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