eqemu-server/zone/zone.cpp
Chris Miles e7dd8d49a9
[Shared Tasks] Shared Tasks System Implementation (#1451)
* 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>
2021-09-05 01:21:23 -05:00

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/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2003 EQEMu Development Team (http://eqemulator.net)
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include <float.h>
#include <iostream>
#include <math.h>
#include <stdlib.h>
#include <string.h>
#ifdef _WINDOWS
#define snprintf _snprintf
#define vsnprintf _vsnprintf
#else
#include <pthread.h>
#include "../common/unix.h"
#endif
#include "../common/global_define.h"
#include "../common/features.h"
#include "../common/rulesys.h"
#include "../common/seperator.h"
#include "../common/string_util.h"
#include "../common/eqemu_logsys.h"
#include "expedition.h"
#include "guild_mgr.h"
#include "map.h"
#include "npc.h"
#include "object.h"
#include "pathfinder_null.h"
#include "pathfinder_nav_mesh.h"
#include "pathfinder_waypoint.h"
#include "petitions.h"
#include "quest_parser_collection.h"
#include "spawn2.h"
#include "spawngroup.h"
#include "water_map.h"
#include "worldserver.h"
#include "zone.h"
#include "zone_config.h"
#include "mob_movement_manager.h"
#include "npc_scale_manager.h"
#include "../common/data_verification.h"
#include "zone_reload.h"
#include "../common/repositories/criteria/content_filter_criteria.h"
#include "../common/repositories/content_flags_repository.h"
#include "../common/repositories/zone_points_repository.h"
#include <time.h>
#include <ctime>
#include <iostream>
#ifdef _WINDOWS
#define snprintf _snprintf
#define strncasecmp _strnicmp
#define strcasecmp _stricmp
#endif
extern bool staticzone;
extern PetitionList petition_list;
extern QuestParserCollection* parse;
extern uint32 numclients;
extern WorldServer worldserver;
extern Zone* zone;
extern NpcScaleManager* npc_scale_manager;
Mutex MZoneShutdown;
volatile bool is_zone_loaded = false;
Zone* zone = 0;
void UpdateWindowTitle(char* iNewTitle);
bool Zone::Bootup(uint32 iZoneID, uint32 iInstanceID, bool iStaticZone) {
const char* zonename = ZoneName(iZoneID);
if (iZoneID == 0 || zonename == 0)
return false;
if (zone != 0 || is_zone_loaded) {
std::cerr << "Error: Zone::Bootup call when zone already booted!" << std::endl;
worldserver.SetZoneData(0);
return false;
}
LogInfo("Booting [{}] ([{}]:[{}])", zonename, iZoneID, iInstanceID);
numclients = 0;
zone = new Zone(iZoneID, iInstanceID, zonename);
//init the zone, loads all the data, etc
if (!zone->Init(iStaticZone)) {
safe_delete(zone);
std::cerr << "Zone->Init failed" << std::endl;
worldserver.SetZoneData(0);
return false;
}
std::string tmp;
if (database.GetVariable("loglevel", tmp)) {
int log_levels[4];
int tmp_i = atoi(tmp.c_str());
if (tmp_i>9){ //Server is using the new code
for(int i=0;i<4;i++){
if (((int)tmp[i]>=48) && ((int)tmp[i]<=57))
log_levels[i]=(int)tmp[i]-48; //get the value to convert it to an int from the ascii value
else
log_levels[i]=0; //set to zero on a bogue char
}
zone->loglevelvar = log_levels[0];
LogInfo("General logging level: [{}]", zone->loglevelvar);
zone->merchantvar = log_levels[1];
LogInfo("Merchant logging level: [{}]", zone->merchantvar);
zone->tradevar = log_levels[2];
LogInfo("Trade logging level: [{}]", zone->tradevar);
zone->lootvar = log_levels[3];
LogInfo("Loot logging level: [{}]", zone->lootvar);
}
else {
zone->loglevelvar = uint8(tmp_i); //continue supporting only command logging (for now)
zone->merchantvar = 0;
zone->tradevar = 0;
zone->lootvar = 0;
}
}
is_zone_loaded = true;
worldserver.SetZoneData(iZoneID, iInstanceID);
if(iInstanceID != 0)
{
auto pack = new ServerPacket(ServerOP_AdventureZoneData, sizeof(uint16));
*((uint16*)pack->pBuffer) = iInstanceID;
worldserver.SendPacket(pack);
delete pack;
}
LogInfo("---- Zone server [{}], listening on port:[{}] ----", zonename, ZoneConfig::get()->ZonePort);
LogInfo("Zone Bootup: [{}] ([{}]: [{}])", zonename, iZoneID, iInstanceID);
parse->Init();
UpdateWindowTitle(nullptr);
zone->GetTimeSync();
zone->RequestUCSServerStatus();
/**
* Set Shutdown timer
*/
uint32 shutdown_timer = static_cast<uint32>(content_db.getZoneShutDownDelay(zone->GetZoneID(), zone->GetInstanceVersion()));
zone->StartShutdownTimer(shutdown_timer);
/*
* Set Logging
*/
LogSys.StartFileLogs(StringFormat("%s_version_%u_inst_id_%u_port_%u", zone->GetShortName(), zone->GetInstanceVersion(), zone->GetInstanceID(), ZoneConfig::get()->ZonePort));
return true;
}
//this really loads the objects into entity_list
bool Zone::LoadZoneObjects()
{
std::string query = StringFormat(
"SELECT id, zoneid, xpos, ypos, zpos, heading, itemid, charges, objectname, type, icon, "
"unknown08, unknown10, unknown20, unknown24, unknown76, size, tilt_x, tilt_y, display_name "
"FROM object WHERE zoneid = %i AND (version = %u OR version = -1) %s",
zoneid,
instanceversion,
ContentFilterCriteria::apply().c_str()
);
auto results = content_db.QueryDatabase(query);
if (!results.Success()) {
LogError("Error Loading Objects from DB: [{}]",
results.ErrorMessage().c_str());
return false;
}
LogInfo("Loading Objects from DB");
for (auto row = results.begin(); row != results.end(); ++row) {
if (atoi(row[9]) == 0) {
// Type == 0 - Static Object
const char *shortname = ZoneName(atoi(row[1]), false); // zoneid -> zone_shortname
if (!shortname)
continue;
Door d;
memset(&d, 0, sizeof(d));
strn0cpy(d.zone_name, shortname, sizeof(d.zone_name));
d.db_id = 1000000000 + atoi(row[0]); // Out of range of normal use for doors.id
d.door_id = -1; // Client doesn't care if these are all the same door_id
d.pos_x = atof(row[2]); // xpos
d.pos_y = atof(row[3]); // ypos
d.pos_z = atof(row[4]); // zpos
d.heading = atof(row[5]); // heading
strn0cpy(d.door_name, row[8], sizeof(d.door_name)); // objectname
// Strip trailing "_ACTORDEF" if present. Client won't accept it for doors.
int len = strlen(d.door_name);
if ((len > 9) && (memcmp(&d.door_name[len - 9], "_ACTORDEF", 10) == 0))
d.door_name[len - 9] = '\0';
memcpy(d.dest_zone, "NONE", 5);
if ((d.size = atoi(row[11])) == 0) // unknown08 = optional size percentage
d.size = 100;
switch (d.opentype = atoi(row[12])) // unknown10 = optional request_nonsolid (0 or 1 or experimental number)
{
case 0:
d.opentype = 31;
break;
case 1:
d.opentype = 9;
break;
}
d.incline = atoi(row[13]); // unknown20 = optional model incline value
d.client_version_mask = 0xFFFFFFFF; // We should load the mask from the zone.
auto door = new Doors(&d);
entity_list.AddDoor(door);
}
Object_Struct data = {0};
uint32 id = 0;
uint32 icon = 0;
uint32 type = 0;
uint32 itemid = 0;
uint32 idx = 0;
int16 charges = 0;
id = (uint32)atoi(row[0]);
data.zone_id = atoi(row[1]);
data.x = atof(row[2]);
data.y = atof(row[3]);
data.z = atof(row[4]);
data.heading = atof(row[5]);
itemid = (uint32)atoi(row[6]);
charges = (int16)atoi(row[7]);
strcpy(data.object_name, row[8]);
type = (uint8)atoi(row[9]);
icon = (uint32)atoi(row[10]);
data.object_type = type;
data.linked_list_addr[0] = 0;
data.linked_list_addr[1] = 0;
data.solidtype = (uint32)atoi(row[12]);
data.unknown020 = (uint32)atoi(row[13]);
data.unknown024 = (uint32)atoi(row[14]);
data.unknown076 = (uint32)atoi(row[15]);
data.size = atof(row[16]);
data.tilt_x = atof(row[17]);
data.tilt_y = atof(row[18]);
data.unknown084 = 0;
glm::vec3 position;
position.x = data.x;
position.y = data.y;
position.z = data.z;
if (zone->HasMap()) {
data.z = zone->zonemap->FindBestZ(position, nullptr);
}
EQ::ItemInstance *inst = nullptr;
// FatherNitwit: this dosent seem to work...
