/*
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 "World.h"
#include
extern Classes classes;
extern ConfigReader configReader;
extern MasterSkillList master_skill_list;
extern RuleManager rule_manager;
extern LuaInterface* lua_interface;
extern World world;
/* ******************************************************************************
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((!target->IsPlayer() && !target->GetAttackable()) || (!IsPlayer() && !GetAttackable())) {
return false;
}
if (IsPlayer())
client = ((Player*)this)->GetClient();
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(rule_manager.GetGlobalRule(R_Combat, LockedEncounterNoAttack)->GetBool()) {
if(target->IsNPC() && (target->GetLockedNoLoot() == ENCOUNTER_STATE_LOCKED || target->GetLockedNoLoot() == ENCOUNTER_STATE_OVERMATCHED) &&
!attacker->IsEngagedBySpawnID(target->GetID())) {
return false;
}
else if(IsNPC() && (GetLockedNoLoot() == ENCOUNTER_STATE_LOCKED || GetLockedNoLoot() == ENCOUNTER_STATE_OVERMATCHED) &&
!target->IsEngagedBySpawnID(GetID())) {
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_GENERAL_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_GENERAL_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;
}
}
if((target->IsPrivateSpawn() && !target->AllowedAccess(this)) || (IsPrivateSpawn() && AllowedAccess(target))) {
LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Access to spawn disallowed.");
return false;
}
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_PACKET_TYPE_SIMPLE_DAMAGE, damage_type, 0, false);
if(victim->IsEntity()) {
CheckEncounterState((Entity*)victim);
}
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.get_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()->get_pet_behavior() & 1)
AddHate = true;
}
else
AddHate = true;
if (AddHate) {
pet = ((Entity*)victim)->GetPet();
if (pet)
pet->AddHate(this, 1);
pet = ((Entity*)victim)->GetCharmedPet();
if (pet)
pet->AddHate(this, 1);
}
}
}
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, DAMAGE_PACKET_TYPE_RANGE_DAMAGE, 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 = ((Player*)this)->GetClient();
if(client) {
EQ2Packet* outapp = ((Player*)this)->GetEquipmentList()->serialize(client->GetVersion(), (Player*)this);
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()->get_pet_behavior() & 1)
AddHate = true;
}
else
AddHate = true;
if (AddHate) {
pet = ((Entity*)victim)->GetPet();
if (pet)
pet->AddHate(this, 1);
pet = ((Entity*)victim)->GetCharmedPet();
if (pet)
pet->AddHate(this, 1);
}
}
// 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.get_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, int8 override_packet_type, bool take_power){
if(!victim || !luaspell || !luaspell->spell)
return false;
Spell* spell = luaspell->spell;
Skill* skill = nullptr;
int8 packet_type = DAMAGE_PACKET_TYPE_SPELL_DAMAGE;
if(override_packet_type) {
packet_type = override_packet_type;
}
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, packet_type, damage_type, 0, false, luaspell);
else
hit_result = DetermineHit(victim, packet_type, damage_type, 0, true, luaspell);
if(victim->IsEntity()) {
CheckEncounterState((Entity*)victim);
}
bool successful_hit = 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;
}
DamageSpawn((Entity*)victim, packet_type, damage_type, low_damage, high_damage, spell->GetName(), crit_mod, is_tick, no_calcs, false, take_power, luaspell);
CheckProcs(PROC_TYPE_OFFENSIVE, victim);
CheckProcs(PROC_TYPE_MAGICAL_OFFENSIVE, victim);
if(spell->GetSpellData()->success_message.length() > 0){
Client* client = nullptr;
if(IsPlayer())
client = ((Player*)this)->GetClient();
if(client){
string success_message = spell->GetSpellData()->success_message;
if(success_message.find("%t") < 0xFFFFFFFF)
success_message.replace(success_message.find("%t"), 2, victim->GetName());
client->Message(CHANNEL_YOU_CAST, success_message.c_str());
//commented out the following line as it was causing a duplicate message EmemJR 5/4/2019
//GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, hit_result, damage_type, 0, spell->GetName());
}
}
if(spell->GetSpellData()->effect_message.length() > 0){
string effect_message = spell->GetSpellData()->effect_message;
if(effect_message.find("%t") < 0xFFFFFFFF)
effect_message.replace(effect_message.find("%t"), 2, victim->GetName());
GetZone()->SimpleMessage(CHANNEL_SPELLS, effect_message.c_str(), victim, 50);
}
}
else {
successful_hit = false;
if(hit_result == DAMAGE_PACKET_RESULT_RESIST)
luaspell->resisted = true;
if(victim->IsNPC())
((NPC*)victim)->AddHate(this, 5);
luaspell->last_spellattack_hit = false;
GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, hit_result, damage_type, 0, spell->GetName());
}
if(EngagedInCombat() == false)
{
LogWrite(MISC__TODO, 1, "TODO", "//It would probably be better to add a column to the spells table for 'starts autoattack'\nfile: %s, func: %s, Line: %i", __FILE__, __FUNCTION__, __LINE__);
int8 class1_ = GetInfoStruct()->get_class1();
if(class1_ == COMMONER ||
class1_ == FIGHTER ||
class1_ == WARRIOR ||
class1_ == GUARDIAN ||
class1_ == BERSERKER ||
class1_ == BRAWLER ||
class1_ == MONK ||
class1_ == BRUISER ||
class1_ == CRUSADER ||
class1_ == SHADOWKNIGHT ||
class1_ == PALADIN ||
class1_ == SCOUT ||
class1_ == ROGUE ||
class1_ == SWASHBUCKLER ||
class1_ == BRIGAND ||
class1_ == BARD ||
class1_ == TROUBADOR ||
class1_ == DIRGE ||
class1_ == PREDATOR ||
class1_ == RANGER ||
class1_ == ASSASSIN ||
class1_ == ANIMALIST ||
class1_ == BEASTLORD ||
class1_ == SHAPER ||
class1_ == CHANNELER) //note: it would probably be better to add a column to the spells table for "starts autoattack".
