1392 lines
44 KiB
C++
1392 lines
44 KiB
C++
/*
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EQ2Emulator: Everquest II Server Emulator
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Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
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This file is part of EQ2Emulator.
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EQ2Emulator is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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EQ2Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Combat.h"
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#include "client.h"
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#include "../common/ConfigReader.h"
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#include "classes.h"
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#include "../common/debug.h"
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#include "../common/Log.h"
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#include "zoneserver.h"
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#include "Skills.h"
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#include "classes.h"
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#include "World.h"
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#include "LuaInterface.h"
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#include "Rules/Rules.h"
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#include "SpellProcess.h"
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#include <math.h>
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extern Classes classes;
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extern ConfigReader configReader;
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extern MasterSkillList master_skill_list;
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extern RuleManager rule_manager;
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extern LuaInterface* lua_interface;
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/* ******************************************************************************
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DamageSpawn() - Damage equation
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MeleeAttack() - Melee auto attacks
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RangeAttack() - Range auto attacks
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DetermineHit() - ToHit chance as well as defender parry / dodge / block / riposte
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CheckInterruptSpell() - Interrupt equations
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No mitigation equations yet
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****************************************************************************** */
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/* New Combat code */
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bool Entity::PrimaryWeaponReady() {
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//Can only be ready if no ranged timer
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if (GetPrimaryLastAttackTime() == 0 || (Timer::GetCurrentTime2() >= (GetPrimaryLastAttackTime() + GetPrimaryAttackDelay()))) {
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if (GetRangeLastAttackTime() == 0 || Timer::GetCurrentTime2() >= (GetRangeLastAttackTime() + GetRangeAttackDelay()))
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return true;
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}
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return false;
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}
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bool Entity::SecondaryWeaponReady() {
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//Can only be ready if no ranged timer
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// if(IsDualWield() && (GetPrimaryLastAttackTime()
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if (IsDualWield() && (GetSecondaryLastAttackTime() == 0 || (Timer::GetCurrentTime2() >= (GetSecondaryLastAttackTime() + GetSecondaryAttackDelay())))) {
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if(GetRangeLastAttackTime() == 0 || Timer::GetCurrentTime2() >= (GetRangeLastAttackTime() + GetRangeAttackDelay()))
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return true;
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}
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return false;
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}
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bool Entity::RangeWeaponReady() {
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//Ranged can only be ready if no other attack timers are active
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if(GetRangeLastAttackTime() == 0 || (Timer::GetCurrentTime2() >= (GetRangeLastAttackTime() + GetRangeAttackDelay()))) {
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if((GetPrimaryLastAttackTime() == 0 || (Timer::GetCurrentTime2() >= (GetPrimaryLastAttackTime() + GetPrimaryAttackDelay()))) && (GetSecondaryLastAttackTime() == 0 || Timer::GetCurrentTime2() >= (GetSecondaryLastAttackTime() + GetSecondaryAttackDelay()))){
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if(!IsPlayer() || ((Player*)this)->GetRangeAttack()) {
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return true;
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}
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}
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}
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return false;
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}
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bool Entity::AttackAllowed(Entity* target, float distance, bool range_attack) {
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Entity* attacker = this;
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Client* client = 0;
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if(!target || IsMezzedOrStunned() || IsDazed()) {
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LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: no target, mezzed, stunned or dazed");
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return false;
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}
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if (IsPlayer())
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client = GetZone()->GetClientBySpawn(this);
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if (IsPet())
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attacker = ((NPC*)this)->GetOwner();
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if (target->IsNPC() && ((NPC*)target)->IsPet()){
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if (((NPC*)target)->GetOwner())
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target = ((NPC*)target)->GetOwner();
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}
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if (attacker == target) {
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LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: attacker tried to attack himself or his pet.");
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return false;
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}
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if (IsPlayer() && target->GetAttackable() == 0) {
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LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: target is not attackable");
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return false;
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}
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if (IsPlayer() && target->IsBot()) {
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LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: players are not allowed to attack bots");
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return false;
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}
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if (attacker->IsPlayer() && target->IsPlayer())
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{
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bool pvp_allowed = rule_manager.GetGlobalRule(R_PVP, AllowPVP)->GetBool();
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if (!pvp_allowed) {
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LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: pvp is not allowed");
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return false;
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}
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else
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{
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sint32 pvpLevelRange = rule_manager.GetGlobalRule(R_PVP, LevelRange)->GetSInt32();
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int32 attackerLevel = attacker->GetLevel();
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int32 defenderLevel = target->GetLevel();
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if ((sint32)abs((sint32)attackerLevel - (sint32)defenderLevel) > pvpLevelRange)
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{
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LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: pvp range of %i exceeded abs(%i-%i).", pvpLevelRange, attackerLevel, defenderLevel);
