Michael Cook (mackal) d34b4a786b Implement duration ramp and war cry with new AA system
Rampage also correctly does a full attack round for classes
other than monk and ranger
2015-06-21 02:01:48 -04:00

1745 lines
44 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2004 EQEMu Development Team (http://eqemulator.net)
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "../common/classes.h"
#include "../common/global_define.h"
#include "../common/eqemu_logsys.h"
#include "../common/eq_packet_structs.h"
#include "../common/races.h"
#include "../common/spdat.h"
#include "../common/string_util.h"
#include "../common/deity.h"
#include "aa.h"
#include "client.h"
#include "corpse.h"
#include "groups.h"
#include "mob.h"
#include "queryserv.h"
#include "raids.h"
#include "string_ids.h"
#include "titles.h"
#include "zonedb.h"
extern QueryServ* QServ;
void Mob::TemporaryPets(uint16 spell_id, Mob *targ, const char *name_override, uint32 duration_override, bool followme, bool sticktarg) {
//It might not be a bad idea to put these into the database, eventually..
//Dook- swarms and wards
PetRecord record;
if(!database.GetPetEntry(spells[spell_id].teleport_zone, &record))
{
Log.Out(Logs::General, Logs::Error, "Unknown swarm pet spell id: %d, check pets table", spell_id);
Message(13, "Unable to find data for pet %s", spells[spell_id].teleport_zone);
return;
}
AA_SwarmPet pet;
pet.count = 1;
pet.duration = 1;
for(int x = 0; x < MAX_SWARM_PETS; x++)
{
if(spells[spell_id].effectid[x] == SE_TemporaryPets)
{
pet.count = spells[spell_id].base[x];
pet.duration = spells[spell_id].max[x];
}
}
pet.duration += GetFocusEffect(focusSwarmPetDuration, spell_id) / 1000;
pet.npc_id = record.npc_type;
NPCType *made_npc = nullptr;
const NPCType *npc_type = database.LoadNPCTypesData(pet.npc_id);
if(npc_type == nullptr) {
//log write
Log.Out(Logs::General, Logs::Error, "Unknown npc type for swarm pet spell id: %d", spell_id);
Message(0,"Unable to find pet!");
return;
}
if(name_override != nullptr) {
//we have to make a custom NPC type for this name change
made_npc = new NPCType;
memcpy(made_npc, npc_type, sizeof(NPCType));
strcpy(made_npc->name, name_override);
npc_type = made_npc;
}
int summon_count = 0;
summon_count = pet.count;
if(summon_count > MAX_SWARM_PETS)
summon_count = MAX_SWARM_PETS;
static const glm::vec2 swarmPetLocations[MAX_SWARM_PETS] = {
glm::vec2(5, 5), glm::vec2(-5, 5), glm::vec2(5, -5), glm::vec2(-5, -5),
glm::vec2(10, 10), glm::vec2(-10, 10), glm::vec2(10, -10), glm::vec2(-10, -10),
glm::vec2(8, 8), glm::vec2(-8, 8), glm::vec2(8, -8), glm::vec2(-8, -8)
};
while(summon_count > 0) {
int pet_duration = pet.duration;
if(duration_override > 0)
pet_duration = duration_override;
//this is a little messy, but the only way to do it right
//it would be possible to optimize out this copy for the last pet, but oh well
NPCType *npc_dup = nullptr;
if(made_npc != nullptr) {
npc_dup = new NPCType;
memcpy(npc_dup, made_npc, sizeof(NPCType));
}
NPC* npca = new NPC(
(npc_dup!=nullptr)?npc_dup:npc_type, //make sure we give the NPC the correct data pointer
0,
GetPosition() + glm::vec4(swarmPetLocations[summon_count], 0.0f, 0.0f),
FlyMode3);
if (followme)
npca->SetFollowID(GetID());
if(!npca->GetSwarmInfo()){
AA_SwarmPetInfo* nSI = new AA_SwarmPetInfo;
npca->SetSwarmInfo(nSI);
npca->GetSwarmInfo()->duration = new Timer(pet_duration*1000);
}
else{
npca->GetSwarmInfo()->duration->Start(pet_duration*1000);
}
//removing this prevents the pet from attacking
npca->GetSwarmInfo()->owner_id = GetID();
//give the pets somebody to "love"
if(targ != nullptr){
npca->AddToHateList(targ, 1000, 1000);
if (RuleB(Spells, SwarmPetTargetLock) || sticktarg)
npca->GetSwarmInfo()->target = targ->GetID();
else
npca->GetSwarmInfo()->target = 0;
}
//we allocated a new NPC type object, give the NPC ownership of that memory
if(npc_dup != nullptr)
npca->GiveNPCTypeData(npc_dup);
entity_list.AddNPC(npca, true, true);
summon_count--;
}
//the target of these swarm pets will take offense to being cast on...
if(targ != nullptr)
targ->AddToHateList(this, 1, 0);
// The other pointers we make are handled elsewhere.
delete made_npc;
}
void Mob::TypesTemporaryPets(uint32 typesid, Mob *targ, const char *name_override, uint32 duration_override, bool followme, bool sticktarg) {
AA_SwarmPet pet;
pet.count = 1;
pet.duration = 1;
pet.npc_id = typesid;
NPCType *made_npc = nullptr;
const NPCType *npc_type = database.LoadNPCTypesData(typesid);
if(npc_type == nullptr) {
//log write
Log.Out(Logs::General, Logs::Error, "Unknown npc type for swarm pet type id: %d", typesid);
Message(0,"Unable to find pet!");
return;
}
if(name_override != nullptr) {
//we have to make a custom NPC type for this name change
made_npc = new NPCType;
memcpy(made_npc, npc_type, sizeof(NPCType));
strcpy(made_npc->name, name_override);
npc_type = made_npc;
}
int summon_count = 0;
summon_count = pet.count;
if(summon_count > MAX_SWARM_PETS)
summon_count = MAX_SWARM_PETS;
static const glm::vec2 swarmPetLocations[MAX_SWARM_PETS] = {
glm::vec2(5, 5), glm::vec2(-5, 5), glm::vec2(5, -5), glm::vec2(-5, -5),
glm::vec2(10, 10), glm::vec2(-10, 10), glm::vec2(10, -10), glm::vec2(-10, -10),
glm::vec2(8, 8), glm::vec2(-8, 8), glm::vec2(8, -8), glm::vec2(-8, -8)
};;
while(summon_count > 0) {
int pet_duration = pet.duration;
if(duration_override > 0)
pet_duration = duration_override;
//this is a little messy, but the only way to do it right
//it would be possible to optimize out this copy for the last pet, but oh well
NPCType *npc_dup = nullptr;
if(made_npc != nullptr) {
npc_dup = new NPCType;
memcpy(npc_dup, made_npc, sizeof(NPCType));
}
NPC* npca = new NPC(
(npc_dup!=nullptr)?npc_dup:npc_type, //make sure we give the NPC the correct data pointer
0,
GetPosition() + glm::vec4(swarmPetLocations[summon_count], 0.0f, 0.0f),
FlyMode3);
if (followme)
npca->SetFollowID(GetID());
if(!npca->GetSwarmInfo()){
AA_SwarmPetInfo* nSI = new AA_SwarmPetInfo;
npca->SetSwarmInfo(nSI);
npca->GetSwarmInfo()->duration = new Timer(pet_duration*1000);
}
else{
npca->GetSwarmInfo()->duration->Start(pet_duration*1000);
}
//removing this prevents the pet from attacking
npca->GetSwarmInfo()->owner_id = GetID();
//give the pets somebody to "love"
if(targ != nullptr){
npca->AddToHateList(targ, 1000, 1000);
if (RuleB(Spells, SwarmPetTargetLock) || sticktarg)
npca->GetSwarmInfo()->target = targ->GetID();
else
npca->GetSwarmInfo()->target = 0;
}
//we allocated a new NPC type object, give the NPC ownership of that memory
if(npc_dup != nullptr)
npca->GiveNPCTypeData(npc_dup);
entity_list.AddNPC(npca, true, true);
summon_count--;
}
// The other pointers we make are handled elsewhere.
