
- Raid support and cross peer support for Isle of Refuge, DoF, KoS and AoM clients. - Zone Persistence added to non-instanced zones. - Commands: /whogroup, /whoraid, /raidinvite, /raid_looter, /kickfromgroup, /kickfromraid, /leaveraid, /split, /raidsay (rsay) added. - Cross peer zone and instance support - Cross tell support (along with ignore) - Cross ooc support - Cross group support (can chat, leave group, disband cross peers, update group options) - Cross who all support - houses/instances fixed no more cross objects/spawns/etc from other houses - houses now display characters name with the house zone description - 1000's of house items now properly work with wall/ceiling - debug messages removed from housing placement - Encounters locked to raid instead of group - group options restricted to raid leader - reload rules for following are peer wide: COMMAND_RELOADSTRUCTS COMMAND_RELOAD_QUESTS COMMAND_RELOAD_SPELLS COMMAND_RELOAD_ZONESCRIPTS COMMAND_RELOAD_FACTIONS COMMAND_RELOAD_MAIL COMMAND_RELOAD_GUILDS COMMAND_RELOAD_RULES COMMAND_RELOAD_STARTABILITIES COMMAND_RELOAD_VOICEOVERS COMMAND_RELOADSPAWNSCRIPTS COMMAND_RELOADREGIONSCRIPTS COMMAND_RELOADLUASYSTEM - special/static zones (always_loaded) are now defined by a peer_priority unsigned short (smallint(5)) in zones table. peer_priority = server_config world.peerpriority will spawn on that exe instance, if it is not available it is distributed to all peers. Using the value of 0 (assuming no peer has priority of 0) or 65535 will result in peer distribution of zones. server_config.json "WorldServer" block updated with the following (web peer port information), priority must be unique for EACH peer: "peeraddress": "10.1.1.2", "peerport": "9102", "peerpriority": "1", New Command Line Run Arguments for World Exe to override server_config.json values Allowed options: --worldaddress arg World address --internalworldaddress arg Internal world address --worldport arg (=0) Web world port --webworldaddress arg Web world address --webworldport arg (=0) Web world port --peerpriority arg (=0) Peer priority - fixed Isle of Refuge client group struct (raids added also) - new log category Peering - new LUA Functions AddRespawn(Zone, LocationID, RespawnTime) and CreatePersistedRespawn(LocationID, SpawnType, RespawnTime, ZoneID)
210 lines
8.0 KiB
C++
210 lines
8.0 KiB
C++
/*
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EQ2Emulator: Everquest II Server Emulator
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Copyright (C) 2007 EQ2EMulator Development Team (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 "../../common/Log.h"
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#include "../WorldDatabase.h"
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#include "../World.h"
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extern World world;
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void WorldDatabase::LoadLoot(ZoneServer* zone)
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{
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// First, clear previous loot tables...
