Revert "Added constants and cleaned up #weather command"

This reverts commit 2ec85304b7.
This commit is contained in:
Kinglykrab
2022-10-13 17:52:01 -04:00
parent 2ec85304b7
commit 76f4e411b6
9 changed files with 143 additions and 287 deletions
-77
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@@ -1,77 +0,0 @@
{
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}
}
-18
View File
@@ -513,21 +513,3 @@ std::string EQ::constants::GetObjectTypeName(int object_type)
return std::string();
}
const std::map<uint8, std::string>& EQ::constants::GetWeatherTypeMap()
{
static const std::map<uint8, std::string> weather_type_map ={
{ WeatherTypes::None, "None" },
{ WeatherTypes::Raining, "Raining" },
{ WeatherTypes::Snowing, "Snowing" }
};
}
std::string EQ::constants::GetWeatherTypeName(uint8 weather_type)
{
if (EQ::ValueWithin(weather_type, WeatherTypes::None, WeatherTypes::Snowing)) {
return EQ::constants::GetWeatherTypeMap().find(weather_type)->second;
}
return std::string();
}
-9
View File
@@ -312,12 +312,6 @@ namespace EQ
NoDeposit
};
enum WeatherTypes : uint8 {
None,
Raining,
Snowing
};
const char *GetStanceName(StanceType stance_type);
int ConvertStanceTypeToIndex(StanceType stance_type);
@@ -351,9 +345,6 @@ namespace EQ
extern const std::map<int, std::string>& GetObjectTypeMap();
std::string GetObjectTypeName(int object_type);
extern const std::map<uint8, std::string>& GetWeatherTypeMap();
std::string GetWeatherTypeName(uint8 weather_type);
const int STANCE_TYPE_FIRST = stancePassive;
const int STANCE_TYPE_LAST = stanceBurnAE;
const int STANCE_TYPE_COUNT = stanceBurnAE;
+3 -6
View File
@@ -1746,14 +1746,11 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app)
outapp = new EQApplicationPacket(OP_Weather, 12);
Weather_Struct *ws = (Weather_Struct *)outapp->pBuffer;
ws->val1 = 0x000000FF;
if (zone->zone_weather == EQ::constants::WeatherTypes::Raining) {
ws->type = 0x31;
} else if (zone->zone_weather == EQ::constants::WeatherTypes::Snowing) {
if (zone->zone_weather == 1) { ws->type = 0x31; } // Rain
if (zone->zone_weather == 2) {
outapp->pBuffer[8] = 0x01;
ws->type = EQ::constants::WeatherTypes::Snowing;
ws->type = 0x02;
}
outapp->priority = 6;
QueuePacket(outapp);
safe_delete(outapp);
+53 -90
View File
@@ -2,104 +2,67 @@
void command_weather(Client *c, const Seperator *sep)
{
if (!sep->IsNumber(1)) {
c->Message(Chat::White, "Usage: #weather [0|1|2] - [Off|Rain|Snow]");
c->Message(Chat::White, "Usage: #weather 3 [Type] [Intensity] - Manually set weather type and intensity");
return;
if (!(sep->arg[1][0] == '0' || sep->arg[1][0] == '1' || sep->arg[1][0] == '2' || sep->arg[1][0] == '3')) {
c->Message(Chat::White, "Usage: #weather <0/1/2/3> - Off/Rain/Snow/Manual.");
}
int arguments = sep->argnum;
if (arguments == 1) {
auto new_weather = static_cast<uint8>(std::stoul(sep->arg[1]));
uint8 new_intensity = 0;
std::string weather_message = "The sky clears.";
if (new_weather == EQ::constants::WeatherTypes::Snowing) {
weather_message = "Snowflakes begin to fall from the sky.";
new_weather = EQ::constants::WeatherTypes::Snowing;
new_intensity = 0x02;
} else if (new_weather == EQ::constants::WeatherTypes::Raining) {
