/* EQEmu: EQEmulator
Copyright (C) 2001-2026 EQEmu Development Team
This program 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.
This program 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 this program. If not, see .
*/
/*
client_process.cpp:
Handles client login sequence and packets sent from client to zone
*/
#include "client.h"
#include "common/data_verification.h"
#include "common/eqemu_logsys.h"
#include "common/events/player_event_logs.h"
#include "common/rulesys.h"
#include "common/skills.h"
#include "common/spdat.h"
#include "common/strings.h"
#include "zone/dynamic_zone.h"
#include "zone/event_codes.h"
#include "zone/guild_mgr.h"
#include "zone/map.h"
#include "zone/petitions.h"
#include "zone/queryserv.h"
#include "zone/quest_parser_collection.h"
#include "zone/string_ids.h"
#include "zone/water_map.h"
#include "zone/worldserver.h"
#include "zone/zone.h"
#include "zone/zonedb.h"
#include
extern QueryServ* QServ;
extern Zone* zone;
extern volatile bool is_zone_loaded;
extern WorldServer worldserver;
extern EntityList entity_list;
bool Client::Process() {
bool ret = true;
if (Connected() || IsLD()) {
// try to send all packets that weren't sent before
if (!IsLD() && zoneinpacket_timer.Check()) {
SendAllPackets();
}
if (adventure_request_timer) {
if (adventure_request_timer->Check()) {
safe_delete(adventure_request_timer);
}
}
if (adventure_create_timer) {
if (adventure_create_timer->Check()) {
safe_delete(adventure_create_timer);
}
}
if (adventure_leave_timer) {
if (adventure_leave_timer->Check()) {
safe_delete(adventure_leave_timer);
}
}
if (adventure_door_timer) {
if (adventure_door_timer->Check()) {
safe_delete(adventure_door_timer);
}
}
if (adventure_stats_timer) {
if (adventure_stats_timer->Check()) {
safe_delete(adventure_stats_timer);
}
}
if (adventure_leaderboard_timer) {
if (adventure_leaderboard_timer->Check()) {
safe_delete(adventure_leaderboard_timer);
}
}
if (dead) {
SetHP(-100);
if (RespawnFromHoverTimer.Check())
HandleRespawnFromHover(0);
}
if (IsTracking() && (ClientVersion() >= EQ::versions::ClientVersion::SoD) && TrackingTimer.Check())
DoTracking();
// SendHPUpdate calls hpupdate_timer.Start so it can delay this timer, so lets not reset with the check
// since the function will anyways
if (hpupdate_timer.Check(false)) {
SendHPUpdate();
}
/* I haven't naturally updated my position in 10 seconds, updating manually */
if (!IsMoving() && m_position_update_timer.Check()) {
BroadcastPositionUpdate();
}
if (mana_timer.Check())
CheckManaEndUpdate();
if (dead && dead_timer.Check()) {
database.MoveCharacterToZone(GetName(), m_pp.binds[0].zone_id);
m_pp.zone_id = m_pp.binds[0].zone_id;
m_pp.zoneInstance = m_pp.binds[0].instance_id;
m_pp.x = m_pp.binds[0].x;
m_pp.y = m_pp.binds[0].y;
m_pp.z = m_pp.binds[0].z;
Save();
Group *mygroup = GetGroup();
if (mygroup)
{
entity_list.MessageGroup(this, true, 15, "%s died.", GetName());
mygroup->MemberZoned(this);
}
Raid *myraid = entity_list.GetRaidByClient(this);
if (myraid)
{
myraid->MemberZoned(this);
}
return(false);
}
if (charm_update_timer.Check()) {
CalcItemScale();
}
if (TaskPeriodic_Timer.Check() && task_state)
task_state->TaskPeriodicChecks(this);
if (dynamiczone_removal_timer.Check() && zone && zone->GetInstanceID() != 0)
{
dynamiczone_removal_timer.Disable();
GoToDzSafeReturnOrBind(zone->GetDynamicZone());
}
if (linkdead_timer.Check()) {
LeaveGroup();
Save();
if (GetMerc()) {
GetMerc()->Save();
GetMerc()->Depop();
}
Raid *myraid = entity_list.GetRaidByClient(this);
if (myraid) {
myraid->MemberZoned(this);
}
if (IsInAGuild()) {
guild_mgr.UpdateDbMemberOnline(CharacterID(), false);
guild_mgr.SendGuildMemberUpdateToWorld(GetName(), GuildID(), 0, time(nullptr));
}
SetDynamicZoneMemberStatus(DynamicZoneMemberStatus::Offline);
RecordPlayerEventLog(PlayerEvent::WENT_OFFLINE, PlayerEvent::EmptyEvent{});
if (parse->PlayerHasQuestSub(EVENT_DISCONNECT)) {
parse->EventPlayer(EVENT_DISCONNECT, this, "", 0);
}
return false; //delete client
}
if (RuleB(Bots, Enabled)) {
if (bot_camp_timer.Check()) {
CampAllBots();
}
}
if (camp_timer.Check()) {
Raid *myraid = entity_list.GetRaidByClient(this);
if (myraid) {
myraid->MemberZoned(this);
}
LeaveGroup();
Save();
if (IsInAGuild()) {
guild_mgr.UpdateDbMemberOnline(CharacterID(), false);
guild_mgr.SendGuildMemberUpdateToWorld(GetName(), GuildID(), 0, time(nullptr));
}
if (GetMerc())
{
GetMerc()->Save();
GetMerc()->Depop();
}
instalog = true;
camp_timer.Disable();
}
if (IsStunned() && stunned_timer.Check())
Mob::UnStun();
cheat_manager.ClientProcess();
if (bardsong_timer.Check() && bardsong != 0) {
//NOTE: this is kinda a heavy-handed check to make sure the mob still exists before
//doing the next pulse on them...
Mob *song_target = nullptr;
if (bardsong_target_id == GetID()) {
song_target = this;
}
else {
song_target = entity_list.GetMob(bardsong_target_id);
}
if (song_target == nullptr) {
InterruptSpell(SONG_ENDS_ABRUPTLY, 0x121, bardsong);
}
else {
if (!ApplyBardPulse(bardsong, song_target, bardsong_slot)) {
InterruptSpell(SONG_ENDS_ABRUPTLY, 0x121, bardsong);
}
}
}
if (GetMerc()) {
UpdateMercTimer();
}
if (GetMercInfo().MercTemplateID != 0 && GetMercInfo().IsSuspended) {
CheckMercSuspendTimer();
}
if (IsAIControlled())
AI_Process();
// Don't reset the bindwound timer so we can check it in BindWound as well.
if (bindwound_timer.Check(false) && bindwound_target != 0) {
BindWound(bindwound_target, false);
}
if (KarmaUpdateTimer) {
if (KarmaUpdateTimer->Check(false)) {
KarmaUpdateTimer->Start(RuleI(Chat, KarmaUpdateIntervalMS));
database.UpdateKarma(AccountID(), ++TotalKarma);
}
}
if (qGlobals) {
if (qglobal_purge_timer.Check()) {
qGlobals->PurgeExpiredGlobals();
}
}
if (RuleB(Character, ActiveInvSnapshots) && time(nullptr) >= GetNextInvSnapshotTime()) {
if (database.SaveCharacterInvSnapshot(CharacterID())) {
SetNextInvSnapshot(RuleI(Character, InvSnapshotMinIntervalM));
LogInventory("Successful inventory snapshot taken of [{}] - setting next interval for [{}] minute[{}]",
GetName(), RuleI(Character, InvSnapshotMinIntervalM), (RuleI(Character, InvSnapshotMinIntervalM) == 1 ? "" : "s"));
}
else {
SetNextInvSnapshot(RuleI(Character, InvSnapshotMinRetryM));
LogInventory("Failed to take inventory snapshot of [{}] - retrying in [{}] minute[{}]",
GetName(), RuleI(Character, InvSnapshotMinRetryM), (RuleI(Character, InvSnapshotMinRetryM) == 1 ? "" : "s"));
}
}
if (m_scan_close_mobs_timer.Check()) {
entity_list.ScanCloseMobs(this);
}
if (RuleB(Inventory, LazyLoadBank)) {
// poll once a second to see if we are close to a banker and we haven't loaded the bank yet
if (!m_lazy_load_bank && lazy_load_bank_check_timer.Check()) {
if (m_lazy_load_sent_bank_slots <= EQ::invslot::SHARED_BANK_END && IsCloseToBanker()) {
m_lazy_load_bank = true;
lazy_load_bank_check_timer.Disable();
}
}
int lazy_load_bank_slots = 0;
for (int i = 0; i < 5000; i++) {
if (m_lazy_load_bank && m_lazy_load_sent_bank_slots <= EQ::invslot::SHARED_BANK_END) {
const EQ::ItemInstance *inst = nullptr;
// Jump the gaps
if (m_lazy_load_sent_bank_slots < EQ::invslot::BANK_BEGIN) {
m_lazy_load_sent_bank_slots = EQ::invslot::BANK_BEGIN;
}
else if (m_lazy_load_sent_bank_slots > EQ::invslot::BANK_END &&
m_lazy_load_sent_bank_slots < EQ::invslot::SHARED_BANK_BEGIN) {
m_lazy_load_sent_bank_slots = EQ::invslot::SHARED_BANK_BEGIN;
}
else {
m_lazy_load_sent_bank_slots++;
}
inst = m_inv[m_lazy_load_sent_bank_slots];
if (inst) {
SendItemPacket(m_lazy_load_sent_bank_slots, inst, ItemPacketType::ItemPacketTrade);
lazy_load_bank_slots++;
}
} else {
break;
}
}
}
bool may_use_attacks = false;
/*
Things which prevent us from attacking:
- being under AI control, the AI does attacks
- being dead
- casting a spell and bard check
- not having a target
- being stunned or mezzed
- having used a ranged weapon recently
*/
if (auto_attack) {
if (!IsAIControlled() && !dead
&& !(spellend_timer.Enabled() && casting_spell_id && !IsBardSong(casting_spell_id))
&& !IsStunned() && !IsFeared() && !IsMezzed() && GetAppearance() != eaDead && !IsMeleeDisabled()
)
may_use_attacks = true;
if (may_use_attacks && ranged_timer.Enabled()) {
//if the range timer is enabled, we need to consider it
if (!ranged_timer.Check(false)) {
//the ranged timer has not elapsed, cannot attack.
