Projectiles (ie Arrows) fired from an archery attacks will do damage upon

actually hitting the target, instead of instantly when fired. Consistent
with live.

Optional SQL added to disable this.

Throwing will be implemented in a future update.
This commit is contained in:
KayenEQ 2014-11-27 22:12:13 -05:00
parent 4e3842b9d8
commit 191aa575f8
8 changed files with 323 additions and 126 deletions

View File

@ -1,5 +1,10 @@
EQEMu Changelog (Started on Sept 24, 2003 15:50)
-------------------------------------------------------
== 11/27/2014 ==
Kayen: Projectiles (ie Arrows) fired from archery will now do damage upon impact instead of instantly (consistent w/ live).
Optional SQL: utils/sql/git/optional/2014_11_27_ProjectileDmgOnImpact.sql
== 11/24/2014 ==
Trevius: Spells that modify model size are now limited to 2 size adjustments from the base size.
Trevius: Fix to prevent Mercenaries from being set as Group Leader.

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@ -419,6 +419,7 @@ RULE_INT ( Combat, ArcheryBonusChance, 50)
RULE_INT ( Combat, BerserkerFrenzyStart, 35)
RULE_INT ( Combat, BerserkerFrenzyEnd, 45)
RULE_BOOL ( Combat, OneProcPerWeapon, true) //If enabled, One proc per weapon per round
RULE_BOOL ( Combat, ProjectileDmgOnImpact, true) //If enabled, projectiles (ie arrows) will hit on impact, instead of instantly.
RULE_CATEGORY_END()
RULE_CATEGORY( NPC )

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@ -0,0 +1 @@
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Combat:ProjectileDmgOnImpact', 'true', 'If enabled, projectiles (ie arrows) will hit on impact, instead of instantly.');

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@ -579,6 +579,8 @@ bool Client::Process() {
viral_timer_counter = 0;
}
ProjectileAttack();
if(projectile_timer.Check())
SpellProjectileEffect();

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@ -459,6 +459,20 @@ struct Shielders_Struct {
uint16 shielder_bonus;
};
typedef struct
{
uint16 increment;
uint16 hit_increment;
uint16 target_id;
int32 wpn_dmg;
float origin_x;
float origin_y;
float origin_z;
uint32 ranged_id;
uint32 ammo_id;
uint8 skill;
} tProjatk;
//eventually turn this into a typedef and
//make DoAnim take it instead of int, to enforce its use.
enum { //type arguments to DoAnim

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@ -287,6 +287,21 @@ Mob::Mob(const char* in_name,
for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_z[i] = 0; }
projectile_timer.Disable();
ActiveProjectileATK = false;
for (int i = 0; i < MAX_SPELL_PROJECTILE; i++)
{
ProjectileAtk[i].increment = 0;
ProjectileAtk[i].hit_increment = 0;
ProjectileAtk[i].target_id = 0;
ProjectileAtk[i].wpn_dmg = 0;
ProjectileAtk[i].origin_x = 0.0f;
ProjectileAtk[i].origin_y = 0.0f;
ProjectileAtk[i].origin_z = 0.0f;
ProjectileAtk[i].ranged_id = 0;
ProjectileAtk[i].ammo_id = 0;
ProjectileAtk[i].skill = 0;
}
memset(&itembonuses, 0, sizeof(StatBonuses));
memset(&spellbonuses, 0, sizeof(StatBonuses));
memset(&aabonuses, 0, sizeof(StatBonuses));

