World.h 23 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #ifndef EQ2_WORLD_H
  17. #define EQ2_WORLD_H
  18. #include <string>
  19. #include <vector>
  20. #include <map>
  21. #include <list>
  22. #include <mutex>
  23. #include <shared_mutex>
  24. #include "SpawnLists.h"
  25. #include "zoneserver.h"
  26. #include "NPC.h"
  27. #include "Widget.h"
  28. #include "Object.h"
  29. #include "GroundSpawn.h"
  30. #include "Sign.h"
  31. #include "Variables.h"
  32. #include "MutexList.h"
  33. #include "PlayerGroups.h"
  34. #include "./Zone/region_map.h"
  35. #include "./Zone/map.h"
  36. using namespace std;
  37. struct MerchantInfo{
  38. vector<int32> inventory_ids;
  39. /*int32 faction_id;
  40. sint32 faction_min;
  41. sint32 faction_max;
  42. float low_buy_multiplier;
  43. float high_buy_multiplier;
  44. float low_sell_multiplier;
  45. float high_sell_multiplier;*/
  46. };
  47. struct MerchantItemInfo{
  48. int32 item_id;
  49. int16 quantity;
  50. int32 price_item_id;
  51. int32 price_item2_id;
  52. int16 price_item_qty;
  53. int16 price_item2_qty;
  54. int32 price_status;
  55. int64 price_coins;
  56. int32 price_stationcash;
  57. };
  58. struct LootTable{
  59. string name;
  60. int32 mincoin;
  61. int32 maxcoin;
  62. int16 maxlootitems;
  63. float lootdrop_probability;
  64. float coin_probability;
  65. };
  66. struct LootDrop{
  67. int32 item_id;
  68. int16 item_charges;
  69. bool equip_item;
  70. float probability;
  71. int32 no_drop_quest_completed_id;
  72. };
  73. struct GroundSpawnEntry {
  74. int16 min_skill_level;
  75. int16 min_adventure_level;
  76. int8 bonus_table;
  77. float harvest1;
  78. float harvest3;
  79. float harvest5;
  80. float harvest_imbue;
  81. float harvest_rare;
  82. float harvest10;
  83. int32 harvest_coin;
  84. };
  85. struct GroundSpawnEntryItem {
  86. int32 item_id;
  87. int8 is_rare;
  88. int32 grid_id;
  89. };
  90. struct TransportDestination{
  91. int32 unique_id;
  92. int8 type;
  93. string display_name;
  94. string message;
  95. int32 destination_zone_id;
  96. float destination_x;
  97. float destination_y;
  98. float destination_z;
  99. float destination_heading;
  100. int32 cost;
  101. int8 min_level;
  102. int8 max_level;
  103. int32 req_quest;
  104. int16 req_quest_step;
  105. int32 req_quest_complete;
  106. int32 map_x;
  107. int32 map_y;
  108. int32 faction_id;
  109. int32 faction_value;
  110. int32 expansion_flag;
  111. int32 holiday_flag;
  112. int32 min_client_version;
  113. int32 max_client_version;
  114. int32 flight_path_id;
  115. int16 mount_id;
  116. int8 mount_red_color;
  117. int8 mount_green_color;
  118. int8 mount_blue_color;
  119. };
  120. struct LocationTransportDestination{
  121. int32 unique_id;
  122. string message;
  123. int32 destination_zone_id;
  124. float destination_x;
  125. float destination_y;
  126. float destination_z;
  127. float destination_heading;
  128. float trigger_x;
  129. float trigger_y;
  130. float trigger_z;
  131. float trigger_radius;
  132. int32 cost;
  133. int32 faction_id;
  134. int32 faction_value;
  135. };
  136. struct LottoPlayer {
  137. int32 end_time;
  138. int8 num_matches;
  139. bool set;
  140. };
  141. struct HouseZone {
  142. int32 id;
  143. string name;
  144. int64 cost_coin;