weather_message = "Raindrops begin to fall from the sky.";
new_weather = EQ::constants::WeatherTypes::Raining;
new_intensity = 0x01; // This is how it's done in Fear, and you can see a decent distance with it at this value
} else {
c->Message(Chat::White, "Usage: #weather [0|1|2] - [Off|Rain|Snow]");
c->Message(Chat::White, "Usage: #weather 3 [Type] [Intensity] - Manually set weather type and intensity");
return;
}
zone->zone_weather = new_weather;
auto outapp = new EQApplicationPacket(OP_Weather, 8);
if (new_weather != EQ::constants::WeatherTypes::None) {
if (new_weather == EQ::constants::WeatherTypes::Snowing) {
outapp->pBuffer[0] = EQ::constants::WeatherTypes::Snowing;
else if (zone->zone_weather == 0) {
if (sep->arg[1][0] ==
'3') { // Put in modifications here because it had a very good chance at screwing up the client's weather system if rain was sent during snow -T7
if (sep->arg[2][0] != 0 && sep->arg[3][0] != 0) {
c->Message(Chat::White, "Sending weather packet... TYPE=%s, INTENSITY=%s", sep->arg[2], sep->arg[3]);
zone->zone_weather = atoi(sep->arg[2]);
auto outapp = new EQApplicationPacket(OP_Weather, 8);
outapp->pBuffer[0] = atoi(sep->arg[2]);
outapp->pBuffer[4] = atoi(sep->arg[3]); // This number changes in the packets, intensity?
entity_list.QueueClients(c, outapp);
safe_delete(outapp);
}
outapp->pBuffer[4] = new_intensity;
}
c->Message(Chat::White, weather_message.c_str());
entity_list.QueueClients(c, outapp);
safe_delete(outapp);
} else if (arguments == 3) {
auto command_type = static_cast<uint8>(std::stoul(sep->arg[1]));
uint8 new_weather = EQ::constants::WeatherTypes::None;
uint8 new_intensity = 0;
std::string weather_message;
if (zone->zone_weather == EQ::constants::WeatherTypes::None) {
if (command_type > EQ::constants::WeatherTypes::Snowing) {
new_weather = static_cast<uint8>(std::stoul(sep->arg[2]));
new_intensity = static_cast<uint8>(std::stoul(sep->arg[3]));
weather_message = fmt::format(
"Sending {} ({}) with an intensity of {}.",
EQ::constants::GetWeatherTypeName(new_weather),
new_weather,
new_intensity
);
} else if (command_type == EQ::constants::WeatherTypes::Snowing) {
weather_message = "Snowflakes begin to fall from the sky.";
new_weather = EQ::constants::WeatherTypes::Snowing;
new_intensity = 0x02;
} else if (command_type == EQ::constants::WeatherTypes::Raining) {
weather_message = "Raindrops begin to fall from the sky.";
new_weather = EQ::constants::WeatherTypes::Raining;
new_intensity = 0x01; // This is how it's done in Fear, and you can see a decent distance with it at this value
else {
c->Message(Chat::White, "Manual Usage: #weather 3 <type> <intensity>");
}
zone->zone_weather = new_weather;
}
else if (sep->arg[1][0] == '2') {
entity_list.Message(0, 0, "Snowflakes begin to fall from the sky.");
zone->zone_weather = 2;
auto outapp = new EQApplicationPacket(OP_Weather, 8);
if (new_weather != EQ::constants::WeatherTypes::Raining) {
outapp->pBuffer[0] = new_weather;
}
outapp->pBuffer[4] = new_intensity;
c->Message(Chat::White, weather_message.c_str());
outapp->pBuffer[0] = 0x01;
outapp->pBuffer[4] = 0x02; // This number changes in the packets, intensity?
