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  #1  
Old 08-29-2012, 06:20 PM
demonstar55
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Join Date: Apr 2008
Location: MA
Posts: 1,164
Default COMMITTED: AA reset timer on failed casts.

For some reason shorter reuse timer AAs (Divine Arbiration, Wrath of the Wild) were not being reset on failed casts (interrupts)

Code:
Index: AA.cpp
===================================================================
--- AA.cpp      (revision 2196)
+++ AA.cpp      (working copy)
@@ -288,7 +288,11 @@
                        }

                        if(!CastSpell(caa->spell_id, target_id, 10, -1, -1, 0, -1, AATimerID + pTimerAAStart, timer_base, 1))
-                                       return;
+                       {
+                               // Reset the timer on an AA if it failed to cast for some reason (interrupt)
+                               p_timers.Clear(&database, AATimerID + pTimerAAStart);
+                               return;
+                       }
                }
                else
                {

Last edited by cavedude; 09-13-2012 at 01:47 PM..
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  #2  
Old 09-02-2012, 01:45 PM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

I'm going to be taking a look at your submissions and testing them on TGC. If all goes well, they'll be committed. Start to look for them live on the server tomorrow.
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  #3  
Old 09-05-2012, 07:15 PM
demonstar55
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Join Date: Apr 2008
Location: MA
Posts: 1,164
Default

Hmm, there appears to miss a case.. Will have to do some investigation (my guess is when the target moves out of range, but that's just intuition right now, haven't payed enough attention to when it happens :/ )
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  #4  
Old 09-08-2012, 06:41 PM
demonstar55
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Join Date: Apr 2008
Location: MA
Posts: 1,164
Default

Okay, I found the case where it was still not resetting the timer, and my inclination was right, it was when the target moved out of range. You can ignore the previous diff and apply this one (I originally didn't want to touch the Cast functions because of a rather ominous warning, but I have to now!)

Code:
Index: AA.cpp
===================================================================
--- AA.cpp      (revision 2207)
+++ AA.cpp      (working copy)
@@ -241,6 +241,7 @@
                case aaTargetCurrentGroup:
                        if(GetTarget() == NULL) {
                                Message_StringID(MT_DefaultText, AA_NO_TARGET); //You must first select a target for this ability!
+                               p_timers.Clear(&database, AATimerID + pTimerAAStart);
                                return;
                        }
                        target_id = GetTarget()->GetID();
@@ -501,6 +502,7 @@
                case aaTargetCurrentGroup:
                        if(GetTarget() == NULL) {
                                Message_StringID(MT_DefaultText, AA_NO_TARGET); //You must first select a target for this ability!
+                               p_timers.Clear(&database, timer_id + pTimerAAEffectStart);
                                return;
                        }
                        target_id = GetTarget()->GetID();
Index: spells.cpp
===================================================================
--- spells.cpp  (revision 2207)
+++ spells.cpp  (working copy)
@@ -711,6 +711,9 @@
                CastToNPC()->AI_Event_SpellCastFinished(false, casting_spell_slot);
        }

+       if(casting_spell_type == 1 && IsClient()) //Rest AA Timer on failed cast
+               CastToClient()->GetPTimers().Clear(&database, casting_spell_timer);
+
        ZeroCastingVars();      // resets all the state keeping stuff

        mlog(SPELLS__CASTING, "Spell %d has been interrupted.", spellid);
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  #5  
Old 09-10-2012, 12:29 PM
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cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

Look for the updated code on PEQ tomorrow.
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