100 Commits
Author SHA1 Message Date
hg 051ce3736f [DynamicZones] Bulk request dz member statuses on zone boot (#4769)
When dynamic zones are cached on zone boot each dz requests member
statuses from world separately. This causes a lot of network traffic
between world and booted zones when there are a lot of active dzs.

This changes it to make a single request to world on zone boot and a
single bulk reply back.
2025-03-11 01:13:29 -05:00
hg 55155ff800 [Expeditions] Move expedition code into DynamicZone (#4672)
This removes the separate Expedition class and moves lockout code and
/dz command handlers into DynamicZone classes. It also refactors some
code to reduce bloat and some database usage.

This completes the effort of moving everything to DynamicZone that
started when implementing shared tasks. It also makes sense to do this
since expeditions are just dynamic zones internally despite dzs being
used for other types. Expedition specific things are just handled with
dz type checks.

Functionally nothing should change. This is mainly internal refactoring
and moving code around along with some bug fixes and reduced database
usage.

Main changes:

 - The `expeditions` database table has been removed

 - Expeditions no longer use a separate id, the expedition id is just the dz id

 - Expedition lock state and replay timer option were moved to the
   `dynamic_zones` table

 - Expeditions no longer have a separate cache from dynamic zones

 - Expedition creation no longer has every zone query the database to cache it

 - Expedition internal lockouts are now stored on DynamicZone

 - The `expedition_lockouts` table has been renamed to `dynamic_zone_lockouts`

 - Fixed a small bug with the UpdateLockoutDuration api where the
   internal lockout would get the time added twice in memory in the
   initiating zone (this api is likely rarely used)

 - Fixed an issue where use of the group/raid DoesAnyMemberHaveExpeditionLockout
   api would query once for every out of zone character.

   - This api now checks all members in the current zone first and only
     performs a single bulk query for out of zone members if that check
     is exhausted

 - Deprecated the max_check_count param of DoesAnyMemberHaveExpeditionLockout,
   the quest api still exists to avoid api break but a passed arg has no effect
2025-02-15 18:40:35 -06:00
hg 187ee10218 [Tasks] Update tasks in all zones if invalid zone set (#4550)
This allows task elements to update in any zone when it has an invalid
zone id <= 0. This has the same effect as leaving the zones field empty
except "Unknown Zone" instead of "ALL" will be shown in task windows.

Note that Titanium shows "ALL" for a zone id of 0 despite it being an
invalid zone id. This could be manipulated server side to match newer
clients but there isn't much benefit since any other invalid zone id
below 0 can be used to do the same.
2024-11-25 18:02:14 -05:00
hg 12ada57ee8 [Code] Fix build with older C++ libraries (#4549)
This adds a compile time concept to determine if from_chars has
floating-point support and uses fallbacks if not.

This is a C++17 feature but support for floats was only added to
libstdc++ with GCC 11.1 and LLVM libc++ in 20.0 (unreleased).
2024-11-24 17:18:36 -06:00
hg bcedfe7032 [Quest API] Add Native Database Querying Interface (#4531)
* Add database quest API

API functions are named to be similar to LuaSQL and perl DBI

New connections are made for Database objects. These can either use
credentials from the server eqemu_config or manual connections.

* Add option to use zone db connections
2024-11-12 20:01:18 -06:00
hg 25ef3d2cdb [Code] Update perlbind to 1.1.0 (#4529)
- Adds a perl::ref alias for perl::reference

- Optimizes array return pushes by accessing SV* values directly instead
  of using operator[] scalar_proxy

- Allows functions with a perl::hash parameter to accept hashes with any
  scalar key type instead of requiring explicit string keys

  e.g., foo(123 => 1) will now work on functions accepting a perl::hash
2024-11-05 20:14:29 -06:00
hg 95249889a6 [Code] Add mysql prepared statement support (#4530)
This adds support for using prepared statements for MySQL queries. It is
intended for use in a database quest API but it can be used in source
with some caveats:

 - It uses exceptions for error handling instead of returning a fake
   result that needs checked. Usage must be wrapped in try/catch.

 - DBcore has a connection mutex which indicates the connection might be
   shared with other threads. This mutex is locked for certain stmt
   operations in an attempt to make it safe to use with multi threaded
   connections.

 - Prepared statements should only be used on the main thread since the
   internal logging is not synchronized.

 - Unlike the current query API which retrieves all results as strings,
   results are stored in buffers that represent the db field type.
   Getter functions are available to retrieve values as desired types.
2024-11-05 20:12:17 -06:00
hg b2d9de8d96 [Quests] Avoid Player and Bot quests in unloaded zone (#4232)
If a mob has a target when a zone is shutdown it will crash while trying
to dispatch EVENT_TARGET_CHANGE when the Mob destructor cleans up hatelists
if a quest interface isn't loaded for the type (in this case no bot scripts):

