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09-26-2008, 08:14 PM
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Developer
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Join Date: Mar 2003
Posts: 1,498
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In your questmgr.cpp you might have some leftover debug code.
Code:
say("Got to start of setinstflagmanually");
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09-26-2008, 08:26 PM
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Hill Giant
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Join Date: Sep 2007
Posts: 117
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Oops, your right. Good catch.
Zone\questmgr.cpp
at the end QuestManager::setinstflagmanually should be
Code:
void QuestManager::setinstflagmanually(int charID, int orgZoneID, int instFlag)
{
database.setCharInstFlag(charID, orgZoneID, instFlag);
}
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09-29-2008, 04:20 PM
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Hill Giant
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Join Date: Sep 2007
Posts: 117
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Anyone have a chance over the weekend to test this out? I would like to get this portion tested before I add some other features.
One thing I noticed while testing it on my minilogin server: Using two characters from the same account in an instance causes one to get disconnected when the other zones out of the instance. I think this is related to how the client/emu interact and likely cannot be fixed since Sony intended only one character to be logged in on the same account at a time. Though, I do not know if this problem would occur on a public server.
Below are some things I want to implement once this code is tested.
Quest function to delete instance flags (reset them to zero)
Fix goto command so it works in instances
Quest function to get the average level of a group and raid
Hold dynamic and instance zones open for a set period of time.
There is probably already a short timer in the code that is triggered when a zone becomes empty so I will just need to find it and allow the time to be set from a database entry.
I had more but cannot remember them at the moment.
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09-29-2008, 04:26 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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I didn't actually test the instances (though they worked for me earlier) However, I can confirm all the types flag me properly and don't cause a crash anymore. Nice work!
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09-30-2008, 08:26 PM
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Hill Giant
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Join Date: Sep 2007
Posts: 117
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Yep more changes.
This is a fix for setinstflagmanually to allow manual flagging of raids, groups, and individuals. This also offers a way to delete instance flags by sending a orgZoneID of -1 and a instFlag of -1 to the function.
Please note if you have already setup quests to use the setinstflagmanually you will need to add a fourth parameter to it.
Format for quests - setinstflagmanually(charID, orginalZoneID, instFlag, type)
types
0 = individual
1 = group
2 = raid
3 = individual, group, and raid
Zone\perlparser.cpp
Find XS(XS__setinstflagmanually) replace with below code
(line is 1774 on mine but..)
Code:
XS(XS__setinstflagmanually);
XS(XS__setinstflagmanually)
{
dXSARGS;
if (items != 4)
Perl_croak(aTHX_ "Usage: setinstflagmanually(charID, orginalZoneID, instFlag, type)");
int charID = (int)SvIV(ST(0));
int orgZoneID = (int)SvIV(ST(1));
int instFlag = (int)SvIV(ST(2));
int type = (int)SvIV(ST(3));
quest_manager.setinstflagmanually(charID, orgZoneID, instFlag, type);
XSRETURN_EMPTY;
}
zone\questmgr.cpp
Find void QuestManager::setinstflagmanually and replace with below code
(line 1420 on mine)
Code:
void QuestManager::setinstflagmanually(int charID, int orgZoneID, int instFlag, int type)
{
if (type == 0)
{
database.setCharInstFlag(charID, orgZoneID, instFlag);
}
else if(type == 1)
{
database.setGroupInstFlagNum(charID, orgZoneID, instFlag);
}
else if(type == 2)
{
database.setRaidInstFlagNum(charID, orgZoneID, instFlag);
}
else if(type == 3)
