548007ea96
Starting point..!
578 lines
19 KiB
C++
578 lines
19 KiB
C++
/*
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EQ2Emulator: Everquest II Server Emulator
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Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
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This file is part of EQ2Emulator.
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EQ2Emulator is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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EQ2Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef EQ2_WORLD_H
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#define EQ2_WORLD_H
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#include <string>
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#include <vector>
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#include <map>
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#include <list>
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#include "SpawnLists.h"
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#include "zoneserver.h"
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#include "NPC.h"
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#include "Widget.h"
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#include "Object.h"
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#include "GroundSpawn.h"
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#include "Sign.h"
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#include "Variables.h"
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#include "MutexList.h"
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#include "PlayerGroups.h"
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using namespace std;
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struct MerchantInfo{
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vector<int32> inventory_ids;
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/*int32 faction_id;
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sint32 faction_min;
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sint32 faction_max;
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float low_buy_multiplier;
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float high_buy_multiplier;
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float low_sell_multiplier;
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float high_sell_multiplier;*/
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};
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struct MerchantItemInfo{
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int32 item_id;
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int16 quantity;
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int32 price_item_id;
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int32 price_item2_id;
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int16 price_item_qty;
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int16 price_item2_qty;
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int32 price_status;
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int64 price_coins;
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int32 price_stationcash;
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};
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struct LootTable{
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string name;
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int32 mincoin;
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int32 maxcoin;
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int16 maxlootitems;
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float lootdrop_probability;
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float coin_probability;
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};
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struct LootDrop{
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int32 item_id;
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int16 item_charges;
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bool equip_item;
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float probability;
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};
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struct GroundSpawnEntry {
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int16 min_skill_level;
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int16 min_adventure_level;
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int8 bonus_table;
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float harvest1;
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float harvest3;
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float harvest5;
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float harvest_imbue;
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float harvest_rare;
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float harvest10;
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int32 harvest_coin;
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};
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struct GroundSpawnEntryItem {
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int32 item_id;
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int8 is_rare;
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int32 grid_id;
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};
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struct TransportDestination{
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int32 unique_id;
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int8 type;
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string display_name;
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string message;
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int32 destination_zone_id;
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float destination_x;
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float destination_y;
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float destination_z;
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float destination_heading;
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int32 cost;
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int8 min_level;
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int8 max_level;
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int32 req_quest;
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int16 req_quest_step;
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int32 req_quest_complete;
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int32 map_x;
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int32 map_y;
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int32 faction_id;
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int32 faction_value;
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};
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struct LocationTransportDestination{
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int32 unique_id;
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string message;
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int32 destination_zone_id;
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float destination_x;
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float destination_y;
