Merge branch 'master' into DBQuery

This commit is contained in:
KimLS
2014-08-16 14:12:33 -07:00
26 changed files with 1181 additions and 506 deletions
+1 -1
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@@ -311,7 +311,7 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
hitBonus += (attacker->CastToNPC()->GetAccuracyRating() / 10.0f); //Modifier from database
if(skillinuse == SkillArchery)
hitBonus -= hitBonus*(RuleR(Combat, ArcheryHitPenalty)*100.0f);
hitBonus -= hitBonus*RuleR(Combat, ArcheryHitPenalty);
//Calculate final chance to hit
chancetohit += ((chancetohit * (hitBonus - avoidanceBonus)) / 100.0f);
+10 -9
View File
@@ -4303,8 +4303,9 @@ void Bot::Spawn(Client* botCharacterOwner, std::string* errorMessage) {
// Get the zone id this bot spawned in
_lastZoneId = GetZoneID();
this->helmtexture = 0xFF;
this->texture = 0xFF;
// this change propagates to Bot::FillSpawnStruct()
this->helmtexture = 0; //0xFF;
this->texture = 0; //0xFF;
if(this->Save())
this->GetBotOwner()->CastToClient()->Message(0, "%s saved.", this->GetCleanName());
@@ -4329,18 +4330,18 @@ void Bot::Spawn(Client* botCharacterOwner, std::string* errorMessage) {
this->SendPosition();
/* // fillspawnstruct now properly handles this -U
// there is something askew with spawn struct appearance fields...
// I re-enabled this until I can sort it out -U
uint32 itemID = 0;
uint8 materialFromSlot = 0xFF;
for(int i=EmuConstants::EQUIPMENT_BEGIN; i<=EmuConstants::EQUIPMENT_END; ++i) {
for(int i = EmuConstants::EQUIPMENT_BEGIN; i <= EmuConstants::EQUIPMENT_END; ++i) {
itemID = GetBotItemBySlot(i);
if(itemID != 0) {
materialFromSlot = Inventory::CalcMaterialFromSlot(i);
if(materialFromSlot != 0xFF) {
if(materialFromSlot != 0xFF)
this->SendWearChange(materialFromSlot);
}
}
}*/
}
}
}
@@ -4586,8 +4587,8 @@ void Bot::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
ns->spawn.size = 0;
ns->spawn.NPC = 0; // 0=player,1=npc,2=pc corpse,3=npc corpse
ns->spawn.helm = 0xFF;
ns->spawn.equip_chest2 = 0xFF;
ns->spawn.helm = helmtexture; //0xFF;
ns->spawn.equip_chest2 = texture; //0xFF;
const Item_Struct* item = 0;
const ItemInst* inst = 0;
+24 -4
View File
@@ -324,6 +324,9 @@ Client::Client(EQStreamInterface* ieqs)
initial_respawn_selection = 0;
alternate_currency_loaded = false;
EngagedRaidTarget = false;
SavedRaidRestTimer = 0;
}
Client::~Client() {
@@ -4330,12 +4333,16 @@ void Client::IncrementAggroCount() {
if(!RuleI(Character, RestRegenPercent))
return;
// If we already had aggro before this method was called, the combat indicator should already be up for SoF clients,
// so we don't need to send it again.
//
if(AggroCount > 1)
return;
// Pause the rest timer
if (AggroCount == 1)
SavedRaidRestTimer = rest_timer.GetRemainingTime();
if(GetClientVersion() >= EQClientSoF) {
@@ -4367,14 +4374,27 @@ void Client::DecrementAggroCount() {
// Something else is still aggro on us, can't rest yet.
