EQ2EMu/EQ2/source/WorldServer/zoneserver.h
Image b3534cc556 command changes
GM vision support
reverted spawn move command changes since that broke it!  Basis of GM command added
2020-05-24 11:45:28 -04:00

1027 lines
41 KiB
C++

/*
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 ZONESERVER_H
#define ZONESERVER_H
#include "../common/linked_list.h"
#include "../common/timer.h"
#include "../common/queue.h"
#include "../common/servertalk.h"
#include "../common/TCPConnection.h"
#include "WorldTCPConnection.h"
#include "../common/Mutex.h"
#include "../common/DataBuffer.h"
#include "net.h"
#include "Player.h"
#include "Combat.h"
#include <list>
#include <map>
#include <set>
#include "MutexList.h"
#include "MutexMap.h"
#include "MutexVector.h"
#include "NPC.h"
#include "Widget.h"
#include "Object.h"
#include "GroundSpawn.h"
#include "Sign.h"
#include "Zone/map.h"
#include "Zone/pathfinder_interface.h"
#include "Zone/mob_movement_manager.h"
extern NetConnection net; // needs to be here or compile errors in commands.cpp
class SpellProcess;
class TradeskillMgr;
class Bot;
#define EXPANSION_UNKNOWN 1
#define EXPANSION_UNKNOWN2 64
#define EXPANSION_UNKNOWN3 128
#define EXPANSION_UNKNOWN4 256
#define EXPANSION_UNKNOWN5 512
#define EXPANSION_DOF 1024
#define EXPANSION_KOS 2048
#define EXPANSION_EOF 4096
#define EXPANSION_ROK 8192
#define EXPANSION_TSO 16384
#define EXPANSION_DOV 65536 // This enables DoV and CoE AA tree's lower values disable both trees
// Can't verify these 3 values
// 32768 - SF
// 131072 - AoD
#define SPAWN_SCRIPT_SPAWN 0
#define SPAWN_SCRIPT_RESPAWN 1
#define SPAWN_SCRIPT_ATTACKED 2
#define SPAWN_SCRIPT_TARGETED 3
#define SPAWN_SCRIPT_HAILED 4
#define SPAWN_SCRIPT_DEATH 5
#define SPAWN_SCRIPT_KILLED 6
#define SPAWN_SCRIPT_AGGRO 7
#define SPAWN_SCRIPT_HEALTHCHANGED 8
#define SPAWN_SCRIPT_RANDOMCHAT 9
#define SPAWN_SCRIPT_CONVERSATION 10
#define SPAWN_SCRIPT_TIMER 11
#define SPAWN_SCRIPT_CUSTOM 12
#define SPAWN_SCRIPT_HAILED_BUSY 13
#define SPAWN_SCRIPT_CASTED_ON 14
#define SPAWN_SCRIPT_AUTO_ATTACK_TICK 15
#define SPAWN_SCRIPT_COMBAT_RESET 16
#define SPAWN_SCRIPT_GROUP_DEAD 17
#define SPAWN_SCRIPT_HEAR_SAY 18
#define SPAWN_SCRIPT_PRESPAWN 19
#define SPAWN_CONDITIONAL_NONE 0
#define SPAWN_CONDITIONAL_DAY 1
#define SPAWN_CONDITIONAL_NIGHT 2
#define SPAWN_CONDITIONAL_NOT_RAINING 4
#define SPAWN_CONDITIONAL_RAINING 8
#define MAX_REVIVEPOINT_DISTANCE 1000
/* JA: TODO Turn into R_World Rules */
#define SEND_SPAWN_DISTANCE 250 /* when spawns appear visually to the client */
#define HEAR_SPAWN_DISTANCE 30 /* max distance a client can be from a spawn to 'hear' it */
#define MAX_CHASE_DISTANCE 80
#define REMOVE_SPAWN_DISTANCE 300 // increased distance between send/remove is ideal, this makes sure there is no overlap if a 'fast' client (AKA GM warp speed)
#define TRACKING_STOP 0
#define TRACKING_START 1
#define TRACKING_UPDATE 2
#define TRACKING_CLOSE_WINDOW 3
#define TRACKING_TYPE_ENTITIES 1
#define TRACKING_TYPE_HARVESTABLES 2
#define TRACKING_SPAWN_TYPE_PC 0
#define TRACKING_SPAWN_TYPE_NPC 1
#define WAYPOINT_CATEGORY_GROUP 0
#define WAYPOINT_CATEGORY_QUESTS 1
#define WAYPOINT_CATEGORY_PEOPLE 2
#define WAYPOINT_CATEGORY_PLACES 3
#define WAYPOINT_CATEGORY_USER 4
#define WAYPOINT_CATEGORY_DIRECTIONS 5
#define WAYPOINT_CATEGORY_TRACKING 6
#define WAYPOINT_CATEGORY_HOUSES 7
#define WAYPOINT_CATEGORY_MAP 8
struct PlayerProximity{
float distance;
string in_range_lua_function;
string leaving_range_lua_function;
map<Client*, bool> clients_in_proximity;
};
struct LocationProximity {
float x;
float y;
float z;
float max_variation;
string in_range_lua_function;
string leaving_range_lua_function;
map<Client*, bool> clients_in_proximity;
};
struct LocationGrid {
int32 id;
int32 grid_id;
string name;
bool include_y;
bool discovery;
MutexList<Location*> locations;
MutexMap<Player*, bool> players;
};
struct TrackedSpawn {
Spawn* spawn;
float distance;
};
class Widget;
class Client;
class Sign;
class Object;
class GroundSpawn;
struct GroundSpawnEntry;
struct GroundSpawnEntryItem;
struct LootTable;
struct LootDrop;
struct GlobalLoot;
struct TransportDestination;
struct LocationTransportDestination;
#ifdef WIN32
void ZoneLoop(void *tmp);
void SpawnLoop(void *tmp);
void SendInitialSpawns(void *tmp);
void SendLevelChangedSpawns(void*tmp);
#else
void *ZoneLoop(void *tmp);
void *SpawnLoop(void *tmp);
void *SendInitialSpawns(void *tmp);
void *SendLevelChangedSpawns(void *tmp);
#endif
using namespace std;
struct RevivePoint{
int32 id;
int32 zone_id; //usually this zone, but not always
string location_name;
float x;
float y;
float z;
float heading;
};
struct SpawnScriptTimer {
int32 timer;
int32 spawn;
int32 player;
string function;
int32 current_count;
int32 max_count;
};
enum Instance_Type {
NONE,
GROUP_LOCKOUT_INSTANCE,
GROUP_PERSIST_INSTANCE,
RAID_LOCKOUT_INSTANCE,
RAID_PERSIST_INSTANCE,
SOLO_LOCKOUT_INSTANCE,