// tradeskill containers do not have an itemid of 0... at least what I am seeing
if (itemid == 0) {
// Generic tradeskill container
inst = new EQ::ItemInstance(ItemInstWorldContainer);
} else {
// Groundspawn object
inst = database.CreateItem(itemid);
}
// Father Nitwit's fix... not perfect...
if (inst == nullptr && type != OT_DROPPEDITEM) {
inst = new EQ::ItemInstance(ItemInstWorldContainer);
}
// Load child objects if container
if (inst && inst->IsType(EQ::item::ItemClassBag)) {
database.LoadWorldContainer(id, inst);
}
auto object = new Object(id, type, icon, data, inst);
object->SetDisplayName(row[19]);
entity_list.AddObject(object, false);
if (type == OT_DROPPEDITEM && itemid != 0)
entity_list.RemoveObject(object->GetID());
safe_delete(inst);
}
return true;
}
//this also just loads into entity_list, not really into zone
bool Zone::LoadGroundSpawns() {
Ground_Spawns groundspawn;
memset(&groundspawn, 0, sizeof(groundspawn));
int gsindex=0;
LogInfo("Loading Ground Spawns from DB");
content_db.LoadGroundSpawns(zoneid, GetInstanceVersion(), &groundspawn);
uint32 ix=0;
char* name = nullptr;
uint32 gsnumber=0;
for(gsindex=0;gsindex<50;gsindex++){
if(groundspawn.spawn[gsindex].item>0 && groundspawn.spawn[gsindex].item<SAYLINK_ITEM_ID){
EQ::ItemInstance* inst = nullptr;
inst = database.CreateItem(groundspawn.spawn[gsindex].item);
gsnumber=groundspawn.spawn[gsindex].max_allowed;
ix=0;
if(inst){
name = groundspawn.spawn[gsindex].name;
for(ix=0;ix<gsnumber;ix++){
auto object = new Object(
inst, name, groundspawn.spawn[gsindex].max_x,
groundspawn.spawn[gsindex].min_x, groundspawn.spawn[gsindex].max_y,
groundspawn.spawn[gsindex].min_y, groundspawn.spawn[gsindex].max_z,
groundspawn.spawn[gsindex].heading,
groundspawn.spawn[gsindex].respawntimer); // new object with id of 10000+
entity_list.AddObject(object, false);
}
safe_delete(inst);
}
}
}
return(true);
}
void Zone::DumpMerchantList(uint32 npcid) {
std::list<TempMerchantList> tmp_merlist = tmpmerchanttable[npcid];
std::list<TempMerchantList>::const_iterator tmp_itr;
TempMerchantList ml;
for (tmp_itr = tmp_merlist.begin(); tmp_itr != tmp_merlist.end(); ++tmp_itr) {
ml = *tmp_itr;
LogInventory("slot[{}] Orig[{}] Item[{}] Charges[{}]", ml.slot, ml.origslot, ml.item, ml.charges);
}
}
int Zone::SaveTempItem(uint32 merchantid, uint32 npcid, uint32 item, int32 charges, bool sold) {
LogInventory("Transaction of [{}] [{}]", charges, item);
//DumpMerchantList(npcid);
// Iterate past main items.
// If the item being transacted is in this list, return 0;
std::list<MerchantList> merlist = merchanttable[merchantid];
std::list<MerchantList>::const_iterator itr;
uint32 temp_slot_index = 1;
for (itr = merlist.begin(); itr != merlist.end(); ++itr) {
MerchantList ml = *itr;
if (ml.item == item) {
return 0;
}
// Account for merchant lists with gaps in them.
if (ml.slot >= temp_slot_index) {
temp_slot_index = ml.slot + 1;
}
}
LogInventory("Searching Temporary List. Main list ended at [{}]", temp_slot_index-1);
// Now search the temporary list.
std::list<TempMerchantList> tmp_merlist = tmpmerchanttable[npcid];
std::list<TempMerchantList>::const_iterator tmp_itr;
TempMerchantList ml;
uint32 first_empty_slot = 0; // Save 1st vacant slot while searching..
bool found = false;
for (tmp_itr = tmp_merlist.begin(); tmp_itr != tmp_merlist.end(); ++tmp_itr) {
ml = *tmp_itr;
if (ml.item == item) {
found = true;
LogInventory("Item found in temp list at [{}] with [{}] charges", ml.origslot, ml.charges);
break;
}
}
if (found) {
tmp_merlist.clear();
std::list<TempMerchantList> oldtmp_merlist = tmpmerchanttable[npcid];
for (tmp_itr = oldtmp_merlist.begin(); tmp_itr != oldtmp_merlist.end(); ++tmp_itr) {
TempMerchantList ml2 = *tmp_itr;
if(ml2.item != item)
tmp_merlist.push_back(ml2);
else {
if (sold) {
LogInventory("Total charges is [{}] + [{}] charges", ml.charges, charges);
ml.charges = ml.charges + charges;
}
else {
ml.charges = charges;
LogInventory("new charges is [{}] charges", ml.charges);
}
if (!ml.origslot) {
ml.origslot = ml.slot;
}
bool is_stackable = database.GetItem(item)->Stackable;
if ((is_stackable && charges > 0) || (!is_stackable && sold)) {
database.SaveMerchantTemp(npcid, ml.origslot, item, ml.charges);
tmp_merlist.push_back(ml);
} else {
database.DeleteMerchantTemp(npcid, ml.origslot);
}
}
}
tmpmerchanttable[npcid] = tmp_merlist;
//DumpMerchantList(npcid);
return ml.slot;
}
else {
if (charges < 0) { //sanity check only, shouldnt happen
charges = 0x7FFF;
}
// Find an ununsed db slot #
std::list<int> slots;
TempMerchantList ml3;
for (tmp_itr = tmp_merlist.begin(); tmp_itr != tmp_merlist.end(); ++tmp_itr) {
ml3 = *tmp_itr;
slots.push_back(ml3.origslot);
}
slots.sort();
std::list<int>::const_iterator slots_itr;
uint32 first_empty_slot = 0;
uint32 idx = temp_slot_index;
for (slots_itr = slots.begin(); slots_itr != slots.end(); ++slots_itr) {
if (!first_empty_slot && *slots_itr > idx) {
LogInventory("Popped [{}]", *slots_itr);
LogInventory("First Gap Found at [{}]", idx);
break;
}
++idx;
}
first_empty_slot = idx;
// Find an ununsed mslot
slots.clear();
for (tmp_itr = tmp_merlist.begin(); tmp_itr != tmp_merlist.end(); ++tmp_itr) {
ml3 = *tmp_itr;
slots.push_back(ml3.slot);
}
slots.sort();
uint32 first_empty_mslot=0;
idx = temp_slot_index;
for (slots_itr = slots.begin(); slots_itr != slots.end(); ++slots_itr) {
if (!first_empty_mslot && *slots_itr > idx) {
LogInventory("Popped [{}]", *slots_itr);
LogInventory("First Gap Found at [{}]", idx);
break;
}
++idx;
}
first_empty_mslot = idx;
database.SaveMerchantTemp(npcid, first_empty_slot, item, charges);
tmp_merlist = tmpmerchanttable[npcid];
TempMerchantList ml2;
ml2.charges = charges;
LogInventory("Adding slot [{}] with [{}] charges.", first_empty_mslot, charges);
ml2.item = item;
ml2.npcid = npcid;
ml2.slot = first_empty_mslot;
ml2.origslot = first_empty_slot;
tmp_merlist.push_back(ml2);
tmpmerchanttable[npcid] = tmp_merlist;
//DumpMerchantList(npcid);
return ml2.slot;
}
}
uint32 Zone::GetTempMerchantQuantity(uint32 NPCID, uint32 Slot) {
std::list<TempMerchantList> TmpMerchantList = tmpmerchanttable[NPCID];
std::list<TempMerchantList>::const_iterator Iterator;
for (Iterator = TmpMerchantList.begin(); Iterator != TmpMerchantList.end(); ++Iterator)
if ((*Iterator).slot == Slot) {
LogInventory("Slot [{}] has [{}] charges.", Slot, (*Iterator).charges);
return (*Iterator).charges;
}
return 0;
}
void Zone::LoadTempMerchantData()
{
LogInfo("Loading Temporary Merchant Lists");
auto results = content_db.QueryDatabase(
fmt::format(
SQL(
SELECT
DISTINCT npc_types.id
FROM
npc_types
JOIN spawnentry ON spawnentry.npcID = npc_types.id
JOIN spawn2 ON spawn2.spawngroupID = spawnentry.spawngroupID
WHERE
spawn2.zone = '{}'
AND spawn2.version = {}
),
GetShortName(),
GetInstanceVersion()
)
);
std::vector<std::string> npc_ids;
for (auto row = results.begin(); row != results.end(); ++row) {
npc_ids.push_back(row[0]);
}
results = database.QueryDatabase(
fmt::format(
SQL(
SELECT
npcid,
slot,
charges,
itemid
FROM merchantlist_temp
WHERE npcid IN ({})
),
implode(", ", npc_ids)
)
);
std::map<uint32, std::list<TempMerchantList> >::iterator temp_merchant_table_entry;
uint32 npc_id = 0;
for (auto row = results.begin(); row != results.end(); ++row) {
TempMerchantList temp_merchant_list;
temp_merchant_list.npcid = atoul(row[0]);
if (npc_id != temp_merchant_list.npcid) {
temp_merchant_table_entry = tmpmerchanttable.find(temp_merchant_list.npcid);
if (temp_merchant_table_entry == tmpmerchanttable.end()) {
std::list<TempMerchantList> empty;
tmpmerchanttable[temp_merchant_list.npcid] = empty;
temp_merchant_table_entry = tmpmerchanttable.find(temp_merchant_list.npcid);
}
npc_id = temp_merchant_list.npcid;
}
temp_merchant_list.slot = atoul(row[1]);
temp_merchant_list.charges = atoul(row[2]);
temp_merchant_list.item = atoul(row[3]);
temp_merchant_list.origslot = temp_merchant_list.slot;
LogMerchants(
"[LoadTempMerchantData] Loading merchant temp items npc_id [{}] slot [{}] charges [{}] item [{}] origslot [{}]",
npc_id,
temp_merchant_list.slot,
temp_merchant_list.charges,
temp_merchant_list.item,
temp_merchant_list.origslot
);
temp_merchant_table_entry->second.push_back(temp_merchant_list);
}
}
void Zone::LoadNewMerchantData(uint32 merchantid) {
std::list<MerchantList> merlist;
std::string query = fmt::format(
SQL(
SELECT
item,
slot,
faction_required,
level_required,
alt_currency_cost,
classes_required,
probability
FROM
merchantlist
WHERE
merchantid = {}
{}
ORDER BY
