AAs should load from character data now, though will be fucked up if you already had stacked aas.

This commit is contained in:
KimLS
2015-06-10 22:46:57 -07:00
parent 8422ce6f25
commit 1589169200
25 changed files with 3318 additions and 3805 deletions
+5 -19
View File
@@ -120,14 +120,7 @@ public:
AA::Ability *GetAlternateAdvancementAbilityByRank(int rank_id);
AA::Rank *GetAlternateAdvancementRank(int rank_id);
//old AA
void LoadAAs();
int GetTotalAAs() { return totalAAs; }
SendAA_Struct* GetAABySequence(uint32 seq) { return aas[seq]; }
SendAA_Struct* FindAA(uint32 id);
uint8 GetTotalAALevels(uint32 skill_id);
void LoadZoneDoors(const char* zone, int16 version);
void LoadZoneDoors(const char* zone, int16 version);
bool LoadZoneObjects();
bool LoadGroundSpawns();
void ReloadStaticData();
@@ -202,6 +195,10 @@ public:
char *adv_data;
bool did_adventure_actions;
//new AA
std::unordered_map<int, std::unique_ptr<AA::Ability>> aa_abilities;
std::unordered_map<int, std::unique_ptr<AA::Rank>> aa_ranks;
void DoAdventureCountIncrease();
void DoAdventureAssassinationCountIncrease();
void DoAdventureActions();
@@ -322,17 +319,6 @@ private:
int totalBS;
ZoneSpellsBlocked *blocked_spells;
public:
//new AA
std::unordered_map<int, std::unique_ptr<AA::Ability>> aa_abilities;
std::unordered_map<int, std::unique_ptr<AA::Rank>> aa_ranks;
private:
//old AA
int totalAAs;
SendAA_Struct **aas; //array of AA structs
/*
Spawn related things
*/