  145. int32 cost_status;
  146. int64 upkeep_coin;
  147. int32 upkeep_status;
  148. int8 vault_slots;
  149. int8 alignment;
  150. int8 guild_level;
  151. int32 zone_id;
  152. int32 exit_zone_id;
  153. float exit_x;
  154. float exit_y;
  155. float exit_z;
  156. float exit_heading;
  157. };
  158. struct Deposit {
  159. int32 timestamp;
  160. int64 amount;
  161. int64 last_amount;
  162. int32 status;
  163. int32 last_status;
  164. string name;
  165. };
  166. struct HouseHistory {
  167. HouseHistory()
  168. {
  169. timestamp = 0;
  170. amount = 0;
  171. name = string("");
  172. reason = string("");
  173. status = 0;
  174. pos_flag = 0;
  175. }
  176. HouseHistory(int32 in_timestamp, int64 in_amount, string in_name, string in_reason, int32 in_status, int8 in_pos_flag)
  177. {
  178. timestamp = in_timestamp;
  179. amount = in_amount;
  180. name = in_name;
  181. reason = in_reason;
  182. status = in_status;
  183. pos_flag = in_pos_flag;
  184. }
  185. int32 timestamp;
  186. int64 amount;
  187. string name;
  188. string reason;
  189. int32 status;
  190. int8 pos_flag;
  191. };
  192. struct PlayerHouse {
  193. int32 house_id;
  194. int64 unique_id;
  195. int32 instance_id;
  196. int32 upkeep_due;
  197. int64 escrow_coins;
  198. int32 escrow_status;
  199. string player_name;
  200. list<Deposit> deposits;
  201. map<string, Deposit> depositsMap;
  202. list<HouseHistory> history;
  203. };
  204. // Constants for STATs counters
  205. // Server Utilization
  206. #define STAT_SERVER_OS_TYPE 1 // what OS this server is running on
  207. #define STAT_SERVER_CPU_TYPE 2 // cpu type/speed (ie., Intel P4 3.0GHz)
  208. #define STAT_SERVER_CPU_CURRENT 3 // current CPU usage by EQ2World.exe process
  209. #define STAT_SERVER_CPU_PEAK 4 // highest CPU usage by EQ2World.exe this session
  210. #define STAT_SERVER_PHYSICAL_RAM_TOTAL 5 // total RAM in server
  211. #define STAT_SERVER_PHYSICAL_RAM_CURRENT 6 // current RAM usage by EQ2World.exe
  212. #define STAT_SERVER_PHYSICAL_RAM_PEAK 7 // highest RAM usage by EQ2World.exe this session
  213. #define STAT_SERVER_VIRTUAL_RAM_TOTAL 8 // total vRAM in server
  214. #define STAT_SERVER_VIRTUAL_RAM_CURRENT 9 // current vRAM usage by EQ2World.exe
  215. #define STAT_SERVER_VIRTUAL_RAM_PEAK 10 // highest vRAM usage by EQ2World.exe this session
  216. #define STAT_SERVER_DISK_USAGE 11 // size of /eq2emulator folder and contents
  217. #define STAT_SERVER_THREAD_COUNT 12 // thread count of EQ2World.exe process
  218. #define STAT_SERVER_AVG_LATENCY 13 // network latency between world and loginserver
  219. // Server Stats
  220. #define STAT_SERVER_CREATED 100 // unix_timestamp of date server first came online
  221. #define STAT_SERVER_START_TIME 101 // unix_timestamp of date/time server booted up
  222. #define STAT_SERVER_ACCEPTED_CONNECTION 102 // successful connections since server startup
  223. #define STAT_SERVER_MOST_CONNECTIONS 103 // most players online in history of server
  224. #define STAT_SERVER_NUM_ACCOUNTS 104 // total number of unique accounts
  225. #define STAT_SERVER_NUM_CHARACTERS 105 // total number of player characters
  226. #define STAT_SERVER_AVG_CHAR_LEVEL 106 // average level of player characters
  227. #define STAT_SERVER_NUM_ACTIVE_ZONES 107 // number of currently running/loaded zones