SOLO_PERSIST_INSTANCE,
TRADESKILL_INSTANCE, // allows anyone to enter, server searches for the first instance that is available
PUBLIC_INSTANCE, // same as tradeskill, except dead spawns are tracked
PERSONAL_HOUSE_INSTANCE,
GUILD_HOUSE_INSTANCE,
QUEST_INSTANCE
};
struct FlightPathInfo {
float speed;
bool flying;
bool dismount;
};
struct FlightPathLocation {
float X;
float Y;
float Z;
};
class SPGrid;
// need to attempt to clean this up and add xml comments, remove unused code, find a logical way to sort the functions maybe by get/set/process/add etc...
class ZoneServer {
public:
ZoneServer(const char* file);
~ZoneServer();
void Init();
bool Process();
bool SpawnProcess();
void LoadRevivePoints(vector<RevivePoint*>* revive_points);
vector<RevivePoint*>* GetRevivePoints(Client* client);
RevivePoint* GetRevivePoint(int32 id);
void AddClient(Client* client);
void SimpleMessage(int8 type, const char* message, Spawn* from, float distance);
void HandleChatMessage(Spawn* from, const char* to, int16 channel, const char* message, float distance = 0, const char* channel_name = 0, bool show_bubble = true, int32 language = 0);
void HandleChatMessage(Client* client, Spawn* from, const char* to, int16 channel, const char* message, float distance = 0, const char* channel_name = 0, bool show_bubble = true, int32 language = 0);
void HandleBroadcast(const char* message);
void HandleAnnouncement(const char* message);
int16 SetSpawnTargetable(Spawn* spawn, float distance);
int16 SetSpawnTargetable(int32 spawn_id);
void ApplySetSpawnCommand(Client* client, Spawn* target, int8 type, char* value);
void SetSpawnCommand(Spawn* spawn, int8 type, char* value, Client* client = 0);
void SetSpawnCommand(int32 spawn_id, int8 type, char* value, Client* client = 0);
void AddLoot(NPC* npc);
NPC* AddNPCSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry);
Object* AddObjectSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry);
GroundSpawn* AddGroundSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry);
Widget* AddWidgetSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry);
Sign* AddSignSpawn(SpawnLocation* spawnlocation, SpawnEntry* spawnentry);
void AddSpawn(Spawn* spawn);
void RemoveDeadEnemyList(Spawn* spawn);
void RemoveDeadSpawn(Spawn* spawn);
void AddSpawnGroupLocation(int32 group_id, int32 location_id, int32 spawn_location_id);
void AddSpawnGroupAssociation(int32 group_id1, int32 group_id2);
void AddSpawnGroupChance(int32 group_id, float percent);
void RemoveSpawn(bool spawnListLocked, Spawn* spawn, bool delete_spawn = true, bool respawn = true, bool lock = true);
void ProcessSpawnLocations();
void SendQuestUpdates(Client* client, Spawn* spawn = 0);
EQ2Packet* GetZoneInfoPacket(Client* client);
Spawn* FindSpawn(Player* searcher, const char* name);
void CallSpawnScript(Spawn* npc, int8 type, Spawn* spawn = 0, const char* message = 0);
void SendSpawnVisualState(Spawn* spawn, int16 type);
void SendSpellFailedPacket(Client* client, int16 error);
void SendInterruptPacket(Spawn* interrupted, LuaSpell* spell);
void HandleEmote(Client* originator, string name);
Client* GetClientBySpawn(Spawn* spawn);
Spawn* GetSpawnByDatabaseID(int32 id);
Spawn* GetSpawnByID(int32 id, bool spawnListLocked=false);
void PlaySoundFile(Client* client, const char* name, float origin_x, float origin_y, float origin_z);
void SendZoneSpawns(Client* client);
void StartZoneInitialSpawnThread(Client* client);
void SendSpawnChanges();
void SendSpawnChanges(Spawn* spawn);
void SendSpawnChanges(Spawn* spawn, Client* client, bool override_changes = false, bool override_vis_changes = false);
void SendSpawnChangesByDBID(int32 spawn_id, Client* client, bool override_changes = false, bool override_vis_changes = false);
void SendPlayerPositionChanges(Player* player);
void UpdateVitality(float amount);
vector<Entity*> GetPlayers();
void KillSpawn(bool spawnListLocked, Spawn* dead, Spawn* killer, bool send_packet = true, int8 damage_type = 0, int16 kill_blow_type = 0);
void SendDamagePacket(Spawn* attacker, Spawn* victim, int8 type1, int8 type2, int8 damage_type, int16 damage, const char* spell_name);
void SendHealPacket(Spawn* caster, Spawn* target, int16 type, int32 heal_amt, const char* spell_name);
void SendCastSpellPacket(LuaSpell* spell, Entity* caster);
void SendCastSpellPacket(int32 spell_visual, Spawn* target);
void SendCastEntityCommandPacket(EntityCommand* entity_command, int32 spawn_id, int32 target_id);
void TriggerCharSheetTimer();
/// <summary>Sends the game time packet to all connected clients</summary>
void SendTimeUpdateToAllClients();
void AddWidgetTimer(Spawn* widget, float time);
bool HasWidgetTimer(Spawn* widget);
void AddHeadingTimer(Spawn* spawn);
void Despawn(Spawn* spawn, int32 timer);
void RepopSpawns(Client* client, Spawn* spawn);
bool AddCloseSpawnsToSpawnGroup(Spawn* spawn, float radius);
void Depop(bool respawns = false, bool repop = false);
