Entity.cpp 141 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 "Entity.h"
  17. #include <math.h>
  18. #include "Items/Items.h"
  19. #include "zoneserver.h"
  20. #include "World.h"
  21. #include "../common/Log.h"
  22. #include "Spells.h"
  23. #include "SpellProcess.h"
  24. #include "classes.h"
  25. #include "LuaInterface.h"
  26. #include "ClientPacketFunctions.h"
  27. #include "Skills.h"
  28. #include "Rules/Rules.h"
  29. #include "LuaInterface.h"
  30. extern World world;
  31. extern MasterItemList master_item_list;
  32. extern MasterSpellList master_spell_list;
  33. extern MasterSkillList master_skill_list;
  34. extern RuleManager rule_manager;
  35. extern Classes classes;
  36. extern LuaInterface* lua_interface;
  37. Entity::Entity(){
  38. MapInfoStruct();
  39. max_speed = 6;
  40. base_speed = 0.0f;
  41. last_x = -1;
  42. last_y = -1;
  43. last_z = -1;
  44. last_heading = -1;
  45. regen_hp_rate = 0;
  46. regen_power_rate = 0;
  47. in_combat = false;
  48. casting = false;
  49. //memset(&info_struct, 0, sizeof(InfoStruct));
  50. memset(&features, 0, sizeof(CharFeatures));
  51. memset(&equipment, 0, sizeof(EQ2_Equipment));
  52. pet = 0;
  53. charmedPet = 0;
  54. deityPet = 0;
  55. cosmeticPet = 0;
  56. speed = 0;
  57. speed_multiplier = 1.0f;
  58. m_threatTransfer = 0;
  59. group_member_info = 0;
  60. trade = 0;
  61. deity = 0;
  62. MProcList.SetName("Entity::m_procList");
  63. MDetriments.SetName("Entity::MDetriments");
  64. MMaintainedSpells.SetName("Entity::MMaintainedSpells");
  65. MSpellEffects.SetName("Entity::MSpellEffects");
  66. m_procList.clear();
  67. control_effects.clear();
  68. for (int i = 0; i < CONTROL_MAX_EFFECTS; i++)
  69. control_effects[i] = NULL;
  70. immunities.clear();
  71. info_struct.ResetEffects(this);
  72. MCommandMutex.SetName("Entity::MCommandMutex");
  73. hasSeeInvisSpell = false;
  74. hasSeeHideSpell = false;
  75. owner = 0;
  76. m_petType = 0;
  77. m_petSpellID = 0;
  78. m_petSpellTier = 0;
  79. m_petDismissing = false;
  80. if (!IsPlayer() && GetInfoStruct()->get_max_concentration_base() == 0)
  81. GetInfoStruct()->set_max_concentration_base(5);
  82. }
  83. Entity::~Entity(){
  84. MutexList<BonusValues*>::iterator itr2 = bonus_list.begin();
  85. while(itr2.Next())
  86. safe_delete(itr2.value);
  87. ClearProcs();
  88. safe_delete(m_threatTransfer);
  89. map<int8, MutexList<LuaSpell*>*>::iterator itr3;
  90. for (itr3 = control_effects.begin(); itr3 != control_effects.end(); itr3++)
  91. safe_delete(itr3->second);
  92. control_effects.clear();
  93. map<int8, MutexList<LuaSpell*>*>::iterator itr4;
  94. for (itr4 = immunities.begin(); itr4 != immunities.end(); itr4++)
  95. safe_delete(itr4->second);
  96. immunities.clear();
  97. if(!IsPlayer())
  98. DeleteSpellEffects(true);
  99. safe_delete(m_threatTransfer);
  100. }
  101. void Entity::DeleteSpellEffects(bool removeClient)
  102. {
  103. map<LuaSpell*,bool> deletedPtrs;
  104. for(int i=0;i<45;i++){
  105. if(i<30){
  106. if(GetInfoStruct()->maintained_effects[i].spell_id != 0xFFFFFFFF)
  107. {
  108. if(deletedPtrs.find(GetInfoStruct()->maintained_effects[i].spell) == deletedPtrs.end())
  109. {
  110. deletedPtrs[GetInfoStruct()->maintained_effects[i].spell] = true;
  111. lua_interface->RemoveSpell(GetInfoStruct()->maintained_effects[i].spell, false, removeClient, "", removeClient);
  112. if (IsPlayer())
  113. GetInfoStruct()->maintained_effects[i].icon = 0xFFFF;
  114. }
  115. GetInfoStruct()->maintained_effects[i].spell_id = 0xFFFFFFFF;
  116. GetInfoStruct()->maintained_effects[i].spell = nullptr;
  117. }
  118. }
  119. if(GetInfoStruct()->spell_effects[i].spell_id != 0xFFFFFFFF)
  120. {
  121. if(deletedPtrs.find(GetInfoStruct()->spell_effects[i].spell) == deletedPtrs.end()) {
  122. if(GetInfoStruct()->spell_effects[i].spell && GetInfoStruct()->spell_effects[i].spell->spell &&
  123. GetInfoStruct()->spell_effects[i].spell->spell->GetSpellData()->spell_book_type == SPELL_BOOK_TYPE_NOT_SHOWN) {
  124. deletedPtrs[GetInfoStruct()->spell_effects[i].spell] = true;
  125. lua_interface->RemoveSpell(GetInfoStruct()->spell_effects[i].spell, false, removeClient, "", removeClient);
  126. }
  127. }
  128. GetInfoStruct()->spell_effects[i].spell_id = 0xFFFFFFFF;
  129. GetInfoStruct()->spell_effects[i].spell = nullptr;
  130. }
  131. }
  132. }
  133. void Entity::RemoveSpells(bool unfriendlyOnly)
  134. {
  135. for(int i=0;i<45;i++){
  136. if(i<30){
  137. if(GetInfoStruct()->maintained_effects[i].spell_id != 0xFFFFFFFF)
  138. {
  139. if(!unfriendlyOnly || (unfriendlyOnly && GetInfoStruct()->maintained_effects[i].spell &&
  140. !GetInfoStruct()->maintained_effects[i].spell->spell->GetSpellData()->friendly_spell))
  141. GetZone()->GetSpellProcess()->AddSpellCancel(GetInfoStruct()->maintained_effects[i].spell);
  142. }
  143. }
  144. if(GetInfoStruct()->spell_effects[i].spell_id != 0xFFFFFFFF)
  145. {
  146. if(!unfriendlyOnly || (unfriendlyOnly && GetInfoStruct()->spell_effects[i].spell &&
  147. !GetInfoStruct()->spell_effects[i].spell->spell->GetSpellData()->friendly_spell))
  148. RemoveSpellEffect(GetInfoStruct()->spell_effects[i].spell);
  149. }
  150. }
  151. }
  152. void Entity::MapInfoStruct()
  153. {
  154. /** GETS **/
  155. get_string_funcs["name"] = l::bind(&InfoStruct::get_name, &info_struct);
  156. get_int8_funcs["class1"] = l::bind(&InfoStruct::get_class1, &info_struct);
  157. get_int8_funcs["class2"] = l::bind(&InfoStruct::get_class2, &info_struct);
  158. get_int8_funcs["class3"] = l::bind(&InfoStruct::get_class3, &info_struct);
  159. get_int8_funcs["race"] = l::bind(&InfoStruct::get_race, &info_struct);
  160. get_int8_funcs["gender"] = l::bind(&InfoStruct::get_gender, &info_struct);
  161. get_int16_funcs["level"] = l::bind(&InfoStruct::get_level, &info_struct);
  162. get_int16_funcs["max_level"] = l::bind(&InfoStruct::get_max_level, &info_struct);
  163. get_int16_funcs["effective_level"] = l::bind(&InfoStruct::get_effective_level, &info_struct);
  164. get_int16_funcs["tradeskill_level"] = l::bind(&InfoStruct::get_tradeskill_level, &info_struct);
  165. get_int16_funcs["tradeskill_max_level"] = l::bind(&InfoStruct::get_tradeskill_max_level, &info_struct);
  166. get_int8_funcs["cur_concentration"] = l::bind(&InfoStruct::get_cur_concentration, &info_struct);
  167. get_int8_funcs["max_concentration"] = l::bind(&InfoStruct::get_max_concentration, &info_struct);
  168. get_int8_funcs["max_concentration_base"] = l::bind(&InfoStruct::get_max_concentration_base, &info_struct);
  169. get_int16_funcs["cur_attack"] = l::bind(&InfoStruct::get_cur_attack, &info_struct);
  170. get_int16_funcs["attack_base"] = l::bind(&InfoStruct::get_attack_base, &info_struct);
  171. get_int16_funcs["cur_mitigation"] = l::bind(&InfoStruct::get_cur_mitigation, &info_struct);
  172. get_int16_funcs["max_mitigation"] = l::bind(&InfoStruct::get_max_mitigation, &info_struct);
  173. get_int16_funcs["mitigation_base"] = l::bind(&InfoStruct::get_mitigation_base, &info_struct);
  174. get_int16_funcs["avoidance_display"] = l::bind(&InfoStruct::get_avoidance_display, &info_struct);
  175. get_float_funcs["cur_avoidance"] = l::bind(&InfoStruct::get_cur_avoidance, &info_struct);
  176. get_int16_funcs["base_avoidance_pct"] = l::bind(&InfoStruct::get_base_avoidance_pct, &info_struct);
  177. get_int16_funcs["avoidance_base"] = l::bind(&InfoStruct::get_avoidance_base, &info_struct);
  178. get_int16_funcs["max_avoidance"] = l::bind(&InfoStruct::get_max_avoidance, &info_struct);
  179. get_float_funcs["parry"] = l::bind(&InfoStruct::get_parry, &info_struct);
  180. get_float_funcs["parry_base"] = l::bind(&InfoStruct::get_parry_base, &info_struct);
  181. get_float_funcs["deflection"] = l::bind(&InfoStruct::get_deflection, &info_struct);
  182. get_int16_funcs["deflection_base"] = l::bind(&InfoStruct::get_deflection_base, &info_struct);
  183. get_float_funcs["block"] = l::bind(&InfoStruct::get_block, &info_struct);
  184. get_int16_funcs["block_base"] = l::bind(&InfoStruct::get_block_base, &info_struct);
  185. get_float_funcs["str"] = l::bind(&InfoStruct::get_str, &info_struct);
  186. get_float_funcs["sta"] = l::bind(&InfoStruct::get_sta, &info_struct);
  187. get_float_funcs["agi"] = l::bind(&InfoStruct::get_agi, &info_struct);
  188. get_float_funcs["wis"] = l::bind(&InfoStruct::get_wis, &info_struct);
  189. get_float_funcs["intel"] = l::bind(&InfoStruct::get_intel, &info_struct);
  190. get_float_funcs["str_base"] = l::bind(&InfoStruct::get_str_base, &info_struct);
  191. get_float_funcs["sta_base"] = l::bind(&InfoStruct::get_sta_base, &info_struct);
  192. get_float_funcs["agi_base"] = l::bind(&InfoStruct::get_agi_base, &info_struct);
  193. get_float_funcs["wis_base"] = l::bind(&InfoStruct::get_wis_base, &info_struct);
  194. get_float_funcs["intel_base"] = l::bind(&InfoStruct::get_intel_base, &info_struct);
  195. get_int16_funcs["heat"] = l::bind(&InfoStruct::get_heat, &info_struct);
  196. get_int16_funcs["cold"] = l::bind(&InfoStruct::get_cold, &info_struct);
  197. get_int16_funcs["magic"] = l::bind(&InfoStruct::get_magic, &info_struct);
  198. get_int16_funcs["mental"] = l::bind(&InfoStruct::get_mental, &info_struct);
  199. get_int16_funcs["divine"] = l::bind(&InfoStruct::get_divine, &info_struct);
  200. get_int16_funcs["disease"] = l::bind(&InfoStruct::get_disease, &info_struct);
  201. get_int16_funcs["poison"] = l::bind(&InfoStruct::get_poison, &info_struct);
  202. get_int16_funcs["disease_base"] = l::bind(&InfoStruct::get_disease_base, &info_struct);
  203. get_int16_funcs["cold_base"] = l::bind(&InfoStruct::get_cold_base, &info_struct);
  204. get_int16_funcs["divine_base"] = l::bind(&InfoStruct::get_divine_base, &info_struct);
  205. get_int16_funcs["magic_base"] = l::bind(&InfoStruct::get_magic_base, &info_struct);
  206. get_int16_funcs["mental_base"] = l::bind(&InfoStruct::get_mental_base, &info_struct);
  207. get_int16_funcs["heat_base"] = l::bind(&InfoStruct::get_heat_base, &info_struct);
  208. get_int16_funcs["poison_base"] = l::bind(&InfoStruct::get_poison_base, &info_struct);
  209. get_int16_funcs["elemental_base"] = l::bind(&InfoStruct::get_elemental_base, &info_struct);
  210. get_int16_funcs["noxious_base"] = l::bind(&InfoStruct::get_noxious_base, &info_struct);
  211. get_int16_funcs["arcane_base"] = l::bind(&InfoStruct::get_arcane_base, &info_struct);
  212. get_int32_funcs["coin_copper"] = l::bind(&InfoStruct::get_coin_copper, &info_struct);
  213. get_int32_funcs["coin_silver"] = l::bind(&InfoStruct::get_coin_silver, &info_struct);
  214. get_int32_funcs["coin_gold"] = l::bind(&InfoStruct::get_coin_gold, &info_struct);
  215. get_int32_funcs["coin_plat"] = l::bind(&InfoStruct::get_coin_plat, &info_struct);
  216. get_int32_funcs["bank_coin_copper"] = l::bind(&InfoStruct::get_bank_coin_copper, &info_struct);
  217. get_int32_funcs["bank_coin_silver"] = l::bind(&InfoStruct::get_bank_coin_silver, &info_struct);
  218. get_int32_funcs["bank_coin_gold"] = l::bind(&InfoStruct::get_bank_coin_gold, &info_struct);
  219. get_int32_funcs["bank_coin_plat"] = l::bind(&InfoStruct::get_bank_coin_plat, &info_struct);
  220. get_int32_funcs["status_points"] = l::bind(&InfoStruct::get_status_points, &info_struct);
  221. get_string_funcs["deity"] = l::bind(&InfoStruct::get_deity, &info_struct);
  222. get_int32_funcs["weight"] = l::bind(&InfoStruct::get_weight, &info_struct);
  223. get_int32_funcs["max_weight"] = l::bind(&InfoStruct::get_max_weight, &info_struct);
  224. get_int8_funcs["tradeskill_class1"] = l::bind(&InfoStruct::get_tradeskill_class1, &info_struct);
  225. get_int8_funcs["tradeskill_class2"] = l::bind(&InfoStruct::get_tradeskill_class2, &info_struct);
  226. get_int8_funcs["tradeskill_class3"] = l::bind(&InfoStruct::get_tradeskill_class3, &info_struct);
  227. get_int32_funcs["account_age_base"] = l::bind(&InfoStruct::get_account_age_base, &info_struct);
  228. // int8 account_age_bonus_[19];
  229. get_int16_funcs["absorb"] = l::bind(&InfoStruct::get_absorb, &info_struct);
  230. get_int32_funcs["xp"] = l::bind(&InfoStruct::get_xp, &info_struct);
  231. get_int32_funcs["xp_needed"] = l::bind(&InfoStruct::get_xp_needed, &info_struct);
  232. get_float_funcs["xp_debt"] = l::bind(&InfoStruct::get_xp_debt, &info_struct);
  233. get_int16_funcs["xp_yellow"] = l::bind(&InfoStruct::get_xp_yellow, &info_struct);
  234. get_int16_funcs["xp_yellow_vitality_bar"] = l::bind(&InfoStruct::get_xp_yellow_vitality_bar, &info_struct);
  235. get_int16_funcs["xp_blue_vitality_bar"] = l::bind(&InfoStruct::get_xp_blue_vitality_bar, &info_struct);
  236. get_int16_funcs["xp_blue"] = l::bind(&InfoStruct::get_xp_blue, &info_struct);
  237. get_int32_funcs["ts_xp"] = l::bind(&InfoStruct::get_ts_xp, &info_struct);
  238. get_int32_funcs["ts_xp_needed"] = l::bind(&InfoStruct::get_ts_xp_needed, &info_struct);
  239. get_int16_funcs["tradeskill_exp_yellow"] = l::bind(&InfoStruct::get_tradeskill_exp_yellow, &info_struct);
  240. get_int16_funcs["tradeskill_exp_blue"] = l::bind(&InfoStruct::get_tradeskill_exp_blue, &info_struct);
  241. get_int32_funcs["flags"] = l::bind(&InfoStruct::get_flags, &info_struct);
  242. get_int32_funcs["flags2"] = l::bind(&InfoStruct::get_flags2, &info_struct);
  243. get_float_funcs["xp_vitality"] = l::bind(&InfoStruct::get_xp_vitality, &info_struct);
  244. get_float_funcs["tradeskill_xp_vitality"] = l::bind(&InfoStruct::get_tradeskill_xp_vitality, &info_struct);
  245. get_int16_funcs["mitigation_skill1"] = l::bind(&InfoStruct::get_mitigation_skill1, &info_struct);
  246. get_int16_funcs["mitigation_skill2"] = l::bind(&InfoStruct::get_mitigation_skill2, &info_struct);
  247. get_int16_funcs["mitigation_skill3"] = l::bind(&InfoStruct::get_mitigation_skill3, &info_struct);
  248. get_int16_funcs["mitigation_pve"] = l::bind(&InfoStruct::get_mitigation_pve, &info_struct);
  249. get_int16_funcs["mitigation_pvp"] = l::bind(&InfoStruct::get_mitigation_pvp, &info_struct);
  250. get_float_funcs["ability_modifier"] = l::bind(&InfoStruct::get_ability_modifier, &info_struct);
  251. get_float_funcs["critical_mitigation"] = l::bind(&InfoStruct::get_critical_mitigation, &info_struct);
  252. get_float_funcs["block_chance"] = l::bind(&InfoStruct::get_block_chance, &info_struct);
  253. get_float_funcs["uncontested_parry"] = l::bind(&InfoStruct::get_uncontested_parry, &info_struct);
  254. get_float_funcs["uncontested_block"] = l::bind(&InfoStruct::get_uncontested_block, &info_struct);
  255. get_float_funcs["uncontested_dodge"] = l::bind(&InfoStruct::get_uncontested_dodge, &info_struct);
  256. get_float_funcs["uncontested_riposte"] = l::bind(&InfoStruct::get_uncontested_riposte, &info_struct);
  257. get_float_funcs["crit_chance"] = l::bind(&InfoStruct::get_crit_chance, &info_struct);
  258. get_float_funcs["crit_bonus"] = l::bind(&InfoStruct::get_crit_bonus, &info_struct);
  259. get_float_funcs["potency"] = l::bind(&InfoStruct::get_potency, &info_struct);
  260. get_float_funcs["hate_mod"] = l::bind(&InfoStruct::get_hate_mod, &info_struct);
  261. get_float_funcs["reuse_speed"] = l::bind(&InfoStruct::get_reuse_speed, &info_struct);
  262. get_float_funcs["casting_speed"] = l::bind(&InfoStruct::get_casting_speed, &info_struct);
  263. get_float_funcs["recovery_speed"] = l::bind(&InfoStruct::get_recovery_speed, &info_struct);
  264. get_float_funcs["spell_reuse_speed"] = l::bind(&InfoStruct::get_spell_reuse_speed, &info_struct);
  265. get_float_funcs["spell_multi_attack"] = l::bind(&InfoStruct::get_spell_multi_attack, &info_struct);
  266. get_float_funcs["dps"] = l::bind(&InfoStruct::get_dps, &info_struct);
  267. get_float_funcs["dps_multiplier"] = l::bind(&InfoStruct::get_dps_multiplier, &info_struct);
  268. get_float_funcs["attackspeed"] = l::bind(&InfoStruct::get_attackspeed, &info_struct);
  269. get_float_funcs["haste"] = l::bind(&InfoStruct::get_haste, &info_struct);
  270. get_float_funcs["multi_attack"] = l::bind(&InfoStruct::get_multi_attack, &info_struct);
  271. get_float_funcs["flurry"] = l::bind(&InfoStruct::get_flurry, &info_struct);
  272. get_float_funcs["melee_ae"] = l::bind(&InfoStruct::get_melee_ae, &info_struct);
  273. get_float_funcs["strikethrough"] = l::bind(&InfoStruct::get_strikethrough, &info_struct);
  274. get_float_funcs["accuracy"] = l::bind(&InfoStruct::get_accuracy, &info_struct);
  275. get_float_funcs["offensivespeed"] = l::bind(&InfoStruct::get_offensivespeed, &info_struct);
  276. get_float_funcs["rain"] = l::bind(&InfoStruct::get_rain, &info_struct);
  277. get_float_funcs["wind"] = l::bind(&InfoStruct::get_wind, &info_struct);
  278. get_sint8_funcs["alignment"] = l::bind(&InfoStruct::get_alignment, &info_struct);
  279. get_int32_funcs["pet_id"] = l::bind(&InfoStruct::get_pet_id, &info_struct);
  280. get_string_funcs["pet_name"] = l::bind(&InfoStruct::get_pet_name, &info_struct);
  281. get_float_funcs["pet_health_pct"] = l::bind(&InfoStruct::get_pet_health_pct, &info_struct);
  282. get_float_funcs["pet_power_pct"] = l::bind(&InfoStruct::get_pet_power_pct, &info_struct);
  283. get_int8_funcs["pet_movement"] = l::bind(&InfoStruct::get_pet_movement, &info_struct);
  284. get_int8_funcs["pet_behavior"] = l::bind(&InfoStruct::get_pet_behavior, &info_struct);
  285. get_int32_funcs["vision"] = l::bind(&InfoStruct::get_vision, &info_struct);
  286. get_int8_funcs["breathe_underwater"] = l::bind(&InfoStruct::get_breathe_underwater, &info_struct);
  287. get_string_funcs["biography"] = l::bind(&InfoStruct::get_biography, &info_struct);
  288. get_float_funcs["drunk"] = l::bind(&InfoStruct::get_drunk, &info_struct);
  289. get_sint16_funcs["power_regen"] = l::bind(&InfoStruct::get_power_regen, &info_struct);
  290. get_sint16_funcs["hp_regen"] = l::bind(&InfoStruct::get_hp_regen, &info_struct);
  291. get_int8_funcs["power_regen_override"] = l::bind(&InfoStruct::get_power_regen_override, &info_struct);
  292. get_int8_funcs["hp_regen_override"] = l::bind(&InfoStruct::get_hp_regen_override, &info_struct);
  293. get_int8_funcs["water_type"] = l::bind(&InfoStruct::get_water_type, &info_struct);
  294. get_int8_funcs["flying_type"] = l::bind(&InfoStruct::get_flying_type, &info_struct);
  295. get_int8_funcs["no_interrupt"] = l::bind(&InfoStruct::get_no_interrupt, &info_struct);
  296. get_int8_funcs["interaction_flag"] = l::bind(&InfoStruct::get_interaction_flag, &info_struct);
  297. get_int8_funcs["tag1"] = l::bind(&InfoStruct::get_tag1, &info_struct);
  298. get_int16_funcs["mood"] = l::bind(&InfoStruct::get_mood, &info_struct);
  299. get_int32_funcs["range_last_attack_time"] = l::bind(&InfoStruct::get_range_last_attack_time, &info_struct);
  300. get_int32_funcs["primary_last_attack_time"] = l::bind(&InfoStruct::get_primary_last_attack_time, &info_struct);
  301. get_int32_funcs["secondary_last_attack_time"] = l::bind(&InfoStruct::get_secondary_last_attack_time, &info_struct);
  302. get_int16_funcs["primary_attack_delay"] = l::bind(&InfoStruct::get_primary_attack_delay, &info_struct);
  303. get_int16_funcs["secondary_attack_delay"] = l::bind(&InfoStruct::get_secondary_attack_delay, &info_struct);
  304. get_int16_funcs["ranged_attack_delay"] = l::bind(&InfoStruct::get_ranged_attack_delay, &info_struct);
  305. get_int8_funcs["primary_weapon_type"] = l::bind(&InfoStruct::get_primary_weapon_type, &info_struct);
  306. get_int8_funcs["secondary_weapon_type"] = l::bind(&InfoStruct::get_secondary_weapon_type, &info_struct);
  307. get_int8_funcs["ranged_weapon_type"] = l::bind(&InfoStruct::get_ranged_weapon_type, &info_struct);
  308. get_int32_funcs["primary_weapon_damage_low"] = l::bind(&InfoStruct::get_primary_weapon_damage_low, &info_struct);
  309. get_int32_funcs["primary_weapon_damage_high"] = l::bind(&InfoStruct::get_primary_weapon_damage_high, &info_struct);
  310. get_int32_funcs["secondary_weapon_damage_low"] = l::bind(&InfoStruct::get_secondary_weapon_damage_low, &info_struct);
  311. get_int32_funcs["secondary_weapon_damage_high"] = l::bind(&InfoStruct::get_secondary_weapon_damage_high, &info_struct);
  312. get_int32_funcs["ranged_weapon_damage_low"] = l::bind(&InfoStruct::get_ranged_weapon_damage_low, &info_struct);
  313. get_int32_funcs["ranged_weapon_damage_high"] = l::bind(&InfoStruct::get_ranged_weapon_damage_high, &info_struct);
