19 Commits

Author SHA1 Message Date
Emagi
4d0ef974ae On zone shutdown purge all spells pending to be deleted so we do not reference dead spell->zone ptr 2025-08-08 14:40:30 -04:00
Emagi
f60d261f00 Vault, Broker support for DoF, KoS, AoM. Shop support for DoF, KoS.
Broker/Vault (Fix #10):
- Traditional broker integrated (/frombroker), GM itemsearch is still available via /itemsearch.  AoM client cannot sell/use shop, can only buy from broker.
- DoF and KoS client now support House Shop (sell inventory, vault to broker).
- House containers now function like actual containers and can be stored in the vault which will allow placement in the home (to serve as a merchant).
- Sales crate merchant windows in player houses implemented for broker.
- Peering URI's added for broker/shop support: /addseller, /removeseller, /additemsale, /removeitemsale
- House vault and vault slots implemented for DoF, KoS and AoM clients.

Stability and Functionality:
- World Database now has seq_character_items (Sequence) to sync self and peers instantiating new unique IDs for character items.  This is to avoid conflict/overriding another unique id.
- spawn and spawn_houses tables have a lua_script that can now be defined outside the existing spawn_scripts table for a singular spawn.
- Fixed a watchdog/hangup when clearing hate lists inside a spawn list lock.
- Item unique id is being transitioned to int64 (although older clients still only support int32, clients later on are int64).
- Fixed so that spells that have no duration will no longer be added to maintained effects.
- Fixed spell cleanup, maintained effect does not remain on the Player causing a crash.
- Fixed spell conflicts to that check all targets are applicable for the spell.
- Fixed issues with maintained effects or spell effects stacking repeatedly.
- Fixed assigning items to non inventory slots when 'adding' an item to the Player.
- Fixed locking orders between maintained effects and spell effects to avoid deadlocks.
- Fixed entering house and visiting houses, targetting of the house door is now enforced server side.
- Item locking is now enforced by the type of locking (eg. house placement, crafting, shop list for sale).  Locks no longer override/interfere with each other.
- Additional logging around spell casting and targets.
- Spawns/Objects/Widgets so on related to houses now have their own sub tables _houses, eg. spawn_houses, spawn_npc_houses, spawn_object_houses, so on to avoid conflicting with existing tables non-house.

- new LUA Functions:
	ShowShopWindow(Player, FromSpawn) - opens shop window for player (if in their house) for listing, pricing items, retrieving sales log and coin, etc.
	SetSpawnHouseScript(Target, LuaScript) - Utilized in the item script 'placed' function to set the spawned house item's lua script.
	SendBook(Target, ItemID) - Sends the book to the target player based on the item id.
	GetPickupItemID(Spawn) - Gets the item id that the house spawn would represent
	SetHouseCharacterID(Spawn, CharID) - Sets the house spawn character id (should be used on Spawn).  Set CharID to 0 to set to the current houses character id.

- Updated LUA Functions:
	StartHeroicOpportunity(Caster, ClassID, OverrideTarget)  - OverrideTarget now available to change the heroic opportunity target
	HasItem(Player, ItemID, IncludeBank) - No parameter change, include bank, which serves as 'all' should now work correctly (previously did not check bank/other negative slots),  default is false.

- Slash Commands Added:
	/sle - Fix #41, Set Location Entry (DB command for setting spawn location entry values such as offsets and overrides)
	/store_list_item - used to list an item for broker shop
	/store_set_price - used for setting items price for shop
	/store_set_price_local - used for inventory items price for shop
	/store_start_selling - Begin selling from inventory for shop
	/store_stop_selling - Stop selling from inventory
	/store_unlist_item - used to unlist an item from broker shop
	/close_store_keep_selling - Closes store shop window, but keep selling from inventory while in house
	/cancel_store - cancel selling from inventory
2025-07-26 07:10:07 -04:00
Emagi
260a48be1e Fix #38 address issues with food/drink cross zone
Custom spells now survive cross zone with their modified spell stats saved to the database for reloading later.  The design is such that a spell can be custom defined for its spell stats, but a character/player cannot have more than one of that spell (eg. food can share a spell id since only one food can be applied to you, but you can't have many spells apply using the same custom spell id).