may_use_attacks = false;
}
}
}
if (AutoFireEnabled()) {
if (GetTarget() == this) {
MessageString(Chat::TooFarAway, TRY_ATTACKING_SOMEONE);
auto_fire = false;
}
EQ::ItemInstance *ranged = GetInv().GetItem(EQ::invslot::slotRange);
if (ranged) {
if (ranged->GetItem() && ranged->GetItem()->ItemType == EQ::item::ItemTypeBow) {
if (ranged_timer.Check(false)) {
if (GetTarget() && (GetTarget()->IsNPC() || GetTarget()->IsClient()) && IsAttackAllowed(GetTarget())) {
if (GetTarget()->InFrontMob(this, GetTarget()->GetX(), GetTarget()->GetY())) {
if (CheckLosFN(GetTarget()) && CheckWaterAutoFireLoS(GetTarget())) {
//client has built in los check, but auto fire does not.. done last.
if (RangedAttack(GetTarget()) && CheckDoubleRangedAttack()) {
RangedAttack(GetTarget(), true);
}
} else {
ranged_timer.Start();
}
} else {
ranged_timer.Start();
}
} else {
ranged_timer.Start();
}
}
} else if (ranged->GetItem() && (ranged->GetItem()->ItemType == EQ::item::ItemTypeLargeThrowing || ranged->GetItem()->ItemType == EQ::item::ItemTypeSmallThrowing)) {
if (ranged_timer.Check(false)) {
if (GetTarget() && (GetTarget()->IsNPC() || GetTarget()->IsClient()) && IsAttackAllowed(GetTarget())) {
if (GetTarget()->InFrontMob(this, GetTarget()->GetX(), GetTarget()->GetY())) {
if (CheckLosFN(GetTarget()) && CheckWaterAutoFireLoS(GetTarget())) {
//client has built in los check, but auto fire does not.. done last.
ThrowingAttack(GetTarget());
} else {
ranged_timer.Start();
}
} else {
ranged_timer.Start();
}
} else {
ranged_timer.Start();
}
}
}
}
}
Mob *auto_attack_target = GetTarget();
if (auto_attack && auto_attack_target != nullptr && may_use_attacks && attack_timer.Check()) {
//check if change
//only check on primary attack.. sorry offhand you gotta wait!
if (aa_los_them_mob) {
if (auto_attack_target != aa_los_them_mob ||
m_AutoAttackPosition.x != GetX() ||
m_AutoAttackPosition.y != GetY() ||
m_AutoAttackPosition.z != GetZ() ||
m_AutoAttackTargetLocation.x != aa_los_them_mob->GetX() ||
m_AutoAttackTargetLocation.y != aa_los_them_mob->GetY() ||
m_AutoAttackTargetLocation.z != aa_los_them_mob->GetZ()) {
aa_los_them_mob = auto_attack_target;
m_AutoAttackPosition = GetPosition();
m_AutoAttackTargetLocation = glm::vec3(aa_los_them_mob->GetPosition());
los_status = CheckLosFN(auto_attack_target);
los_status_facing = IsFacingMob(aa_los_them_mob);
}
// If only our heading changes, we can skip the CheckLosFN call
// but above we still need to update los_status_facing
if (m_AutoAttackPosition.w != GetHeading()) {
m_AutoAttackPosition.w = GetHeading();
los_status_facing = IsFacingMob(aa_los_them_mob);
}
}
else {
aa_los_them_mob = auto_attack_target;
m_AutoAttackPosition = GetPosition();
m_AutoAttackTargetLocation = glm::vec3(aa_los_them_mob->GetPosition());
los_status = CheckLosFN(auto_attack_target);
los_status_facing = IsFacingMob(aa_los_them_mob);
}
if (!CombatRange(auto_attack_target)) {
MessageString(Chat::TooFarAway, TARGET_TOO_FAR);
}
else if (auto_attack_target == this) {
MessageString(Chat::TooFarAway, TRY_ATTACKING_SOMEONE);
}
else if (!los_status || !los_status_facing) {
//you can't see your target
}
else if (auto_attack_target->GetHP() > -10 && IsAttackAllowed(auto_attack_target)) // -10 so we can watch people bleed in PvP
{
EQ::ItemInstance *wpn = GetInv().GetItem(EQ::invslot::slotPrimary);
TryCombatProcs(wpn, auto_attack_target, EQ::invslot::slotPrimary);
TriggerDefensiveProcs(auto_attack_target, EQ::invslot::slotPrimary, false);
DoAttackRounds(auto_attack_target, EQ::invslot::slotPrimary);
if (TryDoubleMeleeRoundEffect()) {
DoAttackRounds(auto_attack_target, EQ::invslot::slotPrimary);
}
if (CheckAATimer(aaTimerRampage)) {
entity_list.AEAttack(this, 40);
}
}
}
if (GetClass() == Class::Warrior || GetClass() == Class::Berserker) {
if (!dead && !IsBerserk() && GetHPRatio() < RuleI(Combat, BerserkerFrenzyStart)) {
entity_list.MessageCloseString(this, false, 200, 0, BERSERK_START, GetName());
berserk = true;
}
if (IsBerserk() && GetHPRatio() > RuleI(Combat, BerserkerFrenzyEnd)) {
entity_list.MessageCloseString(this, false, 200, 0, BERSERK_END, GetName());
berserk = false;
}
}
if (auto_attack && may_use_attacks && auto_attack_target != nullptr
&& CanThisClassDualWield() && attack_dw_timer.Check())
{
// Range check
if (!CombatRange(auto_attack_target)) {
// this is a duplicate message don't use it.
//MessageString(Chat::TooFarAway,TARGET_TOO_FAR);
}
// Don't attack yourself
else if (auto_attack_target == this) {
//MessageString(Chat::TooFarAway,TRY_ATTACKING_SOMEONE);
}
else if (!los_status || !los_status_facing)
{
//you can't see your target
}
else if (auto_attack_target->GetHP() > -10 && IsAttackAllowed(auto_attack_target)) {
CheckIncreaseSkill(EQ::skills::SkillDualWield, auto_attack_target, -10);
if (CheckDualWield()) {
EQ::ItemInstance *wpn = GetInv().GetItem(EQ::invslot::slotSecondary);
TryCombatProcs(wpn, auto_attack_target, EQ::invslot::slotSecondary);
DoAttackRounds(auto_attack_target, EQ::invslot::slotSecondary);
}
}
}
if (viral_timer.Check() && !dead) {
VirusEffectProcess();
}
ProjectileAttack();
if (spellbonuses.GravityEffect == 1) {
if (gravity_timer.Check())
DoGravityEffect();
}
if (shield_timer.Check()) {
ShieldAbilityFinish();
}
SpellProcess();
if (endupkeep_timer.Check() && !dead) {
DoEnduranceUpkeep();
}
// this is independent of the tick timer
if (consume_food_timer.Check())
DoStaminaHungerUpdate();
if (tic_timer.Check() && !dead) {
CalcMaxHP();
CalcMaxMana();
CalcATK();
CalcMaxEndurance();
CalcRestState();
DoHPRegen();
DoManaRegen();
DoEnduranceRegen();
BuffProcess();
if (auto_attack) {
ResetAFKTimer();
}
if (tribute_timer.Check()) {
ToggleTribute(true); //re-activate the tribute.
}
if (fishing_timer.Check()) {
GoFish();
}
if (autosave_timer.Check()) {
Save(0);
}
if (GetIntoxication() > 0)
{
SetIntoxication(GetIntoxication()-1);
CalcBonuses();
}
if (ItemQuestTimer.Check())
{
ItemTimerCheck();
}
if (m_clear_wearchange_cache_timer.Check()) {
m_last_seen_wearchange.clear();
}
}
}
if (client_state == CLIENT_KICKED) {
Save();
OnDisconnect(true);
std::cout << "Client disconnected (cs=k): " << GetName() << std::endl;
return false;
}
if (client_state == DISCONNECTED) {
OnDisconnect(true);
std::cout << "Client disconnected (cs=d): " << GetName() << std::endl;
RecordPlayerEventLog(PlayerEvent::POSSIBLE_HACK, PlayerEvent::PossibleHackEvent{.message = "/MQInstantCamp: Possible instant camp disconnect"});
return false;
}
if (client_state == CLIENT_ERROR) {
OnDisconnect(true);
std::cout << "Client disconnected (cs=e): " << GetName() << std::endl;
return false;
}
if (client_state != CLIENT_LINKDEAD && !eqs->CheckState(ESTABLISHED)) {
OnDisconnect(true);
LogInfo("Client linkdead: {}", name);
if (Admin() > AccountStatus::GMAdmin) {
if (GetMerc()) {
GetMerc()->Save();
GetMerc()->Depop();
}
if (IsInAGuild()) {
guild_mgr.UpdateDbMemberOnline(CharacterID(), false);
guild_mgr.SendGuildMemberUpdateToWorld(GetName(), GuildID(), 0, time(nullptr));
}
return false;
}
else if (!linkdead_timer.Enabled()) {
linkdead_timer.Start(RuleI(Zone, ClientLinkdeadMS));
client_state = CLIENT_LINKDEAD;
AI_Start(CLIENT_LD_TIMEOUT);
SendAppearancePacket(AppearanceType::Linkdead, 1);
SetDynamicZoneMemberStatus(DynamicZoneMemberStatus::LinkDead);
}
}
/************ Get all packets from packet manager out queue and process them ************/
EQApplicationPacket *app = nullptr;
if (!eqs->CheckState(CLOSING))
{
while (app = eqs->PopPacket()) {
HandlePacket(app);
safe_delete(app);
}
}
ClientToNpcAggroProcess();
if (client_state != CLIENT_LINKDEAD && (client_state == CLIENT_ERROR || client_state == DISCONNECTED || client_state == CLIENT_KICKED || !eqs->CheckState(ESTABLISHED)))
{
//client logged out or errored out
//ResetTrade();
if (client_state != CLIENT_KICKED && !bZoning && !instalog) {
Save();
}
client_state = CLIENT_LINKDEAD;
if (bZoning || instalog || GetGM())
{
Group *mygroup = GetGroup();
if (mygroup)
{
if (!bZoning)
{
entity_list.MessageGroup(this, true, 15, "%s logged out.", GetName());
LeaveGroup();
}
else
{
entity_list.MessageGroup(this, true, 15, "%s left the zone.", GetName());
mygroup->MemberZoned(this);
if (GetMerc() && GetMerc()->HasGroup())
{
GetMerc()->RemoveMercFromGroup(GetMerc(), GetMerc()->GetGroup());
}
}
}
Raid *myraid = entity_list.GetRaidByClient(this);
if (myraid)
{
if (!bZoning)
{
//entity_list.MessageGroup(this,true,15,"%s logged out.",GetName());
myraid->MemberZoned(this);
}
else
{
//entity_list.MessageGroup(this,true,15,"%s left the zone.",GetName());
myraid->MemberZoned(this);
}
}
OnDisconnect(false);
return false;
}
else
{
LinkDead();
}
OnDisconnect(true);
}
// Feign Death 2 minutes and zone forgets you
if (forget_timer.Check()) {
forget_timer.Disable();
entity_list.ClearZoneFeignAggro(this);
Message(0, "Your enemies have forgotten you!");
}
if (client_state == CLIENT_CONNECTED) {
if (m_dirtyautohaters)
ProcessXTargetAutoHaters();
if (aggro_meter_timer.Check())
ProcessAggroMeter();
}
return ret;
}
/* Just a set of actions preformed all over in Client::Process */
void Client::OnDisconnect(bool hard_disconnect) {
if (hard_disconnect) {
LeaveGroup();
if (GetMerc()) {
GetMerc()->Save();
GetMerc()->Depop();
}
auto* r = entity_list.GetRaidByClient(this);
if (r) {
r->MemberZoned(this);
}
}
if (!bZoning) {
SetDynamicZoneMemberStatus(DynamicZoneMemberStatus::Offline);
}
RemoveAllAuras();
auto* o = trade->With();
if (o) {
LogTrading("Client disconnected during a trade. Returning their items");
FinishTrade(this);
if (o->IsClient()) {
o->CastToClient()->FinishTrade(o);
}
/* Reset both sides of the trade */
trade->Reset();
o->trade->Reset();
}
database.SetIngame(CharacterID(), 0); //We change ingame status regardless of if a player logs out to zone or not, because we only want to trigger it on their first login from world.
