/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
This file is part of EQ2Emulator.
EQ2Emulator is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
EQ2Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with EQ2Emulator. If not, see .
*/
#include "Entity.h"
#include
#include "Items/Items.h"
#include "zoneserver.h"
#include "World.h"
#include "../common/Log.h"
#include "Spells.h"
#include "SpellProcess.h"
#include "classes.h"
#include "LuaInterface.h"
#include "ClientPacketFunctions.h"
extern World world;
extern MasterItemList master_item_list;
extern MasterSpellList master_spell_list;
extern Classes classes;
Entity::Entity(){
max_speed = 6;
last_x = -1;
last_y = -1;
last_z = -1;
last_heading = -1;
regen_hp_rate = 0;
regen_power_rate = 0;
in_combat = false;
casting = false;
memset(&melee_combat_data, 0, sizeof(CombatData));
memset(&ranged_combat_data, 0, sizeof(CombatData));
memset(&info_struct, 0, sizeof(InfoStruct));
loot_coins = 0;
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();
immunities.clear();
for(int i=0;i<45;i++){
if(i::iterator itr;
for(itr = loot_items.begin(); itr != loot_items.end(); itr++)
safe_delete(*itr);
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();
}
bool Entity::HasMoved(bool include_heading){
if(GetX() == last_x && GetY() == last_y && GetZ() == last_z && ((!include_heading) || (include_heading && GetHeading() == last_heading)))
return false;
bool ret_val = true;
if(last_x == -1 && last_y == -1 && last_z == -1 && last_heading == -1){
ret_val = false;
}
last_x = GetX();
last_y = GetY();
last_z = GetZ();
last_heading = GetHeading();
return ret_val;
}
int16 Entity::GetStr(){
return GetInfoStruct()->str;
}
int16 Entity::GetSta(){
return GetInfoStruct()->sta;
}
int16 Entity::GetInt(){
return GetInfoStruct()->intel;
}
int16 Entity::GetWis(){
return GetInfoStruct()->wis;
}
int16 Entity::GetAgi(){
return GetInfoStruct()->agi;
}
int16 Entity::GetPrimaryStat(){
int8 base_class = classes.GetBaseClass(GetAdventureClass());
if (base_class == FIGHTER)
return GetInfoStruct()->str;
else if (base_class == PRIEST)
return GetInfoStruct()->wis;
else if (base_class == MAGE)
return GetInfoStruct()->intel;
else
return GetInfoStruct()->agi;
}
int16 Entity::GetHeatResistance(){
return GetInfoStruct()->heat;
}
int16 Entity::GetColdResistance(){
return GetInfoStruct()->cold;
}
int16 Entity::GetMagicResistance(){
return GetInfoStruct()->magic;
}
int16 Entity::GetMentalResistance(){
return GetInfoStruct()->mental;
}
int16 Entity::GetDivineResistance(){
return GetInfoStruct()->divine;
}
int16 Entity::GetDiseaseResistance(){
return GetInfoStruct()->disease;
}
int16 Entity::GetPoisonResistance(){
return GetInfoStruct()->poison;
}
int8 Entity::GetConcentrationCurrent() {
return GetInfoStruct()->cur_concentration;
}
int8 Entity::GetConcentrationMax() {
return GetInfoStruct()->max_concentration;
}
int16 Entity::GetStrBase(){
return GetInfoStruct()->str_base;
}
int16 Entity::GetStaBase(){
return GetInfoStruct()->sta_base;
}
int16 Entity::GetIntBase(){
return GetInfoStruct()->intel_base;
}
int16 Entity::GetWisBase(){
return GetInfoStruct()->wis_base;
}
int16 Entity::GetAgiBase(){
return GetInfoStruct()->agi_base;
}
int16 Entity::GetHeatResistanceBase(){
return GetInfoStruct()->heat_base;
}
int16 Entity::GetColdResistanceBase(){
return GetInfoStruct()->cold_base;
}
int16 Entity::GetMagicResistanceBase(){
return GetInfoStruct()->magic_base;
}
int16 Entity::GetMentalResistanceBase(){
return GetInfoStruct()->mental_base;
}
int16 Entity::GetDivineResistanceBase(){
return GetInfoStruct()->divine_base;
}
int16 Entity::GetDiseaseResistanceBase(){
return GetInfoStruct()->disease_base;
}
int16 Entity::GetPoisonResistanceBase(){
return GetInfoStruct()->poison_base;
}
sint8 Entity::GetAlignment(){
return GetInfoStruct()->alignment;
}
bool Entity::IsCasting(){
return casting;
}
void Entity::IsCasting(bool val){
casting = val;
}
int32 Entity::GetRangeLastAttackTime(){
return ranged_combat_data.range_last_attack_time;
}
void Entity::SetRangeLastAttackTime(int32 time){
ranged_combat_data.range_last_attack_time = time;
}
int16 Entity::GetRangeAttackDelay(){
return ranged_combat_data.ranged_attack_delay;
// if(IsPlayer()){
// Item* item = ((Player*)this)->GetEquipmentList()->GetItem(EQ2_RANGE_SLOT);
// if(item && item->IsRanged())
// return item->ranged_info->weapon_info.delay*100;
// }
// return 3000;
}
int32 Entity::GetPrimaryLastAttackTime(){
return melee_combat_data.primary_last_attack_time;
}
int16 Entity::GetPrimaryAttackDelay(){
return melee_combat_data.primary_attack_delay;
}
void Entity::SetPrimaryAttackDelay(int16 new_delay){
melee_combat_data.primary_attack_delay = new_delay;
}
void Entity::SetPrimaryLastAttackTime(int32 new_time){
melee_combat_data.primary_last_attack_time = new_time;
}
int32 Entity::GetSecondaryLastAttackTime(){
return melee_combat_data.secondary_last_attack_time;
}
int16 Entity::GetSecondaryAttackDelay(){
return melee_combat_data.secondary_attack_delay;
}
void Entity::SetSecondaryAttackDelay(int16 new_delay){
melee_combat_data.secondary_attack_delay = new_delay;
}
void Entity::SetSecondaryLastAttackTime(int32 new_time){
melee_combat_data.secondary_last_attack_time = new_time;
}
void Entity::ChangePrimaryWeapon(){
Item* item = equipment_list.GetItem(EQ2_PRIMARY_SLOT);
if(item && item->details.item_id > 0 && item->IsWeapon()){
melee_combat_data.primary_weapon_delay = item->weapon_info->delay * 100;
melee_combat_data.primary_weapon_damage_low = item->weapon_info->damage_low3;
melee_combat_data.primary_weapon_damage_high = item->weapon_info->damage_high3;
melee_combat_data.primary_weapon_type = item->GetWeaponType();
melee_combat_data.wield_type = item->weapon_info->wield_type;
}
else{
melee_combat_data.primary_weapon_delay = 2000;
melee_combat_data.primary_weapon_damage_low = (int32)(1 + GetLevel() * .2);
melee_combat_data.primary_weapon_damage_high = (int32)(5 + GetLevel() * (GetLevel()/5));
if(IsNPC())
melee_combat_data.primary_weapon_type = ((NPC*)this)->GetAttackType();
else
melee_combat_data.primary_weapon_type = 1;
melee_combat_data.wield_type = 2;
}
if(IsNPC())
melee_combat_data.primary_weapon_damage_high += (int32)(GetInfoStruct()->str / 10);
else
melee_combat_data.primary_weapon_damage_high += (int32)(GetInfoStruct()->str / 25);
}
void Entity::ChangeSecondaryWeapon(){
Item* item = equipment_list.GetItem(EQ2_SECONDARY_SLOT);
if(item && item->details.item_id > 0 && item->IsWeapon()){
melee_combat_data.secondary_weapon_delay = item->weapon_info->delay * 100;
melee_combat_data.secondary_weapon_damage_low = item->weapon_info->damage_low3;
melee_combat_data.secondary_weapon_damage_high = item->weapon_info->damage_high3;
melee_combat_data.secondary_weapon_type = item->GetWeaponType();
}
else{
melee_combat_data.secondary_weapon_delay = 2000;
melee_combat_data.secondary_weapon_damage_low = (int32)(1 + GetLevel() * .2);
melee_combat_data.secondary_weapon_damage_high = (int32)(5 + GetLevel() * (GetLevel()/6));
melee_combat_data.secondary_weapon_type = 1;
}
if(IsNPC())
melee_combat_data.secondary_weapon_damage_high += (int32)(GetInfoStruct()->str / 10);
else
melee_combat_data.secondary_weapon_damage_high += (int32)(GetInfoStruct()->str / 25);
}
void Entity::ChangeRangedWeapon(){
Item* item = equipment_list.GetItem(EQ2_RANGE_SLOT);
if(item && item->details.item_id > 0 && item->IsRanged()){
ranged_combat_data.ranged_weapon_delay = item->ranged_info->weapon_info.delay*100;
ranged_combat_data.ranged_weapon_damage_low = item->ranged_info->weapon_info.damage_low3;
ranged_combat_data.ranged_weapon_damage_high = item->ranged_info->weapon_info.damage_high3;
ranged_combat_data.ranged_weapon_type = item->GetWeaponType();
}
}
int32 Entity::GetPrimaryWeaponMinDamage(){
return melee_combat_data.primary_weapon_damage_low;
}
int32 Entity::GetPrimaryWeaponMaxDamage(){
return melee_combat_data.primary_weapon_damage_high;
}
int32 Entity::GetSecondaryWeaponMinDamage(){
return melee_combat_data.secondary_weapon_damage_low;
}
int32 Entity::GetSecondaryWeaponMaxDamage(){
return melee_combat_data.secondary_weapon_damage_high;
}
int8 Entity::GetPrimaryWeaponType(){
return melee_combat_data.primary_weapon_type;
}
int8 Entity::GetSecondaryWeaponType(){
return melee_combat_data.secondary_weapon_type;
}
int32 Entity::GetRangedWeaponMinDamage(){