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return false;
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}
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}
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}
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if (target->GetHP() <= 0) {
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LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: target is dead");
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return false;
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}
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if(range_attack && distance != 0) {
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Item* weapon = 0;
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Item* ammo = 0;
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if(attacker->IsPlayer()) {
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weapon = ((Player*)attacker)->GetEquipmentList()->GetItem(EQ2_RANGE_SLOT);
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ammo = ((Player*)attacker)->GetEquipmentList()->GetItem(EQ2_AMMO_SLOT);
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}
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if(weapon && weapon->IsRanged() && ammo && ammo->IsAmmo() && ammo->IsThrown()) {
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// Distance is less then min weapon range
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if(distance < weapon->ranged_info->range_low) {
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if (client)
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client->SimpleMessage(CHANNEL_COLOR_COMBAT, "Your target is too close! Move back!");
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LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: range attack, target to close");
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return false;
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}
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// Distance is greater then max weapon range
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if (distance > (weapon->ranged_info->range_high + ammo->thrown_info->range)) {
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if (client)
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client->SimpleMessage(CHANNEL_COLOR_COMBAT, "Your target is too far away! Move closer!");
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LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: range attack, target is to far");
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return false;
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}
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}
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}
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else if (distance != 0) {
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if(distance >= rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat()) {
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LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: distance is beyond melee range");
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return false;
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}
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}
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LogWrite(MISC__TODO, 3, "TODO", "Add more AttackAllowed calculations\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
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return true;
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}
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void Entity::MeleeAttack(Spawn* victim, float distance, bool primary, bool multi_attack) {
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if(!victim)
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return;
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int8 damage_type = 0;
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int32 min_damage = 0;
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int32 max_damage = 0;
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if(primary) {
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damage_type = GetPrimaryWeaponType();
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min_damage = GetPrimaryWeaponMinDamage();
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max_damage = GetPrimaryWeaponMaxDamage();
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}
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else {
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damage_type = GetSecondaryWeaponType();
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min_damage = GetSecondaryWeaponMinDamage();
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max_damage = GetSecondaryWeaponMaxDamage();
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}
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if (IsStealthed() || IsInvis())
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CancelAllStealth();
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int8 hit_result = DetermineHit(victim, damage_type, 0, false);
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if(hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL){
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/*if(GetAdventureClass() == MONK){
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max_damage*=3;
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crit_chance = GetLevel()/4+5;
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}
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else if(GetAdventureClass() == BRUISER){
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min_damage = GetLevel();
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max_damage*=3;
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crit_chance = GetLevel()/3+5;
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}
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if(rand()%100 <=crit_chance){
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max_damage*= 2;
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DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG, damage_type, min_damage, max_damage, 0);
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}
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else*/
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DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, damage_type, min_damage, max_damage, 0);
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if (!multi_attack) {
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CheckProcs(PROC_TYPE_OFFENSIVE, victim);
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CheckProcs(PROC_TYPE_PHYSICAL_OFFENSIVE, victim);
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}
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}
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else{
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GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, hit_result, damage_type, 0, 0);
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if(hit_result == DAMAGE_PACKET_RESULT_RIPOSTE && victim->IsEntity())
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((Entity*)victim)->MeleeAttack(this, distance, true);
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}
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//Multi Attack roll
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if(!multi_attack){
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float multi_attack = info_struct.multi_attack;
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if(multi_attack > 0){
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float chance = multi_attack;
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if (multi_attack > 100){
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int8 automatic_multi = (int8)floor((float)(multi_attack / 100));
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chance = (multi_attack - (floor((float) ((multi_attack / 100) * 100))));
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while(automatic_multi > 0){
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MeleeAttack(victim, 100, primary, true);
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automatic_multi--;
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}
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}
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if (MakeRandomFloat(0, 100) <= chance)
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MeleeAttack(victim, 100, primary, true);
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}
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}
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//Apply attack speed mods
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if(!multi_attack)
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SetAttackDelay(primary);
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if(victim->IsNPC() && victim->EngagedInCombat() == false) {
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((NPC*)victim)->AddHate(this, 50);
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}
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if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) {
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Entity* pet = 0;
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bool AddHate = false;
