eqemu-server/zone/entity.h
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

657 lines
24 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2016 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
*/
#ifndef ENTITY_H
#define ENTITY_H
#include <unordered_map>
#include <queue>
#include "../common/types.h"
#include "../common/linked_list.h"
#include "../common/servertalk.h"
#include "../common/bodytypes.h"
#include "../common/eq_constants.h"
#include "../common/emu_constants.h"
#include "position.h"
#include "zonedump.h"
#include "common.h"
class Encounter;
class Beacon;
class Client;
class Corpse;
class Doors;
class EQApplicationPacket;
class Entity;
class EntityList;
class Group;
class Merc;
class Mob;
class NPC;
class Object;
class Petition;
class Raid;
class Spawn2;
class Trap;
struct DynamicZoneSafeReturn;
struct GuildBankItemUpdate_Struct;
struct NewSpawn_Struct;
struct QGlobal;
struct UseAA_Struct;
struct Who_All_Struct;
class Bot;
extern EntityList entity_list;
class Entity
{
public:
Entity();
virtual ~Entity();
virtual bool IsClient() const { return false; }
virtual bool IsNPC() const { return false; }
virtual bool IsMob() const { return false; }
virtual bool IsMerc() const { return false; }
virtual bool IsCorpse() const { return false; }
virtual bool IsPlayerCorpse() const { return false; }
virtual bool IsNPCCorpse() const { return false; }
virtual bool IsObject() const { return false; }
virtual bool IsDoor() const { return false; }
virtual bool IsTrap() const { return false; }
virtual bool IsBeacon() const { return false; }
virtual bool IsEncounter() const { return false; }
virtual bool IsBot() const { return false; }
virtual bool IsAura() const { return false; }
virtual bool IsOfClientBot() const { return false; }
virtual bool IsOfClientBotMerc() const { return false; }
virtual bool Process() { return false; }
virtual bool Save() { return true; }
virtual void Depop(bool StartSpawnTimer = false) {}
Client *CastToClient();
NPC *CastToNPC();
Mob *CastToMob();
Merc *CastToMerc();
Corpse *CastToCorpse();
Object *CastToObject();
Doors *CastToDoors();
Trap *CastToTrap();
Beacon *CastToBeacon();
Encounter *CastToEncounter();
const Client *CastToClient() const;
const NPC *CastToNPC() const;
const Mob *CastToMob() const;
const Merc *CastToMerc() const;
const Corpse *CastToCorpse() const;
const Object *CastToObject() const;
const Doors *CastToDoors() const;
const Trap *CastToTrap() const;
const Beacon *CastToBeacon() const;
const Encounter *CastToEncounter() const;
inline const uint16& GetInitialId() const { return initial_id; }
inline const uint16& GetID() const { return id; }
inline const time_t& GetSpawnTimeStamp() const { return spawn_timestamp; }
virtual const char* GetName() { return ""; }
bool CheckCoordLosNoZLeaps(float cur_x, float cur_y, float cur_z, float trg_x, float trg_y, float trg_z, float perwalk=1);
Bot* CastToBot();
const Bot* CastToBot() const;
protected:
friend class EntityList;
inline virtual void SetID(uint16 set_id) {
id = set_id;
if (initial_id == 0 && set_id > 0) {
initial_id = set_id;
}
}
uint32 pDBAsyncWorkID;
private:
uint16 id;
uint16 initial_id;
time_t spawn_timestamp;
};
class EntityList
{
public:
struct Area {
int id;
int type;
float min_x, max_x;