{
if (victim->IsNPC())
((NPC*)victim)->AddHate(this, 5);
else {
Client* client = 0;
if(IsPlayer())
client = ((Player*)this)->GetClient();
if(client) {
client->GetPlayer()->InCombat(true, client->GetPlayer()->GetRangeAttack());
}
InCombat(true);
}
}
}
if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) {
Entity* pet = 0;
bool AddHate = false;
if (victim->IsPlayer()) {
if (((Player*)victim)->GetInfoStruct()->get_pet_behavior() & 1)
AddHate = true;
}
else
AddHate = true;
if (AddHate) {
pet = ((Entity*)victim)->GetPet();
if (pet)
pet->AddHate(this, 1);
pet = ((Entity*)victim)->GetCharmedPet();
if (pet)
pet->AddHate(this, 1);
}
}
return successful_hit;
}
bool Entity::ProcAttack(Spawn* victim, int8 damage_type, int32 low_damage, int32 high_damage, string name, string success_msg, string effect_msg) {
int8 hit_result = DetermineHit(victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, damage_type, 0, true);
if (hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL) {
DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, damage_type, low_damage, high_damage, name.c_str());
if (success_msg.length() > 0) {
Client* client = 0;
if(IsPlayer())
client = ((Player*)this)->GetClient();
if(client) {
if(success_msg.find("%t") < 0xFFFFFFFF)
success_msg.replace(success_msg.find("%t"), 2, victim->GetName());
client->Message(CHANNEL_YOU_CAST, success_msg.c_str());
}
}
if (effect_msg.length() > 0) {
if(effect_msg.find("%t") < 0xFFFFFFFF)
effect_msg.replace(effect_msg.find("%t"), 2, victim->GetName());
GetZone()->SimpleMessage(CHANNEL_SPELLS, effect_msg.c_str(), victim, 50);
}
}
else {
if(victim->IsNPC())
((NPC*)victim)->AddHate(this, 5);
GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, hit_result, damage_type, 0, name.c_str());
}
if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) {
Entity* pet = 0;
bool AddHate = false;
if (victim->IsPlayer()) {
if (((Player*)victim)->GetInfoStruct()->get_pet_behavior() & 1)
AddHate = true;
}
else
AddHate = true;
if (AddHate) {
pet = ((Entity*)victim)->GetPet();
if (pet)
pet->AddHate(this, 1);
pet = ((Entity*)victim)->GetCharmedPet();
if (pet)
pet->AddHate(this, 1);
}
}
return true;
}
// this is used exclusively by LUA, heal_type is forced lower case via boost::lower(heal_type); in the LUA Functions used by this
bool Entity::SpellHeal(Spawn* target, float distance, LuaSpell* luaspell, string heal_type, int32 low_heal, int32 high_heal, int8 crit_mod, bool no_calcs, string custom_spell_name){
if(!target || !luaspell || !luaspell->spell || (target->IsPrivateSpawn() && !target->AllowedAccess(this)))
return false;
if (!target->Alive())
return false;
if (target->GetHP() == target->GetTotalHP())
return true;
int32 heal_amt = 0;
bool crit = false;
if(high_heal < low_heal)
high_heal = low_heal;
if(high_heal == low_heal)
heal_amt = high_heal;
else
heal_amt = MakeRandomInt(low_heal, high_heal);
if(!no_calcs){
// if spell is already active, this is a tick
bool is_tick = GetZone()->GetSpellProcess()->GetActiveSpells()->count(luaspell);
//if is a tick and the spell has crit, force crit, else disable
if(is_tick){
if(luaspell->crit)
crit_mod = 1;
else
crit_mod = 2;
}
if (heal_amt > 0){
if(target->IsEntity())
heal_amt = (int32)CalculateHealAmount((Entity*)target, (sint32)heal_amt, crit_mod, &crit);
else
heal_amt = (int32)CalculateHealAmount(nullptr, (sint32)heal_amt, crit_mod, &crit);
}
}
int16 type = 0;
if (heal_type == "heal") {
if(crit)
type = HEAL_PACKET_TYPE_CRIT_HEAL;
else
type = HEAL_PACKET_TYPE_SIMPLE_HEAL;
//apply heal
if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP())
heal_amt = target->GetTotalHP() - target->GetHP();
target->SetHP(target->GetHP() + heal_amt);
/*
if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP())
target->SetHP(target->GetTotalHP());
else
target->SetHP(target->GetHP() + heal_amt);
*/
}
else if (heal_type == "power"){
if(crit)
type = HEAL_PACKET_TYPE_CRIT_MANA;
else
type = HEAL_PACKET_TYPE_SIMPLE_MANA;
//give power
if (target->GetPower() + (sint32)heal_amt > target->GetTotalPower())
heal_amt = target->GetTotalPower() - target->GetPower();
target->SetPower(GetPower() + heal_amt);
/*
if (target->GetPower() + (sint32)heal_amt > target->GetTotalPower())
target->SetPower(target->GetTotalPower());
else
target->SetPower(GetPower() + heal_amt);
*/
}
/*else if (heal_type == "Savagery"){
if(crit)
type = HEAL_PACKET_TYPE_CRIT_SAVAGERY;
else
type = HEAL_PACKET_TYPE_SAVAGERY;
}
else if (heal_type == "Repair"){
if(crit)
type = HEAL_PACKET_TYPE_CRIT_REPAIR;
else
type = HEAL_PACKET_TYPE_REPAIR;
}*/
else{ //default to heal if type cannot be determined
if(crit)
type = HEAL_PACKET_TYPE_CRIT_HEAL;
else
type = HEAL_PACKET_TYPE_SIMPLE_HEAL;
if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP())
heal_amt = target->GetTotalHP() - target->GetHP();
target->SetHP(target->GetHP() + heal_amt);
/*
if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP())
target->SetHP(target->GetTotalHP());
else
target->SetHP(target->GetHP() + heal_amt);
*/
}
target->GetZone()->TriggerCharSheetTimer();
if (heal_amt > 0)
GetZone()->SendHealPacket(this, target, type, heal_amt, custom_spell_name.length() > 0 ? (char*)custom_spell_name.c_str() : luaspell->spell->GetName());
CheckProcs(PROC_TYPE_HEALING, target);
CheckProcs(PROC_TYPE_BENEFICIAL, target);
if (target->IsEntity()) {
int32 hate_amt = heal_amt / 2;
set::iterator itr;
((Entity*)target)->MHatedBy.lock();
for (itr = ((Entity*)target)->HatedBy.begin(); itr != ((Entity*)target)->HatedBy.end(); itr++) {
Spawn* spawn = GetZone()->GetSpawnByID(*itr);
if (spawn && spawn->IsEntity() && target != this) {
CheckEncounterState((Entity*)spawn);
((Entity*)spawn)->AddHate(this, hate_amt);
}
}
((Entity*)target)->MHatedBy.unlock();
}
return true;
}
int8 Entity::DetermineHit(Spawn* victim, int8 type, int8 damage_type, float ToHitBonus, bool is_caster_spell, LuaSpell* lua_spell){
if(lua_spell) {
lua_spell->is_damage_spell = true;
}
if(!victim) {
return DAMAGE_PACKET_RESULT_MISS;
}
if(victim->GetInvulnerable()) {
return DAMAGE_PACKET_RESULT_INVULNERABLE;
}
bool behind = false;
// move this above the if statement to assure skill-ups on successful damage return
Skill* skill = GetSkillByWeaponType(type, damage_type, true);
// Monk added with Brawler to 360 degree support per KoS Prima Official eGuide Fighter: Monk, pg 138, denoted '360-Degree Avoidance!'
