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https://github.com/EQEmu/Server.git
synced 2026-05-17 03:08:26 +00:00
More work, looks a lot better than before, tomorrow i hope to get actual client implementation done
This commit is contained in:
+55
-53
@@ -1091,7 +1091,7 @@ void Client::Handle_Connect_OP_SendAAStats(const EQApplicationPacket *app)
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void Client::Handle_Connect_OP_SendAATable(const EQApplicationPacket *app)
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{
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SendAlternateAdvancementList();
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SendAlternateAdvancementTable();
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return;
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}
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@@ -1440,58 +1440,60 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app)
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if (m_pp.ldon_points_available < 0 || m_pp.ldon_points_available > 2000000000){ m_pp.ldon_points_available = 0; }
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/* Initialize AA's : Move to function eventually */
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for (uint32 a = 0; a < MAX_PP_AA_ARRAY; a++)
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aa[a] = &m_pp.aa_array[a];
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query = StringFormat(
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"SELECT "
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"slot, "
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"aa_id, "
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"aa_value, "
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"charges "
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"FROM "
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"`character_alternate_abilities` "
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"WHERE `id` = %u ORDER BY `slot`", this->CharacterID());
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results = database.QueryDatabase(query); i = 0;
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int offset = 0; // offset to fix the hole from expendables
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for (auto row = results.begin(); row != results.end(); ++row) {
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i = atoi(row[0]) - offset;
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m_pp.aa_array[i].AA = atoi(row[1]);
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m_pp.aa_array[i].value = atoi(row[2]);
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m_pp.aa_array[i].charges = atoi(row[3]);
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/* A used expendable could cause there to be a "hole" in the array, this is very bad. Bad things like keeping your expendable after use.
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We could do a few things, one of them being reshuffling when the hole is created or defer the fixing until a later point, like during load!
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Or just never making a hole in the array and just have hacks every where. Fixing the hole at load really just keeps 1 hack in Client::SendAATable
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and keeping this offset that will cause the next AA to be pushed back over the hole. We also need to clean up on save so we don't have multiple
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entries for a single AA.
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*/
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if (m_pp.aa_array[i].value == 0)
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offset++;
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}
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for (uint32 a = 0; a < MAX_PP_AA_ARRAY; a++){
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uint32 id = aa[a]->AA;
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//watch for invalid AA IDs
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if (id == aaNone)
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continue;
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if (id >= aaHighestID) {
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aa[a]->AA = aaNone;
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aa[a]->value = 0;
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continue;
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}
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if (aa[a]->value == 0) {
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aa[a]->AA = aaNone;
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continue;
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}
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if (aa[a]->value > HIGHEST_AA_VALUE) {
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aa[a]->AA = aaNone;
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aa[a]->value = 0;
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continue;
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}
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if (aa[a]->value > 1) /* hack in some stuff for sony's new AA method (where each level of each aa.has a seperate ID) */
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aa_points[(id - aa[a]->value + 1)] = aa[a]->value;
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else
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aa_points[id] = aa[a]->value;
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}
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//aa old
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//for (uint32 a = 0; a < MAX_PP_AA_ARRAY; a++)
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// aa[a] = &m_pp.aa_array[a];
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//query = StringFormat(
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// "SELECT "
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// "slot, "
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// "aa_id, "
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// "aa_value, "
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// "charges "
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// "FROM "
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// "`character_alternate_abilities` "
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// "WHERE `id` = %u ORDER BY `slot`", this->CharacterID());
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//results = database.QueryDatabase(query); i = 0;
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//int offset = 0; // offset to fix the hole from expendables
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//for (auto row = results.begin(); row != results.end(); ++row) {
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// i = atoi(row[0]) - offset;
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// m_pp.aa_array[i].AA = atoi(row[1]);
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// m_pp.aa_array[i].value = atoi(row[2]);
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// m_pp.aa_array[i].charges = atoi(row[3]);
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// /* A used expendable could cause there to be a "hole" in the array, this is very bad. Bad things like keeping your expendable after use.
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// We could do a few things, one of them being reshuffling when the hole is created or defer the fixing until a later point, like during load!
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// Or just never making a hole in the array and just have hacks every where. Fixing the hole at load really just keeps 1 hack in Client::SendAATable
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// and keeping this offset that will cause the next AA to be pushed back over the hole. We also need to clean up on save so we don't have multiple
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// entries for a single AA.
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// */
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// if (m_pp.aa_array[i].value == 0)
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// offset++;
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//}
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//for (uint32 a = 0; a < MAX_PP_AA_ARRAY; a++){
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// uint32 id = aa[a]->AA;
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// //watch for invalid AA IDs
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// if (id == aaNone)
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// continue;
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// if (id >= aaHighestID) {
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// aa[a]->AA = aaNone;
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// aa[a]->value = 0;
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// continue;
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// }
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// if (aa[a]->value == 0) {
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// aa[a]->AA = aaNone;
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// continue;
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// }
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// if (aa[a]->value > HIGHEST_AA_VALUE) {
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// aa[a]->AA = aaNone;
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// aa[a]->value = 0;
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// continue;
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// }
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//
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// //aa old
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// // if (aa[a]->value > 1) /* hack in some stuff for sony's new AA method (where each level of each aa.has a seperate ID) */
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// // aa_points[(id - aa[a]->value + 1)] = aa[a]->value;
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// // else
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// // aa_points[id] = aa[a]->value;
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//}
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if (SPDAT_RECORDS > 0) {
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for (uint32 z = 0; z<MAX_PP_MEMSPELL; z++) {
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