Entity.cpp 133 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #include "Entity.h"
  17. #include <math.h>
  18. #include "Items/Items.h"
  19. #include "zoneserver.h"
  20. #include "World.h"
  21. #include "../common/Log.h"
  22. #include "Spells.h"
  23. #include "SpellProcess.h"
  24. #include "classes.h"
  25. #include "LuaInterface.h"
  26. #include "ClientPacketFunctions.h"
  27. #include "Skills.h"
  28. #include "Rules/Rules.h"
  29. #include "LuaInterface.h"
  30. extern World world;
  31. extern MasterItemList master_item_list;
  32. extern MasterSpellList master_spell_list;
  33. extern MasterSkillList master_skill_list;
  34. extern RuleManager rule_manager;
  35. extern Classes classes;
  36. extern LuaInterface* lua_interface;
  37. Entity::Entity(){
  38. MapInfoStruct();
  39. max_speed = 6;
  40. base_speed = 0.0f;
  41. last_x = -1;
  42. last_y = -1;
  43. last_z = -1;
  44. last_heading = -1;
  45. regen_hp_rate = 0;
  46. regen_power_rate = 0;
  47. in_combat = false;
  48. casting = false;
  49. //memset(&info_struct, 0, sizeof(InfoStruct));
  50. memset(&features, 0, sizeof(CharFeatures));
  51. memset(&equipment, 0, sizeof(EQ2_Equipment));
  52. pet = 0;
  53. charmedPet = 0;
  54. deityPet = 0;
  55. cosmeticPet = 0;
  56. speed = 0;
  57. speed_multiplier = 1.0f;
  58. m_threatTransfer = 0;
  59. group_member_info = 0;
  60. trade = 0;
  61. deity = 0;
  62. MProcList.SetName("Entity::m_procList");
  63. MDetriments.SetName("Entity::MDetriments");
  64. MMaintainedSpells.SetName("Entity::MMaintainedSpells");
  65. MSpellEffects.SetName("Entity::MSpellEffects");
  66. m_procList.clear();
  67. control_effects.clear();
  68. for (int i = 0; i < CONTROL_MAX_EFFECTS; i++)
  69. control_effects[i] = NULL;
  70. immunities.clear();
  71. info_struct.ResetEffects(this);
  72. MCommandMutex.SetName("Entity::MCommandMutex");
  73. hasSeeInvisSpell = false;
  74. hasSeeHideSpell = false;
  75. owner = 0;
  76. m_petType = 0;
  77. m_petSpellID = 0;
  78. m_petSpellTier = 0;
  79. m_petDismissing = false;
  80. }
  81. Entity::~Entity(){
  82. MutexList<BonusValues*>::iterator itr2 = bonus_list.begin();
  83. while(itr2.Next())
  84. safe_delete(itr2.value);
  85. ClearProcs();
  86. safe_delete(m_threatTransfer);
  87. map<int8, MutexList<LuaSpell*>*>::iterator itr3;
  88. for (itr3 = control_effects.begin(); itr3 != control_effects.end(); itr3++)
  89. safe_delete(itr3->second);
  90. control_effects.clear();
  91. map<int8, MutexList<LuaSpell*>*>::iterator itr4;
  92. for (itr4 = immunities.begin(); itr4 != immunities.end(); itr4++)
  93. safe_delete(itr4->second);
  94. immunities.clear();
  95. if(!IsPlayer())
  96. DeleteSpellEffects(true);
  97. safe_delete(m_threatTransfer);
  98. }
  99. void Entity::DeleteSpellEffects(bool removeClient)
  100. {
  101. map<LuaSpell*,bool> deletedPtrs;
  102. for(int i=0;i<45;i++){
  103. if(i<30){
  104. if(GetInfoStruct()->maintained_effects[i].spell_id != 0xFFFFFFFF)
  105. {
  106. if(deletedPtrs.find(GetInfoStruct()->spell_effects[i].spell) == deletedPtrs.end())
  107. {
  108. lua_interface->RemoveSpell(GetInfoStruct()->maintained_effects[i].spell, false, removeClient, "", removeClient);
  109. if (IsPlayer())
  110. GetInfoStruct()->maintained_effects[i].icon = 0xFFFF;
  111. deletedPtrs[GetInfoStruct()->maintained_effects[i].spell] = true;
  112. }
  113. GetInfoStruct()->maintained_effects[i].spell_id = 0xFFFFFFFF;
  114. GetInfoStruct()->maintained_effects[i].spell = nullptr;
  115. }
  116. }
  117. if(GetInfoStruct()->spell_effects[i].spell_id != 0xFFFFFFFF)
  118. {
  119. if(GetInfoStruct()->spell_effects[i].spell && GetInfoStruct()->spell_effects[i].spell->spell &&
  120. GetInfoStruct()->spell_effects[i].spell->spell->GetSpellData()->spell_book_type == SPELL_BOOK_TYPE_NOT_SHOWN) {
  121. lua_interface->RemoveSpell(GetInfoStruct()->spell_effects[i].spell, false, removeClient, "", removeClient);
  122. }
  123. GetInfoStruct()->spell_effects[i].spell_id = 0xFFFFFFFF;
  124. GetInfoStruct()->spell_effects[i].spell = nullptr;
  125. }
  126. }
  127. }
  128. void Entity::RemoveSpells(bool unfriendlyOnly)
  129. {
  130. for(int i=0;i<45;i++){
  131. if(i<30){
  132. if(GetInfoStruct()->maintained_effects[i].spell_id != 0xFFFFFFFF)
  133. {
  134. if(!unfriendlyOnly || (unfriendlyOnly && GetInfoStruct()->maintained_effects[i].spell &&
  135. !GetInfoStruct()->maintained_effects[i].spell->spell->GetSpellData()->friendly_spell))
  136. GetZone()->GetSpellProcess()->AddSpellCancel(GetInfoStruct()->maintained_effects[i].spell);
  137. }
  138. }
  139. if(GetInfoStruct()->spell_effects[i].spell_id != 0xFFFFFFFF)
  140. {
  141. if(!unfriendlyOnly || (unfriendlyOnly && GetInfoStruct()->spell_effects[i].spell &&
  142. !GetInfoStruct()->spell_effects[i].spell->spell->GetSpellData()->friendly_spell))
  143. RemoveSpellEffect(GetInfoStruct()->spell_effects[i].spell);
  144. }
  145. }
  146. }
  147. void Entity::MapInfoStruct()
  148. {
  149. /** GETS **/
  150. get_string_funcs["name"] = l::bind(&InfoStruct::get_name, &info_struct);
  151. get_int8_funcs["class1"] = l::bind(&InfoStruct::get_class1, &info_struct);
  152. get_int8_funcs["class2"] = l::bind(&InfoStruct::get_class2, &info_struct);
  153. get_int8_funcs["class3"] = l::bind(&InfoStruct::get_class3, &info_struct);
  154. get_int8_funcs["race"] = l::bind(&InfoStruct::get_race, &info_struct);
  155. get_int8_funcs["gender"] = l::bind(&InfoStruct::get_gender, &info_struct);
  156. get_int16_funcs["level"] = l::bind(&InfoStruct::get_level, &info_struct);
  157. get_int16_funcs["max_level"] = l::bind(&InfoStruct::get_max_level, &info_struct);
  158. get_int16_funcs["effective_level"] = l::bind(&InfoStruct::get_effective_level, &info_struct);
  159. get_int16_funcs["tradeskill_level"] = l::bind(&InfoStruct::get_tradeskill_level, &info_struct);
  160. get_int16_funcs["tradeskill_max_level"] = l::bind(&InfoStruct::get_tradeskill_max_level, &info_struct);
  161. get_int8_funcs["cur_concentration"] = l::bind(&InfoStruct::get_cur_concentration, &info_struct);
  162. get_int8_funcs["max_concentration"] = l::bind(&InfoStruct::get_max_concentration, &info_struct);
  163. get_int16_funcs["cur_attack"] = l::bind(&InfoStruct::get_cur_attack, &info_struct);
  164. get_int16_funcs["attack_base"] = l::bind(&InfoStruct::get_attack_base, &info_struct);
  165. get_int16_funcs["cur_mitigation"] = l::bind(&InfoStruct::get_cur_mitigation, &info_struct);
  166. get_int16_funcs["max_mitigation"] = l::bind(&InfoStruct::get_max_mitigation, &info_struct);
  167. get_int16_funcs["mitigation_base"] = l::bind(&InfoStruct::get_mitigation_base, &info_struct);
  168. get_int16_funcs["avoidance_display"] = l::bind(&InfoStruct::get_avoidance_display, &info_struct);
  169. get_float_funcs["cur_avoidance"] = l::bind(&InfoStruct::get_cur_avoidance, &info_struct);
  170. get_int16_funcs["base_avoidance_pct"] = l::bind(&InfoStruct::get_base_avoidance_pct, &info_struct);
  171. get_int16_funcs["avoidance_base"] = l::bind(&InfoStruct::get_avoidance_base, &info_struct);
  172. get_int16_funcs["max_avoidance"] = l::bind(&InfoStruct::get_max_avoidance, &info_struct);
  173. get_float_funcs["parry"] = l::bind(&InfoStruct::get_parry, &info_struct);
  174. get_float_funcs["parry_base"] = l::bind(&InfoStruct::get_parry_base, &info_struct);
  175. get_float_funcs["deflection"] = l::bind(&InfoStruct::get_deflection, &info_struct);
  176. get_int16_funcs["deflection_base"] = l::bind(&InfoStruct::get_deflection_base, &info_struct);
  177. get_float_funcs["block"] = l::bind(&InfoStruct::get_block, &info_struct);
  178. get_int16_funcs["block_base"] = l::bind(&InfoStruct::get_block_base, &info_struct);
  179. get_float_funcs["str"] = l::bind(&InfoStruct::get_str, &info_struct);
  180. get_float_funcs["sta"] = l::bind(&InfoStruct::get_sta, &info_struct);
  181. get_float_funcs["agi"] = l::bind(&InfoStruct::get_agi, &info_struct);
  182. get_float_funcs["wis"] = l::bind(&InfoStruct::get_wis, &info_struct);
  183. get_float_funcs["intel"] = l::bind(&InfoStruct::get_intel, &info_struct);
  184. get_float_funcs["str_base"] = l::bind(&InfoStruct::get_str_base, &info_struct);
  185. get_float_funcs["sta_base"] = l::bind(&InfoStruct::get_sta_base, &info_struct);
  186. get_float_funcs["agi_base"] = l::bind(&InfoStruct::get_agi_base, &info_struct);
  187. get_float_funcs["wis_base"] = l::bind(&InfoStruct::get_wis_base, &info_struct);
  188. get_float_funcs["intel_base"] = l::bind(&InfoStruct::get_intel_base, &info_struct);
  189. get_int16_funcs["heat"] = l::bind(&InfoStruct::get_heat, &info_struct);
  190. get_int16_funcs["cold"] = l::bind(&InfoStruct::get_cold, &info_struct);
  191. get_int16_funcs["magic"] = l::bind(&InfoStruct::get_magic, &info_struct);
  192. get_int16_funcs["mental"] = l::bind(&InfoStruct::get_mental, &info_struct);
  193. get_int16_funcs["divine"] = l::bind(&InfoStruct::get_divine, &info_struct);
  194. get_int16_funcs["disease"] = l::bind(&InfoStruct::get_disease, &info_struct);
  195. get_int16_funcs["poison"] = l::bind(&InfoStruct::get_poison, &info_struct);
  196. get_int16_funcs["disease_base"] = l::bind(&InfoStruct::get_disease_base, &info_struct);
  197. get_int16_funcs["cold_base"] = l::bind(&InfoStruct::get_cold_base, &info_struct);
  198. get_int16_funcs["divine_base"] = l::bind(&InfoStruct::get_divine_base, &info_struct);
  199. get_int16_funcs["magic_base"] = l::bind(&InfoStruct::get_magic_base, &info_struct);
  200. get_int16_funcs["mental_base"] = l::bind(&InfoStruct::get_mental_base, &info_struct);
  201. get_int16_funcs["heat_base"] = l::bind(&InfoStruct::get_heat_base, &info_struct);
  202. get_int16_funcs["poison_base"] = l::bind(&InfoStruct::get_poison_base, &info_struct);
  203. get_int16_funcs["elemental_base"] = l::bind(&InfoStruct::get_elemental_base, &info_struct);
  204. get_int16_funcs["noxious_base"] = l::bind(&InfoStruct::get_noxious_base, &info_struct);
  205. get_int16_funcs["arcane_base"] = l::bind(&InfoStruct::get_arcane_base, &info_struct);
  206. get_int32_funcs["coin_copper"] = l::bind(&InfoStruct::get_coin_copper, &info_struct);
  207. get_int32_funcs["coin_silver"] = l::bind(&InfoStruct::get_coin_silver, &info_struct);
  208. get_int32_funcs["coin_gold"] = l::bind(&InfoStruct::get_coin_gold, &info_struct);
  209. get_int32_funcs["coin_plat"] = l::bind(&InfoStruct::get_coin_plat, &info_struct);
  210. get_int32_funcs["bank_coin_copper"] = l::bind(&InfoStruct::get_bank_coin_copper, &info_struct);
  211. get_int32_funcs["bank_coin_silver"] = l::bind(&InfoStruct::get_bank_coin_silver, &info_struct);
  212. get_int32_funcs["bank_coin_gold"] = l::bind(&InfoStruct::get_bank_coin_gold, &info_struct);
  213. get_int32_funcs["bank_coin_plat"] = l::bind(&InfoStruct::get_bank_coin_plat, &info_struct);
  214. get_int32_funcs["status_points"] = l::bind(&InfoStruct::get_status_points, &info_struct);
  215. get_string_funcs["deity"] = l::bind(&InfoStruct::get_deity, &info_struct);
  216. get_int32_funcs["weight"] = l::bind(&InfoStruct::get_weight, &info_struct);
  217. get_int32_funcs["max_weight"] = l::bind(&InfoStruct::get_max_weight, &info_struct);
  218. get_int8_funcs["tradeskill_class1"] = l::bind(&InfoStruct::get_tradeskill_class1, &info_struct);
  219. get_int8_funcs["tradeskill_class2"] = l::bind(&InfoStruct::get_tradeskill_class2, &info_struct);
  220. get_int8_funcs["tradeskill_class3"] = l::bind(&InfoStruct::get_tradeskill_class3, &info_struct);
  221. get_int32_funcs["account_age_base"] = l::bind(&InfoStruct::get_account_age_base, &info_struct);
  222. // int8 account_age_bonus_[19];
  223. get_int16_funcs["absorb"] = l::bind(&InfoStruct::get_absorb, &info_struct);
  224. get_int32_funcs["xp"] = l::bind(&InfoStruct::get_xp, &info_struct);
  225. get_int32_funcs["xp_needed"] = l::bind(&InfoStruct::get_xp_needed, &info_struct);
  226. get_float_funcs["xp_debt"] = l::bind(&InfoStruct::get_xp_debt, &info_struct);
  227. get_int16_funcs["xp_yellow"] = l::bind(&InfoStruct::get_xp_yellow, &info_struct);
  228. get_int16_funcs["xp_yellow_vitality_bar"] = l::bind(&InfoStruct::get_xp_yellow_vitality_bar, &info_struct);
  229. get_int16_funcs["xp_blue_vitality_bar"] = l::bind(&InfoStruct::get_xp_blue_vitality_bar, &info_struct);
  230. get_int16_funcs["xp_blue"] = l::bind(&InfoStruct::get_xp_blue, &info_struct);
  231. get_int32_funcs["ts_xp"] = l::bind(&InfoStruct::get_ts_xp, &info_struct);
  232. get_int32_funcs["ts_xp_needed"] = l::bind(&InfoStruct::get_ts_xp_needed, &info_struct);
  233. get_int16_funcs["tradeskill_exp_yellow"] = l::bind(&InfoStruct::get_tradeskill_exp_yellow, &info_struct);
  234. get_int16_funcs["tradeskill_exp_blue"] = l::bind(&InfoStruct::get_tradeskill_exp_blue, &info_struct);
  235. get_int32_funcs["flags"] = l::bind(&InfoStruct::get_flags, &info_struct);
  236. get_int32_funcs["flags2"] = l::bind(&InfoStruct::get_flags2, &info_struct);
  237. get_float_funcs["xp_vitality"] = l::bind(&InfoStruct::get_xp_vitality, &info_struct);
  238. get_float_funcs["tradeskill_xp_vitality"] = l::bind(&InfoStruct::get_tradeskill_xp_vitality, &info_struct);
  239. get_int16_funcs["mitigation_skill1"] = l::bind(&InfoStruct::get_mitigation_skill1, &info_struct);
  240. get_int16_funcs["mitigation_skill2"] = l::bind(&InfoStruct::get_mitigation_skill2, &info_struct);
  241. get_int16_funcs["mitigation_skill3"] = l::bind(&InfoStruct::get_mitigation_skill3, &info_struct);
  242. get_int16_funcs["mitigation_pve"] = l::bind(&InfoStruct::get_mitigation_pve, &info_struct);
  243. get_int16_funcs["mitigation_pvp"] = l::bind(&InfoStruct::get_mitigation_pvp, &info_struct);
  244. get_float_funcs["ability_modifier"] = l::bind(&InfoStruct::get_ability_modifier, &info_struct);
  245. get_float_funcs["critical_mitigation"] = l::bind(&InfoStruct::get_critical_mitigation, &info_struct);
  246. get_float_funcs["block_chance"] = l::bind(&InfoStruct::get_block_chance, &info_struct);
  247. get_float_funcs["uncontested_parry"] = l::bind(&InfoStruct::get_uncontested_parry, &info_struct);
  248. get_float_funcs["uncontested_block"] = l::bind(&InfoStruct::get_uncontested_block, &info_struct);
  249. get_float_funcs["uncontested_dodge"] = l::bind(&InfoStruct::get_uncontested_dodge, &info_struct);
  250. get_float_funcs["uncontested_riposte"] = l::bind(&InfoStruct::get_uncontested_riposte, &info_struct);
  251. get_float_funcs["crit_chance"] = l::bind(&InfoStruct::get_crit_chance, &info_struct);
  252. get_float_funcs["crit_bonus"] = l::bind(&InfoStruct::get_crit_bonus, &info_struct);
  253. get_float_funcs["potency"] = l::bind(&InfoStruct::get_potency, &info_struct);
  254. get_float_funcs["hate_mod"] = l::bind(&InfoStruct::get_hate_mod, &info_struct);
  255. get_float_funcs["reuse_speed"] = l::bind(&InfoStruct::get_reuse_speed, &info_struct);
  256. get_float_funcs["casting_speed"] = l::bind(&InfoStruct::get_casting_speed, &info_struct);
  257. get_float_funcs["recovery_speed"] = l::bind(&InfoStruct::get_recovery_speed, &info_struct);
  258. get_float_funcs["spell_reuse_speed"] = l::bind(&InfoStruct::get_spell_reuse_speed, &info_struct);
  259. get_float_funcs["spell_multi_attack"] = l::bind(&InfoStruct::get_spell_multi_attack, &info_struct);
  260. get_float_funcs["dps"] = l::bind(&InfoStruct::get_dps, &info_struct);
  261. get_float_funcs["dps_multiplier"] = l::bind(&InfoStruct::get_dps_multiplier, &info_struct);
  262. get_float_funcs["attackspeed"] = l::bind(&InfoStruct::get_attackspeed, &info_struct);
  263. get_float_funcs["haste"] = l::bind(&InfoStruct::get_haste, &info_struct);
  264. get_float_funcs["multi_attack"] = l::bind(&InfoStruct::get_multi_attack, &info_struct);
  265. get_float_funcs["flurry"] = l::bind(&InfoStruct::get_flurry, &info_struct);
  266. get_float_funcs["melee_ae"] = l::bind(&InfoStruct::get_melee_ae, &info_struct);
  267. get_float_funcs["strikethrough"] = l::bind(&InfoStruct::get_strikethrough, &info_struct);
  268. get_float_funcs["accuracy"] = l::bind(&InfoStruct::get_accuracy, &info_struct);
  269. get_float_funcs["offensivespeed"] = l::bind(&InfoStruct::get_offensivespeed, &info_struct);
  270. get_float_funcs["rain"] = l::bind(&InfoStruct::get_rain, &info_struct);
  271. get_float_funcs["wind"] = l::bind(&InfoStruct::get_wind, &info_struct);
  272. get_sint8_funcs["alignment"] = l::bind(&InfoStruct::get_alignment, &info_struct);
  273. get_int32_funcs["pet_id"] = l::bind(&InfoStruct::get_pet_id, &info_struct);
  274. get_string_funcs["pet_name"] = l::bind(&InfoStruct::get_pet_name, &info_struct);
  275. get_float_funcs["pet_health_pct"] = l::bind(&InfoStruct::get_pet_health_pct, &info_struct);
  276. get_float_funcs["pet_power_pct"] = l::bind(&InfoStruct::get_pet_power_pct, &info_struct);
  277. get_int8_funcs["pet_movement"] = l::bind(&InfoStruct::get_pet_movement, &info_struct);
  278. get_int8_funcs["pet_behavior"] = l::bind(&InfoStruct::get_pet_behavior, &info_struct);
  279. get_int32_funcs["vision"] = l::bind(&InfoStruct::get_vision, &info_struct);
  280. get_int8_funcs["breathe_underwater"] = l::bind(&InfoStruct::get_breathe_underwater, &info_struct);
  281. get_string_funcs["biography"] = l::bind(&InfoStruct::get_biography, &info_struct);
  282. get_float_funcs["drunk"] = l::bind(&InfoStruct::get_drunk, &info_struct);
  283. get_sint16_funcs["power_regen"] = l::bind(&InfoStruct::get_power_regen, &info_struct);
  284. get_sint16_funcs["hp_regen"] = l::bind(&InfoStruct::get_hp_regen, &info_struct);
  285. get_int8_funcs["power_regen_override"] = l::bind(&InfoStruct::get_power_regen_override, &info_struct);
  286. get_int8_funcs["hp_regen_override"] = l::bind(&InfoStruct::get_hp_regen_override, &info_struct);
  287. get_int8_funcs["water_type"] = l::bind(&InfoStruct::get_water_type, &info_struct);
  288. get_int8_funcs["flying_type"] = l::bind(&InfoStruct::get_flying_type, &info_struct);
  289. get_int8_funcs["no_interrupt"] = l::bind(&InfoStruct::get_no_interrupt, &info_struct);
  290. get_int8_funcs["interaction_flag"] = l::bind(&InfoStruct::get_interaction_flag, &info_struct);
  291. get_int8_funcs["tag1"] = l::bind(&InfoStruct::get_tag1, &info_struct);
  292. get_int16_funcs["mood"] = l::bind(&InfoStruct::get_mood, &info_struct);
  293. get_int32_funcs["range_last_attack_time"] = l::bind(&InfoStruct::get_range_last_attack_time, &info_struct);
  294. get_int32_funcs["primary_last_attack_time"] = l::bind(&InfoStruct::get_primary_last_attack_time, &info_struct);
  295. get_int32_funcs["secondary_last_attack_time"] = l::bind(&InfoStruct::get_secondary_last_attack_time, &info_struct);
  296. get_int16_funcs["primary_attack_delay"] = l::bind(&InfoStruct::get_primary_attack_delay, &info_struct);
  297. get_int16_funcs["secondary_attack_delay"] = l::bind(&InfoStruct::get_secondary_attack_delay, &info_struct);
  298. get_int16_funcs["ranged_attack_delay"] = l::bind(&InfoStruct::get_ranged_attack_delay, &info_struct);
  299. get_int8_funcs["primary_weapon_type"] = l::bind(&InfoStruct::get_primary_weapon_type, &info_struct);
  300. get_int8_funcs["secondary_weapon_type"] = l::bind(&InfoStruct::get_secondary_weapon_type, &info_struct);
  301. get_int8_funcs["ranged_weapon_type"] = l::bind(&InfoStruct::get_ranged_weapon_type, &info_struct);
  302. get_int32_funcs["primary_weapon_damage_low"] = l::bind(&InfoStruct::get_primary_weapon_damage_low, &info_struct);
  303. get_int32_funcs["primary_weapon_damage_high"] = l::bind(&InfoStruct::get_primary_weapon_damage_high, &info_struct);
  304. get_int32_funcs["secondary_weapon_damage_low"] = l::bind(&InfoStruct::get_secondary_weapon_damage_low, &info_struct);
  305. get_int32_funcs["secondary_weapon_damage_high"] = l::bind(&InfoStruct::get_secondary_weapon_damage_high, &info_struct);
  306. get_int32_funcs["ranged_weapon_damage_low"] = l::bind(&InfoStruct::get_ranged_weapon_damage_low, &info_struct);
  307. get_int32_funcs["ranged_weapon_damage_high"] = l::bind(&InfoStruct::get_ranged_weapon_damage_high, &info_struct);
  308. get_int8_funcs["wield_type"] = l::bind(&InfoStruct::get_wield_type, &info_struct);
