EQ2EMu/EQ2/source/WorldServer/client.h

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2020-02-28 07:17:24 -07:00
/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
This file is part of EQ2Emulator.
EQ2Emulator is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
EQ2Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef CLIENT_H
#define CLIENT_H
#include "../common/EQStream.h"
#include <list>
#include "../common/timer.h"
#include "zoneserver.h"
#include "Player.h"
#include "Quests.h"
using namespace std;
#define CLIENT_TIMEOUT 60000
struct TransportDestination;
struct ConversationOption;
#define MAIL_SEND_RESULT_SUCCESS 0
#define MAIL_SEND_RESULT_UNKNOWN_PLAYER 1
#define MAIL_SEND_RESULT_CANNOT_SEND_TO_PLAYER 2
#define MAIL_SEND_RESULT_GIFT_WRONG_SERVER 3 /* Cannot send gifts across worlds */
#define MAIL_SEND_RESULT_CANNOT_SEND_TO_SELF 4
#define MAIL_SEND_RESULT_MAILBOX_FULL 5
#define MAIL_SEND_RESULT_NOT_ENOUGH_COIN 6
#define MAIL_SEND_RESULT_ITEM_IN_BAG 7 /* Cannot send non-empty bags as gifts */
#define MAIL_SEND_RESULT_NOT_IN_GUILD 8
#define MAIL_SEND_RESULT_GUILD_ACCESS_DENIED 9
#define MAIL_SEND_RESULT_GIFTS_TO_GUILD 10 /* Cannot send gifts to entire guild */
#define MAIL_SEND_RESULT_EMPTY_TO_LIST 11 /* Empty recipient list */
#define MAIL_SEND_RESULT_TRIAL_PLAYERS 12 /* Cannot send mail to trial players */
#define MAIL_SEND_RESULT_MAIL_WRONG_SERVER 13 /* Cannot send mail across worlds */
#define MAIL_SEND_RESULT_UNKNOWN_ERROR 14
#define MAIL_TYPE_REGULAR 0
#define MAIL_TYPE_SPAM 1
#define MAIL_TYPE_GM 2
struct QueuedQuest{
Quest* quest;
int32 step;
bool display_quest_helper;
};
struct BuyBackItem{
int32 item_id;
int32 unique_id;
int16 quantity;
int32 price;
bool save_needed;
};
struct MacroData{
string name;
string text;
int16 icon;
};
struct Mail {
int32 mail_id;
int32 player_to_id;
string player_from;
string subject;
string mail_body;
int8 already_read;
int8 mail_type;
int32 coin_copper;
int32 coin_silver;
int32 coin_gold;
int32 coin_plat;
int16 stack;
int32 postage_cost;
int32 attachment_cost;
int32 char_item_id;
int32 time_sent;
int32 expire_time;
int8 save_needed;
};
struct MailWindow {
int32 coin_copper;
int32 coin_silver;
int32 coin_gold;
int32 coin_plat;
int32 char_item_id;
};
struct PendingGuildInvite {
Guild* guild;
Player* invited_by;
};
struct PendingResurrection {
Spawn* caster;
Timer* expire_timer;
string spell_name;
string heal_name;
bool active;
float hp_perc;
float mp_perc;
float range;
int8 crit_mod;
bool no_calcs;
int32 subspell;
bool crit;
bool should_delete;
int32 spell_visual;
};
#define PAPERDOLL_TYPE_FULL 0
#define PAPERDOLL_TYPE_HEAD 1
struct IncomingPaperdollImage {
uchar* image_bytes;
int32 current_size_bytes;
int8 image_num_packets;
int8 last_received_packet_index;
int8 image_type;
};
class Client {
public:
Client(EQStream* ieqs);
~Client();
bool Process(bool zone_process = false);
void Disconnect(bool send_disconnect = true);
void SetConnected(bool val){ connected = val; }
bool IsConnected(){ return connected; }
bool IsReadyForSpawns(){ return ready_for_spawns; }
bool IsReadyForUpdates() { return ready_for_updates; }
bool IsZoning(){ return client_zoning; }
void SetReadyForSpawns(bool val);
void QueuePacket(EQ2Packet* app);
void SendLoginInfo();
void SimpleMessage(int8 color, const char* message);