delete made_npc;
}
void Mob::WakeTheDead(uint16 spell_id, Mob *target, uint32 duration)
{
Corpse *CorpseToUse = nullptr;
CorpseToUse = entity_list.GetClosestCorpse(this, nullptr);
if(!CorpseToUse)
return;
//assuming we have pets in our table; we take the first pet as a base type.
const NPCType *base_type = database.LoadNPCTypesData(500);
NPCType *make_npc = new NPCType;
memcpy(make_npc, base_type, sizeof(NPCType));
//combat stats
make_npc->AC = ((GetLevel() * 7) + 550);
make_npc->ATK = GetLevel();
make_npc->max_dmg = (GetLevel() * 4) + 2;
make_npc->min_dmg = 1;
//base stats
make_npc->cur_hp = (GetLevel() * 55);
make_npc->max_hp = (GetLevel() * 55);
make_npc->STR = 85 + (GetLevel() * 3);
make_npc->STA = 85 + (GetLevel() * 3);
make_npc->DEX = 85 + (GetLevel() * 3);
make_npc->AGI = 85 + (GetLevel() * 3);
make_npc->INT = 85 + (GetLevel() * 3);
make_npc->WIS = 85 + (GetLevel() * 3);
make_npc->CHA = 85 + (GetLevel() * 3);
make_npc->MR = 25;
make_npc->FR = 25;
make_npc->CR = 25;
make_npc->DR = 25;
make_npc->PR = 25;
//level class and gender
make_npc->level = GetLevel();
make_npc->class_ = CorpseToUse->class_;
make_npc->race = CorpseToUse->race;
make_npc->gender = CorpseToUse->gender;
make_npc->loottable_id = 0;
//name
char NewName[64];
sprintf(NewName, "%s`s Animated Corpse", GetCleanName());
strcpy(make_npc->name, NewName);
//appearance
make_npc->beard = CorpseToUse->beard;
make_npc->beardcolor = CorpseToUse->beardcolor;
make_npc->eyecolor1 = CorpseToUse->eyecolor1;
make_npc->eyecolor2 = CorpseToUse->eyecolor2;
make_npc->haircolor = CorpseToUse->haircolor;
make_npc->hairstyle = CorpseToUse->hairstyle;
make_npc->helmtexture = CorpseToUse->helmtexture;
make_npc->luclinface = CorpseToUse->luclinface;
make_npc->size = CorpseToUse->size;
make_npc->texture = CorpseToUse->texture;
//cast stuff.. based off of PEQ's if you want to change
//it you'll have to mod this code, but most likely
//most people will be using PEQ style for the first
//part of their spell list; can't think of any smooth
//way to do this
//some basic combat mods here too since it's convienent
switch(CorpseToUse->class_)
{
case CLERIC:
make_npc->npc_spells_id = 1;
break;
case WIZARD:
make_npc->npc_spells_id = 2;
break;
case NECROMANCER:
make_npc->npc_spells_id = 3;
break;
case MAGICIAN:
make_npc->npc_spells_id = 4;
break;
case ENCHANTER:
make_npc->npc_spells_id = 5;
break;
case SHAMAN:
make_npc->npc_spells_id = 6;
break;
case DRUID:
make_npc->npc_spells_id = 7;
break;
case PALADIN:
//SPECATK_TRIPLE
strcpy(make_npc->special_abilities, "6,1");
make_npc->cur_hp = make_npc->cur_hp * 150 / 100;
make_npc->max_hp = make_npc->max_hp * 150 / 100;
make_npc->npc_spells_id = 8;
break;
case SHADOWKNIGHT:
strcpy(make_npc->special_abilities, "6,1");
make_npc->cur_hp = make_npc->cur_hp * 150 / 100;
make_npc->max_hp = make_npc->max_hp * 150 / 100;
make_npc->npc_spells_id = 9;
break;
case RANGER:
strcpy(make_npc->special_abilities, "7,1");
make_npc->cur_hp = make_npc->cur_hp * 135 / 100;
make_npc->max_hp = make_npc->max_hp * 135 / 100;
make_npc->npc_spells_id = 10;
break;
case BARD:
strcpy(make_npc->special_abilities, "6,1");
make_npc->cur_hp = make_npc->cur_hp * 110 / 100;
make_npc->max_hp = make_npc->max_hp * 110 / 100;
make_npc->npc_spells_id = 11;
break;
case BEASTLORD:
strcpy(make_npc->special_abilities, "7,1");
make_npc->cur_hp = make_npc->cur_hp * 110 / 100;
make_npc->max_hp = make_npc->max_hp * 110 / 100;
make_npc->npc_spells_id = 12;
break;
case ROGUE:
strcpy(make_npc->special_abilities, "7,1");
make_npc->max_dmg = make_npc->max_dmg * 150 /100;
make_npc->cur_hp = make_npc->cur_hp * 110 / 100;
make_npc->max_hp = make_npc->max_hp * 110 / 100;
break;
case MONK:
strcpy(make_npc->special_abilities, "7,1");
make_npc->max_dmg = make_npc->max_dmg * 150 /100;
make_npc->cur_hp = make_npc->cur_hp * 135 / 100;
make_npc->max_hp = make_npc->max_hp * 135 / 100;
break;
case WARRIOR:
case BERSERKER:
strcpy(make_npc->special_abilities, "7,1");
make_npc->max_dmg = make_npc->max_dmg * 150 /100;
make_npc->cur_hp = make_npc->cur_hp * 175 / 100;
make_npc->max_hp = make_npc->max_hp * 175 / 100;
break;
default:
make_npc->npc_spells_id = 0;
break;
}
make_npc->loottable_id = 0;
make_npc->merchanttype = 0;
make_npc->d_melee_texture1 = 0;
make_npc->d_melee_texture2 = 0;
NPC* npca = new NPC(make_npc, 0, GetPosition(), FlyMode3);
if(!npca->GetSwarmInfo()){
AA_SwarmPetInfo* nSI = new AA_SwarmPetInfo;
npca->SetSwarmInfo(nSI);
npca->GetSwarmInfo()->duration = new Timer(duration*1000);
}
else{
npca->GetSwarmInfo()->duration->Start(duration*1000);
}
npca->GetSwarmInfo()->owner_id = GetID();
//give the pet somebody to "love"
if(target != nullptr){
npca->AddToHateList(target, 100000);
npca->GetSwarmInfo()->target = target->GetID();
}
//gear stuff, need to make sure there's
//no situation where this stuff can be duped
for(int x = EmuConstants::EQUIPMENT_BEGIN; x <= EmuConstants::EQUIPMENT_END; x++) // (< 21) added MainAmmo