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@ -724,7 +724,11 @@ public:
virtual void DoSpecialAttackDamage(Mob *who, SkillUseTypes skill, int32 max_damage, int32 min_damage = 1, int32 hate_override = -1, int ReuseTime = 10, bool HitChance=false, bool CanAvoid=true);
virtual void DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const Item_Struct* item=nullptr, uint16 weapon_damage=0, int16 chance_mod=0,int16 focus=0, int ReuseTime=0);
virtual void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, SkillUseTypes skillinuse, int16 chance_mod=0, int16 focus=0, bool CanRiposte=false, int ReuseTime=0);
virtual void DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const ItemInst* Ammo=nullptr, uint16 weapon_damage=0, int16 chance_mod=0, int16 focus=0, int ReuseTime=0);
virtual void DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon=nullptr, const ItemInst* Ammo=nullptr, uint16 weapon_damage=0, int16 chance_mod=0, int16 focus=0, int ReuseTime=0, uint32 range_id=0, uint32 ammo_id=0, const Item_Struct *AmmoItem=nullptr);
bool TryProjectileAttack(Mob* other, const Item_Struct *item, SkillUseTypes skillInUse, uint16 weapon_dmg, const ItemInst* RangeWeapon, const ItemInst* Ammo);
void ProjectileAttack();
inline bool HasProjectileAttack() const { return ActiveProjectileATK; }
inline void SetProjectileAttack(bool value) { ActiveProjectileATK = value; }
bool CanDoSpecialAttack(Mob *other);
bool Flurry(ExtraAttackOptions *opts);
bool Rampage(ExtraAttackOptions *opts);
@ -1096,6 +1100,9 @@ protected:
uint8 projectile_increment[MAX_SPELL_PROJECTILE];
float projectile_x[MAX_SPELL_PROJECTILE], projectile_y[MAX_SPELL_PROJECTILE], projectile_z[MAX_SPELL_PROJECTILE];
bool ActiveProjectileATK;
tProjatk ProjectileAtk[MAX_SPELL_PROJECTILE];
float rewind_x;
float rewind_y;
float rewind_z;

