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synced 2026-01-16 23:33:52 +00:00
Some clean ups due thanks to clang's warnings
This commit is contained in:
parent
362bfc79d6
commit
4c9befee22
@ -291,7 +291,7 @@ Timer DecayTimer(20);
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//bullshit checking, to see if this is really happening, GDB seems to think so...
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if(stream_itr->second == nullptr) {
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fprintf(stderr, "ERROR: nullptr Stream encountered in EQStreamFactory::WriterLoop for: %i", stream_itr->first.first, stream_itr->first.second);
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fprintf(stderr, "ERROR: nullptr Stream encountered in EQStreamFactory::WriterLoop for: %i:%i", stream_itr->first.first, stream_itr->first.second);
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continue;
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}
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@ -896,7 +896,7 @@ bool IsHealOverTimeSpell(uint16 spell_id)
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bool IsCompleteHealSpell(uint16 spell_id)
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{
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if (spell_id == 13 || IsEffectInSpell(spell_id, SE_CompleteHeal) ||
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IsPercentalHealSpell(spell_id) && !IsGroupSpell(spell_id))
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(IsPercentalHealSpell(spell_id) && !IsGroupSpell(spell_id)))
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return true;
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return false;
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@ -547,7 +547,7 @@ void ClientList::SendWhoAll(uint32 fromid,const char* to, int16 admin, Who_All_S
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if(totalusers<=20 || admin>=100)
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totallength=totallength+strlen(countcle->name())+strlen(countcle->AccountName())+strlen(guild_mgr.GetGuildName(countcle->GuildID()))+5;
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}
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else if((countcle->Anon()>0 && admin<=countcle->Admin()) || countcle->Anon()==0 && !countcle->GetGM()){
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else if((countcle->Anon()>0 && admin<=countcle->Admin()) || (countcle->Anon()==0 && !countcle->GetGM())) {
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totalusers++;
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if(totalusers<=20 || admin>=100)
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totallength=totallength+strlen(countcle->name())+strlen(guild_mgr.GetGuildName(countcle->GuildID()))+5;
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@ -893,7 +893,7 @@ void Mob::WakeTheDead(uint16 spell_id, Mob *target, uint32 duration)
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//turn on an AA effect
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//duration == 0 means no time limit, used for one-shot deals, etc..
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void Client::EnableAAEffect(aaEffectType type, uint32 duration) {
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if(type > 32)
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if(type > _maxaaEffectType)
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return; //for now, special logic needed.
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m_epp.aa_effects |= 1 << (type-1);
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@ -905,7 +905,7 @@ void Client::EnableAAEffect(aaEffectType type, uint32 duration) {
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}
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void Client::DisableAAEffect(aaEffectType type) {
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if(type > 32)
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if(type > _maxaaEffectType)
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return; //for now, special logic needed.
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uint32 bit = 1 << (type-1);
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if(m_epp.aa_effects & bit) {
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@ -919,7 +919,7 @@ By default an AA effect is a one shot deal, unless
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a duration timer is set.
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*/
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bool Client::CheckAAEffect(aaEffectType type) {
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if(type > 32)
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if(type > _maxaaEffectType)
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return(false); //for now, special logic needed.
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if(m_epp.aa_effects & (1 << (type-1))) { //is effect enabled?
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//has our timer expired?
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@ -51,7 +51,8 @@ typedef enum { //AA Effect IDs
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aaEffectFrostArrows,
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aaEffectWarcry,
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aaEffectLeechTouch,
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aaEffectProjectIllusion // unused - Handled via spell effect
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aaEffectProjectIllusion, // unused - Handled via spell effect
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_maxaaEffectType = 32
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} aaEffectType;
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197
zone/attack.cpp
197
zone/attack.cpp
@ -197,7 +197,7 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
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pvpmode = true;
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if (chance_mod >= 10000)
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return true;
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return true;
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float avoidanceBonus = 0;
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float hitBonus = 0;
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@ -268,21 +268,21 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
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}
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//Avoidance Bonuses on defender decreases baseline hit chance by percent.
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avoidanceBonus = defender->spellbonuses.AvoidMeleeChanceEffect +
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defender->itembonuses.AvoidMeleeChanceEffect +
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avoidanceBonus = defender->spellbonuses.AvoidMeleeChanceEffect +
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defender->itembonuses.AvoidMeleeChanceEffect +
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defender->aabonuses.AvoidMeleeChanceEffect +
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(defender->itembonuses.AvoidMeleeChance / 10.0f); //Item Mod 'Avoidence'
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Mob *owner = nullptr;
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if (defender->IsPet())
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if (defender->IsPet())
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owner = defender->GetOwner();
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else if ((defender->IsNPC() && defender->CastToNPC()->GetSwarmOwner()))
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owner = entity_list.GetMobID(defender->CastToNPC()->GetSwarmOwner());
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if (owner)
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avoidanceBonus += owner->aabonuses.PetAvoidance + owner->spellbonuses.PetAvoidance + owner->itembonuses.PetAvoidance;
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if(defender->IsNPC())
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if(defender->IsNPC())
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avoidanceBonus += (defender->CastToNPC()->GetAvoidanceRating() / 10.0f); //Modifier from database
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//Hit Chance Bonuses on attacker increases baseline hit chance by percent.
