eqemu-server/zone/zoning.cpp
Chris Miles d9f545a5ec
[Logging] Implement Player Event Logging system (#2833)
* Plumbing

* Batch processing in world

* Cleanup

* Cleanup

* Update player_event_logs.cpp

* Add player zoning event

* Use generics

* Comments

* Add events

* Add more events

* AA_GAIN, AA_PURCHASE, FORAGE_SUCCESS, FORAGE_FAILURE

* FISH_SUCCESS, FISH_FAILURE, ITEM_DESTROY

* Add charges to ITEM_DESTROY

* WENT_ONLINE, WENT_OFFLINE

* LEVEL_GAIN, LEVEL_LOSS

* LOOT_ITEM

* MERCHANT_PURCHASE

* MERCHANT_SELL

* SKILL_UP

* Add events

* Add more events

* TASK_ACCEPT, TASK_COMPLETE, and TASK_UPDATE

* GROUNDSPAWN_PICKUP

* SAY

* REZ_ACCEPTED

* COMBINE_FAILURE and COMBINE_SUCCESS

* DROPPED_ITEM

* DEATH

* SPLIT_MONEY

* TRADER_PURCHASE and TRADER_SELL

* DISCOVER_ITEM

* Convert GM_COMMAND to use new macro

* Convert ZONING event to use macro

* Revert some code changes

* Revert "Revert some code changes"

This reverts commit d53682f997e89a053a660761085913245db91e9d.

* Add cereal generation support to repositories

* TRADE

* Formatting

* Cleanup

* Relocate discord_manager to discord folder

* Discord sending plumbing

* Rename UCS's Database class to UCSDatabase to be more specific and not collide with base Database class for repository usage

* More discord sending plumbing

* More discord message formatting work

* More discord formatting work

* Discord formatting of events

* Format WENT_ONLINE, WENT_OFFLINE

* Add merchant purchase event

* Handle Discord MERCHANT_SELL formatter

* Update player_event_discord_formatter.cpp

* Tweaks

* Implement retention truncation

* Put mutex locking on batch queue, put processor on its own thread

* Process on initial bootup

* Implement optional QS processing, implement keepalive from world to QS

* Reload player event settings when logs are reloaded in game

* Set settings defaults

* Update player_event_logs.cpp

* Update player_event_logs.cpp

* Set retention days on boot

* Update player_event_logs.cpp

* Player Handin Event Testing.

Testing player handin stuff.

* Cleanup.

* Finish NPC Handin.

* set a reference to the client inside of the trade object as well for plugins to process

* Fix for windows _inline

* Bump to cpp20 default, ignore excessive warnings on windows

* Bump FMT to 6.1.2 for cpp20 compat and swap fmt::join for Strings::Join

* Windows compile fixes

* Update CMakeLists.txt

* Update CMakeLists.txt

* Update CMakeLists.txt

* Create 2022_12_19_player_events_tables.sql

* [Formatters] Work on Discord Formatters

* Handin money.

* Format header

* [Formatters] Work on Discord Formatters

* Format

* Format

* [Formatters] More Formatter work, need to test further.

* [Formatters] More Work on Formatters.

* Add missing #endif

* [Formatters] Work on Formatters, fix Bot formatting in ^create help

* NPC Handin Discord Formatter

* Update player_event_logs.cpp

* Discover Item Discord Formatter

* Dropped Item Discord Formatter

* Split Money Discord Formatter

* Trader Discord Formatters

* Cleanup.

* Trade Event Discord Formatter Groundwork

* SAY don't record GM commands

* GM_Command don't record #help

* Update player_event_logs.cpp

* Fill in more event data

* Post rebase fixes

* Post rebase fix

* Discord formatting adjustments

* Add event deprecation or unimplemented tag support

* Trade events

* Add return money and sanity checks.

* Update schema

* Update ucs.cpp

* Update client.cpp

* Update 2022_12_19_player_events_tables.sql

* Implement archive single line

* Replace hackers table and functions with PossibleHack player event

* Replace very old eventlog table since the same events are covered by player event logs

* Update bot_command.cpp

* Record NPC kill events ALL / Named / Raid

* Add BatchEventProcessIntervalSeconds rule

* Naming

* Update CMakeLists.txt

* Update database_schema.h

* Remove logging function and methods

* DB version

* Cleanup SendPlayerHandinEvent

---------

Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
Co-authored-by: Aeadoin <109764533+Aeadoin@users.noreply.github.com>
2023-02-12 21:31:01 -06:00

