eqemu-server/world/client.cpp
Mitch Freeman 91f5932c6d
[Feature] Add RoF2 Guild features (#3699)
* [Feature] Add additional Guild Features

This adds the following guild features and design pattern
- the existing guild system was used
- guild features are based on RoF2 within source with translaters used to converted between client differences
- backward compatible with Ti and UF, and allows for mixed client servers
- Guild Back for Ti and UF is based on RoF2 Permissions for banking if Guild Leader does not use Ti/UF
- Guild Ranks and Permissions are enabled.
- Guild Tributes are enabled.
- Event logging via rules for donating tribute items and plat
- Rules to limit Guild Tributes based on max level of server
- Rewrote guild communications to client using specific opcodes
-- Server no longer sends a guild member list on each zone
-- Guild window is updated when a member levels, rank changes, zone changes, banker/alt status using individual opcodes
-- When a member is removed or added to a guild, a single opcode is sent to each guild member
-- This reduces network traffic considerably

Known issues:
- Visual bug only. Guild Tributes window will display a 0 for level if tribute is above max level rule setting.
- Visual bug only. Guild Mgmt Window will not display an online member if the player has 'show offline' unchecked and a guild member zones within the Notes/Tribute tab.  This is resolved by selecting and de-selecting the 'Show Offline' checkbox.

* Updated RoF2 Guild Comms

Updated RoF2 Guild Comms
Update RoF2 Opcodes
Rewrote RoF2 Guild Communications using specific opcodes.
Added database changes - they are irreversible

* Formatting

* Update base_guild_members_repository.h

* Format GuildInfo

* Format GuildAction enum

* Formatting in clientlist

* quantity vs quantity

* desc vs description

* Format structs

* Inline struct values

* Formatting

* Formatting

* Formatting fixes

* Formatting items

* Formatting

* Formatting

* struct formatting updates

* Updated formatting

* Updated
- std:string items
- naming conventions
- magic numbers

* Repo refactors
Other formatting updates

* Remove test guild commands

* Updated #guild info command

* Add new repo methods for Neckolla ReplaceOne and ReplaceMany

* Fix guild_tributes repo

* Update database_update_manifest.cpp

* Phase 1 of final testing with RoF2 -> RoF2.
Next phase will be inter compatibility review

* Remove #guild testing commands

* Fix uf translator error
Rewrite LoadGuilds

* Use extended repository

* FIx guild window on member add

* LoadGuild Changes

* Update guild_base.cpp

* Few small fixes for display issue with UF

* Update guild_base.cpp

* Update guild_members_repository.h

* Update zoneserver.cpp

* Update guild.cpp

* Update entity.h

* Switch formatting

* Formatting

* Update worldserver.cpp

* Switch formatting

* Formatting switch statement

* Update guild.cpp

* Formatting in guild_base

* We don't need to validate m_db everywhere

* More formatting / spacing issues

* Switch format

* Update guild_base.cpp

* Fix an UF issue displaying incorrect guildtag as <>

* Updated several constants, fixed a few issues with Ti/UF and guild tributes not being removed or sent when a member is removed/disbands from a guild.

* Formatting and logging updates

* Fix for Loadguilds and permissions after repo updates.

* Cleanup unnecessary m_db checks

* Updated logging to use player_event_logs

* Updated to use the single opcodes for guild traffic for Ti/UF/RoF2.  Several enhancements for guild functionality for more reusable code and readability.

* Update to fix Demote Self and guild invites declining when option set to not accept guild invites

* Potential fix for guild notes/tribute display issues when client has 'Show Offline' unchecked.

* Updates to fox recent master changes

Updates to fix recent master changes

* Updates in response to comments

* Further Updates in response to comments

* Comment updates and refactor for SendAppearance functions

* Comment updates

* Update client spawn process for show guild name

Add show guild tag to default spawn process

* Update to use zone spawn packets for RoF2
Removed several unused functions as a result
Updated MemberRankUpdate to properly update guild_show on rank change.
Updated OP_GuildURLAndChannel opcode for UF/RoF2

* Cleanup of world changes
Created function for repetitive zonelist sendpackets to only booted zones
Re-Inserted accidental delete of scanclosemobs

* Fixes

* Further world cleanup

* Fix a few test guild bank cases for backward compat
Removed a duplicate db call
Fixed a fallthrough issue

