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  #16  
Old 06-25-2012, 05:02 AM
Uleat's Avatar
Uleat
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Posts: 2,815
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(Submission write-up in the previous post)

This patch was diff'd against rev. 2153 and affects the following files in ..\trunk\EQEmuServer\zone\:
doors.h
doors.cpp
perlparser.cpp
questmgr.h
questmgr.cpp



<doorsupdate.patch>
Code:
Index: doors.cpp
===================================================================
--- doors.cpp	(revision 2153)
+++ doors.cpp	(working copy)
@@ -31,6 +31,8 @@
 
 #define OPEN_DOOR 0x02
 #define CLOSE_DOOR 0x03
+#define OPEN_INVDOOR 0x03
+#define CLOSE_INVDOOR 0x02
 
 extern EntityList entity_list;
 extern WorldServer worldserver;
@@ -120,9 +122,19 @@
 {
     if(close_timer.Enabled() && close_timer.Check() && IsDoorOpen())
     {
-	triggered=false;
-        close_timer.Disable();
-        SetOpenState(false);
+		if (opentype == 40 || GetTriggerType() == 1)
+		{
+			EQApplicationPacket* outapp = new EQApplicationPacket(OP_MoveDoor, sizeof(MoveDoor_Struct));
+			MoveDoor_Struct* md = (MoveDoor_Struct*)outapp->pBuffer;
+			md->doorid = door_id;
+			md->action = invert_state == 0 ? CLOSE_DOOR : CLOSE_INVDOOR;
+			entity_list.QueueClients(0, outapp);
+			safe_delete(outapp);
+		}
+
+		triggered=false;
+		close_timer.Disable();
+		SetOpenState(false);
     }
 	return true;
 }
@@ -200,11 +212,11 @@
 		{ // this door is only triggered by an object
 			if(!IsDoorOpen() || (opentype == 58))
 			{
-				md->action = OPEN_DOOR;
+				md->action = invert_state == 0 ? OPEN_DOOR : OPEN_INVDOOR;
 			}
 			else
 			{
-				md->action = CLOSE_DOOR;
+				md->action = invert_state == 0 ? CLOSE_DOOR : CLOSE_INVDOOR;
 			}
 		}
 		else
@@ -221,11 +233,11 @@
 	{	//door not locked
 		if(!IsDoorOpen() || (opentype == 58))
 		{
-			md->action = OPEN_DOOR;
+			md->action = invert_state == 0 ? OPEN_DOOR : OPEN_INVDOOR;
 		}
 		else
 		{
-			md->action = CLOSE_DOOR;
+			md->action = invert_state == 0 ? CLOSE_DOOR : CLOSE_INVDOOR;
 		}
 	}
 	else
@@ -243,6 +255,8 @@
 				strcpy(tmpmsg, "Door is locked by an unknown guild");
 			}
 			sender->Message(4, tmpmsg);
+			// safe_delete(outapp);
+			// /\ possible missing line..all other 'fail' returns seem to have it
 			return;
 		}
 		// a key is required or the door is locked but can be picked or both
@@ -252,11 +266,11 @@
 			sender->Message_StringID(4,DOORS_GM);
 			if(!IsDoorOpen() || (opentype == 58))
 			{
-				md->action = OPEN_DOOR;
+				md->action = invert_state == 0 ? OPEN_DOOR : OPEN_INVDOOR;
 			}
 			else
 			{
-				md->action = CLOSE_DOOR;
+				md->action = invert_state == 0 ? CLOSE_DOOR : CLOSE_INVDOOR;
 			}
 		}
 		else if(playerkey)
@@ -270,11 +284,11 @@
 				sender->Message(4, "You got it open!");
 				if(!IsDoorOpen() || (opentype == 58))
 				{
-					md->action = OPEN_DOOR;
+					md->action = invert_state == 0 ? OPEN_DOOR : OPEN_INVDOOR;
 				}
 				else
 				{
-					md->action = CLOSE_DOOR;
+					md->action = invert_state == 0 ? CLOSE_DOOR : CLOSE_INVDOOR;
 				}
 			}
 		}
@@ -295,11 +309,11 @@
 					{
 						if(!IsDoorOpen())
 						{
-							md->action = OPEN_DOOR;
+							md->action = invert_state == 0 ? OPEN_DOOR : OPEN_INVDOOR;
 						}
 						else
 						{
-							md->action = CLOSE_DOOR;
+							md->action = invert_state == 0 ? CLOSE_DOOR : CLOSE_INVDOOR;
 						}
 						sender->Message_StringID(4, DOORS_SUCCESSFUL_PICK);
 					}
@@ -333,11 +347,11 @@
 				sender->Message(4, "You got it open!"); // more debug spam
 				if(!IsDoorOpen() || (opentype == 58))
 				{ 
-					md->action = OPEN_DOOR; 
+					md->action = invert_state == 0 ? OPEN_DOOR : OPEN_INVDOOR;
 				} 
 				else
 				{ 
-					md->action = CLOSE_DOOR; 
+					md->action = invert_state == 0 ? CLOSE_DOOR : CLOSE_INVDOOR;
 				} 
 			}
 			else 
@@ -365,7 +379,7 @@
 	//and met all the reqs for opening
 	//everything to do with closed doors has already been taken care of
 	//we return because we don't want people using teleports on an unlocked door (exploit!)
-	if(md->action == CLOSE_DOOR)
+	if((md->action == CLOSE_DOOR && invert_state == 0) || (md->action == CLOSE_INVDOOR && invert_state == 1))
 	{
 		safe_delete(outapp);
 		return;
@@ -439,7 +453,7 @@
 	}
 }
 