float min_y, max_y;
float min_z, max_z;
};
EntityList();
~EntityList();
Entity* GetID(uint16 id);
Mob *GetMob(uint16 id);
inline Mob *GetMobID(uint16 id) { return(GetMob(id)); } //for perl
Mob *GetMob(const char* name);
Mob *GetMobByNpcTypeID(uint32 get_id);
bool IsMobSpawnedByNpcTypeID(uint32 get_id);
bool IsNPCSpawned(std::vector<uint32> npc_ids);
uint32 CountSpawnedNPCs(std::vector<uint32> npc_ids);
inline NPC *GetNPCByID(uint16 id)
{
auto it = npc_list.find(id);
if (it != npc_list.end())
return it->second;
return nullptr;
}
NPC *GetNPCByNPCTypeID(uint32 npc_id);
NPC *GetNPCBySpawnID(uint32 spawn_id);
inline Merc *GetMercByID(uint16 id)
{
auto it = merc_list.find(id);
if (it != merc_list.end())
return it->second;
return nullptr;
}
Client *GetClientByName(const char *name);
Client *GetClientByAccID(uint32 accid);
inline Client *GetClientByID(uint16 id)
{
auto it = client_list.find(id);
if (it != client_list.end())
return it->second;
return nullptr;
}
Client *GetClientByCharID(uint32 iCharID);
Client *GetClientByWID(uint32 iWID);
Client *GetClientByLSID(uint32 iLSID);
Client *GetClient(uint32 ip, uint16 port);
Bot* GetRandomBot(const glm::vec3& location = glm::vec3(0.f), float distance = 0, Bot* exclude_bot = nullptr);
Client* GetRandomClient(const glm::vec3& location = glm::vec3(0.f), float distance = 0, Client* exclude_client = nullptr);
NPC* GetRandomNPC(const glm::vec3& location = glm::vec3(0.f), float distance = 0, NPC* exclude_npc = nullptr);
Mob* GetRandomMob(const glm::vec3& location = glm::vec3(0.f), float distance = 0, Mob* exclude_mob = nullptr);
Group* GetGroupByMob(Mob* mob);
Group* GetGroupByBot(Bot* bot);
bool IsInSameGroupOrRaidGroup(Client *client1, Client *client2);
Group *GetGroupByClient(Client* client);
Group *GetGroupByID(uint32 id);
Group *GetGroupByLeaderName(const char* leader);
Raid *GetRaidByMob(Mob* mob);
Raid *GetRaidByClient(Client* client);
Raid *GetRaidByID(uint32 id);
Raid *GetRaidByLeaderName(const char *leader);
Raid* GetRaidByBotName(const char* name);
Raid* GetRaidByBot(const Bot* bot);
Corpse *GetCorpseByOwner(Client* client);
Corpse *GetCorpseByOwnerWithinRange(Client* client, Mob* center, int range);
inline Corpse *GetCorpseByID(uint16 id)
{
auto it = corpse_list.find(id);
if (it != corpse_list.end())
return it->second;
return nullptr;
}
Corpse *GetCorpseByDBID(uint32 dbid);
Corpse *GetCorpseByName(const char* name);
Spawn2* GetSpawnByID(uint32 id);
Client* FindCorpseDragger(uint16 CorpseID);
inline Object *GetObjectByID(uint16 id)
{
auto it = object_list.find(id);
if (it != object_list.end())
return it->second;
return nullptr;
}
Object *GetObjectByDBID(uint32 id);
inline Doors *GetDoorsByID(uint16 id)
{
auto it = door_list.find(id);
if (it != door_list.end())
return it->second;
return nullptr;
}
Doors *GetDoorsByDoorID(uint32 id);
Doors *GetDoorsByDBID(uint32 id);
void RemoveAllCorpsesByCharID(uint32 charid);
void RemoveCorpseByDBID(uint32 dbid);
int RezzAllCorpsesByCharID(uint32 charid);
void DespawnGridNodes(int32 grid_id);
bool IsMobInZone(Mob *who);
void ClearClientPetitionQueue();
bool CanAddHateForMob(Mob *p);
void SendGuildMOTD(uint32 guild_id);
void SendGuildSpawnAppearance(uint32 guild_id);
void SendGuildMembers(uint32 guild_id);