  228. #define STAT_SERVER_NUM_ACTIVE_INSTANCES 108 // number of active zones that are "instances"
  229. // Player PvE counters
  230. #define STAT_PLAYER_TOTAL_NPC_KILLS 1000 // total NPC kills by player
  231. #define STAT_PLAYER_TOTAL_DEATHS 1001 // total non-PvP deaths of player
  232. #define STAT_PLAYER_KVD_RATIO 1002 // kill-versus-death ratio of player
  233. #define STAT_PLAYER_HIGHEST_MELEE_HIT 1003 // players highest melee hit to date
  234. #define STAT_PLAYER_HIGHEST_MAGIC_HIT 1004 // players highest magic hit to date
  235. #define STAT_PLAYER_HIGHEST_HO_HIT 1005 // players highest heroic opportunity hit
  236. #define STAT_PLAYER_TOTAL_STATUS 1006 // player total status
  237. #define STAT_PLAYER_TOTAL_WEALTH 1007 // player total wealth
  238. #define STAT_PLAYER_QUESTS_COMPLETED 1008 // total quests completed
  239. #define STAT_PLAYER_RECIPES_KNOWN 1009 // total recipes player knows
  240. #define STAT_PLAYER_TOTAL_CRAFTED_ITEMS 1010 // total items crafted by player
  241. #define STAT_PLAYER_ITEMS_DISCOVERED 1011 // total items discovered by player
  242. #define STAT_PLAYER_RARES_HARVESTED 1012 // total rare harvests by player
  243. #define STAT_PLAYER_ITEMS_HARVESTED 1013 // total rare harvests by player
  244. #define STAT_PLAYER_MASTER_ABILITIES 1014 // total master abilities player has
  245. #define STAT_PLAYER_HIGHEST_FALLING_HIT 1015 // player's highest damage amount taken from falling
  246. // Player PvP counters
  247. #define STAT_PLAYER_TOTAL_PVP_KILLS 1100 // total PVP kills by player
  248. #define STAT_PLAYER_PVP_KILL_STREAK 1101 // longest PVP kill streak of player
  249. #define STAT_PLAYER_TOTAL_PVP_DEATHS 1102 // total PVP deaths of player
  250. #define STAT_PLAYER_PVP_DEATH_STREAK 1103 // longest PVP death streak of player
  251. #define STAT_PLAYER_PVP_KVD_RATIO 1104 // PVP kill-versus-death ratio of player
  252. #define STAT_PLAYER_TOTAL_ARENA_KILLS 1105 // total Arena kills of player
  253. // MOST stats for players
  254. #define STAT_PLAYER_MOST_NPC_KILLS 1200 // IPvP: Player with most NPC kills
  255. #define STAT_PLAYER_MOST_NPC_DEATHS 1201 // IPvP: Player with most non-PVP deaths
  256. #define STAT_PLAYER_MOST_PVP_KILLS 1202 // IPvP: Player with most PvP kills
  257. #define STAT_PLAYER_MOST_PVP_DEATHS 1203 // IPvP: Player with most PvP deaths
  258. #define STAT_PLAYER_MOST_ARENA_KILLS 1204 // IPvP: Player with most Arena kills
  259. #define STAT_PLAYER_MOST_STATUS 1205 // IPvP: Player with most Status
  260. #define STAT_PLAYER_MOST_WEALTH 1206 // IPvP: Player with most Wealth
  261. // HIGHEST stats for players
  262. #define STAT_PLAYER_HIGHEST_NPC_KVD_RATIO 1300 // IPvP: Player with highest NPC kill-versus-death ratio
  263. #define STAT_PLAYER_HIGHEST_PVP_KILL_STREAK 1301 // IPvP: Player with longest PvP kill streak
  264. #define STAT_PLAYER_HIGHEST_PVP_DEATH_STREAK 1302 // IPvP: Player with longest PvP death streak
  265. #define STAT_PLAYER_HIGHEST_PVP_KVD_RATIO 1303 // IPvP: Player with highest PvP kill-versus-death ratio
  266. #define STAT_PLAYER_HIGHEST_HP 1304 // IPvP: Player with highest HP on server
  267. #define STAT_PLAYER_HIGHEST_POWER 1305 // IPvP: Player with highest Power on server
  268. #define STAT_PLAYER_HIGHEST_RESISTS 1306 // IPvP: Player with highest Resists on server
  269. struct Statistic {
  270. int32 stat_id;