-void Doors::NPCOpen(NPC* sender)
+void Doors::NPCOpen(NPC* sender, bool alt_mode)
 {
 	if(sender) {
 		if(GetTriggerType() == 255 || GetTriggerDoorID() > 0 || GetLockpick() != 0 || GetKeyItem() != 0 || opentype == 59 || opentype == 58 || !sender->IsNPC()) { // this object isnt triggered or door is locked - NPCs should not open locked doors!
@@ -449,10 +463,37 @@
 		EQApplicationPacket* outapp = new EQApplicationPacket(OP_MoveDoor, sizeof(MoveDoor_Struct));
 		MoveDoor_Struct* md=(MoveDoor_Struct*)outapp->pBuffer;
 		md->doorid = door_id;
-		md->action = OPEN_DOOR;
+		md->action = invert_state == 0 ? OPEN_DOOR : OPEN_INVDOOR;
 		entity_list.QueueCloseClients(sender,outapp,false,200);
 		safe_delete(outapp);
 
+		if(!alt_mode) { // original function
+			if(!isopen) {
+				close_timer.Start();
+				isopen=true;
+			}
+			else {
+				close_timer.Disable();
+				isopen=false;
+			}
+		}
+		else { // alternative function
+			close_timer.Start();
+			isopen=true;
+		}
+	}
+}
+
+void Doors::ForceOpen(Mob *sender, bool alt_mode)
+{
+	EQApplicationPacket* outapp = new EQApplicationPacket(OP_MoveDoor, sizeof(MoveDoor_Struct));
+	MoveDoor_Struct* md=(MoveDoor_Struct*)outapp->pBuffer;
+	md->doorid = door_id;
+	md->action = invert_state == 0 ? OPEN_DOOR : OPEN_INVDOOR;
+	entity_list.QueueClients(sender,outapp,false);
+	safe_delete(outapp);
+
+	if(!alt_mode) { // original function
 		if(!isopen) {
 			close_timer.Start();
 			isopen=true;
@@ -462,44 +503,59 @@
 			isopen=false;
 		}
 	}
+	else { // alternative function
+		close_timer.Start();
+		isopen=true;
+	}
 }
 
-void Doors::ForceOpen(Mob *sender)
+void Doors::ForceClose(Mob *sender, bool alt_mode)
 {
-    EQApplicationPacket* outapp = new EQApplicationPacket(OP_MoveDoor, sizeof(MoveDoor_Struct));
+	EQApplicationPacket* outapp = new EQApplicationPacket(OP_MoveDoor, sizeof(MoveDoor_Struct));
 	MoveDoor_Struct* md=(MoveDoor_Struct*)outapp->pBuffer;
 	md->doorid = door_id;
-	md->action = OPEN_DOOR;
+	md->action = invert_state == 0 ? CLOSE_DOOR : CLOSE_INVDOOR; // change from original (open to close)
 	entity_list.QueueClients(sender,outapp,false);
 	safe_delete(outapp);
 
-    if(!isopen) {
-        close_timer.Start();
-        isopen=true;
-    }
-    else {
-        close_timer.Disable();
-        isopen=false;
-    }
+	if(!alt_mode) { // original function
+		if(!isopen) {
+			close_timer.Start();
+			isopen=true;
+		}
+		else {
+			close_timer.Disable();
+			isopen=false;
+		}
+	}
+	else { // alternative function
+		if(isopen)
+			close_timer.Trigger();
+	}
 }
 