if(!victim->IsEntity() || (!is_caster_spell && victim->GetAdventureClass() != BRAWLER && victim->GetAdventureClass() != MONK && (behind = BehindTarget(victim)))) {
return DAMAGE_PACKET_RESULT_SUCCESSFUL;
}
float bonus = ToHitBonus;
float skillAddedByWeapon = 0.0f;
if(skill)
{
int16 skillID = master_item_list.GetItemStatIDByName(skill->name.data);
if(skillID != 0xFFFFFFFF)
{
MStats.lock();
skillAddedByWeapon = stats[skillID];
if(!is_caster_spell) {
float item_stat_weapon_skill = stats[ITEM_STAT_WEAPON_SKILLS];
skillAddedByWeapon += item_stat_weapon_skill;
}
MStats.unlock();
float max_bonus_skill = GetRuleSkillMaxBonus();
if(skillAddedByWeapon > max_bonus_skill) {
skillAddedByWeapon = max_bonus_skill;
}
}
}
if (skill)
bonus += (skill->current_val+skillAddedByWeapon) / 25;
if(is_caster_spell && lua_spell) {
if(lua_spell->spell->GetSpellData()->resistibility > 0)
bonus -= (1.0f - lua_spell->spell->GetSpellData()->resistibility)*100.0f;
// Here we take into account Subjugation, Disruption and Ordination (debuffs)
if(lua_spell->spell->GetSpellData()->mastery_skill) {
int32 master_skill_reduce = rule_manager.GetGlobalRule(R_Spells, MasterSkillReduceSpellResist)->GetInt32();
if(master_skill_reduce < 1)
master_skill_reduce = 25;
if(IsPlayer() && lua_spell->spell->GetSpellData()->spell_book_type == SPELL_BOOK_TYPE_TRADESKILL &&
!((Player*)this)->GetSkills()->HasSkill(lua_spell->spell->GetSpellData()->mastery_skill)) {
((Player*)this)->AddSkill(lua_spell->spell->GetSpellData()->mastery_skill, 1, ((Player*)this)->GetLevel() * 5, true);
}
Skill* master_skill = GetSkillByID(lua_spell->spell->GetSpellData()->mastery_skill, true);
if(master_skill && (lua_spell->spell->GetSpellData()->spell_book_type == SPELL_BOOK_TYPE_TRADESKILL ||
((master_skill->name.data == "Subjugation" || master_skill->name.data == "Disruption" || master_skill->name.data == "Ordination" || master_skill->name.data == "Aggression")))) {
float item_stat_bonus = 0.0f;
int32 item_stat = master_item_list.GetItemStatIDByName(::ToLower(master_skill->name.data));
if(item_stat != 0xFFFFFFFF) {
item_stat_bonus = GetStat(item_stat);
}
bonus += (master_skill->current_val + item_stat_bonus) / master_skill_reduce;
}
}
}
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(!is_caster_spell){ // melee or range attack
skill = GetSkillByName("Offense", true); //add this skill for NPCs
if(skill)
roll_chance -= skill->current_val / 25;
if(entity_victim->IsImmune(IMMUNITY_TYPE_RIPOSTE))
return DAMAGE_PACKET_RESULT_RIPOSTE;
// Avoidance Instructions: https://forums.daybreakgames.com/eq2/index.php?threads/avoidance-faq.482979/
/*Parry: reads as parry in the avoidance tooltip, increased by items with +parry on them
Caps at 70%. For plate tanks, works in the front quadrant only, for brawlers this is 360 degrees.
A small % of parries will be ripostes, which not only avoid the attack but also damage your attacker
*/
skill = entity_victim->GetSkillByName("Parry", true);
if(skill){
float parryChance = entity_victim->GetInfoStruct()->get_parry();
float chanceValue = (100.0f - parryChance);
if(rand()%roll_chance >= chanceValue){ //successful parry
/* You may only riposte things in the front quadrant.
Riposte is based off of parry: a certain % of parries turn into ripostes.
*/
if(!behind && victim->InFrontSpawn((Spawn*)this, victim->GetX(), victim->GetZ())) { // if the attacker is not behind the victim, and the victim is facing the attacker (in front of spawn) then we can riposte
float riposteChanceValue = parryChance / 7.0f; // Riposte is based off of parry: a certain % of parries turn into ripostes. Unknown what the value is divided by, 7 to make it 10% even.
if(rand()%100 <= riposteChanceValue) {
entity_victim->CheckProcs(PROC_TYPE_RIPOSTE, this);
return DAMAGE_PACKET_RESULT_RIPOSTE;
}
}
entity_victim->CheckProcs(PROC_TYPE_PARRY, this);
return DAMAGE_PACKET_RESULT_PARRY;
}
}
skill = nullptr;
float blockChance = 0.0f;
if(victim->GetAdventureClass() == BRAWLER)
skill = entity_victim->GetSkillByName("Deflection", true);
blockChance = entity_victim->GetInfoStruct()->get_block();
if(blockChance > 0.0f)
{
blockChance += (blockChance*(entity_victim->GetInfoStruct()->get_block_chance()/100.0f));
float chanceValue = (100.0f - blockChance);
/* Non-brawlers may only block things in the front quadrant.
Riposte is based off of parry: a certain % of parries turn into ripostes.
