Server:Boats
For TAKP server, the boat routes use spawn conditions and are timed with grids. All synchronization has to be achieved via precise timing. Unfortunately, boats can't send send signals across zones. This is hard coded into the client.
If a grid is timed too short or too long, players will either get dropped off in the water or players will end up at the safe spot in the destination zone. Boat zones need to be static.
To skip straight to getting started, see #Boat_Route_Implementations
Server-Side Source
BoatID Constants
The following boats and their ID's are described as enum constants in the server source code: https://github.com/EQMacEmu/Server/blob/main/common/eq_constants.h#L685
//These are NPCIDs in the database. All of these boats send a BoardBoat opcode when boarded. enum Boats { Stormbreaker = 770, //freporte-oot-butcherblock SirensBane = 771, Sea_King = 772, //erudext-erudsxing-qeynos Golden_Maiden = 773, Maidens_Voyage = 838, //timorous-firiona Bloated_Belly = 839, //timorous-overthere Barrel_Barge = 840, //Shuttle timorous-oasis Muckskimmer = 841, Sabrina = 24056, //Shuttle in Erud Island_Shuttle = 96075, //Shuttle to Elf docks in timorous Captains_Skiff = 842, //Shuttle timorous-butcherblock Icebreaker = 110083, //iceclad pirate_runners_skiff = 843 //Shuttle iceclad-nro };
Boat ID's are stored in the player profile packet (pp.boatname and pp.boatid). When you board the boat, the boatid is registered in the PlayerProfile in the code (common/patches/mac_structs), sent by the client to the server,
struct PlayerProfile_Struct { ... char boat[32]; ... };
and temporarily stored in the `character_data`.boatid field in the database.
Opcodes
utils/patches/patch_Mac.conf: OP_BoardBoat=0xbb41 OP_LeaveBoat=0xbc41 OP_ControlBoat=0x2641
Logsys Categories
GM characters can observe player profile packets showing boats being boarded/departed by setting debug logging in the database:
Database
UPDATE logsys_categories SET log_to_gmsay = '3' WHERE log_category_description = 'Boats';
In order to see boat associated quest script debugging information, GM characters can see debug logging as well:
UPDATE logsys_categories SET log_to_gmsay = '3' WHERE log_category_description = 'Quest Debug';
Source
The following snippets can be found at https://github.com/EQMacEmu/Server/blob/main/common/eqemu_logsys_log_aliases.h#L480
#define LogBoats(message, ...) do {\ if (LogSys.log_settings[Logs::Boats].is_category_enabled == 1)\ OutF(LogSys, Logs::General, Logs::Boats, __FILE__, __func__, __LINE__, message, ##__VA_ARGS__);\ } while (0) #define LogBoatsDetail(message, ...) do {\ if (LogSys.log_settings[Logs::Boats].is_category_enabled == 1)\ OutF(LogSys, Logs::Detail, Logs::Boats, __FILE__, __func__, __LINE__, message, ##__VA_ARGS__);\ } while (0)
Zone
API
zone/zone.h and zone/zone.cpp:
This function iterates through a hardcoded list of zone short_names (qeynos, freporte, erudnext, butcher, oot, erudsxing, timorous, firiona, oasis, overthere, nro, iceclad)
bool Zone::IsBoatZone()
zone/npc.h and zone/npc.cpp:
The following is found in the NPC:: namespace:
bool NPC::IsBoat() { return (GetBaseRace() == SHIP || GetBaseRace() == LAUNCH || GetBaseRace() == CONTROLLED_BOAT || GetBaseRace() == GHOST_SHIP); }
zone/client.h
The following functions are available for the server interacting with clients (found in the Client:: namespace).
uint16 GetBoatID() const { return BoatID; } uint32 GetBoatNPCID() { return m_pp.boatid; } char* GetBoatName() { return m_pp.boat; } void SetBoatID(uint32 boatid); void SetBoatName(const char* boatname); void SendToBoat(bool messageonly) // Sometimes, the client doesn't send OP_LeaveBoat, so the boat values don't get cleared. // This can lead difficulty entering the zone, since some people's client's don't like // the boat timeout period.
