2011 lines
69 KiB
C++
2011 lines
69 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 "World.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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extern World world;
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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 = ((Player*)this)->GetClient();
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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((IsBot() || (client || (attacker && (attacker->IsPlayer() || attacker->IsBot())))) && !target->IsPlayer() && !target->GetAttackable()) {
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return false;
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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(rule_manager.GetZoneRule(GetZoneID(), R_Combat, LockedEncounterNoAttack)->GetBool()) {
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if(target->IsNPC() && (target->GetLockedNoLoot() == ENCOUNTER_STATE_LOCKED || target->GetLockedNoLoot() == ENCOUNTER_STATE_OVERMATCHED) &&
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!attacker->IsEngagedBySpawnID(target->GetID())) {
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return false;
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}
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else if(IsNPC() && (GetLockedNoLoot() == ENCOUNTER_STATE_LOCKED || GetLockedNoLoot() == ENCOUNTER_STATE_OVERMATCHED) &&
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!target->IsEngagedBySpawnID(GetID())) {
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return false;
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}
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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.GetZoneRule(GetZoneID(), 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.GetZoneRule(GetZoneID(), 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 = GetAmmoFromSlot(true, true);
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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_GENERAL_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_GENERAL_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.GetZoneRule(GetZoneID(), 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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if((target->IsPrivateSpawn() && !target->AllowedAccess(this)) || (IsPrivateSpawn() && AllowedAccess(target))) {
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LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Access to spawn disallowed.");
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return false;
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}
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return true;
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}
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Item* Entity::GetAmmoFromSlot(bool is_ammo, bool is_thrown) {
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Item* ammo = GetEquipmentList()->GetItem(EQ2_AMMO_SLOT);
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if(ammo && ammo->IsBag() && IsPlayer()) {
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Item* ammo_bag = ammo;
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vector<Item*>* items = ((Player*)this)->GetPlayerItemList()->GetItemsInBag(ammo_bag);
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vector<Item*>::iterator itr;
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int16 i = 0;
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Item* tmp_bag_item = 0;
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for (itr = items->begin(); itr != items->end(); itr++) {
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tmp_bag_item = *itr;
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if (tmp_bag_item) {
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if(is_ammo && !tmp_bag_item->IsAmmo())
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continue;
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if(is_thrown && !tmp_bag_item->IsThrown())
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continue;
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ammo = tmp_bag_item;
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break;
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}
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}
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}
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if(ammo && is_ammo && !ammo->IsAmmo())
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ammo = nullptr;
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if(ammo && is_thrown && !ammo->IsThrown())
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ammo = nullptr;
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return ammo;
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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_PACKET_TYPE_SIMPLE_DAMAGE, damage_type, 0, false);
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if(victim->IsEntity()) {
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CheckEncounterState((Entity*)victim);
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}
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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.get_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()->get_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, DAMAGE_PACKET_TYPE_RANGE_DAMAGE, 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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if(ammo->details.inv_slot_id >= 6) {
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((Player*)this)->equipment_list.RemoveItem(ammo->details.slot_id, false);
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((Player*)this)->item_list.DestroyItem(ammo->details.index);
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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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}
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}
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Client* client = ((Player*)this)->GetClient();
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if(client) {
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EQ2Packet* outapp = ((Player*)this)->GetEquipmentList()->serialize(client->GetVersion(), (Player*)this);
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if(outapp)
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client->QueuePacket(outapp);
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if(ammo->details.inv_slot_id > 6) {
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EQ2Packet* outapp = client->GetPlayer()->SendInventoryUpdate(client->GetVersion());
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if (outapp)
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client->QueuePacket(outapp);
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}
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}