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float destination_z;
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float destination_heading;
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float trigger_x;
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float trigger_y;
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float trigger_z;
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float trigger_radius;
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int32 cost;
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int32 faction_id;
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int32 faction_value;
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};
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//ideally we wouldn't need to store this information as we could get it from the Client object,
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//however since the client object disconnects from the server when zoning we can't count on it being available
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/*struct PlayerGroup;
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struct GroupOptions{
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int8 loot_method;
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int8 loot_items_rarity;
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int8 auto_split;
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int8 default_yell;
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int8 group_autolock;
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int8 solo_autolock;
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};
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struct GroupMemberInfo{
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string name;
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string zone;
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sint32 hp_current;
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sint32 hp_max;
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sint32 power_current;
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sint32 power_max;
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int16 level_current;
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int16 level_max;
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int8 race_id;
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int8 class_id;
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Client* client;
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PlayerGroup* group;
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};
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struct PlayerGroup{
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deque<GroupMemberInfo*> members;
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GroupOptions options;
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};*/
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struct LottoPlayer {
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int32 end_time;
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int8 num_matches;
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bool set;
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};
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struct HouseZone {
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int32 id;
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string name;
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int64 cost_coin;
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int32 cost_status;
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int64 upkeep_coin;
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int32 upkeep_status;
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int8 vault_slots;
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int8 alignment;
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int8 guild_level;
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int32 zone_id;
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int32 exit_zone_id;
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float exit_x;
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float exit_y;
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float exit_z;
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float exit_heading;
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};
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struct PlayerHouse {
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int32 house_id;
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int64 unique_id;
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int32 instance_id;
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int32 upkeep_due;
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int64 escrow_coins;
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int32 escrow_status;
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string player_name;
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};
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// Constants for STATs counters
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// Server Utilization
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#define STAT_SERVER_OS_TYPE 1 // what OS this server is running on
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#define STAT_SERVER_CPU_TYPE 2 // cpu type/speed (ie., Intel P4 3.0GHz)
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#define STAT_SERVER_CPU_CURRENT 3 // current CPU usage by EQ2World.exe process
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#define STAT_SERVER_CPU_PEAK 4 // highest CPU usage by EQ2World.exe this session
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#define STAT_SERVER_PHYSICAL_RAM_TOTAL 5 // total RAM in server
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#define STAT_SERVER_PHYSICAL_RAM_CURRENT 6 // current RAM usage by EQ2World.exe
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#define STAT_SERVER_PHYSICAL_RAM_PEAK 7 // highest RAM usage by EQ2World.exe this session
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#define STAT_SERVER_VIRTUAL_RAM_TOTAL 8 // total vRAM in server
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#define STAT_SERVER_VIRTUAL_RAM_CURRENT 9 // current vRAM usage by EQ2World.exe
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#define STAT_SERVER_VIRTUAL_RAM_PEAK 10 // highest vRAM usage by EQ2World.exe this session
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#define STAT_SERVER_DISK_USAGE 11 // size of /eq2emulator folder and contents
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#define STAT_SERVER_THREAD_COUNT 12 // thread count of EQ2World.exe process
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#define STAT_SERVER_AVG_LATENCY 13 // network latency between world and loginserver
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// Server Stats
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#define STAT_SERVER_CREATED 100 // unix_timestamp of date server first came online
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#define STAT_SERVER_START_TIME 101 // unix_timestamp of date/time server booted up
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#define STAT_SERVER_ACCEPTED_CONNECTION 102 // successful connections since server startup
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#define STAT_SERVER_MOST_CONNECTIONS 103 // most players online in history of server