  271. sint32 stat_value;
  272. int32 stat_date;
  273. bool save_needed;
  274. };
  275. // Player EVENT defines
  276. // Some EVENTs are single occurrance (S), while others are cummulative throughout the life of the player (C)
  277. #define PLAYER_EVENT_NEW_ADV_LEVEL 2000 // (C) player achieves a new adventure level
  278. #define PLAYER_EVENT_NEW_TS_LEVEL 2001 // (C) player achieves a new tradeskill level
  279. #define PLAYER_EVENT_NEW_AA 2002 // (C) player earns AA pt
  280. #define PLAYER_EVENT_NEW_ACHIEVEMENT 2003 // (C) player new achievement
  281. #define PLAYER_EVENT_LAST_DEATH 2004 // (S) player was last killed
  282. #define PLAYER_EVENT_LAST_KILL 2005 // (S) player last killed spawn_id
  283. #define PLAYER_EVENT_DISCOVER_POI 2006 // (C) player discovers location_id
  284. // These maybe should be World stat events, since it is about 1 player discovering a new item?
  285. #define PLAYER_EVENT_DISCOVER_ITEM 2007 // (C) player discovers item_id
  286. #define PLAYER_EVENT_DISCOVER_RECIPE 2008 // (C) player discovers recipe_id
  287. struct PlayerHistory {
  288. int32 history_zone;
  289. int32 history_id;
  290. sint32 history_value;
  291. int32 history_date;
  292. bool save_needed;
  293. };
  294. struct GlobalLoot {
  295. int8 minLevel;
  296. int8 maxLevel;
  297. int32 table_id;
  298. int32 loot_tier;
  299. };
  300. #define TRANSPORT_TYPE_LOCATION 0
  301. #define TRANSPORT_TYPE_ZONE 1
  302. #define TRANSPORT_TYPE_GENERIC 2
  303. #define TRANSPORT_TYPE_FLIGHT 3
  304. // structs MUST start with class_id and race_id, in that order as int8's
  305. struct StartingStructHeader
  306. {
  307. int8 class_id;
  308. int8 race_id;
  309. };
  310. struct StartingSkill
  311. {
  312. StartingStructHeader header;
  313. int32 skill_id;
  314. int16 current_val;
  315. int16 max_val;
  316. int32 progress; // what is this for..?
  317. };
  318. struct StartingSpell
  319. {
  320. StartingStructHeader header;
  321. int32 spell_id;
  322. int8 tier;
  323. int32 knowledge_slot;
  324. };
  325. #define MAX_VOICEOVER_TYPE 2
  326. struct VoiceOverStruct{
  327. string mp3_string;
  328. string text_string;
  329. string emote_string;
  330. int32 key1;
  331. int32 key2;
  332. bool is_garbled;
  333. int8 garble_link_id;
  334. };
  335. class ZoneList {
  336. public:
  337. ZoneList();
  338. ~ZoneList();
  339. void Add(ZoneServer* zone);
  340. void Remove(ZoneServer* zone);
  341. ZoneServer* Get(int32 id, bool loadZone = true, bool skip_existing_zones = false);
  342. ZoneServer* Get(const char* zone_name, bool loadZone=true, bool skip_existing_zones = false);
  343. ZoneServer* GetByInstanceID(int32 id, int32 zone_id=0, bool skip_existing_zones = false);
  344. /// <summary>Get the instance for the given zone id with the lowest population</summary>
  345. /// <param name='zone_id'>The id of the zone to look up</param>
  346. /// <returns>ZoneServer* of an active zone with the given id</returns>
  347. ZoneServer* GetByLowestPopulation(int32 zone_id);
  348. void AddClientToMap(string name, Client* client){
  349. name = ToLower(name);
  350. MClientList.lock();
  351. client_map[name] = client;
  352. MClientList.unlock();
  353. }
  354. void CheckFriendList(Client* client);
  355. void CheckFriendZoned(Client* client);
  356. // move to Chat/Chat.h?