  309. get_int8_funcs["attack_type"] = l::bind(&InfoStruct::get_attack_type, &info_struct);
  310. get_int16_funcs["primary_weapon_delay"] = l::bind(&InfoStruct::get_primary_weapon_delay, &info_struct);
  311. get_int16_funcs["secondary_weapon_delay"] = l::bind(&InfoStruct::get_secondary_weapon_delay, &info_struct);
  312. get_int16_funcs["ranged_weapon_delay"] = l::bind(&InfoStruct::get_ranged_weapon_delay, &info_struct);
  313. get_int8_funcs["override_primary_weapon"] = l::bind(&InfoStruct::get_override_primary_weapon, &info_struct);
  314. get_int8_funcs["override_secondary_weapon"] = l::bind(&InfoStruct::get_override_secondary_weapon, &info_struct);
  315. get_int8_funcs["override_ranged_weapon"] = l::bind(&InfoStruct::get_override_ranged_weapon, &info_struct);
  316. get_int8_funcs["friendly_target_npc"] = l::bind(&InfoStruct::get_friendly_target_npc, &info_struct);
  317. get_int32_funcs["last_claim_time"] = l::bind(&InfoStruct::get_last_claim_time, &info_struct);
  318. get_int8_funcs["engaged_encounter"] = l::bind(&InfoStruct::get_engaged_encounter, &info_struct);
  319. get_int8_funcs["first_world_login"] = l::bind(&InfoStruct::get_first_world_login, &info_struct);
  320. get_int8_funcs["reload_player_spells"] = l::bind(&InfoStruct::get_reload_player_spells, &info_struct);
  321. get_string_funcs["action_state"] = l::bind(&InfoStruct::get_action_state, &info_struct);
  322. get_string_funcs["combat_action_state"] = l::bind(&InfoStruct::get_combat_action_state, &info_struct);
  323. /** SETS **/
  324. set_string_funcs["name"] = l::bind(&InfoStruct::set_name, &info_struct, l::_1);
  325. set_int8_funcs["class1"] = l::bind(&InfoStruct::set_class1, &info_struct, l::_1);
  326. set_int8_funcs["class2"] = l::bind(&InfoStruct::set_class2, &info_struct, l::_1);
  327. set_int8_funcs["class3"] = l::bind(&InfoStruct::set_class3, &info_struct, l::_1);
  328. set_int8_funcs["race"] = l::bind(&InfoStruct::set_race, &info_struct, l::_1);
  329. set_int8_funcs["gender"] = l::bind(&InfoStruct::set_gender, &info_struct, l::_1);
  330. set_int16_funcs["level"] = l::bind(&InfoStruct::set_level, &info_struct, l::_1);
  331. set_int16_funcs["max_level"] = l::bind(&InfoStruct::set_max_level, &info_struct, l::_1);
  332. set_int16_funcs["effective_level"] = l::bind(&InfoStruct::set_effective_level, &info_struct, l::_1);
  333. set_int16_funcs["tradeskill_level"] = l::bind(&InfoStruct::set_tradeskill_level, &info_struct, l::_1);
  334. set_int16_funcs["tradeskill_max_level"] = l::bind(&InfoStruct::set_tradeskill_max_level, &info_struct, l::_1);
  335. set_int8_funcs["cur_concentration"] = l::bind(&InfoStruct::set_cur_concentration, &info_struct, l::_1);
  336. set_int8_funcs["max_concentration"] = l::bind(&InfoStruct::set_max_concentration, &info_struct, l::_1);
  337. set_int16_funcs["cur_attack"] = l::bind(&InfoStruct::set_cur_attack, &info_struct, l::_1);
  338. set_int16_funcs["attack_base"] = l::bind(&InfoStruct::set_attack_base, &info_struct, l::_1);
  339. set_int16_funcs["cur_mitigation"] = l::bind(&InfoStruct::set_cur_mitigation, &info_struct, l::_1);
  340. set_int16_funcs["max_mitigation"] = l::bind(&InfoStruct::set_max_mitigation, &info_struct, l::_1);
  341. set_int16_funcs["mitigation_base"] = l::bind(&InfoStruct::set_mitigation_base, &info_struct, l::_1);
  342. set_int16_funcs["avoidance_display"] = l::bind(&InfoStruct::set_avoidance_display, &info_struct, l::_1);
  343. set_float_funcs["cur_avoidance"] = l::bind(&InfoStruct::set_cur_avoidance, &info_struct, l::_1);
  344. set_int16_funcs["base_avoidance_pct"] = l::bind(&InfoStruct::set_base_avoidance_pct, &info_struct, l::_1);
  345. set_int16_funcs["avoidance_base"] = l::bind(&InfoStruct::set_avoidance_base, &info_struct, l::_1);
  346. set_int16_funcs["max_avoidance"] = l::bind(&InfoStruct::set_max_avoidance, &info_struct, l::_1);
  347. set_float_funcs["parry"] = l::bind(&InfoStruct::set_parry, &info_struct, l::_1);
  348. set_float_funcs["parry_base"] = l::bind(&InfoStruct::set_parry_base, &info_struct, l::_1);
  349. set_float_funcs["deflection"] = l::bind(&InfoStruct::set_deflection, &info_struct, l::_1);
  350. set_int16_funcs["deflection_base"] = l::bind(&InfoStruct::set_deflection_base, &info_struct, l::_1);
  351. set_float_funcs["block"] = l::bind(&InfoStruct::set_block, &info_struct, l::_1);
  352. set_int16_funcs["block_base"] = l::bind(&InfoStruct::set_block_base, &info_struct, l::_1);
  353. set_float_funcs["str"] = l::bind(&InfoStruct::set_str, &info_struct, l::_1);
  354. set_float_funcs["sta"] = l::bind(&InfoStruct::set_sta, &info_struct, l::_1);
  355. set_float_funcs["agi"] = l::bind(&InfoStruct::set_agi, &info_struct, l::_1);
  356. set_float_funcs["wis"] = l::bind(&InfoStruct::set_wis, &info_struct, l::_1);
  357. set_float_funcs["intel"] = l::bind(&InfoStruct::set_intel, &info_struct, l::_1);
  358. set_float_funcs["str_base"] = l::bind(&InfoStruct::set_str_base, &info_struct, l::_1);
  359. set_float_funcs["sta_base"] = l::bind(&InfoStruct::set_sta_base, &info_struct, l::_1);
  360. set_float_funcs["agi_base"] = l::bind(&InfoStruct::set_agi_base, &info_struct, l::_1);
  361. set_float_funcs["wis_base"] = l::bind(&InfoStruct::set_wis_base, &info_struct, l::_1);
  362. set_float_funcs["intel_base"] = l::bind(&InfoStruct::set_intel_base, &info_struct, l::_1);
  363. set_int16_funcs["heat"] = l::bind(&InfoStruct::set_heat, &info_struct, l::_1);
  364. set_int16_funcs["cold"] = l::bind(&InfoStruct::set_cold, &info_struct, l::_1);
  365. set_int16_funcs["magic"] = l::bind(&InfoStruct::set_magic, &info_struct, l::_1);
  366. set_int16_funcs["mental"] = l::bind(&InfoStruct::set_mental, &info_struct, l::_1);
  367. set_int16_funcs["divine"] = l::bind(&InfoStruct::set_divine, &info_struct, l::_1);
  368. set_int16_funcs["disease"] = l::bind(&InfoStruct::set_disease, &info_struct, l::_1);
  369. set_int16_funcs["poison"] = l::bind(&InfoStruct::set_poison, &info_struct, l::_1);
  370. set_int16_funcs["disease_base"] = l::bind(&InfoStruct::set_disease_base, &info_struct, l::_1);
  371. set_int16_funcs["cold_base"] = l::bind(&InfoStruct::set_cold_base, &info_struct, l::_1);
  372. set_int16_funcs["divine_base"] = l::bind(&InfoStruct::set_divine_base, &info_struct, l::_1);
  373. set_int16_funcs["magic_base"] = l::bind(&InfoStruct::set_magic_base, &info_struct, l::_1);
  374. set_int16_funcs["mental_base"] = l::bind(&InfoStruct::set_mental_base, &info_struct, l::_1);
  375. set_int16_funcs["heat_base"] = l::bind(&InfoStruct::set_heat_base, &info_struct, l::_1);
  376. set_int16_funcs["poison_base"] = l::bind(&InfoStruct::set_poison_base, &info_struct, l::_1);
  377. set_int16_funcs["elemental_base"] = l::bind(&InfoStruct::set_elemental_base, &info_struct, l::_1);
  378. set_int16_funcs["noxious_base"] = l::bind(&InfoStruct::set_noxious_base, &info_struct, l::_1);
  379. set_int16_funcs["arcane_base"] = l::bind(&InfoStruct::set_arcane_base, &info_struct, l::_1);
  380. set_int32_funcs["coin_copper"] = l::bind(&InfoStruct::set_coin_copper, &info_struct, l::_1);
  381. set_int32_funcs["coin_silver"] = l::bind(&InfoStruct::set_coin_silver, &info_struct, l::_1);
  382. set_int32_funcs["coin_gold"] = l::bind(&InfoStruct::set_coin_gold, &info_struct, l::_1);
  383. set_int32_funcs["coin_plat"] = l::bind(&InfoStruct::set_coin_plat, &info_struct, l::_1);
  384. set_int32_funcs["bank_coin_copper"] = l::bind(&InfoStruct::set_bank_coin_copper, &info_struct, l::_1);
  385. set_int32_funcs["bank_coin_silver"] = l::bind(&InfoStruct::set_bank_coin_silver, &info_struct, l::_1);
  386. set_int32_funcs["bank_coin_gold"] = l::bind(&InfoStruct::set_bank_coin_gold, &info_struct, l::_1);
  387. set_int32_funcs["bank_coin_plat"] = l::bind(&InfoStruct::set_bank_coin_plat, &info_struct, l::_1);
  388. set_int32_funcs["status_points"] = l::bind(&InfoStruct::set_status_points, &info_struct, l::_1);
  389. set_string_funcs["deity"] = l::bind(&InfoStruct::set_deity, &info_struct, l::_1);
  390. set_int32_funcs["weight"] = l::bind(&InfoStruct::set_weight, &info_struct, l::_1);
  391. set_int32_funcs["max_weight"] = l::bind(&InfoStruct::set_max_weight, &info_struct, l::_1);
  392. set_int8_funcs["tradeskill_class1"] = l::bind(&InfoStruct::set_tradeskill_class1, &info_struct, l::_1);
  393. set_int8_funcs["tradeskill_class2"] = l::bind(&InfoStruct::set_tradeskill_class2, &info_struct, l::_1);
  394. set_int8_funcs["tradeskill_class3"] = l::bind(&InfoStruct::set_tradeskill_class3, &info_struct, l::_1);
  395. set_int32_funcs["account_age_base"] = l::bind(&InfoStruct::set_account_age_base, &info_struct, l::_1);
  396. // int8 account_age_bonus_[19];
  397. set_int16_funcs["absorb"] = l::bind(&InfoStruct::set_absorb, &info_struct, l::_1);
  398. set_int32_funcs["xp"] = l::bind(&InfoStruct::set_xp, &info_struct, l::_1);
  399. set_int32_funcs["xp_needed"] = l::bind(&InfoStruct::set_xp_needed, &info_struct, l::_1);
  400. set_float_funcs["xp_debt"] = l::bind(&InfoStruct::set_xp_debt, &info_struct, l::_1);
  401. set_int16_funcs["xp_yellow"] = l::bind(&InfoStruct::set_xp_yellow, &info_struct, l::_1);
  402. set_int16_funcs["xp_yellow_vitality_bar"] = l::bind(&InfoStruct::set_xp_yellow_vitality_bar, &info_struct, l::_1);
  403. set_int16_funcs["xp_blue_vitality_bar"] = l::bind(&InfoStruct::set_xp_blue_vitality_bar, &info_struct, l::_1);
  404. set_int16_funcs["xp_blue"] = l::bind(&InfoStruct::set_xp_blue, &info_struct, l::_1);
  405. set_int32_funcs["ts_xp"] = l::bind(&InfoStruct::set_ts_xp, &info_struct, l::_1);
  406. set_int32_funcs["ts_xp_needed"] = l::bind(&InfoStruct::set_ts_xp_needed, &info_struct, l::_1);
  407. set_int16_funcs["tradeskill_exp_yellow"] = l::bind(&InfoStruct::set_tradeskill_exp_yellow, &info_struct, l::_1);
  408. set_int16_funcs["tradeskill_exp_blue"] = l::bind(&InfoStruct::set_tradeskill_exp_blue, &info_struct, l::_1);
  409. set_int32_funcs["flags"] = l::bind(&InfoStruct::set_flags, &info_struct, l::_1);
  410. set_int32_funcs["flags2"] = l::bind(&InfoStruct::set_flags2, &info_struct, l::_1);
  411. set_float_funcs["xp_vitality"] = l::bind(&InfoStruct::set_xp_vitality, &info_struct, l::_1);
  412. set_float_funcs["tradeskill_xp_vitality"] = l::bind(&InfoStruct::set_tradeskill_xp_vitality, &info_struct, l::_1);
  413. set_int16_funcs["mitigation_skill1"] = l::bind(&InfoStruct::set_mitigation_skill1, &info_struct, l::_1);
  414. set_int16_funcs["mitigation_skill2"] = l::bind(&InfoStruct::set_mitigation_skill2, &info_struct, l::_1);
  415. set_int16_funcs["mitigation_skill3"] = l::bind(&InfoStruct::set_mitigation_skill3, &info_struct, l::_1);
  416. set_int16_funcs["mitigation_pve"] = l::bind(&InfoStruct::set_mitigation_pve, &info_struct, l::_1);
  417. set_int16_funcs["mitigation_pvp"] = l::bind(&InfoStruct::set_mitigation_pvp, &info_struct, l::_1);
  418. set_float_funcs["ability_modifier"] = l::bind(&InfoStruct::set_ability_modifier, &info_struct, l::_1);
  419. set_float_funcs["critical_mitigation"] = l::bind(&InfoStruct::set_critical_mitigation, &info_struct, l::_1);
  420. set_float_funcs["block_chance"] = l::bind(&InfoStruct::set_block_chance, &info_struct, l::_1);
  421. set_float_funcs["uncontested_parry"] = l::bind(&InfoStruct::set_uncontested_parry, &info_struct, l::_1);
  422. set_float_funcs["uncontested_block"] = l::bind(&InfoStruct::set_uncontested_block, &info_struct, l::_1);
  423. set_float_funcs["uncontested_dodge"] = l::bind(&InfoStruct::set_uncontested_dodge, &info_struct, l::_1);
  424. set_float_funcs["uncontested_riposte"] = l::bind(&InfoStruct::set_uncontested_riposte, &info_struct, l::_1);
  425. set_float_funcs["crit_chance"] = l::bind(&InfoStruct::set_crit_chance, &info_struct, l::_1);
  426. set_float_funcs["crit_bonus"] = l::bind(&InfoStruct::set_crit_bonus, &info_struct, l::_1);
  427. set_float_funcs["potency"] = l::bind(&InfoStruct::set_potency, &info_struct, l::_1);
  428. set_float_funcs["hate_mod"] = l::bind(&InfoStruct::set_hate_mod, &info_struct, l::_1);
  429. set_float_funcs["reuse_speed"] = l::bind(&InfoStruct::set_reuse_speed, &info_struct, l::_1);
  430. set_float_funcs["casting_speed"] = l::bind(&InfoStruct::set_casting_speed, &info_struct, l::_1);
  431. set_float_funcs["recovery_speed"] = l::bind(&InfoStruct::set_recovery_speed, &info_struct, l::_1);
  432. set_float_funcs["spell_reuse_speed"] = l::bind(&InfoStruct::set_spell_reuse_speed, &info_struct, l::_1);
  433. set_float_funcs["spell_multi_attack"] = l::bind(&InfoStruct::set_spell_multi_attack, &info_struct, l::_1);
  434. set_float_funcs["dps"] = l::bind(&InfoStruct::set_dps, &info_struct, l::_1);
  435. set_float_funcs["dps_multiplier"] = l::bind(&InfoStruct::set_dps_multiplier, &info_struct, l::_1);
  436. set_float_funcs["attackspeed"] = l::bind(&InfoStruct::set_attackspeed, &info_struct, l::_1);
  437. set_float_funcs["haste"] = l::bind(&InfoStruct::set_haste, &info_struct, l::_1);
  438. set_float_funcs["multi_attack"] = l::bind(&InfoStruct::set_multi_attack, &info_struct, l::_1);
  439. set_float_funcs["flurry"] = l::bind(&InfoStruct::set_flurry, &info_struct, l::_1);
  440. set_float_funcs["melee_ae"] = l::bind(&InfoStruct::set_melee_ae, &info_struct, l::_1);
  441. set_float_funcs["strikethrough"] = l::bind(&InfoStruct::set_strikethrough, &info_struct, l::_1);
  442. set_float_funcs["accuracy"] = l::bind(&InfoStruct::set_accuracy, &info_struct, l::_1);
  443. set_float_funcs["offensivespeed"] = l::bind(&InfoStruct::set_offensivespeed, &info_struct, l::_1);
  444. set_float_funcs["rain"] = l::bind(&InfoStruct::set_rain, &info_struct, l::_1);
  445. set_float_funcs["wind"] = l::bind(&InfoStruct::set_wind, &info_struct, l::_1);
  446. set_sint8_funcs["alignment"] = l::bind(&InfoStruct::set_alignment, &info_struct, l::_1);
  447. set_int32_funcs["pet_id"] = l::bind(&InfoStruct::set_pet_id, &info_struct, l::_1);
  448. set_string_funcs["pet_name"] = l::bind(&InfoStruct::set_pet_name, &info_struct, l::_1);
  449. set_float_funcs["pet_health_pct"] = l::bind(&InfoStruct::set_pet_health_pct, &info_struct, l::_1);
  450. set_float_funcs["pet_power_pct"] = l::bind(&InfoStruct::set_pet_power_pct, &info_struct, l::_1);
  451. set_int8_funcs["pet_movement"] = l::bind(&InfoStruct::set_pet_movement, &info_struct, l::_1);
  452. set_int8_funcs["pet_behavior"] = l::bind(&InfoStruct::set_pet_behavior, &info_struct, l::_1);
  453. set_int32_funcs["vision"] = l::bind(&InfoStruct::set_vision, &info_struct, l::_1);
  454. set_int8_funcs["breathe_underwater"] = l::bind(&InfoStruct::set_breathe_underwater, &info_struct, l::_1);
  455. set_string_funcs["biography"] = l::bind(&InfoStruct::set_biography, &info_struct, l::_1);
  456. set_float_funcs["drunk"] = l::bind(&InfoStruct::set_drunk, &info_struct, l::_1);
  457. set_sint16_funcs["power_regen"] = l::bind(&InfoStruct::set_power_regen, &info_struct, l::_1);
  458. set_sint16_funcs["hp_regen"] = l::bind(&InfoStruct::set_hp_regen, &info_struct, l::_1);
  459. set_int8_funcs["power_regen_override"] = l::bind(&InfoStruct::set_power_regen_override, &info_struct, l::_1);
  460. set_int8_funcs["hp_regen_override"] = l::bind(&InfoStruct::set_hp_regen_override, &info_struct, l::_1);
  461. set_int8_funcs["water_type"] = l::bind(&InfoStruct::set_water_type, &info_struct, l::_1);
  462. set_int8_funcs["flying_type"] = l::bind(&InfoStruct::set_flying_type, &info_struct, l::_1);
  463. set_int8_funcs["no_interrupt"] = l::bind(&InfoStruct::set_no_interrupt, &info_struct, l::_1);
  464. set_int8_funcs["interaction_flag"] = l::bind(&InfoStruct::set_interaction_flag, &info_struct, l::_1);
  465. set_int8_funcs["tag1"] = l::bind(&InfoStruct::set_tag1, &info_struct, l::_1);
  466. set_int16_funcs["mood"] = l::bind(&InfoStruct::set_mood, &info_struct, l::_1);
  467. set_int32_funcs["range_last_attack_time"] = l::bind(&InfoStruct::set_range_last_attack_time, &info_struct, l::_1);
  468. set_int32_funcs["primary_last_attack_time"] = l::bind(&InfoStruct::set_primary_last_attack_time, &info_struct, l::_1);
  469. set_int32_funcs["secondary_last_attack_time"] = l::bind(&InfoStruct::set_secondary_last_attack_time, &info_struct, l::_1);
  470. set_int16_funcs["primary_attack_delay"] = l::bind(&InfoStruct::set_primary_attack_delay, &info_struct, l::_1);
  471. set_int16_funcs["secondary_attack_delay"] = l::bind(&InfoStruct::set_secondary_attack_delay, &info_struct, l::_1);
  472. set_int16_funcs["ranged_attack_delay"] = l::bind(&InfoStruct::set_ranged_attack_delay, &info_struct, l::_1);
  473. set_int8_funcs["primary_weapon_type"] = l::bind(&InfoStruct::set_primary_weapon_type, &info_struct, l::_1);
  474. set_int8_funcs["secondary_weapon_type"] = l::bind(&InfoStruct::set_secondary_weapon_type, &info_struct, l::_1);
  475. set_int8_funcs["ranged_weapon_type"] = l::bind(&InfoStruct::set_ranged_weapon_type, &info_struct, l::_1);
  476. set_int32_funcs["primary_weapon_damage_low"] = l::bind(&InfoStruct::set_primary_weapon_damage_low, &info_struct, l::_1);
  477. set_int32_funcs["primary_weapon_damage_high"] = l::bind(&InfoStruct::set_primary_weapon_damage_high, &info_struct, l::_1);
  478. set_int32_funcs["secondary_weapon_damage_low"] = l::bind(&InfoStruct::set_secondary_weapon_damage_low, &info_struct, l::_1);
  479. set_int32_funcs["secondary_weapon_damage_high"] = l::bind(&InfoStruct::set_secondary_weapon_damage_high, &info_struct, l::_1);
  480. set_int32_funcs["ranged_weapon_damage_low"] = l::bind(&InfoStruct::set_ranged_weapon_damage_low, &info_struct, l::_1);
  481. set_int32_funcs["ranged_weapon_damage_high"] = l::bind(&InfoStruct::set_ranged_weapon_damage_high, &info_struct, l::_1);
  482. set_int8_funcs["wield_type"] = l::bind(&InfoStruct::set_wield_type, &info_struct, l::_1);
  483. set_int8_funcs["attack_type"] = l::bind(&InfoStruct::set_attack_type, &info_struct, l::_1);
  484. set_int16_funcs["primary_weapon_delay"] = l::bind(&InfoStruct::set_primary_weapon_delay, &info_struct, l::_1);
  485. set_int16_funcs["secondary_weapon_delay"] = l::bind(&InfoStruct::set_secondary_weapon_delay, &info_struct, l::_1);
  486. set_int16_funcs["ranged_weapon_delay"] = l::bind(&InfoStruct::set_ranged_weapon_delay, &info_struct, l::_1);
  487. set_int8_funcs["override_primary_weapon"] = l::bind(&InfoStruct::set_override_primary_weapon, &info_struct, l::_1);
  488. set_int8_funcs["override_secondary_weapon"] = l::bind(&InfoStruct::set_override_secondary_weapon, &info_struct, l::_1);
  489. set_int8_funcs["override_ranged_weapon"] = l::bind(&InfoStruct::set_override_ranged_weapon, &info_struct, l::_1);
  490. set_int8_funcs["friendly_target_npc"] = l::bind(&InfoStruct::set_friendly_target_npc, &info_struct, l::_1);
  491. set_int32_funcs["last_claim_time"] = l::bind(&InfoStruct::set_last_claim_time, &info_struct, l::_1);
  492. set_int8_funcs["engaged_encounter"] = l::bind(&InfoStruct::set_engaged_encounter, &info_struct, l::_1);
  493. set_int8_funcs["first_world_login"] = l::bind(&InfoStruct::set_first_world_login, &info_struct, l::_1);
  494. set_int8_funcs["reload_player_spells"] = l::bind(&InfoStruct::set_reload_player_spells, &info_struct, l::_1);
  495. set_string_funcs["action_state"] = l::bind(&InfoStruct::set_action_state, &info_struct, l::_1);
  496. set_string_funcs["combat_action_state"] = l::bind(&InfoStruct::set_combat_action_state, &info_struct, l::_1);
  497. }
  498. bool Entity::HasMoved(bool include_heading){
  499. if(GetX() == last_x && GetY() == last_y && GetZ() == last_z && ((!include_heading) || (include_heading && GetHeading() == last_heading)))
  500. return false;
  501. bool ret_val = true;
  502. if(last_x == -1 && last_y == -1 && last_z == -1 && last_heading == -1){
  503. ret_val = false;
  504. }
  505. last_x = GetX();
  506. last_y = GetY();
  507. last_z = GetZ();
  508. last_heading = GetHeading();
  509. return ret_val;
  510. }
  511. int16 Entity::GetStr(){
  512. return GetInfoStruct()->get_str();
  513. }
  514. int16 Entity::GetSta(){
  515. return GetInfoStruct()->get_sta();
  516. }
  517. int16 Entity::GetInt(){
  518. return GetInfoStruct()->get_intel();
  519. }
  520. int16 Entity::GetWis(){
  521. return GetInfoStruct()->get_wis();
