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Implement AA timers reset on death
This is a field in the packet, live only uses this for Lay on Hands Currently I didn't add this to the packet since it has 0 effect on the client. We could move this field to aa_ranks which would give more flexibility for custom servers, but no one said they wanted it there.
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@ -4401,7 +4401,7 @@ struct SendAA_Struct {
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/*0104*/ uint32 special_category;
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/*0104*/ uint32 special_category;
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/*0108*/ uint8 shroud;
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/*0108*/ uint8 shroud;
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/*0109*/ uint8 unknown109;
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/*0109*/ uint8 unknown109;
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/*0110*/ uint8 layonhands; // 1 for lay on hands -- doesn't seem to matter?
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/*0110*/ uint8 reset_on_death; // timer is reset on death
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/*0111*/ uint8 unknown111;
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/*0111*/ uint8 unknown111;
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/*0112*/ uint32 total_abilities;
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/*0112*/ uint32 total_abilities;
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/*0116*/ AA_Ability abilities[0];
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/*0116*/ AA_Ability abilities[0];
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@ -4341,7 +4341,7 @@ struct SendAA_Struct {
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/*0104*/ uint32 special_category;
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/*0104*/ uint32 special_category;
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/*0108*/ uint8 shroud;
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/*0108*/ uint8 shroud;
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/*0109*/ uint8 unknown109;
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/*0109*/ uint8 unknown109;
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/*0110*/ uint8 layonhands; // 1 for lay on hands -- doesn't seem to matter?
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/*0110*/ uint8 reset_on_death; // timer is reset on death
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/*0111*/ uint8 unknown111;
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/*0111*/ uint8 unknown111;
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/*0112*/ uint32 total_abilities;
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/*0112*/ uint32 total_abilities;
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/*0116*/ AA_Ability abilities[0];
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/*0116*/ AA_Ability abilities[0];
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@ -3780,7 +3780,7 @@ struct SendAA_Struct {
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/*0092*/ uint32 special_category;
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/*0092*/ uint32 special_category;
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/*0096*/ uint8 shroud;
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/*0096*/ uint8 shroud;
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/*0097*/ uint8 unknown97;
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/*0097*/ uint8 unknown97;
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/*0098*/ uint8 layonhands; // 1 for lay on hands -- doesn't seem to matter?
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/*0098*/ uint8 reset_on_death; // timer is reset on death
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/*0099*/ uint8 unknown99;
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/*0099*/ uint8 unknown99;
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/*0100*/ uint32 total_abilities;
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/*0100*/ uint32 total_abilities;
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/*0104*/ AA_Ability abilities[0];
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/*0104*/ AA_Ability abilities[0];
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@ -3704,7 +3704,7 @@ struct SendAA_Struct {
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/*0088*/ uint32 aa_expansion;
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/*0088*/ uint32 aa_expansion;
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/*0092*/ uint32 special_category;
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/*0092*/ uint32 special_category;
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/*0096*/ uint8 shroud;
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/*0096*/ uint8 shroud;
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/*0097*/ uint8 unknown97;
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/*0097*/ uint8 reset_on_death; // timer is reset on death -- guess
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/*0098*/ uint32 total_abilities;
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/*0098*/ uint32 total_abilities;
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/*0102*/ AA_Ability abilities[0];
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/*0102*/ AA_Ability abilities[0];
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};
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};
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@ -3835,7 +3835,7 @@ struct SendAA_Struct {
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/*0092*/ uint32 special_category;
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/*0092*/ uint32 special_category;
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/*0096*/ uint8 shroud;
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/*0096*/ uint8 shroud;
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/*0097*/ uint8 unknown97;
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/*0097*/ uint8 unknown97;
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/*0098*/ uint8 layonhands; // 1 for lay on hands -- doesn't seem to matter?
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/*0098*/ uint8 reset_on_death; // timer is reset on death
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/*0099*/ uint8 unknown99;
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/*0099*/ uint8 unknown99;
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/*0100*/ uint32 total_abilities;
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/*0100*/ uint32 total_abilities;
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/*0104*/ AA_Ability abilities[0];
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/*0104*/ AA_Ability abilities[0];
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@ -34,7 +34,7 @@
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* Manifest: https://github.com/EQEmu/Server/blob/master/utils/sql/db_update_manifest.txt
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* Manifest: https://github.com/EQEmu/Server/blob/master/utils/sql/db_update_manifest.txt
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*/
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*/
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#define CURRENT_BINARY_DATABASE_VERSION 9149
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#define CURRENT_BINARY_DATABASE_VERSION 9150
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#ifdef BOTS
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#ifdef BOTS
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#define CURRENT_BINARY_BOTS_DATABASE_VERSION 9026
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#define CURRENT_BINARY_BOTS_DATABASE_VERSION 9026
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@ -403,6 +403,7 @@
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9147|2020_01_24_grid_centerpoint_wp.sql|SHOW COLUMNS FROM `grid_entries` LIKE 'centerpoint'|empty|
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9147|2020_01_24_grid_centerpoint_wp.sql|SHOW COLUMNS FROM `grid_entries` LIKE 'centerpoint'|empty|
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9148|2020_01_28_corpse_guild_consent_id.sql|SHOW COLUMNS FROM `character_corpses` LIKE 'guild_consent_id'|empty|
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9148|2020_01_28_corpse_guild_consent_id.sql|SHOW COLUMNS FROM `character_corpses` LIKE 'guild_consent_id'|empty|
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9149|2020_02_06_globalloot.sql|SHOW COLUMNS FROM `global_loot` LIKE 'hot_zone'|empty|
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9149|2020_02_06_globalloot.sql|SHOW COLUMNS FROM `global_loot` LIKE 'hot_zone'|empty|
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9150|2020_02_06_aa_reset_on_death.sql|SHOW COLUMNS FROM `aa_ability` LIKE 'reset_on_death'|empty|
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# Upgrade conditions:
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# Upgrade conditions:
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# This won't be needed after this system is implemented, but it is used database that are not