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@ -789,8 +789,8 @@ void Client::RangedAttack(Mob* other, bool CanDoubleAttack) {
return;
}
SendItemAnimation(GetTarget(), AmmoItem, SkillArchery);
DoArcheryAttackDmg(GetTarget(), RangeWeapon, Ammo);
//Shoots projectile and/or applies the archery damage
DoArcheryAttackDmg(GetTarget(), RangeWeapon, Ammo,0,0,0,0,0,0, AmmoItem);
//EndlessQuiver AA base1 = 100% Chance to avoid consumption arrow.
int ChanceAvoidConsume = aabonuses.ConsumeProjectile + itembonuses.ConsumeProjectile + spellbonuses.ConsumeProjectile;
@ -806,147 +806,206 @@ void Client::RangedAttack(Mob* other, bool CanDoubleAttack) {
CommonBreakInvisible();
}
void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const ItemInst* Ammo, uint16 weapon_damage, int16 chance_mod, int16 focus, int ReuseTime) {
if (!CanDoSpecialAttack(other))
void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const ItemInst* Ammo, uint16 weapon_damage, int16 chance_mod, int16 focus, int ReuseTime,
uint32 range_id, uint32 ammo_id, const Item_Struct *AmmoItem) {
if ((other == nullptr ||
((IsClient() && CastToClient()->dead) ||
(other->IsClient() && other->CastToClient()->dead)) ||
HasDied() ||
(!IsAttackAllowed(other)) ||
(other->GetInvul() ||
other->GetSpecialAbility(IMMUNE_MELEE))))
{
return;
}
if (!other->CheckHitChance(this, SkillArchery, MainPrimary, chance_mod)) {
const ItemInst* _RangeWeapon = nullptr;
const ItemInst* _Ammo = nullptr;
const Item_Struct* ammo_lost = nullptr;
/*
If LaunchProjectile is false this function will do archery damage on target,
otherwise it will shoot the projectile at the target, once the projectile hits target
this function is then run again to do the damage portion
*/
bool LaunchProjectile = false;
bool ProjectileMiss = false;
if (RuleB(Combat, ProjectileDmgOnImpact)){
if (AmmoItem)
LaunchProjectile = true;
else{
/*
Item sync check on projectile landing.
Weapon damage is already calculated so this only affects procs!
Ammo proc check will use database to find proc if you used up your last ammo.
If you change range item mid projectile flight, you loose your chance to proc from bow (Deal with it!).
*/
if (!RangeWeapon && !Ammo && range_id && ammo_id){
if (weapon_damage == 0)
ProjectileMiss = true; //This indicates that MISS was originally calculated.
if (IsClient()){
_RangeWeapon = CastToClient()->m_inv[MainRange];
if (!_RangeWeapon || _RangeWeapon->GetItem()->ID != range_id)
RangeWeapon = nullptr;
else
RangeWeapon = _RangeWeapon;
_Ammo = CastToClient()->m_inv[MainAmmo];
if (!_Ammo || _Ammo->GetItem()->ID != ammo_id)
ammo_lost = database.GetItem(ammo_id);
else
Ammo = _Ammo;
}
}
}
}
else if (AmmoItem)
SendItemAnimation(other, AmmoItem, SkillArchery);
if (ProjectileMiss || !other->CheckHitChance(this, SkillArchery, MainPrimary, chance_mod)) {
mlog(COMBAT__RANGED, "Ranged attack missed %s.", other->GetName());
other->Damage(this, 0, SPELL_UNKNOWN, SkillArchery);
if (LaunchProjectile){
TryProjectileAttack(other, AmmoItem, SkillArchery, 0, RangeWeapon, Ammo);
return;
}
else
other->Damage(this, 0, SPELL_UNKNOWN, SkillArchery);
} else {
mlog(COMBAT__RANGED, "Ranged attack hit %s.", other->GetName());
bool HeadShot = false;
uint32 HeadShot_Dmg = TryHeadShot(other, SkillArchery);
if (HeadShot_Dmg)
HeadShot = true;
bool HeadShot = false;
uint32 HeadShot_Dmg = TryHeadShot(other, SkillArchery);
if (HeadShot_Dmg)
HeadShot = true;
int32 hate = 0;
int32 TotalDmg = 0;
int16 WDmg = 0;
int16 ADmg = 0;
if (!weapon_damage){
WDmg = GetWeaponDamage(other, RangeWeapon);
ADmg = GetWeaponDamage(other, Ammo);
}
else
WDmg = weapon_damage;
int32 TotalDmg = 0;
int16 WDmg = 0;
int16 ADmg = 0;
if (!weapon_damage){
WDmg = GetWeaponDamage(other, RangeWeapon);
ADmg = GetWeaponDamage(other, Ammo);
}
else
WDmg = weapon_damage;
if (LaunchProjectile){//1: Shoot the Projectile once we calculate weapon damage.
TryProjectileAttack(other, AmmoItem, SkillArchery, WDmg, RangeWeapon, Ammo);
return;
}
if (focus) //From FcBaseEffects
WDmg += WDmg*focus/100;
if (focus) //From FcBaseEffects
WDmg += WDmg*focus/100;
if((WDmg > 0) || (ADmg > 0)) {