1276 lines
38 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2005 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
*/
#include "../common/global_define.h"
#include "../common/eqemu_logsys.h"
#include "../common/rulesys.h"
#include "../common/strings.h"
#include "expedition.h"
#include "queryserv.h"
#include "quest_parser_collection.h"
#include "string_ids.h"
#include "worldserver.h"
#include "zone.h"
#include "bot.h"
extern QueryServ* QServ;
extern WorldServer worldserver;
extern Zone* zone;
#include "../common/content/world_content_service.h"
#include "../common/repositories/character_peqzone_flags_repository.h"
#include "../common/repositories/zone_repository.h"
#include "../common/events/player_event_logs.h"
void Client::Handle_OP_ZoneChange(const EQApplicationPacket *app) {
if (RuleB(Bots, Enabled)) {
Bot::ProcessClientZoneChange(this);
}
bZoning = true;
if (app->size != sizeof(ZoneChange_Struct)) {
LogDebug("Wrong size: OP_ZoneChange, size=[{}], expected [{}]", app->size, sizeof(ZoneChange_Struct));
return;
}
#if EQDEBUG >= 5
LogDebug("Zone request from [{}]", GetName());
DumpPacket(app);
#endif
auto* zc = (ZoneChange_Struct*)app->pBuffer;
uint16 target_zone_id = 0;
auto target_instance_id = zc->instanceID;
ZonePoint* zone_point = nullptr;
//figure out where they are going.
if (zc->zoneID == 0) {
//client dosent know where they are going...
//try to figure it out for them.
switch(zone_mode) {
case EvacToSafeCoords:
case ZoneToSafeCoords:
//going to safe coords, but client dosent know where?
//assume it is this zone for now.
target_zone_id = zone->GetZoneID();
break;
case GMSummon:
target_zone_id = zonesummon_id;
break;
case GateToBindPoint:
target_zone_id = m_pp.binds[0].zone_id;
target_instance_id = m_pp.binds[0].instance_id;
break;
case ZoneToBindPoint:
target_zone_id = m_pp.binds[0].zone_id;
target_instance_id = m_pp.binds[0].instance_id;
break;
case ZoneSolicited: //we told the client to zone somewhere, so we know where they are going.
target_zone_id = zonesummon_id;
break;
case ZoneUnsolicited: //client came up with this on its own.
zone_point = zone->GetClosestZonePointWithoutZone(GetX(), GetY(), GetZ(), this, ZONEPOINT_NOZONE_RANGE);
if (zone_point) {
//we found a zone point, which is a reasonable distance away
//assume that is the one were going with.
target_zone_id = zone_point->target_zone_id;
target_instance_id = zone_point->target_zone_instance;
} else {
//unable to find a zone point... is there anything else
//that can be a valid un-zolicited zone request?
Message(Chat::Red, "Invalid unsolicited zone request.");
LogError("Zoning [{}]: Invalid unsolicited zone request to zone id [{}]", GetName(), target_zone_id);
cheat_manager.CheatDetected(GetBindZoneID() == target_zone_id ? MQGate : MQZone, glm::vec3(zc->x, zc->y, zc->z));
SendZoneCancel(zc);
return;
}
break;
default:
break;
};
} else {
// This is to allow both 6.2 and Titanium clients to perform a proper zoning of the client when evac/succor
// WildcardX 27 January 2008
if (zone_mode == EvacToSafeCoords && zonesummon_id) {
target_zone_id = zonesummon_id;
} else {
target_zone_id = zc->zoneID;
}
//if we are zoning to a specific zone unsolicied,
//then until otherwise determined, they must be zoning
//on a zone line.
if (zone_mode == ZoneUnsolicited) {
if (target_zone_id == zone->GetZoneID()) {
SendZoneCancel(zc);
return;
}
zone_point = zone->GetClosestZonePoint(glm::vec3(GetPosition()), target_zone_id, this, ZONEPOINT_ZONE_RANGE);
//if we didnt get a zone point, or its to a different zone,
//then we assume this is invalid.
if (!zone_point || zone_point->target_zone_id != target_zone_id) {
LogError("Zoning [{}]: Invalid unsolicited zone request to zone id [{}]", GetName(), target_zone_id);
cheat_manager.CheatDetected(GetBindZoneID() == target_zone_id ? MQGate : MQZone, glm::vec3(zc->x, zc->y, zc->z));
SendZoneCancel(zc);
return;
}
}
}
if (target_instance_id) {
//make sure we are in it and it's unexpired.
if (!database.VerifyInstanceAlive(target_instance_id, CharacterID())) {
Message(
Chat::Red,
fmt::format(
"Instance ID {} was expired or you were not a member of it.",
target_instance_id
).c_str()
);
SendZoneCancel(zc);
return;
}
if (!database.VerifyZoneInstance(target_zone_id, target_instance_id)) {
Message(
Chat::Red,
fmt::format(
"Instance ID was {}, this does not match Zone ID {}.",
target_instance_id,
target_zone_id
).c_str()
);
SendZoneCancel(zc);
return;
}
}
/* Check for Valid Zone */
auto* target_zone_name = ZoneName(target_zone_id);
if (!target_zone_name) {
//invalid zone...
Message(Chat::Red, "Invalid target zone ID.");
LogError("Zoning [{}]: Unable to get zone name for zone id [{}]", GetName(), target_zone_id);
SendZoneCancel(zc);
return;
}
auto target_instance_version = database.GetInstanceVersion(target_instance_id);
auto zone_data = GetZoneVersionWithFallback(
ZoneID(target_zone_name),
target_instance_version
);
if (!zone_data) {
Message(Chat::Red, "Invalid target zone while getting safe points.");
LogError("Zoning [{}]: Unable to get safe coordinates for zone [{}]", GetName(), target_zone_name);
SendZoneCancel(zc);
return;
}