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@ -293,7 +293,6 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
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attacker->spellbonuses.HitChanceEffect[HIGHEST_SKILL+1] +
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attacker->aabonuses.HitChanceEffect[HIGHEST_SKILL+1];
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//Accuracy = Spell Effect , HitChance = 'Accuracy' from Item Effect
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//Only AA derived accuracy can be skill limited. ie (Precision of the Pathfinder, Dead Aim)
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hitBonus += (attacker->itembonuses.Accuracy[HIGHEST_SKILL+1] +
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@ -306,7 +305,7 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
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if(attacker->IsNPC())
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hitBonus += (attacker->CastToNPC()->GetAccuracyRating() / 10.0f); //Modifier from database
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if(skillinuse == SkillArchery)
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hitBonus -= hitBonus*RuleR(Combat, ArcheryHitPenalty);
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@ -326,11 +325,10 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
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else if(chancetohit < RuleR(Combat,MinChancetoHit)) {
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chancetohit = RuleR(Combat,MinChancetoHit);
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}
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//I dont know the best way to handle a garunteed hit discipline being used
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//agains a garunteed riposte (for example) discipline... for now, garunteed hit wins
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#if EQDEBUG>=11
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LogFile->write(EQEMuLog::Debug, "3 FINAL calculated chance to hit is: %5.2f", chancetohit);
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#endif
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@ -346,7 +344,6 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
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return(tohit_roll <= chancetohit);
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}
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bool Mob::AvoidDamage(Mob* other, int32 &damage, bool CanRiposte)
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{
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/* solar: called when a mob is attacked, does the checks to see if it's a hit
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@ -562,7 +559,7 @@ void Mob::MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit, ExtraAttac
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armor = (armor / RuleR(Combat, NPCACFactor));
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Mob *owner = nullptr;
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if (IsPet())
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if (IsPet())
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owner = GetOwner();
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else if ((CastToNPC()->GetSwarmOwner()))
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owner = entity_list.GetMobID(CastToNPC()->GetSwarmOwner());
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@ -1164,7 +1161,6 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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if (GetFeigned())
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return false; // Rogean: How can you attack while feigned? Moved up from Aggro Code.
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ItemInst* weapon;
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if (Hand == MainSecondary){ // Kaiyodo - Pick weapon from the attacking hand
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weapon = GetInv().GetItem(MainSecondary);
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@ -1225,7 +1221,6 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
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CheckIncreaseSkill(skillinuse, other, -15);
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CheckIncreaseSkill(SkillOffense, other, -15);
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// ***************************************************************
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// *** Calculate the damage bonus, if applicable, for this hit ***
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// ***************************************************************
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@ -1419,7 +1414,7 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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if(dead)
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return false; //cant die more than once...
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if(!spell)
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if(!spell)
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spell = SPELL_UNKNOWN;
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char buffer[48] = { 0 };
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@ -1444,7 +1439,7 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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#1: Send death packet to everyone
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*/
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uint8 killed_level = GetLevel();
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SendLogoutPackets();
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/* Make self become corpse packet */
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@ -1522,7 +1517,6 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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hate_list.RemoveEnt(this);
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RemoveAutoXTargets();
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//remove ourself from all proximities
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ClearAllProximities();
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@ -1598,7 +1592,7 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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else
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UnmemSpellAll(false);
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if(RuleB(Character, LeaveCorpses) && GetLevel() >= RuleI(Character, DeathItemLossLevel) || RuleB(Character, LeaveNakedCorpses))
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if((RuleB(Character, LeaveCorpses) && GetLevel() >= RuleI(Character, DeathItemLossLevel)) || RuleB(Character, LeaveNakedCorpses))
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{
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// creating the corpse takes the cash/items off the player too
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Corpse *new_corpse = new Corpse(this, exploss);
