/* 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 "Entity.h" #include #include "Items/Items.h" #include "zoneserver.h" #include "World.h" #include "../common/Log.h" #include "Spells.h" #include "SpellProcess.h" #include "classes.h" #include "LuaInterface.h" #include "ClientPacketFunctions.h" extern World world; extern MasterItemList master_item_list; extern MasterSpellList master_spell_list; extern Classes classes; Entity::Entity(){ max_speed = 6; base_speed = 0.0f; last_x = -1; last_y = -1; last_z = -1; last_heading = -1; regen_hp_rate = 0; regen_power_rate = 0; in_combat = false; casting = false; memset(&melee_combat_data, 0, sizeof(CombatData)); memset(&ranged_combat_data, 0, sizeof(CombatData)); memset(&info_struct, 0, sizeof(InfoStruct)); memset(&features, 0, sizeof(CharFeatures)); memset(&equipment, 0, sizeof(EQ2_Equipment)); pet = 0; charmedPet = 0; deityPet = 0; cosmeticPet = 0; speed = 0; speed_multiplier = 1.0f; m_threatTransfer = 0; group_member_info = 0; trade = 0; deity = 0; MProcList.SetName("Entity::m_procList"); MDetriments.SetName("Entity::MDetriments"); MMaintainedSpells.SetName("Entity::MMaintainedSpells"); MSpellEffects.SetName("Entity::MSpellEffects"); m_procList.clear(); control_effects.clear(); for (int i = 0; i < CONTROL_MAX_EFFECTS; i++) control_effects[i] = NULL; immunities.clear(); for(int i=0;i<45;i++){ if(i::iterator itr2 = bonus_list.begin(); while(itr2.Next()) safe_delete(itr2.value); ClearProcs(); safe_delete(m_threatTransfer); map*>::iterator itr3; for (itr3 = control_effects.begin(); itr3 != control_effects.end(); itr3++) safe_delete(itr3->second); control_effects.clear(); map*>::iterator itr4; for (itr4 = immunities.begin(); itr4 != immunities.end(); itr4++) safe_delete(itr4->second); immunities.clear(); } bool Entity::HasMoved(bool include_heading){ if(GetX() == last_x && GetY() == last_y && GetZ() == last_z && ((!include_heading) || (include_heading && GetHeading() == last_heading))) return false; bool ret_val = true; if(last_x == -1 && last_y == -1 && last_z == -1 && last_heading == -1){ ret_val = false; } last_x = GetX(); last_y = GetY(); last_z = GetZ(); last_heading = GetHeading(); return ret_val; } int16 Entity::GetStr(){ return GetInfoStruct()->str; } int16 Entity::GetSta(){ return GetInfoStruct()->sta; } int16 Entity::GetInt(){ return GetInfoStruct()->intel; } int16 Entity::GetWis(){ return GetInfoStruct()->wis; } int16 Entity::GetAgi(){ return GetInfoStruct()->agi; } int16 Entity::GetPrimaryStat(){ int8 base_class = classes.GetBaseClass(GetAdventureClass()); if (base_class == FIGHTER) return GetInfoStruct()->str; else if (base_class == PRIEST) return GetInfoStruct()->wis; else if (base_class == MAGE) return GetInfoStruct()->intel; else return GetInfoStruct()->agi; } int16 Entity::GetHeatResistance(){ return GetInfoStruct()->heat; } int16 Entity::GetColdResistance(){ return GetInfoStruct()->cold; } int16 Entity::GetMagicResistance(){ return GetInfoStruct()->magic; } int16 Entity::GetMentalResistance(){ return GetInfoStruct()->mental; } int16 Entity::GetDivineResistance(){ return GetInfoStruct()->divine; } int16 Entity::GetDiseaseResistance(){ return GetInfoStruct()->disease; } int16 Entity::GetPoisonResistance(){ return GetInfoStruct()->poison; } int8 Entity::GetConcentrationCurrent() { return GetInfoStruct()->cur_concentration; } int8 Entity::GetConcentrationMax() { return GetInfoStruct()->max_concentration; } int16 Entity::GetStrBase(){ return GetInfoStruct()->str_base; } int16 Entity::GetStaBase(){ return GetInfoStruct()->sta_base; } int16 Entity::GetIntBase(){ return GetInfoStruct()->intel_base; } int16 Entity::GetWisBase(){ return GetInfoStruct()->wis_base; } int16 Entity::GetAgiBase(){ return GetInfoStruct()->agi_base; } int16 Entity::GetHeatResistanceBase(){ return GetInfoStruct()->heat_base; } int16 Entity::GetColdResistanceBase(){ return GetInfoStruct()->cold_base; } int16 Entity::GetMagicResistanceBase(){ return GetInfoStruct()->magic_base; } int16 Entity::GetMentalResistanceBase(){ return GetInfoStruct()->mental_base; } int16 Entity::GetDivineResistanceBase(){ return GetInfoStruct()->divine_base; } int16 Entity::GetDiseaseResistanceBase(){ return GetInfoStruct()->disease_base; } int16 Entity::GetPoisonResistanceBase(){ return GetInfoStruct()->poison_base; } sint8 Entity::GetAlignment(){ return GetInfoStruct()->alignment; } bool Entity::IsCasting(){ return casting; } void Entity::IsCasting(bool val){ casting = val; } int32 Entity::GetRangeLastAttackTime(){ return ranged_combat_data.range_last_attack_time; } void Entity::SetRangeLastAttackTime(int32 time){ ranged_combat_data.range_last_attack_time = time; } int16 Entity::GetRangeAttackDelay(){ return ranged_combat_data.ranged_attack_delay; // if(IsPlayer()){ // Item* item = ((Player*)this)->GetEquipmentList()->GetItem(EQ2_RANGE_SLOT); // if(item && item->IsRanged()) // return item->ranged_info->weapon_info.delay*100; // } // return 3000; } int32 Entity::GetPrimaryLastAttackTime(){ return melee_combat_data.primary_last_attack_time; } int16 Entity::GetPrimaryAttackDelay(){ return melee_combat_data.primary_attack_delay; } void Entity::SetPrimaryAttackDelay(int16 new_delay){ melee_combat_data.primary_attack_delay = new_delay; } void Entity::SetPrimaryLastAttackTime(int32 new_time){ melee_combat_data.primary_last_attack_time = new_time; } int32 Entity::GetSecondaryLastAttackTime(){ return melee_combat_data.secondary_last_attack_time; } int16 Entity::GetSecondaryAttackDelay(){ return melee_combat_data.secondary_attack_delay; } void Entity::SetSecondaryAttackDelay(int16 new_delay){ melee_combat_data.secondary_attack_delay = new_delay; } void Entity::SetSecondaryLastAttackTime(int32 new_time){ melee_combat_data.secondary_last_attack_time = new_time; } void Entity::ChangePrimaryWeapon(){ Item* item = equipment_list.GetItem(EQ2_PRIMARY_SLOT); if(item && item->details.item_id > 0 && item->IsWeapon()){ melee_combat_data.primary_weapon_delay = item->weapon_info->delay * 100; melee_combat_data.primary_weapon_damage_low = item->weapon_info->damage_low3; melee_combat_data.primary_weapon_damage_high = item->weapon_info->damage_high3; melee_combat_data.primary_weapon_type = item->GetWeaponType(); melee_combat_data.wield_type = item->weapon_info->wield_type; } else{ melee_combat_data.primary_weapon_delay = 2000; melee_combat_data.primary_weapon_damage_low = (int32)(1 + GetLevel() * .2); melee_combat_data.primary_weapon_damage_high = (int32)(5 + GetLevel() * (GetLevel()/5)); if(IsNPC()) melee_combat_data.primary_weapon_type = ((NPC*)this)->GetAttackType(); else melee_combat_data.primary_weapon_type = 1; melee_combat_data.wield_type = 2; } if(IsNPC()) melee_combat_data.primary_weapon_damage_high += (int32)(GetInfoStruct()->str / 10); else melee_combat_data.primary_weapon_damage_high += (int32)(GetInfoStruct()->str / 25); } void Entity::ChangeSecondaryWeapon(){ Item* item = equipment_list.GetItem(EQ2_SECONDARY_SLOT); if(item && item->details.item_id > 0 && item->IsWeapon()){ melee_combat_data.secondary_weapon_delay = item->weapon_info->delay * 100; melee_combat_data.secondary_weapon_damage_low = item->weapon_info->damage_low3; melee_combat_data.secondary_weapon_damage_high = item->weapon_info->damage_high3; melee_combat_data.secondary_weapon_type = item->GetWeaponType(); } else{ melee_combat_data.secondary_weapon_delay = 2000; melee_combat_data.secondary_weapon_damage_low = (int32)(1 + GetLevel() * .2); melee_combat_data.secondary_weapon_damage_high = (int32)(5 + GetLevel() * (GetLevel()/6)); melee_combat_data.secondary_weapon_type = 1; } if(IsNPC()) melee_combat_data.secondary_weapon_damage_high += (int32)(GetInfoStruct()->str / 10); else melee_combat_data.secondary_weapon_damage_high += (int32)(GetInfoStruct()->str / 25); } void Entity::ChangeRangedWeapon(){ Item* item = equipment_list.GetItem(EQ2_RANGE_SLOT); if(item && item->details.item_id > 0 && item->IsRanged()){ ranged_combat_data.ranged_weapon_delay = item->ranged_info->weapon_info.delay*100; ranged_combat_data.ranged_weapon_damage_low = item->ranged_info->weapon_info.damage_low3; ranged_combat_data.ranged_weapon_damage_high = item->ranged_info->weapon_info.damage_high3; ranged_combat_data.ranged_weapon_type = item->GetWeaponType(); } } int32 Entity::GetPrimaryWeaponMinDamage(){ return melee_combat_data.primary_weapon_damage_low; } int32 Entity::GetPrimaryWeaponMaxDamage(){ return melee_combat_data.primary_weapon_damage_high; } int32 Entity::GetSecondaryWeaponMinDamage(){ return melee_combat_data.secondary_weapon_damage_low; } int32 Entity::GetSecondaryWeaponMaxDamage(){ return melee_combat_data.secondary_weapon_damage_high; } int8 Entity::GetPrimaryWeaponType(){ return melee_combat_data.primary_weapon_type; } int8 Entity::GetSecondaryWeaponType(){ return melee_combat_data.secondary_weapon_type; } int32 Entity::GetRangedWeaponMinDamage(){ return ranged_combat_data.ranged_weapon_damage_low; } int32 Entity::GetRangedWeaponMaxDamage(){ return ranged_combat_data.ranged_weapon_damage_high; } int8 Entity::GetRangedWeaponType(){ return ranged_combat_data.ranged_weapon_type; } bool Entity::IsDualWield(){ return melee_combat_data.wield_type == 1; } int8 Entity::GetWieldType(){ return melee_combat_data.wield_type; } bool Entity::BehindTarget(Spawn* target){ float target_angle = 360 - target->GetHeading(); float angle = 360 - GetHeading(); if(target_angle > angle) angle = target_angle - angle; else angle -= target_angle; return (angle < 90 || angle > 270); } bool Entity::FlankingTarget(Spawn* target) { float angle; double diff_x = target->GetX() - GetX(); double diff_z = target->GetZ() - GetZ(); if (diff_z == 0) { if (diff_x > 0) angle = 90; else angle = 270; } else angle = ((atan(diff_x / diff_z)) * 180) / 3.14159265358979323846; if (angle < 0) angle = angle + 360; else angle = angle + 180; if (diff_x < 0) angle = angle + 180; if (angle > GetHeading()) angle = angle - GetHeading(); else angle = GetHeading() - angle; if (angle > 360) angle -= 360; //LogWrite(SPAWN__ERROR, 0, "Angle", "spawn heading = %f", GetHeading()); //LogWrite(SPAWN__ERROR, 0, "Angle", "angle = %f", angle); return (angle >= 45 && angle <= 315); } float Entity::GetShieldBlockChance(){ float ret = 0; Item* item = equipment_list.GetItem(1); if(item && item->details.item_id > 0 && item->IsShield()){ } return ret; } float Entity::GetDodgeChance(){ float ret = 0; return ret; } bool Entity::EngagedInCombat(){ return in_combat; } void Entity::InCombat(bool val){ in_combat = val; } void Entity::SetHPRegen(int16 new_val){ regen_hp_rate = new_val; } void Entity::SetPowerRegen(int16 new_val){ regen_power_rate = new_val; } int16 Entity::GetHPRegen(){ return regen_hp_rate; } int16 Entity::GetPowerRegen(){ return regen_power_rate; } void Entity::DoRegenUpdate(){ if(GetHP() == 0)//dead return; sint32 hp = GetHP(); sint32 power = GetPower(); int16 level = GetLevel(); // No regen for NPC's while in combat // Temp solution for now if (IsNPC() && EngagedInCombat()) return; if(hp < GetTotalHP()){ if(regen_hp_rate == 0) regen_hp_rate = (int)(level*.75)+(int)(level/10) + 1; int16 temp = regen_hp_rate + stats[ITEM_STAT_HPREGEN]; if((hp + temp) > GetTotalHP()) SetHP(GetTotalHP()); else SetHP(hp + temp); LogWrite(MISC__TODO, 1, "TODO", "Fix this later for mobs\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__); } if(GetPower() < GetTotalPower()){ if(regen_power_rate == 0) regen_power_rate = level + (int)(level/10) + 1; if((power + regen_power_rate) > GetTotalPower()) SetPower(GetTotalPower()); else SetPower(power + regen_power_rate); LogWrite(MISC__TODO, 1, "TODO", "Fix this later for mobs\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__); } } void Entity::AddMaintainedSpell(LuaSpell* luaspell){ if (!luaspell) return; Spell* spell = luaspell->spell; MaintainedEffects* effect = GetFreeMaintainedSpellSlot(); if (effect){ MMaintainedSpells.writelock(__FUNCTION__, __LINE__); effect->spell = luaspell; effect->spell_id = spell->GetSpellData()->id; LogWrite(NPC__SPELLS, 5, "NPC", "AddMaintainedSpell Spell ID: %u", spell->GetSpellData()->id); effect->conc_used = spell->GetSpellData()->req_concentration / 256; effect->total_time = spell->GetSpellDuration() / 10; effect->tier = spell->GetSpellData()->tier; if (spell->GetSpellData()->duration_until_cancel) effect->expire_timestamp = 0xFFFFFFFF; else effect->expire_timestamp = Timer::GetCurrentTime2() + (spell->GetSpellDuration() * 100); MMaintainedSpells.releasewritelock(__FUNCTION__, __LINE__); } } void Entity::AddSpellEffect(LuaSpell* luaspell){ if (!luaspell || !luaspell->caster) return; Spell* spell = luaspell->spell; SpellEffects* old_effect = GetSpellEffect(spell->GetSpellID(), luaspell->caster); SpellEffects* effect = 0; if (old_effect){ GetZone()->RemoveTargetFromSpell(old_effect->spell, this); RemoveSpellEffect(old_effect->spell); } effect = GetFreeSpellEffectSlot(); if(effect){ MSpellEffects.writelock(__FUNCTION__, __LINE__); effect->spell = luaspell; effect->spell_id = spell->GetSpellData()->id; effect->caster = luaspell->caster; effect->total_time = spell->GetSpellDuration()/10; if (spell->GetSpellData()->duration_until_cancel) effect->expire_timestamp = 0xFFFFFFFF; else effect->expire_timestamp = Timer::GetCurrentTime2() + (spell->GetSpellDuration()*100); effect->icon = spell->GetSpellData()->icon; effect->icon_backdrop = spell->GetSpellData()->icon_backdrop; effect->tier = spell->GetSpellTier(); MSpellEffects.releasewritelock(__FUNCTION__, __LINE__); changed = true; info_changed = true; AddChangedZoneSpawn(); } } void Entity::RemoveMaintainedSpell(LuaSpell* luaspell){ if (!luaspell) return; bool found = false; MMaintainedSpells.writelock(__FUNCTION__, __LINE__); for (int i = 0; i<30; i++){ // If we already found the spell then we are bumping all other up one so there are no gaps // This check needs to be first so found can never be true on the first iteration (i = 0) if (found) { GetInfoStruct()->maintained_effects[i].slot_pos = i - 1; GetInfoStruct()->maintained_effects[i - 1] = GetInfoStruct()->maintained_effects[i]; } // Compare spells, if we found a match set the found flag if (GetInfoStruct()->maintained_effects[i].spell == luaspell) found = true; } // if we found the spell in the array then we need to set the last element to empty if (found) { memset(&GetInfoStruct()->maintained_effects[29], 0, sizeof(MaintainedEffects)); GetInfoStruct()->maintained_effects[29].spell_id = 0xFFFFFFFF; GetInfoStruct()->maintained_effects[29].icon = 0xFFFF; } MMaintainedSpells.releasewritelock(__FUNCTION__, __LINE__); } void Entity::RemoveSpellEffect(LuaSpell* spell) { bool found = false; MSpellEffects.writelock(__FUNCTION__, __LINE__); for(int i=0;i<45;i++) { if (found) { GetInfoStruct()->spell_effects[i-1] = GetInfoStruct()->spell_effects[i]; } if (GetInfoStruct()->spell_effects[i].spell == spell) found = true; } if (found) { memset(&GetInfoStruct()->spell_effects[44], 0, sizeof(SpellEffects)); GetInfoStruct()->spell_effects[44].spell_id = 0xFFFFFFFF; changed = true; info_changed = true; AddChangedZoneSpawn(); } MSpellEffects.releasewritelock(__FUNCTION__, __LINE__); } bool Entity::HasActiveMaintainedSpell(Spell* spell, Spawn* target){ LogWrite(MISC__TODO, 1, "TODO", "This does nothing... yet...\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__); return false; } bool Entity::HasActiveSpellEffect(Spell* spell, Spawn* target){ LogWrite(MISC__TODO, 1, "TODO", "This does nothing... yet...\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__); return false; } MaintainedEffects* Entity::GetFreeMaintainedSpellSlot(){ MaintainedEffects* ret = 0; InfoStruct* info = GetInfoStruct(); MMaintainedSpells.readlock(__FUNCTION__, __LINE__); for (int i = 0; imaintained_effects[i].spell_id == 0xFFFFFFFF){ ret = &info->maintained_effects[i]; ret->spell_id = 0; ret->slot_pos = i; break; } } MMaintainedSpells.releasereadlock(__FUNCTION__, __LINE__); return ret; } MaintainedEffects* Entity::GetMaintainedSpell(int32 spell_id){ MaintainedEffects* ret = 0; InfoStruct* info = GetInfoStruct(); MMaintainedSpells.readlock(__FUNCTION__, __LINE__); for (int i = 0; imaintained_effects[i].spell_id == spell_id){ ret = &info->maintained_effects[i]; break; } } MMaintainedSpells.releasereadlock(__FUNCTION__, __LINE__); return ret; } SpellEffects* Entity::GetFreeSpellEffectSlot(){ SpellEffects* ret = 0; InfoStruct* info = GetInfoStruct(); MSpellEffects.readlock(__FUNCTION__, __LINE__); for(int i=0;i<45;i++){ if(info->spell_effects[i].spell_id == 0xFFFFFFFF){ ret = &info->spell_effects[i]; ret->spell_id = 0; break; } } MSpellEffects.releasereadlock(__FUNCTION__, __LINE__); return ret; } SpellEffects* Entity::GetSpellEffect(int32 id, Entity* caster) { SpellEffects* ret = 0; InfoStruct* info = GetInfoStruct(); MSpellEffects.readlock(__FUNCTION__, __LINE__); for(int i = 0; i < 45; i++) { if(info->spell_effects[i].spell_id == id) { if (!caster || info->spell_effects[i].caster == caster){ ret = &info->spell_effects[i]; break; } } } MSpellEffects.releasereadlock(__FUNCTION__, __LINE__); return ret; } InfoStruct* Entity::GetInfoStruct(){ return &info_struct; } Skill* Entity::GetSkillByName(const char* name, bool check_update){ LogWrite(MISC__TODO, 1, "TODO", "This does nothing... yet...