Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Server Code Submissions

Reply
 
Thread Tools Display Modes
  #1  
Old 12-01-2011, 01:05 AM
game
Fire Beetle
 
Join Date: Aug 2011
Posts: 19
Default Break bind wound while sitting

Fixed by That of The Sleeper dev team
Enjoy


Code:
bool Client::BindWound(Mob* bindmob, bool start, bool fail){
    EQApplicationPacket* outapp = 0;
    if(!fail) {
        outapp = new EQApplicationPacket(OP_Bind_Wound, sizeof(BindWound_Struct));
        BindWound_Struct* bind_out = (BindWound_Struct*) outapp->pBuffer;
        // Start bind
        if(!bindwound_timer.Enabled()) {
            //make sure we actually have a bandage... and consume it.
            sint16 bslot = m_inv.HasItemByUse(ItemTypeBandage, 1, invWhereWorn|invWherePersonal);
            if(bslot == SLOT_INVALID) {
                bind_out->type = 3;
                QueuePacket(outapp);
                bind_out->type = 7;    //this is the wrong message, dont know the right one.
                QueuePacket(outapp);
                return(true);
            }
            DeleteItemInInventory(bslot, 1, true);    //do we need client update?

            // start complete timer
            bindwound_timer.Start(10000);
            bindwound_target = bindmob;

            // Send client unlock
            bind_out->type = 3;
            QueuePacket(outapp);
            bind_out->type = 0;
            // Client Unlocked
            if(!bindmob)
            {
                // send "bindmob dead" to client
                bind_out->type = 4;
                QueuePacket(outapp);
                bind_out->type = 0;
                bindwound_timer.Disable();
                bindwound_target = 0;
       
               
            }
            else {
                // send bindmob "stand still"
                if(!bindmob->IsAIControlled() && bindmob != this ) {
                    bind_out->type = 2; // ?
                    //bind_out->type = 3; // ?
                    bind_out->to = GetID(); // ?
                    bindmob->CastToClient()->QueuePacket(outapp);
                    bind_out->type = 0;
                    bind_out->to = 0;
                }
                else if (bindmob->IsAIControlled() && bindmob != this ){
                    ; // Tell IPC to stand still?
                }
                else {
                    ; // Binding self
                }
            }
        } else {
        // finish bind
            // disable complete timer
            bindwound_timer.Disable();
            bindwound_target = 0;
            if(!bindmob){
                    // send "bindmob gone" to client
                    bind_out->type = 5; // not in zone
                    QueuePacket(outapp);
                    bind_out->type = 0;
            }

            else {
                if (!GetFeigned() && (bindmob->DistNoRoot(*this) <= 400)) {
                    // send bindmob bind done
                    if(!bindmob->IsAIControlled() && bindmob != this ) {

                    }
                    else if(bindmob->IsAIControlled() && bindmob != this ) {
                    // Tell IPC to resume??
                    }
                    else {
                    // Binding self
                    }
                    // Send client bind done

                    //this is taken care of on start of bind, not finish now, and is improved
                    //DeleteItemInInventory(m_inv.HasItem(13009, 1), 1, true);

                    bind_out->type = 1; // Done
                    QueuePacket(outapp);
                    bind_out->type = 0;
                    CheckIncreaseSkill(BIND_WOUND, NULL, 5);

                    int max_percent = 50 + 10 * GetAA(aaFirstAid);

                    if(GetClass() == MONK && GetSkill(BIND_WOUND) > 200) {
                        max_percent = 70 + 10 * GetAA(aaFirstAid);
                    }

                    int max_hp = bindmob->GetMaxHP()*max_percent/100;

                    // send bindmob new hp's
                    if (bindmob->GetHP() < bindmob->GetMaxHP() && bindmob->GetHP() <= (max_hp)-1){
                        // 0.120 per skill point, 0.60 per skill level, minimum 3 max 30
                        int bindhps = 3;


                        if (GetSkill(BIND_WOUND) > 200) {
                            bindhps += GetSkill(BIND_WOUND)*4/10;
                        } else if (GetSkill(BIND_WOUND) >= 10) {
                            bindhps += GetSkill(BIND_WOUND)/4;
                        }

                        //Implementation of aaMithanielsBinding is a guess (the multiplier)
                        switch (GetAA(aaBandageWound))
                        {
                            case 1:
                                bindhps = bindhps * (110 + 20*GetAA(aaMithanielsBinding)) / 100;
                                break;
                            case 2:
                                bindhps = bindhps * (125 + 20*GetAA(aaMithanielsBinding)) / 100;
                                break;
                            case 3:
                                bindhps = bindhps * (150 + 20*GetAA(aaMithanielsBinding)) / 100;
                                break;
                        }