  357. bool HandleGlobalChatMessage(Client* from, char* to, int16 channel, const char* message, const char* channel_name = 0, int32 current_language_id = 0);
  358. void HandleGlobalBroadcast(const char* message);
  359. void HandleGlobalAnnouncement(const char* message);
  360. //
  361. int32 Count();
  362. Client* GetClientByCharName(string name){
  363. name = ToLower(name);
  364. Client* ret = 0;
  365. MClientList.lock();
  366. if(client_map.count(name) > 0)
  367. ret = client_map[name];
  368. MClientList.unlock();
  369. return ret;
  370. }
  371. Client* GetClientByCharID(int32 id) {
  372. Client* ret = 0;
  373. MClientList.lock();
  374. map<string, Client*>::iterator itr;
  375. for (itr = client_map.begin(); itr != client_map.end(); itr++) {
  376. if (itr->second->GetCharacterID() == id) {
  377. ret = itr->second;
  378. break;
  379. }
  380. }
  381. MClientList.unlock();
  382. return ret;
  383. }
  384. Client* GetClientByEQStream(EQStream* eqs) {
  385. Client* ret = 0;
  386. if (eqs) {
  387. MClientList.lock();
  388. map<string, Client*>::iterator itr;
  389. for (itr = client_map.begin(); itr != client_map.end(); itr++) {
  390. if (itr->second->getConnection() == eqs) {
  391. ret = itr->second;
  392. break;
  393. }
  394. }
  395. MClientList.unlock();
  396. }
  397. return ret;
  398. }
  399. void UpdateVitality(float amount);
  400. void RemoveClientFromMap(string name, Client* client){
  401. name = ToLower(name);
  402. MClientList.lock();
  403. if(client_map.count(name) > 0 && client_map[name] == client)
  404. client_map.erase(name);
  405. MClientList.unlock();
  406. }
  407. bool ClientConnected(int32 account_id);
  408. void RemoveClientZoneReference(ZoneServer* zone);
  409. void ReloadClientQuests();
  410. bool DepopFinished();
  411. void Depop();
  412. void Repop();
  413. void DeleteSpellProcess();
  414. void LoadSpellProcess();
  415. void ProcessWhoQuery(const char* query, Client* client);
  416. void ProcessWhoQuery(vector<string>* queries, ZoneServer* zone, vector<Entity*>* players, bool isGM);
  417. void SendZoneList(Client* client);
  418. void WritePlayerStatistics();
  419. void ShutDownZones();
  420. void ReloadMail();
  421. void ReloadSpawns();
  422. void WatchdogHeartbeat();
  423. void SendTimeUpdate();
  424. private:
  425. Mutex MClientList;
  426. Mutex MZoneList;
  427. map<ZoneServer*, int32> removed_zoneservers;
  428. map<string,Client*> client_map;
  429. list<ZoneServer*> zlist;
  430. };
  431. class World {
  432. public:
  433. World();
  434. ~World();
  435. int8 GetClassID(const char* name);
  436. void Process();
  437. void init();
  438. PacketStruct* GetWorldTime(int16 version);
  439. void WorldTimeTick();
  440. float GetXPRate();
  441. float GetTSXPRate();
  442. void LoadVitalityInformation();
  443. void UpdateVitality();
  444. WorldTime* GetWorldTimeStruct(){
  445. return &world_time;
  446. }
  447. ulong GetCurrentThreadID();
  448. int64 GetThreadUsageCPUTime();
  449. // These 2 functions are never used. What was their purpose? Should they be removed?
