Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Database/World Building

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

Reply
 
Thread Tools Display Modes
  #16  
Old 07-08-2009, 12:03 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

Awesome!

Once the object table based placement goes live, you would be able to migrate your objects out of the doors table with a couple of SQL commands if you wanted.

Code:
INSERT INTO object (zoneid, xpos, ypos, zpos, heading, objectname, `type`, unknown08, unknown10, unknown20)
SELECT zoneidnumber, pos_x, pos_y, pos_z, heading, `name`, 0, 1 - ((opentype - 9) / 22), size, incline
FROM doors
INNER JOIN zone on zone.short_name = doors.zone
WHERE doors.opentype IN (9, 31);
Then when you're confident they're all now in objects correctly...

Code:
DELETE FROM doors WHERE opentype IN (9, 31);
Reply With Quote
  #17  
Old 07-11-2009, 05:36 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

Quote:
Originally Posted by trevius View Post
atm I am working on trying to make commands to spawn/create/despawn objects in real-time.
Oh, you're working on that? I was working on that, too. How far along have you gotten? Should I just send you what I've been working on? I was implementing it via something like:

Code:
#object List All|(radius)
#object Add TypeNum Model [ObjectID]
#object Edit (ObjectID) (PropertyName) (NewValue)
(Properties: itemid, charges, model, type, icon, unknown08/10/20/24/60/64/68/72/76/84)
#object Move (ObjectID) ToMe|(x y z [h])
#object Rotate (ObjectID) (Heading)
#object Save (ObjectID)
#object Copy All|(ObjectID) (InstanceVersion)
#object Delete (ObjectID)
- Shendare
Reply With Quote
  #18  
Old 07-11-2009, 07:44 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Oh sweet lol. I was just making something very basic and wasn't very far along just yet. I figured it could always be expanded on later, but wanted to get something working to start off with. Yours is much more in-depth than what I was doing, so I'll just leave it up to you

The only thing I would add to what you have so far would be a way to despawn them. We should be able to use the ClickObject packet to handle that part. That isn't really too important though, and can always be added in later. Unless your delete option already does that. I like the move option you have. It sounds like a good idea and not hard to do.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #19  
Old 07-11-2009, 11:34 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

Quote:
Originally Posted by trevius View Post
Oh sweet lol. I was just making something very basic and wasn't very far along just yet. I figured it could always be expanded on later, but wanted to get something working to start off with. Yours is much more in-depth than what I was doing, so I'll just leave it up to you

The only thing I would add to what you have so far would be a way to despawn them. We should be able to use the ClickObject packet to handle that part. That isn't really too important though, and can always be added in later. Unless your delete option already does that. I like the move option you have. It sounds like a good idea and not hard to do.
Per my testing, Delete does do a realtime despawn of the object, as Add does a realtime spawn. This allows object changes to be reflected in realtime by sending a despawn packet and respawn packet after each change. Using "#object delete" instead of attempting to trap ClickObject packets for placeables will prevent having the server do unnecessary processing with every click from every user on every object in the game.

The only caveat is that Doors do not have a Despawn opcode that I could find. They appear to be super-static by design. Unless we just haven't found the Opcode yet (since it's not likely to be found with packet collection from Live servers), I assume at this point that the client expects them to be sent once upon zone-in and never change. This also means that there will not be a Despawn packet for static objects.

The best way I can figure as to how to handle this issue is to spawn static objects and doors as tradeskill objects at first, allowing the user to make any model, location, and rotation changes they want to it, then change them into full-on static door objects when the "#object save" command is used to commit them to the database.

I could also look into utilizing an #object command to temporarily change an already-committed door or static object into a changeable tradeskill object upon the next zone-in, allowing the user to make any changes in-game and then re-commit with "#object save".

Should be entirely doable.
Reply With Quote
  #20  
Old 07-12-2009, 02:56 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Note that I moved these posts from the SoF Development thread to here, since this is a better place to discuss it.

That sounds great, Shendare. Using temporary objects (from object packets) for placement and testing and then doors for actually saving them is exactly what I was thinking. I think that is probably the best option and should work out great and should be fairly seamless. I don't think people realize yet just how useful this command will be. It is good for adding custom stuff to zones, but it is also extremely good for adding in doors and such to newer zones that are currently completely empty. Until the packet collectors are working again, there is no easy way to do that, so this command will help a lot. The only way to do it better would be to manually pull the data from the Live packets and put them into the table. That is what I did for Crescent Reach, but not all zones are quite so accessible to collect from.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #21  
Old 07-12-2009, 03:18 AM
ChaosSlayerZ's Avatar
ChaosSlayerZ
Demi-God
 
Join Date: Mar 2009
Location: Umm
Posts: 1,492
Default

Shendare, how did you know that the tent you used is a global object (normaly its only found in Dranik)?
Is it because its located in live_event_objects.eqg?
does all other thing in live_event_objects.eqg are global?
Are there any other files?

are there any global doors? I am desperately trying to get a door into Guk Ldon
Reply With Quote
  #22  
Old 07-12-2009, 12:51 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

The particular tent I used isn't global. I had to add an entry in felwithea_assets.txt to pull in the models from live_event_objects.eqg.

To know what models are available globally, make a list of the files referenced in your EQClient\Resources\GlobalLoad.txt file.

Then check those files in the Model Inventory I linked to earlier, and any model names in that file's entry will be available globally.

http://www.jondjackson.net/eq/emu/fi...lInventory.zip

You can search the above inventory file for non-global objects available in your particular zone by searching for ZoneNick_obj.s3d or ZoneNick.eqg. The available model names will all be listed there. For guka, for example, I see a model called GUKDOOR700 that looks promising, as well as GUKMETGATE700 and GUKMETGATE701.

I have not found any global door objects via a quick skim of the global model files. However, you can easily add objects from other zones using the ZoneNick_assets.txt feature. Note that this is a client change that has to be done on each client that's going to be playing on your server.
Reply With Quote
  #23  
Old 07-13-2009, 12:50 AM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

Good progress in this project. I'm probably 80% done coding up the #object command. Hopefully by Tuesday or Wednesday night it'll be 100% functional and I'll post the code for it here.

I've now mostly got objects listing with List, spawning with Add, moving with Move, rotating with Rotate, saving with Save, and deleting with Delete. Only Edit and Copy really remain, then a bit of debugging, and I'll post the code for Trev to try out before submission to the SVN. This one will include a pretty hefty new code block in command.cpp, but it should be easy to copy/paste.

It will continue to use the objects table as-is for static objects (type 0) as well as ground spawns (type 1) and tradeskill objects (type 2+). No database structure changes required.

There will be #door commands similar to those for #object that I listed earlier, and they will work pretty much the same. Once I finish up #object, it'll probably be mostly a copy/paste to get #door working properly. Of course there will be no database structure changes for the doors table, either.
Reply With Quote
  #24  
Old 07-16-2009, 01:41 AM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

Wheeeeeeeew, this has been an educational endeavour! LOL.

Alright, I've gotten the #object command 110% functional. I've tested every part of its functionality, but it could most definitely stand to undergo additional testing from more users.

Note: Nothing in the commands is case sensitive.

First the breakdown on the new commands:

----------------

1. #object List - Lists all objects in the zone or within Radius units of you

Usage: #object List All|(Radius)

Examples:
- #object List All
- #object List 500

----------------

2. #object Add - Spawns a new object at your present location

Usage:
Static Object: #object Add [ObjectID] 0 Model [SizePercent] [SolidType] [Incline]
Tradeskill Object: #object Add [ObjectID] TypeNum Model Icon

Examples:
- #object Add 0 CHEST1 50
- #object Add 17 IT66_ACTORDEF 1115
- #object Add 161001 0 FELBED 125 1 0

----------------

3. #object Edit - Changes a property of an object within the zone

Usage: #object Edit (ObjectID) (PropertyName) (Value)
- Static Object Properties: model, type, size, solidtype, incline
- Tradeskill Object Properties: model, type, icon

Examples:
- #object Edit 30005 model BARSTOOL1
- #object Edit 141073 icon 1116

----------------

4. #object Move - Moves an object to a new location

Usage: #object Move (ObjectID) ToMe|(x y z [h])

Examples:
- #object Move 34106 ToMe
- #object Move 1519 -25 50 0 256

----------------

5. #object Rotate - Changes an object's heading without changing its location

Usage: #object Rotate (ObjectID) (NewHeading)

Example: #object Rotate 5029 128

----------------

6. #object Save - Saves an object to the database.

