/*
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;
}
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();
}
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()->spell_effects[i].spell) == deletedPtrs.end())
{
lua_interface->RemoveSpell(GetInfoStruct()->maintained_effects[i].spell, false, removeClient, "", removeClient);
if (IsPlayer())
GetInfoStruct()->maintained_effects[i].icon = 0xFFFF;
deletedPtrs[GetInfoStruct()->maintained_effects[i].spell] = true;
}
GetInfoStruct()->maintained_effects[i].spell_id = 0xFFFFFFFF;
GetInfoStruct()->maintained_effects[i].spell = nullptr;
}
}
if(GetInfoStruct()->spell_effects[i].spell_id != 0xFFFFFFFF)
{
GetInfoStruct()->spell_effects[i].spell_id = 0xFFFFFFFF;
GetInfoStruct()->spell_effects[i].spell = nullptr;
}
}
}
void Entity::RemoveSpells()
{
for(int i=0;i<45;i++){
if(i<30){
if(GetInfoStruct()->maintained_effects[i].spell_id != 0xFFFFFFFF)
{
GetZone()->GetSpellProcess()->AddSpellCancel(GetInfoStruct()->maintained_effects[i].spell);
}
}
if(GetInfoStruct()->spell_effects[i].spell_id != 0xFFFFFFFF)
{
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_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_int16_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_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_int8_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);
/** 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_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_int16_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_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_int8_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);
}
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::ChangePrimaryWeapon(){
if(GetInfoStruct()->get_override_primary_weapon()) {
return;
}
Item* item = equipment_list.GetItem(EQ2_PRIMARY_SLOT);
if(item && item->details.item_id > 0 && item->IsWeapon()){
GetInfoStruct()->set_primary_weapon_delay(item->weapon_info->delay * 100);
GetInfoStruct()->set_primary_weapon_damage_low(item->weapon_info->damage_low3);
GetInfoStruct()->set_primary_weapon_damage_high(item->weapon_info->damage_high3);
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);
GetInfoStruct()->set_primary_weapon_damage_high((int32)(5 + effective_level * (effective_level/5)));
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);
}
int32 weapon_dmg_high = GetInfoStruct()->get_primary_weapon_damage_high();
if(IsNPC()) {
GetInfoStruct()->set_primary_weapon_damage_high(weapon_dmg_high + (int32)((GetInfoStruct()->get_str() / 10)));
}
else {
GetInfoStruct()->set_primary_weapon_damage_high(weapon_dmg_high + (int32)((GetInfoStruct()->get_str() / 25)));
}
}
void Entity::ChangeSecondaryWeapon(){
if(GetInfoStruct()->get_override_secondary_weapon()) {
return;
}
Item* item = equipment_list.GetItem(EQ2_SECONDARY_SLOT);
if(item && item->details.item_id > 0 && item->IsWeapon()){
GetInfoStruct()->set_secondary_weapon_delay(item->weapon_info->delay * 100);
GetInfoStruct()->set_secondary_weapon_damage_low(item->weapon_info->damage_low3);
GetInfoStruct()->set_secondary_weapon_damage_high(item->weapon_info->damage_high3);
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));
GetInfoStruct()->set_secondary_weapon_damage_high((int32)(5 + effective_level * (effective_level/6)));
GetInfoStruct()->set_secondary_weapon_type(1);
}
int32 weapon_dmg_high = GetInfoStruct()->get_secondary_weapon_damage_high();
if(IsNPC()) {
GetInfoStruct()->set_secondary_weapon_damage_high(weapon_dmg_high + (int32)((GetInfoStruct()->get_str() / 10)));
}
else {
GetInfoStruct()->set_secondary_weapon_damage_high(weapon_dmg_high + (int32)((GetInfoStruct()->get_str() / 25)));
}
}
void Entity::ChangeRangedWeapon(){
if(GetInfoStruct()->get_override_ranged_weapon()) {
return;
}
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);
GetInfoStruct()->set_ranged_weapon_damage_high(item->ranged_info->weapon_info.damage_high3);
GetInfoStruct()->set_ranged_weapon_type(item->GetWeaponType());
}
}
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;
if(changeCombatState)
SetRegenValues(GetInfoStruct()->get_effective_level());
}
void Entity::DoRegenUpdate(){
if(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();
}
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;
}
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){
LogWrite(MISC__TODO, 1, "TODO", "This does nothing... yet...\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
return 0;
}
Skill* Entity::GetSkillByID(int32 id, 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;
}
float Entity::CalculateSkillStatChance(char* skillName, int16 item_stat, float max_cap, float modifier, bool add_to_skill)
{
float skillAndItemsChance = 0.0f;
Skill* skill = GetSkillByName(skillName, false);
if(skill){
MStats.lock();
float item_chance_or_skill = stats[item_stat];
MStats.unlock();
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
// 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;
}
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();
info->set_block(info->get_block_base());