 	zone.exe!fmt::v10::format<std::string const &,char const *>(fmt::v10::basic_format_string<char,std::string const &,char const *> fmt={...}, const std::string & <args_0>={...}, const char * && <args_1>=0x0000000000000000) Line 2835	C++
>	zone.exe!QuestParserCollection::GetQIByBotQuest(std::string & filename={...}) Line 1138	C++
 	zone.exe!QuestParserCollection::BotHasQuestSubLocal(QuestEventID event_id=EVENT_TARGET_CHANGE) Line 353	C++
 	zone.exe!QuestParserCollection::BotHasQuestSub(QuestEventID event_id=EVENT_TARGET_CHANGE) Line 389	C++
 	zone.exe!Mob::SetTarget(Mob * mob=0x0000000000000000) Line 5431	C++
 	zone.exe!NPC::SetTarget(Mob * mob=0x0000000000000000) Line 575	C++
 	zone.exe!Mob::RemoveFromHateList(Mob * mob=0x000001bfbdc66040) Line 4894	C++
 	zone.exe!EntityList::RemoveFromTargets(Mob * mob=0x000001bfbdc66040, bool RemoveFromXTargets=true) Line 1530	C++
 	zone.exe!Mob::~Mob() Line 547	C++
 	zone.exe!NPC::~NPC() Line 537	C++
 	zone.exe!NPC::`scalar deleting destructor'(unsigned int)	C++
 	zone.exe!EntityList::RemoveAllMobs() Line 2678	C++
 	zone.exe!EntityList::Clear() Line 3090	C++
 	zone.exe!Zone::~Zone() Line 1103	C++
 	zone.exe!Zone::`scalar deleting destructor'(unsigned int)	C++
 	zone.exe!Zone::Shutdown(bool quiet=false) Line 928	C++

This is caused by the Zone destructor deleting short_name before calling
entity_list.Clear(). With an unloaded quest interface BotHasQuestSubLocal
calls GetQIByBotQuest which gets a null zone->GetShortName() and crashes
while formatting strings.

The immediate regressing commit for this crash is because a check for
zone->IsLoaded() was removed in 74f1eac4 with others that were removed
to fix a regression by #4025. GetQIByBotQuest and GetQIByPlayerQuest
always had this check and should have remained for them.

This restores the zone->IsLoaded() checks for GetQIByBotQuest/PlayerQuest.
The other functions cannot have that check added until the other issues
mentioned in #4149 are addressed.
2024-03-31 22:49:13 -05:00
hg 5bfd8f5da2 [Tradeskills] Implement learning recipes from books (#4170)
This uses the book scribe button to learn recipes in SoF+ clients. For
Titanium clients the button is not available so a workaround will need
to be added later.

Note live gives no feedback when scribing books (at least those tested).
2024-03-22 23:50:06 -05:00
hg 6bb2f97b74 [Code] Update fmt to 10.2.1 (#4071)
This fixes MSVC compile warnings for stdext::checked_array_iterator
which were deprecated in STL for VS 2022 17.8:

https://github.com/microsoft/STL/wiki/Changelog#vs-2022-178
2024-02-16 00:29:04 -06:00
hg 86f39743fc [Quest API] Add tracebacks to Lua error messages (#4079)
This adds an error msg handler for lua calls to add a stack trace to
error messages. Lua 5.1 does not have luaL_traceback like luajit and lua
5.2+ so debug.traceback() is used directly as the msg handler.

The traceback will add more detail to errors than just logging package
and event names. Exceptions in C++ binds and luabind errors will now
show script context instead of just the error message.

e.g., for a luabind overload error:

  No matching overload found, candidates:
  void signal(int,int,int)
  void signal(int,int)
  stack traceback:
    [C]: in function 'signal'
    quests/arena/player.lua:10: in function 'somefn'
    quests/arena/player.lua:27: in function <quests/arena/player.lua:17>
2024-02-16 00:27:37 -06:00
hg e920e35a5c [Cleanup] Use explicit conversions for enum formatting (#4064)
This is prep for updating to fmt 10 which removed implicit conversions
for enums.
2024-02-12 02:58:48 -06:00
hg 75539b4f89 [Tasks] Avoid removing client tasks from memory on load (#4052)
If a task was deleted or had new elements added to it without updating
character states to match changes, client state for the task was not
loaded into memory and a "contact a GM" warning was sent to the client.

This caused an issue if a client later accepted a new task because it
could be placed in the same client state slot as a non-loaded task. The
table does not have constraints so this was also inserted into the db.

The next time client task state was reloaded after zoning, the new task
would not be loaded since it occupied a used slot, even though that used
slot was also not being loaded. The client could not remove or reacquire
the original task without GM intervention and an entry was left in the
db for the new task.

This makes the following changes to client task state loading:

 - If a task id no longer exists it is deleted from client state tables
   instead of only being removed from memory.

 - If a task occupies the same client state slot as another task, it is
   deleted from client state tables instead of being ignored.

 - If new elements have been added to a task, client state will keep the
   task in memory. The new activity states will be inserted into the db
   when necessary for updates (may not be immediate).

These changes also fix two smaller bugs as a consequence:

 - If a character was at the 20 quest limit the last quest wasn't being
   processed for activity count changes. The task would continue to show
   to clients but any added new elements couldn't be completed.

 - Deleted tasks that occupied slot 0 in client state would fallback to
   loading it as a solo task of type 0. This prevented a client's real
   solo task from being loaded if the deleted task was processed first.

Note clients may receive or lose credit for completed elements if new
ones are added in the middle of tasks. Server ops will still need to
update character state tables manually on task changes to prevent this.
2024-02-10 03:25:03 -06:00
hg 804b798068 [Tasks] Send active elements in task select packet (#4051)
Only the first element was being serialized to show the start zone of
tasks. This was resulting in a blank description for tasks that only
have element descriptions.

