Combat.cpp 63 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #include "Combat.h"
  17. #include "client.h"
  18. #include "../common/ConfigReader.h"
  19. #include "classes.h"
  20. #include "../common/debug.h"
  21. #include "../common/Log.h"
  22. #include "zoneserver.h"
  23. #include "Skills.h"
  24. #include "classes.h"
  25. #include "World.h"
  26. #include "LuaInterface.h"
  27. #include "Rules/Rules.h"
  28. #include "SpellProcess.h"
  29. #include "World.h"
  30. #include <math.h>
  31. extern Classes classes;
  32. extern ConfigReader configReader;
  33. extern MasterSkillList master_skill_list;
  34. extern RuleManager rule_manager;
  35. extern LuaInterface* lua_interface;
  36. extern World world;
  37. /* ******************************************************************************
  38. DamageSpawn() - Damage equation
  39. MeleeAttack() - Melee auto attacks
  40. RangeAttack() - Range auto attacks
  41. DetermineHit() - ToHit chance as well as defender parry / dodge / block / riposte
  42. CheckInterruptSpell() - Interrupt equations
  43. No mitigation equations yet
  44. ****************************************************************************** */
  45. /* New Combat code */
  46. bool Entity::PrimaryWeaponReady() {
  47. //Can only be ready if no ranged timer
  48. if (GetPrimaryLastAttackTime() == 0 || (Timer::GetCurrentTime2() >= (GetPrimaryLastAttackTime() + GetPrimaryAttackDelay()))) {
  49. if (GetRangeLastAttackTime() == 0 || Timer::GetCurrentTime2() >= (GetRangeLastAttackTime() + GetRangeAttackDelay()))
  50. return true;
  51. }
  52. return false;
  53. }
  54. bool Entity::SecondaryWeaponReady() {
  55. //Can only be ready if no ranged timer
  56. // if(IsDualWield() && (GetPrimaryLastAttackTime()
  57. if (IsDualWield() && (GetSecondaryLastAttackTime() == 0 || (Timer::GetCurrentTime2() >= (GetSecondaryLastAttackTime() + GetSecondaryAttackDelay())))) {
  58. if(GetRangeLastAttackTime() == 0 || Timer::GetCurrentTime2() >= (GetRangeLastAttackTime() + GetRangeAttackDelay()))
  59. return true;
  60. }
  61. return false;
  62. }
  63. bool Entity::RangeWeaponReady() {
  64. //Ranged can only be ready if no other attack timers are active
  65. if(GetRangeLastAttackTime() == 0 || (Timer::GetCurrentTime2() >= (GetRangeLastAttackTime() + GetRangeAttackDelay()))) {
  66. if((GetPrimaryLastAttackTime() == 0 || (Timer::GetCurrentTime2() >= (GetPrimaryLastAttackTime() + GetPrimaryAttackDelay()))) && (GetSecondaryLastAttackTime() == 0 || Timer::GetCurrentTime2() >= (GetSecondaryLastAttackTime() + GetSecondaryAttackDelay()))){
  67. if(!IsPlayer() || ((Player*)this)->GetRangeAttack()) {
  68. return true;
  69. }
  70. }
  71. }
  72. return false;
  73. }
  74. bool Entity::AttackAllowed(Entity* target, float distance, bool range_attack) {
  75. Entity* attacker = this;
  76. Client* client = 0;
  77. if(!target || IsMezzedOrStunned() || IsDazed()) {
  78. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: no target, mezzed, stunned or dazed");
  79. return false;
  80. }
  81. if((!target->IsPlayer() && !target->GetAttackable()) || (!IsPlayer() && !GetAttackable())) {
  82. return false;
  83. }
  84. if (IsPlayer())
  85. client = GetZone()->GetClientBySpawn(this);
  86. if (IsPet())
  87. attacker = ((NPC*)this)->GetOwner();
  88. if (target->IsNPC() && ((NPC*)target)->IsPet()){
  89. if (((NPC*)target)->GetOwner())
  90. target = ((NPC*)target)->GetOwner();
  91. }
  92. if (attacker == target) {
  93. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: attacker tried to attack himself or his pet.");
  94. return false;
  95. }
  96. if (IsPlayer() && target->GetAttackable() == 0) {
  97. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: target is not attackable");
  98. return false;
  99. }
  100. if (IsPlayer() && target->IsBot()) {
  101. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: players are not allowed to attack bots");
  102. return false;
  103. }
  104. if(rule_manager.GetGlobalRule(R_Combat, LockedEncounterNoAttack)->GetBool()) {
  105. if(target->IsNPC() && (target->GetLockedNoLoot() == ENCOUNTER_STATE_LOCKED || target->GetLockedNoLoot() == ENCOUNTER_STATE_OVERMATCHED) &&
  106. !attacker->IsEngagedBySpawnID(target->GetID())) {
  107. return false;
  108. }
  109. else if(IsNPC() && (GetLockedNoLoot() == ENCOUNTER_STATE_LOCKED || GetLockedNoLoot() == ENCOUNTER_STATE_OVERMATCHED) &&
  110. !target->IsEngagedBySpawnID(GetID())) {
  111. return false;
  112. }
  113. }
  114. if (attacker->IsPlayer() && target->IsPlayer())
  115. {
  116. bool pvp_allowed = rule_manager.GetGlobalRule(R_PVP, AllowPVP)->GetBool();
  117. if (!pvp_allowed) {
  118. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: pvp is not allowed");
  119. return false;
  120. }
  121. else
  122. {
  123. sint32 pvpLevelRange = rule_manager.GetGlobalRule(R_PVP, LevelRange)->GetSInt32();
  124. int32 attackerLevel = attacker->GetLevel();
  125. int32 defenderLevel = target->GetLevel();
  126. if ((sint32)abs((sint32)attackerLevel - (sint32)defenderLevel) > pvpLevelRange)
  127. {
  128. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: pvp range of %i exceeded abs(%i-%i).", pvpLevelRange, attackerLevel, defenderLevel);
  129. return false;
  130. }
  131. }
  132. }
  133. if (target->GetHP() <= 0) {
  134. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: target is dead");
  135. return false;
  136. }
  137. if(range_attack && distance != 0) {
  138. Item* weapon = 0;
  139. Item* ammo = 0;
  140. if(attacker->IsPlayer()) {
  141. weapon = ((Player*)attacker)->GetEquipmentList()->GetItem(EQ2_RANGE_SLOT);
  142. ammo = ((Player*)attacker)->GetEquipmentList()->GetItem(EQ2_AMMO_SLOT);
  143. }
  144. if(weapon && weapon->IsRanged() && ammo && ammo->IsAmmo() && ammo->IsThrown()) {
  145. // Distance is less then min weapon range
  146. if(distance < weapon->ranged_info->range_low) {
  147. if (client)
  148. client->SimpleMessage(CHANNEL_GENERAL_COMBAT, "Your target is too close! Move back!");
  149. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: range attack, target to close");
  150. return false;
  151. }
  152. // Distance is greater then max weapon range
  153. if (distance > (weapon->ranged_info->range_high + ammo->thrown_info->range)) {
  154. if (client)
  155. client->SimpleMessage(CHANNEL_GENERAL_COMBAT, "Your target is too far away! Move closer!");
  156. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: range attack, target is to far");
  157. return false;
  158. }
  159. }
  160. }
  161. else if (distance != 0) {
  162. if(distance >= rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat()) {
  163. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Failed to attack: distance is beyond melee range");
  164. return false;
  165. }
  166. }
  167. if((target->IsPrivateSpawn() && !target->AllowedAccess(this)) || (IsPrivateSpawn() && AllowedAccess(target))) {
  168. LogWrite(COMBAT__DEBUG, 3, "AttackAllowed", "Access to spawn disallowed.");
  169. return false;
  170. }
  171. return true;
  172. }
  173. void Entity::MeleeAttack(Spawn* victim, float distance, bool primary, bool multi_attack) {
  174. if(!victim)
  175. return;
  176. int8 damage_type = 0;
  177. int32 min_damage = 0;
  178. int32 max_damage = 0;
  179. if(primary) {
  180. damage_type = GetPrimaryWeaponType();
  181. min_damage = GetPrimaryWeaponMinDamage();
  182. max_damage = GetPrimaryWeaponMaxDamage();
  183. }
  184. else {
  185. damage_type = GetSecondaryWeaponType();
  186. min_damage = GetSecondaryWeaponMinDamage();
  187. max_damage = GetSecondaryWeaponMaxDamage();
  188. }
  189. if (IsStealthed() || IsInvis())
  190. CancelAllStealth();
  191. int8 hit_result = DetermineHit(victim, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, damage_type, 0, false);
  192. if(victim->IsEntity()) {
  193. CheckEncounterState((Entity*)victim);
  194. }
  195. if(hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL){
  196. /*if(GetAdventureClass() == MONK){
  197. max_damage*=3;
  198. crit_chance = GetLevel()/4+5;
  199. }
  200. else if(GetAdventureClass() == BRUISER){
  201. min_damage = GetLevel();
  202. max_damage*=3;
  203. crit_chance = GetLevel()/3+5;
  204. }
  205. if(rand()%100 <=crit_chance){
  206. max_damage*= 2;
  207. DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG, damage_type, min_damage, max_damage, 0);
  208. }
  209. else*/
  210. DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, damage_type, min_damage, max_damage, 0);
  211. if (!multi_attack) {
  212. CheckProcs(PROC_TYPE_OFFENSIVE, victim);
  213. CheckProcs(PROC_TYPE_PHYSICAL_OFFENSIVE, victim);
  214. }
  215. }
  216. else{
  217. GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, hit_result, damage_type, 0, 0);
  218. if(hit_result == DAMAGE_PACKET_RESULT_RIPOSTE && victim->IsEntity())