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if (victim->IsPlayer()) {
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if (((Player*)victim)->GetInfoStruct()->pet_behavior & 1)
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AddHate = true;
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}
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else
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AddHate = true;
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if (AddHate) {
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pet = ((Entity*)victim)->GetPet();
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if (pet)
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pet->AddHate(this, 1);
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pet = ((Entity*)victim)->GetCharmedPet();
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if (pet)
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pet->AddHate(this, 1);
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}
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}
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}
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void Entity::RangeAttack(Spawn* victim, float distance, Item* weapon, Item* ammo, bool multi_attack) {
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if(!victim)
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return;
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if(weapon && weapon->IsRanged() && ammo && ammo->IsAmmo() && ammo->IsThrown()) {
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if(weapon->ranged_info->range_low <= distance && (weapon->ranged_info->range_high + ammo->thrown_info->range) >= distance) {
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int8 hit_result = DetermineHit(victim, ammo->thrown_info->damage_type, ammo->thrown_info->hit_bonus, false);
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if(hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL) {
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DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_RANGE_DAMAGE, ammo->thrown_info->damage_type, weapon->ranged_info->weapon_info.damage_low3, weapon->ranged_info->weapon_info.damage_high3+ammo->thrown_info->damage_modifier, 0);
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if (!multi_attack) {
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CheckProcs(PROC_TYPE_OFFENSIVE, victim);
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CheckProcs(PROC_TYPE_PHYSICAL_OFFENSIVE, victim);
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}
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}
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else
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GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_RANGE_DAMAGE, hit_result, ammo->thrown_info->damage_type, 0, 0);
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// If is a player subtract ammo
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if (IsPlayer()) {
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if (ammo->details.count > 1) {
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ammo->details.count -= 1;
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ammo->save_needed = true;
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}
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else
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((Player*)this)->equipment_list.RemoveItem(ammo->details.slot_id, true);
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Client* client = GetZone()->GetClientBySpawn(this);
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EQ2Packet* outapp = ((Player*)this)->GetEquipmentList()->serialize(client->GetVersion());
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if(outapp)
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client->QueuePacket(outapp);
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}
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if(victim->IsNPC() && victim->EngagedInCombat() == false) {
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((NPC*)victim)->AddHate(this, 50);
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}
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if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) {
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Entity* pet = 0;
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bool AddHate = false;
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if (victim->IsPlayer()) {
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if (((Player*)victim)->GetInfoStruct()->pet_behavior & 1)
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AddHate = true;
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}
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else
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AddHate = true;
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if (AddHate) {
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pet = ((Entity*)victim)->GetPet();
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if (pet)
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pet->AddHate(this, 1);
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pet = ((Entity*)victim)->GetCharmedPet();
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if (pet)
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pet->AddHate(this, 1);
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}
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}
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// Check Ranged attack proc
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CheckProcs(PROC_TYPE_RANGED_ATTACK, victim);
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// Check Ranged defence proc
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if (victim->IsEntity())
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((Entity*)victim)->CheckProcs(PROC_TYPE_RANGED_DEFENSE, this);
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SetRangeLastAttackTime(Timer::GetCurrentTime2());
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}
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}
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//Multi Attack roll
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if(!multi_attack){
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float multi_attack = info_struct.multi_attack;
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if(multi_attack > 0){
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float chance = multi_attack;
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if (multi_attack > 100){
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int8 automatic_multi = (int8)floor((float)(multi_attack / 100));
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chance = (multi_attack - (floor((float)(multi_attack / 100) * 100)));
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while(automatic_multi > 0){
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RangeAttack(victim, 100, weapon, ammo, true);
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automatic_multi--;
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}
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}
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if (MakeRandomFloat(0, 100) <= chance)
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RangeAttack(victim, 100, weapon, ammo, true);
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}
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}
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//Apply attack speed mods
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if(!multi_attack)
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SetAttackDelay(false, true);
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}
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bool Entity::SpellAttack(Spawn* victim, float distance, LuaSpell* luaspell, int8 damage_type, int32 low_damage, int32 high_damage, int8 crit_mod, bool no_calcs){
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if(!victim || !luaspell || !luaspell->spell)
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return false;
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Spell* spell = luaspell->spell;
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float bonus = 0;
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Skill* skill = nullptr;
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if(spell->GetSpellData()->resistibility > 0)
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bonus -= (1 - spell->GetSpellData()->resistibility)*100;
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skill = master_skill_list.GetSkill(spell->GetSpellData()->mastery_skill);
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if(skill){
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skill = GetSkillByName(skill->name.data.c_str(), true);
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if(skill)
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bonus += skill->current_val / 25;
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}
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int8 hit_result = 0;
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bool is_tick = false; // if spell is already active, this is a tick
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if (GetZone()->GetSpellProcess()->GetActiveSpells()->count(luaspell)){
