mirror of
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synced 2025-12-11 21:01:29 +00:00
* Shared tasks WIP; lots of logging; shared tasks and tasks work internally the same for now; lots to cleanup yet * Update task_manager.cpp * Add tables * World message handler * Zone message handler * More messaging * More rearranging * Task creation work (wip) * Tweaks * Decoupled things, added a shared task manager, moved logic to the manager, created the shared task object, now creating a sense of state on creation and members, zero validation, happy path * Cleanup unnecessary getter * More work on shared task persistence and state loading * Add int64 support into repositories * More state handling, creation loads all tables * Wrap up shared task state creation and removal * Move more lookup operations to preloading (memory). Restore shared task state during world bootup * Implement shared task updates * Add members other than just leader in task confirmations * Update shared_task_manager.cpp * Hook task cancellation for shared task removal (middleware) * Remove dynamic_zone_id from SharedTasks model in repositories (for now) since we will likely be one to many with DZ objects * Get members to show up in the window on creation * Add opcodes, cleanup * Add opcode handlers * Split some methods out, self removal of shared task and updating members * Implement offline shared task sync * Style changes * Send memberlist on initial login; implement remove player from shared task window * Refactorings, cleanup * Implement make leader in shared tasks window * Implement add player, sync shared task state after add * Add opcodes for remaining clients * Shared task invite dialogue window implementation and response handling (including validation) * Logging * Remove comment * Some cleanup * Pass NPC context through shared task request logic * Remove extra SharedTaskMember fields * Add message constants * Remove static * Only use dz for expedition request This passes expedition creation parameters through DynamicZone instead of injecting ExpeditionRequest since it can hold creation data now * Store expedition leader on dz This shifts to using the leader object that exists in the core dynamic zone object. It will be moved to the dynamic zone table later with other columns that should just be on the dz to make loading easier. Expeditions are probably the only dz type that will use this for window updates and command auth. Other systems on live do fill the window but don't keep it updated * Store expedition name on dz This uses the name stored on dz (for window packets) instead of duplicating it. This will be moved completely to dz table later * Store uuid on dynamic zone This lets dynamic zones generate the uuid instead of expeditions. Other dz type systems may want to make use of this. Lockouts should also be moved to dynamic zones at some point in the future so this will be necessary for that * Move expedition db columns to dz These columns should just belong to the core dynamic zone. This will simplify loading from the database and in the future a separate expedition table may no longer be necessary. * Move window packet methods to dz It makes more sense for these methods to be in the core This will also allow support for other systems to use the window, though live behavior that updates the window for shared task missions when not in an expedition is likely unintended since it's not updated on changes. * Store dynamic zone ids on clients These will now be used for client dynamic zone lookups to remove dependency on any dz type system caches * Move member management to dz This moves server messaging for adding and removing members to internal dynamic zone methods Set default dz member status to Unknown * Move member status caching to dz This moves world member status caching into internal dz methods Zone member updates for created expeditions are now async and sent after world replies with member statuses. Prior to this two memberlist packets were sent to members in other zones on creation to update statuses. This also fixes a bug with member statuses being wrong for offline raid members in the zone that created an expedition. Note that live kicks offline players out of raids so this is only to support emu behavior. * Move member status updates to dz * Set dz member status on all client dzs This also renames the zone entry dz update method and moves window update to a dynamic zone method. Eventually expedition components should just be merged with dz and handled as another dz type * Save instance safe return on characters Add character_instance_safereturns table and repository Previously dz safe return only worked for online characters via the dz kicktimer or offline characters with a workaround that moved them when an expedition was deleted. There were various edge cases that would cause characters to be moved to bind instead (succoring after removal, camping before kick timer, removed while offline, bulk kickplayers removal with some offline) This updates a character's instance safereturn every time they enter a zone. If a character enters world in an instance that expired or are no longer part of they'll be moved to their instance safereturn (if the safereturn data is for the same zone-instance). Bind is still a fallback This may also be used for non-dz instancing so it's named generically This removes the expedition MoveMembersToSafeReturn workaround which deprecates the is_current_member column of dynamic_zone_members and will be removed in a followup patch. * Remove is_current_member from dz members This was only being used in the workaround to move past members to dz safereturns if they were still inside the dz but not online * Let dz check leader in world This moves expedition leader processing in world to the dynamic zone. This is a step in phasing out the separate expedition class for things that can run off the dynamic zone core with simple dz type checks This greatly simplifies checking leader on member and status changes without needing callbacks. Other dz types that may use the dz leader object can just handle it directly on the dz the same as expeditions * Let dz handle member expire warnings This moves expire warning checks to dz. This will make it easier for other dz types to issue