return ranged_combat_data.ranged_weapon_damage_low;
}
int32 Entity::GetRangedWeaponMaxDamage(){
return ranged_combat_data.ranged_weapon_damage_high;
}
int8 Entity::GetRangedWeaponType(){
return ranged_combat_data.ranged_weapon_type;
}
bool Entity::IsDualWield(){
return melee_combat_data.wield_type == 1;
}
int8 Entity::GetWieldType(){
return melee_combat_data.wield_type;
}
bool Entity::BehindTarget(Spawn* target){
float target_angle = 360 - target->GetHeading();
float angle = 360 - GetHeading();
if(target_angle > angle)
angle = target_angle - angle;
else
angle -= target_angle;
return (angle < 90 || angle > 270);
}
bool Entity::FlankingTarget(Spawn* target) {
float angle;
double diff_x = target->GetX() - GetX();
double diff_z = target->GetZ() - GetZ();
if (diff_z == 0) {
if (diff_x > 0)
angle = 90;
else
angle = 270;
}
else
angle = ((atan(diff_x / diff_z)) * 180) / 3.14159265358979323846;
if (angle < 0)
angle = angle + 360;
else
angle = angle + 180;
if (diff_x < 0)
angle = angle + 180;
if (angle > GetHeading())
angle = angle - GetHeading();
else
angle = GetHeading() - angle;
if (angle > 360)
angle -= 360;
//LogWrite(SPAWN__ERROR, 0, "Angle", "spawn heading = %f", GetHeading());
//LogWrite(SPAWN__ERROR, 0, "Angle", "angle = %f", angle);
return (angle >= 45 && angle <= 315);
}
float Entity::GetShieldBlockChance(){
float ret = 0;
Item* item = equipment_list.GetItem(1);
if(item && item->details.item_id > 0 && item->IsShield()){
}
return ret;
}
float Entity::GetDodgeChance(){
float ret = 0;
return ret;
}
bool Entity::EngagedInCombat(){
return in_combat;
}
void Entity::InCombat(bool val){
in_combat = val;
}
void Entity::SetHPRegen(int16 new_val){
regen_hp_rate = new_val;
}
void Entity::SetPowerRegen(int16 new_val){
regen_power_rate = new_val;
}
int16 Entity::GetHPRegen(){
return regen_hp_rate;
}
int16 Entity::GetPowerRegen(){
return regen_power_rate;
}
void Entity::DoRegenUpdate(){
if(GetHP() == 0)//dead
return;
sint32 hp = GetHP();
sint32 power = GetPower();
int16 level = GetLevel();
// No regen for NPC's while in combat
// Temp solution for now
if (IsNPC() && EngagedInCombat())
return;
if(hp < GetTotalHP()){
if(regen_hp_rate == 0)
regen_hp_rate = (int)(level*.75)+(int)(level/10) + 1;
int16 temp = regen_hp_rate + stats[ITEM_STAT_HPREGEN];
if((hp + temp) > GetTotalHP())
SetHP(GetTotalHP());
else
SetHP(hp + temp);
LogWrite(MISC__TODO, 1, "TODO", "Fix this later for mobs\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
}
if(GetPower() < GetTotalPower()){
if(regen_power_rate == 0)
regen_power_rate = level + (int)(level/10) + 1;
if((power + regen_power_rate) > GetTotalPower())
SetPower(GetTotalPower());
else
SetPower(power + regen_power_rate);
LogWrite(MISC__TODO, 1, "TODO", "Fix this later for mobs\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
}
}
void Entity::AddMaintainedSpell(LuaSpell* luaspell){
if (!luaspell)
return;
Spell* spell = luaspell->spell;
MaintainedEffects* effect = GetFreeMaintainedSpellSlot();
if (effect){
MMaintainedSpells.writelock(__FUNCTION__, __LINE__);
effect->spell = luaspell;
effect->spell_id = spell->GetSpellData()->id;
LogWrite(NPC__SPELLS, 5, "NPC", "AddMaintainedSpell Spell ID: %u", spell->GetSpellData()->id);
effect->conc_used = spell->GetSpellData()->req_concentration / 256;
effect->total_time = spell->GetSpellDuration() / 10;
effect->tier = spell->GetSpellData()->tier;
if (spell->GetSpellData()->duration_until_cancel)
effect->expire_timestamp = 0xFFFFFFFF;
else
effect->expire_timestamp = Timer::GetCurrentTime2() + (spell->GetSpellDuration() * 100);
MMaintainedSpells.releasewritelock(__FUNCTION__, __LINE__);
}
}
void Entity::AddSpellEffect(LuaSpell* luaspell){
if (!luaspell || !luaspell->caster)
return;
Spell* spell = luaspell->spell;
SpellEffects* old_effect = GetSpellEffect(spell->GetSpellID(), luaspell->caster);
SpellEffects* effect = 0;
if (old_effect){
GetZone()->RemoveTargetFromSpell(old_effect->spell, this);
RemoveSpellEffect(old_effect->spell);
}
effect = GetFreeSpellEffectSlot();
if(effect){
MSpellEffects.writelock(__FUNCTION__, __LINE__);
effect->spell = luaspell;
effect->spell_id = spell->GetSpellData()->id;
effect->caster = luaspell->caster;
effect->total_time = spell->GetSpellDuration()/10;
if (spell->GetSpellData()->duration_until_cancel)
effect->expire_timestamp = 0xFFFFFFFF;
else
effect->expire_timestamp = Timer::GetCurrentTime2() + (spell->GetSpellDuration()*100);
effect->icon = spell->GetSpellData()->icon;
effect->icon_backdrop = spell->GetSpellData()->icon_backdrop;
effect->tier = spell->GetSpellTier();
MSpellEffects.releasewritelock(__FUNCTION__, __LINE__);
changed = true;
info_changed = true;
AddChangedZoneSpawn();
}
}
void Entity::RemoveMaintainedSpell(LuaSpell* luaspell){
if (!luaspell)
return;
bool found = false;
MMaintainedSpells.writelock(__FUNCTION__, __LINE__);
for (int i = 0; i<30; i++){
// If we already found the spell then we are bumping all other up one so there are no gaps
// This check needs to be first so found can never be true on the first iteration (i = 0)
if (found) {
GetInfoStruct()->maintained_effects[i].slot_pos = i - 1;
GetInfoStruct()->maintained_effects[i - 1] = GetInfoStruct()->maintained_effects[i];
}
// Compare spells, if we found a match set the found flag
if (GetInfoStruct()->maintained_effects[i].spell == luaspell)
found = true;
}
// if we found the spell in the array then we need to set the last element to empty
if (found) {
memset(&GetInfoStruct()->maintained_effects[29], 0, sizeof(MaintainedEffects));
GetInfoStruct()->maintained_effects[29].spell_id = 0xFFFFFFFF;
GetInfoStruct()->maintained_effects[29].icon = 0xFFFF;
}
MMaintainedSpells.releasewritelock(__FUNCTION__, __LINE__);
}
void Entity::RemoveSpellEffect(LuaSpell* spell) {
bool found = false;
MSpellEffects.writelock(__FUNCTION__, __LINE__);
for(int i=0;i<45;i++) {
if (found) {
GetInfoStruct()->spell_effects[i-1] = GetInfoStruct()->spell_effects[i];
}
if (GetInfoStruct()->spell_effects[i].spell == spell)
found = true;
}
if (found) {
memset(&GetInfoStruct()->spell_effects[44], 0, sizeof(SpellEffects));
GetInfoStruct()->spell_effects[44].spell_id = 0xFFFFFFFF;
changed = true;
info_changed = true;
AddChangedZoneSpawn();
}
MSpellEffects.releasewritelock(__FUNCTION__, __LINE__);
}
bool Entity::HasActiveMaintainedSpell(Spell* spell, Spawn* target){
LogWrite(MISC__TODO, 1, "TODO", "This does nothing... yet...\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
return false;
}
bool Entity::HasActiveSpellEffect(Spell* spell, Spawn* target){
LogWrite(MISC__TODO, 1, "TODO", "This does nothing... yet...\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
return false;
}
MaintainedEffects* Entity::GetFreeMaintainedSpellSlot(){
MaintainedEffects* ret = 0;
InfoStruct* info = GetInfoStruct();
MMaintainedSpells.readlock(__FUNCTION__, __LINE__);
for (int i = 0; imaintained_effects[i].spell_id == 0xFFFFFFFF){
ret = &info->maintained_effects[i];
ret->spell_id = 0;
ret->slot_pos = i;
break;
}
}
MMaintainedSpells.releasereadlock(__FUNCTION__, __LINE__);
return ret;
}
MaintainedEffects* Entity::GetMaintainedSpell(int32 spell_id){
MaintainedEffects* ret = 0;
InfoStruct* info = GetInfoStruct();
MMaintainedSpells.readlock(__FUNCTION__, __LINE__);
for (int i = 0; imaintained_effects[i].spell_id == spell_id){
ret = &info->maintained_effects[i];
break;
}
}
MMaintainedSpells.releasereadlock(__FUNCTION__, __LINE__);
return ret;
}
SpellEffects* Entity::GetFreeSpellEffectSlot(){
SpellEffects* ret = 0;
InfoStruct* info = GetInfoStruct();
MSpellEffects.readlock(__FUNCTION__, __LINE__);
for(int i=0;i<45;i++){
if(info->spell_effects[i].spell_id == 0xFFFFFFFF){
ret = &info->spell_effects[i];
ret->spell_id = 0;
break;
}
}
MSpellEffects.releasereadlock(__FUNCTION__, __LINE__);
return ret;
}
SpellEffects* Entity::GetSpellEffect(int32 id, Entity* caster) {
SpellEffects* ret = 0;
InfoStruct* info = GetInfoStruct();
MSpellEffects.readlock(__FUNCTION__, __LINE__);
for(int i = 0; i < 45; i++) {
if(info->spell_effects[i].spell_id == id) {
if (!caster || info->spell_effects[i].caster == caster){
ret = &info->spell_effects[i];
break;
}
}
}
MSpellEffects.releasereadlock(__FUNCTION__, __LINE__);
return ret;
}
InfoStruct* Entity::GetInfoStruct(){
return &info_struct;
}
Item* Entity::LootItem(int32 id){
Item* ret = 0;
vector- ::iterator itr;
MLootItems.lock();
