Merge branch 'Development' of https://github.com/KayenEQ/Server into KayenEQ-Development

This commit is contained in:
KimLS 2014-08-22 00:21:11 -07:00
commit 85bd837a66
3 changed files with 105 additions and 104 deletions

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@ -1569,11 +1569,7 @@ void Mob::AI_Process() {
//Do Ranged attack here
if(doranged)
{
int attacks = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 0);
attacks = attacks > 0 ? attacks : 1;
for(int i = 0; i < attacks; ++i) {
RangedAttack(target);
}
RangedAttack(target);
}
}

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@ -973,113 +973,118 @@ void NPC::RangedAttack(Mob* other)
return;
}
//if we have SPECATK_RANGED_ATK set then we range attack without weapon or ammo
const Item_Struct* weapon = nullptr;
const Item_Struct* ammo = nullptr;
if(!GetSpecialAbility(SPECATK_RANGED_ATK))
{
//find our bow and ammo return if we can't find them...
return;
}
int attacks = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 0);
attacks = attacks > 0 ? attacks : 1;
for(int i = 0; i < attacks; ++i) {
int sa_min_range = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 0); //Min Range of NPC attack
int sa_max_range = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 1); //Max Range of NPC attack
float min_range = static_cast<float>(RuleI(Combat, MinRangedAttackDist));
float max_range = 250; // needs to be longer than 200(most spells)
if (sa_max_range)
max_range = static_cast<float>(sa_max_range);
if (sa_min_range)
min_range = static_cast<float>(sa_min_range);
mlog(COMBAT__RANGED, "Calculated bow range to be %.1f", max_range);
max_range *= max_range;
if(DistNoRootNoZ(*other) > max_range) {
mlog(COMBAT__RANGED, "Ranged attack out of range...%.2f vs %.2f", DistNoRootNoZ(*other), max_range);
//target is out of range, client does a message
return;
}
else if(DistNoRootNoZ(*other) < (min_range * min_range))
return;
if(!other || !IsAttackAllowed(other) ||
IsCasting() ||
DivineAura() ||
IsStunned() ||
IsFeared() ||
IsMezzed() ||
(GetAppearance() == eaDead)){
return;
}
SkillUseTypes skillinuse = SkillArchery;
skillinuse = static_cast<SkillUseTypes>(GetRangedSkill());
if(!ammo && !GetAmmoIDfile())
ammo = database.GetItem(8005);
if(ammo)
SendItemAnimation(other, ammo, SkillArchery);
else
ProjectileAnimation(other, 0,false,0,0,0,0,GetAmmoIDfile(),skillinuse);
FaceTarget(other);
if (!other->CheckHitChance(this, skillinuse, MainRange, GetSpecialAbilityParam(SPECATK_RANGED_ATK, 2)))
{
mlog(COMBAT__RANGED, "Ranged attack missed %s.", other->GetName());
other->Damage(this, 0, SPELL_UNKNOWN, skillinuse);
}
else
{
int16 WDmg = GetWeaponDamage(other, weapon);
int16 ADmg = GetWeaponDamage(other, ammo);
int32 TotalDmg = 0;
if(WDmg > 0 || ADmg > 0)
//if we have SPECATK_RANGED_ATK set then we range attack without weapon or ammo
const Item_Struct* weapon = nullptr;
const Item_Struct* ammo = nullptr;
if(!GetSpecialAbility(SPECATK_RANGED_ATK))
{
mlog(COMBAT__RANGED, "Ranged attack hit %s.", other->GetName());
int32 MaxDmg = max_dmg * RuleR(Combat, ArcheryNPCMultiplier); // should add a field to npc_types
int32 MinDmg = min_dmg * RuleR(Combat, ArcheryNPCMultiplier);
if(RuleB(Combat, UseIntervalAC))
TotalDmg = MaxDmg;
else
TotalDmg = MakeRandomInt(MinDmg, MaxDmg);
TotalDmg += TotalDmg * GetSpecialAbilityParam(SPECATK_RANGED_ATK, 3) / 100; //Damage modifier
other->AvoidDamage(this, TotalDmg, false);
other->MeleeMitigation(this, TotalDmg, MinDmg);
if (TotalDmg > 0)
CommonOutgoingHitSuccess(other, TotalDmg, skillinuse);
//find our bow and ammo return if we can't find them...
return;
}
int sa_min_range = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 4); //Min Range of NPC attack
