InLiquid converted to xyz_location

This commit is contained in:
Arthur Ice 2014-11-26 19:32:46 -08:00
parent 29573d7d19
commit 6cd614a05e
6 changed files with 119 additions and 118 deletions

View File

@ -274,21 +274,21 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
}
//Avoidance Bonuses on defender decreases baseline hit chance by percent.
avoidanceBonus = defender->spellbonuses.AvoidMeleeChanceEffect +
defender->itembonuses.AvoidMeleeChanceEffect +
avoidanceBonus = defender->spellbonuses.AvoidMeleeChanceEffect +
defender->itembonuses.AvoidMeleeChanceEffect +
defender->aabonuses.AvoidMeleeChanceEffect +
(defender->itembonuses.AvoidMeleeChance / 10.0f); //Item Mod 'Avoidence'
Mob *owner = nullptr;
if (defender->IsPet())
if (defender->IsPet())
owner = defender->GetOwner();
else if ((defender->IsNPC() && defender->CastToNPC()->GetSwarmOwner()))
owner = entity_list.GetMobID(defender->CastToNPC()->GetSwarmOwner());
if (owner)
avoidanceBonus += owner->aabonuses.PetAvoidance + owner->spellbonuses.PetAvoidance + owner->itembonuses.PetAvoidance;
if(defender->IsNPC())
if(defender->IsNPC())
avoidanceBonus += (defender->CastToNPC()->GetAvoidanceRating() / 10.0f); //Modifier from database
//Hit Chance Bonuses on attacker increases baseline hit chance by percent.
@ -312,7 +312,7 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
if(attacker->IsNPC())
hitBonus += (attacker->CastToNPC()->GetAccuracyRating() / 10.0f); //Modifier from database
if(skillinuse == SkillArchery)
hitBonus -= hitBonus*RuleR(Combat, ArcheryHitPenalty);
@ -332,7 +332,7 @@ bool Mob::CheckHitChance(Mob* other, SkillUseTypes skillinuse, int Hand, int16 c
else if(chancetohit < RuleR(Combat,MinChancetoHit)) {
chancetohit = RuleR(Combat,MinChancetoHit);
}
//I dont know the best way to handle a garunteed hit discipline being used
//agains a garunteed riposte (for example) discipline... for now, garunteed hit wins
@ -568,7 +568,7 @@ void Mob::MeleeMitigation(Mob *attacker, int32 &damage, int32 minhit, ExtraAttac
armor = (armor / RuleR(Combat, NPCACFactor));
Mob *owner = nullptr;
if (IsPet())
if (IsPet())
owner = GetOwner();
else if ((CastToNPC()->GetSwarmOwner()))
owner = entity_list.GetMobID(CastToNPC()->GetSwarmOwner());
@ -1302,9 +1302,9 @@ bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, b
} else { //we hit, try to avoid it
other->AvoidDamage(this, damage);
other->MeleeMitigation(this, damage, min_hit, opts);
if(damage > 0)
if(damage > 0)
CommonOutgoingHitSuccess(other, damage, skillinuse);
mlog(COMBAT__DAMAGE, "Final damage after all reductions: %d", damage);
}
@ -1437,7 +1437,7 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
if(dead)
return false; //cant die more than once...
if(!spell)
if(!spell)
spell = SPELL_UNKNOWN;
char buffer[48] = { 0 };
@ -1462,7 +1462,7 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
#1: Send death packet to everyone
*/
uint8 killed_level = GetLevel();
SendLogoutPackets();
/* Make self become corpse packet */
@ -1675,8 +1675,8 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
if(LeftCorpse && (GetClientVersionBit() & BIT_SoFAndLater) && RuleB(Character, RespawnFromHover))
{
ClearDraggedCorpses();
RespawnFromHoverTimer.Start(RuleI(Character, RespawnFromHoverTimer) * 1000);
ClearDraggedCorpses();