* Update guild_mgr.cpp

* Cleanup

---------

Co-authored-by: Akkadius <akkadius1@gmail.com>
2024-02-10 03:27:58 -06:00

2432 lines
73 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2016 EQEMu Development Team (http://eqemulator.org)
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
*/
#include "../common/global_define.h"
#include "../common/eq_packet.h"
#include "../common/eq_stream_intf.h"
#include "../common/misc.h"
#include "../common/rulesys.h"
#include "../common/emu_opcodes.h"
#include "../common/eq_packet_structs.h"
#include "../common/packet_dump.h"
#include "../common/eq_stream_intf.h"
#include "../common/inventory_profile.h"
#include "../common/races.h"
#include "../common/classes.h"
#include "../common/skills.h"
#include "../common/extprofile.h"
#include "../common/strings.h"
#include "../common/emu_versions.h"
#include "../common/random.h"
#include "../common/shareddb.h"
#include "../common/opcodemgr.h"
#include "../common/data_verification.h"
#include "client.h"
#include "worlddb.h"
#include "world_config.h"
#include "login_server.h"
#include "login_server_list.h"
#include "zoneserver.h"
#include "zonelist.h"
#include "clientlist.h"
#include "wguild_mgr.h"
#include "sof_char_create_data.h"
#include "../common/zone_store.h"
#include "../common/repositories/account_repository.h"
#include "../common/repositories/player_event_logs_repository.h"
#include "../common/events/player_event_logs.h"
#include <iostream>
#include <iomanip>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <zlib.h>
#include <limits.h>
//FatherNitwit: uncomment to enable my IP based authentication hack
//#define IPBASED_AUTH_HACK
// Disgrace: for windows compile
#ifdef _WINDOWS
#include <winsock2.h>
#include <windows.h>
#else
#ifdef FREEBSD //Timothy Whitman - January 7, 2003
#include <sys/types.h>
#endif
#include <sys/socket.h>
#include <netinet/in.h>
#include <arpa/inet.h>
#include <unistd.h>
#endif
std::vector<RaceClassAllocation> character_create_allocations;
std::vector<RaceClassCombos> character_create_race_class_combos;
extern ZSList zoneserver_list;
extern LoginServerList loginserverlist;
extern ClientList client_list;
extern EQ::Random emu_random;
extern uint32 numclients;
extern volatile bool RunLoops;
extern volatile bool UCSServerAvailable_;
// unused ATM, but here for reference, should match RoF2
enum class NameApprovalResponse : int {
NotValid = -1, // string ID 1576
Rejected = 0, // string ID 1581
Approved = 1,
CharacterLimit = 2, // string ID 1591 older clients mention 1 char on server
ThreeDeity = 3, // string ID 5502. 3 toons same deity team limit
HeadStartPreOoW = 4, // string ID 6862, head start failed due to OoW not being unlocked
HeadStartNoOoW = 5, // string ID 6863, head start failed due to not owning OoW
};
Client::Client(EQStreamInterface* ieqs)
: autobootup_timeout(RuleI(World, ZoneAutobootTimeoutMS)),
connect(1000),
eqs(ieqs)
{
// Live does not send datarate as of 3/11/2005
//eqs->SetDataRate(7);
ip = eqs->GetRemoteIP();
port = ntohs(eqs->GetRemotePort());
autobootup_timeout.Disable();
connect.Disable();
seen_character_select = false;
cle = 0;
zone_id = 0;
char_name[0] = 0;
charid = 0;
zone_waiting_for_bootup = 0;
enter_world_triggered = false;
StartInTutorial = false;
m_ClientVersion = eqs->ClientVersion();
m_ClientVersionBit = EQ::versions::ConvertClientVersionToClientVersionBit(m_ClientVersion);
numclients++;
}
Client::~Client() {
if (RunLoops && cle && zone_id == 0)
cle->SetOnline(CLE_Status::Offline);
numclients--;
//let the stream factory know were done with this stream
eqs->Close();
eqs->ReleaseFromUse();
safe_delete(eqs);
}
void Client::SendLogServer()
{
auto outapp = new EQApplicationPacket(OP_LogServer, sizeof(LogServer_Struct));
LogServer_Struct *l=(LogServer_Struct *)outapp->pBuffer;
const char *wsn=WorldConfig::get()->ShortName.c_str();
memcpy(l->worldshortname,wsn,strlen(wsn));
if(RuleB(Mail, EnableMailSystem))
l->enablemail = 1;
if(RuleB(Chat, EnableVoiceMacros))
l->enablevoicemacros = 1;
l->enable_pvp = (RuleI(World, PVPSettings));
if(RuleB(World, IsGMPetitionWindowEnabled))
l->enable_petition_wnd = 1;
if (CanTradeFVNoDropItem()) {
l->enable_FV = 1;
}
QueuePacket(outapp);
safe_delete(outapp);
}
bool Client::CanTradeFVNoDropItem()
{
const int16 admin_status = GetAdmin();
const int no_drop_flag = RuleI(World, FVNoDropFlag);
const int no_drop_min_admin_status = RuleI(Character, MinStatusForNoDropExemptions);
switch (no_drop_flag) {
case FVNoDropFlagRule::Disabled:
return false;
case FVNoDropFlagRule::Enabled:
return true;
case FVNoDropFlagRule::AdminOnly:
return admin_status >= no_drop_min_admin_status;
default:
LogWarning("Invalid value {0} set for FVNoDropFlag", no_drop_flag);
return false;
}
return false;
}
void Client::SendEnterWorld(std::string name)
{
char char_name[64] = { 0 };
if (is_player_zoning && database.GetLiveChar(GetAccountID(), char_name)) {
if(database.GetAccountIDByChar(char_name) != GetAccountID()) {
eqs->Close();
return;
} else {
LogInfo("Telling client to continue session");
}
}
auto outapp = new EQApplicationPacket(OP_EnterWorld, strlen(char_name) + 1);
memcpy(outapp->pBuffer,char_name,strlen(char_name)+1);
QueuePacket(outapp);
safe_delete(outapp);
}
void Client::SendExpansionInfo() {
auto outapp = new EQApplicationPacket(OP_ExpansionInfo, sizeof(ExpansionInfo_Struct));
ExpansionInfo_Struct *eis = (ExpansionInfo_Struct*)outapp->pBuffer;
if (RuleI(World, CharacterSelectExpansionSettings) != -1) {
eis->Expansions = RuleI(World, CharacterSelectExpansionSettings);
}
else if (RuleB(World, UseClientBasedExpansionSettings)) {
eis->Expansions = EQ::expansions::ConvertClientVersionToExpansionsMask(eqs->ClientVersion());
}
else {
eis->Expansions = RuleI(World, ExpansionSettings);
}
QueuePacket(outapp);
safe_delete(outapp);
}
void Client::SendCharInfo() {
if (cle) {
cle->SetOnline(CLE_Status::CharSelect);
}
if (m_ClientVersionBit & EQ::versions::maskRoFAndLater) {
SendMaxCharCreate();
SendMembership();
SendMembershipSettings();
}
seen_character_select = true;
// Send OP_SendCharInfo
EQApplicationPacket *outapp = nullptr;
database.GetCharSelectInfo(GetAccountID(), &outapp, m_ClientVersionBit);
if (outapp) {
QueuePacket(outapp);
}
else {
LogError("Database did not return an OP_SendCharInfo packet for account [{}]", GetAccountID());
}
safe_delete(outapp);
}
void Client::SendMaxCharCreate() {
auto outapp = new EQApplicationPacket(OP_SendMaxCharacters, sizeof(MaxCharacters_Struct));
MaxCharacters_Struct* mc = (MaxCharacters_Struct*)outapp->pBuffer;
mc->max_chars = EQ::constants::StaticLookup(m_ClientVersion)->CharacterCreationLimit;
if (mc->max_chars > EQ::constants::CHARACTER_CREATION_LIMIT)
mc->max_chars = EQ::constants::CHARACTER_CREATION_LIMIT;
QueuePacket(outapp);
safe_delete(outapp);
}
void Client::SendMembership() {
auto outapp = new EQApplicationPacket(OP_SendMembership, sizeof(Membership_Struct));
Membership_Struct* mc = (Membership_Struct*)outapp->pBuffer;
/*
The remaining entry fields probably hold more membership restriction data that needs to be identified.
Here is a possible list based on the EQ Website membership comparison list:
1. Spell Ranks Allowed
2. Prestige Items Usable
3. In-Game Mail Service (send/recieve)
4. Parcel Delivery (send/recieve)
5. Loyalty Rewards Per-Week (30, 60, Max)
6. Mercenary Tiers (Apprentice 1-2, Apprentice All Tiers, All Tiers)
7. Neighborhood House
8. Active Journal Quests (Tasks?) (10, 15, Max)
9. Guild Function (join, join and create)
10. Broker System (restricted, unlimited)
11. Voice Chat
12. Chat Ability
13. Progression Server
14. Customer Support
15. In-Game Popup Advertising
That is 15 possible fields, and there are 15 unknowns in the struct...Coincidence?
*/
mc->membership = 2; //Hardcode to gold for now. We don't use anything else.
mc->races = 0x1ffff; // Available Races (4110 for silver)
mc->classes = 0x1ffff; // Available Classes (4614 for silver) - Was 0x101ffff
mc->entrysize = 21; // Number of membership setting entries below
mc->entries[0] = 0xffffffff; // Max AA Restriction
mc->entries[1] = 0xffffffff; // Max Level Restriction
mc->entries[2] = 0xffffffff; // Max Char Slots per Account (not used by client?)
mc->entries[3] = 0xffffffff; // 1 for Silver
mc->entries[4] = 0xffffffff; // Main Inventory Size (0xffffffff on Live for Gold, but limiting to 8 until 10 is supported)
mc->entries[5] = 0xffffffff; // Max Platinum per level
mc->entries[6] = 1; // 0 for Silver
mc->entries[7] = 1; // 0 for Silver
mc->entries[8] = 1; // 1 for Silver
mc->entries[9] = 0xffffffff; // Unknown - Maybe Loyalty Points every 12 hours? 60 per week for Silver
mc->entries[10] = 1; // 1 for Silver
mc->entries[11] = 0xffffffff; // Shared Bank Slots
mc->entries[12] = 0xffffffff; // Unknown - Maybe Max Active Tasks?
mc->entries[13] = 1; // 1 for Silver
mc->entries[14] = 1; // 0 for Silver
mc->entries[15] = 1; // 0 for Silver
mc->entries[16] = 1; // 1 for Silver
mc->entries[17] = 1; // 0 for Silver
mc->entries[18] = 1; // 0 for Silver
mc->entries[19] = 0xffffffff; // 0 for Silver
mc->entries[20] = 0xffffffff; // 0 for Silver
mc->exit_url_length = 0;
//mc->exit_url = 0; // Used on Live: "http://www.everquest.com/free-to-play/exit-silver"
QueuePacket(outapp);
safe_delete(outapp);
}
void Client::SendMembershipSettings() {
auto outapp = new EQApplicationPacket(OP_SendMembershipDetails, sizeof(Membership_Details_Struct));
Membership_Details_Struct* mds = (Membership_Details_Struct*)outapp->pBuffer;
mds->membership_setting_count = 66;
int32 gold_settings[22] = {-1,-1,-1,-1,-1,-1,1,1,1,-1,1,-1,-1,1,1,1,1,1,1,-1,-1,0};
uint32 entry_count = 0;
