20 KiB
20 KiB
File: client.h
Classes
TransportDestination
ConversationOption
VoiceOverStruct
GroupOptions
QueuedQuest
BuyBackItem
MacroData
Mail
MailWindow
PendingGuildInvite
PendingResurrection
IncomingPaperdollImage
WaypointInfo
DialogManager
Client
ClientList
Functions
bool addAccept(const std::string& key, int32 id, int32 seconds) {
std::lock_guard<std::mutex> lock(mutex_);
bool addDecline(const std::string& key, int32 id, int32 seconds) {
std::lock_guard<std::mutex> lock(mutex_);
bool clearAccept(const std::string& key) {
std::lock_guard<std::mutex> lock(mutex_);
bool clearDecline(const std::string& key) {
std::lock_guard<std::mutex> lock(mutex_);
int32 getAcceptValue(const std::string& key) {
std::lock_guard<std::mutex> lock(mutex_);
int32 getDeclineValue(const std::string& key) {
std::lock_guard<std::mutex> lock(mutex_);
bool isDialogActive(const std::string& key) {
std::lock_guard<std::mutex> lock(mutex_);
void startTimer(const std::string& key, int32 seconds, bool isAccept) {
std::lock_guard<std::mutex> lock(mutex_);
void RemoveClientFromZone();
bool Process(bool zone_process = false);
void Disconnect(bool send_disconnect = true);
void SetConnected(bool val) { connected = val; }
bool IsConnected() { return connected; }
bool IsReadyForSpawns() { return ready_for_spawns; }
bool IsReadyForUpdates() { return ready_for_updates; }
bool IsZoning() { return client_zoning; }
void SetReadyForUpdates();
void SetReadyForSpawns(bool val);
void QueuePacket(EQ2Packet* app, bool attemptedCombine = false);
void SendLoginInfo();
int8 GetMessageChannelColor(int8 channel_type);
void HandleTellMessage(const char* fromName, const char* message, const char* to, int32 current_language_id);
void SimpleMessage(int8 color, const char* message);
void Message(int8 type, const char* message, ...);
void SendSpellUpdate(Spell* spell, bool add_silently = false, bool add_to_hotbar = true);
void Zone(ZoneChangeDetails* new_zone, ZoneServer* opt_zone = nullptr, bool set_coords = true, bool is_spell = false);
void Zone(const char* new_zone, bool set_coords = true, bool is_spell = false);
void Zone(int32 instanceid, bool set_coords = true, bool byInstanceID = false, bool is_spell = false);
void ApproveZone();
void SendZoneInfo();
void SendZoneSpawns();
void HandleVerbRequest(EQApplicationPacket* app);
void SendControlGhost(int32 send_id = 0xFFFFFFFF, int8 unknown2 = 0);
void SendCharInfo();
void SendLoginDeniedBadVersion();
void SendCharPOVGhost();
void SendPlayerDeathWindow();
float DistanceFrom(Client* client);
void SendDefaultGroupOptions();
bool HandleLootItemByID(Spawn* entity, int32 item_id, Spawn* target);
bool HandleLootItem(Spawn* entity, Item* item, Spawn* target = nullptr, bool overrideLootRestrictions = false);
void HandleLootItemRequestPacket(EQApplicationPacket* app);
void HandleSkillInfoRequest(EQApplicationPacket* app);
void HandleExamineInfoRequest(EQApplicationPacket* app);
void HandleQuickbarUpdateRequest(EQApplicationPacket* app);
void SendPopupMessage(int8 unknown, const char* text, const char* type, float size, int8 red, int8 green, int8 blue);
void PopulateSkillMap();
void ChangeLevel(int16 old_level, int16 new_level);
void ChangeTSLevel(int16 old_level, int16 new_level);
bool Summon(const char* search_name);
std::string IdentifyInstanceLockout(int32 zoneID, bool displayClient = true);
bool IdentifyInstance(ZoneChangeDetails* zone_details, int32 zoneID);
bool TryZoneInstance(int32 zoneID, bool zone_coords_valid = false);
bool GotoSpawn(const char* search_name, bool forceTarget = false);
void DisplayDeadWindow();
void HandlePlayerRevive(int32 point_id);
void Bank(Spawn* banker, bool cancel = false);
void BankWithdrawal(int64 amount);
bool BankWithdrawalNoBanker(int64 amount);
bool BankHasCoin(int64 amount);
void BankDeposit(int64 amount);
void SetBanker(Spawn* in_banker);
bool AddItem(int32 item_id, int16 quantity = 0, AddItemType type = AddItemType::NOT_SET);
