Commit graph

308 commits

Author SHA1 Message Date
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170c9a67ac start of item exp mod support
In support of Issue #116
2020-06-06 07:59:19 -04:00
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02e1939940 Update client.cpp
missing delete of packet
2020-06-06 07:58:40 -04:00
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42fb832f43 gemini2 versioning 2020-06-06 07:58:31 -04:00
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3ec034e172 db ini checks
Fixes #128

Also addresses telling the correct parameter that is missing from the ini
2020-06-06 07:58:17 -04:00
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206dc6819b Added cost requirements to buying house (like upkeep already had), added sound effects to the buying house/paying upkeep
In support of issue #124
2020-06-02 22:27:32 -04:00
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8ab1e3135c Fixed grid id in houses for objects
In support of issue #124
2020-06-02 22:10:58 -04:00
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313b060328 Additional housing features (UI items panel)
Furthering issue #124
- spawn_instance_data now tracks unique item id
- inside door widget now lists all items in the house, can move or pickup from UI
- Support for examine item by unique item id in house instance
2020-06-01 23:14:55 -04:00
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23898ae6d5 XML IfVariableNotSet now has support for array based variables in structure parsing 2020-06-01 10:54:53 -04:00
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75e2f2965b Support for /house command
In support of issue #124

update commands set handler=515 where command='house';

/house command works inside and outside of a house
2020-05-30 18:12:45 -04:00
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7a21db869b Fix for 'enter house' being unavailable when switching between characters
- Fix a bug with not being able to enter house if switching between multiple characters
2020-05-30 17:02:49 -04:00
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9ac85ecff8 Housing functionality (outside widget door, accessing house, pay upkeep)
In support of issue #124

- General housing fixes:
 * Pay Upkeep button is now functional for upkeep cost (player status is not implemented yet)
 * /house_ui is now functional in conjunction with this my houses list: update commands set handler=514 where command='house_ui';

- Outer door Widget fixes:
 * My Houses list is now working (lists all player houses from all zones and lets you see upkeep due or not)
 * Visitor panel will automatically populate when clicking on a door widget -- there are some circumstances that need to be addressed to clear it when accessing the house ui window outside of a door widget

- Character housing fixes:
 * Character Profile->Housing is now populated, clicking Access will allow you to access the house UI
2020-05-30 09:39:54 -04:00
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c53c1ac128 make sure zonesky_file has a default value of an empty string 2020-05-27 23:43:00 -04:00
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49db262b59 Support for custom sky (added old luclin moon back)
alter table zones add column sky_file varchar(64) not null default '';
update zones set sky_file='home_tutorial' where file!='lavastorm';
2020-05-27 23:24:46 -04:00
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57aee8d21a made sure house instances only use instance based spawns (forgot a flag check in the DB!)
Support of issue #124
2020-05-25 16:44:50 -04:00
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3738e7824e Fixing objects placed in houses not having solidity upon initial spawn
In support of Issue #124
2020-05-25 16:33:06 -04:00
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e9066397ed avoid a crash trying to retrieve zone 2020-05-25 13:20:55 -04:00
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002e913927 Fixed objects being forced to Z ground (we want objects to be able to sit on other objects)
In support of issue #124
2020-05-25 13:16:30 -04:00
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b3534cc556 command changes
GM vision support
reverted spawn move command changes since that broke it!  Basis of GM command added
2020-05-24 11:45:28 -04:00
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b440312d72 support for examining objects/items in a house 2020-05-24 00:53:59 -04:00
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ebd2663abd db versioning updated to 43 2020-05-24 00:53:48 -04:00
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4d83bb766f Prototype placement of objects/items in homes
Support for object placement in player homes to support issue #124

We need to populate item_appearances with an equip_type to match the model type id for each item->spawn model

query updates required:

alter table spawn_location_placement add column instance_id int(10) unsigned not null default 0;
update commands set handler=512 where command='place_house_item';
create table spawn_instance_data(
   spawn_id int(10) unsigned not null default 0,
   spawn_location_id int(10) unsigned not null default 0,
   pickup_item_id int(10) unsigned not null default 0
);
alter table spawn add column is_instanced_spawn tinyint(3) unsigned not null default 0;
2020-05-23 19:16:54 -04:00
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d092597a4b gemini versioning 2020-05-21 22:50:53 -04:00
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1fbda69511 Spawn quest flag now set automatically for AddQuestStepKill spawn id scenario
Fixes #112
2020-05-21 22:42:51 -04:00
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f96fdcc85c movement loop generator, respawn lua function defaults back to spawn lua function 2020-05-20 22:00:37 -04:00
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abd5840191 Movement Loop Generator added
- fixed crash on subsequent load of file
- fixed Settings.cs missing from project (not needed)
2020-05-20 21:55:32 -04:00
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b65b57364e reverted eqstream rewrite changes as it was causing login to initially fail 2020-05-20 07:44:42 -04:00
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eb5a27d544 Completion of invis / hide support, client is notified of other spawns aggro visually
Fix #43 complete
2020-05-19 23:44:09 -04:00
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1e54da5b67 desync fix from rewrite project 2020-05-19 21:49:48 -04:00
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4bbc783c28 crash fix for RemovePrimaryEntityCommand 2020-05-19 16:06:28 -04:00
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6c7f11fd70 LUA Commands Added/Updated for controlling primary commands
Fix #120

Examples:

--AddPrimaryEntityCommand(Spawn,NPC,"",0,"") -- removes all the primary entity commands (including hail)

