Commit graph

31 commits

Author SHA1 Message Date
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c34cf38c7d Added /findspawn searchstring/regex
Fix #159 allows us to more easily locate spawns by partial name and identify location / database ids
2020-07-25 14:18:01 -04:00
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b698e847e1 Merging LethalEncounter's support of classic (version 283) and dof (version 546)
Fix #145
2020-07-18 17:18:51 -04:00
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452ce7f157 add holiday_flag to spawn and transporters table
Fix #146
2020-07-09 22:49:06 -04:00
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905cc8b0ba Flight path support for transport maps issue #143
Fix #143

Adds flight_path_id, mount_id, mount_red_color, mount_green_color and mount_blue_color to transporters table

flight_path_id matches to StartAutoMount id or flight_paths id
mount_id matches to SetMount value
mount red/green/blue color are by default 255
2020-06-26 09:16:05 -04:00
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8c7da8e039 Support for expansion_flag, min and max client version for transporters table (zone and generic transport type)
Fix #141
2020-06-24 22:19:25 -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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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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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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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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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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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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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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cbcac95674 Added Spawn Proximity code
Fix #107

LUA AddSpawnProximity added:
Argument 1 is spawn to add the proximity
Argument 2 is spawn id OR location id
Argument 3 is 0 for spawn id OR 1 for location id
Argument 4 is distance
Argument 5 is in range function
Argument 6 is out of range function
AddSpawnProximity(NPC,locationid,1,15,"InRange","OutRange")AddSpawnProximity(NPC,spawnid,0,15,"InRange","OutRange")

created 'prespawn' LUA function, AddSpawnProximity can be called before the spawn is added
2020-05-09 20:57:21 -04:00
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8d06858971 Zone based expansion flag and preinit_zone_script LUA function for ZoneScripts
Part of Issue #104
2020-05-07 23:49:41 -04:00
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ee3b099c53 Struct updates/fixes
Progress on Issue #97
2020-05-01 21:25:46 -04:00
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6f5d3e2244 Fix for visual/info updates not transmitting correctly (eg. hp/race change/etc) 2020-04-23 17:32:38 -04:00
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65b9bf8c21 Removed inbulk distance, just use send_spawn_distance instead -- also zone in should send a larger radius (not less than 40) 2020-04-19 15:16:23 -04:00
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59dc1e49d4 RemveSpawn changes
- REmove spawn distance slightly increased to distance from send spawn distance.  Secondly widgets/signs/doors all stay, only NPCs will be removed/added back to reduce lag in client (reduce loading!)
2020-04-19 12:16:43 -04:00
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6ae65e339a stabilize ghost_map
More changes for issue #86
2020-04-18 19:52:06 -04:00
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a20186d45e aggro LUA function now called on initial engagement of NPC
Fix #72
2020-04-16 00:14:41 -04:00
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eb05763702 Bulk Position Updates + Y coordinate fixes + reset spawn distance back
Fixes #63 - Simple implementation of bulk position updates, adapted from Stitch's old eq2emu pvp src
2020-04-12 19:58:41 -04:00
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2de73b6b83 Support for BestZ / Line of Sight / navmesh pathing
Fixes #46

EQ2Map support for Check Line of Sight, BestZ
Spells must be cast in line of sight of target
Melee combat (NPC->NPC/Player) must be in line of sight of target

navmesh support for pathfinding
2020-04-05 23:29:43 -04:00
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1dfbf01cf4 Fix crash on login to zone
Fixes #59

Client gets ahead of server, tries to get character info before we set appropriate structures for client to use
2020-03-25 21:06:18 -04:00
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6a06b51c5d SHA512 Implementation **Must reset password on worldservers and accounts**
Fixes #10

LS database:
- md5 no longer used, now use sha2('password',512) instead for mysql/mariadb
- account table passwd expanded to 256 chars
- login_worldservers password field expanded to 256 chars

manual update:

\u eq2ls
alter table account modify column passwd varchar(256) not null default '';
alter table login_worldservers modify column password varchar(256) not null default '';
2020-03-18 23:15:10 -04:00
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4c33e979a0 Additional deadlocks fixed in ProcessMovement
Command_Hail needs to lock MSpawnList when it triggers ProcessMovement.  When we are doing SpawnProcess however, we already have MSpawnList locked, no need to lock again.
2020-03-11 21:27:35 -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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285a8aa591 additional deadlock changes
Continued changes for deadlock issue.  Fixes #31.
2020-03-08 21:20:20 -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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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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548007ea96 Base
Starting point..!
2020-02-28 09:17:24 -05:00