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#define STAT_SERVER_NUM_ACCOUNTS 104 // total number of unique accounts
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#define STAT_SERVER_NUM_CHARACTERS 105 // total number of player characters
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#define STAT_SERVER_AVG_CHAR_LEVEL 106 // average level of player characters
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#define STAT_SERVER_NUM_ACTIVE_ZONES 107 // number of currently running/loaded zones
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#define STAT_SERVER_NUM_ACTIVE_INSTANCES 108 // number of active zones that are "instances"
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// Player PvE counters
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#define STAT_PLAYER_TOTAL_NPC_KILLS 1000 // total NPC kills by player
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#define STAT_PLAYER_TOTAL_DEATHS 1001 // total non-PvP deaths of player
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#define STAT_PLAYER_KVD_RATIO 1002 // kill-versus-death ratio of player
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#define STAT_PLAYER_HIGHEST_MELEE_HIT 1003 // players highest melee hit to date
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#define STAT_PLAYER_HIGHEST_MAGIC_HIT 1004 // players highest magic hit to date
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#define STAT_PLAYER_HIGHEST_HO_HIT 1005 // players highest heroic opportunity hit
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#define STAT_PLAYER_TOTAL_STATUS 1006 // player total status
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#define STAT_PLAYER_TOTAL_WEALTH 1007 // player total wealth
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#define STAT_PLAYER_QUESTS_COMPLETED 1008 // total quests completed
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#define STAT_PLAYER_RECIPES_KNOWN 1009 // total recipes player knows
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#define STAT_PLAYER_TOTAL_CRAFTED_ITEMS 1010 // total items crafted by player
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#define STAT_PLAYER_ITEMS_DISCOVERED 1011 // total items discovered by player
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#define STAT_PLAYER_RARES_HARVESTED 1012 // total rare harvests by player
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#define STAT_PLAYER_ITEMS_HARVESTED 1013 // total rare harvests by player
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#define STAT_PLAYER_MASTER_ABILITIES 1014 // total master abilities player has
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#define STAT_PLAYER_HIGHEST_FALLING_HIT 1015 // player's highest damage amount taken from falling
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// Player PvP counters
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#define STAT_PLAYER_TOTAL_PVP_KILLS 1100 // total PVP kills by player
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#define STAT_PLAYER_PVP_KILL_STREAK 1101 // longest PVP kill streak of player
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#define STAT_PLAYER_TOTAL_PVP_DEATHS 1102 // total PVP deaths of player
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#define STAT_PLAYER_PVP_DEATH_STREAK 1103 // longest PVP death streak of player
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#define STAT_PLAYER_PVP_KVD_RATIO 1104 // PVP kill-versus-death ratio of player
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#define STAT_PLAYER_TOTAL_ARENA_KILLS 1105 // total Arena kills of player
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// MOST stats for players
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#define STAT_PLAYER_MOST_NPC_KILLS 1200 // IPvP: Player with most NPC kills
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#define STAT_PLAYER_MOST_NPC_DEATHS 1201 // IPvP: Player with most non-PVP deaths
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#define STAT_PLAYER_MOST_PVP_KILLS 1202 // IPvP: Player with most PvP kills
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#define STAT_PLAYER_MOST_PVP_DEATHS 1203 // IPvP: Player with most PvP deaths
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#define STAT_PLAYER_MOST_ARENA_KILLS 1204 // IPvP: Player with most Arena kills
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#define STAT_PLAYER_MOST_STATUS 1205 // IPvP: Player with most Status
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#define STAT_PLAYER_MOST_WEALTH 1206 // IPvP: Player with most Wealth
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// HIGHEST stats for players
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#define STAT_PLAYER_HIGHEST_NPC_KVD_RATIO 1300 // IPvP: Player with highest NPC kill-versus-death ratio
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#define STAT_PLAYER_HIGHEST_PVP_KILL_STREAK 1301 // IPvP: Player with longest PvP kill streak
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#define STAT_PLAYER_HIGHEST_PVP_DEATH_STREAK 1302 // IPvP: Player with longest PvP death streak
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#define STAT_PLAYER_HIGHEST_PVP_KVD_RATIO 1303 // IPvP: Player with highest PvP kill-versus-death ratio
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#define STAT_PLAYER_HIGHEST_HP 1304 // IPvP: Player with highest HP on server
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#define STAT_PLAYER_HIGHEST_POWER 1305 // IPvP: Player with highest Power on server
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#define STAT_PLAYER_HIGHEST_RESISTS 1306 // IPvP: Player with highest Resists on server
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struct Statistic {
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int32 stat_id;
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sint32 stat_value;
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int32 stat_date;
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bool save_needed;
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};
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// Player EVENT defines
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// Some EVENTs are single occurrance (S), while others are cummulative throughout the life of the player (C)
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#define PLAYER_EVENT_NEW_ADV_LEVEL 2000 // (C) player achieves a new adventure level
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#define PLAYER_EVENT_NEW_TS_LEVEL 2001 // (C) player achieves a new tradeskill level
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#define PLAYER_EVENT_NEW_AA 2002 // (C) player earns AA pt
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#define PLAYER_EVENT_NEW_ACHIEVEMENT 2003 // (C) player new achievement
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#define PLAYER_EVENT_LAST_DEATH 2004 // (S) player was last killed
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#define PLAYER_EVENT_LAST_KILL 2005 // (S) player last killed spawn_id
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#define PLAYER_EVENT_DISCOVER_POI 2006 // (C) player discovers location_id
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// These maybe should be World stat events, since it is about 1 player discovering a new item?
