-Implemented live like spell projectiles (ie mage bolts).

-See function in spells.cpp for more info on bolt behavior.
-This works reasonably well, but still room for improvements.
-Rules are for setting what item id is used for the projectile
since live uses an item id from SOF+ I added alternate item graphic
for titanium clients.
-Note: Max number of projectiles (set at 10) is a made up value in most
situations it would be nearly impossible to have more than 3 bolts
in the air at the same time. This values gives enough wiggle room that no
server should have an issue though.
-Small fix to SE_CompleteHeal
This commit is contained in:
KayenEQ 2014-04-03 04:25:45 -04:00
parent bb541eeb60
commit 2cdd50b9e9
10 changed files with 149 additions and 2 deletions

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@ -1,5 +1,11 @@
EQEMu Changelog (Started on Sept 24, 2003 15:50)
-------------------------------------------------------
== 04/03/2014 ==
Kayen: Implemented live like spell projectiles (ie. Mage Bolts).
Optional SQL: utils/sql/git/optional/2014_04_03_SpellProjectileRules.sql
Note: The rules in this SQL are for setting the item id for the graphic used by the projectile on different clients.
== 04/01/2014 ==
demonstar55: Implemented ability for a merchant to open and close shop.
Lua quest functions: e.self:MerchantOpenShop() and e.self:MerchantCloseShop()

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@ -304,6 +304,9 @@ RULE_BOOL ( Spells, BuffLevelRestrictions, true) //Buffs will not land on low le
RULE_INT ( Spells, RootBreakCheckChance, 70) //Determines chance for a root break check to occur each buff tick.
RULE_INT ( Spells, FearBreakCheckChance, 70) //Determines chance for a fear break check to occur each buff tick.
RULE_INT ( Spells, SuccorFailChance, 2) //Determines chance for a succor spell not to teleport an invidual player
RULE_INT ( Spells, FRProjectileItem_Titanium, 1113) // Item id for Titanium clients for Fire 'spell projectile'.
RULE_INT ( Spells, FRProjectileItem_SOF, 80684) // Item id for SOF clients for Fire 'spell projectile'.
RULE_INT ( Spells, FRProjectileItem_NPC, 80684) // Item id for NPC Fire 'spell projectile'.
RULE_CATEGORY_END()
RULE_CATEGORY( Combat )

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@ -0,0 +1,3 @@
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells:FRProjectileItem_Titanium', '1113', 'Item id for Titanium clients for Fire spell projectile.');
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'FRProjectileItem_SOF', '80684', 'Item id for Titanium clients for Fire spell projectile.');
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'FRProjectileItem_NPC', '80684', 'Item id for Titanium clients for Fire spell projectile.');

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@ -570,6 +570,9 @@ bool Client::Process() {
viral_timer_counter = 0;
}
if(projectile_timer.Check())
SpellProjectileEffect();
if(spellbonuses.GravityEffect == 1) {
if(gravity_timer.Check())
DoGravityEffect();

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@ -5,6 +5,7 @@
#include "../common/spdat.h"
#define HIGHEST_RESIST 9 //Max resist type value
#define MAX_SPELL_PROJECTILE 10 //Max amount of spell projectiles that can be active by a single mob.
/* solar: macros for IsAttackAllowed, IsBeneficialAllowed */
#define _CLIENT(x) (x && x->IsClient() && !x->CastToClient()->IsBecomeNPC())

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@ -276,6 +276,14 @@ Mob::Mob(const char* in_name,
casting_spell_inventory_slot = 0;
target = 0;
for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_spell_id[i] = 0; }
for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_target_id[i] = 0; }
for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_increment[i] = 0; }
for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_x[i] = 0; }
for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_y[i] = 0; }
for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) { projectile_z[i] = 0; }
projectile_timer.Disable();
memset(&itembonuses, 0, sizeof(StatBonuses));
memset(&spellbonuses, 0, sizeof(StatBonuses));
memset(&aabonuses, 0, sizeof(StatBonuses));
@ -4358,6 +4366,49 @@ bool Mob::TryReflectSpell(uint32 spell_id)
return false;
}
void Mob::SpellProjectileEffect()
{
bool time_disable = false;
for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) {
if (projectile_increment[i] == 0){
continue;
}
Mob* target = entity_list.GetMobID(projectile_target_id[i]);
float dist = 0;
if (target)
dist = target->CalculateDistance(projectile_x[i], projectile_y[i], projectile_z[i]);
int increment_end = 0;
increment_end = (dist / 10) - 1; //This pretty accurately determines end time for speed for 1.5 and timer of 250 ms
if (increment_end <= projectile_increment[i]){
if (target && IsValidSpell(projectile_spell_id[i]))
SpellOnTarget(projectile_spell_id[i], target, false, true, spells[projectile_spell_id[i]].ResistDiff, true);
projectile_spell_id[i] = 0;
projectile_target_id[i] = 0;
projectile_x[i] = 0, projectile_y[i] = 0, projectile_z[i] = 0;
projectile_increment[i] = 0;
time_disable = true;
}
else {
projectile_increment[i]++;
time_disable = false;
}
}
if (time_disable)
projectile_timer.Disable();
}
void Mob::DoGravityEffect()
{
Mob *caster = nullptr;