Note: New objects spawned and changes made to existing objects are not saved to the database until #object Save is called on them.

Usage: #object Save (ObjectID)

Example: #object Save 51202

----------------

7. #object Copy - Copies object(s) from the current instance version into another

Usage: #object Copy All|(ObjectID) (InstanceVersion)

Examples:
- #object Copy All 1
- #object Copy 76209 5

----------------

8. #object Delete - Despawns an object and permanently removes it from the database

Usage: #object Delete (ObjectID)

Example: #object Delete 219538

----------------

9. #object Undo - Cancels changes made to an object and respawns it from the database

Note: Objects that have been spawned with '#object Add' but have not yet been saved to the database are deleted when '#object Undo' is used on them.

Usage: #object Undo (ObjectID)

Example: #object Undo 32109

----------------

Okay, that's how they work.

Here are all of the code changes required to make the magic happen. Line numbers are based on Rev 781 (7/15/2009).

File: object.h - Line 172
Code:
...
  void ClearUser() { user = NULL; }

  // **** New Code Start ****
  
  int32 GetDBID();
  int32 GetType();
  void  SetType(int32 type);
  int32 GetIcon();
  void  SetIcon(int32 icon);
  int32 GetItemID();
  void  SetItemID(int32 itemid);
  void GetObjectData(Object_Struct* Data);
  void SetObjectData(Object_Struct* Data);
  void GetLocation(float* x, float* y, float* z);
  void SetLocation(float x, float y, float z);
  void GetHeading(float* heading);
  void SetHeading(float heading);

...
File: object.cpp - Line 630
Code:
...
  //else {
    // Delete contained items, if any
  //	DeleteWorldContainer(id);
  //}

  safe_delete_array(query);
}

// **** New Code Start ****

int32 Object::GetDBID()
{
  return this->m_id;
}

int32 Object::GetType()
{
  return this->m_type;
}

void Object::SetType(uint32 type)
{
  this->m_type = type;
  this->m_data.object_type = type;
}

int32 Object::GetIcon()
{
  return this->m_icon;
}

void Object::SetIcon(int32 icon)
{
  this->m_icon = icon;
}

int32 Object::GetItemID()
{
  if (this->m_inst == 0)
  {
    return 0;
  }
  
  const Item_Struct* item = this->m_inst->GetItem();

  if (item == 0)
  {
    return 0;
  }

  return item->ID;
}

void Object::SetItemID(int32 itemid)
{
  safe_delete(this->m_inst);
  
  if (itemid)
  {
    this->m_inst = database.CreateItem(itemid);
  }
}

void Object::GetObjectData(Object_Struct* Data)
{
  if (Data)
  {
    memcpy(Data, &this->m_data, sizeof(this->m_data));
  }
}

void Object::SetObjectData(Object_Struct* Data)
{
  if (Data)
  {
    memcpy(&this->m_data, Data, sizeof(this->m_data));
  }
}

void Object::GetLocation(float* x, float* y, float* z)
{
  if (x)
  {
    *x = this->m_data.x;
  }

  if (y)
  {
    *y = this->m_data.y;
  }

  if (z)
  {
    *z = this->m_data.z;
  }
}

void Object::SetLocation(float x, float y, float z)
{
  this->m_data.x = x;
  this->m_data.y = y;
  this->m_data.z = z;
}

void Object::GetHeading(float* heading)
{
  if (heading)
  {
    *heading = this->m_data.heading;
  }
}

void Object::SetHeading(float heading)
{
  this->m_data.heading = heading;
}

...
File: entity.h - Line 192
Code:
...
  void  SendAATimer(int32 charid,UseAA_Struct* uaa);
  Doors*  FindDoor(int8 door_id);

  // **** New Code Start ****
  
  Object* FindObject(int32 object_id);
  Object* FindNearbyObject(float x, float y, float z, float radius);
...
File: entity.cpp - Line 742
Code:
...
      return door;
    }
    iterator.Advance();
  }
  return 0;
}

// **** New Code Start ****
  
Object* EntityList::FindObject(int32 object_id)
{
  LinkedListIterator<Object*> iterator(object_list);
  iterator.Reset();

  while(iterator.MoreElements())
  {
    Object* object=iterator.GetData();
    if (object->GetDBID() == object_id)
    {
      return object;
    }
    iterator.Advance();
  }
  return NULL;
}

Object* EntityList::FindNearbyObject(float x, float y, float z, float radius)
{
  LinkedListIterator<Object*> iterator(object_list);
  iterator.Reset();

  float ox;
  float oy;
  float oz;

  while(iterator.MoreElements())
  {
    Object* object=iterator.GetData();
    
    object->GetLocation(&ox, &oy, &oz);

    if ((abs(ox - x) <= radius) && (abs(oy - y) <= radius) && (abs(oz - z) <= radius))
    {
      return object;
    }
    iterator.Advance();
  }

  return NULL;
}
...
File: zone.cpp - Line 181
Code:
...
    safe_delete_array(query);
    LogFile->write(EQEMuLog::Status, "Loading Objects from DB...");
    while ((row = mysql_fetch_row(result))) {

    // **** New Code Start ****
  
      if (atoi(row[9]) == 0)
      {
        // Type == 0 - Static Object
        const char* shortname = database.GetZoneName(atoi(row[1]), false); // zoneid -> zone_shortname

        if (shortname)
        {
          Door d;
          memset(&d, 0, sizeof(d));

          strncpy(d.zone_name, shortname, sizeof(d.zone_name));
          d.db_id = 1000000000 + atoi(row[0]); // Out of range of normal use for doors.id
          d.door_id = -1; // Client doesn't care if these are all the same door_id
          d.pos_x = atof(row[2]); // xpos
          d.pos_y = atof(row[3]); // ypos
          d.pos_z = atof(row[4]); // zpos
          d.heading = atof(row[5]); // heading

          strncpy(d.door_name, row[8], sizeof(d.door_name)); // objectname
          // Strip trailing "_ACTORDEF" if present. Client won't accept it for doors.
          int len = strlen(d.door_name);
          if ((len > 9) && (memcmp(&d.door_name[len - 9], "_ACTORDEF", 10) == 0))
          {
            d.door_name[len - 9] = '\0';
          }
          
          memcpy(d.dest_zone, "NONE", 5);
          
          if ((d.size = atoi(row[11])) == 0) // unknown08 = optional size percentage
          {
            d.size = 100;
          }

          switch (d.opentype = atoi(row[12])) // unknown10 = optional request_nonsolid (0 or 1 or experimental number)
          {
            case 0:
              d.opentype = 31;
              break;
            case 1:
              d.opentype = 9;
              break;
          }

          d.incline = atoi(row[13]); // unknown20 = optional model incline value

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

        continue;
      }
...
File: command.h - Line 309
Code:
...
void command_setstartzone(Client *c, const Seperator *sep);
void command_netstats(Client *c, const Seperator *sep);

// **** New Code Start ****

void command_object(Client* c, const Seperator *sep);

...
File: command.cpp - Line 448
Code:
...
    command_add("setstartzone","[zoneid] - Set target's starting zone.  Set to zero to allow the player to use /setstartcity",80,command_setstartzone) || 
 -  command_add("netstats","Gets the network stats for a stream.",200,command_netstats)
 +  command_add("netstats","Gets the network stats for a stream.",200,command_netstats) ||

    // **** New Code Start ****

    command_add("object","List|Add|Edit|Move|Rotate|Copy|Save|Undo|Delete - Manipulate static and tradeskill objects within the zone",100,command_object)
...
File: command.cpp - Line 13344, AKA "The Doozy"
Code:
...
      c->Message(0, "Recieved:");
      c->Message(0, "Total: %u, per second: %u", c->Connection()->GetBytesRecieved(), c->Connection()->GetBytesRecvPerSecond());
    }
  }
}

// **** New Code Start ****

void command_object(Client *c, const Seperator *sep)
{
  if (!c)
  {
    return; // Crash Suppressant: No client. How did we get here?
  }