Live sends all initial active elements for the task when sending this
packet. Any bracket text with these elements as a requirement will be
appended to the description.
2024-02-10 03:23:24 -06:00
hg f59b4feb94 [Tasks] Add Support for Task Window Element Groups (#3902)
Elements that share a group are placed in the same list section and
separated from other groups with a divider.

Live appears to only use this for optional elements in some tasks and
when used each optional always gets its own group. This might indicate
it's done automatically under certain criteria to ensure optionals are
never grouped with non-optionals regardless of index.

Since groups are available in captures and there's very few tasks that
use this, we don't need to worry about trying to replicate any automatic
behavior since this allows more customization.
2024-01-08 23:24:41 -05:00
hg 076aab50e8 Ignore optionals when finding task step (#3836)
This fixes optional elements from being required to unlock the next step
when using the step system.
2024-01-05 17:05:56 -05:00
hg fad9599642 [Quest API] Add details to Lua event dispatch errors (#3679) 2023-11-06 17:31:34 -06:00
hg 0bbfcf7adc [Perl] Reload perl quests on zone bootup (#3648)
Perl wasn't implementing quest interface's Init which is called by
Zone::Bootup. This should fix zone's that were in standby not using the
latest version of perl plugin scripts.
2023-10-23 22:39:19 -05:00
hg 604c7ad4ab [Feature] Add opcodes for Cast and Scribe book buttons (#3578)
This is just the packet framework for the Scribe button on recipe books
and the Cast Spell button on books that allow casting spells on
targets. It will need to be hooked up to a content implementation
2023-09-17 13:14:38 -05:00
hg ab04a4c6df Remove hard limit on currency merchant (#3560) 2023-08-20 15:37:15 -05:00
hg af91b2b41c [CMake] Define perlbind option for all targets (#3538)
This isn't designed well and wasn't handled correctly since the perlbind
library was getting built and linked with default options while zone was
using PERLBIND_NO_STRICT_SCALAR_TYPES. This was probably leading to some
unspecified behavior.
2023-08-12 21:48:08 -04:00
hg 2660aa79ab [CMake] Add cmake option to re-enable MSVC warnings (#3537) 2023-08-12 21:47:38 -04:00
hg e01ac39887 [Quest API] Send delivered task items in trade events (#2518)
This restores sending items to EVENT_TRADE that are updated by source
controlled delivery tasks which was removed in 7cf96ca2d8.

That patch filtered out items consumed by task updates to fix a few bugs
with items being returned despite incrementing a task:

  - If an npc without a quest trade event handler was the target of a
    delivery task for a NoDrop/non-Quest item, the npc would auto return
    it due to the `ReturnNonQuestNoDropItems` rule.

  - If an npc without a quest trade event handler was the target of a
    delivery task for a non-NoDrop item, the item would be added to the
    npc's loot.

  - If an npc with an EVENT_ITEM/EVENT_TRADE quest handler used the Lua
    or Perl trade plugins, the plugins would return task items unless
    specific checks for the turned in slots existed.

The quest plugin item returns are problematic for this since they just
summon to return items not handled by the script

  e.g. For a task to deliver N Large Fruit Bat Wings (item id 19616),
  if a player turned in 1 Wing in slot 1 and a stack of 20 Wings in slot
  2, the task would be incremented 21 times and the following Lua trade
  handler would return the stack of 20 from the 2nd trade slot:

  ```lua
    function event_trade(e)
      local item_lib = require("items")
      if item_lib.check_turn_in(e.trade, { item1 = 19616 }) then
        eq.debug("Lua consumed 1 slot and will return other slots")
      end
      item_lib.return_items(e.self, e.other, e.trade)
    end
  ```

  This also occured with the perl plugin though slightly differently
  since that plugin returns all slots unless the exact handin slot count
  matches (requiring check_handin conditions for all slots):

  ```perl
    sub EVENT_ITEM {
      if (plugin::check_handin(\%itemcount, 19616 => 1)) {
        # No issue if only one slot used for trade (item not returned)
      }
      # Perl fails handin check if multiple slots not checked and returns all
      plugin::return_items(\%itemcount);
    }
  ```

While that patch solved the issue, it's inconvenient and wrong to not
receive items in trade events used in a source task update. It breaks
existing trade scripts for tasks that aren't quest controlled and it
forces tasks to be changed to quest controlled and manually updated to
script any extra behavior.

This patch stores the task update count on the item instance before
dispatching it to quests. The burden is now on quests and plugins to
use that value in order to prevent returning items consumed by tasks.

`ItemInstance::RemoveTaskDeliveredItems` has been added to simplify
handling this in plugins which is also used for non-quest item returns.
2022-11-06 17:10:30 -05:00
hg de63eaa4b2 [Quest API] Add apis to end shared tasks (#2521)
This required some minor shared task refactoring

- Shared task expiration handling was moved to world. Previously this
  was handled by zone and had clients self remove when a shared task
  expired. This resulted in wrong messages when a task ended.

- FailTask is now implemented for shared tasks which previously only
  made the client quit the shared task. It now fails the task for all
  members by ending the shared task.