slot
),
merchantid,
ContentFilterCriteria::apply()
);
auto results = content_db.QueryDatabase(query);
if (!results.Success()) {
return;
}
for (auto row = results.begin(); row != results.end(); ++row) {
MerchantList ml;
ml.id = merchantid;
ml.item = atoul(row[0]);
ml.slot = atoul(row[1]);
ml.faction_required = atoul(row[2]);
ml.level_required = atoul(row[3]);
ml.alt_currency_cost = atoul(row[4]);
ml.classes_required = atoul(row[5]);
ml.probability = atoul(row[6]);
merlist.push_back(ml);
}
merchanttable[merchantid] = merlist;
}
void Zone::GetMerchantDataForZoneLoad() {
LogInfo("Loading Merchant Lists");
std::string query = fmt::format(
SQL (
SELECT
DISTINCT merchantlist.merchantid,
merchantlist.slot,
merchantlist.item,
merchantlist.faction_required,
merchantlist.level_required,
merchantlist.alt_currency_cost,
merchantlist.classes_required,
merchantlist.probability
FROM
merchantlist,
npc_types,
spawnentry,
spawn2
WHERE
npc_types.merchant_id = merchantlist.merchantid
AND npc_types.id = spawnentry.npcid
AND spawnentry.spawngroupid = spawn2.spawngroupid
AND spawn2.zone = '{}'
AND spawn2.version = {}
{}
ORDER BY
merchantlist.slot
),
GetShortName(),
GetInstanceVersion(),
ContentFilterCriteria::apply("merchantlist")
);
auto results = content_db.QueryDatabase(query);
std::map<uint32, std::list<MerchantList> >::iterator merchant_list;
uint32 npc_id = 0;
if (results.RowCount() == 0) {
LogDebug("No Merchant Data found for [{}]", GetShortName());
return;
}
for (auto row = results.begin(); row != results.end(); ++row) {
MerchantList merchant_list_entry{};
merchant_list_entry.id = atoul(row[0]);
if (npc_id != merchant_list_entry.id) {
merchant_list = merchanttable.find(merchant_list_entry.id);
if (merchant_list == merchanttable.end()) {
std::list<MerchantList> empty;
merchanttable[merchant_list_entry.id] = empty;
merchant_list = merchanttable.find(merchant_list_entry.id);
}
npc_id = merchant_list_entry.id;
}
auto iter = merchant_list->second.begin();
bool found = false;
while (iter != merchant_list->second.end()) {
if ((*iter).item == merchant_list_entry.id) {
found = true;
break;
}
++iter;
}
if (found) {
continue;
}
merchant_list_entry.slot = atoul(row[1]);
merchant_list_entry.item = atoul(row[2]);
merchant_list_entry.faction_required = atoul(row[3]);
merchant_list_entry.level_required = atoul(row[4]);
merchant_list_entry.alt_currency_cost = atoul(row[5]);
merchant_list_entry.classes_required = atoul(row[6]);
merchant_list_entry.probability = atoul(row[7]);
merchant_list->second.push_back(merchant_list_entry);
}
}
void Zone::LoadMercTemplates(){
std::list<MercStanceInfo> merc_stances;
merc_templates.clear();
std::string query = "SELECT `class_id`, `proficiency_id`, `stance_id`, `isdefault` FROM "
"`merc_stance_entries` ORDER BY `class_id`, `proficiency_id`, `stance_id`";
auto results = database.QueryDatabase(query);
if (!results.Success()) {
LogError("Error in ZoneDatabase::LoadMercTemplates()");
}
else {
for (auto row = results.begin(); row != results.end(); ++row) {
MercStanceInfo tempMercStanceInfo;
tempMercStanceInfo.ClassID = atoi(row[0]);
tempMercStanceInfo.ProficiencyID = atoi(row[1]);
tempMercStanceInfo.StanceID = atoi(row[2]);
tempMercStanceInfo.IsDefault = atoi(row[3]);
merc_stances.push_back(tempMercStanceInfo);
}
}
query = "SELECT DISTINCT MTem.merc_template_id, MTyp.dbstring "
"AS merc_type_id, MTem.dbstring "
"AS merc_subtype_id, MTyp.race_id, MS.class_id, MTyp.proficiency_id, MS.tier_id, 0 "
"AS CostFormula, MTem.clientversion, MTem.merc_npc_type_id "
"FROM merc_types MTyp, merc_templates MTem, merc_subtypes MS "
"WHERE MTem.merc_type_id = MTyp.merc_type_id AND MTem.merc_subtype_id = MS.merc_subtype_id "
"ORDER BY MTyp.race_id, MS.class_id, MTyp.proficiency_id;";
results = database.QueryDatabase(query);
if (!results.Success()) {
LogError("Error in ZoneDatabase::LoadMercTemplates()");
return;
}
for (auto row = results.begin(); row != results.end(); ++row) {
MercTemplate tempMercTemplate;
tempMercTemplate.MercTemplateID = atoi(row[0]);
tempMercTemplate.MercType = atoi(row[1]);
tempMercTemplate.MercSubType = atoi(row[2]);
tempMercTemplate.RaceID = atoi(row[3]);
tempMercTemplate.ClassID = atoi(row[4]);
tempMercTemplate.ProficiencyID = atoi(row[5]);
tempMercTemplate.TierID = atoi(row[6]);
tempMercTemplate.CostFormula = atoi(row[7]);
tempMercTemplate.ClientVersion = atoi(row[8]);
tempMercTemplate.MercNPCID = atoi(row[9]);
for(int i = 0; i < MaxMercStanceID; i++)
tempMercTemplate.Stances[i] = 0;
int stanceIndex = 0;
for (auto mercStanceListItr = merc_stances.begin(); mercStanceListItr != merc_stances.end(); ++mercStanceListItr) {
if(mercStanceListItr->ClassID != tempMercTemplate.ClassID || mercStanceListItr->ProficiencyID != tempMercTemplate.ProficiencyID)
continue;
zone->merc_stance_list[tempMercTemplate.MercTemplateID].push_back((*mercStanceListItr));
tempMercTemplate.Stances[stanceIndex] = mercStanceListItr->StanceID;
++stanceIndex;
}
merc_templates[tempMercTemplate.MercTemplateID] = tempMercTemplate;
}
}
void Zone::LoadLevelEXPMods(){
level_exp_mod.clear();
const std::string query = "SELECT level, exp_mod, aa_exp_mod FROM level_exp_mods";
auto results = database.QueryDatabase(query);
if (!results.Success()) {
LogError("Error in ZoneDatabase::LoadEXPLevelMods()");
return;
}
for (auto row = results.begin(); row != results.end(); ++row) {
uint32 index = atoi(row[0]);
float exp_mod = atof(row[1]);
float aa_exp_mod = atof(row[2]);
level_exp_mod[index].ExpMod = exp_mod;
level_exp_mod[index].AAExpMod = aa_exp_mod;
}
}
void Zone::LoadMercSpells(){
merc_spells_list.clear();
const std::string query = "SELECT msl.class_id, msl.proficiency_id, msle.spell_id, msle.spell_type, "
"msle.stance_id, msle.minlevel, msle.maxlevel, msle.slot, msle.procChance "
"FROM merc_spell_lists msl, merc_spell_list_entries msle "
"WHERE msle.merc_spell_list_id = msl.merc_spell_list_id "
"ORDER BY msl.class_id, msl.proficiency_id, msle.spell_type, msle.minlevel, msle.slot;";
auto results = database.QueryDatabase(query);
if (!results.Success()) {
LogError("Error in Zone::LoadMercSpells()");
return;
}
for (auto row = results.begin(); row != results.end(); ++row) {
uint32 classid;
MercSpellEntry tempMercSpellEntry;
classid = atoi(row[0]);
tempMercSpellEntry.proficiencyid = atoi(row[1]);
tempMercSpellEntry.spellid = atoi(row[2]);
tempMercSpellEntry.type = atoi(row[3]);
tempMercSpellEntry.stance = atoi(row[4]);
tempMercSpellEntry.minlevel = atoi(row[5]);
tempMercSpellEntry.maxlevel = atoi(row[6]);
tempMercSpellEntry.slot = atoi(row[7]);
tempMercSpellEntry.proc_chance = atoi(row[8]);
merc_spells_list[classid].push_back(tempMercSpellEntry);
}
Log(Logs::General, Logs::Mercenaries, "Loaded %i merc spells.", merc_spells_list[1].size() + merc_spells_list[2].size() + merc_spells_list[9].size() + merc_spells_list[12].size());
}
bool Zone::IsLoaded() {
return is_zone_loaded;
}
void Zone::Shutdown(bool quiet)
{
if (!is_zone_loaded) {
return;
}
entity_list.StopMobAI();
std::map<uint32, NPCType *>::iterator itr;
while (!zone->npctable.empty()) {
itr = zone->npctable.begin();
delete itr->second;
itr->second = nullptr;
zone->npctable.erase(itr);
}
while (!zone->merctable.empty()) {
itr = zone->merctable.begin();
delete itr->second;
itr->second = nullptr;
zone->merctable.erase(itr);
}
zone->adventure_entry_list_flavor.clear();
std::map<uint32, LDoNTrapTemplate *>::iterator itr4;
while (!zone->ldon_trap_list.empty()) {
itr4 = zone->ldon_trap_list.begin();
delete itr4->second;
itr4->second = nullptr;
zone->ldon_trap_list.erase(itr4);
}
zone->ldon_trap_entry_list.clear();
LogInfo("Zone Shutdown: [{}] ([{}])", zone->GetShortName(), zone->GetZoneID());
petition_list.ClearPetitions();
zone->SetZoneHasCurrentTime(false);
if (!quiet) {
LogInfo("Zone Shutdown: Going to sleep");
}
is_zone_loaded = false;
zone->ResetAuth();
safe_delete(zone);
entity_list.ClearAreas();
parse->ReloadQuests(true);
UpdateWindowTitle(nullptr);
LogSys.CloseFileLogs();
if (RuleB(Zone, KillProcessOnDynamicShutdown)) {
LogInfo("[KillProcessOnDynamicShutdown] Shutting down");
EQ::EventLoop::Get().Shutdown();
}
}
void Zone::LoadZoneDoors(const char* zone, int16 version)
{
LogInfo("Loading doors for [{}] ", zone);
uint32 maxid;
int32 count = content_db.GetDoorsCount(&maxid, zone, version);
if(count < 1) {
LogInfo("No doors loaded");
return;
}
auto dlist = new Door[count];
if(!content_db.LoadDoors(count, dlist, zone, version)) {
LogError("Failed to load doors");
delete[] dlist;