  219. ((Entity*)victim)->MeleeAttack(this, distance, true);
  220. }
  221. //Multi Attack roll
  222. if(!multi_attack){
  223. float multi_attack = info_struct.get_multi_attack();
  224. if(multi_attack > 0){
  225. float chance = multi_attack;
  226. if (multi_attack > 100){
  227. int8 automatic_multi = (int8)floor((float)(multi_attack / 100));
  228. chance = (multi_attack - (floor((float) ((multi_attack / 100) * 100))));
  229. while(automatic_multi > 0){
  230. MeleeAttack(victim, 100, primary, true);
  231. automatic_multi--;
  232. }
  233. }
  234. if (MakeRandomFloat(0, 100) <= chance)
  235. MeleeAttack(victim, 100, primary, true);
  236. }
  237. }
  238. //Apply attack speed mods
  239. if(!multi_attack)
  240. SetAttackDelay(primary);
  241. if(victim->IsNPC() && victim->EngagedInCombat() == false) {
  242. ((NPC*)victim)->AddHate(this, 50);
  243. }
  244. if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) {
  245. Entity* pet = 0;
  246. bool AddHate = false;
  247. if (victim->IsPlayer()) {
  248. if (((Player*)victim)->GetInfoStruct()->get_pet_behavior() & 1)
  249. AddHate = true;
  250. }
  251. else
  252. AddHate = true;
  253. if (AddHate) {
  254. pet = ((Entity*)victim)->GetPet();
  255. if (pet)
  256. pet->AddHate(this, 1);
  257. pet = ((Entity*)victim)->GetCharmedPet();
  258. if (pet)
  259. pet->AddHate(this, 1);
  260. }
  261. }
  262. }
  263. void Entity::RangeAttack(Spawn* victim, float distance, Item* weapon, Item* ammo, bool multi_attack) {
  264. if(!victim)
  265. return;
  266. if(weapon && weapon->IsRanged() && ammo && ammo->IsAmmo() && ammo->IsThrown()) {
  267. if(weapon->ranged_info->range_low <= distance && (weapon->ranged_info->range_high + ammo->thrown_info->range) >= distance) {
  268. int8 hit_result = DetermineHit(victim, DAMAGE_PACKET_TYPE_RANGE_DAMAGE, ammo->thrown_info->damage_type, ammo->thrown_info->hit_bonus, false);
  269. if(hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL) {
  270. DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_RANGE_DAMAGE, ammo->thrown_info->damage_type, weapon->ranged_info->weapon_info.damage_low3, weapon->ranged_info->weapon_info.damage_high3+ammo->thrown_info->damage_modifier, 0);
  271. if (!multi_attack) {
  272. CheckProcs(PROC_TYPE_OFFENSIVE, victim);
  273. CheckProcs(PROC_TYPE_PHYSICAL_OFFENSIVE, victim);
  274. }
  275. }
  276. else
  277. GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_RANGE_DAMAGE, hit_result, ammo->thrown_info->damage_type, 0, 0);
  278. // If is a player subtract ammo
  279. if (IsPlayer()) {
  280. if (ammo->details.count > 1) {
  281. ammo->details.count -= 1;
  282. ammo->save_needed = true;
  283. }
  284. else
  285. ((Player*)this)->equipment_list.RemoveItem(ammo->details.slot_id, true);
  286. Client* client = GetZone()->GetClientBySpawn(this);
  287. EQ2Packet* outapp = ((Player*)this)->GetEquipmentList()->serialize(client->GetVersion(), (Player*)this);
  288. if(outapp)
  289. client->QueuePacket(outapp);
  290. }
  291. if(victim->IsNPC() && victim->EngagedInCombat() == false) {
  292. ((NPC*)victim)->AddHate(this, 50);
  293. }
  294. if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) {
  295. Entity* pet = 0;
  296. bool AddHate = false;
  297. if (victim->IsPlayer()) {
  298. if (((Player*)victim)->GetInfoStruct()->get_pet_behavior() & 1)
  299. AddHate = true;
  300. }
  301. else
  302. AddHate = true;
  303. if (AddHate) {
  304. pet = ((Entity*)victim)->GetPet();
  305. if (pet)
  306. pet->AddHate(this, 1);
  307. pet = ((Entity*)victim)->GetCharmedPet();
  308. if (pet)
  309. pet->AddHate(this, 1);
  310. }
  311. }
  312. // Check Ranged attack proc
  313. CheckProcs(PROC_TYPE_RANGED_ATTACK, victim);
  314. // Check Ranged defence proc
  315. if (victim->IsEntity())
  316. ((Entity*)victim)->CheckProcs(PROC_TYPE_RANGED_DEFENSE, this);
  317. SetRangeLastAttackTime(Timer::GetCurrentTime2());
  318. }
  319. }
  320. //Multi Attack roll
  321. if(!multi_attack){
  322. float multi_attack = info_struct.get_multi_attack();
  323. if(multi_attack > 0){
  324. float chance = multi_attack;
  325. if (multi_attack > 100){
  326. int8 automatic_multi = (int8)floor((float)(multi_attack / 100));
  327. chance = (multi_attack - (floor((float)(multi_attack / 100) * 100)));
  328. while(automatic_multi > 0){
  329. RangeAttack(victim, 100, weapon, ammo, true);
  330. automatic_multi--;
  331. }
  332. }
  333. if (MakeRandomFloat(0, 100) <= chance)
  334. RangeAttack(victim, 100, weapon, ammo, true);
  335. }
  336. }
  337. //Apply attack speed mods
  338. if(!multi_attack)
  339. SetAttackDelay(false, true);
  340. }
  341. bool Entity::SpellAttack(Spawn* victim, float distance, LuaSpell* luaspell, int8 damage_type, int32 low_damage, int32 high_damage, int8 crit_mod, bool no_calcs, int8 override_packet_type, bool take_power){
  342. if(!victim || !luaspell || !luaspell->spell)
  343. return false;
  344. Spell* spell = luaspell->spell;
  345. Skill* skill = nullptr;
  346. int8 packet_type = DAMAGE_PACKET_TYPE_SPELL_DAMAGE;
  347. if(override_packet_type) {
  348. packet_type = override_packet_type;
  349. }
  350. int8 hit_result = 0;
  351. bool is_tick = false; // if spell is already active, this is a tick
  352. if (GetZone()->GetSpellProcess()->GetActiveSpells()->count(luaspell)){
  353. hit_result = DAMAGE_PACKET_RESULT_SUCCESSFUL;
  354. is_tick = true;
  355. }
  356. else if(spell->GetSpellData()->type == SPELL_BOOK_TYPE_COMBAT_ART)
  357. hit_result = DetermineHit(victim, packet_type, damage_type, 0, false, luaspell);
  358. else
  359. hit_result = DetermineHit(victim, packet_type, damage_type, 0, true, luaspell);
  360. if(victim->IsEntity()) {
  361. CheckEncounterState((Entity*)victim);
  362. }
  363. bool successful_hit = true;
  364. if(hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL) {
  365. luaspell->last_spellattack_hit = true;
  366. //If this spell is a tick and has already crit, force the tick to crit
  367. if(is_tick){
  368. if(luaspell->crit)
  369. crit_mod = 1;
  370. else
  371. crit_mod = 2;
  372. }
  373. DamageSpawn((Entity*)victim, packet_type, damage_type, low_damage, high_damage, spell->GetName(), crit_mod, is_tick, no_calcs, false, take_power, luaspell);
  374. CheckProcs(PROC_TYPE_OFFENSIVE, victim);
  375. CheckProcs(PROC_TYPE_MAGICAL_OFFENSIVE, victim);
  376. if(spell->GetSpellData()->success_message.length() > 0){
  377. Client* client = nullptr;
  378. if(IsPlayer())
  379. client = GetZone()->GetClientBySpawn(this);
  380. if(client){
  381. string success_message = spell->GetSpellData()->success_message;
  382. if(success_message.find("%t") < 0xFFFFFFFF)
  383. success_message.replace(success_message.find("%t"), 2, victim->GetName());
  384. client->Message(CHANNEL_YOU_CAST, success_message.c_str());
  385. //commented out the following line as it was causing a duplicate message EmemJR 5/4/2019
  386. //GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, hit_result, damage_type, 0, spell->GetName());
  387. }
  388. }
  389. if(spell->GetSpellData()->effect_message.length() > 0){
  390. string effect_message = spell->GetSpellData()->effect_message;
  391. if(effect_message.find("%t") < 0xFFFFFFFF)
  392. effect_message.replace(effect_message.find("%t"), 2, victim->GetName());
  393. GetZone()->SimpleMessage(CHANNEL_SPELLS, effect_message.c_str(), victim, 50);
  394. }
  395. }
  396. else {
  397. successful_hit = false;
  398. if(hit_result == DAMAGE_PACKET_RESULT_RESIST)
  399. luaspell->resisted = true;
  400. if(victim->IsNPC())
  401. ((NPC*)victim)->AddHate(this, 5);
  402. luaspell->last_spellattack_hit = false;
  403. GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, hit_result, damage_type, 0, spell->GetName());
  404. }
  405. if(EngagedInCombat() == false)
  406. {
  407. LogWrite(MISC__TODO, 1, "TODO", "//It would probably be better to add a column to the spells table for 'starts autoattack'\nfile: %s, func: %s, Line: %i", __FILE__, __FUNCTION__, __LINE__);
  408. int8 class1_ = GetInfoStruct()->get_class1();
  409. if(class1_ == COMMONER ||
  410. class1_ == FIGHTER ||
  411. class1_ == WARRIOR ||
  412. class1_ == GUARDIAN ||
  413. class1_ == BERSERKER ||
  414. class1_ == BRAWLER ||
  415. class1_ == MONK ||
  416. class1_ == BRUISER ||
  417. class1_ == CRUSADER ||
  418. class1_ == SHADOWKNIGHT ||
  419. class1_ == PALADIN ||
  420. class1_ == SCOUT ||
  421. class1_ == ROGUE ||
  422. class1_ == SWASHBUCKLER ||
  423. class1_ == BRIGAND ||
  424. class1_ == BARD ||
  425. class1_ == TROUBADOR ||
  426. class1_ == DIRGE ||
  427. class1_ == PREDATOR ||
  428. class1_ == RANGER ||
  429. class1_ == ASSASSIN ||
  430. class1_ == ANIMALIST ||
  431. class1_ == BEASTLORD ||
  432. class1_ == SHAPER ||
  433. class1_ == CHANNELER) //note: it would probably be better to add a column to the spells table for "starts autoattack".
