Add MainAmmo slot check for AddItemBonuses - only includes skill mods

This commit is contained in:
Uleat 2016-02-29 21:46:53 -05:00
parent 63cce6875f
commit abedfd3918
9 changed files with 298 additions and 296 deletions

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@ -1,5 +1,8 @@
EQEMu Changelog (Started on Sept 24, 2003 15:50) EQEMu Changelog (Started on Sept 24, 2003 15:50)
------------------------------------------------------- -------------------------------------------------------
== 02/29/2016 ==
Uleat: Change in AddItemBonuses - now includes ammo slot for skill mods only. Defined SoD- client SkillModMax packet property (client does not show..but, does enforce.)
== 02/11/2016 == == 02/11/2016 ==
Hateborne: Added IgnoreSpellDmgLvlRestriction rule (boolean) to ignore the 5 level spread when checking to add SpellDmg Hateborne: Added IgnoreSpellDmgLvlRestriction rule (boolean) to ignore the 5 level spread when checking to add SpellDmg

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@ -2230,11 +2230,12 @@ void ItemInst::ScaleItem() {
m_scaledItem->Mana = (int32)((float)m_item->Mana*Mult); m_scaledItem->Mana = (int32)((float)m_item->Mana*Mult);
m_scaledItem->AC = (int32)((float)m_item->AC*Mult); m_scaledItem->AC = (int32)((float)m_item->AC*Mult);
m_scaledItem->SkillModValue = (int32)((float)m_item->SkillModValue*Mult); // check these..some may not need to be modified (really need to check all stats/bonuses)
m_scaledItem->BaneDmgAmt = (int8)((float)m_item->BaneDmgAmt*Mult); //m_scaledItem->SkillModValue = (int32)((float)m_item->SkillModValue*Mult);
m_scaledItem->BardValue = (int32)((float)m_item->BardValue*Mult); //m_scaledItem->BaneDmgAmt = (int8)((float)m_item->BaneDmgAmt*Mult); // watch (10 entries with charmfileid)
m_scaledItem->ElemDmgAmt = (uint8)((float)m_item->ElemDmgAmt*Mult); m_scaledItem->BardValue = (int32)((float)m_item->BardValue*Mult); // watch (no entries with charmfileid)
m_scaledItem->Damage = (uint32)((float)m_item->Damage*Mult); m_scaledItem->ElemDmgAmt = (uint8)((float)m_item->ElemDmgAmt*Mult); // watch (no entries with charmfileid)
m_scaledItem->Damage = (uint32)((float)m_item->Damage*Mult); // watch
m_scaledItem->CombatEffects = (int8)((float)m_item->CombatEffects*Mult); m_scaledItem->CombatEffects = (int8)((float)m_item->CombatEffects*Mult);
m_scaledItem->Shielding = (int8)((float)m_item->Shielding*Mult); m_scaledItem->Shielding = (int8)((float)m_item->Shielding*Mult);

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@ -3661,7 +3661,7 @@ namespace SoD
ibs.Races = item->Races; ibs.Races = item->Races;
ibs.Deity = item->Deity; ibs.Deity = item->Deity;
ibs.SkillModValue = item->SkillModValue; ibs.SkillModValue = item->SkillModValue;
ibs.unknown6 = 0; ibs.SkillModMax = item->SkillModMax;
ibs.SkillModType = item->SkillModType; ibs.SkillModType = item->SkillModType;
ibs.BaneDmgRace = item->BaneDmgRace; ibs.BaneDmgRace = item->BaneDmgRace;
ibs.BaneDmgBody = item->BaneDmgBody; ibs.BaneDmgBody = item->BaneDmgBody;

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@ -4006,7 +4006,7 @@ struct ItemBodyStruct
uint32 Races; uint32 Races;
uint32 Deity; uint32 Deity;
int32 SkillModValue; int32 SkillModValue;
uint32 unknown6; uint32 SkillModMax;
uint32 SkillModType; uint32 SkillModType;
uint32 BaneDmgRace; uint32 BaneDmgRace;
uint32 BaneDmgBody; uint32 BaneDmgBody;

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@ -2983,7 +2983,7 @@ namespace SoF
ibs.Races = item->Races; ibs.Races = item->Races;
ibs.Deity = item->Deity; ibs.Deity = item->Deity;
ibs.SkillModValue = item->SkillModValue; ibs.SkillModValue = item->SkillModValue;
ibs.unknown6 = 0; ibs.SkillModMax = item->SkillModMax;
ibs.SkillModType = item->SkillModType; ibs.SkillModType = item->SkillModType;
ibs.BaneDmgRace = item->BaneDmgRace; ibs.BaneDmgRace = item->BaneDmgRace;
ibs.BaneDmgBody = item->BaneDmgBody; ibs.BaneDmgBody = item->BaneDmgBody;