The `Client::EndSharedTask` api will end the client's current shared
task (removing all members). This is similiar to the `FailTask` api
except it doesn't require a `task_id` and the red task fail banner is
optional (live doesn't use it for shared tasks).

The global `end_dz_task` api was added for when a client context isn't
available. This will end a shared task if the current zone is a dynamic
zone for a shared task mission. Currently only shared tasks use dynamic
zones but this api can be expanded if support is added for tasks/quests.

The global `get_dz_task_id` was added to conveniently get the task id
for the current dynamic zone if it's used for a mission. Note this is
a database hit since that information is not available at zone level.
2022-11-06 11:04:39 -05:00
hg 3d7c43e92f [Quest API] Add ResetDecayTimer() to Perl/Lua. (#2520) 2022-11-06 10:48:10 -05:00
hg 69e90c1739 [Quest API] Export corpse in EVENT_DEATH_COMPLETE (#2519)
It wasn't possible to easily obtain the corpse from post-death events
because the killed entity id is assigned to the corpse and reset to 0
on the entity before the events are dispatched.

This exposes the killed entity's corpse to EVENT_DEATH_COMPLETE and
EVENT_DEATH_ZONE. Lua exports a Corpse object and perl exports a corpse
entity id.

The purpose of this is to make it easier to add items dynamically on
death. Ideally this would be done in EVENT_DEATH before the corpse is
made, but there's currently some combat system bugs that make that event
unusable since it can be dispatched multiple times.

A follow up will provide an api to reset corpse decay times since adding
items after corpse creation will require quests to manually reset the
decay timer in case the corpse had zero items.
2022-11-06 10:36:57 -05:00
hg 9c7dd70b5f [Quest API] Add Lua handlers for zone controller events (#2514)
This cleans up some of the NPC::Death event dispatch code.

Adds handlers for EVENT_SPAWN_ZONE and EVENT_DEATH_ZONE used by zone
controller and fixes the death handler exports which were incorrect.
2022-11-05 11:13:39 -04:00
hg 070bf64d6a [Tasks] Only update loot tasks for NPC corpses (#2513)
This fixes a bug that allowed looting items from a player's corpse to
increment a task if it didn't have an npc target defined. It looks
like this bug existed before the changes in 7482cfc0.

This also now passes count for task loot updates to handle item stacks.

Also fixes incorrectly casting Corpse to NPC on loot update
2022-11-05 11:13:02 -04:00
hg 444a4f6744 [Tasks] Add pre-task update event (#2512)
This adds the player EVENT_TASK_BEFORE_UPDATE event which will allow
quests to prevent a source controlled task update by returning non-zero.
2022-10-29 20:46:08 -04:00
hg 43ec9dc815 [Tasks] Let task completion event block task rewards (#2511)
Returning non-zero from EVENT_TASK_COMPLETE will prevent task rewards
and completion emote. This is necessary for a DoN mission which scripts
a mission failure but still gives the lockout.
2022-10-29 20:46:00 -04:00
hg 9e836a9780 [Feature] Add player /inspect quest event (#2508)
Returning non-zero from EVENT_INSPECT will prevent default message
2022-10-29 19:49:48 -04:00
hg 3bc5d4b125 [Quest API] Add ResetAlternateAdvancementRank() to Perl/Lua. (#2510)
Exports Client::ResetAlternateAdvancementRank
2022-10-29 19:49:23 -04:00
hg 9f033df196 [Cleanup] Send eqstr message in AddAAPoints (#2507)
This api is only used by quests
2022-10-29 19:48:27 -04:00
hg 16ee25224d [Feature] Add special ability to block /open (#2506)
This adds the IMMUNE_OPEN (53) special ability to prevent /open on
LDON_TREASURE classes.
2022-10-29 19:48:14 -04:00
hg 56510e6383 [Quest API] Add Corpse::AddItem overloads for Lua (#2509)
Perl already has these
2022-10-29 19:48:03 -04:00
hg 5708164511 [Tasks] Add method to filter shared task offers (#2497) 2022-10-29 16:38:04 -04:00
hgandAkkadius e883703b2f [Tasks] Schema simplification (#2449)
* Combine task_activity item and npc fields

This will make tooling easier.

While denormalizing goallists may not be ideal, it decouples tasks from
rewards which share the table and removes a redundant column in favor
of a using the delimited string which better matches live packet data.

* [Tasks] Deprecate goallists table, migrate reward goal lists, simplify logic

* Update 2022_09_25_task_concat_matchlists.sql

* Update 2022_09_25_task_concat_matchlists.sql

* Tweaks

* Fix reward column name in conversion script

* Task reward stacking

* Update task_client_state.cpp

* Implement stack counts

* Fix reward item instance memory leak

* Validate reward item instance

* Fix item reward message

* Fix findtask

Co-authored-by: Akkadius <akkadius1@gmail.com>
2022-09-28 02:31:05 -05:00
hg dbf8440a32 [Quest API] Let HasQuestSub check encounters (#2435)
This fixes an edge case where trading would not detect the npc had a
quest handler if it was registered inside a Lua encounter.
2022-09-20 13:21:48 -04:00
hg b4e46c1f7e [Tasks] Let task reward find free bag slots (#2431) 2022-09-18 10:45:34 -04:00
hg 2c9fe4f2b8 [Tasks] Add rule to update multiple task elements (#2427)
On live if a task update would affect multiple elements, only the first
one gets updated. This was added as part of the changes in 7482cfc0.

