Split Mob::SetAttackTimer into Client and NPC methods

This was the easiest way to NPCs delay settings to be sane in the database.
The functions are cleaner since there is no specific logic to change
behavior depending on if they're a client or not.
This commit is contained in:
Michael Cook (mackal)
2014-09-09 22:13:30 -04:00
parent 2fa31799f6
commit fa1e33783a
6 changed files with 172 additions and 162 deletions
+142
View File
@@ -4803,3 +4803,145 @@ void Mob::CommonBreakInvisible()
hidden = false;
improved_hidden = false;
}
void Mob::SetAttackTimer()
{
attack_timer.SetAtTrigger(4000, true);
}
void Client::SetAttackTimer()
{
float PermaHaste = GetPermaHaste() * 100.0f;
//default value for attack timer in case they have
//an invalid weapon equipped:
attack_timer.SetAtTrigger(4000, true);
Timer *TimerToUse = nullptr;
const Item_Struct *PrimaryWeapon = nullptr;
for (int i = MainRange; i <= MainSecondary; i++) {
//pick a timer
if (i == MainPrimary)
TimerToUse = &attack_timer;
else if (i == MainRange)
TimerToUse = &ranged_timer;
else if (i == MainSecondary)
TimerToUse = &attack_dw_timer;
else //invalid slot (hands will always hit this)
continue;
const Item_Struct *ItemToUse = nullptr;
//find our item
ItemInst *ci = GetInv().GetItem(i);
if (ci)
ItemToUse = ci->GetItem();
//special offhand stuff
if (i == MainSecondary) {
//if we have a 2H weapon in our main hand, no dual
if (PrimaryWeapon != nullptr) {
if (PrimaryWeapon->ItemClass == ItemClassCommon
&& (PrimaryWeapon->ItemType == ItemType2HSlash
|| PrimaryWeapon->ItemType == ItemType2HBlunt
|| PrimaryWeapon->ItemType == ItemType2HPiercing)) {
attack_dw_timer.Disable();
continue;
}
}
//if we cant dual wield, skip it
if (!CanThisClassDualWield()) {
attack_dw_timer.Disable();
continue;
}
}
//see if we have a valid weapon
if (ItemToUse != nullptr) {
//check type and damage/delay
if (ItemToUse->ItemClass != ItemClassCommon
|| ItemToUse->Damage == 0
|| ItemToUse->Delay == 0) {
//no weapon
ItemToUse = nullptr;
}
// Check to see if skill is valid
else if ((ItemToUse->ItemType > ItemTypeLargeThrowing) &&
(ItemToUse->ItemType != ItemTypeMartial) &&
(ItemToUse->ItemType != ItemType2HPiercing)) {
//no weapon
ItemToUse = nullptr;
}
}
int16 DelayMod = std::max(itembonuses.HundredHands + spellbonuses.HundredHands, -99);
int speed = 0;
//if we have no weapon..
if (ItemToUse == nullptr) {
//above checks ensure ranged weapons do not fall into here
// Work out if we're a monk
if ((GetClass() == MONK) || (GetClass() == BEASTLORD))
speed = static_cast<int>((GetMonkHandToHandDelay() * (100 + DelayMod) / 100) * PermaHaste);
else
speed = static_cast<int>((36 * (100 + DelayMod) / 100) * PermaHaste);
} else {
//we have a weapon, use its delay
// Convert weapon delay to timer resolution (milliseconds)
//delay * 100
speed = static_cast<int>((ItemToUse->Delay * (100 + DelayMod) / 100) * PermaHaste);
if (ItemToUse->ItemType == ItemTypeBow || ItemToUse->ItemType == ItemTypeLargeThrowing) {
float quiver_haste = GetQuiverHaste();
if (quiver_haste > 0)
speed *= quiver_haste;
}
}
TimerToUse->SetAtTrigger(std::max(RuleI(Combat, MinHastedDelay), speed), true);
if (i == MainPrimary)
PrimaryWeapon = ItemToUse;
}
}
void NPC::SetAttackTimer()
{
float PermaHaste = GetPermaHaste();
//default value for attack timer in case they have
//an invalid weapon equipped:
attack_timer.SetAtTrigger(4000, true);
Timer *TimerToUse = nullptr;
for (int i = MainRange; i <= MainSecondary; i++) {
//pick a timer
if (i == MainPrimary)
TimerToUse = &attack_timer;
else if (i == MainRange)
TimerToUse = &ranged_timer;
else if (i == MainSecondary)
TimerToUse = &attack_dw_timer;
else //invalid slot (hands will always hit this)
continue;
//special offhand stuff
if (i == MainSecondary) {
//NPCs get it for free at 13
if(GetLevel() < 13) {
attack_dw_timer.Disable();
continue;
}
}
int16 DelayMod = std::max(itembonuses.HundredHands + spellbonuses.HundredHands, -99);
// Technically NPCs should do some logic for weapons, but the effect is minimal
// What they do is take the lower of their set delay and the weapon's
// ex. Mob's delay set to 20, weapon set to 19, delay 19
// Mob's delay set to 20, weapon set to 21, delay 20
int speed = static_cast<int>((36 * (100 + DelayMod) / 100) * (100.0f + attack_speed) * PermaHaste);
TimerToUse->SetAtTrigger(std::max(RuleI(Combat, MinHastedDelay), speed), true);
}
}