  434. {
  435. if (victim->IsNPC())
  436. ((NPC*)victim)->AddHate(this, 5);
  437. else {
  438. Client* client = 0;
  439. if(IsPlayer())
  440. client = GetZone()->GetClientBySpawn(this);
  441. if(client) {
  442. client->GetPlayer()->InCombat(true, client->GetPlayer()->GetRangeAttack());
  443. }
  444. InCombat(true);
  445. }
  446. }
  447. }
  448. if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) {
  449. Entity* pet = 0;
  450. bool AddHate = false;
  451. if (victim->IsPlayer()) {
  452. if (((Player*)victim)->GetInfoStruct()->get_pet_behavior() & 1)
  453. AddHate = true;
  454. }
  455. else
  456. AddHate = true;
  457. if (AddHate) {
  458. pet = ((Entity*)victim)->GetPet();
  459. if (pet)
  460. pet->AddHate(this, 1);
  461. pet = ((Entity*)victim)->GetCharmedPet();
  462. if (pet)
  463. pet->AddHate(this, 1);
  464. }
  465. }
  466. return successful_hit;
  467. }
  468. bool Entity::ProcAttack(Spawn* victim, int8 damage_type, int32 low_damage, int32 high_damage, string name, string success_msg, string effect_msg) {
  469. int8 hit_result = DetermineHit(victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, damage_type, 0, true);
  470. if (hit_result == DAMAGE_PACKET_RESULT_SUCCESSFUL) {
  471. DamageSpawn((Entity*)victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, damage_type, low_damage, high_damage, name.c_str());
  472. if (success_msg.length() > 0) {
  473. Client* client = 0;
  474. if(IsPlayer())
  475. client = GetZone()->GetClientBySpawn(this);
  476. if(client) {
  477. if(success_msg.find("%t") < 0xFFFFFFFF)
  478. success_msg.replace(success_msg.find("%t"), 2, victim->GetName());
  479. client->Message(CHANNEL_YOU_CAST, success_msg.c_str());
  480. }
  481. }
  482. if (effect_msg.length() > 0) {
  483. if(effect_msg.find("%t") < 0xFFFFFFFF)
  484. effect_msg.replace(effect_msg.find("%t"), 2, victim->GetName());
  485. GetZone()->SimpleMessage(CHANNEL_SPELLS, effect_msg.c_str(), victim, 50);
  486. }
  487. }
  488. else {
  489. if(victim->IsNPC())
  490. ((NPC*)victim)->AddHate(this, 5);
  491. GetZone()->SendDamagePacket(this, victim, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, hit_result, damage_type, 0, name.c_str());
  492. }
  493. if (victim->IsEntity() && victim->GetHP() > 0 && ((Entity*)victim)->HasPet()) {
  494. Entity* pet = 0;
  495. bool AddHate = false;
  496. if (victim->IsPlayer()) {
  497. if (((Player*)victim)->GetInfoStruct()->get_pet_behavior() & 1)
  498. AddHate = true;
  499. }
  500. else
  501. AddHate = true;
  502. if (AddHate) {
  503. pet = ((Entity*)victim)->GetPet();
  504. if (pet)
  505. pet->AddHate(this, 1);
  506. pet = ((Entity*)victim)->GetCharmedPet();
  507. if (pet)
  508. pet->AddHate(this, 1);
  509. }
  510. }
  511. return true;
  512. }
  513. // this is used exclusively by LUA, heal_type is forced lower case via boost::lower(heal_type); in the LUA Functions used by this
  514. bool Entity::SpellHeal(Spawn* target, float distance, LuaSpell* luaspell, string heal_type, int32 low_heal, int32 high_heal, int8 crit_mod, bool no_calcs, string custom_spell_name){
  515. if(!target || !luaspell || !luaspell->spell || (target->IsPrivateSpawn() && !target->AllowedAccess(this)))
  516. return false;
  517. if (!target->Alive())
  518. return false;
  519. if (target->GetHP() == target->GetTotalHP())
  520. return true;
  521. int32 heal_amt = 0;
  522. bool crit = false;
  523. if(high_heal < low_heal)
  524. high_heal = low_heal;
  525. if(high_heal == low_heal)
  526. heal_amt = high_heal;
  527. else
  528. heal_amt = MakeRandomInt(low_heal, high_heal);
  529. if(!no_calcs){
  530. // if spell is already active, this is a tick
  531. bool is_tick = GetZone()->GetSpellProcess()->GetActiveSpells()->count(luaspell);
  532. //if is a tick and the spell has crit, force crit, else disable
  533. if(is_tick){
  534. if(luaspell->crit)
  535. crit_mod = 1;
  536. else
  537. crit_mod = 2;
  538. }
  539. if (heal_amt > 0){
  540. if(target->IsEntity())
  541. heal_amt = (int32)CalculateHealAmount((Entity*)target, (sint32)heal_amt, crit_mod, &crit);
  542. else
  543. heal_amt = (int32)CalculateHealAmount(nullptr, (sint32)heal_amt, crit_mod, &crit);
  544. }
  545. }
  546. int16 type = 0;
  547. if (heal_type == "heal") {
  548. if(crit)
  549. type = HEAL_PACKET_TYPE_CRIT_HEAL;
  550. else
  551. type = HEAL_PACKET_TYPE_SIMPLE_HEAL;
  552. //apply heal
  553. if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP())
  554. heal_amt = target->GetTotalHP() - target->GetHP();
  555. target->SetHP(target->GetHP() + heal_amt);
  556. /*
  557. if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP())
  558. target->SetHP(target->GetTotalHP());
  559. else
  560. target->SetHP(target->GetHP() + heal_amt);
  561. */
  562. }
  563. else if (heal_type == "power"){
  564. if(crit)
  565. type = HEAL_PACKET_TYPE_CRIT_MANA;
  566. else
  567. type = HEAL_PACKET_TYPE_SIMPLE_MANA;
  568. //give power
  569. if (target->GetPower() + (sint32)heal_amt > target->GetTotalPower())
  570. heal_amt = target->GetTotalPower() - target->GetPower();
  571. target->SetPower(GetPower() + heal_amt);
  572. /*
  573. if (target->GetPower() + (sint32)heal_amt > target->GetTotalPower())
  574. target->SetPower(target->GetTotalPower());
  575. else
  576. target->SetPower(GetPower() + heal_amt);
  577. */
  578. }
  579. /*else if (heal_type == "Savagery"){
  580. if(crit)
  581. type = HEAL_PACKET_TYPE_CRIT_SAVAGERY;
  582. else
  583. type = HEAL_PACKET_TYPE_SAVAGERY;
  584. }
  585. else if (heal_type == "Repair"){
  586. if(crit)
  587. type = HEAL_PACKET_TYPE_CRIT_REPAIR;
  588. else
  589. type = HEAL_PACKET_TYPE_REPAIR;
  590. }*/
  591. else{ //default to heal if type cannot be determined
  592. if(crit)
  593. type = HEAL_PACKET_TYPE_CRIT_HEAL;
  594. else
  595. type = HEAL_PACKET_TYPE_SIMPLE_HEAL;
  596. if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP())
  597. heal_amt = target->GetTotalHP() - target->GetHP();
  598. target->SetHP(target->GetHP() + heal_amt);
  599. /*
  600. if (target->GetHP() + (sint32)heal_amt > target->GetTotalHP())
  601. target->SetHP(target->GetTotalHP());
  602. else
  603. target->SetHP(target->GetHP() + heal_amt);
  604. */
  605. }
  606. target->GetZone()->TriggerCharSheetTimer();
  607. if (heal_amt > 0)
  608. GetZone()->SendHealPacket(this, target, type, heal_amt, custom_spell_name.length() > 0 ? (char*)custom_spell_name.c_str() : luaspell->spell->GetName());
  609. CheckProcs(PROC_TYPE_HEALING, target);
  610. CheckProcs(PROC_TYPE_BENEFICIAL, target);
  611. if (target->IsEntity()) {
  612. int32 hate_amt = heal_amt / 2;
  613. set<int32>::iterator itr;
  614. ((Entity*)target)->MHatedBy.lock();
  615. for (itr = ((Entity*)target)->HatedBy.begin(); itr != ((Entity*)target)->HatedBy.end(); itr++) {
  616. Spawn* spawn = GetZone()->GetSpawnByID(*itr);
  617. if (spawn && spawn->IsEntity() && target != this) {
  618. CheckEncounterState((Entity*)spawn);
  619. ((Entity*)spawn)->AddHate(this, hate_amt);
  620. }
  621. }
  622. ((Entity*)target)->MHatedBy.unlock();
  623. }
  624. return true;
  625. }
  626. int8 Entity::DetermineHit(Spawn* victim, int8 type, int8 damage_type, float ToHitBonus, bool is_caster_spell, LuaSpell* lua_spell){
  627. if(lua_spell) {
  628. lua_spell->is_damage_spell = true;
  629. }
  630. if(!victim) {
  631. return DAMAGE_PACKET_RESULT_MISS;
  632. }
  633. if(victim->GetInvulnerable()) {
  634. return DAMAGE_PACKET_RESULT_INVULNERABLE;
  635. }
  636. bool behind = false;
  637. // move this above the if statement to assure skill-ups on successful damage return
  638. Skill* skill = GetSkillByWeaponType(type, damage_type, true);
  639. // Monk added with Brawler to 360 degree support per KoS Prima Official eGuide Fighter: Monk, pg 138, denoted '360-Degree Avoidance!'
  640. if(!victim->IsEntity() || (!is_caster_spell && victim->GetAdventureClass() != BRAWLER && victim->GetAdventureClass() != MONK && (behind = BehindTarget(victim)))) {
  641. return DAMAGE_PACKET_RESULT_SUCCESSFUL;
  642. }
  643. float bonus = ToHitBonus;
  644. float skillAddedByWeapon = 0.0f;
  645. if(skill)
  646. {
  647. int16 skillID = master_item_list.GetItemStatIDByName(skill->name.data);
  648. if(skillID != 0xFFFFFFFF)
  649. {
  650. MStats.lock();
  651. skillAddedByWeapon = stats[skillID];
  652. if(!is_caster_spell) {
  653. float item_stat_weapon_skill = stats[ITEM_STAT_WEAPON_SKILLS];
  654. skillAddedByWeapon += item_stat_weapon_skill;
  655. }
  656. MStats.unlock();
  657. float max_bonus_skill = GetRuleSkillMaxBonus();
  658. if(skillAddedByWeapon > max_bonus_skill) {
  659. skillAddedByWeapon = max_bonus_skill;
  660. }
  661. }
  662. }
  663. if (skill)
  664. bonus += (skill->current_val+skillAddedByWeapon) / 25;
  665. if(is_caster_spell && lua_spell) {
  666. if(lua_spell->spell->GetSpellData()->resistibility > 0)
  667. bonus -= (1.0f - lua_spell->spell->GetSpellData()->resistibility)*100.0f;
  668. // Here we take into account Subjugation, Disruption and Ordination (debuffs)
  669. if(lua_spell->spell->GetSpellData()->mastery_skill) {
  670. int32 master_skill_reduce = rule_manager.GetGlobalRule(R_Spells, MasterSkillReduceSpellResist)->GetInt32();
  671. if(master_skill_reduce < 1)
  672. master_skill_reduce = 25;
  673. if(IsPlayer() && lua_spell->spell->GetSpellData()->spell_book_type == SPELL_BOOK_TYPE_TRADESKILL &&
  674. !((Player*)this)->GetSkills()->HasSkill(lua_spell->spell->GetSpellData()->mastery_skill)) {
  675. ((Player*)this)->AddSkill(lua_spell->spell->GetSpellData()->mastery_skill, 1, ((Player*)this)->GetLevel() * 5, true);
  676. }
  677. Skill* master_skill = GetSkillByID(lua_spell->spell->GetSpellData()->mastery_skill, true);
  678. if(master_skill && (lua_spell->spell->GetSpellData()->spell_book_type == SPELL_BOOK_TYPE_TRADESKILL ||
  679. ((master_skill->name.data == "Subjugation" || master_skill->name.data == "Disruption" || master_skill->name.data == "Ordination" || master_skill->name.data == "Aggression")))) {
  680. float item_stat_bonus = 0.0f;
  681. int32 item_stat = master_item_list.GetItemStatIDByName(::ToLower(master_skill->name.data));
  682. if(item_stat != 0xFFFFFFFF) {
  683. item_stat_bonus = GetStat(item_stat);
  684. }
  685. bonus += (master_skill->current_val + item_stat_bonus) / master_skill_reduce;
  686. }
  687. }
  688. }
  689. if (victim->IsEntity())
  690. bonus -= ((Entity*)victim)->GetDamageTypeResistPercentage(damage_type);
  691. Entity* entity_victim = (Entity*)victim;
  692. float chance = 80 + bonus; //80% base chance that the victim will get hit (plus bonus)
  693. sint16 roll_chance = 100;
  694. if(skill)
  695. roll_chance -= skill->current_val / 25;
  696. if(!is_caster_spell){ // melee or range attack
  697. skill = GetSkillByName("Offense", true); //add this skill for NPCs
  698. if(skill)
  699. roll_chance -= skill->current_val / 25;
  700. if(entity_victim->IsImmune(IMMUNITY_TYPE_RIPOSTE))
  701. return DAMAGE_PACKET_RESULT_RIPOSTE;
  702. // Avoidance Instructions: https://forums.daybreakgames.com/eq2/index.php?threads/avoidance-faq.482979/
  703. /*Parry: reads as parry in the avoidance tooltip, increased by items with +parry on them