  314. get_int8_funcs["wield_type"] = l::bind(&InfoStruct::get_wield_type, &info_struct);
  315. get_int8_funcs["attack_type"] = l::bind(&InfoStruct::get_attack_type, &info_struct);
  316. get_int16_funcs["primary_weapon_delay"] = l::bind(&InfoStruct::get_primary_weapon_delay, &info_struct);
  317. get_int16_funcs["secondary_weapon_delay"] = l::bind(&InfoStruct::get_secondary_weapon_delay, &info_struct);
  318. get_int16_funcs["ranged_weapon_delay"] = l::bind(&InfoStruct::get_ranged_weapon_delay, &info_struct);
  319. get_int8_funcs["override_primary_weapon"] = l::bind(&InfoStruct::get_override_primary_weapon, &info_struct);
  320. get_int8_funcs["override_secondary_weapon"] = l::bind(&InfoStruct::get_override_secondary_weapon, &info_struct);
  321. get_int8_funcs["override_ranged_weapon"] = l::bind(&InfoStruct::get_override_ranged_weapon, &info_struct);
  322. get_int8_funcs["friendly_target_npc"] = l::bind(&InfoStruct::get_friendly_target_npc, &info_struct);
  323. get_int32_funcs["last_claim_time"] = l::bind(&InfoStruct::get_last_claim_time, &info_struct);
  324. get_int8_funcs["engaged_encounter"] = l::bind(&InfoStruct::get_engaged_encounter, &info_struct);
  325. get_int8_funcs["first_world_login"] = l::bind(&InfoStruct::get_first_world_login, &info_struct);
  326. get_int8_funcs["reload_player_spells"] = l::bind(&InfoStruct::get_reload_player_spells, &info_struct);
  327. get_int8_funcs["group_loot_method"] = l::bind(&InfoStruct::get_group_loot_method, &info_struct);
  328. get_int8_funcs["group_loot_items_rarity"] = l::bind(&InfoStruct::get_group_loot_items_rarity, &info_struct);
  329. get_int8_funcs["group_auto_split"] = l::bind(&InfoStruct::get_group_auto_split, &info_struct);
  330. get_int8_funcs["group_default_yell"] = l::bind(&InfoStruct::get_group_default_yell, &info_struct);
  331. get_int8_funcs["group_autolock"] = l::bind(&InfoStruct::get_group_autolock, &info_struct);
  332. get_int8_funcs["group_lock_method"] = l::bind(&InfoStruct::get_group_lock_method, &info_struct);
  333. get_int8_funcs["group_solo_autolock"] = l::bind(&InfoStruct::get_group_solo_autolock, &info_struct);
  334. get_int8_funcs["group_auto_loot_method"] = l::bind(&InfoStruct::get_group_auto_loot_method, &info_struct);
  335. get_int8_funcs["assist_auto_attack"] = l::bind(&InfoStruct::get_assist_auto_attack, &info_struct);
  336. get_string_funcs["action_state"] = l::bind(&InfoStruct::get_action_state, &info_struct);
  337. get_string_funcs["combat_action_state"] = l::bind(&InfoStruct::get_combat_action_state, &info_struct);
  338. /** SETS **/
  339. set_string_funcs["name"] = l::bind(&InfoStruct::set_name, &info_struct, l::_1);
  340. set_int8_funcs["class1"] = l::bind(&InfoStruct::set_class1, &info_struct, l::_1);
  341. set_int8_funcs["class2"] = l::bind(&InfoStruct::set_class2, &info_struct, l::_1);
  342. set_int8_funcs["class3"] = l::bind(&InfoStruct::set_class3, &info_struct, l::_1);
  343. set_int8_funcs["race"] = l::bind(&InfoStruct::set_race, &info_struct, l::_1);
  344. set_int8_funcs["gender"] = l::bind(&InfoStruct::set_gender, &info_struct, l::_1);
  345. set_int16_funcs["level"] = l::bind(&InfoStruct::set_level, &info_struct, l::_1);
  346. set_int16_funcs["max_level"] = l::bind(&InfoStruct::set_max_level, &info_struct, l::_1);
  347. set_int16_funcs["effective_level"] = l::bind(&InfoStruct::set_effective_level, &info_struct, l::_1);
  348. set_int16_funcs["tradeskill_level"] = l::bind(&InfoStruct::set_tradeskill_level, &info_struct, l::_1);
  349. set_int16_funcs["tradeskill_max_level"] = l::bind(&InfoStruct::set_tradeskill_max_level, &info_struct, l::_1);
  350. set_int8_funcs["cur_concentration"] = l::bind(&InfoStruct::set_cur_concentration, &info_struct, l::_1);
  351. set_int8_funcs["max_concentration"] = l::bind(&InfoStruct::set_max_concentration, &info_struct, l::_1);
  352. set_int8_funcs["max_concentration_base"] = l::bind(&InfoStruct::set_max_concentration_base, &info_struct, l::_1);
  353. set_int16_funcs["cur_attack"] = l::bind(&InfoStruct::set_cur_attack, &info_struct, l::_1);
  354. set_int16_funcs["attack_base"] = l::bind(&InfoStruct::set_attack_base, &info_struct, l::_1);
  355. set_int16_funcs["cur_mitigation"] = l::bind(&InfoStruct::set_cur_mitigation, &info_struct, l::_1);
  356. set_int16_funcs["max_mitigation"] = l::bind(&InfoStruct::set_max_mitigation, &info_struct, l::_1);
  357. set_int16_funcs["mitigation_base"] = l::bind(&InfoStruct::set_mitigation_base, &info_struct, l::_1);
  358. set_int16_funcs["avoidance_display"] = l::bind(&InfoStruct::set_avoidance_display, &info_struct, l::_1);
  359. set_float_funcs["cur_avoidance"] = l::bind(&InfoStruct::set_cur_avoidance, &info_struct, l::_1);
  360. set_int16_funcs["base_avoidance_pct"] = l::bind(&InfoStruct::set_base_avoidance_pct, &info_struct, l::_1);
  361. set_int16_funcs["avoidance_base"] = l::bind(&InfoStruct::set_avoidance_base, &info_struct, l::_1);
  362. set_int16_funcs["max_avoidance"] = l::bind(&InfoStruct::set_max_avoidance, &info_struct, l::_1);
  363. set_float_funcs["parry"] = l::bind(&InfoStruct::set_parry, &info_struct, l::_1);
  364. set_float_funcs["parry_base"] = l::bind(&InfoStruct::set_parry_base, &info_struct, l::_1);
  365. set_float_funcs["deflection"] = l::bind(&InfoStruct::set_deflection, &info_struct, l::_1);
  366. set_int16_funcs["deflection_base"] = l::bind(&InfoStruct::set_deflection_base, &info_struct, l::_1);
  367. set_float_funcs["block"] = l::bind(&InfoStruct::set_block, &info_struct, l::_1);
  368. set_int16_funcs["block_base"] = l::bind(&InfoStruct::set_block_base, &info_struct, l::_1);
  369. set_float_funcs["str"] = l::bind(&InfoStruct::set_str, &info_struct, l::_1);
  370. set_float_funcs["sta"] = l::bind(&InfoStruct::set_sta, &info_struct, l::_1);
  371. set_float_funcs["agi"] = l::bind(&InfoStruct::set_agi, &info_struct, l::_1);
  372. set_float_funcs["wis"] = l::bind(&InfoStruct::set_wis, &info_struct, l::_1);
  373. set_float_funcs["intel"] = l::bind(&InfoStruct::set_intel, &info_struct, l::_1);
  374. set_float_funcs["str_base"] = l::bind(&InfoStruct::set_str_base, &info_struct, l::_1);
  375. set_float_funcs["sta_base"] = l::bind(&InfoStruct::set_sta_base, &info_struct, l::_1);
  376. set_float_funcs["agi_base"] = l::bind(&InfoStruct::set_agi_base, &info_struct, l::_1);
  377. set_float_funcs["wis_base"] = l::bind(&InfoStruct::set_wis_base, &info_struct, l::_1);
  378. set_float_funcs["intel_base"] = l::bind(&InfoStruct::set_intel_base, &info_struct, l::_1);
  379. set_int16_funcs["heat"] = l::bind(&InfoStruct::set_heat, &info_struct, l::_1);
  380. set_int16_funcs["cold"] = l::bind(&InfoStruct::set_cold, &info_struct, l::_1);
  381. set_int16_funcs["magic"] = l::bind(&InfoStruct::set_magic, &info_struct, l::_1);
  382. set_int16_funcs["mental"] = l::bind(&InfoStruct::set_mental, &info_struct, l::_1);
  383. set_int16_funcs["divine"] = l::bind(&InfoStruct::set_divine, &info_struct, l::_1);
  384. set_int16_funcs["disease"] = l::bind(&InfoStruct::set_disease, &info_struct, l::_1);
  385. set_int16_funcs["poison"] = l::bind(&InfoStruct::set_poison, &info_struct, l::_1);
  386. set_int16_funcs["disease_base"] = l::bind(&InfoStruct::set_disease_base, &info_struct, l::_1);
  387. set_int16_funcs["cold_base"] = l::bind(&InfoStruct::set_cold_base, &info_struct, l::_1);
  388. set_int16_funcs["divine_base"] = l::bind(&InfoStruct::set_divine_base, &info_struct, l::_1);
  389. set_int16_funcs["magic_base"] = l::bind(&InfoStruct::set_magic_base, &info_struct, l::_1);
  390. set_int16_funcs["mental_base"] = l::bind(&InfoStruct::set_mental_base, &info_struct, l::_1);
  391. set_int16_funcs["heat_base"] = l::bind(&InfoStruct::set_heat_base, &info_struct, l::_1);
  392. set_int16_funcs["poison_base"] = l::bind(&InfoStruct::set_poison_base, &info_struct, l::_1);
  393. set_int16_funcs["elemental_base"] = l::bind(&InfoStruct::set_elemental_base, &info_struct, l::_1);
  394. set_int16_funcs["noxious_base"] = l::bind(&InfoStruct::set_noxious_base, &info_struct, l::_1);
  395. set_int16_funcs["arcane_base"] = l::bind(&InfoStruct::set_arcane_base, &info_struct, l::_1);
  396. set_int32_funcs["coin_copper"] = l::bind(&InfoStruct::set_coin_copper, &info_struct, l::_1);
  397. set_int32_funcs["coin_silver"] = l::bind(&InfoStruct::set_coin_silver, &info_struct, l::_1);
  398. set_int32_funcs["coin_gold"] = l::bind(&InfoStruct::set_coin_gold, &info_struct, l::_1);
  399. set_int32_funcs["coin_plat"] = l::bind(&InfoStruct::set_coin_plat, &info_struct, l::_1);
  400. set_int32_funcs["bank_coin_copper"] = l::bind(&InfoStruct::set_bank_coin_copper, &info_struct, l::_1);
  401. set_int32_funcs["bank_coin_silver"] = l::bind(&InfoStruct::set_bank_coin_silver, &info_struct, l::_1);
  402. set_int32_funcs["bank_coin_gold"] = l::bind(&InfoStruct::set_bank_coin_gold, &info_struct, l::_1);
  403. set_int32_funcs["bank_coin_plat"] = l::bind(&InfoStruct::set_bank_coin_plat, &info_struct, l::_1);
  404. set_int32_funcs["status_points"] = l::bind(&InfoStruct::set_status_points, &info_struct, l::_1);
  405. set_string_funcs["deity"] = l::bind(&InfoStruct::set_deity, &info_struct, l::_1);
  406. set_int32_funcs["weight"] = l::bind(&InfoStruct::set_weight, &info_struct, l::_1);
  407. set_int32_funcs["max_weight"] = l::bind(&InfoStruct::set_max_weight, &info_struct, l::_1);
  408. set_int8_funcs["tradeskill_class1"] = l::bind(&InfoStruct::set_tradeskill_class1, &info_struct, l::_1);
  409. set_int8_funcs["tradeskill_class2"] = l::bind(&InfoStruct::set_tradeskill_class2, &info_struct, l::_1);
  410. set_int8_funcs["tradeskill_class3"] = l::bind(&InfoStruct::set_tradeskill_class3, &info_struct, l::_1);
  411. set_int32_funcs["account_age_base"] = l::bind(&InfoStruct::set_account_age_base, &info_struct, l::_1);
  412. // int8 account_age_bonus_[19];
  413. set_int16_funcs["absorb"] = l::bind(&InfoStruct::set_absorb, &info_struct, l::_1);
  414. set_int32_funcs["xp"] = l::bind(&InfoStruct::set_xp, &info_struct, l::_1);
  415. set_int32_funcs["xp_needed"] = l::bind(&InfoStruct::set_xp_needed, &info_struct, l::_1);
  416. set_float_funcs["xp_debt"] = l::bind(&InfoStruct::set_xp_debt, &info_struct, l::_1);
  417. set_int16_funcs["xp_yellow"] = l::bind(&InfoStruct::set_xp_yellow, &info_struct, l::_1);
  418. set_int16_funcs["xp_yellow_vitality_bar"] = l::bind(&InfoStruct::set_xp_yellow_vitality_bar, &info_struct, l::_1);
  419. set_int16_funcs["xp_blue_vitality_bar"] = l::bind(&InfoStruct::set_xp_blue_vitality_bar, &info_struct, l::_1);
  420. set_int16_funcs["xp_blue"] = l::bind(&InfoStruct::set_xp_blue, &info_struct, l::_1);
  421. set_int32_funcs["ts_xp"] = l::bind(&InfoStruct::set_ts_xp, &info_struct, l::_1);
  422. set_int32_funcs["ts_xp_needed"] = l::bind(&InfoStruct::set_ts_xp_needed, &info_struct, l::_1);
  423. set_int16_funcs["tradeskill_exp_yellow"] = l::bind(&InfoStruct::set_tradeskill_exp_yellow, &info_struct, l::_1);
  424. set_int16_funcs["tradeskill_exp_blue"] = l::bind(&InfoStruct::set_tradeskill_exp_blue, &info_struct, l::_1);
  425. set_int32_funcs["flags"] = l::bind(&InfoStruct::set_flags, &info_struct, l::_1);
  426. set_int32_funcs["flags2"] = l::bind(&InfoStruct::set_flags2, &info_struct, l::_1);
  427. set_float_funcs["xp_vitality"] = l::bind(&InfoStruct::set_xp_vitality, &info_struct, l::_1);
  428. set_float_funcs["tradeskill_xp_vitality"] = l::bind(&InfoStruct::set_tradeskill_xp_vitality, &info_struct, l::_1);
  429. set_int16_funcs["mitigation_skill1"] = l::bind(&InfoStruct::set_mitigation_skill1, &info_struct, l::_1);
  430. set_int16_funcs["mitigation_skill2"] = l::bind(&InfoStruct::set_mitigation_skill2, &info_struct, l::_1);
  431. set_int16_funcs["mitigation_skill3"] = l::bind(&InfoStruct::set_mitigation_skill3, &info_struct, l::_1);
  432. set_int16_funcs["mitigation_pve"] = l::bind(&InfoStruct::set_mitigation_pve, &info_struct, l::_1);
  433. set_int16_funcs["mitigation_pvp"] = l::bind(&InfoStruct::set_mitigation_pvp, &info_struct, l::_1);
  434. set_float_funcs["ability_modifier"] = l::bind(&InfoStruct::set_ability_modifier, &info_struct, l::_1);
  435. set_float_funcs["critical_mitigation"] = l::bind(&InfoStruct::set_critical_mitigation, &info_struct, l::_1);
  436. set_float_funcs["block_chance"] = l::bind(&InfoStruct::set_block_chance, &info_struct, l::_1);
  437. set_float_funcs["uncontested_parry"] = l::bind(&InfoStruct::set_uncontested_parry, &info_struct, l::_1);
  438. set_float_funcs["uncontested_block"] = l::bind(&InfoStruct::set_uncontested_block, &info_struct, l::_1);
  439. set_float_funcs["uncontested_dodge"] = l::bind(&InfoStruct::set_uncontested_dodge, &info_struct, l::_1);
  440. set_float_funcs["uncontested_riposte"] = l::bind(&InfoStruct::set_uncontested_riposte, &info_struct, l::_1);
  441. set_float_funcs["crit_chance"] = l::bind(&InfoStruct::set_crit_chance, &info_struct, l::_1);
  442. set_float_funcs["crit_bonus"] = l::bind(&InfoStruct::set_crit_bonus, &info_struct, l::_1);
  443. set_float_funcs["potency"] = l::bind(&InfoStruct::set_potency, &info_struct, l::_1);
  444. set_float_funcs["hate_mod"] = l::bind(&InfoStruct::set_hate_mod, &info_struct, l::_1);
  445. set_float_funcs["reuse_speed"] = l::bind(&InfoStruct::set_reuse_speed, &info_struct, l::_1);
  446. set_float_funcs["casting_speed"] = l::bind(&InfoStruct::set_casting_speed, &info_struct, l::_1);
  447. set_float_funcs["recovery_speed"] = l::bind(&InfoStruct::set_recovery_speed, &info_struct, l::_1);
  448. set_float_funcs["spell_reuse_speed"] = l::bind(&InfoStruct::set_spell_reuse_speed, &info_struct, l::_1);
  449. set_float_funcs["spell_multi_attack"] = l::bind(&InfoStruct::set_spell_multi_attack, &info_struct, l::_1);
  450. set_float_funcs["dps"] = l::bind(&InfoStruct::set_dps, &info_struct, l::_1);
  451. set_float_funcs["dps_multiplier"] = l::bind(&InfoStruct::set_dps_multiplier, &info_struct, l::_1);
  452. set_float_funcs["attackspeed"] = l::bind(&InfoStruct::set_attackspeed, &info_struct, l::_1);
  453. set_float_funcs["haste"] = l::bind(&InfoStruct::set_haste, &info_struct, l::_1);
  454. set_float_funcs["multi_attack"] = l::bind(&InfoStruct::set_multi_attack, &info_struct, l::_1);
  455. set_float_funcs["flurry"] = l::bind(&InfoStruct::set_flurry, &info_struct, l::_1);
  456. set_float_funcs["melee_ae"] = l::bind(&InfoStruct::set_melee_ae, &info_struct, l::_1);
  457. set_float_funcs["strikethrough"] = l::bind(&InfoStruct::set_strikethrough, &info_struct, l::_1);
  458. set_float_funcs["accuracy"] = l::bind(&InfoStruct::set_accuracy, &info_struct, l::_1);
  459. set_float_funcs["offensivespeed"] = l::bind(&InfoStruct::set_offensivespeed, &info_struct, l::_1);
  460. set_float_funcs["rain"] = l::bind(&InfoStruct::set_rain, &info_struct, l::_1);
  461. set_float_funcs["wind"] = l::bind(&InfoStruct::set_wind, &info_struct, l::_1);
  462. set_sint8_funcs["alignment"] = l::bind(&InfoStruct::set_alignment, &info_struct, l::_1);
  463. set_int32_funcs["pet_id"] = l::bind(&InfoStruct::set_pet_id, &info_struct, l::_1);
  464. set_string_funcs["pet_name"] = l::bind(&InfoStruct::set_pet_name, &info_struct, l::_1);
  465. set_float_funcs["pet_health_pct"] = l::bind(&InfoStruct::set_pet_health_pct, &info_struct, l::_1);
  466. set_float_funcs["pet_power_pct"] = l::bind(&InfoStruct::set_pet_power_pct, &info_struct, l::_1);
  467. set_int8_funcs["pet_movement"] = l::bind(&InfoStruct::set_pet_movement, &info_struct, l::_1);
  468. set_int8_funcs["pet_behavior"] = l::bind(&InfoStruct::set_pet_behavior, &info_struct, l::_1);
  469. set_int32_funcs["vision"] = l::bind(&InfoStruct::set_vision, &info_struct, l::_1);
  470. set_int8_funcs["breathe_underwater"] = l::bind(&InfoStruct::set_breathe_underwater, &info_struct, l::_1);
  471. set_string_funcs["biography"] = l::bind(&InfoStruct::set_biography, &info_struct, l::_1);
  472. set_float_funcs["drunk"] = l::bind(&InfoStruct::set_drunk, &info_struct, l::_1);
  473. set_sint16_funcs["power_regen"] = l::bind(&InfoStruct::set_power_regen, &info_struct, l::_1);
  474. set_sint16_funcs["hp_regen"] = l::bind(&InfoStruct::set_hp_regen, &info_struct, l::_1);
  475. set_int8_funcs["power_regen_override"] = l::bind(&InfoStruct::set_power_regen_override, &info_struct, l::_1);
  476. set_int8_funcs["hp_regen_override"] = l::bind(&InfoStruct::set_hp_regen_override, &info_struct, l::_1);
  477. set_int8_funcs["water_type"] = l::bind(&InfoStruct::set_water_type, &info_struct, l::_1);
  478. set_int8_funcs["flying_type"] = l::bind(&InfoStruct::set_flying_type, &info_struct, l::_1);
  479. set_int8_funcs["no_interrupt"] = l::bind(&InfoStruct::set_no_interrupt, &info_struct, l::_1);
  480. set_int8_funcs["interaction_flag"] = l::bind(&InfoStruct::set_interaction_flag, &info_struct, l::_1);
  481. set_int8_funcs["tag1"] = l::bind(&InfoStruct::set_tag1, &info_struct, l::_1);
  482. set_int16_funcs["mood"] = l::bind(&InfoStruct::set_mood, &info_struct, l::_1);
  483. set_int32_funcs["range_last_attack_time"] = l::bind(&InfoStruct::set_range_last_attack_time, &info_struct, l::_1);
  484. set_int32_funcs["primary_last_attack_time"] = l::bind(&InfoStruct::set_primary_last_attack_time, &info_struct, l::_1);
  485. set_int32_funcs["secondary_last_attack_time"] = l::bind(&InfoStruct::set_secondary_last_attack_time, &info_struct, l::_1);
  486. set_int16_funcs["primary_attack_delay"] = l::bind(&InfoStruct::set_primary_attack_delay, &info_struct, l::_1);
  487. set_int16_funcs["secondary_attack_delay"] = l::bind(&InfoStruct::set_secondary_attack_delay, &info_struct, l::_1);
  488. set_int16_funcs["ranged_attack_delay"] = l::bind(&InfoStruct::set_ranged_attack_delay, &info_struct, l::_1);
  489. set_int8_funcs["primary_weapon_type"] = l::bind(&InfoStruct::set_primary_weapon_type, &info_struct, l::_1);
  490. set_int8_funcs["secondary_weapon_type"] = l::bind(&InfoStruct::set_secondary_weapon_type, &info_struct, l::_1);
  491. set_int8_funcs["ranged_weapon_type"] = l::bind(&InfoStruct::set_ranged_weapon_type, &info_struct, l::_1);
  492. set_int32_funcs["primary_weapon_damage_low"] = l::bind(&InfoStruct::set_primary_weapon_damage_low, &info_struct, l::_1);
  493. set_int32_funcs["primary_weapon_damage_high"] = l::bind(&InfoStruct::set_primary_weapon_damage_high, &info_struct, l::_1);
  494. set_int32_funcs["secondary_weapon_damage_low"] = l::bind(&InfoStruct::set_secondary_weapon_damage_low, &info_struct, l::_1);
  495. set_int32_funcs["secondary_weapon_damage_high"] = l::bind(&InfoStruct::set_secondary_weapon_damage_high, &info_struct, l::_1);
  496. set_int32_funcs["ranged_weapon_damage_low"] = l::bind(&InfoStruct::set_ranged_weapon_damage_low, &info_struct, l::_1);
  497. set_int32_funcs["ranged_weapon_damage_high"] = l::bind(&InfoStruct::set_ranged_weapon_damage_high, &info_struct, l::_1);
  498. set_int8_funcs["wield_type"] = l::bind(&InfoStruct::set_wield_type, &info_struct, l::_1);
  499. set_int8_funcs["attack_type"] = l::bind(&InfoStruct::set_attack_type, &info_struct, l::_1);
  500. set_int16_funcs["primary_weapon_delay"] = l::bind(&InfoStruct::set_primary_weapon_delay, &info_struct, l::_1);
  501. set_int16_funcs["secondary_weapon_delay"] = l::bind(&InfoStruct::set_secondary_weapon_delay, &info_struct, l::_1);
  502. set_int16_funcs["ranged_weapon_delay"] = l::bind(&InfoStruct::set_ranged_weapon_delay, &info_struct, l::_1);
  503. set_int8_funcs["override_primary_weapon"] = l::bind(&InfoStruct::set_override_primary_weapon, &info_struct, l::_1);
  504. set_int8_funcs["override_secondary_weapon"] = l::bind(&InfoStruct::set_override_secondary_weapon, &info_struct, l::_1);
  505. set_int8_funcs["override_ranged_weapon"] = l::bind(&InfoStruct::set_override_ranged_weapon, &info_struct, l::_1);
  506. set_int8_funcs["friendly_target_npc"] = l::bind(&InfoStruct::set_friendly_target_npc, &info_struct, l::_1);
  507. set_int32_funcs["last_claim_time"] = l::bind(&InfoStruct::set_last_claim_time, &info_struct, l::_1);
  508. set_int8_funcs["engaged_encounter"] = l::bind(&InfoStruct::set_engaged_encounter, &info_struct, l::_1);
  509. set_int8_funcs["first_world_login"] = l::bind(&InfoStruct::set_first_world_login, &info_struct, l::_1);
  510. set_int8_funcs["reload_player_spells"] = l::bind(&InfoStruct::set_reload_player_spells, &info_struct, l::_1);
  511. set_int8_funcs["group_loot_method"] = l::bind(&InfoStruct::set_group_loot_method, &info_struct, l::_1);
