/* EQ2Emulator: Everquest II Server Emulator Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net) This file is part of EQ2Emulator. EQ2Emulator is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. EQ2Emulator is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with EQ2Emulator. If not, see . */ #include "Entity.h" #include #include "Items/Items.h" #include "zoneserver.h" #include "World.h" #include "../common/Log.h" #include "Spells.h" #include "SpellProcess.h" #include "classes.h" #include "LuaInterface.h" #include "ClientPacketFunctions.h" #include "Skills.h" #include "Rules/Rules.h" #include "LuaInterface.h" extern World world; extern MasterItemList master_item_list; extern MasterSpellList master_spell_list; extern MasterSkillList master_skill_list; extern RuleManager rule_manager; extern Classes classes; extern LuaInterface* lua_interface; Entity::Entity(){ MapInfoStruct(); max_speed = 6; base_speed = 0.0f; last_x = -1; last_y = -1; last_z = -1; last_heading = -1; regen_hp_rate = 0; regen_power_rate = 0; in_combat = false; casting = false; //memset(&info_struct, 0, sizeof(InfoStruct)); memset(&features, 0, sizeof(CharFeatures)); memset(&equipment, 0, sizeof(EQ2_Equipment)); pet = 0; charmedPet = 0; deityPet = 0; cosmeticPet = 0; speed = 0; speed_multiplier = 1.0f; m_threatTransfer = 0; group_member_info = 0; trade = 0; deity = 0; MProcList.SetName("Entity::m_procList"); MDetriments.SetName("Entity::MDetriments"); MMaintainedSpells.SetName("Entity::MMaintainedSpells"); MSpellEffects.SetName("Entity::MSpellEffects"); m_procList.clear(); control_effects.clear(); for (int i = 0; i < CONTROL_MAX_EFFECTS; i++) control_effects[i] = NULL; immunities.clear(); info_struct.ResetEffects(this); MCommandMutex.SetName("Entity::MCommandMutex"); hasSeeInvisSpell = false; hasSeeHideSpell = false; owner = 0; m_petType = 0; m_petSpellID = 0; m_petSpellTier = 0; m_petDismissing = false; if (!IsPlayer() && GetInfoStruct()->get_max_concentration_base() == 0) GetInfoStruct()->set_max_concentration_base(5); } Entity::~Entity(){ MutexList::iterator itr2 = bonus_list.begin(); while(itr2.Next()) safe_delete(itr2.value); ClearProcs(); safe_delete(m_threatTransfer); map*>::iterator itr3; for (itr3 = control_effects.begin(); itr3 != control_effects.end(); itr3++) safe_delete(itr3->second); control_effects.clear(); map*>::iterator itr4; for (itr4 = immunities.begin(); itr4 != immunities.end(); itr4++) safe_delete(itr4->second); immunities.clear(); if(!IsPlayer()) DeleteSpellEffects(true); safe_delete(m_threatTransfer); } void Entity::DeleteSpellEffects(bool removeClient) { map deletedPtrs; for(int i=0;i<45;i++){ if(i<30){ if(GetInfoStruct()->maintained_effects[i].spell_id != 0xFFFFFFFF) { if(deletedPtrs.find(GetInfoStruct()->maintained_effects[i].spell) == deletedPtrs.end()) { deletedPtrs[GetInfoStruct()->maintained_effects[i].spell] = true; lua_interface->RemoveSpell(GetInfoStruct()->maintained_effects[i].spell, false, removeClient, "", removeClient); if (IsPlayer()) GetInfoStruct()->maintained_effects[i].icon = 0xFFFF; } GetInfoStruct()->maintained_effects[i].spell_id = 0xFFFFFFFF; GetInfoStruct()->maintained_effects[i].spell = nullptr; } } if(GetInfoStruct()->spell_effects[i].spell_id != 0xFFFFFFFF) { if(deletedPtrs.find(GetInfoStruct()->spell_effects[i].spell) == deletedPtrs.end()) { if(GetInfoStruct()->spell_effects[i].spell && GetInfoStruct()->spell_effects[i].spell->spell && GetInfoStruct()->spell_effects[i].spell->spell->GetSpellData()->spell_book_type == SPELL_BOOK_TYPE_NOT_SHOWN) { deletedPtrs[GetInfoStruct()->spell_effects[i].spell] = true; lua_interface->RemoveSpell(GetInfoStruct()->spell_effects[i].spell, false, removeClient, "", removeClient); } } GetInfoStruct()->spell_effects[i].spell_id = 0xFFFFFFFF; GetInfoStruct()->spell_effects[i].spell = nullptr; } } } void Entity::RemoveSpells(bool unfriendlyOnly) { for(int i=0;i<45;i++){ if(i<30){ if(GetInfoStruct()->maintained_effects[i].spell_id != 0xFFFFFFFF) { if(!unfriendlyOnly || (unfriendlyOnly && GetInfoStruct()->maintained_effects[i].spell && !GetInfoStruct()->maintained_effects[i].spell->spell->GetSpellData()->friendly_spell)) GetZone()->GetSpellProcess()->AddSpellCancel(GetInfoStruct()->maintained_effects[i].spell); } } if(GetInfoStruct()->spell_effects[i].spell_id != 0xFFFFFFFF) { if(!unfriendlyOnly || (unfriendlyOnly && GetInfoStruct()->spell_effects[i].spell && !GetInfoStruct()->spell_effects[i].spell->spell->GetSpellData()->friendly_spell)) RemoveSpellEffect(GetInfoStruct()->spell_effects[i].spell); } } } void Entity::MapInfoStruct() { /** GETS **/ get_string_funcs["name"] = l::bind(&InfoStruct::get_name, &info_struct); get_int8_funcs["class1"] = l::bind(&InfoStruct::get_class1, &info_struct); get_int8_funcs["class2"] = l::bind(&InfoStruct::get_class2, &info_struct); get_int8_funcs["class3"] = l::bind(&InfoStruct::get_class3, &info_struct); get_int8_funcs["race"] = l::bind(&InfoStruct::get_race, &info_struct); get_int8_funcs["gender"] = l::bind(&InfoStruct::get_gender, &info_struct); get_int16_funcs["level"] = l::bind(&InfoStruct::get_level, &info_struct); get_int16_funcs["max_level"] = l::bind(&InfoStruct::get_max_level, &info_struct); get_int16_funcs["effective_level"] = l::bind(&InfoStruct::get_effective_level, &info_struct); get_int16_funcs["tradeskill_level"] = l::bind(&InfoStruct::get_tradeskill_level, &info_struct); get_int16_funcs["tradeskill_max_level"] = l::bind(&InfoStruct::get_tradeskill_max_level, &info_struct); get_int8_funcs["cur_concentration"] = l::bind(&InfoStruct::get_cur_concentration, &info_struct); get_int8_funcs["max_concentration"] = l::bind(&InfoStruct::get_max_concentration, &info_struct); get_int8_funcs["max_concentration_base"] = l::bind(&InfoStruct::get_max_concentration_base, &info_struct); get_int16_funcs["cur_attack"] = l::bind(&InfoStruct::get_cur_attack, &info_struct); get_int16_funcs["attack_base"] = l::bind(&InfoStruct::get_attack_base, &info_struct); get_int16_funcs["cur_mitigation"] = l::bind(&InfoStruct::get_cur_mitigation, &info_struct); get_int16_funcs["max_mitigation"] = l::bind(&InfoStruct::get_max_mitigation, &info_struct); get_int16_funcs["mitigation_base"] = l::bind(&InfoStruct::get_mitigation_base, &info_struct); get_int16_funcs["avoidance_display"] = l::bind(&InfoStruct::get_avoidance_display, &info_struct); get_float_funcs["cur_avoidance"] = l::bind(&InfoStruct::get_cur_avoidance, &info_struct); get_int16_funcs["base_avoidance_pct"] = l::bind(&InfoStruct::get_base_avoidance_pct, &info_struct); get_int16_funcs["avoidance_base"] = l::bind(&InfoStruct::get_avoidance_base, &info_struct); get_int16_funcs["max_avoidance"] = l::bind(&InfoStruct::get_max_avoidance, &info_struct); get_float_funcs["parry"] = l::bind(&InfoStruct::get_parry, &info_struct); get_float_funcs["parry_base"] = l::bind(&InfoStruct::get_parry_base, &info_struct); get_float_funcs["deflection"] = l::bind(&InfoStruct::get_deflection, &info_struct); get_int16_funcs["deflection_base"] = l::bind(&InfoStruct::get_deflection_base, &info_struct); get_float_funcs["block"] = l::bind(&InfoStruct::get_block, &info_struct); get_int16_funcs["block_base"] = l::bind(&InfoStruct::get_block_base, &info_struct); get_float_funcs["str"] = l::bind(&InfoStruct::get_str, &info_struct); get_float_funcs["sta"] = l::bind(&InfoStruct::get_sta, &info_struct); get_float_funcs["agi"] = l::bind(&InfoStruct::get_agi, &info_struct); get_float_funcs["wis"] = l::bind(&InfoStruct::get_wis, &info_struct); get_float_funcs["intel"] = l::bind(&InfoStruct::get_intel, &info_struct); get_float_funcs["str_base"] = l::bind(&InfoStruct::get_str_base, &info_struct); get_float_funcs["sta_base"] = l::bind(&InfoStruct::get_sta_base, &info_struct); get_float_funcs["agi_base"] = l::bind(&InfoStruct::get_agi_base, &info_struct); get_float_funcs["wis_base"] = l::bind(&InfoStruct::get_wis_base, &info_struct); get_float_funcs["intel_base"] = l::bind(&InfoStruct::get_intel_base, &info_struct); get_int16_funcs["heat"] = l::bind(&InfoStruct::get_heat, &info_struct); get_int16_funcs["cold"] = l::bind(&InfoStruct::get_cold, &info_struct); get_int16_funcs["magic"] = l::bind(&InfoStruct::get_magic, &info_struct); get_int16_funcs["mental"] = l::bind(&InfoStruct::get_mental, &info_struct); get_int16_funcs["divine"] = l::bind(&InfoStruct::get_divine, &info_struct); get_int16_funcs["disease"] = l::bind(&InfoStruct::get_disease, &info_struct); get_int16_funcs["poison"] = l::bind(&InfoStruct::get_poison, &info_struct); get_int16_funcs["disease_base"] = l::bind(&InfoStruct::get_disease_base, &info_struct); get_int16_funcs["cold_base"] = l::bind(&InfoStruct::get_cold_base, &info_struct); get_int16_funcs["divine_base"] = l::bind(&InfoStruct::get_divine_base, &info_struct); get_int16_funcs["magic_base"] = l::bind(&InfoStruct::get_magic_base, &info_struct); get_int16_funcs["mental_base"] = l::bind(&InfoStruct::get_mental_base, &info_struct); get_int16_funcs["heat_base"] = l::bind(&InfoStruct::get_heat_base, &info_struct); get_int16_funcs["poison_base"] = l::bind(&InfoStruct::get_poison_base, &info_struct); get_int16_funcs["elemental_base"] = l::bind(&InfoStruct::get_elemental_base, &info_struct); get_int16_funcs["noxious_base"] = l::bind(&InfoStruct::get_noxious_base, &info_struct); get_int16_funcs["arcane_base"] = l::bind(&InfoStruct::get_arcane_base, &info_struct); get_int32_funcs["coin_copper"] = l::bind(&InfoStruct::get_coin_copper, &info_struct); get_int32_funcs["coin_silver"] = l::bind(&InfoStruct::get_coin_silver, &info_struct); get_int32_funcs["coin_gold"] = l::bind(&InfoStruct::get_coin_gold, &info_struct); get_int32_funcs["coin_plat"] = l::bind(&InfoStruct::get_coin_plat, &info_struct); get_int32_funcs["bank_coin_copper"] = l::bind(&InfoStruct::get_bank_coin_copper, &info_struct); get_int32_funcs["bank_coin_silver"] = l::bind(&InfoStruct::get_bank_coin_silver, &info_struct); get_int32_funcs["bank_coin_gold"] = l::bind(&InfoStruct::get_bank_coin_gold, &info_struct); get_int32_funcs["bank_coin_plat"] = l::bind(&InfoStruct::get_bank_coin_plat, &info_struct); get_int32_funcs["status_points"] = l::bind(&InfoStruct::get_status_points, &info_struct); get_string_funcs["deity"] = l::bind(&InfoStruct::get_deity, &info_struct); get_int32_funcs["weight"] = l::bind(&InfoStruct::get_weight, &info_struct); get_int32_funcs["max_weight"] = l::bind(&InfoStruct::get_max_weight, &info_struct); get_int8_funcs["tradeskill_class1"] = l::bind(&InfoStruct::get_tradeskill_class1, &info_struct); get_int8_funcs["tradeskill_class2"] = l::bind(&InfoStruct::get_tradeskill_class2, &info_struct); get_int8_funcs["tradeskill_class3"] = l::bind(&InfoStruct::get_tradeskill_class3, &info_struct); get_int32_funcs["account_age_base"] = l::bind(&InfoStruct::get_account_age_base, &info_struct); // int8 account_age_bonus_[19]; get_int16_funcs["absorb"] = l::bind(&InfoStruct::get_absorb, &info_struct); get_int32_funcs["xp"] = l::bind(&InfoStruct::get_xp, &info_struct); get_int32_funcs["xp_needed"] = l::bind(&InfoStruct::get_xp_needed, &info_struct); get_float_funcs["xp_debt"] = l::bind(&InfoStruct::get_xp_debt, &info_struct); get_int16_funcs["xp_yellow"] = l::bind(&InfoStruct::get_xp_yellow, &info_struct); get_int16_funcs["xp_yellow_vitality_bar"] = l::bind(&InfoStruct::get_xp_yellow_vitality_bar, &info_struct); get_int16_funcs["xp_blue_vitality_bar"] = l::bind(&InfoStruct::get_xp_blue_vitality_bar, &info_struct); get_int16_funcs["xp_blue"] = l::bind(&InfoStruct::get_xp_blue, &info_struct); get_int32_funcs["ts_xp"] = l::bind(&InfoStruct::get_ts_xp, &info_struct); get_int32_funcs["ts_xp_needed"] = l::bind(&InfoStruct::get_ts_xp_needed, &info_struct); get_int16_funcs["tradeskill_exp_yellow"] = l::bind(&InfoStruct::get_tradeskill_exp_yellow, &info_struct); get_int16_funcs["tradeskill_exp_blue"] = l::bind(&InfoStruct::get_tradeskill_exp_blue, &info_struct); get_int32_funcs["flags"] = l::bind(&InfoStruct::get_flags, &info_struct); get_int32_funcs["flags2"] = l::bind(&InfoStruct::get_flags2, &info_struct); get_float_funcs["xp_vitality"] = l::bind(&InfoStruct::get_xp_vitality, &info_struct); get_float_funcs["tradeskill_xp_vitality"] = l::bind(&InfoStruct::get_tradeskill_xp_vitality, &info_struct); get_int16_funcs["mitigation_skill1"] = l::bind(&InfoStruct::get_mitigation_skill1, &info_struct); get_int16_funcs["mitigation_skill2"] = l::bind(&InfoStruct::get_mitigation_skill2, &info_struct); get_int16_funcs["mitigation_skill3"] = l::bind(&InfoStruct::get_mitigation_skill3, &info_struct); get_int16_funcs["mitigation_pve"] = l::bind(&InfoStruct::get_mitigation_pve, &info_struct); get_int16_funcs["mitigation_pvp"] = l::bind(&InfoStruct::get_mitigation_pvp, &info_struct); get_float_funcs["ability_modifier"] = l::bind(&InfoStruct::get_ability_modifier, &info_struct); get_float_funcs["critical_mitigation"] = l::bind(&InfoStruct::get_critical_mitigation, &info_struct); get_float_funcs["block_chance"] = l::bind(&InfoStruct::get_block_chance, &info_struct); get_float_funcs["uncontested_parry"] = l::bind(&InfoStruct::get_uncontested_parry, &info_struct); get_float_funcs["uncontested_block"] = l::bind(&InfoStruct::get_uncontested_block, &info_struct); get_float_funcs["uncontested_dodge"] = l::bind(&InfoStruct::get_uncontested_dodge, &info_struct); get_float_funcs["uncontested_riposte"] = l::bind(&InfoStruct::get_uncontested_riposte, &info_struct); get_float_funcs["crit_chance"] = l::bind(&InfoStruct::get_crit_chance, &info_struct); get_float_funcs["crit_bonus"] = l::bind(&InfoStruct::get_crit_bonus, &info_struct); get_float_funcs["potency"] = l::bind(&InfoStruct::get_potency, &info_struct); get_float_funcs["hate_mod"] = l::bind(&InfoStruct::get_hate_mod, &info_struct); get_float_funcs["reuse_speed"] = l::bind(&InfoStruct::get_reuse_speed, &info_struct); get_float_funcs["casting_speed"] = l::bind(&InfoStruct::get_casting_speed, &info_struct); get_float_funcs["recovery_speed"] = l::bind(&InfoStruct::get_recovery_speed, &info_struct); get_float_funcs["spell_reuse_speed"] = l::bind(&InfoStruct::get_spell_reuse_speed, &info_struct); get_float_funcs["spell_multi_attack"] = l::bind(&InfoStruct::get_spell_multi_attack, &info_struct); get_float_funcs["dps"] = l::bind(&InfoStruct::get_dps, &info_struct); get_float_funcs["dps_multiplier"] = l::bind(&InfoStruct::get_dps_multiplier, &info_struct); get_float_funcs["attackspeed"] = l::bind(&InfoStruct::get_attackspeed, &info_struct); get_float_funcs["haste"] = l::bind(&InfoStruct::get_haste, &info_struct); get_float_funcs["multi_attack"] = l::bind(&InfoStruct::get_multi_attack, &info_struct); get_float_funcs["flurry"] = l::bind(&InfoStruct::get_flurry, &info_struct); get_float_funcs["melee_ae"] = l::bind(&InfoStruct::get_melee_ae, &info_struct); get_float_funcs["strikethrough"] = l::bind(&InfoStruct::get_strikethrough, &info_struct); get_float_funcs["accuracy"] = l::bind(&InfoStruct::get_accuracy, &info_struct); get_float_funcs["offensivespeed"] = l::bind(&InfoStruct::get_offensivespeed, &info_struct); get_float_funcs["rain"] = l::bind(&InfoStruct::get_rain, &info_struct); get_float_funcs["wind"] = l::bind(&InfoStruct::get_wind, &info_struct); get_sint8_funcs["alignment"] = l::bind(&InfoStruct::get_alignment, &info_struct); get_int32_funcs["pet_id"] = l::bind(&InfoStruct::get_pet_id, &info_struct); get_string_funcs["pet_name"] = l::bind(&InfoStruct::get_pet_name, &info_struct); get_float_funcs["pet_health_pct"] = l::bind(&InfoStruct::get_pet_health_pct, &info_struct); get_float_funcs["pet_power_pct"] = l::bind(&InfoStruct::get_pet_power_pct, &info_struct); get_int8_funcs["pet_movement"] = l::bind(&InfoStruct::get_pet_movement, &info_struct); get_int8_funcs["pet_behavior"] = l::bind(&InfoStruct::get_pet_behavior, &info_struct); get_int32_funcs["vision"] = l::bind(&InfoStruct::get_vision, &info_struct); get_int8_funcs["breathe_underwater"] = l::bind(&InfoStruct::get_breathe_underwater, &info_struct); get_string_funcs["biography"] = l::bind(&InfoStruct::get_biography, &info_struct); get_float_funcs["drunk"] = l::bind(&InfoStruct::get_drunk, &info_struct); get_sint16_funcs["power_regen"] = l::bind(&InfoStruct::get_power_regen, &info_struct); get_sint16_funcs["hp_regen"] = l::bind(&InfoStruct::get_hp_regen, &info_struct); get_int8_funcs["power_regen_override"] = l::bind(&InfoStruct::get_power_regen_override, &info_struct); get_int8_funcs["hp_regen_override"] = l::bind(&InfoStruct::get_hp_regen_override, &info_struct); get_int8_funcs["water_type"] = l::bind(&InfoStruct::get_water_type, &info_struct); get_int8_funcs["flying_type"] = l::bind(&InfoStruct::get_flying_type, &info_struct); get_int8_funcs["no_interrupt"] = l::bind(&InfoStruct::get_no_interrupt, &info_struct); get_int8_funcs["interaction_flag"] = l::bind(&InfoStruct::get_interaction_flag, &info_struct); get_int8_funcs["tag1"] = l::bind(&InfoStruct::get_tag1, &info_struct); get_int16_funcs["mood"] = l::bind(&InfoStruct::get_mood, &info_struct); get_int32_funcs["range_last_attack_time"] = l::bind(&InfoStruct::get_range_last_attack_time, &info_struct); get_int32_funcs["primary_last_attack_time"] = l::bind(&InfoStruct::get_primary_last_attack_time, &info_struct); get