expire warnings if needed * Use separate dynamic zone cache Dynamic zones are no longer member objects of expeditions and have been placed into their own cache. This was done so other dz types can be cached without relying on their systems. Client and zone dz Lookups are now independent of any system This continues the process of phasing out a separate expedition cache. Eventually expeditions can just be run directly as dynamic zones internally with a few dz type checks. Add dz serialization methods (cereal) for passing server dz creation Modify #dz list to show cache and database separately. Also adds #dz cache reload. This command will reload expeditions too since they currently hold references to the dz in their own zone cache. Add a dynamic zone processing class to world to process all types and move expedition processing to it * Move expedition makeleader processing to dz * Let dz handle expedition deletions This removes the need for separate expedition cache in world This will greatly simplify world dynamic zone caching and processing. Dynamic zones that are expeditions can just handle this directly. Once lockouts and other components are completely moved to dynamic zones the separate expedition cache in zone will also no longer be necessary * Remove ExpeditionBase class Since world no longer caches expeditions this will not be necessary * Fix windows compile * Implement task dz creation Prototype dz creation for shared tasks * Add and remove shared task members from dz Also keep leader updated (used in choose zone window) * Fix client crash on failed shared task * Fix linux compile and warning * Check client nullptr for dz message This was accidently removed when expedition makeleader was moved * Disable dz creation for solo tasks * Add shared task repository headers to CMakeLists * Add shared task dynamic zones table * Add shared task dz database persistence * Get members from db on shared task dz creation This fixes a case where removing a member from a shared task dz would fail if the member's name was empty. This could happen if the shared task dz was created while a member was offline. This also changes the dz member removal method to only check id. It might be possible to change all dz member validations to only check ids since names are primarily for window updates, but shared task dz member names need to be non-empty anyway to support possible live-like dz window usage in the future. * Add character message methods to world Add simple and eqstr message methods to ClientList Add shared task manager methods to message all members or leader * Add SyncClientSharedTaskState and nested sync strategies to cover M3 work * Fix whitespace * Implement task request cooldown timer This implements the task request cooldown (15 seconds) that live uses when a task is accepted. This will also need to be set when shared tasks are offered (likely due to additional group/raid validations) * Implement shared task selector validation This implements the validation and filtering that occurs before the task selection window is sent to a client for shared tasks To keep things live-like, task selectors that contain a shared task will be run through shared task validation and drop non-shared tasks. Live doesn't mix types in task selections and this makes validation simpler. Also note that live sends shared task selectors via a different opcode than solo tasks but that has not been implemented yet * Add separate shared task select opcodes Live uses separate opcodes for solo and shared task selection windows * Convert ActivityType to enum class * Refactor task selector serialization This adds serializer methods to task and task objective structs for the task selection windows. This combines the duplicate task selector methods to reduce code duplication and simplify serialization * Add shared task selector This sends shared task selection window using the shared task specific opcode and adds an opcode handler for shared task accepts which are sent by client in response to setting selection window to shared task type. * Refactor task objective serialization This adds a serialization method to the task objective struct for serializing objectives in the window list and combines the separate client-based methods to reduce duplicated code. * Add task level spread and player count columns * Implement shared task accept validation This adds a common method for shared task character request queries * Add task replay and request timer columns * Add character task timers table * Use shared task accept time on clients This overrides client task accept time with shared task's creation time. This is needed for accurate window task timers and lockout messages especially for characters added to shared tasks post creation * Implement task timer lockouts This implements replay and request task timers for solo and shared tasks * Add solo and shared task timer validation * Remove logging of padding array This gets interpreted as a c string which may not be null terminated * Implement /kickplayers task This also fixes current CancelTask behavior for leader which was performing kickplayers functionality through the remove task button * Implement /taskquit command * Implement shared task invite validation Remove active invitation before invite accept validation * Remove local client db persistence during SyncClientSharedTaskRemoveLocalIfNotExists * Add missing accept time arg to assign task * Only validate non-zero task invite requirements * Fix task error log crash * Separate task cooldown timer messaging * Use method to check for client shared task * Avoid unneeded task invite validation query Only need to query character data for levels for non-zero level spread * Implement /tasktimers command May want to add some type of throttled caching mechanism for this in the future * Add /tasktimers rate limiter * Intercept shared task completion; more work to come * Change SharedTaskActivityState and SharedTasks time objects to datetime * Add updated_time updates to SharedTaskActivities * Mark shared tasks as complete when all activities are completed * Save a database query on shared task completion and use the active record in memory * Don't record shared task completions to the quest log * Implement RecordSharedTaskCompletion, add