for(itr = loot_items.begin(); itr != loot_items.end(); itr++){
if((*itr)->details.item_id == id){
ret = *itr;
loot_items.erase(itr);
break;
}
}
MLootItems.unlock();
return ret;
}
int32 Entity::GetLootItemID(){
int32 ret = 0;
vector
- ::iterator itr;
MLootItems.lock();
for(itr = loot_items.begin(); itr != loot_items.end(); itr++){
ret = (*itr)->details.item_id;
break;
}
MLootItems.unlock();
return ret;
}
bool Entity::HasLootItemID(int32 id) {
bool ret = false;
vector
- ::iterator itr;
MLootItems.readlock(__FUNCTION__, __LINE__);
for (itr = loot_items.begin(); itr != loot_items.end(); itr++) {
if ((*itr)->details.item_id == id) {
ret = true;
break;
}
}
MLootItems.releasereadlock(__FUNCTION__, __LINE__);
return ret;
}
Skill* Entity::GetSkillByName(const char* name, bool check_update){
LogWrite(MISC__TODO, 1, "TODO", "This does nothing... yet...\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
return 0;
}
float Entity::GetMaxSpeed(){
return max_speed;
}
void Entity::SetMaxSpeed(float val){
max_speed = val;
}
void Entity::CalculateBonuses(){
InfoStruct* info = &info_struct;
info->block = info->block_base;
info->cur_attack = info->attack_base;
info->cur_mitigation = info->mitigation_base;
info->base_avoidance_pct = info->avoidance_base;
LogWrite(MISC__TODO, 1, "TODO", "Calculate via current spells\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
//info->cur_concentration = 0;
info->parry = info->parry_base;
info->deflection = info->deflection_base;
info->disease = info->disease_base;
info->divine = info->divine_base;
info->heat = info->heat_base;
info->magic = info->magic_base;
info->mental = info->mental_base;
info->cold = info->cold_base;
info->poison = info->poison_base;
info->elemental_base = info->heat;
info->noxious_base = info->poison;
info->arcane_base = info->magic;
info->sta = info->sta_base;
info->agi = info->agi_base;
info->str = info->str_base;
info->wis = info->wis_base;
info->intel = info->intel_base;
info->ability_modifier = 0;
info->critical_mitigation = 0;
info->block_chance = 0;
info->crit_chance = 0;
info->crit_bonus = 0;
info->potency = 0;
info->hate_mod = 0;
info->reuse_speed = 0;
info->casting_speed = 0;
info->recovery_speed = 0;
info->spell_reuse_speed = 0;
info->spell_multi_attack = 0;
info->dps = 0;
info->dps_multiplier = 0;
info->haste = 0;
info->attackspeed = 0;
info->multi_attack = 0;
info->flurry = 0;
info->melee_ae = 0;
info->strikethrough = 0;
info->accuracy = 0;
info->offensivespeed = 0;
stats.clear();
ItemStatsValues* values = equipment_list.CalculateEquipmentBonuses(this);
CalculateSpellBonuses(values);
info->sta += values->sta;
info->str += values->str;
info->agi += values->agi;
info->wis += values->wis;
info->intel += values->int_;
info->disease += values->vs_disease;
info->divine += values->vs_divine;
info->heat += values->vs_heat;
info->magic += values->vs_magic;
int32 sta_hp_bonus = 0.0;
int32 prim_power_bonus = 0.0;
float bonus_mod = 0.0;
if (IsPlayer()) {
bonus_mod = CalculateBonusMod();
sta_hp_bonus = info->sta * bonus_mod;
prim_power_bonus = GetPrimaryStat() * bonus_mod;
}
prim_power_bonus = floor(float(prim_power_bonus));
sta_hp_bonus = floor(float(sta_hp_bonus));
SetTotalHP(GetTotalHPBase() + values->health + sta_hp_bonus);
SetTotalPower(GetTotalPowerBase() + values->power + prim_power_bonus);
if(GetHP() > GetTotalHP())
SetHP(GetTotalHP());
if(GetPower() > GetTotalPower())
SetPower(GetTotalPower());
info->mental += values->vs_mental;
info->poison += values->vs_poison;
info->max_concentration += values->concentration;
info->cold += values->vs_cold;
info->mitigation_skill1 += values->vs_slash;
info->mitigation_skill2 += values->vs_pierce;
info->mitigation_skill3 += values->vs_crush;
info->ability_modifier += values->ability_modifier;
info->critical_mitigation += values->criticalmitigation;
info->block_chance += values->extrashieldblockchance;
info->crit_chance += values->beneficialcritchance;
info->crit_bonus += values->critbonus;
info->potency += values->potency;
info->hate_mod += values->hategainmod;
info->reuse_speed += values->abilityreusespeed;
info->casting_speed += values->abilitycastingspeed;
info->recovery_speed += values->abilityrecoveryspeed;
info->spell_reuse_speed += values->spellreusespeed;
info->spell_multi_attack += values->spellmultiattackchance;
info->dps += values->dps;
info->dps_multiplier = CalculateDPSMultiplier();
info->haste += values->attackspeed;
info->multi_attack += values->multiattackchance;
info->flurry += values->flurry;
info->melee_ae += values->aeautoattackchance;
info->strikethrough += values->strikethrough;
info->accuracy += values->accuracy;
info->offensivespeed += values->offensivespeed;
info->uncontested_block += values->uncontested_block;
info->uncontested_parry += values->uncontested_parry;
info->uncontested_dodge += values->uncontested_dodge;
info->uncontested_riposte += values->uncontested_riposte;
safe_delete(values);
}
EquipmentItemList* Entity::GetEquipmentList(){
return &equipment_list;
}
void Entity::SetEquipment(Item* item, int8 slot){
if(!item && slot < NUM_SLOTS){
SetInfo(&equipment.equip_id[slot], 0);
SetInfo(&equipment.color[slot].red, 0);
SetInfo(&equipment.color[slot].green, 0);
SetInfo(&equipment.color[slot].blue, 0);
SetInfo(&equipment.highlight[slot].red, 0);
SetInfo(&equipment.highlight[slot].green, 0);
SetInfo(&equipment.highlight[slot].blue, 0);
}
else{
SetInfo(&equipment.equip_id[item->details.slot_id], item->generic_info.appearance_id);
SetInfo(&equipment.color[item->details.slot_id].red, item->generic_info.appearance_red);
SetInfo(&equipment.color[item->details.slot_id].green, item->generic_info.appearance_green);
SetInfo(&equipment.color[item->details.slot_id].blue, item->generic_info.appearance_blue);
SetInfo(&equipment.highlight[item->details.slot_id].red, item->generic_info.appearance_highlight_red);
SetInfo(&equipment.highlight[item->details.slot_id].green, item->generic_info.appearance_highlight_green);
SetInfo(&equipment.highlight[item->details.slot_id].blue, item->generic_info.appearance_highlight_blue);
}
}
bool Entity::CheckSpellBonusRemoval(LuaSpell* spell, int16 type){
MutexList::iterator itr = bonus_list.begin();
while(itr.Next()){
if(itr.value->luaspell == spell && itr.value->type == type){
bonus_list.Remove(itr.value, true);
return true;
}
}
return false;
}
void Entity::AddSpellBonus(LuaSpell* spell, int16 type, float value, int64 class_req, vector race_req, vector faction_req){
CheckSpellBonusRemoval(spell, type);
BonusValues* bonus = new BonusValues;
bonus->spell_id = spell->spell->GetSpellID();
bonus->luaspell = spell;
bonus->type = type;
bonus->value = value;
bonus->class_req = class_req;
bonus->race_req = race_req;
bonus->faction_req = faction_req;
bonus->tier = spell ? spell->spell->GetSpellTier() : 0;
bonus_list.Add(bonus);
}
BonusValues* Entity::GetSpellBonus(int32 spell_id) {
BonusValues *ret = 0;
MutexList::iterator itr = bonus_list.begin();
while (itr.Next()) {
if (itr.value->spell_id == spell_id) {
ret = itr.value;
break;
}
}
return ret;
}
vector* Entity::GetAllSpellBonuses(LuaSpell* spell) {
vector* list = new vector;
MutexList::iterator itr = bonus_list.begin();
while (itr.Next()) {
if (itr.value->luaspell == spell)
list->push_back(itr.value);
}
return list;
}
void Entity::RemoveSpellBonus(const LuaSpell* spell){
MutexList::iterator itr = bonus_list.begin();
while(itr.Next()){
if(itr.value->luaspell == spell)
bonus_list.Remove(itr.value, true);
}
}
void Entity::CalculateSpellBonuses(ItemStatsValues* stats){
if(stats){
MutexList::iterator itr = bonus_list.begin();
vector bv;
//First check if we meet the requirement for each bonus
bool race_match = false;
while(itr.Next()) {
if (itr.value->race_req.size() > 0) {
for (int8 i = 0; i < itr.value->race_req.size(); i++) {
if (GetRace() == itr.value->race_req[i]) {
race_match = true;
}
}
}
else
race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
int64 const class1 = pow(2.0, (GetAdventureClass() - 1));
int64 const class2 = pow(2.0, (classes.GetSecondaryBaseClass(GetAdventureClass()) - 1));
int64 const class3 = pow(2.0, (classes.GetBaseClass(GetAdventureClass()) - 1));
if (itr.value->class_req == 0 || (itr.value->class_req & class1) == class1 || (itr.value->class_req & class2) == class2 || (itr.value->class_req & class3) == class3 && race_match )
bv.push_back(itr.value);
}
//Sort the bonuses by spell id and luaspell
