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Combat.cpp 62 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #include "Combat.h"
  17. #include "client.h"
  18. #include "../common/ConfigReader.h"
  19. #include "classes.h"
  20. #include "../common/debug.h"
  21. #include "../common/Log.h"
  22. #include "zoneserver.h"
  23. #include "Skills.h"
  24. #include "classes.h"
  25. #include "World.h"
  26. #include "LuaInterface.h"
  27. #include "Rules/Rules.h"
  28. #include "SpellProcess.h"
  29. #include "World.h"
  30. #include <math.h>
  31. extern Classes classes;
  32. extern ConfigReader configReader;
  33. extern MasterSkillList master_skill_list;
  34. extern RuleManager rule_manager;
  35. extern LuaInterface* lua_interface;
  36. extern World world;
  37. /* ******************************************************************************
  38. DamageSpawn() - Damage equation
  39. MeleeAttack() - Melee auto attacks
  40. RangeAttack() - Range auto attacks
  41. DetermineHit() - ToHit chance as well as defender parry / dodge / block / riposte
  42. CheckInterruptSpell() - Interrupt equations
  43. No mitigation equations yet
  44. ****************************************************************************** */
  45. /* New Combat code */
  46. bool Entity::PrimaryWeaponReady() {
  47. //Can only be ready if no ranged timer
  48. if (GetPrimaryLastAttackTime() == 0 || (Timer::GetCurrentTime2() >= (GetPrimaryLastAttackTime() + GetPrimaryAttackDelay()))) {
  49. if (GetRangeLastAttackTime() == 0 || Timer::GetCurrentTime2() >= (GetRangeLastAttackTime() + GetRangeAttackDelay()))
  50. return true;
  51. }
  52. return false;
  53. }
  54. bool Entity::SecondaryWeaponReady() {
  55. //Can only be ready if no ranged timer
  56. // if(IsDualWield() && (GetPrimaryLastAttackTime()
  57. if (IsDualWield() && (GetSecondaryLastAttackTime() == 0 || (Timer::GetCurrentTime2() >= (GetSecondaryLastAttackTime() + GetSecondaryAttackDelay())))) {
  58. if(GetRangeLastAttackTime() == 0 || Timer::GetCurrentTime2() >= (GetRangeLastAttackTime() + GetRangeAttackDelay()))
  59. return true;
  60. }
  61. return false;
  62. }
  63. bool Entity::RangeWeaponReady() {
  64. //Ranged can only be ready if no other attack timers are active
  65. if(GetRangeLastAttackTime() == 0 || (Timer::GetCurrentTime2() >= (GetRangeLastAttackTime() + GetRangeAttackDelay()))) {
  66. if((GetPrimaryLastAttackTime() == 0 || (Timer::GetCurrentTime2() >= (GetPrimaryLastAttackTime() + GetPrimaryAttackDelay()))) && (GetSecondaryLastAttackTime() == 0 || Timer::GetCurrentTime2() >= (GetSecondaryLastAttackTime() + GetSecondaryAttackDelay()))){
  67. if(!IsPlayer() || ((Player*)this)->GetRangeAttack()) {
  68. return true;
  69. }
  70. }
  71. }
  72. return false;
  73. }
  74. bool Entity::AttackAllowed(Entity* target, float distance, bool range_attack) {
  75. Entity* attacker = this;
  76. Client* client = 0;
  77. if(!target || IsMezzedOrStunned() || IsDazed()) {
  78. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: no target, mezzed, stunned or dazed");
  79. return false;
  80. }
  81. if((!target->IsPlayer() && !target->GetAttackable()) || (!IsPlayer() && !GetAttackable())) {
  82. return false;
  83. }
  84. if (IsPlayer())
  85. client = GetZone()->GetClientBySpawn(this);
  86. if (IsPet())
  87. attacker = ((NPC*)this)->GetOwner();
  88. if (target->IsNPC() && ((NPC*)target)->IsPet()){
  89. if (((NPC*)target)->GetOwner())
  90. target = ((NPC*)target)->GetOwner();
  91. }
  92. if (attacker == target) {
  93. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: attacker tried to attack himself or his pet.");
  94. return false;
  95. }
  96. if (IsPlayer() && target->GetAttackable() == 0) {
  97. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: target is not attackable");
  98. return false;
  99. }
  100. if (IsPlayer() && target->IsBot()) {
  101. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: players are not allowed to attack bots");
  102. return false;
  103. }
  104. if(rule_manager.GetGlobalRule(R_Combat, LockedEncounterNoAttack)->GetBool()) {
  105. if(target->IsNPC() && (target->GetLockedNoLoot() == ENCOUNTER_STATE_LOCKED || target->GetLockedNoLoot() == ENCOUNTER_STATE_OVERMATCHED) &&
  106. !attacker->IsEngagedBySpawnID(target->GetID())) {
  107. return false;
  108. }
  109. else if(IsNPC() && (GetLockedNoLoot() == ENCOUNTER_STATE_LOCKED || GetLockedNoLoot() == ENCOUNTER_STATE_OVERMATCHED) &&
  110. !target->IsEngagedBySpawnID(GetID())) {
  111. return false;
  112. }
  113. }
  114. if (attacker->IsPlayer() && target->IsPlayer())
  115. {
  116. bool pvp_allowed = rule_manager.GetGlobalRule(R_PVP, AllowPVP)->GetBool();
  117. if (!pvp_allowed) {
  118. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: pvp is not allowed");
  119. return false;
  120. }
  121. else
  122. {
  123. sint32 pvpLevelRange = rule_manager.GetGlobalRule(R_PVP, LevelRange)->GetSInt32();
  124. int32 attackerLevel = attacker->GetLevel();
  125. int32 defenderLevel = target->GetLevel();
  126. if ((sint32)abs((sint32)attackerLevel - (sint32)defenderLevel) > pvpLevelRange)
  127. {
  128. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: pvp range of %i exceeded abs(%i-%i).", pvpLevelRange, attackerLevel, defenderLevel);
  129. return false;
  130. }
  131. }
  132. }
  133. if (target->GetHP() <= 0) {
  134. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: target is dead");
  135. return false;
  136. }
  137. if(range_attack && distance != 0) {
  138. Item* weapon = 0;
  139. Item* ammo = 0;
  140. if(attacker->IsPlayer()) {
  141. weapon = ((Player*)attacker)->GetEquipmentList()->GetItem(EQ2_RANGE_SLOT);
  142. ammo = ((Player*)attacker)->GetEquipmentList()->GetItem(EQ2_AMMO_SLOT);
  143. }
  144. if(weapon && weapon->IsRanged() && ammo && ammo->IsAmmo() && ammo->IsThrown()) {
  145. // Distance is less then min weapon range
  146. if(distance < weapon->ranged_info->range_low) {
  147. if (client)
  148. client->SimpleMessage(CHANNEL_GENERAL_COMBAT, "Your target is too close! Move back!");
  149. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: range attack, target to close");
  150. return false;
  151. }
  152. // Distance is greater then max weapon range
  153. if (distance > (weapon->ranged_info->range_high + ammo->thrown_info->range)) {
  154. if (client)
  155. client->SimpleMessage(CHANNEL_GENERAL_COMBAT, "Your target is too far away! Move closer!");
  156. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: range attack, target is to far");
  157. return false;
  158. }
  159. }
  160. }
  161. else if (distance != 0) {
  162. if(distance >= rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat()) {
  163. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: distance is beyond melee range");
  164. return false;
  165. }
  166. }
  167. if((target->IsPrivateSpawn() && !target->AllowedAccess(this)) || (IsPrivateSpawn() && AllowedAccess(target))) {
  168. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Access to spawn disallowed.");
  169. return false;
  170. }
  171. return true;
  172. }
  173. void Entity::MeleeAttack(Spawn* victim, float distance, bool primary, bool multi_attack) {
  174. if(!victim)
  175. return;
  176. int8 damage_type = 0;
  177. int32 min_damage = 0;
  178. int32 max_damage = 0;
  179. if(primary) {
  180. damage_type = GetPrimaryWeaponType();
  181. min_damage = GetPrimaryWeaponMinDamage();
  182. max_damage = GetPrimaryWeaponMaxDamage();
  183. }
  184. else {
  185. damage_type = GetSecondaryWeaponType();
  186. min_damage = GetSecondaryWeaponMinDamage();
  187. max_damage = GetSecondaryWeaponMaxDamage();
  188. }
  189. if (IsStealthed() || IsInvis())
  190. CancelAllStealth();
  191. int8 hit_result = DetermineHit(victim, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, damage_type, 0, false);
  192. if(victim->IsEntity()) {
  193. CheckEncounterState((Entity*)victim);
  194. }
  195. if(hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL){
  196. /*if(GetAdventureClass() == MONK){
  197. max_damage*=3;
  198. crit_chance = GetLevel()/4+5;
  199. }
  200. else if(GetAdventureClass() == BRUISER){
  201. min_damage = GetLevel();
  202. max_damage*=3;
  203. crit_chance = GetLevel()/3+5;
  204. }
  205. if(rand()%100 <=crit_chance){
  206. max_damage*= 2;
  207. DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG, damage_type, min_damage, max_damage, 0);
  208. }
  209. else*/
  210. DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, damage_type, min_damage, max_damage, 0);
  211. if (!multi_attack) {
  212. CheckProcs(PROC_TYPE_OFFENSIVE, victim);
  213. CheckProcs(PROC_TYPE_PHYSICAL_OFFENSIVE, victim);