/* Remove from all proximities */
ClearAllProximities();
auto outapp = new EQApplicationPacket(OP_LogoutReply);
FastQueuePacket(&outapp);
RecordPlayerEventLog(PlayerEvent::WENT_OFFLINE, PlayerEvent::EmptyEvent{});
if (parse->PlayerHasQuestSub(EVENT_DISCONNECT)) {
parse->EventPlayer(EVENT_DISCONNECT, this, "", 0);
}
RecordStats();
Disconnect();
}
// Sends the client complete inventory used in character login
void Client::BulkSendInventoryItems()
{
// LINKDEAD TRADE ITEMS
// Move trade slot items back into normal inventory..need them there now for the proceeding validity checks
for (int16 slot_id = EQ::invslot::TRADE_BEGIN; slot_id <= EQ::invslot::TRADE_END; slot_id++) {
EQ::ItemInstance* inst = m_inv.PopItem(slot_id);
if(inst) {
bool is_arrow = (inst->GetItem()->ItemType == EQ::item::ItemTypeArrow) ? true : false;
int16 free_slot_id = m_inv.FindFreeSlot(inst->IsClassBag(), true, inst->GetItem()->Size, is_arrow);
LogInventory("Incomplete Trade Transaction: Moving [{}] from slot [{}] to [{}]", inst->GetItem()->Name, slot_id, free_slot_id);
PutItemInInventory(free_slot_id, *inst, false);
database.SaveInventory(character_id, nullptr, slot_id);
safe_delete(inst);
}
}
const bool delete_no_rent = database.NoRentExpired(GetName());
if (delete_no_rent) { //client was offline for more than 30 minutes, delete no rent items
if (RuleB(Inventory, TransformSummonedBags)) {
DisenchantSummonedBags(false);
}
RemoveNoRent(false);
}
RemoveDuplicateLore();
MoveSlotNotAllowed(false);
EQ::OutBuffer ob;
EQ::OutBuffer::pos_type last_pos = ob.tellp();
// Possessions items
for (int16 slot_id = EQ::invslot::POSSESSIONS_BEGIN; slot_id <= EQ::invslot::POSSESSIONS_END; slot_id++) {
const EQ::ItemInstance* inst = m_inv[slot_id];
if (!inst) {
continue;
}
inst->Serialize(ob, slot_id);
if (ob.tellp() == last_pos) {
LogInventory("Serialization failed on item slot [{}] during BulkSendInventoryItems. Item skipped", slot_id);
}
last_pos = ob.tellp();
}
if (!RuleB(Inventory, LazyLoadBank)) {
// Bank items
for (int16 slot_id = EQ::invslot::BANK_BEGIN; slot_id <= EQ::invslot::BANK_END; slot_id++) {
const EQ::ItemInstance* inst = m_inv[slot_id];
if (!inst) {
continue;
}
inst->Serialize(ob, slot_id);
if (ob.tellp() == last_pos) {
LogInventory("Serialization failed on item slot [{}] during BulkSendInventoryItems. Item skipped", slot_id);
}
last_pos = ob.tellp();
}
// SharedBank items
for (int16 slot_id = EQ::invslot::SHARED_BANK_BEGIN; slot_id <= EQ::invslot::SHARED_BANK_END; slot_id++) {
const EQ::ItemInstance* inst = m_inv[slot_id];
if (!inst) {
continue;
}
inst->Serialize(ob, slot_id);
if (ob.tellp() == last_pos) {
LogInventory("Serialization failed on item slot [{}] during BulkSendInventoryItems. Item skipped", slot_id);
}
last_pos = ob.tellp();
}
}
auto outapp = new EQApplicationPacket(OP_CharInventory);
outapp->size = ob.size();
outapp->pBuffer = ob.detach();
QueuePacket(outapp);
safe_delete(outapp);
}
void Client::BulkSendMerchantInventory(int merchant_id, int npcid) {
const EQ::ItemData* handy_item = nullptr;
const EQ::ItemData *item = nullptr;
auto merchant_list = zone->merchanttable[merchant_id];
auto npc = entity_list.GetMobByNpcTypeID(npcid);
if (merchant_list.empty()) {
zone->LoadNewMerchantData(merchant_id);
merchant_list = zone->merchanttable[merchant_id];
if (merchant_list.empty()) {
return;
}
}
const int16 merchant_slots = (m_ClientVersionBit & EQ::versions::maskRoFAndLater) ? EQ::invtype::MERCHANT_SIZE : 80;
auto temporary_merchant_list = zone->tmpmerchanttable[npcid];
uint32 slot_id = 1;
uint8 handy_chance = 0;
for (const auto& ml : merchant_list) {
if (slot_id > merchant_slots) {
break;
}
auto bucket_name = ml.bucket_name;
auto const& bucket_value = ml.bucket_value;
if (!bucket_name.empty() && !bucket_value.empty()) {
DataBucketKey k = GetScopedBucketKeys();
k.key = bucket_name;
auto b = DataBucket::GetData(&database, k);
if (b.value.empty()) {
continue;
}
if (!zone->CompareDataBucket(ml.bucket_comparison, bucket_value, b.value)) {
continue;
}
}
if (ml.probability != 100 && zone->random.Int(1, 100) > ml.probability) {
continue;
}
if (GetLevel() < ml.level_required) {
continue;
}
if (!(ml.classes_required & (1 << (GetClass() - 1)))) {
continue;
}
if (!EQ::ValueWithin(Admin(), static_cast(ml.min_status), static_cast(ml.max_status))) {
continue;
}
int32 faction_id = npc ? npc->GetPrimaryFaction() : 0;
int32 faction_level = (
(!faction_id || sneaking) ?
0 :
GetModCharacterFactionLevel(faction_id)
);
if (faction_level < ml.faction_required) {
continue;
}
handy_chance = zone->random.Int(0, merchant_list.size() + temporary_merchant_list.size() - 1);
item = database.GetItem(ml.item);
if (item) {
if (!handy_chance) {
handy_item = item;
} else {
handy_chance--;
}
int16 charges = item->IsClassCommon() ? item->MaxCharges : 1;
auto inst = database.CreateItem(item, charges);
if (inst) {
auto item_price = static_cast(item->Price * item->SellRate);
auto item_charges = charges ? charges : 1;
// Don't use SellCostMod if using UseClassicPriceMod
if (!RuleB(Merchant, UseClassicPriceMod)) {
item_price *= RuleR(Merchant, SellCostMod);
}
if (RuleB(Merchant, UsePriceMod)) {
item_price *= Client::CalcPriceMod(npc);
}
inst->SetCharges(item_charges);
inst->SetMerchantCount(-1);
inst->SetMerchantSlot(ml.slot);
inst->SetPrice(item_price);
SendItemPacket(ml.slot - 1, inst, ItemPacketMerchant);
safe_delete(inst);
}
}
// Account for merchant lists with gaps.
