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  #1  
Old 10-07-2008, 01:30 AM
AndMetal
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Quote:
Originally Posted by ChaosSlayer View Post
PS: Its about time we add PLAYER OOC regeneration =)
Just a random thought, but couldn't we do this with player quests? Start a timer when out of combat, stop it while in combat, and when the timer comes up, either cast a spell, #heal, etc.

As far as per-mob Out of Combat regen, I think the best way to handle this might be to set this in the Mob class (make it sint32 oocregen or something like that), have it default to whatever the rule is set to, and make a function, say SetOOCRegen, to change it. Then, just wrap it into the quest code so you can trigger it via quest. That way, you can execute it on sub EVENT_SPAWN if you want it on by default instead of setting it in the database, and change it whenever/wherever you want. I think this should just about do it:
In zone/mob.h, around line 928, add
Code:
	sint16	hp_regen;
	sint16	mana_regen;
	sint32	oocregen; //Out of Combat Regen, % per tick
	void SetOOCRegen(sint32 newoocregen) {oocregen = newoocregen;}
In zone/mob.cpp, around line 29, add
Code:
#include "map.h"
#include "StringIDs.h"
#include "../common/rulesys.h"
and around line 206, add
Code:
	hp_regen = in_hp_regen;
	mana_regen = in_mana_regen;
	oocregen = RuleI(NPC, OOCRegen); //default Out of Combat Regen
Then we just need to get it into the quests. I think this should do it:
in zone/perl_mob.cpp, around line 5569, add
Code:
XS(XS_Mob_SetOOCRegen); /* prototype to pass -Wmissing-prototypes */
XS(XS_Mob_SetOOCRegen)
{
	dXSARGS;
	if (items != 2)
		Perl_croak(aTHX_ "Usage: Mob::SetOOCRegen(THIS, newoocregen)");
	{
		Mob *		THIS;
		sint32		newoocregen = (sint32)SvIV(ST(1));

		if (sv_derived_from(ST(0), "Mob")) {
			IV tmp = SvIV((SV*)SvRV(ST(0)));
			THIS = INT2PTR(Mob *,tmp);
		}
		else
			Perl_croak(aTHX_ "THIS is not of type Mob");
		if(THIS == NULL)
			Perl_croak(aTHX_ "THIS is NULL, avoiding crash.");

		THIS->SetOOCRegen(newoocregen);
	}
	XSRETURN_EMPTY;
}
and around line 5813, add
Code:
		newXSproto(strcpy(buf, "ClearFeignMemory"), XS_Mob_ClearFeignMemory, file, "$");
		newXSproto(strcpy(buf, "SetOOCRegen"), XS_Mob_SetOOCRegen, file, "$$");
Now, you can change it using $Mob->SetOOCRegen(0). If you decide to try it out, let me know how it works.
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Last edited by AndMetal; 10-07-2008 at 09:32 AM..
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  #2  
Old 10-07-2008, 04:09 AM
AndMetal
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I just tried to compile the changes, and it looks like I didn't work the function correctly. If you put it around line 401 & add inline:
Code:
	inline virtual void SetHP(sint32 hp) { if (hp >= max_hp) cur_hp = max_hp; else cur_hp = hp;}
	bool ChangeHP(Mob* other, sint32 amount, int16 spell_id = 0, sint8 buffslot = -1, bool iBuffTic = false);
	inline void SetOOCRegen(sint32 newoocregen) {oocregen = newoocregen;}
	int MonkSpecialAttack(Mob* other, int8 skill_used);
	void TryBackstab(Mob *other);
it should compile fine (I did verify this).

Of course, I also forgot the most important part: adding the check on whether or not to calculate OOC regen:
in zone/npc.cpp, around line 558, change
Code:
		sint32 OOCRegen = 0;
		if(oocregen > 0){ //should pull from Mob class
			OOCRegen += GetMaxHP() * oocregen / 100;
			}
		//Lieka Edit:  Fixing NPC regen.  NPCs should regen to full during a set duration, not based on their HPs.  Increase NPC's HPs by % of total HPs / tick.
		if((GetHP() < GetMaxHP()) && !IsPet()) {
			if(!IsEngaged() && oocregen > 0) //NPC out of combat
				SetHP(GetHP() + hp_regen + OOCRegen);
			else
				SetHP(GetHP()+hp_regen);
		} else if(GetHP() < GetMaxHP() && GetOwnerID() !=0) {
			if(!IsEngaged()) //pet
				SetHP(GetHP()+hp_regen+bonus+(GetLevel()/5));
			else
				SetHP(GetHP()+hp_regen+bonus);
		} else 
			SetHP(GetHP()+hp_regen);
Verified that compiles also, just need to see if/how it works (if at all, lol).
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  #3  
Old 10-07-2008, 05:27 AM
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trevius
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I think that code looks really good accept I don't think you want this:

