mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-31 13:16:39 +00:00
Merge branch 'master' into inv2
This commit is contained in:
+3
-2
@@ -3650,6 +3650,7 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
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(frontal_stun_resist && zone->random.Roll(frontal_stun_resist))) &&
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!attacker->BehindMob(this, attacker->GetX(), attacker->GetY())) {
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Log.Out(Logs::Detail, Logs::Combat, "Frontal stun resisted. %d chance.", frontal_stun_resist);
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} else {
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// Normal stun resist check.
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if (stun_resist && zone->random.Roll(stun_resist)) {
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@@ -3994,7 +3995,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const ItemData *weapon, Mob *on, u
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// We can proc once here, either weapon or one aug
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bool proced = false; // silly bool to prevent augs from going if weapon does
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skillinuse = GetSkillByItemType(weapon->ItemType);
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if (weapon->Proc.Type == ET_CombatProc) {
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if (weapon->Proc.Type == ET_CombatProc && IsValidSpell(weapon->Proc.Effect)) {
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float WPC = ProcChance * (100.0f + // Proc chance for this weapon
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static_cast<float>(weapon->ProcRate)) / 100.0f;
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if (zone->random.Roll(WPC)) { // 255 dex = 0.084 chance of proc. No idea what this number should be really.
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@@ -4032,7 +4033,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const ItemData *weapon, Mob *on, u
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if (!aug)
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continue;
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if (aug->Proc.Type == ET_CombatProc) {
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if (aug->Proc.Type == ET_CombatProc && IsValidSpell(aug->Proc.Effect)) {
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float APC = ProcChance * (100.0f + // Proc chance for this aug
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static_cast<float>(aug->ProcRate)) / 100.0f;
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if (zone->random.Roll(APC)) {
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+1
-1
@@ -1291,7 +1291,7 @@ protected:
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bool client_data_loaded;
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int16 GetFocusEffect(focusType type, uint16 spell_id);
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int16 GetSympatheticFocusEffect(focusType type, uint16 spell_id);
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uint16 GetSympatheticFocusEffect(focusType type, uint16 spell_id);
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Mob* bind_sight_target;
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@@ -2607,7 +2607,7 @@ void Client::Handle_OP_AltCurrencyReclaim(const EQApplicationPacket *app)
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++iter;
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}
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if (item_id == 0) {
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if (item_id == 0 || reclaim->count == 0) {
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return;
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}
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@@ -13319,6 +13319,10 @@ void Client::Handle_OP_Trader(const EQApplicationPacket *app)
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if (database.GetItem(gis->Items[i])) {
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database.SaveTraderItem(this->CharacterID(), gis->Items[i], gis->SerialNumber[i],
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gis->Charges[i], ints->ItemCost[i], i);
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auto inst = FindTraderItemBySerialNumber(gis->SerialNumber[i]);
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if(inst)
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inst->SetPrice(ints->ItemCost[i]);
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}
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else {
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//return; //sony doesnt memset so assume done on first bad item
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@@ -3429,6 +3429,16 @@ XS(XS__clear_npctype_cache)
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XSRETURN_EMPTY;
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}
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XS(XS__reloadzonestaticdata);
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XS(XS__reloadzonestaticdata)
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{
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dXSARGS;
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quest_manager.ReloadZoneStaticData();
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XSRETURN_EMPTY;
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}
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XS(XS__qs_send_query);
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XS(XS__qs_send_query)
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{
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@@ -3686,6 +3696,7 @@ EXTERN_C XS(boot_quest)
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newXS(strcpy(buf, "qs_send_query"), XS__qs_send_query, file);
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newXS(strcpy(buf, "rain"), XS__rain, file);
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newXS(strcpy(buf, "rebind"), XS__rebind, file);
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newXS(strcpy(buf, "reloadzonestaticdata"), XS__reloadzonestaticdata, file);
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newXS(strcpy(buf, "removetitle"), XS__removetitle, file);
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newXS(strcpy(buf, "repopzone"), XS__repopzone, file);
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newXS(strcpy(buf, "resettaskactivity"), XS__resettaskactivity, file);
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@@ -1242,6 +1242,10 @@ void lua_clear_npctype_cache(int npctype_id) {
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quest_manager.ClearNPCTypeCache(npctype_id);
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}
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void lua_reloadzonestaticdata() {
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quest_manager.ReloadZoneStaticData();
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}
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double lua_clock() {
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timeval read_time;
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gettimeofday(&read_time, nullptr);