  522. }
  523. int16 Entity::GetAgi(){
  524. return GetInfoStruct()->get_agi();
  525. }
  526. int16 Entity::GetPrimaryStat(){
  527. int8 base_class = classes.GetBaseClass(GetAdventureClass());
  528. if (base_class == FIGHTER)
  529. return GetInfoStruct()->get_str();
  530. else if (base_class == PRIEST)
  531. return GetInfoStruct()->get_wis();
  532. else if (base_class == MAGE)
  533. return GetInfoStruct()->get_intel();
  534. else
  535. return GetInfoStruct()->get_agi();
  536. }
  537. int16 Entity::GetHeatResistance(){
  538. return GetInfoStruct()->get_heat();
  539. }
  540. int16 Entity::GetColdResistance(){
  541. return GetInfoStruct()->get_cold();
  542. }
  543. int16 Entity::GetMagicResistance(){
  544. return GetInfoStruct()->get_magic();
  545. }
  546. int16 Entity::GetMentalResistance(){
  547. return GetInfoStruct()->get_mental();
  548. }
  549. int16 Entity::GetDivineResistance(){
  550. return GetInfoStruct()->get_divine();
  551. }
  552. int16 Entity::GetDiseaseResistance(){
  553. return GetInfoStruct()->get_disease();
  554. }
  555. int16 Entity::GetPoisonResistance(){
  556. return GetInfoStruct()->get_poison();
  557. }
  558. int8 Entity::GetConcentrationCurrent() {
  559. return GetInfoStruct()->get_cur_concentration();
  560. }
  561. int8 Entity::GetConcentrationMax() {
  562. return GetInfoStruct()->get_max_concentration();
  563. }
  564. int16 Entity::GetStrBase(){
  565. return GetInfoStruct()->get_str_base();
  566. }
  567. int16 Entity::GetStaBase(){
  568. return GetInfoStruct()->get_sta_base();
  569. }
  570. int16 Entity::GetIntBase(){
  571. return GetInfoStruct()->get_intel_base();
  572. }
  573. int16 Entity::GetWisBase(){
  574. return GetInfoStruct()->get_wis_base();
  575. }
  576. int16 Entity::GetAgiBase(){
  577. return GetInfoStruct()->get_agi_base();
  578. }
  579. int16 Entity::GetHeatResistanceBase(){
  580. return GetInfoStruct()->get_heat_base();
  581. }
  582. int16 Entity::GetColdResistanceBase(){
  583. return GetInfoStruct()->get_cold_base();
  584. }
  585. int16 Entity::GetMagicResistanceBase(){
  586. return GetInfoStruct()->get_magic_base();
  587. }
  588. int16 Entity::GetMentalResistanceBase(){
  589. return GetInfoStruct()->get_mental_base();
  590. }
  591. int16 Entity::GetDivineResistanceBase(){
  592. return GetInfoStruct()->get_divine_base();
  593. }
  594. int16 Entity::GetDiseaseResistanceBase(){
  595. return GetInfoStruct()->get_disease_base();
  596. }
  597. int16 Entity::GetPoisonResistanceBase(){
  598. return GetInfoStruct()->get_poison_base();
  599. }
  600. sint8 Entity::GetAlignment(){
  601. return GetInfoStruct()->get_alignment();
  602. }
  603. bool Entity::IsCasting(){
  604. return casting;
  605. }
  606. void Entity::IsCasting(bool val){
  607. casting = val;
  608. }
  609. int32 Entity::GetRangeLastAttackTime(){
  610. return GetInfoStruct()->get_range_last_attack_time();
  611. }
  612. void Entity::SetRangeLastAttackTime(int32 time){
  613. GetInfoStruct()->set_range_last_attack_time(time);
  614. }
  615. int16 Entity::GetRangeAttackDelay(){
  616. return GetInfoStruct()->get_ranged_attack_delay();
  617. // if(IsPlayer()){
  618. // Item* item = ((Player*)this)->GetEquipmentList()->GetItem(EQ2_RANGE_SLOT);
  619. // if(item && item->IsRanged())
  620. // return item->ranged_info->weapon_info.delay*100;
  621. // }
  622. // return 3000;
  623. }
  624. int32 Entity::GetPrimaryLastAttackTime(){
  625. return GetInfoStruct()->get_primary_last_attack_time();
  626. }
  627. int16 Entity::GetPrimaryAttackDelay(){
  628. return GetInfoStruct()->get_primary_attack_delay();
  629. }
  630. void Entity::SetPrimaryAttackDelay(int16 new_delay){
  631. GetInfoStruct()->set_primary_attack_delay(new_delay);
  632. }
  633. void Entity::SetPrimaryLastAttackTime(int32 new_time){
  634. GetInfoStruct()->set_primary_last_attack_time(new_time);
  635. }
  636. int32 Entity::GetSecondaryLastAttackTime(){
  637. return GetInfoStruct()->get_secondary_last_attack_time();
  638. }
  639. int16 Entity::GetSecondaryAttackDelay(){
  640. return GetInfoStruct()->get_secondary_attack_delay();
  641. }
  642. void Entity::SetSecondaryAttackDelay(int16 new_delay){
  643. GetInfoStruct()->set_secondary_attack_delay(new_delay);
  644. }
  645. void Entity::SetSecondaryLastAttackTime(int32 new_time){
  646. GetInfoStruct()->set_secondary_last_attack_time(new_time);
  647. }
  648. void Entity::ChangePrimaryWeapon(){
  649. if(GetInfoStruct()->get_override_primary_weapon()) {
  650. return;
  651. }
  652. int32 str_offset_dmg = GetStrengthDamage();
  653. Item* item = equipment_list.GetItem(EQ2_PRIMARY_SLOT);
  654. if(item && item->details.item_id > 0 && item->IsWeapon()){
  655. GetInfoStruct()->set_primary_weapon_delay(item->weapon_info->delay * 100);
  656. GetInfoStruct()->set_primary_weapon_damage_low(item->weapon_info->damage_low3 + str_offset_dmg);
  657. GetInfoStruct()->set_primary_weapon_damage_high(item->weapon_info->damage_high3 + str_offset_dmg);
  658. GetInfoStruct()->set_primary_weapon_type(item->GetWeaponType());
  659. GetInfoStruct()->set_wield_type(item->weapon_info->wield_type);
  660. }
  661. else{
  662. int16 effective_level = GetInfoStruct()->get_effective_level();
  663. if ( !effective_level )
  664. effective_level = GetLevel();
  665. GetInfoStruct()->set_primary_weapon_delay(2000);
  666. GetInfoStruct()->set_primary_weapon_damage_low((int32)1 + (effective_level * .2) + str_offset_dmg);
  667. GetInfoStruct()->set_primary_weapon_damage_high((int32)(5 + effective_level * (effective_level/5)) + str_offset_dmg);
  668. if(GetInfoStruct()->get_attack_type() > 0) {
  669. GetInfoStruct()->set_primary_weapon_type(GetInfoStruct()->get_attack_type());
  670. }
  671. else {
  672. GetInfoStruct()->set_primary_weapon_type(1);
  673. }
  674. GetInfoStruct()->set_wield_type(2);
  675. }
  676. }
  677. void Entity::ChangeSecondaryWeapon(){
  678. if(GetInfoStruct()->get_override_secondary_weapon()) {
  679. return;
  680. }
  681. int32 str_offset_dmg = GetStrengthDamage();
  682. Item* item = equipment_list.GetItem(EQ2_SECONDARY_SLOT);
  683. if(item && item->details.item_id > 0 && item->IsWeapon()){
  684. GetInfoStruct()->set_secondary_weapon_delay(item->weapon_info->delay * 100);
  685. GetInfoStruct()->set_secondary_weapon_damage_low(item->weapon_info->damage_low3 + str_offset_dmg);
  686. GetInfoStruct()->set_secondary_weapon_damage_high(item->weapon_info->damage_high3 + str_offset_dmg);
  687. GetInfoStruct()->set_secondary_weapon_type(item->GetWeaponType());
  688. }
  689. else{
  690. int16 effective_level = GetInfoStruct()->get_effective_level();
  691. if ( !effective_level )
  692. effective_level = GetLevel();
  693. GetInfoStruct()->set_secondary_weapon_delay(2000);
  694. GetInfoStruct()->set_secondary_weapon_damage_low((int32)(1 + effective_level * .2) + str_offset_dmg);
  695. GetInfoStruct()->set_secondary_weapon_damage_high((int32)(5 + effective_level * (effective_level/6)) + str_offset_dmg);
  696. GetInfoStruct()->set_secondary_weapon_type(1);
  697. }
  698. }
  699. void Entity::ChangeRangedWeapon(){
  700. if(GetInfoStruct()->get_override_ranged_weapon()) {
  701. return;
  702. }
  703. int32 str_offset_dmg = GetStrengthDamage();
  704. Item* item = equipment_list.GetItem(EQ2_RANGE_SLOT);
  705. if(item && item->details.item_id > 0 && item->IsRanged()){
  706. GetInfoStruct()->set_ranged_weapon_delay(item->ranged_info->weapon_info.delay*100);
  707. GetInfoStruct()->set_ranged_weapon_damage_low(item->ranged_info->weapon_info.damage_low3 + str_offset_dmg);
  708. GetInfoStruct()->set_ranged_weapon_damage_high(item->ranged_info->weapon_info.damage_high3 + str_offset_dmg);
  709. GetInfoStruct()->set_ranged_weapon_type(item->GetWeaponType());
  710. }
  711. }
  712. void Entity::UpdateWeapons() {
  713. ChangePrimaryWeapon();
  714. ChangeSecondaryWeapon();
  715. ChangeRangedWeapon();
  716. }
  717. int32 Entity::GetStrengthDamage() {
  718. int32 str_offset = 1;
  719. if(IsNPC()) {
  720. str_offset = rule_manager.GetGlobalRule(R_Combat, StrengthNPC)->GetInt32();
  721. if(str_offset < 1)
  722. str_offset = 1;
  723. }
  724. else {
  725. str_offset = rule_manager.GetGlobalRule(R_Combat, StrengthOther)->GetInt32();
  726. if(str_offset < 1)
  727. str_offset = 1;
  728. }
  729. int32 str_offset_dmg = (int32)((GetInfoStruct()->get_str() / str_offset));
  730. return str_offset_dmg;
  731. }
  732. int32 Entity::GetPrimaryWeaponMinDamage(){
  733. return GetInfoStruct()->get_primary_weapon_damage_low();
  734. }
  735. int32 Entity::GetPrimaryWeaponMaxDamage(){
  736. return GetInfoStruct()->get_primary_weapon_damage_high();
  737. }
  738. int16 Entity::GetPrimaryWeaponDelay(){
  739. return GetInfoStruct()->get_primary_weapon_delay();
  740. }
  741. int16 Entity::GetSecondaryWeaponDelay(){
  742. return GetInfoStruct()->get_secondary_weapon_delay();
  743. }
  744. int32 Entity::GetSecondaryWeaponMinDamage(){
  745. return GetInfoStruct()->get_secondary_weapon_damage_low();
  746. }
  747. int32 Entity::GetSecondaryWeaponMaxDamage(){
  748. return GetInfoStruct()->get_secondary_weapon_damage_high();
  749. }
  750. int8 Entity::GetPrimaryWeaponType(){
  751. return GetInfoStruct()->get_primary_weapon_type();
  752. }
  753. int8 Entity::GetSecondaryWeaponType(){
  754. return GetInfoStruct()->get_secondary_weapon_type();
  755. }
  756. int32 Entity::GetRangedWeaponMinDamage(){
  757. return GetInfoStruct()->get_ranged_weapon_damage_low();
  758. }
  759. int32 Entity::GetRangedWeaponMaxDamage(){
  760. return GetInfoStruct()->get_ranged_weapon_damage_high();
  761. }
  762. int8 Entity::GetRangedWeaponType(){
  763. return GetInfoStruct()->get_ranged_weapon_type();
  764. }
  765. bool Entity::IsDualWield(){
  766. return GetInfoStruct()->get_wield_type() == 1;
  767. }
  768. int8 Entity::GetWieldType(){
  769. return GetInfoStruct()->get_wield_type();
  770. }
  771. int16 Entity::GetRangeWeaponDelay(){
  772. return GetInfoStruct()->get_ranged_weapon_delay();
  773. }
  774. void Entity::SetRangeWeaponDelay(int16 new_delay){
  775. GetInfoStruct()->set_ranged_weapon_delay(new_delay * 100);
  776. }
  777. void Entity::SetRangeAttackDelay(int16 new_delay){
  778. GetInfoStruct()->set_ranged_attack_delay(new_delay);
  779. }
  780. void Entity::SetPrimaryWeaponDelay(int16 new_delay){
  781. GetInfoStruct()->set_primary_weapon_delay(new_delay * 100);
  782. }
  783. void Entity::SetSecondaryWeaponDelay(int16 new_delay){
  784. GetInfoStruct()->set_primary_weapon_delay(new_delay * 100);
  785. }
  786. bool Entity::BehindTarget(Spawn* target){
  787. return BehindSpawn(target, GetX(), GetZ());
  788. }
  789. bool Entity::FlankingTarget(Spawn* target) {
  790. return IsFlankingSpawn(target, GetX(), GetZ());
  791. }
  792. float Entity::GetDodgeChance(){
  793. float ret = 0;
  794. return ret;
  795. }
  796. bool Entity::EngagedInCombat(){
  797. return in_combat;
  798. }
  799. void Entity::InCombat(bool val){
  800. bool changeCombatState = false;
  801. if((in_combat && !val) || (!in_combat && val))
  802. changeCombatState = true;
  803. in_combat = val;
  804. bool update_regen = false;
  805. if(GetInfoStruct()->get_engaged_encounter()) {
  806. if(!IsAggroed() || !IsEngagedInEncounter()) {
  807. GetInfoStruct()->set_engaged_encounter(0);
  808. update_regen = true;
  809. }
  810. }
  811. if(changeCombatState || update_regen)
  812. SetRegenValues((GetInfoStruct()->get_effective_level() > 0) ? GetInfoStruct()->get_effective_level() : GetLevel());
  813. }
  814. void Entity::DoRegenUpdate(){
  815. if(!Alive() || GetHP() == 0)//dead
  816. return;
  817. sint32 hp = GetHP();
  818. sint32 power = GetPower();
  819. if(hp < GetTotalHP()){
  820. sint16 temp = GetInfoStruct()->get_hp_regen();
  821. if((hp + temp) > GetTotalHP())
  822. SetHP(GetTotalHP());
  823. else
  824. SetHP(hp + temp);
  825. }
  826. if(GetPower() < GetTotalPower()){
  827. sint16 temp = GetInfoStruct()->get_power_regen();
  828. if((power + temp) > GetTotalPower())
  829. SetPower(GetTotalPower());
  830. else
  831. SetPower(power + temp);
  832. }
  833. }
  834. void Entity::AddMaintainedSpell(LuaSpell* luaspell){
  835. if (!luaspell)
  836. return;
  837. Spell* spell = luaspell->spell;
  838. MaintainedEffects* effect = GetFreeMaintainedSpellSlot();
  839. if (effect){
  840. MMaintainedSpells.writelock(__FUNCTION__, __LINE__);
  841. effect->spell = luaspell;
  842. effect->spell_id = spell->GetSpellData()->id;
  843. LogWrite(NPC__SPELLS, 5, "NPC", "AddMaintainedSpell Spell ID: %u, Concentration: %u", spell->GetSpellData()->id, spell->GetSpellData()->req_concentration);
  844. effect->conc_used = spell->GetSpellData()->req_concentration;
  845. effect->total_time = spell->GetSpellDuration() / 10;
  846. effect->tier = spell->GetSpellData()->tier;
  847. if (spell->GetSpellData()->duration_until_cancel)
  848. effect->expire_timestamp = 0xFFFFFFFF;
  849. else
  850. effect->expire_timestamp = Timer::GetCurrentTime2() + (spell->GetSpellDuration() * 100);
  851. MMaintainedSpells.releasewritelock(__FUNCTION__, __LINE__);
  852. }
  853. }
  854. void Entity::AddSpellEffect(LuaSpell* luaspell, int32 override_expire_time){
  855. if (!luaspell || !luaspell->caster)
  856. return;
  857. Spell* spell = luaspell->spell;
  858. SpellEffects* old_effect = GetSpellEffect(spell->GetSpellID(), luaspell->caster);
  859. SpellEffects* effect = 0;
  860. if (old_effect){
  861. GetZone()->RemoveTargetFromSpell(old_effect->spell, this);
  862. RemoveSpellEffect(old_effect->spell);
  863. }
  864. LogWrite(SPELL__DEBUG, 0, "Spell", "%s AddSpellEffect %s (%u).", spell->GetName(), GetName(), GetID());
  865. if(!effect)
  866. effect = GetFreeSpellEffectSlot();
  867. if(effect){
  868. MSpellEffects.writelock(__FUNCTION__, __LINE__);
  869. effect->spell = luaspell;
  870. effect->spell_id = spell->GetSpellData()->id;
  871. effect->caster = luaspell->caster;
  872. effect->total_time = spell->GetSpellDuration()/10;
  873. if (spell->GetSpellData()->duration_until_cancel)
  874. effect->expire_timestamp = 0xFFFFFFFF;
  875. else if(override_expire_time)
  876. effect->expire_timestamp = Timer::GetCurrentTime2() + override_expire_time;
  877. else
  878. effect->expire_timestamp = Timer::GetCurrentTime2() + (spell->GetSpellDuration()*100);
  879. effect->icon = spell->GetSpellData()->icon;
  880. effect->icon_backdrop = spell->GetSpellData()->icon_backdrop;
  881. effect->tier = spell->GetSpellTier();
  882. MSpellEffects.releasewritelock(__FUNCTION__, __LINE__);
  883. changed = true;
  884. info_changed = true;
  885. AddChangedZoneSpawn();
  886. if(luaspell->caster && luaspell->caster->IsPlayer() && luaspell->caster != this)
  887. ((Player*)luaspell->caster)->GetClient()->TriggerSpellSave();
  888. }
  889. }
  890. void Entity::RemoveMaintainedSpell(LuaSpell* luaspell){
  891. if (!luaspell)
  892. return;
  893. bool found = false;
  894. MMaintainedSpells.writelock(__FUNCTION__, __LINE__);
  895. for (int i = 0; i<30; i++){
  896. // If we already found the spell then we are bumping all other up one so there are no gaps
  897. // This check needs to be first so found can never be true on the first iteration (i = 0)
  898. if (found) {
  899. GetInfoStruct()->maintained_effects[i].slot_pos = i - 1;
  900. GetInfoStruct()->maintained_effects[i - 1] = GetInfoStruct()->maintained_effects[i];
  901. }
  902. // Compare spells, if we found a match set the found flag
  903. if (GetInfoStruct()->maintained_effects[i].spell == luaspell)
  904. found = true;
  905. }
  906. // if we found the spell in the array then we need to set the last element to empty
  907. if (found) {
  908. memset(&GetInfoStruct()->maintained_effects[29], 0, sizeof(MaintainedEffects));
  909. GetInfoStruct()->maintained_effects[29].spell_id = 0xFFFFFFFF;
  910. GetInfoStruct()->maintained_effects[29].icon = 0xFFFF;
  911. GetInfoStruct()->maintained_effects[29].spell = nullptr;
  912. }
  913. MMaintainedSpells.releasewritelock(__FUNCTION__, __LINE__);
  914. }
  915. void Entity::RemoveSpellEffect(LuaSpell* spell) {
  916. bool found = false;
  917. MSpellEffects.writelock(__FUNCTION__, __LINE__);
  918. for(int i=0;i<45;i++) {
  919. if (found) {
  920. GetInfoStruct()->spell_effects[i-1] = GetInfoStruct()->spell_effects[i];
  921. }
  922. if (GetInfoStruct()->spell_effects[i].spell == spell)
  923. found = true;
  924. }
  925. if (found) {
  926. LogWrite(SPELL__DEBUG, 0, "Spell", "%s RemoveSpellEffect %s (%u).", spell->spell->GetName(), GetName(), GetID());
  927. GetZone()->GetSpellProcess()->RemoveTargetFromSpell(spell, this);
  928. memset(&GetInfoStruct()->spell_effects[44], 0, sizeof(SpellEffects));
  929. GetInfoStruct()->spell_effects[44].spell_id = 0xFFFFFFFF;
  930. changed = true;
  931. info_changed = true;
  932. AddChangedZoneSpawn();
  933. if(IsPlayer()) {
  934. ((Player*)this)->SetCharSheetChanged(true);
  935. }
  936. }
  937. MSpellEffects.releasewritelock(__FUNCTION__, __LINE__);
  938. }
  939. MaintainedEffects* Entity::GetFreeMaintainedSpellSlot(){
  940. MaintainedEffects* ret = 0;
  941. InfoStruct* info = GetInfoStruct();
  942. MMaintainedSpells.readlock(__FUNCTION__, __LINE__);
  943. for (int i = 0; i<NUM_MAINTAINED_EFFECTS; i++){
  944. if (info->maintained_effects[i].spell_id == 0xFFFFFFFF){
  945. ret = &info->maintained_effects[i];
  946. ret->spell_id = 0;
  947. ret->slot_pos = i;
  948. break;
  949. }
  950. }
  951. MMaintainedSpells.releasereadlock(__FUNCTION__, __LINE__);
  952. return ret;
  953. }
  954. MaintainedEffects* Entity::GetMaintainedSpell(int32 spell_id){
  955. MaintainedEffects* ret = 0;
  956. InfoStruct* info = GetInfoStruct();
  957. MMaintainedSpells.readlock(__FUNCTION__, __LINE__);
  958. for (int i = 0; i<NUM_MAINTAINED_EFFECTS; i++){
  959. if (info->maintained_effects[i].spell_id == spell_id){
  960. ret = &info->maintained_effects[i];
  961. break;
  962. }
  963. }
  964. MMaintainedSpells.releasereadlock(__FUNCTION__, __LINE__);
  965. return ret;
  966. }
  967. SpellEffects* Entity::GetFreeSpellEffectSlot(){
  968. SpellEffects* ret = 0;
  969. InfoStruct* info = GetInfoStruct();
  970. MSpellEffects.readlock(__FUNCTION__, __LINE__);
  971. for(int i=0;i<45;i++){
  972. if(info->spell_effects[i].spell_id == 0xFFFFFFFF){
  973. ret = &info->spell_effects[i];
  974. ret->spell_id = 0;
  975. break;
  976. }
  977. }
  978. MSpellEffects.releasereadlock(__FUNCTION__, __LINE__);
  979. return ret;
  980. }
  981. SpellEffects* Entity::GetSpellEffect(int32 id, Entity* caster) {
  982. SpellEffects* ret = 0;
  983. InfoStruct* info = GetInfoStruct();
  984. MSpellEffects.readlock(__FUNCTION__, __LINE__);
  985. for(int i = 0; i < 45; i++) {
  986. if(info->spell_effects[i].spell_id == id) {
  987. if (!caster || info->spell_effects[i].caster == caster){
  988. ret = &info->spell_effects[i];
  989. break;
  990. }
  991. }
  992. }
  993. MSpellEffects.releasereadlock(__FUNCTION__, __LINE__);
  994. return ret;
  995. }
  996. SpellEffects* Entity::GetSpellEffectBySpellType(int8 spell_type) {
  997. SpellEffects* ret = 0;
  998. InfoStruct* info = GetInfoStruct();
  999. MSpellEffects.readlock(__FUNCTION__, __LINE__);
  1000. for(int i = 0; i < 45; i++) {
  1001. if(info->spell_effects[i].spell_id != 0xFFFFFFFF && info->spell_effects[i].spell->spell->GetSpellData()->spell_type == spell_type) {
  1002. ret = &info->spell_effects[i];
  1003. break;
  1004. }
  1005. }
  1006. MSpellEffects.releasereadlock(__FUNCTION__, __LINE__);
  1007. return ret;
  1008. }
  1009. SpellEffects* Entity::GetSpellEffectWithLinkedTimer(int32 id, int32 linked_timer, sint32 type_group_spell_id, Entity* caster) {
  1010. SpellEffects* ret = 0;
  1011. InfoStruct* info = GetInfoStruct();
  1012. MSpellEffects.readlock(__FUNCTION__, __LINE__);
  1013. for(int i = 0; i < 45; i++) {
  1014. if(info->spell_effects[i].spell_id != 0xFFFFFFFF)
  1015. {