-void Doors::ForceClose(Mob *sender)
+void Doors::ToggleState(Mob *sender)
 {
-    EQApplicationPacket* outapp = new EQApplicationPacket(OP_MoveDoor, sizeof(MoveDoor_Struct));
+	if(GetTriggerDoorID() > 0 || GetLockpick() != 0 || GetKeyItem() != 0 || opentype == 58 || opentype == 40) { // borrowed some NPCOpen criteria
+		return;
+	}
+
+	EQApplicationPacket* outapp = new EQApplicationPacket(OP_MoveDoor, sizeof(MoveDoor_Struct));
 	MoveDoor_Struct* md=(MoveDoor_Struct*)outapp->pBuffer;
 	md->doorid = door_id;
-	md->action = OPEN_DOOR;
+
+	if(!isopen) {
+		md->action = invert_state == 0 ? OPEN_DOOR : OPEN_INVDOOR;
+		isopen=true;
+	}
+	else
+	{
+		md->action = invert_state == 0 ? CLOSE_DOOR : CLOSE_INVDOOR;
+		isopen=false;
+	}
+
 	entity_list.QueueClients(sender,outapp,false);
 	safe_delete(outapp);
-
-    if(!isopen) {
-        close_timer.Start();
-        isopen=true;
-    }
-    else {
-        close_timer.Disable();
-        isopen=false;
-    }
 }
 
 void Doors::DumpDoor(){
Index: doors.h
===================================================================
--- doors.h	(revision 2153)
+++ doors.h	(working copy)
@@ -58,9 +58,10 @@
 	int8	IsLDoNDoor() { return is_ldon_door; }
 	int32	GetClientVersionMask() { return client_version_mask; }
 	
-	void	NPCOpen(NPC* sender);
-	void	ForceOpen(Mob *sender);
-	void	ForceClose(Mob *sender);
+	void	NPCOpen(NPC* sender, bool alt_mode=false);
+	void	ForceOpen(Mob *sender, bool alt_mode=false);
+	void	ForceClose(Mob *sender, bool alt_mode=false);
+	void	ToggleState(Mob *sender);
 
 	void	SetX(float in);
 	void	SetY(float in);
Index: perlparser.cpp
===================================================================
--- perlparser.cpp	(revision 2153)
+++ perlparser.cpp	(working copy)
@@ -1921,30 +1921,68 @@
 XS(XS__forcedooropen)
 {
 	dXSARGS;
-	if (items != 1)
-		Perl_croak(aTHX_ "Usage: forcedooropen(doorid)");
+	if (items < 1 || items > 2)
+		Perl_croak(aTHX_ "Usage: forcedooropen(doorid [, altmode=0])");
 
+	if (items == 1)
+	{
 	int32	did = (int)SvIV(ST(0));
 
-	quest_manager.forcedooropen(did);
+	quest_manager.forcedooropen(did, false);
 
 	XSRETURN_EMPTY;
+	}
+	else
+	{
+	int32	did = (int)SvIV(ST(0));
+	bool	am = (int)SvIV(ST(1)) == 0?false:true;
+
+	quest_manager.forcedooropen(did, am);
+
+	XSRETURN_EMPTY;
+	}
 }
 
 XS(XS__forcedoorclose);
 XS(XS__forcedoorclose)
 {
 	dXSARGS;
-	if (items != 1)
-		Perl_croak(aTHX_ "Usage: forcedoorclose(doorid)");
+	if (items < 1 || items > 2)
+		Perl_croak(aTHX_ "Usage: forcedoorclose(doorid [, altmode=0])");
 
+	if (items == 1)
+	{
 	int32	did = (int)SvIV(ST(0));
 
-	quest_manager.forcedoorclose(did);
+	quest_manager.forcedoorclose(did, false);
 
 	XSRETURN_EMPTY;
+	}
+	else
+	{
+	int32	did = (int)SvIV(ST(0));
+	bool	am = (int)SvIV(ST(1)) == 0?false:true;
+
+	quest_manager.forcedoorclose(did, am);
+
+	XSRETURN_EMPTY;
+	}
 }
 