void Message(int8 type, const char* message, ...);
void SendSpellUpdate(Spell* spell);
void Zone(ZoneServer* new_zone, bool set_coords = true);
void Zone(const char* new_zone, bool set_coords = true);
void Zone(int32 zoneid, bool set_coords = true);
void Zone(int32 instanceid, bool set_coords = true, bool byInstanceID=false);
void SendZoneInfo();
void SendZoneSpawns();
void HandleVerbRequest(EQApplicationPacket* app);
void SendCharInfo();
void SendLoginDeniedBadVersion();
void SendCharPOVGhost();
void SendPlayerDeathWindow();
float DistanceFrom(Client* client);
void SendDefaultGroupOptions();
bool HandleLootItem(Entity* entity, int32 item_id);
bool HandleLootItem(Entity* entity, Item* item);
void HandleLoot(EQApplicationPacket* app);
void HandleSkillInfoRequest(EQApplicationPacket* app);
void HandleExamineInfoRequest(EQApplicationPacket* app);
void HandleQuickbarUpdateRequest(EQApplicationPacket* app);
void SendPopupMessage(int8 unknown, const char* text, const char* type, float size, int8 red, int8 green, int8 blue);
void PopulateSkillMap();
void ChangeLevel(int16 old_level, int16 new_level);
void ChangeTSLevel(int16 old_level, int16 new_level);
bool Summon(const char* search_name);
bool TryZoneInstance(int32 zoneID, bool zone_coords_valid=false);
bool GotoSpawn(const char* search_name);
void DisplayDeadWindow();
void HandlePlayerRevive(int32 point_id);
void Bank(Spawn* banker, bool cancel = false);
void BankWithdrawal(int64 amount);
void BankDeposit(int64 amount);
Spawn* GetBanker();
void SetBanker(Spawn* in_banker);
bool AddItem(int32 item_id, int16 quantity = 0);
bool AddItem(Item* item);
bool AddItemToBank(int32 item_id, int16 quantity = 0);
bool AddItemToBank(Item* item);
bool RemoveItem(Item *item, int16 quantity);
void ProcessTeleport(Spawn* spawn, vector<TransportDestination*>* destinations, int32 transport_id = 0);
void ProcessTeleportLocation(EQApplicationPacket* app);
void UpdateCharacterInstances();
void SetLastSavedTimeStamp(int32 unixts) { last_saved_timestamp = unixts; }
int32 GetLastSavedTimeStamp() { return last_saved_timestamp; }
bool CheckZoneAccess(const char* zoneName);
ZoneServer* GetCurrentZone();
void SetCurrentZoneByInstanceID(int32 id, int32 zoneid);
//void SetCurrentZoneByInstanceID(instanceid, zoneid);
void SetCurrentZone(int32 id);
void SetCurrentZone(ZoneServer* zone) {
current_zone = zone;
player->SetZone(zone);
}
Player* GetPlayer(){ return player; }
EQStream* getConnection(){ return eqs; }
inline int32 GetIP() { return ip; }
inline int16 GetPort() { return port; }
inline int32 WaitingForBootup() { return pwaitingforbootup; }
inline int32 GetCharacterID() { return character_id; }
inline int32 GetAccountID() { return account_id; }
inline const char* GetAccountName() { return account_name; }
inline sint16 GetAdminStatus() { return admin_status; }
inline int16 GetVersion() { return version; }
void SetNameCRC(int32 val){ name_crc = val; }
int32 GetNameCRC(){ return name_crc; }
void SetVersion(int16 new_version){ version = new_version; }
void SetAccountID(int32 in_accountid) { account_id = in_accountid; }
void SetCharacterID(int32 in_characterid) { character_id = in_characterid; }
void SetAdminStatus(sint16 in_status) { admin_status = in_status; }
void DetermineCharacterUpdates ( );
void UpdateTimeStampFlag ( int8 flagType )
{
if(! (timestamp_flag & flagType ) )