{
uint32 sitem = 0;
sitem = CorpseToUse->GetWornItem(x);
if(sitem){
const Item_Struct * itm = database.GetItem(sitem);
npca->AddLootDrop(itm, &npca->itemlist, 1, 1, 127, true, true);
}
}
//we allocated a new NPC type object, give the NPC ownership of that memory
if(make_npc != nullptr)
npca->GiveNPCTypeData(make_npc);
entity_list.AddNPC(npca, true, true);
//the target of these swarm pets will take offense to being cast on...
if(target != nullptr)
target->AddToHateList(this, 1, 0);
}
void Client::ResetAA() {
RefundAA();
uint32 i;
for (i=0; i < MAX_PP_AA_ARRAY; i++) {
m_pp.aa_array[i].AA = 0;
m_pp.aa_array[i].value = 0;
m_pp.aa_array[i].charges= 0;
}
aa_ranks.clear();
for(int i = 0; i < _maxLeaderAA; ++i)
m_pp.leader_abilities.ranks[i] = 0;
m_pp.group_leadership_points = 0;
m_pp.raid_leadership_points = 0;
m_pp.group_leadership_exp = 0;
m_pp.raid_leadership_exp = 0;
database.DeleteCharacterAAs(CharacterID());
SaveAA();
SendClearAA();
SendAlternateAdvancementTable();
SendAlternateAdvancementPoints();
SendAlternateAdvancementStats();
database.DeleteCharacterLeadershipAAs(this->CharacterID());
// undefined for these clients
if (GetClientVersionBit() & BIT_TitaniumAndEarlier)
Kick();
}
void Client::SendClearAA()
{
EQApplicationPacket *outapp = new EQApplicationPacket(OP_ClearLeadershipAbilities, 0);
FastQueuePacket(&outapp);
outapp = new EQApplicationPacket(OP_ClearAA, 0);
FastQueuePacket(&outapp);
}
int Client::GroupLeadershipAAHealthEnhancement()
{
if (IsRaidGrouped()) {
int bonus = 0;
Raid *raid = GetRaid();
if (!raid)
return 0;
uint32 group_id = raid->GetGroup(this);
if (group_id < 12 && raid->GroupCount(group_id) >= 3) {
switch (raid->GetLeadershipAA(groupAAHealthEnhancement, group_id)) {
case 1:
bonus = 30;
break;
case 2:
bonus = 60;
break;
case 3:
bonus = 100;
break;
}
}
if (raid->RaidCount() >= 18) {
switch (raid->GetLeadershipAA(raidAAHealthEnhancement)) {
case 1:
bonus += 30;
break;
case 2:
bonus += 60;
break;
case 3:
bonus += 100;
break;
}
}
return bonus;
}
Group *g = GetGroup();
if(!g || (g->GroupCount() < 3))
return 0;
switch(g->GetLeadershipAA(groupAAHealthEnhancement))
{
case 0:
return 0;
case 1:
return 30;
case 2:
return 60;
case 3:
return 100;
}
return 0;
}
int Client::GroupLeadershipAAManaEnhancement()
{
if (IsRaidGrouped()) {
int bonus = 0;
Raid *raid = GetRaid();
if (!raid)
return 0;
uint32 group_id = raid->GetGroup(this);
if (group_id < 12 && raid->GroupCount(group_id) >= 3) {
switch (raid->GetLeadershipAA(groupAAManaEnhancement, group_id)) {
case 1:
bonus = 30;
break;
case 2:
bonus = 60;
break;
case 3:
bonus = 100;
break;
}
}
if (raid->RaidCount() >= 18) {
switch (raid->GetLeadershipAA(raidAAManaEnhancement)) {
case 1:
bonus += 30;
break;
case 2:
bonus += 60;
break;
case 3:
bonus += 100;
break;
}
}
return bonus;
}
Group *g = GetGroup();
if(!g || (g->GroupCount() < 3))
return 0;
switch(g->GetLeadershipAA(groupAAManaEnhancement))
{
case 0:
return 0;
case 1:
return 30;
case 2:
return 60;
case 3:
return 100;
}
return 0;
}
int Client::GroupLeadershipAAHealthRegeneration()
{
if (IsRaidGrouped()) {
int bonus = 0;
Raid *raid = GetRaid();
if (!raid)
return 0;
uint32 group_id = raid->GetGroup(this);
if (group_id < 12 && raid->GroupCount(group_id) >= 3) {
switch (raid->GetLeadershipAA(groupAAHealthRegeneration, group_id)) {
case 1:
bonus = 4;
break;
case 2:
bonus = 6;
break;
case 3:
bonus = 8;
break;
}
}
if (raid->RaidCount() >= 18) {
switch (raid->GetLeadershipAA(raidAAHealthRegeneration)) {
case 1:
bonus += 4;
break;
case 2:
bonus += 6;
break;
case 3:
bonus += 8;
break;
}
}
return bonus;
}
Group *g = GetGroup();
if(!g || (g->GroupCount() < 3))
return 0;
switch(g->GetLeadershipAA(groupAAHealthRegeneration))
{
case 0:
return 0;
case 1:
return 4;
case 2:
return 6;
case 3:
return 8;
}
return 0;
}
int Client::GroupLeadershipAAOffenseEnhancement()
{
if (IsRaidGrouped()) {
int bonus = 0;
Raid *raid = GetRaid();
if (!raid)
return 0;
uint32 group_id = raid->GetGroup(this);
if (group_id < 12 && raid->GroupCount(group_id) >= 3) {
switch (raid->GetLeadershipAA(groupAAOffenseEnhancement, group_id)) {
case 1:
bonus = 10;
break;
case 2:
bonus = 19;
break;
case 3:
bonus = 28;
break;
case 4:
bonus = 34;
break;
case 5:
bonus = 40;
break;
}
}
if (raid->RaidCount() >= 18) {
switch (raid->GetLeadershipAA(raidAAOffenseEnhancement)) {
case 1:
bonus += 10;
break;
case 2:
bonus += 19;
break;
case 3:
bonus += 28;
break;
case 4:
bonus += 34;
break;
case 5:
bonus += 40;
break;
}
}
return bonus;
}
Group *g = GetGroup();
if(!g || (g->GroupCount() < 3))
return 0;
switch(g->GetLeadershipAA(groupAAOffenseEnhancement))
{
case 0:
return 0;
case 1:
return 10;
case 2:
return 19;
case 3:
return 28;
case 4:
return 34;
case 5:
return 40;
}
return 0;
}
void Client::InspectBuffs(Client* Inspector, int Rank)
{
// At some point the removed the restriction of being a group member for this to work
// not sure when, but the way it's coded now, it wouldn't work with mobs.
