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Emagi 315ab1d0e7 Project Nebulark Part 1, So much to list, this is a rough summary
- 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)
2024-11-18 11:13:04 -05:00

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/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2007 EQ2EMulator Development Team (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 "../../common/Log.h"
#include "../WorldDatabase.h"
#include "../World.h"
extern World world;
void WorldDatabase::LoadLoot(ZoneServer* zone)
{
// First, clear previous loot tables...
zone->ClearLootTables();
DatabaseResult result;
int32 count = 0;
if (database_new.Select(&result, "SELECT id, name, mincoin, maxcoin, maxlootitems, lootdrop_probability, coin_probability FROM loottable")) {
LogWrite(LOOT__DEBUG, 0, "Loot", "--Loading LootTables...");
LootTable* table = 0;
// Load loottable from DB
while(result.Next()) {
int32 id = result.GetInt32Str("id");
table = new LootTable;
table->name = result.GetStringStr("name");
table->mincoin = result.GetInt32Str("mincoin");
table->maxcoin = result.GetInt32Str("maxcoin");
table->maxlootitems = result.GetInt16Str("maxlootitems");
table->lootdrop_probability = result.GetFloatStr("lootdrop_probability");
table->coin_probability = result.GetFloatStr("coin_probability");
zone->AddLootTable(id, table);
LogWrite(LOOT__DEBUG, 5, "Loot", "---Loading LootTable '%s' (id: %u)", table->name.c_str(), id);
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);
count++;
}
LogWrite(LOOT__DEBUG, 0, "Loot", "--Loaded %u loot table%s.", count, count == 1 ? "" : "s");
}
// Now, load Loot Drops for configured loot tables
if (database_new.Select(&result, "SELECT loot_table_id, item_id, item_charges, equip_item, probability, no_drop_quest_completed FROM lootdrop")) {
count = 0;
LogWrite(LOOT__DEBUG, 0, "Loot", "--Loading LootDrops...");
LootDrop* drop = 0;
while(result.Next()) {
int32 id = result.GetInt32Str("loot_table_id");
drop = new LootDrop;
drop->item_id = result.GetInt32Str("item_id");
drop->item_charges = result.GetInt16Str("item_charges");
drop->equip_item = (result.GetInt8Str("equip_item") == 1);
drop->probability = result.GetFloatStr("probability");
drop->no_drop_quest_completed_id = result.GetInt32Str("no_drop_quest_completed");
zone->AddLootDrop(id, drop);
LogWrite(LOOT__DEBUG, 5, "Loot", "---Loading LootDrop item_id %u (tableID: %u", drop->item_id, id);
LogWrite(LOOT__DEBUG, 5, "Loot", "---charges: %i, equip_item: %i, prob: %.2f", drop->item_charges, drop->equip_item, drop->probability);
count++;
}
LogWrite(LOOT__DEBUG, 0, "Loot", "--Loaded %u loot drop%s.", count, count == 1 ? "" : "s");
}
// Finally, load loot tables into spawns that are set to use these loot tables
if (database_new.Select(&result, "SELECT spawn_id, loottable_id FROM spawn_loot")) {
count = 0;
LogWrite(LOOT__DEBUG, 0, "Loot", "--Assigning loot table(s) to spawn(s)...");
while(result.Next()) {
int32 spawn_id = result.GetInt32Str("spawn_id");
int32 table_id = result.GetInt32Str("loottable_id");
zone->AddSpawnLootList(spawn_id, table_id);
LogWrite(LOOT__DEBUG, 5, "Loot", "---Adding loot table %u to spawn %u", table_id, spawn_id);
count++;
}
LogWrite(LOOT__DEBUG, 0, "Loot", "--Loaded %u spawn loot list%s.", count, count == 1 ? "" : "s");
}
// Load global loot lists
LoadGlobalLoot(zone);
}
void WorldDatabase::LoadGlobalLoot(ZoneServer* zone) {
LogWrite(LOOT__INFO, 0, "Loot", "-Loading Global loot data...");
DatabaseResult result;
int32 count = 0;
if (database_new.Select(&result, "SELECT type, loot_table, value1, value2, value3, value4 FROM loot_global")) {