\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__); return 0; } float Entity::GetMaxSpeed(){ return max_speed; } void Entity::SetMaxSpeed(float val){ max_speed = val; } void Entity::CalculateBonuses(){ InfoStruct* info = &info_struct; info->block = info->block_base; info->cur_attack = info->attack_base; info->cur_mitigation = info->mitigation_base; info->base_avoidance_pct = info->avoidance_base; LogWrite(MISC__TODO, 1, "TODO", "Calculate via current spells\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__); //info->cur_concentration = 0; info->parry = info->parry_base; info->deflection = info->deflection_base; info->disease = info->disease_base; info->divine = info->divine_base; info->heat = info->heat_base; info->magic = info->magic_base; info->mental = info->mental_base; info->cold = info->cold_base; info->poison = info->poison_base; info->elemental_base = info->heat; info->noxious_base = info->poison; info->arcane_base = info->magic; info->sta = info->sta_base; info->agi = info->agi_base; info->str = info->str_base; info->wis = info->wis_base; info->intel = info->intel_base; info->ability_modifier = 0; info->critical_mitigation = 0; info->block_chance = 0; info->crit_chance = 0; info->crit_bonus = 0; info->potency = 0; info->hate_mod = 0; info->reuse_speed = 0; info->casting_speed = 0; info->recovery_speed = 0; info->spell_reuse_speed = 0; info->spell_multi_attack = 0; info->dps = 0; info->dps_multiplier = 0; info->haste = 0; info->attackspeed = 0; info->multi_attack = 0; info->flurry = 0; info->melee_ae = 0; info->strikethrough = 0; info->accuracy = 0; info->offensivespeed = 0; stats.clear(); ItemStatsValues* values = equipment_list.CalculateEquipmentBonuses(this); CalculateSpellBonuses(values); info->sta += values->sta; info->str += values->str; info->agi += values->agi; info->wis += values->wis; info->intel += values->int_; info->disease += values->vs_disease; info->divine += values->vs_divine; info->heat += values->vs_heat; info->magic += values->vs_magic; int32 sta_hp_bonus = 0.0; int32 prim_power_bonus = 0.0; float bonus_mod = 0.0; if (IsPlayer()) { bonus_mod = CalculateBonusMod(); sta_hp_bonus = info->sta * bonus_mod; prim_power_bonus = GetPrimaryStat() * bonus_mod; } prim_power_bonus = floor(float(prim_power_bonus)); sta_hp_bonus = floor(float(sta_hp_bonus)); SetTotalHP(GetTotalHPBase() + values->health + sta_hp_bonus); SetTotalPower(GetTotalPowerBase() + values->power + prim_power_bonus); if(GetHP() > GetTotalHP()) SetHP(GetTotalHP()); if(GetPower() > GetTotalPower()) SetPower(GetTotalPower()); info->mental += values->vs_mental; info->poison += values->vs_poison; info->max_concentration += values->concentration; info->cold += values->vs_cold; info->mitigation_skill1 += values->vs_slash; info->mitigation_skill2 += values->vs_pierce; info->mitigation_skill3 += values->vs_crush; info->ability_modifier += values->ability_modifier; info->critical_mitigation += values->criticalmitigation; info->block_chance += values->extrashieldblockchance; info->crit_chance += values->beneficialcritchance; info->crit_bonus += values->critbonus; info->potency += values->potency; info->hate_mod += values->hategainmod; info->reuse_speed += values->abilityreusespeed; info->casting_speed += values->abilitycastingspeed; info->recovery_speed += values->abilityrecoveryspeed; info->spell_reuse_speed += values->spellreusespeed; info->spell_multi_attack += values->spellmultiattackchance; info->dps += values->dps; info->dps_multiplier = CalculateDPSMultiplier(); info->haste += values->attackspeed; info->multi_attack += values->multiattackchance; info->flurry += values->flurry; info->melee_ae += values->aeautoattackchance; info->strikethrough += values->strikethrough; info->accuracy += values->accuracy; info->offensivespeed += values->offensivespeed; info->uncontested_block += values->uncontested_block; info->uncontested_parry += values->uncontested_parry; info->uncontested_dodge += values->uncontested_dodge; info->uncontested_riposte += values->uncontested_riposte; safe_delete(values); } EquipmentItemList* Entity::GetEquipmentList(){ return &equipment_list; } void Entity::SetEquipment(Item* item, int8 slot){ if(!item && slot < NUM_SLOTS){ SetInfo(&equipment.equip_id[slot], 0); SetInfo(&equipment.color[slot].red, 0); SetInfo(&equipment.color[slot].green, 0); SetInfo(&equipment.color[slot].blue, 0); SetInfo(&equipment.highlight[slot].red, 0); SetInfo(&equipment.highlight[slot].green, 0); SetInfo(&equipment.highlight[slot].blue, 0); } else{ SetInfo(&equipment.equip_id[item->details.slot_id], item->generic_info.appearance_id); SetInfo(&equipment.color[item->details.slot_id].red, item->generic_info.appearance_red); SetInfo(&equipment.color[item->details.slot_id].green, item->generic_info.appearance_green); SetInfo(&equipment.color[item->details.slot_id].blue, item->generic_info.appearance_blue); SetInfo(&equipment.highlight[item->details.slot_id].red, item->generic_info.appearance_highlight_red); SetInfo(&equipment.highlight[item->details.slot_id].green, item->generic_info.appearance_highlight_green); SetInfo(&equipment.highlight[item->details.slot_id].blue, item->generic_info.appearance_highlight_blue); } } bool Entity::CheckSpellBonusRemoval(LuaSpell* spell, int16 type){ MutexList::iterator itr = bonus_list.begin(); while(itr.Next()){ if(itr.value->luaspell == spell && itr.value->type == type){ bonus_list.Remove(itr.value, true); return true; } } return false; } void Entity::AddSpellBonus(LuaSpell* spell, int16 type, float value, int64 class_req, vector race_req, vector faction_req){ CheckSpellBonusRemoval(spell, type); BonusValues* bonus = new BonusValues; bonus->spell_id = spell->spell->GetSpellID(); bonus->luaspell = spell; bonus->type = type; bonus->value = value; bonus->class_req = class_req; bonus->race_req = race_req; bonus->faction_req = faction_req; bonus->tier = spell ? spell->spell->GetSpellTier() : 0; bonus_list.Add(bonus); } BonusValues* Entity::GetSpellBonus(int32 spell_id) { BonusValues *ret = 0; MutexList::iterator itr = bonus_list.begin(); while (itr.Next()) { if (itr.value->spell_id == spell_id) { ret = itr.value; break; } } return ret; } vector* Entity::GetAllSpellBonuses(LuaSpell* spell) { vector* list = new vector; MutexList::iterator itr = bonus_list.begin(); while (itr.Next()) { if (itr.value->luaspell == spell) list->push_back(itr.value); } return list; } void Entity::RemoveSpellBonus(const LuaSpell* spell){ MutexList::iterator itr = bonus_list.begin(); while(itr.Next()){ if(itr.value->luaspell == spell) bonus_list.Remove(itr.value, true); } } void Entity::CalculateSpellBonuses(ItemStatsValues* stats){ if(stats){ MutexList::iterator itr = bonus_list.begin(); vector bv; //First check if we meet the requirement for each bonus bool race_match = false; while(itr.Next()) { if (itr.value->race_req.size() > 0) { for (int8 i = 0; i < itr.value->race_req.size(); i++) { if (GetRace() == itr.value->race_req[i]) { race_match = true; } } } else race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true int64 const class1 = pow(2.0, (GetAdventureClass() - 1)); int64 const class2 = pow(2.0, (classes.GetSecondaryBaseClass(GetAdventureClass()) - 1)); int64 const class3 = pow(2.0, (classes.GetBaseClass(GetAdventureClass()) - 1)); if (itr.value->class_req == 0 || (itr.value->class_req & class1) == class1 || (itr.value->class_req & class2) == class2 || (itr.value->class_req & class3) == class3 && race_match ) bv.push_back(itr.value); } //Sort the bonuses by spell id and luaspell BonusValues* bonus = nullptr; map > > sort; for (int8 i = 0; i < bv.size(); i++){ bonus = bv.at(i); sort[bonus->spell_id][bonus->luaspell].push_back(bonus); } //Now check for the highest tier of each spell id and apply those bonuses map >::iterator tier_itr; map > >::iterator sort_itr; for (sort_itr = sort.begin(); sort_itr != sort.end(); sort_itr++){ LuaSpell* key = nullptr; sint8 highest_tier = -1; //Find the highest tier for this spell id for (tier_itr = sort_itr->second.begin(); tier_itr != sort_itr->second.end(); tier_itr++){ LuaSpell* current_spell = tier_itr->first; sint8 current_tier = 0; if (current_spell && ((current_tier = current_spell->spell->GetSpellTier()) > highest_tier)) { highest_tier = current_tier; key = current_spell; } } //We've found the highest tier for this spell id, so add the bonuses vector* final_bonuses = &sort_itr->second[key]; for (int8 i = 0; i < final_bonuses->size(); i++) world.AddBonuses(stats, final_bonuses->at(i)->type, final_bonuses->at(i)->value, this); } } } void Entity::AddMezSpell(LuaSpell* spell) { if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_MEZ]) control_effects[CONTROL_EFFECT_TYPE_MEZ] = new MutexList; MutexList* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ]; if (IsPlayer() && !IsStunned() && !IsMezImmune() && mez_spells->size(true) == 0){ ((Player*)this)->SetPlayerControlFlag(1, 16, true); if (!IsRooted()) ((Player*)this)->SetPlayerControlFlag(1, 8, true); if (!IsStifled() && !IsFeared()) GetZone()->LockAllSpells((Player*)this); } if (IsNPC() && !IsMezImmune()) { HaltMovement(); } mez_spells->Add(spell); } void Entity::RemoveMezSpell(LuaSpell* spell) { MutexList* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ]; if (!mez_spells || mez_spells->size(true) == 0) return; mez_spells->Remove(spell); if (mez_spells->size(true) == 0){ if (IsPlayer() && !IsMezImmune() && !IsStunned()){ if (!IsStifled() && !IsFeared()) GetZone()->UnlockAllSpells((Player*)this); ((Player*)this)->SetPlayerControlFlag(1, 16, false); if (!IsRooted()) ((Player*)this)->SetPlayerControlFlag(1, 8, false); } } } void