if (!Inspector || Rank == 0)
return;
EQApplicationPacket *outapp = new EQApplicationPacket(OP_InspectBuffs, sizeof(InspectBuffs_Struct));
InspectBuffs_Struct *ib = (InspectBuffs_Struct *)outapp->pBuffer;
uint32 buff_count = GetMaxTotalSlots();
uint32 packet_index = 0;
for (uint32 i = 0; i < buff_count; i++) {
if (buffs[i].spellid == SPELL_UNKNOWN)
continue;
ib->spell_id[packet_index] = buffs[i].spellid;
if (Rank > 1)
ib->tics_remaining[packet_index] = spells[buffs[i].spellid].buffdurationformula == DF_Permanent ? 0xFFFFFFFF : buffs[i].ticsremaining;
packet_index++;
}
Inspector->FastQueuePacket(&outapp);
}
void Client::RefundAA() {
int refunded = 0;
for(auto &rank_value : aa_ranks) {
auto ability_rank = zone->GetAlternateAdvancementAbilityAndRank(rank_value.first, rank_value.second.first);
auto ability = ability_rank.first;
auto rank = ability_rank.second;
if(!ability) {
continue;
}
if(ability->charges > 0 && rank_value.second.second < 1) {
continue;
}
refunded += rank->total_cost;
}
if(refunded > 0) {
m_pp.aapoints += refunded;
SaveAA();
Save();
}
}
AA_SwarmPetInfo::AA_SwarmPetInfo()
{
target = 0;
owner_id = 0;
duration = nullptr;
}
AA_SwarmPetInfo::~AA_SwarmPetInfo()
{
target = 0;
owner_id = 0;
safe_delete(duration);
}
Mob *AA_SwarmPetInfo::GetOwner()
{
return entity_list.GetMobID(owner_id);
}
//New AA
void Client::SendAlternateAdvancementTable() {
for(auto &aa : zone->aa_abilities) {
uint32 charges = 0;
auto ranks = GetAA(aa.second->first_rank_id, &charges);
if(ranks) {
if(aa.second->GetMaxLevel(this) == ranks) {
SendAlternateAdvancementRank(aa.first, ranks);
} else {
SendAlternateAdvancementRank(aa.first, ranks);
SendAlternateAdvancementRank(aa.first, ranks + 1);
}
} else {
SendAlternateAdvancementRank(aa.first, 1);
}
}
}
void Client::SendAlternateAdvancementRank(int aa_id, int level) {
if(!zone)
return;
auto ability_rank = zone->GetAlternateAdvancementAbilityAndRank(aa_id, level);
auto ability = ability_rank.first;
auto rank = ability_rank.second;
if(!ability) {
return;
}
if(!(ability->classes & (1 << GetClass()))) {
return;
}
if(!CanUseAlternateAdvancementRank(rank)) {
return;
}
int size = sizeof(AARankInfo_Struct) + (sizeof(AARankEffect_Struct) * rank->effects.size()) + (sizeof(AARankPrereq_Struct) * rank->prereqs.size());
EQApplicationPacket *outapp = new EQApplicationPacket(OP_SendAATable, size);
AARankInfo_Struct *aai = (AARankInfo_Struct*)outapp->pBuffer;
aai->id = rank->id;
aai->upper_hotkey_sid = rank->upper_hotkey_sid;
aai->lower_hotkey_sid = rank->lower_hotkey_sid;
aai->title_sid = rank->title_sid;
aai->desc_sid = rank->desc_sid;
aai->cost = rank->cost;
aai->seq = aa_id;
aai->type = ability->type;
aai->spell = rank->spell;
aai->spell_type = rank->spell_type;
aai->spell_refresh = rank->recast_time;
aai->classes = ability->classes;
aai->level_req = rank->level_req;
aai->current_level = level;
aai->max_level = ability->GetMaxLevel(this);
aai->prev_id = rank->prev_id;
if(rank->next && !CanUseAlternateAdvancementRank(rank->next) || ability->charges > 0) {
aai->next_id = -1;
} else {
aai->next_id = rank->next_id;
}
aai->total_cost = rank->total_cost;
aai->expansion = rank->expansion;
aai->category = ability->category;
aai->charges = ability->charges;
aai->grant_only = ability->grant_only;
aai->total_effects = rank->effects.size();
aai->total_prereqs = rank->prereqs.size();
outapp->SetWritePosition(sizeof(AARankInfo_Struct));
for(auto &effect : rank->effects) {
outapp->WriteSInt32(effect.effect_id);
outapp->WriteSInt32(effect.base1);
outapp->WriteSInt32(effect.base2);
outapp->WriteSInt32(effect.slot);
}
for(auto &prereq : rank->prereqs) {
outapp->WriteSInt32(prereq.first);
outapp->WriteSInt32(prereq.second);
}
QueuePacket(outapp);
safe_delete(outapp);
}
void Client::SendAlternateAdvancementStats() {
EQApplicationPacket* outapp = new EQApplicationPacket(OP_AAExpUpdate, sizeof(AltAdvStats_Struct));
AltAdvStats_Struct *aps = (AltAdvStats_Struct *)outapp->pBuffer;
aps->experience = (uint32)(((float)330.0f * (float)m_pp.expAA) / (float)max_AAXP);
aps->unspent = m_pp.aapoints;
aps->percentage = m_epp.perAA;
QueuePacket(outapp);
safe_delete(outapp);
}
void Client::SendAlternateAdvancementPoints() {
EQApplicationPacket* outapp = new EQApplicationPacket(OP_RespondAA, sizeof(AATable_Struct));
AATable_Struct* aa2 = (AATable_Struct *)outapp->pBuffer;
int i = 0;
for(auto &aa : zone->aa_abilities) {
uint32 charges = 0;
auto ranks = GetAA(aa.second->first_rank_id, &charges);
if(ranks) {
AA::Rank *rank = aa.second->GetRankByPointsSpent(ranks);
if(rank) {
aa2->aa_list[i].AA = rank->id;
aa2->aa_list[i].value = ranks;
aa2->aa_list[i].charges = charges;
i++;
}
}
}
aa2->aa_spent = GetSpentAA();
QueuePacket(outapp);
safe_delete(outapp);
}
void Client::SendAlternateAdvancementTimer(int ability, int begin, int end) {
EQApplicationPacket* outapp = new EQApplicationPacket(OP_AAAction, sizeof(UseAA_Struct));
UseAA_Struct* uaaout = (UseAA_Struct*)outapp->pBuffer;
uaaout->ability = ability;
uaaout->begin = begin;
uaaout->end = end;
QueuePacket(outapp);
safe_delete(outapp);
}
//sends all AA timers.