tables, repositories * Update shared_task_manager.cpp * Update shared_task_manager.cpp * Add shared task replay timers This is still not feature complete. On live any past members that ever joined the shared task will receive a replay timer when it's completed * Create FindCharactersInSharedTasks that searches through memory * Remove namespace shorthand and formatting * More minor cleanup * Implement PurgeAllSharedTasks via #task command * Add #task purgetimers * Decrease m_keepalive time between processes * Remove type ordering in /tasktimer query * Add comment for task packet reward multiplier This is likely a reward multiplier that changes text color based on value to represent any scaled bonus or penalty * Add replay timers to past members This implements the live behavior that adds replay timers to any previous member of a shared task. This likely exists to avoid possible exploits. Shared task member history is stored in memory and is used to assign replay timers. This history will be lost on world crashes or restarts but is simpler than saving past member state in database. This also makes world send shared task replay timer messages since past members need to be messaged now * Move PurgeTaskTimers client method to tasks.cpp * Remove dz members when purging shared tasks Server dz states need to be updated before shared tasks are deleted * Use exact name in shared task invites This removes the wildcards from shared task invite character queries which was sometimes selecting the wrong character Taskadd validation is called even for invalid characters to allow for proper messages to occur * Clear declined active shared task invitations This also notifies leader for declined shared task invites * Store shared task member names This adds back the character name field to SharedTaskMember. This should make serialization easier in the future and reduce database lookups when names are needed for /task commands * Implement /taskplayerlist command * Replace queries with member name lookups Now that shared task members store names these queries are unnecessary This also adds not-a-member messages for /taskremove and /taskmakeleader * Implement shared task member change packet This avoids sending the full member list to members when a single member is added or removed and lets the client generate chat messages for it. * Serialize shared task member list from world This uses cereal to serialize the full member list from world and removes the zone query workarounds * Initialize client task state array This was causing sql query errors on client state reloads The client task information array was uninitialized resulting in being filled with 0xcdcdcdcd values in msvc debug builds. Under release builds this may have resulted in indeterminate values A better fix would be to refactor some of this legacy code * Add shared task command messages Add messages for non-leader task commands This adds taskadd, taskremove, taskmakeleader, and taskquit messages The leader receives double messages for taskremove like live due to the client generated message as well as the explicit one. It also receives double server messages if the leader /taskremoves self. * Replace some task messages with eqstrs This also updates to use live colors * Avoid shared task invite leader lookup query Since member names are stored now this query is also unnecessary * Avoid reloading client state on shared task accept This was unnecessarily reloading client task state when added to a shared task. This also resulted in all active tasks being resent to shared task members on creation. The shared task itself is the only task that needs to be sent which is handled by AcceptNewTask. * Remove active shared task invite on zone Live doesn't re-send shared task invites after zoning like it does for expeditions so there's no need to keep these around. This fixes active invitations never getting reset on characters that zone or go offline. * Choose new shared task leader if leader removed * Add separate shared task kickplayers method * Enable EVENT_CAST_ON for clients This will be required for a shared task objective (The Creator) in DoN * Revert "Avoid reloading client state on shared task accept" This reverts commit 3af14fee2de8b109ffb6c2b2fc67731e1531a665. Without this clients added to a task after some objectives have been completed don't get updated state. Will need to investigate this later * Disallow looting inside a dz by non-members Non-members of a dynamic zone should not be allowed to loot npcs inside it. This should have been disabled for expeditions already but was still allowed due to an oversight (or live behavior changed). This is less critical for shared tasks since members can be added and removed at will without leaving a dz but still an important feature. * Change load where criteria * Increase task completion emote column size * Use eqstr for task item reward message * Implement radiant and ebon crystal rewards This adds reward columns for radiant and ebon crystals to the tasks table and updates task description serialization * Send task completion emote before rewards This matches live and makes it a little easier to see item rewards when tasks have a long completion emote. This also changes it to send via the same normal message opcode that live uses. * Do not send a shared task in completed task history * Allow EVENT_TASK_STAGE_COMPLETE for quest goals This invokes event_task_stage_complete for task elements flagged with a quest controlled goal method. It should be expected behavior that a completed task stage always fires this event even if a quest controls it * Add SyncSharedTaskZoneClientDoneCountState * Swap return for continue in this case * Formatting * Simplify * Formatting * Formatting * Formatting * Remove errant check * Formatting, add setter for shared tasks * Remove debugging * Comments in PR * More PR follow up * Formatting * Cleanup * Update packet comments * Comments * More cleanup * Send command error message if not in shared task /taskadd is the only command with this feedback on live. Newer live clients also generate this instead of the server sending the message * Implement expire_time on SharedTask object and add a purge on world bootup * Comment * Add SyncClientSharedTaskStateToLocal