mirror of
https://github.com/EQEmu/Server.git
synced 2025-12-13 18:51:29 +00:00
commit
79928c190b
@ -1,5 +1,10 @@
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 04/30/2015 ==
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demonstar55: Implement mob and client melee push
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You can set Combat:MeleePush to false to turn off or change Combat:MeleePushChance to increase the chance an NPC can be pushed
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PCs are always pushed, need to do more testing to verify.
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== 04/22/2015 ==
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Uleat: Probable fix for 'Debug Assertion Failure' in Client::GarbleMessage() when calling the 'isalpha' macro.
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ref: https://connect.microsoft.com/VisualStudio/feedback/details/932876/calling-isdigit-with-a-signed-char-1-results-in-a-assert-failure-in-debug-compiles
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@ -1160,7 +1160,7 @@ struct TargetReject_Struct {
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struct PetCommand_Struct {
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/*000*/ uint32 command;
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/*004*/ uint32 unknown;
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/*004*/ uint32 target;
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};
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/*
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@ -1318,9 +1318,9 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint16 spellid;
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/* 07 */ uint32 damage;
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/* 11 */ uint32 unknown11;
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/* 15 */ uint32 sequence; // see above notes in Action_Struct
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/* 19 */ uint32 unknown19;
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/* 11 */ float force;
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/* 15 */ float meleepush_xy; // see above notes in Action_Struct
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/* 19 */ float meleepush_z;
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/* 23 */
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};
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@ -658,7 +658,9 @@ namespace RoF
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OUT(type);
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OUT(spellid);
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OUT(damage);
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eq->sequence = emu->sequence;
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OUT(force)
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OUT(meleepush_xy);
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OUT(meleepush_z)
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FINISH_ENCODE();
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}
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@ -4389,7 +4391,7 @@ namespace RoF
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IN(type);
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IN(spellid);
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IN(damage);
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emu->sequence = eq->sequence;
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IN(meleepush_xy);
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FINISH_DIRECT_DECODE();
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}
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@ -4717,7 +4719,7 @@ namespace RoF
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SETUP_DIRECT_DECODE(PetCommand_Struct, structs::PetCommand_Struct);
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IN(command);
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emu->unknown = eq->unknown04;
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IN(target);
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FINISH_DIRECT_DECODE();
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}
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@ -729,7 +729,9 @@ namespace RoF2
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OUT(type);
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OUT(spellid);
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OUT(damage);
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eq->sequence = emu->sequence;
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OUT(force)
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OUT(meleepush_xy);
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OUT(meleepush_z)
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FINISH_ENCODE();
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}
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@ -4538,7 +4540,7 @@ namespace RoF2
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IN(type);
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IN(spellid);
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IN(damage);
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emu->sequence = eq->sequence;
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IN(meleepush_xy);
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FINISH_DIRECT_DECODE();
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}
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@ -4864,7 +4866,7 @@ namespace RoF2
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SETUP_DIRECT_DECODE(PetCommand_Struct, structs::PetCommand_Struct);
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IN(command);
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emu->unknown = eq->unknown04;
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IN(target);
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FINISH_DIRECT_DECODE();
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}
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@ -1293,7 +1293,7 @@ struct TargetReject_Struct {
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struct PetCommand_Struct {
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/*00*/ uint32 command;
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/*04*/ uint32 unknown04;
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/*04*/ uint32 target;
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/*08*/ uint32 unknown08;
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};
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@ -1484,9 +1484,10 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint32 spellid;
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/* 09 */ int32 damage;
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/* 13 */ float unknown11; // cd cc cc 3d
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/* 17 */ float sequence; // see above notes in Action_Struct
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/* 21 */ uint8 unknown19[9]; // was [9]
