mirror of
https://github.com/EQEmu/Server.git
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* Fix for GENERIC_9_STRINGS * Add Bot Heal Message Display Creates a new rule to display Bot heal messages to the Bot Owner * 2021-03-25 11L04pm Spell and Heal Rule added to allow for Bot spell and heal damage to be sent to the Bot Owner's Group. Also added a check to remove duplicate message for #damage on self. * Update .gitignore * BOT work Added BOT logging damage/heals to owner Added BOT message to owner for harmony fails Made var Critical global to remove duplicate crit messages Added a NULL check to Mob:GetCleanname() * Bot Group Work Fixed botid=charid spawn on zone issue Added a group_list update on zone to refresh from database to fix a dangling pointer to a Bot object that was camped but was previously in a group within the zone being entered. Modified Bot::ProcessBotGroupInvite to use the client of the bot when doing the Bot initialization so that a leader can invite another owner's Bot * Jan 4 Basic structure in place for Raid::AddBot though not working * Basement Jan 5 * End of day Jan 5 Working Raid Invite to a Bot. * Update to Client::QueuePacket to not attempt to send a packet to a BoT. Not clean, but a broad solution. * Updated Raid::VerifyRaid * Some Bot Raid working * Before VS Crash * Use Case 1, 2, 3,4,7 working. Need to fix 5, 6, 8 * Work on usecase 5 * A few more use cases working * New work on Raid invite with a invitor having a group * Bot Raid inviting working for all use cases * A few changes * end of day jan 10 * Jan 11 * end of day Jan 11 * Bot Invite/Accept cleanup * Start of moving raid bot functions to their own methods * More bot raid changes * More raid spell work * end of day Jan 16 * spawn work * Spawn on login working * End of Day Jan 18 * Raid leader and mana/hp updates fixed * Spell Tracking * Issue with Bot Death in raid when casted upon. 1741 raid.cpp * Bot Death fixed and few other crashes * Working on botgroup removal * Bot Disbanding Work 90% * Looks like BOTs are working * Fixed a bot crash * bug tracing on entity list mismatch * safe_delete resoves problem. No to track down leak * seems to be working * Memory corruption found - sending packets to BoTs using Client class * added Raid::IsRaidMemberBot() * Update p_raid_instance * g3 * Final - Bot Raid Working * Fixed IsRaidMemberBot to remove memory leak Fixed altcombat crash though RaidMainAssist (428) needs fixing * add RaidMember.IsBot * Repaired IsBot function to be more preformant. Now works on standard performance machine * Fixed Bard AE Target Spells Removed assert for buffs * updated based on Feb 2022 master updates * Added bot_db_updates and version increment * Cleanup of bot raid work and inclusion of bot_raid in cmake * Delete .gitignore * Revert "Delete .gitignore" This reverts commit 8523658d3bacdc068bcafaa652d2100afecddfc2. * Fixed a packet issue * Merged upstream/master Merged upstream/master and removed ifdef BOTS as per recent dev approach for BOTS. Functionality is there, compiles and tests ok. A few problems to be resolved though this is a good baseline. * Added sql update for raid_members to add isbot * Updated Bot Follow Function Bot will now follow the Group Leader if IsClient, otherwise follows the Bot Owner * Updates to Bot Raid System When camping a client, remove them from the raid. If they are leader, place leadership to the next client. Update a few crash checks in bot_raid.cpp * [BOTS] Added RuleB Enabled checks and updated base repo for raid_members Updated several RuleB(Bots, Enabled) checks Updated the base repo to be autogenerated. Raid functionality should work with a non-bots enabled database. * Few quick updates * Updates Corrected a number of comments. Compiled and tested against bot and non-bot database though requires the isbot column in raid_members for both. Moved the db update out of the bot stream to make bot check code easier. * Formatting and other small updates * A few more RuleB(Bots, Enabled) additions * Fix issue with conflict of bot ID versus character ID. * Delete CMakeSettings.json * Comment Updates and other Several updates including - fixed comments from PR - added id to raid_members and unique index on name to avoid botid and charid conflicts - updated a few raid functions for iterators - reordered several raid operations to ensure send leader packet to be the last item to ensure proper updating on the client - update sql to use Replace instead of Insert for botid conflicting with charid * Exploit fix for Raid Bots Added item from @Nite to disallow spawning or camping bots if Raid is engaged. Avoids abusive situations. * Initial Commit * fix Raid Window after zoning The raid window was not fully updating for clients not in the zone. * Cleanup * Update Fixed comments * Resolve crash for MOTD Fixed a crash situation sending a raid MOTD to BOTS. * Update ruletypes.h * Updated to resolve a few recent comments Fixed some comments within attack.cpp * fix sql query * update repository * prevent duplicate entries in raid after group invite, and cleanup * fixes for botgroups not following, and add already in raid messages. * fix messagestring * fixes * Cleanup, and resolving issues with disbanding * refactoring * more cleanup/fixing. * fixes for removing from ground in raid * Refactoring/fixing multiple clients * fix for compiling * Bugs from refactoring fixed * Testing completed, cleaning up unwanted items/duplicate code. * Cleaned up AICastSpell * fix typos * Refactoring * Adding Raid checks to AI_Process/cleanup * Fix a typo Was getting a SQL error on BOT spawn. Fixed typo. * fix for crash * Fixed crash when inviting player, more refactoring * AI_Process Refactoring work * More Refactoring/fixes for follow * Finish Refactoring AI_Process * cleanup * cleanup * cleanup * cleanup * fix melee attack loop * fix for leashowner. * fix for leashowner. * Bots persist in raid after client death/LD/Camp * Fix Bot Groups when zoning after death. * Fix Bots in group following after client death * remove unnecessary query * Allow Raid members to invite Bots if owner is in raid. cleanup * optimization of raid verification * remove this * Code Cleanup * formatting * formatting * formatting * fix for macro * add return for TryClassAttacks * fix query * fix for crash * restrict camping/spawn in combat. * Fix other crash issue. * update learnmembers to use Strings::To, cleanup magic numbers * fix for merge. --------- Co-authored-by: Kinglykrab <kinglykrab@gmail.com> Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com> Co-authored-by: Aeadoin <109764533+Aeadoin@users.noreply.github.com>
