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  #1  
Old 04-13-2009, 11:13 PM
drakelord
Hill Giant
 
Join Date: Nov 2002
Location: NC, USA
Posts: 182
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Ok, so maybe he didn't give me access, , so here is a diff file I guess.

Code:
Index: common/ruletypes.h
===================================================================
--- common/ruletypes.h	(revision 432)
+++ common/ruletypes.h	(working copy)
@@ -54,7 +54,9 @@
 RULE_INT ( Character, ItemStrikethroughCap, 35)
 RULE_INT ( Character, SkillUpModifier, 100) //skill ups are at 100%
 RULE_BOOL ( Character, SharedBankPlat, false) //off by default to prevent duping for now
-RULE_BOOL ( Character, BindAnywhere, false)
+RULE_BOOL ( Character, BindAnywhere, false)
+RULE_INT ( Character, RestRegenPercent, 20)
+RULE_INT ( Character, RestRegenTimeToActivate, 30000)
 RULE_CATEGORY_END()
 
 RULE_CATEGORY( Guild )
Index: zone/mob.h
===================================================================
--- zone/mob.h	(revision 432)
+++ zone/mob.h	(working copy)
@@ -1182,7 +1182,12 @@
 
 	bool	m_hasRune;
 	bool	m_hasSpellRune;
-	bool	m_hasDeathSaveChance;
+	bool	m_hasDeathSaveChance;
+	
+	unsigned int	restregenhp;
+	unsigned int	restregenmp;
+	unsigned int	restregenrate;
+	Timer	rest_timer;
 
 private:
 	void	_StopSong();		//this is not what you think it is
Index: zone/entity.h
===================================================================
--- zone/entity.h	(revision 432)
+++ zone/entity.h	(working copy)
@@ -333,7 +333,9 @@
 	void    ReloadAllClientsTaskState(int TaskID=0);
 
 	void	CreateGroundObject(int32 itemid, float x, float y, float z, float heading, int32 decay_time = 300000);
-	void	ZoneWho(Client *c, Who_All_Struct* Who);
+	void	ZoneWho(Client *c, Who_All_Struct* Who);
+
+	bool	MobCheckHate(Mob* mobe);
 
 #ifdef EQBOTS
 
Index: zone/client_process.cpp
===================================================================
--- zone/client_process.cpp	(revision 432)
+++ zone/client_process.cpp	(working copy)
@@ -75,6 +75,13 @@
 extern bool spells_loaded;
 extern PetitionList petition_list;
 extern EntityList entity_list;
+
+bool Client::IsAgroed() {
+	if (entity_list.MobCheckHate(this))
+		return true;
+	else
+		return false;
+}
 
 bool Client::Process() {
 	_ZP(Client_Process);
@@ -536,8 +543,29 @@
 		adverrorinfo = 4;
 		if (endupkeep_timer.Check() && !dead){
 			DoEnduranceUpkeep();
-		}
+		}
+
+        if(IsAgroed())
+        {
+		    rest_timer.SetTimer(0);
+            restregenhp = 0;
+            restregenmp = 0;
+        }		
+		else
+		{
+            if (rest_timer.Check(false) && (restregenrate > 0))
+            {             
+                restregenhp = (GetMaxHP() * restregenrate / 100);
+                restregenmp = (GetMaxMana() * restregenrate / 100);
+            }
+            else
+            {
+                restregenhp = 0;
+                restregenmp = 0;
+            }
+        }
 
+
 		if (tic_timer.Check() && !dead) {
 			CalcMaxHP();
 			CalcMaxMana();
@@ -1676,7 +1704,7 @@
 	sint32 spell_regen = spellbonuses.HPRegen;
 	sint32 total_regen = normal_regen + item_regen + spell_regen;
 	total_regen = (total_regen * RuleI(Character, HPRegenMultiplier)) / 100;
-	SetHP(GetHP() + total_regen);
+	SetHP(GetHP() + total_regen + restregenhp);
 	SendHPUpdate();
 }
 
@@ -1705,7 +1733,7 @@
 
 	regen = (regen * RuleI(Character, ManaRegenMultiplier)) / 100;
 	
-	SetMana(GetMana() + regen);
+	SetMana(GetMana() + regen + restregenmp);
 	SendManaUpdatePacket();
 }
 