Spawn* GetSpawnGroup(int32 id);
void AddEnemyList(NPC* npc);
void ReloadClientQuests();
void SendAllSpawnsForLevelChange(Client* client);
void SendAllSpawnsForSeeInvisChange(Client* client);
void SendAllSpawnsForVisChange(Client* client, bool limitToEntities=true);
void AddLocationGrid(LocationGrid* grid);
void RemoveLocationGrids();
void DeleteTransporters();
void CheckTransporters(Client* client);
void WritePlayerStatistics();
bool SendRadiusSpawnInfo(Client* client, float radius);
volatile bool spawnthread_active;
volatile bool combatthread_active;
volatile int8 initial_spawn_threads_active;
volatile bool client_thread_active;
void AddChangedSpawn(Spawn* spawn);
void AddDamagedSpawn(Spawn* spawn);
void AddDrowningVictim(Player* player);
void RemoveDrowningVictim(Player* player);
Client* GetDrowningVictim(Player* player);
void DeleteSpellProcess();
void LoadSpellProcess();
void LockAllSpells(Player* player);
void UnlockAllSpells(Player* player);
void RemoveSpellTimersFromSpawn(Spawn* spawn, bool remove_all, bool delete_recast = true);
void Interrupted(Entity* caster, Spawn* interruptor, int16 error_code, bool cancel = false, bool from_movement = false);
Spell* GetSpell(Entity* caster);
void ProcessSpell(Spell* spell, Entity* caster, Spawn* target = 0, bool lock = true, bool harvest_spell = false);
void ProcessEntityCommand(EntityCommand* entity_command, Entity* caster, Spawn* target, bool lock = true);
void AddPlayerTracking(Player* player);
void RemovePlayerTracking(Player* player, int8 mode);
void SendUpdateTitles(Client *client, Title *suffix = 0, Title *prefix = 0);
void SendUpdateTitles(Spawn *spawn, Title *suffix = 0, Title *prefix = 0);
void RemoveTargetFromSpell(LuaSpell* spell, Spawn* target);
/// <summary>Schedules a spawn for removal</summary>
/// <param name='spawn'>The spawn to remove</param>
/// <param name='time'>The delay before removing the spawn</param>
void AddDelayedSpawnRemove(Spawn* spawn, int32 time);
/// <summary>Removes a spawn from scheduled removal (used mainly for players returning from LD)</summary>
/// <param name='spawn'>The spawn to remove from the scheduled removal</param>
void RemoveDelayedSpawnRemove(Spawn* spawn);
/// <summary>Set the rain levl in the zone</summary>
/// <param name='val'>Level of rain in the zone 0.0 - 1.1 (rain starts at 0.76)</param>
void SetRain(float val);
/// <summary>Sets the wind direction</summary>
/// <param name='val'>Direction in degrees to set the wind</param>
void SetWind(float val);
/// <summary>Handles zone-wide weather changes</summary>
void ProcessWeather();
Spawn* GetClosestTransportSpawn(float x, float y, float z);
void ResurrectSpawn(Spawn* spawn, Client* client);
void HidePrivateSpawn(Spawn* spawn);
Client* GetClientByName(char* name);
/// <summary>Gets spawns for a true AoE spell</summary>
vector<Spawn*> GetAttackableSpawnsByDistance(Spawn* spawn, float distance);
void StartZoneSpawnsForLevelThread(Client* client);
void SendDispellPacket(Entity* caster, Spawn* target, string dispell_name, string spell_name, int8 dispell_type);
void SetupInstance(int32 createdInstanceID=0);
void SendUpdateDefaultCommand(Spawn* spawn, const char* command, float distance, Spawn* toplayer = NULL);
map<int32, int32>* GetSpawnLocationsByGroup(int32 group_id);
SPGrid* Grid;
Map* zonemap;
IPathfinder* pathing;
MobMovementManager* movementMgr;
/****************************************************
Following functions are only used for LUA commands
****************************************************/
int32 GetClosestLocation(Spawn* spawn);
Spawn* GetClosestSpawn(Spawn* spawn, int32 spawn_id);
SpawnLocation* GetSpawnLocation(int32 id);
void PlayFlavor(Client* client, Spawn* spawn, const char* mp3, const char* text, const char* emote, int32 key1, int32 key2, int8 language);
void PlayVoice(Client* client, Spawn* spawn, const char* mp3, int32 key1, int32 key2);
void PlayFlavor(Spawn* spawn, const char* mp3, const char* text, const char* emote, int32 key1, int32 key2, int8 language);
void PlayVoice(Spawn* spawn, const char* mp3, int32 key1, int32 key2);
void SendThreatPacket(Spawn* caster, Spawn* target, int32 threat_amt, const char* spell_name);
void KillSpawnByDistance(Spawn* spawn, float max_distance, bool include_players = false, bool send_packet = false);
void SpawnSetByDistance(Spawn* spawn, float max_distance, string field, string value);
void AddSpawnScriptTimer(SpawnScriptTimer* timer);
Spawn* GetSpawnByLocationID(int32 location_id);
void AddMovementNPC(Spawn* spawn);
void AddPlayerProximity(Spawn* spawn, float distance, string in_range_function, string leaving_range_function);
void AddLocationProximity(float x, float y, float z, float max_variation, string in_range_function, string leaving_range_function);
void PlayAnimation(Spawn* spawn, int32 visual_state, Spawn* spawn2 = 0, int8 type = 1);
void AddTransportSpawn(Spawn* spawn);