{
database.setCharInstFlag(charID, orgZoneID, instFlag);
database.setGroupInstFlagNum(charID, orgZoneID, instFlag);
database.setRaidInstFlagNum(charID, orgZoneID, instFlag);
}
}
zone\questmgr.h
Find void setinstflagmanually and replace with below code
(line 151 on mine)
Code:
void setinstflagmanually(int charID, int orgZoneID, int instFlag, int type);
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10-16-2008, 02:47 PM
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Hill Giant
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Join Date: Sep 2007
Posts: 117
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Some thoughts…
Code:
//Copies original zones information into a new zone entry replacing the old zoneidnumber with the instflagnum
void ZoneDatabase::LoadInstZone(int32 target_zone_ID, int32 instFlagNum){
char errbuf[MYSQL_ERRMSG_SIZE];
char *query = 0;
MYSQL_RES *result;
MYSQL_ROW row;
int32 affected_rows = 0;
string tmpzonename = database.GetZoneName(target_zone_ID);
string temp;
const char* temp2;
stringstream tmpFlag; // used for converting int32 instFlagNum to a string
tmpFlag << instFlagNum;
temp = tmpFlag.str();
temp.append(tmpzonename);
temp2 = temp.c_str();
if (RunQuery(query, MakeAnyLenString(&query, "INSERT INTO zone (short_name, file_name, long_name, safe_x, safe_y, safe_z, graveyard_id, min_level, min_status, zoneidnumber, timezone, maxclients, weather, note, underworld, minclip, maxclip, fog_minclip, fog_maxclip, fog_blue, fog_red, fog_green, sky, ztype, zone_exp_multiplier, walkspeed, time_type, fog_red1, fog_green1, fog_blue1, fog_minclip1, fog_maxclip1, fog_red2, fog_green2, fog_blue2, fog_minclip2, fog_maxclip2, fog_red3, fog_green3, fog_blue3, fog_minclip3, fog_maxclip3, fog_red4, fog_green4, fog_blue4, fog_minclip4, fog_maxclip4, flag_needed, canbind, cancombat, canlevitate, castoutdoor, insttype, insttimer) SELECT '%s', file_name, long_name, safe_x, safe_y, safe_z, graveyard_id, min_level, min_status, %i, timezone, maxclients, weather, note, underworld, minclip, maxclip, fog_minclip, fog_maxclip, fog_blue, fog_red, fog_green, sky, ztype, zone_exp_multiplier, walkspeed, time_type, fog_red1, fog_green1, fog_blue1, fog_minclip1, fog_maxclip1, fog_red2, fog_green2, fog_blue2, fog_minclip2, fog_maxclip2, fog_red3, fog_green3, fog_blue3, fog_minclip3, fog_maxclip3, fog_red4, fog_green4, fog_blue4, fog_minclip4, fog_maxclip4, flag_needed, canbind, cancombat, canlevitate, castoutdoor, insttype, insttimer FROM zone WHERE zoneidnumber =%i", temp2,instFlagNum,target_zone_ID), errbuf, 0, &affected_rows)){
safe_delete_array(query);}
else {
cerr << "Error in LoadInstZone query '" << query << "' " << errbuf << endl;
safe_delete_array(query);
}
The section of code in red bothers me because every time the zone table's columns change it will need updated. Anyone have a better method for copying one zones info and inserting it back into the database changing only the zonename and zoneidnumber? We may be able to simply eliminate this copy/paste as long as the code always queries the database based on the original zone id not the instance zone id.
(The shutdowndelay column needs added, I will add it tonight or tomorrow)
Also, I am reluctant to enable inheriting of instance flags in groups and raids because it may allow players to circumvent zone limitations. For example,
Group zones into an LDoN
1 member drops out of the group but stays in the LDoN
The group then invites another character.
He/she zones into the LDoN (because he/she now has the flag)
Now 7 characters are in the zone when the content was built for 6.
To keep players from doing this we would either have to boot them from the instance when they disband or have a hidden NPC check the zone every few minutes for players without the correct instance flag.
Any thoughts?
Another side note, I may have a fix for the goto command but I need to test it.
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10-16-2008, 03:07 PM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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tecnicly speaking on LIVE after you zoned into LDON and someone Lds, camps, crashes etc- you CANNOT invite someone else from outside- the zone should remain LOCKED until adventure expires or forfeit, even if group inside got smaller
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