info->set_cur_attack(info->get_attack_base());
info->set_cur_mitigation(info->get_mitigation_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->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(GetTotalHPBase() + values->health + sta_hp_bonus);
SetTotalPower(GetTotalPowerBase() + 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->add_max_concentration(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;
//info->cur_concentration = 0;
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(GetLevel() > mitigation)
block_pct = log10f((float)mitigation/((float)GetLevel()*10.0f));
else
block_pct = log10f(((float)GetLevel()/(float)mitigation)) * log10f(GetLevel()) * 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
{
//info->cur_concentration = 0;
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;
//info->cur_concentration = 0;
MStats.lock();
float defenseStat = stats[ITEM_STAT_DEFENSE];
MStats.unlock();
float dodge_pct = CalculateSkillStatChance("Defense", ITEM_STAT_DODGECHANCE, 100.0f, defenseStat);
dodge_pct += dodge_pct * (info->get_cur_avoidance()/100.0f);
float dodge_actual = 0.0f;
if(full_pct_hit > 0.0f)
dodge_actual = dodge_pct * (full_pct_hit / 100.0f) + (log10f(GetLevel() * GetAgi()) / 100.0f);
info->set_avoidance_base(dodge_actual);
float total_avoidance = parry_pct + block_actual + dodge_actual;
info->set_avoidance_display(total_avoidance);
SetRegenValues(effective_level);
safe_delete(values);
}
void Entity::SetRegenValues(int16 effective_level)
{
bool classicRegen = rule_manager.GetGlobalRule(R_Spawn, ClassicRegen)->GetBool();
if(!GetInfoStruct()->get_hp_regen_override())
{
sint16 regen_hp_rate = 0;
sint16 temp = 0;
MStats.lock();
if(!IsAggroed())
{
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())
{
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;
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);
if(IsNPC())
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())
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_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);
}
}
}
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::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 (!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(GetZone()->GetClientBySpawn(spell->caster), 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 = GetZone()->GetClientBySpawn(this);
client->Message(CHANNEL_COMBAT, "%s intercepted some of the damage intended for you!", spell->caster->GetName());
}
if (spell->caster && spell->caster->IsPlayer())
{
Client* client = GetZone()->GetClientBySpawn(spell->caster);
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, spell);
}
bool shouldRemoveSpell = false;
ward->HitCount++; // increment hit count
if (ward->MaxHitCount && spell->num_triggers)
{
spell->num_triggers--;
ClientPacketFunctions::SendMaintainedExamineUpdate(spell->caster->GetZone()->GetClientBySpawn(spell->caster), spell->slot_pos, spell->num_triggers, 0);
}
if (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;
}
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 (EngagedInCombat() && GetMaxSpeed() > 0.0f)
ret = GetMaxSpeed();
MStats.lock();
if ((IsStealthed() || IsInvis()) && stats.count(ITEM_STAT_STEALTHINVISSPEEDMOD))
ret += stats[ITEM_STAT_STEALTHINVISSPEEDMOD];
else if (EngagedInCombat() && stats.count(ITEM_STAT_OFFENSIVESPEED))
ret += stats[ITEM_STAT_OFFENSIVESPEED];
else 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];
MStats.unlock();
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->get_class1();
caster_class2 = info_struct->get_class2();
caster_class3 = info_struct->get_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->get_class1();
caster_class2 = info_struct->get_class2();
caster_class3 = info_struct->get_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, 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)->SetCharSheetChanged(true);
GetZone()->SendAllSpawnsForVisChange(GetZone()->GetClientBySpawn(this));
}
}
}
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);
GetZone()->SendAllSpawnsForVisChange(GetZone()->GetClientBySpawn(this));
}
}
}
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);
GetZone()->SendAllSpawnsForVisChange(GetZone()->GetClientBySpawn(this));
}
}
}
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);
GetZone()->SendAllSpawnsForVisChange(GetZone()->GetClientBySpawn(this));
}
}
}
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);
}
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;
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() {
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, int16 type){
if (!spell)
return;
if (!immunities[type])
immunities[type] = new MutexList;
immunities[type]->Add(spell);
}
void Entity::RemoveImmunity(LuaSpell* spell, int16 type){
MutexList* list = immunities[type];
if (!list || list->size(true) == 0)
return;
list->Remove(spell);
}
bool Entity::IsImmune(int16 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;
Spawn* spawn = GetZone()->GetSpawnByID(owner);
if ( spawn && spawn->IsEntity() )
ent = (Entity*)spawn;
return ent;
}