timestamp_flag |= flagType;
}
int8 GetTimeStampFlag ( ) { return timestamp_flag; }
bool UpdateQuickbarNeeded();
void Save();
bool remove_from_list;
void CloseLoot();
void SendPendingLoot(int32 total_coins, Entity* entity);
void Loot(int32 total_coins, vector<Item*>* items, Entity* entity);
void Loot(Entity* entity, bool attemptDisarm=true);
void OpenChest(Entity* entity, bool attemptDisarm=true);
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void CheckPlayerQuestsKillUpdate(Spawn* spawn);
void CheckPlayerQuestsChatUpdate(Spawn* spawn);
void CheckPlayerQuestsItemUpdate(Item* item);
void CheckPlayerQuestsSpellUpdate(Spell* spell);
void CheckPlayerQuestsLocationUpdate();
void AddPendingQuest(Quest* quest);
Quest* GetPendingQuest(int32 id);
void RemovePendingQuest(Quest* quest);
void SetPlayerQuest(Quest* quest, map<int32, int32>* progress);
void AddPlayerQuest(Quest* quest, bool call_accepted = true, bool send_packets = true);
void RemovePlayerQuest(int32 id, bool send_update = true, bool delete_quest = true);
void SendQuestJournal(bool all_quests = false, Client* client = 0);
void SendQuestUpdate(Quest* quest);
void SendQuestFailure(Quest* quest);
void SendQuestUpdateStep(Quest* quest, int32 step, bool display_quest_helper = true);
void SendQuestUpdateStepImmediately(Quest* quest, int32 step, bool display_quest_helper = true);
void DisplayQuestComplete(Quest* quest);
void DisplayRandomizeFeatures(int32 features);
void AcceptQuestReward(Quest* quest, int32 item_id);
Quest* GetPendingQuestAcceptance(int32 item_id);
Quest* GetActiveQuest(int32 quest_id);
void DisplayConversation(int32 conversation_id, int32 spawn_id, vector<ConversationOption>* conversations, const char* text, const char* mp3, int32 key1, int32 key2);
void DisplayConversation(Item* item, vector<ConversationOption>* conversations, const char* text, int8 type, const char* mp3 = 0, int32 key1 = 0, int32 key2 = 0);
void DisplayConversation(Entity* npc, int8 type, vector<ConversationOption>* conversations, const char* text, const char* mp3 = 0, int32 key1 = 0, int32 key2 = 0);
void CloseDialog(int32 conversation_id);
int32 GetConversationID(Spawn* spawn, Item* item);
void CombineSpawns(float radius, Spawn* spawn);
void AddCombineSpawn(Spawn* spawn);
void RemoveCombineSpawn(Spawn* spawn);
void SaveCombineSpawns(const char* name = 0);
Spawn* GetCombineSpawn();
bool ShouldTarget();
void TargetSpawn(Spawn* spawn);
void ReloadQuests();
int32 GetCurrentQuestID(){ return current_quest_id; }
void SetLuaDebugClient(bool val);
void SetMerchantTransaction(Spawn* spawn);
Spawn* GetMerchantTransaction();
void SetMailTransaction(Spawn* spawn);
Spawn* GetMailTransaction();
void PlaySound(const char* name);
void SendBuyMerchantList(bool sell = false);
void SendSellMerchantList(bool sell = false);
void SendBuyBackList(bool sell = false);
void SendRepairList();
void ShowLottoWindow();
void PlayLotto(int32 price, int32 ticket_item_id);
void SendGuildCreateWindow();
float CalculateBuyMultiplier(int32 merchant_id);
float CalculateSellMultiplier(int32 merchant_id);
void BuyItem(int32 item_id, int16 quantity);
void SellItem(int32 item_id, int16 quantity, int32 unique_id = 0);
void BuyBack(int32 item_id, int16 quantity);
void RepairItem(int32 item_id);
void RepairAllItems();
void AddBuyBack(int32 unique_id, int32 item_id, int16 quantity, int32 price, bool save_needed = true);
