eqemu-server/zone/client_process.cpp
Mitch Freeman 45da8cab61
[Bots] Add Basic Bot Raiding Functionality (#2782)
* 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>
2023-03-17 11:19:59 -04:00

2407 lines
66 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2003 EQEMu Development Team (http://eqemulator.net)
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; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
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, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
client_process.cpp:
Handles client login sequence and packets sent from client to zone
*/
#include "../common/eqemu_logsys.h"
#include "../common/global_define.h"
#include <iostream>
#include <stdio.h>
#include <zlib.h>
#ifdef _WINDOWS
#include <winsock2.h>
#include <windows.h>
#define snprintf _snprintf
#define strncasecmp _strnicmp
#define strcasecmp _stricmp
#else
#include <pthread.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <unistd.h>
#endif
#include "../common/data_verification.h"
#include "../common/rulesys.h"
#include "../common/skills.h"
#include "../common/spdat.h"
#include "../common/strings.h"
#include "event_codes.h"
#include "expedition.h"
#include "guild_mgr.h"
#include "map.h"
#include "petitions.h"
#include "queryserv.h"
#include "quest_parser_collection.h"
#include "string_ids.h"
#include "worldserver.h"
#include "zone.h"
#include "zonedb.h"
#include "../common/zone_store.h"
#include "../common/events/player_event_logs.h"
extern QueryServ* QServ;
extern Zone* zone;
extern volatile bool is_zone_loaded;
extern WorldServer worldserver;
extern PetitionList petition_list;
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() && position_update_timer.Check()) {
SentPositionPacket(0.0f, 0.0f, 0.0f, 0.0f, 0);
}
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);
}
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 (camp_timer.Check()) {
Raid* raid = entity_list.GetRaidByClient(this);
if (raid)
raid->RemoveMember(this->GetName());
LeaveGroup();
Save();
if (GetMerc())
{
GetMerc()->Save();
GetMerc()->Depop();
}
instalog = true;
}
if (heroforge_wearchange_timer.Check()) {
/*
This addresses bug where on zone in heroforge models would not be sent to other clients when this was
in Client::CompleteConnect(). Sending after a small 250 ms delay after that function resolves the issue.
Unclear the underlying reason for this, if a better solution can be found then can move this back.
*/
if (queue_wearchange_slot >= 0) { //Resend slot from Client::SwapItem if heroforge item is swapped.
SendWearChange(static_cast<uint8>(queue_wearchange_slot));
}
else { //Send from Client::CompleteConnect()
SendWearChangeAndLighting(EQ::textures::LastTexture);
Mob *pet = GetPet();
if (pet) {
pet->SendWearChangeAndLighting(EQ::textures::LastTexture);
}
}
heroforge_wearchange_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"));
}
}
/**
* Scan close range mobs
* Used in aggro checks
*/
if (mob_close_scan_timer.Check()) {
entity_list.ScanCloseMobs(close_mobs, this, IsMoving());
}
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())) {
//client has built in los check, but auto fire does not.. done last.
RangedAttack(GetTarget());
if (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())) {
//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() == WARRIOR || GetClass() == 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 (tribute_timer.Check()) {
ToggleTribute(true); //re-activate the tribute.
}
if (fishing_timer.Check()) {
GoFish();
}
if (autosave_timer.Check()) {
Save(0);
}
if (m_pp.intoxication > 0)
{
--m_pp.intoxication;
CalcBonuses();
}
if (ItemTickTimer.Check())
{
TickItemCheck();
}
if (ItemQuestTimer.Check())
{
ItemTimerCheck();
}
}
}
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();
}
return false;
}
else if (!linkdead_timer.Enabled()) {
linkdead_timer.Start(RuleI(Zone, ClientLinkdeadMS));
client_state = CLIENT_LINKDEAD;
AI_Start(CLIENT_LD_TIMEOUT);
SendAppearancePacket(AT_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);
}
}
//At this point, we are still connected, everything important has taken
//place, now check to see if anybody wants to aggro us.
