From 281344b0499ee48f2862750ddbf483fc31038118 Mon Sep 17 00:00:00 2001 From: "Michael Cook (mackal)" Date: Sat, 16 Jan 2016 17:10:11 -0500 Subject: [PATCH 1/5] Add various GetItemStat totallers to ItemInst The intent of these functions is to simplify various locations in the code where we need to get a total of some stat on an item, including augs and we can not just grab the total from the itembonuses struct. This will also centralize where we need to add the powersource aug scaling when we implement them. Since they will need the Purity stat from the item it is in. Notes: - These functions recurse if the augments flag is true, which is false by default to make it so you have to be explicit about recursing or not - These functions don't take into account if you can equip or if you are below recommended level, you will have to do that where you call these functions. --- common/item.cpp | 702 ++++++++++++++++++++++++++++++++++++++++++++++++ common/item.h | 53 ++++ 2 files changed, 755 insertions(+) diff --git a/common/item.cpp b/common/item.cpp index 7ce8e730d..a7b6987de 100644 --- a/common/item.cpp +++ b/common/item.cpp @@ -2322,6 +2322,708 @@ void ItemInst::ClearTimers() { m_timers.clear(); } +int ItemInst::GetItemArmorClass(bool augments) const +{ + int ac = 0; + const auto item = GetItem(); + if (item) { + ac = item->AC; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + ac += GetAugment(i)->GetItemArmorClass(); + } + return ac; +} + +int ItemInst::GetItemElementalDamage(int &magic, int &fire, int &cold, int &poison, int &disease, int &chromatic, int &prismatic, int &physical, int &corruption, bool augments) const +{ + const auto item = GetItem(); + if (item) { + switch (item->ElemDmgType) { + case RESIST_MAGIC: + magic = item->ElemDmgAmt; + break; + case RESIST_FIRE: + fire = item->ElemDmgAmt; + break; + case RESIST_COLD: + cold = item->ElemDmgAmt; + break; + case RESIST_POISON: + poison = item->ElemDmgAmt; + break; + case RESIST_DISEASE: + disease = item->ElemDmgAmt; + break; + case RESIST_CHROMATIC: + chromatic = item->ElemDmgAmt; + break; + case RESIST_PRISMATIC: + prismatic = item->ElemDmgAmt; + break; + case RESIST_PHYSICAL: + physical = item->ElemDmgAmt; + break; + case RESIST_CORRUPTION: + corruption = item->ElemDmgAmt; + break; + } + + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + GetAugment(i)->GetItemElementalDamage(magic, fire, cold, poison, disease, chromatic, prismatic, physical, corruption); + } + return magic + fire + cold + poison + disease + chromatic + prismatic + physical + corruption; +} + +int ItemInst::GetItemElementalFlag(bool augments) const +{ + int flag = 0; + const auto item = GetItem(); + if (item) { + flag = item->ElemDmgType; + if (flag) + return flag; + + if (augments) { + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) { + if (GetAugment(i)) + flag = GetAugment(i)->GetItemElementalFlag(); + if (flag) + return flag; + } + } + } + return flag; +} + +int ItemInst::GetItemElementalDamage(bool augments) const +{ + int damage = 0; + const auto item = GetItem(); + if (item) { + damage = item->ElemDmgAmt; + if (damage) + return damage; + + if (augments) { + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) { + if (GetAugment(i)) + damage = GetAugment(i)->GetItemElementalDamage(); + if (damage) + return damage; + } + } + } + return damage; +} + +int ItemInst::GetItemRecommendedLevel(bool augments) const +{ + int level = 0; + const auto item = GetItem(); + if (item) { + level = item->RecLevel; + + if (augments) { + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) { + int temp = 0; + if (GetAugment(i)) { + temp = GetAugment(i)->GetItemRecommendedLevel(); + if (temp > level) + level = temp; + } + } + } + } + + return level; +} + +int ItemInst::GetItemRequiredLevel(bool augments) const +{ + int level = 0; + const auto item = GetItem(); + if (item) { + level = item->ReqLevel; + + if (augments) { + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) { + int temp = 0; + if (GetAugment(i)) { + temp = GetAugment(i)->GetItemRequiredLevel(); + if (temp > level) + level = temp; + } + } + } + } + + return level; +} + +int ItemInst::GetItemWeaponDamage(bool augments) const +{ + int damage = 0; + const auto item = GetItem(); + if (item) { + damage = item->Damage; + + if (augments) { + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + damage += GetAugment(i)->GetItemWeaponDamage(); + } + } + return damage; +} + +int ItemInst::GetItemBackstabDamage(bool augments) const +{ + int damage = 0; + const auto item = GetItem(); + if (item) { + damage = item->BackstabDmg; + + if (augments) { + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + damage += GetAugment(i)->GetItemBackstabDamage(); + } + } + return damage; +} + +int ItemInst::GetItemBaneDamageBody(bool augments) const +{ + int body = 0; + const auto item = GetItem(); + if (item) { + body = item->BaneDmgBody; + if (body) + return body; + + if (augments) { + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) { + body = GetAugment(i)->GetItemBaneDamageBody(); + if (body) + return body; + } + } + } + return body; +} + +int ItemInst::GetItemBaneDamageRace(bool augments) const +{ + int race = 0; + const auto item = GetItem(); + if (item) { + race = item->BaneDmgRace; + if (race) + return race; + + if (augments) { + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) { + race = GetAugment(i)->GetItemBaneDamageRace(); + if (race) + return race; + } + } + } + return race; +} + +int ItemInst::GetItemBaneDamageBody(bodyType against, bool augments) const +{ + int damage = 0; + const auto item = GetItem(); + if (item) { + if (item->BaneDmgBody == against) + damage += item->BaneDmgAmt; + + if (augments) { + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + damage += GetAugment(i)->GetItemBaneDamageBody(against); + } + } + return damage; +} + +int ItemInst::GetItemBaneDamageRace(uint16 against, bool augments) const +{ + int damage = 0; + const auto item = GetItem(); + if (item) { + if (item->BaneDmgRace == against) + damage += item->BaneDmgRaceAmt; + + if (augments) { + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + damage += GetAugment(i)->GetItemBaneDamageRace(against); + } + } + return damage; +} + +int ItemInst::GetItemMagical(bool augments) const +{ + const auto item = GetItem(); + if (item) { + if (item->Magic) + return 1; + + if (augments) { + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i) && GetAugment(i)->GetItemMagical()) + return 1; + } + } + return 0; +} + +int ItemInst::GetItemHP(bool augments) const +{ + int hp = 0; + const auto item = GetItem(); + if (item) { + hp = item->HP; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + hp += GetAugment(i)->GetItemHP(); + } + return hp; +} + +int ItemInst::GetItemMana(bool augments) const +{ + int mana = 0; + const auto item = GetItem(); + if (item) { + mana = item->Mana; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + mana += GetAugment(i)->GetItemMana(); + } + return mana; +} + +int ItemInst::GetItemEndur(bool augments) const +{ + int endur = 0; + const auto item = GetItem(); + if (item) { + endur = item->Endur; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + endur += GetAugment(i)->GetItemEndur(); + } + return endur; +} + +int ItemInst::GetItemAttack(bool augments) const +{ + int atk = 0; + const auto item = GetItem(); + if (item) { + atk = item->Attack; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + atk += GetAugment(i)->GetItemAttack(); + } + return atk; +} + +int ItemInst::GetItemStr(bool augments) const +{ + int str = 0; + const auto item = GetItem(); + if (item) { + str = item->AStr; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + str += GetAugment(i)->GetItemStr(); + } + return str; +} + +int ItemInst::GetItemSta(bool augments) const +{ + int sta = 0; + const auto item = GetItem(); + if (item) { + sta = item->ASta; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + sta += GetAugment(i)->GetItemSta(); + } + return sta; +} + +int ItemInst::GetItemDex(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->ADex; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemDex(); + } + return total; +} + +int ItemInst::GetItemAgi(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->AAgi; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemAgi(); + } + return total; +} + +int ItemInst::GetItemInt(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->AInt; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemInt(); + } + return total; +} + +int ItemInst::GetItemWis(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->AWis; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemWis(); + } + return total; +} + +int ItemInst::GetItemCha(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->ACha; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemCha(); + } + return total; +} + +int ItemInst::GetItemMR(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->MR; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemMR(); + } + return total; +} + +int ItemInst::GetItemFR(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->FR; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemFR(); + } + return total; +} + +int ItemInst::GetItemCR(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->CR; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemCR(); + } + return total; +} + +int ItemInst::GetItemPR(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->PR; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemPR(); + } + return total; +} + +int ItemInst::GetItemDR(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->DR; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemDR(); + } + return total; +} + +int ItemInst::GetItemCorrup(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->SVCorruption; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemCorrup(); + } + return total; +} + +int ItemInst::GetItemHeroicStr(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->HeroicStr; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemHeroicStr(); + } + return total; +} + +int ItemInst::GetItemHeroicSta(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->HeroicSta; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemHeroicSta(); + } + return total; +} + +int ItemInst::GetItemHeroicDex(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->HeroicDex; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemHeroicDex(); + } + return total; +} + +int ItemInst::GetItemHeroicAgi(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->HeroicAgi; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemHeroicAgi(); + } + return total; +} + +int ItemInst::GetItemHeroicInt(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->HeroicInt; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemHeroicInt(); + } + return total; +} + +int ItemInst::GetItemHeroicWis(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->HeroicWis; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemHeroicWis(); + } + return total; +} + +int ItemInst::GetItemHeroicCha(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->HeroicCha; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemHeroicCha(); + } + return total; +} + +int ItemInst::GetItemHeroicMR(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->HeroicMR; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemHeroicMR(); + } + return total; +} + +int ItemInst::GetItemHeroicFR(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->HeroicFR; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemHeroicFR(); + } + return total; +} + +int ItemInst::GetItemHeroicCR(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->HeroicCR; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemHeroicCR(); + } + return total; +} + +int ItemInst::GetItemHeroicPR(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->HeroicPR; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemHeroicPR(); + } + return total; +} + +int ItemInst::GetItemHeroicDR(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->HeroicDR; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemHeroicDR(); + } + return total; +} + +int ItemInst::GetItemHeroicCorrup(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->HeroicSVCorrup; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) + total += GetAugment(i)->GetItemHeroicCorrup(); + } + return total; +} + +int ItemInst::GetItemHaste(bool augments) const +{ + int total = 0; + const auto item = GetItem(); + if (item) { + total = item->Haste; + if (augments) + for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; ++i) + if (GetAugment(i)) { + int temp = GetAugment(i)->GetItemHaste(); + if (temp > total) + total = temp; + } + } + return total; +} // // class EvolveInfo diff --git a/common/item.h b/common/item.h index a5dd01f95..b6babde9f 100644 --- a/common/item.h +++ b/common/item.h @@ -29,6 +29,7 @@ class EvolveInfo; // Stores information about an evolving item family #include "../common/eq_constants.h" #include "../common/item_struct.h" #include "../common/timer.h" +#include "../common/bodytypes.h" #include #include @@ -418,6 +419,58 @@ public: void StopTimer(std::string name); void ClearTimers(); + // Get a total of a stat, including augs + // These functions should be used in place of other code manually totaling + // to centralize where it is done to make future changes easier (ex. whenever powersources come around) + // and to minimize errors. CalcItemBonuses however doesn't use these in interest of performance + // by default these do not recurse into augs + int GetItemArmorClass(bool augments = false) const; + int GetItemElementalDamage(int &magic, int &fire, int &cold, int &poison, int &disease, int &chromatic, int &prismatic, int &physical, int &corruption, bool augments = false) const; + // These two differ in the fact that they're quick checks (they are checked BEFORE the one above + int GetItemElementalFlag(bool augments = false) const; + int GetItemElementalDamage(bool augments = false) const; + int GetItemRecommendedLevel(bool augments = false) const; + int GetItemRequiredLevel(bool augments = false) const; + int GetItemWeaponDamage(bool augments = false) const; + int GetItemBackstabDamage(bool augments = false) const; + // these two are just quick checks + int GetItemBaneDamageBody(bool augments = false) const; + int GetItemBaneDamageRace(bool augments = false) const; + int GetItemBaneDamageBody(bodyType against, bool augments = false) const; + int GetItemBaneDamageRace(uint16 against, bool augments = false) const; + int GetItemMagical(bool augments = false) const; + int GetItemHP(bool augments = false) const; + int GetItemMana(bool augments = false) const; + int GetItemEndur(bool augments = false) const; + int GetItemAttack(bool augments = false) const; + int GetItemStr(bool augments = false) const; + int GetItemSta(bool augments = false) const; + int GetItemDex(bool augments = false) const; + int GetItemAgi(bool augments = false) const; + int GetItemInt(bool augments = false) const; + int GetItemWis(bool augments = false) const; + int GetItemCha(bool augments = false) const; + int GetItemMR(bool augments = false) const; + int GetItemFR(bool augments = false) const; + int GetItemCR(bool augments = false) const; + int GetItemPR(bool augments = false) const; + int GetItemDR(bool augments = false) const; + int GetItemCorrup(bool augments = false) const; + int GetItemHeroicStr(bool augments = false) const; + int GetItemHeroicSta(bool augments = false) const; + int GetItemHeroicDex(bool augments = false) const; + int GetItemHeroicAgi(bool augments = false) const; + int GetItemHeroicInt(bool augments = false) const; + int GetItemHeroicWis(bool augments = false) const; + int