*/
float rnd = rand()%roll_chance;
if(rnd >= chanceValue){ //successful block
if((victim->GetAdventureClass() == BRAWLER || victim->GetAdventureClass() == MONK) || (!behind && victim->InFrontSpawn((Spawn*)this, victim->GetX(), victim->GetZ()))) { // if the attacker is not behind the victim, and the victim is facing the attacker (in front of spawn) then we can block
entity_victim->CheckProcs(PROC_TYPE_BLOCK, this);
return (victim->GetAdventureClass() == BRAWLER) ? DAMAGE_PACKET_RESULT_DEFLECT : DAMAGE_PACKET_RESULT_BLOCK;
}
}
}
skill = entity_victim->GetSkillByName("Defense", true);
float dodgeChance = entity_victim->GetInfoStruct()->get_avoidance_base();
if(dodgeChance > 0.0f)
{
float chanceValue = (100.0f - dodgeChance);
float rnd = rand()%roll_chance;
if(rnd >= chanceValue){ //successful dodge
entity_victim->CheckProcs(PROC_TYPE_EVADE, this);
return DAMAGE_PACKET_RESULT_DODGE;//successfully dodged
}
}
if(rand() % roll_chance >= chance)
return DAMAGE_PACKET_RESULT_MISS; //successfully avoided
}
else{
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()->get_heat() / 50;
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Heat (%i), Amt: %.2f", damage_type, ret);
break;
}
case DAMAGE_PACKET_DAMAGE_TYPE_COLD: {
ret += GetInfoStruct()->get_cold() / 50;
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Cold (%i), Amt: %.2f", damage_type, ret);
break;
}
case DAMAGE_PACKET_DAMAGE_TYPE_MAGIC: {
ret += GetInfoStruct()->get_magic() / 50;
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Magic (%i), Amt: %.2f", damage_type, ret);
break;
}
case DAMAGE_PACKET_DAMAGE_TYPE_MENTAL: {
ret += GetInfoStruct()->get_mental() / 50;
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Mental (%i), Amt: %.2f", damage_type, ret);
break;
}
case DAMAGE_PACKET_DAMAGE_TYPE_DIVINE: {
ret += GetInfoStruct()->get_divine() / 50;
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Divine (%i), Amt: %.2f", damage_type, ret);
break;
}
case DAMAGE_PACKET_DAMAGE_TYPE_DISEASE: {
ret += GetInfoStruct()->get_disease() / 50;
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Disease (%i), Amt: %.2f", damage_type, ret);
break;
}
case DAMAGE_PACKET_DAMAGE_TYPE_POISON: {
ret += GetInfoStruct()->get_poison() / 50;
LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Poison (%i), Amt: %.2f", damage_type, ret);
break;
}
case DAMAGE_PACKET_DAMAGE_TYPE_FOCUS: {
ret = 0.0f;
break;
}
}
return ret;
}
Skill* Entity::GetSkillByWeaponType(int8 type, int8 damage_type, bool update) {
if(type == DAMAGE_PACKET_TYPE_RANGE_DAMAGE) {
return GetSkillByName("Ranged", update);
}
switch(damage_type) {
case DAMAGE_PACKET_DAMAGE_TYPE_SLASH: // slash
return GetSkillByName("Slashing", update);
case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH: // crush
return GetSkillByName("Crushing", update);
case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE: // pierce
return GetSkillByName("Piercing", update);
case DAMAGE_PACKET_DAMAGE_TYPE_HEAT:
case DAMAGE_PACKET_DAMAGE_TYPE_COLD:
case DAMAGE_PACKET_DAMAGE_TYPE_MAGIC:
case DAMAGE_PACKET_DAMAGE_TYPE_MENTAL:
case DAMAGE_PACKET_DAMAGE_TYPE_DIVINE:
case DAMAGE_PACKET_DAMAGE_TYPE_DISEASE:
case DAMAGE_PACKET_DAMAGE_TYPE_POISON:
return GetSkillByName("Disruption", update);
case DAMAGE_PACKET_DAMAGE_TYPE_FOCUS:
return GetSkillByName("Focus", update);
}
return 0;
}
bool Entity::DamageSpawn(Entity* victim, int8 type, int8 damage_type, int32 low_damage, int32 high_damage, const char* spell_name, int8 crit_mod, bool is_tick, bool no_calcs, bool ignore_attacker, bool take_power, LuaSpell* spell) {
if(spell) {
spell->is_damage_spell = true;
}
bool has_damaged = false;
if(!victim || !victim->Alive() || victim->GetHP() == 0)
return false;
int8 hit_result = 0;
int16 blow_type = 0;
sint32 damage = 0;
sint32 damage_before_crit = 0;
bool crit = false;
if(low_damage > high_damage)
high_damage = low_damage;
if(low_damage == high_damage)
damage = low_damage;
else
damage = MakeRandomInt(low_damage, high_damage);
if(!no_calcs) {
//this can be simplified by taking out the / 2, but I wanted the damage to be more consistent
//damage = (rand()%((int)(high_damage/2-low_damage/2) + low_damage/2)) + (rand()%((int)(high_damage/2-low_damage/2) + low_damage/2));
//damage = (rand()%((int)(high_damage-low_damage) + low_damage)) + (rand()%((int)(high_damage-low_damage) + low_damage));
//DPS mod is only applied to auto attacks
if (type == DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE || type == DAMAGE_PACKET_TYPE_RANGE_DAMAGE) {
if(info_struct.get_dps_multiplier() != 0.0f) {
damage *= (info_struct.get_dps_multiplier());
}
}
//Potency and ability mod is only applied to spells/CAs
else {
damage = CalculateDamageAmount(victim, damage, type, damage_type, spell);
}
if(!crit_mod || crit_mod == 1){
//force crit if crit_mod == 1
if(crit_mod == 1)
crit = true;
// Crit Roll
else {
victim->MStats.lock();
float chance = max((float)0, (info_struct.get_crit_chance() - victim->stats[ITEM_STAT_CRITAVOIDANCE]));
victim->MStats.unlock();
if (MakeRandomFloat(0, 100) <= chance)
crit = true;
}
if(crit){
damage_before_crit = damage;
//Apply total crit multiplier with crit bonus
if(info_struct.get_crit_bonus() > 0)
damage *= (1.3 + (info_struct.get_crit_bonus() / 100));
else
damage *= 1.3;
// Change packet type to crit
if (type == DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE)
type = DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG;
else if (type == DAMAGE_PACKET_TYPE_SPELL_DAMAGE)
type = DAMAGE_PACKET_TYPE_SPELL_CRIT_DMG;
}
}
