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