void RefreshAllGuildInfo(uint32 guild_id);
void SendGuildList();
void CheckGroupList (const char *fname, const int fline);
void GroupProcess();
void RaidProcess();
void DoorProcess();
void ObjectProcess();
void CorpseProcess();
void MobProcess();
void TrapProcess();
void BeaconProcess();
void EncounterProcess();
void ProcessMove(Client *c, const glm::vec3& location);
void ProcessMove(NPC *n, float x, float y, float z);
void AddArea(int id, int type, float min_x, float max_x, float min_y, float max_y, float min_z, float max_z);
void RemoveArea(int id);
void ClearAreas();
void ReloadMerchants();
void ProcessProximitySay(const char *message, Client *c, uint8 language = 0);
void SendAATimer(uint32 charid,UseAA_Struct* uaa);
Doors *FindDoor(uint8 door_id);
Object *FindObject(uint32 object_id);
Object* FindNearbyObject(float x, float y, float z, float radius);
bool MakeDoorSpawnPacket(EQApplicationPacket* app, Client *client);
bool MakeTrackPacket(Client* client);
void SendTraders(Client* client);
void AddClient(Client*);
void AddNPC(NPC*, bool send_spawn_packet = true, bool dont_queue = false);
void AddMerc(Merc*, bool SendSpawnPacket = true, bool dontqueue = false);
void AddCorpse(Corpse* pc, uint32 in_id = 0xFFFFFFFF);
void AddObject(Object*, bool SendSpawnPacket = true);
void AddGroup(Group*);
void AddGroup(Group*, uint32 id);
void AddRaid(Raid *raid);
void AddRaid(Raid*, uint32 id);
void AddDoor(Doors* door);
void AddTrap(Trap* trap);
void AddBeacon(Beacon *beacon);
void AddEncounter(Encounter *encounter);
void AddProximity(NPC *proximity_for);
void Clear();
bool RemoveMob(uint16 delete_id);
bool RemoveMob(Mob* delete_mob);
bool RemoveClient(uint16 delete_id);
bool RemoveClient(Client* delete_client);
bool RemoveNPC(uint16 delete_id);
bool RemoveMerc(uint16 delete_id);
bool RemoveGroup(uint32 delete_id);
bool RemoveRaid(uint32 delete_id);
bool RemoveCorpse(uint16 delete_id);
bool RemoveDoor(uint16 delete_id);
bool RemoveTrap(uint16 delete_id);
bool RemoveObject(uint16 delete_id);
bool RemoveProximity(uint16 delete_npc_id);
bool RemoveMobFromCloseLists(Mob *mob);
void RemoveAuraFromMobs(Mob *aura);
void RemoveAllMobs();
void RemoveAllClients();
void RemoveAllNPCs();
void RemoveAllBots();
void RemoveAllMercs();
void RemoveAllGroups();
void RemoveAllCorpses();
void RemoveAllDoors();
void DespawnAllDoors();
void RespawnAllDoors();
void RemoveAllTraps();
void RemoveAllObjects();
void RemoveAllLocalities();
void RemoveAllRaids();
void RemoveAllEncounters();
void DestroyTempPets(Mob *owner);
int16 CountTempPets(Mob *owner);
void AddTempPetsToHateList(Mob *owner, Mob* other, bool bFrenzy = false);
void AddTempPetsToHateListOnOwnerDamage(Mob *owner, Mob* attacker, int32 spell_id);
Entity *GetEntityMob(uint16 id);
Entity *GetEntityMerc(uint16 id);
Entity *GetEntityDoor(uint16 id);
Entity *GetEntityObject(uint16 id);
Entity *GetEntityCorpse(uint16 id);
Entity *GetEntityTrap(uint16 id);
Entity *GetEntityBeacon(uint16 id);
Entity *GetEntityEncounter(uint16 id);
Entity *GetEntityMob(const char *name);
Entity *GetEntityCorpse(const char *name);
void StopMobAI();
void DescribeAggro(Client *to_who, NPC *from_who, float dist, bool verbose);
std::vector<Mob*> GetFilteredEntityList(
Mob* sender,
uint32 distance = 0,
