EQ2EMu/EQ2/source/WorldServer/World.h
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2020-02-28 09:17:24 -05:00

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