  512. set_int8_funcs["group_loot_items_rarity"] = l::bind(&InfoStruct::set_group_loot_items_rarity, &info_struct, l::_1);
  513. set_int8_funcs["group_auto_split"] = l::bind(&InfoStruct::set_group_auto_split, &info_struct, l::_1);
  514. set_int8_funcs["group_default_yell"] = l::bind(&InfoStruct::set_group_default_yell, &info_struct, l::_1);
  515. set_int8_funcs["group_autolock"] = l::bind(&InfoStruct::set_group_autolock, &info_struct, l::_1);
  516. set_int8_funcs["group_lock_method"] = l::bind(&InfoStruct::set_group_lock_method, &info_struct, l::_1);
  517. set_int8_funcs["group_solo_autolock"] = l::bind(&InfoStruct::set_group_solo_autolock, &info_struct, l::_1);
  518. set_int8_funcs["group_auto_loot_method"] = l::bind(&InfoStruct::set_group_auto_loot_method, &info_struct, l::_1);
  519. set_int8_funcs["assist_auto_attack"] = l::bind(&InfoStruct::set_assist_auto_attack, &info_struct, l::_1);
  520. set_string_funcs["action_state"] = l::bind(&InfoStruct::set_action_state, &info_struct, l::_1);
  521. set_string_funcs["combat_action_state"] = l::bind(&InfoStruct::set_combat_action_state, &info_struct, l::_1);
  522. }
  523. bool Entity::HasMoved(bool include_heading){
  524. if(GetX() == last_x && GetY() == last_y && GetZ() == last_z && ((!include_heading) || (include_heading && GetHeading() == last_heading)))
  525. return false;
  526. bool ret_val = true;
  527. if(last_x == -1 && last_y == -1 && last_z == -1 && last_heading == -1){
  528. ret_val = false;
  529. }
  530. last_x = GetX();
  531. last_y = GetY();
  532. last_z = GetZ();
  533. last_heading = GetHeading();
  534. return ret_val;
  535. }
  536. int16 Entity::GetStr(){
  537. return GetInfoStruct()->get_str();
  538. }
  539. int16 Entity::GetSta(){
  540. return GetInfoStruct()->get_sta();
  541. }
  542. int16 Entity::GetInt(){
  543. return GetInfoStruct()->get_intel();
  544. }
  545. int16 Entity::GetWis(){
  546. return GetInfoStruct()->get_wis();
  547. }
  548. int16 Entity::GetAgi(){
  549. return GetInfoStruct()->get_agi();
  550. }
  551. int16 Entity::GetPrimaryStat(){
  552. int8 base_class = classes.GetBaseClass(GetAdventureClass());
  553. if (base_class == FIGHTER)
  554. return GetInfoStruct()->get_str();
  555. else if (base_class == PRIEST)
  556. return GetInfoStruct()->get_wis();
  557. else if (base_class == MAGE)
  558. return GetInfoStruct()->get_intel();
  559. else
  560. return GetInfoStruct()->get_agi();
  561. }
  562. int16 Entity::GetHeatResistance(){
  563. return GetInfoStruct()->get_heat();
  564. }
  565. int16 Entity::GetColdResistance(){
  566. return GetInfoStruct()->get_cold();
  567. }
  568. int16 Entity::GetMagicResistance(){
  569. return GetInfoStruct()->get_magic();
  570. }
  571. int16 Entity::GetMentalResistance(){
  572. return GetInfoStruct()->get_mental();
  573. }
  574. int16 Entity::GetDivineResistance(){
  575. return GetInfoStruct()->get_divine();
  576. }
  577. int16 Entity::GetDiseaseResistance(){
  578. return GetInfoStruct()->get_disease();
  579. }
  580. int16 Entity::GetPoisonResistance(){
  581. return GetInfoStruct()->get_poison();
  582. }
  583. int8 Entity::GetConcentrationCurrent() {
  584. return GetInfoStruct()->get_cur_concentration();
  585. }
  586. int8 Entity::GetConcentrationMax() {
  587. return GetInfoStruct()->get_max_concentration();
  588. }
  589. int16 Entity::GetStrBase(){
  590. return GetInfoStruct()->get_str_base();
  591. }
  592. int16 Entity::GetStaBase(){
  593. return GetInfoStruct()->get_sta_base();
  594. }
  595. int16 Entity::GetIntBase(){
  596. return GetInfoStruct()->get_intel_base();
  597. }
  598. int16 Entity::GetWisBase(){
  599. return GetInfoStruct()->get_wis_base();
  600. }
  601. int16 Entity::GetAgiBase(){
  602. return GetInfoStruct()->get_agi_base();
  603. }
  604. int16 Entity::GetHeatResistanceBase(){
  605. return GetInfoStruct()->get_heat_base();
  606. }
  607. int16 Entity::GetColdResistanceBase(){
  608. return GetInfoStruct()->get_cold_base();
  609. }
  610. int16 Entity::GetMagicResistanceBase(){
  611. return GetInfoStruct()->get_magic_base();
  612. }
  613. int16 Entity::GetMentalResistanceBase(){
  614. return GetInfoStruct()->get_mental_base();
  615. }
  616. int16 Entity::GetDivineResistanceBase(){
  617. return GetInfoStruct()->get_divine_base();
  618. }
  619. int16 Entity::GetDiseaseResistanceBase(){
  620. return GetInfoStruct()->get_disease_base();
  621. }
  622. int16 Entity::GetPoisonResistanceBase(){
  623. return GetInfoStruct()->get_poison_base();
  624. }
  625. sint8 Entity::GetAlignment(){
  626. return GetInfoStruct()->get_alignment();
  627. }
  628. bool Entity::IsCasting(){
  629. return casting;
  630. }
  631. void Entity::IsCasting(bool val){
  632. casting = val;
  633. }
  634. int32 Entity::GetRangeLastAttackTime(){
  635. return GetInfoStruct()->get_range_last_attack_time();
  636. }
  637. void Entity::SetRangeLastAttackTime(int32 time){
  638. GetInfoStruct()->set_range_last_attack_time(time);
  639. }
  640. int16 Entity::GetRangeAttackDelay(){
  641. return GetInfoStruct()->get_ranged_attack_delay();
  642. // if(IsPlayer()){
  643. // Item* item = ((Player*)this)->GetEquipmentList()->GetItem(EQ2_RANGE_SLOT);
  644. // if(item && item->IsRanged())
  645. // return item->ranged_info->weapon_info.delay*100;
  646. // }
  647. // return 3000;
  648. }
  649. int32 Entity::GetPrimaryLastAttackTime(){
  650. return GetInfoStruct()->get_primary_last_attack_time();
  651. }
  652. int16 Entity::GetPrimaryAttackDelay(){
  653. return GetInfoStruct()->get_primary_attack_delay();
  654. }
  655. void Entity::SetPrimaryAttackDelay(int16 new_delay){
  656. GetInfoStruct()->set_primary_attack_delay(new_delay);
  657. }
  658. void Entity::SetPrimaryLastAttackTime(int32 new_time){
  659. GetInfoStruct()->set_primary_last_attack_time(new_time);
  660. }
  661. int32 Entity::GetSecondaryLastAttackTime(){
  662. return GetInfoStruct()->get_secondary_last_attack_time();
  663. }
  664. int16 Entity::GetSecondaryAttackDelay(){
  665. return GetInfoStruct()->get_secondary_attack_delay();
  666. }
  667. void Entity::SetSecondaryAttackDelay(int16 new_delay){
  668. GetInfoStruct()->set_secondary_attack_delay(new_delay);
  669. }
  670. void Entity::SetSecondaryLastAttackTime(int32 new_time){
  671. GetInfoStruct()->set_secondary_last_attack_time(new_time);
  672. }
  673. void Entity::GetWeaponDamage(Item* item, int32* low_damage, int32* high_damage) {
  674. if(!low_damage || !high_damage)
  675. return;
  676. int32 selected_low_dmg = item->weapon_info->damage_low3;
  677. int32 selected_high_dmg = item->weapon_info->damage_high3;
  678. if(IsPlayer()) {
  679. float skillMultiplier = rule_manager.GetGlobalRule(R_Player, LevelMasterySkillMultiplier)->GetFloat();
  680. if(skillMultiplier <= 0.0f) {
  681. skillMultiplier = 1.0f;
  682. }
  683. int32 min_level_skill = (int32)((float)item->generic_info.adventure_default_level*skillMultiplier);
  684. int32 rec_level_skill = (int32)((float)item->details.recommended_level*skillMultiplier);
  685. if(min_level_skill > rec_level_skill) {
  686. rec_level_skill = rec_level_skill;
  687. }
  688. Skill* masterySkill = ((Player*)this)->skill_list.GetSkill(item->generic_info.skill_req2);
  689. if(masterySkill) {
  690. LogWrite(PLAYER__ERROR, 0, "Player", "Item has skill %s %u requirement", masterySkill->name.data.c_str(), item->generic_info.skill_req2);
  691. int16 skillID = master_item_list.GetItemStatIDByName(masterySkill->name.data);
  692. int32 skill_chance = (int32)CalculateSkillWithBonus((char*)masterySkill->name.data.c_str(), master_item_list.GetItemStatIDByName(masterySkill->name.data), false);
  693. if(skill_chance >= min_level_skill && skill_chance < rec_level_skill) {
  694. int32 diff_skill = rec_level_skill - skill_chance;
  695. if(diff_skill < 1) {
  696. selected_low_dmg = item->weapon_info->damage_low2;
  697. selected_high_dmg = item->weapon_info->damage_high2;
  698. }
  699. else {
  700. diff_skill += 1;
  701. double logResult = log((double)diff_skill) / skillMultiplier;
  702. if(logResult > 1.0f) {
  703. logResult = .95f;
  704. }
  705. selected_low_dmg = (int32)((double)item->weapon_info->damage_low2 * (1.0 - logResult));
  706. if(selected_low_dmg < item->weapon_info->damage_low3) {
  707. selected_low_dmg = item->weapon_info->damage_low3;
  708. }
  709. selected_high_dmg = (int32)((double)item->weapon_info->damage_high2 * (1.0 - logResult));
  710. if(selected_high_dmg < item->weapon_info->damage_high3) {
  711. selected_high_dmg = item->weapon_info->damage_high3;
  712. }
  713. }
  714. }
  715. else if(skill_chance >= rec_level_skill) {
  716. selected_low_dmg = item->weapon_info->damage_low2;
  717. selected_high_dmg = item->weapon_info->damage_high2;
  718. }
  719. }
  720. }
  721. *low_damage = selected_low_dmg;
  722. *high_damage = selected_high_dmg;
  723. }
  724. void Entity::ChangePrimaryWeapon(){
  725. if(GetInfoStruct()->get_override_primary_weapon()) {
  726. return;
  727. }
  728. int32 str_offset_dmg = GetStrengthDamage();
  729. Item* item = equipment_list.GetItem(EQ2_PRIMARY_SLOT);
  730. if(item && item->details.item_id > 0 && item->IsWeapon()){
  731. int32 selected_low_dmg = item->weapon_info->damage_low3;
  732. int32 selected_high_dmg = item->weapon_info->damage_high3;
  733. GetWeaponDamage(item, &selected_low_dmg, &selected_high_dmg);
  734. GetInfoStruct()->set_primary_weapon_delay(item->weapon_info->delay * 100);
  735. GetInfoStruct()->set_primary_weapon_damage_low(selected_low_dmg + str_offset_dmg);
  736. GetInfoStruct()->set_primary_weapon_damage_high(selected_high_dmg + str_offset_dmg);
  737. GetInfoStruct()->set_primary_weapon_type(item->GetWeaponType());
  738. GetInfoStruct()->set_wield_type(item->weapon_info->wield_type);
  739. }
  740. else{
  741. int16 effective_level = GetInfoStruct()->get_effective_level();
  742. if ( !effective_level )
  743. effective_level = GetLevel();
  744. GetInfoStruct()->set_primary_weapon_delay(2000);
  745. GetInfoStruct()->set_primary_weapon_damage_low((int32)1 + (effective_level * .2) + str_offset_dmg);
  746. GetInfoStruct()->set_primary_weapon_damage_high((int32)(5 + effective_level * (effective_level/5)) + str_offset_dmg);
  747. if(GetInfoStruct()->get_attack_type() > 0) {
  748. GetInfoStruct()->set_primary_weapon_type(GetInfoStruct()->get_attack_type());
  749. }
  750. else {
  751. GetInfoStruct()->set_primary_weapon_type(1);
  752. }
  753. GetInfoStruct()->set_wield_type(2);
  754. }
  755. }
  756. void Entity::ChangeSecondaryWeapon(){
  757. if(GetInfoStruct()->get_override_secondary_weapon()) {
  758. return;
  759. }
  760. int32 str_offset_dmg = GetStrengthDamage();
  761. Item* item = equipment_list.GetItem(EQ2_SECONDARY_SLOT);
  762. if(item && item->details.item_id > 0 && item->IsWeapon()){
  763. int32 selected_low_dmg = item->weapon_info->damage_low3;
  764. int32 selected_high_dmg = item->weapon_info->damage_high3;
  765. GetWeaponDamage(item, &selected_low_dmg, &selected_high_dmg);
  766. GetInfoStruct()->set_secondary_weapon_delay(item->weapon_info->delay * 100);
  767. GetInfoStruct()->set_secondary_weapon_damage_low(selected_low_dmg + str_offset_dmg);
  768. GetInfoStruct()->set_secondary_weapon_damage_high(selected_high_dmg + str_offset_dmg);
  769. GetInfoStruct()->set_secondary_weapon_type(item->GetWeaponType());
  770. }
  771. else{
  772. int16 effective_level = GetInfoStruct()->get_effective_level();
  773. if ( !effective_level )
  774. effective_level = GetLevel();
  775. GetInfoStruct()->set_secondary_weapon_delay(2000);
  776. GetInfoStruct()->set_secondary_weapon_damage_low((int32)(1 + effective_level * .2) + str_offset_dmg);
  777. GetInfoStruct()->set_secondary_weapon_damage_high((int32)(5 + effective_level * (effective_level/6)) + str_offset_dmg);
  778. GetInfoStruct()->set_secondary_weapon_type(1);
  779. }
  780. }
  781. void Entity::ChangeRangedWeapon(){
  782. if(GetInfoStruct()->get_override_ranged_weapon()) {
  783. return;
  784. }
  785. int32 str_offset_dmg = GetStrengthDamage();
  786. Item* item = equipment_list.GetItem(EQ2_RANGE_SLOT);
  787. if(item && item->details.item_id > 0 && item->IsRanged()){
  788. GetInfoStruct()->set_ranged_weapon_delay(item->ranged_info->weapon_info.delay*100);
  789. GetInfoStruct()->set_ranged_weapon_damage_low(item->ranged_info->weapon_info.damage_low3 + str_offset_dmg);
  790. GetInfoStruct()->set_ranged_weapon_damage_high(item->ranged_info->weapon_info.damage_high3 + str_offset_dmg);
  791. GetInfoStruct()->set_ranged_weapon_type(item->GetWeaponType());
  792. }
  793. }
  794. void Entity::UpdateWeapons() {
  795. ChangePrimaryWeapon();
  796. ChangeSecondaryWeapon();
  797. ChangeRangedWeapon();
  798. }
  799. int32 Entity::GetStrengthDamage() {
  800. int32 str_offset = 1;
  801. if(IsNPC()) {
  802. str_offset = rule_manager.GetGlobalRule(R_Combat, StrengthNPC)->GetInt32();
  803. if(str_offset < 1)
  804. str_offset = 1;
  805. }
  806. else {
  807. str_offset = rule_manager.GetGlobalRule(R_Combat, StrengthOther)->GetInt32();
  808. if(str_offset < 1)
  809. str_offset = 1;
  810. }
  811. int32 str_offset_dmg = (int32)((GetInfoStruct()->get_str() / str_offset));
  812. return str_offset_dmg;
  813. }
  814. int32 Entity::GetPrimaryWeaponMinDamage(){
  815. return GetInfoStruct()->get_primary_weapon_damage_low();
  816. }
  817. int32 Entity::GetPrimaryWeaponMaxDamage(){
  818. return GetInfoStruct()->get_primary_weapon_damage_high();
  819. }
  820. int16 Entity::GetPrimaryWeaponDelay(){
  821. return GetInfoStruct()->get_primary_weapon_delay();
  822. }
  823. int16 Entity::GetSecondaryWeaponDelay(){
  824. return GetInfoStruct()->get_secondary_weapon_delay();
  825. }
  826. int32 Entity::GetSecondaryWeaponMinDamage(){
  827. return GetInfoStruct()->get_secondary_weapon_damage_low();
  828. }
  829. int32 Entity::GetSecondaryWeaponMaxDamage(){
  830. return GetInfoStruct()->get_secondary_weapon_damage_high();
  831. }
  832. int8 Entity::GetPrimaryWeaponType(){
  833. return GetInfoStruct()->get_primary_weapon_type();
  834. }
  835. int8 Entity::GetSecondaryWeaponType(){
  836. return GetInfoStruct()->get_secondary_weapon_type();
  837. }
  838. int32 Entity::GetRangedWeaponMinDamage(){
  839. return GetInfoStruct()->get_ranged_weapon_damage_low();
  840. }
  841. int32 Entity::GetRangedWeaponMaxDamage(){
  842. return GetInfoStruct()->get_ranged_weapon_damage_high();
  843. }
  844. int8 Entity::GetRangedWeaponType(){
  845. return GetInfoStruct()->get_ranged_weapon_type();
  846. }
  847. bool Entity::IsDualWield(){
  848. return GetInfoStruct()->get_wield_type() == 1;
  849. }
  850. int8 Entity::GetWieldType(){
  851. return GetInfoStruct()->get_wield_type();
  852. }
  853. int16 Entity::GetRangeWeaponDelay(){
  854. return GetInfoStruct()->get_ranged_weapon_delay();
  855. }
  856. void Entity::SetRangeWeaponDelay(int16 new_delay){
  857. GetInfoStruct()->set_ranged_weapon_delay(new_delay * 100);
  858. }
  859. void Entity::SetRangeAttackDelay(int16 new_delay){
  860. GetInfoStruct()->set_ranged_attack_delay(new_delay);
  861. }
  862. void Entity::SetPrimaryWeaponDelay(int16 new_delay){
  863. GetInfoStruct()->set_primary_weapon_delay(new_delay * 100);
  864. }
  865. void Entity::SetSecondaryWeaponDelay(int16 new_delay){
  866. GetInfoStruct()->set_primary_weapon_delay(new_delay * 100);
  867. }
  868. bool Entity::BehindTarget(Spawn* target){
  869. return BehindSpawn(target, GetX(), GetZ());
  870. }
  871. bool Entity::FlankingTarget(Spawn* target) {
  872. return IsFlankingSpawn(target, GetX(), GetZ());
  873. }
  874. float Entity::GetDodgeChance(){
  875. float ret = 0;
  876. return ret;
  877. }
  878. bool Entity::EngagedInCombat(){
  879. return in_combat;
  880. }
  881. void Entity::InCombat(bool val){
  882. bool changeCombatState = false;
  883. if((in_combat && !val) || (!in_combat && val))
  884. changeCombatState = true;
  885. in_combat = val;
  886. bool update_regen = false;
  887. if(GetInfoStruct()->get_engaged_encounter()) {
  888. if(!IsAggroed() || !IsEngagedInEncounter()) {
  889. GetInfoStruct()->set_engaged_encounter(0);
  890. update_regen = true;
  891. }
  892. }
  893. if(changeCombatState || update_regen)
  894. SetRegenValues((GetInfoStruct()->get_effective_level() > 0) ? GetInfoStruct()->get_effective_level() : GetLevel());
  895. }
  896. void Entity::DoRegenUpdate(){
  897. if(!Alive() || GetHP() == 0)//dead
  898. return;
  899. sint32 hp = GetHP();
  900. sint32 power = GetPower();
  901. if(hp < GetTotalHP()){
  902. sint16 temp = GetInfoStruct()->get_hp_regen();
  903. if((hp + temp) > GetTotalHP())
  904. SetHP(GetTotalHP());
  905. else
  906. SetHP(hp + temp);
  907. }
  908. if(GetPower() < GetTotalPower()){
  909. sint16 temp = GetInfoStruct()->get_power_regen();
  910. if((power + temp) > GetTotalPower())
  911. SetPower(GetTotalPower());
  912. else
  913. SetPower(power + temp);
  914. }
  915. }
  916. void Entity::AddMaintainedSpell(LuaSpell* luaspell){
  917. if (!luaspell)
  918. return;
  919. Spell* spell = luaspell->spell;
  920. MaintainedEffects* effect = GetFreeMaintainedSpellSlot();
  921. if (effect){
  922. MMaintainedSpells.writelock(__FUNCTION__, __LINE__);
  923. effect->spell = luaspell;
  924. effect->spell_id = spell->GetSpellData()->id;
  925. LogWrite(NPC__SPELLS, 5, "NPC", "AddMaintainedSpell Spell ID: %u, Concentration: %u", spell->GetSpellData()->id, spell->GetSpellData()->req_concentration);
  926. effect->conc_used = spell->GetSpellData()->req_concentration;
  927. effect->total_time = spell->GetSpellDuration() / 10;
  928. effect->tier = spell->GetSpellData()->tier;
  929. if (spell->GetSpellData()->duration_until_cancel)
  930. effect->expire_timestamp = 0xFFFFFFFF;
  931. else
  932. effect->expire_timestamp = Timer::GetCurrentTime2() + (spell->GetSpellDuration() * 100);
  933. MMaintainedSpells.releasewritelock(__FUNCTION__, __LINE__);
  934. }
  935. }
  936. void Entity::AddSpellEffect(LuaSpell* luaspell, int32 override_expire_time){
  937. if (!luaspell || !luaspell->caster)
  938. return;
  939. Spell* spell = luaspell->spell;
  940. SpellEffects* old_effect = GetSpellEffect(spell->GetSpellID(), luaspell->caster);
  941. SpellEffects* effect = 0;
  942. if (old_effect){
  943. GetZone()->RemoveTargetFromSpell(old_effect->spell, this);
  944. RemoveSpellEffect(old_effect->spell);
  945. }
  946. LogWrite(SPELL__DEBUG, 0, "Spell", "%s AddSpellEffect %s (%u).", spell->GetName(), GetName(), GetID());
  947. if(!effect)
  948. effect = GetFreeSpellEffectSlot();
  949. if(effect){
  950. MSpellEffects.writelock(__FUNCTION__, __LINE__);
  951. effect->spell = luaspell;
  952. effect->spell_id = spell->GetSpellData()->id;
  953. effect->caster = luaspell->caster;
  954. effect->total_time = spell->GetSpellDuration()/10;
  955. if (spell->GetSpellData()->duration_until_cancel)
  956. effect->expire_timestamp = 0xFFFFFFFF;
  957. else if(override_expire_time)
  958. effect->expire_timestamp = Timer::GetCurrentTime2() + override_expire_time;
  959. else
  960. effect->expire_timestamp = Timer::GetCurrentTime2() + (spell->GetSpellDuration()*100);
  961. effect->icon = spell->GetSpellData()->icon;
  962. effect->icon_backdrop = spell->GetSpellData()->icon_backdrop;
  963. effect->tier = spell->GetSpellTier();
  964. MSpellEffects.releasewritelock(__FUNCTION__, __LINE__);
  965. changed = true;
  966. info_changed = true;
  967. AddChangedZoneSpawn();
  968. if(luaspell->caster && luaspell->caster->IsPlayer() && luaspell->caster != this)
  969. ((Player*)luaspell->caster)->GetClient()->TriggerSpellSave();
  970. }
  971. }
  972. void Entity::RemoveMaintainedSpell(LuaSpell* luaspell){
  973. if (!luaspell)
  974. return;
  975. bool found = false;
  976. MMaintainedSpells.writelock(__FUNCTION__, __LINE__);
  977. for (int i = 0; i<30; i++){
  978. // If we already found the spell then we are bumping all other up one so there are no gaps
  979. // This check needs to be first so found can never be true on the first iteration (i = 0)
  980. if (found) {
  981. GetInfoStruct()->maintained_effects[i].slot_pos = i - 1;
  982. GetInfoStruct()->maintained_effects[i - 1] = GetInfoStruct()->maintained_effects[i];