vector<Spawn*> GetSpawnsByID(int32 id);
bool IsDusk() { return isDusk; } // never used, probably meant for lua though
/****************************************************
Following functions are all contained in the header
****************************************************/
inline const char* GetZoneName() { return zone_name; }
void SetZoneName(char* new_zone) {
if( strlen(new_zone) >= sizeof zone_name )
return;
strcpy(zone_name, new_zone);
}
inline const char* GetZoneFile() { return zone_file; }
void SetZoneFile(char* zone) {
if( strlen(zone) >= sizeof zone_file )
return;
strcpy(zone_file, zone);
}
inline const char* GetZoneDescription() { return zone_description; }
void SetZoneDescription(char* desc) {
if( strlen(desc) >= sizeof zone_description )
return;
strcpy(zone_description, desc);
}
void SetUnderWorld(float under){ underworld = under; }
inline int32 GetZoneID() { return zoneID; }
void SetZoneID(int32 new_id){ zoneID = new_id; }
inline bool IsCityZone() { return cityzone; }
inline bool AlwaysLoaded() { return always_loaded; }
void SetCityZone(bool val) { cityzone = val; }
void SetAlwaysLoaded(bool val) { always_loaded = val; }
inline int32& NumPlayers() { return pNumPlayers; }
void SetMinimumStatus(sint16 minStatus) { minimumStatus = minStatus; }
sint16 GetMinimumStatus() { return minimumStatus; }
void SetMinimumLevel(int16 minLevel) { minimumLevel = minLevel; }
void SetMaximumLevel(int16 maxLevel) { maximumLevel = maxLevel; }
void SetMinimumVersion(int16 minVersion) { minimumVersion = minVersion; }
int16 GetMinimumLevel() { return minimumLevel; }
int16 GetMaximumLevel() { return maximumLevel; }
int16 GetMinimumVersion() { return minimumVersion; }
inline bool GetZoneLockState() { return locked; } // JA: /zone lock|unlock
void SetZoneLockState(bool lock_state) { locked = lock_state; } // JA: /zone lock|unlock
int32 GetInstanceID() { return instanceID; }
bool IsInstanceZone() { return isInstance; }
void SetShutdownTimer(int val){
shutdownTimer.SetTimer(val*1000);
}
void AddSpawnLocation(int32 id, SpawnLocation* spawnlocation) {
MSpawnLocationList.writelock(__FUNCTION__, __LINE__);
if (spawn_location_list.count(id) > 0)
safe_delete(spawn_location_list[id]);
spawn_location_list[id] = spawnlocation;
MSpawnLocationList.releasewritelock(__FUNCTION__, __LINE__);
}
void SetInstanceType(int16 type) { InstanceType = (Instance_Type)type; if(type>0)isInstance=true; else isInstance=false; }
Instance_Type GetInstanceType() { return InstanceType; }
float GetSafeX(){ return safe_x; }
float GetSafeY(){ return safe_y; }
float GetSafeZ(){ return safe_z; }
float GetSafeHeading() { return safe_heading; }
void SetSafeX(float val){ safe_x = val; }
void SetSafeY(float val){ safe_y = val; }
void SetSafeZ(float val){ safe_z = val; }
void SetSafeHeading(float val) { safe_heading = val; }
float GetXPModifier() { return xp_mod; }
void SetXPModifier(float val) { xp_mod = val; }
void SetZoneMOTD(string z_motd) { zone_motd = z_motd; }
string GetZoneMOTD() { return zone_motd; }
bool isZoneShuttingDown ( ) { return zoneShuttingDown; }
void Shutdown(){ zoneShuttingDown = true; }
int32 GetClientCount(){ return clients.size(); }
int32 GetDefaultLockoutTime() { return def_lockout_time; }
int32 GetDefaultReenterTime() { return def_reenter_time; }
int32 GetDefaultResetTime() { return def_reset_time; }
int8 GetForceGroupZoneOption() { return group_zone_option; }
void SetDefaultLockoutTime(int32 val) { def_lockout_time = val; }
void SetDefaultReenterTime(int32 val) { def_reenter_time = val; }
void SetDefaultResetTime(int32 val) { def_reset_time = val; }
void SetForceGroupZoneOption(int8 val) { group_zone_option = val; }
SpellProcess* GetSpellProcess() {return spellProcess;}
bool FinishedDepop(){ return finished_depop; }
/// <summary>Returns the Tradeskill Manager for this zone</summary>
TradeskillMgr* GetTradeskillMgr() { return tradeskillMgr; }
// had to add these to access weather from Commands
bool isWeatherEnabled() { return weather_enabled; }
void SetWeatherEnabled(bool val) { weather_enabled = val; }
bool isWeatherAllowed() { return weather_allowed; }
void SetWeatherAllowed(bool val) { weather_allowed = val; }
int8 GetWeatherType() { return weather_type; }
void SetWeatherType(int8 val) { weather_type = val; }
int32 GetWeatherFrequency() { return weather_frequency; }
void SetWeatherFrequency(int32 val) { weather_frequency = val; }
float GetWeatherMinSeverity() { return weather_min_severity; }
void SetWeatherMinSeverity(float val) { weather_min_severity = val; }
float GetWeatherMaxSeverity() { return weather_max_severity; }
void SetWeatherMaxSeverity(float val) { weather_max_severity = val; }
float GetWeatherChangeAmount() { return weather_change_amount; }
void SetWeatherChangeAmount(float val) { weather_change_amount = val; }
float GetWeatherDynamicOffset() { return weather_dynamic_offset; }
