Commit graph

97 commits

Author SHA1 Message Date
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4daeeb3489 client.cpp linux fix
boolean->bool
2020-03-10 00:06:00 -04:00
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a876e8d14e Exe Updates! 2020-03-10 00:04:11 -04:00
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7802f527d3 on openheading / closeheading forgot to set includeheading true 2020-03-09 23:55:40 -04:00
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186cc897dc Exe Updates! 2020-03-09 23:20:19 -04:00
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0d9c901e0e spawn move openheading and closeheading
Added support for /spawn move openheading and /spawn move closeheading -- this works on widgets only.  You can set the heading without worrying about the x,y,z position, will auto update and new headings will be used.

include_heading is also updated in the DB to 1.

Fixes #32.
2020-03-09 23:20:12 -04:00
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006d4ac447 Exe Updates! 2020-03-09 18:52:48 -04:00
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d695965fbb LUA Functions do not call with MSpawnList locked? (hopefully not)
This is a tough situation here, question is if Combat code can somehow call LUA and lua calls back to KillSpawn, so this might go both ways...

Entity::DamageSpawn

GetZone()->CallSpawnScript(victim, SPAWN_SCRIPT_HEALTHCHANGED, this);

This could if calling KillSpawn on that script action cause a deadlock
2020-03-09 18:51:58 -04:00
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714d7a3676 merge eq2emu r2870 r2869
merge ClaimWindow fix (unknown3 data)
2020-03-09 18:03:44 -04:00
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e4b0a7c89c Exe Updates! 2020-03-09 17:39:14 -04:00
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0be40a6d3e LUA Interface was incorrectly managing running scripts
Fixes #35 - memory leak and performance/stability fix (avoids constant loading of scripts over and over)
2020-03-09 17:39:09 -04:00
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009a8c6984 Exe Updates 2020-03-09 10:55:03 -04:00
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08e929ddda reintroduced spawn_list.erase, had removed when testing deadlock issues 2020-03-09 10:41:50 -04:00
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f80a38d093 Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu 2020-03-09 09:10:48 -04:00
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847b8c6ac8 Additional zoneserver.cpp update for new RemoveSpawn code
Fixed a memory leak
2020-03-09 09:10:44 -04:00
Gogs
7dafc584d2 fix for linux build 2020-03-09 01:00:48 -07:00
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35d901b19a Exe Updates! 2020-03-08 21:20:34 -04:00
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285a8aa591 additional deadlock changes
Continued changes for deadlock issue.  Fixes #31.
2020-03-08 21:20:20 -04:00
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9893832bd3 Update EQ2Login__Debug.exe 2020-03-08 21:00:02 -04:00
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466ccebe36 turning force of soga models off
Now that issue #31 is resolved, we can turn soga models off since we know its unrelated
2020-03-08 20:59:57 -04:00
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270771ef2c Exe Updates 2020-03-08 20:43:06 -04:00
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bd2658946f Resolve Deadlock in MSpawnList against CombatProcess, barebones of disarm trap
Resolved deadlock in CombatProcess (dead_spawns).  Fixes #31.

Added base for issue #24
2020-03-08 20:42:54 -04:00
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1149dc7f2a Easier tracking of bad packet structures 2020-03-08 20:40:26 -04:00
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43115db28e exe revert due to soga conflict on level increase (locks up client) 2020-03-08 01:48:18 -05:00
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57d12cf795 revert soga change, causes lockup if increased level
exe to follow
2020-03-08 01:48:00 -05:00
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1e168f0983 Update world_db.zip
world db updated to latest
2020-03-08 00:01:16 -05:00
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5caedf4d8c Update README.md
fixed requirement for note to not be null
2020-03-07 23:37:05 -05:00
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101d673a11 Exe Update for LS 2020-03-07 22:20:04 -05:00
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3ef040383a disabled force of soga models on LS reply 2020-03-07 22:19:56 -05:00
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252f4a87a4 Exe Updates 2020-03-07 17:28:43 -05:00
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3195a78e82 self damage possible
Change in lua spell damage to make self damage possible (allows /castspell to function correctly)
2020-03-07 17:27:59 -05:00
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d06d3fd0e3 itemsearch updates
allows itemsearch to show item ids
2020-03-07 14:23:51 -05:00
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a3834b5570 Update Commands.cpp
unnecessary code, took a different route
2020-03-07 08:39:02 -05:00
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e18194d7d2 itemsearch updated
Fixed #26 - /itemsearch (broker search) now displays item id in paranthesis name (id)