if(AggroCount) return;
rest_timer.Start(RuleI(Character, RestRegenTimeToActivate) * 1000);
uint32 time_until_rest;
if (GetEngagedRaidTarget()) {
time_until_rest = RuleI(Character, RestRegenRaidTimeToActivate) * 1000;
SetEngagedRaidTarget(false);
} else {
if (SavedRaidRestTimer > (RuleI(Character, RestRegenTimeToActivate) * 1000)) {
time_until_rest = SavedRaidRestTimer;
SavedRaidRestTimer = 0;
} else {
time_until_rest = RuleI(Character, RestRegenTimeToActivate) * 1000;
}
}
rest_timer.Start(time_until_rest);
if(GetClientVersion() >= EQClientSoF) {
EQApplicationPacket *outapp = new EQApplicationPacket(OP_RestState, 5);
char *Buffer = (char *)outapp->pBuffer;
VARSTRUCT_ENCODE_TYPE(uint8, Buffer, 0x00);
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, RuleI(Character, RestRegenTimeToActivate));
VARSTRUCT_ENCODE_TYPE(uint32, Buffer, (uint32)(time_until_rest / 1000));
QueuePacket(outapp);
safe_delete(outapp);
}
+8 -2
View File
@@ -789,8 +789,8 @@ public:
void SetTint(int16 slot_id, Color_Struct& color);
void SetMaterial(int16 slot_id, uint32 item_id);
void Undye();
uint32 GetItemIDAt(int16 slot_id);
uint32 GetAugmentIDAt(int16 slot_id, uint8 augslot);
int32 GetItemIDAt(int16 slot_id);
int32 GetAugmentIDAt(int16 slot_id, uint8 augslot);
bool PutItemInInventory(int16 slot_id, const ItemInst& inst, bool client_update = false);
bool PushItemOnCursor(const ItemInst& inst, bool client_update = false);
void DeleteItemInInventory(int16 slot_id, int8 quantity = 0, bool client_update = false, bool update_db = true);
@@ -1198,6 +1198,9 @@ public:
int mod_food_value(const Item_Struct *item, int change);
int mod_drink_value(const Item_Struct *item, int change);
void SetEngagedRaidTarget(bool value) { EngagedRaidTarget = value; }
bool GetEngagedRaidTarget() const { return EngagedRaidTarget; }
protected:
friend class Mob;
void CalcItemBonuses(StatBonuses* newbon);
@@ -1442,6 +1445,9 @@ private:
unsigned int RestRegenHP;
unsigned int RestRegenMana;
unsigned int RestRegenEndurance;
bool EngagedRaidTarget;
uint32 SavedRaidRestTimer;
std::set<uint32> zone_flags;
+2 -1
View File
@@ -9140,7 +9140,8 @@ bool Client::FinishConnState2(DBAsyncWork* dbaw) {
m_pp.timeentitledonaccount = database.GetTotalTimeEntitledOnAccount(AccountID()) / 1440;
if(m_pp.RestTimer > RuleI(Character, RestRegenTimeToActivate))
// Reset rest timer if the durations have been lowered in the database
if ((m_pp.RestTimer > RuleI(Character, RestRegenTimeToActivate)) && (m_pp.RestTimer > RuleI(Character, RestRegenRaidTimeToActivate)))
m_pp.RestTimer = 0;
//This checksum should disappear once dynamic structs are in... each struct strategy will do it
+4 -1
View File
@@ -198,8 +198,11 @@ void HateList::Add(Mob *ent, int32 in_hate, int32 in_dam, bool bFrenzy, bool iAd
list.push_back(p);
parse->EventNPC(EVENT_HATE_LIST, owner->CastToNPC(), ent, "1", 0);
if(ent->IsClient())
if (ent->IsClient()) {
if (owner->CastToNPC()->IsRaidTarget())
ent->CastToClient()->SetEngagedRaidTarget(true);
ent->CastToClient()->IncrementAggroCount();
}
}
}
+2 -2
View File
@@ -659,7 +659,7 @@ void Client::DropInst(const ItemInst* inst)
}