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/* 13 */ float force; // cd cc cc 3d
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/* 17 */ float meleepush_xy; // see above notes in Action_Struct
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/* 21 */ float meleepush_z;
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/* 25 */ uint8 unknown25[5]; // was [9]
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/* 30 */
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};
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@ -1323,7 +1323,7 @@ struct TargetReject_Struct {
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struct PetCommand_Struct {
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/*00*/ uint32 command;
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/*04*/ uint32 unknown04;
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/*04*/ uint32 target;
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/*08*/ uint32 unknown08;
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};
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@ -1514,9 +1514,10 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint32 spellid;
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/* 09 */ int32 damage;
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/* 13 */ float unknown11; // cd cc cc 3d
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/* 17 */ float sequence; // see above notes in Action_Struct
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/* 21 */ uint8 unknown19[9]; // was [9]
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/* 13 */ float force; // cd cc cc 3d
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/* 17 */ float meleepush_xy; // see above notes in Action_Struct
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/* 21 */ float meleepush_z;
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/* 25 */ uint8 unknown25[5]; // was [9]
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/* 30 */
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};
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@ -446,7 +446,9 @@ namespace SoD
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OUT(type);
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OUT(spellid);
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OUT(damage);
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eq->sequence = emu->sequence;
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OUT(force)
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OUT(meleepush_xy);
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OUT(meleepush_z)
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FINISH_ENCODE();
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}
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@ -3349,7 +3351,7 @@ namespace SoD
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default:
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emu->command = eq->command;
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}
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OUT(unknown);
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IN(target);
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FINISH_DIRECT_DECODE();
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}
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@ -1091,7 +1091,7 @@ struct TargetReject_Struct {
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struct PetCommand_Struct {
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/*000*/ uint32 command;
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/*004*/ uint32 unknown;
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/*004*/ uint32 target;
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};
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/*
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@ -1272,9 +1272,10 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint16 spellid;
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/* 07 */ int32 damage;
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/* 11 */ float unknown11; // cd cc cc 3d
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/* 15 */ float sequence; // see above notes in Action_Struct
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/* 19 */ uint8 unknown19[9]; // was [9]
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/* 11 */ float force; // cd cc cc 3d
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/* 15 */ float meleepush_xy; // see above notes in Action_Struct
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/* 19 */ float meleepush_z;
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/* 23 */ uint8 unknown23[5]; // was [9]
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/* 28 */
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};
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@ -426,7 +426,9 @@ namespace SoF
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OUT(type);
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OUT(spellid);
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OUT(damage);
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eq->sequence = emu->sequence;
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OUT(force)
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OUT(meleepush_xy);
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OUT(meleepush_z)
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FINISH_ENCODE();
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}
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@ -2687,7 +2689,7 @@ namespace SoF
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default:
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emu->command = eq->command;
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}
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OUT(unknown);
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IN(target);
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FINISH_DIRECT_DECODE();
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}
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@ -1068,7 +1068,7 @@ struct TargetReject_Struct {
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struct PetCommand_Struct {
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/*000*/ uint32 command;
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/*004*/ uint32 unknown;
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/*004*/ uint32 target;
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};
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/*
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@ -1249,9 +1249,10 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint16 spellid;
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/* 07 */ int32 damage;
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/* 11 */ float unknown11; // cd cc cc 3d
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/* 15 */ float sequence; // see above notes in Action_Struct
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/* 19 */ uint8 unknown19[9]; // was [9]
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/* 11 */ float force; // cd cc cc 3d