if(type == DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE || type == DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG || type == DAMAGE_PACKET_TYPE_RANGE_DAMAGE) {
int16 effective_level_attacker = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel();
float mit_percentage = CalculateMitigation(type, damage_type, effective_level_attacker, (IsPlayer() && victim->IsPlayer()));
sint32 damage_to_reduce = (damage * mit_percentage);
if(damage_to_reduce > damage)
damage = 0;
else
damage -= damage_to_reduce;
// if we reduce damage back below crit level then its no longer a crit, but we don't go below base damage
if(type == DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG && damage <= damage_before_crit) {
damage = damage_before_crit;
type = DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE;
}
}
}
bool useWards = false;
if(damage <= 0){
hit_result = DAMAGE_PACKET_RESULT_NO_DAMAGE;
damage = 0;
if(victim->IsNPC() && victim->GetHP() > 0)
((Entity*)victim)->AddHate(this, damage);
}
else{
hit_result = DAMAGE_PACKET_RESULT_SUCCESSFUL;
sint32 return_damage = 0;
if(GetZone()->CallSpawnScript(victim, SPAWN_SCRIPT_HEALTHCHANGED, this, 0, false, damage, &return_damage) && return_damage != 0)
{
// anything not 0 (no return) becomes considered 'immune' to the damage
if(return_damage < 0) {
damage = 0;
hit_result = DAMAGE_PACKET_RESULT_NO_DAMAGE;
}
else if(return_damage != 0) {
// otherwise we use what was given back to us (either less or greater)
damage = return_damage;
}
}
if(victim->IsNPC() && victim->GetHP() > 0)
((Entity*)victim)->AddHate(this, damage);
if(damage) {
int32 prevDmg = damage;
damage = victim->CheckWards(this, damage, damage_type);
if (damage < (sint64)prevDmg)
useWards = true;
if(damage > 0 && spell) {
has_damaged = true;
spell->has_damaged = true;
}
if(take_power) {
sint32 curPower = victim->GetPower();
if(curPower < damage)
curPower = 0;
else
curPower -= damage;
victim->SetPower(curPower);
}
else {
victim->TakeDamage(damage);
}
victim->CheckProcs(PROC_TYPE_DAMAGED, this);
if (IsPlayer()) {
switch (damage_type) {
case DAMAGE_PACKET_DAMAGE_TYPE_SLASH:
case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH:
case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE:
if (((Player*)this)->GetPlayerStatisticValue(STAT_PLAYER_HIGHEST_MELEE_HIT) < damage)
((Player*)this)->UpdatePlayerStatistic(STAT_PLAYER_HIGHEST_MELEE_HIT, damage, true);
victim->CheckProcs(PROC_TYPE_DAMAGED_MELEE, this);
break;
case DAMAGE_PACKET_DAMAGE_TYPE_HEAT:
case DAMAGE_PACKET_DAMAGE_TYPE_COLD:
case DAMAGE_PACKET_DAMAGE_TYPE_MAGIC:
case DAMAGE_PACKET_DAMAGE_TYPE_MENTAL:
case DAMAGE_PACKET_DAMAGE_TYPE_DIVINE:
case DAMAGE_PACKET_DAMAGE_TYPE_DISEASE:
case DAMAGE_PACKET_DAMAGE_TYPE_POISON:
if (((Player*)this)->GetPlayerStatisticValue(STAT_PLAYER_HIGHEST_MAGIC_HIT) < damage)
((Player*)this)->UpdatePlayerStatistic(STAT_PLAYER_HIGHEST_MAGIC_HIT, damage, true);
victim->CheckProcs(PROC_TYPE_DAMAGED_MAGIC, this);
break;
}
}
}
}
Entity* attacker = nullptr;
if(!ignore_attacker)
attacker = this;
if (damage > 0) {
GetZone()->SendDamagePacket(attacker, victim, type, hit_result, damage_type, damage, spell_name);
if (IsStealthed() || IsInvis())
CancelAllStealth();
if (victim->IsEntity())
((Entity*)victim)->CheckInterruptSpell(this);
}
else if (useWards)
{
GetZone()->SendDamagePacket(attacker, victim, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, DAMAGE_PACKET_RESULT_NO_DAMAGE, damage_type, 0, spell_name);
}
if (victim->GetHP() <= 0)
KillSpawn(victim, type, damage_type, blow_type);
else {
victim->CheckProcs(PROC_TYPE_DEFENSIVE, this);
if (spell_name)
victim->CheckProcs(PROC_TYPE_MAGICAL_DEFENSIVE, this);
else
victim->CheckProcs(PROC_TYPE_PHYSICAL_DEFENSIVE, this);
}
if(spell)
spell->crit = crit;
return has_damaged;
}
float Entity::CalculateMitigation(int8 type, int8 damage_type, int16 effective_level_attacker, bool for_pvp) {
int16 effective_level_victim = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel();
if(effective_level_attacker < 1 && effective_level_victim)
effective_level_attacker = effective_level_victim;
else
effective_level_attacker = 1;
int32 effective_mit_cap = effective_level_victim * rule_manager.GetGlobalRule(R_Combat, EffectiveMitigationCapLevel)->GetInt32();
float max_mit = (float)GetInfoStruct()->get_max_mitigation();
if(max_mit == 0.0f)
max_mit = effective_level_victim * 100.0f;
int32 mit_to_use = 0;
switch(type) {
case DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE:
case DAMAGE_PACKET_TYPE_RANGE_DAMAGE:
mit_to_use = GetInfoStruct()->get_cur_mitigation();
break;
case DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG:
// since critical mitigation is a percentage we will reverse the mit value so we can add skill from specific types of weapons
mit_to_use = (int32)((float)GetInfoStruct()->get_max_mitigation() * (float)(GetInfoStruct()->get_critical_mitigation()/100.0f));
break;
}
switch(damage_type) {
case DAMAGE_PACKET_DAMAGE_TYPE_SLASH:
mit_to_use += GetInfoStruct()->get_mitigation_skill1(); // slash
break;
case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE:
mit_to_use += GetInfoStruct()->get_mitigation_skill2(); // pierce
break;
case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH:
mit_to_use += GetInfoStruct()->get_mitigation_skill3(); // crush
break;
case DAMAGE_PACKET_DAMAGE_TYPE_FOCUS:
return 0.0f; // focus cannot be mitigated, just break out of this now
break;
default:
// do nothing
break;
}
if(for_pvp) {
mit_to_use += effective_level_victim * rule_manager.GetGlobalRule(R_Combat, MitigationLevelEffectivenessMax)->GetInt32();
}
if(mit_to_use > effective_mit_cap) {