Setting `UpdateOneElementPerTask` to false will restore the old behavior
that increments all active elements matching the task update criteria.
2022-09-06 12:42:45 -04:00
hg 78223b7ebf [Commands] Make #damage require a target (#2426)
Fixes annoying issue where it affected the client if no target
2022-09-05 12:12:46 -05:00
hg 89382d5e4a [Tasks] Only allow shared task completion once (#2422)
This prevents re-triggering completion when a shared task contains
optional elements
2022-09-03 16:25:18 -05:00
hg aa3c72c1de [Tasks] Make Task Selector Cooldown Optional (#2420)
Some live npcs ignore the request cooldown timer (tutorialb)

A separate function had to be used for perl because the apis use an
array instead of array reference which won't allow a bool overload

This also replaces the fixed array and count args with a vector
2022-09-03 13:20:03 -04:00
hg efe1879115 [Tasks] Change zone task data container (#2410)
This allows removal of the task id limit (MAXTASKS)

There's some suspect places task data isn't verified but left unchanged

If memory use becomes too high once more live data is added tasks can be
stored in shared memory instead
2022-09-03 03:33:49 -05:00
hg 034667f03b [Bug Fix] Avoid erase in discord queue range loop (#2411)
Erasing from the map inside the range loop invalidated the iterator used
internally by the loop. This caused ucs access violations under msvc
debug builds when a discord logging category was enabled.
2022-09-02 21:49:14 -05:00
hg d12145c449 [Bug Fix] Fix memory leak in ucs (#2409) 2022-09-02 21:48:33 -05:00
hg ce12481021 [Tasks] Tweak task update messages (#2406)
Excludes GiveCash since it uses copper amount for increments
2022-09-01 23:10:05 -05:00
hg 7cf96ca2d8 [Tasks] Remove delivered task items from trades (#2405) 2022-09-01 23:09:13 -05:00
hg e011864ed5 [Zone] Add missing safe_heading assignment (#2407)
Regression from 89fdd842e1
2022-09-01 23:04:35 -05:00
hg 7482cfc066 [Tasks] Replace task goals with explicit fields (#2402)
The task goal system made implementing tasks a little confusing since
the goal could be ambiguous depending on type. This also didn't support
filtering on multiple goals (e.g. looting items from matching npc names
inside an area). Deliver types could specify an npc id in `delivertonpc`
but the database may have multiple npcs with the same name or a task
might want to match partial npc names.

This replaces goalids with explicit fields for npcs, items, proximity
areas, and touch switch ids. These changes make managing task data
easier without needing to update multiple tables and allows filtering
task updates by multiple criteria. To mitigate any performance impact
from merging task proximities, only clients with explore tasks in the
current zone are checked during client movement updates.

Items and npcs still support goallists but it would be possible to
denormalize entries into delimited strings to combine with the match
lists. This would also decouple task goals from reward lists.

The client task update functions were refactored to run through a single
filtering function which significantly reduces duplicated code from the
legacy task system. This will also make it easier to later implement
any unhandled types.

Since the new fields will handle filtering single entries and lists
based on having values set, `goalmethod` now only distinguishes quest
controlled from source controlled.

This is a breaking api change, `taskexploredarea` has been removed
since explore ids no longer exist.
2022-09-01 19:18:21 -05:00
hg 94ac04b360 [Bug Fix] Fix loading world shared task state (#2398)
The default for this field is -1 not 0, so on world restarts this was
marking all elements completed
2022-08-28 13:16:35 -04:00
hg e65b61a95f [Tasks] Implement task activity prerequisites (#2374)
Some live tasks make new elements available without requiring all
currently active ones to be completed first.

This adds the `req_activity_id` field to task activities which will mark
an element active if its required activity id is completed. If a valid
value is set then it's used instead of checking the current step.

The `step` field may still be set on rows with a valid `req_activity_id`
to specify its logical step and prevent later steps from becoming active
until completed. It's only ignored when deciding if the current element
is active.

The legacy task logic for unlocking activities was completely refactored
for this. A common method has been added so both zone and world can make
use of it to determine which elements are currently active. The previous
step system should remain unchanged.

The world logic for locking shared tasks when an element became active
did not account for "sequential" mode (all steps 0), unordered steps, or
gaps in step numbers. This also resolves that issue.
2022-08-21 19:55:19 -05:00
hg 7c27c4350d [Tasks] Add task accept packet validation (#2354)
This makes it so clients can only accept tasks that have been offered
2022-07-31 17:54:42 -05:00
hg 6068085de4 [Quest API] Fix lua task selector count when over max (#2353)
This was leaving the task count at 0 if called with more than the max
number of tasks (40)
2022-07-31 17:52:18 -05:00
hg c7a3e88b81 [Tasks] Make #task reloadall not quit shared tasks (#2351)
This was causing #task reloadall to desync state for shared tasks.
Characters were removed from the shared task but remained in the
character_tasks table. This CancelTask is cosmetic only to reload
the client window.
2022-07-31 13:57:33 -05:00
hg be1e558b3b [Shared Tasks] Fix shared task message target (#2349)
Small regression from refactoring
2022-07-31 13:24:36 -05:00
hg c4a99aabd0 [Shared Tasks] Avoid erasing shared tasks while iterating (#2348)
This wasn't safe since the erase would invalidate iterators used
internally by the range loops.