GetItemHeroicCha(bool augments = false) const; + int GetItemHeroicMR(bool augments = false) const; + int GetItemHeroicFR(bool augments = false) const; + int GetItemHeroicCR(bool augments = false) const; + int GetItemHeroicPR(bool augments = false) const; + int GetItemHeroicDR(bool augments = false) const; + int GetItemHeroicCorrup(bool augments = false) const; + int GetItemHaste(bool augments = false) const; + protected: ////////////////////////// // Protected Members From 8f0d9015be6fe15854479859ce9d68afc10e9b24 Mon Sep 17 00:00:00 2001 From: "Michael Cook (mackal)" Date: Sat, 16 Jan 2016 17:17:09 -0500 Subject: [PATCH 2/5] Fix rec/req level issues --- zone/bonuses.cpp | 320 ++++++++++++++++++++++------------------------- zone/bot.cpp | 102 ++++++++------- zone/bot.h | 2 +- zone/client.h | 2 +- 4 files changed, 200 insertions(+), 226 deletions(-) diff --git a/zone/bonuses.cpp b/zone/bonuses.cpp index 9e2461bd6..e709bdef4 100644 --- a/zone/bonuses.cpp +++ b/zone/bonuses.cpp @@ -207,32 +207,31 @@ void Client::ProcessItemCaps() itembonuses.ATK = std::min(itembonuses.ATK, CalcItemATKCap()); } -void Client::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug, bool isTribute) { - if(!inst || !inst->IsType(ItemClassCommon)) - { +void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAug, bool isTribute, int rec_override) +{ + if (!inst || !inst->IsType(ItemClassCommon)) { return; } - if(inst->GetAugmentType()==0 && isAug == true) - { + if (inst->GetAugmentType() == 0 && isAug == true) { return; } const Item_Struct *item = inst->GetItem(); - if(!isTribute && !inst->IsEquipable(GetBaseRace(),GetClass())) - { - if(item->ItemType != ItemTypeFood && item->ItemType != ItemTypeDrink) + if (!isTribute && !inst->IsEquipable(GetBaseRace(), GetClass())) { + if (item->ItemType != ItemTypeFood && item->ItemType != ItemTypeDrink) return; } - if(GetLevel() < item->ReqLevel) - { + if (GetLevel() < inst->GetItemRequiredLevel(true)) { return; } - if(GetLevel() >= item->RecLevel) - { + // So there isn't a very nice way to get the real rec level from the aug's inst, so we just pass it in, only + // used for augs + auto rec_level = isAug ? rec_override : inst->GetItemRecommendedLevel(true); + if (GetLevel() >= rec_level) { newbon->AC += item->AC; newbon->HP += item->HP; newbon->Mana += item->Mana; @@ -281,280 +280,257 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAu newbon->HeroicDR += item->HeroicDR; newbon->HeroicCorrup += item->HeroicSVCorrup; - } - else - { + } else { int lvl = GetLevel(); - int reclvl = item->RecLevel; - newbon->AC += CalcRecommendedLevelBonus( lvl, reclvl, item->AC ); - newbon->HP += CalcRecommendedLevelBonus( lvl, reclvl, item->HP ); - newbon->Mana += CalcRecommendedLevelBonus( lvl, reclvl, item->Mana ); - newbon->Endurance += CalcRecommendedLevelBonus( lvl, reclvl, item->Endur ); - newbon->ATK += CalcRecommendedLevelBonus( lvl, reclvl, item->Attack ); - newbon->STR += CalcRecommendedLevelBonus( lvl, reclvl, (item->AStr + item->HeroicStr) ); - newbon->STA += CalcRecommendedLevelBonus( lvl, reclvl, (item->ASta + item->HeroicSta) ); - newbon->DEX += CalcRecommendedLevelBonus( lvl, reclvl, (item->ADex + item->HeroicDex) ); - newbon->AGI += CalcRecommendedLevelBonus( lvl, reclvl, (item->AAgi + item->HeroicAgi) ); - newbon->INT += CalcRecommendedLevelBonus( lvl, reclvl, (item->AInt + item->HeroicInt) ); - newbon->WIS += CalcRecommendedLevelBonus( lvl, reclvl, (item->AWis + item->HeroicWis) ); - newbon->CHA += CalcRecommendedLevelBonus( lvl, reclvl, (item->ACha + item->HeroicCha) ); + newbon->AC += CalcRecommendedLevelBonus(lvl, rec_level, item->AC); + newbon->HP += CalcRecommendedLevelBonus(lvl, rec_level, item->HP); + newbon->Mana += CalcRecommendedLevelBonus(lvl, rec_level, item->Mana); + newbon->Endurance += CalcRecommendedLevelBonus(lvl, rec_level, item->Endur); + newbon->ATK += CalcRecommendedLevelBonus(lvl, rec_level, item->Attack); + newbon->STR += CalcRecommendedLevelBonus(lvl, rec_level, (item->AStr + item->HeroicStr)); + newbon->STA += CalcRecommendedLevelBonus(lvl, rec_level, (item->ASta + item->HeroicSta)); + newbon->DEX += CalcRecommendedLevelBonus(lvl, rec_level, (item->ADex + item->HeroicDex)); + newbon->AGI += CalcRecommendedLevelBonus(lvl, rec_level, (item->AAgi + item->HeroicAgi)); + newbon->INT += CalcRecommendedLevelBonus(lvl, rec_level, (item->AInt + item->HeroicInt)); + newbon->WIS += CalcRecommendedLevelBonus(lvl, rec_level, (item->AWis + item->HeroicWis)); + newbon->CHA += CalcRecommendedLevelBonus(lvl, rec_level, (item->ACha + item->HeroicCha)); - newbon->MR += CalcRecommendedLevelBonus( lvl, reclvl, (item->MR + item->HeroicMR) ); - newbon->FR += CalcRecommendedLevelBonus( lvl, reclvl, (item->FR + item->HeroicFR) ); - newbon->CR += CalcRecommendedLevelBonus( lvl, reclvl, (item->CR + item->HeroicCR) ); - newbon->PR += CalcRecommendedLevelBonus( lvl, reclvl, (item->PR + item->HeroicPR) ); - newbon->DR += CalcRecommendedLevelBonus( lvl, reclvl, (item->DR + item->HeroicDR) ); - newbon->Corrup += CalcRecommendedLevelBonus( lvl, reclvl, (item->SVCorruption + item->HeroicSVCorrup) ); + newbon->MR += CalcRecommendedLevelBonus(lvl, rec_level, (item->MR + item->HeroicMR)); + newbon->FR += CalcRecommendedLevelBonus(lvl, rec_level, (item->FR + item->HeroicFR)); + newbon->CR += CalcRecommendedLevelBonus(lvl, rec_level, (item->CR + item->HeroicCR)); + newbon->PR += CalcRecommendedLevelBonus(lvl, rec_level, (item->PR + item->HeroicPR)); + newbon->DR += CalcRecommendedLevelBonus(lvl, rec_level, (item->DR + item->HeroicDR)); + newbon->Corrup += + CalcRecommendedLevelBonus(lvl, rec_level, (item->SVCorruption + item->HeroicSVCorrup)); - newbon->STRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicStr ); - newbon->STACapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicSta ); - newbon->DEXCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicDex ); - newbon->AGICapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicAgi ); - newbon->INTCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicInt ); - newbon->WISCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicWis ); - newbon->CHACapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicCha ); - newbon->MRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicMR ); - newbon->CRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicFR ); - newbon->FRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicCR ); - newbon->PRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicPR ); - newbon->DRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicDR ); - newbon->CorrupCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicSVCorrup ); + newbon->STRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicStr); + newbon->STACapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicSta); + newbon->DEXCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicDex); + newbon->AGICapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicAgi); + newbon->INTCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicInt); + newbon->WISCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicWis); + newbon->CHACapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicCha); + newbon->MRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicMR); + newbon->CRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicFR); + newbon->FRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicCR); + newbon->PRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicPR); + newbon->DRCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicDR); + newbon->CorrupCapMod += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicSVCorrup); - newbon->HeroicSTR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicStr ); - newbon->HeroicSTA += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicSta ); - newbon->HeroicDEX += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicDex ); - newbon->HeroicAGI += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicAgi ); - newbon->HeroicINT += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicInt ); - newbon->HeroicWIS += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicWis ); - newbon->HeroicCHA += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicCha ); - newbon->HeroicMR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicMR ); - newbon->HeroicFR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicFR ); - newbon->HeroicCR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicCR ); - newbon->HeroicPR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicPR ); - newbon->HeroicDR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicDR ); - newbon->HeroicCorrup += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicSVCorrup ); + newbon->HeroicSTR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicStr); + newbon->HeroicSTA += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicSta); + newbon->HeroicDEX += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicDex); + newbon->HeroicAGI += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicAgi); + newbon->HeroicINT += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicInt); + newbon->HeroicWIS += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicWis); + newbon->HeroicCHA += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicCha); + newbon->HeroicMR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicMR); + newbon->HeroicFR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicFR); + newbon->HeroicCR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicCR); + newbon->HeroicPR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicPR); + newbon->HeroicDR += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicDR); + newbon->HeroicCorrup += CalcRecommendedLevelBonus(lvl, rec_level, item->HeroicSVCorrup); } - //FatherNitwit: New style haste, shields, and regens - if(newbon->haste < (int32)item->Haste) { + // FatherNitwit: New style haste, shields, and regens + if (newbon->haste < (int32)item->Haste) { newbon->haste = item->Haste; } - if(item->Regen > 0) + if (item->Regen > 0) newbon->HPRegen += item->Regen; - if(item->ManaRegen > 0) + if (item->ManaRegen > 0) newbon->ManaRegen += item->ManaRegen; - if(item->EnduranceRegen > 0) + if (item->EnduranceRegen > 0) newbon->EnduranceRegen += item->EnduranceRegen; - if(item->DamageShield > 0) { - if((newbon->DamageShield + item->DamageShield) > RuleI(Character, ItemDamageShieldCap)) + if (item->DamageShield > 0) { + if ((newbon->DamageShield + item->DamageShield) > RuleI(Character, ItemDamageShieldCap)) newbon->DamageShield = RuleI(Character, ItemDamageShieldCap); else newbon->DamageShield += item->DamageShield; } - if(item->SpellShield > 0) { - if((newbon->SpellShield + item->SpellShield) > RuleI(Character, ItemSpellShieldingCap)) + if (item->SpellShield > 0) { + if ((newbon->SpellShield + item->SpellShield) > RuleI(Character, ItemSpellShieldingCap)) newbon->SpellShield = RuleI(Character, ItemSpellShieldingCap); else newbon->SpellShield += item->SpellShield; } - if(item->Shielding > 0) { - if((newbon->MeleeMitigation + item->Shielding) > RuleI(Character, ItemShieldingCap)) + if (item->Shielding > 0) { + if ((newbon->MeleeMitigation + item->Shielding) > RuleI(Character, ItemShieldingCap)) newbon->MeleeMitigation = RuleI(Character, ItemShieldingCap); else newbon->MeleeMitigation += item->Shielding; } - if(item->StunResist > 0) { - if((newbon->StunResist + item->StunResist) > RuleI(Character, ItemStunResistCap)) + if (item->StunResist > 0) { + if ((newbon->StunResist + item->StunResist) > RuleI(Character, ItemStunResistCap)) newbon->StunResist = RuleI(Character, ItemStunResistCap); else newbon->StunResist += item->StunResist; } - if(item->StrikeThrough > 0) { - if((newbon->StrikeThrough + item->StrikeThrough) > RuleI(Character, ItemStrikethroughCap)) + if (item->StrikeThrough > 0) { + if ((newbon->StrikeThrough + item->StrikeThrough) > RuleI(Character, ItemStrikethroughCap)) newbon->StrikeThrough = RuleI(Character, ItemStrikethroughCap); else newbon->StrikeThrough += item->StrikeThrough; } - if(item->Avoidance > 0) { - if((newbon->AvoidMeleeChance + item->Avoidance) > RuleI(Character, ItemAvoidanceCap)) + if (item->Avoidance > 0) { + if ((newbon->AvoidMeleeChance + item->Avoidance) > RuleI(Character, ItemAvoidanceCap)) newbon->AvoidMeleeChance = RuleI(Character, ItemAvoidanceCap); else newbon->AvoidMeleeChance += item->Avoidance; } - if(item->Accuracy > 0) { - if((newbon->HitChance + item->Accuracy) > RuleI(Character, ItemAccuracyCap)) + if (item->Accuracy > 0) { + if ((newbon->HitChance + item->Accuracy) > RuleI(Character, ItemAccuracyCap)) newbon->HitChance = RuleI(Character, ItemAccuracyCap); else newbon->HitChance += item->Accuracy; } - if(item->CombatEffects > 0) { - if((newbon->ProcChance + item->CombatEffects) > RuleI(Character, ItemCombatEffectsCap)) + if (item->CombatEffects > 0) { + if ((newbon->ProcChance + item->CombatEffects) > RuleI(Character, ItemCombatEffectsCap)) newbon->ProcChance = RuleI(Character, ItemCombatEffectsCap); else newbon->ProcChance += item->CombatEffects; } - if(item->DotShielding > 0) { - if((newbon->DoTShielding + item->DotShielding) > RuleI(Character, ItemDoTShieldingCap)) + if (item->DotShielding > 0) { + if ((newbon->DoTShielding + item->DotShielding) > RuleI(Character, ItemDoTShieldingCap)) newbon->DoTShielding = RuleI(Character, ItemDoTShieldingCap); else newbon->DoTShielding += item->DotShielding; } - if(item->HealAmt > 0) { - if((newbon->HealAmt + item->HealAmt) > RuleI(Character, ItemHealAmtCap)) + if (item->HealAmt > 0) { + if ((newbon->HealAmt + item->HealAmt) > RuleI(Character, ItemHealAmtCap)) newbon->HealAmt = RuleI(Character, ItemHealAmtCap); else newbon->HealAmt += item->HealAmt; } - if(item->SpellDmg > 0) { - if((newbon->SpellDmg + item->SpellDmg) > RuleI(Character, ItemSpellDmgCap)) + if (item->SpellDmg > 0) { + if ((newbon->SpellDmg + item->SpellDmg) > RuleI(Character, ItemSpellDmgCap)) newbon->SpellDmg = RuleI(Character, ItemSpellDmgCap); else newbon->SpellDmg += item->SpellDmg; } - if(item->Clairvoyance > 0) { - if((newbon->Clairvoyance + item->Clairvoyance) > RuleI(Character, ItemClairvoyanceCap)) + if (item->Clairvoyance > 0) { + if ((newbon->Clairvoyance + item->Clairvoyance) > RuleI(Character, ItemClairvoyanceCap)) newbon->Clairvoyance = RuleI(Character, ItemClairvoyanceCap); else newbon->Clairvoyance += item->Clairvoyance; } - if(item->DSMitigation > 0) { - if((newbon->DSMitigation + item->DSMitigation) > RuleI(Character, ItemDSMitigationCap)) + if (item->DSMitigation > 0) { + if ((newbon->DSMitigation + item->DSMitigation) > RuleI(Character, ItemDSMitigationCap)) newbon->DSMitigation = RuleI(Character, ItemDSMitigationCap); else newbon->DSMitigation += item->DSMitigation; } - if (item->Worn.Effect > 0 && item->Worn.Type == ET_WornEffect) {// latent effects + if (item->Worn.Effect > 0 && item->Worn.Type == ET_WornEffect) { // latent effects ApplySpellsBonuses(item->Worn.Effect, item->Worn.Level, newbon, 0, item->Worn.Type); } - if (item->Focus.Effect>0 && (item->Focus.Type == ET_Focus)) { // focus effects + if (item->Focus.Effect > 0 && (item->Focus.Type == ET_Focus)) { // focus effects ApplySpellsBonuses(item->Focus.Effect, item->Focus.Level, newbon, 0); } - switch(item->BardType) - { + switch (item->BardType) { case 51: /* All (e.g. Singing Short Sword) */ - { - if(item->BardValue > newbon->singingMod) - newbon->singingMod = item->BardValue; - if(item->BardValue > newbon->brassMod) - newbon->brassMod = item->BardValue; - if(item->BardValue > newbon->stringedMod) - newbon->stringedMod = item->BardValue; - if(item->BardValue > newbon->percussionMod) - newbon->percussionMod = item->BardValue; - if(item->BardValue > newbon->windMod) - newbon->windMod = item->BardValue; - break; - } + { + if (item->BardValue > newbon->singingMod) + newbon->singingMod = item->BardValue; + if (item->BardValue > newbon->brassMod) + newbon->brassMod = item->BardValue; + if (item->BardValue > newbon->stringedMod) + newbon->stringedMod = item->BardValue; + if (item->BardValue > newbon->percussionMod) + newbon->percussionMod = item->BardValue; + if (item->BardValue > newbon->windMod) + newbon->windMod = item->BardValue; + break; + } case 50: /* Singing */ - { - if(item->BardValue > newbon->singingMod) - newbon->singingMod = item->BardValue; - break; - } + { + if (item->BardValue > newbon->singingMod) + newbon->singingMod = item->BardValue; + break; + } case 23: /* Wind */ - { - if(item->BardValue > newbon->windMod) - newbon->windMod = item->BardValue; - break; - } + { + if (item->BardValue > newbon->windMod) + newbon->windMod = item->BardValue; + break; + } case 24: /* stringed */ - { - if(item->BardValue > newbon->stringedMod) - newbon->stringedMod = item->BardValue; - break; - } + { + if (item->BardValue > newbon->stringedMod) + newbon->stringedMod = item->BardValue; + break; + } case 25: /* brass */ - { - if(item->BardValue > newbon->brassMod) - newbon->brassMod = item->BardValue; - break; - } + { + if (item->BardValue > newbon->brassMod) + newbon->brassMod = item->BardValue; + break; + } case 26: /* Percussion */ - { - if(item->BardValue > newbon->percussionMod) - newbon->percussionMod = item->BardValue; - break; - } + { + if (item->BardValue > newbon->percussionMod) + newbon->percussionMod = item->BardValue; + break; + } } - if (item->SkillModValue != 0 && item->SkillModType <= HIGHEST_SKILL){ + if (item->SkillModValue != 0 && item->SkillModType <= HIGHEST_SKILL) { if ((item->SkillModValue > 0 && newbon->skillmod[item->SkillModType] < item->SkillModValue) || - (item->SkillModValue < 0 && newbon->skillmod[item->SkillModType] > item->SkillModValue)) - { + (item->SkillModValue < 0 && newbon->skillmod[item->SkillModType] > item->SkillModValue)) { newbon->skillmod[item->SkillModType] = item->SkillModValue; newbon->skillmodmax[item->SkillModType] = item->SkillModMax; } } // Add Item Faction Mods - if (item->FactionMod1) - { - if (item->FactionAmt1 > 0 && item->FactionAmt1 > GetItemFactionBonus(item->FactionMod1)) - { + if (item->FactionMod1) { + if (item->FactionAmt1 > 0 && item->FactionAmt1 > GetItemFactionBonus(item->FactionMod1)) { AddItemFactionBonus(item->FactionMod1, item->FactionAmt1); - } - else if (item->FactionAmt1 < 0 && item->FactionAmt1 < GetItemFactionBonus(item->FactionMod1)) - { + } else if (item->FactionAmt1 < 0 && item->FactionAmt1 < GetItemFactionBonus(item->FactionMod1)) { AddItemFactionBonus(item->FactionMod1, item->FactionAmt1); } } - if (item->FactionMod2) - { - if (item->FactionAmt2 > 0 && item->FactionAmt2 > GetItemFactionBonus(item->FactionMod2)) - { + if (item->FactionMod2) { + if (item->FactionAmt2 > 0 && item->FactionAmt2 > GetItemFactionBonus(item->FactionMod2)) { AddItemFactionBonus(item->FactionMod2, item->FactionAmt2); - } - else if (item->FactionAmt2 < 0 && item->FactionAmt2 < GetItemFactionBonus(item->FactionMod2)) - { + } else if (item->FactionAmt2 < 0 && item->FactionAmt2 < GetItemFactionBonus(item->FactionMod2)) { AddItemFactionBonus(item->FactionMod2, item->FactionAmt2); } } - if (item->FactionMod3) - { - if (item->FactionAmt3 > 0 && item->FactionAmt3 > GetItemFactionBonus(item->FactionMod3)) - { + if (item->FactionMod3) { + if (item->FactionAmt3 > 0 && item->FactionAmt3 > GetItemFactionBonus(item->FactionMod3)) { AddItemFactionBonus(item->FactionMod3, item->FactionAmt3); - } - else if (item->FactionAmt3 < 0 && item->FactionAmt3 < GetItemFactionBonus(item->FactionMod3)) - { + } else if (item->FactionAmt3 < 0 && item->FactionAmt3 < GetItemFactionBonus(item->FactionMod3)) { AddItemFactionBonus(item->FactionMod3, item->FactionAmt3); } } - if (item->FactionMod4) - { - if (item->FactionAmt4 > 0 && item->FactionAmt4 > GetItemFactionBonus(item->FactionMod4)) - { + if (item->FactionMod4) { + if (item->FactionAmt4 > 0 && item->FactionAmt4 > GetItemFactionBonus(item->FactionMod4)) { AddItemFactionBonus(item->FactionMod4, item->FactionAmt4); - } - else if (item->FactionAmt4 < 0 && item->FactionAmt4 < GetItemFactionBonus(item->FactionMod4)) - { + } else if (item->FactionAmt4 < 0 && item->FactionAmt4 < GetItemFactionBonus(item->FactionMod4)) { AddItemFactionBonus(item->FactionMod4, item->FactionAmt4); } } if (item->ExtraDmgSkill != 0 && item->ExtraDmgSkill <= HIGHEST_SKILL) { - if((newbon->SkillDamageAmount[item->ExtraDmgSkill] + item->ExtraDmgAmt) > RuleI(Character, ItemExtraDmgCap)) + if ((newbon->SkillDamageAmount[item->ExtraDmgSkill] + item->ExtraDmgAmt) > + RuleI(Character, ItemExtraDmgCap)) newbon->SkillDamageAmount[item->ExtraDmgSkill] = RuleI(Character, ItemExtraDmgCap); else newbon->SkillDamageAmount[item->ExtraDmgSkill] += item->ExtraDmgAmt; } - if (!isAug) - { - int i; - for (i = 0; i < EmuConstants::ITEM_COMMON_SIZE; i++) { - AddItemBonuses(inst->GetAugment(i),newbon,true); - } + if (!isAug) { + for (int i = 0; i < EmuConstants::ITEM_COMMON_SIZE; i++) + AddItemBonuses(inst->GetAugment(i), newbon, true, false, rec_level); } - } void Client::AdditiveWornBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug) { diff --git a/zone/bot.cpp b/zone/bot.cpp index 01f2da41d..9207b5139 100644 --- a/zone/bot.cpp +++ b/zone/bot.cpp @@ -8829,7 +8829,7 @@ void Bot::CalcItemBonuses(StatBonuses* newbon) newbon->EnduranceRegen = CalcEnduranceRegenCap(); } -void Bot::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug, bool isTribute) { +void Bot::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug, bool isTribute, in rec_override) { if(!inst || !inst->IsType(ItemClassCommon)) { return; @@ -8848,12 +8848,13 @@ void Bot::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug, return; } - if(GetLevel() < item->ReqLevel) + if(GetLevel() < inst->GetItemRequiredLevel(true)) { return; } - if(GetLevel() >= item->RecLevel) + auto rec_level = isAug ? rec_override : inst->GetItemRecommendedLevel(true); + if(GetLevel() >= rec_level) { newbon->AC += item->AC; newbon->HP += item->HP; @@ -8907,55 +8908,54 @@ void Bot::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug, else { int lvl = GetLevel(); - int reclvl = item->RecLevel; - newbon->AC += CalcRecommendedLevelBonus( lvl, reclvl, item->AC ); - newbon->HP += CalcRecommendedLevelBonus( lvl, reclvl, item->HP ); - newbon->Mana += CalcRecommendedLevelBonus( lvl, reclvl, item->Mana ); - newbon->Endurance += CalcRecommendedLevelBonus( lvl, reclvl, item->Endur ); - newbon->ATK += CalcRecommendedLevelBonus( lvl, reclvl, item->Attack ); - newbon->STR += CalcRecommendedLevelBonus( lvl, reclvl, (item->AStr + item->HeroicStr) ); - newbon->STA += CalcRecommendedLevelBonus( lvl, reclvl, (item->ASta + item->HeroicSta) ); - newbon->DEX += CalcRecommendedLevelBonus( lvl, reclvl, (item->ADex + item->HeroicDex) ); - newbon->AGI += CalcRecommendedLevelBonus( lvl, reclvl, (item->AAgi + item->HeroicAgi) ); - newbon->INT += CalcRecommendedLevelBonus( lvl, reclvl, (item->AInt + item->HeroicInt) ); - newbon->WIS += CalcRecommendedLevelBonus( lvl, reclvl, (item->AWis + item->HeroicWis) ); - newbon->CHA += CalcRecommendedLevelBonus( lvl, reclvl, (item->ACha + item->HeroicCha) ); + newbon->AC += CalcRecommendedLevelBonus( lvl, rec_level, item->AC ); + newbon->HP += CalcRecommendedLevelBonus( lvl, rec_level, item->HP ); + newbon->Mana += CalcRecommendedLevelBonus( lvl, rec_level, item->Mana ); + newbon->Endurance += CalcRecommendedLevelBonus( lvl, rec_level, item->Endur ); + newbon->ATK += CalcRecommendedLevelBonus( lvl, rec_level, item->Attack ); + newbon->STR += CalcRecommendedLevelBonus( lvl, rec_level, (item->AStr + item->HeroicStr) ); + newbon->STA += CalcRecommendedLevelBonus( lvl, rec_level, (item->ASta + item->HeroicSta) ); + newbon->DEX += CalcRecommendedLevelBonus( lvl, rec_level, (item->ADex + item->HeroicDex) ); + newbon->AGI += CalcRecommendedLevelBonus( lvl, rec_level, (item->AAgi + item->HeroicAgi) ); + newbon->INT += CalcRecommendedLevelBonus( lvl, rec_level, (item->AInt + item->HeroicInt) ); + newbon->WIS += CalcRecommendedLevelBonus( lvl, rec_level, (item->AWis + item->HeroicWis) ); + newbon->CHA += CalcRecommendedLevelBonus( lvl, rec_level, (item->ACha + item->HeroicCha) ); - newbon->MR += CalcRecommendedLevelBonus( lvl, reclvl, (item->MR + item->HeroicMR) ); - newbon->FR += CalcRecommendedLevelBonus( lvl, reclvl, (item->FR + item->HeroicFR) ); - newbon->CR += CalcRecommendedLevelBonus( lvl, reclvl, (item->CR + item->HeroicCR) ); - newbon->PR += CalcRecommendedLevelBonus( lvl, reclvl, (item->PR + item->HeroicPR) ); - newbon->DR += CalcRecommendedLevelBonus( lvl, reclvl, (item->DR + item->HeroicDR) ); - newbon->Corrup += CalcRecommendedLevelBonus( lvl, reclvl, (item->SVCorruption + item->HeroicSVCorrup) ); + newbon->MR += CalcRecommendedLevelBonus( lvl, rec_level, (item->MR + item->HeroicMR) ); + newbon->FR += CalcRecommendedLevelBonus( lvl, rec_level, (item->FR + item->HeroicFR) ); + newbon->CR += CalcRecommendedLevelBonus( lvl, rec_level, (item->CR + item->HeroicCR) ); + newbon->PR += CalcRecommendedLevelBonus( lvl, rec_level, (item->PR + item->HeroicPR) ); + newbon->DR += CalcRecommendedLevelBonus( lvl, rec_level, (item->DR + item->HeroicDR) ); + newbon->Corrup += CalcRecommendedLevelBonus( lvl, rec_level, (item->SVCorruption + item->HeroicSVCorrup) ); - newbon->STRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicStr ); - newbon->STACapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicSta ); - newbon->DEXCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicDex ); - newbon->AGICapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicAgi ); - newbon->INTCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicInt ); - newbon->WISCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicWis ); - newbon->CHACapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicCha ); - newbon->MRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicMR ); - newbon->CRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicFR ); - newbon->FRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicCR ); - newbon->PRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicPR ); - newbon->DRCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicDR ); - newbon->CorrupCapMod += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicSVCorrup ); + newbon->STRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicStr ); + newbon->STACapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicSta ); + newbon->DEXCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicDex ); + newbon->AGICapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicAgi ); + newbon->INTCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicInt ); + newbon->WISCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicWis ); + newbon->CHACapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicCha ); + newbon->MRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicMR ); + newbon->CRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicFR ); + newbon->FRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicCR ); + newbon->PRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicPR ); + newbon->DRCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicDR ); + newbon->CorrupCapMod += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicSVCorrup ); - newbon->HeroicSTR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicStr ); - newbon->HeroicSTA += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicSta ); - newbon->HeroicDEX += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicDex ); - newbon->HeroicAGI += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicAgi ); - newbon->HeroicINT += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicInt ); - newbon->HeroicWIS += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicWis ); - newbon->HeroicCHA += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicCha ); - newbon->HeroicMR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicMR ); - newbon->HeroicFR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicFR ); - newbon->HeroicCR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicCR ); - newbon->HeroicPR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicPR ); - newbon->HeroicDR += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicDR ); - newbon->HeroicCorrup += CalcRecommendedLevelBonus( lvl, reclvl, item->HeroicSVCorrup ); + newbon->HeroicSTR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicStr ); + newbon->HeroicSTA += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicSta ); + newbon->HeroicDEX += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicDex ); + newbon->HeroicAGI += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicAgi ); + newbon->HeroicINT += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicInt ); + newbon->HeroicWIS += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicWis ); + newbon->HeroicCHA += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicCha ); + newbon->HeroicMR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicMR ); + newbon->HeroicFR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicFR ); + newbon->HeroicCR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicCR ); + newbon->HeroicPR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicPR ); + newbon->HeroicDR += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicDR ); + newbon->HeroicCorrup += CalcRecommendedLevelBonus( lvl, rec_level, item->HeroicSVCorrup ); } //FatherNitwit: New style haste, shields, and regens @@ -9124,10 +9124,8 @@ void Bot::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug, if (!isAug) { - int i; - for (i = 0; i < EmuConstants::ITEM_COMMON_SIZE; i++) { - AddItemBonuses(inst->GetAugment(i),newbon,true); - } + for (int i = 0; i < EmuConstants::ITEM_COMMON_SIZE; i++) + AddItemBonuses(inst->GetAugment(i),newbon,true, false, rec_level); } } diff --git a/zone/bot.h b/zone/bot.h index a280a2a58..c35fd1f7b 100644 --- a/zone/bot.h +++ b/zone/bot.h @@ -193,7 +193,7 @@ public: virtual int32 CheckAggroAmount(uint16 spellid); virtual void CalcBonuses(); void CalcItemBonuses(StatBonuses* newbon); - void AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false, bool isTribute = false); + void AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false, bool isTribute = false, int rec_override = 0); int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat); virtual void MakePet(uint16 spell_id, const char* pettype, const char *petname = nullptr); virtual FACTION_VALUE GetReverseFactionCon(Mob* iOther); diff --git a/zone/client.h b/zone/client.h index bc2f89b87..24522f63d 100644 --- a/zone/client.h +++ b/zone/client.h @@ -1275,7 +1275,7 @@ public: protected: friend class Mob; void CalcItemBonuses(StatBonuses* newbon); - void AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false, bool isTribute = false); + void AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false, bool isTribute = false, int rec_override = 0); void AdditiveWornBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false); int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat); void CalcEdibleBonuses(StatBonuses* newbon); From ad1c91f204c2e05139a02260d5f9dde969eafb8c Mon Sep 17 00:00:00 2001 From: "Michael Cook (mackal)" Date: Sat, 16 Jan 2016 17:52:21 -0500 Subject: [PATCH 3/5] Fix bots --- zone/bot.