  214. }
  215. }
  216. else{
  217. GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, hit_result, damage_type, 0, 0);
  218. if(hit_result == DAMAGE_PACKET_RESULT_RIPOSTE && victim->IsEntity())
  219. ((Entity*)victim)->MeleeAttack(this, distance, true);
  220. }
  221. //Multi Attack roll
  222. if(!multi_attack){
  223. float multi_attack = info_struct.get_multi_attack();
  224. if(multi_attack > 0){
  225. float chance = multi_attack;
  226. if (multi_attack > 100){
  227. int8 automatic_multi = (int8)floor((float)(multi_attack / 100));
  228. chance = (multi_attack - (floor((float) ((multi_attack / 100) * 100))));
  229. while(automatic_multi > 0){
  230. MeleeAttack(victim, 100, primary, true);
  231. automatic_multi--;
  232. }
  233. }
  234. if (MakeRandomFloat(0, 100) <= chance)
  235. MeleeAttack(victim, 100, primary, true);
  236. }
  237. }
  238. //Apply attack speed mods
  239. if(!multi_attack)
  240. SetAttackDelay(primary);
  241. if(victim->IsNPC() && victim->EngagedInCombat() == false) {
  242. ((NPC*)victim)->AddHate(this, 50);
  243. }
  244. if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) {
  245. Entity* pet = 0;
  246. bool AddHate = false;
  247. if (victim->IsPlayer()) {
  248. if (((Player*)victim)->GetInfoStruct()->get_pet_behavior() & 1)
  249. AddHate = true;
  250. }
  251. else
  252. AddHate = true;
  253. if (AddHate) {
  254. pet = ((Entity*)victim)->GetPet();
  255. if (pet)
  256. pet->AddHate(this, 1);
  257. pet = ((Entity*)victim)->GetCharmedPet();
  258. if (pet)
  259. pet->AddHate(this, 1);
  260. }
  261. }
  262. }
  263. void Entity::RangeAttack(Spawn* victim, float distance, Item* weapon, Item* ammo, bool multi_attack) {
  264. if(!victim)
  265. return;
  266. if(weapon && weapon->IsRanged() && ammo && ammo->IsAmmo() && ammo->IsThrown()) {
  267. if(weapon->ranged_info->range_low <= distance && (weapon->ranged_info->range_high + ammo->thrown_info->range) >= distance) {
  268. int8 hit_result = DetermineHit(victim, DAMAGE_PACKET_TYPE_RANGE_DAMAGE, ammo->thrown_info->damage_type, ammo->thrown_info->hit_bonus, false);
  269. if(hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL) {
  270. 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);
  271. if (!multi_attack) {
  272. CheckProcs(PROC_TYPE_OFFENSIVE, victim);
  273. CheckProcs(PROC_TYPE_PHYSICAL_OFFENSIVE, victim);
  274. }
  275. }
  276. else
  277. GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_RANGE_DAMAGE, hit_result, ammo->thrown_info->damage_type, 0, 0);
  278. // If is a player subtract ammo
  279. if (IsPlayer()) {
  280. if (ammo->details.count > 1) {
  281. ammo->details.count -= 1;
  282. ammo->save_needed = true;
  283. }
  284. else
  285. ((Player*)this)->equipment_list.RemoveItem(ammo->details.slot_id, true);
  286. Client* client = GetZone()->GetClientBySpawn(this);
  287. EQ2Packet* outapp = ((Player*)this)->GetEquipmentList()->serialize(client->GetVersion(), (Player*)this);
  288. if(outapp)
  289. client->QueuePacket(outapp);
  290. }
  291. if(victim->IsNPC() && victim->EngagedInCombat() == false) {
  292. ((NPC*)victim)->AddHate(this, 50);
  293. }
  294. if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) {
  295. Entity* pet = 0;
  296. bool AddHate = false;
  297. if (victim->IsPlayer()) {
  298. if (((Player*)victim)->GetInfoStruct()->get_pet_behavior() & 1)
  299. AddHate = true;
  300. }
  301. else
  302. AddHate = true;
  303. if (AddHate) {
  304. pet = ((Entity*)victim)->GetPet();
  305. if (pet)
  306. pet->AddHate(this, 1);
  307. pet = ((Entity*)victim)->GetCharmedPet();
  308. if (pet)
  309. pet->AddHate(this, 1);
  310. }
  311. }
  312. // Check Ranged attack proc
  313. CheckProcs(PROC_TYPE_RANGED_ATTACK, victim);
  314. // Check Ranged defence proc
  315. if (victim->IsEntity())
  316. ((Entity*)victim)->CheckProcs(PROC_TYPE_RANGED_DEFENSE, this);
  317. SetRangeLastAttackTime(Timer::GetCurrentTime2());
  318. }
  319. }
  320. //Multi Attack roll
  321. if(!multi_attack){
  322. float multi_attack = info_struct.get_multi_attack();
  323. if(multi_attack > 0){
  324. float chance = multi_attack;
  325. if (multi_attack > 100){
  326. int8 automatic_multi = (int8)floor((float)(multi_attack / 100));
  327. chance = (multi_attack - (floor((float)(multi_attack / 100) * 100)));
  328. while(automatic_multi > 0){
  329. RangeAttack(victim, 100, weapon, ammo, true);
  330. automatic_multi--;
  331. }
  332. }
  333. if (MakeRandomFloat(0, 100) <= chance)
  334. RangeAttack(victim, 100, weapon, ammo, true);
  335. }
  336. }
  337. //Apply attack speed mods
  338. if(!multi_attack)
  339. SetAttackDelay(false, true);
  340. }
  341. bool Entity::SpellAttack(Spawn* victim, float distance, LuaSpell* luaspell, int8 damage_type, int32 low_damage, int32 high_damage, int8 crit_mod, bool no_calcs){
  342. if(!victim || !luaspell || !luaspell->spell)
  343. return false;
  344. Spell* spell = luaspell->spell;
  345. Skill* skill = nullptr;
  346. int8 hit_result = 0;
  347. bool is_tick = false; // if spell is already active, this is a tick
  348. if (GetZone()->GetSpellProcess()->GetActiveSpells()->count(luaspell)){
  349. hit_result = DAMAGE_PACKET_RESULT_SUCCESSFUL;
  350. is_tick = true;
  351. }
  352. else if(spell->GetSpellData()->type == SPELL_BOOK_TYPE_COMBAT_ART)
  353. hit_result = DetermineHit(victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, damage_type, 0, false);
  354. else
  355. hit_result = DetermineHit(victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, damage_type, 0, true, luaspell);
  356. if(victim->IsEntity()) {
  357. CheckEncounterState((Entity*)victim);
  358. }
  359. if(hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL) {
  360. luaspell->last_spellattack_hit = true;
  361. //If this spell is a tick and has already crit, force the tick to crit
  362. if(is_tick){
  363. if(luaspell->crit)
  364. crit_mod = 1;
  365. else
  366. crit_mod = 2;
  367. }
  368. if(DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, damage_type, low_damage, high_damage, spell->GetName(), crit_mod, is_tick, no_calcs, luaspell) && !luaspell->crit)
  369. luaspell->crit = true;
  370. CheckProcs(PROC_TYPE_OFFENSIVE, victim);
  371. CheckProcs(PROC_TYPE_MAGICAL_OFFENSIVE, victim);
  372. if(spell->GetSpellData()->success_message.length() > 0){
  373. Client* client = nullptr;
  374. if(IsPlayer())
  375. client = GetZone()->GetClientBySpawn(this);
  376. if(client){
  377. string success_message = spell->GetSpellData()->success_message;
  378. if(success_message.find("%t") < 0xFFFFFFFF)
  379. success_message.replace(success_message.find("%t"), 2, victim->GetName());
  380. client->Message(CHANNEL_YOU_CAST, success_message.c_str());
  381. //commented out the following line as it was causing a duplicate message EmemJR 5/4/2019
  382. //GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, hit_result, damage_type, 0, spell->GetName());
  383. }
  384. }
  385. if(spell->GetSpellData()->effect_message.length() > 0){
  386. string effect_message = spell->GetSpellData()->effect_message;
  387. if(effect_message.find("%t") < 0xFFFFFFFF)
  388. effect_message.replace(effect_message.find("%t"), 2, victim->GetName());
  389. GetZone()->SimpleMessage(CHANNEL_SPELLS, effect_message.c_str(), victim, 50);
  390. }
  391. }
  392. else {
  393. if(hit_result == DAMAGE_PACKET_RESULT_RESIST)
  394. luaspell->resisted = true;
  395. if(victim->IsNPC())
  396. ((NPC*)victim)->AddHate(this, 5);
  397. luaspell->last_spellattack_hit = false;
  398. GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, hit_result, damage_type, 0, spell->GetName());
  399. }
  400. if(EngagedInCombat() == false)
  401. {
  402. 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__);
  403. int8 class1_ = GetInfoStruct()->get_class1();
  404. if(class1_ == COMMONER ||
  405. class1_ == FIGHTER ||
  406. class1_ == WARRIOR ||
  407. class1_ == GUARDIAN ||
  408. class1_ == BERSERKER ||
  409. class1_ == BRAWLER ||
  410. class1_ == MONK ||
  411. class1_ == BRUISER ||
  412. class1_ == CRUSADER ||
  413. class1_ == SHADOWKNIGHT ||
  414. class1_ == PALADIN ||
  415. class1_ == SCOUT ||
  416. class1_ == ROGUE ||
  417. class1_ == SWASHBUCKLER ||
  418. class1_ == BRIGAND ||
  419. class1_ == BARD ||
  420. class1_ == TROUBADOR ||
  421. class1_ == DIRGE ||
  422. class1_ == PREDATOR ||
  423. class1_ == RANGER ||
  424. class1_ == ASSASSIN ||
  425. class1_ == ANIMALIST ||
  426. class1_ == BEASTLORD ||
  427. class1_ == SHAPER ||
  428. class1_ == CHANNELER) //note: it would probably be better to add a column to the spells table for "starts autoattack".