Shared tasks with no members are now also cleaned up

Make GetMembers return reference instead of copy (this is used a lot)

Add rule for shared task terminate time for easier debugging
2022-07-31 13:24:21 -05:00
hg 53b599518a [Dynamic Zones] Implement dz templates (#2345)
This allows shared tasks to create dz instances automatically through
the `dz_template_id` field instead of using quest scripts. Quest apis
were also added to create expeditions from template ids.
2022-07-30 21:25:43 -05:00
hg 5e7e255d72 [Tasks] Use dz switch id for task touch events (#2344)
This changes task touch elements to use the dz_switch_id as the goal id
instead of checking if a player zoned. It will remove the need to script
door clicks or modify task element zone field since task packet data can
just be imported.
2022-07-30 21:14:22 -05:00
hg 676467cbdc [Dynamic Zones] Implement dz switch id (#2343)
This adds the `dz_switch_id` field to doors and dynamic_zones. It will
allow for compasses to be automatically added to dz entrances and will
support moving clients to the dz on use without needing to script it.
These can be imported for switches/doors from live packet dumps.

Also removes compass packet encoders (same struct in all clients)
2022-07-30 21:00:11 -05:00
hg 1351f147f4 [Shared Tasks] Enforce task reqs on player removal (#2342)
This verifies a shared task's minimum players requirement is still met
when a member is removed and schedules it for termination if not
2022-07-30 20:49:57 -05:00
hg d243cbf8a3 [Shared Tasks] Cleanup shared task request and remove (#2341)
Functionally nothing should change in this patch. This refactors a lot
of formatting and code duplication in requests and member removals.

The long SharedTaskMessage namespace and its constants were contributing
to a lot of formatting that was difficult to read. These were shortened
since they're not all shared task specific anyway (though they should
probably just be moved to string_ids.h with other eqstrs now)

Shared task requests were refactored a little to remove an unnecessary
function that filled potential members. The separate functions used for
/taskquit and /taskremove were also combined into a single function to
remove a member while preserving live message differences.
2022-07-30 20:36:04 -05:00
hg 8a962e09f6 [Shared Tasks] Implement task timer groups (#2340)
This adds task replay and request timer groups (an arbitrary id) which
allows for different tasks to share lockouts
2022-07-30 20:18:19 -05:00
hg f64d072af7 [Shared Tasks] Implement Activity Locking (#2339)
* Add shared task element locking

This adds the `lock_activity_id` field to the tasks table which will
automatically lock a shared task when that element becomes active.

A method was added to world analogous to zone's UnlockActivities to
determine when an activity is active with respect to task steps.

Also adds quest apis to manually lock or unlock a client's shared task

* Add comment
2022-07-30 19:57:57 -05:00
hg 793d4bc3a4 [Quest API] Use Floating Point for CameraEffect Intensity (#2337)
This was implemented in a very odd way. The intensity is just a float.

This is a breaking api change but low-impact (intensity will be
different).

To convert old values to new values with same intensity:

  0: 0.03125
  1: 0.05625
  2: 0.1
  3: 0.175
  4: 0.3
  5: 0.5
  6: 0.9
  7: 1.6
  8: 2.8
  9: 4.8
 10: 8.0
2022-07-30 19:18:20 -05:00
hg 4592c15dd6 [Tasks] Send Client Message for All Solo Task Updates (#2336)
Live sends the task updated message for every solo quest and task
increment (not just goal completed).

Also changed color to what live uses now. There are some other color
changes with shared task messages but they correspond with colors
changed in client generated messages but probably not worth chasing
down and causing inconsistency.
2022-07-30 19:17:24 -05:00
hg 4cf6db79aa [Saylinks] Inject Saylinks in MessageClose API (#2335) 2022-07-30 19:16:25 -05:00
hg 6e2d11a283 [Tasks] Support Raw NPC Names in Task Goal List (#2333) 2022-07-30 13:33:53 -05:00
hg 2ccf692167 [Tasks] Use CashReward for Tasks (#2332)
Also removes the sound which does not occur
2022-07-30 13:33:05 -05:00
hg eaeb583048 [Tasks] Add Task Reward Points Field (#2317)
* Add task reward points field

This replaces the separate DoN crystal reward fields with points and
point_type fields. This will make it easier to import data from
packet/client captures and possibly better support any future clients
or tasks that don't reward through the newer reward window.

* Fix manifest column check
2022-07-30 13:31:34 -05:00
hg ed64c82a2f [Quest API] Allow scripts to prevent door click (#2327)
Returning non-zero from EVENT_CLICK_DOOR will prevent the default
handler.

This should have been implemented when expeditions were put in to
allow scripts to prevent zoning out of vxed and tipt without flags.
Some upcoming changes may need this to allow scripts to prevent
automatic dz entry.
2022-07-27 08:53:38 -05:00
hg c847e3da86 [Netcode] Adjust first packet for compress flag (#2326)
When a packet was over max_raw_size and zlib failed to compress the
first packet chunk then the final output would be 513 bytes which
exceeded m_max_packet_size of 512.