BonusValues* bonus = nullptr;
map > > sort;
for (int8 i = 0; i < bv.size(); i++){
bonus = bv.at(i);
sort[bonus->spell_id][bonus->luaspell].push_back(bonus);
}
//Now check for the highest tier of each spell id and apply those bonuses
map >::iterator tier_itr;
map > >::iterator sort_itr;
for (sort_itr = sort.begin(); sort_itr != sort.end(); sort_itr++){
LuaSpell* key = nullptr;
sint8 highest_tier = -1;
//Find the highest tier for this spell id
for (tier_itr = sort_itr->second.begin(); tier_itr != sort_itr->second.end(); tier_itr++){
LuaSpell* current_spell = tier_itr->first;
sint8 current_tier = 0;
if (current_spell && ((current_tier = current_spell->spell->GetSpellTier()) > highest_tier)) {
highest_tier = current_tier;
key = current_spell;
}
}
//We've found the highest tier for this spell id, so add the bonuses
vector* final_bonuses = &sort_itr->second[key];
for (int8 i = 0; i < final_bonuses->size(); i++)
world.AddBonuses(stats, final_bonuses->at(i)->type, final_bonuses->at(i)->value, this);
}
}
}
void Entity::AddMezSpell(LuaSpell* spell) {
if (!spell)
return;
if (!control_effects[CONTROL_EFFECT_TYPE_MEZ])
control_effects[CONTROL_EFFECT_TYPE_MEZ] = new MutexList;
MutexList* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ];
if (IsPlayer() && !IsStunned() && !IsMezImmune() && mez_spells->size(true) == 0){
((Player*)this)->SetPlayerControlFlag(1, 16, true);
if (!IsRooted())
((Player*)this)->SetPlayerControlFlag(1, 8, true);
if (!IsStifled() && !IsFeared())
GetZone()->LockAllSpells((Player*)this);
}
mez_spells->Add(spell);
}
void Entity::RemoveMezSpell(LuaSpell* spell) {
MutexList* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ];
if (!mez_spells || mez_spells->size(true) == 0)
return;
mez_spells->Remove(spell);
if (mez_spells->size(true) == 0){
if (IsPlayer() && !IsMezImmune() && !IsStunned()){
if (!IsStifled() && !IsFeared())
GetZone()->UnlockAllSpells((Player*)this);
((Player*)this)->SetPlayerControlFlag(1, 16, false);
if (!IsRooted())
((Player*)this)->SetPlayerControlFlag(1, 8, false);
}
}
}
void Entity::RemoveAllMezSpells() {
MutexList* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ];
if (!mez_spells)
return;
MutexList::iterator itr = mez_spells->begin();
while (itr.Next()){
LuaSpell* spell = itr.value;
if (!spell)
continue;
GetZone()->RemoveTargetFromSpell(spell, this);
RemoveDetrimentalSpell(spell);
RemoveSpellEffect(spell);
if (IsPlayer())
((Player*)this)->RemoveSkillBonus(spell->spell->GetSpellID());
}
mez_spells->clear();
if (IsPlayer() && !IsMezImmune() && !IsStunned()){
if (!IsStifled() && !IsFeared())
GetZone()->UnlockAllSpells((Player*)this);
((Player*)this)->SetPlayerControlFlag(1, 16, false);
if (!IsRooted())
((Player*)this)->SetPlayerControlFlag(1, 8, false);
}
}
void Entity::AddStifleSpell(LuaSpell* spell) {
if (!spell)
return;
if (!control_effects[CONTROL_EFFECT_TYPE_STIFLE])
control_effects[CONTROL_EFFECT_TYPE_STIFLE] = new MutexList;
if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_STIFLE]->size(true) == 0 && !IsStifleImmune() && !IsMezzedOrStunned())
GetZone()->LockAllSpells((Player*)this);
control_effects[CONTROL_EFFECT_TYPE_STIFLE]->Add(spell);
}
void Entity::RemoveStifleSpell(LuaSpell* spell) {
MutexList* stifle_list = control_effects[CONTROL_EFFECT_TYPE_STIFLE];
if (!stifle_list || stifle_list->size(true) == 0)
return;
stifle_list->Remove(spell);
if (IsPlayer() && stifle_list->size(true) == 0 && !IsStifleImmune() && !IsMezzedOrStunned())
GetZone()->UnlockAllSpells((Player*)this);
}
void Entity::AddDazeSpell(LuaSpell* spell) {
if (!spell)
return;
if (!control_effects[CONTROL_EFFECT_TYPE_DAZE])
control_effects[CONTROL_EFFECT_TYPE_DAZE] = new MutexList;
control_effects[CONTROL_EFFECT_TYPE_DAZE]->Add(spell);
}
void Entity::RemoveDazeSpell(LuaSpell* spell) {
MutexList* daze_list = control_effects[CONTROL_EFFECT_TYPE_DAZE];
if (!daze_list || daze_list->size(true) == 0)
return;
daze_list->Remove(spell);
}
void Entity::AddStunSpell(LuaSpell* spell) {
if (!spell)
return;
if (!control_effects[CONTROL_EFFECT_TYPE_STUN])
control_effects[CONTROL_EFFECT_TYPE_STUN] = new MutexList;
if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_STUN]->size(true) == 0 && !IsStunImmune()){
if (!IsMezzed()){
((Player*)this)->SetPlayerControlFlag(1, 16, true);
if (!IsRooted())
((Player*)this)->SetPlayerControlFlag(1, 8, true);
if (!IsStifled() && !IsFeared())
GetZone()->LockAllSpells((Player*)this);
}
}
control_effects[CONTROL_EFFECT_TYPE_STUN]->Add(spell);
}
void Entity::RemoveStunSpell(LuaSpell* spell) {
MutexList* stun_list = control_effects[CONTROL_EFFECT_TYPE_STUN];
if (!stun_list || stun_list->size(true) == 0)
return;
stun_list->Remove(spell);
if (stun_list->size(true) == 0){
if (IsPlayer() && !IsMezzed() && !IsStunImmune()){
((Player*)this)->SetPlayerControlFlag(1, 16, false);
if (!IsRooted())
((Player*)this)->SetPlayerControlFlag(1, 8, false);
if (!IsStifled() && !IsFeared())
GetZone()->UnlockAllSpells((Player*)this);
}
}
}
void Entity::HideDeityPet(bool val) {
if (!deityPet)
return;
if (val) {
deityPet->AddAllowAccessSpawn(deityPet);
GetZone()->HidePrivateSpawn(deityPet);
}
else
deityPet->MakeSpawnPublic();
}
void Entity::HideCosmeticPet(bool val) {
if (!cosmeticPet)
return;
if (val) {
cosmeticPet->AddAllowAccessSpawn(cosmeticPet);
GetZone()->HidePrivateSpawn(cosmeticPet);
}
else
cosmeticPet->MakeSpawnPublic();
}
void Entity::DismissPet(NPC* pet, bool from_death) {
if (!pet)
return;
Entity* PetOwner = pet->GetOwner();
pet->SetDismissing(true);
// Remove the spell maintained spell
Spell* spell = master_spell_list.GetSpell(pet->GetPetSpellID(), pet->GetPetSpellTier());
if (spell)
GetZone()->GetSpellProcess()->DeleteCasterSpell(this, spell);
if (pet->GetPetType() == PET_TYPE_CHARMED) {
PetOwner->SetCharmedPet(0);
if (!from_death) {
// set the pet flag to false, owner to 0, and give the mob its old brain back
pet->SetPet(false);
pet->SetOwner(0);
pet->SetBrain(new Brain(pet));
pet->SetDismissing(false);
}
}
else if (pet->GetPetType() == PET_TYPE_COMBAT)
PetOwner->SetCombatPet(0);
else if (pet->GetPetType() == PET_TYPE_DEITY)
PetOwner->SetDeityPet(0);
else if (pet->GetPetType() == PET_TYPE_COSMETIC)
PetOwner->SetCosmeticPet(0);
// if owner is player and no combat pets left reset the pet info
if (PetOwner->IsPlayer()) {
if (!PetOwner->GetPet() && !PetOwner->GetCharmedPet())
((Player*)PetOwner)->ResetPetInfo();
}
// remove the spawn from the world
if (!from_death && pet->GetPetType() != PET_TYPE_CHARMED)
GetZone()->RemoveSpawn(pet);
}
float Entity::CalculateBonusMod() {
int8 level = GetLevel();
if (level <= 20)
return 3.0;
else if (level >= 90)
return 10.0;
else
return (level - 20) * .1 + 3.0;
}
float Entity::CalculateDPSMultiplier(){
float dps = GetInfoStruct()->dps;
if (dps > 0){
if (dps <= 100)
return (dps / 100 + 1);
else if (dps <= 200)
return (((dps - 100) * .25 + 100) / 100 + 1);
else if (dps <= 300)
return (((dps - 200) * .1 + 125) / 100 + 1);
else if (dps <= 900)
return (((dps - 300) * .05 + 135) / 100 + 1);
else
return (((dps - 900) * .01 + 165) / 100 + 1);
}
return 1;
}
void Entity::AddWard(int32 spellID, WardInfo* ward) {
if (m_wardList.count(spellID) == 0) {
m_wardList[spellID] = ward;
}
}
WardInfo* Entity::GetWard(int32 spellID) {
WardInfo* ret = 0;
if (m_wardList.count(spellID) > 0)
ret = m_wardList[spellID];
return ret;
}
void Entity::RemoveWard(int32 spellID) {
if (m_wardList.count(spellID) > 0) {
// Delete the ward info
safe_delete(m_wardList[spellID]);
// Remove from the ward list
m_wardList.erase(spellID);
}
}
int32 Entity::CheckWards(int32 damage, int8 damage_type) {
map::iterator itr;
WardInfo* ward = 0;
LuaSpell* spell = 0;
while (m_wardList.size() > 0 && damage > 0) {
// Get the ward with the lowest base damage
for (itr = m_wardList.begin(); itr != m_wardList.end(); itr++) {
if (!ward || itr->second->BaseDamage < ward->BaseDamage) {
if (itr->second->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;
if (damage >= ward->DamageLeft) {
// Damage is greater than or equal to the amount left on the ward
damage -= ward->DamageLeft;
ward->DamageLeft = 0;
spell->damage_remaining = 0;
GetZone()->SendHealPacket(spell->caster, this, HEAL_PACKET_TYPE_ABSORB, ward->DamageLeft, spell->spell->GetName());
if (!ward->keepWard) {
RemoveWard(spell->spell->GetSpellID());
GetZone()->GetSpellProcess()->DeleteCasterSpell(spell);