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@@ -1592,6 +1596,7 @@ luabind::scope lua_register_general() {
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luabind::def("enable_recipe", &lua_enable_recipe),
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luabind::def("disable_recipe", &lua_disable_recipe),
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luabind::def("clear_npctype_cache", &lua_clear_npctype_cache),
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luabind::def("reloadzonestaticdata", &lua_reloadzonestaticdata),
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luabind::def("clock", &lua_clock),
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luabind::def("create_npc", &lua_create_npc),
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luabind::def("debug", (void(*)(std::string))&lua_debug),
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+29
-24
@@ -3616,36 +3616,41 @@ bool Mob::TryFadeEffect(int slot)
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void Mob::TrySympatheticProc(Mob *target, uint32 spell_id)
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{
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if(target == nullptr || !IsValidSpell(spell_id))
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if(target == nullptr || !IsValidSpell(spell_id) || !IsClient())
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return;
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int focus_spell = CastToClient()->GetSympatheticFocusEffect(focusSympatheticProc,spell_id);
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uint16 focus_spell = CastToClient()->GetSympatheticFocusEffect(focusSympatheticProc,spell_id);
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if(IsValidSpell(focus_spell)){
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int focus_trigger = spells[focus_spell].base2[0];
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// For beneficial spells, if the triggered spell is also beneficial then proc it on the target
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// if the triggered spell is detrimental, then it will trigger on the caster(ie cursed items)
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if(IsBeneficialSpell(spell_id))
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{
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if(IsBeneficialSpell(focus_trigger))
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SpellFinished(focus_trigger, target);
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if(!IsValidSpell(focus_spell))
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return;
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else
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SpellFinished(focus_trigger, this, 10, 0, -1, spells[focus_trigger].ResistDiff);
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}
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// For detrimental spells, if the triggered spell is beneficial, then it will land on the caster
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// if the triggered spell is also detrimental, then it will land on the target
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else
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{
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if(IsBeneficialSpell(focus_trigger))
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SpellFinished(focus_trigger, this);
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uint16 focus_trigger = GetSympatheticSpellProcID(focus_spell);
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else
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SpellFinished(focus_trigger, target, 10, 0, -1, spells[focus_trigger].ResistDiff);
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}
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if(!IsValidSpell(focus_trigger))
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return;
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CheckNumHitsRemaining(NumHit::MatchingSpells, -1, focus_spell);
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}
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// For beneficial spells, if the triggered spell is also beneficial then proc it on the target
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// if the triggered spell is detrimental, then it will trigger on the caster(ie cursed items)
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if(IsBeneficialSpell(spell_id))
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{
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if(IsBeneficialSpell(focus_trigger))
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SpellFinished(focus_trigger, target);
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else
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SpellFinished(focus_trigger, this, 10, 0, -1, spells[focus_trigger].ResistDiff);
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}
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// For detrimental spells, if the triggered spell is beneficial, then it will land on the caster
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// if the triggered spell is also detrimental, then it will land on the target
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else
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{
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if(IsBeneficialSpell(focus_trigger))
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SpellFinished(focus_trigger, this);
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else
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SpellFinished(focus_trigger, target, 10, 0, -1, spells[focus_trigger].ResistDiff);
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}
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CheckNumHitsRemaining(NumHit::MatchingSpells, -1, focus_spell);
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}
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int32 Mob::GetItemStat(uint32 itemid, const char *identifier)
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@@ -1067,6 +1067,8 @@ protected:
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void PrintRoute();
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virtual float GetSympatheticProcChances(uint16 spell_id, int16 ProcRateMod, int32 ItemProcRate = 0);
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int16 GetSympatheticSpellProcRate(uint16 spell_id);
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uint16 GetSympatheticSpellProcID(uint16 spell_id);
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enum {MAX_PROCS = 4};
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tProc PermaProcs[MAX_PROCS];
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+1
-3
@@ -1839,7 +1839,7 @@ void NPC::PetOnSpawn(NewSpawn_Struct* ns)
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if(swarmOwner->IsClient())
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{
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SetPetOwnerClient(true); //Simple flag to determine if pet belongs to a client
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SetAllowBeneficial(1);//Allow temp pets to receive buffs and heals if owner is client.
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SetAllowBeneficial(true);//Allow temp pets to receive buffs and heals if owner is client.