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/zone/bot.cpp b/zone/bot.cpp index 9207b5139..5ce63714c 100644 --- a/zone/bot.cpp +++ b/zone/bot.cpp @@ -8829,7 +8829,7 @@ void Bot::CalcItemBonuses(StatBonuses* newbon) newbon->EnduranceRegen = CalcEnduranceRegenCap(); } -void Bot::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug, bool isTribute, in rec_override) { +void Bot::AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug, bool isTribute, int rec_override) { if(!inst || !inst->IsType(ItemClassCommon)) { return; From 600866f5730f2b01803ddb37306fd39e553b668d Mon Sep 17 00:00:00 2001 From: "Michael Cook (mackal)" Date: Sat, 16 Jan 2016 18:29:17 -0500 Subject: [PATCH 4/5] Rewrite Bane and Elemental Dmg stuff and GetWeaponDamage (client version) --- zone/attack.cpp | 253 +++++++++++++----------------------------------- zone/mob.cpp | 168 +++++++++++++++++++++++++++++++- zone/mob.h | 2 + 3 files changed, 234 insertions(+), 189 deletions(-) diff --git a/zone/attack.cpp b/zone/attack.cpp index 532a53686..85ee29e9d 100644 --- a/zone/attack.cpp +++ b/zone/attack.cpp @@ -928,231 +928,108 @@ int Mob::GetWeaponDamage(Mob *against, const ItemInst *weapon_item, uint32 *hate int banedmg = 0; int x = 0; - if(!against || against->GetInvul() || against->GetSpecialAbility(IMMUNE_MELEE)){ + if (!against || against->GetInvul() || against->GetSpecialAbility(IMMUNE_MELEE)) return 0; - } - //check for items being illegally attained - if(weapon_item){ - const Item_Struct *mWeaponItem = weapon_item->GetItem(); - if(mWeaponItem){ - if(mWeaponItem->ReqLevel > GetLevel()){ - return 0; - } - - if(!weapon_item->IsEquipable(GetBaseRace(), GetClass())){ - return 0; - } - } - else{ + // check for items being illegally attained + if (weapon_item) { + if (!weapon_item->GetItem()) + return 0; + + if (weapon_item->GetItemRequiredLevel(true) > GetLevel()) + return 0; + + if (!weapon_item->IsEquipable(GetBaseRace(), GetClass())) return 0; - } } - if(against->GetSpecialAbility(IMMUNE_MELEE_NONMAGICAL)){ - if(weapon_item){ + if (against->GetSpecialAbility(IMMUNE_MELEE_NONMAGICAL)) { + if (weapon_item) { // check to see if the weapon is magic - bool MagicWeapon = false; - if(weapon_item->GetItem() && weapon_item->GetItem()->Magic) - MagicWeapon = true; - else - if(spellbonuses.MagicWeapon || itembonuses.MagicWeapon) - MagicWeapon = true; + bool MagicWeapon = weapon_item->GetItemMagical(true) || spellbonuses.MagicWeapon || itembonuses.MagicWeapon; + if (MagicWeapon) { + auto rec_level = weapon_item->GetItemRecommendedLevel(true); + if (IsClient() && GetLevel() < rec_level) + dmg = CastToClient()->CalcRecommendedLevelBonus( + GetLevel(), rec_level, weapon_item->GetItemWeaponDamage(true)); else - // An augment on the weapon that is marked magic makes - // the item magical. - for(x = 0; MagicWeapon == false && x < EmuConstants::ITEM_COMMON_SIZE; x++) - { - if(weapon_item->GetAugment(x) && weapon_item->GetAugment(x)->GetItem()) - { - if (weapon_item->GetAugment(x)->GetItem()->Magic) - MagicWeapon = true; - } - } - - if(MagicWeapon) { - - if(IsClient() && GetLevel() < weapon_item->GetItem()->RecLevel){ - dmg = CastToClient()->CalcRecommendedLevelBonus(GetLevel(), weapon_item->GetItem()->RecLevel, weapon_item->GetItem()->Damage); - } - else{ - dmg = weapon_item->GetItem()->Damage; - } - - for(int x = 0; x < EmuConstants::ITEM_COMMON_SIZE; x++){ - if(weapon_item->GetAugment(x) && weapon_item->GetAugment(x)->GetItem()){ - dmg += weapon_item->GetAugment(x)->GetItem()->Damage; - if (hate) *hate += weapon_item->GetAugment(x)->GetItem()->Damage + weapon_item->GetAugment(x)->GetItem()->ElemDmgAmt; - } - } + dmg = weapon_item->GetItemWeaponDamage(true); dmg = dmg <= 0 ? 1 : dmg; - } - else + } else { return 0; - } - else{ - bool MagicGloves=false; + } + } else { + bool MagicGloves = false; if (IsClient()) { - ItemInst *gloves=CastToClient()->GetInv().GetItem(MainHands); - if (gloves != nullptr) { - MagicGloves = gloves->GetItem()->Magic; - } + const ItemInst *gloves = CastToClient()->GetInv().GetItem(MainHands); + if (gloves) + MagicGloves = gloves->GetItemMagical(true); } - if((GetClass() == MONK || GetClass() == BEASTLORD)) { - if(MagicGloves || GetLevel() >= 30){ + if (GetClass() == MONK || GetClass() == BEASTLORD) { + if (MagicGloves || GetLevel() >= 30) { dmg = GetHandToHandDamage(); - if (hate) *hate += dmg; + if (hate) + *hate += dmg; } - } - else if(GetOwner() && GetLevel() >= RuleI(Combat, PetAttackMagicLevel)){ //pets wouldn't actually use this but... - dmg = 1; //it gives us an idea if we can hit - } - else if(MagicGloves || GetSpecialAbility(SPECATK_MAGICAL)){ + } else if (GetOwner() && + GetLevel() >= + RuleI(Combat, PetAttackMagicLevel)) { // pets wouldn't actually use this but... + dmg = 1; // it gives us an idea if we can hit + } else if (MagicGloves || GetSpecialAbility(SPECATK_MAGICAL)) { dmg = 1; - } - else + } else return 0; } - } - else{ - if(weapon_item){ - if(weapon_item->GetItem()){ - - if(IsClient() && GetLevel() < weapon_item->GetItem()->RecLevel){ - dmg = CastToClient()->CalcRecommendedLevelBonus(GetLevel(), weapon_item->GetItem()->RecLevel, weapon_item->GetItem()->Damage); - } - else{ - dmg = weapon_item->GetItem()->Damage; + } else { + if (weapon_item) { + if (weapon_item->GetItem()) { + auto rec_level = weapon_item->GetItemRecommendedLevel(true); + if (IsClient() && GetLevel() < rec_level) { + dmg = CastToClient()->CalcRecommendedLevelBonus( + GetLevel(), rec_level, weapon_item->GetItemWeaponDamage(true)); + } else { + dmg = weapon_item->GetItemWeaponDamage(true); } - for (int x = 0; x < EmuConstants::ITEM_COMMON_SIZE; x++){ - if(weapon_item->GetAugment(x) && weapon_item->GetAugment(x)->GetItem()){ - dmg += weapon_item->GetAugment(x)->GetItem()->Damage; - if (hate) *hate += weapon_item->GetAugment(x)->GetItem()->Damage + weapon_item->GetAugment(x)->GetItem()->ElemDmgAmt; - } - } dmg = dmg <= 0 ? 1 : dmg; } - } - else{ + } else { dmg = GetHandToHandDamage(); - if (hate) *hate += dmg; + if (hate) + *hate += dmg; } } int eledmg = 0; - if(!against->GetSpecialAbility(IMMUNE_MAGIC)){ - if(weapon_item && weapon_item->GetItem() && weapon_item->GetItem()->ElemDmgAmt){ - if(IsClient() && GetLevel() < weapon_item->GetItem()->RecLevel){ - eledmg = CastToClient()->CalcRecommendedLevelBonus(GetLevel(), weapon_item->GetItem()->RecLevel, weapon_item->GetItem()->ElemDmgAmt); - } - else{ - eledmg = weapon_item->GetItem()->ElemDmgAmt; - } - - if(eledmg) - { - eledmg = (eledmg * against->ResistSpell(weapon_item->GetItem()->ElemDmgType, 0, this) / 100); - } - } - - if(weapon_item){ - for (int x = 0; x < EmuConstants::ITEM_COMMON_SIZE; x++){ - if(weapon_item->GetAugment(x) && weapon_item->GetAugment(x)->GetItem()){ - if(weapon_item->GetAugment(x)->GetItem()->ElemDmgAmt) - eledmg += (weapon_item->GetAugment(x)->GetItem()->ElemDmgAmt * against->ResistSpell(weapon_item->GetAugment(x)->GetItem()->ElemDmgType, 0, this) / 100); - } - } - } + if (!against->GetSpecialAbility(IMMUNE_MAGIC)) { + if (weapon_item && weapon_item->GetItem() && weapon_item->GetItemElementalFlag(true)) + // the client actually has the way this is done, it does not appear to check req! + eledmg = against->ResistElementalWeaponDmg(weapon_item); } - if(against->GetSpecialAbility(IMMUNE_MELEE_EXCEPT_BANE)){ - if(weapon_item && weapon_item->GetItem()){ - if(weapon_item->GetItem()->BaneDmgBody == against->GetBodyType()){ - if(IsClient() && GetLevel() < weapon_item->GetItem()->RecLevel){ - banedmg += CastToClient()->CalcRecommendedLevelBonus(GetLevel(), weapon_item->GetItem()->RecLevel, weapon_item->GetItem()->BaneDmgAmt); - } - else{ - banedmg += weapon_item->GetItem()->BaneDmgAmt; - } - } + if (weapon_item && weapon_item->GetItem() && + (weapon_item->GetItemBaneDamageBody(true) || weapon_item->GetItemBaneDamageRace(true))) + banedmg = against->CheckBaneDamage(weapon_item); - if(weapon_item->GetItem()->BaneDmgRace == against->GetRace()){ - if(IsClient() && GetLevel() < weapon_item->GetItem()->RecLevel){ - banedmg += CastToClient()->CalcRecommendedLevelBonus(GetLevel(), weapon_item->GetItem()->RecLevel, weapon_item->GetItem()->BaneDmgRaceAmt); - } - else{ - banedmg += weapon_item->GetItem()->BaneDmgRaceAmt; - } - } - - for (int x = 0; x < EmuConstants::ITEM_COMMON_SIZE; x++){ - if(weapon_item->GetAugment(x) && weapon_item->GetAugment(x)->GetItem()){ - if(weapon_item->GetAugment(x)->GetItem()->BaneDmgBody == against->GetBodyType()){ - banedmg += weapon_item->GetAugment(x)->GetItem()->BaneDmgAmt; - } - - if(weapon_item->GetAugment(x)->GetItem()->BaneDmgRace == against->GetRace()){ - banedmg += weapon_item->GetAugment(x)->GetItem()->BaneDmgRaceAmt; - } - } - } - } - - if(!eledmg && !banedmg) - { - if(!GetSpecialAbility(SPECATK_BANE)) + if (against->GetSpecialAbility(IMMUNE_MELEE_EXCEPT_BANE)) { + if (!eledmg && !banedmg) { + if (!GetSpecialAbility(SPECATK_BANE)) return 0; else return 1; - } - else { + } else { dmg += (banedmg + eledmg); - if (hate) *hate += banedmg; - } - } - else{ - if(weapon_item && weapon_item->GetItem()){ - if(weapon_item->GetItem()->BaneDmgBody == against->GetBodyType()){ - if(IsClient() && GetLevel() < weapon_item->GetItem()->RecLevel){ - banedmg += CastToClient()->CalcRecommendedLevelBonus(GetLevel(), weapon_item->GetItem()->RecLevel, weapon_item->GetItem()->BaneDmgAmt); - } - else{ - banedmg += weapon_item->GetItem()->BaneDmgAmt; - } - } - - if(weapon_item->GetItem()->BaneDmgRace == against->GetRace()){ - if(IsClient() && GetLevel() < weapon_item->GetItem()->RecLevel){ - banedmg += CastToClient()->CalcRecommendedLevelBonus(GetLevel(), weapon_item->GetItem()->RecLevel, weapon_item->GetItem()->BaneDmgRaceAmt); - } - else{ - banedmg += weapon_item->GetItem()->BaneDmgRaceAmt; - } - } - - for (int x = 0; x < EmuConstants::ITEM_COMMON_SIZE; x++){ - if(weapon_item->GetAugment(x) && weapon_item->GetAugment(x)->GetItem()){ - if(weapon_item->GetAugment(x)->GetItem()->BaneDmgBody == against->GetBodyType()){ - banedmg += weapon_item->GetAugment(x)->GetItem()->BaneDmgAmt; - } - - if(weapon_item->GetAugment(x)->GetItem()->BaneDmgRace == against->GetRace()){ - banedmg += weapon_item->GetAugment(x)->GetItem()->BaneDmgRaceAmt; - } - } - } + if (hate) + *hate += banedmg; } + } else { dmg += (banedmg + eledmg); - if (hate) *hate += banedmg; + if (hate) + *hate += banedmg; } - if(dmg <= 0){ - return 0; - } - else - return dmg; + return std::max(0, dmg); } //note: throughout this method, setting `damage` to a negative is a way to diff --git a/zone/mob.cpp b/zone/mob.cpp index e28ccefcc..2ac1c7f5e 100644 --- a/zone/mob.cpp +++ b/zone/mob.cpp @@ -5689,4 +5689,170 @@ int32 Mob::GetMeleeMitigation() { mitigation += itembonuses.MeleeMitigationEffect; mitigation += aabonuses.MeleeMitigationEffect; return mitigation; -} \ No newline at end of file +} + +/* this is the mob being attacked. + * Pass in the weapon's ItemInst + */ +int Mob::ResistElementalWeaponDmg(const ItemInst *item) +{ + if (!item) + return 0; + int magic = 0, fire = 0, cold = 0, poison = 0, disease = 0, chromatic = 0, prismatic = 0, physical = 0, + corruption = 0; + int resist = 0; + int roll = 0; + /* this is how the client does the resist rolls for these. + * Given the difficulty of parsing out these resists, I'll trust the client + */ + if (item->GetItemElementalDamage(magic, fire, cold, poison, disease, chromatic, prismatic, physical, corruption, true)) { + if (magic) { + resist = GetMR(); + if (resist >= 201) { + magic = 0; + } else { + roll = zone->random.Int(0, 200) - resist; + if (roll < 1) + magic = 0; + else if (roll < 100) + magic = magic * roll / 100; + } + } + + if (fire) { + resist = GetFR(); + if (resist >= 201) { + fire = 0; + } else { + roll = zone->random.Int(0, 200) - resist; + if (roll < 1) + fire = 0; + else if (roll < 100) + fire = fire * roll / 100; + } + } + + if (cold) { + resist = GetCR(); + if (resist >= 201) { + cold = 0; + } else { + roll = zone->random.Int(0, 200) - resist; + if (roll < 1) + cold = 0; + else if (roll < 100) + cold = cold * roll / 100; + } + } + + if (poison) { + resist = GetPR(); + if (resist >= 201) { + poison = 0; + } else { + roll = zone->random.Int(0, 200) - resist; + if (roll < 1) + poison = 0; + else if (roll < 100) + poison = poison * roll / 100; + } + } + + if (disease) { + resist = GetDR(); + if (resist >= 201) { + disease = 0; + } else { + roll = zone->random.Int(0, 200) - resist; + if (roll < 1) + disease = 0; + else if (roll < 100) + disease = disease * roll / 100; + } + } + + if (corruption) { + resist = GetCorrup(); + if (resist >= 201) { + corruption = 0; + } else { + roll = zone->random.Int(0, 200) - resist; + if (roll < 1) + corruption = 0; + else if (roll < 100) + corruption = corruption * roll / 100; + } + } + + if (chromatic) { + resist = GetFR(); + int temp = GetCR(); + if (temp < resist) + resist = temp; + + temp = GetMR(); + if (temp < resist) + resist = temp; + + temp = GetDR(); + if (temp < resist) + resist = temp; + + temp = GetPR(); + if (temp < resist) + resist = temp; + + if (resist >= 201) { + chromatic = 0; + } else { + roll = zone->random.Int(0, 200) - resist; + if (roll < 1) + chromatic = 0; + else if (roll < 100) + chromatic = chromatic * roll / 100; + } + } + + if (prismatic) { + resist = (GetFR() + GetCR() + GetMR() + GetDR() + GetPR()) / 5; + if (resist >= 201) { + prismatic = 0; + } else { + roll = zone->random.Int(0, 200) - resist; + if (roll < 1) + prismatic = 0; + else if (roll < 100) + prismatic = prismatic * roll / 100; + } + } + + if (physical) { + resist = GetPhR(); + if (resist >= 201) { + physical = 0; + } else { + roll = zone->random.Int(0, 200) - resist; + if (roll < 1) + physical = 0; + else if (roll < 100) + physical = physical * roll / 100; + } + } + } + + return magic + fire + cold + poison + disease + chromatic + prismatic + physical + corruption; +} + +/* this is the mob being attacked. + * Pass in the weapon's ItemInst + */ +int Mob::CheckBaneDamage(const ItemInst *item) +{ + if (!item) + return 0; + + int damage = item->GetItemBaneDamageBody(GetBodyType(), true); + damage += item->GetItemBaneDamageRace(GetRace(), true); + + return damage; +} diff --git a/zone/mob.h b/zone/mob.h index 334c81e51..516bdfe8b 100644 --- a/zone/mob.h +++ b/zone/mob.h @@ -231,6 +231,8 @@ public: int resist_override = 0, bool CharismaCheck = false, bool CharmTick = false, bool IsRoot = false, int level_override = -1); int ResistPhysical(int level_diff, uint8 caster_level); + int ResistElementalWeaponDmg(const ItemInst *item); + int CheckBaneDamage(const ItemInst *item); uint16 GetSpecializeSkillValue(uint16 spell_id) const; void SendSpellBarDisable(); void SendSpellBarEnable(uint16 spellid); From 1ddbfdf4e9ee03b9a6ce0d599ad8f581930f59e0 Mon Sep 17 00:00:00 2001 From: "Michael Cook (mackal)" Date: Sat, 16 Jan 2016 18:46:32 -0500 Subject: [PATCH 5/5] Fix ItemInst::GetItemElementalDamage --- common/item.cpp | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/common/item.cpp b/common/item.cpp index a7b6987de..26ec154c3 100644 --- a/common/item.cpp +++ b/common/item.cpp @@ -2342,31 +2342,31 @@ int ItemInst::GetItemElementalDamage(int &magic, int &fire, int &cold, int &pois if (item) { switch (item->ElemDmgType) { case RESIST_MAGIC: - magic = item->ElemDmgAmt; + magic += item->ElemDmgAmt; break; case RESIST_FIRE: - fire = item->ElemDmgAmt; + fire += item->ElemDmgAmt; break; case RESIST_COLD: - cold = item->ElemDmgAmt; + cold += item->ElemDmgAmt; break; case RESIST_POISON: - poison = item->ElemDmgAmt; + poison += item->ElemDmgAmt; break; case RESIST_DISEASE: - disease = item->ElemDmgAmt; + disease += item->ElemDmgAmt; break; case RESIST_CHROMATIC: - chromatic = item->ElemDmgAmt; + chromatic += item->ElemDmgAmt; break; case RESIST_PRISMATIC: - prismatic = item->ElemDmgAmt; + prismatic += item->ElemDmgAmt; break; case RESIST_PHYSICAL: - physical = item->ElemDmgAmt; + physical += item->ElemDmgAmt; break; case RESIST_CORRUPTION: - corruption = item->ElemDmgAmt; + corruption += item->ElemDmgAmt; break; }