212 Commits

Author SHA1 Message Date
Akkadius
7dbde36b03 Rename reference logger to Log 2015-01-18 00:41:18 -06:00
Arthur Ice
93c5422966 Removed a usage of Mob::DistNoRoot and used ComparativeDistance instead 2015-01-17 21:35:30 -08:00
Arthur Ice
4fa102cb24 Removed a usage of Mob::DistNoRoot and used ComparativeDistance instead 2015-01-17 20:53:08 -08:00
Arthur Ice
ef68b46c9c Removed a usage of Mob::DistNoRoot and used ComparativeDistance instead 2015-01-17 20:49:09 -08:00
Arthur Ice
a135a3d597 Added explicit xyz_heading overrides for the 4 distance functions 2015-01-17 16:08:45 -08:00
Arthur Ice
91b2e23e56 removed usage of mob->distnoroot and switched to ComparativeDistance 2015-01-17 15:37:24 -08:00
Arthur Ice
e653a3943a removed usage of mob distnoroot and used ComparativeDistance instead 2015-01-17 15:32:04 -08:00
Akkadius
b76e179d75 Fix spacing 2015-01-10 15:47:36 -06:00
Akkadius
6844645dfb Replace LogFile->write(EQEmuLog::Error, with logger.logevents(EQEmuLogSys::Error 2015-01-10 15:44:35 -06:00
Akkadius
be381b4e56 Renamed EQEMuLog class to EQEmuLog 2015-01-08 19:46:28 -06:00
Akkadius
c5d23c5f1b effects.cpp header cleanup 2014-12-15 17:02:26 -06:00
KayenEQ
70f570dbd9 Implemented support for allowing most focus effects to now be usable
by NPCs (ie Heal/Damage focus, cast time, spell range ect) from
both spell buffs and items.
Rule for enabling spell focus is TRUE by default
Rule for enabling item focus is FALSE by default.

Consilidated a number of redundant client / mob functions
to use the same pathway for calculating effect values.
2014-12-08 01:22:01 -05:00
Michael Cook (mackal)
395be050a3 Switch random function to std::mt19937
Added class EQEmu::Random
Functions:
EQEmu::Random::Int(int low, int high)
EQEmu::Random::Real(double low, double high)
EQEmu::Random::Roll(int required)
EQEmu::Random::Roll(double required)
EQEmu::Random::Reseed()

For zone, you will access the random object through the zone object
ex.
	zone->random.Int(0, 100);

Int returns a random int between low and high
Real returns a random double between low and high
Roll(int) returns true if Int(0, 99) < required is true
Roll(double) returns true if Real(0.0, 1.0) <= required is true
2014-12-01 18:13:12 -05:00
KayenEQ
f1701aae9f Fix to remove double CastSpell calls from use disc function. 2014-11-20 05:53:59 -05:00
KayenEQ
2330285b04 revert 2014-11-20 05:05:15 -05:00
KayenEQ
5b85aa6550 Fix to allow discipline reuse timers to be set on client correclty
and therefore have the client return the time remaining instead
of the server.

Hopefully may resolve some bugs reselated to discipline use.
2014-11-19 00:39:42 -05:00
KayenEQ
b32f59a40d Further support for spell field 'aemaxtargets' 2014-11-13 06:00:01 -05:00
KayenEQ
352d6fd83c Support for all remaining known spell target types.
Implemented target type (32) AE Target HateList
Implemented target type (36) Area Client Only
Implemented target type (37) Area PC Only
Implemented target type (39) Group No Pet
2014-11-13 05:19:01 -05:00
KayenEQ
738fa38047 Implemented target type (50) which excludes players pets from target AE's. 2014-11-13 02:46:22 -05:00
KayenEQ
720e80377e Merge git://github.com/EQEmu/Server into Development
Conflicts:
	changelog.txt
	common/eq_packet_structs.h
	common/patches/underfoot_structs.h
	common/spdat.h
	zone/effects.cpp
	zone/mob.cpp
	zone/spells.cpp
2014-11-10 10:22:50 -05:00
JJ
d5efa0f23c Manual merge of TargetRing pull request #286. 2014-11-10 10:00:53 -05:00
KayenEQ
d656db843a Implemented spell Target Type (45) 'Target Rings' on Underfoot.
Thanks to Lecht for figuring out op code side of it.
2014-11-09 22:37:12 -05:00
KayenEQ
d754e24a02 Minor code and compiler warning fixes. 2014-11-02 20:14:44 -05:00
KayenEQ
22170527c4 Small update to prior commit. 2014-10-21 14:24:25 -04:00
KayenEQ
f0f920d0e8 Fix for bug with Discipline recast timers preventing them from
working properly if you used a focus effect to reduce recast time
to zero.