if (ml.slot >= slot_id) {
if (ml.slot > slot_id) {
LogDebug("(WARNING) Merchantlist Contains gap at slot [{}]. Merchant: [{}], NPC: [{}]", slot_id, merchant_id, npcid);
}
slot_id = ml.slot + 1;
}
}
auto temporary_merchant_list_two = zone->tmpmerchanttable[npcid];
temporary_merchant_list.clear();
for (auto ml : temporary_merchant_list_two) {
if (slot_id > merchant_slots) {
break;
}
item = database.GetItem(ml.item);
ml.slot = slot_id;
if (item) {
if (!handy_chance) {
handy_item = item;
} else {
handy_chance--;
}
auto charges = item->MaxCharges;
auto inst = database.CreateItem(item, charges);
if (inst) {
auto item_price = static_cast(item->Price * item->SellRate);
auto item_charges = charges ? charges : 1;
// Don't use SellCostMod if using UseClassicPriceMod
if (!RuleB(Merchant, UseClassicPriceMod)) {
item_price *= RuleR(Merchant, SellCostMod);
}
if (RuleB(Merchant, UsePriceMod)) {
item_price *= Client::CalcPriceMod(npc);
}
inst->SetCharges(item_charges);
inst->SetMerchantCount(ml.charges);
inst->SetMerchantSlot(ml.slot);
inst->SetPrice(item_price);
SendItemPacket(ml.slot - 1, inst, ItemPacketMerchant);
safe_delete(inst);
}
}
temporary_merchant_list.push_back(ml);
slot_id++;
}
//this resets the slot
zone->tmpmerchanttable[npcid] = temporary_merchant_list;
if (npc && handy_item) {
int greet_id = zone->random.Int(MERCHANT_GREETING, MERCHANT_HANDY_ITEM4);
auto handy_id = std::to_string(greet_id);
if (greet_id != MERCHANT_GREETING) {
MessageString(Chat::NPCQuestSay, GENERIC_STRINGID_SAY, npc->GetCleanName(), handy_id.c_str(), GetName(), handy_item->Name);
} else {
MessageString(Chat::NPCQuestSay, GENERIC_STRINGID_SAY, npc->GetCleanName(), handy_id.c_str(), GetName());
}
}
}
uint8 Client::WithCustomer(uint16 NewCustomer){
if(NewCustomer == 0) {
SetCustomerID(0);
return 0;
}
if(GetCustomerID() == 0) {
SetCustomerID(NewCustomer);
return 1;
}
// Check that the player browsing our wares hasn't gone away.
Client* c = entity_list.GetClientByID(GetCustomerID());
if(!c) {
LogTrading("Previous customer has gone away");
SetCustomerID(NewCustomer);
return 1;
}
return 0;
}
void Client::OPRezzAnswer(uint32 Action, uint32 SpellID, uint16 ZoneID, uint16 InstanceID, float x, float y, float z)
{
if(PendingRezzXP < 0) {
// pendingrezexp is set to -1 if we are not expecting an OP_RezzAnswer
LogSpells("Unexpected OP_RezzAnswer. Ignoring it");
Message(Chat::Red, "You have already been resurrected.\n");
return;
}
if (Action == 1)
{
// Mark the corpse as rezzed in the database, just in case the corpse has buried, or the zone the
// corpse is in has shutdown since the rez spell was cast.
database.MarkCorpseAsResurrected(PendingRezzDBID);
LogSpells("Player [{}] got a [{}] Rezz spellid [{}] in zone[{}] instance id [{}]",
name, (uint16)spells[SpellID].base_value[0],
SpellID, ZoneID, InstanceID);
const bool use_old_resurrection = (
RuleB(Character, UseOldRaceRezEffects) &&
(
GetRace() == Race::Barbarian ||
GetRace() == Race::Dwarf ||
GetRace() == Race::Troll ||
GetRace() == Race::Ogre
)
);
const uint16 resurrection_sickness_spell_id = (
use_old_resurrection ?
RuleI(Character, OldResurrectionSicknessSpellID) :
RuleI(Character, ResurrectionSicknessSpellID)
);
int SpellEffectDescNum = GetSpellEffectDescriptionNumber(SpellID);
// Rez spells with Rez effects have this DescNum (first is Titanium, second is 6.2 Client)
if(RuleB(Character, UseResurrectionSickness) && SpellEffectDescNum == 82 || SpellEffectDescNum == 39067) {
SetHP(GetMaxHP() / 5);
SetMana(0);
if (RuleB(Spells, BuffsFadeOnDeath)) {
BuffFadeNonPersistDeath();
}
SpellOnTarget(resurrection_sickness_spell_id, this);
} else if (SpellID == SPELL_DIVINE_REZ) {
if (RuleB(Spells, BuffsFadeOnDeath)) {
BuffFadeNonPersistDeath();
}
RestoreHealth();
RestoreMana();
RestoreEndurance();
} else {
if (RuleB(Character, UseResurrectionSickness)) {
bool has_resurrection_sickness = false;
for (int slot = 0; slot < GetMaxTotalSlots(); slot++) {
if (IsValidSpell(buffs[slot].spellid) && IsResurrectionSicknessSpell(buffs[slot].spellid)){
has_resurrection_sickness = true;
break;
}
}
// Need to wipe buffs after checking if client had rez effects.
if (RuleB(Spells, BuffsFadeOnDeath)) {
BuffFadeNonPersistDeath();
}
if (has_resurrection_sickness) {
SpellOnTarget(resurrection_sickness_spell_id, this);
}
}
SetHP(GetMaxHP() / 20);
SetMana(GetMaxMana() / 20);
SetEndurance(GetMaxEndurance() / 20);
}
if(spells[SpellID].base_value[0] < 100 && spells[SpellID].base_value[0] > 0 && PendingRezzXP > 0) {
SetEXP(ExpSource::Resurrection, ((int)(GetEXP()+((float)((PendingRezzXP / 100) * spells[SpellID].base_value[0])))), GetAAXP(), true);
} else if (spells[SpellID].base_value[0] == 100 && PendingRezzXP > 0) {
SetEXP(ExpSource::Resurrection, (GetEXP() + PendingRezzXP), GetAAXP(), true);
}
//Was sending the packet back to initiate client zone...
//but that could be abusable, so lets go through proper channels
MovePC(ZoneID, InstanceID, x, y, z, GetHeading(), 0, ZoneSolicited);
entity_list.RefreshClientXTargets(this);
}
PendingRezzXP = -1;
PendingRezzSpellID = 0;
}
void Client::OPTGB(const EQApplicationPacket *app)
{
if(!app) return;
if(!app->pBuffer) return;
if(!RuleB(Character, EnableTGB))
{
return;
}
uint32 tgb_flag = *(uint32 *)app->pBuffer;
if(tgb_flag == 2)
MessageString(Chat::White, TGB() ? TGB_ON : TGB_OFF);
else
tgb = tgb_flag;
}
void Client::OPMemorizeSpell(const EQApplicationPacket* app)
{
if (app->size != sizeof(MemorizeSpell_Struct)) {
LogError(
"Wrong size on OP_MemorizeSpell. Got: [{}] Expected: [{}]",
app->size,
sizeof(MemorizeSpell_Struct)
);
DumpPacket(app);
return;
}
const auto* m = (MemorizeSpell_Struct*) app->pBuffer;
if (!IsValidSpell(m->spell_id)) {
Message(
Chat::Red,
fmt::format(
"Spell ID {} does not exist or is invalid.",
m->spell_id
).c_str()
);
return;
}
if (
m->scribing != memSpellForget &&
(
!IsPlayerClass(GetClass()) ||
GetLevel() < spells[m->spell_id].classes[GetClass() - 1]
)
) {
MessageString(
Chat::Red,
SPELL_LEVEL_TO_LOW,
std::to_string(spells[m->spell_id].classes[GetClass() - 1]).c_str(),
spells[m->spell_id].name
);
return;
}
switch (m->scribing) {
case memSpellScribing: {
const auto* inst = m_inv[EQ::invslot::slotCursor];
if (inst && inst->IsClassCommon()) {
const auto* item = inst->GetItem();
if (
item &&
RuleB(Character, RestrictSpellScribing) &&
!item->IsEquipable(GetRace(), GetClass())
) {
MessageString(Chat::Red, CANNOT_USE_ITEM);
break;
}
if (item && item->Scroll.Effect == static_cast(m->spell_id)) {
ScribeSpell(m->spell_id, m->slot);
DeleteItemInInventory(EQ::invslot::slotCursor, 1, true);
} else {
Message(Chat::Red, "Scribing spell: Item Instance exists but item does not or spell ids do not match.");
}
} else {
Message(Chat::Red, "Scribing a spell without an Item Instance on your cursor?");
}
break;
}
case memSpellMemorize: {
if (HasSpellScribed(m->spell_id)) {
MemSpell(m->spell_id, m->slot);
} else {
std::string message = fmt::format("OP_MemorizeSpell [{}] but we don't have this spell scribed", m->spell_id);
RecordPlayerEventLog(PlayerEvent::POSSIBLE_HACK, PlayerEvent::PossibleHackEvent{.message = message});
}
break;
}
case memSpellForget: {
UnmemSpell(m->slot);
break;
}
}
Save();
}
void Client::CancelSneakHide()
{
if (hidden || improved_hidden) {
auto app = new EQApplicationPacket(OP_CancelSneakHide, 0);
FastQueuePacket(&app);
// SoF and Tit send back a OP_SpawnAppearance turning off AppearanceType::Invisibility
// so we need to handle our sneaking flag only
// The later clients send back a OP_Hide (this has a size but data is 0)
// as well as OP_SpawnAppearance with AppearanceType::Invisibility and one with AppearanceType::Sneak
// So we don't have to handle any of those flags
if (ClientVersionBit() & EQ::versions::maskSoFAndEarlier)
sneaking = false;
}
}
void Client::BreakInvis()
{
if (invisible)
{