  429. {
  430. if (victim->IsNPC())
  431. ((NPC*)victim)->AddHate(this, 5);
  432. else {
  433. Client* client = 0;
  434. if(IsPlayer())
  435. client = GetZone()->GetClientBySpawn(this);
  436. if(client) {
  437. client->GetPlayer()->InCombat(true, client->GetPlayer()->GetRangeAttack());
  438. }
  439. InCombat(true);
  440. }
  441. }
  442. }
  443. if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) {
  444. Entity* pet = 0;
  445. bool AddHate = false;
  446. if (victim->IsPlayer()) {
  447. if (((Player*)victim)->GetInfoStruct()->get_pet_behavior() & 1)
  448. AddHate = true;
  449. }
  450. else
  451. AddHate = true;
  452. if (AddHate) {
  453. pet = ((Entity*)victim)->GetPet();
  454. if (pet)
  455. pet->AddHate(this, 1);
  456. pet = ((Entity*)victim)->GetCharmedPet();
  457. if (pet)
  458. pet->AddHate(this, 1);
  459. }
  460. }
  461. return true;
  462. }
  463. bool Entity::ProcAttack(Spawn* victim, int8 damage_type, int32 low_damage, int32 high_damage, string name, string success_msg, string effect_msg) {
  464. int8 hit_result = DetermineHit(victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, damage_type, 0, true);
  465. if (hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL) {
  466. DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, damage_type, low_damage, high_damage, name.c_str());
  467. if (success_msg.length() > 0) {
  468. Client* client = 0;
  469. if(IsPlayer())
  470. client = GetZone()->GetClientBySpawn(this);
  471. if(client) {
  472. if(success_msg.find("%t") < 0xFFFFFFFF)
  473. success_msg.replace(success_msg.find("%t"), 2, victim->GetName());
  474. client->Message(CHANNEL_YOU_CAST, success_msg.c_str());
  475. }
  476. }
  477. if (effect_msg.length() > 0) {
  478. if(effect_msg.find("%t") < 0xFFFFFFFF)
  479. effect_msg.replace(effect_msg.find("%t"), 2, victim->GetName());
  480. GetZone()->SimpleMessage(CHANNEL_SPELLS, effect_msg.c_str(), victim, 50);
  481. }
  482. }
  483. else {
  484. if(victim->IsNPC())
  485. ((NPC*)victim)->AddHate(this, 5);
  486. GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, hit_result, damage_type, 0, name.c_str());
  487. }
  488. if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) {
  489. Entity* pet = 0;
  490. bool AddHate = false;
  491. if (victim->IsPlayer()) {
  492. if (((Player*)victim)->GetInfoStruct()->get_pet_behavior() & 1)
  493. AddHate = true;
  494. }
  495. else
  496. AddHate = true;
  497. if (AddHate) {
  498. pet = ((Entity*)victim)->GetPet();
  499. if (pet)
  500. pet->AddHate(this, 1);
  501. pet = ((Entity*)victim)->GetCharmedPet();
  502. if (pet)
  503. pet->AddHate(this, 1);
  504. }
  505. }
  506. return true;
  507. }
  508. // this is used exclusively by LUA, heal_type is forced lower case via boost::lower(heal_type); in the LUA Functions used by this
  509. 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){
  510. if(!target || !luaspell || !luaspell->spell || (target->IsPrivateSpawn() && !target->AllowedAccess(this)))
  511. return false;
  512. if (!target->Alive())
  513. return false;
  514. if (target->GetHP() == target->GetTotalHP())
  515. return true;
  516. int32 heal_amt = 0;
  517. bool crit = false;
  518. if(high_heal < low_heal)
  519. high_heal = low_heal;
  520. if(high_heal == low_heal)
  521. heal_amt = high_heal;
  522. else
  523. heal_amt = MakeRandomInt(low_heal, high_heal);
  524. if(!no_calcs){
  525. // if spell is already active, this is a tick
  526. bool is_tick = GetZone()->GetSpellProcess()->GetActiveSpells()->count(luaspell);
  527. //if is a tick and the spell has crit, force crit, else disable
  528. if(is_tick){
  529. if(luaspell->crit)
  530. crit_mod = 1;
  531. else
  532. crit_mod = 2;
  533. }
  534. if (heal_amt > 0){
  535. if(target->IsEntity())
  536. heal_amt = (int32)CalculateHealAmount((Entity*)target, (sint32)heal_amt, crit_mod, &crit);
  537. else
  538. heal_amt = (int32)CalculateHealAmount(nullptr, (sint32)heal_amt, crit_mod, &crit);
  539. }
  540. }
  541. int16 type = 0;
  542. if (heal_type == "heal") {
  543. if(crit)
  544. type = HEAL_PACKET_TYPE_CRIT_HEAL;
  545. else
  546. type = HEAL_PACKET_TYPE_SIMPLE_HEAL;
  547. //apply heal
  548. if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP())
  549. heal_amt = target->GetTotalHP() - target->GetHP();
  550. target->SetHP(target->GetHP() + heal_amt);
  551. /*
  552. if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP())
  553. target->SetHP(target->GetTotalHP());
  554. else
  555. target->SetHP(target->GetHP() + heal_amt);
  556. */
  557. }
  558. else if (heal_type == "power"){
  559. if(crit)
  560. type = HEAL_PACKET_TYPE_CRIT_MANA;
  561. else
  562. type = HEAL_PACKET_TYPE_SIMPLE_MANA;
  563. //give power
  564. if (target->GetPower() + (sint32)heal_amt > target->GetTotalPower())
  565. heal_amt = target->GetTotalPower() - target->GetPower();
  566. target->SetPower(GetPower() + heal_amt);
  567. /*
  568. if (target->GetPower() + (sint32)heal_amt > target->GetTotalPower())
  569. target->SetPower(target->GetTotalPower());
  570. else
  571. target->SetPower(GetPower() + heal_amt);
  572. */
  573. }
  574. /*else if (heal_type == "Savagery"){
  575. if(crit)
  576. type = HEAL_PACKET_TYPE_CRIT_SAVAGERY;
  577. else
  578. type = HEAL_PACKET_TYPE_SAVAGERY;
  579. }
  580. else if (heal_type == "Repair"){
  581. if(crit)
  582. type = HEAL_PACKET_TYPE_CRIT_REPAIR;
  583. else
  584. type = HEAL_PACKET_TYPE_REPAIR;
  585. }*/
  586. else{ //default to heal if type cannot be determined
  587. if(crit)
  588. type = HEAL_PACKET_TYPE_CRIT_HEAL;
  589. else
  590. type = HEAL_PACKET_TYPE_SIMPLE_HEAL;
  591. if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP())
  592. heal_amt = target->GetTotalHP() - target->GetHP();
  593. target->SetHP(target->GetHP() + heal_amt);
  594. /*
  595. if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP())
  596. target->SetHP(target->GetTotalHP());
  597. else
  598. target->SetHP(target->GetHP() + heal_amt);
  599. */
  600. }
  601. target->GetZone()->TriggerCharSheetTimer();
  602. if (heal_amt > 0)
  603. GetZone()->SendHealPacket(this, target, type, heal_amt, custom_spell_name.length() > 0 ? (char*)custom_spell_name.c_str() : luaspell->spell->GetName());
  604. CheckProcs(PROC_TYPE_HEALING, target);
  605. CheckProcs(PROC_TYPE_BENEFICIAL, target);
  606. if (target->IsEntity()) {
  607. int32 hate_amt = heal_amt / 2;
  608. set<int32>::iterator itr;
  609. ((Entity*)target)->MHatedBy.lock();
  610. for (itr = ((Entity*)target)->HatedBy.begin(); itr != ((Entity*)target)->HatedBy.end(); itr++) {
  611. Spawn* spawn = GetZone()->GetSpawnByID(*itr);
  612. if (spawn && spawn->IsEntity() && target != this) {
  613. CheckEncounterState((Entity*)spawn);
  614. ((Entity*)spawn)->AddHate(this, hate_amt);
  615. }
  616. }
  617. ((Entity*)target)->MHatedBy.unlock();
  618. }
  619. return true;
  620. }
  621. int8 Entity::DetermineHit(Spawn* victim, int8 type, int8 damage_type, float ToHitBonus, bool is_caster_spell, LuaSpell* lua_spell){
  622. if(!victim) {
  623. return DAMAGE_PACKET_RESULT_MISS;
  624. }
  625. if(victim->GetInvulnerable()) {
  626. return DAMAGE_PACKET_RESULT_INVULNERABLE;
  627. }
  628. bool behind = false;
  629. // move this above the if statement to assure skill-ups on successful damage return
  630. Skill* skill = GetSkillByWeaponType(type, damage_type, true);
  631. // Monk added with Brawler to 360 degree support per KoS Prima Official eGuide Fighter: Monk, pg 138, denoted '360-Degree Avoidance!'