281 lines
10 KiB
C++
281 lines
10 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2005 EQEMu Development Team (http://eqemulator.net)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef RAIDS_H
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#define RAIDS_H
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#include "../common/types.h"
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#include "groups.h"
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#include "xtargetautohaters.h"
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class Client;
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class EQApplicationPacket;
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class Mob;
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enum { //raid packet types:
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raidAdd = 0,
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raidRemove2 = 1, //parameter=0
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raidMemberNameChange = 2,
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raidRemove1 = 3, //parameter=0xFFFFFFFF
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raidNoLongerLeader = 4,
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raidDisband = 5,
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raidMembers = 6, //len 395+, details + members list
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raidNoAssignLeadership = 7,
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raidCreate = 8, //len 72
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raidUnknown = 9, // unused?
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raidNoRaid = 10, //parameter=0
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raidChangeLootType = 11,
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raidStringID = 12,
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raidChangeGroupLeader = 13, //136 raid leader, new group leader, group_id?
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raidSetLeaderAbilities = 14, //472
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raidSetLeaderData = 15, // 14,15 SoE names, not sure on difference, 14 packet has 0x100 bytes 15 0x214 in addition to raid general
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raidChangeGroup = 16, //?? len 136 old leader, new leader, 0 (preceeded with a remove2)
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raidLock = 17, //len 136 leader?, leader, 0
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raidUnlock = 18, //len 136 leader?, leader, 0
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raidRedStringID = 19,
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raidSetLeader = 20, //len 388, contains 'details' struct without members; also used for "invite to raid"
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raidMakeLeader = 30,
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raidSetMotd = 35,
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raidSetNote = 36,
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};
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enum { //raid command types
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RaidCommandInviteIntoExisting = 0, //in use
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RaidCommandAcceptInvite = 1, //in use
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RaidCommandInvite = 3, //in use
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RaidCommandDisband = 5, //in use
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RaidCommandMoveGroup = 6, //in use
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RaidCommandRemoveGroupLeader = 7,
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RaidCommandRaidLock = 8, //in use
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RaidCommandRaidUnlock = 9, //in use
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RaidCommandLootType = 20, //in use
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RaidCommandAddLooter = 21, //in use
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RaidCommandRemoveLooter = 22, //in use
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RaidCommandMakeLeader = 30,
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RaidCommandInviteFail = 31, //already in raid, waiting on invite from other raid, etc
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RaidCommandLootType2 = 32, //in use
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RaidCommandAddLooter2 = 33, //in use
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RaidCommandRemoveLooter2 = 34, //in use
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RaidCommandSetMotd = 35,
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RaidCommandSetNote = 36,
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};
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#define MAX_RAID_GROUPS 12
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#define MAX_RAID_MEMBERS 72
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const uint32 RAID_GROUPLESS = 0xFFFFFFFF;
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struct RaidMember{
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char membername[64];
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Client *member;
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uint32 GroupNumber;
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uint8 _class;
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uint8 level;
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bool IsGroupLeader;
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bool IsRaidLeader;
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bool IsLooter;
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bool IsBot = false;
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bool IsRaidMainAssistOne = false;
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};
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struct GroupMentor {
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std::string name;
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Client *mentoree;
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int mentor_percent;
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};
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class Raid : public GroupIDConsumer {
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public:
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Raid(Client *nLeader);
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Raid(uint32 raidID);
