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Merge pull request #351 from noudess/master
Repair Faction System Messaging
This commit is contained in:
commit
6a43fd3b45
@ -0,0 +1,30 @@
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DELIMITER $$
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use peqdb
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CREATE DEFINER=`eqemu`@`%` PROCEDURE `MyFaction`(charname text)
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BEGIN
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declare class_mod text default "";
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declare race_mod text default "";
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declare deity_mod text default "";
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select class into class_mod from character_data where name = charname;
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select race into race_mod from character_data where name = charname;
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select deity into deity_mod from character_data where name = charname;
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select concat("c", class_mod) into class_mod;
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select concat("r", race_mod) into race_mod;
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select concat("d", deity_mod) into deity_mod;
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set @class_bump := 0;
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set @race_bump := 0;
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set @deity_bump := 0;
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SELECT race_mod as R, class_mod as C, deity_mod as D, f.name as faction, f.id, v.current_value, f.base as "START",
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@class_bump := IFNULL((select m.mod from faction_list_mod m where faction_id = f.id && class_mod != "" && mod_name = class_mod),0) as class_bump,
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@race_bump := IFNULL((select m.mod from faction_list_mod m where faction_id = f.id && race_mod != "" && mod_name = race_mod),0) as race_bump,
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@deity_bump := IFNULL((select m.mod from faction_list_mod m where faction_id = f.id && race_mod != "" && mod_name = deity_mod),0) as deity_bump,
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v.current_value + f.base + @class_bump + @race_bump + @deity_bump as TOTAL
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FROM peqdb.faction_values v
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inner join faction_list f on f.id = v.faction_id
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where v.char_id = (select id from character_data where name=charname) ;
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END
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159
zone/client.cpp
159
zone/client.cpp
@ -7512,73 +7512,30 @@ void Client::SetFactionLevel(uint32 char_id, uint32 npc_id, uint8 char_class, ui
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int32 faction_id[MAX_NPC_FACTIONS] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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int32 npc_value[MAX_NPC_FACTIONS] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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uint8 temp[MAX_NPC_FACTIONS] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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int32 mod;
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int32 tmpValue;
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int32 current_value;
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FactionMods fm;
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bool change = false;
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bool repair = false;
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// Get the npc faction list
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if (!database.GetNPCFactionList(npc_id, faction_id, npc_value, temp))
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return;
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for (int i = 0; i < MAX_NPC_FACTIONS; i++)
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{
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int32 faction_before_hit;
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int32 faction_to_use_for_messaging;
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if (faction_id[i] <= 0)
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continue;
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// Get the faction modifiers
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if (database.GetFactionData(&fm, char_class, char_race, char_deity, faction_id[i]))
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{
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// Get the characters current value with that faction
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current_value = GetCharacterFactionLevel(faction_id[i]);
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// Get the characters current value with that faction
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current_value = GetCharacterFactionLevel(faction_id[i]);
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faction_before_hit = current_value;
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if (this->itembonuses.HeroicCHA)
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change = UpdatePersonalFaction(char_id, npc_value[i], faction_id[i], ¤t_value, temp[i]);
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if (change)
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{
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int faction_mod = itembonuses.HeroicCHA / 5;
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// If our result isn't truncated, then just do that
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if (npc_value[i] * faction_mod / 100 != 0)
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npc_value[i] += npc_value[i] * faction_mod / 100;
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// If our result is truncated, then double a mob's value every once and a while to equal what they would have got
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else
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{
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if (zone->random.Int(0, 100) < faction_mod)
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npc_value[i] *= 2;
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}
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SendFactionMessage(npc_value[i], faction_id[i], faction_before_hit, current_value, temp[i]);
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}
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// Set flag when to update db
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if (current_value > MAX_PERSONAL_FACTION)
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{
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current_value = MAX_PERSONAL_FACTION;
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repair = true;
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}
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else if (current_value < MIN_PERSONAL_FACTION)
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{
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current_value = MIN_PERSONAL_FACTION;
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repair = true;
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}
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else if ((m_pp.gm != 1) && (npc_value[i] != 0) && ((current_value != MAX_PERSONAL_FACTION) || (current_value != MIN_PERSONAL_FACTION)))
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change = true;
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current_value += npc_value[i];
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if (current_value > MAX_PERSONAL_FACTION)
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current_value = MAX_PERSONAL_FACTION;
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else if (current_value < MIN_PERSONAL_FACTION)
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current_value = MIN_PERSONAL_FACTION;
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if (change || repair)
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{
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database.SetCharacterFactionLevel(char_id, faction_id[i], current_value, temp[i], factionvalues);
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if (change)
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{
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mod = fm.base + fm.class_mod + fm.race_mod + fm.deity_mod;