(Specifically the recast timer failed to reset in the situation
where you had already used the disc WIHTOUT the focus applied, then applied
the focus and tried to have it reduced).
2014-10-21 14:14:35 -04:00
KayenEQ
31b46efcac Clean up of perl based NPC spell scaling functions.
Added Perl - $npc->GetSpellFocusDMG(), $npc->GetSpellFocusHeal()
2014-09-26 06:56:42 -04:00
Akkadius
4432c07081 State of Commit: Testable if you ask me (Akkadius) what you need to do
- Need to convert a list of functions and columns and should be ready to start intensive testing phase
 - All preliminary tests show things working great

- All of player profile is saved and loaded from the database
- DBAsync has been completely removed from all code
	- Removed zone/dbasync.cpp/.h
	- Removed common/dbasync.cpp/.h
	- Removed dbasync from cmake commmon and zone
- Cleaned up a ton of functions
- Added several tables to world CheckDatabaseConversions script:
	- `character_skills`
	- `character_languages`
	- `character_bind`
	- `character_alternate_abilities`
	- `character_currency`
	- `character_data`
	- `character_spells`
	- `character_memmed_spells`
	- `character_disciplines`
	- `character_material`
	- `character_tribute`
	- `character_bandolier`
	- `character_potionbelt`
- Character select now loads from `character_data`
- Character creation now creates to `character_data`
- Updated function Database::UpdateName to use `character_data`
- Updated function Database::CheckUsedName to use `character_data`
- Updated function Database::MoveCharacterToZone to use `character_data`
- Updated function Database::SetLoginFlags to use `character_data`
- Updated function Database::SetFirstLogon to use `character_data`
- Updated function Database::SetLFG to use `character_data`
- Removed CopyCharacter functions and commands, to be recreated later since it never worked to begin with
- Removed SharedDatabase::SetPlayerProfile
- Trimmed down redundant case switch statements for World sendpackets to QueryServ
- Added Character Methods to Database class:
	Loads:
		bool	LoadCharacterBandolier(uint32 character_id, PlayerProfile_Struct* pp);
		bool	LoadCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
		bool	LoadCharacterPotions(uint32 character_id, PlayerProfile_Struct* pp);
	Saves:
		bool	SaveCharacterBindPoint(uint32 character_id, uint32 zone_id, uint32 instance_id, float x, float y, float z, float heading, uint8 is_home);
		bool	SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
		bool	SaveCharacterData(uint32 character_id, uint32 account_id, PlayerProfile_Struct* pp);
		bool	SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level);
		bool	SaveCharacterSpellSwap(uint32 character_id, uint32 spell_id, uint32 from_slot, uint32 to_slot);
		bool	SaveCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
		bool	SaveCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
		bool	SaveCharacterMaterialColor(uint32 character_id, uint32 slot_id, uint32 color);
		bool	SaveCharacterSkill(uint32 character_id, uint32 skill_id, uint32 value);
		bool	SaveCharacterLanguage(uint32 character_id, uint32 lang_id, uint32 value);
		bool	SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id);
		bool	SaveCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
		bool	SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name);
		bool	SaveCharacterPotionBelt(uint32 character_id, uint8 potion_id, uint32 item_id, uint32 icon);
	Deletes:
		bool	DeleteCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
		bool	DeleteCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
		bool	DeleteCharacterDisc(uint32 character_id, uint32 slot_id);
		bool	DeleteCharacterBandolier(uint32 character_id, uint32 band_id);
2014-09-04 07:24:17 -05:00
Akkadius
f8439fd6e6 Made many adjustments to character load code.
Removed bool Client::FinishConnState2(DBAsyncWork* dbaw)
Removed all async character loads
Removed bool	GetAccountInfoForLogin
Removed bool	GetAccountInfoForLogin_result
Removed bool	GetCharacterInfoForLogin_result
Removed bool	GetCharacterInfoForLogin

Added:
bool	LoadCharacterFactionValues(uint32 character_id, faction_map & val_list);
bool	LoadCharacterDisciplines(uint32 character_id, PlayerProfile_Struct* pp);
bool	LoadCharacterSkills(uint32 character_id, PlayerProfile_Struct* pp);
2014-08-31 07:52:52 -05:00
KimLS
07a2cbe9a5 Renamed zone files 2014-08-21 23:46:01 -07:00
KimLS
7fc21b9e3a Tons of renames 2014-08-21 19:33:02 -07:00
KayenEQ
f3710856ad min_range field 2014-08-03 16:04:55 -04:00
KayenEQ
52d92b7181 Implemented broad support for fields min_dist, min_dist_mod, max_dist, max_dist_mod -
Scales spell power based on targets distance from caster.
This implemented in a broad way to function with spells
that would make sense to scale. Some work will still be needed on this.