_int32_funcs["secondary_last_attack_time"] = l::bind(&InfoStruct::get_secondary_last_attack_time, &info_struct); get_int16_funcs["primary_attack_delay"] = l::bind(&InfoStruct::get_primary_attack_delay, &info_struct); get_int16_funcs["secondary_attack_delay"] = l::bind(&InfoStruct::get_secondary_attack_delay, &info_struct); get_int16_funcs["ranged_attack_delay"] = l::bind(&InfoStruct::get_ranged_attack_delay, &info_struct); get_int8_funcs["primary_weapon_type"] = l::bind(&InfoStruct::get_primary_weapon_type, &info_struct); get_int8_funcs["secondary_weapon_type"] = l::bind(&InfoStruct::get_secondary_weapon_type, &info_struct); get_int8_funcs["ranged_weapon_type"] = l::bind(&InfoStruct::get_ranged_weapon_type, &info_struct); get_int32_funcs["primary_weapon_damage_low"] = l::bind(&InfoStruct::get_primary_weapon_damage_low, &info_struct); get_int32_funcs["primary_weapon_damage_high"] = l::bind(&InfoStruct::get_primary_weapon_damage_high, &info_struct); get_int32_funcs["secondary_weapon_damage_low"] = l::bind(&InfoStruct::get_secondary_weapon_damage_low, &info_struct); get_int32_funcs["secondary_weapon_damage_high"] = l::bind(&InfoStruct::get_secondary_weapon_damage_high, &info_struct); get_int32_funcs["ranged_weapon_damage_low"] = l::bind(&InfoStruct::get_ranged_weapon_damage_low, &info_struct); get_int32_funcs["ranged_weapon_damage_high"] = l::bind(&InfoStruct::get_ranged_weapon_damage_high, &info_struct); get_int8_funcs["wield_type"] = l::bind(&InfoStruct::get_wield_type, &info_struct); get_int8_funcs["attack_type"] = l::bind(&InfoStruct::get_attack_type, &info_struct); get_int16_funcs["primary_weapon_delay"] = l::bind(&InfoStruct::get_primary_weapon_delay, &info_struct); get_int16_funcs["secondary_weapon_delay"] = l::bind(&InfoStruct::get_secondary_weapon_delay, &info_struct); get_int16_funcs["ranged_weapon_delay"] = l::bind(&InfoStruct::get_ranged_weapon_delay, &info_struct); get_int8_funcs["override_primary_weapon"] = l::bind(&InfoStruct::get_override_primary_weapon, &info_struct); get_int8_funcs["override_secondary_weapon"] = l::bind(&InfoStruct::get_override_secondary_weapon, &info_struct); get_int8_funcs["override_ranged_weapon"] = l::bind(&InfoStruct::get_override_ranged_weapon, &info_struct); get_int8_funcs["friendly_target_npc"] = l::bind(&InfoStruct::get_friendly_target_npc, &info_struct); get_int32_funcs["last_claim_time"] = l::bind(&InfoStruct::get_last_claim_time, &info_struct); get_int8_funcs["engaged_encounter"] = l::bind(&InfoStruct::get_engaged_encounter, &info_struct); get_int8_funcs["first_world_login"] = l::bind(&InfoStruct::get_first_world_login, &info_struct); get_int8_funcs["reload_player_spells"] = l::bind(&InfoStruct::get_reload_player_spells, &info_struct); get_int8_funcs["group_loot_method"] = l::bind(&InfoStruct::get_group_loot_method, &info_struct); get_int8_funcs["group_loot_items_rarity"] = l::bind(&InfoStruct::get_group_loot_items_rarity, &info_struct); get_int8_funcs["group_auto_split"] = l::bind(&InfoStruct::get_group_auto_split, &info_struct); get_int8_funcs["group_default_yell"] = l::bind(&InfoStruct::get_group_default_yell, &info_struct); get_int8_funcs["group_autolock"] = l::bind(&InfoStruct::get_group_autolock, &info_struct); get_int8_funcs["group_lock_method"] = l::bind(&InfoStruct::get_group_lock_method, &info_struct); get_int8_funcs["group_solo_autolock"] = l::bind(&InfoStruct::get_group_solo_autolock, &info_struct); get_int8_funcs["group_auto_loot_method"] = l::bind(&InfoStruct::get_group_auto_loot_method, &info_struct); get_int8_funcs["assist_auto_attack"] = l::bind(&InfoStruct::get_assist_auto_attack, &info_struct); get_string_funcs["action_state"] = l::bind(&InfoStruct::get_action_state, &info_struct); get_string_funcs["combat_action_state"] = l::bind(&InfoStruct::get_combat_action_state, &info_struct); get_float_funcs["max_spell_reduction"] = l::bind(&InfoStruct::get_max_spell_reduction, &info_struct); get_int8_funcs["max_spell_reduction_override"] = l::bind(&InfoStruct::get_max_spell_reduction_override, &info_struct); /** SETS **/ set_string_funcs["name"] = l::bind(&InfoStruct::set_name, &info_struct, l::_1); set_int8_funcs["class1"] = l::bind(&InfoStruct::set_class1, &info_struct, l::_1); set_int8_funcs["class2"] = l::bind(&InfoStruct::set_class2, &info_struct, l::_1); set_int8_funcs["class3"] = l::bind(&InfoStruct::set_class3, &info_struct, l::_1); set_int8_funcs["race"] = l::bind(&InfoStruct::set_race, &info_struct, l::_1); set_int8_funcs["gender"] = l::bind(&InfoStruct::set_gender, &info_struct, l::_1); set_int16_funcs["level"] = l::bind(&InfoStruct::set_level, &info_struct, l::_1); set_int16_funcs["max_level"] = l::bind(&InfoStruct::set_max_level, &info_struct, l::_1); set_int16_funcs["effective_level"] = l::bind(&InfoStruct::set_effective_level, &info_struct, l::_1); set_int16_funcs["tradeskill_level"] = l::bind(&InfoStruct::set_tradeskill_level, &info_struct, l::_1); set_int16_funcs["tradeskill_max_level"] = l::bind(&InfoStruct::set_tradeskill_max_level, &info_struct, l::_1); set_int8_funcs["cur_concentration"] = l::bind(&InfoStruct::set_cur_concentration, &info_struct, l::_1); set_int8_funcs["max_concentration"] = l::bind(&InfoStruct::set_max_concentration, &info_struct, l::_1); set_int8_funcs["max_concentration_base"] = l::bind(&InfoStruct::set_max_concentration_base, &info_struct, l::_1); set_int16_funcs["cur_attack"] = l::bind(&InfoStruct::set_cur_attack, &info_struct, l::_1); set_int16_funcs["attack_base"] = l::bind(&InfoStruct::set_attack_base, &info_struct, l::_1); set_int16_funcs["cur_mitigation"] = l::bind(&InfoStruct::set_cur_mitigation, &info_struct, l::_1); set_int16_funcs["max_mitigation"] = l::bind(&InfoStruct::set_max_mitigation, &info_struct, l::_1); set_int16_funcs["mitigation_base"] = l::bind(&InfoStruct::set_mitigation_base, &info_struct, l::_1); set_int16_funcs["avoidance_display"] = l::bind(&InfoStruct::set_avoidance_display, &info_struct, l::_1); set_float_funcs["cur_avoidance"] = l::bind(&InfoStruct::set_cur_avoidance, &info_struct, l::_1); set_int16_funcs["base_avoidance_pct"] = l::bind(&InfoStruct::set_base_avoidance_pct, &info_struct, l::_1); set_int16_funcs["avoidance_base"] = l::bind(&InfoStruct::set_avoidance_base, &info_struct, l::_1); set_int16_funcs["max_avoidance"] = l::bind(&InfoStruct::set_max_avoidance, &info_struct, l::_1); set_float_funcs["parry"] = l::bind(&InfoStruct::set_parry, &info_struct, l::_1); set_float_funcs["parry_base"] = l::bind(&InfoStruct::set_parry_base, &info_struct, l::_1); set_float_funcs["deflection"] = l::bind(&InfoStruct::set_deflection, &info_struct, l::_1); set_int16_funcs["deflection_base"] = l::bind(&InfoStruct::set_deflection_base, &info_struct, l::_1); set_float_funcs["block"] = l::bind(&InfoStruct::set_block, &info_struct, l::_1); set_int16_funcs["block_base"] = l::bind(&InfoStruct::set_block_base, &info_struct, l::_1); set_float_funcs["str"] = l::bind(&InfoStruct::set_str, &info_struct, l::_1); set_float_funcs["sta"] = l::bind(&InfoStruct::set_sta, &info_struct, l::_1); set_float_funcs["agi"] = l::bind(&InfoStruct::set_agi, &info_struct, l::_1); set_float_funcs["wis"] = l::bind(&InfoStruct::set_wis, &info_struct, l::_1); set_float_funcs["intel"] = l::bind(&InfoStruct::set_intel, &info_struct, l::_1); set_float_funcs["str_base"] = l::bind(&InfoStruct::set_str_base, &info_struct, l::_1); set_float_funcs["sta_base"] = l::bind(&InfoStruct::set_sta_base, &info_struct, l::_1); set_float_funcs["agi_base"] = l::bind(&InfoStruct::set_agi_base, &info_struct, l::_1); set_float_funcs["wis_base"] = l::bind(&InfoStruct::set_wis_base, &info_struct, l::_1); set_float_funcs["intel_base"] = l::bind(&InfoStruct::set_intel_base, &info_struct, l::_1); set_int16_funcs["heat"] = l::bind(&InfoStruct::set_heat, &info_struct, l::_1); set_int16_funcs["cold"] = l::bind(&InfoStruct::set_cold, &info_struct, l::_1); set_int16_funcs["magic"] = l::bind(&InfoStruct::set_magic, &info_struct, l::_1); set_int16_funcs["mental"] = l::bind(&InfoStruct::set_mental, &info_struct, l::_1); set_int16_funcs["divine"] = l::bind(&InfoStruct::set_divine, &info_struct, l::_1); set_int16_funcs["disease"] = l::bind(&InfoStruct::set_disease, &info_struct, l::_1); set_int16_funcs["poison"] = l::bind(&InfoStruct::set_poison, &info_struct, l::_1); set_int16_funcs["disease_base"] = l::bind(&InfoStruct::set_disease_base, &info_struct, l::_1); set_int16_funcs["cold_base"] = l::bind(&InfoStruct::set_cold_base, &info_struct, l::_1); set_int16_funcs["divine_base"] = l::bind(&InfoStruct::set_divine_base, &info_struct, l::_1); set_int16_funcs["magic_base"] = l::bind(&InfoStruct::set_magic_base, &info_struct, l::_1); set_int16_funcs["mental_base"] = l::bind(&InfoStruct::set_mental_base, &info_struct, l::_1); set_int16_funcs["heat_base"] = l::bind(&InfoStruct::set_heat_base, &info_struct, l::_1); set_int16_funcs["poison_base"] = l::bind(&InfoStruct::set_poison_base, &info_struct, l::_1); set_int16_funcs["elemental_base"] = l::bind(&InfoStruct::set_elemental_base, &info_struct, l::_1); set_int16_funcs["noxious_base"] = l::bind(&InfoStruct::set_noxious_base, &info_struct, l::_1); set_int16_funcs["arcane_base"] = l::bind(&InfoStruct::set_arcane_base, &info_struct, l::_1); set_int32_funcs["coin_copper"] = l::bind(&InfoStruct::set_coin_copper, &info_struct, l::_1); set_int32_funcs["coin_silver"] = l::bind(&InfoStruct::set_coin_silver, &info_struct, l::_1); set_int32_funcs["coin_gold"] = l::bind(&InfoStruct::set_coin_gold, &info_struct, l::_1); set_int32_funcs["coin_plat"] = l::bind(&InfoStruct::set_coin_plat, &info_struct, l::_1); set_int32_funcs["bank_coin_copper"] = l::bind(&InfoStruct::set_bank_coin_copper, &info_struct, l::_1); set_int32_funcs["bank_coin_silver"] = l::bind(&InfoStruct::set_bank_coin_silver, &info_struct, l::_1); set_int32_funcs["bank_coin_gold"] = l::bind(&InfoStruct::set_bank_coin_gold, &info_struct, l::_1); set_int32_funcs["bank_coin_plat"] = l::bind(&InfoStruct::set_bank_coin_plat, &info_struct, l::_1); set_int32_funcs["status_points"] = l::bind(&InfoStruct::set_status_points, &info_struct, l::_1); set_string_funcs["deity"] = l::bind(&InfoStruct::set_deity, &info_struct, l::_1); set_int32_funcs["weight"] = l::bind(&InfoStruct::set_weight, &info_struct, l::_1); set_int32_funcs["max_weight"] = l::bind(&InfoStruct::set_max_weight, &info_struct, l::_1); set_int8_funcs["tradeskill_class1"] = l::bind(&InfoStruct::set_tradeskill_class1, &info_struct, l::_1); set_int8_funcs["tradeskill_class2"] = l::bind(&InfoStruct::set_tradeskill_class2, &info_struct, l::_1); set_int8_funcs["tradeskill_class3"] = l::bind(&InfoStruct::set_tradeskill_class3, &info_struct, l::_1); set_int32_funcs["account_age_base"] = l::bind(&InfoStruct::set_account_age_base, &info_struct, l::_1); // int8 account_age_bonus_[19]; set_int16_funcs["absorb"] = l::bind(&InfoStruct::set_absorb, &info_struct, l::_1); set_int32_funcs["xp"] = l::bind(&InfoStruct::set_xp, &info_struct, l::_1); set_int32_funcs["xp_needed"] = l::bind(&InfoStruct::set_xp_needed, &info_struct, l::_1); set_float_funcs["xp_debt"] = l::bind(&InfoStruct::set_xp_debt, &info_struct, l::_1); set_int16_funcs["xp_yellow"] = l::bind(&InfoStruct::set_xp_yellow, &info_struct, l::_1); set_int16_funcs["xp_yellow_vitality_bar"] = l::bind(&InfoStruct::set_xp_yellow_vitality_bar, &info_struct, l::_1); set_int16_funcs["xp_blue_vitality_bar"] = l::bind(&InfoStruct::set_xp_blue_vitality_bar, &info_struct, l::_1); set_int16_funcs["xp_blue"] = l::bind(&InfoStruct::set_xp_blue, &info_struct, l::_1); set_int32_funcs["ts_xp"] = l::bind(&InfoStruct::set_ts_xp, &info_struct, l::_1); set_int32_funcs["ts_xp_needed"] = l::bind(&InfoStruct::set_ts_xp_needed, &info_struct, l::_1); set_int16_funcs["tradeskill_exp_yellow"] = l::bind(&InfoStruct::set_tradeskill_exp_yellow, &info_struct, l::_1); set_int16_funcs["tradeskill_exp_blue"] = l::bind(&InfoStruct::set_tradeskill_exp_blue, &info_struct, l::_1); set_int32_funcs["flags"] = l::bind(&InfoStruct::set_flags, &info_struct, l::_1); set_int32_funcs["flags2"] = l::bind(&InfoStruct::set_flags2, &info_struct, l::_1); set_float_funcs["xp_vitality"] = l::bind(&InfoStruct::set_xp_vitality, &info_struct, l::_1); set_float_funcs["tradeskill_xp_vitality"] = l::bind(&InfoStruct::set_tradeskill_xp_vitality, &info_struct, l::_1); set_int16_funcs["mitigation_skill1"] = l::bind(&InfoStruct::set_mitigation_skill1, &info_struct, l::_1); set_int16_funcs["mitigation_skill2"] = l::bind(&InfoStruct::set_mitigation_skill2, &info_struct, l::_1); set_int16_funcs["mitigation_skill3"] = l::bind(&InfoStruct::set_mitigation_skill3, &info_struct, l::_1); set_int16_funcs["mitigation_pve"] = l::bind(&InfoStruct::set_mitigation_pve, &info_struct, l::_1); set_int16_funcs["mitigation_pvp"] = l::bind(&InfoStruct::set_mitigation_pvp, &info_struct, l::_1); set_float_funcs["ability_modifier"] = l::bind(&InfoStruct::set_ability_modifier, &info_struct, l::_1); set_float_funcs["critical_mitigation"] = l::bind(&InfoStruct::set_critical_mitigation, &info_struct, l::_1); set_float_funcs["block_chance"] = l::bind(&InfoStruct::set_block_chance, &info_struct, l::_1); set_float_funcs["uncontested_parry"] = l::bind(&InfoStruct::set_uncontested_parry, &info_struct, l::_1); set_float_funcs["uncontested_block"] = l::bind(&InfoStruct::set_uncontested_block, &info_struct, l::_1); set_float_funcs["uncontested_dodge"] = l::bind(&InfoStruct::set_uncontested_dodge, &info_struct, l::_1); set_float_funcs["uncontested_riposte"] = l::bind(&InfoStruct::set_uncontested_riposte, &info_struct, l::_1); set_float_funcs["crit_chance"] = l::bind(&InfoStruct::set_crit_chance, &info_struct, l::_1); set_float_funcs["crit_bonus"] = l::bind(&InfoStruct::set_crit_bonus, &info_struct, l::_1); set_float_funcs["potency"] = l::bind(&InfoStruct::set_potency, &info_struct, l::_1); set_float_funcs["hate_mod"] = l::bind(&InfoStruct::set_hate_mod, &info_struct, l::_1); set_float_funcs["reuse_speed"] = l::bind(&InfoStruct::set_reuse_speed, &info_struct, l::_1); set_float_funcs["casting_speed"] = l::bind(&InfoStruct::set_casting_speed, &info_struct, l::_1); set_float_funcs["recovery_speed"] = l::bind(&InfoStruct::set_recovery_speed, &info_struct, l::_1); set_float_funcs["spell_reuse_speed"] = l::bind(&InfoStruct::set_spell_reuse_speed, &info_struct, l::_1); set_float_funcs["spell_multi_attack"] = l::bind(&InfoStruct::set_spell_multi_attack, &info_struct, l::_1); set_float_funcs["dps"] = l::bind(&InfoStruct::set_dps, &info_struct, l::_1); set_float_funcs["dps_multiplier"] = l::bind(&InfoStruct::set_dps_multiplier, &info_struct, l::_1); set_float_funcs["attackspeed"] = l::bind(&InfoStruct::set_attackspeed, &info_struct, l::_1); set_float_funcs["haste"] = l::bind(&InfoStruct::set_haste, &info_struct, l::_1); set_float_funcs["multi_attack"] = l::bind(&InfoStruct::set_multi_attack, &info_struct, l::_1); set_float_funcs["flurry"] = l::bind(&InfoStruct::set_flurry, &info_struct, l::_1); set_float_funcs["melee_ae"] = l::bind(&InfoStruct::set_melee_ae, &info_struct, l::_1); set_float_funcs["strikethrough"] = l::bind(&InfoStruct::set_strikethrough, &info_struct, l::_1); set_float_funcs["accuracy"] = l::bind(&InfoStruct::set_accuracy, &info_struct, l::_1); set_float_funcs["offensivespeed"] = l::bind(&InfoStruct::set_offensivespeed, &info_struct, l::_1); set_float_funcs["rain"] = l::bind(&InfoStruct::set_rain, &info_struct, l::_1); set_float_funcs["wind"] = l::bind(&InfoStruct::set_wind, &info_struct, l::_1); set_sint8_funcs["alignment"] = l::bind(&InfoStruct::set_alignment, &info_struct, l::_1); set_int32_funcs["pet_id"] = l::bind(&InfoStruct::set_pet_id, &info_struct, l::_1); set_string_funcs["pet_name"] = l::bind(&InfoStruct::set_pet_name, &info_struct, l::_1); set_float_funcs["pet_health_pct"] = l::bind(&InfoStruct::set_pet_health_pct, &info_struct, l::_1); set_float_funcs["pet_power_pct"] = l::bind(&InfoStruct::set_pet_power_pct, &info_struct, l::_1); set_int8_funcs["pet_movement"] = l::bind(&InfoStruct::set_pet_movement, &info_struct, l::_1); set_int8_funcs["pet_behavior"] = l::bind(&InfoStruct::set_pet_behavior, &info_struct, l::_1); set_int32_funcs["vision"] = l::bind(&InfoStruct::set_vision, &info_struct, l::_1); set_int8_funcs["breathe_underwater"] = l::bind(&InfoStruct::set_breathe_underwater, &info_struct, l::_1); set_string_funcs["biography"] = l::bind(&InfoStruct::set_biography, &info_struct, l::_1); set_float_funcs["drunk"] = l::bind(&InfoStruct::set_drunk, &info_struct, l::_1); set_sint16_funcs["power_regen"] = l::bind(&InfoStruct::set_power_regen, &info_struct, l::_1); set_sint16_funcs["hp_regen"] = l::bind(&InfoStruct::set_hp_regen, &info_struct, l::_1); set_int8_funcs["power_regen_override"] = l::bind(&InfoStruct::set_power_regen_override, &info_struct, l::_1); set_int8_funcs["hp_regen_override"] = l::bind(&InfoStruct::set_hp_regen_override, &info_struct, l::_1); set_int8_funcs["water_type"] = l::bind(&InfoStruct::set_water_type, &info_struct, l::_1); set_int8_funcs["flying_type"] = l::bind(&InfoStruct::set_flying_type, &info_struct, l::_1); set_int8_funcs["no_interrupt"] = l::bind(&InfoStruct::set_no_interrupt, &info_struct, l::_1); set_int8_funcs