This commit is contained in:
Akkadius 2017-06-26 00:13:23 -05:00
commit 9154938827
6 changed files with 27 additions and 17 deletions

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@ -220,7 +220,7 @@ namespace EQ
resend_delay_ms = 150; resend_delay_ms = 150;
resend_delay_factor = 1.5; resend_delay_factor = 1.5;
resend_delay_min = 150; resend_delay_min = 150;
resend_delay_max = 4000; resend_delay_max = 1000;
connect_delay_ms = 500; connect_delay_ms = 500;
stale_connection_ms = 90000; stale_connection_ms = 90000;
connect_stale_ms = 5000; connect_stale_ms = 5000;

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@ -397,6 +397,7 @@ RULE_BOOL(Spells, FlatItemExtraSpellAmt, false) // allow SpellDmg stat to affect
RULE_BOOL(Spells, IgnoreSpellDmgLvlRestriction, false) // ignore the 5 level spread on applying SpellDmg RULE_BOOL(Spells, IgnoreSpellDmgLvlRestriction, false) // ignore the 5 level spread on applying SpellDmg
RULE_BOOL(Spells, AllowItemTGB, false) // TGB doesn't work with items on live, custom servers want it though RULE_BOOL(Spells, AllowItemTGB, false) // TGB doesn't work with items on live, custom servers want it though
RULE_BOOL(Spells, NPCInnateProcOverride, true) // NPC innate procs override the target type to single target. RULE_BOOL(Spells, NPCInnateProcOverride, true) // NPC innate procs override the target type to single target.
RULE_BOOL(Spells, OldRainTargets, false) // use old incorrectly implemented max targets for rains
RULE_CATEGORY_END() RULE_CATEGORY_END()
RULE_CATEGORY(Combat) RULE_CATEGORY(Combat)

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@ -68,6 +68,7 @@ Beacon::Beacon(Mob *at_mob, int lifetime)
resist_adjust = 0; resist_adjust = 0;
spell_iterations = 0; spell_iterations = 0;
caster_id = 0; caster_id = 0;
max_targets = 4; // default
if(lifetime) if(lifetime)
remove_timer.Start(); remove_timer.Start();
@ -93,10 +94,10 @@ bool Beacon::Process()
) )
{ {
Mob *caster = entity_list.GetMob(caster_id); Mob *caster = entity_list.GetMob(caster_id);
if(caster && spell_iterations--) if(caster && spell_iterations-- && max_targets)
{ {
bool affect_caster = (!caster->IsNPC() && !caster->IsAIControlled()); //NPC AE spells do not affect the NPC caster bool affect_caster = (!caster->IsNPC() && !caster->IsAIControlled()); //NPC AE spells do not affect the NPC caster
entity_list.AESpell(caster, this, spell_id, affect_caster, resist_adjust); entity_list.AESpell(caster, this, spell_id, affect_caster, resist_adjust, &max_targets);
} }
else else
{ {
@ -126,6 +127,8 @@ void Beacon::AELocationSpell(Mob *caster, uint16 cast_spell_id, int16 resist_adj
this->resist_adjust = resist_adjust; this->resist_adjust = resist_adjust;
spell_iterations = spells[spell_id].AEDuration / 2500; spell_iterations = spells[spell_id].AEDuration / 2500;
spell_iterations = spell_iterations < 1 ? 1 : spell_iterations; // at least 1 spell_iterations = spell_iterations < 1 ? 1 : spell_iterations; // at least 1
if (spells[spell_id].aemaxtargets)
max_targets = spells[spell_id].aemaxtargets;
spell_timer.Start(2500); spell_timer.Start(2500);
spell_timer.Trigger(); spell_timer.Trigger();
} }

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@ -56,6 +56,7 @@ protected:
int16 resist_adjust; int16 resist_adjust;
int spell_iterations; int spell_iterations;
Timer spell_timer; Timer spell_timer;
int max_targets;
uint16 caster_id; uint16 caster_id;
private: private:

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@ -694,7 +694,7 @@ void EntityList::AETaunt(Client* taunter, float range, int32 bonus_hate)
// causes caster to hit every mob within dist range of center with // causes caster to hit every mob within dist range of center with
// spell_id. // spell_id.
// NPC spells will only affect other NPCs with compatible faction // NPC spells will only affect other NPCs with compatible faction
void EntityList::AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster, int16 resist_adjust) void EntityList::AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster, int16 resist_adjust, int *max_targets)
{ {
Mob *curmob = nullptr; Mob *curmob = nullptr;
@ -703,11 +703,19 @@ void EntityList::AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_
float min_range2 = spells[spell_id].min_range * spells[spell_id].min_range; float min_range2 = spells[spell_id].min_range * spells[spell_id].min_range;
float dist_targ = 0; float dist_targ = 0;
const auto &position = spells[spell_id].targettype == ST_Ring ? caster->GetTargetRingLocation() : static_cast<glm::vec3>(center->GetPosition());
glm::vec2 min = { position.x - dist, position.y - dist };
glm::vec2 max = { position.x + dist, position.y + dist };
bool bad = IsDetrimentalSpell(spell_id); bool bad = IsDetrimentalSpell(spell_id);
bool isnpc = caster->IsNPC(); bool isnpc = caster->IsNPC();
int MAX_TARGETS_ALLOWED = 4;
if (spells[spell_id].aemaxtargets) if (RuleB(Spells, OldRainTargets))
max_targets = nullptr; // ignore it!
int MAX_TARGETS_ALLOWED = max_targets ? *max_targets : 4;
if (!max_targets && spells[spell_id].aemaxtargets)
MAX_TARGETS_ALLOWED = spells[spell_id].aemaxtargets; MAX_TARGETS_ALLOWED = spells[spell_id].aemaxtargets;
int iCounter = 0; int iCounter = 0;
@ -732,13 +740,10 @@ void EntityList::AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_
continue; continue;
if (spells[spell_id].pcnpc_only_flag == 2 && (curmob->IsClient() || curmob->IsMerc())) if (spells[spell_id].pcnpc_only_flag == 2 && (curmob->IsClient() || curmob->IsMerc()))
continue; continue;
if (!IsWithinAxisAlignedBox(static_cast<glm::vec2>(curmob->GetPosition()), min, max))
continue;
if (spells[spell_id].targettype == ST_Ring) { dist_targ = DistanceSquared(curmob->GetPosition(), position);
dist_targ = DistanceSquared(static_cast<glm::vec3>(curmob->GetPosition()), caster->GetTargetRingLocation());
}
else if (center) {
dist_targ = DistanceSquared(curmob->GetPosition(), center->GetPosition());
}
if (dist_targ > dist2) //make sure they are in range if (dist_targ > dist2) //make sure they are in range
continue; continue;
@ -761,9 +766,7 @@ void EntityList::AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_
if (bad) { if (bad) {
if (!caster->IsAttackAllowed(curmob, true)) if (!caster->IsAttackAllowed(curmob, true))
continue; continue;
if (center && !spells[spell_id].npc_no_los && !center->CheckLosFN(curmob)) if (!spells[spell_id].npc_no_los && !caster->CheckLosFN(position.x, position.y, position.z, curmob->GetSize()))
continue;
if (!center && !spells[spell_id].npc_no_los && !caster->CheckLosFN(caster->GetTargetRingX(), caster->GetTargetRingY(), caster->GetTargetRingZ(), curmob->GetSize()))
continue; continue;
} else { // check to stop casting beneficial ae buffs (to wit: bard songs) on enemies... } else { // check to stop casting beneficial ae buffs (to wit: bard songs) on enemies...
// This does not check faction for beneficial AE buffs..only agro and attackable. // This does not check faction for beneficial AE buffs..only agro and attackable.
@ -790,8 +793,10 @@ void EntityList::AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_
} }
if (!isnpc || spells[spell_id].aemaxtargets) //npcs are not target limited (unless casting a spell with a target limit)... if (!isnpc || spells[spell_id].aemaxtargets) //npcs are not target limited (unless casting a spell with a target limit)...
iCounter++; iCounter++; // should really pull out the MAX_TARGETS_ALLOWED calc so we can break early ...
} }
if (max_targets)
*max_targets = *max_targets - std::min(iCounter, *max_targets); // could be higher than the count
} }
void EntityList::MassGroupBuff(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster) void EntityList::MassGroupBuff(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster)

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@ -357,7 +357,7 @@ public:
void AEAttack(Mob *attacker, float dist, int Hand = EQEmu::inventory::slotPrimary, int count = 0, bool IsFromSpell = false); void AEAttack(Mob *attacker, float dist, int Hand = EQEmu::inventory::slotPrimary, int count = 0, bool IsFromSpell = false);
void AETaunt(Client *caster, float range=0, int32 bonus_hate=0); void AETaunt(Client *caster, float range=0, int32 bonus_hate=0);
void AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true, int16 resist_adjust = 0); void AESpell(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true, int16 resist_adjust = 0, int *max_targets = nullptr);
void MassGroupBuff(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true); void MassGroupBuff(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true);
void AEBardPulse(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true); void AEBardPulse(Mob *caster, Mob *center, uint16 spell_id, bool affect_caster = true);