CREATE TABLE character_custom_spell_dataindex (
    charid INT UNSIGNED NOT NULL,
    spell_id INT UNSIGNED NOT NULL,
    idx INT UNSIGNED NOT NULL,
    type ENUM('int', 'float', 'bool', 'string') NOT NULL,
    value1 TEXT,
    value2 TEXT,
    PRIMARY KEY (charid, spell_id, idx)
);

CREATE TABLE character_custom_spell_display (
    charid INT UNSIGNED NOT NULL,
    spell_id INT UNSIGNED NOT NULL,
    idx INT UNSIGNED NOT NULL,
    field VARCHAR(64) NOT NULL,
    value TEXT,
    PRIMARY KEY (charid, spell_id, idx, field)
);

CREATE TABLE character_custom_spell_data (
    charid INT UNSIGNED NOT NULL,
    spell_id INT UNSIGNED NOT NULL,
    field VARCHAR(64) NOT NULL,
    type ENUM('int', 'float', 'bool', 'string') NOT NULL,
    value TEXT NOT NULL,
    PRIMARY KEY (charid, spell_id, field)
);
2025-06-26 18:27:35 -04:00
Emagi
a8eb9c9ebc Extensive changes to remove SpellTargets write and read mutex locks to avoi ddeadlocks 2025-06-22 13:20:07 -04:00
Emagi
c25ac12cd6 Make sure all spell references are removed when a spell is removed from an entity 2025-06-21 21:13:45 -04:00
Emagi
ac15c6b9f7 Fix items after "obtained" because RemoveItem can be called making the Item Ptr dead. 2025-06-15 19:14:44 -04:00
Emagi
82a5e96000 Work in progress for 0.9.9 so far (making its own branch for now)
- Fixed a repeated rubberband like behavior that Spawn's would run forward toward their target in combat or on their return run to their starting point.
- WS_HearCastSpell for 546-561 version has an extra byte at the end of the packet we were missing (might be in later clients too have to confirm)
- PlayerScripts support added, new function calls, AddTimer support for Players.
- Static Zones / Special Zones will now silently check to startup zones without reporting the log message, log message only on startup or taking on peer leadership.
- Broadcast and Global Announcement are now supported through peering.
- Fix #22 identified a number of loose spawn pointers and changed to int32 spawn id reference.
- Fix #1 support for all known chat codes for various channels, spell casting and damage.
- In conjunction with Fix #1 spell combat messages are fixed, no longer 'YOU cast' when another spawn casts, added last_tell_name to track the chat code %RT server side.
- size_mod added to InfoStruct Float, supports shrinking and growing Non Player's. InfoStruct also has a UINT ignore_size_mod_calc set to 0 by default, when 1 it will let you set the size_mod and items/spells will not override it from stat calculation.
- XP Table is now static (global) in the Player class so we do not constantly call the database each time the player needs to know a level's XP requirement.
- Removal of duplicate spell cast success and effect messages.
- Fix #21 blue xp bar for KoS and DoF displays properly now.
- GetExpRequiredByLevel(level) added to return the EXP required for to reach the level.
- Fix #25 teleporters cleaned up during /reload spawns to avoid crash
- Fix #16 /reload items supported in peering mode.
2025-06-08 14:53:52 -04:00
Emagi
e9936f1c80 script protection on spells against reuse of the lua state between proc / other spell processes 2025-01-18 18:54:10 -05:00
Emagi
dad7873dc5 LUA functions added: GetSpellCaster(Spell) and GetCasterSpellLevel(Spell) the Spell field is optional if in a spell script
db additionally had field added:

alter table character_spell_effects add column caster_level smallint(5) unsigned not null default 0;
2025-01-18 09:16:35 -05:00
Emagi
3efce0abd6 call spell remove function for reason "target_dead" and "target_removed" also address the long delay between calling the remove function and the death of a spawn. Lastly made it so we can reference the spawn group id after death for a spawn since we remove it from a spawn group. 2025-01-16 12:29:24 -05:00
Emagi
716caffb14 Have zone pointer tracked in the luaspell so we can assure we delete the spell properly when zone shuts down or spawn is gone 2024-12-01 18:24:56 -05:00
Emagi
555045cbe2 reload spells now works with the lua state redesign and we delete spell in the spell_scripts instead of other places (casttimer, active_spells, so on) 2024-09-10 09:14:40 -04:00
Emagi
fb592b4d76 Update LuaInterface::DestroySpells to assure we cover all the new lua states under the spell_scripts instead of the obselete spells map 2024-09-06 08:17:50 -04:00
Emagi
14003ee3a4 LUA Spell Scripts updated to have a queue much like SpawnScripts, but extended to LuaSpell for tracking procs and lifetime of the lua state
Need to avoid crashes/overrun of the lua stack.
2024-09-04 06:44:04 -04:00
Emagi
950b8e1564 revert and check if "remove" function exists in script 2024-09-02 09:19:47 -04:00
Emagi
727040d2dd Attempt to fix deleting spells more than once if short durations 2024-09-02 08:15:41 -04:00
Emagi
b490dce8b4 no lua sub dir for include 2024-07-22 09:01:06 -04:00
Emagi
f0e163b1d8 fix lua includes 2024-07-22 08:58:14 -04:00
Emagi
89194da149 EQ2Emu Source Base July 2024 2024-07-22 08:52:28 -04:00