bool AddItem(Item* item, bool* item_deleted = 0, AddItemType type = AddItemType::NOT_SET);
bool AddItemToBank(int32 item_id, int16 quantity = 0);
bool AddItemToBank(Item* item);
void UnequipItem(int16 index, sint32 bag_id = -999, int8 to_slot = 255, int8 appearance_equip = 0);
bool RemoveItem(Item* item, int16 quantity, bool force_override_no_delete = false);
void ProcessTeleport(Spawn* spawn, vector<TransportDestination*>* destinations, int32 transport_id = 0, bool is_spell = false);
void ProcessTeleportLocation(EQApplicationPacket* app);
void UpdateCharacterInstances();
void SetLastSavedTimeStamp(int32 unixts) { last_saved_timestamp = unixts; }
int32 GetLastSavedTimeStamp() { return last_saved_timestamp; }
bool CheckZoneAccess(const char* zoneName);
int32 GetCurrentZoneID();
void SetCurrentZoneByInstanceID(int32 id, int32 zoneid);
void SetCurrentZone(int32 id, int32 zone_duplicate_id = 0);
void SetCurrentZone(ZoneServer* zone);
void SetZoningDestination(ZoneServer* zone) {
int32 GetDuplicatingZoneID() { return duplicate_zoning_id; }
void setConnection(EQStream* ieqs) { eqs = ieqs; }
void SetNameCRC(int32 val) { name_crc = val; }
int32 GetNameCRC() { return name_crc; }
void SetVersion(int16 new_version) { version = new_version; }
void SetAccountID(int32 in_accountid) { account_id = in_accountid; }
void SetCharacterID(int32 in_characterid) { character_id = in_characterid; }
void SetAdminStatus(sint16 in_status) { admin_status = in_status; }
void DetermineCharacterUpdates();
void UpdateTimeStampFlag(int8 flagType)
int8 GetTimeStampFlag() { return timestamp_flag; }
bool UpdateQuickbarNeeded();
void Save();
void CloseLoot(int32 spawn_id);
void SendLootResponsePacket(int32 total_coins, vector<Item*>* items, Spawn* entity, bool ignore_loot_tier = false);
void LootSpawnRequest(Spawn* entity, bool attemptDisarm = true);
bool LootSpawnByMethod(Spawn* entity);
void OpenChest(Spawn* entity, bool attemptDisarm = true);
void CastGroupOrSelf(Entity* source, uint32 spellID, uint32 spellTier = 1, float restrictiveRadius = 0.0f);
void CheckPlayerQuestsKillUpdate(Spawn* spawn);
void CheckPlayerQuestsChatUpdate(Spawn* spawn);
void CheckPlayerQuestsItemUpdate(Item* item);
void CheckPlayerQuestsSpellUpdate(Spell* spell);
void CheckPlayerQuestsLocationUpdate();
void AddPendingQuest(Quest* quest, bool forced = false);
void AcceptQuest(int32 quest_id);
bool HasPendingQuest(int32 quest_id);
void RemovePendingQuest(int32 quest_id);
void SetPlayerQuest(Quest* quest, map<int32, int32>* progress);
void AddPlayerQuest(Quest* quest, bool call_accepted = true, bool send_packets = true);
void RemovePlayerQuest(int32 id, bool send_update = true, bool delete_quest = true);
void SendQuestJournal(bool all_quests = false, Client* client = 0, bool updated = true);
void SendQuestUpdate(Quest* quest);
void SendQuestFailure(Quest* quest);
void SendQuestUpdateStep(Quest* quest, int32 step, bool display_quest_helper = true);
void SendQuestUpdateStepImmediately(Quest* quest, int32 step, bool display_quest_helper = true);
void DisplayQuestRewards(Quest* quest, int64 coin, vector<Item*>* rewards = 0, vector<Item*>* selectable_rewards = 0, map<int32, sint32>* factions = 0, const char* header = "Quest Reward!", int32 status_points = 0, const char* text = 0, bool was_displayed = false);
void PopulateQuestRewardItems(vector <Item*>* items, PacketStruct* packet, std::string num_rewards_str = "num_rewards", std::string reward_id_str = "reward_id", std::string item_str = "item");
void DisplayQuestComplete(Quest* quest, bool tempReward = false, std::string customDescription = string(""), bool was_displayed = false);
void DisplayRandomizeFeatures(int32 features);
void AcceptQuestReward(Quest* quest, int32 item_id);
void DisplayConversation(int32 conversation_id, int32 spawn_id, vector<ConversationOption>* conversations, const char* text, const char* mp3, int32 key1, int32 key2, int8 language = 0, int8 can_close = 1);