for (int setting_id=0; setting_id < 22; setting_id++)
{
for (int setting_index=0; setting_index < 3; setting_index++)
{
mds->settings[entry_count].setting_index = setting_index;
mds->settings[entry_count].setting_id = setting_id;
mds->settings[entry_count].setting_value = gold_settings[setting_id];
entry_count++;
}
}
mds->race_entry_count = 15;
mds->class_entry_count = 15;
uint32 cur_purchase_id = 90287;
uint32 cur_purchase_id2 = 90301;
uint32 cur_bitwise_value = 1;
for (int entry_id=0; entry_id < 15; entry_id++)
{
if (entry_id == 0)
{
mds->membership_races[entry_id].purchase_id = 1;
mds->membership_races[entry_id].bitwise_entry = 0x1ffff;
mds->membership_classes[entry_id].purchase_id = 1;
mds->membership_classes[entry_id].bitwise_entry = 0x1ffff;
}
else
{
mds->membership_races[entry_id].purchase_id = cur_purchase_id;
if (entry_id < 3)
{
mds->membership_classes[entry_id].purchase_id = cur_purchase_id;
}
else
{
mds->membership_classes[entry_id].purchase_id = cur_purchase_id2;
cur_purchase_id2++;
}
if (entry_id == 1)
{
mds->membership_races[entry_id].bitwise_entry = 4110;
mds->membership_classes[entry_id].bitwise_entry = 4614;
}
else if (entry_id == 2)
{
mds->membership_races[entry_id].bitwise_entry = 4110;
mds->membership_classes[entry_id].bitwise_entry = 4614;
}
else
{
if (entry_id == 12)
{
// Live Skips 4096
cur_bitwise_value *= 2;
}
mds->membership_races[entry_id].bitwise_entry = cur_bitwise_value;
mds->membership_classes[entry_id].bitwise_entry = cur_bitwise_value;
}
cur_purchase_id++;
}
cur_bitwise_value *= 2;
}
mds->exit_url_length = 0; // Live uses 42
//strcpy(eq->exit_url, "http://www.everquest.com/free-to-play/exit");
mds->exit_url_length2 = 0; // Live uses 49
//strcpy(eq->exit_url2, "http://www.everquest.com/free-to-play/exit-silver");
/*
Account Access Level Settings
ID - Free Silver Gold - Possible Setting
00 - 250 1000 -1 - Max AA Restriction
01 - -1 -1 -1 - Max Level Restriction
02 - 2 4 -1 - Max Char Slots per Account
03 - 1 1 -1 - Max Spell Rank
04 - 4 6 -1 - Main Inventory Size
05 - 100 500 -1 - Max Platinum per level
06 - 0 0 1 - Send Mail?
07 - 0 0 1 - Send Parcels?
08 - 1 1 1 - Voice Chat Unlimited?
09 - 2 5 -1 - Mercenary Tiers
10 - 0 1 1 - Create Guilds?
11 - 0 0 -1 - Shared Bank Slots
12 - 9 14 -1 - Max Journal Quests - 1
13 - 0 1 1 - Neighborhood-House Allowed?
14 - 0 0 1 - Prestige Enabled?
15 - 0 0 1 - Broker System Unlimited?
16 - 0 1 1 - Chat UnRestricted?
17 - 0 0 1 - Progression Server Access?
18 - 0 0 1 - Full Customer Support?
19 - 0 0 -1 - 0 for Silver
20 - 0 0 -1 - 0 for Silver
21 - 0 0 0 - Unknown 0
*/
QueuePacket(outapp);
safe_delete(outapp);
}
void Client::SendPostEnterWorld() {
auto outapp = new EQApplicationPacket(OP_PostEnterWorld, 1);
outapp->size=0;
QueuePacket(outapp);
safe_delete(outapp);
}
bool Client::HandleSendLoginInfoPacket(const EQApplicationPacket *app)
{
if (app->size != sizeof(LoginInfo_Struct)) {
return false;
}
auto *login_info = (LoginInfo_Struct *) app->pBuffer;
// Quagmire - max len for name is 18, pass 15
char name[19] = {0};
char password[16] = {0};
strn0cpy(name, (char *) login_info->login_info, 18);
strn0cpy(password, (char *) &(login_info->login_info[strlen(name) + 1]), 15);
LogDebug("Receiving Login Info Packet from Client | name [{0}] password [{1}]", name, password);
if (strlen(password) <= 1) {
LogInfo("Login without a password");
return false;
}
is_player_zoning = (login_info->zoning == 1);
uint32 id = Strings::ToInt(name);
if (id == 0) {
LogWarning("Receiving Login Info Packet from Client | account_id is 0 - disconnecting");
return false;
}
LogClientLogin("Checking authentication id [{}]", id);
if ((cle = client_list.CheckAuth(id, password))) {
LogClientLogin("Checking authentication id [{}] passed", id);
if (!is_player_zoning) {
// Track who is in and who is out of the game
char *inout= (char *) "";
if (cle->GetOnline() == CLE_Status::Never){
// Desktop -> Char Select
inout = (char *) "In";
}
else {
// Game -> Char Select
inout=(char *) "Out";
}
// Always at Char select at this point.
// Either from a fresh client launch or coming back from the game.
// Exiting the game entirely does not come through here.
// Could use a Logging Out Completely message somewhere.
cle->SetOnline(CLE_Status::CharSelect);
LogInfo("Account ({}) Logging({}) to character select :: LSID [{}] ", cle->AccountName(), inout, cle->LSID());
}
else {
cle->SetOnline();
}
const WorldConfig *Config=WorldConfig::get();
if(Config->UpdateStats) {
auto pack = new ServerPacket;
pack->opcode = ServerOP_LSPlayerJoinWorld;
pack->size = sizeof(ServerLSPlayerJoinWorld_Struct);
pack->pBuffer = new uchar[pack->size];
memset(pack->pBuffer,0,pack->size);
ServerLSPlayerJoinWorld_Struct* join =(ServerLSPlayerJoinWorld_Struct*)pack->pBuffer;
strcpy(join->key,GetLSKey());
join->lsaccount_id = GetLSID();
loginserverlist.SendPacket(pack);
safe_delete(pack);
}
if (!is_player_zoning)
SendGuildList();
SendLogServer();
SendApproveWorld();
SendEnterWorld(cle->name());
SendPostEnterWorld();
if (!is_player_zoning) {
SendExpansionInfo();
SendCharInfo();
database.LoginIP(cle->AccountID(), long2ip(GetIP()));
}
cle->SetIP(GetIP());
return true;
}
else {
LogInfo("Bad/Expired session key [{}]", name);
return false;
}
}
bool Client::HandleNameApprovalPacket(const EQApplicationPacket *app)
{
if (GetAccountID() == 0) {
LogInfo("Name approval request with no logged in account");
return false;
}
auto n = (NameApproval_Struct*) app->pBuffer;
strn0cpy(char_name, n->name, sizeof(char_name));
const uint32 length = strlen(n->name);
const uint32 race_id = n->race_id;
const uint32 class_id = n->class_id;
if (!IsPlayerRace(race_id)) {
LogInfo("Invalid Race ID.");
return false;
}
if (!EQ::ValueWithin(class_id, Class::Warrior, Class::Berserker)) {
LogInfo("Invalid Class ID.");
return false;
}
LogInfo(
"char_name [{}] race_id [{}] class_id [{}]",
char_name,
GetRaceIDName(race_id),
GetClassIDName(class_id)
);
bool is_valid = true;
if (!EQ::ValueWithin(length, 4, 15)) { /* Name must be between 4 and 15 characters long, packet forged if this is true */
is_valid = false;
} else if (islower(char_name[0])) { /* Name must begin with an upper-case letter, can be sent with some tricking of the client */
is_valid = false;
} else if (strstr(char_name, " ")) { /* Name must not have any spaces, packet forged if this is true */
is_valid = false;
} else if (!database.CheckNameFilter(char_name)) { /* I would like to do this later, since it's likely more expensive, but oh well */
is_valid = false;
} else { /* Name must not contain any uppercase letters, can be sent with some tricking of the client */
for (int i = 1; i < length; ++i) {
if (isupper(char_name[i])) {
is_valid = false;
break;
}
}
}
if (is_valid) { /* Still not invalid, let's see if it's taken */
is_valid = database.ReserveName(GetAccountID(), char_name);
}
auto outapp = new EQApplicationPacket(OP_ApproveName, 1);
outapp->pBuffer[0] = is_valid ? 1 : 0;
QueuePacket(outapp);
safe_delete(outapp);
if (!is_valid) {
memset(char_name, 0, sizeof(char_name));
}
return true;
}
bool Client::HandleGenerateRandomNamePacket(const EQApplicationPacket *app) {
// creates up to a 10 char name
char vowels[18]="aeiouyaeiouaeioe";
char cons[48]="bcdfghjklmnpqrstvwxzybcdgklmnprstvwbcdgkpstrkd";
char rndname[17]="\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0\0";
char paircons[33]="ngrkndstshthphsktrdrbrgrfrclcr";
int rndnum=emu_random.Int(0, 75),n=1;
bool dlc=false;
bool vwl=false;
bool dbl=false;
if (rndnum>63)
{ // rndnum is 0 - 75 where 64-75 is cons pair, 17-63 is cons, 0-16 is vowel
rndnum=(rndnum-61)*2; // name can't start with "ng" "nd" or "rk"
rndname[0]=paircons[rndnum];
rndname[1]=paircons[rndnum+1];
n=2;
}
else if (rndnum>16)
{
rndnum-=17;
rndname[0]=cons[rndnum];
}
else
{
rndname[0]=vowels[rndnum];
vwl=true;
}
int namlen=emu_random.Int(5, 10);
for (int i=n;i<namlen;i++)
{
dlc=false;
if (vwl) //last char was a vowel
{ // so pick a cons or cons pair
rndnum=emu_random.Int(0, 62);
if (rndnum>46)
{ // pick a cons pair
if (i>namlen-3) // last 2 chars in name?
{ // name can only end in cons pair "rk" "st" "sh" "th" "ph" "sk" "nd" or "ng"
rndnum=emu_random.Int(0, 7)*2;
}
else
{ // pick any from the set
rndnum=(rndnum-47)*2;
}
rndname[i]=paircons[rndnum];
rndname[i+1]=paircons[rndnum+1];
dlc=true; // flag keeps second letter from being doubled below
i+=1;
}
else
{ // select a single cons
rndname[i]=cons[rndnum];
}
}
else
{ // select a vowel
rndname[i]=vowels[emu_random.Int(0, 16)];
}
vwl=!vwl;
if (!dbl && !dlc)
{ // one chance at double letters in name
if (!emu_random.Int(0, i+9)) // chances decrease towards end of name
{
rndname[i+1]=rndname[i];
dbl=true;
i+=1;
}
}
}
rndname[0]=toupper(rndname[0]);
NameGeneration_Struct* ngs = (NameGeneration_Struct*)app->pBuffer;
memset(ngs->name,0,64);
strcpy(ngs->name,rndname);
QueuePacket(app);
return true;
}
bool Client::HandleCharacterCreateRequestPacket(const EQApplicationPacket *app) {
// New OpCode in SoF
uint32 allocs = character_create_allocations.size();
uint32 combos = character_create_race_class_combos.size();
uint32 len = sizeof(RaceClassAllocation) * allocs;
len += sizeof(RaceClassCombos) * combos;
len += sizeof(uint8);
len += sizeof(uint32);
len += sizeof(uint32);
auto outapp = new EQApplicationPacket(OP_CharacterCreateRequest, len);
unsigned char *ptr = outapp->pBuffer;
*((uint8*)ptr) = 0;
ptr += sizeof(uint8);
*((uint32*)ptr) = allocs;
ptr += sizeof(uint32);
for(int i = 0; i < allocs; ++i) {
RaceClassAllocation *alc = (RaceClassAllocation*)ptr;
alc->Index = character_create_allocations[i].Index;
for(int j = 0; j < 7; ++j) {