float safe_x, safe_y, safe_z, safe_heading;
int16 min_status = AccountStatus::Player;
uint8 min_level = 0;
LogInfo("Loaded zone flag [{}]", zone_data->flag_needed);
safe_x = zone_data->safe_x;
safe_y = zone_data->safe_y;
safe_z = zone_data->safe_z;
safe_heading = zone_data->safe_heading;
min_status = zone_data->min_status;
min_level = zone_data->min_level;
const auto& export_string = fmt::format(
"{} {} {} {} {} {}",
zone->GetZoneID(),
zone->GetInstanceID(),
zone->GetInstanceVersion(),
target_zone_id,
target_instance_id,
target_instance_version
);
if (parse->EventPlayer(EVENT_ZONE, this, export_string, 0) != 0) {
SendZoneCancel(zc);
return;
}
if (player_event_logs.IsEventEnabled(PlayerEvent::ZONING)) {
auto e = PlayerEvent::ZoningEvent{};
e.from_zone_long_name = zone->GetLongName();
e.from_zone_short_name = zone->GetShortName();
e.from_zone_id = zone->GetZoneID();
e.from_instance_id = zone->GetInstanceID();
e.from_instance_version = zone->GetInstanceVersion();
e.to_zone_long_name = ZoneLongName(target_zone_id);
e.to_zone_short_name = ZoneName(target_zone_id);
e.to_zone_id = target_zone_id;
e.to_instance_id = target_instance_id;
e.to_instance_version = target_instance_version;
RecordPlayerEventLog(PlayerEvent::ZONING, e);
}
//handle circumvention of zone restrictions
//we need the value when creating the outgoing packet as well.
uint8 ignore_restrictions = zonesummon_ignorerestrictions;
zonesummon_ignorerestrictions = 0;
auto target_x = 0.0f, target_y = 0.0f, target_z = 0.0f, target_heading = 0.0f;
switch (zone_mode) {
case EvacToSafeCoords:
case ZoneToSafeCoords:
LogDebug(
"Zoning [{}] to safe coords ([{}], [{}], [{}], [{}]) in [{}] ([{}])",
GetName(),
safe_x,
safe_y,
safe_z,
safe_heading,
target_zone_name,
target_zone_id
);
target_x = safe_x;
target_y = safe_y;
target_z = safe_z;
target_heading = safe_heading;
break;
case GMSummon:
target_x = m_ZoneSummonLocation.x;
target_y = m_ZoneSummonLocation.y;
target_z = m_ZoneSummonLocation.z;
target_heading = m_ZoneSummonLocation.w;
ignore_restrictions = 1;
break;
case GateToBindPoint:
target_x = m_pp.binds[0].x;
target_y = m_pp.binds[0].y;
target_z = m_pp.binds[0].z;
target_heading = m_pp.binds[0].heading;
break;
case ZoneToBindPoint:
target_x = m_pp.binds[0].x;
target_y = m_pp.binds[0].y;
target_z = m_pp.binds[0].z;
target_heading = m_pp.binds[0].heading;
ignore_restrictions = 1; //can always get to our bind point? seems exploitable
break;
case ZoneSolicited: //we told the client to zone somewhere, so we know where they are going.
//recycle zonesummon variables
target_x = m_ZoneSummonLocation.x;
target_y = m_ZoneSummonLocation.y;
target_z = m_ZoneSummonLocation.z;
target_heading = m_ZoneSummonLocation.w;
break;
case ZoneUnsolicited: //client came up with this on its own.
//client requested a zoning... what are the cases when this could happen?
//Handle zone point case:
if (zone_point) {
//they are zoning using a valid zone point, figure out coords
//999999 is a placeholder for 'same as where they were from'
target_x = zone_point->target_x == 999999 ? GetX() : zone_point->target_x;
target_y = zone_point->target_y == 999999 ? GetY() : zone_point->target_y;
target_z = zone_point->target_z == 999999 ? GetZ() : zone_point->target_z;
target_heading = zone_point->target_heading == 999 ? GetHeading() : zone_point->target_heading;
break;
}
//for now, there are no other cases...
//could not find a valid reason for them to be zoning, stop it.
cheat_manager.CheatDetected(GetBindZoneID() == target_zone_id ? MQGate : MQZone, glm::vec3(zc->x, zc->y, zc->z));
LogError("Zoning [{}]: Invalid unsolicited zone request to zone id [{}]. Not near a zone point", GetName(), target_zone_name);
SendZoneCancel(zc);
return;
default:
break;
};
auto zoning_message = ZoningMessage::ZoneSuccess;
// Check Minimum Status, Minimum Level, Maximum Level, and Zone Flag
if (
!ignore_restrictions &&
!CanEnterZone(ZoneName(target_zone_id), target_instance_version)
) {
zoning_message = ZoningMessage::ZoneNoExperience;
}
//TODO: ADVENTURE ENTRANCE CHECK
/**
* Expansion check
*/
if (content_service.GetCurrentExpansion() >= Expansion::Classic && !GetGM()) {
bool meets_zone_expansion_check = false;
auto z = zone_store.GetZoneWithFallback(ZoneID(target_zone_name), 0);
if (z->expansion <= content_service.GetCurrentExpansion() || z->bypass_expansion_check) {
meets_zone_expansion_check = true;
}
LogInfo(
"Checking zone request [{}] for expansion [{}] ({}) success [{}]",
target_zone_name,
(content_service.GetCurrentExpansion()),
content_service.GetCurrentExpansionName(),
meets_zone_expansion_check ? "true" : "false"
);
if (!meets_zone_expansion_check) {
zoning_message = ZoningMessage::ZoneNoExpansion;
}
}
if (content_service.GetCurrentExpansion() >= Expansion::Classic && GetGM()) {
LogInfo("[{}] Bypassing Expansion zone checks because GM status is set", GetCleanName());
}
if (zoning_message == ZoningMessage::ZoneSuccess) {
DoZoneSuccess(zc, target_zone_id, target_instance_id, target_x, target_y, target_z, target_heading, ignore_restrictions);
} else {
LogError("Zoning [{}]: Rules prevent this char from zoning into [{}]", GetName(), target_zone_name);