}
}
else {
// Damage is less then the amount left on the ward
ward->DamageLeft -= damage;
spell->damage_remaining = ward->DamageLeft;
if (spell->caster->IsPlayer())
ClientPacketFunctions::SendMaintainedExamineUpdate(GetZone()->GetClientBySpawn(spell->caster), spell->slot_pos, ward->DamageLeft, 1);
GetZone()->SendHealPacket(ward->Spell->caster, this, HEAL_PACKET_TYPE_ABSORB, damage, spell->spell->GetName());
damage = 0;
}
// Reset ward pointer
ward = 0;
}
return damage;
}
float Entity::CalculateCastingSpeedMod() {
float cast_speed = info_struct.casting_speed;
if(cast_speed > 0)
return 100 * max((float) 0.5, (float) (1 + (1 - (1 / (1 + (cast_speed * .01))))));
else if (cast_speed < 0)
return 100 * min((float) 1.5, (float) (1 + (1 - (1 / (1 + (cast_speed * -.01))))));
return 0;
}
float Entity::GetSpeed() {
float ret = speed;
if (IsStealthed() || IsInvis())
ret += stats[ITEM_STAT_STEALTHINVISSPEEDMOD];
else if (EngagedInCombat())
ret += stats[ITEM_STAT_OFFENSIVESPEED];
else
ret += max(stats[ITEM_STAT_SPEED], stats[ITEM_STAT_MOUNTSPEED]);
ret *= speed_multiplier;
return ret;
}
float Entity::GetAirSpeed() {
float ret = speed;
if (!EngagedInCombat())
ret += stats[ITEM_STAT_MOUNTAIRSPEED];
ret *= speed_multiplier;
return ret;
}
int8 Entity::GetTraumaCount() {
return det_count_list[DET_TYPE_TRAUMA];
}
int8 Entity::GetArcaneCount() {
return det_count_list[DET_TYPE_ARCANE];
}
int8 Entity::GetNoxiousCount() {
return det_count_list[DET_TYPE_NOXIOUS];
}
int8 Entity::GetElementalCount() {
return det_count_list[DET_TYPE_ELEMENTAL];
}
int8 Entity::GetCurseCount() {
return det_count_list[DET_TYPE_CURSE];
}
Mutex* Entity::GetDetrimentMutex() {
return &MDetriments;
}
Mutex* Entity::GetMaintainedMutex() {
return &MMaintainedSpells;
}
Mutex* Entity::GetSpellEffectMutex() {
return &MSpellEffects;
}
bool Entity::HasCurableDetrimentType(int8 det_type) {
DetrimentalEffects* det;
bool ret = false;
MDetriments.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; i < detrimental_spell_effects.size(); i++){
det = &detrimental_spell_effects.at(i);
if(det && det->det_type == det_type && !det->incurable){
ret = true;
break;
}
}
MDetriments.releasereadlock(__FUNCTION__, __LINE__);
return ret;
}
void Entity::ClearAllDetriments() {
MDetriments.writelock(__FUNCTION__, __LINE__);
detrimental_spell_effects.clear();
det_count_list.clear();
MDetriments.releasewritelock(__FUNCTION__, __LINE__);
}
void Entity::CureDetrimentByType(int8 cure_count, int8 det_type, string cure_name, Entity* caster, int8 cure_level) {
if (cure_count <= 0 || GetDetTypeCount(det_type) <= 0)
return;
vector* det_list = &detrimental_spell_effects;
DetrimentalEffects* det;
vector remove_list;
LuaSpell* spell = 0;
vector* levels;
int8 caster_class1 = 0;
int8 caster_class2 = 0;
int8 caster_class3 = 0;
int8 level_class = 0;
InfoStruct* info_struct = 0;
bool pass_level_check = false;
MDetriments.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; isize(); i++){
det = &det_list->at(i);
if (det && det->det_type == det_type && !det->incurable){
levels = det->spell->spell->GetSpellLevels();
info_struct = det->caster->GetInfoStruct();
caster_class1 = info_struct->class1;
caster_class2 = info_struct->class2;
caster_class3 = info_struct->class3;
pass_level_check = false;
for (int32 x = 0; x < levels->size(); x++){
level_class = levels->at(x)->adventure_class;
if (!cure_level || ((caster_class1 == level_class || caster_class2 == level_class || caster_class3 == level_class)
&& cure_level >= (levels->at(x)->spell_level / 10))){
pass_level_check = true;
break;
}
}
if (pass_level_check){
remove_list.push_back(det->spell);
cure_count--;
if (cure_count == 0)
break;
}
}
}
MDetriments.releasereadlock(__FUNCTION__, __LINE__);
for (int32 i = 0; iSendDispellPacket(caster, this, cure_name, (string)remove_list.at(i)->spell->GetName(), DISPELL_TYPE_CURE);
if (GetZone())
GetZone()->RemoveTargetFromSpell(spell, this);
RemoveSpellEffect(spell);
RemoveDetrimentalSpell(spell);
}
remove_list.clear();
}
void Entity::CureDetrimentByControlEffect(int8 cure_count, int8 control_type, string cure_name, Entity* caster, int8 cure_level) {
if (cure_count <= 0 || GetDetCount() <= 0)
return;
vector* det_list = &detrimental_spell_effects;
DetrimentalEffects* det;
vector remove_list;
LuaSpell* spell = 0;
vector* levels;
int8 caster_class1 = 0;
int8 caster_class2 = 0;
int8 caster_class3 = 0;
int8 level_class = 0;
InfoStruct* info_struct = 0;
bool pass_level_check = false;
MDetriments.readlock(__FUNCTION__, __LINE__);
for (int32 i = 0; isize(); i++){
det = &det_list->at(i);
if (det && det->control_effect == control_type && !det->incurable){
levels = det->spell->spell->GetSpellLevels();
info_struct = det->caster->GetInfoStruct();
caster_class1 = info_struct->class1;
caster_class2 = info_struct->class2;
caster_class3 = info_struct->class3;
pass_level_check = false;
for (int32 x = 0; x < levels->size(); x++){
level_class = levels->at(x)->adventure_class;
if (!cure_level || ((caster_class1 == level_class || caster_class2 == level_class || caster_class3 == level_class)
&& cure_level >= (levels->at(x)->spell_level / 10))){
pass_level_check = true;
break;
}
}
if (pass_level_check){
remove_list.push_back(det->spell);
cure_count--;
if (cure_count == 0)
break;
}
}
}
MDetriments.releasereadlock(__FUNCTION__, __LINE__);
for (int32 i = 0; iSendDispellPacket(caster, this, cure_name, (string)remove_list.at(i)->spell->GetName(), DISPELL_TYPE_CURE);
if (GetZone())
GetZone()->RemoveTargetFromSpell(spell, this);
RemoveSpellEffect(spell);
RemoveDetrimentalSpell(spell);
}
remove_list.clear();
}
void Entity::RemoveDetrimentalSpell(LuaSpell* spell) {
if(!spell || spell->spell->GetSpellData()->det_type == 0)
return;
MDetriments.writelock(__FUNCTION__, __LINE__);
vector* det_list = &detrimental_spell_effects;
vector::iterator itr;
for(itr = det_list->begin(); itr != det_list->end(); itr++){
if((*itr).spell == spell){
det_count_list[(*itr).det_type]--;
det_list->erase(itr);
if(IsPlayer())
((Player*)this)->SetCharSheetChanged(true);
break;
}
}
MDetriments.releasewritelock(__FUNCTION__, __LINE__);
}
int8 Entity::GetDetTypeCount(int8 det_type){
return det_count_list[det_type];
}
int8 Entity::GetDetCount() {
int8 det_count = 0;
map::iterator itr;
for(itr=det_count_list.begin(); itr != det_count_list.end(); itr++)
det_count += (*itr).second;
return det_count;
}
vector* Entity::GetDetrimentalSpellEffects() {
return &detrimental_spell_effects;
}
void Entity::AddDetrimentalSpell(LuaSpell* luaspell){
if(!luaspell || !luaspell->caster)
return;
Spell* spell = luaspell->spell;
DetrimentalEffects* det = GetDetrimentalEffect(spell->GetSpellID(), luaspell->caster);
DetrimentalEffects new_det;
if(det)
RemoveDetrimentalSpell(det->spell);
SpellData* data = spell->GetSpellData();
if(!data)
return;
new_det.caster = luaspell->caster;
new_det.spell = luaspell;
if (spell->GetSpellData()->duration_until_cancel)
new_det.expire_timestamp = 0xFFFFFFFF;
else
new_det.expire_timestamp = Timer::GetCurrentTime2() + (spell->GetSpellDuration()*100);
new_det.icon = data->icon;
new_det.icon_backdrop = data->icon_backdrop;
new_det.tier = data->tier;
new_det.det_type = data->det_type;
new_det.incurable = data->incurable;
new_det.spell_id = spell->GetSpellID();
new_det.control_effect = data->control_effect_type;
new_det.total_time = spell->GetSpellDuration()/10;
MDetriments.writelock(__FUNCTION__, __LINE__);
detrimental_spell_effects.push_back(new_det);
det_count_list[new_det.det_type]++;
MDetriments.releasewritelock(__FUNCTION__, __LINE__);
}
DetrimentalEffects* Entity::GetDetrimentalEffect(int32 spell_id, Entity* caster){
vector* det_list = &detrimental_spell_effects;
DetrimentalEffects* ret = 0;
MDetriments.readlock(__FUNCTION__, __LINE__);
for(int32 i=0; isize(); i++){
if (det_list->at(i).spell_id == spell_id && det_list->at(i).caster == caster)
ret = &det_list->at(i);
}
MDetriments.releasereadlock(__FUNCTION__, __LINE__);
return ret;
}
void Entity::CancelAllStealth() {
bool did_change = false;
MutexList* stealth_list = control_effects[CONTROL_EFFECT_TYPE_STEALTH];
if (stealth_list){
MutexList::iterator itr = stealth_list->begin();
while (itr.Next()){
if (itr.value->caster == this)
GetZone()->GetSpellProcess()->AddSpellCancel(itr.value);
else{
GetZone()->RemoveTargetFromSpell(itr.value, this);
RemoveSpellEffect(itr.value);