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/* 15 */ float meleepush_xy; // see above notes in Action_Struct
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/* 19 */ float meleepush_z;
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/* 23 */ uint8 unknown23[5]; // was [9]
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/* 28 */
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};
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@ -1942,7 +1942,7 @@ namespace Titanium
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default:
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emu->command = eq->command;
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}
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OUT(unknown);
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IN(target);
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FINISH_DIRECT_DECODE();
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}
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@ -950,7 +950,7 @@ struct TargetReject_Struct {
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struct PetCommand_Struct {
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/*000*/ uint32 command;
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/*004*/ uint32 unknown;
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/*004*/ uint32 target;
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};
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/*
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@ -1101,9 +1101,9 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint16 spellid;
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/* 07 */ uint32 damage;
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/* 11 */ uint32 unknown11;
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/* 15 */ uint32 sequence; // see above notes in Action_Struct
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/* 19 */ uint32 unknown19;
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/* 11 */ float force;
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/* 15 */ float meleepush_xy; // see above notes in Action_Struct
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/* 19 */ float meleepush_z;
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/* 23 */
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};
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@ -581,7 +581,9 @@ namespace UF
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OUT(type);
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OUT(spellid);
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OUT(damage);
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eq->sequence = emu->sequence;
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OUT(force)
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OUT(meleepush_xy);
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OUT(meleepush_z)
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FINISH_ENCODE();
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}
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@ -3356,7 +3358,7 @@ namespace UF
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IN(type);
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IN(spellid);
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IN(damage);
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emu->sequence = eq->sequence;
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IN(meleepush_xy);
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FINISH_DIRECT_DECODE();
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}
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@ -3599,7 +3601,7 @@ namespace UF
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SETUP_DIRECT_DECODE(PetCommand_Struct, structs::PetCommand_Struct);
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IN(command);
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IN(unknown);
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IN(target);
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FINISH_DIRECT_DECODE();
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}
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@ -1146,7 +1146,7 @@ struct TargetReject_Struct {
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struct PetCommand_Struct {
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/*000*/ uint32 command;
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/*004*/ uint32 unknown;
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/*004*/ uint32 target;
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};
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/*
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@ -1330,9 +1330,10 @@ struct CombatDamage_Struct
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/* 04 */ uint8 type; //slashing, etc. 231 (0xE7) for spells
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/* 05 */ uint16 spellid;
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/* 07 */ int32 damage;
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/* 11 */ float unknown11; // cd cc cc 3d
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/* 15 */ float sequence; // see above notes in Action_Struct
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/* 19 */ uint8 unknown19[9]; // was [9]
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/* 11 */ float force; // cd cc cc 3d
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/* 15 */ float meleepush_xy; // see above notes in Action_Struct
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/* 19 */ float meleepush_z;
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/* 23 */ uint8 unknown23[5]; // was [9]
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/* 28 */
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};
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@ -47,6 +47,8 @@
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#define IKSAR 128
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#define VAHSHIR 130
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#define CONTROLLED_BOAT 141
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#define MINOR_ILL_OBJ 142
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#define TREE 143
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#define IKSAR_SKELETON 161
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#define FROGLOK 330
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#define FROGLOK2 74 // Not sure why /who all reports race as 74 for frogloks
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@ -438,6 +438,8 @@ RULE_INT ( Combat, BerserkerFrenzyStart, 35)
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RULE_INT ( Combat, BerserkerFrenzyEnd, 45)
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RULE_BOOL ( Combat, OneProcPerWeapon, true) //If enabled, One proc per weapon per round
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RULE_BOOL ( Combat, ProjectileDmgOnImpact, true) //If enabled, projectiles (ie arrows) will hit on impact, instead of instantly.