void DisplayConversation(Item* item, vector<ConversationOption>* conversations, const char* text, int8 type, const char* mp3 = 0, int32 key1 = 0, int32 key2 = 0, int8 language = 0, int8 can_close = 1);
void DisplayConversation(Spawn* src, int8 type, vector<ConversationOption>* conversations, const char* text, const char* mp3 = 0, int32 key1 = 0, int32 key2 = 0, int8 language = 0, int8 can_close = 1);
void CloseDialog(int32 conversation_id);
int32 GetConversationID(Spawn* spawn, Item* item);
void CombineSpawns(float radius, Spawn* spawn);
void AddCombineSpawn(Spawn* spawn);
void RemoveCombineSpawn(Spawn* spawn);
void SaveCombineSpawns(const char* name = 0);
bool ShouldTarget();
void TargetSpawn(Spawn* spawn);
void ReloadQuests();
int32 GetCurrentQuestID() { return current_quest_id; }
void SetLuaDebugClient(bool val);
void SetMerchantTransaction(Spawn* spawn);
void SetMailTransaction(Spawn* spawn);
void PlaySound(const char* name);
void SendBuyMerchantList(bool sell = false);
void SendSellMerchantList(bool sell = false);
void SendBuyBackList(bool sell = false);
void SendRepairList();
void ShowLottoWindow();
void PlayLotto(int32 price, int32 ticket_item_id);
void SendGuildCreateWindow();
float CalculateBuyMultiplier(int32 merchant_id);
float CalculateSellMultiplier(int32 merchant_id);
void BuyItem(int32 item_id, int16 quantity);
void SellItem(int32 item_id, int16 quantity, int32 unique_id = 0);
void BuyBack(int32 item_id, int16 quantity);
void RepairItem(int32 item_id);
void RepairAllItems();
void AddBuyBack(int32 unique_id, int32 item_id, int16 quantity, int32 price, bool save_needed = true);
void SendMailList();
void DisplayMailMessage(int32 mail_id);
void HandleSentMail(EQApplicationPacket* app);
void DeleteMail(int32 mail_id, bool from_database = false);
bool AddMailItem(Item* item);
bool AddMailCoin(int32 copper, int32 silver = 0, int32 gold = 0, int32 plat = 0);
bool RemoveMailCoin(int32 copper, int32 silver = 0, int32 gold = 0, int32 plat = 0);
void TakeMailAttachments(int32 mail_id);
void ResetSendMail(bool cancel = true, bool needslock = true);
bool GateAllowed();
bool BindAllowed();
bool Bind();
bool Gate(bool is_spell = false);
void SendChatRelationship(int8 type, const char* name);
void SendFriendList();
void SendIgnoreList();
void SendNewAdventureSpells();
void SendNewTradeskillSpells();
string GetCoinMessage(int32 total_coins);
void SetItemSearch(vector<Item*>* items);
void SearchStore(int32 page);
void SetPlayer(Player* new_player);
void AddPendingQuestAcceptReward(Quest* quest);
void AddPendingQuestReward(Quest* quest, bool update = true, bool is_temporary = false, std::string description = std::string(""));
bool HasQuestRewardQueued(int32 quest_id, bool is_temporary, bool is_collection);
void QueueQuestReward(int32 quest_id, bool is_temporary, bool is_collection, bool has_displayed, int64 tmp_coin, int32 tmp_status, std::string description, bool db_saved = false, int32 index = 0);
void RemoveQueuedQuestReward();
void AddPendingQuestUpdate(int32 quest_id, int32 step_id, int32 progress = 0xFFFFFFFF);
void ProcessQuestUpdates();
void AddWaypoint(const char* waypoint_name, int8 waypoint_category, int32 spawn_id);
void BeginWaypoint(const char* waypoint_name, float x, float y, float z);
void InspectPlayer(Player* player_to_inspect);
void SetPendingGuildInvite(Guild* guild, Player* invited_by = 0);
void ShowClaimWindow();
void ShowGuildSearchWindow();
void CheckQuestQueue();
void ShowDressingRoom(Item* item, sint32 crc);
void SendCollectionList();
bool SendCollectionsForItem(Item* item);
void HandleCollectionAddItem(int32 collection_id, Item* item);
void DisplayCollectionComplete(Collection* collection);
void HandInCollections();
void AcceptCollectionRewards(Collection* collection, int32 selectable_item_id = 0);
void SendRecipeList();
void PopulateRecipeData(Recipe* recipe, PacketStruct* packet, int i = 0);