  704. Caps at 70%. For plate tanks, works in the front quadrant only, for brawlers this is 360 degrees.
  705. A small % of parries will be ripostes, which not only avoid the attack but also damage your attacker
  706. */
  707. skill = entity_victim->GetSkillByName("Parry", true);
  708. if(skill){
  709. float parryChance = entity_victim->GetInfoStruct()->get_parry();
  710. float chanceValue = (100.0f - parryChance);
  711. if(rand()%roll_chance >= chanceValue){ //successful parry
  712. /* You may only riposte things in the front quadrant.
  713. Riposte is based off of parry: a certain % of parries turn into ripostes.
  714. */
  715. if(!behind && victim->InFrontSpawn((Spawn*)this, victim->GetX(), victim->GetZ())) { // if the attacker is not behind the victim, and the victim is facing the attacker (in front of spawn) then we can riposte
  716. float riposteChanceValue = parryChance / 7.0f; // Riposte is based off of parry: a certain % of parries turn into ripostes. Unknown what the value is divided by, 7 to make it 10% even.
  717. if(rand()%100 <= riposteChanceValue) {
  718. entity_victim->CheckProcs(PROC_TYPE_RIPOSTE, this);
  719. return DAMAGE_PACKET_RESULT_RIPOSTE;
  720. }
  721. }
  722. entity_victim->CheckProcs(PROC_TYPE_PARRY, this);
  723. return DAMAGE_PACKET_RESULT_PARRY;
  724. }
  725. }
  726. skill = nullptr;
  727. float blockChance = 0.0f;
  728. if(victim->GetAdventureClass() == BRAWLER)
  729. skill = entity_victim->GetSkillByName("Deflection", true);
  730. blockChance = entity_victim->GetInfoStruct()->get_block();
  731. if(blockChance > 0.0f)
  732. {
  733. blockChance += (blockChance*(entity_victim->GetInfoStruct()->get_block_chance()/100.0f));
  734. float chanceValue = (100.0f - blockChance);
  735. /* Non-brawlers may only block things in the front quadrant.
  736. Riposte is based off of parry: a certain % of parries turn into ripostes.
  737. */
  738. float rnd = rand()%roll_chance;
  739. if(rnd >= chanceValue){ //successful block
  740. if((victim->GetAdventureClass() == BRAWLER || victim->GetAdventureClass() == MONK) || (!behind && victim->InFrontSpawn((Spawn*)this, victim->GetX(), victim->GetZ()))) { // if the attacker is not behind the victim, and the victim is facing the attacker (in front of spawn) then we can block
  741. entity_victim->CheckProcs(PROC_TYPE_BLOCK, this);
  742. return (victim->GetAdventureClass() == BRAWLER) ? DAMAGE_PACKET_RESULT_DEFLECT : DAMAGE_PACKET_RESULT_BLOCK;
  743. }
  744. }
  745. }
  746. skill = entity_victim->GetSkillByName("Defense", true);
  747. float dodgeChance = entity_victim->GetInfoStruct()->get_avoidance_base();
  748. if(dodgeChance > 0.0f)
  749. {
  750. float chanceValue = (100.0f - dodgeChance);
  751. float rnd = rand()%roll_chance;
  752. if(rnd >= chanceValue){ //successful dodge
  753. entity_victim->CheckProcs(PROC_TYPE_EVADE, this);
  754. return DAMAGE_PACKET_RESULT_DODGE;//successfully dodged
  755. }
  756. }
  757. if(rand() % roll_chance >= chance)
  758. return DAMAGE_PACKET_RESULT_MISS; //successfully avoided
  759. }
  760. else{
  761. skill = entity_victim->GetSkillByName("Spell Avoidance", true);
  762. if(skill)
  763. chance -= skill->current_val / 25;
  764. if(rand()%roll_chance >= chance) {
  765. return DAMAGE_PACKET_RESULT_RESIST; //successfully resisted
  766. }
  767. }
  768. return DAMAGE_PACKET_RESULT_SUCCESSFUL;
  769. }
  770. float Entity::GetDamageTypeResistPercentage(int8 damage_type) {
  771. float ret = 1;
  772. switch(damage_type) {
  773. case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH:
  774. case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE:
  775. case DAMAGE_PACKET_DAMAGE_TYPE_SLASH: {
  776. Skill* skill = GetSkillByName("Defense", true);
  777. if(skill)
  778. ret += skill->current_val / 25;
  779. if(IsNPC())
  780. LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Crush/Pierce/Slash (%i)", damage_type, ret);
  781. break;
  782. }
  783. case DAMAGE_PACKET_DAMAGE_TYPE_HEAT: {
  784. ret += GetInfoStruct()->get_heat() / 50;
  785. LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Heat (%i), Amt: %.2f", damage_type, ret);
  786. break;
  787. }
  788. case DAMAGE_PACKET_DAMAGE_TYPE_COLD: {
  789. ret += GetInfoStruct()->get_cold() / 50;
  790. LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Cold (%i), Amt: %.2f", damage_type, ret);
  791. break;
  792. }
  793. case DAMAGE_PACKET_DAMAGE_TYPE_MAGIC: {
  794. ret += GetInfoStruct()->get_magic() / 50;
  795. LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Magic (%i), Amt: %.2f", damage_type, ret);
  796. break;
  797. }
  798. case DAMAGE_PACKET_DAMAGE_TYPE_MENTAL: {
  799. ret += GetInfoStruct()->get_mental() / 50;
  800. LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Mental (%i), Amt: %.2f", damage_type, ret);
  801. break;
  802. }
  803. case DAMAGE_PACKET_DAMAGE_TYPE_DIVINE: {
  804. ret += GetInfoStruct()->get_divine() / 50;
  805. LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Divine (%i), Amt: %.2f", damage_type, ret);
  806. break;
  807. }
  808. case DAMAGE_PACKET_DAMAGE_TYPE_DISEASE: {
  809. ret += GetInfoStruct()->get_disease() / 50;
  810. LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Disease (%i), Amt: %.2f", damage_type, ret);
  811. break;
  812. }
  813. case DAMAGE_PACKET_DAMAGE_TYPE_POISON: {
  814. ret += GetInfoStruct()->get_poison() / 50;
  815. LogWrite(COMBAT__DEBUG, 3, "Combat", "DamageType: Poison (%i), Amt: %.2f", damage_type, ret);
  816. break;
  817. }
  818. case DAMAGE_PACKET_DAMAGE_TYPE_FOCUS: {
  819. ret = 0.0f;
  820. break;
  821. }
  822. }
  823. return ret;
  824. }
  825. Skill* Entity::GetSkillByWeaponType(int8 type, int8 damage_type, bool update) {
  826. if(type == DAMAGE_PACKET_TYPE_RANGE_DAMAGE) {
  827. return GetSkillByName("Ranged", update);
  828. }
  829. switch(damage_type) {
  830. case DAMAGE_PACKET_DAMAGE_TYPE_SLASH: // slash
  831. return GetSkillByName("Slashing", update);
  832. case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH: // crush
  833. return GetSkillByName("Crushing", update);
  834. case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE: // pierce
  835. return GetSkillByName("Piercing", update);
  836. case DAMAGE_PACKET_DAMAGE_TYPE_HEAT:
  837. case DAMAGE_PACKET_DAMAGE_TYPE_COLD:
  838. case DAMAGE_PACKET_DAMAGE_TYPE_MAGIC:
  839. case DAMAGE_PACKET_DAMAGE_TYPE_MENTAL:
  840. case DAMAGE_PACKET_DAMAGE_TYPE_DIVINE:
  841. case DAMAGE_PACKET_DAMAGE_TYPE_DISEASE:
  842. case DAMAGE_PACKET_DAMAGE_TYPE_POISON:
  843. return GetSkillByName("Disruption", update);
  844. case DAMAGE_PACKET_DAMAGE_TYPE_FOCUS:
  845. return GetSkillByName("Focus", update);
  846. }
  847. return 0;
  848. }
  849. bool Entity::DamageSpawn(Entity* victim, int8 type, int8 damage_type, int32 low_damage, int32 high_damage, const char* spell_name, int8 crit_mod, bool is_tick, bool no_calcs, bool ignore_attacker, bool take_power, LuaSpell* spell) {
  850. if(spell) {
  851. spell->is_damage_spell = true;
  852. }
  853. bool has_damaged = false;
  854. if(!victim || !victim->Alive() || victim->GetHP() == 0)
  855. return false;
  856. int8 hit_result = 0;
  857. int16 blow_type = 0;
  858. sint32 damage = 0;
  859. sint32 damage_before_crit = 0;
  860. bool crit = false;
  861. if(low_damage > high_damage)
  862. high_damage = low_damage;
  863. if(low_damage == high_damage)
  864. damage = low_damage;
  865. else
  866. damage = MakeRandomInt(low_damage, high_damage);
  867. if(!no_calcs) {
  868. //this can be simplified by taking out the / 2, but I wanted the damage to be more consistent
  869. //damage = (rand()%((int)(high_damage/2-low_damage/2) + low_damage/2)) + (rand()%((int)(high_damage/2-low_damage/2) + low_damage/2));
  870. //damage = (rand()%((int)(high_damage-low_damage) + low_damage)) + (rand()%((int)(high_damage-low_damage) + low_damage));
  871. //DPS mod is only applied to auto attacks
  872. if (type == DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE || type == DAMAGE_PACKET_TYPE_RANGE_DAMAGE) {
  873. if(info_struct.get_dps_multiplier() != 0.0f) {
  874. damage *= (info_struct.get_dps_multiplier());
  875. }
  876. }
  877. //Potency and ability mod is only applied to spells/CAs
  878. else {
  879. damage = CalculateDamageAmount(victim, damage, type, damage_type, spell);
  880. }
  881. if(!crit_mod || crit_mod == 1){
  882. //force crit if crit_mod == 1
  883. if(crit_mod == 1)
  884. crit = true;
  885. // Crit Roll
  886. else {
  887. victim->MStats.lock();
  888. float chance = max((float)0, (info_struct.get_crit_chance() - victim->stats[ITEM_STAT_CRITAVOIDANCE]));
  889. victim->MStats.unlock();