void SetWeatherDynamicOffset(float val) { weather_dynamic_offset = val; }
int8 GetWeatherChance() { return weather_change_chance; }
void SetWeatherChance(int8 val) { weather_change_chance = val; }
float GetCurrentWeather() { return weather_current_severity; }
void SetCurrentWeather(float val) { weather_current_severity = val; }
int8 GetWeatherPattern() { return weather_pattern; }
void SetWeatherPattern(int8 val) { weather_pattern = val; }
void SetWeatherLastChangedTime(int32 val) { weather_last_changed_time = val; }
int32 GetExpansionFlag() { return expansion_flag; }
void SetExpansionFlag(int32 val) { expansion_flag = val; }
void RemoveClientImmediately(Client* client);
void ClearHate(Entity* entity);
/****************************************************
Following functions are pending deletion, left in for
now just to make sure one won't be of future use.
****************************************************/
//void RemoveFromRangeMap(Client* client); // never used?
//void AddSpawnAssociatedGroup(vector<int32>* ret, int32 group_id); // never used, not even any code for it
//inline const char* GetCAddress() { return clientaddress; } // never used?
//inline int16 GetCPort() { return clientport; } // never used?
//inline bool IsBootingUp() { return BootingUp; } // never used?
//int32 GetShutdownTimer() {return shutdownTimer.GetTimerTime();} // never used
//float GetUnderWorld(){ return underworld; } // function never used but variable is
// Following were private
//char clientaddress[250]; // never used
//int16 clientport; // never used
//bool BootingUp; // never used
//bool authenticated; // never used?
//int16 next_index; // never used
void AddFlightPath(int32 id, FlightPathInfo* info);
void AddFlightPathLocation(int32 id, FlightPathLocation* location);
void DeleteFlightPaths();
void SendFlightPathsPackets(Client* client);
int32 GetFlightPathIndex(int32 id);
float GetFlightPathSpeed(int32 id);
void SendSpawn(Spawn* spawn, Client* client); // moved from private to public for bots
void ProcessSpawnConditional(int8 condition);
void SetSpawnStructs(Client* client);
void AddSpawnProximities(Spawn* spawn);
void RemoveSpawnProximities(bool spawnListLocked, Spawn* spawn);
void SetSpawnScript(SpawnEntry* entry, Spawn* spawn);
bool IsLoading() {
return LoadingData;
}
MutexMap<int32, int32> house_object_database_lookup; // 1st int32 = model type, 2nd int32 = spawn id
private:
/* Private Functions */
void AddTransporter(LocationTransportDestination* loc);
void CheckDeadSpawnRemoval();
void DeleteData(bool boot_clients = true);
void DeleteFactionLists();
void ProcessDepop(bool respawns_allowed = false, bool repop = false);
/*
Following functions were public but never used outside the zone server so moved them to private
*/
void ClientProcess(); // never used outside zone server
void RemoveClient(Client* client); // never used outside zone server
void DeterminePosition(SpawnLocation* spawnlocation, Spawn* spawn); // never used outside zone server
void AddDeadSpawn(Spawn* spawn, int32 timer = 0xFFFFFFFF); // never used outside zone server
int32 CalculateSpawnGroup(SpawnLocation* spawnlocation, bool respawn = false); // never used outside zone server
float GetSpawnGroupChance(int32 group_id); // never used outside zone server
vector<int32>* GetAssociatedLocations(set<int32>* groups); // never used outside zone server
set<int32>* GetAssociatedGroups(int32 group_id); // never used outside zone server
list<int32>* GetSpawnGroupsByLocation(int32 location_id); // never used outside zone server
void ProcessSpawnLocation(int32 location_id, bool respawn = false); // never used outside zone server
Spawn* ProcessSpawnLocation(SpawnLocation* spawnlocation, bool respawn = false); // never used outside zone server
Spawn* ProcessInstanceSpawnLocation(SpawnLocation* spawnlocation, map<int32,int32>* instNPCs, map<int32,int32>* instGroundSpawns, map<int32,int32>* instObjSpawns, map<int32,int32>* instWidgetSpawns, map<int32,int32>* instSignSpawns, bool respawn = false); // never used outside zone server
void SendCharSheetChanges(); // never used outside zone server
void SendCharSheetChanges(Client* client); // never used outside zone server
void SaveClients(); // never used outside zone server
void CheckSendSpawnToClient(); // never used outside zone server
void CheckSendSpawnToClient(Client* client, bool initial_login = false); // never used outside zone server
bool SendRemoveSpawn(Client* client, Spawn* spawn, PacketStruct* packet = 0, bool delete_spawn = false); // never used outside zone server
void CheckRemoveSpawnFromClient(Spawn* spawn); // never used outside zone server
void SaveClient(Client* client); // never used outside zone server
void ProcessFaction(Spawn* spawn, Client* client); // never used outside zone server
void RegenUpdate(); // never used outside zone server