SendZoneError(zc, zoning_message);
}
}
void Client::SendZoneCancel(ZoneChange_Struct *zc) {
//effectively zone them right back to where they were
//unless we find a better way to stop the zoning process.
cheat_manager.SetExemptStatus(Port, true);
EQApplicationPacket *outapp = nullptr;
outapp = new EQApplicationPacket(OP_ZoneChange, sizeof(ZoneChange_Struct));
ZoneChange_Struct *zc2 = (ZoneChange_Struct*)outapp->pBuffer;
strcpy(zc2->char_name, zc->char_name);
zc2->zoneID = zone->GetZoneID();
zc2->success = 1;
outapp->priority = 6;
FastQueuePacket(&outapp);
//reset to unsolicited.
zone_mode = ZoneUnsolicited;
// reset since we're not zoning anymore
bZoning = false;
// remove save position lock
m_lock_save_position = false;
}
void Client::SendZoneError(ZoneChange_Struct *zc, int8 err)
{
LogError("Zone [{}] is not available because target wasn't found or character insufficent level", zc->zoneID);
cheat_manager.SetExemptStatus(Port, true);
EQApplicationPacket *outapp = nullptr;
outapp = new EQApplicationPacket(OP_ZoneChange, sizeof(ZoneChange_Struct));
ZoneChange_Struct *zc2 = (ZoneChange_Struct*)outapp->pBuffer;
strcpy(zc2->char_name, zc->char_name);
zc2->zoneID = zc->zoneID;
zc2->success = err;
outapp->priority = 6;
FastQueuePacket(&outapp);
//reset to unsolicited.
zone_mode = ZoneUnsolicited;
// reset since we're not zoning anymore
bZoning = false;
// remove save position lock
m_lock_save_position = false;
}
void Client::DoZoneSuccess(ZoneChange_Struct *zc, uint16 zone_id, uint32 instance_id, float dest_x, float dest_y, float dest_z, float dest_h, int8 ignore_r) {
//this is called once the client is fully allowed to zone here
//it takes care of all the activities which occur when a client zones out
SendLogoutPackets();
/* QS: PlayerLogZone */
if (RuleB(QueryServ, PlayerLogZone)){
std::string event_desc = StringFormat("Zoning :: zoneid:%u instid:%u x:%4.2f y:%4.2f z:%4.2f h:%4.2f zonemode:%d from zoneid:%u instid:%i", zone_id, instance_id, dest_x, dest_y, dest_z, dest_h, zone_mode, GetZoneID(), GetInstanceID());
QServ->PlayerLogEvent(Player_Log_Zoning, CharacterID(), event_desc);
}
/* Dont clear aggro until the zone is successful */
entity_list.RemoveFromHateLists(this);
if(GetPet())
entity_list.RemoveFromHateLists(GetPet());
if (GetPendingExpeditionInviteID() != 0)
{
// live re-invites if client zoned with a pending invite, save pending invite info in world
auto expedition = Expedition::FindCachedExpeditionByID(GetPendingExpeditionInviteID());
if (expedition)
{
expedition->SendWorldPendingInvite(m_pending_expedition_invite, GetName());
}
}
LogInfo(
"Zoning [{}] to: [{}] ([{}]) - ([{}]) x [{}] y [{}] z [{}]",
m_pp.name,
ZoneName(zone_id),
zone_id,
instance_id,
dest_x,
dest_y,
dest_z
);
//set the player's coordinates in the new zone so they have them
//when they zone into it
m_Position.x = dest_x; //these coordinates will now be saved when ~client is called
m_Position.y = dest_y;
m_Position.z = dest_z;
m_Position.w = dest_h; // Cripp: fix for zone heading
m_pp.heading = dest_h;
m_pp.zone_id = zone_id;
m_pp.zoneInstance = instance_id;
//Force a save so its waiting for them when they zone
Save(2);
m_lock_save_position = true;
if (zone_id == zone->GetZoneID() && instance_id == zone->GetInstanceID()) {
// No need to ask worldserver if we're zoning to ourselves (most
// likely to a bind point), also fixes a bug since the default response was failure
auto outapp = new EQApplicationPacket(OP_ZoneChange, sizeof(ZoneChange_Struct));
ZoneChange_Struct* zc2 = (ZoneChange_Struct*) outapp->pBuffer;
strcpy(zc2->char_name, GetName());
zc2->zoneID = zone_id;
zc2->instanceID = instance_id;
zc2->success = 1;
outapp->priority = 6;
FastQueuePacket(&outapp);
} else {
// vesuvias - zoneing to another zone so we need to the let the world server
//handle things with the client for a while
auto pack = new ServerPacket(ServerOP_ZoneToZoneRequest, sizeof(ZoneToZone_Struct));
ZoneToZone_Struct *ztz = (ZoneToZone_Struct *)pack->pBuffer;
ztz->response = 0;
ztz->current_zone_id = zone->GetZoneID();
ztz->current_instance_id = zone->GetInstanceID();
ztz->requested_zone_id = zone_id;
ztz->requested_instance_id = instance_id;
ztz->admin = admin;
ztz->ignorerestrictions = ignore_r;
strcpy(ztz->name, GetName());
ztz->guild_id = GuildID();
worldserver.SendPacket(pack);
safe_delete(pack);
}
//reset to unsolicited.
zone_mode = ZoneUnsolicited;
m_ZoneSummonLocation = glm::vec4();
zonesummon_id = 0;
zonesummon_ignorerestrictions = 0;
// this simply resets the zone shutdown timer
zone->ResetShutdownTimer();
}
void Client::MovePC(const char* zonename, float x, float y, float z, float heading, uint8 ignorerestrictions, ZoneMode zm) {
ProcessMovePC(ZoneID(zonename), 0, x, y, z, heading, ignorerestrictions, zm);
}
//designed for in zone moving
void Client::MovePC(float x, float y, float z, float heading, uint8 ignorerestrictions, ZoneMode zm) {
ProcessMovePC(zone->GetZoneID(), zone->GetInstanceID(), x, y, z, heading, ignorerestrictions, zm);
}
void Client::MovePC(uint32 zoneID, float x, float y, float z, float heading, uint8 ignorerestrictions, ZoneMode zm) {