alc->BaseStats[j] = character_create_allocations[i].BaseStats[j];
alc->DefaultPointAllocation[j] = character_create_allocations[i].DefaultPointAllocation[j];
}
ptr += sizeof(RaceClassAllocation);
}
*((uint32*)ptr) = combos;
ptr += sizeof(uint32);
for(int i = 0; i < combos; ++i) {
RaceClassCombos *cmb = (RaceClassCombos*)ptr;
cmb->ExpansionRequired = character_create_race_class_combos[i].ExpansionRequired;
cmb->Race = character_create_race_class_combos[i].Race;
cmb->Class = character_create_race_class_combos[i].Class;
cmb->Deity = character_create_race_class_combos[i].Deity;
cmb->AllocationIndex = character_create_race_class_combos[i].AllocationIndex;
cmb->Zone = character_create_race_class_combos[i].Zone;
ptr += sizeof(RaceClassCombos);
}
QueuePacket(outapp);
safe_delete(outapp);
return true;
}
bool Client::HandleCharacterCreatePacket(const EQApplicationPacket *app) {
if (GetAccountID() == 0) {
LogInfo("Account ID not set; unable to create character");
return false;
}
else if (app->size != sizeof(CharCreate_Struct)) {
LogInfo("Wrong size on OP_CharacterCreate. Got: [{}], Expected: [{}]", app->size, sizeof(CharCreate_Struct));
DumpPacket(app);
// the previous behavior was essentially returning true here
// but that seems a bit odd to me.
return true;
}
CharCreate_Struct *cc = (CharCreate_Struct*)app->pBuffer;
if(OPCharCreate(char_name, cc) == false) {
database.DeleteCharacter(char_name);
auto outapp = new EQApplicationPacket(OP_ApproveName, 1);
outapp->pBuffer[0] = 0;
QueuePacket(outapp);
safe_delete(outapp);
}
else
{
if (m_ClientVersionBit & EQ::versions::maskTitaniumAndEarlier)
StartInTutorial = true;
SendCharInfo();
}
return true;
}
bool Client::HandleEnterWorldPacket(const EQApplicationPacket *app) {
auto account_id = GetAccountID();
if (!account_id) {
LogInfo("Enter world with no logged in account.");
eqs->Close();
return true;
}
if (GetAdmin() < 0) {
LogInfo("Account [{}] is banned or suspended.", account_id);
eqs->Close();
return true;
}
if (
RuleB(World, EnableIPExemptions) ||
RuleI(World, MaxClientsPerIP) > 0
) {
client_list.GetCLEIP(GetIP()); //Check current CLE Entry IPs against incoming connection
}
auto ew = (EnterWorld_Struct *) app->pBuffer;
strn0cpy(char_name, ew->name, sizeof(char_name));
uint32 temporary_account_id = 0;
charid = database.GetCharacterInfo(char_name, &temporary_account_id, &zone_id, &instance_id);
if (!charid) {
LogInfo("Could not get CharInfo for [{}]", char_name);
eqs->Close();
return true;
}
// Make sure this account owns this character
if (temporary_account_id != account_id) {
LogInfo("Account [{}] does not own the character named [{}] from account [{}]", account_id, char_name, temporary_account_id);
eqs->Close();
return true;
}
// This can probably be moved outside and have another method return requested info (don't forget to remove the #include "../common/shareddb.h" above)
// (This is a literal translation of the original process..I don't see why it can't be changed to a single-target query over account iteration)
if (!is_player_zoning) {
size_t character_limit = EQ::constants::StaticLookup(eqs->ClientVersion())->CharacterCreationLimit;
if (character_limit > EQ::constants::CHARACTER_CREATION_LIMIT) {
character_limit = EQ::constants::CHARACTER_CREATION_LIMIT;
}
if (eqs->ClientVersion() == EQ::versions::ClientVersion::Titanium) {
character_limit = Titanium::constants::CHARACTER_CREATION_LIMIT;
}
auto query = fmt::format(
"SELECT `id`, `name`, `level`, `last_login` FROM character_data WHERE `account_id` = {} ORDER BY `name` LIMIT {}",
account_id,
character_limit
);
auto results = database.QueryDatabase(query);
/* Check GoHome */
if (ew->return_home && !ew->tutorial) {
bool home_enabled = false;
for (auto row : results) {
if (!strcasecmp(row[1], char_name)) {
if (RuleB(World, EnableReturnHomeButton)) {
int now = time(nullptr);
if ((now - Strings::ToInt(row[3])) >= RuleI(World, MinOfflineTimeToReturnHome)) {
home_enabled = true;
break;
}
}
}
}
if (home_enabled) {
zone_id = database.MoveCharacterToBind(charid, 4);
} else {
LogInfo("[{}] is trying to go home before they're able.", char_name);
RecordPossibleHack("[MQGoHome] player tried to go home before they were able");
eqs->Close();
return true;
}
}
/* Check Tutorial*/
if (RuleB(World, EnableTutorialButton) && (ew->tutorial || StartInTutorial)) {
bool tutorial_enabled = false;
for (auto row : results) {
if (!strcasecmp(row[1], char_name)) {
if (
RuleB(World, EnableTutorialButton) &&
Strings::ToInt(row[2]) <= RuleI(World, MaxLevelForTutorial)
) {
tutorial_enabled = true;
break;
}
}
}
if (tutorial_enabled) {
zone_id = RuleI(World, TutorialZoneID);
database.MoveCharacterToZone(charid, zone_id);
} else {
LogInfo("[{}] is trying to go to the Tutorial but they are not allowed.", char_name);
RecordPossibleHack("[MQTutorial] player tried to enter the tutorial without having tutorial enabled for this character");
eqs->Close();
return true;
}
}
}
if (!zone_id || !ZoneName(zone_id)) {
// This is to save people in an invalid zone, once it's removed from the DB
database.MoveCharacterToZone(charid, ZoneID("arena"));
LogInfo("Zone [{}] not found, moving [{}] to Arena.", zone_id, char_name);
}
if (instance_id) {
if (
!database.VerifyInstanceAlive(instance_id, GetCharID()) ||
!database.VerifyZoneInstance(zone_id, instance_id)
) {
zone_id = database.MoveCharacterToInstanceSafeReturn(charid, zone_id, instance_id);
instance_id = 0;
}
}
if(!is_player_zoning) {
database.SetGroupID(char_name, 0, charid);
database.SetLoginFlags(charid, false, false, 1);
} else {
auto group_id = database.GetGroupID(char_name);
if (group_id) {
auto leader_name = database.GetGroupLeaderForLogin(char_name);
if (!leader_name.empty()) {
auto pack = new EQApplicationPacket(OP_GroupUpdate, sizeof(GroupJoin_Struct));
auto gj = (GroupJoin_Struct*) pack->pBuffer;
gj->action=8;
strn0cpy(gj->yourname, char_name, sizeof(gj->yourname));
strn0cpy(gj->membername, leader_name.c_str(), sizeof(gj->membername));
QueuePacket(pack);
safe_delete(pack);
}
}
}
auto outapp = new EQApplicationPacket(OP_MOTD);
std::string motd_message;
if (database.GetVariable("MOTD", motd_message)) {
outapp->size = motd_message.length() + 1;
outapp->pBuffer = new uchar[outapp->size];
memset(outapp->pBuffer, 0, outapp->size);
strcpy((char*)outapp->pBuffer, motd_message.c_str());
} else { // Null Message of the Day. :)
outapp->size = 1;
outapp->pBuffer = new uchar[outapp->size];
outapp->pBuffer[0] = 0;
}
QueuePacket(outapp);
safe_delete(outapp);
// set mailkey - used for duration of character session
int mail_key = emu_random.Int(1, INT_MAX);
database.SetMailKey(charid, GetIP(), mail_key);
if (UCSServerAvailable_) {
auto config = WorldConfig::get();
std::string buffer;
auto connection_type = EQ::versions::ucsUnknown;
// chat server packet
switch (GetClientVersion()) {
case EQ::versions::ClientVersion::Titanium:
connection_type = EQ::versions::ucsTitaniumChat;
break;
case EQ::versions::ClientVersion::SoF:
connection_type = EQ::versions::ucsSoFCombined;
break;
case EQ::versions::ClientVersion::SoD:
connection_type = EQ::versions::ucsSoDCombined;
break;
case EQ::versions::ClientVersion::UF:
connection_type = EQ::versions::ucsUFCombined;
break;
case EQ::versions::ClientVersion::RoF:
connection_type = EQ::versions::ucsRoFCombined;
break;
case EQ::versions::ClientVersion::RoF2:
connection_type = EQ::versions::ucsRoF2Combined;
break;
default:
connection_type = EQ::versions::ucsUnknown;
break;
}
buffer = fmt::format("{},{},{}.{},{}{:08X}",
config->GetUCSHost(),
config->GetUCSPort(),
config->ShortName,
GetCharName(),
static_cast<char>(connection_type),
mail_key
);
outapp = new EQApplicationPacket(OP_SetChatServer, (buffer.length() + 1));
memcpy(outapp->pBuffer, buffer.c_str(), buffer.length());
outapp->pBuffer[buffer.length()] = '\0';
QueuePacket(outapp);
safe_delete(outapp);
// mail server packet
switch (GetClientVersion()) {
case EQ::versions::ClientVersion::Titanium:
connection_type = EQ::versions::ucsTitaniumMail;
break;
default:
// retain value from previous switch
break;
}
buffer = fmt::format("{},{},{}.{},{}{:08X}",
config->GetUCSHost(),
config->GetUCSPort(),
config->ShortName,
GetCharName(),
static_cast<char>(connection_type),
mail_key
);
outapp = new EQApplicationPacket(OP_SetChatServer2, (buffer.length() + 1));
memcpy(outapp->pBuffer, buffer.c_str(), buffer.length());
outapp->pBuffer[buffer.length()] = '\0';
QueuePacket(outapp);
safe_delete(outapp);
}
EnterWorld();
return true;
}
bool Client::HandleDeleteCharacterPacket(const EQApplicationPacket *app) {
uint32 char_acct_id = database.GetAccountIDByChar((char*)app->pBuffer);
if(char_acct_id == GetAccountID()) {
LogInfo("Delete character: [{}]", (const char*)app->pBuffer);
database.DeleteCharacter((char *)app->pBuffer);
SendCharInfo();
}
return true;
}
bool Client::HandleZoneChangePacket(const EQApplicationPacket *app) {
// HoT sends this to world while zoning and wants it echoed back.
if (m_ClientVersionBit & EQ::versions::maskRoFAndLater)
{
QueuePacket(app);
}
return true;
}
bool Client::HandlePacket(const EQApplicationPacket *app) {
EmuOpcode opcode = app->GetOpcode();
auto o = eqs->GetOpcodeManager();
LogPacketClientServer(
"[{}] [{:#06x}] Size [{}] {}",
OpcodeManager::EmuToName(app->GetOpcode()),
o->EmuToEQ(app->GetOpcode()) == 0 ? app->GetProtocolOpcode() : o->EmuToEQ(app->GetOpcode()),
app->Size(),
(LogSys.IsLogEnabled(Logs::Detail, Logs::PacketClientServer) ? DumpPacketToString(app) : "")
);
if (!eqs->CheckState(ESTABLISHED)) {
LogInfo("Client disconnected (net inactive on send)");
return false;
}
// Voidd: Anti-GM Account hack, Checks source ip against valid GM Account IP Addresses