if(WDmg < 0)
WDmg = 0;
if(ADmg < 0)
ADmg = 0;
uint32 MaxDmg = (RuleR(Combat, ArcheryBaseDamageBonus)*(WDmg+ADmg)*GetDamageTable(SkillArchery)) / 100;
int32 hate = ((WDmg+ADmg));
if (HeadShot)
MaxDmg = HeadShot_Dmg;
uint16 bonusArcheryDamageModifier = aabonuses.ArcheryDamageModifier + itembonuses.ArcheryDamageModifier + spellbonuses.ArcheryDamageModifier;
MaxDmg += MaxDmg*bonusArcheryDamageModifier / 100;
mlog(COMBAT__RANGED, "Bow DMG %d, Arrow DMG %d, Max Damage %d.", WDmg, ADmg, MaxDmg);
bool dobonus = false;
if(GetClass() == RANGER && GetLevel() > 50)
{
int bonuschance = RuleI(Combat, ArcheryBonusChance);
bonuschance = mod_archery_bonus_chance(bonuschance, RangeWeapon);
if( !RuleB(Combat, UseArcheryBonusRoll) || (MakeRandomInt(1, 100) < bonuschance) )
{
if(RuleB(Combat, ArcheryBonusRequiresStationary))
{
if(other->IsNPC() && !other->IsMoving() && !other->IsRooted())
{
dobonus = true;
}
}
else
{
dobonus = true;
}
}
if(dobonus)
{
MaxDmg *= 2;
hate *= 2;
MaxDmg = mod_archery_bonus_damage(MaxDmg, RangeWeapon);
mlog(COMBAT__RANGED, "Ranger. Double damage success roll, doubling damage to %d", MaxDmg);
Message_StringID(MT_CritMelee, BOW_DOUBLE_DAMAGE);
}
}
if (MaxDmg == 0)
MaxDmg = 1;
if(RuleB(Combat, UseIntervalAC))
TotalDmg = MaxDmg;
else
TotalDmg = MakeRandomInt(1, MaxDmg);
int minDmg = 1;
if(GetLevel() > 25){
//twice, for ammo and weapon
TotalDmg += (2*((GetLevel()-25)/3));
minDmg += (2*((GetLevel()-25)/3));
minDmg += minDmg * GetMeleeMinDamageMod_SE(SkillArchery) / 100;
hate += (2*((GetLevel()-25)/3));
}
if (!HeadShot)
other->AvoidDamage(this, TotalDmg, false);
other->MeleeMitigation(this, TotalDmg, minDmg);
if(TotalDmg > 0)
{
ApplyMeleeDamageBonus(SkillArchery, TotalDmg);
TotalDmg += other->GetFcDamageAmtIncoming(this, 0, true, SkillArchery);
TotalDmg += (itembonuses.HeroicDEX / 10) + (TotalDmg * other->GetSkillDmgTaken(SkillArchery) / 100) + GetSkillDmgAmt(SkillArchery);
TotalDmg = mod_archery_damage(TotalDmg, dobonus, RangeWeapon);
TryCriticalHit(other, SkillArchery, TotalDmg);
other->AddToHateList(this, hate, 0, false);
CheckNumHitsRemaining(NUMHIT_OutgoingHitSuccess);
}
}
else
TotalDmg = -5;
if((WDmg > 0) || (ADmg > 0)) {
if(WDmg < 0)
WDmg = 0;
if(ADmg < 0)
ADmg = 0;
uint32 MaxDmg = (RuleR(Combat, ArcheryBaseDamageBonus)*(WDmg+ADmg)*GetDamageTable(SkillArchery)) / 100;
hate = ((WDmg+ADmg));
if (HeadShot)
entity_list.MessageClose_StringID(this, false, 200, MT_CritMelee, FATAL_BOW_SHOT, GetName());
other->Damage(this, TotalDmg, SPELL_UNKNOWN, SkillArchery);
if (TotalDmg > 0 && HasSkillProcSuccess() && GetTarget() && other && !other->HasDied()){
if (ReuseTime)
TrySkillProc(other, SkillArchery, ReuseTime);
else
TrySkillProc(other, SkillArchery, 0, true, MainRange);
MaxDmg = HeadShot_Dmg;
uint16 bonusArcheryDamageModifier = aabonuses.ArcheryDamageModifier + itembonuses.ArcheryDamageModifier + spellbonuses.ArcheryDamageModifier;
MaxDmg += MaxDmg*bonusArcheryDamageModifier / 100;
mlog(COMBAT__RANGED, "Bow DMG %d, Arrow DMG %d, Max Damage %d.", WDmg, ADmg, MaxDmg);
bool dobonus = false;
if(GetClass() == RANGER && GetLevel() > 50){
int bonuschance = RuleI(Combat, ArcheryBonusChance);
bonuschance = mod_archery_bonus_chance(bonuschance, RangeWeapon);
if( !RuleB(Combat, UseArcheryBonusRoll) || (MakeRandomInt(1, 100) < bonuschance)){
if(RuleB(Combat, ArcheryBonusRequiresStationary)){
if(other->IsNPC() && !other->IsMoving() && !other->IsRooted())
dobonus = true;
}
else
dobonus = true;
}
if(dobonus){
MaxDmg *= 2;
hate *= 2;
MaxDmg = mod_archery_bonus_damage(MaxDmg, RangeWeapon);
mlog(COMBAT__RANGED, "Ranger. Double damage success roll, doubling damage to %d", MaxDmg);
Message_StringID(MT_CritMelee, BOW_DOUBLE_DAMAGE);
}
}
if (MaxDmg == 0)
MaxDmg = 1;
if(RuleB(Combat, UseIntervalAC))
TotalDmg = MaxDmg;
else
TotalDmg = MakeRandomInt(1, MaxDmg);
int minDmg = 1;
if(GetLevel() > 25){
//twice, for ammo and weapon
TotalDmg += (2*((GetLevel()-25)/3));
minDmg += (2*((GetLevel()-25)/3));
minDmg += minDmg * GetMeleeMinDamageMod_SE(SkillArchery) / 100;
hate += (2*((GetLevel()-25)/3));
}
if (!HeadShot)
other->AvoidDamage(this, TotalDmg, false);