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@ -1657,8 +1651,8 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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if(LeftCorpse && (GetClientVersionBit() & BIT_SoFAndLater) && RuleB(Character, RespawnFromHover))
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{
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ClearDraggedCorpses();
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RespawnFromHoverTimer.Start(RuleI(Character, RespawnFromHoverTimer) * 1000);
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ClearDraggedCorpses();
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RespawnFromHoverTimer.Start(RuleI(Character, RespawnFromHoverTimer) * 1000);
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SendRespawnBinds();
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}
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else
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@ -1675,19 +1669,19 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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if(r)
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r->MemberZoned(this);
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dead_timer.Start(5000, true);
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dead_timer.Start(5000, true);
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m_pp.zone_id = m_pp.binds[0].zoneId;
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m_pp.zoneInstance = m_pp.binds[0].instance_id;
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database.MoveCharacterToZone(this->CharacterID(), database.GetZoneName(m_pp.zone_id));
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Save();
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database.MoveCharacterToZone(this->CharacterID(), database.GetZoneName(m_pp.zone_id));
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Save();
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GoToDeath();
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}
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/* QS: PlayerLogDeaths */
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if (RuleB(QueryServ, PlayerLogDeaths)){
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const char * killer_name = "";
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if (killerMob && killerMob->GetCleanName()){ killer_name = killerMob->GetCleanName(); }
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std::string event_desc = StringFormat("Died in zoneid:%i instid:%i by '%s', spellid:%i, damage:%i", this->GetZoneID(), this->GetInstanceID(), killer_name, spell, damage);
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if (killerMob && killerMob->GetCleanName()){ killer_name = killerMob->GetCleanName(); }
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std::string event_desc = StringFormat("Died in zoneid:%i instid:%i by '%s', spellid:%i, damage:%i", this->GetZoneID(), this->GetInstanceID(), killer_name, spell, damage);
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QServ->PlayerLogEvent(Player_Log_Deaths, this->CharacterID(), event_desc);
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}
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@ -1836,7 +1830,6 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
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else
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damage = zone->random.Int((min_dmg+eleBane),(max_dmg+eleBane));
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//check if we're hitting above our max or below it.
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if((min_dmg+eleBane) != 0 && damage < (min_dmg+eleBane)) {
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mlog(COMBAT__DAMAGE, "Damage (%d) is below min (%d). Setting to min.", damage, (min_dmg+eleBane));
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@ -1846,7 +1839,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
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mlog(COMBAT__DAMAGE, "Damage (%d) is above max (%d). Setting to max.", damage, (max_dmg+eleBane));
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damage = (max_dmg+eleBane);
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}
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damage = mod_npc_damage(damage, skillinuse, Hand, weapon, other);
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int32 hate = damage;
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@ -1925,7 +1918,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
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return false;
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MeleeLifeTap(damage);
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CommonBreakInvisible();
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//I doubt this works...
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@ -1934,15 +1927,15 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
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if(!bRiposte && !other->HasDied()) {
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TryWeaponProc(nullptr, weapon, other, Hand); //no weapon
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if (!other->HasDied())
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TrySpellProc(nullptr, weapon, other, Hand);
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if (damage > 0 && HasSkillProcSuccess() && !other->HasDied())
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TrySkillProc(other, skillinuse, 0, true, Hand);
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}
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if(GetHP() > 0 && !other->HasDied())
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if(GetHP() > 0 && !other->HasDied())
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TriggerDefensiveProcs(nullptr, other, Hand, damage);
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// now check ripostes
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@ -2002,7 +1995,7 @@ void NPC::Damage(Mob* other, int32 damage, uint16 spell_id, SkillUseTypes attack
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bool NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes attack_skill) {
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mlog(COMBAT__HITS, "Fatal blow dealt by %s with %d damage, spell %d, skill %d", killerMob->GetName(), damage, spell, attack_skill);
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Mob *oos = nullptr;
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if(killerMob) {
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oos = killerMob->GetOwnerOrSelf();
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@ -2057,7 +2050,7 @@ bool NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes attack
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if(p_depop == true)
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return false;
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HasAISpellEffects = false;
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BuffFadeAll();
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uint8 killed_level = GetLevel();
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@ -2118,8 +2111,8 @@ bool NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes attack
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Group *kg = entity_list.GetGroupByClient(give_exp_client);
