PDA

View Full Version : Lull,Alliance,Mem Blur - Spell/Song Line Fix/Implementation


unicorn97211
07-08-2006, 12:51 PM
This fix allows the following spells/songs to take affect on NPCs.

Wake of Tranquility
Lull Animal
Calm Animal
Numb the Dead
Rest the Dead
Pacify
Calm
Benevolence
Lull
Alliance
Soothe
Collaboration
Pacification
Harmony of Nature
Placate
Nature's Serenity
Placate

Beholder Dispel
Strip Enchantment
Pillage Enchantment
Nullify Magic
Annul Magic
Recant Magic
Recant Magic
SpellTheft1
SpellTheft2
SpellTheft3
Nature Veil
Omen-Bst-PH
Devour Enchantment

Mind Wipe
Blanket of Forgetfulness
Reoccurring Amnesia
Memory Blur
Atone
Guide Memory Blur
Guide Memory Blur
Memory Flux

Cinda`s Charismatic Carillon
Kelin`s Lugubrious Lament
Silent Song of Quellious
Luvwen's Aria of Serenity

The current code considers these spells/songs beneficial and won't allow them to be cast on NPCs.

Here is the Diff:

--- E:\EQEmu815\zone\spdat.cpp Sat Feb 26 14:39:14 2005
+++ C:\EQEmuSP\Source\0.7.0\zone\spdat.cpp Sat Jul 08 16:52:11 2006
@@ -208,6 +208,17 @@

bool IsBeneficialSpell(int16 spell_id)
{
+ // EverHood - These spells are actually detrimental
+ if(spells[spell_id].goodEffect == 1){
+ SpellTargetType tt = spells[spell_id].targettype;
+ if(tt == ST_Target || tt == ST_AETarget || tt == ST_Animal || tt == ST_Undead)
+ if(spells[spell_id].resisttype == 1){
+ int16 sai = spells[spell_id].SpellAffectIndex;
+ // 12 = Lulls & Alliances , 14 = Dispells, 27 = Mem Blurs, 43 = Bard Lull Alliance Blur etc songs
+ if(sai == 12 || sai == 14 || sai == 27 || sai == 43) // Lulls,Dispells,Mem Blurs,Songs
+ return false;
+ }
+ }
return spells[spell_id].goodEffect != 0 || IsGroupSpell(spell_id);
}


After implementing the above fix and doing some testing I found that the Alliance line was not implemented yet so I went ahead and did that as well.

Here is the Diff:

--- E:\EQEmu815\zone\spell_effects.cpp Tue Jul 04 09:33:18 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\spell_effects.cpp Sat Jul 08 16:55:14 2006
@@ -375,9 +375,13 @@
#ifdef SPELL_EFFECT_SPAM
snprintf(effect_desc, _EDLEN, "Faction Mod: %+i", effect_value);
#endif
- // solar: TODO implement this
- const char *msg = "Faction Mod is not implemented.";
- if(caster) caster->Message(13, msg);
+ // EverHood
+ if(caster && GetPrimaryFaction()>0) {
+ NPCFaction* target_faction = new struct NPCFaction;
+ target_faction->factionID = GetPrimaryFaction();
+ target_faction->value_mod = spell.base[0];
+ caster->AddFactionBonus(target_faction);
+ }
break;
}

--- E:\EQEmu815\zone\mob.h Tue Jul 04 09:33:18 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\mob.h Sat Jul 08 13:44:10 2006
@@ -696,7 +696,11 @@
void AddFeignMemory(Client* attacker);
void RemoveFromFeignMemory(Client* attacker);
void ClearFeignMemory();
-
+ // EverHood - This is to keep track of mobs we cast faction mod spells on
+ void AddFactionBonus(NPCFaction* FactionBonus);
+ sint32 GetFactionBonus(sint32 pFaction);
+ void RemoveFactionBonus(NPCFaction* FactionBonus);
+ void ClearFactionBonuses();

int GetCurWp(){ return cur_wp; }
#ifdef ENABLE_FEAR_PATHING
@@ -946,7 +950,15 @@
AISpells_Struct AIspells[MAX_AISPELLS]; // expected to be pre-sorted, best at low index
HateList hate_list;
std::set<int32> feign_memory_list;
-
+ // EverHood - Faction Bonuses
+ struct lessNPCFaction
+ {
+ bool operator()(NPCFaction s1, NPCFaction s2) const
+ {
+ return (s1.factionID<s2.factionID);
+ }
+ };
+ std::set<NPCFaction, lessNPCFaction > faction_bonuses;

#ifdef ENABLE_FEAR_PATHING
void CalculateFearPosition();
--- E:\EQEmu815\zone\faction.cpp Fri May 12 19:35:58 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\faction.cpp Sat Jul 08 16:42:51 2006
@@ -264,6 +264,39 @@
return(CheckNPCFactionAlly(other_faction) == FACTION_ALLY);
}

