shield ability initial work

This commit is contained in:
KayenEQ
2021-08-05 18:08:49 -04:00
parent c69446c460
commit 711e8f62ce
7 changed files with 144 additions and 74 deletions
+2 -2
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@@ -592,7 +592,7 @@ typedef enum {
#define SE_ReduceSkillTimer 227 // implemented
#define SE_ReduceFallDamage 228 // implented - reduce the damage that you take from falling
#define SE_PersistantCasting 229 // implemented
#define SE_ExtendedShielding 230 // not used as bonus - increase range of /shield ability
#define SE_ExtendedShielding 230 // implemented XXXXXXXXX not used as bonus - increase range of /shield ability
#define SE_StunBashChance 231 // implemented - increase chance to stun from bash.
#define SE_DivineSave 232 // implemented (base1 == % chance on death to insta-res) (base2 == spell cast on save)
#define SE_Metabolism 233 // implemented - Modifies food/drink consumption rates.
@@ -617,7 +617,7 @@ typedef enum {
#define SE_FrontalBackstabChance 252 // implemented[AA] - chance to perform a full damage backstab from front.
#define SE_FrontalBackstabMinDmg 253 // implemented[AA] - allow a frontal backstab for mininum damage.
#define SE_Blank 254 // implemented
#define SE_ShieldDuration 255 // not implemented as bonus - increases duration of /shield
#define SE_ShieldDuration 255 // implemented, XXXXXXXXXXXX not implemented as bonus - increases duration of /shield
#define SE_ShroudofStealth 256 // implemented
#define SE_PetDiscipline 257 // not implemented as bonus - /pet hold - official name is GivePetHold
#define SE_TripleBackstab 258 // implemented[AA] - chance to perform a triple backstab
+40
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@@ -5278,9 +5278,49 @@ void Mob::CommonOutgoingHitSuccess(Mob* defender, DamageHitInfo &hit, ExtraAttac
hit.damage_done += (hit.damage_done * pct_damage_reduction / 100) + (defender->GetFcDamageAmtIncoming(this, 0, true, hit.skill));
if (defender->shield_ability.shielder_id = GetID()) {
hit.damage_done *= 0.50;//Don't round.
DoShieldDamageOnShielder(defender, hit);
}
CheckNumHitsRemaining(NumHit::OutgoingHitSuccess);
}
void Mob::DoShieldDamageOnShielder(Mob* defender, DamageHitInfo &hit)
{
if (!defender) {
return;
}
Mob *current_shielder = entity_list.GetMob(defender->shield_ability.shielder_id);
if (!current_shielder) {
return;
}
int mitigation = 75;
if (current_shielder->HasShieldEquiped() && current_shielder->IsClient()) {
EQ::ItemInstance* inst = CastToClient()->GetInv().GetItem(EQ::invslot::slotSecondary);
if (inst) {
const EQ::ItemData* shield = inst->GetItem();
if (shield && shield->ItemType == EQ::item::ItemTypeShield) {
mitigation -= shield->AC * 0.50; //1% increase per 2 AC
}
}
}
mitigation = std::max(mitigation, 50);
int shielder_damage_taken = hit.damage_done * 75 / 100;
current_shielder->Damage(this, shielder_damage_taken, SPELL_UNKNOWN, hit.skill, true, -1, false, m_specialattacks);
current_shielder->CheckNumHitsRemaining(NumHit::OutgoingHitSuccess);
}
void Mob::CommonBreakInvisibleFromCombat()
{
//break invis when you attack
+32 -4
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@@ -1583,6 +1583,22 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
break;
}
case SE_ExtendedShielding:
{
if (newbon->ExtendedShielding < base1) {
newbon->ExtendedShielding = base1;
}
break;
}
case SE_ShieldDuration:
{
if (newbon->ShieldDuration < base1) {
newbon->ShieldDuration = base1;
}
break;
}
// to do
case SE_PetDiscipline:
break;
@@ -1592,10 +1608,6 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
break;
case SE_SecondaryForte:
break;
case SE_ExtendedShielding:
break;
case SE_ShieldDuration:
break;
case SE_ReduceApplyPoisonTime:
break;
case SE_NimbleEvasion:
@@ -3474,6 +3486,22 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
new_bonus->Pet_Add_Atk += effect_value;
break;
case SE_ExtendedShielding:
{
if (new_bonus->ExtendedShielding < effect_value) {
new_bonus->ExtendedShielding = effect_value;
}
break;
}
case SE_ShieldDuration:
{
if (new_bonus->ShieldDuration < effect_value) {
new_bonus->ShieldDuration = effect_value;
}
break;
}
//Special custom cases for loading effects on to NPC from 'npc_spels_effects' table
if (IsAISpellEffect) {
+49 -67
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@@ -12808,83 +12808,65 @@ void Client::Handle_OP_Shielding(const EQApplicationPacket *app)
LogError("OP size error: OP_Shielding expected:[{}] got:[{}]", sizeof(Shielding_Struct), app->size);
return;
}
if (GetClass() != WARRIOR)
{
//Enforce level
//Augs on shieldd?