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//This will allow CLIENT swarm pets NOT to be targeted with F8.
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ns->spawn.targetable_with_hotkey = 0;
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no_target_hotkey = 1;
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@@ -2258,8 +2258,6 @@ bool NPC::CanTalk()
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0,0,420,0,0,0,0,425,0,0,0,0,0,0,0,433,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,458,0,0,0,0,0,0,0,0,467,0,0,470,0,0,473};
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int talk_check = TalkRace[GetRace() - 1];
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if (TalkRace[GetRace() - 1] > 0)
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return true;
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@@ -1478,6 +1478,11 @@ int32 PathManager::AddNode(float x, float y, float z, float best_z, int32 reques
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{
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for(uint32 i = 0; i < Head.PathNodeCount; ++i)
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{
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if(PathNodes[i].id - new_id > 1) {
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new_id = PathNodes[i].id - 1;
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break;
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}
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if(PathNodes[i].id > new_id)
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new_id = PathNodes[i].id;
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}
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@@ -2530,6 +2530,32 @@ XS(XS_NPC_ClearLastName)
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XSRETURN_EMPTY;
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}
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XS(XS_NPC_GetCombatState); /* prototype to pass -Wmissing-prototypes */
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XS(XS_NPC_GetCombatState)
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{
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dXSARGS;
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if (items != 1)
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Perl_croak(aTHX_ "Usage: NPC::GetCombatState(THIS)");
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{
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NPC * THIS;
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bool RETVAL;
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if (sv_derived_from(ST(0), "NPC")) {
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IV tmp = SvIV((SV*)SvRV(ST(0)));
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THIS = INT2PTR(NPC *,tmp);
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}
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else
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Perl_croak(aTHX_ "THIS is not of type NPC");
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if(THIS == nullptr)
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Perl_croak(aTHX_ "THIS is nullptr, avoiding crash.");
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RETVAL = THIS->GetCombatEvent();
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ST(0) = boolSV(RETVAL);
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sv_2mortal(ST(0));
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}
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XSRETURN(1);
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}
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#ifdef __cplusplus
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extern "C"
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#endif
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@@ -2643,6 +2669,7 @@ XS(boot_NPC)
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newXSproto(strcpy(buf, "RemoveDefensiveProc"), XS_NPC_RemoveDefensiveProc, file, "$$");
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newXSproto(strcpy(buf, "ChangeLastName"), XS_NPC_ChangeLastName, file, "$:$");
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newXSproto(strcpy(buf, "ClearLastName"), XS_NPC_ClearLastName, file, "$");
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newXSproto(strcpy(buf, "GetCombatState"), XS_NPC_GetCombatState, file, "$");
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XSRETURN_YES;
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}
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@@ -2927,6 +2927,13 @@ void QuestManager::ClearNPCTypeCache(int npctype_id) {
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}
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}
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void QuestManager::ReloadZoneStaticData()
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{
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if (zone) {
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zone->ReloadStaticData();
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}
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}
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Client *QuestManager::GetInitiator() const {
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if(!quests_running_.empty()) {
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running_quest e = quests_running_.top();
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@@ -249,6 +249,7 @@ public:
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bool EnableRecipe(uint32 recipe_id);
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bool DisableRecipe(uint32 recipe_id);
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void ClearNPCTypeCache(int npctype_id);
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void ReloadZoneStaticData();
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Client *GetInitiator() const;
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NPC *GetNPC() const;
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+27
-8
@@ -5177,13 +5177,12 @@ int16 Mob::CalcFocusEffect(focusType type, uint16 focus_id, uint16 spell_id, boo
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return(value*lvlModifier/100);
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}
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int16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
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uint16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
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if (IsBardSong(spell_id))
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return 0;
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uint16 proc_spellid = 0;
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uint8 MAX_SYMPATHETIC = 10;
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float ProcChance = 0.0f;
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std::vector<int> SympatheticProcList;
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@@ -5195,7 +5194,7 @@ int16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
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for(int x = EmuConstants::EQUIPMENT_BEGIN; x <= EmuConstants::EQUIPMENT_END; x++)
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{
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if (SympatheticProcList.size() > MAX_SYMPATHETIC)
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if (SympatheticProcList.size() > MAX_SYMPATHETIC_PROCS)
