104 Commits

Author SHA1 Message Date
Akkadius
1c048cb1d1 Renamed DebugCategory to DoLog as the aggregate logging function for simplicity of use and shortened syntax of Log.DoLog 2015-01-18 01:54:09 -06:00
Akkadius
e691735a2d Consolidate 'LogType' Error logs over to 'LogCategory' 2015-01-18 01:30:25 -06:00
Akkadius
7dbde36b03 Rename reference logger to Log 2015-01-18 00:41:18 -06:00
Akkadius
d21466566e Remove some mlog related functions in Mob:: 2015-01-16 21:53:56 -06:00
Akkadius
132fbbb0c6 Rename LogDebugType to DebugCategory 2015-01-16 03:09:02 -06:00
Akkadius
4811631127 Convert _log from TASKS category 2015-01-12 21:19:19 -06:00
Akkadius
26b550dd0d More log replacements 2015-01-10 16:01:43 -06:00
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
Michael Cook (mackal)
f3f9997adf Packets are already memset to 0 2015-01-09 12:59:48 -05:00
Michael Cook (mackal)
1b8711bce9 Minor tweaking to zone/entity.cpp 2015-01-09 12:59:13 -05:00
Michael Cook (mackal)
c33973f20a Optimize EntityList::RemoveGroup/RemoveRaid
lambdas are cheating btw.
2015-01-09 02:44:20 -05:00
Trevius
4c9653d204 Potential crash/bug fixes for Groups and Mercs. 2015-01-08 23:28:22 -06:00
Akkadius
be381b4e56 Renamed EQEMuLog class to EQEmuLog 2015-01-08 19:46:28 -06:00
Michael Cook (mackal)
9b8598c566 Group/raid memleaks 2015-01-03 02:57:55 -05:00
Akkadius
73fe229e25 More hate changes 2014-12-27 20:23:49 -06:00
Akkadius
3a488e3a61 Changed hate counter to uint32 to prevent negative rollback, this most likely can will be an issue but more uncommon
Renamed and refactored most functions and variables in hate_list.h/cpp for readability
Refactored how hate works in some local functions mixing the use of hate variable and split it out into different status variables
hate_list.cpp/.h style cleanup
hate_list.h header function sort, comment erase
functions should clearly state their function
2014-12-27 18:24:42 -06:00
Michael Cook (mackal)
36c1f50e1b Use lambda expression for compare instead 2014-12-22 17:51:59 -05:00
Trevius
6e192b1794 (RoF2) Fixed Tracking. 2014-12-22 16:09:11 -06:00
Michael Cook (mackal)
ce9bcef620 std::deque is a much better fit, should have bit better performance 2014-12-18 02:20:03 -05:00
Michael Cook (mackal)
a14f8058da Switch path stuff to vectors
This should be more CPU cache friendly compared to lists so should
be faster. (profiling looked promising)
2014-12-17 01:52:00 -05:00
Michael Cook (mackal)
b5c60d8123 Bot compile fix 2014-12-15 20:08:46 -05:00
Akkadius
9cbaedc64f entity.cpp & .h header cleanup & forward declare 2014-12-15 17:19:49 -06:00
Michael Cook (mackal)
dc0eb0f6b5 Merge branch 'master' into random
Conflicts:
	zone/command.cpp
	zone/merc.cpp
2014-12-02 14:05:55 -05:00
Trevius
24ea7a0d45 Mercenaries now spawn as the same Gender and Size of the Merchant they are purchased from.
Mercenaries now spawn with randomized facial features when purchased.
Setting a lastname for NPCs will now override any hard coded lastname (such as GM Trainers).
2014-12-01 19:54:01 -06:00
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
akkadius
cb6948b6fd npc.cpp #include cleanup
entity.cpp #include cleanup
2014-11-29 15:02:34 -06:00
Michael Cook (mackal)
ee7f88d247 Merge pull request #301 from KayenEQ/Development
Fix for numhits counter being decreased 2x for Outgoing Hit Success from...
2014-11-26 15:27:43 -05:00
Akkadius
b43cfa126f Renamed SetPKItem to SetPlayerKillItemID
Renamed AllowMobLoot to AllowPlayerLoot
Renamed DepopCorpse (PC) to DepopPlayerCorpse
Renamed GetPKItem to GetPlayerKillItem
Renamed Corpse class variable 'orgname' to 'corpse_name'
Renamed CompleteRezz to CompleteResurrection
Renamed GetDBID to GetCorpseDBID

Removed CorpseToServerSlot as it is unnecessary
Removed ServerToCorpseSlot as it is unnecessary

Reogrganized corpse.h header
2014-11-25 23:54:59 -06:00
KayenEQ
f4d024fd47 Swarm pets will no longer assist owners if special ability '34' IMMUNE_AGGRO
is set.
2014-11-23 23:44:14 -05:00
Akkadius
111fb84041 Moved zonedatabase functions out of corpse.cpp
Conversion portion mostly complete
Some header readability cleanup
Some function renaming
Struct renaming
Many variable renaming
MySQL error log for all of QueryDatabase
Corpse table renaming
Corpse table field renaming
Most corpse database functions redone
2014-11-22 17:55:48 -06:00
Michael Cook (mackal)
1ed9c3082c Add see invis check to tracking packet 2014-11-19 15:00:09 -05:00
KayenEQ
94231b62a3 Updated swarm pet AI to be consistent with live.
*OLD AI: Swarm pet would lock on to target until target died, then depop as soon as target died.