if (RuleB(World, GMAccountIPList) && GetAdmin() >= (RuleI(World, MinGMAntiHackStatus))) {
if(!database.CheckGMIPs(long2ip(GetIP()), GetAccountID())) {
LogInfo("GM Account not permited from source address [{}] and accountid [{}]", long2ip(GetIP()).c_str(), GetAccountID());
eqs->Close();
}
}
if (GetAccountID() == 0 && opcode != OP_SendLoginInfo) {
// Got a packet other than OP_SendLoginInfo when not logged in
LogInfo("Expecting OP_SendLoginInfo, got [{}]", OpcodeNames[opcode]);
return false;
}
else if (opcode == OP_AckPacket) {
return true;
}
switch(opcode)
{
case OP_World_Client_CRC1: // eqgame.exe
case OP_World_Client_CRC2: // SkillCaps.txt
case OP_World_Client_CRC3: // BaseData.txt
{
// There is no obvious entry in the CC struct to indicate that the 'Start Tutorial button
// is selected when a character is created. I have observed that in this case, OP_EnterWorld is sent
// before OP_World_Client_CRC1. Therefore, if we receive OP_World_Client_CRC1 before OP_EnterWorld,
// then 'Start Tutorial' was not chosen.
StartInTutorial = false;
return HandleChecksumPacket(app);
}
case OP_SendLoginInfo:
{
return HandleSendLoginInfoPacket(app);
}
case OP_ApproveName: //Name approval
{
return HandleNameApprovalPacket(app);
}
case OP_RandomNameGenerator:
{
return HandleGenerateRandomNamePacket(app);
}
case OP_CharacterCreateRequest:
{
// New OpCode in SoF
return HandleCharacterCreateRequestPacket(app);
}
case OP_CharacterCreate: //Char create
{
return HandleCharacterCreatePacket(app);
}
case OP_EnterWorld: // Enter world
{
return HandleEnterWorldPacket(app);
}
case OP_DeleteCharacter:
{
return HandleDeleteCharacterPacket(app);
}
case OP_WorldComplete:
{
eqs->Close();
return true;
}
case OP_WorldLogout:
{
// I don't see this getting executed on logout
eqs->Close();
cle->SetOnline(CLE_Status::Offline); //allows this player to log in again without an ip restriction.
return false;
}
case OP_ZoneChange:
{
// HoT sends this to world while zoning and wants it echoed back.
return HandleZoneChangePacket(app);
}
case OP_LoginUnknown1:
case OP_LoginUnknown2:
case OP_CrashDump:
case OP_WearChange:
case OP_LoginComplete:
case OP_ApproveWorld:
case OP_WorldClientReady:
{
// Essentially we are just 'eating' these packets, indicating
// they are handled.
return true;
}
default:
{
LogNetcode("Received unknown EQApplicationPacket");
return true;
}
}
return true;
}
bool Client::Process() {
bool ret = true;
//bool sendguilds = true;
sockaddr_in to = {};
memset((char *) &to, 0, sizeof(to));
to.sin_family = AF_INET;
to.sin_port = port;
to.sin_addr.s_addr = ip;
if (autobootup_timeout.Check()) {
LogInfo("Zone bootup timer expired, bootup failed or too slow");
TellClientZoneUnavailable();
}
if(connect.Check()){
SendGuildList();// Send OPCode: OP_GuildsList
SendApproveWorld();
connect.Disable();
}
if (cle)
cle->KeepAlive();
/************ Get all packets from packet manager out queue and process them ************/
EQApplicationPacket *app = 0;
while(ret && (app = (EQApplicationPacket *)eqs->PopPacket())) {
ret = HandlePacket(app);
delete app;
}
if (!eqs->CheckState(ESTABLISHED)) {
if(WorldConfig::get()->UpdateStats){
auto pack = new ServerPacket;
pack->opcode = ServerOP_LSPlayerLeftWorld;
pack->size = sizeof(ServerLSPlayerLeftWorld_Struct);
pack->pBuffer = new uchar[pack->size];
memset(pack->pBuffer,0,pack->size);
ServerLSPlayerLeftWorld_Struct* logout =(ServerLSPlayerLeftWorld_Struct*)pack->pBuffer;
strcpy(logout->key,GetLSKey());
logout->lsaccount_id = GetLSID();
loginserverlist.SendPacket(pack);
safe_delete(pack);
}
LogInfo("Client disconnected (not active in process)");
return false;
}
return ret;
}
bool Client::HandleChecksumPacket(const EQApplicationPacket *app)
{
// Is checksum verification turned on
if (!RuleB(World, EnableChecksumVerification)) {
return true;
}
// Get packet structure
auto *cs = (Checksum_Struct *)app->pBuffer;
// Determine which checksum to process
switch (app->GetOpcode()) {
case OP_World_Client_CRC1: // eqgame.exe
{
bool passes_checksum_validation = (
ChecksumVerificationCRCEQGame(cs->checksum) ||
(GetAdmin() >= RuleI(GM, MinStatusToBypassCheckSumVerification))
);
LogChecksumVerification(
"eqgame.exe validation [{}] client [{}] ({}) has [{}] status [{}]",
passes_checksum_validation ? "Passed" : "Failed",
GetAccountName(),
GetAccountID(),
cs->checksum,
GetAdmin()
);
return passes_checksum_validation;
}
case OP_World_Client_CRC2: // SkillCaps.txt
{
bool passes_checksum_validation = (
ChecksumVerificationCRCSkillCaps(cs->checksum) ||
(GetAdmin() >= RuleI(GM, MinStatusToBypassCheckSumVerification))
);
LogChecksumVerification(
"SkillCaps.txt validation [{}] client [{}] ({}) has [{}] status [{}]",
passes_checksum_validation ? "Passed" : "Failed",
GetAccountName(),
GetAccountID(),
cs->checksum,
GetAdmin()
);
return passes_checksum_validation;
}
case OP_World_Client_CRC3: // BaseData.txt
{
bool passes_checksum_validation = (
ChecksumVerificationCRCBaseData(cs->checksum) ||
(GetAdmin() >= RuleI(GM, MinStatusToBypassCheckSumVerification))
);
LogChecksumVerification(
"BaseData.txt validation [{}] client [{}] ({}) has [{}] status [{}]",
passes_checksum_validation ? "Passed" : "Failed",
GetAccountName(),
GetAccountID(),
cs->checksum,
GetAdmin()
);
return passes_checksum_validation;
}
}
return false;
}
bool Client::ChecksumVerificationCRCEQGame(uint64 checksum)
{
database.SetAccountCRCField(GetAccountID(), "crc_eqgame", checksum);
// Get checksum variable for eqgame.exe
std::string checksumvar;
uint64_t checksumint;
if (database.GetVariable("crc_eqgame", checksumvar)) {
checksumint = Strings::ToBigInt(checksumvar);
}
else {
LogChecksumVerification("variable not set in variables table.");
return true;
}
// Verify checksums match
if (checksumint == checksum) {
return true;
}
return false;
}
bool Client::ChecksumVerificationCRCSkillCaps(uint64 checksum)
{
database.SetAccountCRCField(GetAccountID(), "crc_skillcaps", checksum);
// Get checksum variable for eqgame.exe
std::string checksumvar;
uint64_t checksumint;
if (database.GetVariable("crc_skillcaps", checksumvar)) {
checksumint = Strings::ToBigInt(checksumvar);
}
else {
LogChecksumVerification("[checksum_crc2_skillcaps] variable not set in variables table.");
return true;
}
// Verify checksums match
if (checksumint == checksum) {
return true;
}
return false;
}
bool Client::ChecksumVerificationCRCBaseData(uint64 checksum)
{
database.SetAccountCRCField(GetAccountID(), "crc_basedata", checksum);
// Get checksum variable for skill_caps.txt
std::string checksumvar;
uint64_t checksumint;
if (database.GetVariable("crc_basedata", checksumvar)) {
checksumint = Strings::ToBigInt(checksumvar);
}
else {
LogChecksumVerification("variable not set in variables table.");
return true;
}
// Verify checksums match
if (checksumint == checksum) {
return true;
}
return false;
}
void Client::EnterWorld(bool TryBootup) {
if (zone_id == 0)
return;
ZoneServer* zone_server = nullptr;
if (instance_id > 0)
{
if (!database.VerifyInstanceAlive(instance_id, GetCharID()) ||
!database.VerifyZoneInstance(zone_id, instance_id))
{
instance_id = 0;
database.MoveCharacterToInstanceSafeReturn(GetCharID(), zone_id, instance_id);
TellClientZoneUnavailable();
return;
}
zone_server = zoneserver_list.FindByInstanceID(instance_id);
}
else
{
zone_server = zoneserver_list.FindByZoneID(zone_id);
}
const char *zone_name = ZoneName(zone_id, true);
if (zone_server) {
if (false == enter_world_triggered) {
//Drop any clients we own in other zones.
zoneserver_list.DropClient(GetLSID(), zone_server);
// warn the zone we're coming
zone_server->IncomingClient(this);
//tell the server not to trigger this multiple times before we get a zone unavailable
enter_world_triggered = true;
}
}
else {
if (TryBootup) {
LogInfo("Attempting autobootup of [{}] ([{}]:[{}])", zone_name, zone_id, instance_id);
autobootup_timeout.Start();
zone_waiting_for_bootup = zoneserver_list.TriggerBootup(zone_id, instance_id);
if (zone_waiting_for_bootup == 0) {
LogInfo("No zoneserver available to boot up");
TellClientZoneUnavailable();
}
return;
}
else {
LogInfo("Requested zone [{}] is not running", zone_name);
TellClientZoneUnavailable();
return;
}
}
zone_waiting_for_bootup = 0;
if (GetAdmin() < 80 && zoneserver_list.IsZoneLocked(zone_id)) {
LogInfo("Enter world failed. Zone is locked");
TellClientZoneUnavailable();
return;
}
if (!cle) {
TellClientZoneUnavailable();
return;
}
cle->SetChar(charid, char_name);
database.UpdateLiveChar(char_name, GetAccountID());
LogInfo(
"({}) [{}] [{}] (Zone ID [{}]: Instance ID: [{}]) ",
char_name,
(seen_character_select ? "Zoning from character select" : "Zoning to"),
zone_name,
zone_id,
instance_id
);
if (seen_character_select) {
auto pack = new ServerPacket;
pack->opcode = ServerOP_AcceptWorldEntrance;
pack->size = sizeof(WorldToZone_Struct);
pack->pBuffer = new uchar[pack->size];
memset(pack->pBuffer, 0, pack->size);
WorldToZone_Struct* wtz = (WorldToZone_Struct*) pack->pBuffer;
wtz->account_id = GetAccountID();
wtz->response = 0;
zone_server->SendPacket(pack);
delete pack;
}
else { // if they havent seen character select screen, we can assume this is a zone
// to zone movement, which should be preauthorized before they leave the previous zone
Clearance(1);
}
}
void Client::Clearance(int8 response)
{
ZoneServer* zs = nullptr;
if(instance_id > 0)
{
zs = zoneserver_list.FindByInstanceID(instance_id);
}
else
{
zs = zoneserver_list.FindByZoneID(zone_id);
}
if(zs == 0 || response == -1 || response == 0)
{
if (zs == 0)
{
LogInfo("Unable to find zoneserver in Client::Clearance!!");
} else {
LogInfo("Invalid response [{}] in Client::Clearance", response);