  // Save it here. We sometimes have need to refer to it in multiple places.
  char* usage_string = "Usage: #object List|Add|Edit|Move|Rotate|Save|Copy|Delete|Undo";
  
  if ((!sep) || (sep->argnum == 0))
  {
    // Crash Suppressant: Shouldn't be able to get here, either, but fail gracefully if we do.
    c->Message(0, usage_string);

    return;
  }

  char errbuf[MYSQL_ERRMSG_SIZE];
	char query[512];
  char line[256];
  int32 col;
  int32 lastid;
  MYSQL_RES *result;
  MYSQL_ROW row;
  int iObjectsFound = 0;
  int len;

  Object* o = NULL;
  Object_Struct od;
  Door door;
  Doors* doors;
  Door_Struct* ds;
  int32 id = 0;
  int32 itemid = 0;
  int32 icon = 0;
  int32 instance = 0;
  int32 newid = 0;
  int16 radius;
  EQApplicationPacket* app;

  bool bNewObject = false;

  errbuf[0] = '\0';

  float x2;
  float y2;

  // Temporary object type for static objects to allow manipulation
  // NOTE: Zone::LoadZoneObjects() currently loads this as an int8, so max value is 255!
  static const int32 TempStaticType = 255;

  // Case insensitive commands (List == list == LIST)
  _strlwr(sep->arg[1]);

  // Protip: We only really care about the first letter. You can abbreviate Delete to just D if desired.
  switch (sep->arg[1][0])
  {
    case 'l': // List Objects
      // Insufficient or invalid args
      if ((sep->argnum < 2) || (sep->arg[2][0] < '0') || ((sep->arg[2][0] > '9') && ((sep->arg[2][0] & 0xDF) != 'A')))
      {
        c->Message(0, "Usage: #object List All|(radius)");

        return;
      }
      
      if ((sep->arg[2][0] & 0xDF) == 'A')
      {
        radius = 0; // List All
      }
      else if ((radius = atoi(sep->arg[2])) <= 0)
      {
        radius = 500; // Invalid radius. Default to 500 units.
      }
      
      if (radius == 0)
      {
        c->Message(0, "Objects within this zone:");
      }
      else
      {
        c->Message(0, "Objects within %u units of your current location:", radius);
      }
      
      if (radius)
      {
        sprintf_s(query, sizeof(query),
          "SELECT id, xpos, ypos, zpos, heading, itemid, objectname, type, icon, unknown08, unknown10, unknown20"
          " FROM object"
          " WHERE (zoneid=%u)"
          " AND (version=%u)"
          " AND (xpos BETWEEN %.1f AND %.1f)"
          " AND (ypos BETWEEN %.1f AND %.1f)"
          " AND (zpos BETWEEN %.1f AND %.1f)"
          " ORDER BY id",
          zone->GetZoneID(),
          zone->GetInstanceVersion(),
          c->GetX() - radius,         // Yes, we're actually using a bounding box instead of a radius.
          c->GetX() + radius,         // Much less processing power used this way.
          c->GetY() - radius,
          c->GetY() + radius,
          c->GetZ() - radius,
          c->GetZ() + radius);
      }
      else
      {
        sprintf_s(query, sizeof(query),
          "SELECT id, xpos, ypos, zpos, heading, itemid, objectname, type, icon, unknown08, unknown10, unknown20"
          " FROM object"
          " WHERE (zoneid=%u)"
          " AND (version=%u)"
          " ORDER BY id",
          zone->GetZoneID(),
          zone->GetInstanceVersion());
      }

      if (database.RunQuery(query, strlen(query), errbuf, &result))
      {
  			while ((row = mysql_fetch_row(result)))
        {
          col = 0;
          id = atoi(row[col++]);
          od.x = atof(row[col++]);
          od.y = atof(row[col++]);
          od.z = atof(row[col++]);
          od.heading = atof(row[col++]);
          itemid = atoi(row[col++]);
          strncpy_s(od.object_name, sizeof(od.object_name), row[col++], _TRUNCATE);
          od.object_type = atoi(row[col++]);
          icon = atoi(row[col++]);
          od.unknown008[0] = atoi(row[col++]);
          od.unknown008[1] = atoi(row[col++]);
          od.unknown020 = atoi(row[col++]);

          switch (od.object_type)
          {
            case 0: // Static Object
            case TempStaticType: // Static Object unlocked for changes
              if (od.unknown008[0] == 0) // Unknown08 field is optional Size parameter for static objects
              {
                od.unknown008[0] = 100;  // Static object default Size is 100%
              }

              c->Message(0,
                "- STATIC Object (%s): id %u, x %.1f, y %.1f, z %.1f, h %.1f, model %s, size %u, solidtype %u, incline %u",
                (od.object_type == 0) ? "locked" : "unlocked", id, od.x, od.y, od.z, od.heading, od.object_name, od.unknown008[0], od.unknown008[1], od.unknown020);
              break;
            case OT_DROPPEDITEM: // Ground Spawn
              c->Message(0,
                "- TEMPORARY Object: id %u, x %.1f, y %.1f, z %.1f, h %.1f, itemid %u, model %s, icon %u",
                id, od.x, od.y, od.z, od.heading, itemid, od.object_name, icon);
              break;
            default: // All others == Tradeskill Objects
              c->Message(0,
                "- TRADESKILL Object: id %u, x %.1f, y %.1f, z %.1f, h %.1f, model %s, type %u, icon %u",
                id, od.x, od.y, od.z, od.heading, od.object_name, od.object_type, icon);
              break;
          }

          iObjectsFound++;
        }

        mysql_free_result(result);
      }

      c->Message(0, "%u object%s found", iObjectsFound, (iObjectsFound == 1) ? "" : "s");
      break;
    case 'a': // Add Object
      // Insufficient or invalid arguments
      if ((sep->argnum < 3) || ((sep->arg[3][0] == '\0') && (sep->arg[4][0] < '0') && (sep->arg[4][0] > '9')))
      {
        c->Message(0, "Usage: (Static Object): #object Add [ObjectID] 0 Model [SizePercent] [SolidType] [Incline]");
        c->Message(0, "Usage: (Tradeskill Object): #object Add [ObjectID] TypeNum Model Icon");
        c->Message(0, "- Notes: Model must start with a letter, max length 16. SolidTypes = 0 (Solid), 1 (Sometimes Non-Solid)");

        return;
      }

      if (sep->argnum > 3)
      {
        // Model name in arg3?
        if ((sep->arg[3][0] <= '9') && (sep->arg[3][0] >= '0'))
        {
          // Nope, user must have specified ObjectID. Extract it.
          id = atoi(sep->arg[2]);

          col = 1; // Bump all other arguments one to the right. Model is in arg4.
        }
        else
        {
          // Yep, arg3 is non-numeric, ObjectID must be omitted and model must be arg3
          id = 0;
          col = 0;
        }
      }
      else
      {
        // Nope, only 3 args. Object ID must be omitted and arg3 must be model.
        id = 0;
        col = 0;
      }
      
      memset(&od, 0, sizeof(od));
      
      od.object_type = atoi(sep->arg[2 + col]);

      switch (od.object_type)
      {
        case 0: // Static Object
          if ((sep->argnum - col) > 3)
          {
            od.unknown008[0] = atoi(sep->arg[4 + col]); // Size specified

            if ((sep->argnum - col) > 4)
            {
              od.unknown008[1] = atoi(sep->arg[5 + col]); // SolidType specified

              if ((sep->argnum - col) > 5)
              {
                od.unknown020 = atoi(sep->arg[6 + col]); // Incline specified
              }
            }
          }
          break;
        case 1: // Ground Spawn
          c->Message(0, "ERROR: Object Type 1 is used for temporarily spawned ground spawns and dropped items, which are not supported with #object. See the 'ground_spawns' table in the database.");

          return;
          break;
        default: // Everything else == Tradeskill Object
          icon = ((sep->argnum - col) > 3) ? atoi(sep->arg[4 + col]) : 0;

          if (icon == 0)
          {
            c->Message(0, "ERROR: Required property 'Icon' not specified for Tradeskill Object");

            return;
          }
          break;
      }
      
      od.x = c->GetX();
      od.y = c->GetY();
      od.z = c->GetZ() - (c->GetSize() * 0.625f);
      od.heading = c->GetHeading() * 2.0f; // GetHeading() is half of actual. Compensate by doubling.

      if (id)
      {
        // ID specified. Verify that it doesn't already exist.
        