return;
}
int r;
Door *d = dlist;
for(r = 0; r < count; r++, d++) {
auto newdoor = new Doors(d);
entity_list.AddDoor(newdoor);
Log(Logs::Detail, Logs::Doors, "Door Add to Entity List, index: %u db id: %u, door_id %u", r, dlist[r].db_id, dlist[r].door_id);
}
delete[] dlist;
}
Zone::Zone(uint32 in_zoneid, uint32 in_instanceid, const char* in_short_name)
: initgrids_timer(10000),
autoshutdown_timer((RuleI(Zone, AutoShutdownDelay))),
clientauth_timer(AUTHENTICATION_TIMEOUT * 1000),
spawn2_timer(1000),
hot_reload_timer(1000),
qglobal_purge_timer(30000),
m_SafePoint(0.0f,0.0f,0.0f,0.0f),
m_Graveyard(0.0f,0.0f,0.0f,0.0f)
{
zoneid = in_zoneid;
instanceid = in_instanceid;
instanceversion = database.GetInstanceVersion(instanceid);
pers_instance = false;
zonemap = nullptr;
watermap = nullptr;
pathing = nullptr;
qGlobals = nullptr;
default_ruleset = 0;
is_zone_time_localized = false;
process_mobs_while_empty = false;
loglevelvar = 0;
merchantvar = 0;
tradevar = 0;
lootvar = 0;
if(RuleB(TaskSystem, EnableTaskSystem)) {
task_manager->LoadProximities(zoneid);
}
short_name = strcpy(new char[strlen(in_short_name)+1], in_short_name);
strlwr(short_name);
memset(file_name, 0, sizeof(file_name));
long_name = 0;
aggroedmobs =0;
pgraveyard_id = 0;
pgraveyard_zoneid = 0;
pMaxClients = 0;
pvpzone = false;
if(database.GetServerType() == 1)
pvpzone = true;
content_db.GetZoneLongName(short_name, &long_name, file_name, &m_SafePoint.x, &m_SafePoint.y, &m_SafePoint.z, &pgraveyard_id, &pMaxClients);
if(graveyard_id() > 0)
{
LogDebug("Graveyard ID is [{}]", graveyard_id());
bool GraveYardLoaded = content_db.GetZoneGraveyard(graveyard_id(), &pgraveyard_zoneid, &m_Graveyard.x, &m_Graveyard.y, &m_Graveyard.z, &m_Graveyard.w);
if (GraveYardLoaded) {
LogDebug("Loaded a graveyard for zone [{}]: graveyard zoneid is [{}] at [{}]", short_name, graveyard_zoneid(), to_string(m_Graveyard).c_str());
}
else {
LogError("Unable to load the graveyard id [{}] for zone [{}]", graveyard_id(), short_name);
}
}
if (long_name == 0) {
long_name = strcpy(new char[18], "Long zone missing");
}
autoshutdown_timer.Start(AUTHENTICATION_TIMEOUT * 1000, false);
Weather_Timer = new Timer(60000);
Weather_Timer->Start();
LogDebug("The next weather check for zone: [{}] will be in [{}] seconds", short_name, Weather_Timer->GetRemainingTime()/1000);
zone_weather = 0;
weather_intensity = 0;
blocked_spells = nullptr;
zone_total_blocked_spells = 0;
zone_has_current_time = false;
Instance_Shutdown_Timer = nullptr;
bool is_perma = false;
if(instanceid > 0)
{
uint32 rem = database.GetTimeRemainingInstance(instanceid, is_perma);
if(!is_perma)
{
if(rem < 150) //give some leeway to people who are zoning in 2.5 minutes to finish zoning in and get ported out
rem = 150;
Instance_Timer = new Timer(rem * 1000);
}
else
{
pers_instance = true;
Instance_Timer = nullptr;
}
}
else
{
Instance_Timer = nullptr;
}
adv_data = nullptr;
map_name = nullptr;
Instance_Warning_timer = nullptr;
did_adventure_actions = false;
database.QGlobalPurge();
if(zoneid == RuleI(World, GuildBankZoneID))
GuildBanks = new GuildBankManager;
else
GuildBanks = nullptr;
m_ucss_available = false;
m_last_ucss_update = 0;
mMovementManager = &MobMovementManager::Get();
SetNpcPositionUpdateDistance(0);
SetQuestHotReloadQueued(false);
}
Zone::~Zone() {
spawn2_list.Clear();
safe_delete(zonemap);
safe_delete(watermap);
safe_delete(pathing);
if (worldserver.Connected()) {
worldserver.SetZoneData(0);
}
safe_delete_array(short_name);
safe_delete_array(long_name);
safe_delete(Weather_Timer);
NPCEmoteList.Clear();
zone_point_list.Clear();
entity_list.Clear();
ClearBlockedSpells();
safe_delete(Instance_Timer);
safe_delete(Instance_Shutdown_Timer);
safe_delete(Instance_Warning_timer);
safe_delete(qGlobals);
safe_delete_array(adv_data);
safe_delete_array(map_name);
safe_delete(GuildBanks);
}
//Modified for timezones.
bool Zone::Init(bool iStaticZone) {
SetStaticZone(iStaticZone);
//load the zone config file.
if (!LoadZoneCFG(zone->GetShortName(), zone->GetInstanceVersion())) { // try loading the zone name...
LoadZoneCFG(
zone->GetFileName(),
zone->GetInstanceVersion()
);
} // if that fails, try the file name, then load defaults
if (RuleManager::Instance()->GetActiveRulesetID() != default_ruleset) {
std::string r_name = RuleManager::Instance()->GetRulesetName(&database, default_ruleset);
if (r_name.size() > 0) {
RuleManager::Instance()->LoadRules(&database, r_name.c_str(), false);
}
}
zone->zonemap = Map::LoadMapFile(zone->map_name);
zone->watermap = WaterMap::LoadWaterMapfile(zone->map_name);
zone->pathing = IPathfinder::Load(zone->map_name);
LogInfo("Loading spawn conditions");
if(!spawn_conditions.LoadSpawnConditions(short_name, instanceid)) {
LogError("Loading spawn conditions failed, continuing without them");
}
LogInfo("Loading static zone points");
if (!content_db.LoadStaticZonePoints(&zone_point_list, short_name, GetInstanceVersion())) {
LogError("Loading static zone points failed");
return false;
}
LogInfo("Loading spawn groups");
if (!content_db.LoadSpawnGroups(short_name, GetInstanceVersion(), &spawn_group_list)) {
LogError("Loading spawn groups failed");
return false;
}
LogInfo("Loading spawn2 points");
if (!content_db.PopulateZoneSpawnList(zoneid, spawn2_list, GetInstanceVersion()))
{
LogError("Loading spawn2 points failed");
return false;
}
LogInfo("Loading player corpses");
if (!database.LoadCharacterCorpses(zoneid, instanceid)) {
LogError("Loading player corpses failed");
return false;
}
LogInfo("Loading traps");
if (!content_db.LoadTraps(short_name, GetInstanceVersion()))
{
LogError("Loading traps failed");
return false;
}
LogInfo("Loading adventure flavor text");
LoadAdventureFlavor();
LogInfo("Loading ground spawns");
if (!LoadGroundSpawns())
{
LogError("Loading ground spawns failed. continuing");
}
LogInfo("Loading World Objects from DB");
if (!LoadZoneObjects())
{
LogError("Loading World Objects failed. continuing");
}
LogInfo("Flushing old respawn timers");
database.QueryDatabase("DELETE FROM `respawn_times` WHERE (`start` + `duration`) < UNIX_TIMESTAMP(NOW())");
zone->LoadZoneDoors(zone->GetShortName(), zone->GetInstanceVersion());
zone->LoadZoneBlockedSpells(zone->GetZoneID());
//clear trader items if we are loading the bazaar
if (strncasecmp(short_name, "bazaar", 6) == 0) {
database.DeleteTraderItem(0);
database.DeleteBuyLines(0);
}
zone->LoadLDoNTraps();
zone->LoadLDoNTrapEntries();
zone->LoadVeteranRewards();
zone->LoadAlternateCurrencies();
zone->LoadNPCEmotes(&NPCEmoteList);
LoadAlternateAdvancement();
content_db.LoadGlobalLoot();
//Load merchant data
zone->GetMerchantDataForZoneLoad();
//Load temporary merchant data
zone->LoadTempMerchantData();
// Merc data
if (RuleB(Mercs, AllowMercs)) {
zone->LoadMercTemplates();
zone->LoadMercSpells();
}
if (RuleB(Zone, LevelBasedEXPMods))
zone->LoadLevelEXPMods();
petition_list.ClearPetitions();
petition_list.ReadDatabase();
LogInfo("Loading dynamic zones");
DynamicZone::CacheAllFromDatabase();
LogInfo("Loading active Expeditions");
Expedition::CacheAllFromDatabase();
LogInfo("Loading timezone data");
zone->zone_time.setEQTimeZone(content_db.GetZoneTZ(zoneid, GetInstanceVersion()));
LogInfo("Init Finished: ZoneID = [{}], Time Offset = [{}]", zoneid, zone->zone_time.getEQTimeZone());
LoadGrids();
LoadTickItems();
//MODDING HOOK FOR ZONE INIT
mod_init();
return true;
}
void Zone::ReloadStaticData() {
LogInfo("Reloading Zone Static Data");
LogInfo("Reloading static zone points");
zone_point_list.Clear();
if (!content_db.LoadStaticZonePoints(&zone_point_list, GetShortName(), GetInstanceVersion())) {
LogError("Loading static zone points failed");
}
LogInfo("Reloading traps");
entity_list.RemoveAllTraps();
if (!content_db.LoadTraps(GetShortName(), GetInstanceVersion()))
{
LogError("Reloading traps failed");
}
LogInfo("Reloading ground spawns");
if (!LoadGroundSpawns())
{
LogError("Reloading ground spawns failed. continuing");
}
entity_list.RemoveAllObjects();
LogInfo("Reloading World Objects from DB");
if (!LoadZoneObjects())
{
LogError("Reloading World Objects failed. continuing");
}
entity_list.RemoveAllDoors();
zone->LoadZoneDoors(zone->GetShortName(), zone->GetInstanceVersion());
entity_list.RespawnAllDoors();
zone->LoadVeteranRewards();
zone->LoadAlternateCurrencies();
NPCEmoteList.Clear();
zone->LoadNPCEmotes(&NPCEmoteList);
//load the zone config file.
if (!LoadZoneCFG(zone->GetShortName(), zone->GetInstanceVersion())) { // try loading the zone name...