int sa_max_range = GetSpecialAbilityParam(SPECATK_RANGED_ATK, 1); //Max Range of NPC attack
float min_range = static_cast<float>(RuleI(Combat, MinRangedAttackDist));
float max_range = 250; // needs to be longer than 200(most spells)
if (sa_max_range)
max_range = static_cast<float>(sa_max_range);
if (sa_min_range)
min_range = static_cast<float>(sa_min_range);
mlog(COMBAT__RANGED, "Calculated bow range to be %.1f", max_range);
max_range *= max_range;
if(DistNoRootNoZ(*other) > max_range) {
mlog(COMBAT__RANGED, "Ranged attack out of range...%.2f vs %.2f", DistNoRootNoZ(*other), max_range);
//target is out of range, client does a message
return;
}
else if(DistNoRootNoZ(*other) < (min_range * min_range))
return;
if(!other || !IsAttackAllowed(other) ||
IsCasting() ||
DivineAura() ||
IsStunned() ||
IsFeared() ||
IsMezzed() ||
(GetAppearance() == eaDead)){
return;
}
SkillUseTypes skillinuse = SkillArchery;
skillinuse = static_cast<SkillUseTypes>(GetRangedSkill());
if(!ammo && !GetAmmoIDfile())
ammo = database.GetItem(8005);
if(ammo)
SendItemAnimation(other, ammo, SkillArchery);
else
ProjectileAnimation(other, 0,false,0,0,0,0,GetAmmoIDfile(),skillinuse);
FaceTarget(other);
if (!other->CheckHitChance(this, skillinuse, MainRange, GetSpecialAbilityParam(SPECATK_RANGED_ATK, 2)))
{
mlog(COMBAT__RANGED, "Ranged attack missed %s.", other->GetName());
other->Damage(this, 0, SPELL_UNKNOWN, skillinuse);
}
else
TotalDmg = -5;
{
int16 WDmg = GetWeaponDamage(other, weapon);
int16 ADmg = GetWeaponDamage(other, ammo);
int32 TotalDmg = 0;
if(WDmg > 0 || ADmg > 0)
{
mlog(COMBAT__RANGED, "Ranged attack hit %s.", other->GetName());
int32 MaxDmg = max_dmg * RuleR(Combat, ArcheryNPCMultiplier); // should add a field to npc_types
int32 MinDmg = min_dmg * RuleR(Combat, ArcheryNPCMultiplier);
if (TotalDmg > 0)
other->AddToHateList(this, TotalDmg, 0, false);
else
other->AddToHateList(this, 0, 0, false);
if(RuleB(Combat, UseIntervalAC))
TotalDmg = MaxDmg;
else
TotalDmg = MakeRandomInt(MinDmg, MaxDmg);
other->Damage(this, TotalDmg, SPELL_UNKNOWN, skillinuse);
TotalDmg += TotalDmg * GetSpecialAbilityParam(SPECATK_RANGED_ATK, 3) / 100; //Damage modifier
other->AvoidDamage(this, TotalDmg, false);
other->MeleeMitigation(this, TotalDmg, MinDmg);
if (TotalDmg > 0)
CommonOutgoingHitSuccess(other, TotalDmg, skillinuse);
}
if (TotalDmg > 0 && HasSkillProcSuccess() && GetTarget() && !other->HasDied())
TrySkillProc(other, skillinuse, 0, true, MainRange);
else
TotalDmg = -5;
if (TotalDmg > 0)
other->AddToHateList(this, TotalDmg, 0, false);
else
other->AddToHateList(this, 0, 0, false);
other->Damage(this, TotalDmg, SPELL_UNKNOWN, skillinuse);
if (TotalDmg > 0 && HasSkillProcSuccess() && GetTarget() && !other->HasDied())
TrySkillProc(other, skillinuse, 0, true, MainRange);
}
//try proc on hits and misses
if(other && !other->HasDied())
TrySpellProc(nullptr, (const Item_Struct*)nullptr, other, MainRange);
if (HasSkillProcs() && other && !other->HasDied())
TrySkillProc(other, skillinuse, 0, false, MainRange);
CommonBreakInvisible();
}
//try proc on hits and misses
if(other && !other->HasDied())
TrySpellProc(nullptr, (const Item_Struct*)nullptr, other, MainRange);
if (HasSkillProcs() && other && !other->HasDied())
TrySkillProc(other, skillinuse, 0, false, MainRange);
CommonBreakInvisible();
}
uint16 Mob::GetThrownDamage(int16 wDmg, int32& TotalDmg, int& minDmg)

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@ -2143,7 +2143,7 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
{
if(CheckLosFN((*iter)) || spells[spell_id].npc_no_los){
(*iter)->CalcSpellPowerDistanceMod(spell_id, 0, this);
SpellOnTarget(spell_id, spell_target, false, true, resist_adjust);
SpellOnTarget(spell_id, (*iter), false, true, resist_adjust);
}
}
}