}
TellClientZoneUnavailable();
return;
}
EQApplicationPacket* outapp;
if (zs->GetCAddress() == nullptr) {
LogInfo("Unable to do zs->GetCAddress() in Client::Clearance!!");
TellClientZoneUnavailable();
return;
}
if (zone_id == 0) {
LogInfo("zoneID is nullptr in Client::Clearance!!");
TellClientZoneUnavailable();
return;
}
const char* zonename = ZoneName(zone_id);
if (zonename == 0) {
LogInfo("zonename is nullptr in Client::Clearance!!");
TellClientZoneUnavailable();
return;
}
// Send zone server IP data
outapp = new EQApplicationPacket(OP_ZoneServerInfo, sizeof(ZoneServerInfo_Struct));
ZoneServerInfo_Struct* zsi = (ZoneServerInfo_Struct*)outapp->pBuffer;
std::string zs_addr;
if(cle && cle->IsLocalClient()) {
const char *local_addr = zs->GetCLocalAddress();
if(local_addr[0]) {
zs_addr = local_addr;
} else {
zs_addr = zs->GetIP();
if (zs_addr.empty()) {
zs_addr = WorldConfig::get()->LocalAddress;
}
if(zs_addr == "127.0.0.1")
{
LogInfo("Local zone address was [{}], setting local address to: [{}]", zs_addr, WorldConfig::get()->LocalAddress.c_str());
zs_addr = WorldConfig::get()->LocalAddress;
} else {
LogInfo("Local zone address [{}]", zs_addr);
}
}
} else {
const char *addr = zs->GetCAddress();
if(addr[0]) {
zs_addr = addr;
} else {
zs_addr = WorldConfig::get()->WorldAddress;
}
}
strcpy(zsi->ip, zs_addr.c_str());
zsi->port =zs->GetCPort();
LogInfo("Sending client to zone [{}] ([{}]:[{}]) at [{}]:[{}]", zonename, zone_id, instance_id, zsi->ip, zsi->port);
QueuePacket(outapp);
safe_delete(outapp);
if (cle)
cle->SetOnline(CLE_Status::Zoning);
}
void Client::TellClientZoneUnavailable() {
auto outapp = new EQApplicationPacket(OP_ZoneUnavail, sizeof(ZoneUnavail_Struct));
ZoneUnavail_Struct* ua = (ZoneUnavail_Struct*)outapp->pBuffer;
const char* zonename = ZoneName(zone_id);
if (zonename)
strcpy(ua->zonename, zonename);
QueuePacket(outapp);
delete outapp;
zone_id = 0;
zone_waiting_for_bootup = 0;
enter_world_triggered = false;
autobootup_timeout.Disable();
}
void Client::QueuePacket(const EQApplicationPacket* app, bool ack_req) {
LogNetcode("Sending EQApplicationPacket OpCode {:#04x}", app->GetOpcode());
ack_req = true; // It's broke right now, dont delete this line till fix it. =P
eqs->QueuePacket(app, ack_req);
}
void Client::SendGuildList() {
EQApplicationPacket *outapp;
outapp = new EQApplicationPacket(OP_GuildsList);
//ask the guild manager to build us a nice guild list packet
outapp->pBuffer = guild_mgr.MakeGuildList("", outapp->size);
if(outapp->pBuffer == nullptr) {
safe_delete(outapp);
return;
}
eqs->FastQueuePacket((EQApplicationPacket **)&outapp);
}
// @merth: I have no idea what this struct is for, so it's hardcoded for now
void Client::SendApproveWorld()
{
EQApplicationPacket* outapp;
// Send OPCode: OP_ApproveWorld, size: 544
outapp = new EQApplicationPacket(OP_ApproveWorld, sizeof(ApproveWorld_Struct));
ApproveWorld_Struct* aw = (ApproveWorld_Struct*)outapp->pBuffer;
uchar foo[] = {
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x37,0x87,0x13,0xbe,0xc8,0xa7,0x77,0xcb,
0x27,0xed,0xe1,0xe6,0x5d,0x1c,0xaa,0xd3,0x3c,0x26,0x3b,0x6d,0x8c,0xdb,0x36,0x8d,
0x91,0x72,0xf5,0xbb,0xe0,0x5c,0x50,0x6f,0x09,0x6d,0xc9,0x1e,0xe7,0x2e,0xf4,0x38,
0x1b,0x5e,0xa8,0xc2,0xfe,0xb4,0x18,0x4a,0xf7,0x72,0x85,0x13,0xf5,0x63,0x6c,0x16,
0x69,0xf4,0xe0,0x17,0xff,0x87,0x11,0xf3,0x2b,0xb7,0x73,0x04,0x37,0xca,0xd5,0x77,
0xf8,0x03,0x20,0x0a,0x56,0x8b,0xfb,0x35,0xff,0x59,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x15,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x53,0xC3,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00
};
memcpy(aw->unknown544, foo, sizeof(foo));
QueuePacket(outapp);
safe_delete(outapp);
}
bool Client::OPCharCreate(char *name, CharCreate_Struct *cc)
{
PlayerProfile_Struct pp;
EQ::InventoryProfile inv;
pp.SetPlayerProfileVersion(EQ::versions::ConvertClientVersionToMobVersion(EQ::versions::ConvertClientVersionBitToClientVersion(m_ClientVersionBit)));
inv.SetInventoryVersion(EQ::versions::ConvertClientVersionBitToClientVersion(m_ClientVersionBit));
inv.SetGMInventory(false); // character cannot have gm flag at this point
time_t bday = time(nullptr);
in_addr in;
int stats_sum = cc->STR + cc->STA + cc->AGI + cc->DEX + cc->WIS + cc->INT + cc->CHA;
in.s_addr = GetIP();
LogInfo(
"Character creation request from [{}] LS [{}] [{}] [{}]",
GetCLE()->LSName(),
GetCLE()->LSID(),
inet_ntoa(in),
GetPort()
);
LogInfo("Name [{}]", name);
LogInfo(
"Race [{}] Class [{}] Gender [{}] Deity [{}] Start zone [{}] Tutorial [{}]",
cc->race,
cc->class_,
cc->gender,
cc->deity,
cc->start_zone,
cc->tutorial ? "true" : "false"
);
LogInfo("STR STA AGI DEX WIS INT CHA Total");
LogInfo(
" [{}] [{}] [{}] [{}] [{}] [{}] [{}] [{}]",
cc->STR,
cc->STA,
cc->AGI,
cc->DEX,
cc->WIS,
cc->INT,
cc->CHA,
stats_sum
);
LogInfo("Face [{}] Eye colors [{}] [{}]", cc->face, cc->eyecolor1, cc->eyecolor2);
LogInfo("Hairstyle [{}] Haircolor [{}]", cc->hairstyle, cc->haircolor);
LogInfo("Beard [{}] Beardcolor [{}]", cc->beard, cc->beardcolor);
/* Validate the char creation struct */
if (m_ClientVersionBit & EQ::versions::maskSoFAndLater) {
if (!CheckCharCreateInfoSoF(cc)) {
LogInfo("CheckCharCreateInfo did not validate the request (bad race/class/stats)");
return false;
}
} else {
if (!CheckCharCreateInfoTitanium(cc)) {
LogInfo("CheckCharCreateInfo did not validate the request (bad race/class/stats)");
return false;
}
}
/* Convert incoming cc_s to the new PlayerProfile_Struct */
memset(&pp, 0, sizeof(PlayerProfile_Struct)); // start building the profile
strn0cpy(pp.name, name, 63);
pp.race = cc->race;
pp.class_ = cc->class_;
pp.gender = cc->gender;
pp.deity = cc->deity;
pp.STR = cc->STR;
pp.STA = cc->STA;
pp.AGI = cc->AGI;
pp.DEX = cc->DEX;
pp.WIS = cc->WIS;
pp.INT = cc->INT;
pp.CHA = cc->CHA;
pp.face = cc->face;
pp.eyecolor1 = cc->eyecolor1;
pp.eyecolor2 = cc->eyecolor2;
pp.hairstyle = cc->hairstyle;
pp.haircolor = cc->haircolor;
pp.beard = cc->beard;
pp.beardcolor = cc->beardcolor;
pp.drakkin_heritage = cc->drakkin_heritage;
pp.drakkin_tattoo = cc->drakkin_tattoo;
pp.drakkin_details = cc->drakkin_details;
pp.birthday = bday;
pp.lastlogin = bday;
pp.level = 1;
pp.points = 5;
pp.cur_hp = 1000; // 1k hp during dev only
pp.hunger_level = 6000;
pp.thirst_level = 6000;
/* Set default skills for everybody */
pp.skills[EQ::skills::SkillSwimming] = RuleI(Skills, SwimmingStartValue);
pp.skills[EQ::skills::SkillSenseHeading] = RuleI(Skills, SenseHeadingStartValue);
/* Set Racial and Class specific language and skills */
SetRacialLanguages(&pp);
SetRaceStartingSkills(&pp);
SetClassStartingSkills(&pp);
SetClassLanguages(&pp);
// strcpy(pp.servername, WorldConfig::get()->ShortName.c_str());
memset(pp.spell_book, 0xFF, (sizeof(uint32) * EQ::spells::SPELLBOOK_SIZE));
memset(pp.mem_spells, 0xFF, (sizeof(uint32) * EQ::spells::SPELL_GEM_COUNT));
for (auto& buff : pp.buffs)
buff.spellid = 0xFFFF;
/* If server is PVP by default, make all character set to it. */
pp.pvp = database.GetServerType() == 1 ? 1 : 0;
/* If it is an SoF Client and the SoF Start Zone rule is set, send new chars there */
if (m_ClientVersionBit & EQ::versions::maskSoFAndLater) {
LogInfo("Found [SoFStartZoneID] rule setting [{}]", RuleI(World, SoFStartZoneID));
if (RuleI(World, SoFStartZoneID) > 0) {
pp.zone_id = RuleI(World, SoFStartZoneID);
cc->start_zone = pp.zone_id;
}
}
else {
LogInfo("Found [TitaniumStartZoneID] rule setting [{}]", RuleI(World, TitaniumStartZoneID));
if (RuleI(World, TitaniumStartZoneID) > 0) { /* if there's a startzone variable put them in there */
pp.zone_id = RuleI(World, TitaniumStartZoneID);
cc->start_zone = pp.zone_id;
}
}
/* use normal starting zone logic to either get defaults, or if startzone was set, load that from the db table.*/
bool ValidStartZone = content_db.GetStartZone(&pp, cc, m_ClientVersionBit & EQ::versions::maskTitaniumAndEarlier);
if (!ValidStartZone){
return false;
}
/* just in case */
if (!pp.zone_id) {
pp.zone_id = 1; // qeynos
pp.x = pp.y = pp.z = -1;
}
/* Set Home Binds -- yep, all of them */
pp.binds[1].zone_id = pp.zone_id;
pp.binds[1].x = pp.x;
pp.binds[1].y = pp.y;
pp.binds[1].z = pp.z;
pp.binds[1].heading = pp.heading;
pp.binds[2].zone_id = pp.zone_id;
pp.binds[2].x = pp.x;
pp.binds[2].y = pp.y;
pp.binds[2].z = pp.z;
pp.binds[2].heading = pp.heading;
pp.binds[3].zone_id = pp.zone_id;
pp.binds[3].x = pp.x;
pp.binds[3].y = pp.y;
pp.binds[3].z = pp.z;
pp.binds[3].heading = pp.heading;
pp.binds[4].zone_id = pp.zone_id;
pp.binds[4].x = pp.x;
pp.binds[4].y = pp.y;
pp.binds[4].z = pp.z;
pp.binds[4].heading = pp.heading;
/* Overrides if we have the tutorial flag set! */
if (cc->tutorial && RuleB(World, EnableTutorialButton)) {
pp.zone_id = RuleI(World, TutorialZoneID);
auto z = GetZone(pp.zone_id);
if (z) {
pp.x = z->safe_x;
pp.y = z->safe_y;
pp.z = z->safe_z;
}
}
/* Will either be the same as home or tutorial if enabled. */
if(RuleB(World, StartZoneSameAsBindOnCreation)) {
pp.binds[0].zone_id = pp.zone_id;
pp.binds[0].x = pp.x;
pp.binds[0].y = pp.y;
pp.binds[0].z = pp.z;
pp.binds[0].heading = pp.heading;
}
if (GetZone(pp.zone_id)) {
LogInfo(
"Current location [{}] [{}] [{:.2f}] [{:.2f}] [{:.2f}] [{:.2f}]",
ZoneName(pp.zone_id),
pp.zone_id,
pp.x,
pp.y,
pp.z,
pp.heading
);
}
if (GetZone(pp.binds[0].zone_id)) {
LogInfo(
"Bind location [{}] [{}] [{:.2f}] [{:.2f}] [{:.2f}]",
ZoneName(pp.binds[0].zone_id),
pp.binds[0].zone_id,
pp.binds[0].x,
pp.binds[0].y,
pp.binds[0].z
);
}
if (GetZone(pp.binds[4].zone_id)) {
LogInfo(
"Home location [{}] [{}] [{:.2f}] [{:.2f}] [{:.2f}]",
ZoneName(pp.binds[4].zone_id),
pp.binds[4].zone_id,
pp.binds[4].x,
pp.binds[4].y,