mit_to_use = effective_mit_cap;
}
float level_diff = ((float)effective_level_victim / (float)effective_level_attacker);
if(level_diff > rule_manager.GetGlobalRule(R_Combat, MitigationLevelEffectivenessMax)->GetFloat()) {
level_diff = rule_manager.GetGlobalRule(R_Combat, MitigationLevelEffectivenessMax)->GetFloat();
}
else if(level_diff < rule_manager.GetGlobalRule(R_Combat, MitigationLevelEffectivenessMax)->GetFloat()) {
level_diff = rule_manager.GetGlobalRule(R_Combat, MitigationLevelEffectivenessMin)->GetFloat();
}
float mit_percentage = ((float)mit_to_use / max_mit) * level_diff;
if(!for_pvp && mit_percentage > rule_manager.GetGlobalRule(R_Combat, MaxMitigationAllowed)->GetFloat()) {
mit_percentage = rule_manager.GetGlobalRule(R_Combat, MaxMitigationAllowed)->GetFloat();
}
else if(for_pvp && mit_percentage > rule_manager.GetGlobalRule(R_Combat, MaxMitigationAllowedPVP)->GetFloat()) {
mit_percentage = rule_manager.GetGlobalRule(R_Combat, MaxMitigationAllowedPVP)->GetFloat();
}
return mit_percentage;
}
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() && ((NPC*)this)->GetOwner()->IsPlayer() && ((((Player*)((NPC*)this)->GetOwner())->GetInfoStruct()->get_pet_behavior() & 2) == 0))
return;
hate = attacker->CalculateHateAmount(this, hate);
if (IsNPC() && ((NPC*)this)->Brain()) {
LogWrite(COMBAT__DEBUG, 3, "Combat", "Add NPC_AI Hate: Victim '%s', Attacker '%s', Hate: %i", GetName(), attacker->GetName(), hate);
((NPC*)this)->Brain()->AddHate(attacker, hate);
int8 loot_state = ((NPC*)this)->GetLockedNoLoot();
// if encounter size is 0 then add the attacker to the encounter
if ((loot_state != ENCOUNTER_STATE_AVAILABLE && loot_state != ENCOUNTER_STATE_BROKEN && ((NPC*)this)->Brain()->GetEncounterSize() == 0)) {
((NPC*)this)->Brain()->AddToEncounter(attacker);
AddTargetToEncounter(attacker);
}
}
if (attacker->GetThreatTransfer() && hate > 0) {
Spawn* transfer_target = (Entity*)GetZone()->GetSpawnByID(attacker->GetThreatTransfer()->Target);
if (transfer_target && transfer_target->IsEntity()) {
sint32 transfered_hate = hate * (attacker->GetThreatTransfer()->Amount / 100);
hate -= transfered_hate;
this->AddHate((Entity*)transfer_target, transfered_hate);
}
}
// If pet is adding hate add some to the pets owner as well
if (attacker->IsNPC() && ((NPC*)attacker)->IsPet())
AddHate(((NPC*)attacker)->GetOwner(), 1);
// If player and player has a pet and protect master is set add hate to the pet
if (IsPlayer() && HasPet() && (((Player*)this)->GetInfoStruct()->get_pet_behavior() & 1)) {
// If we have a combat pet add hate to it
if (((Player*)this)->GetPet())
AddHate(((Player*)this)->GetPet(), 1);
if (((Player*)this)->GetCharmedPet())
AddHate(((Player*)this)->GetCharmedPet(), 1);
}
// If this spawn has a spawn group then add the attacker to the hate list of the other
// group members if not already in their list
if (HasSpawnGroup()) {
vector* 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::CheckFizzleSpell(LuaSpell* spell) {
if(!spell || !rule_manager.GetGlobalRule(R_Spells, EnableFizzleSpells)->GetInt8()
|| spell->spell->GetSpellData()->can_fizzle == false)
return false;
float fizzleMaxSkill = rule_manager.GetGlobalRule(R_Spells, FizzleMaxSkill)->GetFloat();
float baseFizzle = rule_manager.GetGlobalRule(R_Spells, DefaultFizzleChance)->GetFloat()/100.0f; // 10%
float skillObtained = rule_manager.GetGlobalRule(R_Spells, FizzleDefaultSkill)->GetFloat(); // default of .2f so we don't go over the threshold if no skill
Skill* skill = GetSkillByID(spell->spell->GetSpellData()->mastery_skill, false);
if(skill && spell->spell->GetSpellData()->min_class_skill_req > 0)
{
float skillObtained = skill->current_val / spell->spell->GetSpellData()->min_class_skill_req;
if(skillObtained > fizzleMaxSkill) // 120% over the skill value
{
skillObtained = fizzleMaxSkill;
}
baseFizzle = (fizzleMaxSkill - skillObtained) * baseFizzle;
float totalSuccessChance = 1.0f - baseFizzle;
float randResult = MakeRandomFloat(0.0f, 1.0f);
if(randResult > totalSuccessChance)
return true;
}
return false;
}
bool Entity::CheckInterruptSpell(Entity* attacker) {
if(!IsCasting())
return false;
Spell* spell = GetZone()->GetSpell(this);
if(!spell || spell->GetSpellData()->interruptable == 0)
return false;
if(GetInfoStruct()->get_no_interrupt())
return false;
//originally base of 30 percent chance to continue casting if attacked
//modified to 50% and added global rule, 30% was too small at starting levels
int8 percent = rule_manager.GetGlobalRule(R_Spells, NoInterruptBaseChance)->GetInt32();
float focus_skill_with_bonus = CalculateSkillWithBonus("Focus", ITEM_STAT_FOCUS, true);
percent += ((1 + focus_skill_with_bonus)/6);
if(MakeRandomInt(1, 100) > percent) {
LogWrite(COMBAT__DEBUG, 0, "Combat", "'%s' interrupted spell for '%s': %i%%", attacker->GetName(), GetName(), percent);
GetZone()->Interrupted(this, attacker, SPELL_ERROR_INTERRUPTED);
return true;
}
LogWrite(COMBAT__DEBUG, 0, "Combat", "'%s' failed to interrupt spell for '%s': %i%%", attacker->GetName(), GetName(), percent);
return false;
}
void Entity::KillSpawn(Spawn* dead, int8 type, int8 damage_type, int16 kill_blow_type) {
if(!dead)
return;
if (IsPlayer()) {
Client* client = ((Player*)this)->GetClient();
if(client) {
PacketStruct* packet = configReader.getStruct("WS_EnterCombat", client->GetVersion());
if (packet) {
client->QueuePacket(packet->serialize());
}
safe_delete(packet);
}
((Player*)this)->InCombat(false);
}
if (IsPlayer() && dead->IsEntity())
GetZone()->GetSpellProcess()->KillHOBySpawnID(dead->GetID());
