Emu/source/WorldServer/Object.cpp
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

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/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2005 - 2026 EQ2EMulator Development Team (http://www.eq2emu.com formerly http://www.eq2emulator.net)
This file is part of EQ2Emulator.
EQ2Emulator is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
EQ2Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
*/
#include "World.h"
#include "Object.h"
#include "Spells.h"
extern World world;
extern ConfigReader configReader;
extern MasterSpellList master_spell_list;
Object::Object(){
clickable = false;
zone_name = 0;
packet_num = 0;
appearance.activity_status = 64;
appearance.pos.state = 1;
appearance.difficulty = 0;
spawn_type = 2;
m_deviceID = 0;
}
Object::~Object(){
}
EQ2Packet* Object::serialize(Player* player, int16 version){
return spawn_serialize(player, version);
}
void Object::HandleUse(Client* client, string command){
vector<TransportDestination*> destinations;
if(GetTransporterID() > 0)
GetZone()->GetTransporters(&destinations, client, GetTransporterID());
if (destinations.size())
{
client->SetTemporaryTransportID(0);
client->ProcessTeleport(this, &destinations, GetTransporterID());
}
else if (client && command.length() > 0 && appearance.show_command_icon == 1 && MeetsSpawnAccessRequirements(client->GetPlayer())){
EntityCommand* entity_command = FindEntityCommand(command);
if (entity_command)
client->GetCurrentZone()->ProcessEntityCommand(entity_command, client->GetPlayer(), client->GetPlayer()->GetTarget());
}
}
Object* Object::Copy(){
Object* new_spawn = new Object();
new_spawn->SetCollector(IsCollector());
new_spawn->SetMerchantID(merchant_id);
new_spawn->SetMerchantType(merchant_type);
new_spawn->SetMerchantLevelRange(GetMerchantMinLevel(), GetMerchantMaxLevel());
if(GetSizeOffset() > 0){
int8 offset = GetSizeOffset()+1;
sint32 tmp_size = size + (rand()%offset - rand()%offset);
if(tmp_size < 0)
tmp_size = 1;
else if(tmp_size >= 0xFFFF)
tmp_size = 0xFFFF;
new_spawn->size = (int16)tmp_size;
}
else
new_spawn->size = size;
new_spawn->SetPrimaryCommands(&primary_command_list);
new_spawn->SetSecondaryCommands(&secondary_command_list);
new_spawn->database_id = database_id;
new_spawn->primary_command_list_id = primary_command_list_id;
new_spawn->secondary_command_list_id = secondary_command_list_id;
memcpy(&new_spawn->appearance, &appearance, sizeof(AppearanceData));
new_spawn->faction_id = faction_id;
new_spawn->target = 0;
new_spawn->SetTotalHP(GetTotalHP());
new_spawn->SetTotalPower(GetTotalPower());
new_spawn->SetHP(GetHP());
new_spawn->SetPower(GetPower());
SetQuestsRequired(new_spawn);
new_spawn->SetTransporterID(GetTransporterID());
new_spawn->SetDeviceID(GetDeviceID());
new_spawn->SetSoundsDisabled(IsSoundsDisabled());
new_spawn->SetOmittedByDBFlag(IsOmittedByDBFlag());
new_spawn->SetLootTier(GetLootTier());
new_spawn->SetLootDropType(GetLootDropType());
if(GetSpawnScriptSetDB() && GetSpawnScript())
new_spawn->SetSpawnScript(std::string(GetSpawnScript()));
return new_spawn;
}