LoadZoneCFG(
zone->GetFileName(),
zone->GetInstanceVersion()
);
} // if that fails, try the file name, then load defaults
content_service.SetExpansionContext();
ZoneStore::LoadContentFlags();
LogInfo("Zone Static Data Reloaded");
}
bool Zone::LoadZoneCFG(const char* filename, uint16 instance_id)
{
memset(&newzone_data, 0, sizeof(NewZone_Struct));
map_name = nullptr;
if (!content_db.GetZoneCFG(
ZoneID(filename),
instance_id,
&newzone_data,
can_bind,
can_combat,
can_levitate,
can_castoutdoor,
is_city,
is_hotzone,
allow_mercs,
max_movement_update_range,
zone_type,
default_ruleset,
&map_name
)) {
// If loading a non-zero instance failed, try loading the default
if (instance_id != 0) {
safe_delete_array(map_name);
if (!content_db.GetZoneCFG(
ZoneID(filename),
0,
&newzone_data,
can_bind,
can_combat,
can_levitate,
can_castoutdoor,
is_city,
is_hotzone,
allow_mercs,
max_movement_update_range,
zone_type,
default_ruleset,
&map_name
)) {
LogError("Error loading the Zone Config");
return false;
}
}
}
//overwrite with our internal variables
strcpy(newzone_data.zone_short_name, GetShortName());
strcpy(newzone_data.zone_long_name, GetLongName());
strcpy(newzone_data.zone_short_name2, GetShortName());
LogInfo(
"Successfully loaded Zone Config for Zone [{}] ({}) Version [{}] Instance ID [{}]",
GetShortName(),
GetLongName(),
GetInstanceVersion(),
instance_id
);
return true;
}
bool Zone::SaveZoneCFG()
{
return content_db.SaveZoneCFG(GetZoneID(), GetInstanceVersion(), &newzone_data);
}
void Zone::AddAuth(ServerZoneIncomingClient_Struct* szic) {
auto zca = new ZoneClientAuth_Struct;
memset(zca, 0, sizeof(ZoneClientAuth_Struct));
zca->ip = szic->ip;
zca->wid = szic->wid;
zca->accid = szic->accid;
zca->admin = szic->admin;
zca->charid = szic->charid;
zca->lsid = szic->lsid;
zca->tellsoff = szic->tellsoff;
strn0cpy(zca->charname, szic->charname, sizeof(zca->charname));
strn0cpy(zca->lskey, szic->lskey, sizeof(zca->lskey));
zca->stale = false;
client_auth_list.Insert(zca);
}
void Zone::RemoveAuth(const char* iCharName, const char* iLSKey)
{
LinkedListIterator<ZoneClientAuth_Struct*> iterator(client_auth_list);
iterator.Reset();
while (iterator.MoreElements()) {
ZoneClientAuth_Struct* zca = iterator.GetData();
if (strcasecmp(zca->charname, iCharName) == 0 && strcasecmp(zca->lskey, iLSKey) == 0) {
iterator.RemoveCurrent();
return;
}
iterator.Advance();
}
}
void Zone::RemoveAuth(uint32 lsid)
{
LinkedListIterator<ZoneClientAuth_Struct*> iterator(client_auth_list);
iterator.Reset();
while (iterator.MoreElements()) {
ZoneClientAuth_Struct* zca = iterator.GetData();
if (zca->lsid == lsid) {
iterator.RemoveCurrent();
continue;
}
iterator.Advance();
}
}
void Zone::ResetAuth()
{
LinkedListIterator<ZoneClientAuth_Struct*> iterator(client_auth_list);
iterator.Reset();
while (iterator.MoreElements()) {
iterator.RemoveCurrent();
}
}
bool Zone::GetAuth(uint32 iIP, const char* iCharName, uint32* oWID, uint32* oAccID, uint32* oCharID, int16* oStatus, char* oLSKey, bool* oTellsOff) {
LinkedListIterator<ZoneClientAuth_Struct*> iterator(client_auth_list);
iterator.Reset();
while (iterator.MoreElements()) {
ZoneClientAuth_Struct* zca = iterator.GetData();
if (strcasecmp(zca->charname, iCharName) == 0) {
if(oWID)
*oWID = zca->wid;
if(oAccID)
*oAccID = zca->accid;
if(oCharID)
*oCharID = zca->charid;
if(oStatus)
*oStatus = zca->admin;
if(oTellsOff)
*oTellsOff = zca->tellsoff;
zca->stale = true;
return true;
}
iterator.Advance();
}
return false;
}
uint32 Zone::CountAuth() {
LinkedListIterator<ZoneClientAuth_Struct*> iterator(client_auth_list);
int x = 0;
iterator.Reset();
while (iterator.MoreElements()) {
x++;
iterator.Advance();
}
return x;
}
bool Zone::Process() {
spawn_conditions.Process();
if (spawn2_timer.Check()) {
LinkedListIterator<Spawn2 *> iterator(spawn2_list);
EQ::InventoryProfile::CleanDirty();
iterator.Reset();
while (iterator.MoreElements()) {
if (iterator.GetData()->Process()) {
iterator.Advance();
}
else {
iterator.RemoveCurrent();
}
}
if (adv_data && !did_adventure_actions) {
DoAdventureActions();
}
if (GetNpcPositionUpdateDistance() == 0) {
CalculateNpcUpdateDistanceSpread();
}
}
if (hot_reload_timer.Check() && IsQuestHotReloadQueued()) {
LogHotReloadDetail("Hot reload timer check...");
bool perform_reload = true;
if (RuleB(HotReload, QuestsRepopWhenPlayersNotInCombat)) {
for (auto &it : entity_list.GetClientList()) {
auto client = it.second;
if (client->GetAggroCount() > 0) {
perform_reload = false;
break;
}
}
}
if (perform_reload) {
ZoneReload::HotReloadQuests();
}
}
if(initgrids_timer.Check()) {
//delayed grid loading stuff.
initgrids_timer.Disable();
LinkedListIterator<Spawn2*> iterator(spawn2_list);
iterator.Reset();
while (iterator.MoreElements()) {
iterator.GetData()->LoadGrid();
iterator.Advance();
}
}
if(!staticzone) {
if (autoshutdown_timer.Check()) {
StartShutdownTimer();
if (numclients == 0) {
return false;
}
}
}
if(GetInstanceID() > 0)
{
if(Instance_Timer != nullptr && Instance_Shutdown_Timer == nullptr)
{
if(Instance_Timer->Check())
{
auto dz = GetDynamicZone();
if (dz)
{
dz->RemoveAllMembers(); // entity list will teleport clients out immediately
}
// instance shutting down, move corpses to graveyard or non-instanced zone at same coords
entity_list.MovePlayerCorpsesToGraveyard(true);
entity_list.GateAllClientsToSafeReturn();
database.DeleteInstance(GetInstanceID());
Instance_Shutdown_Timer = new Timer(20000); //20 seconds
}
if(adv_data == nullptr)
{
if(Instance_Warning_timer == nullptr)
{
uint32 rem_time = Instance_Timer->GetRemainingTime();
uint32_t minutes_warning = 0;
if(rem_time < 60000 && rem_time > 55000)
{
minutes_warning = 1;
}
else if(rem_time < 300000 && rem_time > 295000)
{
minutes_warning = 5;
}
else if(rem_time < 900000 && rem_time > 895000)
{
minutes_warning = 15;
}
if (minutes_warning > 0)
{
// expedition expire warnings are handled by world
auto expedition = Expedition::FindCachedExpeditionByZoneInstance(GetZoneID(), GetInstanceID());
if (!expedition)
{
entity_list.ExpeditionWarning(minutes_warning);
Instance_Warning_timer = new Timer(10000);
}
}
}
else if(Instance_Warning_timer->Check())
{
safe_delete(Instance_Warning_timer);
}
}
}
else if(Instance_Shutdown_Timer != nullptr)
{
if(Instance_Shutdown_Timer->Check())
{
StartShutdownTimer();
return false;
}
}
}
if(Weather_Timer->Check())
{
Weather_Timer->Disable();
this->ChangeWeather();
}
if(qGlobals)
{
if(qglobal_purge_timer.Check())
{
qGlobals->PurgeExpiredGlobals();
}
}
if (clientauth_timer.Check()) {
LinkedListIterator<ZoneClientAuth_Struct*> iterator2(client_auth_list);
iterator2.Reset();
while (iterator2.MoreElements()) {
if (iterator2.GetData()->stale)
iterator2.RemoveCurrent();
else {
iterator2.GetData()->stale = true;
iterator2.Advance();
}
}
}
mMovementManager->Process();
return true;
}
void Zone::ChangeWeather()
{
if(!HasWeather())
{
Weather_Timer->Disable();
return;
}
int chance = zone->random.Int(0, 3);
uint8 rainchance = zone->newzone_data.rain_chance[chance];
uint8 rainduration = zone->newzone_data.rain_duration[chance];
uint8 snowchance = zone->newzone_data.snow_chance[chance];
uint8 snowduration = zone->newzone_data.snow_duration[chance];
uint32 weathertimer = 0;
uint16 tmpweather = zone->random.Int(0, 100);
uint8 duration = 0;
uint8 tmpOldWeather = zone->zone_weather;
bool changed = false;
if(tmpOldWeather == 0)
{
if(rainchance > 0 || snowchance > 0)
{
uint8 intensity = zone->random.Int(1, 10);
if((rainchance > snowchance) || (rainchance == snowchance))
{
//It's gunna rain!
if(rainchance >= tmpweather)
{
if(rainduration == 0)
duration = 1;
else
duration = rainduration*3; //Duration is 1 EQ hour which is 3 earth minutes.
weathertimer = (duration*60)*1000;
Weather_Timer->Start(weathertimer);
zone->zone_weather = 1;
zone->weather_intensity = intensity;
changed = true;
}
}
else
{
//It's gunna snow!
if(snowchance >= tmpweather)
{
if(snowduration == 0)
duration = 1;
else
duration = snowduration*3;
weathertimer = (duration*60)*1000;
Weather_Timer->Start(weathertimer);
zone->zone_weather = 2;
zone->weather_intensity = intensity;
changed = true;
}
}
}
}
else
{
changed = true;
//We've had weather, now taking a break
if(tmpOldWeather == 1)
{
if(rainduration == 0)
duration = 1;
else
duration = rainduration*3; //Duration is 1 EQ hour which is 3 earth minutes.
weathertimer = (duration*60)*1000;
Weather_Timer->Start(weathertimer);
zone->weather_intensity = 0;
}
else if(tmpOldWeather == 2)
{
if(snowduration == 0)
duration = 1;
else
duration = snowduration*3; //Duration is 1 EQ hour which is 3 earth minutes.