https://cdn.discordapp.com/attachments/603677936582918189/685839069061971983/unknown.png
2020-03-07 08:20:38 -05:00
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409e802251 forgot a break on castspell
needs a break or else we start autoattacking! oops
2020-03-07 00:18:01 -05:00
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956ab26e6c Exe Updates 2020-03-07 00:13:26 -05:00
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856e068cad castspell command
Fixes #25

/castspell [spellid] (tier=1) - Cast Spell with specified spell id, tier is optional, default of 1.
/castspell [spellname] - Find spells wildcard match with a partial spell name

cannot damage self with current setup.

sql query required: insert into commands set type=0,command='castspell',subcommand='',handler=509,required_status=200;
2020-03-07 00:13:14 -05:00
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ba67152b3c Exe Updates 2020-03-06 20:32:56 -05:00
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b15ec2c476 Added Open command to allow special doors to open
new command: insert into commands set type=0,command='Open',subcommand='',handler=508,required_status=0;
2020-03-06 20:32:43 -05:00
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bba5be8c2f Exe Updates!
Exe Updates...!
2020-03-06 18:33:27 -05:00
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050e639b76 SpellProcess/Commands target rewrite
- Added GENERIC doors to be opened after use timer expires (CastProcess)
- CastProcess now tracks a target by the int32 spawn id instead of relying on the static target.  For example trying to double click on a door that has a use action, this would lose target and the door would fail to open.  Fixes #23.
2020-03-06 18:33:12 -05:00
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04f291f5db Update database.cpp
- Fixed a filter on the sql_updates file we are using to track inserts/updates, filtered `guilds` instead of guilds
2020-03-06 18:30:25 -05:00
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c6f25737e8 Exe Updates
Updates!
2020-03-06 16:10:19 -05:00
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45d58b4766 Updates
Updated /spawn details to include a radius option if no target is selected, eg. /spawn details 5 - for a radius of 5.  Gets some general spawn information (location id, spawn id, widget id, etc.)

Character Save / WritePlayerStatistic updated to check if characterid is set (in case client disconnects before character loads)

Default char_id of 0 set for Player class

Added a sql_updates.sql file for WORLD with _DEBUG define so we can more easily push updates made in game to each other
2020-03-06 16:10:08 -05:00
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81637a6164 Exe Updates
flymode fix
2020-03-06 00:15:56 -05:00
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f2727f40a3 Flymode zone in fix
Flymode wasn't enabling cross zone correctly at times, moved it to later on in the zone in process.

Made it so flymode off doesn't trigger on zone in(don't need to know if its off, only on).
2020-03-06 00:15:43 -05:00
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6c2f0c8f48 Update world_db.zip
Includes new table for characterProperties

DROP TABLE IF EXISTS `charactersProperties`;
CREATE TABLE `charactersProperties` (
  `charid` int(10) unsigned NOT NULL DEFAULT 0,
  `propname` varchar(64) NOT NULL DEFAULT '',
  `propvalue` varchar(64) NOT NULL DEFAULT ''
) ENGINE=InnoDB;
2020-03-06 00:01:13 -05:00
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78e52afcce Exe Updates
Updated to include latest fixes
2020-03-05 23:55:43 -05:00
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b19fd5f36f Adds char properties and fixes looting alive npcs
Fixes #21 - need cross zone capabilities for speed, flymode and invul
Fixes #22 - NPCs that are alive should not be looted (also /loot command was causing npcs to poof if you attempted to loot npc with no loot)
2020-03-05 23:55:08 -05:00
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f9b79081a9 Exe Updates
Includes crash fix for spawn conditions
2020-03-05 15:55:02 -05:00
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b9eb09dacd Crash on spawn condition trigger
Fixes #20 when we are removing a spawn at the same time iterating the spawn_list to trigger spawn conditions
2020-03-05 15:54:46 -05:00