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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()->get_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.get_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, int8 override_packet_type, bool take_power){
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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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Skill* skill = nullptr;
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int8 packet_type = DAMAGE_PACKET_TYPE_SPELL_DAMAGE;
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if(override_packet_type) {
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packet_type = override_packet_type;
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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, packet_type, damage_type, 0, false, luaspell);
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else
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hit_result = DetermineHit(victim, packet_type, damage_type, 0, true, luaspell);
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if(victim->IsEntity()) {
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CheckEncounterState((Entity*)victim);
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}
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bool successful_hit = true;
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if(hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL) {
|
|
luaspell->last_spellattack_hit = true;
|
|
//If this spell is a tick and has already crit, force the tick to crit
|
|
if(is_tick){
|
|
if(luaspell->crit)
|
|
crit_mod = 1;
|
|
else
|
|
crit_mod = 2;
|
|
}
|
|
DamageSpawn((Entity*)victim, packet_type, damage_type, low_damage, high_damage, spell->GetName(), crit_mod, is_tick, no_calcs, false, take_power, luaspell);
|
|
|
|
CheckProcs(PROC_TYPE_OFFENSIVE, victim);
|
|
CheckProcs(PROC_TYPE_MAGICAL_OFFENSIVE, victim);
|
|
|
|
if(spell->GetSpellData()->success_message.length() > 0){
|
|
Client* client = nullptr;
|
|
if(IsPlayer())
|
|
client = ((Player*)this)->GetClient();
|
|
if(client){
|
|
string success_message = spell->GetSpellData()->success_message;
|
|
if(success_message.find("%t") < 0xFFFFFFFF)
|
|
success_message.replace(success_message.find("%t"), 2, victim->GetName());
|
|
client->Message(CHANNEL_YOU_CAST, success_message.c_str());
|
|
//commented out the following line as it was causing a duplicate message EmemJR 5/4/2019
|
|
//GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, hit_result, damage_type, 0, spell->GetName());
|
|
}
|
|
}
|
|
if(spell->GetSpellData()->effect_message.length() > 0){
|
|
string effect_message = spell->GetSpellData()->effect_message;
|
|
if(effect_message.find("%t") < 0xFFFFFFFF)
|
|
effect_message.replace(effect_message.find("%t"), 2, victim->GetName());
|
|
GetZone()->SimpleMessage(CHANNEL_SPELLS, effect_message.c_str(), victim, 50);
|
|
}
|
|
}
|
|
else {
|
|
successful_hit = false;
|
|
if(hit_result == DAMAGE_PACKET_RESULT_RESIST)
|
|
luaspell->resisted = true;
|
|
if(victim->IsNPC())
|
|
((NPC*)victim)->AddHate(this, 5);
|
|
luaspell->last_spellattack_hit = false;
|
|
GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, hit_result, damage_type, 0, spell->GetName());
|
|
}
|
|
if(EngagedInCombat() == false)
|
|
{
|
|
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__);
|
|
int8 class1_ = GetInfoStruct()->get_class1();
|
|
if(class1_ == COMMONER ||
|
|
class1_ == FIGHTER ||
|
|
class1_ == WARRIOR ||
|
|
class1_ == GUARDIAN ||
|
|
class1_ == BERSERKER ||
|
|
class1_ == BRAWLER ||
|
|
class1_ == MONK ||
|
|
class1_ == BRUISER ||
|
|
class1_ == CRUSADER ||
|
|
class1_ == SHADOWKNIGHT ||
|
|
class1_ == PALADIN ||
|
|
class1_ == SCOUT ||
|
|
class1_ == ROGUE ||
|
|
class1_ == SWASHBUCKLER ||
|
|
class1_ == BRIGAND ||
|
|
class1_ == BARD ||
|
|
class1_ == TROUBADOR ||
|
|
class1_ == DIRGE ||
|
|
class1_ == PREDATOR ||
|
|
class1_ == RANGER ||
|
|
class1_ == ASSASSIN ||
|
|
class1_ == ANIMALIST ||
|
|
class1_ == BEASTLORD ||
|
|
class1_ == SHAPER ||
|
|
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 {
|
|
Client* client = 0;
|
|
if(IsPlayer())
|
|
client = ((Player*)this)->GetClient();
|
|
if(client) {
|
|
client->GetPlayer()->InCombat(true, client->GetPlayer()->GetRangeAttack());
|
|
}
|
|
InCombat(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) {
|
|
Entity* pet = 0;
|
|
bool AddHate = false;
|
|
if (victim->IsPlayer()) {
|
|
if (((Player*)victim)->GetInfoStruct()->get_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 successful_hit;
|
|
}
|
|
|
|
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_PACKET_TYPE_SPELL_DAMAGE, 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 = ((Player*)this)->GetClient();
|
|
if(client) {
|
|
if(success_msg.find("%t") < 0xFFFFFFFF)
|
|
success_msg.replace(success_msg.find("%t"), 2, victim->GetName());
|
|
client->Message(CHANNEL_YOU_CAST, 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_SPELLS, 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()->get_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;
|
|
}
|
|
|
|
// this is used exclusively by LUA, heal_type is forced lower case via boost::lower(heal_type); in the LUA Functions used by this
|
|
bool Entity::SpellHeal(Spawn* target, float distance, LuaSpell* luaspell, string heal_type, int32 low_heal, int32 high_heal, int8 crit_mod, bool no_calcs, string custom_spell_name){
|
|
if(!target || !luaspell || !luaspell->spell || (target->IsPrivateSpawn() && !target->AllowedAccess(this)))
|
|
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){
|
|
if(target->IsEntity())
|
|
heal_amt = (int32)CalculateHealAmount((Entity*)target, (sint32)heal_amt, crit_mod, &crit);
|
|
else
|
|
heal_amt = (int32)CalculateHealAmount(nullptr, (sint32)heal_amt, crit_mod, &crit);
|
|
}
|
|
}
|
|
|
|
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, custom_spell_name.length() > 0 ? (char*)custom_spell_name.c_str() : 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;
|
|
((Entity*)target)->MHatedBy.lock();
|
|
set<int32> hatedByCopy(((Entity*)target)->HatedBy);
|
|
((Entity*)target)->MHatedBy.unlock();
|
|
for (itr = hatedByCopy.begin(); itr != hatedByCopy.end(); itr++) {
|
|
Spawn* spawn = GetZone()->GetSpawnByID(*itr);
|
|
if (spawn && spawn->IsEntity() && target != this) {
|
|
CheckEncounterState((Entity*)spawn);
|
|
((Entity*)spawn)->AddHate(this, hate_amt);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
int8 Entity::DetermineHit(Spawn* victim, int8 type, int8 damage_type, float ToHitBonus, bool is_caster_spell, LuaSpell* lua_spell){
|
|
if(lua_spell) {
|
|
lua_spell->is_damage_spell = true;
|
|
}
|
|
if(!victim) {
|
|
return DAMAGE_PACKET_RESULT_MISS;
|
|
}
|
|
|
|
if(victim->GetInvulnerable()) {
|
|
return DAMAGE_PACKET_RESULT_INVULNERABLE;
|
|
}
|
|
|
|
bool behind = false;
|
|
|
|
// move this above the if statement to assure skill-ups on successful damage return
|
|
Skill* skill = GetSkillByWeaponType(type, damage_type, true);
|
|
|
|
// Monk added with Brawler to 360 degree support per KoS Prima Official eGuide Fighter: Monk, pg 138, denoted '360-Degree Avoidance!'