*NEW AI: Swarm pet will attack cast on target, NOT perma locked it can change targets if attacked
by something else that generate more hate. When target dies swarm pet will follow owner, if owner is
attacked by something else the swarm pet will attack it (until duration timer despawns the pet).

Updated perl quest function: MakeTempPet(Tspell_id, name=nullptr, duration=0, target=nullptr, sticktarg=0)
Implemented perl quest function:  Mob::TypesTempPet(npctypesid, name=nullptr, duration=0, follow=0, target=nullptr, sticktarg=0)
Note: 'sticktarg' field will cause the swarm pet to use the OLD AI

Rule to use OLD AI only - default is disabled.
Optional SQL: utils/sql/git/optional/2014_11_15_SwarmPetTargetLock.sql
2014-11-15 23:01:26 -05:00
Michael Cook (mackal)
7476ae2a82 Tracking default order should now be correct
Reworked the tracking packet creation, should be better
2014-11-06 21:48:42 -05:00
KayenEQ
3247137ef2 Added swarm pet checks to viral spreading function. 2014-10-27 02:20:25 -04:00
KayenEQ
adb8175654 Support for spells_new field 'viral_range' 2014-10-26 02:05:36 -04:00
Michael Cook (mackal)
c81491f97e Inspect buffs rank 1 will now show NPC buffs in target window (SoD+) 2014-10-20 01:05:38 -04:00
Michael Cook (mackal)
e38abaa32a Optimize EntityList::UnMarkNPC
Going over the group_list is much better than hitting the same group
up to 5 unnecessary times
2014-10-14 22:50:09 -04:00
KimLS
c57292a9dd Tired of this GLM warning (and we dont even use glm rotate grr) also reworked how I approached that peq entity process crash after thinking about it a bit 2014-09-25 14:54:40 -07:00
KimLS
ec8c46abfe I keep seeing a crash due to an invalidated iter during mob delete every few days, seeing if this fixes it. 2014-09-24 19:47:27 -07:00
akkadius
54c89d69f6 Merge remote-tracking branch 'remotes/origin/master' into blob_conversion
Conflicts:
	common/database.cpp
	common/mysql_request_result.h
	common/shareddb.cpp
2014-09-07 04:11:09 -05:00
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
KimLS
04dc593df9 Various bug fixes 2014-08-31 20:27:02 -07:00
KimLS
6597967acd Changed void* to EQEmu::Any in quest interface. Been meaning to change from void* for a while to a structure that data hides instead. 2014-08-25 22:59:52 -07:00
Uleat
6a4f7466f0 Merge branch 'master' of https://github.com/EQEmu/Server into shutdown_crash
Conflicts:
	changelog.txt
2014-08-24 19:24:07 -04:00
Uleat
52ae78709b First attempt at fixing zone shutdown crashes. (Mob timer processing accessing released resources.) 2014-08-24 05:42:43 -04:00
akkadius
7f89191ffc Changed zone process window title format, example: 'crushbone :: clients: 6 inst_id: 1 inst_ver: 0 :: port: 7015'
Most of the following changes are QueryServ related, fully implemented its original functionality to be able to offload
	intensive or metric based logging to a remote server process that could exist on another server entirely
Implemented Player Event Logging Types (Go to table `qs_player_events`):
		1 = Player_Log_Quest,
		2 = Player_Log_Zoning,
		3 = Player_Log_Deaths,
		4 = Player_Log_Connect_State,
		5 = Player_Log_Levels,
		6 = Player_Log_Keyring_Addition,
		7 = Player_Log_QGlobal_Update,
		8 = Player_Log_Task_Updates,
		9 = Player_Log_AA_Purchases,
		10 = Player_Log_Trade_Skill_Events,
		11 = Player_Log_Issued_Commands,
		12 = Player_Log_Money_Transactions,
		13 = Player_Log_Alternate_Currency_Transactions,
		- All QueryServ logging will be implemented with a front end in EoC 2.0 very soon
Changed all QS Error related logging to 'QUERYSERV__ERROR'
(Natedog) (Crash Fix) Legacy MySQL bug revert for loading AA's COALESCE( from COALESCE (
Implemented Perl Quest objects (LUA still needed to be exported):
	- quest::qs_send_query("MySQL query") - Will send a raw query to the QueryServ process, useful for custom logging
	- quest::qs_player_event(char_id, event_desc); - Will process a quest type event to table `qs_player_events`
Added MySQL Tables:
	- `qs_player_aa_rate_hourly`
	- `qs_player_events`
	- Source table structures from:
		- utils\sql\git\queryserv\required\08_23_2014_player_events_and_player_aa_rate_hourly
		To get the complete QueryServ schema, source from here:
		- utils\sql\git\queryserv\required\Complete_QueryServ_Table_Structures.sql
Added rules for each logging type, source rules here with them enabled by default:
	- utils\sql\git\queryserv\required\Complete_QueryServ_Rules_Enabled.sql
Spawn related logging cleanup
General code cleanup
Added queryserv.cpp and queryserv.h with QueryServ class
2014-08-23 23:59:20 -05:00
KimLS
07a2cbe9a5 Renamed zone files 2014-08-21 23:46:01 -07:00
Kinglykrab
8b19c76e89 Adds new column to 'merchantlist' table.
Adds 'probability' after 'classes_required', valid values are 0 to 100.
2014-08-21 04:05:45 -04:00
KayenEQ
f3710856ad min_range field 2014-08-03 16:04:55 -04:00