  450. void AddNPCAppearance(int32 id, AppearanceData* appearance){ npc_appearance_list[id] = appearance; }
  451. AppearanceData* GetNPCAppearance(int32 id) { return npc_appearance_list[id]; }
  452. void ReloadGuilds();
  453. bool ReportBug(string data, char* player_name, int32 account_id, const char* spawn_name, int32 spawn_id, int32 zone_id);
  454. void AddSpawnScript(int32 id, const char* name);
  455. void AddSpawnEntryScript(int32 id, const char* name);
  456. void AddSpawnLocationScript(int32 id, const char* name);
  457. void AddZoneScript(int32 id, const char* name);
  458. const char* GetSpawnScript(int32 id);
  459. const char* GetSpawnEntryScript(int32 id);
  460. const char* GetSpawnLocationScript(int32 id);
  461. const char* GetZoneScript(int32 id);
  462. void ResetSpawnScripts();
  463. void ResetZoneScripts();
  464. int16 GetMerchantItemQuantity(int32 merchant_id, int32 item_id);
  465. void DecreaseMerchantQuantity(int32 merchant_id, int32 item_id, int16 amount);
  466. int32 GetInventoryID(int32 merchant_id, int32 item_id);
  467. void AddMerchantItem(int32 inventory_id, MerchantItemInfo ItemInfo);
  468. void RemoveMerchantItem(int32 inventory_id, int32 item_id);
  469. vector<MerchantItemInfo>* GetMerchantList(int32 merchant_id);
  470. vector<MerchantItemInfo>* GetMerchantItemList(int32 merchant_id, int8 merchant_type, Player* player);
  471. MerchantInfo* GetMerchantInfo(int32 merchant_id);
  472. map<int32, MerchantInfo*>* GetMerchantInfo();
  473. void AddMerchantInfo(int32 merchant_id, MerchantInfo* multiplier);
  474. void DeleteMerchantsInfo();
  475. void DeleteMerchantItems();
  476. void DeleteSpawns();
  477. vector<Variable*>* GetClientVariables();
  478. void WritePlayerStatistics();
  479. void WriteServerStatistics();
  480. void AddServerStatistic(int32 stat_id, sint32 stat_value, int32 stat_date);
  481. void UpdateServerStatistic(int32 stat_id, sint32 stat_value, bool overwrite = false);
  482. sint32 GetServerStatisticValue(int32 stat_id);
  483. void RemoveServerStatistics();
  484. //PlayerGroup* AddGroup(Client* leader);
  485. //void AddGroupMember(PlayerGroup* group, Client* member);
  486. //void RemoveGroupMember(Client* member, bool immediate = false);
  487. //void DisbandGroup(PlayerGroup* group, bool lock = true);
  488. void SendGroupQuests(PlayerGroup* group, Client* client);
  489. //void UpdateGroupBuffs();
  490. //void RemoveGroupBuffs(PlayerGroup *group, Client *client);
  491. //void SetPendingGroup(char* name, char* leader);
  492. //void GroupMessage(PlayerGroup* group, const char* message, ...);
  493. //void SimpleGroupMessage(PlayerGroup* group, const char* message);
  494. //void GroupChatMessage(PlayerGroup* group, Spawn* from, const char* message);
  495. //const char* GetPendingGroup(string name);
  496. //void GroupReadLock();
  497. //void GroupReadUnLock();
  498. //void CheckRemoveGroupedPlayer();
  499. //void SendGroupUpdate(PlayerGroup* group, Client* exclude = 0);
  500. bool RejoinGroup(Client* client, int32 group_id);
  501. //bool MakeLeader(Client* leader, string new_leader);