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hit_result = DAMAGE_PACKET_RESULT_SUCCESSFUL;
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is_tick = true;
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}
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else if(spell->GetSpellData()->type == SPELL_BOOK_TYPE_COMBAT_ART)
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hit_result = DetermineHit(victim, damage_type, 0, false);
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else
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hit_result = DetermineHit(victim, damage_type, 0, true);
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if(hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL) {
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luaspell->last_spellattack_hit = true;
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//If this spell is a tick and has already crit, force the tick to crit
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if(is_tick){
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if(luaspell->crit)
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crit_mod = 1;
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else
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crit_mod = 2;
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}
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if(DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, damage_type, low_damage, high_damage, spell->GetName(), crit_mod, is_tick, no_calcs) && !luaspell->crit)
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luaspell->crit = true;
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CheckProcs(PROC_TYPE_OFFENSIVE, victim);
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CheckProcs(PROC_TYPE_MAGICAL_OFFENSIVE, victim);
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if(spell->GetSpellData()->success_message.length() > 0){
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Client* client = nullptr;
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if(IsPlayer())
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client = GetZone()->GetClientBySpawn(this);
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if(client){
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string success_message = spell->GetSpellData()->success_message;
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if(success_message.find("%t") < 0xFFFFFFFF)
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success_message.replace(success_message.find("%t"), 2, victim->GetName());
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client->Message(CHANNEL_COLOR_SPELL, success_message.c_str());
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//commented out the following line as it was causing a duplicate message EmemJR 5/4/2019
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//GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, hit_result, damage_type, 0, spell->GetName());
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}
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}
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if(spell->GetSpellData()->effect_message.length() > 0){
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string effect_message = spell->GetSpellData()->effect_message;
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if(effect_message.find("%t") < 0xFFFFFFFF)
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effect_message.replace(effect_message.find("%t"), 2, victim->GetName());
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GetZone()->SimpleMessage(CHANNEL_COLOR_SPELL_EFFECT, effect_message.c_str(), victim, 50);
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}
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}
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else {
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if(hit_result == DAMAGE_PACKET_RESULT_RESIST)
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luaspell->resisted = true;
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if(victim->IsNPC())
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((NPC*)victim)->AddHate(this, 5);
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luaspell->last_spellattack_hit = false;
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GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, hit_result, damage_type, 0, spell->GetName());
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}
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if(EngagedInCombat() == false)
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{
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LogWrite(MISC__TODO, 1, "TODO", "//It would probably be better to add a column to the spells table for 'starts autoattack'\nfile: %s, func: %s, Line: %i", __FILE__, __FUNCTION__, __LINE__);
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if(GetInfoStruct()->class1 == COMMONER ||
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GetInfoStruct()->class1 == FIGHTER ||
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GetInfoStruct()->class1 == WARRIOR ||
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GetInfoStruct()->class1 == GUARDIAN ||
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GetInfoStruct()->class1 == BERSERKER ||
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GetInfoStruct()->class1 == BRAWLER ||
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GetInfoStruct()->class1 == MONK ||
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GetInfoStruct()->class1 == BRUISER ||
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GetInfoStruct()->class1 == CRUSADER ||
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GetInfoStruct()->class1 == SHADOWKNIGHT ||
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GetInfoStruct()->class1 == PALADIN ||
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GetInfoStruct()->class1 == SCOUT ||
|
|
GetInfoStruct()->class1 == ROGUE ||
|
|
GetInfoStruct()->class1 == SWASHBUCKLER ||
|
|
GetInfoStruct()->class1 == BRIGAND ||
|
|
GetInfoStruct()->class1 == BARD ||
|
|
GetInfoStruct()->class1 == TROUBADOR ||
|
|
GetInfoStruct()->class1 == DIRGE ||
|
|
GetInfoStruct()->class1 == PREDATOR ||
|
|
GetInfoStruct()->class1 == RANGER ||
|
|
GetInfoStruct()->class1 == ASSASSIN ||
|
|
GetInfoStruct()->class1 == ANIMALIST ||
|
|
GetInfoStruct()->class1 == BEASTLORD ||
|
|
GetInfoStruct()->class1 == SHAPER ||
|
|
GetInfoStruct()->class1 == CHANNELER) //note: it would probably be better to add a column to the spells table for "starts autoattack".
|
|
{
|
|
if (victim->IsNPC())
|
|
((NPC*)victim)->AddHate(this, 5);
|
|
else
|
|
InCombat(true);
|
|
}
|
|
}
|
|
|
|
if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) {
|
|
Entity* pet = 0;
|
|
bool AddHate = false;
|
|
if (victim->IsPlayer()) {
|
|
if (((Player*)victim)->GetInfoStruct()->pet_behavior & 1)
|
|
AddHate = true;
|
|
}
|
|
else
|
|
AddHate = true;
|
|
|
|
if (AddHate) {
|
|
pet = ((Entity*)victim)->GetPet();
|
|
if (pet)
|
|
pet->AddHate(this, 1);
|
|
pet = ((Entity*)victim)->GetCharmedPet();
|
|
if (pet)
|
|
pet->AddHate(this, 1);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Entity::ProcAttack(Spawn* victim, int8 damage_type, int32 low_damage, int32 high_damage, string name, string success_msg, string effect_msg) {
|
|
int8 hit_result = DetermineHit(victim, damage_type, 0, true);
|
|
|
|
if (hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL) {
|
|
DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, damage_type, low_damage, high_damage, name.c_str());
|
|
|
|
if (success_msg.length() > 0) {
|
|
Client* client = 0;
|
|
if(IsPlayer())
|
|
client = GetZone()->GetClientBySpawn(this);
|
|
if(client) {
|
|
if(success_msg.find("%t") < 0xFFFFFFFF)
|
|
success_msg.replace(success_msg.find("%t"), 2, victim->GetName());
|
|
client->Message(CHANNEL_COLOR_SPELL, success_msg.c_str());
|
|
}
|
|
}
|
|
if (effect_msg.length() > 0) {
|
|
if(effect_msg.find("%t") < 0xFFFFFFFF)
|
|
effect_msg.replace(effect_msg.find("%t"), 2, victim->GetName());
|
|
GetZone()->SimpleMessage(CHANNEL_COLOR_SPELL_EFFECT, effect_msg.c_str(), victim, 50);
|
|
}
|
|
}
|
|
else {
|
|
if(victim->IsNPC())
|
|
((NPC*)victim)->AddHate(this, 5);
|
|
GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, hit_result, damage_type, 0, name.c_str());
|
|
}
|
|
|
|
|
|
if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) {
|
|
Entity* pet = 0;
|
|
bool AddHate = false;
|
|
if (victim->IsPlayer()) {
|
|
if (((Player*)victim)->GetInfoStruct()->pet_behavior & 1)
|
|
AddHate = true;
|
|
}
|
|
else
|
|
AddHate = true;
|
|
|
|
if (AddHate) {
|
|
pet = ((Entity*)victim)->GetPet();
|
|
if (pet)
|
|
pet->AddHate(this, 1);
|
|
pet = ((Entity*)victim)->GetCharmedPet();
|
|
if (pet)
|
|
pet->AddHate(this, 1);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Entity::SpellHeal(Spawn* target, float distance, LuaSpell* luaspell, string heal_type, int32 low_heal, int32 high_heal, int8 crit_mod, bool no_calcs){
|
|
if(!target || !luaspell || !luaspell->spell)
|
|
return false;
|
|
|
|
if (!target->Alive())
|
|
return false;
|
|
|
|
if (target->GetHP() == target->GetTotalHP())
|
|
return true;
|
|
|
|
int32 heal_amt = 0;
|
|
bool crit = false;
|
|
|
|
if(high_heal < low_heal)
|
|
high_heal = low_heal;
|
|
if(high_heal == low_heal)
|
|
heal_amt = high_heal;
|
|
else
|
|
heal_amt = MakeRandomInt(low_heal, high_heal);
|
|
|
|
if(!no_calcs){
|
|