                        //if the bind takes them above the max bindable
                        //cap it at that value. Dont know if live does it this way
                        //but it makes sense to me.
                        int chp = bindmob->GetHP() + bindhps;
                        if(chp > max_hp)
                            chp = max_hp;

                        bindmob->SetHP(chp);
                        bindmob->SendHPUpdate();
                    }
                    else
                    {
                        //I dont have the real, live
                        Message(15, "You cannot bind wounds above %d%% hitpoints.", max_percent);
                        if(bindmob->IsClient())
                            bindmob->CastToClient()->Message(15, "You cannot have your wounds bound above %d%% hitpoints.", max_percent);
                        // Too many hp message goes here.
                    }
                }
                else {
                    // Send client bind failed
                    if(bindmob != this)
                        bind_out->type = 6; // They moved
                    else
                        bind_out->type = 7; // Bandager moved

                    QueuePacket(outapp);
                    bind_out->type = 0;
                }
            }
        }
    }
   
    else if (bindwound_timer.Enabled()) {
        // You moved
        outapp = new EQApplicationPacket(OP_Bind_Wound, sizeof(BindWound_Struct));
        BindWound_Struct* bind_out = (BindWound_Struct*) outapp->pBuffer;
        bindwound_timer.Disable();
        bindwound_target = 0;
        bind_out->type = 7;
        QueuePacket(outapp);
        bind_out->type = 3;
        QueuePacket(outapp);
    }
    //Break bind wound while sitting
    if (bindwound_timer.Enabled() && IsSitting() == 1)
    {
        if(bindmob->IsClient());
        {
                        Message(15, "You can not bind wounds in that position.");
                        bindwound_timer.Disable();
                        bindwound_target = 0;
                        
        }
    }
                   
    else
                            //(bindwound_timer.Enabled() && IsSitting() != 1)
    {
        safe_delete(outapp);
        return true;
        Stand();
    }
                    
    safe_delete(outapp);
    return true;

   
}
Reply With Quote
  #2  
Old 12-01-2011, 04:08 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Thanks for the submission, but would you mind posting a diff so we can easily see what it is that you changed exactly?

Here is some information from one of the sticky posts which is good for anyone posting submissions:
http://www.eqemulator.org/forums/showthread.php?t=26351
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #3  
Old 12-01-2011, 10:31 AM
game
Fire Beetle
 
Join Date: Aug 2011
Posts: 19
Default

Here is the change itself:

Code:
//Break bind wound while sitting
    if (bindwound_timer.Enabled() && IsSitting() == 1)
    {
        if(bindmob->IsClient());
        {
                        Message(15, "You can not bind wounds in that position.");
                        bindwound_timer.Disable();
                        bindwound_target = 0;
                        
        }
    }
                   
    else
                            //(bindwound_timer.Enabled() && IsSitting() != 1)
    {
        safe_delete(outapp);
        return true;
        Stand();
    }
I have marked where the the change is added with hashes

Code:
bool Client::BindWound(Mob* bindmob, bool start, bool fail){
    EQApplicationPacket* outapp = 0;
    if(!fail) {
        outapp = new EQApplicationPacket(OP_Bind_Wound, sizeof(BindWound_Struct));
        BindWound_Struct* bind_out = (BindWound_Struct*) outapp->pBuffer;
        // Start bind
        if(!bindwound_timer.Enabled()) {
            //make sure we actually have a bandage... and consume it.
            sint16 bslot = m_inv.HasItemByUse(ItemTypeBandage, 1, invWhereWorn|invWherePersonal);
            if(bslot == SLOT_INVALID) {
                bind_out->type = 3;
                QueuePacket(outapp);
                bind_out->type = 7;    //this is the wrong message, dont know the right one.
                QueuePacket(outapp);
                return(true);
            }
            DeleteItemInInventory(bslot, 1, true);    //do we need client update?