  502. void AddBonuses(Item* item, ItemStatsValues* values, int16 type, sint32 value, Entity* entity);
  503. void CreateGuild(const char* guild_name, Client* leader = 0, int32 group_id = 0);
  504. void SaveGuilds();
  505. void PickRandomLottoDigits(int32* digits);
  506. void AddLottoPlayer(int32 character_id, int32 end_time);
  507. void RemoveLottoPlayer(int32 character_id);
  508. void SetLottoPlayerNumMatches(int32 character_id, int8 num_matches);
  509. void CheckLottoPlayers();
  510. void PopulateTOVStatMap();
  511. int32 LoadItemBlueStats();
  512. sint16 GetItemStatAOMValue(sint16 subtype);
  513. sint16 GetItemStatTOVValue(sint16 subtype);
  514. sint16 GetItemStatDOVValue(sint16 subtype);
  515. sint16 GetItemStatCOEValue(sint16 subtype);
  516. sint16 GetItemStatKAValue(sint16 subtype);
  517. sint16 GetItemStatTESTValue(sint16 subtype);
  518. vector<string> biography;
  519. volatile bool items_loaded;
  520. volatile bool spells_loaded;
  521. volatile bool achievments_loaded;
  522. void AddHouseZone(int32 id, string name, int64 cost_coins, int32 cost_status, int64 upkeep_coins, int32 upkeep_status, int8 vault_slots, int8 alignment, int8 guild_level, int32 zone_id, int32 exit_zone_id, float exit_x, float exit_y, float exit_z, float exit_heading);
  523. HouseZone* GetHouseZone(int32 id);
  524. void AddPlayerHouse(int32 char_id, int32 house_id, int64 unique_id, int32 instance_id, int32 upkeep_due, int64 escrow_coins, int32 escrow_status, string player_name);
  525. PlayerHouse* GetPlayerHouseByHouseID(int32 char_id, int32 house_id);
  526. PlayerHouse* GetPlayerHouseByUniqueID(int64 unique_id);
  527. PlayerHouse* GetPlayerHouseByInstanceID(int32 instance_id);
  528. vector<PlayerHouse*> GetAllPlayerHouses(int32 char_id);
  529. vector<PlayerHouse*> GetAllPlayerHousesByHouseID(int32 house_id);
  530. void ReloadHouseData(PlayerHouse* ph);
  531. PlayerGroupManager* GetGroupManager() { return &m_playerGroupManager; }
  532. bool CheckTempBugCRC(char* msg);
  533. void SyncCharacterAbilities(Client* client);
  534. void LoadStartingLists();
  535. void PurgeStartingLists();
  536. multimap<int8, multimap<int8, StartingSkill>*> starting_skills;
  537. multimap<int8, multimap<int8, StartingSpell>*> starting_spells;
  538. Mutex MStartingLists;
  539. void SetReloadingSubsystem(string subsystem);
  540. void RemoveReloadingSubSystem(string subsystem);
  541. bool IsReloadingSubsystems();
  542. int32 GetSuppressedWarningTime() {
  543. return suppressed_warning;
  544. }
  545. void SetSuppressedWarning() { suppressed_warning = Timer::GetCurrentTime2(); }
  546. map<string, int32> GetOldestReloadingSubsystem();
  547. void LoadRegionMaps(std::string zoneFile);
  548. RegionMap* GetRegionMap(std::string zoneFile, int32 client_version);
  549. void LoadMaps(std::string zoneFile);
  550. void RemoveMaps(std::string zoneFile);
  551. Map* GetMap(std::string zoneFile, int32 client_version);
  552. void SendTimeUpdate();
  553. // just in case we roll over a time as to not send bad times to clients (days before hours, hours before minutes as examples)
  554. Mutex MWorldTime;