// if spell is already active, this is a tick
|
|
bool is_tick = GetZone()->GetSpellProcess()->GetActiveSpells()->count(luaspell);
|
|
|
|
//if is a tick and the spell has crit, force crit, else disable
|
|
if(is_tick){
|
|
if(luaspell->crit)
|
|
crit_mod = 1;
|
|
else
|
|
crit_mod = 2;
|
|
}
|
|
|
|
if (heal_amt > 0){
|
|
//int32 base_roll = heal_amt;
|
|
//potency mod
|
|
heal_amt *= (stats[ITEM_STAT_POTENCY] / 100 + 1);
|
|
|
|
//primary stat mod, insert forula here when done
|
|
//heal_amt += base_roll * (GetPrimaryStat()
|
|
|
|
//Ability Modifier can only be up to half of base roll + potency and primary stat bonus
|
|
heal_amt += (int32)min(info_struct.ability_modifier, (float)(heal_amt / 2));
|
|
}
|
|
|
|
if(!crit_mod || crit_mod == 1){
|
|
if(crit_mod == 1)
|
|
crit = true;
|
|
else {
|
|
// Crit Roll
|
|
float chance = max((float)0, info_struct.crit_chance);
|
|
crit = (MakeRandomFloat(0, 100) <= chance);
|
|
}
|
|
if(crit){
|
|
//Apply total crit multiplier with crit bonus
|
|
heal_amt *= (info_struct.crit_bonus / 100) + 1.3;
|
|
if(luaspell->spell)
|
|
luaspell->crit = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
int16 type = 0;
|
|
if (heal_type == "Heal") {
|
|
if(crit)
|
|
type = HEAL_PACKET_TYPE_CRIT_HEAL;
|
|
else
|
|
type = HEAL_PACKET_TYPE_SIMPLE_HEAL;
|
|
//apply heal
|
|
|
|
if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP())
|
|
heal_amt = target->GetTotalHP() - target->GetHP();
|
|
target->SetHP(target->GetHP() + heal_amt);
|
|
|
|
/*
|
|
if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP())
|
|
target->SetHP(target->GetTotalHP());
|
|
else
|
|
target->SetHP(target->GetHP() + heal_amt);
|
|
*/
|
|
}
|
|
else if (heal_type == "Power"){
|
|
if(crit)
|
|
type = HEAL_PACKET_TYPE_CRIT_MANA;
|
|
else
|
|
type = HEAL_PACKET_TYPE_SIMPLE_MANA;
|
|
//give power
|
|
if (target->GetPower() + (sint32)heal_amt > target->GetTotalPower())
|
|
heal_amt = target->GetTotalPower() - target->GetPower();
|
|
target->SetPower(GetPower() + heal_amt);
|
|
|
|
/*
|
|
if (target->GetPower() + (sint32)heal_amt > target->GetTotalPower())
|
|
target->SetPower(target->GetTotalPower());
|
|
else
|
|
target->SetPower(GetPower() + heal_amt);
|
|
*/
|
|
}
|
|
/*else if (heal_type == "Savagery"){
|
|
if(crit)
|
|
type = HEAL_PACKET_TYPE_CRIT_SAVAGERY;
|
|
else
|
|
type = HEAL_PACKET_TYPE_SAVAGERY;
|
|
}
|
|
else if (heal_type == "Repair"){
|
|
if(crit)
|
|
type = HEAL_PACKET_TYPE_CRIT_REPAIR;
|
|
else
|
|
type = HEAL_PACKET_TYPE_REPAIR;
|
|
}*/
|
|
else{ //default to heal if type cannot be determined
|
|
if(crit)
|
|
type = HEAL_PACKET_TYPE_CRIT_HEAL;
|
|
else
|
|
type = HEAL_PACKET_TYPE_SIMPLE_HEAL;
|
|
|
|
if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP())
|
|
heal_amt = target->GetTotalHP() - target->GetHP();
|
|
target->SetHP(target->GetHP() + heal_amt);
|
|
/*
|
|
if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP())
|
|
target->SetHP(target->GetTotalHP());
|
|
else
|
|
target->SetHP(target->GetHP() + heal_amt);
|
|
*/
|
|
}
|
|
|
|
target->GetZone()->TriggerCharSheetTimer();
|
|
if (heal_amt > 0)
|
|
GetZone()->SendHealPacket(this, target, type, heal_amt, luaspell->spell->GetName());
|
|
CheckProcs(PROC_TYPE_HEALING, target);
|
|
CheckProcs(PROC_TYPE_BENEFICIAL, target);
|
|
|
|
if (target->IsEntity()) {
|
|
int32 hate_amt = heal_amt / 2;
|
|
set<int32>::iterator itr;
|
|
for (itr = ((Entity*)target)->HatedBy.begin(); itr != ((Entity*)target)->HatedBy.end(); itr++) {
|
|
Spawn* spawn = GetZone()->GetSpawnByID(*itr);
|
|
if (spawn && spawn->IsEntity()) {
|
|
((Entity*)spawn)->AddHate(this, hate_amt);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
int8 Entity::DetermineHit(Spawn* victim, int8 damage_type, float ToHitBonus, bool spell){
|
|
if(!victim) {
|
|
return DAMAGE_PACKET_RESULT_MISS;
|
|
}
|
|
|
|
if(victim->GetInvulnerable()) {
|
|
return DAMAGE_PACKET_RESULT_INVULNERABLE;
|
|
}
|
|
|
|
if(!victim->IsEntity() || (!spell && BehindTarget(victim))) {
|
|
return DAMAGE_PACKET_RESULT_SUCCESSFUL;
|
|
}
|
|
|
|
float bonus = ToHitBonus;
|
|
Skill* skill = GetSkillByWeaponType(damage_type, true);
|
|
if (skill)
|
|
bonus += skill->current_val / 25;
|
|
if (victim->IsEntity())
|
|
bonus -= ((Entity*)victim)->GetDamageTypeResistPercentage(damage_type);
|
|
|
|
|
|
Entity* entity_victim = (Entity*)victim;
|
|
float chance = 80 + bonus; //80% base chance that the victim will get hit (plus bonus)
|
|
sint16 roll_chance = 100;
|
|
if(skill)
|
|
roll_chance -= skill->current_val / 25;
|
|
|
|
if(!spell){ // melee or range attack
|
|
skill = GetSkillByName("Offense", true); //add this skill for NPCs
|
|
if(skill)
|
|
roll_chance -= skill->current_val / 25;
|
|
|
|
skill = entity_victim->GetSkillByName("Defense", true);
|
|
if (skill)
|
|
chance -= skill->current_val / 25;
|
|
|
|
if(rand()%roll_chance >= (chance - entity_victim->GetAgi()/50)){
|
|
entity_victim->CheckProcs(PROC_TYPE_EVADE, this);
|
|
return DAMAGE_PACKET_RESULT_DODGE;//successfully dodged
|
|
}
|
|
if(rand() % roll_chance >= chance)
|
|
return DAMAGE_PACKET_RESULT_MISS; //successfully avoided
|
|
|
|
skill = entity_victim->GetSkillByName("Parry", true);
|
|
if(skill){
|
|
if(rand()%roll_chance >= (chance - 5 - skill->current_val/25)){ //successful parry
|
|
if(rand()%100 <= 20) {
|
|
entity_victim->CheckProcs(PROC_TYPE_RIPOSTE, this);
|
|
return DAMAGE_PACKET_RESULT_RIPOSTE;
|
|
}
|
|
entity_victim->CheckProcs(PROC_TYPE_PARRY, this);
|
|
return DAMAGE_PACKET_RESULT_PARRY;
|
|
}
|
|
}
|
|
|
|
skill = entity_victim->GetSkillByName("Deflection", true);
|
|
if(skill){
|
|
if(rand()%100 >= (chance - skill->current_val/25)) { //successfully deflected
|
|
return DAMAGE_PACKET_RESULT_DEFLECT;
|
|
}
|
|
}
|
|
}
|
|
else{
|
|
skill = entity_victim->GetSkillByName("Spell Avoidance", true);
|
|
if(skill)
|
|
chance -= skill->current_val / 25;
|
|
if(rand()%roll_chance >= chance) {
|
|
return DAMAGE_PACKET_RESULT_RESIST; //successfully resisted
|
|
}
|
|
}
|
|
|
|
return DAMAGE_PACKET_RESULT_SUCCESSFUL;
|
|
}
|
|
|
|
float Entity::GetDamageTypeResistPercentage(int8 damage_type) {
|
|
float ret = 1;
|
|
|
|
switch(damage_type) {
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH:
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE:
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_SLASH: {
|
|
Skill* skill = GetSkillByName("Defense", true);
|
|
if(skill)
|
|
ret += skill->current_val / 25;
|
|
if(IsNPC())
|
|
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Crush/Pierce/Slash (%i)", damage_type, ret);
|
|
break;
|
|
}
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_HEAT: {
|
|
ret += GetInfoStruct()->heat / 50;
|
|
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Heat (%i), Amt: %.2f", damage_type, ret);
|
|
break;
|
|
}
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_COLD: {
|
|
ret += GetInfoStruct()->cold / 50;
|
|
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Cold (%i), Amt: %.2f", damage_type, ret);
|
|
break;
|
|
}
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_MAGIC: {
|
|
ret += GetInfoStruct()->magic / 50;
|
|
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Magic (%i), Amt: %.2f", damage_type, ret);
|
|
break;
|
|
}
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_MENTAL: {
|
|
ret += GetInfoStruct()->mental / 50;
|
|
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Mental (%i), Amt: %.2f", damage_type, ret);
|
|
break;
|
|
}
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_DIVINE: {
|
|
ret += GetInfoStruct()->divine / 50;
|
|
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Divine (%i), Amt: %.2f", damage_type, ret);
|
|
break;
|
|
}
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_DISEASE: {
|
|
ret += GetInfoStruct()->disease / 50;
|
|
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Disease (%i), Amt: %.2f", damage_type, ret);
|
|
break;
|
|
}
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_POISON: {
|
|
ret += GetInfoStruct()->poison / 50;
|
|
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Poison (%i), Amt: %.2f", damage_type, ret);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
Skill* Entity::GetSkillByWeaponType(int8 type, bool update) {
|
|
switch(type) {
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_SLASH: // slash
|
|
return GetSkillByName("Slashing", update);
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH: // crush
|
|
return GetSkillByName("Crushing", update);
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE: // pierce
|
|
return GetSkillByName("Piercing", update);
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_HEAT:
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_COLD:
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_MAGIC:
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_MENTAL:
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_DIVINE:
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_DISEASE:
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_POISON:
|
|
return GetSkillByName("Disruption", update);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
bool Entity::DamageSpawn(Entity* victim, int8 type, int8 damage_type, int32 low_damage, int32 high_damage, const char* spell_name, int8 crit_mod, bool is_tick, bool no_calcs) {
|
|
if(!victim || victim->GetHP() == 0)
|
|
return false;
|
|
|
|
int8 hit_result = 0;
|
|
int16 blow_type = 0;
|
|
sint32 damage = 0;
|
|
bool crit = false;
|
|
|
|
if(low_damage > high_damage)
|
|
high_damage = low_damage;
|
|
if(low_damage == high_damage)
|
|
damage = low_damage;
|
|
else