auto outapp = new EQApplicationPacket(OP_SpawnAppearance, sizeof(SpawnAppearance_Struct));
SpawnAppearance_Struct* sa_out = (SpawnAppearance_Struct*)outapp->pBuffer;
sa_out->spawn_id = GetID();
sa_out->type = 0x03;
sa_out->parameter = 0;
entity_list.QueueClients(this, outapp, true);
safe_delete(outapp);
ZeroInvisibleVars(InvisType::T_INVISIBLE);
ZeroInvisibleVars(InvisType::T_INVISIBLE_VERSE_UNDEAD);
ZeroInvisibleVars(InvisType::T_INVISIBLE_VERSE_ANIMAL);
hidden = false;
improved_hidden = false;
}
}
static uint64 CoinTypeCoppers(uint32 type) {
switch(type) {
case COINTYPE_PP:
return(1000);
case COINTYPE_GP:
return(100);
case COINTYPE_SP:
return(10);
case COINTYPE_CP:
default:
break;
}
return(1);
}
void Client::OPMoveCoin(const EQApplicationPacket* app)
{
MoveCoin_Struct* mc = (MoveCoin_Struct*)app->pBuffer;
uint64 value = 0, amount_to_take = 0, amount_to_add = 0;
int32 *from_bucket = 0, *to_bucket = 0;
Mob* trader = trade->With();
// if amount < 0, client is sending a malicious packet
if (mc->amount < 0)
{
return;
}
// could just do a range, but this is clearer and explicit
if
(
(
mc->cointype1 != COINTYPE_PP &&
mc->cointype1 != COINTYPE_GP &&
mc->cointype1 != COINTYPE_SP &&
mc->cointype1 != COINTYPE_CP
) ||
(
mc->cointype2 != COINTYPE_PP &&
mc->cointype2 != COINTYPE_GP &&
mc->cointype2 != COINTYPE_SP &&
mc->cointype2 != COINTYPE_CP
)
)
{
return;
}
switch(mc->from_slot)
{
case -1: // destroy
{
// I don't think you can move coin from the void,
// but need to check this
break;
}
case 0: // cursor
{
switch(mc->cointype1)
{
case COINTYPE_PP:
from_bucket = (int32 *) &m_pp.platinum_cursor; break;
case COINTYPE_GP:
from_bucket = (int32 *) &m_pp.gold_cursor; break;
case COINTYPE_SP:
from_bucket = (int32 *) &m_pp.silver_cursor; break;
case COINTYPE_CP:
from_bucket = (int32 *) &m_pp.copper_cursor; break;
}
break;
}
case 1: // inventory
{
switch(mc->cointype1)
{
case COINTYPE_PP:
from_bucket = (int32 *) &m_pp.platinum; break;
case COINTYPE_GP:
from_bucket = (int32 *) &m_pp.gold; break;
case COINTYPE_SP:
from_bucket = (int32 *) &m_pp.silver; break;
case COINTYPE_CP:
from_bucket = (int32 *) &m_pp.copper; break;
}
break;
}
case 2: // bank
{
uint32 distance = 0;
NPC *banker = entity_list.GetClosestBanker(this, distance);
if(!banker || distance > USE_NPC_RANGE2)
{
auto message = fmt::format(
"Player tried to make use of a banker (coin move) but "
"banker [{}] is non-existent or too far away [{}] units",
banker ? banker->GetName() : "UNKNOWN NPC", distance
);
RecordPlayerEventLog(PlayerEvent::POSSIBLE_HACK, PlayerEvent::PossibleHackEvent{.message = message});
return;
}
switch(mc->cointype1)
{
case COINTYPE_PP:
from_bucket = (int32 *) &m_pp.platinum_bank; break;
case COINTYPE_GP:
from_bucket = (int32 *) &m_pp.gold_bank; break;
case COINTYPE_SP:
from_bucket = (int32 *) &m_pp.silver_bank; break;
case COINTYPE_CP:
from_bucket = (int32 *) &m_pp.copper_bank; break;
}
break;
}
case 3: // trade
{
// can't move coin from trade
break;
}
case 4: // shared bank
{
uint32 distance = 0;
NPC *banker = entity_list.GetClosestBanker(this, distance);
if(!banker || distance > USE_NPC_RANGE2)
{
auto message = fmt::format(
"Player tried to make use of a banker (shared coin move) but banker [{}] is "
"non-existent or too far away [{}] units",
banker ? banker->GetName() : "UNKNOWN NPC", distance
);
RecordPlayerEventLog(PlayerEvent::POSSIBLE_HACK, PlayerEvent::PossibleHackEvent{.message = message});
return;
}
if(mc->cointype1 == COINTYPE_PP) // there's only platinum here
from_bucket = (int32 *) &m_pp.platinum_shared;
break;
}
}
switch(mc->to_slot)
{
case -1: // destroy
{
// no action required
break;
}
case 0: // cursor
{
switch(mc->cointype2)
{
case COINTYPE_PP:
to_bucket = (int32 *) &m_pp.platinum_cursor; break;
case COINTYPE_GP:
to_bucket = (int32 *) &m_pp.gold_cursor; break;
case COINTYPE_SP:
to_bucket = (int32 *) &m_pp.silver_cursor; break;
case COINTYPE_CP:
to_bucket = (int32 *) &m_pp.copper_cursor; break;
}
break;
}
case 1: // inventory
{
switch(mc->cointype2)
{
case COINTYPE_PP:
to_bucket = (int32 *) &m_pp.platinum; break;
case COINTYPE_GP:
to_bucket = (int32 *) &m_pp.gold; break;
case COINTYPE_SP:
to_bucket = (int32 *) &m_pp.silver; break;
case COINTYPE_CP:
to_bucket = (int32 *) &m_pp.copper; break;
}
break;
}
case 2: // bank
{
uint32 distance = 0;
NPC *banker = entity_list.GetClosestBanker(this, distance);
if(!banker || distance > USE_NPC_RANGE2)
{
auto message = fmt::format(
"Player tried to make use of a banker(coin move) but "
"banker [{}] is non-existent or too far away [{}] units",
banker ? banker->GetName() : "UNKNOWN NPC", distance
);
RecordPlayerEventLog(PlayerEvent::POSSIBLE_HACK, PlayerEvent::PossibleHackEvent{.message = message});
return;
}
switch(mc->cointype2)
{
case COINTYPE_PP:
to_bucket = (int32 *) &m_pp.platinum_bank; break;
case COINTYPE_GP:
to_bucket = (int32 *) &m_pp.gold_bank; break;
case COINTYPE_SP:
to_bucket = (int32 *) &m_pp.silver_bank; break;
case COINTYPE_CP:
to_bucket = (int32 *) &m_pp.copper_bank; break;
}
break;
}
case 3: // trade
{
if(trader)
{
switch(mc->cointype2)
{
case COINTYPE_PP:
to_bucket = (int32 *) &trade->pp; break;
case COINTYPE_GP:
to_bucket = (int32 *) &trade->gp; break;
case COINTYPE_SP:
to_bucket = (int32 *) &trade->sp; break;
case COINTYPE_CP:
to_bucket = (int32 *) &trade->cp; break;
}
}
else {
switch (mc->cointype2) {
case COINTYPE_PP:
m_parcel_platinum += mc->amount;
break;
case COINTYPE_GP:
m_parcel_gold += mc->amount;
break;
case COINTYPE_SP:
m_parcel_silver += mc->amount;
break;
case COINTYPE_CP:
m_parcel_copper += mc->amount;
break;
}
}
break;
}
case 4: // shared bank
{
uint32 distance = 0;
NPC *banker = entity_list.GetClosestBanker(this, distance);
if(!banker || distance > USE_NPC_RANGE2)
{
auto message = fmt::format(
"Player tried to make use of a banker (shared coin move) but banker [{}] is "
"non-existent or too far away [{}] units",
banker ? banker->GetName() : "UNKNOWN NPC", distance
);
RecordPlayerEventLog(PlayerEvent::POSSIBLE_HACK, PlayerEvent::PossibleHackEvent{.message = message});
return;
}
if(mc->cointype2 == COINTYPE_PP) // there's only platinum here
to_bucket = (int32 *) &m_pp.platinum_shared;
break;
}
}
if(!from_bucket)
{
return;
}
// don't allow them to go into negatives (from our point of view)
amount_to_take = *from_bucket < mc->amount ? *from_bucket : mc->amount;
// if you move 11 gold into a bank platinum location, the packet
// will say 11, but the client will have 1 left on their cursor, so we have
// to figure out the conversion ourselves
amount_to_add = amount_to_take * ((float)CoinTypeCoppers(mc->cointype1) / (float)CoinTypeCoppers(mc->cointype2));
// the amount we're adding could be different than what was requested, so
// we have to adjust the amount we take as well
amount_to_take = amount_to_add * ((float)CoinTypeCoppers(mc->cointype2) / (float)CoinTypeCoppers(mc->cointype1));
// now we should have a from_bucket, a to_bucket, an amount_to_take
// and an amount_to_add
// now we actually take it from the from bucket. if there's an error
// with the destination slot, they lose their money
*from_bucket -= amount_to_take;
// why are intentionally inducing a crash here rather than letting the code attempt to stumble on?
// assert(*from_bucket >= 0);
if(to_bucket)
{
if(*to_bucket + amount_to_add > *to_bucket) // overflow check
*to_bucket += amount_to_add;
//shared bank plat
if (RuleB(Character, SharedBankPlat))
{
if (to_bucket == &m_pp.platinum_shared || from_bucket == &m_pp.platinum_shared)
{
if (from_bucket == &m_pp.platinum_shared)
amount_to_add = 0 - amount_to_take;
database.AddSharedPlatinum(AccountID(),amount_to_add);
}
}
else{
if (to_bucket == &m_pp.platinum_shared || from_bucket == &m_pp.platinum_shared){
SendPopupToClient(
"Shared Bank Warning",
"::: WARNING! :::
"
"SHARED BANK IS DISABLED AND YOUR PLATINUM WILL BE DESTROYED IF YOU PUT IT HERE!"