void Client::SendAlternateAdvancementTimers() {
//we dont use SendAATimer because theres no reason to allocate the EQApplicationPacket every time
EQApplicationPacket* outapp = new EQApplicationPacket(OP_AAAction, sizeof(UseAA_Struct));
UseAA_Struct* uaaout = (UseAA_Struct*)outapp->pBuffer;
PTimerList::iterator c, e;
c = p_timers.begin();
e = p_timers.end();
for(; c != e; ++c) {
PersistentTimer *cur = c->second;
if(cur->GetType() < pTimerAAStart || cur->GetType() > pTimerAAEnd)
continue; //not an AA timer
//send timer
uaaout->begin = cur->GetStartTime();
uaaout->end = static_cast<uint32>(time(nullptr));
uaaout->ability = cur->GetType() - pTimerAAStart; // uuaaout->ability is really a shared timer number
QueuePacket(outapp);
}
safe_delete(outapp);
}
void Client::ResetAlternateAdvancementTimer(int ability) {
AA::Rank *rank = zone->GetAlternateAdvancementRank(casting_spell_aa_id);
if(rank) {
SendAlternateAdvancementTimer(rank->spell_type, 0, time(0));
p_timers.Clear(&database, rank->spell_type + pTimerAAStart);
}
}
void Client::ResetAlternateAdvancementTimers() {
EQApplicationPacket* outapp = new EQApplicationPacket(OP_AAAction, sizeof(UseAA_Struct));
UseAA_Struct* uaaout = (UseAA_Struct*)outapp->pBuffer;
PTimerList::iterator c, e;
c = p_timers.begin();
e = p_timers.end();
std::vector<int> r_timers;
for(; c != e; ++c) {
PersistentTimer *cur = c->second;
if(cur->GetType() < pTimerAAStart || cur->GetType() > pTimerAAEnd)
continue;
//send timer
uaaout->begin = 0;
uaaout->end = static_cast<uint32>(time(nullptr));
uaaout->ability = cur->GetType() - pTimerAAStart;
r_timers.push_back(cur->GetType());
QueuePacket(outapp);
}
for(auto &i : r_timers) {
p_timers.Clear(&database, i);
}
safe_delete(outapp);
}
void Client::PurchaseAlternateAdvancementRank(int rank_id) {
AA::Rank *rank = zone->GetAlternateAdvancementRank(rank_id);
if(!rank) {
return;
}
if(!rank->base_ability) {
return;
}
if(!CanPurchaseAlternateAdvancementRank(rank, true)) {
return;
}
if(rank->base_ability->charges > 0) {
uint32 charges = 0;
GetAA(rank_id, &charges);
if(charges > 0) {
return;
}
SetAA(rank_id, rank->current_value, rank->base_ability->charges);
} else {
SetAA(rank_id, rank->current_value, 0);
//if not max then send next aa
if(rank->next) {
SendAlternateAdvancementRank(rank->base_ability->id, rank->next->current_value);
}
}
m_pp.aapoints -= rank->cost;
SaveAA();
SendAlternateAdvancementPoints();
SendAlternateAdvancementStats();
if(rank->prev) {
Message_StringID(15, AA_IMPROVE,
std::to_string(rank->title_sid).c_str(),
std::to_string(rank->prev->current_value).c_str(),
std::to_string(rank->cost).c_str(),
std::to_string(AA_POINTS).c_str());
/* QS: Player_Log_AA_Purchases */
if (RuleB(QueryServ, PlayerLogAAPurchases)){
std::string event_desc = StringFormat("Ranked AA Purchase :: aa_id:%i at cost:%i in zoneid:%i instid:%i", rank->id, rank->cost, GetZoneID(), GetInstanceID());
QServ->PlayerLogEvent(Player_Log_AA_Purchases, CharacterID(), event_desc);
}
} else {
Message_StringID(15, AA_GAIN_ABILITY,
std::to_string(rank->title_sid).c_str(),
std::to_string(rank->cost).c_str(),
std::to_string(AA_POINTS).c_str());
/* QS: Player_Log_AA_Purchases */
if (RuleB(QueryServ, PlayerLogAAPurchases)){
std::string event_desc = StringFormat("Initial AA Purchase :: aa_id:%i at cost:%i in zoneid:%i instid:%i", rank->id, rank->cost, GetZoneID(), GetInstanceID());
QServ->PlayerLogEvent(Player_Log_AA_Purchases, CharacterID(), event_desc);
}
}
CalcBonuses();
if(title_manager.IsNewAATitleAvailable(m_pp.aapoints_spent, GetBaseClass()))
NotifyNewTitlesAvailable();
}
//need to rewrite this
void Client::IncrementAlternateAdvancementRank(int rank_id) {
AA::Rank *rank = zone->GetAlternateAdvancementRank(rank_id);
if(!rank) {
return;
}
if(!rank->base_ability) {
return;
}
if(!CanPurchaseAlternateAdvancementRank(rank, false)) {
return;
}
if(rank->base_ability->charges > 0) {
SetAA(rank_id, rank->current_value, rank->base_ability->charges);
}
else {
SetAA(rank_id, rank->current_value, 0);
//if not max then send next aa
if(rank->next) {
SendAlternateAdvancementRank(rank->base_ability->id, rank->next->current_value);
}
}
SaveAA();
SendAlternateAdvancementPoints();
SendAlternateAdvancementStats();
if(rank->prev) {
Message_StringID(15, AA_IMPROVE,
std::to_string(rank->title_sid).c_str(),
std::to_string(rank->prev->current_value).c_str(),
std::to_string(rank->cost).c_str(),
std::to_string(AA_POINTS).c_str());
/* QS: Player_Log_AA_Purchases */
if (RuleB(QueryServ, PlayerLogAAPurchases)){
std::string event_desc = StringFormat("Ranked AA Purchase :: aa_id:%i at cost:%i in zoneid:%i instid:%i", rank->id, rank->cost, GetZoneID(), GetInstanceID());
QServ->PlayerLogEvent(Player_Log_AA_Purchases, CharacterID(), event_desc);
}
}
else {
Message_StringID(15, AA_GAIN_ABILITY,
std::to_string(rank->title_sid).c_str(),
std::to_string(rank->cost).c_str(),
std::to_string(AA_POINTS).c_str());
/* QS: Player_Log_AA_Purchases */