  1016. if( (info->spell_effects[i].spell_id == id && linked_timer == 0 && type_group_spell_id == 0) ||
  1017. (linked_timer > 0 && info->spell_effects[i].spell->spell->GetSpellData()->linked_timer == linked_timer) ||
  1018. (type_group_spell_id > 0 && info->spell_effects[i].spell->spell->GetSpellData()->type_group_spell_id == type_group_spell_id))
  1019. {
  1020. if (type_group_spell_id >= -1 && (!caster || info->spell_effects[i].caster == caster)){
  1021. ret = &info->spell_effects[i];
  1022. break;
  1023. }
  1024. }
  1025. }
  1026. }
  1027. MSpellEffects.releasereadlock(__FUNCTION__, __LINE__);
  1028. return ret;
  1029. }
  1030. LuaSpell* Entity::HasLinkedTimerID(LuaSpell* spell, Spawn* target, bool stackWithOtherPlayers) {
  1031. if(!spell->spell->GetSpellData()->linked_timer && !spell->spell->GetSpellData()->type_group_spell_id)
  1032. return nullptr;
  1033. LuaSpell* ret = nullptr;
  1034. InfoStruct* info = GetInfoStruct();
  1035. MSpellEffects.readlock(__FUNCTION__, __LINE__);
  1036. //this for loop primarily handles self checks and 'friendly' checks
  1037. for(int i = 0; i < NUM_MAINTAINED_EFFECTS; i++) {
  1038. if(info->maintained_effects[i].spell_id != 0xFFFFFFFF)
  1039. {
  1040. if( ((info->maintained_effects[i].spell_id == spell->spell->GetSpellID() && spell->spell->GetSpellData()->type_group_spell_id >= 0) ||
  1041. (info->maintained_effects[i].spell->spell->GetSpellData()->linked_timer > 0 && info->maintained_effects[i].spell->spell->GetSpellData()->linked_timer == spell->spell->GetSpellData()->linked_timer) ||
  1042. (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)) &&
  1043. ((spell->spell->GetSpellData()->friendly_spell) ||
  1044. (!spell->spell->GetSpellData()->friendly_spell && spell->spell->GetSpellData()->type_group_spell_id >= -1 && spell->caster == info->maintained_effects[i].spell->caster) ) &&
  1045. (target == nullptr || info->maintained_effects[i].spell->initial_target == target->GetID())) {
  1046. ret = info->maintained_effects[i].spell;
  1047. break;
  1048. }
  1049. }
  1050. }
  1051. MSpellEffects.releasereadlock(__FUNCTION__, __LINE__);
  1052. if(!ret && !stackWithOtherPlayers && target && target->IsEntity())
  1053. {
  1054. SpellEffects* effect = ((Entity*)target)->GetSpellEffectWithLinkedTimer(spell->spell->GetSpellID(), spell->spell->GetSpellData()->linked_timer, spell->spell->GetSpellData()->type_group_spell_id, nullptr);
  1055. if(effect)
  1056. ret = effect->spell;
  1057. }
  1058. return ret;
  1059. }
  1060. InfoStruct* Entity::GetInfoStruct(){
  1061. return &info_struct;
  1062. }
  1063. Skill* Entity::GetSkillByName(const char* name, bool check_update){
  1064. // NPC::GetSkillByName in NPC.cpp exists for NPC's
  1065. // Player::GetSkillByName in Player.cpp exists for Player's
  1066. return 0;
  1067. }
  1068. Skill* Entity::GetSkillByID(int32 id, bool check_update){
  1069. // NPC::GetSkillByID in NPC.cpp exists for NPC's
  1070. // Player::GetSkillByID in Player.cpp exists for Player's
  1071. return 0;
  1072. }
  1073. float Entity::GetMaxSpeed(){
  1074. return max_speed;
  1075. }
  1076. void Entity::SetMaxSpeed(float val){
  1077. max_speed = val;
  1078. }
  1079. float Entity::CalculateSkillStatChance(char* skillName, int16 item_stat, float max_cap, float modifier, bool add_to_skill)
  1080. {
  1081. float skillAndItemsChance = 0.0f;
  1082. float maxBonusCap = (float)GetLevel()*rule_manager.GetGlobalRule(R_Combat, MaxSkillBonusByLevel)->GetFloat();
  1083. Skill* skill = GetSkillByName(skillName, false);
  1084. if(skill){
  1085. MStats.lock();
  1086. float item_chance_or_skill = stats[item_stat];
  1087. MStats.unlock();
  1088. if(item_chance_or_skill > maxBonusCap) {
  1089. item_chance_or_skill = maxBonusCap;
  1090. }
  1091. if(add_to_skill)
  1092. {
  1093. 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
  1094. }
  1095. else
  1096. {
  1097. skillAndItemsChance = ((float)skill->current_val/10.0f); // do we know 25 is accurate? 10 gives more 'skill' space, most cap at 70% with items
  1098. if(modifier > maxBonusCap) {
  1099. modifier = maxBonusCap;
  1100. }
  1101. // take chance percentage and add the item stats % (+1 = 1% or .01f)
  1102. skillAndItemsChance += (skillAndItemsChance*((item_chance_or_skill + modifier)/100.0f));
  1103. }
  1104. }
  1105. if ( max_cap > 0.0f && skillAndItemsChance > max_cap )
  1106. skillAndItemsChance = max_cap;
  1107. return skillAndItemsChance;
  1108. }
  1109. float Entity::CalculateSkillWithBonus(char* skillName, int16 item_stat, bool chance_skill_increase)
  1110. {
  1111. float skillAndItemsChance = 0.0f;
  1112. float maxBonusCap = GetRuleSkillMaxBonus();
  1113. Skill* skill = GetSkillByName(skillName, chance_skill_increase);
  1114. if(skill){
  1115. float item_chance_or_skill = 0.0f;
  1116. if(item_stat != 0xFFFF) {
  1117. MStats.lock();
  1118. item_chance_or_skill = stats[item_stat];
  1119. MStats.unlock();
  1120. }
  1121. if(item_chance_or_skill > maxBonusCap) { // would we be using their effective mentored level or actual level?
  1122. item_chance_or_skill = maxBonusCap;
  1123. }
  1124. skillAndItemsChance = skill->current_val+item_chance_or_skill;
  1125. }
  1126. return skillAndItemsChance;
  1127. }
  1128. float Entity::GetRuleSkillMaxBonus() {
  1129. return (float)GetLevel()*rule_manager.GetGlobalRule(R_Combat, MaxSkillBonusByLevel)->GetFloat();
  1130. }
  1131. void Entity::CalculateBonuses(){
  1132. if(lua_interface->IsLuaSystemReloading())
  1133. return;
  1134. InfoStruct* info = &info_struct;
  1135. int16 effective_level = info->get_effective_level() != 0 ? info->get_effective_level() : GetLevel();
  1136. info->set_block(info->get_block_base());
  1137. info->set_cur_attack(info->get_attack_base());
  1138. info->set_base_avoidance_pct(info->get_avoidance_base());
  1139. info->set_disease(info->get_disease_base());
  1140. info->set_divine(info->get_divine_base());
  1141. info->set_heat(info->get_heat_base());
  1142. info->set_magic(info->get_magic_base());
  1143. info->set_mental(info->get_mental_base());
  1144. info->set_cold(info->get_cold_base());
  1145. info->set_poison(info->get_poison_base());
  1146. info->set_elemental_base(info->get_heat());
  1147. info->set_noxious_base(info->get_poison());
  1148. info->set_arcane_base(info->get_magic());
  1149. info->set_sta(info->get_sta_base());
  1150. info->set_agi(info->get_agi_base());
  1151. info->set_str(info->get_str_base());
  1152. info->set_wis(info->get_wis_base());
  1153. info->set_intel(info->get_intel_base());
  1154. info->set_ability_modifier(0);
  1155. info->set_critical_mitigation(0);
  1156. info->set_block_chance(0);
  1157. info->set_crit_chance(0);
  1158. info->set_crit_bonus(0);
  1159. info->set_potency(0);
  1160. info->set_hate_mod(0);
  1161. info->set_reuse_speed(0);
  1162. info->set_casting_speed(0);
  1163. info->set_recovery_speed(0);
  1164. info->set_spell_reuse_speed(0);
  1165. info->set_spell_multi_attack(0);
  1166. info->set_dps(0);
  1167. info->set_dps_multiplier(0);
  1168. info->set_haste(0);
  1169. info->set_attackspeed(0);
  1170. info->set_multi_attack(0);
  1171. info->set_flurry(0);
  1172. info->set_melee_ae(0);
  1173. info->set_strikethrough(0);
  1174. info->set_accuracy(0);
  1175. info->set_offensivespeed(0);
  1176. MStats.lock();
  1177. stats.clear();
  1178. MStats.unlock();
  1179. ItemStatsValues* values = equipment_list.CalculateEquipmentBonuses(this);
  1180. CalculateSpellBonuses(values);
  1181. info->set_cur_mitigation(info->get_mitigation_base());
  1182. int32 calc_mit_cap = effective_level * rule_manager.GetGlobalRule(R_Combat, CalculatedMitigationCapLevel)->GetInt32();
  1183. info->set_max_mitigation(calc_mit_cap);
  1184. int16 mit_percent = (int16)(CalculateMitigation() * 1000.0f);
  1185. info->set_mitigation_pve(mit_percent);
  1186. mit_percent = (int16)(CalculateMitigation(DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE,0,0,true) * 1000.0f);
  1187. info->set_mitigation_pvp(mit_percent);
  1188. info->add_sta((float)values->sta);
  1189. info->add_str((float)values->str);
  1190. info->add_agi((float)values->agi);
  1191. info->add_wis((float)values->wis);
  1192. info->add_intel((float)values->int_);
  1193. info->add_disease(values->vs_disease);
  1194. info->add_divine(values->vs_divine);
  1195. info->add_heat(values->vs_heat);
  1196. info->add_magic(values->vs_magic);
  1197. int32 sta_hp_bonus = 0.0;
  1198. int32 prim_power_bonus = 0.0;
  1199. float bonus_mod = 0.0;
  1200. if (IsPlayer()) {
  1201. bonus_mod = CalculateBonusMod();
  1202. sta_hp_bonus = info->get_sta() * bonus_mod;
  1203. prim_power_bonus = GetPrimaryStat() * bonus_mod;
  1204. }
  1205. prim_power_bonus = floor(float(prim_power_bonus));
  1206. sta_hp_bonus = floor(float(sta_hp_bonus));
  1207. SetTotalHP(GetTotalHPBase() + values->health + sta_hp_bonus);
  1208. SetTotalPower(GetTotalPowerBase() + values->power + prim_power_bonus);
  1209. if(GetHP() > GetTotalHP())
  1210. SetHP(GetTotalHP());
  1211. if(GetPower() > GetTotalPower())
  1212. SetPower(GetTotalPower());
  1213. info->add_mental(values->vs_mental);
  1214. info->add_poison(values->vs_poison);
  1215. info->add_max_concentration(values->concentration);
  1216. info->add_cold(values->vs_cold);
  1217. info->add_mitigation_skill1(values->vs_slash);
  1218. info->add_mitigation_skill2(values->vs_pierce);
  1219. info->add_mitigation_skill3(values->vs_crush);
  1220. info->add_ability_modifier(values->ability_modifier);
  1221. info->add_critical_mitigation(values->criticalmitigation);
  1222. info->add_block_chance(values->extrashieldblockchance);
  1223. info->add_crit_chance(values->beneficialcritchance);
  1224. info->add_crit_bonus(values->critbonus);
  1225. info->add_potency(values->potency);
  1226. info->add_hate_mod(values->hategainmod);
  1227. info->add_reuse_speed(values->abilityreusespeed);
  1228. info->add_casting_speed(values->abilitycastingspeed);
  1229. info->add_recovery_speed(values->abilityrecoveryspeed);
  1230. info->add_spell_reuse_speed(values->spellreusespeed);
  1231. info->add_spell_multi_attack(values->spellmultiattackchance);
  1232. info->add_dps(values->dps);
  1233. info->add_dps_multiplier(CalculateDPSMultiplier());
  1234. info->add_haste(values->attackspeed);
  1235. info->add_multi_attack(values->multiattackchance);
  1236. info->add_flurry(values->flurry);
  1237. info->add_melee_ae(values->aeautoattackchance);
  1238. info->add_strikethrough(values->strikethrough);
  1239. info->add_accuracy(values->accuracy);
  1240. info->add_offensivespeed(values->offensivespeed);
  1241. info->add_uncontested_block(values->uncontested_block);
  1242. info->add_uncontested_parry(values->uncontested_parry);
  1243. info->add_uncontested_dodge(values->uncontested_dodge);
  1244. info->add_uncontested_riposte(values->uncontested_riposte);
  1245. info->set_ability_modifier(values->ability_modifier);
  1246. float full_pct_hit = 100.0f;
  1247. //info->cur_concentration = 0;
  1248. MStats.lock();
  1249. float parryStat = stats[ITEM_STAT_PARRY];
  1250. MStats.unlock();
  1251. float parry_pct = CalculateSkillStatChance("Parry", ITEM_STAT_PARRYCHANCE, 70.0f, parryStat);
  1252. parry_pct += parry_pct * (info->get_cur_avoidance()/100.0f);
  1253. if(parry_pct > 70.0f)
  1254. parry_pct = 70.0f;
  1255. info->set_parry(parry_pct);
  1256. full_pct_hit -= parry_pct;
  1257. float block_pct = 0.0f;
  1258. if(GetAdventureClass() != BRAWLER)
  1259. {
  1260. Item* item = equipment_list.GetItem(EQ2_SECONDARY_SLOT);
  1261. if(item && item->details.item_id > 0 && item->IsShield()){
  1262. // if high is set and greater than low use high, otherwise use low
  1263. int16 mitigation = item->armor_info->mitigation_high > item->armor_info->mitigation_low ? item->armor_info->mitigation_high : item->armor_info->mitigation_low;
  1264. // 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
  1265. if(mitigation)
  1266. {
  1267. /*DOF Prima Guide: Shields now have the following base chances
  1268. to block: Tower (10%), Kite (10%), Round
  1269. (5%), Buckler (3%). Your chances to block
  1270. scale up or down based on the con of your
  1271. opponent.*/
  1272. Skill* skill = master_skill_list.GetSkill(item->generic_info.skill_req1);
  1273. float baseBlock = 0.0f;
  1274. if(skill)
  1275. {
  1276. if(skill->short_name.data == "towershield" || skill->short_name.data == "kiteshield")
  1277. baseBlock = 10.0f;
  1278. else if (skill->short_name.data == "roundshield")
  1279. baseBlock = 5.0f;
  1280. else if (skill->short_name.data == "buckler")
  1281. baseBlock = 3.0f;
  1282. }
  1283. if(effective_level > mitigation)
  1284. block_pct = log10f((float)mitigation/((float)effective_level*10.0f));
  1285. else
  1286. block_pct = log10f(((float)effective_level/(float)mitigation)) * log10f(effective_level) * 2.0f;
  1287. if(block_pct < 0.0f)
  1288. block_pct *= -1.0f;
  1289. block_pct += baseBlock;
  1290. block_pct += block_pct * (info->get_cur_avoidance()/100.0f);
  1291. if(block_pct > 70.0f)
  1292. block_pct = 70.0f;
  1293. }
  1294. }
  1295. }
  1296. else
  1297. {
  1298. //info->cur_concentration = 0;
  1299. MStats.lock();
  1300. float deflectionStat = stats[ITEM_STAT_DEFLECTION];
  1301. MStats.unlock();
  1302. block_pct = CalculateSkillStatChance("Deflection", ITEM_STAT_MINIMUMDEFLECTIONCHANCE, 70.0f, deflectionStat+1.0f);
  1303. block_pct += block_pct * (info->get_cur_avoidance()/100.0f);
  1304. }
  1305. float block_actual = 0.0f;
  1306. if(full_pct_hit > 0.0f)
  1307. block_actual = block_pct * (full_pct_hit / 100.0f);
  1308. info->set_block(block_actual);
  1309. full_pct_hit -= block_actual;
  1310. //info->cur_concentration = 0;
  1311. MStats.lock();
  1312. float defenseStat = stats[ITEM_STAT_DEFENSE];
  1313. MStats.unlock();
  1314. float dodge_pct = CalculateSkillStatChance("Defense", ITEM_STAT_DODGECHANCE, 100.0f, defenseStat);
  1315. dodge_pct += dodge_pct * (info->get_cur_avoidance()/100.0f);
  1316. float dodge_actual = 0.0f;
  1317. if(full_pct_hit > 0.0f)
  1318. dodge_actual = dodge_pct * (full_pct_hit / 100.0f) + (log10f(effective_level * GetAgi()) / 100.0f);
  1319. info->set_avoidance_base(dodge_actual);
  1320. float total_avoidance = parry_pct + block_actual + dodge_actual;
  1321. info->set_avoidance_display(total_avoidance);
  1322. SetRegenValues(effective_level);
  1323. safe_delete(values);
  1324. }
  1325. void Entity::SetRegenValues(int16 effective_level)
  1326. {
  1327. bool classicRegen = rule_manager.GetGlobalRule(R_Spawn, ClassicRegen)->GetBool();
  1328. bool override_ = (IsPlayer() && !GetInfoStruct()->get_engaged_encounter());
  1329. if(!GetInfoStruct()->get_hp_regen_override())
  1330. {
  1331. sint16 regen_hp_rate = 0;
  1332. sint16 temp = 0;
  1333. MStats.lock();
  1334. if(!IsAggroed() || override_)
  1335. {
  1336. if(classicRegen)
  1337. {
  1338. // classic regen only gives OUT OF COMBAT, doesn't combine in+out of combat
  1339. regen_hp_rate = (int)(effective_level*.75)+1;
  1340. temp = regen_hp_rate + stats[ITEM_STAT_HPREGEN];
  1341. temp += stats[ITEM_STAT_HPREGENPPT];
  1342. }
  1343. else
  1344. {
  1345. regen_hp_rate = (int)(effective_level*.75)+(int)(effective_level/10) + 1;
  1346. temp = regen_hp_rate + stats[ITEM_STAT_HPREGEN];
  1347. temp += stats[ITEM_STAT_HPREGENPPT] + stats[ITEM_STAT_COMBATHPREGENPPT];
  1348. }
  1349. }
  1350. else
  1351. {
  1352. regen_hp_rate = (sint16)(effective_level / 10) + 1;
  1353. temp = regen_hp_rate + stats[ITEM_STAT_COMBATHPREGENPPT];
  1354. }
  1355. MStats.unlock();
  1356. GetInfoStruct()->set_hp_regen(temp);
  1357. }
  1358. if(!GetInfoStruct()->get_power_regen_override())
  1359. {
  1360. sint16 regen_power_rate = 0;
  1361. sint16 temp = 0;
  1362. MStats.lock();
  1363. if(!IsAggroed() || override_)
  1364. {
  1365. if(classicRegen)
  1366. {
  1367. regen_power_rate = effective_level + 1;
  1368. temp = regen_power_rate + stats[ITEM_STAT_MANAREGEN];
  1369. temp += stats[ITEM_STAT_MPREGENPPT];
  1370. }
  1371. else
  1372. {
  1373. regen_power_rate = effective_level + (int)(effective_level/10) + 1;
  1374. temp = regen_power_rate + stats[ITEM_STAT_MANAREGEN];
  1375. temp += stats[ITEM_STAT_MPREGENPPT] + stats[ITEM_STAT_COMBATMPREGENPPT];
  1376. }
  1377. }
  1378. else
  1379. {
  1380. regen_power_rate = (sint16)(effective_level / 10) + 1;
  1381. temp = regen_power_rate + stats[ITEM_STAT_COMBATMPREGENPPT];
  1382. }
  1383. MStats.unlock();
  1384. GetInfoStruct()->set_power_regen(temp);
  1385. }
  1386. }
  1387. EquipmentItemList* Entity::GetEquipmentList(){
  1388. return &equipment_list;
  1389. }
  1390. EquipmentItemList* Entity::GetAppearanceEquipmentList(){
  1391. return &appearance_equipment_list;
  1392. }
  1393. void Entity::SetEquipment(Item* item, int8 slot){
  1394. std::lock_guard<std::mutex> lk(MEquipment);
  1395. if(!item && slot < NUM_SLOTS){
  1396. SetInfo(&equipment.equip_id[slot], 0);
  1397. SetInfo(&equipment.color[slot].red, 0);
  1398. SetInfo(&equipment.color[slot].green, 0);
  1399. SetInfo(&equipment.color[slot].blue, 0);
  1400. SetInfo(&equipment.highlight[slot].red, 0);
  1401. SetInfo(&equipment.highlight[slot].green, 0);
  1402. SetInfo(&equipment.highlight[slot].blue, 0);
  1403. }
  1404. else{
  1405. if ( slot >= NUM_SLOTS )
  1406. slot = item->details.slot_id;
  1407. if( slot >= NUM_SLOTS )
  1408. return;
  1409. SetInfo(&equipment.equip_id[slot], item->generic_info.appearance_id);
  1410. SetInfo(&equipment.color[slot].red, item->generic_info.appearance_red);
  1411. SetInfo(&equipment.color[slot].green, item->generic_info.appearance_green);
  1412. SetInfo(&equipment.color[slot].blue, item->generic_info.appearance_blue);
  1413. SetInfo(&equipment.highlight[slot].red, item->generic_info.appearance_highlight_red);
  1414. SetInfo(&equipment.highlight[slot].green, item->generic_info.appearance_highlight_green);
  1415. SetInfo(&equipment.highlight[slot].blue, item->generic_info.appearance_highlight_blue);
  1416. }
  1417. }
  1418. bool Entity::CheckSpellBonusRemoval(LuaSpell* spell, int16 type){
  1419. MutexList<BonusValues*>::iterator itr = bonus_list.begin();
  1420. while(itr.Next()){
  1421. if(itr.value->luaspell == spell && itr.value->type == type){
  1422. bonus_list.Remove(itr.value, true);
  1423. return true;
  1424. }
  1425. }
  1426. return false;
  1427. }
  1428. void Entity::AddSpellBonus(LuaSpell* spell, int16 type, float value, int64 class_req, vector<int16> race_req, vector<int16> faction_req){
  1429. CheckSpellBonusRemoval(spell, type);
  1430. BonusValues* bonus = new BonusValues;
  1431. if(spell && spell->spell) {
  1432. bonus->spell_id = spell->spell->GetSpellID();
  1433. }
  1434. else {
  1435. bonus->spell_id = 0;
  1436. }
  1437. bonus->luaspell = spell;
  1438. bonus->type = type;
  1439. bonus->value = value;
  1440. bonus->class_req = class_req;
  1441. bonus->race_req = race_req;
  1442. bonus->faction_req = faction_req;
  1443. bonus->tier = (spell && spell->spell) ? spell->spell->GetSpellTier() : 0;
  1444. bonus_list.Add(bonus);
  1445. if(IsNPC())
  1446. CalculateBonuses();
  1447. }
  1448. BonusValues* Entity::GetSpellBonus(int32 spell_id) {
  1449. BonusValues *ret = 0;
  1450. MutexList<BonusValues*>::iterator itr = bonus_list.begin();
  1451. while (itr.Next()) {
  1452. if (itr.value->spell_id == spell_id) {
  1453. ret = itr.value;
  1454. break;
  1455. }
  1456. }
  1457. return ret;
  1458. }
  1459. vector<BonusValues*>* Entity::GetAllSpellBonuses(LuaSpell* spell) {
  1460. vector<BonusValues*>* list = new vector<BonusValues*>;
  1461. MutexList<BonusValues*>::iterator itr = bonus_list.begin();
  1462. while (itr.Next()) {
  1463. if (itr.value->luaspell == spell)
  1464. list->push_back(itr.value);
  1465. }
  1466. return list;
  1467. }
  1468. void Entity::RemoveSpellBonus(const LuaSpell* spell, bool remove_all){
  1469. // spell can be null!
