Make items with long reuse timers show the timer after zone

This adds a new table to store the timers in. This may seem
odd but the timers are associated with the player, not the
item, they're just included in the item header in the packet

Currently trading still needs to be handled
This commit is contained in:
Michael Cook (mackal)
2015-01-31 17:53:50 -05:00
parent b5d45effec
commit 5be1bd2ffb
19 changed files with 80 additions and 10 deletions
+1
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@@ -1392,6 +1392,7 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app)
if (RuleB(Character, SharedBankPlat))
m_pp.platinum_shared = database.GetSharedPlatinum(this->AccountID());
database.ClearOldRecastTimestamps(cid); /* Clear out our old recast timestamps to keep the DB clean */
loaditems = database.GetInventory(cid, &m_inv); /* Load Character Inventory */
database.LoadCharacterBandolier(cid, &m_pp); /* Load Character Bandolier */
database.LoadCharacterBindPoint(cid, &m_pp); /* Load Character Bind */
+6 -1
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@@ -965,6 +965,7 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
Save();
}
auto timestamps = database.GetItemRecastTimestamps(client->CharacterID());
outapp->priority = 6;
client->QueuePacket(outapp);
safe_delete(outapp);
@@ -973,6 +974,8 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
const Item_Struct* item = database.GetItem(pkitem);
ItemInst* inst = database.CreateItem(item, item->MaxCharges);
if(inst) {
if (item->RecastDelay)
inst->SetRecastTimestamp(timestamps.count(item->RecastType) ? timestamps.at(item->RecastType) : 0);
client->SendItemPacket(EmuConstants::CORPSE_BEGIN, inst, ItemPacketLoot);
safe_delete(inst);
}
@@ -1004,6 +1007,8 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
if(client && item) {
ItemInst* inst = database.CreateItem(item, item_data->charges, item_data->aug_1, item_data->aug_2, item_data->aug_3, item_data->aug_4, item_data->aug_5, item_data->aug_6, item_data->attuned);
if(inst) {
if (item->RecastDelay)
inst->SetRecastTimestamp(timestamps.count(item->RecastType) ? timestamps.at(item->RecastType) : 0);
// MainGeneral1 is the corpse inventory start offset for Ti(EMu) - CORPSE_END = MainGeneral1 + MainCursor
client->SendItemPacket(i + EmuConstants::CORPSE_BEGIN, inst, ItemPacketLoot);
safe_delete(inst);
@@ -1460,4 +1465,4 @@ void Corpse::LoadPlayerCorpseDecayTime(uint32 corpse_db_id){
else {
corpse_graveyard_timer.SetTimer(3000);
}
}
}
+8 -2
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@@ -1242,6 +1242,8 @@ void Mob::CastedSpellFinished(uint16 spell_id, uint32 target_id, uint16 slot,
{
//Can we start the timer here? I don't see why not.
CastToClient()->GetPTimers().Start((pTimerItemStart + recasttype), recastdelay);
database.UpdateItemRecastTimestamps(CastToClient()->CharacterID(), recasttype,
CastToClient()->GetPTimers().Get(pTimerItemStart + recasttype)->GetReadyTimestamp());
}
}
@@ -2270,11 +2272,15 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
{
ItemInst *itm = CastToClient()->GetInv().GetItem(inventory_slot);
if(itm && itm->GetItem()->RecastDelay > 0){
CastToClient()->GetPTimers().Start((pTimerItemStart + itm->GetItem()->RecastType), itm->GetItem()->RecastDelay);
auto recast_type = itm->GetItem()->RecastType;
CastToClient()->GetPTimers().Start((pTimerItemStart + recast_type), itm->GetItem()->RecastDelay);
database.UpdateItemRecastTimestamps(
CastToClient()->CharacterID(), recast_type,
CastToClient()->GetPTimers().Get(pTimerItemStart + recast_type)->GetReadyTimestamp());
EQApplicationPacket *outapp = new EQApplicationPacket(OP_ItemRecastDelay, sizeof(ItemRecastDelay_Struct));
ItemRecastDelay_Struct *ird = (ItemRecastDelay_Struct *)outapp->pBuffer;
ird->recast_delay = itm->GetItem()->RecastDelay;
ird->recast_type = itm->GetItem()->RecastType;
ird->recast_type = recast_type;
CastToClient()->QueuePacket(outapp);
safe_delete(outapp);
}
+8
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@@ -2999,6 +2999,14 @@ void ZoneDatabase::RemoveTempFactions(Client *client) {
QueryDatabase(query);
}
void ZoneDatabase::UpdateItemRecastTimestamps(uint32 char_id, uint32 recast_type, uint32 timestamp)
{
std::string query =
StringFormat("REPLACE INTO character_item_recast (id, recast_type, timestamp) VALUES (%u, %u, %u)", char_id,
recast_type, timestamp);
QueryDatabase(query);
}
void ZoneDatabase::LoadPetInfo(Client *client) {
// Load current pet and suspended pet
+1
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@@ -256,6 +256,7 @@ public:
void LoadPetInfo(Client *c);
void SavePetInfo(Client *c);
void RemoveTempFactions(Client *c);
void UpdateItemRecastTimestamps(uint32 char_id, uint32 recast_type, uint32 timestamp);
/* Character Data Loaders */
bool LoadCharacterFactionValues(uint32 character_id, faction_map & val_list);