if (RuleB(QueryServ, PlayerLogAAPurchases)){
std::string event_desc = StringFormat("Initial AA Purchase :: aa_id:%i at cost:%i in zoneid:%i instid:%i", rank->id, rank->cost, GetZoneID(), GetInstanceID());
QServ->PlayerLogEvent(Player_Log_AA_Purchases, this->CharacterID(), event_desc);
}
}
CalcBonuses();
}
void Client::ActivateAlternateAdvancementAbility(int rank_id, int target_id) {
AA::Rank *rank = zone->GetAlternateAdvancementRank(rank_id);
if(!rank) {
return;
}
AA::Ability *ability = rank->base_ability;
if(!ability) {
return;
}
if(!IsValidSpell(rank->spell)) {
return;
}
if(!CanUseAlternateAdvancementRank(rank)) {
return;
}
//make sure it is not a passive
if(rank->effects.size() > 0) {
return;
}
//if expendable make sure we have charges
if(ability->charges > 0) {
uint32 charges = 0;
GetAA(rank_id, &charges);
if(charges < 0) {
return;
}
}
//check cooldown
if(!p_timers.Expired(&database, rank->spell_type + pTimerAAStart)) {
uint32 aaremain = p_timers.GetRemainingTime(rank->spell_type + pTimerAAStart);
uint32 aaremain_hr = aaremain / (60 * 60);
uint32 aaremain_min = (aaremain / 60) % 60;
uint32 aaremain_sec = aaremain % 60;
if(aaremain_hr >= 1) {
Message(13, "You can use this ability again in %u hour(s) %u minute(s) %u seconds",
aaremain_hr, aaremain_min, aaremain_sec);
}
else {
Message(13, "You can use this ability again in %u minute(s) %u seconds",
aaremain_min, aaremain_sec);
}
return;
}
//calculate cooldown
int cooldown = rank->recast_time - GetAlternateAdvancementCooldownReduction(rank);
if(cooldown < 0) {
cooldown = 0;
}
// Bards can cast instant cast AAs while they are casting another song
if(spells[rank->spell].cast_time == 0 && GetClass() == BARD && IsBardSong(casting_spell_id)) {
if(!SpellFinished(rank->spell, entity_list.GetMob(target_id), 10, -1, -1, spells[rank->spell].ResistDiff, false)) {
return;
}
ExpendAlternateAdvancementCharge(ability->id);
} else {
if(!CastSpell(rank->spell, target_id, USE_ITEM_SPELL_SLOT, -1, -1, 0, -1, rank->spell_type + pTimerAAStart, cooldown, nullptr, rank->id)) {
return;
}
}
CastToClient()->GetPTimers().Start(rank->spell_type + pTimerAAStart, cooldown);
SendAlternateAdvancementTimer(rank->spell_type, 0, 0);
}
int Mob::GetAlternateAdvancementCooldownReduction(AA::Rank *rank_in) {
if(!rank_in) {
return 0;
}
AA::Ability *ability_in = rank_in->base_ability;
if(!ability_in) {
return 0;
}
for(auto &aa : aa_ranks) {
auto ability_rank = zone->GetAlternateAdvancementAbilityAndRank(aa.first, aa.second.first);
auto ability = ability_rank.first;
auto rank = ability_rank.second;
if(!ability) {
continue;
}
for(auto &effect : rank->effects) {
if(effect.effect_id == SE_HastenedAASkill && effect.base2 == ability_in->id) {
return effect.base1;
}
}
}
return 0;
}
void Mob::ExpendAlternateAdvancementCharge(uint32 aa_id) {
for(auto &iter : aa_ranks) {
AA::Ability *ability = zone->GetAlternateAdvancementAbility(iter.first);
if(ability && aa_id == ability->id) {
if(iter.second.second > 0) {
iter.second.second -= 1;
if(iter.second.second == 0) {
aa_ranks.erase(iter.first);
if(IsClient()) {
AA::Rank *r = ability->GetRankByPointsSpent(iter.second.first);
if(r) {
CastToClient()->GetEPP().expended_aa += r->cost;
}
}
}
if(IsClient()) {
Client *c = CastToClient();
c->SaveAA();
c->SendAlternateAdvancementPoints();
}
}
return;
}
}
}
bool ZoneDatabase::LoadAlternateAdvancement(Client *c) {
c->ClearAAs();
std::string query = StringFormat(
"SELECT "
"aa_id, "
"aa_value, "
"charges "
"FROM "
"`character_alternate_abilities` "
"WHERE `id` = %u", c->CharacterID());
MySQLRequestResult results = database.QueryDatabase(query);
int i = 0;
for(auto row = results.begin(); row != results.end(); ++row) {
uint32 aa = atoi(row[0]);
uint32 value = atoi(row[1]);
uint32 charges = atoi(row[2]);
auto rank = zone->GetAlternateAdvancementRank(aa);
if(!rank) {
continue;
}
auto ability = rank->base_ability;
if(!ability) {
continue;
}
rank = ability->GetRankByPointsSpent(value);
if(c->CanUseAlternateAdvancementRank(rank)) {
c->GetPP().aa_array[i].AA = aa;
c->GetPP().aa_array[i].value = value;
c->GetPP().aa_array[i].charges = charges;
c->SetAA(aa, value, charges);
i++;
}
}
return true;
}
AA::Ability *Zone::GetAlternateAdvancementAbility(int id) {
auto iter = aa_abilities.find(id);
if(iter != aa_abilities.end()) {
return iter->second.get();
}
return nullptr;
}
AA::Ability *Zone::GetAlternateAdvancementAbilityByRank(int rank_id) {
AA::Rank *rank = GetAlternateAdvancementRank(rank_id);
if(!rank)
return nullptr;
return rank->base_ability;
}
AA::Rank *Zone::GetAlternateAdvancementRank(int rank_id) {
auto iter = aa_ranks.find(rank_id);
if(iter != aa_ranks.end()) {
return iter->second.get();
}
return nullptr;
}
std::pair<AA::Ability*, AA::Rank*> Zone::GetAlternateAdvancementAbilityAndRank(int id, int points_spent) {
AA::Ability *ability = GetAlternateAdvancementAbility(id);
if(!ability) {
return std::make_pair(nullptr, nullptr);
}
AA::Rank *rank = ability->GetRankByPointsSpent(points_spent);