npc.cpp
Code:
		//Lieka Edit:  Fixing NPC regen.  NPCs should regen to full during a set duration, not based on their HPs.  Increase NPC's HPs by % of total HPs / tick.
		if((GetHP() < GetMaxHP()) && !IsPet()) {
			if(!IsEngaged() && oocregen > 0) //NPC out of combat
				SetHP(GetHP() + hp_regen + OOCRegen);
Because with that set, NPCs wouldn't regen at all out combat even with their natural regen setting unless oocregen was set. I think you would need to check which is higher and use that instead. Maybe something like this:

Code:
		//Lieka Edit:  Fixing NPC regen.  NPCs should regen to full during a set duration, not based on their HPs.  Increase NPC's HPs by % of total HPs / tick.
		if((GetHP() < GetMaxHP()) && !IsPet()) {
			if(!IsEngaged()) {//NPC out of combat
				if(hp_regen > OOCRegen)
					SetHP(GetHP() + hp_regen);
				else
					SetHP(GetHP() + OOCRegen);
			} else
				SetHP(GetHP()+hp_regen);
		} else if(GetHP() < GetMaxHP() && GetOwnerID() !=0) {
			if(!IsEngaged()) //pet
				SetHP(GetHP()+hp_regen+bonus+(GetLevel()/5));
			else
				SetHP(GetHP()+hp_regen+bonus);
		} else 
			SetHP(GetHP()+hp_regen);

		if(GetMana() < GetMaxMana()) {
			SetMana(GetMana()+mana_regen+bonus);
		}
I think that should work for almost any scenario. The only thing I can think of that might be worth considering would be a way to make an NPC stop regening completely when out of combat but still regen while in combat by the amount set in the npc_types table. But, if you absolutely had to do that, you could still do it via current quest commands fairly easily when needed.
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  #4  
Old 10-07-2008, 06:53 AM
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trevius
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I am not sure if the IsEngaged() check works for players, but if so, I think this code might work for character OOC regen:

client_process.cpp
Code:
void Client::DoHPRegen() {
	if(GetHP() < GetMaxHP()) {  //Don't do HP regen if HPs are full
		int32 level=GetLevel();
		int32 oochpregen = 0;
		int8 oocwaittime = 0;
		sint32 normal_regen = LevelRegen();
		sint32 item_regen = itembonuses.HPRegen;
		sint32 spell_regen = spellbonuses.HPRegen;
		sint32 total_regen = normal_regen + item_regen + spell_regen;
		if(IsEngaged()) {
			oochpregen = 0;
			oocwaittime = 0;
		}
		if(IsCasting() && RuleB(Character, OOCRegenCastCheck)) {
			oochpregen = 0;
			oocwaittime = 0;
		} else {
			if(oocwaittime >= RuleI(Character, OOCRegenWaitTicks)) {
				oochpregen += GetMaxHP() * RuleI(Character, OOCHPRegen) / 100;
				oochpregen -= level / RuleI(Character, MaxLevel) * oochpregen * RuleI(Character, OOCRegenLevelScale) / 100;
			} else
				oocwaittime = oocwaittime++;
		}
		total_regen = ((total_regen * RuleI(Character, HPRegenMultiplier)) / 100) + oochpregen;
		SetHP(GetHP() + total_regen);
		SendHPUpdate();
	}
}

void Client::DoManaRegen() {
	if(GetMana() < GetMaxMana()) { //Don't do mana regen if mana is full
		int32 level=GetLevel();
		int32 regen = 0;
		int8 oocwaittime = 0;
		int32 oocmanaregen = 0;
		if(IsEngaged()) {
			oocmanaregen = 0;
			oocwaittime = 0;
		}
		if(IsCasting() && RuleB(Character, OOCRegenCastCheck)) {
			oocmanaregen = 0;
			oocwaittime = 0;
		} else {
			if(oocwaittime >= RuleI(Character, OOCRegenWaitTicks)) {
				oocwaittime = oocwaittime++;
				oocmanaregen += GetMaxMana() * RuleI(Character, OOCManaRegen) / 100;
				oocmanaregen -= level / RuleI(Character, MaxLevel) * oocmanaregen * RuleI(Character, OOCRegenLevelScale) / 100;
			} else
				oocwaittime = oocwaittime++;
		}
		if (IsSitting() ||(GetHorseId() != 0)) {		//this should be changed so we dont med while camping, etc...
			if(HasSkill(MEDITATE)) {
				medding = true;
				regen = (((GetSkill(MEDITATE)/10)+(level-(level/4)))/4)+4;
				regen += spellbonuses.ManaRegen + itembonuses.ManaRegen;
				CheckIncreaseSkill(MEDITATE, -10);
			}
			else
				regen = 2+spellbonuses.ManaRegen+itembonuses.ManaRegen+(level/5);
		}
		else {
			medding = false;
			regen = 2+spellbonuses.ManaRegen+itembonuses.ManaRegen+(level/5);
		}