  1470. MutexList<BonusValues*>::iterator itr = bonus_list.begin();
  1471. while(itr.Next()){
  1472. if(itr.value->luaspell == spell || remove_all)
  1473. bonus_list.Remove(itr.value, true);
  1474. }
  1475. if(IsNPC())
  1476. CalculateBonuses();
  1477. }
  1478. void Entity::CalculateSpellBonuses(ItemStatsValues* stats){
  1479. if(stats){
  1480. MutexList<BonusValues*>::iterator itr = bonus_list.begin();
  1481. vector<BonusValues*> bv;
  1482. //First check if we meet the requirement for each bonus
  1483. bool race_match = false;
  1484. while(itr.Next()) {
  1485. if (itr.value->race_req.size() > 0) {
  1486. for (int8 i = 0; i < itr.value->race_req.size(); i++) {
  1487. if (GetRace() == itr.value->race_req[i]) {
  1488. race_match = true;
  1489. }
  1490. }
  1491. }
  1492. else
  1493. race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
  1494. int64 const class1 = pow(2.0, (GetAdventureClass() - 1));
  1495. int64 const class2 = pow(2.0, (classes.GetSecondaryBaseClass(GetAdventureClass()) - 1));
  1496. int64 const class3 = pow(2.0, (classes.GetBaseClass(GetAdventureClass()) - 1));
  1497. 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 )
  1498. bv.push_back(itr.value);
  1499. }
  1500. //Sort the bonuses by spell id and luaspell
  1501. BonusValues* bonus = nullptr;
  1502. map <int32, map<LuaSpell*, vector<BonusValues*> > > sort;
  1503. for (int8 i = 0; i < bv.size(); i++){
  1504. bonus = bv.at(i);
  1505. sort[bonus->spell_id][bonus->luaspell].push_back(bonus);
  1506. }
  1507. //Now check for the highest tier of each spell id and apply those bonuses
  1508. map<LuaSpell*, vector<BonusValues*> >::iterator tier_itr;
  1509. map <int32, map<LuaSpell*, vector<BonusValues*> > >::iterator sort_itr;
  1510. for (sort_itr = sort.begin(); sort_itr != sort.end(); sort_itr++){
  1511. LuaSpell* key = nullptr;
  1512. sint8 highest_tier = -1;
  1513. //Find the highest tier for this spell id
  1514. for (tier_itr = sort_itr->second.begin(); tier_itr != sort_itr->second.end(); tier_itr++){
  1515. LuaSpell* current_spell = tier_itr->first;
  1516. sint8 current_tier = 0;
  1517. if (current_spell && ((current_tier = current_spell->spell->GetSpellTier()) > highest_tier)) {
  1518. highest_tier = current_tier;
  1519. key = current_spell;
  1520. }
  1521. }
  1522. //We've found the highest tier for this spell id, so add the bonuses
  1523. vector<BonusValues*>* final_bonuses = &sort_itr->second[key];
  1524. for (int8 i = 0; i < final_bonuses->size(); i++)
  1525. world.AddBonuses(nullptr, stats, final_bonuses->at(i)->type, final_bonuses->at(i)->value, this);
  1526. }
  1527. }
  1528. }
  1529. void Entity::AddMezSpell(LuaSpell* spell) {
  1530. if (!spell)
  1531. return;
  1532. if (!control_effects[CONTROL_EFFECT_TYPE_MEZ])
  1533. control_effects[CONTROL_EFFECT_TYPE_MEZ] = new MutexList<LuaSpell*>;
  1534. MutexList<LuaSpell*>* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ];
  1535. if (IsPlayer() && !IsStunned() && !IsMezImmune() && mez_spells->size(true) == 0){
  1536. ((Player*)this)->SetPlayerControlFlag(1, 16, true);
  1537. if (!IsRooted())
  1538. ((Player*)this)->SetPlayerControlFlag(1, 8, true);
  1539. if (!IsStifled() && !IsFeared())
  1540. GetZone()->LockAllSpells((Player*)this);
  1541. }
  1542. if (IsNPC() && !IsMezImmune())
  1543. {
  1544. HaltMovement();
  1545. }
  1546. mez_spells->Add(spell);
  1547. }
  1548. void Entity::RemoveMezSpell(LuaSpell* spell) {
  1549. MutexList<LuaSpell*>* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ];
  1550. if (!mez_spells || mez_spells->size(true) == 0)
  1551. return;
  1552. mez_spells->Remove(spell);
  1553. if (mez_spells->size(true) == 0){
  1554. if (IsPlayer() && !IsMezImmune() && !IsStunned()){
  1555. if (!IsStifled() && !IsFeared())
  1556. GetZone()->UnlockAllSpells((Player*)this);
  1557. ((Player*)this)->SetPlayerControlFlag(1, 16, false);
  1558. if (!IsRooted())
  1559. ((Player*)this)->SetPlayerControlFlag(1, 8, false);
  1560. }
  1561. if(!IsPlayer()) {
  1562. GetZone()->movementMgr->StopNavigation((Entity*)this);
  1563. ((Spawn*)this)->StopMovement();
  1564. }
  1565. }
  1566. }
  1567. void Entity::RemoveAllMezSpells() {
  1568. MutexList<LuaSpell*>* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ];
  1569. if (!mez_spells)
  1570. return;
  1571. MutexList<LuaSpell*>::iterator itr = mez_spells->begin();
  1572. while (itr.Next()){
  1573. LuaSpell* spell = itr.value;
  1574. if (!spell)
  1575. continue;
  1576. GetZone()->RemoveTargetFromSpell(spell, this);
  1577. RemoveDetrimentalSpell(spell);
  1578. RemoveSpellEffect(spell);
  1579. if (IsPlayer())
  1580. ((Player*)this)->RemoveSkillBonus(spell->spell->GetSpellID());
  1581. }
  1582. mez_spells->clear();
  1583. if (IsPlayer() && !IsMezImmune() && !IsStunned()){
  1584. if (!IsStifled() && !IsFeared())
  1585. GetZone()->UnlockAllSpells((Player*)this);
  1586. ((Player*)this)->SetPlayerControlFlag(1, 16, false);
  1587. if (!IsRooted())
  1588. ((Player*)this)->SetPlayerControlFlag(1, 8, false);
  1589. }
  1590. }
  1591. void Entity::AddStifleSpell(LuaSpell* spell) {
  1592. if (!spell)
  1593. return;
  1594. if (!control_effects[CONTROL_EFFECT_TYPE_STIFLE])
  1595. control_effects[CONTROL_EFFECT_TYPE_STIFLE] = new MutexList<LuaSpell*>;
  1596. if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_STIFLE]->size(true) == 0 && !IsStifleImmune() && !IsMezzedOrStunned())
  1597. GetZone()->LockAllSpells((Player*)this);
  1598. control_effects[CONTROL_EFFECT_TYPE_STIFLE]->Add(spell);
  1599. }
  1600. void Entity::RemoveStifleSpell(LuaSpell* spell) {
  1601. MutexList<LuaSpell*>* stifle_list = control_effects[CONTROL_EFFECT_TYPE_STIFLE];
  1602. if (!stifle_list || stifle_list->size(true) == 0)
  1603. return;
  1604. stifle_list->Remove(spell);
  1605. if (IsPlayer() && stifle_list->size(true) == 0 && !IsStifleImmune() && !IsMezzedOrStunned())
  1606. GetZone()->UnlockAllSpells((Player*)this);
  1607. }
  1608. void Entity::AddDazeSpell(LuaSpell* spell) {
  1609. if (!spell)
  1610. return;
  1611. if (!control_effects[CONTROL_EFFECT_TYPE_DAZE])
  1612. control_effects[CONTROL_EFFECT_TYPE_DAZE] = new MutexList<LuaSpell*>;
  1613. control_effects[CONTROL_EFFECT_TYPE_DAZE]->Add(spell);
  1614. }
  1615. void Entity::RemoveDazeSpell(LuaSpell* spell) {
  1616. MutexList<LuaSpell*>* daze_list = control_effects[CONTROL_EFFECT_TYPE_DAZE];
  1617. if (!daze_list || daze_list->size(true) == 0)
  1618. return;
  1619. daze_list->Remove(spell);
  1620. }
  1621. void Entity::AddStunSpell(LuaSpell* spell) {
  1622. if (!spell)
  1623. return;
  1624. if (!control_effects[CONTROL_EFFECT_TYPE_STUN])
  1625. control_effects[CONTROL_EFFECT_TYPE_STUN] = new MutexList<LuaSpell*>;
  1626. if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_STUN]->size(true) == 0 && !IsStunImmune()){
  1627. if (!IsMezzed()){
  1628. ((Player*)this)->SetPlayerControlFlag(1, 16, true);
  1629. if (!IsRooted())
  1630. ((Player*)this)->SetPlayerControlFlag(1, 8, true);
  1631. if (!IsStifled() && !IsFeared())
  1632. GetZone()->LockAllSpells((Player*)this);
  1633. }
  1634. }
  1635. control_effects[CONTROL_EFFECT_TYPE_STUN]->Add(spell);
  1636. }
  1637. void Entity::RemoveStunSpell(LuaSpell* spell) {
  1638. MutexList<LuaSpell*>* stun_list = control_effects[CONTROL_EFFECT_TYPE_STUN];
  1639. if (!stun_list || stun_list->size(true) == 0)
  1640. return;
  1641. stun_list->Remove(spell);
  1642. if (stun_list->size(true) == 0){
  1643. if (IsPlayer() && !IsMezzed() && !IsStunImmune()){
  1644. ((Player*)this)->SetPlayerControlFlag(1, 16, false);
  1645. if (!IsRooted())
  1646. ((Player*)this)->SetPlayerControlFlag(1, 8, false);
  1647. if (!IsStifled() && !IsFeared())
  1648. GetZone()->UnlockAllSpells((Player*)this);
  1649. }
  1650. if(!IsPlayer()) {
  1651. GetZone()->movementMgr->StopNavigation((Entity*)this);
  1652. ((Spawn*)this)->StopMovement();
  1653. }
  1654. }
  1655. }
  1656. void Entity::HideDeityPet(bool val) {
  1657. if (!deityPet)
  1658. return;
  1659. if (val) {
  1660. deityPet->AddAllowAccessSpawn(deityPet);
  1661. GetZone()->HidePrivateSpawn(deityPet);
  1662. }
  1663. else
  1664. deityPet->MakeSpawnPublic();
  1665. }
  1666. void Entity::HideCosmeticPet(bool val) {
  1667. if (!cosmeticPet)
  1668. return;
  1669. if (val) {
  1670. cosmeticPet->AddAllowAccessSpawn(cosmeticPet);
  1671. GetZone()->HidePrivateSpawn(cosmeticPet);
  1672. }
  1673. else
  1674. cosmeticPet->MakeSpawnPublic();
  1675. }
  1676. void Entity::DismissAllPets(bool from_death, bool spawnListLocked)
  1677. {
  1678. DismissPet(GetPet(), from_death, spawnListLocked);
  1679. DismissPet(GetCharmedPet(), from_death, spawnListLocked);
  1680. DismissPet(GetDeityPet(), from_death, spawnListLocked);
  1681. DismissPet(GetCosmeticPet(), from_death, spawnListLocked);
  1682. }
  1683. void Entity::DismissPet(Entity* pet, bool from_death, bool spawnListLocked) {
  1684. if (!pet)
  1685. return;
  1686. Entity* PetOwner = pet->GetOwner();
  1687. if(pet->IsNPC())
  1688. {
  1689. ((NPC*)pet)->SetDismissing(true);
  1690. // Remove the spell maintained spell
  1691. Spell* spell = master_spell_list.GetSpell(pet->GetPetSpellID(), pet->GetPetSpellTier());
  1692. if (spell)
  1693. GetZone()->GetSpellProcess()->DeleteCasterSpell(this, spell, from_death == true ? (string)"pet_death" : (string)"canceled");
  1694. }
  1695. if (pet->GetPetType() == PET_TYPE_CHARMED) {
  1696. if(PetOwner)
  1697. PetOwner->SetCharmedPet(0);
  1698. if (!from_death) {
  1699. // set the pet flag to false, owner to 0, and give the mob its old brain back
  1700. pet->SetPet(false);
  1701. pet->SetOwner(0);
  1702. if(pet->IsNPC())
  1703. ((NPC*)pet)->SetBrain(new Brain((NPC*)pet));
  1704. pet->SetDismissing(false);
  1705. }
  1706. }
  1707. else if (PetOwner && pet->GetPetType() == PET_TYPE_COMBAT)
  1708. PetOwner->SetCombatPet(0);
  1709. else if (PetOwner && pet->GetPetType() == PET_TYPE_DEITY)
  1710. PetOwner->SetDeityPet(0);
  1711. else if (PetOwner && pet->GetPetType() == PET_TYPE_COSMETIC)
  1712. PetOwner->SetCosmeticPet(0);
  1713. // if owner is player and no combat pets left reset the pet info
  1714. if (PetOwner && PetOwner->IsPlayer()) {
  1715. if (!PetOwner->GetPet() && !PetOwner->GetCharmedPet())
  1716. ((Player*)PetOwner)->ResetPetInfo();
  1717. }
  1718. // remove the spawn from the world
  1719. if (!from_death && pet->GetPetType() != PET_TYPE_CHARMED)
  1720. GetZone()->RemoveSpawn(pet);
  1721. }
  1722. float Entity::CalculateBonusMod() {
  1723. int8 level = GetLevel();
  1724. if (level <= 20)
  1725. return 3.0;
  1726. else if (level >= 90)
  1727. return 10.0;
  1728. else
  1729. return (level - 20) * .1 + 3.0;
  1730. }
  1731. float Entity::CalculateDPSMultiplier(){
  1732. float dps = GetInfoStruct()->get_dps();
  1733. if (dps > 0){
  1734. if (dps <= 100)
  1735. return (dps / 100 + 1);
  1736. else if (dps <= 200)
  1737. return (((dps - 100) * .25 + 100) / 100 + 1);
  1738. else if (dps <= 300)
  1739. return (((dps - 200) * .1 + 125) / 100 + 1);
  1740. else if (dps <= 900)
  1741. return (((dps - 300) * .05 + 135) / 100 + 1);
  1742. else
  1743. return (((dps - 900) * .01 + 165) / 100 + 1);
  1744. }
  1745. return 1;
  1746. }
  1747. void Entity::AddWard(int32 spellID, WardInfo* ward) {
  1748. if (m_wardList.count(spellID) == 0) {
  1749. m_wardList[spellID] = ward;
  1750. }
  1751. }
  1752. WardInfo* Entity::GetWard(int32 spellID) {
  1753. WardInfo* ret = 0;
  1754. if (m_wardList.count(spellID) > 0)
  1755. ret = m_wardList[spellID];
  1756. return ret;
  1757. }
  1758. void Entity::RemoveWard(int32 spellID) {
  1759. if (m_wardList.count(spellID) > 0) {
  1760. // Delete the ward info
  1761. safe_delete(m_wardList[spellID]);
  1762. // Remove from the ward list
  1763. m_wardList.erase(spellID);
  1764. }
  1765. }
  1766. int32 Entity::CheckWards(Entity* attacker, int32 damage, int8 damage_type) {
  1767. map<int32, WardInfo*>::iterator itr;
  1768. WardInfo* ward = 0;
  1769. LuaSpell* spell = 0;
  1770. while (m_wardList.size() > 0 && damage > 0) {
  1771. // Get the ward with the lowest base damage
  1772. for (itr = m_wardList.begin(); itr != m_wardList.end(); itr++) {
  1773. if(itr->second->RoundTriggered)
  1774. continue;
  1775. if (!ward || itr->second->BaseDamage < ward->BaseDamage) {
  1776. if ((itr->second->AbsorbAllDamage || itr->second->DamageLeft > 0) &&
  1777. (itr->second->WardType == WARD_TYPE_ALL ||
  1778. (itr->second->WardType == WARD_TYPE_PHYSICAL && damage_type >= DAMAGE_PACKET_DAMAGE_TYPE_SLASH && damage_type <= DAMAGE_PACKET_DAMAGE_TYPE_PIERCE) ||
  1779. (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)))))
  1780. ward = itr->second;
  1781. }
  1782. }
  1783. if (!ward)
  1784. break;
  1785. spell = ward->Spell;
  1786. // damage to redirect at the source (like intercept)
  1787. int32 redirectDamage = 0;
  1788. if (ward->RedirectDamagePercent)
  1789. redirectDamage = (int32)(double)damage * ((double)ward->RedirectDamagePercent / 100.0);
  1790. // percentage the spell absorbs of all possible damage
  1791. int32 damageToAbsorb = 0;
  1792. if (ward->DamageAbsorptionPercentage > 0)
  1793. damageToAbsorb = (int32)(double)damage * ((double)ward->DamageAbsorptionPercentage/100.0);
  1794. else
  1795. damageToAbsorb = damage;
  1796. int32 maxDamageAbsorptionAllowed = 0;
  1797. // spells like Divine Aura have caps on health, eg. anything more than 50% damage is not absorbed
  1798. if (ward->DamageAbsorptionMaxHealthPercent > 0)
  1799. maxDamageAbsorptionAllowed = (int32)(double)GetTotalHP() * ((double)ward->DamageAbsorptionMaxHealthPercent / 100.0);
  1800. if (maxDamageAbsorptionAllowed > 0 && damageToAbsorb >= maxDamageAbsorptionAllowed)
  1801. damageToAbsorb = 0; // its over or equal to 50% of the total hp allowed, thus this damage is not absorbed
  1802. int32 baseDamageRemaining = damage - damageToAbsorb;
  1803. bool hasSpellBeenRemoved = false;
  1804. if (ward->AbsorbAllDamage)
  1805. {
  1806. ward->LastAbsorbedDamage = ward->DamageLeft;
  1807. if (!redirectDamage)
  1808. GetZone()->SendHealPacket(ward->Spell->caster, this, HEAL_PACKET_TYPE_ABSORB, damage, spell->spell->GetName());
  1809. damage = 0;
  1810. }
  1811. else if (damageToAbsorb >= ward->DamageLeft) {
  1812. // Damage is greater than or equal to the amount left on the ward
  1813. ward->LastAbsorbedDamage = ward->DamageLeft;
  1814. // remove what damage we can absorb
  1815. damageToAbsorb -= ward->DamageLeft;
  1816. // move back what couldn't be absorbed to the base dmg and apply to the overall damage
  1817. baseDamageRemaining += damageToAbsorb;
  1818. damage = baseDamageRemaining;
  1819. ward->DamageLeft = 0;
  1820. spell->damage_remaining = 0;
  1821. if(!redirectDamage)
  1822. GetZone()->SendHealPacket(spell->caster, this, HEAL_PACKET_TYPE_ABSORB, ward->DamageLeft, spell->spell->GetName());
  1823. if (!ward->keepWard) {
  1824. hasSpellBeenRemoved = true;
  1825. RemoveWard(spell->spell->GetSpellID());
  1826. GetZone()->GetSpellProcess()->DeleteCasterSpell(spell, "purged");
  1827. }
  1828. }
  1829. else {
  1830. ward->LastAbsorbedDamage = damageToAbsorb;
  1831. // Damage is less then the amount left on the ward
  1832. ward->DamageLeft -= damageToAbsorb;
  1833. spell->damage_remaining = ward->DamageLeft;
  1834. if (spell->caster->IsPlayer())
  1835. ClientPacketFunctions::SendMaintainedExamineUpdate(((Player*)spell->caster)->GetClient(), spell->slot_pos, ward->DamageLeft, 1);
  1836. if (!redirectDamage)
  1837. GetZone()->SendHealPacket(ward->Spell->caster, this, HEAL_PACKET_TYPE_ABSORB, damage, spell->spell->GetName());
  1838. // remaining damage not absorbed by percentage must be set
  1839. damage = baseDamageRemaining;
  1840. }
  1841. if (redirectDamage)
  1842. {
  1843. ward->LastRedirectDamage = redirectDamage;
  1844. if (this->IsPlayer())
  1845. {
  1846. Client* client = this->GetClient();
  1847. if(client) {
  1848. client->Message(CHANNEL_COMBAT, "%s intercepted some of the damage intended for you!", spell->caster->GetName());
  1849. }
  1850. }
  1851. if (spell->caster && spell->caster->IsPlayer())
  1852. {
  1853. Client* client = ((Player*)spell->caster)->GetClient();
  1854. if(client) {
  1855. client->Message(CHANNEL_COMBAT, "YOU intercept some of the damage intended for %s!", this->GetName());
  1856. }
  1857. }
  1858. if (attacker && spell->caster)
  1859. attacker->DamageSpawn(spell->caster, DAMAGE_PACKET_TYPE_SPELL_DAMAGE, damage_type, redirectDamage, redirectDamage, 0, 0, false, false, false, false, spell);
  1860. }
  1861. bool shouldRemoveSpell = false;
  1862. ward->HitCount++; // increment hit count
  1863. ward->RoundTriggered = true;
  1864. if (ward->MaxHitCount && spell->num_triggers && spell->caster->GetZone())
  1865. {
  1866. spell->num_triggers--;
  1867. if(spell->caster->IsPlayer()) {
  1868. ClientPacketFunctions::SendMaintainedExamineUpdate(((Player*)spell->caster)->GetClient(), spell->slot_pos, spell->num_triggers, 0);
  1869. }
  1870. }
  1871. if (ward->MaxHitCount && ward->HitCount >= ward->MaxHitCount) // there isn't a max hit requirement with the hit count, so just go based on hit count
  1872. shouldRemoveSpell = true;
  1873. if (shouldRemoveSpell && !hasSpellBeenRemoved)
  1874. {
  1875. RemoveWard(spell->spell->GetSpellID());
  1876. GetZone()->GetSpellProcess()->DeleteCasterSpell(spell, "purged");
  1877. }
  1878. // Reset ward pointer
  1879. ward = 0;
  1880. }
  1881. for (itr = m_wardList.begin(); itr != m_wardList.end(); itr++) {
  1882. itr->second->RoundTriggered = false;
  1883. }
  1884. return damage;
  1885. }
  1886. float Entity::CalculateCastingSpeedMod() {
  1887. float cast_speed = info_struct.get_casting_speed();
  1888. if(cast_speed > 0)
  1889. return 100 * max((float) 0.5, (float) (1 + (1 - (1 / (1 + (cast_speed * .01))))));
  1890. else if (cast_speed < 0)
  1891. return 100 * min((float) 1.5, (float) (1 + (1 - (1 / (1 + (cast_speed * -.01))))));
  1892. return 0;
  1893. }
  1894. float Entity::GetSpeed() {
  1895. float ret = speed > GetBaseSpeed() ? speed : GetBaseSpeed();
  1896. MStats.lock();