if(!rank) {
return std::make_pair(nullptr, nullptr);
}
return std::make_pair(ability, rank);
}
uint32 Mob::GetAA(uint32 rank_id, uint32 *charges) const {
if(zone) {
AA::Ability *ability = zone->GetAlternateAdvancementAbilityByRank(rank_id);
if(!ability)
return 0;
auto iter = aa_ranks.find(ability->id);
if(iter != aa_ranks.end()) {
if(charges) {
*charges = iter->second.second;
}
return iter->second.first;
}
}
return 0;
}
uint32 Mob::GetAAByAAID(uint32 aa_id, uint32 *charges) const {
if(zone) {
AA::Ability *ability = zone->GetAlternateAdvancementAbility(aa_id);
if(!ability)
return 0;
auto iter = aa_ranks.find(ability->id);
if(iter != aa_ranks.end()) {
if(charges) {
*charges = iter->second.second;
}
return iter->second.first;
}
}
return 0;
}
bool Mob::SetAA(uint32 rank_id, uint32 new_value, uint32 charges) {
if(zone) {
AA::Ability *ability = zone->GetAlternateAdvancementAbilityByRank(rank_id);
if(!ability) {
return false;
}
if(new_value > ability->GetMaxLevel(this)) {
return false;
}
aa_ranks[ability->id] = std::make_pair(new_value, charges);
}
return true;
}
bool Mob::CanUseAlternateAdvancementRank(AA::Rank *rank) {
AA::Ability *ability = rank->base_ability;
if(!ability)
return false;
if(!ability->classes & (1 << GetClass())) {
return false;
}
// Passive and Active Shroud AAs
// For now we skip them
if(ability->category == 3 || ability->category == 4) {
return false;
}
//the one titanium hack i will allow
//just to make sure we dont crash the client with newer aas
//we'll exclude any expendable ones
if(IsClient() && CastToClient()->GetClientVersionBit() & BIT_TitaniumAndEarlier) {
if(ability->charges > 0) {
return false;
}
}
if(IsClient()) {
if(!(CastToClient()->GetPP().expansions & (1 << rank->expansion))) {
return false;
}
} else {
if(!(RuleI(World, ExpansionSettings) & (1 << rank->expansion))) {
return false;
}
}
auto race = GetArrayRace(GetBaseRace());
race = race > 16 ? 1 : race;
if(!(ability->races & (1 << (race - 1)))) {
return false;
}
auto deity = ConvertDeityToBitDeity((DeityTypes)GetDeity());
if(!(ability->deities & deity)) {
return false;
}
if(IsClient() && CastToClient()->Admin() < ability->status) {
return false;
}
if(GetBaseRace() == 522) {
//drakkin_heritage
if(!(ability->drakkin_heritage & (1 << GetDrakkinHeritage()))) {
return false;
}
}
return true;
}
bool Mob::CanPurchaseAlternateAdvancementRank(AA::Rank *rank, bool check_price) {
AA::Ability *ability = rank->base_ability;
if(!ability)
return false;
if(!CanUseAlternateAdvancementRank(rank)) {
return false;
}
//You can't purchase grant only AAs they can only be assigned
if(ability->grant_only) {
return false;
}
//check level req
if(rank->level_req > GetLevel()) {
return false;
}
uint32 current_charges = 0;
auto points = GetAA(rank->id, &current_charges);
//check that we are on previous rank already (if exists)
if(rank->prev) {
if(points != rank->prev->current_value) {
return false;
}
}
//if expendable only let us purchase if we have no charges already
//not quite sure on how this functions client side atm
//I intend to look into it later to make sure the behavior is right
if(ability->charges > 0 && current_charges > 0) {
return false;
}
//check prereqs
for(auto &prereq : rank->prereqs) {
AA::Ability *prereq_ability = zone->GetAlternateAdvancementAbility(prereq.first);
if(prereq_ability) {
auto ranks = GetAA(prereq_ability->first_rank_id);
if(ranks < prereq.second) {
return false;
}
}
}
//check price, if client
if(check_price && IsClient()) {
if(rank->cost > CastToClient()->GetAAPoints()) {
return false;
}
}
return true;
}
void Zone::LoadAlternateAdvancement() {
Log.Out(Logs::General, Logs::Status, "Loading Alternate Advancement Data...");
if(!database.LoadAlternateAdvancementAbilities(aa_abilities,
aa_ranks))
{
aa_abilities.clear();
aa_ranks.clear();
Log.Out(Logs::General, Logs::Status, "Failed to load Alternate Advancement Data");
return;
}
Log.Out(Logs::General, Logs::Status, "Processing Alternate Advancement Data...");
for(const auto &ability : aa_abilities) {
ability.second->first = GetAlternateAdvancementRank(ability.second->first_rank_id);
//process these ranks
AA::Rank *current = ability.second->first;
int i = 1;
while(current) {
current->prev = GetAlternateAdvancementRank(current->prev_id);
current->next = GetAlternateAdvancementRank(current->next_id);
current->base_ability = ability.second.get();
current->current_value = i;
if(current->prev) {
current->total_cost = current->cost + current->prev->total_cost;
//check prereqs here
for(auto &prev_prereq : current->prev->prereqs) {
// //if prev has an aa we dont have set
// // then set it here too
// //if prev has an aa we have and the count is different
// // then set to whichever is highest
//
auto iter = current->prereqs.find(prev_prereq.first);
if(iter == current->prereqs.end()) {
//not found
current->prereqs[prev_prereq.first] = prev_prereq.second;
} else {
//they already have it too!