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zone->ClearLootTables();
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DatabaseResult result;
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int32 count = 0;
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if (database_new.Select(&result, "SELECT id, name, mincoin, maxcoin, maxlootitems, lootdrop_probability, coin_probability FROM loottable")) {
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LogWrite(LOOT__DEBUG, 0, "Loot", "--Loading LootTables...");
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LootTable* table = 0;
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// Load loottable from DB
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while(result.Next()) {
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int32 id = result.GetInt32Str("id");
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table = new LootTable;
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table->name = result.GetStringStr("name");
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table->mincoin = result.GetInt32Str("mincoin");
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table->maxcoin = result.GetInt32Str("maxcoin");
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table->maxlootitems = result.GetInt16Str("maxlootitems");
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table->lootdrop_probability = result.GetFloatStr("lootdrop_probability");
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table->coin_probability = result.GetFloatStr("coin_probability");
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zone->AddLootTable(id, table);
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LogWrite(LOOT__DEBUG, 5, "Loot", "---Loading LootTable '%s' (id: %u)", table->name.c_str(), id);
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LogWrite(LOOT__DEBUG, 5, "Loot", "---min_coin: %u, max_coin: %u, max_items: %i, prob: %.2f, coin_prob: %.2f", table->mincoin, table->maxcoin, table->maxlootitems, table->lootdrop_probability, table->coin_probability);
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count++;
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}
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LogWrite(LOOT__DEBUG, 0, "Loot", "--Loaded %u loot table%s.", count, count == 1 ? "" : "s");
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}
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// Now, load Loot Drops for configured loot tables
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if (database_new.Select(&result, "SELECT loot_table_id, item_id, item_charges, equip_item, probability, no_drop_quest_completed FROM lootdrop")) {
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count = 0;
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LogWrite(LOOT__DEBUG, 0, "Loot", "--Loading LootDrops...");
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LootDrop* drop = 0;
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while(result.Next()) {
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int32 id = result.GetInt32Str("loot_table_id");
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drop = new LootDrop;
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drop->item_id = result.GetInt32Str("item_id");
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drop->item_charges = result.GetInt16Str("item_charges");
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drop->equip_item = (result.GetInt8Str("equip_item") == 1);
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drop->probability = result.GetFloatStr("probability");
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drop->no_drop_quest_completed_id = result.GetInt32Str("no_drop_quest_completed");
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zone->AddLootDrop(id, drop);
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LogWrite(LOOT__DEBUG, 5, "Loot", "---Loading LootDrop item_id %u (tableID: %u", drop->item_id, id);
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LogWrite(LOOT__DEBUG, 5, "Loot", "---charges: %i, equip_item: %i, prob: %.2f", drop->item_charges, drop->equip_item, drop->probability);
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count++;
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}
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LogWrite(LOOT__DEBUG, 0, "Loot", "--Loaded %u loot drop%s.", count, count == 1 ? "" : "s");
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}
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// Finally, load loot tables into spawns that are set to use these loot tables
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if (database_new.Select(&result, "SELECT spawn_id, loottable_id FROM spawn_loot")) {
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count = 0;
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LogWrite(LOOT__DEBUG, 0, "Loot", "--Assigning loot table(s) to spawn(s)...");
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while(result.Next()) {
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int32 spawn_id = result.GetInt32Str("spawn_id");
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int32 table_id = result.GetInt32Str("loottable_id");
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zone->AddSpawnLootList(spawn_id, table_id);
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LogWrite(LOOT__DEBUG, 5, "Loot", "---Adding loot table %u to spawn %u", table_id, spawn_id);
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count++;
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}
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LogWrite(LOOT__DEBUG, 0, "Loot", "--Loaded %u spawn loot list%s.", count, count == 1 ? "" : "s");
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}
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// Load global loot lists
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LoadGlobalLoot(zone);
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}
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void WorldDatabase::LoadGlobalLoot(ZoneServer* zone) {
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LogWrite(LOOT__INFO, 0, "Loot", "-Loading Global loot data...");
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DatabaseResult result;
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int32 count = 0;
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if (database_new.Select(&result, "SELECT type, loot_table, value1, value2, value3, value4 FROM loot_global")) {
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while(result.Next()) {
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const char* type = result.GetStringStr("type");
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int32 table_id = result.GetInt32Str("loot_table");
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if (strcmp(type, "Level") == 0) {
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GlobalLoot* loot = new GlobalLoot();
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loot->minLevel = result.GetInt8Str("value1");
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loot->maxLevel = result.GetInt8Str("value2");
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loot->table_id = table_id;
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loot->loot_tier = result.GetInt32Str("value4");
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if (loot->minLevel > loot->maxLevel)
