mirror of
https://github.com/emagi/eq2emu
synced 2026-08-12 18:23:04 -04:00
20 KiB
20 KiB
File: client.h
Classes
TransportDestinationConversationOptionVoiceOverStructGroupOptionsQueuedQuestBuyBackItemMacroDataMailMailWindowPendingGuildInvitePendingResurrectionIncomingPaperdollImageWaypointInfoDialogManagerClientClientList
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 endreturn std::stoul(match[1].str()); // Extract and convert the numerical partvoid 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