auto points = std::max(iter->second, prev_prereq.second);
current->prereqs[iter->first] = points;
}
}
}
else {
current->prev_id = -1;
current->total_cost = current->cost;
}
if(!current->next) {
current->next_id = -1;
}
i++;
current = current->next;
}
}
Log.Out(Logs::General, Logs::Status, "Loaded Alternate Advancement Data");
}
bool ZoneDatabase::LoadAlternateAdvancementAbilities(std::unordered_map<int, std::unique_ptr<AA::Ability>> &abilities,
std::unordered_map<int, std::unique_ptr<AA::Rank>> &ranks)
{
Log.Out(Logs::General, Logs::Status, "Loading Alternate Advancement Abilities...");
abilities.clear();
std::string query = "SELECT id, name, category, classes, races, deities, drakkin_heritage, status, type, charges, "
"grant_only, first_rank_id FROM aa_ability WHERE enabled = 1";
auto results = QueryDatabase(query);
if(results.Success()) {
for(auto row = results.begin(); row != results.end(); ++row) {
AA::Ability *ability = new AA::Ability;
ability->id = atoi(row[0]);
ability->name = row[1];
ability->category = atoi(row[2]);
//EQ client has classes left shifted by one bit for some odd reason
ability->classes = atoi(row[3]) << 1;
ability->races = atoi(row[4]);
ability->deities = atoi(row[5]);
ability->drakkin_heritage = atoi(row[6]);
ability->status = atoi(row[7]);
ability->type = atoi(row[8]);
ability->charges = atoi(row[9]);
ability->grant_only = atoi(row[10]) != 0 ? true : false;
ability->first_rank_id = atoi(row[11]);
ability->first = nullptr;
abilities[ability->id] = std::unique_ptr<AA::Ability>(ability);
}
} else {
Log.Out(Logs::General, Logs::Error, "Failed to load Alternate Advancement Abilities");
return false;
}
Log.Out(Logs::General, Logs::Status, "Loaded %d Alternate Advancement Abilities", (int)abilities.size());
Log.Out(Logs::General, Logs::Status, "Loading Alternate Advancement Ability Ranks...");
ranks.clear();
query = "SELECT id, upper_hotkey_sid, lower_hotkey_sid, title_sid, desc_sid, cost, level_req, spell, spell_type, recast_time, "
"prev_id, next_id, expansion FROM aa_ranks";
results = QueryDatabase(query);
if(results.Success()) {
for(auto row = results.begin(); row != results.end(); ++row) {
AA::Rank *rank = new AA::Rank;
rank->id = atoi(row[0]);
rank->upper_hotkey_sid = atoi(row[1]);
rank->lower_hotkey_sid = atoi(row[2]);
rank->title_sid = atoi(row[3]);
rank->desc_sid = atoi(row[4]);
rank->cost = atoi(row[5]);
rank->level_req = atoi(row[6]);
rank->spell = atoi(row[7]);
rank->spell_type = atoi(row[8]);
rank->recast_time = atoi(row[9]);
rank->prev_id = atoi(row[10]);
rank->next_id = atoi(row[11]);
rank->expansion = atoi(row[12]);
rank->base_ability = nullptr;
rank->total_cost = 0;
rank->next = nullptr;
rank->prev = nullptr;
ranks[rank->id] = std::unique_ptr<AA::Rank>(rank);
}
} else {
Log.Out(Logs::General, Logs::Error, "Failed to load Alternate Advancement Ability Ranks");
return false;
}
Log.Out(Logs::General, Logs::Status, "Loaded %d Alternate Advancement Ability Ranks", (int)ranks.size());
Log.Out(Logs::General, Logs::Status, "Loading Alternate Advancement Ability Rank Effects...");
query = "SELECT rank_id, slot, effect_id, base1, base2 FROM aa_rank_effects";
results = QueryDatabase(query);
if(results.Success()) {
for(auto row = results.begin(); row != results.end(); ++row) {
AA::RankEffect effect;
int rank_id = atoi(row[0]);
effect.slot = atoi(row[1]);
effect.effect_id = atoi(row[2]);
effect.base1 = atoi(row[3]);
effect.base2 = atoi(row[4]);
if(effect.slot < 1)
continue;
if(ranks.count(rank_id) > 0) {
AA::Rank *rank = ranks[rank_id].get();
rank->effects.push_back(effect);
}
}
} else {
Log.Out(Logs::General, Logs::Error, "Failed to load Alternate Advancement Ability Rank Effects");
return false;
}
Log.Out(Logs::General, Logs::Status, "Loaded Alternate Advancement Ability Rank Effects");
Log.Out(Logs::General, Logs::Status, "Loading Alternate Advancement Ability Rank Prereqs...");
query = "SELECT rank_id, aa_id, points FROM aa_rank_prereqs";
results = QueryDatabase(query);
if(results.Success()) {
for(auto row = results.begin(); row != results.end(); ++row) {
int rank_id = atoi(row[0]);
int aa_id = atoi(row[1]);
int points = atoi(row[2]);
if(aa_id <= 0 || points <= 0) {
continue;
}
if(ranks.count(rank_id) > 0) {
AA::Rank *rank = ranks[rank_id].get();
rank->prereqs[aa_id] = points;
}
}
} else {
Log.Out(Logs::General, Logs::Error, "Failed to load Alternate Advancement Ability Rank Prereqs");
return false;
}
Log.Out(Logs::General, Logs::Status, "Loaded Alternate Advancement Ability Rank Prereqs");
return true;
}
void Mob::GrantAlternateAdvancementAbility(int aa_id, int points) {
if(!zone)
return;
auto ability_rank = zone->GetAlternateAdvancementAbilityAndRank(aa_id, points);
auto ability = ability_rank.first;
auto rank = ability_rank.second;
if(!ability) {
return;
}
if(ability->charges > 0) {
return;
}
if(!ability->grant_only) {
return;
}
if(!CanUseAlternateAdvancementRank(rank)) {
return;
}
SetAA(ability->first_rank_id, rank->current_value, 0);
if(IsClient()) {
Client *c = CastToClient();
if(rank->next) {
c->SendAlternateAdvancementRank(rank->base_ability->id, rank->next->current_value);
}
c->SendAlternateAdvancementPoints();
c->SendAlternateAdvancementStats();
c->CalcBonuses();
}
}
bool Mob::CheckAATimer(int timer)
{
if (timer >= aaTimerMax)
return false;
if (aa_timers[timer].Enabled()) {
if (aa_timers[timer].Check(false)) {
aa_timers[timer].Disable();
return false;
} else {
return true;
}
}
return false;
}