weathertimer = (duration*60)*1000;
Weather_Timer->Start(weathertimer);
zone->weather_intensity = 0;
}
}
if(changed == false)
{
if(weathertimer == 0)
{
uint32 weatherTimerRule = RuleI(Zone, WeatherTimer);
weathertimer = weatherTimerRule*1000;
Weather_Timer->Start(weathertimer);
}
LogDebug("The next weather check for zone: [{}] will be in [{}] seconds", zone->GetShortName(), Weather_Timer->GetRemainingTime()/1000);
}
else
{
LogDebug("The weather for zone: [{}] has changed. Old weather was = [{}]. New weather is = [{}] The next check will be in [{}] seconds. Rain chance: [{}], Rain duration: [{}], Snow chance [{}], Snow duration: [{}]", zone->GetShortName(), tmpOldWeather, zone_weather,Weather_Timer->GetRemainingTime()/1000,rainchance,rainduration,snowchance,snowduration);
this->weatherSend();
if (zone->weather_intensity == 0)
{
zone->zone_weather = 0;
}
}
}
bool Zone::HasWeather()
{
uint8 rain1 = zone->newzone_data.rain_chance[0];
uint8 rain2 = zone->newzone_data.rain_chance[1];
uint8 rain3 = zone->newzone_data.rain_chance[2];
uint8 rain4 = zone->newzone_data.rain_chance[3];
uint8 snow1 = zone->newzone_data.snow_chance[0];
uint8 snow2 = zone->newzone_data.snow_chance[1];
uint8 snow3 = zone->newzone_data.snow_chance[2];
uint8 snow4 = zone->newzone_data.snow_chance[3];
if(rain1 == 0 && rain2 == 0 && rain3 == 0 && rain4 == 0 && snow1 == 0 && snow2 == 0 && snow3 == 0 && snow4 == 0)
return false;
else
return true;
}
void Zone::StartShutdownTimer(uint32 set_time) {
if (set_time > autoshutdown_timer.GetRemainingTime()) {
if (set_time == (RuleI(Zone, AutoShutdownDelay))) {
set_time = static_cast<uint32>(content_db.getZoneShutDownDelay(GetZoneID(), GetInstanceVersion()));
}
autoshutdown_timer.SetTimer(set_time);
LogDebug("Zone::StartShutdownTimer set to {}", set_time);
}
LogDebug("Zone::StartShutdownTimer trigger - set_time: [{}] remaining_time: [{}] diff: [{}]", set_time, autoshutdown_timer.GetRemainingTime(), (set_time - autoshutdown_timer.GetRemainingTime()));
}
bool Zone::Depop(bool StartSpawnTimer) {
std::map<uint32,NPCType *>::iterator itr;
entity_list.Depop(StartSpawnTimer);
entity_list.ClearTrapPointers();
entity_list.UpdateAllTraps(false);
/* Refresh npctable (cache), getting current info from database. */
while(!npctable.empty()) {
itr = npctable.begin();
delete itr->second;
itr->second = nullptr;
npctable.erase(itr);
}
// clear spell cache
database.ClearNPCSpells();
zone->spawn_group_list.ReloadSpawnGroups();
return true;
}
void Zone::ClearNPCTypeCache(int id) {
if (id <= 0) {
auto iter = npctable.begin();
while (iter != npctable.end()) {
delete iter->second;
iter->second = nullptr;
++iter;
}
npctable.clear();
}
else {
auto iter = npctable.begin();
while (iter != npctable.end()) {
if (iter->first == (uint32)id) {
delete iter->second;
iter->second = nullptr;
npctable.erase(iter);
return;
}
++iter;
}
}
}
void Zone::Repop(uint32 delay)
{
if (!Depop()) {
return;
}
LinkedListIterator<Spawn2 *> iterator(spawn2_list);
iterator.Reset();
while (iterator.MoreElements()) {
iterator.RemoveCurrent();
}
npc_scale_manager->LoadScaleData();
entity_list.ClearTrapPointers();
quest_manager.ClearAllTimers();
LogInfo("Loading spawn groups");
if (!content_db.LoadSpawnGroups(short_name, GetInstanceVersion(), &spawn_group_list)) {
LogError("Loading spawn groups failed");
}
LogInfo("Loading spawn conditions");
if (!spawn_conditions.LoadSpawnConditions(short_name, instanceid)) {
LogError("Loading spawn conditions failed, continuing without them");
}
if (!content_db.PopulateZoneSpawnList(zoneid, spawn2_list, GetInstanceVersion(), delay)) {
LogDebug("Error in Zone::Repop: database.PopulateZoneSpawnList failed");
}
LoadGrids();
initgrids_timer.Start();
entity_list.UpdateAllTraps(true, true);
//MODDING HOOK FOR REPOP
mod_repop();
}
void Zone::GetTimeSync()
{
if (worldserver.Connected() && !zone_has_current_time) {
auto pack = new ServerPacket(ServerOP_GetWorldTime, 1);
worldserver.SendPacket(pack);
safe_delete(pack);
}
}
void Zone::SetDate(uint16 year, uint8 month, uint8 day, uint8 hour, uint8 minute)
{
if (worldserver.Connected()) {
auto pack = new ServerPacket(ServerOP_SetWorldTime, sizeof(eqTimeOfDay));
eqTimeOfDay* eqtod = (eqTimeOfDay*)pack->pBuffer;
eqtod->start_eqtime.minute=minute;
eqtod->start_eqtime.hour=hour;
eqtod->start_eqtime.day=day;
eqtod->start_eqtime.month=month;
eqtod->start_eqtime.year=year;
eqtod->start_realtime=time(0);
printf("Setting master date on world server to: %d-%d-%d %d:%d (%d)\n", year, month, day, hour, minute, (int)eqtod->start_realtime);
worldserver.SendPacket(pack);
safe_delete(pack);
}
}
void Zone::SetTime(uint8 hour, uint8 minute, bool update_world /*= true*/)
{
if (worldserver.Connected()) {
auto pack = new ServerPacket(ServerOP_SetWorldTime, sizeof(eqTimeOfDay));
eqTimeOfDay* eq_time_of_day = (eqTimeOfDay*)pack->pBuffer;
zone_time.GetCurrentEQTimeOfDay(time(0), &eq_time_of_day->start_eqtime);
eq_time_of_day->start_eqtime.minute = minute;
eq_time_of_day->start_eqtime.hour = hour;
eq_time_of_day->start_realtime = time(0);
/* By Default we update worlds time, but we can optionally no update world which updates the rest of the zone servers */
if (update_world){
LogInfo("Setting master time on world server to: {}:{} ({})\n", hour, minute, (int)eq_time_of_day->start_realtime);
worldserver.SendPacket(pack);
/* Set Time Localization Flag */
zone->is_zone_time_localized = false;
}
/* When we don't update world, we are localizing ourselves, we become disjointed from normal syncs and set time locally */
else{
LogInfo("Setting zone localized time...");
zone->zone_time.SetCurrentEQTimeOfDay(eq_time_of_day->start_eqtime, eq_time_of_day->start_realtime);
auto outapp = new EQApplicationPacket(OP_TimeOfDay, sizeof(TimeOfDay_Struct));
TimeOfDay_Struct* time_of_day = (TimeOfDay_Struct*)outapp->pBuffer;
zone->zone_time.GetCurrentEQTimeOfDay(time(0), time_of_day);
entity_list.QueueClients(0, outapp, false);
safe_delete(outapp);
/* Set Time Localization Flag */
zone->is_zone_time_localized = true;
}
safe_delete(pack);
}
}
ZonePoint* Zone::GetClosestZonePoint(const glm::vec3& location, uint32 to, Client* client, float max_distance) {
LinkedListIterator<ZonePoint*> iterator(zone_point_list);
ZonePoint* closest_zp = nullptr;
float closest_dist = FLT_MAX;
float max_distance2 = max_distance * max_distance;
iterator.Reset();
while(iterator.MoreElements())
{
ZonePoint* zp = iterator.GetData();
uint32 mask_test = client->ClientVersionBit();
if (!(zp->client_version_mask & mask_test)) {
iterator.Advance();
continue;
}
if (zp->target_zone_id == to)
{
auto dist = Distance(glm::vec2(zp->x, zp->y), glm::vec2(location));
if ((zp->x == 999999 || zp->x == -999999) && (zp->y == 999999 || zp->y == -999999))
dist = 0;
if (dist < closest_dist)
{
closest_zp = zp;
closest_dist = dist;
}
}
iterator.Advance();
}
// if we have a water map and it says we're in a zoneline, lets assume it's just a really big zone line
// this shouldn't open up any exploits since those situations are detected later on
if ((zone->HasWaterMap() && !zone->watermap->InZoneLine(glm::vec3(client->GetPosition()))) || (!zone->HasWaterMap() && closest_dist > 400.0f && closest_dist < max_distance2))
{
if (client) {
if (!client->cheat_manager.GetExemptStatus(Port)) {
client->cheat_manager.CheatDetected(MQZoneUnknownDest, location);
}
}
LogInfo("WARNING: Closest zone point for zone id [{}] is [{}], you might need to update your zone_points table if you dont arrive at the right spot", to, closest_dist);
LogInfo("<Real Zone Points>. [{}]", to_string(location).c_str());
}
if(closest_dist > max_distance2)
closest_zp = nullptr;
if(!closest_zp)
closest_zp = GetClosestZonePointWithoutZone(location.x, location.y, location.z, client);
return closest_zp;
}
ZonePoint* Zone::GetClosestZonePoint(const glm::vec3& location, const char* to_name, Client* client, float max_distance) {
if(to_name == nullptr)
return GetClosestZonePointWithoutZone(location.x, location.y, location.z, client, max_distance);
return GetClosestZonePoint(location, ZoneID(to_name), client, max_distance);
}
ZonePoint* Zone::GetClosestZonePointWithoutZone(float x, float y, float z, Client* client, float max_distance) {
LinkedListIterator<ZonePoint*> iterator(zone_point_list);
ZonePoint* closest_zp = nullptr;
float closest_dist = FLT_MAX;
float max_distance2 = max_distance*max_distance;
iterator.Reset();
while(iterator.MoreElements())
{
ZonePoint* zp = iterator.GetData();
uint32 mask_test = client->ClientVersionBit();
if(!(zp->client_version_mask & mask_test))
{
iterator.Advance();
continue;
}
float delta_x = zp->x - x;
float delta_y = zp->y - y;
if(zp->x == 999999 || zp->x == -999999)
delta_x = 0;
if(zp->y == 999999 || zp->y == -999999)
delta_y = 0;
float dist = delta_x*delta_x+delta_y*delta_y;///*+(zp->z-z)*(zp->z-z)*/;
if (dist < closest_dist)
{
closest_zp = zp;
closest_dist = dist;