  555. void LoadVoiceOvers();
  556. void PurgeVoiceOvers();
  557. typedef std::multimap<int16, VoiceOverStruct>::iterator VOMapIterator;
  558. bool FindVoiceOver(int8 type, int32 id, int16 index, VoiceOverStruct* struct_ = nullptr, bool* find_garbled = nullptr, VoiceOverStruct* garble_struct_ = nullptr);
  559. void AddVoiceOver(int8 type, int32 id, int16 index, VoiceOverStruct* struct_);
  560. void CopyVoiceOver(VoiceOverStruct* struct1, VoiceOverStruct* struct2);
  561. /* NPC Spells */
  562. void AddNPCSpell(int32 list_id, int32 spell_id, int8 tier, bool spawn_cast, bool aggro_cast);
  563. vector<NPCSpell*>* GetNPCSpells(int32 primary_list, int32 secondary_list);
  564. void PurgeNPCSpells();
  565. Mutex MVoiceOvers;
  566. static sint64 newValue;
  567. private:
  568. multimap<int32, multimap<int16, VoiceOverStruct>*> voiceover_map[3];
  569. int32 suppressed_warning = 0;
  570. map<string, int32> reloading_subsystems;
  571. //void RemovePlayerFromGroup(PlayerGroup* group, GroupMemberInfo* info, bool erase = true);
  572. //void DeleteGroupMember(GroupMemberInfo* info);
  573. Mutex MReloadingSubsystems;
  574. Mutex MMerchantList;
  575. Mutex MSpawnScripts;
  576. Mutex MZoneScripts;
  577. //Mutex MGroups;
  578. mutable std::shared_mutex MNPCSpells;
  579. map<int32, MerchantInfo*> merchant_info;
  580. map<int32, vector<MerchantItemInfo> > merchant_inventory_items;
  581. int32 vitality_frequency;
  582. float vitality_amount;
  583. float xp_rate;
  584. float ts_xp_rate; // JA
  585. WorldTime world_time;
  586. map<int32,AppearanceData*> npc_appearance_list;
  587. map<int32, string> spawn_scripts;
  588. map<int32, string> spawnentry_scripts;
  589. map<int32, string> spawnlocation_scripts;
  590. map<int32, string> zone_scripts;
  591. //vector<PlayerGroup*> player_groups;
  592. //map<GroupMemberInfo*, int32> group_removal_pending;
  593. //map<string, string> pending_groups;
  594. map<int32, Statistic*> server_statistics;
  595. MutexMap<int32, LottoPlayer*> lotto_players;
  596. int32 last_checked_time;
  597. Timer save_time_timer;
  598. Timer time_tick_timer;
  599. Timer vitality_timer;
  600. Timer player_stats_timer;
  601. Timer server_stats_timer;
  602. //Timer remove_grouped_player;
  603. Timer guilds_timer;
  604. Timer lotto_players_timer;
  605. Timer group_buff_updates;
  606. Timer watchdog_timer;
  607. map<int32, HouseZone*> m_houseZones;
  608. // Map <house id, map<char id, player house>>
  609. map<int32, map<int32, PlayerHouse*> > m_playerHouses;
  610. Mutex MHouseZones;
  611. Mutex MPlayerHouses;
  612. map<int16,int16> tov_itemstat_conversion;
  613. map<int16,int16> dov_itemstat_conversion;
  614. map<int16,int16> coe_itemstat_conversion;
  615. map<int16,int16> ka_itemstat_conversion;
  616. PlayerGroupManager m_playerGroupManager;
  617. Mutex MBugReport;
  618. map<sint32, bool> bug_report_crc;
  619. std::map<std::string, RegionMapRange*> region_maps;
  620. std::map<std::string, MapRange*> maps;
  621. Mutex MWorldMaps;
  622. Mutex MWorldRegionMaps;
  623. map<int32, map<int32, NPCSpell*> > npc_spell_list;
  624. };
  625. #endif