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Raid *kr = entity_list.GetRaidByClient(give_exp_client);
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int32 finalxp = EXP_FORMULA;
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finalxp = give_exp_client->mod_client_xp(finalxp, this);
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int32 finalxp = EXP_FORMULA;
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finalxp = give_exp_client->mod_client_xp(finalxp, this);
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if(kr)
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{
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@ -2230,7 +2223,7 @@ bool NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes attack
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parse->EventNPC(EVENT_KILLED_MERIT, this, give_exp_client, "killed", 0);
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if(RuleB(NPC, EnableMeritBasedFaction))
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give_exp_client->SetFactionLevel(give_exp_client->CharacterID(), GetNPCFactionID(), give_exp_client->GetBaseClass(),
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give_exp_client->SetFactionLevel(give_exp_client->CharacterID(), GetNPCFactionID(), give_exp_client->GetBaseClass(),
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give_exp_client->GetBaseRace(), give_exp_client->GetDeity());
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mod_npc_killed_merit(give_exp_client);
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@ -2392,9 +2385,9 @@ bool NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes attack
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}
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void Mob::AddToHateList(Mob* other, int32 hate, int32 damage, bool iYellForHelp, bool bFrenzy, bool iBuffTic) {
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assert(other != nullptr);
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if (other == this)
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return;
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@ -2411,12 +2404,12 @@ void Mob::AddToHateList(Mob* other, int32 hate, int32 damage, bool iYellForHelp,
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if(other){
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AddRampage(other);
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int hatemod = 100 + other->spellbonuses.hatemod + other->itembonuses.hatemod + other->aabonuses.hatemod;
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int32 shieldhatemod = other->spellbonuses.ShieldEquipHateMod + other->itembonuses.ShieldEquipHateMod + other->aabonuses.ShieldEquipHateMod;
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if (shieldhatemod && other->HasShieldEquiped())
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hatemod += shieldhatemod;
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if(hatemod < 1)
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hatemod = 1;
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hate = ((hate * (hatemod))/100);
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@ -2433,7 +2426,7 @@ void Mob::AddToHateList(Mob* other, int32 hate, int32 damage, bool iYellForHelp,
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if (other->IsNPC() && (other->IsPet() || other->CastToNPC()->GetSwarmOwner() > 0))
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TryTriggerOnValueAmount(false, false, false, true);
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if(IsClient() && !IsAIControlled())
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return;
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@ -2475,9 +2468,9 @@ void Mob::AddToHateList(Mob* other, int32 hate, int32 damage, bool iYellForHelp,
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if(damage > GetHP())
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damage = GetHP();
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if (spellbonuses.ImprovedTaunt[1] && (GetLevel() < spellbonuses.ImprovedTaunt[0])
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if (spellbonuses.ImprovedTaunt[1] && (GetLevel() < spellbonuses.ImprovedTaunt[0])
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&& other && (buffs[spellbonuses.ImprovedTaunt[2]].casterid != other->GetID()))
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hate = (hate*spellbonuses.ImprovedTaunt[1])/100;
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hate = (hate*spellbonuses.ImprovedTaunt[1])/100;
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hate_list.Add(other, hate, damage, bFrenzy, !iBuffTic);
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@ -2497,7 +2490,6 @@ void Mob::AddToHateList(Mob* other, int32 hate, int32 damage, bool iYellForHelp,
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}
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#endif //BOTS
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// if other is a merc, add the merc client to the hate list
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if(other->IsMerc()) {
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if(other->CastToMerc()->GetMercOwner() && other->CastToMerc()->GetMercOwner()->CastToClient()->GetFeigned()) {
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@ -2636,7 +2628,6 @@ uint8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
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// This function calculates and returns the damage bonus for the weapon identified by the parameter "Weapon".
|
||||
// Modified 9/21/2008 by Cantus
|
||||
|
||||
|
||||
// Assert: This function should only be called for hits by the mainhand, as damage bonuses apply only to the
|
||||
// weapon in the primary slot. Be sure to check that Hand == MainPrimary before calling.
|
||||
|
||||
@ -2648,7 +2639,6 @@ uint8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
|
||||
|
||||
// Assert: This function should not be called unless the player is a melee class, as casters do not receive a damage bonus.
|
||||
|
||||
|
||||
if( Weapon == nullptr || Weapon->ItemType == ItemType1HSlash || Weapon->ItemType == ItemType1HBlunt || Weapon->ItemType == ItemTypeMartial || Weapon->ItemType == ItemType1HPiercing )
|
||||
{
|
||||
// The weapon in the player's main (primary) hand is a one-handed weapon, or there is no item equipped at all.
|
||||
@ -2676,7 +2666,6 @@ uint8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
|
||||
// as I suspect, then please feel free to delete the following line, and replace all occurences of "ucPlayerLevel" with "GetLevel()".
|
||||
uint8 ucPlayerLevel = (uint8) GetLevel();
|
||||
|
||||
|
||||
// The following may look cleaner, and would certainly be easier to understand, if it was
|
||||
// a simple 53x150 cell matrix.
|
||||
//
|
||||
@ -2694,7 +2683,6 @@ uint8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
|
||||
// lookup table. In cases where a formula is the best bet, I use a formula. In other places
|
||||
// where a formula would be ugly, I use a lookup table in the interests of speed.
|
||||
|
||||
|
||||
if( Weapon->Delay <= 27 )
|
||||
{
|
||||
// Damage Bonuses for all 2H weapons with delays of 27 or less are identical.