  983. }
  984. // Compare spells, if we found a match set the found flag
  985. if (GetInfoStruct()->maintained_effects[i].spell == luaspell)
  986. found = true;
  987. }
  988. // if we found the spell in the array then we need to set the last element to empty
  989. if (found) {
  990. memset(&GetInfoStruct()->maintained_effects[29], 0, sizeof(MaintainedEffects));
  991. GetInfoStruct()->maintained_effects[29].spell_id = 0xFFFFFFFF;
  992. GetInfoStruct()->maintained_effects[29].icon = 0xFFFF;
  993. GetInfoStruct()->maintained_effects[29].spell = nullptr;
  994. }
  995. MMaintainedSpells.releasewritelock(__FUNCTION__, __LINE__);
  996. }
  997. void Entity::RemoveSpellEffect(LuaSpell* spell) {
  998. bool found = false;
  999. MSpellEffects.writelock(__FUNCTION__, __LINE__);
  1000. for(int i=0;i<45;i++) {
  1001. if (found) {
  1002. GetInfoStruct()->spell_effects[i-1] = GetInfoStruct()->spell_effects[i];
  1003. }
  1004. if (GetInfoStruct()->spell_effects[i].spell == spell)
  1005. found = true;
  1006. }
  1007. if (found) {
  1008. LogWrite(SPELL__DEBUG, 0, "Spell", "%s RemoveSpellEffect %s (%u).", spell->spell->GetName(), GetName(), GetID());
  1009. GetZone()->GetSpellProcess()->RemoveTargetFromSpell(spell, this);
  1010. memset(&GetInfoStruct()->spell_effects[44], 0, sizeof(SpellEffects));
  1011. GetInfoStruct()->spell_effects[44].spell_id = 0xFFFFFFFF;
  1012. changed = true;
  1013. info_changed = true;
  1014. AddChangedZoneSpawn();
  1015. if(IsPlayer()) {
  1016. ((Player*)this)->SetCharSheetChanged(true);
  1017. }
  1018. }
  1019. MSpellEffects.releasewritelock(__FUNCTION__, __LINE__);
  1020. }
  1021. MaintainedEffects* Entity::GetFreeMaintainedSpellSlot(){
  1022. MaintainedEffects* ret = 0;
  1023. InfoStruct* info = GetInfoStruct();
  1024. MMaintainedSpells.readlock(__FUNCTION__, __LINE__);
  1025. for (int i = 0; i<NUM_MAINTAINED_EFFECTS; i++){
  1026. if (info->maintained_effects[i].spell_id == 0xFFFFFFFF){
  1027. ret = &info->maintained_effects[i];
  1028. ret->spell_id = 0;
  1029. ret->slot_pos = i;
  1030. break;
  1031. }
  1032. }
  1033. MMaintainedSpells.releasereadlock(__FUNCTION__, __LINE__);
  1034. return ret;
  1035. }
  1036. MaintainedEffects* Entity::GetMaintainedSpell(int32 spell_id){
  1037. MaintainedEffects* ret = 0;
  1038. InfoStruct* info = GetInfoStruct();
  1039. MMaintainedSpells.readlock(__FUNCTION__, __LINE__);
  1040. for (int i = 0; i<NUM_MAINTAINED_EFFECTS; i++){
  1041. if (info->maintained_effects[i].spell_id == spell_id){
  1042. ret = &info->maintained_effects[i];
  1043. break;
  1044. }
  1045. }
  1046. MMaintainedSpells.releasereadlock(__FUNCTION__, __LINE__);
  1047. return ret;
  1048. }
  1049. SpellEffects* Entity::GetFreeSpellEffectSlot(){
  1050. SpellEffects* ret = 0;
  1051. InfoStruct* info = GetInfoStruct();
  1052. MSpellEffects.readlock(__FUNCTION__, __LINE__);
  1053. for(int i=0;i<45;i++){
  1054. if(info->spell_effects[i].spell_id == 0xFFFFFFFF){
  1055. ret = &info->spell_effects[i];
  1056. ret->spell_id = 0;
  1057. break;
  1058. }
  1059. }
  1060. MSpellEffects.releasereadlock(__FUNCTION__, __LINE__);
  1061. return ret;
  1062. }
  1063. SpellEffects* Entity::GetSpellEffect(int32 id, Entity* caster) {
  1064. SpellEffects* ret = 0;
  1065. InfoStruct* info = GetInfoStruct();
  1066. MSpellEffects.readlock(__FUNCTION__, __LINE__);
  1067. for(int i = 0; i < 45; i++) {
  1068. if(info->spell_effects[i].spell_id == id) {
  1069. if (!caster || info->spell_effects[i].caster == caster){
  1070. ret = &info->spell_effects[i];
  1071. break;
  1072. }
  1073. }
  1074. }
  1075. MSpellEffects.releasereadlock(__FUNCTION__, __LINE__);
  1076. return ret;
  1077. }
  1078. SpellEffects* Entity::GetSpellEffectBySpellType(int8 spell_type) {
  1079. SpellEffects* ret = 0;
  1080. InfoStruct* info = GetInfoStruct();
  1081. MSpellEffects.readlock(__FUNCTION__, __LINE__);
  1082. for(int i = 0; i < 45; i++) {
  1083. if(info->spell_effects[i].spell_id != 0xFFFFFFFF && info->spell_effects[i].spell->spell->GetSpellData()->spell_type == spell_type) {
  1084. ret = &info->spell_effects[i];
  1085. break;
  1086. }
  1087. }
  1088. MSpellEffects.releasereadlock(__FUNCTION__, __LINE__);
  1089. return ret;
  1090. }
  1091. SpellEffects* Entity::GetSpellEffectWithLinkedTimer(int32 id, int32 linked_timer, sint32 type_group_spell_id, Entity* caster) {
  1092. SpellEffects* ret = 0;
  1093. InfoStruct* info = GetInfoStruct();
  1094. MSpellEffects.readlock(__FUNCTION__, __LINE__);
  1095. for(int i = 0; i < 45; i++) {
  1096. if(info->spell_effects[i].spell_id != 0xFFFFFFFF)
  1097. {
  1098. if( (info->spell_effects[i].spell_id == id && linked_timer == 0 && type_group_spell_id == 0) ||
  1099. (linked_timer > 0 && info->spell_effects[i].spell->spell->GetSpellData()->linked_timer == linked_timer) ||
  1100. (type_group_spell_id > 0 && info->spell_effects[i].spell->spell->GetSpellData()->type_group_spell_id == type_group_spell_id))
  1101. {
  1102. if (type_group_spell_id >= -1 && (!caster || info->spell_effects[i].caster == caster)){
  1103. ret = &info->spell_effects[i];
  1104. break;
  1105. }
  1106. }
  1107. }
  1108. }
  1109. MSpellEffects.releasereadlock(__FUNCTION__, __LINE__);
  1110. return ret;
  1111. }
  1112. LuaSpell* Entity::HasLinkedTimerID(LuaSpell* spell, Spawn* target, bool stackWithOtherPlayers) {
  1113. if(!spell->spell->GetSpellData()->linked_timer && !spell->spell->GetSpellData()->type_group_spell_id)
  1114. return nullptr;
  1115. LuaSpell* ret = nullptr;
  1116. InfoStruct* info = GetInfoStruct();
  1117. MSpellEffects.readlock(__FUNCTION__, __LINE__);
  1118. //this for loop primarily handles self checks and 'friendly' checks
  1119. for(int i = 0; i < NUM_MAINTAINED_EFFECTS; i++) {
  1120. if(info->maintained_effects[i].spell_id != 0xFFFFFFFF)
  1121. {
  1122. if( ((info->maintained_effects[i].spell_id == spell->spell->GetSpellID() && spell->spell->GetSpellData()->type_group_spell_id >= 0) ||
  1123. (info->maintained_effects[i].spell->spell->GetSpellData()->linked_timer > 0 && info->maintained_effects[i].spell->spell->GetSpellData()->linked_timer == spell->spell->GetSpellData()->linked_timer) ||
  1124. (spell->spell->GetSpellData()->type_group_spell_id > 0 && spell->spell->GetSpellData()->type_group_spell_id == info->maintained_effects[i].spell->spell->GetSpellData()->type_group_spell_id)) &&
  1125. ((spell->spell->GetSpellData()->friendly_spell) ||
  1126. (!spell->spell->GetSpellData()->friendly_spell && spell->spell->GetSpellData()->type_group_spell_id >= -1 && spell->caster == info->maintained_effects[i].spell->caster) ) &&
  1127. (target == nullptr || info->maintained_effects[i].spell->initial_target == target->GetID())) {
  1128. ret = info->maintained_effects[i].spell;
  1129. break;
  1130. }
  1131. }
  1132. }
  1133. MSpellEffects.releasereadlock(__FUNCTION__, __LINE__);
  1134. if(!ret && !stackWithOtherPlayers && target && target->IsEntity())
  1135. {
  1136. SpellEffects* effect = ((Entity*)target)->GetSpellEffectWithLinkedTimer(spell->spell->GetSpellID(), spell->spell->GetSpellData()->linked_timer, spell->spell->GetSpellData()->type_group_spell_id, nullptr);
  1137. if(effect)
  1138. ret = effect->spell;
  1139. }
  1140. return ret;
  1141. }
  1142. InfoStruct* Entity::GetInfoStruct(){
  1143. return &info_struct;
  1144. }
  1145. Skill* Entity::GetSkillByName(const char* name, bool check_update){
  1146. // NPC::GetSkillByName in NPC.cpp exists for NPC's
  1147. // Player::GetSkillByName in Player.cpp exists for Player's
  1148. return 0;
  1149. }
  1150. Skill* Entity::GetSkillByID(int32 id, bool check_update){
  1151. // NPC::GetSkillByID in NPC.cpp exists for NPC's
  1152. // Player::GetSkillByID in Player.cpp exists for Player's
  1153. return 0;
  1154. }
  1155. float Entity::GetMaxSpeed(){
  1156. return max_speed;
  1157. }
  1158. void Entity::SetMaxSpeed(float val){
  1159. max_speed = val;
  1160. }
  1161. float Entity::CalculateSkillStatChance(char* skillName, int16 item_stat, float max_cap, float modifier, bool add_to_skill)
  1162. {
  1163. float skillAndItemsChance = 0.0f;
  1164. float maxBonusCap = (float)GetLevel()*rule_manager.GetGlobalRule(R_Combat, MaxSkillBonusByLevel)->GetFloat();
  1165. Skill* skill = GetSkillByName(skillName, false);
  1166. if(skill){
  1167. MStats.lock();
  1168. float item_chance_or_skill = stats[item_stat];
  1169. MStats.unlock();
  1170. if(item_chance_or_skill > maxBonusCap) {
  1171. item_chance_or_skill = maxBonusCap;
  1172. }
  1173. if(add_to_skill)
  1174. {
  1175. skillAndItemsChance = (((float)skill->current_val+item_chance_or_skill)/10.0f); // do we know 25 is accurate? 10 gives more 'skill' space, most cap at 70% with items
  1176. }
  1177. else
  1178. {
  1179. skillAndItemsChance = ((float)skill->current_val/10.0f); // do we know 25 is accurate? 10 gives more 'skill' space, most cap at 70% with items
  1180. if(modifier > maxBonusCap) {
  1181. modifier = maxBonusCap;
  1182. }
  1183. // take chance percentage and add the item stats % (+1 = 1% or .01f)
  1184. skillAndItemsChance += (skillAndItemsChance*((item_chance_or_skill + modifier)/100.0f));
  1185. }
  1186. }
  1187. if ( max_cap > 0.0f && skillAndItemsChance > max_cap )
  1188. skillAndItemsChance = max_cap;
  1189. return skillAndItemsChance;
  1190. }
  1191. float Entity::CalculateSkillWithBonus(char* skillName, int16 item_stat, bool chance_skill_increase)
  1192. {
  1193. float skillAndItemsChance = 0.0f;
  1194. float maxBonusCap = GetRuleSkillMaxBonus();
  1195. Skill* skill = GetSkillByName(skillName, chance_skill_increase);
  1196. if(skill){
  1197. float item_chance_or_skill = 0.0f;
  1198. if(item_stat != 0xFFFF) {
  1199. MStats.lock();
  1200. item_chance_or_skill = stats[item_stat];
  1201. MStats.unlock();
  1202. }
  1203. if(item_chance_or_skill > maxBonusCap) { // would we be using their effective mentored level or actual level?
  1204. item_chance_or_skill = maxBonusCap;
  1205. }
  1206. skillAndItemsChance = skill->current_val+item_chance_or_skill;
  1207. }
  1208. return skillAndItemsChance;
  1209. }
  1210. float Entity::GetRuleSkillMaxBonus() {
  1211. return (float)GetLevel()*rule_manager.GetGlobalRule(R_Combat, MaxSkillBonusByLevel)->GetFloat();
  1212. }
  1213. void Entity::CalculateBonuses(){
  1214. if(lua_interface->IsLuaSystemReloading())
  1215. return;
  1216. InfoStruct* info = &info_struct;
  1217. int16 effective_level = info->get_effective_level() != 0 ? info->get_effective_level() : GetLevel();
  1218. info->set_block(info->get_block_base());
  1219. info->set_cur_attack(info->get_attack_base());
  1220. info->set_base_avoidance_pct(info->get_avoidance_base());
  1221. info->set_disease(info->get_disease_base());
  1222. info->set_divine(info->get_divine_base());
  1223. info->set_heat(info->get_heat_base());
  1224. info->set_magic(info->get_magic_base());
  1225. info->set_mental(info->get_mental_base());
  1226. info->set_cold(info->get_cold_base());
  1227. info->set_poison(info->get_poison_base());
  1228. info->set_elemental_base(info->get_heat());
  1229. info->set_noxious_base(info->get_poison());
  1230. info->set_arcane_base(info->get_magic());
  1231. info->set_sta(info->get_sta_base());
  1232. info->set_agi(info->get_agi_base());
  1233. info->set_str(info->get_str_base());
  1234. info->set_wis(info->get_wis_base());
  1235. info->set_intel(info->get_intel_base());
  1236. info->set_ability_modifier(0);
  1237. info->set_critical_mitigation(0);
  1238. info->set_block_chance(0);
  1239. info->set_crit_chance(0);
  1240. info->set_crit_bonus(0);
  1241. info->set_potency(0);
  1242. info->set_hate_mod(0);
  1243. info->set_reuse_speed(0);
  1244. info->set_casting_speed(0);
  1245. info->set_recovery_speed(0);
  1246. info->set_spell_reuse_speed(0);
  1247. info->set_spell_multi_attack(0);
  1248. info->set_dps(0);
  1249. info->set_dps_multiplier(0);
  1250. info->set_haste(0);
  1251. info->set_attackspeed(0);
  1252. info->set_multi_attack(0);
  1253. info->set_flurry(0);
  1254. info->set_melee_ae(0);
  1255. info->set_strikethrough(0);
  1256. info->set_accuracy(0);
  1257. info->set_offensivespeed(0);
  1258. MStats.lock();
  1259. stats.clear();
  1260. MStats.unlock();
  1261. ItemStatsValues* values = equipment_list.CalculateEquipmentBonuses(this);
  1262. CalculateSpellBonuses(values);
  1263. info->set_cur_mitigation(info->get_mitigation_base());
  1264. int32 calc_mit_cap = effective_level * rule_manager.GetGlobalRule(R_Combat, CalculatedMitigationCapLevel)->GetInt32();
  1265. info->set_max_mitigation(calc_mit_cap);
  1266. int16 mit_percent = (int16)(CalculateMitigation() * 1000.0f);
  1267. info->set_mitigation_pve(mit_percent);
  1268. mit_percent = (int16)(CalculateMitigation(DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE,0,0,true) * 1000.0f);
  1269. info->set_mitigation_pvp(mit_percent);
  1270. info->add_sta((float)values->sta);
  1271. info->add_str((float)values->str);
  1272. info->add_agi((float)values->agi);
  1273. info->add_wis((float)values->wis);
  1274. info->add_intel((float)values->int_);
  1275. info->add_disease(values->vs_disease);
  1276. info->add_divine(values->vs_divine);
  1277. info->add_heat(values->vs_heat);
  1278. info->add_magic(values->vs_magic);
  1279. int32 sta_hp_bonus = 0.0;
  1280. int32 prim_power_bonus = 0.0;
  1281. float bonus_mod = 0.0;
  1282. if (IsPlayer()) {
  1283. bonus_mod = CalculateBonusMod();
  1284. sta_hp_bonus = info->get_sta() * bonus_mod;
  1285. prim_power_bonus = GetPrimaryStat() * bonus_mod;
  1286. }
  1287. prim_power_bonus = floor(float(prim_power_bonus));
  1288. sta_hp_bonus = floor(float(sta_hp_bonus));
  1289. SetTotalHP(GetTotalHPBase() + values->health + sta_hp_bonus);
  1290. SetTotalPower(GetTotalPowerBase() + values->power + prim_power_bonus);
  1291. if(GetHP() > GetTotalHP())
  1292. SetHP(GetTotalHP());
  1293. if(GetPower() > GetTotalPower())
  1294. SetPower(GetTotalPower());
  1295. info->add_mental(values->vs_mental);
  1296. info->add_poison(values->vs_poison);
  1297. info->set_max_concentration(info->get_max_concentration_base() + values->concentration);
  1298. info->add_cold(values->vs_cold);
  1299. info->add_mitigation_skill1(values->vs_slash);
  1300. info->add_mitigation_skill2(values->vs_pierce);
  1301. info->add_mitigation_skill3(values->vs_crush);
  1302. info->add_ability_modifier(values->ability_modifier);
  1303. info->add_critical_mitigation(values->criticalmitigation);
  1304. info->add_block_chance(values->extrashieldblockchance);
  1305. info->add_crit_chance(values->beneficialcritchance);
  1306. info->add_crit_bonus(values->critbonus);
  1307. info->add_potency(values->potency);
  1308. info->add_hate_mod(values->hategainmod);
  1309. info->add_reuse_speed(values->abilityreusespeed);
  1310. info->add_casting_speed(values->abilitycastingspeed);
  1311. info->add_recovery_speed(values->abilityrecoveryspeed);
  1312. info->add_spell_reuse_speed(values->spellreusespeed);
  1313. info->add_spell_multi_attack(values->spellmultiattackchance);
  1314. info->add_dps(values->dps);
  1315. info->add_dps_multiplier(CalculateDPSMultiplier());
  1316. info->add_haste(values->attackspeed);
  1317. info->add_multi_attack(values->multiattackchance);
  1318. info->add_flurry(values->flurry);
  1319. info->add_melee_ae(values->aeautoattackchance);
  1320. info->add_strikethrough(values->strikethrough);
  1321. info->add_accuracy(values->accuracy);
  1322. info->add_offensivespeed(values->offensivespeed);
  1323. info->add_uncontested_block(values->uncontested_block);
  1324. info->add_uncontested_parry(values->uncontested_parry);
  1325. info->add_uncontested_dodge(values->uncontested_dodge);
  1326. info->add_uncontested_riposte(values->uncontested_riposte);
  1327. info->set_ability_modifier(values->ability_modifier);
  1328. float full_pct_hit = 100.0f;
  1329. MStats.lock();
  1330. float parryStat = stats[ITEM_STAT_PARRY];
  1331. MStats.unlock();
  1332. float parry_pct = CalculateSkillStatChance("Parry", ITEM_STAT_PARRYCHANCE, 70.0f, parryStat);
  1333. parry_pct += parry_pct * (info->get_cur_avoidance()/100.0f);
  1334. if(parry_pct > 70.0f)
  1335. parry_pct = 70.0f;
  1336. info->set_parry(parry_pct);
  1337. full_pct_hit -= parry_pct;
  1338. float block_pct = 0.0f;
  1339. if(GetAdventureClass() != BRAWLER)
  1340. {
  1341. Item* item = equipment_list.GetItem(EQ2_SECONDARY_SLOT);
  1342. if(item && item->details.item_id > 0 && item->IsShield()){
  1343. // if high is set and greater than low use high, otherwise use low
  1344. int16 mitigation = item->armor_info->mitigation_high > item->armor_info->mitigation_low ? item->armor_info->mitigation_high : item->armor_info->mitigation_low;
  1345. // we frankly don't know the formula for Block, only that it uses the 'Protection' of the shield, which is the mitigation_low/mitigation_high in the armor_info
  1346. if(mitigation)
  1347. {
  1348. /*DOF Prima Guide: Shields now have the following base chances
  1349. to block: Tower (10%), Kite (10%), Round
  1350. (5%), Buckler (3%). Your chances to block
  1351. scale up or down based on the con of your
  1352. opponent.*/
  1353. Skill* skill = master_skill_list.GetSkill(item->generic_info.skill_req1);
  1354. float baseBlock = 0.0f;
  1355. if(skill)
  1356. {
  1357. if(skill->short_name.data == "towershield" || skill->short_name.data == "kiteshield")
  1358. baseBlock = 10.0f;
  1359. else if (skill->short_name.data == "roundshield")
  1360. baseBlock = 5.0f;
  1361. else if (skill->short_name.data == "buckler")
  1362. baseBlock = 3.0f;
  1363. }
  1364. if(effective_level > mitigation)
  1365. block_pct = log10f((float)mitigation/((float)effective_level*10.0f));
  1366. else
  1367. block_pct = log10f(((float)effective_level/(float)mitigation)) * log10f(effective_level) * 2.0f;
  1368. if(block_pct < 0.0f)
  1369. block_pct *= -1.0f;
  1370. block_pct += baseBlock;
  1371. block_pct += block_pct * (info->get_cur_avoidance()/100.0f);
  1372. if(block_pct > 70.0f)
  1373. block_pct = 70.0f;
  1374. }
  1375. }
  1376. }
  1377. else
  1378. {
  1379. MStats.lock();
  1380. float deflectionStat = stats[ITEM_STAT_DEFLECTION];
  1381. MStats.unlock();
  1382. block_pct = CalculateSkillStatChance("Deflection", ITEM_STAT_MINIMUMDEFLECTIONCHANCE, 70.0f, deflectionStat+1.0f);
  1383. block_pct += block_pct * (info->get_cur_avoidance()/100.0f);
  1384. }
  1385. float block_actual = 0.0f;
  1386. if(full_pct_hit > 0.0f)
  1387. block_actual = block_pct * (full_pct_hit / 100.0f);
  1388. info->set_block(block_actual);
  1389. full_pct_hit -= block_actual;
  1390. MStats.lock();
  1391. float defenseStat = stats[ITEM_STAT_DEFENSE];
  1392. MStats.unlock();
  1393. float dodge_pct = CalculateSkillStatChance("Defense", ITEM_STAT_DODGECHANCE, 100.0f, defenseStat);
  1394. dodge_pct += dodge_pct * (info->get_cur_avoidance()/100.0f);
  1395. float dodge_actual = 0.0f;
  1396. if(full_pct_hit > 0.0f)
  1397. dodge_actual = dodge_pct * (full_pct_hit / 100.0f) + (log10f(effective_level * GetAgi()) / 100.0f);
  1398. info->set_avoidance_base(dodge_actual);
  1399. float total_avoidance = parry_pct + block_actual + dodge_actual;
  1400. info->set_avoidance_display(total_avoidance);
  1401. SetRegenValues(effective_level);
  1402. CalculateApplyWeight();
  1403. UpdateWeapons();
  1404. safe_delete(values);
  1405. }
  1406. void Entity::CalculateApplyWeight() {
  1407. if (IsPlayer()) {
  1408. int32 prev_weight = GetInfoStruct()->get_weight();
  1409. int32 inv_weight = ((Player*)this)->item_list.GetWeight();
  1410. // calculate coin
  1411. int32 coin_copper = GetInfoStruct()->get_coin_copper();
  1412. int32 coin_silver = GetInfoStruct()->get_coin_silver();
  1413. int32 coin_gold = GetInfoStruct()->get_coin_gold();
  1414. int32 coin_plat = GetInfoStruct()->get_coin_plat();
  1415. float weight_per_hundred = rule_manager.GetGlobalRule(R_Player, CoinWeightPerHundred)->GetFloat();
  1416. if(weight_per_hundred < 0.0f) {
  1417. weight_per_hundred = 0.0f;
  1418. }
  1419. int32 total_weight = (int32)((double)coin_copper / weight_per_hundred) + (double)((double)coin_silver / weight_per_hundred) + (double)((double)coin_gold / weight_per_hundred) + (double)((double)coin_plat / weight_per_hundred);