// Returns a slot's item ID (returns INVALID_ID if not found)
uint32 Client::GetItemIDAt(int16 slot_id) {
int32 Client::GetItemIDAt(int16 slot_id) {
const ItemInst* inst = m_inv[slot_id];
if (inst)
return inst->GetItem()->ID;
@@ -670,7 +670,7 @@ uint32 Client::GetItemIDAt(int16 slot_id) {
// Returns an augment's ID that's in an item (returns INVALID_ID if not found)
// Pass in the slot ID of the item and which augslot you want to check (0-4)
uint32 Client::GetAugmentIDAt(int16 slot_id, uint8 augslot) {
int32 Client::GetAugmentIDAt(int16 slot_id, uint8 augslot) {
const ItemInst* inst = m_inv[slot_id];
if (inst)
if (inst->GetAugmentItemID(augslot))
+159 -157
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@@ -3537,7 +3537,7 @@ void Mob::TrySympatheticProc(Mob *target, uint32 spell_id)
}
}
uint32 Mob::GetItemStat(uint32 itemid, const char *identifier)
int32 Mob::GetItemStat(uint32 itemid, const char *identifier)
{
const ItemInst* inst = database.CreateItem(itemid);
if (!inst)
@@ -3550,7 +3550,7 @@ uint32 Mob::GetItemStat(uint32 itemid, const char *identifier)
if (!identifier)
return 0;
uint32 stat = 0;
int32 stat = 0;
std::string id = identifier;
for(int i = 0; i < id.length(); ++i)
@@ -3559,316 +3559,318 @@ uint32 Mob::GetItemStat(uint32 itemid, const char *identifier)
}
if (id == "itemclass")
stat = uint32(item->ItemClass);
stat = int32(item->ItemClass);
if (id == "id")
stat = uint32(item->ID);
stat = int32(item->ID);
if (id == "idfile")
stat = atoi(&item->IDFile[2]);
if (id == "weight")
stat = uint32(item->Weight);
stat = int32(item->Weight);
if (id == "norent")
stat = uint32(item->NoRent);
stat = int32(item->NoRent);
if (id == "nodrop")
stat = uint32(item->NoDrop);
stat = int32(item->NoDrop);
if (id == "size")
stat = uint32(item->Size);
stat = int32(item->Size);
if (id == "slots")
stat = uint32(item->Slots);
stat = int32(item->Slots);
if (id == "price")
stat = uint32(item->Price);
stat = int32(item->Price);
if (id == "icon")
stat = uint32(item->Icon);
stat = int32(item->Icon);
if (id == "loregroup")
stat = uint32(item->LoreGroup);
stat = int32(item->LoreGroup);
if (id == "loreflag")
stat = uint32(item->LoreFlag);
stat = int32(item->LoreFlag);
if (id == "pendingloreflag")
stat = uint32(item->PendingLoreFlag);
stat = int32(item->PendingLoreFlag);
if (id == "artifactflag")
stat = uint32(item->ArtifactFlag);
stat = int32(item->ArtifactFlag);
if (id == "summonedflag")
stat = uint32(item->SummonedFlag);
stat = int32(item->SummonedFlag);
if (id == "fvnodrop")
stat = uint32(item->FVNoDrop);
stat = int32(item->FVNoDrop);
if (id == "favor")
stat = uint32(item->Favor);
stat = int32(item->Favor);
if (id == "guildfavor")
stat = uint32(item->GuildFavor);
stat = int32(item->GuildFavor);
if (id == "pointtype")
stat = uint32(item->PointType);
stat = int32(item->PointType);
if (id == "bagtype")
stat = uint32(item->BagType);
stat = int32(item->BagType);
if (id == "bagslots")
stat = uint32(item->BagSlots);
stat = int32(item->BagSlots);
if (id == "bagsize")
stat = uint32(item->BagSize);
stat = int32(item->BagSize);
if (id == "bagwr")
stat = uint32(item->BagWR);
stat = int32(item->BagWR);