where clients fall out of sync and no longer have a task locally * Clamp shared task activity updates to max done count and discard updates out of bounds * Fix packet send * Revert packet send * Adjust clamping OOO for completed time check. Add completed tables to purge truncation * Refactor kill update logic so that shared task kill updates only update one client instead of all clients * Cleanup how we're checking for active tasks * Forward task sets that contain shared tasks This forwards task sets that contain a shared task to shared task selector validation like normal task selectors * Change eqstr for empty solo task offers This is the message live appears to use if all task offers are filtered out by solo task validation * Fix max active tasks client message This message starts at the third argument. It was maybe intended to be an npc say message but live just sends it as a normal eqstr with the first two arguments nulled. * Load client task state after zoning complete This fixes a possible race where a character removed from a shared task while zoning would be stuck with an incorrect character activities state after zoning was completed. This was caused by the character loading task state to early on zone entry but never receiving the remove player message from world since they are missing from the world cle until zoning is completed. Loading client state after zone connection is completed makes sure the client has the latest state and available to the world cle * Send message to clients removed while zoning This message should usually only be sent to characters that were removed from a shared task while zoning but will occur for any sync state removals where a message wouldn't have already occured. * Post rebase fix * HG comment for checking active task * Addressing HG comments around zeroing out a shared task id * Remove errant comment * Post rebase database manifest updates * Update eqemu_logsys_log_aliases.h * More rebase catches * Bump database version for last commit Co-authored-by: hg <4683435+hgtw@users.noreply.github.com>
2148 lines
66 KiB
C++
2148 lines
66 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2016 EQEMu Development Team (http://eqemulator.org)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "../common/global_define.h"
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#include "../common/eq_packet.h"
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#include "../common/eq_stream_intf.h"
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#include "../common/misc.h"
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#include "../common/rulesys.h"
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#include "../common/emu_opcodes.h"
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#include "../common/eq_packet_structs.h"
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#include "../common/packet_dump.h"
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#include "../common/eq_stream_intf.h"
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#include "../common/inventory_profile.h"
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#include "../common/races.h"
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#include "../common/classes.h"
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#include "../common/languages.h"
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#include "../common/skills.h"
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#include "../common/extprofile.h"
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#include "../common/string_util.h"
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#include "../common/emu_versions.h"
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#include "../common/random.h"
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#include "../common/shareddb.h"
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#include "client.h"
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#include "worlddb.h"
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#include "world_config.h"
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#include "login_server.h"
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#include "login_server_list.h"
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#include "zoneserver.h"
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#include "zonelist.h"
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#include "clientlist.h"
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#include "wguild_mgr.h"
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#include "sof_char_create_data.h"
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#include "world_store.h"
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#include <iostream>
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#include <iomanip>
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <zlib.h>
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#include <limits.h>
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//FatherNitwit: uncomment to enable my IP based authentication hack
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//#define IPBASED_AUTH_HACK
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// Disgrace: for windows compile
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#ifdef _WINDOWS
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#include <winsock2.h>
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#include <windows.h>
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#else
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#ifdef FREEBSD //Timothy Whitman - January 7, 2003
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#include <sys/types.h>
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#endif
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include <arpa/inet.h>
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#include <unistd.h>
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#endif
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std::vector<RaceClassAllocation> character_create_allocations;
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std::vector<RaceClassCombos> character_create_race_class_combos;
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extern ZSList zoneserver_list;