RespawnFromHoverTimer.Start(RuleI(Character, RespawnFromHoverTimer) * 1000);
SendRespawnBinds();
}
else
@ -1693,19 +1693,19 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
if(r)
r->MemberZoned(this);
dead_timer.Start(5000, true);
dead_timer.Start(5000, true);
m_pp.zone_id = m_pp.binds[0].zoneId;
m_pp.zoneInstance = m_pp.binds[0].instance_id;
database.MoveCharacterToZone(this->CharacterID(), database.GetZoneName(m_pp.zone_id));
Save();
database.MoveCharacterToZone(this->CharacterID(), database.GetZoneName(m_pp.zone_id));
Save();
GoToDeath();
}
/* QS: PlayerLogDeaths */
if (RuleB(QueryServ, PlayerLogDeaths)){
const char * killer_name = "";
if (killerMob && killerMob->GetCleanName()){ killer_name = killerMob->GetCleanName(); }
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);
if (killerMob && killerMob->GetCleanName()){ killer_name = killerMob->GetCleanName(); }
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);
QServ->PlayerLogEvent(Player_Log_Deaths, this->CharacterID(), event_desc);
}
@ -1864,7 +1864,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
mlog(COMBAT__DAMAGE, "Damage (%d) is above max (%d). Setting to max.", damage, (max_dmg+eleBane));
damage = (max_dmg+eleBane);
}
damage = mod_npc_damage(damage, skillinuse, Hand, weapon, other);
int32 hate = damage;
@ -1943,7 +1943,7 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
return false;
MeleeLifeTap(damage);
CommonBreakInvisible();
//I doubt this works...
@ -1952,15 +1952,15 @@ bool NPC::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool
if(!bRiposte && !other->HasDied()) {
TryWeaponProc(nullptr, weapon, other, Hand); //no weapon
if (!other->HasDied())
TrySpellProc(nullptr, weapon, other, Hand);
if (damage > 0 && HasSkillProcSuccess() && !other->HasDied())
TrySkillProc(other, skillinuse, 0, true, Hand);
}
if(GetHP() > 0 && !other->HasDied())
if(GetHP() > 0 && !other->HasDied())
TriggerDefensiveProcs(nullptr, other, Hand, damage);
// now check ripostes
@ -2020,7 +2020,7 @@ void NPC::Damage(Mob* other, int32 damage, uint16 spell_id, SkillUseTypes attack
bool NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes attack_skill) {
mlog(COMBAT__HITS, "Fatal blow dealt by %s with %d damage, spell %d, skill %d", killerMob->GetName(), damage, spell, attack_skill);
Mob *oos = nullptr;
if(killerMob) {
oos = killerMob->GetOwnerOrSelf();
@ -2075,7 +2075,7 @@ bool NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes attack
if(p_depop == true)
return false;
HasAISpellEffects = false;
BuffFadeAll();
uint8 killed_level = GetLevel();
@ -2248,7 +2248,7 @@ bool NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes attack
parse->EventNPC(EVENT_KILLED_MERIT, this, give_exp_client, "killed", 0);
if(RuleB(NPC, EnableMeritBasedFaction))
give_exp_client->SetFactionLevel(give_exp_client->CharacterID(), GetNPCFactionID(), give_exp_client->GetBaseClass(),
give_exp_client->SetFactionLevel(give_exp_client->CharacterID(), GetNPCFactionID(), give_exp_client->GetBaseClass(),
give_exp_client->GetBaseRace(), give_exp_client->GetDeity());
mod_npc_killed_merit(give_exp_client);
@ -2410,9 +2410,9 @@ bool NPC::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes attack
}
void Mob::AddToHateList(Mob* other, int32 hate, int32 damage, bool iYellForHelp, bool bFrenzy, bool iBuffTic) {