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RULE_BOOL ( Combat, MeleePush, true) // enable melee push
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RULE_INT ( Combat, MeleePushChance, 50) // (NPCs) chance the target will be pushed. Made up, 100 actually isn't that bad
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RULE_CATEGORY_END()
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RULE_CATEGORY( NPC )
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@ -55,3 +55,40 @@ bool EQEmu::IsSpecializedSkill(SkillUseTypes skill)
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return false;
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}
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}
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float EQEmu::GetSkillMeleePushForce(SkillUseTypes skill)
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{
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// This is the force/magnitude of the push from an attack of this skill type
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// You can find these numbers in the clients skill struct
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switch (skill) {
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case Skill1HBlunt:
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case Skill1HSlashing:
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case SkillHandtoHand:
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case SkillThrowing:
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return 0.1f;
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case Skill2HBlunt:
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case Skill2HSlashing:
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case SkillEagleStrike:
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case SkillKick:
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case SkillTigerClaw:
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//case Skill2HPiercing:
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return 0.2f;
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case SkillArchery:
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return 0.15f;
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case SkillBackstab:
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case SkillBash:
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return 0.3f;
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case SkillDragonPunch:
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case SkillRoundKick:
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return 0.25f;
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case SkillFlyingKick:
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return 0.4f;
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case Skill1HPiercing:
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case SkillFrenzy:
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return 0.05f;
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case SkillIntimidation:
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return 2.5f;
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default:
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return 0.0f;
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}
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}
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@ -270,6 +270,7 @@ typedef enum {
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namespace EQEmu {
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bool IsTradeskill(SkillUseTypes skill);
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bool IsSpecializedSkill(SkillUseTypes skill);
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float GetSkillMeleePushForce(SkillUseTypes skill);
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}
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#endif
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2
utils/sql/git/optional/2015_4_30_MeleePush.sql
Normal file
2
utils/sql/git/optional/2015_4_30_MeleePush.sql
Normal file
@ -0,0 +1,2 @@
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INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Combat:MeleePush', 'true', 'Turns on Melee Push.');
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INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Combat:MeleePushChance', '50', 'Chance that an NPC can be pushed from melee.');
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@ -982,14 +982,24 @@ int Mob::GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate
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return 0;
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}
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else{
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if((GetClass() == MONK || GetClass() == BEASTLORD) && GetLevel() >= 30){
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bool MagicGloves=false;
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if (IsClient()) {
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ItemInst *gloves=CastToClient()->GetInv().GetItem(MainHands);
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if (gloves != nullptr) {
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MagicGloves = gloves->GetItem()->Magic;
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}
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}
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if((GetClass() == MONK || GetClass() == BEASTLORD)) {
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if(MagicGloves || GetLevel() >= 30){
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dmg = GetMonkHandToHandDamage();
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if (hate) *hate += dmg;
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}
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}
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else if(GetOwner() && GetLevel() >= RuleI(Combat, PetAttackMagicLevel)){ //pets wouldn't actually use this but...
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dmg = 1; //it gives us an idea if we can hit
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}
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else if(GetSpecialAbility(SPECATK_MAGICAL)){
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else if(MagicGloves || GetSpecialAbility(SPECATK_MAGICAL)){
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dmg = 1;
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}
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else
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@ -3700,6 +3710,23 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
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a->type = SkillDamageTypes[skill_used]; // was 0x1c
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a->damage = damage;
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a->spellid = spell_id;
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a->meleepush_xy = attacker->GetHeading() * 2.0f;
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if (RuleB(Combat, MeleePush) && damage > 0 && !IsRooted() &&
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(IsClient() || zone->random.Roll(RuleI(Combat, MeleePushChance)))) {
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a->force = EQEmu::GetSkillMeleePushForce(skill_used);
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// update NPC stuff
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auto new_pos = glm::vec3(m_Position.x + (a->force * std::sin(a->meleepush_xy) + m_Delta.x),
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m_Position.y + (a->force * std::cos(a->meleepush_xy) + m_Delta.y), m_Position.z);
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if (zone->zonemap->CheckLoS(glm::vec3(m_Position), new_pos)) { // If we have LoS on the new loc it should be reachable.
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if (IsNPC()) {
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||||
// Is this adequate?