  1897. if ((IsStealthed() || IsInvis()) && stats.count(ITEM_STAT_STEALTHINVISSPEEDMOD)) {
  1898. ret += stats[ITEM_STAT_STEALTHINVISSPEEDMOD];
  1899. }
  1900. if (!GetInfoStruct()->get_engaged_encounter()) {
  1901. if (stats.count(ITEM_STAT_SPEED) && stats.count(ITEM_STAT_MOUNTSPEED)) {
  1902. ret += max(stats[ITEM_STAT_SPEED], stats[ITEM_STAT_MOUNTSPEED]);
  1903. }
  1904. else if (stats.count(ITEM_STAT_SPEED)) {
  1905. ret += stats[ITEM_STAT_SPEED];
  1906. }
  1907. else if (stats.count(ITEM_STAT_MOUNTSPEED)) {
  1908. ret += stats[ITEM_STAT_MOUNTSPEED];
  1909. }
  1910. }
  1911. else if (GetInfoStruct()->get_engaged_encounter()) {
  1912. if (GetMaxSpeed() > 0.0f)
  1913. ret = GetMaxSpeed();
  1914. if (stats.count(ITEM_STAT_OFFENSIVESPEED)) {
  1915. ret += stats[ITEM_STAT_OFFENSIVESPEED];
  1916. }
  1917. }
  1918. MStats.unlock();
  1919. ret *= speed_multiplier;
  1920. return ret;
  1921. }
  1922. float Entity::GetAirSpeed() {
  1923. float ret = speed;
  1924. if (!GetInfoStruct()->get_engaged_encounter())
  1925. ret += stats[ITEM_STAT_MOUNTAIRSPEED];
  1926. ret *= speed_multiplier;
  1927. return ret;
  1928. }
  1929. void Entity::SetThreatTransfer(ThreatTransfer* transfer) {
  1930. safe_delete(m_threatTransfer);
  1931. m_threatTransfer = transfer;
  1932. }
  1933. int8 Entity::GetTraumaCount() {
  1934. return det_count_list[DET_TYPE_TRAUMA];
  1935. }
  1936. int8 Entity::GetArcaneCount() {
  1937. return det_count_list[DET_TYPE_ARCANE];
  1938. }
  1939. int8 Entity::GetNoxiousCount() {
  1940. return det_count_list[DET_TYPE_NOXIOUS];
  1941. }
  1942. int8 Entity::GetElementalCount() {
  1943. return det_count_list[DET_TYPE_ELEMENTAL];
  1944. }
  1945. int8 Entity::GetCurseCount() {
  1946. return det_count_list[DET_TYPE_CURSE];
  1947. }
  1948. Mutex* Entity::GetDetrimentMutex() {
  1949. return &MDetriments;
  1950. }
  1951. Mutex* Entity::GetMaintainedMutex() {
  1952. return &MMaintainedSpells;
  1953. }
  1954. Mutex* Entity::GetSpellEffectMutex() {
  1955. return &MSpellEffects;
  1956. }
  1957. bool Entity::HasCurableDetrimentType(int8 det_type) {
  1958. DetrimentalEffects* det;
  1959. bool ret = false;
  1960. MDetriments.readlock(__FUNCTION__, __LINE__);
  1961. for (int32 i = 0; i < detrimental_spell_effects.size(); i++){
  1962. det = &detrimental_spell_effects.at(i);
  1963. if(det && det->det_type == det_type && !det->incurable){
  1964. ret = true;
  1965. break;
  1966. }
  1967. }
  1968. MDetriments.releasereadlock(__FUNCTION__, __LINE__);
  1969. return ret;
  1970. }
  1971. void Entity::ClearAllDetriments() {
  1972. MDetriments.writelock(__FUNCTION__, __LINE__);
  1973. detrimental_spell_effects.clear();
  1974. det_count_list.clear();
  1975. MDetriments.releasewritelock(__FUNCTION__, __LINE__);
  1976. }
  1977. void Entity::CureDetrimentByType(int8 cure_count, int8 det_type, string cure_name, Entity* caster, int8 cure_level) {
  1978. if (cure_count <= 0 || GetDetTypeCount(det_type) <= 0)
  1979. return;
  1980. vector<DetrimentalEffects>* det_list = &detrimental_spell_effects;
  1981. DetrimentalEffects* det;
  1982. vector<LuaSpell*> remove_list;
  1983. LuaSpell* spell = 0;
  1984. vector<LevelArray*>* levels;
  1985. int8 caster_class1 = 0;
  1986. int8 caster_class2 = 0;
  1987. int8 caster_class3 = 0;
  1988. InfoStruct* info_struct = 0;
  1989. bool pass_level_check = false;
  1990. MDetriments.readlock(__FUNCTION__, __LINE__);
  1991. for (int32 i = 0; i<det_list->size(); i++){
  1992. det = &det_list->at(i);
  1993. if (det && det->det_type == det_type && !det->incurable){
  1994. levels = det->spell->spell->GetSpellLevels();
  1995. info_struct = det->caster->GetInfoStruct();
  1996. pass_level_check = false;
  1997. bool has_level_checks = false;
  1998. for (int32 x = 0; x < levels->size(); x++){
  1999. has_level_checks = true;
  2000. // class checks are worthless we can't guarantee the caster is that class
  2001. if (!cure_level || cure_level >= (levels->at(x)->spell_level / 10)){
  2002. pass_level_check = true;
  2003. break;
  2004. }
  2005. }
  2006. if (pass_level_check || !has_level_checks){
  2007. remove_list.push_back(det->spell);
  2008. cure_count--;
  2009. if (cure_count == 0)
  2010. break;
  2011. }
  2012. }
  2013. }
  2014. MDetriments.releasereadlock(__FUNCTION__, __LINE__);
  2015. for (int32 i = 0; i<remove_list.size(); i++){
  2016. spell = remove_list.at(i);
  2017. LogWrite(PLAYER__ERROR, 0, "Debug", "Remove spell %s", remove_list.at(i)->spell->GetName());
  2018. GetZone()->SendDispellPacket(caster, this, cure_name, (string)remove_list.at(i)->spell->GetName(), DISPELL_TYPE_CURE);
  2019. GetZone()->GetSpellProcess()->DeleteCasterSpell(spell, "cured", false, this);
  2020. }
  2021. remove_list.clear();
  2022. }
  2023. void Entity::CureDetrimentByControlEffect(int8 cure_count, int8 control_type, string cure_name, Entity* caster, int8 cure_level) {
  2024. if (cure_count <= 0 || GetDetCount() <= 0)
  2025. return;
  2026. vector<DetrimentalEffects>* det_list = &detrimental_spell_effects;
  2027. DetrimentalEffects* det;
  2028. vector<LuaSpell*> remove_list;
  2029. LuaSpell* spell = 0;
  2030. vector<LevelArray*>* levels;
  2031. int8 caster_class1 = 0;
  2032. int8 caster_class2 = 0;
  2033. int8 caster_class3 = 0;
  2034. InfoStruct* info_struct = 0;
  2035. bool pass_level_check = false;
  2036. MDetriments.readlock(__FUNCTION__, __LINE__);
  2037. for (int32 i = 0; i<det_list->size(); i++){
  2038. det = &det_list->at(i);
  2039. if (det && det->control_effect == control_type && !det->incurable){
  2040. levels = det->spell->spell->GetSpellLevels();
  2041. info_struct = det->caster->GetInfoStruct();
  2042. pass_level_check = false;
  2043. for (int32 x = 0; x < levels->size(); x++){
  2044. if (!cure_level || cure_level >= (levels->at(x)->spell_level / 10)){
  2045. pass_level_check = true;
  2046. break;
  2047. }
  2048. }
  2049. if (pass_level_check){
  2050. remove_list.push_back(det->spell);
  2051. cure_count--;
  2052. if (cure_count == 0)
  2053. break;
  2054. }
  2055. }
  2056. }
  2057. MDetriments.releasereadlock(__FUNCTION__, __LINE__);
  2058. for (int32 i = 0; i<remove_list.size(); i++){
  2059. spell = remove_list.at(i);
  2060. GetZone()->SendDispellPacket(caster, this, cure_name, (string)remove_list.at(i)->spell->GetName(), DISPELL_TYPE_CURE);
  2061. if (GetZone())
  2062. GetZone()->RemoveTargetFromSpell(spell, this);
  2063. RemoveSpellEffect(spell);
  2064. RemoveDetrimentalSpell(spell);
  2065. }
  2066. remove_list.clear();
  2067. }
  2068. void Entity::RemoveDetrimentalSpell(LuaSpell* spell) {
  2069. if(!spell || (spell->spell && spell->spell->GetSpellData() && spell->spell->GetSpellData()->det_type == 0))
  2070. return;
  2071. MDetriments.writelock(__FUNCTION__, __LINE__);
  2072. vector<DetrimentalEffects>* det_list = &detrimental_spell_effects;
  2073. vector<DetrimentalEffects>::iterator itr;
  2074. for(itr = det_list->begin(); itr != det_list->end(); itr++){
  2075. if((*itr).spell == spell){
  2076. det_count_list[(*itr).det_type]--;
  2077. det_list->erase(itr);
  2078. if(IsPlayer())
  2079. ((Player*)this)->SetCharSheetChanged(true);
  2080. break;
  2081. }
  2082. }
  2083. MDetriments.releasewritelock(__FUNCTION__, __LINE__);
  2084. }
  2085. int8 Entity::GetDetTypeCount(int8 det_type){
  2086. return det_count_list[det_type];
  2087. }
  2088. int8 Entity::GetDetCount() {
  2089. int8 det_count = 0;
  2090. map<int8, int8>::iterator itr;
  2091. for(itr=det_count_list.begin(); itr != det_count_list.end(); itr++)
  2092. det_count += (*itr).second;
  2093. return det_count;
  2094. }
  2095. vector<DetrimentalEffects>* Entity::GetDetrimentalSpellEffects() {
  2096. return &detrimental_spell_effects;
  2097. }
  2098. void Entity::AddDetrimentalSpell(LuaSpell* luaspell, int32 override_expire_timestamp){
  2099. if(!luaspell || !luaspell->caster)
  2100. return;
  2101. Spell* spell = luaspell->spell;
  2102. DetrimentalEffects* det = GetDetrimentalEffect(spell->GetSpellID(), luaspell->caster);
  2103. DetrimentalEffects new_det;
  2104. if(det)
  2105. RemoveDetrimentalSpell(det->spell);
  2106. SpellData* data = spell->GetSpellData();
  2107. if(!data)
  2108. return;
  2109. new_det.caster = luaspell->caster;
  2110. new_det.spell = luaspell;
  2111. if (spell->GetSpellData()->duration_until_cancel)
  2112. new_det.expire_timestamp = 0xFFFFFFFF;
  2113. else if(override_expire_timestamp)
  2114. new_det.expire_timestamp = override_expire_timestamp;
  2115. else
  2116. new_det.expire_timestamp = Timer::GetCurrentTime2() + (spell->GetSpellDuration()*100);
  2117. new_det.icon = data->icon;
  2118. new_det.icon_backdrop = data->icon_backdrop;
  2119. new_det.tier = data->tier;
  2120. new_det.det_type = data->det_type;
  2121. new_det.incurable = data->incurable;
  2122. new_det.spell_id = spell->GetSpellID();
  2123. new_det.control_effect = data->control_effect_type;
  2124. new_det.total_time = spell->GetSpellDuration()/10;
  2125. MDetriments.writelock(__FUNCTION__, __LINE__);
  2126. detrimental_spell_effects.push_back(new_det);
  2127. det_count_list[new_det.det_type]++;
  2128. MDetriments.releasewritelock(__FUNCTION__, __LINE__);
  2129. }
  2130. DetrimentalEffects* Entity::GetDetrimentalEffect(int32 spell_id, Entity* caster){
  2131. vector<DetrimentalEffects>* det_list = &detrimental_spell_effects;
  2132. DetrimentalEffects* ret = 0;
  2133. MDetriments.readlock(__FUNCTION__, __LINE__);
  2134. for(int32 i=0; i<det_list->size(); i++){
  2135. if (det_list->at(i).spell_id == spell_id && det_list->at(i).caster == caster)
  2136. ret = &det_list->at(i);
  2137. }
  2138. MDetriments.releasereadlock(__FUNCTION__, __LINE__);
  2139. return ret;
  2140. }
  2141. void Entity::CancelAllStealth() {
  2142. bool did_change = false;
  2143. MutexList<LuaSpell*>* stealth_list = control_effects[CONTROL_EFFECT_TYPE_STEALTH];
  2144. if (stealth_list){
  2145. MutexList<LuaSpell*>::iterator itr = stealth_list->begin();
  2146. while (itr.Next()){
  2147. if (itr.value->caster == this)
  2148. GetZone()->GetSpellProcess()->AddSpellCancel(itr.value);
  2149. else{
  2150. GetZone()->RemoveTargetFromSpell(itr.value, this);
  2151. RemoveSpellEffect(itr.value);
  2152. }
  2153. did_change = true;
  2154. }
  2155. }
  2156. MutexList<LuaSpell*>* invis_list = control_effects[CONTROL_EFFECT_TYPE_INVIS];
  2157. if (invis_list){
  2158. MutexList<LuaSpell*>::iterator invis_itr = invis_list->begin();
  2159. while (invis_itr.Next()){
  2160. if (invis_itr.value->caster == this)
  2161. GetZone()->GetSpellProcess()->AddSpellCancel(invis_itr.value);
  2162. else{
  2163. GetZone()->RemoveTargetFromSpell(invis_itr.value, this);
  2164. RemoveSpellEffect(invis_itr.value);
  2165. }
  2166. did_change = true;
  2167. }
  2168. }
  2169. if (did_change){
  2170. info_changed = true;
  2171. changed = true;
  2172. AddChangedZoneSpawn();
  2173. if (IsPlayer())
  2174. ((Player*)this)->SetCharSheetChanged(true);
  2175. }
  2176. }
  2177. bool Entity::IsStealthed(){
  2178. MutexList<LuaSpell*>* stealth_list = control_effects[CONTROL_EFFECT_TYPE_STEALTH];
  2179. return (!stealth_list || stealth_list->size(true) == 0) == false;
  2180. }
  2181. bool Entity::CanSeeInvis(Entity* target) {
  2182. if (!target)
  2183. return true;
  2184. if (!target->IsStealthed() && !target->IsInvis())
  2185. return true;
  2186. if (target->IsStealthed() && HasSeeHideSpell())
  2187. return true;
  2188. else if (target->IsInvis() && HasSeeInvisSpell())
  2189. return true;
  2190. return false;
  2191. }
  2192. bool Entity::IsInvis(){
  2193. MutexList<LuaSpell*>* invis_list = control_effects[CONTROL_EFFECT_TYPE_INVIS];
  2194. return (!invis_list || invis_list->size(true) == 0) == false;
  2195. }
  2196. void Entity::AddStealthSpell(LuaSpell* spell) {
  2197. if (!spell)
  2198. return;
  2199. if (!control_effects[CONTROL_EFFECT_TYPE_STEALTH])
  2200. control_effects[CONTROL_EFFECT_TYPE_STEALTH] = new MutexList<LuaSpell*>;
  2201. control_effects[CONTROL_EFFECT_TYPE_STEALTH]->Add(spell);
  2202. if (control_effects[CONTROL_EFFECT_TYPE_STEALTH]->size(true) == 1){
  2203. info_changed = true;
  2204. changed = true;
  2205. AddChangedZoneSpawn();
  2206. if (IsPlayer() && ((Player*)this)->GetClient())
  2207. {
  2208. ((Player*)this)->SetCharSheetChanged(true);
  2209. GetZone()->SendAllSpawnsForVisChange(((Player*)this)->GetClient());
  2210. }
  2211. }
  2212. }
  2213. void Entity::AddInvisSpell(LuaSpell* spell) {
  2214. if (!spell)
  2215. return;
  2216. if (!control_effects[CONTROL_EFFECT_TYPE_INVIS])
  2217. control_effects[CONTROL_EFFECT_TYPE_INVIS] = new MutexList<LuaSpell*>;
  2218. control_effects[CONTROL_EFFECT_TYPE_INVIS]->Add(spell);
  2219. if (control_effects[CONTROL_EFFECT_TYPE_INVIS]->size(true) == 1){
  2220. info_changed = true;
  2221. changed = true;
  2222. AddChangedZoneSpawn();
  2223. if (IsPlayer() && ((Player*)this)->GetClient())
  2224. {
  2225. ((Player*)this)->SetCharSheetChanged(true);
  2226. GetZone()->SendAllSpawnsForVisChange(((Player*)this)->GetClient());
  2227. }
  2228. }
  2229. }
  2230. void Entity::RemoveInvisSpell(LuaSpell* spell) {
  2231. MutexList<LuaSpell*>* invis_list = control_effects[CONTROL_EFFECT_TYPE_INVIS];
  2232. if (!invis_list || invis_list->size(true) == 0)
  2233. return;
  2234. invis_list->Remove(spell);
  2235. RemoveSpellEffect(spell);
  2236. if (invis_list->size(true) == 0){
  2237. info_changed = true;
  2238. changed = true;
  2239. AddChangedZoneSpawn();
  2240. if (IsPlayer() && ((Player*)this)->GetClient())
  2241. {
  2242. ((Player*)this)->SetCharSheetChanged(true);
  2243. GetZone()->SendAllSpawnsForVisChange(((Player*)this)->GetClient());
  2244. }
  2245. }
  2246. }
  2247. void Entity::RemoveStealthSpell(LuaSpell* spell) {
  2248. MutexList<LuaSpell*>* stealth_list = control_effects[CONTROL_EFFECT_TYPE_STEALTH];
  2249. if (!stealth_list || stealth_list->size(true) == 0)
  2250. return;
  2251. stealth_list->Remove(spell);
  2252. RemoveSpellEffect(spell);
  2253. if (stealth_list->size() == 0){
  2254. info_changed = true;
  2255. changed = true;
  2256. AddChangedZoneSpawn();
  2257. if (IsPlayer() && ((Player*)this)->GetClient())
  2258. {
  2259. ((Player*)this)->SetCharSheetChanged(true);
  2260. GetZone()->SendAllSpawnsForVisChange(((Player*)this)->GetClient());
  2261. }
  2262. }
  2263. }
  2264. void Entity::AddRootSpell(LuaSpell* spell) {
  2265. if (!spell)
  2266. return;
  2267. if (!control_effects[CONTROL_EFFECT_TYPE_ROOT])
  2268. control_effects[CONTROL_EFFECT_TYPE_ROOT] = new MutexList<LuaSpell*>;
  2269. if (control_effects[CONTROL_EFFECT_TYPE_ROOT]->size(true) == 0 && !IsRootImmune()) {
  2270. if (IsPlayer()){
  2271. if (!IsMezzedOrStunned())
  2272. ((Player*)this)->SetPlayerControlFlag(1, 8, true); // heading movement only
  2273. }
  2274. else
  2275. SetSpeedMultiplier(0.0f);
  2276. }
  2277. control_effects[CONTROL_EFFECT_TYPE_ROOT]->Add(spell);
  2278. }
  2279. void Entity::RemoveRootSpell(LuaSpell* spell) {
  2280. MutexList<LuaSpell*>* root_list = control_effects[CONTROL_EFFECT_TYPE_ROOT];
  2281. if (!root_list || root_list->size(true) == 0)
  2282. return;
  2283. root_list->Remove(spell);
  2284. if (root_list->size(true) == 0 && !IsRootImmune()) {
  2285. if (IsPlayer()){
  2286. if (!IsMezzedOrStunned())
  2287. ((Player*)this)->SetPlayerControlFlag(1, 8, false); // heading movement only
  2288. }
  2289. else {
  2290. // GetHighestSnare() will return 1.0f if no snares returning the spawn to full speed
  2291. SetSpeedMultiplier(GetHighestSnare());
  2292. }
  2293. if(!IsPlayer()) {
  2294. GetZone()->movementMgr->StopNavigation((Entity*)this);
  2295. ((Spawn*)this)->StopMovement();
  2296. }
  2297. }
  2298. }
  2299. void Entity::AddFearSpell(LuaSpell* spell){
  2300. if (!spell)
  2301. return;
  2302. if (!control_effects[CONTROL_EFFECT_TYPE_FEAR])
  2303. control_effects[CONTROL_EFFECT_TYPE_FEAR] = new MutexList<LuaSpell*>;
  2304. if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_FEAR]->size(true) == 0 && !IsFearImmune()){
  2305. ((Player*)this)->SetPlayerControlFlag(4, 4, true); // feared
  2306. if (!IsMezzedOrStunned() && !IsStifled())
  2307. GetZone()->LockAllSpells((Player*)this);
  2308. }
  2309. if (!IsFearImmune() && IsNPC())
  2310. {
  2311. HaltMovement();
  2312. }
  2313. control_effects[CONTROL_EFFECT_TYPE_FEAR]->Add(spell);
  2314. }
  2315. void Entity::RemoveFearSpell(LuaSpell* spell){
  2316. MutexList<LuaSpell*>* fear_list = control_effects[CONTROL_EFFECT_TYPE_FEAR];
  2317. if (!fear_list || fear_list->size(true) == 0)
  2318. return;
  2319. fear_list->Remove(spell);
  2320. if (IsPlayer() && fear_list->size(true) == 0 && !IsFearImmune()){
  2321. ((Player*)this)->SetPlayerControlFlag(4, 4, false); // feared disabled
  2322. if (!IsMezzedOrStunned() && !IsStifled())
  2323. GetZone()->LockAllSpells((Player*)this);
  2324. }
  2325. if (IsNPC())
  2326. {
  2327. HaltMovement();
  2328. }
  2329. }
  2330. void Entity::AddSnareSpell(LuaSpell* spell) {
  2331. if (!spell)
  2332. return;
  2333. if (!control_effects[CONTROL_EFFECT_TYPE_SNARE])
  2334. control_effects[CONTROL_EFFECT_TYPE_SNARE] = new MutexList<LuaSpell*>;
  2335. control_effects[CONTROL_EFFECT_TYPE_SNARE]->Add(spell);
  2336. // Don't set speed multiplier if there is a root or no snare values
  2337. MutexList<LuaSpell*>* roots = control_effects[CONTROL_EFFECT_TYPE_ROOT];
  2338. if ((!roots || roots->size(true) == 0) && snare_values.size() > 0)
  2339. SetSpeedMultiplier(GetHighestSnare());
  2340. }
  2341. void Entity::RemoveSnareSpell(LuaSpell* spell) {
  2342. MutexList<LuaSpell*>* snare_list = control_effects[CONTROL_EFFECT_TYPE_SNARE];
  2343. if (!snare_list || snare_list->size(true) == 0)
  2344. return;
  2345. snare_list->Remove(spell);
  2346. snare_values.erase(spell);
  2347. //LogWrite(PLAYER__ERROR, 0, "Debug", "snare_values.size() = %u", snare_values.size());
  2348. // only change speeds if there are no roots
  2349. MutexList<LuaSpell*>* roots = control_effects[CONTROL_EFFECT_TYPE_ROOT];
  2350. if (!roots || roots->size(true) == 0) {
  2351. float multiplier = GetHighestSnare();