  632. if(!victim->IsEntity() || (!is_caster_spell && victim->GetAdventureClass() != BRAWLER && victim->GetAdventureClass() != MONK && (behind = BehindTarget(victim)))) {
  633. return DAMAGE_PACKET_RESULT_SUCCESSFUL;
  634. }
  635. float bonus = ToHitBonus;
  636. float skillAddedByWeapon = 0.0f;
  637. if(skill)
  638. {
  639. int16 skillID = master_item_list.GetItemStatIDByName(skill->name.data);
  640. if(skillID != 0xFFFFFFFF)
  641. {
  642. MStats.lock();
  643. skillAddedByWeapon = stats[skillID];
  644. if(!is_caster_spell) {
  645. float item_stat_weapon_skill = stats[ITEM_STAT_WEAPON_SKILLS];
  646. skillAddedByWeapon += item_stat_weapon_skill;
  647. }
  648. MStats.unlock();
  649. float max_bonus_skill = GetRuleSkillMaxBonus();
  650. if(skillAddedByWeapon > max_bonus_skill) {
  651. skillAddedByWeapon = max_bonus_skill;
  652. }
  653. }
  654. }
  655. if (skill)
  656. bonus += (skill->current_val+skillAddedByWeapon) / 25;
  657. if(is_caster_spell && lua_spell) {
  658. if(lua_spell->spell->GetSpellData()->resistibility > 0)
  659. bonus -= (1.0f - lua_spell->spell->GetSpellData()->resistibility)*100.0f;
  660. // Here we take into account Subjugation, Disruption and Ordination (debuffs)
  661. if(lua_spell->spell->GetSpellData()->mastery_skill) {
  662. int32 master_skill_reduce = rule_manager.GetGlobalRule(R_Spells, MasterSkillReduceSpellResist)->GetInt32();
  663. if(master_skill_reduce < 1)
  664. master_skill_reduce = 25;
  665. if(IsPlayer() && lua_spell->spell->GetSpellData()->spell_book_type == SPELL_BOOK_TYPE_TRADESKILL &&
  666. !((Player*)this)->GetSkills()->HasSkill(lua_spell->spell->GetSpellData()->mastery_skill)) {
  667. ((Player*)this)->AddSkill(lua_spell->spell->GetSpellData()->mastery_skill, 1, ((Player*)this)->GetLevel() * 5, true);
  668. }
  669. Skill* master_skill = GetSkillByID(lua_spell->spell->GetSpellData()->mastery_skill, true);
  670. if(master_skill && (lua_spell->spell->GetSpellData()->spell_book_type == SPELL_BOOK_TYPE_TRADESKILL ||
  671. ((master_skill->name.data == "Subjugation" || master_skill->name.data == "Disruption" || master_skill->name.data == "Ordination" || master_skill->name.data == "Aggression")))) {
  672. float item_stat_bonus = 0.0f;
  673. int32 item_stat = master_item_list.GetItemStatIDByName(::ToLower(master_skill->name.data));
  674. if(item_stat != 0xFFFFFFFF) {
  675. item_stat_bonus = GetStat(item_stat);
  676. }
  677. bonus += (master_skill->current_val + item_stat_bonus) / master_skill_reduce;
  678. }
  679. }
  680. }
  681. if (victim->IsEntity())
  682. bonus -= ((Entity*)victim)->GetDamageTypeResistPercentage(damage_type);
  683. Entity* entity_victim = (Entity*)victim;
  684. float chance = 80 + bonus; //80% base chance that the victim will get hit (plus bonus)
  685. sint16 roll_chance = 100;
  686. if(skill)
  687. roll_chance -= skill->current_val / 25;
  688. if(!is_caster_spell){ // melee or range attack
  689. skill = GetSkillByName("Offense", true); //add this skill for NPCs
  690. if(skill)
  691. roll_chance -= skill->current_val / 25;
  692. if(entity_victim->IsImmune(IMMUNITY_TYPE_RIPOSTE))
  693. return DAMAGE_PACKET_RESULT_RIPOSTE;
  694. // Avoidance Instructions: https://forums.daybreakgames.com/eq2/index.php?threads/avoidance-faq.482979/
  695. /*Parry: reads as parry in the avoidance tooltip, increased by items with +parry on them
  696. Caps at 70%. For plate tanks, works in the front quadrant only, for brawlers this is 360 degrees.
  697. A small % of parries will be ripostes, which not only avoid the attack but also damage your attacker
  698. */
  699. skill = entity_victim->GetSkillByName("Parry", true);
  700. if(skill){
  701. float parryChance = entity_victim->GetInfoStruct()->get_parry();
  702. float chanceValue = (100.0f - parryChance);
  703. if(rand()%roll_chance >= chanceValue){ //successful parry
  704. /* You may only riposte things in the front quadrant.
  705. Riposte is based off of parry: a certain % of parries turn into ripostes.
  706. */
  707. 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
  708. 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.
  709. if(rand()%100 <= riposteChanceValue) {
  710. entity_victim->CheckProcs(PROC_TYPE_RIPOSTE, this);
  711. return DAMAGE_PACKET_RESULT_RIPOSTE;
  712. }
  713. }
  714. entity_victim->CheckProcs(PROC_TYPE_PARRY, this);
  715. return DAMAGE_PACKET_RESULT_PARRY;
  716. }
  717. }
  718. skill = nullptr;
  719. float blockChance = 0.0f;
  720. if(victim->GetAdventureClass() == BRAWLER)
  721. skill = entity_victim->GetSkillByName("Deflection", true);
  722. blockChance = entity_victim->GetInfoStruct()->get_block();
  723. if(blockChance > 0.0f)
  724. {
  725. blockChance += (blockChance*(entity_victim->GetInfoStruct()->get_block_chance()/100.0f));
  726. float chanceValue = (100.0f - blockChance);
  727. /* Non-brawlers may only block things in the front quadrant.
  728. Riposte is based off of parry: a certain % of parries turn into ripostes.
  729. */
  730. float rnd = rand()%roll_chance;
  731. if(rnd >= chanceValue){ //successful block
  732. 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
  733. entity_victim->CheckProcs(PROC_TYPE_BLOCK, this);
  734. return (victim->GetAdventureClass() == BRAWLER) ? DAMAGE_PACKET_RESULT_DEFLECT : DAMAGE_PACKET_RESULT_BLOCK;
  735. }
  736. }
  737. }
  738. skill = entity_victim->GetSkillByName("Defense", true);
  739. float dodgeChance = entity_victim->GetInfoStruct()->get_avoidance_base();
  740. if(dodgeChance > 0.0f)
  741. {
  742. float chanceValue = (100.0f - dodgeChance);
  743. float rnd = rand()%roll_chance;
  744. if(rnd >= chanceValue){ //successful dodge
  745. entity_victim->CheckProcs(PROC_TYPE_EVADE, this);
  746. return DAMAGE_PACKET_RESULT_DODGE;//successfully dodged
  747. }
  748. }
  749. if(rand() % roll_chance >= chance)
  750. return DAMAGE_PACKET_RESULT_MISS; //successfully avoided
  751. }
  752. else{
  753. skill = entity_victim->GetSkillByName("Spell Avoidance", true);
  754. if(skill)
  755. chance -= skill->current_val / 25;
  756. if(rand()%roll_chance >= chance) {
  757. return DAMAGE_PACKET_RESULT_RESIST; //successfully resisted
  758. }
  759. }
  760. return DAMAGE_PACKET_RESULT_SUCCESSFUL;
  761. }
  762. float Entity::GetDamageTypeResistPercentage(int8 damage_type) {
  763. float ret = 1;
  764. switch(damage_type) {
  765. case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH:
  766. case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE:
  767. case DAMAGE_PACKET_DAMAGE_TYPE_SLASH: {
  768. Skill* skill = GetSkillByName("Defense", true);
  769. if(skill)
  770. ret += skill->current_val / 25;
  771. if(IsNPC())
  772. LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Crush/Pierce/Slash (%i)", damage_type, ret);
  773. break;
  774. }
  775. case DAMAGE_PACKET_DAMAGE_TYPE_HEAT: {
  776. ret += GetInfoStruct()->get_heat() / 50;
  777. LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Heat (%i), Amt: %.2f", damage_type, ret);
  778. break;
  779. }
  780. case DAMAGE_PACKET_DAMAGE_TYPE_COLD: {
  781. ret += GetInfoStruct()->get_cold() / 50;
  782. LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Cold (%i), Amt: %.2f", damage_type, ret);
  783. break;
  784. }
  785. case DAMAGE_PACKET_DAMAGE_TYPE_MAGIC: {
  786. ret += GetInfoStruct()->get_magic() / 50;
  787. LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Magic (%i), Amt: %.2f", damage_type, ret);
  788. break;
  789. }
  790. case DAMAGE_PACKET_DAMAGE_TYPE_MENTAL: {
  791. ret += GetInfoStruct()->get_mental() / 50;
  792. LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Mental (%i), Amt: %.2f", damage_type, ret);
  793. break;
  794. }
  795. case DAMAGE_PACKET_DAMAGE_TYPE_DIVINE: {
  796. ret += GetInfoStruct()->get_divine() / 50;
  797. LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Divine (%i), Amt: %.2f", damage_type, ret);
  798. break;
  799. }
  800. case DAMAGE_PACKET_DAMAGE_TYPE_DISEASE: {
  801. ret += GetInfoStruct()->get_disease() / 50;
  802. LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Disease (%i), Amt: %.2f", damage_type, ret);
  803. break;
  804. }
  805. case DAMAGE_PACKET_DAMAGE_TYPE_POISON: {
  806. ret += GetInfoStruct()->get_poison() / 50;
  807. LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Poison (%i), Amt: %.2f", damage_type, ret);
  808. break;
  809. }
  810. case DAMAGE_PACKET_DAMAGE_TYPE_FOCUS: {
  811. ret = 0.0f;
  812. break;
  813. }
  814. }
  815. return ret;
  816. }
  817. Skill* Entity::GetSkillByWeaponType(int8 type, int8 damage_type, bool update) {
  818. if(type == DAMAGE_PACKET_TYPE_RANGE_DAMAGE) {
  819. return GetSkillByName("Ranged", update);
  820. }
  821. switch(damage_type) {
  822. case DAMAGE_PACKET_DAMAGE_TYPE_SLASH: // slash
  823. return GetSkillByName("Slashing", update);
  824. case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH: // crush
  825. return GetSkillByName("Crushing", update);
  826. case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE: // pierce
  827. return GetSkillByName("Piercing", update);
  828. case DAMAGE_PACKET_DAMAGE_TYPE_HEAT:
  829. case DAMAGE_PACKET_DAMAGE_TYPE_COLD:
  830. case DAMAGE_PACKET_DAMAGE_TYPE_MAGIC:
  831. case DAMAGE_PACKET_DAMAGE_TYPE_MENTAL:
  832. case DAMAGE_PACKET_DAMAGE_TYPE_DIVINE:
  833. case DAMAGE_PACKET_DAMAGE_TYPE_DISEASE:
  834. case DAMAGE_PACKET_DAMAGE_TYPE_POISON:
  835. return GetSkillByName("Disruption", update);
  836. case DAMAGE_PACKET_DAMAGE_TYPE_FOCUS:
  837. return GetSkillByName("Focus", update);
  838. }
  839. return 0;
  840. }
  841. 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, LuaSpell* spell) {
  842. if(!victim || !victim->Alive() || victim->GetHP() == 0)
  843. return false;
  844. int8 hit_result = 0;
  845. int16 blow_type = 0;
  846. sint32 damage = 0;
  847. sint32 damage_before_crit = 0;
  848. bool crit = false;
  849. if(low_damage > high_damage)
  850. high_damage = low_damage;
  851. if(low_damage == high_damage)
  852. damage = low_damage;
  853. else
  854. damage = MakeRandomInt(low_damage, high_damage);
  855. if(!no_calcs) {
  856. //this can be simplified by taking out the / 2, but I wanted the damage to be more consistent
  857. //damage = (rand()%((int)(high_damage/2-low_damage/2) + low_damage/2)) + (rand()%((int)(high_damage/2-low_damage/2) + low_damage/2));
  858. //damage = (rand()%((int)(high_damage-low_damage) + low_damage)) + (rand()%((int)(high_damage-low_damage) + low_damage));
  859. //DPS mod is only applied to auto attacks
  860. if (type == DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE || type == DAMAGE_PACKET_TYPE_RANGE_DAMAGE) {
  861. if(info_struct.get_dps_multiplier() != 0.0f) {
  862. damage *= (info_struct.get_dps_multiplier());
  863. }
  864. }
  865. //Potency and ability mod is only applied to spells/CAs
  866. else {
  867. damage = CalculateDamageAmount(victim, damage, type, damage_type, spell);
  868. }
  869. if(!crit_mod || crit_mod == 1){
  870. //force crit if crit_mod == 1
  871. if(crit_mod == 1)
  872. crit = true;
  873. // Crit Roll
  874. else {
  875. victim->MStats.lock();
  876. float chance = max((float)0, (info_struct.get_crit_chance() - victim->stats[ITEM_STAT_CRITAVOIDANCE]));
  877. victim->MStats.unlock();
  878. if (MakeRandomFloat(0, 100) <= chance)
  879. crit = true;
  880. }
  881. if(crit){
  882. damage_before_crit = damage;
  883. //Apply total crit multiplier with crit bonus
  884. if(info_struct.get_crit_bonus() > 0)
  885. damage *= (1.3 + (info_struct.get_crit_bonus() / 100));
  886. else
  887. damage *= 1.3;
  888. // Change packet type to crit
  889. if (type == DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE)
  890. type = DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG;
  891. else if (type == DAMAGE_PACKET_TYPE_SPELL_DAMAGE)
  892. type = DAMAGE_PACKET_TYPE_SPELL_CRIT_DMG;
  893. }
  894. }
  895. if(type == DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE || type == DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG || type == DAMAGE_PACKET_TYPE_RANGE_DAMAGE) {
  896. int16 effective_level_attacker = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel();
  897. float mit_percentage = CalculateMitigation(type, damage_type, effective_level_attacker, (IsPlayer() && victim->IsPlayer()));
  898. sint32 damage_to_reduce = (damage * mit_percentage);
  899. if(damage_to_reduce > damage)
  900. damage = 0;
  901. else
  902. damage -= damage_to_reduce;
  903. // if we reduce damage back below crit level then its no longer a crit, but we don't go below base damage
  904. if(type == DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG && damage <= damage_before_crit) {
  905. damage = damage_before_crit;
  906. type = DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE;
  907. }
  908. }
  909. }
  910. bool useWards = false;
  911. if(damage <= 0){
  912. hit_result = DAMAGE_PACKET_RESULT_NO_DAMAGE;
  913. damage = 0;
  914. if(victim->IsNPC() && victim->GetHP() > 0)
  915. ((Entity*)victim)->AddHate(this, damage);
  916. }
  917. else{
  918. hit_result = DAMAGE_PACKET_RESULT_SUCCESSFUL;
  919. sint32 return_damage = 0;
  920. if(GetZone()->CallSpawnScript(victim, SPAWN_SCRIPT_HEALTHCHANGED, this, 0, false, damage, &return_damage) && return_damage != 0)
  921. {
  922. // anything not 0 (no return) becomes considered 'immune' to the damage
  923. if(return_damage < 0) {
  924. damage = 0;
  925. hit_result = DAMAGE_PACKET_RESULT_NO_DAMAGE;
  926. }
  927. else if(return_damage != 0) {
  928. // otherwise we use what was given back to us (either less or greater)
  929. damage = return_damage;
  930. }
  931. }
  932. if(victim->IsNPC() && victim->GetHP() > 0)
  933. ((Entity*)victim)->AddHate(this, damage);
  934. if(damage) {
  935. int32 prevDmg = damage;
  936. damage = victim->CheckWards(this, damage, damage_type);
  937. if (damage < (sint64)prevDmg)
  938. useWards = true;
  939. victim->TakeDamage(damage);
  940. victim->CheckProcs(PROC_TYPE_DAMAGED, this);
  941. if (IsPlayer()) {
  942. switch (damage_type) {
  943. case DAMAGE_PACKET_DAMAGE_TYPE_SLASH:
  944. case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH:
  945. case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE:
  946. if (((Player*)this)->GetPlayerStatisticValue(STAT_PLAYER_HIGHEST_MELEE_HIT) < damage)
  947. ((Player*)this)->UpdatePlayerStatistic(STAT_PLAYER_HIGHEST_MELEE_HIT, damage, true);
  948. victim->CheckProcs(PROC_TYPE_DAMAGED_MELEE, this);
  949. break;
  950. case DAMAGE_PACKET_DAMAGE_TYPE_HEAT:
  951. case DAMAGE_PACKET_DAMAGE_TYPE_COLD:
  952. case DAMAGE_PACKET_DAMAGE_TYPE_MAGIC:
  953. case DAMAGE_PACKET_DAMAGE_TYPE_MENTAL:
  954. case DAMAGE_PACKET_DAMAGE_TYPE_DIVINE:
  955. case DAMAGE_PACKET_DAMAGE_TYPE_DISEASE:
  956. case DAMAGE_PACKET_DAMAGE_TYPE_POISON:
  957. if (((Player*)this)->GetPlayerStatisticValue(STAT_PLAYER_HIGHEST_MAGIC_HIT) < damage)
  958. ((Player*)this)->UpdatePlayerStatistic(STAT_PLAYER_HIGHEST_MAGIC_HIT, damage, true);
  959. victim->CheckProcs(PROC_TYPE_DAMAGED_MAGIC, this);
  960. break;
  961. }
  962. }
  963. }
  964. }
  965. Entity* attacker = nullptr;
  966. if(!ignore_attacker)
  967. attacker = this;
  968. if (damage > 0) {
  969. GetZone()->SendDamagePacket(attacker, victim, type, hit_result, damage_type, damage, spell_name);
  970. if (IsStealthed() || IsInvis())
  971. CancelAllStealth();
  972. if (victim->IsEntity())
  973. ((Entity*)victim)->CheckInterruptSpell(this);
  974. }
  975. else if (useWards)
  976. {
  977. GetZone()->SendDamagePacket(attacker, victim, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, DAMAGE_PACKET_RESULT_NO_DAMAGE, damage_type, 0, spell_name);
  978. }
  979. if (victim->GetHP() <= 0)
  980. KillSpawn(victim, type, damage_type, blow_type);
  981. else {
  982. victim->CheckProcs(PROC_TYPE_DEFENSIVE, this);
  983. if (spell_name)
  984. victim->CheckProcs(PROC_TYPE_MAGICAL_DEFENSIVE, this);
  985. else
  986. victim->CheckProcs(PROC_TYPE_PHYSICAL_DEFENSIVE, this);
  987. }
  988. return crit;
  989. }
  990. float Entity::CalculateMitigation(int8 type, int8 damage_type, int16 effective_level_attacker, bool for_pvp) {
  991. int16 effective_level_victim = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel();
  992. if(effective_level_attacker < 1 && effective_level_victim)
  993. effective_level_attacker = effective_level_victim;
  994. else
  995. effective_level_attacker = 1;
  996. int32 effective_mit_cap = effective_level_victim * rule_manager.GetGlobalRule(R_Combat, EffectiveMitigationCapLevel)->GetInt32();
  997. float max_mit = (float)GetInfoStruct()->get_max_mitigation();
  998. if(max_mit == 0.0f)
  999. max_mit = effective_level_victim * 100.0f;
  1000. int32 mit_to_use = 0;
  1001. switch(type) {
  1002. case DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE:
  1003. case DAMAGE_PACKET_TYPE_RANGE_DAMAGE:
  1004. mit_to_use = GetInfoStruct()->get_cur_mitigation();
  1005. break;
  1006. case DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG:
  1007. // since critical mitigation is a percentage we will reverse the mit value so we can add skill from specific types of weapons
  1008. mit_to_use = (int32)((float)GetInfoStruct()->get_max_mitigation() * (float)(GetInfoStruct()->get_critical_mitigation()/100.0f));
  1009. break;
  1010. }
  1011. switch(damage_type) {
  1012. case DAMAGE_PACKET_DAMAGE_TYPE_SLASH:
  1013. mit_to_use += GetInfoStruct()->get_mitigation_skill1(); // slash
  1014. break;
  1015. case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE:
  1016. mit_to_use += GetInfoStruct()->get_mitigation_skill2(); // pierce
  1017. break;
  1018. case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH:
  1019. mit_to_use += GetInfoStruct()->get_mitigation_skill3(); // crush
  1020. break;
  1021. case DAMAGE_PACKET_DAMAGE_TYPE_FOCUS:
  1022. return 0.0f; // focus cannot be mitigated, just break out of this now
  1023. break;
  1024. default:
  1025. // do nothing
  1026. break;
  1027. }
  1028. if(for_pvp) {
  1029. mit_to_use += effective_level_victim * rule_manager.GetGlobalRule(R_Combat, MitigationLevelEffectivenessMax)->GetInt32();
  1030. }
  1031. if(mit_to_use > effective_mit_cap) {
  1032. mit_to_use = effective_mit_cap;
  1033. }
  1034. float level_diff = ((float)effective_level_victim / (float)effective_level_attacker);
  1035. if(level_diff > rule_manager.GetGlobalRule(R_Combat, MitigationLevelEffectivenessMax)->GetFloat()) {
  1036. level_diff = rule_manager.GetGlobalRule(R_Combat, MitigationLevelEffectivenessMax)->GetFloat();
  1037. }
  1038. else if(level_diff < rule_manager.GetGlobalRule(R_Combat, MitigationLevelEffectivenessMax)->GetFloat()) {
  1039. level_diff = rule_manager.GetGlobalRule(R_Combat, MitigationLevelEffectivenessMin)->GetFloat();