["interaction_flag"] = l::bind(&InfoStruct::set_interaction_flag, &info_struct, l::_1); set_int8_funcs["tag1"] = l::bind(&InfoStruct::set_tag1, &info_struct, l::_1); set_int16_funcs["mood"] = l::bind(&InfoStruct::set_mood, &info_struct, l::_1); set_int32_funcs["range_last_attack_time"] = l::bind(&InfoStruct::set_range_last_attack_time, &info_struct, l::_1); set_int32_funcs["primary_last_attack_time"] = l::bind(&InfoStruct::set_primary_last_attack_time, &info_struct, l::_1); set_int32_funcs["secondary_last_attack_time"] = l::bind(&InfoStruct::set_secondary_last_attack_time, &info_struct, l::_1); set_int16_funcs["primary_attack_delay"] = l::bind(&InfoStruct::set_primary_attack_delay, &info_struct, l::_1); set_int16_funcs["secondary_attack_delay"] = l::bind(&InfoStruct::set_secondary_attack_delay, &info_struct, l::_1); set_int16_funcs["ranged_attack_delay"] = l::bind(&InfoStruct::set_ranged_attack_delay, &info_struct, l::_1); set_int8_funcs["primary_weapon_type"] = l::bind(&InfoStruct::set_primary_weapon_type, &info_struct, l::_1); set_int8_funcs["secondary_weapon_type"] = l::bind(&InfoStruct::set_secondary_weapon_type, &info_struct, l::_1); set_int8_funcs["ranged_weapon_type"] = l::bind(&InfoStruct::set_ranged_weapon_type, &info_struct, l::_1); set_int32_funcs["primary_weapon_damage_low"] = l::bind(&InfoStruct::set_primary_weapon_damage_low, &info_struct, l::_1); set_int32_funcs["primary_weapon_damage_high"] = l::bind(&InfoStruct::set_primary_weapon_damage_high, &info_struct, l::_1); set_int32_funcs["secondary_weapon_damage_low"] = l::bind(&InfoStruct::set_secondary_weapon_damage_low, &info_struct, l::_1); set_int32_funcs["secondary_weapon_damage_high"] = l::bind(&InfoStruct::set_secondary_weapon_damage_high, &info_struct, l::_1); set_int32_funcs["ranged_weapon_damage_low"] = l::bind(&InfoStruct::set_ranged_weapon_damage_low, &info_struct, l::_1); set_int32_funcs["ranged_weapon_damage_high"] = l::bind(&InfoStruct::set_ranged_weapon_damage_high, &info_struct, l::_1); set_int8_funcs["wield_type"] = l::bind(&InfoStruct::set_wield_type, &info_struct, l::_1); set_int8_funcs["attack_type"] = l::bind(&InfoStruct::set_attack_type, &info_struct, l::_1); set_int16_funcs["primary_weapon_delay"] = l::bind(&InfoStruct::set_primary_weapon_delay, &info_struct, l::_1); set_int16_funcs["secondary_weapon_delay"] = l::bind(&InfoStruct::set_secondary_weapon_delay, &info_struct, l::_1); set_int16_funcs["ranged_weapon_delay"] = l::bind(&InfoStruct::set_ranged_weapon_delay, &info_struct, l::_1); set_int8_funcs["override_primary_weapon"] = l::bind(&InfoStruct::set_override_primary_weapon, &info_struct, l::_1); set_int8_funcs["override_secondary_weapon"] = l::bind(&InfoStruct::set_override_secondary_weapon, &info_struct, l::_1); set_int8_funcs["override_ranged_weapon"] = l::bind(&InfoStruct::set_override_ranged_weapon, &info_struct, l::_1); set_int8_funcs["friendly_target_npc"] = l::bind(&InfoStruct::set_friendly_target_npc, &info_struct, l::_1); set_int32_funcs["last_claim_time"] = l::bind(&InfoStruct::set_last_claim_time, &info_struct, l::_1); set_int8_funcs["engaged_encounter"] = l::bind(&InfoStruct::set_engaged_encounter, &info_struct, l::_1); set_int8_funcs["first_world_login"] = l::bind(&InfoStruct::set_first_world_login, &info_struct, l::_1); set_int8_funcs["reload_player_spells"] = l::bind(&InfoStruct::set_reload_player_spells, &info_struct, l::_1); set_int8_funcs["group_loot_method"] = l::bind(&InfoStruct::set_group_loot_method, &info_struct, l::_1); set_int8_funcs["group_loot_items_rarity"] = l::bind(&InfoStruct::set_group_loot_items_rarity, &info_struct, l::_1); set_int8_funcs["group_auto_split"] = l::bind(&InfoStruct::set_group_auto_split, &info_struct, l::_1); set_int8_funcs["group_default_yell"] = l::bind(&InfoStruct::set_group_default_yell, &info_struct, l::_1); set_int8_funcs["group_autolock"] = l::bind(&InfoStruct::set_group_autolock, &info_struct, l::_1); set_int8_funcs["group_lock_method"] = l::bind(&InfoStruct::set_group_lock_method, &info_struct, l::_1); set_int8_funcs["group_solo_autolock"] = l::bind(&InfoStruct::set_group_solo_autolock, &info_struct, l::_1); set_int8_funcs["group_auto_loot_method"] = l::bind(&InfoStruct::set_group_auto_loot_method, &info_struct, l::_1); set_int8_funcs["assist_auto_attack"] = l::bind(&InfoStruct::set_assist_auto_attack, &info_struct, l::_1); set_string_funcs["action_state"] = l::bind(&InfoStruct::set_action_state, &info_struct, l::_1); set_string_funcs["combat_action_state"] = l::bind(&InfoStruct::set_combat_action_state, &info_struct, l::_1); set_float_funcs["max_spell_reduction"] = l::bind(&InfoStruct::set_max_spell_reduction, &info_struct, l::_1); set_int8_funcs["max_spell_reduction_override"] = l::bind(&InfoStruct::set_max_spell_reduction_override, &info_struct, l::_1); } bool Entity::HasMoved(bool include_heading){ if(GetX() == last_x && GetY() == last_y && GetZ() == last_z && ((!include_heading) || (include_heading && GetHeading() == last_heading))) return false; bool ret_val = true; if(last_x == -1 && last_y == -1 && last_z == -1 && last_heading == -1){ ret_val = false; } last_x = GetX(); last_y = GetY(); last_z = GetZ(); last_heading = GetHeading(); return ret_val; } int16 Entity::GetStr(){ return GetInfoStruct()->get_str(); } int16 Entity::GetSta(){ return GetInfoStruct()->get_sta(); } int16 Entity::GetInt(){ return GetInfoStruct()->get_intel(); } int16 Entity::GetWis(){ return GetInfoStruct()->get_wis(); } int16 Entity::GetAgi(){ return GetInfoStruct()->get_agi(); } int16 Entity::GetPrimaryStat(){ int8 base_class = classes.GetBaseClass(GetAdventureClass()); if (base_class == FIGHTER) return GetInfoStruct()->get_str(); else if (base_class == PRIEST) return GetInfoStruct()->get_wis(); else if (base_class == MAGE) return GetInfoStruct()->get_intel(); else return GetInfoStruct()->get_agi(); } int16 Entity::GetHeatResistance(){ return GetInfoStruct()->get_heat(); } int16 Entity::GetColdResistance(){ return GetInfoStruct()->get_cold(); } int16 Entity::GetMagicResistance(){ return GetInfoStruct()->get_magic(); } int16 Entity::GetMentalResistance(){ return GetInfoStruct()->get_mental(); } int16 Entity::GetDivineResistance(){ return GetInfoStruct()->get_divine(); } int16 Entity::GetDiseaseResistance(){ return GetInfoStruct()->get_disease(); } int16 Entity::GetPoisonResistance(){ return GetInfoStruct()->get_poison(); } int8 Entity::GetConcentrationCurrent() { return GetInfoStruct()->get_cur_concentration(); } int8 Entity::GetConcentrationMax() { return GetInfoStruct()->get_max_concentration(); } int16 Entity::GetStrBase(){ return GetInfoStruct()->get_str_base(); } int16 Entity::GetStaBase(){ return GetInfoStruct()->get_sta_base(); } int16 Entity::GetIntBase(){ return GetInfoStruct()->get_intel_base(); } int16 Entity::GetWisBase(){ return GetInfoStruct()->get_wis_base(); } int16 Entity::GetAgiBase(){ return GetInfoStruct()->get_agi_base(); } int16 Entity::GetHeatResistanceBase(){ return GetInfoStruct()->get_heat_base(); } int16 Entity::GetColdResistanceBase(){ return GetInfoStruct()->get_cold_base(); } int16 Entity::GetMagicResistanceBase(){ return GetInfoStruct()->get_magic_base(); } int16 Entity::GetMentalResistanceBase(){ return GetInfoStruct()->get_mental_base(); } int16 Entity::GetDivineResistanceBase(){ return GetInfoStruct()->get_divine_base(); } int16 Entity::GetDiseaseResistanceBase(){ return GetInfoStruct()->get_disease_base(); } int16 Entity::GetPoisonResistanceBase(){ return GetInfoStruct()->get_poison_base(); } sint8 Entity::GetAlignment(){ return GetInfoStruct()->get_alignment(); } bool Entity::IsCasting(){ return casting; } void Entity::IsCasting(bool val){ casting = val; } int32 Entity::GetRangeLastAttackTime(){ return GetInfoStruct()->get_range_last_attack_time(); } void Entity::SetRangeLastAttackTime(int32 time){ GetInfoStruct()->set_range_last_attack_time(time); } int16 Entity::GetRangeAttackDelay(){ return GetInfoStruct()->get_ranged_attack_delay(); // if(IsPlayer()){ // Item* item = ((Player*)this)->GetEquipmentList()->GetItem(EQ2_RANGE_SLOT); // if(item && item->IsRanged()) // return item->ranged_info->weapon_info.delay*100; // } // return 3000; } int32 Entity::GetPrimaryLastAttackTime(){ return GetInfoStruct()->get_primary_last_attack_time(); } int16 Entity::GetPrimaryAttackDelay(){ return GetInfoStruct()->get_primary_attack_delay(); } void Entity::SetPrimaryAttackDelay(int16 new_delay){ GetInfoStruct()->set_primary_attack_delay(new_delay); } void Entity::SetPrimaryLastAttackTime(int32 new_time){ GetInfoStruct()->set_primary_last_attack_time(new_time); } int32 Entity::GetSecondaryLastAttackTime(){ return GetInfoStruct()->get_secondary_last_attack_time(); } int16 Entity::GetSecondaryAttackDelay(){ return GetInfoStruct()->get_secondary_attack_delay(); } void Entity::SetSecondaryAttackDelay(int16 new_delay){ GetInfoStruct()->set_secondary_attack_delay(new_delay); } void Entity::SetSecondaryLastAttackTime(int32 new_time){ GetInfoStruct()->set_secondary_last_attack_time(new_time); } void Entity::GetWeaponDamage(Item* item, int32* low_damage, int32* high_damage) { if(!low_damage || !high_damage) return; int32 selected_low_dmg = item->weapon_info->damage_low3; int32 selected_high_dmg = item->weapon_info->damage_high3; if(IsPlayer()) { float skillMultiplier = rule_manager.GetZoneRule(GetZoneID(), R_Player, LevelMasterySkillMultiplier)->GetFloat(); if(skillMultiplier <= 0.0f) { skillMultiplier = 1.0f; } int32 min_level_skill = (int32)((float)item->generic_info.adventure_default_level*skillMultiplier); int32 rec_level_skill = (int32)((float)item->details.recommended_level*skillMultiplier); if(min_level_skill > rec_level_skill) { rec_level_skill = rec_level_skill; } Skill* masterySkill = ((Player*)this)->skill_list.GetSkill(item->generic_info.skill_req2); if(masterySkill) { LogWrite(PLAYER__ERROR, 0, "Player", "Item has skill %s %u requirement", masterySkill->name.data.c_str(), item->generic_info.skill_req2); int16 skillID = master_item_list.GetItemStatIDByName(masterySkill->name.data); int32 skill_chance = (int32)CalculateSkillWithBonus((char*)masterySkill->name.data.c_str(), master_item_list.GetItemStatIDByName(masterySkill->name.data), false); if(skill_chance >= min_level_skill && skill_chance < rec_level_skill) { int32 diff_skill = rec_level_skill - skill_chance; if(diff_skill < 1) { selected_low_dmg = item->weapon_info->damage_low2; selected_high_dmg = item->weapon_info->damage_high2; } else { diff_skill += 1; double logResult = log((double)diff_skill) / skillMultiplier; if(logResult > 1.0f) { logResult = .95f; } selected_low_dmg = (int32)((double)item->weapon_info->damage_low2 * (1.0 - logResult)); if(selected_low_dmg < item->weapon_info->damage_low3) { selected_low_dmg = item->weapon_info->damage_low3; } selected_high_dmg = (int32)((double)item->weapon_info->damage_high2 * (1.0 - logResult)); if(selected_high_dmg < item->weapon_info->damage_high3) { selected_high_dmg = item->weapon_info->damage_high3; } } } else if(skill_chance >= rec_level_skill) { selected_low_dmg = item->weapon_info->damage_low2; selected_high_dmg = item->weapon_info->damage_high2; } } } *low_damage = selected_low_dmg; *high_damage = selected_high_dmg; } void Entity::ChangePrimaryWeapon(){ if(GetInfoStruct()->get_override_primary_weapon()) { return; } int32 str_offset_dmg = GetStrengthDamage(); Item* item = equipment_list.GetItem(EQ2_PRIMARY_SLOT); if(item && item->details.item_id > 0 && item->IsWeapon()){ int32 selected_low_dmg = item->weapon_info->damage_low3; int32 selected_high_dmg = item->weapon_info->damage_high3; GetWeaponDamage(item, &selected_low_dmg, &selected_high_dmg); GetInfoStruct()->set_primary_weapon_delay(item->weapon_info->delay * 100); GetInfoStruct()->set_primary_weapon_damage_low(selected_low_dmg + str_offset_dmg); GetInfoStruct()->set_primary_weapon_damage_high(selected_high_dmg + str_offset_dmg); GetInfoStruct()->set_primary_weapon_type(item->GetWeaponType()); GetInfoStruct()->set_wield_type(item->weapon_info->wield_type); } else{ int16 effective_level = GetInfoStruct()->get_effective_level(); if ( !effective_level ) effective_level = GetLevel(); GetInfoStruct()->set_primary_weapon_delay(2000); GetInfoStruct()->set_primary_weapon_damage_low((int32)1 + (effective_level * .2) + str_offset_dmg); GetInfoStruct()->set_primary_weapon_damage_high((int32)(5 + effective_level * (effective_level/5)) + str_offset_dmg); if(GetInfoStruct()->get_attack_type() > 0) { GetInfoStruct()->set_primary_weapon_type(GetInfoStruct()->get_attack_type()); } else { GetInfoStruct()->set_primary_weapon_type(1); } GetInfoStruct()->set_wield_type(2); } } void Entity::ChangeSecondaryWeapon(){ if(GetInfoStruct()->get_override_secondary_weapon()) { return; } int32 str_offset_dmg = GetStrengthDamage(); Item* item = equipment_list.GetItem(EQ2_SECONDARY_SLOT); if(item && item->details.item_id > 0 && item->IsWeapon()){ int32 selected_low_dmg = item->weapon_info->damage_low3; int32 selected_high_dmg = item->weapon_info->damage_high3; GetWeaponDamage(item, &selected_low_dmg, &selected_high_dmg); GetInfoStruct()->set_secondary_weapon_delay(item->weapon_info->delay * 100); GetInfoStruct()->set_secondary_weapon_damage_low(selected_low_dmg + str_offset_dmg); GetInfoStruct()->set_secondary_weapon_damage_high(selected_high_dmg + str_offset_dmg); GetInfoStruct()->set_secondary_weapon_type(item->GetWeaponType()); } else{ int16 effective_level = GetInfoStruct()->get_effective_level(); if ( !effective_level ) effective_level = GetLevel(); GetInfoStruct()->set_secondary_weapon_delay(2000); GetInfoStruct()->set_secondary_weapon_damage_low((int32)(1 + effective_level * .2) + str_offset_dmg); GetInfoStruct()->set_secondary_weapon_damage_high((int32)(5 + effective_level * (effective_level/6)) + str_offset_dmg); GetInfoStruct()->set_secondary_weapon_type(1); } } void Entity::ChangeRangedWeapon(){ if(GetInfoStruct()->get_override_ranged_weapon()) { return; } int32 str_offset_dmg = GetStrengthDamage(); Item* item = equipment_list.GetItem(EQ2_RANGE_SLOT); if(item && item->details.item_id > 0 && item->IsRanged()){ GetInfoStruct()->set_ranged_weapon_delay(item->ranged_info->weapon_info.delay*100); GetInfoStruct()->set_ranged_weapon_damage_low(item->ranged_info->weapon_info.damage_low3 + str_offset_dmg); GetInfoStruct()->set_ranged_weapon_damage_high(item->ranged_info->weapon_info.damage_high3 + str_offset_dmg); GetInfoStruct()->set_ranged_weapon_type(item->GetWeaponType()); } } void Entity::UpdateWeapons() { ChangePrimaryWeapon(); ChangeSecondaryWeapon(); ChangeRangedWeapon(); } int32 Entity::GetStrengthDamage() { int32 str_offset = 1; if(IsNPC()) { str_offset = rule_manager.GetZoneRule(GetZoneID(), R_Combat, StrengthNPC)->GetInt32(); if(str_offset < 1) str_offset = 1; } else { str_offset = rule_manager.GetZoneRule(GetZoneID(), R_Combat, StrengthOther)->GetInt32(); if(str_offset < 1) str_offset = 1; } int32 str_offset_dmg = (int32)((GetInfoStruct()->get_str() / str_offset)); return str_offset_dmg; } int32 Entity::GetPrimaryWeaponMinDamage(){ return GetInfoStruct()->get_primary_weapon_damage_low(); } int32 Entity::GetPrimaryWeaponMaxDamage(){ return GetInfoStruct()->get_primary_weapon_damage_high(); } int16 Entity::GetPrimaryWeaponDelay(){ return GetInfoStruct()->get_primary_weapon_delay(); } int16 Entity::GetSecondaryWeaponDelay(){ return GetInfoStruct()->get_secondary_weapon_delay(); } int32 Entity::GetSecondaryWeaponMinDamage(){ return GetInfoStruct()->get_secondary_weapon_damage_low(); } int32 Entity::GetSecondaryWeaponMaxDamage(){ return GetInfoStruct()->get_secondary_weapon_damage_high(); } int8 Entity::GetPrimaryWeaponType(){ return GetInfoStruct()->get_primary_weapon_type(); } int8 Entity::GetSecondaryWeaponType(){ return GetInfoStruct()->get_secondary_weapon_type(); } int32 Entity::GetRangedWeaponMinDamage(){ return GetInfoStruct()->get_ranged_weapon_damage_low(); } int32 Entity::GetRangedWeaponMaxDamage(){ return GetInfoStruct()->get_ranged_weapon_damage_high(); } int8 Entity::GetRangedWeaponType(){ return GetInfoStruct()->get_ranged_weapon_type(); } bool Entity::IsDualWield(){ return GetInfoStruct()->get_wield_type() == 1; } int8 Entity::GetWieldType(){ return GetInfoStruct()->get_wield_type(); } int16 Entity::GetRangeWeaponDelay(){ return GetInfoStruct()->get_ranged_weapon_delay(); } void Entity::SetRangeWeaponDelay(int16 new_delay){ GetInfoStruct()->set_ranged_weapon_delay(new_delay * 100); } void Entity::SetRangeAttackDelay(int16 new_delay){ GetInfoStruct()->set_ranged_attack_delay(new_delay); } void Entity::SetPrimaryWeaponDelay(int16 new_delay){ GetInfoStruct()->set_primary_weapon_delay(new_delay * 100); } void Entity::SetSecondaryWeaponDelay(int16 new_delay){ GetInfoStruct()->set_primary_weapon_delay(new_delay * 100); } bool Entity::BehindTarget(Spawn* target){ return BehindSpawn(target, GetX(), GetZ()); } bool Entity::FlankingTarget(Spawn* target) { return IsFlankingSpawn(target, GetX(), GetZ()); } float Entity::GetDodgeChance(){ float ret = 0; return ret; } bool Entity::EngagedInCombat(){ return in_combat; } void Entity::InCombat(bool val){ bool changeCombatState = false; if((in_combat && !val) || (!in_combat && val)) changeCombatState = true; in_combat = val; bool update_regen = false; if(GetInfoStruct()->get_engaged_encounter()) { if(!IsAggroed() || !IsEngagedInEncounter()) { GetInfoStruct()->set_engaged_encounter(0); update_regen = true; } } if(changeCombatState || update_regen) SetRegenValues((GetInfoStruct()->get_effective_level() > 0) ? GetInfoStruct()->get_effective_level() : GetLevel()); } void Entity::DoRegenUpdate(){ if(!Alive() || GetHP() == 0)//dead return; sint32 hp = GetHP(); sint32 power = GetPower(); if(hp < GetTotalHP()){ sint16 temp = GetInfoStruct()->get_hp_regen(); if((hp + temp) > GetTotalHP()) SetHP(GetTotalHP()); else SetHP(hp + temp); } if(GetPower() < GetTotalPower()){ sint16 temp = GetInfoStruct()->get_power_regen(); if((power + temp) > GetTotalPower()) SetPower(GetTotalPower()); else SetPower(power + temp); } } void Entity::AddMaintainedSpell(LuaSpell* luaspell){ if (!luaspell) return; Spell* spell = luaspell->spell; MaintainedEffects* effect = GetFreeMaintainedSpellSlot(); if (effect){ MMaintainedSpells.writelock(__FUNCTION__, __LINE__); effect->spell = luaspell; effect->spell_id = spell->GetSpellData()->id; LogWrite(NPC__SPELLS, 5, "NPC", "AddMaintainedSpell Spell ID: %u, Concentration: %u", spell->GetSpellData()->id, spell->GetSpellData()->req_concentration); effect->conc_used = spell->GetSpellData()->req_concentration; effect->total_time = spell->GetSpellDuration() / 10; effect->tier = spell->GetSpellData()->tier; if (spell->GetSpellData()->duration_until_cancel) effect->expire_timestamp = 0xFFFFFFFF; else effect->expire_timestamp = Timer::GetCurrentTime2() + (spell->GetSpellDuration() * 100); MMaintainedSpells.releasewritelock(__FUNCTION__, __LINE__); } } void Entity::AddSpellEffect(LuaSpell* luaspell, int32 override_expire_time){ if (!luaspell || !luaspell->caster) return; Spell* spell = luaspell->spell; SpellEffects* old_effect = GetSpellEffect(spell->GetSpellID(), luaspell->caster); SpellEffects* effect = 0; if (old_effect){ GetZone()->RemoveTargetFromSpell(old_effect->spell, this); RemoveSpellEffect(old_effect->spell); } LogWrite(SPELL__DEBUG, 0, "Spell", "%s AddSpellEffect %s (%u).", spell->GetName(), GetName(), GetID()); if(!effect) effect = GetFreeSpellEffectSlot(); if(effect){ MSpellEffects.writelock(__FUNCTION__, __LINE__); effect->spell = luaspell; effect->spell_id = spell->GetSpellData()->id; effect->caster = luaspell->caster; effect->total_time = spell->GetSpellDuration()/10; if (spell->GetSpellData()->duration_until_cancel) effect->expire_timestamp = 0xFFFFFFFF; else if(override_expire_time) effect->expire_timestamp = Timer::GetCurrentTime2() + override_expire_time; else effect->expire_timestamp = Timer::GetCurrentTime2() + (spell->GetSpellDuration()*100); effect->icon = spell->GetSpellData()->icon; effect->icon_backdrop = spell->GetSpellData()->icon_backdrop; effect->tier = spell->GetSpellTier(); MSpellEffects.releasewritelock(__FUNCTION__, __LINE__); changed = true; info_changed = true; AddChangedZoneSpawn(); if(luaspell->caster && luaspell->caster->IsPlayer() && luaspell->caster != this) ((Player*)luaspell->caster)->GetClient()->TriggerSpellSave(); } } void Entity::RemoveMaintainedSpell(LuaSpell* luaspell){ if (!luaspell) return; bool found = false; MMaintainedSpells.writelock(__FUNCTION__, __LINE__); for (int i = 0; i<30; i++){ // If we already found the spell then we are bumping all other up one so there are no gaps // This check needs to be first so found can never be true on the first iteration (i = 0) if (found) { GetInfoStruct()->maintained_effects[i].slot_pos = i - 1; GetInfoStruct()->maintained_effects[i - 1] = GetInfoStruct()->maintained_effects[i]; } // Compare spells, if we found a match set the found flag if (GetInfoStruct()->maintained_effects[i].spell == luaspell) found = true; } // if we found the spell in the array then we need to set the last element to empty if (found) { memset(&GetInfoStruct()->maintained_effects[29], 0, sizeof(MaintainedEffects)); GetInfoStruct()->maintained_effects[29].spell_id = 0xFFFFFFFF; GetInfoStruct()->maintained_effects[29].icon = 0xFFFF; GetInfoStruct()->maintained_effects[29].spell = nullptr; } MMaintainedSpells.releasewritelock(__FUNCTION__, __LINE__); } void Entity::RemoveSpellEffect(LuaSpell* spell) { bool found = false; MSpellEffects.writelock(__FUNCTION__, __LINE__); for(int i=0;i<45;i++) { if (found) { GetInfoStruct()->spell_effects[i-1] = GetInfoStruct()->spell_effects[i]; } if (GetInfoStruct()->spell_effects[i].spell == spell) found = true; } if (found) { LogWrite(SPELL__DEBUG, 0, "Spell", "%s RemoveSpellEffect %s (%u).", spell->spell->GetName(), GetName(), GetID()); GetZone()->GetSpellProcess()->RemoveTargetFromSpell(spell, this); memset(&GetInfoStruct()->spell_effects[44], 0, sizeof(SpellEffects)); GetInfoStruct()->spell_effects[44].spell_id = 0xFFFFFFFF; changed = true; info_changed = true; AddChangedZoneSpawn(); if(IsPlayer()) { ((Player*)this)->SetCharSheetChanged(true); } } MSpellEffects.releasewritelock(__FUNCTION__, __LINE__); } MaintainedEffects* Entity::GetFreeMaintainedSpellSlot(){ MaintainedEffects* ret = 0; InfoStruct* info = GetInfoStruct(); MMaintainedSpells.readlock(__FUNCTION__, __LINE__); for (int i = 0; imaintained_effects[i].spell_id == 0xFFFFFFFF){ ret = &info->maintained_effects[i]; ret->spell_id = 0; ret->slot_pos = i; break; } } MMaintainedSpells.releasereadlock(__FUNCTION__, __LINE__); return ret; } MaintainedEffects* Entity::GetMaintainedSpell(int32 spell_id){ MaintainedEffects* ret = 0; InfoStruct* info = GetInfoStruct(); MMaintainedSpells.readlock(__FUNCTION__, __LINE__); for (int i = 0; imaintained_effects[i].spell_id == spell_id){ ret = &info->maintained_effects[i]; break; } } MMaintainedSpells.releasereadlock(__FUNCTION__, __LINE__); return ret; } SpellEffects* Entity::GetFreeSpellEffectSlot(){ SpellEffects* ret = 0; InfoStruct* info = GetInfoStruct(); MSpellEffects.readlock(__FUNCTION__, __LINE__); for(int i=0;i<45;i++){ if(info->spell_effects[i].spell_id == 0xFFFFFFFF){ ret = &info->spell_effects[i]; ret->spell_id = 0; break; } } MSpellEffects.releasereadlock(__FUNCTION__, __LINE__); return ret; } SpellEffects* Entity::GetSpellEffect(int32 id, Entity* caster) { SpellEffects* ret = 0; InfoStruct* info = GetInfoStruct(); MSpellEffects.readlock(__FUNCTION__, __LINE__); for(int i = 0; i < 45; i++) { if(info->spell_effects[i].spell_id == id) { if (!caster || info->spell_effects[i].caster == caster){ ret = &info->spell_effects[i]; break; } } } MSpellEffects.releasereadlock(__FUNCTION__, __LINE__); return ret; } SpellEffects* Entity::GetSpellEffectBySpellType(int8 spell_type) { SpellEffects* ret = 0; InfoStruct* info = GetInfoStruct(); MSpellEffects.readlock(__FUNCTION__, __LINE__); for(int i = 0; i < 45; i++) { if(info->spell_effects[i].spell_id != 0xFFFFFFFF && info->spell_effects[i].spell->spell->GetSpellData()->spell_type == spell_type) { ret = &info->spell_effects[i]; break; } } MSpellEffects.releasereadlock(__FUNCTION__, __LINE__); return ret; } SpellEffects* Entity::GetSpellEffectWithLinkedTimer(int32 id, int32 linked_timer, sint32 type_group_spell_id, Entity* caster) { SpellEffects* ret = 0; InfoStruct* info = GetInfoStruct(); MSpellEffects.readlock(__FUNCTION__, __LINE__); for(int i = 0; i < 45; i++) { if(info->spell_effects[i].spell_id != 0xFFFFFFFF) { if( (info->spell_effects[i].spell_id == id && linked_timer == 0 && type_group_spell_id == 0) || (linked_timer > 0 && info->spell_effects[i].spell->spell->GetSpellData()->linked_timer == linked_timer) || (type_group_spell_id > 0 && info->spell_effects[i].spell->spell->GetSpellData()->type_group_spell_id == type_group_spell_id)) { if (type_group_spell_id >= -1 && (!caster || info->spell_effects[i].caster == caster)){ ret = &info->spell_effects[i]; break; } } } } MSpellEffects.releasereadlock(__FUNCTION__, __LINE__); return ret; } LuaSpell* Entity::HasLinkedTimerID(LuaSpell* spell, Spawn* target, bool stackWithOtherPlayers) { if(!spell->spell->GetSpellData()->linked_timer && !spell->spell->GetSpellData()->type_group_spell_id) return nullptr; LuaSpell* ret = nullptr; InfoStruct* info = GetInfoStruct(); MSpellEffects.readlock(__FUNCTION__, __LINE__); //this for loop primarily handles self checks and 'friendly' checks for(int i = 0; i < NUM_MAINTAINED_EFFECTS; i++) { if(info->maintained_effects[i].spell_id != 0xFFFFFFFF) { if( ((info->maintained_effects[i].spell_id == spell->spell->GetSpellID() && spell->spell->GetSpellData()->type_group_spell_id >= 0) || (info->maintained_effects[i].spell->spell->GetSpellData()->linked_timer > 0 && info->maintained_effects[i].spell->spell->GetSpellData()->linked_timer == spell->spell->GetSpellData()->linked_timer) || (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)) && ((spell->spell->GetSpellData()->friendly_spell) || (!spell->spell->GetSpellData()->friendly_spell && spell->spell->GetSpellData()->type_group_spell_id >= -1 && spell->caster == info->maintained_effects[i].spell->caster) ) && (target == nullptr || info->maintained_effects[i].spell->initial_target == target->GetID())) { ret = info->maintained_effects[i].spell; break; } } } MSpellEffects.releasereadlock(__FUNCTION__, __LINE__); if(!ret && !stackWithOtherPlayers && target && target->IsEntity()) { SpellEffects* effect = ((Entity*)target)->GetSpellEffectWithLinkedTimer(spell->spell->GetSpellID(), spell->spell->GetSpellData()->linked_timer, spell->spell->GetSpellData()->type_group_spell_id, nullptr); if(effect) ret = effect->spell; } return ret; } InfoStruct* Entity::GetInfoStruct(){ return &info_struct; } Skill* Entity::GetSkillByName(const char* name, bool check_update){ // NPC::GetSkillByName in NPC.cpp exists for NPC's // Player::GetSkillByName in Player.cpp exists for Player's return 0; } Skill* Entity::GetSkillByID(int32 id, bool check_update){ // NPC::GetSkillByID in NPC.cpp exists for NPC's // Player::GetSkillByID in Player.cpp exists for Player's return 0; } float Entity::GetMaxSpeed(){ return max_speed; } void Entity::SetMaxSpeed(float val){ max_speed = val; } float Entity::CalculateSkillStatChance(char* skillName, int16 item_stat, float max_cap, float modifier, bool add_to_skill) { float skillAndItemsChance = 0.0f; float maxBonusCap = (float)GetLevel()*rule_manager.GetZoneRule(GetZoneID(), R_Combat, MaxSkillBonusByLevel)->GetFloat(); Skill* skill = GetSkillByName(skillName, false); if(skill){ MStats.lock(); float item_chance_or_skill = stats[item_stat]; MStats.unlock(); if(item_chance_or_skill > maxBonusCap) { item_chance_or_skill = maxBonusCap; } if(add_to_skill) { 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 } else { skillAndItemsChance = ((float)skill->current_val/10.0f); // do we know 25 is accurate? 10 gives more 'skill' space, most cap at 70% with items if(modifier > maxBonusCap) { modifier = maxBonusCap; } // take chance percentage and add the item stats % (+1 = 1% or .01f) skillAndItemsChance += (skillAndItemsChance*((item_chance_or_skill + modifier)/100.0f)); } } if ( max_cap > 0.0f && skillAndItemsChance > max_cap ) skillAndItemsChance = max_cap; return skillAndItemsChance; } float Entity::CalculateSkillWithBonus(char* skillName, int16 item_stat, bool chance_skill_increase) { float skillAndItemsChance = 0.0f; float maxBonusCap = GetRuleSkillMaxBonus(); Skill* skill = GetSkillByName(skillName, chance_skill_increase); if(skill){ float item_chance_or_skill = 0.0f; if(item_stat != 0xFFFF) { MStats.lock(); item_chance_or_skill = stats[item_stat]; MStats.unlock(); } if(item_chance_or_skill > maxBonusCap) { // would we be using their effective mentored level or actual level? item_chance_or_skill = maxBonusCap; } skillAndItemsChance = skill->current_val+item_chance_or_skill; } return skillAndItemsChance; } float Entity::GetRuleSkillMaxBonus() { return (float)GetLevel()*rule_manager.GetZoneRule(GetZoneID(), R_Combat, MaxSkillBonusByLevel)->GetFloat(); } void Entity::CalculateBonuses(){ if(lua_interface->IsLuaSystemReloading()) return; InfoStruct* info = &info_struct; int16 effective_level = info->get_effective_level() != 0 ? info->get_effective_level() : GetLevel(); CalculateMaxReduction(); info->set_block(info->get_block_base()); info->set_cur_attack(info->get_attack_base()); info->set_base_avoidance_pct(info->get_avoidance_base()); info->set_disease(info->get_disease_base()); info->set_divine(info->get_divine_base()); info->set_heat(info->get_heat_base()); info->set_magic(info->get_magic_base()); info->set_mental(info->get_mental_base()); info->set_cold(info->get_cold_base()); info->set_poison(info->get_poison_base()); info->set_elemental_base(info->get_heat()); info->set_noxious_base(info->get_poison()); info->set_arcane_base(info->get_magic()); info->set_sta(info->get_sta_base()); info->set_agi(info->get_agi_base()); info->set_str(info->get_str_base()); info->set_wis(info->get_wis_base()); info->set_intel(info->get_intel_base()); info->set_ability_modifier(0); info->set_critical_mitigation(0); info->set_block_chance(0); info->set_crit_chance(0); info->set_crit_bonus(0); info->set_potency(0); info->set_hate_mod(0); info->set_reuse_speed(0); info->set_casting_speed(0); info->set_recovery_speed(0); info->set_spell_reuse_speed(0); info->set_spell_multi_attack(0); info->set_dps(0); info->set_dps_multiplier(0); info->set_haste(0); info->set_attackspeed(0); info->set_multi_attack(0); info->set_flurry(0); info->set_melee_ae(0); info->set_strikethrough(0); info->set_accuracy(0); info->set_offensivespeed(0); MStats.lock(); stats.clear(); MStats.unlock(); ItemStatsValues* values = equipment_list.CalculateEquipmentBonuses(this); CalculateSpellBonuses(values); info->set_cur_mitigation(info->get_mitigation_base()); int32 calc_mit_cap = effective_level * rule_manager.GetZoneRule(GetZoneID(), R_Combat, CalculatedMitigationCapLevel)->GetInt32(); info->set_max_mitigation(calc_mit_cap); int16 mit_percent = (int16)(CalculateMitigation() * 1000.0f); info->set_mitigation_pve(mit_percent); mit_percent = (int16)(CalculateMitigation(DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE,0,0,true) * 1000.0f); info->set_mitigation_pvp(mit_percent); info->add_sta((float)values->sta); info->add_str((float)values->str); info->add_agi((float)values->agi); info->add_wis((float)values->wis); info->add_intel((float)values->int_); info->add_disease(values->vs_disease); info->add_divine(values->vs_divine); info->add_heat(values->vs_heat); info->add_magic(values->vs_magic); int32 sta_hp_bonus = 0.0; int32 prim_power_bonus = 0.0; float bonus_mod = 0.0; if (IsPlayer()) { bonus_mod = CalculateBonusMod(); sta_hp_bonus = info->get_sta() * bonus_mod; prim_power_bonus = GetPrimaryStat() * bonus_mod; } prim_power_bonus = floor(float(prim_power_bonus)); sta_hp_bonus = floor(float(sta_hp_bonus)); SetTotalHP(GetTotalHPBaseInstance() + values->health + sta_hp_bonus); SetTotalPower(GetTotalPowerBaseInstance() + values->power + prim_power_bonus); if(GetHP() > GetTotalHP()) SetHP(GetTotalHP()); if(GetPower() > GetTotalPower()) SetPower(GetTotalPower()); info->add_mental(values->vs_mental); info->add_poison(values->vs_poison); info->set_max_concentration(info->get_max_concentration_base() + values->concentration); info->add_cold(values->vs_cold); info->add_mitigation_skill1(values->vs_slash); info->add_mitigation_skill2(values->vs_pierce); info->add_mitigation_skill3(values->vs_crush); info->add_ability_modifier(values->ability_modifier); info->add_critical_mitigation(values->criticalmitigation); info->add_block_chance(values->extrashieldblockchance); info->add_crit_chance(values->beneficialcritchance); info->add_crit_bonus(values->critbonus); info->add_potency(values->potency); info->add_hate_mod(values->hategainmod); info->add_reuse_speed(values->abilityreusespeed); info->add_casting_speed(values->abilitycastingspeed); info->add_recovery_speed(values->abilityrecoveryspeed); info->add_spell_reuse_speed(values->spellreusespeed); info->add_spell_multi_attack(values->spellmultiattackchance); info->add_dps(values->dps); info->add_dps_multiplier(CalculateDPSMultiplier()); info->add_haste(values->attackspeed); info->add_multi_attack(values->multiattackchance); info->add_flurry(values->flurry); info->add_melee_ae(values->aeautoattackchance); info->add_strikethrough(values->strikethrough); info->add_accuracy(values->accuracy); info->add_offensivespeed(values->offensivespeed); info->add_uncontested_block(values->uncontested_block); info->add_uncontested_parry(values->uncontested_parry); info->add_uncontested_dodge(values->uncontested_dodge); info->add_uncontested_riposte(values->uncontested_riposte); info->set_ability_modifier(values->ability_modifier); float full_pct_hit = 100.0f; MStats.lock(); float parryStat = stats[ITEM_STAT_PARRY]; MStats.unlock(); float parry_pct = CalculateSkillStatChance("Parry", ITEM_STAT_PARRYCHANCE, 70.0f, parryStat); parry_pct += parry_pct * (info->get_cur_avoidance()/100.0f); if(parry_pct > 70.0f) parry_pct = 70.0f; info->set_parry(parry_pct); full_pct_hit -= parry_pct; float block_pct = 0.0f; if(GetAdventureClass() != BRAWLER) { Item* item = equipment_list.GetItem(EQ2_SECONDARY_SLOT); if(item && item->details.item_id > 0 && item->IsShield()){ // if high is set and greater than low use high, otherwise use low int16 mitigation = item->armor_info->mitigation_high > item->armor_info->mitigation_low ? item->armor_info->mitigation_high : item->armor_info->mitigation_low; // 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 if(mitigation) { /*DOF Prima Guide: Shields now have the following base chances to block: Tower (10%), Kite (10%), Round (5%), Buckler (3%). Your chances to block scale up or down based on the con of your opponent.