        sprintf_s(query, sizeof(query), "SELECT COUNT(*) FROM object WHERE ID=%u", id);

        // Already in database?
        if (database.RunQuery(query, strlen(query), errbuf, &result))
        {
          if (row = mysql_fetch_row(result))
          {
            if (atoi(row[0]) > 0)
            {
              // Yep, in database already.

              id = 0;
            }
          }

          mysql_free_result(result);
        }

        if (id)
        {
          // Not in database. Already spawned, just not saved?
          if (entity_list.FindObject(id))
          {
            // Yep, already spawned.
            
            id = 0;
          }
        }

        if (id == 0)
        {
          c->Message(0, "ERROR: An object already exists with the id %u", id);
          
          return;
        }
      }

      // Verify no other objects already in this spot (accidental double-click of Hotkey?)
      sprintf_s(query, sizeof(query),
        "SELECT COUNT(*) FROM object "
        "WHERE (zoneid=%u) "
        "AND (version=%u) "
        "AND (posx BETWEEN %.1f AND %.1f) "
        "AND (posy BETWEEN %.1f AND %.1f) "
        "AND (posz BETWEEN %.1f AND %.1f)",
        zone->GetZoneID(),
        zone->GetInstanceVersion(),
        od.x - 0.2f, od.x + 0.2f,     // Yes, we're actually using a bounding box instead of a radius.
        od.y - 0.2f, od.y + 0.2f,     // Much less processing power used this way.
        od.z - 0.2f, od.z + 0.2f);    // It's pretty forgiving, though, allowing for close-proximity objects

      iObjectsFound = 0;
      if (database.RunQuery(query, strlen(query), errbuf, &result))
      {
        if (row = mysql_fetch_row(result))
        {
          iObjectsFound = atoi(row[0]); // Number of nearby objects from database
        }

        mysql_free_result(result);
      }

      if (iObjectsFound == 0)
      {
        // No objects found in database too close. How about spawned but not yet saved?
        if (entity_list.FindNearbyObject(od.x, od.y, od.z, 0.2f))
        {
          iObjectsFound++;
        }
      }

      if (iObjectsFound)
      {
        c->Message(0, "ERROR: Object already at this location.");

        return;
      }

      // Strip any single quotes from objectname (SQL injection FTL!)
      strncpy_s(od.object_name, sizeof(od.object_name), sep->arg[3 + col], _TRUNCATE); // Database currently only holds 16 characters
      len = strlen(od.object_name);
      for (col = 0; col < len; col++)
      {
        if (od.object_name[col] == '\'')
        {
          // Uh oh, 1337 h4x0r monkeying around! Strip that apostrophe!
          memcpy(&od.object_name[col], &od.object_name[col + 1], len - col);
          
          len--;
          col--;
        }
      }
      
      _strupr(od.object_name);  // Model names are always upper-case.

      if ((od.object_name[0] < 'A') || (od.object_name[0] > 'Z'))
      {
        c->Message(0, "ERROR: Model name must start with a letter.");

        return;
      }

      if (id == 0)
      {
        // No ID specified. Get a best-guess next number from the database
        
        // If there's a problem retrieving an ID from the database, it'll end up being object # 1. No biggie.

        strcpy_s(query, sizeof(query), "SELECT MAX(id) FROM object");

        if (database.RunQuery(query, strlen(query), errbuf, &result))
        {
          if (row = mysql_fetch_row(result))
          {
            id = atoi(row[0]);
          }

          mysql_free_result(result);
        }

        id++;
      }

      // Make sure not to overwrite already-spawned objects that haven't been saved yet.
      while (o = entity_list.FindObject(id))
      {
        id++;
      }

      if (od.object_type == 0) // Static object
      {
        od.object_type = TempStaticType; // Temporary. We'll make it 0 when we Save
      }

      od.zone_id = zone->GetZoneID();
      od.zone_instance = zone->GetInstanceVersion();

      o = new Object(id, od.object_type, icon, od, NULL);

      // Add to our zone entity list and spawn immediately for all clients
      entity_list.AddObject(o, true);

      // Bump player back to avoid getting stuck inside new object

      // GetHeading() returns half of the actual heading, for some reason, so we'll double it here for computation
      x2 = 10.0f * sin(c->GetHeading() * 2.0f / 256.0f * 3.14159265f);
      y2 = 10.0f * cos(c->GetHeading() * 2.0f / 256.0f * 3.14159265f);
      c->MovePC(c->GetX() - x2, c->GetY() - y2, c->GetZ(), c->GetHeading() * 2);

      c->Message(0, "Spawning object with tentative id %u at location (%.1f, %.1f, %.1f heading %.1f). Use '#object Save' to save to database when satisfied with placement.", id, od.x, od.y, od.z, od.heading);
      
      if (od.object_type == TempStaticType) // Temporary Static Object
      {
        c->Message(0, "- Note: Static Object will act like a tradeskill container and will not reflect size, solidtype, or incline values until you commit with '#object Save', after which it will be unchangeable until you use '#object Edit' and zone back in.");
      }
      break;
    case 'e': // Edit
      // Insufficient or invalid arguments
      if ((sep->argnum < 2) || ((id = atoi(sep->arg[2])) < 1))
      {
        c->Message(0, "Usage: #object Edit (ObjectID) [PropertyName] [NewValue]");
        c->Message(0, "- Static Object (Type 0) Properties: model, type, size, solidtype, incline");
        c->Message(0, "- Tradeskill Object (Type 2+) Properties: model, type, icon");

        return;
      }

      o = entity_list.FindObject(id);

      // Object already available in-zone?
      if (o)
      {
        // Yep, looks like we can make real-time changes.
        if (sep->argnum < 4)
        {
          // Or not. '#object Edit (ObjectID)' called without PropertyName and NewValue

          c->Message(0, "Note: Object %u already unlocked and ready for changes", id);
          
          return;
        }
      }
      else
      {
        // Object not found in-zone in a modifiable form. Check for valid matching circumstances.
        
        sprintf_s(query, sizeof(query), "SELECT zoneid, version, type FROM object WHERE id=%u", id);

        iObjectsFound = 0;
        if (database.RunQuery(query, strlen(query), errbuf, &result))
        {
          if (row = mysql_fetch_row(result))
          {
            od.zone_id = atoi(row[0]);
            od.zone_instance = atoi(row[1]);
            od.object_type = atoi(row[2]);
            
            iObjectsFound++;
          }

          mysql_free_result(result);
        }

        // Object ID not found?
        if (iObjectsFound == 0)
        {
          c->Message(0, "ERROR: Object %u not found", id);

          return;
        }
        
        // Object not in this zone?
        if (od.zone_id != zone->GetZoneID())
        {
          c->Message(0, "ERROR: Object %u not in this zone.", id);

          return;
        }

        // Object not in this instance?
        if (od.zone_instance != zone->GetInstanceVersion())
        {
          c->Message(0, "ERROR: Object %u not part of this instance version.", id);

          return;
        }

        switch (od.object_type)
        {
          case 0: // Static object needing unlocking
            // Convert to tradeskill object temporarily for changes

            sprintf_s(query, sizeof(query), "UPDATE object SET type=%u WHERE id=%u", TempStaticType, id);

            database.RunQuery(query, strlen(query));

            c->Message(0, "Static Object %u unlocked for editing. You must zone out and back in to make your changes, then commit them with '#object Save'.", id);

            if (sep->argnum >= 4)
            {
              c->Message(0, "NOTE: The change you specified has not been applied, since the static object had not been unlocked for editing yet.");
            }

            return;
            break;
          case OT_DROPPEDITEM:
            c->Message(0, "ERROR: Object %u is a temporarily spawned ground spawn or dropped item, which cannot be manipulated with #object. See the 'ground_spawns' table in the database.", id);

            return;
            break;
          case TempStaticType:
            c->Message(0, "ERROR: Object %u has been unlocked for editing, but you must zone out and back in for your client to refresh its object table before you can make changes to it.", id);

            return;
            break;
          default:
            // Unknown error preventing us from seeing the object in the zone.

            c->Message(0, "ERROR: Unknown problem attempting to manipulate object %u", id);

            return;
            break;
        }
      }

      // If we're here, we have a manipulable object ready for changes. 