if (id == "benefitflag")
stat = uint32(item->BenefitFlag);
stat = int32(item->BenefitFlag);
if (id == "tradeskills")
stat = uint32(item->Tradeskills);
stat = int32(item->Tradeskills);
if (id == "cr")
stat = uint32(item->CR);
stat = int32(item->CR);
if (id == "dr")
stat = uint32(item->DR);
stat = int32(item->DR);
if (id == "pr")
stat = uint32(item->PR);
stat = int32(item->PR);
if (id == "mr")
stat = uint32(item->MR);
stat = int32(item->MR);
if (id == "fr")
stat = uint32(item->FR);
stat = int32(item->FR);
if (id == "astr")
stat = uint32(item->AStr);
stat = int32(item->AStr);
if (id == "asta")
stat = uint32(item->ASta);
stat = int32(item->ASta);
if (id == "aagi")
stat = uint32(item->AAgi);
stat = int32(item->AAgi);
if (id == "adex")
stat = uint32(item->ADex);
stat = int32(item->ADex);
if (id == "acha")
stat = uint32(item->ACha);
stat = int32(item->ACha);
if (id == "aint")
stat = uint32(item->AInt);
stat = int32(item->AInt);
if (id == "awis")
stat = uint32(item->AWis);
stat = int32(item->AWis);
if (id == "hp")
stat = uint32(item->HP);
stat = int32(item->HP);
if (id == "mana")
stat = uint32(item->Mana);
stat = int32(item->Mana);
if (id == "ac")
stat = uint32(item->AC);
stat = int32(item->AC);
if (id == "deity")
stat = uint32(item->Deity);
stat = int32(item->Deity);
if (id == "skillmodvalue")
stat = uint32(item->SkillModValue);
stat = int32(item->SkillModValue);
if (id == "skillmodtype")
stat = uint32(item->SkillModType);
stat = int32(item->SkillModType);
if (id == "banedmgrace")
stat = uint32(item->BaneDmgRace);
stat = int32(item->BaneDmgRace);
if (id == "banedmgamt")
stat = uint32(item->BaneDmgAmt);
stat = int32(item->BaneDmgAmt);
if (id == "banedmgbody")
stat = uint32(item->BaneDmgBody);
stat = int32(item->BaneDmgBody);
if (id == "magic")
stat = uint32(item->Magic);
stat = int32(item->Magic);
if (id == "casttime_")
stat = uint32(item->CastTime_);
stat = int32(item->CastTime_);
if (id == "reqlevel")
stat = uint32(item->ReqLevel);
stat = int32(item->ReqLevel);
if (id == "bardtype")
stat = uint32(item->BardType);
stat = int32(item->BardType);
if (id == "bardvalue")
stat = uint32(item->BardValue);
stat = int32(item->BardValue);
if (id == "light")
stat = uint32(item->Light);
stat = int32(item->Light);
if (id == "delay")
stat = uint32(item->Delay);
stat = int32(item->Delay);
if (id == "reclevel")
stat = uint32(item->RecLevel);
stat = int32(item->RecLevel);
if (id == "recskill")
stat = uint32(item->RecSkill);
stat = int32(item->RecSkill);
if (id == "elemdmgtype")
stat = uint32(item->ElemDmgType);
stat = int32(item->ElemDmgType);
if (id == "elemdmgamt")
stat = uint32(item->ElemDmgAmt);
stat = int32(item->ElemDmgAmt);
if (id == "range")
stat = uint32(item->Range);
stat = int32(item->Range);
if (id == "damage")
stat = uint32(item->Damage);
stat = int32(item->Damage);
if (id == "color")
stat = uint32(item->Color);
stat = int32(item->Color);
if (id == "classes")
stat = uint32(item->Classes);
stat = int32(item->Classes);
if (id == "races")
stat = uint32(item->Races);
stat = int32(item->Races);
if (id == "maxcharges")
stat = uint32(item->MaxCharges);
stat = int32(item->MaxCharges);