if (GetLevel() < 30) {
return; //Client gives message
}
if (GetClass() != WARRIOR){
return;
}
if (shield_target)
{
entity_list.MessageCloseString(
this, false, 100, 0,
END_SHIELDING, GetName(), shield_target->GetName());
for (int y = 0; y < 2; y++)
{
if (shield_target->shielder[y].shielder_id == GetID())
{
shield_target->shielder[y].shielder_id = 0;
shield_target->shielder[y].shielder_bonus = 0;
}
}
}
Shielding_Struct* shield = (Shielding_Struct*)app->pBuffer;
shield_target = entity_list.GetMob(shield->target_id);
bool ack = false;
EQ::ItemInstance* inst = GetInv().GetItem(EQ::invslot::slotSecondary);
if (!shield_target)
return;
if (inst)
{
const EQ::ItemData* shield = inst->GetItem();
if (shield && shield->ItemType == EQ::item::ItemTypeShield)
{
for (int x = 0; x < 2; x++)
{
if (shield_target->shielder[x].shielder_id == 0)
{
entity_list.MessageCloseString(
this, false, 100, 0,
START_SHIELDING, GetName(), shield_target->GetName());
shield_target->shielder[x].shielder_id = GetID();
int shieldbonus = shield->AC * 2;
switch (GetAA(197))
{
case 1:
shieldbonus = shieldbonus * 115 / 100;
break;
case 2:
shieldbonus = shieldbonus * 125 / 100;
break;
case 3:
shieldbonus = shieldbonus * 150 / 100;
break;
}
shield_target->shielder[x].shielder_bonus = shieldbonus;
shield_timer.Start();
ack = true;
break;
}
}
}
else
{
Message(0, "You must have a shield equipped to shield a target!");
shield_target = 0;
return;
}
}
else
{
Message(0, "You must have a shield equipped to shield a target!");
shield_target = 0;
if (!shield_target) {
return;
}
if (!ack)
{
if (shield_target->IsNPC()) {
//You must first target a living player //TODO Find string
return;
}
if (shield_target->GetID() == GetID()) { //Client will give message "You can not shield yourself"
return;
}
//Does 'Shield Target' already have a 'Shielder'
if (shield_target->shield_ability.shielder_id = GetID()) {
MessageString(Chat::White, ALREADY_SHIELDED);
shield_target = 0;
return;
}
//Does 'Shielder' already have a 'Shield Target' already have a shielder
if (shield_ability.shielder_id = GetID()) {
MessageString(Chat::White, ALREADY_SHIELDED);
return;
}
//AA to increase SPA 230 extended shielding
if (shield_target->CalculateDistance(GetX(), GetY(), GetZ()) > 15.0f) {
return; //Too far away, no message is given thoughh. //TODO: Timer to enforce distance check
}
entity_list.MessageCloseString(this, false, 100, 0, START_SHIELDING, GetName(), shield_target->GetName());
//Apply to Shielder
shield_ability.shielder_id = GetID();
shield_ability.shield_target_id = shield_target->GetID();
//Apply to Shield Target
shield_target->shield_ability.shielder_id = GetID();
shield_target->shield_ability.shield_target_id = shield_target->GetID();
//Calculate AA for adding time SPA 255 extend shield duration
shield_timer.Start(12000);
return;
}
+10 -1
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@@ -548,7 +548,9 @@ struct StatBonuses {
// AAs
int8 Packrat; //weight reduction for items, 1 point = 10%
int32 ShieldDuration; // extends duration of /shield ability
int32 ExtendedShielding; // extends range of /shield ability
int8 Packrat; // weight reduction for items, 1 point = 10%
uint8 BuffSlotIncrease; // Increases number of available buff slots
uint32 DelayDeath; // how far below 0 hp you can go
int8 BaseMovementSpeed; // Adjust base run speed, does not stack with other movement bonuses.
@@ -678,10 +680,17 @@ typedef struct
} tProc;
struct Shielders_Struct {
uint32 shielder_id;
uint16 shielder_bonus;
};
struct ShieldAbility_Struct{
uint32 shield_target_id;
uint32 shielder_id;
};
typedef struct
{
uint16 increment;
+3
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@@ -380,6 +380,9 @@ Mob::Mob(
shielder[m].shielder_id = 0;
shielder[m].shielder_bonus = 0;
}
shield_ability.shield_target_id = 0;
shield_ability.shielder_id = 0;
destructibleobject = false;
wandertype = 0;
+8
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@@ -1126,8 +1126,16 @@ public:
void SetMoved(bool moveflag) { moved = moveflag; }
Shielders_Struct shielder[MAX_SHIELDERS];
Trade* trade;
ShieldAbility_Struct shield_ability;
void DoShieldDamageOnShielder(Mob* defender, DamageHitInfo &hit);
inline int GetShielderID() { return shield_ability.shielder_id; }
inline int SetShielderID(int ent_id) { shield_ability.shielder_id = ent_id; }
inline int GetShieldTargetID() { return shield_ability.shield_target_id; }
inline int SetShieldTargetID(int ent_id) { shield_ability.shield_target_id = ent_id; }
inline glm::vec4 GetCurrentWayPoint() const { return m_CurrentWayPoint; }
inline float GetCWPP() const { return(static_cast<float>(cur_wp_pause)); }
inline int GetCWP() const { return(cur_wp); }