Entity::RemoveAllMezSpells() { MutexList* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ]; if (!mez_spells) return; MutexList::iterator itr = mez_spells->begin(); while (itr.Next()){ LuaSpell* spell = itr.value; if (!spell) continue; GetZone()->RemoveTargetFromSpell(spell, this); RemoveDetrimentalSpell(spell); RemoveSpellEffect(spell); if (IsPlayer()) ((Player*)this)->RemoveSkillBonus(spell->spell->GetSpellID()); } mez_spells->clear(); if (IsPlayer() && !IsMezImmune() && !IsStunned()){ if (!IsStifled() && !IsFeared()) GetZone()->UnlockAllSpells((Player*)this); ((Player*)this)->SetPlayerControlFlag(1, 16, false); if (!IsRooted()) ((Player*)this)->SetPlayerControlFlag(1, 8, false); } } void Entity::AddStifleSpell(LuaSpell* spell) { if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_STIFLE]) control_effects[CONTROL_EFFECT_TYPE_STIFLE] = new MutexList; if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_STIFLE]->size(true) == 0 && !IsStifleImmune() && !IsMezzedOrStunned()) GetZone()->LockAllSpells((Player*)this); control_effects[CONTROL_EFFECT_TYPE_STIFLE]->Add(spell); } void Entity::RemoveStifleSpell(LuaSpell* spell) { MutexList* stifle_list = control_effects[CONTROL_EFFECT_TYPE_STIFLE]; if (!stifle_list || stifle_list->size(true) == 0) return; stifle_list->Remove(spell); if (IsPlayer() && stifle_list->size(true) == 0 && !IsStifleImmune() && !IsMezzedOrStunned()) GetZone()->UnlockAllSpells((Player*)this); } void Entity::AddDazeSpell(LuaSpell* spell) { if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_DAZE]) control_effects[CONTROL_EFFECT_TYPE_DAZE] = new MutexList; control_effects[CONTROL_EFFECT_TYPE_DAZE]->Add(spell); } void Entity::RemoveDazeSpell(LuaSpell* spell) { MutexList* daze_list = control_effects[CONTROL_EFFECT_TYPE_DAZE]; if (!daze_list || daze_list->size(true) == 0) return; daze_list->Remove(spell); } void Entity::AddStunSpell(LuaSpell* spell) { if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_STUN]) control_effects[CONTROL_EFFECT_TYPE_STUN] = new MutexList; if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_STUN]->size(true) == 0 && !IsStunImmune()){ if (!IsMezzed()){ ((Player*)this)->SetPlayerControlFlag(1, 16, true); if (!IsRooted()) ((Player*)this)->SetPlayerControlFlag(1, 8, true); if (!IsStifled() && !IsFeared()) GetZone()->LockAllSpells((Player*)this); } } control_effects[CONTROL_EFFECT_TYPE_STUN]->Add(spell); } void Entity::RemoveStunSpell(LuaSpell* spell) { MutexList* stun_list = control_effects[CONTROL_EFFECT_TYPE_STUN]; if (!stun_list || stun_list->size(true) == 0) return; stun_list->Remove(spell); if (stun_list->size(true) == 0){ if (IsPlayer() && !IsMezzed() && !IsStunImmune()){ ((Player*)this)->SetPlayerControlFlag(1, 16, false); if (!IsRooted()) ((Player*)this)->SetPlayerControlFlag(1, 8, false); if (!IsStifled() && !IsFeared()) GetZone()->UnlockAllSpells((Player*)this); } } } void Entity::HideDeityPet(bool val) { if (!deityPet) return; if (val) { deityPet->AddAllowAccessSpawn(deityPet); GetZone()->HidePrivateSpawn(deityPet); } else deityPet->MakeSpawnPublic(); } void Entity::HideCosmeticPet(bool val) { if (!cosmeticPet) return; if (val) { cosmeticPet->AddAllowAccessSpawn(cosmeticPet); GetZone()->HidePrivateSpawn(cosmeticPet); } else cosmeticPet->MakeSpawnPublic(); } void Entity::DismissPet(NPC* pet, bool from_death) { if (!pet) return; Entity* PetOwner = pet->GetOwner(); pet->SetDismissing(true); // Remove the spell maintained spell Spell* spell = master_spell_list.GetSpell(pet->GetPetSpellID(), pet->GetPetSpellTier()); if (spell) GetZone()->GetSpellProcess()->DeleteCasterSpell(this, spell); if (pet->GetPetType() == PET_TYPE_CHARMED) { PetOwner->SetCharmedPet(0); if (!from_death) { // set the pet flag to false, owner to 0, and give the mob its old brain back pet->SetPet(false); pet->SetOwner(0); pet->SetBrain(new Brain(pet)); pet->SetDismissing(false); } } else if (pet->GetPetType() == PET_TYPE_COMBAT) PetOwner->SetCombatPet(0); else if (pet->GetPetType() == PET_TYPE_DEITY) PetOwner->SetDeityPet(0); else if (pet->GetPetType() == PET_TYPE_COSMETIC) PetOwner->SetCosmeticPet(0); // if owner is player and no combat pets left reset the pet info if (PetOwner->IsPlayer()) { if (!PetOwner->GetPet() && !PetOwner->GetCharmedPet()) ((Player*)PetOwner)->ResetPetInfo(); } // remove the spawn from the world if (!from_death && pet->GetPetType() != PET_TYPE_CHARMED) GetZone()->RemoveSpawn(false, pet); } float Entity::CalculateBonusMod() { int8 level = GetLevel(); if (level <= 20) return 3.0; else if (level >= 90) return 10.0; else return (level - 20) * .1 + 3.0; } float Entity::CalculateDPSMultiplier(){ float dps = GetInfoStruct()->dps; if (dps > 0){ if (dps <= 100) return (dps / 100 + 1); else if (dps <= 200) return (((dps - 100) * .25 + 100) / 100 + 1); else if (dps <= 300) return (((dps - 200) * .1 + 125) / 100 + 1); else if (dps <= 900) return (((dps - 300) * .05 + 135) / 100 + 1); else return (((dps - 900) * .01 + 165) / 100 + 1); } return 1; } void Entity::AddWard(int32 spellID, WardInfo* ward) { if (m_wardList.count(spellID) == 0) { m_wardList[spellID] = ward; } } WardInfo* Entity::GetWard(int32 spellID) { WardInfo* ret = 0; if (m_wardList.count(spellID) > 0) ret = m_wardList[spellID]; return ret; } void Entity::RemoveWard(int32 spellID) { if (m_wardList.count(spellID) > 0) { // Delete the ward info safe_delete(m_wardList[spellID]); // Remove from the ward list m_wardList.erase(spellID); } } int32 Entity::CheckWards(Entity* attacker, int32 damage, int8 damage_type) { map::iterator itr; WardInfo* ward = 0; LuaSpell* spell = 0; while (m_wardList.size() > 0 && damage > 0) { // Get the ward with the lowest base damage for (itr = m_wardList.begin(); itr != m_wardList.end(); itr++) { if (!ward || itr->second->BaseDamage < ward->BaseDamage) { if ((itr->second->AbsorbAllDamage || itr->second->DamageLeft > 0) && (itr->second->WardType == WARD_TYPE_ALL || (itr->second->WardType == WARD_TYPE_PHYSICAL && damage_type >= DAMAGE_PACKET_DAMAGE_TYPE_SLASH && damage_type <= DAMAGE_PACKET_DAMAGE_TYPE_PIERCE) || (itr->second->WardType == WARD_TYPE_MAGICAL && ((itr->second->DamageType == 0 && damage_type >= DAMAGE_PACKET_DAMAGE_TYPE_PIERCE) || (damage_type >= DAMAGE_PACKET_DAMAGE_TYPE_PIERCE && itr->second->DamageType == damage_type))))) ward = itr->second; } } if (!ward) break; spell = ward->Spell; // damage to redirect at the source (like intercept) int32 redirectDamage = 0; if (ward->RedirectDamagePercent) redirectDamage = (int32)(double)damage * ((double)ward->RedirectDamagePercent / 100.0); // percentage the spell absorbs of all possible damage int32 damageToAbsorb = 0; if (ward->DamageAbsorptionPercentage > 0) damageToAbsorb = (int32)(double)damage * ((double)ward->DamageAbsorptionPercentage/100.0); else damageToAbsorb = damage; int32 maxDamageAbsorptionAllowed = 0; // spells like Divine Aura have caps on health, eg. anything more than 50% damage is not absorbed if (ward->DamageAbsorptionMaxHealthPercent > 0) maxDamageAbsorptionAllowed = (int32)(double)GetTotalHP() * ((double)ward->DamageAbsorptionMaxHealthPercent / 100.0); if (maxDamageAbsorptionAllowed > 0 && damageToAbsorb >= maxDamageAbsorptionAllowed) damageToAbsorb = 0; // its over or equal to 50% of the total hp allowed, thus this damage is not absorbed int32 baseDamageRemaining = damage - damageToAbsorb; bool hasSpellBeenRemoved = false; if (ward->AbsorbAllDamage) { ward->LastAbsorbedDamage = ward->DamageLeft; if (!redirectDamage) GetZone()->SendHealPacket(ward->Spell->caster, this, HEAL_PACKET_TYPE_ABSORB, damage, spell->spell->GetName()); damage = 0; } else if (damageToAbsorb >= ward->DamageLeft) { // Damage is greater than or equal to the amount left on the ward ward->LastAbsorbedDamage = ward->DamageLeft; // remove what damage we can absorb damageToAbsorb -= ward->DamageLeft; // move back what couldn't be absorbed to the base dmg and apply to the overall damage baseDamageRemaining += damageToAbsorb; damage = baseDamageRemaining; ward->DamageLeft = 0; spell->damage_remaining = 0; if(!redirectDamage) GetZone()->SendHealPacket(spell->caster, this, HEAL_PACKET_TYPE_ABSORB, ward->DamageLeft, spell->spell->GetName()); if (!ward->keepWard) { hasSpellBeenRemoved = true; RemoveWard(spell->spell->GetSpellID()); GetZone()->GetSpellProcess()->DeleteCasterSpell(spell); } } else { ward->LastAbsorbedDamage = damageToAbsorb; // Damage is less then the amount left on the ward ward->DamageLeft -= damageToAbsorb; spell->damage_remaining = ward->DamageLeft; if (spell->caster->IsPlayer()) ClientPacketFunctions::SendMaintainedExamineUpdate(GetZone()->GetClientBySpawn(spell->caster), spell->slot_pos, ward->DamageLeft, 1); if (!redirectDamage) GetZone()->SendHealPacket(ward->Spell->caster, this, HEAL_PACKET_TYPE_ABSORB, damage, spell->spell->GetName()); // remaining damage not absorbed by percentage must be set damage = baseDamageRemaining; } if (redirectDamage) { ward->LastRedirectDamage = redirectDamage; if (this->IsPlayer()) { Client* client = GetZone()->GetClientBySpawn(this); client->Message(CHANNEL_COLOR_COMBAT, "%s intercepted some of the damage intended for you!", spell->caster->GetName()); } if (spell->caster && spell->caster->IsPlayer()) { Client* client = GetZone()->GetClientBySpawn(spell->caster); client->Message(CHANNEL_COLOR_COMBAT, "YOU intercept some of the damage intended for %s!", this->GetName()); } if (attacker && spell->caster) attacker->DamageSpawn(spell->caster, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, damage_type, redirectDamage, redirectDamage, 0); } bool shouldRemoveSpell = false; ward->HitCount++; // increment hit count if (ward->MaxHitCount && spell->num_triggers) { spell->num_triggers--; ClientPacketFunctions::SendMaintainedExamineUpdate(spell->caster->GetZone()->GetClientBySpawn(spell->caster), spell->slot_pos, spell->num_triggers, 0); } if (ward->HitCount >= ward->MaxHitCount) // there isn't a max hit requirement with the hit count, so just go based on hit count shouldRemoveSpell = true; if (shouldRemoveSpell && !hasSpellBeenRemoved) { RemoveWard(spell->spell->GetSpellID()); GetZone()->GetSpellProcess()->DeleteCasterSpell(spell); } // Reset ward pointer ward = 0; } return damage; } float Entity::CalculateCastingSpeedMod() { float cast_speed = info_struct.casting_speed; if(cast_speed > 0) return 100 * max((float) 0.5, (float) (1 + (1 - (1 / (1 + (cast_speed * .01)))))); else if (cast_speed < 0) return 100 * min((float) 1.5, (float) (1 + (1 - (1 / (1 + (cast_speed * -.01)))))); return 0; } float Entity::GetSpeed() { float ret = speed > GetBaseSpeed() ? speed : GetBaseSpeed(); if (EngagedInCombat() && GetMaxSpeed() > 0.0f) ret = GetMaxSpeed(); if (IsStealthed() || IsInvis()) ret += stats[ITEM_STAT_STEALTHINVISSPEEDMOD]; else if (EngagedInCombat()) ret += stats[ITEM_STAT_OFFENSIVESPEED]; else ret += max(stats[ITEM_STAT_SPEED], stats[ITEM_STAT_MOUNTSPEED]); ret *= speed_multiplier; return ret; } float Entity::GetAirSpeed() { float ret = speed; if (!EngagedInCombat()) ret += stats[ITEM_STAT_MOUNTAIRSPEED]; ret *= speed_multiplier; return ret; } int8 Entity::GetTraumaCount() { return det_count_list[DET_TYPE_TRAUMA]; } int8 Entity::GetArcaneCount() { return det_count_list[DET_TYPE_ARCANE]; } int8 Entity::GetNoxiousCount() { return det_count_list[DET_TYPE_NOXIOUS]; } int8 Entity::GetElementalCount() { return det_count_list[DET_TYPE_ELEMENTAL]; } int8 Entity::GetCurseCount() { return det_count_list[DET_TYPE_CURSE]; } Mutex* Entity::GetDetrimentMutex() { return &MDetriments; } Mutex* Entity::GetMaintainedMutex() { return &MMaintainedSpells; } Mutex* Entity::GetSpellEffectMutex() { return &MSpellEffects; } bool Entity::HasCurableDetrimentType(int8 det_type) { DetrimentalEffects* det; bool ret = false; MDetriments.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < detrimental_spell_effects.size(); i++){ det = &detrimental_spell_effects.at(i); if(det && det->det_type == det_type && !det->incurable){ ret = true; break; } } MDetriments.releasereadlock(__FUNCTION__, __LINE__); return ret; } void Entity::ClearAllDetriments() { MDetriments.writelock(__FUNCTION__, __LINE__); detrimental_spell_effects.clear(); det_count_list.clear(); MDetriments.releasewritelock(__FUNCTION__, __LINE__); } void Entity::CureDetrimentByType(int8 cure_count, int8 det_type, string cure_name, Entity* caster, int8 cure_level) { if (cure_count <= 0 || GetDetTypeCount(det_type) <= 0) return; vector* det_list = &detrimental_spell_effects; DetrimentalEffects* det; vector remove_list; LuaSpell* spell = 0; vector* levels; int8 caster_class1 = 0; int8 caster_class2 = 0; int8 caster_class3 = 0; int8 level_class = 0; InfoStruct* info_struct = 0; bool pass_level_check = false; MDetriments.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; isize(); i++){ det = &det_list->at(i); if (det && det->det_type == det_type && !det->incurable){ levels = det->spell->spell->GetSpellLevels(); info_struct = det->caster->GetInfoStruct(); caster_class1 = info_struct->class1; caster_class2 = info_struct->class2; caster_class3 = info_struct->class3; pass_level_check = false; for (int32 x = 0; x < levels->size(); x++){ level_class = levels->at(x)->adventure_class; if (!cure_level || ((caster_class1 == level_class || caster_class2 == level_class || caster_class3 == level_class) && cure_level >= (levels->at(x)->spell_level / 10))){ pass_level_check = true; break; } } if (pass_level_check){ remove_list.push_back(det->spell); cure_count--; if (cure_count == 0) break; } } } MDetriments.releasereadlock(__FUNCTION__, __LINE__); for (int32 i = 0; iSendDispellPacket(caster, this, cure_name, (string)remove_list.at(i)->spell->GetName(), DISPELL_TYPE_CURE); if (GetZone()) GetZone()->RemoveTargetFromSpell(spell, this); RemoveSpellEffect(spell); RemoveDetrimentalSpell(spell); } remove_list.clear(); } void Entity::CureDetrimentByControlEffect(int8 cure_count, int8 control_type, string cure_name, Entity* caster, int8 cure_level) { if (cure_count <= 0 || GetDetCount() <= 0) return; vector* det_list = &detrimental_spell_effects; DetrimentalEffects* det; vector remove_list; LuaSpell* spell = 0; vector* levels; int8 caster_class1 = 0; int8 caster_class2 = 0; int8 caster_class3 = 0; int8 level_class = 0; InfoStruct* info_struct = 0; bool pass_level_check = false; MDetriments.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; isize(); i++){ det = &det_list->at(i); if (det && det->control_effect == control_type && !det->incurable){ levels = det->spell->spell->GetSpellLevels(); info_struct = det->caster->GetInfoStruct(); caster_class1 = info_struct->class1; caster_class2 = info_struct->class2; caster_class3 = info_struct->class3; pass_level_check = false; for (int32 x = 0; x < levels->size(); x++){ level_class = levels->at(x)->adventure_class; if (!cure_level || ((caster_class1 == level_class || caster_class2 == level_class || caster_class3 == level_class) && cure_level >= (levels->at(x)->spell_level / 10))){ pass_level_check = true; break; } } if (pass_level_check){ remove_list.push_back(det->spell); cure_count--; if (cure_count == 0) break; } } } MDetriments.releasereadlock(__FUNCTION__, __LINE__); for (int32 i = 0; iSendDispellPacket(caster, this, cure_name, (string)remove_list.at(i)->spell->GetName(), DISPELL_TYPE_CURE); if (GetZone()) GetZone()->RemoveTargetFromSpell(spell, this); RemoveSpellEffect(spell); RemoveDetrimentalSpell(spell); } remove_list.clear(); } void Entity::RemoveDetrimentalSpell(LuaSpell* spell) { if(!spell || spell->spell->GetSpellData()->det_type == 0) return; MDetriments.writelock(__FUNCTION__, __LINE__); vector* det_list = &detrimental_spell_effects; vector::iterator itr; for(itr = det_list->begin(); itr != det_list->end(); itr++){ if((*itr).spell == spell){ det_count_list[(*itr).det_type]--; det_list->erase(itr); if(IsPlayer()) ((Player*)this)->SetCharSheetChanged(true); break; } } MDetriments.releasewritelock(__FUNCTION__, __LINE__); } int8 Entity::GetDetTypeCount(int8 det_type){ return det_count_list[det_type]; } int8 Entity::GetDetCount() { int8 det_count = 0; map::iterator itr; for(itr=det_count_list.begin(); itr != det_count_list.end(); itr++) det_count += (*itr).second; return det_count; } vector* Entity::GetDetrimentalSpellEffects() { return &detrimental_spell_effects; } void Entity::AddDetrimentalSpell(LuaSpell* luaspell){ if(!luaspell || !luaspell->caster) return; Spell* spell = luaspell->spell; DetrimentalEffects* det = GetDetrimentalEffect(spell->GetSpellID(), luaspell->caster); DetrimentalEffects new_det; if(det) RemoveDetrimentalSpell(det->spell); SpellData* data = spell->GetSpellData(); if(!data) return; new_det.caster = luaspell->caster; new_det.spell = luaspell; if (spell->GetSpellData()->duration_until_cancel) new_det.expire_timestamp = 0xFFFFFFFF; else new_det.expire_timestamp = Timer::GetCurrentTime2() + (spell->GetSpellDuration()*100); new_det.icon = data->icon; new_det.icon_backdrop = data->icon_backdrop; new_det.tier = data->tier; new_det.det_type = data->det_type; new_det.incurable = data->incurable; new_det.spell_id = spell->GetSpellID(); new_det.control_effect = data->control_effect_type; new_det.total_time = spell->GetSpellDuration()/10; MDetriments.writelock(__FUNCTION__, __LINE__); detrimental_spell_effects.push_back(new_det); det_count_list[new_det.det_type]++; MDetriments.releasewritelock(__FUNCTION__, __LINE__); } DetrimentalEffects* Entity::GetDetrimentalEffect(int32 spell_id, Entity* caster){ vector* det_list = &detrimental_spell_effects; DetrimentalEffects* ret = 0; MDetriments.readlock(__FUNCTION__, __LINE__); for(int32 i=0; isize(); i++){ if (det_list->at(i).spell_id == spell_id && det_list->at(i).caster == caster) ret = &det_list->at(i); } MDetriments.releasereadlock(__FUNCTION__, __LINE__); return ret; } void Entity::CancelAllStealth() { bool did_change = false; MutexList* stealth_list = control_effects[CONTROL_EFFECT_TYPE_STEALTH]; if (stealth_list){ MutexList::iterator itr = stealth_list->begin(); while (itr.Next()){ if (itr.value->caster == this) GetZone()->GetSpellProcess()->AddSpellCancel(itr.value); else{ GetZone()->RemoveTargetFromSpell(itr.value, this); RemoveSpellEffect(itr.value); } did_change = true; } } MutexList* invis_list = control_effects[CONTROL_EFFECT_TYPE_INVIS]; if (invis_list){ MutexList::iterator invis_itr = invis_list->begin(); while (invis_itr.Next()){ if (invis_itr.value->caster == this) GetZone()->GetSpellProcess()->AddSpellCancel(invis_itr.value); else{ GetZone()->RemoveTargetFromSpell(invis_itr.value, this); RemoveSpellEffect(invis_itr.value); } did_change = true; } } if (did_change){ info_changed = true; changed = true; AddChangedZoneSpawn(); if (IsPlayer()) ((Player*)this)->SetCharSheetChanged(true); } } bool Entity::IsStealthed(){ MutexList* stealth_list = control_effects[CONTROL_EFFECT_TYPE_STEALTH]; return (!stealth_list || stealth_list->size(true) == 0) == false; } bool Entity::CanSeeInvis(Entity* target) { if (!target) return true; if (!target->IsStealthed() && !target->IsInvis()) return true; if (target->IsStealthed() && HasSeeHideSpell()) return true; else if (target->IsInvis() && HasSeeInvisSpell()) return true; return false; } bool Entity::IsInvis(){ MutexList* invis_list = control_effects[CONTROL_EFFECT_TYPE_INVIS]; return (!invis_list || invis_list->size(true) == 0) == false; } void Entity::AddStealthSpell(LuaSpell* spell) { if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_STEALTH]) control_effects[CONTROL_EFFECT_TYPE_STEALTH] = new MutexList; control_effects[CONTROL_EFFECT_TYPE_STEALTH]->Add(spell); if (control_effects[CONTROL_EFFECT_TYPE_STEALTH]->size(true) == 1){ info_changed = true; changed = true; AddChangedZoneSpawn(); if (IsPlayer()) { ((Player*)this)->SetCharSheetChanged(true); GetZone()->SendAllSpawnsForVisChange(GetZone()->GetClientBySpawn(this)); } } } void Entity::AddInvisSpell(LuaSpell* spell) { if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_INVIS]) control_effects[CONTROL_EFFECT_TYPE_INVIS] = new MutexList; control_effects[CONTROL_EFFECT_TYPE_INVIS]->Add(spell); if (control_effects[CONTROL_EFFECT_TYPE_INVIS]->size(true) == 1){ info_changed = true; changed = true; AddChangedZoneSpawn(); if (IsPlayer()) { ((Player*)this)->SetCharSheetChanged(true); GetZone()->SendAllSpawnsForVisChange(GetZone()->GetClientBySpawn(this)); } } } void Entity::RemoveInvisSpell(LuaSpell* spell) { MutexList* invis_list = control_effects[CONTROL_EFFECT_TYPE_INVIS]; if (!invis_list || invis_list->size(true) == 0) return; invis_list->Remove(spell); RemoveSpellEffect(spell); if (invis_list->size(true) == 0){ info_changed = true; changed = true; AddChangedZoneSpawn(); if (IsPlayer()) { ((Player*)this)->SetCharSheetChanged(true); GetZone()->SendAllSpawnsForVisChange(GetZone()->GetClientBySpawn(this)); } } } void Entity::RemoveStealthSpell(LuaSpell* spell) { MutexList* stealth_list = control_effects[CONTROL_EFFECT_TYPE_STEALTH]; if (!stealth_list || stealth_list->size(true) == 0) return; stealth_list->Remove(spell); RemoveSpellEffect(spell); if (stealth_list->size() == 0){ info_changed = true; changed = true; AddChangedZoneSpawn(); if (IsPlayer()) { ((Player*)this)->SetCharSheetChanged(true); GetZone()->SendAllSpawnsForVisChange(GetZone()->GetClientBySpawn(this)); } } } void Entity::AddRootSpell(LuaSpell* spell) { if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_ROOT]) control_effects[CONTROL_EFFECT_TYPE_ROOT] = new MutexList; if (control_effects[CONTROL_EFFECT_TYPE_ROOT]->size(true) == 0 && !IsRootImmune()) { if (IsPlayer()){ if (!IsMezzedOrStunned()) ((Player*)this)->SetPlayerControlFlag(1, 8, true); // heading movement only } else SetSpeedMultiplier(0.0f); } control_effects[CONTROL_EFFECT_TYPE_ROOT]->Add(spell); } void Entity::RemoveRootSpell(LuaSpell* spell) { MutexList* root_list = control_effects[CONTROL_EFFECT_TYPE_ROOT]; if (!root_list || root_list->size(true) == 0) return; root_list->Remove(spell); if (root_list->size(true) == 0 && !IsRootImmune()) { if (IsPlayer()){ if (!IsMezzedOrStunned()) ((Player*)this)->SetPlayerControlFlag(1, 8, false); // heading movement only } else { // GetHighestSnare() will return 1.0f if no snares returning the spawn to full speed SetSpeedMultiplier(GetHighestSnare()); } } } void Entity::AddFearSpell(LuaSpell* spell){ if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_FEAR]) control_effects[CONTROL_EFFECT_TYPE_FEAR] = new MutexList; if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_FEAR]->size(true) == 0 && !IsFearImmune()){ ((Player*)this)->SetPlayerControlFlag(4, 4, true); // feared if (!IsMezzedOrStunned() && !IsStifled()) GetZone()->LockAllSpells((Player*)this); } if (!IsFearImmune() && IsNPC()) { HaltMovement(); } control_effects[CONTROL_EFFECT_TYPE_FEAR]->Add(spell); } void Entity::RemoveFearSpell(LuaSpell* spell){ MutexList* fear_list = control_effects[CONTROL_EFFECT_TYPE_FEAR]; if (!fear_list || fear_list->size(true) == 0) return; fear_list->Remove(spell); if (IsPlayer() && fear_list->size(true) == 0 && !IsFearImmune()){ ((Player*)this)->SetPlayerControlFlag(4, 4, false); // feared disabled if (!IsMezzedOrStunned() && !IsStifled()) GetZone()->LockAllSpells((Player*)this); } if (IsNPC()) { HaltMovement(); } } void Entity::AddSnareSpell(LuaSpell* spell) { if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_SNARE]) control_effects[CONTROL_EFFECT_TYPE_SNARE] = new MutexList; control_effects[CONTROL_EFFECT_TYPE_SNARE]->Add(spell); // Don't set speed multiplier if there is a root or no snare values MutexList* roots = control_effects[CONTROL_EFFECT_TYPE_ROOT]; if ((!roots || roots->size(true) == 0) && snare_values.size() > 0) SetSpeedMultiplier(GetHighestSnare()); } void Entity::RemoveSnareSpell(LuaSpell* spell) { MutexList* snare_list = control_effects[CONTROL_EFFECT_TYPE_SNARE]; if (!snare_list || snare_list->size(true) == 0) return; snare_list->Remove(spell); snare_values.erase(spell); //LogWrite(PLAYER__ERROR, 0, "Debug", "snare_values.size() = %u", snare_values.size()); // only change speeds if there are no roots MutexList* roots = control_effects[CONTROL_EFFECT_TYPE_ROOT]; if (!roots || roots->size(true) == 0) { float multiplier = GetHighestSnare(); //LogWrite(PLAYER__ERROR, 0, "Debug", "GetHighestSnare() = %f", multiplier); SetSpeedMultiplier(multiplier); } } void Entity::SetSnareValue(LuaSpell* spell, float snare_val) { if (!spell) return; snare_values[spell] = snare_val; } float Entity::GetHighestSnare() { // For simplicity this will return the highest snare value, which is actually the lowest value float ret = 1.0f; if (snare_values.size() == 0) return ret; map::iterator itr; for (itr = snare_values.begin(); itr != snare_values.end(); itr++) { if (itr->second < ret) ret = itr->second; } return ret; } bool Entity::IsSnared() { if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_SNARE]) return false; MutexList* snare_list = control_effects[CONTROL_EFFECT_TYPE_SNARE]; return (!snare_list || snare_list->size(true) == 0) == false; } bool Entity::IsMezzed(){ if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_MEZ]) return false; MutexList* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ]; return (!mez_spells || mez_spells->size(true) == 0 || IsMezImmune()) == false; } bool Entity::IsStifled(){ if (!control_effects[CONTROL_EFFECT_TYPE_STIFLE]) return false; MutexList* stifle_list = control_effects[CONTROL_EFFECT_TYPE_STIFLE]; return (!stifle_list || stifle_list->size(true) == 0 || IsStifleImmune()) == false; } bool Entity::IsDazed(){ if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_DAZE]) return false; MutexList* daze_list = control_effects[CONTROL_EFFECT_TYPE_DAZE]; return (!daze_list || daze_list->size(true) == 0 || IsDazeImmune()) == false; } bool Entity::IsStunned(){ if (!control_effects[CONTROL_EFFECT_TYPE_STUN]) return false; MutexList* stun_list = control_effects[CONTROL_EFFECT_TYPE_STUN]; return (!stun_list || stun_list->size(true) == 0 || IsStunImmune()) == false; } bool Entity::IsRooted(){ if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_ROOT]) return false; MutexList* root_list = control_effects[CONTROL_EFFECT_TYPE_ROOT]; return (!root_list || root_list->size(true) == 0 || IsRootImmune()) == false; } bool Entity::IsFeared(){ if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_FEAR]) return false; MutexList* fear_list = control_effects[CONTROL_EFFECT_TYPE_FEAR]; return (!fear_list || fear_list->size(true) == 0 || IsFearImmune()) == false; } void Entity::AddWaterwalkSpell(LuaSpell* spell){ if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER]) control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER] = new MutexList; control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER]->Add(spell); if (control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER]->size(true) == 1 && IsPlayer()) ((Player*)this)->SetPlayerControlFlag(3, 128, true); // enable walking underwater } void Entity::RemoveWaterwalkSpell(LuaSpell* spell){ MutexList* waterwalk_list = control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER]; if (!waterwalk_list || waterwalk_list->size(true) == 0) return; waterwalk_list->Remove(spell); if (waterwalk_list->size(true) == 0 && IsPlayer()) ((Player*)this)->SetPlayerControlFlag(3, 128, false); // disable walking underwater } void Entity::AddWaterjumpSpell(LuaSpell* spell){ if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER]) control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER] = new MutexList; control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER]->Add(spell); if (control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER]->size(true) == 1 && IsPlayer()) ((Player*)this)->SetPlayerControlFlag(4, 1, true); // enable moonjumps underwater } void Entity::RemoveWaterjumpSpell(LuaSpell* spell){ MutexList* waterjump_list = control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER]; if (!waterjump_list || waterjump_list->size(true) == 0) return; waterjump_list->Remove(spell); if (waterjump_list->size(true) == 0 && IsPlayer()) ((Player*)this)->SetPlayerControlFlag(4, 1, false); // disable moonjumps underwater } void Entity::AddAOEImmunity(LuaSpell* spell){ if (!spell) return; if (!immunities[IMMUNITY_TYPE_AOE]) immunities[IMMUNITY_TYPE_AOE] = new MutexList; immunities[IMMUNITY_TYPE_AOE]->Add(spell); } void Entity::RemoveAOEImmunity(LuaSpell* spell){ MutexList* aoe_list = immunities[IMMUNITY_TYPE_AOE]; if (!aoe_list || aoe_list->size(true) == 0) return; aoe_list->Remove(spell); } bool Entity::IsAOEImmune(){ return (immunities[IMMUNITY_TYPE_AOE] && immunities[IMMUNITY_TYPE_AOE]->size(true)); } void Entity::AddStunImmunity(LuaSpell* spell){ if (!spell) return; if (!immunities[IMMUNITY_TYPE_STUN]) immunities[IMMUNITY_TYPE_STUN] = new MutexList; if (IsPlayer() && IsStunned() && !IsMezzed()){ ((Player*)this)->SetPlayerControlFlag(4, 64, false); if (!IsFeared() && !IsStifled()) ((Player*)this)->UnlockAllSpells(); } immunities[IMMUNITY_TYPE_STUN]->Add(spell); } void Entity::RemoveStunImmunity(LuaSpell* spell){ MutexList* stun_list = immunities[IMMUNITY_TYPE_STUN]; if (!stun_list || stun_list->size(true) == 0) return; stun_list->Remove(spell); if (IsPlayer() && IsStunned() && !IsMezzed()){ ((Player*)this)->SetPlayerControlFlag(4, 64, true); if (!IsFeared() && !IsStifled()) ((Player*)this)->UnlockAllSpells(); } } bool Entity::IsStunImmune(){ return (immunities[IMMUNITY_TYPE_STUN] && immunities[IMMUNITY_TYPE_STUN]->size(true) > 0); } void Entity::AddStifleImmunity(LuaSpell* spell){ if (!spell) return; if (!immunities[IMMUNITY_TYPE_STIFLE]) immunities[IMMUNITY_TYPE_STIFLE] = new MutexList; if (IsPlayer() && immunities[IMMUNITY_TYPE_STIFLE]->size(true) == 0){ if (IsStifled() && !IsMezzedOrStunned() && !IsFeared()) ((Player*)this)->UnlockAllSpells(); } immunities[IMMUNITY_TYPE_STIFLE]->Add(spell); } void Entity::RemoveStifleImmunity(LuaSpell* spell){ MutexList* stifle_list = immunities[IMMUNITY_TYPE_STIFLE]; if (!stifle_list || stifle_list->size(true) == 0) return; stifle_list->Remove(spell); if (IsPlayer() && IsStifled() && !IsMezzedOrStunned() && !IsFeared()) ((Player*)this)->UnlockAllSpells(); } bool Entity::IsStifleImmune(){ return (immunities[IMMUNITY_TYPE_STIFLE] && immunities[IMMUNITY_TYPE_STIFLE]->size(true) > 0); } void Entity::AddMezImmunity(LuaSpell* spell){ if (!spell) return; if (!immunities[IMMUNITY_TYPE_MEZ]) immunities[IMMUNITY_TYPE_MEZ] = new MutexList; if (IsPlayer() && IsMezzed() && !IsStunned()){ ((Player*)this)->SetPlayerControlFlag(4, 64, false); if (!IsFeared() && !IsStifled()) ((Player*)this)->UnlockAllSpells(); } immunities[IMMUNITY_TYPE_MEZ]->Add(spell); } void Entity::RemoveMezImmunity(LuaSpell* spell){ MutexList* mez_list = immunities[IMMUNITY_TYPE_MEZ]; if (!mez_list || mez_list->size(true) == 0) return; mez_list->Remove(spell); if (IsPlayer() && IsMezzed() && !IsStunned()){ ((Player*)this)->SetPlayerControlFlag(4, 64, true); if (!IsFeared() && !IsStifled()) ((Player*)this)->LockAllSpells(); } } bool Entity::IsMezImmune(){ return (immunities[IMMUNITY_TYPE_MEZ] && immunities[IMMUNITY_TYPE_MEZ]->size(true) > 0); } void Entity::AddRootImmunity(LuaSpell* spell){ if (!spell) return; if (!immunities[IMMUNITY_TYPE_ROOT]) immunities[IMMUNITY_TYPE_ROOT] = new MutexList; if (IsPlayer() && IsRooted()) ((Player*)this)->SetPlayerControlFlag(1, 8, false); immunities[IMMUNITY_TYPE_ROOT]->Add(spell); } void Entity::RemoveRootImmunity(LuaSpell* spell){ MutexList* root_list = immunities[IMMUNITY_TYPE_ROOT]; if (!root_list || root_list->size(true) == 0) return; root_list->Remove(spell); if (IsPlayer() && IsRooted()) ((Player*)this)->SetPlayerControlFlag(1, 8, true); } bool Entity::IsRootImmune(){ return (immunities[IMMUNITY_TYPE_ROOT] && immunities[IMMUNITY_TYPE_ROOT]->size(true) > 0); } void Entity::AddFearImmunity(LuaSpell* spell){ if (!spell) return; if (!immunities[IMMUNITY_TYPE_FEAR]) immunities[IMMUNITY_TYPE_FEAR] = new MutexList; if (IsPlayer() && IsFeared()){ if (!IsMezzedOrStunned() && !IsStifled()) ((Player*)this)->UnlockAllSpells(); ((Player*)this)->SetPlayerControlFlag(4, 4, false); } immunities[IMMUNITY_TYPE_FEAR]->Add(spell); } void Entity::RemoveFearImmunity(LuaSpell* spell){ MutexList* fear_list = immunities[IMMUNITY_TYPE_FEAR]; if (!fear_list || fear_list->size(true) == 0) return; fear_list->Remove(spell); if (IsPlayer() && IsFeared()){ if (!IsMezzedOrStunned() && !IsStifled()) ((Player*)this)->LockAllSpells(); ((Player*)this)->SetPlayerControlFlag(4, 4, true); } } bool Entity::IsFearImmune(){ return (immunities[IMMUNITY_TYPE_FEAR] && immunities[IMMUNITY_TYPE_FEAR]->size(true) > 0); } void Entity::AddDazeImmunity(LuaSpell* spell){ if (!spell) return; if (!immunities[IMMUNITY_TYPE_DAZE]) immunities[IMMUNITY_TYPE_DAZE] = new MutexList; immunities[IMMUNITY_TYPE_DAZE]->Add(spell); } void Entity::RemoveDazeImmunity(LuaSpell* spell){ MutexList* daze_list = immunities[IMMUNITY_TYPE_DAZE]; if (!daze_list || daze_list->size(true) == 0) return; daze_list->Remove(spell); } bool Entity::IsDazeImmune(){ return (immunities[IMMUNITY_TYPE_DAZE] && immunities[IMMUNITY_TYPE_DAZE]->size(true) > 0); } void Entity::RemoveEffectsFromLuaSpell(LuaSpell* spell){ if (!spell) return; //Attempt to remove all applied effects from this spell when spell has been removed from just this target. Should improve performance/easier maitenance int32 effect_bitmask = spell->effect_bitmask; if (effect_bitmask == 0) return; if (effect_bitmask & EFFECT_FLAG_STUN) RemoveStunSpell(spell); if (effect_bitmask & EFFECT_FLAG_ROOT) RemoveRootSpell(spell); if (effect_bitmask & EFFECT_FLAG_MEZ) RemoveMezSpell(spell); if (effect_bitmask & EFFECT_FLAG_STIFLE) RemoveStifleSpell(spell); if (effect_bitmask & EFFECT_FLAG_DAZE) RemoveDazeSpell(spell); if (effect_bitmask & EFFECT_FLAG_FEAR) RemoveFearSpell(spell); if (effect_bitmask & EFFECT_FLAG_SPELLBONUS) RemoveSpellBonus(spell); if (effect_bitmask & EFFECT_FLAG_SKILLBONUS) RemoveSkillBonus(spell->spell->GetSpellID()); if (effect_bitmask & EFFECT_FLAG_STEALTH) RemoveStealthSpell(spell); if (effect_bitmask & EFFECT_FLAG_INVIS) RemoveInvisSpell(spell); if (effect_bitmask & EFFECT_FLAG_SNARE) RemoveSnareSpell(spell); if (effect_bitmask & EFFECT_FLAG_WATERWALK) RemoveWaterwalkSpell(spell); if (effect_bitmask & EFFECT_FLAG_WATERJUMP) RemoveWaterjumpSpell(spell); if (effect_bitmask & EFFECT_FLAG_FLIGHT) RemoveFlightSpell(spell); if (effect_bitmask & EFFECT_FLAG_GLIDE) RemoveGlideSpell(spell); if (effect_bitmask & EFFECT_FLAG_AOE_IMMUNE) RemoveAOEImmunity(spell); if (effect_bitmask & EFFECT_FLAG_STUN_IMMUNE) RemoveStunImmunity(spell); if (effect_bitmask & EFFECT_FLAG_MEZ_IMMUNE) RemoveMezImmunity(spell); if (effect_bitmask & EFFECT_FLAG_DAZE_IMMUNE) RemoveDazeImmunity(spell); if (effect_bitmask & EFFECT_FLAG_ROOT_IMMUNE) RemoveRootImmunity(spell); if (effect_bitmask & EFFECT_FLAG_STIFLE_IMMUNE) RemoveStifleImmunity(spell); if (effect_bitmask & EFFECT_FLAG_FEAR_IMMUNE) RemoveFearImmunity(spell); if (effect_bitmask & EFFECT_FLAG_SAFEFALL) RemoveSafefallSpell(spell); } void Entity::RemoveSkillBonus(int32 spell_id){ //This is a virtual, just making it so we don't have to do extra checks for player/npcs return; } void Entity::AddFlightSpell(LuaSpell* spell){ if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_FLIGHT]) control_effects[CONTROL_EFFECT_TYPE_FLIGHT] = new MutexList; if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_FLIGHT]->size(true) == 0) ((Player*)this)->SetPlayerControlFlag(5, 32, true); control_effects[CONTROL_EFFECT_TYPE_FLIGHT]->Add(spell); } void Entity::RemoveFlightSpell(LuaSpell* spell){ MutexList* flight_list = control_effects[CONTROL_EFFECT_TYPE_FLIGHT]; if (!flight_list || flight_list->size(true) == 0) return; flight_list->Remove(spell); if (IsPlayer() && flight_list->size(true) == 0) ((Player*)this)->SetPlayerControlFlag(5, 32, false); } void Entity::AddGlideSpell(LuaSpell* spell){ if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_GLIDE]) control_effects[CONTROL_EFFECT_TYPE_GLIDE] = new MutexList; if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_GLIDE]->size(true) == 0) ((Player*)this)->SetPlayerControlFlag(4, 16, true); control_effects[CONTROL_EFFECT_TYPE_GLIDE]->Add(spell); } void Entity::RemoveGlideSpell(LuaSpell* spell){ MutexList* glide_list = control_effects[CONTROL_EFFECT_TYPE_GLIDE]; if (!glide_list || glide_list->size(true) == 0) return; glide_list->Remove(spell); if (IsPlayer() && glide_list->size(true) == 0) ((Player*)this)->SetPlayerControlFlag(4, 16, false); } void Entity::AddSafefallSpell(LuaSpell* spell){ if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_SAFEFALL]) control_effects[CONTROL_EFFECT_TYPE_SAFEFALL] = new MutexList; if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_SAFEFALL]->size(true) == 0) ((Player*)this)->SetPlayerControlFlag(4, 32, true); control_effects[CONTROL_EFFECT_TYPE_SAFEFALL]->Add(spell); } void Entity::RemoveSafefallSpell(LuaSpell* spell){ MutexList* safe_list = control_effects[CONTROL_EFFECT_TYPE_SAFEFALL]; if (!safe_list || safe_list->size(true) == 0) return; safe_list->Remove(spell); if (IsPlayer() && safe_list->size(true) == 0) ((Player*)this)->SetPlayerControlFlag(4, 32, false); } void Entity::UpdateGroupMemberInfo() { if (!group_member_info) return; group_member_info->class_id = GetAdventureClass(); group_member_info->hp_max = GetTotalHP(); group_member_info->hp_current = GetHP(); group_member_info->level_max = GetLevel(); group_member_info->level_current = GetLevel(); group_member_info->name = string(GetName()); group_member_info->power_current = GetPower(); group_member_info->power_max = GetTotalPower(); group_member_info->race_id = GetRace(); if (GetZone()) group_member_info->zone = GetZone()->GetZoneDescription(); else group_member_info->zone = "Unknown"; } #include "WorldDatabase.h" extern WorldDatabase database; void Entity::CustomizeAppearance(PacketStruct* packet) { bool is_soga = packet->getType_int8_ByName("is_soga") == 1 ? true : false; int16 model_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("race_file").data); EQ2_Color skin_color = packet->getType_EQ2_Color_ByName("skin_color"); EQ2_Color skin_color2 = packet->getType_EQ2_Color_ByName("skin_color2"); EQ2_Color eye_color = packet->getType_EQ2_Color_ByName("eye_color"); EQ2_Color hair_color1 = packet->getType_EQ2_Color_ByName("hair_color1"); EQ2_Color hair_color2 = packet->getType_EQ2_Color_ByName("hair_color2"); EQ2_Color hair_highlight = packet->getType_EQ2_Color_ByName("hair_highlight"); int16 hair_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("hair_file").data); EQ2_Color hair_type_color = packet->getType_EQ2_Color_ByName("hair_type_color"); EQ2_Color hair_type_highlight_color = packet->getType_EQ2_Color_ByName("hair_type_highlight_color"); int16 face_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("face_file").data); EQ2_Color hair_face_color = packet->getType_EQ2_Color_ByName("hair_face_color"); EQ2_Color hair_face_highlight_color = packet->getType_EQ2_Color_ByName("hair_face_highlight_color"); int16 wing_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("wing_file").data); EQ2_Color wing_color1 = packet->getType_EQ2_Color_ByName("wing_color1"); EQ2_Color wing_color2 = packet->getType_EQ2_Color_ByName("wing_color2"); int16 chest_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("chest_file").data); EQ2_Color shirt_color = packet->getType_EQ2_Color_ByName("shirt_color"); EQ2_Color unknown_chest_color = packet->getType_EQ2_Color_ByName("unknown_chest_color"); int16 legs_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("legs_file").data); EQ2_Color pants_color = packet->getType_EQ2_Color_ByName("pants_color"); EQ2_Color unknown_legs_color = packet->getType_EQ2_Color_ByName("unknown_legs_color"); EQ2_Color unknown2 = packet->getType_EQ2_Color_ByName("unknown2"); float eyes2[3]; eyes2[0] = packet->getType_float_ByName("eyes2", 0) * 100; eyes2[1] = packet->getType_float_ByName("eyes2", 1) * 100; eyes2[2] = packet->getType_float_ByName("eyes2", 2) * 100; float ears[3]; ears[0] = packet->getType_float_ByName("ears", 0) * 100; ears[1] = packet->getType_float_ByName("ears", 1) * 100; ears[2] = packet->getType_float_ByName("ears", 2) * 100; float eye_brows[3]; eye_brows[0] = packet->getType_float_ByName("eye_brows", 0) * 100; eye_brows[1] = packet->getType_float_ByName("eye_brows", 1) * 100; eye_brows[2] = packet->getType_float_ByName("eye_brows", 2) * 100; float cheeks[3]; cheeks[0] = packet->getType_float_ByName("cheeks", 0) * 100; cheeks[1] = packet->getType_float_ByName("cheeks", 1) * 100; cheeks[2] = packet->getType_float_ByName("cheeks", 2) * 100; float lips[3]; lips[0] = packet->getType_float_ByName("lips", 0) * 100; lips[1] = packet->getType_float_ByName("lips", 1) * 100; lips[2] = packet->getType_float_ByName("lips", 2) * 100; float chin[3]; chin[0] = packet->getType_float_ByName("chin", 0) * 100; chin[1] = packet->getType_float_ByName("chin", 1) * 100; chin[2] = packet->getType_float_ByName("chin", 2) * 100; float nose[3]; nose[0] = packet->getType_float_ByName("nose", 0) * 100; nose[1] = packet->getType_float_ByName("nose", 1) * 100; nose[2] = packet->getType_float_ByName("nose", 2) * 100; sint8 body_size = (sint8)(packet->getType_float_ByName("body_size") * 100); sint8 body_age = (sint8)(packet->getType_float_ByName("body_age") * 100); if (is_soga) { appearance.soga_model_type = model_id; features.soga_skin_color = skin_color; features.soga_eye_color = eye_color; features.soga_hair_color1 = hair_color1; features.soga_hair_color2 = hair_color2; features.soga_hair_highlight_color = hair_highlight; features.soga_hair_type = hair_id; features.soga_hair_type_color = hair_type_color; features.soga_hair_type_highlight_color = hair_type_highlight_color; features.soga_hair_face_type = face_id; features.soga_hair_face_color = hair_face_color; features.soga_hair_face_highlight_color = hair_face_highlight_color; features.wing_type = wing_id; features.wing_color1 = wing_color1; features.wing_color2 = wing_color2; features.soga_chest_type = chest_id; features.shirt_color = shirt_color; features.soga_legs_type = legs_id; features.pants_color = pants_color; features.soga_eye_type[0] = eyes2[0]; features.soga_eye_type[1] = eyes2[1]; features.soga_eye_type[2] = eyes2[2]; features.soga_ear_type[0] = ears[0]; features.soga_ear_type[0] = ears[1]; features.soga_ear_type[0] = ears[2]; features.soga_eye_brow_type[0] = eye_brows[0]; features.soga_eye_brow_type[1] = eye_brows[1]; features.soga_eye_brow_type[2] = eye_brows[2]; features.soga_cheek_type[0] = cheeks[0]; features.soga_cheek_type[1] = cheeks[1]; features.soga_cheek_type[2] = cheeks[2]; features.soga_lip_type[0] = lips[0]; features.soga_lip_type[1] = lips[1]; features.soga_lip_type[2] = lips[2]; features.soga_chin_type[0] = chin[0]; features.soga_chin_type[1] = chin[1]; features.soga_chin_type[2] = chin[2]; features.soga_nose_type[0] = nose[0]; features.soga_nose_type[1] = nose[1]; features.soga_nose_type[2] = nose[2]; } else { appearance.model_type = model_id; features.skin_color = skin_color; features.eye_color = eye_color; features.hair_color1 = hair_color1; features.hair_color2 = hair_color2; features.hair_highlight_color = hair_highlight; features.hair_type = hair_id; features.hair_type_color = hair_type_color; features.hair_type_highlight_color = hair_type_highlight_color; features.hair_face_type = face_id; features.hair_face_color = hair_face_color; features.hair_face_highlight_color = hair_face_highlight_color; features.wing_type = wing_id; features.wing_color1 = wing_color1; features.wing_color2 = wing_color2; features.chest_type = chest_id; features.shirt_color = shirt_color; features.legs_type = legs_id; features.pants_color = pants_color; features.eye_type[0] = eyes2[0]; features.eye_type[1] = eyes2[1]; features.eye_type[2] = eyes2[2]; features.ear_type[0] = ears[0]; features.ear_type[0] = ears[1]; features.ear_type[0] = ears[2]; features.eye_brow_type[0] = eye_brows[0]; features.eye_brow_type[1] = eye_brows[1]; features.eye_brow_type[2] = eye_brows[2]; features.cheek_type[0] = cheeks[0]; features.cheek_type[1] = cheeks[1]; features.cheek_type[2] = cheeks[2]; features.lip_type[0] = lips[0]; features.lip_type[1] = lips[1]; features.lip_type[2] = lips[2]; features.chin_type[0] = chin[0]; features.chin_type[1] = chin[1]; features.chin_type[2] = chin[2]; features.nose_type[0] = nose[0]; features.nose_type[1] = nose[1]; features.nose_type[2] = nose[2]; } features.body_size = body_size; features.body_age = body_age; info_changed = true; changed = true; } void Entity::AddSkillBonus(int32 spell_id, int32 skill_id, float value) { // handled in npc or player return; } void Entity::HaltMovement() { this->ClearRunningLocations(); if (GetZone()) GetZone()->movementMgr->StopNavigation(this); RunToLocation(GetX(), GetY(), GetZ()); }