other->MeleeMitigation(this, TotalDmg, minDmg);
if(TotalDmg > 0){
CommonOutgoingHitSuccess(other, TotalDmg, SkillArchery);
TotalDmg = mod_archery_damage(TotalDmg, dobonus, RangeWeapon);
}
}
else
TotalDmg = -5;
if (HeadShot)
entity_list.MessageClose_StringID(this, false, 200, MT_CritMelee, FATAL_BOW_SHOT, GetName());
other->AddToHateList(this, hate, 0, false);
other->Damage(this, TotalDmg, SPELL_UNKNOWN, SkillArchery);
//Skill Proc Success
if (TotalDmg > 0 && HasSkillProcSuccess() && other && !other->HasDied()){
if (ReuseTime)
TrySkillProc(other, SkillArchery, ReuseTime);
else
TrySkillProc(other, SkillArchery, 0, true, MainRange);
}
}
//try proc on hits and misses
if((RangeWeapon != nullptr) && GetTarget() && other && !other->HasDied()){
if (LaunchProjectile)
return;//Shouldn't reach this point, but just in case.
//Weapon Proc
if(!RangeWeapon && other && !other->HasDied())
TryWeaponProc(RangeWeapon, other, MainRange);
}
//Arrow procs because why not?
if((Ammo != NULL) && GetTarget() && other && !other->HasDied())
{
TryWeaponProc(Ammo, other, MainRange);
}
//Ammo Proc
if (ammo_lost)
TryWeaponProc(nullptr, ammo_lost, other, MainRange);
else if(Ammo && other && !other->HasDied())
TryWeaponProc(Ammo, other, MainRange);
if (HasSkillProcs() && GetTarget() && other && !other->HasDied()){
//Skill Proc
if (HasSkillProcs() && other && !other->HasDied()){
if (ReuseTime)
TrySkillProc(other, SkillArchery, ReuseTime);
else
@ -954,6 +1013,99 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Item
}
}
bool Mob::TryProjectileAttack(Mob* other, const Item_Struct *item, SkillUseTypes skillInUse, uint16 weapon_dmg, const ItemInst* RangeWeapon, const ItemInst* Ammo){
if (!other)
return false;
int slot = -1;
//Make sure there is an avialable slot.
for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) {
if (ProjectileAtk[i].target_id == 0){
slot = i;
break;
}
}
if (slot < 0)
return false;
float distance = other->CalculateDistance(GetX(), GetY(), GetZ());
float hit = 60.0f + (distance / 1.8f); //Calcuation: 60 = Animation Lag, 1.8 = Speed modifier for speed of (4)
ProjectileAtk[slot].increment = 1;
ProjectileAtk[slot].hit_increment = hit; //This projected hit time if target does NOT MOVE
ProjectileAtk[slot].target_id = other->GetID();
ProjectileAtk[slot].wpn_dmg = weapon_dmg;
ProjectileAtk[slot].origin_x = GetX();
ProjectileAtk[slot].origin_y = GetY();
ProjectileAtk[slot].origin_z = GetZ();
ProjectileAtk[slot].ranged_id = RangeWeapon->GetItem()->ID;
ProjectileAtk[slot].ammo_id = Ammo->GetItem()->ID;
ProjectileAtk[slot].skill = skillInUse;
SetProjectileAttack(true);
if(item)
SendItemAnimation(other, item, skillInUse);
else if (IsNPC())
ProjectileAnimation(other, 0,false,0,0,0,0,CastToNPC()->GetAmmoIDfile(),skillInUse);
return true;
}
void Mob::ProjectileAttack()
{
if (!HasProjectileAttack())
return;;
Mob* target = nullptr;
bool disable = true;
for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) {
if (ProjectileAtk[i].increment == 0){
continue;
}
disable = false;
Mob* target = entity_list.GetMobID(ProjectileAtk[i].target_id);
float distance = 0.0f;
if (target && IsMoving()){ //Only recalculate hit increment if target moving
distance = target->CalculateDistance(ProjectileAtk[i].origin_x, ProjectileAtk[i].origin_y, ProjectileAtk[i].origin_z);
float hit = 60.0f + (distance / 1.8f); //Calcuation: 60 = Animation Lag, 1.8 = Speed modifier for speed of (4)
ProjectileAtk[i].hit_increment = static_cast<uint16>(hit);
}
if (ProjectileAtk[i].hit_increment <= ProjectileAtk[i].increment){
if (ProjectileAtk[i].skill == SkillArchery)
DoArcheryAttackDmg(target, nullptr, nullptr,ProjectileAtk[i].wpn_dmg,0,0,0,ProjectileAtk[i].ranged_id, ProjectileAtk[i].ammo_id);
ProjectileAtk[i].increment = 0;
ProjectileAtk[i].target_id = 0;
ProjectileAtk[i].wpn_dmg = 0;
ProjectileAtk[i].origin_x = 0.0f;
ProjectileAtk[i].origin_y = 0.0f;
ProjectileAtk[i].origin_z = 0.0f;
ProjectileAtk[i].ranged_id = 0;
ProjectileAtk[i].ammo_id = 0;
ProjectileAtk[i].skill = 0;
}
else {
ProjectileAtk[i].increment++;
}
}
if (disable)
SetProjectileAttack(false);
}
void NPC::RangedAttack(Mob* other)
{