|
|
damage = MakeRandomInt(low_damage, high_damage);
|
|
|
|
if(!no_calcs) {
|
|
//this can be simplified by taking out the / 2, but I wanted the damage to be more consistent
|
|
//damage = (rand()%((int)(high_damage/2-low_damage/2) + low_damage/2)) + (rand()%((int)(high_damage/2-low_damage/2) + low_damage/2));
|
|
//damage = (rand()%((int)(high_damage-low_damage) + low_damage)) + (rand()%((int)(high_damage-low_damage) + low_damage));
|
|
|
|
//DPS mod is only applied to auto attacks
|
|
if (type == DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE || type == DAMAGE_PACKET_TYPE_RANGE_DAMAGE ) {
|
|
damage *= (info_struct.dps_multiplier);
|
|
}
|
|
//Potency and ability mod is only applied to spells/CAs
|
|
else {
|
|
// Potency mod
|
|
damage *= ((stats[ITEM_STAT_POTENCY] / 100) + 1);
|
|
|
|
// Ability mod can only give up to half of damage after potency
|
|
int32 mod = (int32)min(info_struct.ability_modifier, (float)(damage / 2));
|
|
damage += mod;
|
|
}
|
|
|
|
|
|
if(!crit_mod || crit_mod == 1){
|
|
//force crit if crit_mod == 1
|
|
if(crit_mod == 1)
|
|
crit = true;
|
|
|
|
// Crit Roll
|
|
else {
|
|
float chance = max((float)0, (info_struct.crit_chance - victim->stats[ITEM_STAT_CRITAVOIDANCE]));
|
|
if (MakeRandomFloat(0, 100) <= chance)
|
|
crit = true;
|
|
}
|
|
if(crit){
|
|
//Apply total crit multiplier with crit bonus
|
|
if(info_struct.crit_bonus > 0)
|
|
damage *= (1.3 + (info_struct.crit_bonus / 100));
|
|
else
|
|
damage *= 1.3;
|
|
|
|
// Change packet type to crit
|
|
if (type == DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE)
|
|
type = DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG;
|
|
else if (type == DAMAGE_PACKET_TYPE_SPELL_DAMAGE)
|
|
type = DAMAGE_PACKET_TYPE_SPELL_CRIT_DMG;
|
|
}
|
|
}
|
|
|
|
// TODO: Mitigation equation from http://www.guildportal.com/Guild.aspx?GuildID=20881&TabID=189653&ForumID=95908&TopicID=9024250
|
|
|
|
}
|
|
|
|
LogWrite(MISC__TODO, 3, "TODO", "Take players armor into account\nfile: %s, func: %s, line: %i)", __FILE__, __FUNCTION__, __LINE__);
|
|
|
|
if(damage <= 0){
|
|
hit_result = DAMAGE_PACKET_RESULT_NO_DAMAGE;
|
|
damage = 0;
|
|
}
|
|
else{
|
|
hit_result = DAMAGE_PACKET_RESULT_SUCCESSFUL;
|
|
GetZone()->CallSpawnScript(victim, SPAWN_SCRIPT_HEALTHCHANGED, this);
|
|
damage = victim->CheckWards(damage, damage_type);
|
|
victim->TakeDamage(damage);
|
|
victim->CheckProcs(PROC_TYPE_DAMAGED, this);
|
|
|
|
if (IsPlayer()) {
|
|
switch (damage_type) {
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_SLASH:
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH:
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE:
|
|
if (((Player*)this)->GetPlayerStatisticValue(STAT_PLAYER_HIGHEST_MELEE_HIT) < damage)
|
|
((Player*)this)->UpdatePlayerStatistic(STAT_PLAYER_HIGHEST_MELEE_HIT, damage, true);
|
|
victim->CheckProcs(PROC_TYPE_DAMAGED_MELEE, this);
|
|
break;
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_HEAT:
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_COLD:
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_MAGIC:
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_MENTAL:
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_DIVINE:
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_DISEASE:
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_POISON:
|
|
if (((Player*)this)->GetPlayerStatisticValue(STAT_PLAYER_HIGHEST_MAGIC_HIT) < damage)
|
|
((Player*)this)->UpdatePlayerStatistic(STAT_PLAYER_HIGHEST_MAGIC_HIT, damage, true);
|
|
victim->CheckProcs(PROC_TYPE_DAMAGED_MAGIC, this);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if(victim->IsNPC() && victim->GetHP() > 0)
|
|
((Entity*)victim)->AddHate(this, damage);
|
|
|
|
if (damage > 0) {
|
|
GetZone()->SendDamagePacket(this, victim, type, hit_result, damage_type, damage, spell_name);
|
|
if (IsStealthed() || IsInvis())
|
|
CancelAllStealth();
|
|
|
|
if (victim->IsEntity())
|
|
((Entity*)victim)->CheckInterruptSpell(this);
|
|
}
|
|
|
|
if (victim->GetHP() <= 0)
|
|
KillSpawn(victim, damage_type, blow_type);
|
|
else {
|
|
victim->CheckProcs(PROC_TYPE_DEFENSIVE, this);
|
|
if (spell_name)
|
|
victim->CheckProcs(PROC_TYPE_MAGICAL_DEFENSIVE, this);
|
|
else
|
|
victim->CheckProcs(PROC_TYPE_PHYSICAL_DEFENSIVE, this);
|
|
}
|
|
|
|
return crit;
|
|
}
|
|
|
|
void Entity::AddHate(Entity* attacker, sint32 hate) {
|
|
if(!attacker || GetHP() <= 0 || attacker->GetHP() <= 0)
|
|
return;
|
|
|
|
// If a players pet and protect self is off
|
|
if (IsPet() && ((NPC*)this)->GetOwner()->IsPlayer() && ((((Player*)((NPC*)this)->GetOwner())->GetInfoStruct()->pet_behavior & 2) == 0))
|
|
return;
|
|
|
|
if (IsNPC()) {
|
|
LogWrite(COMBAT__DEBUG, 3, "Combat", "Add NPC_AI Hate: Victim '%s', Attacker '%s', Hate: %i", GetName(), attacker->GetName(), hate);
|
|
((NPC*)this)->Brain()->AddHate(attacker, hate);
|
|
// if encounter size is 0 then add the attacker to the encounter
|
|
if (((NPC*)this)->Brain()->GetEncounterSize() == 0)
|
|
((NPC*)this)->Brain()->AddToEncounter(attacker);
|
|
}
|
|
|
|
if (attacker->GetThreatTransfer() && hate > 0) {
|
|
Spawn* transfer_target = (Entity*)GetZone()->GetSpawnByID(attacker->GetThreatTransfer()->Target);
|
|
if (transfer_target && transfer_target->IsEntity()) {
|
|
sint32 transfered_hate = hate * (GetThreatTransfer()->Amount / 100);
|
|
hate -= transfered_hate;
|
|
this->AddHate((Entity*)transfer_target, transfered_hate);
|
|
}
|
|
}
|
|
|
|
// If pet is adding hate add some to the pets owner as well
|
|
if (attacker->IsNPC() && ((NPC*)attacker)->IsPet())
|
|
AddHate(((NPC*)attacker)->GetOwner(), 1);
|
|
|
|
// If player and player has a pet and protect master is set add hate to the pet
|
|
if (IsPlayer() && HasPet() && (((Player*)this)->GetInfoStruct()->pet_behavior & 1)) {
|
|
// If we have a combat pet add hate to it
|
|
if (((Player*)this)->GetPet())
|
|
AddHate(((Player*)this)->GetPet(), 1);
|
|
if (((Player*)this)->GetCharmedPet())
|
|
AddHate(((Player*)this)->GetCharmedPet(), 1);
|
|
}
|
|
|
|
// If this spawn has a spawn group then add the attacker to the hate list of the other
|
|
// group members if not already in their list
|
|
if (HasSpawnGroup()) {
|
|
vector<Spawn*>* group = GetSpawnGroup();
|
|
vector<Spawn*>::iterator itr;
|
|
for (itr = group->begin(); itr != group->end(); itr++) {
|
|
if (!(*itr)->IsNPC())
|
|
continue;
|
|
NPC* spawn = (NPC*)(*itr);
|
|
if (spawn->Brain()->GetHate(attacker) == 0)
|
|
spawn->Brain()->AddHate(attacker, 1);
|
|
}
|
|
safe_delete(group);
|
|
}
|
|
}
|
|
|
|
bool Entity::CheckInterruptSpell(Entity* attacker) {
|
|
if(!IsCasting())
|
|
return false;
|
|
|
|
Spell* spell = GetZone()->GetSpell(this);
|
|
if(!spell || spell->GetSpellData()->interruptable == 0)
|
|
return false;
|
|
|
|
//originally base of 30 percent chance to continue casting if attacked
|
|
//modified to 50% and added global rule, 30% was too small at starting levels
|
|
int8 percent = rule_manager.GetGlobalRule(R_Spells, NoInterruptBaseChance)->GetInt32();
|
|
Skill* skill = GetSkillByName("Focus", true);
|
|
if(skill)
|
|
percent += ((skill->current_val + 1)/6);
|
|
if(MakeRandomInt(1, 100) > percent) {
|
|
LogWrite(COMBAT__DEBUG, 0, "Combat", "'%s' interrupted spell for '%s': %i%%", attacker->GetName(), GetName(), percent);
|
|
GetZone()->Interrupted(this, attacker, SPELL_ERROR_INTERRUPTED);
|
|
return true;
|
|
}
|
|
|
|
LogWrite(COMBAT__DEBUG, 0, "Combat", "'%s' failed to interrupt spell for '%s': %i%%", attacker->GetName(), GetName(), percent);
|
|
return false;
|
|
}
|
|
|
|
void Entity::KillSpawn(Spawn* dead, int8 damage_type, int16 kill_blow_type) {
|
|
if(!dead)
|
|
return;
|
|
|
|
if (IsPlayer()) {
|
|
Client* client = GetZone()->GetClientBySpawn(this);
|
|
PacketStruct* packet = configReader.getStruct("WS_EnterCombat", client->GetVersion());
|
|
if (packet) {
|
|
client->QueuePacket(packet->serialize());
|
|
}
|
|
safe_delete(packet);
|
|
|
|
((Player*)this)->InCombat(false);
|
|
}
|
|
|
|
if (IsPlayer() && dead->IsEntity())
|
|
GetZone()->GetSpellProcess()->KillHOBySpawnID(dead->GetID());
|
|
|
|
//if (dead->IsEntity()) same code called in zone server
|
|
//((Entity*)dead)->InCombat(false);
|
|
|
|
if (dead->IsPet())
|
|
((NPC*)dead)->GetOwner()->DismissPet((NPC*)dead, true);
|
|
else if (dead->IsEntity()) {
|
|
// remove all pets for this entity
|
|
((Entity*)dead)->DismissPet((NPC*)((Entity*)dead)->GetPet());
|
|
((Entity*)dead)->DismissPet((NPC*)((Entity*)dead)->GetCharmedPet());
|
|
((Entity*)dead)->DismissPet((NPC*)((Entity*)dead)->GetDeityPet());
|
|
((Entity*)dead)->DismissPet((NPC*)((Entity*)dead)->GetCosmeticPet());
|
|
}
|
|
|
|
// If not in combat and no one in the encounter list add this killer to the list
|
|
if(dead->EngagedInCombat() == false && dead->IsNPC() && ((NPC*)dead)->Brain()->GetEncounterSize() == 0)
|
|
((NPC*)dead)->Brain()->AddToEncounter(this);
|
|
|
|
if (IsCasting())
|
|
GetZone()->Interrupted(this, dead, SPELL_ERROR_NOT_ALIVE);
|
|
|
|
LogWrite(COMBAT__DEBUG, 3, "Combat", "Killing '%s'", dead->GetName());
|
|
|
|
// Kill movement for the dead npc so the corpse doesn't move
|
|
GetZone()->movementMgr->StopNavigation((Entity*)dead);
|
|
dead->ClearRunningLocations();
|
|
dead->CalculateRunningLocation(true);
|
|
|
|
GetZone()->KillSpawn(true, dead, this, true, damage_type, kill_blow_type);
|
|
}
|
|
|
|
void Entity::ProcessCombat() {
|
|
// This is a virtual function so when a NPC calls this it will use the NPC::ProcessCombat() version
|
|
// and a player will use the Player::ProcessCombat() version, leave this function blank.