+// EverHood - Faction Mods for Alliance type spells
+void Mob::AddFactionBonus(NPCFaction* FactionBonus) {
+ std::set<NPCFaction, lessNPCFaction >::value_type faction_bonuses_value_type;
+ faction_bonuses_value_type.factionID = FactionBonus->factionID;
+ faction_bonuses_value_type.value_mod = FactionBonus->value_mod;
+ faction_bonuses.insert(faction_bonuses_value_type) ;
+}
+
+sint32 Mob::GetFactionBonus(sint32 pFaction) {
+ std::set<NPCFaction, lessNPCFaction >::iterator faction_bonus;
+ faction_bonus = faction_bonuses.begin();
+ while(faction_bonus != faction_bonuses.end()) {
+ if ((*faction_bonus).factionID == pFaction)
+ {
+ return (*faction_bonus).value_mod;
+ } else {
+ faction_bonus++;
+ }
+ }
+ return 0;
+}
+
+void Mob::RemoveFactionBonus(NPCFaction* FactionBonus) {
+ std::set<NPCFaction, lessNPCFaction >::value_type faction_bonuses_value_type;
+ faction_bonuses_value_type.factionID = FactionBonus->factionID;
+ faction_bonuses_value_type.value_mod = FactionBonus->value_mod;
+ faction_bonuses.erase(faction_bonuses_value_type);
+}
+
+void Mob::ClearFactionBonuses() {
+ faction_bonuses.clear();
+}
+
FACTION_VALUE Mob::GetSpecialFactionCon(Mob* iOther) {
#if FACTIONS_DEBUG >= 5
LogFile->write(EQEMuLog::Debug, "called $s::GetSpecialFactionCon(%s)", GetName(), iOther->GetName());
@@ -431,6 +464,8 @@
{
//Get the players current faction with pFaction
tmpFactionValue = GetCharacterFactionLevel(pFaction);
+ // Everhood - tack on any bonuses from Alliance type spell effects
+ tmpFactionValue += GetFactionBonus(pFaction);
//Return the faction to the client
fac = CalculateFaction(&fmods, tmpFactionValue);
//Message(0,"Faction: %i %i %i %i",fmods.base,fmods.class_mod,fmods.race_mod,fmods.d eity_mod);
--- E:\EQEmu815\zone\zoning.cpp Sat Jul 08 18:33:22 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\zoning.cpp Sat Jul 08 14:25:32 2006
@@ -365,6 +365,8 @@

//if we are actually going to zone...
if (zoneID != zone->GetZoneID()) {
+ // EverHood - Clear faction bonuses
+ ClearFactionBonuses();
//set up our accounting vars to be ready to zone
zone_mode = zm;
zonesummon_ignorerestrictions = ignorerestrictions;


I don't really know enough about playing a bard to test any of the songs so if someone could test that and let me know, that would be great :)

fathernitwit
07-09-2006, 07:47 AM
Few comments:
- I think it would be better to use a map<faction ID, mod amount> instead of your set<NPCFaction> structure. This would avoid your need for the functor and should make the manipulation functions more straight forward (get becomes a find), further it avoids memory management on our part.
- You need to make sure you implement the "buff fade" side of it, otherwise the effects will be permanent. Mob::BuffFadeBySlot
- Please make an enum for the various meanings of of SpellAffectIndex in spdat.h instead of putting constants directly in the code.
- Im not sure I understand why you call ClearFactionBonuses in the zone code... I dont think theres ever any need to call that function

unicorn97211
07-09-2006, 08:04 AM
I'll look at using the map class instead of set, that sounds better from what you say, I was hoping you'd suggest something easier than what I did :)

I'm a bit unclear what you mean by the buff fade side of things. The lull line is the only one that actually puts a buff on a mob and it does fade fine. I get a message in game telling me when Pacify for example wears off. The mem blur line doesn't use a buff slot. The alliance line is active until you zone there is no buff to fade in that case. That is why I stuck the ClearFactionBonuses call in the zone code.

Get back to me and I'll make adjustments as needed. I'll work on rewriting with the MAP class instead of SET and adding the SpellAffectIndex Enum in the mean time.

fathernitwit
07-09-2006, 08:16 AM
the buff is fading fine, but the effect would not. Any spell effect applied for a buff which is not just added to spell_bonuses has to be removed in FadeBuff. However, it actually looks like the Pacify spell effect (SE_Lull) is not even implemented. But if it were, it would need to be faded when the buff wears off.

Given that the faction mod stuff is not a buff, does it stack if the spell is cast again?