      _strlwr(sep->arg[3]); // Case insensitive PropertyName
      _strupr(sep->arg[4]); // In case it's model name, which should always be upper-case
      
      // Read current object info for reference
      icon = o->GetIcon();
      o->GetObjectData(&od);

      // We'll be a little more picky with property names, to prevent errors. Check against the whole word.
      switch (sep->arg[3][0])
      {
        case 'm':
          if (strcmp(sep->arg[3], "model") == 0)
          {
            if ((sep->arg[4][0] < 'A') || (sep->arg[4][0] > 'Z'))
            {
              c->Message(0, "ERROR: Model names must begin with a letter.");

              return;
            }

            strncpy_s(od.object_name, sizeof(od.object_name), sep->arg[4], _TRUNCATE);
            o->SetObjectData(&od);

            c->Message(0, "Object %u now being rendered with model '%s'", id, od.object_name);
          }
          else
          {
            id = 0; // Setting ID to 0 will signify invalid input
          }
          break;
        case 't':
          if (strcmp(sep->arg[3], "type") == 0)
          {
            if ((sep->arg[4][0] < '0') || (sep->arg[4][0] > '9'))
            {
              c->Message(0, "ERROR: Invalid type number");

              return;
            }

            od.object_type = atoi(sep->arg[4]);

            switch (od.object_type)
            {
              case 0:
                // Convert Static Object to temporary changeable type
                od.object_type = TempStaticType;
                c->Message(0, "Note: Static Object will still act like tradeskill object and will not reflect size, solidtype, or incline settings until committed to the database with '#object Save', after which it will be unchangeable until it is unlocked again with '#object Edit'.");
                break;
              case OT_DROPPEDITEM:
                c->Message(0, "ERROR: Object Type 1 is used for temporarily spawned ground spawns and dropped items, which are not supported with #object. See the 'ground_spawns' table in the database.");

                return;
                break;
              default:
                c->Message(0, "Object %u changed to Tradeskill Object Type %u", id, od.object_type);
                break;
            }

            o->SetType(od.object_type);
          }
          else
          {
            id = 0; // Setting ID to 0 will signify invalid input
          }
          break;
        case 's':
          if (strcmp(sep->arg[3], "size") == 0)
          {
            if (od.object_type != TempStaticType)
            {
              c->Message(0, "ERROR: Object %u is not a Static Object and does not support the Size property", id);

              return;
            }

            if ((sep->arg[4][0] < '0') || (sep->arg[4][0] > '9'))
            {
              c->Message(0, "ERROR: Invalid size specified. Please enter a number.");

              return;
            }

            od.unknown008[0] = atoi(sep->arg[4]);
            o->SetObjectData(&od);

            if (od.unknown008[0] == 0) // 0 == unspecified == 100%
            {
              od.unknown008[0] = 100;
            }

            c->Message(0, "Static Object %u set to %u%% size. Size will take effect when you commit to the database with '#object Save', after which the object will be unchangeable until you unlock it again with '#object Edit' and zone out and back in.", id, od.unknown008[0]);
          }
          else if (strcmp(sep->arg[3], "solidtype") == 0)
          {
            if (od.object_type != TempStaticType)
            {
              c->Message(0, "ERROR: Object %u is not a Static Object and does not support the SolidType property", id);

              return;
            }

            if ((sep->arg[4][0] < '0') || (sep->arg[4][0] > '9'))
            {
              c->Message(0, "ERROR: Invalid solidtype specified. Please enter a number.");

              return;
            }

            od.unknown008[1] = atoi(sep->arg[4]);
            o->SetObjectData(&od);

            c->Message(0, "Static Object %u set to SolidType %u. Change will take effect when you comit to the database with '#object Save'. Support for this property is on a per-model basis, mostly seen in smaller objects such as chests and tables.", id, od.unknown008[1]);
          }
          else
          {
            id = 0; // Setting ID to 0 will signify invalid input
          }
          break;
        case 'i':
          if (strcmp(sep->arg[3], "icon") == 0)
          {
            if ((od.object_type < 2) || (od.object_type == TempStaticType))
            {
              c->Message(0, "ERROR: Object %u is not a Tradeskill Object and does not support the Icon property", id);

              return;
            }

            if ((icon = atoi(sep->arg[4])) == 0)
            {
              c->Message(0, "ERROR: Invalid Icon specified. Please enter an icon number.");

              return;
            }

            o->SetIcon(icon);

            c->Message(0, "Tradeskill Object %u icon set to %u", id, icon);
          }
          else if (strcmp(sep->arg[3], "incline") == 0)
          {
            if (od.object_type != TempStaticType)
            {
              c->Message(0, "ERROR: Object %u is not a Static Object and does not support the Incline property", id);

              return;
            }

            if ((sep->arg[4][0] < '0') || (sep->arg[4][0] > '9'))
            {
              c->Message(0, "ERROR: Invalid Incline specified. Please enter a number. Normal range is 0-512.");

              return;
            }

            od.unknown020 = atoi(sep->arg[4]);
            o->SetObjectData(&od);

            c->Message(0, "Static Object %u set to %u incline. Incline will take effect when you commit to the database with '#object Save', after which the object will be unchangeable until you unlock it again with '#object Edit' and zone out and back in.", id, od.unknown020);
          }
          else
          {
            id = 0; // Setting ID to 0 will signify invalid input
          }
          break;
        default:
          id = 0; // Setting ID to 0 will signify invalid input
          break;
      }

      if (id == 0)
      {
        c->Message(0, "ERROR: Unrecognized property name: %s", sep->arg[3]);

        return;
      }

      // Repop object to have it reflect the change.
      app = new EQApplicationPacket();
      o->CreateDeSpawnPacket(app);
      entity_list.QueueClients(0, app);
      safe_delete(app);

      app = new EQApplicationPacket();
      o->CreateSpawnPacket(app);
      entity_list.QueueClients(0, app);
      safe_delete(app);
      break;
    case 'm': // Move
      if ((sep->argnum < 2) || // Not enough arguments
          ((id = atoi(sep->arg[2])) == 0) || // ID not specified
          (((sep->arg[3][0] < '0') || (sep->arg[3][0] > '9')) &&
           ((sep->arg[3][0] & 0xDF) != 'T') &&
           (sep->arg[3][0] != '-') && (sep->arg[3][0] != '.'))) // Location argument not specified correctly
      {
        c->Message(0, "Usage: #object Move (ObjectID) ToMe|(x y z [h])");
        
        return;
      }

      if (!(o = entity_list.FindObject(id)))
      {
        sprintf_s(query, sizeof(query), "SELECT zoneid, version, type FROM object WHERE id=%u", id);

        if ((!database.RunQuery(query, strlen(query), errbuf, &result)) || ((row = mysql_fetch_row(result)) == 0))
        {
          if (result)
          {
            mysql_free_result(result);
          }

          c->Message(0, "ERROR: Object %u not found", id);

          return;
        }

        od.zone_id = atoi(row[0]);
        od.zone_instance = atoi(row[1]);
        od.object_type = atoi(row[2]);

        mysql_free_result(result);

        if (od.zone_id != zone->GetZoneID())
        {
          c->Message(0, "ERROR: Object %u is not in this zone", id);

          return;
        }

        if (od.zone_instance != zone->GetInstanceVersion())
        {
          c->Message(0, "ERROR: Object %u is not in this instance version", id);

          return;
        }

        switch (od.object_type)
        {
          case 0:
            c->Message(0, "ERROR: Object %u is not yet unlocked for editing. Use '#object Edit' then zone out and back in to move it.", id);

            return;
            break;
          case TempStaticType:
            c->Message(0, "ERROR: Object %u has been unlocked for editing, but you must zone out and back in before your client sees the change and will allow you to move it.", id);

            return;
            break;
          case 1:
            c->Message(0, "ERROR: Object %u is a temporary spawned object and cannot be manipulated with #object. See the 'ground_spawns' table in the database.", id);

            return;
            break;
          default:
            c->Message(0, "ERROR: Object %u not located in zone.", id);

            return;
            break;
        }
      }

      if ((sep->arg[3][0] & 0xDF) == 'T') // Move To Me
      {
        od.x = c->GetX();
        od.y = c->GetY();
        od.z = c->GetZ() - (c->GetSize() * 0.625f); // Compensate for #loc bumping up Z coordinate by 62.5% of character's size.
        