}
did_change = true;
}
}
MutexList* invis_list = control_effects[CONTROL_EFFECT_TYPE_INVIS];
if (invis_list){
MutexList::iterator invis_itr = invis_list->begin();
while (invis_itr.Next()){
if (invis_itr.value->caster == this)
GetZone()->GetSpellProcess()->AddSpellCancel(invis_itr.value);
else{
GetZone()->RemoveTargetFromSpell(invis_itr.value, this);
RemoveSpellEffect(invis_itr.value);
}
did_change = true;
}
}
if (did_change){
info_changed = true;
changed = true;
AddChangedZoneSpawn();
if (IsPlayer())
((Player*)this)->SetCharSheetChanged(true);
}
}
bool Entity::IsStealthed(){
MutexList* stealth_list = control_effects[CONTROL_EFFECT_TYPE_STEALTH];
return (!stealth_list || stealth_list->size(true) == 0) == false;
}
bool Entity::IsInvis(){
MutexList* invis_list = control_effects[CONTROL_EFFECT_TYPE_INVIS];
return (!invis_list || invis_list->size(true) == 0) == false;
}
void Entity::AddStealthSpell(LuaSpell* spell) {
if (!spell)
return;
if (!control_effects[CONTROL_EFFECT_TYPE_STEALTH])
control_effects[CONTROL_EFFECT_TYPE_STEALTH] = new MutexList;
control_effects[CONTROL_EFFECT_TYPE_STEALTH]->Add(spell);
if (control_effects[CONTROL_EFFECT_TYPE_STEALTH]->size(true) == 1){
info_changed = true;
changed = true;
AddChangedZoneSpawn();
if (IsPlayer())
((Player*)this)->SetCharSheetChanged(true);
}
}
void Entity::AddInvisSpell(LuaSpell* spell) {
if (!spell)
return;
if (!control_effects[CONTROL_EFFECT_TYPE_INVIS])
control_effects[CONTROL_EFFECT_TYPE_INVIS] = new MutexList;
control_effects[CONTROL_EFFECT_TYPE_INVIS]->Add(spell);
if (control_effects[CONTROL_EFFECT_TYPE_INVIS]->size(true) == 1){
info_changed = true;
changed = true;
AddChangedZoneSpawn();
if (IsPlayer())
((Player*)this)->SetCharSheetChanged(true);
}
}
void Entity::RemoveInvisSpell(LuaSpell* spell) {
MutexList* invis_list = control_effects[CONTROL_EFFECT_TYPE_INVIS];
if (!invis_list || invis_list->size(true) == 0)
return;
invis_list->Remove(spell);
RemoveSpellEffect(spell);
if (invis_list->size(true) == 0){
info_changed = true;
changed = true;
AddChangedZoneSpawn();
if (IsPlayer())
((Player*)this)->SetCharSheetChanged(true);
}
}
void Entity::RemoveStealthSpell(LuaSpell* spell) {
MutexList* stealth_list = control_effects[CONTROL_EFFECT_TYPE_STEALTH];
if (!stealth_list || stealth_list->size(true) == 0)
return;
stealth_list->Remove(spell);
RemoveSpellEffect(spell);
if (stealth_list->size() == 0){
info_changed = true;
changed = true;
AddChangedZoneSpawn();
if (IsPlayer())
((Player*)this)->SetCharSheetChanged(true);
}
}
void Entity::AddRootSpell(LuaSpell* spell) {
if (!spell)
return;
if (!control_effects[CONTROL_EFFECT_TYPE_ROOT])
control_effects[CONTROL_EFFECT_TYPE_ROOT] = new MutexList;
if (control_effects[CONTROL_EFFECT_TYPE_ROOT]->size(true) == 0 && !IsRootImmune()) {
if (IsPlayer()){
if (!IsMezzedOrStunned())
((Player*)this)->SetPlayerControlFlag(1, 8, true); // heading movement only
}
else
SetSpeedMultiplier(0.0f);
}
control_effects[CONTROL_EFFECT_TYPE_ROOT]->Add(spell);
}
void Entity::RemoveRootSpell(LuaSpell* spell) {
MutexList* root_list = control_effects[CONTROL_EFFECT_TYPE_ROOT];
if (!root_list || root_list->size(true) == 0)
return;
root_list->Remove(spell);
if (root_list->size(true) == 0 && !IsRootImmune()) {
if (IsPlayer()){
if (!IsMezzedOrStunned())
((Player*)this)->SetPlayerControlFlag(1, 8, false); // heading movement only
}
else {
// GetHighestSnare() will return 1.0f if no snares returning the spawn to full speed
SetSpeedMultiplier(GetHighestSnare());
}
}
}
void Entity::AddFearSpell(LuaSpell* spell){
if (!spell)
return;
if (!control_effects[CONTROL_EFFECT_TYPE_FEAR])
control_effects[CONTROL_EFFECT_TYPE_FEAR] = new MutexList;
if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_FEAR]->size(true) == 0 && !IsFearImmune()){
((Player*)this)->SetPlayerControlFlag(4, 4, true); // feared
if (!IsMezzedOrStunned() && !IsStifled())
GetZone()->LockAllSpells((Player*)this);
}
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);
}
}
void Entity::AddSnareSpell(LuaSpell* spell) {
if (!spell)
return;
if (!control_effects[CONTROL_EFFECT_TYPE_SNARE])
control_effects[CONTROL_EFFECT_TYPE_SNARE] = new MutexList;
control_effects[CONTROL_EFFECT_TYPE_SNARE]->Add(spell);
// Don't set speed multiplier if there is a root or no snare values
MutexList* roots = control_effects[CONTROL_EFFECT_TYPE_ROOT];
if ((!roots || roots->size(true) == 0) && snare_values.size() > 0)
SetSpeedMultiplier(GetHighestSnare());
}
void Entity::RemoveSnareSpell(LuaSpell* spell) {
MutexList* snare_list = control_effects[CONTROL_EFFECT_TYPE_SNARE];
if (!snare_list || snare_list->size(true) == 0)
return;
snare_list->Remove(spell);
snare_values.erase(spell);
//LogWrite(PLAYER__ERROR, 0, "Debug", "snare_values.size() = %u", snare_values.size());
// only change speeds if there are no roots
MutexList* roots = control_effects[CONTROL_EFFECT_TYPE_ROOT];
if (!roots || roots->size(true) == 0) {
float multiplier = GetHighestSnare();
//LogWrite(PLAYER__ERROR, 0, "Debug", "GetHighestSnare() = %f", multiplier);
SetSpeedMultiplier(multiplier);
}
}
void Entity::SetSnareValue(LuaSpell* spell, float snare_val) {
if (!spell)
return;
snare_values[spell] = snare_val;
}
float Entity::GetHighestSnare() {
// For simplicity this will return the highest snare value, which is actually the lowest value
float ret = 1.0f;
if (snare_values.size() == 0)
return ret;
map::iterator itr;
for (itr = snare_values.begin(); itr != snare_values.end(); itr++) {
if (itr->second < ret)
ret = itr->second;
}
return ret;
}
bool Entity::IsSnared() {
MutexList* snare_list = control_effects[CONTROL_EFFECT_TYPE_SNARE];
return (!snare_list || snare_list->size(true) == 0) == false;
}
bool Entity::IsMezzed(){
MutexList* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ];
return (!mez_spells || mez_spells->size(true) == 0 || IsMezImmune()) == false;
}
bool Entity::IsStifled(){
MutexList* stifle_list = control_effects[CONTROL_EFFECT_TYPE_STIFLE];
return (!stifle_list || stifle_list->size(true) == 0 || IsStifleImmune()) == false;
}
bool Entity::IsDazed(){
MutexList* daze_list = control_effects[CONTROL_EFFECT_TYPE_DAZE];
return (!daze_list || daze_list->size(true) == 0 || IsDazeImmune()) == false;
}
bool Entity::IsStunned(){
MutexList* stun_list = control_effects[CONTROL_EFFECT_TYPE_STUN];
return (!stun_list || stun_list->size(true) == 0 || IsStunImmune()) == false;
}
bool Entity::IsRooted(){
MutexList* root_list = control_effects[CONTROL_EFFECT_TYPE_ROOT];
return (!root_list || root_list->size(true) == 0 || IsRootImmune()) == false;
}
bool Entity::IsFeared(){
MutexList* fear_list = control_effects[CONTROL_EFFECT_TYPE_FEAR];
return (!fear_list || fear_list->size(true) == 0 || IsFearImmune()) == false;
}
void Entity::AddWaterwalkSpell(LuaSpell* spell){
if (!spell)
return;
if (!control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER])
control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER] = new MutexList;
control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER]->Add(spell);
if (control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER]->size(true) == 1 && IsPlayer())
((Player*)this)->SetPlayerControlFlag(3, 128, true); // enable walking underwater
}
void Entity::RemoveWaterwalkSpell(LuaSpell* spell){
MutexList* waterwalk_list = control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER];
if (!waterwalk_list || waterwalk_list->size(true) == 0)
return;
waterwalk_list->Remove(spell);
if (waterwalk_list->size(true) == 0 && IsPlayer())
((Player*)this)->SetPlayerControlFlag(3, 128, false); // disable walking underwater
}
void Entity::AddWaterjumpSpell(LuaSpell* spell){
if (!spell)
return;
if (!control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER])
control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER] = new MutexList;
control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER]->Add(spell);
if (control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER]->size(true) == 1 && IsPlayer())
((Player*)this)->SetPlayerControlFlag(4, 1, true); // enable moonjumps underwater
}
void Entity::RemoveWaterjumpSpell(LuaSpell* spell){
MutexList* waterjump_list = control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER];
if (!waterjump_list || waterjump_list->size(true) == 0)
return;
waterjump_list->Remove(spell);
if (waterjump_list->size(true) == 0 && IsPlayer())
