Rework combat to make use of a struct to fix some bugs

This commit is contained in:
Michael Cook (mackal)
2017-01-28 19:38:44 -05:00
parent e300f82c28
commit 37e87e8cef
12 changed files with 893 additions and 1085 deletions
+13 -14
View File
@@ -162,21 +162,22 @@ public:
// 13 = Primary (default), 14 = secondary
virtual bool Attack(Mob* other, int Hand = EQEmu::inventory::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = false,
bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr) = 0;
void DoAttack(Mob *other, DamageHitInfo &hit, ExtraAttackOptions *opts = nullptr);
int MonkSpecialAttack(Mob* other, uint8 skill_used);
virtual void TryBackstab(Mob *other,int ReuseTime = 10);
bool AvoidDamage(Mob* attacker, int &damage, int hand);
bool AvoidDamage(Mob *attacker, DamageHitInfo &hit);
int compute_tohit(EQEmu::skills::SkillType skillinuse);
int GetTotalToHit(EQEmu::skills::SkillType skill, int chance_mod); // compute_tohit + spell bonuses
int compute_defense();
int GetTotalDefense(); // compute_defense + spell bonuses
bool CheckHitChance(Mob* attacker, EQEmu::skills::SkillType skillinuse, int chance_mod = 0);
virtual void TryCriticalHit(Mob *defender, uint16 skill, int &damage, int min_damage, ExtraAttackOptions *opts = nullptr);
void TryPetCriticalHit(Mob *defender, uint16 skill, int &damage);
virtual bool TryFinishingBlow(Mob *defender, EQEmu::skills::SkillType skillinuse, int &damage);
bool CheckHitChance(Mob* attacker, DamageHitInfo &hit);
void TryCriticalHit(Mob *defender, DamageHitInfo &hit, ExtraAttackOptions *opts = nullptr);
void TryPetCriticalHit(Mob *defender, DamageHitInfo &hit);
virtual bool TryFinishingBlow(Mob *defender, int &damage);
int TryHeadShot(Mob* defender, EQEmu::skills::SkillType skillInUse);
int TryAssassinate(Mob* defender, EQEmu::skills::SkillType skillInUse, uint16 ReuseTime);
int TryAssassinate(Mob* defender, EQEmu::skills::SkillType skillInUse);
virtual void DoRiposte(Mob* defender);
void ApplyMeleeDamageBonus(uint16 skill, int &damage,ExtraAttackOptions *opts = nullptr);
void ApplyMeleeDamageMods(uint16 skill, int &damage, Mob * defender = nullptr, ExtraAttackOptions *opts = nullptr);
int ACSum();
int offense(EQEmu::skills::SkillType skill);
void CalcAC() { mitigation_ac = ACSum(); }
@@ -184,12 +185,12 @@ public:
double GetSoftcapReturns();
int GetClassRaceACBonus();
inline int GetMitigationAC() { return mitigation_ac; }
void MeleeMitigation(Mob *attacker, int &damage, int base_damage, int offense, EQEmu::skills::SkillType, ExtraAttackOptions *opts = nullptr);
double RollD20(double offense, double mitigation); // CALL THIS FROM THE DEFENDER
void MeleeMitigation(Mob *attacker, DamageHitInfo &hit, ExtraAttackOptions *opts = nullptr);
double RollD20(int offense, int mitigation); // CALL THIS FROM THE DEFENDER
bool CombatRange(Mob* other);
virtual inline bool IsBerserk() { return false; } // only clients
void RogueEvade(Mob *other);
void CommonOutgoingHitSuccess(Mob* defender, int &damage, int min_damage, int min_mod, EQEmu::skills::SkillType skillInUse, ExtraAttackOptions *opts = nullptr);
void CommonOutgoingHitSuccess(Mob *defender, DamageHitInfo &hit, ExtraAttackOptions *opts = nullptr);
void BreakInvisibleSpells();
virtual void CancelSneakHide();
void CommonBreakInvisible();
@@ -794,7 +795,7 @@ public:
uint8 GetWeaponDamageBonus(const EQEmu::ItemData* weapon, bool offhand = false);
const DamageTable &GetDamageTable() const;
void ApplyDamageTable(int &damage, int offense);
void ApplyDamageTable(DamageHitInfo &hit);
virtual int GetHandToHandDamage(void);
bool CanThisClassDoubleAttack(void) const;
@@ -817,7 +818,7 @@ public:
int32 AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTic, Mob* attacker);
int32 ReduceAllDamage(int32 damage);
void DoSpecialAttackDamage(Mob *who, EQEmu::skills::SkillType skill, int base_damage, int min_damage = 0, int32 hate_override = -1, int ReuseTime = 10, bool CheckHitChance = false, bool CanAvoid = true);
void DoSpecialAttackDamage(Mob *who, EQEmu::skills::SkillType skill, int base_damage, int min_damage = 0, int32 hate_override = -1, int ReuseTime = 10);
virtual void DoThrowingAttackDmg(Mob* other, const EQEmu::ItemInstance* RangeWeapon = nullptr, const EQEmu::ItemData* AmmoItem = nullptr, uint16 weapon_damage = 0, int16 chance_mod = 0, int16 focus = 0, int ReuseTime = 0, uint32 range_id = 0, int AmmoSlot = 0, float speed = 4.0f);
void DoMeleeSkillAttackDmg(Mob* other, uint16 weapon_damage, EQEmu::skills::SkillType skillinuse, int16 chance_mod = 0, int16 focus = 0, bool CanRiposte = false, int ReuseTime = 0);
virtual void DoArcheryAttackDmg(Mob* other, const EQEmu::ItemInstance* RangeWeapon = nullptr, const EQEmu::ItemInstance* 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 EQEmu::ItemData *AmmoItem = nullptr, int AmmoSlot = 0, float speed = 4.0f);
@@ -1187,8 +1188,6 @@ protected:
void ExecWeaponProc(const EQEmu::ItemInstance* weapon, uint16 spell_id, Mob *on, int level_override = -1);
virtual float GetProcChances(float ProcBonus, uint16 hand = EQEmu::inventory::slotPrimary);
virtual float GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand = EQEmu::inventory::slotPrimary, Mob *on = nullptr);
virtual float GetSpecialProcChances(uint16 hand);
virtual float GetAssassinateProcChances(uint16 ReuseTime);
virtual float GetSkillProcChances(uint16 ReuseTime, uint16 hand = 0); // hand = MainCharm?
uint16 GetWeaponSpeedbyHand(uint16 hand);
int GetWeaponDamage(Mob *against, const EQEmu::ItemData *weapon_item);