if (id == "itemtype")
stat = uint32(item->ItemType);
stat = int32(item->ItemType);
if (id == "material")
stat = uint32(item->Material);
stat = int32(item->Material);
if (id == "casttime")
stat = uint32(item->CastTime);
stat = int32(item->CastTime);
if (id == "elitematerial")
stat = uint32(item->EliteMaterial);
stat = int32(item->EliteMaterial);
if (id == "procrate")
stat = uint32(item->ProcRate);
stat = int32(item->ProcRate);
if (id == "combateffects")
stat = uint32(item->CombatEffects);
stat = int32(item->CombatEffects);
if (id == "shielding")
stat = uint32(item->Shielding);
stat = int32(item->Shielding);
if (id == "stunresist")
stat = uint32(item->StunResist);
stat = int32(item->StunResist);
if (id == "strikethrough")
stat = uint32(item->StrikeThrough);
stat = int32(item->StrikeThrough);
if (id == "extradmgskill")
stat = uint32(item->ExtraDmgSkill);
stat = int32(item->ExtraDmgSkill);
if (id == "extradmgamt")
stat = uint32(item->ExtraDmgAmt);
stat = int32(item->ExtraDmgAmt);
if (id == "spellshield")
stat = uint32(item->SpellShield);
stat = int32(item->SpellShield);
if (id == "avoidance")
stat = uint32(item->Avoidance);
stat = int32(item->Avoidance);
if (id == "accuracy")
stat = uint32(item->Accuracy);
stat = int32(item->Accuracy);
if (id == "charmfileid")
stat = uint32(item->CharmFileID);
stat = int32(item->CharmFileID);
if (id == "factionmod1")
stat = uint32(item->FactionMod1);
stat = int32(item->FactionMod1);
if (id == "factionmod2")
stat = uint32(item->FactionMod2);
stat = int32(item->FactionMod2);
if (id == "factionmod3")
stat = uint32(item->FactionMod3);
stat = int32(item->FactionMod3);
if (id == "factionmod4")
stat = uint32(item->FactionMod4);
stat = int32(item->FactionMod4);
if (id == "factionamt1")
stat = uint32(item->FactionAmt1);
stat = int32(item->FactionAmt1);
if (id == "factionamt2")
stat = uint32(item->FactionAmt2);
stat = int32(item->FactionAmt2);
if (id == "factionamt3")
stat = uint32(item->FactionAmt3);
stat = int32(item->FactionAmt3);
if (id == "factionamt4")
stat = uint32(item->FactionAmt4);
stat = int32(item->FactionAmt4);
if (id == "augtype")
stat = uint32(item->AugType);
stat = int32(item->AugType);
if (id == "ldontheme")
stat = uint32(item->LDoNTheme);
stat = int32(item->LDoNTheme);
if (id == "ldonprice")
stat = uint32(item->LDoNPrice);
stat = int32(item->LDoNPrice);
if (id == "ldonsold")
stat = uint32(item->LDoNSold);
stat = int32(item->LDoNSold);
if (id == "banedmgraceamt")
stat = uint32(item->BaneDmgRaceAmt);
stat = int32(item->BaneDmgRaceAmt);
if (id == "augrestrict")
stat = uint32(item->AugRestrict);
stat = int32(item->AugRestrict);
if (id == "endur")
stat = uint32(item->Endur);
stat = int32(item->Endur);
if (id == "dotshielding")
stat = uint32(item->DotShielding);
stat = int32(item->DotShielding);
if (id == "attack")
stat = uint32(item->Attack);
stat = int32(item->Attack);
if (id == "regen")
stat = uint32(item->Regen);
stat = int32(item->Regen);
if (id == "manaregen")
stat = uint32(item->ManaRegen);
stat = int32(item->ManaRegen);
if (id == "enduranceregen")
stat = uint32(item->EnduranceRegen);
stat = int32(item->EnduranceRegen);