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extern LoginServerList loginserverlist;
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extern ClientList client_list;
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extern EQ::Random emu_random;
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extern uint32 numclients;
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extern volatile bool RunLoops;
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extern volatile bool UCSServerAvailable_;
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// unused ATM, but here for reference, should match RoF2
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enum class NameApprovalResponse : int {
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NotValid = -1, // string ID 1576
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Rejected = 0, // string ID 1581
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Approved = 1,
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CharacterLimit = 2, // string ID 1591 older clients mention 1 char on server
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ThreeDeity = 3, // string ID 5502. 3 toons same deity team limit
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HeadStartPreOoW = 4, // string ID 6862, head start failed due to OoW not being unlocked
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HeadStartNoOoW = 5, // string ID 6863, head start failed due to not owning OoW
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};
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Client::Client(EQStreamInterface* ieqs)
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: autobootup_timeout(RuleI(World, ZoneAutobootTimeoutMS)),
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connect(1000),
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eqs(ieqs)
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{
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// Live does not send datarate as of 3/11/2005
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//eqs->SetDataRate(7);
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ip = eqs->GetRemoteIP();
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port = ntohs(eqs->GetRemotePort());
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autobootup_timeout.Disable();
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connect.Disable();
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seen_character_select = false;
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cle = 0;
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zone_id = 0;
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char_name[0] = 0;
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charid = 0;
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zone_waiting_for_bootup = 0;
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enter_world_triggered = false;
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StartInTutorial = false;
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m_ClientVersion = eqs->ClientVersion();
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m_ClientVersionBit = EQ::versions::ConvertClientVersionToClientVersionBit(m_ClientVersion);
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numclients++;
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}
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Client::~Client() {
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if (RunLoops && cle && zone_id == 0)
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cle->SetOnline(CLE_Status::Offline);
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numclients--;
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//let the stream factory know were done with this stream
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eqs->Close();
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eqs->ReleaseFromUse();
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safe_delete(eqs);
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}
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void Client::SendLogServer()
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{
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auto outapp = new EQApplicationPacket(OP_LogServer, sizeof(LogServer_Struct));
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LogServer_Struct *l=(LogServer_Struct *)outapp->pBuffer;
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const char *wsn=WorldConfig::get()->ShortName.c_str();
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memcpy(l->worldshortname,wsn,strlen(wsn));
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if(RuleB(Mail, EnableMailSystem))
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l->enablemail = 1;
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if(RuleB(Chat, EnableVoiceMacros))
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l->enablevoicemacros = 1;
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l->enable_pvp = (RuleI(World, PVPSettings));
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if(RuleB(World, IsGMPetitionWindowEnabled))
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l->enable_petition_wnd = 1;
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if((RuleI(World, FVNoDropFlag) == 1 || RuleI(World, FVNoDropFlag) == 2) && GetAdmin() > RuleI(Character, MinStatusForNoDropExemptions))
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l->enable_FV = 1;
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QueuePacket(outapp);
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safe_delete(outapp);
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}
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void Client::SendEnterWorld(std::string name)
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{
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char char_name[64] = { 0 };
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if (is_player_zoning && database.GetLiveChar(GetAccountID(), char_name)) {
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if(database.GetAccountIDByChar(char_name) != GetAccountID()) {
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eqs->Close();