  890. if (MakeRandomFloat(0, 100) <= chance)
  891. crit = true;
  892. }
  893. if(crit){
  894. damage_before_crit = damage;
  895. //Apply total crit multiplier with crit bonus
  896. if(info_struct.get_crit_bonus() > 0)
  897. damage *= (1.3 + (info_struct.get_crit_bonus() / 100));
  898. else
  899. damage *= 1.3;
  900. // Change packet type to crit
  901. if (type == DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE)
  902. type = DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG;
  903. else if (type == DAMAGE_PACKET_TYPE_SPELL_DAMAGE)
  904. type = DAMAGE_PACKET_TYPE_SPELL_CRIT_DMG;
  905. }
  906. }
  907. if(type == DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE || type == DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG || type == DAMAGE_PACKET_TYPE_RANGE_DAMAGE) {
  908. int16 effective_level_attacker = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel();
  909. float mit_percentage = CalculateMitigation(type, damage_type, effective_level_attacker, (IsPlayer() && victim->IsPlayer()));
  910. sint32 damage_to_reduce = (damage * mit_percentage);
  911. if(damage_to_reduce > damage)
  912. damage = 0;
  913. else
  914. damage -= damage_to_reduce;
  915. // if we reduce damage back below crit level then its no longer a crit, but we don't go below base damage
  916. if(type == DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG && damage <= damage_before_crit) {
  917. damage = damage_before_crit;
  918. type = DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE;
  919. }
  920. }
  921. }
  922. bool useWards = false;
  923. if(damage <= 0){
  924. hit_result = DAMAGE_PACKET_RESULT_NO_DAMAGE;
  925. damage = 0;
  926. if(victim->IsNPC() && victim->GetHP() > 0)
  927. ((Entity*)victim)->AddHate(this, damage);
  928. }
  929. else{
  930. hit_result = DAMAGE_PACKET_RESULT_SUCCESSFUL;
  931. sint32 return_damage = 0;
  932. if(GetZone()->CallSpawnScript(victim, SPAWN_SCRIPT_HEALTHCHANGED, this, 0, false, damage, &return_damage) && return_damage != 0)
  933. {
  934. // anything not 0 (no return) becomes considered 'immune' to the damage
  935. if(return_damage < 0) {
  936. damage = 0;
  937. hit_result = DAMAGE_PACKET_RESULT_NO_DAMAGE;
  938. }
  939. else if(return_damage != 0) {
  940. // otherwise we use what was given back to us (either less or greater)
  941. damage = return_damage;
  942. }
  943. }
  944. if(victim->IsNPC() && victim->GetHP() > 0)
  945. ((Entity*)victim)->AddHate(this, damage);
  946. if(damage) {
  947. int32 prevDmg = damage;
  948. damage = victim->CheckWards(this, damage, damage_type);
  949. if (damage < (sint64)prevDmg)
  950. useWards = true;
  951. if(damage > 0 && spell) {
  952. has_damaged = true;
  953. spell->has_damaged = true;
  954. }
  955. if(take_power) {
  956. sint32 curPower = victim->GetPower();
  957. if(curPower < damage)
  958. curPower = 0;
  959. else
  960. curPower -= damage;
  961. victim->SetPower(curPower);
  962. }
  963. else {
  964. victim->TakeDamage(damage);
  965. }
  966. victim->CheckProcs(PROC_TYPE_DAMAGED, this);
  967. if (IsPlayer()) {
  968. switch (damage_type) {
  969. case DAMAGE_PACKET_DAMAGE_TYPE_SLASH:
  970. case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH:
  971. case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE:
  972. if (((Player*)this)->GetPlayerStatisticValue(STAT_PLAYER_HIGHEST_MELEE_HIT) < damage)
  973. ((Player*)this)->UpdatePlayerStatistic(STAT_PLAYER_HIGHEST_MELEE_HIT, damage, true);
  974. victim->CheckProcs(PROC_TYPE_DAMAGED_MELEE, this);
  975. break;
  976. case DAMAGE_PACKET_DAMAGE_TYPE_HEAT:
  977. case DAMAGE_PACKET_DAMAGE_TYPE_COLD:
  978. case DAMAGE_PACKET_DAMAGE_TYPE_MAGIC:
  979. case DAMAGE_PACKET_DAMAGE_TYPE_MENTAL:
  980. case DAMAGE_PACKET_DAMAGE_TYPE_DIVINE:
  981. case DAMAGE_PACKET_DAMAGE_TYPE_DISEASE:
  982. case DAMAGE_PACKET_DAMAGE_TYPE_POISON:
  983. if (((Player*)this)->GetPlayerStatisticValue(STAT_PLAYER_HIGHEST_MAGIC_HIT) < damage)
  984. ((Player*)this)->UpdatePlayerStatistic(STAT_PLAYER_HIGHEST_MAGIC_HIT, damage, true);
  985. victim->CheckProcs(PROC_TYPE_DAMAGED_MAGIC, this);
  986. break;
  987. }
  988. }
  989. }
  990. }
  991. Entity* attacker = nullptr;
  992. if(!ignore_attacker)
  993. attacker = this;
  994. if (damage > 0) {
  995. GetZone()->SendDamagePacket(attacker, victim, type, hit_result, damage_type, damage, spell_name);
  996. if (IsStealthed() || IsInvis())
  997. CancelAllStealth();
  998. if (victim->IsEntity())
  999. ((Entity*)victim)->CheckInterruptSpell(this);
  1000. }
  1001. else if (useWards)
  1002. {
  1003. GetZone()->SendDamagePacket(attacker, victim, DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE, DAMAGE_PACKET_RESULT_NO_DAMAGE, damage_type, 0, spell_name);
  1004. }
  1005. if (victim->GetHP() <= 0)
  1006. KillSpawn(victim, type, damage_type, blow_type);
  1007. else {
  1008. victim->CheckProcs(PROC_TYPE_DEFENSIVE, this);
  1009. if (spell_name)
  1010. victim->CheckProcs(PROC_TYPE_MAGICAL_DEFENSIVE, this);
  1011. else
  1012. victim->CheckProcs(PROC_TYPE_PHYSICAL_DEFENSIVE, this);
  1013. }
  1014. if(spell)
  1015. spell->crit = crit;
  1016. return has_damaged;
  1017. }
  1018. float Entity::CalculateMitigation(int8 type, int8 damage_type, int16 effective_level_attacker, bool for_pvp) {
  1019. int16 effective_level_victim = GetInfoStruct()->get_effective_level() != 0 ? GetInfoStruct()->get_effective_level() : GetLevel();
  1020. if(effective_level_attacker < 1 && effective_level_victim)
  1021. effective_level_attacker = effective_level_victim;
  1022. else
  1023. effective_level_attacker = 1;
  1024. int32 effective_mit_cap = effective_level_victim * rule_manager.GetGlobalRule(R_Combat, EffectiveMitigationCapLevel)->GetInt32();
  1025. float max_mit = (float)GetInfoStruct()->get_max_mitigation();
  1026. if(max_mit == 0.0f)
  1027. max_mit = effective_level_victim * 100.0f;
  1028. int32 mit_to_use = 0;
  1029. switch(type) {
  1030. case DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE:
  1031. case DAMAGE_PACKET_TYPE_RANGE_DAMAGE:
  1032. mit_to_use = GetInfoStruct()->get_cur_mitigation();
  1033. break;
  1034. case DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG:
  1035. // since critical mitigation is a percentage we will reverse the mit value so we can add skill from specific types of weapons
  1036. mit_to_use = (int32)((float)GetInfoStruct()->get_max_mitigation() * (float)(GetInfoStruct()->get_critical_mitigation()/100.0f));
  1037. break;
  1038. }
  1039. switch(damage_type) {
  1040. case DAMAGE_PACKET_DAMAGE_TYPE_SLASH:
  1041. mit_to_use += GetInfoStruct()->get_mitigation_skill1(); // slash
  1042. break;
  1043. case DAMAGE_PACKET_DAMAGE_TYPE_PIERCE:
  1044. mit_to_use += GetInfoStruct()->get_mitigation_skill2(); // pierce
  1045. break;
  1046. case DAMAGE_PACKET_DAMAGE_TYPE_CRUSH:
  1047. mit_to_use += GetInfoStruct()->get_mitigation_skill3(); // crush
  1048. break;
  1049. case DAMAGE_PACKET_DAMAGE_TYPE_FOCUS:
  1050. return 0.0f; // focus cannot be mitigated, just break out of this now
  1051. break;
  1052. default:
  1053. // do nothing
  1054. break;
  1055. }
  1056. if(for_pvp) {
  1057. mit_to_use += effective_level_victim * rule_manager.GetGlobalRule(R_Combat, MitigationLevelEffectivenessMax)->GetInt32();
  1058. }
  1059. if(mit_to_use > effective_mit_cap) {
  1060. mit_to_use = effective_mit_cap;
  1061. }
  1062. float level_diff = ((float)effective_level_victim / (float)effective_level_attacker);
  1063. if(level_diff > rule_manager.GetGlobalRule(R_Combat, MitigationLevelEffectivenessMax)->GetFloat()) {
  1064. level_diff = rule_manager.GetGlobalRule(R_Combat, MitigationLevelEffectivenessMax)->GetFloat();
  1065. }
  1066. else if(level_diff < rule_manager.GetGlobalRule(R_Combat, MitigationLevelEffectivenessMax)->GetFloat()) {
  1067. level_diff = rule_manager.GetGlobalRule(R_Combat, MitigationLevelEffectivenessMin)->GetFloat();
  1068. }
  1069. float mit_percentage = ((float)mit_to_use / max_mit) * level_diff;
  1070. if(!for_pvp && mit_percentage > rule_manager.GetGlobalRule(R_Combat, MaxMitigationAllowed)->GetFloat()) {
  1071. mit_percentage = rule_manager.GetGlobalRule(R_Combat, MaxMitigationAllowed)->GetFloat();
  1072. }
  1073. else if(for_pvp && mit_percentage > rule_manager.GetGlobalRule(R_Combat, MaxMitigationAllowedPVP)->GetFloat()) {
  1074. mit_percentage = rule_manager.GetGlobalRule(R_Combat, MaxMitigationAllowedPVP)->GetFloat();
  1075. }
  1076. return mit_percentage;
  1077. }
  1078. void Entity::AddHate(Entity* attacker, sint32 hate) {
  1079. if(!attacker || GetHP() <= 0 || attacker->GetHP() <= 0)
  1080. return;