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continue;
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TempItem = nullptr;
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@@ -5215,7 +5214,7 @@ int16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
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for (int y = AUG_BEGIN; y < EmuConstants::ITEM_COMMON_SIZE; ++y)
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{
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if (SympatheticProcList.size() > MAX_SYMPATHETIC)
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if (SympatheticProcList.size() > MAX_SYMPATHETIC_PROCS)
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continue;
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ItemInst *aug = nullptr;
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@@ -5243,18 +5242,18 @@ int16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
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int buff_max = GetMaxTotalSlots();
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for (buff_slot = 0; buff_slot < buff_max; buff_slot++) {
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if (SympatheticProcList.size() > MAX_SYMPATHETIC)
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if (SympatheticProcList.size() > MAX_SYMPATHETIC_PROCS)
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continue;
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focusspellid = buffs[buff_slot].spellid;
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if (IsValidSpell(focusspellid))
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if (!IsValidSpell(focusspellid))
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continue;
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proc_spellid = CalcFocusEffect(type, focusspellid, spell_id);
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if (IsValidSpell(proc_spellid)){
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ProcChance = GetSympatheticProcChances(spell_id, spells[focusspellid].base[0]);
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ProcChance = GetSympatheticProcChances(spell_id, GetSympatheticSpellProcRate(spell_id));
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if(zone->random.Roll(ProcChance))
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SympatheticProcList.push_back(proc_spellid);
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}
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@@ -5275,7 +5274,7 @@ int16 Client::GetSympatheticFocusEffect(focusType type, uint16 spell_id) {
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if (aa_AA < 1 || aa_value < 1)
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continue;
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if (SympatheticProcList.size() > MAX_SYMPATHETIC)
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if (SympatheticProcList.size() > MAX_SYMPATHETIC_PROCS)
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continue;
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proc_spellid = CalcAAFocus(type, aa_AA, spell_id);
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@@ -5930,6 +5929,26 @@ float Mob::GetSympatheticProcChances(uint16 spell_id, int16 ProcRateMod, int32 I
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return ProcChance;
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}
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int16 Mob::GetSympatheticSpellProcRate(uint16 spell_id)
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{
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for (int i = 0; i < EFFECT_COUNT; i++){
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if (spells[spell_id].effectid[i] == SE_SympatheticProc)
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return spells[spell_id].base[i];
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}
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return 0;
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}
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uint16 Mob::GetSympatheticSpellProcID(uint16 spell_id)
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{
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for (int i = 0; i < EFFECT_COUNT; i++){
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if (spells[spell_id].effectid[i] == SE_SympatheticProc)
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return spells[spell_id].base2[i];
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}
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return 0;
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}
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bool Mob::DoHPToManaCovert(uint16 mana_cost)
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{
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if (spellbonuses.HPToManaConvert){
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+1
-1
@@ -2151,7 +2151,7 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
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// it can affect up to 7 people if the targeted group is not our own
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// Allow pets who cast group spells to affect the group.
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if (spell_target->IsPetOwnerClient()){
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if (spell_target->IsPetOwnerClient() && IsPetOwnerClient()){
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Mob* owner = spell_target->GetOwner();
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if (owner)
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+8
-1
@@ -1583,6 +1583,8 @@ void Client::BuyTraderItem(TraderBuy_Struct* tbs, Client* Trader, const EQApplic
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return;
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}
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tbs->Price = BuyItem->GetPrice();
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Log.Out(Logs::Detail, Logs::Trading, "Buyitem: Name: %s, IsStackable: %i, Requested Quantity: %i, Charges on Item %i",
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BuyItem->GetItem()->Name, BuyItem->IsStackable(), tbs->Quantity, BuyItem->GetCharges());
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// If the item is not stackable, then we can only be buying one of them.
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@@ -1650,7 +1652,12 @@ void Client::BuyTraderItem(TraderBuy_Struct* tbs, Client* Trader, const EQApplic
|
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outtbs->Price = TotalCost;
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}
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this->TakeMoneyFromPP(TotalCost);
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if(!TakeMoneyFromPP(TotalCost)) {
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database.SetHackerFlag(account_name, name, "Attempted to buy something in bazaar but did not have enough money.");
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TradeRequestFailed(app);
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safe_delete(outapp);
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return;
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}
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Log.Out(Logs::Detail, Logs::Trading, "Customer Paid: %d in Copper", TotalCost);
|
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|
||||
|
||||
Reference in New Issue
Block a user