EntityFilterType filter_type = EntityFilterType::All
);
void DamageArea(
Mob* sender,
int64 damage,
uint32 distance = 0,
EntityFilterType filter_type = EntityFilterType::All,
bool is_percentage = false
);
void Marquee(uint32 type, std::string message, uint32 duration = 3000);
void Marquee(uint32 type, uint32 priority, uint32 fade_in, uint32 fade_out, uint32 duration, std::string message);
void Message(uint32 to_guilddbid, uint32 type, const char* message, ...);
void MessageStatus(uint32 to_guilddbid, int to_minstatus, uint32 type, const char* message, ...);
void MessageClose(Mob* sender, bool skipsender, float dist, uint32 type, const char* message, ...);
void FilteredMessageClose(Mob* sender, bool skipsender, float dist, uint32 type, eqFilterType filter, const char* message, ...);
void MessageString(Mob *sender, bool skipsender, uint32 type, uint32 string_id, const char* message1=0,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);
void FilteredMessageString(Mob *sender, bool skipsender, uint32 type, eqFilterType filter, uint32 string_id, const char* message1=0,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);
void MessageCloseString(
Mob *sender,
bool skipsender,
float dist,
uint32 type,
uint32 string_id,
const char *message1 = 0,
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);
void FilteredMessageCloseString(
Mob *sender,
bool skipsender,
float dist,
uint32 type,
eqFilterType filter,
uint32 string_id,
Mob *skip = 0,
const char *message1 = 0,
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);
void ChannelMessageFromWorld(const char* from, const char* to, uint8 chan_num, uint32 guilddbid, uint8 language, uint8 lang_skill, const char* message);
void ChannelMessage(Mob* from, uint8 chan_num, uint8 language, const char* message, ...);
void ChannelMessage(Mob* from, uint8 chan_num, uint8 language, uint8 lang_skill, const char* message, ...);
void SendZoneSpawns(Client*);
void SendZonePVPUpdates(Client *);
void SendZoneSpawnsBulk(Client* client);
void Save();
void SendZoneCorpses(Client*);
void SendZoneCorpsesBulk(Client*);
void SendZoneObjects(Client* client);
void SendZoneAppearance(Client *c);
void SendNimbusEffects(Client *c);
void SendUntargetable(Client *c);
void SendAppearanceEffects(Client *c);
void SendIllusionWearChange(Client *c);
void DuelMessage(Mob* winner, Mob* loser, bool flee);
void QuestJournalledSayClose(Mob *sender, float dist, const char* mobname, const char* message, Journal::Options &opts);
void GroupMessage(uint32 gid, const char *from, const char *message);
void ExpeditionWarning(uint32 minutes_left);
void RemoveFromTargets(Mob* mob, bool RemoveFromXTargets = false);
void RemoveFromTargetsFadingMemories(Mob* spell_target, bool RemoveFromXTargets = false, uint32 max_level = 0);
void RemoveFromXTargets(Mob* mob);
void RemoveFromAutoXTargets(Mob* mob);
void ReplaceWithTarget(Mob* pOldMob, Mob*pNewTarget);
void QueueCloseClients(Mob* sender, const EQApplicationPacket* app, bool ignore_sender=false, float distance=200, Mob* skipped_mob = 0, bool is_ack_required = true, eqFilterType filter=FilterNone);
void QueueClients(Mob* sender, const EQApplicationPacket* app, bool ignore_sender=false, bool ackreq = true);