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loot->maxLevel = loot->minLevel;
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zone->AddLevelLootList(loot);
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LogWrite(LOOT__DEBUG, 5, "Loot", "---Loading Level %i loot table (id: %u)", loot->minLevel, table_id);
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LogWrite(LOOT__DEBUG, 5, "Loot", "---minlevel: %i, maxlevel: %i", loot->minLevel, loot->maxLevel);
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}
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else if (strcmp(type, "Racial") == 0) {
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GlobalLoot* loot = new GlobalLoot();
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int16 race_id = result.GetInt16Str("value1");
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loot->minLevel = result.GetInt8Str("value2");
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loot->maxLevel = result.GetInt8Str("value3");
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loot->table_id = table_id;
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loot->loot_tier = result.GetInt32Str("value4");
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if (loot->minLevel > loot->maxLevel)
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loot->maxLevel = loot->minLevel;
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zone->AddRacialLootList(race_id, loot);
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LogWrite(LOOT__DEBUG, 5, "Loot", "---Loading Racial %i loot table (id: %u)", race_id, table_id);
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LogWrite(LOOT__DEBUG, 5, "Loot", "---minlevel: %i, maxlevel: %i", loot->minLevel, loot->maxLevel);
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}
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else if (strcmp(type, "Zone") == 0) {
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GlobalLoot* loot = new GlobalLoot();
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int32 zoneID = result.GetInt32Str("value1");
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loot->minLevel = result.GetInt8Str("value2");
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loot->maxLevel = result.GetInt8Str("value3");
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loot->table_id = table_id;
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loot->loot_tier = result.GetInt32Str("value4");
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if (loot->minLevel > loot->maxLevel)
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loot->maxLevel = loot->minLevel;
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zone->AddZoneLootList(zoneID, loot);
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LogWrite(LOOT__DEBUG, 5, "Loot", "---Loading Zone %i loot table (id: %u)", zoneID, table_id);
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LogWrite(LOOT__DEBUG, 5, "Loot", "---minlevel: %i, maxlevel: %i", loot->minLevel, loot->maxLevel);
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}
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count++;
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}
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LogWrite(LOOT__DEBUG, 4, "Loot", "--Loaded %u Global loot list%s.", count, count == 1 ? "" : "s");
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}
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}
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bool WorldDatabase::LoadSpawnLoot(ZoneServer* zone, Spawn* spawn)
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{
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if (!spawn->GetDatabaseID())
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return false;
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DatabaseResult result;
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int32 count = 0;
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zone->ClearSpawnLootList(spawn->GetDatabaseID());
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// Finally, load loot tables into spawns that are set to use these loot tables
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if (database_new.Select(&result, "SELECT spawn_id, loottable_id FROM spawn_loot where spawn_id=%u",spawn->GetDatabaseID())) {
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count = 0;
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LogWrite(LOOT__DEBUG, 0, "Loot", "--Assigning loot table(s) to spawn(s)...");
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while (result.Next()) {
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int32 spawn_id = result.GetInt32Str("spawn_id");
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int32 table_id = result.GetInt32Str("loottable_id");
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zone->AddSpawnLootList(spawn_id, table_id);
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LogWrite(LOOT__DEBUG, 5, "Loot", "---Adding loot table %u to spawn %u", table_id, spawn_id);
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count++;
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}
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LogWrite(LOOT__DEBUG, 4, "Loot", "--Loaded %u spawn loot list%s.", count, count == 1 ? "" : "s");
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return true;
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}
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return false;
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}
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void WorldDatabase::AddLootTableToSpawn(Spawn* spawn, int32 loottable_id) {
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Query query;
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query.RunQuery2(Q_INSERT, "insert into spawn_loot set spawn_id=%u,loottable_id=%u", spawn->GetDatabaseID(), loottable_id);
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}
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bool WorldDatabase::RemoveSpawnLootTable(Spawn* spawn, int32 loottable_id) {
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Query query;
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if (loottable_id)
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{
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string delete_char = string("delete from spawn_loot where spawn_id=%i and loottable_id=%i");
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query.RunQuery2(Q_DELETE, delete_char.c_str(), spawn->GetDatabaseID(), loottable_id);
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}
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else
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{
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string delete_char = string("delete from spawn_loot where spawn_id=%i");
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query.RunQuery2(Q_DELETE, delete_char.c_str(), spawn->GetDatabaseID());
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}
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if (!query.GetAffectedRows())
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{
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//No error just in case ppl try doing stupid stuff
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return false;
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}
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return true;
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} |