* For as long as I can remember people have had issues with zoning in, facing the wrong way, and walking through a zone line.
With this we will be able to set zone's safe heading as well as preserve heading on summon (NPC or GM) and teleports between zones.
This affects several pre-existing quest methods and extends their parameters to allow for the addition of heading.
The following functions have had heading added.
Lua
- client:SetBindPoint()
- client:SetStartZone()
Perl
- $client->SetBindPoint()
- $client->SetStartZone()
- quest::rebind()
SetStartZone parameter list was fixed also.
This converts some pre-existing methods from glm::vec3() to glm::vec4() and has an overload where necessary to use a glm::vec3() method versus glm::vec4() method.
This shouldn't affect any pre-existing servers and will allow PEQ and others to document safe headings for zones properly.
* Removed possible memory leaks.
* Fix SQL.
* Fix client message.
* Fix debug log.
* Fix log message.
* Fix call in rebind overload.
* Fix floats.
* Add default to column.
* Update NewZone_Structs
* Update packet translators for NewZone_Struct
* Add OP_UnderWorld OPcodes
These aren't implemented yet, but I thought it would be good to document
them. This sends up just entity ID and location when you fall
underworld. This could possibly be used to check for someone screwing
with zone data locally to warp or something I guess.
* Add database fields
If you already ran the previous SQL, use this instead:
ALTER TABLE `npc_types` CHANGE `always_aggros_foes` `always_aggro` TINYINT(1) NOT NULL DEFAULT '0';
This is a field in the packet, live only uses this for Lay on Hands
Currently I didn't add this to the packet since it has 0 effect on the
client.
We could move this field to aa_ranks which would give more flexibility
for custom servers, but no one said they wanted it there.
We do this in GlobalLootEntry::PassesRules since we want to check if the
hot zone status changes during run time
Value can be null, if null it's not checked. If the value is 0 the zone
must not be a hot zone (I guess one might want that) and if it's not 0,
the zone must be a hot zone
Changed the wandertype IDs to an enum so we know what we're looking at.
Added new pathgrid type 8 (GridRandomCenterPoint). (SQL required) This new type causes a NPC to alternate between a random waypoint in grid_entries and a random waypoint marked with the new centerpoint column set to true. If no waypoints are marked as a centerpoint, this wandertype will not work. There is no numbering requirement or limit for centerpoints. You can have as many as you need.
New spawngroup field: wp_spawns (SQL required). Added a new spawngroup field, which is a boolean that if true changes the behavior of spawngroups this way: If the spawnpoint in the spawngroup has a grid, the NPC will spawn at a random waypoint location taken from its grid instead of the spawnpoint location.
New randompath behavior: The randompath grid type will now use the closest waypoint as its current waypoint on spawning. This allows multiple spawn locations to use the same grid without having the undesirable behavior of walking to the first waypoint through walls and ignoring waypoint nodes. NPC::GetClosestWaypoint() was renamed to NPC::GetClosestWaypoints() as it was filling a list of multiple waypoints. a new method NPC::GetClosestWaypoint() returns a single waypoint in the form of an integer.
Setting a spawn2 row's 'version' column to -1 will make that spawn appear in all versions of the zone.
This is similar to how doors/objects/groundspawns use version -1.
Added multiple new instance related quest functions.
1. quest::GetInstanceIDByCharID(const char *zone, int16 version, uint32 char_id)
- Allows you to pull the instance ID of a client by character ID.
2. quest::AssignToInstanceByCharID(uint16 instance_id, uint32 char_id)
- Allows you to assign an instance to a client by character ID.
3. quest::RemoveFromInstanceByCharID(uint16 instance_id, uint32 char_id)
- Allows you to remove a client from an instance by character ID.
Added spell buckets, similar to spell globals.
- Uses a new spell_buckets table and the Spells:EnableSpellBuckets rule.
Added max level by data bucket.
- Uses data bucket char_id-CharMaxLevel and Character:PerCharacterBucketMaxLevel rule.