int32 GetRecipeCRC(Recipe* recipe);
void SendRecipeDetails(vector<int32>* recipes);
void SendTitleUpdate();
void SendUpdateTitles(sint32 prefix, sint32 suffix);
void SendLanguagesUpdate(int32 id, bool setlang = 1);
void SendAchievementsList();
void SendAchievementUpdate(bool first_login = false);
void SendPetOptionsWindow(const char* pet_name, int8 type = 1);
void SendBiography();
bool IsCrafting();
void SetRecipeListSent(bool val) { m_recipeListSent = val; }
bool GetRecipeListSent() { return m_recipeListSent; }
void ShowRecipeBook();
void SendResurrectionWindow();
void AcceptResurrection();
void SetPendingLastName(string last_name);
void RemovePendingLastName();
void SendLastNameConfirmation();
void SetInitialSpawnsSent(bool val) { initial_spawns_sent = val; }
bool GetInitialSpawnsSent() { return initial_spawns_sent; }
void SendQuestJournalUpdate(Quest* quest, bool updated = true);
void AddQuestTimer(int32 quest_id);
void RemoveQuestTimer(int32 quest_id);
void SetPendingFlightPath(int32 val) { pending_flight_path = val; }
int32 GetPendingFlightPath() { return pending_flight_path; }
void AttemptStartAutoMount();
int32 extractZoneNumericalSuffix(const std::string& input) {
std::regex pattern(R"(.*\s(\d+)$)"); // Matches a space followed by digits at the end
return std::stoul(match[1].str()); // Extract and convert the numerical part
void EndAutoMount();
bool GetOnAutoMount() { return on_auto_mount; }
bool IsCurrentTransmuteID(int32 trans_id);
void SetTransmuteID(int32 trans_id);
int32 GetTransmuteID();
void SetSpawnPlacementMode(ServerSpawnPlacementMode mode) { spawnPlacementMode = mode; }
ServerSpawnPlacementMode GetSpawnPlacementMode() { return spawnPlacementMode; }
bool HandleNewLogin(int32 account_id, int32 access_code);
void SendSpawnChanges(set<Spawn*>& spawns);
void MakeSpawnChangePacket(map<int32, SpawnData> info_changes, map<int32, SpawnData> pos_changes, map<int32, SpawnData> vis_changes, int32 info_size, int32 pos_size, int32 vis_size);
bool IsZonedIn() { return connected_to_zone; }
void SendHailCommand(Spawn* target);
void SendDefaultCommand(Spawn* spawn, const char* command, float distance);
void SetTempPlacementSpawn(Spawn* tmp);
void SetPlacementUniqueItemID(int32 id) { placement_unique_item_id = id; }
int32 GetPlacementUniqueItemID() { return placement_unique_item_id; }
void SetHasOwnerOrEditAccess(bool val) { hasOwnerOrEditAccess = val; }
bool HasOwnerOrEditAccess() { return hasOwnerOrEditAccess; }
bool HandleHouseEntityCommands(Spawn* spawn, int32 spawnid, string command);
bool PopulateHouseSpawn(PacketStruct* place_object);
bool PopulateHouseSpawnFinalize();
void SendMoveObjectMode(Spawn* spawn, uint8 placementMode, float unknown2_3 = 0.0f);
void SendFlightAutoMount(int32 path_id, int16 mount_id = 0, int8 mount_red_color = 0xFF, int8 mount_green_color = 0xFF, int8 mount_blue_color = 0xFF);
void SendShowBook(Spawn* sender, string title, int8 language, int8 num_pages, ...);
void SendShowBook(Spawn* sender, string title, int8 language, vector<Item::BookPage*> pages);
void SetTemporaryTransportID(int32 id) { temporary_transport_id = id; }
int32 GetTemporaryTransportID() { return temporary_transport_id; }
void SetRejoinGroupID(int32 id) { rejoin_group_id = id; }
void TempRemoveGroup();
void ReplaceGroupClient(Client* new_client);
void SendWaypoints();
void AddWaypoint(string name, int8 type);
void RemoveWaypoint(string name) {
void SelectWaypoint(int32 id);
void ClearWaypoint();
bool ShowPathToTarget(float x, float y, float z, float y_offset);
bool ShowPathToTarget(Spawn* spawn);
void SetRegionDebug(bool val) { regionDebugMessaging = val; }
void SendEquipOrInvUpdateBySlot(int8 slot);
void SetReloadingZone(bool val) { client_reloading_zone = val; }
bool IsReloadingZone() { return client_reloading_zone; }
void QueueStateCommand(int32 spawn_player_id, int32 state);
void ProcessStateCommands();