  1420. total_weight += (int32)((double)inv_weight / 10.0);
  1421. GetInfoStruct()->set_weight(total_weight);
  1422. SetSpeedMultiplier(GetHighestSnare());
  1423. ((Player*)this)->SetSpeed(GetSpeed());
  1424. if(((Player*)this)->GetClient()) {
  1425. ((Player*)this)->GetClient()->SendControlGhost();
  1426. }
  1427. info_changed = true;
  1428. changed = true;
  1429. AddChangedZoneSpawn();
  1430. ((Player*)this)->SetCharSheetChanged(true);
  1431. }
  1432. int32 max_weight = 0;
  1433. float weight_str_multiplier = rule_manager.GetGlobalRule(R_Player, MaxWeightStrengthMultiplier)->GetFloat();
  1434. int32 base_weight = rule_manager.GetGlobalRule(R_Player, BaseWeight)->GetInt32();
  1435. if(weight_str_multiplier < 0.0f) {
  1436. weight_str_multiplier = 0.0f;
  1437. }
  1438. if(GetInfoStruct()->get_str() <= 0.0f) {
  1439. max_weight = base_weight; // rule for base strength
  1440. }
  1441. else {
  1442. max_weight = (int32)((double)GetInfoStruct()->get_str() * weight_str_multiplier); // rule multipler for strength
  1443. max_weight += base_weight; // rule for base strength
  1444. }
  1445. GetInfoStruct()->set_max_weight(max_weight);
  1446. }
  1447. void Entity::SetRegenValues(int16 effective_level)
  1448. {
  1449. bool classicRegen = rule_manager.GetGlobalRule(R_Spawn, ClassicRegen)->GetBool();
  1450. bool override_ = (IsPlayer() && !GetInfoStruct()->get_engaged_encounter());
  1451. if(!GetInfoStruct()->get_hp_regen_override())
  1452. {
  1453. sint16 regen_hp_rate = 0;
  1454. sint16 temp = 0;
  1455. MStats.lock();
  1456. if(!IsAggroed() || override_)
  1457. {
  1458. if(classicRegen)
  1459. {
  1460. // classic regen only gives OUT OF COMBAT, doesn't combine in+out of combat
  1461. regen_hp_rate = (int)(effective_level*.75)+1;
  1462. temp = regen_hp_rate + stats[ITEM_STAT_HPREGEN];
  1463. temp += stats[ITEM_STAT_HPREGENPPT];
  1464. }
  1465. else
  1466. {
  1467. regen_hp_rate = (int)(effective_level*.75)+(int)(effective_level/10) + 1;
  1468. temp = regen_hp_rate + stats[ITEM_STAT_HPREGEN];
  1469. temp += stats[ITEM_STAT_HPREGENPPT] + stats[ITEM_STAT_COMBATHPREGENPPT];
  1470. }
  1471. }
  1472. else
  1473. {
  1474. regen_hp_rate = (sint16)(effective_level / 10) + 1;
  1475. temp = regen_hp_rate + stats[ITEM_STAT_COMBATHPREGENPPT];
  1476. }
  1477. MStats.unlock();
  1478. GetInfoStruct()->set_hp_regen(temp);
  1479. }
  1480. if(!GetInfoStruct()->get_power_regen_override())
  1481. {
  1482. sint16 regen_power_rate = 0;
  1483. sint16 temp = 0;
  1484. MStats.lock();
  1485. if(!IsAggroed() || override_)
  1486. {
  1487. if(classicRegen)
  1488. {
  1489. regen_power_rate = effective_level + 1;
  1490. temp = regen_power_rate + stats[ITEM_STAT_MANAREGEN];
  1491. temp += stats[ITEM_STAT_MPREGENPPT];
  1492. }
  1493. else
  1494. {
  1495. regen_power_rate = effective_level + (int)(effective_level/10) + 1;
  1496. temp = regen_power_rate + stats[ITEM_STAT_MANAREGEN];
  1497. temp += stats[ITEM_STAT_MPREGENPPT] + stats[ITEM_STAT_COMBATMPREGENPPT];
  1498. }
  1499. }
  1500. else
  1501. {
  1502. regen_power_rate = (sint16)(effective_level / 10) + 1;
  1503. temp = regen_power_rate + stats[ITEM_STAT_COMBATMPREGENPPT];
  1504. }
  1505. MStats.unlock();
  1506. GetInfoStruct()->set_power_regen(temp);
  1507. }
  1508. }
  1509. EquipmentItemList* Entity::GetEquipmentList(){
  1510. return &equipment_list;
  1511. }
  1512. EquipmentItemList* Entity::GetAppearanceEquipmentList(){
  1513. return &appearance_equipment_list;
  1514. }
  1515. void Entity::SetEquipment(Item* item, int8 slot){
  1516. std::lock_guard<std::mutex> lk(MEquipment);
  1517. if(!item && slot < NUM_SLOTS){
  1518. SetInfo(&equipment.equip_id[slot], 0);
  1519. SetInfo(&equipment.color[slot].red, 0);
  1520. SetInfo(&equipment.color[slot].green, 0);
  1521. SetInfo(&equipment.color[slot].blue, 0);
  1522. SetInfo(&equipment.highlight[slot].red, 0);
  1523. SetInfo(&equipment.highlight[slot].green, 0);
  1524. SetInfo(&equipment.highlight[slot].blue, 0);
  1525. }
  1526. else{
  1527. if ( slot >= NUM_SLOTS )
  1528. slot = item->details.slot_id;
  1529. if( slot >= NUM_SLOTS )
  1530. return;
  1531. SetInfo(&equipment.equip_id[slot], item->generic_info.appearance_id);
  1532. SetInfo(&equipment.color[slot].red, item->generic_info.appearance_red);
  1533. SetInfo(&equipment.color[slot].green, item->generic_info.appearance_green);
  1534. SetInfo(&equipment.color[slot].blue, item->generic_info.appearance_blue);
  1535. SetInfo(&equipment.highlight[slot].red, item->generic_info.appearance_highlight_red);
  1536. SetInfo(&equipment.highlight[slot].green, item->generic_info.appearance_highlight_green);
  1537. SetInfo(&equipment.highlight[slot].blue, item->generic_info.appearance_highlight_blue);
  1538. }
  1539. }
  1540. bool Entity::CheckSpellBonusRemoval(LuaSpell* spell, int16 type){
  1541. MutexList<BonusValues*>::iterator itr = bonus_list.begin();
  1542. while(itr.Next()){
  1543. if(itr.value->luaspell == spell && itr.value->type == type){
  1544. bonus_list.Remove(itr.value, true);
  1545. return true;
  1546. }
  1547. }
  1548. return false;
  1549. }
  1550. void Entity::AddSpellBonus(LuaSpell* spell, int16 type, float value, int64 class_req, vector<int16> race_req, vector<int16> faction_req){
  1551. CheckSpellBonusRemoval(spell, type);
  1552. BonusValues* bonus = new BonusValues;
  1553. if(spell && spell->spell) {
  1554. bonus->spell_id = spell->spell->GetSpellID();
  1555. }
  1556. else {
  1557. bonus->spell_id = 0;
  1558. }
  1559. bonus->luaspell = spell;
  1560. bonus->type = type;
  1561. bonus->value = value;
  1562. bonus->class_req = class_req;
  1563. bonus->race_req = race_req;
  1564. bonus->faction_req = faction_req;
  1565. bonus->tier = (spell && spell->spell) ? spell->spell->GetSpellTier() : 0;
  1566. bonus_list.Add(bonus);
  1567. if(IsNPC() || IsPlayer())
  1568. CalculateBonuses();
  1569. }
  1570. BonusValues* Entity::GetSpellBonus(int32 spell_id) {
  1571. BonusValues *ret = 0;
  1572. MutexList<BonusValues*>::iterator itr = bonus_list.begin();
  1573. while (itr.Next()) {
  1574. if (itr.value->spell_id == spell_id) {
  1575. ret = itr.value;
  1576. break;
  1577. }
  1578. }
  1579. return ret;
  1580. }
  1581. vector<BonusValues*>* Entity::GetAllSpellBonuses(LuaSpell* spell) {
  1582. vector<BonusValues*>* list = new vector<BonusValues*>;
  1583. MutexList<BonusValues*>::iterator itr = bonus_list.begin();
  1584. while (itr.Next()) {
  1585. if (itr.value->luaspell == spell)
  1586. list->push_back(itr.value);
  1587. }
  1588. return list;
  1589. }
  1590. void Entity::RemoveSpellBonus(const LuaSpell* spell, bool remove_all){
  1591. // spell can be null!
  1592. MutexList<BonusValues*>::iterator itr = bonus_list.begin();
  1593. while(itr.Next()){
  1594. if(itr.value->luaspell == spell || remove_all)
  1595. bonus_list.Remove(itr.value, true);
  1596. }
  1597. if(IsNPC() || IsPlayer())
  1598. CalculateBonuses();
  1599. }
  1600. void Entity::CalculateSpellBonuses(ItemStatsValues* stats){
  1601. if(stats){
  1602. MutexList<BonusValues*>::iterator itr = bonus_list.begin();
  1603. vector<BonusValues*> bv;
  1604. //First check if we meet the requirement for each bonus
  1605. bool race_match = false;
  1606. while(itr.Next()) {
  1607. if (itr.value->race_req.size() > 0) {
  1608. for (int8 i = 0; i < itr.value->race_req.size(); i++) {
  1609. if (GetRace() == itr.value->race_req[i]) {
  1610. race_match = true;
  1611. }
  1612. }
  1613. }
  1614. else
  1615. race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
  1616. int64 const class1 = pow(2.0, (GetAdventureClass() - 1));
  1617. int64 const class2 = pow(2.0, (classes.GetSecondaryBaseClass(GetAdventureClass()) - 1));
  1618. int64 const class3 = pow(2.0, (classes.GetBaseClass(GetAdventureClass()) - 1));
  1619. if (itr.value->class_req == 0 || (itr.value->class_req & class1) == class1 || (itr.value->class_req & class2) == class2 || (itr.value->class_req & class3) == class3 && race_match )
  1620. bv.push_back(itr.value);
  1621. }
  1622. //Sort the bonuses by spell id and luaspell
  1623. BonusValues* bonus = nullptr;
  1624. map <int32, map<LuaSpell*, vector<BonusValues*> > > sort;
  1625. for (int8 i = 0; i < bv.size(); i++){
  1626. bonus = bv.at(i);
  1627. sort[bonus->spell_id][bonus->luaspell].push_back(bonus);
  1628. }
  1629. //Now check for the highest tier of each spell id and apply those bonuses
  1630. map<LuaSpell*, vector<BonusValues*> >::iterator tier_itr;
  1631. map <int32, map<LuaSpell*, vector<BonusValues*> > >::iterator sort_itr;
  1632. for (sort_itr = sort.begin(); sort_itr != sort.end(); sort_itr++){
  1633. LuaSpell* key = nullptr;
  1634. sint8 highest_tier = -1;
  1635. //Find the highest tier for this spell id
  1636. for (tier_itr = sort_itr->second.begin(); tier_itr != sort_itr->second.end(); tier_itr++){
  1637. LuaSpell* current_spell = tier_itr->first;
  1638. sint8 current_tier = 0;
  1639. if (current_spell && current_spell->spell && ((current_tier = current_spell->spell->GetSpellTier()) > highest_tier)) {
  1640. highest_tier = current_tier;
  1641. key = current_spell;
  1642. }
  1643. }
  1644. //We've found the highest tier for this spell id, so add the bonuses
  1645. vector<BonusValues*>* final_bonuses = &sort_itr->second[key];
  1646. for (int8 i = 0; i < final_bonuses->size(); i++)
  1647. world.AddBonuses(nullptr, stats, final_bonuses->at(i)->type, final_bonuses->at(i)->value, this);
  1648. }
  1649. }
  1650. }
  1651. void Entity::AddMezSpell(LuaSpell* spell) {
  1652. if (!spell)
  1653. return;
  1654. if (!control_effects[CONTROL_EFFECT_TYPE_MEZ])
  1655. control_effects[CONTROL_EFFECT_TYPE_MEZ] = new MutexList<LuaSpell*>;
  1656. MutexList<LuaSpell*>* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ];
  1657. if (IsPlayer() && !IsStunned() && !IsMezImmune() && mez_spells->size(true) == 0){
  1658. ((Player*)this)->SetPlayerControlFlag(1, 16, true);
  1659. if (!IsRooted())
  1660. ((Player*)this)->SetPlayerControlFlag(1, 8, true);
  1661. if (!IsStifled() && !IsFeared())
  1662. GetZone()->LockAllSpells((Player*)this);
  1663. }
  1664. if (IsNPC() && !IsMezImmune())
  1665. {
  1666. HaltMovement();
  1667. }
  1668. mez_spells->Add(spell);
  1669. }
  1670. void Entity::RemoveMezSpell(LuaSpell* spell) {
  1671. MutexList<LuaSpell*>* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ];
  1672. if (!mez_spells || mez_spells->size(true) == 0)
  1673. return;
  1674. mez_spells->Remove(spell);
  1675. if (mez_spells->size(true) == 0){
  1676. if (IsPlayer() && !IsMezImmune() && !IsStunned()){
  1677. if (!IsStifled() && !IsFeared())
  1678. GetZone()->UnlockAllSpells((Player*)this);
  1679. ((Player*)this)->SetPlayerControlFlag(1, 16, false);
  1680. if (!IsRooted())
  1681. ((Player*)this)->SetPlayerControlFlag(1, 8, false);
  1682. }
  1683. if(!IsPlayer()) {
  1684. GetZone()->movementMgr->StopNavigation((Entity*)this);
  1685. ((Spawn*)this)->StopMovement();
  1686. }
  1687. }
  1688. }
  1689. void Entity::RemoveAllMezSpells() {
  1690. MutexList<LuaSpell*>* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ];
  1691. if (!mez_spells)
  1692. return;
  1693. MutexList<LuaSpell*>::iterator itr = mez_spells->begin();
  1694. while (itr.Next()){
  1695. LuaSpell* spell = itr.value;
  1696. if (!spell)
  1697. continue;
  1698. GetZone()->RemoveTargetFromSpell(spell, this);
  1699. RemoveDetrimentalSpell(spell);
  1700. RemoveSpellEffect(spell);
  1701. if (IsPlayer())
  1702. ((Player*)this)->RemoveSkillBonus(spell->spell->GetSpellID());
  1703. }
  1704. mez_spells->clear();
  1705. if (IsPlayer() && !IsMezImmune() && !IsStunned()){
  1706. if (!IsStifled() && !IsFeared())
  1707. GetZone()->UnlockAllSpells((Player*)this);
  1708. ((Player*)this)->SetPlayerControlFlag(1, 16, false);
  1709. if (!IsRooted())
  1710. ((Player*)this)->SetPlayerControlFlag(1, 8, false);
  1711. }
  1712. }
  1713. void Entity::AddStifleSpell(LuaSpell* spell) {
  1714. if (!spell)
  1715. return;
  1716. if (!control_effects[CONTROL_EFFECT_TYPE_STIFLE])
  1717. control_effects[CONTROL_EFFECT_TYPE_STIFLE] = new MutexList<LuaSpell*>;
  1718. if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_STIFLE]->size(true) == 0 && !IsStifleImmune() && !IsMezzedOrStunned())
  1719. GetZone()->LockAllSpells((Player*)this);
  1720. control_effects[CONTROL_EFFECT_TYPE_STIFLE]->Add(spell);
  1721. }
  1722. void Entity::RemoveStifleSpell(LuaSpell* spell) {
  1723. MutexList<LuaSpell*>* stifle_list = control_effects[CONTROL_EFFECT_TYPE_STIFLE];
  1724. if (!stifle_list || stifle_list->size(true) == 0)
  1725. return;
  1726. stifle_list->Remove(spell);
  1727. if (IsPlayer() && stifle_list->size(true) == 0 && !IsStifleImmune() && !IsMezzedOrStunned())
  1728. GetZone()->UnlockAllSpells((Player*)this);
  1729. }
  1730. void Entity::AddDazeSpell(LuaSpell* spell) {
  1731. if (!spell)
  1732. return;
  1733. if (!control_effects[CONTROL_EFFECT_TYPE_DAZE])
  1734. control_effects[CONTROL_EFFECT_TYPE_DAZE] = new MutexList<LuaSpell*>;
  1735. control_effects[CONTROL_EFFECT_TYPE_DAZE]->Add(spell);
  1736. }
  1737. void Entity::RemoveDazeSpell(LuaSpell* spell) {
  1738. MutexList<LuaSpell*>* daze_list = control_effects[CONTROL_EFFECT_TYPE_DAZE];
  1739. if (!daze_list || daze_list->size(true) == 0)
  1740. return;
  1741. daze_list->Remove(spell);
  1742. }
  1743. void Entity::AddStunSpell(LuaSpell* spell) {
  1744. if (!spell)
  1745. return;
  1746. if (!control_effects[CONTROL_EFFECT_TYPE_STUN])
  1747. control_effects[CONTROL_EFFECT_TYPE_STUN] = new MutexList<LuaSpell*>;
  1748. if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_STUN]->size(true) == 0 && !IsStunImmune()){
  1749. if (!IsMezzed()){
  1750. ((Player*)this)->SetPlayerControlFlag(1, 16, true);
  1751. if (!IsRooted())
  1752. ((Player*)this)->SetPlayerControlFlag(1, 8, true);
  1753. if (!IsStifled() && !IsFeared())
  1754. GetZone()->LockAllSpells((Player*)this);
  1755. }
  1756. }
  1757. control_effects[CONTROL_EFFECT_TYPE_STUN]->Add(spell);
  1758. }
  1759. void Entity::RemoveStunSpell(LuaSpell* spell) {
  1760. MutexList<LuaSpell*>* stun_list = control_effects[CONTROL_EFFECT_TYPE_STUN];
  1761. if (!stun_list || stun_list->size(true) == 0)
  1762. return;
  1763. stun_list->Remove(spell);
  1764. if (stun_list->size(true) == 0){
  1765. if (IsPlayer() && !IsMezzed() && !IsStunImmune()){
  1766. ((Player*)this)->SetPlayerControlFlag(1, 16, false);
  1767. if (!IsRooted())
  1768. ((Player*)this)->SetPlayerControlFlag(1, 8, false);
  1769. if (!IsStifled() && !IsFeared())
  1770. GetZone()->UnlockAllSpells((Player*)this);
  1771. }
  1772. if(!IsPlayer()) {
  1773. GetZone()->movementMgr->StopNavigation((Entity*)this);
  1774. ((Spawn*)this)->StopMovement();
  1775. }
  1776. }
  1777. }
  1778. void Entity::HideDeityPet(bool val) {
  1779. if (!deityPet)
  1780. return;
  1781. if (val) {
  1782. deityPet->AddAllowAccessSpawn(deityPet);
  1783. GetZone()->HidePrivateSpawn(deityPet);
  1784. }
  1785. else
  1786. deityPet->MakeSpawnPublic();
  1787. }
  1788. void Entity::HideCosmeticPet(bool val) {
  1789. if (!cosmeticPet)
  1790. return;
  1791. if (val) {
  1792. cosmeticPet->AddAllowAccessSpawn(cosmeticPet);
  1793. GetZone()->HidePrivateSpawn(cosmeticPet);
  1794. }
  1795. else
  1796. cosmeticPet->MakeSpawnPublic();
  1797. }
  1798. void Entity::DismissAllPets(bool from_death, bool spawnListLocked)
  1799. {
  1800. DismissPet(GetPet(), from_death, spawnListLocked);
  1801. DismissPet(GetCharmedPet(), from_death, spawnListLocked);
  1802. DismissPet(GetDeityPet(), from_death, spawnListLocked);
  1803. DismissPet(GetCosmeticPet(), from_death, spawnListLocked);
  1804. }
  1805. void Entity::DismissPet(Entity* pet, bool from_death, bool spawnListLocked) {
  1806. if (!pet)
  1807. return;
  1808. Entity* PetOwner = pet->GetOwner();
  1809. if(pet->IsNPC())
  1810. {
  1811. ((NPC*)pet)->SetDismissing(true);
  1812. // Remove the spell maintained spell
  1813. Spell* spell = master_spell_list.GetSpell(pet->GetPetSpellID(), pet->GetPetSpellTier());
  1814. if (spell)
  1815. GetZone()->GetSpellProcess()->DeleteCasterSpell(this, spell, from_death == true ? (string)"pet_death" : (string)"canceled");
  1816. }
  1817. if (pet->GetPetType() == PET_TYPE_CHARMED) {
  1818. if(PetOwner)
  1819. PetOwner->SetCharmedPet(0);
  1820. if (!from_death) {
  1821. // set the pet flag to false, owner to 0, and give the mob its old brain back
  1822. pet->SetPet(false);
  1823. pet->SetOwner(0);
  1824. if(pet->IsNPC())
  1825. ((NPC*)pet)->SetBrain(new Brain((NPC*)pet));
  1826. pet->SetDismissing(false);
  1827. }
  1828. }
  1829. else if (PetOwner && pet->GetPetType() == PET_TYPE_COMBAT)
  1830. PetOwner->SetCombatPet(0);
  1831. else if (PetOwner && pet->GetPetType() == PET_TYPE_DEITY)
  1832. PetOwner->SetDeityPet(0);
  1833. else if (PetOwner && pet->GetPetType() == PET_TYPE_COSMETIC)
  1834. PetOwner->SetCosmeticPet(0);
  1835. // if owner is player and no combat pets left reset the pet info
  1836. if (PetOwner && PetOwner->IsPlayer()) {
  1837. if (!PetOwner->GetPet() && !PetOwner->GetCharmedPet())
  1838. ((Player*)PetOwner)->ResetPetInfo();
  1839. }
  1840. // remove the spawn from the world
  1841. if (!from_death && pet->GetPetType() != PET_TYPE_CHARMED)
  1842. GetZone()->RemoveSpawn(pet);
  1843. }
  1844. float Entity::CalculateBonusMod() {
  1845. int8 level = GetLevel();
  1846. if (level <= 20)
  1847. return 3.0;
  1848. else if (level >= 90)
  1849. return 10.0;
  1850. else
  1851. return (level - 20) * .1 + 3.0;
  1852. }
  1853. float Entity::CalculateDPSMultiplier(){
  1854. float dps = GetInfoStruct()->get_dps();
  1855. if (dps > 0){
  1856. if (dps <= 100)
  1857. return (dps / 100 + 1);
  1858. else if (dps <= 200)
  1859. return (((dps - 100) * .25 + 100) / 100 + 1);
  1860. else if (dps <= 300)
  1861. return (((dps - 200) * .1 + 125) / 100 + 1);
  1862. else if (dps <= 900)
  1863. return (((dps - 300) * .05 + 135) / 100 + 1);
  1864. else
  1865. return (((dps - 900) * .01 + 165) / 100 + 1);
  1866. }
  1867. return 1;
  1868. }
  1869. void Entity::AddWard(int32 spellID, WardInfo* ward) {
  1870. if (m_wardList.count(spellID) == 0) {
  1871. m_wardList[spellID] = ward;
  1872. }
  1873. }
  1874. WardInfo* Entity::GetWard(int32 spellID) {
  1875. WardInfo* ret = 0;
  1876. if (m_wardList.count(spellID) > 0)
  1877. ret = m_wardList[spellID];
  1878. return ret;
  1879. }
  1880. void Entity::RemoveWard(int32 spellID) {
  1881. if (m_wardList.count(spellID) > 0) {
  1882. // Delete the ward info
  1883. safe_delete(m_wardList[spellID]);
  1884. // Remove from the ward list
  1885. m_wardList.erase(spellID);
  1886. }
  1887. }
  1888. int32 Entity::CheckWards(Entity* attacker, int32 damage, int8 damage_type) {
  1889. map<int32, WardInfo*>::iterator itr;
  1890. WardInfo* ward = 0;
  1891. LuaSpell* spell = 0;
  1892. while (m_wardList.size() > 0 && damage > 0) {
  1893. // Get the ward with the lowest base damage
  1894. for (itr = m_wardList.begin(); itr != m_wardList.end(); itr++) {
  1895. if(itr->second->RoundTriggered)
  1896. continue;
  1897. if (!ward || itr->second->BaseDamage < ward->BaseDamage) {
  1898. if ((itr->second->AbsorbAllDamage || itr->second->DamageLeft > 0) &&
  1899. (itr->second->WardType == WARD_TYPE_ALL ||
  1900. (itr->second->WardType == WARD_TYPE_PHYSICAL && damage_type >= DAMAGE_PACKET_DAMAGE_TYPE_SLASH && damage_type <= DAMAGE_PACKET_DAMAGE_TYPE_PIERCE) ||
  1901. (itr->second->WardType == WARD_TYPE_MAGICAL && ((itr->second->DamageType == 0 && damage_type >= DAMAGE_PACKET_DAMAGE_TYPE_PIERCE) || (damage_type >= DAMAGE_PACKET_DAMAGE_TYPE_PIERCE && itr->second->DamageType == damage_type)))))
  1902. ward = itr->second;
  1903. }
  1904. }
  1905. if (!ward)
  1906. break;
  1907. spell = ward->Spell;
  1908. // damage to redirect at the source (like intercept)
  1909. int32 redirectDamage = 0;
  1910. if (ward->RedirectDamagePercent)
  1911. redirectDamage = (int32)(double)damage * ((double)ward->RedirectDamagePercent / 100.0);
  1912. // percentage the spell absorbs of all possible damage
  1913. int32 damageToAbsorb = 0;