		//AAs
		regen += GetAA(aaMentalClarity) + GetAA(aaBodyAndMindRejuvenation);

		regen = ((regen * RuleI(Character, ManaRegenMultiplier)) / 100) + oocmanaregen;
		
		SetMana(GetMana() + regen);
		SendManaUpdatePacket();
	}
}
ruletypes.h
Code:
RULE_INT ( Character, OOCHPRegen, 0) //Regens this % of HPs per tick if not engaged with a mob (Disabled = 0)
RULE_INT ( Character, OOCManaRegen, 0) //Regens this % of Mana per tick if not engaged with a mob (Disabled = 0)
RULE_INT ( Character, OOCRegenLevelScale, 0) //OOC Regen will scale down per level (0 = scaling disabled, 1 = least scaling, 100 = most)
RULE_INT ( Character, OOCRegenWaitTicks, 0) //OOC Regen will wait this many ticks after combat before starting Out of Combat Regen
RULE_BOOL ( Character, OOCRegenCastCheck, false) //OOC Regen will be stopped if player is casting and this rule is set to true
Note that setting OOCRegenLevelScale to 100 will make it so that a max level character will not get any OOC Regen bonus at all, but a level 1 will still get almost the full bonus and as they level up the bonus will get less and less.

Optional SQL
Code:
Insert into rule_values values (0, 'Character:OOCHPRegen', 0);
Insert into rule_values values (0, 'Character:OOCManaRegen', 0);
Insert into rule_values values (0, 'Character:OOCRegenLevelScale', 0);
Insert into rule_values values (0, 'Character:OOCRegenWaitTicks', 0);
Insert into rule_values values (0, 'Character:OOCRegenCastCheck', false);
I will try this out and post back on how this and the code AndMetal posted work if at all
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Last edited by trevius; 11-16-2008 at 04:15 PM..
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  #5  
Old 10-07-2008, 08:44 AM
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trevius
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Good and bad news!

The code I wrote for player OOC HP and Mana regen does work, but it doesn't seem to actually check if you are engaged or not. So, the !IsEngaged check isn't working. If someone knows how to check that for players, then it should be able to be added and get this code working right away. It did compile just fine, but the way it is now, it will regen at the OOC rates whether you are engaged or not.

The good news is that AndMetal's code with my modifications works perfectly! Here is an example quest that I tested and that works exactly as intended:

Code:
#OOC Regen Test

sub EVENT_SAY {

if ($text=~ /Hail/i){
  quest::say("I can set the OOC regen rates to 0, 5, 10, or 20.  Just ask for the number and I will set it right now.");}

if ($text=~ /^0$/i ){
$npc->SetOOCRegen(0);
  quest::say("Setting OOC Regen to 0");}

if ($text=~ /5/i){
$npc->SetOOCRegen(5);
  quest::say("Setting OOC Regen to 5");}
  
if ($text=~ /10/i){
$npc->SetOOCRegen(10);
  quest::say("Setting OOC Regen to 10");}
  
if ($text=~ /20/i){
$npc->SetOOCRegen(20);
  quest::say("Setting OOC Regen to 20");}
                  
}
Using this quest, I was able to set the regen rates in real time while the mob was out of combat. If it is set to 0, the NPC will regen at whatever normal amount it is set to from the npc_types table. If it is in combat, the OOC code will not effect it at all. Note that it won't set the OOC higher than a certain amount. I tried setting it to 50 and it was the same as setting it to 0, so there may be some kind of cap.
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Last edited by trevius; 10-07-2008 at 04:51 PM..
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  #6  
Old 10-07-2008, 10:36 AM
Andrew80k
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PC OOC regen on live is done like so:

Take total mana pool and divide it by 30. That gives you three minutes to go to full mana from 0. There are 30 "ticks" in 3 minutes. Nice thing is it scales based on the size of the mana pool.
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  #7  
Old 10-07-2008, 12:09 PM
ChaosSlayer
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Trev, for players you would prabobly need to check if player is on any mob hate list.

Andrew80k, 3 min for any player of any lev to get to FM is bad imho, it would be better for gameplay if high lev player ooc downtime would stil be greater than for low lev player. But I guess if we figure out player occ regen at all, the rules can handle the rest
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