while(result.Next()) {
const char* type = result.GetStringStr("type");
int32 table_id = result.GetInt32Str("loot_table");
if (strcmp(type, "Level") == 0) {
GlobalLoot* loot = new GlobalLoot();
loot->minLevel = result.GetInt8Str("value1");
loot->maxLevel = result.GetInt8Str("value2");
loot->table_id = table_id;
loot->loot_tier = result.GetInt32Str("value4");
if (loot->minLevel > loot->maxLevel)
loot->maxLevel = loot->minLevel;
zone->AddLevelLootList(loot);
LogWrite(LOOT__DEBUG, 5, "Loot", "---Loading Level %i loot table (id: %u)", loot->minLevel, table_id);
LogWrite(LOOT__DEBUG, 5, "Loot", "---minlevel: %i, maxlevel: %i", loot->minLevel, loot->maxLevel);
}
else if (strcmp(type, "Racial") == 0) {
GlobalLoot* loot = new GlobalLoot();
int16 race_id = result.GetInt16Str("value1");
loot->minLevel = result.GetInt8Str("value2");
loot->maxLevel = result.GetInt8Str("value3");
loot->table_id = table_id;
loot->loot_tier = result.GetInt32Str("value4");
if (loot->minLevel > loot->maxLevel)
loot->maxLevel = loot->minLevel;
zone->AddRacialLootList(race_id, loot);
LogWrite(LOOT__DEBUG, 5, "Loot", "---Loading Racial %i loot table (id: %u)", race_id, table_id);
LogWrite(LOOT__DEBUG, 5, "Loot", "---minlevel: %i, maxlevel: %i", loot->minLevel, loot->maxLevel);
}
else if (strcmp(type, "Zone") == 0) {
GlobalLoot* loot = new GlobalLoot();
int32 zoneID = result.GetInt32Str("value1");
loot->minLevel = result.GetInt8Str("value2");
loot->maxLevel = result.GetInt8Str("value3");
loot->table_id = table_id;
loot->loot_tier = result.GetInt32Str("value4");
if (loot->minLevel > loot->maxLevel)
loot->maxLevel = loot->minLevel;
zone->AddZoneLootList(zoneID, loot);
LogWrite(LOOT__DEBUG, 5, "Loot", "---Loading Zone %i loot table (id: %u)", zoneID, table_id);
LogWrite(LOOT__DEBUG, 5, "Loot", "---minlevel: %i, maxlevel: %i", loot->minLevel, loot->maxLevel);
}
count++;
}
LogWrite(LOOT__DEBUG, 4, "Loot", "--Loaded %u Global loot list%s.", count, count == 1 ? "" : "s");
}
}
bool WorldDatabase::LoadSpawnLoot(ZoneServer* zone, Spawn* spawn)
{
if (!spawn->GetDatabaseID())
return false;
DatabaseResult result;
int32 count = 0;
zone->ClearSpawnLootList(spawn->GetDatabaseID());
// Finally, load loot tables into spawns that are set to use these loot tables
if (database_new.Select(&result, "SELECT spawn_id, loottable_id FROM spawn_loot where spawn_id=%u",spawn->GetDatabaseID())) {
count = 0;
LogWrite(LOOT__DEBUG, 0, "Loot", "--Assigning loot table(s) to spawn(s)...");
while (result.Next()) {
int32 spawn_id = result.GetInt32Str("spawn_id");
int32 table_id = result.GetInt32Str("loottable_id");
zone->AddSpawnLootList(spawn_id, table_id);
LogWrite(LOOT__DEBUG, 5, "Loot", "---Adding loot table %u to spawn %u", table_id, spawn_id);
count++;
}
LogWrite(LOOT__DEBUG, 4, "Loot", "--Loaded %u spawn loot list%s.", count, count == 1 ? "" : "s");
return true;
}
return false;
}
void WorldDatabase::AddLootTableToSpawn(Spawn* spawn, int32 loottable_id) {
Query query;
query.RunQuery2(Q_INSERT, "insert into spawn_loot set spawn_id=%u,loottable_id=%u", spawn->GetDatabaseID(), loottable_id);
}
bool WorldDatabase::RemoveSpawnLootTable(Spawn* spawn, int32 loottable_id) {
Query query;
if (loottable_id)
{
string delete_char = string("delete from spawn_loot where spawn_id=%i and loottable_id=%i");
query.RunQuery2(Q_DELETE, delete_char.c_str(), spawn->GetDatabaseID(), loottable_id);
}
else
{
string delete_char = string("delete from spawn_loot where spawn_id=%i");
query.RunQuery2(Q_DELETE, delete_char.c_str(), spawn->GetDatabaseID());
}
if (!query.GetAffectedRows())
{
//No error just in case ppl try doing stupid stuff
return false;
}
return true;
}