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* [Factions] Remove from shared memory and simplify - Removes factions from shared memory and moves to zone based storage of repositories and changes the NPC `faction_list` to also use repositories. - This affects NPC Factions and Faction Associations. * Bug fixes. * Update client.cpp * Update client.cpp * Update client.cpp * Cleanup * Update client.cpp * Update client.cpp * Update client.cpp * Final push * Update CMakeLists.txt * Consolidate reloading. * [Cleanup] PR # 3999 (#4039) * [Fixes for PR # 3999 * [Reload actual in game factions, not just the umbrella data. * syntax * Fix typo * Foix bug where primary_faction not filled in when no hits * Fix typos * Fix splash factions for kills. * Fix typo * Fix more variable names to be accurate * Fix Loads to load new ones as they come in. * Load npc_factions without primary (tasks) and support old task faction * Rename to make way for new LoadFactionAssocition (by faction_id) * Fix some review comments * Add code to load factions for splash tasks and quests. * Fix issue with sign and RewardFaction, fix Log Message --------- Co-authored-by: Paul Coene <noudess@gmail.com>
79 lines
2.3 KiB
C++
Executable File
79 lines
2.3 KiB
C++
Executable File
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2013 EQEMu Development Team (http://eqemu.org)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef _EQEMU_FACTION_H
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#define _EQEMU_FACTION_H
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#include "types.h"
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#include "features.h"
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#include <map>
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#include <string>
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enum FACTION_VALUE {
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FACTION_ALLY = 1,
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FACTION_WARMLY = 2,
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FACTION_KINDLY = 3,
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FACTION_AMIABLY = 4,
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FACTION_INDIFFERENTLY = 5,
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FACTION_APPREHENSIVELY = 6,
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FACTION_DUBIOUSLY = 7,
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FACTION_THREATENINGLY = 8,
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FACTION_SCOWLS = 9
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};
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struct NPCFactionList {
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uint32 id;
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uint32 primaryfaction;
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bool assistprimaryfaction;
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uint32 factionid[MAX_NPC_FACTIONS];
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int32 factionvalue[MAX_NPC_FACTIONS];
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int8 factionnpcvalue[MAX_NPC_FACTIONS];
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uint8 factiontemp[MAX_NPC_FACTIONS];
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};
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struct FactionMods
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{
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int32 base;
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int16 min; // The lowest your personal earned faction can go - before race/class/deity adjustments.
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int16 max; // The highest your personal earned faction can go - before race/class/deity adjustments.
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int32 class_mod;
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int32 race_mod;
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int32 deity_mod;
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};
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struct Faction {
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int32 id;
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std::map<std::string, int16> mods;
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int16 base;
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int16 min; // The lowest your personal earned faction can go - before race/class/deity adjustments.
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int16 max; // The highest your personal earned faction can go - before race/class/deity adjustments.
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char name[50];
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};
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typedef std::map<uint32, int16> faction_map;
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struct NPCFaction
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{
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uint32 factionID;
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int32 value_mod;
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int8 npc_value;
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uint8 temp;
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};
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const char *FactionValueToString(FACTION_VALUE faction_value);
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FACTION_VALUE CalculateFaction(FactionMods* fm, int32 tmpCharacter_value);
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#endif
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