Files
DarkflameServer/dDatabase/CDClientDatabase/CDClientTables/CDPropertyTemplateTable.h
Aaron Kimbrell 3b127cfa0e feat(property): zone position and build height come from PropertyTemplate
DownloadPropertyData sent the same zonePosition (548, 406, 178) and a
maxBuildHeight of 128 for every property. Both now come from the
property's PropertyTemplate row (zoneX/zoneY/zoneZ, maxBuildHeight), the
same row the template ID, vendor map and spawn name already come from.
A map with no row still sends the old values.

Live rows: Avant Gardens small (1150) keeps 548/406/178 and 128; Avant
Gardens medium (1151) is 428/413/82 with a build height of 256; the
Nimbus Station (1250, 1251), Gnarled Forest (1350) and Forbidden Valley
(1450) properties get their own positions with 128.

Check in game: on the medium Avant Gardens property (1151) models can be
placed higher than before (up to 256), and on the small one (1150) the
limit is unchanged; on the other worlds' properties the property screens
(plaque, news/claim UI) still show and building works as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 04:50:17 -05:00

26 lines
681 B
C++

#pragma once
#include "CDTable.h"
struct CDPropertyTemplate {
uint32_t id;
uint32_t mapID;
uint32_t vendorMapID;
std::string spawnName;
// Sent to the client in DownloadPropertyData; the defaults are what was sent
// for every property before these columns were read
float zoneX = 548.0f;
float zoneY = 406.0f;
float zoneZ = 178.0f;
float maxBuildHeight = 128.0f;
};
class CDPropertyTemplateTable : public CDTable<CDPropertyTemplateTable, std::vector<CDPropertyTemplate>> {
public:
void LoadValuesFromDatabase();
CDPropertyTemplate GetByMapID(uint32_t mapID);
// Every row (the news screen's top property slots are chosen from them)
using CDTable::GetEntries;
};