|
||||
@ -2706,7 +2694,6 @@ uint8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
|
||||
return (ucPlayerLevel - 22) / 3;
|
||||
}
|
||||
|
||||
|
||||
if( ucPlayerLevel == 65 && Weapon->Delay <= 59 )
|
||||
{
|
||||
// Consider these two facts:
|
||||
@ -2725,7 +2712,6 @@ uint8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
|
||||
return ucLevel65DamageBonusesForDelays28to59[Weapon->Delay-28];
|
||||
}
|
||||
|
||||
|
||||
if( ucPlayerLevel > 65 )
|
||||
{
|
||||
if( ucPlayerLevel > 80 )
|
||||
@ -2864,7 +2850,6 @@ uint8 Mob::GetWeaponDamageBonus( const Item_Struct *Weapon )
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// If we've gotten to this point in the function without hitting a return statement,
|
||||
// we know that the character's level is between 28 and 65, and that the 2H weapon's
|
||||
// delay is 28 or higher.
|
||||
@ -3110,7 +3095,6 @@ int Mob::GetMonkHandToHandDelay(void)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
int32 Mob::ReduceDamage(int32 damage)
|
||||
{
|
||||
if(damage <= 0)
|
||||
@ -3123,7 +3107,7 @@ int32 Mob::ReduceDamage(int32 damage)
|
||||
slot = spellbonuses.NegateAttacks[1];
|
||||
if(slot >= 0) {
|
||||
if(--buffs[slot].numhits == 0) {
|
||||
|
||||
|
||||
if(!TryFadeEffect(slot))
|
||||
BuffFadeBySlot(slot , true);
|
||||
}
|
||||
@ -3138,8 +3122,8 @@ int32 Mob::ReduceDamage(int32 damage)
|
||||
//Only mitigate if damage is above the minimium specified.
|
||||
if (spellbonuses.MeleeThresholdGuard[0]){
|
||||
slot = spellbonuses.MeleeThresholdGuard[1];
|
||||
|
||||
if (slot >= 0 && (damage > spellbonuses.MeleeThresholdGuard[2]))
|
||||
|
||||
if (slot >= 0 && (damage > spellbonuses.MeleeThresholdGuard[2]))
|
||||
{
|
||||
DisableMeleeRune = true;
|
||||
int damage_to_reduce = damage * spellbonuses.MeleeThresholdGuard[0] / 100;
|
||||
@ -3161,7 +3145,6 @@ int32 Mob::ReduceDamage(int32 damage)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (spellbonuses.MitigateMeleeRune[0] && !DisableMeleeRune){
|
||||
slot = spellbonuses.MitigateMeleeRune[1];
|
||||
if(slot >= 0)
|
||||
@ -3170,7 +3153,7 @@ int32 Mob::ReduceDamage(int32 damage)
|
||||
|
||||
if (spellbonuses.MitigateMeleeRune[2] && (damage_to_reduce > spellbonuses.MitigateMeleeRune[2]))
|
||||
damage_to_reduce = spellbonuses.MitigateMeleeRune[2];
|
||||
|
||||
|
||||
if(spellbonuses.MitigateMeleeRune[3] && (damage_to_reduce >= buffs[slot].melee_rune))
|
||||
{
|
||||
mlog(SPELLS__EFFECT_VALUES, "Mob::ReduceDamage SE_MitigateMeleeDamage %d damage negated, %d"
|
||||
@ -3183,10 +3166,10 @@ int32 Mob::ReduceDamage(int32 damage)
|
||||
{
|
||||
mlog(SPELLS__EFFECT_VALUES, "Mob::ReduceDamage SE_MitigateMeleeDamage %d damage negated, %d"
|
||||
" damage remaining.", damage_to_reduce, buffs[slot].melee_rune);
|
||||
|
||||
|
||||
if (spellbonuses.MitigateMeleeRune[3])
|
||||
buffs[slot].melee_rune = (buffs[slot].melee_rune - damage_to_reduce);
|
||||
|
||||
|
||||
damage -= damage_to_reduce;
|
||||
}
|
||||
}
|
||||
@ -3217,7 +3200,7 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
|
||||
slot = spellbonuses.NegateAttacks[1];
|
||||
if(slot >= 0) {
|
||||
if(--buffs[slot].numhits == 0) {
|
||||
|
||||
|
||||
if(!TryFadeEffect(slot))
|
||||
BuffFadeBySlot(slot , true);
|
||||
}
|
||||
@ -3231,8 +3214,8 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
|
||||
|
||||
// If this is a DoT, use DoT Shielding...