void PurgeItem(Item* item);
void ConsumeFoodDrink(Item* item, int32 slot);
void AwardCoins(int64 total_coins, std::string reason = string(""));
void TriggerSpellSave();
void ClearSentItemDetails() {
bool IsPlayerLoadingComplete() { return player_loading_complete; }
int32 GetRejoinGroupID() { return rejoin_group_id; }
void ClearSentSpellList() {
void UpdateSentSpellList();
bool CountSentSpell(int32 id, int32 tier) {
void SetSentSpell(int32 id, int32 tier) {
void DisableSave() { disable_save = true; }
bool IsSaveDisabled() { return disable_save; }
void ResetZoningCoords() {
void SetZoningCoords(float x, float y, float z, float h) {
bool UseItem(Item* item, Spawn* target = nullptr);
void SendPlayFlavor(Spawn* spawn, int8 language, VoiceOverStruct* non_garble, VoiceOverStruct* garble, bool success = false, bool garble_success = false);
void SaveQuestRewardData(bool force_refresh = false);
void UpdateCharacterRewardData(QuestRewardData* data);
void SetQuestUpdateState(bool val) { quest_updates = val; }
bool SetPlayerPOVGhost(Spawn* spawn);
int32 GetPlayerPOVGhostSpawnID() { return pov_ghost_spawn_id; }
void HandleDialogSelectMsg(int32 conversation_id, int32 response_index);
bool SetPetName(const char* name);
bool CheckConsumptionAllowed(int16 slot, bool send_message = true);
void StartLinkdeadTimer();
bool IsLinkdeadTimerEnabled();
bool AddRecipeBookToPlayer(int32 recipe_id, Item* item = nullptr);
bool RemoveRecipeFromPlayer(int32 recipe_id);
void SaveSpells();
void GiveQuestReward(Quest* quest, bool has_displayed = false);
void SendReplaceWidget(int32 widget_id, bool delete_widget, float x = 0.0f, float y = 0.0f, float z = 0.0f, int32 grid_id = 0);
void ProcessZoneIgnoreWidgets();
void SendHearCast(Spawn* caster, Spawn* target, int32 spell_visual, int16 cast_time);
int32 GetSpellVisualOverride(int32 spell_visual);
sint16 GetClientItemPacketOffset() { sint16 offset = -1; if (GetVersion() <= 373) { offset = -2; } return offset; }
int32 GetZoningID() { return zoning_id; }
int32 GetZoningInstanceID() { return zoning_instance_id; }
void SetZoningDetails(ZoneChangeDetails* details) { zoning_details = ZoneChangeDetails(details); }
void HandleGroupAcceptResponse(int8 result);
void SetGroupOptionsReference(GroupOptions* options);
void SendReceiveOffer(Client* client_target, int8 type, std::string name, int8 unknown2);
bool SendDialogChoice(int32 spawnID, const std::string& windowTextPrompt, const std::string& acceptText, const std::string& acceptCommand, const std::string& declineText, const std::string& declineCommand, int32 time, int8 textBox, int8 textBoxRequired, int32 maxLength);
void AddRecipeToPlayerPack(Recipe* recipe, PacketStruct* packet, int16* i);
void SavePlayerImages();
void SkillChanged(Skill* skill, int16 previous_value, int16 new_value);
void SetStepComplete(int32 quest_id, int32 step);
void AddStepProgress(int32 quest_id, int32 step, int32 progress);
void SendNewSpells(int8 class_id);
void SendNewTSSpells(int8 class_id);
void AddSendNewSpells(vector<Spell*>* spells);
bool HandlePacket(EQApplicationPacket* app);
bool GetHouseZoneServer(ZoneChangeDetails* zone_details, int32 spawn_id, int64 house_id);
bool EntityCommandPrecheck(Spawn* spawn, const char* command);
bool ContainsStream(EQStream* eqs);
void Add(Client* client);
void Remove(Client* client, bool delete_data = false);
void RemoveConnection(EQStream* eqs);
void Process();
int32 Count();
void ReloadQuests();
void CheckPlayersInvisStatus(Client* owner);
void RemovePlayerFromInvisHistory(int32 spawnID);
Notable Comments
- /*
- */
- // Add accept string with int32 id and a timer
- // Add decline string with int32 id and a timer
- // Clear a specific accept string
- // Clear a specific decline string
- // Check if a dialog is active
- //void SetCurrentZoneByInstanceID(instanceid, zoneid);
- ///
Send the pet options window to the client - ///Type of pet, 1 = combat 0 = non combat