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return;
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} else {
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LogInfo("Telling client to continue session");
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}
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}
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auto outapp = new EQApplicationPacket(OP_EnterWorld, strlen(char_name) + 1);
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memcpy(outapp->pBuffer,char_name,strlen(char_name)+1);
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QueuePacket(outapp);
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safe_delete(outapp);
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}
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void Client::SendExpansionInfo() {
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auto outapp = new EQApplicationPacket(OP_ExpansionInfo, sizeof(ExpansionInfo_Struct));
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ExpansionInfo_Struct *eis = (ExpansionInfo_Struct*)outapp->pBuffer;
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if (RuleB(World, UseClientBasedExpansionSettings)) {
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eis->Expansions = EQ::expansions::ConvertClientVersionToExpansionsMask(eqs->ClientVersion());
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}
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else {
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eis->Expansions = (RuleI(World, ExpansionSettings) & EQ::expansions::ConvertClientVersionToExpansionsMask(eqs->ClientVersion()));
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}
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QueuePacket(outapp);
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safe_delete(outapp);
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}
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void Client::SendCharInfo() {
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if (cle) {
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cle->SetOnline(CLE_Status::CharSelect);
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}
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if (m_ClientVersionBit & EQ::versions::maskRoFAndLater) {
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SendMaxCharCreate();
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SendMembership();
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SendMembershipSettings();
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}
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seen_character_select = true;
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// Send OP_SendCharInfo
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EQApplicationPacket *outapp = nullptr;
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database.GetCharSelectInfo(GetAccountID(), &outapp, m_ClientVersionBit);
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if (outapp) {
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QueuePacket(outapp);
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}
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else {
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LogInfo("[Error] Database did not return an OP_SendCharInfo packet for account [{}]", GetAccountID());
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}
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safe_delete(outapp);
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}
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void Client::SendMaxCharCreate() {
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auto outapp = new EQApplicationPacket(OP_SendMaxCharacters, sizeof(MaxCharacters_Struct));
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MaxCharacters_Struct* mc = (MaxCharacters_Struct*)outapp->pBuffer;
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mc->max_chars = EQ::constants::StaticLookup(m_ClientVersion)->CharacterCreationLimit;
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if (mc->max_chars > EQ::constants::CHARACTER_CREATION_LIMIT)
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mc->max_chars = EQ::constants::CHARACTER_CREATION_LIMIT;
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QueuePacket(outapp);
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safe_delete(outapp);
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}
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void Client::SendMembership() {
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auto outapp = new EQApplicationPacket(OP_SendMembership, sizeof(Membership_Struct));
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Membership_Struct* mc = (Membership_Struct*)outapp->pBuffer;
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/*
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The remaining entry fields probably hold more membership restriction data that needs to be identified.
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Here is a possible list based on the EQ Website membership comparison list:
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1. Spell Ranks Allowed
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2. Prestige Items Usable
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3. In-Game Mail Service (send/recieve)
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4. Parcel Delivery (send/recieve)
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|
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 = std::stoi(name);
|
|
if (id == 0) {
|
|
LogWarning("Receiving Login Info Packet from Client | account_id is 0 - disconnecting");
|
|
return false;
|
|
}
|
|
|
|
LogClientLogin("[HandleSendLoginInfoPacket] Checking Auth id [{}]", id);
|
|
|
|
if ((cle = client_list.CheckAuth(id, password))) {
|
|
LogClientLogin("[HandleSendLoginInfoPacket] Checking Auth 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()).c_str());
|
|
}
|
|
|
|
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 length = snprintf(char_name, 64, "%s", (char*)app->pBuffer);
|
|
uchar race = app->pBuffer[64];
|
|
uchar clas = app->pBuffer[68];
|
|
|
|