deque<BuyBackItem*>* GetBuyBacks();
vector<Item*>* GetRepairableItems();
void SendMailList();
void DisplayMailMessage(int32 mail_id);
void HandleSentMail(EQApplicationPacket* app);
void DeleteMail(int32 mail_id, bool from_database = false);
bool AddMailCoin(int32 copper, int32 silver = 0, int32 gold = 0, int32 plat = 0);
bool RemoveMailCoin(int32 copper, int32 silver = 0, int32 gold = 0, int32 plat = 0);
void TakeMailAttachments(int32 mail_id);
void CancelSendMail();
bool GateAllowed();
bool BindAllowed();
bool Bind();
bool Gate();
void SendChatRelationship(int8 type, const char* name);
void SendFriendList();
void SendIgnoreList();
void SendNewSpells(int8 class_id);
string GetCoinMessage(int32 total_coins);
void SetItemSearch(vector<Item*>* items);
vector<Item*>* GetSearchItems();
void SearchStore(int32 page);
void SetPlayer(Player* new_player){
player = new_player;
}
void AddPendingQuestReward(Quest* quest);
void AddPendingQuestUpdate(int32 quest_id, int32 step_id, int32 progress = 0xFFFFFFFF);
void ProcessQuestUpdates();
void AddWaypoint(const char* waypoint_name, int8 waypoint_category, int32 spawn_id);
void BeginWaypoint(const char* waypoint_name, float x, float y, float z);
void InspectPlayer(Player* player_to_inspect);
void SetPendingGuildInvite(Guild* guild, Player* invited_by = 0);
PendingGuildInvite* GetPendingGuildInvite() {return &pending_guild_invite;}
void ShowClaimWindow();
void ShowGuildSearchWindow();
void CheckQuestQueue();
void ShowDressingRoom(Item *item, sint32 crc);
void SendCollectionList();
bool SendCollectionsForItem(Item *item);
void HandleCollectionAddItem(int32 collection_id, Item *item);
void DisplayCollectionComplete(Collection *collection);
void HandInCollections();
void AcceptCollectionRewards(Collection *collection, int32 selectable_item_id = 0);
void SendRecipeList();
void SendTitleUpdate();
void SendUpdateTitles(sint16 prefix, sint16 suffix);
void SendLanguagesUpdate(int32 id);
void SendAchievementsList();
void SendAchievementUpdate(bool first_login = false);
///<summary>Send the pet options window to the client</summary>
///<param name="type">Type of pet, 1 = combat 0 = non combat</param>
void SendPetOptionsWindow(const char* pet_name, int8 type = 1);
void SendBiography();
bool IsCrafting();
void SetRecipeListSent(bool val) {m_recipeListSent = val; }
bool GetRecipeListSent() { return m_recipeListSent; }
void ShowRecipeBook();
PendingResurrection* GetCurrentRez();
void SendResurrectionWindow();
void AcceptResurrection();
Mutex m_resurrect;
Mutex* GetResurrectMutex();
void SetPendingLastName(string last_name);
void RemovePendingLastName();
string* GetPendingLastName();
void SendLastNameConfirmation();
void SetInitialSpawnsSent(bool val) { initial_spawns_sent = val; }
bool GetInitialSpawnsSent() { return initial_spawns_sent; }
void SendQuestJournalUpdate(Quest* quest);
void AddQuestTimer(int32 quest_id);
void RemoveQuestTimer(int32 quest_id);
void SetPendingFlightPath(int32 val) { pending_flight_path = val; }
int32 GetPendingFlightPath() { return pending_flight_path; }
void EndAutoMount();
bool GetOnAutoMount() { return on_auto_mount; }
bool IsCurrentTransmuteID(int32 trans_id);
void SetTransmuteID(int32 trans_id);
int32 GetTransmuteID();
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enum ServerSpawnPlacementMode { DEFAULT, OPEN_HEADING, CLOSE_HEADING };