pp.binds[4].z
);
}
/* Starting Items inventory */
content_db.SetStartingItems(&pp, &inv, pp.race, pp.class_, pp.deity, pp.zone_id, pp.name, GetAdmin());
// now we give the pp and the inv we made to StoreCharacter
// to see if we can store it
if (!StoreCharacter(GetAccountID(), &pp, &inv)) {
LogInfo("Character creation failed: [{}]", pp.name);
return false;
}
LogInfo("Character creation successful: [{}]", pp.name);
return true;
}
// returns true if the request is ok, false if there's an error
bool CheckCharCreateInfoSoF(CharCreate_Struct *cc)
{
if (!cc)
return false;
LogInfo("Validating char creation info");
RaceClassCombos class_combo;
bool found = false;
int combos = character_create_race_class_combos.size();
for (int i = 0; i < combos; ++i) {
if (character_create_race_class_combos[i].Class == cc->class_ &&
character_create_race_class_combos[i].Race == cc->race &&
character_create_race_class_combos[i].Deity == cc->deity &&
character_create_race_class_combos[i].Zone == cc->start_zone) {
class_combo = character_create_race_class_combos[i];
found = true;
break;
}
}
if (!found) {
LogInfo("Could not find class/race/deity/start_zone combination");
return false;
}
uint32 allocs = character_create_allocations.size();
RaceClassAllocation allocation = {0};
found = false;
for (int i = 0; i < allocs; ++i) {
if (character_create_allocations[i].Index == class_combo.AllocationIndex) {
allocation = character_create_allocations[i];
found = true;
break;
}
}
if (!found) {
LogInfo("Could not find starting stats for selected character combo, cannot verify stats");
return false;
}
uint32 max_stats = allocation.DefaultPointAllocation[0] +
allocation.DefaultPointAllocation[1] +
allocation.DefaultPointAllocation[2] +
allocation.DefaultPointAllocation[3] +
allocation.DefaultPointAllocation[4] +
allocation.DefaultPointAllocation[5] +
allocation.DefaultPointAllocation[6];
if (cc->STR > allocation.BaseStats[0] + max_stats || cc->STR < allocation.BaseStats[0]) {
LogInfo("Strength out of range");
return false;
}
if (cc->DEX > allocation.BaseStats[1] + max_stats || cc->DEX < allocation.BaseStats[1]) {
LogInfo("Dexterity out of range");
return false;
}
if (cc->AGI > allocation.BaseStats[2] + max_stats || cc->AGI < allocation.BaseStats[2]) {
LogInfo("Agility out of range");
return false;
}
if (cc->STA > allocation.BaseStats[3] + max_stats || cc->STA < allocation.BaseStats[3]) {
LogInfo("Stamina out of range");
return false;
}
if (cc->INT > allocation.BaseStats[4] + max_stats || cc->INT < allocation.BaseStats[4]) {
LogInfo("Intelligence out of range");
return false;
}
if (cc->WIS > allocation.BaseStats[5] + max_stats || cc->WIS < allocation.BaseStats[5]) {
LogInfo("Wisdom out of range");
return false;
}
if (cc->CHA > allocation.BaseStats[6] + max_stats || cc->CHA < allocation.BaseStats[6]) {
LogInfo("Charisma out of range");
return false;
}
uint32 current_stats = 0;
current_stats += cc->STR - allocation.BaseStats[0];
current_stats += cc->DEX - allocation.BaseStats[1];
current_stats += cc->AGI - allocation.BaseStats[2];
current_stats += cc->STA - allocation.BaseStats[3];
current_stats += cc->INT - allocation.BaseStats[4];
current_stats += cc->WIS - allocation.BaseStats[5];
current_stats += cc->CHA - allocation.BaseStats[6];
if (current_stats > max_stats) {
LogInfo("Current Stats > Maximum Stats");
return false;
}
return true;
}
bool CheckCharCreateInfoTitanium(CharCreate_Struct *cc)
{
uint32 bSTR, bSTA, bAGI, bDEX, bWIS, bINT, bCHA, bTOTAL, cTOTAL, stat_points; //these are all uint32 in CharCreate_Struct, so we'll make them uint32 here to make the compiler shut up
int classtemp, racetemp;
int Charerrors = 0;
// if this is increased you'll have to add a column to the classrace
// table below
#define _TABLE_RACES 16
static const int BaseRace[_TABLE_RACES][7] =
{ /* STR STA AGI DEX WIS INT CHR */
{ /*Human*/ 75, 75, 75, 75, 75, 75, 75},
{ /*Barbarian*/ 103, 95, 82, 70, 70, 60, 55},
{ /*Erudite*/ 60, 70, 70, 70, 83, 107, 70},
{ /*Wood Elf*/ 65, 65, 95, 80, 80, 75, 75},
{ /*High Elf*/ 55, 65, 85, 70, 95, 92, 80},
{ /*Dark Elf*/ 60, 65, 90, 75, 83, 99, 60},
{ /*Half Elf*/ 70, 70, 90, 85, 60, 75, 75},
{ /*Dwarf*/ 90, 90, 70, 90, 83, 60, 45},
{ /*Troll*/ 108, 109, 83, 75, 60, 52, 40},
{ /*Ogre*/ 130, 122, 70, 70, 67, 60, 37},
{ /*Halfling*/ 70, 75, 95, 90, 80, 67, 50},
{ /*Gnome*/ 60, 70, 85, 85, 67, 98, 60},
{ /*Iksar*/ 70, 70, 90, 85, 80, 75, 55},
{ /*Vah Shir*/ 90, 75, 90, 70, 70, 65, 65},
{ /*Froglok*/ 70, 80, 100, 100, 75, 75, 50},
{ /*Drakkin*/ 70, 80, 85, 75, 80, 85, 75}
};
static const int BaseClass[Class::PLAYER_CLASS_COUNT][8] =
{ /* STR STA AGI DEX WIS INT CHR ADD*/
{ /*Warrior*/ 10, 10, 5, 0, 0, 0, 0, 25},
{ /*Cleric*/ 5, 5, 0, 0, 10, 0, 0, 30},
{ /*Paladin*/ 10, 5, 0, 0, 5, 0, 10, 20},
{ /*Ranger*/ 5, 10, 10, 0, 5, 0, 0, 20},
{ /*ShadowKnight*/ 10, 5, 0, 0, 0, 10, 5, 20},
{ /*Druid*/ 0, 10, 0, 0, 10, 0, 0, 30},
{ /*Monk*/ 5, 5, 10, 10, 0, 0, 0, 20},
{ /*Bard*/ 5, 0, 0, 10, 0, 0, 10, 25},
{ /*Rouge*/ 0, 0, 10, 10, 0, 0, 0, 30},
{ /*Shaman*/ 0, 5, 0, 0, 10, 0, 5, 30},
{ /*Necromancer*/ 0, 0, 0, 10, 0, 10, 0, 30},
{ /*Wizard*/ 0, 10, 0, 0, 0, 10, 0, 30},
{ /*Magician*/ 0, 10, 0, 0, 0, 10, 0, 30},
{ /*Enchanter*/ 0, 0, 0, 0, 0, 10, 10, 30},
{ /*Beastlord*/ 0, 10, 5, 0, 10, 0, 5, 20},
{ /*Berserker*/ 10, 5, 0, 10, 0, 0, 0, 25}
};
static const bool ClassRaceLookupTable[Class::PLAYER_CLASS_COUNT][_TABLE_RACES]=
{ /*Human Barbarian Erudite Woodelf Highelf Darkelf Halfelf Dwarf Troll Ogre Halfling Gnome Iksar Vahshir Froglok Drakkin*/
{ /*Warrior*/ true, true, false, true, false, true, true, true, true, true, true, true, true, true, true, true},
{ /*Cleric*/ true, false, true, false, true, true, true, true, false, false, true, true, false, false, true, true},
{ /*Paladin*/ true, false, true, false, true, false, true, true, false, false, true, true, false, false, true, true},
{ /*Ranger*/ true, false, false, true, false, false, true, false, false, false, true, false, false, false, false, true},
{ /*ShadowKnight*/ true, false, true, false, false, true, false, false, true, true, false, true, true, false, true, true},
{ /*Druid*/ true, false, false, true, false, false, true, false, false, false, true, false, false, false, false, true},
{ /*Monk*/ true, false, false, false, false, false, false, false, false, false, false, false, true, false, false, true},
{ /*Bard*/ true, false, false, true, false, false, true, false, false, false, false, false, false, true, false, true},
{ /*Rogue*/ true, true, false, true, false, true, true, true, false, false, true, true, false, true, true, true},
{ /*Shaman*/ false, true, false, false, false, false, false, false, true, true, false, false, true, true, true, false},
{ /*Necromancer*/ true, false, true, false, false, true, false, false, false, false, false, true, true, false, true, true},
{ /*Wizard*/ true, false, true, false, true, true, false, false, false, false, false, true, false, false, true, true},
{ /*Magician*/ true, false, true, false, true, true, false, false, false, false, false, true, false, false, false, true},
{ /*Enchanter*/ true, false, true, false, true, true, false, false, false, false, false, true, false, false, false, true},
{ /*Beastlord*/ false, true, false, false, false, false, false, false, true, true, false, false, true, true, false, false},
{ /*Berserker*/ false, true, false, false, false, false, false, true, true, true, false, false, false, true, false, false}
};
if (!cc)
return false;
LogInfo("Validating char creation info");
classtemp = cc->class_ - 1;
racetemp = cc->race - 1;
// these have non sequential race numbers so they need to be mapped
if (cc->race == FROGLOK) racetemp = 14;
if (cc->race == VAHSHIR) racetemp = 13;
if (cc->race == IKSAR) racetemp = 12;
if (cc->race == DRAKKIN) racetemp = 15;
// if out of range looking it up in the table would crash stuff
// so we return from these
if (classtemp >= Class::PLAYER_CLASS_COUNT) {
LogInfo(" class is out of range");
return false;
}
if (racetemp >= _TABLE_RACES) {
LogInfo(" race is out of range");
return false;
}
if (!ClassRaceLookupTable[classtemp][racetemp]) { //Lookup table better than a bunch of ifs?
LogInfo(" invalid race/class combination");
// we return from this one, since if it's an invalid combination our table
// doesn't have meaningful values for the stats
return false;
}
// add up the base values for this class/race
// this is what they start with, and they have stat_points more
// that can distributed
bSTR = BaseClass[classtemp][0] + BaseRace[racetemp][0];
bSTA = BaseClass[classtemp][1] + BaseRace[racetemp][1];
bAGI = BaseClass[classtemp][2] + BaseRace[racetemp][2];
bDEX = BaseClass[classtemp][3] + BaseRace[racetemp][3];
bWIS = BaseClass[classtemp][4] + BaseRace[racetemp][4];
bINT = BaseClass[classtemp][5] + BaseRace[racetemp][5];
bCHA = BaseClass[classtemp][6] + BaseRace[racetemp][6];
stat_points = BaseClass[classtemp][7];
bTOTAL = bSTR + bSTA + bAGI + bDEX + bWIS + bINT + bCHA;
cTOTAL = cc->STR + cc->STA + cc->AGI + cc->DEX + cc->WIS + cc->INT + cc->CHA;
// the first check makes sure the total is exactly what was expected.
// this will catch all the stat cheating, but there's still the issue
// of reducing CHA or INT or something, to use for STR, so we check
// that none are lower than the base or higher than base + stat_points
// NOTE: these could just be else if, but i want to see all the stats
// that are messed up not just the first hit
if (bTOTAL + stat_points != cTOTAL) {
LogInfo(" stat points total doesn't match expected value: expecting [{}] got [{}]", bTOTAL + stat_points, cTOTAL);
Charerrors++;
}