}
iterator.Advance();
}
if(closest_dist > max_distance2)
closest_zp = nullptr;
return closest_zp;
}
bool ZoneDatabase::LoadStaticZonePoints(LinkedList<ZonePoint *> *zone_point_list, const char *zonename, uint32 version)
{
zone_point_list->Clear();
zone->numzonepoints = 0;
zone->virtual_zone_point_list.clear();
auto zone_points = ZonePointsRepository::GetWhere(content_db,
fmt::format(
"zone = '{}' AND (version = {} OR version = -1) {} ORDER BY number",
zonename,
version,
ContentFilterCriteria::apply()
)
);
for (auto &zone_point : zone_points) {
auto zp = new ZonePoint;
zp->x = zone_point.x;
zp->y = zone_point.y;
zp->z = zone_point.z;
zp->target_x = zone_point.target_x;
zp->target_y = zone_point.target_y;
zp->target_z = zone_point.target_z;
zp->target_zone_id = zone_point.target_zone_id;
zp->heading = zone_point.heading;
zp->target_heading = zone_point.target_heading;
zp->number = zone_point.number;
zp->target_zone_instance = zone_point.target_instance;
zp->client_version_mask = zone_point.client_version_mask;
zp->is_virtual = zone_point.is_virtual > 0;
zp->height = zone_point.height;
zp->width = zone_point.width;
LogZonePoints(
"Loading ZP x [{}] y [{}] z [{}] heading [{}] target x y z zone_id instance_id [{}] [{}] [{}] [{}] [{}] number [{}] is_virtual [{}] height [{}] width [{}]",
zp->x,
zp->y,
zp->z,
zp->heading,
zp->target_x,
zp->target_y,
zp->target_z,
zp->target_zone_id,
zp->target_zone_instance,
zp->number,
zp->is_virtual ? "true" : "false",
zp->height,
zp->width
);
if (zone_point.is_virtual) {
zone->virtual_zone_point_list.emplace_back(zone_point);
safe_delete(zp);
continue;
}
zone_point_list->Insert(zp);
zone->numzonepoints++;
}
return true;
}
void Zone::SpawnStatus(Mob* client) {
LinkedListIterator<Spawn2*> iterator(spawn2_list);
uint32 x = 0;
iterator.Reset();
while(iterator.MoreElements())
{
if (iterator.GetData()->timer.GetRemainingTime() == 0xFFFFFFFF)
client->Message(Chat::White, " %d: %1.1f, %1.1f, %1.1f: disabled", iterator.GetData()->GetID(), iterator.GetData()->GetX(), iterator.GetData()->GetY(), iterator.GetData()->GetZ());
else
client->Message(Chat::White, " %d: %1.1f, %1.1f, %1.1f: %1.2f", iterator.GetData()->GetID(), iterator.GetData()->GetX(), iterator.GetData()->GetY(), iterator.GetData()->GetZ(), (float)iterator.GetData()->timer.GetRemainingTime() / 1000);
x++;
iterator.Advance();
}
client->Message(Chat::White, "%i spawns listed.", x);
}
void Zone::ShowEnabledSpawnStatus(Mob* client)
{
LinkedListIterator<Spawn2*> iterator(spawn2_list);
int x = 0;
int iEnabledCount = 0;
iterator.Reset();
while(iterator.MoreElements())
{
if (iterator.GetData()->timer.GetRemainingTime() != 0xFFFFFFFF)
{
client->Message(Chat::White, " %d: %1.1f, %1.1f, %1.1f: %1.2f", iterator.GetData()->GetID(), iterator.GetData()->GetX(), iterator.GetData()->GetY(), iterator.GetData()->GetZ(), (float)iterator.GetData()->timer.GetRemainingTime() / 1000);
iEnabledCount++;
}
x++;
iterator.Advance();
}
client->Message(Chat::White, "%i of %i spawns listed.", iEnabledCount, x);
}
void Zone::ShowDisabledSpawnStatus(Mob* client)
{
LinkedListIterator<Spawn2*> iterator(spawn2_list);
int x = 0;
int iDisabledCount = 0;
iterator.Reset();
while(iterator.MoreElements())
{
if (iterator.GetData()->timer.GetRemainingTime() == 0xFFFFFFFF)
{
client->Message(Chat::White, " %d: %1.1f, %1.1f, %1.1f: disabled", iterator.GetData()->GetID(), iterator.GetData()->GetX(), iterator.GetData()->GetY(), iterator.GetData()->GetZ());
iDisabledCount++;
}
x++;
iterator.Advance();
}
client->Message(Chat::White, "%i of %i spawns listed.", iDisabledCount, x);
}
void Zone::ShowSpawnStatusByID(Mob* client, uint32 spawnid)
{
LinkedListIterator<Spawn2*> iterator(spawn2_list);
int x = 0;
int iSpawnIDCount = 0;
iterator.Reset();
while(iterator.MoreElements())
{
if (iterator.GetData()->GetID() == spawnid)
{
if (iterator.GetData()->timer.GetRemainingTime() == 0xFFFFFFFF)
client->Message(Chat::White, " %d: %1.1f, %1.1f, %1.1f: disabled", iterator.GetData()->GetID(), iterator.GetData()->GetX(), iterator.GetData()->GetY(), iterator.GetData()->GetZ());
else
client->Message(Chat::White, " %d: %1.1f, %1.1f, %1.1f: %1.2f", iterator.GetData()->GetID(), iterator.GetData()->GetX(), iterator.GetData()->GetY(), iterator.GetData()->GetZ(), (float)iterator.GetData()->timer.GetRemainingTime() / 1000);
iSpawnIDCount++;
break;
}
x++;
iterator.Advance();
}
if(iSpawnIDCount > 0)
client->Message(Chat::White, "%i of %i spawns listed.", iSpawnIDCount, x);
else
client->Message(Chat::White, "No matching spawn id was found in this zone.");
}
bool ZoneDatabase::GetDecayTimes(npcDecayTimes_Struct *npcCorpseDecayTimes)
{
const std::string query =
"SELECT varname, value FROM variables WHERE varname LIKE 'decaytime%%' ORDER BY varname";
auto results = QueryDatabase(query);
if (!results.Success())
return false;
int index = 0;
for (auto row = results.begin(); row != results.end(); ++row, ++index) {
Seperator sep(row[0]);
npcCorpseDecayTimes[index].minlvl = atoi(sep.arg[1]);
npcCorpseDecayTimes[index].maxlvl = atoi(sep.arg[2]);
npcCorpseDecayTimes[index].seconds = std::min(24 * 60 * 60, atoi(row[1]));
}
return true;
}
void Zone::weatherSend(Client *client)
{
auto outapp = new EQApplicationPacket(OP_Weather, 8);
if (zone_weather > 0) {
outapp->pBuffer[0] = zone_weather - 1;
}
if (zone_weather > 0) {
outapp->pBuffer[4] = zone->weather_intensity;
}
if (client) {
client->QueuePacket(outapp);
}
else {
entity_list.QueueClients(0, outapp);
}
safe_delete(outapp);
}
bool Zone::HasGraveyard() {
bool Result = false;
if(graveyard_zoneid() > 0)
Result = true;
return Result;
}
void Zone::SetGraveyard(uint32 zoneid, const glm::vec4& graveyardPosition) {
pgraveyard_zoneid = zoneid;
m_Graveyard = graveyardPosition;
}
void Zone::LoadZoneBlockedSpells(uint32 zone_id)
{
if (!blocked_spells) {
zone_total_blocked_spells = content_db.GetBlockedSpellsCount(zone_id);
if (zone_total_blocked_spells > 0) {
blocked_spells = new ZoneSpellsBlocked[zone_total_blocked_spells];
if (!content_db.LoadBlockedSpells(zone_total_blocked_spells, blocked_spells, zone_id)) {
LogError(" Failed to load blocked spells");
ClearBlockedSpells();
}
}
}
}
void Zone::ClearBlockedSpells()
{
if (blocked_spells) {
safe_delete_array(blocked_spells);
zone_total_blocked_spells = 0;
}
}
bool Zone::IsSpellBlocked(uint32 spell_id, const glm::vec3 &location)
{
if (blocked_spells) {
bool exception = false;
bool block_all = false;
for (int x = 0; x < GetZoneTotalBlockedSpells(); x++) {
if (blocked_spells[x].spellid == spell_id) {
exception = true;
}
if (blocked_spells[x].spellid == 0) {
block_all = true;
}
}
// If all spells are blocked and this is an exception, it is not blocked
if (block_all && exception) {
return false;
}
for (int x = 0; x < GetZoneTotalBlockedSpells(); x++) {
// Spellid of 0 matches all spells
if (0 != blocked_spells[x].spellid && spell_id != blocked_spells[x].spellid) {
continue;
}
switch (blocked_spells[x].type) {
case ZoneBlockedSpellTypes::ZoneWide: {
return true;
break;
}
case ZoneBlockedSpellTypes::Region: {
if (IsWithinAxisAlignedBox(
location,
blocked_spells[x].m_Location - blocked_spells[x].m_Difference,
blocked_spells[x].m_Location + blocked_spells[x].m_Difference
)) {
return true;
}
break;
}
default: {
continue;
break;
}
}
}
}
return false;
}
const char *Zone::GetSpellBlockedMessage(uint32 spell_id, const glm::vec3 &location)
{
if (blocked_spells) {
for (int x = 0; x < GetZoneTotalBlockedSpells(); x++) {
if (spell_id != blocked_spells[x].spellid && blocked_spells[x].spellid != 0) {
continue;
}
switch (blocked_spells[x].type) {
case ZoneBlockedSpellTypes::ZoneWide: {
return blocked_spells[x].message;
break;
}
case ZoneBlockedSpellTypes::Region: {
if (IsWithinAxisAlignedBox(
location,
blocked_spells[x].m_Location - blocked_spells[x].m_Difference,
blocked_spells[x].m_Location + blocked_spells[x].m_Difference
)) {
return blocked_spells[x].message;
}
break;
}
default: {
continue;
break;
}
}
}
}
return "Error: Message String Not Found\0";
}
void Zone::SetInstanceTimer(uint32 new_duration)
{
if(Instance_Timer)
{
Instance_Timer->Start(new_duration * 1000);
}
}
void Zone::LoadLDoNTraps()
{
const std::string query = "SELECT id, type, spell_id, skill, locked FROM ldon_trap_templates";
auto results = content_db.QueryDatabase(query);
if (!results.Success()) {
return;
}
for (auto row = results.begin(); row != results.end(); ++row) {
auto lt = new LDoNTrapTemplate;
lt->id = atoi(row[0]);
lt->type = (LDoNChestTypes) atoi(row[1]);
lt->spell_id = atoi(row[2]);
lt->skill = atoi(row[3]);
lt->locked = atoi(row[4]);
ldon_trap_list[lt->id] = lt;
}
}
void Zone::LoadLDoNTrapEntries()
{
const std::string query = "SELECT id, trap_id FROM ldon_trap_entries";
auto results = content_db.QueryDatabase(query);
if (!results.Success()) {
return;
}
for (auto row = results.begin(); row != results.end(); ++row)
{