// only if client is not feigned
if (zone->CanDoCombat() && ret && !GetFeigned() && client_scan_npc_aggro_timer.Check()) {
int npc_scan_count = 0;
for (auto & close_mob : close_mobs) {
Mob *mob = close_mob.second;
if (!mob)
continue;
if (mob->IsClient())
continue;
if (mob->CheckWillAggro(this) && !mob->CheckAggro(this)) {
mob->AddToHateList(this, 25);
}
npc_scan_count++;
}
LogAggro("Checking Reverse Aggro (client->npc) scanned_npcs ([{}])", npc_scan_count);
}
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();
}
Raid *MyRaid = entity_list.GetRaidByClient(this);
if (MyRaid)
MyRaid->MemberZoned(this);
RecordPlayerEventLog(PlayerEvent::WENT_OFFLINE, PlayerEvent::EmptyEvent{});
if (parse->PlayerHasQuestSub(EVENT_DISCONNECT)) {
parse->EventPlayer(EVENT_DISCONNECT, this, "", 0);
}
/* QS: PlayerLogConnectDisconnect */
if (RuleB(QueryServ, PlayerLogConnectDisconnect)){
std::string event_desc = StringFormat("Disconnect :: in zoneid:%i instid:%i", GetZoneID(), GetInstanceID());
QServ->PlayerLogEvent(Player_Log_Connect_State, CharacterID(), event_desc);
}
}
if (!bZoning)
{
SetDynamicZoneMemberStatus(DynamicZoneMemberStatus::Offline);
}
RemoveAllAuras();
Mob *Other = trade->With();
if(Other)
{
LogTrading("Client disconnected during a trade. Returning their items");
FinishTrade(this);
if(Other->IsClient())
Other->CastToClient()->FinishTrade(Other);
/* Reset both sides of the trade */
trade->Reset();
Other->trade->Reset();
}
database.SetFirstLogon(CharacterID(), 0); //We change firstlogon 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 ourself from all proximities */
ClearAllProximities();
auto outapp = new EQApplicationPacket(OP_LogoutReply);
FastQueuePacket(&outapp);
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);
}
}
bool deletenorent = database.NoRentExpired(GetName());
if (deletenorent) { //client was offline for more than 30 minutes, delete no rent items
if (RuleB(Inventory, TransformSummonedBags))
DisenchantSummonedBags(false);
RemoveNoRent(false);
}
RemoveDuplicateLore(false);
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();
}
// 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;
uint32 merchant_slots = 80; //The max number of items passed in the transaction.
if (m_ClientVersionBit & EQ::versions::maskRoFAndLater) { // RoF+ can send 200 items
merchant_slots = 200;
}
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;
}
}
auto client_data_buckets = GetMerchantDataBuckets();
auto temporary_merchant_list = zone->tmpmerchanttable[npcid];
uint32 slot_id = 1;
uint8 handy_chance = 0;
for (auto ml : merchant_list) {
if (slot_id > merchant_slots) {
break;
}
auto bucket_name = ml.bucket_name;
auto bucket_value = ml.bucket_value;
if (!bucket_name.empty() && !bucket_value.empty()) {
auto full_name = fmt::format(
"{}-{}",
GetBucketKey(),
bucket_name
);
auto player_value = client_data_buckets[full_name];
if (player_value.empty()) {
continue;
}
if (!zone->CheckDataBucket(ml.bucket_comparison, bucket_value, player_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<int16>(ml.min_status), static_cast<int16>(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<uint32>(item->Price * RuleR(Merchant, SellCostMod) * item->SellRate);
auto item_charges = charges ? charges : 1;
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<uint32>(item->Price * RuleR(Merchant, SellCostMod) * item->SellRate);
auto item_charges = charges ? charges : 1;
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) {
CustomerID = 0;
return 0;
}
if(CustomerID == 0) {
CustomerID = NewCustomer;
return 1;
}
// Check that the player browsing our wares hasn't gone away.