  1081. // If a players pet and protect self is off
  1082. if (IsPet() && ((NPC*)this)->GetOwner() && ((NPC*)this)->GetOwner()->IsPlayer() && ((((Player*)((NPC*)this)->GetOwner())->GetInfoStruct()->get_pet_behavior() & 2) == 0))
  1083. return;
  1084. hate = attacker->CalculateHateAmount(this, hate);
  1085. if (IsNPC() && ((NPC*)this)->Brain()) {
  1086. LogWrite(COMBAT__DEBUG, 3, "Combat", "Add NPC_AI Hate: Victim '%s', Attacker '%s', Hate: %i", GetName(), attacker->GetName(), hate);
  1087. ((NPC*)this)->Brain()->AddHate(attacker, hate);
  1088. int8 loot_state = ((NPC*)this)->GetLockedNoLoot();
  1089. // if encounter size is 0 then add the attacker to the encounter
  1090. if ((loot_state != ENCOUNTER_STATE_AVAILABLE && loot_state != ENCOUNTER_STATE_BROKEN && ((NPC*)this)->Brain()->GetEncounterSize() == 0)) {
  1091. ((NPC*)this)->Brain()->AddToEncounter(attacker);
  1092. AddTargetToEncounter(attacker);
  1093. }
  1094. }
  1095. if (attacker->GetThreatTransfer() && hate > 0) {
  1096. Spawn* transfer_target = (Entity*)GetZone()->GetSpawnByID(attacker->GetThreatTransfer()->Target);
  1097. if (transfer_target && transfer_target->IsEntity()) {
  1098. sint32 transfered_hate = hate * (attacker->GetThreatTransfer()->Amount / 100);
  1099. hate -= transfered_hate;
  1100. this->AddHate((Entity*)transfer_target, transfered_hate);
  1101. }
  1102. }
  1103. // If pet is adding hate add some to the pets owner as well
  1104. if (attacker->IsNPC() && ((NPC*)attacker)->IsPet())
  1105. AddHate(((NPC*)attacker)->GetOwner(), 1);
  1106. // If player and player has a pet and protect master is set add hate to the pet
  1107. if (IsPlayer() && HasPet() && (((Player*)this)->GetInfoStruct()->get_pet_behavior() & 1)) {
  1108. // If we have a combat pet add hate to it
  1109. if (((Player*)this)->GetPet())
  1110. AddHate(((Player*)this)->GetPet(), 1);
  1111. if (((Player*)this)->GetCharmedPet())
  1112. AddHate(((Player*)this)->GetCharmedPet(), 1);
  1113. }
  1114. // If this spawn has a spawn group then add the attacker to the hate list of the other
  1115. // group members if not already in their list
  1116. if (HasSpawnGroup()) {
  1117. vector<Spawn*>* group = GetSpawnGroup();
  1118. vector<Spawn*>::iterator itr;
  1119. for (itr = group->begin(); itr != group->end(); itr++) {
  1120. if (!(*itr)->IsNPC())
  1121. continue;
  1122. NPC* spawn = (NPC*)(*itr);
  1123. if (spawn->Brain()->GetHate(attacker) == 0)
  1124. spawn->Brain()->AddHate(attacker, 1);
  1125. }
  1126. safe_delete(group);
  1127. }
  1128. }
  1129. bool Entity::CheckFizzleSpell(LuaSpell* spell) {
  1130. if(!spell || !rule_manager.GetGlobalRule(R_Spells, EnableFizzleSpells)->GetInt8()
  1131. || spell->spell->GetSpellData()->can_fizzle == false)
  1132. return false;
  1133. float fizzleMaxSkill = rule_manager.GetGlobalRule(R_Spells, FizzleMaxSkill)->GetFloat();
  1134. float baseFizzle = rule_manager.GetGlobalRule(R_Spells, DefaultFizzleChance)->GetFloat()/100.0f; // 10%
  1135. float skillObtained = rule_manager.GetGlobalRule(R_Spells, FizzleDefaultSkill)->GetFloat(); // default of .2f so we don't go over the threshold if no skill
  1136. Skill* skill = GetSkillByID(spell->spell->GetSpellData()->mastery_skill, false);
  1137. if(skill && spell->spell->GetSpellData()->min_class_skill_req > 0)
  1138. {
  1139. float skillObtained = skill->current_val / spell->spell->GetSpellData()->min_class_skill_req;
  1140. if(skillObtained > fizzleMaxSkill) // 120% over the skill value
  1141. {
  1142. skillObtained = fizzleMaxSkill;
  1143. }
  1144. baseFizzle = (fizzleMaxSkill - skillObtained) * baseFizzle;
  1145. float totalSuccessChance = 1.0f - baseFizzle;
  1146. float randResult = MakeRandomFloat(0.0f, 1.0f);
  1147. if(randResult > totalSuccessChance)
  1148. return true;
  1149. }
  1150. return false;
  1151. }
  1152. bool Entity::CheckInterruptSpell(Entity* attacker) {
  1153. if(!IsCasting())
  1154. return false;
  1155. Spell* spell = GetZone()->GetSpell(this);
  1156. if(!spell || spell->GetSpellData()->interruptable == 0)
  1157. return false;
  1158. if(GetInfoStruct()->get_no_interrupt())
  1159. return false;
  1160. //originally base of 30 percent chance to continue casting if attacked
  1161. //modified to 50% and added global rule, 30% was too small at starting levels
  1162. int8 percent = rule_manager.GetGlobalRule(R_Spells, NoInterruptBaseChance)->GetInt32();
  1163. float focus_skill_with_bonus = CalculateSkillWithBonus("Focus", ITEM_STAT_FOCUS, true);
  1164. percent += ((1 + focus_skill_with_bonus)/6);
  1165. if(MakeRandomInt(1, 100) > percent) {
  1166. LogWrite(COMBAT__DEBUG, 0, "Combat", "'%s' interrupted spell for '%s': %i%%", attacker->GetName(), GetName(), percent);
  1167. GetZone()->Interrupted(this, attacker, SPELL_ERROR_INTERRUPTED);
  1168. return true;
  1169. }
  1170. LogWrite(COMBAT__DEBUG, 0, "Combat", "'%s' failed to interrupt spell for '%s': %i%%", attacker->GetName(), GetName(), percent);
  1171. return false;
  1172. }
  1173. void Entity::KillSpawn(Spawn* dead, int8 type, int8 damage_type, int16 kill_blow_type) {
  1174. if(!dead)
  1175. return;
  1176. if (IsPlayer()) {
  1177. Client* client = GetZone()->GetClientBySpawn(this);
  1178. PacketStruct* packet = configReader.getStruct("WS_EnterCombat", client->GetVersion());
  1179. if (packet) {
  1180. client->QueuePacket(packet->serialize());
  1181. }
  1182. safe_delete(packet);
  1183. ((Player*)this)->InCombat(false);
  1184. }
  1185. if (IsPlayer() && dead->IsEntity())
  1186. GetZone()->GetSpellProcess()->KillHOBySpawnID(dead->GetID());
  1187. /* just for sake of not knowing if we are in a read lock, write lock, or no lock
  1188. ** say spawnlist is locked (DismissPet arg 3 true), which means RemoveSpawn will remove the id from the spawn_list outside of the potential lock
  1189. */
  1190. if (dead->IsPet() && ((NPC*)dead)->GetOwner())
  1191. ((NPC*)dead)->GetOwner()->DismissPet((NPC*)dead, true, true);
  1192. else if (dead->IsEntity()) {
  1193. // remove all pets for this entity
  1194. ((Entity*)dead)->DismissAllPets(false, true);
  1195. }
  1196. if (IsCasting())
  1197. GetZone()->Interrupted(this, dead, SPELL_ERROR_NOT_ALIVE);
  1198. LogWrite(COMBAT__DEBUG, 3, "Combat", "Killing '%s'", dead->GetName());
  1199. // Kill movement for the dead npc so the corpse doesn't move
  1200. GetZone()->movementMgr->StopNavigation((Entity*)dead);
  1201. dead->ClearRunningLocations();
  1202. dead->CalculateRunningLocation(true);
  1203. GetZone()->KillSpawn(true, dead, this, true, type, damage_type, kill_blow_type);
  1204. }
  1205. void Entity::HandleDeathExperienceDebt(Spawn* killer)
  1206. {
  1207. if(!IsPlayer())
  1208. return;
  1209. float ruleDebt = 0.0f;
  1210. if(killer && killer->IsPlayer())
  1211. ruleDebt = rule_manager.GetGlobalRule(R_Combat, PVPDeathExperienceDebt)->GetFloat()/100.0f;
  1212. else
  1213. ruleDebt = rule_manager.GetGlobalRule(R_Combat, DeathExperienceDebt)->GetFloat()/100.0f;
  1214. if(ruleDebt > 0.0f)
  1215. {
  1216. bool groupDebt = rule_manager.GetGlobalRule(R_Combat, GroupExperienceDebt)->GetBool();
  1217. if(groupDebt && ((Player*)this)->GetGroupMemberInfo())
  1218. {
  1219. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  1220. PlayerGroup* group = world.GetGroupManager()->GetGroup(((Player*)this)->GetGroupMemberInfo()->group_id);
  1221. if (group)
  1222. {
  1223. group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
  1224. deque<GroupMemberInfo*>* members = group->GetMembers();
  1225. int32 size = members->size();
  1226. float xpDebtPerMember = ruleDebt/(float)size;
  1227. deque<GroupMemberInfo*>::iterator itr;
  1228. for (itr = members->begin(); itr != members->end(); itr++) {
  1229. GroupMemberInfo* gmi = *itr;
  1230. if (gmi->client && gmi->client->GetPlayer()) {
  1231. gmi->client->GetPlayer()->GetInfoStruct()->set_xp_debt(gmi->client->GetPlayer()->GetInfoStruct()->get_xp_debt()+xpDebtPerMember);
  1232. gmi->client->GetPlayer()->SetCharSheetChanged(true);
  1233. }
  1234. }
  1235. group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
  1236. }
  1237. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  1238. }
  1239. else
  1240. {
  1241. ((Player*)this)->GetInfoStruct()->set_xp_debt(((Player*)this)->GetInfoStruct()->get_xp_debt()+ruleDebt);
  1242. ((Player*)this)->SetCharSheetChanged(true);
  1243. }
  1244. }
  1245. }
  1246. void Entity::ProcessCombat() {
  1247. // This is a virtual function so when a NPC calls this it will use the NPC::ProcessCombat() version
  1248. // and a player will use the Player::ProcessCombat() version, leave this function blank.