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@ -3861,7 +3861,7 @@ struct ItemBodyStruct
uint32 Races; uint32 Races;
uint32 Deity; uint32 Deity;
int32 SkillModValue; int32 SkillModValue;
uint32 unknown6; uint32 SkillModMax;
uint32 SkillModType; uint32 SkillModType;
uint32 BaneDmgRace; uint32 BaneDmgRace;
uint32 BaneDmgBody; uint32 BaneDmgBody;

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@ -39,7 +39,7 @@ These fields must be in the order of how they are serialized!
/* 030 */ I(AC) /* 030 */ I(AC)
/* 031 */ I(Deity) /* 031 */ I(Deity)
/* 032 */ I(SkillModValue) /* 032 */ I(SkillModValue)
/* 033 */ C("0") /* 033 */ I(SkillModMax)
/* 034 */ I(SkillModType) /* 034 */ I(SkillModType)
/* 035 */ I(BaneDmgRace) /* 035 */ I(BaneDmgRace)
/* 036 */ I(BaneDmgAmt) /* 036 */ I(BaneDmgAmt)

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@ -144,12 +144,12 @@ void Client::CalcItemBonuses(StatBonuses* newbon) {
SetTwoHanderEquipped(false); SetTwoHanderEquipped(false);
unsigned int i; unsigned int i;
//should not include 21 (SLOT_AMMO) // Update: MainAmmo should only calc skill mods (TODO: Check for other cases)
for (i = MainCharm; i < MainAmmo; i++) { for (i = MainCharm; i <= MainAmmo; i++) {
const ItemInst* inst = m_inv[i]; const ItemInst* inst = m_inv[i];
if(inst == 0) if(inst == 0)
continue; continue;
AddItemBonuses(inst, newbon); AddItemBonuses(inst, newbon, false, false, 0, (i == MainAmmo));
//These are given special flags due to how often they are checked for various spell effects. //These are given special flags due to how often they are checked for various spell effects.
const Item_Struct *item = inst->GetItem(); const Item_Struct *item = inst->GetItem();
@ -207,7 +207,7 @@ void Client::ProcessItemCaps()
itembonuses.ATK = std::min(itembonuses.ATK, CalcItemATKCap()); itembonuses.ATK = std::min(itembonuses.ATK, CalcItemATKCap());
} }
void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAug, bool isTribute, int rec_override) void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAug, bool isTribute, int rec_override, bool ammo_slot_item)
{ {
if (!inst || !inst->IsType(ItemClassCommon)) { if (!inst || !inst->IsType(ItemClassCommon)) {
return; return;
@ -231,6 +231,8 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAu
// 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 // 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 // used for augs
auto rec_level = isAug ? rec_override : inst->GetItemRecommendedLevel(true); auto rec_level = isAug ? rec_override : inst->GetItemRecommendedLevel(true);
if (!ammo_slot_item) {
if (GetLevel() >= rec_level) { if (GetLevel() >= rec_level) {
newbon->AC += item->AC; newbon->AC += item->AC;
newbon->HP += item->HP; newbon->HP += item->HP;
@ -280,7 +282,8 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAu
newbon->HeroicDR += item->HeroicDR; newbon->HeroicDR += item->HeroicDR;
newbon->HeroicCorrup += item->HeroicSVCorrup; newbon->HeroicCorrup += item->HeroicSVCorrup;
} else { }
else {
int lvl = GetLevel(); int lvl = GetLevel();
newbon->AC += CalcRecommendedLevelBonus(lvl, rec_level, item->AC); newbon->AC += CalcRecommendedLevelBonus(lvl, rec_level, item->AC);
@ -436,7 +439,6 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAu
switch (item->BardType) { switch (item->BardType) {
case 51: /* All (e.g. Singing Short Sword) */ case 51: /* All (e.g. Singing Short Sword) */
{
if (item->BardValue > newbon->singingMod) if (item->BardValue > newbon->singingMod)
newbon->singingMod = item->BardValue; newbon->singingMod = item->BardValue;
if (item->BardValue > newbon->brassMod) if (item->BardValue > newbon->brassMod)
@ -448,73 +450,58 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAu
if (item->BardValue > newbon->windMod) if (item->BardValue > newbon->windMod)
newbon->windMod = item->BardValue; newbon->windMod = item->BardValue;
break; break;
}
case 50: /* Singing */ case 50: /* Singing */
{
if (item->BardValue > newbon->singingMod) if (item->BardValue > newbon->singingMod)
newbon->singingMod = item->BardValue; newbon->singingMod = item->BardValue;
break; break;
}
case 23: /* Wind */ case 23: /* Wind */
{
if (item->BardValue > newbon->windMod) if (item->BardValue > newbon->windMod)
newbon->windMod = item->BardValue; newbon->windMod = item->BardValue;