if (cc->STR > bSTR + stat_points || cc->STR < bSTR) {
LogInfo(" stat STR is out of range");
Charerrors++;
}
if (cc->STA > bSTA + stat_points || cc->STA < bSTA) {
LogInfo(" stat STA is out of range");
Charerrors++;
}
if (cc->AGI > bAGI + stat_points || cc->AGI < bAGI) {
LogInfo(" stat AGI is out of range");
Charerrors++;
}
if (cc->DEX > bDEX + stat_points || cc->DEX < bDEX) {
LogInfo(" stat DEX is out of range");
Charerrors++;
}
if (cc->WIS > bWIS + stat_points || cc->WIS < bWIS) {
LogInfo(" stat WIS is out of range");
Charerrors++;
}
if (cc->INT > bINT + stat_points || cc->INT < bINT) {
LogInfo(" stat INT is out of range");
Charerrors++;
}
if (cc->CHA > bCHA + stat_points || cc->CHA < bCHA) {
LogInfo(" stat CHA is out of range");
Charerrors++;
}
/*TODO: Check for deity/class/race.. it'd be nice, but probably of any real use to hack(faction, deity based items are all I can think of)
I am NOT writing those tables - kathgar*/
LogInfo("Found [{}] errors in character creation request", Charerrors);
return Charerrors == 0;
}
void Client::SetClassStartingSkills(PlayerProfile_Struct *pp)
{
for (uint32 i = 0; i <= EQ::skills::HIGHEST_SKILL; ++i) {
if (pp->skills[i] == 0) {
// Skip specialized, tradeskills (fishing excluded), Alcohol Tolerance, and Bind Wound
if (EQ::skills::IsSpecializedSkill((EQ::skills::SkillType)i) ||
(EQ::skills::IsTradeskill((EQ::skills::SkillType)i) && i != EQ::skills::SkillFishing) ||
i == EQ::skills::SkillAlcoholTolerance || i == EQ::skills::SkillBindWound)
continue;
pp->skills[i] = content_db.GetSkillCap(pp->class_, (EQ::skills::SkillType)i, 1);
}
}
if (cle->GetClientVersion() < static_cast<uint8>(EQ::versions::ClientVersion::RoF2) && pp->class_ == Class::Berserker) {
pp->skills[EQ::skills::Skill1HPiercing] = pp->skills[EQ::skills::Skill2HPiercing];
pp->skills[EQ::skills::Skill2HPiercing] = 0;
}
}
void Client::SetRaceStartingSkills( PlayerProfile_Struct *pp )
{
switch( pp->race )
{
case BARBARIAN:
case DWARF:
case ERUDITE:
case HALF_ELF:
case HIGH_ELF:
case HUMAN:
case OGRE:
case TROLL:
case DRAKKIN: //Drakkin are supposed to get a starting AA Skill
{
// No Race Specific Skills
break;
}
case DARK_ELF:
{
pp->skills[EQ::skills::SkillHide] = 50;
break;
}
case FROGLOK:
{
if (RuleI(Skills, SwimmingStartValue) < 125) {
pp->skills[EQ::skills::SkillSwimming] = 125;
}
break;
}
case GNOME:
{
pp->skills[EQ::skills::SkillTinkering] = 50;
break;
}
case HALFLING:
{
pp->skills[EQ::skills::SkillHide] = 50;
pp->skills[EQ::skills::SkillSneak] = 50;
break;
}
case IKSAR:
{
pp->skills[EQ::skills::SkillForage] = 50;
if (RuleI(Skills, SwimmingStartValue) < 100) {
pp->skills[EQ::skills::SkillSwimming] = 100;
}
break;
}
case WOOD_ELF:
{
pp->skills[EQ::skills::SkillForage] = 50;
pp->skills[EQ::skills::SkillHide] = 50;
break;
}
case VAHSHIR:
{
pp->skills[EQ::skills::SkillSafeFall] = 50;
pp->skills[EQ::skills::SkillSneak] = 50;
break;
}
}
}
void Client::SetRacialLanguages( PlayerProfile_Struct *pp )
{
switch (pp->race) {
case Race::Human: {
pp->languages[Language::CommonTongue] = Language::MaxValue;
break;
}
case Race::Barbarian: {
pp->languages[Language::CommonTongue] = Language::MaxValue;
pp->languages[Language::Barbarian] = Language::MaxValue;
break;
}
case Race::Erudite: {
pp->languages[Language::CommonTongue] = Language::MaxValue;
pp->languages[Language::Erudian] = Language::MaxValue;
break;
}
case Race::WoodElf: {
pp->languages[Language::CommonTongue] = Language::MaxValue;
pp->languages[Language::Elvish] = Language::MaxValue;
break;
}
case Race::HighElf: {
pp->languages[Language::CommonTongue] = Language::MaxValue;
pp->languages[Language::DarkElvish] = 25;
pp->languages[Language::ElderElvish] = 25;
pp->languages[Language::Elvish] = Language::MaxValue;
break;
}
case Race::DarkElf: {
pp->languages[Language::CommonTongue] = Language::MaxValue;
pp->languages[Language::DarkElvish] = Language::MaxValue;
pp->languages[Language::DarkSpeech] = Language::MaxValue;
pp->languages[Language::ElderElvish] = Language::MaxValue;
pp->languages[Language::Elvish] = 25;
break;
}
case Race::HalfElf: {
pp->languages[Language::CommonTongue] = Language::MaxValue;
pp->languages[Language::Elvish] = Language::MaxValue;
break;
}
case Race::Dwarf: {
pp->languages[Language::CommonTongue] = Language::MaxValue;
pp->languages[Language::Dwarvish] = Language::MaxValue;
pp->languages[Language::Gnomish] = 25;
break;
}
case Race::Troll: {
pp->languages[Language::CommonTongue] = RuleI(Character, TrollCommonTongue);
pp->languages[Language::DarkSpeech] = Language::MaxValue;
pp->languages[Language::Troll] = Language::MaxValue;
break;
}
case Race::Ogre: {
pp->languages[Language::CommonTongue] = RuleI(Character, OgreCommonTongue);
pp->languages[Language::DarkSpeech] = Language::MaxValue;
pp->languages[Language::Ogre] = Language::MaxValue;
break;
}
case Race::Halfling: {
pp->languages[Language::CommonTongue] = Language::MaxValue;
pp->languages[Language::Halfling] = Language::MaxValue;
break;
}
case Race::Gnome: {
pp->languages[Language::CommonTongue] = Language::MaxValue;
pp->languages[Language::Dwarvish] = 25;
pp->languages[Language::Gnomish] = Language::MaxValue;
break;
}
case Race::Iksar: {
pp->languages[Language::CommonTongue] = RuleI(Character, IksarCommonTongue);
pp->languages[Language::DarkSpeech] = Language::MaxValue;
pp->languages[Language::Lizardman] = Language::MaxValue;
break;
}
case Race::VahShir: {
pp->languages[Language::CommonTongue] = Language::MaxValue;
pp->languages[Language::CombineTongue] = Language::MaxValue;
pp->languages[Language::Erudian] = 25;
pp->languages[Language::VahShir] = Language::MaxValue;
break;
}
case Race::Froglok2: {
pp->languages[Language::CommonTongue] = Language::MaxValue;
pp->languages[Language::Froglok] = Language::MaxValue;
pp->languages[Language::Troll] = 25;
break;
}
case Race::Drakkin: {
pp->languages[Language::CommonTongue] = Language::MaxValue;
pp->languages[Language::ElderDragon] = Language::MaxValue;
pp->languages[Language::Dragon] = Language::MaxValue;
break;
}
default: {
break;
}
}
}
void Client::SetClassLanguages(PlayerProfile_Struct *pp)
{
// we only need to handle one class, but custom server might want to do more
switch (pp->class_) {
case Class::Rogue:
pp->languages[Language::ThievesCant] = Language::MaxValue;
break;
default:
break;
}
}
bool Client::StoreCharacter(
uint32 account_id,
PlayerProfile_Struct *p_player_profile_struct,
EQ::InventoryProfile *p_inventory_profile
)
{
uint32 character_id = 0;
char zone[50];
character_id = database.GetCharacterID(p_player_profile_struct->name);
if (!character_id) {
LogError("StoreCharacter: no character id");
return false;
}
const char *zone_name = ZoneName(p_player_profile_struct->zone_id);
if (zone_name == nullptr) {
/* Zone not in the DB, something to prevent crash... */
strn0cpy(zone, "qeynos", 49);
p_player_profile_struct->zone_id = 1;
}
else {
strn0cpy(zone, zone_name, 49);
}
database.SaveCharacterCreate(character_id, account_id, p_player_profile_struct);
std::string invquery;
for (int16 i = EQ::invslot::EQUIPMENT_BEGIN; i <= EQ::invbag::BANK_BAGS_END;) {
const EQ::ItemInstance *new_inventory_item = p_inventory_profile->GetItem(i);
if (new_inventory_item) {
invquery = StringFormat(
"INSERT INTO `inventory` (charid, slotid, itemid, charges, color) VALUES (%u, %i, %u, %i, %u)",
character_id,
i,
new_inventory_item->GetItem()->ID,
new_inventory_item->GetCharges(),
new_inventory_item->GetColor()
);
auto results = database.QueryDatabase(invquery);
}
if (i == EQ::invslot::slotCursor) {
i = EQ::invbag::GENERAL_BAGS_BEGIN;
continue;
}
else if (i == EQ::invbag::CURSOR_BAG_END) {
i = EQ::invslot::BANK_BEGIN;
continue;
}
else if (i == EQ::invslot::BANK_END) {
i = EQ::invbag::BANK_BAGS_BEGIN;
continue;
}
i++;
}
return true;
}
void Client::RecordPossibleHack(const std::string& message)
{
if (player_event_logs.IsEventEnabled(PlayerEvent::POSSIBLE_HACK)) {
auto event = PlayerEvent::PossibleHackEvent{.message = message};
std::stringstream ss;
{
cereal::JSONOutputArchiveSingleLine ar(ss);
event.serialize(ar);
}
auto e = PlayerEventLogsRepository::NewEntity();
e.character_id = charid;
e.account_id = GetCLE() ? GetAccountID() : 0;
e.event_type_id = PlayerEvent::POSSIBLE_HACK;
e.event_type_name = PlayerEvent::EventName[PlayerEvent::POSSIBLE_HACK];
e.event_data = ss.str();
e.created_at = std::time(nullptr);
PlayerEventLogsRepository::InsertOne(database, e);
}
}
void Client::SendGuildTributeFavorAndTimer(uint32 favor, uint32 time_remaining)
{
auto cle = GetCLE();
if (!cle) {
return;
}
auto guild = guild_mgr.GetGuildByGuildID(GetCLE()->GuildID());
if (guild) {
guild->tribute.favor = favor;
guild->tribute.time_remaining = time_remaining;
auto outapp = new EQApplicationPacket(OP_GuildTributeFavorAndTimer, sizeof(GuildTributeFavorTimer_Struct));
auto gtsa = (GuildTributeFavorTimer_Struct *)outapp->pBuffer;
gtsa->guild_id = GetCLE()->GuildID();
gtsa->guild_favor = guild->tribute.favor;
gtsa->tribute_timer = guild->tribute.time_remaining;
gtsa->trophy_timer = 0; //not yet implemented
QueuePacket(outapp);
safe_delete(outapp);
}
}
void Client::SendGuildTributeOptInToggle(const GuildTributeMemberToggle *in)
{
auto outapp = new EQApplicationPacket(OP_GuildOptInOut, sizeof(GuildTributeOptInOutReply_Struct));
auto data = (GuildTributeOptInOutReply_Struct *)outapp->pBuffer;
data->guild_id = in->guild_id;
data->no_donations = in->no_donations;
data->tribute_toggle = in->tribute_toggle;
data->tribute_trophy_toggle = 0; //not yet implemented
data->time = time(nullptr);
data->command = in->command;
strn0cpy(data->player_name, in->player_name, sizeof(data->player_name));
QueuePacket(outapp);
safe_delete(outapp);
}