/* just for sake of not knowing if we are in a read lock, write lock, or no lock
** say spawnlist is locked (DismissPet arg 3 true), which means RemoveSpawn will remove the id from the spawn_list outside of the potential lock
*/
if (dead->IsPet() && ((NPC*)dead)->GetOwner())
((NPC*)dead)->GetOwner()->DismissPet((NPC*)dead, true, true);
else if (dead->IsEntity()) {
// remove all pets for this entity
((Entity*)dead)->DismissAllPets(false, true);
}
if (IsCasting())
GetZone()->Interrupted(this, dead, SPELL_ERROR_NOT_ALIVE);
LogWrite(COMBAT__DEBUG, 3, "Combat", "Killing '%s'", dead->GetName());
// Kill movement for the dead npc so the corpse doesn't move
GetZone()->movementMgr->StopNavigation((Entity*)dead);
dead->ClearRunningLocations();
dead->CalculateRunningLocation(true);
GetZone()->KillSpawn(true, dead, this, true, type, damage_type, kill_blow_type);
}
void Entity::HandleDeathExperienceDebt(Spawn* killer)
{
if(!IsPlayer())
return;
float ruleDebt = 0.0f;
if(killer && killer->IsPlayer())
ruleDebt = rule_manager.GetGlobalRule(R_Combat, PVPDeathExperienceDebt)->GetFloat()/100.0f;
else
ruleDebt = rule_manager.GetGlobalRule(R_Combat, DeathExperienceDebt)->GetFloat()/100.0f;
if(ruleDebt > 0.0f)
{
bool groupDebt = rule_manager.GetGlobalRule(R_Combat, GroupExperienceDebt)->GetBool();
if(groupDebt && ((Player*)this)->GetGroupMemberInfo())
{
world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
PlayerGroup* group = world.GetGroupManager()->GetGroup(((Player*)this)->GetGroupMemberInfo()->group_id);
if (group)
{
group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
deque* members = group->GetMembers();
int32 size = members->size();
float xpDebtPerMember = ruleDebt/(float)size;
deque::iterator itr;
for (itr = members->begin(); itr != members->end(); itr++) {
GroupMemberInfo* gmi = *itr;
if (gmi->client && gmi->client->GetPlayer()) {
gmi->client->GetPlayer()->GetInfoStruct()->set_xp_debt(gmi->client->GetPlayer()->GetInfoStruct()->get_xp_debt()+xpDebtPerMember);
gmi->client->GetPlayer()->SetCharSheetChanged(true);
}
}
group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
}
world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
}
else
{
((Player*)this)->GetInfoStruct()->set_xp_debt(((Player*)this)->GetInfoStruct()->get_xp_debt()+ruleDebt);
((Player*)this)->SetCharSheetChanged(true);
}
}
}
void Entity::ProcessCombat() {
// This is a virtual function so when a NPC calls this it will use the NPC::ProcessCombat() version
// and a player will use the Player::ProcessCombat() version, leave this function blank.
}
void NPC::ProcessCombat() {
MBrain.writelock(__FUNCTION__, __LINE__);
// Check to see if it is time to call the AI again
if (m_brain && GetHP() > 0 && Timer::GetCurrentTime2() >= (m_brain->LastTick() + m_brain->Tick())) {
// Probably never want to use the following log, will spam the console for every NPC in a zone 4 times a second
//LogWrite(NPC_AI__DEBUG, 9, "NPC_AI", "%s is thinking...", GetName());
m_brain->Think();
// Set the time for when the brain was last called
m_brain->SetLastTick(Timer::GetCurrentTime2());
}
MBrain.releasewritelock(__FUNCTION__, __LINE__);
}
void Player::ProcessCombat() {
// if not in combat OR casting a spell OR dazed OR feared return out
if (!EngagedInCombat() || IsCasting() || IsDazed() || IsFeared())
return;
//If no target delete combat_target and return out
Spawn* Target = GetZone()->GetSpawnByID(target);
if (!Target) {
combat_target = 0;
if (target > 0) {
SetTarget(0);
}
return;
}
// If is not an entity return out
if (!Target->IsEntity())
return;
// Reset combat target
combat_target = 0;
if (Target->HasTarget()) {
if (Target->IsPlayer() || (Target->IsNPC() && Target->IsPet() && ((NPC*)Target)->GetOwner() && ((NPC*)Target)->GetOwner()->IsPlayer())){
Spawn* secondary_target = Target->GetTarget();
if (secondary_target->IsNPC() && secondary_target->appearance.attackable) {
if (!secondary_target->IsPet() || (secondary_target->IsPet() && ((NPC*)secondary_target)->GetOwner() && ((NPC*)secondary_target)->GetOwner()->IsNPC())) {
combat_target = secondary_target;
}
}
}
}
// If combat_target wasn't set in the above if set it to the original target
if (!combat_target)
combat_target = Target;
// this if may not be required as at the min combat_target will be Target, which we already check at the begining
if(!combat_target)
return;
float distance = 0;
distance = GetDistance(combat_target);
// Check to see if we are doing ranged auto attacks if not check to see if we are in melee range
if (GetRangeAttack()) {
// We are doing ranged auto attacks
//check to see if we can attack the target AND the ranged weapon is ready
if(AttackAllowed((Entity*)combat_target, distance, true) && RangeWeaponReady()) {
Item* weapon = 0;
Item* ammo = 0;
// Get the currently equiped weapon and ammo for the ranged attack
weapon = GetEquipmentList()->GetItem(EQ2_RANGE_SLOT);
ammo = 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 = ((Player*)this)->GetClient();
if (client) {
// Need to get messages from live, made these up so the player knows what is wrong in game if weapon or ammo are not valid
if (!ammo)
client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Out of ammo.");
if (!weapon)
client->SimpleMessage(CHANNEL_COLOR_YELLOW, "No ranged weapon found.");
}
}
}
}
else if(distance <= rule_manager.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.get_attackspeed();
if(aspeed > 0) {
if (aspeed <= 100)
return (aspeed / 100 + 1);
else if (aspeed <= 200)
return 2.25;
}
return 1;
}
void Entity::AddProc(int8 type, float chance, Item* item, LuaSpell* spell) {