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Teleport(new_pos);
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SendPosUpdate();
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||||
}
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||||
} else {
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||||
a->force = 0.0f; // we couldn't move there, so lets not
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||||
}
|
||||
}
|
||||
|
||||
//Note: if players can become pets, they will not receive damage messages of their own
|
||||
//this was done to simplify the code here (since we can only effectively skip one mob on queue)
|
||||
|
||||
@ -1051,12 +1051,12 @@ void Client::ChannelMessageReceived(uint8 chan_num, uint8 language, uint8 lang_s
|
||||
if(quest_manager.ProximitySayInUse())
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||||
entity_list.ProcessProximitySay(message, this, language);
|
||||
|
||||
if (GetTarget() != 0 && GetTarget()->IsNPC()) {
|
||||
if (GetTarget() != 0 && GetTarget()->IsNPC() &&
|
||||
!IsInvisible(GetTarget())) {
|
||||
if(!GetTarget()->CastToNPC()->IsEngaged()) {
|
||||
CheckLDoNHail(GetTarget());
|
||||
CheckEmoteHail(GetTarget(), message);
|
||||
|
||||
|
||||
if(DistanceSquaredNoZ(m_Position, GetTarget()->GetPosition()) <= 200) {
|
||||
NPC *tar = GetTarget()->CastToNPC();
|
||||
parse->EventNPC(EVENT_SAY, tar->CastToNPC(), this, message, language);
|
||||
|
||||
@ -9752,6 +9752,7 @@ void Client::Handle_OP_PetCommands(const EQApplicationPacket *app)
|
||||
char val1[20] = { 0 };
|
||||
PetCommand_Struct* pet = (PetCommand_Struct*)app->pBuffer;
|
||||
Mob* mypet = this->GetPet();
|
||||
Mob *target = entity_list.GetMob(pet->target);
|
||||
|
||||
if (!mypet || pet->command == PET_LEADER)
|
||||
{
|
||||
@ -9799,22 +9800,22 @@ void Client::Handle_OP_PetCommands(const EQApplicationPacket *app)
|
||||
switch (PetCommand)
|
||||
{
|
||||
case PET_ATTACK: {
|
||||
if (!GetTarget())
|
||||
if (!target)
|
||||
break;
|
||||
if (GetTarget()->IsMezzed()) {
|
||||
Message_StringID(10, CANNOT_WAKE, mypet->GetCleanName(), GetTarget()->GetCleanName());
|
||||
if (target->IsMezzed()) {
|
||||
Message_StringID(10, CANNOT_WAKE, mypet->GetCleanName(), target->GetCleanName());
|
||||
break;
|
||||
}
|
||||
if (mypet->IsFeared())
|
||||
break; //prevent pet from attacking stuff while feared
|
||||
|
||||
if (!mypet->IsAttackAllowed(GetTarget())) {
|
||||
if (!mypet->IsAttackAllowed(target)) {
|
||||
mypet->Say_StringID(NOT_LEGAL_TARGET);
|
||||
break;
|
||||
}
|
||||
|
||||
if ((mypet->GetPetType() == petAnimation && GetAA(aaAnimationEmpathy) >= 2) || mypet->GetPetType() != petAnimation) {
|
||||
if (GetTarget() != this && DistanceSquaredNoZ(mypet->GetPosition(), GetTarget()->GetPosition()) <= (RuleR(Pets, AttackCommandRange)*RuleR(Pets, AttackCommandRange))) {
|
||||
if (target != this && DistanceSquaredNoZ(mypet->GetPosition(), target->GetPosition()) <= (RuleR(Pets, AttackCommandRange)*RuleR(Pets, AttackCommandRange))) {
|
||||
if (mypet->IsHeld()) {
|
||||
if (!mypet->IsFocused()) {
|
||||
mypet->SetHeld(false); //break the hold and guard if we explicitly tell the pet to attack.