);
Message(Chat::Red, "::: WARNING! ::: SHARED BANK IS DISABLED AND YOUR PLATINUM WILL BE DESTROYED IF YOU PUT IT HERE!");
}
}
}
// if this is a trade move, inform the person being traded with
if(mc->to_slot == 3 && trader && trader->IsClient())
{
// If one party accepted the trade then some coin was added, their state needs to be reset
trade->state = Trading;
Mob* with = trade->With();
if (with)
with->trade->state = Trading;
Client* recipient = trader->CastToClient();
recipient->Message(Chat::Yellow, "%s adds some coins to the trade.", GetName());
recipient->Message(Chat::Yellow, "The total trade is: %i PP, %i GP, %i SP, %i CP",
trade->pp, trade->gp,
trade->sp, trade->cp
);
auto outapp = new EQApplicationPacket(OP_TradeCoins, sizeof(TradeCoin_Struct));
TradeCoin_Struct* tcs = (TradeCoin_Struct*)outapp->pBuffer;
tcs->trader = trader->GetID();
tcs->slot = mc->cointype2;
tcs->unknown5 = 0x4fD2;
tcs->unknown7 = 0;
tcs->amount = amount_to_add;
recipient->QueuePacket(outapp);
safe_delete(outapp);
}
SaveCurrency();
}
void Client::OPGMTraining(const EQApplicationPacket *app)
{
EQApplicationPacket* outapp = app->Copy();
GMTrainee_Struct* gmtrain = (GMTrainee_Struct*) outapp->pBuffer;
Mob* pTrainer = entity_list.GetMob(gmtrain->npcid);
if (!pTrainer || !pTrainer->IsNPC() || pTrainer->GetClass() < Class::WarriorGM || pTrainer->GetClass() > Class::BerserkerGM) {
return;
}
//you can only use your own trainer, client enforces this, but why trust it
if (!RuleB(Character, AllowCrossClassTrainers)) {
int trains_class = pTrainer->GetClass() - (Class::WarriorGM - Class::Warrior);
if (GetClass() != trains_class) {
safe_delete(outapp);
return;
}
}
//you have to be somewhat close to a trainer to be properly using them
if (DistanceSquared(m_Position,pTrainer->GetPosition()) > USE_NPC_RANGE2) {
safe_delete(outapp);
return;
}
// if this for-loop acts up again (crashes linux), try enabling the before and after #pragmas
//#pragma GCC push_options
//#pragma GCC optimize ("O0")
for (int sk = EQ::skills::Skill1HBlunt; sk <= EQ::skills::HIGHEST_SKILL; ++sk) {
if (sk == EQ::skills::SkillTinkering && GetRace() != Race::Gnome) {
gmtrain->skills[sk] = 0; //Non gnomes can't tinker!
} else {
gmtrain->skills[sk] = GetMaxSkillAfterSpecializationRules((EQ::skills::SkillType)sk, MaxSkill((EQ::skills::SkillType)sk, GetClass(), RuleI(Character, MaxLevel)));
//this is the highest level that the trainer can train you to, this is enforced clientside so we can't just
//Set it to 1 with CanHaveSkill or you wont be able to train past 1.
}
}
if (ClientVersion() < EQ::versions::ClientVersion::RoF2 && GetClass() == Class::Berserker) {
gmtrain->skills[EQ::skills::Skill1HPiercing] = gmtrain->skills[EQ::skills::Skill2HPiercing];
gmtrain->skills[EQ::skills::Skill2HPiercing] = 0;
}
//#pragma GCC pop_options
uchar ending[]={0x34,0x87,0x8a,0x3F,0x01
,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9
,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9,0xC9
,0x76,0x75,0x3f};
memcpy(&outapp->pBuffer[outapp->size-40],ending,sizeof(ending));
FastQueuePacket(&outapp);
// welcome message
if (pTrainer && pTrainer->IsNPC())
{
pTrainer->SayString(zone->random.Int(1204, 1207), GetCleanName());
}
}
void Client::OPGMEndTraining(const EQApplicationPacket *app)
{
auto outapp = new EQApplicationPacket(OP_GMEndTrainingResponse, 0);
GMTrainEnd_Struct *p = (GMTrainEnd_Struct *)app->pBuffer;
FastQueuePacket(&outapp);
Mob* pTrainer = entity_list.GetMob(p->npcid);
if(!pTrainer || !pTrainer->IsNPC() || pTrainer->GetClass() < Class::WarriorGM || pTrainer->GetClass() > Class::BerserkerGM)
return;
//you can only use your own trainer, client enforces this, but why trust it
if (!RuleB(Character, AllowCrossClassTrainers)) {
int trains_class = pTrainer->GetClass() - (Class::WarriorGM - Class::Warrior);
if (GetClass() != trains_class)
return;
}
//you have to be somewhat close to a trainer to be properly using them
if(DistanceSquared(m_Position, pTrainer->GetPosition()) > USE_NPC_RANGE2)
return;
// goodbye message
if (pTrainer->IsNPC())
{
pTrainer->SayString(zone->random.Int(1208, 1211), GetCleanName());
}
}
void Client::OPGMTrainSkill(const EQApplicationPacket *app)
{
if(!m_pp.points)
return;
int Cost = 0;
GMSkillChange_Struct* gmskill = (GMSkillChange_Struct*) app->pBuffer;
Mob* pTrainer = entity_list.GetMob(gmskill->npcid);
if(!pTrainer || !pTrainer->IsNPC() || pTrainer->GetClass() < Class::WarriorGM || pTrainer->GetClass() > Class::BerserkerGM)
return;
//you can only use your own trainer, client enforces this, but why trust it
if (!RuleB(Character, AllowCrossClassTrainers)) {
int trains_class = pTrainer->GetClass() - (Class::WarriorGM - Class::Warrior);
if (GetClass() != trains_class)
return;
}
//you have to be somewhat close to a trainer to be properly using them
if(DistanceSquared(m_Position, pTrainer->GetPosition()) > USE_NPC_RANGE2)
return;
if (gmskill->skillbank == 0x01)
{
// languages go here
if (gmskill->skill_id > 25)
{
LogSkills("Wrong Training Skill (languages)");
DumpPacket(app);
return;
}
int AdjustedSkillLevel = GetLanguageSkill(gmskill->skill_id) - 10;
if(AdjustedSkillLevel > 0)
Cost = AdjustedSkillLevel * AdjustedSkillLevel * AdjustedSkillLevel / 100;
IncreaseLanguageSkill(gmskill->skill_id);
}
else if (gmskill->skillbank == 0x00)
{
// normal skills go here
if (gmskill->skill_id > EQ::skills::HIGHEST_SKILL)
{
LogSkills("Wrong Training Skill (abilities)");
DumpPacket(app);
return;
}
EQ::skills::SkillType skill = (EQ::skills::SkillType)gmskill->skill_id;
if(!CanHaveSkill(skill)) {
LogSkills("Tried to train skill [{}], which is not allowed", skill);
return;
}
if(MaxSkill(skill) == 0) {
LogSkills("Tried to train skill [{}], but training is not allowed at this level", skill);
return;
}
uint16 skilllevel = GetRawSkill(skill);
if (skilllevel == 0) {
//this is a new skill..
uint16 t_level = GetSkillTrainLevel(skill, GetClass());
if (t_level == 0) {
LogSkills("Tried to train a new skill [{}] which is invalid for this race/class.", skill);
return;
}
SetSkill(skill, t_level);
} else {
switch(skill) {
case EQ::skills::SkillBrewing:
case EQ::skills::SkillMakePoison:
case EQ::skills::SkillTinkering:
case EQ::skills::SkillAlchemy:
case EQ::skills::SkillBaking:
case EQ::skills::SkillTailoring:
case EQ::skills::SkillBlacksmithing:
case EQ::skills::SkillFletching:
case EQ::skills::SkillJewelryMaking:
case EQ::skills::SkillPottery:
if(skilllevel >= RuleI(Skills, MaxTrainTradeskills)) {
MessageString(Chat::Red, MORE_SKILLED_THAN_I, pTrainer->GetCleanName());
SetSkill(skill, skilllevel);
return;
}
break;
case EQ::skills::SkillResearch:
if(skilllevel >= RuleI(Skills, MaxTrainResearch)) {
MessageString(Chat::Red, MORE_SKILLED_THAN_I, pTrainer->GetCleanName());
SetSkill(skill, skilllevel);
return;
}
break;
case EQ::skills::SkillSpecializeAbjure:
case EQ::skills::SkillSpecializeAlteration:
case EQ::skills::SkillSpecializeConjuration:
case EQ::skills::SkillSpecializeDivination:
case EQ::skills::SkillSpecializeEvocation:
if(skilllevel >= RuleI(Skills, MaxTrainSpecializations)) {
MessageString(Chat::Red, MORE_SKILLED_THAN_I, pTrainer->GetCleanName());
SetSkill(skill, skilllevel);
return;
}
default:
break;
}
int MaxSkillValue = MaxSkill(skill);
if (skilllevel >= MaxSkillValue)
{
// Don't allow training over max skill level
MessageString(Chat::Red, MORE_SKILLED_THAN_I, pTrainer->GetCleanName());
SetSkill(skill, skilllevel);
return;
}
if (gmskill->skill_id >= EQ::skills::SkillSpecializeAbjure && gmskill->skill_id <= EQ::skills::SkillSpecializeEvocation)
{
int MaxSpecSkill = GetMaxSkillAfterSpecializationRules(skill, MaxSkillValue);
if (skilllevel >= MaxSpecSkill)
{
// Restrict specialization training to follow the rules
MessageString(Chat::Red, MORE_SKILLED_THAN_I, pTrainer->GetCleanName());
SetSkill(skill, skilllevel);
return;
}
}
// Client train a valid skill
//
int AdjustedSkillLevel = skilllevel - 10;
if(AdjustedSkillLevel > 0)
Cost = AdjustedSkillLevel * AdjustedSkillLevel * AdjustedSkillLevel / 100;
SetSkill(skill, skilllevel + 1);
}
}
if (ClientVersion() >= EQ::versions::ClientVersion::SoF) {
// The following packet decreases the skill points left in the Training Window and
// produces the 'You have increased your skill / learned the basics of' message.