assert(other != nullptr);
if (other == this)
return;
@ -2429,12 +2429,12 @@ void Mob::AddToHateList(Mob* other, int32 hate, int32 damage, bool iYellForHelp,
if(other){
AddRampage(other);
int hatemod = 100 + other->spellbonuses.hatemod + other->itembonuses.hatemod + other->aabonuses.hatemod;
int32 shieldhatemod = other->spellbonuses.ShieldEquipHateMod + other->itembonuses.ShieldEquipHateMod + other->aabonuses.ShieldEquipHateMod;
if (shieldhatemod && other->HasShieldEquiped())
hatemod += shieldhatemod;
if(hatemod < 1)
hatemod = 1;
hate = ((hate * (hatemod))/100);
@ -2451,7 +2451,7 @@ void Mob::AddToHateList(Mob* other, int32 hate, int32 damage, bool iYellForHelp,
if (other->IsNPC() && (other->IsPet() || other->CastToNPC()->GetSwarmOwner() > 0))
TryTriggerOnValueAmount(false, false, false, true);
if(IsClient() && !IsAIControlled())
return;
@ -2478,8 +2478,9 @@ void Mob::AddToHateList(Mob* other, int32 hate, int32 damage, bool iYellForHelp,
}
}
auto otherPosition = xyz_location(other->GetX(), other->GetY(), other->GetZ());
if(IsNPC() && CastToNPC()->IsUnderwaterOnly() && zone->HasWaterMap()) {
if(!zone->watermap->InLiquid(other->GetX(), other->GetY(), other->GetZ())) {
if(!zone->watermap->InLiquid(otherPosition)) {
return;
}
}
@ -2493,9 +2494,9 @@ void Mob::AddToHateList(Mob* other, int32 hate, int32 damage, bool iYellForHelp,
if(damage > GetHP())
damage = GetHP();
if (spellbonuses.ImprovedTaunt[1] && (GetLevel() < spellbonuses.ImprovedTaunt[0])
if (spellbonuses.ImprovedTaunt[1] && (GetLevel() < spellbonuses.ImprovedTaunt[0])
&& other && (buffs[spellbonuses.ImprovedTaunt[2]].casterid != other->GetID()))
hate = (hate*spellbonuses.ImprovedTaunt[1])/100;
hate = (hate*spellbonuses.ImprovedTaunt[1])/100;
hate_list.Add(other, hate, damage, bFrenzy, !iBuffTic);
@ -3141,7 +3142,7 @@ int32 Mob::ReduceDamage(int32 damage)
slot = spellbonuses.NegateAttacks[1];
if(slot >= 0) {
if(--buffs[slot].numhits == 0) {
if(!TryFadeEffect(slot))
BuffFadeBySlot(slot , true);
}
@ -3156,8 +3157,8 @@ 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;
@ -3188,7 +3189,7 @@ 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"
@ -3201,10 +3202,10 @@ 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;
}
}
@ -3235,7 +3236,7 @@ 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);
}
@ -3250,7 +3251,7 @@ 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);
if (spellbonuses.MitigateDotRune[0]){
slot = spellbonuses.MitigateDotRune[1];
if(slot >= 0)
@ -3270,7 +3271,7 @@ 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;
}
}
@ -3283,12 +3284,12 @@ 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;
@ -3305,8 +3306,8 @@ int32 Mob::AffectMagicalDamage(int32 damage, uint16 spell_id, const bool iBuffTi
}
}
}
// Do runes now.
if (spellbonuses.MitigateSpellRune[0] && !DisableSpellRune){
slot = spellbonuses.MitigateSpellRune[1];
@ -3329,10 +3330,10 @@ 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;
}
}
@ -3340,14 +3341,14 @@ 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;
}
@ -3367,7 +3368,7 @@ int32 Mob::ReduceAllDamage(int32 damage)
TryTriggerOnValueAmount(false, true);
}
}
CheckNumHitsRemaining(NUMHIT_IncomingDamage);
return(damage);
@ -3454,7 +3455,7 @@ bool Client::CheckDoubleAttack(bool tripleAttack) {
}
bool Client::CheckDoubleRangedAttack() {