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~Raid();
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void SetLeader(Client* c) { leader = c; }
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Client* GetLeader() { return leader; }
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std::string GetLeaderName() { return leadername; }
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bool IsLeader(Client* c) { return c == leader; }
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bool IsLeader(const char* name) { return !strcmp(leadername, name); }
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void SetRaidLeader(const char *wasLead, const char *name);
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bool Process();
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bool IsRaid() { return true; }
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void AddMember(Client *c, uint32 group = 0xFFFFFFFF, bool rleader=false, bool groupleader=false, bool looter=false);
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void AddBot(Bot* b, uint32 group = 0xFFFFFFFF, bool rleader=false, bool groupleader=false, bool looter=false);
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void RaidGroupSay(const char* msg, const char* from, uint8 language, uint8 lang_skill);
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void RaidSay(const char* msg, const char* from, uint8 language, uint8 lang_skill);
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bool IsEngaged();
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Mob* GetRaidMainAssistOneByName(const char* name);
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void RemoveMember(const char *c);
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void DisbandRaid();
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void MoveMember(const char *name, uint32 newGroup);
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void SetGroupLeader(const char *who, bool glFlag = true);
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Client *GetGroupLeader(uint32 group_id);
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void RemoveGroupLeader(const char *who);
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bool IsGroupLeader(const char* name);
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bool IsGroupLeader(Client *c);
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bool IsRaidMember(const char* name);
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bool IsRaidMember(Client *c);
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void UpdateLevel(const char *name, int newLevel);
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void SetNewRaidLeader(uint32 i);
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uint32 GetFreeGroup();
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uint8 GroupCount(uint32 gid);
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uint8 RaidCount();
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uint32 GetHighestLevel();
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uint32 GetLowestLevel();
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uint32 GetGroup(const char *name);
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uint32 GetGroup(Client *c);
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uint16 GetAvgLevel();
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uint32 GetLootType() { return LootType; }
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void ChangeLootType(uint32 type);
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void AddRaidLooter(const char* looter);
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void RemoveRaidLooter(const char* looter);
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inline void SetRaidMOTD(std::string in_motd) { motd = in_motd; };
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//util func
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//keeps me from having to keep iterating through the list
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//when I want lots of data from the same entry
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uint32 GetPlayerIndex(const char *name);
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uint32 GetPlayerIndex(Client *c);
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//for perl interface
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Client *GetClientByIndex(uint16 index);
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const char *GetClientNameByIndex(uint8 index);
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void LockRaid(bool lockFlag);
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bool IsLocked() { return locked; }
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//Actual Implementation Stuff
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void RaidMessageString(Mob* sender, uint32 type, uint32 string_id, const char* message,const char* message2=0,const char* message3=0,const char* message4=0,const char* message5=0,const char* message6=0,const char* message7=0,const char* message8=0,const char* message9=0, uint32 distance = 0);
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void CastGroupSpell(Mob* caster,uint16 spellid, uint32 gid);
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void SplitExp(const uint64 exp, Mob* other);
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uint32 GetTotalRaidDamage(Mob* other);
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void BalanceHP(int32 penalty, uint32 gid, float range = 0, Mob* caster = nullptr, int32 limit = 0);
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void BalanceMana(int32 penalty, uint32 gid, float range = 0, Mob* caster = nullptr, int32 limit = 0);
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void HealGroup(uint32 heal_amt, Mob* caster, uint32 gid, float range = 0);
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void SplitMoney(uint32 gid, uint32 copper, uint32 silver, uint32 gold, uint32 platinum, Client *splitter = nullptr);
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void TeleportGroup(Mob* sender, uint32 zoneID, uint16 instance_id, float x, float y, float z, float heading, uint32 gid);
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void TeleportRaid(Mob* sender, uint32 zoneID, uint16 instance_id, float x, float y, float z, float heading);
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//updates the list of Client* objects based on who's in and not in the zone.
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//also learns raid structure based on db.