        o->SetHeading(c->GetHeading() * 2.0f); // Compensate for GetHeading() returning half of actual

        // Bump player back to avoid getting stuck inside object

        // GetHeading() returns half of the actual heading, for some reason
        x2 = 10.0f * sin(c->GetHeading() * 2.0f / 256.0f * 3.14159265f);
        y2 = 10.0f * cos(c->GetHeading() * 2.0f / 256.0f * 3.14159265f);
        c->MovePC(c->GetX() - x2, c->GetY() - y2, c->GetZ(), c->GetHeading() * 2.0f);
      }
      else // Move to x, y, z [h]
      {
        od.x = atof(sep->arg[3]);
        if (sep->argnum > 3)
        {
          od.y = atof(sep->arg[4]);
        }
        else
        {
          o->GetLocation(NULL, &od.y, NULL);
        }

        if (sep->argnum > 4)
        {
          od.z = atof(sep->arg[5]);
        }
        else
        {
          o->GetLocation(NULL, NULL, &od.z);
        }

        if (sep->argnum > 5)
        {
          o->SetHeading(atof(sep->arg[6]));
        }
      }

      o->SetLocation(od.x, od.y, od.z);

      // Despawn and respawn object to reflect change
      app = new EQApplicationPacket();
      o->CreateDeSpawnPacket(app);
      entity_list.QueueClients(0, app);
      safe_delete(app);

      app = new EQApplicationPacket();
      o->CreateSpawnPacket(app);
      entity_list.QueueClients(0, app);
      safe_delete(app);
      break;
    case 'r': // Rotate
      // Insufficient or invalid arguments
      if ((sep->argnum < 3) || ((id = atoi(sep->arg[2])) == 0))
      {
        c->Message(0, "Usage: #object Rotate (ObjectID) (Heading, 0-512)");

        return;
      }

      if ((o = entity_list.FindObject(id)) == NULL)
      {
        c->Message(0, "ERROR: Object %u not found in zone, or is a static object not yet unlocked with '#object Edit' for editing.", id);

        return;
      }

      o->SetHeading(atof(sep->arg[3]));

      // Despawn and respawn object to reflect change
      app = new EQApplicationPacket();
      o->CreateDeSpawnPacket(app);
      entity_list.QueueClients(0, app);
      safe_delete(app);

      app = new EQApplicationPacket();
      o->CreateSpawnPacket(app);
      entity_list.QueueClients(0, app);
      safe_delete(app);
      break;
    case 's': // Save
      // Insufficient or invalid arguments
      if ((sep->argnum < 2) || ((id = atoi(sep->arg[2])) == 0))
      {
        c->Message(0, "Usage: #object Save (ObjectID)");

        return;
      }

      o = entity_list.FindObject(id);

      sprintf(query, "SELECT zoneid, version, type FROM object WHERE id=%u", id);

      od.zone_id = 0;
      od.zone_instance = 0;
      od.object_type = 0;
      
      // If this ID isn't in the database yet, it's a new object
      bNewObject = true;
      if (database.RunQuery(query, strlen(query), errbuf, &result))
      {
        if (row = mysql_fetch_row(result))
        {
          od.zone_id = atoi(row[0]);
          od.zone_instance = atoi(row[1]);
          od.object_type = atoi(row[2]);

          // ID already in database. Not a new object.
          bNewObject = false;
        }

        mysql_free_result(result);
      }

      if (!o)
      {
        // Object not found in zone. Can't save an object we can't see.

        if (bNewObject)
        {
          c->Message(0, "ERROR: Object %u not found", id);

          return;
        }
        
        if (od.zone_id != zone->GetZoneID())
        {
          c->Message(0, "ERROR: Wrong Object ID. %u is not part of this zone.", id);

          return;
        }

        if (od.zone_instance != zone->GetInstanceVersion())
        {
          c->Message(0, "ERROR: Wrong Object ID. %u is not part of this instance version.", id);

          return;
        }

        if (od.object_type == 0)
        {
          c->Message(0, "ERROR: Static Object %u has already been committed. Use '#object Edit %u' and zone out and back in to make changes.", id, id);

          return;
        }

        if (od.object_type == 1)
        {
          c->Message(0, "ERROR: Object %u is a temporarily spawned ground spawn or dropped item, which is not supported with #object. See the 'ground_spawns' table in the database.", id);

          return;
        }

        c->Message(0, "ERROR: Object %u not found.", id);
        
        return;
      }

      if ((od.zone_id > 0) && (od.zone_id != zone->GetZoneID()))
      {
        // Oops! Another GM already saved an object with our id from another zone.
        // We'll have to get a new one.
        
        id = 0;
      }

      if ((id > 0) && (od.zone_instance != zone->GetInstanceVersion()))
      {
        // Oops! Another GM already saved an object with our id from another instance.
        // We'll have to get a new one.
        
        id = 0;
      }

      // If we're asking for a new ID, it's a new object.
      bNewObject |= (id == 0);

      o->GetObjectData(&od);
      od.object_type = o->GetType();
      icon = o->GetIcon();

      // We're committing to the database now. Return temporary object type to actual.
      if (od.object_type == TempStaticType)
      {
        od.object_type = 0;
      }
      
      if (bNewObject)
      {
        if (id == 0)
        {
          sprintf_s(query, sizeof(query),
            "INSERT INTO object (zoneid, version, xpos, ypos, zpos, heading, objectname, type, icon, unknown08, unknown10, unknown20)"
            " VALUES (%u, %u, %.1f, %.1f, %.1f, %.1f, '%s', %u, %u, %u, %u, %u)",
            zone->GetZoneID(), zone->GetInstanceVersion(),
            od.x, od.y, od.z, od.heading,
            od.object_name, od.object_type, icon,
            od.unknown008[0], od.unknown008[1], od.unknown020);
        }
        else
        {
          sprintf_s(query, sizeof(query),
            "INSERT INTO object (id, zoneid, version, xpos, ypos, zpos, heading, objectname, type, icon, unknown08, unknown10, unknown20)"
            " VALUES (%u, %u, %u, %.1f, %.1f, %.1f, %.1f, '%s', %u, %u, %u, %u, %u)",
            id, zone->GetZoneID(), zone->GetInstanceVersion(),
            od.x, od.y, od.z, od.heading,
            od.object_name, od.object_type, icon,
            od.unknown008[0], od.unknown008[1], od.unknown020);
        }
      }
      else
      {
        sprintf_s(query, sizeof(query),
          "UPDATE object SET "
          " zoneid=%u, version=%u,"
          " xpos=%.1f, ypos=%.1f, zpos=%.1f, heading=%.1f,"
          " objectname='%s', type=%u, icon=%u,"
          " unknown08=%u, unknown10=%u, unknown20=%u"
          " WHERE ID=%u",
          zone->GetZoneID(), zone->GetInstanceVersion(),
          od.x, od.y, od.z, od.heading,
          od.object_name, od.object_type, icon,
          od.unknown008[0], od.unknown008[1], od.unknown020,
          id);
      }

      if (!database.RunQuery(query, strlen(query), errbuf, 0, &col, &newid))
      {
        col = 0;
      }

      if (col == 0)
      {
        if (errbuf[0] == '\0')
        {
          // No change made, but no error message given
          c->Message(0, "Database Error: Could not save change to Object %u", id);
        }
        else
        {
          c->Message(0, "Database Error: %s", errbuf);
        }

        return;
      }
      else
      {
        if (bNewObject)
        {
          if (newid == id)
          {
            c->Message(0, "Saved new Object %u to database", id);
          }
          else
          {
            c->Message(0, "Saved Object. NOTE: Database returned a new ID number for object: %u", newid);
            id = newid;
          }
        }
        else
        {
          c->Message(0, "Saved changes to Object %u", id);

          newid = id;
        }
      }

      if (od.object_type == 0)
      {
        // Static Object - Respawn as nonfunctional door
        
        app = new EQApplicationPacket();
        o->CreateDeSpawnPacket(app);
        entity_list.QueueClients(0, app);
        safe_delete(app);

        entity_list.RemoveObject(o->GetID());

        memset(&door, 0, sizeof(door));

        strncpy_s(door.zone_name, sizeof(door.zone_name), zone->GetShortName(), _TRUNCATE);
        door.db_id = 1000000000 + id; // Out of range of normal use for doors.id
        door.door_id = -1; // Client doesn't care if these are all the same door_id
        door.pos_x = od.x; // xpos
        door.pos_y = od.y; // ypos
        door.pos_z = od.z; // zpos
        door.heading = od.heading; // heading