int32 chance = spellbonuses.DoubleRangedAttack + itembonuses.DoubleRangedAttack + aabonuses.DoubleRangedAttack;
if(chance && (MakeRandomInt(0, 100) < chance))
@ -3474,7 +3475,7 @@ void Mob::CommonDamage(Mob* attacker, int32 &damage, const uint16 spell_id, cons
mlog(COMBAT__DAMAGE, "Avoiding %d damage due to invulnerability.", damage);
damage = -5;
}
if( spell_id != SPELL_UNKNOWN || attacker == nullptr )
avoidable = false;
@ -3575,7 +3576,7 @@ 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);
@ -3607,7 +3608,7 @@ 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)) {
@ -3905,7 +3906,7 @@ float Mob::GetProcChances(float ProcBonus, uint16 hand)
}
float Mob::GetDefensiveProcChances(float &ProcBonus, float &ProcChance, uint16 hand, Mob* on) {
if (!on)
return ProcChance;
@ -3961,7 +3962,7 @@ 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;
@ -3988,7 +3989,7 @@ 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;
@ -4149,7 +4150,7 @@ 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);
}
@ -4260,7 +4261,7 @@ 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);
@ -4313,7 +4314,7 @@ void Mob::TryCriticalHit(Mob *defender, uint16 skill, int32 &damage, ExtraAttack
uint32 critMod = 200;
bool crip_success = false;
int32 CripplingBlowChance = GetCrippBlowChance();
//Crippling Blow Chance: The percent value of the effect is applied
//to the your Chance to Critical. (ie You have 10% chance to critical and you
//have a 200% Chance to Critical Blow effect, therefore you have a 20% Chance to Critical Blow.
@ -4367,7 +4368,7 @@ bool Mob::TryFinishingBlow(Mob *defender, SkillUseTypes skillinuse)
if (defender && !defender->IsClient() && defender->GetHPRatio() < 10){
uint32 FB_Dmg = aabonuses.FinishingBlow[1] + spellbonuses.FinishingBlow[1] + itembonuses.FinishingBlow[1];
uint32 FB_Level = 0;
FB_Level = aabonuses.FinishingBlowLvl[0];
if (FB_Level < spellbonuses.FinishingBlowLvl[0])
@ -4510,8 +4511,8 @@ 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;
@ -4519,7 +4520,7 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
uint16 proc_spell_id = 0;
float ProcMod = 0;
float chance = 0;
if (IsDefensive)
chance = on->GetSkillProcChances(ReuseTime, hand);
else
@ -4528,16 +4529,16 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
if (spellbonuses.LimitToSkill[skill]){
for(int e = 0; e < MAX_SKILL_PROCS; e++){
if (CanProc &&
(!Success && spellbonuses.SkillProc[e] && IsValidSpell(spellbonuses.SkillProc[e]))
if (CanProc &&
(!Success && spellbonuses.SkillProc[e] && IsValidSpell(spellbonuses.SkillProc[e]))
|| (Success && spellbonuses.SkillProcSuccess[e] && IsValidSpell(spellbonuses.SkillProcSuccess[e]))) {
base_spell_id = spellbonuses.SkillProc[e];
base_spell_id = 0;
ProcMod = 0;
for (int i = 0; i < EFFECT_COUNT; i++) {
if (spells[base_spell_id].effectid[i] == SE_SkillProc) {
proc_spell_id = spells[base_spell_id].base[i];
ProcMod = static_cast<float>(spells[base_spell_id].base2[i]);
@ -4567,16 +4568,16 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
if (itembonuses.LimitToSkill[skill]){
CanProc = true;
for(int e = 0; e < MAX_SKILL_PROCS; e++){
if (CanProc &&
(!Success && itembonuses.SkillProc[e] && IsValidSpell(itembonuses.SkillProc[e]))
if (CanProc &&
(!Success && itembonuses.SkillProc[e] && IsValidSpell(itembonuses.SkillProc[e]))