*/ Skill* skill = master_skill_list.GetSkill(item->generic_info.skill_req1); float baseBlock = 0.0f; if(skill) { if(skill->short_name.data == "towershield" || skill->short_name.data == "kiteshield") baseBlock = 10.0f; else if (skill->short_name.data == "roundshield") baseBlock = 5.0f; else if (skill->short_name.data == "buckler") baseBlock = 3.0f; } if(effective_level > mitigation) block_pct = log10f((float)mitigation/((float)effective_level*10.0f)); else block_pct = log10f(((float)effective_level/(float)mitigation)) * log10f(effective_level) * 2.0f; if(block_pct < 0.0f) block_pct *= -1.0f; block_pct += baseBlock; block_pct += block_pct * (info->get_cur_avoidance()/100.0f); if(block_pct > 70.0f) block_pct = 70.0f; } } } else { MStats.lock(); float deflectionStat = stats[ITEM_STAT_DEFLECTION]; MStats.unlock(); block_pct = CalculateSkillStatChance("Deflection", ITEM_STAT_MINIMUMDEFLECTIONCHANCE, 70.0f, deflectionStat+1.0f); block_pct += block_pct * (info->get_cur_avoidance()/100.0f); } float block_actual = 0.0f; if(full_pct_hit > 0.0f) block_actual = block_pct * (full_pct_hit / 100.0f); info->set_block(block_actual); full_pct_hit -= block_actual; MStats.lock(); float defenseStat = stats[ITEM_STAT_DEFENSE]; float baseAvoidanceStat = stats[ITEM_STAT_BASEAVOIDANCEBONUS]; MStats.unlock(); float dodge_pct = (baseAvoidanceStat/100.0f) + CalculateSkillStatChance("Defense", ITEM_STAT_DODGECHANCE, 100.0f, defenseStat); dodge_pct += dodge_pct * (info->get_cur_avoidance()/100.0f); float dodge_actual = dodge_pct * (full_pct_hit / 100.0f) + CalculateLevelStatBonus(GetAgi()); info->set_avoidance_base(dodge_actual); float total_avoidance = parry_pct + block_actual + dodge_actual; info->set_avoidance_display(total_avoidance); SetRegenValues(effective_level); CalculateApplyWeight(); UpdateWeapons(); safe_delete(values); } float Entity::CalculateLevelStatBonus(int16 stat_value) { int16 effective_level = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel(); float result = (log10f(effective_level * stat_value) / 50.0f); // todo: break this down by stat type and give independent modifiers return result; } void Entity::CalculateApplyWeight() { if (IsPlayer()) { int32 prev_weight = GetInfoStruct()->get_weight(); int32 inv_weight = ((Player*)this)->item_list.GetWeight(); // calculate coin int32 coin_copper = GetInfoStruct()->get_coin_copper(); int32 coin_silver = GetInfoStruct()->get_coin_silver(); int32 coin_gold = GetInfoStruct()->get_coin_gold(); int32 coin_plat = GetInfoStruct()->get_coin_plat(); float weight_per_stone = rule_manager.GetZoneRule(GetZoneID(), R_Player, CoinWeightPerStone)->GetFloat(); if(weight_per_stone < 0.0f) { weight_per_stone = 0.0f; } double weight_copper = ((double)coin_copper / weight_per_stone); double weight_silver = ((double)coin_silver / weight_per_stone); double weight_gold = ((double)coin_gold / weight_per_stone); double weight_platinum = ((double)coin_plat / weight_per_stone); int32 total_weight = (int32)(weight_copper + weight_silver + weight_gold + weight_platinum); LogWrite(PLAYER__DEBUG, 0, "Debug", "Coin Weight Calculated to: %u. Weight_Copper: %f, Weight_Silver: %f, Weight_Gold: %f, Weight_Platinum: %f", total_weight, weight_copper, weight_silver, weight_gold, weight_platinum); total_weight += (int32)((double)inv_weight / 10.0); GetInfoStruct()->set_weight(total_weight); SetSpeedMultiplier(GetHighestSnare()); ((Player*)this)->SetSpeed(GetSpeed()); if(((Player*)this)->GetClient()) { ((Player*)this)->GetClient()->SendControlGhost(); } info_changed = true; changed = true; AddChangedZoneSpawn(); ((Player*)this)->SetCharSheetChanged(true); } int32 max_weight = 0; float weight_str_multiplier = rule_manager.GetZoneRule(GetZoneID(), R_Player, MaxWeightStrengthMultiplier)->GetFloat(); int32 base_weight = rule_manager.GetZoneRule(GetZoneID(), R_Player, BaseWeight)->GetInt32(); if(weight_str_multiplier < 0.0f) { weight_str_multiplier = 0.0f; } if(GetInfoStruct()->get_str() <= 0.0f) { max_weight = base_weight; // rule for base strength } else { max_weight = (int32)((double)GetInfoStruct()->get_str() * weight_str_multiplier); // rule multipler for strength max_weight += base_weight; // rule for base strength } GetInfoStruct()->set_max_weight(max_weight); } void Entity::SetRegenValues(int16 effective_level) { bool classicRegen = rule_manager.GetZoneRule(GetZoneID(), R_Spawn, ClassicRegen)->GetBool(); bool override_ = (IsPlayer() && !GetInfoStruct()->get_engaged_encounter()); if(!GetInfoStruct()->get_hp_regen_override()) { sint16 regen_hp_rate = 0; sint16 temp = 0; MStats.lock(); if(!IsAggroed() || override_) { if(classicRegen) { // classic regen only gives OUT OF COMBAT, doesn't combine in+out of combat regen_hp_rate = (int)(effective_level*.75)+1; temp = regen_hp_rate + stats[ITEM_STAT_HPREGEN]; temp += stats[ITEM_STAT_HPREGENPPT]; } else { regen_hp_rate = (int)(effective_level*.75)+(int)(effective_level/10) + 1; temp = regen_hp_rate + stats[ITEM_STAT_HPREGEN]; temp += stats[ITEM_STAT_HPREGENPPT] + stats[ITEM_STAT_COMBATHPREGENPPT]; } } else { regen_hp_rate = (sint16)(effective_level / 10) + 1; temp = regen_hp_rate + stats[ITEM_STAT_COMBATHPREGENPPT]; } MStats.unlock(); GetInfoStruct()->set_hp_regen(temp); } if(!GetInfoStruct()->get_power_regen_override()) { sint16 regen_power_rate = 0; sint16 temp = 0; MStats.lock(); if(!IsAggroed() || override_) { if(classicRegen) { regen_power_rate = effective_level + 1; temp = regen_power_rate + stats[ITEM_STAT_MANAREGEN]; temp += stats[ITEM_STAT_MPREGENPPT]; } else { regen_power_rate = effective_level + (int)(effective_level/10) + 1; temp = regen_power_rate + stats[ITEM_STAT_MANAREGEN]; temp += stats[ITEM_STAT_MPREGENPPT] + stats[ITEM_STAT_COMBATMPREGENPPT]; } } else { regen_power_rate = (sint16)(effective_level / 10) + 1; temp = regen_power_rate + stats[ITEM_STAT_COMBATMPREGENPPT]; } MStats.unlock(); GetInfoStruct()->set_power_regen(temp); } } EquipmentItemList* Entity::GetEquipmentList(){ return &equipment_list; } EquipmentItemList* Entity::GetAppearanceEquipmentList(){ return &appearance_equipment_list; } void Entity::SetEquipment(Item* item, int8 slot){ std::lock_guard lk(MEquipment); if(!item && slot < NUM_SLOTS){ SetInfo(&equipment.equip_id[slot], 0); SetInfo(&equipment.color[slot].red, 0); SetInfo(&equipment.color[slot].green, 0); SetInfo(&equipment.color[slot].blue, 0); SetInfo(&equipment.highlight[slot].red, 0); SetInfo(&equipment.highlight[slot].green, 0); SetInfo(&equipment.highlight[slot].blue, 0); } else{ if ( slot >= NUM_SLOTS ) slot = item->details.slot_id; if( slot >= NUM_SLOTS ) return; SetInfo(&equipment.equip_id[slot], item->generic_info.appearance_id); SetInfo(&equipment.color[slot].red, item->generic_info.appearance_red); SetInfo(&equipment.color[slot].green, item->generic_info.appearance_green); SetInfo(&equipment.color[slot].blue, item->generic_info.appearance_blue); SetInfo(&equipment.highlight[slot].red, item->generic_info.appearance_highlight_red); SetInfo(&equipment.highlight[slot].green, item->generic_info.appearance_highlight_green); SetInfo(&equipment.highlight[slot].blue, item->generic_info.appearance_highlight_blue); } } bool Entity::CheckSpellBonusRemoval(LuaSpell* spell, int16 type){ MutexList::iterator itr = bonus_list.begin(); while(itr.Next()){ if(itr.value->luaspell == spell && itr.value->type == type){ bonus_list.Remove(itr.value, true); return true; } } return false; } void Entity::AddSpellBonus(LuaSpell* spell, int16 type, float value, int64 class_req, vector race_req, vector faction_req){ CheckSpellBonusRemoval(spell, type); BonusValues* bonus = new BonusValues; if(spell && spell->spell) { bonus->spell_id = spell->spell->GetSpellID(); } else { bonus->spell_id = 0; } bonus->luaspell = spell; bonus->type = type; bonus->value = value; bonus->class_req = class_req; bonus->race_req = race_req; bonus->faction_req = faction_req; bonus->tier = (spell && spell->spell) ? spell->spell->GetSpellTier() : 0; bonus_list.Add(bonus); if(IsNPC() || IsPlayer()) CalculateBonuses(); } BonusValues* Entity::GetSpellBonus(int32 spell_id) { BonusValues *ret = 0; MutexList::iterator itr = bonus_list.begin(); while (itr.Next()) { if (itr.value->spell_id == spell_id) { ret = itr.value; break; } } return ret; } vector* Entity::GetAllSpellBonuses(LuaSpell* spell) { vector* list = new vector; MutexList::iterator itr = bonus_list.begin(); while (itr.Next()) { if (itr.value->luaspell == spell) list->push_back(itr.value); } return list; } void Entity::RemoveSpellBonus(const LuaSpell* spell, bool remove_all){ // spell can be null! MutexList::iterator itr = bonus_list.begin(); while(itr.Next()){ if(itr.value->luaspell == spell || remove_all) bonus_list.Remove(itr.value, true); } if(IsNPC() || IsPlayer()) CalculateBonuses(); } void Entity::CalculateSpellBonuses(ItemStatsValues* stats){ if(stats){ MutexList::iterator itr = bonus_list.begin(); vector bv; //First check if we meet the requirement for each bonus bool race_match = false; while(itr.Next()) { if (itr.value->race_req.size() > 0) { for (int8 i = 0; i < itr.value->race_req.size(); i++) { if (GetRace() == itr.value->race_req[i]) { race_match = true; } } } else race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true int64 const class1 = pow(2.0, (GetAdventureClass() - 1)); int64 const class2 = pow(2.0, (classes.GetSecondaryBaseClass(GetAdventureClass()) - 1)); int64 const class3 = pow(2.0, (classes.GetBaseClass(GetAdventureClass()) - 1)); if (itr.value->class_req == 0 || (itr.value->class_req & class1) == class1 || (itr.value->class_req & class2) == class2 || (itr.value->class_req & class3) == class3 && race_match ) bv.push_back(itr.value); } //Sort the bonuses by spell id and luaspell BonusValues* bonus = nullptr; map > > sort; for (int8 i = 0; i < bv.size(); i++){ bonus = bv.at(i); sort[bonus->spell_id][bonus->luaspell].push_back(bonus); } //Now check for the highest tier of each spell id and apply those bonuses map >::iterator tier_itr; map > >::iterator sort_itr; for (sort_itr = sort.begin(); sort_itr != sort.end(); sort_itr++){ LuaSpell* key = nullptr; sint8 highest_tier = -1; //Find the highest tier for this spell id for (tier_itr = sort_itr->second.begin(); tier_itr != sort_itr->second.end(); tier_itr++){ LuaSpell* current_spell = tier_itr->first; sint8 current_tier = 0; if (current_spell && current_spell->spell && ((current_tier = current_spell->spell->GetSpellTier()) > highest_tier)) { highest_tier = current_tier; key = current_spell; } } //We've found the highest tier for this spell id, so add the bonuses vector* final_bonuses = &sort_itr->second[key]; for (int8 i = 0; i < final_bonuses->size(); i++) world.AddBonuses(nullptr, stats, final_bonuses->at(i)->type, final_bonuses->at(i)->value, this); } } } void Entity::AddMezSpell(LuaSpell* spell) { if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_MEZ]) control_effects[CONTROL_EFFECT_TYPE_MEZ] = new MutexList; MutexList* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ]; if (IsPlayer() && !IsStunned() && !IsMezImmune() && mez_spells->size(true) == 0){ ((Player*)this)->SetPlayerControlFlag(1, 16, true); if (!IsRooted()) ((Player*)this)->SetPlayerControlFlag(1, 8, true); if (!IsStifled() && !IsFeared()) GetZone()->LockAllSpells((Player*)this); } if (IsNPC() && !IsMezImmune()) { HaltMovement(); } mez_spells->Add(spell); } void Entity::RemoveMezSpell(LuaSpell* spell) { MutexList* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ]; if (!mez_spells || mez_spells->size(true) == 0) return; mez_spells->Remove(spell); if (mez_spells->size(true) == 0){ if (IsPlayer() && !IsMezImmune() && !IsStunned()){ if (!IsStifled() && !IsFeared()) GetZone()->UnlockAllSpells((Player*)this); ((Player*)this)->SetPlayerControlFlag(1, 16, false); if (!IsRooted()) ((Player*)this)->SetPlayerControlFlag(1, 8, false); } if(!IsPlayer()) { GetZone()->movementMgr->StopNavigation((Entity*)this); ((Spawn*)this)->StopMovement(); } } } void Entity::RemoveAllMezSpells() { MutexList* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ]; if (!mez_spells) return; MutexList::iterator itr = mez_spells->begin(); while (itr.Next()){ LuaSpell* spell = itr.value; if (!spell) continue; GetZone()->RemoveTargetFromSpell(spell, this); RemoveDetrimentalSpell(spell); RemoveSpellEffect(spell); if (IsPlayer()) ((Player*)this)->RemoveSkillBonus(spell->spell->GetSpellID()); } mez_spells->clear(); if (IsPlayer() && !IsMezImmune() && !IsStunned()){ if (!IsStifled() && !IsFeared()) GetZone()->UnlockAllSpells((Player*)this); ((Player*)this)->SetPlayerControlFlag(1, 16, false); if (!IsRooted()) ((Player*)this)->SetPlayerControlFlag(1, 8, false); } } void Entity::AddStifleSpell(LuaSpell* spell) { if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_STIFLE]) control_effects[CONTROL_EFFECT_TYPE_STIFLE] = new MutexList; if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_STIFLE]->size(true) == 0 && !IsStifleImmune() && !IsMezzedOrStunned()) GetZone()->LockAllSpells((Player*)this); control_effects[CONTROL_EFFECT_TYPE_STIFLE]->Add(spell); } void Entity::RemoveStifleSpell(LuaSpell* spell) { MutexList* stifle_list = control_effects[CONTROL_EFFECT_TYPE_STIFLE]; if (!stifle_list || stifle_list->size(true) == 0) return; stifle_list->Remove(spell); if (IsPlayer() && stifle_list->size(true) == 0 && !IsStifleImmune() && !IsMezzedOrStunned()) GetZone()->UnlockAllSpells((Player*)this); } void Entity::AddDazeSpell(LuaSpell* spell) { if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_DAZE]) control_effects[CONTROL_EFFECT_TYPE_DAZE] = new MutexList; control_effects[CONTROL_EFFECT_TYPE_DAZE]->Add(spell); } void Entity::RemoveDazeSpell(LuaSpell* spell) { MutexList* daze_list = control_effects[CONTROL_EFFECT_TYPE_DAZE]; if (!daze_list || daze_list->size(true) == 0) return; daze_list->Remove(spell); } void Entity::AddStunSpell(LuaSpell* spell) { if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_STUN]) control_effects[CONTROL_EFFECT_TYPE_STUN] = new MutexList; if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_STUN]->size(true) == 0 && !IsStunImmune()){ if (!IsMezzed()){ ((Player*)this)->SetPlayerControlFlag(1, 16, true); if (!IsRooted()) ((Player*)this)->SetPlayerControlFlag(1, 8, true); if (!IsStifled() && !IsFeared()) GetZone()->LockAllSpells((Player*)this); } } control_effects[CONTROL_EFFECT_TYPE_STUN]->Add(spell); } void Entity::RemoveStunSpell(LuaSpell* spell) { MutexList* stun_list = control_effects[CONTROL_EFFECT_TYPE_STUN]; if (!stun_list || stun_list->size(true) == 0) return; stun_list->Remove(spell); if (stun_list->size(true) == 0){ if (IsPlayer() && !IsMezzed() && !IsStunImmune()){ ((Player*)this)->SetPlayerControlFlag(1, 16, false); if (!IsRooted()) ((Player*)this)->SetPlayerControlFlag(1, 8, false); if (!IsStifled() && !IsFeared()) GetZone()->UnlockAllSpells((Player*)this); } if(!IsPlayer()) { GetZone()->movementMgr->StopNavigation((Entity*)this); ((Spawn*)this)->StopMovement(); } } } void Entity::HideDeityPet(bool val) { if (!deityPet) return; if (val) { deityPet->AddAllowAccessSpawn(deityPet); GetZone()->HidePrivateSpawn(deityPet); } else deityPet->MakeSpawnPublic(); } void Entity::HideCosmeticPet(bool val) { if (!cosmeticPet) return; if (val) { cosmeticPet->AddAllowAccessSpawn(cosmeticPet); GetZone()->HidePrivateSpawn(cosmeticPet); } else cosmeticPet->MakeSpawnPublic(); } void Entity::DismissAllPets(bool from_death, bool spawnListLocked) { DismissPet(GetPet(), from_death, spawnListLocked); DismissPet(GetCharmedPet(), from_death, spawnListLocked); DismissPet(GetDeityPet(), from_death, spawnListLocked); DismissPet(GetCosmeticPet(), from_death, spawnListLocked); } void Entity::DismissPet(Entity* pet, bool from_death, bool spawnListLocked) { if (!pet) return; Entity* PetOwner = pet->GetOwner(); if(pet->IsNPC()) { ((NPC*)pet)->SetDismissing(true); // Remove the spell maintained spell Spell* spell = master_spell_list.GetSpell(pet->GetPetSpellID(), pet->GetPetSpellTier()); if (spell) GetZone()->GetSpellProcess()->DeleteCasterSpell(this, spell, from_death == true ? (string)"pet_death" : (string)"canceled"); } if (pet->GetPetType() == PET_TYPE_CHARMED) { if(PetOwner) PetOwner->SetCharmedPet(0); if (!from_death) { // set the pet flag to false, owner to 0, and give the mob its old brain back pet->SetPet(false); pet->SetOwner(0); if(pet->IsNPC()) ((NPC*)pet)->SetBrain(new Brain((NPC*)pet)); pet->SetDismissing(false); } } else if (PetOwner && pet->GetPetType() == PET_TYPE_COMBAT) PetOwner->SetCombatPet(0); else if (PetOwner && pet->GetPetType() == PET_TYPE_DEITY) PetOwner->SetDeityPet(0); else if (PetOwner && pet->GetPetType() == PET_TYPE_COSMETIC) PetOwner->SetCosmeticPet(0); // if owner is player and no combat pets left reset the pet info if (PetOwner && PetOwner->IsPlayer()) { if (!PetOwner->GetPet() && !PetOwner->GetCharmedPet()) ((Player*)PetOwner)->ResetPetInfo(); } // remove the spawn from the world if (!from_death && pet->GetPetType() != PET_TYPE_CHARMED) GetZone()->RemoveSpawn(pet); } float Entity::CalculateBonusMod() { int8 level = GetLevel(); if (level <= 20) return 3.0; else if (level >= 90) return 10.0; else return (level - 20) * .1 + 3.0; } float Entity::CalculateDPSMultiplier(){ float dps = GetInfoStruct()->get_dps(); if (dps > 0){ if (dps <= 100) return (dps / 100 + 1); else if (dps <= 200) return (((dps - 100) * .25 + 100) / 100 + 1); else if (dps <= 300) return (((dps - 200) * .1 + 125) / 100 + 1); else if (dps <= 900) return (((dps - 300) * .05 + 135) / 100 + 1); else return (((dps - 900) * .01 + 165) / 100 + 1); } return 1; } void Entity::AddWard(int32 spellID, WardInfo* ward) { if (m_wardList.count(spellID) == 0) { m_wardList[spellID] = ward; } } WardInfo* Entity::GetWard(int32 spellID) { WardInfo* ret = 0; if (m_wardList.count(spellID) > 0) ret = m_wardList[spellID]; return ret; } void Entity::RemoveWard(int32 spellID) { if (m_wardList.count(spellID) > 0) { // Delete the ward info safe_delete(m_wardList[spellID]); // Remove from the ward list m_wardList.erase(spellID); } } int32 Entity::CheckWards(Entity* attacker, int32 damage, int8 damage_type) { map::iterator itr; WardInfo* ward = 0; LuaSpell* spell = 0; while (m_wardList.size() > 0 && damage > 0) { // Get the ward with the lowest base damage for (itr = m_wardList.begin(); itr != m_wardList.end(); itr++) { if(itr->second->RoundTriggered) continue; if (!ward || itr->second->BaseDamage < ward->BaseDamage) { if ((itr->second->AbsorbAllDamage || itr->second->DamageLeft > 0) && (itr->second->WardType == WARD_TYPE_ALL || (itr->second->WardType == WARD_TYPE_PHYSICAL && damage_type >= DAMAGE_PACKET_DAMAGE_TYPE_SLASH && damage_type <= DAMAGE_PACKET_DAMAGE_TYPE_PIERCE) || (itr->second->WardType == WARD_TYPE_MAGICAL && ((itr->second->DamageType == 0 && damage_type >= DAMAGE_PACKET_DAMAGE_TYPE_PIERCE) || (damage_type >= DAMAGE_PACKET_DAMAGE_TYPE_PIERCE && itr->second->DamageType == damage_type))))) ward = itr->second; } } if (!ward) break; spell = ward->Spell; // damage to redirect at the source (like intercept) int32 redirectDamage = 0; if (ward->RedirectDamagePercent) redirectDamage = (int32)(double)damage * ((double)ward->RedirectDamagePercent / 100.0); // percentage the spell absorbs of all possible damage int32 damageToAbsorb = 0; if (ward->DamageAbsorptionPercentage > 0) damageToAbsorb = (int32)(double)damage * ((double)ward->DamageAbsorptionPercentage/100.0); else damageToAbsorb = damage; int32 maxDamageAbsorptionAllowed = 0; // spells like Divine Aura have caps on health, eg. anything more than 50% damage is not absorbed if (ward->DamageAbsorptionMaxHealthPercent > 0) maxDamageAbsorptionAllowed = (int32)(double)GetTotalHP() * ((double)ward->DamageAbsorptionMaxHealthPercent / 100.0); if (maxDamageAbsorptionAllowed > 0 && damageToAbsorb >= maxDamageAbsorptionAllowed) damageToAbsorb = 0; // its over or equal to 50% of the total hp allowed, thus this damage is not absorbed int32 baseDamageRemaining = damage - damageToAbsorb; bool hasSpellBeenRemoved = false; if (ward->AbsorbAllDamage) { ward->LastAbsorbedDamage = ward->DamageLeft; if (!redirectDamage) GetZone()->SendHealPacket(ward->Spell->caster, this, HEAL_PACKET_TYPE_ABSORB, damage, spell->spell->GetName()); damage = 0; } else if (damageToAbsorb >= ward->DamageLeft) { // Damage is greater than or equal to the amount left on the ward ward->LastAbsorbedDamage = ward->DamageLeft; // remove what damage we can absorb damageToAbsorb -= ward->DamageLeft; // move back what couldn't be absorbed to the base dmg and apply to the overall damage baseDamageRemaining += damageToAbsorb; damage = baseDamageRemaining; ward->DamageLeft = 0; spell->damage_remaining = 0; if(!redirectDamage) GetZone()->SendHealPacket(spell->caster, this, HEAL_PACKET_TYPE_ABSORB, ward->DamageLeft, spell->spell->GetName()); if (!ward->keepWard) { hasSpellBeenRemoved = true; RemoveWard(spell->spell->GetSpellID()); GetZone()->GetSpellProcess()->DeleteCasterSpell(spell, "purged"); } } else { ward->LastAbsorbedDamage = damageToAbsorb; // Damage is less then the amount left on the ward ward->DamageLeft -= damageToAbsorb; spell->damage_remaining = ward->DamageLeft; if (spell->caster->IsPlayer()) ClientPacketFunctions::SendMaintainedExamineUpdate(((Player*)spell->caster)->GetClient(), spell->slot_pos, ward->DamageLeft, 1); if (!redirectDamage) GetZone()->SendHealPacket(ward->Spell->caster, this, HEAL_PACKET_TYPE_ABSORB, damage, spell->spell->GetName()); // remaining damage not absorbed by percentage must be set damage = baseDamageRemaining; } if (redirectDamage) { ward->LastRedirectDamage = redirectDamage; if (this->IsPlayer()) { Client* client = this->GetClient(); if(client) { client->Message(CHANNEL_COMBAT, "%s intercepted some of the damage intended for you!", spell->caster->GetName()); } } if (spell->caster && spell->caster->IsPlayer()) { Client* client = ((Player*)spell->caster)->GetClient(); if(client) { client->Message(CHANNEL_COMBAT, "YOU intercept some of the damage intended for %s!", this->GetName()); } } if (attacker && spell->caster) attacker->DamageSpawn(spell->caster, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, damage_type, redirectDamage, redirectDamage, 0, 0, false, false, false, false, spell); } bool shouldRemoveSpell = false; ward->HitCount++; // increment hit count ward->RoundTriggered = true; if (ward->MaxHitCount && spell->num_triggers && spell->caster->GetZone()) { spell->num_triggers--; if(spell->caster->IsPlayer()) { ClientPacketFunctions::SendMaintainedExamineUpdate(((Player*)spell->caster)->GetClient(), spell->slot_pos, spell->num_triggers, 0); } } 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 shouldRemoveSpell = true; if (shouldRemoveSpell && !hasSpellBeenRemoved) { RemoveWard(spell->spell->GetSpellID()); GetZone()->GetSpellProcess()->DeleteCasterSpell(spell, "purged"); } // Reset ward pointer ward = 0; } for (itr = m_wardList.begin(); itr != m_wardList.end(); itr++) { itr->second->RoundTriggered = false; } return damage; } float Entity::CalculateCastingSpeedMod() { float cast_speed = info_struct.get_casting_speed(); if(cast_speed > 0) return 100 * max((float) 0.5, (float) (1 + (1 - (1 / (1 + (cast_speed * .01)))))); else if (cast_speed < 0) return 100 * min((float) 1.5, (float) (1 + (1 - (1 / (1 + (cast_speed * -.01)))))); return 0; } float Entity::GetSpeed() { float ret = speed > GetBaseSpeed() ? speed : GetBaseSpeed(); if(IsPlayer()) { ret = GetBaseSpeed(); } MStats.lock(); if ((IsStealthed() || IsInvis()) && stats.count(ITEM_STAT_STEALTHINVISSPEEDMOD)) { ret += stats[ITEM_STAT_STEALTHINVISSPEEDMOD]; } if (!GetInfoStruct()->get_engaged_encounter()) { if (stats.count(ITEM_STAT_SPEED) && stats.count(ITEM_STAT_MOUNTSPEED)) { ret += max(stats[ITEM_STAT_SPEED], stats[ITEM_STAT_MOUNTSPEED]); } else if (stats.count(ITEM_STAT_SPEED)) { ret += stats[ITEM_STAT_SPEED]; } else if (stats.count(ITEM_STAT_MOUNTSPEED)) { ret += stats[ITEM_STAT_MOUNTSPEED]; } } else if (GetInfoStruct()->get_engaged_encounter()) { if (GetMaxSpeed() > 0.0f) ret = GetMaxSpeed(); if (stats.count(ITEM_STAT_OFFENSIVESPEED)) { ret += stats[ITEM_STAT_OFFENSIVESPEED]; } } MStats.unlock(); ret *= speed_multiplier; return ret; } float Entity::GetAirSpeed() { float ret = speed; if (!GetInfoStruct()->get_engaged_encounter()) ret += stats[ITEM_STAT_MOUNTAIRSPEED]; ret *= speed_multiplier; return ret; } void Entity::SetThreatTransfer(ThreatTransfer* transfer) { safe_delete(m_threatTransfer); m_threatTransfer = transfer; } int8 Entity::GetTraumaCount() { return det_count_list[DET_TYPE_TRAUMA]; } int8 Entity::GetArcaneCount() { return det_count_list[DET_TYPE_ARCANE]; } int8 Entity::GetNoxiousCount() { return det_count_list[DET_TYPE_NOXIOUS]; } int8 Entity::GetElementalCount() { return det_count_list[DET_TYPE_ELEMENTAL]; } int8 Entity::GetCurseCount() { return det_count_list[DET_TYPE_CURSE]; } Mutex* Entity::GetDetrimentMutex() { return &MDetriments; } Mutex* Entity::GetMaintainedMutex() { return &MMaintainedSpells; } Mutex* Entity::GetSpellEffectMutex() { return &MSpellEffects; } bool Entity::HasCurableDetrimentType(int8 det_type) { DetrimentalEffects* det; bool ret = false; MDetriments.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; i < detrimental_spell_effects.size(); i++){ det = &detrimental_spell_effects.at(i); if(det && det->det_type == det_type && !det->incurable){ ret = true; break; } } MDetriments.releasereadlock(__FUNCTION__, __LINE__); return ret; } void Entity::ClearAllDetriments() { MDetriments.writelock(__FUNCTION__, __LINE__); detrimental_spell_effects.clear(); det_count_list.clear(); MDetriments.releasewritelock(__FUNCTION__, __LINE__); } void Entity::CureDetrimentByType(int8 cure_count, int8 det_type, string cure_name, Entity* caster, int8 cure_level) { if (cure_count <= 0 || GetDetTypeCount(det_type) <= 0) return; vector* det_list = &detrimental_spell_effects; DetrimentalEffects* det; vector remove_list; LuaSpell* spell = 0; vector* levels; int8 caster_class1 = 0; int8 caster_class2 = 0; int8 caster_class3 = 0; InfoStruct* info_struct = 0; bool pass_level_check = false; MDetriments.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; isize(); i++){ det = &det_list->at(i); if (det && det->det_type == det_type && !det->incurable){ levels = det->spell->spell->GetSpellLevels(); info_struct = det->caster->GetInfoStruct(); pass_level_check = false; bool has_level_checks = false; for (int32 x = 0; x < levels->size(); x++){ has_level_checks = true; // class checks are worthless we can't guarantee the caster is that class if (!cure_level || cure_level >= (levels->at(x)->spell_level / 10)){ pass_level_check = true; break; } } if (pass_level_check || !has_level_checks){ remove_list.push_back(det->spell); cure_count--; if (cure_count == 0) break; } } } MDetriments.releasereadlock(__FUNCTION__, __LINE__); for (int32 i = 0; ispell->GetName()); GetZone()->SendDispellPacket(caster, this, cure_name, (string)remove_list.at(i)->spell->GetName(), DISPELL_TYPE_CURE); GetZone()->GetSpellProcess()->DeleteCasterSpell(spell, "cured", false, this); } remove_list.clear(); } void Entity::CureDetrimentByControlEffect(int8 cure_count, int8 control_type, string cure_name, Entity* caster, int8 cure_level) { if (cure_count <= 0 || GetDetCount() <= 0) return; vector* det_list = &detrimental_spell_effects; DetrimentalEffects* det; vector remove_list; LuaSpell* spell = 0; vector* levels; int8 caster_class1 = 0; int8 caster_class2 = 0; int8 caster_class3 = 0; InfoStruct* info_struct = 0; bool pass_level_check = false; MDetriments.readlock(__FUNCTION__, __LINE__); for (int32 i = 0; isize(); i++){ det = &det_list->at(i); if (det && det->control_effect == control_type && !det->incurable){ levels = det->spell->spell->GetSpellLevels(); info_struct = det->caster->GetInfoStruct(); pass_level_check = false; for (int32 x = 0; x < levels->size(); x++){ if (!cure_level || cure_level >= (levels->at(x)->spell_level / 10)){ pass_level_check = true; break; } } if (pass_level_check){ remove_list.push_back(det->spell); cure_count--; if (cure_count == 0) break; } } } MDetriments.releasereadlock(__FUNCTION__, __LINE__); for (int32 i = 0; iSendDispellPacket(caster, this, cure_name, (string)remove_list.at(i)->spell->GetName(), DISPELL_TYPE_CURE); if (GetZone()) GetZone()->RemoveTargetFromSpell(spell, this); RemoveSpellEffect(spell); RemoveDetrimentalSpell(spell); } remove_list.clear(); } void Entity::RemoveDetrimentalSpell(LuaSpell* spell) { if(!spell || (spell->spell && spell->spell->GetSpellData() && spell->spell->GetSpellData()->det_type == 0)) return; MDetriments.writelock(__FUNCTION__, __LINE__); vector* det_list = &detrimental_spell_effects; vector::iterator itr; for(itr = det_list->begin(); itr != det_list->end(); itr++){ if((*itr).spell == spell){ det_count_list[(*itr).det_type]--; det_list->erase(itr); if(IsPlayer()) ((Player*)this)->SetCharSheetChanged(true); break; } } MDetriments.releasewritelock(__FUNCTION__, __LINE__); } int8 Entity::GetDetTypeCount(int8 det_type){ return det_count_list[det_type]; } int8 Entity::GetDetCount() { int8 det_count = 0; map::iterator itr; for(itr=det_count_list.begin(); itr != det_count_list.end(); itr++) det_count += (*itr).second; return det_count; } vector* Entity::GetDetrimentalSpellEffects() { return &detrimental_spell_effects; } void Entity::AddDetrimentalSpell(LuaSpell* luaspell, int32 override_expire_timestamp){ if(!luaspell || !luaspell->caster) return; Spell* spell = luaspell->spell; DetrimentalEffects* det = GetDetrimentalEffect(spell->GetSpellID(), luaspell->caster); DetrimentalEffects new_det; if(det) RemoveDetrimentalSpell(det->spell); SpellData* data = spell->GetSpellData(); if(!data) return; new_det.caster = luaspell->caster; new_det.spell = luaspell; if (spell->GetSpellData()->duration_until_cancel) new_det.expire_timestamp = 0xFFFFFFFF; else if(override_expire_timestamp) new_det.expire_timestamp = override_expire_timestamp; else new_det.expire_timestamp = Timer::GetCurrentTime2() + (spell->GetSpellDuration()*100); new_det.icon = data->icon; new_det.icon_backdrop = data->icon_backdrop; new_det.tier = data->tier; new_det.det_type = data->det_type; new_det.incurable = data->incurable; new_det.spell_id = spell->GetSpellID(); new_det.control_effect = data->control_effect_type; new_det.total_time = spell->GetSpellDuration()/10; MDetriments.writelock(__FUNCTION__, __LINE__); detrimental_spell_effects.push_back(new_det); det_count_list[new_det.det_type]++; MDetriments.releasewritelock(__FUNCTION__, __LINE__); } DetrimentalEffects* Entity::GetDetrimentalEffect(int32 spell_id, Entity* caster){ vector* det_list = &detrimental_spell_effects; DetrimentalEffects* ret = 0; MDetriments.readlock(__FUNCTION__, __LINE__); for(int32 i=0; isize(); i++){ if (det_list->at(i).spell_id == spell_id && det_list->at(i).caster == caster) ret = &det_list->at(i); } MDetriments.releasereadlock(__FUNCTION__, __LINE__); return ret; } void Entity::CancelAllStealth() { bool did_change = false; MutexList* stealth_list = control_effects[CONTROL_EFFECT_TYPE_STEALTH]; if (stealth_list){ MutexList::iterator itr = stealth_list->begin(); while (itr.Next()){ if (itr.value->caster == this) GetZone()->GetSpellProcess()->AddSpellCancel(itr.value); else{ GetZone()->RemoveTargetFromSpell(itr.value, this); RemoveSpellEffect(itr.value); } did_change = true; } } MutexList* invis_list = control_effects[CONTROL_EFFECT_TYPE_INVIS]; if (invis_list){ MutexList::iterator invis_itr = invis_list->begin(); while (invis_itr.Next()){ if (invis_itr.value->caster == this) GetZone()->GetSpellProcess()->AddSpellCancel(invis_itr.value); else{ GetZone()->RemoveTargetFromSpell(invis_itr.value, this); RemoveSpellEffect(invis_itr.value); } did_change = true; } } if (did_change){ info_changed = true; changed = true; AddChangedZoneSpawn(); if (IsPlayer()) ((Player*)this)->SetCharSheetChanged(true); } } bool Entity::IsStealthed(){ MutexList* stealth_list = control_effects[CONTROL_EFFECT_TYPE_STEALTH]; return (!stealth_list || stealth_list->size(true) == 0) == false; } bool Entity::CanSeeInvis(Entity* target) { if (!target) return true; if (!target->IsStealthed() && !target->IsInvis()) return true; if (target->IsStealthed() && HasSeeHideSpell()) return true; else if (target->IsInvis() && HasSeeInvisSpell()) return true; return false; } bool Entity::IsInvis(){ MutexList* invis_list = control_effects[CONTROL_EFFECT_TYPE_INVIS]; return (!invis_list || invis_list->size(true) == 0) == false; } void Entity::AddStealthSpell(LuaSpell* spell) { if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_STEALTH]) control_effects[CONTROL_EFFECT_TYPE_STEALTH] = new MutexList; control_effects[CONTROL_EFFECT_TYPE_STEALTH]->Add(spell); if (control_effects[CONTROL_EFFECT_TYPE_STEALTH]->size(true) == 1){ info_changed = true; changed = true; AddChangedZoneSpawn(); if (IsPlayer() && ((Player*)this)->GetClient()) { ((Player*)this)->SetCharSheetChanged(true); GetZone()->SendAllSpawnsForVisChange(((Player*)this)->GetClient()); } } } void Entity::AddInvisSpell(LuaSpell* spell) { if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_INVIS]) control_effects[CONTROL_EFFECT_TYPE_INVIS] = new MutexList; control_effects[CONTROL_EFFECT_TYPE_INVIS]->Add(spell); if (control_effects[CONTROL_EFFECT_TYPE_INVIS]->size(true) == 1){ info_changed = true; changed = true; AddChangedZoneSpawn(); if (IsPlayer() && ((Player*)this)->GetClient()) { ((Player*)this)->SetCharSheetChanged(true); GetZone()->SendAllSpawnsForVisChange(((Player*)this)->GetClient()); } } } void Entity::RemoveInvisSpell(LuaSpell* spell) { MutexList* invis_list = control_effects[CONTROL_EFFECT_TYPE_INVIS]; if (!invis_list || invis_list->size(true) == 0) return; invis_list->Remove(spell); RemoveSpellEffect(spell); if (invis_list->size(true) == 0){ info_changed = true; changed = true; AddChangedZoneSpawn(); if (IsPlayer() && ((Player*)this)->GetClient()) { ((Player*)this)->SetCharSheetChanged(true); GetZone()->SendAllSpawnsForVisChange(((Player*)this)->GetClient()); } } } void Entity::RemoveStealthSpell(LuaSpell* spell) { MutexList* stealth_list = control_effects[CONTROL_EFFECT_TYPE_STEALTH]; if (!stealth_list || stealth_list->size(true) == 0) return; stealth_list->Remove(spell); RemoveSpellEffect(spell); if (stealth_list->size() == 0){ info_changed = true; changed = true; AddChangedZoneSpawn(); if (IsPlayer() && ((Player*)this)->GetClient()) { ((Player*)this)->SetCharSheetChanged(true); GetZone()->SendAllSpawnsForVisChange(((Player*)this)->GetClient()); } } } void Entity::AddRootSpell(LuaSpell* spell) { if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_ROOT]) control_effects[CONTROL_EFFECT_TYPE_ROOT] = new MutexList; if (control_effects[CONTROL_EFFECT_TYPE_ROOT]->size(true) == 0 && !IsRootImmune()) { if (IsPlayer()){ if (!IsMezzedOrStunned()) ((Player*)this)->SetPlayerControlFlag(1, 8, true); // heading movement only } else SetSpeedMultiplier(0.0f); } control_effects[CONTROL_EFFECT_TYPE_ROOT]->Add(spell); } void Entity::RemoveRootSpell(LuaSpell* spell) { MutexList* root_list = control_effects[CONTROL_EFFECT_TYPE_ROOT]; if (!root_list || root_list->size(true) == 0) return; root_list->Remove(spell); if (root_list->size(true) == 0 && !IsRootImmune()) { if (IsPlayer()){ if (!IsMezzedOrStunned()) ((Player*)this)->SetPlayerControlFlag(1, 8, false); // heading movement only } else { // GetHighestSnare() will return 1.0f if no snares returning the spawn to full speed SetSpeedMultiplier(GetHighestSnare()); } if(!IsPlayer()) { GetZone()->movementMgr->StopNavigation((Entity*)this); ((Spawn*)this)->StopMovement(); } } } void Entity::AddFearSpell(LuaSpell* spell){ if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_FEAR]) control_effects[CONTROL_EFFECT_TYPE_FEAR] = new MutexList; if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_FEAR]->size(true) == 0 && !IsFearImmune()){ ((Player*)this)->SetPlayerControlFlag(4, 4, true); // feared if (!IsMezzedOrStunned() && !IsStifled()) GetZone()->LockAllSpells((Player*)this); } if (!IsFearImmune() && IsNPC()) { HaltMovement(); } control_effects[CONTROL_EFFECT_TYPE_FEAR]->Add(spell); } void Entity::RemoveFearSpell(LuaSpell* spell){ MutexList* fear_list = control_effects[CONTROL_EFFECT_TYPE_FEAR]; if (!fear_list || fear_list->size(true) == 0) return; fear_list->Remove(spell); if (IsPlayer() && fear_list->size(true) == 0 && !IsFearImmune()){ ((Player*)this)->SetPlayerControlFlag(4, 4, false); // feared disabled if (!IsMezzedOrStunned() && !IsStifled()) GetZone()->LockAllSpells((Player*)this); } if (IsNPC()) { HaltMovement(); } } void Entity::AddSnareSpell(LuaSpell* spell) { if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_SNARE]) control_effects[CONTROL_EFFECT_TYPE_SNARE] = new MutexList; control_effects[CONTROL_EFFECT_TYPE_SNARE]->Add(spell); // Don't set speed multiplier if there is a root or no snare values MutexList* roots = control_effects[CONTROL_EFFECT_TYPE_ROOT]; if ((!roots || roots->size(true) == 0) && snare_values.size() > 0) SetSpeedMultiplier(GetHighestSnare()); } void Entity::RemoveSnareSpell(LuaSpell* spell) { MutexList* snare_list = control_effects[CONTROL_EFFECT_TYPE_SNARE]; if (!snare_list || snare_list->size(true) == 0) return; snare_list->Remove(spell); snare_values.erase(spell); //LogWrite(PLAYER__ERROR, 0, "Debug", "snare_values.size() = %u", snare_values.size()); // only change speeds if there are no roots MutexList* roots = control_effects[CONTROL_EFFECT_TYPE_ROOT]; if (!roots || roots->size(true) == 0) { float multiplier = GetHighestSnare(); //LogWrite(PLAYER__ERROR, 0, "Debug", "GetHighestSnare() = %f", multiplier); SetSpeedMultiplier(multiplier); } } void Entity::SetSnareValue(LuaSpell* spell, float snare_val) { if (!spell) return; snare_values[spell] = snare_val; } float Entity::GetHighestSnare() { // For simplicity this will return the highest snare value, which is actually the lowest value float ret = 1.0f; float weight_diff = 0.0f; if (IsPlayer() && rule_manager.GetZoneRule(GetZoneID(), R_Player, WeightInflictsSpeed)->GetBool()) { float weight_pct_impact = rule_manager.GetZoneRule(GetZoneID(), R_Player, WeightPercentImpact)->GetFloat(); float weight_pct_cap = rule_manager.GetZoneRule(GetZoneID(), R_Player, WeightPercentCap)->GetFloat(); if(weight_pct_impact > 1.0f) { weight_pct_impact = 1.0f; } if(weight_pct_cap < weight_pct_impact) { weight_pct_impact = weight_pct_cap; } int32 weight = GetInfoStruct()->get_weight(); int32 max_weight = GetInfoStruct()->get_max_weight(); if(weight > max_weight) { int32 diff = weight - max_weight; weight_diff = (float)diff * weight_pct_impact; // percentage impact rule on weight "per stone", default 1% if(weight_diff > weight_pct_cap) // cap weight impact rule weight_diff = weight_pct_cap; // cap weight impact rule } } if (snare_values.size() == 0) return ((ret - weight_diff) < 0.0f ) ? 0.0f : (ret - weight_diff); map::iterator itr; for (itr = snare_values.begin(); itr != snare_values.end(); itr++) { if (itr->second < ret) ret = itr->second; } return ((ret - weight_diff) < 0.0f ) ? 0.0f : (ret - weight_diff); } bool Entity::IsSnared() { if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_SNARE]) return false; MutexList* snare_list = control_effects[CONTROL_EFFECT_TYPE_SNARE]; return (!snare_list || snare_list->size(true) == 0) == false; } bool Entity::IsMezzed(){ if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_MEZ]) return false; MutexList* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ]; return (!mez_spells || mez_spells->size(true) == 0 || IsMezImmune()) == false; } bool Entity::IsStifled(){ if (!control_effects[CONTROL_EFFECT_TYPE_STIFLE]) return false; MutexList* stifle_list = control_effects[CONTROL_EFFECT_TYPE_STIFLE]; return (!stifle_list || stifle_list->size(true) == 0 || IsStifleImmune()) == false; } bool Entity::IsDazed(){ if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_DAZE]) return false; MutexList* daze_list = control_effects[CONTROL_EFFECT_TYPE_DAZE]; return (!daze_list || daze_list->size(true) == 0 || IsDazeImmune()) == false; } bool Entity::IsStunned(){ if (!control_effects[CONTROL_EFFECT_TYPE_STUN]) return false; MutexList* stun_list = control_effects[CONTROL_EFFECT_TYPE_STUN]; return (!stun_list || stun_list->size(true) == 0 || IsStunImmune()) == false; } bool Entity::IsRooted(){ if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_ROOT]) return false; MutexList* root_list = control_effects[CONTROL_EFFECT_TYPE_ROOT]; return (!root_list || root_list->size(true) == 0 || IsRootImmune()) == false; } bool Entity::IsFeared(){ if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_FEAR]) return false; MutexList* fear_list = control_effects[CONTROL_EFFECT_TYPE_FEAR]; return (!fear_list || fear_list->size(true) == 0 || IsFearImmune()) == false; } void Entity::AddWaterwalkSpell(LuaSpell* spell){ if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER]) control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER] = new MutexList; control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER]->Add(spell); if (control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER]->size(true) == 1 && IsPlayer()) ((Player*)this)->SetPlayerControlFlag(3, 128, true); // enable walking underwater } void Entity::RemoveWaterwalkSpell(LuaSpell* spell){ MutexList* waterwalk_list = control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER]; if (!waterwalk_list || waterwalk_list->size(true) == 0) return; waterwalk_list->Remove(spell); if (waterwalk_list->size(true) == 0 && IsPlayer()) ((Player*)this)->SetPlayerControlFlag(3, 128, false); // disable walking underwater } void Entity::AddWaterjumpSpell(LuaSpell* spell){ if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER]) control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER] = new MutexList; control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER]->Add(spell); if (control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER]->size(true) == 1 && IsPlayer()) ((Player*)this)->SetPlayerControlFlag(4, 1, true); // enable moonjumps underwater } void Entity::RemoveWaterjumpSpell(LuaSpell* spell){ MutexList* waterjump_list = control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER]; if (!waterjump_list || waterjump_list->size(true) == 0) return; waterjump_list->Remove(spell); if (waterjump_list->size(true) == 0 && IsPlayer()) ((Player*)this)->SetPlayerControlFlag(4, 1, false); // disable moonjumps underwater } void Entity::AddAOEImmunity(LuaSpell* spell){ if (!spell) return; if (!immunities[IMMUNITY_TYPE_AOE]) immunities[IMMUNITY_TYPE_AOE] = new MutexList; immunities[IMMUNITY_TYPE_AOE]->Add(spell); } void Entity::RemoveAOEImmunity(LuaSpell* spell){ MutexList* aoe_list = immunities[IMMUNITY_TYPE_AOE]; if (!aoe_list || aoe_list->size(true) == 0) return; aoe_list->Remove(spell); } bool Entity::IsAOEImmune(){ return (immunities[IMMUNITY_TYPE_AOE] && immunities[IMMUNITY_TYPE_AOE]->size(true)); } void Entity::AddStunImmunity(LuaSpell* spell){ if (!spell) return; if (!immunities[IMMUNITY_TYPE_STUN]) immunities[IMMUNITY_TYPE_STUN] = new MutexList; if (IsPlayer() && IsStunned() && !IsMezzed()){ ((Player*)this)->SetPlayerControlFlag(4, 64, false); if (!IsFeared() && !IsStifled()) ((Player*)this)->UnlockAllSpells(); } immunities[IMMUNITY_TYPE_STUN]->Add(spell); } void Entity::RemoveStunImmunity(LuaSpell* spell){ MutexList* stun_list = immunities[IMMUNITY_TYPE_STUN]; if (!stun_list || stun_list->size(true) == 0) return; stun_list->Remove(spell); if (IsPlayer() && IsStunned() && !IsMezzed()){ ((Player*)this)->SetPlayerControlFlag(4, 64, true); if (!IsFeared() && !IsStifled()) ((Player*)this)->UnlockAllSpells(); } } bool Entity::IsStunImmune(){ return (immunities[IMMUNITY_TYPE_STUN] && immunities[IMMUNITY_TYPE_STUN]->size(true) > 0); } void Entity::AddStifleImmunity(LuaSpell* spell){ if (!spell) return; if (!immunities[IMMUNITY_TYPE_STIFLE]) immunities[IMMUNITY_TYPE_STIFLE] = new MutexList; if (IsPlayer() && immunities[IMMUNITY_TYPE_STIFLE]->size(true) == 0){ if (IsStifled() && !IsMezzedOrStunned() && !IsFeared()) ((Player*)this)->UnlockAllSpells(); } immunities[IMMUNITY_TYPE_STIFLE]->Add(spell); } void Entity::RemoveStifleImmunity(LuaSpell* spell){ MutexList* stifle_list = immunities[IMMUNITY_TYPE_STIFLE]; if (!stifle_list || stifle_list->size(true) == 0) return; stifle_list->Remove(spell); if (IsPlayer() && IsStifled() && !IsMezzedOrStunned() && !IsFeared()) ((Player*)this)->UnlockAllSpells(); } bool Entity::IsStifleImmune(){ return (immunities[IMMUNITY_TYPE_STIFLE] && immunities[IMMUNITY_TYPE_STIFLE]->size(true) > 0); } void Entity::AddMezImmunity(LuaSpell* spell){ if (!spell) return; if (!immunities[IMMUNITY_TYPE_MEZ]) immunities[IMMUNITY_TYPE_MEZ] = new MutexList; if (IsPlayer() && IsMezzed() && !IsStunned()){ ((Player*)this)->SetPlayerControlFlag(4, 64, false); if (!IsFeared() && !IsStifled()) ((Player*)this)->UnlockAllSpells(); } immunities[IMMUNITY_TYPE_MEZ]->Add(spell); } void Entity::RemoveMezImmunity(LuaSpell* spell){ MutexList* mez_list = immunities[IMMUNITY_TYPE_MEZ]; if (!mez_list || mez_list->size(true) == 0) return; mez_list->Remove(spell); if (IsPlayer() && IsMezzed() && !IsStunned()){ ((Player*)this)->SetPlayerControlFlag(4, 64, true); if (!IsFeared() && !IsStifled()) ((Player*)this)->LockAllSpells(); } } bool Entity::IsMezImmune(){ return (immunities[IMMUNITY_TYPE_MEZ] && immunities[IMMUNITY_TYPE_MEZ]->size(true) > 0); } void Entity::AddRootImmunity(LuaSpell* spell){ if (!spell) return; if (!immunities[IMMUNITY_TYPE_ROOT]) immunities[IMMUNITY_TYPE_ROOT] = new MutexList; if (IsPlayer() && IsRooted()) ((Player*)this)->SetPlayerControlFlag(1, 8, false); immunities[IMMUNITY_TYPE_ROOT]->Add(spell); } void Entity::RemoveRootImmunity(LuaSpell* spell){ MutexList* root_list = immunities[IMMUNITY_TYPE_ROOT]; if (!root_list || root_list->size(true) == 0) return; root_list->Remove(spell); if (IsPlayer() && IsRooted()) ((Player*)this)->SetPlayerControlFlag(1, 8, true); } bool Entity::IsRootImmune(){ return (immunities[IMMUNITY_TYPE_ROOT] && immunities[IMMUNITY_TYPE_ROOT]->size(true) > 0); } void Entity::AddFearImmunity(LuaSpell* spell){ if (!spell) return; if (!immunities[IMMUNITY_TYPE_FEAR]) immunities[IMMUNITY_TYPE_FEAR] = new MutexList; if (IsPlayer() && IsFeared()){ if (!IsMezzedOrStunned() && !IsStifled()) ((Player*)this)->UnlockAllSpells(); ((Player*)this)->SetPlayerControlFlag(4, 4, false); } immunities[IMMUNITY_TYPE_FEAR]->Add(spell); } void Entity::RemoveFearImmunity(LuaSpell* spell){ MutexList* fear_list = immunities[IMMUNITY_TYPE_FEAR]; if (!fear_list || fear_list->size(true) == 0) return; fear_list->Remove(spell); if (IsPlayer() && IsFeared()){ if (!IsMezzedOrStunned() && !IsStifled()) ((Player*)this)->LockAllSpells(); ((Player*)this)->SetPlayerControlFlag(4, 4, true); } } bool Entity::IsFearImmune(){ return (immunities[IMMUNITY_TYPE_FEAR] && immunities[IMMUNITY_TYPE_FEAR]->size(true) > 0); } void Entity::AddDazeImmunity(LuaSpell* spell){ if (!spell) return; if (!immunities[IMMUNITY_TYPE_DAZE]) immunities[IMMUNITY_TYPE_DAZE] = new MutexList; immunities[IMMUNITY_TYPE_DAZE]->Add(spell); } void Entity::RemoveDazeImmunity(LuaSpell* spell){ MutexList* daze_list = immunities[IMMUNITY_TYPE_DAZE]; if (!daze_list || daze_list->size(true) == 0) return; daze_list->Remove(spell); } bool Entity::IsDazeImmune(){ return (immunities[IMMUNITY_TYPE_DAZE] && immunities[IMMUNITY_TYPE_DAZE]->size(true) > 0); } void Entity::AddImmunity(LuaSpell* spell, int8 type){ if (!spell) return; if (!immunities[type]) immunities[type] = new MutexList; immunities[type]->Add(spell); } void Entity::RemoveImmunity(LuaSpell* spell, int8 type){ MutexList* list = immunities[type]; if (!list || list->size(true) == 0) return; list->Remove(spell); } bool Entity::IsImmune(int8 type){ return (immunities[type] && immunities[type]->size(true) > 0); } void Entity::RemoveEffectsFromLuaSpell(LuaSpell* spell){ if (!spell) return; //Attempt to remove all applied effects from this spell when spell has been removed from just this target. Should improve performance/easier maitenance int32 effect_bitmask = spell->effect_bitmask; if (effect_bitmask == 0) return; if (effect_bitmask & EFFECT_FLAG_STUN) RemoveStunSpell(spell); if (effect_bitmask & EFFECT_FLAG_ROOT) RemoveRootSpell(spell); if (effect_bitmask & EFFECT_FLAG_MEZ) RemoveMezSpell(spell); if (effect_bitmask & EFFECT_FLAG_STIFLE) RemoveStifleSpell(spell); if (effect_bitmask & EFFECT_FLAG_DAZE) RemoveDazeSpell(spell); if (effect_bitmask & EFFECT_FLAG_FEAR) RemoveFearSpell(spell); if (effect_bitmask & EFFECT_FLAG_SPELLBONUS) RemoveSpellBonus(spell); if (effect_bitmask & EFFECT_FLAG_SKILLBONUS) RemoveSkillBonus(spell->spell->GetSpellID()); if (effect_bitmask & EFFECT_FLAG_STEALTH) RemoveStealthSpell(spell); if (effect_bitmask & EFFECT_FLAG_INVIS) RemoveInvisSpell(spell); if (effect_bitmask & EFFECT_FLAG_SNARE) RemoveSnareSpell(spell); if (effect_bitmask & EFFECT_FLAG_WATERWALK) RemoveWaterwalkSpell(spell); if (effect_bitmask & EFFECT_FLAG_WATERJUMP) RemoveWaterjumpSpell(spell); if (effect_bitmask & EFFECT_FLAG_FLIGHT) RemoveFlightSpell(spell); if (effect_bitmask & EFFECT_FLAG_GLIDE) RemoveGlideSpell(spell); if (effect_bitmask & EFFECT_FLAG_AOE_IMMUNE) RemoveAOEImmunity(spell); if (effect_bitmask & EFFECT_FLAG_STUN_IMMUNE) RemoveStunImmunity(spell); if (effect_bitmask & EFFECT_FLAG_MEZ_IMMUNE) RemoveMezImmunity(spell); if (effect_bitmask & EFFECT_FLAG_DAZE_IMMUNE) RemoveDazeImmunity(spell); if (effect_bitmask & EFFECT_FLAG_ROOT_IMMUNE) RemoveRootImmunity(spell); if (effect_bitmask & EFFECT_FLAG_STIFLE_IMMUNE) RemoveStifleImmunity(spell); if (effect_bitmask & EFFECT_FLAG_FEAR_IMMUNE) RemoveFearImmunity(spell); if (effect_bitmask & EFFECT_FLAG_SAFEFALL) RemoveSafefallSpell(spell); } void Entity::RemoveSkillBonus(int32 spell_id){ //This is a virtual, just making it so we don't have to do extra checks for player/npcs return; } void Entity::AddFlightSpell(LuaSpell* spell){ if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_FLIGHT]) control_effects[CONTROL_EFFECT_TYPE_FLIGHT] = new MutexList; if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_FLIGHT]->size(true) == 0) ((Player*)this)->SetPlayerControlFlag(5, 32, true); control_effects[CONTROL_EFFECT_TYPE_FLIGHT]->Add(spell); } void Entity::RemoveFlightSpell(LuaSpell* spell){ MutexList* flight_list = control_effects[CONTROL_EFFECT_TYPE_FLIGHT]; if (!flight_list || flight_list->size(true) == 0) return; flight_list->Remove(spell); if (IsPlayer() && flight_list->size(true) == 0) ((Player*)this)->SetPlayerControlFlag(5, 32, false); } void Entity::AddGlideSpell(LuaSpell* spell){ if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_GLIDE]) control_effects[CONTROL_EFFECT_TYPE_GLIDE] = new MutexList; if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_GLIDE]->size(true) == 0) ((Player*)this)->SetPlayerControlFlag(4, 16, true); control_effects[CONTROL_EFFECT_TYPE_GLIDE]->Add(spell); } void