  1040. }
  1041. float mit_percentage = ((float)mit_to_use / max_mit) * level_diff;
  1042. if(!for_pvp && mit_percentage > rule_manager.GetGlobalRule(R_Combat, MaxMitigationAllowed)->GetFloat()) {
  1043. mit_percentage = rule_manager.GetGlobalRule(R_Combat, MaxMitigationAllowed)->GetFloat();
  1044. }
  1045. else if(for_pvp && mit_percentage > rule_manager.GetGlobalRule(R_Combat, MaxMitigationAllowedPVP)->GetFloat()) {
  1046. mit_percentage = rule_manager.GetGlobalRule(R_Combat, MaxMitigationAllowedPVP)->GetFloat();
  1047. }
  1048. return mit_percentage;
  1049. }
  1050. void Entity::AddHate(Entity* attacker, sint32 hate) {
  1051. if(!attacker || GetHP() <= 0 || attacker->GetHP() <= 0)
  1052. return;
  1053. // If a players pet and protect self is off
  1054. if (IsPet() && ((NPC*)this)->GetOwner() && ((NPC*)this)->GetOwner()->IsPlayer() && ((((Player*)((NPC*)this)->GetOwner())->GetInfoStruct()->get_pet_behavior() & 2) == 0))
  1055. return;
  1056. hate = attacker->CalculateHateAmount(this, hate);
  1057. if (IsNPC() && ((NPC*)this)->Brain()) {
  1058. LogWrite(COMBAT__DEBUG, 3, "Combat", "Add NPC_AI Hate: Victim '%s', Attacker '%s', Hate: %i", GetName(), attacker->GetName(), hate);
  1059. ((NPC*)this)->Brain()->AddHate(attacker, hate);
  1060. int8 loot_state = ((NPC*)this)->GetLockedNoLoot();
  1061. // if encounter size is 0 then add the attacker to the encounter
  1062. if ((loot_state != ENCOUNTER_STATE_AVAILABLE && loot_state != ENCOUNTER_STATE_BROKEN && ((NPC*)this)->Brain()->GetEncounterSize() == 0)) {
  1063. ((NPC*)this)->Brain()->AddToEncounter(attacker);
  1064. AddTargetToEncounter(attacker);
  1065. }
  1066. }
  1067. if (attacker->GetThreatTransfer() && hate > 0) {
  1068. Spawn* transfer_target = (Entity*)GetZone()->GetSpawnByID(attacker->GetThreatTransfer()->Target);
  1069. if (transfer_target && transfer_target->IsEntity()) {
  1070. sint32 transfered_hate = hate * (attacker->GetThreatTransfer()->Amount / 100);
  1071. hate -= transfered_hate;
  1072. this->AddHate((Entity*)transfer_target, transfered_hate);
  1073. }
  1074. }
  1075. // If pet is adding hate add some to the pets owner as well
  1076. if (attacker->IsNPC() && ((NPC*)attacker)->IsPet())
  1077. AddHate(((NPC*)attacker)->GetOwner(), 1);
  1078. // If player and player has a pet and protect master is set add hate to the pet
  1079. if (IsPlayer() && HasPet() && (((Player*)this)->GetInfoStruct()->get_pet_behavior() & 1)) {
  1080. // If we have a combat pet add hate to it
  1081. if (((Player*)this)->GetPet())
  1082. AddHate(((Player*)this)->GetPet(), 1);
  1083. if (((Player*)this)->GetCharmedPet())
  1084. AddHate(((Player*)this)->GetCharmedPet(), 1);
  1085. }
  1086. // If this spawn has a spawn group then add the attacker to the hate list of the other
  1087. // group members if not already in their list
  1088. if (HasSpawnGroup()) {
  1089. vector<Spawn*>* group = GetSpawnGroup();
  1090. vector<Spawn*>::iterator itr;
  1091. for (itr = group->begin(); itr != group->end(); itr++) {
  1092. if (!(*itr)->IsNPC())
  1093. continue;
  1094. NPC* spawn = (NPC*)(*itr);
  1095. if (spawn->Brain()->GetHate(attacker) == 0)
  1096. spawn->Brain()->AddHate(attacker, 1);
  1097. }
  1098. safe_delete(group);
  1099. }
  1100. }
  1101. bool Entity::CheckFizzleSpell(LuaSpell* spell) {
  1102. if(!spell || !rule_manager.GetGlobalRule(R_Spells, EnableFizzleSpells)->GetInt8()
  1103. || spell->spell->GetSpellData()->can_fizzle == false)
  1104. return false;
  1105. float fizzleMaxSkill = rule_manager.GetGlobalRule(R_Spells, FizzleMaxSkill)->GetFloat();
  1106. float baseFizzle = rule_manager.GetGlobalRule(R_Spells, DefaultFizzleChance)->GetFloat()/100.0f; // 10%
  1107. float skillObtained = rule_manager.GetGlobalRule(R_Spells, FizzleDefaultSkill)->GetFloat(); // default of .2f so we don't go over the threshold if no skill
  1108. Skill* skill = GetSkillByID(spell->spell->GetSpellData()->mastery_skill, false);
  1109. if(skill && spell->spell->GetSpellData()->min_class_skill_req > 0)
  1110. {
  1111. float skillObtained = skill->current_val / spell->spell->GetSpellData()->min_class_skill_req;
  1112. if(skillObtained > fizzleMaxSkill) // 120% over the skill value
  1113. {
  1114. skillObtained = fizzleMaxSkill;
  1115. }
  1116. baseFizzle = (fizzleMaxSkill - skillObtained) * baseFizzle;
  1117. float totalSuccessChance = 1.0f - baseFizzle;
  1118. float randResult = MakeRandomFloat(0.0f, 1.0f);
  1119. if(randResult > totalSuccessChance)
  1120. return true;
  1121. }
  1122. return false;
  1123. }
  1124. bool Entity::CheckInterruptSpell(Entity* attacker) {
  1125. if(!IsCasting())
  1126. return false;
  1127. Spell* spell = GetZone()->GetSpell(this);
  1128. if(!spell || spell->GetSpellData()->interruptable == 0)
  1129. return false;
  1130. if(GetInfoStruct()->get_no_interrupt())
  1131. return false;
  1132. //originally base of 30 percent chance to continue casting if attacked
  1133. //modified to 50% and added global rule, 30% was too small at starting levels
  1134. int8 percent = rule_manager.GetGlobalRule(R_Spells, NoInterruptBaseChance)->GetInt32();
  1135. float focus_skill_with_bonus = CalculateSkillWithBonus("Focus", ITEM_STAT_FOCUS, true);
  1136. percent += ((1 + focus_skill_with_bonus)/6);
  1137. if(MakeRandomInt(1, 100) > percent) {
  1138. LogWrite(COMBAT__DEBUG, 0, "Combat", "'%s' interrupted spell for '%s': %i%%", attacker->GetName(), GetName(), percent);
  1139. GetZone()->Interrupted(this, attacker, SPELL_ERROR_INTERRUPTED);
  1140. return true;
  1141. }
  1142. LogWrite(COMBAT__DEBUG, 0, "Combat", "'%s' failed to interrupt spell for '%s': %i%%", attacker->GetName(), GetName(), percent);
  1143. return false;
  1144. }
  1145. void Entity::KillSpawn(Spawn* dead, int8 type, int8 damage_type, int16 kill_blow_type) {
  1146. if(!dead)
  1147. return;
  1148. if (IsPlayer()) {
  1149. Client* client = GetZone()->GetClientBySpawn(this);
  1150. PacketStruct* packet = configReader.getStruct("WS_EnterCombat", client->GetVersion());
  1151. if (packet) {
  1152. client->QueuePacket(packet->serialize());
  1153. }
  1154. safe_delete(packet);
  1155. ((Player*)this)->InCombat(false);
  1156. }
  1157. if (IsPlayer() && dead->IsEntity())
  1158. GetZone()->GetSpellProcess()->KillHOBySpawnID(dead->GetID());
  1159. /* just for sake of not knowing if we are in a read lock, write lock, or no lock
  1160. ** say spawnlist is locked (DismissPet arg 3 true), which means RemoveSpawn will remove the id from the spawn_list outside of the potential lock
  1161. */
  1162. if (dead->IsPet() && ((NPC*)dead)->GetOwner())
  1163. ((NPC*)dead)->GetOwner()->DismissPet((NPC*)dead, true, true);
  1164. else if (dead->IsEntity()) {
  1165. // remove all pets for this entity
  1166. ((Entity*)dead)->DismissAllPets(false, true);
  1167. }
  1168. if (IsCasting())
  1169. GetZone()->Interrupted(this, dead, SPELL_ERROR_NOT_ALIVE);
  1170. LogWrite(COMBAT__DEBUG, 3, "Combat", "Killing '%s'", dead->GetName());
  1171. // Kill movement for the dead npc so the corpse doesn't move
  1172. GetZone()->movementMgr->StopNavigation((Entity*)dead);
  1173. dead->ClearRunningLocations();
  1174. dead->CalculateRunningLocation(true);
  1175. GetZone()->KillSpawn(true, dead, this, true, type, damage_type, kill_blow_type);
  1176. }
  1177. void Entity::HandleDeathExperienceDebt(Spawn* killer)
  1178. {
  1179. if(!IsPlayer())
  1180. return;
  1181. float ruleDebt = 0.0f;
  1182. if(killer && killer->IsPlayer())
  1183. ruleDebt = rule_manager.GetGlobalRule(R_Combat, PVPDeathExperienceDebt)->GetFloat()/100.0f;
  1184. else
  1185. ruleDebt = rule_manager.GetGlobalRule(R_Combat, DeathExperienceDebt)->GetFloat()/100.0f;
  1186. if(ruleDebt > 0.0f)
  1187. {
  1188. bool groupDebt = rule_manager.GetGlobalRule(R_Combat, GroupExperienceDebt)->GetBool();
  1189. if(groupDebt && ((Player*)this)->GetGroupMemberInfo())
  1190. {
  1191. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  1192. PlayerGroup* group = world.GetGroupManager()->GetGroup(((Player*)this)->GetGroupMemberInfo()->group_id);
  1193. if (group)
  1194. {
  1195. group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
  1196. deque<GroupMemberInfo*>* members = group->GetMembers();
  1197. int32 size = members->size();
  1198. float xpDebtPerMember = ruleDebt/(float)size;
  1199. deque<GroupMemberInfo*>::iterator itr;
  1200. for (itr = members->begin(); itr != members->end(); itr++) {
  1201. GroupMemberInfo* gmi = *itr;
  1202. if (gmi->client && gmi->client->GetPlayer()) {
  1203. gmi->client->GetPlayer()->GetInfoStruct()->set_xp_debt(gmi->client->GetPlayer()->GetInfoStruct()->get_xp_debt()+xpDebtPerMember);
  1204. gmi->client->GetPlayer()->SetCharSheetChanged(true);
  1205. }
  1206. }
  1207. group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
  1208. }
  1209. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  1210. }
  1211. else
  1212. {
  1213. ((Player*)this)->GetInfoStruct()->set_xp_debt(((Player*)this)->GetInfoStruct()->get_xp_debt()+ruleDebt);
  1214. ((Player*)this)->SetCharSheetChanged(true);
  1215. }
  1216. }
  1217. }
  1218. void Entity::ProcessCombat() {
  1219. // This is a virtual function so when a NPC calls this it will use the NPC::ProcessCombat() version
  1220. // and a player will use the Player::ProcessCombat() version, leave this function blank.