  1914. if (ward->DamageAbsorptionPercentage > 0)
  1915. damageToAbsorb = (int32)(double)damage * ((double)ward->DamageAbsorptionPercentage/100.0);
  1916. else
  1917. damageToAbsorb = damage;
  1918. int32 maxDamageAbsorptionAllowed = 0;
  1919. // spells like Divine Aura have caps on health, eg. anything more than 50% damage is not absorbed
  1920. if (ward->DamageAbsorptionMaxHealthPercent > 0)
  1921. maxDamageAbsorptionAllowed = (int32)(double)GetTotalHP() * ((double)ward->DamageAbsorptionMaxHealthPercent / 100.0);
  1922. if (maxDamageAbsorptionAllowed > 0 && damageToAbsorb >= maxDamageAbsorptionAllowed)
  1923. damageToAbsorb = 0; // its over or equal to 50% of the total hp allowed, thus this damage is not absorbed
  1924. int32 baseDamageRemaining = damage - damageToAbsorb;
  1925. bool hasSpellBeenRemoved = false;
  1926. if (ward->AbsorbAllDamage)
  1927. {
  1928. ward->LastAbsorbedDamage = ward->DamageLeft;
  1929. if (!redirectDamage)
  1930. GetZone()->SendHealPacket(ward->Spell->caster, this, HEAL_PACKET_TYPE_ABSORB, damage, spell->spell->GetName());
  1931. damage = 0;
  1932. }
  1933. else if (damageToAbsorb >= ward->DamageLeft) {
  1934. // Damage is greater than or equal to the amount left on the ward
  1935. ward->LastAbsorbedDamage = ward->DamageLeft;
  1936. // remove what damage we can absorb
  1937. damageToAbsorb -= ward->DamageLeft;
  1938. // move back what couldn't be absorbed to the base dmg and apply to the overall damage
  1939. baseDamageRemaining += damageToAbsorb;
  1940. damage = baseDamageRemaining;
  1941. ward->DamageLeft = 0;
  1942. spell->damage_remaining = 0;
  1943. if(!redirectDamage)
  1944. GetZone()->SendHealPacket(spell->caster, this, HEAL_PACKET_TYPE_ABSORB, ward->DamageLeft, spell->spell->GetName());
  1945. if (!ward->keepWard) {
  1946. hasSpellBeenRemoved = true;
  1947. RemoveWard(spell->spell->GetSpellID());
  1948. GetZone()->GetSpellProcess()->DeleteCasterSpell(spell, "purged");
  1949. }
  1950. }
  1951. else {
  1952. ward->LastAbsorbedDamage = damageToAbsorb;
  1953. // Damage is less then the amount left on the ward
  1954. ward->DamageLeft -= damageToAbsorb;
  1955. spell->damage_remaining = ward->DamageLeft;
  1956. if (spell->caster->IsPlayer())
  1957. ClientPacketFunctions::SendMaintainedExamineUpdate(((Player*)spell->caster)->GetClient(), spell->slot_pos, ward->DamageLeft, 1);
  1958. if (!redirectDamage)
  1959. GetZone()->SendHealPacket(ward->Spell->caster, this, HEAL_PACKET_TYPE_ABSORB, damage, spell->spell->GetName());
  1960. // remaining damage not absorbed by percentage must be set
  1961. damage = baseDamageRemaining;
  1962. }
  1963. if (redirectDamage)
  1964. {
  1965. ward->LastRedirectDamage = redirectDamage;
  1966. if (this->IsPlayer())
  1967. {
  1968. Client* client = this->GetClient();
  1969. if(client) {
  1970. client->Message(CHANNEL_COMBAT, "%s intercepted some of the damage intended for you!", spell->caster->GetName());
  1971. }
  1972. }
  1973. if (spell->caster && spell->caster->IsPlayer())
  1974. {
  1975. Client* client = ((Player*)spell->caster)->GetClient();
  1976. if(client) {
  1977. client->Message(CHANNEL_COMBAT, "YOU intercept some of the damage intended for %s!", this->GetName());
  1978. }
  1979. }
  1980. if (attacker && spell->caster)
  1981. attacker->DamageSpawn(spell->caster, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, damage_type, redirectDamage, redirectDamage, 0, 0, false, false, false, false, spell);
  1982. }
  1983. bool shouldRemoveSpell = false;
  1984. ward->HitCount++; // increment hit count
  1985. ward->RoundTriggered = true;
  1986. if (ward->MaxHitCount && spell->num_triggers && spell->caster->GetZone())
  1987. {
  1988. spell->num_triggers--;
  1989. if(spell->caster->IsPlayer()) {
  1990. ClientPacketFunctions::SendMaintainedExamineUpdate(((Player*)spell->caster)->GetClient(), spell->slot_pos, spell->num_triggers, 0);
  1991. }
  1992. }
  1993. if (ward->MaxHitCount && ward->HitCount >= ward->MaxHitCount) // there isn't a max hit requirement with the hit count, so just go based on hit count
  1994. shouldRemoveSpell = true;
  1995. if (shouldRemoveSpell && !hasSpellBeenRemoved)
  1996. {
  1997. RemoveWard(spell->spell->GetSpellID());
  1998. GetZone()->GetSpellProcess()->DeleteCasterSpell(spell, "purged");
  1999. }
  2000. // Reset ward pointer
  2001. ward = 0;
  2002. }
  2003. for (itr = m_wardList.begin(); itr != m_wardList.end(); itr++) {
  2004. itr->second->RoundTriggered = false;
  2005. }
  2006. return damage;
  2007. }
  2008. float Entity::CalculateCastingSpeedMod() {
  2009. float cast_speed = info_struct.get_casting_speed();
  2010. if(cast_speed > 0)
  2011. return 100 * max((float) 0.5, (float) (1 + (1 - (1 / (1 + (cast_speed * .01))))));
  2012. else if (cast_speed < 0)
  2013. return 100 * min((float) 1.5, (float) (1 + (1 - (1 / (1 + (cast_speed * -.01))))));
  2014. return 0;
  2015. }
  2016. float Entity::GetSpeed() {
  2017. float ret = speed > GetBaseSpeed() ? speed : GetBaseSpeed();
  2018. MStats.lock();
  2019. if ((IsStealthed() || IsInvis()) && stats.count(ITEM_STAT_STEALTHINVISSPEEDMOD)) {
  2020. ret += stats[ITEM_STAT_STEALTHINVISSPEEDMOD];
  2021. }
  2022. if (!GetInfoStruct()->get_engaged_encounter()) {
  2023. if (stats.count(ITEM_STAT_SPEED) && stats.count(ITEM_STAT_MOUNTSPEED)) {
  2024. ret += max(stats[ITEM_STAT_SPEED], stats[ITEM_STAT_MOUNTSPEED]);
  2025. }
  2026. else if (stats.count(ITEM_STAT_SPEED)) {
  2027. ret += stats[ITEM_STAT_SPEED];
  2028. }
  2029. else if (stats.count(ITEM_STAT_MOUNTSPEED)) {
  2030. ret += stats[ITEM_STAT_MOUNTSPEED];
  2031. }
  2032. }
  2033. else if (GetInfoStruct()->get_engaged_encounter()) {
  2034. if (GetMaxSpeed() > 0.0f)
  2035. ret = GetMaxSpeed();
  2036. if (stats.count(ITEM_STAT_OFFENSIVESPEED)) {
  2037. ret += stats[ITEM_STAT_OFFENSIVESPEED];
  2038. }
  2039. }
  2040. MStats.unlock();
  2041. ret *= speed_multiplier;
  2042. return ret;
  2043. }
  2044. float Entity::GetAirSpeed() {
  2045. float ret = speed;
  2046. if (!GetInfoStruct()->get_engaged_encounter())
  2047. ret += stats[ITEM_STAT_MOUNTAIRSPEED];
  2048. ret *= speed_multiplier;
  2049. return ret;
  2050. }
  2051. void Entity::SetThreatTransfer(ThreatTransfer* transfer) {
  2052. safe_delete(m_threatTransfer);
  2053. m_threatTransfer = transfer;
  2054. }
  2055. int8 Entity::GetTraumaCount() {
  2056. return det_count_list[DET_TYPE_TRAUMA];
  2057. }
  2058. int8 Entity::GetArcaneCount() {
  2059. return det_count_list[DET_TYPE_ARCANE];
  2060. }
  2061. int8 Entity::GetNoxiousCount() {
  2062. return det_count_list[DET_TYPE_NOXIOUS];
  2063. }
  2064. int8 Entity::GetElementalCount() {
  2065. return det_count_list[DET_TYPE_ELEMENTAL];
  2066. }
  2067. int8 Entity::GetCurseCount() {
  2068. return det_count_list[DET_TYPE_CURSE];
  2069. }
  2070. Mutex* Entity::GetDetrimentMutex() {
  2071. return &MDetriments;
  2072. }
  2073. Mutex* Entity::GetMaintainedMutex() {
  2074. return &MMaintainedSpells;
  2075. }
  2076. Mutex* Entity::GetSpellEffectMutex() {
  2077. return &MSpellEffects;
  2078. }
  2079. bool Entity::HasCurableDetrimentType(int8 det_type) {
  2080. DetrimentalEffects* det;
  2081. bool ret = false;
  2082. MDetriments.readlock(__FUNCTION__, __LINE__);
  2083. for (int32 i = 0; i < detrimental_spell_effects.size(); i++){
  2084. det = &detrimental_spell_effects.at(i);
  2085. if(det && det->det_type == det_type && !det->incurable){
  2086. ret = true;
  2087. break;
  2088. }
  2089. }
  2090. MDetriments.releasereadlock(__FUNCTION__, __LINE__);
  2091. return ret;
  2092. }
  2093. void Entity::ClearAllDetriments() {
  2094. MDetriments.writelock(__FUNCTION__, __LINE__);
  2095. detrimental_spell_effects.clear();
  2096. det_count_list.clear();
  2097. MDetriments.releasewritelock(__FUNCTION__, __LINE__);
  2098. }
  2099. void Entity::CureDetrimentByType(int8 cure_count, int8 det_type, string cure_name, Entity* caster, int8 cure_level) {
  2100. if (cure_count <= 0 || GetDetTypeCount(det_type) <= 0)
  2101. return;
  2102. vector<DetrimentalEffects>* det_list = &detrimental_spell_effects;
  2103. DetrimentalEffects* det;
  2104. vector<LuaSpell*> remove_list;
  2105. LuaSpell* spell = 0;
  2106. vector<LevelArray*>* levels;
  2107. int8 caster_class1 = 0;
  2108. int8 caster_class2 = 0;
  2109. int8 caster_class3 = 0;
  2110. InfoStruct* info_struct = 0;
  2111. bool pass_level_check = false;
  2112. MDetriments.readlock(__FUNCTION__, __LINE__);
  2113. for (int32 i = 0; i<det_list->size(); i++){
  2114. det = &det_list->at(i);
  2115. if (det && det->det_type == det_type && !det->incurable){
  2116. levels = det->spell->spell->GetSpellLevels();
  2117. info_struct = det->caster->GetInfoStruct();
  2118. pass_level_check = false;
  2119. bool has_level_checks = false;
  2120. for (int32 x = 0; x < levels->size(); x++){
  2121. has_level_checks = true;
  2122. // class checks are worthless we can't guarantee the caster is that class
  2123. if (!cure_level || cure_level >= (levels->at(x)->spell_level / 10)){
  2124. pass_level_check = true;
  2125. break;
  2126. }
  2127. }
  2128. if (pass_level_check || !has_level_checks){
  2129. remove_list.push_back(det->spell);
  2130. cure_count--;
  2131. if (cure_count == 0)
  2132. break;
  2133. }
  2134. }
  2135. }
  2136. MDetriments.releasereadlock(__FUNCTION__, __LINE__);
  2137. for (int32 i = 0; i<remove_list.size(); i++){
  2138. spell = remove_list.at(i);
  2139. LogWrite(PLAYER__ERROR, 0, "Debug", "Remove spell %s", remove_list.at(i)->spell->GetName());
  2140. GetZone()->SendDispellPacket(caster, this, cure_name, (string)remove_list.at(i)->spell->GetName(), DISPELL_TYPE_CURE);
  2141. GetZone()->GetSpellProcess()->DeleteCasterSpell(spell, "cured", false, this);
  2142. }
  2143. remove_list.clear();
  2144. }
  2145. void Entity::CureDetrimentByControlEffect(int8 cure_count, int8 control_type, string cure_name, Entity* caster, int8 cure_level) {
  2146. if (cure_count <= 0 || GetDetCount() <= 0)
  2147. return;
  2148. vector<DetrimentalEffects>* det_list = &detrimental_spell_effects;
  2149. DetrimentalEffects* det;
  2150. vector<LuaSpell*> remove_list;
  2151. LuaSpell* spell = 0;
  2152. vector<LevelArray*>* levels;
  2153. int8 caster_class1 = 0;
  2154. int8 caster_class2 = 0;
  2155. int8 caster_class3 = 0;
  2156. InfoStruct* info_struct = 0;
  2157. bool pass_level_check = false;
  2158. MDetriments.readlock(__FUNCTION__, __LINE__);
  2159. for (int32 i = 0; i<det_list->size(); i++){
  2160. det = &det_list->at(i);
  2161. if (det && det->control_effect == control_type && !det->incurable){
  2162. levels = det->spell->spell->GetSpellLevels();
  2163. info_struct = det->caster->GetInfoStruct();
  2164. pass_level_check = false;
  2165. for (int32 x = 0; x < levels->size(); x++){
  2166. if (!cure_level || cure_level >= (levels->at(x)->spell_level / 10)){
  2167. pass_level_check = true;
  2168. break;
  2169. }
  2170. }
  2171. if (pass_level_check){
  2172. remove_list.push_back(det->spell);
  2173. cure_count--;
  2174. if (cure_count == 0)
  2175. break;
  2176. }
  2177. }
  2178. }
  2179. MDetriments.releasereadlock(__FUNCTION__, __LINE__);
  2180. for (int32 i = 0; i<remove_list.size(); i++){
  2181. spell = remove_list.at(i);
  2182. GetZone()->SendDispellPacket(caster, this, cure_name, (string)remove_list.at(i)->spell->GetName(), DISPELL_TYPE_CURE);
  2183. if (GetZone())
  2184. GetZone()->RemoveTargetFromSpell(spell, this);
  2185. RemoveSpellEffect(spell);
  2186. RemoveDetrimentalSpell(spell);
  2187. }
  2188. remove_list.clear();
  2189. }
  2190. void Entity::RemoveDetrimentalSpell(LuaSpell* spell) {
  2191. if(!spell || (spell->spell && spell->spell->GetSpellData() && spell->spell->GetSpellData()->det_type == 0))
  2192. return;
  2193. MDetriments.writelock(__FUNCTION__, __LINE__);
  2194. vector<DetrimentalEffects>* det_list = &detrimental_spell_effects;
  2195. vector<DetrimentalEffects>::iterator itr;
  2196. for(itr = det_list->begin(); itr != det_list->end(); itr++){
  2197. if((*itr).spell == spell){
  2198. det_count_list[(*itr).det_type]--;
  2199. det_list->erase(itr);
  2200. if(IsPlayer())
  2201. ((Player*)this)->SetCharSheetChanged(true);
  2202. break;
  2203. }
  2204. }
  2205. MDetriments.releasewritelock(__FUNCTION__, __LINE__);
  2206. }
  2207. int8 Entity::GetDetTypeCount(int8 det_type){
  2208. return det_count_list[det_type];
  2209. }
  2210. int8 Entity::GetDetCount() {
  2211. int8 det_count = 0;
  2212. map<int8, int8>::iterator itr;
  2213. for(itr=det_count_list.begin(); itr != det_count_list.end(); itr++)
  2214. det_count += (*itr).second;
  2215. return det_count;
  2216. }
  2217. vector<DetrimentalEffects>* Entity::GetDetrimentalSpellEffects() {
  2218. return &detrimental_spell_effects;
  2219. }
  2220. void Entity::AddDetrimentalSpell(LuaSpell* luaspell, int32 override_expire_timestamp){
  2221. if(!luaspell || !luaspell->caster)
  2222. return;
  2223. Spell* spell = luaspell->spell;
  2224. DetrimentalEffects* det = GetDetrimentalEffect(spell->GetSpellID(), luaspell->caster);
  2225. DetrimentalEffects new_det;
  2226. if(det)
  2227. RemoveDetrimentalSpell(det->spell);
  2228. SpellData* data = spell->GetSpellData();
  2229. if(!data)
  2230. return;
  2231. new_det.caster = luaspell->caster;
  2232. new_det.spell = luaspell;
  2233. if (spell->GetSpellData()->duration_until_cancel)
  2234. new_det.expire_timestamp = 0xFFFFFFFF;
  2235. else if(override_expire_timestamp)
  2236. new_det.expire_timestamp = override_expire_timestamp;
  2237. else
  2238. new_det.expire_timestamp = Timer::GetCurrentTime2() + (spell->GetSpellDuration()*100);
  2239. new_det.icon = data->icon;
  2240. new_det.icon_backdrop = data->icon_backdrop;
  2241. new_det.tier = data->tier;
  2242. new_det.det_type = data->det_type;
  2243. new_det.incurable = data->incurable;
  2244. new_det.spell_id = spell->GetSpellID();
  2245. new_det.control_effect = data->control_effect_type;
  2246. new_det.total_time = spell->GetSpellDuration()/10;
  2247. MDetriments.writelock(__FUNCTION__, __LINE__);
  2248. detrimental_spell_effects.push_back(new_det);
  2249. det_count_list[new_det.det_type]++;
  2250. MDetriments.releasewritelock(__FUNCTION__, __LINE__);
  2251. }
  2252. DetrimentalEffects* Entity::GetDetrimentalEffect(int32 spell_id, Entity* caster){
  2253. vector<DetrimentalEffects>* det_list = &detrimental_spell_effects;
  2254. DetrimentalEffects* ret = 0;
  2255. MDetriments.readlock(__FUNCTION__, __LINE__);
  2256. for(int32 i=0; i<det_list->size(); i++){
  2257. if (det_list->at(i).spell_id == spell_id && det_list->at(i).caster == caster)
  2258. ret = &det_list->at(i);
  2259. }
  2260. MDetriments.releasereadlock(__FUNCTION__, __LINE__);
  2261. return ret;
  2262. }
  2263. void Entity::CancelAllStealth() {
  2264. bool did_change = false;
  2265. MutexList<LuaSpell*>* stealth_list = control_effects[CONTROL_EFFECT_TYPE_STEALTH];
  2266. if (stealth_list){
  2267. MutexList<LuaSpell*>::iterator itr = stealth_list->begin();
  2268. while (itr.Next()){
  2269. if (itr.value->caster == this)
  2270. GetZone()->GetSpellProcess()->AddSpellCancel(itr.value);
  2271. else{
  2272. GetZone()->RemoveTargetFromSpell(itr.value, this);
  2273. RemoveSpellEffect(itr.value);
  2274. }
  2275. did_change = true;
  2276. }
  2277. }
  2278. MutexList<LuaSpell*>* invis_list = control_effects[CONTROL_EFFECT_TYPE_INVIS];
  2279. if (invis_list){
  2280. MutexList<LuaSpell*>::iterator invis_itr = invis_list->begin();
  2281. while (invis_itr.Next()){
  2282. if (invis_itr.value->caster == this)
  2283. GetZone()->GetSpellProcess()->AddSpellCancel(invis_itr.value);
  2284. else{
  2285. GetZone()->RemoveTargetFromSpell(invis_itr.value, this);
  2286. RemoveSpellEffect(invis_itr.value);
  2287. }
  2288. did_change = true;
  2289. }
  2290. }
  2291. if (did_change){
  2292. info_changed = true;
  2293. changed = true;
  2294. AddChangedZoneSpawn();
  2295. if (IsPlayer())
  2296. ((Player*)this)->SetCharSheetChanged(true);
  2297. }
  2298. }
  2299. bool Entity::IsStealthed(){
  2300. MutexList<LuaSpell*>* stealth_list = control_effects[CONTROL_EFFECT_TYPE_STEALTH];
  2301. return (!stealth_list || stealth_list->size(true) == 0) == false;
  2302. }
  2303. bool Entity::CanSeeInvis(Entity* target) {
  2304. if (!target)
  2305. return true;
  2306. if (!target->IsStealthed() && !target->IsInvis())
  2307. return true;
  2308. if (target->IsStealthed() && HasSeeHideSpell())
  2309. return true;
  2310. else if (target->IsInvis() && HasSeeInvisSpell())
  2311. return true;
  2312. return false;
  2313. }
  2314. bool Entity::IsInvis(){
  2315. MutexList<LuaSpell*>* invis_list = control_effects[CONTROL_EFFECT_TYPE_INVIS];
  2316. return (!invis_list || invis_list->size(true) == 0) == false;
  2317. }
  2318. void Entity::AddStealthSpell(LuaSpell* spell) {
  2319. if (!spell)
  2320. return;
  2321. if (!control_effects[CONTROL_EFFECT_TYPE_STEALTH])
  2322. control_effects[CONTROL_EFFECT_TYPE_STEALTH] = new MutexList<LuaSpell*>;
  2323. control_effects[CONTROL_EFFECT_TYPE_STEALTH]->Add(spell);
  2324. if (control_effects[CONTROL_EFFECT_TYPE_STEALTH]->size(true) == 1){
  2325. info_changed = true;
  2326. changed = true;
  2327. AddChangedZoneSpawn();
  2328. if (IsPlayer() && ((Player*)this)->GetClient())
  2329. {
  2330. ((Player*)this)->SetCharSheetChanged(true);
  2331. GetZone()->SendAllSpawnsForVisChange(((Player*)this)->GetClient());
  2332. }
  2333. }
  2334. }
  2335. void Entity::AddInvisSpell(LuaSpell* spell) {
  2336. if (!spell)
  2337. return;
  2338. if (!control_effects[CONTROL_EFFECT_TYPE_INVIS])
  2339. control_effects[CONTROL_EFFECT_TYPE_INVIS] = new MutexList<LuaSpell*>;
  2340. control_effects[CONTROL_EFFECT_TYPE_INVIS]->Add(spell);
  2341. if (control_effects[CONTROL_EFFECT_TYPE_INVIS]->size(true) == 1){
  2342. info_changed = true;
  2343. changed = true;
  2344. AddChangedZoneSpawn();
  2345. if (IsPlayer() && ((Player*)this)->GetClient())
  2346. {
  2347. ((Player*)this)->SetCharSheetChanged(true);
  2348. GetZone()->SendAllSpawnsForVisChange(((Player*)this)->GetClient());
  2349. }
  2350. }
  2351. }
  2352. void Entity::RemoveInvisSpell(LuaSpell* spell) {
  2353. MutexList<LuaSpell*>* invis_list = control_effects[CONTROL_EFFECT_TYPE_INVIS];
  2354. if (!invis_list || invis_list->size(true) == 0)
  2355. return;
  2356. invis_list->Remove(spell);
  2357. RemoveSpellEffect(spell);
  2358. if (invis_list->size(true) == 0){
  2359. info_changed = true;
  2360. changed = true;
  2361. AddChangedZoneSpawn();
  2362. if (IsPlayer() && ((Player*)this)->GetClient())
  2363. {
  2364. ((Player*)this)->SetCharSheetChanged(true);
  2365. GetZone()->SendAllSpawnsForVisChange(((Player*)this)->GetClient());
  2366. }
  2367. }
  2368. }
  2369. void Entity::RemoveStealthSpell(LuaSpell* spell) {
  2370. MutexList<LuaSpell*>* stealth_list = control_effects[CONTROL_EFFECT_TYPE_STEALTH];
  2371. if (!stealth_list || stealth_list->size(true) == 0)
  2372. return;
  2373. stealth_list->Remove(spell);
  2374. RemoveSpellEffect(spell);
  2375. if (stealth_list->size() == 0){
  2376. info_changed = true;
  2377. changed = true;
  2378. AddChangedZoneSpawn();
  2379. if (IsPlayer() && ((Player*)this)->GetClient())
  2380. {
  2381. ((Player*)this)->SetCharSheetChanged(true);
  2382. GetZone()->SendAllSpawnsForVisChange(((Player*)this)->GetClient());
  2383. }
  2384. }
  2385. }
  2386. void Entity::AddRootSpell(LuaSpell* spell) {
  2387. if (!spell)
  2388. return;
  2389. if (!control_effects[CONTROL_EFFECT_TYPE_ROOT])
  2390. control_effects[CONTROL_EFFECT_TYPE_ROOT] = new MutexList<LuaSpell*>;
  2391. if (control_effects[CONTROL_EFFECT_TYPE_ROOT]->size(true) == 0 && !IsRootImmune()) {
  2392. if (IsPlayer()){
  2393. if (!IsMezzedOrStunned())
  2394. ((Player*)this)->SetPlayerControlFlag(1, 8, true); // heading movement only
  2395. }
  2396. else
  2397. SetSpeedMultiplier(0.0f);
  2398. }
  2399. control_effects[CONTROL_EFFECT_TYPE_ROOT]->Add(spell);
  2400. }
  2401. void Entity::RemoveRootSpell(LuaSpell* spell) {
  2402. MutexList<LuaSpell*>* root_list = control_effects[CONTROL_EFFECT_TYPE_ROOT];
  2403. if (!root_list || root_list->size(true) == 0)
  2404. return;