if (id == "haste")
stat = uint32(item->Haste);
stat = int32(item->Haste);
if (id == "damageshield")
stat = uint32(item->DamageShield);
stat = int32(item->DamageShield);
if (id == "recastdelay")
stat = uint32(item->RecastDelay);
stat = int32(item->RecastDelay);
if (id == "recasttype")
stat = uint32(item->RecastType);
stat = int32(item->RecastType);
if (id == "augdistiller")
stat = uint32(item->AugDistiller);
stat = int32(item->AugDistiller);
if (id == "attuneable")
stat = uint32(item->Attuneable);
stat = int32(item->Attuneable);
if (id == "nopet")
stat = uint32(item->NoPet);
stat = int32(item->NoPet);
if (id == "potionbelt")
stat = uint32(item->PotionBelt);
stat = int32(item->PotionBelt);
if (id == "stackable")
stat = uint32(item->Stackable);
stat = int32(item->Stackable);
if (id == "notransfer")
stat = uint32(item->NoTransfer);
stat = int32(item->NoTransfer);
if (id == "questitemflag")
stat = uint32(item->QuestItemFlag);
stat = int32(item->QuestItemFlag);
if (id == "stacksize")
stat = uint32(item->StackSize);
stat = int32(item->StackSize);
if (id == "potionbeltslots")
stat = uint32(item->PotionBeltSlots);
stat = int32(item->PotionBeltSlots);
if (id == "book")
stat = uint32(item->Book);
stat = int32(item->Book);
if (id == "booktype")
stat = uint32(item->BookType);
stat = int32(item->BookType);
if (id == "svcorruption")
stat = uint32(item->SVCorruption);
stat = int32(item->SVCorruption);
if (id == "purity")
stat = uint32(item->Purity);
stat = int32(item->Purity);
if (id == "backstabdmg")
stat = uint32(item->BackstabDmg);
stat = int32(item->BackstabDmg);
if (id == "dsmitigation")
stat = uint32(item->DSMitigation);
stat = int32(item->DSMitigation);
if (id == "heroicstr")
stat = uint32(item->HeroicStr);
stat = int32(item->HeroicStr);
if (id == "heroicint")
stat = uint32(item->HeroicInt);
stat = int32(item->HeroicInt);
if (id == "heroicwis")
stat = uint32(item->HeroicWis);
stat = int32(item->HeroicWis);
if (id == "heroicagi")
stat = uint32(item->HeroicAgi);
stat = int32(item->HeroicAgi);
if (id == "heroicdex")
stat = uint32(item->HeroicDex);
stat = int32(item->HeroicDex);
if (id == "heroicsta")
stat = uint32(item->HeroicSta);
stat = int32(item->HeroicSta);
if (id == "heroiccha")
stat = uint32(item->HeroicCha);
stat = int32(item->HeroicCha);
if (id == "heroicmr")
stat = uint32(item->HeroicMR);
stat = int32(item->HeroicMR);
if (id == "heroicfr")
stat = uint32(item->HeroicFR);
stat = int32(item->HeroicFR);
if (id == "heroiccr")
stat = uint32(item->HeroicCR);
stat = int32(item->HeroicCR);
if (id == "heroicdr")
stat = uint32(item->HeroicDR);
stat = int32(item->HeroicDR);
if (id == "heroicpr")
stat = uint32(item->HeroicPR);
stat = int32(item->HeroicPR);
if (id == "heroicsvcorrup")
stat = uint32(item->HeroicSVCorrup);
stat = int32(item->HeroicSVCorrup);
if (id == "healamt")
stat = uint32(item->HealAmt);
stat = int32(item->HealAmt);
if (id == "spelldmg")
stat = uint32(item->SpellDmg);
stat = int32(item->SpellDmg);
if (id == "ldonsellbackrate")
stat = uint32(item->LDoNSellBackRate);
stat = int32(item->LDoNSellBackRate);
if (id == "scriptfileid")
stat = uint32(item->ScriptFileID);