  1249. }
  1250. void NPC::ProcessCombat() {
  1251. MBrain.writelock(__FUNCTION__, __LINE__);
  1252. // Check to see if it is time to call the AI again
  1253. if (m_brain && GetHP() > 0 && Timer::GetCurrentTime2() >= (m_brain->LastTick() + m_brain->Tick())) {
  1254. // Probably never want to use the following log, will spam the console for every NPC in a zone 4 times a second
  1255. //LogWrite(NPC_AI__DEBUG, 9, "NPC_AI", "%s is thinking...", GetName());
  1256. m_brain->Think();
  1257. // Set the time for when the brain was last called
  1258. m_brain->SetLastTick(Timer::GetCurrentTime2());
  1259. }
  1260. MBrain.releasewritelock(__FUNCTION__, __LINE__);
  1261. }
  1262. void Player::ProcessCombat() {
  1263. // if not in combat OR casting a spell OR dazed OR feared return out
  1264. if (!EngagedInCombat() || IsCasting() || IsDazed() || IsFeared())
  1265. return;
  1266. //If no target delete combat_target and return out
  1267. Spawn* Target = GetZone()->GetSpawnByID(target);
  1268. if (!Target) {
  1269. combat_target = 0;
  1270. if (target > 0) {
  1271. SetTarget(0);
  1272. }
  1273. return;
  1274. }
  1275. // If is not an entity return out
  1276. if (!Target->IsEntity())
  1277. return;
  1278. // Reset combat target
  1279. combat_target = 0;
  1280. if (Target->HasTarget()) {
  1281. if (Target->IsPlayer() || (Target->IsNPC() && Target->IsPet() && ((NPC*)Target)->GetOwner() && ((NPC*)Target)->GetOwner()->IsPlayer())){
  1282. Spawn* secondary_target = Target->GetTarget();
  1283. if (secondary_target->IsNPC() && secondary_target->appearance.attackable) {
  1284. if (!secondary_target->IsPet() || (secondary_target->IsPet() && ((NPC*)secondary_target)->GetOwner() && ((NPC*)secondary_target)->GetOwner()->IsNPC())) {
  1285. combat_target = secondary_target;
  1286. }
  1287. }
  1288. }
  1289. }
  1290. // If combat_target wasn't set in the above if set it to the original target
  1291. if (!combat_target)
  1292. combat_target = Target;
  1293. // this if may not be required as at the min combat_target will be Target, which we already check at the begining
  1294. if(!combat_target)
  1295. return;
  1296. float distance = 0;
  1297. distance = GetDistance(combat_target);
  1298. // Check to see if we are doing ranged auto attacks if not check to see if we are in melee range
  1299. if (GetRangeAttack()) {
  1300. // We are doing ranged auto attacks
  1301. //check to see if we can attack the target AND the ranged weapon is ready
  1302. if(AttackAllowed((Entity*)combat_target, distance, true) && RangeWeaponReady()) {
  1303. Item* weapon = 0;
  1304. Item* ammo = 0;
  1305. // Get the currently equiped weapon and ammo for the ranged attack
  1306. weapon = GetEquipmentList()->GetItem(EQ2_RANGE_SLOT);
  1307. ammo = GetEquipmentList()->GetItem(EQ2_AMMO_SLOT);
  1308. LogWrite(COMBAT__DEBUG, 1, "Combat", "Weapon '%s', Ammo '%s'", ( weapon )? weapon->name.c_str() : "None", ( ammo ) ? ammo->name.c_str() : "None");
  1309. // If weapon and ammo are both valid perform the ranged attack else send a message to the client
  1310. if(weapon && ammo) {
  1311. LogWrite(COMBAT__DEBUG, 1, "Combat", "Weapon: Primary, Fighter: '%s', Target: '%s', Distance: %.2f", GetName(), combat_target->GetName(), distance);
  1312. RangeAttack(combat_target, distance, weapon, ammo);
  1313. }
  1314. else {
  1315. Client* client = GetZone()->GetClientBySpawn(this);
  1316. if (client) {
  1317. // Need to get messages from live, made these up so the player knows what is wrong in game if weapon or ammo are not valid
  1318. if (!ammo)
  1319. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "Out of ammo.");
  1320. if (!weapon)
  1321. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "No ranged weapon found.");
  1322. }
  1323. }
  1324. }
  1325. }
  1326. else if(distance <= rule_manager.GetGlobalRule(R_Combat, MaxCombatRange)->GetFloat()) {
  1327. // We are doing melee auto attacks and are within range
  1328. // Check to see if we can attack the target
  1329. if(AttackAllowed((Entity*)combat_target)) {
  1330. // Check to see if the primary melee weapon is ready
  1331. if(PrimaryWeaponReady()) {
  1332. // Set the time of the last melee attack with the primary weapon and perform the melee attack with primary weapon
  1333. SetPrimaryLastAttackTime(Timer::GetCurrentTime2());
  1334. MeleeAttack(combat_target, distance, true);
  1335. }
  1336. // Check to see if the secondary weapon is ready
  1337. if(SecondaryWeaponReady()) {
  1338. // set the time of the last melee attack with the secondary weapon and perform the melee attack with the secondary weapon
  1339. SetSecondaryLastAttackTime(Timer::GetCurrentTime2());
  1340. MeleeAttack(combat_target, distance, false);
  1341. }
  1342. }
  1343. }
  1344. }
  1345. void Entity::SetAttackDelay(bool primary, bool ranged) {
  1346. float mod = CalculateAttackSpeedMod();
  1347. bool dual_wield = IsDualWield();
  1348. //Note: Capping all attack speed increases at 125% normal speed (from function CalculateAttackSpeedMod())
  1349. //Add 33% longer delay if dual wielding
  1350. if(dual_wield && ! ranged) {
  1351. if(primary)
  1352. SetPrimaryAttackDelay((GetPrimaryWeaponDelay() * 1.33) / mod);
  1353. else
  1354. SetSecondaryAttackDelay((GetSecondaryWeaponDelay() * 1.33) / mod);
  1355. }
  1356. else {
  1357. if(primary)
  1358. SetPrimaryAttackDelay(GetPrimaryWeaponDelay() / mod);
  1359. else if(ranged)
  1360. SetRangeAttackDelay(GetRangeWeaponDelay() / mod);
  1361. else
  1362. SetSecondaryAttackDelay(GetSecondaryWeaponDelay() / mod);
  1363. }
  1364. }
  1365. float Entity::CalculateAttackSpeedMod(){
  1366. float aspeed = info_struct.get_attackspeed();
  1367. if(aspeed > 0) {
  1368. if (aspeed <= 100)
  1369. return (aspeed / 100 + 1);
  1370. else if (aspeed <= 200)
  1371. return 2.25;
  1372. }
  1373. return 1;
  1374. }
  1375. void Entity::AddProc(int8 type, float chance, Item* item, LuaSpell* spell) {
  1376. if (type == 0) {
  1377. LogWrite(COMBAT__ERROR, 0, "Proc", "Entity::AddProc called with an invalid type.");
  1378. return;
  1379. }
  1380. if (!item && !spell) {
  1381. LogWrite(COMBAT__ERROR, 0, "Proc", "Entity::AddProc must have a valid item or spell.");
  1382. return;
  1383. }
  1384. MProcList.writelock(__FUNCTION__, __LINE__);
  1385. Proc* proc = new Proc();
  1386. proc->chance = chance;
  1387. proc->item = item;
  1388. proc->spell = spell;
  1389. proc->spellid = spell->spell->GetSpellID();
  1390. m_procList[type].push_back(proc);
  1391. MProcList.releasewritelock(__FUNCTION__, __LINE__);
  1392. }
  1393. void Entity::RemoveProc(Item* item, LuaSpell* spell) {
  1394. if (!item && !spell) {
  1395. LogWrite(COMBAT__ERROR, 0, "Proc", "Entity::RemoveProc must have a valid item or spell.");
  1396. return;
  1397. }
  1398. MProcList.writelock(__FUNCTION__, __LINE__);
  1399. map<int8, vector<Proc*> >::iterator proc_itr;
  1400. vector<Proc*>::iterator itr;
  1401. for (proc_itr = m_procList.begin(); proc_itr != m_procList.end(); proc_itr++) {
  1402. itr = proc_itr->second.begin();
  1403. while (itr != proc_itr->second.end()) {
  1404. Proc* proc = *itr;
  1405. if ((item && proc->item == item) || (spell && proc->spell == spell)) {
  1406. itr = proc_itr->second.erase(itr);
  1407. safe_delete(proc);
  1408. }
  1409. else
  1410. itr++;
  1411. }
  1412. }
  1413. MProcList.releasewritelock(__FUNCTION__, __LINE__);
  1414. }
  1415. bool Entity::CastProc(Proc* proc, int8 type, Spawn* target) {
  1416. lua_State* state = 0;
  1417. bool item_proc = false;
  1418. int8 num_args = 3;
  1419. if (proc->spell) {
  1420. state = proc->spell->state;
  1421. }
  1422. else if (proc->item) {
  1423. state = lua_interface->GetItemScript(proc->item->GetItemScript());
  1424. item_proc = true;
  1425. }
  1426. if (!state) {
  1427. LogWrite(COMBAT__ERROR, 0, "Proc", "No valid lua_State* found");
  1428. return false;
  1429. }
  1430. lua_getglobal(state, "proc");
  1431. if (item_proc) {
  1432. num_args++;
  1433. lua_interface->SetItemValue(state, proc->item);
  1434. }
  1435. lua_interface->SetSpawnValue(state, this);
  1436. lua_interface->SetSpawnValue(state, target);
  1437. lua_interface->SetInt32Value(state, type);