Index: zone/mob.cpp
===================================================================
--- zone/mob.cpp	(revision 432)
+++ zone/mob.cpp	(working copy)
@@ -107,7 +107,8 @@
 		stunned_timer(0),
 		bardsong_timer(6000),
 		flee_timer(FLEE_CHECK_TIMER),
-		bindwound_timer(10000)
+		bindwound_timer(10000),
+		rest_timer(RuleI(Character, RestRegenTimeToActivate))
 	//	mezzed_timer(0)
 {
 	targeted = false;
@@ -157,8 +158,12 @@
 	level		= in_level;
 	npctype_id	= in_npctype_id; // rembrant, Dec. 20, 2001
 	size		= in_size;
-	runspeed   = in_runspeed;
+	runspeed   = in_runspeed;
+	restregenhp = 0;
+	restregenmp = 0;
+	restregenrate = (RuleI(Character, RestRegenPercent));
 
+
 	
     // neotokyo: sanity check
     if (runspeed < 0 || runspeed > 20)
Index: zone/client.h
===================================================================
--- zone/client.h	(revision 432)
+++ zone/client.h	(working copy)
@@ -867,7 +867,9 @@
 	inline int CompletedTasksInSet(int TaskSet)
 	 	   { return (taskstate ? taskstate->CompletedTasksInSet(TaskSet) :0); }
 
-	inline EQClientVersion GetClientVersion() { return ClientVersion; }
+	inline EQClientVersion GetClientVersion() { return ClientVersion; }
+
+	bool	IsAgroed();
 
 protected:
 	friend class Mob;
Index: zone/entity.cpp
===================================================================
--- zone/entity.cpp	(revision 432)
+++ zone/entity.cpp	(working copy)
@@ -289,7 +289,18 @@
     if (count <= 2)
         return true;
     return false;
-}
+}
+
+bool EntityList::MobCheckHate(Mob* mobe) {
+	LinkedListIterator<Mob*> iterator(mob_list);
+	for(iterator.Reset(); iterator.MoreElements(); iterator.Advance())
+	{
+		Mob* mobf = iterator.GetData();
+		if (mobf->CheckAggro(mobe))
+		return true;
+	}
+	return false;
+}
 
 void EntityList::AddClient(Client* client) {
 	client->SetID(GetFreeID());
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  #2  
Old 04-14-2009, 03:49 PM
drakelord
Hill Giant
 
Join Date: Nov 2002
Location: NC, USA
Posts: 182
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For those of you that actually need it, here is the sql query for the database if you aren't using the default values. Change as needed. Sorry I didn't get it up last night, was dead tired.

Code:
INSERT INTO rule_values VALUES(1,'Character:RestRegenPercent',20);
INSERT INTO rule_values VALUES(1,'Character:RestRegenTimeToActivate',30000);
It should work fine even if you don't source the rules, as they are set inside the ruletypes source.
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  #3  
Old 04-17-2009, 12:55 PM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

Thanks for the SQL makes me job a tiny bit easier. Quick question, does this effect the regen players already have when meditating if the RestRegenPercent rule is set to 0? I just want to make sure this can be disabled without reducing regen to 0
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  #4  
Old 04-17-2009, 01:35 PM
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cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
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Perhaps I should read the code and test it out before asking questions. This works perfectly, and doesn't effect natural regen if set to 0. I am going to make that the default, however so this system is optional and Server Ops don't complain that regen is way too high I'll get this into SVN with my next batch. Thank you!
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  #5  
Old 04-17-2009, 04:10 PM
drakelord
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Join Date: Nov 2002
Location: NC, USA
Posts: 182
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Thanks cavedude,

On my own server, I wrote extra code in that checks for guild pvp targets in range. I'm trying to think of a good way to do that for an entire pvp server though. I'm not sure if the PVP on flag in the database means that anyone can attack anyone period or not.
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  #6  
Old 04-18-2009, 07:53 AM
Derision
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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I've made a few changes to this (I hope you don't mind), primarily because I wanted to tie it in with the SoF rest state indicator that I found the opcode for, because I wanted it to work a bit more like live currently does, and to make it a bit more efficient.

Functionally, the changes are:

* Default RestRegenPercent to 0
* RestRegenTimeToActivate now specified in seconds rather than milliseconds. (This is because I needed to convert it to seconds for the SoF packet).
* Client must be sitting and not have a detrimental spell on them for rest state regen to kick-in.
* SoF clients get the combat/rest symbol and timer. Still works in Titanium, but with no indicators.

Codewise, rather than checking in every call to Client::Process whether the client has aggro, I added a 'HaveAggro' member to the client class which is set true whenever the client gets added to a mob's hate list.

When a mob's hate list is wiped (dies or is memblurred), then any client on that mob's hate checks to see if it has aggro from any other mob, and if not, starts the rest state timer.

I'll commit it later on today. Thanks for the contribution.
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  #7  
Old 04-18-2009, 04:20 PM
drakelord
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Join Date: Nov 2002
Location: NC, USA
Posts: 182
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Thanks Derision, I don't mind the changes, just as long as you didn't have to go a long way out of your way to fix anything.
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