  1221. }
  1222. void NPC::ProcessCombat() {
  1223. MBrain.writelock(__FUNCTION__, __LINE__);
  1224. // Check to see if it is time to call the AI again
  1225. if (m_brain && GetHP() > 0 && Timer::GetCurrentTime2() >= (m_brain->LastTick() + m_brain->Tick())) {
  1226. // Probably never want to use the following log, will spam the console for every NPC in a zone 4 times a second
  1227. //LogWrite(NPC_AI__DEBUG, 9, "NPC_AI", "%s is thinking...", GetName());
  1228. m_brain->Think();
  1229. // Set the time for when the brain was last called
  1230. m_brain->SetLastTick(Timer::GetCurrentTime2());
  1231. }
  1232. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  1233. }
  1234. void Player::ProcessCombat() {
  1235. // if not in combat OR casting a spell OR dazed OR feared return out
  1236. if (!EngagedInCombat() || IsCasting() || IsDazed() || IsFeared())
  1237. return;
  1238. //If no target delete combat_target and return out
  1239. Spawn* Target = GetZone()->GetSpawnByID(target);
  1240. if (!Target) {
  1241. combat_target = 0;
  1242. if (target > 0) {
  1243. SetTarget(0);
  1244. }
  1245. return;
  1246. }
  1247. // If is not an entity return out
  1248. if (!Target->IsEntity())
  1249. return;
  1250. // Reset combat target
  1251. combat_target = 0;
  1252. if (Target->HasTarget()) {
  1253. if (Target->IsPlayer() || (Target->IsNPC() && Target->IsPet() && ((NPC*)Target)->GetOwner() && ((NPC*)Target)->GetOwner()->IsPlayer())){
  1254. Spawn* secondary_target = Target->GetTarget();
  1255. if (secondary_target->IsNPC() && secondary_target->appearance.attackable) {
  1256. if (!secondary_target->IsPet() || (secondary_target->IsPet() && ((NPC*)secondary_target)->GetOwner() && ((NPC*)secondary_target)->GetOwner()->IsNPC())) {
  1257. combat_target = secondary_target;
  1258. }
  1259. }
  1260. }
  1261. }
  1262. // If combat_target wasn't set in the above if set it to the original target
  1263. if (!combat_target)
  1264. combat_target = Target;
  1265. // this if may not be required as at the min combat_target will be Target, which we already check at the begining
  1266. if(!combat_target)
  1267. return;
  1268. float distance = 0;
  1269. distance = GetDistance(combat_target);
  1270. // Check to see if we are doing ranged auto attacks if not check to see if we are in melee range
  1271. if (GetRangeAttack()) {
  1272. // We are doing ranged auto attacks
  1273. //check to see if we can attack the target AND the ranged weapon is ready
  1274. if(AttackAllowed((Entity*)combat_target, distance, true) && RangeWeaponReady()) {
  1275. Item* weapon = 0;
  1276. Item* ammo = 0;
  1277. // Get the currently equiped weapon and ammo for the ranged attack
  1278. weapon = GetEquipmentList()->GetItem(EQ2_RANGE_SLOT);
  1279. ammo = GetEquipmentList()->GetItem(EQ2_AMMO_SLOT);
  1280. LogWrite(COMBAT__DEBUG, 1, "Combat", "Weapon '%s', Ammo '%s'", ( weapon )? weapon->name.c_str() : "None", ( ammo ) ? ammo->name.c_str() : "None");
  1281. // If weapon and ammo are both valid perform the ranged attack else send a message to the client
  1282. if(weapon && ammo) {
  1283. LogWrite(COMBAT__DEBUG, 1, "Combat", "Weapon: Primary, Fighter: '%s', Target: '%s', Distance: %.2f", GetName(), combat_target->GetName(), distance);
  1284. RangeAttack(combat_target, distance, weapon, ammo);
  1285. }
  1286. else {
  1287. Client* client = GetZone()->GetClientBySpawn(this);
  1288. if (client) {
  1289. // 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
  1290. if (!ammo)
  1291. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Out of ammo.");
  1292. if (!weapon)
  1293. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "No ranged weapon found.");
  1294. }
  1295. }
  1296. }
  1297. }
  1298. else if(distance <= rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat()) {
  1299. // We are doing melee auto attacks and are within range
  1300. // Check to see if we can attack the target
  1301. if(AttackAllowed((Entity*)combat_target)) {
  1302. // Check to see if the primary melee weapon is ready
  1303. if(PrimaryWeaponReady()) {
  1304. // Set the time of the last melee attack with the primary weapon and perform the melee attack with primary weapon
  1305. SetPrimaryLastAttackTime(Timer::GetCurrentTime2());
  1306. MeleeAttack(combat_target, distance, true);
  1307. }
  1308. // Check to see if the secondary weapon is ready
  1309. if(SecondaryWeaponReady()) {
  1310. // set the time of the last melee attack with the secondary weapon and perform the melee attack with the secondary weapon
  1311. SetSecondaryLastAttackTime(Timer::GetCurrentTime2());
  1312. MeleeAttack(combat_target, distance, false);
  1313. }
  1314. }
  1315. }
  1316. }
  1317. void Entity::SetAttackDelay(bool primary, bool ranged) {
  1318. float mod = CalculateAttackSpeedMod();
  1319. bool dual_wield = IsDualWield();
  1320. //Note: Capping all attack speed increases at 125% normal speed (from function CalculateAttackSpeedMod())
  1321. //Add 33% longer delay if dual wielding
  1322. if(dual_wield && ! ranged) {
  1323. if(primary)
  1324. SetPrimaryAttackDelay((GetPrimaryWeaponDelay() * 1.33) / mod);
  1325. else
  1326. SetSecondaryAttackDelay((GetSecondaryWeaponDelay() * 1.33) / mod);
  1327. }
  1328. else {
  1329. if(primary)
  1330. SetPrimaryAttackDelay(GetPrimaryWeaponDelay() / mod);
  1331. else if(ranged)
  1332. SetRangeAttackDelay(GetRangeWeaponDelay() / mod);
  1333. else
  1334. SetSecondaryAttackDelay(GetSecondaryWeaponDelay() / mod);
  1335. }
  1336. }
  1337. float Entity::CalculateAttackSpeedMod(){
  1338. float aspeed = info_struct.get_attackspeed();
  1339. if(aspeed > 0) {
  1340. if (aspeed <= 100)
  1341. return (aspeed / 100 + 1);
  1342. else if (aspeed <= 200)
  1343. return 2.25;
  1344. }
  1345. return 1;
  1346. }
  1347. void Entity::AddProc(int8 type, float chance, Item* item, LuaSpell* spell) {
  1348. if (type == 0) {
  1349. LogWrite(COMBAT__ERROR, 0, "Proc", "Entity::AddProc called with an invalid type.");
  1350. return;
  1351. }
  1352. if (!item && !spell) {
  1353. LogWrite(COMBAT__ERROR, 0, "Proc", "Entity::AddProc must have a valid item or spell.");
  1354. return;
  1355. }
  1356. MProcList.writelock(__FUNCTION__, __LINE__);
  1357. Proc* proc = new Proc();
  1358. proc->chance = chance;
  1359. proc->item = item;
  1360. proc->spell = spell;
  1361. proc->spellid = spell->spell->GetSpellID();
  1362. m_procList[type].push_back(proc);
  1363. MProcList.releasewritelock(__FUNCTION__, __LINE__);
  1364. }
  1365. void Entity::RemoveProc(Item* item, LuaSpell* spell) {
  1366. if (!item && !spell) {
  1367. LogWrite(COMBAT__ERROR, 0, "Proc", "Entity::RemoveProc must have a valid item or spell.");
  1368. return;
  1369. }
  1370. MProcList.writelock(__FUNCTION__, __LINE__);
  1371. map<int8, vector<Proc*> >::iterator proc_itr;
  1372. vector<Proc*>::iterator itr;
  1373. for (proc_itr = m_procList.begin(); proc_itr != m_procList.end(); proc_itr++) {
  1374. itr = proc_itr->second.begin();
  1375. while (itr != proc_itr->second.end()) {
  1376. Proc* proc = *itr;
  1377. if ((item && proc->item == item) || (spell && proc->spell == spell)) {
  1378. itr = proc_itr->second.erase(itr);
  1379. safe_delete(proc);
  1380. }
  1381. else
  1382. itr++;
  1383. }
  1384. }
  1385. MProcList.releasewritelock(__FUNCTION__, __LINE__);
  1386. }
  1387. bool Entity::CastProc(Proc* proc, int8 type, Spawn* target) {
  1388. lua_State* state = 0;
  1389. bool item_proc = false;
  1390. int8 num_args = 3;
  1391. if (proc->spell) {
  1392. state = proc->spell->state;
  1393. }
  1394. else if (proc->item) {
  1395. state = lua_interface->GetItemScript(proc->item->GetItemScript());
  1396. item_proc = true;
  1397. }
  1398. if (!state) {
  1399. LogWrite(COMBAT__ERROR, 0, "Proc", "No valid lua_State* found");
  1400. return false;
  1401. }
  1402. lua_getglobal(state, "proc");
  1403. if (item_proc) {
  1404. num_args++;
  1405. lua_interface->SetItemValue(state, proc->item);
  1406. }
  1407. lua_interface->SetSpawnValue(state, this);
  1408. lua_interface->SetSpawnValue(state, target);
  1409. lua_interface->SetInt32Value(state, type);