|
||||
@ -9822,12 +9823,12 @@ void Client::Handle_OP_PetCommands(const EQApplicationPacket *app)
|
||||
mypet->SetPetOrder(SPO_Follow);
|
||||
}
|
||||
else {
|
||||
mypet->SetTarget(GetTarget());
|
||||
mypet->SetTarget(target);
|
||||
}
|
||||
}
|
||||
zone->AddAggroMob();
|
||||
mypet->AddToHateList(GetTarget(), 1);
|
||||
Message_StringID(MT_PetResponse, PET_ATTACKING, mypet->GetCleanName(), GetTarget()->GetCleanName());
|
||||
mypet->AddToHateList(target, 1);
|
||||
Message_StringID(MT_PetResponse, PET_ATTACKING, mypet->GetCleanName(), target->GetCleanName());
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
@ -618,6 +618,7 @@ void EntityList::AddNPC(NPC *npc, bool SendSpawnPacket, bool dontqueue)
|
||||
EQApplicationPacket *app = new EQApplicationPacket;
|
||||
npc->CreateSpawnPacket(app, npc);
|
||||
QueueClients(npc, app);
|
||||
npc->SendArmorAppearance();
|
||||
safe_delete(app);
|
||||
} else {
|
||||
NewSpawn_Struct *ns = new NewSpawn_Struct;
|
||||
@ -726,10 +727,16 @@ void EntityList::CheckSpawnQueue()
|
||||
EQApplicationPacket *outapp = 0;
|
||||
|
||||
iterator.Reset();
|
||||
NewSpawn_Struct *ns;
|
||||
|
||||
while(iterator.MoreElements()) {
|
||||
outapp = new EQApplicationPacket;
|
||||
Mob::CreateSpawnPacket(outapp, iterator.GetData());
|
||||
ns = iterator.GetData();
|
||||
Mob::CreateSpawnPacket(outapp, ns);
|
||||
QueueClients(0, outapp);
|
||||
auto it = npc_list.find(ns->spawn.spawnId);
|
||||
NPC *pnpc = it->second;
|
||||
pnpc->SendArmorAppearance();
|
||||
safe_delete(outapp);
|
||||
iterator.RemoveCurrent();
|
||||
}
|
||||
@ -1149,20 +1156,40 @@ void EntityList::SendZoneSpawnsBulk(Client *client)
|
||||
NewSpawn_Struct ns;
|
||||
Mob *spawn;
|
||||
uint32 maxspawns = 100;
|
||||
EQApplicationPacket *app;
|
||||
|
||||
if (maxspawns > mob_list.size())
|
||||
maxspawns = mob_list.size();
|
||||
BulkZoneSpawnPacket *bzsp = new BulkZoneSpawnPacket(client, maxspawns);
|
||||
|
||||
int32 race=-1;
|
||||
for (auto it = mob_list.begin(); it != mob_list.end(); ++it) {
|
||||
spawn = it->second;
|
||||
if (spawn && spawn->InZone()) {
|
||||
if (spawn->IsClient() && (spawn->CastToClient()->GMHideMe(client) ||
|
||||
spawn->CastToClient()->IsHoveringForRespawn()))
|
||||
continue;
|
||||
|
||||
race = spawn->GetRace();
|
||||
|
||||
// Illusion races on PCs don't work as a mass spawn
|
||||
// But they will work as an add_spawn AFTER CLIENT_CONNECTED.
|
||||
if (spawn->IsClient() && (race == MINOR_ILL_OBJ || race == TREE)) {
|
||||
app = new EQApplicationPacket;
|
||||
spawn->CreateSpawnPacket(app);
|
||||
client->QueuePacket(app, true, Client::CLIENT_CONNECTED);
|
||||
safe_delete(app);
|
||||
}
|
||||
else {
|
||||
memset(&ns, 0, sizeof(NewSpawn_Struct));
|
||||
spawn->FillSpawnStruct(&ns, client);
|
||||
bzsp->AddSpawn(&ns);
|
||||
}
|
||||
|
||||
// Despite being sent in the OP_ZoneSpawns packet, the client
|
||||
// does not display worn armor correctly so display it.
