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[Factions] Remove from shared memory and simplify (#3999)
* [Factions] Remove from shared memory and simplify - Removes factions from shared memory and moves to zone based storage of repositories and changes the NPC `faction_list` to also use repositories. - This affects NPC Factions and Faction Associations. * Bug fixes. * Update client.cpp * Update client.cpp * Update client.cpp * Cleanup * Update client.cpp * Update client.cpp * Update client.cpp * Final push * Update CMakeLists.txt * Consolidate reloading. * [Cleanup] PR # 3999 (#4039) * [Fixes for PR # 3999 * [Reload actual in game factions, not just the umbrella data. * syntax * Fix typo * Foix bug where primary_faction not filled in when no hits * Fix typos * Fix splash factions for kills. * Fix typo * Fix more variable names to be accurate * Fix Loads to load new ones as they come in. * Load npc_factions without primary (tasks) and support old task faction * Rename to make way for new LoadFactionAssocition (by faction_id) * Fix some review comments * Add code to load factions for splash tasks and quests. * Fix issue with sign and RewardFaction, fix Log Message --------- Co-authored-by: Paul Coene <noudess@gmail.com>
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+8
-27
@@ -24,17 +24,15 @@
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#include <string>
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enum FACTION_VALUE {
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FACTION_ALLY = 1,
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FACTION_WARMLY = 2,
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FACTION_KINDLY = 3,
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FACTION_AMIABLY = 4,
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FACTION_INDIFFERENTLY = 5,
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FACTION_ALLY = 1,
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FACTION_WARMLY = 2,
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FACTION_KINDLY = 3,
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FACTION_AMIABLY = 4,
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FACTION_INDIFFERENTLY = 5,
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FACTION_APPREHENSIVELY = 6,
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FACTION_DUBIOUSLY = 7,
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FACTION_THREATENINGLY = 8,
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FACTION_SCOWLS = 9
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FACTION_DUBIOUSLY = 7,
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FACTION_THREATENINGLY = 8,
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FACTION_SCOWLS = 9
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};
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struct NPCFactionList {
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@@ -75,23 +73,6 @@ struct NPCFaction
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uint8 temp;
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};
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// Faction Associations give a much more live like faction system
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// Basically the primary faction and magnitude of a faction hit will generate the rest of them
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// Largest faction I could find quickly was Lord Inquisitor Seru with 9 total hits (8 associations) so 8 + 2 for max for now
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#define MAX_FACTION_ASSOC 10
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// this is the ID of a faction association and it's multiplier
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struct FactionAssociationHit {
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int id;
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float multiplier;
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};
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struct FactionAssociations {
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// maybe there should be more data here, fine for now
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FactionAssociationHit hits[MAX_FACTION_ASSOC];
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};
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const char *FactionValueToString(FACTION_VALUE faction_value);
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FACTION_VALUE CalculateFaction(FactionMods* fm, int32 tmpCharacter_value);
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#endif
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