void SetSpawnPlacementMode(ServerSpawnPlacementMode mode) { spawnPlacementMode = mode; }
ServerSpawnPlacementMode GetSpawnPlacementMode() { return spawnPlacementMode; }
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private:
void SavePlayerImages();
void SkillChanged(Skill* skill, int16 previous_value, int16 new_value);
void GiveQuestReward(Quest* quest);
void SetStepComplete(int32 quest_id, int32 step);
void AddStepProgress(int32 quest_id, int32 step, int32 progress);
map<int32, map<int32, int32> > quest_pending_updates;
vector<QueuedQuest*> quest_queue;
vector<Quest*> quest_pending_reward;
volatile bool quest_updates;
Mutex MQuestPendingUpdates;
Mutex MQuestQueue;
Mutex MDeletePlayer;
vector<Item*>* search_items;
Spawn* transport_spawn;
Mutex MBuyBack;
deque<BuyBackItem*> buy_back_items;
Spawn* merchant_transaction;
Spawn* mail_transaction;
Mutex MPendingQuestAccept;
vector<Quest*> pending_quest_accept;
bool lua_debug;
bool should_target;
Spawn* combine_spawn;
int8 num_active_failures;
int32 next_conversation_id;
map<int32, Spawn*> conversation_spawns;
map<int32, Item*> conversation_items;
map<int32, map<int8, string> > conversation_map;
int32 current_quest_id;
Spawn* banker;
map<int32, bool> sent_spell_details;
map<int32, bool> sent_item_details;
Player* player;
int16 version;
int8 timestamp_flag;
int32 ip;
int16 port;
int32 account_id;
int32 character_id;
sint16 admin_status; // -2 Banned, -1 Suspended, 0 User, etc.
char account_name[64];
char zone_name[64];
int32 zoneID;
int32 instanceID;
Timer* autobootup_timeout;
int32 pwaitingforbootup;
int32 last_update_time;
int32 last_saved_timestamp;
Timer* CLE_keepalive_timer;
Timer* connect;
Timer* camp_timer;
Timer* disconnect_timer;
bool connected;
bool ready_for_spawns;
bool ready_for_updates;
bool seencharsel;
bool connected_to_zone;
bool client_zoning;
bool firstlogin;
bool new_client_login;
Timer pos_update;
Timer quest_pos_timer;
Timer lua_debug_timer;
bool player_pos_changed;
bool HandlePacket(EQApplicationPacket *app);
EQStream* eqs;
bool quickbar_changed;
ZoneServer* current_zone;
int32 name_crc;
MailWindow mail_window;
PendingGuildInvite pending_guild_invite;
PendingResurrection current_rez;
string* pending_last_name;
IncomingPaperdollImage incoming_paperdoll;
int32 transmuteID;
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bool m_recipeListSent;
bool initial_spawns_sent;
bool should_load_spells;
// int32 = quest id
vector<int32> quest_timers;
Mutex MQuestTimers;
int32 pending_flight_path;
ServerSpawnPlacementMode spawnPlacementMode;
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bool on_auto_mount;
bool EntityCommandPrecheck(Spawn* spawn, const char* command);
};
class ClientList {
public:
ClientList();
~ClientList();
bool ContainsStream(EQStream* eqs);
void Add(Client* client);
Client* Get(int32 ip, int16 port);
Client* FindByAccountID(int32 account_id);
Client* FindByName(char* charname);
void Remove(Client* client, bool delete_data = false);
void RemoveConnection(EQStream* eqs);
void Process();
int32 Count();
void ReloadQuests();
void CheckPlayersInvisStatus(Client* owner);
void RemovePlayerFromInvisHistory(int32 spawnID);
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private:
Mutex MClients;
list<Client*> client_list;
};
#endif