stat = int32(item->ScriptFileID);
if (id == "expendablearrow")
stat = uint32(item->ExpendableArrow);
stat = int32(item->ExpendableArrow);
if (id == "clairvoyance")
stat = uint32(item->Clairvoyance);
stat = int32(item->Clairvoyance);
// Begin Effects
if (id == "clickeffect")
stat = uint32(item->Click.Effect);
stat = int32(item->Click.Effect);
if (id == "clicktype")
stat = uint32(item->Click.Type);
stat = int32(item->Click.Type);
if (id == "clicklevel")
stat = uint32(item->Click.Level);
stat = int32(item->Click.Level);
if (id == "clicklevel2")
stat = uint32(item->Click.Level2);
stat = int32(item->Click.Level2);
if (id == "proceffect")
stat = uint32(item->Proc.Effect);
stat = int32(item->Proc.Effect);
if (id == "proctype")
stat = uint32(item->Proc.Type);
stat = int32(item->Proc.Type);
if (id == "proclevel")
stat = uint32(item->Proc.Level);
stat = int32(item->Proc.Level);
if (id == "proclevel2")
stat = uint32(item->Proc.Level2);
stat = int32(item->Proc.Level2);
if (id == "worneffect")
stat = uint32(item->Worn.Effect);
stat = int32(item->Worn.Effect);
if (id == "worntype")
stat = uint32(item->Worn.Type);
stat = int32(item->Worn.Type);
if (id == "wornlevel")
stat = uint32(item->Worn.Level);
stat = int32(item->Worn.Level);
if (id == "wornlevel2")
stat = uint32(item->Worn.Level2);
stat = int32(item->Worn.Level2);
if (id == "focuseffect")
stat = uint32(item->Focus.Effect);
stat = int32(item->Focus.Effect);
if (id == "focustype")
stat = uint32(item->Focus.Type);
stat = int32(item->Focus.Type);
if (id == "focuslevel")
stat = uint32(item->Focus.Level);
stat = int32(item->Focus.Level);
if (id == "focuslevel2")
stat = uint32(item->Focus.Level2);
stat = int32(item->Focus.Level2);
if (id == "scrolleffect")
stat = uint32(item->Scroll.Effect);
stat = int32(item->Scroll.Effect);
if (id == "scrolltype")
stat = uint32(item->Scroll.Type);
stat = int32(item->Scroll.Type);
if (id == "scrolllevel")
stat = uint32(item->Scroll.Level);
stat = int32(item->Scroll.Level);
if (id == "scrolllevel2")
stat = uint32(item->Scroll.Level2);
stat = int32(item->Scroll.Level2);
safe_delete(inst);
return stat;
+2 -1
View File
@@ -524,6 +524,7 @@ public:
//More stuff to sort:
virtual bool IsRaidTarget() { return false; };
virtual bool IsAttackAllowed(Mob *target, bool isSpellAttack = false);
bool IsTargeted() const { return (targeted > 0); }
inline void IsTargeted(int in_tar) { targeted += in_tar; if(targeted < 0) targeted = 0;}
@@ -552,7 +553,7 @@ public:
void Shout(const char *format, ...);
void Emote(const char *format, ...);
void QuestJournalledSay(Client *QuestInitiator, const char *str);
uint32 GetItemStat(uint32 itemid, const char *identifier);
int32 GetItemStat(uint32 itemid, const char *identifier);
int16 CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, bool best_focus=false);
uint8 IsFocusEffect(uint16 spellid, int effect_index, bool AA=false,uint32 aa_effect=0);
+1
View File
@@ -358,6 +358,7 @@ NPC::NPC(const NPCType* d, Spawn2* in_respawn, float x, float y, float z, float
SetEmoteID(d->emoteid);
InitializeBuffSlots();
CalcBonuses();
raid_target = d->raid_target;
}
NPC::~NPC()
+4
View File