ProcessMovePC(zoneID, 0, x, y, z, heading, ignorerestrictions, zm);
}
void Client::MovePC(uint32 zoneID, uint32 instanceID, float x, float y, float z, float heading, uint8 ignorerestrictions, ZoneMode zm){
ProcessMovePC(zoneID, instanceID, x, y, z, heading, ignorerestrictions, zm);
}
void Client::MoveZone(const char *zone_short_name, const glm::vec4 &location) {
ProcessMovePC(ZoneID(zone_short_name), 0, location.x, location.y, location.z, location.w, 3, ZoneToSafeCoords);
}
void Client::MoveZoneGroup(const char *zone_short_name, const glm::vec4 &location) {
if (!GetGroup()) {
MoveZone(zone_short_name, location);
} else {
auto client_group = GetGroup();
for (int member_index = 0; member_index < MAX_GROUP_MEMBERS; member_index++) {
if (client_group->members[member_index] && client_group->members[member_index]->IsClient()) {
auto group_member = client_group->members[member_index]->CastToClient();
group_member->MoveZone(zone_short_name, location);
}
}
}
}
void Client::MoveZoneRaid(const char *zone_short_name, const glm::vec4 &location) {
if (!GetRaid()) {
MoveZone(zone_short_name, location);
} else {
auto client_raid = GetRaid();
for (int member_index = 0; member_index < MAX_RAID_MEMBERS; member_index++) {
if (client_raid->members[member_index].member && client_raid->members[member_index].member->IsClient()) {
auto raid_member = client_raid->members[member_index].member->CastToClient();
raid_member->MoveZone(zone_short_name, location);
}
}
}
}
void Client::MoveZoneInstance(uint16 instance_id, const glm::vec4 &location) {
if (!database.CheckInstanceByCharID(instance_id, CharacterID())) {
database.AddClientToInstance(instance_id, CharacterID());
}
ProcessMovePC(database.GetInstanceZoneID(instance_id), instance_id, location.x, location.y, location.z, location.w, 3, ZoneToSafeCoords);
}
void Client::MoveZoneInstanceGroup(uint16 instance_id, const glm::vec4 &location) {
if (!GetGroup()) {
MoveZoneInstance(instance_id, location);
} else {
auto client_group = GetGroup();
for (int member_index = 0; member_index < MAX_GROUP_MEMBERS; member_index++) {
if (client_group->members[member_index] && client_group->members[member_index]->IsClient()) {
auto group_member = client_group->members[member_index]->CastToClient();
group_member->MoveZoneInstance(instance_id, location);
}
}
}
}
void Client::MoveZoneInstanceRaid(uint16 instance_id, const glm::vec4 &location) {
if (!GetRaid()) {
MoveZoneInstance(instance_id, location);
} else {
auto client_raid = GetRaid();
for (int member_index = 0; member_index < MAX_RAID_MEMBERS; member_index++) {
if (client_raid->members[member_index].member && client_raid->members[member_index].member->IsClient()) {
auto raid_member = client_raid->members[member_index].member->CastToClient();
raid_member->MoveZoneInstance(instance_id, location);
}
}
}
}
void Client::ProcessMovePC(uint32 zoneID, uint32 instance_id, float x, float y, float z, float heading, uint8 ignorerestrictions, ZoneMode zm)
{
// From what I have read, dragged corpses should stay with the player for Intra-zone summons etc, but we can implement that later.
ClearDraggedCorpses();
if(zoneID == 0)
zoneID = zone->GetZoneID();
if(zoneID == zone->GetZoneID() && instance_id == zone->GetInstanceID()) {
// TODO: Determine if this condition is necessary.
if(IsAIControlled()) {
GMMove(x, y, z);
return;
}
if(zm != SummonPC && GetPetID() != 0) {
//if they have a pet and they are staying in zone, move with them
Mob *p = GetPet();
if(p != nullptr){
p->SetPetOrder(SPO_Follow);
p->GMMove(x+15, y, z); //so it dosent have to run across the map.
}
}
}
switch(zm) {
case GateToBindPoint:
ZonePC(zoneID, instance_id, x, y, z, heading, ignorerestrictions, zm);
break;
case EvacToSafeCoords:
case ZoneToSafeCoords:
ZonePC(zoneID, instance_id, x, y, z, heading, ignorerestrictions, zm);
break;
case GMSummon:
Message(Chat::Yellow, "You have been summoned by a GM!");
ZonePC(zoneID, instance_id, x, y, z, heading, ignorerestrictions, zm);
break;
case ZoneToBindPoint:
ZonePC(zoneID, instance_id, x, y, z, heading, ignorerestrictions, zm);
break;
case ZoneSolicited:
ZonePC(zoneID, instance_id, x, y, z, heading, ignorerestrictions, zm);
break;
case SummonPC:
Message(Chat::Yellow, "You have been summoned!");
ZonePC(zoneID, instance_id, x, y, z, heading, ignorerestrictions, zm);
break;
case Rewind:
Message(Chat::Yellow, "Rewinding to previous location.");
ZonePC(zoneID, instance_id, x, y, z, heading, ignorerestrictions, zm);
break;
default:
LogError("Client::ProcessMovePC received a reguest to perform an unsupported client zone operation");
break;
}
}
void Client::ZonePC(uint32 zoneID, uint32 instance_id, float x, float y, float z, float heading, uint8 ignorerestrictions, ZoneMode zm) {
bool ReadyToZone = true;
int iZoneNameLength = 0;
const char* pShortZoneName = nullptr;
char* pZoneName = nullptr;
pShortZoneName = ZoneName(zoneID);
auto zd = GetZoneVersionWithFallback(zoneID, zone->GetInstanceVersion());
if (zd) {
pZoneName = strcpy(new char[strlen(zd->long_name.c_str()) + 1], zd->long_name.c_str());
}
LogInfo(
"Client [{}] zone_id [{}] x [{}] y [{}] z [{}] heading [{}] ignorerestrictions [{}] zone_mode [{}]",