|
|
if(!victim->IsEntity() || (!is_caster_spell && victim->GetAdventureClass() != BRAWLER && victim->GetAdventureClass() != MONK && (behind = BehindTarget(victim)))) {
|
|
return DAMAGE_PACKET_RESULT_SUCCESSFUL;
|
|
}
|
|
|
|
float bonus = ToHitBonus;
|
|
|
|
float skillAddedByWeapon = 0.0f;
|
|
if(skill)
|
|
{
|
|
int16 skillID = master_item_list.GetItemStatIDByName(skill->name.data);
|
|
if(skillID != 0xFFFFFFFF)
|
|
{
|
|
MStats.lock();
|
|
skillAddedByWeapon = stats[skillID];
|
|
if(!is_caster_spell) {
|
|
float item_stat_weapon_skill = stats[ITEM_STAT_WEAPON_SKILLS];
|
|
skillAddedByWeapon += item_stat_weapon_skill;
|
|
}
|
|
MStats.unlock();
|
|
|
|
float max_bonus_skill = GetRuleSkillMaxBonus();
|
|
if(skillAddedByWeapon > max_bonus_skill) {
|
|
skillAddedByWeapon = max_bonus_skill;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (skill)
|
|
bonus += (skill->current_val+skillAddedByWeapon) / 25;
|
|
|
|
if(is_caster_spell && lua_spell) {
|
|
if(lua_spell->spell->GetSpellData()->resistibility > 0)
|
|
bonus -= (1.0f - lua_spell->spell->GetSpellData()->resistibility)*100.0f;
|
|
|
|
LogWrite(COMBAT__DEBUG, 9, "Combat", "SpellResist: resistibility %f, bonus %f", lua_spell->spell->GetSpellData()->resistibility, bonus);
|
|
// Here we take into account Subjugation, Disruption and Ordination (debuffs)
|
|
if(lua_spell->spell->GetSpellData()->mastery_skill) {
|
|
int32 master_skill_reduce = rule_manager.GetZoneRule(GetZoneID(), R_Spells, MasterSkillReduceSpellResist)->GetInt32();
|
|
if(master_skill_reduce < 1)
|
|
master_skill_reduce = 25;
|
|
if(IsPlayer() && lua_spell->spell->GetSpellData()->spell_book_type == SPELL_BOOK_TYPE_TRADESKILL &&
|
|
!((Player*)this)->GetSkills()->HasSkill(lua_spell->spell->GetSpellData()->mastery_skill)) {
|
|
((Player*)this)->AddSkill(lua_spell->spell->GetSpellData()->mastery_skill, 1, ((Player*)this)->GetLevel() * 5, true);
|
|
}
|
|
|
|
Skill* master_skill = GetSkillByID(lua_spell->spell->GetSpellData()->mastery_skill, true);
|
|
if(master_skill && (lua_spell->spell->GetSpellData()->spell_book_type == SPELL_BOOK_TYPE_TRADESKILL ||
|
|
((master_skill->name.data == "Subjugation" || master_skill->name.data == "Disruption" || master_skill->name.data == "Ordination" || master_skill->name.data == "Aggression")))) {
|
|
float item_stat_bonus = 0.0f;
|
|
int32 item_stat = master_item_list.GetItemStatIDByName(::ToLower(master_skill->name.data));
|
|
if(item_stat != 0xFFFFFFFF) {
|
|
item_stat_bonus = GetStat(item_stat);
|
|
}
|
|
bonus += (master_skill->current_val + item_stat_bonus) / master_skill_reduce;
|
|
LogWrite(COMBAT__DEBUG, 9, "Combat", "SpellResistMasterySkill: skill %u, stat bonus %f, mastery skill reduce %u, bonus %f", master_skill->current_val, item_stat_bonus, master_skill_reduce, bonus);
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
if (victim->IsEntity())
|
|
bonus -= ((Entity*)victim)->GetDamageTypeResistPercentage(damage_type);
|
|
|
|
LogWrite(COMBAT__DEBUG, 9, "Combat", "DamageResistPercent: type %u, bonus %f", damage_type, bonus);
|
|
|
|
|
|
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(is_caster_spell) {
|
|
chance += CalculateLevelStatBonus(GetWis());
|
|
}
|
|
if(skill)
|
|
roll_chance -= skill->current_val / 10;
|
|
|
|
LogWrite(COMBAT__DEBUG, 9, "Combat", "Chance: fchance %f, roll_chance %i", chance, roll_chance);
|
|
|
|
if(!is_caster_spell){ // melee or range attack
|
|
skill = GetSkillByName("Offense", true); //add this skill for NPCs
|
|
if(skill)
|
|
roll_chance -= skill->current_val / 25;
|
|
|
|
if(entity_victim->IsImmune(IMMUNITY_TYPE_RIPOSTE))
|
|
return DAMAGE_PACKET_RESULT_RIPOSTE;
|
|
|
|
// Avoidance Instructions: https://forums.daybreakgames.com/eq2/index.php?threads/avoidance-faq.482979/
|
|
|
|
/*Parry: reads as parry in the avoidance tooltip, increased by items with +parry on them
|
|
Caps at 70%. For plate tanks, works in the front quadrant only, for brawlers this is 360 degrees.
|
|
A small % of parries will be ripostes, which not only avoid the attack but also damage your attacker
|
|
*/
|
|
|
|
skill = entity_victim->GetSkillByName("Parry", true);
|
|
if(skill){
|
|
float parryChance = entity_victim->GetInfoStruct()->get_parry();
|
|
float chanceValue = (100.0f - parryChance);
|
|
|
|
if(chanceValue < 10.0f) { // min default per https://eq2.fandom.com/wiki/Update:29
|
|
chanceValue = 10.0f; // this becomes 5.0f at EoF
|
|
}
|
|
|
|
if(rand()%roll_chance >= chanceValue){ //successful parry
|
|
/* You may only riposte things in the front quadrant.
|
|
Riposte is based off of parry: a certain % of parries turn into ripostes.
|
|
*/
|
|
if(!behind && victim->InFrontSpawn((Spawn*)this, victim->GetX(), victim->GetZ())) { // if the attacker is not behind the victim, and the victim is facing the attacker (in front of spawn) then we can riposte
|
|
float riposteChanceValue = parryChance / 7.0f; // Riposte is based off of parry: a certain % of parries turn into ripostes. Unknown what the value is divided by, 7 to make it 10% even.
|
|
if(rand()%100 <= riposteChanceValue) {
|
|
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 = nullptr;
|
|
|
|
|
|
float blockChance = 0.0f;
|
|
if(victim->GetAdventureClass() == BRAWLER)
|
|
skill = entity_victim->GetSkillByName("Deflection", true);
|
|
|
|
blockChance = entity_victim->GetInfoStruct()->get_block();
|
|
|
|
if(blockChance > 0.0f)
|
|
{
|
|
blockChance += (blockChance*(entity_victim->GetInfoStruct()->get_block_chance()/100.0f));
|
|
float chanceValue = (100.0f - blockChance);
|
|
\
|
|
if(chanceValue < 30.0f) { // min default per https://eq2.fandom.com/wiki/Update:29
|
|
chanceValue = 30.0f; // this becomes 25.0f at EoF
|
|
}
|
|
/* Non-brawlers may only block things in the front quadrant.
|
|
Riposte is based off of parry: a certain % of parries turn into ripostes.