@@ -395,6 +395,8 @@ public:
void mod_npc_killed_merit(Mob* c);
void mod_npc_killed(Mob* oos);
void AISpellsList(Client *c);
bool IsRaidTarget() const { return raid_target; };
protected:
@@ -500,6 +502,8 @@ protected:
//mercenary stuff
std::list<MercType> mercTypeList;
std::list<MercData> mercDataList;
bool raid_target;
private:
uint32 loottable_id;
+4 -4
View File
@@ -2955,7 +2955,7 @@ XS(XS_Client_GetItemIDAt)
Perl_croak(aTHX_ "Usage: Client::GetItemIDAt(THIS, slot_id)");
{
Client * THIS;
uint32 RETVAL;
int32 RETVAL;
dXSTARG;
int16 slot_id = (int16)SvIV(ST(1));
@@ -2969,7 +2969,7 @@ XS(XS_Client_GetItemIDAt)
Perl_croak(aTHX_ "THIS is nullptr, avoiding crash.");
RETVAL = THIS->GetItemIDAt(slot_id);
XSprePUSH; PUSHu((UV)RETVAL);
XSprePUSH; PUSHi((IV)RETVAL);
}
XSRETURN(1);
}
@@ -2982,7 +2982,7 @@ XS(XS_Client_GetAugmentIDAt)
Perl_croak(aTHX_ "Usage: Client::GetAugmentIDAt(THIS, slot_id, augslot)");
{
Client * THIS;
uint32 RETVAL;
int32 RETVAL;
dXSTARG;
int16 slot_id = (int16)SvIV(ST(1));
int16 augslot = (uint8)SvIV(ST(2));
@@ -2997,7 +2997,7 @@ XS(XS_Client_GetAugmentIDAt)
Perl_croak(aTHX_ "THIS is nullptr, avoiding crash.");
RETVAL = THIS->GetAugmentIDAt(slot_id, augslot);
XSprePUSH; PUSHu((UV)RETVAL);
XSprePUSH; PUSHi((IV)RETVAL);
}
XSRETURN(1);
}
+2 -2
View File
@@ -7298,7 +7298,7 @@ XS(XS_Mob_GetItemStat)
Perl_croak(aTHX_ "Usage: Mob::GetItemStat(THIS, itemid, stat)");
{
Mob * THIS;
uint32 RETVAL;
int32 RETVAL;
uint32 itemid = (uint32)SvUV(ST(1));
Const_char * stat = (Const_char *)SvPV_nolen(ST(2));
dXSTARG;
@@ -7313,7 +7313,7 @@ XS(XS_Mob_GetItemStat)
Perl_croak(aTHX_ "THIS is nullptr, avoiding crash.");
RETVAL = THIS->GetItemStat(itemid, stat);
XSprePUSH; PUSHu((UV)RETVAL);
XSprePUSH; PUSHi((IV)RETVAL);
}
XSRETURN(1);
}
+18
View File
@@ -1780,6 +1780,24 @@ bool Mob::DetermineSpellTargets(uint16 spell_id, Mob *&spell_target, Mob *&ae_ce
break;
}
case ST_PetMaster:
{
Mob *owner = nullptr;
if (IsPet())
owner = GetOwner();
else if ((IsNPC() && CastToNPC()->GetSwarmOwner()))
owner = entity_list.GetMobID(CastToNPC()->GetSwarmOwner());
if (!owner)
return false;
spell_target = owner;
CastAction = SingleTarget;
break;
}
default:
{
mlog(SPELLS__CASTING_ERR, "I dont know Target Type: %d Spell: (%d) %s", spells[spell_id].targettype, spell_id, spells[spell_id].name);
+3 -1
View File
@@ -1115,7 +1115,8 @@ const NPCType* ZoneDatabase::GetNPCType (uint32 id) {
"npc_types.emoteid,"
"npc_types.spellscale,"
"npc_types.healscale,"
"npc_types.no_target_hotkey";
"npc_types.no_target_hotkey,"
"npc_types.raid_target";
MakeAnyLenString(&query, "%s FROM npc_types WHERE id=%d", basic_query, id);
@@ -1302,6 +1303,7 @@ const NPCType* ZoneDatabase::GetNPCType (uint32 id) {
tmpNPCType->spellscale = atoi(row[r++]);
tmpNPCType->healscale = atoi(row[r++]);
tmpNPCType->no_target_hotkey = atoi(row[r++]) == 1 ? true : false;
tmpNPCType->raid_target = atoi(row[r++]) == 0 ? false : true;
// If NPC with duplicate NPC id already in table,
// free item we attempted to add.
+1
View File
@@ -125,6 +125,7 @@ struct NPCType
float spellscale;
float healscale;
bool no_target_hotkey;
bool raid_target;
};
/*