GetCleanName(),
zoneID,
x,
y,
z,
heading,
ignorerestrictions,
zm
);
cheat_manager.SetExemptStatus(Port, true);
if(!pZoneName) {
Message(Chat::Red, "Invalid zone number specified");
safe_delete_array(pZoneName);
return;
}
iZoneNameLength = strlen(pZoneName);
glm::vec4 zone_safe_point;
switch(zm) {
case EvacToSafeCoords:
case ZoneToSafeCoords:
zone_safe_point = zone->GetSafePoint();
x = zone_safe_point.x;
y = zone_safe_point.y;
z = zone_safe_point.z;
heading = zone_safe_point.w;
break;
case GMSummon:
m_Position = glm::vec4(x, y, z, heading);
m_ZoneSummonLocation = m_Position;
zonesummon_id = zoneID;
zonesummon_ignorerestrictions = 1;
break;
case ZoneSolicited:
m_ZoneSummonLocation = glm::vec4(x, y, z, heading);
zonesummon_id = zoneID;
zonesummon_ignorerestrictions = ignorerestrictions;
break;
case GateToBindPoint:
x = m_Position.x = m_pp.binds[0].x;
y = m_Position.y = m_pp.binds[0].y;
z = m_Position.z = m_pp.binds[0].z;
heading = m_pp.binds[0].heading;
break;
case ZoneToBindPoint:
x = m_Position.x = m_pp.binds[0].x;
y = m_Position.y = m_pp.binds[0].y;
z = m_Position.z = m_pp.binds[0].z;
heading = m_pp.binds[0].heading;
zonesummon_ignorerestrictions = 1;
LogDebug("Player [{}] has died and will be zoned to bind point in zone: [{}] at LOC x=[{}], y=[{}], z=[{}], heading=[{}]",
GetName(), pZoneName, m_pp.binds[0].x, m_pp.binds[0].y, m_pp.binds[0].z, m_pp.binds[0].heading);
break;
case SummonPC:
m_ZoneSummonLocation = glm::vec4(x, y, z, heading);
m_Position = m_ZoneSummonLocation;
break;
case Rewind:
LogDebug("[{}] has requested a /rewind from [{}], [{}], [{}], to [{}], [{}], [{}] in [{}]", GetName(),
m_Position.x, m_Position.y, m_Position.z,
m_RewindLocation.x, m_RewindLocation.y, m_RewindLocation.z, zone->GetShortName());
m_ZoneSummonLocation = glm::vec4(x, y, z, heading);
m_Position = m_ZoneSummonLocation;
break;
default:
LogError("Client::ZonePC() received a reguest to perform an unsupported client zone operation");
ReadyToZone = false;
break;
}
if (ReadyToZone)
{
//if client is looting, we need to send an end loot
if (IsLooting())
{
Entity* entity = entity_list.GetID(entity_id_being_looted);
if (entity == 0)
{
Message(Chat::Red, "Error: OP_EndLootRequest: Corpse not found (ent = 0)");
if (ClientVersion() >= EQ::versions::ClientVersion::SoD)
Corpse::SendEndLootErrorPacket(this);
else
Corpse::SendLootReqErrorPacket(this);
}
else if (!entity->IsCorpse())
{
Message(Chat::Red, "Error: OP_EndLootRequest: Corpse not found (!entity->IsCorpse())");
Corpse::SendLootReqErrorPacket(this);
}
else
{
Corpse::SendEndLootErrorPacket(this);
entity->CastToCorpse()->EndLoot(this, nullptr);
}
SetLooting(0);
}
zone_mode = zm;
if (zm == ZoneToBindPoint) {
auto outapp = new EQApplicationPacket(OP_ZonePlayerToBind,
sizeof(ZonePlayerToBind_Struct) + iZoneNameLength);
ZonePlayerToBind_Struct* gmg = (ZonePlayerToBind_Struct*) outapp->pBuffer;
// If we are SoF and later and are respawning from hover, we want the real zone ID, else zero to use the old hack.
//
if(zone->GetZoneID() == zoneID) {
if ((ClientVersionBit() & EQ::versions::maskSoFAndLater) && (!RuleB(Character, RespawnFromHover) || !IsHoveringForRespawn()))
gmg->bind_zone_id = 0;
else
gmg->bind_zone_id = zoneID;
} else {
gmg->bind_zone_id = zoneID;
}
gmg->x = x;
gmg->y = y;
gmg->z = z;
gmg->heading = heading;
strcpy(gmg->zone_name, pZoneName);
outapp->priority = 6;
FastQueuePacket(&outapp);
}
else if(zm == ZoneSolicited || zm == ZoneToSafeCoords) {
auto outapp =
new EQApplicationPacket(OP_RequestClientZoneChange, sizeof(RequestClientZoneChange_Struct));
RequestClientZoneChange_Struct* gmg = (RequestClientZoneChange_Struct*) outapp->pBuffer;
gmg->zone_id = zoneID;
gmg->x = x;
gmg->y = y;
gmg->z = z;
gmg->heading = heading;
gmg->instance_id = instance_id;
gmg->type = 0x01; //an observed value, not sure of meaning
outapp->priority = 6;
FastQueuePacket(&outapp);
}
else if(zm == EvacToSafeCoords) {
auto outapp =
new EQApplicationPacket(OP_RequestClientZoneChange, sizeof(RequestClientZoneChange_Struct));
RequestClientZoneChange_Struct* gmg = (RequestClientZoneChange_Struct*) outapp->pBuffer;
// if we are in the same zone we want to evac to, client will not send OP_ZoneChange back to do an actual
// zoning of the client, so we have to send a viable zoneid that the client *could* zone to to make it believe
// we are leaving the zone, even though we are not. We have to do this because we are missing the correct op code
// and struct that should be used for evac/succor.
// 213 is Plane of War
// 76 is orignial Plane of Hate
// WildcardX 27 January 2008. Tested this for 6.2 and Titanium clients.
if(GetZoneID() == 1)
gmg->zone_id = 2;
else if(GetZoneID() == 2)
gmg->zone_id = 1;
else
gmg->zone_id = 1;
gmg->x = x;
gmg->y = y;
gmg->z = z;
gmg->heading = heading;
gmg->instance_id = instance_id;
gmg->type = 0x01; // '0x01' was an observed value for the type field, not sure of meaning
// we hide the real zoneid we want to evac/succor to here
zonesummon_id = zoneID;
outapp->priority = 6;
FastQueuePacket(&outapp);
}
else {
if(zoneID == GetZoneID()) {
//properly handle proximities
