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Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc.

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  #1  
Old 07-05-2009, 09:55 PM
Shendare
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Of course, you don't have to import any object models to add a customized object to your zone. Just ignore the ZoneNick_assets.txt step and use the model name for an object already inside your zone, such as 'FELBED' in felwithea in the example above.
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  #2  
Old 07-06-2009, 12:51 AM
Shendare
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Technically, the best thing to do to utilize this availability without cluttering up the doors table with non-door objects would be to create a new table:

Code:
CREATE TABLE `static_objects` (
  `id` INTEGER UNSIGNED NOT NULL AUTO_INCREMENT,
  `zoneid` INTEGER UNSIGNED NOT NULL DEFAULT 0,
  `version` INTEGER UNSIGNED NOT NULL DEFAULT 0,
  `x` FLOAT NOT NULL DEFAULT 0,
  `y` FLOAT NOT NULL DEFAULT 0,
  `z` FLOAT NOT NULL DEFAULT 0,
  `heading` FLOAT NOT NULL DEFAULT 0,
  `size` SMALLINT UNSIGNED NOT NULL DEFAULT 100,
  `incline` INTEGER NOT NULL DEFAULT 0,
  `model` VARCHAR(32) NOT NULL,
  `solid` TINYINT UNSIGNED NOT NULL DEFAULT 1,
  PRIMARY KEY (`id`),
  INDEX `idx_staticobjects_zoneid`(`zoneid`),
  INDEX `idx_staticobjects_version`(`version`)
)
ENGINE = InnoDB;
Then piggy-back static object loading in the door spawns of the entity_list.

File: zone.h, Line 111 - Class Zone
Code:
...
  void LoadZoneDoors(const char* zone, int16 version);
+ void  LoadZoneStaticObjects(int32 zoneid, const char* shortname, int16 version);
  bool LoadZoneObjects();
...
File: zone.cpp, Line 698 - new function Zone::LoadZoneStaticObjects()
Code:
void Zone::LoadZoneStaticObjects(int32 zoneid, const char* shortname, int16 version)
{
  if ((!zoneid) || (!shortname))
  {
    return;
  }

  LogFile->write(EQEMuLog::Status, "Loading static objects for %s ...", shortname);
  
  int32 maxdoorid = 1;      // If there aren't any doors for this zone, start with #1
  int32 maxid = 2000000000; // Way out of range of normal use

  char errbuf[MYSQL_ERRMSG_SIZE];
  char query[256];

  MYSQL_RES *result;
  MYSQL_ROW row;
  
  sprintf(query, "SELECT MAX(doorid) FROM doors WHERE zone='%s' AND version=%u", shortname, version);
  if (database.RunQuery(query, strlen(query), errbuf, &result))
  {
    if (row = mysql_fetch_row(result))
    {
      maxdoorid = atoi(row[0]) + 1;
    }
    
    mysql_free_result(result);
  }

  sprintf(query, "SELECT MAX(id) FROM doors");
  if (database.RunQuery(query, strlen(query), errbuf, &result))
  {
    if (row = mysql_fetch_row(result))
    {
      maxid = atoi(row[0]) + 1;
    }
    
    mysql_free_result(result);
  }

  sprintf(query, "SELECT x, y, z, heading, size, incline, model, solid FROM static_objects WHERE zoneid=%d AND version=%d", zoneid, version);
  if (database.RunQuery(query, strlen(query), errbuf, &result))
  {
    Door newdoor;
    Doors* door;
    memset(&newdoor, 0, sizeof(Door));
    int32 r = 0;
    int32 c;

    strncpy(newdoor.zone_name, shortname, 16);
    memcpy(newdoor.dest_zone, "NONE", 5);

    for (r = 0; row = mysql_fetch_row(result); r++)
    {
      c = 0;
      newdoor.db_id = maxid + r;
      newdoor.door_id = maxdoorid + r;
      newdoor.pos_x = atof(row[c++]);
      newdoor.pos_y = atof(row[c++]);
      newdoor.pos_z = atof(row[c++]);
      newdoor.heading = atof(row[c++]);
      newdoor.size = atoi(row[c++]);
      newdoor.incline = atoi(row[c++]);
      strncpy(newdoor.door_name, row[c++], 32);
      switch (newdoor.opentype = atoi(row[c++]))
      {
        case 0:
          newdoor.opentype = 9;
          break;
        case 1:
          newdoor.opentype = 31;
          break;
      }

      door = new Doors(&newdoor);
      entity_list.AddDoor(door);
    }

    mysql_free_result(result);
  }
}
File: zone.cpp, Line 954 - Zone::Init()
Code:
...
  zone->LoadZoneDoors(zone->GetShortName(), zone->GetInstanceVersion());
+ zone->LoadZoneStaticObjects(zone->GetZoneID(), zone->GetShortName(), zone->GetInstanceVersion());
  zone->LoadBlockedSpells(zone->GetZoneID());
...
And it works!



If you're wondering why I'm sticking it in doors, instead of the zone objects table, it's because I couldn't figure out any way to use the zone objects system that didn't involve an openable tradeskill container or pickable ground spawn item.

Anyway, forget adding records to the doors table. Much better to use this new static_objects table!
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  #3  
Old 07-06-2009, 08:38 AM
So_1337
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Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
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Another stunning customization miracle you've worked up! Bravo! I can definitely see some potential in using this to help build future zones as well, marvelous.
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  #4  
Old 07-06-2009, 01:07 PM
Yeormom
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Join Date: Apr 2004
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Posts: 402
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I played with static objects back in March and had very good luck with them as well. There we're a few instances where models took extra modifications to get working, as they created invisible walls of death.

I definitely don't recommend using the doors table however.
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  #5  
Old 07-06-2009, 01:25 PM
Shendare
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Posts: 814
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Yeah, using a different table is definitely the way to go.

What methods were you using to play with static objects?
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  #6  
Old 07-06-2009, 01:45 PM
Kayen
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Join Date: Mar 2009
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Posts: 228
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I have used this method in the past to add objects to zones. Has always worked well, just a pita searching through the files and figuring out what everything is.
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  #7  
Old 07-06-2009, 02:52 PM
GeorgeS
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Posts: 1,474
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Shendare, this is brilliant!

I am playing with this now, and I'll see what I can do with this.

GeorgeS
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