LogInfo("Name approval request. Name=[{}], race=[{}], class=[{}]", char_name, GetRaceIDName(race), GetClassIDName(clas));
|
|
|
|
EQApplicationPacket *outapp;
|
|
outapp = new EQApplicationPacket;
|
|
outapp->SetOpcode(OP_ApproveName);
|
|
outapp->pBuffer = new uchar[1];
|
|
outapp->size = 1;
|
|
|
|
bool valid = true;
|
|
/* Name must be between 4 and 15 characters long, packet forged if this is true */
|
|
if (length < 4 || length > 15) {
|
|
valid = false;
|
|
}
|
|
/* Name must begin with an upper-case letter, can be sent with some tricking of the client */
|
|
else if (islower(char_name[0])) {
|
|
valid = false;
|
|
}
|
|
/* Name must not have any spaces, packet forged if this is true */
|
|
else if (strstr(char_name, " ")) {
|
|
valid = false;
|
|
}
|
|
/* I would like to do this later, since it's likely more expensive, but oh well */
|
|
else if (!database.CheckNameFilter(char_name)) {
|
|
valid = false;
|
|
}
|
|
else {
|
|
/* Name must not 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])) {
|
|
valid = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Still not invalid, let's see if it's taken */
|
|
if (valid) {
|
|
valid = database.ReserveName(GetAccountID(), char_name);
|
|
}
|
|
|
|
outapp->pBuffer[0] = valid ? 1 : 0;
|
|
QueuePacket(outapp);
|
|
safe_delete(outapp);
|
|
|
|
if (!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) {
|
|
if (GetAccountID() == 0) {
|
|
LogInfo("Enter world with no logged in account");
|
|
eqs->Close();
|
|
return true;
|
|
}
|
|
|
|
if(GetAdmin() < 0)
|
|
{
|
|
LogInfo("Account banned or suspended");
|
|
eqs->Close();
|
|
return true;
|
|
}
|
|
|
|
if (RuleB(World, EnableIPExemptions) || RuleI(World, MaxClientsPerIP) >= 0) {
|
|
client_list.GetCLEIP(this->GetIP()); //Check current CLE Entry IPs against incoming connection
|
|
}
|
|
|
|
EnterWorld_Struct *ew=(EnterWorld_Struct *)app->pBuffer;
|
|
strn0cpy(char_name, ew->name, 64);
|
|
|
|
EQApplicationPacket *outapp;
|
|
uint32 tmpaccid = 0;
|
|
charid = database.GetCharacterInfo(char_name, &tmpaccid, &zone_id, &instance_id);
|
|
if (charid == 0) {
|
|
LogInfo("Could not get CharInfo for [{}]", char_name);
|
|
eqs->Close();
|
|
return true;
|
|
}
|
|
|
|
// Make sure this account owns this character
|
|
if (tmpaccid != GetAccountID()) {
|
|
LogInfo("This account does not own the character named [{}]", char_name);
|
|
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; }
|
|
|
|
std::string tgh_query = StringFormat(
|
|
"SELECT "
|
|
"`id`, "
|
|
"name, "
|
|
"`level`, "
|
|
"last_login "
|
|
"FROM "
|
|
"character_data "
|
|
"WHERE `account_id` = %i ORDER BY `name` LIMIT %u", GetAccountID(), character_limit);
|
|
auto tgh_results = database.QueryDatabase(tgh_query);
|
|
|
|
/* Check GoHome */
|
|
if (ew->return_home && !ew->tutorial) {
|
|
bool home_enabled = false;
|
|
for (auto row = tgh_results.begin(); row != tgh_results.end(); ++row) {
|
|
if (strcasecmp(row[1], char_name) == 0) {
|
|
if (RuleB(World, EnableReturnHomeButton)) {
|
|
int now = time(nullptr);
|
|
if ((now - atoi(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);
|
|
database.SetHackerFlag(GetAccountName(), char_name, "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 = tgh_results.begin(); row != tgh_results.end(); ++row) {
|
|
if (strcasecmp(row[1], char_name) == 0) {
|
|
if (RuleB(World, EnableTutorialButton) && ((uint8)atoi(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 tutorial but are not allowed", char_name);
|
|
database.SetHackerFlag(GetAccountName(), char_name, "MQTutorial: player tried to enter the tutorial without having tutorial enabled for this character.");
|
|
eqs->Close();
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (zone_id == 0 || !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 in database zone_id=[{}], moveing char to arena character:[{}]", zone_id, char_name);
|
|
}
|
|
|
|
if(instance_id > 0)
|
|
{
|
|
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{
|
|
uint32 groupid = database.GetGroupID(char_name);
|
|
if(groupid > 0){
|
|
char* leader = 0;
|
|
char leaderbuf[64] = {0};
|
|
if((leader = database.GetGroupLeaderForLogin(char_name, leaderbuf)) && strlen(leader)>1){
|
|
auto outapp3 = new EQApplicationPacket(OP_GroupUpdate, sizeof(GroupJoin_Struct));
|
|
GroupJoin_Struct* gj=(GroupJoin_Struct*)outapp3->pBuffer;
|
|
gj->action=8;
|
|
strcpy(gj->yourname, char_name);
|
|
strcpy(gj->membername, leader);
|
|
QueuePacket(outapp3);
|
|
safe_delete(outapp3);
|
|
}
|
|
}
|
|
}
|
|
|
|
outapp = new EQApplicationPacket(OP_MOTD);
|
|
std::string tmp;
|
|
if (database.GetVariable("MOTD", tmp)) {
|
|
outapp->size = tmp.length() + 1;
|
|
outapp->pBuffer = new uchar[outapp->size];
|
|
memset(outapp->pBuffer,0,outapp->size);
|
|
strcpy((char*)outapp->pBuffer, tmp.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 MailKey = emu_random.Int(1, INT_MAX);
|
|
|
|
database.SetMailKey(charid, GetIP(), MailKey);
|
|
if (UCSServerAvailable_) {
|
|
const WorldConfig *Config = WorldConfig::get();
|
|
std::string buffer;
|
|
|
|
EQ::versions::UCSVersion ConnectionType = EQ::versions::ucsUnknown;
|
|
|
|
// chat server packet
|
|
switch (GetClientVersion()) {
|
|
case EQ::versions::ClientVersion::Titanium:
|
|
ConnectionType = EQ::versions::ucsTitaniumChat;
|
|
break;
|
|
case EQ::versions::ClientVersion::SoF:
|
|
ConnectionType = EQ::versions::ucsSoFCombined;
|
|
break;
|
|
case EQ::versions::ClientVersion::SoD:
|
|
ConnectionType = EQ::versions::ucsSoDCombined;
|
|
break;
|
|
case EQ::versions::ClientVersion::UF:
|
|
ConnectionType = EQ::versions::ucsUFCombined;
|
|
break;
|
|
case EQ::versions::ClientVersion::RoF:
|
|
ConnectionType = EQ::versions::ucsRoFCombined;
|
|
break;
|
|
case EQ::versions::ClientVersion::RoF2:
|
|
ConnectionType = EQ::versions::ucsRoF2Combined;
|
|
break;
|
|
default:
|
|
ConnectionType = EQ::versions::ucsUnknown;
|
|
break;
|
|
}
|
|
|
|
buffer = StringFormat("%s,%i,%s.%s,%c%08X",
|
|
Config->ChatHost.c_str(),
|
|
Config->ChatPort,
|
|
Config->ShortName.c_str(),
|
|
GetCharName(),
|
|
ConnectionType,
|
|
MailKey
|
|
);
|
|
|
|
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:
|
|
ConnectionType = EQ::versions::ucsTitaniumMail;
|
|
break;
|
|
default:
|
|
// retain value from previous switch
|
|
break;
|
|
}
|
|
|
|
buffer = StringFormat("%s,%i,%s.%s,%c%08X",
|
|
Config->MailHost.c_str(),