void QueueClientsStatus(Mob* sender, const EQApplicationPacket* app, bool ignore_sender = false, uint8 minstatus = AccountStatus::Player, uint8 maxstatus = AccountStatus::Player);
void QueueClientsGuild(Mob* sender, const EQApplicationPacket* app, bool ignore_sender = false, uint32 guildeqid = 0);
void QueueClientsGuildBankItemUpdate(const GuildBankItemUpdate_Struct *gbius, uint32 GuildID);
void QueueClientsByTarget(Mob* sender, const EQApplicationPacket* app, bool iSendToSender = true, Mob* SkipThisMob = 0, bool ackreq = true,
bool HoTT = true, uint32 ClientVersionBits = 0xFFFFFFFF, bool inspect_buffs = false);
void QueueClientsByXTarget(Mob* sender, const EQApplicationPacket* app, bool iSendToSender = true, EQ::versions::ClientVersionBitmask client_version_bits = EQ::versions::ClientVersionBitmask::maskAllClients);
void QueueToGroupsForNPCHealthAA(Mob* sender, const EQApplicationPacket* app);
void QueueManaged(Mob* sender, const EQApplicationPacket* app, bool ignore_sender=false, bool ackreq = true);
void AEAttack(
Mob *attacker,
float distance,
int Hand = EQ::invslot::slotPrimary,
int count = 0,
bool is_from_spell = false,
int attack_rounds = 1
);
void AETaunt(Client *caster, float range = 0, int32 bonus_hate = 0);
void AESpell(
Mob *caster,
Mob *center,
uint16 spell_id,
bool affect_caster = true,
int16 resist_adjust = 0,
int *max_targets = nullptr
);
void MassGroupBuff(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true);
//trap stuff
Mob* GetTrapTrigger(Trap* trap);
void SendAlarm(Trap* trap, Mob* currenttarget, uint8 kos);
Trap* FindNearbyTrap(Mob* searcher, float max_dist, float &curdist, bool detected = false);
void AddHealAggro(Mob* target, Mob* caster, uint16 hate);
Mob* FindDefenseNPC(uint32 npcid);
void OpenDoorsNear(Mob* opener);
void UpdateWho(bool iSendFullUpdate = false);
char* MakeNameUnique(char* name);
static char* RemoveNumbers(char* name);
void SignalMobsByNPCID(uint32 npc_type, int signal_id);
void CountNPC(uint32* NPCCount, uint32* NPCLootCount, uint32* gmspawntype_count);
void RemoveEntity(uint16 id);
void SendPetitionToAdmins(Petition* pet);
void SendPetitionToAdmins();
void AddLootToNPCS(uint32 item_id, uint32 count);
void ListNPCCorpses(Client* client);
void ListPlayerCorpses(Client* client);
uint32 DeleteNPCCorpses();
uint32 DeletePlayerCorpses();
void CorpseFix(Client* c);
void WriteEntityIDs();
void HalveAggro(Mob* who);
void DoubleAggro(Mob* who);
void Evade(Mob *who);
void UpdateHoTT(Mob* target);
void Process();
void ClearAggro(Mob* targ);
void ClearWaterAggro(Mob* targ);
void ClearFeignAggro(Mob* targ);
void ClearZoneFeignAggro(Mob* targ);
void AggroZone(Mob* who, int64 hate = 0);
bool Fighting(Mob* targ);
void RemoveFromHateLists(Mob* mob, bool settoone = false);
void RemoveDebuffs(Mob* caster);
void MessageGroup(Mob* sender, bool skipclose, uint32 type, const char* message, ...);
void LimitAddNPC(NPC *npc);
void LimitRemoveNPC(NPC *npc);
bool LimitCheckType(uint32 npc_type, int count);
bool LimitCheckGroup(uint32 spawngroup_id, int count);
bool LimitCheckBoth(uint32 npc_type, uint32 spawngroup_id, int group_count, int type_count);
bool LimitCheckName(const char* npc_name);
int GetHatedCount(Mob *attacker, Mob *exclude, bool inc_gray_con);
bool Merc_AICheckCloseBeneficialSpells(Merc* caster, uint8 iChance, float iRange, uint32 iSpellTypes);