Client* c = entity_list.GetClientByID(CustomerID);
if(!c) {
LogTrading("Previous customer has gone away");
CustomerID = 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.MarkCorpseAsRezzed(PendingRezzDBID);
LogSpells("Player [{}] got a [{}] Rezz spellid [{}] in zone[{}] instance id [{}]",
name, (uint16)spells[SpellID].base_value[0],
SpellID, ZoneID, InstanceID);
if (RuleB(Spells, BuffsFadeOnDeath)) {
BuffFadeNonPersistDeath();
}
int SpellEffectDescNum = GetSpellEffectDescNum(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);
int resurrection_sickness_spell_id = (
RuleB(Character, UseOldRaceRezEffects) &&
(
GetRace() == BARBARIAN ||
GetRace() == DWARF ||
GetRace() == TROLL ||
GetRace() == OGRE
) ?
RuleI(Character, OldResurrectionSicknessSpellID) :
RuleI(Character, ResurrectionSicknessSpellID)
);
SpellOnTarget(resurrection_sickness_spell_id, this); // Rezz effects
}
else {
SetHP(GetMaxHP());
SetMana(GetMaxMana());
}
if(spells[SpellID].base_value[0] < 100 && spells[SpellID].base_value[0] > 0 && PendingRezzXP > 0)
{
SetEXP(((int)(GetEXP()+((float)((PendingRezzXP / 100) * spells[SpellID].base_value[0])))),
GetAAXP(),true);
}
else if (spells[SpellID].base_value[0] == 100 && PendingRezzXP > 0) {
SetEXP((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 &&
(
!EQ::ValueWithin(GetClass(), PLAYER_CLASS_WARRIOR, PLAYER_CLASS_BERSERKER) ||
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 (
RuleB(Character, RestrictSpellScribing) &&
!item->IsEquipable(GetRace(), GetClass())
) {
MessageString(Chat::Red, CANNOT_USE_ITEM);
break;
}
if (item && item->Scroll.Effect == static_cast<int32>(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 AT_Invis
// 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 AT_Invis and one with AT_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;
}
}
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.SetSharedPlatinum(AccountID(),amount_to_add);
}
}
else{
if (to_bucket == &m_pp.platinum_shared || from_bucket == &m_pp.platinum_shared){
SendPopupToClient(
"Shared Bank Warning",
"<c \"#F62217\">::: WARNING! :::<br>"
"SHARED BANK IS DISABLED AND YOUR PLATINUM WILL BE DESTROYED IF YOU PUT IT HERE!</c>"
);
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() < WARRIORGM || pTrainer->GetClass() > 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() - (WARRIORGM - 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 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() != 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() == 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() < WARRIORGM || pTrainer->GetClass() > 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() - (WARRIORGM - 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() < WARRIORGM || pTrainer->GetClass() > 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() - (WARRIORGM - 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)
{
std::cout << "Wrong Training Skill (languages)" << std::endl;
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)
{
std::cout << "Wrong Training Skill (abilities)" << std::endl;
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 = SkillTrainLevel(skill, GetClass());
if (t_level == 0)
{
return;
}
SetSkill(skill, t_level);
} else {
switch(skill) {
case EQ::skills::SkillBrewing:
case EQ::skills::SkillMakePoison:
case EQ::skills::SkillTinkering:
case EQ::skills::SkillResearch:
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());
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());
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());
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());
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));
Stamina_Struct *sta = (Stamina_Struct *)outapp->pBuffer;
LogFood("hunger_level: [{}] thirst_level: [{}] before loss", m_pp.hunger_level, m_pp.thirst_level);
if (zone->GetZoneID() != 151 && !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 {
// 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(!DetrimentalSpellAllowsRest(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<RespawnOption>::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();
SetHP(GetMaxHP());
SetMana(GetMaxMana());
SetEndurance(GetMaxEndurance());
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);
}