|
|
*/
|
|
float rnd = rand()%roll_chance;
|
|
if(rnd >= chanceValue){ //successful block
|
|
if((victim->GetAdventureClass() == BRAWLER || victim->GetAdventureClass() == MONK) || (!behind && victim->InFrontSpawn((Spawn*)this, victim->GetX(), victim->GetZ()))) { // if the attacker is not behind the victim, and the victim is facing the attacker (in front of spawn) then we can block
|
|
entity_victim->CheckProcs(PROC_TYPE_BLOCK, this);
|
|
return (victim->GetAdventureClass() == BRAWLER) ? DAMAGE_PACKET_RESULT_DEFLECT : DAMAGE_PACKET_RESULT_BLOCK;
|
|
}
|
|
}
|
|
}
|
|
|
|
skill = entity_victim->GetSkillByName("Defense", true);
|
|
|
|
// calculated in Entity::CalculateBonuses
|
|
float dodgeChance = entity_victim->GetInfoStruct()->get_avoidance_base();
|
|
if(dodgeChance > 0.0f)
|
|
{
|
|
float chanceValue = (100.0f - dodgeChance);
|
|
float rnd = rand()%roll_chance;
|
|
if(rnd >= chanceValue){ //successful dodge
|
|
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
|
|
}
|
|
else{
|
|
float focus_skill_with_bonus = entity_victim->CalculateSkillWithBonus("Spell Avoidance", ITEM_STAT_SPELL_AVOIDANCE, true);
|
|
int16 effective_level = entity_victim->GetInfoStruct()->get_effective_level() != 0 ? entity_victim->GetInfoStruct()->get_effective_level() : entity_victim->GetLevel();
|
|
focus_skill_with_bonus += entity_victim->CalculateLevelStatBonus(entity_victim->GetWis());
|
|
chance -= ((focus_skill_with_bonus)/10);
|
|
LogWrite(COMBAT__DEBUG, 9, "Combat", "SpellAvoidChance: fchance %f, focus with skill bonus %f", chance, focus_skill_with_bonus);
|
|
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()->get_heat() / 50;
|
|
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Heat (%i), Amt: %.2f", damage_type, ret);
|
|
break;
|
|
}
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_COLD: {
|
|
ret += GetInfoStruct()->get_cold() / 50;
|
|
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Cold (%i), Amt: %.2f", damage_type, ret);
|
|
break;
|
|
}
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_MAGIC: {
|
|
ret += GetInfoStruct()->get_magic() / 50;
|
|
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Magic (%i), Amt: %.2f", damage_type, ret);
|
|
break;
|
|
}
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_MENTAL: {
|
|
ret += GetInfoStruct()->get_mental() / 50;
|
|
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Mental (%i), Amt: %.2f", damage_type, ret);
|
|
break;
|
|
}
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_DIVINE: {
|
|
ret += GetInfoStruct()->get_divine() / 50;
|
|
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Divine (%i), Amt: %.2f", damage_type, ret);
|
|
break;
|
|
}
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_DISEASE: {
|
|
ret += GetInfoStruct()->get_disease() / 50;
|
|
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Disease (%i), Amt: %.2f", damage_type, ret);
|
|
break;
|
|
}
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_POISON: {
|
|
ret += GetInfoStruct()->get_poison() / 50;
|
|
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Poison (%i), Amt: %.2f", damage_type, ret);
|
|
break;
|
|
}
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_FOCUS: {
|
|
ret = 0.0f;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
Skill* Entity::GetSkillByWeaponType(int8 type, int8 damage_type, bool update) {
|
|
if(type == DAMAGE_PACKET_TYPE_RANGE_DAMAGE) {
|
|
return GetSkillByName("Ranged", update);
|
|
}
|
|
switch(damage_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);
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_FOCUS:
|
|
return GetSkillByName("Focus", 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, bool ignore_attacker, bool take_power, LuaSpell* spell) {
|
|
if(spell) {
|
|
spell->is_damage_spell = true;
|
|
}
|
|
|
|
bool has_damaged = false;
|
|
|
|
if(!victim || !victim->Alive() || victim->GetHP() == 0)
|
|
return false;
|
|
|
|
int8 hit_result = 0;
|
|
int16 blow_type = 0;
|
|
sint32 damage = 0;
|
|
sint32 damage_before_crit = 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) {
|
|
if(info_struct.get_dps_multiplier() != 0.0f) {
|
|
damage *= (info_struct.get_dps_multiplier());
|
|
}
|
|
}
|
|
//Potency and ability mod is only applied to spells/CAs
|
|
else {
|
|
damage = CalculateDamageAmount(victim, damage, type, damage_type, spell);
|
|
}
|
|
|
|
if(!crit_mod || crit_mod == 1){
|
|
//force crit if crit_mod == 1
|
|
if(crit_mod == 1)
|
|
crit = true;
|
|
|
|
// Crit Roll
|
|
else {
|
|
victim->MStats.lock();
|
|
float chance = max((float)0, (info_struct.get_crit_chance() - victim->stats[ITEM_STAT_CRITAVOIDANCE]));
|
|
victim->MStats.unlock();
|
|
if (MakeRandomFloat(0, 100) <= chance)
|
|
crit = true;
|
|
}
|
|
if(crit){
|
|
damage_before_crit = damage;
|
|
//Apply total crit multiplier with crit bonus
|
|
if(info_struct.get_crit_bonus() > 0)
|
|
damage *= (1.3 + (info_struct.get_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;
|
|
}
|
|
}
|
|
|
|
if(type == DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE || type == DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG || type == DAMAGE_PACKET_TYPE_RANGE_DAMAGE) {
|
|
int16 effective_level_attacker = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel();
|
|
float mit_percentage = CalculateMitigation(type, damage_type, effective_level_attacker, (IsPlayer() && victim->IsPlayer()));
|
|
sint32 damage_to_reduce = (damage * mit_percentage);
|
|
if(damage_to_reduce > damage)
|
|
damage = 0;
|
|
else
|
|
damage -= damage_to_reduce;
|
|
|
|
// if we reduce damage back below crit level then its no longer a crit, but we don't go below base damage
|
|
if(type == DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG && damage <= damage_before_crit) {
|
|
damage = damage_before_crit;
|
|
type = DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool useWards = false;
|
|
|
|
if(damage <= 0){
|
|