Mob* GetTargetForMez(Mob* caster);
uint32 CheckNPCsClose(Mob *center);
Corpse* GetClosestCorpse(Mob* sender, const char *Name);
void TryWakeTheDead(Mob* sender, Mob* target, int32 spell_id, uint32 max_distance, uint32 duration, uint32 amount_pets);
NPC* GetClosestBanker(Mob* sender, uint32 &distance);
void CameraEffect(uint32 duration, float intensity);
Mob* GetClosestMobByBodyType(Mob* sender, bodyType BodyType, bool skip_client_pets=false);
void ForceGroupUpdate(uint32 gid);
void SendGroupLeave(uint32 gid, const char *name);
void SendGroupJoin(uint32 gid, const char *name);
void SaveAllClientsTaskState();
void ReloadAllClientsTaskState(int task_id=0);
uint16 CreateGroundObject(uint32 itemid, const glm::vec4& position, uint32 decay_time = 300000);
uint16 CreateGroundObjectFromModel(const char *model, const glm::vec4& position, uint8 type = 0x00, uint32 decay_time = 0);
uint16 CreateDoor(const char *model, const glm::vec4& position, uint8 type = 0, uint16 size = 100);
void ZoneWho(Client *c, Who_All_Struct* Who);
void UnMarkNPC(uint16 ID);
void GateAllClients();
void SignalAllClients(int signal_id);
void UpdateQGlobal(uint32 qid, QGlobal newGlobal);
void DeleteQGlobal(std::string name, uint32 npcID, uint32 charID, uint32 zoneID);
void SendFindableNPCList(Client *c);
void UpdateFindableNPCState(NPC *n, bool Remove);
void HideCorpses(Client *c, uint8 CurrentMode, uint8 NewMode);
void GateAllClientsToSafeReturn();
uint16 GetClientCount();
void GetMobList(std::list<Mob*> &m_list);
void GetNPCList(std::list<NPC*> &n_list);
void GetMercList(std::list<Merc*> &n_list);
void GetClientList(std::list<Client*> &c_list);
void GetCorpseList(std::list<Corpse*> &c_list);
void GetObjectList(std::list<Object*> &o_list);
void GetDoorsList(std::list<Doors*> &d_list);
void GetSpawnList(std::list<Spawn2*> &d_list);
void GetTargetsForConeArea(Mob *start, float min_radius, float radius, float height, int pcnpc, std::list<Mob*> &m_list);
std::vector<Mob*> GetTargetsForVirusEffect(Mob *spreader, Mob *orginal_caster, int range, int pcnpc, int32 spell_id);
inline const std::unordered_map<uint16, Mob *> &GetMobList() { return mob_list; }
inline const std::unordered_map<uint16, NPC *> &GetNPCList() { return npc_list; }
inline const std::unordered_map<uint16, Merc *> &GetMercList() { return merc_list; }
inline const std::unordered_map<uint16, Client *> &GetClientList() { return client_list; }
inline const std::list<Bot *> &GetBotList() { return bot_list; }
std::vector<Bot *> GetBotListByCharacterID(uint32 character_id, uint8 class_id = NO_CLASS);
std::vector<Bot *> GetBotListByClientName(std::string client_name, uint8 class_id = NO_CLASS);
void SignalAllBotsByOwnerCharacterID(uint32 character_id, int signal_id);
void SignalAllBotsByOwnerName(std::string owner_name, int signal_id);
void SignalBotByBotID(uint32 bot_id, int signal_id);
void SignalBotByBotName(std::string bot_name, int signal_id);
inline const std::unordered_map<uint16, Corpse *> &GetCorpseList() { return corpse_list; }
inline const std::unordered_map<uint16, Object *> &GetObjectList() { return object_list; }
inline const std::unordered_map<uint16, Doors *> &GetDoorsList() { return door_list; }