void SendCalculatedXP(Player* player, Spawn* victim); // never used outside zone server, might not be used at all any more
void SendTimeUpdate(Client* client); // never used outside zone server
void CheckWidgetTimers(); // never used outside zone server
void CheckRespawns(); // never used outside zone server
void CheckSpawnExpireTimers(); // never used outside zone server
void AddSpawnExpireTimer(Spawn* spawn, int32 expire_time, int32 expire_offset = 0); // never used outside zone server
void CheckSpawnRange(Client* client, Spawn* spawn, bool initial_login = false); // never used outside zone server
void CheckSpawnRange(Spawn* spawn); // never used outside zone server
void DeleteSpawnScriptTimers(Spawn* spawn, bool all = false); // never used outside zone server
void DeleteSpawnScriptTimers(); // never used outside zone server
void CheckSpawnScriptTimers(); // never used outside zone server
void CheckHeadingTimers(); // never used outside zone server
void RemoveHeadingTimer(Spawn* spawn); // never used outside zone server
void PrepareSpawnID(Player* player, Spawn* spawn); // never used outside zone server
void RemoveMovementNPC(Spawn* spawn); // never used outside zone server
bool CheckNPCAttacks(NPC* npc, Spawn* victim, Client* client = 0); // never used outside zone server
bool AggroVictim(NPC* npc, Spawn* victim, Client* client = 0); // never used outside zone server
bool CheckEnemyList(NPC* npc); // never used outside zone server
void RemovePlayerProximity(Spawn* spawn, bool all = false); // never used outside zone server
void RemovePlayerProximity(Client* client); // never used outside zone server
void CheckPlayerProximity(Spawn* spawn, Client* client); // never used outside zone server
void RemoveLocationProximities(); // never used outside zone server
void CheckLocationProximity(); // never used outside zone server
void CheckLocationGrids(); // never used outside zone server
void RemoveSpawnSupportFunctions(Spawn* spawn); // never used outside zone server
void ReloadTransporters(); // never used outside zone server
void DeleteSpawns(bool delete_all); // never used outside zone server
void AddPendingDelete(Spawn* spawn); // never used outside zone server
void ClearDeadSpawns(); // never used outside zone server
void RemoveChangedSpawn(Spawn* spawn); // never used outside zone server
void ProcessDrowning(); // never used outside zone server
void RemoveDamagedSpawn(Spawn* spawn); // never used outside zone server
void ProcessTracking(); // never used outside zone server
void ProcessTracking(Client* client); // never used outside zone server
void SendEpicMobDeathToGuild(Player* killer, Spawn* victim); // never used outside zone server
void ProcessAggroChecks(Spawn* spawn); // never used outside zone server
/// <summary>Checks to see if it is time to remove a spawn and removes it</summary>
/// <param name='force_delete_all'>Forces all spawns scheduled to be removed regardless of time</param>
void DelayedSpawnRemoval(bool force_delete_all); // never used outside zone server
bool CombatProcess(Spawn* spawn); // never used outside zone server
void InitWeather(); // never used outside zone server
///<summary>Dismiss all pets in the zone, useful when the spell process needs to be reloaded</summary>
void DismissAllPets(); // never used outside zone server
/* Mutex Lists */
MutexList<int32> changed_spawns; // int32 = spawn id
vector<Client*> clients;
MutexList<Client*> connected_clients; // probably remove this list so we are not maintaining 2 client lists
MutexList<int32> damaged_spawns; // int32 = spawn id
MutexList<LocationProximity*> location_proximities;
MutexList<LocationGrid*> location_grids;
MutexList<int32> remove_movement_spawns; // int32 = spawn id
set<SpawnScriptTimer*> spawn_script_timers;
Mutex MSpawnScriptTimers;
set<SpawnScriptTimer*> remove_spawn_script_timers_list;
Mutex MRemoveSpawnScriptTimersList;
list<LocationTransportDestination*> transporter_locations;
/* Mutex Maps */
MutexMap<Spawn*, Client*> client_spawn_map; // ok
MutexMap<int32, int32> delayed_spawn_remove_list; // 1st int32 = spawn id, 2nd int32 = time
MutexMap<Client*, int32> drowning_victims;
MutexMap<Spawn*, int32> heading_timers;
MutexMap<int32, int32> movement_spawns; // 1st int32 = spawn id
MutexMap<int32, PlayerProximity*> player_proximities; // 1st int32 = spawn id
MutexMap<int32, Player*> players_tracking;
MutexMap<int32, int32> quick_database_id_lookup; // 1st int32 = database id, 2nd int32 = spawn id
MutexMap<int32, int32> respawn_timers;
map<Spawn*, int32> spawn_delete_list;
MutexMap<int32, int32> spawn_expire_timers; // 1st int32 = spawn id
map<int32, set<int32>* > spawn_group_associations;
map<int32, float> spawn_group_chances;
map<int32, map<int32, int32>* > spawn_group_locations;
MutexMap<int32, MutexList<int32> > spawn_group_map; // MutexList<int32> is a list of spawn id's
map<int32, list<int32>* > spawn_location_groups;
map<int32, SpawnLocation*> spawn_location_list;