|
||||
if(iBuffTic) {
|
||||
damage -= (damage * itembonuses.DoTShielding / 100);
|
||||
|
||||
damage -= (damage * itembonuses.DoTShielding / 100);
|
||||
|
||||
if (spellbonuses.MitigateDotRune[0]){
|
||||
slot = spellbonuses.MitigateDotRune[1];
|
||||
if(slot >= 0)
|
||||
@ -3252,7 +3235,7 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
|
||||
{
|
||||
if (spellbonuses.MitigateDotRune[3])
|
||||
buffs[slot].dot_rune = (buffs[slot].dot_rune - damage_to_reduce);
|
||||
|
||||
|
||||
damage -= damage_to_reduce;
|
||||
}
|
||||
}
|
||||
@ -3265,12 +3248,11 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
|
||||
// Reduce damage by the Spell Shielding first so that the runes don't take the raw damage.
|
||||
damage -= (damage * itembonuses.SpellShield / 100);
|
||||
|
||||
|
||||
//Only mitigate if damage is above the minimium specified.
|
||||
if (spellbonuses.SpellThresholdGuard[0]){
|
||||
slot = spellbonuses.SpellThresholdGuard[1];
|
||||
|
||||
if (slot >= 0 && (damage > spellbonuses.MeleeThresholdGuard[2]))
|
||||
|
||||
if (slot >= 0 && (damage > spellbonuses.MeleeThresholdGuard[2]))
|
||||
{
|
||||
DisableSpellRune = true;
|
||||
int damage_to_reduce = damage * spellbonuses.SpellThresholdGuard[0] / 100;
|
||||
@ -3287,8 +3269,7 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Do runes now.
|
||||
if (spellbonuses.MitigateSpellRune[0] && !DisableSpellRune){
|
||||
slot = spellbonuses.MitigateSpellRune[1];
|
||||
@ -3311,10 +3292,10 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
|
||||
{
|
||||
mlog(SPELLS__EFFECT_VALUES, "Mob::ReduceDamage SE_MitigateMeleeDamage %d damage negated, %d"
|
||||
" damage remaining.", damage_to_reduce, buffs[slot].magic_rune);
|
||||
|
||||
|
||||
if (spellbonuses.MitigateSpellRune[3])
|
||||
buffs[slot].magic_rune = (buffs[slot].magic_rune - damage_to_reduce);
|
||||
|
||||
|
||||
damage -= damage_to_reduce;
|
||||
}
|
||||
}
|
||||
@ -3322,14 +3303,14 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
|
||||
|
||||
if(damage < 1)
|
||||
return 0;
|
||||
|
||||
|
||||
//Regular runes absorb spell damage (except dots) - Confirmed on live.
|
||||
if (spellbonuses.MeleeRune[0] && spellbonuses.MeleeRune[1] >= 0)
|
||||
damage = RuneAbsorb(damage, SE_Rune);
|
||||
damage = RuneAbsorb(damage, SE_Rune);
|
||||
|
||||
if (spellbonuses.AbsorbMagicAtt[0] && spellbonuses.AbsorbMagicAtt[1] >= 0)
|
||||
damage = RuneAbsorb(damage, SE_AbsorbMagicAtt);
|
||||
|
||||
|
||||
if(damage < 1)
|
||||
return 0;
|
||||
}
|
||||
@ -3349,7 +3330,7 @@ int32 Mob::ReduceAllDamage(int32 damage)
|
||||
TryTriggerOnValueAmount(false, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
CheckNumHitsRemaining(NUMHIT_IncomingDamage);
|
||||
|
||||
return(damage);
|
||||
@ -3556,7 +3537,7 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
|
||||
attacker->CastToClient()->sneaking = false;
|
||||
attacker->SendAppearancePacket(AT_Sneak, 0);
|
||||
}
|
||||
|
||||
|
||||
//final damage has been determined.