  2352. //LogWrite(PLAYER__ERROR, 0, "Debug", "GetHighestSnare() = %f", multiplier);
  2353. SetSpeedMultiplier(multiplier);
  2354. }
  2355. }
  2356. void Entity::SetSnareValue(LuaSpell* spell, float snare_val) {
  2357. if (!spell)
  2358. return;
  2359. snare_values[spell] = snare_val;
  2360. }
  2361. float Entity::GetHighestSnare() {
  2362. // For simplicity this will return the highest snare value, which is actually the lowest value
  2363. float ret = 1.0f;
  2364. if (snare_values.size() == 0)
  2365. return ret;
  2366. map<LuaSpell*, float>::iterator itr;
  2367. for (itr = snare_values.begin(); itr != snare_values.end(); itr++) {
  2368. if (itr->second < ret)
  2369. ret = itr->second;
  2370. }
  2371. return ret;
  2372. }
  2373. bool Entity::IsSnared() {
  2374. if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_SNARE])
  2375. return false;
  2376. MutexList<LuaSpell*>* snare_list = control_effects[CONTROL_EFFECT_TYPE_SNARE];
  2377. return (!snare_list || snare_list->size(true) == 0) == false;
  2378. }
  2379. bool Entity::IsMezzed(){
  2380. if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_MEZ])
  2381. return false;
  2382. MutexList<LuaSpell*>* mez_spells = control_effects[CONTROL_EFFECT_TYPE_MEZ];
  2383. return (!mez_spells || mez_spells->size(true) == 0 || IsMezImmune()) == false;
  2384. }
  2385. bool Entity::IsStifled(){
  2386. if (!control_effects[CONTROL_EFFECT_TYPE_STIFLE])
  2387. return false;
  2388. MutexList<LuaSpell*>* stifle_list = control_effects[CONTROL_EFFECT_TYPE_STIFLE];
  2389. return (!stifle_list || stifle_list->size(true) == 0 || IsStifleImmune()) == false;
  2390. }
  2391. bool Entity::IsDazed(){
  2392. if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_DAZE])
  2393. return false;
  2394. MutexList<LuaSpell*>* daze_list = control_effects[CONTROL_EFFECT_TYPE_DAZE];
  2395. return (!daze_list || daze_list->size(true) == 0 || IsDazeImmune()) == false;
  2396. }
  2397. bool Entity::IsStunned(){
  2398. if (!control_effects[CONTROL_EFFECT_TYPE_STUN])
  2399. return false;
  2400. MutexList<LuaSpell*>* stun_list = control_effects[CONTROL_EFFECT_TYPE_STUN];
  2401. return (!stun_list || stun_list->size(true) == 0 || IsStunImmune()) == false;
  2402. }
  2403. bool Entity::IsRooted(){
  2404. if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_ROOT])
  2405. return false;
  2406. MutexList<LuaSpell*>* root_list = control_effects[CONTROL_EFFECT_TYPE_ROOT];
  2407. return (!root_list || root_list->size(true) == 0 || IsRootImmune()) == false;
  2408. }
  2409. bool Entity::IsFeared(){
  2410. if (control_effects.size() < 1 || !control_effects[CONTROL_EFFECT_TYPE_FEAR])
  2411. return false;
  2412. MutexList<LuaSpell*>* fear_list = control_effects[CONTROL_EFFECT_TYPE_FEAR];
  2413. return (!fear_list || fear_list->size(true) == 0 || IsFearImmune()) == false;
  2414. }
  2415. void Entity::AddWaterwalkSpell(LuaSpell* spell){
  2416. if (!spell)
  2417. return;
  2418. if (!control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER])
  2419. control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER] = new MutexList<LuaSpell*>;
  2420. control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER]->Add(spell);
  2421. if (control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER]->size(true) == 1 && IsPlayer())
  2422. ((Player*)this)->SetPlayerControlFlag(3, 128, true); // enable walking underwater
  2423. }
  2424. void Entity::RemoveWaterwalkSpell(LuaSpell* spell){
  2425. MutexList<LuaSpell*>* waterwalk_list = control_effects[CONTROL_EFFECT_TYPE_WALKUNDERWATER];
  2426. if (!waterwalk_list || waterwalk_list->size(true) == 0)
  2427. return;
  2428. waterwalk_list->Remove(spell);
  2429. if (waterwalk_list->size(true) == 0 && IsPlayer())
  2430. ((Player*)this)->SetPlayerControlFlag(3, 128, false); // disable walking underwater
  2431. }
  2432. void Entity::AddWaterjumpSpell(LuaSpell* spell){
  2433. if (!spell)
  2434. return;
  2435. if (!control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER])
  2436. control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER] = new MutexList<LuaSpell*>;
  2437. control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER]->Add(spell);
  2438. if (control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER]->size(true) == 1 && IsPlayer())
  2439. ((Player*)this)->SetPlayerControlFlag(4, 1, true); // enable moonjumps underwater
  2440. }
  2441. void Entity::RemoveWaterjumpSpell(LuaSpell* spell){
  2442. MutexList<LuaSpell*>* waterjump_list = control_effects[CONTROL_EFFECT_TYPE_JUMPUNDERWATER];
  2443. if (!waterjump_list || waterjump_list->size(true) == 0)
  2444. return;
  2445. waterjump_list->Remove(spell);
  2446. if (waterjump_list->size(true) == 0 && IsPlayer())
  2447. ((Player*)this)->SetPlayerControlFlag(4, 1, false); // disable moonjumps underwater
  2448. }
  2449. void Entity::AddAOEImmunity(LuaSpell* spell){
  2450. if (!spell)
  2451. return;
  2452. if (!immunities[IMMUNITY_TYPE_AOE])
  2453. immunities[IMMUNITY_TYPE_AOE] = new MutexList<LuaSpell*>;
  2454. immunities[IMMUNITY_TYPE_AOE]->Add(spell);
  2455. }
  2456. void Entity::RemoveAOEImmunity(LuaSpell* spell){
  2457. MutexList<LuaSpell*>* aoe_list = immunities[IMMUNITY_TYPE_AOE];
  2458. if (!aoe_list || aoe_list->size(true) == 0)
  2459. return;
  2460. aoe_list->Remove(spell);
  2461. }
  2462. bool Entity::IsAOEImmune(){
  2463. return (immunities[IMMUNITY_TYPE_AOE] && immunities[IMMUNITY_TYPE_AOE]->size(true));
  2464. }
  2465. void Entity::AddStunImmunity(LuaSpell* spell){
  2466. if (!spell)
  2467. return;
  2468. if (!immunities[IMMUNITY_TYPE_STUN])
  2469. immunities[IMMUNITY_TYPE_STUN] = new MutexList<LuaSpell*>;
  2470. if (IsPlayer() && IsStunned() && !IsMezzed()){
  2471. ((Player*)this)->SetPlayerControlFlag(4, 64, false);
  2472. if (!IsFeared() && !IsStifled())
  2473. ((Player*)this)->UnlockAllSpells();
  2474. }
  2475. immunities[IMMUNITY_TYPE_STUN]->Add(spell);
  2476. }
  2477. void Entity::RemoveStunImmunity(LuaSpell* spell){
  2478. MutexList<LuaSpell*>* stun_list = immunities[IMMUNITY_TYPE_STUN];
  2479. if (!stun_list || stun_list->size(true) == 0)
  2480. return;
  2481. stun_list->Remove(spell);
  2482. if (IsPlayer() && IsStunned() && !IsMezzed()){
  2483. ((Player*)this)->SetPlayerControlFlag(4, 64, true);
  2484. if (!IsFeared() && !IsStifled())
  2485. ((Player*)this)->UnlockAllSpells();
  2486. }
  2487. }
  2488. bool Entity::IsStunImmune(){
  2489. return (immunities[IMMUNITY_TYPE_STUN] && immunities[IMMUNITY_TYPE_STUN]->size(true) > 0);
  2490. }
  2491. void Entity::AddStifleImmunity(LuaSpell* spell){
  2492. if (!spell)
  2493. return;
  2494. if (!immunities[IMMUNITY_TYPE_STIFLE])
  2495. immunities[IMMUNITY_TYPE_STIFLE] = new MutexList<LuaSpell*>;
  2496. if (IsPlayer() && immunities[IMMUNITY_TYPE_STIFLE]->size(true) == 0){
  2497. if (IsStifled() && !IsMezzedOrStunned() && !IsFeared())
  2498. ((Player*)this)->UnlockAllSpells();
  2499. }
  2500. immunities[IMMUNITY_TYPE_STIFLE]->Add(spell);
  2501. }
  2502. void Entity::RemoveStifleImmunity(LuaSpell* spell){
  2503. MutexList<LuaSpell*>* stifle_list = immunities[IMMUNITY_TYPE_STIFLE];
  2504. if (!stifle_list || stifle_list->size(true) == 0)
  2505. return;
  2506. stifle_list->Remove(spell);
  2507. if (IsPlayer() && IsStifled() && !IsMezzedOrStunned() && !IsFeared())
  2508. ((Player*)this)->UnlockAllSpells();
  2509. }
  2510. bool Entity::IsStifleImmune(){
  2511. return (immunities[IMMUNITY_TYPE_STIFLE] && immunities[IMMUNITY_TYPE_STIFLE]->size(true) > 0);
  2512. }
  2513. void Entity::AddMezImmunity(LuaSpell* spell){
  2514. if (!spell)
  2515. return;
  2516. if (!immunities[IMMUNITY_TYPE_MEZ])
  2517. immunities[IMMUNITY_TYPE_MEZ] = new MutexList<LuaSpell*>;
  2518. if (IsPlayer() && IsMezzed() && !IsStunned()){
  2519. ((Player*)this)->SetPlayerControlFlag(4, 64, false);
  2520. if (!IsFeared() && !IsStifled())
  2521. ((Player*)this)->UnlockAllSpells();
  2522. }
  2523. immunities[IMMUNITY_TYPE_MEZ]->Add(spell);
  2524. }
  2525. void Entity::RemoveMezImmunity(LuaSpell* spell){
  2526. MutexList<LuaSpell*>* mez_list = immunities[IMMUNITY_TYPE_MEZ];
  2527. if (!mez_list || mez_list->size(true) == 0)
  2528. return;
  2529. mez_list->Remove(spell);
  2530. if (IsPlayer() && IsMezzed() && !IsStunned()){
  2531. ((Player*)this)->SetPlayerControlFlag(4, 64, true);
  2532. if (!IsFeared() && !IsStifled())
  2533. ((Player*)this)->LockAllSpells();
  2534. }
  2535. }
  2536. bool Entity::IsMezImmune(){
  2537. return (immunities[IMMUNITY_TYPE_MEZ] && immunities[IMMUNITY_TYPE_MEZ]->size(true) > 0);
  2538. }
  2539. void Entity::AddRootImmunity(LuaSpell* spell){
  2540. if (!spell)
  2541. return;
  2542. if (!immunities[IMMUNITY_TYPE_ROOT])
  2543. immunities[IMMUNITY_TYPE_ROOT] = new MutexList<LuaSpell*>;
  2544. if (IsPlayer() && IsRooted())
  2545. ((Player*)this)->SetPlayerControlFlag(1, 8, false);
  2546. immunities[IMMUNITY_TYPE_ROOT]->Add(spell);
  2547. }
  2548. void Entity::RemoveRootImmunity(LuaSpell* spell){
  2549. MutexList<LuaSpell*>* root_list = immunities[IMMUNITY_TYPE_ROOT];
  2550. if (!root_list || root_list->size(true) == 0)
  2551. return;
  2552. root_list->Remove(spell);
  2553. if (IsPlayer() && IsRooted())
  2554. ((Player*)this)->SetPlayerControlFlag(1, 8, true);
  2555. }
  2556. bool Entity::IsRootImmune(){
  2557. return (immunities[IMMUNITY_TYPE_ROOT] && immunities[IMMUNITY_TYPE_ROOT]->size(true) > 0);
  2558. }
  2559. void Entity::AddFearImmunity(LuaSpell* spell){
  2560. if (!spell)
  2561. return;
  2562. if (!immunities[IMMUNITY_TYPE_FEAR])
  2563. immunities[IMMUNITY_TYPE_FEAR] = new MutexList<LuaSpell*>;
  2564. if (IsPlayer() && IsFeared()){
  2565. if (!IsMezzedOrStunned() && !IsStifled())
  2566. ((Player*)this)->UnlockAllSpells();
  2567. ((Player*)this)->SetPlayerControlFlag(4, 4, false);
  2568. }
  2569. immunities[IMMUNITY_TYPE_FEAR]->Add(spell);
  2570. }
  2571. void Entity::RemoveFearImmunity(LuaSpell* spell){
  2572. MutexList<LuaSpell*>* fear_list = immunities[IMMUNITY_TYPE_FEAR];
  2573. if (!fear_list || fear_list->size(true) == 0)
  2574. return;
  2575. fear_list->Remove(spell);
  2576. if (IsPlayer() && IsFeared()){
  2577. if (!IsMezzedOrStunned() && !IsStifled())
  2578. ((Player*)this)->LockAllSpells();
  2579. ((Player*)this)->SetPlayerControlFlag(4, 4, true);
  2580. }
  2581. }
  2582. bool Entity::IsFearImmune(){
  2583. return (immunities[IMMUNITY_TYPE_FEAR] && immunities[IMMUNITY_TYPE_FEAR]->size(true) > 0);
  2584. }
  2585. void Entity::AddDazeImmunity(LuaSpell* spell){
  2586. if (!spell)
  2587. return;
  2588. if (!immunities[IMMUNITY_TYPE_DAZE])
  2589. immunities[IMMUNITY_TYPE_DAZE] = new MutexList<LuaSpell*>;
  2590. immunities[IMMUNITY_TYPE_DAZE]->Add(spell);
  2591. }
  2592. void Entity::RemoveDazeImmunity(LuaSpell* spell){
  2593. MutexList<LuaSpell*>* daze_list = immunities[IMMUNITY_TYPE_DAZE];
  2594. if (!daze_list || daze_list->size(true) == 0)
  2595. return;
  2596. daze_list->Remove(spell);
  2597. }
  2598. bool Entity::IsDazeImmune(){
  2599. return (immunities[IMMUNITY_TYPE_DAZE] && immunities[IMMUNITY_TYPE_DAZE]->size(true) > 0);
  2600. }
  2601. void Entity::AddImmunity(LuaSpell* spell, int16 type){
  2602. if (!spell)
  2603. return;
  2604. if (!immunities[type])
  2605. immunities[type] = new MutexList<LuaSpell*>;
  2606. immunities[type]->Add(spell);
  2607. }
  2608. void Entity::RemoveImmunity(LuaSpell* spell, int16 type){
  2609. MutexList<LuaSpell*>* list = immunities[type];
  2610. if (!list || list->size(true) == 0)
  2611. return;
  2612. list->Remove(spell);
  2613. }
  2614. bool Entity::IsImmune(int16 type){
  2615. return (immunities[type] && immunities[type]->size(true) > 0);
  2616. }
  2617. void Entity::RemoveEffectsFromLuaSpell(LuaSpell* spell){
  2618. if (!spell)
  2619. return;
  2620. //Attempt to remove all applied effects from this spell when spell has been removed from just this target. Should improve performance/easier maitenance
  2621. int32 effect_bitmask = spell->effect_bitmask;
  2622. if (effect_bitmask == 0)
  2623. return;
  2624. if (effect_bitmask & EFFECT_FLAG_STUN)
  2625. RemoveStunSpell(spell);
  2626. if (effect_bitmask & EFFECT_FLAG_ROOT)
  2627. RemoveRootSpell(spell);
  2628. if (effect_bitmask & EFFECT_FLAG_MEZ)
  2629. RemoveMezSpell(spell);
  2630. if (effect_bitmask & EFFECT_FLAG_STIFLE)
  2631. RemoveStifleSpell(spell);
  2632. if (effect_bitmask & EFFECT_FLAG_DAZE)
  2633. RemoveDazeSpell(spell);
  2634. if (effect_bitmask & EFFECT_FLAG_FEAR)
  2635. RemoveFearSpell(spell);
  2636. if (effect_bitmask & EFFECT_FLAG_SPELLBONUS)
  2637. RemoveSpellBonus(spell);
  2638. if (effect_bitmask & EFFECT_FLAG_SKILLBONUS)
  2639. RemoveSkillBonus(spell->spell->GetSpellID());
  2640. if (effect_bitmask & EFFECT_FLAG_STEALTH)
  2641. RemoveStealthSpell(spell);
  2642. if (effect_bitmask & EFFECT_FLAG_INVIS)
  2643. RemoveInvisSpell(spell);
  2644. if (effect_bitmask & EFFECT_FLAG_SNARE)
  2645. RemoveSnareSpell(spell);
  2646. if (effect_bitmask & EFFECT_FLAG_WATERWALK)
  2647. RemoveWaterwalkSpell(spell);
  2648. if (effect_bitmask & EFFECT_FLAG_WATERJUMP)
  2649. RemoveWaterjumpSpell(spell);
  2650. if (effect_bitmask & EFFECT_FLAG_FLIGHT)
  2651. RemoveFlightSpell(spell);
  2652. if (effect_bitmask & EFFECT_FLAG_GLIDE)
  2653. RemoveGlideSpell(spell);
  2654. if (effect_bitmask & EFFECT_FLAG_AOE_IMMUNE)
  2655. RemoveAOEImmunity(spell);
  2656. if (effect_bitmask & EFFECT_FLAG_STUN_IMMUNE)
  2657. RemoveStunImmunity(spell);
  2658. if (effect_bitmask & EFFECT_FLAG_MEZ_IMMUNE)
  2659. RemoveMezImmunity(spell);
  2660. if (effect_bitmask & EFFECT_FLAG_DAZE_IMMUNE)
  2661. RemoveDazeImmunity(spell);
  2662. if (effect_bitmask & EFFECT_FLAG_ROOT_IMMUNE)
  2663. RemoveRootImmunity(spell);
  2664. if (effect_bitmask & EFFECT_FLAG_STIFLE_IMMUNE)
  2665. RemoveStifleImmunity(spell);
  2666. if (effect_bitmask & EFFECT_FLAG_FEAR_IMMUNE)
  2667. RemoveFearImmunity(spell);
  2668. if (effect_bitmask & EFFECT_FLAG_SAFEFALL)
  2669. RemoveSafefallSpell(spell);
  2670. }
  2671. void Entity::RemoveSkillBonus(int32 spell_id){
  2672. //This is a virtual, just making it so we don't have to do extra checks for player/npcs
  2673. return;
  2674. }
  2675. void Entity::AddFlightSpell(LuaSpell* spell){
  2676. if (!spell)
  2677. return;
  2678. if (!control_effects[CONTROL_EFFECT_TYPE_FLIGHT])
  2679. control_effects[CONTROL_EFFECT_TYPE_FLIGHT] = new MutexList<LuaSpell*>;
  2680. if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_FLIGHT]->size(true) == 0)
  2681. ((Player*)this)->SetPlayerControlFlag(5, 32, true);
  2682. control_effects[CONTROL_EFFECT_TYPE_FLIGHT]->Add(spell);
  2683. }
  2684. void Entity::RemoveFlightSpell(LuaSpell* spell){
  2685. MutexList<LuaSpell*>* flight_list = control_effects[CONTROL_EFFECT_TYPE_FLIGHT];
  2686. if (!flight_list || flight_list->size(true) == 0)
  2687. return;
  2688. flight_list->Remove(spell);
  2689. if (IsPlayer() && flight_list->size(true) == 0)
  2690. ((Player*)this)->SetPlayerControlFlag(5, 32, false);
  2691. }
  2692. void Entity::AddGlideSpell(LuaSpell* spell){
  2693. if (!spell)
  2694. return;
  2695. if (!control_effects[CONTROL_EFFECT_TYPE_GLIDE])
  2696. control_effects[CONTROL_EFFECT_TYPE_GLIDE] = new MutexList<LuaSpell*>;
  2697. if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_GLIDE]->size(true) == 0)
  2698. ((Player*)this)->SetPlayerControlFlag(4, 16, true);
  2699. control_effects[CONTROL_EFFECT_TYPE_GLIDE]->Add(spell);
  2700. }
  2701. void Entity::RemoveGlideSpell(LuaSpell* spell){
  2702. MutexList<LuaSpell*>* glide_list = control_effects[CONTROL_EFFECT_TYPE_GLIDE];
  2703. if (!glide_list || glide_list->size(true) == 0)
  2704. return;
  2705. glide_list->Remove(spell);
  2706. if (IsPlayer() && glide_list->size(true) == 0)
  2707. ((Player*)this)->SetPlayerControlFlag(4, 16, false);
  2708. }
  2709. void Entity::AddSafefallSpell(LuaSpell* spell){
  2710. if (!spell)
  2711. return;
  2712. if (!control_effects[CONTROL_EFFECT_TYPE_SAFEFALL])
  2713. control_effects[CONTROL_EFFECT_TYPE_SAFEFALL] = new MutexList<LuaSpell*>;
  2714. if (IsPlayer() && control_effects[CONTROL_EFFECT_TYPE_SAFEFALL]->size(true) == 0)
  2715. ((Player*)this)->SetPlayerControlFlag(4, 32, true);
  2716. control_effects[CONTROL_EFFECT_TYPE_SAFEFALL]->Add(spell);
  2717. }
  2718. void Entity::RemoveSafefallSpell(LuaSpell* spell){
  2719. MutexList<LuaSpell*>* safe_list = control_effects[CONTROL_EFFECT_TYPE_SAFEFALL];
  2720. if (!safe_list || safe_list->size(true) == 0)
  2721. return;
  2722. safe_list->Remove(spell);
  2723. if (IsPlayer() && safe_list->size(true) == 0)
  2724. ((Player*)this)->SetPlayerControlFlag(4, 32, false);
  2725. }
  2726. void Entity::UpdateGroupMemberInfo(bool inGroupMgrLock, bool groupMembersLocked) {
  2727. if (!group_member_info || group_id == 0)
  2728. return;
  2729. if(!inGroupMgrLock)
  2730. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  2731. PlayerGroup* group = world.GetGroupManager()->GetGroup(group_id);
  2732. if (group)
  2733. group->UpdateGroupMemberInfo(this, groupMembersLocked);
  2734. if(!inGroupMgrLock)
  2735. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  2736. }
  2737. #include "WorldDatabase.h"
  2738. extern WorldDatabase database;
  2739. void Entity::CustomizeAppearance(PacketStruct* packet) {
  2740. bool is_soga = packet->getType_int8_ByName("is_soga") == 1 ? true : false;
  2741. int16 model_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("race_file").data);
  2742. EQ2_Color skin_color = packet->getType_EQ2_Color_ByName("skin_color");
  2743. EQ2_Color skin_color2 = packet->getType_EQ2_Color_ByName("skin_color2");
  2744. EQ2_Color eye_color = packet->getType_EQ2_Color_ByName("eye_color");
  2745. EQ2_Color hair_color1 = packet->getType_EQ2_Color_ByName("hair_color1");
  2746. EQ2_Color hair_color2 = packet->getType_EQ2_Color_ByName("hair_color2");
  2747. EQ2_Color hair_highlight = packet->getType_EQ2_Color_ByName("hair_highlight");
  2748. int16 hair_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("hair_file").data);
  2749. EQ2_Color hair_type_color = packet->getType_EQ2_Color_ByName("hair_type_color");
