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* Add faction logging category Probably should use this for more things * Add FactionAssociation struct This is simply just a struct that contains an array of faction ids and multiplier. This can hold a maximum of 10 entries (Seru hit is 8, so 2 extra) this can be raised if need be. * Add database changes and other data point changes This is all the database changes and loading changes Included is an optional SQL that will be used as a starting point, there is likely errors or typos, but we will fix those as they are discovered. * Add Client::RewardFaction function This just takes the faction ID and the magnitude of the primary faction hit and calculates the rest. The minimum change will be either 1 or -1. We stop processing after we see an ID of 0 and assume there will be no later entries. The primary faction ID will always receive a hit even if there is no faction association entries * Add users of RewardFaction to NPC death, tasks, and QuestRewards This will only use the new system if the magnitude is set, otherwise we will just use the old system still * Add quest system calls and lua QuestReward support * Add #factionassociation command This just calls RewardFaction, mostly useful for debugging
98 lines
2.9 KiB
C++
Executable File
98 lines
2.9 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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// Faction Associations give a much more live like faction system
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// Basically the primary faction and magnitude of a faction hit will generate the rest of them
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// Largest faction I could find quickly was Lord Inquisitor Seru with 9 total hits (8 associations) so 8 + 2 for max for now
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#define MAX_FACTION_ASSOC 10
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// this is the ID of a faction association and it's multiplier
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struct FactionAssociationHit {
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int id;
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float multiplier;
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};
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struct FactionAssociations {
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// maybe there should be more data here, fine for now
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FactionAssociationHit hits[MAX_FACTION_ASSOC];
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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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