|| (Success && itembonuses.SkillProcSuccess[e] && IsValidSpell(itembonuses.SkillProcSuccess[e]))) {
base_spell_id = itembonuses.SkillProc[e];
base_spell_id = 0;
ProcMod = 0;
for (int i = 0; i < EFFECT_COUNT; i++) {
if (spells[base_spell_id].effectid[i] == SE_SkillProc) {
proc_spell_id = spells[base_spell_id].base[i];
ProcMod = static_cast<float>(spells[base_spell_id].base2[i]);
@ -4607,12 +4608,12 @@ 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 &&
if (CanProc &&
(!Success && aabonuses.SkillProc[e])
|| (Success && aabonuses.SkillProcSuccess[e])){
int aaid = aabonuses.SkillProc[e];
@ -4660,44 +4661,44 @@ float Mob::GetSkillProcChances(uint16 ReuseTime, uint16 hand) {
uint32 weapon_speed;
float ProcChance = 0;
if (!ReuseTime && hand) {
weapon_speed = GetWeaponSpeedbyHand(hand);
ProcChance = static_cast<float>(weapon_speed) * (RuleR(Combat, AvgProcsPerMinute) / 60000.0f);
if (hand != MainPrimary)
ProcChance /= 2;
}
else
else
ProcChance = static_cast<float>(ReuseTime) * (RuleR(Combat, AvgProcsPerMinute) / 60000.0f);
return ProcChance;
}
bool Mob::TryRootFadeByDamage(int buffslot, Mob* attacker) {
/*Dev Quote 2010: http://forums.station.sony.com/eq/posts/list.m?topic_id=161443
The Viscid Roots AA does the following: Reduces the chance for root to break by X percent.
There is no distinction of any kind between the caster inflicted damage, or anyone
else's damage. There is also no distinction between Direct and DOT damage in the root code.
/* 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.
*/
if (!attacker || !spellbonuses.Root[0] || spellbonuses.Root[1] < 0)
return false;
if (IsDetrimentalSpell(spellbonuses.Root[1]) && spellbonuses.Root[1] != buffslot){
int BreakChance = RuleI(Spells, RootBreakFromSpells);
BreakChance -= BreakChance*buffs[spellbonuses.Root[1]].RootBreakChance/100;
int level_diff = attacker->GetLevel() - GetLevel();
@ -4705,13 +4706,13 @@ bool Mob::TryRootFadeByDamage(int buffslot, Mob* attacker) {
if (level_diff == 2)
BreakChance = (BreakChance * 80) /100; //Decrease by 20%;
else if (level_diff >= 3 && level_diff <= 20)
BreakChance = (BreakChance * 60) /100; //Decrease by 40%;
else if (level_diff > 21)
BreakChance = (BreakChance * 20) /100; //Decrease by 80%;
if (BreakChance < 1)
BreakChance = 1;
@ -4736,7 +4737,7 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
for(uint32 slot = 0; slot < buff_max; slot++) {
if(slot == spellbonuses.MeleeRune[1] && spellbonuses.MeleeRune[0] && buffs[slot].melee_rune && IsValidSpell(buffs[slot].spellid)){
int melee_rune_left = buffs[slot].melee_rune;
if(melee_rune_left > damage)
{
melee_rune_left -= damage;
@ -4748,7 +4749,7 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
{
if(melee_rune_left > 0)
damage -= melee_rune_left;
if(!TryFadeEffect(slot))
BuffFadeBySlot(slot);
}
@ -4756,7 +4757,7 @@ 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)){
@ -4772,7 +4773,7 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
{
if(magic_rune_left > 0)
damage -= magic_rune_left;
if(!TryFadeEffect(slot))
BuffFadeBySlot(slot);
}
@ -4785,7 +4786,7 @@ int32 Mob::RuneAbsorb(int32 damage, uint16 type)
void Mob::CommonOutgoingHitSuccess(Mob* defender, int32 &damage, SkillUseTypes skillInUse)
{
if (!defender)
if (!defender)
return;
ApplyMeleeDamageBonus(skillInUse, damage);