        strncpy_s(door.door_name, sizeof(door.door_name), od.object_name, _TRUNCATE); // objectname
        // Strip trailing "_ACTORDEF" if present. Client won't accept it for doors.
        len = strlen(door.door_name);
        if ((len > 9) && (memcmp(&door.door_name[len - 9], "_ACTORDEF", 10) == 0))
        {
          door.door_name[len - 9] = '\0';
        }
        
        memcpy(door.dest_zone, "NONE", 5);
        
        if ((door.size = od.unknown008[0]) == 0) // unknown08 = optional size percentage
        {
          door.size = 100;
        }

        switch (door.opentype = od.unknown008[1]) // unknown10 = optional request_nonsolid (0 or 1 or experimental number)
        {
          case 0:
            door.opentype = 31;
            break;
          case 1:
            door.opentype = 9;
            break;
        }

        door.incline = od.unknown020; // unknown20 = optional incline value

        doors = new Doors(&door);
        entity_list.AddDoor(doors);

        app = new EQApplicationPacket(OP_SpawnDoor, sizeof(Door_Struct));
        ds = (Door_Struct*)app->pBuffer;

        memset(ds, 0, sizeof(Door_Struct));
		    memcpy(ds->name, door.door_name, 32);
		    ds->xPos = door.pos_x;
		    ds->yPos = door.pos_y;
		    ds->zPos = door.pos_z;
		    ds->heading = door.heading;
		    ds->incline = door.incline;
		    ds->size = door.size;
		    ds->doorId = door.door_id;
        ds->opentype = door.opentype;
        ds->unknown0052[9] = 1; // *ptr-1 and *ptr-3 from EntityList::MakeDoorSpawnPacket()
        ds->unknown0052[11] = 1;

        entity_list.QueueClients(0, app);
        safe_delete(app);

        c->Message(0, "NOTE: Object %u is now a static object, and is unchangeable. To make future changes, use '#object Edit' to convert it to a changeable form, then zone out and back in.", id);
      }
      break;
    case 'c': // Copy
      // Insufficient or invalid arguments
      if ((sep->argnum < 3) || (((sep->arg[2][0] & 0xDF) != 'A') && ((sep->arg[2][0] < '0') || (sep->arg[2][0] > '9'))))
      {
        c->Message(0, "Usage: #object Copy All|(ObjectID) (InstanceVersion)");
        c->Message(0, "- Note: Only objects saved in the database can be copied to another instance.");

        return;
      }

      od.zone_instance = atoi(sep->arg[3]);

      if (od.zone_instance == zone->GetInstanceVersion())
      {
        c->Message(0, "ERROR: Source and destination instance versions are the same.");

        return;
      }

      if ((sep->arg[2][0] & 0xDF) == 'A')
      {
        // Copy All

        sprintf_s(query, sizeof(query),
          "INSERT INTO object (zoneid, version, xpos, ypos, zpos, heading, itemid, objectname, type, icon, unknown08, unknown10, unknown20)"
          " SELECT zoneid, %u, xpos, ypos, zpos, heading, itemid, objectname, type, icon, unknown08, unknown10, unknown20"
          " FROM object"
          " WHERE (zoneid=%u) AND (version=%u)",
          od.zone_instance, zone->GetZoneID(), zone->GetInstanceVersion());

        if (database.RunQuery(query, strlen(query), errbuf, 0, &col))
        {
          c->Message(0, "Copied %u object%s into instance version %u", col, (col == 1) ? "" : "s", od.zone_instance);
        }
        else
        {
          if (errbuf[0] == '\0')
          {
            c->Message(0, "Database Error: No objects were copied into instance version %u", od.zone_instance);
          }
          else
          {
            c->Message(0, "Database Error: %s", errbuf);
          }
        }
      }
      else
      {
        // Copy ObjectID
        id = atoi(sep->arg[2]);
        
        sprintf_s(query, sizeof(query),
          "INSERT INTO object (zoneid, version, xpos, ypos, zpos, heading, itemid, objectname, type, icon, unknown08, unknown10, unknown20)"
          " SELECT zoneid, %u, xpos, ypos, zpos, heading, itemid, objectname, type, icon, unknown08, unknown10, unknown20"
          " FROM object"
          " WHERE (id=%u) AND (zoneid=%u) AND (version=%u)",
          od.zone_instance, id, zone->GetZoneID(), zone->GetInstanceVersion());

        if ((database.RunQuery(query, strlen(query), errbuf, 0, &col)) && (col > 0))
        {
          c->Message(0, "Copied Object %u into instance version %u", id, od.zone_instance);
        }
        else
        {
          // Couldn't copy the object.
          
          if (errbuf[0] == '\0')
          {
            // No database error returned. See if we can figure out why.

            sprintf_s(query, sizeof(query), "SELECT zoneid, version FROM object WHERE id=%u", id);

            if (database.RunQuery(query, strlen(query), errbuf, &result))
            {
              if (row = mysql_fetch_row(result))
              {
                // Wrong ZoneID?
                if (atoi(row[0]) != zone->GetZoneID())
                {
                  mysql_free_result(result);

                  c->Message(0, "ERROR: Object %u is not part of this zone.", id);
                  
                  return;
                }

                // Wrong Instance Version?
                if (atoi(row[1]) != zone->GetInstanceVersion())
                {
                  mysql_free_result(result);

                  c->Message(0, "ERROR: Object %u is not part of this instance version.", id);
                  
                  return;
                }
                
                // Well, NO clue at this point. Just let 'em know something screwed up.
                mysql_free_result(result);

                c->Message(0, "ERROR: Unknown database error copying Object %u to instance version %u", id, od.zone_instance);
                  
                return;
              }
              
              mysql_free_result(result);
            }

            // Typo?
            c->Message(0, "ERROR: Object %u not found", id);
          }
          else
          {
            c->Message(0, "Database Error: %s", errbuf);
          }
        }
      }
      break;
    case 'd': // Delete
      if ((sep->argnum < 2) || ((id = atoi(sep->arg[2])) <= 0))
      {
        c->Message(0, "Usage: #object Delete (ObjectID) -- NOTE: Object deletions are permanent and cannot be undone!");

        return;
      }

      o = entity_list.FindObject(id);

      if (o)
      {
        // Object found in zone.

        app = new EQApplicationPacket();
        o->CreateDeSpawnPacket(app);
        entity_list.QueueClients(NULL, app);
        
        entity_list.RemoveObject(o->GetID());

        // Verifying ZoneID and Version in case someone else ended up adding an object with our ID
        // from a different zone/version. Don't want to delete someone else's work.
        sprintf(query, "DELETE FROM object WHERE (id=%u) AND (zoneid=%u) AND (version=%u) LIMIT 1", id, zone->GetZoneID(), zone->GetInstanceVersion());
        database.RunQuery(query, strlen(query));
        
        c->Message(0, "Object %u deleted", id);
      }
      else
      {
        // Object not found in zone.