((Player*)this)->SetPlayerControlFlag(4, 1, false); // disable moonjumps underwater
}
void Entity::AddAOEImmunity(LuaSpell* spell){
if (!spell)
return;
if (!immunities[IMMUNITY_TYPE_AOE])
immunities[IMMUNITY_TYPE_AOE] = new MutexList;
immunities[IMMUNITY_TYPE_AOE]->Add(spell);
}
void Entity::RemoveAOEImmunity(LuaSpell* spell){
MutexList* aoe_list = immunities[IMMUNITY_TYPE_AOE];
if (!aoe_list || aoe_list->size(true) == 0)
return;
aoe_list->Remove(spell);
}
bool Entity::IsAOEImmune(){
return (immunities[IMMUNITY_TYPE_AOE] && immunities[IMMUNITY_TYPE_AOE]->size(true));
}
void Entity::AddStunImmunity(LuaSpell* spell){
if (!spell)
return;
if (!immunities[IMMUNITY_TYPE_STUN])
immunities[IMMUNITY_TYPE_STUN] = new MutexList;
if (IsPlayer() && IsStunned() && !IsMezzed()){
((Player*)this)->SetPlayerControlFlag(4, 64, false);
if (!IsFeared() && !IsStifled())
((Player*)this)->UnlockAllSpells();
}
immunities[IMMUNITY_TYPE_STUN]->Add(spell);
}
void Entity::RemoveStunImmunity(LuaSpell* spell){
MutexList* stun_list = immunities[IMMUNITY_TYPE_STUN];
if (!stun_list || stun_list->size(true) == 0)
return;
stun_list->Remove(spell);
if (IsPlayer() && IsStunned() && !IsMezzed()){
((Player*)this)->SetPlayerControlFlag(4, 64, true);
if (!IsFeared() && !IsStifled())
((Player*)this)->UnlockAllSpells();
}
}
bool Entity::IsStunImmune(){
return (immunities[IMMUNITY_TYPE_STUN] && immunities[IMMUNITY_TYPE_STUN]->size(true) > 0);
}
void Entity::AddStifleImmunity(LuaSpell* spell){
if (!spell)
return;
if (!immunities[IMMUNITY_TYPE_STIFLE])
immunities[IMMUNITY_TYPE_STIFLE] = new MutexList;
if (IsPlayer() && immunities[IMMUNITY_TYPE_STIFLE]->size(true) == 0){
if (IsStifled() && !IsMezzedOrStunned() && !IsFeared())
((Player*)this)->UnlockAllSpells();
}
immunities[IMMUNITY_TYPE_STIFLE]->Add(spell);
}
void Entity::RemoveStifleImmunity(LuaSpell* spell){
MutexList* stifle_list = immunities[IMMUNITY_TYPE_STIFLE];
if (!stifle_list || stifle_list->size(true) == 0)
return;
stifle_list->Remove(spell);
if (IsPlayer() && IsStifled() && !IsMezzedOrStunned() && !IsFeared())
((Player*)this)->UnlockAllSpells();
}
bool Entity::IsStifleImmune(){
return (immunities[IMMUNITY_TYPE_STIFLE] && immunities[IMMUNITY_TYPE_STIFLE]->size(true) > 0);
}
void Entity::AddMezImmunity(LuaSpell* spell){
if (!spell)
return;
if (!immunities[IMMUNITY_TYPE_MEZ])
immunities[IMMUNITY_TYPE_MEZ] = new MutexList;
if (IsPlayer() && IsMezzed() && !IsStunned()){
((Player*)this)->SetPlayerControlFlag(4, 64, false);
if (!IsFeared() && !IsStifled())
((Player*)this)->UnlockAllSpells();
}
immunities[IMMUNITY_TYPE_MEZ]->Add(spell);
}
void Entity::RemoveMezImmunity(LuaSpell* spell){
MutexList* mez_list = immunities[IMMUNITY_TYPE_MEZ];
if (!mez_list || mez_list->size(true) == 0)
return;
mez_list->Remove(spell);
if (IsPlayer() && IsMezzed() && !IsStunned()){
((Player*)this)->SetPlayerControlFlag(4, 64, true);
if (!IsFeared() && !IsStifled())
((Player*)this)->LockAllSpells();
}
}
bool Entity::IsMezImmune(){
return (immunities[IMMUNITY_TYPE_MEZ] && immunities[IMMUNITY_TYPE_MEZ]->size(true) > 0);
}
void Entity::AddRootImmunity(LuaSpell* spell){
if (!spell)
return;
if (!immunities[IMMUNITY_TYPE_ROOT])
immunities[IMMUNITY_TYPE_ROOT] = new MutexList;
if (IsPlayer() && IsRooted())
((Player*)this)->SetPlayerControlFlag(1, 8, false);
immunities[IMMUNITY_TYPE_ROOT]->Add(spell);
}
void Entity::RemoveRootImmunity(LuaSpell* spell){
MutexList* root_list = immunities[IMMUNITY_TYPE_ROOT];
if (!root_list || root_list->size(true) == 0)
return;
root_list->Remove(spell);
if (IsPlayer() && IsRooted())
((Player*)this)->SetPlayerControlFlag(1, 8, true);
}
bool Entity::IsRootImmune(){
return (immunities[IMMUNITY_TYPE_ROOT] && immunities[IMMUNITY_TYPE_ROOT]->size(true) > 0);
}
void Entity::AddFearImmunity(LuaSpell* spell){
if (!spell)
return;
if (!immunities[IMMUNITY_TYPE_FEAR])
immunities[IMMUNITY_TYPE_FEAR] = new MutexList;
if (IsPlayer() && IsFeared()){
if (!IsMezzedOrStunned() && !IsStifled())
((Player*)this)->UnlockAllSpells();
((Player*)this)->SetPlayerControlFlag(4, 4, false);
}
immunities[IMMUNITY_TYPE_FEAR]->Add(spell);
}
void Entity::RemoveFearImmunity(LuaSpell* spell){
MutexList* fear_list = immunities[IMMUNITY_TYPE_FEAR];
if (!fear_list || fear_list->size(true) == 0)
return;
fear_list->Remove(spell);
if (IsPlayer() && IsFeared()){
if (!IsMezzedOrStunned() && !IsStifled())
((Player*)this)->LockAllSpells();
((Player*)this)->SetPlayerControlFlag(4, 4, true);
}
}
bool Entity::IsFearImmune(){
return (immunities[IMMUNITY_TYPE_FEAR] && immunities[IMMUNITY_TYPE_FEAR]->size(true) > 0);
}
void Entity::AddDazeImmunity(LuaSpell* spell){
if (!spell)
return;
if (!immunities[IMMUNITY_TYPE_DAZE])
immunities[IMMUNITY_TYPE_DAZE] = new MutexList;
immunities[IMMUNITY_TYPE_DAZE]->Add(spell);
}
void Entity::RemoveDazeImmunity(LuaSpell* spell){
MutexList* daze_list = immunities[IMMUNITY_TYPE_DAZE];
if (!daze_list || daze_list->size(true) == 0)
return;
daze_list->Remove(spell);
}
bool Entity::IsDazeImmune(){
return (immunities[IMMUNITY_TYPE_DAZE] && immunities[IMMUNITY_TYPE_DAZE]->size(true) > 0);
}
void Entity::RemoveEffectsFromLuaSpell(LuaSpell* spell){
if (!spell)
return;
//Attempt to remove all applied effects from this spell when spell has been removed from just this target. Should improve performance/easier maitenance
int32 effect_bitmask = spell->effect_bitmask;
if (effect_bitmask == 0)
return;
if (effect_bitmask & EFFECT_FLAG_STUN)
RemoveStunSpell(spell);
if (effect_bitmask & EFFECT_FLAG_ROOT)
RemoveRootSpell(spell);
if (effect_bitmask & EFFECT_FLAG_MEZ)
RemoveMezSpell(spell);
if (effect_bitmask & EFFECT_FLAG_STIFLE)
RemoveStifleSpell(spell);
if (effect_bitmask & EFFECT_FLAG_DAZE)
RemoveDazeSpell(spell);
if (effect_bitmask & EFFECT_FLAG_FEAR)
RemoveFearSpell(spell);
if (effect_bitmask & EFFECT_FLAG_SPELLBONUS)
RemoveSpellBonus(spell);
if (effect_bitmask & EFFECT_FLAG_SKILLBONUS)
RemoveSkillBonus(spell->spell->GetSpellID());
if (effect_bitmask & EFFECT_FLAG_STEALTH)
RemoveStealthSpell(spell);
if (effect_bitmask & EFFECT_FLAG_INVIS)
RemoveInvisSpell(spell);
if (effect_bitmask & EFFECT_FLAG_SNARE)
RemoveSnareSpell(spell);
if (effect_bitmask & EFFECT_FLAG_WATERWALK)
RemoveWaterwalkSpell(spell);
if (effect_bitmask & EFFECT_FLAG_WATERJUMP)
RemoveWaterjumpSpell(spell);
if (effect_bitmask & EFFECT_FLAG_FLIGHT)
RemoveFlightSpell(spell);
if (effect_bitmask & EFFECT_FLAG_GLIDE)
RemoveGlideSpell(spell);
if (effect_bitmask & EFFECT_FLAG_AOE_IMMUNE)
RemoveAOEImmunity(spell);
if (effect_bitmask & EFFECT_FLAG_STUN_IMMUNE)
RemoveStunImmunity(spell);
if (effect_bitmask & EFFECT_FLAG_MEZ_IMMUNE)
RemoveMezImmunity(spell);
if (effect_bitmask & EFFECT_FLAG_DAZE_IMMUNE)
RemoveDazeImmunity(spell);
if (effect_bitmask & EFFECT_FLAG_ROOT_IMMUNE)
RemoveRootImmunity(spell);
if (effect_bitmask & EFFECT_FLAG_STIFLE_IMMUNE)
RemoveStifleImmunity(spell);
if (effect_bitmask & EFFECT_FLAG_FEAR_IMMUNE)
RemoveFearImmunity(spell);
if (effect_bitmask & EFFECT_FLAG_SAFEFALL)
RemoveSafefallSpell(spell);
}
void Entity::RemoveSkillBonus(int32 spell_id){
//This is a virtual, just making it so we don't have to do extra checks for player/npcs
return;
}
void Entity::AddFlightSpell(LuaSpell* spell){
if (!spell)
return;
if (!control_effects[CONTROL_EFFECT_TYPE_FLIGHT])
control_effects[CONTROL_EFFECT_TYPE_FLIGHT] = new MutexList;
if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_FLIGHT]->size(true) == 0)
((Player*)this)->SetPlayerControlFlag(5, 32, true);
control_effects[CONTROL_EFFECT_TYPE_FLIGHT]->Add(spell);
}
void Entity::RemoveFlightSpell(LuaSpell* spell){
MutexList* flight_list = control_effects[CONTROL_EFFECT_TYPE_FLIGHT];
if (!flight_list || flight_list->size(true) == 0)
return;
flight_list->Remove(spell);
if (IsPlayer() && flight_list->size(true) == 0)
((Player*)this)->SetPlayerControlFlag(5, 32, false);
}
void Entity::AddGlideSpell(LuaSpell* spell){
if (!spell)
return;
if (!control_effects[CONTROL_EFFECT_TYPE_GLIDE])
control_effects[CONTROL_EFFECT_TYPE_GLIDE] = new MutexList;
if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_GLIDE]->size(true) == 0)
((Player*)this)->SetPlayerControlFlag(4, 16, true);
control_effects[CONTROL_EFFECT_TYPE_GLIDE]->Add(spell);
}
void Entity::RemoveGlideSpell(LuaSpell* spell){
MutexList* glide_list = control_effects[CONTROL_EFFECT_TYPE_GLIDE];
if (!glide_list || glide_list->size(true) == 0)