MutexMap<Client*, MutexMap<int32, float >* > spawn_range_map; // int32 in the MutexMap<int32, float>* = spawn id, float = distance
Mutex MWidgetTimers;
map<int32, int32> widget_timers; // 1st int32 = spawn id
/* Mutexs */
Mutex m_enemy_faction_list;
Mutex m_npc_faction_list;
Mutex m_reverse_enemy_faction_list;
Mutex MDeadSpawns;
CriticalSection* MMasterZoneLock; //This needs to be a recursive lock to fix a possible /reload spells crash with multiple zones loaded - Foof
Mutex MMasterSpawnLock;
Mutex MPendingSpawnListAdd;
Mutex MSpawnList;
Mutex MTransportSpawns;
Mutex MSpawnGroupAssociation;
Mutex MSpawnGroupLocations;
Mutex MSpawnLocationGroups;
Mutex MSpawnGroupChances;
Mutex MTransportLocations;
Mutex MSpawnLocationList;
Mutex MSpawnDeleteList;
Mutex MClientList;
/* Maps */
map<int32, int32> dead_spawns;
map<int32, vector<int32>* > enemy_faction_list;
map<int32, vector<int32>* > npc_faction_list;
map<int32, vector<int32>* > reverse_enemy_faction_list;
map<int32, Spawn*> spawn_list;
map<int32, FlightPathInfo*> m_flightPaths;
map<int32, vector<FlightPathLocation*> > m_flightPathRoutes;
/* Lists */
list<Spawn*> pending_spawn_list_add;
/* Vectors */
vector<RevivePoint*>* revive_points;
vector<int32> transport_spawns;
/* Classes */
SpellProcess* spellProcess;
TradeskillMgr* tradeskillMgr;
/* Timers */
Timer aggro_timer;
Timer charsheet_changes;
Timer client_save;
Timer location_prox_timer;
Timer location_grid_timer;
Timer movement_timer;
Timer regenTimer;
Timer respawn_timer;
Timer shutdownTimer;
Timer spawn_check_add;
Timer spawn_check_remove;
Timer spawn_expire_timer;
Timer spawn_range;
Timer spawn_update;
Timer sync_game_time_timer;
Timer tracking_timer;
Timer weatherTimer;
Timer widget_timer;
/* Enums */
Instance_Type InstanceType;
/* Variables */
volatile bool finished_depop;
volatile bool depop_zone;
volatile bool repop_zone;
volatile bool respawns_allowed;
volatile bool LoadingData;
bool reloading_spellprocess;
bool zoneShuttingDown;
bool cityzone;
bool always_loaded;
bool isInstance;
int32 pNumPlayers;
sint16 minimumStatus;
int16 minimumLevel;
int16 maximumLevel;
int16 minimumVersion;
char zone_name[64];
char zone_file[64];
char zone_description[255];
float underworld;
float safe_x;
float safe_y;
float safe_z;
float safe_heading;
float xp_mod;
volatile int32 zoneID;
bool locked; // JA: implementing /zone lock|unlock commands
int32 instanceID;
string zone_motd;
int32 def_reenter_time;
int32 def_reset_time;
int32 def_lockout_time;
int8 group_zone_option;
float rain;
bool isDusk;
int dusk_hour;
int dawn_hour;
int dusk_minute;
int dawn_minute;
int32 spawn_delete_timer;
int32 expansion_flag;
map<int16, PacketStruct*> versioned_pos_structs;
map<int16, PacketStruct*> versioned_info_structs;
map<int16, PacketStruct*> versioned_vis_structs;
/* Weather Stuff */
bool weather_enabled; // false = disabled, true = enabled
int8 weather_type; // 0 = normal, 1 = dynamic, 2 = random, 3 = chaotic
int32 weather_frequency; // how often weather changes
float weather_min_severity; // minimum weather severity in a zone
float weather_max_severity; // maximum weather severity in a zone
float weather_change_amount; // how much does the weather change each interval (normal weather conditions)
float weather_dynamic_offset; // max amount the weather change each interval (dynamic weather conditions)
int8 weather_change_chance; // percentage chance the weather will change
int8 weather_pattern; // 0 = decreasing severity, 1 = increasing severity, 2 = random severity
int32 weather_last_changed_time; // last time weather changed (used with weather_frequency)
float weather_current_severity; // current weather conditions in a zone
bool weather_allowed; // from zones.weather_allowed field in database
bool weather_signaled; // whether or not we told the client "it begins to rain"
bool reloading;
map<int32, vector<EntityCommand*>* > entity_command_list;
map<int32, map<int32, int8> > npc_spell_list;
map<int32, map<int32, int16> > npc_skill_list;
map<int32, vector<int32> > npc_equipment_list;
map<int32, NPC*> npc_list;
map<int32,Object*> object_list;
map<int32,Sign*> sign_list;
map<int32,Widget*> widget_list;
map<int32, vector<GroundSpawnEntry*> > groundspawn_entries;
map<int32, vector<GroundSpawnEntryItem*> > groundspawn_items;
Mutex MGroundSpawnItems;
map<int32,GroundSpawn*> groundspawn_list;
map<int32,LootTable*> loot_tables;
map<int32, vector<LootDrop*> > loot_drops;
map<int32, vector<int32> > spawn_loot_list;
vector<GlobalLoot*> level_loot_list;
map<int16, vector<GlobalLoot*> > racial_loot_list;
map<int32, vector<GlobalLoot*> > zone_loot_list;
map<int32, vector<TransportDestination*> > transporters;
map<int32, MutexList<LocationTransportDestination*>* > location_transporters;
Mutex MTransporters;
Mutex MTransportMaps;
// Map <transport if, map name>
map<int32, string> m_transportMaps;
public:
Spawn* GetSpawn(int32 id);