            // start complete timer
            bindwound_timer.Start(10000);
            bindwound_target = bindmob;

            // Send client unlock
            bind_out->type = 3;
            QueuePacket(outapp);
            bind_out->type = 0;
            // Client Unlocked
            if(!bindmob)
            {
                // send "bindmob dead" to client
                bind_out->type = 4;
                QueuePacket(outapp);
                bind_out->type = 0;
                bindwound_timer.Disable();
                bindwound_target = 0;
       
               
            }
            else {
                // send bindmob "stand still"
                if(!bindmob->IsAIControlled() && bindmob != this ) {
                    bind_out->type = 2; // ?
                    //bind_out->type = 3; // ?
                    bind_out->to = GetID(); // ?
                    bindmob->CastToClient()->QueuePacket(outapp);
                    bind_out->type = 0;
                    bind_out->to = 0;
                }
                else if (bindmob->IsAIControlled() && bindmob != this ){
                    ; // Tell IPC to stand still?
                }
                else {
                    ; // Binding self
                }
            }
        } else {
        // finish bind
            // disable complete timer
            bindwound_timer.Disable();
            bindwound_target = 0;
            if(!bindmob){
                    // send "bindmob gone" to client
                    bind_out->type = 5; // not in zone
                    QueuePacket(outapp);
                    bind_out->type = 0;
            }

            else {
                if (!GetFeigned() && (bindmob->DistNoRoot(*this) <= 400)) {
                    // send bindmob bind done
                    if(!bindmob->IsAIControlled() && bindmob != this ) {

                    }
                    else if(bindmob->IsAIControlled() && bindmob != this ) {
                    // Tell IPC to resume??
                    }
                    else {
                    // Binding self
                    }
                    // Send client bind done

                    //this is taken care of on start of bind, not finish now, and is improved
                    //DeleteItemInInventory(m_inv.HasItem(13009, 1), 1, true);

                    bind_out->type = 1; // Done
                    QueuePacket(outapp);
                    bind_out->type = 0;
                    CheckIncreaseSkill(BIND_WOUND, NULL, 5);

                    int max_percent = 50 + 10 * GetAA(aaFirstAid);

                    if(GetClass() == MONK && GetSkill(BIND_WOUND) > 200) {
                        max_percent = 70 + 10 * GetAA(aaFirstAid);
                    }

                    int max_hp = bindmob->GetMaxHP()*max_percent/100;

                    // send bindmob new hp's
                    if (bindmob->GetHP() < bindmob->GetMaxHP() && bindmob->GetHP() <= (max_hp)-1){
                        // 0.120 per skill point, 0.60 per skill level, minimum 3 max 30
                        int bindhps = 3;


                        if (GetSkill(BIND_WOUND) > 200) {
                            bindhps += GetSkill(BIND_WOUND)*4/10;
                        } else if (GetSkill(BIND_WOUND) >= 10) {
                            bindhps += GetSkill(BIND_WOUND)/4;
                        }

                        //Implementation of aaMithanielsBinding is a guess (the multiplier)
                        switch (GetAA(aaBandageWound))
                        {
                            case 1:
                                bindhps = bindhps * (110 + 20*GetAA(aaMithanielsBinding)) / 100;
                                break;
                            case 2:
                                bindhps = bindhps * (125 + 20*GetAA(aaMithanielsBinding)) / 100;
                                break;
                            case 3:
                                bindhps = bindhps * (150 + 20*GetAA(aaMithanielsBinding)) / 100;
                                break;
                        }

                        //if the bind takes them above the max bindable
                        //cap it at that value. Dont know if live does it this way
                        //but it makes sense to me.
                        int chp = bindmob->GetHP() + bindhps;
                        if(chp > max_hp)
                            chp = max_hp;

                        bindmob->SetHP(chp);
                        bindmob->SendHPUpdate();
                    }
                    else
                    {
                        //I dont have the real, live
                        Message(15, "You cannot bind wounds above %d%% hitpoints.", max_percent);
                        if(bindmob->IsClient())
                            bindmob->CastToClient()->Message(15, "You cannot have your wounds bound above %d%% hitpoints.", max_percent);
                        // Too many hp message goes here.
                    }
                }
                else {
                    // Send client bind failed
                    if(bindmob != this)
                        bind_out->type = 6; // They moved
                    else
                        bind_out->type = 7; // Bandager moved