//
auto outapp = new EQApplicationPacket(OP_GMTrainSkillConfirm, sizeof(GMTrainSkillConfirm_Struct));
GMTrainSkillConfirm_Struct *gmtsc = (GMTrainSkillConfirm_Struct *)outapp->pBuffer;
gmtsc->SkillID = gmskill->skill_id;
if(gmskill->skillbank == 1) {
gmtsc->NewSkill = (GetLanguageSkill(gmtsc->SkillID) == 1);
gmtsc->SkillID += 100;
}
else
gmtsc->NewSkill = (GetRawSkill((EQ::skills::SkillType)gmtsc->SkillID) == 1);
gmtsc->Cost = Cost;
strcpy(gmtsc->TrainerName, pTrainer->GetCleanName());
QueuePacket(outapp);
safe_delete(outapp);
}
if(Cost)
TakeMoneyFromPP(Cost);
m_pp.points--;
}
// this is used for /summon and /corpse
void Client::OPGMSummon(const EQApplicationPacket *app)
{
GMSummon_Struct* gms = (GMSummon_Struct*) app->pBuffer;
Mob* st = entity_list.GetMob(gms->charname);
if(st && st->IsCorpse())
{
st->CastToCorpse()->Summon(this, false, true);
}
else
{
if(admin < AccountStatus::QuestTroupe)
{
return;
}
if(st)
{
Message(0, "Local: Summoning %s to %f, %f, %f", gms->charname, gms->x, gms->y, gms->z);
if (st->IsClient() && (st->CastToClient()->GetAnon() != 1 || Admin() >= st->CastToClient()->Admin()))
st->CastToClient()->MovePC(zone->GetZoneID(), zone->GetInstanceID(), (float)gms->x, (float)gms->y, (float)gms->z, GetHeading(), true);
else
st->GMMove(GetX(), GetY(), GetZ(),GetHeading());
}
else
{
uint8 tmp = gms->charname[strlen(gms->charname)-1];
if (!worldserver.Connected())
{
Message(0, "Error: World server disconnected");
}
else if (tmp < '0' || tmp > '9') // dont send to world if it's not a player's name
{
auto pack = new ServerPacket(ServerOP_ZonePlayer, sizeof(ServerZonePlayer_Struct));
ServerZonePlayer_Struct* szp = (ServerZonePlayer_Struct*) pack->pBuffer;
strcpy(szp->adminname, GetName());
szp->adminrank = Admin();
strcpy(szp->name, gms->charname);
strcpy(szp->zone, zone->GetShortName());
szp->x_pos = (float)gms->x;
szp->y_pos = (float)gms->y;
szp->z_pos = (float)gms->z;
szp->ignorerestrictions = 2;
worldserver.SendPacket(pack);
safe_delete(pack);
}
else {
//all options have been exhausted
//summon our target...
if(GetTarget() && GetTarget()->IsCorpse()){
GetTarget()->CastToCorpse()->Summon(this, false, true);
}
}
}
}
}
void Client::DoHPRegen() {
SetHP(GetHP() + CalcHPRegen());
SendHPUpdate();
}
void Client::DoManaRegen() {
if (GetMana() >= max_mana && spellbonuses.ManaRegen >= 0)
return;
if (GetMana() < max_mana && (IsSitting() || CanMedOnHorse()) && HasSkill(EQ::skills::SkillMeditate))
CheckIncreaseSkill(EQ::skills::SkillMeditate, nullptr, -5);
SetMana(GetMana() + CalcManaRegen());
CheckManaEndUpdate();
}
void Client::DoStaminaHungerUpdate()
{
auto outapp = new EQApplicationPacket(OP_Stamina, sizeof(Stamina_Struct));
auto sta = (Stamina_Struct*) outapp->pBuffer;
LogFood("hunger_level: [{}] thirst_level: [{}] before loss", m_pp.hunger_level, m_pp.thirst_level);
if (zone->GetZoneID() != Zones::BAZAAR) {
if (!GetGM()) {
int loss = RuleI(Character, FoodLossPerUpdate);
if (GetHorseId() != 0) {
loss *= 3;
}
m_pp.hunger_level = EQ::Clamp(m_pp.hunger_level - loss, 0, 6000);
m_pp.thirst_level = EQ::Clamp(m_pp.thirst_level - loss, 0, 6000);
if (spellbonuses.hunger) {
m_pp.hunger_level = EQ::ClampLower(m_pp.hunger_level, 3500);
m_pp.thirst_level = EQ::ClampLower(m_pp.thirst_level, 3500);
}
sta->food = m_pp.hunger_level;
sta->water = m_pp.thirst_level;
} else {
sta->food = 6000;
sta->water = 6000;
}
} else { // No auto food/drink consumption in the Bazaar
sta->food = 6000;
sta->water = 6000;
}
LogFood(
"Current hunger_level: [{}] = ([{}] minutes left) thirst_level: [{}] = ([{}] minutes left) - after loss",
m_pp.hunger_level,
m_pp.hunger_level,
m_pp.thirst_level,
m_pp.thirst_level
);
FastQueuePacket(&outapp);
}
void Client::DoEnduranceRegen()
{
// endurance has some negative mods that could result in a negative regen when starved
int64 regen = CalcEnduranceRegen();
if (regen < 0 || (regen > 0 && GetEndurance() < GetMaxEndurance()))
SetEndurance(GetEndurance() + regen);
}
void Client::DoEnduranceUpkeep() {
if (!HasEndurUpkeep())
return;
int upkeep_sum = 0;
int cost_redux = spellbonuses.EnduranceReduction + itembonuses.EnduranceReduction + aabonuses.EnduranceReduction;
bool has_effect = false;
uint32 buffs_i;
uint32 buff_count = GetMaxTotalSlots();
for (buffs_i = 0; buffs_i < buff_count; buffs_i++) {
if (IsValidSpell(buffs[buffs_i].spellid)) {
int upkeep = spells[buffs[buffs_i].spellid].endurance_upkeep;
if(upkeep > 0) {
has_effect = true;
if(cost_redux > 0) {
if(upkeep <= cost_redux)
continue; //reduced to 0
upkeep -= cost_redux;
}
if((upkeep+upkeep_sum) > GetEndurance()) {
//they do not have enough to keep this one going.
BuffFadeBySlot(buffs_i);
} else {
upkeep_sum += upkeep;
}
}
}
}
if(upkeep_sum != 0){
SetEndurance(GetEndurance() - upkeep_sum);
TryTriggerOnCastRequirement();
}
if (!has_effect)
SetEndurUpkeep(false);
}
void Client::CalcRestState()
{
// This method calculates rest state HP and mana regeneration.
// The client must have been out of combat for RuleI(Character, RestRegenTimeToActivate) seconds,
// must be sitting down, and must not have any detrimental spells affecting them.
if(!RuleB(Character, RestRegenEnabled))
return;
ooc_regen = false;
if(AggroCount || !(IsSitting() || CanMedOnHorse()))
return;
if(!rest_timer.Check(false))
return;
// so we don't have aggro, our timer has expired, we do not want this to cause issues
m_pp.RestTimer = 0;
uint32 buff_count = GetMaxTotalSlots();
for (unsigned int j = 0; j < buff_count; j++) {
if(IsValidSpell(buffs[j].spellid)) {
if(IsDetrimentalSpell(buffs[j].spellid) && (buffs[j].ticsremaining > 0))
if(!IsRestAllowedSpell(buffs[j].spellid))
return;
}
}
ooc_regen = true;
}
void Client::DoTracking()
{
if (!TrackingID) {
return;
}
auto *m = entity_list.GetMob(TrackingID);
if (!m || m->IsCorpse()) {
MessageString(Chat::Skills, TRACK_LOST_TARGET);
TrackingID = 0;
return;
}
if (DistanceNoZ(m->GetPosition(), GetPosition()) < 10) {
Message(
Chat::Skills,
fmt::format(
"You have found {}.",
m->GetCleanName()
).c_str()
);
TrackingID = 0;
return;
}
float relative_heading = GetHeading() - CalculateHeadingToTarget(m->GetX(), m->GetY());
if (relative_heading < 0) {
relative_heading += 512;
}
if (relative_heading > 480) {
MessageString(Chat::Skills, TRACK_STRAIGHT_AHEAD, m->GetCleanName());
} else if (relative_heading > 416) {
MessageString(Chat::Skills, TRACK_AHEAD_AND_TO, m->GetCleanName(), "left");
} else if (relative_heading > 352) {
MessageString(Chat::Skills, TRACK_TO_THE, m->GetCleanName(), "left");
} else if (relative_heading > 288) {
MessageString(Chat::Skills, TRACK_BEHIND_AND_TO, m->GetCleanName(), "left");
} else if (relative_heading > 224) {
MessageString(Chat::Skills, TRACK_BEHIND_YOU, m->GetCleanName());
} else if (relative_heading > 160) {
MessageString(Chat::Skills, TRACK_BEHIND_AND_TO, m->GetCleanName(), "right");
} else if (relative_heading > 96) {
MessageString(Chat::Skills, TRACK_TO_THE, m->GetCleanName(), "right");
} else if (relative_heading > 32) {
MessageString(Chat::Skills, TRACK_AHEAD_AND_TO, m->GetCleanName(), "right");
} else if (relative_heading >= 0) {
MessageString(Chat::Skills, TRACK_STRAIGHT_AHEAD, m->GetCleanName());
}
}
void Client::HandleRespawnFromHover(uint32 Option)
{
RespawnFromHoverTimer.Disable();
RespawnOption* chosen = nullptr;
bool is_rez = false;
//Find the selected option
if (Option == 0)
{
chosen = &respawn_options.front();
}
else if (Option == (respawn_options.size() - 1))
{
chosen = &respawn_options.back();
is_rez = true; //Rez must always be the last option
}
else
{
std::list::iterator itr;
uint32 pos = 0;
for (itr = respawn_options.begin(); itr != respawn_options.end(); ++itr)
{
if (pos++ == Option)
{
chosen = &(*itr);
break;
}
}
}
//If they somehow chose an option they don't have, just send them to bind
RespawnOption* default_to_bind = nullptr;
if (!chosen)
{
/* put error logging here */
BindStruct* b = &m_pp.binds[0];
default_to_bind = new RespawnOption;
default_to_bind->name = "Bind Location";
default_to_bind->zone_id = b->zone_id;
default_to_bind->instance_id = b->instance_id;
default_to_bind->x = b->x;
default_to_bind->y = b->y;
default_to_bind->z = b->z;
default_to_bind->heading = b->heading;
chosen = default_to_bind;
is_rez = false;
}
if (chosen->zone_id == zone->GetZoneID() && chosen->instance_id == zone->GetInstanceID()) //If they should respawn in the current zone...