View File

@ -4595,13 +4595,8 @@ void Client::Handle_OP_ClientUpdate(const EQApplicationPacket *app)
safe_delete(outapp);
}
if(zone->watermap)
{
if(zone->watermap->InLiquid(m_Position.m_X, m_Position.m_Y, m_Position.m_Z))
{
CheckIncreaseSkill(SkillSwimming, nullptr, -17);
}
}
if(zone->watermap && zone->watermap->InLiquid(m_Position))
CheckIncreaseSkill(SkillSwimming, nullptr, -17);
return;
}

View File

@ -199,7 +199,7 @@ void HateList::Add(Mob *ent, int32 in_hate, int32 in_dam, bool bFrenzy, bool iAd
parse->EventNPC(EVENT_HATE_LIST, owner->CastToNPC(), ent, "1", 0);
if (ent->IsClient()) {
if (owner->CastToNPC()->IsRaidTarget())
if (owner->CastToNPC()->IsRaidTarget())
ent->CastToClient()->SetEngagedRaidTarget(true);
ent->CastToClient()->IncrementAggroCount();
}
@ -222,7 +222,7 @@ bool HateList::RemoveEnt(Mob *ent)
parse->EventNPC(EVENT_HATE_LIST, owner->CastToNPC(), ent, "0", 0);
found = true;
if(ent && ent->IsClient())
ent->CastToClient()->DecrementAggroCount();
@ -263,11 +263,11 @@ int HateList::SummonedPetCount(Mob *hater) {
auto iterator = list.begin();
while(iterator != list.end()) {
if((*iterator)->ent != nullptr && (*iterator)->ent->IsNPC() && ((*iterator)->ent->CastToNPC()->IsPet() || ((*iterator)->ent->CastToNPC()->GetSwarmOwner() > 0)))
if((*iterator)->ent != nullptr && (*iterator)->ent->IsNPC() && ((*iterator)->ent->CastToNPC()->IsPet() || ((*iterator)->ent->CastToNPC()->GetSwarmOwner() > 0)))
{
++petcount;
}
++iterator;
}
@ -303,15 +303,16 @@ Mob *HateList::GetTop(Mob *center)
continue;
}
auto hateEntryPosition = xyz_location(cur->ent->GetX(), cur->ent->GetY(), cur->ent->GetZ());
if(center->IsNPC() && center->CastToNPC()->IsUnderwaterOnly() && zone->HasWaterMap()) {
if(!zone->watermap->InLiquid(cur->ent->GetX(), cur->ent->GetY(), cur->ent->GetZ())) {
if(!zone->watermap->InLiquid(hateEntryPosition)) {
skipped_count++;
++iterator;
continue;
}
}
if (cur->ent->Sanctuary()) {
if (cur->ent->Sanctuary()) {
if(hate == -1)
{
top = cur->ent;
@ -428,8 +429,9 @@ Mob *HateList::GetTop(Mob *center)
while(iterator != list.end())
{
tHateEntry *cur = (*iterator);
auto hateEntryPosition = xyz_location(cur->ent->GetX(), cur->ent->GetY(), cur->ent->GetZ());
if(center->IsNPC() && center->CastToNPC()->IsUnderwaterOnly() && zone->HasWaterMap()) {
if(!zone->watermap->InLiquid(cur->ent->GetX(), cur->ent->GetY(), cur->ent->GetZ())) {
if(!zone->watermap->InLiquid(hateEntryPosition)) {
skipped_count++;
++iterator;
continue;
@ -488,7 +490,7 @@ Mob *HateList::GetRandom()
int random = MakeRandomInt(0, count - 1);
for (int i = 0; i < random; i++)
++iterator;
return (*iterator)->ent;
}

View File

@ -1372,7 +1372,8 @@ void Mob::AI_Process() {
//we cannot reach our target...
//underwater stuff only works with water maps in the zone!
if(IsNPC() && CastToNPC()->IsUnderwaterOnly() && zone->HasWaterMap()) {
if(!zone->watermap->InLiquid(target->GetX(), target->GetY(), target->GetZ())) {
auto targetPosition = xyz_location(target->GetX(), target->GetY(), target->GetZ());
if(!zone->watermap->InLiquid(targetPosition)) {
Mob *tar = hate_list.GetTop(this);
if(tar == target) {
WipeHateList();

View File

@ -1197,12 +1197,14 @@ bool PathManager::NoHazardsAccurate(Map::Vertex From, Map::Vertex To)
if (zone->watermap)
{
if (zone->watermap->InLiquid(From.x, From.y, From.z) || zone->watermap->InLiquid(To.x, To.y, To.z))
auto from = xyz_location(From.x, From.y, From.z);
auto to = xyz_location(To.x, To.y, To.z);
if (zone->watermap->InLiquid(from) || zone->watermap->InLiquid(to))
{
break;
}
if (zone->watermap->InLiquid(TestPoint.x, TestPoint.y, NewZ))
auto testPointNewZ = xyz_location(TestPoint.x, TestPoint.y, NewZ);
if (zone->watermap->InLiquid(testPointNewZ))
{
Map::Vertex TestPointWater(TestPoint.x, TestPoint.y, NewZ - 0.5f);
Map::Vertex TestPointWaterDest = TestPointWater;

View File

@ -29,7 +29,7 @@ public:
virtual bool InWater(const xyz_location& location) const { return false; }
virtual bool InVWater(const xyz_location& location) const { return false; }
virtual bool InLava(const xyz_location& location) const { return false; }
virtual bool InLiquid(float y, float x, float z) const { return false; }
virtual bool InLiquid(const xyz_location& location) const { return false; }
protected:
virtual bool Load(FILE *fp) { return false; }