                    QueuePacket(outapp);
                    bind_out->type = 0;
                }
            }
        }
    }
   
    else if (bindwound_timer.Enabled()) {
        // You moved
        outapp = new EQApplicationPacket(OP_Bind_Wound, sizeof(BindWound_Struct));
        BindWound_Struct* bind_out = (BindWound_Struct*) outapp->pBuffer;
        bindwound_timer.Disable();
        bindwound_target = 0;
        bind_out->type = 7;
        QueuePacket(outapp);
        bind_out->type = 3;
        QueuePacket(outapp);
    }
############################################
############################################
#    //Break bind wound while sitting
#    if (bindwound_timer.Enabled() && IsSitting() == 1)
#    {
#        if(bindmob->IsClient());
#        {
#                       Message(15, "You can not bind wounds in that position.");
#                        bindwound_timer.Disable();
#                        bindwound_target = 0;
#                        
#        }
#    }
#                   
#    else
#                            //(bindwound_timer.Enabled() && IsSitting() != 1)
#    {
#        safe_delete(outapp);
#        return true;
#        Stand();
#    }
#############################################
#############################################                   
    safe_delete(outapp);
    return true;

   
}
Reply With Quote
  #4  
Old 12-02-2011, 06:55 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Thanks for pointing out the changes that were made. That logic does not look correct to me, though.

For one thing, you have a return and then Stand():

Code:
    else
                            //(bindwound_timer.Enabled() && IsSitting() != 1)
    {
        safe_delete(outapp);
        return true;
        Stand();
    }
Also, the commented out line there could also be:
Code:
                            //(!bindwound_timer.Enabled() && IsSitting() == 1)
Another thing is that it should probably be moved to just after this:

Code:
    if(!fail) {
        outapp = new EQApplicationPacket(OP_Bind_Wound, sizeof(BindWound_Struct));
        BindWound_Struct* bind_out = (BindWound_Struct*) outapp->pBuffer;
        // Start bind
        if(!bindwound_timer.Enabled()) {
That way the check is made before consuming a bandage. Though that depends on if the client consumes the bandage on your screen even if you are sitting and click it.

Since I am pretty sure you have to be standing to use bind wound, you could probably just do this check so you make sure they aren't feigned or whatever as well:

Code:
if (GetAppearance() != eaStanding)
{
Message(15, "You can not bind wounds in that position.");
bindwound_target = 0;
safe_delete(outapp);
return false;
}
So, the whole function would look something like this, though this is untested:
Code:
bool Client::BindWound(Mob* bindmob, bool start, bool fail){
	EQApplicationPacket* outapp = 0;
	if(!fail) {
		outapp = new EQApplicationPacket(OP_Bind_Wound, sizeof(BindWound_Struct));
		BindWound_Struct* bind_out = (BindWound_Struct*) outapp->pBuffer;
		// Start bind
		if(!bindwound_timer.Enabled()) {
			// Verify they are standing when they attempt to Bind Wounds
			if (GetAppearance() != eaStanding)
			{
				Message(15, "You can not bind wounds in that position.");
				bindwound_target = 0;
				safe_delete(outapp);
				return false;
			}
			//make sure we actually have a bandage... and consume it.
			sint16 bslot = m_inv.HasItemByUse(ItemTypeBandage, 1, invWhereWorn|invWherePersonal);
			if(bslot == SLOT_INVALID) {
				bind_out->type = 3;
				QueuePacket(outapp);
				bind_out->type = 7;	//this is the wrong message, dont know the right one.
				QueuePacket(outapp);
				return(true);
			}
			DeleteItemInInventory(bslot, 1, true);	//do we need client update?

			// start complete timer
			bindwound_timer.Start(10000);
			bindwound_target = bindmob;

			// Send client unlock
			bind_out->type = 3;
			QueuePacket(outapp);
			bind_out->type = 0;
			// Client Unlocked
			if(!bindmob)
			{
				// send "bindmob dead" to client
				bind_out->type = 4;
				QueuePacket(outapp);
				bind_out->type = 0;
				bindwound_timer.Disable();
				bindwound_target = 0;
	   
			   
			}
			else {
				// send bindmob "stand still"
				if(!bindmob->IsAIControlled() && bindmob != this ) {
					bind_out->type = 2; // ?
					//bind_out->type = 3; // ?
					bind_out->to = GetID(); // ?
					bindmob->CastToClient()->QueuePacket(outapp);
					bind_out->type = 0;
					bind_out->to = 0;
				}
				else if (bindmob->IsAIControlled() && bindmob != this ){
					; // Tell IPC to stand still?
				}
				else {
					; // Binding self
				}
			}
		} else {
		// finish bind
			// disable complete timer
			bindwound_timer.Disable();
			bindwound_target = 0;
			if(!bindmob){
					// send "bindmob gone" to client
					bind_out->type = 5; // not in zone
					QueuePacket(outapp);
					bind_out->type = 0;
			}

			else {
				if (!GetFeigned() && (bindmob->DistNoRoot(*this) <= 400)) {
					// send bindmob bind done
					if(!bindmob->IsAIControlled() && bindmob != this ) {