hit_result = DAMAGE_PACKET_RESULT_NO_DAMAGE;
|
|
damage = 0;
|
|
|
|
if(victim->IsNPC() && victim->GetHP() > 0)
|
|
((Entity*)victim)->AddHate(this, damage);
|
|
}
|
|
else{
|
|
hit_result = DAMAGE_PACKET_RESULT_SUCCESSFUL;
|
|
sint32 return_damage = 0;
|
|
if(GetZone()->CallSpawnScript(victim, SPAWN_SCRIPT_HEALTHCHANGED, this, 0, false, damage, &return_damage) && return_damage != 0)
|
|
{
|
|
// anything not 0 (no return) becomes considered 'immune' to the damage
|
|
if(return_damage < 0) {
|
|
damage = 0;
|
|
hit_result = DAMAGE_PACKET_RESULT_NO_DAMAGE;
|
|
}
|
|
else if(return_damage != 0) {
|
|
// otherwise we use what was given back to us (either less or greater)
|
|
damage = return_damage;
|
|
}
|
|
}
|
|
|
|
if(victim->IsNPC() && victim->GetHP() > 0)
|
|
((Entity*)victim)->AddHate(this, damage);
|
|
|
|
if(damage) {
|
|
int32 prevDmg = damage;
|
|
damage = victim->CheckWards(this, damage, damage_type);
|
|
|
|
if (damage < (sint64)prevDmg)
|
|
useWards = true;
|
|
if(damage > 0 && spell) {
|
|
has_damaged = true;
|
|
spell->has_damaged = true;
|
|
}
|
|
if(take_power) {
|
|
sint32 curPower = victim->GetPower();
|
|
if(curPower < damage)
|
|
curPower = 0;
|
|
else
|
|
curPower -= damage;
|
|
victim->SetPower(curPower);
|
|
}
|
|
else {
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Entity* attacker = nullptr;
|
|
if(!ignore_attacker)
|
|
attacker = this;
|
|
if (damage > 0) {
|
|
GetZone()->SendDamagePacket(attacker, victim, type, hit_result, damage_type, damage, spell_name);
|
|
if (IsStealthed() || IsInvis())
|
|
CancelAllStealth();
|
|
|
|
if (victim->IsEntity())
|
|
((Entity*)victim)->CheckInterruptSpell(this);
|
|
}
|
|
else if (useWards)
|
|
{
|
|
GetZone()->SendDamagePacket(attacker, victim, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, DAMAGE_PACKET_RESULT_NO_DAMAGE, damage_type, 0, spell_name);
|
|
}
|
|
|
|
if (victim->GetHP() <= 0)
|
|
KillSpawn(victim, type, 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);
|
|
}
|
|
if(spell)
|
|
spell->crit = crit;
|
|
return has_damaged;
|
|
}
|
|
|
|
float Entity::CalculateMitigation(int8 type, int8 damage_type, int16 effective_level_attacker, bool for_pvp) {
|
|
int16 effective_level_victim = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel();
|
|
if(effective_level_attacker < 1 && effective_level_victim)
|
|
effective_level_attacker = effective_level_victim;
|
|
else
|
|
effective_level_attacker = 1;
|
|
|
|
int32 effective_mit_cap = effective_level_victim * rule_manager.GetZoneRule(GetZoneID(), R_Combat, EffectiveMitigationCapLevel)->GetInt32();
|
|
float max_mit = (float)GetInfoStruct()->get_max_mitigation();
|
|
if(max_mit == 0.0f)
|
|
max_mit = effective_level_victim * 100.0f;
|
|
|
|
int32 mit_to_use = 0;
|
|
switch(type) {
|
|
|
|
case DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE:
|
|
case DAMAGE_PACKET_TYPE_RANGE_DAMAGE:
|
|
mit_to_use = GetInfoStruct()->get_cur_mitigation();
|
|
break;
|
|
case DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG:
|
|
// since critical mitigation is a percentage we will reverse the mit value so we can add skill from specific types of weapons
|
|
mit_to_use = (int32)((float)GetInfoStruct()->get_max_mitigation() * (float)(GetInfoStruct()->get_critical_mitigation()/100.0f));
|
|
break;
|
|
|
|
}
|
|
|
|
switch(damage_type) {
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_SLASH:
|
|
mit_to_use += GetInfoStruct()->get_mitigation_skill1(); // slash
|
|
break;
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE:
|
|
mit_to_use += GetInfoStruct()->get_mitigation_skill2(); // pierce
|
|
break;
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH:
|
|
mit_to_use += GetInfoStruct()->get_mitigation_skill3(); // crush
|
|
break;
|
|
case DAMAGE_PACKET_DAMAGE_TYPE_FOCUS:
|
|
return 0.0f; // focus cannot be mitigated, just break out of this now
|
|
break;
|
|
default:
|
|
// do nothing
|
|
break;
|
|
}
|
|
|
|
if(for_pvp) {
|
|
mit_to_use += effective_level_victim * rule_manager.GetZoneRule(GetZoneID(), R_Combat, MitigationLevelEffectivenessMax)->GetInt32();
|
|
}
|
|
|
|
if(mit_to_use > effective_mit_cap) {
|
|
mit_to_use = effective_mit_cap;
|
|
}
|
|
float level_diff = ((float)effective_level_victim / (float)effective_level_attacker);
|
|
if(level_diff > rule_manager.GetZoneRule(GetZoneID(), R_Combat, MitigationLevelEffectivenessMax)->GetFloat()) {
|
|
level_diff = rule_manager.GetZoneRule(GetZoneID(), R_Combat, MitigationLevelEffectivenessMax)->GetFloat();
|
|
}
|
|
else if(level_diff < rule_manager.GetZoneRule(GetZoneID(), R_Combat, MitigationLevelEffectivenessMax)->GetFloat()) {
|
|
level_diff = rule_manager.GetZoneRule(GetZoneID(), R_Combat, MitigationLevelEffectivenessMin)->GetFloat();
|
|
}
|
|
float mit_percentage = ((float)mit_to_use / max_mit) * level_diff;
|
|
|
|
if(!for_pvp && mit_percentage > rule_manager.GetZoneRule(GetZoneID(), R_Combat, MaxMitigationAllowed)->GetFloat()) {
|
|
mit_percentage = rule_manager.GetZoneRule(GetZoneID(), R_Combat, MaxMitigationAllowed)->GetFloat();
|
|
}
|
|
else if(for_pvp && mit_percentage > rule_manager.GetZoneRule(GetZoneID(), R_Combat, MaxMitigationAllowedPVP)->GetFloat()) {
|
|
mit_percentage = rule_manager.GetZoneRule(GetZoneID(), R_Combat, MaxMitigationAllowedPVP)->GetFloat();
|
|
}
|
|
|
|
return mit_percentage;
|
|
}
|
|
|
|
void Entity::AddHate(Entity* attacker, sint32 hate) {
|
|
if(!attacker || GetHP() <= 0 || attacker->GetHP() <= 0)
|
|
return;
|
|
|
|
if(IsInSpawnGroup(attacker))
|
|
return; // can't aggro your own members
|
|
|
|
// If a players pet and protect self is off
|
|
if (IsPet() && ((NPC*)this)->GetOwner() && ((NPC*)this)->GetOwner()->IsPlayer() && ((((Player*)((NPC*)this)->GetOwner())->GetInfoStruct()->get_pet_behavior() & 2) == 0))
|
|
return;
|
|
|
|
hate = attacker->CalculateHateAmount(this, hate);
|
|
|
|
if (IsNPC() && ((NPC*)this)->Brain()) {
|
|
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);