|
|
}
|
|
|
|
void NPC::ProcessCombat() {
|
|
MBrain.writelock(__FUNCTION__, __LINE__);
|
|
// Check to see if it is time to call the AI again
|
|
if (GetHP() > 0 && Timer::GetCurrentTime2() >= (m_brain->LastTick() + m_brain->Tick())) {
|
|
// Probably never want to use the following log, will spam the console for every NPC in a zone 4 times a second
|
|
//LogWrite(NPC_AI__DEBUG, 9, "NPC_AI", "%s is thinking...", GetName());
|
|
m_brain->Think();
|
|
// Set the time for when the brain was last called
|
|
m_brain->SetLastTick(Timer::GetCurrentTime2());
|
|
}
|
|
MBrain.releasewritelock(__FUNCTION__, __LINE__);
|
|
}
|
|
|
|
void Player::ProcessCombat() {
|
|
// if not in combat OR casting a spell OR dazed OR feared return out
|
|
if (!EngagedInCombat() || IsCasting() || IsDazed() || IsFeared())
|
|
return;
|
|
|
|
//If no target delete combat_target and return out
|
|
Spawn* Target = GetZone()->GetSpawnByID(target);
|
|
if (!Target) {
|
|
combat_target = 0;
|
|
if (target > 0) {
|
|
SetTarget(0);
|
|
}
|
|
return;
|
|
}
|
|
// If is not an entity return out
|
|
if (!Target->IsEntity())
|
|
return;
|
|
|
|
// Reset combat target
|
|
combat_target = 0;
|
|
|
|
if (Target->HasTarget()) {
|
|
if (Target->IsPlayer() || (Target->IsNPC() && Target->IsPet() && ((NPC*)Target)->GetOwner()->IsPlayer())){
|
|
Spawn* secondary_target = Target->GetTarget();
|
|
if (secondary_target->IsNPC() && secondary_target->appearance.attackable) {
|
|
if (!secondary_target->IsPet() || (secondary_target->IsPet() && ((NPC*)secondary_target)->GetOwner()->IsNPC())) {
|
|
combat_target = secondary_target;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If combat_target wasn't set in the above if set it to the original target
|
|
if (!combat_target)
|
|
combat_target = Target;
|
|
|
|
// this if may not be required as at the min combat_target will be Target, which we already check at the begining
|
|
if(!combat_target)
|
|
return;
|
|
|
|
float distance = 0;
|
|
distance = GetDistance(combat_target);
|
|
|
|
// Check to see if we are doing ranged auto attacks if not check to see if we are in melee range
|
|
if (GetRangeAttack()) {
|
|
// We are doing ranged auto attacks
|
|
|
|
//check to see if we can attack the target AND the ranged weapon is ready
|
|
if(AttackAllowed((Entity*)combat_target, distance, true) && RangeWeaponReady()) {
|
|
Item* weapon = 0;
|
|
Item* ammo = 0;
|
|
// Get the currently equiped weapon and ammo for the ranged attack
|
|
weapon = GetEquipmentList()->GetItem(EQ2_RANGE_SLOT);
|
|
ammo = GetEquipmentList()->GetItem(EQ2_AMMO_SLOT);
|
|
LogWrite(COMBAT__DEBUG, 1, "Combat", "Weapon '%s', Ammo '%s'", ( weapon )? weapon->name.c_str() : "None", ( ammo ) ? ammo->name.c_str() : "None");
|
|
|
|
// If weapon and ammo are both valid perform the ranged attack else send a message to the client
|
|
if(weapon && ammo) {
|
|
LogWrite(COMBAT__DEBUG, 1, "Combat", "Weapon: Primary, Fighter: '%s', Target: '%s', Distance: %.2f", GetName(), combat_target->GetName(), distance);
|
|
RangeAttack(combat_target, distance, weapon, ammo);
|
|
}
|
|
else {
|
|
Client* client = GetZone()->GetClientBySpawn(this);
|
|
if (client) {
|
|
// Need to get messages from live, made these up so the player knows what is wrong in game if weapon or ammo are not valid
|
|
if (!ammo)
|
|
client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Out of ammo.");
|
|
if (!weapon)
|
|
client->SimpleMessage(CHANNEL_COLOR_YELLOW, "No ranged weapon found.");
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if(distance <= rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat()) {
|
|
// We are doing melee auto attacks and are within range
|
|
|
|
// Check to see if we can attack the target
|
|
if(AttackAllowed((Entity*)combat_target)) {
|
|
// Check to see if the primary melee weapon is ready
|
|
if(PrimaryWeaponReady()) {
|
|
// Set the time of the last melee attack with the primary weapon and perform the melee attack with primary weapon
|
|
SetPrimaryLastAttackTime(Timer::GetCurrentTime2());
|
|
MeleeAttack(combat_target, distance, true);
|
|
}
|
|
// Check to see if the secondary weapon is ready
|
|
if(SecondaryWeaponReady()) {
|
|
// set the time of the last melee attack with the secondary weapon and perform the melee attack with the secondary weapon
|
|
SetSecondaryLastAttackTime(Timer::GetCurrentTime2());
|
|
MeleeAttack(combat_target, distance, false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Entity::SetAttackDelay(bool primary, bool ranged) {
|
|
float mod = CalculateAttackSpeedMod();
|
|
bool dual_wield = IsDualWield();
|
|
|
|
//Note: Capping all attack speed increases at 125% normal speed (from function CalculateAttackSpeedMod())
|
|
//Add 33% longer delay if dual wielding
|
|
if(dual_wield && ! ranged) {
|
|
if(primary)
|
|
SetPrimaryAttackDelay((GetPrimaryWeaponDelay() * 1.33) / mod);
|
|
else
|
|