entity_list.ProcessMove(this, glm::vec3(m_Position));
m_Proximity = glm::vec3(m_Position);
//send out updates to people in zone.
SentPositionPacket(0.0f, 0.0f, 0.0f, 0.0f, 0);
}
auto outapp =
new EQApplicationPacket(OP_RequestClientZoneChange, sizeof(RequestClientZoneChange_Struct));
RequestClientZoneChange_Struct* gmg = (RequestClientZoneChange_Struct*) outapp->pBuffer;
gmg->zone_id = zoneID;
gmg->x = x;
gmg->y = y;
gmg->z = z;
gmg->heading = heading;
gmg->instance_id = instance_id;
gmg->type = 0x01; //an observed value, not sure of meaning
outapp->priority = 6;
FastQueuePacket(&outapp);
}
LogDebug("Player [{}] has requested a zoning to LOC x=[{}], y=[{}], z=[{}], heading=[{}] in zoneid=[{}]", GetName(), x, y, z, heading, zoneID);
//Clear zonesummon variables if we're zoning to our own zone
//Client wont generate a zone change packet to the server in this case so
//They aren't needed and it keeps behavior on next zone attempt from being undefined.
if(zoneID == zone->GetZoneID() && instance_id == zone->GetInstanceID())
{
if(zm != EvacToSafeCoords && zm != ZoneToSafeCoords && zm != ZoneToBindPoint)
{
m_ZoneSummonLocation = glm::vec4();
zonesummon_id = 0;
zonesummon_ignorerestrictions = 0;
zone_mode = ZoneUnsolicited;
}
}
}
safe_delete_array(pZoneName);
}
void Client::GoToSafeCoords(uint16 zone_id, uint16 instance_id)
{
if (zone_id == 0) {
zone_id = zone->GetZoneID();
}
MovePC(zone_id, instance_id, 0.0f, 0.0f, 0.0f, 0.0f, 0, ZoneToSafeCoords);
}
void Mob::Gate(uint8 bind_number) {
GoToBind(bind_number);
if (RuleB(NPC, NPCHealOnGate) && IsNPC() && GetHPRatio() <= RuleR(NPC, NPCHealOnGateAmount)) {
auto HealAmount = (RuleR(NPC, NPCHealOnGateAmount) / 100);
SetHP(int64(GetMaxHP() * HealAmount));
}
}
void Client::Gate(uint8 bind_number) {
Mob::Gate(bind_number);
}
void NPC::Gate(uint8 bind_number) {
entity_list.MessageCloseString(this, true, RuleI(Range, SpellMessages), Chat::Spells, GATES, GetCleanName());
Mob::Gate(bind_number);
}
void Client::SetBindPoint(int bind_number, int to_zone, int to_instance, const glm::vec3 &location)
{
if (bind_number < 0 || bind_number >= 4)
bind_number = 0;
if (to_zone == -1) {
m_pp.binds[bind_number].zone_id = zone->GetZoneID();
m_pp.binds[bind_number].instance_id = (zone->GetInstanceID() != 0 && zone->IsInstancePersistent()) ? zone->GetInstanceID() : 0;
m_pp.binds[bind_number].x = m_Position.x;
m_pp.binds[bind_number].y = m_Position.y;
m_pp.binds[bind_number].z = m_Position.z;
} else {
m_pp.binds[bind_number].zone_id = to_zone;
m_pp.binds[bind_number].instance_id = to_instance;
m_pp.binds[bind_number].x = location.x;
m_pp.binds[bind_number].y = location.y;
m_pp.binds[bind_number].z = location.z;
}
database.SaveCharacterBindPoint(CharacterID(), m_pp.binds[bind_number], bind_number);
}
void Client::SetBindPoint2(int bind_number, int to_zone, int to_instance, const glm::vec4 &location)
{
if (bind_number < 0 || bind_number >= 4)
bind_number = 0;
if (to_zone == -1) {
m_pp.binds[bind_number].zone_id = zone->GetZoneID();
m_pp.binds[bind_number].instance_id = (zone->GetInstanceID() != 0 && zone->IsInstancePersistent()) ? zone->GetInstanceID() : 0;
m_pp.binds[bind_number].x = m_Position.x;
m_pp.binds[bind_number].y = m_Position.y;
m_pp.binds[bind_number].z = m_Position.z;
m_pp.binds[bind_number].heading = m_Position.w;
} else {
m_pp.binds[bind_number].zone_id = to_zone;
m_pp.binds[bind_number].instance_id = to_instance;
m_pp.binds[bind_number].x = location.x;
m_pp.binds[bind_number].y = location.y;
m_pp.binds[bind_number].z = location.z;
m_pp.binds[bind_number].heading = location.w;
}
database.SaveCharacterBindPoint(CharacterID(), m_pp.binds[bind_number], bind_number);
}
void Client::GoToBind(uint8 bind_number) {
// if the bind number is invalid, use the primary bind
if(bind_number > 4)
bind_number = 0;
// move the client, which will zone them if needed.
// ignore restrictions on the zone request..?
if(bind_number == 0)
MovePC(
m_pp.binds[0].zone_id,
m_pp.binds[0].instance_id,
0.0f,
0.0f,
0.0f,
0.0f,
1,
GateToBindPoint
);
else
MovePC(
m_pp.binds[bind_number].zone_id,
m_pp.binds[bind_number].instance_id,
m_pp.binds[bind_number].x,
m_pp.binds[bind_number].y,
m_pp.binds[bind_number].z,
m_pp.binds[bind_number].heading,
1
);
}
void Client::GoToDeath() {
MovePC(m_pp.binds[0].zone_id, m_pp.binds[0].instance_id, 0.0f, 0.0f, 0.0f, 0.0f, 1, ZoneToBindPoint);
}
void Client::ClearZoneFlag(uint32 zone_id) {
if (!HasZoneFlag(zone_id)) {
return;
}
zone_flags.erase(zone_id);
std::string query = fmt::format(
"DELETE FROM zone_flags WHERE charID = {} AND zoneID = {}",
CharacterID(),
zone_id
);
auto results = database.QueryDatabase(query);
if (!results.Success()) {
LogError("MySQL Error while trying to clear zone flag for [{}]: [{}]", GetName(), results.ErrorMessage().c_str());
}
}
bool Client::HasZoneFlag(uint32 zone_id) const {
return zone_flags.find(zone_id) != zone_flags.end();
}
void Client::LoadZoneFlags() {
const auto query = fmt::format(
"SELECT zoneID from zone_flags WHERE charID = {}",
CharacterID()
);
auto results = database.QueryDatabase(query);
if (!results.Success()) {