|
|
int8 loot_state = ((NPC*)this)->GetLockedNoLoot();
|
|
// if encounter size is 0 then add the attacker to the encounter
|
|
if ((loot_state != ENCOUNTER_STATE_AVAILABLE && loot_state != ENCOUNTER_STATE_BROKEN && ((NPC*)this)->Brain()->GetEncounterSize() == 0)) {
|
|
((NPC*)this)->Brain()->AddToEncounter(attacker);
|
|
AddTargetToEncounter(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 * (attacker->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()->get_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::CheckFizzleSpell(LuaSpell* spell) {
|
|
if(!spell || !rule_manager.GetZoneRule(GetZoneID(), R_Spells, EnableFizzleSpells)->GetInt8()
|
|
|| spell->spell->GetSpellData()->can_fizzle == false)
|
|
return false;
|
|
|
|
float fizzleMaxSkill = rule_manager.GetZoneRule(GetZoneID(), R_Spells, FizzleMaxSkill)->GetFloat();
|
|
float baseFizzle = rule_manager.GetZoneRule(GetZoneID(), R_Spells, DefaultFizzleChance)->GetFloat()/100.0f; // 10%
|
|
float skillObtained = rule_manager.GetZoneRule(GetZoneID(), R_Spells, FizzleDefaultSkill)->GetFloat(); // default of .2f so we don't go over the threshold if no skill
|
|
Skill* skill = GetSkillByID(spell->spell->GetSpellData()->mastery_skill, false);
|
|
if(skill && spell->spell->GetSpellData()->min_class_skill_req > 0)
|
|
{
|
|
float skillObtained = skill->current_val / spell->spell->GetSpellData()->min_class_skill_req;
|
|
if(skillObtained > fizzleMaxSkill) // 120% over the skill value
|
|
{
|
|
skillObtained = fizzleMaxSkill;
|
|
}
|
|
|
|
baseFizzle = (fizzleMaxSkill - skillObtained) * baseFizzle;
|
|
|
|
float totalSuccessChance = 1.0f - baseFizzle;
|
|
|
|
float randResult = MakeRandomFloat(0.0f, 1.0f);
|
|
if(randResult > totalSuccessChance)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool Entity::CheckInterruptSpell(Entity* attacker) {
|
|
if(!IsCasting())
|
|
return false;
|
|
|
|
Spell* spell = GetZone()->GetSpell(this);
|
|
if(!spell || spell->GetSpellData()->interruptable == 0)
|
|
return false;
|
|
|
|
if(GetInfoStruct()->get_no_interrupt())
|
|
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.GetZoneRule(GetZoneID(), R_Spells, NoInterruptBaseChance)->GetInt32();
|
|
|
|
float focus_skill_with_bonus = CalculateSkillWithBonus("Focus", ITEM_STAT_FOCUS, true);
|
|
|
|
percent += ((1 + focus_skill_with_bonus)/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 type, int8 damage_type, int16 kill_blow_type) {
|
|
if(!dead)
|
|
return;
|
|
|
|
if (IsPlayer()) { // old clients do not support WS_EnterCombat, uses activity_status in spawn info
|
|
Client* client = ((Player*)this)->GetClient();
|
|
if(client && client->GetVersion() > 561) {
|
|
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());
|
|
|
|
/* just for sake of not knowing if we are in a read lock, write lock, or no lock
|
|
** say spawnlist is locked (DismissPet arg 3 true), which means RemoveSpawn will remove the id from the spawn_list outside of the potential lock
|
|
*/
|
|
if (dead->IsPet() && ((NPC*)dead)->GetOwner())
|
|
((NPC*)dead)->GetOwner()->DismissPet((NPC*)dead, true, true);
|
|
else if (dead->IsEntity()) {
|
|
// remove all pets for this entity
|
|
((Entity*)dead)->DismissAllPets(false, true);
|
|
}
|
|
|
|
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, type, damage_type, kill_blow_type);
|
|
}
|
|
|
|
void Entity::HandleDeathExperienceDebt(Spawn* killer)
|
|
{
|
|
if(!IsPlayer())
|
|
return;
|
|
|
|
float ruleDebt = 0.0f;
|
|
|
|
if(killer && killer->IsPlayer())
|
|
ruleDebt = rule_manager.GetZoneRule(GetZoneID(), R_Combat, PVPDeathExperienceDebt)->GetFloat()/100.0f;
|
|
else
|
|
ruleDebt = rule_manager.GetZoneRule(GetZoneID(), R_Combat, DeathExperienceDebt)->GetFloat()/100.0f;
|
|
|
|
if(ruleDebt > 0.0f)
|
|
{
|
|
bool groupDebt = rule_manager.GetZoneRule(GetZoneID(), R_Combat, GroupExperienceDebt)->GetBool();
|
|
if(groupDebt && ((Player*)this)->GetGroupMemberInfo())
|
|
{
|
|
world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
|
|
PlayerGroup* group = world.GetGroupManager()->GetGroup(((Player*)this)->GetGroupMemberInfo()->group_id);
|
|
if (group)
|
|
{
|
|
group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
|
|
deque<GroupMemberInfo*>* members = group->GetMembers();
|
|
|
|
int32 size = members->size();
|
|
float xpDebtPerMember = ruleDebt/(float)size;
|
|
deque<GroupMemberInfo*>::iterator itr;
|
|
for (itr = members->begin(); itr != members->end(); itr++) {
|
|
GroupMemberInfo* gmi = *itr;
|
|
if (gmi->client && gmi->client->GetPlayer()) {
|
|
gmi->client->GetPlayer()->GetInfoStruct()->set_xp_debt(gmi->client->GetPlayer()->GetInfoStruct()->get_xp_debt()+xpDebtPerMember);
|
|
gmi->client->GetPlayer()->SetCharSheetChanged(true);
|
|
}
|
|
}
|
|
group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
|
|
}
|
|
world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
|
|
}
|
|
else
|
|
{
|
|
((Player*)this)->GetInfoStruct()->set_xp_debt(((Player*)this)->GetInfoStruct()->get_xp_debt()+ruleDebt);
|
|
((Player*)this)->SetCharSheetChanged(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
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 (m_brain && 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() && ((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() && ((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 = GetAmmoFromSlot(true, true);
|
|
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 = ((Player*)this)->GetClient();
|
|
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.GetZoneRule(GetZoneID(), 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.get_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, int8 damage_type, int8 hp_ratio, bool below_health, bool target_health, bool extended_version) {
|
|
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;
|
|
if(spell) {
|
|
spell->has_proc = true;
|
|
}
|
|
if(spell && spell->spell) {
|
|