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void SetRaidDetails();
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void GetRaidDetails();
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void SaveRaidMOTD();
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bool LearnMembers();
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void VerifyRaid();
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void MemberZoned(Client *c);
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void SendHPManaEndPacketsTo(Client *c);
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void SendHPManaEndPacketsFrom(Mob *mob);
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void SendManaPacketFrom(Mob *mob);
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void SendEndurancePacketFrom(Mob *mob);
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void RaidSay(const char *msg, Client *c, uint8 language, uint8 lang_skill);
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void RaidGroupSay(const char *msg, Client *c, uint8 language, uint8 lang_skill);
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//Packet Functions
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void SendRaidCreate(Client *to);
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void SendRaidAdd(const char *who, Client *to);
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void SendRaidAddAll(const char *who);
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void SendRaidRemove(const char *who, Client *to);
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void SendRaidRemoveAll(const char *who);
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void SendRaidDisband(Client *to);
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void SendRaidDisbandAll();
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void SendRaidMove(const char* who, Client *to);
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void SendRaidMoveAll(const char* who);
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void SendBulkRaid(Client *to);
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void GroupUpdate(uint32 gid, bool initial = true);
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void SendGroupUpdate(Client *to);
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void SendGroupDisband(Client *to);
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void SendRaidLock();
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void SendRaidUnlock();
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void SendRaidLockTo(Client *c);
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void SendRaidUnlockTo(Client *c);
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void SendRaidGroupAdd(const char *who, uint32 gid);
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void SendRaidGroupRemove(const char *who, uint32 gid);
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void SendMakeLeaderPacket(const char *who); //30
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void SendMakeLeaderPacketTo(const char *who, Client *to);
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void SendMakeGroupLeaderPacketAll();
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void SendMakeGroupLeaderPacket(const char *who); //13
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void SendMakeGroupLeaderPacketTo(const char *who, Client *to);
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void SendRaidMOTD(Client *c);
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void SendRaidMOTD();
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void SendRaidMOTDToWorld();
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void QueuePacket(const EQApplicationPacket *app, bool ack_req = true);
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// Leadership
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void UpdateGroupAAs(uint32 gid);
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void SaveGroupLeaderAA(uint32 gid);
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void UpdateRaidAAs();
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void SaveRaidLeaderAA();
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void SendGroupLeadershipAA(Client *c, uint32 gid);
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void SendGroupLeadershipAA(uint32 gid);
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void SendAllRaidLeadershipAA();
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void LoadLeadership();
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inline int GetLeadershipAA(int AAID, uint32 gid = 0)
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{ if (AAID >= 16) return raid_aa.ranks[AAID - 16]; else return group_aa[gid].ranks[AAID]; }
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inline void SetGroupAAs(uint32 gid, GroupLeadershipAA_Struct *glaa)
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{ memcpy(&group_aa[gid], glaa, sizeof(GroupLeadershipAA_Struct)); }
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inline void SetRaidAAs(RaidLeadershipAA_Struct *rlaa)
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{ memcpy(&raid_aa, rlaa, sizeof(RaidLeadershipAA_Struct)); }
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void SetGroupMentor(uint32 group_id, int percent, char *name);
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void ClearGroupMentor(uint32 group_id);
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void CheckGroupMentor(uint32 group_id, Client *c); // this just checks if we should be fixing the pointer in group mentor struct on zone
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inline int GetMentorPercent(uint32 group_id) { return group_mentor[group_id].mentor_percent; }
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inline Client *GetMentoree(uint32 group_id) { return group_mentor[group_id].mentoree; }
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void SetDirtyAutoHaters();
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inline XTargetAutoHaters *GetXTargetAutoMgr() { return &m_autohatermgr; }
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void QueueClients(Mob *sender, const EQApplicationPacket *app, bool ack_required = true, bool ignore_sender = true, float distance = 0, bool group_only = true);
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bool DoesAnyMemberHaveExpeditionLockout(const std::string& expedition_name, const std::string& event_name, int max_check_count = 0);
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std::vector<RaidMember> GetMembers() const;
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std::vector<RaidMember> GetRaidGroupMembers(uint32 gid);
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std::vector<Bot*> GetRaidGroupBotMembers(uint32 gid);
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std::vector<Bot*> GetRaidBotMembers(uint32 owner = 0);
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void HandleBotGroupDisband(uint32 owner, uint32 gid = RAID_GROUPLESS);
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RaidMember members[MAX_RAID_MEMBERS];
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char leadername[64];
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protected:
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Client *leader;
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bool locked;
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uint16 numMembers;
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uint32 LootType;
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bool disbandCheck;
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bool forceDisband;
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std::string motd;
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RaidLeadershipAA_Struct raid_aa;
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GroupLeadershipAA_Struct group_aa[MAX_RAID_GROUPS];
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GroupMentor group_mentor[MAX_RAID_GROUPS];
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XTargetAutoHaters m_autohatermgr;
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};
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#endif
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