zone/client_packet.h
void Handle_OP_BoardBoat(const EQApplicationPacket *app); void Handle_OP_ControlBoat(const EQApplicationPacket *app); void Handle_OP_LeaveBoat(const EQApplicationPacket *app);
zone/command.h: These are GM commands ("#boatinfo" and "#resetboat")
void command_boatinfo(Client *c, const Seperator *sep); void command_resetboat(Client *c, const Seperator *sep);
zone/lua_parser_events.h
void handle_board_boat(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector<std::any> *extra_pointers); void handle_leave_boat(QuestInterface *parse, lua_State* L, Client* client, std::string data, uint32 extra_data, std::vector<std::any> *extra_pointers);
zone/lua_client.h:
int GetBoatID(); void SetBoatID(uint32 in_boatid); char* GetBoatName(); void SetBoatName(const char* in_boatname);
Zone Entry
Each time a client enters a zone, the server checks the client packet's player profile struct for a boatid > 0 and whether the client is currently in Timorous Deep or Firionia Vie. If this is true, the boatid in the player profile struct is set back to 0.
void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app) { ... PlayerProfile_Struct* pps = (PlayerProfile_Struct*) new uchar[sizeof(PlayerProfile_Struct) - 4]; memcpy(pps, &m_pp, sizeof(PlayerProfile_Struct) - 4); ... if(m_pp.boatid > 0 && (zone->GetZoneID() == timorous || zone->GetZoneID() == firiona)) pps->boat[0] = 0;
So when the boat moves, we send the pc to their destination and the boatid. If the player finds that boatid in their destination zone, it will land on it. Otherwise, it will be sent to the zone safe location.
Boat Route Implementations
Implementing a boat is achieved via entries to the database and the LUA scripting engine. The original implementation on TAKP for most of the boats was done by Cavedude (BB to Tim Deep shuttles was the only route he didn't finish).
Database Settings
The following database tables are used:
- npc_types
- spawngroup
- spawnentry
- spawn2
- spawn_conditions
- grid
- grid_entries
npc_types
Boats are implemented as NPCs, so you'll find them in the npc_types table with a race value of Launch (73). For example,
INSERT INTO `npc_types` (`id`, `name`, `lastname`, `level`, `race`, `class`, `bodytype`, `hp`, `mana`, `gender`, `texture`, `helmtexture`, `size`, `hp_regen_rate`, `mana_regen_rate`, `loottable_id`, `merchant_id`, `npc_spells_id`, `npc_spells_effects_id`, `npc_faction_id`, `mindmg`, `maxdmg`, `attack_count`, `special_abilities`, `aggroradius`, `assistradius`, `face`, `luclin_hairstyle`, `luclin_haircolor`, `luclin_eyecolor`, `luclin_eyecolor2`, `luclin_beardcolor`, `luclin_beard`, `armortint_id`, `armortint_red`, `armortint_green`, `armortint_blue`, `d_melee_texture1`, `d_melee_texture2`, `prim_melee_type`, `sec_melee_type`, `ranged_type`, `runspeed`, `MR`, `CR`, `DR`, `FR`, `PR`, `see_invis`, `see_invis_undead`, `qglobal`, `AC`, `npc_aggro`, `spawn_limit`, `attack_delay`, `STR`, `STA`, `DEX`, `AGI`, `_INT`, `WIS`, `CHA`, `see_sneak`, `see_improved_hide`, `ATK`, `Accuracy`, `slow_mitigation`, `maxlevel`, `scalerate`, `private_corpse`, `unique_spawn_by_name`, `underwater`, `isquest`, `emoteid`, `spellscale`, `healscale`, `raid_target`, `chesttexture`, `armtexture`, `bracertexture`, `handtexture`, `legtexture`, `feettexture`, `light`, `walkspeed`, `combat_hp_regen`, `combat_mana_regen`, `aggro_pc`, `ignore_distance`, `encounter`, `ignore_despawn`, `avoidance`, `exp_pct`, `greed`, `engage_notice`, `stuck_behavior`, `flymode`) VALUES (846, 'Shuttle_I', '', 50, 73, 1, 5, 9550, 0, 0, 1, 0, 6, 287, 0, 0, 0, 0, 0, 0, 0, 0, -1, '19,1^20,1^24,1^35,1', 60, 0, 0, 255, 255, 255, 255, 255, 255, 0, 0, 0, 0, 0, 0, 28, 28, 7, 1.25, 35, 35, 25, 35, 25, 0, 1, 0, 190, 0, 0, 30, 75, 75, 75, 75, 75, 75, 75, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 100, 100, 0, 0, 0, 0, 0, 0, 0, 0, 1.25, 6, 0, 0, 1000, 0, 0, 0, 100, 0, 0, 0, -1);
spawngroup
INSERT INTO `spawngroup` (`id`, `name`, `spawn_limit`, `max_x`, `min_x`, `max_y`, `min_y`, `delay`, `mindelay`, `despawn`, `despawn_timer`, `rand_spawns`, `rand_respawntime`, `rand_variance`, `rand_condition_`, `wp_spawns`) VALUES (448054, 'butcher_Shuttle_IV_244', 0, 0, 0, 0, 0, 0, 15000, 0, 100, 0, 1200, 0, 0, 0);
spawnentry
INSERT INTO `spawnentry` (`spawngroupID`, `npcID`, `chance`, `mintime`, `maxtime`, `expansion`, `min_expansion`, `max_expansion`) VALUES (448054, 849, 100, 0, 0, 0, 0, 0);
spawn2
INSERT INTO `spawn2` (`id`, `spawngroupID`, `zone`, `x`, `y`, `z`, `heading`, `respawntime`, `variance`, `pathgrid`, `_condition`, `cond_value`, `enabled`, `animation`, `boot_respawntime`, `clear_timer_onboot`, `boot_variance`, `force_z`, `expansion`, `min_expansion`, `max_expansion`, `raid_target_spawnpoint`) VALUES (326525, 448054, 'butcher', 3595.000000, 530.000000, -12.000000, 224.000000, 570, 0, 0, 6, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0);
spawn_conditions
INSERT INTO `spawn_conditions` (`zone`, `id`, `value`, `onchange`, `name`) VALUES ('butcher', 6, 0, 2, 'Shuttle_IV');
grid
INSERT INTO `grid` (`id`, `zoneid`, `type`, `type2`) VALUES (16, 68, 4, 1);
grid_entries
INSERT INTO `grid_entries` (`gridid`, `zoneid`, `number`, `x`, `y`, `z`, `heading`, `pause`, `centerpoint`) VALUES (16, 68, 11, 3595, 491, -11.9, 0, 0, 0);
LUA Scripting
Events
- event_spawn
- event_waypoint_arrive
- event_waypoint_depart
Example Scripts
- https://github.com/EQMacEmu/quests/blob/main/oasis/Barrel_Barge.lua
- https://github.com/EQMacEmu/quests/blob/main/oasis/Muckskimmer.lua
- https://github.com/EQMacEmu/quests/blob/main/firiona/Maidens_Voyage.lua
- https://github.com/EQMacEmu/quests/blob/main/overthere/Bloated_Belly.lua
- https://github.com/EQMacEmu/quests/blob/main/timorous/Barrel_Barge.lua
- https://github.com/EQMacEmu/quests/blob/main/timorous/Bloated_Belly.lua
- https://github.com/EQMacEmu/quests/blob/main/timorous/Captains_Skiff.lua
- https://github.com/EQMacEmu/quests/blob/main/timorous/Island_Shuttle.lua
- https://github.com/EQMacEmu/quests/blob/main/timorous/Maidens_Voyage.lua
- https://github.com/EQMacEmu/quests/blob/main/timorous/Muckskimmer.lua