return;
glide_list->Remove(spell);
if (IsPlayer() && glide_list->size(true) == 0)
((Player*)this)->SetPlayerControlFlag(4, 16, false);
}
void Entity::AddSafefallSpell(LuaSpell* spell){
if (!spell)
return;
if (!control_effects[CONTROL_EFFECT_TYPE_SAFEFALL])
control_effects[CONTROL_EFFECT_TYPE_SAFEFALL] = new MutexList;
if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_SAFEFALL]->size(true) == 0)
((Player*)this)->SetPlayerControlFlag(4, 32, true);
control_effects[CONTROL_EFFECT_TYPE_SAFEFALL]->Add(spell);
}
void Entity::RemoveSafefallSpell(LuaSpell* spell){
MutexList* safe_list = control_effects[CONTROL_EFFECT_TYPE_SAFEFALL];
if (!safe_list || safe_list->size(true) == 0)
return;
safe_list->Remove(spell);
if (IsPlayer() && safe_list->size(true) == 0)
((Player*)this)->SetPlayerControlFlag(4, 32, false);
}
void Entity::UpdateGroupMemberInfo() {
if (!group_member_info)
return;
group_member_info->class_id = GetAdventureClass();
group_member_info->hp_max = GetTotalHP();
group_member_info->hp_current = GetHP();
group_member_info->level_max = GetLevel();
group_member_info->level_current = GetLevel();
group_member_info->name = string(GetName());
group_member_info->power_current = GetPower();
group_member_info->power_max = GetTotalPower();
group_member_info->race_id = GetRace();
if (GetZone())
group_member_info->zone = GetZone()->GetZoneDescription();
else
group_member_info->zone = "Unknown";
}
#include "WorldDatabase.h"
extern WorldDatabase database;
void Entity::CustomizeAppearance(PacketStruct* packet) {
bool is_soga = packet->getType_int8_ByName("is_soga") == 1 ? true : false;
int16 model_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("race_file").data);
EQ2_Color skin_color = packet->getType_EQ2_Color_ByName("skin_color");
EQ2_Color skin_color2 = packet->getType_EQ2_Color_ByName("skin_color2");
EQ2_Color eye_color = packet->getType_EQ2_Color_ByName("eye_color");
EQ2_Color hair_color1 = packet->getType_EQ2_Color_ByName("hair_color1");
EQ2_Color hair_color2 = packet->getType_EQ2_Color_ByName("hair_color2");
EQ2_Color hair_highlight = packet->getType_EQ2_Color_ByName("hair_highlight");
int16 hair_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("hair_file").data);
EQ2_Color hair_type_color = packet->getType_EQ2_Color_ByName("hair_type_color");
EQ2_Color hair_type_highlight_color = packet->getType_EQ2_Color_ByName("hair_type_highlight_color");
int16 face_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("face_file").data);
EQ2_Color hair_face_color = packet->getType_EQ2_Color_ByName("hair_face_color");
EQ2_Color hair_face_highlight_color = packet->getType_EQ2_Color_ByName("hair_face_highlight_color");
int16 wing_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("wing_file").data);
EQ2_Color wing_color1 = packet->getType_EQ2_Color_ByName("wing_color1");
EQ2_Color wing_color2 = packet->getType_EQ2_Color_ByName("wing_color2");
int16 chest_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("chest_file").data);
EQ2_Color shirt_color = packet->getType_EQ2_Color_ByName("shirt_color");
EQ2_Color unknown_chest_color = packet->getType_EQ2_Color_ByName("unknown_chest_color");
int16 legs_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("legs_file").data);
EQ2_Color pants_color = packet->getType_EQ2_Color_ByName("pants_color");
EQ2_Color unknown_legs_color = packet->getType_EQ2_Color_ByName("unknown_legs_color");
EQ2_Color unknown2 = packet->getType_EQ2_Color_ByName("unknown2");
float eyes2[3];
eyes2[0] = packet->getType_float_ByName("eyes2", 0) * 100;
eyes2[1] = packet->getType_float_ByName("eyes2", 1) * 100;
eyes2[2] = packet->getType_float_ByName("eyes2", 2) * 100;
float ears[3];
ears[0] = packet->getType_float_ByName("ears", 0) * 100;
ears[1] = packet->getType_float_ByName("ears", 1) * 100;
ears[2] = packet->getType_float_ByName("ears", 2) * 100;
float eye_brows[3];
eye_brows[0] = packet->getType_float_ByName("eye_brows", 0) * 100;
eye_brows[1] = packet->getType_float_ByName("eye_brows", 1) * 100;
eye_brows[2] = packet->getType_float_ByName("eye_brows", 2) * 100;
float cheeks[3];
cheeks[0] = packet->getType_float_ByName("cheeks", 0) * 100;
cheeks[1] = packet->getType_float_ByName("cheeks", 1) * 100;
cheeks[2] = packet->getType_float_ByName("cheeks", 2) * 100;
float lips[3];
lips[0] = packet->getType_float_ByName("lips", 0) * 100;
lips[1] = packet->getType_float_ByName("lips", 1) * 100;
lips[2] = packet->getType_float_ByName("lips", 2) * 100;
float chin[3];
chin[0] = packet->getType_float_ByName("chin", 0) * 100;
chin[1] = packet->getType_float_ByName("chin", 1) * 100;
chin[2] = packet->getType_float_ByName("chin", 2) * 100;
float nose[3];
nose[0] = packet->getType_float_ByName("nose", 0) * 100;
nose[1] = packet->getType_float_ByName("nose", 1) * 100;
nose[2] = packet->getType_float_ByName("nose", 2) * 100;
sint8 body_size = (sint8)(packet->getType_float_ByName("body_size") * 100);
sint8 body_age = (sint8)(packet->getType_float_ByName("body_age") * 100);
if (is_soga) {
appearance.soga_model_type = model_id;
features.soga_skin_color = skin_color;
features.soga_eye_color = eye_color;
features.soga_hair_color1 = hair_color1;
features.soga_hair_color2 = hair_color2;
features.soga_hair_highlight_color = hair_highlight;
features.soga_hair_type = hair_id;
features.soga_hair_type_color = hair_type_color;
features.soga_hair_type_highlight_color = hair_type_highlight_color;
features.soga_hair_face_type = face_id;
features.soga_hair_face_color = hair_face_color;
features.soga_hair_face_highlight_color = hair_face_highlight_color;
features.wing_type = wing_id;
features.wing_color1 = wing_color1;
features.wing_color2 = wing_color2;
features.soga_chest_type = chest_id;
features.shirt_color = shirt_color;
features.soga_legs_type = legs_id;
features.pants_color = pants_color;
features.soga_eye_type[0] = eyes2[0];
features.soga_eye_type[1] = eyes2[1];
features.soga_eye_type[2] = eyes2[2];
features.soga_ear_type[0] = ears[0];
features.soga_ear_type[0] = ears[1];
features.soga_ear_type[0] = ears[2];
features.soga_eye_brow_type[0] = eye_brows[0];
features.soga_eye_brow_type[1] = eye_brows[1];
features.soga_eye_brow_type[2] = eye_brows[2];
features.soga_cheek_type[0] = cheeks[0];
features.soga_cheek_type[1] = cheeks[1];
features.soga_cheek_type[2] = cheeks[2];
features.soga_lip_type[0] = lips[0];
features.soga_lip_type[1] = lips[1];
features.soga_lip_type[2] = lips[2];
features.soga_chin_type[0] = chin[0];
features.soga_chin_type[1] = chin[1];
features.soga_chin_type[2] = chin[2];
features.soga_nose_type[0] = nose[0];
features.soga_nose_type[1] = nose[1];
features.soga_nose_type[2] = nose[2];
}
else {
appearance.model_type = model_id;
features.skin_color = skin_color;
features.eye_color = eye_color;
features.hair_color1 = hair_color1;
features.hair_color2 = hair_color2;
features.hair_highlight_color = hair_highlight;
features.hair_type = hair_id;
features.hair_type_color = hair_type_color;
features.hair_type_highlight_color = hair_type_highlight_color;
features.hair_face_type = face_id;
features.hair_face_color = hair_face_color;
features.hair_face_highlight_color = hair_face_highlight_color;
features.wing_type = wing_id;
features.wing_color1 = wing_color1;
features.wing_color2 = wing_color2;
features.chest_type = chest_id;
features.shirt_color = shirt_color;
features.legs_type = legs_id;
features.pants_color = pants_color;
features.eye_type[0] = eyes2[0];
features.eye_type[1] = eyes2[1];
features.eye_type[2] = eyes2[2];
features.ear_type[0] = ears[0];
features.ear_type[0] = ears[1];
features.ear_type[0] = ears[2];
features.eye_brow_type[0] = eye_brows[0];
features.eye_brow_type[1] = eye_brows[1];
features.eye_brow_type[2] = eye_brows[2];
features.cheek_type[0] = cheeks[0];
features.cheek_type[1] = cheeks[1];
features.cheek_type[2] = cheeks[2];
features.lip_type[0] = lips[0];
features.lip_type[1] = lips[1];
features.lip_type[2] = lips[2];
features.chin_type[0] = chin[0];
features.chin_type[1] = chin[1];
features.chin_type[2] = chin[2];
features.nose_type[0] = nose[0];
features.nose_type[1] = nose[1];
features.nose_type[2] = nose[2];
}
features.body_size = body_size;
features.body_age = body_age;
info_changed = true;
changed = true;
}
void Entity::AddSkillBonus(int32 spell_id, int32 skill_id, float value) {
// handled in npc or player
return;
}