+XS(XS__toggledoorstate);
+XS(XS__toggledoorstate)
+{
+	dXSARGS;
+	if (items !=1)
+			Perl_croak(aTHX_ "Usage: toggledoorstate(doorid)");
+
+	int32	did = (int)SvIV(ST(0));
+
+	quest_manager.toggledoorstate(did);
+
+	XSRETURN_EMPTY;
+}
+
 XS(XS__isdooropen);
 XS(XS__isdooropen)
 {
@@ -3421,6 +3459,7 @@
 		newXS(strcpy(buf, "buryplayercorpse"), XS__buryplayercorpse, file);
 		newXS(strcpy(buf, "forcedooropen"), XS__forcedooropen, file);
 		newXS(strcpy(buf, "forcedoorclose"), XS__forcedoorclose, file);
+		newXS(strcpy(buf, "toggledoorstate"), XS__toggledoorstate, file);
 		newXS(strcpy(buf, "isdooropen"), XS__isdooropen, file);
 		newXS(strcpy(buf, "depopall"), XS__depopall, file);
 		newXS(strcpy(buf, "depopzone"), XS__depopzone, file);
Index: questmgr.cpp
===================================================================
--- questmgr.cpp	(revision 2153)
+++ questmgr.cpp	(working copy)
@@ -1623,26 +1623,36 @@
 	return Result;
 }
 
-void QuestManager::forcedooropen(int32 doorid) {
+void QuestManager::forcedooropen(int32 doorid, bool altmode) {
 	Doors* d = entity_list.FindDoor(doorid);
 	if(d){
 		if(GetInitiator())
-			d->ForceOpen(GetInitiator());
+			d->ForceOpen(GetInitiator(), altmode);
 		else if(GetOwner())
-			d->ForceOpen(GetOwner());
+			d->ForceOpen(GetOwner(), altmode);
 	}
 }
 
-void QuestManager::forcedoorclose(int32 doorid) {
+void QuestManager::forcedoorclose(int32 doorid, bool altmode) {
 	Doors* d = entity_list.FindDoor(doorid);
 	if(d){
 		if(GetInitiator())
-			d->ForceClose(GetInitiator());
+			d->ForceClose(GetInitiator(), altmode);
 		else if(GetOwner())
-			d->ForceClose(GetOwner());
+			d->ForceClose(GetOwner(), altmode);
 	}
 }
 
+void QuestManager::toggledoorstate(int32 doorid) {
+	Doors* d = entity_list.FindDoor(doorid);
+	if(d){
+		if(GetInitiator())
+			d->ToggleState(GetInitiator());
+		else if(GetOwner())
+			d->ToggleState(GetOwner());
+	}
+}
+
 bool QuestManager::isdooropen(int32 doorid) {
 	Doors* d = entity_list.FindDoor(doorid);
 	if(d){
Index: questmgr.h
===================================================================
--- questmgr.h	(revision 2153)
+++ questmgr.h	(working copy)
@@ -151,8 +151,9 @@
 	bool summonallplayercorpses(int32 char_id, float dest_x, float dest_y, float dest_z, float dest_heading);
 	int32 getplayerburriedcorpsecount(int32 char_id);
 	bool buryplayercorpse(int32 char_id);
-	void forcedooropen(int32 doorid);
-	void forcedoorclose(int32 doorid);
+	void forcedooropen(int32 doorid, bool altmode);
+	void forcedoorclose(int32 doorid, bool altmode);
+	void toggledoorstate(int32 doorid);
 	bool isdooropen(int32 doorid);
 	void npcrace(int race_id);
 	void npcgender(int gender_id);

Let me know if there are coding problems that I missed. (There still may be quirkness with some doors due to default db settings..I've started changing mine.)


U
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  #17  
Old 06-27-2012, 02:48 AM
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I was wondering if anyone had tried this last patch.

I can't test this under heavy-load conditions and was curious if anyone had seen any issues.


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  #18  
Old 06-27-2012, 03:08 AM
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I haven't tested it and don't really have time to, but was considering just committing it to get it in and fix any reported issues after (if any). I looked through it briefly and don't see any issues that stand out.
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  #19  
Old 06-27-2012, 04:04 AM
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Thanks Trev! I was just looking for some feedback as to whether the changing of server close door actions to 'close_timer.Trigger()'
was going to cause any issues on heavy-load servers before I start looking at database change suggestions.

I'll keep an eye on it.


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  #20  
Old 06-27-2012, 09:26 AM
sorvani
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the inverted stat stuff all worked on my test server. i would commit it, we can always revert it.
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  #21  
Old 06-29-2012, 08:37 PM
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I just committed this in Rev 2157.
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  #22  
Old 06-30-2012, 01:26 AM
blackdragonsdg
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These changes combined with the script posted at the link below fixed the Vergalid lift issues.
Code:
http://www.eqemulator.org/forums/showthread.php?p=210539#post210539
I tried default and inverted db settings and the lift, ropes and switches all function as they should.
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