uint32 id = atoi(row[0]);
uint32 trap_id = atoi(row[1]);
LDoNTrapTemplate *trapTemplate = nullptr;
auto it = ldon_trap_list.find(trap_id);
if(it == ldon_trap_list.end())
continue;
trapTemplate = ldon_trap_list[trap_id];
std::list<LDoNTrapTemplate*> temp;
auto iter = ldon_trap_entry_list.find(id);
if(iter != ldon_trap_entry_list.end())
temp = ldon_trap_entry_list[id];
temp.push_back(trapTemplate);
ldon_trap_entry_list[id] = temp;
}
}
void Zone::LoadVeteranRewards()
{
VeteranRewards.clear();
InternalVeteranReward current_reward;
current_reward.claim_id = 0;
const std::string query = "SELECT claim_id, name, item_id, charges "
"FROM veteran_reward_templates "
"WHERE reward_slot < 8 and claim_id > 0 "
"ORDER by claim_id, reward_slot";
auto results = content_db.QueryDatabase(query);
if (!results.Success()) {
return;
}
int index = 0;
for (auto row = results.begin(); row != results.end(); ++row, ++index)
{
uint32 claim = atoi(row[0]);
if(claim != current_reward.claim_id)
{
if(current_reward.claim_id != 0)
{
current_reward.claim_count = index;
current_reward.number_available = 1;
VeteranRewards.push_back(current_reward);
}
index = 0;
memset(&current_reward, 0, sizeof(InternalVeteranReward));
current_reward.claim_id = claim;
}
strcpy(current_reward.items[index].item_name, row[1]);
current_reward.items[index].item_id = atoi(row[2]);
current_reward.items[index].charges = atoi(row[3]);
}
if(current_reward.claim_id != 0)
{
current_reward.claim_count = index;
current_reward.number_available = 1;
VeteranRewards.push_back(current_reward);
}
}
void Zone::LoadAlternateCurrencies()
{
AlternateCurrencies.clear();
AltCurrencyDefinition_Struct current_currency;
const std::string query = "SELECT id, item_id FROM alternate_currency";
auto results = content_db.QueryDatabase(query);
if (!results.Success()) {
return;
}
for (auto row = results.begin(); row != results.end(); ++row)
{
current_currency.id = atoi(row[0]);
current_currency.item_id = atoi(row[1]);
AlternateCurrencies.push_back(current_currency);
}
}
void Zone::UpdateQGlobal(uint32 qid, QGlobal newGlobal)
{
if(newGlobal.npc_id != 0)
return;
if(newGlobal.char_id != 0)
return;
if(newGlobal.zone_id == GetZoneID() || newGlobal.zone_id == 0)
{
if(qGlobals)
{
qGlobals->AddGlobal(qid, newGlobal);
}
else
{
qGlobals = new QGlobalCache();
qGlobals->AddGlobal(qid, newGlobal);
}
}
}
void Zone::DeleteQGlobal(std::string name, uint32 npcID, uint32 charID, uint32 zoneID)
{
if(qGlobals)
{
qGlobals->RemoveGlobal(name, npcID, charID, zoneID);
}
}
void Zone::LoadAdventureFlavor()
{
const std::string query = "SELECT id, text FROM adventure_template_entry_flavor";
auto results = content_db.QueryDatabase(query);
if (!results.Success()) {
return;
}
for (auto row = results.begin(); row != results.end(); ++row) {
uint32 id = atoi(row[0]);
adventure_entry_list_flavor[id] = row[1];
}
}
void Zone::DoAdventureCountIncrease()
{
ServerZoneAdventureDataReply_Struct *sr = (ServerZoneAdventureDataReply_Struct*)adv_data;
if(sr->count < sr->total)
{
sr->count++;
auto pack = new ServerPacket(ServerOP_AdventureCountUpdate, sizeof(uint16));
*((uint16*)pack->pBuffer) = instanceid;
worldserver.SendPacket(pack);
delete pack;
}
}
void Zone::DoAdventureAssassinationCountIncrease()
{
ServerZoneAdventureDataReply_Struct *sr = (ServerZoneAdventureDataReply_Struct*)adv_data;
if(sr->assa_count < RuleI(Adventure, NumberKillsForBossSpawn))
{
sr->assa_count++;
auto pack = new ServerPacket(ServerOP_AdventureAssaCountUpdate, sizeof(uint16));
*((uint16*)pack->pBuffer) = instanceid;
worldserver.SendPacket(pack);
delete pack;
}
}
void Zone::DoAdventureActions()
{
ServerZoneAdventureDataReply_Struct* ds = (ServerZoneAdventureDataReply_Struct*)adv_data;
if(ds->type == Adventure_Collect)
{
int count = (ds->total - ds->count) * 25 / 10;
entity_list.AddLootToNPCS(ds->data_id, count);
did_adventure_actions = true;
}
else if(ds->type == Adventure_Assassinate)
{
if(ds->assa_count >= RuleI(Adventure, NumberKillsForBossSpawn))
{
const NPCType* tmp = content_db.LoadNPCTypesData(ds->data_id);
if(tmp)
{
NPC* npc = new NPC(tmp, nullptr, glm::vec4(ds->assa_x, ds->assa_y, ds->assa_z, ds->assa_h), GravityBehavior::Water);
npc->AddLootTable();
if (npc->DropsGlobalLoot())
npc->CheckGlobalLootTables();
entity_list.AddNPC(npc);
npc->Shout("Rarrrgh!");
did_adventure_actions = true;
}
}
}
else
{
did_adventure_actions = true;
}
}
void Zone::LoadNPCEmotes(LinkedList<NPC_Emote_Struct*>* NPCEmoteList)
{
NPCEmoteList->Clear();
const std::string query = "SELECT emoteid, event_, type, text FROM npc_emotes";
auto results = content_db.QueryDatabase(query);
if (!results.Success()) {
return;
}
for (auto row = results.begin(); row != results.end(); ++row)
{
auto nes = new NPC_Emote_Struct;
nes->emoteid = atoi(row[0]);
nes->event_ = atoi(row[1]);
nes->type = atoi(row[2]);
strn0cpy(nes->text, row[3], sizeof(nes->text));
NPCEmoteList->Insert(nes);
}
}
void Zone::ReloadWorld(uint32 Option){
if (Option == 0) {
entity_list.ClearAreas();
parse->ReloadQuests();
} else if(Option == 1) {
entity_list.ClearAreas();
parse->ReloadQuests();
zone->Repop(0);
}
}
void Zone::LoadTickItems()
{
tick_items.clear();
const std::string query = "SELECT it_itemid, it_chance, it_level, it_qglobal, it_bagslot FROM item_tick";
auto results = database.QueryDatabase(query);
if (!results.Success()) {
return;
}
for (auto row = results.begin(); row != results.end(); ++row) {
if(atoi(row[0]) == 0)
continue;
item_tick_struct ti_tmp;
ti_tmp.itemid = atoi(row[0]);
ti_tmp.chance = atoi(row[1]);
ti_tmp.level = atoi(row[2]);
ti_tmp.bagslot = (int16)atoi(row[4]);
ti_tmp.qglobal = std::string(row[3]);
tick_items[atoi(row[0])] = ti_tmp;
}
}
uint32 Zone::GetSpawnKillCount(uint32 in_spawnid) {
LinkedListIterator<Spawn2*> iterator(spawn2_list);
iterator.Reset();
while(iterator.MoreElements())
{
if(iterator.GetData()->GetID() == in_spawnid)
{
return(iterator.GetData()->killcount);
}
iterator.Advance();
}
return 0;
}
void Zone::SetIsHotzone(bool is_hotzone)
{
Zone::is_hotzone = is_hotzone;
}
void Zone::RequestUCSServerStatus() {
auto outapp = new ServerPacket(ServerOP_UCSServerStatusRequest, sizeof(UCSServerStatus_Struct));
auto ucsss = (UCSServerStatus_Struct*)outapp->pBuffer;
ucsss->available = 0;
ucsss->port = Config->ZonePort;
ucsss->unused = 0;
worldserver.SendPacket(outapp);
safe_delete(outapp);
}
void Zone::SetUCSServerAvailable(bool ucss_available, uint32 update_timestamp) {
if (m_last_ucss_update == update_timestamp && m_ucss_available != ucss_available) {
m_ucss_available = false;
RequestUCSServerStatus();
return;
}
if (m_last_ucss_update < update_timestamp)
m_ucss_available = ucss_available;
}
int Zone::GetNpcPositionUpdateDistance() const
{
return npc_position_update_distance;
}
void Zone::SetNpcPositionUpdateDistance(int in_npc_position_update_distance)
{
Zone::npc_position_update_distance = in_npc_position_update_distance;
}
void Zone::CalculateNpcUpdateDistanceSpread()
{
float max_x = 0;
float max_y = 0;
float min_x = 0;
float min_y = 0;
auto &mob_list = entity_list.GetMobList();
for (auto &it : mob_list) {
Mob *entity = it.second;
if (!entity->IsNPC()) {
continue;
}
if (entity->GetX() <= min_x) {
min_x = entity->GetX();
}
if (entity->GetY() <= min_y) {
min_y = entity->GetY();
}
if (entity->GetX() >= max_x) {
max_x = entity->GetX();
}
if (entity->GetY() >= max_y) {
max_y = entity->GetY();
}
}
int x_spread = int(abs(max_x - min_x));
int y_spread = int(abs(max_y - min_y));
int combined_spread = int(abs((x_spread + y_spread) / 2));
int update_distance = EQ::ClampLower(int(combined_spread / 4), int(zone->GetMaxMovementUpdateRange()));
SetNpcPositionUpdateDistance(update_distance);
Log(Logs::General, Logs::Debug,
"NPC update spread distance set to [%i] combined_spread [%i]",
update_distance,
combined_spread
);
}
bool Zone::IsQuestHotReloadQueued() const
{
return quest_hot_reload_queued;
}
void Zone::SetQuestHotReloadQueued(bool in_quest_hot_reload_queued)
{
quest_hot_reload_queued = in_quest_hot_reload_queued;
}
void Zone::LoadGrids()
{
zone_grids = GridRepository::GetZoneGrids(GetZoneID());
zone_grid_entries = GridEntriesRepository::GetZoneGridEntries(GetZoneID());
}
Timer Zone::GetInitgridsTimer()
{
return initgrids_timer;
}
uint32 Zone::GetInstanceTimeRemaining() const
{
return instance_time_remaining;
}
void Zone::SetInstanceTimeRemaining(uint32 instance_time_remaining)
{
Zone::instance_time_remaining = instance_time_remaining;
}
bool Zone::IsZone(uint32 zone_id, uint16 instance_id) const
{
return (zoneid == zone_id && instanceid == instance_id);
}
DynamicZone* Zone::GetDynamicZone()
{
if (GetInstanceID() == 0)
{
return nullptr;
}
// todo: cache dynamic zone id on zone later for faster lookup
for (const auto& dz_iter : zone->dynamic_zone_cache)
{
if (dz_iter.second->IsSameDz(GetZoneID(), GetInstanceID()))
{
return dz_iter.second.get();
}
}
return nullptr;
}