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.
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.
* Update logic checks everywhere for FVNoDropFlag.
FVNoDropFlag == 0 is disabled
FVNoDropFlag == 1 is enabled for everyone
FVNoDropFlag == 2 is enabled for Admin() >= Character:MinStatusForNoDropExemptions
* Adding extra parenthesis to reduce ambiquity of order of operations for FVNoDropFlag checks
* Move FVNoDropFlag checks into a helper function in emu_constants.cpp and make an enum for the possible values.
Added console warning if setting is outside of allowed values.
* Move to client scoped helper method
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Update C++ standard to C++17
* Nuke EQ::Any in favor of std::any
* Remove std::iterator due to deprecation
* Replace result_of with invoke_result due to deprecation
* Delete EQApplicationPacket after use
* Correct issue where Creating EQApplicationPackets in zone/mob.cpp may not free pBuffer[]
* Handle freeing pBuffer[] if exists in zone/mob.cpp Create*Packet functions
* Handle freeing pBuffer[] in zone/object.cpp Create*Packet methods
* Delete leaked outapp variables in zone/trading.cpp
* Make CreateHorseSpawnPacket() safer by freeing pBuffer[] before replacing with new[]
* Prevent initial new ServerPacket from being leaked in command_reload
* Free pack after sending in command_setlsinfo
* Delete new NPC in command_viewnpctype after printing stats
* Fix compile error
* Delete EQApplicationPacket after sending in command_kick
* Remove unneeded safe_delete(outapp) after FastQueuePacket and fix minor whitespace issue
* Delete packet after sending in WorldServer::SendReloadTasks
* Cleanup logic and free leaked NPCType in Client::Doppelganger
* Free RespawnOption in Client::HandleRespawnFromHover in 'unexpected rez from hover request' branch
* Free EQApplicationPacket after sending in Bot::ProcessBotInspectionRequest
* Free Bot when returning from failed Bot::Save() in helper_bot_create()
* Initialize variable to nullptr to prevent garbage initial value
* Undo change in other PR
* Move delete of ItemInstance to avoid edge case leaking in ZoneDatabase::LoadWorldContainer()
* Delete ItemInstance after use in Client::Handle_OP_AdventureMerchantPurchase()
* Delete ItemInstance after use in NPC::GetEquipmentMaterial()
* Delete ItemInstance after use in Bot::AddBotItem()
* Delete GetItems_Struct in edge case when !TradeItemsValid in Client::Handle_OP_Trader()
* Move delete GetItems_Struct to handle edge case when Customer is not valid in Client::Trader_EndTrader()
* [Quest API] Add AddPlatinum(), GetCarriedPlatinum() and TakePlatinum() to Perl/Lua.
- Allows for easier NPC interactions.
- GetCarriedPlatinum() adds together all currencies in inventory based on conversion amounts so it works easily with removals/checks.
- Add $client->AddPlatinum(platinum, update_client) to Perl.
- Add $client->GetCarriedPlatinum() to Perl.
- Add $client->TakePlatinum(platinum, update_client) to Perl.
- Add client:AddPlatinum(platinum, update_client) to Lua.
- Add client:GetCarriedPlatinum() to Lua.
- Add client:TakePlatinum(platinum, update_client) to Lua.
* Formatting.
* [Cleanup] Make use of AccountStatus constants wherever status is checked or used.
- Cleanup all instances of SendEmoteMessage.
- Cleanup all instances of SendEmoteMessageRaw.
- Cleanup all instances of MessageStatus.
- Convert Quest API method defaults to use constants.
* Cleanup constant names.
* Allow any bag type 51 to be used for Trader
Most commonly this would allow the different color satchels to be used in Trader mode.
PEQ database has 1 item (Yellow Trader's Satchel Token - 35037) marked as type 51, but otherwise only the proper bags are already set.
Bonus of removing the hard-coded ID from source.
* Updated
Fixed where I missed it in a couple more spots too.
* Update bonuses.cpp