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#define PLAYER_EVENT_DISCOVER_ITEM 2007 // (C) player discovers item_id
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#define PLAYER_EVENT_DISCOVER_RECIPE 2008 // (C) player discovers recipe_id
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struct PlayerHistory {
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int32 history_zone;
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int32 history_id;
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sint32 history_value;
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int32 history_date;
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bool save_needed;
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};
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struct GlobalLoot {
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int8 minLevel;
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int8 maxLevel;
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int32 table_id;
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};
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#define TRANSPORT_TYPE_LOCATION 0
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#define TRANSPORT_TYPE_ZONE 1
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#define TRANSPORT_TYPE_GENERIC 2
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class ZoneList {
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public:
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ZoneList();
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~ZoneList();
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void Add(ZoneServer* zone);
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void Remove(ZoneServer* zone);
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ZoneServer* Get(int32 id, bool loadZone = true);
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ZoneServer* Get(const char* zone_name, bool loadZone=true);
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ZoneServer* GetByInstanceID(int32 id, int32 zone_id=0);
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/// <summary>Get the instance for the given zone id with the lowest population</summary>
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/// <param name='zone_id'>The id of the zone to look up</param>
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/// <returns>ZoneServer* of an active zone with the given id</returns>
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ZoneServer* GetByLowestPopulation(int32 zone_id);
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void AddClientToMap(string name, Client* client){
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name = ToLower(name);
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MClientList.lock();
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client_map[name] = client;
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MClientList.unlock();
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}
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void CheckFriendList(Client* client);
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void CheckFriendZoned(Client* client);
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// move to Chat/Chat.h?
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bool HandleGlobalChatMessage(Client* from, char* to, int16 channel, const char* message, const char* channel_name = 0);
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void HandleGlobalBroadcast(const char* message);
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void HandleGlobalAnnouncement(const char* message);
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//
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int32 Count();
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Client* GetClientByCharName(string name){
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name = ToLower(name);
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Client* ret = 0;
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MClientList.lock();
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if(client_map.count(name) > 0)
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ret = client_map[name];
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MClientList.unlock();
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return ret;
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}
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Client* GetClientByCharID(int32 id) {
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Client* ret = 0;
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MClientList.lock();
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map<string, Client*>::iterator itr;
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for (itr = client_map.begin(); itr != client_map.end(); itr++) {
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if (itr->second->GetCharacterID() == id) {
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ret = itr->second;
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break;
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}
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}
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MClientList.unlock();
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return ret;
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}
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Client* GetClientByEQStream(EQStream* eqs) {
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Client* ret = 0;
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if (eqs) {
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MClientList.lock();
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map<string, Client*>::iterator itr;
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for (itr = client_map.begin(); itr != client_map.end(); itr++) {
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if (itr->second->getConnection() == eqs) {
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ret = itr->second;
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break;
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}
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}
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MClientList.unlock();
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}
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return ret;
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}
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void UpdateVitality(float amount);
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void RemoveClientFromMap(string name, Client* client){
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name = ToLower(name);
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MClientList.lock();
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if(client_map.count(name) > 0 && client_map[name] == client)
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client_map.erase(name);
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MClientList.unlock();
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}
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bool ClientConnected(int32 account_id);
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void ReloadClientQuests();
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bool DepopFinished();
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void Depop();
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void Repop();
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void DeleteSpellProcess();
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void LoadSpellProcess();
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void ProcessWhoQuery(const char* query, Client* client);
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void ProcessWhoQuery(vector<string>* queries, ZoneServer* zone, vector<Entity*>* players, bool isGM);
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void SendZoneList(Client* client);
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void WritePlayerStatistics();
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void ShutDownZones();
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void ReloadMail();
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void ReloadSpawns();
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private:
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Mutex MClientList;
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Mutex MZoneList;
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map<ZoneServer*, int32> removed_zoneservers;
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map<string,Client*> client_map;
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list<ZoneServer*> zlist;
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};
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class World {
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public:
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World();
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~World();
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int8 GetClassID(const char* name);
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void Process();
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void init();
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PacketStruct* GetWorldTime(int16 version);
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void WorldTimeTick();
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float GetXPRate();
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float GetTSXPRate();
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void LoadVitalityInformation();
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void UpdateVitality();
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WorldTime* GetWorldTimeStruct(){
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return &world_time;
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}
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ulong GetCurrentThreadID();
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int64 GetThreadUsageCPUTime();
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// These 2 functions are never used. What was their purpose? Should they be removed?