|
||||
|
||||
SetHP(GetHP() - damage);
|
||||
@ -3588,7 +3569,7 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
|
||||
entity_list.MessageClose_StringID(this, true, 100, MT_WornOff,
|
||||
HAS_BEEN_AWAKENED, GetCleanName(), attacker->GetCleanName());
|
||||
BuffFadeByEffect(SE_Mez);
|
||||
}
|
||||
}
|
||||
|
||||
//check stun chances if bashing
|
||||
if (damage > 0 && ((skill_used == SkillBash || skill_used == SkillKick) && attacker)) {
|
||||
@ -3721,18 +3702,15 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
|
||||
|
||||
//if the attacker is a client, try them with the correct filter
|
||||
if(attacker && attacker->IsClient()) {
|
||||
if (((spell_id != SPELL_UNKNOWN)||(FromDamageShield)) && damage>0) {
|
||||
if ((spell_id != SPELL_UNKNOWN || FromDamageShield) && damage > 0) {
|
||||
//special crap for spell damage, looks hackish to me
|
||||
char val1[20]={0};
|
||||
if (FromDamageShield)
|
||||
{
|
||||
if(!attacker->CastToClient()->GetFilter(FilterDamageShields) == FilterHide)
|
||||
{
|
||||
attacker->Message_StringID(MT_DS,OTHER_HIT_NONMELEE,GetCleanName(),ConvertArray(damage,val1));
|
||||
}
|
||||
}
|
||||
else
|
||||
entity_list.MessageClose_StringID(this, true, 100, MT_NonMelee,HIT_NON_MELEE,attacker->GetCleanName(),GetCleanName(),ConvertArray(damage,val1));
|
||||
char val1[20] = {0};
|
||||
if (FromDamageShield) {
|
||||
if (attacker->CastToClient()->GetFilter(FilterDamageShields) != FilterHide)
|
||||
attacker->Message_StringID(MT_DS,OTHER_HIT_NONMELEE, GetCleanName(), ConvertArray(damage, val1));
|
||||
} else {
|
||||
entity_list.MessageClose_StringID(this, true, 100, MT_NonMelee, HIT_NON_MELEE, attacker->GetCleanName(), GetCleanName(), ConvertArray(damage, val1));
|
||||
}
|
||||
} else {
|
||||
if(damage > 0) {
|
||||
if(spell_id != SPELL_UNKNOWN)
|
||||
@ -3790,7 +3768,6 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Mob::HealDamage(uint32 amount, Mob *caster, uint16 spell_id)
|
||||
{
|
||||
int32 maxhp = GetMaxHP();
|
||||
@ -3879,7 +3856,7 @@ float Mob::GetProcChances(float ProcBonus, uint16 hand)
|
||||
}
|
||||
|
||||
float Mob::GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand, Mob* on) {
|
||||
|
||||
|
||||
if (!on)
|
||||
return ProcChance;
|
||||
|
||||
@ -3935,7 +3912,7 @@ void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) {
|
||||
LogFile->write(EQEMuLog::Error, "A null Mob object was passed to Mob::TryWeaponProc for evaluation!");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (!IsAttackAllowed(on)) {
|
||||
mlog(COMBAT__PROCS, "Preventing procing off of unattackable things.");
|
||||
return;
|
||||
@ -3962,7 +3939,7 @@ void Mob::TryWeaponProc(const ItemInst* weapon_g, Mob *on, uint16 hand) {
|
||||
|
||||
void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on, uint16 hand)
|
||||
{
|
||||
|
||||
|
||||
if (!weapon)
|
||||
return;
|
||||
uint16 skillinuse = 28;
|
||||
@ -4123,7 +4100,7 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
|
||||
uint16 skillinuse = 28;
|
||||
if (weapon)
|
||||
skillinuse = GetSkillByItemType(weapon->ItemType);
|
||||
|
||||
|
||||
TrySkillProc(on, skillinuse, 0, false, hand);
|
||||
}
|
||||
|
||||
@ -4190,7 +4167,7 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
|
||||
|
||||
// decided to branch this into it's own function since it's going to be duplicating a lot of the
|
||||
// code in here, but could lead to some confusion otherwise
|
||||
if (IsPet() && GetOwner()->IsClient() || (IsNPC() && CastToNPC()->GetSwarmOwner())) {
|
||||
if ((IsPet() && GetOwner()->IsClient()) || (IsNPC() && CastToNPC()->GetSwarmOwner())) {
|
||||
TryPetCriticalHit(defender,skill,damage);
|
||||
return;
|
||||
}
|
||||
@ -4234,7 +4211,7 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
|
||||
//are defined you will have an innate chance to hit at Level 1 regardless of bonuses.
|
||||
//Warning: Do not define these rules if you want live like critical hits.