break; break;
}
case 24: /* stringed */ case 24: /* stringed */
{
if (item->BardValue > newbon->stringedMod) if (item->BardValue > newbon->stringedMod)
newbon->stringedMod = item->BardValue; newbon->stringedMod = item->BardValue;
break; break;
}
case 25: /* brass */ case 25: /* brass */
{
if (item->BardValue > newbon->brassMod) if (item->BardValue > newbon->brassMod)
newbon->brassMod = item->BardValue; newbon->brassMod = item->BardValue;
break; break;
}
case 26: /* Percussion */ case 26: /* Percussion */
{
if (item->BardValue > newbon->percussionMod) if (item->BardValue > newbon->percussionMod)
newbon->percussionMod = item->BardValue; newbon->percussionMod = item->BardValue;
break; break;
} }
}
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)) {
newbon->skillmod[item->SkillModType] = item->SkillModValue;
newbon->skillmodmax[item->SkillModType] = item->SkillModMax;
}
}
// Add Item Faction Mods // Add Item Faction Mods
if (item->FactionMod1) { if (item->FactionMod1) {
if (item->FactionAmt1 > 0 && item->FactionAmt1 > GetItemFactionBonus(item->FactionMod1)) { if (item->FactionAmt1 > 0 && item->FactionAmt1 > GetItemFactionBonus(item->FactionMod1)) {
AddItemFactionBonus(item->FactionMod1, item->FactionAmt1); 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); AddItemFactionBonus(item->FactionMod1, item->FactionAmt1);
} }
} }
if (item->FactionMod2) { if (item->FactionMod2) {
if (item->FactionAmt2 > 0 && item->FactionAmt2 > GetItemFactionBonus(item->FactionMod2)) { if (item->FactionAmt2 > 0 && item->FactionAmt2 > GetItemFactionBonus(item->FactionMod2)) {
AddItemFactionBonus(item->FactionMod2, item->FactionAmt2); 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); AddItemFactionBonus(item->FactionMod2, item->FactionAmt2);
} }
} }
if (item->FactionMod3) { if (item->FactionMod3) {
if (item->FactionAmt3 > 0 && item->FactionAmt3 > GetItemFactionBonus(item->FactionMod3)) { if (item->FactionAmt3 > 0 && item->FactionAmt3 > GetItemFactionBonus(item->FactionMod3)) {
AddItemFactionBonus(item->FactionMod3, item->FactionAmt3); 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); AddItemFactionBonus(item->FactionMod3, item->FactionAmt3);
} }
} }
if (item->FactionMod4) { if (item->FactionMod4) {
if (item->FactionAmt4 > 0 && item->FactionAmt4 > GetItemFactionBonus(item->FactionMod4)) { if (item->FactionAmt4 > 0 && item->FactionAmt4 > GetItemFactionBonus(item->FactionMod4)) {
AddItemFactionBonus(item->FactionMod4, item->FactionAmt4); 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); AddItemFactionBonus(item->FactionMod4, item->FactionAmt4);
} }
} }
@ -526,10 +513,21 @@ void Client::AddItemBonuses(const ItemInst *inst, StatBonuses *newbon, bool isAu
else else
newbon->SkillDamageAmount[item->ExtraDmgSkill] += item->ExtraDmgAmt; newbon->SkillDamageAmount[item->ExtraDmgSkill] += item->ExtraDmgAmt;
} }
}
// Process when ammo_slot_item = true or false
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)) {
newbon->skillmod[item->SkillModType] = item->SkillModValue;
newbon->skillmodmax[item->SkillModType] = item->SkillModMax;
}
}
if (!isAug) { if (!isAug) {
for (int i = 0; i < EmuConstants::ITEM_COMMON_SIZE; i++) for (int i = 0; i < EmuConstants::ITEM_COMMON_SIZE; i++)
AddItemBonuses(inst->GetAugment(i), newbon, true, false, rec_level); AddItemBonuses(inst->GetAugment(i), newbon, true, false, rec_level, ammo_slot_item);
} }
} }

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@ -1303,7 +1303,7 @@ public:
protected: protected:
friend class Mob; friend class Mob;
void CalcItemBonuses(StatBonuses* newbon); void CalcItemBonuses(StatBonuses* newbon);
void AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false, bool isTribute = false, int rec_override = 0); void AddItemBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false, bool isTribute = false, int rec_override = 0, bool ammo_slot_item = false);
void AdditiveWornBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false); void AdditiveWornBonuses(const ItemInst *inst, StatBonuses* newbon, bool isAug = false);
int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat); int CalcRecommendedLevelBonus(uint8 level, uint8 reclevel, int basestat);
void CalcEdibleBonuses(StatBonuses* newbon); void CalcEdibleBonuses(StatBonuses* newbon);