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void AddNPCAppearance(int32 id, AppearanceData* appearance){ npc_appearance_list[id] = appearance; }
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AppearanceData* GetNPCAppearance(int32 id) { return npc_appearance_list[id]; }
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void ReloadGuilds();
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bool ReportBug(string data, char* player_name, int32 account_id, const char* spawn_name, int32 spawn_id, int32 zone_id);
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void AddSpawnScript(int32 id, const char* name);
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void AddSpawnEntryScript(int32 id, const char* name);
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void AddSpawnLocationScript(int32 id, const char* name);
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void AddZoneScript(int32 id, const char* name);
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const char* GetSpawnScript(int32 id);
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const char* GetSpawnEntryScript(int32 id);
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const char* GetSpawnLocationScript(int32 id);
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const char* GetZoneScript(int32 id);
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void ResetSpawnScripts();
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void ResetZoneScripts();
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int16 GetMerchantItemQuantity(int32 merchant_id, int32 item_id);
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void DecreaseMerchantQuantity(int32 merchant_id, int32 item_id, int16 amount);
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int32 GetInventoryID(int32 merchant_id, int32 item_id);
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void AddMerchantItem(int32 inventory_id, MerchantItemInfo ItemInfo);
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void RemoveMerchantItem(int32 inventory_id, int32 item_id);
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vector<MerchantItemInfo>* GetMerchantList(int32 merchant_id);
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vector<MerchantItemInfo>* GetMerchantItemList(int32 merchant_id, int8 merchant_type, Player* player);
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MerchantInfo* GetMerchantInfo(int32 merchant_id);
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map<int32, MerchantInfo*>* GetMerchantInfo();
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void AddMerchantInfo(int32 merchant_id, MerchantInfo* multiplier);
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void DeleteMerchantsInfo();
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void DeleteMerchantItems();
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void DeleteSpawns();
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vector<Variable*>* GetClientVariables();
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void WritePlayerStatistics();
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void WriteServerStatistics();
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void AddServerStatistic(int32 stat_id, sint32 stat_value, int32 stat_date);
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void UpdateServerStatistic(int32 stat_id, sint32 stat_value, bool overwrite = false);
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sint32 GetServerStatisticValue(int32 stat_id);
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void RemoveServerStatistics();
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//PlayerGroup* AddGroup(Client* leader);
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//void AddGroupMember(PlayerGroup* group, Client* member);
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//void RemoveGroupMember(Client* member, bool immediate = false);
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//void DisbandGroup(PlayerGroup* group, bool lock = true);
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void SendGroupQuests(PlayerGroup* group, Client* client);
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//void UpdateGroupBuffs();
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//void RemoveGroupBuffs(PlayerGroup *group, Client *client);
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//void SetPendingGroup(char* name, char* leader);
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//void GroupMessage(PlayerGroup* group, const char* message, ...);
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//void SimpleGroupMessage(PlayerGroup* group, const char* message);
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//void GroupChatMessage(PlayerGroup* group, Spawn* from, const char* message);
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//const char* GetPendingGroup(string name);
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//void GroupReadLock();
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//void GroupReadUnLock();
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//void CheckRemoveGroupedPlayer();
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//void SendGroupUpdate(PlayerGroup* group, Client* exclude = 0);
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void RejoinGroup(Client* client);