					}
					else if(bindmob->IsAIControlled() && bindmob != this ) {
					// Tell IPC to resume??
					}
					else {
					// Binding self
					}
					// Send client bind done

					//this is taken care of on start of bind, not finish now, and is improved
					//DeleteItemInInventory(m_inv.HasItem(13009, 1), 1, true);

					bind_out->type = 1; // Done
					QueuePacket(outapp);
					bind_out->type = 0;
					CheckIncreaseSkill(BIND_WOUND, NULL, 5);

					int max_percent = 50 + 10 * GetAA(aaFirstAid);

					if(GetClass() == MONK && GetSkill(BIND_WOUND) > 200) {
						max_percent = 70 + 10 * GetAA(aaFirstAid);
					}

					int max_hp = bindmob->GetMaxHP()*max_percent/100;

					// send bindmob new hp's
					if (bindmob->GetHP() < bindmob->GetMaxHP() && bindmob->GetHP() <= (max_hp)-1){
						// 0.120 per skill point, 0.60 per skill level, minimum 3 max 30
						int bindhps = 3;


						if (GetSkill(BIND_WOUND) > 200) {
							bindhps += GetSkill(BIND_WOUND)*4/10;
						} else if (GetSkill(BIND_WOUND) >= 10) {
							bindhps += GetSkill(BIND_WOUND)/4;
						}

						//Implementation of aaMithanielsBinding is a guess (the multiplier)
						switch (GetAA(aaBandageWound))
						{
							case 1:
								bindhps = bindhps * (110 + 20*GetAA(aaMithanielsBinding)) / 100;
								break;
							case 2:
								bindhps = bindhps * (125 + 20*GetAA(aaMithanielsBinding)) / 100;
								break;
							case 3:
								bindhps = bindhps * (150 + 20*GetAA(aaMithanielsBinding)) / 100;
								break;
						}

						//if the bind takes them above the max bindable
						//cap it at that value. Dont know if live does it this way
						//but it makes sense to me.
						int chp = bindmob->GetHP() + bindhps;
						if(chp > max_hp)
							chp = max_hp;

						bindmob->SetHP(chp);
						bindmob->SendHPUpdate();
					}
					else
					{
						//I dont have the real, live
						Message(15, "You cannot bind wounds above %d%% hitpoints.", max_percent);
						if(bindmob->IsClient())
							bindmob->CastToClient()->Message(15, "You cannot have your wounds bound above %d%% hitpoints.", max_percent);
						// Too many hp message goes here.
					}
				}
				else {
					// Send client bind failed
					if(bindmob != this)
						bind_out->type = 6; // They moved
					else
						bind_out->type = 7; // Bandager moved

					QueuePacket(outapp);
					bind_out->type = 0;
				}
			}
		}
	}
	else if (bindwound_timer.Enabled()) {
		// You moved
		outapp = new EQApplicationPacket(OP_Bind_Wound, sizeof(BindWound_Struct));
		BindWound_Struct* bind_out = (BindWound_Struct*) outapp->pBuffer;
		bindwound_timer.Disable();
		bindwound_target = 0;
		bind_out->type = 7;
		QueuePacket(outapp);
		bind_out->type = 3;
		QueuePacket(outapp);
	}			   

	safe_delete(outapp);
	return true;

}
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #5  
Old 12-02-2011, 05:09 PM
game
Fire Beetle
 
Join Date: Aug 2011
Posts: 19
Default

I will give this a test later this weekend and let you know
Reply With Quote
  #6  
Old 12-05-2011, 11:13 AM
game
Fire Beetle
 
Join Date: Aug 2011
Posts: 19
Default

Havent had the chance to test it yet but it will be done and results dropped off here.
Reply With Quote
  #7  
Old 12-10-2011, 02:21 PM
game
Fire Beetle
 
Join Date: Aug 2011
Posts: 19
Default

Tested, no bueno, it breaks your ability to sit after attempting to bind wound while sitting.
Reply With Quote
  #8  
Old 12-16-2011, 04:10 PM
game
Fire Beetle
 
Join Date: Aug 2011
Posts: 19
Default

Original submitted fix still works quite well, only issue is it eats a bandage when they try to do it sitting - either way we feel they deserve to lose it for trying to get OP health regen
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 10:01 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3