  2405. root_list->Remove(spell);
  2406. if (root_list->size(true) == 0 && !IsRootImmune()) {
  2407. if (IsPlayer()){
  2408. if (!IsMezzedOrStunned())
  2409. ((Player*)this)->SetPlayerControlFlag(1, 8, false); // heading movement only
  2410. }
  2411. else {
  2412. // GetHighestSnare() will return 1.0f if no snares returning the spawn to full speed
  2413. SetSpeedMultiplier(GetHighestSnare());
  2414. }
  2415. if(!IsPlayer()) {
  2416. GetZone()->movementMgr->StopNavigation((Entity*)this);
  2417. ((Spawn*)this)->StopMovement();
  2418. }
  2419. }
  2420. }
  2421. void Entity::AddFearSpell(LuaSpell* spell){
  2422. if (!spell)
  2423. return;
  2424. if (!control_effects[CONTROL_EFFECT_TYPE_FEAR])
  2425. control_effects[CONTROL_EFFECT_TYPE_FEAR] = new MutexList<LuaSpell*>;
  2426. if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_FEAR]->size(true) == 0 && !IsFearImmune()){
  2427. ((Player*)this)->SetPlayerControlFlag(4, 4, true); // feared
  2428. if (!IsMezzedOrStunned() && !IsStifled())
  2429. GetZone()->LockAllSpells((Player*)this);
  2430. }
  2431. if (!IsFearImmune() && IsNPC())
  2432. {
  2433. HaltMovement();
  2434. }
  2435. control_effects[CONTROL_EFFECT_TYPE_FEAR]->Add(spell);
  2436. }
  2437. void Entity::RemoveFearSpell(LuaSpell* spell){
  2438. MutexList<LuaSpell*>* fear_list = control_effects[CONTROL_EFFECT_TYPE_FEAR];
  2439. if (!fear_list || fear_list->size(true) == 0)
  2440. return;
  2441. fear_list->Remove(spell);
  2442. if (IsPlayer() && fear_list->size(true) == 0 && !IsFearImmune()){
  2443. ((Player*)this)->SetPlayerControlFlag(4, 4, false); // feared disabled
  2444. if (!IsMezzedOrStunned() && !IsStifled())
  2445. GetZone()->LockAllSpells((Player*)this);
  2446. }
  2447. if (IsNPC())
  2448. {
  2449. HaltMovement();
  2450. }
  2451. }
  2452. void Entity::AddSnareSpell(LuaSpell* spell) {
  2453. if (!spell)
  2454. return;
  2455. if (!control_effects[CONTROL_EFFECT_TYPE_SNARE])
  2456. control_effects[CONTROL_EFFECT_TYPE_SNARE] = new MutexList<LuaSpell*>;
  2457. control_effects[CONTROL_EFFECT_TYPE_SNARE]->Add(spell);
  2458. // Don't set speed multiplier if there is a root or no snare values
  2459. MutexList<LuaSpell*>* roots = control_effects[CONTROL_EFFECT_TYPE_ROOT];
  2460. if ((!roots || roots->size(true) == 0) && snare_values.size() > 0)
  2461. SetSpeedMultiplier(GetHighestSnare());
  2462. }
  2463. void Entity::RemoveSnareSpell(LuaSpell* spell) {
  2464. MutexList<LuaSpell*>* snare_list = control_effects[CONTROL_EFFECT_TYPE_SNARE];
  2465. if (!snare_list || snare_list->size(true) == 0)
  2466. return;
  2467. snare_list->Remove(spell);
  2468. snare_values.erase(spell);
  2469. //LogWrite(PLAYER__ERROR, 0, "Debug", "snare_values.size() = %u", snare_values.size());
  2470. // only change speeds if there are no roots
  2471. MutexList<LuaSpell*>* roots = control_effects[CONTROL_EFFECT_TYPE_ROOT];
  2472. if (!roots || roots->size(true) == 0) {
  2473. float multiplier = GetHighestSnare();
  2474. //LogWrite(PLAYER__ERROR, 0, "Debug", "GetHighestSnare() = %f", multiplier);
  2475. SetSpeedMultiplier(multiplier);
  2476. }
  2477. }
  2478. void Entity::SetSnareValue(LuaSpell* spell, float snare_val) {
  2479. if (!spell)
  2480. return;
  2481. snare_values[spell] = snare_val;
  2482. }
  2483. float Entity::GetHighestSnare() {
  2484. // For simplicity this will return the highest snare value, which is actually the lowest value
  2485. float ret = 1.0f;
  2486. float weight_diff = 0.0f;
  2487. if (IsPlayer() && rule_manager.GetGlobalRule(R_Player, WeightInflictsSpeed)->GetBool()) {
  2488. float weight_pct_impact = rule_manager.GetGlobalRule(R_Player, WeightPercentImpact)->GetFloat();
  2489. float weight_pct_cap = rule_manager.GetGlobalRule(R_Player, WeightPercentCap)->GetFloat();
  2490. if(weight_pct_impact > 1.0f) {
  2491. weight_pct_impact = 1.0f;
  2492. }
  2493. if(weight_pct_cap < weight_pct_impact) {
  2494. weight_pct_impact = weight_pct_cap;
  2495. }
  2496. int32 weight = GetInfoStruct()->get_weight();
  2497. int32 max_weight = GetInfoStruct()->get_max_weight();
  2498. if(weight > max_weight) {
  2499. int32 diff = weight - max_weight;
  2500. weight_diff = (float)diff * weight_pct_impact; // percentage impact rule on weight "per stone", default 1%
  2501. if(weight_diff > weight_pct_cap) // cap weight impact rule
  2502. weight_diff = weight_pct_cap; // cap weight impact rule
  2503. }
  2504. }
  2505. if (snare_values.size() == 0)
  2506. return ((ret - weight_diff) < 0.0f ) ? 0.0f : (ret - weight_diff);
  2507. map<LuaSpell*, float>::iterator itr;
  2508. for (itr = snare_values.begin(); itr != snare_values.end(); itr++) {
  2509. if (itr->second < ret)
  2510. ret = itr->second;
  2511. }
  2512. return ((ret - weight_diff) < 0.0f ) ? 0.0f : (ret - weight_diff);
  2513. }
  2514. bool Entity::IsSnared() {
  2515. if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_SNARE])
  2516. return false;
  2517. MutexList<LuaSpell*>* snare_list = control_effects[CONTROL_EFFECT_TYPE_SNARE];
  2518. return (!snare_list || snare_list->size(true) == 0) == false;
  2519. }
  2520. bool Entity::IsMezzed(){
  2521. if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_MEZ])
  2522. return false;
  2523. MutexList<LuaSpell*>* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ];
  2524. return (!mez_spells || mez_spells->size(true) == 0 || IsMezImmune()) == false;
  2525. }
  2526. bool Entity::IsStifled(){
  2527. if (!control_effects[CONTROL_EFFECT_TYPE_STIFLE])
  2528. return false;
  2529. MutexList<LuaSpell*>* stifle_list = control_effects[CONTROL_EFFECT_TYPE_STIFLE];
  2530. return (!stifle_list || stifle_list->size(true) == 0 || IsStifleImmune()) == false;
  2531. }
  2532. bool Entity::IsDazed(){
  2533. if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_DAZE])
  2534. return false;
  2535. MutexList<LuaSpell*>* daze_list = control_effects[CONTROL_EFFECT_TYPE_DAZE];
  2536. return (!daze_list || daze_list->size(true) == 0 || IsDazeImmune()) == false;
  2537. }
  2538. bool Entity::IsStunned(){
  2539. if (!control_effects[CONTROL_EFFECT_TYPE_STUN])
  2540. return false;
  2541. MutexList<LuaSpell*>* stun_list = control_effects[CONTROL_EFFECT_TYPE_STUN];
  2542. return (!stun_list || stun_list->size(true) == 0 || IsStunImmune()) == false;
  2543. }
  2544. bool Entity::IsRooted(){
  2545. if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_ROOT])
  2546. return false;
  2547. MutexList<LuaSpell*>* root_list = control_effects[CONTROL_EFFECT_TYPE_ROOT];
  2548. return (!root_list || root_list->size(true) == 0 || IsRootImmune()) == false;
  2549. }
  2550. bool Entity::IsFeared(){
  2551. if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_FEAR])
  2552. return false;
  2553. MutexList<LuaSpell*>* fear_list = control_effects[CONTROL_EFFECT_TYPE_FEAR];
  2554. return (!fear_list || fear_list->size(true) == 0 || IsFearImmune()) == false;
  2555. }
  2556. void Entity::AddWaterwalkSpell(LuaSpell* spell){
  2557. if (!spell)
  2558. return;
  2559. if (!control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER])
  2560. control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER] = new MutexList<LuaSpell*>;
  2561. control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER]->Add(spell);
  2562. if (control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER]->size(true) == 1 && IsPlayer())
  2563. ((Player*)this)->SetPlayerControlFlag(3, 128, true); // enable walking underwater
  2564. }
  2565. void Entity::RemoveWaterwalkSpell(LuaSpell* spell){
  2566. MutexList<LuaSpell*>* waterwalk_list = control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER];
  2567. if (!waterwalk_list || waterwalk_list->size(true) == 0)
  2568. return;
  2569. waterwalk_list->Remove(spell);
  2570. if (waterwalk_list->size(true) == 0 && IsPlayer())
  2571. ((Player*)this)->SetPlayerControlFlag(3, 128, false); // disable walking underwater
  2572. }
  2573. void Entity::AddWaterjumpSpell(LuaSpell* spell){
  2574. if (!spell)
  2575. return;
  2576. if (!control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER])
  2577. control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER] = new MutexList<LuaSpell*>;
  2578. control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER]->Add(spell);
  2579. if (control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER]->size(true) == 1 && IsPlayer())
  2580. ((Player*)this)->SetPlayerControlFlag(4, 1, true); // enable moonjumps underwater
  2581. }
  2582. void Entity::RemoveWaterjumpSpell(LuaSpell* spell){
  2583. MutexList<LuaSpell*>* waterjump_list = control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER];
  2584. if (!waterjump_list || waterjump_list->size(true) == 0)
  2585. return;
  2586. waterjump_list->Remove(spell);
  2587. if (waterjump_list->size(true) == 0 && IsPlayer())
  2588. ((Player*)this)->SetPlayerControlFlag(4, 1, false); // disable moonjumps underwater
  2589. }
  2590. void Entity::AddAOEImmunity(LuaSpell* spell){
  2591. if (!spell)
  2592. return;
  2593. if (!immunities[IMMUNITY_TYPE_AOE])
  2594. immunities[IMMUNITY_TYPE_AOE] = new MutexList<LuaSpell*>;
  2595. immunities[IMMUNITY_TYPE_AOE]->Add(spell);
  2596. }
  2597. void Entity::RemoveAOEImmunity(LuaSpell* spell){
  2598. MutexList<LuaSpell*>* aoe_list = immunities[IMMUNITY_TYPE_AOE];
  2599. if (!aoe_list || aoe_list->size(true) == 0)
  2600. return;
  2601. aoe_list->Remove(spell);
  2602. }
  2603. bool Entity::IsAOEImmune(){
  2604. return (immunities[IMMUNITY_TYPE_AOE] && immunities[IMMUNITY_TYPE_AOE]->size(true));
  2605. }
  2606. void Entity::AddStunImmunity(LuaSpell* spell){
  2607. if (!spell)
  2608. return;
  2609. if (!immunities[IMMUNITY_TYPE_STUN])
  2610. immunities[IMMUNITY_TYPE_STUN] = new MutexList<LuaSpell*>;
  2611. if (IsPlayer() && IsStunned() && !IsMezzed()){
  2612. ((Player*)this)->SetPlayerControlFlag(4, 64, false);
  2613. if (!IsFeared() && !IsStifled())
  2614. ((Player*)this)->UnlockAllSpells();
  2615. }
  2616. immunities[IMMUNITY_TYPE_STUN]->Add(spell);
  2617. }
  2618. void Entity::RemoveStunImmunity(LuaSpell* spell){
  2619. MutexList<LuaSpell*>* stun_list = immunities[IMMUNITY_TYPE_STUN];
  2620. if (!stun_list || stun_list->size(true) == 0)
  2621. return;
  2622. stun_list->Remove(spell);
  2623. if (IsPlayer() && IsStunned() && !IsMezzed()){
  2624. ((Player*)this)->SetPlayerControlFlag(4, 64, true);
  2625. if (!IsFeared() && !IsStifled())
  2626. ((Player*)this)->UnlockAllSpells();
  2627. }
  2628. }
  2629. bool Entity::IsStunImmune(){
  2630. return (immunities[IMMUNITY_TYPE_STUN] && immunities[IMMUNITY_TYPE_STUN]->size(true) > 0);
  2631. }
  2632. void Entity::AddStifleImmunity(LuaSpell* spell){
  2633. if (!spell)
  2634. return;
  2635. if (!immunities[IMMUNITY_TYPE_STIFLE])
  2636. immunities[IMMUNITY_TYPE_STIFLE] = new MutexList<LuaSpell*>;
  2637. if (IsPlayer() && immunities[IMMUNITY_TYPE_STIFLE]->size(true) == 0){
  2638. if (IsStifled() && !IsMezzedOrStunned() && !IsFeared())
  2639. ((Player*)this)->UnlockAllSpells();
  2640. }
  2641. immunities[IMMUNITY_TYPE_STIFLE]->Add(spell);
  2642. }
  2643. void Entity::RemoveStifleImmunity(LuaSpell* spell){
  2644. MutexList<LuaSpell*>* stifle_list = immunities[IMMUNITY_TYPE_STIFLE];
  2645. if (!stifle_list || stifle_list->size(true) == 0)
  2646. return;
  2647. stifle_list->Remove(spell);
  2648. if (IsPlayer() && IsStifled() && !IsMezzedOrStunned() && !IsFeared())
  2649. ((Player*)this)->UnlockAllSpells();
  2650. }
  2651. bool Entity::IsStifleImmune(){
  2652. return (immunities[IMMUNITY_TYPE_STIFLE] && immunities[IMMUNITY_TYPE_STIFLE]->size(true) > 0);
  2653. }
  2654. void Entity::AddMezImmunity(LuaSpell* spell){
  2655. if (!spell)
  2656. return;
  2657. if (!immunities[IMMUNITY_TYPE_MEZ])
  2658. immunities[IMMUNITY_TYPE_MEZ] = new MutexList<LuaSpell*>;
  2659. if (IsPlayer() && IsMezzed() && !IsStunned()){
  2660. ((Player*)this)->SetPlayerControlFlag(4, 64, false);
  2661. if (!IsFeared() && !IsStifled())
  2662. ((Player*)this)->UnlockAllSpells();
  2663. }
  2664. immunities[IMMUNITY_TYPE_MEZ]->Add(spell);
  2665. }
  2666. void Entity::RemoveMezImmunity(LuaSpell* spell){
  2667. MutexList<LuaSpell*>* mez_list = immunities[IMMUNITY_TYPE_MEZ];
  2668. if (!mez_list || mez_list->size(true) == 0)
  2669. return;
  2670. mez_list->Remove(spell);
  2671. if (IsPlayer() && IsMezzed() && !IsStunned()){
  2672. ((Player*)this)->SetPlayerControlFlag(4, 64, true);
  2673. if (!IsFeared() && !IsStifled())
  2674. ((Player*)this)->LockAllSpells();
  2675. }
  2676. }
  2677. bool Entity::IsMezImmune(){
  2678. return (immunities[IMMUNITY_TYPE_MEZ] && immunities[IMMUNITY_TYPE_MEZ]->size(true) > 0);
  2679. }
  2680. void Entity::AddRootImmunity(LuaSpell* spell){
  2681. if (!spell)
  2682. return;
  2683. if (!immunities[IMMUNITY_TYPE_ROOT])
  2684. immunities[IMMUNITY_TYPE_ROOT] = new MutexList<LuaSpell*>;
  2685. if (IsPlayer() && IsRooted())
  2686. ((Player*)this)->SetPlayerControlFlag(1, 8, false);
  2687. immunities[IMMUNITY_TYPE_ROOT]->Add(spell);
  2688. }
  2689. void Entity::RemoveRootImmunity(LuaSpell* spell){
  2690. MutexList<LuaSpell*>* root_list = immunities[IMMUNITY_TYPE_ROOT];
  2691. if (!root_list || root_list->size(true) == 0)
  2692. return;
  2693. root_list->Remove(spell);
  2694. if (IsPlayer() && IsRooted())
  2695. ((Player*)this)->SetPlayerControlFlag(1, 8, true);
  2696. }
  2697. bool Entity::IsRootImmune(){
  2698. return (immunities[IMMUNITY_TYPE_ROOT] && immunities[IMMUNITY_TYPE_ROOT]->size(true) > 0);
  2699. }
  2700. void Entity::AddFearImmunity(LuaSpell* spell){
  2701. if (!spell)
  2702. return;
  2703. if (!immunities[IMMUNITY_TYPE_FEAR])
  2704. immunities[IMMUNITY_TYPE_FEAR] = new MutexList<LuaSpell*>;
  2705. if (IsPlayer() && IsFeared()){
  2706. if (!IsMezzedOrStunned() && !IsStifled())
  2707. ((Player*)this)->UnlockAllSpells();
  2708. ((Player*)this)->SetPlayerControlFlag(4, 4, false);
  2709. }
  2710. immunities[IMMUNITY_TYPE_FEAR]->Add(spell);
  2711. }
  2712. void Entity::RemoveFearImmunity(LuaSpell* spell){
  2713. MutexList<LuaSpell*>* fear_list = immunities[IMMUNITY_TYPE_FEAR];
  2714. if (!fear_list || fear_list->size(true) == 0)
  2715. return;
  2716. fear_list->Remove(spell);
  2717. if (IsPlayer() && IsFeared()){
  2718. if (!IsMezzedOrStunned() && !IsStifled())
  2719. ((Player*)this)->LockAllSpells();
  2720. ((Player*)this)->SetPlayerControlFlag(4, 4, true);
  2721. }
  2722. }
  2723. bool Entity::IsFearImmune(){
  2724. return (immunities[IMMUNITY_TYPE_FEAR] && immunities[IMMUNITY_TYPE_FEAR]->size(true) > 0);
  2725. }
  2726. void Entity::AddDazeImmunity(LuaSpell* spell){
  2727. if (!spell)
  2728. return;
  2729. if (!immunities[IMMUNITY_TYPE_DAZE])
  2730. immunities[IMMUNITY_TYPE_DAZE] = new MutexList<LuaSpell*>;
  2731. immunities[IMMUNITY_TYPE_DAZE]->Add(spell);
  2732. }
  2733. void Entity::RemoveDazeImmunity(LuaSpell* spell){
  2734. MutexList<LuaSpell*>* daze_list = immunities[IMMUNITY_TYPE_DAZE];
  2735. if (!daze_list || daze_list->size(true) == 0)
  2736. return;
  2737. daze_list->Remove(spell);
  2738. }
  2739. bool Entity::IsDazeImmune(){
  2740. return (immunities[IMMUNITY_TYPE_DAZE] && immunities[IMMUNITY_TYPE_DAZE]->size(true) > 0);
  2741. }
  2742. void Entity::AddImmunity(LuaSpell* spell, int16 type){
  2743. if (!spell)
  2744. return;
  2745. if (!immunities[type])
  2746. immunities[type] = new MutexList<LuaSpell*>;
  2747. immunities[type]->Add(spell);
  2748. }
  2749. void Entity::RemoveImmunity(LuaSpell* spell, int16 type){
  2750. MutexList<LuaSpell*>* list = immunities[type];
  2751. if (!list || list->size(true) == 0)
  2752. return;
  2753. list->Remove(spell);
  2754. }
  2755. bool Entity::IsImmune(int16 type){
  2756. return (immunities[type] && immunities[type]->size(true) > 0);
  2757. }
  2758. void Entity::RemoveEffectsFromLuaSpell(LuaSpell* spell){
  2759. if (!spell)
  2760. return;
  2761. //Attempt to remove all applied effects from this spell when spell has been removed from just this target. Should improve performance/easier maitenance
  2762. int32 effect_bitmask = spell->effect_bitmask;
  2763. if (effect_bitmask == 0)
  2764. return;
  2765. if (effect_bitmask & EFFECT_FLAG_STUN)
  2766. RemoveStunSpell(spell);
  2767. if (effect_bitmask & EFFECT_FLAG_ROOT)
  2768. RemoveRootSpell(spell);
  2769. if (effect_bitmask & EFFECT_FLAG_MEZ)
  2770. RemoveMezSpell(spell);
  2771. if (effect_bitmask & EFFECT_FLAG_STIFLE)
  2772. RemoveStifleSpell(spell);
  2773. if (effect_bitmask & EFFECT_FLAG_DAZE)
  2774. RemoveDazeSpell(spell);
  2775. if (effect_bitmask & EFFECT_FLAG_FEAR)
  2776. RemoveFearSpell(spell);
  2777. if (effect_bitmask & EFFECT_FLAG_SPELLBONUS)
  2778. RemoveSpellBonus(spell);
  2779. if (effect_bitmask & EFFECT_FLAG_SKILLBONUS)
  2780. RemoveSkillBonus(spell->spell->GetSpellID());
  2781. if (effect_bitmask & EFFECT_FLAG_STEALTH)
  2782. RemoveStealthSpell(spell);
  2783. if (effect_bitmask & EFFECT_FLAG_INVIS)
  2784. RemoveInvisSpell(spell);
  2785. if (effect_bitmask & EFFECT_FLAG_SNARE)
  2786. RemoveSnareSpell(spell);
  2787. if (effect_bitmask & EFFECT_FLAG_WATERWALK)
  2788. RemoveWaterwalkSpell(spell);
  2789. if (effect_bitmask & EFFECT_FLAG_WATERJUMP)
  2790. RemoveWaterjumpSpell(spell);
  2791. if (effect_bitmask & EFFECT_FLAG_FLIGHT)
  2792. RemoveFlightSpell(spell);
  2793. if (effect_bitmask & EFFECT_FLAG_GLIDE)
  2794. RemoveGlideSpell(spell);
  2795. if (effect_bitmask & EFFECT_FLAG_AOE_IMMUNE)
  2796. RemoveAOEImmunity(spell);
  2797. if (effect_bitmask & EFFECT_FLAG_STUN_IMMUNE)
  2798. RemoveStunImmunity(spell);
  2799. if (effect_bitmask & EFFECT_FLAG_MEZ_IMMUNE)
  2800. RemoveMezImmunity(spell);
  2801. if (effect_bitmask & EFFECT_FLAG_DAZE_IMMUNE)
  2802. RemoveDazeImmunity(spell);
  2803. if (effect_bitmask & EFFECT_FLAG_ROOT_IMMUNE)
  2804. RemoveRootImmunity(spell);
  2805. if (effect_bitmask & EFFECT_FLAG_STIFLE_IMMUNE)
  2806. RemoveStifleImmunity(spell);
  2807. if (effect_bitmask & EFFECT_FLAG_FEAR_IMMUNE)
  2808. RemoveFearImmunity(spell);
  2809. if (effect_bitmask & EFFECT_FLAG_SAFEFALL)
  2810. RemoveSafefallSpell(spell);
  2811. }
  2812. void Entity::RemoveSkillBonus(int32 spell_id){
  2813. //This is a virtual, just making it so we don't have to do extra checks for player/npcs
  2814. return;
  2815. }
  2816. void Entity::AddFlightSpell(LuaSpell* spell){
  2817. if (!spell)
  2818. return;
  2819. if (!control_effects[CONTROL_EFFECT_TYPE_FLIGHT])
  2820. control_effects[CONTROL_EFFECT_TYPE_FLIGHT] = new MutexList<LuaSpell*>;
  2821. if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_FLIGHT]->size(true) == 0)
  2822. ((Player*)this)->SetPlayerControlFlag(5, 32, true);
  2823. control_effects[CONTROL_EFFECT_TYPE_FLIGHT]->Add(spell);
  2824. }
  2825. void Entity::RemoveFlightSpell(LuaSpell* spell){
  2826. MutexList<LuaSpell*>* flight_list = control_effects[CONTROL_EFFECT_TYPE_FLIGHT];
  2827. if (!flight_list || flight_list->size(true) == 0)
  2828. return;
  2829. flight_list->Remove(spell);
  2830. if (IsPlayer() && flight_list->size(true) == 0)
  2831. ((Player*)this)->SetPlayerControlFlag(5, 32, false);
  2832. }
  2833. void Entity::AddGlideSpell(LuaSpell* spell){
  2834. if (!spell)
  2835. return;
  2836. if (!control_effects[CONTROL_EFFECT_TYPE_GLIDE])
  2837. control_effects[CONTROL_EFFECT_TYPE_GLIDE] = new MutexList<LuaSpell*>;
  2838. if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_GLIDE]->size(true) == 0)
  2839. ((Player*)this)->SetPlayerControlFlag(4, 16, true);
  2840. control_effects[CONTROL_EFFECT_TYPE_GLIDE]->Add(spell);
  2841. }
  2842. void Entity::RemoveGlideSpell(LuaSpell* spell){
  2843. MutexList<LuaSpell*>* glide_list = control_effects[CONTROL_EFFECT_TYPE_GLIDE];
  2844. if (!glide_list || glide_list->size(true) == 0)
  2845. return;
  2846. glide_list->Remove(spell);
  2847. if (IsPlayer() && glide_list->size(true) == 0)
  2848. ((Player*)this)->SetPlayerControlFlag(4, 16, false);
  2849. }
  2850. void Entity::AddSafefallSpell(LuaSpell* spell){
  2851. if (!spell)
  2852. return;
  2853. if (!control_effects[CONTROL_EFFECT_TYPE_SAFEFALL])
  2854. control_effects[CONTROL_EFFECT_TYPE_SAFEFALL] = new MutexList<LuaSpell*>;