--AddPrimaryEntityCommand(Spawn,NPC,"hail",10000,"hail") -- adds the hail command back to the npc

--SendUpdateDefaultCommand(NPC,10000,"hail") -- returns the bubble option when you hover over the spawn/npc

--AddPrimaryEntityCommand(Spawn,NPC,"hail2",10000,"hail2","",0,0,1) -- 1 at the end sets this as a default DENY list, if Spawn is supplied and not null/not player then that player gets default allow access.  Any other players must be added (either by calling the AddPrimaryEntityCommand or subsequently SetAccessToEntityCommand)

--SetAccessToEntityCommand(Spawn,NPC,"hail2",0) -- removes access to the just created hail2 for that player

--SetAccessToEntityCommand(Spawn,NPC,"hail2",1) -- adds access to hail2 for that Spawn (player)

--RemovePrimaryEntityCommand(NPC,"hail2") -- removes hail2 command for all players
2020-05-19 13:38:11 -04:00
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a25166ad8d LUAFunctions CanSeeInvis(spawn,target) SetSeeInvis(spawn,1/0) SetSeeHide(spawn,1/0)
Query required to enable see invisibility spell: update spells set is_active=1 where id=210013;
2020-05-18 23:05:10 -04:00
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54088ff196 Fix for interception / redirect, that damage will not send an absorb packet, instead a special intercept packet
Completes fix #115.

There may be a special damage packet?  I am not seeing a viable one identified, the Message type will be used in place for now (hear from peak some messages for combat are sent this way anyway).
2020-05-18 16:11:19 -04:00
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3bb92c110d Max level support for knowledge sort filter
Help resolve issue #48
2020-05-17 23:31:14 -04:00
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6e7fc01ab5 Revert "Revert "Exe Updates""
This reverts commit c251091291.
2020-05-17 19:34:12 -04:00
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c251091291 Revert "Exe Updates"
This reverts commit f0c58aff35.
2020-05-17 19:33:29 -04:00
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f0c58aff35 Exe Updates 2020-05-17 19:32:38 -04:00
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e3a8597f78 Exposed max level argument to ResortSpellBook, still need to allow filtering by max lvl
work in progress for issue #48
2020-05-17 18:40:00 -04:00
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ad3e0ba069 Support for knowledge book sorting, begins resolution for issue #48
Requires SQL update:
update commands set handler=511 where command='knowledgewindow_sort';

- Support for ordering knowledge books by alphabetical, category, and level.  There is some quirky sorting if you try sorting multiple times on category/level, to be addressed.

MaxLevel only checkbox is not implemented
patterns are not implemented
2020-05-17 18:06:55 -04:00
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2c62893333 Fixed Raid / Group Target Type
Fixed Group / Raid target type
2020-05-16 23:32:36 -04:00
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07c14f1d92 Wards support is now fully extended to allow divine aura / stoneskin / intercept as possible solutions
Addresses issue #115 - minus fervor needs its own work implemented.

AddWard(dmg,keepward,wardtype,damagetype,dmgabsorptionpct,damageabsorptionmaxhealthpct,redirectdmgpct,maxhitcount)
2020-05-16 23:32:13 -04:00
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91cb109799 Added GetWardValue in support of Issue #115
GetWardValue(Ward, "type")

types:
damageleft - amount of damage left ward can absorb
basedamage - original amount of damage ward can absorb in total
keepward - keep ward (don't remove spell from spawn) if it expires by absorbing all the damage
wardtype - limit damage type:
#define WARD_TYPE_ALL 0
#define WARD_TYPE_PHYSICAL 1
#define WARD_TYPE_MAGICAL 2

dmgabsorptionpct - max damage ward can absorb (eg 50% of 100 means 50 absorbed, 50 damage still hits)
dmgabsorptionmaxhealthpct - max damage ward can absorb (eg if 1000 health and 50%, any damage 500+ will not be absorbed)
2020-05-16 10:46:51 -04:00
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0e2ac675b7 Quest crash fix if step was NULL 2020-05-16 08:02:26 -04:00
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b3ffa77c42 AddWard updates in support of Issue #115
Helps address issue #115

two new arguments added:
AddWard(dmg,keepWard,wardType,damageTypes,dmgAbsorptionPct,dmgAbsorptionMaxHealthPct)

dmgAbsorptionPct - max percentage of the damage that can be absorbed per hit (eg 100 damage, 50% absorption, 50 absorbed, 50 damage left)
dmgAbsorptionMaxHealthPct - Max absorption percentage against the targets total hp, eg 1000 hp 50% absorption, if the hit is 500 dmg or more, then no damage absorbed
2020-05-16 08:02:16 -04:00
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e97475c1aa Crash fixes for quests 2020-05-14 23:58:41 -04:00
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234ac02d0e Update zoneserver.cpp
was out of date with local src wrong boolean on EngagedInCombat
2020-05-13 23:29:27 -04:00
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c79989f68b CPU fixes 2020-05-13 23:26:40 -04:00
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310060300f Reduced logging to make debug startup easier to process 2020-05-13 23:26:08 -04:00
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4330ef93f6 Additional reduction of mutex locks in zone server processing/spawn processing/etc -- also replaced locks in EQStream to try to avoid additional desyncs 2020-05-12 23:16:37 -04:00
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9aedae89f1 added check for loot drops table being empty 2020-05-12 08:35:09 -04:00
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a79b48aeb4 Restored mob movement command mutex to avoid crashes 2020-05-12 08:34:55 -04:00