|
||||
critChance += RuleI(Combat, MeleeBaseCritChance);
|
||||
|
||||
|
||||
if (IsClient()) {
|
||||
critChance += RuleI(Combat, ClientBaseCritChance);
|
||||
|
||||
@ -4335,7 +4312,6 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool Mob::TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse)
|
||||
{
|
||||
if (defender && !defender->IsClient() && defender->GetHPRatio() < 10){
|
||||
@ -4484,8 +4460,8 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
|
||||
if (!spellbonuses.LimitToSkill[skill] && !itembonuses.LimitToSkill[skill] && !aabonuses.LimitToSkill[skill])
|
||||
return;
|
||||
|
||||
/*Allow one proc from each (Spell/Item/AA)
|
||||
Kayen: Due to limited avialability of effects on live it is too difficult
|
||||
/*Allow one proc from each (Spell/Item/AA)
|
||||
Kayen: Due to limited avialability of effects on live it is too difficult
|
||||
to confirm how they stack at this time, will adjust formula when more data is avialablle to test.*/
|
||||
bool CanProc = true;
|
||||
|
||||
@ -4503,9 +4479,9 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
|
||||
|
||||
for(int e = 0; e < MAX_SKILL_PROCS; e++){
|
||||
if (CanProc &&
|
||||
(!Success && spellbonuses.SkillProc[e] && IsValidSpell(spellbonuses.SkillProc[e]))
|
||||
|| (Success && spellbonuses.SkillProcSuccess[e] && IsValidSpell(spellbonuses.SkillProcSuccess[e]))) {
|
||||
|
||||
((!Success && spellbonuses.SkillProc[e] && IsValidSpell(spellbonuses.SkillProc[e]))
|
||||
|| (Success && spellbonuses.SkillProcSuccess[e] && IsValidSpell(spellbonuses.SkillProcSuccess[e])))) {
|
||||
|
||||
if (Success)
|
||||
base_spell_id = spellbonuses.SkillProcSuccess[e];
|
||||
else
|
||||
@ -4547,8 +4523,8 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
|
||||
CanProc = true;
|
||||
for(int e = 0; e < MAX_SKILL_PROCS; e++){
|
||||
if (CanProc &&
|
||||
(!Success && itembonuses.SkillProc[e] && IsValidSpell(itembonuses.SkillProc[e]))
|
||||
|| (Success && itembonuses.SkillProcSuccess[e] && IsValidSpell(itembonuses.SkillProcSuccess[e]))) {
|
||||
((!Success && itembonuses.SkillProc[e] && IsValidSpell(itembonuses.SkillProc[e]))
|
||||
|| (Success && itembonuses.SkillProcSuccess[e] && IsValidSpell(itembonuses.SkillProcSuccess[e])))) {
|
||||
|
||||
if (Success)
|
||||
base_spell_id = itembonuses.SkillProcSuccess[e];
|
||||
@ -4589,15 +4565,15 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
|
||||
CanProc = true;
|
||||
uint32 effect = 0;
|
||||
int32 base1 = 0;
|
||||
int32 base2 = 0;
|
||||
int32 base2 = 0;
|
||||
uint32 slot = 0;
|
||||
|
||||
for(int e = 0; e < MAX_SKILL_PROCS; e++){
|
||||
if (CanProc &&
|
||||
(!Success && aabonuses.SkillProc[e])
|
||||
|| (Success && aabonuses.SkillProcSuccess[e])){
|
||||
((!Success && aabonuses.SkillProc[e])
|
||||
|| (Success && aabonuses.SkillProcSuccess[e]))) {
|
||||
int aaid = 0;
|
||||
|
||||
|
||||
if (Success)
|
||||
base_spell_id = aabonuses.SkillProcSuccess[e];
|
||||
else
|
||||
@ -4670,7 +4646,7 @@ bool Mob::TryRootFadeByDamage(int buffslot, Mob* attacker) {
|
||||
|
||||
General Mechanics
|
||||
- Check buffslot to make sure damage from a root does not cancel the root
|
||||
- If multiple roots on target, always and only checks first root slot and if broken only removes that slots root.
|
||||
- If multiple roots on target, always and only checks first root slot and if broken only removes that slots root.
|
||||
- Only roots on determental spells can be broken by damage.
|
||||
- Root break chance values obtained from live parses.
|
||||
*/
|
||||
@ -4731,7 +4707,7 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
|
||||
{
|
||||
if(melee_rune_left > 0)
|
||||
damage -= melee_rune_left;
|
||||
|
||||
|
||||
if(!TryFadeEffect(slot))
|
||||
BuffFadeBySlot(slot);
|
||||
}
|
||||
@ -4739,7 +4715,6 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
else{
|
||||
for(uint32 slot = 0; slot < buff_max; slot++) {
|
||||
if(slot == spellbonuses.AbsorbMagicAtt[1] && spellbonuses.AbsorbMagicAtt[0] && buffs[slot].magic_rune && IsValidSpell(buffs[slot].spellid)){
|
||||
@ -4755,7 +4730,7 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
|
||||
{
|
||||
if(magic_rune_left > 0)
|
||||
damage -= magic_rune_left;
|
||||
|
||||
|
||||
if(!TryFadeEffect(slot))
|
||||
BuffFadeBySlot(slot);
|
||||
}
|
||||
@ -4768,7 +4743,7 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
|
||||
|
||||
void Mob::CommonOutgoingHitSuccess(Mob* defender, int32 &damage, SkillUseTypes skillInUse)
|
||||
{
|
||||
if (!defender)
|
||||
if (!defender)
|
||||
return;
|
||||
|
||||
ApplyMeleeDamageBonus(skillInUse, damage);
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user