entity_list.QueueClients(c, outapp);
safe_delete(outapp);
} else {
}
else if (sep->arg[1][0] == '1') {
entity_list.Message(0, 0, "Raindrops begin to fall from the sky.");
zone->zone_weather = 1;
auto outapp = new EQApplicationPacket(OP_Weather, 8);
weather_message = "The sky clears.";
if (zone->zone_weather == EQ::constants::WeatherTypes::Snowing) {
weather_message = "The sky clears as the snow stops falling.";
outapp->pBuffer[0] = 0x01; // Snow has it's own shutoff packet
} else if (zone->zone_weather == EQ::constants::WeatherTypes::Raining) {
weather_message = "The sky clears as the rain ceases to fall.";
}
zone->zone_weather = EQ::constants::WeatherTypes::None;
c->Message(Chat::White, weather_message.c_str());
outapp->pBuffer[4] = 0x01; // This is how it's done in Fear, and you can see a decent distance with it at this value
entity_list.QueueClients(c, outapp);
safe_delete(outapp);
}
}
else {
if (zone->zone_weather == 1) { // Doing this because if you have rain/snow on, you can only turn one off.
entity_list.Message(0, 0, "The sky clears as the rain ceases to fall.");
zone->zone_weather = 0;
auto outapp = new EQApplicationPacket(OP_Weather, 8);
// To shutoff weather you send an empty 8 byte packet (You get this everytime you zone even if the sky is clear)
entity_list.QueueClients(c, outapp);
safe_delete(outapp);
}
else if (zone->zone_weather == 2) {
entity_list.Message(0, 0, "The sky clears as the snow stops falling.");
zone->zone_weather = 0;
auto outapp = new EQApplicationPacket(OP_Weather, 8);
// To shutoff weather you send an empty 8 byte packet (You get this everytime you zone even if the sky is clear)
outapp->pBuffer[0] = 0x01; // Snow has it's own shutoff packet
entity_list.QueueClients(c, outapp);
safe_delete(outapp);
}
else {
entity_list.Message(0, 0, "The sky clears.");
zone->zone_weather = 0;
auto outapp = new EQApplicationPacket(OP_Weather, 8);
// To shutoff weather you send an empty 8 byte packet (You get this everytime you zone even if the sky is clear)
entity_list.QueueClients(c, outapp);
safe_delete(outapp);
}
}
+2 -3
View File
@@ -1203,9 +1203,8 @@ luabind::adl::object lua_get_characters_in_instance(lua_State *L, uint16 instanc
}
int lua_get_zone_weather() {
if (!zone) {
return EQ::constants::WeatherTypes::None;
}
if(!zone)
return 0;
return zone->zone_weather;
}
+1 -1
View File
@@ -2110,7 +2110,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial, int level_ove
#ifdef SPELL_EFFECT_SPAM
snprintf(effect_desc, _EDLEN, "Stop Rain");
#endif
zone->zone_weather = EQ::constants::WeatherTypes::None;
zone->zone_weather = 0;
zone->weather_intensity = 0;
zone->weatherSend();
break;
+82 -81
View File
@@ -1027,7 +1027,7 @@ Zone::Zone(uint32 in_zoneid, uint32 in_instanceid, const char* in_short_name)
Weather_Timer = new Timer(60000);
Weather_Timer->Start();
LogDebug("The next weather check for zone: [{}] will be in [{}] seconds", short_name, Weather_Timer->GetRemainingTime()/1000);
zone_weather = EQ::constants::WeatherTypes::None;
zone_weather = 0;
weather_intensity = 0;
blocked_spells = nullptr;
zone_total_blocked_spells = 0;
@@ -1705,117 +1705,120 @@ void Zone::ChangeWeather()
}
int chance = zone->random.Int(0, 3);
auto rain_chance = zone->newzone_data.rain_chance[chance];
auto rain_duration = zone->newzone_data.rain_duration[chance];
auto snow_chance = zone->newzone_data.snow_chance[chance];
auto snow_duration = zone->newzone_data.snow_duration[chance];
uint32 weather_timer = 0;
auto temporary_weather = static_cast<uint8>(zone->random.Int(0, 100));
uint8 rainchance = zone->newzone_data.rain_chance[chance];
uint8 rainduration = zone->newzone_data.rain_duration[chance];
uint8 snowchance = zone->newzone_data.snow_chance[chance];
uint8 snowduration = zone->newzone_data.snow_duration[chance];
uint32 weathertimer = 0;
uint16 tmpweather = zone->random.Int(0, 100);
uint8 duration = 0;
auto temporary_old_weather = zone->zone_weather;
uint8 tmpOldWeather = zone->zone_weather;
bool changed = false;
if (temporary_old_weather == EQ::constants::WeatherTypes::None) {
if (rain_chance > 0 || snow_chance > 0) {
auto intensity = static_cast<uint8>(zone->random.Int(1, 10));
if (rain_chance > snow_chance || rain_chance == snow_chance) { // Rain
if (rain_chance >= temporary_weather) {
if (!rain_duration) {
if(tmpOldWeather == 0)
{
if(rainchance > 0 || snowchance > 0)
{
uint8 intensity = zone->random.Int(1, 10);
if((rainchance > snowchance) || (rainchance == snowchance))
{
//It's gunna rain!