This occured because the first packet chunk used sublen without
adjusting for the new_length + 1 compression flag added in Compress().
When the packet failed to compress then it was already at its max.
After the first packet, chunk sizes are calculated using max_raw_size
which already accounted for the compress flag. (From #979)

This should fix #2325
2022-07-27 08:52:25 -05:00
hg 1089f8139b [Saylinks] Refactor saylink injection (#2315)
If a message was longer than 50 characters with "00000" somewhere in the
message (such as messages with hex numbers) then the saylink injection
method was sending a blank message to the chat window.

This refactors the saylink injection method using a crude state machine
to build the output. It should function the same:

  - Inner-most brackets generate saylinks when nested
  - Saylinks are not generated in brackets that already have a saylink
  - Existing saylinks are preserved
  - Existing saylinks that contain text with brackets do not attempt to
    generate saylinks
  - Saylinks are not generated if brackets contains leading or trailing
    spaces (e.g. [ spaces ])
2022-07-27 08:50:00 -05:00
hg 20c639c872 [Tasks] Reward clients on shared task completion sync (#2306)
If a member is offline (or possibly during a race while zoning?) when
the shared task is completed they will not receive the reward. On live
the character receives their reward (with an updated replay timer) if
they enter back into game while the shared task is still active. They
keep the original replay timer if the shared task is no longer active
and do not receive a reward.

This makes it so clients are issued rewards (and a task completed
event is dispatch) if the client's task state was out of sync with a
completed shared task. To prevent characters being rewarded more than
once in case of bad sync checks, a 'was_rewarded' field has been added
to the character_tasks table and updated when rewards are assigned.

This fixes a couple bugs so the character_activities table is correctly
updated with shared task states to better detect when out of sync:

- The character_activities table is now flagged to update after syncing
  shared task states. This table was not being updated if a client was
  offline or inaccessible for a shared task element update.

- The character_activities table is now updated when a task element is
  completed. This was only being updated for activity increments and on
  completing the entire task. SaveClientState is now called at the end
  of ClientTaskState::IncrementDoneCount to cover all cases.

This also has a cosmetic change to show replay timers before rewards
like live, though this will not work for shared tasks until refactoring
world code
2022-07-16 15:26:48 -05:00
hg 1488c3685c [Tasks] Apply full duration mission replay timers (#2299)
Shared task replay timers used to be based on the task start time
(reducing the final lockout timer by elapsed task time).

Live changed this in the 2022 April 20 patch:
"Replay timers will now apply their full duration upon completion of
their associated task/quest."

Solo tasks and quests already did this

This also fixes a small bug where request timers were being
deleted when replacing replay timers for shared tasks
2022-07-14 02:19:27 -05:00
hg f381453dbd [Tasks] Place task item rewards in free slots (#2300)
Live places item rewards into the first free inventory slot and only
places it on the cursor if inventory is full
2022-07-14 02:16:43 -05:00
hg 792ea1608a [Tasks] Fix #task command crash on bad input (#2301) 2022-07-14 02:16:31 -05:00
hg 44c85a0dd7 [Quest API] Fix missing arg in perl set_proximity (#2291) 2022-07-08 19:05:33 -05:00
hg 44dc9967a3 Add perl SpellFinished overload 2022-07-04 11:19:44 -04:00
hg 7e8a24fcec [Quest API] Use binding library for perl apis (#2216)
* Add perlbind library

* Convert perl apis to perlbind
2022-07-03 21:33:45 -05:00
hg 16b31c5a3a [Bug Fix] Fix empty spawned merchants (#2275)
Regression from 763fc823
2022-06-28 09:23:08 -04:00
hg 8ef3e87370 [Bug Fix] Fix stack leaks in Lua events #2254
EventItem was leaving the package table on the stack in successful
(non-encounter) calls and only popping the return. All events were
also leaking the full stack on lua_pcall errors. Lua mod callbacks
were popping error returns but leaking the table.
2022-06-09 17:20:35 -05:00
hg 77e72ba666 Save eyes in #npcedit featuresave (#2178) 2022-05-15 19:12:22 -04:00
hg d8aa8f7e7a [Opcode] Implement SetFace opcode (#2167)
* Implement SetFace opcode

This implements the opcode that's used to update zone clients when a
client updates their face

* Use SetFace in #feature command

Add check for valid number

This adds the #feature eyes command which isn't in the illusion struct
2022-05-11 19:57:20 -04:00
hg 0c12ca8370 [Repository] Cast floats to avoid grid repository warnings (#2094)
This is in the custom repository method file so the generator doesn't
need modified for it
2022-05-01 21:53:37 -05:00
hg dc004c2a9d Remove already defined method (#2093)
CastRestrictedSpell is already defined in common/spdat

MSVC Debug builds caught this as an ODR violation, though Release
builds still allowed it (maybe because the methods were identical)
2022-05-01 20:54:50 -04:00
hg 3c87480553 [Quest API] Add back removed lua class properties (#1742)
Fixes regression from 7b6decae
2021-11-12 21:16:39 -05:00
hg cbea7045fa [Loginserver] Identify unknown login client packet fields (#1680)
* Add player login reply struct

* Use player login reply struct for failed logins

* Use base message struct for login requests

* Refactor server list reply serialization

Use BaseMessage and BaseReplyMessage structs for server list
and add flags for server type and status

* Use reply message struct for login handshake

Remove client version checks, the packets are the same for titanium and rof2

* Use base headers for join server requests

* Log correct server list ip

* Add compressed flag to base message header

Document encrypt type flag more
2021-11-11 20:13:30 -06:00
hg beb4de0b45 [Cleanup] Remove unused door variable. (#1685) 2021-11-06 21:57:05 -04:00
hg 873f1f7f34 [Hotfix] Add include to fix windows build (#1657) 2021-10-30 21:11:04 -05:00
hg 9887580f9a Make columns in doors table not nullable (#1597)
This makes the float and integer fields in the doors table not nullable.
The only column this should affect is the buffer column which wasn't
being loaded in the old doors loading query. The other columns weren't
validated but they should still be made not nullable to avoid issues.