        sprintf(query, "SELECT type FROM object WHERE (id=%u) AND (zoneid=%u) AND (version=%u) LIMIT 1", id, zone->GetZoneID(), zone->GetInstanceVersion());

        if (database.RunQuery(query, strlen(query), errbuf, &result))
        {
          if (row = mysql_fetch_row(result))
          {
            switch (atoi(row[0]))
            {
              case 0: // Static Object
                mysql_free_result(result);

                sprintf(query, "DELETE FROM object WHERE (id=%u) AND (zoneid=%u) AND (version=%u) LIMIT 1", id, zone->GetZoneID(), zone->GetInstanceVersion());
                database.RunQuery(query, strlen(query));

                c->Message(0, "Object %u deleted. NOTE: This static object will remain for anyone currently in the zone until they next zone out and in.", id);

                mysql_free_result(result);

                return;
                break;
              case 1: // Temporary Spawn
                c->Message(0, "ERROR: Object %u is a temporarily spawned ground spawn or dropped item, which is not supported with #object. See the 'ground_spawns' table in the database.", id);

                mysql_free_result(result);

                return;
                break;
            }
          }

          mysql_free_result(result);
        }
        
        c->Message(0, "ERROR: Object %u not found in this zone or instance!", id);
      }
      break;
    case 'u': // Undo - Reload object from database to undo changes
      // Insufficient or invalid arguments
      if ((sep->argnum < 2) || ((id = atoi(sep->arg[2])) == 0))
      {
        c->Message(0, "Usage: #object Undo (ObjectID) -- Reload object from database, undoing any changes you have made");

        return;
      }

      o = entity_list.FindObject(id);

      if (!o)
      {
        c->Message(0, "ERROR: Object %u not found in zone in a manipulable form. No changes to undo.", id);

        return;
      }

      if (o->GetType() == OT_DROPPEDITEM)
      {
        c->Message(0, "ERROR: Object %u is a temporary spawned item and cannot be manipulated with #object. See the 'ground_spawns' table in the database.", id);

        return;
      }

      // Despawn current item for reloading from database
      app = new EQApplicationPacket();
      o->CreateDeSpawnPacket(app);
      entity_list.QueueClients(0, app);
      entity_list.RemoveObject(o->GetID());
      safe_delete(app);

      sprintf_s(query, sizeof(query),
        "SELECT xpos, ypos, zpos, heading, objectname, type, icon, unknown08, unknown10, unknown20"
        " FROM object WHERE id=%u", id);

      if ((!database.RunQuery(query, strlen(query), errbuf, &result)) || ((row = mysql_fetch_row(result)) == 0))
      {
        if (result)
        {
          mysql_free_result(result);
        }

        if (errbuf[0] == '\0')
        {
          c->Message(0, "Database Error: Could not retrieve Object %u from object table.", id);

          return;
        }

        c->Message(0, "Database Error: %s", errbuf);

        return;
      }

      memset(&od, 0, sizeof(od));

      col = 0;
      od.x = atof(row[col++]);
      od.y = atof(row[col++]);
      od.z = atof(row[col++]);
      od.heading = atof(row[col++]);
      strncpy_s(od.object_name, sizeof(od.object_name), row[col++], _TRUNCATE);
      od.object_type = atoi(row[col++]);
      icon = atoi(row[col++]);
      od.unknown008[0] = atoi(row[col++]);
      od.unknown008[1] = atoi(row[col++]);
      od.unknown020 = atoi(row[col++]);

      if (od.object_type == 0)
      {
        od.object_type = TempStaticType;
      }

      o = new Object(id, od.object_type, icon, od, NULL);
      entity_list.AddObject(o, true);

      c->Message(0, "Object %u reloaded from database.", id);
      break;
    default: // Unrecognized command
      c->Message(0, usage_string);
      break;
  }
}
...
SQL Changes Required: None.

Best thing now would be for people to bash the heck out of it and find any glitches, memory leaks, unexpected scenarios, etc. that I may have missed (e.g., did I forget a 'mysql_free_result(result)' anywhere and create a memory leak?).

Next things I could work on would be #door and maybe #groundspawn, utilizing similar functionality.

- Shendare
Reply With Quote
  #25  
Old 07-16-2009, 02:57 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

/emote cheer

Bravo, Shendare, bravo! That is just awesome!

I will get this tested out right now and up on the SVN ASAP unless someone is already working on getting it put in. This is a HUGE help to anyone wanting to mess with objects and the related doors stuff will help just as much. Even before similar door commands are in, I am sure this could help to make adding doors much easier too. Great work! And yeah, that command is a doozy!
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #26  
Old 07-16-2009, 03:46 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Awwe, compile error:
Code:
entity.cpp: In member function ‘Object* EntityList::FindNearbyObject(float, float, float, float)’:
entity.cpp:774: error: call of overloaded ‘abs(float)’ is ambiguous
/usr/include/stdlib.h:778: note: candidates are: int abs(int)
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../include/c++/4.1.2/cstdlib:172: note:                 long long int __gnu_cxx::abs(long long int)
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../include/c++/4.1.2/cstdlib:142: note:                 long int std::abs(long int)
entity.cpp:774: error: call of overloaded ‘abs(float)’ is ambiguous
/usr/include/stdlib.h:778: note: candidates are: int abs(int)
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../include/c++/4.1.2/cstdlib:172: note:                 long long int __gnu_cxx::abs(long long int)
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../include/c++/4.1.2/cstdlib:142: note:                 long int std::abs(long int)
entity.cpp:774: error: call of overloaded ‘abs(float)’ is ambiguous
/usr/include/stdlib.h:778: note: candidates are: int abs(int)
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../include/c++/4.1.2/cstdlib:172: note:                 long long int __gnu_cxx::abs(long long int)
/usr/lib/gcc/i486-linux-gnu/4.1.2/../../../../include/c++/4.1.2/cstdlib:142: note:                 long int std::abs(long int)
Maybe I missed something or messed something up while adjusting the formatting. All I really did was change the double spaces to tabs to make it uniform with the source code. I am going to check it over again and see if I can figure it out. Seems like it should work, since the doors code right above it is almost the exact same thing. BTW, that command in command.cpp is massive!

Here is the bit of code it is referring to:
Code:
	while(iterator.MoreElements())
	{
		Object* object=iterator.GetData();

		object->GetLocation(&ox, &oy, &oz);

		if ((abs(ox - x) <= radius) && (abs(oy - y) <= radius) && (abs(oz - z) <= radius))
		{
			return object;
		}
		iterator.Advance();
	}
Maybe it is just an issue with my libraries or gcc or kernel or something. I don't really know.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!

Last edited by trevius; 07-16-2009 at 12:02 PM..
Reply With Quote
  #27  
Old 07-16-2009, 04:11 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Commented that while out for now to try to get around it and now getting these compile errors:

Code:
command.cpp:13397: error: ‘_strlwr’ was not declared in this scope
command.cpp:13447: error: ‘sprintf_s’ was not declared in this scope
command.cpp:13458: error: ‘sprintf_s’ was not declared in this scope
command.cpp:13472: error: ‘_TRUNCATE’ was not declared in this scope
command.cpp:13472: error: ‘strncpy_s’ was not declared in this scope
command.cpp:13595: error: ‘sprintf_s’ was not declared in this scope
command.cpp:13600: warning: suggest parentheses around assignment used as truth value
command.cpp:13644: error: ‘sprintf_s’ was not declared in this scope
command.cpp:13649: warning: suggest parentheses around assignment used as truth value
command.cpp:13674: error: ‘_TRUNCATE’ was not declared in this scope
command.cpp:13674: error: ‘strncpy_s’ was not declared in this scope
command.cpp:13676: warning: comparison between signed and unsigned integer expressions
command.cpp:13688: error: ‘_strupr’ was not declared in this scope
command.cpp:13703: error: ‘strcpy_s’ was not declared in this scope
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #28  
Old 07-16-2009, 06:03 AM
Kobaz
Hill Giant
 
Join Date: Nov 2008
Location: Gold Coast, Oz
Posts: 119
Default

I've hit this in my "trying to learn C++ adventure". The *_s functions are Microsoft only. For sprintf_s you might try the POSIX snprintf:

Code:
int snprintf(char *str, size_t size, const char *format, ...);

   Feature Test Macro Requirements for glibc (see feature_test_macros(7)):

       snprintf(), vsnprintf(): _BSD_SOURCE || _XOPEN_SOURCE >= 500 ||
       _ISOC99_SOURCE; or cc -std=c99

 The  functions  snprintf()  and  vsnprintf()  write  at most size bytes
       (including the trailing null byte ('\0')) to str.
This is from the man pages with glibc version 2.2
Reply With Quote
  #29  
Old 07-16-2009, 08:11 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Note that I moved the code related portion of this thread into the Server Code Submissions section here:

http://www.eqemulator.net/forums/showthread.php?t=28916

Code related discussion should go there and any other comments on it should go here to keep the code thread as clean as possible.

P.S. I can't wait to try this command out once it compiles properly in Linux!
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #30  
Old 08-16-2010, 05:04 PM
Bellos
Hill Giant
 
Join Date: Jul 2007
Posts: 111
Default

hey guys can you only use objects from .eqg files or can you use em from .s3d files also. If so how do you add from an s3d file as they never show up do you add the whole line like CAMPFIRE_DMSPRITEDEF in the doors table

or do you just add CAMPFIRE or do you skip the DM and do CAMPFIRE_SPRITEDEF
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 01:54 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3