Fix for a problem with global player quests and hasquestsub
Merge pull request #19 from cavedude00/master

merge
Merge pull request #80 from stheno/master

changed client auth default to allow
Fully implemented QuestReward.

Syntax on NPC is:
e.other:QuestReward(e.self,copper,silver,gold,platinum,item,experience,factionid,factionvalue);

This will give you any or all of the rewards and their messages with one call, including the quest ding sound. Any item is sent to your inventory, like SummonItem does now. The coin message is generated by the client, and will give you a message for each coin type (You recieve 5 copper...). No way around that, but it's still useful if the reward only calls for a single type.
Merge branch 'master' of https://github.com/cavedude00/Server
QuestReward now accepts a single bool (true or false) for faction instead of 2 int32s. If true, it will pull the faction hits assigned to the NPC in the DB (reversed, of course) and give you that as part of the reward.

Example usage:
e.other:QuestReward(e.self,copper,silver,gold,platinum,itemid,exp,faction)
Merge pull request #20 from cavedude00/master

merge
Guildmasters will now display the level you qualify for skills.

Implemented greed on guildmasters.

Rough stop gap for client training skills when it isn't supposed to. It's only cosmetic however, the server check still fails.
Rudimentary native Mac client support.
Edit Client.cpp for the time being, there is a comment that says changeme. It accepts either DNS or IP as valid arguments. At some point we can save this per client in the basic auth.
To login, change eqhost to your loginserver as per normal for old clients

The paramaters to start EverQuest are as follows

./EverQuest patchme *user*/*pass*

where *user* is your username, and *pass* is your password. All passwords are SHA1'd on the server but this opens the client to snooping. We'll deal with that later.

Identified the purpose of two opcodes in login.
Changed hardcoded IP in Handle_SessionLogin to an .ini option "network_ip." Use this to specify your internet IP (or DNS) for Intel Mac clients.
Compile fix.
Fixed exp gain on NPC death.
Fixed exp while solo.
Fix for fear failing, removed #fear command because it was blank anyway, added a cmake command to change the default map/water/path directory
Probably a dumb idea to remove a client that's existing as a potential other connection.

Fixed up Structs.h a bit as i'm working on position updates for right now.

Fixed a memory leak. Probably a good idea to not leak 1 byte of memory all over the place :(
Merge remote-tracking branch 'remotes/EQEmu/water_map_v2'
Added merchant class check for experience gain.
(Secrets) Better position updates.
Merge pull request #21 from cavedude00/master

merge
Intel Mac shouldn't crash as much when targeting.