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@ -252,6 +252,7 @@ public:
void SendBuffsToClient(Client *c);
inline Buffs_Struct* GetBuffs() { return buffs; }
void DoGravityEffect();
void SpellProjectileEffect();
void DamageShield(Mob* other, bool spell_ds = false);
int32 RuneAbsorb(int32 damage, uint16 type);
bool FindBuff(uint16 spellid);
@ -1040,6 +1041,12 @@ protected:
uint8 bardsong_slot;
uint32 bardsong_target_id;
Timer projectile_timer;
uint32 projectile_spell_id[MAX_SPELL_PROJECTILE];
uint16 projectile_target_id[MAX_SPELL_PROJECTILE];
uint8 projectile_increment[MAX_SPELL_PROJECTILE];
float projectile_x[MAX_SPELL_PROJECTILE], projectile_y[MAX_SPELL_PROJECTILE], projectile_z[MAX_SPELL_PROJECTILE];
float rewind_x;
float rewind_y;
float rewind_z;

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@ -659,6 +659,9 @@ bool NPC::Process()
viral_timer_counter = 0;
}
if(projectile_timer.Check())
SpellProjectileEffect();
if(spellbonuses.GravityEffect == 1) {
if(gravity_timer.Check())
DoGravityEffect();

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@ -326,7 +326,13 @@ bool Mob::SpellEffect(Mob* caster, uint16 spell_id, float partial)
if(inuse)
break;
Heal();
int32 val = 0;
val = 7500*effect_value;
val = caster->GetActSpellHealing(spell_id, val, this);
if (val > 0)
HealDamage(val, caster);
break;
}

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@ -1830,7 +1830,7 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
}
// check line of sight to target if it's a detrimental spell
if(spell_target && IsDetrimentalSpell(spell_id) && !CheckLosFN(spell_target) && !IsHarmonySpell(spell_id))
if(spell_target && IsDetrimentalSpell(spell_id) && !CheckLosFN(spell_target) && !IsHarmonySpell(spell_id) && spells[spell_id].targettype != ST_TargetOptional)
{
mlog(SPELLS__CASTING, "Spell %d: cannot see target %s", spell_target->GetName());
Message_StringID(13,CANT_SEE_TARGET);
@ -1868,6 +1868,70 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
}
}
/*For mage 'Bolt' line and other various spells.
-This is mostly accurate for how the modern clients handle this effect.
-It was changed at some point to use an actual projectile as done here (opposed to a particle effect in classic)
-The projectile graphic appears to be that of 'Ball of Sunlight' ID 80648 and will be visible to anyone in SoF+
-There is no LOS check to prevent a bolt from being cast. If you don't have LOS your bolt simply goes into whatever barrier
and you lose your mana. If there is LOS the bolt will lock onto your target and the damage is applied when it hits the target.
-If your target moves the bolt moves with it in any direction or angle (consistent with other projectiles).
-The way this is written once a bolt is cast a timer checks the distance from the initial cast to the target repeatedly
and calculates at what predicted time the bolt should hit that target in client_process (therefore accounting for any target movement).
When bolt hits its predicted point the damage is then done to target.
Note: Projectile speed of 1 takes 3 seconds to go 100 distance units. Calculations are based on this constant.
Live Bolt speed: Projectile speed of X takes 5 seconds to go 300 distance units.
Pending Implementation: What this code can not do is prevent damage if the bolt hits a barrier after passing the initial LOS check
because the target has moved while the bolt is in motion. (it is rare to actual get this to occur on live in normal game play)
*/
if (spell_target && spells[spell_id].targettype == ST_TargetOptional){
uint8 anim = spells[spell_id].CastingAnim;
int bolt_id = -1;
//Make sure there is an avialable bolt to be cast.
for (int i = 0; i < MAX_SPELL_PROJECTILE; i++) {
if (projectile_spell_id[i] == 0){
bolt_id = i;
break;
}
}
if (bolt_id < 0)
return false;
if (CheckLosFN(spell_target)) {
projectile_spell_id[bolt_id] = spell_id;
projectile_target_id[bolt_id] = spell_target->GetID();
projectile_x[bolt_id] = GetX(), projectile_y[bolt_id] = GetY(), projectile_z[bolt_id] = GetZ();
projectile_increment[bolt_id] = 1;
projectile_timer.Start(250);
}
//Only use fire graphic for fire spells.
if (spells[spell_id].resisttype == RESIST_FIRE) {
if (IsClient()){
if (CastToClient()->GetClientVersionBit() <= 4) //Titanium needs alternate graphic.
ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_Titanium)), false, 1.5);
else
ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_SOF)), false, 1.5);
}
else
ProjectileAnimation(spell_target,(RuleI(Spells, FRProjectileItem_NPC)), false, 1.5);
if (spells[spell_id].CastingAnim == 64)
anim = 44; //Corrects for animation error.
}
//Pending other types of projectile graphics. (They will function but with a default arrow graphic for now)
else
ProjectileAnimation(spell_target,0, 1, 1.5);
DoAnim(anim, 0, true, IsClient() ? FilterPCSpells : FilterNPCSpells);
return true;
}
//
// Switch #2 - execute the spell
//