proc->spellid = spell->spell->GetSpellID();
|
|
}
|
|
proc->health_ratio = hp_ratio;
|
|
proc->below_health = below_health;
|
|
proc->damage_type = damage_type;
|
|
proc->target_health = target_health;
|
|
proc->extended_version = extended_version;
|
|
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)) {
|
|
itr = proc_itr->second.erase(itr);
|
|
safe_delete(proc);
|
|
}
|
|
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;
|
|
Mutex* mutex = 0;
|
|
if (proc->spell) {
|
|
state = proc->spell->state;
|
|
}
|
|
else if (proc->item) {
|
|
state = lua_interface->GetItemScript(proc->item->GetItemScript(), true, true);
|
|
item_proc = true;
|
|
}
|
|
|
|
if (!state) {
|
|
LogWrite(COMBAT__ERROR, 0, "Proc", "No valid lua_State* found");
|
|
return false;
|
|
}
|
|
|
|
if(item_proc) {
|
|
mutex = lua_interface->GetItemScriptMutex(proc->item->GetItemScript());
|
|
}
|
|
|
|
if(mutex)
|
|
mutex->readlock(__FUNCTION__, __LINE__);
|
|
|
|
if(proc->extended_version) {
|
|
lua_getglobal(state, "proc_ext");
|
|
}
|
|
else {
|
|
lua_getglobal(state, "proc");
|
|
}
|
|
if (lua_isfunction(state, lua_gettop(state))) {
|
|
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);
|
|
|
|
if(proc->extended_version) {
|
|
lua_interface->SetInt32Value(state, proc->damage_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 for spell %i tier %i", proc->spell->spell->GetSpellID(), proc->spell->spell->GetSpellTier());
|
|
lua_pop(state, 1);
|
|
if(mutex)
|
|
mutex->releasereadlock(__FUNCTION__, __LINE__);
|
|
if(item_proc)
|
|
lua_interface->UseItemScript(proc->item->GetItemScript(), state, false);
|
|
return false;
|
|
}
|
|
}
|
|
else if(state) {
|
|
lua_pop(state, 1);
|
|
}
|
|
lua_interface->ResetFunctionStack(state);
|
|
if(mutex)
|
|
mutex->releasereadlock(__FUNCTION__);
|
|
if(item_proc)
|
|
lua_interface->UseItemScript(proc->item->GetItemScript(), state, 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;
|
|
}
|
|
|
|
vector<Proc*> tmpList;
|
|
|
|
MProcList.readlock(__FUNCTION__, __LINE__);
|
|
for (int8 i = 0; i < m_procList[type].size(); i++) {
|
|
// roll per proc, not overall
|
|
float roll = MakeRandomFloat(0, 100);
|
|
Proc* proc = m_procList[type].at(i);
|
|
if (roll <= proc->chance &&
|
|
((!proc->extended_version || proc->health_ratio == 0) ||
|
|
(proc->below_health && !proc->target_health && proc->health_ratio < (int8)GetIntHPRatio()) ||
|
|
(!proc->below_health && !proc->target_health && proc->health_ratio >= (int8)GetIntHPRatio()) ||
|
|
(target && proc->below_health && proc->target_health && proc->health_ratio < (int8)target->GetIntHPRatio()) ||
|
|
(target && !proc->below_health && proc->target_health && proc->health_ratio >= (int8)target->GetIntHPRatio()))
|
|
)
|
|
{
|
|
Proc* tmpProc = new Proc();
|
|
tmpProc->chance = proc->chance;
|
|
tmpProc->item = proc->item;
|
|
tmpProc->spell = proc->spell;
|
|
tmpProc->spellid = proc->spellid;
|
|
tmpProc->damage_type = proc->damage_type;
|
|
tmpProc->health_ratio = proc->health_ratio;
|
|
tmpProc->below_health = proc->below_health;
|
|
tmpProc->target_health = proc->target_health;
|
|
tmpProc->extended_version = proc->extended_version;
|
|
tmpList.push_back(tmpProc);
|
|
}
|
|
}
|
|
MProcList.releasereadlock(__FUNCTION__, __LINE__);
|
|
|
|
|
|
vector<Proc*>::iterator proc_itr;
|
|
for (proc_itr = tmpList.begin(); proc_itr != tmpList.end();) {
|
|
Proc* tmpProc = *proc_itr;
|
|
CastProc(tmpProc, type, target);
|
|
proc_itr++;
|
|
safe_delete(tmpProc);
|
|
}
|
|
}
|
|
|
|
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__);
|
|
}
|
|
|
|
sint32 Entity::CalculateHateAmount(Spawn* target, sint32 amt) {
|
|
amt = CalculateFormulaByStat(amt, ITEM_STAT_TAUNT_AMOUNT);
|
|
|
|
amt = CalculateFormulaByStat(amt, ITEM_STAT_TAUNT_AND_COMBAT_ART_DAMAGE);
|
|
|
|
amt = CalculateFormulaByStat(amt, ITEM_STAT_ABILITY_MODIFIER);
|
|
|
|
return amt;
|
|
}
|
|
|
|
sint32 Entity::CalculateHealAmount(Spawn* target, sint32 amt, int8 crit_mod, bool* crit, bool skip_crit_mod) {
|
|
amt = CalculateFormulaByStat(amt, ITEM_STAT_HEAL_AMOUNT);
|
|
|
|
amt = CalculateFormulaByStat(amt, ITEM_STAT_SPELL_AND_HEAL);
|
|
|
|
//Potency Mod
|
|
amt = CalculateFormulaByStat(amt, ITEM_STAT_POTENCY);
|
|
|
|
//Ability Mod
|
|
amt += (int32)min((int32)GetInfoStruct()->get_ability_modifier(), (int32)(amt / 2));
|
|
|
|
if(!skip_crit_mod){
|
|
if(!crit_mod || crit_mod == 1){
|
|
if(crit_mod == 1)
|
|
*crit = true;
|
|
else if(!*crit) {
|
|
// Crit Roll
|
|
float chance = (float)max((float)0, (float)GetInfoStruct()->get_crit_chance());
|
|
*crit = (MakeRandomFloat(0, 100) <= chance);
|
|
}
|
|
if(*crit){
|
|
//Apply total crit multiplier with crit bonus
|
|
amt *= ((GetInfoStruct()->get_crit_bonus() / 100) + 1.3);
|
|
}
|
|
}
|
|
}
|
|
|
|
return amt;
|
|
}
|
|
|
|
sint32 Entity::CalculateDamageAmount(Spawn* target, sint32 damage, int8 base_type, int8 damage_type, LuaSpell* spell) {
|
|
return CalculateDamageAmount(target, damage, base_type, damage_type, (spell && spell->spell) ? spell->spell->GetSpellData()->target_type : 0);
|
|
}
|
|
|
|
sint32 Entity::CalculateDamageAmount(Spawn* target, sint32 damage, int8 base_type, int8 damage_type, int8 target_type) {
|
|
if(damage_type == DAMAGE_PACKET_DAMAGE_TYPE_FOCUS) {
|
|
return damage; // cannot avoid focus damage
|
|
}
|
|
|
|
// only spells may add spell damage item stat
|
|
if(damage_type >= DAMAGE_PACKET_DAMAGE_TYPE_HEAT && damage_type <= DAMAGE_PACKET_DAMAGE_TYPE_POISON)
|
|
{
|
|
// https://forums.daybreakgames.com/eq2/index.php?threads/potency-and-ability-mod-what.4316/
|
|
// Spell damage model assuming 100% crit chance:
|
|
// (Spell base damage * Base damage modifier * Int bonus * Skill bonus * Potency + Ability modifier) * Crit bonus * Spell double attack
|
|
/** Spell base damage: Get all master spells
|
|
Base damage modifier: Very very rare. Available from Wizard aa Wisdom line(Brainstorm). Get it, cherish it.