  1438. /*
  1439. Add spell data from db in case of a spell proc here...
  1440. */
  1441. if (!item_proc) {
  1442. // Append spell data to the param list
  1443. vector<LUAData*>* data = proc->spell->spell->GetLUAData();
  1444. for(int32 i = 0; i < data->size(); i++) {
  1445. switch(data->at(i)->type) {
  1446. case 0:{
  1447. lua_interface->SetSInt32Value(proc->spell->state, data->at(i)->int_value);
  1448. break;
  1449. }
  1450. case 1:{
  1451. lua_interface->SetFloatValue(proc->spell->state, data->at(i)->float_value);
  1452. break;
  1453. }
  1454. case 2:{
  1455. lua_interface->SetBooleanValue(proc->spell->state, data->at(i)->bool_value);
  1456. break;
  1457. }
  1458. case 3:{
  1459. lua_interface->SetStringValue(proc->spell->state, data->at(i)->string_value.c_str());
  1460. break;
  1461. }
  1462. default:{
  1463. LogWrite(SPELL__ERROR, 0, "Spell", "Error: Unknown LUA Type '%i' in Entity::CastProc for Spell '%s'", (int)data->at(i)->type, proc->spell->spell->GetName());
  1464. return false;
  1465. }
  1466. }
  1467. num_args++;
  1468. }
  1469. }
  1470. if (lua_pcall(state, num_args, 0, 0) != 0) {
  1471. LogWrite(COMBAT__ERROR, 0, "Proc", "Unable to call the proc function for spell %i tier %i", proc->spell->spell->GetSpellID(), proc->spell->spell->GetSpellTier());
  1472. lua_pop(state, 1);
  1473. return false;
  1474. }
  1475. return true;
  1476. }
  1477. void Entity::CheckProcs(int8 type, Spawn* target) {
  1478. if (type == 0) {
  1479. LogWrite(COMBAT__ERROR, 0, "Proc", "Entity::CheckProcs called with an invalid type.");
  1480. return;
  1481. }
  1482. float roll = MakeRandomFloat(0, 100);
  1483. vector<Proc*> tmpList;
  1484. MProcList.readlock(__FUNCTION__, __LINE__);
  1485. for (int8 i = 0; i < m_procList[type].size(); i++) {
  1486. Proc* proc = m_procList[type].at(i);
  1487. if (roll <= proc->chance)
  1488. {
  1489. Proc* tmpProc = new Proc();
  1490. tmpProc->chance = proc->chance;
  1491. tmpProc->item = proc->item;
  1492. tmpProc->spell = proc->spell;
  1493. tmpProc->spellid = proc->spellid;
  1494. tmpList.push_back(tmpProc);
  1495. }
  1496. }
  1497. MProcList.releasereadlock(__FUNCTION__, __LINE__);
  1498. vector<Proc*>::iterator proc_itr;
  1499. for (proc_itr = tmpList.begin(); proc_itr != tmpList.end();) {
  1500. Proc* tmpProc = *proc_itr;
  1501. CastProc(tmpProc, type, target);
  1502. proc_itr++;
  1503. safe_delete(tmpProc);
  1504. }
  1505. }
  1506. void Entity::ClearProcs() {
  1507. MProcList.writelock(__FUNCTION__, __LINE__);
  1508. map<int8, vector<Proc*> >::iterator proc_itr;
  1509. vector<Proc*>::iterator itr;
  1510. for (proc_itr = m_procList.begin(); proc_itr != m_procList.end(); proc_itr++) {
  1511. itr = proc_itr->second.begin();
  1512. while (itr != proc_itr->second.end()) {
  1513. safe_delete(*itr);
  1514. itr = proc_itr->second.erase(itr);
  1515. }
  1516. proc_itr->second.clear();
  1517. }
  1518. m_procList.clear();
  1519. MProcList.releasewritelock(__FUNCTION__, __LINE__);
  1520. }
  1521. sint32 Entity::CalculateHateAmount(Spawn* target, sint32 amt) {
  1522. amt = CalculateFormulaByStat(amt, ITEM_STAT_TAUNT_AMOUNT);
  1523. amt = CalculateFormulaByStat(amt, ITEM_STAT_TAUNT_AND_COMBAT_ART_DAMAGE);
  1524. amt = CalculateFormulaByStat(amt, ITEM_STAT_ABILITY_MODIFIER);
  1525. return amt;
  1526. }
  1527. sint32 Entity::CalculateHealAmount(Spawn* target, sint32 amt, int8 crit_mod, bool* crit, bool skip_crit_mod) {
  1528. amt = CalculateFormulaByStat(amt, ITEM_STAT_HEAL_AMOUNT);
  1529. amt = CalculateFormulaByStat(amt, ITEM_STAT_SPELL_AND_HEAL);
  1530. //Potency Mod
  1531. amt = CalculateFormulaByStat(amt, ITEM_STAT_POTENCY);
  1532. //Ability Mod
  1533. amt += (int32)min((int32)GetInfoStruct()->get_ability_modifier(), (int32)(amt / 2));
  1534. if(!skip_crit_mod){
  1535. if(!crit_mod || crit_mod == 1){
  1536. if(crit_mod == 1)
  1537. *crit = true;
  1538. else if(!*crit) {
  1539. // Crit Roll
  1540. float chance = (float)max((float)0, (float)GetInfoStruct()->get_crit_chance());
  1541. *crit = (MakeRandomFloat(0, 100) <= chance);
  1542. }
  1543. if(*crit){
  1544. //Apply total crit multiplier with crit bonus
  1545. amt *= ((GetInfoStruct()->get_crit_bonus() / 100) + 1.3);
  1546. }
  1547. }
  1548. }
  1549. return amt;
  1550. }
  1551. sint32 Entity::CalculateDamageAmount(Spawn* target, sint32 damage, int8 base_type, int8 damage_type, LuaSpell* spell) {
  1552. return CalculateDamageAmount(target, damage, base_type, damage_type, (spell && spell->spell) ? spell->spell->GetSpellData()->target_type : 0);
  1553. }
  1554. sint32 Entity::CalculateDamageAmount(Spawn* target, sint32 damage, int8 base_type, int8 damage_type, int8 target_type) {
  1555. if(damage_type == DAMAGE_PACKET_DAMAGE_TYPE_FOCUS) {
  1556. return damage; // cannot avoid focus damage
  1557. }
  1558. // only spells may add spell damage item stat
  1559. if(damage_type >= DAMAGE_PACKET_DAMAGE_TYPE_HEAT && damage_type <= DAMAGE_PACKET_DAMAGE_TYPE_POISON)
  1560. {
  1561. // https://forums.daybreakgames.com/eq2/index.php?threads/potency-and-ability-mod-what.4316/
  1562. // Spell damage model assuming 100% crit chance:
  1563. // (Spell base damage * Base damage modifier * Int bonus * Skill bonus * Potency + Ability modifier) * Crit bonus * Spell double attack
  1564. /** Spell base damage: Get all master spells
  1565. Base damage modifier: Very very rare. Available from Wizard aa Wisdom line(Brainstorm). Get it, cherish it.
  1566. Int bonus: Past 1200 or so int, you will get a 10% increase in spell damage per 30% increase in int. Look at int tooltip to see the numerical value.
  1567. Skill bonus: Past skill cap, 100 points skill is worth 2% increase in minimum spell damage, which translates to 1% overall increase. Looks at the skill that the spell uses, for wizards mostly disruption. Cap is 6.5*level.
  1568. Potency: A straight damage modifier, the more you can get the better. No practical cap.
  1569. Ability modifier: A straight damage modifier. Limited to 50% of the spell base damage, but for a wizard this usually has little consequence. However note that this is not affected by Potency.
  1570. Crit bonus: A straight damage modifier, the more you can get the better. No practical cap. Wizards got 50% intrinsic Crit Bonus that does not show up in the stat window, just add 50 to stat value for calculations.
  1571. Spell double cast: A straight damage modifier, the more you can get the better. You won't be able to get very much of this.
  1572. Makes the spell cast twice with some limitations.
  1573. **/
  1574. damage = CalculateFormulaByStat(damage, ITEM_STAT_SPELL_DAMAGE);
  1575. }
  1576. if(base_type == DAMAGE_PACKET_TYPE_SPELL_DAMAGE)
  1577. damage = CalculateFormulaByStat(damage, ITEM_STAT_SPELL_AND_COMBAT_ART_DAMAGE);
  1578. // combat abilities only bonus
  1579. if(damage_type <= DAMAGE_PACKET_DAMAGE_TYPE_PIERCE)
  1580. damage = CalculateFormulaByStat(damage, ITEM_STAT_TAUNT_AND_COMBAT_ART_DAMAGE);
  1581. // Potency mod
  1582. damage = CalculateFormulaByStat(damage, ITEM_STAT_POTENCY);
  1583. int32 modifier = 2;
  1584. if(target_type == SPELL_TARGET_GROUP_AE || target_type == SPELL_TARGET_RAID_AE || target_type == SPELL_TARGET_OTHER_GROUP_AE)
  1585. {
  1586. modifier = 3;
  1587. }
  1588. // Ability mod can only give up to half of damage after potency
  1589. int32 mod = (int32)min(info_struct.get_ability_modifier(), (float)(damage / modifier));
  1590. damage += mod;
  1591. return damage;
  1592. }
  1593. sint32 Entity::CalculateFormulaByStat(sint32 value, int16 stat) {
  1594. sint32 outValue = value;
  1595. MStats.lock();
  1596. std::map<int16, float>::iterator itr = stats.find(stat);
  1597. if(itr != stats.end())
  1598. outValue = (sint32)((float)value * ((itr->second / 100.0f) + 1.0f));
  1599. MStats.unlock();
  1600. return outValue;
  1601. }
  1602. int32 Entity::CalculateFormulaByStat(int32 value, int16 stat) {
  1603. int32 outValue = value;
  1604. MStats.lock();
  1605. std::map<int16, float>::iterator itr = stats.find(stat);
  1606. if(itr != stats.end())
  1607. outValue = (int32)((float)value * ((itr->second / 100.0f) + 1.0f));
  1608. MStats.unlock();
  1609. return outValue;
  1610. }
  1611. int32 Entity::CalculateFormulaBonus(int32 value, float percent_bonus) {
  1612. return (int32)((float)value * ((percent_bonus / 100.0f) + 1.0f));
  1613. }