if(rainchance >= tmpweather)
{
if(rainduration == 0)
duration = 1;
} else {
duration = rain_duration * 3; //Duration is 1 EQ hour which is 3 earth minutes.
}
else
duration = rainduration*3; //Duration is 1 EQ hour which is 3 earth minutes.
weather_timer = (duration * 60) * 1000;
Weather_Timer->Start(weather_timer);
zone->zone_weather = EQ::constants::WeatherTypes::Raining;
weathertimer = (duration*60)*1000;
Weather_Timer->Start(weathertimer);
zone->zone_weather = 1;
zone->weather_intensity = intensity;
changed = true;
}
} else { // Snow
if (snow_chance >= temporary_weather) {
if (!snow_duration) {
}
else
{
//It's gunna snow!
if(snowchance >= tmpweather)
{
if(snowduration == 0)
duration = 1;
} else {
duration = snow_duration * 3; //Duration is 1 EQ hour which is 3 earth minutes.
}
weather_timer = (duration * 60) * 1000;
Weather_Timer->Start(weather_timer);
zone->zone_weather = EQ::constants::WeatherTypes::Snowing;
else
duration = snowduration*3;
weathertimer = (duration*60)*1000;
Weather_Timer->Start(weathertimer);
zone->zone_weather = 2;
zone->weather_intensity = intensity;
changed = true;
}
}
}
} else {
}
else
{
changed = true;
//We've had weather, now taking a break
if (temporary_old_weather == EQ::constants::WeatherTypes::Raining) {
if (!rain_duration) {
if(tmpOldWeather == 1)
{
if(rainduration == 0)
duration = 1;
} else {
duration = rain_duration * 3; //Duration is 1 EQ hour which is 3 earth minutes.
}
else
duration = rainduration*3; //Duration is 1 EQ hour which is 3 earth minutes.
weather_timer = (duration * 60) * 1000;
Weather_Timer->Start(weather_timer);
weathertimer = (duration*60)*1000;
Weather_Timer->Start(weathertimer);
zone->weather_intensity = 0;
} else if (temporary_old_weather == EQ::constants::WeatherTypes::Snowing) {
if (!snow_duration) {
}
else if(tmpOldWeather == 2)
{
if(snowduration == 0)
duration = 1;
} else {
duration = snow_duration * 3; //Duration is 1 EQ hour which is 3 earth minutes.
}
else
duration = snowduration*3; //Duration is 1 EQ hour which is 3 earth minutes.