This will fix a crash in potimeb which is the only zone that had NULL
values in the buffer column with the current peq database. This column
can be removed in a future followup since it isn't being used anyway.
2021-10-09 13:45:38 -04:00
hg 64b8d7c874 Remove unnecessary includes (#1585)
The include order here was causing a compile error when building with
perl 5.12 due to a bad interaction with the older fmt submodule version
being used
2021-10-03 13:25:49 -04:00
hg 5560b198ca [Quest API] Add client->SummonBaggedItems(bag_item_id, bag_items_ref) to Perl/Lua.
Alternative apis using arrays of hash items for EQEmu/Server#1575

Perl usage:
```pl
    # create as an array, pass as reference
    my @bag_items = (
      { item_id => 1001, charges => 1 },
      { item_id => 1002, charges => 1 },
      { item_id => 10037, charges => 10 },
    );
    $client->SummonBaggedItems(17403, \@bag_items);

    # create directly as an array reference
    my $bag_items = [
      { item_id => 1001, charges => 1 },
      { item_id => 1002, charges => 1 },
      { item_id => 10037, charges => 10 },
    ];
    $client->SummonBaggedItems(17403, $bag_items); ```

Lua Usage:
```lua
    local bag_items = {
      { item_id = 1001, charges = 1 },
      { item_id = 1002, charges = 1 },
      { item_id = 10037, charges = 10 }
    }
    e.other:SummonBaggedItems(17403, bag_items);
2021-10-02 12:00:00 -04:00
hg 92e03dccb9 [Quest API] Add perl hash apis for dz creation (#1571)
Add hash overload to perl CreateExpedition api

  This adds an api to perl similar to the Lua api that accepts a reference
  to a hash table with expedition creation info

  Usage example:
    my $expedition_info = {
      expedition => { name => "Perl expedition", min_players => 2, max_players => 6 },
      instance   => { zone => "crushbone", version => 0, duration => 3600 },
      compass    => { zone => "gfaydark", x => 238, y => 987, z => -24.90 },
      safereturn => { zone => "gfaydark", x => 245.84, y => 987.93, z => -27.6, h => 484.0 },
      zonein     => { x => 479.44, y => -500.18, z => 5.75, h => 421.8 }
    };

    $client->CreateExpedition($expedition_info);

  Syntax for passing directly from a hash:
    my %expedition_info = (...);
    $client->CreateExpedition(\%expedition_info);

Add CreateTaskDynamicZone api to perl

  Usage example:
    sub EVENT_TASKACCEPTED {
      if ($task_id == 4795) {
        my %dz_hash = (
          "instance",   { zone=>"thundercrest", version => 11 },
          "compass",    { zone=>"broodlands", x=>1241.88, y=>511.147, z=>23.4192 },
          "safereturn", { zone=>"broodlands", x=>1242.0, y=>526.0, z=>27.0, h=>0.0 }
        );
        $client->CreateTaskDynamicZone($task_id, \%dz_hash)
      }
    }
2021-10-01 22:12:45 -05:00
hg 5ffe6284ca [Shared Tasks] Start solo task replay timers from completion time (#1568)
Shared tasks start replay timers based on accept time but solo tasks
should start from completion time. Solo tasks on live that have a
non-unlimited duration may require further investigation
2021-10-01 22:11:57 -05:00
hg fb98349bbd [Quest API] Add mob SetPet and RemovePet quest apis (#1569)
Will be required for tutoriala script and other similar events
2021-10-01 22:11:16 -05:00
hg 00a22ca12e [Repositories] Use repositories to load doors (#1572)
Remove Door struct that was being used to map db columns
2021-10-01 22:09:40 -05:00
hg b61cc85b5f [Expeditions] Move member compass updates to dz (#1371) 2021-06-11 13:31:50 -05:00
hg 5b3ab59b7c [Expeditions] Avoid expedition leader change if only member (#1372)
This fixes an edge case where a player could be made leader when added
to an expedition that only had a single member previously.

If a leader in a two-member expedition quit (forcing a leader change)
and the new leader went offline while throttled, a leader change flag
would be set until a non-leader was available. The first added member
would then be made the new leader.

This could also potentially occur on world startup due to the initial
throttle timer state but member statuses aren't processed there yet
2021-06-11 13:31:25 -05:00
hg 15328196e2 [Expeditions] Store members on dynamic zone (#1358)
This moves members from expeditions so other systems can use them

Replace expedition_members table with dynamic_zone_members

Move 'EnableInDynamicZoneStatus' rule to DynamicZone namespace

Modify #dz list to show dz members (not instance players) and type name

Move various queries to repository methods
2021-05-24 21:14:32 -05:00