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tmpValue = current_value + mod + npc_value[i];
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SendFactionMessage(npc_value[i], faction_id[i], tmpValue, temp[i]);
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}
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}
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}
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}
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return;
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}
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@ -7586,15 +7543,24 @@ void Client::SetFactionLevel(uint32 char_id, uint32 npc_id, uint8 char_class, ui
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void Client::SetFactionLevel2(uint32 char_id, int32 faction_id, uint8 char_class, uint8 char_race, uint8 char_deity, int32 value, uint8 temp)
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{
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int32 current_value;
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bool change=false;
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//Get the npc faction list
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if(faction_id > 0 && value != 0) {
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//Get the faction modifiers
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current_value = GetCharacterFactionLevel(faction_id) + value;
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if(!(database.SetCharacterFactionLevel(char_id, faction_id, current_value, temp, factionvalues)))
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return;
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int32 faction_before_hit;
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SendFactionMessage(value, faction_id, current_value, temp);
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//Get the faction modifiers
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current_value = GetCharacterFactionLevel(faction_id);
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faction_before_hit = current_value;
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change = UpdatePersonalFaction(char_id, value, faction_id, ¤t_value, temp);
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if (change)
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{
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SendFactionMessage(value, faction_id, faction_before_hit, current_value, temp);
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}
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}
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return;
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}
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@ -7609,6 +7575,58 @@ int32 Client::GetCharacterFactionLevel(int32 faction_id)
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return res->second;
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}
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// Common code to set faction level.
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// Applies HeroicCHA is it applies
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// Checks for bottom out and max faction and old faction db entries
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// Updates the faction if we are not minned, maxed or we need to repair
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bool Client::UpdatePersonalFaction(int32 char_id, int32 npc_value, int32 faction_id, int32 *current_value, int32 temp)
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{
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bool repair = false;
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bool change = false;
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if (this->itembonuses.HeroicCHA)
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{
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int faction_mod = itembonuses.HeroicCHA / 5;
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// If our result isn't truncated, then just do that
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if (npc_value * faction_mod / 100 != 0)
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npc_value += npc_value * faction_mod / 100;
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// If our result is truncated, then double a mob's value every once and a while to equal what they would have got
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else
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{
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if (zone->random.Int(0, 100) < faction_mod)
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npc_value *= 2;
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}
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}
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// Set flag when to update db
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if (*current_value > MAX_PERSONAL_FACTION)
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{
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*current_value = MAX_PERSONAL_FACTION;
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repair = true;
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}
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else if (*current_value < MIN_PERSONAL_FACTION)
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{
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*current_value = MIN_PERSONAL_FACTION;
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repair = true;
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}
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else if ((m_pp.gm != 1) && (npc_value != 0) && ((*current_value != MAX_PERSONAL_FACTION) || (*current_value != MIN_PERSONAL_FACTION)))
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change = true;
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*current_value += npc_value;
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if (*current_value > MAX_PERSONAL_FACTION)
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*current_value = MAX_PERSONAL_FACTION;
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else if (*current_value < MIN_PERSONAL_FACTION)
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*current_value = MIN_PERSONAL_FACTION;
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if (change || repair)
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{
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database.SetCharacterFactionLevel(char_id, faction_id, *current_value, temp, factionvalues);
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}
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return (repair || change);
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}
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// returns the character's faction level, adjusted for racial, class, and deity modifiers
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int32 Client::GetModCharacterFactionLevel(int32 faction_id) {
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int32 Modded = GetCharacterFactionLevel(faction_id);
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@ -7687,9 +7705,24 @@ void Client::MerchantRejectMessage(Mob *merchant, int primaryfaction)
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//o--------------------------------------------------------------
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//| Purpose: Send faction change message to client
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//o--------------------------------------------------------------
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void Client::SendFactionMessage(int32 tmpvalue, int32 faction_id, int32 totalvalue, uint8 temp)
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void Client::SendFactionMessage(int32 tmpvalue, int32 faction_id, int32 faction_before_hit, int32 totalvalue, uint8 temp)
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{
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char name[50];
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int32 faction_value;
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// If we're dropping from MAX or raising from MIN, we should
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// base the message on the new updated value so we don't show
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// a min MAX message
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//
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// If we're changing any other place, we use the value before the
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// hit. For example, if we go from 1199 to 1200 which is the MAX
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// we still want to say faction got better this time around.