  2855. if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_SAFEFALL]->size(true) == 0)
  2856. ((Player*)this)->SetPlayerControlFlag(4, 32, true);
  2857. control_effects[CONTROL_EFFECT_TYPE_SAFEFALL]->Add(spell);
  2858. }
  2859. void Entity::RemoveSafefallSpell(LuaSpell* spell){
  2860. MutexList<LuaSpell*>* safe_list = control_effects[CONTROL_EFFECT_TYPE_SAFEFALL];
  2861. if (!safe_list || safe_list->size(true) == 0)
  2862. return;
  2863. safe_list->Remove(spell);
  2864. if (IsPlayer() && safe_list->size(true) == 0)
  2865. ((Player*)this)->SetPlayerControlFlag(4, 32, false);
  2866. }
  2867. void Entity::UpdateGroupMemberInfo(bool inGroupMgrLock, bool groupMembersLocked) {
  2868. if (!group_member_info || group_id == 0)
  2869. return;
  2870. if(!inGroupMgrLock)
  2871. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  2872. PlayerGroup* group = world.GetGroupManager()->GetGroup(group_id);
  2873. if (group)
  2874. group->UpdateGroupMemberInfo(this, groupMembersLocked);
  2875. if(!inGroupMgrLock)
  2876. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  2877. }
  2878. #include "WorldDatabase.h"
  2879. extern WorldDatabase database;
  2880. void Entity::CustomizeAppearance(PacketStruct* packet) {
  2881. bool is_soga = packet->getType_int8_ByName("is_soga") == 1 ? true : false;
  2882. int16 model_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("race_file").data);
  2883. EQ2_Color skin_color = packet->getType_EQ2_Color_ByName("skin_color");
  2884. EQ2_Color skin_color2 = packet->getType_EQ2_Color_ByName("skin_color2");
  2885. EQ2_Color eye_color = packet->getType_EQ2_Color_ByName("eye_color");
  2886. EQ2_Color hair_color1 = packet->getType_EQ2_Color_ByName("hair_color1");
  2887. EQ2_Color hair_color2 = packet->getType_EQ2_Color_ByName("hair_color2");
  2888. EQ2_Color hair_highlight = packet->getType_EQ2_Color_ByName("hair_highlight");
  2889. int16 hair_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("hair_file").data);
  2890. EQ2_Color hair_type_color = packet->getType_EQ2_Color_ByName("hair_type_color");
  2891. EQ2_Color hair_type_highlight_color = packet->getType_EQ2_Color_ByName("hair_type_highlight_color");
  2892. int16 face_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("face_file").data);
  2893. EQ2_Color hair_face_color = packet->getType_EQ2_Color_ByName("hair_face_color");
  2894. EQ2_Color hair_face_highlight_color = packet->getType_EQ2_Color_ByName("hair_face_highlight_color");
  2895. int16 wing_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("wing_file").data);
  2896. EQ2_Color wing_color1 = packet->getType_EQ2_Color_ByName("wing_color1");
  2897. EQ2_Color wing_color2 = packet->getType_EQ2_Color_ByName("wing_color2");
  2898. int16 chest_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("chest_file").data);
  2899. EQ2_Color shirt_color = packet->getType_EQ2_Color_ByName("shirt_color");
  2900. EQ2_Color unknown_chest_color = packet->getType_EQ2_Color_ByName("unknown_chest_color");
  2901. int16 legs_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("legs_file").data);
  2902. EQ2_Color pants_color = packet->getType_EQ2_Color_ByName("pants_color");
  2903. EQ2_Color unknown_legs_color = packet->getType_EQ2_Color_ByName("unknown_legs_color");
  2904. EQ2_Color unknown2 = packet->getType_EQ2_Color_ByName("unknown2");
  2905. float eyes2[3];
  2906. eyes2[0] = packet->getType_float_ByName("eyes2", 0) * 100;
  2907. eyes2[1] = packet->getType_float_ByName("eyes2", 1) * 100;
  2908. eyes2[2] = packet->getType_float_ByName("eyes2", 2) * 100;
  2909. float ears[3];
  2910. ears[0] = packet->getType_float_ByName("ears", 0) * 100;
  2911. ears[1] = packet->getType_float_ByName("ears", 1) * 100;
  2912. ears[2] = packet->getType_float_ByName("ears", 2) * 100;
  2913. float eye_brows[3];
  2914. eye_brows[0] = packet->getType_float_ByName("eye_brows", 0) * 100;
  2915. eye_brows[1] = packet->getType_float_ByName("eye_brows", 1) * 100;
  2916. eye_brows[2] = packet->getType_float_ByName("eye_brows", 2) * 100;
  2917. float cheeks[3];
  2918. cheeks[0] = packet->getType_float_ByName("cheeks", 0) * 100;
  2919. cheeks[1] = packet->getType_float_ByName("cheeks", 1) * 100;
  2920. cheeks[2] = packet->getType_float_ByName("cheeks", 2) * 100;
  2921. float lips[3];
  2922. lips[0] = packet->getType_float_ByName("lips", 0) * 100;
  2923. lips[1] = packet->getType_float_ByName("lips", 1) * 100;
  2924. lips[2] = packet->getType_float_ByName("lips", 2) * 100;
  2925. float chin[3];
  2926. chin[0] = packet->getType_float_ByName("chin", 0) * 100;
  2927. chin[1] = packet->getType_float_ByName("chin", 1) * 100;
  2928. chin[2] = packet->getType_float_ByName("chin", 2) * 100;
  2929. float nose[3];
  2930. nose[0] = packet->getType_float_ByName("nose", 0) * 100;
  2931. nose[1] = packet->getType_float_ByName("nose", 1) * 100;
  2932. nose[2] = packet->getType_float_ByName("nose", 2) * 100;
  2933. sint8 body_size = (sint8)(packet->getType_float_ByName("body_size") * 100);
  2934. sint8 body_age = (sint8)(packet->getType_float_ByName("body_age") * 100);
  2935. if (is_soga) {
  2936. appearance.soga_model_type = model_id;
  2937. features.soga_skin_color = skin_color;
  2938. features.soga_eye_color = eye_color;
  2939. features.soga_hair_color1 = hair_color1;
  2940. features.soga_hair_color2 = hair_color2;
  2941. features.soga_hair_highlight_color = hair_highlight;
  2942. features.soga_hair_type = hair_id;
  2943. features.soga_hair_type_color = hair_type_color;
  2944. features.soga_hair_type_highlight_color = hair_type_highlight_color;
  2945. features.soga_hair_face_type = face_id;
  2946. features.soga_hair_face_color = hair_face_color;
  2947. features.soga_hair_face_highlight_color = hair_face_highlight_color;
  2948. features.wing_type = wing_id;
  2949. features.wing_color1 = wing_color1;
  2950. features.wing_color2 = wing_color2;
  2951. features.soga_chest_type = chest_id;
  2952. features.shirt_color = shirt_color;
  2953. features.soga_legs_type = legs_id;
  2954. features.pants_color = pants_color;
  2955. features.soga_eye_type[0] = eyes2[0];
  2956. features.soga_eye_type[1] = eyes2[1];
  2957. features.soga_eye_type[2] = eyes2[2];
  2958. features.soga_ear_type[0] = ears[0];
  2959. features.soga_ear_type[0] = ears[1];
  2960. features.soga_ear_type[0] = ears[2];
  2961. features.soga_eye_brow_type[0] = eye_brows[0];
  2962. features.soga_eye_brow_type[1] = eye_brows[1];
  2963. features.soga_eye_brow_type[2] = eye_brows[2];
  2964. features.soga_cheek_type[0] = cheeks[0];
  2965. features.soga_cheek_type[1] = cheeks[1];
  2966. features.soga_cheek_type[2] = cheeks[2];
  2967. features.soga_lip_type[0] = lips[0];
  2968. features.soga_lip_type[1] = lips[1];
  2969. features.soga_lip_type[2] = lips[2];
  2970. features.soga_chin_type[0] = chin[0];
  2971. features.soga_chin_type[1] = chin[1];
  2972. features.soga_chin_type[2] = chin[2];
  2973. features.soga_nose_type[0] = nose[0];
  2974. features.soga_nose_type[1] = nose[1];
  2975. features.soga_nose_type[2] = nose[2];
  2976. }
  2977. else {
  2978. appearance.model_type = model_id;
  2979. features.skin_color = skin_color;
  2980. features.eye_color = eye_color;
  2981. features.hair_color1 = hair_color1;
  2982. features.hair_color2 = hair_color2;
  2983. features.hair_highlight_color = hair_highlight;
  2984. features.hair_type = hair_id;
  2985. features.hair_type_color = hair_type_color;
  2986. features.hair_type_highlight_color = hair_type_highlight_color;
  2987. features.hair_face_type = face_id;
  2988. features.hair_face_color = hair_face_color;
  2989. features.hair_face_highlight_color = hair_face_highlight_color;
  2990. features.wing_type = wing_id;
  2991. features.wing_color1 = wing_color1;
  2992. features.wing_color2 = wing_color2;
  2993. features.chest_type = chest_id;
  2994. features.shirt_color = shirt_color;
  2995. features.legs_type = legs_id;
  2996. features.pants_color = pants_color;
  2997. features.eye_type[0] = eyes2[0];
  2998. features.eye_type[1] = eyes2[1];
  2999. features.eye_type[2] = eyes2[2];
  3000. features.ear_type[0] = ears[0];
  3001. features.ear_type[0] = ears[1];
  3002. features.ear_type[0] = ears[2];
  3003. features.eye_brow_type[0] = eye_brows[0];
  3004. features.eye_brow_type[1] = eye_brows[1];
  3005. features.eye_brow_type[2] = eye_brows[2];
  3006. features.cheek_type[0] = cheeks[0];
  3007. features.cheek_type[1] = cheeks[1];
  3008. features.cheek_type[2] = cheeks[2];
  3009. features.lip_type[0] = lips[0];
  3010. features.lip_type[1] = lips[1];
  3011. features.lip_type[2] = lips[2];
  3012. features.chin_type[0] = chin[0];
  3013. features.chin_type[1] = chin[1];
  3014. features.chin_type[2] = chin[2];
  3015. features.nose_type[0] = nose[0];
  3016. features.nose_type[1] = nose[1];
  3017. features.nose_type[2] = nose[2];
  3018. }
  3019. features.body_size = body_size;
  3020. features.body_age = body_age;
  3021. features.soga_body_size = body_size;
  3022. features.soga_body_age = body_age;
  3023. info_changed = true;
  3024. changed = true;
  3025. }
  3026. void Entity::AddSkillBonus(int32 spell_id, int32 skill_id, float value) {
  3027. // handled in npc or player
  3028. return;
  3029. }
  3030. bool Entity::HasControlEffect(int8 type)
  3031. {
  3032. if (type >= CONTROL_MAX_EFFECTS)
  3033. return false;
  3034. MutexList<LuaSpell*>* spell_list = control_effects[type];
  3035. if (!spell_list || spell_list->size(true) == 0)
  3036. return false;
  3037. return true;
  3038. }
  3039. void Entity::HaltMovement()
  3040. {
  3041. this->ClearRunningLocations();
  3042. if (GetZone())
  3043. GetZone()->movementMgr->StopNavigation(this);
  3044. RunToLocation(GetX(), GetY(), GetZ());
  3045. }
  3046. std::string Entity::GetInfoStructString(std::string field)
  3047. {
  3048. map<string, boost::function<std::string()>>::const_iterator itr = get_string_funcs.find(field);
  3049. if(itr != get_string_funcs.end())
  3050. {
  3051. auto func = (itr->second)();
  3052. return func;
  3053. }
  3054. return std::string("");
  3055. }
  3056. int8 Entity::GetInfoStructInt8(std::string field)
  3057. {
  3058. map<string, boost::function<int8()>>::const_iterator itr = get_int8_funcs.find(field);
  3059. if(itr != get_int8_funcs.end())
  3060. {
  3061. auto func = (itr->second)();
  3062. return func;
  3063. }
  3064. return 0;
  3065. }
  3066. int16 Entity::GetInfoStructInt16(std::string field)
  3067. {
  3068. map<string, boost::function<int16()>>::const_iterator itr = get_int16_funcs.find(field);
  3069. if(itr != get_int16_funcs.end())
  3070. {
  3071. auto func = (itr->second)();
  3072. return func;
  3073. }
  3074. return 0;
  3075. }
  3076. int32 Entity::GetInfoStructInt32(std::string field)
  3077. {
  3078. map<string, boost::function<int32()>>::const_iterator itr = get_int32_funcs.find(field);
  3079. if(itr != get_int32_funcs.end())
  3080. {
  3081. auto func = (itr->second)();
  3082. return func;
  3083. }
  3084. return 0;
  3085. }
  3086. int64 Entity::GetInfoStructInt64(std::string field)
  3087. {
  3088. map<string, boost::function<int64()>>::const_iterator itr = get_int64_funcs.find(field);
  3089. if(itr != get_int64_funcs.end())
  3090. {
  3091. auto func = (itr->second)();
  3092. return func;
  3093. }
  3094. return 0;
  3095. }
  3096. sint8 Entity::GetInfoStructSInt8(std::string field)
  3097. {
  3098. map<string, boost::function<sint8()>>::const_iterator itr = get_sint8_funcs.find(field);
  3099. if(itr != get_sint8_funcs.end())
  3100. {
  3101. auto func = (itr->second)();
  3102. return func;
  3103. }
  3104. return 0;
  3105. }
  3106. sint16 Entity::GetInfoStructSInt16(std::string field)
  3107. {
  3108. map<string, boost::function<sint16()>>::const_iterator itr = get_sint16_funcs.find(field);
  3109. if(itr != get_sint16_funcs.end())
  3110. {
  3111. auto func = (itr->second)();
  3112. return func;
  3113. }
  3114. return 0;
  3115. }
  3116. sint32 Entity::GetInfoStructSInt32(std::string field)
  3117. {
  3118. map<string, boost::function<sint32()>>::const_iterator itr = get_sint32_funcs.find(field);
  3119. if(itr != get_sint32_funcs.end())
  3120. {
  3121. auto func = (itr->second)();
  3122. return func;
  3123. }
  3124. return 0;
  3125. }
  3126. sint64 Entity::GetInfoStructSInt64(std::string field)
  3127. {
  3128. map<string, boost::function<sint64()>>::const_iterator itr = get_sint64_funcs.find(field);
  3129. if(itr != get_sint64_funcs.end())
  3130. {
  3131. auto func = (itr->second)();
  3132. return func;
  3133. }
  3134. return 0;
  3135. }
  3136. float Entity::GetInfoStructFloat(std::string field)
  3137. {
  3138. map<string, boost::function<float()>>::const_iterator itr = get_float_funcs.find(field);
  3139. if(itr != get_float_funcs.end())
  3140. {
  3141. auto func = (itr->second)();
  3142. return func;
  3143. }
  3144. return 0.0f;
  3145. }
  3146. int64 Entity::GetInfoStructUInt(std::string field)
  3147. {
  3148. map<string, boost::function<int8()>>::const_iterator itr = get_int8_funcs.find(field);
  3149. if(itr != get_int8_funcs.end())
  3150. {
  3151. auto func = (itr->second)();
  3152. return func;
  3153. }
  3154. map<string, boost::function<int16()>>::const_iterator itr2 = get_int16_funcs.find(field);
  3155. if(itr2 != get_int16_funcs.end())
  3156. {
  3157. auto func = (itr2->second)();
  3158. return func;
  3159. }
  3160. map<string, boost::function<int32()>>::const_iterator itr3 = get_int32_funcs.find(field);
  3161. if(itr3 != get_int32_funcs.end())
  3162. {
  3163. auto func = (itr3->second)();
  3164. return func;
  3165. }
  3166. map<string, boost::function<int64()>>::const_iterator itr4 = get_int64_funcs.find(field);
  3167. if(itr4 != get_int64_funcs.end())
  3168. {
  3169. auto func = (itr4->second)();
  3170. return func;
  3171. }
  3172. return 0;
  3173. }
  3174. sint64 Entity::GetInfoStructSInt(std::string field)
  3175. {
  3176. map<string, boost::function<sint8()>>::const_iterator itr = get_sint8_funcs.find(field);
  3177. if(itr != get_sint8_funcs.end())
  3178. {
  3179. auto func = (itr->second)();
  3180. return func;
  3181. }
  3182. map<string, boost::function<sint16()>>::const_iterator itr2 = get_sint16_funcs.find(field);
  3183. if(itr2 != get_sint16_funcs.end())
  3184. {
  3185. auto func = (itr2->second)();
  3186. return func;
  3187. }
  3188. map<string, boost::function<sint32()>>::const_iterator itr3 = get_sint32_funcs.find(field);
  3189. if(itr3 != get_sint32_funcs.end())
  3190. {
  3191. auto func = (itr3->second)();
  3192. return func;
  3193. }
  3194. map<string, boost::function<sint64()>>::const_iterator itr4 = get_sint64_funcs.find(field);
  3195. if(itr4 != get_sint64_funcs.end())
  3196. {
  3197. auto func = (itr4->second)();
  3198. return func;
  3199. }
  3200. return 0;
  3201. }
  3202. bool Entity::SetInfoStructString(std::string field, std::string value)
  3203. {
  3204. map<string, boost::function<void(std::string)>>::const_iterator itr = set_string_funcs.find(field);
  3205. if(itr != set_string_funcs.end())
  3206. {
  3207. (itr->second)(value);
  3208. return true;
  3209. }
  3210. return false;
  3211. }
  3212. bool Entity::SetInfoStructUInt(std::string field, int64 value)
  3213. {
  3214. map<string, boost::function<void(int8)>>::const_iterator itr = set_int8_funcs.find(field);
  3215. if(itr != set_int8_funcs.end())
  3216. {
  3217. (itr->second)((int8)value);
  3218. return true;
  3219. }
  3220. map<string, boost::function<void(int16)>>::const_iterator itr2 = set_int16_funcs.find(field);
  3221. if(itr2 != set_int16_funcs.end())
  3222. {
  3223. (itr2->second)((int16)value);
  3224. return true;
  3225. }
  3226. map<string, boost::function<void(int32)>>::const_iterator itr3 = set_int32_funcs.find(field);
  3227. if(itr3 != set_int32_funcs.end())
  3228. {
  3229. (itr3->second)((int32)value);
  3230. return true;
  3231. }
  3232. map<string, boost::function<void(int64)>>::const_iterator itr4 = set_int64_funcs.find(field);
  3233. if(itr4 != set_int64_funcs.end())
  3234. {
  3235. (itr4->second)(value);
  3236. return true;
  3237. }
  3238. return false;
  3239. }
  3240. bool Entity::SetInfoStructSInt(std::string field, sint64 value)
  3241. {
  3242. map<string, boost::function<void(sint8)>>::const_iterator itr = set_sint8_funcs.find(field);
  3243. if(itr != set_sint8_funcs.end())
  3244. {
  3245. (itr->second)((sint8)value);
  3246. return true;
  3247. }
  3248. map<string, boost::function<void(sint16)>>::const_iterator itr2 = set_sint16_funcs.find(field);
  3249. if(itr2 != set_sint16_funcs.end())
  3250. {
  3251. (itr2->second)((sint16)value);
  3252. return true;
  3253. }
  3254. map<string, boost::function<void(sint32)>>::const_iterator itr3 = set_sint32_funcs.find(field);
  3255. if(itr3 != set_sint32_funcs.end())
  3256. {
  3257. (itr3->second)((sint32)value);
  3258. return true;
  3259. }
  3260. map<string, boost::function<void(sint64)>>::const_iterator itr4 = set_sint64_funcs.find(field);
  3261. if(itr4 != set_sint64_funcs.end())
  3262. {
  3263. (itr4->second)(value);
  3264. return true;
  3265. }
  3266. return false;
  3267. }
  3268. bool Entity::SetInfoStructFloat(std::string field, float value)
  3269. {
  3270. map<string, boost::function<void(float)>>::const_iterator itr = set_float_funcs.find(field);
  3271. if(itr != set_float_funcs.end())
  3272. {
  3273. (itr->second)(value);
  3274. return true;
  3275. }
  3276. return false;
  3277. }
  3278. Entity* Entity::GetOwner() {
  3279. Entity* ent = nullptr;
  3280. if(!GetZone()) {
  3281. return ent;
  3282. }
  3283. Spawn* spawn = GetZone()->GetSpawnByID(owner);
  3284. if ( spawn && spawn->IsEntity() )
  3285. ent = (Entity*)spawn;
  3286. return ent;
  3287. }
  3288. bool Entity::IsEngagedInEncounter(Spawn** res) {
  3289. if(res) {
  3290. *res = nullptr;
  3291. }
  3292. bool ret = false;
  3293. set<int32>::iterator itr;
  3294. MHatedBy.lock();
  3295. if(IsPlayer()) {
  3296. for (itr = HatedBy.begin(); itr != HatedBy.end(); itr++) {
  3297. Spawn* spawn = GetZone()->GetSpawnByID(*itr);
  3298. if (spawn && spawn->IsNPC() && ((NPC*)spawn)->Brain() && (spawn->GetLockedNoLoot() == ENCOUNTER_STATE_LOCKED || spawn->GetLockedNoLoot() == ENCOUNTER_STATE_OVERMATCHED)) {
  3299. if((ret = ((NPC*)spawn)->Brain()->IsPlayerInEncounter(((Player*)this)->GetCharacterID()))) {
  3300. if(res)
  3301. *res = spawn;
  3302. break;
  3303. }
  3304. }
  3305. }
  3306. }
  3307. else {
  3308. for (itr = HatedBy.begin(); itr != HatedBy.end(); itr++) {
  3309. Spawn* spawn = GetZone()->GetSpawnByID(*itr);
  3310. if (spawn && spawn->IsNPC() && ((NPC*)spawn)->Brain() && (spawn->GetLockedNoLoot() == ENCOUNTER_STATE_LOCKED || spawn->GetLockedNoLoot() == ENCOUNTER_STATE_OVERMATCHED)) {
  3311. if((ret = ((NPC*)spawn)->Brain()->IsEntityInEncounter(GetID()))) {
  3312. if(res)
  3313. *res = spawn;
  3314. break;
  3315. }
  3316. }
  3317. }
  3318. }
  3319. MHatedBy.unlock();
  3320. return ret;
  3321. }
  3322. bool Entity::IsEngagedBySpawnID(int32 id) {
  3323. bool ret = false;
  3324. Spawn* spawn = GetZone()->GetSpawnByID(id);
  3325. if (spawn && spawn->IsNPC() && ((NPC*)spawn)->Brain()) {
  3326. ret = ((NPC*)spawn)->Brain()->IsEntityInEncounter(GetID());
  3327. }
  3328. return ret;
  3329. }
  3330. void Entity::SendControlEffectDetailsToClient(Client* client) {
  3331. client->Message(CHANNEL_COLOR_YELLOW, "Current control effects on %s", GetName());
  3332. client->Message(CHANNEL_COLOR_YELLOW, "-------------------------------");
  3333. for (int i = 0; i < CONTROL_MAX_EFFECTS; i++) {
  3334. if(control_effects[i]) {
  3335. MutexList<LuaSpell*>* spells = control_effects[i];
  3336. if(spells->size() > 0) {
  3337. MutexList<LuaSpell*>::iterator itr = spells->begin();
  3338. while(itr.Next()){
  3339. LuaSpell* spell = itr->value;
  3340. if(spell && spell->spell && spell->spell->GetSpellData()) {
  3341. client->Message(CHANNEL_COLOR_YELLOW, "Spell %s (%u) control effect %s", spell->spell->GetName(), spell->spell->GetSpellData()->id, GetControlEffectName(i).c_str());
  3342. }
  3343. }
  3344. }
  3345. }
  3346. }
  3347. client->Message(CHANNEL_COLOR_YELLOW, "-------------------------------");
  3348. }