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# This won't be needed after this system is implemented, but it is used database that are not
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2
utils/sql/git/required/2020_02_06_aa_reset_on_death.sql
Normal file
2
utils/sql/git/required/2020_02_06_aa_reset_on_death.sql
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@ -0,0 +1,2 @@
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ALTER TABLE `aa_ability` ADD `reset_on_death` TINYINT(4) NOT NULL DEFAULT '0';
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UPDATE `aa_ability` SET `reset_on_death` = '1' WHERE `id` = 6001;
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23
zone/aa.cpp
23
zone/aa.cpp
@ -1023,6 +1023,24 @@ void Client::ResetAlternateAdvancementTimers() {
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safe_delete(outapp);
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safe_delete(outapp);
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}
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}
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void Client::ResetOnDeathAlternateAdvancement() {
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for (const auto &aa : aa_ranks) {
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auto ability_rank = zone->GetAlternateAdvancementAbilityAndRank(aa.first, aa.second.first);
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auto ability = ability_rank.first;
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auto rank = ability_rank.second;
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if (!ability)
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continue;
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if (!rank)
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continue;
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// since they're dying, we just need to clear the DB
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if (ability->reset_on_death)
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p_timers.Clear(&database, rank->spell_type + pTimerAAStart);
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}
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}
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void Client::PurchaseAlternateAdvancementRank(int rank_id) {
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void Client::PurchaseAlternateAdvancementRank(int rank_id) {
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AA::Rank *rank = zone->GetAlternateAdvancementRank(rank_id);
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AA::Rank *rank = zone->GetAlternateAdvancementRank(rank_id);
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if(!rank) {
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if(!rank) {
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@ -1646,7 +1664,7 @@ bool ZoneDatabase::LoadAlternateAdvancementAbilities(std::unordered_map<int, std
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LogInfo("Loading Alternate Advancement Abilities");
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LogInfo("Loading Alternate Advancement Abilities");
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abilities.clear();
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abilities.clear();
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std::string query = "SELECT id, name, category, classes, races, deities, drakkin_heritage, status, type, charges, "
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std::string query = "SELECT id, name, category, classes, races, deities, drakkin_heritage, status, type, charges, "
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"grant_only, first_rank_id FROM aa_ability WHERE enabled = 1";
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"grant_only, reset_on_death, first_rank_id FROM aa_ability WHERE enabled = 1";
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auto results = QueryDatabase(query);
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auto results = QueryDatabase(query);
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if(results.Success()) {
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if(results.Success()) {
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for(auto row = results.begin(); row != results.end(); ++row) {
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for(auto row = results.begin(); row != results.end(); ++row) {
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@ -1663,7 +1681,8 @@ bool ZoneDatabase::LoadAlternateAdvancementAbilities(std::unordered_map<int, std
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ability->type = atoi(row[8]);
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ability->type = atoi(row[8]);
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ability->charges = atoi(row[9]);
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ability->charges = atoi(row[9]);
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ability->grant_only = atoi(row[10]) != 0 ? true : false;
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ability->grant_only = atoi(row[10]) != 0 ? true : false;
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ability->first_rank_id = atoi(row[11]);
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ability->reset_on_death = atoi(row[11]) != 0 ? true : false;
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ability->first_rank_id = atoi(row[12]);
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ability->first = nullptr;
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ability->first = nullptr;
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abilities[ability->id] = std::unique_ptr<AA::Ability>(ability);
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abilities[ability->id] = std::unique_ptr<AA::Ability>(ability);
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@ -50,6 +50,7 @@ public:
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int drakkin_heritage;
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int drakkin_heritage;
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int status;
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int status;
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bool grant_only;
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bool grant_only;
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bool reset_on_death;
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int type;
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int type;
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int charges;
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int charges;
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int first_rank_id;
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int first_rank_id;
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@ -1852,6 +1852,11 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, EQEmu::skills::Sk
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BuffFadeDetrimental();
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BuffFadeDetrimental();
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}
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}
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/*
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Reset AA reuse timers that need to be, live-like this is only Lay on Hands
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*/
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ResetOnDeathAlternateAdvancement();
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/*
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/*
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Finally, send em home
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Finally, send em home
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@ -838,6 +838,7 @@ public:
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void SendAlternateAdvancementTimers();
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void SendAlternateAdvancementTimers();
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void ResetAlternateAdvancementTimer(int ability);
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void ResetAlternateAdvancementTimer(int ability);
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void ResetAlternateAdvancementTimers();
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void ResetAlternateAdvancementTimers();
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void ResetOnDeathAlternateAdvancement();
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void SetAAPoints(uint32 points) { m_pp.aapoints = points; SendAlternateAdvancementStats(); }
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void SetAAPoints(uint32 points) { m_pp.aapoints = points; SendAlternateAdvancementStats(); }
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void AddAAPoints(uint32 points) { m_pp.aapoints += points; SendAlternateAdvancementStats(); }
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void AddAAPoints(uint32 points) { m_pp.aapoints += points; SendAlternateAdvancementStats(); }
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