/* Entity Commands */
map<int32, vector<EntityCommand*>*>* GetEntityCommandListAll() {return &entity_command_list;}
vector<EntityCommand*>* GetEntityCommandList(int32 id);
void SetEntityCommandList(int32 id, EntityCommand* command);
void ClearEntityCommands();
EntityCommand* GetEntityCommand(int32 id, string name);
/* NPC's */
void AddNPC(int32 id, NPC* npc);
NPC* GetNPC(int32 id, bool override_loading = false) {
if((!reloading || override_loading) && npc_list.count(id) > 0)
return npc_list[id];
else
return 0;
}
NPC* GetNewNPC(int32 id) {
if(!reloading && npc_list.count(id) > 0)
return new NPC(npc_list[id]);
else
return 0;
}
/* NPC Spells */
void AddNPCSpell(int32 list_id, int32 spell_id, int8 tier);
vector<Spell*>* GetNPCSpells(int32 primary_list, int32 secondary_list);
/* NPC Skills */
void AddNPCSkill(int32 list_id, int32 skill_id, int16 value);
map<string, Skill*>* GetNPCSkills(int32 primary_list, int32 secondary_list);
/* NPC Equipment */
void AddNPCEquipment(int32 list_id, int32 item_id);
void SetNPCEquipment(NPC* npc);
/* Objects */
void AddObject(int32 id, Object* object){ object_list[id] = object; }
Object* GetObject(int32 id, bool override_loading = false) {
if((!reloading || override_loading) && object_list.count(id) > 0)
return object_list[id];
else
return 0;
}
Object* GetNewObject(int32 id) {
if(!reloading && object_list.count(id) > 0)
return object_list[id]->Copy();
else
return 0;
}
/* Signs */
void AddSign(int32 id, Sign* sign){ sign_list[id] = sign; }
Sign* GetSign(int32 id, bool override_loading = false) {
if((!reloading || override_loading) && sign_list.count(id) > 0)
return sign_list[id];
else
return 0;
}
Sign* GetNewSign(int32 id) {
if(!reloading && sign_list.count(id) > 0)
return sign_list[id]->Copy();
else
return 0;
}
/* Widgets */
void AddWidget(int32 id, Widget* widget);
Widget* GetWidget(int32 id, bool override_loading = false);
Widget* GetNewWidget(int32 id);
/* Groundspawns */
// JA: groundspawn revamp
void AddGroundSpawnEntry(int32 groundspawn_id, int16 min_skill_level, int16 min_adventure_level, int8 bonus_table, float harvest1, float harvest3, float harvest5, float harvest_imbue, float harvest_rare, float harvest10, int32 harvest_coin);
void AddGroundSpawnItem(int32 groundspawn_id, int32 item_id, int8 is_rare, int32 grid_id);
vector<GroundSpawnEntry*>* GetGroundSpawnEntries(int32 id);
vector<GroundSpawnEntryItem*>* GetGroundSpawnEntryItems(int32 id);
void LoadGroundSpawnEntries();
void LoadGroundSpawnItems();
//
void DeleteGroundSpawnItems();
void AddGroundSpawn(int32 id, GroundSpawn* spawn);
GroundSpawn* GetGroundSpawn(int32 id, bool override_loading = false);
GroundSpawn* GetNewGroundSpawn(int32 id);
/* Pet names */
vector<string> pet_names;
/* Loot */
void AddLootTable(int32 id, LootTable* table);
void AddLootDrop(int32 id, LootDrop* drop);
void AddSpawnLootList(int32 spawn_id, int32 id);
void ClearSpawnLootList(int32 spawn_id);
void AddLevelLootList(GlobalLoot* loot);
void AddRacialLootList(int16 racial_id, GlobalLoot* loot);
void AddZoneLootList(int32 zone, GlobalLoot* loot);
void ClearLootTables();
vector<int32> GetSpawnLootList(int32 spawn_id, int32 zone_id, int8 spawn_level, int16 racial_id);
vector<LootDrop*>* GetLootDrops(int32 table_id);
LootTable* GetLootTable(int32 table_id);
/* Transporters */
void AddLocationTransporter(int32 zone_id, string message, float trigger_x, float trigger_y, float trigger_z, float trigger_radius, int32 destination_zone_id, float destination_x, float destination_y, float destination_z, float destination_heading, int32 cost, int32 unique_id);
void AddTransporter(int32 transport_id, int8 type, string name, string message, int32 destination_zone_id, float destination_x, float destination_y, float destination_z, float destination_heading, int32 cost, int32 unique_id, int8 min_level, int8 max_level, int32 quest_req, int16 quest_step_req, int32 quest_complete, int32 map_x, int32 map_y);
vector<TransportDestination*>* GetTransporters(int32 transport_id);
MutexList<LocationTransportDestination*>* GetLocationTransporters(int32 zone_id);
void DeleteGlobalTransporters();
///<summary></summary>
///<param name='id'>The transport id</param>
///<param name='name'>Name of the map</param>
void AddTransportMap(int32 id, string name);
///<summary>Checks to see if the transport has a map</summary>
///<param name='id'>The transport id we want to check</param>
///<returns>True if the transport id has a map</returns>
bool TransportHasMap(int32 id);
///<summary>Gets the map name for the given transport id</summary>
///<param name='id'>The transport id that we want a map for</param>
///<returns>Map name</returns>
string GetTransportMap(int32 id);
///<summary>Clears the list of transporter maps</summary>
void DeleteTransporterMaps();
void DeleteGlobalSpawns();
void ReloadSpawns();
void SendStateCommand(Spawn* spawn, int32 state);
};
#endif