Entity::RemoveGlideSpell(LuaSpell* spell){ MutexList* glide_list = control_effects[CONTROL_EFFECT_TYPE_GLIDE]; if (!glide_list || glide_list->size(true) == 0) return; glide_list->Remove(spell); if (IsPlayer() && glide_list->size(true) == 0) ((Player*)this)->SetPlayerControlFlag(4, 16, false); } void Entity::AddSafefallSpell(LuaSpell* spell){ if (!spell) return; if (!control_effects[CONTROL_EFFECT_TYPE_SAFEFALL]) control_effects[CONTROL_EFFECT_TYPE_SAFEFALL] = new MutexList; if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_SAFEFALL]->size(true) == 0) ((Player*)this)->SetPlayerControlFlag(4, 32, true); control_effects[CONTROL_EFFECT_TYPE_SAFEFALL]->Add(spell); } void Entity::RemoveSafefallSpell(LuaSpell* spell){ MutexList* safe_list = control_effects[CONTROL_EFFECT_TYPE_SAFEFALL]; if (!safe_list || safe_list->size(true) == 0) return; safe_list->Remove(spell); if (IsPlayer() && safe_list->size(true) == 0) ((Player*)this)->SetPlayerControlFlag(4, 32, false); } void Entity::UpdateGroupMemberInfo(bool inGroupMgrLock, bool groupMembersLocked) { if (!group_member_info || group_id == 0) return; if(!inGroupMgrLock) world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__); PlayerGroup* group = world.GetGroupManager()->GetGroup(group_id); if (group) group->UpdateGroupMemberInfo(this, groupMembersLocked); if(!inGroupMgrLock) world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__); } #include "WorldDatabase.h" extern WorldDatabase database; void Entity::CustomizeAppearance(PacketStruct* packet) { bool is_soga = packet->getType_int8_ByName("is_soga") == 1 ? true : false; int16 model_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("race_file").data); EQ2_Color skin_color = packet->getType_EQ2_Color_ByName("skin_color"); EQ2_Color skin_color2 = packet->getType_EQ2_Color_ByName("skin_color2"); EQ2_Color eye_color = packet->getType_EQ2_Color_ByName("eye_color"); EQ2_Color hair_color1 = packet->getType_EQ2_Color_ByName("hair_color1"); EQ2_Color hair_color2 = packet->getType_EQ2_Color_ByName("hair_color2"); EQ2_Color hair_highlight = packet->getType_EQ2_Color_ByName("hair_highlight"); int16 hair_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("hair_file").data); EQ2_Color hair_type_color = packet->getType_EQ2_Color_ByName("hair_type_color"); EQ2_Color hair_type_highlight_color = packet->getType_EQ2_Color_ByName("hair_type_highlight_color"); int16 face_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("face_file").data); EQ2_Color hair_face_color = packet->getType_EQ2_Color_ByName("hair_face_color"); EQ2_Color hair_face_highlight_color = packet->getType_EQ2_Color_ByName("hair_face_highlight_color"); int16 wing_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("wing_file").data); EQ2_Color wing_color1 = packet->getType_EQ2_Color_ByName("wing_color1"); EQ2_Color wing_color2 = packet->getType_EQ2_Color_ByName("wing_color2"); int16 chest_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("chest_file").data); EQ2_Color shirt_color = packet->getType_EQ2_Color_ByName("shirt_color"); EQ2_Color unknown_chest_color = packet->getType_EQ2_Color_ByName("unknown_chest_color"); int16 legs_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("legs_file").data); EQ2_Color pants_color = packet->getType_EQ2_Color_ByName("pants_color"); EQ2_Color unknown_legs_color = packet->getType_EQ2_Color_ByName("unknown_legs_color"); EQ2_Color unknown2 = packet->getType_EQ2_Color_ByName("unknown2"); float eyes2[3]; eyes2[0] = packet->getType_float_ByName("eyes2", 0) * 100; eyes2[1] = packet->getType_float_ByName("eyes2", 1) * 100; eyes2[2] = packet->getType_float_ByName("eyes2", 2) * 100; float ears[3]; ears[0] = packet->getType_float_ByName("ears", 0) * 100; ears[1] = packet->getType_float_ByName("ears", 1) * 100; ears[2] = packet->getType_float_ByName("ears", 2) * 100; float eye_brows[3]; eye_brows[0] = packet->getType_float_ByName("eye_brows", 0) * 100; eye_brows[1] = packet->getType_float_ByName("eye_brows", 1) * 100; eye_brows[2] = packet->getType_float_ByName("eye_brows", 2) * 100; float cheeks[3]; cheeks[0] = packet->getType_float_ByName("cheeks", 0) * 100; cheeks[1] = packet->getType_float_ByName("cheeks", 1) * 100; cheeks[2] = packet->getType_float_ByName("cheeks", 2) * 100; float lips[3]; lips[0] = packet->getType_float_ByName("lips", 0) * 100; lips[1] = packet->getType_float_ByName("lips", 1) * 100; lips[2] = packet->getType_float_ByName("lips", 2) * 100; float chin[3]; chin[0] = packet->getType_float_ByName("chin", 0) * 100; chin[1] = packet->getType_float_ByName("chin", 1) * 100; chin[2] = packet->getType_float_ByName("chin", 2) * 100; float nose[3]; nose[0] = packet->getType_float_ByName("nose", 0) * 100; nose[1] = packet->getType_float_ByName("nose", 1) * 100; nose[2] = packet->getType_float_ByName("nose", 2) * 100; sint8 body_size = (sint8)(packet->getType_float_ByName("body_size") * 100); sint8 body_age = (sint8)(packet->getType_float_ByName("body_age") * 100); if (is_soga) { appearance.soga_model_type = model_id; features.soga_skin_color = skin_color; features.soga_eye_color = eye_color; features.soga_hair_color1 = hair_color1; features.soga_hair_color2 = hair_color2; features.soga_hair_highlight_color = hair_highlight; features.soga_hair_type = hair_id; features.soga_hair_type_color = hair_type_color; features.soga_hair_type_highlight_color = hair_type_highlight_color; features.soga_hair_face_type = face_id; features.soga_hair_face_color = hair_face_color; features.soga_hair_face_highlight_color = hair_face_highlight_color; features.wing_type = wing_id; features.wing_color1 = wing_color1; features.wing_color2 = wing_color2; features.soga_chest_type = chest_id; features.shirt_color = shirt_color; features.soga_legs_type = legs_id; features.pants_color = pants_color; features.soga_eye_type[0] = eyes2[0]; features.soga_eye_type[1] = eyes2[1]; features.soga_eye_type[2] = eyes2[2]; features.soga_ear_type[0] = ears[0]; features.soga_ear_type[0] = ears[1]; features.soga_ear_type[0] = ears[2]; features.soga_eye_brow_type[0] = eye_brows[0]; features.soga_eye_brow_type[1] = eye_brows[1]; features.soga_eye_brow_type[2] = eye_brows[2]; features.soga_cheek_type[0] = cheeks[0]; features.soga_cheek_type[1] = cheeks[1]; features.soga_cheek_type[2] = cheeks[2]; features.soga_lip_type[0] = lips[0]; features.soga_lip_type[1] = lips[1]; features.soga_lip_type[2] = lips[2]; features.soga_chin_type[0] = chin[0]; features.soga_chin_type[1] = chin[1]; features.soga_chin_type[2] = chin[2]; features.soga_nose_type[0] = nose[0]; features.soga_nose_type[1] = nose[1]; features.soga_nose_type[2] = nose[2]; } else { appearance.model_type = model_id; features.skin_color = skin_color; features.eye_color = eye_color; features.hair_color1 = hair_color1; features.hair_color2 = hair_color2; features.hair_highlight_color = hair_highlight; features.hair_type = hair_id; features.hair_type_color = hair_type_color; features.hair_type_highlight_color = hair_type_highlight_color; features.hair_face_type = face_id; features.hair_face_color = hair_face_color; features.hair_face_highlight_color = hair_face_highlight_color; features.wing_type = wing_id; features.wing_color1 = wing_color1; features.wing_color2 = wing_color2; features.chest_type = chest_id; features.shirt_color = shirt_color; features.legs_type = legs_id; features.pants_color = pants_color; features.eye_type[0] = eyes2[0]; features.eye_type[1] = eyes2[1]; features.eye_type[2] = eyes2[2]; features.ear_type[0] = ears[0]; features.ear_type[0] = ears[1]; features.ear_type[0] = ears[2]; features.eye_brow_type[0] = eye_brows[0]; features.eye_brow_type[1] = eye_brows[1]; features.eye_brow_type[2] = eye_brows[2]; features.cheek_type[0] = cheeks[0]; features.cheek_type[1] = cheeks[1]; features.cheek_type[2] = cheeks[2]; features.lip_type[0] = lips[0]; features.lip_type[1] = lips[1]; features.lip_type[2] = lips[2]; features.chin_type[0] = chin[0]; features.chin_type[1] = chin[1]; features.chin_type[2] = chin[2]; features.nose_type[0] = nose[0]; features.nose_type[1] = nose[1]; features.nose_type[2] = nose[2]; } features.body_size = body_size; features.body_age = body_age; features.soga_body_size = body_size; features.soga_body_age = body_age; info_changed = true; changed = true; } void Entity::AddSkillBonus(int32 spell_id, int32 skill_id, float value) { // handled in npc or player return; } bool Entity::HasControlEffect(int8 type) { if (type >= CONTROL_MAX_EFFECTS) return false; MutexList* spell_list = control_effects[type]; if (!spell_list || spell_list->size(true) == 0) return false; return true; } void Entity::HaltMovement() { this->ClearRunningLocations(); if (GetZone()) GetZone()->movementMgr->StopNavigation(this); RunToLocation(GetX(), GetY(), GetZ()); } std::string Entity::GetInfoStructString(std::string field) { map>::const_iterator itr = get_string_funcs.find(field); if(itr != get_string_funcs.end()) { auto func = (itr->second)(); return func; } return std::string(""); } int8 Entity::GetInfoStructInt8(std::string field) { map>::const_iterator itr = get_int8_funcs.find(field); if(itr != get_int8_funcs.end()) { auto func = (itr->second)(); return func; } return 0; } int16 Entity::GetInfoStructInt16(std::string field) { map>::const_iterator itr = get_int16_funcs.find(field); if(itr != get_int16_funcs.end()) { auto func = (itr->second)(); return func; } return 0; } int32 Entity::GetInfoStructInt32(std::string field) { map>::const_iterator itr = get_int32_funcs.find(field); if(itr != get_int32_funcs.end()) { auto func = (itr->second)(); return func; } return 0; } int64 Entity::GetInfoStructInt64(std::string field) { map>::const_iterator itr = get_int64_funcs.find(field); if(itr != get_int64_funcs.end()) { auto func = (itr->second)(); return func; } return 0; } sint8 Entity::GetInfoStructSInt8(std::string field) { map>::const_iterator itr = get_sint8_funcs.find(field); if(itr != get_sint8_funcs.end()) { auto func = (itr->second)(); return func; } return 0; } sint16 Entity::GetInfoStructSInt16(std::string field) { map>::const_iterator itr = get_sint16_funcs.find(field); if(itr != get_sint16_funcs.end()) { auto func = (itr->second)(); return func; } return 0; } sint32 Entity::GetInfoStructSInt32(std::string field) { map>::const_iterator itr = get_sint32_funcs.find(field); if(itr != get_sint32_funcs.end()) { auto func = (itr->second)(); return func; } return 0; } sint64 Entity::GetInfoStructSInt64(std::string field) { map>::const_iterator itr = get_sint64_funcs.find(field); if(itr != get_sint64_funcs.end()) { auto func = (itr->second)(); return func; } return 0; } float Entity::GetInfoStructFloat(std::string field) { map>::const_iterator itr = get_float_funcs.find(field); if(itr != get_float_funcs.end()) { auto func = (itr->second)(); return func; } return 0.0f; } int64 Entity::GetInfoStructUInt(std::string field) { map>::const_iterator itr = get_int8_funcs.find(field); if(itr != get_int8_funcs.end()) { auto func = (itr->second)(); return func; } map>::const_iterator itr2 = get_int16_funcs.find(field); if(itr2 != get_int16_funcs.end()) { auto func = (itr2->second)(); return func; } map>::const_iterator itr3 = get_int32_funcs.find(field); if(itr3 != get_int32_funcs.end()) { auto func = (itr3->second)(); return func; } map>::const_iterator itr4 = get_int64_funcs.find(field); if(itr4 != get_int64_funcs.end()) { auto func = (itr4->second)(); return func; } return 0; } sint64 Entity::GetInfoStructSInt(std::string field) { map>::const_iterator itr = get_sint8_funcs.find(field); if(itr != get_sint8_funcs.end()) { auto func = (itr->second)(); return func; } map>::const_iterator itr2 = get_sint16_funcs.find(field); if(itr2 != get_sint16_funcs.end()) { auto func = (itr2->second)(); return func; } map>::const_iterator itr3 = get_sint32_funcs.find(field); if(itr3 != get_sint32_funcs.end()) { auto func = (itr3->second)(); return func; } map>::const_iterator itr4 = get_sint64_funcs.find(field); if(itr4 != get_sint64_funcs.end()) { auto func = (itr4->second)(); return func; } return 0; } bool Entity::SetInfoStructString(std::string field, std::string value) { map>::const_iterator itr = set_string_funcs.find(field); if(itr != set_string_funcs.end()) { (itr->second)(value); return true; } return false; } bool Entity::SetInfoStructUInt(std::string field, int64 value) { map>::const_iterator itr = set_int8_funcs.find(field); if(itr != set_int8_funcs.end()) { (itr->second)((int8)value); return true; } map>::const_iterator itr2 = set_int16_funcs.find(field); if(itr2 != set_int16_funcs.end()) { (itr2->second)((int16)value); return true; } map>::const_iterator itr3 = set_int32_funcs.find(field); if(itr3 != set_int32_funcs.end()) { (itr3->second)((int32)value); return true; } map>::const_iterator itr4 = set_int64_funcs.find(field); if(itr4 != set_int64_funcs.end()) { (itr4->second)(value); return true; } return false; } bool Entity::SetInfoStructSInt(std::string field, sint64 value) { map>::const_iterator itr = set_sint8_funcs.find(field); if(itr != set_sint8_funcs.end()) { (itr->second)((sint8)value); return true; } map>::const_iterator itr2 = set_sint16_funcs.find(field); if(itr2 != set_sint16_funcs.end()) { (itr2->second)((sint16)value); return true; } map>::const_iterator itr3 = set_sint32_funcs.find(field); if(itr3 != set_sint32_funcs.end()) { (itr3->second)((sint32)value); return true; } map>::const_iterator itr4 = set_sint64_funcs.find(field); if(itr4 != set_sint64_funcs.end()) { (itr4->second)(value); return true; } return false; } bool Entity::SetInfoStructFloat(std::string field, float value) { map>::const_iterator itr = set_float_funcs.find(field); if(itr != set_float_funcs.end()) { (itr->second)(value); return true; } return false; } Entity* Entity::GetOwner() { Entity* ent = nullptr; if(!GetZone()) { return ent; } Spawn* spawn = GetZone()->GetSpawnByID(owner); if ( spawn && spawn->IsEntity() ) ent = (Entity*)spawn; return ent; } bool Entity::IsEngagedInEncounter(Spawn** res) { if(res) { *res = nullptr; } bool ret = false; set::iterator itr; MHatedBy.lock(); if(IsPlayer()) { for (itr = HatedBy.begin(); itr != HatedBy.end(); itr++) { Spawn* spawn = GetZone()->GetSpawnByID(*itr); if (spawn && spawn->IsNPC() && ((NPC*)spawn)->Brain() && (spawn->GetLockedNoLoot() == ENCOUNTER_STATE_LOCKED || spawn->GetLockedNoLoot() == ENCOUNTER_STATE_OVERMATCHED)) { if((ret = ((NPC*)spawn)->Brain()->IsPlayerInEncounter(((Player*)this)->GetCharacterID()))) { if(res) *res = spawn; break; } } } } else { for (itr = HatedBy.begin(); itr != HatedBy.end(); itr++) { Spawn* spawn = GetZone()->GetSpawnByID(*itr); if (spawn && spawn->IsNPC() && ((NPC*)spawn)->Brain() && (spawn->GetLockedNoLoot() == ENCOUNTER_STATE_LOCKED || spawn->GetLockedNoLoot() == ENCOUNTER_STATE_OVERMATCHED)) { if((ret = ((NPC*)spawn)->Brain()->IsEntityInEncounter(GetID()))) { if(res) *res = spawn; break; } } } } MHatedBy.unlock(); return ret; } bool Entity::IsEngagedBySpawnID(int32 id) { bool ret = false; Spawn* spawn = GetZone()->GetSpawnByID(id); if (spawn && spawn->IsNPC() && ((NPC*)spawn)->Brain()) { ret = ((NPC*)spawn)->Brain()->IsEntityInEncounter(GetID()); } return ret; } void Entity::SendControlEffectDetailsToClient(Client* client) { client->Message(CHANNEL_COLOR_YELLOW, "Current control effects on %s", GetName()); client->Message(CHANNEL_COLOR_YELLOW, "-------------------------------"); for (int i = 0; i < CONTROL_MAX_EFFECTS; i++) { if(control_effects[i]) { MutexList* spells = control_effects[i]; if(spells->size() > 0) { MutexList::iterator itr = spells->begin(); while(itr.Next()){ LuaSpell* spell = itr->value; if(spell && spell->spell && spell->spell->GetSpellData()) { client->Message(CHANNEL_COLOR_YELLOW, "Spell %s (%u) control effect %s", spell->spell->GetName(), spell->spell->GetSpellData()->id, GetControlEffectName(i).c_str()); } } } } } client->Message(CHANNEL_COLOR_YELLOW, "-------------------------------"); } void Entity::TerminateTrade() { Trade* tmpTradePtr = trade; if (tmpTradePtr) { tmpTradePtr->CancelTrade(this); safe_delete(tmpTradePtr); } } void Entity::CalculateMaxReduction() { if(GetInfoStruct()->get_max_spell_reduction_override()) { return; // override enabled, don't touch the max reduction } int16 effective_level = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel(); // Define thresholds and corresponding maximum reduction factors const int thresholds[] = {1, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100, 105, 110, 115, 120}; // Thresholds for level differences const float maxReductions[] = {0.2f, 0.2f, 0.15f, 0.15f, 0.1f,0.1f,0.1f,0.1f,0.1f,0.075f,0.075f,0.075f,0.05f,0.05f,0.05f,0.05f,0.05f,0.05f,0.045f,0.045f,0.045f,0.045f,0.045f,0.045f,0.045f}; // Maximum reduction factors for each threshold int numThresholds = sizeof(thresholds) / sizeof(thresholds[0]); // Find the appropriate maximum reduction factor based on level difference float maxReduction = .1f; // Default maximum reduction factor for (int i = 0; i < numThresholds; ++i) { if (effective_level >= thresholds[i]) { maxReduction = maxReductions[i]; } else { break; // No need to check further } } GetInfoStruct()->set_max_spell_reduction(maxReduction); }