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;
proc->spellid = spell->spell->GetSpellID();
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)) {
itr = proc_itr->second.erase(itr);
safe_delete(proc);
}
else
itr++;
}
}
MProcList.releasewritelock(__FUNCTION__, __LINE__);
}
bool Entity::CastProc(Proc* proc, int8 type, Spawn* target) {
lua_State* state = 0;
bool item_proc = false;
int8 num_args = 3;
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;
tmpProc->spellid = proc->spellid;
tmpList.push_back(tmpProc);
}
}
MProcList.releasereadlock(__FUNCTION__, __LINE__);
vector::iterator proc_itr;
for (proc_itr = tmpList.begin(); proc_itr != tmpList.end();) {
Proc* tmpProc = *proc_itr;
CastProc(tmpProc, type, target);
proc_itr++;
safe_delete(tmpProc);
}
}
void Entity::ClearProcs() {
MProcList.writelock(__FUNCTION__, __LINE__);
map >::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__);
}
sint32 Entity::CalculateHateAmount(Spawn* target, sint32 amt) {
amt = CalculateFormulaByStat(amt, ITEM_STAT_TAUNT_AMOUNT);
amt = CalculateFormulaByStat(amt, ITEM_STAT_TAUNT_AND_COMBAT_ART_DAMAGE);
amt = CalculateFormulaByStat(amt, ITEM_STAT_ABILITY_MODIFIER);
return amt;
}
sint32 Entity::CalculateHealAmount(Spawn* target, sint32 amt, int8 crit_mod, bool* crit, bool skip_crit_mod) {
amt = CalculateFormulaByStat(amt, ITEM_STAT_HEAL_AMOUNT);
amt = CalculateFormulaByStat(amt, ITEM_STAT_SPELL_AND_HEAL);
//Potency Mod
amt = CalculateFormulaByStat(amt, ITEM_STAT_POTENCY);
//Ability Mod
amt += (int32)min((int32)GetInfoStruct()->get_ability_modifier(), (int32)(amt / 2));
if(!skip_crit_mod){
if(!crit_mod || crit_mod == 1){
if(crit_mod == 1)
*crit = true;
else if(!*crit) {
// Crit Roll
float chance = (float)max((float)0, (float)GetInfoStruct()->get_crit_chance());
*crit = (MakeRandomFloat(0, 100) <= chance);
}
if(*crit){
//Apply total crit multiplier with crit bonus
amt *= ((GetInfoStruct()->get_crit_bonus() / 100) + 1.3);
}
}
}
return amt;
}
sint32 Entity::CalculateDamageAmount(Spawn* target, sint32 damage, int8 base_type, int8 damage_type, LuaSpell* spell) {
return CalculateDamageAmount(target, damage, base_type, damage_type, (spell && spell->spell) ? spell->spell->GetSpellData()->target_type : 0);
}
sint32 Entity::CalculateDamageAmount(Spawn* target, sint32 damage, int8 base_type, int8 damage_type, int8 target_type) {
if(damage_type == DAMAGE_PACKET_DAMAGE_TYPE_FOCUS) {
return damage; // cannot avoid focus damage
}
// only spells may add spell damage item stat
if(damage_type >= DAMAGE_PACKET_DAMAGE_TYPE_HEAT && damage_type <= DAMAGE_PACKET_DAMAGE_TYPE_POISON)
{
// https://forums.daybreakgames.com/eq2/index.php?threads/potency-and-ability-mod-what.4316/
// Spell damage model assuming 100% crit chance:
// (Spell base damage * Base damage modifier * Int bonus * Skill bonus * Potency + Ability modifier) * Crit bonus * Spell double attack
/** Spell base damage: Get all master spells
Base damage modifier: Very very rare. Available from Wizard aa Wisdom line(Brainstorm). Get it, cherish it.
Int bonus: Past 1200 or so int, you will get a 10% increase in spell damage per 30% increase in int. Look at int tooltip to see the numerical value.
Skill bonus: Past skill cap, 100 points skill is worth 2% increase in minimum spell damage, which translates to 1% overall increase. Looks at the skill that the spell uses, for wizards mostly disruption. Cap is 6.5*level.
Potency: A straight damage modifier, the more you can get the better. No practical cap.
Ability modifier: A straight damage modifier. Limited to 50% of the spell base damage, but for a wizard this usually has little consequence. However note that this is not affected by Potency.
Crit bonus: A straight damage modifier, the more you can get the better. No practical cap. Wizards got 50% intrinsic Crit Bonus that does not show up in the stat window, just add 50 to stat value for calculations.
Spell double cast: A straight damage modifier, the more you can get the better. You won't be able to get very much of this.
Makes the spell cast twice with some limitations.
**/
damage = CalculateFormulaByStat(damage, ITEM_STAT_SPELL_DAMAGE);
}
if(base_type == DAMAGE_PACKET_TYPE_SPELL_DAMAGE)
damage = CalculateFormulaByStat(damage, ITEM_STAT_SPELL_AND_COMBAT_ART_DAMAGE);
// combat abilities only bonus
if(damage_type <= DAMAGE_PACKET_DAMAGE_TYPE_PIERCE)
damage = CalculateFormulaByStat(damage, ITEM_STAT_TAUNT_AND_COMBAT_ART_DAMAGE);
// Potency mod
damage = CalculateFormulaByStat(damage, ITEM_STAT_POTENCY);
int32 modifier = 2;
if(target_type == SPELL_TARGET_GROUP_AE || target_type == SPELL_TARGET_RAID_AE || target_type == SPELL_TARGET_OTHER_GROUP_AE)
{
modifier = 3;
}
// Ability mod can only give up to half of damage after potency
int32 mod = (int32)min(info_struct.get_ability_modifier(), (float)(damage / modifier));
damage += mod;
return damage;
}
sint32 Entity::CalculateFormulaByStat(sint32 value, int16 stat) {
sint32 outValue = value;
MStats.lock();
std::map::iterator itr = stats.find(stat);
if(itr != stats.end())
outValue = (sint32)((float)value * ((itr->second / 100.0f) + 1.0f));
MStats.unlock();
return outValue;
}
int32 Entity::CalculateFormulaByStat(int32 value, int16 stat) {
int32 outValue = value;
MStats.lock();
std::map::iterator itr = stats.find(stat);
if(itr != stats.end())
outValue = (int32)((float)value * ((itr->second / 100.0f) + 1.0f));
MStats.unlock();
return outValue;
}
int32 Entity::CalculateFormulaBonus(int32 value, float percent_bonus) {
return (int32)((float)value * ((percent_bonus / 100.0f) + 1.0f));
}