  1410. /*
  1411. Add spell data from db in case of a spell proc here...
  1412. */
  1413. if (!item_proc) {
  1414. // Append spell data to the param list
  1415. vector<LUAData*>* data = proc->spell->spell->GetLUAData();
  1416. for(int32 i = 0; i < data->size(); i++) {
  1417. switch(data->at(i)->type) {
  1418. case 0:{
  1419. lua_interface->SetSInt32Value(proc->spell->state, data->at(i)->int_value);
  1420. break;
  1421. }
  1422. case 1:{
  1423. lua_interface->SetFloatValue(proc->spell->state, data->at(i)->float_value);
  1424. break;
  1425. }
  1426. case 2:{
  1427. lua_interface->SetBooleanValue(proc->spell->state, data->at(i)->bool_value);
  1428. break;
  1429. }
  1430. case 3:{
  1431. lua_interface->SetStringValue(proc->spell->state, data->at(i)->string_value.c_str());
  1432. break;
  1433. }
  1434. default:{
  1435. 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());
  1436. return false;
  1437. }
  1438. }
  1439. num_args++;
  1440. }
  1441. }
  1442. if (lua_pcall(state, num_args, 0, 0) != 0) {
  1443. LogWrite(COMBAT__ERROR, 0, "Proc", "Unable to call the proc function for spell %i tier %i", proc->spell->spell->GetSpellID(), proc->spell->spell->GetSpellTier());
  1444. lua_pop(state, 1);
  1445. return false;
  1446. }
  1447. return true;
  1448. }
  1449. void Entity::CheckProcs(int8 type, Spawn* target) {
  1450. if (type == 0) {
  1451. LogWrite(COMBAT__ERROR, 0, "Proc", "Entity::CheckProcs called with an invalid type.");
  1452. return;
  1453. }
  1454. float roll = MakeRandomFloat(0, 100);
  1455. vector<Proc*> tmpList;
  1456. MProcList.readlock(__FUNCTION__, __LINE__);
  1457. for (int8 i = 0; i < m_procList[type].size(); i++) {
  1458. Proc* proc = m_procList[type].at(i);
  1459. if (roll <= proc->chance)
  1460. {
  1461. Proc* tmpProc = new Proc();
  1462. tmpProc->chance = proc->chance;
  1463. tmpProc->item = proc->item;
  1464. tmpProc->spell = proc->spell;
  1465. tmpProc->spellid = proc->spellid;
  1466. tmpList.push_back(tmpProc);
  1467. }
  1468. }
  1469. MProcList.releasereadlock(__FUNCTION__, __LINE__);
  1470. vector<Proc*>::iterator proc_itr;
  1471. for (proc_itr = tmpList.begin(); proc_itr != tmpList.end();) {
  1472. Proc* tmpProc = *proc_itr;
  1473. CastProc(tmpProc, type, target);
  1474. proc_itr++;
  1475. safe_delete(tmpProc);
  1476. }
  1477. }
  1478. void Entity::ClearProcs() {
  1479. MProcList.writelock(__FUNCTION__, __LINE__);
  1480. map<int8, vector<Proc*> >::iterator proc_itr;
  1481. vector<Proc*>::iterator itr;
  1482. for (proc_itr = m_procList.begin(); proc_itr != m_procList.end(); proc_itr++) {
  1483. itr = proc_itr->second.begin();
  1484. while (itr != proc_itr->second.end()) {
  1485. safe_delete(*itr);
  1486. itr = proc_itr->second.erase(itr);
  1487. }
  1488. proc_itr->second.clear();
  1489. }
  1490. m_procList.clear();
  1491. MProcList.releasewritelock(__FUNCTION__, __LINE__);
  1492. }
  1493. sint32 Entity::CalculateHateAmount(Spawn* target, sint32 amt) {
  1494. amt = CalculateFormulaByStat(amt, ITEM_STAT_TAUNT_AMOUNT);
  1495. amt = CalculateFormulaByStat(amt, ITEM_STAT_TAUNT_AND_COMBAT_ART_DAMAGE);
  1496. amt = CalculateFormulaByStat(amt, ITEM_STAT_ABILITY_MODIFIER);
  1497. return amt;
  1498. }
  1499. sint32 Entity::CalculateHealAmount(Spawn* target, sint32 amt, int8 crit_mod, bool* crit, bool skip_crit_mod) {
  1500. amt = CalculateFormulaByStat(amt, ITEM_STAT_HEAL_AMOUNT);
  1501. amt = CalculateFormulaByStat(amt, ITEM_STAT_SPELL_AND_HEAL);
  1502. //Potency Mod
  1503. amt = CalculateFormulaByStat(amt, ITEM_STAT_POTENCY);
  1504. //Ability Mod
  1505. amt += (int32)min((int32)GetInfoStruct()->get_ability_modifier(), (int32)(amt / 2));
  1506. if(!skip_crit_mod){
  1507. if(!crit_mod || crit_mod == 1){
  1508. if(crit_mod == 1)
  1509. *crit = true;
  1510. else if(!*crit) {
  1511. // Crit Roll
  1512. float chance = (float)max((float)0, (float)GetInfoStruct()->get_crit_chance());
  1513. *crit = (MakeRandomFloat(0, 100) <= chance);
  1514. }
  1515. if(*crit){
  1516. //Apply total crit multiplier with crit bonus
  1517. amt *= ((GetInfoStruct()->get_crit_bonus() / 100) + 1.3);
  1518. }
  1519. }
  1520. }
  1521. return amt;
  1522. }
  1523. sint32 Entity::CalculateDamageAmount(Spawn* target, sint32 damage, int8 base_type, int8 damage_type, LuaSpell* spell) {
  1524. return CalculateDamageAmount(target, damage, base_type, damage_type, (spell && spell->spell) ? spell->spell->GetSpellData()->target_type : 0);
  1525. }
  1526. sint32 Entity::CalculateDamageAmount(Spawn* target, sint32 damage, int8 base_type, int8 damage_type, int8 target_type) {
  1527. if(damage_type == DAMAGE_PACKET_DAMAGE_TYPE_FOCUS) {
  1528. return damage; // cannot avoid focus damage
  1529. }
  1530. // only spells may add spell damage item stat
  1531. if(damage_type >= DAMAGE_PACKET_DAMAGE_TYPE_HEAT && damage_type <= DAMAGE_PACKET_DAMAGE_TYPE_POISON)
  1532. {
  1533. // https://forums.daybreakgames.com/eq2/index.php?threads/potency-and-ability-mod-what.4316/
  1534. // Spell damage model assuming 100% crit chance:
  1535. // (Spell base damage * Base damage modifier * Int bonus * Skill bonus * Potency + Ability modifier) * Crit bonus * Spell double attack
  1536. /** Spell base damage: Get all master spells
  1537. Base damage modifier: Very very rare. Available from Wizard aa Wisdom line(Brainstorm). Get it, cherish it.
  1538. 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.
  1539. 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.
  1540. Potency: A straight damage modifier, the more you can get the better. No practical cap.
  1541. 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.
  1542. 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.
  1543. 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.
  1544. Makes the spell cast twice with some limitations.
  1545. **/
  1546. damage = CalculateFormulaByStat(damage, ITEM_STAT_SPELL_DAMAGE);
  1547. }
  1548. if(base_type == DAMAGE_PACKET_TYPE_SPELL_DAMAGE)
  1549. damage = CalculateFormulaByStat(damage, ITEM_STAT_SPELL_AND_COMBAT_ART_DAMAGE);
  1550. // combat abilities only bonus
  1551. if(damage_type <= DAMAGE_PACKET_DAMAGE_TYPE_PIERCE)
  1552. damage = CalculateFormulaByStat(damage, ITEM_STAT_TAUNT_AND_COMBAT_ART_DAMAGE);
  1553. // Potency mod
  1554. damage = CalculateFormulaByStat(damage, ITEM_STAT_POTENCY);
  1555. int32 modifier = 2;
  1556. if(target_type == SPELL_TARGET_GROUP_AE || target_type == SPELL_TARGET_RAID_AE || target_type == SPELL_TARGET_OTHER_GROUP_AE)
  1557. {
  1558. modifier = 3;
  1559. }
  1560. // Ability mod can only give up to half of damage after potency
  1561. int32 mod = (int32)min(info_struct.get_ability_modifier(), (float)(damage / modifier));
  1562. damage += mod;
  1563. return damage;
  1564. }
  1565. sint32 Entity::CalculateFormulaByStat(sint32 value, int16 stat) {
  1566. sint32 outValue = value;
  1567. MStats.lock();
  1568. std::map<int16, float>::iterator itr = stats.find(stat);
  1569. if(itr != stats.end())
  1570. outValue = (sint32)((float)value * ((itr->second / 100.0f) + 1.0f));
  1571. MStats.unlock();
  1572. return outValue;
  1573. }
  1574. int32 Entity::CalculateFormulaByStat(int32 value, int16 stat) {
  1575. int32 outValue = value;
  1576. MStats.lock();
  1577. std::map<int16, float>::iterator itr = stats.find(stat);
  1578. if(itr != stats.end())
  1579. outValue = (int32)((float)value * ((itr->second / 100.0f) + 1.0f));
  1580. MStats.unlock();
  1581. return outValue;
  1582. }
  1583. int32 Entity::CalculateFormulaBonus(int32 value, float percent_bonus) {
  1584. return (int32)((float)value * ((percent_bonus / 100.0f) + 1.0f));
  1585. }