|
||||
spawn->SendArmorAppearance(client);
|
||||
}
|
||||
}
|
||||
safe_delete(bzsp);
|
||||
}
|
||||
|
||||
40
zone/mob.cpp
40
zone/mob.cpp
@ -1787,7 +1787,7 @@ bool Mob::IsPlayerRace(uint16 in_race) {
|
||||
|
||||
|
||||
uint8 Mob::GetDefaultGender(uint16 in_race, uint8 in_gender) {
|
||||
if (Mob::IsPlayerRace(in_race) || in_race == 15 || in_race == 50 || in_race == 57 || in_race == 70 || in_race == 98 || in_race == 118) {
|
||||
if (Mob::IsPlayerRace(in_race) || in_race == 15 || in_race == 50 || in_race == 57 || in_race == 70 || in_race == 98 || in_race == 118 || in_race == 23) {
|
||||
if (in_gender >= 2) {
|
||||
// Male default for PC Races
|
||||
return 0;
|
||||
@ -2552,7 +2552,35 @@ uint32 NPC::GetEquipment(uint8 material_slot) const
|
||||
return equipment[invslot];
|
||||
}
|
||||
|
||||
void Mob::SendWearChange(uint8 material_slot)
|
||||
void Mob::SendArmorAppearance(Client *one_client)
|
||||
{
|
||||
// one_client of 0 means sent to all clients
|
||||
//
|
||||
// Despite the fact that OP_NewSpawn and OP_ZoneSpawns include the
|
||||
// armor being worn and its mats, the client doesn't update the display
|
||||
// on arrival of these packets reliably.
|
||||
//
|
||||
// Send Wear changes if mob is a PC race and item is an armor slot.
|
||||
// The other packets work for primary/secondary.
|
||||
|
||||
if (IsPlayerRace(race))
|
||||
{
|
||||
if (!IsClient())
|
||||
{
|
||||
const Item_Struct *item;
|
||||
for (int i=0; i< 7 ; ++i)
|
||||
{
|
||||
item=database.GetItem(GetEquipment(i));
|
||||
if (item != 0)
|
||||
{
|
||||
SendWearChange(i,one_client);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Mob::SendWearChange(uint8 material_slot, Client *one_client)
|
||||
{
|
||||
EQApplicationPacket* outapp = new EQApplicationPacket(OP_WearChange, sizeof(WearChange_Struct));
|
||||
WearChange_Struct* wc = (WearChange_Struct*)outapp->pBuffer;
|
||||
@ -2564,7 +2592,15 @@ void Mob::SendWearChange(uint8 material_slot)
|
||||
wc->color.Color = GetEquipmentColor(material_slot);
|
||||
wc->wear_slot_id = material_slot;
|
||||
|
||||
if (!one_client)
|
||||
{
|
||||
entity_list.QueueClients(this, outapp);
|
||||
}
|
||||
else
|
||||
{
|
||||
one_client->QueuePacket(outapp, false, Client::CLIENT_CONNECTED);
|
||||
}
|
||||
|
||||
safe_delete(outapp);
|
||||
}
|
||||
|
||||
|
||||
@ -171,7 +171,8 @@ public:
|
||||
void SendAppearanceEffect(uint32 parm1, uint32 parm2, uint32 parm3, uint32 parm4, uint32 parm5,
|
||||
Client *specific_target=nullptr);
|
||||
void SendTargetable(bool on, Client *specific_target = nullptr);
|
||||
virtual void SendWearChange(uint8 material_slot);
|
||||
virtual void SendArmorAppearance(Client *one_client = nullptr);
|
||||
virtual void SendWearChange(uint8 material_slot, Client *one_client = nullptr);
|
||||
virtual void SendTextureWC(uint8 slot, uint16 texture, uint32 hero_forge_model = 0, uint32 elite_material = 0,
|
||||
uint32 unknown06 = 0, uint32 unknown18 = 0);
|
||||
virtual void SetSlotTint(uint8 material_slot, uint8 red_tint, uint8 green_tint, uint8 blue_tint);
|
||||
|
||||
@ -921,7 +921,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
|
||||
cd->source = action->source;
|
||||
cd->type = action->type;
|
||||
cd->spellid = action->spell;
|
||||
cd->sequence = action->sequence;
|
||||
cd->meleepush_xy = action->sequence;
|
||||
|
||||
CastToClient()->QueuePacket(action_packet);
|
||||