|
|
Config->MailPort,
|
|
Config->ShortName.c_str(),
|
|
GetCharName(),
|
|
ConnectionType,
|
|
MailKey
|
|
);
|
|
|
|
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: [{}]", 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();
|
|
|
|
LogNetcode("Received EQApplicationPacket [{:#04x}]", opcode);
|
|
|
|
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) && this->GetAdmin() >= (RuleI(World, MinGMAntiHackStatus))) {
|
|
if(!database.CheckGMIPs(long2ip(this->GetIP()).c_str(), this->GetAccountID())) {
|
|
LogInfo("GM Account not permited from source address [{}] and accountid [{}]", long2ip(this->GetIP()).c_str(), this->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:
|
|
case OP_World_Client_CRC2:
|
|
{
|
|
// 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 true;
|
|
}
|
|
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;
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
bool Client::GenPassKey(char* key) {
|
|
char* passKey=nullptr;
|
|
*passKey += ((char)('A'+((int)emu_random.Int(0, 25))));
|
|
*passKey += ((char)('A'+((int)emu_random.Int(0, 25))));
|
|
memcpy(key, passKey, strlen(passKey));
|
|
return true;
|
|
}
|
|
|
|
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) {
|
|
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;
|
|
ExtendedProfile_Struct ext;
|
|
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);
|
|
char startzone[50]={0};
|
|
uint32 i;
|
|
struct 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);
|
|
Log(Logs::Detail, Logs::WorldServer, "Race: %d Class: %d Gender: %d Deity: %d Start zone: %d Tutorial: %s",
|
|
cc->race, cc->class_, cc->gender, cc->deity, cc->start_zone, cc->tutorial ? "true" : "false");
|
|
LogInfo("STR STA AGI DEX WIS INT CHA Total");
|
|
Log(Logs::Detail, Logs::WorldServer, "%3d %3d %3d %3d %3d %3d %3d %3d",
|
|
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 Racial and Class specific language and skills */
|
|
SetRacialLanguages(&pp);
|
|
SetRaceStartingSkills(&pp);
|
|
SetClassStartingSkills(&pp);
|
|
SetClassLanguages(&pp);
|
|
|
|
pp.skills[EQ::skills::SkillSwimming] = RuleI(Skills, SwimmingStartValue);
|
|
pp.skills[EQ::skills::SkillSenseHeading] = RuleI(Skills, SenseHeadingStartValue);
|
|
|
|
// 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(i = 0; i < BUFF_COUNT; i++)
|
|
pp.buffs[i].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);
|
|
content_db.GetSafePoints(ZoneName(pp.zone_id), 0, &pp.x, &pp.y, &pp.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;
|
|
}
|
|
|
|
Log(Logs::Detail, Logs::WorldServer, "Current location: %s (%d) %0.2f, %0.2f, %0.2f, %0.2f",
|
|
ZoneName(pp.zone_id), pp.zone_id, pp.x, pp.y, pp.z, pp.heading);
|
|
Log(Logs::Detail, Logs::WorldServer, "Bind location: %s (%d) %0.2f, %0.2f, %0.2f",
|
|
ZoneName(pp.binds[0].zone_id), pp.binds[0].zone_id, pp.binds[0].x, pp.binds[0].y, pp.binds[0].z);
|
|
Log(Logs::Detail, Logs::WorldServer, "Home location: %s (%d) %0.2f, %0.2f, %0.2f",
|
|
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 max_stats = 0;
|
|
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;
|
|
}
|
|
|
|
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[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[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 >= 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_ == 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:
|
|
{
|
|
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;
|
|
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 BARBARIAN:
|
|
{
|
|
pp->languages[LANG_COMMON_TONGUE] = 100;
|
|
pp->languages[LANG_BARBARIAN] = 100;
|
|
break;
|
|
}
|
|
case DARK_ELF:
|
|
{
|
|
pp->languages[LANG_COMMON_TONGUE] = 100;
|
|
pp->languages[LANG_DARK_ELVISH] = 100;
|
|
pp->languages[LANG_DARK_SPEECH] = 100;
|
|
pp->languages[LANG_ELDER_ELVISH] = 100;
|
|
pp->languages[LANG_ELVISH] = 25;
|
|
break;
|
|
}
|
|
case DWARF:
|
|
{
|
|
pp->languages[LANG_COMMON_TONGUE] = 100;
|
|
pp->languages[LANG_DWARVISH] = 100;
|
|
pp->languages[LANG_GNOMISH] = 25;
|
|
break;
|
|
}
|
|
case ERUDITE:
|
|
{
|
|
pp->languages[LANG_COMMON_TONGUE] = 100;
|
|
pp->languages[LANG_ERUDIAN] = 100;
|
|
break;
|
|
}
|
|
case FROGLOK:
|
|
{
|
|
pp->languages[LANG_COMMON_TONGUE] = 100;
|
|
pp->languages[LANG_FROGLOK] = 100;
|
|
pp->languages[LANG_TROLL] = 25;
|
|
break;
|
|
}
|
|
case GNOME:
|
|
{
|
|
pp->languages[LANG_COMMON_TONGUE] = 100;
|
|
pp->languages[LANG_DWARVISH] = 25;
|
|
pp->languages[LANG_GNOMISH] = 100;
|
|
break;
|
|
}
|
|
case HALF_ELF:
|
|
{
|
|
pp->languages[LANG_COMMON_TONGUE] = 100;
|
|
pp->languages[LANG_ELVISH] = 100;
|
|
break;
|
|
}
|
|
case HALFLING:
|
|
{
|
|
pp->languages[LANG_COMMON_TONGUE] = 100;
|
|
pp->languages[LANG_HALFLING] = 100;
|
|
break;
|
|
}
|
|
case HIGH_ELF:
|
|
{
|
|
pp->languages[LANG_COMMON_TONGUE] = 100;
|
|
pp->languages[LANG_DARK_ELVISH] = 25;
|
|
pp->languages[LANG_ELDER_ELVISH] = 25;
|
|
pp->languages[LANG_ELVISH] = 100;
|
|
break;
|
|
}
|
|
case HUMAN:
|
|
{
|
|
pp->languages[LANG_COMMON_TONGUE] = 100;
|
|
break;
|
|
}
|
|
case IKSAR:
|
|
{
|
|
pp->languages[LANG_COMMON_TONGUE] = RuleI(Character, IksarCommonTongue);
|
|
pp->languages[LANG_DARK_SPEECH] = 100;
|
|
pp->languages[LANG_LIZARDMAN] = 100;
|
|
break;
|
|
}
|
|
case OGRE:
|
|
{
|
|
pp->languages[LANG_COMMON_TONGUE] = RuleI(Character, OgreCommonTongue);
|
|
pp->languages[LANG_DARK_SPEECH] = 100;
|
|
pp->languages[LANG_OGRE] = 100;
|
|
break;
|
|
}
|
|
case TROLL:
|
|
{
|
|
pp->languages[LANG_COMMON_TONGUE] = RuleI(Character, TrollCommonTongue);
|
|
pp->languages[LANG_DARK_SPEECH] = 100;
|
|
pp->languages[LANG_TROLL] = 100;
|
|
break;
|
|
}
|
|
case WOOD_ELF:
|
|
{
|
|
pp->languages[LANG_COMMON_TONGUE] = 100;
|
|
pp->languages[LANG_ELVISH] = 100;
|
|
break;
|
|
}
|
|
case VAHSHIR:
|
|
{
|
|
pp->languages[LANG_COMMON_TONGUE] = 100;
|
|
pp->languages[LANG_COMBINE_TONGUE] = 100;
|
|
pp->languages[LANG_ERUDIAN] = 25;
|
|
pp->languages[LANG_VAH_SHIR] = 100;
|
|
break;
|
|
}
|
|
case DRAKKIN:
|
|
{
|
|
pp->languages[LANG_COMMON_TONGUE] = 100;
|
|
pp->languages[LANG_ELDER_DRAGON] = 100;
|
|
pp->languages[LANG_DRAGON] = 100;
|
|
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 ROGUE:
|
|
pp->languages[LANG_THIEVES_CANT] = 100;
|
|
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;
|
|
}
|