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//bool MakeLeader(Client* leader, string new_leader);
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void AddBonuses(ItemStatsValues* values, int16 type, sint32 value, Entity* entity);
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void CreateGuild(const char* guild_name, Client* leader = 0, int32 group_id = 0);
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void SaveGuilds();
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void PickRandomLottoDigits(int32* digits);
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void AddLottoPlayer(int32 character_id, int32 end_time);
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void RemoveLottoPlayer(int32 character_id);
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void SetLottoPlayerNumMatches(int32 character_id, int8 num_matches);
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void CheckLottoPlayers();
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void PopulateTOVStatMap();
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int32 LoadItemBlueStats();
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sint16 GetItemStatTOVValue(sint16 subtype);
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sint16 GetItemStatDOVValue(sint16 subtype);
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sint16 GetItemStatCOEValue(sint16 subtype);
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sint16 GetItemStatKAValue(sint16 subtype);
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sint16 GetItemStatTESTValue(sint16 subtype);
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vector<string> biography;
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volatile bool items_loaded;
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volatile bool spells_loaded;
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volatile bool achievments_loaded;
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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);
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HouseZone* GetHouseZone(int32 id);
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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);
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PlayerHouse* GetPlayerHouseByHouseID(int32 char_id, int32 house_id);
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PlayerHouse* GetPlayerHouseByUniqueID(int64 unique_id);
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PlayerHouse* GetPlayerHouseByInstanceID(int32 instance_id);
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vector<PlayerHouse*> GetAllPlayerHouses(int32 char_id);
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vector<PlayerHouse*> GetAllPlayerHousesByHouseID(int32 house_id);
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|
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PlayerGroupManager* GetGroupManager() { return &m_playerGroupManager; }
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|
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private:
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//void RemovePlayerFromGroup(PlayerGroup* group, GroupMemberInfo* info, bool erase = true);
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|
//void DeleteGroupMember(GroupMemberInfo* info);
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|
Mutex MMerchantList;
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|
Mutex MSpawnScripts;
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|
Mutex MZoneScripts;
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|
//Mutex MGroups;
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|
|
|
map<int32, MerchantInfo*> merchant_info;
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|
map<int32, vector<MerchantItemInfo> > merchant_inventory_items;
|
|
int32 vitality_frequency;
|
|
float vitality_amount;
|
|
float xp_rate;
|
|
float ts_xp_rate; // JA
|
|
WorldTime world_time;
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|
|
|
map<int32,AppearanceData*> npc_appearance_list;
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|
|
|
map<int32, string> spawn_scripts;
|
|
map<int32, string> spawnentry_scripts;
|
|
map<int32, string> spawnlocation_scripts;
|
|
map<int32, string> zone_scripts;
|
|
//vector<PlayerGroup*> player_groups;
|
|
//map<GroupMemberInfo*, int32> group_removal_pending;
|
|
//map<string, string> pending_groups;
|
|
map<int32, Statistic*> server_statistics;
|
|
MutexMap<int32, LottoPlayer*> lotto_players;
|
|
int32 last_checked_time;
|
|
Timer save_time_timer;
|
|
Timer time_tick_timer;
|
|
Timer vitality_timer;
|
|
Timer player_stats_timer;
|
|
Timer server_stats_timer;
|
|
//Timer remove_grouped_player;
|
|
Timer guilds_timer;
|
|
Timer lotto_players_timer;
|
|
Timer group_buff_updates;
|
|
|
|
map<int32, HouseZone*> m_houseZones;
|
|
// Map <house id, map<char id, player house>>
|
|
map<int32, map<int32, PlayerHouse*> > m_playerHouses;
|
|
Mutex MHouseZones;
|
|
Mutex MPlayerHouses;
|
|
|
|
map<int16,int16> tov_itemstat_conversion;
|
|
map<int16,int16> dov_itemstat_conversion;
|
|
map<int16,int16> coe_itemstat_conversion;
|
|
map<int16,int16> ka_itemstat_conversion;
|
|
|
|
PlayerGroupManager m_playerGroupManager;
|
|
};
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|
#endif
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