|
|
Int bonus: Past 1200 or so int, you will get a 10% increase in spell damage per 30% increase in int. Look at int tooltip to see the numerical value.
|
|
Skill bonus: Past skill cap, 100 points skill is worth 2% increase in minimum spell damage, which translates to 1% overall increase. Looks at the skill that the spell uses, for wizards mostly disruption. Cap is 6.5*level.
|
|
Potency: A straight damage modifier, the more you can get the better. No practical cap.
|
|
Ability modifier: A straight damage modifier. Limited to 50% of the spell base damage, but for a wizard this usually has little consequence. However note that this is not affected by Potency.
|
|
Crit bonus: A straight damage modifier, the more you can get the better. No practical cap. Wizards got 50% intrinsic Crit Bonus that does not show up in the stat window, just add 50 to stat value for calculations.
|
|
Spell double cast: A straight damage modifier, the more you can get the better. You won't be able to get very much of this.
|
|
Makes the spell cast twice with some limitations.
|
|
**/
|
|
damage = damage + damage * CalculateLevelStatBonus(GetInt()); // lvl 70 * 1200 int = 84000, log10f(84000) = 4.924 / 50.0f = 0.09848
|
|
damage = CalculateFormulaByStat(damage, ITEM_STAT_SPELL_DAMAGE);
|
|
}
|
|
|
|
if(base_type == DAMAGE_PACKET_TYPE_SPELL_DAMAGE) {
|
|
damage = CalculateFormulaByStat(damage, ITEM_STAT_SPELL_AND_COMBAT_ART_DAMAGE);
|
|
|
|
if(target && target->IsEntity() && damage > 0) {
|
|
int16 effective_level_attacker = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel();
|
|
float resistBase = ((Entity*)target)->GetDamageTypeResistPercentage(damage_type);
|
|
if(resistBase > 1.0f) {
|
|
float dmgReduction = ((Entity*)target)->CalculateSpellDamageReduction((float)damage, resistBase - 1.0f, effective_level_attacker);
|
|
float newDamage = static_cast<float>(damage) - dmgReduction;
|
|
if(newDamage < 0.0f)
|
|
newDamage = 0.0f;
|
|
damage = static_cast<sint32>(std::floor(newDamage));
|
|
}
|
|
}
|
|
}
|
|
|
|
// combat abilities only bonus
|
|
if(damage_type <= DAMAGE_PACKET_DAMAGE_TYPE_PIERCE) {
|
|
damage = CalculateFormulaByStat(damage, ITEM_STAT_TAUNT_AND_COMBAT_ART_DAMAGE);
|
|
}
|
|
|
|
// Potency mod
|
|
damage = CalculateFormulaByStat(damage, ITEM_STAT_POTENCY);
|
|
|
|
int32 modifier = 2;
|
|
if(target_type == SPELL_TARGET_GROUP_AE || target_type == SPELL_TARGET_RAID_AE || target_type == SPELL_TARGET_OTHER_GROUP_AE)
|
|
{
|
|
modifier = 3;
|
|
}
|
|
|
|
// Ability mod can only give up to half of damage after potency
|
|
int32 mod = (int32)min(info_struct.get_ability_modifier(), (float)(damage / modifier));
|
|
damage += mod;
|
|
|
|
return damage;
|
|
}
|
|
|
|
sint32 Entity::CalculateFormulaByStat(sint32 value, int16 stat) {
|
|
sint32 outValue = value;
|
|
MStats.lock();
|
|
std::map<int16, float>::iterator itr = stats.find(stat);
|
|
if(itr != stats.end())
|
|
outValue = (sint32)((float)value * ((itr->second / 100.0f) + 1.0f));
|
|
MStats.unlock();
|
|
|
|
return outValue;
|
|
}
|
|
|
|
int32 Entity::CalculateFormulaByStat(int32 value, int16 stat) {
|
|
int32 outValue = value;
|
|
MStats.lock();
|
|
std::map<int16, float>::iterator itr = stats.find(stat);
|
|
if(itr != stats.end())
|
|
outValue = (int32)((float)value * ((itr->second / 100.0f) + 1.0f));
|
|
MStats.unlock();
|
|
|
|
return outValue;
|
|
}
|
|
|
|
int32 Entity::CalculateFormulaBonus(int32 value, float percent_bonus) {
|
|
return (int32)((float)value * ((percent_bonus / 100.0f) + 1.0f));
|
|
}
|
|
|
|
float Entity::CalculateSpellDamageReduction(float spellDamage, float resistancePercentage, int16 attackerLevel) {
|
|
int16 effective_level = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel();
|
|
float levelDifference = std::abs(effective_level - attackerLevel);
|
|
float logFactor = 1.0f / (1.0f + 0.1f * levelDifference); // Adjust the factor for smoother reduction
|
|
|
|
// Calculate the actual damage reduction based on resistance percentage, logarithmic factor, and maximum reduction
|
|
float reducedDamage = spellDamage * (1.0f - resistancePercentage) * logFactor * GetInfoStruct()->get_max_spell_reduction();
|
|
return reducedDamage;
|
|
} |