eqemu-server/zone/entity.h
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

653 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 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 ""; }
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;
}
}
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);
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* GetGroupByMobName(const char* name);
bool IsInSameGroupOrRaidGroup(Client *client1, Client *client2);
Group *GetGroupByClient(Client* client);
Group *GetGroupByID(uint32 id);
Group *GetGroupByLeaderName(const char* leader);
Raid *GetRaidByClient(Client* client);
Raid *GetRaidByID(uint32 id);
Raid* GetRaidByBotName(const char* name);
Raid* GetRaidByBot(const Bot* bot);
Raid* GetRaidByName(const char* name);
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 SendGuildChannel(uint32 guild_id);
void SendGuildURL(uint32 guild_id);
void SendGuildSpawnAppearance(uint32 guild_id);
void SendGuildMembers(uint32 guild_id);
void SendGuildMembersList(uint32 guild_id);
void SendGuildMemberAdd(uint32 guild_id, uint32 level, uint32 _class, uint32 rank, uint32 spirit, uint32 zone_id, std::string player_name);
void SendGuildMemberRename(uint32 guild_id, std::string player_name, std::string new_player_name);
void SendGuildMemberRemove(uint32 guild_id, std::string player_name);
void SendGuildMemberLevel(uint32 guild_id, uint32 level, std::string player_name);
void SendGuildMemberRankAltBanker(uint32 guild_id, uint32 rank, std::string player_name, bool alt, bool banker);
void SendGuildMemberPublicNote(uint32 guild_id, std::string player_name, std::string public_note);
void SendGuildMemberDetails(uint32 guild_id, uint32 zone_id, uint32 offline_mode, std::string player_name);
void SendGuildRenameGuild(uint32 guild_id, std::string new_guild_name);
void RefreshAllGuildInfo(uint32 guild_id);
void SendGuildList();
void GuildSetPreRoFBankerFlag(uint32 guild_id, uint32 guild_rank, bool banker_status);
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);
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 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 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);
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 UpdateGuildTributes(uint32 guild_id);
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(const EQApplicationPacket* app, 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, bool clear_target_window = 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 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);
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 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 HalveAggro(Mob* who);
void DoubleAggro(Mob* who);
void UpdateHoTT(Mob* target);
void Process();
void ClearAggro(Mob* targ, bool clear_caster_id = false);
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 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 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();
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 = Class::None);
std::vector<Bot *> GetBotListByClientName(std::string client_name, uint8 class_id = Class::None);
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 = 0.0f);
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* c);
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