SetSecondaryAttackDelay((GetSecondaryWeaponDelay() * 1.33) / mod);
|
|
}
|
|
else {
|
|
if(primary)
|
|
SetPrimaryAttackDelay(GetPrimaryWeaponDelay() / mod);
|
|
else if(ranged)
|
|
SetRangeAttackDelay(GetRangeWeaponDelay() / mod);
|
|
else
|
|
SetSecondaryAttackDelay(GetSecondaryWeaponDelay() / mod);
|
|
}
|
|
}
|
|
|
|
float Entity::CalculateAttackSpeedMod(){
|
|
float aspeed = info_struct.attackspeed;
|
|
|
|
if(aspeed > 0) {
|
|
if (aspeed <= 100)
|
|
return (aspeed / 100 + 1);
|
|
else if (aspeed <= 200)
|
|
return 2.25;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
void Entity::AddProc(int8 type, float chance, Item* item, LuaSpell* spell) {
|
|
if (type == 0) {
|
|
LogWrite(COMBAT__ERROR, 0, "Proc", "Entity::AddProc called with an invalid type.");
|
|
return;
|
|
}
|
|
|
|
if (!item && !spell) {
|
|
LogWrite(COMBAT__ERROR, 0, "Proc", "Entity::AddProc must have a valid item or spell.");
|
|
return;
|
|
}
|
|
|
|
MProcList.writelock(__FUNCTION__, __LINE__);
|
|
Proc* proc = new Proc();
|
|
proc->chance = chance;
|
|
proc->item = item;
|
|
proc->spell = spell;
|
|
m_procList[type].push_back(proc);
|
|
MProcList.releasewritelock(__FUNCTION__, __LINE__);
|
|
}
|
|
|
|
void Entity::RemoveProc(Item* item, LuaSpell* spell) {
|
|
if (!item && !spell) {
|
|
LogWrite(COMBAT__ERROR, 0, "Proc", "Entity::RemoveProc must have a valid item or spell.");
|
|
return;
|
|
}
|
|
|
|
MProcList.writelock(__FUNCTION__, __LINE__);
|
|
map<int8, vector<Proc*> >::iterator proc_itr;
|
|
vector<Proc*>::iterator itr;
|
|
for (proc_itr = m_procList.begin(); proc_itr != m_procList.end(); proc_itr++) {
|
|
itr = proc_itr->second.begin();
|
|
while (itr != proc_itr->second.end()) {
|
|
Proc* proc = *itr;
|
|
|
|
if ((item && proc->item == item) || (spell && proc->spell == spell)) {
|
|
safe_delete(*itr);
|
|
itr = proc_itr->second.erase(itr);
|
|
}
|
|
else
|
|
itr++;
|
|
}
|
|
}
|
|
MProcList.releasewritelock(__FUNCTION__, __LINE__);
|
|
}
|
|
|
|
bool Entity::CastProc(Proc* proc, int8 type, Spawn* target) {
|
|
lua_State* state = 0;
|
|
bool item_proc = false;
|
|
int8 num_args = 3;
|
|
|
|
if (proc->spell) {
|
|
state = proc->spell->state;
|
|
}
|
|
else if (proc->item) {
|
|
state = lua_interface->GetItemScript(proc->item->GetItemScript());
|
|
item_proc = true;
|
|
}
|
|
|
|
if (!state) {
|
|
LogWrite(COMBAT__ERROR, 0, "Proc", "No valid lua_State* found");
|
|
return false;
|
|
}
|
|
|
|
lua_getglobal(state, "proc");
|
|
|
|
if (item_proc) {
|
|
num_args++;
|
|
lua_interface->SetItemValue(state, proc->item);
|
|
}
|
|
|
|
lua_interface->SetSpawnValue(state, this);
|
|
lua_interface->SetSpawnValue(state, target);
|
|
lua_interface->SetInt32Value(state, type);
|
|
|
|
/*
|
|
Add spell data from db in case of a spell proc here...
|
|
*/
|
|
if (!item_proc) {
|
|
// Append spell data to the param list
|
|
vector<LUAData*>* data = proc->spell->spell->GetLUAData();
|
|
for(int32 i = 0; i < data->size(); i++) {
|
|
switch(data->at(i)->type) {
|
|
case 0:{
|
|
lua_interface->SetSInt32Value(proc->spell->state, data->at(i)->int_value);
|
|
break;
|
|
}
|
|
case 1:{
|
|
lua_interface->SetFloatValue(proc->spell->state, data->at(i)->float_value);
|
|
break;
|
|
}
|
|
case 2:{
|
|
lua_interface->SetBooleanValue(proc->spell->state, data->at(i)->bool_value);
|
|
break;
|
|
}
|
|
case 3:{
|
|
lua_interface->SetStringValue(proc->spell->state, data->at(i)->string_value.c_str());
|
|
break;
|
|
}
|
|
default:{
|
|
LogWrite(SPELL__ERROR, 0, "Spell", "Error: Unknown LUA Type '%i' in Entity::CastProc for Spell '%s'", (int)data->at(i)->type, proc->spell->spell->GetName());
|
|
return false;
|
|
}
|
|
}
|
|
num_args++;
|
|
}
|
|
}
|
|
|
|
if (lua_pcall(state, num_args, 0, 0) != 0) {
|
|
LogWrite(COMBAT__ERROR, 0, "Proc", "Unable to call the proc function");
|
|
lua_pop(state, 1);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Entity::CheckProcs(int8 type, Spawn* target) {
|
|
if (type == 0) {
|
|
LogWrite(COMBAT__ERROR, 0, "Proc", "Entity::CheckProcs called with an invalid type.");
|
|
return;
|
|
}
|
|
|
|
float roll = MakeRandomFloat(0, 100);
|
|
|
|
MProcList.readlock(__FUNCTION__, __LINE__);
|
|
for (int8 i = 0; i < m_procList[type].size(); i++) {
|
|
Proc* proc = m_procList[type].at(i);
|
|
if (roll <= proc->chance)
|
|
CastProc(proc, type, target);
|
|
}
|
|
MProcList.releasereadlock(__FUNCTION__, __LINE__);
|
|
}
|
|
|
|
void Entity::ClearProcs() {
|
|
MProcList.writelock(__FUNCTION__, __LINE__);
|
|
|
|
map<int8, vector<Proc*> >::iterator proc_itr;
|
|
vector<Proc*>::iterator itr;
|
|
for (proc_itr = m_procList.begin(); proc_itr != m_procList.end(); proc_itr++) {
|
|
itr = proc_itr->second.begin();
|
|
while (itr != proc_itr->second.end()) {
|
|
safe_delete(*itr);
|
|
itr = proc_itr->second.erase(itr);
|
|
}
|
|
proc_itr->second.clear();
|
|
}
|
|
m_procList.clear();
|
|
|
|
MProcList.releasewritelock(__FUNCTION__, __LINE__);
|
|
}
|