{
if (is_rez)
{
if (PendingRezzXP < 0 || PendingRezzSpellID == 0)
{
LogSpells("Unexpected Rezz from hover request");
safe_delete(default_to_bind);
return;
}
SetHP(GetMaxHP() / 5);
Corpse* corpse = entity_list.GetCorpseByName(PendingRezzCorpseName.c_str());
if (corpse)
{
m_Position.x = corpse->GetX();
m_Position.y = corpse->GetY();
m_Position.z = corpse->GetZ();
}
auto outapp =
new EQApplicationPacket(OP_ZonePlayerToBind, sizeof(ZonePlayerToBind_Struct) + 10);
ZonePlayerToBind_Struct* gmg = (ZonePlayerToBind_Struct*) outapp->pBuffer;
gmg->bind_zone_id = zone->GetZoneID();
gmg->bind_instance_id = zone->GetInstanceID();
gmg->x = GetX();
gmg->y = GetY();
gmg->z = GetZ();
gmg->heading = GetHeading();
strcpy(gmg->zone_name, "Resurrect");
FastQueuePacket(&outapp);
ClearHover();
SendHPUpdate();
OPRezzAnswer(1, PendingRezzSpellID, zone->GetZoneID(), zone->GetInstanceID(), GetX(), GetY(), GetZ());
if (corpse && corpse->IsCorpse())
{
LogSpells("Hover Rez in zone [{}] for corpse [{}]",
zone->GetShortName(), PendingRezzCorpseName.c_str());
LogSpells("Found corpse. Marking corpse as rezzed");
corpse->IsRezzed(true);
corpse->CompleteResurrection();
}
}
else //Not rez
{
PendingRezzSpellID = 0;
auto outapp = new EQApplicationPacket(OP_ZonePlayerToBind, sizeof(ZonePlayerToBind_Struct) +
chosen->name.length() + 1);
ZonePlayerToBind_Struct* gmg = (ZonePlayerToBind_Struct*) outapp->pBuffer;
gmg->bind_zone_id = zone->GetZoneID();
gmg->bind_instance_id = chosen->instance_id;
gmg->x = chosen->x;
gmg->y = chosen->y;
gmg->z = chosen->z;
gmg->heading = chosen->heading;
strcpy(gmg->zone_name, chosen->name.c_str());
FastQueuePacket(&outapp);
CalcBonuses();
RestoreHealth();
RestoreMana();
RestoreEndurance();
m_Position.x = chosen->x;
m_Position.y = chosen->y;
m_Position.z = chosen->z;
m_Position.w = chosen->heading;
ClearHover();
entity_list.RefreshClientXTargets(this);
SendHPUpdate();
}
//After they've respawned into the same zone, trigger EVENT_RESPAWN
if (parse->PlayerHasQuestSub(EVENT_RESPAWN)) {
parse->EventPlayer(EVENT_RESPAWN, this, std::to_string(Option), is_rez ? 1 : 0);
}
//Pop Rez option from the respawn options list;
//easiest way to make sure it stays at the end and
//doesn't disrupt adding/removing scripted options
respawn_options.pop_back();
}
else
{
//Heading to a different zone
if(isgrouped)
{
Group *g = GetGroup();
if(g)
g->MemberZoned(this);
}
Raid* r = entity_list.GetRaidByClient(this);
if(r)
r->MemberZoned(this);
m_pp.zone_id = chosen->zone_id;
m_pp.zoneInstance = chosen->instance_id;
database.MoveCharacterToZone(CharacterID(), chosen->zone_id);
Save();
MovePC(chosen->zone_id, chosen->instance_id, chosen->x, chosen->y, chosen->z, chosen->heading, 1);
}
safe_delete(default_to_bind);
}
void Client::ClearHover()
{
// Our Entity ID is currently zero, set in Client::Death
SetID(entity_list.GetFreeID());
auto outapp = new EQApplicationPacket(OP_ZoneEntry, sizeof(ServerZoneEntry_Struct));
ServerZoneEntry_Struct* sze = (ServerZoneEntry_Struct*)outapp->pBuffer;
FillSpawnStruct(&sze->player,CastToMob());
sze->player.spawn.NPC = 0;
sze->player.spawn.z += 6; //arbitrary lift, seems to help spawning under zone.
entity_list.QueueClients(this, outapp, false);
safe_delete(outapp);
if (IsClient() && CastToClient()->ClientVersionBit() & EQ::versions::maskUFAndLater)
{
EQApplicationPacket *outapp = MakeBuffsPacket(false);
CastToClient()->FastQueuePacket(&outapp);
}
dead = false;
}
void Client::HandleLFGuildResponse(ServerPacket *pack)
{
pack->SetReadPosition(8);
char Tmp[257];
pack->ReadString(Tmp);
pack->ReadSkipBytes(4);
uint32 SubType, NumberOfMatches;
SubType = pack->ReadUInt32();
switch(SubType)
{
case QSG_LFGuild_PlayerMatches:
{
NumberOfMatches = pack->ReadUInt32();
uint32 StartOfMatches = pack->GetReadPosition();
uint32 i = NumberOfMatches;
uint32 PacketSize = 12;
while(i > 0)
{
pack->ReadString(Tmp);
PacketSize += strlen(Tmp) + 1;
pack->ReadString(Tmp);
PacketSize += strlen(Tmp) + 1;
PacketSize += 16;
pack->ReadSkipBytes(16);
--i;
}
auto outapp = new EQApplicationPacket(OP_LFGuild, PacketSize);
outapp->WriteUInt32(3);
outapp->WriteUInt32(0xeb63); // Don't know the significance of this value.
outapp->WriteUInt32(NumberOfMatches);
pack->SetReadPosition(StartOfMatches);
while(NumberOfMatches > 0)
{
pack->ReadString(Tmp);
outapp->WriteString(Tmp);
pack->ReadString(Tmp);
uint32 Level = pack->ReadUInt32();
uint32 Class = pack->ReadUInt32();
uint32 AACount = pack->ReadUInt32();
uint32 TimeZone = pack->ReadUInt32();
outapp->WriteUInt32(Level);
outapp->WriteUInt32(Class);
outapp->WriteUInt32(AACount);
outapp->WriteUInt32(TimeZone);
outapp->WriteString(Tmp);
--NumberOfMatches;
}
FastQueuePacket(&outapp);
break;
}
case QSG_LFGuild_RequestPlayerInfo:
{
auto outapp = new EQApplicationPacket(OP_LFGuild, sizeof(LFGuild_PlayerToggle_Struct));
LFGuild_PlayerToggle_Struct *pts = (LFGuild_PlayerToggle_Struct *)outapp->pBuffer;
pts->Command = 0;
pack->ReadString(pts->Comment);
pts->TimeZone = pack->ReadUInt32();
pts->TimePosted = pack->ReadUInt32();
pts->Toggle = pack->ReadUInt32();
FastQueuePacket(&outapp);
break;
}
case QSG_LFGuild_GuildMatches:
{
NumberOfMatches = pack->ReadUInt32();
uint32 StartOfMatches = pack->GetReadPosition();
uint32 i = NumberOfMatches;
uint32 PacketSize = 12;
while(i > 0)
{
pack->ReadString(Tmp);
PacketSize += strlen(Tmp) + 1;
pack->ReadSkipBytes(4);
pack->ReadString(Tmp);
PacketSize += strlen(Tmp) + 1;
PacketSize += 4;
--i;
}
auto outapp = new EQApplicationPacket(OP_LFGuild, PacketSize);
outapp->WriteUInt32(4);
outapp->WriteUInt32(0xeb63);
outapp->WriteUInt32(NumberOfMatches);
pack->SetReadPosition(StartOfMatches);
while(NumberOfMatches > 0)
{
pack->ReadString(Tmp);
uint32 TimeZone = pack->ReadUInt32();
outapp->WriteString(Tmp);
outapp->WriteUInt32(TimeZone);
pack->ReadString(Tmp);
outapp->WriteString(Tmp);
--NumberOfMatches;
}
FastQueuePacket(&outapp);
break;
}
case QSG_LFGuild_RequestGuildInfo:
{
char Comments[257];
uint32 FromLevel, ToLevel, Classes, AACount, TimeZone, TimePosted;
pack->ReadString(Comments);
FromLevel = pack->ReadUInt32();
ToLevel = pack->ReadUInt32();
Classes = pack->ReadUInt32();
AACount = pack->ReadUInt32();
TimeZone = pack->ReadUInt32();
TimePosted = pack->ReadUInt32();
auto outapp = new EQApplicationPacket(OP_LFGuild, sizeof(LFGuild_GuildToggle_Struct));
LFGuild_GuildToggle_Struct *gts = (LFGuild_GuildToggle_Struct *)outapp->pBuffer;
gts->Command = 1;
strcpy(gts->Comment, Comments);
gts->FromLevel = FromLevel;
gts->ToLevel = ToLevel;
gts->Classes = Classes;
gts->AACount = AACount;
gts->TimeZone = TimeZone;
gts->Toggle = 1;
gts->TimePosted = TimePosted;
gts->Name[0] = 0;
FastQueuePacket(&outapp);
break;
}
default:
break;
}
}
void Client::SendLFGuildStatus()
{
auto pack = new ServerPacket(ServerOP_QueryServGeneric, strlen(GetName()) + 17);
pack->WriteUInt32(zone->GetZoneID());
pack->WriteUInt32(zone->GetInstanceID());
pack->WriteString(GetName());
pack->WriteUInt32(QSG_LFGuild);
pack->WriteUInt32(QSG_LFGuild_RequestPlayerInfo);
worldserver.SendPacket(pack);
safe_delete(pack);
}
void Client::SendGuildLFGuildStatus()
{
auto pack = new ServerPacket(ServerOP_QueryServGeneric,
strlen(GetName()) + +strlen(guild_mgr.GetGuildName(GuildID())) + 18);
pack->WriteUInt32(zone->GetZoneID());
pack->WriteUInt32(zone->GetInstanceID());
pack->WriteString(GetName());
pack->WriteUInt32(QSG_LFGuild);
pack->WriteUInt32(QSG_LFGuild_RequestGuildInfo);
pack->WriteString(guild_mgr.GetGuildName(GuildID()));
worldserver.SendPacket(pack);
safe_delete(pack);
}
bool Client::CheckWaterAutoFireLoS(Mob* m)
{
if (
!RuleB(Combat, WaterMatchRequiredForAutoFireLoS) ||
!zone->watermap
) {
return true;
}
return (
zone->watermap->InLiquid(GetPosition()) ==
zone->watermap->InLiquid(m->GetPosition())
);
}