }
  6996. EQ2Packet* pack = packet->serialize();
  6997. client->QueuePacket(pack);
  6998. safe_delete(packet);
  6999. }
  7000. Spawn* ZoneServer::GetSpawnFromUniqueItemID(int32 unique_id)
  7001. {
  7002. if (!GetInstanceID() || GetInstanceType() != Instance_Type::PERSONAL_HOUSE_INSTANCE)
  7003. return nullptr;
  7004. map<int32, Spawn*>::iterator itr;
  7005. Spawn* spawn = 0;
  7006. MSpawnList.readlock(__FUNCTION__, __LINE__);
  7007. for (itr = spawn_list.begin(); itr != spawn_list.end(); itr++) {
  7008. spawn = itr->second;
  7009. if (spawn && spawn->IsObject() && spawn->GetPickupUniqueItemID() == unique_id)
  7010. {
  7011. Spawn* tmpSpawn = spawn;
  7012. MSpawnList.releasereadlock();
  7013. return tmpSpawn;
  7014. }
  7015. }
  7016. MSpawnList.releasereadlock();
  7017. return nullptr;
  7018. }
  7019. void ZoneServer::AddPendingSpawnRemove(int32 id)
  7020. {
  7021. MPendingSpawnRemoval.writelock(__FUNCTION__, __LINE__);
  7022. m_pendingSpawnRemove.insert(make_pair(id,true));
  7023. MPendingSpawnRemoval.releasewritelock(__FUNCTION__, __LINE__);
  7024. }
  7025. void ZoneServer::ProcessSpawnRemovals()
  7026. {
  7027. MSpawnList.writelock(__FUNCTION__, __LINE__);
  7028. MPendingSpawnRemoval.writelock(__FUNCTION__, __LINE__);
  7029. if (m_pendingSpawnRemove.size() > 0) {
  7030. map<int32,bool>::iterator itr2;
  7031. for (itr2 = m_pendingSpawnRemove.begin(); itr2 != m_pendingSpawnRemove.end(); itr2++)
  7032. spawn_list.erase(itr2->first);
  7033. m_pendingSpawnRemove.clear();
  7034. }
  7035. MPendingSpawnRemoval.releasewritelock(__FUNCTION__, __LINE__);
  7036. MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
  7037. }
  7038. void ZoneServer::AddSpawnToGroup(Spawn* spawn, int32 group_id)
  7039. {
  7040. if( spawn->GetSpawnGroupID() > 0 )
  7041. spawn->RemoveSpawnFromGroup();
  7042. MutexList<int32>* groupList = &spawn_group_map.Get(group_id);
  7043. MutexList<int32>::iterator itr2 = groupList->begin();
  7044. while(itr2.Next())
  7045. {
  7046. Spawn* groupSpawn = GetSpawnByID(itr2.value);
  7047. if(groupSpawn)
  7048. {
  7049. // found existing group member to add it in
  7050. spawn->AddSpawnToGroup(groupSpawn);
  7051. break;
  7052. }
  7053. }
  7054. groupList->Add(spawn->GetID());
  7055. spawn->SetSpawnGroupID(group_id);
  7056. }
  7057. void ZoneServer::QueueStateCommandToClients(int32 spawn_id, int32 state)
  7058. {
  7059. if(spawn_id < 1)
  7060. return;
  7061. MLuaQueueStateCmd.lock();
  7062. lua_queued_state_commands.insert(make_pair(spawn_id, state));
  7063. MLuaQueueStateCmd.unlock();
  7064. }
  7065. void ZoneServer::QueueDefaultCommand(int32 spawn_id, std::string command, float distance)
  7066. {
  7067. if(spawn_id < 1)
  7068. return;
  7069. MLuaQueueStateCmd.lock();
  7070. lua_spawn_update_command[spawn_id].insert(make_pair(command,distance));
  7071. MLuaQueueStateCmd.unlock();
  7072. }
  7073. void ZoneServer::ProcessQueuedStateCommands() // in a client list lock only
  7074. {
  7075. vector<Client*>::iterator itr;
  7076. MLuaQueueStateCmd.lock();
  7077. if(lua_queued_state_commands.size() > 0)
  7078. {
  7079. std::map<int32, int32>::iterator statecmds;
  7080. for(statecmds = lua_queued_state_commands.begin(); statecmds != lua_queued_state_commands.end(); statecmds++)
  7081. {
  7082. Spawn* spawn = GetSpawnByID(statecmds->first, false);
  7083. if(!spawn)
  7084. continue;
  7085. MClientList.readlock(__FUNCTION__, __LINE__);
  7086. for (itr = clients.begin(); itr != clients.end(); itr++) {
  7087. Client* client = *itr;
  7088. if (client && client->GetPlayer()->WasSentSpawn(spawn->GetID()))
  7089. ClientPacketFunctions::SendStateCommand(client, client->GetPlayer()->GetIDWithPlayerSpawn(spawn), statecmds->second);
  7090. }
  7091. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  7092. }
  7093. lua_queued_state_commands.clear();
  7094. }
  7095. if(lua_spawn_update_command.size() > 0)
  7096. {
  7097. std::map<int32, std::map<std::string,float>>::iterator updatecmds;
  7098. for(updatecmds = lua_spawn_update_command.begin(); updatecmds != lua_spawn_update_command.end(); updatecmds++)
  7099. {
  7100. Spawn* spawn = GetSpawnByID(updatecmds->first, false);
  7101. if(!spawn)
  7102. continue;
  7103. std::map<std::string,float>::iterator innermap;
  7104. for(innermap = lua_spawn_update_command[updatecmds->first].begin(); innermap != lua_spawn_update_command[updatecmds->first].end(); innermap++)
  7105. {
  7106. MClientList.readlock(__FUNCTION__, __LINE__);
  7107. for (itr = clients.begin(); itr != clients.end(); itr++) {
  7108. Client* client = *itr;
  7109. if (client && client->GetPlayer()->WasSentSpawn(spawn->GetID()))
  7110. client->SendDefaultCommand(spawn, innermap->first.c_str(), innermap->second);
  7111. }
  7112. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  7113. }
  7114. lua_spawn_update_command[updatecmds->first].clear();
  7115. }
  7116. lua_spawn_update_command.clear();
  7117. }
  7118. MLuaQueueStateCmd.unlock();
  7119. }
  7120. void ZoneServer::UpdateClientSpawnMap(Player* player, Client* client)
  7121. {
  7122. // client may be null when passed
  7123. client_spawn_map.Put(player, client);
  7124. }
  7125. void ZoneServer::RemoveClientsFromZone(ZoneServer* zone) {
  7126. vector<Client*>::iterator itr;
  7127. MClientList.readlock(__FUNCTION__, __LINE__);
  7128. for (itr = clients.begin(); itr != clients.end(); itr++) {
  7129. Client* client = *itr;
  7130. if(client->GetCurrentZone() == zone) {
  7131. client->SetCurrentZone(nullptr);
  7132. }
  7133. if(client->GetZoningDestination() == zone) {
  7134. client->SetZoningDestination(nullptr);
  7135. }
  7136. }
  7137. MClientList.releasereadlock(__FUNCTION__, __LINE__);
  7138. }