Commit graph

796 commits

Author SHA1 Message Date
Gogs
00ecf4b6c2 Fixes for Linix builds 2020-03-10 18:46:40 -07:00
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ed7d7f73ae more sql_updates.sql table filters
removed character_ tables, variables, char_colors, guild_ and bugs
2020-03-10 11:34:10 -04:00
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d9c52bbf64 sql_updates.sql updated to put semi colon at end of query
Added semi colon to end of query to make it easy to source in to other DB's
2020-03-10 11:19:17 -04:00
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2ea621db1b sub commands /loot list [add/remove/clearall]
Fixes #28

/loot list add loottable_id
/loot list remove loottable_id
/loot list clearall

auto reloads loot, purges previous loot and re-assigns loot to selected spawn.

If you have multiple of the same spawn, then /repop the zone and it will repopulate after one is updated.
2020-03-10 09:12:56 -04:00
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4daeeb3489 client.cpp linux fix
boolean->bool
2020-03-10 00:06:00 -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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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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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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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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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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285a8aa591 additional deadlock changes
Continued changes for deadlock issue.  Fixes #31.
2020-03-08 21:20:20 -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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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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57d12cf795 revert soga change, causes lockup if increased level
exe to follow
2020-03-08 01:48:00 -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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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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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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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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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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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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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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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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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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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
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42433f8453 camp issue causing instability to world
This Fixes #19.  Devn00b will test to confirm on his server.
2020-03-05 14:21:35 -05:00
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8befaa2c37 Update WorldDatabase.cpp 2020-03-05 14:21:07 -05:00
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8d962dede2 Character visual race available in character select
Fixes #11 -- additional analysis will be needed for equipment / potentially other features of the model
2020-03-05 00:18:57 -05:00
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2aaba44994 EQStream Update
Fixes #16 in regards to sequencing out of order packets and preventing an infinite loop on the sequencing.
2020-03-04 07:40:44 -05:00
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74e4b20180 EQ2emu merge update with LoginStructs broke world list on char creation
Reverted LoginStructs.xml, also added a mem leak fix in LWorld.cpp (something I should have dealt with earlier)
2020-03-03 14:13:41 -05:00
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b9fc4e7281 EQ2Emu Merge To Current Date (Requires DB update, will be separate commit)
Fixes #15
2020-03-02 22:01:36 -05:00
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24a1ccf3a2 EQ2Emu Base Updates
Resolves #14
2020-03-02 18:47:18 -05:00
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412cb69401 Added additional eq2emu revision for localtime bug in EQPacket
https://svn.eq2emulator.net/!/#eq2server/commit/r2853/head/trunk
2020-02-29 08:29:34 -05:00
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5333c294c9 localtime crash fix (updated from EQ2emu revision)
Replaces commit e5876f9a10 with the official revision change to fix https://svn.eq2emulator.net/!/#eq2server/commit/r2852/head/trunk
2020-02-29 08:24:53 -05:00
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dbb0daacd7 Trade Updates, Fixes #13
Added Trade command for Right Click.
Resolved quantity length for both traders in a trade, your_item_quantity, their_item_quantity (was int16, now int32)
2020-02-29 00:07:43 -05:00
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e5876f9a10 Crash on localtime struct
Seems localtime struct ptr is not being returned, thus we crash (might be something with my environment), however for now adding a check to stop us from crashing.
2020-02-28 11:09:30 -05:00
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c4f9c92303 Update git to allow dll and lib
Updated gitignore to allow dll/lib, easy portability to provide these to users
2020-02-28 10:31:46 -05:00
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dc7051a329 Adding Executables
Adding Executables for easy access (versus needing all our devs to compile)
2020-02-28 10:22:23 -05:00
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548007ea96 Base
Starting point..!
2020-02-28 09:17:24 -05:00