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if ( (faction_before_hit == MAX_PERSONAL_FACTION) ||
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(faction_before_hit == MIN_PERSONAL_FACTION))
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faction_value = totalvalue;
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else
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faction_value = faction_before_hit;
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// default to Faction# if we couldn't get the name from the ID
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if (database.GetFactionName(faction_id, name, sizeof(name)) == false)
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@ -7697,13 +7730,13 @@ void Client::SendFactionMessage(int32 tmpvalue, int32 faction_id, int32 totalval
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if (tmpvalue == 0 || temp == 1 || temp == 2)
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return;
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else if (totalvalue >= MAX_PERSONAL_FACTION)
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else if (faction_value >= MAX_PERSONAL_FACTION)
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Message_StringID(15, FACTION_BEST, name);
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else if (totalvalue <= MIN_PERSONAL_FACTION)
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else if (faction_value <= MIN_PERSONAL_FACTION)
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Message_StringID(15, FACTION_WORST, name);
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else if (tmpvalue > 0 && totalvalue < MAX_PERSONAL_FACTION && !RuleB(Client, UseLiveFactionMessage))
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else if (tmpvalue > 0 && faction_value < MAX_PERSONAL_FACTION && !RuleB(Client, UseLiveFactionMessage))
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Message_StringID(15, FACTION_BETTER, name);
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else if (tmpvalue < 0 && totalvalue > MIN_PERSONAL_FACTION && !RuleB(Client, UseLiveFactionMessage))
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else if (tmpvalue < 0 && faction_value > MIN_PERSONAL_FACTION && !RuleB(Client, UseLiveFactionMessage))
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Message_StringID(15, FACTION_WORSE, name);
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else if (RuleB(Client, UseLiveFactionMessage))
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Message(15, "Your faction standing with %s has been adjusted by %i.", name, tmpvalue); //New Live faction message (14261)
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@ -606,8 +606,9 @@ public:
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int32 GetCharacterFactionLevel(int32 faction_id);
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int32 GetModCharacterFactionLevel(int32 faction_id);
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void MerchantRejectMessage(Mob *merchant, int primaryfaction);
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void SendFactionMessage(int32 tmpvalue, int32 faction_id, int32 totalvalue, uint8 temp);
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void SendFactionMessage(int32 tmpvalue, int32 faction_id, int32 faction_before_hit, int32 totalvalue, uint8 temp);
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bool UpdatePersonalFaction(int32 char_id, int32 npc_value, int32 faction_id, int32 *current_value, int32 temp);
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void SetFactionLevel(uint32 char_id, uint32 npc_id, uint8 char_class, uint8 char_race, uint8 char_deity);
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void SetFactionLevel2(uint32 char_id, int32 faction_id, uint8 char_class, uint8 char_race, uint8 char_deity, int32 value, uint8 temp);
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int32 GetRawItemAC();
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