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