  2750. EQ2_Color hair_type_highlight_color = packet->getType_EQ2_Color_ByName("hair_type_highlight_color");
  2751. int16 face_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("face_file").data);
  2752. EQ2_Color hair_face_color = packet->getType_EQ2_Color_ByName("hair_face_color");
  2753. EQ2_Color hair_face_highlight_color = packet->getType_EQ2_Color_ByName("hair_face_highlight_color");
  2754. int16 wing_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("wing_file").data);
  2755. EQ2_Color wing_color1 = packet->getType_EQ2_Color_ByName("wing_color1");
  2756. EQ2_Color wing_color2 = packet->getType_EQ2_Color_ByName("wing_color2");
  2757. int16 chest_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("chest_file").data);
  2758. EQ2_Color shirt_color = packet->getType_EQ2_Color_ByName("shirt_color");
  2759. EQ2_Color unknown_chest_color = packet->getType_EQ2_Color_ByName("unknown_chest_color");
  2760. int16 legs_id = database.GetAppearanceID(packet->getType_EQ2_16BitString_ByName("legs_file").data);
  2761. EQ2_Color pants_color = packet->getType_EQ2_Color_ByName("pants_color");
  2762. EQ2_Color unknown_legs_color = packet->getType_EQ2_Color_ByName("unknown_legs_color");
  2763. EQ2_Color unknown2 = packet->getType_EQ2_Color_ByName("unknown2");
  2764. float eyes2[3];
  2765. eyes2[0] = packet->getType_float_ByName("eyes2", 0) * 100;
  2766. eyes2[1] = packet->getType_float_ByName("eyes2", 1) * 100;
  2767. eyes2[2] = packet->getType_float_ByName("eyes2", 2) * 100;
  2768. float ears[3];
  2769. ears[0] = packet->getType_float_ByName("ears", 0) * 100;
  2770. ears[1] = packet->getType_float_ByName("ears", 1) * 100;
  2771. ears[2] = packet->getType_float_ByName("ears", 2) * 100;
  2772. float eye_brows[3];
  2773. eye_brows[0] = packet->getType_float_ByName("eye_brows", 0) * 100;
  2774. eye_brows[1] = packet->getType_float_ByName("eye_brows", 1) * 100;
  2775. eye_brows[2] = packet->getType_float_ByName("eye_brows", 2) * 100;
  2776. float cheeks[3];
  2777. cheeks[0] = packet->getType_float_ByName("cheeks", 0) * 100;
  2778. cheeks[1] = packet->getType_float_ByName("cheeks", 1) * 100;
  2779. cheeks[2] = packet->getType_float_ByName("cheeks", 2) * 100;
  2780. float lips[3];
  2781. lips[0] = packet->getType_float_ByName("lips", 0) * 100;
  2782. lips[1] = packet->getType_float_ByName("lips", 1) * 100;
  2783. lips[2] = packet->getType_float_ByName("lips", 2) * 100;
  2784. float chin[3];
  2785. chin[0] = packet->getType_float_ByName("chin", 0) * 100;
  2786. chin[1] = packet->getType_float_ByName("chin", 1) * 100;
  2787. chin[2] = packet->getType_float_ByName("chin", 2) * 100;
  2788. float nose[3];
  2789. nose[0] = packet->getType_float_ByName("nose", 0) * 100;
  2790. nose[1] = packet->getType_float_ByName("nose", 1) * 100;
  2791. nose[2] = packet->getType_float_ByName("nose", 2) * 100;
  2792. sint8 body_size = (sint8)(packet->getType_float_ByName("body_size") * 100);
  2793. sint8 body_age = (sint8)(packet->getType_float_ByName("body_age") * 100);
  2794. if (is_soga) {
  2795. appearance.soga_model_type = model_id;
  2796. features.soga_skin_color = skin_color;
  2797. features.soga_eye_color = eye_color;
  2798. features.soga_hair_color1 = hair_color1;
  2799. features.soga_hair_color2 = hair_color2;
  2800. features.soga_hair_highlight_color = hair_highlight;
  2801. features.soga_hair_type = hair_id;
  2802. features.soga_hair_type_color = hair_type_color;
  2803. features.soga_hair_type_highlight_color = hair_type_highlight_color;
  2804. features.soga_hair_face_type = face_id;
  2805. features.soga_hair_face_color = hair_face_color;
  2806. features.soga_hair_face_highlight_color = hair_face_highlight_color;
  2807. features.wing_type = wing_id;
  2808. features.wing_color1 = wing_color1;
  2809. features.wing_color2 = wing_color2;
  2810. features.soga_chest_type = chest_id;
  2811. features.shirt_color = shirt_color;
  2812. features.soga_legs_type = legs_id;
  2813. features.pants_color = pants_color;
  2814. features.soga_eye_type[0] = eyes2[0];
  2815. features.soga_eye_type[1] = eyes2[1];
  2816. features.soga_eye_type[2] = eyes2[2];
  2817. features.soga_ear_type[0] = ears[0];
  2818. features.soga_ear_type[0] = ears[1];
  2819. features.soga_ear_type[0] = ears[2];
  2820. features.soga_eye_brow_type[0] = eye_brows[0];
  2821. features.soga_eye_brow_type[1] = eye_brows[1];
  2822. features.soga_eye_brow_type[2] = eye_brows[2];
  2823. features.soga_cheek_type[0] = cheeks[0];
  2824. features.soga_cheek_type[1] = cheeks[1];
  2825. features.soga_cheek_type[2] = cheeks[2];
  2826. features.soga_lip_type[0] = lips[0];
  2827. features.soga_lip_type[1] = lips[1];
  2828. features.soga_lip_type[2] = lips[2];
  2829. features.soga_chin_type[0] = chin[0];
  2830. features.soga_chin_type[1] = chin[1];
  2831. features.soga_chin_type[2] = chin[2];
  2832. features.soga_nose_type[0] = nose[0];
  2833. features.soga_nose_type[1] = nose[1];
  2834. features.soga_nose_type[2] = nose[2];
  2835. }
  2836. else {
  2837. appearance.model_type = model_id;
  2838. features.skin_color = skin_color;
  2839. features.eye_color = eye_color;
  2840. features.hair_color1 = hair_color1;
  2841. features.hair_color2 = hair_color2;
  2842. features.hair_highlight_color = hair_highlight;
  2843. features.hair_type = hair_id;
  2844. features.hair_type_color = hair_type_color;
  2845. features.hair_type_highlight_color = hair_type_highlight_color;
  2846. features.hair_face_type = face_id;
  2847. features.hair_face_color = hair_face_color;
  2848. features.hair_face_highlight_color = hair_face_highlight_color;
  2849. features.wing_type = wing_id;
  2850. features.wing_color1 = wing_color1;
  2851. features.wing_color2 = wing_color2;
  2852. features.chest_type = chest_id;
  2853. features.shirt_color = shirt_color;
  2854. features.legs_type = legs_id;
  2855. features.pants_color = pants_color;
  2856. features.eye_type[0] = eyes2[0];
  2857. features.eye_type[1] = eyes2[1];
  2858. features.eye_type[2] = eyes2[2];
  2859. features.ear_type[0] = ears[0];
  2860. features.ear_type[0] = ears[1];
  2861. features.ear_type[0] = ears[2];
  2862. features.eye_brow_type[0] = eye_brows[0];
  2863. features.eye_brow_type[1] = eye_brows[1];
  2864. features.eye_brow_type[2] = eye_brows[2];
  2865. features.cheek_type[0] = cheeks[0];
  2866. features.cheek_type[1] = cheeks[1];
  2867. features.cheek_type[2] = cheeks[2];
  2868. features.lip_type[0] = lips[0];
  2869. features.lip_type[1] = lips[1];
  2870. features.lip_type[2] = lips[2];
  2871. features.chin_type[0] = chin[0];
  2872. features.chin_type[1] = chin[1];
  2873. features.chin_type[2] = chin[2];
  2874. features.nose_type[0] = nose[0];
  2875. features.nose_type[1] = nose[1];
  2876. features.nose_type[2] = nose[2];
  2877. }
  2878. features.body_size = body_size;
  2879. features.body_age = body_age;
  2880. features.soga_body_size = body_size;
  2881. features.soga_body_age = body_age;
  2882. info_changed = true;
  2883. changed = true;
  2884. }
  2885. void Entity::AddSkillBonus(int32 spell_id, int32 skill_id, float value) {
  2886. // handled in npc or player
  2887. return;
  2888. }
  2889. bool Entity::HasControlEffect(int8 type)
  2890. {
  2891. if (type >= CONTROL_MAX_EFFECTS)
  2892. return false;
  2893. MutexList<LuaSpell*>* spell_list = control_effects[type];
  2894. if (!spell_list || spell_list->size(true) == 0)
  2895. return false;
  2896. return true;
  2897. }
  2898. void Entity::HaltMovement()
  2899. {
  2900. this->ClearRunningLocations();
  2901. if (GetZone())
  2902. GetZone()->movementMgr->StopNavigation(this);
  2903. RunToLocation(GetX(), GetY(), GetZ());
  2904. }
  2905. std::string Entity::GetInfoStructString(std::string field)
  2906. {
  2907. map<string, boost::function<std::string()>>::const_iterator itr = get_string_funcs.find(field);
  2908. if(itr != get_string_funcs.end())
  2909. {
  2910. auto func = (itr->second)();
  2911. return func;
  2912. }
  2913. return std::string("");
  2914. }
  2915. int8 Entity::GetInfoStructInt8(std::string field)
  2916. {
  2917. map<string, boost::function<int8()>>::const_iterator itr = get_int8_funcs.find(field);
  2918. if(itr != get_int8_funcs.end())
  2919. {
  2920. auto func = (itr->second)();
  2921. return func;
  2922. }
  2923. return 0;
  2924. }
  2925. int16 Entity::GetInfoStructInt16(std::string field)
  2926. {
  2927. map<string, boost::function<int16()>>::const_iterator itr = get_int16_funcs.find(field);
  2928. if(itr != get_int16_funcs.end())
  2929. {
  2930. auto func = (itr->second)();
  2931. return func;
  2932. }
  2933. return 0;
  2934. }
  2935. int32 Entity::GetInfoStructInt32(std::string field)
  2936. {
  2937. map<string, boost::function<int32()>>::const_iterator itr = get_int32_funcs.find(field);
  2938. if(itr != get_int32_funcs.end())
  2939. {
  2940. auto func = (itr->second)();
  2941. return func;
  2942. }
  2943. return 0;
  2944. }
  2945. int64 Entity::GetInfoStructInt64(std::string field)
  2946. {
  2947. map<string, boost::function<int64()>>::const_iterator itr = get_int64_funcs.find(field);
  2948. if(itr != get_int64_funcs.end())
  2949. {
  2950. auto func = (itr->second)();
  2951. return func;
  2952. }
  2953. return 0;
  2954. }
  2955. sint8 Entity::GetInfoStructSInt8(std::string field)
  2956. {
  2957. map<string, boost::function<sint8()>>::const_iterator itr = get_sint8_funcs.find(field);
  2958. if(itr != get_sint8_funcs.end())
  2959. {
  2960. auto func = (itr->second)();
  2961. return func;
  2962. }
  2963. return 0;
  2964. }
  2965. sint16 Entity::GetInfoStructSInt16(std::string field)
  2966. {
  2967. map<string, boost::function<sint16()>>::const_iterator itr = get_sint16_funcs.find(field);
  2968. if(itr != get_sint16_funcs.end())
  2969. {
  2970. auto func = (itr->second)();
  2971. return func;
  2972. }
  2973. return 0;
  2974. }
  2975. sint32 Entity::GetInfoStructSInt32(std::string field)
  2976. {
  2977. map<string, boost::function<sint32()>>::const_iterator itr = get_sint32_funcs.find(field);
  2978. if(itr != get_sint32_funcs.end())
  2979. {
  2980. auto func = (itr->second)();
  2981. return func;
  2982. }
  2983. return 0;
  2984. }
  2985. sint64 Entity::GetInfoStructSInt64(std::string field)
  2986. {
  2987. map<string, boost::function<sint64()>>::const_iterator itr = get_sint64_funcs.find(field);
  2988. if(itr != get_sint64_funcs.end())
  2989. {
  2990. auto func = (itr->second)();
  2991. return func;
  2992. }
  2993. return 0;
  2994. }
  2995. float Entity::GetInfoStructFloat(std::string field)
  2996. {
  2997. map<string, boost::function<float()>>::const_iterator itr = get_float_funcs.find(field);
  2998. if(itr != get_float_funcs.end())
  2999. {
  3000. auto func = (itr->second)();
  3001. return func;
  3002. }
  3003. return 0.0f;
  3004. }
  3005. int64 Entity::GetInfoStructUInt(std::string field)
  3006. {
  3007. map<string, boost::function<int8()>>::const_iterator itr = get_int8_funcs.find(field);
  3008. if(itr != get_int8_funcs.end())
  3009. {
  3010. auto func = (itr->second)();
  3011. return func;
  3012. }
  3013. map<string, boost::function<int16()>>::const_iterator itr2 = get_int16_funcs.find(field);
  3014. if(itr2 != get_int16_funcs.end())
  3015. {
  3016. auto func = (itr2->second)();
  3017. return func;
  3018. }
  3019. map<string, boost::function<int32()>>::const_iterator itr3 = get_int32_funcs.find(field);
  3020. if(itr3 != get_int32_funcs.end())
  3021. {
  3022. auto func = (itr3->second)();
  3023. return func;
  3024. }
  3025. map<string, boost::function<int64()>>::const_iterator itr4 = get_int64_funcs.find(field);
  3026. if(itr4 != get_int64_funcs.end())
  3027. {
  3028. auto func = (itr4->second)();
  3029. return func;
  3030. }
  3031. return 0;
  3032. }
  3033. sint64 Entity::GetInfoStructSInt(std::string field)
  3034. {
  3035. map<string, boost::function<sint8()>>::const_iterator itr = get_sint8_funcs.find(field);
  3036. if(itr != get_sint8_funcs.end())
  3037. {
  3038. auto func = (itr->second)();
  3039. return func;
  3040. }
  3041. map<string, boost::function<sint16()>>::const_iterator itr2 = get_sint16_funcs.find(field);
  3042. if(itr2 != get_sint16_funcs.end())
  3043. {
  3044. auto func = (itr2->second)();
  3045. return func;
  3046. }
  3047. map<string, boost::function<sint32()>>::const_iterator itr3 = get_sint32_funcs.find(field);
  3048. if(itr3 != get_sint32_funcs.end())
  3049. {
  3050. auto func = (itr3->second)();
  3051. return func;
  3052. }
  3053. map<string, boost::function<sint64()>>::const_iterator itr4 = get_sint64_funcs.find(field);
  3054. if(itr4 != get_sint64_funcs.end())
  3055. {
  3056. auto func = (itr4->second)();
  3057. return func;
  3058. }
  3059. return 0;
  3060. }
  3061. bool Entity::SetInfoStructString(std::string field, std::string value)
  3062. {
  3063. map<string, boost::function<void(std::string)>>::const_iterator itr = set_string_funcs.find(field);
  3064. if(itr != set_string_funcs.end())
  3065. {
  3066. (itr->second)(value);
  3067. return true;
  3068. }
  3069. return false;
  3070. }
  3071. bool Entity::SetInfoStructUInt(std::string field, int64 value)
  3072. {
  3073. map<string, boost::function<void(int8)>>::const_iterator itr = set_int8_funcs.find(field);
  3074. if(itr != set_int8_funcs.end())
  3075. {
  3076. (itr->second)((int8)value);
  3077. return true;
  3078. }
  3079. map<string, boost::function<void(int16)>>::const_iterator itr2 = set_int16_funcs.find(field);
  3080. if(itr2 != set_int16_funcs.end())
  3081. {
  3082. (itr2->second)((int16)value);
  3083. return true;
  3084. }
  3085. map<string, boost::function<void(int32)>>::const_iterator itr3 = set_int32_funcs.find(field);
  3086. if(itr3 != set_int32_funcs.end())
  3087. {
  3088. (itr3->second)((int32)value);
  3089. return true;
  3090. }
  3091. map<string, boost::function<void(int64)>>::const_iterator itr4 = set_int64_funcs.find(field);
  3092. if(itr4 != set_int64_funcs.end())
  3093. {
  3094. (itr4->second)(value);
  3095. return true;
  3096. }
  3097. return false;
  3098. }
  3099. bool Entity::SetInfoStructSInt(std::string field, sint64 value)
  3100. {
  3101. map<string, boost::function<void(sint8)>>::const_iterator itr = set_sint8_funcs.find(field);
  3102. if(itr != set_sint8_funcs.end())
  3103. {
  3104. (itr->second)((sint8)value);
  3105. return true;
  3106. }
  3107. map<string, boost::function<void(sint16)>>::const_iterator itr2 = set_sint16_funcs.find(field);
  3108. if(itr2 != set_sint16_funcs.end())
  3109. {
  3110. (itr2->second)((sint16)value);
  3111. return true;
  3112. }
  3113. map<string, boost::function<void(sint32)>>::const_iterator itr3 = set_sint32_funcs.find(field);
  3114. if(itr3 != set_sint32_funcs.end())
  3115. {
  3116. (itr3->second)((sint32)value);
  3117. return true;
  3118. }
  3119. map<string, boost::function<void(sint64)>>::const_iterator itr4 = set_sint64_funcs.find(field);
  3120. if(itr4 != set_sint64_funcs.end())
  3121. {
  3122. (itr4->second)(value);
  3123. return true;
  3124. }
  3125. return false;
  3126. }
  3127. bool Entity::SetInfoStructFloat(std::string field, float value)
  3128. {
  3129. map<string, boost::function<void(float)>>::const_iterator itr = set_float_funcs.find(field);
  3130. if(itr != set_float_funcs.end())
  3131. {
  3132. (itr->second)(value);
  3133. return true;
  3134. }
  3135. return false;
  3136. }
  3137. Entity* Entity::GetOwner() {
  3138. Entity* ent = nullptr;
  3139. if(!GetZone()) {
  3140. return ent;
  3141. }
  3142. Spawn* spawn = GetZone()->GetSpawnByID(owner);
  3143. if ( spawn && spawn->IsEntity() )
  3144. ent = (Entity*)spawn;
  3145. return ent;
  3146. }
  3147. bool Entity::IsEngagedInEncounter(Spawn** res) {
  3148. if(res) {
  3149. *res = nullptr;
  3150. }
  3151. bool ret = false;
  3152. set<int32>::iterator itr;
  3153. MHatedBy.lock();
  3154. if(IsPlayer()) {
  3155. for (itr = HatedBy.begin(); itr != HatedBy.end(); itr++) {
  3156. Spawn* spawn = GetZone()->GetSpawnByID(*itr);
  3157. if (spawn && spawn->IsNPC() && ((NPC*)spawn)->Brain() && (spawn->GetLockedNoLoot() == ENCOUNTER_STATE_LOCKED || spawn->GetLockedNoLoot() == ENCOUNTER_STATE_OVERMATCHED)) {
  3158. if((ret = ((NPC*)spawn)->Brain()->IsPlayerInEncounter(((Player*)this)->GetCharacterID()))) {
  3159. if(res)
  3160. *res = spawn;
  3161. break;
  3162. }
  3163. }
  3164. }
  3165. }
  3166. else {
  3167. for (itr = HatedBy.begin(); itr != HatedBy.end(); itr++) {
  3168. Spawn* spawn = GetZone()->GetSpawnByID(*itr);
  3169. if (spawn && spawn->IsNPC() && ((NPC*)spawn)->Brain() && (spawn->GetLockedNoLoot() == ENCOUNTER_STATE_LOCKED || spawn->GetLockedNoLoot() == ENCOUNTER_STATE_OVERMATCHED)) {
  3170. if((ret = ((NPC*)spawn)->Brain()->IsEntityInEncounter(GetID()))) {
  3171. if(res)
  3172. *res = spawn;
  3173. break;
  3174. }
  3175. }
  3176. }
  3177. }
  3178. MHatedBy.unlock();
  3179. return ret;
  3180. }
  3181. bool Entity::IsEngagedBySpawnID(int32 id) {
  3182. bool ret = false;
  3183. Spawn* spawn = GetZone()->GetSpawnByID(id);
  3184. if (spawn && spawn->IsNPC() && ((NPC*)spawn)->Brain()) {
  3185. ret = ((NPC*)spawn)->Brain()->IsEntityInEncounter(GetID());
  3186. }
  3187. return ret;
  3188. }
  3189. void Entity::SendControlEffectDetailsToClient(Client* client) {
  3190. client->Message(CHANNEL_COLOR_YELLOW, "Current control effects on %s", GetName());
  3191. client->Message(CHANNEL_COLOR_YELLOW, "-------------------------------");
  3192. for (int i = 0; i < CONTROL_MAX_EFFECTS; i++) {
  3193. if(control_effects[i]) {
  3194. MutexList<LuaSpell*>* spells = control_effects[i];
  3195. if(spells->size() > 0) {
  3196. MutexList<LuaSpell*>::iterator itr = spells->begin();
  3197. while(itr.Next()){
  3198. LuaSpell* spell = itr->value;
  3199. if(spell && spell->spell && spell->spell->GetSpellData()) {
  3200. client->Message(CHANNEL_COLOR_YELLOW, "Spell %s (%u) control effect %s", spell->spell->GetName(), spell->spell->GetSpellData()->id, GetControlEffectName(i).c_str());
  3201. }
  3202. }
  3203. }
  3204. }
  3205. }
  3206. client->Message(CHANNEL_COLOR_YELLOW, "-------------------------------");
  3207. }