weather_timer = (duration * 60) * 1000;
Weather_Timer->Start(weather_timer);
weathertimer = (duration*60)*1000;
Weather_Timer->Start(weathertimer);
zone->weather_intensity = 0;
}
}
if (!changed) {
if (weather_timer == 0) {
uint32 weather_timer_rule = RuleI(Zone, WeatherTimer);
weather_timer = weather_timer_rule * 1000;
Weather_Timer->Start(weather_timer);
if(changed == false)
{
if(weathertimer == 0)
{
uint32 weatherTimerRule = RuleI(Zone, WeatherTimer);
weathertimer = weatherTimerRule*1000;
Weather_Timer->Start(weathertimer);
}
LogDebug("The next weather check for zone: [{}] will be in [{}] seconds", zone->GetShortName(), Weather_Timer->GetRemainingTime()/1000);
} else {
LogDebug("The weather for zone: [{}] has changed. Old weather was = [{}]. New weather is = [{}] The next check will be in [{}] seconds. Rain chance: [{}], Rain duration: [{}], Snow chance [{}], Snow duration: [{}]", zone->GetShortName(), temporary_old_weather, zone_weather,Weather_Timer->GetRemainingTime()/1000,rain_chance,rain_duration,snow_chance,snow_duration);
}
else
{
LogDebug("The weather for zone: [{}] has changed. Old weather was = [{}]. New weather is = [{}] The next check will be in [{}] seconds. Rain chance: [{}], Rain duration: [{}], Snow chance [{}], Snow duration: [{}]", zone->GetShortName(), tmpOldWeather, zone_weather,Weather_Timer->GetRemainingTime()/1000,rainchance,rainduration,snowchance,snowduration);
weatherSend();
if (zone->weather_intensity == 0) {
zone->zone_weather = EQ::constants::WeatherTypes::None;
if (zone->weather_intensity == 0)
{
zone->zone_weather = 0;
}
}
}
bool Zone::HasWeather()
{
auto rain_chance_one = zone->newzone_data.rain_chance[0];
auto rain_chance_two = zone->newzone_data.rain_chance[1];
auto rain_chance_three = zone->newzone_data.rain_chance[2];
auto rain_chance_four = zone->newzone_data.rain_chance[3];
uint8 rain1 = zone->newzone_data.rain_chance[0];
uint8 rain2 = zone->newzone_data.rain_chance[1];
uint8 rain3 = zone->newzone_data.rain_chance[2];
uint8 rain4 = zone->newzone_data.rain_chance[3];
uint8 snow1 = zone->newzone_data.snow_chance[0];
uint8 snow2 = zone->newzone_data.snow_chance[1];
uint8 snow3 = zone->newzone_data.snow_chance[2];
uint8 snow4 = zone->newzone_data.snow_chance[3];
auto snow_chance_one = zone->newzone_data.snow_chance[0];
auto snow_chance_two = zone->newzone_data.snow_chance[1];
auto snow_chance_three = zone->newzone_data.snow_chance[2];
auto snow_chance_four = zone->newzone_data.snow_chance[3];
if (
!rain_chance_one &&
!rain_chance_two &&
!rain_chance_three &&
!rain_chance_four &&
!snow_chance_one &&
!snow_chance_two &&
!snow_chance_three &&
!snow_chance_four
) {
if(rain1 == 0 && rain2 == 0 && rain3 == 0 && rain4 == 0 && snow1 == 0 && snow2 == 0 && snow3 == 0 && snow4 == 0)
return false;
} else {
else
return true;
}
}
void Zone::StartShutdownTimer(uint32 set_time)
@@ -2197,20 +2200,18 @@ bool ZoneDatabase::GetDecayTimes(npcDecayTimes_Struct *npcCorpseDecayTimes)
void Zone::weatherSend(Client *client)
{
auto outapp = new EQApplicationPacket(OP_Weather, 8);
if (zone_weather > EQ::constants::WeatherTypes::None) {
if (zone_weather > 0) {
outapp->pBuffer[0] = zone_weather - 1;
}
if (zone_weather > EQ::constants::WeatherTypes::None) {
if (zone_weather > 0) {
outapp->pBuffer[4] = zone->weather_intensity;
}
if (client) {
client->QueuePacket(outapp);
} else {
}
else {
entity_list.QueueClients(0, outapp);
}
safe_delete(outapp);
}
+2 -2
View File
@@ -249,8 +249,8 @@ public:
uint32 GetCurrencyID(uint32 item_id);
uint32 GetCurrencyItemID(uint32 currency_id);
inline bool IsRaining() { return zone_weather == EQ::constants::WeatherTypes::Raining; }
inline bool IsSnowing() { return zone_weather == EQ::constants::WeatherTypes::Snowing; }
inline bool IsRaining() { return zone_weather == 1; }
inline bool IsSnowing() { return zone_weather == 2; }
std::string GetZoneDescription();
void SendReloadMessage(std::string reload_type);