LogError("MySQL Error while trying to load zone flags for [{}]: [{}]", GetName(), results.ErrorMessage().c_str());
return;
}
if (!results.RowCount()) {
return;
}
zone_flags.clear();
for (auto row : results) {
zone_flags.insert(std::stoul(row[0]));
}
}
void Client::SendZoneFlagInfo(Client *to) const {
if (zone_flags.empty()) {
to->Message(
Chat::White,
fmt::format(
"{} {} no Zone Flags.",
to == this ? "You" : GetName(),
to == this ? "have" : "has"
).c_str()
);
return;
}
to->Message(
Chat::White,
fmt::format(
"{} {} the following Zone Flags:",
to == this ? "You" : GetName(),
to == this ? "have" : "has"
).c_str()
);
int flag_count = 0;
for (const auto& zone_id : zone_flags) {
int flag_number = (flag_count + 1);
const char* zone_short_name = ZoneName(zone_id, true);
if (strncmp(zone_short_name, "UNKNOWN", strlen(zone_short_name)) != 0) {
std::string zone_long_name = ZoneLongName(zone_id);
std::string flag_name = "ERROR";
auto z = GetZone(zone_id);
if (z) {
flag_name = z->flag_needed;
}
to->Message(
Chat::White,
fmt::format(
"Flag {} | Zone: {} ({}) ID: {}",
flag_number,
zone_long_name,
zone_short_name,
zone_id,
(
!flag_name.empty() ?
fmt::format(
" Flag Required: {}",
flag_name
) :
""
)
).c_str()
);
flag_count++;
}
}
to->Message(
Chat::White,
fmt::format(
"{} {} {} Zone Flags.",
to == this ? "You" : GetName(),
to == this ? "have" : "has",
flag_count
).c_str()
);
}
void Client::SetZoneFlag(uint32 zone_id) {
if (HasZoneFlag(zone_id)) {
return;
}
zone_flags.insert(zone_id);
const auto query = fmt::format(
"INSERT INTO zone_flags (charID, zoneID) VALUES ({}, {})",
CharacterID(),
zone_id
);
auto results = database.QueryDatabase(query);
if (!results.Success()) {
LogError("MySQL Error while trying to set zone flag for [{}]: [{}]", GetName(), results.ErrorMessage().c_str());
}
}
void Client::ClearPEQZoneFlag(uint32 zone_id) {
if (!HasPEQZoneFlag(zone_id)) {
return;
}
peqzone_flags.erase(zone_id);
if (!CharacterPeqzoneFlagsRepository::DeleteFlag(database, CharacterID(), zone_id)) {
LogError("MySQL Error while trying to clear PEQZone flag for [{}]", GetName());
}
}
bool Client::HasPEQZoneFlag(uint32 zone_id) const {
return peqzone_flags.find(zone_id) != peqzone_flags.end();
}
void Client::LoadPEQZoneFlags() {
const auto l = CharacterPeqzoneFlagsRepository::GetWhere(
database,
fmt::format(
"id = {}",
CharacterID()
)
);
if (l.empty()) {
return;
}
peqzone_flags.clear();
for (const auto& f : l) {
peqzone_flags.insert(f.zone_id);
}
}
void Client::SendPEQZoneFlagInfo(Client *to) const {
if (peqzone_flags.empty()) {
to->Message(
Chat::White,
fmt::format(
"{} {} no PEQZone Flags.",
to == this ? "You" : GetName(),
to == this ? "have" : "has"
).c_str()
);
return;
}
to->Message(
Chat::White,
fmt::format(
"{} {} the following PEQZone Flags:",
to == this ? "You" : GetName(),
to == this ? "have" : "has"
).c_str()
);
int flag_count = 0;
for (const auto& zone_id : peqzone_flags) {
int flag_number = (flag_count + 1);
std::string zone_short_name = ZoneName(zone_id, true);
if (zone_short_name != "UNKNOWN") {
std::string zone_long_name = ZoneLongName(zone_id);
to->Message(
Chat::White,
fmt::format(
"Flag {} | Zone: {} ({}) ID: {}",
flag_number,
zone_long_name,
zone_short_name,
zone_id
).c_str()
);
flag_count++;
}
}
to->Message(
Chat::White,
fmt::format(
"{} {} {} PEQZone Flags.",
to == this ? "You" : GetName(),
to == this ? "have" : "has",
flag_count
).c_str()
);
}
void Client::SetPEQZoneFlag(uint32 zone_id) {
if (HasPEQZoneFlag(zone_id)) {
return;
}
peqzone_flags.insert(zone_id);
auto f = CharacterPeqzoneFlagsRepository::NewEntity();
f.id = CharacterID();
f.zone_id = zone_id;
if (!CharacterPeqzoneFlagsRepository::InsertOne(database, f).id) {
LogError("MySQL Error while trying to set zone flag for [{}]", GetName());
}
}
bool Client::CanEnterZone(const std::string& zone_short_name, int16 instance_version) {
//check some critial rules to see if this char needs to be booted from the zone
//only enforce rules here which are serious enough to warrant being kicked from
//the zone
if (Admin() >= RuleI(GM, MinStatusToZoneAnywhere)) {
return true;
}
auto z = GetZoneVersionWithFallback(
zone_short_name.empty() ? ZoneID(zone->GetShortName()) : ZoneID(zone_short_name),
instance_version == -1 ? zone->GetInstanceVersion() : instance_version
);
if (!z) {
return false;
}
if (GetLevel() < z->min_level) {
LogInfo(
"Character [{}] does not meet minimum level requirement ([{}] < [{}])!",
GetCleanName(),
GetLevel(),
z->min_level
);
return false;
}
if (GetLevel() > z->max_level) {
LogInfo(
"Character [{}] does not meet maximum level requirement ([{}] > [{}])!",
GetCleanName(),
GetLevel(),
z->max_level
);
return false;
}
if (Admin() < z->min_status) {
LogInfo(
"Character [{}] does not meet minimum status requirement ([{}] < [{}])!",
GetCleanName(),
Admin(),
z->min_status
);
return false;
}
if (!z->flag_needed.empty() && Strings::IsNumber(z->flag_needed) && std::stoi(z->flag_needed) == 1) {
if (Admin() < minStatusToIgnoreZoneFlags && !HasZoneFlag(z->zoneidnumber)) {
LogInfo(
"Character [{}] does not have the flag to be in this zone [{}]!",
GetCleanName(),
z->flag_needed
);
return false;
}
}
return true;
}