Either way, dont worry about clearing the faction mods when they zone, their Client object will get destroyed soon after and they will clear anyways.

you should come to #support on IRC, a lot easier to talk.

unicorn97211
07-09-2006, 07:21 PM
Made the changes you recommended, I think :)

Here's the diff


--- E:\EQEmu815\zone\mob.h Mon Jul 10 00:55:03 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\mob.h Mon Jul 10 00:54:58 2006
@@ -945,8 +945,10 @@
AISpells_Struct AIspells[MAX_AISPELLS]; // expected to be pre-sorted, best at low index
HateList hate_list;
std::set<int32> feign_memory_list;
-
-
+ // EverHood - This is to keep track of mobs we cast faction mod spells on
+ std::map<uint32,sint32> faction_bonuses; // Primary FactionID, Bonus
+ void AddFactionBonus(uint32 pFactionID,sint32 bonus);
+ sint32 GetFactionBonus(uint32 pFactionID);
#ifdef ENABLE_FEAR_PATHING
void CalculateFearPosition();
bool FearTryStraight(Mob *caster, int32 duration, bool flee, VERTEX &hit, VERTEX &fv);
--- E:\EQEmu815\zone\spdat.h Tue Jul 04 09:33:18 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\spdat.h Sun Jul 09 23:24:17 2006
@@ -41,6 +41,12 @@

#define EFFECT_COUNT 12

+enum SpellAffectIndex {
+ SAI_Calm = 12, // Lull and Alliance Spells
+ SAI_Dispell = 14,
+ SAI_Memory_Blur = 27,
+ SAI_Calm_Song = 43 // Lull and Alliance Songs
+};
enum RESISTTYPE
{
RESIST_NONE = 0,
--- E:\EQEmu815\zone\spell_effects.cpp Tue Jul 04 09:33:18 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\spell_effects.cpp Sun Jul 09 23:57:17 2006
@@ -375,9 +375,10 @@
#ifdef SPELL_EFFECT_SPAM
snprintf(effect_desc, _EDLEN, "Faction Mod: %+i", effect_value);
#endif
- // solar: TODO implement this
- const char *msg = "Faction Mod is not implemented.";
- if(caster) caster->Message(13, msg);
+ // EverHood
+ if(caster && GetPrimaryFaction()>0) {
+ caster->AddFactionBonus(GetPrimaryFaction(),spell.base[0]);
+ }
break;
}

--- E:\EQEmu815\zone\faction.cpp Fri May 12 19:35:58 2006
+++ C:\EQEmuSP\Source\0.7.0\zone\faction.cpp Mon Jul 10 00:38:49 2006
@@ -264,6 +264,32 @@
return(CheckNPCFactionAlly(other_faction) == FACTION_ALLY);
}

+// EverHood - Faction Mods for Alliance type spells
+void Mob::AddFactionBonus(uint32 pFactionID,sint32 bonus) {
+ map <uint32, sint32> :: const_iterator faction_bonus;
+ typedef std::pair <uint32, sint32> NewFactionBonus;
+
+ faction_bonus = faction_bonuses.find(pFactionID);
+ if(faction_bonus == faction_bonuses.end()){
+ faction_bonuses.insert(NewFactionBonus(pFactionID, bonus));
+ }else{
+ if(faction_bonus->second<bonus){
+ faction_bonuses.erase(pFactionID);
+ faction_bonuses.insert(NewFactionBonus(pFactionID, bonus));
+ }
+ }
+}
+
+sint32 Mob::GetFactionBonus(uint32 pFactionID) {
+ map <uint32, sint32> :: const_iterator faction_bonus;
+ faction_bonus = faction_bonuses.find(pFactionID);
+ if(faction_bonus != faction_bonuses.end()){
+ return (*faction_bonus).second;
+ }
+ return 0;
+}
+
+
FACTION_VALUE Mob::GetSpecialFactionCon(Mob* iOther) {
#if FACTIONS_DEBUG >= 5
LogFile->write(EQEMuLog::Debug, "called $s::GetSpecialFactionCon(%s)", GetName(), iOther->GetName());
@@ -431,6 +457,8 @@
{
//Get the players current faction with pFaction
tmpFactionValue = GetCharacterFactionLevel(pFaction);
+ // Everhood - tack on any bonuses from Alliance type spell effects
+ tmpFactionValue += GetFactionBonus(pFaction);
//Return the faction to the client
fac = CalculateFaction(&fmods, tmpFactionValue);
//Message(0,"Faction: %i %i %i %i",fmods.base,fmods.class_mod,fmods.race_mod,fmods.d eity_mod);
--- E:\EQEmu815\zone\spdat.cpp Sat Feb 26 14:39:14 2005
+++ C:\EQEmuSP\Source\0.7.0\zone\spdat.cpp Sun Jul 09 23:24:18 2006
@@ -208,6 +208,16 @@

bool IsBeneficialSpell(int16 spell_id)
{
+ // EverHood - These spells are actually detrimental
+ if(spells[spell_id].goodEffect == 1){
+ SpellTargetType tt = spells[spell_id].targettype;
+ if(tt == ST_Target || tt == ST_AETarget || tt == ST_Animal || tt == ST_Undead)
+ if(spells[spell_id].resisttype == RESIST_MAGIC){
+ int16 sai = spells[spell_id].SpellAffectIndex;
+ if(sai == SAI_Calm || sai == SAI_Dispell || sai == SAI_Memory_Blur || sai == SAI_Calm_Song)
+ return false;
+ }
+ }
return spells[spell_id].goodEffect != 0 || IsGroupSpell(spell_id);
}