if(caster->IsClient() && caster != this)
|
||||
@ -970,7 +970,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
|
||||
cd->source = action->source;
|
||||
cd->type = action->type;
|
||||
cd->spellid = action->spell;
|
||||
cd->sequence = action->sequence;
|
||||
cd->meleepush_xy = action->sequence;
|
||||
|
||||
CastToClient()->QueuePacket(action_packet);
|
||||
if(caster->IsClient() && caster != this)
|
||||
@ -1006,7 +1006,7 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
|
||||
cd->source = action->source;
|
||||
cd->type = action->type;
|
||||
cd->spellid = action->spell;
|
||||
cd->sequence = action->sequence;
|
||||
cd->meleepush_xy = action->sequence;
|
||||
|
||||
CastToClient()->QueuePacket(action_packet);
|
||||
if(caster->IsClient() && caster != this)
|
||||
|
||||
@ -1165,12 +1165,14 @@ void Mob::CastedSpellFinished(uint16 spell_id, uint32 target_id, uint16 slot,
|
||||
}
|
||||
else if (!bard_song_mode)
|
||||
{
|
||||
int noexpend;
|
||||
for(int t_count = 0; t_count < 4; t_count++) {
|
||||
component = spells[spell_id].components[t_count];
|
||||
if (component == -1)
|
||||
noexpend = spells[spell_id].NoexpendReagent[t_count];
|
||||
if (component == -1 || noexpend == component)
|
||||
continue;
|
||||
component_count = spells[spell_id].component_counts[t_count];
|
||||
Log.Out(Logs::Detail, Logs::Spells, "Spell %d: Consuming %d of spell component item id %d", spell_id, component, component_count);
|
||||
Log.Out(Logs::Detail, Logs::Spells, "Spell %d: Consuming %d of spell component item id %d", spell_id, component_count, component);
|
||||
// Components found, Deleting
|
||||
// now we go looking for and deleting the items one by one
|
||||
for(int s = 0; s < component_count; s++)
|
||||
@ -1478,7 +1480,10 @@ bool Mob::DetermineSpellTargets(uint16 spell_id, Mob *&spell_target, Mob *&ae_ce
|
||||
{
|
||||
//invalid target
|
||||
Log.Out(Logs::Detail, Logs::Spells, "Spell %d canceled: invalid target of body type %d (undead)", spell_id, mob_body);
|
||||
if(!spell_target)
|
||||
Message_StringID(13,SPELL_NEED_TAR);
|
||||
else
|
||||
Message_StringID(13,CANNOT_AFFECT_NPC);
|
||||
return false;
|
||||
}
|
||||
CastAction = SingleTarget;
|
||||
@ -2561,7 +2566,7 @@ void Mob::BardPulse(uint16 spell_id, Mob *caster) {
|
||||
cd->source = action->source;
|
||||
cd->type = DamageTypeSpell;
|
||||
cd->spellid = action->spell;
|
||||
cd->sequence = action->sequence;
|
||||
cd->meleepush_xy = action->sequence;
|
||||
cd->damage = 0;
|
||||
if(!IsEffectInSpell(spell_id, SE_BindAffinity))
|
||||
{
|
||||
@ -3825,7 +3830,7 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
|
||||
cd->source = action->source;
|
||||
cd->type = action->type;
|
||||
cd->spellid = action->spell;
|
||||
cd->sequence = action->sequence;
|
||||
cd->meleepush_xy = action->sequence;
|
||||
cd->damage = 0;
|
||||
if(!IsEffectInSpell(spell_id, SE_BindAffinity))
|
||||
{
|
||||
|
||||
@ -192,7 +192,7 @@ void Trap::Trigger(Mob* trigger)
|
||||
int dmg = zone->random.Int(effectvalue, effectvalue2);
|
||||
trigger->SetHP(trigger->GetHP() - dmg);
|
||||
a->damage = dmg;
|
||||
a->sequence = zone->random.Int(0, 1234567);
|
||||
a->meleepush_xy = zone->random.Int(0, 1234567);
|
||||
a->source = GetHiddenTrigger()!=nullptr ? GetHiddenTrigger()->GetID() : trigger->GetID();
|
||||
a->spellid = 0;
|
||||
a->target = trigger->GetID();
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user