std::unordered_map<uint16, Mob *> &GetCloseMobList(Mob *mob, float distance = 0);
void DepopAll(int NPCTypeID, bool StartSpawnTimer = true);
uint16 GetFreeID();
void RefreshAutoXTargets(Client *c);
void RefreshClientXTargets(Client *c);
void SendAlternateAdvancementStats();
void ScanCloseMobs(
std::unordered_map<uint16, Mob *> &close_mobs,
Mob *scanning_mob,
bool add_self_to_other_lists = false
);
void GetTrapInfo(Client* client);
bool IsTrapGroupSpawned(uint32 trap_id, uint8 group);
void UpdateAllTraps(bool respawn, bool repopnow = false);
void ClearTrapPointers();
int MovePlayerCorpsesToGraveyard(bool force_move_from_instance = false);
protected:
friend class Zone;
void Depop(bool StartSpawnTimer = false);
private:
void AddToSpawnQueue(uint16 entityid, NewSpawn_Struct** app);
void CheckSpawnQueue();
//used for limiting spawns
class SpawnLimitRecord { public: uint32 spawngroup_id; uint32 npc_type; };
std::map<uint16, SpawnLimitRecord> npc_limit_list; //entity id -> npc type
uint32 tsFirstSpawnOnQueue; // timestamp that the top spawn on the spawnqueue was added, should be 0xFFFFFFFF if queue is empty
uint32 NumSpawnsOnQueue;
LinkedList<NewSpawn_Struct*> SpawnQueue;
std::unordered_map<uint16, Client *> client_list;
std::unordered_map<uint16, Mob *> mob_list;
std::unordered_map<uint16, NPC *> npc_list;
std::unordered_map<uint16, Merc *> merc_list;
std::unordered_map<uint16, Corpse *> corpse_list;
std::unordered_map<uint16, Object *> object_list;
std::unordered_map<uint16, Doors *> door_list;
std::unordered_map<uint16, Trap *> trap_list;
std::unordered_map<uint16, Beacon *> beacon_list;
std::unordered_map<uint16, Encounter *> encounter_list;
std::list<NPC *> proximity_list;
std::list<Group *> group_list;
std::list<Raid *> raid_list;
std::list<Area> area_list;
std::queue<uint16> free_ids;
Timer object_timer;
Timer door_timer;
Timer corpse_timer;
Timer group_timer;
Timer raid_timer;
Timer trap_timer;
public:
void AddBot(Bot* new_bot, bool send_spawn_packet = true, bool dont_queue = false);
bool RemoveBot(uint16 entityID);
Mob* GetMobByBotID(uint32 botID);
Bot* GetBotByBotID(uint32 botID);
Bot* GetBotByBotName(std::string_view botName);
Client* GetBotOwnerByBotEntityID(uint32 entity_id);
Client* GetBotOwnerByBotID(const uint32 bot_id);
std::list<Bot*> GetBotsByBotOwnerCharacterID(uint32 botOwnerCharacterID);
bool Bot_AICheckCloseBeneficialSpells(Bot* caster, uint8 iChance, float iRange, uint32 iSpellTypes); // TODO: Evaluate this closesly in hopes to eliminate
void ShowSpawnWindow(Client* client, int Distance, bool NamedOnly); // TODO: Implement ShowSpawnWindow in the bot class but it needs entity list stuff
void ScanCloseClientMobs(std::unordered_map<uint16, Mob*>& close_mobs, Mob* scanning_mob);
void GetBotList(std::list<Bot*> &b_list);
private:
std::list<Bot*> bot_list;
};
class BulkZoneSpawnPacket {
public:
BulkZoneSpawnPacket(Client* iSendTo, uint32 iMaxSpawnsPerPacket); // 0 = send zonewide
virtual ~BulkZoneSpawnPacket();
bool AddSpawn(NewSpawn_Struct* ns);
void SendBuffer(); // Sends the buffer and cleans up everything - can safely re-use the object after this function call (no need to free and do another new)
private:
uint32 pMaxSpawnsPerPacket;
uint32 index;
NewSpawn_Struct* data;
Client* pSendTo;
};
#endif