Be aware if making custom
spells not everything will work and certain effects just
should not be included (use common sense).
2014-08-02 21:10:44 -04:00
Uleat
6477de8c4f Fix for test... (conn_state != client_state) 2014-05-05 21:59:21 -04:00
Uleat
391eee4289 Test fix for 'random' zone crashes..particularly relating to MGB use. 2014-05-05 20:42:31 -04:00
KayenEQ
380cf8691a Implemented new table 'npc_spells_effects' and 'npc_spells_effects_entires'.
Implemented new field in 'npc_spell_effects_id' in npc_types.

These are used to directly apply spell effect bonuses to NPC's without requirings spells/buffs.
Example: Allow an npc to spawn with an innate 50 pt damage shield and a 5% chance to critical hit.

Please see the wiki page: http://wiki.eqemulator.org/p?npc_spell_effects_entries for details.

*NPC's can now do critical heals / damage spells if bonus is applied from table.

Required SQL: utils/sql/git/required/2014_04_27_AISpellEffects.sql
Note: 30 examples of spell effects have been included by default in this sql. Edited/removed as needed.
2014-04-27 03:57:14 -04:00
KayenEQ
35cd98c7a7 -Implemented the ability to properly use live spell projectile graphics.
This data is found in the player_1 field of the spells_new table.
-Rule for this set to be disabled by default.
-Enable IF your server uses an UF+ spell file
and your players use UF+ clients
-Otherwise your better off with alternative method/rules
already implemented so that all players can see the effect.
-Added ability for PERL ProjectileAnim function to only
need an IT#### and not an actual item id.
-If you want it in LUA somebody needs to add it.
- Change to wizard innate critical ratios based on parse data.
2014-04-09 05:17:36 -04:00
Michael Cook (mackal)
8b2f325cd0 Fix wiz innate crit issue 2014-04-07 21:21:08 -04:00
Michael Cook (mackal)
6906125725 Fix for wizard innate crits when they have no chance otherwise 2014-03-27 02:41:39 -04:00
Michael Cook (mackal)
5c7484cea2 Switched some heal messages to StringIDs 2014-02-28 17:43:37 -05:00
Michael Cook (mackal)
cb633e4b6a Crit Spells to StringIDs
Some minor clean up
Fix an mlog message
2014-02-28 02:25:17 -05:00
KayenEQ
205dd8a1e5 Clean up and revision of proc chance bonuses
Combat Effects and WeaponProc bonuses will no longer affect melee spell procs
2014-02-26 05:16:37 -05:00
Michael Cook
746569b471 Fix HOTs timer when they're in the song window 2014-02-24 17:25:49 -05:00
Michael Cook (mackal)
ce4f4995b5 Merge with master 2014-02-10 12:04:35 -05:00
SecretsOTheP
f074ead7f6 demonstar55's entity list changes (slightly modified) and a crash fix for the #repop command used in rapid succession. 2014-02-10 10:39:12 -05:00
KayenEQ
72cec5608d Revision to spell damage calculations 2014-02-02 23:23:41 -05:00
Michael Cook (mackal)
13609c4f09 Move Mez Mastery to DB 2014-01-20 16:24:17 -05:00
Michael Cook (mackal)
95a5c7d4cc Move Spell Casting Reinforcement to aa_effects 2014-01-20 15:57:44 -05:00
Michael Cook (mackal)
935ce8f968 Implement not_extendable spell field 2014-01-20 13:34:18 -05:00
KayenEQ
32359da1cc Spell effect updates 2014-01-13 05:03:21 -05:00
KayenEQ
bfb17a2fb5 Kayen: Implemented SE_ArcheryDoubleAttack (Chance to do an extra archery attack)
Kayen: Implemented SE_ShieldEquipDmgMod (Increase damage in primary hand if shield equiped)
Kayen: Implemented SE_ShieldEquipHateMod (Increase hate generated if shield equiped)
Kayen: Implemented SE_TriggerOnAmountValue (Trigger spell if HP/Mana/End bellow X value or num pet on target)
2013-12-17 21:51:13 -05:00